-
Notifications
You must be signed in to change notification settings - Fork 0
/
civ.graphml
7700 lines (7700 loc) · 259 KB
/
civ.graphml
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
<?xml version='1.0' encoding='utf-8'?>
<graphml xmlns="http://graphml.graphdrawing.org/xmlns" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://graphml.graphdrawing.org/xmlns http://graphml.graphdrawing.org/xmlns/1.0/graphml.xsd"><key attr.name="Boost" attr.type="string" for="edge" id="d29"/>
<key attr.name="Type" attr.type="string" for="edge" id="d28"/>
<key attr.name="Faith" attr.type="int" for="node" id="d27"/>
<key attr.name="Build charges" attr.type="int" for="node" id="d26"/>
<key attr.name="Bombard" attr.type="int" for="node" id="d25"/>
<key attr.name="Ranged" attr.type="int" for="node" id="d24"/>
<key attr.name="Range" attr.type="int" for="node" id="d23"/>
<key attr.name="Sight" attr.type="int" for="node" id="d22"/>
<key attr.name="Melee" attr.type="int" for="node" id="d21"/>
<key attr.name="Movement" attr.type="int" for="node" id="d20"/>
<key attr.name="Gold" attr.type="int" for="node" id="d19"/>
<key attr.name="Unit Type" attr.type="string" for="node" id="d18"/>
<key attr.name="Eureka" attr.type="string" for="node" id="d17"/>
<key attr.name="Science" attr.type="int" for="node" id="d16"/>
<key attr.name="Yields" attr.type="string" for="node" id="d15"/>
<key attr.name="Resource Type" attr.type="string" for="node" id="d14"/>
<key attr.name="Notes" attr.type="string" for="node" id="d13"/>
<key attr.name="Policy Type" attr.type="string" for="node" id="d12"/>
<key attr.name="Plunder" attr.type="string" for="node" id="d11"/>
<key attr.name="Placement" attr.type="string" for="node" id="d10"/>
<key attr.name="Legacy Bonus" attr.type="string" for="node" id="d9"/>
<key attr.name="Slots" attr.type="string" for="node" id="d8"/>
<key attr.name="Number of Slots" attr.type="int" for="node" id="d7"/>
<key attr.name="Inspiration" attr.type="string" for="node" id="d6"/>
<key attr.name="Specificity" attr.type="string" for="node" id="d5"/>
<key attr.name="Maint." attr.type="int" for="node" id="d4"/>
<key attr.name="Production" attr.type="int" for="node" id="d3"/>
<key attr.name="Type" attr.type="string" for="node" id="d2"/>
<key attr.name="Effects" attr.type="string" for="node" id="d1"/>
<key attr.name="Era" attr.type="string" for="node" id="d0"/>
<graph edgedefault="directed"><node id="Airport">
<data key="d0">Atomic Era</data>
<data key="d1">+50% combat experience for air units trained in this city. +2 air unit slots in Aerodrome district. +3 Production</data>
<data key="d2">Building</data>
<data key="d3">600</data>
<data key="d4">2</data>
</node>
<node id="Amphitheater">
<data key="d0">Classical Era</data>
<data key="d1">+2 Culture +1 Citizen slot +1 Great Writer point per turn. +2 Great Work of Writing slot.</data>
<data key="d2">Building</data>
<data key="d3">150</data>
<data key="d4">1</data>
</node>
<node id="Ancient Walls">
<data key="d0">Ancient Era</data>
<data key="d1">Provides Walls around the City Center and Encampment districts that allow Ranged Strikes from their location. Must be defeated before a city can be assaulted. +100 Outer Defense Strength</data>
<data key="d2">Building</data>
<data key="d3">80</data>
</node>
<node id="Archaeological Museum">
<data key="d0">Renaissance Era</data>
<data key="d1">+2 Culture. +1 Citizen slot. +1 Great Writer point per turn. +2 Great Artist points per turn. +3 Artifact slots.</data>
<data key="d2">Building</data>
<data key="d3">290</data>
<data key="d4">2</data>
</node>
<node id="Arena">
<data key="d0">Classical Era</data>
<data key="d1">+1 Culture +1 Amenity</data>
<data key="d2">Building</data>
<data key="d3">150</data>
<data key="d4">1</data>
</node>
<node id="Armory">
<data key="d0">Medieval Era</data>
<data key="d1">+25% combat experience for all land units trained in this city. +2 Production +1 Citizen slot +1 Great General point per turn</data>
<data key="d2">Building</data>
<data key="d3">195</data>
<data key="d4">2</data>
</node>
<node id="Art Museum">
<data key="d0">Renaissance Era</data>
<data key="d1">+2 Culture +1 Citizen slot +1 Great Writer point per turn. +2 Great Artist points per turn. +3 Great Works of Art slots.</data>
<data key="d2">Building</data>
<data key="d3">290</data>
<data key="d4">2</data>
</node>
<node id="Bank">
<data key="d0">Renaissance Era</data>
<data key="d1">+5 Gold +1 Citizen slot +1 Great Merchant point per turn.</data>
<data key="d2">Building</data>
<data key="d3">290</data>
</node>
<node id="Barracks">
<data key="d0">Ancient Era</data>
<data key="d1">+25% combat experience for all melee, ranged and anti-cavalry land units trained in this city. May not be built in an Encampment district that already has a Stable. +1 Production +1 Housing +1 Citizen slot +1 Great General point per turn</data>
<data key="d2">Building</data>
<data key="d3">90</data>
<data key="d4">1</data>
</node>
<node id="Basilikoi Paides">
<data key="d0">Ancient Era</data>
