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Farms near freshwater (#3063)
* Farms near freshwater * Farm now has unique "Can also be built on tiles adjacent to fresh water" https://civilization.fandom.com/wiki/Farm_(Civ5) Even snow: https://www.reddit.com/r/civ/comments/11qtko/farms_on_snow/ Hill+Farm, Snow+Farm, Tundra+Farm sprites by THE BUCKETEER and Ravignir from discord * fields improvingTech and improvingTechStats converted into uniques e.g.: "[+1 Production] once [Scientific Theory] is discovered" "[+1 Food] on [fresh water] tiles once [Civil Service] is discovered" "[+1 Food] on [non-fresh water] tiles once [Fertilizer] is discovered" * ai will build trading posts and farms in snow and tundra if it has no better tiles to work on * "Provides a one-time Production bonus to the closest city when cut down" unique for forest * update template.properties
This commit is contained in:
@ -87,7 +87,8 @@
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"unbuildable": true,
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"defenceBonus": 0.25,
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"occursOn": ["Tundra","Plains","Grassland","Hill"],
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"rough": true
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"rough": true,
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"uniques": ["Provides a one-time Production bonus to the closest city when cut down"]
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},
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{
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"name": "Jungle",
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@ -6,8 +6,7 @@
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"food": 1,
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"turnsToBuild": 7,
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"techRequired": "Agriculture",
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"improvingTech": "Fertilizer",
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"improvingTechStats": {"food": 1}
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"uniques": ["Can also be built on tiles adjacent to fresh water", "[+1 Food] on [fresh water] tiles once [Civil Service] is discovered", "[+1 Food] on [non-fresh water] tiles once [Fertilizer] is discovered"],
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},
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{
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"name": "Lumber mill",
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@ -15,8 +14,7 @@
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"production": 1,
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"turnsToBuild": 7,
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"techRequired": "Construction",
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"improvingTech": "Steam Power",
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"improvingTechStats": {"production": 1}
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"uniques": ["[+1 Production] once [Scientific Theory] is discovered"]
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},
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{
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"name": "Mine",
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@ -24,8 +22,7 @@
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"production": 1,
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"turnsToBuild": 7,
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"techRequired": "Mining",
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"improvingTech": "Chemistry",
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"improvingTechStats": {"production": 1}
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"uniques": ["[+1 Production] once [Chemistry] is discovered"]
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},
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{
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"name": "Trading post",
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@ -33,8 +30,7 @@
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"gold": 1,
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"turnsToBuild": 7,
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"techRequired": "Guilds",
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"improvingTech": "Economics",
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"improvingTechStats": {"gold": 1}
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"uniques": ["[+1 Gold] once [Economics] is discovered"]
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},
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// Resource-specific
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@ -43,8 +39,7 @@
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"resourceTerrainAllow": ["Forest"],
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"turnsToBuild": 7,
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"techRequired": "Trapping",
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"improvingTech": "Economics",
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"improvingTechStats": {"gold": 1}
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"uniques": ["[+1 Gold] once [Economics] is discovered"]
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},
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{
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"name": "Oil well",
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@ -55,31 +50,27 @@
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"name": "Pasture",
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"turnsToBuild": 8,
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"techRequired": "Animal Husbandry",
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"improvingTech": "Fertilizer",
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"improvingTechStats": {"food": 1}
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"uniques": ["[+1 Food] once [Fertilizer] is discovered"]
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},
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{
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"name": "Plantation",
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"turnsToBuild": 6,
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"gold": 1,
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"techRequired": "Calendar",
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"improvingTech": "Fertilizer",
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"improvingTechStats": {"food": 1}
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"uniques": ["[+1 Food] once [Fertilizer] is discovered"]
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},
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{
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"name": "Quarry",
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"turnsToBuild": 8,
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"techRequired": "Masonry",
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"improvingTech": "Chemistry",
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"improvingTechStats": {"production": 1}
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"uniques": ["[+1 Production] once [Chemistry] is discovered"]
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},
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{
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"name": "Fishing Boats",
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"terrainsCanBeBuiltOn": ["Coast"],
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"food": 1,
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"techRequired": "Sailing",
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"improvingTech": "Compass",
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"improvingTechStats": {"gold": 1}
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"uniques": ["[+1 Gold] once [Compass] is discovered"]
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},
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// Military improvement
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@ -110,28 +101,28 @@
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"name": "Remove Forest",
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"turnsToBuild": 4,
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"terrainsCanBeBuiltOn": ["Forest"],
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"techRequired": "Mining"
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"techRequired": "Mining",
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"uniques": ["Can be built outside your borders"]
