Fandom

Civilization

Module:Data/CivBE/RT/PlayerPerks

< Module:Data | CivBE | RT

7,078pages on
this wiki
Add New Page
Talk0
--[Field]                              [Type]
--Type                                 String
--Description                          String
--Help                                 String
--IconIndex                             Int64
--IconAtlas                            String
--CovertAgentRankRateChange             Int64
--MiasmaDamageMod                       Int64
--MiasmaBaseHeal                        Int64
--MiasmaPlotYieldImmunity             Boolean
--UnitFlatHealChange                    Int64
--UnitFlatVisibilityChange              Int64
--UnitPercentHealChange                 Int64
--NavalMovementChange                   Int64
--ExpeditionSpeedMod                    Int64
--WorkerSpeedMod                        Int64
--AquaticCityMoveCostMod                Int64
--AquaticCityStrengthMod                Int64
--RelationshipDiploCapitalCostMod       Int64
--DiploCapitalPurchaseCostMod           Int64
--AgreementDiploPurchaseCapitalCostMod  Int64
--AgreementDiploPerTurnCapitalCostMod   Int64
--OrbitalCoverageChange                 Int64
--OrbitalDurationModifier               Int64
--OrbitalStrikeRangeChange              Int64
--OutpostOrbitalCoverageChange          Int64
--OrbitalCoverageCombatMod              Int64
--OrbitalProductionModPerLaunchedUnit   Int64
--OrbitalResourceCostChange             Int64
--StationOrbitalCoverageChange          Int64
--GrowthCarryover                       Int64
--AlienOpinionRecoveryMod               Int64
--AlienOpinionFriendlyInfluence        Double
--AlienCombatMod                        Int64
--ExplorerExpeditionCharges             Int64
--RouteMaintenanceMod                   Int64
--TradeUnitsImmuneToAliens            Boolean
--TradeUnitsImmuneToMiasma            Boolean
--ExplorerUnitsImmuneToAliens         Boolean
--FreeBuilding                         String
--FreeSpies                             Int64
--FreeVirtue                          Boolean
--FreeTech                            Boolean
--FreePopulation                        Int64
--FreeEnergy                            Int64
--FreeCulture                           Int64
--FreeScience                           Int64
--FreeTechPerXPolicies                  Int64
--FreePolicyPerXPolicies                Int64
--SpecialistExtraYield                  Int64
--CapitalGrowthMod                      Int64
--CapitalBuildingMaintenanceMod         Int64
--CapitalDefenseMod                     Int64
--CapitalOrbitalProductionMod           Int64
--CapitalFlatHealth                     Int64
--CapitalPlotCultureCostModifier        Int64
--PlotCultureCostModifier               Int64
--PlotEnergyCostModifier                Int64
--VirtueCostModifier                    Int64
--BranchTechCostModifier                Int64
--GlobalTechCostModifier                Int64
--LeafTechCostModifier                  Int64
--TechWithUnitsCostModifier             Int64
--CityGrowthModifier                    Int64
--CityStartingPopulationChange          Int64
--CityStartingFreeUnitClass            String
--CityExtraWorkingPlots                 Int64
--CityStrengthPerPop                    Int64
--CityEnergyPurchaseCostMod             Int64
--OutpostGrowthModifier                 Int64
--OutpostStrengthChange                 Int64
--CityHPRecoveryRateMod                 Int64
--WarScorePointsMod                     Int64
--ExtraCityProcessYield                 Int64
--CityProcessYieldMod                   Int64
--OutpostHPRecoveryRateMod              Int64
--PlotVisibilityRangeModifier           Int64
--InvaderAttritionChange                Int64
--CovertOpsIntriguePrereqChange         Int64
--CovertOpsIntrigueModifier             Int64
--CovertOpsTimeModifier                 Int64
--CovertOpsAgentMoveSpeedModifier       Int64
--CovertOpsAgentRecruitLevelChange      Int64
--CovertOpsAgentRiskModifier            Int64
--CovertOpsAgentSightRangeChange        Int64
--HealthyEmpireGrowthModifier           Int64
--WonderProductionMod                   Int64
--MilitaryUnitsProductionMod            Int64
--NavalUnitsProductionMod               Int64
--UnitHealWhenFortifiedMod              Int64
--UnitXPGainModifier                    Int64
--UnitStrengthFriendlyTerritoryModifier Int64
--UnitStrengthNeutralTerritoryModifier  Int64
--UnitStrengthEnemyTerritoryModifier    Int64
--UnitExtraExperienceLevelsAllowed      Int64
--UnitsNoWoundedDamageMod             Boolean
--UnitAffinityRequirementDiscount       Int64
--BuildingAffinityRequirementDiscount   Int64
--VirtueTierSynergyRequirementDiscount  Int64
--CultureBuildingCostMod                Int64
--GlobalEnergyIncomePercentScienceYield Int64
--GlobalEnergyIncomePercentCultureYield Int64
--GlobalMeleeDamageMod                  Int64
--GlobalRangedDamageMod                 Int64
--GlobalCityStrikeDamageMod             Int64
--GlobalCityStrikeRangeChange           Int64
--GlobalAirDamageMod                    Int64
--GlobalPopulationUnhealthMod           Int64
--GlobalCityCountUnhealthMod            Int64
--GlobalEnergyYieldPerOwnedPlot        Double
--GlobalEnergyYieldFromReserves        Double
--GlobalTradeRoutePopThresholdMod       Int64
--GlobalUnitMaintenanceMod              Int64
--GlobalRouteMoveSpeedMod               Int64
--ConqueredCityUnhealthMod              Int64
--AffinityXPGainModifier                Int64
--TradeRouteStrategicResourceChange     Int64
--TradeRoutePlunderYieldMod             Int64
--InternationalTradeRouteYieldMod       Int64
--InternalTradeRouteYieldMod            Int64
--StationTradeRouteYieldMod             Int64
--PositiveHealthLevelsStrengthModifier  Int64
--NegativeHealthLevelsStrengthModifier  Int64
--AllowRecycleOrbitalUnits            Boolean
--AllowFreePillageAction              Boolean
--AllowOutpostRangeStrike             Boolean
--AllowUnitsFullHealInCities          Boolean
--AllowSpecialstsFreeFood             Boolean
--AllowBombardThroughObstacles        Boolean
--FirstCityWonderFree                 Boolean
--WonderDiploCapitalChange              Int64
--AgreementsDiploCapitalChange          Int64
--CovertOpsCounterIntelligenceBonus     Int64
--CovertOpsSciencePerAgentRank          Int64
--ArtifactAcquisitionRateModifier       Int64
--DiplomacyRespectModifier              Int64
--AllowFullCityColonists              Boolean
--FullCityColonistCostMod               Int64
--UnitFreePromotion                    String
--FlatHealth                            Int64
--HealthPerMilitaryUnit                Double
--NonsentientAlienVisionRangeChange     Int32
--AllowCitizensWorkingNonsentientAlienTilesBoolean
 
local data ={
 
PLAYERPERK_WEAK_MIASMA_MOD={
Type="PLAYERPERK_WEAK_MIASMA_MOD";
Help=[=[Units take 5 HP less damage from {{ColorAlienBE|Miasma}}]=];
IconIndex=-1;
MiasmaDamageMod=5;};
 
PLAYERPERK_TRADERS_IMMUNE_TO_ALIENS={
Type="PLAYERPERK_TRADERS_IMMUNE_TO_ALIENS";
Help=[=[Trade Convoys will not be attacked by Alien units]=];
IconIndex=-1;
TradeUnitsImmuneToAliens=true;};
 
PLAYERPERK_VIVARIUMS_FOOD_FLAT={
Type="PLAYERPERK_VIVARIUMS_FOOD_FLAT";
Help=[=[+1 {{FoodIconBE}} Food from Vivariums]=];
IconIndex=-1;};
 
PLAYERPERK_VIVARIUMS_SCIENCE_FLAT={
Type="PLAYERPERK_VIVARIUMS_SCIENCE_FLAT";
Help=[=[+1 {{ScienceIconBE}} Science from Vivariums]=];
IconIndex=-1;};
 
PLAYERPERK_RELICS_FREE_MAINTENANCE={
Type="PLAYERPERK_RELICS_FREE_MAINTENANCE";
Help=[=[All Relics Free {{EnergyIconBE}} Maintenance]=];
IconIndex=-1;};
 
PLAYERPERK_RELICS_CULTURE_FLAT={
Type="PLAYERPERK_RELICS_CULTURE_FLAT";
Help=[=[+1 {{CultureIconBE}} Culture from Relics]=];
IconIndex=-1;};
 
PLAYERPERK_CLINICS_HEALTH_FLAT={
Type="PLAYERPERK_CLINICS_HEALTH_FLAT";
Help=[=[+1 {{HealthIconBE}} Health from Clinics]=];
IconIndex=-1;};
 
PLAYERPERK_CLINICS_CITY_HP={
Type="PLAYERPERK_CLINICS_CITY_HP";
Help=[=[+15 City Hit Points from Clinics]=];
IconIndex=-1;};
 
PLAYERPERK_DEPOTS_PRODUCTION_FLAT={
Type="PLAYERPERK_DEPOTS_PRODUCTION_FLAT";
Help=[=[+1 {{ProductionIconBE}} Production from Trade Depots]=];
IconIndex=-1;};
 
PLAYERPERK_DEPOTS_ENERGY_FLAT={
Type="PLAYERPERK_DEPOTS_ENERGY_FLAT";
Help=[=[+2 {{EnergyIconBE}} Energy from Trade Depots]=];
IconIndex=-1;};
 
PLAYERPERK_LABORATORIES_SCIENCE_FLAT={
Type="PLAYERPERK_LABORATORIES_SCIENCE_FLAT";
Help=[=[+1 {{ScienceIconBE}} from Laboratories]=];
IconIndex=-1;};
 
PLAYERPERK_LABORATORIES_EXPLORER_CHARGES={
Type="PLAYERPERK_LABORATORIES_EXPLORER_CHARGES";
Help=[=[Explorer Units gain 1 additional Expedition Module]=];
IconIndex=-1;
ExplorerExpeditionCharges=1;};
 
PLAYERPERK_RECYCLERS_FOOD_FLAT={
Type="PLAYERPERK_RECYCLERS_FOOD_FLAT";
Help=[=[+1 {{FoodIconBE}} Food from Recyclers]=];
IconIndex=-1;};
 
PLAYERPERK_RECYCLERS_WORKER_SPEED={
Type="PLAYERPERK_RECYCLERS_WORKER_SPEED";
Help=[=[+10% Worker Speed]=];
IconIndex=-1;
WorkerSpeedMod=10;};
 
PLAYERPERK_PHARMALABS_SCIENCE_FLAT={
Type="PLAYERPERK_PHARMALABS_SCIENCE_FLAT";
Help=[=[+1 {{ScienceIconBE}} Science from Pharmalabs]=];
IconIndex=-1;};
 
PLAYERPERK_PHARMALABS_HEALTH_FLAT={
Type="PLAYERPERK_PHARMALABS_HEALTH_FLAT";
Help=[=[+1 {{HealthIconBE}} Health from Pharmalabs]=];
IconIndex=-1;};
 
PLAYERPERK_CYTONURSERIES_PRODUCTION_FLAT={
Type="PLAYERPERK_CYTONURSERIES_PRODUCTION_FLAT";
Help=[=[+1 {{ProductionIconBE}} Production from Cytonurseries]=];
IconIndex=-1;};
 
PLAYERPERK_CYTONURSERIES_UNIT_PRODUCTION_MOD={
Type="PLAYERPERK_CYTONURSERIES_UNIT_PRODUCTION_MOD";
Help=[=[+5% {{ProductionIconBE}} Production for Military Units from Cytonurseries]=];
IconIndex=-1;};
 
PLAYERPERK_ULTRASONIC_FENCES_REPEL_RANGE={
Type="PLAYERPERK_ULTRASONIC_FENCES_REPEL_RANGE";
Help=[=[+1 repel range from Ultrasonic Fences]=];
IconIndex=-1;};
 
PLAYERPERK_THORIUM_REACTORS_ENERGY_FLAT={
Type="PLAYERPERK_THORIUM_REACTORS_ENERGY_FLAT";
Help=[=[+3 {{EnergyIconBE}} Energy from Thorium Reactors]=];
IconIndex=-1;};
 
PLAYERPERK_THORIUM_REACTORS_PRODUCTION_FLAT={
Type="PLAYERPERK_THORIUM_REACTORS_PRODUCTION_FLAT";
Help=[=[+1 {{ProductionIconBE}} Production from Thorium Reactors]=];
IconIndex=-1;};
 
PLAYERPERK_REPAIR_FACILITIES_ORBITAL_COVERAGE={
Type="PLAYERPERK_REPAIR_FACILITIES_ORBITAL_COVERAGE";
Help=[=[+1 Orbital Coverage from Repair Facilities]=];
IconIndex=-1;};
 
PLAYERPERK_REPAIR_FACILITIES_MILITARY_PRODUCTION={
Type="PLAYERPERK_REPAIR_FACILITIES_MILITARY_PRODUCTION";
Help=[=[+5% {{ProductionIconBE}} Production for Military Units from Repair Facilities]=];
IconIndex=-1;};
 
PLAYERPERK_OBSERVATORIES_CITY_STRENGTH={
Type="PLAYERPERK_OBSERVATORIES_CITY_STRENGTH";
Help=[=[+5 City Strength from Observatories]=];
IconIndex=-1;};
 
PLAYERPERK_OBSERVATORIES_ORBITAL_COVERAGE={
Type="PLAYERPERK_OBSERVATORIES_ORBITAL_COVERAGE";
Help=[=[+2 Orbital Coverage from Observatories]=];
IconIndex=-1;};
 
PLAYERPERK_LAUNCH_COMPLEXES_ORBITAL_COVERAGE={
Type="PLAYERPERK_LAUNCH_COMPLEXES_ORBITAL_COVERAGE";
Help=[=[+1 Orbital Coverage from Launch Complexes]=];
IconIndex=-1;};
 
PLAYERPERK_LAUNCH_COMPLEXES_ORBITAL_PRODUCTION={
Type="PLAYERPERK_LAUNCH_COMPLEXES_ORBITAL_PRODUCTION";
Help=[=[+10% {{ProductionIconBE}} Production for Orbital Units from Launch Complexes]=];
IconIndex=-1;};
 
PLAYERPERK_WATER_PLANTS_FREE_MAINTENANCE={
Type="PLAYERPERK_WATER_PLANTS_FREE_MAINTENANCE";
Help=[=[Free Maintenance for Water Refineries]=];
IconIndex=-1;};
 
PLAYERPERK_WATER_PLANTS_FOOD_FLAT={
Type="PLAYERPERK_WATER_PLANTS_FOOD_FLAT";
Help=[=[+1 {{FoodIconBE}} Food from Water Refineries]=];
IconIndex=-1;};
 
PLAYERPERK_PETRO_PLANTS_PETROLEUM_PRODUCTION={
Type="PLAYERPERK_PETRO_PLANTS_PETROLEUM_PRODUCTION";
Help=[=[+2 {{ProductionIconBE}} Production from {{PetroleumIconBE}} Petroleum Wells]=];
IconIndex=-1;};
 
PLAYERPERK_PETRO_PLANTS_PETROLEUM_CULTURE={
Type="PLAYERPERK_PETRO_PLANTS_PETROLEUM_CULTURE";
Help=[=[+2 {{CultureIconBE}} Culture from {{PetroleumIconBE}} Petroleum Wells]=];
IconIndex=-1;};
 
PLAYERPERK_ALIEN_PRESERVES_UNIT_HEAL_MOD={
Type="PLAYERPERK_ALIEN_PRESERVES_UNIT_HEAL_MOD";
Help=[=[All Units +5 healing]=];
IconIndex=-1;
UnitPercentHealChange=5;};
 
PLAYERPERK_ALIEN_PRESERVES_SCIENCE_AND_ENERGY_FLAT={
Type="PLAYERPERK_ALIEN_PRESERVES_SCIENCE_AND_ENERGY_FLAT";
Help=[=[+1 {{ScienceIconBE}} Science and +2 {{EnergyIconBE}} Energy from Alien Preserves]=];
IconIndex=-1;};
 
PLAYERPERK_DEFENSE_PERIMETERS_CITY_HP={
Type="PLAYERPERK_DEFENSE_PERIMETERS_CITY_HP";
Help=[=[+10 City Hit Points from Defense Perimeters]=];
IconIndex=-1;};
 
PLAYERPERK_DEFENSE_PERIMETERS_FREE_MAINTENANCE={
Type="PLAYERPERK_DEFENSE_PERIMETERS_FREE_MAINTENANCE";
Help=[=[Free Maintenance for Defense Perimeters]=];
IconIndex=-1;};
 
PLAYERPERK_ROCKET_BATTERIES_CITY_STRENGTH={
Type="PLAYERPERK_ROCKET_BATTERIES_CITY_STRENGTH";
Help=[=[+5 City Strength from Rocket Batteries]=];
IconIndex=-1;};
 
PLAYERPERK_ROCKET_BATTERIES_ORBITAL_STRIKE_RANGE={
Type="PLAYERPERK_ROCKET_BATTERIES_ORBITAL_STRIKE_RANGE";
Help=[=[+1 City Orbital Strike range from Rocket Batteries]=];
IconIndex=-1;};
 
PLAYERPERK_NETWORKS_FREE_MAINTENANCE={
Type="PLAYERPERK_NETWORKS_FREE_MAINTENANCE";
Help=[=[Free Maintenance for Networks]=];
IconIndex=-1;};
 
PLAYERPERK_NETWORKS_CULTURE_FLAT={
Type="PLAYERPERK_NETWORKS_CULTURE_FLAT";
Help=[=[+1 {{CultureIconBE}} Culture from Networks]=];
IconIndex=-1;};
 
PLAYERPERK_FEEDSITE_HUBS_SPIES={
Type="PLAYERPERK_FEEDSITE_HUBS_SPIES";
Help=[=[+1 Covert Agent from Feedsite Hubs]=];
IconIndex=-1;
FreeSpies=1;};
 
PLAYERPERK_FEEDSITE_HUBS_WORKER_SPEED={
Type="PLAYERPERK_FEEDSITE_HUBS_WORKER_SPEED";
Help=[=[+10% Worker Speed]=];
IconIndex=-1;
WorkerSpeedMod=10;};
 
PLAYERPERK_GENE_GARDENS_ENERGY_FLAT={
Type="PLAYERPERK_GENE_GARDENS_ENERGY_FLAT";
Help=[=[+4 {{EnergyIconBE}} Energy from Gene Gardens]=];
IconIndex=-1;};
 
PLAYERPERK_GENE_GARDENS_HEALTH_FLAT={
Type="PLAYERPERK_GENE_GARDENS_HEALTH_FLAT";
Help=[=[+1 {{HealthIconBE}} Health from Gene Gardens]=];
IconIndex=-1;};
 
PLAYERPERK_CLONING_PLANTS_GROWTH_CARRYOVER={
Type="PLAYERPERK_CLONING_PLANTS_GROWTH_CARRYOVER";
Help=[=[10% {{FoodIconBE}} Food carried over after city growth from Cloning Plants]=];
IconIndex=-1;};
 
PLAYERPERK_CLONING_PLANTS_HEALTH_FLAT={
Type="PLAYERPERK_CLONING_PLANTS_HEALTH_FLAT";
Help=[=[+1 {{HealthIconBE}} Health from Cloning Plants]=];
IconIndex=-1;};
 
PLAYERPERK_XENOFUEL_PLANTS_FREE_ENERGY={
Type="PLAYERPERK_XENOFUEL_PLANTS_FREE_ENERGY";
Help=[=[Immediately gain 1000 {{EnergyIconBE}} Energy]=];
IconIndex=-1;
FreeEnergy=1000;};
 
PLAYERPERK_XENOFUEL_PLANTS_XENOMASS_ENERGY_AND_PRODUCTION={
Type="PLAYERPERK_XENOFUEL_PLANTS_XENOMASS_ENERGY_AND_PRODUCTION";
Help=[=[+3 {{EnergyIconBE}} Energy and +2 {{ProductionIconBE}} Production from {{XenomassIconBE}} Xenomass Wells]=];
IconIndex=-1;};
 
PLAYERPERK_XENONURSERIES_FREE_SCIENCE={
Type="PLAYERPERK_XENONURSERIES_FREE_SCIENCE";
Help=[=[Immediately gain 450 {{ScienceIconBE}} Science]=];
IconIndex=-1;
FreeScience=450;};
 
PLAYERPERK_XENONURSERIES_RESOURCE_XENOMASS={
Type="PLAYERPERK_XENONURSERIES_RESOURCE_XENOMASS";
Help=[=[+5 {{XenomassIconBE}} Xenomass resources]=];
IconIndex=-1;};
 
PLAYERPERK_AUTOPLANTS_PRODUCTION_FLAT={
Type="PLAYERPERK_AUTOPLANTS_PRODUCTION_FLAT";
Help=[=[+1 {{ProductionIconBE}} Production from Autoplants]=];
IconIndex=-1;};
 
PLAYERPERK_AUTOPLANTS_ENERGY_FLAT={
Type="PLAYERPERK_AUTOPLANTS_ENERGY_FLAT";
Help=[=[+1 {{EnergyIconBE}} Energy from Autoplants]=];
IconIndex=-1;};
 
PLAYERPERK_BIOFACTORIES_FOOD_FLAT={
Type="PLAYERPERK_BIOFACTORIES_FOOD_FLAT";
Help=[=[+1 {{FoodIconBE}} Food from Biofactories]=];
IconIndex=-1;};
 
PLAYERPERK_BIOFACTORIES_CULTURE_FLAT={
Type="PLAYERPERK_BIOFACTORIES_CULTURE_FLAT";
Help=[=[+1 {{CultureIconBE}} Culture from Biofactories]=];
IconIndex=-1;};
 
PLAYERPERK_MASS_DIGESTERS_PRODUCTION_FLAT={
Type="PLAYERPERK_MASS_DIGESTERS_PRODUCTION_FLAT";
Help=[=[+1 {{ProductionIconBE}} Production from Mass Digesters]=];
IconIndex=-1;};
 
PLAYERPERK_MASS_DIGESTERS_FOOD_FLAT={
Type="PLAYERPERK_MASS_DIGESTERS_FOOD_FLAT";
Help=[=[+1 {{FoodIconBE}} Food from Mass Digesters]=];
IconIndex=-1;};
 
PLAYERPERK_NEUROLABS_HEALTH_FLAT={
Type="PLAYERPERK_NEUROLABS_HEALTH_FLAT";
Help=[=[+1 {{HealthIconBE}} Health from Neurolabs]=];
IconIndex=-1;};
 
PLAYERPERK_NEUROLABS_MILITARY_PRODUCTION={
Type="PLAYERPERK_NEUROLABS_MILITARY_PRODUCTION";
Help=[=[+10% {{ProductionIconBE}} Production for Military Units from Neurolabs]=];
IconIndex=-1;};
 
PLAYERPERK_HOLOSUITES_CULTURE_FLAT={
Type="PLAYERPERK_HOLOSUITES_CULTURE_FLAT";
Help=[=[+2 {{CultureIconBE}} Culture from Holosuites]=];
IconIndex=-1;};
 
PLAYERPERK_HOLOSUITES_FREE_VIRTUE={
Type="PLAYERPERK_HOLOSUITES_FREE_VIRTUE";
Help=[=[Free Virtue]=];
IconIndex=-1;
FreeVirtue=true;};
 
PLAYERPERK_GAIAN_WELLS_ENERGY_FLAT={
Type="PLAYERPERK_GAIAN_WELLS_ENERGY_FLAT";
Help=[=[+2 {{EnergyIconBE}} Energy from Gaian Wells]=];
IconIndex=-1;};
 
PLAYERPERK_GAIAN_WELLS_PRODUCTION_FLAT={
Type="PLAYERPERK_GAIAN_WELLS_PRODUCTION_FLAT";
Help=[=[+1 {{ProductionIconBE}} Production from Gaian Wells]=];
IconIndex=-1;};
 
PLAYERPERK_COMMAND_CENTERS_CITY_STRENGTH={
Type="PLAYERPERK_COMMAND_CENTERS_CITY_STRENGTH";
Help=[=[+15 City Strength from Command Centers]=];
IconIndex=-1;};
 
PLAYERPERK_COMMAND_CENTERS_SPIES={
Type="PLAYERPERK_COMMAND_CENTERS_SPIES";
Help=[=[+1 Covert Agent from Command Centers]=];
IconIndex=-1;
FreeSpies=1;};
 
