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Module:Data/Civ5/GK/Improvements

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--[Field]                              [Type]
--Type                                 String
--Description                          String
--Civilopedia                          String
--Help                                 String
--ArtDefineTag                         String
--WorldSoundscapeAudioScript           String
--ImprovementPillage                   String
--ImprovementUpgrade                   String
--SpecificCivRequired                 Boolean
--CivilizationType                     String
--HillsMakesValid                     Boolean
--FreshWaterMakesValid                Boolean
--RiverSideMakesValid                 Boolean
--NoFreshWater                        Boolean
--RequiresFlatlands                   Boolean
--RequiresFlatlandsOrFreshWater       Boolean
--RequiresFeature                     Boolean
--Coastal                             Boolean
--Water                               Boolean
--DestroyedWhenPillaged               Boolean
--BuildableOnResources                Boolean
--BarbarianCamp                       Boolean
--Goody                               Boolean
--Permanent                           Boolean
--OutsideBorders                      Boolean
--InAdjacentFriendly                  Boolean
--GraphicalOnly                       Boolean
--CreatedByGreatPerson                Boolean
--CultureAdjacentSameType               Int64
--TilesPerGoody                         Int64
--GoodyRange                            Int64
--FeatureGrowth                         Int64
--UpgradeTime                           Int64
--RiverSideUpgradeMod                   Int64
--CoastalLandUpgradeMod                 Int64
--HillsUpgradeMod                       Int64
--FreshWaterUpgradeMod                  Int64
--DefenseModifier                       Int64
--NearbyEnemyDamage                     Int64
--PillageGold                           Int64
--ResourceExtractionMod                 Int64
--GoldMaintenance                       Int64
--CultureBombRadius                     Int64
--PortraitIndex                         Int64
--IconAtlas                            String
 
local data ={
 
IMPROVEMENT_CITY_RUINS={
Description=[=[City Ruins]=];
Civilopedia=[=[[[City Ruins (Civ5)|City Ruins]] are the remnants of [[cities (Civ5)|cities]] destroyed in the game. They are of no particular value in themselves, but they often sit atop valuable locations. A [[worker (Civ5)|worker]] may clean up a [[City (Civ5)|City]] Ruin or simply replace it with another [[improvement (Civ5)|improvement]].]=];
ArtDefineTag="ART_DEF_IMPROVEMENT_CITY_RUINS";
PortraitIndex=39;
IconAtlas="TERRAIN_ATLAS";};
 
IMPROVEMENT_BARBARIAN_CAMP={
Description=[=[Encampment]=];
Civilopedia=[=[An [[Encampment (Civ5)|Encampment]] is a temporary settlement by a group of rampaging [[barbarians (Civ5)|barbarians]] intent upon overthrowing and destroying your [[civilization (Civ5)|civilization]]. These perpetual thorns in the sides of civilizations are capable of spitting out an unending stream of angry barbarians, all who seek to overrun your [[cities (Civ5)|cities]], pillage your lands and stare lewdly at your women. Encampments near to your cities should be destroyed without question. Encampments nearer to competing civilizations may be left to harass your foes, if you're that kind of sneaky leader...]=];
ArtDefineTag="ART_DEF_IMPROVEMENT_BARBARIAN_CAMP";
BarbarianCamp=true;
PortraitIndex=21;
IconAtlas="TERRAIN_ATLAS";};
 
IMPROVEMENT_GOODY_HUT={
Description=[=[Ancient Ruins]=];
Civilopedia=[=[[[Ancient Ruins (Civ5)|Ancient Ruins]] are the remains of earlier long-dead [[civilizations (Civ5)|civilizations]]. They are filled with valuable secrets - [[gold (Civ5)|gold]], maps, lost [[technologies (Civ5)|technologies]] and sometimes even survivors - awaiting discovery by the intrepid explorer. Rich rewards await those who first enter an Ancient Ruin!]=];
ArtDefineTag="ART_DEF_IMPROVEMENT_GOODY_HUT";
Goody=true;
TilesPerGoody=40;
GoodyRange=3;
IconAtlas="NW_ATLAS";};
 
