You are writing a mod for Tessera4X, a turn-based 4X strategy game that runs in the browser. A mod is one JSON object. It changes the names and numbers of things the game already has: units, buildings, wonders, technologies, civilizations and terrain. It cannot add new things or new abilities. List only what you change; everything else keeps the game’s value. Reply with the JSON object alone. Which fields each entry takes: every entry is listed below with the values it has. Any value on an entry’s line may be set to anything within its field’s bounds — zeros included, so a bonusVsCities of 0 may be raised to 300 and a building’s happiness of 0 to 20. A field missing from an entry’s line is the one thing it cannot take: a civilian has no strength, a melee unit no range, a building that is not a defence no defenceBonus. Every entry also takes a new name, and a new blurb in the sections that have one. Blurbs: the sentence players read about an entry is listed under its line. Leave a blurb out and the game keeps its wording, with your numbers and names written in: give the Granary 3 food and its blurb says “+3 food”; rename the Library and every blurb that names it follows. Write a blurb only to change its wording, and when you do, keep everything the old one says that your mod does not change — what the thing needs, and what it does that no field holds. The game cannot keep a claim true, though: if your numbers make one untrue — “the fastest”, “the strongest thing on foot”, “pays for itself” — write that entry a new blurb. The shape: { "format": "tessera4x-mod/1", required, exactly this "name": "…", required, up to 40 characters "author": "…", optional, up to 40 characters "description": "…", optional, up to 300 characters "startEra": "modern", optional, the age every game under it begins in "victories": { "meridian": false }, optional, victories switched off "units": { "": { "": , … }, … }, optional "buildings": { "": { "": , … }, … }, optional "wonders": { "": { "": , … }, … }, optional "techs": { "": { "": , … }, … }, optional "civs": { "": { "": , … }, … }, optional "terrain": { "": { "": , … }, … }, optional "features": { "": { "": , … }, … } optional } Costs are for Standard speed; the faster speeds scale them down. Every field has bounds, given below; a value outside them is refused. startEra — one of "ancient", "classical", "medieval", "renaissance", "industrial", "modern". Every civilization begins knowing every technology of the ages before it, with a grown capital, settlers, workers, an army of the age, gold, and a store of the strategic resources that army needs; the wonders of earlier ages can no longer be raised. Without it, a game begins in the age the player chooses: the ancient one, unless they choose another. victories — "concord", "meridian", "laurelArch", each true or false. false switches a victory off: its wonder can never be raised. Conquest, and the highest score at the final turn, always stand. == Units ("units") == Fields: name — text, up to 32 characters. What it is called. blurb — text, up to 200 characters. The sentence players read about it. Left out, the game’s own is kept, with your numbers and names written in. cost — whole number from 1 to 5000. Production to build it, at Standard speed. moves — whole number from 1 to 10. Movement points each turn. sight — whole number from 1 to 6. How many tiles away it sees. strength — whole number from 1 to 300. Combat strength: how hard it hits up close, and how well it defends. rangedStrength — whole number from 1 to 300. How hard it hits from a distance. range — whole number from 1 to 4. How many tiles away it can shoot (up to 12 for aircraft). bonusVsCities — whole number from 0 to 300. Percent added to its strength when it attacks a city. bonusVsMounted — whole number from 0 to 300. Percent added to its strength against