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Module:Data/CivBE/RT/Policies

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--[Field]                              [Type]
--Type                                 String
--Description                          String
--Civilopedia                          String
--Strategy                             String
--Help                                 String
--PolicyBranchType                     String
--PolicyDepthType                      String
--NumExtraBranches                      Int64
--CultureCost                           Int64
--GridX                                 Int64
--GridY                                 Int64
--Level                                 Int64
--PolicyCostModifier                    Int64
--CulturePerCity                        Int64
--CulturePerWonder                      Int64
--CultureWonderMultiplier               Int64
--CulturePerTechResearched              Int64
--CultureImprovementChange              Int64
--CultureFromKills                      Int64
--CultureFromBarbarianKills             Int64
--GoldFromKills                         Int64
--EmbarkedExtraMoves                    Int64
--AttackBonusTurns                      Int64
--EraOfProsperityTurns                  Int64
--EraOfProsperityMeterMod               Int64
--EraOfProsperityDurationMod            Int64
--NumFreeTechs                          Int64
--NumFreePolicies                       Int64
--NumFreeAffinityLevels                 Int64
--ResearchModPerExtraConnectedTech      Int64
--MedianTechPercentChange               Int64
--StrategicResourceMod                  Int64
--WonderProductionModifier              Int64
--BuildingProductionModifier            Int64
--ExtraHealth                           Int64
--ExtraHealthPerCity                    Int64
--UnhealthMod                           Int64
--CityCountUnhealthMod                  Int64
--OccupiedPopulationUnhealthMod         Int64
--CapitalUnhealthMod                    Int64
--FreeExperience                        Int64
--WorkerSpeedModifier                   Int64
--AllFeatureProduction                  Int64
--ImprovementCostModifier               Int64
--ImprovementUpgradeRateModifier        Int64
--SpecialistProductionModifier          Int64
--SpecialistUpgradeModifier             Int64
--MilitaryProductionModifier            Int64
--BaseFreeUnits                         Int64
--BaseFreeMilitaryUnits                 Int64
--FreeUnitsPopulationPercent            Int64
--FreeMilitaryUnitsPopulationPercent    Int64
--HealthPerGarrisonedUnit               Int64
--CulturePerGarrisonedUnit              Int64
--HealthPerTradeRouteTimes100           Int64
--HealthPerBuildingTimes100             Int64
--HealthPerXPopulation                  Int64
--HealthPerBasicResourceTypeTimes100    Int64
--UnhealthFromUnitsMod                  Int64
--NumExtraBuilders                      Int64
--PlotGoldCostMod                       Int64
--PlotCultureCostModifier               Int64
--PlotCultureExponentModifier           Int64
--NumCitiesPolicyCostDiscount           Int64
--NumCitiesResearchCostDiscount         Int64
--GarrisonedCityRangeStrikeModifier     Int64
--UnitPurchaseCostModifier              Int64
--BuildingPurchaseCostModifier          Int64
--CityConnectionTradeRouteGoldModifier  Int64
--TradeMissionGoldModifier              Int64
--FaithCostModifier                     Int64
--CulturalPlunderMultiplier             Int64
--StealTechSlowerModifier               Int64
--StealTechFasterModifier               Int64
--CatchSpiesModifier                    Int64
--GoldPerUnit                           Int64
--GoldPerMilitaryUnit                   Int64
--RouteGoldMaintenanceMod               Int64
--BuildingGoldMaintenanceMod            Int64
--UnitGoldMaintenanceMod                Int64
--UnitSupplyMod                         Int64
--UnitUpgradeCostMod                    Int64
--CityStrengthMod                       Int64
--CityGrowthMod                         Int64
--CapitalGrowthMod                      Int64
--SettlerProductionModifier             Int64
--CapitalSettlerProductionModifier      Int64
--NewCityExtraPopulation                Int64
--FreeFoodBox                           Int64
--HealthPerMilitaryUnitTimes100         Int64
--MilitaryFoodProduction              Boolean
--HealthToCulture                       Int64
--HealthToScience                       Int64
--NumCitiesFreeCultureBuilding          Int64
--NumCitiesFreeFoodBuilding             Int64
--HalfSpecialistUnhealth              Boolean
--HalfSpecialistFood                  Boolean
--MaxConscript                          Int64
--UnitSightRangeChange                  Int64
--CombatModifier                        Int64
--WoundedUnitDamageMod                  Int64
--BarbarianCombatBonus                  Int64
--ResearchFromBarbarianKills            Int64
--ResearchFromBarbarianCamps            Int64
--AlwaysSeeBarbCamps                  Boolean
--RevealAllCapitals                   Boolean
--FreeSpecialist                        Int64
--ExpModifier                           Int64
--ExpInBorderModifier                   Int64
--MinorQuestFriendshipMod               Int64
--MinorGoldFriendshipMod                Int64
--MinorFriendshipMinimum                Int64
--MinorFriendshipDecayMod               Int64
--OtherPlayersMinorFriendshipDecayMod   Int64
--CityStateUnitFrequencyModifier        Int64
--CommonFoeTourismModifier              Int64
--LessHealthyTourismModifier            Int64
--SharedIdeologyTourismModifier         Int64
--LandTradeRouteGoldChange              Int64
--SeaTradeRouteGoldChange               Int64
--SharedIdeologyTradeGoldChange         Int64
--RiggingElectionModifier               Int64
--MilitaryUnitGiftExtraInfluence        Int64
