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<?xml version="1.0"?> <!-- edited with XML Spy v4.4 U (http://www.xmlspy.com) by Isaac Ellis (Big Huge Games) --> <!--==================================================--> <!----> <!--RULES.XML - Rise of Nations - Copyright (c) 2003 Big Huge Games Inc.--> <!----> <!--==================================================--> <!----> <!-- edited with XMLSPY v5 rel. 2 U (http://www.xmlspy.com) by Brian Reynolds (Big Huge Games) --> <!--NO LOCALIZATION--> <ROOT> <!--LOCALIZATION: Do NOT translate below. These are lookups.--> <CONSTANTS> <!----> <!--Map distances and speeds are specified as multiples or fractions of a "tile" (aka "TCoord") . A farm is 4 TCoords wide, or 1 WCoord wide.--> <!--so smaller denominators make larger distances/faster speeds. "0" denom specifies--> <!--no distance/speed. Largest denominator allowed is 192.--> <!--Times are specified in "frames" or fifteenths of seconds (so 75 = five seconds at "normal" 1:1 speed). --> <!----> <UNIT_FORMATION_SPACING value="1/16 tile (calibration for unit spacing in formations)"/> <UNIT_MOVE_SPEED value="1/192 tile (granularity for unit movement speeds)"/> <UNIT_TURN_SPEED value="1/1 rate (master control for unit turn speed)"/> <UNIT_PACK_TURN_BONUS value="2x (units turn faster when packed)"/> <UNIT_BLOCK_RADIUS value="1 UCoord (master calibration for unit blocking)"/> <UNIT_GUY_SPACING value="1/16 tile (calibration for spacing within a foot unit)"/> <UNIT_RESPOND_RANGE value="12 tiles: distance units normally look for enemies to attack, or whatever. (BR 12/20/2002-- turned this up now that defensive has its own) "/> <UNIT_DEFENSIVE_RESPOND_RANGE value="4 tiles (This seems to keep people from blindly wandering into as many forts, while still letting the melee units respond reasonably)"/> <SHIP_DEFENSIVE_RESPOND_RANGE value="8 tiles (Ships need a better respond range so fire ships won't just sit there)"/> <UNIT_GUARD_RESPOND_RANGE value="8 tiles (BR 1/16/2003 -- figured this should be smaller than 12)"/> <UNIT_BUILD_RESPOND_RANGE value="12 tiles"/> <UNIT_GATHER_RESPOND_RANGE value="32 tiles"/> <AIRCRAFT_RESPOND_RANGE value="10 tiles (BR 1/16/2003 -- made this smaller so that planes don't go wandering all over the place into air defenses)"/> <BOMBER_RESPOND_RANGE value="12 tiles "/> <TARGET_RADIUS value="1/2 tile (calibration for target sizes)"/> <MILITARY_TRANSPORT_BONUS value="2 speed bonus for transports per military tech"/> <RANGE_INACCURACY value="1/100 -percent per # tiles"/> <HEIGHT_INCREMENT value="200 z (whatever that means, I don't think it's in TCoords)"/> <HEIGHT_BONUS value="10% per increment"/> <FLANK_BONUS value="50% per level of flank (max bonus is twice this number)"/> <CAVALRY_FLANK_BONUS value="40% (of base flank bonus)"/> <VEHICLE_FLANK_BONUS value="33% (of base flank bonus)"/> <ROCKY_MODIFIER value="2/3 (light infantry in rocks)"/> <OVERKILL_FRAMES value="30 (unit hit twice or more w/in this time period receives attenuated damage from second and subsequent hits). Does not apply to damage from buildings."