mounted units. Every unit, as id — name: the game’s values: settler — Settler: cost 106, moves 2, sight 2 blurb: “Founds a new city — and stops the one building it from growing while it does.” warrior — Warrior: cost 40, moves 2, sight 2, strength 6, bonusVsCities 0, bonusVsMounted 0 blurb: “The cheapest thing that can hold a hill. Becomes a Swordsman once you find iron.” scout — Scout: cost 25, moves 2, sight 2, strength 4, bonusVsCities 0, bonusVsMounted 0 blurb: “Crosses forest and hill at open-ground speed, so it sees the map first. Finds ruins, and neighbours.” worker — Worker: cost 70, moves 2, sight 2 blurb: “Builds the farms, mines and roads your land is worth nothing without. Cannot fight at all.” archer — Archer: cost 40, moves 2, sight 2, strength 4, rangedStrength 6, range 2, bonusVsCities 0, bonusVsMounted 0 blurb: “Strikes from a distance and takes nothing back — right up until something reaches it.” spearman — Spearman: cost 56, moves 2, sight 2, strength 11, bonusVsCities 0, bonusVsMounted 50 blurb: “A wall against anything on a horse, attacking or defending. Unremarkable against everything else.” horseman — Horseman: cost 80, moves 4, sight 2, strength 12, bonusVsCities 0, bonusVsMounted 0 blurb: “Fast enough to choose its fight and leave. Ruined by spears.” swordsman — Swordsman: cost 75, moves 2, sight 2, strength 14, bonusVsCities 0, bonusVsMounted 0 blurb: “The heavy infantry of the age, and the reason iron is worth a war.” catapult — Catapult: cost 100, moves 2, sight 2, strength 4, rangedStrength 14, range 2, bonusVsCities 200, bonusVsMounted 0 blurb: “Built to break cities and close to useless anywhere else. Defenceless the moment it is caught.” pikeman — Pikeman: cost 90, moves 2, sight 2, strength 16, bonusVsCities 0, bonusVsMounted 50 blurb: “The spear wall grown up. Ruins a Knight's day.” crossbowman — Crossbowman: cost 120, moves 2, sight 2, strength 13, rangedStrength 18, range 2, bonusVsCities 0, bonusVsMounted 0 blurb: “Ranged, and at last strong enough to survive being reached.” knight — Knight: cost 120, moves 4, sight 2, strength 20, bonusVsCities 0, bonusVsMounted 0 blurb: “Weight at a gallop — the fastest way to make a neighbour regret their frontier.” longswordsman — Longswordsman: cost 130, moves 2, sight 2, strength 21, bonusVsCities 0, bonusVsMounted 0 blurb: “The strongest thing on foot this side of gunpowder.” trireme — Trireme: cost 45, moves 4, sight 2, strength 10, bonusVsCities 0, bonusVsMounted 0 blurb: “Holds the coast and cannot leave it. Only land units take cities.” galleass — Galleass: cost 100, moves 3, sight 2, strength 9, rangedStrength 14, range 2, bonusVsCities 0, bonusVsMounted 0 blurb: “A ship that shoots — a siege engine that floats. Still coast-bound.” musketman — Musketman: cost 160, moves 2, sight 2, strength 26, bonusVsCities 0, bonusVsMounted 0 blurb: “The first soldier who needs no iron — powder makes the man, and any city can raise him.” lancer — Lancer: cost 185, moves 4, sight 2, strength 25, bonusVsCities 0, bonusVsMounted 0 blurb: “The old world's last and finest cavalry: faster than anything, and still ruined by a wall of pikes.” cannon — Cannon: cost 175, moves 2, sight 2, strength 12, rangedStrength 26, range 2, bonusVsCities 200, bonusVsMounted 0 blurb: “Siegecraft made a science. City walls that laughed at trebuchets learn a new sound.” caravel — Caravel: cost 120, moves 5, sight 3, strength 18, bonusVsCities 0, bonusVsMounted 0 blurb: “Built to find out what's over the horizon — the first keel the ocean cannot refuse.” frigate — Frigate: cost 175, moves 5, sight 3, strength 16, rangedStrength 22, range 2, bonusVsCities 0, bonusVsMounted 0 blurb: “A broadside that goes wherever the water does. The ocean gets an owner.” rifleman — Rifleman: cost 220, moves 2, sight 2, strength 34, bonusVsCities 0, bonusVsMounted 0 