IMPROVEMENT_FARM={
Description=[=[Farm]=];
Civilopedia=[=[[[Farming (Civ5)|Farming]] is one of the earliest and most important of all human professions, as it allowed mankind to stop migrating and settle in one location without depleting the local [[resources (Civ5)|resources]]. Farms can be constructed on most any land to improve the hex's output of [[food (Civ5)|food]].]=];
ArtDefineTag="ART_DEF_IMPROVEMENT_FARM";
FreshWaterMakesValid=true;
RequiresFlatlandsOrFreshWater=true;
PillageGold=18;
PortraitIndex=22;
IconAtlas="TERRAIN_ATLAS";};
 
IMPROVEMENT_MINE={
Description=[=[Mine]=];
Civilopedia=[=[[[Mines (Civ5)|Mines]] are among the most important [[improvements (Civ5)|improvements]] in [[Civilization (Civ5)|Civilization]] V. Not only do they increase a hex's productivity output - and high productivity allows [[quicker (Civ5)|quicker]] [[construction (Civ5)|construction]] of [[units (Civ5)|units]], [[buildings (Civ5)|buildings]], and [[wonders (Civ5)|wonders]] - but they also provide access to some of the most important [[resources (Civ5)|resources]] in the game: [[iron (Civ5)|iron]], [[coal (Civ5)|coal]], and [[uranium (Civ5)|uranium]], to name a few.]=];
ArtDefineTag="ART_DEF_IMPROVEMENT_MINE";
HillsMakesValid=true;
PillageGold=20;
PortraitIndex=26;
IconAtlas="TERRAIN_ATLAS";};
 
IMPROVEMENT_QUARRY={
Description=[=[Quarry]=];
Civilopedia=[=[In common usage a [[quarry (Civ5)|quarry]] is a place that produces any [[stone (Civ5)|stone]] or gravel. In [[Civilization (Civ5)|Civilization]] V quarries boost [[production (Civ5)|production]] from the stone [[resource (Civ5)|resource]] and provide access to the [[marble (Civ5)|marble]] [[luxury resource (Civ5)|luxury resource]], a highly-valued stone used for [[construction (Civ5)|construction]] and artwork.]=];
ArtDefineTag="ART_DEF_IMPROVEMENT_QUARRY";
PillageGold=20;
PortraitIndex=31;
IconAtlas="TERRAIN_ATLAS";};
 
IMPROVEMENT_TRADING_POST={
Description=[=[Trading Post]=];
Civilopedia=[=[[[Trading Posts (Civ5)|Trading Posts]] are outposts where hunters and trappers may sell their wares to civilians in exchange for [[food (Civ5)|food]], weapons, whiskey, [[gold (Civ5)|gold]], and all of the other [[trappings (Civ5)|trappings]] of society. They can generate a lot of [[wealth (Civ5)|wealth]] for a society.]=];
ArtDefineTag="ART_DEF_IMPROVEMENT_TRADING_POST";
PillageGold=20;
PortraitIndex=32;
IconAtlas="TERRAIN_ATLAS";};
 
IMPROVEMENT_LUMBERMILL={
Description=[=[Lumber Mill]=];
Civilopedia=[=[A lumbermill allows you to improve the [[production (Civ5)|production]] output of [[forest (Civ5)|forest]] hexes.]=];
ArtDefineTag="ART_DEF_IMPROVEMENT_LUMBERMILL";
RequiresFeature=true;
PillageGold=10;
PortraitIndex=25;
IconAtlas="TERRAIN_ATLAS";};
 