--ProtectedMinorPerTurnInfluence        Int64
--AfraidMinorPerTurnInfluence           Int64
--CityStateTradeChange                  Int64
--ThemingBonusMultiplier                Int64
--InternalTradeRouteYieldModifier       Int64
--OutpostGrowthModifier                 Int64
--FoodKeptAfterGrowthPercent            Int64
--BuildingAlreadyInCapitalModifier      Int64
--EnergyInterestPercentPerTurn          Int64
--OrbitalProductionModifier             Int64
--OrbitalDurationModifier               Int64
--UnitProductionModifierPerUpgrade      Int64
--TechAffinityXPModifier                Int64
--LeafTechResearchModifier              Int64
--PercentCultureRateToEnergy            Int64
--PercentCultureRateToResearch          Int64
--CovertOpsIntrigueModifier             Int64
--CovertOpsCounterIntelModifier         Int64
--OrbitalCoverageRadiusFromStationTrade Int64
--NumFreeCovertAgents                   Int64
--OrbitalCoverageModifier               Int64
--ResearchFromExpeditions               Int64
--ExplorerExpeditionCharges             Int64
--MinorGreatPeopleAllies              Boolean
--MinorScienceAllies                  Boolean
--MinorResourceBonus                  Boolean
--GarrisonFreeMaintenance             Boolean
--EraOfProsperityCultureBonusDisabled Boolean
--SecondReligionPantheon              Boolean
--AddReformationBelief                Boolean
--EnablesSSPartHurry                  Boolean
--EnablesSSPartPurchase               Boolean
--AbleToAnnexCityStates               Boolean
--CaptureOutpostsForSelf              Boolean
--WeLoveTheKing                        String
--FreeBuildingOnConquest               String
--TechPrereq                           String
--PortraitIndex                         Int64
--IconAtlas                            String
--IconAtlasAchieved                    String
 
local data ={
 
POLICY_MIGHT_1={
Type="POLICY_MIGHT_1";
Description=[=[Survivalism]=];
Civilopedia=[=[Among the tens of thousands of civilians to volunteer for the colonial missions, the ability to “live off the land” was highly prized by colonial recruiters, given that the settlers would be facing an unknown wilderness full of unknown threats.]=];
PolicyBranchType="POLICY_BRANCH_MIGHT";
PolicyDepthType="POLICY_DEPTH_MODERATE";
GridX=1;
GridY=1;
BarbarianCombatBonus=25;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_MIGHT_2={
Type="POLICY_MIGHT_2";
Description=[=[Scavenging]=];
Civilopedia=[=[Immediately following planetfall, most of the basic necessities of shelter, clothing and tools were created from materials repurposed from the landing ship, downed satellites, worn-out equipment, and even the remains of the indigenous wildlife.]=];
PolicyBranchType="POLICY_BRANCH_MIGHT";
PolicyDepthType="POLICY_DEPTH_DEVOTED";
CultureCost=10;
GridX=1;
ResearchFromBarbarianKills=100;
ResearchFromBarbarianCamps=60;
PortraitIndex=1;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_MIGHT_3={
Type="POLICY_MIGHT_3";
Description=[=[Adaptive Tactics]=];
Civilopedia=[=[Taken from a style of chess strategy, “adaptive tactics” trains low-level military officers to be flexible in reacting to a changing battlefield, developing new tactics to be included in training the next generation of commanders.]=];
PolicyBranchType="POLICY_BRANCH_MIGHT";
PolicyDepthType="POLICY_DEPTH_MODERATE";
CultureCost=10;
GridX=3;
ExpModifier=50;
PortraitIndex=2;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_MIGHT_4={
Type="POLICY_MIGHT_4";
Description=[=[Military-Industrial Complex]=];
Civilopedia=[=[Following the Second World War, most of the powers on Old Earth devoted varying proportions of their industrial output to the nation’s military and security forces even in “peacetime”; some colonial administrators institutionalized this relationship.]=];
PolicyBranchType="POLICY_BRANCH_MIGHT";
PolicyDepthType="POLICY_DEPTH_MODERATE";
CultureCost=10;
GridX=3;
GridY=1;
MilitaryProductionModifier=15;
PortraitIndex=3;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_MIGHT_5={
Type="POLICY_MIGHT_5";
Description=[=[Liberation Army]=];
Civilopedia=[=[Autonomous armies of civilians proved highly effective during Old Earth’s cycle of wars in the 20th and 21st centuries, a movement encouraged by colonial administrators looking to expand their borders.]=];
PolicyBranchType="POLICY_BRANCH_MIGHT";
PolicyDepthType="POLICY_DEPTH_MODERATE";
CultureCost=10;
GridX=5;
GridY=2;
CaptureOutpostsForSelf=true;
PortraitIndex=4;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_MIGHT_6={
Type="POLICY_MIGHT_6";
Description=[=[Public Security]=];
Civilopedia=[=[As the colonial settlements grew, paramilitary forces were created by some governors and charged with the safety of the citizens, providing local defense Units that operated as police and emergency services.]=];
PolicyBranchType="POLICY_BRANCH_MIGHT";
PolicyDepthType="POLICY_DEPTH_MODERATE";
CultureCost=10;
GridX=3;
GridY=2;
HealthPerMilitaryUnitTimes100=25;
PortraitIndex=5;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_MIGHT_7={
Type="POLICY_MIGHT_7";
Description=[=[Army Engineering Corps]=];
Civilopedia=[=[Once it was no longer necessary for the colonial military to battle the environment daily, scattered engineering commands were often integrated together and charged with constructing major infrastructure projects to improve industrial output.]=];
PolicyBranchType="POLICY_BRANCH_MIGHT";
PolicyDepthType="POLICY_DEPTH_DEVOTED";
CultureCost=10;
GridX=1;
GridY=2;
PortraitIndex=6;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_MIGHT_8={
Type="POLICY_MIGHT_8";
Description=[=[Adaptive Sciences]=];
Civilopedia=[=[While most scientific research was intended to benefit the colony in general, it was inevitable that some idealistic researchers – with or without official sanction – would focus on specific practical applications to advance their own philosophy.]=];