blurb: “Every shot goes where it was sent. The musket line, outranged and outlived.” cavalry — Cavalry: cost 240, moves 4, sight 2, strength 33, bonusVsCities 0, bonusVsMounted 0 blurb: “The last and greatest charge — sabres at a gallop, one era before the engine.” artillery — Artillery: cost 250, moves 2, sight 2, strength 18, rangedStrength 36, range 3, bonusVsCities 200, bonusVsMounted 0 blurb: “Kills what it will never see — the first gun that shoots over the horizon.” ironclad — Ironclad: cost 250, moves 4, sight 2, strength 24, rangedStrength 26, range 2, bonusVsCities 100, bonusVsMounted 0 blurb: “Steam and iron plate: the coast's new master, chained to the coal that feeds it.” infantry — Infantry: cost 300, moves 2, sight 2, strength 44, bonusVsCities 0, bonusVsMounted 0 blurb: “The rifleman perfected: any part fits any army, and every army fits this.” antiTankGun — Anti-Tank Gun: cost 260, moves 2, sight 2, strength 40, bonusVsCities 0, bonusVsMounted 0 blurb: “The pikeman of the engine age: a wall against anything on treads, unremarkable otherwise.” tank — Tank: cost 340, moves 5, sight 2, strength 55, bonusVsCities 0, bonusVsMounted 0 blurb: “Armour at engine speed. It chooses every fight — until the anti-tank guns choose back.” rocketArtillery — Rocket Artillery: cost 320, moves 2, sight 2, strength 24, rangedStrength 46, range 3, bonusVsCities 200, bonusVsMounted 0 blurb: “A county-crossing salvo. The last word in guns that never see their work.” destroyer — Destroyer: cost 340, moves 6, sight 3, strength 40, rangedStrength 24, range 2, bonusVsCities 0, bonusVsMounted 0 blurb: “Fast, far-ranging, everywhere at once — the ocean's beat cop.” battleship — Battleship: cost 360, moves 4, sight 3, strength 52, rangedStrength 40, range 3, bonusVsCities 100, bonusVsMounted 0 blurb: “A fortress that floats and shoots over the horizon. Nothing at sea argues.” fighter — Fighter: cost 320, sight 2, strength 34, rangedStrength 36, range 7, bonusVsCities 0, bonusVsMounted 0 blurb: “Patrols the sky itself: strikes at need, and makes enemy bombers pay the toll.” bomber — Bomber: cost 340, sight 2, strength 40, rangedStrength 46, range 9, bonusVsCities 100, bonusVsMounted 0 blurb: “A city's walls mean nothing to it. Fighters are the only argument it hears.” greatScientist — Sage: moves 2, sight 2 blurb: “Plants an Academy (+8 science), or banks several turns of research at a stroke.” greatMerchant — Magnate: moves 2, sight 2 blurb: “Plants a Customs House (+4 gold), or walks into a free city with a fortune-making trade mission.” greatArtist — Virtuoso: moves 2, sight 2 blurb: “Plants a Landmark (+6 culture), or starts a High Summer.” greatEngineer — Architect: moves 2, sight 2 blurb: “Plants a Manufactory (+4 production), or throws a lifetime's craft behind one build.” greatGeneral — Marshal: moves 2, sight 2 blurb: “Your soldiers within two tiles fight 15% harder. Plants a Citadel, or starts a High Summer.” trebuchet — Trebuchet: cost 130, moves 2, sight 2, strength 6, rangedStrength 20, range 2, bonusVsCities 200, bonusVsMounted 0 blurb: “Siege perfected: nothing else in the game brings a wall down faster.” == Buildings ("buildings") == Fields: name — text, up to 32 characters. What it is called. blurb — text, up to 200 characters. The sentence players read about it. Left out, the game’s own is kept, with your numbers and names written in. cost — whole number from 1 to 5000. Production to build it, at Standard speed. maintenance — whole number from 0 to 20. Gold a turn to keep it. yields — { "food", "production", "gold" }, each a whole number from 0 to 20; give only the ones you change. Food, production and gold it adds to its city each turn. culture — whole number from 0 to 20. Culture a turn. happiness — whole number from 0 to 20. Contentment it adds. sciencePerCitizens — whole number from 