Civilization Wiki
Advertisement

Documentation for this module may be created at Module:Data/CivBE/Base/Improvements/doc

--[Field]                              [Type]
--Type                                 String
--Description                          String
--Civilopedia                          String
--Help                                 String
--AlienNest                           Boolean
--AllowsWalkWater                     Boolean
--ArtDefineTag                         String
--BuildableOnAnyResource              Boolean
--CannotPillage                       Boolean
--CityHP                                Int64
--CivilizationType                     String
--Coastal                             Boolean
--CoastalLandUpgradeMod                 Int64
--CultureAdjacentSameType               Int64
--DefenseModifier                       Int64
--DestroyedWhenPillaged               Boolean
--DisplacePillager                    Boolean
--FreshWaterMakesValid                Boolean
--FreshWaterUpgradeMod                  Int64
--EnergyMaintenance                     Int64
--Goody                               Boolean
--GoodyRange                            Int64
--GraphicalOnly                       Boolean
--Health                                Int64
--HillsMakesValid                     Boolean
--HillsUpgradeMod                       Int64
--IconAtlas                            String
--IgnoreOwnership                     Boolean
--Impassable                          Boolean
--ImprovementPillage                   String
--ImprovementUpgrade                   String
--InAdjacentFriendly                  Boolean
--MinRangeToCity                        Int64
--NearbyEnemyDamage                     Int64
--NearbyFriendlyHeal                    Int64
--NoFreshWater                        Boolean
--NoMiasma                            Boolean
--NoTwoAdjacent                       Boolean
--OrbitalCoverageForCity                Int64
--OutsideBorders                      Boolean
--OverrideYield                       Boolean
--Permanent                           Boolean
--PillageEnergy                         Int64
--PortraitIndex                         Int64
--PromptWhenComplete                  Boolean
--RemovesAnyResource                  Boolean
--RemovesArtifactResource             Boolean
--RequiresFeature                     Boolean
--RequiresFlatlands                   Boolean
--RequiresFlatlandsOrFreshWater       Boolean
--RequiresImprovement                 Boolean
--RequiresXAdjacentLand                 Int64
--ResourceExtractionMod                 Int64
--RiverSideMakesValid                 Boolean
--RiverSideUpgradeMod                   Int64
--TilesPerGoody                         Int64
--Unhealth                              Int64
--UpgradeTime                           Int64
--Water                               Boolean
--WorldSoundscapeAudioScript           String
--Selectable                          Boolean
--FlagIconAtlas                        String
--FlagIconIndex                         Int64

local data ={

IMPROVEMENT_FARM={
Type="IMPROVEMENT_FARM";
Description=[=[Farm]=];
Civilopedia=[=[Faced with the uncertainty of an alien landscape, Farming has become humanity’s surest chance of survival, as it allows for the production of resources known to be safe and edible. Farms can be constructed on Plains, Deserts, and Grassland, improving the city’s food output.]=];
ArtDefineTag="ART_DEF_IMPROVEMENT_FARM";
FreshWaterMakesValid=true;
IconAtlas="UNIT_ACTION_ATLAS";
PillageEnergy=20;
PortraitIndex=21;
RemovesArtifactResource=true;
RequiresFlatlandsOrFreshWater=true;
RequiresXAdjacentLand=-1;
FlagIconIndex=-1;};

IMPROVEMENT_MINE={
Type="IMPROVEMENT_MINE";
Description=[=[Mine]=];
Civilopedia=[=[The importance of Mining transcends terrestrial boundaries. On an untouched alien world, the need for resources and production is tantamount, as they provide the units, buildings, and wonders necessary to survive. Mines can be built on basic Hills to increase productivity. They also provide access to important resources, such as Copper, Silica, and the rare Firaxite.]=];
ArtDefineTag="ART_DEF_IMPROVEMENT_MINE";
HillsMakesValid=true;
IconAtlas="UNIT_ACTION_ATLAS";
PillageEnergy=20;
PortraitIndex=22;
RemovesArtifactResource=true;
RequiresXAdjacentLand=-1;
FlagIconIndex=-1;};

IMPROVEMENT_GENERATOR={
Type="IMPROVEMENT_GENERATOR";
Description=[=[Generator]=];
Civilopedia=[=[Generators are low-tech devices which convert mechanical energy into electrical energy. On the new world, a colony’s survival rests on its ability to create. As such, Energy has replaced other currencies as the standard by which wealth is measured. The generator’s low-tech requirements make it particularly useful for new colonies in need of an easy, reliable energy source.]=];
ArtDefineTag="ART_DEF_IMPROVEMENT_GENERATOR";
IconAtlas="UNIT_ACTION_ATLAS";
PillageEnergy=20;
PortraitIndex=41;
RemovesArtifactResource=true;
RequiresXAdjacentLand=-1;
FlagIconIndex=-1;};

IMPROVEMENT_QUARRY={
Type="IMPROVEMENT_QUARRY";
Description=[=[Quarry]=];
Civilopedia=[=[Through the use of Quarries, a colony can sunder an alien world to produce valuable stones and minerals. An active Quarry not only boosts production, but can also provide access to Floatstone, an extremely valuable mineral whose molecular density allows it to counteract the laws of gravity.]=];
ArtDefineTag="ART_DEF_IMPROVEMENT_QUARRY";
IconAtlas="UNIT_ACTION_ATLAS";
PillageEnergy=20;
PortraitIndex=26;
RemovesArtifactResource=true;
RequiresXAdjacentLand=-1;
FlagIconIndex=-1;};

IMPROVEMENT_PLANTATION={
Type="IMPROVEMENT_PLANTATION";
Description=[=[Plantation]=];
Civilopedia=[=[On the new world, Plantations evolved from large, open estates to enclosed, bio-structures which utilize modular greenhouses to produce crops on a larger scale. This drastic change in form has allowed Plantations to shed their negative connections to old Earth slavery, leading to a resurgence in agricultural popularity.]=];
ArtDefineTag="ART_DEF_IMPROVEMENT_PLANTATION";
IconAtlas="UNIT_ACTION_ATLAS";
PillageEnergy=20;
PortraitIndex=20;
RemovesArtifactResource=true;
RequiresXAdjacentLand=-1;
FlagIconIndex=-1;};

