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Module:Data/Civ5/BNW/Builds

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--[Field]                              [Type]
--Type                                 String
--Description                          String
--Help                                 String
--DisabledHelp                         String
--Recommendation                       String
--HotKey                               String
--HotKeyAlt                            String
--HotKeyPriority                        Int64
--HotKeyPriorityAlt                     Int64
--OrderPriority                         Int64
--AltDown                             Boolean
--AltDownAlt                          Boolean
--ShiftDown                           Boolean
--ShiftDownAlt                        Boolean
--CtrlDown                            Boolean
--CtrlDownAlt                         Boolean
--Time                                  Int64
--Cost                                  Int64
--CostIncreasePerImprovement            Int64
--Kill                                Boolean
--Repair                              Boolean
--RemoveRoute                         Boolean
--Water                               Boolean
--CanBeEmbarked                       Boolean
--PrereqTech                           String
--ImprovementType                      String
--RouteType                            String
--EntityEvent                          String
--IconIndex                             Int64
--IconAtlas                            String
--ShowInPedia                         Boolean
--ShowInTechTree                      Boolean
 
local data ={
 
BUILD_ROAD={
Description=[=[Construct a Road]=];
Help=[=[Costs 1 {{gold5}} Gold per turn to maintain.
 
An unbroken chain of Roads allows Units to move more quickly across the map.
 
Connecting Cities to your capital will provide a large amount of {{gold5}} Gold per turn.]=];
Recommendation=[=[It will allow units to move more quickly across the terrain, and connecting other cities to your {{capital5}} Capital will produce additional {{gold5}} Gold!]=];
HotKey="KB_R";
OrderPriority=95;
CtrlDownAlt=true;
Time=400;
PrereqTech="TECH_THE_WHEEL";
RouteType="ROUTE_ROAD";
EntityEvent="ENTITY_EVENT_SHOVEL";
IconIndex=24;
IconAtlas="UNIT_ACTION_ATLAS";
ShowInPedia=true;
ShowInTechTree=true;};
 
BUILD_RAILROAD={
Description=[=[Construct a Railroad]=];
Help=[=[Costs 2 {{gold5}} Gold per turn to maintain.
 
An unbroken chain of Railroads allows Units to move extremely quickly through Tiles.
 
Connecting Cities to your capital by Railroad will give them a 25% {{production5}} Production bonus.]=];
Recommendation=[=[It will allow units to move more quickly across the terrain, and connecting other cities to your {{capital5}} Capital will grant them additional {{production5}} Production!]=];
HotKey="KB_R";
OrderPriority=95;
AltDown=true;
Time=400;
PrereqTech="TECH_RAILROAD";
RouteType="ROUTE_RAILROAD";
EntityEvent="ENTITY_EVENT_RAILROAD";
IconIndex=25;
IconAtlas="UNIT_ACTION_ATLAS";
ShowInPedia=true;
ShowInTechTree=true;};
 
BUILD_FARM={
Description=[=[Construct a Farm]=];
HotKey="KB_I";
OrderPriority=97;
Time=700;
PrereqTech="TECH_AGRICULTURE";
ImprovementType="IMPROVEMENT_FARM";
EntityEvent="ENTITY_EVENT_IRRIGATE";
IconIndex=21;
IconAtlas="UNIT_ACTION_ATLAS";
ShowInPedia=true;
ShowInTechTree=true;};
 
BUILD_MINE={
Description=[=[Construct a Mine]=];
HotKey="KB_N";
OrderPriority=96;
Time=700;
PrereqTech="TECH_MINING";
ImprovementType="IMPROVEMENT_MINE";
EntityEvent="ENTITY_EVENT_MINE";
IconIndex=22;
IconAtlas="UNIT_ACTION_ATLAS";
ShowInPedia=true;
ShowInTechTree=true;};
 
BUILD_TRADING_POST={
Description=[=[Construct a Trading Post]=];
HotKey="KB_T";
OrderPriority=95;
Time=700;
PrereqTech="TECH_GUILDS";
ImprovementType="IMPROVEMENT_TRADING_POST";
EntityEvent="ENTITY_EVENT_BUILD";
IconIndex=41;
IconAtlas="UNIT_ACTION_ATLAS";
ShowInPedia=true;
ShowInTechTree=true;};
 
BUILD_LUMBERMILL={
Description=[=[Construct a Lumber Mill]=];
Recommendation=[=[It will increase the amount of {{production5}} Production provided by this tile, while keeping the Forest intact.]=];
HotKey="KB_L";
OrderPriority=98;
Time=700;
PrereqTech="TECH_CONSTRUCTION";
ImprovementType="IMPROVEMENT_LUMBERMILL";
EntityEvent="ENTITY_EVENT_BUILD";
IconIndex=28;
IconAtlas="UNIT_ACTION_ATLAS";
ShowInPedia=true;
ShowInTechTree=true;};
 
