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Module:Data/Civ5/Base/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
--PrereqTech                           String
--ImprovementType                      String
--RouteType                            String
--EntityEvent                          String
--IconIndex                             Int64
--IconAtlas                            String
 
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";};
 
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";};
 
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";};
 
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";};
 
BUILD_TRADING_POST={
Description=[=[Construct a Trading Post]=];
HotKey="KB_T";
OrderPriority=95;
Time=700;
PrereqTech="TECH_TRAPPING";
ImprovementType="IMPROVEMENT_TRADING_POST";
EntityEvent="ENTITY_EVENT_BUILD";
IconIndex=41;
IconAtlas="UNIT_ACTION_ATLAS";};
 
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";};
 
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";};
 
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";};
 
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";};
 
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";};
 
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";};
 
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;
PrereqTech="TECH_REFRIGERATION";
ImprovementType="IMPROVEMENT_OFFSHORE_PLATFORM";
EntityEvent="ENTITY_EVENT_BUILD";
IconIndex=34;
IconAtlas="UNIT_ACTION_ATLAS";};
 
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;
PrereqTech="TECH_SAILING";
ImprovementType="IMPROVEMENT_FISHING_BOATS";
EntityEvent="ENTITY_EVENT_BUILD";
IconIndex=35;
IconAtlas="UNIT_ACTION_ATLAS";};
 
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";};
 
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";};
 
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";};
 
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";};
 
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";};
 
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";};
 
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";};
 
BUILD_LANDMARK={
Description=[=[Construct a Landmark]=];
Help=[=[Unit will be consumed.
 
+6 {{culture5}} Culture.
 
Great Tile Improvements will connect Strategic Resources on this tile to the trade network.]=];
HotKey="KB_L";
OrderPriority=96;
Kill=true;
ImprovementType="IMPROVEMENT_LANDMARK";
EntityEvent="ENTITY_EVENT_MINE";
IconIndex=54;
IconAtlas="UNIT_ACTION_ATLAS";};
 
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";};
 
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";};
 
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";};
 
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 3 damage. Constructing the Citadel will consume this unit.]=];
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";};
 
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";};
 
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";};
 
}
return data

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