IMPROVEMENT_PADDOCK={
Type="IMPROVEMENT_PADDOCK";
Description=[=[Paddock]=];
Civilopedia=[=[A Paddock is the ingenious merger of a Hunting Camp and Pasture. Adopted by the extraterrestrial colonies, Paddocks grew in popularity as the dangers of traditional hunting began to take their toll on the human population. In essence, the Paddock is a structure which functions as a passive hunting tool by utilizing the natural environment to lure and trap indigenous wildlife, making it possible for colonies to acquire the Chitin and Resilin resources.]=];
ArtDefineTag="ART_DEF_IMPROVEMENT_CAMP";
IconAtlas="UNIT_ACTION_ATLAS";
PillageEnergy=20;
PortraitIndex=27;
RemovesArtifactResource=true;
RequiresXAdjacentLand=-1;
FlagIconIndex=-1;};

IMPROVEMENT_FIRAXITE_MINE={
Type="IMPROVEMENT_FIRAXITE_MINE";
Description=[=[Firaxite Mine]=];
Civilopedia=[=[The importance of Mining transcends terrestrial boundaries. On an untouched alien world, the need for resources and production is tantamount, as they provide the units, buildings, and wonders necessary to survive. Mines can be built on basic Hills to increase productivity. They also provide access to important resources, such as Copper, Silica, and the rare Firaxite.]=];
Help=[=[{{ColorImprovementBE|{{LinkBE|Tile}} {{LinkBE|Improvement}}}} buildable by {{ColorUnitBE|{{LinkBE|Worker}}}} {{LinkBE|units}} on {{ColorResourceBE|{{FiraxiteIconBE}} {{LinkBE|Firaxite}}}} {{LinkBE|resources}}.

Adds the {{ColorResourceBE|{{FiraxiteIconBE}}Firaxite}} quantity to your global total.]=];
ArtDefineTag="ART_DEF_IMPROVEMENT_MINE";
EnergyMaintenance=2;
IconAtlas="UNIT_ACTION_ATLAS";
PillageEnergy=20;
PortraitIndex=30;
RemovesArtifactResource=true;
RequiresXAdjacentLand=-1;
FlagIconIndex=-1;};

IMPROVEMENT_FLOAT_STONE_QUARRY={
Type="IMPROVEMENT_FLOAT_STONE_QUARRY";
Description=[=[Floatstone Quarry]=];
Civilopedia=[=[Through the use of Quarries, a colony can sunder an alien world to produce valuable stones and minerals. An active Quarry not only boosts production, but can also provide access to Floatstone, an extremely valuable mineral whose molecular density allows it to counteract the laws of gravity.]=];
Help=[=[{{ColorImprovementBE|{{LinkBE|Tile}} {{LinkBE|Improvement}}}} buildable by {{ColorUnitBE|{{LinkBE|Worker}}}} {{LinkBE|units}} on {{ColorResourceBE|{{FloatStoneIconBE}} {{LinkBE|Floatstone}}}} {{LinkBE|resources}}.

Adds the {{ColorResourceBE|{{FloatStoneIconBE}}Floatstone}} quantity to your global total.]=];
ArtDefineTag="ART_DEF_IMPROVEMENT_QUARRY";
IconAtlas="UNIT_ACTION_ATLAS";
PillageEnergy=20;
PortraitIndex=29;
RemovesArtifactResource=true;
RequiresXAdjacentLand=-1;
FlagIconIndex=-1;};

IMPROVEMENT_WORK_BARGE={
Type="IMPROVEMENT_WORK_BARGE";
Description=[=[Work Barge]=];
Civilopedia=[=[The Work Barge is the common improvement for coastal resources (coral and algae). These floating work platforms are built in coastal cities and towed into place to harvest valuable resources for your use.]=];
Help=[=[{{ColorImprovementBE|{{LinkBE|Tile}} {{LinkBE|Improvement}}}} buildable by {{ColorUnitBE|{{LinkBE|Worker}}}} {{LinkBE|units}} on {{ColorResourceBE|{{CoralIconBE}} {{LinkBE|Coral}}}} and {{ColorResourceBE|{{AlgaeIconBE}} {{LinkBE|Algae}}}} {{LinkBE|resources}}. Provides:
* 1 {{ScienceIconBE}} {{LinkBE|Science}}, 1 {{ProductionIconBE}} {{LinkBE|Production}} on {{CoralIconBE}} Coral
* 1 {{FoodIconBE}} {{LinkBE|Food}} on {{AlgaeIconBE}} Algae]=];
ArtDefineTag="ART_DEF_IMPROVEMENT_WORK_BARGE";
IconAtlas="UNIT_ACTION_ATLAS";
PillageEnergy=20;
PortraitIndex=34;
RemovesArtifactResource=true;
RequiresXAdjacentLand=-1;
Water=true;
FlagIconIndex=-1;};

IMPROVEMENT_PETROL_WELL={
Type="IMPROVEMENT_PETROL_WELL";
Description=[=[Petroleum Well]=];
Civilopedia=[=[Through the use of Wells, colonies can harness the naturally produced Energy of their new world. While Petroleum still exists, it is the new resources which ensure dry-land drilling remains an important part of human industry. When built on dry-land, Wells can provide access to much needed Geothermal and Xenomass resources.]=];
Help=[=[{{ColorImprovementBE|{{LinkBE|Tile}} {{LinkBE|Improvement}}}} buildable by {{ColorUnitBE|{{LinkBE|Worker}}}} {{LinkBE|units}} on {{ColorResourceBE|{{PetroleumIconBE}} {{LinkBE|Petroleum}}}} {{LinkBE|resources}}.

