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[
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{
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"name" : "Farm" ,
"terrainsCanBeBuiltOn" : [ "Plains" , "Grassland" , "Desert" , "Flood plains" ] ,
"food" : 1 ,
"turnsToBuild" : 7 ,
"techRequired" : "Agriculture" ,
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"uniques" : [ "Can also be built on tiles adjacent to fresh water" ,
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"[+1 Food] from [Fresh water] tiles <after discovering [Civil Service]>" ,
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"[+1 Food] from [non-fresh water] tiles <after discovering [Fertilizer]>" ,
"Pillaging this improvement yields approximately [+18 Gold]" ] ,
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"shortcutKey" : "F"
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} ,
{
"name" : "Lumber mill" ,
"terrainsCanBeBuiltOn" : [ "Forest" ] ,
"production" : 1 ,
"turnsToBuild" : 7 ,
"techRequired" : "Construction" ,
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"uniques" : [ "[+1 Production] <after discovering [Scientific Theory]>" , "Pillaging this improvement yields approximately [+10 Gold]" ] ,
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"shortcutKey" : "L"
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} ,
{
"name" : "Mine" ,
"terrainsCanBeBuiltOn" : [ "Hill" ] ,
"production" : 1 ,
"turnsToBuild" : 7 ,
"techRequired" : "Mining" ,
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"uniques" : [ "[+1 Production] <after discovering [Chemistry]>" , "Pillaging this improvement yields approximately [+20 Gold]" ] ,
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"shortcutKey" : "M"
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} ,
{
"name" : "Trading post" ,
"terrainsCanBeBuiltOn" : [ "Plains" , "Grassland" , "Desert" , "Hill" , "Tundra" , "Forest" , "Jungle" , "Flood plains" ] ,
"gold" : 1 ,
"turnsToBuild" : 7 ,
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"techRequired" : "Trapping" ,
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"uniques" : [ "[+1 Gold] <after discovering [Economics]>" , "Pillaging this improvement yields approximately [+20 Gold]" ] ,
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"shortcutKey" : "T"
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} ,
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// Resource-specific
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{
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"name" : "Camp" ,
"turnsToBuild" : 7 ,
"techRequired" : "Trapping" ,
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"uniques" : [ "Does not need removal of [Forest]" , "Does not need removal of [Jungle]" , "[+1 Gold] <after discovering [Economics]>" , "Can only be built to improve a resource" , "Pillaging this improvement yields approximately [+10 Gold]" ] ,
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"shortcutKey" : "C"
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} ,
{
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"name" : "Oil well" ,
"turnsToBuild" : 9 ,
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"techRequired" : "Biology" ,
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"uniques" : [ "Can only be built to improve a resource" , "Cannot be built on [Water] tiles" , "Pillaging this improvement yields approximately [+20 Gold]" ] ,
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"shortcutKey" : "W"
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} ,
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{
"name" : "Offshore Platform" ,
"techRequired" : "Refrigeration" ,
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"uniques" : [ "Can only be built to improve a resource" , "Can only be built on [Water] tiles" , "Pillaging this improvement yields approximately [+20 Gold]" ] ,
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"shortcutKey" : "P"
} ,
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{
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"name" : "Pasture" ,
"turnsToBuild" : 8 ,
"techRequired" : "Animal Husbandry" ,
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"uniques" : [ "[+1 Food] <after discovering [Fertilizer]>" , "Can only be built to improve a resource" , "Pillaging this improvement yields approximately [+10 Gold]" ] ,
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"shortcutKey" : "P"
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} ,
{
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"name" : "Plantation" ,
"turnsToBuild" : 6 ,
"gold" : 1 ,
"techRequired" : "Calendar" ,
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"uniques" : [ "[+1 Food] <after discovering [Fertilizer]>" , "Can only be built to improve a resource" , "Pillaging this improvement yields approximately [+10 Gold]" ] ,
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"shortcutKey" : "P"
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} ,
{
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"name" : "Quarry" ,
"turnsToBuild" : 8 ,
"techRequired" : "Masonry" ,
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"uniques" : [ "[+1 Production] <after discovering [Chemistry]>" , "Can only be built to improve a resource" , "Pillaging this improvement yields approximately [+20 Gold]" ] ,
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"shortcutKey" : "Q"
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} ,
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{
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"name" : "Fishing Boats" ,
"terrainsCanBeBuiltOn" : [ "Coast" ] ,
"food" : 1 ,
"techRequired" : "Sailing" ,
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"uniques" : [ "[+1 Gold] <after discovering [Compass]>" , "Can only be built to improve a resource" , "Pillaging this improvement yields approximately [+10 Gold]" ] ,