<data key="d1">+1 Production +1 Housing +1 Citizen slot +1 Great General point per turn +25% combat experience for all melee, ranged, anti-cavalry land units, and Hetairoi trained in this city. Gain Science equal to 25% of the unit's cost when a non-civilian unit is created in this city. May not be built in an Encampment district that already has a Stable.</data>
<data key="d2">Building</data>
<data key="d3">90</data>
<data key="d4">1</data>
<data key="d5">Civilization</data>
</node>
<node id="Broadcast Center">
<data key="d0">Modern Era</data>
<data key="d1">+4 Culture +1 Citizen slot +1 Great Artist point per turn. +2 Great Musician points per turn. +1 Great Works of Music slots.</data>
<data key="d2">Building</data>
<data key="d3">580</data>
<data key="d4">3</data>
</node>
<node id="Cathedral">
<data key="d1">+3 Faith +1 Citizen slot +1 Great Work of Religious Art slot</data>
<data key="d2">Building</data>
<data key="d3">190</data>
</node>
<node id="Chancery">
<data key="d1">+3 Influence Points per turn. When this civilization captures or kills an enemy Spy, receive 50 Science for every level of the enemy Spy.</data>
<data key="d2">Building</data>
<data key="d3">290</data>
<data key="d4">2</data>
</node>
<node id="Consulate">
<data key="d1">+2 Influence Points per turn. Spies operate at one level lower when targeting this city or cities with Encampments.</data>
<data key="d2">Building</data>
<data key="d3">150</data>
<data key="d4">1</data>
</node>
<node id="Dar-e Mehr">
<data key="d1">+3 Faith +1 additional Faith for each era since constructed or last repaired +1 Citizen slot</data>
<data key="d2">Building</data>
<data key="d3">190</data>
</node>
<node id="Electronics Factory">
<data key="d0">Industrial Era</data>
<data key="d1">+4 Production to all city centers within 6 tiles After researching the Electricity technology, this building provides an additional +4 Culture to its city. +1 Citizen slot +1 Great Engineer point per turn.</data>
<data key="d2">Building</data>
<data key="d3">390</data>
<data key="d4">2</data>
<data key="d5">Civilization</data>
</node>
<node id="Factory">
<data key="d0">Industrial Era</data>
<data key="d1">+3 Production to all city centers within 6 tiles +1 Citizen slot +1 Great Engineer point per turn</data>
<data key="d2">Building</data>
<data key="d3">390</data>
<data key="d4">2</data>
</node>
<node id="Film Studio">
<data key="d0">Modern Era</data>
<data key="d1">+4 Culture +1 Citizen slot +1 Great Artist point per turn. +2 Great Musician points per turn. +1 Great Work of Music slot.</data>
<data key="d2">Building</data>
<data key="d3">580</data>
<data key="d4">3</data>
<data key="d5">Civilization</data>
</node>
<node id="Granary">
<data key="d0">Ancient Era</data>
<data key="d1">+1 Food +2 Housing</data>
<data key="d2">Building</data>
<data key="d3">65</data>
</node>
<node id="Gurdwara">
<data key="d1">+3 Faith +2 Food</data>
<data key="d2">Building</data>
<data key="d3">190</data>
</node>
<node id="Hangar">
<data key="d0">Modern Era</data>
<data key="d1">+25% combat experience for air units trained in this city. +2 air unit slots in Aerodrome district. +2 Production</data>
<data key="d2">Building</data>
<data key="d3">465</data>
<data key="d4">1</data>
</node>
<node id="Library">
<data key="d0">Ancient Era</data>
<data key="d1">+2 Science +1 Citizen slot +1 Great Scientist point per turn.</data>
<data key="d2">Building</data>
<data key="d3">90</data>
<data key="d4">1</data>
</node>
<node id="Lighthouse">
<data key="d0">Classical Era</data>
<data key="d1">+25% combat experience for all naval units trained in this city. +1 Food +1 Gold +1 Housing +1 Citizen slot +1 Great Admiral point per turn</data>
<data key="d2">Building</data>
<data key="d3">120</data>
</node>
<node id="Madrasa">
<data key="d0">Classical Era</data>
<data key="d1">+5 Science +1 Housing +1 Citizen Slot +1 Great Scientist point per turn Bonus Faith equal to the adjacency Science bonus of its district</data>
<data key="d2">Building</data>
<data key="d3">250</data>
<data key="d4">2</data>
<data key="d5">Civilization</data>
</node>
<node id="Market">
<data key="d0">Classical Era</data>
<data key="d1">+3 Gold +1 Citizen slot +1 Great Merchant point per turn</data>
<data key="d2">Building</data>
<data key="d3">120</data>
</node>
<node id="Medieval Walls">
<data key="d0">Medieval Era</data>
<data key="d1">+100 Outer Defense Strength +2 Housing under the Monarchy Government.</data>
<data key="d2">Building</data>
<data key="d3">225</data>
</node>
<node id="Meeting House">
<data key="d1">+3 Faith +2 Production</data>
<data key="d2">Building</data>
<data key="d3">190</data>
</node>
<node id="Military Academy">
<data key="d0">Industrial Era</data>
<data key="d1">+25% combat experience for all land units trained in this city. Faster Corps and Army training. +3 Production +1 Housing +1 Citizen slot +1 Great General point per turn.</data>
<data key="d2">Building</data>
<data key="d3">390</data>
<data key="d4">2</data>
</node>
<node id="Monument">
<data key="d0">Ancient Era</data>