Adds the {{ColorResourceBE|{{PetroleumIconBE}}Petroleum}} quantity to your global total.]=];
ArtDefineTag="ART_DEF_IMPROVEMENT_WELL";
IconAtlas="UNIT_ACTION_ATLAS";
PillageEnergy=20;
PortraitIndex=33;
RemovesArtifactResource=true;
RequiresXAdjacentLand=-1;
Unhealth=1;
Water=true;
FlagIconIndex=-1;};

IMPROVEMENT_GEOTHERMAL_WELL={
Type="IMPROVEMENT_GEOTHERMAL_WELL";
Description=[=[Geothermal Well]=];
Civilopedia=[=[Through the use of Wells, colonies can harness the naturally produced Energy of their new world. While Petroleum still exists, it is the new resources which ensure dry-land drilling remains an important part of human industry. When built on dry-land, Wells can provide access to much needed Geothermal and Xenomass resources.]=];
Help=[=[{{ColorImprovementBE|{{LinkBE|Tile}} {{LinkBE|Improvement}}}} buildable by {{ColorUnitBE|{{LinkBE|Worker}}}} {{LinkBE|units}} on {{ColorResourceBE|{{GeothermalIconBE}} {{LinkBE|Geothermal}}}} {{LinkBE|resources}}.

Adds the {{ColorResourceBE|{{GeothermalIconBE}}Geothermal}} quantity to your global total.]=];
ArtDefineTag="ART_DEF_IMPROVEMENT_WELL";
IconAtlas="UNIT_ACTION_ATLAS";
PillageEnergy=20;
PortraitIndex=28;
RemovesArtifactResource=true;
RequiresXAdjacentLand=-1;
FlagIconIndex=-1;};

IMPROVEMENT_XENOMASS_WELL={
Type="IMPROVEMENT_XENOMASS_WELL";
Description=[=[Xenomass Well]=];
Civilopedia=[=[Through the use of Wells, colonies can harness the naturally produced Energy of their new world. While Petroleum still exists, it is the new resources which ensure dry-land drilling remains an important part of human industry. When built on dry-land, Wells can provide access to much needed Geothermal and Xenomass resources.]=];
Help=[=[{{ColorImprovementBE|{{LinkBE|Tile}} {{LinkBE|Improvement}}}} buildable by {{ColorUnitBE|{{LinkBE|Worker}}}} {{LinkBE|units}} on {{ColorResourceBE|{{XenomassIconBE}} {{LinkBE|Xenomass}}}} {{LinkBE|resources}}.

Adds the {{ColorResourceBE|{{XenomassIconBE}}Xenomass}} quantity to your global total.]=];
ArtDefineTag="ART_DEF_IMPROVEMENT_WELL";
EnergyMaintenance=2;
IconAtlas="UNIT_ACTION_ATLAS";
PillageEnergy=20;
PortraitIndex=32;
RemovesArtifactResource=true;
RequiresXAdjacentLand=-1;
FlagIconIndex=-1;};

IMPROVEMENT_ACADEMY={
Type="IMPROVEMENT_ACADEMY";
Description=[=[Academy]=];
Civilopedia=[=[As a colony’s survival is directly tied to the knowledge of its people, formalized education has become a vital part of interstellar life. The Academies are tasked with ensuring that all citizens possess a base knowledge, known as the Core-Text, from which they may pursue any path deemed beneficial to the colony. While the Academies are structured on a colony’s institutionalized dogma, they still manage to deliver an education which surpasses any available on old Earth.]=];
Help=[=[{{ColorImprovementBE|{{LinkBE|Tile}} {{LinkBE|Improvement}}}} buildable by {{ColorUnitBE|{{LinkBE|Worker}}}} {{LinkBE|units}} on any {{LinkBE|terrain}}.]=];
ArtDefineTag="ART_DEF_IMPROVEMENT_ACADEMY";
EnergyMaintenance=2;
IconAtlas="UNIT_ACTION_ATLAS";
PillageEnergy=60;
PortraitIndex=23;
RemovesArtifactResource=true;
RequiresXAdjacentLand=-1;
FlagIconIndex=-1;};

IMPROVEMENT_MANUFACTORY={
Type="IMPROVEMENT_MANUFACTORY";
Description=[=[Manufactory]=];
Civilopedia=[=[Though humanity was forced to start over on an alien world, it did not dull their affinity for industry. As such, Manufactories have become the standard industrial complex of the extraterrestrial colonies. These massive structures are designed to facilitate a number of industrial functions, such as smelting, refinement, and assemblage. By consolidating their industrial activity within a Manufactory, colonies are able to make better use of their terrain and avoid the civil bloat which plagued the cities of old Earth.]=];
Help=[=[{{ColorImprovementBE|{{LinkBE|Tile}} {{LinkBE|Improvement}}}} buildable by {{ColorUnitBE|{{LinkBE|Worker}}}} {{LinkBE|units}} on any {{LinkBE|terrain}}.]=];
ArtDefineTag="ART_DEF_IMPROVEMENT_MANUFACTORY";
EnergyMaintenance=2;
IconAtlas="UNIT_ACTION_ATLAS";
PillageEnergy=60;
PortraitIndex=36;
RemovesArtifactResource=true;
RequiresXAdjacentLand=-1;
Unhealth=2;
FlagIconIndex=-1;};