PolicyBranchType="POLICY_BRANCH_MIGHT";
PolicyDepthType="POLICY_DEPTH_DEVOTED";
CultureCost=10;
GridX=3;
GridY=1;
TechAffinityXPModifier=20;
PortraitIndex=7;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_MIGHT_9={
Type="POLICY_MIGHT_9";
Description=[=[Special Service]=];
Civilopedia=[=[In time, the military intelligence branches were unified and made autonomous from the colonial army, becoming more specialized, effective and ruthless once freed from the rigor of civilian oversight.]=];
PolicyBranchType="POLICY_BRANCH_MIGHT";
PolicyDepthType="POLICY_DEPTH_DEVOTED";
CultureCost=10;
GridX=5;
GridY=1;
CovertOpsIntrigueModifier=40;
PortraitIndex=8;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_MIGHT_10={
Type="POLICY_MIGHT_10";
Description=[=[Martial Meditations]=];
Civilopedia=[=[Before the Seeding, a number of martial arts began including specialized meditation techniques in their training programs; on this world, this approach was expanded and perfected by researchers to improve the effectiveness of common soldiers, bringing a number of new troop types into the colonial order-of-battle.]=];
PolicyBranchType="POLICY_BRANCH_MIGHT";
PolicyDepthType="POLICY_DEPTH_DEVOTED";
CultureCost=10;
GridX=3;
GridY=2;
NumFreeAffinityLevels=1;
PortraitIndex=9;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_MIGHT_11={
Type="POLICY_MIGHT_11";
Description=[=[Integrated Arms]=];
Civilopedia=[=[An advance in military thinking over the combined arms approach of the previous three centuries, “integrated arms” sought to widen the types of forces included on the battlefield, even to the elimination of “humans” in combat entirely.]=];
PolicyBranchType="POLICY_BRANCH_MIGHT";
PolicyDepthType="POLICY_DEPTH_EXTREME";
CultureCost=10;
GridX=3;
UnitProductionModifierPerUpgrade=10;
PortraitIndex=10;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_MIGHT_12={
Type="POLICY_MIGHT_12";
Description=[=[Brutal Efficiency]=];
Civilopedia=[=[The drafting of civilians into “labor services” for projects deemed vital to “national security” is an ancient military tradition, of lesser or greater efficiency, transplanted to this new world by some colonial leaders.]=];
PolicyBranchType="POLICY_BRANCH_MIGHT";
PolicyDepthType="POLICY_DEPTH_EXTREME";
CultureCost=10;
GridX=1;
StrategicResourceMod=50;
PortraitIndex=11;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_MIGHT_13={
Type="POLICY_MIGHT_13";
Description=[=[Joint Operations]=];
Civilopedia=[=[In some cases, operations of satellites and gathering of SIGINT benefitted greatly from cooperation with independent settlements and stations; some colonies actively sought such agreements, while others looked for other means to improve the footprint of their orbital assets.]=];
PolicyBranchType="POLICY_BRANCH_MIGHT";
PolicyDepthType="POLICY_DEPTH_EXTREME";
CultureCost=10;
GridX=5;
OrbitalCoverageRadiusFromStationTrade=3;
PortraitIndex=12;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_MIGHT_14={
Type="POLICY_MIGHT_14";
Description=[=[Democratized Quartering]=];
Civilopedia=[=[Some colonial administrators took a page from the history of Old Earth: the quartering, with or without the willing participation of the citizenry, of troops in civilian housing alongside the residents, eliminating the need for costly barracks and bases.]=];
PolicyBranchType="POLICY_BRANCH_MIGHT";
PolicyDepthType="POLICY_DEPTH_EXTREME";
CultureCost=10;
GridX=3;
GridY=1;
UnitGoldMaintenanceMod=-50;
PortraitIndex=13;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_MIGHT_15={
Type="POLICY_MIGHT_15";
Description=[=[Channeled Wrath]=];
Civilopedia=[=[Whether drug-induced or otherwise, the ability to willingly enter a combat frenzy or berserker rage is an advantage to an individual soldier; in a few instances, such channeled wrath became doctrine in the military training and arsenal of colonial military formations.]=];
PolicyBranchType="POLICY_BRANCH_MIGHT";
PolicyDepthType="POLICY_DEPTH_EXTREME";
CultureCost=10;
GridX=3;
GridY=2;
CombatModifier=10;
PortraitIndex=14;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_PROSPERITY_1={
Type="POLICY_PROSPERITY_1";
Description=[=[Frugality]=];
Civilopedia=[=[By the Seeding, the people of many nations on Old Earth were inured to shortages and limited luxuries; in the case of some recruiters, their frugal nature was seen as an advantage when the time came to launch colonial missions to distant worlds.]=];
PolicyBranchType="POLICY_BRANCH_PROSPERITY";
PolicyDepthType="POLICY_DEPTH_MODERATE";
GridX=3;
FoodKeptAfterGrowthPercent=10;
PortraitIndex=15;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_PROSPERITY_2={
Type="POLICY_PROSPERITY_2";
Description=[=[Workforce Initiative]=];
Civilopedia=[=[The worth of physical labor had been promoted for centuries among some societies on Old Earth, and this inherent philosophy of the personal benefits of hard work was so prevalent in some colonies that most citizens willingly volunteered even for the most arduous tasks.]=];
PolicyBranchType="POLICY_BRANCH_PROSPERITY";
PolicyDepthType="POLICY_DEPTH_MODERATE";
CultureCost=10;
GridX=1;
GridY=1;
PortraitIndex=16;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_PROSPERITY_3={
Type="POLICY_PROSPERITY_3";
Description=[=[Homesteading]=];
Civilopedia=[=[As the colonies expanded, some administrations adopted the proved policy of offering free land and material support to those willing to settle on the harsh frontiers around newly-founded outposts; despite the isolation and hardships, thousands accepted over the early decades after planetfall.]=];
PolicyBranchType="POLICY_BRANCH_PROSPERITY";
PolicyDepthType="POLICY_DEPTH_MODERATE";
CultureCost=10;
GridX=3;
GridY=1;
OutpostGrowthModifier=30;
PortraitIndex=17;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_PROSPERITY_4={
Type="POLICY_PROSPERITY_4";
