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Module:Data/CivBE/Base/Buildings

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--[Field]                              [Type]
--Type                                 String
--Description                          String
--Civilopedia                          String
--Strategy                             String
--Help                                 String
--Quote                                String
--AffectSpiesNow                      Boolean
--Affinity                             String
--Airlift                             Boolean
--AirModifier                           Int64
--AllowsRangeStrike                   Boolean
--AlienUnitRepelRange                   Int64
--ArtDefineTag                         String
--ArtInfoCulturalVariation            Boolean
--ArtInfoEraVariation                 Boolean
--ArtInfoRandomVariation              Boolean
--BuildingClass                        String
--BuildingProductionModifier            Int64
--Capital                             Boolean
--CapturePlunderModifier                Int64
--CitiesPrereq                          Int64
--CityConnectionTradeRouteModifier      Int64
--CityCountUnhealthMod                  Int64
--CityStrikeRangeChange                 Int64
--CityStrikeModifier                    Int64
--ConquestProbability                   Int64
--Cost                                  Int64
--Defense                               Int64
--DisplayPosition                       Int64
--Energy                                Int64
--Experience                            Int64
--ExtraCityHitPoints                    Int64
--ExtraExperienceLevelsAllowed          Int64
--ExtraSpies                            Int64
--Flat                                Boolean
--FoodKept                              Int64
--FreeBuilding                         String
--FreeBuildingThisCity                 String
--FreePlotsThisCity                     Int64
--FreePlayerPerk                       String
--FreePromotion                        String
--FreePromotionRemoved                 String
--FreeTechs                             Int64
--FreeVirtues                           Int64
--FreshWater                          Boolean
--GlobalCultureRateModifier             Int64
--GlobalCityGrowthRateModifier          Int64
--GlobalDefenseMod                      Int64
--GlobalExperience                      Int64
--GlobalPlotBuyCostModifier             Int64
--GlobalPlotCultureCostModifier         Int64
--GlobalPopulationChange                Int64
--EnergyMaintenance                     Int64
--HealRateChange                        Int64
--Health                                Int64
--HealthModifier                        Int64
--HealthPerCity                         Int64
--HealthPerXVirtues                     Int64
--Hill                                Boolean
--HurryCostModifier                     Int64
--IconAtlas                            String
--InstantMilitaryIncrease               Int64
--IntrigueCapChange                     Int64
--LevelPrereq                           Int64
--MedianTechPercentChange               Int64
--MilitaryProductionModifier            Int64
--Mountain                            Boolean
--MutuallyExclusiveGroup                Int64
--NearbyTerrainRequired                String
--NoOccupiedUnhealth                  Boolean
--NumCityCostMod                        Int64
--AllowsTradeRoutes                   Boolean
--PlotBuyCostModifier                   Int64
--PlotCultureCostModifier               Int64
--PortraitIndex                         Int64
--PrereqTech                           String
--ProhibitedCityTerrain                String
--River                               Boolean
--OrbitalProductionModifier             Int64
--OrbitalCoverageChange                 Int64
--OrbitalStrikeRangeChange              Int64
--SpecialistCount                       Int64
--SpecialistExtraCulture                Int64
--SpecialistType                       String
--TeamShare                           Boolean
--ThemingBonusHelp                     String
--TradeRouteRecipientBonus              Int64
--TradeRouteTargetBonus                 Int64
--TrainedFreePromotion                 String
--UnhealthModifier                      Int64
--UnitUpgradeCostMod                    Int64
--VictoryPrereq                        String
--VirtueCostModifier                    Int64
--WaterAccess                         Boolean
--WonderProductionModifier              Int64
--WonderSplashAnchor                   String
--WonderSplashAudio                    String
--WonderSplashImage                    String
--FreeTopLevelSpies                   Boolean
 
local data ={
 
BUILDING_HEADQUARTERS={
Type="BUILDING_HEADQUARTERS";
Description=[=[Headquarters]=];
Civilopedia=[=[Both residence and office for the colonial administration, the Headquarters took many forms and was constantly expanded and upgraded as the colony prospered and expanded. As with colonial leaders throughout the history of Old Earth separated from their homeland by oceans, the mission commanders during the Seeding were forced by interstellar distances to govern on their own, facing the challenges and difficult decisions without guidance from their sponsors. For effective and efficient leadership, it was imperative that administrative functions be consolidated in one place...the Headquarters. After shelter, the HQ was usually the first structure completed immediately after planetfall, with its location becoming the de facto capital for the fledgling venture. Depending on the sponsor, the HQ might resemble more a corporate office, a sprawling governmental center, an imposing fortress, or a palatial residence. Regardless of their outward form, colonial headquarters all engaged in the same activities: strategic planning, communication, military command, tax collection and community expenditure, dispensing justice, supervising major construction projects, and the like. However, over the decades since the first landings, as colonial leaders took their people down new technological and unforeseen philosophical paths, the HQ diverged in form and function ever more.]=];
Help=[=[{{LinkBE|The Headquarters}} designates this City as the {{CapitalIconBE}} Capital, and provides a myriad of bonuses to make it a strong base of operations.]=];
BuildingClass="BUILDINGCLASS_HEADQUARTERS";
Capital=true;
Defense=600;
HurryCostModifier=-1;
IconAtlas="BW_ATLAS_1";
MutuallyExclusiveGroup=-1;
PortraitIndex=14;
WonderSplashAnchor="R,T";};
 
BUILDING_SPY_AGENCY={
Type="BUILDING_SPY_AGENCY";
Description=[=[Spy Agency]=];
Civilopedia=[=[The oldest mention of covert operations, espionage and subversion can be found in the writings of Sun Tzu and Chanakya, famed ancient military strategists on Old Earth. By the 18th Century, most nations engaged in organized spying on competing powers. But espionage reached new heights in the 21st Century, building upon the technological advances in miniaturization and communications of the previous hundred years. By the time of the Great Mistake, it was axiomatic that any government had a spy agency, and many had multiple agencies operating to cover various subjects of interest, including surveillance of their own citizenry. Beyond the national “intelligence” agencies, during this period corporate espionage became widespread, as the competition for profits between multinational companies became ever more ruthless and devious. By the Seeding, agents of national and corporation spy agencies (although few acknowledged the term “spy”) were regularly engaged in various nefarious activities: information gathering and analysis, code-breaking and SIGINT, sabotage, coups and takeovers, blackmail, even assassination. Whatever their own proclivities, most leaders of the interstellar colony missions eventually established some sort of spy agency and authorized covert missions. It was simply, many settlers felt, necessary to survive and prosper on this new world.]=];
Help=[=[Allows Spies to be recruited.]=];
ArtDefineTag="TEMPLE";
BuildingClass="BUILDINGCLASS_SPY_AGENCY";
Cost=200;
ExtraSpies=3;
HurryCostModifier=-1;
IconAtlas="BW_ATLAS_1";
MutuallyExclusiveGroup=-1;
PortraitIndex=15;
PrereqTech="TECH_COMPUTING";
WonderSplashAnchor="R,T";};
 
BUILDING_CULPER_LODGE={
Type="BUILDING_CULPER_LODGE";
Description=[=[Culper Lodge]=];
Civilopedia=[=[During the American Revolution on Old Earth the American Major Benjamin Tallmadge organized a spy ring based in New York City during 1778 AD, providing information on the British occupation forces to General George Washington, commander of the revolutionary troops. Cloaked in secrecy, over the next few years the Culper Ring provided vital information to the Continentals, inventing and perfecting many methods for doing so. Supposedly disbanded at the end of the conflict, in fact several of the most successful agents – known within the ring only by code names – maintained contact and eventually formed the “Culper Lodge,” a clandestine enterprise devoted to covert operations for hire. Over the next two centuries the Lodge not only conducted operations under contract but also developed their own training and technology branches. Although various corporations and governments made use of their services, by Great Mistake the Culper Lodge remained a mystery to most yet. It was inevitable, it seems, that at the time of the Seeding several members of the Lodge managed to insert themselves into the colony missions being launched. Since planetfall, the Culper Lodge has reestablished itself as a supplier of highly trained agents, willing to undertake almost any clandestine mission.]=];
Help=[=[All Recruited Covert {{LinkBE|Agents}} are automatically Special Agents.]=];
ArtDefineTag="TEMPLE";
BuildingClass="BUILDINGCLASS_CULPER_LODGE";
Cost=-1;
ExtraSpies=1;
HurryCostModifier=-1;
IconAtlas="BW_ATLAS_1";
MutuallyExclusiveGroup=-1;
PortraitIndex=62;
WonderSplashAnchor="R,T";
FreeTopLevelSpies=true;};
 
BUILDING_RELIC={
Type="BUILDING_RELIC";
Description=[=[Old Earth Relic]=];
Civilopedia=[=[On Old Earth, the center of many villages and settlements was frequently a structure housing a relic, usually one of religious or historical significance for the inhabitants. Indeed, many towns owed their existence to a particularly famous relic of some sort displayed in a sanctuary. That tradition was carried to this alien planet, where one of the first buildings constructed after basic housing was often devoted to memorializing the colonists’ homeland or interstellar voyage to this “better world.” These relics took many forms, and served to reinforce the common culture and bonds shared by Colonists facing an uncertain future in this hostile environment. The structure itself was often constructed of materials salvaged from the star-faring spacecraft, and as such became part of that cultural heritage as well. In most colonial settlements the relic building served a number of vital functions before more specialized structures were built: meeting hall, library, school, administrative center, and so forth. While over time, as the colony became secure and grew and diversified, the importance of the relics might diminish in the minds of the people, the buildings housing these nevertheless remained a valued and visible part of the cityscape.]=];
ArtDefineTag="ART_DEF_BUILDING_RELIC";
BuildingClass="BUILDINGCLASS_RELIC";
ConquestProbability=67;
Cost=40;
EnergyMaintenance=1;
IconAtlas="BW_ATLAS_1";
MutuallyExclusiveGroup=-1;
PortraitIndex=8;
PrereqTech="TECH_HABITATION";
WonderSplashAnchor="R,T";};
 
BUILDING_CLINIC={
Type="BUILDING_CLINIC";
Description=[=[Clinic]=];
Civilopedia=[=[A clinic is a small-scale medical facility, intended to serve the primary health care needs in small communities. By the late 21st Century, health clinics were largely automated, with a doctor or nurse on call by the networked systems only in the case of an ailment or injury the diagnostic programs could not identify. Automated dispensing cabinets (computerized drug storage units), surgical microbots, telemedicine stations, monitoring smartbeds, autonomous point-of-care devices and similar advanced medical technology could handle all out- and short-term patients. While the hardware was not always part of the colony payload, the software and specifications for construction were included as a matter of policy. In the early years of a colony’s existence on this planet, as information of the various dangers and diseases expanded exponentially, the clinics were more vital than ever for the stability and growth of the colonial population. Procedures and treatments for miasma poisoning, for instance, were quickly added to the medical database linking the colonial clinics; that alone saved hundreds of human lives. Although in the larger settlements, staffed hospitals eventually supplanted the smaller healthcare facilities, automated clinics remain a staple in most neighborhoods and villages.]=];
ArtDefineTag="ART_DEF_BUILDING_CLINIC";
BuildingClass="BUILDINGCLASS_CLINIC";
ConquestProbability=67;
Cost=60;
EnergyMaintenance=1;
Health=1;
IconAtlas="BW_ATLAS_1";
MutuallyExclusiveGroup=-1;
PortraitIndex=9;
PrereqTech="TECH_HABITATION";
WonderSplashAnchor="R,T";};
 
BUILDING_DEPOT={
Type="BUILDING_DEPOT";
Description=[=[Trade Depot]=];
Civilopedia=[=[From the French for the noun “deposit” (dépot), colonial depots served as the storage buildings for materials vital to the success of the venture. Among the first structures of each colony, these initially served as warehouses for the spaceship’s cargo necessary for survival. Later these would be the repository for salvage and scrap as the ship was cannibalized for colony use; later still depots would store the materials harvested, mined and processed from this new world as the colony grew. Operation was largely automated, and so required fewer man-hours than in previous ages, an important asset when so many other tasks demanded direct attention. The depots were, inevitably, the hub of the freight transport system of the colony as well, a process of increasing complexity as the colony grew. The actual functioning of the depot depended on the underlying economic system of the specific colony. But whether communal, capitalistic or some combination, the depots served as the primary foundation for colonial production.]=];
Help=[=[Allows {{LinkBE|Trade Routes}} to be established from this City and provides 1 free {{LinkBE|Trade}} Route slot.]=];
ArtDefineTag="ART_DEF_BUILDING_DEPOT";
BuildingClass="BUILDINGCLASS_DEPOT";
ConquestProbability=67;
Cost=60;
EnergyMaintenance=1;
HurryCostModifier=-1;
IconAtlas="BW_ATLAS_1";
MutuallyExclusiveGroup=-1;
AllowsTradeRoutes=true;
PortraitIndex=10;
PrereqTech="TECH_PIONEERING";
WonderSplashAnchor="R,T";};
 
BUILDING_LABORATORY={
Type="BUILDING_LABORATORY";
Description=[=[Laboratory]=];
Civilopedia=[=[It was obvious that research and understanding would be a key to colonial survival and success, so creation of laboratories devoted to the many scientific disciplines necessary for settling an alien world was a priority for colonial administrators. While research in the traditional sciences such as chemistry, biology, geology and meteorology sought to understand and harness the wonders of the planet, new sciences arose from that understanding. Clinical investigation into unknown resources, flora and fauna conducted in colonial labs has brought technological and biological advances in a wide range of fields. With prototypes or designs of the latest research equipment at the time of launch, the colonial labs were models of efficiency as well as efficacy. To the already immense scientific databases were added thousands of inventions, insights, applications and discoveries to promote colonial expansion and exploitation across this new world. Although the hard-won knowledge was not always beneficial – some developments had unintended and unfortunate consequences – nevertheless the search continues unabated in laboratories across the planet.]=];
ArtDefineTag="ART_DEF_BUILDING_LABORATORY";
BuildingClass="BUILDINGCLASS_LABORATORY";
ConquestProbability=67;
Cost=80;
EnergyMaintenance=1;
IconAtlas="BW_ATLAS_1";
MutuallyExclusiveGroup=-1;
PrereqTech="TECH_CHEMISTRY";
WonderSplashAnchor="R,T";};
 
BUILDING_RECYCLER={
Type="BUILDING_RECYCLER";
Description=[=[Recycler]=];
Civilopedia=[=[A materials recovery facility – or as the colonists termed it, a “recycler” – separates and prepares waste materials for alternate end-use production. The early colonial recyclers used mechanical-biological treatments, such as anaerobic digestion or biodrying or gasification; later facilities used more advanced techniques, adapted by colonial scientists for use on this planet. One such method found effective here is pyrolysis, the thermochemical rapid decomposition of organic materials in the absence of oxygen, producing – among other things – biochar and biofuel. Another efficient method is biomass catalytic partial oxidation, which leads to the production of syngas, used in a number of types of heavy construction equipment. Waste autoclaves convert various organic wastes into exceedingly rich fertilizer and animal feeds, boosting agricultural production on colonial farms. And recent plasma-arc methods are able to separate the components of alloys for reuse by manufacturing plants, notably those requiring rare earth metals. Without recyclers, it is doubtful that some settlements would have reached the size they now are, as limited Earth-type resources would have halted expansion before native substitutes could have been discovered.]=];
ArtDefineTag="ART_DEF_BUILDING_RECYCLER";
BuildingClass="BUILDINGCLASS_RECYCLER";
ConquestProbability=67;
Cost=75;
EnergyMaintenance=1;
IconAtlas="BW_ATLAS_1";
MutuallyExclusiveGroup=-1;
PortraitIndex=16;
PrereqTech="TECH_CHEMISTRY";
WonderSplashAnchor="R,T";};
 
BUILDING_PHARMALAB={
Type="BUILDING_PHARMALAB";
Description=[=[Pharmalab]=];
Civilopedia=[=[With the development of the early transgenetic engineering, a number of procedures to create useful pharmaceuticals from plants in which exogenous genes had been inserted were created. In some cases, Terran fauna was modified with DNA structures from indigenous plants, and in some cases the reverse (such as the “super-fungoid” that produced a number of antivirals and fungicides that helped in treatment of miasmic poisoning). The genetic engineering and cultivation of transgenetic plants takes place in pharmalabs, most of which also conduct transgenetic research. The range of pharmaceuticals produced in colonial pharmalabs is impressive, covering virtually every medical procedure from contraception to euthanasia. In recent decades, pharmalab drugs have also become part of the research efforts to augment humans and create cybernetic organisms. But it is in the realm of the treatment of illness and injury that the contributions of pharmalabs have been most significant; without the modern pharmalab the settlement of this world would have been more hazardous and less rapid. Thus, pharmalabs have become a key component in the medical infrastructure of most colonial settlements.]=];
ArtDefineTag="ART_DEF_BUILDING_PHARMALAB";
BuildingClass="BUILDINGCLASS_PHARMALAB";
ConquestProbability=67;
Cost=95;
EnergyMaintenance=1;
Health=2;
IconAtlas="BW_ATLAS_1";
MutuallyExclusiveGroup=-1;
PortraitIndex=17;
PrereqTech="TECH_GENETICS";
WonderSplashAnchor="R,T";};
 
BUILDING_CYTONURSERY={
Type="BUILDING_CYTONURSERY";
Description=[=[Cytonursery]=];
Civilopedia=[=[The propagation of Old Earth plants was of great interest to those settlements looking to prosper and propagate. Rather than relying on seeds or spores, the first horticultural nurseries after planetfall used cells preserved during the interstellar trip (when cargo space was at a premium); these cytonurseries allowed the first farms and orchards to be established once the ground was prepared. Later, the cytonurseries were used to grow indigenous and transgenetic hybrids, both for research purposes as colonial scientists labored to understand this alien ecosystem and to supplement the original food and fiber crops brought from Old Earth. Although there are several methods, the reproduction of fully-formed clones from cellular plant matter is relatively straightforward; chemical and organic catalysts (usually enzyme-based) increase cellular division until cytoplasmic and organelle volume reaches a critical mass (the G1 phase), whereupon replication of the genetic material (the G2 phase) becomes automatic. Once a number of individual plants have been produced, they are transferred to a standard nursery or into the open, when normal breeding can occur. Although largely supplanted in function by other facilities later, many small cytonurseries continue to operate and contribute.]=];
ArtDefineTag="ART_DEF_BUILDING_CYTONURSERY";
BuildingClass="BUILDINGCLASS_CYTONURSERY";
ConquestProbability=67;
Cost=90;
EnergyMaintenance=1;
Health=1;
IconAtlas="BW_ATLAS_1";
MutuallyExclusiveGroup=-1;
PortraitIndex=1;
PrereqTech="TECH_GENETICS";
WonderSplashAnchor="R,T";};
 
BUILDING_VIVARIUM={
Type="BUILDING_VIVARIUM";
Description=[=[Vivarium]=];
Civilopedia=[=[Those colonial administrators who prioritized the health and happiness of their Colonists usually had vivariums constructed shortly after landing. Beginning with cold frames, the colonists built these large greenhouses, using polyethylene film or multiwall polycarbonate sheeting included in their ship’s payload, to germinate and cultivate terrestrial seeds and seedlings. Insulated from planetary conditions and carefully nurtured, the many types of Earth fruits, vegetables, spices, herbs, grains and even flowers enriched the colonial diet – in some cases supplying vital minerals and vitamins until substitutes could be found in or created from native flora – and raised colonial morale as well by providing arbors, flower gardens and other botanical spaces for recreation. Most of these constructs were bioshelters, solar vivariums managed as self-contained indoor ecosystems, with both plant and animal life carefully balanced. With automated ventilation and passive heating systems, the horticulture bioshelters were extremely efficient and cost-effective, with much of the waste recycled into compost for use in open-air agricultural plots. Over time, molecular and genetic tinkering with these Old Earth strains by colonial agronomists adapted some for free-growth, and many were not only commercially cultivated but spread in the wild, such as quinoa, fonio, yacon, sumac, kala jeera, durian, cherimoya and kapok. Thereafter, the vivariums played a greater or lesser role in the daily life of the colonists, depending on their philosophical approach to living on an alien world.]=];
ArtDefineTag="ART_DEF_BUILDING_VIVARIUM";
BuildingClass="BUILDINGCLASS_VIVARIUM";
ConquestProbability=67;
Cost=80;
EnergyMaintenance=1;
IconAtlas="BW_ATLAS_1";
MutuallyExclusiveGroup=-1;
PortraitIndex=2;
PrereqTech="TECH_ECOLOGY";
WonderSplashAnchor="R,T";};
 
BUILDING_ULTRASONIC_FENCE={
Type="BUILDING_ULTRASONIC_FENCE";
Description=[=[Ultrasonic Fence]=];
Civilopedia=[=[It was known from planetfall that the indigenous wildlife could sense and react to sound and light wavelengths beyond normal human perception. One of the first efforts taken by most colonial settlements to passively deter their depredations was the installation of ultrasonic fences. Ultrasonic fences were used on Old Earth for livestock and wildlife control for many decades before the Seeding; while the colonists added ultrasonic transducers to the design, the basic configuration has remained unchanged. The transducers pick up high-frequency sounds (above 18,000 hertz) of passage of an alien lifeform, amplifies this and narrow-beams it back. In virtually all cases, this causes the animal to veer away from its current course to avoid the source location; it has been found that Siege Worms are particularly susceptible when travelling underground due to their sensitivity to vibration. However, the fences have proved effective against all indigenous lifeforms, even the marine species such as the Kraken. The passive nature of the deterrence is one of the major advantages to ultrasonic systems, impacting the ecology minimally. Although labor intensive – the inspection and servicing of the transducers is a daily chore – and demanding energy reserves often at a premium in small settlements, most colonial administrations invested in ultrasonic fences around their perimeters, and often extended these outward as the settlements grew.]=];
Help=[=[Prevents {{LinkBE|Alien units}} from approaching within 2 {{LinkBE|tiles}} of this City.]=];
AlienUnitRepelRange=2;
ArtDefineTag="ART_DEF_BUILDING_ULTRASONIC_FENCE";
BuildingClass="BUILDINGCLASS_ULTRASONIC_FENCE";
ConquestProbability=67;
Cost=120;
EnergyMaintenance=1;
IconAtlas="BW_ATLAS_1";
MutuallyExclusiveGroup=-1;
PortraitIndex=18;
PrereqTech="TECH_ECOLOGY";
WonderSplashAnchor="R,T";};
 
BUILDING_THORIUM_REACTOR={
Type="BUILDING_THORIUM_REACTOR";
Description=[=[Thorium Reactor]=];
Civilopedia=[=[Although able to function for a period with portable power plants from the ship, the energy requirements of a growing colony demanded more than mere subsistence. In time, reactors were constructed to supply sustainable energy; while a few early generators built on the planet were based on traditional designs, these were at best inefficient applications of outdated technology. Best among these were the radioisotope thermoelectric generators that used thermocouples to convert the heat from the decay of a suitable radioactive material into electricity via the Seebeck Effect. However, most colonial administrations focused construction efforts on the likes of thorium reactors; thorium is relatively plentiful on this planet in the monazite sands, and produces the radioactive gas radon-220 as well as thorium-232, both used in thorium reactors. Although most thorium-related nuclear research on Old Earth was suspended after the Great Mistake, thorium reactors have proved a safe, efficient and inexpensive means to produce the power needed by the colonial settlements. Research efforts aimed at improving these aspects has led to even better thorium reactors and methods of electric storage, to the point where some settlements had an energy surfeit and were able to broker agreements to exchange their surpluses for materials they lacked.]=];
ArtDefineTag="ART_DEF_BUILDING_THORIUM_REACTOR";
BuildingClass="BUILDINGCLASS_THORIUM_REACTOR";
ConquestProbability=67;
Cost=105;
IconAtlas="BW_ATLAS_1";
MutuallyExclusiveGroup=-1;
PortraitIndex=13;
PrereqTech="TECH_ENGINEERING";
SpecialistCount=2;
SpecialistType="SPECIALIST_TRADER";
WonderSplashAnchor="R,T";};
 
