Tech unlocks + a unit tech-gate referenced ids absent from the loaded set: - improvement renames (techs used stale ids): irrigation_channel→irrigation, stone_road→road, fortress→fort - improvement refs with no existing target removed: orchard, aqueduct_channel, bridge, fishing_boats (no such improvement is authored) - flight units (dwarf_gyrocopter/iron_hawk/mithril_hawk) exist + their unlock techs are in-scope, but weren't in the manifest's units subscription → added - dwarf_master_engineer.tech_required deep_engineering (nonexistent) → total_war (its grand_engineer upgrade-from's gate, which is subscribed) GUT: test_data_integrity 0 dangling refs (724 passing / 2 failing). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
322 lines
8.1 KiB
JSON
322 lines
8.1 KiB
JSON
[
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{
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"id": "stonecutting",
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"name": "Stonecutting",
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"description": "The art of splitting raw rock into shaped blocks. Opens the way for walls, roads, and all permanent construction.",
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"pillar": "masonry",
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"domain": "Engineering",
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"era": 1,
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"tier": 1,
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"cost": 20,
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"requires": [],
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"unlocks": {
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"buildings": [],
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"units": [],
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"improvements": [
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"quarry"
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]
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},
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"flavor": "Strike the stone where it wants to break. It will teach you where.",
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"encyclopedia": {
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"category": "civilization",
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"entry_type": "tech",
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"detail_route": "/research/tech-tree",
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"tags": [
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"masonry"
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]
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}
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},
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{
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"id": "masonry",
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"name": "Masonry",
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"description": "Fitted stonework and mortar techniques that allow permanent fortifications, workshops, and warehouses to be raised.",
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"pillar": "masonry",
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"domain": "Engineering",
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"era": 1,
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"tier": 2,
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"cost": 30,
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"requires": [
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"stonecutting"
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],
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"unlocks": {
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"buildings": [
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"walls",
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"watchtower",
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"mason_lodge",
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"storehouse"
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],
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"units": [
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"dwarf_engineer"
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],
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"improvements": [
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"road"
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]
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},
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"flavor": "A dwarf who cannot lay a straight wall is not yet a dwarf.",
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"encyclopedia": {
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"category": "civilization",
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"entry_type": "tech",
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"detail_route": "/research/tech-tree",
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"tags": [
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"masonry"
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]
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}
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},
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{
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"id": "fortification",
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"name": "Fortification",
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"description": "Advanced defensive architecture — murder holes, concentric walls, and sally ports. Cities become near-impregnable strongholds.",
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"pillar": "masonry",
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"domain": "Military",
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"era": 3,
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"tier": 3,
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"cost": 60,
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"requires": [
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"masonry",
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"tactics"
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],
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"unlocks": {
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"buildings": [
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"castle"
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],
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"units": [],
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"improvements": [
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"fort"
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]
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},
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"flavor": "They brought ten thousand. We brought walls.",
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"encyclopedia": {
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"category": "civilization",
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"entry_type": "tech",
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"detail_route": "/research/tech-tree",
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"tags": [
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"masonry"
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]
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}
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},
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{
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"id": "civil_engineering",
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"name": "Civil Engineering",
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"description": "Large-scale infrastructure projects — aqueducts, bridges, and drainage systems that transform entire regions.",
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"pillar": "masonry",
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"domain": "Engineering",
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"era": 4,
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"tier": 4,
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"cost": 90,
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"requires": [
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"fortification",
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"mathematics"
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],
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"unlocks": {
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"buildings": [
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"aqueduct",
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"eternal_deeproads"
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],
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"units": [],
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"improvements": [],
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"mechanics": [
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{
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"key": "city_connection_roads",
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"label": "City Connection Roads"
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}
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]
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},
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"flavor": "Water flows downhill. So does civilization, if you let it.",
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"encyclopedia": {
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"category": "civilization",
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"entry_type": "tech",
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"detail_route": "/research/tech-tree",
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"tags": [
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"masonry"
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]
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}
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},
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{
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"id": "high_architecture",
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"name": "High Architecture",
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"description": "The pinnacle of dwarven construction — vast underground halls, monumental gates, and wonder-buildings that define an empire.",
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"pillar": "masonry",
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"domain": "Engineering",
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"era": 5,
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"tier": 5,
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"cost": 130,
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"requires": [
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"civil_engineering",
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"heritage"
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],
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"unlocks": {
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"buildings": [
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"grand_gate"
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],
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"units": [],
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"improvements": [],
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"mechanics": [
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{
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"key": "wonder_construction",
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"label": "Wonder Construction"
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}
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]
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},
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"flavor": "When the mountain is not enough, we build another.",