1 to 20. One science a turn for every this many citizens of its city. defenceBonus — whole number from 1 to 300. Percent added to its city’s defence. Every building, as id — name: the game’s values: monument — Monument: cost 60, maintenance 1, yields food 0 production 0 gold 0, culture 2, happiness 0 blurb: “+2 culture — borders grow sooner” granary — Granary: cost 100, maintenance 1, yields food 2 production 0 gold 0, culture 0, happiness 0 blurb: “+2 food — a city that keeps its harvest grows through a bad one.” waterMill — Water Mill: cost 100, maintenance 2, yields food 2 production 1 gold 0, culture 0, happiness 0 blurb: “+2 food, +1 production — the river put to work. Needs the city on a river.” library — Library: cost 80, maintenance 1, yields food 0 production 0 gold 0, culture 0, happiness 0, sciencePerCitizens 2 blurb: “+1 science per 2 citizens — it pays more the bigger the city gets.” walls — Walls: cost 100, maintenance 1, yields food 0 production 0 gold 0, culture 0, happiness 0, defenceBonus 50 blurb: “+50% city defence. The difference between a raid and a sacking.” temple — Temple: cost 120, maintenance 2, yields food 0 production 0 gold 0, culture 3, happiness 0 blurb: “+3 culture, and a seat for an Artist.” courthouse — Courthouse: cost 120, maintenance 4, yields food 0 production 0 gold 0, culture 0, happiness 0 blurb: “Quiets an occupied city — its people stop paying the conqueror's double unhappiness.” colosseum — Colosseum: cost 150, maintenance 3, yields food 0 production 0 gold 0, culture 0, happiness 4 blurb: “+4 happiness — dear to keep, and the only thing that buys a wide empire room.” bathhouse — Bathhouse: cost 100, maintenance 1, yields food 0 production 0 gold 0, culture 0, happiness 2 blurb: “+2 happiness — the river, heated. Only a river city can raise one.” market — Market: cost 120, maintenance 0, yields food 0 production 0 gold 4, culture 0, happiness 0 blurb: “+4 gold and a seat for a Merchant — the one building that pays for itself.” workshop — Workshop: cost 120, maintenance 2, yields food 0 production 2 gold 0, culture 0, happiness 0 blurb: “+2 production, and a seat for an Engineer.” university — University: cost 160, maintenance 2, yields food 0 production 0 gold 0, culture 0, happiness 0, sciencePerCitizens 2 blurb: “+1 science per 2 citizens, two seats for Scientists — needs a Library” castle — Castle: cost 140, maintenance 1, yields food 0 production 0 gold 0, culture 0, happiness 0, defenceBonus 50 blurb: “+50% city defence — needs Walls” harbor — Harbor: cost 120, maintenance 3, yields food 0 production 0 gold 0, culture 0, happiness 0 blurb: “Joins this city to the capital over water — the road that is a sea lane.” bank — Bank: cost 200, maintenance 0, yields food 0 production 0 gold 4, culture 0, happiness 0 blurb: “+4 gold and a second Merchant's seat — needs a Market.” observatory — Observatory: cost 180, maintenance 0, yields food 0 production 0 gold 0, culture 0, happiness 0, sciencePerCitizens 2 blurb: “+1 science per 2 citizens — needs a Library, and mountains at the door.” commons — Village Green: cost 120, maintenance 1, yields food 0 production 0 gold 0, culture 0, happiness 0 blurb: “+1 happiness per 2 worked Farms (up to +3) — the harvest, held in common.” fairground — Fairground: cost 120, maintenance 1, yields food 0 production 0 gold 0, culture 1, happiness 0 blurb: “+1 culture, and festivals here run half again as long.” theatre — Theatre: cost 200, maintenance 2, yields food 0 production 0 gold 0, culture 0, happiness 3 blurb: “+3 happiness — needs a Colosseum. The crowd learns to laugh at itself.” almshouse — Charity Hall: cost 160, maintenance 2, yields food 0 production 0 gold 0, culture 0, happiness 0 blurb: “+1 happiness per 6 citizens here — the bigger the city, the more it gives.” windmill — Windmill: cost 200, maintenance 