Description=[=[Helping Hands]=];
Civilopedia=[=[Communal efforts to help construction – from barn-raising parties in farming communities to the people of entire villages joining together to build bridges and protective walls – became public policy in some colonies, fostered by the government-run media.]=];
PolicyBranchType="POLICY_BRANCH_PROSPERITY";
PolicyDepthType="POLICY_DEPTH_MODERATE";
CultureCost=10;
GridX=3;
GridY=2;
WorkerSpeedModifier=15;
PortraitIndex=18;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_PROSPERITY_5={
Type="POLICY_PROSPERITY_5";
Description=[=[Colony Initiative]=];
Civilopedia=[=[As with homesteading, some colonies offered incentives to their citizens to found outposts on the frontiers; favorable terms for financing and seemingly unlimited opportunities led many hopeful of creating a better life for their children to volunteer to leave the safety of the cities.]=];
PolicyBranchType="POLICY_BRANCH_PROSPERITY";
PolicyDepthType="POLICY_DEPTH_MODERATE";
CultureCost=10;
GridX=5;
GridY=2;
PortraitIndex=19;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_PROSPERITY_6={
Type="POLICY_PROSPERITY_6";
Description=[=[Pioneer Spirit]=];
Civilopedia=[=[Many of the colonists who made planetfall had a mindset that combined resilience, a willingness to work, the ability to weather privation, and an inherent independence; most colony sponsors encouraged this mindset as the settlers ventured into the empty lands.]=];
PolicyBranchType="POLICY_BRANCH_PROSPERITY";
PolicyDepthType="POLICY_DEPTH_DEVOTED";
CultureCost=10;
GridX=3;
PlotCultureCostModifier=-20;
PortraitIndex=20;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_PROSPERITY_7={
Type="POLICY_PROSPERITY_7";
Description=[=[Pathfinders]=];
Civilopedia=[=[At first, the explorers were focused on surveying and mapping this new planet, and were viewed as expendable (except by themselves of course); over time, though, more was demanded of them as the discovery of scientific rewards from a variety of sites led to increased investment in their training and survival.]=];
PolicyBranchType="POLICY_BRANCH_PROSPERITY";
PolicyDepthType="POLICY_DEPTH_DEVOTED";
CultureCost=10;
GridX=1;
ExplorerExpeditionCharges=3;
PortraitIndex=21;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_PROSPERITY_8={
Type="POLICY_PROSPERITY_8";
Description=[=[Gift Economy]=];
Civilopedia=[=[Although no gift economy arose on Old Earth, the concept of a culture based on the exchange of valuables for future considerations without an explicit agreement was popularized by Malinowski’s anthropological writings there; the idea was adopted by some colonies as a practical response to using Energy as currency.]=];
PolicyBranchType="POLICY_BRANCH_PROSPERITY";
PolicyDepthType="POLICY_DEPTH_DEVOTED";
CultureCost=10;
GridX=1;
GridY=1;
LandTradeRouteGoldChange=300;
SeaTradeRouteGoldChange=300;
PortraitIndex=22;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_PROSPERITY_9={
Type="POLICY_PROSPERITY_9";
Description=[=[Settler Clans]=];
Civilopedia=[=[Having extended families as the basis for the founding of new outposts proved both economically efficient and a contributing factor to community unity and stability, a fact quickly adapted by some colonies in extending their borders.]=];
PolicyBranchType="POLICY_BRANCH_PROSPERITY";
PolicyDepthType="POLICY_DEPTH_DEVOTED";
CultureCost=10;
GridX=5;
GridY=1;
NewCityExtraPopulation=1;
PortraitIndex=23;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_PROSPERITY_10={
Type="POLICY_PROSPERITY_10";
Description=[=[Mind Over Matter]=];
Civilopedia=[=[Holistic medicine and naturopathy had their devotees at the time of the Seeding, and it was found in some colonies that where the practices were widespread and traditional overall levels of health proved, indeed, better than in other settlements.]=];
PolicyBranchType="POLICY_BRANCH_PROSPERITY";
PolicyDepthType="POLICY_DEPTH_DEVOTED";
CultureCost=10;
GridX=3;
GridY=2;
ExtraHealth=7;
PortraitIndex=24;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_PROSPERITY_11={
Type="POLICY_PROSPERITY_11";
Description=[=[Nature's Bounty]=];
Civilopedia=[=[Making the most of what was available in this alien ecosystem was crucial to colonial survival and prosperity; colonial administrators were constantly on the watch for ways to increase the benefits of scarce resources.]=];
PolicyBranchType="POLICY_BRANCH_PROSPERITY";
PolicyDepthType="POLICY_DEPTH_EXTREME";
CultureCost=10;
GridX=1;
PortraitIndex=25;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_PROSPERITY_12={
Type="POLICY_PROSPERITY_12";
Description=[=[Joy From Variety]=];
Civilopedia=[=[Economists and sociologists determined conclusively that variety in basic necessities, such as food and housing and clothing for example, contributes significantly to worker productivity and overall public health; in several instances, colonial leaders devoted funds to promoting such variety.]=];
PolicyBranchType="POLICY_BRANCH_PROSPERITY";
PolicyDepthType="POLICY_DEPTH_EXTREME";
CultureCost=10;
GridX=1;
GridY=1;
HealthPerBasicResourceTypeTimes100=100;
PortraitIndex=26;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_PROSPERITY_13={
Type="POLICY_PROSPERITY_13";
Description=[=[Hands Never Idle]=];
Civilopedia=[=[A strong work ethic among the general populace was encouraged in most colonies through education and the media, to the extent where idleness was seen as a vice and even the temporarily unemployed turned their hand to home industries and commercial crafts.]=];
PolicyBranchType="POLICY_BRANCH_PROSPERITY";
PolicyDepthType="POLICY_DEPTH_EXTREME";
CultureCost=10;
GridX=3;
GridY=1;
PortraitIndex=27;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_PROSPERITY_14={
Type="POLICY_PROSPERITY_14";
Description=[=[Ecoscaping]=];