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"encyclopedia": {
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"category": "civilization",
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"entry_type": "tech",
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"detail_route": "/research/tech-tree",
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"tags": [
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"masonry"
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]
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}
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},
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{
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"id": "deep_engineering",
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"name": "Deep Engineering",
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"description": "Vault construction at depths previously thought unstable — pressure-bearing arches, magma-vented expansion joints, stone that gives back to the rock that holds it.",
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"pillar": "masonry",
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"domain": "Engineering",
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"era": 6,
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"tier": 6,
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"cost": 175,
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"requires": [
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"high_architecture"
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],
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"unlocks": {
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"buildings": [
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"deep_vault",
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"undermount_vault"
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],
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"units": [],
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"improvements": []
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},
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"flavor": "Anyone can dig down. Few can dig down and have it stay there.",
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"encyclopedia": {
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"category": "civilization",
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"entry_type": "tech",
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"detail_route": "/research/tech-tree",
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"tags": [
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"masonry",
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"dwarven"
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]
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}
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},
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{
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"id": "pneumatic_construction",
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"name": "Pneumatic Construction",
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"description": "Steam-driven excavation rams, pressure-cured stonework, hydraulic lifting cradles. The forge of the engineer replaces the chisel of the mason.",
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"pillar": "masonry",
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"domain": "Engineering",
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"era": 7,
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"tier": 7,
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"cost": 230,
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"requires": [
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"deep_engineering",
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"steam_metallurgy"
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],
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"unlocks": {
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"buildings": [],
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"units": [],
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"improvements": [
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"steam_track"
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]
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},
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"flavor": "What ten dwarves did in a year, the engine does in a week. The dwarves are still in charge of the engine.",
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"encyclopedia": {
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"category": "civilization",
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"entry_type": "tech",
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"detail_route": "/research/tech-tree",
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"tags": [
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"masonry",
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"dwarven"
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]
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}
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},
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{
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"id": "bastion_doctrine",
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"name": "Bastion Doctrine",
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"description": "War-redoubts, hardened bunker-cities, plate-armor walls of layered iron and stone. A hold built to take a direct hit from anything ever invented.",
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"pillar": "masonry",
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"domain": "Military",
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"era": 8,
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"tier": 8,
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"cost": 290,
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"requires": [
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"pneumatic_construction"
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],
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"unlocks": {
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"buildings": [
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"naval_bastion",
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"storm_gate"
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],
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"units": [],
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"improvements": []
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},
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"flavor": "The wall is not the last line. The wall is the first line. The dwarves behind it are the last line.",
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"encyclopedia": {
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"category": "civilization",
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"entry_type": "tech",
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"detail_route": "/research/tech-tree",
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"tags": [
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"masonry",
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"dwarven"
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]
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}
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},
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{
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"id": "arcology_delving",
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"name": "Arcology Delving",
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"description": "Self-contained mountain cities — vertical clan-warrens with their own farms, forges, mead halls, all sealed under a single stone shell. Refuge against a world that no longer holds.",
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"pillar": "masonry",
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"domain": "Engineering",
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"era": 9,
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"tier": 9,
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"cost": 360,
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"requires": [
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"bastion_doctrine"
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],
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"unlocks": {
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"buildings": [],
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"units": [],
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"improvements": []
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},
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"flavor": "If the surface burns, the hold endures. If the sky falls, the hold endures. We were built for this.",
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"encyclopedia": {
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"category": "civilization",
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"entry_type": "tech",
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"detail_route": "/research/tech-tree",
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"tags": [
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"masonry",
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"dwarven"
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]
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}
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},
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{
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"id": "world_pillar_tech",
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"name": "World Pillar Engineering",
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"description": "Megastructures that pierce the clouds — towers of layered adamantine and mithril, anchored to bedrock and rising past the highest peaks. Architecture as cosmic statement.",
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"pillar": "masonry",
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"domain": "Engineering",
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"era": 10,
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"tier": 10,
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"cost": 440,
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"requires": [
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"arcology_delving",
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"adamantine_forging"
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],
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"unlocks": {
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"buildings": [
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"world_pillar"
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],
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"units": [],
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"improvements": []
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},
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"flavor": "We started under the mountain. We end above it.",
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"encyclopedia": {
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"category": "civilization",
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"entry_type": "tech",
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"detail_route": "/research/tech-tree",
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"tags": [
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"masonry",
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"dwarven"
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]
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}
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}
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]
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