2, yields food 0 production 2 gold 0, culture 0, happiness 0 blurb: “+2 production and an Engineer's seat. Needs level ground to catch the wind.” seaport — Seaport: cost 200, maintenance 2, yields food 0 production 0 gold 0, culture 0, happiness 0 blurb: “The coast pays: +1 production, +1 gold on this city's worked water. Needs a Harbor.” factory — Factory: cost 300, maintenance 3, yields food 0 production 4 gold 0, culture 0, happiness 0 blurb: “+4 production and two Engineers' seats — needs a Workshop, and coal to feed it.” publicSchool — Public School: cost 300, maintenance 3, yields food 0 production 0 gold 0, culture 0, happiness 0, sciencePerCitizens 2 blurb: “+1 science per 2 citizens and a Scientist's seat — needs a University.” museum — Museum: cost 260, maintenance 3, yields food 0 production 0 gold 0, culture 5, happiness 0 blurb: “+5 culture and two Artists' seats — needs a Temple.” hospital — Hospital: cost 300, maintenance 2, yields food 5 production 0 gold 0, culture 0, happiness 0 blurb: “+5 food — needs a Granary. The city stops burying its growth.” publicGardens — Public Gardens: cost 200, maintenance 2, yields food 0 production 0 gold 0, culture 1, happiness 0 blurb: “+1 happiness per 2 wild tiles beside the city (up to +3) — worth more unchopped.” basilica — Basilica: cost 100, maintenance 2, yields food 0 production 0 gold 0, culture 0, happiness 1 blurb: “Ends occupation unhappiness, +1 happiness — Rome digests what it takes.” nilometer — Floodmark: cost 100, maintenance 1, yields food 3 production 1 gold 0, culture 0, happiness 0 blurb: “+3 food, +1 production for half the keep — Egypt reads the river.” palaestra — Gymnasium: cost 150, maintenance 2, yields food 0 production 0 gold 0, culture 1, happiness 4 blurb: “+4 happiness, +1 culture, cheaper to keep — Greece trains in public.” ishtarGate — Ishtar Gate: cost 100, maintenance 1, yields food 0 production 0 gold 0, culture 2, happiness 0, defenceBonus 50 blurb: “+50% city defence and +2 culture — Babylon makes the wall an argument.” teahouse — Teahouse: cost 120, maintenance 0, yields food 0 production 0 gold 4, culture 0, happiness 1 blurb: “+4 gold and +1 happiness — China does business over the pot.” salon — Literary Salon: cost 200, maintenance 2, yields food 0 production 0 gold 0, culture 2, happiness 3 blurb: “+3 happiness, +2 culture — needs a Colosseum. France argues beautifully.” stockExchange — Stock Exchange: cost 340, maintenance 0, yields food 0 production 0 gold 6, culture 0, happiness 0 blurb: “+6 gold and two Merchants' seats — needs a Bank.” broadcastTower — Broadcast Tower: cost 340, maintenance 3, yields food 0 production 0 gold 0, culture 6, happiness 0 blurb: “+6 culture — needs a Museum. The city's voice carries past its walls.” militaryBase — Military Base: cost 340, maintenance 4, yields food 0 production 0 gold 0, culture 0, happiness 0, defenceBonus 50 blurb: “+50% city defence — needs a Castle. The walls grow radar and wire.” == Wonders ("wonders") == Fields: name — text, up to 32 characters. What it is called. blurb — text, up to 200 characters. The sentence players read about it. Left out, the game’s own is kept, with your numbers and names written in. cost — whole number from 1 to 10000. Production to build it, at Standard speed. yields — { "food", "production", "gold" }, each a whole number from 0 to 20; give only the ones you change. Food, production and gold it adds to its city each turn. culture — whole number from 0 to 20. Culture a turn. happiness — whole number from 0 to 20. Contentment it adds. Every wonder, as id — name: the game’s values: stonehenge — Stonehenge: cost 160, yields food 0 production 0 gold 0, culture 4, happiness 0 blurb: “+4 culture — borders that march” templeOfArtemis — Temple of Artemis: cost 160, yields food 3 production 0 gold 0, culture 0, happiness 