/> <OVERKILL_DAMAGE value="1/3"/> <ENTRENCHMENT_MODIFIER value="2/3"/> <RIVER_MODIFIER value="2/1 (units take more damage in rivers)"/> <RECAPTURE_CITY_MODIFIER value="2/1"/> <ONE_AGE_DOWN value="15%"/> <TWO_AGES_DOWN value="20%"/> <THREE_AGES_DOWN value="25%"/> <FOUR_AGES_DOWN value="30%"/> <FIVE_AGES_DOWN value="35%"/> <UNIT_TRAIN_DISTANCE value="3/2 tile"/> <UNIT_TRAIN_MAX_DISTANCE value="5/2 tile"/> <BOAT_TRAIN_DISTANCE value="3/2 tile"/> <BOAT_TRAIN_MAX_DISTANCE value="8 tile"/> <BOAT_GARRISON_MAX_DISTANCE value="3 tile"/> <UNIT_BOARD_DISTANCE value="3/1 tile"/> <UNIT_DISEMBARK_DISTANCE value="3/1 tile"/> <AIR_UNIT_MANA_RECHARGE value="2 craft per frame"/> <MAX_AIRCRAFT_PER_CARRIER value="7"/> <MAX_AIRCRAFT_PER_AIRBASE value="10"/> <DOCK_RADIUS value="12 tiles"/> <MINE_RADIUS value="6 tiles"/> <WOODCUTTER_RADIUS value="8 tiles"/> <FORT_UPGRADE_TERR entry0="2" entry1="4" entry2="6" entry3="9"/> <TEMPLE_UPGRADE_TERR entry0="2" entry1="4" entry2="6" entry3="9" entry4="12"/> <CIVIC_UPGRADE_TERR entry0="0" entry1="1" entry2="2" entry3="4" entry4="6" entry5="8" entry6="11" entry7="14"/> <CAPITAL_TERRITORY_BONUS value="6"/> <CITY_UPGRADE_TERR entry0="0" entry1="3" entry2="6"/> <FORT_TERRITORY_MULTIPLIER value="4"/> <CITY_TERRITORY_MULTIPLIER value="4"/> <TERRITORY_BASE value="24 tiles"/> <TERRITORY_LIMIT_BASE value="44 tiles"/> <TERRITORY_LIMIT_CIVIC value="4 tiles"/> <TERRITORY_LIMIT_CITY value="4 tiles"/> <TERRITORY_DEN value="5"/> <TERRITORY_NUM value="11 (Numerator + (CityorFortMultiplier * BorderBonuses))/Denominator"/> <CITY_CENTER_RADIUS value="20 tiles"/> <CITY_CENTER_POP_RADIUS value="4 tiles"/> <CITY_CAPTURE_RADIUS value="10 tiles"/> <CITY_SPACING value="24 Tiles"/> <RELAX_CITY_SPACING value="6 Tiles"/> <FIRST_CITY_NEAR_COAST value="16 Tiles"/> <FORT_SPACING value="12 Tiles"/> <FORT_TO_ENEMY_CITY_SPACING value="32 Tiles"/> <CITY_BUILDINGS value="5"/> <METRO_BUILDINGS value="9"/> <BUILDING_HP_UPGRADE value="10% per level"/> <TEMPLE_UPGRADE_HP entry0="25%" entry1="50%" entry2="100%" entry3="150%" entry4="200%"/> <TEMPLE_UPGRADE_RANGE entry0="1" entry1="2" entry2="3" entry3="4" entry4="5"/> <FORT_UPGRADE_LOS entry0="0" entry1="2" entry2="4" entry3="6" entry4="8"/> <FORT_UPGRADE_RANGE entry0="0" entry1="1" entry2="2" entry3="3" entry4="4"/> <TOWER_FORT_RANGE entry0="0" entry1="1" entry2="2" entry3="3"/> <TOWER_FORT_LOS entry0="0" entry1="2" entry2="4" entry3="6"/> <ATTRITION_UPGRADE entry0="25% (decrease