<data key="d1">+2 Culture R&F +1 Loyalty ; +1 Culture if city is at maximum Loyalty.</data>
<data key="d2">Building</data>
<data key="d3">60</data>
</node>
<node id="Mosque">
<data key="d1">+3 Faith Missionaries and Apostles get 1 extra Spread Religion charge.</data>
<data key="d2">Building</data>
<data key="d3">190</data>
</node>
<node id="Pagoda">
<data key="d1">+3 Faith +1 Housing +1 Citizen slot</data>
<data key="d2">Building</data>
<data key="d3">190</data>
</node>
<node id="Palace">
<data key="d0">Ancient Era</data>
<data key="d1">+1 Culture, +5 Gold, +2 Production, +2 Science, +1 Housing, +1 Amenity from entertainment</data>
<data key="d2">Building</data>
</node>
<node id="Palgum">
<data key="d0">Ancient Era</data>
<data key="d1">+2 Production +1 Housing +1 Food to all tiles adjacent to a source of fresh water.</data>
<data key="d2">Building</data>
<data key="d3">80</data>
<data key="d5">Civilization</data>
</node>
<node id="Power Plant">
<data key="d0">Modern Era</data>
<data key="d1">Bonus extends to each City Center within 6 tiles. +4 Production +1 Citizen slot +1 Great Engineer point per turn.</data>
<data key="d2">Building</data>
<data key="d3">580</data>
<data key="d4">3</data>
</node>
<node id="Prasat">
<data key="d0">Classical Era</data>
<data key="d1">+4 Faith +1 Citizen slot +1 Great Prophet point per turn. +2 Relic slots. Allows the purchasing of Apostles and Inquisitors with Faith. Grants Martyr to all Missionaries purchased here.</data>
<data key="d2">Building</data>
<data key="d3">120</data>
<data key="d4">2</data>
<data key="d5">Civilization</data>
</node>
<node id="Renaissance Walls">
<data key="d0">Renaissance Era</data>
<data key="d1">+100 Outer Defense Strength</data>
<data key="d2">Building</data>
<data key="d3">305</data>
</node>
<node id="Research Lab">
<data key="d0">Modern Era</data>
<data key="d1">+5 Science +1 Citizen slot +1 Great Scientist point per turn.</data>
<data key="d2">Building</data>
<data key="d3">580</data>
<data key="d4">3</data>
</node>
<node id="Seaport">
<data key="d0">Modern Era</data>
<data key="d1">Faster Fleet and Armada training. +25% combat experience for all naval units trained in this city. +2 Gold +2 Food +1 Housing +1 Citizen slot +1 Great Admiral point per turn.</data>
<data key="d2">Building</data>
<data key="d3">580</data>
</node>
<node id="Sewer">
<data key="d0">Industrial Era</data>
<data key="d1">+2 Housing</data>
<data key="d2">Building</data>
<data key="d3">200</data>
<data key="d4">2</data>
</node>
<node id="Shipyard">
<data key="d0">Renaissance Era</data>
<data key="d1">+25% combat experience for all naval units trained in this city. Bonus Production equal to the adjacency Gold bonus of its district. +1 Production to all unimproved Coast and Lake tiles in the city. +1 Citizen slot +1 Great Admiral point per turn</data>
<data key="d2">Building</data>
<data key="d3">290</data>
<data key="d4">2</data>
</node>
<node id="Shrine">
<data key="d0">Ancient Era</data>
<data key="d1">+2 Faith +1 Citizen slot +1 Great Prophet point per turn. Allows the purchasing of Missionaries with Faith.</data>
<data key="d2">Building</data>
<data key="d3">70</data>
<data key="d4">1</data>
</node>
<node id="Stable">
<data key="d0">Classical Era</data>
<data key="d1">+25% combat experience for all cavalry and siege class units trained in this city. May not be built in an Encampment district that already has a Barracks +1 Production +1 Housing +1 Citizen slot +1 Great General point per turn</data>
<data key="d2">Building</data>
<data key="d3">120</data>
<data key="d4">1</data>
</node>
<node id="Stadium">
<data key="d0">Atomic Era</data>
<data key="d1">+2 Amenities from Entertainment. Bonus extends to each City Center within 6 tiles. Bonus Tourism if city has 10+ Population.</data>
<data key="d2">Building</data>
<data key="d3">660</data>
<data key="d4">3</data>
</node>
<node id="Stave Church">
<data key="d0">Classical Era</data>
<data key="d1">+4 Faith +1 Citizen slot +1 Great Prophet point per turn +1 Relic slot +1 Production for every coastal resource worked by the city Holy Site gets an additional Standard adjacency from Woods</data>
<data key="d2">Building</data>
<data key="d3">120</data>
<data key="d4">2</data>
<data key="d5">Civilization</data>
</node>
<node id="Stock Exchange">
<data key="d0">Industrial Era</data>
<data key="d1">+7 Gold +1 Citizen slot +1 Great Merchant point per turn.</data>
<data key="d2">Building</data>
<data key="d3">390</data>
</node>
<node id="Stupa">
<data key="d1">+3 Faith +1 Amenity +1 Citizen slot</data>
<data key="d2">Building</data>
<data key="d3">190</data>
</node>
<node id="Sukiennice">
<data key="d0">Classical Era</data>
<data key="d1">+3 Gold +1 Citizen slot +1 Great Merchant point per turn International Trade Routes from this city gain +2 Production Domestic Trade Routes from this city gain +4 Gold</data>
<data key="d2">Building</data>
<data key="d3">120</data>
<data key="d5">Civilization</data>
</node>
<node id="Synagogue">