0 blurb: “+3 food — a city that swells” pyramids — Pyramids: cost 180, yields food 0 production 0 gold 0, culture 1, happiness 0 blurb: “Your workers build improvements and roads 25% faster” greatLibrary — Great Library: cost 200, yields food 0 production 0 gold 0, culture 1, happiness 0 blurb: “A free technology of your choosing, the moment it is finished” colossus — Colossus: cost 200, yields food 0 production 0 gold 6, culture 0, happiness 0 blurb: “+6 gold — a harbour the world pays to enter” hangingGardens — Hanging Gardens: cost 220, yields food 5 production 0 gold 0, culture 1, happiness 0 blurb: “+5 food — the desert made green” pontDuGard — The Great Aqueduct: cost 240, yields food 0 production 0 gold 0, culture 1, happiness 0 blurb: “+1 happiness for every river city you hold. Water, carried in stone.” notreDame — Notre Dame: cost 280, yields food 0 production 0 gold 0, culture 2, happiness 8 blurb: “+8 happiness — the whole empire breathes easier” grandBazaar — The Grand Bazaar: cost 300, yields food 0 production 0 gold 3, culture 1, happiness 0 blurb: “+3 gold, and every distinct luxury you enjoy pays +1 happiness more.” machuPicchu — Machu Picchu: cost 250, yields food 0 production 0 gold 4, culture 2, happiness 0 blurb: “+4 gold, +2 culture — the road above the clouds” tajMahal — Taj Mahal: cost 380, yields food 0 production 0 gold 0, culture 1, happiness 4 blurb: “+4 happiness — and a High Summer begins the day it is finished.” sistineChapel — Sistine Chapel: cost 400, yields food 0 production 0 gold 0, culture 2, happiness 0 blurb: “Every city's culture, a quarter brighter — in all cities, forever.” forbiddenPalace — Forbidden Palace: cost 380, yields food 0 production 0 gold 0, culture 2, happiness 0 blurb: “A tenth of your citizens' unhappiness, forgiven across the empire.” sanssouci — The Summer Palace: cost 420, yields food 0 production 0 gold 0, culture 2, happiness 3 blurb: “+3 happiness, and every festival in your empire runs 10 turns longer.” bigBen — Big Ben: cost 400, yields food 0 production 0 gold 4, culture 1, happiness 0 blurb: “+4 gold, and everything gold buys costs 15% less, empire-wide.” brandenburgGate — Brandenburg Gate: cost 420, yields food 0 production 0 gold 0, culture 3, happiness 0 blurb: “A Marshal steps through it the day it opens.” eiffelTower — Eiffel Tower: cost 500, yields food 0 production 0 gold 0, culture 3, happiness 6 blurb: “+6 happiness — the whole empire has somewhere to be seen.” statueOfLiberty — Statue of Liberty: cost 520, yields food 0 production 0 gold 0, culture 2, happiness 0 blurb: “Every specialist in every city adds +1 production. Liberty pays wages.” concord — The Concord: cost 400, yields food 0 production 0 gold 0, culture 0, happiness 0 blurb: “Complete it and the world adopts your ways of life — the Concord decides the game.” meridian — The Meridian: cost 1500, yields food 0 production 0 gold 0, culture 0, happiness 0 blurb: “Complete it and the world keeps your time — the Meridian decides the game.” laurelArch — The Laurel Arch: cost 600, yields food 0 production 0 gold 0, culture 0, happiness 0 blurb: “Complete it and your deeds are carved for every age — the Laurel Arch decides the game.” == Technologies ("techs") == Fields: name — text, up to 32 characters. What it is called. blurb — text, up to 200 characters. The sentence players read about it. Left out, the game’s own is kept, with your numbers and names written in. cost — whole number from 1 to 20000. Science to research it, at Standard speed. Every technology, as id — name: the game’s values: agriculture — Agriculture: cost 20 blurb: “The farm, and with it the idea that land can be made to yield more than it does.” pottery — Pottery: cost 35 blurb: “Storage. A city that can keep grain is a city that can outgrow its harvest.” animalHusbandry — Animal Husbandry: cost 35 blurb: “Herds — and the eye to see horses on the map at all.” archery — Archery: cost 35 blurb: “War at a distance, and the first unit that does not have to be hit to hit.” mining — Mining: cost 35 blurb: “The hill stops being an obstacle and starts being production.” sailing — Sailing: cost 55 blurb: “The first keel. The coast becomes a road instead of a wall.” calendar — Calendar: cost 55 blurb: “The seasons written down, which is what a plantation needs to be worth planting.” writing — Writing: cost 55 blurb: “Records outlive the people who keep them. Science compounds from here.” trapping — Trapping: cost 55 blurb: “The forest pays: furs, ivory, and a reason not to clear it.” theWheel — The Wheel: cost 55 blurb: “Roads that carry a wagon, and the network that makes distant cities count.” masonry — Masonry: cost 55 blurb: “Cut stone — the quarry, the city wall, and the first monuments that outlast a reign.” bronzeWorking — Bronze Working: cost 55 blurb: “An alloy hard enough to hold a point. The spear wall answers the horse.” optics — Optics: cost 85 blurb: “A lens, a horizon, and a coast your land army can finally cross.” philosophy — Philosophy: cost 105 blurb: “The temple and the argument. Culture becomes something you cultivate on purpose.” horsebackRiding — Horseback Riding: cost 105 blurb: “A rider instead of a cart. Speed becomes a weapon in its own right.” mathematics — Mathematics: cost 105 blurb: “Angles, arcs and counterweights: the first machine built to bring a wall down.” construction — Construction: cost 105 blurb: “Building at scale, for crowds rather than for gods.” ironWorking — Iron Working: cost 105 blurb: “Iron beats bronze, and the map suddenly has places worth taking.” compass — Compass: cost 175 blurb: “A bearing without a coastline in sight. Ships grow teeth.” theology — Theology: cost 175 blurb: “Faith organised, and a happiness the whole empire feels.” education — Education: cost 230 blurb: “Teaching becomes an institution rather than a favour.” civilService — Civil Service: cost 230 blurb: “An administration that runs without the king in the room.” chivalry — Chivalry: cost 260 blurb: “Armoured cavalry, and a code that makes a career of them.” currency — Currency: cost 175 blurb: “Coin. A market pays for itself, which nothing else you build does.” machinery — Machinery: cost 260 blurb: “Gears and springs — the crossbow, and the powered workshop behind it.” engineering — Engineering: cost 175 blurb: “Load made arithmetic. Roads bridge the rivers they used to end at.” physics — Physics: cost 300 blurb: “Forces understood well enough to aim. Siege stops being guesswork.” steel — Steel: cost 260 blurb: “Carbon and patience. The finest edge before gunpowder makes edges beside the point.” astronomy — Astronomy: cost 380 blurb: “The sky becomes a chart. Ships stop hugging the shore and start crossing oceans.” banking — Banking: cost 380 blurb: “Money that works while you sleep — and a vault the whole empire trusts.” printingPress — Printing Press: cost 410 blurb: “An argument, a thousand copies by morning. Culture learns to travel.” gunpowder — Gunpowder: cost 440 blurb: “The end of the edge. Any hand can hold a musket, and no wall feels tall.” navigation — Navigation: cost 500 blurb: “The open sea made a road — and a gun deck to rule it.” economics — Economics: cost 500 blurb: “Wealth studied like weather. The mill turns whether anyone watches or not.” chemistry — Chemistry: cost 530 blurb: “Powder measured to the grain. The cannon makes siegecraft a science.” metallurgy — Metallurgy: cost 560 blurb: “Poured steel, not hammered iron. The last and finest cavalry of the old world.” scientificTheory — Scientific Theory: cost 640 blurb: “Guessing gives way to method. From here, knowledge compounds on schedule.” militaryScience — Military Science: cost 640 blurb: “War becomes a curriculum — and the cavalry charge its final, finest chapter.” archaeology — Archaeology: cost 700 blurb: “The past dug up, dusted off, and put behind glass where it earns.” rifling — Rifling: cost 680 blurb: “A groove in the barrel, and suddenly every shot goes where it was sent.” biology — Biology: cost 800 blurb: “Life studied like a machine — and mended like one.” steamPower — Steam Power: cost 800 blurb: “Fire made to push. Coal becomes the new iron.” dynamite — Dynamite: cost 840 blurb: “Patience, bottled. Mountains, walls and stalemates all learn to move.” railroads — Railroads: cost 880 blurb: “Distance itself is repealed. The empire runs on a timetable now.” electricity — Electricity: cost 940 blurb: “Lightning on a leash. Every later idea plugs into this one.” replaceableParts — Replaceable Parts: cost 1000 blurb: “Any part fits any machine. Armies, too, become interchangeable.” radio — Radio: cost 1000 blurb: “A voice in every parlour at once. The empire hears itself think.” combustion — Combustion: cost 1060 blurb: “The engine leaves the rails. Oil becomes the blood of armies.” flight — Flight: cost 1060 blurb: “The third dimension opens. No wall was ever built against the sky.” radar — Radar: cost 1120 blurb: “Seeing by echo. The night stops being anyone's ally.” rocketry — Rocketry: cost 1180 blurb: “Fire that steers itself. Artillery learns to cross a county.” satellites — Satellites: cost 1240 blurb: “An eye above the weather. The whole map, revealed — nothing hides again.” == Civilizations ("civs") == Fields: name — text, up to 24 characters. The civilization’s name. leader — text, up to 32 characters. Its leader, the name its rivals know it by. cityNames — list of 1 to 60 names, each up to 24 characters. City names, in the order its cities take them. Every civilization, as id — name: the game’s values: rome — Rome: leader Hadrian, cityNames 24 names egypt — Egypt: leader Thutmose III, cityNames 24 names greece — Greece: leader Solon, cityNames 24 names babylon — Babylon: leader Hammurabi, cityNames 22 names china — China: leader Taizong, cityNames 24 names france — France: leader Henri IV, cityNames 24 names == Terrain ("terrain") == Fields: name — text, up to 24 characters. What it is called. yields — { "food", "production", "gold" }, each a whole number from 0 to 10; give only the ones you change. Food, production and gold the tile gives before any improvement. Every terrain, as id — name: the game’s values: ocean — Ocean: yields food 1 production 0 gold 0 coast — Coast: yields food 1 production 0 gold 1 grassland — Grassland: yields food 2 production 0 gold 0 plains — Plains: yields food 1 production 1 gold 0 desert — Desert: yields food 0 production 1 gold 0 tundra — Tundra: yields food 1 production 0 gold 0 snow — Snow: yields food 0 production 0 gold 0 hills — Hills: yields food 0 production 2 gold 0 mountains — Mountains: yields food 0 production 0 gold 0 == Features ("features") == Fields: name — text, up to 24 characters. What it is called. yields — { "food", "production", "gold" }, each a whole number from -5 to 10; give only the ones you change. Added to the yields of the terrain beneath. Every feature, as id — name: the game’s values: forest — Forest: yields food 0 production 1 gold 0 jungle — Jungle: yields food 1 production 0 gold 0 marsh — Marsh: yields food -1 production 0 gold 0 floodplains — Flood plains: yields food 2 production 0 gold 0 oasis — Oasis: yields food 3 production 0 gold 1 An example: { "format": "tessera4x-mod/1", "name": "Bronze Rush", "author": "Tessera4X", "description": "Spears early and cheap, walls dear: the ancient world gets rougher.", "units": { "spearman": { "name": "Hoplite", "strength": 13, "cost": 45 }, "warrior": { "moves": 3 } }, "buildings": { "walls": { "cost": 90 }, "granary": { "yields": { "food": 3 } } } }