from Forage)" entry1="50% (total net decrease from Supply)" entry2="75% (total net decrease from Logistics)" entry3="100% (not used)"/> <ATTRITION_IMPROVED entry0="1" entry1="2" entry2="4" entry3="8"/> <SPY_UPGRADE_HP entry0="15" entry1="45" entry2="90" entry3="150"/> <SIEGE_ATTRITION value="50% reduction"/> <MILITIA_ATTRITION value="300% increase"/> <ATTRITION_AGED_UP value="25% increase"/> <TROOPS_UPGRADE_LOS value="2"/> <SPY_UPGRADE_LOS value="2"/> <SPY_BRIBE_UPGRADE_RANGE value="2"/> <SPY_INFORMER_UPGRADE_RANGE value="3"/> <GENERAL_UPGRADE_LOS value="2"/> <SPY_GENERAL_COST value="50% with bonus"/> <JAM_UNIT_RADAR_PROB value="50%"/> <UNIT_RATE_BASE value="6/5 base rate (See BR before adjusting)"/> <UNIT_RATE_PROGRESSION value="3/4 progression (See BR before adjusting)"/> <ACCEL_TRAIN value="1/1 speed (Please don't use except on your own machine for testing; for main line game adjust times individually -- BR)"/> <ACCEL_CONSTRUCT value="1/1 speed (Please don't use except on your own machine for testing; for main line game adjust times individually -- BR)"/> <ACCEL_RESEARCH value="1/1 speed (Please don't use except on your own machine for testing; for main line game adjust times individually -- BR)"/> <STARTING_GOODS entry0="200food
" entry1="200timb" entry2="100gd" entry3="100know" entry4="100met" entry5="100oil"/> <BASIC_GATHER entry0="0food" entry1="0timb
" entry2="0gd" entry3="0know" entry4="0met" entry5="0oil"/> <CITY_GATHER entry0="10food" entry1="10timb
" entry2="0gd" entry3="0know" entry4="0met" entry5="0oil"/> <GATHER_RATE value="450 frames"/> <PEASANT_RATE value="10 resources"/> <SCHOLAR_RATE entry0="5" entry1="7" entry2="10" entry3="15" entry4="20" entry5="25"/> <OIL_RATE value="35 oil"/> <FARMS_PER_CITY_BASE value="5"/> <FARMS_PER_CITY_LEVEL value="0"/> <FISHERMEN_BONUS entry0="0%" entry1="50%" entry2="100%" entry3="200%" entry4="200%"/> <GRANARY_BONUS entry0="20%" entry1="50%" entry2="100%" entry3="200%" entry4="250%"/> <LUMBERMILL_BONUS entry0="20%" entry1="50%" entry2="100%" entry3="200%" entry4="250%"/> <SMELTER_BONUS entry0="50%" entry1="100%" entry2="150%" entry3="200%" entry4="250%"/> <REFINERY_BONUS value="33% per refinery"/> <BASE_TRIBUTE value="51% of gift gets through"/> <COMMERCE_TRIBUTE value="7% additional gift gets through"/> <CITY_PLUNDER_PER_LEVEL value="100"/> <CAPITAL_PLUNDER value="500"/> <CAPITAL_PLUNDER_ASSASSIN value="500 (times number of players eliminated so far)"/> <MERCHANTS_BONUS entry0="100%" entry1="120%" entry2="150%" entry3="200%" entry4="300%"/> <VILLAGE_TAXES value="0 bonus wealth"/> <BUILDING_TAXES value="0 bonus wealth (per building in village/city)"/> <MARKET_TAXES value="10 bonus wealth (+ amount above for just being a building)"/> <TEMPLE_TAXES value="0 