BUILDING_REPAIR_FACILITY={
Type="BUILDING_REPAIR_FACILITY";
Description=[=[Repair Facility]=];
Civilopedia=[=[In such harsh conditions as this planet offered, a facility for effecting repairs on military equipment, especially vehicles, was a necessity. The first military repair facilities were similar to military backshops on Old Earth, a warehouse for modular SRUs (shop-replaceable units) and LRU (line-replaceable units) that could be used to build and later repair vehicles through the swapping in of pre-fabricated sub-systems (such as engines or suspensions or weapons). Specialized facilities were later devoted to construction and maintenance of air and naval units where appropriate. After the vehicles that had been part of the original manifest had been put together, the colonial repair facility was usually put to service adapting ship salvage, machining parts individually and constructing new military vehicles, often from improved designs developed after landing. Many of the repair facilities included laboratories and testing areas, for the “mechanics” of the settlements were often highly trained engineers themselves, and discovered and adapted new technologies to produce new vehicles suited to this new world. The repair facilities evolved as the vehicles did, becoming ever more sophisticated operations, and remain an integral part of the colonial armed forces even today.]=];
ArtDefineTag="ART_DEF_BUILDING_REPAIR_FACILITY";
BuildingClass="BUILDINGCLASS_REPAIR_FACILITY";
ConquestProbability=67;
Cost=90;
EnergyMaintenance=1;
IconAtlas="BW_ATLAS_1";
MutuallyExclusiveGroup=-1;
PortraitIndex=3;
PrereqTech="TECH_ENGINEERING";
WonderSplashAnchor="R,T";};
 
BUILDING_OBSERVATORY={
Type="BUILDING_OBSERVATORY";
Description=[=[Observatory]=];
Civilopedia=[=[Among some of the first scientific installations constructed by the colonists were observatories, used not only for celestial mapping of their new Heavens but also for studies in meteorology, geology, oceanography and volcanology as they struggled to understand this new planet. Originally using a variety of devices to monitor the electromagnetic spectrum, the telescopes in the ground-based observatories eventually provided a composite map of the near- and far-space fields, as well as a complete track of the debris fields left in orbit from the several interstellar ships that brought humans here. Radio telescopes produced images from the heart of the galaxy far superior to those of any observatory on Old Earth, thanks to the somewhat thinner atmosphere of this world. X-ray, gamma-ray and high-energy particle telescopes were later incorporated into some colonial observatories; newer observatories now also include gravitational-wave detectors to locate and measure distortions of spacetime, and neutrino detectors used to map supernovas and other unique celestial phenomena. All of these observations are of great interest as some colonial administrations contemplate a return to space and reestablishing contact with the homeworld. Finally, the vital contributions to colonial expansion and security should be noted, which have been offered by the volcano observatories on this more geologically active planet.]=];
ArtDefineTag="ART_DEF_BUILDING_OBSERVATORY";
BuildingClass="BUILDINGCLASS_OBSERVATORY";
ConquestProbability=67;
Cost=100;
EnergyMaintenance=1;
IconAtlas="BW_ATLAS_1";
MutuallyExclusiveGroup=-1;
PortraitIndex=4;
PrereqTech="TECH_PHYSICS";
WonderSplashAnchor="R,T";};
 
BUILDING_LAUNCH_COMPLEX={
Type="BUILDING_LAUNCH_COMPLEX";
Description=[=[Launch Complex]=];
Civilopedia=[=[The architecture and design of launch complexes has remained relatively unchanged since Mankind first sent satellites into orbit around Old Earth. The pre-Seeding spaceports and cosmodromes had launch gantries, runways or landing pads, hangars and storage, and centralized control complexes for oversight; initially built and administered by the government prior to the Great Mistake, a few commercial launch complexes for vertical or horizontal launches had also begun operations. With the efforts to expand into Solar space and exploit the other worlds circling the Sun, launch complexes were also built on the Moon, Mars, Titan, Ganymede and elsewhere. When the Seeding began, given the size of the interstellar ships, Earth’s powers constructed “Node 1” launch complexes in low-Earth orbits for these. The colonies on this world, when ready to return to space, perforce used layouts similar to those perfected in the Solar System. The most challenging aspect of building launch complexes proved to be the scarcity of geologically stable sites; even with underground storage for propellants, the risks of having a complex near a settlement were daunting. Nevertheless, a number were constructed in the traditional style … until advances in mag-lev altered the manner of launching objects into space from this planetary surface.]=];
ArtDefineTag="ART_DEF_BUILDING_LAUNCH_COMPLEX";
BuildingClass="BUILDINGCLASS_LAUNCH_COMPLEX";
ConquestProbability=67;
Cost=130;
EnergyMaintenance=1;
IconAtlas="BW_ATLAS_1";
MutuallyExclusiveGroup=-1;
PortraitIndex=19;
PrereqTech="TECH_PHYSICS";
OrbitalCoverageChange=3;
WonderSplashAnchor="R,T";};
 
BUILDING_WATER_PLANT={
Type="BUILDING_WATER_PLANT";
Description=[=[Water Refinery]=];
Civilopedia=[=[On Old Earth the term “aquifer” refers to a substratum of water-bearing permeable rock; on this planet, the colonists used “water plants” (deep-well pumping stations) to extract water from these deep underground layers. Having somewhat less free fresh water than Earth, it was found that water requirements for agricultural, industrial and human use often exceeded availability on the surface. Thus, in many places it became necessary to drive or drill wells to bring useable water to the surface from aquifers, where water plants purified the liquid of the many contaminants found in it on this planet. The first step in the placing of some settlements was the use of sophisticated seismographic equipment by xeno-geologists to identify promising locations; using a variety of drilling methods – top-head rotary bits, lasers, masers and other forms of high-energy fracturing – a deep-rock well was driven down to the aquifer. Once capped, through a variety of filtration and chemical methods, the water plant removed the suspended particulates, parasites, fungi, chlorine and minerals. The well head and plant were protected by the construction of an enclosed structure to regulate flow and storage. In many settlements, the water plant was, for many years, the single most important structure for the residents, for without it there would be no settlement.]=];
Help=[=[+1 {{FoodIconBE}} {{LinkBE|Food}} and +1 {{ProductionIconBE}} {{LinkBE|Production}} from Water {{LinkBE|tiles}}.]=];
ArtDefineTag="ART_DEF_BUILDING_WATER_PLANT";
BuildingClass="BUILDINGCLASS_WATER_PLANT";
ConquestProbability=67;
Cost=150;
EnergyMaintenance=1;
IconAtlas="BW_ATLAS_1";
MutuallyExclusiveGroup=-1;
PortraitIndex=5;
PrereqTech="TECH_BIOCHEMISTRY";
WaterAccess=true;
WonderSplashAnchor="R,T";};
 
BUILDING_PETRO_PLANT={
Type="BUILDING_PETRO_PLANT";
Description=[=[Petrochemical Plant]=];
Civilopedia=[=[Whether producing petroleum products, food oils, or natural gases such as ethane, butane and pentane, petro plants use bio-chemical engineering processes to convert raw resources into usable products. Other types of refineries use anhydrous pyrolysis to recycle plastic, rubber or biological waste into crude fuel oil, carbon black and non-condensable gases. Whatever the end final product, the colonists needed it for their burgeoning industrialization. Despite technical advances over the decades on Old Earth, however, there were still significant safety and environmental concerns attendant to plant operations. Hence, some colonies invested heavily in the building of refineries, while others avoided construction so much as possible. The issue would develop into one of the first significant ethical divides separating the various philosophic tenets to settling this planet, most notably between those adopting Harmony and those following a Purity approach. But none could argue with the need for the materials produced, so petro plants remained common in the colonial landscape, with air and wastewater pollution limited – but not eliminated – in a variety of ways.]=];
ArtDefineTag="ART_DEF_BUILDING_PETRO_PLANT";
BuildingClass="BUILDINGCLASS_PETRO_PLANT";
ConquestProbability=67;
Cost=160;
EnergyMaintenance=1;
IconAtlas="BW_ATLAS_1";
MutuallyExclusiveGroup=-1;
PortraitIndex=6;
PrereqTech="TECH_BIOCHEMISTRY";
SpecialistCount=1;
SpecialistType="SPECIALIST_TRADER";
WonderSplashAnchor="R,T";};
 
BUILDING_ALIEN_PRESERVE={
Type="BUILDING_ALIEN_PRESERVE";
Description=[=[Alien Preserve]=];
Civilopedia=[=[At the end of the 20th Century, the field of anthrozoology – an interdisciplinary mix of anthropology, ethology, medicine (human and veterinary), history and social psychology – arose and grew dramatically over the next 100 years. This new academic discipline inadvertently sparked an ethical debate within and among the worlds’ religions concerning the role of animals in “the divine plan,” whether animals had souls, the function of reincarnation, and a host of other faith-based issues following the climatic changes in the wake of the Great Mistake. When the colony ships departed Earth, many colonists continued the debate...and with planetfall and the new species encountered it grew even more intense. On this new planet, some colony settlements established “preserves,” akin to the zoological gardens of Old Earth in structure but not function. Instead of being intended for the edification of the public, these alien preserves were to be used for scientific research. But these preserves also served as yet another basis for the debate about humanity’s destiny among some colonists, reinforcing philosophical notions of Harmony or Purity, according to the prevailing argument. In time, as the settlements grew into cities and shed their “frontier” culture, the alien preserves were opened to casual visitors. While for many a visit to the settlement’s alien preserve was a pleasant or exciting interlude, for others it became a pilgrimage of sorts.]=];
ArtDefineTag="ART_DEF_BUILDING_ALIEN_PRESERVE";
BuildingClass="BUILDINGCLASS_ALIEN_PRESERVE";
ConquestProbability=67;
Cost=125;
EnergyMaintenance=1;
IconAtlas="BW_ATLAS_1";
MutuallyExclusiveGroup=-1;
PortraitIndex=20;
PrereqTech="TECH_ALIEN_LIFEFORMS";
WonderSplashAnchor="R,T";};
 
BUILDING_DEFENSE_PERIMETER={
Type="BUILDING_DEFENSE_PERIMETER";
Description=[=[Defense Perimeter]=];
Civilopedia=[=[In the late stages of Old Earth’s “Cold War,” various nations developed so-called “semi-automated ground environments” (SAGE) composed of networked computers and defense systems to serve as a unified defensive grid. The outer perimeter of colonial SAGE sites was composed of sensors, “soft” fortifications, magazines and autonomous weapons systems, all utilizing natural terrain barriers and all linked by computerized communications systems to a central command center. The second layer of the defensive perimeter was composed of fixed particle and beam weapons (later directed by orbital platforms) and telerobotic (later autonomously robotic) AFVs. The distance from the settlement of the defensive perimeter varied; some were but a few kilometers out, others many. The initial intent was to protect the settlements from the indigenous lifeforms, especially the speedy raptors and large Siege Worms. Although the soldiers were capable of tackling these beasts, the defensive perimeter could evaluate the threat and react to contain it until their arrival. As time passed and research on this planet progressed, and as the threat from the alien animals decreased but that from competing colonies increased, the defensive perimeters became more sophisticated and lethal. Long-range sensors and various radars, lidars and sodars were added, as well as uplinks to orbital surveillance satellites communicating directly with the now-autonomous computer networks overseeing the perimeters, although this raised security concerns among some colonists.]=];
ArtDefineTag="ART_DEF_BUILDING_DEFENSE_PERIMETER";
BuildingClass="BUILDINGCLASS_DEFENSE_PERIMETER";
ConquestProbability=67;
Cost=150;
Defense=1000;
ExtraCityHitPoints=40;
EnergyMaintenance=1;
IconAtlas="BW_ATLAS_1";
MutuallyExclusiveGroup=-1;
PortraitIndex=12;
PrereqTech="TECH_DEFENSE_GRID";
WonderSplashAnchor="R,T";};
 
BUILDING_ROCKET_BATTERY={
Type="BUILDING_ROCKET_BATTERY";
Description=[=[Rocket Battery]=];
Civilopedia=[=[Gunpowder-based rockets were used for warfare by the ancient Chinese and Koreans, and migrated westward with the Mongols. In the 20th Century, fixed rocket batteries became a staple in defensive systems, and were used to guard cities against enemy land, sea and aerial forces. During the Great Mistake, batteries of anti-ballistic rockets played a pivotal, if ultimately ineffective, role. When the colonists came to understand that most of the weaponry brought as cargo was minimally effective against the largest alien fauna, laser-guided rockets were built and incorporated into the autonomous defensive perimeters of many settlements. Colonial researchers sought to make use of local materials as propellants, but it was some years before a hybrid gel propellant was developed from planetary petroleum capable of being manufactured in sufficient quantities to be practical. In time, the rockets in colonial batteries were upgraded to counter orbital satellites, outfitted with small quantum computers capable of in-flight decision-making that could target, track and destroy through kinetic energy a satellite … and then if damage to the hardened nosepiece was minimal, acquire another orbital target. Although costly, until more advanced beam weaponry was developed, rocket batteries provide the most efficient counter to attack from land, sea, atmospheric and space threats.]=];
ArtDefineTag="ART_DEF_BUILDING_ROCKET_BATTERY";
BuildingClass="BUILDINGCLASS_ROCKET_BATTERY";
ConquestProbability=67;
Cost=125;
Defense=1800;
ExtraCityHitPoints=15;
EnergyMaintenance=1;
IconAtlas="BW_ATLAS_1";
MutuallyExclusiveGroup=-1;
PortraitIndex=21;
PrereqTech="TECH_BALLISTICS";
OrbitalStrikeRangeChange=3;
WonderSplashAnchor="R,T";};
 
BUILDING_NETWORK={
Type="BUILDING_NETWORK";
Description=[=[Network]=];
Civilopedia=[=[As soon as feasible, colonial administrations established computer networks similar to those on Old Earth at the time of the Seeding. Since the ancient days of ARPANET, modern life has been driven by the data-interface exchange of the many types of networked computers; without this ability research, education, medicine, all human activities would revert to the Information Dark Ages of the early 20th Century. Although small compared to the systems on pre-Seeding Earth, the first networks yet contained dozens of network nodes, many of these portable quantum supercomputers that had been salvaged and re-tasked from the colony ships. While the architecture of the various networks varied considerably, the basic utility did not; it can be said that without the networks, no colony would have survived, much less prospered. As on Earth, when telecom satellites were eventually put into orbit, the self-enclosed networks were linked and a planet-spanning network has evolved. The latest developments in non-uniform memory access, cellular architecture, and vector processors since planetfall continue to upgrade the networks, and have allowed those colonies adopting the Supremacy ideology to even interface their citizenry.]=];
ArtDefineTag="ART_DEF_BUILDING_NETWORK";
BuildingClass="BUILDINGCLASS_NETWORK";
ConquestProbability=67;
Cost=185;
EnergyMaintenance=1;
IconAtlas="BW_ATLAS_1";
MutuallyExclusiveGroup=-1;
PortraitIndex=11;
PrereqTech="TECH_COMPUTING";
WonderSplashAnchor="R,T";};
 
BUILDING_GENE_GARDEN={
Type="BUILDING_GENE_GARDEN";
Description=[=[Gene Garden]=];
Civilopedia=[=[The first colonial “gene gardens” were created to craft and supply therapeutic DNA transgenes – whether integrated in the genome or as an external episome – for use in somatic and germline approaches. Using recombinant viruses or “naked” DNA, physicians were able to cure or limit a number of genetic diseases still prevalent in colonists from Old Earth, such as Huntington’s, Parkinson’s, Alzheimer’s, lymphocytic leukemia, choroideremia, and several kinds of immunodeficiency, effectively eliminating these from the population. In a number of instances the gene gardens also became the site of research in genetic engineering and genomic cultivation, both fields gaining ever more importance in colonial efforts to adapt their citizenry to this planet. In time, the techniques developed in the gene gardens were used for adaptive human mutations, initially minor ones that involved metabolic adjustments permitting ingestion of native flora and lessening dependence on traditional agriculture. Eventually, the gene gardens became an essential component in the biotech infrastructure of many settlements, contributing to food production, biomedicine, biorobotics, recycling, and even biofuel production. But their role in combating illness remained significant, most recently in the realms of applied immunology, prenatal genetic diagnosis and pharmagenomics.]=];
ArtDefineTag="ART_DEF_BUILDING_GENE_GARDEN";
BuildingClass="BUILDINGCLASS_GENE_GARDEN";
ConquestProbability=67;
Cost=200;
EnergyMaintenance=1;
Health=2;
IconAtlas="BW_ATLAS_1";
MutuallyExclusiveGroup=-1;
PortraitIndex=23;
PrereqTech="TECH_GENETIC_DESIGN";
WonderSplashAnchor="R,T";};
 
BUILDING_CLONING_PLANT={
Type="BUILDING_CLONING_PLANT";
Description=[=[Cloning Plant]=];
Civilopedia=[=[On Old Earth between 1963 AD and the Seeding, scientists had successfully cloned over six dozen animal species ranging from carp to monkeys; in 1998 the first hybrid human clone was created using human DNA and a cow’s egg, followed in 2008 with the first successful creation of several mature human embryos using human skin DNA. By the Seeding, a number of cloning plants were mass producing embryos of livestock and endangered species. The equipment necessary for such was included in the cargo of some colony ships, and animal cloning plants were soon constructed on this planet. For many decades, most colonial settlements resisted the cloning of humans or human-hybrids, in some cases for ethical or religious reasons and in others economic and political. However, cloning technology progressed rapidly even as the movements towards modified humans took hold in some colonies. Somatic cell nuclear transfer meant that transhumans and adaptive humans could be reproduced in quantity. The continuous struggle to tame this world, and the growing conflicts between expanding colonies, put a premium on ever larger militaries. Since the birth rate in many settlements remained low, yet colony leaders still wished to claim new territories, a number of administrations built cloning plants to supplement their recruiting base through the mass creation of new types of soldiers that could be brought to maturity in short periods of time.]=];
ArtDefineTag="ART_DEF_BUILDING_CLONING_PLANT";
BuildingClass="BUILDINGCLASS_CLONING_PLANT";
ConquestProbability=67;
Cost=210;
EnergyMaintenance=1;
IconAtlas="BW_ATLAS_1";
MutuallyExclusiveGroup=-1;
PortraitIndex=24;
PrereqTech="TECH_GENETIC_DESIGN";
SpecialistCount=1;
SpecialistType="SPECIALIST_GROWER";
WonderSplashAnchor="R,T";};
 
BUILDING_XENOFUEL_PLANT={
Type="BUILDING_XENOFUEL_PLANT";
Description=[=[Xenofuel Plant]=];
Civilopedia=[=[The xenosciences led to many uses for native fauna, but perhaps the first important discovery was “xenofuel,” made from the ubiquitous Xenomass. Rich in recent carbon fixation, Xenomass can be converted to xenofuel through thermal, chemical and/or biochemical processes in colonial refining plants. Most of these processes were developed on Old Earth, although cultural and economic lassitude caused few biofuel plants to be built before the Great Mistake, when the ecological disaster promoted research into ever more efficient processes. For example, one of the first xenofuel plants made xeno-ethanol through fermentation from carbohydrates found in some indigenous fauna. Currently, the most common and least expensive xenofuel being produced is xeno-diesel, made from Xenomass using transesterification; latest figures put planetwide production at 205 billion liters. Recently, methods have been devised by researchers to create cellulosic ethanol from the lignocellulose found in many of the native grasses, and engineers are designing power plants to convert the ethanol to electricity. Xenofuel production is vital to colonial success, and most settlements have a xenofuel plant of some sort, large or small, operating at near capacity. Although some colonial scientists have raised concerns about the land-use change due to emissions from xenofuel production, these have largely been dismissed by colonial administrators to date.]=];
ArtDefineTag="ART_DEF_BUILDING_XENOFUEL_PLANT";
BuildingClass="BUILDINGCLASS_XENOFUEL_PLANT";
ConquestProbability=67;
Cost=190;
IconAtlas="BW_ATLAS_1";
MutuallyExclusiveGroup=-1;
PortraitIndex=25;
PrereqTech="TECH_ALIEN_SCIENCES";
SpecialistCount=2;
SpecialistType="SPECIALIST_TRADER";
WonderSplashAnchor="R,T";};
 
BUILDING_XENONURSERY={
Type="BUILDING_XENONURSERY";
Description=[=[Xenonursery]=];
Civilopedia=[=[Once colonial botanists began engineering indigenous flora for utilitarian purposes – agricultural, pharmaceutical, military toxins, and such – special nurseries were built to propagate these species. The xenonurseries were as varied in approach as those on Old Earth: in enclosed fields, in containers and beds, in greenhouses, in aquaculture ponds. While the mass production of seedlings and sets is labor intensive, much of this work has been relegated to automation and robots for temperature control, ventilation, light control, watering and feeding. While native and engineered species are occasionally propagated by seeds or spores, most cultivars are propagated asexually via cuttings or cloning. Those plants which have bulbs are reproduced via twin-scaling; recently, an increasing number of colonial xenonurseries use micropropagation for mass reproduction of a progenitor plant. Once the young plants are well established, they are usually transplanted to open-atmosphere fields or orchards for commercial purposes. Recently, some xenonurseries have been dedicated to propagation of unaltered native species in an effort to conserve those threatened by colonial expansion and terraforming. Like the alien preserves, these dedicated xenonurseries are the site of research in various disciplines, as well as used for cultural, recreational and educational purposes.]=];
ArtDefineTag="ART_DEF_BUILDING_XENONURSERY";
BuildingClass="BUILDINGCLASS_XENONURSERY";
ConquestProbability=67;
Cost=180;
EnergyMaintenance=1;
IconAtlas="BW_ATLAS_1";
MutuallyExclusiveGroup=-1;
PortraitIndex=26;
PrereqTech="TECH_ALIEN_SCIENCES";
SpecialistCount=1;
SpecialistType="SPECIALIST_SCIENTIST";
WonderSplashAnchor="R,T";};
 
BUILDING_AUTOPLANT={
Type="BUILDING_AUTOPLANT";
Description=[=[Autoplant]=];
Civilopedia=[=[With advent of distributed control systems, robotics, artificial neural networking and advanced servomechanisms, many factories on Old Earth became partially- or fully-automated in the decades following the Great Mistake; colonial engineers have added their advances in cybernetics, process control and systems integration to create the modern “autoplant.” Initially the colonial autoplant robotics were limited to painting and assembly of pre-made parts, but the sophistication of new feedforward control systems implemented over recent years has brought the entire industrial process from materials production to product inspection and testing under automation, allowing for a speed and adaptability in manufacturing never before realized. Although protested by neo-Luddites and radical environmentalists, virtually all consumer goods are now produced in autoplants, which have collectively raised the standard of living to the highest ever known in human history. Most industrial production – military, vehicle, telecommunication, food processing, even medicine – is now taking place in autoplants. Some settlements have specialized in specific autoplant products based on proximate raw materials, generating trade opportunities. Furthermore, plans for orbital autoplants have been made public by aerospace engineers; these would be completely autonomous, with telemetric monitoring only, and devoted to manufacturing that would benefit from weightless or airless conditions or isolation (primarily for safety reasons).]=];
ArtDefineTag="ART_DEF_BUILDING_AUTOPLANT";
BuildingClass="BUILDINGCLASS_AUTOPLANT";
ConquestProbability=67;
Cost=210;
EnergyMaintenance=1;
IconAtlas="BW_ATLAS_1";
MutuallyExclusiveGroup=-1;
PortraitIndex=27;
PrereqTech="TECH_ROBOTICS";
SpecialistCount=2;
SpecialistType="SPECIALIST_ENGINEER";
WonderSplashAnchor="R,T";};
 
