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Module:Data/CivBE/RT/PlayerPerks

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--[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

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