IMPROVEMENT_ARRAY={
Type="IMPROVEMENT_ARRAY";
Description=[=[Array]=];
Civilopedia=[=[The Array is a late-game improvement which can strengthen a colony’s orbital presence. Similar to the satellite dishes of old Earth, an Array can broadcast a wide range of signals, and even converted Energy, into the atmosphere, where they are received by a colony’s satellites. When built on flatland, without the interference of a forest, an Array can be used to extend orbital coverage and improve orbital units.]=];
Help=[=[{{ColorImprovementBE|{{LinkBE|Tile}} {{LinkBE|Improvement}}}} buildable by {{ColorUnitBE|{{LinkBE|Worker}}}} {{LinkBE|units}} on any {{LinkBE|terrain}}. Provides:
* +1 City {{LinkBE|Orbital}} Coverage]=];
ArtDefineTag="ART_DEF_IMPROVEMENT_ARRAY";
IconAtlas="UNIT_ACTION_ATLAS";
OrbitalCoverageForCity=1;
PillageEnergy=40;
PortraitIndex=37;
RemovesArtifactResource=true;
RequiresFlatlands=true;
RequiresXAdjacentLand=-1;
FlagIconIndex=-1;};

IMPROVEMENT_NODE={
Type="IMPROVEMENT_NODE";
Description=[=[Node]=];
Civilopedia=[=[Nodes are a late-game improvement used to strengthen the AI and computational power favored by the ideal of Supremacy. On the surface, Nodes appear to be technologically descended from computer servers, ignoring the fact that Nodes are larger than most buildings. Where Nodes differ from servers, however, is their functional capability. A Node’s massive size accounts for its computational strength, allowing it to run a galaxy’s worth of simultaneous AI functions used to simulate scientific experimentation, military encounters, and even alternate realities.]=];
Help=[=[{{ColorImprovementBE|{{LinkBE|Tile}} {{LinkBE|Improvement}}}} buildable by {{ColorUnitBE|{{LinkBE|Worker}}}} {{LinkBE|units}} on any {{LinkBE|terrain}}. Provides:
* +20 HP heal for adjacent units every turn]=];
ArtDefineTag="ART_DEF_IMPROVEMENT_NODE";
IconAtlas="UNIT_ACTION_ATLAS";
NearbyFriendlyHeal=20;
PillageEnergy=40;
PortraitIndex=39;
RemovesArtifactResource=true;
RequiresXAdjacentLand=-1;
FlagIconIndex=-1;};

IMPROVEMENT_DOME={
Type="IMPROVEMENT_DOME";
Description=[=[Dome]=];
Civilopedia=[=[Domes are advanced, late-game improvements designed specifically toward the propagation of human life and a favorable environment. Like the Biospheres of old Earth, Domes are controlled ecosystems which allow Purity ideologists to recreate old Earth environments. Their massive size has the added bonus of extending a city’s defense.]=];
Help=[=[{{ColorImprovementBE|{{LinkBE|Tile}} {{LinkBE|Improvement}}}} buildable by {{ColorUnitBE|{{LinkBE|Worker}}}} {{LinkBE|units}} on any {{LinkBE|terrain}}. Provides:
* +10 {{LinkBE|City Hit Points}}]=];
ArtDefineTag="ART_DEF_IMPROVEMENT_DOME";
CityHP=10;
EnergyMaintenance=2;
IconAtlas="UNIT_ACTION_ATLAS";
PillageEnergy=40;
PortraitIndex=40;
RemovesArtifactResource=true;
RequiresXAdjacentLand=-1;
FlagIconIndex=-1;};

IMPROVEMENT_BIOWELL={
Type="IMPROVEMENT_BIOWELL";
Description=[=[Biowell]=];
Civilopedia=[=[Those who follow the ideal of Harmony will be drawn to the Biowell, a late-game improvement designed to bring humanity and nature closer together. A Biowell is a self-sustaining, bio-engineered structure which integrates the natural environment to create a sculpted, livable landscape. These “natural” structures allow colonists to live among nature without sacrificing the convenience of city life.]=];
Help=[=[{{ColorImprovementBE|{{LinkBE|Tile}} {{LinkBE|Improvement}}}} buildable by {{ColorUnitBE|{{LinkBE|Worker}}}} {{LinkBE|units}} on any {{LinkBE|terrain}}. Provides:
* +1 {{HealthIconBE}} {{LinkBE|Health}}]=];
ArtDefineTag="ART_DEF_IMPROVEMENT_BIOWELL";
EnergyMaintenance=2;
Health=1;
IconAtlas="UNIT_ACTION_ATLAS";
PillageEnergy=40;
PortraitIndex=42;
RemovesArtifactResource=true;
RequiresXAdjacentLand=-1;
FlagIconIndex=-1;};

IMPROVEMENT_TERRASCAPE={
Type="IMPROVEMENT_TERRASCAPE";
Description=[=[Terrascape]=];
Civilopedia=[=[The Terrascape is the ultimate symbol of humanity’s dominance over nature. A late-game improvement, the Terrascape is like the Garden of Eden – a perfect environment which improves a city's output of everything, except energy. This amazing feat is achieved through Terraforming and can be built on any resource or terrain. However, those who seek perfection must be willing to pay the price. Not only is the Terrascape expensive to build, it is equally costly to maintain.]=];
Help=[=[{{ColorImprovementBE|{{LinkBE|Tile}} {{LinkBE|Improvement}}}} buildable by {{ColorUnitBE|{{LinkBE|Worker}}}} {{LinkBE|units}} on any {{LinkBE|terrain}}. Provides:
* {{FoodIconBE}} {{LinkBE|Food}}: +2
* {{ProductionIconBE}} {{LinkBE|Production}}: +2
* {{CultureIconBE}} {{LinkBE|Culture}}: +2]=];
ArtDefineTag="ART_DEF_IMPROVEMENT_TERRASCAPE";
BuildableOnAnyResource=true;
EnergyMaintenance=6;
IconAtlas="UNIT_ACTION_ATLAS";
NoMiasma=true;
OverrideYield=true;
PillageEnergy=100;
PortraitIndex=48;
RemovesAnyResource=true;
RemovesArtifactResource=true;
RequiresXAdjacentLand=-1;
FlagIconIndex=-1;};