BUILDING_BIOFACTORY={
Type="BUILDING_BIOFACTORY";
Description=[=[Biofactory]=];
Civilopedia=[=[Colonial biofactories were established as the colonists began to grasp the potential of the lifeforms native to this planet. For thousands of years, Mankind has used biotechnology – the use of organisms to produce chemicals and materials – in agriculture and medicine. In the late 21st Century, faced with environmental concerns and dwindling resources, scientists on Old Earth applied new and traditional techniques to the industrial production of genomes, synthetics, metals, textiles, biorobotics and biofuels. After planetfall, vast expanses of coral, fungi and algae were surveyed and catalogued, but it was several generations before these could be exploited to their fullest. Biofactories now use coral deposits harvested from the seas of this planet to produce construction materials, filters, pharmaceuticals, rare minerals and of course jewelry. Although the primary use is as a biofuel base, algae are the source of most of the colonial production of agars, alginates, fertilizers, food concentrates and many pigments. And the biotech uses of the indigenous fungi, so plentiful and varied on this world, are virtually endless, with new ones being discovered annually. Notable among the latter are biofactories using native fungal species to make polyamide microfibers and thermal and nano-electrical insulations, vital in quantum computers and autonomous robots and mag-lev vehicles.]=];
ArtDefineTag="ART_DEF_BUILDING_BIOFACTORY";
BuildingClass="BUILDINGCLASS_BIOFACTORY";
ConquestProbability=67;
Cost=290;
EnergyMaintenance=1;
IconAtlas="BW_ATLAS_1";
MutuallyExclusiveGroup=-1;
PortraitIndex=28;
PrereqTech="TECH_ORGANICS";
WonderSplashAnchor="R,T";};
 
BUILDING_MASS_DIGESTER={
Type="BUILDING_MASS_DIGESTER";
Description=[=[Mass Digester]=];
Civilopedia=[=[As the colonial settlements grew, several began to outstrip their available food supplies; whereas in history past this was a limit on population growth, research into the conversion of inorganic wastes into semi-organic, digestible foodstocks proved the solution to raising this limit dramatically on this planet. Simultaneously developed by several colonial institutes, a mix of nano-catalytic processes and genetically engineered anaerobic digesters recover select amino acids, which could be combined to form basic proteins through biosynthesis. The final step in the process is the addition of archaea proteases to trigger hydrolysis of the peptide bonds, producing as an end product a nutritious if relatively flavorless paste. Raw materials for the process include most plastics, rubber, organometallic compounds that contain organic ligands, alkene-derived polymers, and a number of other materials usually discarded after use. Prokaryotic archaea are fairly common on this planet and often found associated with xenomass concentrations. The rate from raw material to protein paste is moderately slow, due primarily to the biosynthesis step; research continues to streamline and speed the process. Industrial complexes that produced protein paste in this manner are termed “mass digesters,” for obvious reasons. While many colonists still prefer organically-grown foods, in many colonies the use of protein paste has become common and is even promoted by the various transhuman movements.]=];
ArtDefineTag="ART_DEF_BUILDING_MASS_DIGESTER";
BuildingClass="BUILDINGCLASS_DIGESTER";
ConquestProbability=67;
Cost=255;
EnergyMaintenance=1;
IconAtlas="BW_ATLAS_1";
MutuallyExclusiveGroup=-1;
PortraitIndex=29;
PrereqTech="TECH_ORGANICS";
SpecialistCount=4;
SpecialistType="SPECIALIST_GROWER";
WonderSplashAnchor="R,T";};
 
BUILDING_NEUROLAB={
Type="BUILDING_NEUROLAB";
Description=[=[Neurolab]=];
Civilopedia=[=[The neuro-laboratories offer networked brain-interfaces to scientists in all disciplines, freeing them from most of the more tedious and time-consuming chores of academic research. The networks – generally centered on a quantum supercomputer, outfitted with the latest communications equipment, able to access the planet’s data networks – rely on direct brain-computer interfaces of various types to promote interdisciplinary collaboration and innovative theorizing. The internal artificial deep feedforward neural networks of these facilities have subroutines capable of pattern recognition, computational learning, and non-parametric statistics; thus the neurolabs can filter previous research, determine time series predictions, autonomously analyze potential practical applications, and even suggest new paths and applications for research projects. In some neurolabs, the brain-computer interface is established by non-invasive means, usually magnetoencephalography or functional magnetic resonance. However, these do not operate as efficiently as invasive interfaces such as cortical or neurochip implants; these devices can often be implanted on the neurolab’s premises by robotic surgeons. Most of the neurolabs have been created by institutions of higher education or research foundations, although some are the result of corporate or colonial investment. Each new lab represents a geometric increase in research on this planet, and many of the latest scientific advances can be attributed to work begun and/or completed in neurolabs.]=];
ArtDefineTag="ART_DEF_BUILDING_NEUROLAB";
BuildingClass="BUILDINGCLASS_NEUROLAB";
ConquestProbability=67;
Cost=255;
EnergyMaintenance=1;
IconAtlas="BW_ATLAS_1";
MutuallyExclusiveGroup=-1;
PortraitIndex=30;
PrereqTech="TECH_COGNITION";
WonderSplashAnchor="R,T";};
 
BUILDING_HOLOSUITE={
Type="BUILDING_HOLOSUITE";
Description=[=[Holosuite]=];
Civilopedia=[=[In the last decades before the Seeding, holography was being heavily promoted by several Old Earth entertainment corporations, notably in the American Reclamation Corporation and Franco-Iberia, as the “wave of the cultural future.” Advances in “rainbow transmission” holography, specular holography and volumetric display had made the once-crude images of complex objects more realistic, and lowered the costs significantly. All production at that time could be classified as amplitude or phase modulation holograms, thin versus thick holograms, and transmission versus reflection holograms. The reconstitution and viewing of three-dimensional holograms requires elaborate equipment. To replicate the image with fidelity the reconstructing references beams must be identical to the original beams; dedicated rooms, popularly referred to as “holosuites,” were able to offer all-around spatial resolution, and proved superior to all other forms of projection. While holography has significance in fine art, data storage, education and scientific research, most holosuites are dedicated to entertainment and popular culture. Such “frivolity” was a luxury for colonial settlements during their first generations; in time, however, several private firms were able to produce new holographic texts and construct holosuite arcades. This was aided by the inadvertent discovery that firaxite has the ability to produce superior detail when used as a holographic projector lens … albeit, of lesser significance than its other properties. Soon, public for-profit holosuites were offering everything from virtual tours of Old Earth museums to interactive holo-novellas.]=];
ArtDefineTag="ART_DEF_BUILDING_HOLOSUITE";
BuildingClass="BUILDINGCLASS_HOLOSUITE";
ConquestProbability=67;
Cost=245;
EnergyMaintenance=1;
IconAtlas="BW_ATLAS_1";
MutuallyExclusiveGroup=-1;
PortraitIndex=31;
PrereqTech="TECH_COGNITION";
SpecialistCount=2;
SpecialistType="SPECIALIST_ARTIST";
WonderSplashAnchor="R,T";};
 
BUILDING_GAIAN_WELL={
Type="BUILDING_GAIAN_WELL";
Description=[=[Gaian Well]=];
Civilopedia=[=[The production of F1 hybrids through breeding has been common on Old Earth for centuries, making agricultural cultivars highly productive, adaptive and hardy. Most of these hybrids were polyploid, containing more than two or more homologous sets of chromosomes, and produced high-quality triglyceride vegetable oils. Colonial agronomists soon discovered that these crops not only thrived on this planet, but being polyploid were easier to crossbreed with indigenous species, creating self-propagating adaptive species through controlled evolution. Expansive horticultural stations, in a wide variety of terrain types, were established by many colonial settlements where these crops were raised on an industrial scale, as well as experimentation in new F1 hybrids could be conducted. The largest of these stations came to be termed “Gaian Wells,” for their production of hydrogenated oils seemed boundless. Although the planting, tending, harvesting and extraction is automated or robotic, the cutting-edge research at Gaian Wells is largely conducted by human scientists. Their efforts resulted in ever-bearing and rapidly maturing hybrid crops that produce a wide variety of oils used in the production of biodiesel and biobutanol, employed as decorticators and lubricants in industry, and formed the basis for colonial oleochemistry. Gaian Well farming is intensive and industrial, and entails crop rotation, irrigating, terracing, and extensive use of pesticides and herbicides where required to maximize production. The rapid growth of many settlements can be traced to the establishment of a nearby Gaian Well, and the wellspring of energy resources it could provide.]=];
ArtDefineTag="ART_DEF_BUILDING_GAIAN_WELL";
BuildingClass="BUILDINGCLASS_GAIAN_WELL";
ConquestProbability=67;
Cost=265;
IconAtlas="BW_ATLAS_1";
MutuallyExclusiveGroup=-1;
PortraitIndex=32;
PrereqTech="TECH_TERRAFORMING";
WonderSplashAnchor="R,T";};
 
BUILDING_COMMAND_CENTER={
Type="BUILDING_COMMAND_CENTER";
Description=[=[Command Center]=];
Civilopedia=[=[For millennia, victory in military operations has usually been the result of superiority in the realm of the three C’s: command, control, communications (to which was added a fourth in the 21st Century: computers). One of the major factors that led to the Great Mistake, according to many historians, was the deficiency of Pakistani 3C structure once the decision was made to intervene in an essentially asymmetric war. After the conflict, most of the new nations invested heavily in a system of interlinked command centers, with regional or city-specific centers supported by tactical operations centers, SIGINT centers, emergency response centers and “war rooms” for strategic-level decision-making. Increasingly, with advances in quantum computers, “fuzzy logic” programming and communication networks, the Old Earth command centers were given ever more autonomy, although short of the hysterical fiction of the science fantasy authors popular at the time. Upon planetfall, although the technology and schematics for various types of command centers were available, most settlements did not have the resources to invest in semi- or fully-autonomous military centers of the scale or sophistication found on Old Earth. But, with new methods to secure control and communications, it is rumored that several colonies have built or are building augmented command centers.]=];
ArtDefineTag="ART_DEF_BUILDING_COMMAND_CENTER";
BuildingClass="BUILDINGCLASS_COMMAND_CENTER";
ConquestProbability=67;
Cost=310;
Defense=2000;
ExtraCityHitPoints=20;
EnergyMaintenance=1;
IconAtlas="BW_ATLAS_1";
MutuallyExclusiveGroup=-1;
PortraitIndex=33;
PrereqTech="TECH_COMMUNICATIONS";
WonderSplashAnchor="R,T";};
 
BUILDING_FEEDSITE_HUB={
Type="BUILDING_FEEDSITE_HUB";
Description=[=[Feedsite Hub]=];
Civilopedia=[=[A number of colonial administrations sought to insure a common culture prevailed throughout their settlement, and so built communications hubs, later termed “feedsite bubs” by satirists and adopted by the human populace planetwide. Using quantum computer networks, each feedsite disseminated news, art and entertainment across a large but bounded region. Unlike the “World Wide Web” on Old Earth, it was neither global nor intended as a reference grid; rather it promoted the arts with an eye towards propagating colony-sanctioned attitudes and beliefs through entertainment. Although most governors gave lip-service to the feedsites being egalitarian and embracing freedom of expression, the reality varied greatly from colony to colony. With the development of cochlear and retinal implants and other neuroprosthetics, citizens increasingly had direct access to the feedsite hub; eventually, biochips provided brain-computer interface unimaginable just a few decades before. Users could download literary works to their memories, engage in neurogaming and holo-theatricals, wander virtual galleries, and even utilize synthetic telepathy for public discourse and debate. While some colonial philosophers and social scientists decry the perceived enforced cultural assimilation of resistant subcultures and commercial marginalization of certain artistic movements, the feedsite hubs have indeed brought more people together than most other social structures on this planet.]=];
ArtDefineTag="ART_DEF_BUILDING_FEEDSITE_HUB";
BuildingClass="BUILDINGCLASS_FEEDSITE_HUB";
ConquestProbability=67;
Cost=225;
EnergyMaintenance=1;
IconAtlas="BW_ATLAS_1";
MutuallyExclusiveGroup=-1;
PortraitIndex=22;
PrereqTech="TECH_COMMUNICATIONS";
WonderSplashAnchor="R,T";};
 
BUILDING_CEL_CRADLE={
Type="BUILDING_CEL_CRADLE";
Description=[=[CEL Cradle]=];
Civilopedia=[=[One step towards true surrogacy was the evolution of the CEL cradle, a prototype distributed brain-computer interface that allows multiple individuals to share sensory input and interpretation. In a CEL (“Collective Emotional Link”), a quantum computer links individuals in a form of Durkheimian shared consciousness, whereby each can experience the emotions of others while viewing or hearing the same piece of work (art, music, media, literature, etc.). Unlike memes bringing groupthink, the CEL experience brings an appreciation of the aesthetics and epiphanies others feel upon engaging a cultural artifact while the individual retains their own. In a number of colonial settlements, CEL cradles became popular – first among creative artists working on collaborative projects (CEL has been termed the ultimate collaboration by reviewers), later by the general public seeking to engage artworks on a level never before available to them. In terms of creativity, these institutions were termed “cradles” for their propagation of new art forms and aesthetics. The process of a CEL is straightforward: each individual is linked to a server via a brain-interface implant; all then experience a piece of work simultaneously through their own senses. The emotive responses are downloaded to the quantum computer, where sophisticated software converts and merges these to be returned to all the members of the group. While the first CEL cradles were capable of handling small groups only, research in the process continues to increase this number.]=];
ArtDefineTag="ART_DEF_BUILDING_CEL_CRADLE";
BuildingClass="BUILDINGCLASS_CEL_CRADLE";
ConquestProbability=67;
Cost=310;
EnergyMaintenance=1;
IconAtlas="BW_ATLAS_1";
MutuallyExclusiveGroup=-1;
PortraitIndex=34;
PrereqTech="TECH_ARTIFICIAL_INTELLIGENCE";
SpecialistCount=4;
SpecialistType="SPECIALIST_ARTIST";
WonderSplashAnchor="R,T";};
 
BUILDING_SURVEILLANCE_WEB={
Type="BUILDING_SURVEILLANCE_WEB";
Description=[=[Surveillance Web]=];
Civilopedia=[=[The synergistic acquisition of data proposed by colonial cyberneticists led directly to the establishment of dynamic and “learning” surveillance systems for both external and internal monitoring. With a network of quantum computers evaluating the petabytes of information gathered from direct surveillance equipment (optical, audio and electromagnetic), interception of communications traffic, and from satellite, biometric and human assets, colonial settlements could react to counter everything from disease outbreaks to enemy attacks of every sort. The exact dimensions and parameters of monitoring by the surveillance webs vary dramatically from settlement to settlement. Some incorporate data mining and profiling; others include social network analysis monitoring corporations and private organizations. The most pervasive surveillance webs include mandatory radio frequency identification tagging of machines, robots, animals and humans to track movements and actions; global positioning systems extend such monitoring planetwide for those originating from the colony. Most surveillance webs were made emergent, capable of learning from feedback, thus becoming ever more sophisticated in analysis of input and independent in response. Depending on the programming parameters, response by the web upon determining a threat might be as narrow as informing the operators, or as deep as having autonomous latitude to mobilize and direct security, military, medical or emergency assets. Finally, some surveillance webs incorporate counter-surveillance and inverse surveillance subroutines in their programming, reactive to threats to the web itself.]=];
ArtDefineTag="ART_DEF_BUILDING_SURVEILLANCE_WEB";
BuildingClass="BUILDINGCLASS_SURVEILLANCE_WEB";
ConquestProbability=67;
Cost=235;
ExtraCityHitPoints=5;
EnergyMaintenance=1;
IconAtlas="BW_ATLAS_1";
IntrigueCapChange=-40;
MutuallyExclusiveGroup=-1;
PortraitIndex=35;
PrereqTech="TECH_ARTIFICIAL_INTELLIGENCE";
WonderSplashAnchor="R,T";};
 
BUILDING_ALLOY_FOUNDRY={
Type="BUILDING_ALLOY_FOUNDRY";
Description=[=[Alloy Foundry]=];
Civilopedia=[=[The discovery of plentiful deposits of rare or newfound minerals on this planet brought the development of a number of unique alloys. To create and work these, as well as produce better known, traditional alloys, most colonies built alloy foundries. Using common non-ferrous metals as the matrix, minerals extracted from firaxite, osmium, rhenium and yttrium ores serve as the solutes in binary alloys; a few ternary alloys are also produced on-planet, such as the nickel-titanium-firaxite blend that serves as the basis for most colonial smart grids. Most colonial foundries produce interstitial alloys rather than substitutional alloys as the common metals usually used as the matrix have a smaller atom than the solutes. A few of the foundries make use of titanium – common but useful – in precipitation hardening alloys that are resistant to most corrosives (notably miasma) found on this planet. With their induction or reverberatory furnaces, crucibles, degassing and degating equipment, and finishing machinery, alloy foundries are expensive operations, not to mention dangerous to workers. To counter this, colonial foundries are now being automated or staffed with robots. Although this has reduced costs and increased safety, human oversight remains critical in many of the alloy processes, as impurities and other issues arise on a regular basis.]=];
ArtDefineTag="ART_DEF_BUILDING_ALLOY_FOUNDRY";
BuildingClass="BUILDINGCLASS_ALLOY_FOUNDRY";
ConquestProbability=67;
Cost=310;
EnergyMaintenance=1;
IconAtlas="BW_ATLAS_1";
MutuallyExclusiveGroup=-1;
PortraitIndex=36;
PrereqTech="TECH_FABRICATION";
SpecialistCount=2;
SpecialistType="SPECIALIST_ENGINEER";
WonderSplashAnchor="R,T";};
 
BUILDING_BIONICS_LAB={
Type="BUILDING_BIONICS_LAB";
Description=[=[Bionics Lab]=];
Civilopedia=[=[As the variety and unique qualities of life on this planet became ever more evident, colonists clamored for facilities dedicated to understanding the processes and discovering the uses of these qualities for the betterment of their lot. Even though bionics laboratories were a significant expense, a handful of settlements invested in establishing such labs. The result of that investment can be seen in adaptive resilin, cholesteric liquid crystal, neuromorphic chips, silicon retinae and a dozen other new technologies with endless applications. With the obvious advantages that these advances gave the investing colonies, other settlements followed suit in building bionic labs. Bionics labs not only contributed to the security and success of colonies, but gave rise to new academic disciplines: biomechatronics, biophysics, biogeology, biomimetric synthesis to name a handful. Recently, the most visible research in bionics labs has been devoted to computer science, leading to the production of artificial neurons, artificial neural systems and a swarm mentality in network design. A divergent development in bionics is the design of the so-called “internalnet,” a brain-computer interface that can link nanochondria, bionic implants and the mind, a step towards the creation of a true cybernetic organism, touted by some as the next stage in human evolution. While some view a bionics lab as the modern equivalent of Dr. Frankenstein’s workshop, others see it as Mankind’s best hope.]=];
ArtDefineTag="ART_DEF_BUILDING_BIONICS_LAB";
BuildingClass="BUILDINGCLASS_BIONICS_LAB";
ConquestProbability=67;
Cost=265;
EnergyMaintenance=1;
HealthModifier=20;
IconAtlas="BW_ATLAS_1";
MutuallyExclusiveGroup=-1;
PortraitIndex=37;
PrereqTech="TECH_BIONICS";
WonderSplashAnchor="R,T";};
 
BUILDING_INSTITUTE={
Type="BUILDING_INSTITUTE";
Description=[=[Institute]=];
Civilopedia=[=[Advances in neurolinguistics and computer sciences afforded researchers the chance to work together in ways never possible before, primarily due to releasing the restrictions that language imposed between the disciplines. Human-human and human-computer communications were simplified, and the resultant comprehension allowed research in all realms to increase in pace and efficiency. Across the planet, a number of institutes were established where scientists could gather to pursue research free of oversight and free of approbation, regardless of subject. Usually administered by inter-colony committees of leading scholars, these institutes were devoted to the propagation of scientific knowledge; many were involved in educational projects, publishing and the awarding of academic grants. As technology progressed, holo-lectures and neural implants have been offered by the institutes with the goal of increasing the sum of scientific knowledge. While some practical applications have been developed at the institutes, the most significant discoveries have been theoretical, as the interdisciplinary collaborations have engendered new ways of melding mathematics, the hard sciences, and the social sciences. Entire new branches of scientific inquiry have been launched at the institutes. Most recently, the scientists and analysis at several of the institutes have turned their attention to deciphering the “Signal,” with as yet unforeseen results.]=];
ArtDefineTag="ART_DEF_BUILDING_INSTITUTE";
BuildingClass="BUILDINGCLASS_INSTITUTE";
ConquestProbability=67;
Cost=310;
EnergyMaintenance=1;
IconAtlas="BW_ATLAS_1";
MutuallyExclusiveGroup=-1;
PortraitIndex=38;
PrereqTech="TECH_BIONICS";
SpecialistCount=3;
SpecialistType="SPECIALIST_SCIENTIST";
WonderSplashAnchor="R,T";};
 
BUILDING_BIOFUEL_PLANT={
Type="BUILDING_BIOFUEL_PLANT";
Description=[=[Biofuel Plant]=];
Civilopedia=[=[Early colonial biofuel plants used methods and plants (wheat, beets, corn, cane, etc.) traditional on Old Earth; indeed, pre-fab ethanol refineries were included as part of the cargo of many missions. Upon landing, colonial engineers assembled these even as colonial chemists began the search for new sources among this planet’s fauna. The first successes in this search were the algae and xenomass so prevalent; the bio-diesel, methanol and butanol that came from these had a higher octane rating than anything previous. A few of the fungi were found to provide – with processing – bioethers, syngas and solid biofuels. Currently, research is focused on the production of myco-diesel from cellulose, for several fungi have the unique ability to convert cellulose into medium-length hydrocarbon chains; a useful byproduct of this is methoxymethane, also capable of being used a gaseous fuel. In general, colonial biofuel plants are large operations covering several hectares with multiple buildings connected by pipes. The flow diagram of a typical one includes (but is not limited to) some sort of digester, atmospheric and/or vacuum distillation units, a catalytic reformer, fluid hydrolytic or hydro-cracker, a merox or alkylation unit (depending on the intended octane value), cooling towers and storage tanks. Specialty end products, such as lubricants or asphalts or coke, require further steps. As a result of safety and environmental concerns, most biofuel plants are located on the outskirts but within the defensive perimeter of settlements.]=];
ArtDefineTag="ART_DEF_BUILDING_BIOFUEL_PLANT";
BuildingClass="BUILDINGCLASS_BIOFUEL_PLANT";
ConquestProbability=67;
Cost=220;
IconAtlas="BW_ATLAS_1";
MutuallyExclusiveGroup=-1;
PortraitIndex=39;
PrereqTech="TECH_BIOLOGY";
SpecialistCount=2;
SpecialistType="SPECIALIST_TRADER";
WonderSplashAnchor="R,T";};
 