BUILD_PASTURE={
Description=[=[Construct a Pasture]=];
HotKey="KB_P";
OrderPriority=98;
Time=800;
PrereqTech="TECH_ANIMAL_HUSBANDRY";
ImprovementType="IMPROVEMENT_PASTURE";
EntityEvent="ENTITY_EVENT_BUILD";
IconIndex=29;
IconAtlas="UNIT_ACTION_ATLAS";
ShowInPedia=true;
ShowInTechTree=true;};
 
BUILD_CAMP={
Description=[=[Construct a Camp]=];
HotKey="KB_H";
OrderPriority=98;
Time=700;
PrereqTech="TECH_TRAPPING";
ImprovementType="IMPROVEMENT_CAMP";
EntityEvent="ENTITY_EVENT_BUILD";
IconIndex=32;
IconAtlas="UNIT_ACTION_ATLAS";
ShowInPedia=true;
ShowInTechTree=true;};
 
BUILD_PLANTATION={
Description=[=[Construct a Plantation]=];
HotKey="KB_P";
OrderPriority=98;
Time=600;
PrereqTech="TECH_CALENDAR";
ImprovementType="IMPROVEMENT_PLANTATION";
EntityEvent="ENTITY_EVENT_IRRIGATE";
IconIndex=27;
IconAtlas="UNIT_ACTION_ATLAS";
ShowInPedia=true;
ShowInTechTree=true;};
 
BUILD_QUARRY={
Description=[=[Construct a Quarry]=];
HotKey="KB_Q";
OrderPriority=98;
Time=800;
PrereqTech="TECH_MASONRY";
ImprovementType="IMPROVEMENT_QUARRY";
EntityEvent="ENTITY_EVENT_MINE";
IconIndex=26;
IconAtlas="UNIT_ACTION_ATLAS";
ShowInPedia=true;
ShowInTechTree=true;};
 
BUILD_WELL={
Description=[=[Construct a Well]=];
HotKey="KB_O";
OrderPriority=98;
Time=900;
PrereqTech="TECH_BIOLOGY";
ImprovementType="IMPROVEMENT_WELL";
EntityEvent="ENTITY_EVENT_BUILD";
IconIndex=33;
IconAtlas="UNIT_ACTION_ATLAS";
ShowInPedia=true;
ShowInTechTree=true;};
 
BUILD_OFFSHORE_PLATFORM={
Description=[=[Create Offshore Platform]=];
Help=[=[Unit will be consumed.
 
Great Tile Improvements will connect Strategic Resources on this tile to the trade network.]=];
HotKey="KB_O";
OrderPriority=98;
Kill=true;
Water=true;
PrereqTech="TECH_REFRIGERATION";
ImprovementType="IMPROVEMENT_OFFSHORE_PLATFORM";
EntityEvent="ENTITY_EVENT_BUILD";
IconIndex=34;
IconAtlas="UNIT_ACTION_ATLAS";
ShowInPedia=true;
ShowInTechTree=true;};
 
BUILD_FISHING_BOATS={
Description=[=[Create Fishing Boats]=];
Help=[=[Unit will be consumed.
 
Great Tile Improvements will connect Strategic Resources on this tile to the trade network.]=];
HotKey="KB_F";
HotKeyPriority=1;
OrderPriority=98;
Kill=true;
Water=true;
PrereqTech="TECH_SAILING";
ImprovementType="IMPROVEMENT_FISHING_BOATS";
EntityEvent="ENTITY_EVENT_BUILD";
IconIndex=35;
IconAtlas="UNIT_ACTION_ATLAS";
ShowInPedia=true;
ShowInTechTree=true;};
 
BUILD_FORT={
Description=[=[Construct a Fort]=];
Help=[=[+50% {{strength5}} Defensive Strength for any Unit stationed in this Tile.]=];
Recommendation=[=[It will improve the {{strength5}} Defense of any military unit stationed in this tile.]=];
HotKey="KB_F";
OrderPriority=1;
CtrlDown=true;
Time=800;
PrereqTech="TECH_ENGINEERING";
ImprovementType="IMPROVEMENT_FORT";
EntityEvent="ENTITY_EVENT_BUILD";
IconIndex=30;
IconAtlas="UNIT_ACTION_ATLAS";
ShowInPedia=true;
ShowInTechTree=true;};
 