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"shortcutKey" : "F"
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} ,
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// Military improvement
{
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"name" : "Fort" ,
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"terrainsCanBeBuiltOn" : [ "Plains" , "Grassland" , "Desert" , "Hill" , "Tundra" , "Snow" , "Forest" , "Jungle" ] ,
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"turnsToBuild" : 6 ,
"techRequired" : "Engineering" ,
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"uniques" : [ "Can be built outside your borders" , "Gives a defensive bonus of [50]%" ] ,
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"shortcutKey" : "O"
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} ,
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// Transportation
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{
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"name" : "Road" ,
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"terrainsCanBeBuiltOn" : [ "Land" ] ,
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"turnsToBuild" : 4 ,
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"techRequired" : "The Wheel" ,
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"uniques" : [ "Can be built outside your borders" , "Costs [1] [Gold] per turn when in your territory" ] ,
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"shortcutKey" : "R" ,
"civilopediaText" : [
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{ "text" : "Reduces movement cost to ½ if the other tile also has a Road or Railroad" } ,
{ "text" : "Reduces movement cost to ⅓ with Machinery" , "link" : "Technology/Machinery" } ,
{ "text" : "Requires Engineering to bridge rivers" , "link" : "Technology/Engineering" }
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]
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} ,
{
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"name" : "Railroad" ,
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"terrainsCanBeBuiltOn" : [ "Land" ] ,
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"turnsToBuild" : 4 ,
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"techRequired" : "Railroads" ,
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"uniques" : [ "Can be built outside your borders" , "Costs [2] [Gold] per turn when in your territory" ] ,
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"shortcutKey" : "R" ,
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"civilopediaText" : [ { "text" : "Reduces movement cost to ⅒ if the other tile also has a Railroad" } ]
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} ,
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// Removals
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// Any improvement that starts with 'Remove ' is automatically changed into
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// the improvement that removes the terrainfeature after it.
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{
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"name" : "Remove Forest" ,
"turnsToBuild" : 4 ,
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"techRequired" : "Mining" ,
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"uniques" : [ "Can be built outside your borders" ] ,
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"shortcutKey" : "X" ,
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"civilopediaText" : [ { "text" : "Provides a one-time Production bonus depending on distance to the closest city once finished" } ]
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} ,
{
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"name" : "Remove Jungle" ,
"turnsToBuild" : 7 ,
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"techRequired" : "Bronze Working" ,
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"uniques" : [ "Can be built outside your borders" ] ,
"shortcutKey" : "X"
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} ,
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{
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"name" : "Remove Fallout" ,
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"turnsToBuild" : 2 ,
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// Has no tech requirements as it can always be built
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"uniques" : [ "Can be built outside your borders" ] ,
"shortcutKey" : "X"
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} ,
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{
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"name" : "Remove Marsh" ,
"turnsToBuild" : 6 ,
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"techRequired" : "Masonry" ,
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"uniques" : [ "Can be built outside your borders" ] ,
"shortcutKey" : "X"
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} ,
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// These are unique and have unique in-game checks related to them
{
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"name" : "Remove Road" ,
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"turnsToBuild" : 2 ,
"uniques" : [ "Can be built outside your borders" ]
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} ,
{
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"name" : "Remove Railroad" ,
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"turnsToBuild" : 2 ,
"uniques" : [ "Can be built outside your borders" ]
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} ,
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{
"name" : "Cancel improvement order" ,
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"uniques" : [ "Can be built outside your borders" ] ,
"shortcutKey" : "."