PLAYERPERK_CEL_CRADLES_GROWTH_CARRYOVER={
Type="PLAYERPERK_CEL_CRADLES_GROWTH_CARRYOVER";
Help=[=[10% {{FoodIconBE}} Food carried over after city growth from CEL Cradles]=];
IconIndex=-1;};
 
PLAYERPERK_CEL_CRADLES_SPIES={
Type="PLAYERPERK_CEL_CRADLES_SPIES";
Help=[=[+1 Covert Agent from CEL Cradles]=];
IconIndex=-1;
FreeSpies=1;};
 
PLAYERPERK_SURVEILLANCE_WEB_SPY_LEVELING={
Type="PLAYERPERK_SURVEILLANCE_WEB_SPY_LEVELING";
Help=[=[Covert Agents need fewer successful operations to advance in rank]=];
IconIndex=-1;
CovertAgentRankRateChange=-1;};
 
PLAYERPERK_SURVEILLANCE_WEB_CITY_HP={
Type="PLAYERPERK_SURVEILLANCE_WEB_CITY_HP";
Help=[=[+10 City Hit Points from Surveillance Webs]=];
IconIndex=-1;};
 
PLAYERPERK_ALLOY_FOUNDRIES_TITANIUM_PRODUCTION={
Type="PLAYERPERK_ALLOY_FOUNDRIES_TITANIUM_PRODUCTION";
Help=[=[+2 {{ProductionIconBE}} Production from {{TitaniumIconBE}} Titanium Mines]=];
IconIndex=-1;};
 
PLAYERPERK_ALLOY_FOUNDRIES_RESOURCE_TITANIUM={
Type="PLAYERPERK_ALLOY_FOUNDRIES_RESOURCE_TITANIUM";
Help=[=[+4 {{TitaniumIconBE}} Titanium resources]=];
IconIndex=-1;};
 
PLAYERPERK_BIONICS_LABS_SCIENCE_FLAT={
Type="PLAYERPERK_BIONICS_LABS_SCIENCE_FLAT";
Help=[=[+1 {{ScienceIconBE}} Science from Bionics Labs]=];
IconIndex=-1;};
 
PLAYERPERK_BIONICS_LABS_CULTURE_FLAT={
Type="PLAYERPERK_BIONICS_LABS_CULTURE_FLAT";
Help=[=[+1 {{CultureIconBE}} Culture from Bionics Labs]=];
IconIndex=-1;};
 
PLAYERPERK_INSTITUTES_SCIENCE_MOD={
Type="PLAYERPERK_INSTITUTES_SCIENCE_MOD";
Help=[=[+5% City {{ScienceIconBE}} Science from Institutes]=];
IconIndex=-1;};
 
PLAYERPERK_INSTITUTES_FREE_TECH={
Type="PLAYERPERK_INSTITUTES_FREE_TECH";
Help=[=[Free Technology]=];
IconIndex=-1;
FreeTech=true;};
 
PLAYERPERK_BIOFUEL_PLANTS_ENERGY_FLAT={
Type="PLAYERPERK_BIOFUEL_PLANTS_ENERGY_FLAT";
Help=[=[+2 {{EnergyIconBE}} Energy from Biofuel Plants]=];
IconIndex=-1;};
 
PLAYERPERK_BIOFUEL_PLANTS_PRODUCTION_FLAT={
Type="PLAYERPERK_BIOFUEL_PLANTS_PRODUCTION_FLAT";
Help=[=[+1 {{ProductionIconBE}} Production from Biofuel Plants]=];
IconIndex=-1;};
 
PLAYERPERK_GROWLABS_FREE_ENERGY={
Type="PLAYERPERK_GROWLABS_FREE_ENERGY";
Help=[=[Immediately gain 450 {{EnergyIconBE}} Energy]=];
IconIndex=-1;
FreeEnergy=450;};
 
PLAYERPERK_GROWLABS_FREE_POPULATION={
Type="PLAYERPERK_GROWLABS_FREE_POPULATION";
Help=[=[1 Free {{CitizenIconBE}} Population in each of your cities.]=];
IconIndex=-1;
FreePopulation=1;};
 
PLAYERPERK_GENE_SMELTERS_SCIENCE_FLAT={
Type="PLAYERPERK_GENE_SMELTERS_SCIENCE_FLAT";
Help=[=[+2 {{ScienceIconBE}} Science from Gene Smelters]=];
IconIndex=-1;};
 
PLAYERPERK_GENE_SMELTERS_HEALTH_FLAT={
Type="PLAYERPERK_GENE_SMELTERS_HEALTH_FLAT";
Help=[=[+1 {{HealthIconBE}} Health from Gene Smelters]=];
IconIndex=-1;};
 
PLAYERPERK_XENO_SANCTUARIES_CULTURE_FLAT={
Type="PLAYERPERK_XENO_SANCTUARIES_CULTURE_FLAT";
Help=[=[+2 {{CultureIconBE}} Culture from Xeno Sanctuaries]=];
IconIndex=-1;};
 
PLAYERPERK_XENO_SANCTUARIES_FOOD_FLAT={
Type="PLAYERPERK_XENO_SANCTUARIES_FOOD_FLAT";
Help=[=[+2 {{FoodIconBE}} Food from Xeno Sanctuaries]=];
IconIndex=-1;};
 
PLAYERPERK_LEV_PLANTS_PRODUCTION_FLAT={
Type="PLAYERPERK_LEV_PLANTS_PRODUCTION_FLAT";
Help=[=[+2 {{ProductionIconBE}} Production from LEV Plants]=];
IconIndex=-1;};
 
PLAYERPERK_LEV_PLANTS_ENERGY_FLAT={
Type="PLAYERPERK_LEV_PLANTS_ENERGY_FLAT";
Help=[=[+3 {{EnergyIconBE}} Energy from LEV Plants]=];
IconIndex=-1;};
 
PLAYERPERK_OPTICAL_SURGERIES_UNIT_VISIBILITY={
Type="PLAYERPERK_OPTICAL_SURGERIES_UNIT_VISIBILITY";
Help=[=[+1 Visibility range for Military Units]=];
IconIndex=-1;
UnitFlatVisibilityChange=1;};
 
PLAYERPERK_OPTICAL_SURGERIES_SCIENCE_FLAT={
Type="PLAYERPERK_OPTICAL_SURGERIES_SCIENCE_FLAT";
Help=[=[+2 {{ScienceIconBE}} Science from Optical Surgeries]=];
IconIndex=-1;};
 
PLAYERPERK_MICROBIAL_MINES_HARMONY_LVL_ENERGY={
Type="PLAYERPERK_MICROBIAL_MINES_HARMONY_LVL_ENERGY";
Help=[=[+1 {{EnergyIconBE}} Energy per {{HarmonyIconBE}} Harmony Affinity level]=];
IconIndex=-1;};
 
PLAYERPERK_MICROBIAL_MINES_HARMONY_LVL_SCIENCE={
Type="PLAYERPERK_MICROBIAL_MINES_HARMONY_LVL_SCIENCE";
Help=[=[+1 {{ScienceIconBE}} Science per {{HarmonyIconBE}} Harmony Affinity level]=];
IconIndex=-1;};
 
PLAYERPERK_ORGAN_PRINTERS_HEALTH_MOD={
Type="PLAYERPERK_ORGAN_PRINTERS_HEALTH_MOD";
Help=[=[+10% City {{HealthIconBE}} Health from Organ Printers]=];
IconIndex=-1;};
 
PLAYERPERK_ORGAN_PRINTERS_UNIT_HEAL_MOD={
Type="PLAYERPERK_ORGAN_PRINTERS_UNIT_HEAL_MOD";
Help=[=[All Units +10 healing]=];
IconIndex=-1;
UnitPercentHealChange=10;};
 
PLAYERPERK_CIVIL_CRECHES_FOOD_MOD={
Type="PLAYERPERK_CIVIL_CRECHES_FOOD_MOD";
Help=[=[+5% City {{FoodIconBE}} Food from Civil Crèches]=];
IconIndex=-1;};
 
PLAYERPERK_CIVIL_CRECHES_WORKER_SPEED={
Type="PLAYERPERK_CIVIL_CRECHES_WORKER_SPEED";
Help=[=[+10% Worker Speed]=];
IconIndex=-1;
WorkerSpeedMod=10;};
 
PLAYERPERK_CULTURAL_BURDEN_WORKER_SPEED={
Type="PLAYERPERK_CULTURAL_BURDEN_WORKER_SPEED";
Help=[=[+10% Worker Speed]=];
IconIndex=-1;
WorkerSpeedMod=10;};
 
PLAYERPERK_SOMA_DISTILLERIES_HEALTH_MOD={
Type="PLAYERPERK_SOMA_DISTILLERIES_HEALTH_MOD";
Help=[=[+10% City {{HealthIconBE}} Health from Soma Distilleries]=];
IconIndex=-1;};
 
PLAYERPERK_SOMA_DISTILLERIES_CULTURE_MOD={
Type="PLAYERPERK_SOMA_DISTILLERIES_CULTURE_MOD";
Help=[=[+5% City {{CultureIconBE}} Culture from Soma Distilleries]=];
IconIndex=-1;};
 
PLAYERPERK_TERRA_VAULTS_CULTURE_MOD={
Type="PLAYERPERK_TERRA_VAULTS_CULTURE_MOD";
Help=[=[+5% City {{CultureIconBE}} Culture from Terra Vaults]=];
IconIndex=-1;};
 
PLAYERPERK_TERRA_VAULTS_SCIENCE_MOD={
Type="PLAYERPERK_TERRA_VAULTS_SCIENCE_MOD";
Help=[=[+5% City {{ScienceIconBE}} Science from Terra Vaults]=];
IconIndex=-1;};
 
PLAYERPERK_PROGENITOR_GARDENS_HEALTH_MOD={
Type="PLAYERPERK_PROGENITOR_GARDENS_HEALTH_MOD";
Help=[=[+10% City {{HealthIconBE}} Health from Progenitor Gardens]=];
IconIndex=-1;};
 
PLAYERPERK_PROGENITOR_GARDENS_SCIENCE_MOD={
Type="PLAYERPERK_PROGENITOR_GARDENS_SCIENCE_MOD";
Help=[=[+5% City {{ScienceIconBE}} Science from Progenitor Gardens]=];
IconIndex=-1;};
 
PLAYERPERK_BOREHOLES_PRODUCTION_MOD={
Type="PLAYERPERK_BOREHOLES_PRODUCTION_MOD";
Help=[=[+5% City {{ProductionIconBE}} Production from Boreholes]=];
IconIndex=-1;};
 
PLAYERPERK_BOREHOLES_ENERGY_MOD={
Type="PLAYERPERK_BOREHOLES_ENERGY_MOD";
Help=[=[+5% City {{EnergyIconBE}} Energy from Boreholes]=];
IconIndex=-1;};
 
PLAYERPERK_FIELD_REACTORS_ENERGY_MOD={
Type="PLAYERPERK_FIELD_REACTORS_ENERGY_MOD";
Help=[=[+5% City {{EnergyIconBE}} Energy from Field Reactors]=];
IconIndex=-1;};
 
PLAYERPERK_FIELD_REACTORS_ORBITAL_COVERAGE={
Type="PLAYERPERK_FIELD_REACTORS_ORBITAL_COVERAGE";
Help=[=[+2 Orbital Coverage from Field Reactors]=];
IconIndex=-1;};
 
PLAYERPERK_MANTLES_PURITY_LVL_SCIENCE={
Type="PLAYERPERK_MANTLES_PURITY_LVL_SCIENCE";
Help=[=[+1 {{ScienceIconBE}} Science per {{PurityIconBE}} Purity Affinity level]=];
IconIndex=-1;};
 
PLAYERPERK_MANTLES_PURITY_LVL_ENERGY={
Type="PLAYERPERK_MANTLES_PURITY_LVL_ENERGY";
Help=[=[+1 {{EnergyIconBE}} Energy per {{PurityIconBE}} Purity Affinity level]=];
IconIndex=-1;};
 
PLAYERPERK_HYPERCORES_SUPREMACY_LVL_SCIENCE={
Type="PLAYERPERK_HYPERCORES_SUPREMACY_LVL_SCIENCE";
Help=[=[+1 {{ScienceIconBE}} Science per {{SupremacyIconBE}} Supremacy Affinity level]=];
IconIndex=-1;};
 
PLAYERPERK_HYPERCORES_SUPREMACY_LVL_CULTURE={
Type="PLAYERPERK_HYPERCORES_SUPREMACY_LVL_CULTURE";
Help=[=[+1 {{CultureIconBE}} Culture per {{SupremacyIconBE}} Supremacy Affinity level]=];
IconIndex=-1;};
 
PLAYERPERK_NODE_BANKS_CITY_HP_MOD={
Type="PLAYERPERK_NODE_BANKS_CITY_HP_MOD";
Help=[=[+10% City Hit Points from Node Banks]=];
IconIndex=-1;};
 
PLAYERPERK_NODE_BANKS_CITY_STRENGTH_MOD={
Type="PLAYERPERK_NODE_BANKS_CITY_STRENGTH_MOD";
Help=[=[+10% City Strength from Node Banks]=];
IconIndex=-1;};
 
PLAYERPERK_NEOPLANETARIUMS_ORBITAL_COVERAGE={
Type="PLAYERPERK_NEOPLANETARIUMS_ORBITAL_COVERAGE";
Help=[=[+2 Orbital Coverage from Neoplanetariums]=];
IconIndex=-1;};
 
PLAYERPERK_NEOPLANETARIUMS_ORBITAL_PRODUCTION={
Type="PLAYERPERK_NEOPLANETARIUMS_ORBITAL_PRODUCTION";
Help=[=[+10% {{ProductionIconBE}} Production for Orbital Units from Neoplanetariums]=];
IconIndex=-1;};
 
PLAYERPERK_SKYCRANES_FLOAT_STONE_PRODUCTION={
Type="PLAYERPERK_SKYCRANES_FLOAT_STONE_PRODUCTION";
Help=[=[+2 {{ProductionIconBE}} Production from {{FloatStoneIconBE}} Floatstone Quarries]=];
IconIndex=-1;};
 
PLAYERPERK_SKYCRANES_RESOURCE_FLOAT_STONE={
Type="PLAYERPERK_SKYCRANES_RESOURCE_FLOAT_STONE";
Help=[=[+4 {{FloatStoneIconBE}} Floatstone from Skycranes]=];
IconIndex=-1;};
 
PLAYERPERK_NANOPASTURE_FOOD_MOD={
Type="PLAYERPERK_NANOPASTURE_FOOD_MOD";
Help=[=[+10% City {{FoodIconBE}} Food from Nanopastures]=];
IconIndex=-1;};
 
PLAYERPERK_NANOPASTURE_ENERGY_MOD={
Type="PLAYERPERK_NANOPASTURE_ENERGY_MOD";
Help=[=[+10% City {{EnergyIconBE}} Energy from Nanopastures]=];
IconIndex=-1;};
 
PLAYERPERK_AUGMENTERIES_HEALTH_MOD={
Type="PLAYERPERK_AUGMENTERIES_HEALTH_MOD";
Help=[=[+10% {{HealthIconBE}} Health from Augmenteries]=];
IconIndex=-1;};
 
PLAYERPERK_AUGMENTERIES_ALL_YIELDS_MOD={
Type="PLAYERPERK_AUGMENTERIES_ALL_YIELDS_MOD";
Help=[=[+5% to All Yields from Augmenteries]=];
IconIndex=-1;};
 
PLAYERPERK_MOLECULAR_FORGES_PRODUCTION_MOD={
Type="PLAYERPERK_MOLECULAR_FORGES_PRODUCTION_MOD";
Help=[=[+10% City {{ProductionIconBE}} Production from Molecular Forges]=];
IconIndex=-1;};
 
PLAYERPERK_MOLECULAR_FORGES_SCIENCE_MOD={
Type="PLAYERPERK_MOLECULAR_FORGES_SCIENCE_MOD";
Help=[=[+10% City {{ScienceIconBE}} Science from Molecular Forges]=];
IconIndex=-1;};
 
PLAYERPERK_BIOGLASS_FURNACES_FIRAXITE_PRODUCTION={
Type="PLAYERPERK_BIOGLASS_FURNACES_FIRAXITE_PRODUCTION";
Help=[=[+2 {{ProductionIconBE}} Production from {{FiraxiteIconBE}}Firaxite Mines]=];
IconIndex=-1;};
 
PLAYERPERK_BIOGLASS_FURNACES_RESOURCE_FIRAXITE={
Type="PLAYERPERK_BIOGLASS_FURNACES_RESOURCE_FIRAXITE";
Help=[=[+4 {{FiraxiteIconBE}} Firaxite resources]=];
IconIndex=-1;};
 
PLAYERPERK_PERSONALITY_TRAIT_CHARACTER_GROWTH_A1={
Type="PLAYERPERK_PERSONALITY_TRAIT_CHARACTER_GROWTH_A1";
Help=[=[+10% {{FoodIconBE}} Growth in Cities when {{HealthIconBE}} Healthy. All {{CitizenIconBE}} Specialist Citizens produce 1 extra yield.]=];
IconIndex=-1;
SpecialistExtraYield=1;
HealthyEmpireGrowthModifier=10;};
 
PLAYERPERK_PERSONALITY_TRAIT_CHARACTER_GROWTH_A2={
Type="PLAYERPERK_PERSONALITY_TRAIT_CHARACTER_GROWTH_A2";
Help=[=[+15% {{FoodIconBE}} Growth in Cities when {{HealthIconBE}} Healthy. All {{CitizenIconBE}} Specialist Citizens produce 1 extra yield.]=];
IconIndex=-1;
SpecialistExtraYield=1;
HealthyEmpireGrowthModifier=15;};
 
PLAYERPERK_PERSONALITY_TRAIT_CHARACTER_GROWTH_A3={
Type="PLAYERPERK_PERSONALITY_TRAIT_CHARACTER_GROWTH_A3";
Help=[=[+25% {{FoodIconBE}} Growth in Cities when {{HealthIconBE}} Healthy. All {{CitizenIconBE}} Specialist Citizens produce 2 extra yield.]=];
IconIndex=-1;
SpecialistExtraYield=2;
HealthyEmpireGrowthModifier=25;};
 
PLAYERPERK_PERSONALITY_TRAIT_CHARACTER_EXPAND_A1={
Type="PLAYERPERK_PERSONALITY_TRAIT_CHARACTER_EXPAND_A1";
Help=[=[{{CultureIconBE}} Culture and {{EnergyIconBE}} Energy costs to acquire new City plots are reduced by 30%.]=];
IconIndex=-1;
PlotCultureCostModifier=-30;
PlotEnergyCostModifier=-30;};
 
PLAYERPERK_PERSONALITY_TRAIT_CHARACTER_EXPAND_A2={
Type="PLAYERPERK_PERSONALITY_TRAIT_CHARACTER_EXPAND_A2";
Help=[=[{{CultureIconBE}} Culture and {{EnergyIconBE}} Energy costs to acquire new City plots are reduced by 40%.]=];
IconIndex=-1;
PlotCultureCostModifier=-40;
PlotEnergyCostModifier=-40;};
 
PLAYERPERK_PERSONALITY_TRAIT_CHARACTER_EXPAND_A3={
Type="PLAYERPERK_PERSONALITY_TRAIT_CHARACTER_EXPAND_A3";
Help=[=[{{CultureIconBE}} Culture and {{EnergyIconBE}} Energy costs to acquire new City plots are reduced by 50%.]=];
IconIndex=-1;
PlotCultureCostModifier=-50;
PlotEnergyCostModifier=-50;};
 
PLAYERPERK_PERSONALITY_TRAIT_CHARACTER_INDUSTRY_A1={
Type="PLAYERPERK_PERSONALITY_TRAIT_CHARACTER_INDUSTRY_A1";
Help=[=[The first Wonder built in every City is free. +1 [ICON_DIPLO_CAPITAL] Diplomatic Capital from Wonders.]=];
IconIndex=-1;
FirstCityWonderFree=true;
WonderDiploCapitalChange=1;};
 
PLAYERPERK_PERSONALITY_TRAIT_CHARACTER_INDUSTRY_A2={
Type="PLAYERPERK_PERSONALITY_TRAIT_CHARACTER_INDUSTRY_A2";
Help=[=[The first Wonder built in every City is free. +2 [ICON_DIPLO_CAPITAL] Diplomatic Capital from Wonders.]=];
IconIndex=-1;
FirstCityWonderFree=true;
WonderDiploCapitalChange=2;};
 
PLAYERPERK_PERSONALITY_TRAIT_CHARACTER_INDUSTRY_A3={
Type="PLAYERPERK_PERSONALITY_TRAIT_CHARACTER_INDUSTRY_A3";
Help=[=[The first Wonder built in every City is free. +3 [ICON_DIPLO_CAPITAL] Diplomatic Capital from Wonders.]=];
IconIndex=-1;
FirstCityWonderFree=true;
WonderDiploCapitalChange=3;};
 
PLAYERPERK_PERSONALITY_TRAIT_CHARACTER_CULTURE_A1={
Type="PLAYERPERK_PERSONALITY_TRAIT_CHARACTER_CULTURE_A1";
Help=[=[Gain 1 free Virtue for every 10 Virtues earned with {{CultureIconBE}} Culture.]=];
IconIndex=-1;
FreePolicyPerXPolicies=10;};
 
PLAYERPERK_PERSONALITY_TRAIT_CHARACTER_CULTURE_A2={
Type="PLAYERPERK_PERSONALITY_TRAIT_CHARACTER_CULTURE_A2";
Help=[=[Gain 1 free Virtue for every 9 Virtues earned with {{CultureIconBE}} Culture.]=];
IconIndex=-1;
FreePolicyPerXPolicies=9;};
 
PLAYERPERK_PERSONALITY_TRAIT_CHARACTER_CULTURE_A3={
Type="PLAYERPERK_PERSONALITY_TRAIT_CHARACTER_CULTURE_A3";
Help=[=[Gain 1 free Virtue for every 8 Virtues earned with {{CultureIconBE}} Culture.]=];
IconIndex=-1;
FreePolicyPerXPolicies=8;};
 
PLAYERPERK_PERSONALITY_TRAIT_CHARACTER_SCIENCE_A1={
Type="PLAYERPERK_PERSONALITY_TRAIT_CHARACTER_SCIENCE_A1";
Help=[=[Start with one free [ICON_SPY] Covert Agent. Each successful Covert Operation in a foreign City rewards 10 {{ScienceIconBE}} Science per Agent rank.]=];
IconIndex=-1;
FreeSpies=1;
CovertOpsSciencePerAgentRank=10;};
 
PLAYERPERK_PERSONALITY_TRAIT_CHARACTER_SCIENCE_A2={
Type="PLAYERPERK_PERSONALITY_TRAIT_CHARACTER_SCIENCE_A2";
Help=[=[Each successful Covert Operation in a foreign City rewards 15 {{ScienceIconBE}} Science per Agent rank.]=];
IconIndex=-1;
CovertOpsSciencePerAgentRank=15;};
 
PLAYERPERK_PERSONALITY_TRAIT_CHARACTER_SCIENCE_A3={
Type="PLAYERPERK_PERSONALITY_TRAIT_CHARACTER_SCIENCE_A3";
Help=[=[Gain one additional [ICON_SPY] Covert Agent. Each successful Covert Operation in a foreign City rewards 30 {{ScienceIconBE}} Science per Agent rank.]=];
IconIndex=-1;
FreeSpies=1;
CovertOpsSciencePerAgentRank=30;};
 
PLAYERPERK_PERSONALITY_TRAIT_CHARACTER_WEALTH_A1={
Type="PLAYERPERK_PERSONALITY_TRAIT_CHARACTER_WEALTH_A1";
Help=[=[Yield from City Developments increased by 150%.]=];
IconIndex=-1;
CityProcessYieldMod=150;};
 
PLAYERPERK_PERSONALITY_TRAIT_CHARACTER_WEALTH_A2={
Type="PLAYERPERK_PERSONALITY_TRAIT_CHARACTER_WEALTH_A2";
Help=[=[Yield from City Developments increased by 175%.]=];
IconIndex=-1;
CityProcessYieldMod=175;};
 
PLAYERPERK_PERSONALITY_TRAIT_CHARACTER_WEALTH_A3={
Type="PLAYERPERK_PERSONALITY_TRAIT_CHARACTER_WEALTH_A3";
Help=[=[Yield from City Developments increased by 200%.]=];
IconIndex=-1;
CityProcessYieldMod=200;};
 