Civilopedia=[=[Ecoscaping is the melding of landscaping with sustainable agriculture, providing an innovative approach to community sustainability as well as lessening the detrimental impact on fragile native micro-ecosystems while boosting productivity from small plots.]=];
PolicyBranchType="POLICY_BRANCH_PROSPERITY";
PolicyDepthType="POLICY_DEPTH_EXTREME";
CultureCost=10;
GridX=3;
GridY=2;
PortraitIndex=28;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_PROSPERITY_15={
Type="POLICY_PROSPERITY_15";
Description=[=[Eudaimonia]=];
Civilopedia=[=[Among many on Old Earth just before the Great Mistake the ancient philosophical concept of eudaimonia – that happiness and satisfaction comes only from a virtuous lifestyle and “phronesis” (practical wisdom) – became a matter of faith for many who had survived; the philosophy was carried to this planet by many settlers and has since been codified by policies in some colonies.]=];
PolicyBranchType="POLICY_BRANCH_PROSPERITY";
PolicyDepthType="POLICY_DEPTH_EXTREME";
CultureCost=10;
GridX=5;
GridY=2;
UnhealthMod=-15;
PortraitIndex=29;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_KNOWLEDGE_1={
Type="POLICY_KNOWLEDGE_1";
Description=[=[Foresight]=];
Civilopedia=[=[In the discipline of future studies, the term “foresight” refers to critical thinking on long-term effects of scientific research, how science influences public policy, and especially the role of research in participatory government in the realms of health and medicine.]=];
PolicyBranchType="POLICY_BRANCH_KNOWLEDGE";
PolicyDepthType="POLICY_DEPTH_MODERATE";
GridX=3;
HealthToScience=10;
PortraitIndex=30;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_KNOWLEDGE_2={
Type="POLICY_KNOWLEDGE_2";
Description=[=[Field Research]=];
Civilopedia=[=[For the first years after landing, colonial scientists were largely limited to the bulky laboratory equipment brought from Old Earth; but eventually more portable testing and recording devices were developed capable of functioning in this challenging environment and used to equip exploratory missions.]=];
PolicyBranchType="POLICY_BRANCH_KNOWLEDGE";
PolicyDepthType="POLICY_DEPTH_MODERATE";
CultureCost=10;
GridX=1;
GridY=1;
ResearchFromExpeditions=30;
PortraitIndex=31;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_KNOWLEDGE_3={
Type="POLICY_KNOWLEDGE_3";
Description=[=[Social Mores]=];
Civilopedia=[=[It is a matter of academic debate as to the extent to which social mores – the customs and conventions that embody the fundamental values of a society – are transmitted informally across generations, but most scholars now acknowledge the influence of folkways upon a wide range of colonial activities.]=];
PolicyBranchType="POLICY_BRANCH_KNOWLEDGE";
PolicyDepthType="POLICY_DEPTH_MODERATE";
CultureCost=10;
GridX=3;
GridY=1;
PortraitIndex=32;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_KNOWLEDGE_4={
Type="POLICY_KNOWLEDGE_4";
Description=[=[Laboratory Apprenticeship]=];
Civilopedia=[=[Given the dearth of institutions of higher learning in the early colonial settlements, scientists reinstituted an age-old practice from the later Middle Ages to educate the next generations of their successors: craft – or in this case, science – apprenticeship.]=];
PolicyBranchType="POLICY_BRANCH_KNOWLEDGE";
PolicyDepthType="POLICY_DEPTH_MODERATE";
CultureCost=10;
GridX=1;
GridY=2;
PortraitIndex=33;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_KNOWLEDGE_5={
Type="POLICY_KNOWLEDGE_5";
Description=[=[Creative Class]=];
Civilopedia=[=[Colony-sponsored competitions, awards and enclaves gave many creative artists the opportunity to contribute to the emotional and mental health of their communities; in turn, colonial stability and prosperity allowed new artistic expressions and forms to flourish to the benefit of all.]=];
PolicyBranchType="POLICY_BRANCH_KNOWLEDGE";
PolicyDepthType="POLICY_DEPTH_MODERATE";
CultureCost=10;
GridX=5;
GridY=2;
HealthToCulture=30;
PortraitIndex=34;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_KNOWLEDGE_6={
Type="POLICY_KNOWLEDGE_6";
Description=[=[Cohesive Values]=];
Civilopedia=[=[As the culture and beliefs of the new generations of settlers adapted to this new world, becoming more coherent and cohesive, new values took hold and spread ever quicker through the populace, often encouraged by the colonial administrations who viewed cultural diversity with skepticism.]=];
PolicyBranchType="POLICY_BRANCH_KNOWLEDGE";
PolicyDepthType="POLICY_DEPTH_DEVOTED";
CultureCost=10;
GridX=1;
PolicyCostModifier=-10;
PortraitIndex=35;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_KNOWLEDGE_7={
Type="POLICY_KNOWLEDGE_7";
Description=[=[Applied Metasociology]=];
Civilopedia=[=[Taking the concept of "know thyself" to new levels provides a society with a number of advantages. Not least among these are that a well-studied, well-metricized population makes it possible to detect anomalous behavior early, frequently leading to reductions in crime and other antisocial behavior, and seriously interfering with the capability for enemy agents to operate with any effectiveness.]=];
PolicyBranchType="POLICY_BRANCH_KNOWLEDGE";
PolicyDepthType="POLICY_DEPTH_DEVOTED";
CultureCost=10;
GridX=5;
CovertOpsCounterIntelModifier=2;
PortraitIndex=36;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_KNOWLEDGE_8={
Type="POLICY_KNOWLEDGE_8";
Description=[=[Community Medicine]=];
Civilopedia=[=[As the population of colonial settlements grew and more was learned about this planet, it became advantageous and cost efficient (due to economies of scale) for administrators seeking to promote the output of their citizens to reintroduce public health programs such as immunization, holistic datalinks, tertiary healthcare, and similar initiatives.]=];
PolicyBranchType="POLICY_BRANCH_KNOWLEDGE";
PolicyDepthType="POLICY_DEPTH_DEVOTED";
CultureCost=10;
GridX=1;
GridY=2;
HealthPerXPopulation=6;