BUILD_REMOVE_JUNGLE={
Description=[=[Remove Jungle]=];
Help=[=[Allows for another Improvement to be constructed on this Tile.]=];
Recommendation=[=[Allows for another Improvement to be constructed on this Tile.]=];
HotKey="KB_C";
OrderPriority=50;
AltDown=true;
PrereqTech="TECH_BRONZE_WORKING";
EntityEvent="ENTITY_EVENT_CHOP";
IconIndex=31;
IconAtlas="UNIT_ACTION_ATLAS";
ShowInPedia=true;
ShowInTechTree=true;};
 
BUILD_REMOVE_FOREST={
Description=[=[Chop Down a Forest]=];
Help=[=[Allows for another Improvement to be constructed on this Tile.]=];
Recommendation=[=[Allows for another Improvement to be constructed on this Tile.]=];
HotKey="KB_C";
OrderPriority=50;
AltDown=true;
PrereqTech="TECH_MINING";
EntityEvent="ENTITY_EVENT_CHOP";
IconIndex=31;
IconAtlas="UNIT_ACTION_ATLAS";
ShowInPedia=true;
ShowInTechTree=true;};
 
BUILD_REMOVE_MARSH={
Description=[=[Clear a Marsh]=];
Help=[=[Allows for another Improvement to be constructed on this Tile.]=];
Recommendation=[=[Allows for another Improvement to be constructed on this Tile.]=];
HotKey="KB_C";
OrderPriority=50;
AltDown=true;
PrereqTech="TECH_MASONRY";
EntityEvent="ENTITY_EVENT_CHOP";
IconIndex=38;
IconAtlas="UNIT_ACTION_ATLAS";
ShowInPedia=true;
ShowInTechTree=true;};
 
BUILD_SCRUB_FALLOUT={
Description=[=[Scrub Fallout]=];
Help=[=[Removes the nuclear waste present in this Tile.]=];
Recommendation=[=[Removes the nuclear waste present in this Tile.]=];
HotKey="KB_S";
HotKeyPriority=1;
OrderPriority=99;
EntityEvent="ENTITY_EVENT_IRRIGATE";
IconIndex=59;
IconAtlas="UNIT_ACTION_ATLAS";
ShowInPedia=true;
ShowInTechTree=true;};
 
BUILD_REPAIR={
Description=[=[Repair an Improvement]=];
Help=[=[If a Tile Improvement has been pillaged, a Worker may repair it.]=];
Recommendation=[=[It will restore functionality to the pillaged improvement on this tile.]=];
HotKey="KB_P";
OrderPriority=99;
CtrlDown=true;
Time=300;
Repair=true;
EntityEvent="ENTITY_EVENT_BUILD";
IconIndex=36;
IconAtlas="UNIT_ACTION_ATLAS";
ShowInPedia=true;
ShowInTechTree=true;};
 
BUILD_REMOVE_ROUTE={
Description=[=[Remove a Road]=];
Help=[=[You may remove a road or railroad that has been built in a tile.]=];
Recommendation=[=[It is not needed for connecting our cities together, and is costing us {{gold5}} Maintenance.]=];
HotKey="KB_R";
AltDown=true;
CtrlDown=true;
Time=200;
RemoveRoute=true;
EntityEvent="ENTITY_EVENT_BUILD";
IconIndex=42;
IconAtlas="UNIT_ACTION_ATLAS";
ShowInPedia=true;
ShowInTechTree=true;};
 
BUILD_LANDMARK={
Description=[=[Construct a Landmark]=];
Help=[=[Unit will be consumed.]=];
HotKey="KB_L";
OrderPriority=96;
Kill=true;
ImprovementType="IMPROVEMENT_LANDMARK";
EntityEvent="ENTITY_EVENT_MINE";
IconIndex=54;
IconAtlas="UNIT_ACTION_ATLAS";
ShowInPedia=true;
ShowInTechTree=true;};
 
BUILD_ACADEMY={
Description=[=[Construct an Academy]=];
Help=[=[Unit will be consumed.
 
Great Tile Improvements will connect Strategic Resources on this tile to the trade network.]=];
HotKey="KB_A";
OrderPriority=96;
Kill=true;
ImprovementType="IMPROVEMENT_ACADEMY";
EntityEvent="ENTITY_EVENT_MINE";
IconIndex=23;
IconAtlas="UNIT_ACTION_ATLAS";
ShowInPedia=true;
ShowInTechTree=true;};
 
BUILD_CUSTOMS_HOUSE={
Description=[=[Construct a Customs House]=];
Help=[=[Unit will be consumed.
 