IMPROVEMENT_PASTURE={
Description=[=[Pasture]=];
Civilopedia=[=[A [[pasture (Civ5)|pasture]] is a fenced-in section of open land that has been planted with grass to feed grazing animals like [[horses (Civ5)|horses]] or cows.]=];
ArtDefineTag="ART_DEF_IMPROVEMENT_PASTURE";
PillageGold=10;
PortraitIndex=29;
IconAtlas="TERRAIN_ATLAS";};
 
IMPROVEMENT_FISHING_BOATS={
Description=[=[Fishing Boats]=];
Civilopedia=[=[[[Fishing boats (Civ5)|Fishing boats]] allow a [[civilization (Civ5)|civilization]] to harvest the valuable [[crab (Civ5)|crab]], [[fish (Civ5)|fish]], [[whale (Civ5)|whale]] and [[pearl (Civ5)|pearl]] [[resources (Civ5)|resources]]. To construct fishing boats, you must build a [[work boat (Civ5)|work boat]] in a [[coastal (Civ5)|coastal]] [[city (Civ5)|city]] (after your civilization has learned the requisite [[technology (Civ5)|technology]]). Work boats are consumed when they construct fishing boats.]=];
ArtDefineTag="ART_DEF_IMPROVEMENT_FISHING_BOATS";
Water=true;
DestroyedWhenPillaged=true;
PillageGold=10;
PortraitIndex=23;
IconAtlas="TERRAIN_ATLAS";};
 
IMPROVEMENT_PLANTATION={
Description=[=[Plantation]=];
Civilopedia=[=[A [[plantation (Civ5)|plantation]] is a fancy name for a [[farm (Civ5)|farm]]. It is generally applied to large estates located in semi-tropical or tropical locations, and especially those which grow crops for export rather than for local consumption. The term has acquired an unsavory flavor because of its association with slavery in the [[United (Civ5)|United]] States and the Caribbean, but there's nothing inherently evil about a well-run plantation which employs free [[workers (Civ5)|workers]].]=];
ArtDefineTag="ART_DEF_IMPROVEMENT_PLANTATION";
PillageGold=10;
PortraitIndex=30;
IconAtlas="TERRAIN_ATLAS";};
 
IMPROVEMENT_CAMP={
Description=[=[Camp]=];
Civilopedia=[=[Hunting wild animals is one of the first ways in which ancient Man harvested the [[resources (Civ5)|resources]] of the world around him. A hunting [[camp (Civ5)|camp]] allows access to [[deer (Civ5)|deer]], [[fur (Civ5)|fur]], [[truffles (Civ5)|truffles]], and [[ivory (Civ5)|ivory]] resources.]=];
ArtDefineTag="ART_DEF_IMPROVEMENT_CAMP";
PillageGold=10;
PortraitIndex=19;
IconAtlas="TERRAIN_ATLAS";};
 
IMPROVEMENT_WELL={
Description=[=[Oil Well]=];
Civilopedia=[=[The dry-land version of the [[offshore platform (Civ5)|offshore platform]], a well is a late-game [[improvement (Civ5)|improvement]] which provides access to the crucially-important [[oil (Civ5)|oil]] [[resource (Civ5)|resource]].]=];
ArtDefineTag="ART_DEF_IMPROVEMENT_WELL";
PillageGold=20;
PortraitIndex=28;
IconAtlas="TERRAIN_ATLAS";};
 
IMPROVEMENT_OFFSHORE_PLATFORM={
Description=[=[Offshore Platform]=];
Civilopedia=[=[The [[offshore platform (Civ5)|offshore platform]] is an important late-game [[improvement (Civ5)|improvement]] as it provides access to the highly-prized [[oil (Civ5)|oil]] [[resource (Civ5)|resource]], but only when that resource is in the [[ocean (Civ5)|ocean]] ([[workers (Civ5)|workers]] construct wells to access oil that is on land). [[Work boats (Civ5)|Work boats]] are consumed when they construct an offshore platform.]=];
ArtDefineTag="ART_DEF_IMPROVEMENT_OFFSHORE_PLATFORM";
Water=true;
DestroyedWhenPillaged=true;
PillageGold=20;
PortraitIndex=27;
IconAtlas="TERRAIN_ATLAS";};
 