<data key="d1">+5 Faith</data>
<data key="d2">Building</data>
<data key="d3">190</data>
</node>
<node id="Temple">
<data key="d0">Classical Era</data>
<data key="d1">+4 Faith +1 Citizen slot +1 Great Prophet point per turn. +1 Relic slot Allows the purchasing of Apostles, Gurus, and Inquisitors with Faith.</data>
<data key="d2">Building</data>
<data key="d3">120</data>
<data key="d4">2</data>
</node>
<node id="Tlachtli">
<data key="d0">Classical Era</data>
<data key="d1">+2 Faith +1 Culture +1 Amenity from Entertainment +1 Great General point per turn</data>
<data key="d2">Building</data>
<data key="d3">135</data>
<data key="d4">1</data>
<data key="d5">Civilization</data>
</node>
<node id="University">
<data key="d0">Medieval Era</data>
<data key="d1">+4 Science +1 Housing +1 Citizen slot +1 Great Scientist point per turn</data>
<data key="d2">Building</data>
<data key="d3">250</data>
<data key="d4">2</data>
</node>
<node id="Wat">
<data key="d1">+3 Faith +2 Science +1 Citizen slot</data>
<data key="d2">Building</data>
<data key="d3">190</data>
</node>
<node id="Water Mill">
<data key="d0">Ancient Era</data>
<data key="d1">+1 Food +1 Production Bonus resources improved by Farms gain +1 Food each.</data>
<data key="d2">Building</data>
<data key="d3">80</data>
</node>
<node id="Workshop">
<data key="d0">Medieval Era</data>
<data key="d1">+2 Production +1 Citizen slot +1 Great Engineer point per turn</data>
<data key="d2">Building</data>
<data key="d3">195</data>
<data key="d4">1</data>
</node>
<node id="Zoo">
<data key="d0">Industrial Era</data>
<data key="d1">+1 Amenity from Entertainment. Bonus extends to each City Center within 6 tiles. +1 Science for each Rainforest and Marsh tile in this city.</data>
<data key="d2">Building</data>
<data key="d3">445</data>
<data key="d4">2</data>
</node>
<node id="Capitalism">
<data key="d0">Modern Era</data>
<data key="d6">Build 3 Stock Exchanges.</data>
<data key="d1">+3 Envoys</data>
<data key="d2">Civic</data>
</node>
<node id="Civil Engineering">
<data key="d0">Industrial Era</data>
<data key="d6">Build 7 different specialty Districts.</data>
<data key="d1">Can build Farms on Grassland Hills (also Plains and Tundra Hills for Canada ). +1 Governor title.</data>
<data key="d2">Civic</data>
</node>
<node id="Civil Service">
<data key="d0">Medieval Era</data>
<data key="d6">Grow a city to 10 Population.</data>
<data key="d1">Allows Alliances.</data>
<data key="d2">Civic</data>
</node>
<node id="Class Struggle">
<data key="d0">Modern Era</data>
<data key="d6">Build 3 Factories.</data>
<data key="d2">Civic</data>
</node>
<node id="Code of Laws">
<data key="d0">Ancient Era</data>
<data key="d2">Civic</data>
</node>
<node id="Cold War">
<data key="d0">Atomic Era</data>
<data key="d6">Research Nuclear Fission.</data>
<data key="d1">+1 Spy</data>
<data key="d2">Civic</data>
</node>
<node id="Colonialism">
<data key="d0">Industrial Era</data>
<data key="d6">Research the Astronomy technology.</data>
<data key="d1">+2 Envoys</data>
<data key="d2">Civic</data>
</node>
<node id="Conservation">
<data key="d0">Modern Era</data>
<data key="d6">Have a Neighborhood district with a Breathtaking Appeal.</data>
<data key="d1">Builder may plant Woods. Old (not planted) woods gain +1 Appeal. +3 Envoys</data>
<data key="d2">Civic</data>
</node>
<node id="Craftsmanship">
<data key="d0">Ancient Era</data>
<data key="d6">Improve 3 Tiles.</data>
<data key="d2">Civic</data>
</node>
<node id="Cultural Heritage">
<data key="d0">Atomic Era</data>
<data key="d6">Have a Themed Museum.</data>
<data key="d1">Reveals Shipwrecks. +3 Envoys</data>
<data key="d2">Civic</data>
</node>
<node id="Defensive Tactics">
<data key="d0">Classical Era</data>
<data key="d6">Be the target of a Declaration of War.</data>
<data key="d1">+1 Governor title.</data>
<data key="d2">Civic</data>
</node>
<node id="Diplomatic Service">
<data key="d0">Renaissance Era</data>
<data key="d6">Have an alliance with another civilization.</data>
<data key="d1">Resident Embassies Casus Belli: Holy War, Liberation, Reconquest, Protectorate</data>
<data key="d2">Civic</data>
</node>
<node id="Divine Right">
<data key="d0">Medieval Era</data>
<data key="d6">Build 2 Temples.</data>
<data key="d2">Civic</data>
</node>
<node id="Drama and Poetry">
<data key="d0">Classical Era</data>
<data key="d6">Build a Wonder.</data>
<data key="d2">Civic</data>
</node>
<node id="Early Empire">
<data key="d0">Ancient Era</data>
<data key="d6">Grow your civilization to at least 6 Population.</data>
<data key="d1">Closes the borders and allows granting of Open Borders. Casus Belli: War of Retribution +1 Governor title.</data>
<data key="d2">Civic</data>
</node>
<node id="Exploration">
<data key="d0">Renaissance Era</data>
<data key="d6">Build 2 Caravels.</data>
<data key="d2">Civic</data>
</node>
<node id="Feudalism">
<data key="d0">Medieval Era</data>
<data key="d6">Build 6 Farms.</data>
<data key="d1">Farm: +1 Food per 2 adjacent farms</data>
<data key="d2">Civic</data>
</node>
<node id="Foreign Trade">
