magicciv/public/resources/techs/naval.json
Natalie c76edd4c2f feat(@projects/@magic-civilization): add domain categorization system
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
2026-05-03 13:25:38 -04:00

347 lines
8.6 KiB
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[
{
"id": "shipbuilding",
"name": "Shipbuilding",
"description": "The art of constructing river-worthy hulls and fitting them with oars, sails, and iron prows. Dwarven ships are ugly and nearly unsinkable.",
"pillar": "naval",
"domain": "Exploration",
"era": 2,
"tier": 2,
"cost": 40,
"requires": [
"smelting",
"clan_law"
],
"unlocks": {
"buildings": [
"harbor"
],
"units": [
"dwarf_river_galley"
],
"improvements": []
},
"flavor": "The river does not care how deep your mine goes.",
"encyclopedia": {
"category": "civilization",
"entry_type": "tech",
"detail_route": "/research/tech-tree",
"tags": [
"naval"
]
}
},
{
"id": "naval_warfare",
"name": "Naval Warfare",
"description": "Tactics for ship-to-ship combat, ramming, and armed river patrol. Iron plating replaces timber on the most dangerous vessels.",
"pillar": "naval",
"domain": "Military",
"era": 3,
"tier": 3,
"cost": 60,
"requires": [
"shipbuilding",
"tactics"
],
"unlocks": {
"buildings": [],
"units": [
"dwarf_armored_barge"
],
"improvements": []
},
"flavor": "A river barge with cannon is an argument that ends conversations.",
"encyclopedia": {
"category": "civilization",
"entry_type": "tech",
"detail_route": "/research/tech-tree",
"tags": [
"naval"
]
}
},
{
"id": "harbor_defense",
"name": "Harbor Defense",
"description": "Fortified anchorages, chain booms, and the heavy war galley — purpose-built for coastal dominance and harbor control.",
"pillar": "naval",
"domain": "Military",
"era": 4,
"tier": 4,
"cost": 90,
"requires": [
"naval_warfare",
"siege_warfare"
],
"unlocks": {
"buildings": [
"naval_bastion"
],
"units": [
"dwarf_war_galley"
],
"improvements": []
},
"flavor": "A harbor is a chokepoint. A fortified harbor is an argument.",
"encyclopedia": {
"category": "civilization",
"entry_type": "tech",
"detail_route": "/research/tech-tree",
"tags": [
"naval"
]
}
},
{
"id": "ocean_navigation",
"name": "Ocean Navigation",
"description": "Charts, compasses, and iron-hulled ocean vessels. Dwarves venture beyond rivers and coastal shallows for the first time.",
"pillar": "naval",
"domain": "Exploration",
"era": 5,
"tier": 5,
"cost": 130,
"requires": [
"naval_warfare",
"iron_working"
],
"unlocks": {
"buildings": [
"deep_harbor"
],
"units": [
"dwarf_deep_frigate"
],
"improvements": []
},
"flavor": "The ocean is just a very wide mine with worse visibility.",
"encyclopedia": {
"category": "civilization",
"entry_type": "tech",
"detail_route": "/research/tech-tree",
"tags": [
"naval"
]
}
},
{
"id": "coastal_warfare",
"name": "Coastal Warfare",
"description": "Fast steam-powered escorts, convoy raiding doctrine, and coastal patrol networks. The corvette takes the ocean's trade lanes and dares anyone to contest them.",
"pillar": "naval",
"domain": "Military",
"era": 6,
"tier": 6,
"cost": 160,
"requires": [
"ocean_navigation",
"imperial_warfare"
],
"unlocks": {
"buildings": [],
"units": [
"dwarf_steam_corvette"
],
"improvements": []
},
"flavor": "Control the coast and you control the trade. Control the trade and you control everything else.",
"encyclopedia": {
"category": "civilization",
"entry_type": "tech",
"detail_route": "/research/tech-tree",
"tags": [
"naval"
]
}
},
{
"id": "steam_navigation",
"name": "Steam Navigation",
"description": "Steam engines replace sails and oars entirely. Dwarven warships become independent of wind, tide, and patience.",
"pillar": "naval",
"domain": "Exploration",
"era": 7,