IMPROVEMENT_FORT={
Description=[=[Fort]=];
Civilopedia=[=[A [[fort (Civ5)|fort]] is a special [[improvement (Civ5)|improvement]] that doesn't increase a hex's productivity or provide access to a [[resource (Civ5)|resource]]. Instead, a fort improves a hex's defensive bonus by 50% for [[units (Civ5)|units]] stationed in that hex. However, they do not provide a defensive bonus to units in enemy [[territory (Civ5)|territory]].]=];
ArtDefineTag="ART_DEF_IMPROVEMENT_FORT";
DestroyedWhenPillaged=true;
BuildableOnResources=true;
OutsideBorders=true;
DefenseModifier=50;
PortraitIndex=24;
IconAtlas="TERRAIN_ATLAS";};
 
IMPROVEMENT_LANDMARK={
Description=[=[Landmark]=];
Civilopedia=[=[A [[Landmark (Civ5)|Landmark]] is any magnificent artifact, structure, work of art, or [[wonder (Civ5)|wonder]] of nature that draws visitors to a location. Nelson's Column in London is a landmark, as is Mount Rushmore in the [[United (Civ5)|United]] States. Not every significantly sized object, however, is a landmark: the World's Largest Ball of Twine may never rise to that stature (though it might well be worth a visit).]=];
ArtDefineTag="ART_DEF_IMPROVEMENT_MONOLITH_EURO";
BuildableOnResources=true;
CreatedByGreatPerson=true;
PillageGold=20;
PortraitIndex=36;
IconAtlas="TERRAIN_ATLAS";};
 
IMPROVEMENT_ACADEMY={
Description=[=[Academy]=];
Civilopedia=[=[An [[academy (Civ5)|academy]] is an institution where children can get an advanced lower (that is, pre-college) [[education (Civ5)|education]]. Academies come in all flavors - military, religious, government, and the like. Some are private, open only to the children of [[wealth (Civ5)|wealth]] or power or [[influence (Civ5)|influence]], while others are open to all children who meet their strict requirements. England's Eton College is one of the most famous academies in the world, taking in England's best and brightest boys between the ages of 13 and 18 since 1440.]=];
ArtDefineTag="ART_DEF_IMPROVEMENT_ACADEMY";
BuildableOnResources=true;
CreatedByGreatPerson=true;
PillageGold=20;
PortraitIndex=38;
IconAtlas="TERRAIN_ATLAS";};
 
IMPROVEMENT_CUSTOMS_HOUSE={
Description=[=[Customs House]=];
Civilopedia=[=[A [[Customs House (Civ5)|Customs House]] is a governmental [[building (Civ5)|building]] where taxes are paid on a country's imported and exported goods. It ensures that the government gets its cut (or "fair share," if you prefer) of profits on every cargo moving through a [[harbor (Civ5)|harbor]]. Given the amount of money involved, the opportunity for corruption is unlimited. Throughout history customs officials have not been famous for resisting temptation.]=];
ArtDefineTag="ART_DEF_IMPROVEMENT_CUSTOMS_HOUSE";
BuildableOnResources=true;
CreatedByGreatPerson=true;
PillageGold=20;
PortraitIndex=33;
IconAtlas="TERRAIN_ATLAS";};
 