PLAYERPERK_PERSONALITY_TRAIT_CHARACTER_COMBAT_A1={
Type="PLAYERPERK_PERSONALITY_TRAIT_CHARACTER_COMBAT_A1";
Help=[=[War Score points increased by 30%. Gain 1 [ICON_DIPLO_CAPITAL] Diplomatic Capital for each Unit killed in combat.]=];
IconIndex=-1;
WarScorePointsMod=30;};
 
PLAYERPERK_PERSONALITY_TRAIT_CHARACTER_COMBAT_A2={
Type="PLAYERPERK_PERSONALITY_TRAIT_CHARACTER_COMBAT_A2";
Help=[=[War Score points increased by 40%. Gain 2 [ICON_DIPLO_CAPITAL] Diplomatic Capital for each Unit killed in combat.]=];
IconIndex=-1;
WarScorePointsMod=40;};
 
PLAYERPERK_PERSONALITY_TRAIT_CHARACTER_COMBAT_A3={
Type="PLAYERPERK_PERSONALITY_TRAIT_CHARACTER_COMBAT_A3";
Help=[=[War Score points increased by 50%. Gain 3 [ICON_DIPLO_CAPITAL] Diplomatic Capital for each Unit killed in combat.]=];
IconIndex=-1;
WarScorePointsMod=50;};
 
PLAYERPERK_PERSONALITY_TRAIT_CHARACTER_TRADE_A1={
Type="PLAYERPERK_PERSONALITY_TRAIT_CHARACTER_TRADE_A1";
Help=[=[2 free Trade Route slots in the {{CapitalIconBE}} Capital, and 1 free Trade Route slot in all other Cities.]=];
IconIndex=-1;};
 
PLAYERPERK_PERSONALITY_TRAIT_CHARACTER_TRADE_A2={
Type="PLAYERPERK_PERSONALITY_TRAIT_CHARACTER_TRADE_A2";
Help=[=[3 free Trade Route slots in the {{CapitalIconBE}} Capital, and 1 free Trade Route slot in all other Cities.]=];
IconIndex=-1;};
 
PLAYERPERK_PERSONALITY_TRAIT_CHARACTER_TRADE_A3={
Type="PLAYERPERK_PERSONALITY_TRAIT_CHARACTER_TRADE_A3";
Help=[=[3 free Trade Route slots in the {{CapitalIconBE}} Capital, and 2 free Trade Route slots in all other Cities.]=];
IconIndex=-1;};
 
PLAYERPERK_PERSONALITY_TRAIT_CHARACTER_COVERT_A1={
Type="PLAYERPERK_PERSONALITY_TRAIT_CHARACTER_COVERT_A1";
Help=[=[Covert Operations complete 30% faster and require 1 less Intrigue level to attempt.]=];
IconIndex=-1;
CovertOpsIntriguePrereqChange=-1;
CovertOpsTimeModifier=-30;};
 
PLAYERPERK_PERSONALITY_TRAIT_CHARACTER_COVERT_A2={
Type="PLAYERPERK_PERSONALITY_TRAIT_CHARACTER_COVERT_A2";
Help=[=[Covert Operations complete 40% faster and require 1 less Intrigue level to attempt.]=];
IconIndex=-1;
CovertOpsIntriguePrereqChange=-1;
CovertOpsTimeModifier=-40;};
 
PLAYERPERK_PERSONALITY_TRAIT_CHARACTER_COVERT_A3={
Type="PLAYERPERK_PERSONALITY_TRAIT_CHARACTER_COVERT_A3";
Help=[=[Covert Operations complete 50% faster and require 1 less Intrigue level to attempt.]=];
IconIndex=-1;
CovertOpsIntriguePrereqChange=-1;
CovertOpsTimeModifier=-50;};
 
PLAYERPERK_PERSONALITY_TRAIT_CHARACTER_ORBITAL_A1={
Type="PLAYERPERK_PERSONALITY_TRAIT_CHARACTER_ORBITAL_A1";
Help=[=[All Orbital Units Strategic Resource requirements reduced by 1. Start with 4 {{PetroleumIconBE}} Petroleum, {{TitaniumIconBE}} Titanium, and {{GeothermalIconBE}} Geothermal resources.]=];
IconIndex=-1;
OrbitalResourceCostChange=-1;};
 
PLAYERPERK_PERSONALITY_TRAIT_CHARACTER_ORBITAL_A2={
Type="PLAYERPERK_PERSONALITY_TRAIT_CHARACTER_ORBITAL_A2";
Help=[=[Gain 2 additional {{PetroleumIconBE}} Petroleum, {{TitaniumIconBE}} Titanium, and {{GeothermalIconBE}} Geothermal resources.]=];
IconIndex=-1;
OrbitalResourceCostChange=-1;};
 
PLAYERPERK_PERSONALITY_TRAIT_CHARACTER_ORBITAL_A3={
Type="PLAYERPERK_PERSONALITY_TRAIT_CHARACTER_ORBITAL_A3";
Help=[=[All Orbital Units Strategic Resource requirements reduced by 2.]=];
IconIndex=-1;
OrbitalResourceCostChange=-2;};
 
PLAYERPERK_PERSONALITY_TRAIT_CHARACTER_DIPLOMACY_A1={
Type="PLAYERPERK_PERSONALITY_TRAIT_CHARACTER_DIPLOMACY_A1";
Help=[=[Agreements cost 50% less [ICON_DIPLO_CAPITAL] Diplomatic Capital. Purchasing Units and buildings cost 25% less [ICON_DIPLO_CAPITAL] Diplomatic Capital.]=];
IconIndex=-1;
DiploCapitalPurchaseCostMod=-25;
AgreementDiploPurchaseCapitalCostMod=-50;
AgreementDiploPerTurnCapitalCostMod=-50;};
 
PLAYERPERK_PERSONALITY_TRAIT_CHARACTER_DIPLOMACY_A2={
Type="PLAYERPERK_PERSONALITY_TRAIT_CHARACTER_DIPLOMACY_A2";
Help=[=[Agreements cost 60% less [ICON_DIPLO_CAPITAL] Diplomatic Capital. Purchasing Units and buildings cost 50% less [ICON_DIPLO_CAPITAL] Diplomatic Capital.]=];
IconIndex=-1;
DiploCapitalPurchaseCostMod=-50;
AgreementDiploPurchaseCapitalCostMod=-60;
AgreementDiploPerTurnCapitalCostMod=-60;};
 
PLAYERPERK_PERSONALITY_TRAIT_CHARACTER_DIPLOMACY_A3={
Type="PLAYERPERK_PERSONALITY_TRAIT_CHARACTER_DIPLOMACY_A3";
Help=[=[Agreements cost 75% less [ICON_DIPLO_CAPITAL] Diplomatic Capital. Purchasing Units and buildings cost 75% less [ICON_DIPLO_CAPITAL] Diplomatic Capital.]=];
IconIndex=-1;
DiploCapitalPurchaseCostMod=-75;
AgreementDiploPurchaseCapitalCostMod=-75;
AgreementDiploPerTurnCapitalCostMod=-75;};
 
PLAYERPERK_PERSONALITY_TRAIT_CHARACTER_AQUATIC_A1={
Type="PLAYERPERK_PERSONALITY_TRAIT_CHARACTER_AQUATIC_A1";
Help=[=[Aquatic Cities have 50% more {{StrengthIconBE}} Combat Strength and cost 50% less to move.]=];
IconIndex=-1;
AquaticCityMoveCostMod=-50;
AquaticCityStrengthMod=50;};
 
PLAYERPERK_PERSONALITY_TRAIT_CHARACTER_AQUATIC_A2={
Type="PLAYERPERK_PERSONALITY_TRAIT_CHARACTER_AQUATIC_A2";
Help=[=[Aquatic Cities have 60% more {{StrengthIconBE}} Combat Strength and cost 60% less to move.]=];
IconIndex=-1;
AquaticCityMoveCostMod=-60;
AquaticCityStrengthMod=60;};
 
PLAYERPERK_PERSONALITY_TRAIT_CHARACTER_AQUATIC_A3={
Type="PLAYERPERK_PERSONALITY_TRAIT_CHARACTER_AQUATIC_A3";
Help=[=[Aquatic Cities have 75% more {{StrengthIconBE}} Combat Strength and cost 75% less to move.]=];
IconIndex=-1;
AquaticCityMoveCostMod=-75;
AquaticCityStrengthMod=75;};
 
PLAYERPERK_PERSONALITY_TRAIT_POLITICAL_GROWTH_A1={
Type="PLAYERPERK_PERSONALITY_TRAIT_POLITICAL_GROWTH_A1";
Help=[=[Gain 2 {{HealthIconBE}} Health for each active Agreement initiated by you.]=];
IconIndex=-1;};
 
PLAYERPERK_PERSONALITY_TRAIT_POLITICAL_GROWTH_A2={
Type="PLAYERPERK_PERSONALITY_TRAIT_POLITICAL_GROWTH_A2";
Help=[=[Gain 3 {{HealthIconBE}} Health for each active Agreement initiated by you.]=];
IconIndex=-1;};
 
PLAYERPERK_PERSONALITY_TRAIT_POLITICAL_GROWTH_A3={
Type="PLAYERPERK_PERSONALITY_TRAIT_POLITICAL_GROWTH_A3";
Help=[=[Gain 4 {{HealthIconBE}} Health for each active Agreement initiated by you.]=];
IconIndex=-1;};
 
PLAYERPERK_PERSONALITY_TRAIT_POLITICAL_EXPAND_A1={
Type="PLAYERPERK_PERSONALITY_TRAIT_POLITICAL_EXPAND_A1";
Help=[=[City plots are 10% cheaper to acquire with {{CultureIconBE}} Culture.]=];
IconIndex=-1;
PlotCultureCostModifier=-10;};
 
PLAYERPERK_PERSONALITY_TRAIT_POLITICAL_EXPAND_A2={
Type="PLAYERPERK_PERSONALITY_TRAIT_POLITICAL_EXPAND_A2";
Help=[=[City plots are 15% cheaper to acquire with {{CultureIconBE}} Culture.]=];
IconIndex=-1;
PlotCultureCostModifier=-15;};
 
PLAYERPERK_PERSONALITY_TRAIT_POLITICAL_EXPAND_A3={
Type="PLAYERPERK_PERSONALITY_TRAIT_POLITICAL_EXPAND_A3";
Help=[=[City plots are 20% cheaper to acquire with {{CultureIconBE}} Culture.]=];
IconIndex=-1;
PlotCultureCostModifier=-20;};
 
PLAYERPERK_PERSONALITY_TRAIT_POLITICAL_INDUSTRY_A1={
Type="PLAYERPERK_PERSONALITY_TRAIT_POLITICAL_INDUSTRY_A1";
Help=[=[+10% conversion rate for City Developments.]=];
IconIndex=-1;
ExtraCityProcessYield=10;};
 
PLAYERPERK_PERSONALITY_TRAIT_POLITICAL_INDUSTRY_A2={
Type="PLAYERPERK_PERSONALITY_TRAIT_POLITICAL_INDUSTRY_A2";
Help=[=[+20% conversion rate for City Developments.]=];
IconIndex=-1;
ExtraCityProcessYield=20;};
 
PLAYERPERK_PERSONALITY_TRAIT_POLITICAL_INDUSTRY_A3={
Type="PLAYERPERK_PERSONALITY_TRAIT_POLITICAL_INDUSTRY_A3";
Help=[=[+30% conversion rate for City Developments.]=];
IconIndex=-1;
ExtraCityProcessYield=30;};
 
PLAYERPERK_PERSONALITY_TRAIT_POLITICAL_CULTURE_A1={
Type="PLAYERPERK_PERSONALITY_TRAIT_POLITICAL_CULTURE_A1";
Help=[=[Virtues cost 2% less {{CultureIconBE}} Culture for each active Agreement initiated by you.]=];
IconIndex=-1;};
 
PLAYERPERK_PERSONALITY_TRAIT_POLITICAL_CULTURE_A2={
Type="PLAYERPERK_PERSONALITY_TRAIT_POLITICAL_CULTURE_A2";
Help=[=[Virtues cost 4% less {{CultureIconBE}} Culture for each active Agreement initiated by you.]=];
IconIndex=-1;};
 
PLAYERPERK_PERSONALITY_TRAIT_POLITICAL_CULTURE_A3={
Type="PLAYERPERK_PERSONALITY_TRAIT_POLITICAL_CULTURE_A3";
Help=[=[Virtues cost 6% less {{CultureIconBE}} Culture for each active Agreement initiated by you.]=];
IconIndex=-1;};
 
PLAYERPERK_PERSONALITY_TRAIT_POLITICAL_SCIENCE_A1={
Type="PLAYERPERK_PERSONALITY_TRAIT_POLITICAL_SCIENCE_A1";
Help=[=[Gain 4 {{ScienceIconBE}} Science per turn for each active Agreement initiated by you.]=];
IconIndex=-1;};
 
PLAYERPERK_PERSONALITY_TRAIT_POLITICAL_SCIENCE_A2={
Type="PLAYERPERK_PERSONALITY_TRAIT_POLITICAL_SCIENCE_A2";
Help=[=[Gain 8 {{ScienceIconBE}} Science per turn for each active Agreement initiated by you.]=];
IconIndex=-1;};
 
PLAYERPERK_PERSONALITY_TRAIT_POLITICAL_SCIENCE_A3={
Type="PLAYERPERK_PERSONALITY_TRAIT_POLITICAL_SCIENCE_A3";
Help=[=[Gain 12 {{ScienceIconBE}} Science per turn for each active Agreement initiated by you.]=];
IconIndex=-1;};
 
PLAYERPERK_PERSONALITY_TRAIT_POLITICAL_WEALTH_A1={
Type="PLAYERPERK_PERSONALITY_TRAIT_POLITICAL_WEALTH_A1";
Help=[=[Cost to purchase Units and Buildings with {{EnergyIconBE}} Energy reduced by 10%.]=];
IconIndex=-1;
CityEnergyPurchaseCostMod=-10;};
 
PLAYERPERK_PERSONALITY_TRAIT_POLITICAL_WEALTH_A2={
Type="PLAYERPERK_PERSONALITY_TRAIT_POLITICAL_WEALTH_A2";
Help=[=[Cost to purchase Units and Buildings with {{EnergyIconBE}} Energy reduced by 20%.]=];
IconIndex=-1;
CityEnergyPurchaseCostMod=-20;};
 
PLAYERPERK_PERSONALITY_TRAIT_POLITICAL_WEALTH_A3={
Type="PLAYERPERK_PERSONALITY_TRAIT_POLITICAL_WEALTH_A3";
Help=[=[Cost to purchase Units and Buildings with {{EnergyIconBE}} Energy reduced by 30%.]=];
IconIndex=-1;
CityEnergyPurchaseCostMod=-30;};
 
PLAYERPERK_PERSONALITY_TRAIT_POLITICAL_COMBAT_A1={
Type="PLAYERPERK_PERSONALITY_TRAIT_POLITICAL_COMBAT_A1";
Help=[=[Military Units gain XP 20% faster.]=];
IconIndex=-1;
UnitXPGainModifier=20;};
 
PLAYERPERK_PERSONALITY_TRAIT_POLITICAL_COMBAT_A2={
Type="PLAYERPERK_PERSONALITY_TRAIT_POLITICAL_COMBAT_A2";
Help=[=[Military Units gain XP 40% faster.]=];
IconIndex=-1;
UnitXPGainModifier=40;};
 
PLAYERPERK_PERSONALITY_TRAIT_POLITICAL_COMBAT_A3={
Type="PLAYERPERK_PERSONALITY_TRAIT_POLITICAL_COMBAT_A3";
Help=[=[Military Units gain XP 60% faster.]=];
IconIndex=-1;
UnitXPGainModifier=60;};
 
PLAYERPERK_PERSONALITY_TRAIT_POLITICAL_TRADE_A1={
Type="PLAYERPERK_PERSONALITY_TRAIT_POLITICAL_TRADE_A1";
Help=[=[Yields from international Trade Routes are increased by 20%.]=];
IconIndex=-1;
InternationalTradeRouteYieldMod=20;};
 
PLAYERPERK_PERSONALITY_TRAIT_POLITICAL_TRADE_A2={
Type="PLAYERPERK_PERSONALITY_TRAIT_POLITICAL_TRADE_A2";
Help=[=[Yields from international Trade Routes are increased by 25%.]=];
IconIndex=-1;
InternationalTradeRouteYieldMod=30;};
 
PLAYERPERK_PERSONALITY_TRAIT_POLITICAL_TRADE_A3={
Type="PLAYERPERK_PERSONALITY_TRAIT_POLITICAL_TRADE_A3";
Help=[=[Yields from international Trade Routes are increased by 30%.]=];
IconIndex=-1;
InternationalTradeRouteYieldMod=45;};
 
PLAYERPERK_PERSONALITY_TRAIT_POLITICAL_COVERT_A1={
Type="PLAYERPERK_PERSONALITY_TRAIT_POLITICAL_COVERT_A1";
Help=[=[ICON_SPY] Covert Agents finish operations 15% more quickly and 20% less likely to die in an operation.]=];
IconIndex=-1;
CovertOpsTimeModifier=-15;
CovertOpsAgentRiskModifier=-20;};
 
PLAYERPERK_PERSONALITY_TRAIT_POLITICAL_COVERT_A2={
Type="PLAYERPERK_PERSONALITY_TRAIT_POLITICAL_COVERT_A2";
Help=[=[ICON_SPY] Covert Agents finish operations 20% more quickly and 25% less likely to die in an operation.]=];
IconIndex=-1;
CovertOpsTimeModifier=-20;
CovertOpsAgentRiskModifier=-25;};
 
PLAYERPERK_PERSONALITY_TRAIT_POLITICAL_COVERT_A3={
Type="PLAYERPERK_PERSONALITY_TRAIT_POLITICAL_COVERT_A3";
Help=[=[ICON_SPY] Covert Agents finish operations 25% more quickly and 30% less likely to die in an operation.]=];
IconIndex=-1;
CovertOpsTimeModifier=-25;
CovertOpsAgentRiskModifier=-30;};
 
PLAYERPERK_PERSONALITY_TRAIT_POLITICAL_ORBITAL_A1={
Type="PLAYERPERK_PERSONALITY_TRAIT_POLITICAL_ORBITAL_A1";
Help=[=[City Orbital Coverage increased by 1.]=];
IconIndex=-1;
OrbitalCoverageChange=1;};
 
PLAYERPERK_PERSONALITY_TRAIT_POLITICAL_ORBITAL_A2={
Type="PLAYERPERK_PERSONALITY_TRAIT_POLITICAL_ORBITAL_A2";
Help=[=[City Orbital Coverage increased by 2.]=];
IconIndex=-1;
OrbitalCoverageChange=2;};
 
PLAYERPERK_PERSONALITY_TRAIT_POLITICAL_ORBITAL_A3={
Type="PLAYERPERK_PERSONALITY_TRAIT_POLITICAL_ORBITAL_A3";
Help=[=[City Orbital Coverage increased by 3.]=];
IconIndex=-1;
OrbitalCoverageChange=3;};
 
PLAYERPERK_PERSONALITY_TRAIT_DOMESTIC_GROWTH_A1={
Type="PLAYERPERK_PERSONALITY_TRAIT_DOMESTIC_GROWTH_A1";
Help=[=[City {{FoodIconBE}} Food yield increased by 8%.]=];
IconIndex=-1;};
 
PLAYERPERK_PERSONALITY_TRAIT_DOMESTIC_GROWTH_A2={
Type="PLAYERPERK_PERSONALITY_TRAIT_DOMESTIC_GROWTH_A2";
Help=[=[City {{FoodIconBE}} Food yield increased by 12%.]=];
IconIndex=-1;};
 
PLAYERPERK_PERSONALITY_TRAIT_DOMESTIC_GROWTH_A3={
Type="PLAYERPERK_PERSONALITY_TRAIT_DOMESTIC_GROWTH_A3";
Help=[=[City {{FoodIconBE}} Food yield increased by 15%.]=];
IconIndex=-1;};
 
PLAYERPERK_PERSONALITY_TRAIT_DOMESTIC_EXPAND_A1={
Type="PLAYERPERK_PERSONALITY_TRAIT_DOMESTIC_EXPAND_A1";
Help=[=[+3 Global {{HealthIconBE}} Health.]=];
IconIndex=-1;
FlatHealth=3;};
 
PLAYERPERK_PERSONALITY_TRAIT_DOMESTIC_EXPAND_A2={
Type="PLAYERPERK_PERSONALITY_TRAIT_DOMESTIC_EXPAND_A2";
Help=[=[+5 Global {{HealthIconBE}} Health.]=];
IconIndex=-1;
FlatHealth=5;};
 
PLAYERPERK_PERSONALITY_TRAIT_DOMESTIC_EXPAND_A3={
Type="PLAYERPERK_PERSONALITY_TRAIT_DOMESTIC_EXPAND_A3";
Help=[=[+8 Global {{HealthIconBE}} Health.]=];
IconIndex=-1;
FlatHealth=8;};
 
PLAYERPERK_PERSONALITY_TRAIT_DOMESTIC_INDUSTRY_A1={
Type="PLAYERPERK_PERSONALITY_TRAIT_DOMESTIC_INDUSTRY_A1";
Help=[=[City {{ProductionIconBE}} Production yield increased by 8%.]=];
IconIndex=-1;};
 
PLAYERPERK_PERSONALITY_TRAIT_DOMESTIC_INDUSTRY_A2={
Type="PLAYERPERK_PERSONALITY_TRAIT_DOMESTIC_INDUSTRY_A2";
Help=[=[City {{ProductionIconBE}} Production yield increased by 12%.]=];
IconIndex=-1;};
 
PLAYERPERK_PERSONALITY_TRAIT_DOMESTIC_INDUSTRY_A3={
Type="PLAYERPERK_PERSONALITY_TRAIT_DOMESTIC_INDUSTRY_A3";
Help=[=[City {{ProductionIconBE}} Production yield increased by 15%.]=];
IconIndex=-1;};
 
PLAYERPERK_PERSONALITY_TRAIT_DOMESTIC_CULTURE_A1={
Type="PLAYERPERK_PERSONALITY_TRAIT_DOMESTIC_CULTURE_A1";
Help=[=[City {{CultureIconBE}} Culture yield increased by 8%.]=];
IconIndex=-1;};
 
PLAYERPERK_PERSONALITY_TRAIT_DOMESTIC_CULTURE_A2={
Type="PLAYERPERK_PERSONALITY_TRAIT_DOMESTIC_CULTURE_A2";
Help=[=[City {{CultureIconBE}} Culture yield increased by 12%.]=];
IconIndex=-1;};
 
PLAYERPERK_PERSONALITY_TRAIT_DOMESTIC_CULTURE_A3={
Type="PLAYERPERK_PERSONALITY_TRAIT_DOMESTIC_CULTURE_A3";
Help=[=[City {{CultureIconBE}} Culture yield increased by 15%.]=];
IconIndex=-1;};
 
PLAYERPERK_PERSONALITY_TRAIT_DOMESTIC_SCIENCE_A1={
Type="PLAYERPERK_PERSONALITY_TRAIT_DOMESTIC_SCIENCE_A1";
Help=[=[City {{ScienceIconBE}} Science yield increased by 8%.]=];
IconIndex=-1;};
 
PLAYERPERK_PERSONALITY_TRAIT_DOMESTIC_SCIENCE_A2={
Type="PLAYERPERK_PERSONALITY_TRAIT_DOMESTIC_SCIENCE_A2";
Help=[=[City {{ScienceIconBE}} Science yield increased by 12%.]=];
IconIndex=-1;};
 
PLAYERPERK_PERSONALITY_TRAIT_DOMESTIC_SCIENCE_A3={
Type="PLAYERPERK_PERSONALITY_TRAIT_DOMESTIC_SCIENCE_A3";
Help=[=[City {{ScienceIconBE}} Science yield increased by 15%.]=];
IconIndex=-1;};
 
PLAYERPERK_PERSONALITY_TRAIT_DOMESTIC_WEALTH_A1={
Type="PLAYERPERK_PERSONALITY_TRAIT_DOMESTIC_WEALTH_A1";
Help=[=[City {{EnergyIconBE}} Energy yield increased by 8%.]=];
IconIndex=-1;};
 