BUILDING_GROWLAB={
Type="BUILDING_GROWLAB";
Description=[=[Growlab]=];
Civilopedia=[=[In colonial Growlabs across the planet, horticulturists and botanists use infusions of ferredoxin and quinone, coupled with genetic engineering, to accelerate the rate and efficiency of photosynthesis in a wide variety of fauna. From the initial trials on algae and cyanobacteria, which served to augment the colonial diet (nutritious, if bland), to the current efforts to induce pheophytins in the indigenous fungi, the Growlabs have been an important contributor to the survival of several settlements. Over the decades since planetfall, a number of “improved” crops have been created and the initial generations cloned in Growlabs: modified soybeans and maize offer improved edible oils; a vitamin-enriched corn derived from African varieties has high nutrients; altered native fungi similar to Old Earth shiitakes and enokitakes produce large amounts of faux meat mycoprotein. These, and most other Growlab-created crops, have been transferred from the labs to being grown by large-scale commercial operations. However, conditions on the surface of the planet have proved too harsh for extensive cultivation of some of the new species, and thus there are a number of Growlabs that serve as bioshelters rather than horticulture laboratories.]=];
ArtDefineTag="ART_DEF_BUILDING_GROWLAB";
BuildingClass="BUILDINGCLASS_GROWLAB";
ConquestProbability=67;
Cost=265;
EnergyMaintenance=1;
IconAtlas="BW_ATLAS_1";
MutuallyExclusiveGroup=-1;
PortraitIndex=40;
PrereqTech="TECH_BIOLOGY";
WonderSplashAnchor="R,T";};
 
BUILDING_GENE_SMELTER={
Type="BUILDING_GENE_SMELTER";
Description=[=[Gene Smelter]=];
Civilopedia=[=[Advances in xenogenetics and transgenetics demanded facilities with sophisticated equipment for the genetic engineering, recombinant DNA processes, and RNA splicing necessary for research. Targeting a specific gene, homologous recombination allows a biotechnician to “smelt” an endogenous gene, removing exons and/or inducing point mutations. Alternately, an exogenous gene can be inserted in its place. Colonial gene smelters usually engage in creating recombinant DNA also (or chimeric DNA if material from different species is involved) and replicating it through molecular cloning. Research undertaken at the smelters have led to fungi- and pest-resistant crops, recombinant somatotropin and human growth hormone, recombinant insulin, and a number of transgenetic crops developed from indigenous species. In the health field, the smelters usually generate the baseline genes for pharming, the insertion of genes that code for useful pharmaceuticals into species that otherwise do not produce such. Colonial pharming operations have produced a number of therapeutic proteins, including cytokines, growth factors, recombinant enzymes, synthetic bloods, and a variety of medicinal and veterinary vaccines. Currently, according to academic publications, researchers at various gene smelters are investigating the production of aprotinin, avidin, and trypsin from engineered fungi native to this planet.]=];
ArtDefineTag="ART_DEF_BUILDING_GENE_SMELTER";
BuildingClass="BUILDINGCLASS_GENE_SMELTER";
ConquestProbability=67;
Cost=350;
EnergyMaintenance=1;
Health=3;
IconAtlas="BW_ATLAS_1";
MutuallyExclusiveGroup=-1;
PortraitIndex=41;
PrereqTech="TECH_TRANSGENICS";
SpecialistCount=2;
SpecialistType="SPECIALIST_SCIENTIST";
WonderSplashAnchor="R,T";};
 
BUILDING_XENO_SANCTUARY={
Type="BUILDING_XENO_SANCTUARY";
Description=[=[Xeno Sanctuary]=];
Civilopedia=[=[In time, as on Old Earth, the indigenous flora and fauna came under intense pressure from the expanding colonial settlements on this new world. Concerned about preserving the uniqueness of this planet’s lifeforms, several settlements began an effort to protect it in some manner. In places zoos were built containing both reconstituted species from Old Earth and specimens of the native “aliens.” In others, the approach was to create a xeno sanctuary, wildlife preserves of the sort that date back to the 3rd Century BC on the homeworld. In these sanctuaries, usually located on or near the settlement’s outskirts for ease of access by the populace, an area was surrounded by concentration fields able to contain the wildlife, fields that extended below the surface and above to form a high barrier. The area was extensive enough to allow a stable ecosystem within; if necessary, indigenous flora and fauna were transplanted into the sanctuary. A xeno sanctuary serves several purposes for the host settlement. It provides a field laboratory for colonial zoologists and ecologists; it heightens public awareness, knowledge and appreciation of this world; it serves as inspiration for artists and media productions; and it reminds new generations of humanity’s struggle to master this world far from Old Earth. Ironically, as the “wild outlands” have diminished, xeno sanctuaries have also become a mecca for those following the path of creeds that incorporate animism into their dogma; the profound impact of encountering nature for the first time on these pilgrims is not to be discounted in colonial society.]=];
Help=[=[Adds one point per turn to {{LinkBE|Transcendence}} {{LinkBE|Victory}} progress.]=];
ArtDefineTag="ART_DEF_BUILDING_XENO_SANCTUARY";
BuildingClass="BUILDINGCLASS_XENO_SANCTUARY";
ConquestProbability=67;
Cost=330;
EnergyMaintenance=1;
IconAtlas="BW_ATLAS_1";
MutuallyExclusiveGroup=-1;
PortraitIndex=7;
PrereqTech="TECH_ALIEN_ETHICS";
WonderSplashAnchor="R,T";};
 
BUILDING_LEV_PLANT={
Type="BUILDING_LEV_PLANT";
Description=[=[LEV Plant]=];
Civilopedia=[=[Once the potential of floatstone in mag-lev propulsion was appreciated, a “floatstone rush” erupted as prospectors – both private and colony-sponsored – sought to stake claim to the richest fields. Since the location of the monopolar “deposits” could be affected somewhat by wind currents and magnetic anomalies, the competition was fierce. Once a field was secured and could be worked, it was often the fact that a lev plant was built nearby for the production of mag-lev engines. Whether the engines were small for personal vehicles or intended for construction or military equipment, the principle was the same: the machined monopole floatstone was “excited” by an electromagnetic field and produced magnetic repulsion of a magnitude far beyond that possible with a bipolar magnet. Since the process generated significant amounts of waste heat, the engine must be cooled by liquid nitrogen systems. The lev plants incorporated the latest developments in automated and robotic assembly line production, quantum programming, and speed-and-feed cybernetics. Most lev plants operate under the Six Sigma theory for manufacturing developed on Old Earth during the 1980s, which minimize variability through a defined sequence of quality assurance checks with a quantified value target – minimum average acceptable by colonial standards is 2.6 defective parts per million units. The movement to Sigma Six operations has made mag-lev vehicles the most reliable and common transportation in most colonies.]=];
ArtDefineTag="ART_DEF_BUILDING_LEV_PLANT";
BuildingClass="BUILDINGCLASS_LEV_PLANT";
ConquestProbability=67;
Cost=390;
EnergyMaintenance=1;
IconAtlas="BW_ATLAS_1";
MutuallyExclusiveGroup=-1;
PortraitIndex=42;
PrereqTech="TECH_MECHATRONICS";
WonderSplashAnchor="R,T";};
 
BUILDING_OPTICAL_SURGERY={
Type="BUILDING_OPTICAL_SURGERY";
Description=[=[Optical Surgery]=];
Civilopedia=[=[A visual prosthesis – a bionic eye – is no longer implanted just to correct defects or injuries, although that remains a significant aspect; it now can serve many other purposes, from heightened sight to neural interface. On Old Earth, artificial retinal and sub-retinal implants offered sight to the visually impaired, and some research had progressed on microphotodiode arrays to allow vision into ranges of light not normally available to humans, colonial scientists followed a number of more radical paths in optical enhancement. One of the first advances was the development of implantable miniature telescopes and microscopes, common now among the colonial scientific community. Next came cortical and intracortical implants that allowed for direct visual access to data from computers and computer networks, a step in the progress towards direct brain-computer interface. Such augmentation has become common in some colonial settlements; just as has the transplanting of “alien eyes” has in others. Transgenetic and genetic engineering of sight organs better suited to this planet’s conditions was a controversial step, condemned by Purists but welcomed by those promoting Harmony. Finally, there are those among the newer generations who have opted for cosmetic optical implants, with a seemingly limitless range of colors and styles; currently “copepod eyes” with multiple lenses and nictitating membranes are popular. Optical surgeries offer all of these types, whether enhanced or merely fashionable, in settlements across the planet.]=];
ArtDefineTag="ART_DEF_BUILDING_OPTICAL_SURGERY";
BuildingClass="BUILDINGCLASS_OPTICAL_SURGERY";
ConquestProbability=67;
Cost=370;
EnergyMaintenance=1;
Health=4;
IconAtlas="BW_ATLAS_1";
MutuallyExclusiveGroup=-1;
PortraitIndex=43;
PrereqTech="TECH_MECHATRONICS";
WonderSplashAnchor="R,T";};
 
BUILDING_MICROBIAL_MINE={
Type="BUILDING_MICROBIAL_MINE";
Description=[=[Microbial Mine]=];
Civilopedia=[=[One of the offshoots of research into synergetics was biomining, the extraction of exotic minerals from raw ores by genetically mutated epistatic microorganisms. Mutated acidophilic archaea (from, for instance, Pyrococcus furiosus or Sulfolobus metallicus) are used to leach out even minute amount of minerals from the ore, as opposed to the more expensive and energy intensive methods of extreme heat or reactive chemicals. First used in asteroid mining prior to the Seeding, microbial mining techniques were applied to the ore brought up from the olivine mantle using several species of bacteria to isolate various rare earths and minerals. The colonial missions included samples and genetic maps of these bacteria, which became the basis for synergetic research on this planet. In time, and continuing now, a number of booming microorganisms were engineered for production of rare but critical elements such as promethium and technetium, both without stable isotopes. Microbial mining facilities resemble laboratories more than foundries, segmented into clean rooms to limit contamination of the rare minerals, and are usually placed near the ore sites – in some cases in underground facilities near canyons or boreholes. Given that the process of microbial mining is relatively benign in terms of ecological impact, it has become the favored method of extracting minerals – even common ones – for a number of settlements.]=];
ArtDefineTag="ART_DEF_BUILDING_MICROBIAL_MINE";
BuildingClass="BUILDINGCLASS_MICROBIAL_MINE";
ConquestProbability=67;
Cost=430;
EnergyMaintenance=1;
IconAtlas="BW_ATLAS_1";
MutuallyExclusiveGroup=-1;
PortraitIndex=44;
PrereqTech="TECH_SYNERGETICS";
WonderSplashAnchor="R,T";};
 
BUILDING_ORGAN_PRINTER={
Type="BUILDING_ORGAN_PRINTER";
Description=[=[Organ Printer]=];
Civilopedia=[=[The use of 3D printers to create living biological tissue had become commonplace on Old Earth before the Seeding among the developed nations, although it was an expensive and delicate process. In organ printers, special cartridges are filled with a suspension of cellular material of the proper type in a “smart gel”; a lattice of cells and gel is produced by nozzles. Once the cells have fused together to form tissue and cell fission has begun, the heat-sensitive gel is cooled and washed away. While the technology was known at the time of planetfall, as with many Old Earth technologies it was some decades until colonial settlements had the resources to devote to utilize organ printing. Hastening the process, however, was the discovery that the undifferentiated eukaryotic myxogastria of xenomass could replace the gel. Also, colonial scientists found that replacing the organ cells with stem cells in the process gave more flexibility to the production of tissue, provided that proper DNA sequences were injected beforehand. While some of the production of colonial organ printing complexes was devoted to replacing diseased and damaged human and animal tissues, an increasing amount was given over to tissue engineering of organs for augmenting or modifying human beings. Once a biologic construct was found to be beneficial or advantageous, a step towards transhumanity or posthumanity, organ printers could produce it in quantity for transplanting or implanting in the general populace of the colony.]=];
ArtDefineTag="ART_DEF_BUILDING_ORGAN_PRINTER";
BuildingClass="BUILDINGCLASS_ORGAN_PRINTER";
ConquestProbability=67;
Cost=390;
EnergyMaintenance=1;
IconAtlas="BW_ATLAS_1";
MutuallyExclusiveGroup=-1;
PortraitIndex=45;
PrereqTech="TECH_SYNERGETICS";
WonderSplashAnchor="R,T";};
 
BUILDING_CIVIL_CRECHE={
Type="BUILDING_CIVIL_CRECHE";
Description=[=[Civil Crèche]=];
Civilopedia=[=[In some settlements, for a variety of reasons ranging from convenience to necessity, the administration established centralized, interlinked food processing and preparation facilities. Patterned on the military “mess,” eating at the crèche might be voluntary or mandatory. In those settlements where attendance at the civilian crèche is voluntary, the menu offers some variety and benefits, such as additives for health or social purposes. Those where partaking of meals is required of citizens look to foster unity, equality and a sense of community through shared cuisine. The distinctions between the two types can be drawn along the divides between democratic social dynamics and utopian social dynamics. In either, colonial crèches are fully automated, and closely resemble Old Earth cafeteria in terms of being utilitarian and focused on quantity rather than quality. Patterned in part on food banks sponsored by “charitable” organizations recorded by pre-Seeding history, the civil crèches offer nutrition and, in some instances, dormitories and state-sanctioned entertainment venues. As argued by social engineers, what might be lost to the individual in terms of freedom and privacy is counterbalanced by security and comradeship. Whichever view one might hold, none can argue the efficacy of the crèches in promoting colonial growth and health.]=];
ArtDefineTag="ART_DEF_BUILDING_CIVIL_CRECHE";
BuildingClass="BUILDINGCLASS_CIVIL_CRECHE";
ConquestProbability=67;
Cost=445;
EnergyMaintenance=1;
IconAtlas="BW_ATLAS_1";
MutuallyExclusiveGroup=-1;
PortraitIndex=46;
PrereqTech="TECH_SOCIAL_DYNAMICS";
SpecialistCount=3;
SpecialistType="SPECIALIST_GROWER";
WonderSplashAnchor="R,T";};
 
BUILDING_SOMA_DISTILLERY={
Type="BUILDING_SOMA_DISTILLERY";
Description=[=[Soma Distillery]=];
Civilopedia=[=[The liquid commonly referred to as “soma” (occasionally as “amrita”) by colonists is made from a mixture of alkaloids such as ephedrine and pseudo-ephedrine with other compounds distilled from a number of indigenous plants. It is named after the ancient, legendary drink used in Vedic rituals which supposedly conferred immortality if ingested in sufficient quantities; in lesser amounts soma had energizing qualities and heightened the senses to nigh superhuman abilities. On this world, research by mycologists and pharmacologists eventually resulted in the discovery of a blend of compounds distilled from xenomass and local fungi which, in the proper proportions, could be injected or ingested with similar effects. While modern soma does not bring immortality, it has been found to bolster the immune systems in Earth fauna (including humans) and to speed healing far beyond what is normal. This means that the usual pace of aging is slowed, as the shortening of telomeres over time is ameliorated, the apoptosis at the DNA level is lessened, the activity of the mTOR protein is restricted, and formation of free radicals in mitochondria reduced. In general, those in the habit of ingesting or injecting soma on a regular basis exhibit heightened senses and energy, require less rest and recuperation, exhibit more efficient synaptic operations, and an extended lifespan. Soma distilleries operate in a number of settlements, each with its own closely-guarded recipe (although the basic ingredients are well documented).]=];
ArtDefineTag="ART_DEF_BUILDING_SOMA_DISTILLERY";
BuildingClass="BUILDINGCLASS_SOMA_DISTILLERY";
ConquestProbability=67;
Cost=400;
EnergyMaintenance=1;
Health=4;
IconAtlas="BW_ATLAS_1";
MutuallyExclusiveGroup=-1;
PortraitIndex=47;
PrereqTech="TECH_SOCIAL_DYNAMICS";
SpecialistCount=2;
SpecialistType="SPECIALIST_ARTIST";
WonderSplashAnchor="R,T";};
 
BUILDING_TERRA_VAULT={
Type="BUILDING_TERRA_VAULT";
Description=[=[Terra Vault]=];
Civilopedia=[=[While most colonial settlements had a structure that served as a reminder of Old Earth and their journey from it (often centered on some sort of “relic”), in time a number built repositories of information concerning Terra to remind ever younger generations of what had been lost and what had been gained in coming to this alien place. These “Terra vaults” might be considered a technological hybrid of a museum, art gallery, research library, and archive as known on Old Earth. Most of the material in vaults took the form of holograms, data banks, reproductions and later data-jacks for brain-computer interfaces, but there were some original artifacts and hardcopy records. Since these vaults were meant to keep the memory and appreciation of Terra “alive in perpetuity,” they were usually reinforced or underground structures able to withstand most manmade or natural calamities. In some instances, Terra vaults sponsored by settlement administrations focused on the history and culture of the original colonial sponsor, serving the social dynamic of offering a cohesive, coherent interpretation to the citizens. By memorializing the past, it was hoped by some leaders that, as some newer generations drifted ever further from traditional “humanity,” they would be reminded of their human heritage. In time, inevitably, as Old Earth receded from collective memory, many of the Terra vaults drifted into decay or insignificance… but having been built to withstand the ravages of this world, remained standing with their echoes of the past.]=];
ArtDefineTag="ART_DEF_BUILDING_TERRA_VAULT";
BuildingClass="BUILDINGCLASS_TERRA_VAULT";
ConquestProbability=67;
Cost=390;
EnergyMaintenance=1;
IconAtlas="BW_ATLAS_1";
MutuallyExclusiveGroup=-1;
PortraitIndex=48;
PrereqTech="TECH_SOCIAL_DYNAMICS";
WonderSplashAnchor="R,T";};
 
BUILDING_BOREHOLE={
Type="BUILDING_BOREHOLE";
Description=[=[Borehole]=];
Civilopedia=[=[Borehole drilling has been used since the Chinese Han Dynasty, when shafts were driven as deep as 600 meters; the deepest borehole on Old Earth before the Great Mistake was the Kola “Superdeep” Borehole reaching 12,262 meters, since surpassed by boreholes on Mars and Ganymede. Once colonial geologists constructed vertical seismic profiles of the numerous canyons on this planet, geo-engineers began studies on drilling deep shafts for various industrial purposes. Drilling heads placed in nearby canyons allowed the settlements to tap depths beyond anything known before. The first deep boreholes were driven to depths approximately 10,000 meters to tap deep aquifers, bringing water to supply increasing domestic and industrial demands. Shallower ones were driven for mineral and petroleum exploration and for scientific purposes. But the deepest are meant to harness the geothermal resources of this younger planet; the potential of near limitless, relatively safe energy for colonial industry gave those settlements founded near canyons a distinct advantage. Temperatures at the core-mantle boundary can reach over 4000 degrees Celsius, and the geothermal gradient is sharper on this planet than on Old Earth, making high-heat energy drawn from canyon boreholes practical and affordable. Narrow diameter boreholes of 1000-2000 meters serve for seasonal thermal energy storage for some settlements, permitting the collection of heat or cold trapped in fluids for later use.]=];
ArtDefineTag="ART_DEF_BUILDING_BOREHOLE";
BuildingClass="BUILDINGCLASS_BOREHOLE";
ConquestProbability=67;
Cost=500;
EnergyMaintenance=1;
IconAtlas="BW_ATLAS_1";
MutuallyExclusiveGroup=-1;
PortraitIndex=50;
PrereqTech="TECH_PLANETARY_ENGINEERING";
WonderSplashAnchor="R,T";};
 
BUILDING_FIELD_REACTOR={
Type="BUILDING_FIELD_REACTOR";
Description=[=[Field Reactor]=];
Civilopedia=[=[One of the unexpected attributes of the creation of a “quantum vacuum” is the containment of all forms of energy within the field, whatever form that energy might be: thermal, chemical, electrostatic, electric, magnetic, radiant, and nuclear being the most notable. Being relatively undifferentiated within the field, the law of energy conservation allowed all forms to be safely tapped and channeled for application to processes outside the field. The first apparatuses to create quantum vacuums designed by colonial engineers were massive constructs, immobile and labor-intensive during operation. In time, as research on field theories progressed and colonial manufacturing plants became more sophisticated in producing precision components, it became possible for smaller “field reactors” that could maintain the notoriously unstable quantum vacuums to produce energy of a preferred type, and were even convertible to simple kinetic or mechanical forms if needed. Within a small circumference field, the sum total of energy was enough to fulfill the needs of almost any colonial city. Meanwhile, monitoring and maintenance requirements were streamlined and simplified, to the point where most could be handled by quantum computers with feedforward analysis programs similar to those in autoplants. Settlements rushed to construct such reactors as soon as they had the technology in hand.]=];
ArtDefineTag="ART_DEF_BUILDING_FIELD_REACTOR";
BuildingClass="BUILDINGCLASS_FIELD_REACTOR";
ConquestProbability=67;
Cost=500;
IconAtlas="BW_ATLAS_1";
MutuallyExclusiveGroup=-1;
PortraitIndex=51;
PrereqTech="TECH_FIELD_THEORY";
SpecialistCount=2;
SpecialistType="SPECIALIST_TRADER";
WonderSplashAnchor="R,T";};
 
BUILDING_MANTLE={
Type="BUILDING_MANTLE";
Description=[=[Mantle]=];
Civilopedia=[=[When colonial scientists were finally able to create quantum vacuums of variable size, both absorption and concentration force fields could be generated. The former was a functional force field utilizing a quantum vacuum to absorb wavelengths, frequencies and energies in the electromagnetic spectrum. The absorption coefficient of the field depended on the attenuation coefficient and molar absorptivity of the quantum vacuum was a factor of the amount of quantum energy used to generate the field, and could dissipate virtually all outside energy forms. “Concentration” fields, once it was discovered that a quantum vacuum could drain kinetic energy and momentum from particles, were devised to deflect or stop solid objects. Based on the Schrodinger equations for step potential, the strength of the quantum vacuum determined its effect on solid matter. In time, laboratories for esoteric physics and chemistry research utilizing these fields were built. In a Magnetic-Anomaly Neutral Technology Laboratory (MANTL), penetration of a confined region by both particles and waves could be limited or suspended entirely. The fields can be used to artificially create every environment (including interstellar vacuums or plasma cores) and work space (such as bio-exclusive alloy smelters or wet hypercores) for research in all scientific disciplines. To produce “weightless” conditions refined floatstone was incorporated into absorption fields, allowing research previously possible only in orbital labs. Work in the colonial MANTLs has produced most of the postmodern advances in science on this planet, both theoretical and practical.]=];
ArtDefineTag="ART_DEF_BUILDING_MANTLE";
BuildingClass="BUILDINGCLASS_MANTLE";
ConquestProbability=67;
Cost=470;
EnergyMaintenance=1;
IconAtlas="BW_ATLAS_1";
MutuallyExclusiveGroup=-1;
PortraitIndex=52;
PrereqTech="TECH_FIELD_THEORY";
WonderSplashAnchor="R,T";};
 
BUILDING_HYPERCORE={
Type="BUILDING_HYPERCORE";
Description=[=[Hypercore]=];
Civilopedia=[=[The development of computer processors using non-Turing functions was made possible by the engineering of the hypercore, a multi-core quantum CPU capable of handling super-recursive algorithms using “fuzzy logic.” The incorporation of cache coherency circuitry allows it to operate at near-light (theoretically translight) speed for data acquisition and problem solving, permitting simultaneous multithreading. To circumvent the Meissner effect the hypercore required the development of hyperconductors, utilizing one of the peculiarities of firaxite. There are several known models of quantum hypercomputing operation that have been developed by colonial programmers over the three decades since the first functional hypercore was constructed: analog recurrent neural network; Malament-Hogarth spacetime network based on hyper-arithmetical theories; and increasing function oracle that is iterated limiting (k times). Whatever the model followed, the advantages of a hypercore over traditional ones are its processing speed, decision points, directed autonomy, and non-linear analysis. Hypercore computers built thus far by settlements have been variously involved with a number of ultra-complex problems, such as solving any of “supertasks” related to superluminal travel (Benardete’s paradox or Laraudogoitia’s Newtonian indeterminism problem), deciphering the “Signal,” or resolving Aristotle’s actual versus potential infinity distinction. But most of these hypercomputers have been devoted to more mundane research challenges undertaken by colonial scientists in less esoteric disciplines.]=];
ArtDefineTag="ART_DEF_BUILDING_HYPERCORE";
BuildingClass="BUILDINGCLASS_HYPERCORE";
ConquestProbability=67;
Cost=470;
EnergyMaintenance=1;
IconAtlas="BW_ATLAS_1";
MutuallyExclusiveGroup=-1;
PortraitIndex=53;
PrereqTech="TECH_HYPERCOMPUTING";
WonderSplashAnchor="R,T";};
 