<data key="d0">Ancient Era</data>
<data key="d6">Discover a second Continent.</data>
<data key="d1">+1 Trade Route capacity. Diplomatic agreements Joint War and Join Ongoing War</data>
<data key="d2">Civic</data>
</node>
<node id="Future Civic">
<data key="d0">Information Era</data>
<data key="d1">Score Victory points. +1 Governor title.</data>
<data key="d2">Civic</data>
</node>
<node id="Games and Recreation">
<data key="d0">Classical Era</data>
<data key="d6">Research the Construction technology.</data>
<data key="d2">Civic</data>
</node>
<node id="Globalization">
<data key="d0">Information Era</data>
<data key="d6">Build 3 Airports.</data>
<data key="d1">Plantation: +1 Gold +1 Governor title.</data>
<data key="d2">Civic</data>
</node>
<node id="Guilds">
<data key="d0">Medieval Era</data>
<data key="d6">Build 2 Markets.</data>
<data key="d1">+1 Governor title.</data>
<data key="d2">Civic</data>
</node>
<node id="Humanism">
<data key="d0">Renaissance Era</data>
<data key="d6">Earn a Great Artist.</data>
<data key="d2">Civic</data>
</node>
<node id="Ideology">
<data key="d0">Modern Era</data>
<data key="d1">Casus Belli: War of Territorial Expansion +1 Spy</data>
<data key="d2">Civic</data>
</node>
<node id="Mass Media">
<data key="d0">Modern Era</data>
<data key="d6">Research Radio.</data>
<data key="d1">+1 Governor title.</data>
<data key="d2">Civic</data>
</node>
<node id="Medieval Faires">
<data key="d0">Medieval Era</data>
<data key="d6">Maintain 4 Trade Routes.</data>
<data key="d1">+1 Governor title.</data>
<data key="d2">Civic</data>
</node>
<node id="Mercantilism">
<data key="d0">Renaissance Era</data>
<data key="d6">Earn a Great Merchant.</data>
<data key="d1">Camp: +1 Food, +1 Production</data>
<data key="d2">Civic</data>
</node>
<node id="Mercenaries">
<data key="d0">Medieval Era</data>
<data key="d6">Have 8 land combat units in your military.</data>
<data key="d1">+1 Envoy</data>
<data key="d2">Civic</data>
</node>
<node id="Military Tradition">
<data key="d0">Ancient Era</data>
<data key="d6">Clear a Barbarian Encampment.</data>
<data key="d1">Grants Flanking and Support combat bonuses to all combat units.</data>
<data key="d2">Civic</data>
</node>
<node id="Military Training">
<data key="d0">Classical Era</data>
<data key="d6">Build an Encampment.</data>
<data key="d1">+1 Envoy</data>
<data key="d2">Civic</data>
</node>
<node id="Mobilization">
<data key="d0">Modern Era</data>
<data key="d6">Have 3 Corps in your military.</data>
<data key="d1">Defensive Pacts Allows Armies and Armadas. Casus Belli: War of Territorial Expansion +1 Governor title.</data>
<data key="d2">Civic</data>
</node>
<node id="Mysticism">
<data key="d0">Ancient Era</data>
<data key="d6">Found a Pantheon.</data>
<data key="d1">+1 Envoy</data>
<data key="d2">Civic</data>
</node>
<node id="Nationalism">
<data key="d0">Industrial Era</data>
<data key="d6">Declare war using a Casus Belli.</data>
<data key="d1">Allows Corps and Fleets. Casus Belli: Colonial War +1 Governor title. +1 Spy</data>
<data key="d2">Civic</data>
</node>
<node id="Natural History">
<data key="d0">Industrial Era</data>
<data key="d6">Build an Archaeological Museum.</data>
<data key="d1">Reveals Antiquity Sites. +2 Envoys</data>
<data key="d2">Civic</data>
</node>
<node id="Naval Tradition">
<data key="d0">Medieval Era</data>
<data key="d6">Kill a unit with a Quadrireme.</data>
<data key="d1">+1 Envoy</data>
<data key="d2">Civic</data>
</node>
<node id="Nuclear Program">
<data key="d0">Modern Era</data>
<data key="d6">Build a Research Lab.</data>
<data key="d1">+3 Envoys</data>
<data key="d2">Civic</data>
</node>
<node id="Opera and Ballet">
<data key="d0">Industrial Era</data>
<data key="d6">Build an Art Museum.</data>
<data key="d1">+2 Envoys</data>
<data key="d2">Civic</data>
</node>
<node id="Political Philosophy">
<data key="d0">Classical Era</data>
<data key="d6">Meet 3 City-States</data>
<data key="d2">Civic</data>
</node>
<node id="Professional Sports">
<data key="d0">Atomic Era</data>
<data key="d6">Build 4 Entertainment Complex Districts.</data>
<data key="d2">Civic</data>
</node>
<node id="Rapid Deployment">
<data key="d0">Atomic Era</data>
<data key="d6">Build an Aerodrome or Airstrip on a foreign continent.</data>
<data key="d1">Allows transport of land units using Airports.</data>
<data key="d2">Civic</data>
</node>
<node id="Recorded History">
<data key="d0">Classical Era</data>
<data key="d6">Build 2 Campus Districts.</data>
<data key="d1">+1 Governor title.</data>
<data key="d2">Civic</data>
</node>
<node id="Reformed Church">
<data key="d0">Renaissance Era</data>
<data key="d6">Have 6 cities following your Religion.</data>
<data key="d2">Civic</data>
</node>
<node id="Scorched Earth">
<data key="d0">Industrial Era</data>
<data key="d6">Build 2 Field Cannons.</data>
<data key="d1">+2 Envoys</data>
<data key="d2">Civic</data>
</node>
<node id="Social Media">
<data key="d0">Information Era</data>
<data key="d6">Research Telecommunications.</data>