bonus wealth (+ amount above for just being a building)"/> <TERRITORY_TAXES entry0="0%" entry1="50%" entry2="100%" entry3="200%" entry4="300%"/> <VILLAGE_LITERACY value="0 bonus knowledge"/> <UNIVERSITY_LITERACY value="10 bonus knowledge"/> <LIBRARY_LITERACY value="0 bonus knowledge"/> <UNIT_COST_FACTOR value="10 resources"/> <BUILD_COST_FACTOR value="10 resources"/> <TECH_COST_FACTOR value="10 resources"/> <SPELL_COST_FACTOR value="10 resources"/> <TECH_SCIENCE_DISCOUNT value="10 percent"/> <TECH_SCIENCE_SPEEDUP value="10 percent"/> <TECH_AGE_BEHIND_DISCOUNT value="10 percent"/> <TECH_AGE_BEHIND_KNOWLEDGE_DISCOUNT value="20 percent"/> <TECH_COLOR_BEHIND_DISCOUNT value="10 percent"/> <TECH_COLOR_BEHIND_KNOWLEDGE_DISCOUNT value="20 percent"/> <BUILD_SUPPORT_FACTOR value="1 resources"/> <DISBAND_CITY_RATE value="400% normal raze time for a building"/> <MILITARY_UPGRADE_DISCOUNT value="10% per level ahead"/> <MILITARY_UNIT_DISCOUNT value="5% per level ahead"/> <UNIT_REFIT_MAX_COST value="40 delta per resource type per unit"/> <UNIT_SCHOLAR_RAMP_MAX value="2000% additional ramping cost max"/> <UNIT_WORKER_RAMP_MAX value="500% additional ramping cost max"/> <UNIT_OTHER_CIVILIAN_RAMP_MAX value="200% additional ramping cost max"/> <UNIT_MILITARY_RAMP_MAX value="125% additional ramping cost max"/> <RESEARCH_PREMIUM value="1/1 times base cost (Please don't use except on your own machine for testing; for main line game adjust times individually -- BR)"/> <RESEARCH_TICK_PREMIUM value="1/1 times base time (Please don't use except on your own machine for testing; for main line game adjust times individually -- BR)"/> <RAMP_FINAL value="50% additional knowledge cost per final tech already researched"/> <PLUNDER value="100% of raze value"/> <CARAVAN_PLUNDER value="50"/> <GENERAL_PLUNDER value="100"/> <CAPITAL_BUILD_TIME value="300% of normal city build time (this is for nomad games only)"/> <MIN_POP_LIMIT value="0 pop cap"/> <POP_CAP entry0="25" entry1="50" entry2="75" entry3="100" entry4="125" entry5="150" entry6="175" entry7="200 pop cap"/> <MILITARY_POP value="0 pop cap"/> <VILLAGE_POP value="0 pop cap"/> <GRANARY_POP value="0 pop cap"/> <MAX_POP_LIMIT value="300 pop cap"/> <COMMANDO_MIN_DAMAGE value="200"/> <SPECIAL_MIN_DAMAGE value="400"/> <ELITE_MIN_DAMAGE value="800"/> <COMMERCE_CAP entry0="70" entry1="100" entry2="150" entry3="200" entry4="260" entry5="320" entry6="400" entry7="500 commerce cap"/> <LUMBER_COMMERCE value="10 commerce cap"/> <GLOBAL_PROSPERITY value="25%"/> <PYRAMIDS_COMMERCE value="50 commerce cap"/> <PYRAMIDS_CITY_LIMIT value="1 city"/> <PYRAMIDS_FOOD value="20% increase"/> <COLOSSUS_COMMERCE value="50 commerce cap"/> <COLOSSUS_WEALTH value="30% increase"/> <COLOSSUS_POP_CAP value="50"/> <COLOSSUS_CARAVAN