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} ,
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// Purely for turnsToBuild and civilopediaText. Unbuildable so it doesn't show in ImprovementPicker
{
"name" : "Repair" ,
"terrainsCanBeBuiltOn" : [ "Land" ] ,
"turnsToBuild" : 2 ,
"uniques" : [ "Unbuildable" ] ,
"shortcutKey" : "E" ,
"civilopediaText" : [ { "text" : "Repairs a pillaged Improvement or Route" } ]
} ,
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// Great Person improvements
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{
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"name" : "Academy" ,
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"terrainsCanBeBuiltOn" : [ "Land" ] ,
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"science" : 8 ,
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"uniques" : [ "Great Improvement" , "[+2 Science] <after discovering [Scientific Theory]>" , "Removes removable features when built" , "Pillaging this improvement yields approximately [+20 Gold]" ]
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} ,
{
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"name" : "Landmark" ,
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"terrainsCanBeBuiltOn" : [ "Land" ] ,
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"culture" : 6 ,
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"uniques" : [ "Great Improvement" , "Removes removable features when built" , "Pillaging this improvement yields approximately [+20 Gold]" ]
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} ,
{
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"name" : "Manufactory" ,
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"terrainsCanBeBuiltOn" : [ "Land" ] ,
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"production" : 4 ,
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"uniques" : [ "Great Improvement" , "[+1 Production] <after discovering [Chemistry]>" , "Removes removable features when built" , "Pillaging this improvement yields approximately [+20 Gold]" ]
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} ,
{
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"name" : "Customs house" ,
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"terrainsCanBeBuiltOn" : [ "Land" ] ,
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"gold" : 4 ,
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"uniques" : [ "Great Improvement" , "[+1 Gold] <after discovering [Economics]>" , "Removes removable features when built" , "Pillaging this improvement yields approximately [+20 Gold]" ]
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} ,
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{
"name" : "Holy site" ,
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"terrainsCanBeBuiltOn" : [ "Land" ] ,
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"faith" : 6 ,
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"uniques" : [ "Great Improvement" , "Removes removable features when built" , "Pillaging this improvement yields approximately [+20 Gold]" ]
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} ,
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{
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"name" : "Citadel" ,
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"terrainsCanBeBuiltOn" : [ "Land" ] ,
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"uniques" : [
"Great Improvement" ,
"Gives a defensive bonus of [100]%" ,
"Adjacent enemy units ending their turn take [30] damage" ,
"Can be built just outside your borders" ,
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"Constructing it will take over the tiles around it and assign them to your closest city" ,
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"Removes removable features when built" ,
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]
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} ,
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//Civilization unique improvements
{
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"name" : "Moai" ,
"uniqueTo" : "Polynesia" ,
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"terrainsCanBeBuiltOn" : [ "Land" ] ,
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"culture" : 1 ,
"turnsToBuild" : 4 ,
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"uniques" : [ "Can only be built on [Coastal] tiles" , "[+1 Culture] for each adjacent [Moai]" , "[+1 Gold] <after discovering [Flight]>" , "Pillaging this improvement yields approximately [+10 Gold]" ] ,
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"techRequired" : "Construction" ,
"shortcutKey" : "M"
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} ,
{
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"name" : "Terrace farm" ,
"uniqueTo" : "Inca" ,
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"terrainsCanBeBuiltOn" : [ "Hill" ] ,
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"food" : 1 ,
"turnsToBuild" : 7 ,
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"uniques" : [ "Cannot be built on [Bonus resource] tiles" ,
"[+1 Food] for each adjacent [Mountain]" ,
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"[+1 Food] from [Fresh water] tiles <after discovering [Civil Service]>" ,
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"[+1 Food] from [non-fresh water] tiles <after discovering [Fertilizer]>" ,
"Pillaging this improvement yields approximately [+18 Gold]" ] ,
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"techRequired" : "Construction" ,
"shortcutKey" : "F"
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} ,
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// Unbuildable improvements
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{
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"name" : "Ancient ruins" ,
"terrainsCanBeBuiltOn" : [ "Land" ] ,
"uniques" : [ "Unpillagable" , "Provides a random bonus when entered" , "Unbuildable" ]
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} ,
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{
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"name" : "City ruins" ,
"terrainsCanBeBuiltOn" : [ "Land" ] ,
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"uniques" : [ "Unpillagable" , "Unbuildable" , "Will be replaced by automated workers" ] ,
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"civilopediaText" : [ { "text" : "A bleak reminder of the destruction wreaked by War" } ]
} ,
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{
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"name" : "City center" ,
"terrainsCanBeBuiltOn" : [ "Land" ] ,
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"uniques" : [ "Ensures a minimum tile yield of [+2 Food, +1 Production]" ,
"Unpillagable" , "Irremovable" , "Unbuildable" ] ,
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"civilopediaText" : [
{ "text" : "Marks the center of a city" } ,
{ "text" : "Appearance changes with the technological era of the owning civilization" }
]
} ,
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{
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"name" : "Barbarian encampment" ,
"terrainsCanBeBuiltOn" : [ "Land" ] ,
"uniques" : [ "Unpillagable" , "Unbuildable" ] ,
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"civilopediaText" : [ { "text" : "Home to uncivilized barbarians, will spawn a hostile unit from time to time" } ]
}
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]