<data key="d1">+1 Governor title.</data>
<data key="d2">Civic</data>
</node>
<node id="Space Race">
<data key="d0">Atomic Era</data>
<data key="d6">Build a Spaceport district.</data>
<data key="d2">Civic</data>
</node>
<node id="State Workforce">
<data key="d0">Ancient Era</data>
<data key="d6">Build any district.</data>
<data key="d1">+1 Governor title.</data>
<data key="d2">Civic</data>
</node>
<node id="Suffrage">
<data key="d0">Modern Era</data>
<data key="d6">Build 4 Sewers.</data>
<data key="d2">Civic</data>
</node>
<node id="The Enlightenment">
<data key="d0">Renaissance Era</data>
<data key="d6">Build 3 Great People.</data>
<data key="d1">Religious Tourism effects halved</data>
<data key="d2">Civic</data>
</node>
<node id="Theology">
<data key="d0">Classical Era</data>
<data key="d6">Found a Religion.</data>
<data key="d1">+1 Envoy</data>
<data key="d2">Civic</data>
</node>
<node id="Totalitarianism">
<data key="d0">Modern Era</data>
<data key="d6">Build 3 Military Academies.</data>
<data key="d2">Civic</data>
</node>
<node id="Urbanization">
<data key="d0">Industrial Era</data>
<data key="d6">Grow a city to 15 Population.</data>
<data key="d2">Civic</data>
</node>
<node id="American">
<data key="d2">Civilization</data>
<data key="d5">Civilization</data>
</node>
<node id="Arabian">
<data key="d2">Civilization</data>
<data key="d5">Civilization</data>
</node>
<node id="Australian">
<data key="d2">Civilization</data>
<data key="d5">Civilization</data>
</node>
<node id="Aztec">
<data key="d2">Civilization</data>
<data key="d5">Civilization</data>
</node>
<node id="Babylonian">
<data key="d2">Civilization</data>
<data key="d5">Civilization</data>
</node>
<node id="Brazilian">
<data key="d2">Civilization</data>
<data key="d5">Civilization</data>
</node>
<node id="Byzantine">
<data key="d2">Civilization</data>
<data key="d5">Civilization</data>
</node>
<node id="Chinese">
<data key="d2">Civilization</data>
<data key="d5">Civilization</data>
</node>
<node id="Egyptian">
<data key="d2">Civilization</data>
<data key="d5">Civilization</data>
</node>
<node id="English">
<data key="d2">Civilization</data>
<data key="d5">Civilization</data>
</node>
<node id="Ethiopian">
<data key="d2">Civilization</data>
<data key="d5">Civilization</data>
</node>
<node id="French">
<data key="d2">Civilization</data>
<data key="d5">Civilization</data>
</node>
<node id="Gallic">
<data key="d2">Civilization</data>
<data key="d5">Civilization</data>
</node>
<node id="German">
<data key="d2">Civilization</data>
<data key="d5">Civilization</data>
</node>
<node id="Gran Colombian">
<data key="d2">Civilization</data>
<data key="d5">Civilization</data>
</node>
<node id="Greek">
<data key="d2">Civilization</data>
<data key="d5">Civilization</data>
</node>
<node id="Indian">
<data key="d2">Civilization</data>
<data key="d5">Civilization</data>
</node>
<node id="Indonesian">
<data key="d2">Civilization</data>
<data key="d5">Civilization</data>
</node>
<node id="Japanese">
<data key="d2">Civilization</data>
<data key="d5">Civilization</data>
</node>
<node id="Khmer">
<data key="d2">Civilization</data>
<data key="d5">Civilization</data>
</node>
<node id="Kongolese">
<data key="d2">Civilization</data>
<data key="d5">Civilization</data>
</node>
<node id="Macedonian">
<data key="d2">Civilization</data>
<data key="d5">Civilization</data>
</node>
<node id="Mayan">
<data key="d2">Civilization</data>
<data key="d5">Civilization</data>
</node>
<node id="Norwegian">
<data key="d2">Civilization</data>
<data key="d5">Civilization</data>
</node>
<node id="Nubian">
<data key="d2">Civilization</data>
<data key="d5">Civilization</data>
</node>
<node id="Persian">
<data key="d2">Civilization</data>
<data key="d5">Civilization</data>
</node>
<node id="Polish">
<data key="d2">Civilization</data>
<data key="d5">Civilization</data>
</node>
<node id="Roman">
<data key="d2">Civilization</data>
<data key="d5">Civilization</data>
</node>
<node id="Russian">
<data key="d2">Civilization</data>
<data key="d5">Civilization</data>
</node>
<node id="Scythian">
<data key="d2">Civilization</data>
<data key="d5">Civilization</data>
</node>
<node id="Spanish">
<data key="d2">Civilization</data>
<data key="d5">Civilization</data>
</node>
<node id="Sumerian">
<data key="d2">Civilization</data>
<data key="d5">Civilization</data>
</node>
<node id="City Center">
<data key="d1">5 Housing if adjacent to a River, Lake, or Oasis. 3 Housing if adjacent to a Coast. 2 Housing otherwise. Aircraft Capacity: 1 Tile is always worked for free. Yields are at least 2 Food and 1 Production.</data>
<data key="d2">District</data>
</node>
<node id="Campus">
<data key="d1">Science-oriented District. Adds points towards Great Scientist. +1 Science from each adjacent Mountain. +1 Science from every 2 adjacent Rainforest and district tiles. +2 Science from each adjacent Reef tile. +2 Science from each adjacent Geothermal Fissure tile.</data>
<data key="d2">District</data>
</node>
<node id="Theater Square">