PortraitIndex=37;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_KNOWLEDGE_9={
Type="POLICY_KNOWLEDGE_9";
Description=[=[Networked Datalinks]=];
Civilopedia=[=[As the communications infrastructure grew on this planet, especially as burst-comm satellites were put into orbit, it became increasingly less problematic to integrate new educational and research facilities into colony-wide information and scientific computer databases.]=];
PolicyBranchType="POLICY_BRANCH_KNOWLEDGE";
PolicyDepthType="POLICY_DEPTH_DEVOTED";
CultureCost=10;
GridX=3;
GridY=1;
NumCitiesResearchCostDiscount=-40;
PortraitIndex=38;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_KNOWLEDGE_10={
Type="POLICY_KNOWLEDGE_10";
Description=[=[Memeweb]=];
Civilopedia=[=[From planetfall, the growing entertainment and educational communication networks had helped unify the scattered colonists in cultural thought and habit; in time, a critical mass was reached, and the transfer of cultural and social norms to citizens – even in far-flung new outposts in the alien wilderness – became a self-propagating process.]=];
PolicyBranchType="POLICY_BRANCH_KNOWLEDGE";
PolicyDepthType="POLICY_DEPTH_DEVOTED";
CultureCost=10;
GridX=5;
GridY=2;
NumCitiesPolicyCostDiscount=-40;
PortraitIndex=39;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_KNOWLEDGE_11={
Type="POLICY_KNOWLEDGE_11";
Description=[=[Learning Centers]=];
Civilopedia=[=[Government- and corporate-sponsored educational institutions were common throughout the history of Old Earth, producing scientists, artists and workers in all fields; within short order, the most successful methods of inducing rapid learning were again incorporated into learning centers set up by the colony sponsors, albeit with differing agendas for their educated elite.]=];
PolicyBranchType="POLICY_BRANCH_KNOWLEDGE";
PolicyDepthType="POLICY_DEPTH_EXTREME";
CultureCost=10;
GridX=5;
GridY=1;
PortraitIndex=40;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_KNOWLEDGE_12={
Type="POLICY_KNOWLEDGE_12";
Description=[=[Metaresearch Methods]=];
Civilopedia=[=[When colonial scientists finally had the opportunity to begin meta-analysis of their research methods, they found that cross-fertilization of academic disciplines and multi-methodology projects often led to unexpected and significant advances immediately following new discoveries.]=];
PolicyBranchType="POLICY_BRANCH_KNOWLEDGE";
PolicyDepthType="POLICY_DEPTH_EXTREME";
CultureCost=10;
GridX=3;
LeafTechResearchModifier=10;
PortraitIndex=41;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_KNOWLEDGE_13={
Type="POLICY_KNOWLEDGE_13";
Description=[=[Information Warfare]=];
Civilopedia=[=[Information warfare – the dissemination of misinformation, cyber-attack, psychological warfare, and cultural propaganda – had reached a high form on Old Earth by the time of the Great Mistake; once the colonies began to clash, the intelligence services of several reinstituted the practice of this form of “cold war”.]=];
PolicyBranchType="POLICY_BRANCH_KNOWLEDGE";
PolicyDepthType="POLICY_DEPTH_EXTREME";
CultureCost=10;
GridX=1;
GridY=1;
NumFreeCovertAgents=1;
PortraitIndex=42;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_KNOWLEDGE_14={
Type="POLICY_KNOWLEDGE_14";
Description=[=[Technoartisans]=];
Civilopedia=[=[On this planet, the creative line between art and science soon blurred; there occurred a number of instances where innovations in art genres, the result of new technologies, themselves led to innovative approaches to scientific theories and practical applications in various academic disciplines, both the social and the hard sciences.]=];
PolicyBranchType="POLICY_BRANCH_KNOWLEDGE";
PolicyDepthType="POLICY_DEPTH_EXTREME";
CultureCost=10;
GridX=3;
GridY=2;
PercentCultureRateToResearch=15;
PortraitIndex=43;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_KNOWLEDGE_15={
Type="POLICY_KNOWLEDGE_15";
Description=[=[Monomyth]=];
Civilopedia=[=[In Joseph Campbell’s ethnographic study of the monomyth, the latter of the 17 stages of the “hero’s journey” often involve the construction or preservation of wonders which embody the spirit of his people, and in turn become the subject of myth; with new monomyths evolving on this planet, scientific wonders have become the focus of our modern myth-making.]=];
PolicyBranchType="POLICY_BRANCH_KNOWLEDGE";
PolicyDepthType="POLICY_DEPTH_EXTREME";
CultureCost=10;
GridX=5;
GridY=2;
CulturePerWonder=7;
PortraitIndex=44;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_INDUSTRY_1={
Type="POLICY_INDUSTRY_1";
Description=[=[Labor Logistics]=];
Civilopedia=[=[The challenges of building a new settlement while isolated from Old Earth forced an efficiency in construction not needed by humanity in millennia; the logistics of materials and labor transport alone was daunting, but as with other aspects, it was overcome with careful planning and devotion to success.]=];
PolicyBranchType="POLICY_BRANCH_INDUSTRY";
PolicyDepthType="POLICY_DEPTH_MODERATE";
GridX=3;
BuildingProductionModifier=10;
PortraitIndex=45;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_INDUSTRY_2={
Type="POLICY_INDUSTRY_2";
Description=[=[Commoditization]=];
Civilopedia=[=[A new world brought new natural resources with new potentials for production and marketing of new products, such as the household anti-grav transport or fungal bath, that contributed to the increasing wealth and improving standard of living of the colony in general.]=];
PolicyBranchType="POLICY_BRANCH_INDUSTRY";
PolicyDepthType="POLICY_DEPTH_MODERATE";
CultureCost=10;
GridX=1;
GridY=1;
PortraitIndex=46;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_INDUSTRY_3={
Type="POLICY_INDUSTRY_3";
Description=[=[Scalable Infrastructure]=];