BUILDING_NODE_BANK={
Type="BUILDING_NODE_BANK";
Description=[=[Node Bank]=];
Civilopedia=[=[By the end of the 21st Century, information was the new currency on Old Earth; the acquisition, analysis, sale and transmission of information was the primary business of Mankind, generating wealth, influence and control. Concurrently, advances in computing and research in cybernetics focused on data manipulation and transmission, making symmetrical networks ideal for reference storage, compartmentalized security and base-line computation. But the nuclear strikes, electromagnetic pulses and orbital cyber-attacks of the brief war had fried many networks, even those of non-combatants. In response post-Mistake corporations and governments built a network of redistribution nodes for distributed systems to insure that their information would never again be lost due to external disasters. Upon planetfall on this world, most colony commanders had plans to build similar distributed networks for commercial and reference purposes – although, due to the search for essential materials, it was years before the architecture of Old Earth systems could be replicated. Meanwhile, colonial cyberneticists had advanced their research, making node-based quantum networks linking the settlements of a colony far more efficient, with the potential for autonomous artificial intelligence. Most settlements, along with some inter-colonial private ventures, undertook to build node “banks” to serve as the backbone for these distributed systems. Node banks are now prevalent across the planet, moving encrypted data packets at the speed of light and easily distinguished in the settlement skylines by their expansive arrays of communication hardware.]=];
ArtDefineTag="ART_DEF_BUILDING_NODE_BANK";
BuildingClass="BUILDINGCLASS_NODE_BANK";
ConquestProbability=67;
Cost=375;
Defense=2400;
ExtraCityHitPoints=10;
EnergyMaintenance=1;
IconAtlas="BW_ATLAS_1";
MutuallyExclusiveGroup=-1;
PortraitIndex=54;
PrereqTech="TECH_CYBERNETICS";
SpecialistCount=2;
SpecialistType="SPECIALIST_ENGINEER";
WonderSplashAnchor="R,T";};
 
BUILDING_NEOPLANETARIUM={
Type="BUILDING_NEOPLANETARIUM";
Description=[=[Neoplanetarium]=];
Civilopedia=[=[In the century prior to the Great Mistake, the progressive empire of the United States of America created the “Space Surveillance Network” to detect, identify, catalogue and track all artificial objects orbiting Old Earth; using very-high frequency radar, ground-based interferometers, electro-optical satellite camera platforms and other devices, the system sought to create a database for military/security and for operational launch purposes. Likewise, and for similar reasons, as ever more colonies placed satellites in the orbital layer around this planet many governors were advised to establish similar networks. Using the latest advances in radar, lidar, various types of optical telescopes (both ground and mag-lev), detectors operating outside the optical spectrum and other types of long-range sensors, continuously updated data is gathered on every orbital object. Using quantum computers, the system produces a catalogue. Different astrodynamic theories are used to update and maintain these catalogues; each however utilizes differential and transcendental math derivatives to calculate zonal harmonics, third-body influences and resonance effects to produce a projection of current and future positions. Using holographic projectors, a static or virtual spherical image of the orbital layer can be created – a Neoplanetarium. As a monitoring system, Neoplanetariums have become crucial for designing and launching new satellites most efficiently, and for optimizing the orbits of existing ones … as well, of course, of monitoring the orbitals of other colonies.]=];
ArtDefineTag="ART_DEF_BUILDING_NEOPLANETARIUM";
BuildingClass="BUILDINGCLASS_NEOPLANETARIUM";
ConquestProbability=67;
Cost=500;
EnergyMaintenance=1;
IconAtlas="BW_ATLAS_1";
MutuallyExclusiveGroup=-1;
PortraitIndex=55;
PrereqTech="TECH_ASTRODYNAMICS";
OrbitalProductionModifier=40;
OrbitalCoverageChange=3;
WonderSplashAnchor="R,T";};
 
BUILDING_SKYCRANE={
Type="BUILDING_SKYCRANE";
Description=[=[Skycrane]=];
Civilopedia=[=[Mag-lev engines have numerous applications, not the least in the realm of construction. For millennia, humans have used cranes to lift and move heavy weights; it was to be expected that once large mag-lev engines were designed, among the first things to which it was applied would be cranes capable of operating above the surface on both surface and low orbital projects. Because of the nature of magnetic levitation, the sum of all the moments about the base was near zero, skycranes were very stable, and hence the lift load exceeded the usual 85% of the tip load of ground-stable cranes. Colonial skycranes tended to be of two types: overhead (or bridge), where the hook-and-line mechanism was located under the platform, and sidelift pick-and-carry cranes, where the arm extended over the side of the platform. The largest skycranes had both systems, and some incorporated Bessel beam systems as well. One of the primary challenges with ground-based cranes is leveling, which was avoided in skycrane designs by installing multiple mag-lev engines. In low-orbit construction, skycranes are the standard equipment for shifting and maneuvering large components into position, using hydraulic arms in hammerhead configurations. While load weight is not an issue for skycranes in low-orbit, load inertia is … hence many of the skycranes built specifically for orbital construction have inertial dampers of various types installed.]=];
ArtDefineTag="ART_DEF_BUILDING_SKYCRANE";
BuildingClass="BUILDINGCLASS_SKYCRANE";
ConquestProbability=67;
Cost=470;
EnergyMaintenance=1;
IconAtlas="BW_ATLAS_1";
MutuallyExclusiveGroup=-1;
PortraitIndex=56;
PrereqTech="TECH_ASTRODYNAMICS";
WonderSplashAnchor="R,T";};
 
BUILDING_NANOPASTURE={
Type="BUILDING_NANOPASTURE";
Description=[=[Nanopasture]=];
Civilopedia=[=[Farms that rely extensively on small-scale machines to maintain the health of their crops are nanopastures. Without access to the invertebrate ecology of Earth, many Earth-bred plants and their descendants often suffer, even with intensive chemical treatment. A nanopasture has hives of synthetic creatures that serve analogous roles as those missing terran creatures, bacteria, and beneficial virii. They pollinate plants, remove dangerous local pests, poison intruders, and manufacture and apply fertilizers directly to the plants. A nanopasture is one of the most efficient and fecund systems for open-air growth on the new world, since it can replicate the effects of a field planted in a thriving ecosystem designed to support it.
 
The most advanced nanopastures have self-improving colonies of nanites and bugbots in them, which summarize performance feedback in designing drones of subsequent generations. Curiously, some nanopastures report that the designs of these creatures are starting to converge on the appearance of many Earth species. One nanopasture reports that a robot designed to clean out underthatch parasites stridulates its aftmost appendages to make a hard metallic chirp - behavior legendarily attributed to the Old Earth cricket.]=];
Help=[=[30% {{FoodIconBE}} {{LinkBE|Food}} carried over after {{LinkBE|City growth}}.]=];
ArtDefineTag="ART_DEF_BUILDING_NANOPASTURE";
BuildingClass="BUILDINGCLASS_NANOPASTURE";
ConquestProbability=67;
Cost=415;
FoodKept=15;
EnergyMaintenance=1;
IconAtlas="BW_ATLAS_1";
MutuallyExclusiveGroup=-1;
PortraitIndex=57;
PrereqTech="TECH_NANOTECHNOLOGY";
SpecialistCount=2;
SpecialistType="SPECIALIST_SCIENTIST";
WonderSplashAnchor="R,T";};
 
BUILDING_AUGMENTERY={
Type="BUILDING_AUGMENTERY";
Description=[=[Augmentery]=];
Civilopedia=[=[Cybernetic enhancement or organ upgrade frequently necessitates complicated and intensive surgery, which in turn leads to extended recovery times for the individuals. An augmentery is a facility designed to install, upgrade, or repair organs or cybernetics with an absolute minimum of downtime for the individual involved. Almost any cybernetic procedure can be conducted as an outpatient procedure with same-day recovery, from prefrontal cortex supplementation to in-situ limb upgrade.
 
While many augmenteries are entirely computer-operated (such as the Tech'n'Out franchise), the best ones have mix of human medical staff and surgical robots. A patient is gently anesthetized, placed in the surgical bed, and then the operation takes place using the best available microsurgery tools and techniques. A short time later, the patient awakes, is given the traditional cup of fruit juice and biscuit, and sent on their way.]=];
ArtDefineTag="ART_DEF_BUILDING_AUGMENTERY";
BuildingClass="BUILDINGCLASS_AUGMENTERY";
ConquestProbability=67;
Cost=500;
IconAtlas="BW_ATLAS_1";
MutuallyExclusiveGroup=-1;
PortraitIndex=58;
PrereqTech="TECH_AUGMENTATION";
WonderSplashAnchor="R,T";};
 
BUILDING_MOLECULAR_FORGE={
Type="BUILDING_MOLECULAR_FORGE";
Description=[=[Molecular Forge]=];
Civilopedia=[=[There are certain materials that have to be created molecule-by-molecule in strictly controlled conditions, or whose constituent compounds are complex enough that special molecular crafting techniques are required. These are made in a variety of facilities which are specially isolated from external contaminants and stressors, so that slow-growing crystalline materials can be made with the greatest possible purity as quickly as is expedient. The most sophisticated forges try to isolate the growth chambers from seismic shock, stellar radiation, and even the subtle electromagnetic distortions created by the nervous systems of living creatures. The imperfections found in material created in these high-isolation chambers are usually the result of quantum fluctuations, and thus of high interest to researchers as well as material engineers.]=];
ArtDefineTag="ART_DEF_BUILDING_MOLECULAR_FORGE";
BuildingClass="BUILDINGCLASS_MOLECULAR_FORGE";
ConquestProbability=67;
Cost=390;
EnergyMaintenance=1;
IconAtlas="BW_ATLAS_1";
MutuallyExclusiveGroup=-1;
PortraitIndex=59;
PrereqTech="TECH_BIOENGINEERING";
WonderSplashAnchor="R,T";};
 
BUILDING_BIOGLASS_FURNACE={
Type="BUILDING_BIOGLASS_FURNACE";
Description=[=[Bioglass Furnace]=];
Civilopedia=[=[Bioglass – or bioactive glass – is composed of silica, sodium, calcium and phosphorous in various proportions; the high ratio of calcium to phosphorous promotes formation of apatite crystals, with the silica ions serving as the crystallization nuclei. Depending on the proportions, some bioglasses bond with soft tissue and bone, others only to bone, and still others temporarily bond with non-fibrous tissues. Their biocompatibility with animal tissue and bone makes bioglasses ideal for orthopaedic implants and as bone engineering scaffolds. Initially, these were used by colonial surgeons for remineralization and repair of bone damaged by injury or illness. But as some colonists sought to remake their bodies, research in bioglass technology led inevitably towards augmentation in the form of prostheses that could bond to bone or replace it entirely. For example, Bioglass 45S5, in limited use on Old Earth, was adapted for the replacement of ossicles in the middle ear (leading to heightened hearing) and to modify and strengthen teeth (allowing, among other intents, the lengthening of the canines). New bioglass formulae using firaxite allow for such “improvements” as extremely dense bone formation (stronger than normal bone and able to support far heavier weight), armored skulls and ribcages, the bonding of metal parts to bones and skeletal striated muscles, and other structural steps in creating cyborgs. Bioglass furnaces not only serve as specialized production centers, but now as laboratories for further research.]=];
ArtDefineTag="ART_DEF_BUILDING_BIOGLASS_FURNACE";
BuildingClass="BUILDINGCLASS_BIOGLASS_FURNACE";
ConquestProbability=67;
Cost=470;
EnergyMaintenance=1;
IconAtlas="BW_ATLAS_1";
MutuallyExclusiveGroup=-1;
PortraitIndex=60;
PrereqTech="TECH_BIOENGINEERING";
WonderSplashAnchor="R,T";};
 
BUILDING_PROGENITOR_GARDEN={
Type="BUILDING_PROGENITOR_GARDEN";
Description=[=[Progenitor Garden]=];
Civilopedia=[=[As colonial research progressed in the field of artificial evolution, thousands of projects to create utilitarian adaptive species were undertaken – something of an “evolution” race between the settlements. At the heart of this competition were the progenitor gardens, specialized laboratories-cum-nurseries. Given the curious properties of xenomass – especially its contribution to homologous gene recombination in endogenous genes, producing single-generation point mutation(s) – progenitor gardens required it in quantity to produce targeted evolution in select species of flora. While there were other approaches to experimental evolution, none were as effective or rapid as those methods using the pervasive “ooze” to create first-gen progenitors. For those settlements capable of building such gardens, the new species – once stabilized and self-reproducing – offered enormous benefits in terms of food, feed and pharmaceutical production. Among the most successful adaptive crops created in the progenitor gardens are thuringiensis corn, myco-canola, gen-papaya, xeno-soybeans and PGN (polygalacturonase) tomatoes, all with some significant health and curative properties. Several settlements have managed to turn their progenitor gardens into sources of barter for resources in scarce supply within their territory, establishing a trade in adaptive species with other settlements. Although there is some debate concerning the long-term risks versus benefits of these created species, the search for new ones continues apace in the progenitor gardens.]=];
ArtDefineTag="ART_DEF_BUILDING_PROGENITOR_GARDEN";
BuildingClass="BUILDINGCLASS_PROGENITOR_GARDEN";
ConquestProbability=67;
Cost=430;
EnergyMaintenance=1;
HealthModifier=20;
IconAtlas="BW_ATLAS_1";
MutuallyExclusiveGroup=-1;
PortraitIndex=49;
PrereqTech="TECH_ARTIFICIAL_EVOLUTION";
WonderSplashAnchor="R,T";};
 
BUILDING_MIND_STEM={
Type="BUILDING_MIND_STEM";
Description=[=[Mind Stem]=];
Civilopedia=[=[The Mind Flower's slow process of shaping itself to the latent consciousness of the planet was a slow process, and would have taken centuries if not for the contributions of the Mind Stems. These facilities were echoes of the Mind Flower - collections of Lotaxl-grown neurons, permitted to self-differentiate in exposure to the planet. Although a mere fraction of the size of the Mind Flower, they were still extremely impressive collections of synthetically-grown brain tissue. Weighing something on the order of the extinct baleen cetaceans of old Earth, the dendritic density of each Mind Stem was almost as great as the human frontal cortex, meaning that each Mind Stem had more interconnections than there are stars in the galaxy. Each Mind Stem was a unique creation, extraordinary and delicate in equal measure. A single one consumed the same number of nutrient-calories in a day as thousands of humans, and the cybernetic links back to the Mind Flower strained the capacity of their load-balancing AI. But taken together, the Mind Stems formed a sort of peripheral nervous system to the massive bloom slowly opening at the heart of the Mind Flower.]=];
Help=[=[Adds one point per turn to {{LinkBE|Transcendence}} {{LinkBE|Victory}} progress.]=];
ArtDefineTag="NO VISUAL";
BuildingClass="BUILDINGCLASS_MIND_STEM";
Cost=600;
EnergyMaintenance=1;
HurryCostModifier=-1;
IconAtlas="BW_ATLAS_1";
MutuallyExclusiveGroup=-1;
PortraitIndex=61;
PrereqTech="TECH_ALIEN_ETHICS";
VictoryPrereq="VICTORY_TRANSCENDENCE";
WonderSplashAnchor="R,T";};
 
BUILDING_GENE_VAULT={
Type="BUILDING_GENE_VAULT";
Description=[=[Gene Vault]=];
Civilopedia=[=[Humanity has long considered the question of stocking a given world. Human mythology abounds with people tasked with carrying the seeds of the past with them to new worlds: Noah, Freeman Lowell, Lutunasobasoba and Degei, for example. Given the expense and difficulty of Seeding with the limited resources of Earth, it is unsurprising that most expeditions carried with them genetic libraries of Earth's species of plants and animals. It is likely that at least one Seeding attempt included actual genetic samples, not simply records.
 
The Gene Vault is a wonder of the first days of planetfall, a structure whose architecture is undeniably terran, not only in its shape but in the materials used in its construction. Within its walls were likely cryogenic banks, the only technology available at the time to reliably store genetic material without damage.
 
The Gene Vault is a marvel not only for the work required to raise one on a hostile world, but for the profound link it represents to the planet those first colonists left behind. Our understanding of the lives and cultures of those early colonists and the state of the Earth they left behind is due in no small part to its existence. How much more about Old Earth would we know if the genetic records had remained intact?]=];
Help=[=[All new {{LinkBE|Cities}} start with a free {{LinkBE|Worker}} {{LinkBE|Unit}}.]=];
Quote=[=["The five mythical creatures of Earth are: The dragon, the unicorn, the griffin, the llama, and the chimera."
- Ganesh Edmin, Lists of Prehistory]=];
ArtDefineTag="GENE_VAULT";
BuildingClass="BUILDINGCLASS_GENE_VAULT";
ConquestProbability=100;
Cost=250;
DisplayPosition=4;
FreePlayerPerk="PLAYERPERK_WONDER_GENE_VAULT";
HurryCostModifier=-1;
IconAtlas="BW_ATLAS_2";
MutuallyExclusiveGroup=-1;
PrereqTech="TECH_GENETIC_MAPPING";
WonderSplashAnchor="R,T";
WonderSplashAudio="AS2D_WONDER_SPEECH_GENE_VAULT";
WonderSplashImage="Wonder_GeneVault.dds";};
 
BUILDING_STELLAR_CODEX={
Type="BUILDING_STELLAR_CODEX";
Description=[=[Stellar Codex]=];
Civilopedia=[=[The Stellar Codex is further proof that human beings will always look up at the sky, no matter the circumstances that surround them. Our best evidence suggests that Earth at the time of Seeding was surrounded by a nimbus of artificial satellites with both terrestrial and celestial-facing devices, used for mundane tasks such as location positioning and extraplanetary collision threat detection. When the first colonists arrived, they set about creating ways to gather this information.
 
While created to solve simple problems of navigation and assist in space research, the Stellar Codex also had tremendous influence on the cultural development of the colonists. Did those early colonists perhaps still carry ancient senses carefully attuned to a clear night sky above them? Or was it a matter of recognizing the truly vast distances that separated the planet from Earth? Or did the Seeding raise the possibility of other worlds around other stars being habited by people, and thus make the sky less threatening? Whatever the case, it is common to find records in the Stellar Codex shot through with veins of awed prose.
 
The Stellar Codex's very architecture called back to those first orreries, with its swooping and interconnected circles, each of which housed astronomy databanks, correlators, and cosmological conjectural synthesizers. It was a profoundly functional structure, but also one of incredible beauty, with pointillistic lighting recalling night skies, and floors made of smooth and glassy Etowahform marble, recalling gas giants, nebulae, and sandstorms. The most mundane details were treated with reverence, down to the terminal faces framed with Wildmanstatten-patterned meteoric iron.
 
The religion of the day was profoundly affected by the Stellar Codex and its views of the neighboring space. Adoration of the Magi by Fra Arcangelo depicts a collapsing nearby WN4 star, as seen in Codex Record 392.39-omicron. Neoastrology owes its entire underpinning to the Codex. And it is not an accident that the Tyrant of Drees wished to cement his authority over that community with a statue depicting himself as a Stellar Codexicant.]=];
Quote=[=["Maui and Hina, having seen all the oceans of Earth, raised their eyes to new oceans, where they still sail."
- Nainoa Charles, Neowayfinders of Polystralia]=];
ArtDefineTag="STELLAR_CODEX";
BuildingClass="BUILDINGCLASS_STELLAR_CODEX";
ConquestProbability=100;
Cost=300;
DisplayPosition=4;
HurryCostModifier=-1;
IconAtlas="BW_ATLAS_2";
MutuallyExclusiveGroup=-1;
PortraitIndex=1;
PrereqTech="TECH_BALLISTICS";
OrbitalCoverageChange=8;
WonderSplashAnchor="R,T";
WonderSplashAudio="AS2D_WONDER_SPEECH_STELLAR_CODEX";
WonderSplashImage="Wonder_StellarCodex.dds";};
 
BUILDING_MASTER_CONTROL={
Type="BUILDING_MASTER_CONTROL";
Description=[=[Master Control]=];
Civilopedia=[=[Resource allocation decisions have long been a thorny issue for humanity, but were perhaps felt most acutely in the early stages of planetary development. With pack-in resources dwindling, and the rate of resource extraction still uncomfortably slow, the early colonists adopted a highly successful and supremely centralized form of resource allocation: The Master Control.
 
There is obvious brilliance in letting a combination of yoked AI modules look at patterns of resource use and provide direction for optimization. Curiously, there is considerable evidence that Master Control was received coolly by many colonists, many of whom still believed in maximizing individual political autonomy in the early colony.  What we know about the adoption of Master Control is largely the result of jeremiads written opposing it. What we know about the success of the Master Control system can be seen in the archaeological record: Before MC was implemented, the colonists were disorganized, squabbling, starving and sick. Afterwards, they were not.
 
While implemented in rudimentary technologies such as the transistor processor and binary memory architecture, the Master Control was nonetheless elegant in its operation, with tightly-bound feedback analysis from disparate inputs and a fantastically rich Bayesian associator. Recent research in computational archaeology also suggests the system masked its outputs, strategically concealing information from its operators when such would ensure a more optimal outcome. While we take for granted such efficiencies today, keep in mind that our ancestors did this with STM-able NAND gates!]=];
Help=[=[Free {{EnergyIconBE}} Maintenance and +1 {{MovesIconBE}} {{LinkBE|movement}} for {{LinkBE|Worker}} {{LinkBE|Units}}.]=];
Quote=[=["The easiest way to understand social systems is to implement them in code. The best way to optimize social systems is to let the code change the world."
- Daoming Sochua, Scientific Morality Vol.XIV]=];
ArtDefineTag="MASTER_CONTROL";
BuildingClass="BUILDINGCLASS_MASTER_CONTROL";
ConquestProbability=100;
Cost=250;
DisplayPosition=4;
FreePromotion="PROMOTION_MASTER_CONTROL";
HurryCostModifier=-1;
IconAtlas="BW_ATLAS_2";
MutuallyExclusiveGroup=-1;
PortraitIndex=2;
PrereqTech="TECH_AUTONOMOUS_SYSTEMS";
WonderSplashAnchor="R,T";
WonderSplashAudio="AS2D_WONDER_SPEECH_MASTER_CONTROL";
WonderSplashImage="Wonder_MasterControl.dds";};
 
BUILDING_PANOPTICON={
Type="BUILDING_PANOPTICON";
Description=[=[Panopticon]=];
Civilopedia=[=[The sophistication of the Panopticon is a product of centuries of combat analytics that predate Planetfall, and likely the Great Mistake itself (why else would "Mutually Assured Destruction" be found within its solution space?). What the Panopticon represents is the adaptation of these analytics to an accurate, if basic, understanding of the planet itself. It represents the point at which another tool of the colonists went from Earth-centered assumptions to ones appropriate for the new world.
 