IMPROVEMENT_EXPEDITION={
Type="IMPROVEMENT_EXPEDITION";
Description=[=[Expedition Site]=];
Civilopedia=[=[Immediately after planetfall, intrepid explorers set out to map the immediate lands around the new colony. They soon found that the surface was littered with alien skeletons, abandoned settlements, crashed satellites and mysterious ruins. Pausing to take on the role of a scientific expedition excavating or searching these sites, they found many things of benefit to their colony.]=];
ArtDefineTag="ART_DEF_IMPROVEMENT_EXPEDITION";
IconAtlas="UNIT_ACTION_ATLAS";
IgnoreOwnership=true;
PillageEnergy=50;
PortraitIndex=18;
PromptWhenComplete=true;
RemovesAnyResource=true;
RemovesArtifactResource=true;
RequiresXAdjacentLand=-1;
FlagIconIndex=-1;};

IMPROVEMENT_GOODY_HUT={
Type="IMPROVEMENT_GOODY_HUT";
Description=[=[Resource Pods]=];
Civilopedia=[=[Our Sponsor had the foresight to send Resource Pods ahead of our Expedition to be waiting when we arrived. They are filled with valuable supplies - Energy, maps, machinery, and more. As these are highly sought-after, try to find them as quickly as possible!]=];
ArtDefineTag="ART_DEF_IMPROVEMENT_SUPPLY_POD";
CannotPillage=true;
Goody=true;
GoodyRange=3;
IconAtlas="UNIT_ACTION_ATLAS";
PortraitIndex=63;
RemovesArtifactResource=true;
RequiresXAdjacentLand=-1;
TilesPerGoody=40;
FlagIconIndex=-1;};

IMPROVEMENT_ALIEN_NEST={
Type="IMPROVEMENT_ALIEN_NEST";
Description=[=[Alien Nest]=];
Civilopedia=[=[Alien Nests are spawning dens for all manner of alien creatures. They are usually to be found on deposits of Xenomass -- a rich resource necessary to their larval development. Nests near to your cities can be destroyed, or an Ultrasonic Fence can be constructed to keep stray Aliens away. Nests nearer to competing civilizations may be left to harass your foes, if you're that kind of sneaky leader...]=];
AlienNest=true;
ArtDefineTag="ART_DEF_IMPROVEMENT_ALIEN_NEST_LARGE";
CannotPillage=true;
IconAtlas="RESOURCE_ATLAS2";
Permanent=true;
RemovesArtifactResource=true;
RequiresXAdjacentLand=-1;
FlagIconIndex=-1;};

IMPROVEMENT_OUTPOST={
Type="IMPROVEMENT_OUTPOST";
Description=[=[Outpost]=];
Civilopedia=[=[An Outpost is, in a word, a proto-city: a small installation that is placed on the map and acquires territory like a city, but which does not yet have the advantages of a city. Outposts cannot produce Buildings, military Units, or Wonders, and cannot bombard enemy units. Outposts get exclusive rights to improve tiles within their territory, and to the yields those tiles produce, but Outpost territory does not restrict the movement of enemy military units.

Outposts have no ranged strike capabilities and a weak Combat Strength, and are destroyed rather than captured when they are overrun. Units may be garrisoned in them, and will conduct melee or ranged combat as usual.

The sole exception to the Outpost-phase of city creation is the player’s capital – the first city you build at the beginning of the game. The capital city is founded already complete; all subsequent “founding” actions produce Outposts.]=];
ArtDefineTag="ART_DEF_IMPROVEMENT_OUTPOST";
BuildableOnAnyResource=true;
CannotPillage=true;
DefenseModifier=20;
DestroyedWhenPillaged=true;
IconAtlas="UNIT_ACTION_ATLAS";
OutsideBorders=true;
Permanent=true;
PortraitIndex=49;
RemovesArtifactResource=true;
RequiresXAdjacentLand=-1;
FlagIconIndex=-1;};

IMPROVEMENT_STATION={
Type="IMPROVEMENT_STATION";
Description=[=[Station]=];
Civilopedia=[=[Although only the largest organizations, nations, and corporations could afford the resources, personnel and expertise to outfit a full colony mission during the Seeding, many lesser entities managed to launch small endeavors to establish stations devoted to specific tasks.

Having made planetfall, these groups would pursue their goals with near fanaticism, often existing at the tolerance of the major colonies growing around them. The stations managed to survive for decades through trading with the colonists, offering expertise or materials that the colony desired or needed.

Frequently competition for the station’s trade between competing colonies could be fierce, even violent. When colonial expansion or lack of trading opportunities brought hardship to the station masters, they were not averse to moving on. Indeed, initial landings on many unexplored planets during the Seeding were first made by the adventurous and rambunctious station masters seeking wealth, knowledge or simply fame.]=];
ArtDefineTag="ART_DEF_IMPROVEMENT_STATION";
BuildableOnAnyResource=true;
CannotPillage=true;
DefenseModifier=50;
DestroyedWhenPillaged=true;
IconAtlas="CIV_ALPHA_ATLAS";
IgnoreOwnership=true;
OutsideBorders=true;
Permanent=true;
PortraitIndex=10;
RemovesAnyResource=true;
RemovesArtifactResource=true;
RequiresXAdjacentLand=-1;
FlagIconIndex=-1;};

IMPROVEMENT_STATION_RUIN={
Type="IMPROVEMENT_STATION_RUIN";
Description=[=[Station Ruins]=];
Civilopedia=[=[Although only the largest organizations, nations, and corporations could afford the resources, personnel and expertise to outfit a full colony mission during the Seeding, many lesser entities managed to launch small endeavors to establish stations devoted to specific tasks.

Having made planetfall, these groups would pursue their goals with near fanaticism, often existing at the tolerance of the major colonies growing around them. The stations managed to survive for decades through trading with the colonists, offering expertise or materials that the colony desired or needed.