PLAYERPERK_PERSONALITY_TRAIT_DOMESTIC_WEALTH_A2={
Type="PLAYERPERK_PERSONALITY_TRAIT_DOMESTIC_WEALTH_A2";
Help=[=[City {{EnergyIconBE}} Energy yield increased by 12%.]=];
IconIndex=-1;};
 
PLAYERPERK_PERSONALITY_TRAIT_DOMESTIC_WEALTH_A3={
Type="PLAYERPERK_PERSONALITY_TRAIT_DOMESTIC_WEALTH_A3";
Help=[=[City {{EnergyIconBE}} Energy yield increased by 15%.]=];
IconIndex=-1;};
 
PLAYERPERK_PERSONALITY_TRAIT_DOMESTIC_COMBAT_A1={
Type="PLAYERPERK_PERSONALITY_TRAIT_DOMESTIC_COMBAT_A1";
Help=[=[+5% {{StrengthIconBE}} Strength and {{RangedStrengthIconBE}} Ranged Strength for Units fighting inside friendly territory.]=];
IconIndex=-1;
UnitStrengthFriendlyTerritoryModifier=5;};
 
PLAYERPERK_PERSONALITY_TRAIT_DOMESTIC_COMBAT_A2={
Type="PLAYERPERK_PERSONALITY_TRAIT_DOMESTIC_COMBAT_A2";
Help=[=[+10% {{StrengthIconBE}} Strength and {{RangedStrengthIconBE}} Ranged Strength for Units fighting inside friendly territory.]=];
IconIndex=-1;
UnitStrengthFriendlyTerritoryModifier=10;};
 
PLAYERPERK_PERSONALITY_TRAIT_DOMESTIC_COMBAT_A3={
Type="PLAYERPERK_PERSONALITY_TRAIT_DOMESTIC_COMBAT_A3";
Help=[=[+15% {{StrengthIconBE}} Strength and {{RangedStrengthIconBE}} Ranged Strength for Units fighting inside friendly territory.]=];
IconIndex=-1;
UnitStrengthFriendlyTerritoryModifier=15;};
 
PLAYERPERK_PERSONALITY_TRAIT_DOMESTIC_TRADE_A1={
Type="PLAYERPERK_PERSONALITY_TRAIT_DOMESTIC_TRADE_A1";
Help=[=[Yield from internal City Trade Routes increased by 20%.]=];
IconIndex=-1;
InternalTradeRouteYieldMod=20;};
 
PLAYERPERK_PERSONALITY_TRAIT_DOMESTIC_TRADE_A2={
Type="PLAYERPERK_PERSONALITY_TRAIT_DOMESTIC_TRADE_A2";
Help=[=[Yield from internal City Trade Routes increased by 30%.]=];
IconIndex=-1;
InternalTradeRouteYieldMod=30;};
 
PLAYERPERK_PERSONALITY_TRAIT_DOMESTIC_TRADE_A3={
Type="PLAYERPERK_PERSONALITY_TRAIT_DOMESTIC_TRADE_A3";
Help=[=[Yield from internal City Trade Routes increased by 45%.]=];
IconIndex=-1;
InternalTradeRouteYieldMod=45;};
 
PLAYERPERK_PERSONALITY_TRAIT_DOMESTIC_COVERT_A1={
Type="PLAYERPERK_PERSONALITY_TRAIT_DOMESTIC_COVERT_A1";
Help=[=[Intrigue rises 10% more slowly in all Cities.]=];
IconIndex=-1;};
 
PLAYERPERK_PERSONALITY_TRAIT_DOMESTIC_COVERT_A2={
Type="PLAYERPERK_PERSONALITY_TRAIT_DOMESTIC_COVERT_A2";
Help=[=[Intrigue rises 20% more slowly in all Cities.]=];
IconIndex=-1;};
 
PLAYERPERK_PERSONALITY_TRAIT_DOMESTIC_COVERT_A3={
Type="PLAYERPERK_PERSONALITY_TRAIT_DOMESTIC_COVERT_A3";
Help=[=[Intrigue rises 30% more slowly in all Cities.]=];
IconIndex=-1;};
 
PLAYERPERK_PERSONALITY_TRAIT_DOMESTIC_ORBITAL_A1={
Type="PLAYERPERK_PERSONALITY_TRAIT_DOMESTIC_ORBITAL_A1";
Help=[=[+20% Increased duration for Orbital Units.]=];
IconIndex=-1;
OrbitalDurationModifier=20;};
 
PLAYERPERK_PERSONALITY_TRAIT_DOMESTIC_ORBITAL_A2={
Type="PLAYERPERK_PERSONALITY_TRAIT_DOMESTIC_ORBITAL_A2";
Help=[=[+25% Increased duration for Orbital Units.]=];
IconIndex=-1;
OrbitalDurationModifier=25;};
 
PLAYERPERK_PERSONALITY_TRAIT_DOMESTIC_ORBITAL_A3={
Type="PLAYERPERK_PERSONALITY_TRAIT_DOMESTIC_ORBITAL_A3";
Help=[=[+30% Increased duration for Orbital Units.]=];
IconIndex=-1;
OrbitalDurationModifier=30;};
 
PLAYERPERK_PERSONALITY_TRAIT_MILITARY_GROWTH_A1={
Type="PLAYERPERK_PERSONALITY_TRAIT_MILITARY_GROWTH_A1";
Help=[=[+1 City defense {{StrengthIconBE}} Strength per Unit of {{CitizenIconBE}} Population.]=];
IconIndex=-1;
CityStrengthPerPop=100;};
 
PLAYERPERK_PERSONALITY_TRAIT_MILITARY_GROWTH_A2={
Type="PLAYERPERK_PERSONALITY_TRAIT_MILITARY_GROWTH_A2";
Help=[=[+1.5 City defense {{StrengthIconBE}} Strength per Unit of {{CitizenIconBE}} Population.]=];
IconIndex=-1;
CityStrengthPerPop=150;};
 
PLAYERPERK_PERSONALITY_TRAIT_MILITARY_GROWTH_A3={
Type="PLAYERPERK_PERSONALITY_TRAIT_MILITARY_GROWTH_A3";
Help=[=[+2.5 City defense {{StrengthIconBE}} Strength per Unit of {{CitizenIconBE}} Population.]=];
IconIndex=-1;
CityStrengthPerPop=250;};
 
PLAYERPERK_PERSONALITY_TRAIT_MILITARY_EXPAND_A1={
Type="PLAYERPERK_PERSONALITY_TRAIT_MILITARY_EXPAND_A1";
Help=[=[City plots are 20% cheaper to purchase with {{EnergyIconBE}} Energy.]=];
IconIndex=-1;
PlotEnergyCostModifier=-20;};
 
PLAYERPERK_PERSONALITY_TRAIT_MILITARY_EXPAND_A2={
Type="PLAYERPERK_PERSONALITY_TRAIT_MILITARY_EXPAND_A2";
Help=[=[City plots are 30% cheaper to purchase with {{EnergyIconBE}} Energy.]=];
IconIndex=-1;
PlotEnergyCostModifier=-30;};
 
PLAYERPERK_PERSONALITY_TRAIT_MILITARY_EXPAND_A3={
Type="PLAYERPERK_PERSONALITY_TRAIT_MILITARY_EXPAND_A3";
Help=[=[City plots are 40% cheaper to purchase with {{EnergyIconBE}} Energy.]=];
IconIndex=-1;
PlotEnergyCostModifier=-40;};
 
PLAYERPERK_PERSONALITY_TRAIT_MILITARY_INDUSTRY_A1={
Type="PLAYERPERK_PERSONALITY_TRAIT_MILITARY_INDUSTRY_A1";
Help=[=[+15% {{ProductionIconBE}} Production for Military Units.]=];
IconIndex=-1;
MilitaryUnitsProductionMod=15;};
 
PLAYERPERK_PERSONALITY_TRAIT_MILITARY_INDUSTRY_A2={
Type="PLAYERPERK_PERSONALITY_TRAIT_MILITARY_INDUSTRY_A2";
Help=[=[+20% {{ProductionIconBE}} Production for Military Units.]=];
IconIndex=-1;
MilitaryUnitsProductionMod=20;};
 
PLAYERPERK_PERSONALITY_TRAIT_MILITARY_INDUSTRY_A3={
Type="PLAYERPERK_PERSONALITY_TRAIT_MILITARY_INDUSTRY_A3";
Help=[=[+25% {{ProductionIconBE}} Production for Military Units.]=];
IconIndex=-1;
MilitaryUnitsProductionMod=25;};
 
PLAYERPERK_PERSONALITY_TRAIT_MILITARY_CULTURE_A1={
Type="PLAYERPERK_PERSONALITY_TRAIT_MILITARY_CULTURE_A1";
Help=[=[Gain 5 {{CultureIconBE}} Culture when killing a Unit in combat.]=];
IconIndex=-1;};
 
PLAYERPERK_PERSONALITY_TRAIT_MILITARY_CULTURE_A2={
Type="PLAYERPERK_PERSONALITY_TRAIT_MILITARY_CULTURE_A2";
Help=[=[Gain 8 {{CultureIconBE}} Culture when killing a Unit in combat.]=];
IconIndex=-1;};
 
PLAYERPERK_PERSONALITY_TRAIT_MILITARY_CULTURE_A3={
Type="PLAYERPERK_PERSONALITY_TRAIT_MILITARY_CULTURE_A3";
Help=[=[Gain 12 {{CultureIconBE}} Culture when killing a Unit in combat.]=];
IconIndex=-1;};
 
PLAYERPERK_PERSONALITY_TRAIT_MILITARY_SCIENCE_A1={
Type="PLAYERPERK_PERSONALITY_TRAIT_MILITARY_SCIENCE_A1";
Help=[=[Gain 5 {{ScienceIconBE}} Science when killing a Unit in combat.]=];
IconIndex=-1;};
 
PLAYERPERK_PERSONALITY_TRAIT_MILITARY_SCIENCE_A2={
Type="PLAYERPERK_PERSONALITY_TRAIT_MILITARY_SCIENCE_A2";
Help=[=[Gain 8 {{ScienceIconBE}} Science when killing a Unit in combat.]=];
IconIndex=-1;};
 
PLAYERPERK_PERSONALITY_TRAIT_MILITARY_SCIENCE_A3={
Type="PLAYERPERK_PERSONALITY_TRAIT_MILITARY_SCIENCE_A3";
Help=[=[Gain 12 {{ScienceIconBE}} Science when killing a Unit in combat.]=];
IconIndex=-1;};
 
PLAYERPERK_PERSONALITY_TRAIT_MILITARY_WEALTH_A1={
Type="PLAYERPERK_PERSONALITY_TRAIT_MILITARY_WEALTH_A1";
Help=[=[{{EnergyIconBE}} Energy maintenance for Military Units reduced by 20%.]=];
IconIndex=-1;
GlobalUnitMaintenanceMod=-20;};
 
PLAYERPERK_PERSONALITY_TRAIT_MILITARY_WEALTH_A2={
Type="PLAYERPERK_PERSONALITY_TRAIT_MILITARY_WEALTH_A2";
Help=[=[{{EnergyIconBE}} Energy maintenance for Military Units reduced by 25%.]=];
IconIndex=-1;
GlobalUnitMaintenanceMod=-25;};
 
PLAYERPERK_PERSONALITY_TRAIT_MILITARY_WEALTH_A3={
Type="PLAYERPERK_PERSONALITY_TRAIT_MILITARY_WEALTH_A3";
Help=[=[{{EnergyIconBE}} Energy maintenance for Military Units reduced by 30%.]=];
IconIndex=-1;
GlobalUnitMaintenanceMod=-30;};
 
PLAYERPERK_PERSONALITY_TRAIT_MILITARY_COMBAT_A1={
Type="PLAYERPERK_PERSONALITY_TRAIT_MILITARY_COMBAT_A1";
Help=[=[+5% {{StrengthIconBE}} Strength and {{RangedStrengthIconBE}} Ranged Strength for Units fighting outside friendly territory.]=];
IconIndex=-1;
UnitStrengthNeutralTerritoryModifier=5;
UnitStrengthEnemyTerritoryModifier=5;};
 
PLAYERPERK_PERSONALITY_TRAIT_MILITARY_COMBAT_A2={
Type="PLAYERPERK_PERSONALITY_TRAIT_MILITARY_COMBAT_A2";
Help=[=[+10% {{StrengthIconBE}} Strength and {{RangedStrengthIconBE}} Ranged Strength for Units fighting outside friendly territory.]=];
IconIndex=-1;
UnitStrengthNeutralTerritoryModifier=10;
UnitStrengthEnemyTerritoryModifier=10;};
 
PLAYERPERK_PERSONALITY_TRAIT_MILITARY_COMBAT_A3={
Type="PLAYERPERK_PERSONALITY_TRAIT_MILITARY_COMBAT_A3";
Help=[=[+15% {{StrengthIconBE}} Strength and {{RangedStrengthIconBE}} Ranged Strength for Units fighting outside friendly territory.]=];
IconIndex=-1;
UnitStrengthNeutralTerritoryModifier=15;
UnitStrengthEnemyTerritoryModifier=15;};
 
PLAYERPERK_PERSONALITY_TRAIT_MILITARY_TRADE_A1={
Type="PLAYERPERK_PERSONALITY_TRAIT_MILITARY_TRADE_A1";
Help=[=[Yields from Station Trade Routes are increased by 30%.]=];
IconIndex=-1;
StationTradeRouteYieldMod=30;};
 
PLAYERPERK_PERSONALITY_TRAIT_MILITARY_TRADE_A2={
Type="PLAYERPERK_PERSONALITY_TRAIT_MILITARY_TRADE_A2";
Help=[=[Yields from Station Trade Routes are increased by 40%.]=];
IconIndex=-1;
StationTradeRouteYieldMod=40;};
 
PLAYERPERK_PERSONALITY_TRAIT_MILITARY_TRADE_A3={
Type="PLAYERPERK_PERSONALITY_TRAIT_MILITARY_TRADE_A3";
Help=[=[Yields from Station Trade Routes are increased by 60%.]=];
IconIndex=-1;
StationTradeRouteYieldMod=60;};
 
PLAYERPERK_PERSONALITY_TRAIT_MILITARY_COVERT_A1={
Type="PLAYERPERK_PERSONALITY_TRAIT_MILITARY_COVERT_A1";
Help=[=[ICON_SPY] Covert Agents require 1 fewer successful operations to rank up.]=];
IconIndex=-1;
CovertAgentRankRateChange=-1;};
 
PLAYERPERK_PERSONALITY_TRAIT_MILITARY_COVERT_A2={
Type="PLAYERPERK_PERSONALITY_TRAIT_MILITARY_COVERT_A2";
Help=[=[ICON_SPY] Covert Agents require 1 fewer successful operations to rank up.]=];
IconIndex=-1;
CovertAgentRankRateChange=-1;};
 
PLAYERPERK_PERSONALITY_TRAIT_MILITARY_COVERT_A3={
Type="PLAYERPERK_PERSONALITY_TRAIT_MILITARY_COVERT_A3";
Help=[=[ICON_SPY] Covert Agents require 1 fewer successful operations to rank up.]=];
IconIndex=-1;
CovertAgentRankRateChange=-1;};
 
PLAYERPERK_PERSONALITY_TRAIT_MILITARY_ORBITAL_A1={
Type="PLAYERPERK_PERSONALITY_TRAIT_MILITARY_ORBITAL_A1";
Help=[=[+5% {{StrengthIconBE}} Strength and {{RangedStrengthIconBE}} Ranged Strength for Military Units inside friendly Orbital Coverage.]=];
IconIndex=-1;
OrbitalCoverageCombatMod=5;};
 
PLAYERPERK_PERSONALITY_TRAIT_MILITARY_ORBITAL_A2={
Type="PLAYERPERK_PERSONALITY_TRAIT_MILITARY_ORBITAL_A2";
Help=[=[+10% {{StrengthIconBE}} Strength and {{RangedStrengthIconBE}} Ranged Strength for Military Units inside friendly Orbital Coverage.]=];
IconIndex=-1;
OrbitalCoverageCombatMod=10;};
 
PLAYERPERK_PERSONALITY_TRAIT_MILITARY_ORBITAL_A3={
Type="PLAYERPERK_PERSONALITY_TRAIT_MILITARY_ORBITAL_A3";
Help=[=[+15% {{StrengthIconBE}} Strength and {{RangedStrengthIconBE}} Ranged Strength for Military Units inside friendly Orbital Coverage.]=];
IconIndex=-1;
OrbitalCoverageCombatMod=15;};
 
PLAYERPERK_FOREIGN_POLICY_CAPITAL_GROWTH1={
Type="PLAYERPERK_FOREIGN_POLICY_CAPITAL_GROWTH1";
Help=[=[+10% {{CitizenIconBE}} Population growth in {{CapitalIconBE}} Capital.]=];
IconIndex=-1;
CapitalGrowthMod=10;};
 
PLAYERPERK_FOREIGN_POLICY_CAPITAL_GROWTH2={
Type="PLAYERPERK_FOREIGN_POLICY_CAPITAL_GROWTH2";
Help=[=[+15% {{CitizenIconBE}} Population growth in {{CapitalIconBE}} Capital.]=];
IconIndex=-1;
CapitalGrowthMod=15;};
 
PLAYERPERK_FOREIGN_POLICY_CAPITAL_GROWTH3={
Type="PLAYERPERK_FOREIGN_POLICY_CAPITAL_GROWTH3";
Help=[=[+20% {{CitizenIconBE}} Population growth in {{CapitalIconBE}} Capital.]=];
IconIndex=-1;
CapitalGrowthMod=20;};
 
PLAYERPERK_FOREIGN_POLICY_CAPITAL_GROWTH4={
Type="PLAYERPERK_FOREIGN_POLICY_CAPITAL_GROWTH4";
Help=[=[+25% {{CitizenIconBE}} Population growth in {{CapitalIconBE}} Capital.]=];
IconIndex=-1;
CapitalGrowthMod=25;};
 
PLAYERPERK_FOREIGN_POLICY_CAPITAL_HEALTH1={
Type="PLAYERPERK_FOREIGN_POLICY_CAPITAL_HEALTH1";
Help=[=[+2 {{HealthIconBE}} Health from your {{CapitalIconBE}} Capital.]=];
IconIndex=-1;
CapitalFlatHealth=2;};
 
PLAYERPERK_FOREIGN_POLICY_CAPITAL_HEALTH2={
Type="PLAYERPERK_FOREIGN_POLICY_CAPITAL_HEALTH2";
Help=[=[+3 {{HealthIconBE}} Health from your {{CapitalIconBE}} Capital.]=];
IconIndex=-1;
CapitalFlatHealth=3;};
 
PLAYERPERK_FOREIGN_POLICY_CAPITAL_HEALTH3={
Type="PLAYERPERK_FOREIGN_POLICY_CAPITAL_HEALTH3";
Help=[=[+4 {{HealthIconBE}} Health from your {{CapitalIconBE}} Capital.]=];
IconIndex=-1;
CapitalFlatHealth=4;};
 
PLAYERPERK_FOREIGN_POLICY_CAPITAL_HEALTH4={
Type="PLAYERPERK_FOREIGN_POLICY_CAPITAL_HEALTH4";
Help=[=[+5 {{HealthIconBE}} Health from your {{CapitalIconBE}} Capital.]=];
IconIndex=-1;
CapitalFlatHealth=5;};
 
PLAYERPERK_FOREIGN_POLICY_CAPITAL_INDUSTRY1={
Type="PLAYERPERK_FOREIGN_POLICY_CAPITAL_INDUSTRY1";
Help=[=[{{EnergyIconBE}} Energy maintenance for buildings in your {{CapitalIconBE}} Capital reduced by 20%.]=];
IconIndex=-1;
CapitalBuildingMaintenanceMod=-20;};
 
PLAYERPERK_FOREIGN_POLICY_CAPITAL_INDUSTRY2={
Type="PLAYERPERK_FOREIGN_POLICY_CAPITAL_INDUSTRY2";
Help=[=[{{EnergyIconBE}} Energy maintenance for buildings in your {{CapitalIconBE}} Capital reduced by 30%.]=];
IconIndex=-1;
CapitalBuildingMaintenanceMod=-30;};
 
PLAYERPERK_FOREIGN_POLICY_CAPITAL_INDUSTRY3={
Type="PLAYERPERK_FOREIGN_POLICY_CAPITAL_INDUSTRY3";
Help=[=[{{EnergyIconBE}} Energy maintenance for buildings in your {{CapitalIconBE}} Capital reduced by 40%.]=];
IconIndex=-1;
CapitalBuildingMaintenanceMod=-40;};
 
PLAYERPERK_FOREIGN_POLICY_CAPITAL_INDUSTRY4={
Type="PLAYERPERK_FOREIGN_POLICY_CAPITAL_INDUSTRY4";
Help=[=[{{EnergyIconBE}} Energy maintenance for buildings in your {{CapitalIconBE}} Capital reduced by 50%.]=];
IconIndex=-1;
CapitalBuildingMaintenanceMod=-50;};
 
PLAYERPERK_FOREIGN_POLICY_CAPITAL_CULTURE1={
Type="PLAYERPERK_FOREIGN_POLICY_CAPITAL_CULTURE1";
Help=[=[City plots in your {{CapitalIconBE}} Capital are 10% cheaper to acquire with {{CultureIconBE}} Culture.]=];
IconIndex=-1;
CapitalPlotCultureCostModifier=-10;};
 
PLAYERPERK_FOREIGN_POLICY_CAPITAL_CULTURE2={
Type="PLAYERPERK_FOREIGN_POLICY_CAPITAL_CULTURE2";
Help=[=[City plots in your {{CapitalIconBE}} Capital are 15% cheaper to acquire with {{CultureIconBE}} Culture.]=];
IconIndex=-1;
CapitalPlotCultureCostModifier=-15;};
 
PLAYERPERK_FOREIGN_POLICY_CAPITAL_CULTURE3={
Type="PLAYERPERK_FOREIGN_POLICY_CAPITAL_CULTURE3";
Help=[=[City plots in your {{CapitalIconBE}} Capital are 20% cheaper to acquire with {{CultureIconBE}} Culture.]=];
IconIndex=-1;
CapitalPlotCultureCostModifier=-20;};
 
PLAYERPERK_FOREIGN_POLICY_CAPITAL_CULTURE4={
Type="PLAYERPERK_FOREIGN_POLICY_CAPITAL_CULTURE4";
Help=[=[City plots in your {{CapitalIconBE}} Capital are 25% cheaper to acquire with {{CultureIconBE}} Culture.]=];
IconIndex=-1;
CapitalPlotCultureCostModifier=-25;};
 
PLAYERPERK_FOREIGN_POLICY_CAPITAL_SCIENCE1={
Type="PLAYERPERK_FOREIGN_POLICY_CAPITAL_SCIENCE1";
Help=[=[{{CapitalIconBE}} Capital {{ScienceIconBE}} Science yield increased by 8%.]=];
IconIndex=-1;};
 
PLAYERPERK_FOREIGN_POLICY_CAPITAL_SCIENCE2={
Type="PLAYERPERK_FOREIGN_POLICY_CAPITAL_SCIENCE2";
Help=[=[{{CapitalIconBE}} Capital {{ScienceIconBE}} Science yield increased by 12%.]=];
IconIndex=-1;};
 
PLAYERPERK_FOREIGN_POLICY_CAPITAL_SCIENCE3={
Type="PLAYERPERK_FOREIGN_POLICY_CAPITAL_SCIENCE3";
Help=[=[{{CapitalIconBE}} Capital {{ScienceIconBE}} Science yield increased by 16%.]=];
IconIndex=-1;};
 
PLAYERPERK_FOREIGN_POLICY_CAPITAL_SCIENCE4={
Type="PLAYERPERK_FOREIGN_POLICY_CAPITAL_SCIENCE4";
Help=[=[{{CapitalIconBE}} Capital {{ScienceIconBE}} Science yield increased by 20%.]=];
IconIndex=-1;};
 
PLAYERPERK_FOREIGN_POLICY_CAPITAL_WEALTH1={
Type="PLAYERPERK_FOREIGN_POLICY_CAPITAL_WEALTH1";
Help=[=[{{CapitalIconBE}} Capital {{EnergyIconBE}} Energy yield increased by 15%.]=];
IconIndex=-1;};
 
PLAYERPERK_FOREIGN_POLICY_CAPITAL_WEALTH2={
Type="PLAYERPERK_FOREIGN_POLICY_CAPITAL_WEALTH2";
Help=[=[{{CapitalIconBE}} Capital {{EnergyIconBE}} Energy yield increased by 20%.]=];
IconIndex=-1;};
 
