Add Province Improvements data and reference page; update navigation and documentation
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Vendored
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@@ -72,9 +72,23 @@
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"icon": "lucide-file",
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"title": "Province Improvement Data"
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}
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},
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{
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"id": "1c5c0981268a9a26",
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"type": "leaf",
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"state": {
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"type": "markdown",
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"state": {
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"file": "Document Raw Data and Turn it into Class Data.md",
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"mode": "source",
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"source": false
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},
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"icon": "lucide-file",
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"title": "Document Raw Data and Turn it into Class Data"
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}
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}
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"currentTab": 4
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"id": "0d0bf6ef8ed6d192",
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@@ -285,12 +299,13 @@
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"bases:Create new base": false
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}
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},
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"active": "fd3766d6a78ed7a8",
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"active": "1c5c0981268a9a26",
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"lastOpenFiles": [
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"Province Improvement Data.md",
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"Document Raw Data and Turn it into Class Data.md",
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"Collect Data.md",
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"_Tasks Kanban.base",
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"_Plan.canvas",
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"Province Improvement Data.md",
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"Overview.md",
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"Play Architect culture and find out what Monuments are.md",
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"Magic Material Data.md",
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@@ -0,0 +1,8 @@
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---
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type: Prompt
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---
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Take Province Improvement Data.md and update the data information based on the current and newly added raw data sections.
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After this is updated, then add new C# classes and data to the AOW4/Data folder.
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Then when this is done, add a Blazor page with a table in the Reference section to show off said data.
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@@ -7,18 +7,22 @@ Each Province Improvement decreases stability by -5.
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---
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See Raw Data section
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# Schema
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# String
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- Name required: Taken from the Land improvement column. We are just going to ignore the Water improvement and Lava improvements names, because that is flavour that doesn't effect us
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## String
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- **Name** (required): The name of the province improvement. Taken from the Land/Water/Lava improvement column; we use only the single name (ignoring Water/Lava flavour variants).
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- **Category**: The base type/category of the improvement (Conduit, Farm, Forester, Mine, Quarry, Research Post, Teleporter, Monument, etc.).
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- **Effects**: A text description of the main effects. This can include resource bonuses (+X Mana, +X Gold, etc.), adjacent bonuses, terrain effects, and other special mechanics.
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- **Requirements**: A text description of any build requirements (terrain, resource nodes, Town Hall tier, etc.).
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- **Source**: The source/culture/tome that grants this improvement (General, Barbarian, Feudal, High, etc.).
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# Int
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## Int
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- **CostProduction**: Production cost to build (from Cost column).
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- **CostGold**: Gold cost to build (from Cost column).
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- increaseMana?: from effects column if containing relevant information
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- increaseFood?: from effects column if containing relevant information
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- inceaseProduction?: from effects column if containing relevant information
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- increaseGold?: from effects column if containing relevant information
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- increaseKnowledge?: from effects column if containing relevant information
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## Notes
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- Base stability penalty: all improvements have -5 Stability
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- See Raw Data sections below for all the improvements by category
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---
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