IMPROVEMENT_MANUFACTORY={
Description=[=[Manufactory]=];
Civilopedia=[=[A [[Manufactory (Civ5)|Manufactory]] is a plant consisting of one or more [[buildings (Civ5)|buildings]] in which things are built. The buildings might be foundries, factories, assembly lines, and so [[forth (Civ5)|forth]], usually all working on related items - the foundry creates the [[steel (Civ5)|steel]] that the [[factory (Civ5)|factory]] rolls into sheets which the [[workers (Civ5)|workers]] on the assembly line make into cans, and so forth. A well-run Manufactory can be incredibly productive.]=];
ArtDefineTag="ART_DEF_IMPROVEMENT_MANUFACTORY";
BuildableOnResources=true;
CreatedByGreatPerson=true;
PillageGold=20;
PortraitIndex=37;
IconAtlas="TERRAIN_ATLAS";};
 
IMPROVEMENT_CITADEL={
Description=[=[Citadel]=];
Civilopedia=[=[A [[Citadel (Civ5)|Citadel]] is a mighty [[fortification (Civ5)|fortification]] that can only be constructed by a [[Great General (Civ5)|Great General]], usually near a [[city (Civ5)|city]] or on a particularly defensible piece of [[terrain (Civ5)|terrain]]. The Acropolis in Athens, Greece, is an example of an early powerful Citadel. Such structures were almost impossible to take by direct attack, and they were capable of withstanding protracted sieges before they fell. You can construct a Citadel anywhere within your [[territory (Civ5)|territory]], or directly adjacent to your territory. Upon constructing the Citadel, your [[Culture (Civ5)|Culture]] borders will also expand to surround the Citadel on all sides by one hex. If the new Culture border claims hexes already owned by another [[civilization (Civ5)|civilization]], you will incur a [[diplomatic (Civ5)|diplomatic]] penalty as a result. Any [[unit (Civ5)|unit]] stationed within a Citadel receives a 100% defensive [[strength (Civ5)|strength]] bonus. Additionally, any enemy unit which ends its turn next to a Citadel takes 30 damage (damage does not stack with other Citadels).]=];
ArtDefineTag="ART_DEF_IMPROVEMENT_CITADEL";
BuildableOnResources=true;
InAdjacentFriendly=true;
CreatedByGreatPerson=true;
DefenseModifier=100;
NearbyEnemyDamage=30;
CultureBombRadius=1;
PortraitIndex=35;
IconAtlas="TERRAIN_ATLAS";};
 
IMPROVEMENT_TERRACE_FARM={
Description=[=[Terrace Farm]=];
Civilopedia=[=[[[Terrace Farming (Civ5)|Terrace Farming]] developed in [[mountainous (Civ5)|mountainous]] areas simultaneously around the world, including Bali, the Philippines, China and Peru.  These skinny, stepped fields are cut into [[hill (Civ5)|hill]] and mountain sides, preventing the run off of irrigation [[water (Civ5)|water]] and providing space for arable land, usually where none previously was possible. The Incas in particular were masters of terrace [[farming (Civ5)|farming]], and erected large, drystone [[walls (Civ5)|walls]] to hold their terraces in place.  After [[building (Civ5)|building]] the terrace's shape, the Incas then constructed systems of canals and [[aqueducts (Civ5)|aqueducts]] to provide the terraces with constant water, increasing the land's fertility.  The ancient [[Incan (Civ5)|Incan]]'s terracing techniques were so successful that modern Peruvian farmers still employ them in their farms today.]=];
Help=[=[The Terrace Farm can only be built on hills and does not need a source of fresh water to do so.  If built next to a mountain it will provide additional food.]=];
ArtDefineTag="ART_DEF_IMPROVEMENT_TERRACE_FARM";
SpecificCivRequired=true;
CivilizationType="CIVILIZATION_INCA";
HillsMakesValid=true;
PillageGold=18;
IconAtlas="DLC02_TERRAIN_ATLAS";};
 
IMPROVEMENT_MOAI={
Description=[=[Moai]=];
Civilopedia=[=[Perhaps better known as the "Easter Island Statues", the [[Moai (Civ5)|Moai]] are large, humanoid figures carved mostly from volcanic rocks like tuff. 887 of these statues dot Easter Island, and are believed to have been created sometime between 1250 and 1500 AD.  Almost half still remain at the original [[quarry (Civ5)|quarry]] site, but the rest were transported and erected around the island's [[coastline (Civ5)|coastline]].  Easily recognizable by their large heads and elongated features, it is believed that they were individual depictions of deceased ancestors and powerful chiefs.
 