PLAYERPERK_FOREIGN_POLICY_CAPITAL_WEALTH3={
Type="PLAYERPERK_FOREIGN_POLICY_CAPITAL_WEALTH3";
Help=[=[{{CapitalIconBE}} Capital {{EnergyIconBE}} Energy yield increased by 25%.]=];
IconIndex=-1;};
 
PLAYERPERK_FOREIGN_POLICY_CAPITAL_WEALTH4={
Type="PLAYERPERK_FOREIGN_POLICY_CAPITAL_WEALTH4";
Help=[=[{{CapitalIconBE}} Capital {{EnergyIconBE}} Energy yield increased by 30%.]=];
IconIndex=-1;};
 
PLAYERPERK_FOREIGN_POLICY_CAPITAL_MILITARY1={
Type="PLAYERPERK_FOREIGN_POLICY_CAPITAL_MILITARY1";
Help=[=[+60% defense {{StrengthIconBE}} Strength in your {{CapitalIconBE}} Capital.]=];
IconIndex=-1;
CapitalDefenseMod=60;};
 
PLAYERPERK_FOREIGN_POLICY_CAPITAL_MILITARY3={
Type="PLAYERPERK_FOREIGN_POLICY_CAPITAL_MILITARY3";
Help=[=[+70% defense {{StrengthIconBE}} Strength in your {{CapitalIconBE}} Capital.]=];
IconIndex=-1;
CapitalDefenseMod=70;};
 
PLAYERPERK_FOREIGN_POLICY_CAPITAL_MILITARY2={
Type="PLAYERPERK_FOREIGN_POLICY_CAPITAL_MILITARY2";
Help=[=[+85% defense {{StrengthIconBE}} Strength in your {{CapitalIconBE}} Capital.]=];
IconIndex=-1;
CapitalDefenseMod=85;};
 
PLAYERPERK_FOREIGN_POLICY_CAPITAL_MILITARY4={
Type="PLAYERPERK_FOREIGN_POLICY_CAPITAL_MILITARY4";
Help=[=[+100% defense {{StrengthIconBE}} Strength in your {{CapitalIconBE}} Capital.]=];
IconIndex=-1;
CapitalDefenseMod=100;};
 
PLAYERPERK_FOREIGN_POLICY_CAPITAL_TRADE1={
Type="PLAYERPERK_FOREIGN_POLICY_CAPITAL_TRADE1";
Help=[=[1 free Trade Route slot in your {{CapitalIconBE}} Capital while it contains a Trade Depot.]=];
IconIndex=-1;};
 
PLAYERPERK_FOREIGN_POLICY_CAPITAL_TRADE2={
Type="PLAYERPERK_FOREIGN_POLICY_CAPITAL_TRADE2";
Help=[=[1 free Trade Route slot in your {{CapitalIconBE}} Capital while it contains a Trade Depot.]=];
IconIndex=-1;};
 
PLAYERPERK_FOREIGN_POLICY_CAPITAL_TRADE3={
Type="PLAYERPERK_FOREIGN_POLICY_CAPITAL_TRADE3";
Help=[=[2 free Trade Route slots in your {{CapitalIconBE}} Capital while it contains a Trade Depot.]=];
IconIndex=-1;};
 
PLAYERPERK_FOREIGN_POLICY_CAPITAL_TRADE4={
Type="PLAYERPERK_FOREIGN_POLICY_CAPITAL_TRADE4";
Help=[=[3 free Trade Route slots in your {{CapitalIconBE}} Capital while it contains a Trade Depot.]=];
IconIndex=-1;};
 
PLAYERPERK_FOREIGN_POLICY_CAPITAL_COVERT1={
Type="PLAYERPERK_FOREIGN_POLICY_CAPITAL_COVERT1";
Help=[=[10% less Intrigue in your {{CapitalIconBE}} Capital.]=];
IconIndex=-1;};
 
PLAYERPERK_FOREIGN_POLICY_CAPITAL_COVERT2={
Type="PLAYERPERK_FOREIGN_POLICY_CAPITAL_COVERT2";
Help=[=[15% less Intrigue in your {{CapitalIconBE}} Capital.]=];
IconIndex=-1;};
 
PLAYERPERK_FOREIGN_POLICY_CAPITAL_COVERT3={
Type="PLAYERPERK_FOREIGN_POLICY_CAPITAL_COVERT3";
Help=[=[20% less Intrigue in your {{CapitalIconBE}} Capital.]=];
IconIndex=-1;};
 
PLAYERPERK_FOREIGN_POLICY_CAPITAL_COVERT4={
Type="PLAYERPERK_FOREIGN_POLICY_CAPITAL_COVERT4";
Help=[=[25% less Intrigue in your {{CapitalIconBE}} Capital.]=];
IconIndex=-1;};
 
PLAYERPERK_FOREIGN_POLICY_CAPITAL_ORBITAL1={
Type="PLAYERPERK_FOREIGN_POLICY_CAPITAL_ORBITAL1";
Help=[=[{{ProductionIconBE}} Production cost for Orbital Units in your {{CapitalIconBE}} Capital reduced by 20%.]=];
IconIndex=-1;
CapitalOrbitalProductionMod=20;};
 
PLAYERPERK_FOREIGN_POLICY_CAPITAL_ORBITAL2={
Type="PLAYERPERK_FOREIGN_POLICY_CAPITAL_ORBITAL2";
Help=[=[{{ProductionIconBE}} Production cost for Orbital Units in your {{CapitalIconBE}} Capital reduced by 30%.]=];
IconIndex=-1;
CapitalOrbitalProductionMod=30;};
 
PLAYERPERK_FOREIGN_POLICY_CAPITAL_ORBITAL3={
Type="PLAYERPERK_FOREIGN_POLICY_CAPITAL_ORBITAL3";
Help=[=[{{ProductionIconBE}} Production cost for Orbital Units in your {{CapitalIconBE}} Capital reduced by 40%.]=];
IconIndex=-1;
CapitalOrbitalProductionMod=40;};
 
PLAYERPERK_FOREIGN_POLICY_CAPITAL_ORBITAL4={
Type="PLAYERPERK_FOREIGN_POLICY_CAPITAL_ORBITAL4";
Help=[=[{{ProductionIconBE}} Production cost for Orbital Units in your {{CapitalIconBE}} Capital reduced by 50%.]=];
IconIndex=-1;
CapitalOrbitalProductionMod=50;};
 
PLAYERPERK_FOREIGN_POLICY_TERRITORY_GROWTH1={
Type="PLAYERPERK_FOREIGN_POLICY_TERRITORY_GROWTH1";
Help=[=[+20% Outpost growth speed.]=];
IconIndex=-1;
OutpostGrowthModifier=20;};
 
PLAYERPERK_FOREIGN_POLICY_TERRITORY_GROWTH2={
Type="PLAYERPERK_FOREIGN_POLICY_TERRITORY_GROWTH2";
Help=[=[+30% Outpost growth speed.]=];
IconIndex=-1;
OutpostGrowthModifier=30;};
 
PLAYERPERK_FOREIGN_POLICY_TERRITORY_GROWTH3={
Type="PLAYERPERK_FOREIGN_POLICY_TERRITORY_GROWTH3";
Help=[=[+40% Outpost growth speed.]=];
IconIndex=-1;
OutpostGrowthModifier=40;};
 
PLAYERPERK_FOREIGN_POLICY_TERRITORY_GROWTH4={
Type="PLAYERPERK_FOREIGN_POLICY_TERRITORY_GROWTH4";
Help=[=[+50% Outpost growth speed.]=];
IconIndex=-1;
OutpostGrowthModifier=50;};
 
PLAYERPERK_FOREIGN_POLICY_TERRITORY_HEALTH1={
Type="PLAYERPERK_FOREIGN_POLICY_TERRITORY_HEALTH1";
Help=[=[{{UnHealthIconBE}} Unhealth from global {{CitizenIconBE}} Population reduced by 5%.]=];
IconIndex=-1;
GlobalPopulationUnhealthMod=-5;};
 
PLAYERPERK_FOREIGN_POLICY_TERRITORY_HEALTH2={
Type="PLAYERPERK_FOREIGN_POLICY_TERRITORY_HEALTH2";
Help=[=[{{UnHealthIconBE}} Unhealth from global {{CitizenIconBE}} Population reduced by 10%.]=];
IconIndex=-1;
GlobalPopulationUnhealthMod=-10;};
 
PLAYERPERK_FOREIGN_POLICY_TERRITORY_HEALTH3={
Type="PLAYERPERK_FOREIGN_POLICY_TERRITORY_HEALTH3";
Help=[=[{{UnHealthIconBE}} Unhealth from global {{CitizenIconBE}} Population reduced by 15%.]=];
IconIndex=-1;
GlobalPopulationUnhealthMod=-15;};
 
PLAYERPERK_FOREIGN_POLICY_TERRITORY_HEALTH4={
Type="PLAYERPERK_FOREIGN_POLICY_TERRITORY_HEALTH4";
Help=[=[{{UnHealthIconBE}} Unhealth from global {{CitizenIconBE}} Population reduced by 20%.]=];
IconIndex=-1;
GlobalPopulationUnhealthMod=-20;};
 
PLAYERPERK_FOREIGN_POLICY_TERRITORY_INDUSTRY1={
Type="PLAYERPERK_FOREIGN_POLICY_TERRITORY_INDUSTRY1";
Help=[=[+1 {{ProductionIconBE}} Production from Strategic Resources.]=];
IconIndex=-1;};
 
PLAYERPERK_FOREIGN_POLICY_TERRITORY_INDUSTRY2={
Type="PLAYERPERK_FOREIGN_POLICY_TERRITORY_INDUSTRY2";
Help=[=[+1 {{ProductionIconBE}} Production from Strategic Resources.]=];
IconIndex=-1;};
 
PLAYERPERK_FOREIGN_POLICY_TERRITORY_INDUSTRY3={
Type="PLAYERPERK_FOREIGN_POLICY_TERRITORY_INDUSTRY3";
Help=[=[+2 {{ProductionIconBE}} Production from Strategic Resources.]=];
IconIndex=-1;};
 
PLAYERPERK_FOREIGN_POLICY_TERRITORY_INDUSTRY4={
Type="PLAYERPERK_FOREIGN_POLICY_TERRITORY_INDUSTRY4";
Help=[=[+3 {{ProductionIconBE}} Production from Strategic Resources.]=];
IconIndex=-1;};
 
PLAYERPERK_FOREIGN_POLICY_TERRITORY_CULTURE1={
Type="PLAYERPERK_FOREIGN_POLICY_TERRITORY_CULTURE1";
Help=[=[+1 {{CultureIconBE}} Culture from Strategic Resources.]=];
IconIndex=-1;};
 
PLAYERPERK_FOREIGN_POLICY_TERRITORY_CULTURE2={
Type="PLAYERPERK_FOREIGN_POLICY_TERRITORY_CULTURE2";
Help=[=[+1 {{CultureIconBE}} Culture from Strategic Resources.]=];
IconIndex=-1;};
 
PLAYERPERK_FOREIGN_POLICY_TERRITORY_CULTURE3={
Type="PLAYERPERK_FOREIGN_POLICY_TERRITORY_CULTURE3";
Help=[=[+2 {{CultureIconBE}} Culture from Strategic Resources.]=];
IconIndex=-1;};
 
PLAYERPERK_FOREIGN_POLICY_TERRITORY_CULTURE4={
Type="PLAYERPERK_FOREIGN_POLICY_TERRITORY_CULTURE4";
Help=[=[+3 {{CultureIconBE}} Culture from Strategic Resources.]=];
IconIndex=-1;};
 
PLAYERPERK_FOREIGN_POLICY_TERRITORY_SCIENCE1={
Type="PLAYERPERK_FOREIGN_POLICY_TERRITORY_SCIENCE1";
Help=[=[+1 {{ScienceIconBE}} Science from Strategic Resources.]=];
IconIndex=-1;};
 
PLAYERPERK_FOREIGN_POLICY_TERRITORY_SCIENCE2={
Type="PLAYERPERK_FOREIGN_POLICY_TERRITORY_SCIENCE2";
Help=[=[+1 {{ScienceIconBE}} Science from Strategic Resources.]=];
IconIndex=-1;};
 
PLAYERPERK_FOREIGN_POLICY_TERRITORY_SCIENCE3={
Type="PLAYERPERK_FOREIGN_POLICY_TERRITORY_SCIENCE3";
Help=[=[+2 {{ScienceIconBE}} Science from Strategic Resources.]=];
IconIndex=-1;};
 
PLAYERPERK_FOREIGN_POLICY_TERRITORY_SCIENCE4={
Type="PLAYERPERK_FOREIGN_POLICY_TERRITORY_SCIENCE4";
Help=[=[+3 {{ScienceIconBE}} Science from Strategic Resources.]=];
IconIndex=-1;};
 
PLAYERPERK_FOREIGN_POLICY_TERRITORY_WEALTH1={
Type="PLAYERPERK_FOREIGN_POLICY_TERRITORY_WEALTH1";
Help=[=[+0.25 {{EnergyIconBE}} Energy per each owned plot in your territory.]=];
IconIndex=-1;
GlobalEnergyYieldPerOwnedPlot=0,25;};
 
PLAYERPERK_FOREIGN_POLICY_TERRITORY_WEALTH2={
Type="PLAYERPERK_FOREIGN_POLICY_TERRITORY_WEALTH2";
Help=[=[+0.5 {{EnergyIconBE}} Energy per each owned plot in your territory.]=];
IconIndex=-1;
GlobalEnergyYieldPerOwnedPlot=0,5;};
 
PLAYERPERK_FOREIGN_POLICY_TERRITORY_WEALTH3={
Type="PLAYERPERK_FOREIGN_POLICY_TERRITORY_WEALTH3";
Help=[=[+0.75 {{EnergyIconBE}} Energy per each owned plot in your territory.]=];
IconIndex=-1;
GlobalEnergyYieldPerOwnedPlot=0,75;};
 
PLAYERPERK_FOREIGN_POLICY_TERRITORY_WEALTH4={
Type="PLAYERPERK_FOREIGN_POLICY_TERRITORY_WEALTH4";
Help=[=[+1 {{EnergyIconBE}} Energy per each owned plot in your territory.]=];
IconIndex=-1;
GlobalEnergyYieldPerOwnedPlot=1;};
 
PLAYERPERK_FOREIGN_POLICY_TERRITORY_MILITARY1={
Type="PLAYERPERK_FOREIGN_POLICY_TERRITORY_MILITARY1";
Help=[=[Outposts can perform ranged strikes.]=];
IconIndex=-1;
AllowOutpostRangeStrike=true;};
 
PLAYERPERK_FOREIGN_POLICY_TERRITORY_MILITARY2={
Type="PLAYERPERK_FOREIGN_POLICY_TERRITORY_MILITARY2";
Help=[=[Outposts gain 6 {{StrengthIconBE}} Strength and can perform ranged strikes.]=];
IconIndex=-1;
OutpostStrengthChange=6;
AllowOutpostRangeStrike=true;};
 
PLAYERPERK_FOREIGN_POLICY_TERRITORY_MILITARY3={
Type="PLAYERPERK_FOREIGN_POLICY_TERRITORY_MILITARY3";
Help=[=[Outposts gain 12 {{StrengthIconBE}} Strength and can perform ranged strikes.]=];
IconIndex=-1;
OutpostStrengthChange=12;
AllowOutpostRangeStrike=true;};
 
PLAYERPERK_FOREIGN_POLICY_TERRITORY_MILITARY4={
Type="PLAYERPERK_FOREIGN_POLICY_TERRITORY_MILITARY4";
Help=[=[Outposts gain 20 {{StrengthIconBE}} Strength and can perform ranged strikes.]=];
IconIndex=-1;
OutpostStrengthChange=20;
AllowOutpostRangeStrike=true;};
 
PLAYERPERK_FOREIGN_POLICY_TERRITORY_TRADE1={
Type="PLAYERPERK_FOREIGN_POLICY_TERRITORY_TRADE1";
Help=[=[Trade route {{CitizenIconBE}} Population thresholds reduced by 20%.]=];
IconIndex=-1;
GlobalTradeRoutePopThresholdMod=-20;};
 
PLAYERPERK_FOREIGN_POLICY_TERRITORY_TRADE2={
Type="PLAYERPERK_FOREIGN_POLICY_TERRITORY_TRADE2";
Help=[=[Trade route {{CitizenIconBE}} Population thresholds reduced by 30%.]=];
IconIndex=-1;
GlobalTradeRoutePopThresholdMod=-30;};
 
PLAYERPERK_FOREIGN_POLICY_TERRITORY_TRADE3={
Type="PLAYERPERK_FOREIGN_POLICY_TERRITORY_TRADE3";
Help=[=[Trade route {{CitizenIconBE}} Population thresholds reduced by 40%.]=];
IconIndex=-1;
GlobalTradeRoutePopThresholdMod=-40;};
 
PLAYERPERK_FOREIGN_POLICY_TERRITORY_TRADE4={
Type="PLAYERPERK_FOREIGN_POLICY_TERRITORY_TRADE4";
Help=[=[Trade route {{CitizenIconBE}} Population thresholds reduced by 50%.]=];
IconIndex=-1;
GlobalTradeRoutePopThresholdMod=-50;};
 
PLAYERPERK_FOREIGN_POLICY_TERRITORY_COVERT1={
Type="PLAYERPERK_FOREIGN_POLICY_TERRITORY_COVERT1";
Help=[=[+2 sight range for [ICON_SPY] Covert Agents in foreign Cities.]=];
IconIndex=-1;
CovertOpsAgentSightRangeChange=2;};
 
PLAYERPERK_FOREIGN_POLICY_TERRITORY_COVERT2={
Type="PLAYERPERK_FOREIGN_POLICY_TERRITORY_COVERT2";
Help=[=[+2 sight range for [ICON_SPY] Covert Agents in foreign Cities.]=];
IconIndex=-1;
CovertOpsAgentSightRangeChange=2;};
 
PLAYERPERK_FOREIGN_POLICY_TERRITORY_COVERT3={
Type="PLAYERPERK_FOREIGN_POLICY_TERRITORY_COVERT3";
Help=[=[+3 sight range for [ICON_SPY] Covert Agents in foreign Cities.]=];
IconIndex=-1;
CovertOpsAgentSightRangeChange=3;};
 
PLAYERPERK_FOREIGN_POLICY_TERRITORY_COVERT4={
Type="PLAYERPERK_FOREIGN_POLICY_TERRITORY_COVERT4";
Help=[=[+3 sight range for [ICON_SPY] Covert Agents in foreign Cities.]=];
IconIndex=-1;
CovertOpsAgentSightRangeChange=3;};
 
PLAYERPERK_FOREIGN_POLICY_TERRITORY_ORBITAL1={
Type="PLAYERPERK_FOREIGN_POLICY_TERRITORY_ORBITAL1";
Help=[=[All active Orbital Units produce 1 {{ScienceIconBE}} Science.]=];
IconIndex=-1;};
 
PLAYERPERK_FOREIGN_POLICY_TERRITORY_ORBITAL2={
Type="PLAYERPERK_FOREIGN_POLICY_TERRITORY_ORBITAL2";
Help=[=[All active Orbital Units produce 2 {{ScienceIconBE}} Science.]=];
IconIndex=-1;};
 
PLAYERPERK_FOREIGN_POLICY_TERRITORY_ORBITAL3={
Type="PLAYERPERK_FOREIGN_POLICY_TERRITORY_ORBITAL3";
Help=[=[All active Orbital Units produce 3 {{ScienceIconBE}} Science.]=];
IconIndex=-1;};
 
PLAYERPERK_FOREIGN_POLICY_TERRITORY_ORBITAL4={
Type="PLAYERPERK_FOREIGN_POLICY_TERRITORY_ORBITAL4";
Help=[=[All active Orbital Units produce 5 {{ScienceIconBE}} Science.]=];
IconIndex=-1;};
 
PLAYERPERK_FOREIGN_POLICY_LUXURY_GROWTH1={
Type="PLAYERPERK_FOREIGN_POLICY_LUXURY_GROWTH1";
Help=[=[Colonist Units {{ProductionIconBE}} Production cost increased by 300%, but found Cities immediately.]=];
IconIndex=-1;
AllowFullCityColonists=true;
FullCityColonistCostMod=200;};
 
PLAYERPERK_FOREIGN_POLICY_LUXURY_GROWTH2={
Type="PLAYERPERK_FOREIGN_POLICY_LUXURY_GROWTH2";
Help=[=[Colonist Units {{ProductionIconBE}} Production cost increased by 250%, but found Cities immediately.]=];
IconIndex=-1;
AllowFullCityColonists=true;
FullCityColonistCostMod=150;};
 
PLAYERPERK_FOREIGN_POLICY_LUXURY_GROWTH3={
Type="PLAYERPERK_FOREIGN_POLICY_LUXURY_GROWTH3";
Help=[=[Colonist Units {{ProductionIconBE}} Production cost increased by 200%, but found Cities immediately.]=];
IconIndex=-1;
AllowFullCityColonists=true;
FullCityColonistCostMod=100;};
 
PLAYERPERK_FOREIGN_POLICY_LUXURY_GROWTH4={
Type="PLAYERPERK_FOREIGN_POLICY_LUXURY_GROWTH4";
Help=[=[Colonist Units {{ProductionIconBE}} Production cost increased by 150%, but found Cities immediately.]=];
IconIndex=-1;
AllowFullCityColonists=true;
FullCityColonistCostMod=50;};
 
PLAYERPERK_FOREIGN_POLICY_LUXURY_HEALTH1={
Type="PLAYERPERK_FOREIGN_POLICY_LUXURY_HEALTH1";
Help=[=[+1 {{HealthIconBE}} Health from Strategic Resources.]=];
IconIndex=-1;};
 
PLAYERPERK_FOREIGN_POLICY_LUXURY_HEALTH2={
Type="PLAYERPERK_FOREIGN_POLICY_LUXURY_HEALTH2";
Help=[=[+1 {{HealthIconBE}} Health from Strategic Resources.]=];
IconIndex=-1;};
 
PLAYERPERK_FOREIGN_POLICY_LUXURY_HEALTH3={
Type="PLAYERPERK_FOREIGN_POLICY_LUXURY_HEALTH3";
Help=[=[+2 {{HealthIconBE}} Health from Strategic Resources.]=];
IconIndex=-1;};
 
PLAYERPERK_FOREIGN_POLICY_LUXURY_HEALTH4={
Type="PLAYERPERK_FOREIGN_POLICY_LUXURY_HEALTH4";
Help=[=[+3 {{HealthIconBE}} Health from Strategic Resources.]=];
IconIndex=-1;};
 
PLAYERPERK_FOREIGN_POLICY_LUXURY_INDUSTRY1={
Type="PLAYERPERK_FOREIGN_POLICY_LUXURY_INDUSTRY1";
Help=[=[Worker Units are free to build.]=];
IconIndex=-1;};
 
PLAYERPERK_FOREIGN_POLICY_LUXURY_INDUSTRY2={
Type="PLAYERPERK_FOREIGN_POLICY_LUXURY_INDUSTRY2";
Help=[=[Worker Units are free to build.]=];
IconIndex=-1;};
 
PLAYERPERK_FOREIGN_POLICY_LUXURY_INDUSTRY3={
Type="PLAYERPERK_FOREIGN_POLICY_LUXURY_INDUSTRY3";
Help=[=[Worker Units are free to build.]=];
IconIndex=-1;};
 
PLAYERPERK_FOREIGN_POLICY_LUXURY_INDUSTRY4={
Type="PLAYERPERK_FOREIGN_POLICY_LUXURY_INDUSTRY4";
Help=[=[Worker Units are free to build.]=];
IconIndex=-1;};
 
PLAYERPERK_FOREIGN_POLICY_LUXURY_CULTURE1={
Type="PLAYERPERK_FOREIGN_POLICY_LUXURY_CULTURE1";
Help=[=[{{ProductionIconBE}} Production costs for City buildings that produce {{CultureIconBE}} Culture reduced by 10%.]=];
IconIndex=-1;
CultureBuildingCostMod=-10;};
 
PLAYERPERK_FOREIGN_POLICY_LUXURY_CULTURE2={
Type="PLAYERPERK_FOREIGN_POLICY_LUXURY_CULTURE2";
Help=[=[{{ProductionIconBE}} Production costs for City buildings that produce {{CultureIconBE}} Culture reduced by 15%.]=];
IconIndex=-1;
CultureBuildingCostMod=-15;};
 