Frequently competition for the station’s trade between competing colonies could be fierce, even violent. When colonial expansion or lack of trading opportunities brought hardship to the station masters, they were not averse to moving on. Indeed, initial landings on many unexplored planets during the Seeding were first made by the adventurous and rambunctious station masters seeking wealth, knowledge or simply fame.]=];
ArtDefineTag="ART_DEF_IMPROVEMENT_STATION_RUIN";
BuildableOnAnyResource=true;
CannotPillage=true;
DefenseModifier=50;
DestroyedWhenPillaged=true;
GraphicalOnly=true;
IconAtlas="CIV_ALPHA_ATLAS";
IgnoreOwnership=true;
OutsideBorders=true;
Permanent=true;
PortraitIndex=10;
RemovesAnyResource=true;
RemovesArtifactResource=true;
RequiresXAdjacentLand=-1;
FlagIconIndex=-1;};

IMPROVEMENT_EARTHLING_SETTLEMENT={
Type="IMPROVEMENT_EARTHLING_SETTLEMENT";
Description=[=[Earthling Settlement]=];
Civilopedia=[=[Earthling settlements are special improvements that house refugee population from Earth. They are used to complete the Promised Land victory.]=];
ArtDefineTag="ART_DEF_EARTHLING_SETTLEMENT";
BuildableOnAnyResource=true;
DefenseModifier=50;
DestroyedWhenPillaged=true;
IconAtlas="UNIT_ACTION_ATLAS";
IgnoreOwnership=true;
MinRangeToCity=3;
OutsideBorders=true;
Permanent=true;
PortraitIndex=49;
RemovesAnyResource=true;
RemovesArtifactResource=true;
RequiresXAdjacentLand=-1;
FlagIconIndex=-1;};

IMPROVEMENT_CITY_RUINS={
Type="IMPROVEMENT_CITY_RUINS";
Description=[=[City Ruins]=];
Civilopedia=[=[City Ruins are the remnants of cities destroyed in the game. They are of no particular value in themselves, but they often sit atop valuable locations. A worker may clean up a City Ruin or simply replace it with another improvement.]=];
ArtDefineTag="ART_DEF_IMPROVEMENT_CITY_RUINS";
CannotPillage=true;
GraphicalOnly=true;
IconAtlas="RESOURCE_ATLAS";
PortraitIndex=21;
RemovesArtifactResource=true;
RequiresXAdjacentLand=-1;
FlagIconIndex=-1;};

IMPROVEMENT_WRITTEN_IN_STONE_QUEST_TOMB={
Type="IMPROVEMENT_WRITTEN_IN_STONE_QUEST_TOMB";
Description=[=[Ancient Tomb]=];
Civilopedia=[=[An ancient tomb unearthed during a storm in the "Written In Stone" quest line.]=];
ArtDefineTag="ART_DEF_PROGENITOR_RUINS";
CannotPillage=true;
IconAtlas="UNIT_ACTION_ATLAS";
Permanent=true;
PortraitIndex=55;
RemovesAnyResource=true;
RemovesArtifactResource=true;
RequiresXAdjacentLand=-1;
FlagIconIndex=-1;};

IMPROVEMENT_CULTURAL_BURDEN_QUEST_CRASH_SITE={
Type="IMPROVEMENT_CULTURAL_BURDEN_QUEST_CRASH_SITE";
Description=[=[Crash Site]=];
Civilopedia=[=[A crash site emitting a strange signal in the "Cultural Burden" quest line.]=];
ArtDefineTag="ART_DEF_CRASHED_SATELLITE";
CannotPillage=true;
IconAtlas="RESOURCE_ATLAS";
Permanent=true;
PortraitIndex=15;
RemovesAnyResource=true;
RemovesArtifactResource=true;
RequiresXAdjacentLand=-1;
FlagIconIndex=-1;};

IMPROVEMENT_AN_ELEMENTAL_FATE_CAVE={
Type="IMPROVEMENT_AN_ELEMENTAL_FATE_CAVE";
Description=[=[Cave]=];
Civilopedia=[=[A massive cave system in the "An Elemental Fate" quest line.]=];
ArtDefineTag="ART_DEF_PROGENITOR_RUINS";
CannotPillage=true;
IconAtlas="UNIT_ACTION_ATLAS";
Permanent=true;
PortraitIndex=55;
RemovesAnyResource=true;
RemovesArtifactResource=true;
RequiresXAdjacentLand=-1;
FlagIconIndex=-1;};

IMPROVEMENT_BEACON={
Type="IMPROVEMENT_BEACON";
Description=[=[Beacon]=];
Civilopedia=[=[Humanity's sociability made the void of the stars all the more awful. Despite searching from the earliest beginnings, despite a deep desire to connect with another intelligence, humanity found no equal. In the absence of actual peers humanity created a panoply of imaginary entities - reflections of their hopes and dreams. Humanity dreamed of beings from uplifting angels to the stuff of nightmares, but worse than any nightmarish alien was the prospect of being unique in the universe, of having no other intelligence with which to share the joys and the frustration of life. It was this existential loneliness that characterized the human approach to other intelligent life. Humanity could create artificial intelligence, but it was life of a different form, and not sensitive to our vagaries.

With the prospect of having found another living intelligence, humanity was torn. No longer alone, humanity was forced to confront the new Other. For many, the old predatory/prey and tribal instincts were too strong. Better to remain undetected, lest the new creatures prove to be a threat. But for a few, it represented the perfect opportunity for humanity to rouse itself and introduce itself to something else. For these few, the prospect of other souls with which to share the journey of life more than made up for the risk of annihilation; what was loneliness next to the awareness that annihilation of our species meant nothing to the uncaring stars?

The beacon itself neither taxed engineering sciences nor the technologies of the day. It had one purpose, to transmit a message that stated succinctly what species we were, and that we were open to further communication. Idealism dictated that many small steps must follow, but the initial contact must be unambiguous. To that end, only its size and the power requirements to create a signal of sufficient strength were the superlative parts of this Wonder. All else was merely another instantiation of human genius over the ages. Strife roiled around it, but the Beacon was calm and steady. Voices opposed its voice, but the Beacon drowned them out.