<data key="d1">Culture-oriented District. Adds points towards Great Writer, Great Artist and Great Musician. +2 Culture from each adjacent wonder. +1 Culture from every 2 adjacent district tiles. +2 Culture from each adjacent Entertainment Complex and Water Park tile. Buildings contain Great Work slots.</data>
<data key="d2">District</data>
</node>
<node id="Holy Site">
<data key="d1">Faith-oriented District. Adds points towards Great Prophet. +2 Faith from each adjacent natural wonder. +1 Faith from each adjacent Mountain. +1 Faith from every 2 adjacent Woods and district tiles. Allows Purchasing with Faith of Religious Units.</data>
<data key="d2">District</data>
</node>
<node id="Encampment">
<data key="d1">Military District. Adds points towards Great General. Has a defense value and can fight as the City Center. Produced military units appear here. Cannot be built next to the City Center.</data>
<data key="d2">District</data>
</node>
<node id="Commercial Hub">
<data key="d1">Commerce-oriented District. Adds points towards Great Merchant. +2 Gold from each adjacent river and Harbor. +1 Gold from every 2 adjacent district tiles. +1 Trade Route capacity if the city does not have a Harbor.</data>
<data key="d2">District</data>
</node>
<node id="Harbor">
<data key="d1">Seafaring District. Adds points towards Great Admiral. +1 Gold from each adjacent coastal resource. +1 Gold from every 2 adjacent district tiles. +2 Gold from adjacent City Center. +1 Trade Route capacity if the city does not have a Commercial Hub. Must be built on Coast or Lakes Terrain adjacent to land. Produced ships will appear here. Landlocked cities with this District may produce ships. Removes the Movement penalty for embarking and disembarking to and from this tile.</data>
<data key="d2">District</data>
</node>
<node id="Industrial Zone">
<data key="d1">Production-oriented District. Adds points towards Great Engineer. +1 Production from each adjacent Quarry. +1 Production from each adjacent Mine. +1 Production from every 2 adjacent district tiles. +1 Production from each adjacent strategic resource. +1 Production from every 2 adjacent Mine or Lumber Mill. +2 Production from every Aqueduct, Bath, Canal or Dam. Some District buildings' bonuses extend to each city within 6 tiles.</data>
<data key="d2">District</data>
</node>
<node id="Entertainment Complex">
<data key="d1">Amenity-boosting district. Mutually exclusive with Water Park. +1 Amenity Some District buildings' bonuses extend to each city within 6 tiles.</data>
<data key="d2">District</data>
</node>
<node id="Aqueduct">
<data key="d1">Housing from water is increased by 2 or set to 6, whichever is higher. Must be built adjacent to both the City Center and one of the following: River, Lake, Oasis, or Mountain. Ignores the normal population requirements for district construction.</data>
<data key="d2">District</data>
</node>
<node id="Neighborhood">
<data key="d1">Gives Housing based on tile's Appeal: Breathtaking: +6 Charming: +5 (The Mbanza provides this much Housing regardless of Appeal.) Average: +4 Uninviting: +3 Disgusting: +2 Ignores the normal population requirements for district construction. Any number of Neighborhood or Mbanza districts may be built in a city.</data>
<data key="d2">District</data>
</node>
<node id="Aerodrome">
<data key="d1">Aircraft-building District (only cities with this District may built aircraft). Cannot be built on Hills. Aircraft Capacity: +4 (+4 more with Buildings) Aircraft Capacity: +2 (+2 more with Buildings)</data>
<data key="d2">District</data>
</node>
<node id="Spaceport">
<data key="d1">Enables projects leading to the Science Victory. Cannot be built on Hills. Ignores the normal population requirements for district construction.</data>
<data key="d2">District</data>
</node>
<node id="Diplomatic Quarter">
<data key="d1">Diplomacy and espionage-oriented District. May only be built once per civilization. +1 Culture (+1 Diplomatic Favor) from each Delegation or Embassy from a foreign civilization through diplomacy. +1 Envoy when built next to the City Center. Enemy Spies operate at 2 levels below normal when targeting this district or adjacent districts.</data>
<data key="d2">District</data>
</node>
<node id="Observatory">
<data key="d2">District</data>
<data key="d5">Civilization</data>
</node>
<node id="Acropolis">
<data key="d2">District</data>
<data key="d5">Civilization</data>
</node>
<node id="Lavra">
<data key="d2">District</data>
<data key="d5">Civilization</data>
</node>
<node id="Royal Navy Dockyard">
<data key="d2">District</data>
<data key="d5">Civilization</data>
</node>
<node id="Hansa">
<data key="d2">District</data>
<data key="d5">Civilization</data>
</node>
<node id="Oppidum">
<data key="d2">District</data>
<data key="d5">Civilization</data>
</node>
<node id="Street Carnival">
<data key="d2">District</data>
<data key="d5">Civilization</data>
</node>
<node id="Hippodrome">
<data key="d2">District</data>
<data key="d5">Civilization</data>
</node>
<node id="Bath">
<data key="d2">District</data>