PLAYERPERK_FOREIGN_POLICY_LUXURY_CULTURE3={
Type="PLAYERPERK_FOREIGN_POLICY_LUXURY_CULTURE3";
Help=[=[{{ProductionIconBE}} Production costs for City buildings that produce {{CultureIconBE}} Culture reduced by 20%.]=];
IconIndex=-1;
CultureBuildingCostMod=-20;};
 
PLAYERPERK_FOREIGN_POLICY_LUXURY_CULTURE4={
Type="PLAYERPERK_FOREIGN_POLICY_LUXURY_CULTURE4";
Help=[=[{{ProductionIconBE}} Production costs for City buildings that produce {{CultureIconBE}} Culture reduced by 25%.]=];
IconIndex=-1;
CultureBuildingCostMod=-30;};
 
PLAYERPERK_FOREIGN_POLICY_LUXURY_SCIENCE1={
Type="PLAYERPERK_FOREIGN_POLICY_LUXURY_SCIENCE1";
Help=[=[{{ScienceIconBE}} Science cost for Branch technologies reduced by 4%.]=];
IconIndex=-1;
BranchTechCostModifier=4;};
 
PLAYERPERK_FOREIGN_POLICY_LUXURY_SCIENCE2={
Type="PLAYERPERK_FOREIGN_POLICY_LUXURY_SCIENCE2";
Help=[=[{{ScienceIconBE}} Science cost for Branch technologies reduced by 6%.]=];
IconIndex=-1;
BranchTechCostModifier=6;};
 
PLAYERPERK_FOREIGN_POLICY_LUXURY_SCIENCE3={
Type="PLAYERPERK_FOREIGN_POLICY_LUXURY_SCIENCE3";
Help=[=[{{ScienceIconBE}} Science cost for Branch technologies reduced by 8%.]=];
IconIndex=-1;
BranchTechCostModifier=8;};
 
PLAYERPERK_FOREIGN_POLICY_LUXURY_SCIENCE4={
Type="PLAYERPERK_FOREIGN_POLICY_LUXURY_SCIENCE4";
Help=[=[{{ScienceIconBE}} Science cost for Branch technologies reduced by 10%.]=];
IconIndex=-1;
BranchTechCostModifier=10;};
 
PLAYERPERK_FOREIGN_POLICY_LUXURY_WEALTH1={
Type="PLAYERPERK_FOREIGN_POLICY_LUXURY_WEALTH1";
Help=[=[+1 {{EnergyIconBE}} Energy from Strategic Resources.]=];
IconIndex=-1;};
 
PLAYERPERK_FOREIGN_POLICY_LUXURY_WEALTH2={
Type="PLAYERPERK_FOREIGN_POLICY_LUXURY_WEALTH2";
Help=[=[+1 {{EnergyIconBE}} Energy from Strategic Resources.]=];
IconIndex=-1;};
 
PLAYERPERK_FOREIGN_POLICY_LUXURY_WEALTH3={
Type="PLAYERPERK_FOREIGN_POLICY_LUXURY_WEALTH3";
Help=[=[+2 {{EnergyIconBE}} Energy from Strategic Resources.]=];
IconIndex=-1;};
 
PLAYERPERK_FOREIGN_POLICY_LUXURY_WEALTH4={
Type="PLAYERPERK_FOREIGN_POLICY_LUXURY_WEALTH4";
Help=[=[+3 {{EnergyIconBE}} Energy from Strategic Resources.]=];
IconIndex=-1;};
 
PLAYERPERK_FOREIGN_POLICY_LUXURY_MILITARY1={
Type="PLAYERPERK_FOREIGN_POLICY_LUXURY_MILITARY1";
Help=[=[Cities and Outposts recover 5 more damage each turn.]=];
IconIndex=-1;
CityHPRecoveryRateMod=10;
OutpostHPRecoveryRateMod=5;};
 
PLAYERPERK_FOREIGN_POLICY_LUXURY_MILITARY2={
Type="PLAYERPERK_FOREIGN_POLICY_LUXURY_MILITARY2";
Help=[=[Cities and Outposts recover 10 more damage each turn.]=];
IconIndex=-1;
CityHPRecoveryRateMod=15;
OutpostHPRecoveryRateMod=10;};
 
PLAYERPERK_FOREIGN_POLICY_LUXURY_MILITARY3={
Type="PLAYERPERK_FOREIGN_POLICY_LUXURY_MILITARY3";
Help=[=[Cities and Outposts recover 15 more damage each turn.]=];
IconIndex=-1;
CityHPRecoveryRateMod=20;
OutpostHPRecoveryRateMod=15;};
 
PLAYERPERK_FOREIGN_POLICY_LUXURY_MILITARY4={
Type="PLAYERPERK_FOREIGN_POLICY_LUXURY_MILITARY4";
Help=[=[Cities and Outposts recover 20 more damage each turn.]=];
IconIndex=-1;
CityHPRecoveryRateMod=25;
OutpostHPRecoveryRateMod=20;};
 
PLAYERPERK_FOREIGN_POLICY_LUXURY_TRADE1={
Type="PLAYERPERK_FOREIGN_POLICY_LUXURY_TRADE1";
Help=[=[International Trade Routes that yield Strategic Resources yield 1 more.]=];
IconIndex=-1;
TradeRouteStrategicResourceChange=1;};
 
PLAYERPERK_FOREIGN_POLICY_LUXURY_TRADE2={
Type="PLAYERPERK_FOREIGN_POLICY_LUXURY_TRADE2";
Help=[=[International Trade Routes that yield Strategic Resources yield 1 more.]=];
IconIndex=-1;
TradeRouteStrategicResourceChange=1;};
 
PLAYERPERK_FOREIGN_POLICY_LUXURY_TRADE3={
Type="PLAYERPERK_FOREIGN_POLICY_LUXURY_TRADE3";
Help=[=[International Trade Routes that yield Strategic Resources yield 2 more.]=];
IconIndex=-1;
TradeRouteStrategicResourceChange=2;};
 
PLAYERPERK_FOREIGN_POLICY_LUXURY_TRADE4={
Type="PLAYERPERK_FOREIGN_POLICY_LUXURY_TRADE4";
Help=[=[International Trade Routes that yield Strategic Resources yield 3 more.]=];
IconIndex=-1;
TradeRouteStrategicResourceChange=3;};
 
PLAYERPERK_FOREIGN_POLICY_LUXURY_COVERT1={
Type="PLAYERPERK_FOREIGN_POLICY_LUXURY_COVERT1";
Help=[=[ICON_SPY] Covert Agents are recruited at 1 rank higher than normal.]=];
IconIndex=-1;
CovertOpsAgentRecruitLevelChange=1;};
 
PLAYERPERK_FOREIGN_POLICY_LUXURY_COVERT2={
Type="PLAYERPERK_FOREIGN_POLICY_LUXURY_COVERT2";
Help=[=[ICON_SPY] Covert Agents are recruited at 1 rank higher than normal.]=];
IconIndex=-1;
CovertOpsAgentRecruitLevelChange=1;};
 
PLAYERPERK_FOREIGN_POLICY_LUXURY_COVERT3={
Type="PLAYERPERK_FOREIGN_POLICY_LUXURY_COVERT3";
Help=[=[ICON_SPY] Covert Agents are recruited at 2 ranks higher than normal.]=];
IconIndex=-1;
CovertOpsAgentRecruitLevelChange=2;};
 
PLAYERPERK_FOREIGN_POLICY_LUXURY_COVERT4={
Type="PLAYERPERK_FOREIGN_POLICY_LUXURY_COVERT4";
Help=[=[ICON_SPY] Covert Agents are recruited at 2 ranks higher than normal.]=];
IconIndex=-1;
CovertOpsAgentRecruitLevelChange=2;};
 
PLAYERPERK_FOREIGN_POLICY_LUXURY_ORBITAL1={
Type="PLAYERPERK_FOREIGN_POLICY_LUXURY_ORBITAL1";
Help=[=[+1 Orbital Coverage from Trade Stations.]=];
IconIndex=-1;
StationOrbitalCoverageChange=1;};
 
PLAYERPERK_FOREIGN_POLICY_LUXURY_ORBITAL2={
Type="PLAYERPERK_FOREIGN_POLICY_LUXURY_ORBITAL2";
Help=[=[+1 Orbital Coverage from Trade Stations.]=];
IconIndex=-1;
StationOrbitalCoverageChange=1;};
 
PLAYERPERK_FOREIGN_POLICY_LUXURY_ORBITAL3={
Type="PLAYERPERK_FOREIGN_POLICY_LUXURY_ORBITAL3";
Help=[=[+2 Orbital Coverage from Trade Stations.]=];
IconIndex=-1;
StationOrbitalCoverageChange=2;};
 
PLAYERPERK_FOREIGN_POLICY_LUXURY_ORBITAL4={
Type="PLAYERPERK_FOREIGN_POLICY_LUXURY_ORBITAL4";
Help=[=[+3 Orbital Coverage from Trade Stations.]=];
IconIndex=-1;
StationOrbitalCoverageChange=3;};
 
PLAYERPERK_FOREIGN_POLICY_MARTIAL_GROWTH1={
Type="PLAYERPERK_FOREIGN_POLICY_MARTIAL_GROWTH1";
Help=[=[Pillaging has no movement cost.]=];
IconIndex=-1;
AllowFreePillageAction=true;};
 
PLAYERPERK_FOREIGN_POLICY_MARTIAL_GROWTH2={
Type="PLAYERPERK_FOREIGN_POLICY_MARTIAL_GROWTH2";
Help=[=[Pillaging has no movement cost.]=];
IconIndex=-1;
AllowFreePillageAction=true;};
 
PLAYERPERK_FOREIGN_POLICY_MARTIAL_GROWTH3={
Type="PLAYERPERK_FOREIGN_POLICY_MARTIAL_GROWTH3";
Help=[=[Pillaging has no movement cost.]=];
IconIndex=-1;
AllowFreePillageAction=true;};
 
PLAYERPERK_FOREIGN_POLICY_MARTIAL_GROWTH4={
Type="PLAYERPERK_FOREIGN_POLICY_MARTIAL_GROWTH4";
Help=[=[Pillaging has no movement cost.]=];
IconIndex=-1;
AllowFreePillageAction=true;};
 
PLAYERPERK_FOREIGN_POLICY_MARTIAL_HEALTH1={
Type="PLAYERPERK_FOREIGN_POLICY_MARTIAL_HEALTH1";
Help=[=[Unhealth from conquered Cities reduced by 20%.]=];
IconIndex=-1;
ConqueredCityUnhealthMod=-20;};
 
PLAYERPERK_FOREIGN_POLICY_MARTIAL_HEALTH2={
Type="PLAYERPERK_FOREIGN_POLICY_MARTIAL_HEALTH2";
Help=[=[Unhealth from conquered Cities reduced by 30%.]=];
IconIndex=-1;
ConqueredCityUnhealthMod=-30;};
 
PLAYERPERK_FOREIGN_POLICY_MARTIAL_HEALTH3={
Type="PLAYERPERK_FOREIGN_POLICY_MARTIAL_HEALTH3";
Help=[=[Unhealth from conquered Cities reduced by 40%.]=];
IconIndex=-1;
ConqueredCityUnhealthMod=-40;};
 
PLAYERPERK_FOREIGN_POLICY_MARTIAL_HEALTH4={
Type="PLAYERPERK_FOREIGN_POLICY_MARTIAL_HEALTH4";
Help=[=[Unhealth from conquered Cities reduced by 50%.]=];
IconIndex=-1;
ConqueredCityUnhealthMod=-50;};
 
PLAYERPERK_FOREIGN_POLICY_MARTIAL_INDUSTRY1={
Type="PLAYERPERK_FOREIGN_POLICY_MARTIAL_INDUSTRY1";
Help=[=[{{ProductionIconBE}} Production increased by 5% when building Military Units.]=];
IconIndex=-1;
MilitaryUnitsProductionMod=5;};
 
PLAYERPERK_FOREIGN_POLICY_MARTIAL_INDUSTRY2={
Type="PLAYERPERK_FOREIGN_POLICY_MARTIAL_INDUSTRY2";
Help=[=[{{ProductionIconBE}} Production increased by 10% when building Military Units.]=];
IconIndex=-1;
MilitaryUnitsProductionMod=10;};
 
PLAYERPERK_FOREIGN_POLICY_MARTIAL_INDUSTRY3={
Type="PLAYERPERK_FOREIGN_POLICY_MARTIAL_INDUSTRY3";
Help=[=[{{ProductionIconBE}} Production increased by 15% when building Military Units.]=];
IconIndex=-1;
MilitaryUnitsProductionMod=15;};
 
PLAYERPERK_FOREIGN_POLICY_MARTIAL_INDUSTRY4={
Type="PLAYERPERK_FOREIGN_POLICY_MARTIAL_INDUSTRY4";
Help=[=[{{ProductionIconBE}} Production increased by 20% when building Military Units.]=];
IconIndex=-1;
MilitaryUnitsProductionMod=20;};
 
PLAYERPERK_FOREIGN_POLICY_MARTIAL_CULTURE1={
Type="PLAYERPERK_FOREIGN_POLICY_MARTIAL_CULTURE1";
Help=[=[Gain 1 {{CultureIconBE}} Culture when killing a Unit in combat.]=];
IconIndex=-1;};
 
PLAYERPERK_FOREIGN_POLICY_MARTIAL_CULTURE2={
Type="PLAYERPERK_FOREIGN_POLICY_MARTIAL_CULTURE2";
Help=[=[Gain 2 {{CultureIconBE}} Culture when killing a Unit in combat.]=];
IconIndex=-1;};
 
PLAYERPERK_FOREIGN_POLICY_MARTIAL_CULTURE3={
Type="PLAYERPERK_FOREIGN_POLICY_MARTIAL_CULTURE3";
Help=[=[Gain 3 {{CultureIconBE}} Culture when killing a Unit in combat.]=];
IconIndex=-1;};
 
PLAYERPERK_FOREIGN_POLICY_MARTIAL_CULTURE4={
Type="PLAYERPERK_FOREIGN_POLICY_MARTIAL_CULTURE4";
Help=[=[Gain 5 {{CultureIconBE}} Culture when killing a Unit in combat.]=];
IconIndex=-1;};
 
PLAYERPERK_FOREIGN_POLICY_MARTIAL_SCIENCE1={
Type="PLAYERPERK_FOREIGN_POLICY_MARTIAL_SCIENCE1";
Help=[=[{{ScienceIconBE}} Science cost for Technologies that unlock units reduced by 5%.]=];
IconIndex=-1;
TechWithUnitsCostModifier=5;};
 
PLAYERPERK_FOREIGN_POLICY_MARTIAL_SCIENCE2={
Type="PLAYERPERK_FOREIGN_POLICY_MARTIAL_SCIENCE2";
Help=[=[{{ScienceIconBE}} Science cost for Technologies that unlock units reduced by 10%.]=];
IconIndex=-1;
TechWithUnitsCostModifier=10;};
 
PLAYERPERK_FOREIGN_POLICY_MARTIAL_SCIENCE3={
Type="PLAYERPERK_FOREIGN_POLICY_MARTIAL_SCIENCE3";
Help=[=[{{ScienceIconBE}} Science cost for Technologies that unlock units reduced by 15%.]=];
IconIndex=-1;
TechWithUnitsCostModifier=15;};
 
PLAYERPERK_FOREIGN_POLICY_MARTIAL_SCIENCE4={
Type="PLAYERPERK_FOREIGN_POLICY_MARTIAL_SCIENCE4";
Help=[=[{{ScienceIconBE}} Science cost for Technologies that unlock units reduced by 20%.]=];
IconIndex=-1;
TechWithUnitsCostModifier=20;};
 
PLAYERPERK_FOREIGN_POLICY_MARTIAL_WEALTH1={
Type="PLAYERPERK_FOREIGN_POLICY_MARTIAL_WEALTH1";
Help=[=[{{EnergyIconBE}} Energy maintenance for Military Units reduced by 5%.]=];
IconIndex=-1;
GlobalUnitMaintenanceMod=-5;};
 
PLAYERPERK_FOREIGN_POLICY_MARTIAL_WEALTH2={
Type="PLAYERPERK_FOREIGN_POLICY_MARTIAL_WEALTH2";
Help=[=[{{EnergyIconBE}} Energy maintenance for Military Units reduced by 10%.]=];
IconIndex=-1;
GlobalUnitMaintenanceMod=-10;};
 
PLAYERPERK_FOREIGN_POLICY_MARTIAL_WEALTH3={
Type="PLAYERPERK_FOREIGN_POLICY_MARTIAL_WEALTH3";
Help=[=[{{EnergyIconBE}} Energy maintenance for Military Units reduced by 15%.]=];
IconIndex=-1;
GlobalUnitMaintenanceMod=-15;};
 
PLAYERPERK_FOREIGN_POLICY_MARTIAL_WEALTH4={
Type="PLAYERPERK_FOREIGN_POLICY_MARTIAL_WEALTH4";
Help=[=[{{EnergyIconBE}} Energy maintenance for Military Units reduced by 20%.]=];
IconIndex=-1;
GlobalUnitMaintenanceMod=-20;};
 
PLAYERPERK_FOREIGN_POLICY_MARTIAL_MILITARY1={
Type="PLAYERPERK_FOREIGN_POLICY_MARTIAL_MILITARY1";
Help=[=[Hostile Units take 2 attrition damage per turn inside your territory.]=];
IconIndex=-1;
InvaderAttritionChange=2;};
 
PLAYERPERK_FOREIGN_POLICY_MARTIAL_MILITARY2={
Type="PLAYERPERK_FOREIGN_POLICY_MARTIAL_MILITARY2";
Help=[=[Hostile Units take 3 attrition damage per turn inside your territory.]=];
IconIndex=-1;
InvaderAttritionChange=3;};
 
PLAYERPERK_FOREIGN_POLICY_MARTIAL_MILITARY3={
Type="PLAYERPERK_FOREIGN_POLICY_MARTIAL_MILITARY3";
Help=[=[Hostile Units take 4 attrition damage per turn inside your territory.]=];
IconIndex=-1;
InvaderAttritionChange=4;};
 
PLAYERPERK_FOREIGN_POLICY_MARTIAL_MILITARY4={
Type="PLAYERPERK_FOREIGN_POLICY_MARTIAL_MILITARY4";
Help=[=[Hostile Units take 5 attrition damage per turn inside your territory.]=];
IconIndex=-1;
InvaderAttritionChange=5;};
 
PLAYERPERK_FOREIGN_POLICY_MARTIAL_TRADE1={
Type="PLAYERPERK_FOREIGN_POLICY_MARTIAL_TRADE1";
Help=[=[+4 Combat defense for Trade Units.]=];
IconIndex=-1;};
 
PLAYERPERK_FOREIGN_POLICY_MARTIAL_TRADE2={
Type="PLAYERPERK_FOREIGN_POLICY_MARTIAL_TRADE2";
Help=[=[+8 Combat defense for Trade Units.]=];
IconIndex=-1;};
 
PLAYERPERK_FOREIGN_POLICY_MARTIAL_TRADE3={
Type="PLAYERPERK_FOREIGN_POLICY_MARTIAL_TRADE3";
Help=[=[+12 Combat defense for Trade Units.]=];
IconIndex=-1;};
 
PLAYERPERK_FOREIGN_POLICY_MARTIAL_TRADE4={
Type="PLAYERPERK_FOREIGN_POLICY_MARTIAL_TRADE4";
Help=[=[+16 Combat defense for Trade Units.]=];
IconIndex=-1;};
 
PLAYERPERK_FOREIGN_POLICY_MARTIAL_COVERT1={
Type="PLAYERPERK_FOREIGN_POLICY_MARTIAL_COVERT1";
Help=[=[ICON_SPY] Covert Agents are 5% less likely to die in operations.]=];
IconIndex=-1;
CovertOpsAgentRiskModifier=-5;};
 
PLAYERPERK_FOREIGN_POLICY_MARTIAL_COVERT2={
Type="PLAYERPERK_FOREIGN_POLICY_MARTIAL_COVERT2";
Help=[=[ICON_SPY] Covert Agents are 10% less likely to die in operations.]=];
IconIndex=-1;
CovertOpsAgentRiskModifier=-10;};
 
PLAYERPERK_FOREIGN_POLICY_MARTIAL_COVERT3={
Type="PLAYERPERK_FOREIGN_POLICY_MARTIAL_COVERT3";
Help=[=[ICON_SPY] Covert Agents are 15% less likely to die in operations.]=];
IconIndex=-1;
CovertOpsAgentRiskModifier=-15;};
 
PLAYERPERK_FOREIGN_POLICY_MARTIAL_COVERT4={
Type="PLAYERPERK_FOREIGN_POLICY_MARTIAL_COVERT4";
Help=[=[ICON_SPY] Covert Agents are 20% less likely to die in operations.]=];
IconIndex=-1;
CovertOpsAgentRiskModifier=-20;};
 
PLAYERPERK_FOREIGN_POLICY_MARTIAL_ORBITAL1={
Type="PLAYERPERK_FOREIGN_POLICY_MARTIAL_ORBITAL1";
Help=[=[City Anti-Orbital Strike Range increased by 1.]=];
IconIndex=-1;
OrbitalStrikeRangeChange=1;};
 
PLAYERPERK_FOREIGN_POLICY_MARTIAL_ORBITAL2={
Type="PLAYERPERK_FOREIGN_POLICY_MARTIAL_ORBITAL2";
Help=[=[City Anti-Orbital Strike Range increased by 2.]=];
IconIndex=-1;
OrbitalStrikeRangeChange=2;};
 
PLAYERPERK_FOREIGN_POLICY_MARTIAL_ORBITAL3={
Type="PLAYERPERK_FOREIGN_POLICY_MARTIAL_ORBITAL3";
Help=[=[City Anti-Orbital Strike Range increased by 3.]=];
IconIndex=-1;
OrbitalStrikeRangeChange=3;};
 
PLAYERPERK_FOREIGN_POLICY_MARTIAL_ORBITAL4={
Type="PLAYERPERK_FOREIGN_POLICY_MARTIAL_ORBITAL4";
Help=[=[City Anti-Orbital Strike Range increased by 4.]=];
IconIndex=-1;
OrbitalStrikeRangeChange=4;};
 
PLAYERPERK_FOREIGN_POLICY_SOCIAL_GROWTH1={
Type="PLAYERPERK_FOREIGN_POLICY_SOCIAL_GROWTH1";
Help=[=[Specialist Citizens consume no {{FoodIconBE}} Food.]=];
IconIndex=-1;
AllowSpecialstsFreeFood=true;};
 
PLAYERPERK_FOREIGN_POLICY_SOCIAL_GROWTH2={
Type="PLAYERPERK_FOREIGN_POLICY_SOCIAL_GROWTH2";
Help=[=[Specialist Citizens consume no {{FoodIconBE}} Food.]=];
IconIndex=-1;
AllowSpecialstsFreeFood=true;};
 
PLAYERPERK_FOREIGN_POLICY_SOCIAL_GROWTH3={
Type="PLAYERPERK_FOREIGN_POLICY_SOCIAL_GROWTH3";
Help=[=[Specialist Citizens consume no {{FoodIconBE}} Food.]=];
IconIndex=-1;
AllowSpecialstsFreeFood=true;};
 
PLAYERPERK_FOREIGN_POLICY_SOCIAL_GROWTH4={
Type="PLAYERPERK_FOREIGN_POLICY_SOCIAL_GROWTH4";
Help=[=[Specialist Citizens consume no {{FoodIconBE}} Food.]=];
IconIndex=-1;
AllowSpecialstsFreeFood=true;};
 
PLAYERPERK_FOREIGN_POLICY_SOCIAL_HEALTH1={
Type="PLAYERPERK_FOREIGN_POLICY_SOCIAL_HEALTH1";
Help=[=[Cities may Develop {{ProductionIconBE}} Production into {{HealthIconBE}} Health at 15% rate.]=];
IconIndex=-1;};
 
PLAYERPERK_FOREIGN_POLICY_SOCIAL_HEALTH2={
Type="PLAYERPERK_FOREIGN_POLICY_SOCIAL_HEALTH2";
Help=[=[Cities may Develop {{ProductionIconBE}} Production into {{HealthIconBE}} Health at 20% rate.]=];
IconIndex=-1;};
 