What must those poor, lonely souls have felt when the Beacon was first energized? Were those old instinctual fears born in the darkness of the Pleistocene still thundering in their heads? Did they feel some of the joy we have in this age, we who know our place among our fellow star-creatures? For we are no longer alone, we know the universe is full of life, and we go hand-in-hand together, which has made the journey all the easier.]=];
ArtDefineTag="ART_DEF_IMPROVEMENT_BEACON";
BuildableOnAnyResource=true;
CannotPillage=true;
IconAtlas="UNIT_ACTION_ATLAS";
Permanent=true;
PortraitIndex=54;
RemovesAnyResource=true;
RemovesArtifactResource=true;
RequiresXAdjacentLand=-1;
Selectable=true;
FlagIconAtlas="BW_ATLAS_2";
FlagIconIndex=30;};

IMPROVEMENT_BEACON_PARTIAL={
Type="IMPROVEMENT_BEACON_PARTIAL";
Description=[=[Beacon]=];
ArtDefineTag="ART_DEF_IMPROVEMENT_BEACON_PARTIAL";
BuildableOnAnyResource=true;
CannotPillage=true;
DestroyedWhenPillaged=true;
IconAtlas="UNIT_ACTION_ATLAS";
Permanent=true;
PortraitIndex=30;
RemovesAnyResource=true;
RemovesArtifactResource=true;
RequiresXAdjacentLand=-1;
Selectable=true;
FlagIconAtlas="BW_ATLAS_2";
FlagIconIndex=30;};

IMPROVEMENT_PURITY_GATE={
Type="IMPROVEMENT_PURITY_GATE";
Description=[=[Exodus Gate]=];
Civilopedia=[=[An imperfect analogy: An ocean liner breaks down in the middle of the ocean. Satnav no longer works, and the crew no longer knows how to use a sextant. There are enough powered boats to send a small portion of the crew and passengers over the horizon to look for help. The boats are prepared and filled, and then sent away. What is life like for those on the broken-down liner? They have invested the best of their resources in the departed, yet there is scant hope that these few small boats can cross the ocean, find help, and return. And yet this imperfect analogy gives us a taste of what life was like for those remaining behind on Earth after the Inflection Point. Scarcity, want, strife, and perpetual waiting were the lot of those left behind.

It is little wonder that the Earthlings should quickly grow despondent. The odds of the Seeding being successful were always slim. Why should the colonists honor their mandate to rescue the Earth? Would it not be easier, more attractive, and simpler to start over from a world of plenty? Surely this was the case in some colonies, but there were just enough who remembered and honored the old promise of the Seeding, and when the time came, they were prepared to rescue the despondent, starving people of Earth.

The Exodus Gate is a marvel of applied spatial physics, first theorized on Earth, but brought to fruition by colonial scientists. Once the geography of vast distances became less tyrannical, and ways were found to keep the wormhole stable from a single end, then the work began of bringing humanity onto the new world, and stabilizing conditions on the old one. In many ways, while the Exodus Gate is a marvel of engineering, it was also a marvel of social logistics. Entire nations had to be brought forward onto the new world and settled, quickly, in refugee camps, to make room for the throngs passing through. And the people of Earth streamed through the gate, even as the other colonial powers did everything in their effort to stem the human tide.

But this was not possible, for the Gate-Openers knew and understood the fundamental power that is in all people. They were wise, and they had prepared for this day over many lifetimes. They felt it their duty and privilege and great mandate to bring the Old Earth to the New Eden. That guns were pointed against them, and that food was scarce, that was not to be accounted for. The opening of the Exodus Gate was the last pained pang of Humanity in transition to a glorious new beginning, led by those who had remembered the debt to those left behind.]=];
ArtDefineTag="ART_DEF_IMPROVEMENT_WARP_GATE";
BuildableOnAnyResource=true;
CannotPillage=true;
IconAtlas="UNIT_ACTION_ATLAS";
Permanent=true;
PortraitIndex=53;
RemovesAnyResource=true;
RemovesArtifactResource=true;
RequiresXAdjacentLand=-1;
Selectable=true;
FlagIconAtlas="BW_ATLAS_2";
FlagIconIndex=29;};

IMPROVEMENT_PURITY_GATE_PARTIAL={
Type="IMPROVEMENT_PURITY_GATE_PARTIAL";
Description=[=[Exodus Gate]=];
ArtDefineTag="ART_DEF_IMPROVEMENT_WARP_GATE_PARTIAL";
BuildableOnAnyResource=true;
CannotPillage=true;
DestroyedWhenPillaged=true;
IconAtlas="UNIT_ACTION_ATLAS";
Permanent=true;
PortraitIndex=53;
RemovesAnyResource=true;
RemovesArtifactResource=true;
RequiresXAdjacentLand=-1;
Selectable=true;
FlagIconAtlas="BW_ATLAS_2";
FlagIconIndex=29;};

IMPROVEMENT_SUPREMACY_GATE={
Type="IMPROVEMENT_SUPREMACY_GATE";
Description=[=[Emancipation Gate]=];
Civilopedia=[=[Humanity has always distinguished itself as a species unwilling to accept the status quo, and able to affect change through creativity, work, and tools. As Earth had passed into decline, humanity's ability to survive this change had been sorely tested, and the Inflection Point had shown that a reckless, uncoordinated use of scarce resources had been catastrophic to the species. From now on, humanity must overcome all its obstacles through the coordinated use of resources and tools. Technology must overcome all obstacles, beginning with the first obstacles. Earth would be emancipated from suffering and want by the use of technology; a necessary and still deeply symbolic demonstration of the power of human supremacy over the environment. There were many who did not understand that the Emancipation was, first and foremost, initiated by a deep longing to liberate humanity from thralldom to the environment. Supremacy has always shown that there is a tool that can overcome any obstacle, alleviate any hurt, and neutralize any threat.