value="0"/> <TERRA_COTTA_ATTACK value="0"/> <TERRA_COTTA_COST value="0% reduction"/> <TERRA_COTTA_FREE value="30 seconds"/> <TERRA_COTTA_RANGE value="0"/> <TERRA_COTTA_DELAY value='7 fifteenths of a second (but 7 == "half a second")'/> <COLOSSEUM_TERRITORY_BONUS value="3"/> <COLOSSEUM_ATTRITION value="50% increase to attrition caused"/> <COLOSSEUM_FORT_RANGE value="0"/> <COLOSSEUM_FORT_BORDERS value="0"/> <COLOSSEUM_FORT_UPGRADES value="0"/> <COLOSSEUM_FORT_COST value="20% cheaper"/> <COLOSSEUM_BARRACKS_COST value="0% cheaper"/> <TIKAL_TIMBER value="50% income bonus"/> <TIKAL_TIMBER_COMMERCE value="100 commerce cap bonus"/> <TIKAL_TEMPLE_BORDERS value="50%"/> <TIKAL_TEMPLE_RANGE value="50%"/> <TIKAL_TEMPLE_HP value="50%"/> <TIKAL_TEMPLE_COST value="0% cost reduction"/> <TIKAL_TEMPLE_UPGRADES value="0 (1 = enable; 0 = disable)"/> <PORCELAIN_SHIPS value="50% creation speed"/> <PORCELAIN_RARE value="200% income"/> <PORCELAIN_MARKET value="300% bonus wealth"/> <ANGKOR_RESEARCH value="0% "/> <ANGKOR_METAL value="50% income bonus"/> <ANGKOR_METAL_COMMERCE value="100 commerce cap bonus"/> <ANGKOR_SHIPS value="25% cost reduction"/> <VERSAILLES_KNOWLEDGE_COSTS value="50% decrease"/> <VERSAILLES_AFFECTS_UNIVERSITY_UPGRADES value="0 (0 = no; 1 = research discount affects university upgrades)"/> <VERSAILLES_AFFECTS_MISC_UPGRADES value="0 (0 = no; 1 = research discount affects non-Library tech other than University upgrades)"/> <VERSAILLES_UNITS_MOVE value="25% faster"/> <VERSAILLES_BUILDING_SPEED value="0% faster"/> <VERSAILLES_SUPPLY_HEAL_RATE value="20 frames"/> <VERSAILLES_GENERALS_NO_KNOWLEDGE value="0 (1 = enable, 0 = disable)"/> <TAJ_BUILDING_HP value="100% bonus"/> <TAJ_WEALTH value="100% income bonus"/> <TAJ_WEALTH_COMMERCE value="300 commerce cap bonus"/> <TAJ_CARAVAN_LIMIT value="0 Caravans"/> <TAJ_FARMS value="0 extra"/> <KREMLIN_COMMERCE value="200 commerce cap bonus"/> <KREMLIN_ATTRITION value="100% increase to attrition caused"/> <KREMLIN_SPY value="30 (0 = disable; non-zero = how many seconds to respawn)"/> <KREMLIN_FARMS value="0 extra"/> <LIBERTY_UNITS value="0% faster creation"/> <LIBERTY_FREE_UPGRADES value="1 (1 = enable; 0 = disable)"/> <LIBERTY_ATTRITION value="100% reduction of attrition received"/> <LIBERTY_SIEGE_RANGE value="0"/> <LIBERTY_BOMBERS value="33% cheaper"/> <LIBERTY_AIR_DEFENSE value="33% cheaper"/> <LIBERTY_MISSILES value="0% cheaper"/> <EIFFEL_OIL value="100% income bonus"/> <EIFFEL_OIL_COMMERCE value="200 commerce cap bonus"/> <EIFFEL_SIEGE_RANGE value="0"/> <EIFFEL_TOWER_TERRITORY_BONUS value="6"/> <SUPER_BUY value="125 is maximum buy price"/> <SUPER_SELL value="50 is minimum sell price"/> <SUPER_MISSILES value="0% cost increase to enemy missiles"/> <SUPER_IMMUNE value="0 (1 = enable; 