<data key="d5">Civilization</data>
</node>
<node id="Mbanza">
<data key="d2">District</data>
<data key="d5">Civilization</data>
</node>
<node id="Chiefdom">
<data key="d0">Ancient Era</data>
<data key="d7">2</data>
<data key="d8">Military: 1, Economic: 1, Diplomatic: 0, Wildcard: 0</data>
<data key="d2">Government</data>
</node>
<node id="Autocracy">
<data key="d0">Classical Era</data>
<data key="d7">4</data>
<data key="d8">Military: 2, Economic: 1, Diplomatic: 0, Wildcard: 1</data>
<data key="d1">Capital receives +1 boost to all yields. 10% Bonus to wonder production. +10% Production toward Wonders.</data>
<data key="d9">Additional +1% Bonus to wonder production every 20 turns.</data>
<data key="d2">Government</data>
</node>
<node id="Classical Republic">
<data key="d0">Classical Era</data>
<data key="d7">4</data>
<data key="d8">Military: 0, Economic: 2, Diplomatic: 1, Wildcard: 1</data>
<data key="d1">All cities with a district receive +1 Amenity. 15% Bonus to Great People point generation. +15% Great Person points.</data>
<data key="d9">Additional +1% Bonus to Great People point generation every 15 turns.</data>
<data key="d2">Government</data>
</node>
<node id="Oligarchy">
<data key="d0">Classical Era</data>
<data key="d7">4</data>
<data key="d8">Military: 1, Economic: 1, Diplomatic: 1, Wildcard: 1</data>
<data key="d1">All land melee units gain +4 Combat Strength. 20% Bonus experience for units. +20% Unit Experience.</data>
<data key="d9">Additional +1% Bonus experience for units every 5 turns.</data>
<data key="d2">Government</data>
</node>
<node id="Merchant Republic">
<data key="d0">Renaissance Era</data>
<data key="d7">6</data>
<data key="d8">Military: 1, Economic: 2, Diplomatic: 1, Wildcard: 2</data>
<data key="d1">+2 Trade Routes. 15% Discount on Gold purchases. +15% Production toward Districts.</data>
<data key="d9">Additional +1% Discount on Gold purchases every 15 turns.</data>
<data key="d2">Government</data>
</node>
<node id="Monarchy">
<data key="d0">Medieval Era</data>
<data key="d7">6</data>
<data key="d8">Military: 3, Economic: 1, Diplomatic: 1, Wildcard: 1</data>
<data key="d1">+2 Housing in any city with medieval walls. 20% Bonus influence points. +50% Influence Points.</data>
<data key="d9">Additional +1% Bonus influence points every 10 turns.</data>
<data key="d2">Government</data>
</node>
<node id="Theocracy">
<data key="d0">Renaissance Era</data>
<data key="d7">6</data>
<data key="d8">Military: 2, Economic: 2, Diplomatic: 1, Wildcard: 1</data>
<data key="d1">Can buy land combat units with Faith. All units gain +5 Religious Strength in theological combat. 15% Discount on faith purchases. 15% Discount on Purchases with Faith.</data>
<data key="d9">Additional +1% Discount on Faith purchases every 15 turns.</data>
<data key="d2">Government</data>
</node>
<node id="Communism">
<data key="d0">Modern Era</data>
<data key="d7">8</data>
<data key="d8">Military: 3, Economic: 3, Diplomatic: 1, Wildcard: 1</data>
<data key="d1">Land units gain +4 Defense Strength. Industrial Zone districts can defend. 10% bonus on all Production. +15% Production. +10% Science.</data>
<data key="d9">Additional +1% bonus on all Production every 20 turns.</data>
<data key="d2">Government</data>
</node>
<node id="Democracy">
<data key="d0">Modern Era</data>
<data key="d7">8</data>
<data key="d8">Military: 1, Economic: 3, Diplomatic: 2, Wildcard: 2</data>
<data key="d1">Patronage of Great People costs 50% less Gold. 30% bonus yields from district projects. 25% Discount on Purchases with Gold. 15% Discount on Purchases with Gold.</data>
<data key="d9">Additional +1% bonus yields from district projects every 10 turns.</data>
<data key="d2">Government</data>
</node>
<node id="Fascism">
<data key="d0">Modern Era</data>
<data key="d7">8</data>
<data key="d8">Military: 4, Economic: 1, Diplomatic: 1, Wildcard: 2</data>
<data key="d1">All combat units gain +4 Combat Strength. 20% bonus on unit production. +50% Production toward Units.</data>
<data key="d9">Additional +1% bonus on unit production every 10 turns.</data>
<data key="d2">Government</data>
</node>
<node id="Airstrip">
<data key="d10">Flat terrain</data>
<data key="d1">-1 Appeal, +3 Aircraft Capacity., Built by a Military Engineer.</data>
<data key="d2">Improvement</data>
</node>
<node id="Alcázar">
<data key="d10">Cannot be built adjacent to another Alcázar.</data>
<data key="d1">+2 Culture, Occupying unit receives +4 Defense Strength and 2 turns of fortification.</data>
<data key="d11">Faith</data>
<data key="d2">Improvement</data>
<data key="d5">Civilization</data>
</node>
<node id="Batey">
<data key="d10">Cannot be built on hills or adjacent to another Batey.</data>
<data key="d1">+1 Culture, +1 Culture for every adjacent Bonus Resource and Entertainment Complex, increasing to +2 Culture (with Exploration)., Provides Tourism after researching Flight</data>
<data key="d11">Faith</data>
<data key="d2">Improvement</data>
<data key="d5">Civilization</data>
</node>
<node id="Camp">