Civilopedia=[=[The ability to quickly transfer material and human assets between vital projects was crucial to colonial survival and success; the implementation of scalable infrastructure allowed skilled workers, building supplies and construction equipment – all needed in many places at once – to be briefly concentrated for optimum efficiency and then scattered to other sites in a short period.]=];
PolicyBranchType="POLICY_BRANCH_INDUSTRY";
PolicyDepthType="POLICY_DEPTH_MODERATE";
CultureCost=10;
GridX=5;
GridY=1;
WonderProductionModifier=15;
PortraitIndex=47;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_INDUSTRY_4={
Type="POLICY_INDUSTRY_4";
Description=[=[Central Planning]=];
Civilopedia=[=[A number of colonial administrators steeped in the tradition of socialism or communism created “central planning committees” even while still en route from Old Earth; instituting five- and ten-year plans before landing improved efficiency and savings in the daunting task of settling a frontier planet.]=];
PolicyBranchType="POLICY_BRANCH_INDUSTRY";
PolicyDepthType="POLICY_DEPTH_MODERATE";
CultureCost=10;
GridX=3;
GridY=1;
PortraitIndex=48;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_INDUSTRY_5={
Type="POLICY_INDUSTRY_5";
Description=[=[Standardized Architecture]=];
Civilopedia=[=[Pre-fabricated building components were included in virtually every colony mission launched during the Seeding and later used as templates by colonial engineers; hence, although this made the basic structures planned for every settlement somewhat less than aesthetically pleasing and diverse, it certainly speeded the process of construction.]=];
PolicyBranchType="POLICY_BRANCH_INDUSTRY";
PolicyDepthType="POLICY_DEPTH_MODERATE";
CultureCost=10;
GridX=3;
GridY=2;
BuildingAlreadyInCapitalModifier=25;
PortraitIndex=49;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_INDUSTRY_6={
Type="POLICY_INDUSTRY_6";
Description=[=[Investment]=];
Civilopedia=[=[While there were many types of economies taken up by the colonies – ranging from barter economies to socialism to laissez-faire market systems – most sought to encourage their citizens to invest in the development and share the success.]=];
PolicyBranchType="POLICY_BRANCH_INDUSTRY";
PolicyDepthType="POLICY_DEPTH_DEVOTED";
CultureCost=10;
GridX=1;
EnergyInterestPercentPerTurn=1;
PortraitIndex=50;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_INDUSTRY_7={
Type="POLICY_INDUSTRY_7";
Description=[=[Interdependence Network]=];
Civilopedia=[=[One of the most important elements in the colonial infrastructure was the roads built linking the first settlements, which allowed for not only ease of communication and movement but promoted internal trade routes as administrators sought to distribute vital supplies equitably.]=];
PolicyBranchType="POLICY_BRANCH_INDUSTRY";
PolicyDepthType="POLICY_DEPTH_DEVOTED";
CultureCost=10;
GridX=3;
GridY=2;
InternalTradeRouteYieldModifier=25;
PortraitIndex=51;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_INDUSTRY_8={
Type="POLICY_INDUSTRY_8";
Description=[=[Profiteering]=];
Civilopedia=[=[To raise monies for needed public programs in health and education that offered no immediate benefit to the colony, most administrators instituted forms of import/export and excise taxation on the entrepreneurial profiteering of private merchants.]=];
PolicyBranchType="POLICY_BRANCH_INDUSTRY";
PolicyDepthType="POLICY_DEPTH_DEVOTED";
CultureCost=10;
GridX=3;
GridY=1;
HealthPerTradeRouteTimes100=50;
PortraitIndex=52;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_INDUSTRY_9={
Type="POLICY_INDUSTRY_9";
Description=[=[Entrepreneurial Spaceflight]=];
Civilopedia=[=[In some colonies, private investment in the development of the immediate regions of space around this new world was encouraged (although some colonial administrations sought to keep space the domain of the military); these excursions in the commercialization of spaceflight mostly involved the placement of communication, weather and survey satellites into orbit under private control.]=];
PolicyBranchType="POLICY_BRANCH_INDUSTRY";
PolicyDepthType="POLICY_DEPTH_DEVOTED";
CultureCost=10;
GridX=5;
OrbitalProductionModifier=25;
PortraitIndex=53;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_INDUSTRY_10={
Type="POLICY_INDUSTRY_10";
Description=[=[Alternative Markets]=];
Civilopedia=[=[As their Terran counterparts have since ancient times, the colonial corporations were always seeking new, alternate markets for their services and goods among the many settlements, stations and outposts across the planet; in some cases, indeed, colonial governments offered incentives for opening such markets.]=];
PolicyBranchType="POLICY_BRANCH_INDUSTRY";
PolicyDepthType="POLICY_DEPTH_DEVOTED";
CultureCost=10;
GridX=1;
GridY=2;
PortraitIndex=54;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_INDUSTRY_11={
Type="POLICY_INDUSTRY_11";
Description=[=[Social Investment]=];
Civilopedia=[=[When security and mere survival were finally no longer the most immediate issues, colonial administrations were able to invest in a variety of social programs ranging from funded day care to job placement services, from public works construction to insured pensions … each proved beneficial to the long-term prosperity and productivity of the colony.]=];
PolicyBranchType="POLICY_BRANCH_INDUSTRY";
PolicyDepthType="POLICY_DEPTH_EXTREME";
CultureCost=10;
GridX=1;
PortraitIndex=55;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_INDUSTRY_12={
Type="POLICY_INDUSTRY_12";
Description=[=[Superior Engineering]=];
Civilopedia=[=[From the moment the first satellite was placed in orbit by a colony, research engineers sought ways to make the many types of orbitals more reliable, more functional, more durable and less expensive … with notable success.]=];
PolicyBranchType="POLICY_BRANCH_INDUSTRY";
PolicyDepthType="POLICY_DEPTH_EXTREME";
CultureCost=10;
GridX=5;
GridY=2;
OrbitalDurationModifier=50;