0 = disable)"/> <SPACE_AIR_RANGE value="0% bonus"/> <SPACE_AIR_ATTACK value="0% bonus"/> <SPACE_AIR_SPEED value="100% bonus"/> <SPACE_AIR_COST value="50% cheaper"/> <AZTEC_SLAY_BONUS value="15 resources"/> <AZTEC_SLAY_CAP value="60 resources"/> <AZTEC_BARRACKS_LIGHT value="1"/> <AZTEC_MAX_LIGHT value="3"/> <AZTEC_PLUNDER value="100%"/> <MAYA_GARRISON_ARROWS value="2"/> <MAYA_BUILDING_TIMBER value="33% reduction"/> <MAYA_BUILDING_HP value="50% bonus"/> <MAYA_BUILDING_SPEED value="50% bonus"/> <INCA_WEALTH_CAP value="33% bonus"/> <INCA_WEALTH_PER_MINER value="10"/> <INCA_REFUND value="25%"/> <BANTU_CITY_LIMIT value="1"/> <BANTU_POP_CAP value="100%"/> <BANTU_FINAL_POP_CAP value="25%"/> <BANTU_UNIT_UPGRADES value="1 (1 = enabled, 0 = disabled)"/> <BANTU_UNITS_MOVE value="25% faster"/> <BANTU_CITY_COST value="75% cheaper"/> <NUBIAN_RARE value="50% resource bonus"/> <NUBIAN_CARAVAN_LIMIT value="1"/> <NUBIAN_FREE_CARAVAN value="0 (1 = enabled, 0 = disabled)"/> <NUBIAN_MERCHANTS value="50% cheaper"/> <NUBIAN_HIT_POINTS value="50% more"/> <NUBIAN_MARKET_PRICES value="20"/> <GREEK_RESEARCH_SPEED value="100% bonus"/> <GREEK_RESEARCH_COST value="10% cost reduction"/> <GREEK_KNOWLEDGE_EARLY value="1 (1 = enabled, 0 = disabled)"/> <GREEK_UNIVERSITY_EARLY value="2 (2 = start with one, 1 = enabled, 0 = disabled)"/> <GREEK_START_SCHOLARS value="0"/> <GREEK_AGE_KNOWLEDGE value="0% of food cost of all converted"/> <GREEK_CLASSICAL value="0% of food cost converted"/> <GREEK_LIBRARY_COST value="50% discount"/> <GREEK_SCHOLARS_FAST value="0% faster"/> <GREEK_DELAY_KNOWLEDGE value="1 (0 = get normal starting knowledge; 1 = only get starting knowledge in Classical Age)"/> <ROMAN_FORT_HP value="0% bonus"/> <ROMAN_FORT_RANGE value="0"/> <ROMAN_FORT_BORDERS value="3"/> <ROMAN_FORT_COST value="25% cost reduction"/> <ROMAN_FORT_EARLY value="1 (1 = enabled, 0 = disabled)"/> <ROMAN_BARRACKS_LEGION value="1"/> <ROMAN_AGE_FOR_1_LEGION value="0"/> <ROMAN_AGE_FOR_2_LEGIONS value="3"/> <ROMAN_AGE_FOR_3_LEGIONS value="5"/> <ROMAN_MAX_LEGION value="3"/> <ROMAN_CITY_GATHER value="10"/> <ROMAN_LEGION_CHEAP value="10% cost reduction"/> <ROMAN_LEGION_FAST value="10% faster creation speed"/> <EGYPTIAN_WONDERS value="25% cost reduction"/> <EGYPTIAN_GRANARY_EARLY value="2 (2 = enabled and start with one, 1 = enabled, 0 = disabled)"/> <EGYPTIAN_GRANARY_UPGRADES value="1 (1 = enabled, 0 = disabled)"/> <EGYPTIAN_SCHOLARS_FOOD value="0 (1 = enabled, 0 = disabled)"/> <EGYPTIAN_WONDERS_EARLY value="1 (1 = enabled, 0 = disabled)"/> <EGYPTIAN_FARMS_PER_CITY_BASE value="7"/> <EGYPTIAN_FOOD_COMMERCE value="10%"/> <EGYPTIAN_FARM_WEALTH value="2"/> <TURK_SIEGE_RANGE value="3"/> <TURK_SIEGE_LOS value="3"/> <TURK_ASSIMILATE value="200% faster"/> <TURK_CITIZEN