Great Tile Improvements will connect Strategic Resources on this tile to the trade network.]=];
HotKey="KB_H";
OrderPriority=96;
Kill=true;
ImprovementType="IMPROVEMENT_CUSTOMS_HOUSE";
EntityEvent="ENTITY_EVENT_MINE";
IconIndex=57;
IconAtlas="UNIT_ACTION_ATLAS";
ShowInPedia=true;
ShowInTechTree=true;};
 
BUILD_MANUFACTORY={
Description=[=[Construct a Manufactory]=];
Help=[=[Unit will be consumed.
 
Great Tile Improvements will connect Strategic Resources on this tile to the trade network.]=];
HotKey="KB_M";
OrderPriority=96;
Kill=true;
ImprovementType="IMPROVEMENT_MANUFACTORY";
EntityEvent="ENTITY_EVENT_MINE";
IconIndex=56;
IconAtlas="UNIT_ACTION_ATLAS";
ShowInPedia=true;
ShowInTechTree=true;};
 
BUILD_CITADEL={
Description=[=[Construct a Citadel]=];
Help=[=[+100% {{strength5}} Defensive Strength for any Unit stationed in this Tile. Any enemy unit which ends its turn next to the Citadel takes 30 damage (damage does not stack with other Citadels). Constructing the Citadel will expand your Culture borders to surround the Citadel, and will consume this unit. If the new Culture border claims hexes already owned by another civilization, you will incur a diplomatic penalty as a result.]=];
Recommendation=[=[It will improve the {{strength5}} Defense of any military unit stationed in this tile.]=];
HotKey="KB_C";
OrderPriority=96;
CtrlDown=true;
Kill=true;
ImprovementType="IMPROVEMENT_CITADEL";
EntityEvent="ENTITY_EVENT_BUILD";
IconIndex=51;
IconAtlas="UNIT_ACTION_ATLAS";
ShowInPedia=true;
ShowInTechTree=true;};
 
BUILD_TERRACE_FARM={
Description=[=[Construct a Terrace Farm]=];
Recommendation=[=[It will increase the amount of {{food5}} Food provided by this tile, speeding up the birth of new {{citizen5}} Citizens.]=];
HotKey="KB_E";
OrderPriority=97;
Time=700;
PrereqTech="TECH_CONSTRUCTION";
ImprovementType="IMPROVEMENT_TERRACE_FARM";
EntityEvent="ENTITY_EVENT_IRRIGATE";
IconAtlas="UNIT_ACTION_DLC02_ATLAS";
ShowInPedia=true;
ShowInTechTree=true;};
 
BUILD_MOAI={
Description=[=[Construct a Moai]=];
Help=[=[Adds a Moai (+1 {{culture5}} Culture) to the tile. Create a line of Moai along the coast for additional culture. Also provides +1 {{gold5}} Gold after Flight is researched.]=];
Recommendation=[=[It will permit the tile to generate {{culture5}} Culture (and {{gold5}} after Flight is researched).]=];
HotKey="KB_O";
OrderPriority=97;
Time=700;
PrereqTech="TECH_CONSTRUCTION";
ImprovementType="IMPROVEMENT_MOAI";
EntityEvent="ENTITY_EVENT_BUILD";
IconAtlas="UNIT_ACTION_DLC03_ATLAS";
ShowInPedia=true;
ShowInTechTree=true;};
 
BUILD_HOLY_SITE={
Description=[=[Construct a Holy Site]=];
Help=[=[Unit will be consumed.
 
Great Tile Improvements will connect Strategic Resources on this tile to the trade network.]=];
HotKey="KB_L";
OrderPriority=96;
Kill=true;
ImprovementType="IMPROVEMENT_HOLY_SITE";
EntityEvent="ENTITY_EVENT_MINE";
IconIndex=1;
IconAtlas="EXPANSION_UNIT_ACTION_ATLAS";
ShowInPedia=true;
ShowInTechTree=true;};
 
BUILD_POLDER={
Description=[=[Construct a Polder]=];
Recommendation=[=[It will increase the amount of {{food5}} Food provided by this tile, speeding up the birth of new {{citizen5}} Citizens.]=];
HotKey="KB_E";
OrderPriority=97;
Time=700;
PrereqTech="TECH_GUILDS";
ImprovementType="IMPROVEMENT_POLDER";
EntityEvent="ENTITY_EVENT_IRRIGATE";
IconAtlas="EXPANSION_UNIT_ACTION_ATLAS";
ShowInPedia=true;
ShowInTechTree=true;};
 