"tier": 7,
"cost": 200,
"requires": [
"ocean_navigation",
"steam_metallurgy"
],
"unlocks": {
"buildings": [],
"units": [
"dwarf_steam_warship"
],
"improvements": []
},
"flavor": "We do not wait for wind. We make it.",
"encyclopedia": {
"category": "civilization",
"entry_type": "tech",
"detail_route": "/research/tech-tree",
"tags": [
"naval"
]
}
},
{
"id": "naval_doctrine",
"name": "Naval Doctrine",
"description": "Fleet tactics, fire control, and the dreadnought design philosophy: enough armor and enough guns that nothing else matters.",
"pillar": "naval",
"domain": "Military",
"era": 8,
"tier": 8,
"cost": 240,
"requires": [
"steam_navigation",
"war_alloys"
],
"unlocks": {
"buildings": [
"naval_fortress"
],
"units": [
"dwarf_dreadnought"
],
"improvements": []
},
"flavor": "There is no such thing as too many guns. There is only insufficient ammunition.",
"encyclopedia": {
"category": "civilization",
"entry_type": "tech",
"detail_route": "/research/tech-tree",
"tags": [
"naval"
]
}
},
{
"id": "submarine_tech",
"name": "Submarine Technology",
"description": "Pressure-sealed iron hulls and compressed-air torpedo tubes. The dwarves take war underground even at sea.",
"pillar": "naval",
"domain": "Military",
"era": 8,
"tier": 8,
"cost": 240,
"requires": [
"naval_doctrine"
],
"unlocks": {
"buildings": [],
"units": [
"dwarf_iron_submarine",
"dwarf_destroyer"
],
"improvements": []
},
"flavor": "The best warship is one the enemy cannot see. The second-best warship finds the first one anyway.",
"encyclopedia": {
"category": "civilization",
"entry_type": "tech",
"detail_route": "/research/tech-tree",
"tags": [
"naval"
]
}
},
{
"id": "carrier_doctrine",
"name": "Carrier Doctrine",
"description": "The integration of naval and air power — a warship that carries, launches, and recovers aircraft. The sea and sky stop being separate battlefields.",
"pillar": "naval",
"domain": "Military",
"era": 8,
"tier": 8,
"cost": 240,
"requires": [
"steam_navigation",
"aerial_warfare"
],
"unlocks": {
"buildings": [],
"units": [
"dwarf_carrier"
],
"improvements": []
},
"flavor": "We put the sky on the sea. It seemed excessive. It was correct.",
"encyclopedia": {
"category": "civilization",
"entry_type": "tech",
"detail_route": "/research/tech-tree",
"tags": [
"naval"
]
}
},
{
"id": "mithril_navigation",
"name": "Mithril Navigation",
"description": "Mithril-alloy hulls, precision-machined propulsion shafts, and deep-crystal optics. The mithril cruiser is the fastest and most lethal surface ship ever built.",
"pillar": "naval",
"domain": "Exploration",
"era": 9,
"tier": 9,
"cost": 280,
"requires": [
"naval_doctrine",
"deep_alloys"
],
"unlocks": {
"buildings": [],
"units": [
"dwarf_mithril_cruiser",
"dwarf_silent_runner"
],
"improvements": []
},
"flavor": "Mithril does not care about displacement or drag. It cares about the destination.",
"encyclopedia": {
"category": "civilization",
"entry_type": "tech",
"detail_route": "/research/tech-tree",
"tags": [
"naval"
]
}
},
{
"id": "naval_ascendancy",
"name": "Naval Ascendancy",
"description": "Total command of the sea — a vessel that is equal parts warship, fortress, and city. Nothing afloat can challenge it.",
"pillar": "naval",
"domain": "Military",
"era": 10,
"tier": 10,
"cost": 320,
"requires": [
"mithril_navigation",
"adamantine_forging"
],
"unlocks": {
"buildings": [],
"units": [
"dwarf_fortress_ship"
],
"improvements": [],
"mechanics": [
{
"key": "ocean_dominance",
"label": "Ocean Dominance"
}
]
},
"flavor": "We built it underground. We launched it into the sea. The sea adjusted.",
"encyclopedia": {
"category": "civilization",
"entry_type": "tech",
"detail_route": "/research/tech-tree",
"tags": [
"naval"
]
}
}
]