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},
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{
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"name": "Remove Jungle",
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"turnsToBuild": 7,
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"terrainsCanBeBuiltOn": ["Jungle"],
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"techRequired": "Bronze Working"
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"techRequired": "Bronze Working",
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"uniques": ["Can be built outside your borders"]
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},
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{
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"name": "Remove Fallout",
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"turnsToBuild": 8,
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"terrainsCanBeBuiltOn": ["Fallout"],
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"techRequired": "Atomic Theory"
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"techRequired": "Atomic Theory",
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"uniques": ["Can be built outside your borders"]
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},
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{
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"name": "Remove Marsh",
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"turnsToBuild": 6,
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"terrainsCanBeBuiltOn": ["Marsh"],
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"techRequired": "Bronze Working"
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"techRequired": "Bronze Working",
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"uniques": ["Can be built outside your borders"]
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},
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@ -148,34 +139,30 @@
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},
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{
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"name": "Cancel improvement order",
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"uniques": ["Can be built outside your borders"]
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},
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// Great Person improvements
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{
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"name": "Academy",
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"science": 8,
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"uniques": ["Great Improvement"],
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"improvingTech": "Scientific Theory",
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"improvingTechStats": {"science": 2}
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"uniques": ["Great Improvement", "[+2 Science] once [Scientific Theory] is discovered"]
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// in Gods & Kings academy will also have "[+2 Science] once [Atomic Theory] is discovered"
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},
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{
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"name": "Landmark",
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"culture": 6,
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"uniques": ["Great Improvement"],
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"uniques": ["Great Improvement"]
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},
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{
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"name": "Manufactory",
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"production": 4,
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"improvingTech": "Chemistry",
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"uniques": ["Great Improvement"],
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"improvingTechStats": {"production": 1}
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"uniques": ["Great Improvement", "[+1 Production] once [Chemistry] is discovered"]
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},
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{
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"name": "Customs house",
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"gold": 4,
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"improvingTech": "Economics",
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"uniques": ["Great Improvement"],
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"improvingTechStats": {"gold": 1}
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"uniques": ["Great Improvement", "[+1 Gold] once [Economics] is discovered"]
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},
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{
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"name": "Citadel",
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@ -190,8 +177,7 @@
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"turnsToBuild": 4,
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"uniques": ["[+1 Culture] for each adjacent [Moai]", "Can only be built on Coastal tiles"],
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"techRequired": "Construction",
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"improvingTech": "Flight",
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"improvingTechStats": {"gold": 1}
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"uniques": ["[+1 Gold] once [Flight] is discovered"]
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},
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{
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"name": "Terrace farm",
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@ -199,10 +185,8 @@
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"terrainsCanBeBuiltOn": ["Hill"],
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"food": 1,
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"turnsToBuild": 7,
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"uniques": ["[+1 Food] for each adjacent [Mountain]", "Cannot be built on bonus resource"],
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"techRequired": "Construction",
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"improvingTech": "Fertilizer",
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"improvingTechStats": {"food":1}
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"uniques": ["[+1 Food] for each adjacent [Mountain]", "Cannot be built on bonus resource", "[+1 Food] on [fresh water] tiles once [Civil Service] is discovered", "[+1 Food] on [non-fresh water] tiles once [Fertilizer] is discovered"],
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"techRequired": "Construction"
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},
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{ "name": "Ancient ruins" },
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@ -434,6 +434,7 @@ Our proposed trade request is no longer relevant! =
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[defender] withdrew from a [attacker] =
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[building] has provided [amount] Gold! =
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[civName] has stolen your territory! =
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Clearing a [forest] has created [amount] Production for [cityName] =
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# World Screen UI
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@ -599,6 +600,8 @@ vs [unitType] =
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Terrain =
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Tile =
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Missing resource =
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[stats] on [tileType] tiles =
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from improvements: =
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Hurry Research =
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@ -630,6 +633,8 @@ Water =
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# For [stats] from [Water resource] tiles in this city
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Water resource =
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River =
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fresh water =
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non-fresh water =
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Wonders =
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Base values =
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