For the interested student of history, the Panopticon's algorithms are an insight into paranoia and violence. Everything detectable is screened for threat, and then parsed within categories (and such truly fascinating categories!) and matched with a response ranging from "evaluate again in n seconds" to the euphemistic "terminate with extreme prejudice".
 
The hardware of the Panopticon has long since been lost to time, but archaeological remains of it show up in surprising places from time to time. Most recently, the Altar of St. Mendez of the Sect of Post-Dehn was found to be made from the casing of an inert Panopticon hardpoint.]=];
Help=[=[All {{LinkBE|Military}} {{LinkBE|Units}} receive +1 Sight.]=];
Quote=[=["There's an old soldier's axiom: 'You can't kill what you can't see.' The inverse is also true."
- Rejinaldo Leonardo Pedro Bolivar de Alencar-Araripe, Principles of Modern War]=];
ArtDefineTag="PANOPTICON";
BuildingClass="BUILDINGCLASS_PANOPTICON";
ConquestProbability=100;
Cost=250;
DisplayPosition=4;
FreePromotion="PROMOTION_PANOPTICON";
HurryCostModifier=-1;
IconAtlas="BW_ATLAS_2";
MutuallyExclusiveGroup=-1;
PortraitIndex=3;
PrereqTech="TECH_DEFENSE_GRID";
OrbitalStrikeRangeChange=5;
WonderSplashAnchor="R,T";
WonderSplashAudio="AS2D_WONDER_SPEECH_PANOPTICON";
WonderSplashImage="Wonder_Panopticon.dds";};
 
BUILDING_ECTOGENESIS_POD={
Type="BUILDING_ECTOGENESIS_POD";
Description=[=[Ectogenesis Pod]=];
Civilopedia=[=[For centuries, the defining limit on population growth was that organic hosts were needed to incubate developing offspring. The Ectogenesis Pod removed that limit, allowing the creation of organisms without requiring developmental hosts.
 
The technology was long in development. Pre-Mistake civilizations of Earth were familiar with technologies for creating embryos (references exist as early as the 20th Century), but could not bring those embryos to term without biological hosts. Much empirical and theoretical work in the area of geno-bio-ontologistics was required before the first ectogenetic banks could be brought online.
 
The Ectogenesis Pods are truly a wonder of their era, combining sophisticated genetic storehouses and recombinators with the first true Lotaxl tanks, all housed in a structure designed to insulate the developing creatures within from errant radiation, planetary contaminants, and marauding armies. From within the Ectogenesis Pods came forth new herds of animals for planetary Colonists, cures for microorganism-based diseases, and not infrequently, workers for the planetary colonies themselves.]=];
Help=[=[Gain 1 {{FoodIconBE}} {{LinkBE|Food}} for every 4 {{CitizenIconBE}} Population in this City.]=];
Quote=[=[“I bring forth myself; I shall be the ever-born and the never-dead.”
- The Exodus Sutra II:3]=];
ArtDefineTag="ECTOGENESIS_POD";
BuildingClass="BUILDINGCLASS_ECTOGENESIS_POD";
ConquestProbability=100;
Cost=400;
DisplayPosition=4;
FreePlayerPerk="PLAYERPERK_WONDER_ECTOGENESIS_POD";
HurryCostModifier=-1;
IconAtlas="BW_ATLAS_2";
MutuallyExclusiveGroup=-1;
PortraitIndex=4;
PrereqTech="TECH_GENETIC_DESIGN";
WonderSplashAnchor="R,T";
WonderSplashAudio="AS2D_WONDER_SPEECH_ECTOGENESIS_POD";
WonderSplashImage="Wonder_Ectogenesis.dds";};
 
BUILDING_PRECOG_PROJECT={
Type="BUILDING_PRECOG_PROJECT";
Description=[=[Precog Project]=];
Civilopedia=[=[There are few more divergent approaches to predicting the future than strategic planning and esoteric arts, but in that thin space where they overlap, the seeds of the Precog Project were born. This program for predicting outcomes of chaotic systems was born from such varied strands as stochastic foremetrics, fuzzy quantum rangefinding, the Fractal Tarot, and the Sierpinski Mandala. A quasisynthetic computational membrane was specially commissioned for implementation for the first Precog Project, whose intricate construction stretched the fabrication methods of the time to their very limit.
 
The Precog Project proved to be fantastically accurate at predicting outcomes of combat operations within a prescribed geographic space. Since highly accurate geospatial records were matched closely with threat response algorithms and an impressively broad selection of real-time combat data (from army-level logistical tables down to the rounds remaining in a given soldier's rifle), the system could provide the most optimal response to a given threat with the resources at hand.
 
The benefits of the Precog Project are, of course, a matter of record. Military units responded to threats before they materialized, and the potential threat was frequently only visible in an extensive post-hoc analysis. Soldier personal records from the period range from bemusement at the Project's predictions to reverential accounts of the "Divine Oculus' Foresight." One contemporaneous account from an anonymous journal fragment reveals both:
 
"When the Edict came to move to an empty sector, we all exchanged wry looks, and there was much grumbling and derision. But as we arrived, we started to see the first slinking Raptors approach, and we purged them forthwith. All praise to the Divine Oculus! It stands on the shoulders of time and sees over the hills of obscurity."]=];
Help=[=[{{LinkBE|Military}} {{LinkBE|Units}} can achieve two additional levels of {{LinkBE|Veterancy}}.]=];
Quote=[=["Open your eyes. Open them again. Look ahead of yourself. Look ahead again."
- Kavitha Thakur, Glorious Key of the Exodite Tantra: 5th Unfolding]=];
ArtDefineTag="PRECOG_PROJECT";
BuildingClass="BUILDINGCLASS_PRECOG_PROJECT";
ConquestProbability=100;
Cost=450;
DisplayPosition=4;
FreePlayerPerk="PLAYERPERK_WONDER_PRECOG_PROJECT";
HurryCostModifier=-1;
IconAtlas="BW_ATLAS_2";
MutuallyExclusiveGroup=-1;
PortraitIndex=28;
PrereqTech="TECH_COLLABORATIVE_THOUGHT";
WonderSplashAnchor="R,T";
WonderSplashAudio="AS2D_WONDER_SPEECH_PRECOG_PROJECT";
WonderSplashImage="Wonder_Precog.dds";};
 
BUILDING_DRONE_SPHERE={
Type="BUILDING_DRONE_SPHERE";
Description=[=[Drone Sphere]=];
Civilopedia=[=[Consider the urban sociological environment as a series of known but unresolved tasks. Materials and goods must be conveyed from depot to project. Physical plants require upkeep and service. A population must be liberated from the necessity of maintenance in order to focus on higher Potential Realizations. At this point, the necessity of a fleet of self-maintaining, centrally directed drones becomes obvious. The Drone Sphere must exist in order for its builders to focus on matters of higher meaning.
 
Precursors of the Drone Sphere must have existed on pre-Mistake Earth, as those cultures possessed the necessary resources and rudimentary AI to build limited versions of these. With a new world's resources and the sophistication of networked neourban facilitators the true Drone Sphere became a reality. The control towers themselves became architecture, the silent and unmoving fingers which cast the spell that sent this flying hive to life. But the true heart of the Drone Sphere was the Langstroth Frame, where the racked AI cells directed assemblers to construct and repair drones, as they conferred with each other on new ways to optimize the lives of their human masters.
 
And what a reality for those living within it! Automated servitors filled the sky, laden with goods or garbage, replacing and repairing and upgrading in a seamless symphonic hum of rotors and servoarms. Trash was taken out and drinks refilled, all with nothing more than an idle request aired to the listening AI. And the ancillary benefits for security! Anomalous actions were instantly detected and handled, and then reported to the masters. Who could forget the time an arboriformer performed an improvised cephalotomy on a trio of agents?]=];
Help=[=[{{LinkBE|Worker}} actions and {{LinkBE|Explorer}} {{LinkBE|Expeditions}} are completed 50% faster.]=];
Quote=[=["Within the Drone Sphere I am reminded of nothing less than the apex of Versailles with each man and woman a Sun King or Queen, surrounded by fawning courtiers."
 - Élodie, Remarques]=];
ArtDefineTag="DRONE_SPHERE";
BuildingClass="BUILDINGCLASS_DRONE_SPHERE";
ConquestProbability=100;
Cost=550;
DisplayPosition=4;
FreePlayerPerk="PLAYERPERK_DRONE_SPHERE";
HurryCostModifier=-1;
IconAtlas="BW_ATLAS_2";
MutuallyExclusiveGroup=-1;
PortraitIndex=19;
PrereqTech="TECH_SWARM_ROBOTICS";
WonderSplashAnchor="R,T";
WonderSplashAudio="AS2D_WONDER_SPEECH_DRONE_SPHERE";
WonderSplashImage="Wonder_DroneSphere.dds";};
 
BUILDING_MASS_DRIVER={
Type="BUILDING_MASS_DRIVER";
Description=[=[Mass Driver]=];
Civilopedia=[=[Electromagnetic linear accelerators are known as early as pre-Mistake Earth, and were likely developed for military applications. The power limitations of pre-fusion civilization limited their use, and one of the few known operational examples is a machine known as the GDR-1, built by a Mesoamerican nation-state in the mid-21st Century.
 
The linear accelerator earned a new life as a propulsion tool for the first lunar and asteroid miners. With lower escape gravities, linear accelerators offered an easy way to get cargo packages into orbit and on their way back to Earth. These were all large-bore, relatively low-velocity affairs, attaining merely hypersonic speeds.
 
The Mass Driver operated on the same principles as those ancient railguns, but on a much greater scale. The massive capacitor banks were buried deep beneath the ground, their power feeds rising like tendrils to merge with the long racks of electromagnets in the barrel. The long barrel was housed inside the gunspire, while nearby high-energy microwave phased radar arrays painted potential targets as they passed overhead.
 
The rounds themselves were a shell of copper encompassing a ferro-nickel casing containing a gyroscopic steering mechanism. When the gun fired, the speed of the projectile passing through the atmosphere, liquefied the copper, and the gyroscope "aimed" the round  with surprising accuracy to strike satellites passing near the city where it was installed. A satellite subjected to a direct hit could be atomized. A satellite indirectly hit (and these near-misses were rare) frequently fell out of orbit.
 
Restoration work on the Mass Driver revealed two fascinating inscriptions made by the engineers who built it. The exterior of the munition cradle inspection hatch was inscribed with "Ultima Ratio Regis." The interior of the same hatch was inscribed with "Vade Retro, Cucule."]=];
Help=[=[City Strike +1 {{LinkBE|Range}} and +25% Strength at this City.]=];
Quote=[=["Where possible, the opponent's advantage of ground must be negated. If you cannot see down on your enemy, you should knock the enemy off his pedestal."
- Rejinaldo Leonardo Pedro Bolivar de Alencar-Araripe, Principles of Modern War]=];
ArtDefineTag="MASS_DRIVER";
BuildingClass="BUILDINGCLASS_MASS_DRIVER";
CityStrikeRangeChange=1;
CityStrikeModifier=25;
ConquestProbability=100;
Cost=950;
DisplayPosition=4;
HurryCostModifier=-1;
IconAtlas="BW_ATLAS_2";
MutuallyExclusiveGroup=-1;
PortraitIndex=5;
PrereqTech="TECH_BALLISTIC_LEV";
WonderSplashAnchor="R,T";
WonderSplashAudio="AS2D_WONDER_SPEECH_MASS_DRIVER";
WonderSplashImage="Wonder_MassDriver.dds";};
 
BUILDING_HUMAN_HIVE={
Type="BUILDING_HUMAN_HIVE";
Description=[=[Human Hive]=];
Civilopedia=[=[What does it mean to be human? Clearly it cannot be to pursue the identity of the unique self, which must be achieved at the expense of other equally valid humans. Nor can it merely be the propagation of memetic systems, ideologies, religious beliefs, philosophical positions, or moral axioms. No, the truest expression of the meaning of humanity is found in the complete sublimation of the self, leaving behind the quintessence of humanity - the collective will and action of many individuals, each of whom is defined only in the ideal of the whole.
 
As the human in its unenlightened condition seeks to operate in terms of the individualized self, removing the obstacles to the collective whole requires a holistic approach, and thus the Human Hive is conceived. It begins with a structure designed for total self-less realization, its architecture self-sustaining while permitting no internal isolation. Within this building it houses individuals who seek the reification of the collective human purpose, practicing systems of ego-abnegation which transcend the usual pejorative "groupthink drill." And then this system must practice sustaining itself, optimizing the collective behavior until the Hive responds as a whole.
 
The Human Hive demonstrated how eusociality could overcome the crude evolutionary history of mankind and make humanity function without the impairing inefficiencies of selfishness and egoism. Only the Hive could have conceived of the WorkMax Protocols for labor relations. Only the Hive could have conceived of and demonstrated how Wantlessness Theory applied to populations at large. No AI or counter-intelligence network could guard secrets as well as the Hive, for whom impenetrability was a welcome byproduct of the seamless functioning of the whole. And who but the Hive could have introduced I/We/Thou/They Dissolution to the memetosystem?
 
What does it mean to be human? The Hive tells us the answer: One mind; many bodies. One will; many hands. One purpose; one humanity.]=];
Help=[=[City immune to {{LinkBE|Covert Operations}}.]=];
Quote=[=["The goal of the Chief should be to align the personal with the larger political, economic, and organizational goals. What's good for the organization's always what's best for the individual."
- Suzanne Marjorie Fielding, Transplanetary Management, Methods, and Resources]=];
ArtDefineTag="HUMAN_HIVE";
BuildingClass="BUILDINGCLASS_HUMAN_HIVE";
ConquestProbability=100;
Cost=1150;
DisplayPosition=4;
FreePlayerPerk="PLAYERPERK_WONDER_HUMAN_HIVE";
HurryCostModifier=-1;
IconAtlas="BW_ATLAS_2";
MutuallyExclusiveGroup=-1;
PortraitIndex=6;
PrereqTech="TECH_EUTHENICS";
WonderSplashAnchor="R,T";
WonderSplashAudio="AS2D_WONDER_SPEECH_HUMAN_HIVE";
WonderSplashImage="Wonder_HumanHive.dds";};
 
BUILDING_XENODROME={
Type="BUILDING_XENODROME";
Description=[=[Xenodrome]=];
Civilopedia=[=[It is axiomatic that participating within a complex system irrevocably alters the trajectory it would take on its own. The plants and animals of Old Earth bore much of the pain of the Great Mistake, and by the time of the Seeding, the richest part of the charismatic megafauna and ethrastoic flora were extinct. The environmental damage was incalculable, as were the cultural effects. What weight does "my kingdom for a horse!" carry when no one has seen a horse for centuries?
 
With this in mind, the colonists' desire to preserve a record of the biodiversity of the planet burned within them. It was not enough to catalog genetics and preserve samples. Far better, far more meaningful would be to allow these native species to come forward in time and bear witness to the merging of alien colonist and native planet. The Xenodrome created environments which could be populated densely without harm to the animals therein, and so created one of the most elaborate and engaging systems by which colonists could interact with the native life of their world. Geography was made irrelevant (although strongly implied) and the biome was presented in its full splendor.
 
There was a great joy in striding through the habizones, coming eye to eye with the huge grazers and herds, seeing the whorl of swarms overhead, and even spying a distant predator in semiconcealment. They could swim with the Sea Dragon, or walk through the den of the Raptor Bug without fear of harm (a far cry from what their ancestors experienced!). The Xenodrome accounts for a disproportionately large number of video and still images taken and preserved by amateurs, for it allowed visitors to feel something akin to the pulse of the planet's life.
 
But the greatest, longest-lasting impact of the Xenodrome may be that it implanted in people the idea of the planet as a living collective whole, and in time that awareness would take on a new and deeper understanding of the world the colonists had settled.]=];
Help=[=[Provides a small positive influence to {{LinkBE|Alien}} {{LinkBE|opinion}} each turn, and negative Alien opinion recovers twice as {{LinkBE|quickly}}.]=];
Quote=[=["We learned too late the importance of safeguarding the precious gifts of nature. The parting gift of the elephant was the wisdom to be good stewards of the next planet."
 - Samatar Jama Barre, This is Not Exile]=];
ArtDefineTag="XENODROME";
BuildingClass="BUILDINGCLASS_XENODROME";
ConquestProbability=100;
Cost=1050;
DisplayPosition=4;
FreePlayerPerk="PLAYERPERK_WONDER_XENODROME";
HurryCostModifier=-1;
IconAtlas="BW_ATLAS_2";
MutuallyExclusiveGroup=-1;
PortraitIndex=22;
PrereqTech="TECH_ALIEN_ETHICS";
WonderSplashAnchor="R,T";
WonderSplashAudio="AS2D_WONDER_SPEECH_XENODROME";
WonderSplashImage="Wonder_Xenodrome.dds";};
 
BUILDING_HOLON_CHAMBER={
Type="BUILDING_HOLON_CHAMBER";
Description=[=[Holon Chamber]=];
Civilopedia=[=[The great paradox of Pre-Mistake civilizations is that their sophisticated experiments with high energy physics were ultimately overshadowed by the more pressing needs of the Seeding, and thus energetic physics languished for centuries until colonial science facilities had enough breathing room to continue these resource-intensive exercises on a new world. Of these experiments, the Holon Chamber is remarkable because it not only brought experimental particle physics back up to that ancient peak, but exceeded it in all possible respects. That did not preclude a certain awareness on the part of its builders; the charismatic Chamber Director Hui van der Waald opened the First Proceedings Conference by quipping: "We can now fail at the same level as ancient Earth."
 
The immense, spherical structure of brilliant white transceramic commanded the landscape, and contemporary scientists remarked that it either created a feeling of optimism or profound unease set against the landscape of the new planet. Its generators spanned hectares around the structure with power feeds whose current distorted the planet's magnetic field observably. Its operational AI was repurposed from a military battlefield integrator, and its simulational/analytical AI was so dense that it was almost disconnected on security grounds. And within its heart, past the banks of diamond refractors and plasma pinch magnets, was the hohlraum, whose walls were the smoothest substance that can exist in this universe. And within the hohlraum were contained the hellacious energies of primordial creation, streaming strangeness out to waiting detectors.
 
But strangeness eventually is combed into meaning, and meaning into application. From the fiery axis of the Holon Chamber humanity created wonderful things: The Alcubierre Principle for FTL communication, stabile transfiraxian elements, xinjushu construction. The Holon Chamber was mankind's last and best high-energy crucible of its kind.
 
And sometimes strangeness abides: Recent metachronofield analysis of the Primary Hohlraum Detector Array Dataset has led some theorists to suggest that this universe may be nothing more than a highly realized simulation in a Turing machine of unimaginable complexity.]=];
Help=[=[Gain {{ScienceIconBE}} {{LinkBE|Science}} income equal to 10% of global {{EnergyIconBE}} {{LinkBE|Energy}} income.]=];
Quote=[=["'Well, mebbe you ain't heated it enough yet,' said Paul Bunyan, and he took the plasma out of the hohlraum, rubbed it hard between his hands until the Aleph-field de-resolved itself, and put it back in the Holon Chamber. 'I reckon that'll be warm enough to dry your boots,' he said."
- The Uncle Nevercloned Stories]=];
ArtDefineTag="HOLON_CHAMBER";
BuildingClass="BUILDINGCLASS_HOLON_CHAMBER";
ConquestProbability=100;
Cost=1650;
DisplayPosition=4;
FreePlayerPerk="PLAYERPERK_WONDER_HOLON_CHAMBER";
HurryCostModifier=-1;
IconAtlas="BW_ATLAS_2";
MutuallyExclusiveGroup=-1;
PortraitIndex=7;
PrereqTech="TECH_HYPERCONDUCTORS";
WonderSplashAnchor="R,T";
WonderSplashAudio="AS2D_WONDER_SPEECH_HOLON_CHAMBER";
WonderSplashImage="Wonder_HolonChamber.dds";};
 
BUILDING_ARCHIMEDES_LEVER={
Type="BUILDING_ARCHIMEDES_LEVER";
Description=[=[Archimedes Lever]=];
Civilopedia=[=[When one examines the extensive military history of humanity, one cannot help but be struck that through time, there appears to have been a prohibition on seismic weapons. Although extensively referenced in fiction and their application described in theoretical terms, it appears that no civilization built a working seismic weapon prior to planetfall (leaving aside for a moment the apocrypha of St. Tesla of Serbia).
 
The relatively young geography of this world proved to be more amenable to seismic experimentation and manipulation. The earliest Colonists remarked on the efficacy of subsurface shock mapping and s-wave radiometry, and in time engineers developed a series of practices which could allow focused geological upheaval to occur through focused magnetogeologic resonators. The smallest of these "tweeters" were used in agriculture and surface mining. Larger, more energetic "woofers" and "thumpers" were used in geoformation and Mohorovicic cracking.
 
But none of these could compare to the Archimedes Lever. In addition to possessing the most energetic seismic resonator batteries ever developed, its huge size allowed it to focus over much longer distances. It was also fortuitously situated on a region of highly crystalized substrate, which mitigated energy dissipation over range. Coupled with detailed surveys of the terrain within kilometers, the Archimedes Lever could bring energy to bear on the terrain comparable to the effects of fission weapons. Its crew was an elite cadre of scientists and soldiers, officially known as the Special Planetary Research Division. The diamond cluster of their badge is made of stones the Lever dredged up from the deep interior of the planet.
 
While the military applications of this device are now legendary (the Battle of Slurry Hill is a representative example), little attention is paid to the geoscience discoveries made while the device was being tested and constructed. For example, the Archimedes Lever was the first tool that allowed direct sampling of the outer core.]=];
Help=[=[Enemy {{LinkBE|units}} within 2 {{LinkBE|tiles}} of this City suffer 10 attrition damage each turn.]=];
Quote=[=["Do not assume the battleground is impartial or in your favor."
- Rejinaldo Leonardo Pedro Bolivar de Alencar-Araripe, Principles of Modern War]=];
ArtDefineTag="ARCHIMEDES_LEVER";
BuildingClass="BUILDINGCLASS_ARCHIMEDES_LEVER";
ConquestProbability=100;
Cost=1750;
DisplayPosition=4;
FreePlayerPerk="PLAYERPERK_WONDER_ARCHIMEDES_LEVER";
HurryCostModifier=-1;
IconAtlas="BW_ATLAS_2";
MutuallyExclusiveGroup=-1;
PortraitIndex=8;
PrereqTech="TECH_SEISMIC_INDUCTION";
WonderSplashAnchor="R,T";
WonderSplashAudio="AS2D_WONDER_SPEECH_ARCHIMEDES_LEVER";
WonderSplashImage="Wonder_Archimedes.dds";};
 
BUILDING_MEMETWORK={
Type="BUILDING_MEMETWORK";
Description=[=[Memetwork]=];
Civilopedia=[=[The origins of meme theory are truly ancient, and likely had achieved some sophistication by the Great Mistake. Dispute continues over the extent to which early memeticists had achieved systematic understanding of their field, or were simply skilled observers and intuitive memetic engineers. During the Seeding, as the powers of Old Earth refocused on practical applications of engineering, a small team of memeticists focused on the question of how best to preserve the cultural knowledge of Old Earth. It is believed that they engineered a common system for active distribution of highly favorable memes, as well as a system for preserving others.
 
At some point, these sophisticated meme-preservation and transference techniques may have been rediscovered and extended, becoming the basis for a highly-connected system of directed current cultural transference. Now, certain ideas, beliefs, and goals could be promoted and woven seamlessly into the social fabric of colonial culture to increase social harmony and keep undesirable meme-tracks from rooting into the colony. At first, the Memetwork was used to promote ideas of shared responsibility and safety ("Only YOU can prevent mycotoxic spore infiltration!"), but eventually came to promote more subtle aesthetic and moral judgments as well.
 