value="33% cheaper"/> <TURK_FREE_SIEGE value="2"/> <TURK_FREE_SIEGE_UPGRADES value="1"/> <TURK_PACK value="100% of normal time"/> <TURK_MILITARY_CHEAP value="33% reduction"/> <SPANISH_LOS value="3"/> <SPANISH_EXTRA_SCOUT value="1"/> <SPANISH_FREE_TRIREME value="1"/> <SPANISH_RUINS_BASE value="30"/> <SPANISH_RUINS value="35"/> <SPANISH_COMMANDOS value="1"/> <SPANISH_SCOUT_UPGRADES value="1"/> <FRENCH_SUPPLY_HEAL_RATE value="20 frames"/> <FRENCH_SPECIAL_CRAFT value="0% bonus"/> <FRENCH_SPECIAL_COST value="0% reduction"/> <FRENCH_SPECIAL_SPEED value="0% faster creation"/> <FRENCH_SIEGE_COST value="25% cost reduction"/> <FRENCH_SIEGE_SPEED value="50% faster"/> <FRENCH_SIEGE_MOVE value="25% faster"/> <FRENCH_FREE_GENERAL value="1 (1 = enabled, 0 = disabled)"/> <FRENCH_FREE_SUPPLY value="1 (1 = enabled, 0 = disabled)"/> <FRENCH_ENTRENCH value="100% of usual time."/> <FRENCH_LUMBERMILL_EARLY value="2"/> <FRENCH_LUMBERMILL_UPGRADES value="1"/> <FRENCH_WOODIES value="2"/> <FRENCH_TIMBER_COMMERCE value="10% bonus"/> <BRITISH_COMMERCE value="25% bonus"/> <BRITISH_SHIP_SPEED value="33% faster creation"/> <BRITISH_ARCHER_SPEED value="0% faster creation"/> <BRITISH_ARCHER_UPGRADES value="1 (1 = enabled, 0 = disabled)"/> <BRITISH_AA_COST value="25% cost reduction"/> <BRITISH_AA_SPEED value="33% faster creation"/> <BRITISH_FREE_SHIP value="0"/> <BRITISH_TAXATION value="100% increase"/> <BRITISH_TOWER_RANGE value="2 range increase"/> <GERMAN_SUBMARINE_COST value="25% cost reduction"/> <GERMAN_SUBMARINE_SPEED value="33% faster creation"/> <GERMAN_AIR_SPEED value="33% faster creation"/> <GERMAN_FREE_FIGHTER value="2 "/> <GERMAN_FREE_BOMBER value="0"/> <GERMAN_METAL_EARLY value="0 (1 = enabled, 0 = disabled)"/> <GERMAN_METAL_UPGRADES value="0 (1 = enabled, 0 = disabled)"/> <GERMAN_MINE_COST value="0% cheaper"/> <GERMAN_MINERS value="0"/> <GERMAN_HEAVY_INFANTRY value="0 (1 = enabled; 0 = disabled)"/> <GERMAN_INDUSTRY_UPGRADES value="0 (1 = enabled; 0 = disabled) (this is the completely free version)"/> <GERMAN_INDUSTRY_DISCOUNT value="50% discount"/> <GERMAN_COMPLETION_BONUS value="50% extra resources for building completion bonuses"/> <GERMAN_BUILDINGS_EARLY value="1 (1 = enabled; 0 = disabled)"/> <GERMAN_INDUSTRY_EARLY value="1 (1 = enabled; 0 = disabled)"/> <GERMAN_CITY_GATHER value="5"/> <RUSSIAN_ATTRITION value="100% bonus"/> <RUSSIAN_ATTRITION_UPGRADES value="1"/> <RUSSIAN_OIL value="20% bonus"/> <RUSSIAN_BORDERS value="0"/> <RUSSIAN_BORDERS_PER_AGE value="1"/> <RUSSIAN_COMMUNISM value="0"/> <RUSSIAN_SPY_COST value="50% cheaper"/> <RUSSIAN_COSSACK_DAMAGE value="25% bonus"/> <CHINESE_KNOWLEDGE_UPGRADES value="0 (1 = enabled, 0 = disabled)"/> <CHINESE_HERBAL_LORE value="1"/> <CHINESE_SCIENCE_DISCOUNT value="20%"/> <CHINESE_CITIZEN_INSTANT