PLAYERPERK_FOREIGN_POLICY_SOCIAL_HEALTH3={
Type="PLAYERPERK_FOREIGN_POLICY_SOCIAL_HEALTH3";
Help=[=[Cities may Develop {{ProductionIconBE}} Production into {{HealthIconBE}} Health at 25% rate.]=];
IconIndex=-1;};
 
PLAYERPERK_FOREIGN_POLICY_SOCIAL_HEALTH4={
Type="PLAYERPERK_FOREIGN_POLICY_SOCIAL_HEALTH4";
Help=[=[Cities may Develop {{ProductionIconBE}} Production into {{HealthIconBE}} Health at 30% rate.]=];
IconIndex=-1;};
 
PLAYERPERK_FOREIGN_POLICY_SOCIAL_INDUSTRY1={
Type="PLAYERPERK_FOREIGN_POLICY_SOCIAL_INDUSTRY1";
Help=[=[Movement speed on roads and magrails increased by 20%.]=];
IconIndex=-1;
GlobalRouteMoveSpeedMod=-20;};
 
PLAYERPERK_FOREIGN_POLICY_SOCIAL_INDUSTRY2={
Type="PLAYERPERK_FOREIGN_POLICY_SOCIAL_INDUSTRY2";
Help=[=[Movement speed on roads and magrails increased by 30%.]=];
IconIndex=-1;
GlobalRouteMoveSpeedMod=-30;};
 
PLAYERPERK_FOREIGN_POLICY_SOCIAL_INDUSTRY3={
Type="PLAYERPERK_FOREIGN_POLICY_SOCIAL_INDUSTRY3";
Help=[=[Movement speed on roads and magrails increased by 45%.]=];
IconIndex=-1;
GlobalRouteMoveSpeedMod=-45;};
 
PLAYERPERK_FOREIGN_POLICY_SOCIAL_INDUSTRY4={
Type="PLAYERPERK_FOREIGN_POLICY_SOCIAL_INDUSTRY4";
Help=[=[Movement speed on roads and magrails increased by 60%.]=];
IconIndex=-1;
GlobalRouteMoveSpeedMod=-60;};
 
PLAYERPERK_FOREIGN_POLICY_SOCIAL_CULTURE1={
Type="PLAYERPERK_FOREIGN_POLICY_SOCIAL_CULTURE1";
Help=[=[{{CultureIconBE}} Culture cost for new Virtues reduced by 5%.]=];
IconIndex=-1;
VirtueCostModifier=-5;};
 
PLAYERPERK_FOREIGN_POLICY_SOCIAL_CULTURE2={
Type="PLAYERPERK_FOREIGN_POLICY_SOCIAL_CULTURE2";
Help=[=[{{CultureIconBE}} Culture cost for new Virtues reduced by 10%.]=];
IconIndex=-1;
VirtueCostModifier=-10;};
 
PLAYERPERK_FOREIGN_POLICY_SOCIAL_CULTURE3={
Type="PLAYERPERK_FOREIGN_POLICY_SOCIAL_CULTURE3";
Help=[=[{{CultureIconBE}} Culture cost for new Virtues reduced by 15%.]=];
IconIndex=-1;
VirtueCostModifier=-15;};
 
PLAYERPERK_FOREIGN_POLICY_SOCIAL_CULTURE4={
Type="PLAYERPERK_FOREIGN_POLICY_SOCIAL_CULTURE4";
Help=[=[{{CultureIconBE}} Culture cost for new Virtues reduced by 20%.]=];
IconIndex=-1;
VirtueCostModifier=-20;};
 
PLAYERPERK_FOREIGN_POLICY_SOCIAL_SCIENCE1={
Type="PLAYERPERK_FOREIGN_POLICY_SOCIAL_SCIENCE1";
Help=[=[{{ScienceIconBE}} Science cost for Leaf Technologies reduced by 4%.]=];
IconIndex=-1;
LeafTechCostModifier=4;};
 
PLAYERPERK_FOREIGN_POLICY_SOCIAL_SCIENCE2={
Type="PLAYERPERK_FOREIGN_POLICY_SOCIAL_SCIENCE2";
Help=[=[{{ScienceIconBE}} Science cost for Leaf Technologies reduced by 6%.]=];
IconIndex=-1;
LeafTechCostModifier=6;};
 
PLAYERPERK_FOREIGN_POLICY_SOCIAL_SCIENCE3={
Type="PLAYERPERK_FOREIGN_POLICY_SOCIAL_SCIENCE3";
Help=[=[{{ScienceIconBE}} Science cost for Leaf Technologies reduced by 8%.]=];
IconIndex=-1;
LeafTechCostModifier=8;};
 
PLAYERPERK_FOREIGN_POLICY_SOCIAL_SCIENCE4={
Type="PLAYERPERK_FOREIGN_POLICY_SOCIAL_SCIENCE4";
Help=[=[{{ScienceIconBE}} Science cost for Leaf Technologies reduced by 10%.]=];
IconIndex=-1;
LeafTechCostModifier=10;};
 
PLAYERPERK_FOREIGN_POLICY_SOCIAL_WEALTH1={
Type="PLAYERPERK_FOREIGN_POLICY_SOCIAL_WEALTH1";
Help=[=[Gain {{EnergyIconBE}} Energy per turn equal to 2% of your {{EnergyIconBE}} Energy reserves.]=];
IconIndex=-1;
GlobalEnergyYieldFromReserves=2;};
 
PLAYERPERK_FOREIGN_POLICY_SOCIAL_WEALTH2={
Type="PLAYERPERK_FOREIGN_POLICY_SOCIAL_WEALTH2";
Help=[=[Gain {{EnergyIconBE}} Energy per turn equal to 3% of your {{EnergyIconBE}} Energy reserves.]=];
IconIndex=-1;
GlobalEnergyYieldFromReserves=3;};
 
PLAYERPERK_FOREIGN_POLICY_SOCIAL_WEALTH3={
Type="PLAYERPERK_FOREIGN_POLICY_SOCIAL_WEALTH3";
Help=[=[Gain {{EnergyIconBE}} Energy per turn equal to 4% of your {{EnergyIconBE}} Energy reserves.]=];
IconIndex=-1;
GlobalEnergyYieldFromReserves=4;};
 
PLAYERPERK_FOREIGN_POLICY_SOCIAL_WEALTH4={
Type="PLAYERPERK_FOREIGN_POLICY_SOCIAL_WEALTH4";
Help=[=[Gain {{EnergyIconBE}} Energy per turn equal to 5% of your {{EnergyIconBE}} Energy reserves.]=];
IconIndex=-1;
GlobalEnergyYieldFromReserves=5;};
 
PLAYERPERK_FOREIGN_POLICY_SOCIAL_MILITARY1={
Type="PLAYERPERK_FOREIGN_POLICY_SOCIAL_MILITARY1";
Help=[=[Units heal fully each turn when fortified in a City.]=];
IconIndex=-1;
AllowUnitsFullHealInCities=true;};
 
PLAYERPERK_FOREIGN_POLICY_SOCIAL_MILITARY2={
Type="PLAYERPERK_FOREIGN_POLICY_SOCIAL_MILITARY2";
Help=[=[Units heal fully each turn when fortified in a City.]=];
IconIndex=-1;
AllowUnitsFullHealInCities=true;};
 
PLAYERPERK_FOREIGN_POLICY_SOCIAL_MILITARY3={
Type="PLAYERPERK_FOREIGN_POLICY_SOCIAL_MILITARY3";
Help=[=[Units heal fully each turn when fortified in a City.]=];
IconIndex=-1;
AllowUnitsFullHealInCities=true;};
 
PLAYERPERK_FOREIGN_POLICY_SOCIAL_MILITARY4={
Type="PLAYERPERK_FOREIGN_POLICY_SOCIAL_MILITARY4";
Help=[=[Units heal fully each turn when fortified in a City.]=];
IconIndex=-1;
AllowUnitsFullHealInCities=true;};
 
PLAYERPERK_FOREIGN_POLICY_SOCIAL_TRADE1={
Type="PLAYERPERK_FOREIGN_POLICY_SOCIAL_TRADE1";
Help=[=[+5 Capital City defense {{StrengthIconBE}} Strength per occupied Trade Route slot.]=];
IconIndex=-1;};
 
PLAYERPERK_FOREIGN_POLICY_SOCIAL_TRADE2={
Type="PLAYERPERK_FOREIGN_POLICY_SOCIAL_TRADE2";
Help=[=[+8 Capital City defense {{StrengthIconBE}} Strength per occupied Trade Route slot.]=];
IconIndex=-1;};
 
PLAYERPERK_FOREIGN_POLICY_SOCIAL_TRADE3={
Type="PLAYERPERK_FOREIGN_POLICY_SOCIAL_TRADE3";
Help=[=[+12 Capital City defense {{StrengthIconBE}} Strength per occupied Trade Route slot.]=];
IconIndex=-1;};
 
PLAYERPERK_FOREIGN_POLICY_SOCIAL_TRADE4={
Type="PLAYERPERK_FOREIGN_POLICY_SOCIAL_TRADE4";
Help=[=[+16 Capital City defense {{StrengthIconBE}} Strength per occupied Trade Route slot.]=];
IconIndex=-1;};
 
PLAYERPERK_FOREIGN_POLICY_SOCIAL_COVERT1={
Type="PLAYERPERK_FOREIGN_POLICY_SOCIAL_COVERT1";
Help=[=[Covert Operations are 15% faster to complete.]=];
IconIndex=-1;
CovertOpsTimeModifier=-15;};
 
PLAYERPERK_FOREIGN_POLICY_SOCIAL_COVERT2={
Type="PLAYERPERK_FOREIGN_POLICY_SOCIAL_COVERT2";
Help=[=[Covert Operations are 25% faster to complete.]=];
IconIndex=-1;
CovertOpsTimeModifier=-25;};
 
PLAYERPERK_FOREIGN_POLICY_SOCIAL_COVERT3={
Type="PLAYERPERK_FOREIGN_POLICY_SOCIAL_COVERT3";
Help=[=[Covert Operations are 35% faster to complete.]=];
IconIndex=-1;
CovertOpsTimeModifier=-35;};
 
PLAYERPERK_FOREIGN_POLICY_SOCIAL_COVERT4={
Type="PLAYERPERK_FOREIGN_POLICY_SOCIAL_COVERT4";
Help=[=[Covert Operations are 50% faster to complete.]=];
IconIndex=-1;
CovertOpsTimeModifier=-50;};
 
PLAYERPERK_FOREIGN_POLICY_SOCIAL_ORBITAL1={
Type="PLAYERPERK_FOREIGN_POLICY_SOCIAL_ORBITAL1";
Help=[=[Each Orbital Unit launched increases {{ProductionIconBE}} Production for future Orbital Units by 1%.]=];
IconIndex=-1;
OrbitalProductionModPerLaunchedUnit=1;};
 
PLAYERPERK_FOREIGN_POLICY_SOCIAL_ORBITAL2={
Type="PLAYERPERK_FOREIGN_POLICY_SOCIAL_ORBITAL2";
Help=[=[Each Orbital Unit launched increases {{ProductionIconBE}} Production for future Orbital Units by 1%.]=];
IconIndex=-1;
OrbitalProductionModPerLaunchedUnit=1;};
 
PLAYERPERK_FOREIGN_POLICY_SOCIAL_ORBITAL3={
Type="PLAYERPERK_FOREIGN_POLICY_SOCIAL_ORBITAL3";
Help=[=[Each Orbital Unit launched increases {{ProductionIconBE}} Production for future Orbital Units by 2%.]=];
IconIndex=-1;
OrbitalProductionModPerLaunchedUnit=2;};
 
PLAYERPERK_FOREIGN_POLICY_SOCIAL_ORBITAL4={
Type="PLAYERPERK_FOREIGN_POLICY_SOCIAL_ORBITAL4";
Help=[=[Each Orbital Unit launched increases {{ProductionIconBE}} Production for future Orbital Units by 3%.]=];
IconIndex=-1;
OrbitalProductionModPerLaunchedUnit=3;};
 
PLAYERPERK_FOREIGN_POLICY_MARTIAL_AQUATIC2={
Type="PLAYERPERK_FOREIGN_POLICY_MARTIAL_AQUATIC2";
Help="PLAYERPERK_FOREIGN_POLICY_MARTIAL_AQUATIC2_HELP";
IconIndex=-1;
AquaticCityStrengthMod=15;};
 
PLAYERPERK_FOREIGN_POLICY_MARTIAL_AQUATIC3={
Type="PLAYERPERK_FOREIGN_POLICY_MARTIAL_AQUATIC3";
Help="PLAYERPERK_FOREIGN_POLICY_MARTIAL_AQUATIC3_HELP";
IconIndex=-1;
AquaticCityStrengthMod=25;};
 
PLAYERPERK_FOREIGN_POLICY_MARTIAL_AQUATIC4={
Type="PLAYERPERK_FOREIGN_POLICY_MARTIAL_AQUATIC4";
Help="PLAYERPERK_FOREIGN_POLICY_MARTIAL_AQUATIC4_HELP";
IconIndex=-1;
AquaticCityStrengthMod=35;};
 
PLAYERPERK_FOREIGN_POLICY_TERRITORY_AQUATIC2={
Type="PLAYERPERK_FOREIGN_POLICY_TERRITORY_AQUATIC2";
Help="PLAYERPERK_FOREIGN_POLICY_TERRITORY_AQUATIC2_HELP";
IconIndex=-1;
NavalUnitsProductionMod=15;};
 
PLAYERPERK_FOREIGN_POLICY_TERRITORY_AQUATIC3={
Type="PLAYERPERK_FOREIGN_POLICY_TERRITORY_AQUATIC3";
Help="PLAYERPERK_FOREIGN_POLICY_TERRITORY_AQUATIC3_HELP";
IconIndex=-1;
NavalUnitsProductionMod=20;};
 
PLAYERPERK_FOREIGN_POLICY_TERRITORY_AQUATIC4={
Type="PLAYERPERK_FOREIGN_POLICY_TERRITORY_AQUATIC4";
Help="PLAYERPERK_FOREIGN_POLICY_TERRITORY_AQUATIC4_HELP";
IconIndex=-1;
NavalUnitsProductionMod=25;};
 
PLAYERPERK_FOREIGN_POLICY_CAPITAL_DIPLOMATIC2={
Type="PLAYERPERK_FOREIGN_POLICY_CAPITAL_DIPLOMATIC2";
Help="PLAYERPERK_FOREIGN_POLICY_CAPITAL_DIPLOMATIC2_HELP";
IconIndex=-1;};
 
PLAYERPERK_FOREIGN_POLICY_CAPITAL_DIPLOMATIC3={
Type="PLAYERPERK_FOREIGN_POLICY_CAPITAL_DIPLOMATIC3";
Help="PLAYERPERK_FOREIGN_POLICY_CAPITAL_DIPLOMATIC3_HELP";
IconIndex=-1;};
 
PLAYERPERK_FOREIGN_POLICY_CAPITAL_DIPLOMATIC4={
Type="PLAYERPERK_FOREIGN_POLICY_CAPITAL_DIPLOMATIC4";
Help="PLAYERPERK_FOREIGN_POLICY_CAPITAL_DIPLOMATIC4_HELP";
IconIndex=-1;};
 
PLAYERPERK_FOREIGN_POLICY_MARTIAL_DIPLOMATIC2={
Type="PLAYERPERK_FOREIGN_POLICY_MARTIAL_DIPLOMATIC2";
Help="PLAYERPERK_FOREIGN_POLICY_MARTIAL_DIPLOMATIC2_HELP";
IconIndex=-1;
WarScorePointsMod=10;};
 
PLAYERPERK_FOREIGN_POLICY_MARTIAL_DIPLOMATIC3={
Type="PLAYERPERK_FOREIGN_POLICY_MARTIAL_DIPLOMATIC3";
Help="PLAYERPERK_FOREIGN_POLICY_MARTIAL_DIPLOMATIC3_HELP";
IconIndex=-1;
WarScorePointsMod=15;};
 
PLAYERPERK_FOREIGN_POLICY_MARTIAL_DIPLOMATIC4={
Type="PLAYERPERK_FOREIGN_POLICY_MARTIAL_DIPLOMATIC4";
Help="PLAYERPERK_FOREIGN_POLICY_MARTIAL_DIPLOMATIC4_HELP";
IconIndex=-1;
WarScorePointsMod=25;};
 
PLAYERPERK_BIOSPHERES_GROWTH_CARRYOVER={
Type="PLAYERPERK_BIOSPHERES_GROWTH_CARRYOVER";
Help=[=[+10% {{FoodIconBE}} Food carried over after city growth in all cities.]=];
IconIndex=-1;
GrowthCarryover=10;};
 
PLAYERPERK_SURROGACY_WORKER_SPEED={
Type="PLAYERPERK_SURROGACY_WORKER_SPEED";
Help=[=[+10% Worker Speed]=];
IconIndex=-1;
WorkerSpeedMod=10;};
 
PLAYERPERK_WORK_BARGE_PRODUCTION_FLAT={
Type="PLAYERPERK_WORK_BARGE_PRODUCTION_FLAT";
Help=[=[+2 {{ProductionIconBE}} Production from Work Barges]=];
IconIndex=-1;};
 
PLAYERPERK_ALIEN_ADAPTATION_MIASMA_PLOT_IMMUNITY={
Type="PLAYERPERK_ALIEN_ADAPTATION_MIASMA_PLOT_IMMUNITY";
Help=[=[Negates negative plot yield effects from Miasma]=];
IconIndex=-1;
MiasmaPlotYieldImmunity=true;};
 
PLAYERPERK_DIMENSION_FOLDING_COMPLEX={
Type="PLAYERPERK_DIMENSION_FOLDING_COMPLEX";
IconIndex=-1;
GlobalPopulationUnhealthMod=-50;};
 
PLAYERPERK_TESSELATION_FOUNDRY={
Type="PLAYERPERK_TESSELATION_FOUNDRY";
IconIndex=-1;
MilitaryUnitsProductionMod=30;};
 
PLAYERPERK_MACHINE_ASSISTED_FREE_WILL={
Type="PLAYERPERK_MACHINE_ASSISTED_FREE_WILL";
IconIndex=-1;
LeafTechCostModifier=15;};
 
PLAYERPERK_WONDER_ECTOGENESIS_POD={
Type="PLAYERPERK_WONDER_ECTOGENESIS_POD";
Help="TXT_KEY_PLAYERPERK_WONDER_ECTOGENESIS_POD";
IconIndex=-1;};
 
PLAYERPERK_WONDER_PRECOG_PROJECT={
Type="PLAYERPERK_WONDER_PRECOG_PROJECT";
Help="TXT_KEY_PLAYERPERK_WONDER_PRECOG_PROJECT";
IconIndex=-1;
UnitExtraExperienceLevelsAllowed=2;};
 
PLAYERPERK_WONDER_MEMETWORK={
Type="PLAYERPERK_WONDER_MEMETWORK";
Help="TXT_KEY_PLAYERPERK_WONDER_MEMETWORK";
IconIndex=-1;
UnitAffinityRequirementDiscount=1;
BuildingAffinityRequirementDiscount=1;};
 
PLAYERPERK_WONDER_XENODROME={
Type="PLAYERPERK_WONDER_XENODROME";
Help="TXT_KEY_PLAYERPERK_WONDER_XENODROME";
IconIndex=-1;
AlienOpinionRecoveryMod=100;
AlienOpinionFriendlyInfluence=0,25;};
 
PLAYERPERK_WONDER_PROMETHEAN={
Type="PLAYERPERK_WONDER_PROMETHEAN";
Help="TXT_KEY_PLAYERPERK_WONDER_PROMETHEAN";
IconIndex=-1;};
 
PLAYERPERK_WONDER_HOLON_CHAMBER={
Type="PLAYERPERK_WONDER_HOLON_CHAMBER";
Help="TXT_KEY_PLAYERPERK_WONDER_HOLON_CHAMBER";
IconIndex=-1;
GlobalEnergyIncomePercentScienceYield=10;};
 
PLAYERPERK_WONDER_MARKOV_ECLIPSE={
Type="PLAYERPERK_WONDER_MARKOV_ECLIPSE";
Help="TXT_KEY_PLAYERPERK_WONDER_MARKOV_ECLIPSE";
IconIndex=-1;
UnitsNoWoundedDamageMod=true;};
 
PLAYERPERK_WONDER_NANOTHERMITE={
Type="PLAYERPERK_WONDER_NANOTHERMITE";
Help="TXT_KEY_PLAYERPERK_WONDER_NANOTHERMITE";
IconIndex=-1;
GlobalRangedDamageMod=25;
GlobalCityStrikeDamageMod=25;
GlobalAirDamageMod=25;};
 
PLAYERPERK_WONDER_QUANTUM_COMPUTER={
Type="PLAYERPERK_WONDER_QUANTUM_COMPUTER";
Help="TXT_KEY_PLAYERPERK_WONDER_QUANTUM_COMPUTER";
IconIndex=-1;
OrbitalDurationModifier=50;
AffinityXPGainModifier=25;};
 
PLAYERPERK_WONDER_HUMAN_HIVE={
Type="PLAYERPERK_WONDER_HUMAN_HIVE";
Help="TXT_KEY_PLAYERPERK_WONDER_HUMAN_HIVE";
IconIndex=-1;};
 
PLAYERPERK_WONDER_ARCHIMEDES_LEVER={
Type="PLAYERPERK_WONDER_ARCHIMEDES_LEVER";
Help="TXT_KEY_PLAYERPERK_WONDER_ARCHIMEDES_LEVER";
IconIndex=-1;};
 
PLAYERPERK_WONDER_ARMASAIL={
Type="PLAYERPERK_WONDER_ARMASAIL";
Help="TXT_KEY_PLAYERPERK_WONDER_ARMASAIL";
IconIndex=-1;};
 
PLAYERPERK_WONDER_BYTEGEIST={
Type="PLAYERPERK_WONDER_BYTEGEIST";
Help="TXT_KEY_PLAYERPERK_WONDER_BYTEGEIST";
IconIndex=-1;
VirtueTierSynergyRequirementDiscount=1;};
 
PLAYERPERK_WONDER_RESURRECTION_DEVICE={
Type="PLAYERPERK_WONDER_RESURRECTION_DEVICE";
Help="TXT_KEY_PLAYERPERK_WONDER_RESURRECTION_DEVICE";
IconIndex=-1;
PositiveHealthLevelsStrengthModifier=50;};
 
PLAYERPERK_WONDER_XENONOVA={
Type="PLAYERPERK_WONDER_XENONOVA";
Help="TXT_KEY_PLAYERPERK_WONDER_XENONOVA";
IconIndex=-1;
NegativeHealthLevelsStrengthModifier=50;};
 
PLAYERPERK_WONDER_DEEP_MEMORY={
Type="PLAYERPERK_WONDER_DEEP_MEMORY";
Help="TXT_KEY_PLAYERPERK_WONDER_DEEP_MEMORY";
IconIndex=-1;};
 
PLAYERPERK_WONDER_ANSIBLE={
Type="PLAYERPERK_WONDER_ANSIBLE";
Help="TXT_KEY_PLAYERPERK_WONDER_ANSIBLE";
IconIndex=-1;
AffinityXPGainModifier=25;};
 
PLAYERPERK_WONDER_CYNOSURE={
Type="PLAYERPERK_WONDER_CYNOSURE";
Help="TXT_KEY_PLAYERPERK_WONDER_CYNOSURE";
IconIndex=-1;};
 
PLAYERPERK_WONDER_AKKOROKAMUI={
Type="PLAYERPERK_WONDER_AKKOROKAMUI";
Help="TXT_KEY_PLAYERPERK_WONDER_AKKOROKAMUI";
IconIndex=-1;};
 
PLAYERPERK_WONDER_FARADAY_GYRE={
Type="PLAYERPERK_WONDER_FARADAY_GYRE";
Help="TXT_KEY_PLAYERPERK_WONDER_FARADAY_GYRE";
IconIndex=-1;};
 
PLAYERPERK_WONDER_BENTHIC_AUGER={
Type="PLAYERPERK_WONDER_BENTHIC_AUGER";
Help="TXT_KEY_PLAYERPERK_WONDER_BENTHIC_AUGER";
IconIndex=-1;};
 
PLAYERPERK_WONDER_EUPHOTIC_STRAND={
Type="PLAYERPERK_WONDER_EUPHOTIC_STRAND";
Help="TXT_KEY_PLAYERPERK_WONDER_EUPHOTIC_STRAND";
IconIndex=-1;};
 