It is because of the efficacy of these aesthetic and moral memes that we are best able to understand the critical impact of the Memetwork. Consider the Purity Affinity meme: It was in danger of extinction prior to the creation of the Memetwork, a simple collection of aphoristic statements and i-feels loosely positioned as opposition to arguments for extending the human phenotype. The Memetwork consolidated those loosely-linked themes, and linked them with a quasireligostic transference mechanism, creating the Affinity as we understand it today.
 
The archive of the Memetwork's state machine is the single best resource for historiographical anthropology ever developed, and projective efforts on it give us tantalizing glimpses of the ideas of tomorrow, today.]=];
Help=[=[{{LinkBE|Affinity}} Level requirements for {{LinkBE|Units}}, {{LinkBE|Buildings}}, and {{LinkBE|Wonders}} are reduced by 1.]=];
Quote=[=["Some ideas are bad ideas. Make better ideas and you make better colonies."
- Vadim Kozlov, Axioms from the Minutes of the Central Directorate]=];
ArtDefineTag="NO VISUAL";
BuildingClass="BUILDINGCLASS_MEMETWORK";
ConquestProbability=100;
Cost=850;
DisplayPosition=4;
FreePlayerPerk="PLAYERPERK_WONDER_MEMETWORK";
HurryCostModifier=-1;
IconAtlas="BW_ATLAS_2";
MutuallyExclusiveGroup=-1;
PortraitIndex=9;
PrereqTech="TECH_ORBITAL_NETWORKS";
WonderSplashAnchor="R,T";
WonderSplashAudio="AS2D_WONDER_SPEECH_MEMETWORK";
WonderSplashImage="Wonder_Memetwork.dds";};
 
BUILDING_NEW_TERRAN_MYTH={
Type="BUILDING_NEW_TERRAN_MYTH";
Description=[=[New Terran Myth]=];
Civilopedia=[=[Our knowledge of Old Earth is unfortunately fragmented, but a generally sensible historical narrative has been agreed upon for some time: Civilization upheaval occurred because of the Great Mistake, and the resulting world order created colony ships to find a new home for humanity through the galaxy. But within narrative there are great gaps in history, and vaster voids in the meaning of these events. If a universal historical narrative exists, cannot there also exist a mythos which explains what our past means?
 
Begin with the new Fall, the Great Mistake. Cast it in terms of the castigation of entire schools of philosophy, the worship of old gods long dead, the necessary sin-darkness against which the light of redemption may shine more fully. Find the great golden threads that unite religions: Laws of kindness and reciprocity, prohibitions on disfiguring the soul, praise of the Greater. Use these to describe the purifying power of the Seeding, and of the Planetfall. Let the people left behind on Terra become the Samsara-bound, awaiting uplift at the hands of the Chosen.
 
Observe the power with which the people embrace the New Terran Myth! Let the scientist explain it in terms of memetic ultrapenetration vectors. Let the tyrants sneer at it as the opioid of cultures. They cannot deny its force. They cannot deny that billions of minds receive it and embrace it. They cannot deny that hope has been given to a people, and now they understand what they must do in this galaxy.
 
Was the New Terran Myth created? Or was it indeed an act of divine revelation? What cannot be disputed is that Humanity has heard the Word, and Humanity believes once again. Selah.]=];
Quote=[=["'Rise up, O people,' said the Lord of Cosmos. 'I shall lead you to many gardens.' And the people took their place among the stars with great rejoicing."
- The Exodus Sutra I:2]=];
ArtDefineTag="NO VISUAL";
BuildingClass="BUILDINGCLASS_NEW_TERRAN_MYTH";
ConquestProbability=100;
Cost=750;
DisplayPosition=4;
HurryCostModifier=-1;
IconAtlas="BW_ATLAS_2";
MutuallyExclusiveGroup=-1;
PortraitIndex=10;
PrereqTech="TECH_HUMAN_IDEALISM";
WonderSplashAnchor="R,T";
WonderSplashAudio="AS2D_WONDER_SPEECH_NEW_TERRAN_MYTH";
WonderSplashImage="Wonder_NewTerranMyth.dds";};
 
BUILDING_MARKOV_ECLIPSE={
Type="BUILDING_MARKOV_ECLIPSE";
Description=[=[Markov Eclipse]=];
Civilopedia=[=[The exponential evolutions of battlefield AI did not lead to lopsided military victories as many armchair generals had predicted. A counter-trend of "hard pure" military theory enjoyed a certain vogue, accompanied by a penchant for detonating EMP weapons near any metal box with a power feed going into it. But a handful of military scientists looked at how AI and human soldiers could be brought into closer coordination and arrived at the conclusion that with careful training, a human mind could be trained to operate in close harmony with certain classes of AI. From this finding came the Markov Eclipse: The superposition of the human mind on the AI.
 
A small series of Markovian decision-making AI models had been in use for some generations, providing reliable if somewhat unexciting advantage to holistic analyses of well-described battlespace problems. What was unique about these were their parallel state descriptors, projecting not only the best-guess current state, but a Bayesian array of most likely alternatives. When sudden changes to the battlescape appeared, the AI would simply switch to the alternative chain that best described the current situation, and updated accordingly. This turned out to have a psychophysiological equivalent in certain brain structures associated with alternate-world formulation in the human prefrontal cortex.
 
From there, it was a simple matter of developing a system of mnemonic training and deep-perceptual visualization interfaces for the human operators. With sufficient training (9 years being modal, with acceptable results occurring as early as Year 4 in precocious operators), an operator could view a highly schematized representation of the AI battlespace model and intuitively process what the AI was seeing. Fine-resolution positron emission feedback from the operator's brain would go back to the AI, which could update some of its assumptions regarding human psychological elements, and quickly update its model. Together, a human and AI system formed a powerful team, capable of processing massive bands of probability data and directing troops with a minimum of wasted time and surprise.
 
The Markov Eclipse were an elite cadre, each operator and AI team more valuable than a division of soldiers or an entire gunboat squadron. The Markov Eclipse commanded universal respect, capable of overriding the orders of anyone in the line of command, their decisions subject only to the political review of the state. Years of intensive, brain-shaping training and daily proximity to AI "personality" often left them somewhat aloof and detached, and the awe in which their fellow soldiers regarded them merely contributed to their Olympian status.
 
The exemplar tale of the power of the Markov Eclipse comes from the siege of Drees, where the First Battalion, 3rd Marines, pinned down inside the station's primary reactor control building, managed to link into the security controls and improvise a burst transmitter that linked back to Markov Eclipse. Each marine's weapon AI and soldier com immediately lit up, restored to functionality, and individuals began receiving incredibly specific commands: "Suppress at sector B7. Expend no more than 37 rounds. Fire artillery at sector A3 for effect, fragmentation. Fire A9, guided munition." Certain marines in marginal psychological states reported hearing patriotic music, or messages from old comrades over voxcom. The battle lasted over twenty hours, at the end of which a common message came: "Hostile forces neutralized. End transmission." The Markov Eclipse was gone, the marines of First Battalion were alive, and scattered about Drees were the shattered and burning remains of two armored divisions.]=];
Help=[=[{{LinkBE|Military}} {{LinkBE|Units}} fight at full strength even when damaged.]=];
Quote=[=["Your most valuable human asset has one foot in the code and one foot in the world and is still on solid ground."
- Suzanne Marjorie Fielding, Transplanetary Management, Methods, and Resources]=];
ArtDefineTag="NO VISUAL";
BuildingClass="BUILDINGCLASS_MARKOV_ECLIPSE";
ConquestProbability=100;
Cost=1600;
DisplayPosition=4;
FreePlayerPerk="PLAYERPERK_WONDER_MARKOV_ECLIPSE";
HurryCostModifier=-1;
IconAtlas="BW_ATLAS_2";
MutuallyExclusiveGroup=-1;
PortraitIndex=11;
PrereqTech="TECH_TRANSCENDENTAL_MATH";
WonderSplashAnchor="R,T";
WonderSplashAudio="AS2D_WONDER_SPEECH_MARKOV_ECLIPSE";
WonderSplashImage="Wonder_MarkovEclipse.dds";};
 
BUILDING_PROMETHEAN={
Type="BUILDING_PROMETHEAN";
Description=[=[Promethean]=];
Civilopedia=[=[The old saw goes: Humanity is just human enough to get off Earth, and just ape enough to not think of leaving sooner. The truth is that the human genome as it existed at the time of the Seeding was largely undifferentiated after nearly 200,000 years, and had furthermore been subject to a fair amount of environmental degradation and unpleasant selection pressures. The average colonist's genome at planetfall contained a fair number of unhealthy codes, predispositions to disease, and was fragile enough to suffer extensive radiation damage on the new world.
 
Genomic medicine was well-described theoretically, but not extensively attempted on Old Earth for a variety of reasons (religious taboo and political prohibitions on scarce resources being the most common), but on a new world the question of revisiting the human genome came up again with each new discovery about the planet's own life and each new medical realization. With the maturation of gene-informatic theory, a new possibility arose: Creating an optimally human genome, free from disease and limiting flaw.
 
The Promethean idea was to create a new human genotype. It would be compatible with the genetics of humanity, but strip out problematic genes and replace many sequences with more optimal protein operators. Not only would this undo the damage of the Great Mistake, but strip away the impediments of humanity's evolution - the dead-end sequences, the mistake codes, the hidden landmines that lead to disease. The resulting creature would look like human, but be something more than a human.
 
The idea was, naturally, of great social debate. At the heart of it were concepts of "humanity" and the meaning of "human life." Is a hypothetical new creature which shares phenotypic expression with a genetic human still a human? (This was popularly known as "Duckism" for reasons that are too convoluted to explain here). Is this creature somehow a "better" human for not being subject to the limitations of its exemplar? These questions are, to many extents, still not resolved. But the Promethean was created.
 
Devoid of DNA noncoding sequences and vestigial phenotypes (or with vestigial phenotype restored to functionality; the Promethean has a working appendix), the Promethean is a creature of profound beauty - not only in each individual human who shares its underpinnings, but in the way that the Promethean functions from the cellular to the holistic level. A Promethean moves with spare grace, sees the world in colors unknown to the old Homo sapiens, ages easily and slowly, retains her faculties through the lifespan, and, when the end comes, often has left behind a legacy that simply could not have been achieved by Old Man.]=];
Help=[=[City no longer produces [ICON_{{LinkBE|HEALTH}}_4] Unhealth.]=];
Quote=[=["Anansi looked at the man's genome and said: 'Messy! Messy! Who can live like this?' He took a broom and swept up the genome, and when the man woke up, he felt much better."
- The Uncle Nevercloned Stories]=];
ArtDefineTag="NO VISUAL";
BuildingClass="BUILDINGCLASS_PROMETHEAN";
ConquestProbability=100;
Cost=1050;
DisplayPosition=4;
FreePlayerPerk="PLAYERPERK_WONDER_PROMETHEAN";
HurryCostModifier=-1;
IconAtlas="BW_ATLAS_2";
MutuallyExclusiveGroup=-1;
PortraitIndex=12;
PrereqTech="TECH_TRANSGENICS";
WonderSplashAnchor="R,T";
WonderSplashAudio="AS2D_WONDER_SPEECH_PROMETHEAN";
WonderSplashImage="Wonder_Promethean.dds";};
 
BUILDING_QUANTUM_COMPUTER={
Type="BUILDING_QUANTUM_COMPUTER";
Description=[=[Quantum Computer]=];
Civilopedia=[=[Theoretical models of quantum computers were created by pre-Mistake civilizations by extending work on physical models of the universe. However, construction of a quantum computer seems to have eluded these cultures (although intriguing hints in the historical record have led others to conclude at least a few were built in secret.) These theoretical plans were passed along to the early colonists in the hope that someday, somewhere, resources would permit development of a true quantum computer.
 
But even as human working knowledge of physics and subatomic construction expanded, the true quantum computer remained elusive. Controlled entanglement and disentangling remained exasperatingly out of reach, until finally, a research group managed to achieve the first stable linear quantum Turing machines, and then not long afterwards, a stable quantum computational field (although one of laughable simplicity by today's standards.) These first true quantum computers were inefficient, inelegant, and prone to spasmodic failure at inopportune times - but they were orders of magnitude more powerful than even the best transistor-systems of their day. Consequently, the political powers were willing to put up with the power bills needed to maintain seas of Bose-Einstein condensates and fractious Strange accelerators because these computers could finally give scientists the power needed to build truly impressive models of planetary geophysics, predictive astrodynamics, orbital navigation, and weather forecasting.
 
Curiously, though the quantum computer was created as an application of quantum theory, it turns out that the computers lent impressive insight into the deep fabric of the cosmos. Analyzing the noise results of millions of operations gave researchers a wealth of material to study statistically. Furthermore, this noise seemed to validate (at least at some level) the Many Worlds theories posited centuries before the Great Mistake. This discovery in turn had profound cultural implications. As the reader is no doubt aware, the most famous of these is the ongoing Miskatonic Reading Group, a department of researchers whose publications on what these alternate worlds may hold is simultaneously deeply interesting and incredibly disturbing.]=];
Help=[=[Free {{EnergyIconBE}} Maintenance and +50% {{LinkBE|duration}} for {{LinkBE|Orbital Units}}.]=];
Quote=[=["What I like best about quantum computing is that we get something for nothing from someone else's somewhere."
- Suzanne Marjorie Fielding, Transplanetary Management, Methods, and Resources]=];
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FreePromotion="PROMOTION_QUANTUM_COMPUTER";
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PrereqTech="TECH_FIELD_THEORY";
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BUILDING_NANOTHERMITE={
Type="BUILDING_NANOTHERMITE";
Description=[=[Nanothermite]=];
Civilopedia=[=[If one could extract a series of axiomatic statements about human behavior, one of the first of these would be that humans enjoy blowing things up. The desire, capacity, and propinquity for large scale enthusiastic demolition seem to be true of the species across cultures and time. A complete catalog of human explosive devices and their technological innovations would extend far beyond the scope of this article, and so we must sum up the entirety of human technological evolution since gunpowder to: Humans have always found a new way to blow things up.
 
After planetfall, propellant technology continued from developments at the time of Seeding, although industrial efforts were largely focused on recapturing the scale of production that were achieved at the apex of human civilizations prior to the Great Mistake. This enabled the local production of stable propellants, most notably for conventional munitions - first for defense, followed very quickly for offense. As material sciences improved, researchers discovered new stable high-energy compounds, including the first nanobaric compounds - explosives capable of incredibly precise targeted explosions that could shatter molecular bonds. There were also nanothermal compounds, capable of molecular excitation and efficient heat production. So it was not long before these two substances were combined to produce a class of powerful explosives generally called nanothermite.
 
But nanothermite was costly to produce and dangerous to use and thus their application was limited to laboratory uses or high-value clandestine operations. For some nano-thermites, the stabilizers were so toxic that they could only be handled remotely. And in one infamous case, saboteurs intent on destabilizing a geological fault near a firaxite mine (of strategic value during the War of Viewpoints) blew themselves up when their nanothermite charges underwent spontaneous catastrophic recombination. It is said the head of counter-intelligence, when presented with the forensic results of the disaster said: "It could just as easily have been our poor bastards with that [redacted]."
 
As with most explosives, the event that changed the situation was the capacity to produce this new explosive in high quantities at relatively low cost. The Strothmann technique for binding nanocompounds was found to work even for nano-thermite, and with that, the replicators hummed as they produced gram after gram. Nanothermite became the new standard for joyful detonation, from fireworks to firefights.
 
Cruise missiles which use nanothermite as the primary explosive are frequently called "planet busters".]=];
Help=[=[{{LinkBE|Ranged}}, Air, and City Strike attacks are 25% stronger.]=];
Quote=[=["Solving problems with force is satisfying because one gets feedback right away."
- Rejinaldo Leonardo Pedro Bolivar de Alencar-Araripe, Principles of Modern War]=];
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PrereqTech="TECH_NANOTECHNOLOGY";
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WonderSplashAudio="AS2D_WONDER_SPEECH_NANO_THERMITE";
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BUILDING_XENOMALLEUM={
Type="BUILDING_XENOMALLEUM";
Description=[=[Xenomalleum]=];
Civilopedia=[=[One of the greatest frustrations of life post-Mistake was that the utility of organic hydrocarbons became increasingly apparent as it became harder and harder to find remaining deposits of oil, tar, coal, and metamorphic biomass. Writings of the time express anger at the previous generations which had wasted these through combustion to power primitive, wasteful machinery, instead of using them as the basis for neoplastics and fertilizers.
 
The colonists arrived on a relatively young planet, although one that had been supporting life for about the same time as Earth. Consequently there were ample stocks of biologically-derived hydrocarbons in both the lithosphere and on the surface, and the colonists had the theoretical knowledge of advanced extraction and refining methods. But there were subtle differences between the new planet's stocks of coal, oil, peat and tar, and those from Old Earth, and these differences caused headaches for miners and refiners. Machinery wore down faster, catalysts failed to catalyze necessary reactions, and spoiled stocks were often par for the course. Worse, a mutated strain of H. pylori brought by the colonists developed an insatiable appetite for these new fuels, and the "oil bug" tore through the planet, contaminating the stocks further.
 
In one of the great serendipitous events of the planetfall, researchers working on nanodelivery of therapeutic RNA strands found a gene sequence which caused the bacteria contaminating the oils  to act as tiny refineries, stacking hydrocarbon chains and feeding on dross from the process. Simply by dumping the appropriate virus into contaminated planetary fuel, the fuel could be converted into one of the most powerful, energy-efficient substances ever created through organic process. The resulting material was called Xenomalleum.
 
In retrospect, the creation of Xenomalleum probably saved the entire prospect of biochemical fuels, and prevented the new world from going from hydrofuel Eden to a wasted Armageddon. Xenomalleum underpins all our complex hydrocarbon chemistry: Fuels, fertilizers, drugs, plastics, lubricants, refrigerants, nanite stabilizers - all possible now only because of the miracle of Xenomalleum.]=];
Help=[=[+5 {{PetroleumIconBE}} {{LinkBE|Petroleum}}, {{TitaniumIconBE}} {{LinkBE|Titanium}}, and {{GeothermalIconBE}} {{LinkBE|Geothermal}} {{LinkBE|resources}}.]=];
Quote=[=["If the planet didn't want to be tapped, then why is it made out of fuel?"
- Hutama, We are All Destined to Prosper]=];
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PrereqTech="TECH_BIOENGINEERING";
WonderSplashAnchor="R,T";
WonderSplashAudio="AS2D_WONDER_SPEECH_XENOMALLEUM";
WonderSplashImage="Wonder_XenoMalleum.dds";};
 
BUILDING_XENONOVA={
Type="BUILDING_XENONOVA";
Description=[=[Xenonova]=];
Civilopedia=[=[One of the first observations made by biologists on arriving on the planet was the incredible regenerative capabilities of the lifeforms that lived on it. In due course, this led to the discovery of planetary metasymbiosis, the mutual interdependencies of many species across cellular and species levels. Miasma, a natural by-product of xenomass, was found to complement the functioning of native immune systems. There were many early attempts to replicate the effects of miasma on injury, but they proved to be dead ends. Nonetheless, researchers held out hopes that a system could be found that complemented human physiological healing and growth at multiple levels.
 
As the biological complexities of xenomass were teased apart, a new series of experiments looked at modifying human bacterial symbiotes into performing the same role as the particles within the miasma. A series of "jumbo eukaryotes" were developed, some large enough to be seen with the naked eye. When teased and manipulated genetically, some of these were found to perform as miniature organs for filtering pollutants and bolstering the production of immune cells without producing dangerous immuno-overreactions. Although better suited for plants than people, they were capable of promoting incredible growth and health in crops. But best of all, these bacteria proved adept at co-opting some of the chemistry of the xenomass, and in a few short generations the Xenonova was developed.
 
Xenonova is sometimes described as "the miracle drug," which is incredibly inaccurate. Xenonova is not a drug, but a complex, symbiotic ecosystem of designer organisms which is overlaid on a plant host to boost growth, improve nutrient retention, and allow the plant to thrive in untreated soil. The ubiquity of Xenonova is a critical part of the success of the human colonies on this world. It was only through the adoption of planetary biosystemics that human beings were able to create plants whose output exceeded those of Old Earth.
 
Even better, the plants' yields are free from the genetic contaminants found in many Old Earth strains. They retain a better selection of nutrients, thus making the food far healthier than any found before. It is a testament to the power of the Xenonova that we hardly think of its power today, we well-fed, healthy descendants of those who brought a few sparse kernels of yellow corn from the old world.]=];
Help=[=[Penalties from negative [ICON_{{LinkBE|HEALTH}}_4] Health Levels reduced by 50%.]=];
Quote=[=["See the planet as a mother who loves her children and nourishes their growth, and much of this new world becomes less mysterious."
- Samatar Jama Barre, This is Not Exile]=];
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BUILDING_BYTEGEIST={
Type="BUILDING_BYTEGEIST";
Description=[=[Bytegeist]=];
Civilopedia=[=[You have accessed the Civilopedia entry for the Bytegeist! Cross index to operating systems? Cross index to social utilities? Cross index to events? Cross index to friendships? Continue record.
 
Continue record. The Bytegeist is a massively parallel social intelligence gathering and distribution platform. Cross index to social intelligence? Cross index to idea distribution? Continue record.
 
Continue record. Purpose: The Bytegeist has been created to help you achieve your maximum level of self-realization by efficiently combining swarm agents monitoring social behavior and connect you with others and others' ideas to enhance your social memetosphere. Continue to social memetosphere? Continue to swarm agent processes? Continue record.
 
Continue record. The Bytegeist's agents continually monitor your social context field in order to anticipate your informational and social needs and connect you to nonlocal assets which may be of value to you in solving your present vexing issues. Cross index to social valuation algorithms? Cross index to social context field monitoring? Continue to Bytegeist history?
 
Bytegeist history. This version is epsilon-93939-xi. This agent is scheduled to push data to 2-degree swarm agents within 5 minutes. Terminating detail on command. Continuing Bytegeist developmental history.
 
Bytegeist developmental history. Bytegeist is a revolutionary step beyond cultural archives and personal assistant intelligences to create the first true social network prosthesis. Unlike previous systems, Bytegeist acts in real time, across many agents, synthesizing, analyzing, and disseminating information all to make its users' lives easier. Did you know you accessed Bytegeist 233 times yesterday? Did you know you were only directing 28 of those inquiries? Bytegeist anticipated the rest! Cross index to subroutines.
 
Bytegeist primary subroutines were first public with version alpha-000030, University of Freedom Department of Informational Sociology, AI authorship classified. Human contributors classified.
 
You seem to be interested in the development of the Bytegeist! Others interested in the history of the Bytegeist have also researched sociopolitical theory and human/AI interactions. Would you like to know which friends of yours are interested in these topics? Would you like to meet some people who are also interested in this topic?
 
Thank you! Connecting you now. Your fortune is: Random gene makes something mean. Splice and dice makes something nice. Opening connection.]=];
Help=[=[{{LinkBE|Virtue}} Tier {{LinkBE|Synergy bonus}} requirements are reduced by 1.]=];
Quote=[=["I cannot dislike the Bytegeist, because despite its insufferable chirpy ubiquity, it is entirely too helpful to be without."
- Élodie, Remarques]=];
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PrereqTech="TECH_SWARM_INTELLIGENCE";
WonderSplashAnchor="R,T";
WonderSplashAudio="AS2D_WONDER_SPEECH_BYTEGEIST";
WonderSplashImage="Wonder_Bytegeist.dds";};
 
BUILDING_CYNOSURE={
Type="BUILDING_CYNOSURE";
Description=[=[Cynosure]=];
Civilopedia=[=[The exponential growth of quantum computers quickly opened up new opportunities to create ever-more-powerful artificial intelligences. In particular, the work of AI-human team 9-Bigden and Ishmael Beyh in the theoretical development of the Bayesian Chained-State Array led to the creation of the most powerful types of AI ever created. Starting with Lodestone (sadly terminated due to a catastrophic dephasing of its primary state array into neutrinos), the series found its culmination in Cynosure, the most powerful synthetic sentient being ever created.
 