While most scholars agree on why and how the statues were created, the method of their transportation still remains a mystery.  Weighing from 9 to 86 tons a piece, they would have required an amazing feat of [[engineering (Civ5)|engineering]] to move from quarry to final resting place.
 
In 1994, the Moai statues were given official protection on the UNESCO World Heritage site list.]=];
Help=[=[Moai can only be built on the coast.  If built next to another Moai, it provides additional {{culture5}} Culture. After the Flight technology is researched it also provides extra {{gold5}} Gold.]=];
ArtDefineTag="ART_DEF_IMPROVEMENT_MOAI_STATUES";
SpecificCivRequired=true;
CivilizationType="CIVILIZATION_POLYNESIA";
Coastal=true;
BuildableOnResources=true;
CultureAdjacentSameType=1;
PillageGold=10;
IconAtlas="DLC03_TERRAIN_ATLAS";};
 
IMPROVEMENT_HOLY_SITE={
Description=[=[Holy Site]=];
Civilopedia=[=[A place of religious significance, [[holy sites (Civ5)|holy sites]] are locations held sacred as a testament to the gods, [[prophets (Civ5)|prophets]], and [[traditions (Civ5)|traditions]] of a given [[religion (Civ5)|religion]]. Often the destination for religious pilgrims, these sites are often visited by the [[faithful (Civ5)|faithful]] in the hopes of [[strengthening (Civ5)|strengthening]] their connection to God, while also paying their respects.]=];
ArtDefineTag="ART_DEF_IMPROVEMENT_HOLY_SITE";
BuildableOnResources=true;
CreatedByGreatPerson=true;
PillageGold=20;
PortraitIndex=1;
IconAtlas="EXPANSION_TERRAIN_ATLAS";};
 
IMPROVEMENT_POLDER={
Description=[=[Polder]=];
Civilopedia=[=[A [[polder (Civ5)|polder]] is a low-lying tract enclosed by dikes with the [[water (Civ5)|water]] drained. In general, polder is land reclaimed from a [[lake (Civ5)|lake]] or seabed, from [[flood plains (Civ5)|flood plains]], or from [[marshes (Civ5)|marshes]]. In time, the drained land subsides so that all polder is eventually below the surrounding water level. Because of this, water seeps into the drained area and must be pumped out or otherwise drained. The dikes are usually made of readily available materials, earth or sand; in modern times these barriers might be covered or completely composed of concrete. The drained land is extremely fertile and makes excellent pasturage or cropland.
 
The first polders of reclaimed land were constructed in the 11th Century AD, although [[building (Civ5)|building]] embankments as barriers to water date back to the [[Romans (Civ5)|Romans]]. The [[Dutch (Civ5)|Dutch]] have a long history of reclaiming marshes and fenland, and even the seabed, and possess half of the polder acreage in Europe. Although there are polders in other countries of Europe, and examples can be found in Asia and North America, Holland has some 3000 polders accounting for about 27 percent of the country's land. Amsterdam itself is built largely upon polder. As the Dutch homily states, "God made the world, but the Dutch made Holland."]=];
Help=[=[A Polder can only be built on Flood Plains and Marsh. It boosts food output immediately. It also provides +1 {{production5}} Production and +2 {{gold5}} Gold once Economics is researched.]=];
ArtDefineTag="ART_DEF_IMPROVEMENT_POLDER";
SpecificCivRequired=true;
CivilizationType="CIVILIZATION_NETHERLANDS";
RequiresFeature=true;
PillageGold=18;
IconAtlas="EXPANSION_TERRAIN_ATLAS";};
 
}
return data

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