BUILD_ARCHAEOLOGY_DIG={
Description=[=[Construct an Archaeological Dig]=];
Help=[=[Converts the Antiquity Site into an Archaeological Dig, which can yield a Great Work Artifact or be transformed into a Landmark improvement.]=];
Recommendation=[=[It can yield a Great Work Artifact or be transformed into a Landmark improvement.]=];
HotKey="KB_A";
OrderPriority=96;
CtrlDown=true;
Time=600;
PrereqTech="TECH_ARCHAEOLOGY";
ImprovementType="IMPROVEMENT_ARCHAEOLOGICAL_DIG";
EntityEvent="ENTITY_EVENT_MINE";
IconAtlas="UNIT_ACTION_ATLAS_ARCHAEOLOGY";
ShowInPedia=true;
ShowInTechTree=true;};
 
BUILD_BRAZILWOOD_CAMP={
Description=[=[Construct a Brazilwood Camp]=];
Help=[=[Constructs a Brazilwood Camp, which increases the amount of {{gold5}} Gold provided by this tile, while keeping the Jungle intact. Also provides {{culture5}} Culture once Acoustics has been researched.]=];
Recommendation=[=[It will increase the amount of {{gold5}} Gold provided by this tile, while keeping the Jungle intact. Also provides {{culture5}} Culture once Acoustics has been researched.]=];
HotKey="KB_B";
OrderPriority=98;
Time=700;
PrereqTech="TECH_MACHINERY";
ImprovementType="IMPROVEMENT_BRAZILWOOD_CAMP";
EntityEvent="ENTITY_EVENT_BUILD";
IconIndex=1;
IconAtlas="UNIT_ACTION_ATLAS_EXP2";
ShowInPedia=true;
ShowInTechTree=true;};
 
BUILD_KASBAH={
Description=[=[Construct a Kasbah]=];
Help=[=[Constructs a Kasbah, which increases the amount of {{food5}} Food, {{production5}} Production, and {{gold5}} Gold provided by this tile. Also provides a defensive bonus.]=];
Recommendation=[=[It will increase the amount of {{food5}} Food, {{production5}} Production, and {{gold5}} Gold provided by this tile. Also provides a defensive bonus.]=];
HotKey="KB_K";
OrderPriority=98;
Time=800;
PrereqTech="TECH_CHIVALRY";
ImprovementType="IMPROVEMENT_KASBAH";
EntityEvent="ENTITY_EVENT_BUILD";
IconAtlas="UNIT_ACTION_ATLAS_EXP2";
ShowInPedia=true;
ShowInTechTree=true;};
 
BUILD_FEITORIA={
Description=[=[Construct a Feitoria]=];
Help=[=[Constructs a Feitoria in this City-State's lands.  It will provide to you one copy of every Luxury Resource type connected by this City-State, regardless of your relationship with the City-State. Also provides a defensive bonus.]=];
Recommendation=[=[It will provide to you one copy of every Luxury Resource type connected by this City-State, regardless of your relationship with the City-State. Also provides a defensive bonus.]=];
HotKey="KB_Z";
OrderPriority=98;
Time=800;
PrereqTech="TECH_NAVIGATION";
ImprovementType="IMPROVEMENT_FEITORIA";
EntityEvent="ENTITY_EVENT_BUILD";
IconIndex=2;
IconAtlas="UNIT_ACTION_ATLAS_EXP2";
ShowInPedia=true;
ShowInTechTree=true;};
 
BUILD_CHATEAU={
Description=[=[Construct a Chateau]=];
Help=[=[Constructs a Chateau which increases the Culture and Gold yield of the tile. Also provides a defensive bonus.]=];
Recommendation=[=[A Chateau must be built adjacent to a Luxury resource.  It may not be adjacent to another Chateau.
 
It will increase the Culture and Gold yield of the tile. Also provides a defensive bonus.]=];
HotKey="KB_Z";
OrderPriority=98;
Time=800;
PrereqTech="TECH_CHIVALRY";
ImprovementType="IMPROVEMENT_CHATEAU";
EntityEvent="ENTITY_EVENT_BUILD";
IconIndex=3;
IconAtlas="UNIT_ACTION_ATLAS_EXP2";
ShowInPedia=true;
ShowInTechTree=true;};
 
BUILD_FISHING_BOATS_NO_KILL={
Description=[=[Create Fishing Boats]=];
HotKey="KB_F";
HotKeyPriority=1;
OrderPriority=98;
Water=true;
PrereqTech="TECH_SAILING";
ImprovementType="IMPROVEMENT_FISHING_BOATS";
EntityEvent="ENTITY_EVENT_BUILD";
IconIndex=35;
IconAtlas="UNIT_ACTION_ATLAS";};
 
}
return data

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