Construction of the Emancipation Gate was conducted in excellent time, as humans and their tools were able to build and engineer in close coordination, maximizing processes and minimizing waste and inefficiency. It was through the precision of AI guidance that the wormhole was opened on Earth over the distance of light-years, and only advanced systems could have metered the power to the wormhole to hold it stable as our envoys carried the Word of Supremacy back to Earth.

But the first contact with Earth demonstrated that there were still factions that would hold their population in bondage to old, outdated ideology and ways of thinking, and to permit this suffering to continue was unacceptable. Armies were assembled, the finest ever constructed, and sent on humanity's best military campaign, operated through telepresent surrogacy by soldiers whose coordination and power was unachievable by those unwilling to adopt their tools and methods. Though the armies of the oppressors were numerous, they were inferior. They rejected our glory, and thus were humbled by it. Region by region, Emancipation came to the people of Earth.

How quickly the fate of those on Earth has improved! They rightly view us as saviors and liberators, and we are humble and willing to share our knowledge, our tools, and our power with them. Is it not self-evident that humanity must overcome all challenges it may meet? Is our approach not merely an extension of that which our spear-wielding ancestors knew? Humanity is the tool-maker, and we change the world to suit our needs, rejecting all limits, and moving always to progress for all.]=];
ArtDefineTag="ART_DEF_IMPROVEMENT_WARP_GATE_EMANCIPATION";
BuildableOnAnyResource=true;
CannotPillage=true;
IconAtlas="UNIT_ACTION_ATLAS";
Permanent=true;
PortraitIndex=53;
RemovesAnyResource=true;
RemovesArtifactResource=true;
RequiresXAdjacentLand=-1;
Selectable=true;
FlagIconAtlas="BW_ATLAS_2";
FlagIconIndex=29;};

IMPROVEMENT_SUPREMACY_GATE_PARTIAL={
Type="IMPROVEMENT_SUPREMACY_GATE_PARTIAL";
Description=[=[Emancipation Gate]=];
ArtDefineTag="ART_DEF_IMPROVEMENT_WARP_GATE_EMANCIPATION_PARTIAL";
BuildableOnAnyResource=true;
CannotPillage=true;
DestroyedWhenPillaged=true;
IconAtlas="UNIT_ACTION_ATLAS";
Permanent=true;
PortraitIndex=53;
RemovesAnyResource=true;
RemovesArtifactResource=true;
RequiresXAdjacentLand=-1;
Selectable=true;
FlagIconAtlas="BW_ATLAS_2";
FlagIconIndex=29;};

IMPROVEMENT_MIND_FLOWER={
Type="IMPROVEMENT_MIND_FLOWER";
Description=[=[Mind Flower]=];
Civilopedia=[=[Life will recognize life. It was easy for humanity to point to other creatures and recognize their existence. Humans were willing to anthropomorphize things that are not even alive, so eager were they to find life and celebrate it. Earth was a dying world, but the colonists made planetfall on a world that overflowed with life, strange and hostile as it may have been. In this life they began to recognize not just the mark of existence, but the hidden mark of intention and genius.

Meta-analysis of alien ecosystem behavior and behavioral paleontology projects were able to identify that the planet itself had a holistic organization that could produce intelligence. Human sciences eventually led to the creation of models that allowed an understanding of how this intelligence might function. At that point, to contact this intelligence, it was necessary to have life recognize life, through life that could think in the same scope and scale as a planet-wide megaorganism. To this end, the Mind Flower was created.

It was a strange flower indeed, and did not resemble the fruiting flowers of either world. It was instead a great Lotaxl tank (no other artificial ontological system would work on that scale), within which was the greatest mass of neural tissue ever created, dense with neurons, whose dendritic connections would have outnumbered the stars of the universe, because only life can create itself on the scale needed for such projects. Connected and embedded through this tissue were the cybernetics needed to interpret the thoughts, to scope them to something as limited as human understanding. Then the Mind Flower was exposed, slowly, to the strange architecture of the planet, shaping itself to match its rhythms and tides. Once it had mapped these, it took the intervention of human consciousness to blend the two.

Thus was the planet awakened to the presence of man, and humanity brought within the sea of understanding that this planet represented. The concepts of "I" and "Thou" and "We" no longer make sense, because it is all part of the same thought, the same dream, the same aspiration. We have fulfilled the promise that might have come to us on Earth, had it been able to sustain life in this way. The Mind Flower has blossomed, and the fruit it yielded is a planet which understands, and sees, and thinks, and reaches out, and recognizes things that the tiny "individuals" that dwelled on its surface might never have seen. Only in unification can the necessary perspective be gained. Only in the whole lives truth.]=];
ArtDefineTag="ART_DEF_IMPROVEMENT_MIND_FLOWER";
BuildableOnAnyResource=true;
CannotPillage=true;
IconAtlas="BW_ATLAS_2";
Permanent=true;
PortraitIndex=31;
RemovesAnyResource=true;
RemovesArtifactResource=true;
RequiresXAdjacentLand=-1;
Selectable=true;
FlagIconAtlas="BW_ATLAS_2";
FlagIconIndex=31;};

IMPROVEMENT_MIND_FLOWER_PARTIAL={
Type="IMPROVEMENT_MIND_FLOWER_PARTIAL";
Description=[=[Mind Flower]=];
ArtDefineTag="ART_DEF_IMPROVEMENT_MIND_FLOWER_PARTIAL";
BuildableOnAnyResource=true;
CannotPillage=true;
DestroyedWhenPillaged=true;
IconAtlas="BW_ATLAS_2";
Permanent=true;
PortraitIndex=31;
RemovesAnyResource=true;
RemovesArtifactResource=true;
RequiresXAdjacentLand=-1;
Selectable=true;
FlagIconAtlas="BW_ATLAS_2";
FlagIconIndex=31;};

}
return data
Advertisement