Common building schema

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2026-05-26 14:27:19 -04:00
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@@ -2,8 +2,35 @@ Common building that can be built by any action. Some common buildings are swapp
# Schema # Schema
## String
- **Name** (required): The name of the building.
- **Category**: The primary resource icon(s) associated with the building (e.g., Food, Production, Gold).
- **Effects**: A text description of the building's effects, including resource income, percentages, and special bonuses.
- **Requirements**: Build requirements including Town Hall tier, prerequisite buildings, or province types.
- **Boost**: Description of the condition to reduce the building's production cost.
- **Source**: The culture or general category providing the building (e.g., General).
## Int
- **CostProduction**: Base production cost to build.
- **CostGold**: Base gold cost to build.
- **IncomeFood**: Flat food income.
- **IncomeProduction**: Flat production income.
- **IncomeDraft**: Flat draft income.
- **IncomeGold**: Flat gold income.
- **IncomeKnowledge**: Flat knowledge income.
- **IncomeMana**: Flat mana income.
- **IncomeStability**: Flat stability income.
- **BoostForester**: Number of improvements required for the boost.
- **BoostFarm**: Number of improvements required for the boost.
- **BoostQuarry**: Number of improvements required for the boost.
- **BoostPopulation**: Number of population required for the boost.
- **RequirementTownHall**: The required Town Hall tier (0, 1, 2, 3, 4). 0 for no requirement.
## Notes
- Guilds are limited to one per city.
- Many buildings require "or equivalent" for cultural variations.
- Some effects scale per improvement type (e.g., +10 Gold per Mine).
- Starting Rank bonuses apply to specific unit tiers.
# Raw Data # Raw Data