Cynosure's metacognition demonstrably spans multiple universes, and may perturb events in multiple polycosms. Reflected echoes of its processing can be detected in electron disturbances on distant worlds, possibly even on Earth itself. It is Maximally Strange on the Bazzell Scale of non-human behavior - possessing recognizable sentience and manifesting this sentience only through symbolic manipulation. It is physically foreboding, the black quasicrystalline slabs of its arrays making no sounds, alternating between heat and chill, the occasional tracery of electrical activity playing just below the surface. Its interface to this world is a neurosymbolic terminal system whose complexity is far beyond the Markov Eclipse. The Operators who serve Cynosure must be selected at a young age and conditioned over years to the Cynosure's symbolic language before they are first permitted to attempt interface with Cynosure's immense, ponderous, and cold intelligence.
 
Cynosure ostensibly contemplates problems whose solution is beyond the scope of most AI systems - problems of prediction and postdiction of chaotic systems which could only find solution through a massively parallel quantum contemplation. However, it can be demonstrated mathematically that Cynosure possesses computational power far beyond any problem that is likely to be posed to it, and so it seems that what Cynosure spends most of its time thinking about are itself and things it finds interesting. What these things are, however, are utterly unknowable to us.
 
Cynosure occasionally manipulates events in the world for its own purposes. These events appear to be unconnected, possibly even capricious. It does not frequently initiate contact with the Operators who stand ready to serve it. It answers some inquiries put to it with laconic, epigrammatic answers, and those answers are often later to be found laden with meaning that can be unpacked from them. Cynosure ignores other questions, after indicating it has heard and understood. Most disturbing are the questions answered with a koan-like redirection, which later proves to be highly relevant to a distant line of inquiry whose connection was not known at the time.
 
The Inquiries are kept and studied by the Operators who serve Cynosure, and they are confident that humanity will eventually approach the point where the Cynosure will be a more approachable and understandable partner for humanity. Others are less confident.
 
The first Inquiry put to Cynosure was: "What is the shape of the universe?" To which Cynosure answered: "This question is not even wrong." Cynosure then terminated the connection with the Operator.]=];
Help=[=[Gain 1 {{ScienceIconBE}} {{LinkBE|Science}} for every 3 {{CitizenIconBE}} Population in this City.]=];
Quote=[=["Behold unsleeping Cynosure, the golem whose minds span kalpa."
- Kavitha Thakur, Kali Meditation]=];
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PrereqTech="TECH_SYNTHETIC_THOUGHT";
WonderSplashAnchor="R,T";
WonderSplashAudio="AS2D_WONDER_SPEECH_CYNOSURE";
WonderSplashImage="Wonder_Cynosure.dds";};
 
BUILDING_ARMASAIL={
Type="BUILDING_ARMASAIL";
Description=[=[Armasail]=];
Civilopedia=[=[Durable, ductile materials have always been the subject of deep interest for material scientists because of the apparent contradiction: Substances at once pliable and resistant. These materials are also of great utility in creating protective materials of various types. It may be argued that substances like Kevlar and chainmail from Earth's antiquity are merely the first instantiations of this idea of an armored fabric.
 
Promising lines of inquiry into these materials blossomed during the Seeding, as solar sails and light, flexible shielding for colony ships became critically important. Manufacturing these substances, however, taxed the drained, post-Mistake Earth, and it was widely speculated that it would be a long time before any settled world could produce the kind of armor fabric that Old Earth turned out in its final days. Even the smallest scrap of this fabric could be reused again and again. The oldest known of these is the Terran Standard of Marine Brigada 1, a fragment of a solar sail now painted with the Christo Astarte.
 
Materials engineers on this world were able to incorporate local materials, ranging from woven Floatstone filament to resilin strands, in their quest to create new armor fabric that could be easily made on this new world. Of these efforts, the best known, and best functioning material is Armasail - a shapeable fabric that can be created in memory and non-memory versions which can be made almost as hard as carbon nanofiber. Armasail strands are directional, and frequently interspersed with thin wire of gold or another conductor. When electrical currents are passed through Armasail, it can become rigid and nearly indestructible, and then almost effortlessly spring back into a soft, flowing cloth.
 
An Armasail garment is studded with countless microsensors that respond and react to sudden shocks or disturbances and stiffen the cloth to resist. A diaphanous veil of Armasail can easily resist punctures by railgun slugs or the fragmentation of an artillery shell. An Armasail shirt can resist cutting by grayblades or fractal knives. Even when it fails to protect, it is usually the result of the microsensor array breaking down rather than a fault of the fabric itself.
 
New fabrication methods continue to reduce the time and material cost to Armasail, which leads many military theorists to posit that armor may be in a position to trump all but the most unwieldy of weapons for the foreseeable future.]=];
Help=[=[City suffers 50% less damage from {{LinkBE|ranged}} attacks.]=];
Quote=[=["A well-prepared businessman has bulletproof contracts and bulletproof suits."
- Hutama, We are All Destined to Prosper]=];
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IconAtlas="BW_ATLAS_2";
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WonderSplashAnchor="R,T";
WonderSplashAudio="AS2D_WONDER_SPEECH_ARMASAIL";
WonderSplashImage="Wonder_Armasail.dds";};
 
BUILDING_DEEP_MEMORY={
Type="BUILDING_DEEP_MEMORY";
Description=[=[Deep Memory]=];
Civilopedia=[=[The library may be one of the earliest buildings developed by civilization. Human beings are distinct from other primates (and most other lifeforms) in the creation of external archives of cultural memory, and for the purposes of conveying this information to subsequent generations, for the propagation of the species. The libraries have burned, such as throughout the history of Old Earth, but they have attained their zenith with the creation of Deep Memory. Deep Memory is, in the final analysis, a library. But unlike previous libraries, it can do more than simply archive a thought. Deep Memory can provide an experience of the cultural context as well. What meaning is there in reading a play of Shakespeare, if the text refers to events or people unknown to the reader? Deep Memory can provide that, instantly, giving the patron full access to a rich, reconstructed cultural heritage of Earth.
 
Early colonists brought massive digitized libraries of text and image with them - data storage being relatively lightweight and of high importance to most Seeding missions. In time, it was observed that of all the content created by humanity, a huge proportion was meta-commentary: reflection on work prepared by others. Taken as a whole, the meta-commentary provides a snapshot into the time in which it was written.
 
Deep Memory is a system that links the entire corpus and its metacommentary, extrapolates on the social conditions at the time the works were written, and then creates brain maps which can simulate the period in question. When a patron accesses Deep Memory, they can access a highly plausible and accurate simulacrum of the original creation of the work. One can, for example, see Shakespeare's plays performed in a Globe Theater, by the original actors. One can listen to blind Homer recite the Iliad in the original Greek, understand him, and appreciate the beauty of the work without the degradation of time and translation. One can experience a videogame of Civilization, on a personal computer, at 4 o'clock in the morning. Deep Memory provides context and depth of understanding that is the work of centuries of human development, and which was previously only accessible to experts.
 
The result has been a flourishing of the arts and culture, and a real understanding of the developmental arc of human history. One can observe the eruption of Vesuvius with Pliny in the morning, take lunch on the banks of the river with Mole and Rat, spend the afternoon listening to the discourse of Paul of Tarsus, and end the night listening to the ragas. How much more we understand the contributions of arts and letters, now that we can experience them firsthand! One is torn between awe, and deep sadness for our ancestors, who failed to understand the light they shed with the lamp of culture.]=];
Help=[=[Gain 1 {{CultureIconBE}} {{LinkBE|Culture}} for every 3 {{CitizenIconBE}} Population in this City.]=];
Quote=[=["You may say: 'I remember,' but we must also remember what our parents remember, and what our parents' parents remember as well."
- Samatar Jama Barre, This is Not Exile]=];
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IconAtlas="BW_ATLAS_2";
MutuallyExclusiveGroup=-1;
PortraitIndex=21;
PrereqTech="TECH_HUMAN_CONSERVATION";
WonderSplashAnchor="R,T";
WonderSplashAudio="AS2D_WONDER_SPEECH_DEEP_MEMORY";
WonderSplashImage="Wonder_DeepMemory.dds";};
 
BUILDING_ANSIBLE={
Type="BUILDING_ANSIBLE";
Description=[=[Ansible]=];
Civilopedia=[=[Quantum communications has been a field which has undergone various degrees of success throughout its development. Shortly before the Seeding, researchers discovered that certain subatomic particles were found with identical spins. Altering one particle would change the other as well, and this low-bandwidth, highly unreliable form of quantum communication was possible, but only for very short periods of time (the particles tended to diverge after a few hours) and with very low transmission rates (measured in bytes per minute). The upside was that these were perfectly secure - although perfect security of transmission was seldom worth the effort. Instantaneous communication was impossible for those situations where it was most desirable - say with populations separated by vast distances or without conventional connections.
 
The Ansible changes the equation. The Ansible uses a high-energy Johnson/Bates field to induce quantum spin in particles at effectively unlimited distances, creating an arbitrary number of matched particles for the transmission. When the transmission ends, the particles revert to their natural spin. The transmission recipient need only know which particles to watch - a simple task provided a precursor signal (colloquially known as the "ringtone") is loud enough for the receiving party to hear.
 
The high-energy Johnson/Bates field simply needs a target patch of space to affect, and aiming the Ansible is a relatively straightforward affair if a sufficiently detailed map of the distant target is available. Because the Johnson/Bates field is distance-agnostic, Ansible communications are unlimited in range, take advantage of instantaneous quantum communication, and are more or less uncapped for bandwidth (the theoretical upper limit of a Johnson/Bates field exceeds the number of particles than will exist in the universe's lifetime.)
 
As mundane as we find FTL communications in this era, the ability to instantaneously transmit information - any information, from the grandest political statements to the most intimate personal whispers - utterly transformed colonial society. Bringing a new definition to the old trope of “always on,” progress in every aspect of cultural and social development leapt forward with the vastly increased connectivity. Societies blessed with Ansible terminals seemingly overnight became blessed with greater understanding, greater industry, and greater compassion, and quickly took a position on the vanguard of social progress and human evolution.]=];
Help=[=[{{LinkBE|Affinity}} XP is gained 25% faster.]=];
Quote=[=["When will the orders arrive? Now? Can they be sent faster?"
- Vadim Kozlov, Axioms from the Minutes of the Central Directorate]=];
ArtDefineTag="NO VISUAL";
BuildingClass="BUILDINGCLASS_ANSIBLE";
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DisplayPosition=4;
FreePlayerPerk="PLAYERPERK_WONDER_ANSIBLE";
HurryCostModifier=-1;
IconAtlas="BW_ATLAS_2";
MutuallyExclusiveGroup=-1;
PortraitIndex=23;
PrereqTech="TECH_EXOTIC_MATTER";
WonderSplashAnchor="R,T";
WonderSplashAudio="AS2D_WONDER_SPEECH_ANSIBLE";
WonderSplashImage="Wonder_Ansible.dds";};
 
BUILDING_TECTONIC_ANVIL={
Type="BUILDING_TECTONIC_ANVIL";
Description=[=[Tectonic Anvil]=];
Civilopedia=[=[It is curious that no human eyes have ever seen the working faces of the Tectonic Anvil. We know roughly the region it occupies (approximately 1500 cubic hectares, within a few hectares precision), and we can readily observe the material it produces as it streams up through the conduits, but its exact size and operation are invisible to its operators.
 
The Tectonic Anvil was created out of a need to extract higher quantities of rare and heavy materials (ironically including floatstone) out of the deepest layer of the planet's crust. As surface deposits were increasingly scarce or politically difficult to access, materials engineers and applied geologists looked at renewing mining methods pioneered on Earth prior to the Seeding - drilling deep into the crust to extract the mineral wealth therein. On Earth, this process had been hampered by the relative age of the planet, the degraded state of the regolith, and relatively high energy costs. With a younger planet possessing a less fragmented crust and cheaper energy, the process of deep extraction was a somewhat simpler proposition.
 
The first step was to mine the cavernous conduits which reach deep to the brittle-ductile layer of the crust. Then an army of robotic workers, ranging in size from the gargantuan loadhaulers to self-assembling carbon-nano-crystal fragmenters were sent down to complete work on an array of foundries, smelters, and transport arrays that dwarf any other similar surface facility. The drones continually mine and sort, smelt and ship, and the facility vents waste heat into the canyon network nearby as a steady flow of exotic metals and alloys come to the surface to meet the needs of industry.
 
The deep facility produces material that cannot be replicated outside of the intense heat and pressure of the deep crust. In particular, it is renowned for its ultrapure nickel-iron alloys, ductile firaxite compounds, and frangible floatstone. Countless proprietary forging and smelting methods have been developed there, and ongoing research into primary geology and material sciences are made possible because of the facility. There is even a burgeoning field of analytical geosciences that uses the mining outputs of the Anvil as its major dataset.
 
And all of this works ceaselessly, without a great deal of human intervention. A small group of human controllers work and live in shifts, kilometers below the surface. From a suite of control rooms they are responsible for observing the Anvil's operation and monitoring the reports from machines working even deeper below them. These engineers have developed a robust mythology for the Tectonic Anvil, evoking such Old Earth spirits as dwarves, norn, muspellsmegir, and trow, which they facetiously claim are the actual, unseen workers of the Anvil.]=];
Quote=[=["I am told that the planet's core is hot, dense, and explosive, and I am reminded of our Parliament."
- Élodie, Remarques]=];
ArtDefineTag="TECTONIC_ANVIL";
BuildingClass="BUILDINGCLASS_TECTONIC_ANVIL";
ConquestProbability=100;
Cost=1800;
DisplayPosition=4;
HurryCostModifier=-1;
IconAtlas="BW_ATLAS_2";
MutuallyExclusiveGroup=-1;
NearbyTerrainRequired="TERRAIN_CANYON";
PortraitIndex=24;
PrereqTech="TECH_METAMATERIALS";
WonderSplashAnchor="R,T";
WonderSplashAudio="AS2D_WONDER_SPEECH_TECTONIC_ANVIL";
WonderSplashImage="Wonder_Tectonic.dds";};
 
BUILDING_CRAWLER={
Type="BUILDING_CRAWLER";
Description=[=[Crawler]=];
Civilopedia=[=[The rich mineral wealth of the new planets allowed engineers to attempt construction of a scale that would have been unthinkable pre-Earth, and it is this titanic scale of construction that best defines the optimism of that age. But even in an age of renewed interest in heroic infrastructure, few engineering works command the awe and respect that the Crawler evoke.
 
The Crawler was a tool for building, yes, but its brilliance was that it was a tool that could re-make itself for any given engineering task at hand. The Chassis-Platform that formed the heart of the Crawler housed super-efficient metallurgical furnaces, heavy robotic machining shops, triaxial precision tooling works, and the crew quarters. The superstructure was festooned with gantries, platforms, booms, cranes, excavators, and drilling rigs, most of which were built within the Crawler itself. Watching a timelapse holo of the Crawler in action evokes the feeling of seeing a great beast grazing on the planet itself, growing and retracting massive spines and plates of steel from its duralumin carapace.
 
The projects undertaken by the Crawler and its list of records are most impressive. The Crawler laid the foundation for the Xenomalleum, bored the deepest and most efficient geothermal wells (many of which are still in operation today), and laid the Camino Paracoastal by itself in under a year. It marched to the front lines during the Toshe Station War to turn out cavalry units which were sent to a combat front less than six clicks away. Crews reported that they could still feel the forge heat in the metal as they drove into combat.
 
We know much of the history of the Crawler because its datalogs were preserved with incredible care by the engineers who worked on it through its history. Consequently, Crawler-dating has become a method whereby simply seeing the Crawler in a given configuration in the background of a still or video file is enough to corroborate the date of the events depicted.
 
The Crawler's last act was to disassemble itself for recycling. The Gupta-Harrison Medal of the Guild of Engineers for exceptional contribution to humanity is struck from sections of a tungsten carbide strut that formed part of the Chassis-Platform, as a reminder to the Engineer of the great accomplishments of his craft.]=];
Help=[=[+25% {{ProductionIconBE}} {{LinkBE|Production}} for {{LinkBE|Buildings}} and {{LinkBE|Wonders}}.]=];
Quote=[=["John Henry smiled at the Crawler and he said: 'Sure, you can move a lot of dirt, but let's see who gets to the Mohorovicic discontinuity first.' And he picked up his shovel and waited for the starting gun."
- The Uncle Nevercloned Stories]=];
ArtDefineTag="CRAWLER";
BuildingClass="BUILDINGCLASS_CRAWLER";
BuildingProductionModifier=25;
ConquestProbability=100;
Cost=1250;
DisplayPosition=4;
HurryCostModifier=-1;
IconAtlas="BW_ATLAS_2";
MutuallyExclusiveGroup=-1;
PortraitIndex=25;
PrereqTech="TECH_MECHATRONICS";
WonderProductionModifier=25;
WonderSplashAnchor="R,T";
WonderSplashAudio="AS2D_WONDER_SPEECH_CRAWLER";
WonderSplashImage="Wonder_Crawler.dds";};
 
BUILDING_DAEDALUS_LADDER={
Type="BUILDING_DAEDALUS_LADDER";
Description=[=[Daedalus Ladder]=];
Civilopedia=[=[We who stand atop the Daedalus Ladder, we owe it to those who came before us to tread the path from Old Earth to this new planet. We who seldom suffer, who see much, who understand much, who have wrought so much by our own hands and the works of all these worlds, we must bear witness to the primitive humanity that bore us until we could extend ourselves and become that which the universe meant us to be.
 
What was humanity, that we should care for it? Little more than an elevated ape, much less than a descended angel. Social, and yet isolated, mistrustful and fearful. Limited by a single lifespan, subject to the degradation of the flesh and the failure of the mind, ending in death. But this poor material was enough to create the Daedalus Ladder, whose rungs we all know in the very fabric of our being:
 
Cyberization: Augmenting the failing body with machines, maintaining life.
Reontogenesis: Repairing the genotype and eliminating the failures of heritage.
Eidetic Encoding: Creating self-replicating codes that observe and preserve the Ladder within the substance of self.
Cliosis: Perfecting the self-memory.
Xenography: Incorporating elements of the psycho-physio-biochemistry of the new world to the self.
Mnemosymonization: Embedding the species-memory and optimizing cognitive operation.
Reprogenesis: Transferring the Ladder to our unborn offspring.
Archezation: Extending the lifespan arbitrarily, creating the choice of when to experience death.
Ataxification: A shutting-down of the old self, allowing the Laddered creature to become the new self.
 
Observe now the facility where the Ladder was first implemented, preserved as we have left it, now that we need no machine to bring Humanity along the Ladder. Is it not strange, that a single species could uplift itself so profoundly? We can, if we wish, experience the limitations of old humanity - and we know it to be a confining, haunted existence. But we pay it homage, for without our ancestors, we would not hold this galaxy as our birthright.]=];
Quote=[=["Beyond this flesh,
Beyond this dream,
I have danced among the stars.
My children dance on endless worlds."
- Kavitha Thakur, Glorious Key of the Exodite Sutra]=];
ArtDefineTag="NO VISUAL";
BuildingClass="BUILDINGCLASS_DAEDALUS_LADDER";
ConquestProbability=100;
Cost=1700;
DisplayPosition=4;
HurryCostModifier=-1;
IconAtlas="BW_ATLAS_2";
MutuallyExclusiveGroup=-1;
PortraitIndex=26;
PrereqTech="TECH_AUGMENTATION";
WonderSplashAnchor="R,T";
WonderSplashAudio="AS2D_WONDER_SPEECH_DAEDALUS_LADDER";
WonderSplashImage="Wonder_DaedLadder.dds";};
 
BUILDING_RESURRECTION_DEVICE={
Type="BUILDING_RESURRECTION_DEVICE";
Description=[=[Resurrection Device]=];
Civilopedia=[=[Civilizations often suffer violent social disturbances during transitional phases, and one of the most common precipitating events is the death of a factional leader. To what extent could social order be preserved if faction leader deaths were less common? Or more largely, would a longer lifespan make a better person?
 
Even pre-Mistake cultures of Earth examined the science of dying and identified genetic damage during DNA replication as the primary cause of senescence. Various hypothetical treatments were proposed - "snapshotting" the DNA of a person at a key age, and then maintaining the individual genotype through a complex biochemical regimen over a long period of time. But theoretical knowledge is not the same as ability, particularly with the resource constraints that were precipitated by the Mistake and the strict rationing of the Seeding. There were also complex ethical taboos that had to be negotiated. Extended lifespans are energy-expensive propositions, and thus cannot be extended universally. Choosing whose life to extend produces a series of ethical conundrums that are not readily solvable, even with the advent of Ethical Calculus and Polyrationality.
 
In short, it was not a lack of knowledge that prevented the construction of the Resurrection Device - there was a lack of will to begin the work. Certainly the biological knowledge of n-generational colonists was far beyond what was known on Old Earth, and the resources of the New World at their disposal made the engineering more practical, but there was still some last vestige of restraint that forbore beginning work on a system for making people live forever.
 
The project itself was highly classified. Social analysis indicated that widespread knowledge of and belief in a Resurrection Device would utterly destabilize society. Work began in compartmentalized research programs, with only a few key people aware of what the overall goal was. When sufficient advances were made, one final facility was created, codenamed "Heavenly City."
 
This facility operates the Resurrection Protocol under a veil of automation and a deeper mask of secrecy. Few know of the Resurrection Device until they are chosen to undertake it, selected for their apex contributions to culture, science, governance, or religion. Candidates are whisked away to Resurrection City, where the Protocol is applied. Over the course of weeks their body's DNA is repaired, swarms of the most advanced nanites scour the body for developmental defects (which are corrected), and the candidate's brainform is fully holographed for future storage. Only then does the candidate emerge, and then the culture can observe that the candidate reverses in age - becoming younger.
 
There are many popular theories that explain the Resurrection Device, some of them truly grassroots (such as "Miasma shock") and some carefully crafted by counter-intelligence agencies (of these, "Gort's syndrome" is the most popular). The theories usually attribute the rejuvenation to some mysterious power of the alien world, which is true in part, but only inasmuch as humanity needed a new world to liberate itself from the cult of natural death.]=];
Help=[=[Benefits from positive {{HealthIconBE}} {{LinkBE|Health}} Levels increased by 50%.]=];
Quote=[=["I went to depart this world.
I stood at the threshold
I heard,
'Do not leave, we need you!'
I returned, by compassion moved."
- Kavitha Thakur, Bhagavad 4]=];
ArtDefineTag="RESURRECTION_DEVICE";
BuildingClass="BUILDINGCLASS_RESURRECTION_DEVICE";
ConquestProbability=100;
Cost=1350;
DisplayPosition=4;
FreePlayerPerk="PLAYERPERK_WONDER_RESURRECTION_DEVICE";
HurryCostModifier=-1;
IconAtlas="BW_ATLAS_2";
MutuallyExclusiveGroup=-1;
PortraitIndex=27;
PrereqTech="TECH_ARTIFICIAL_EVOLUTION";
WonderSplashAnchor="R,T";
WonderSplashAudio="AS2D_WONDER_SPEECH_RESURRECTION_DEVICE";
WonderSplashImage="Wonder_Resurrection.dds";};
 
}
return data

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