PortraitIndex=56;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_INDUSTRY_13={
Type="POLICY_INDUSTRY_13";
Description=[=[Liquidity]=];
Civilopedia=[=[In layman’s terms, “market liquidity” refers to the ability to produce and/or sell something quickly without suffering a significant reduction in worth; in a military-industrial complex this precept can be applied equally to the production of everything from combat hardware to highly trained personnel.]=];
PolicyBranchType="POLICY_BRANCH_INDUSTRY";
PolicyDepthType="POLICY_DEPTH_EXTREME";
CultureCost=10;
GridX=5;
UnitPurchaseCostModifier=-20;
PortraitIndex=57;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_INDUSTRY_14={
Type="POLICY_INDUSTRY_14";
Description=[=[Civic Duty]=];
Civilopedia=[=[Most forms of government include some sense of “civic duty,” the responsibilities that citizens have to communal well-being; on this planet civic duty (voluntary or otherwise) has taken several forms: military service, financial contribution, free labor on public works, local government, voting and so forth.]=];
PolicyBranchType="POLICY_BRANCH_INDUSTRY";
PolicyDepthType="POLICY_DEPTH_EXTREME";
CultureCost=10;
GridX=3;
GridY=1;
PortraitIndex=58;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_INDUSTRY_15={
Type="POLICY_INDUSTRY_15";
Description=[=[Magnasanti]=];
Civilopedia=[=[As colonial settlements grew into towns and towns into cities, some citizens reverted to an urban psychology (or psychosis depending on viewpoint) that had marked many on Old Earth in the years before the Seeding, finding emotional, mental and physical comfort in the urban sprawl and high population density.]=];
PolicyBranchType="POLICY_BRANCH_INDUSTRY";
PolicyDepthType="POLICY_DEPTH_EXTREME";
CultureCost=10;
GridX=1;
GridY=2;
HealthPerBuildingTimes100=20;
PortraitIndex=59;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_MIGHT_KICKER_1={
Type="POLICY_MIGHT_KICKER_1";
Description=[=[Synergy Bonus]=];
PolicyBranchType="POLICY_BRANCH_MIGHT";
CombatModifier=5;
PortraitIndex=46;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_MIGHT_KICKER_2={
Type="POLICY_MIGHT_KICKER_2";
Description=[=[Synergy Bonus]=];
PolicyBranchType="POLICY_BRANCH_MIGHT";
CombatModifier=5;
PortraitIndex=46;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_MIGHT_KICKER_3={
Type="POLICY_MIGHT_KICKER_3";
Description=[=[Synergy Bonus]=];
PolicyBranchType="POLICY_BRANCH_MIGHT";
NumFreeAffinityLevels=1;
PortraitIndex=46;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_PROSPERITY_KICKER_1={
Type="POLICY_PROSPERITY_KICKER_1";
Description=[=[Synergy Bonus]=];
PolicyBranchType="POLICY_BRANCH_PROSPERITY";
CityGrowthMod=10;
PortraitIndex=46;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_PROSPERITY_KICKER_2={
Type="POLICY_PROSPERITY_KICKER_2";
Description=[=[Synergy Bonus]=];
PolicyBranchType="POLICY_BRANCH_PROSPERITY";
ExtraHealthPerCity=1;
PortraitIndex=46;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_PROSPERITY_KICKER_3={
Type="POLICY_PROSPERITY_KICKER_3";
Description=[=[Synergy Bonus]=];
PolicyBranchType="POLICY_BRANCH_PROSPERITY";
OrbitalCoverageModifier=50;
PortraitIndex=46;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_KNOWLEDGE_KICKER_1={
Type="POLICY_KNOWLEDGE_KICKER_1";
Description=[=[Synergy Bonus]=];
PolicyBranchType="POLICY_BRANCH_KNOWLEDGE";
PortraitIndex=46;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_KNOWLEDGE_KICKER_2={
Type="POLICY_KNOWLEDGE_KICKER_2";
Description=[=[Synergy Bonus]=];
PolicyBranchType="POLICY_BRANCH_KNOWLEDGE";
PortraitIndex=46;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_KNOWLEDGE_KICKER_3={
Type="POLICY_KNOWLEDGE_KICKER_3";
Description=[=[Synergy Bonus]=];
PolicyBranchType="POLICY_BRANCH_KNOWLEDGE";
NumFreeTechs=1;
PortraitIndex=46;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_INDUSTRY_KICKER_1={
Type="POLICY_INDUSTRY_KICKER_1";
Description=[=[Synergy Bonus]=];
PolicyBranchType="POLICY_BRANCH_INDUSTRY";
PortraitIndex=46;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_INDUSTRY_KICKER_2={
Type="POLICY_INDUSTRY_KICKER_2";
Description=[=[Synergy Bonus]=];
PolicyBranchType="POLICY_BRANCH_INDUSTRY";
PortraitIndex=46;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_INDUSTRY_KICKER_3={
Type="POLICY_INDUSTRY_KICKER_3";
Description=[=[Synergy Bonus]=];
PolicyBranchType="POLICY_BRANCH_INDUSTRY";
EnergyInterestPercentPerTurn=1;
PortraitIndex=46;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_MODERATE_KICKER_1={
Type="POLICY_MODERATE_KICKER_1";
Description=[=[Synergy Bonus]=];
PolicyDepthType="POLICY_DEPTH_MODERATE";
NumFreePolicies=1;
PortraitIndex=46;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_MODERATE_KICKER_2={
Type="POLICY_MODERATE_KICKER_2";
Description=[=[Synergy Bonus]=];
PolicyDepthType="POLICY_DEPTH_MODERATE";
PortraitIndex=46;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_MODERATE_KICKER_3={
Type="POLICY_MODERATE_KICKER_3";
Description=[=[Synergy Bonus]=];
PolicyDepthType="POLICY_DEPTH_MODERATE";
NumFreeTechs=1;
PortraitIndex=46;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_DEVOTED_KICKER_1={
Type="POLICY_DEVOTED_KICKER_1";
Description=[=[Synergy Bonus]=];
PolicyDepthType="POLICY_DEPTH_DEVOTED";
NumFreePolicies=1;
NumFreeCovertAgents=1;
PortraitIndex=46;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_DEVOTED_KICKER_2={
Type="POLICY_DEVOTED_KICKER_2";
Description=[=[Synergy Bonus]=];
PolicyDepthType="POLICY_DEPTH_DEVOTED";
NumFreeAffinityLevels=1;
PortraitIndex=46;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
POLICY_EXTREME_KICKER_1={
Type="POLICY_EXTREME_KICKER_1";
Description=[=[Synergy Bonus]=];
PolicyDepthType="POLICY_DEPTH_EXTREME";
CityGrowthMod=10;
PortraitIndex=46;
IconAtlas="POLICY_ATLAS";
IconAtlasAchieved="POLICY_A_ATLAS";};
 
}
return data

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