PLAYERPERK_WONDER_GUO_PU_YAOLAN={
Type="PLAYERPERK_WONDER_GUO_PU_YAOLAN";
Help="TXT_KEY_PLAYERPERK_WONDER_GUO_PU_YAOLAN";
IconIndex=-1;};
 
PLAYERPERK_WONDER_ABYSSAL_MIRROR={
Type="PLAYERPERK_WONDER_ABYSSAL_MIRROR";
Help="TXT_KEY_PLAYERPERK_WONDER_ABYSSAL_MIRROR";
IconIndex=-1;};
 
PLAYERPERK_WORK_BARGE_FOOD_FLAT={
Type="PLAYERPERK_WORK_BARGE_FOOD_FLAT";
Help=[=[+1 {{FoodIconBE}} Food from Work Barges]=];
IconIndex=-1;};
 
PLAYERPERK_QUARRY_CULTURE_FLAT={
Type="PLAYERPERK_QUARRY_CULTURE_FLAT";
Help=[=[+2 {{CultureIconBE}} Culture from Quarries]=];
IconIndex=-1;};
 
PLAYERPERK_MASS_DIGESTER_CITY_HP={
Type="PLAYERPERK_MASS_DIGESTER_CITY_HP";
Help=[=[+10 City Hit Points from Mass Digesters]=];
IconIndex=-1;};
 
PLAYERPERK_ACCLIMATION_GROWTH_CARRYOVER={
Type="PLAYERPERK_ACCLIMATION_GROWTH_CARRYOVER";
Help=[=[5% {{FoodIconBE}} Food carried over after city growth]=];
IconIndex=-1;
GrowthCarryover=5;};
 
PLAYERPERK_ACCLIMATION_TRADE_ROUTE_YIELDS={
Type="PLAYERPERK_ACCLIMATION_TRADE_ROUTE_YIELDS";
Help=[=[+20% yields from trade routes]=];
IconIndex=-1;};
 
PLAYERPERK_AFFINITY_TRADER_MIASMA_IMMUNITY={
Type="PLAYERPERK_AFFINITY_TRADER_MIASMA_IMMUNITY";
Help=[=[Trade Routes can be made through Miasma]=];
IconIndex=-1;
TradeUnitsImmuneToMiasma=true;};
 
PLAYERPERK_AFFINITY_XENOMASS_GATHERING={
Type="PLAYERPERK_AFFINITY_XENOMASS_GATHERING";
Help=[=[Each improved {{XenomassIconBE}} Xenomass tile provides 2 more resources than normal]=];
IconIndex=-1;};
 
PLAYERPERK_AFFINITY_NO_MIASMA_ATTRITION={
Type="PLAYERPERK_AFFINITY_NO_MIASMA_ATTRITION";
Help=[=[Units take no damage from Miasma]=];
IconIndex=-1;
MiasmaDamageMod=10;};
 
PLAYERPERK_AFFINITY_BETTER_BIOWELLS={
Type="PLAYERPERK_AFFINITY_BETTER_BIOWELLS";
Help=[=[+1 {{ScienceIconBE}} Science from Biowell improvements]=];
IconIndex=-1;};
 
PLAYERPERK_AFFINITY_ALIEN_COMBAT_MOD={
Type="PLAYERPERK_AFFINITY_ALIEN_COMBAT_MOD";
Help=[=[+20% {{StrengthIconBE}} Strength and {{RangedStrengthIconBE}} Ranged Strength when attacking or defending against Aliens]=];
IconIndex=-1;
AlienCombatMod=20;};
 
PLAYERPERK_AFFINITY_FLOATSTONE_YIELDS={
Type="PLAYERPERK_AFFINITY_FLOATSTONE_YIELDS";
Help=[=[+1 {{EnergyIconBE}} Energy and +1 {{CultureIconBE}} Culture from Floatstone]=];
IconIndex=-1;};
 
PLAYERPERK_AFFINITY_BETTER_TERRASCAPES={
Type="PLAYERPERK_AFFINITY_BETTER_TERRASCAPES";
Help=[=[+2 {{EnergyIconBE}} Energy and +1 {{HealthIconBE}} Health from Terrascape improvements]=];
IconIndex=-1;};
 
PLAYERPERK_AFFINITY_BETTER_DOMES={
Type="PLAYERPERK_AFFINITY_BETTER_DOMES";
Help=[=[+1 {{FoodIconBE}} Food from Dome improvements]=];
IconIndex=-1;};
 
PLAYERPERK_AFFINITY_EXPLORER_CHARGES={
Type="PLAYERPERK_AFFINITY_EXPLORER_CHARGES";
Help=[=[Explorer Units can build an additional Expedition]=];
IconIndex=-1;
ExplorerExpeditionCharges=1;};
 
PLAYERPERK_AFFINITY_ORBITAL_COVERAGE_FIRAXITE={
Type="PLAYERPERK_AFFINITY_ORBITAL_COVERAGE_FIRAXITE";
Help=[=[Orbital Coverage on and next to any tile with {{FiraxiteIconBE}} Firaxite]=];
IconIndex=-1;};
 
PLAYERPERK_AFFINITY_LESS_UNIT_MAINTENANCE={
Type="PLAYERPERK_AFFINITY_LESS_UNIT_MAINTENANCE";
Help=[=[-25% maintenance for Units]=];
IconIndex=-1;
GlobalUnitMaintenanceMod=-25;};
 
PLAYERPERK_AFFINITY_BETTER_NODES={
Type="PLAYERPERK_AFFINITY_BETTER_NODES";
Help=[=[+1 {{ProductionIconBE}} Production from Node improvements]=];
IconIndex=-1;};
 
PLAYERPERK_AFFINITY_CULTURE_PER_AFFINITY_LEVEL={
Type="PLAYERPERK_AFFINITY_CULTURE_PER_AFFINITY_LEVEL";
Help=[=[+1 {{CultureIconBE}} Culture per level of {{HarmonyIconBE}} Harmony or {{PurityIconBE}} Purity]=];
IconIndex=-1;};
 
PLAYERPERK_AFFINITY_LESS_UNHEALTH_PER_CITY={
Type="PLAYERPERK_AFFINITY_LESS_UNHEALTH_PER_CITY";
Help=[=[{{UnHealthIconBE}} Unhealth from number of Cities reduced by 25%]=];
IconIndex=-1;
GlobalCityCountUnhealthMod=-25;};
 
PLAYERPERK_AFFINITY_PASSIVE_UNIT_HEAL={
Type="PLAYERPERK_AFFINITY_PASSIVE_UNIT_HEAL";
Help=[=[Damaged units automatically heal at least 3 HP every turn]=];
IconIndex=-1;
UnitFreePromotion="PROMOTION_AUTO_HEALING";};
 
PLAYERPERK_AFFINITY_MILITARY_UNIT_PRODUCTION={
Type="PLAYERPERK_AFFINITY_MILITARY_UNIT_PRODUCTION";
Help=[=[+25% {{ProductionIconBE}} Production towards Military Units]=];
IconIndex=-1;
MilitaryUnitsProductionMod=25;};
 
PLAYERPERK_AFFINITY_ENERGY_PER_AFFINITY_LEVEL={
Type="PLAYERPERK_AFFINITY_ENERGY_PER_AFFINITY_LEVEL";
Help=[=[+2 {{EnergyIconBE}} Energy per level of {{PurityIconBE}} Purity or {{SupremacyIconBE}} Supremacy]=];
IconIndex=-1;};
 
PLAYERPERK_AFFINITY_LESS_UNHEALTH_PER_POP={
Type="PLAYERPERK_AFFINITY_LESS_UNHEALTH_PER_POP";
Help=[=[{{UnHealthIconBE}} Unhealth from global size of {{CitizenIconBE}} Population reduced by 25%]=];
IconIndex=-1;
GlobalPopulationUnhealthMod=-25;};
 
PLAYERPERK_AFFINITY_BETTER_UNIT_GARRISON={
Type="PLAYERPERK_AFFINITY_BETTER_UNIT_GARRISON";
Help=[=[+1 {{HealthIconBE}} Health and +10% {{EnergyIconBE}} Energy for Cities with a defending Military Unit on its tile]=];
IconIndex=-1;};
 
PLAYERPERK_AFFINITY_CITY_UNDER_ORBITAL_YIELDS={
Type="PLAYERPERK_AFFINITY_CITY_UNDER_ORBITAL_YIELDS";
Help=[=[+10% {{ProductionIconBE}} Production and +10% {{CultureIconBE}} Culture for Cities in [ICON_ORBITAL_RANGE] Effect Range of a friendly Orbital Unit]=];
IconIndex=-1;};
 
PLAYERPERK_AFFINITY_SCIENCE_PER_AFFINITY_LEVEL={
Type="PLAYERPERK_AFFINITY_SCIENCE_PER_AFFINITY_LEVEL";
Help=[=[+1 {{ScienceIconBE}} Science per level of {{SupremacyIconBE}} Supremacy or {{HarmonyIconBE}} Harmony]=];
IconIndex=-1;};
 
PLAYERPERK_AFFINITY_HEALTH_FLAT={
Type="PLAYERPERK_AFFINITY_HEALTH_FLAT";
Help=[=[+5 {{HealthIconBE}} Health]=];
IconIndex=-1;
FlatHealth=5;};
 
PLAYERPERK_AFFINITY_CITY_GROWTH={
Type="PLAYERPERK_AFFINITY_CITY_GROWTH";
Help=[=[+10% {{FoodIconBE}} Growth in all Cities]=];
IconIndex=-1;
CityGrowthModifier=10;};
 
PLAYERPERK_AFFINITY_HEALTH_PER_MILITARY_UNIT={
Type="PLAYERPERK_AFFINITY_HEALTH_PER_MILITARY_UNIT";
Help=[=[+0.4 {{HealthIconBE}} Health for every Military Unit under your command]=];
IconIndex=-1;
HealthPerMilitaryUnit=0,4;};
 
PLAYERPERK_NATIONAL_SECURITY_PROJECT_HOMELAND_SECURITY={
Type="PLAYERPERK_NATIONAL_SECURITY_PROJECT_HOMELAND_SECURITY";
Help=[=[+1% {{StrengthIconBE}} City Strength and +1% City Hit Points for each Agent at Headquarters]=];
IconIndex=-1;};
 
PLAYERPERK_NATIONAL_SECURITY_PROJECT_R_AND_D={
Type="PLAYERPERK_NATIONAL_SECURITY_PROJECT_R_AND_D";
Help=[=[+1% {{ProductionIconBE}} Production for Wonders for each Agent at Headquarters]=];
IconIndex=-1;};
 
PLAYERPERK_NATIONAL_SECURITY_PROJECT_PROPAGANDA={
Type="PLAYERPERK_NATIONAL_SECURITY_PROJECT_PROPAGANDA";
Help=[=[+2% {{HealthIconBE}} Health for each Agent at Headquarters]=];
IconIndex=-1;};
 
PLAYERPERK_NATIONAL_SECURITY_PROJECT_OPS_SUPPORT={
Type="PLAYERPERK_NATIONAL_SECURITY_PROJECT_OPS_SUPPORT";
Help=[=[Lowers the risk to Covert Agents doing Operations for each Agent in Headquarters]=];
IconIndex=-1;};
 
PLAYERPERK_NATIONAL_SECURITY_PROJECT_OPS_RECON={
Type="PLAYERPERK_NATIONAL_SECURITY_PROJECT_OPS_RECON";
Help=[=[Increases the chance of Operation success for each Agent in Headquarters]=];
IconIndex=-1;};
 
PLAYERPERK_RELATIVISTIC_DATA_BANK={
Type="PLAYERPERK_RELATIVISTIC_DATA_BANK";
Help="TXT_KEY_PLAYERPERK_RELATIVISTIC_DATA_BANK";
IconIndex=-1;
CovertOpsCounterIntelligenceBonus=1;};
 
PLAYERPERK_WONDER_GENE_VAULT={
Type="PLAYERPERK_WONDER_GENE_VAULT";
Help="TXT_KEY_PLAYERPERK_WONDER_GENE_VAULT";
IconIndex=-1;
CityStartingFreeUnitClass="UNITCLASS_WORKER";};
 
PLAYERPERK_DRONE_SPHERE={
Type="PLAYERPERK_DRONE_SPHERE";
Help="TXT_KEY_PLAYERPERK_DRONE_SPHERE";
IconIndex=-1;
ExpeditionSpeedMod=50;
WorkerSpeedMod=50;};
 
PLAYERPERK_WONDER_DRONE_SPHERE={
Type="PLAYERPERK_WONDER_DRONE_SPHERE";
Help="TXT_KEY_PLAYERPERK_WONDER_DRONE_SPHERE";
IconIndex=-1;
CityExtraWorkingPlots=2;};
 
PLAYERPERK_RECOVERING_OLIVIA_ROSS_FARMS_FOOD={
Type="PLAYERPERK_RECOVERING_OLIVIA_ROSS_FARMS_FOOD";
Help=[=[+2 {{FoodIconBE}} Food from Farms]=];
IconIndex=-1;};
 
PLAYERPERK_THE_SUBSET_CURSE_HARMONY={
Type="PLAYERPERK_THE_SUBSET_CURSE_HARMONY";
Help=[=[+10% Respect from Diplomacy partners]=];
IconIndex=-1;
DiplomacyRespectModifier=10;};
 
PLAYERPERK_THE_SUBSET_CURSE_SUPREMACY={
Type="PLAYERPERK_THE_SUBSET_CURSE_SUPREMACY";
Help=[=[+10% Covert Operation speed]=];
IconIndex=-1;
CovertOpsTimeModifier=-10;};
 
PLAYERPERK_THE_SUBSET_CURSE_PURITY={
Type="PLAYERPERK_THE_SUBSET_CURSE_PURITY";
Help=[=[+1 {{ScienceIconBE}} Science from Clinics]=];
IconIndex=-1;};
 
PLAYERPERK_THE_BEATING_HEART_SOCIETY_HARMONY={
Type="PLAYERPERK_THE_BEATING_HEART_SOCIETY_HARMONY";
Help=[=[Units take 5 HP less damage from Miasma]=];
IconIndex=-1;
MiasmaDamageMod=5;};
 
PLAYERPERK_THE_BEATING_HEART_SOCIETY_SUPREMACY={
Type="PLAYERPERK_THE_BEATING_HEART_SOCIETY_SUPREMACY";
Help=[=[Unit heals 5 HP more when fortified]=];
IconIndex=-1;
UnitHealWhenFortifiedMod=5;};
 
PLAYERPERK_THE_BEATING_HEART_SOCIETY_PURITY={
Type="PLAYERPERK_THE_BEATING_HEART_SOCIETY_PURITY";
Help=[=[Old Earth Relics speed up Military Unit production by 5%]=];
IconIndex=-1;};
 
PLAYERPERK_STEPAN_VS_THE_NEW_WORLD_HARMONY={
Type="PLAYERPERK_STEPAN_VS_THE_NEW_WORLD_HARMONY";
Help=[=[+10% Worker Speed]=];
IconIndex=-1;
WorkerSpeedMod=10;};
 
PLAYERPERK_STEPAN_VS_THE_NEW_WORLD_SUPREMACY={
Type="PLAYERPERK_STEPAN_VS_THE_NEW_WORLD_SUPREMACY";
Help=[=[Explorers are immune to Miasma]=];
IconIndex=-1;};
 
PLAYERPERK_VANISHERS_HARMONY={
Type="PLAYERPERK_VANISHERS_HARMONY";
Help=[=[+10% defense against melee attacks for Rangers]=];
IconIndex=-1;};
 
PLAYERPERK_VANISHERS_PURITY={
Type="PLAYERPERK_VANISHERS_PURITY";
Help=[=[+20% {{StrengthIconBE}} Strength and {{RangedStrengthIconBE}} Ranged Strength when attacking or defending against Aliens]=];
IconIndex=-1;
AlienCombatMod=20;};
 
PLAYERPERK_VANISHERS_SUPREMACY={
Type="PLAYERPERK_VANISHERS_SUPREMACY";
Help=[=[+1 Maximum veterancy for military units]=];
IconIndex=-1;
UnitExtraExperienceLevelsAllowed=1;};
 
PLAYERPERK_ZYGOTIC_ENGINEERING={
Type="PLAYERPERK_ZYGOTIC_ENGINEERING";
Help="TXT_KEY_PLAYERPERK_ZYGOTIC_ENGINEERING";
IconIndex=-1;
OutpostGrowthModifier=100;};
 
PLAYERPERK_SOUL_DISCERNER_TRAINING={
Type="PLAYERPERK_SOUL_DISCERNER_TRAINING";
Help="TXT_KEY_PLAYERPERK_SOUL_DISCERNER_TRAINING";
IconIndex=-1;
CovertOpsTimeModifier=-25;};
 
PLAYERPERK_SLUMBER_SLAUGHTER_EXTRACT={
Type="PLAYERPERK_SLUMBER_SLAUGHTER_EXTRACT";
Help="TXT_KEY_PLAYERPERK_SLUMBER_SLAUGHTER_EXTRACT";
IconIndex=-1;
WorkerSpeedMod=60;};
 
PLAYERPERK_GROUND_PENETRATING_LIDAR={
Type="PLAYERPERK_GROUND_PENETRATING_LIDAR";
Help="TXT_KEY_PLAYERPERK_GROUND_PENETRATING_LIDAR";
IconIndex=-1;
ExpeditionSpeedMod=100;};
 
PLAYERPERK_TESSERACT_TARGETING={
Type="PLAYERPERK_TESSERACT_TARGETING";
Help="TXT_KEY_PLAYERPERK_TESSERACT_TARGETING";
IconIndex=-1;
AllowBombardThroughObstacles=true;};
 
PLAYERPERK_COUNTER_BATTERY_FIRE={
Type="PLAYERPERK_COUNTER_BATTERY_FIRE";
Help="TXT_KEY_PLAYERPERK_COUNTER_BATTERY_FIRE";
IconIndex=-1;};
 
PLAYERPERK_ALIEN_LEASH_MISSION={
Type="PLAYERPERK_ALIEN_LEASH_MISSION";
Help=[=[Explorer units may [COLOR_CYAN]Leash}} Alien Units.
 
Leashing takes control of the target Alien Unit. The Explorer will suffer moderate damage in the process.
 
Requires {{ColorHamonyBE|Level 3 in {{HarmonyIconBE}} Harmony}}
[COLOR_RED]Leashing cannot be used on Colossal Alien units.}}]=];
IconIndex=-1;};
 
PLAYERPERK_ALIEN_LEASH_COLOSSAL_MISSION={
Type="PLAYERPERK_ALIEN_LEASH_COLOSSAL_MISSION";
Help=[=[COLOR_CYAN]Leash Alien}} ability may be used on Colossal Units.
 
Requires {{ColorHamonyBE|Level 9 in {{HarmonyIconBE}} Harmony}}.]=];
IconIndex=-1;};
 
PLAYERPERK_XENOANTHROPOLOGY={
Type="PLAYERPERK_XENOANTHROPOLOGY";
Help="TXT_KEY_PLAYERPERK_XENOANTHROPOLOGY";
IconIndex=-1;
ArtifactAcquisitionRateModifier=20;};
 
PLAYERPERK_STATECRAFT={
Type="PLAYERPERK_STATECRAFT";
Help="TXT_KEY_PLAYERPERK_STATECRAFT";
IconIndex=-1;
AgreementsDiploCapitalChange=2;};
 
PLAYERPERK_MARVEL_FRIGID={
Type="PLAYERPERK_MARVEL_FRIGID";
Help=[=[+3 Geothermal from each alien structure inside your territory]=];
IconIndex=-1;};
 
PLAYERPERK_MARVEL_PRIMORDIAL={
Type="PLAYERPERK_MARVEL_PRIMORDIAL";
Help=[=[+25% {{ProductionIconBE}} Production for {1} turns (+{2} turns for every future crater mined)]=];
IconIndex=-1;};
 
PLAYERPERK_MARVEL_ARID={
Type="PLAYERPERK_MARVEL_ARID";
Help=[=[Positive {{HealthIconBE}} Health improves combat unit strength]=];
IconIndex=-1;
UnitFreePromotion="PROMOTION_MARVEL_ARID";};
 
PLAYERPERK_MARVEL_LUSH={
Type="PLAYERPERK_MARVEL_LUSH";
Help=[=[Combat units may [COLOR_CYAN]Leash}} Alien units.]=];
IconIndex=-1;};
 
PLAYERPERK_MARVEL_FUNGAL={
Type="PLAYERPERK_MARVEL_FUNGAL";
Help=[=[15% {{FoodIconBE}} Food carried over after city growth]=];
IconIndex=-1;
GrowthCarryover=15;};
 
PLAYERPERK_MARVEL_WATER={
Type="PLAYERPERK_MARVEL_WATER";
Help=[=[Tiles surrounding Hydracoral are now visible. Citizens can work tiles containing Hydracoral.]=];
IconIndex=-1;
NonsentientAlienVisionRangeChange=2;
AllowCitizensWorkingNonsentientAlienTiles=true;};
 
PLAYERPERK_DRYDOCKS_PRODUCTION_FLAT={
Type="PLAYERPERK_DRYDOCKS_PRODUCTION_FLAT";
Help=[=[+1 {{ProductionIconBE}} Production from Drydocks]=];
IconIndex=-1;};
 
PLAYERPERK_DRYDOCKS_NAVAL_PRODUCTION={
Type="PLAYERPERK_DRYDOCKS_NAVAL_PRODUCTION";
Help=[=[+10% {{ProductionIconBE}} Production for Naval Units from Drydocks]=];
IconIndex=-1;};
 
PLAYERPERK_SONAR_NETS_CITY_STRENGTH={
Type="PLAYERPERK_SONAR_NETS_CITY_STRENGTH";
Help=[=[+5 City {{StrengthIconBE}} Strength from Sonar Nets]=];
IconIndex=-1;};
 
PLAYERPERK_SONAR_NETS_SCIENCE_FLAT={
Type="PLAYERPERK_SONAR_NETS_SCIENCE_FLAT";
Help=[=[+1 {{ScienceIconBE}} Science from Sonar Nets]=];
IconIndex=-1;};
 
PLAYERPERK_TIDAL_TURBINES_ENERGY_FLAT={
Type="PLAYERPERK_TIDAL_TURBINES_ENERGY_FLAT";
Help=[=[+2 {{EnergyIconBE}} Energy from Tidal Turbines]=];
IconIndex=-1;};
 
PLAYERPERK_TIDAL_TURBINES_HEALTH_FLAT={
Type="PLAYERPERK_TIDAL_TURBINES_HEALTH_FLAT";
Help=[=[+1 {{HealthIconBE}} Health from Tidal Turbines]=];
IconIndex=-1;};
 
PLAYERPERK_TORPEDO_BATTERIES_STRIKE_DAMAGE={
Type="PLAYERPERK_TORPEDO_BATTERIES_STRIKE_DAMAGE";
Help=[=[+10% City Strike damage from Torpedo Batteries]=];
IconIndex=-1;};
 
PLAYERPERK_TORPEDO_BATTERIES_CITY_STRENGTH={
Type="PLAYERPERK_TORPEDO_BATTERIES_CITY_STRENGTH";
Help=[=[+5 City {{StrengthIconBE}} Strength from Torpedo Batteries]=];
IconIndex=-1;};
 
PLAYERPERK_THERMO_RUDDERS_SCIENCE_FLAT={
Type="PLAYERPERK_THERMO_RUDDERS_SCIENCE_FLAT";
Help=[=[+1 {{ScienceIconBE}} Science from Thermohaline Rudders]=];
IconIndex=-1;};
 
PLAYERPERK_THERMO_RUDDERS_MOVE_COST={
Type="PLAYERPERK_THERMO_RUDDERS_MOVE_COST";
Help=[=[-10% {{ProductionIconBE}} Production Cost to move cities from Thermohaline Rudders]=];
IconIndex=-1;};
 
PLAYERPERK_MOSAIC_HULLS_CULTURE_MOD={
Type="PLAYERPERK_MOSAIC_HULLS_CULTURE_MOD";
Help=[=[+5% {{CultureIconBE}} Culture from Mosaic Hulls]=];
IconIndex=-1;};
 
PLAYERPERK_MOSAIC_HULLS_CITY_HP={
Type="PLAYERPERK_MOSAIC_HULLS_CITY_HP";
Help=[=[+20 City Hit Points from Mosaic Hulls]=];
IconIndex=-1;};
 
}
return data

Ad blocker interference detected!


Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers

Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.

Also on Fandom

Random Wiki