value="1"/> <CHINESE_CITIZEN_CREATION value="100% faster"/> <CHINESE_LARGE_CITY value="1 (1 = enabled, 0 = disabled)"/> <CHINESE_LARGE_CITIES value="1 (1 = enabled, 0 = disabled)"/> <JAPANESE_DAMAGE value="-5% bonus vs. buildings (negative is per age)"/> <JAPANESE_BARRACKS_COST value="-7% cost reduction (negative is per age)"/> <JAPANESE_BARRACKS_SPEED value="-10% faster creation (negative is per age)"/> <JAPANESE_SHIP_COST value="10% discount"/> <JAPANESE_AIRCRAFT_CARRIERS_SPEED value="33% faster"/> <JAPANESE_FISHING_BOATS value="25% increase"/> <JAPANESE_CARRIER_SPEED value="33% faster creation"/> <JAPANESE_FARMS_CHEAPER value="50% cheaper"/> <KOREAN_START_CITIZEN value="3"/> <KOREAN_FREE_CITIZEN value="5"/> <KOREAN_CITIZENS entry0="1" entry1="3" entry2="5" entry3="5" entry4="5" entry5="5" entry6="5" entry7="5" entry8="5"/> <KOREAN_TEMPLE_UPGRADES value="2 (1 = enable, 0 = disable, 2 = enable and start with one)"/> <KOREAN_TEMPLE_TAX_UPGRADES value="1 (1 = enable, 0 = disable)"/> <KOREAN_MILITIA_UPGRADES value="1"/> <KOREAN_BUILD_UNDER_FIRE value="1"/> <KOREAN_REPAIR value="50% less total time"/> <KOREAN_TOWER_COST value="33% cheaper"/> <MONGOL_STABLE_COST value="10% cost reduction"/> <MONGOL_STABLE_SPEED value="20% faster creation"/> <MONGOL_ATTRITION value="50% reduction"/> <MONGOL_FREE_CAVALRY value="3"/> <MONGOL_START_CAVALRY value="1"/> <MONGOL_FREE_FORAGE value="1"/> <MONGOL_NOMADIC_FOOD value="1"/> <RELICS_RESEARCH_SPEED value="33%"/> <WINE_UNIT_UPGRADES value="20%"/> <PAPYRUS_SCIENCE_MILITARY value="25%"/> <DYE_CIVIC_COMMERCE value="25%"/> <FURS_MILITARY value="25%"/> <SILK_COMMERCE value="25%"/> <SILK_CARAVAN value="0"/> <SPICE_CARAVAN_INCOME value="20%"/> <SALT_BARRACKS_COST value="15%"/> <HORSES_STABLE_COST value="15%"/> <RUBBER_AUTOPLANT_COST value="15%"/> <SULPHUR_SIEGE_COST value="20%"/> <AMBER_MARKET value="10"/> <SILVER_AGE_COST value="15%"/> <TOBACCO_BUILDING_SPEED value="10%"/> <MARBLE_WONDER_COST value="10%"/> <FURS_LOS value="0"/> <COTTON_CREATION_SPEED value="25%"/> <BISON_GRANARY_COST value="33%"/> <COPPER_FACTORY_HP value="20%"/> <PEACOCKS_POP value="10%"/> <SUGAR_FOOD_COST value="10%"/> <DIAMONDS_COMMERCE value="10"/> <GEMS_TERRITORY_BONUS value="2"/> <ALUMINUM_AIR_COST value="15%"/> <ALUMINUM_AIR_SPEED value="25%"/> <WHALES_SHIPS_MOVE value="20%"/> <OBSIDIAN_ARCHERS_RANGE value="0"/> <OBSIDIAN_ARCHERS_ATTACK value="1"/> <WOOL_CITIZENS_COST value="15%"/> <WOOL_CITIZENS_SPEED value="33%"/> <COAL_TIMBER_COST value="25%"/> <URANIUM_NUKE_COST value="5%"/> <URANIUM_NUKE_SPEED value="10%"/> <TITANIUM_ATTRITION value="50%"/> <MTN_TINY_SIZE value="100 tiles"/> <MTN_SMALL_SIZE value="210 tiles"/> <MTN_MEDIUM_SIZE value="275 tiles"/> <MTN_LARGE_SIZE value="400 tiles"/> <MTN_HUGE_SIZE value="1000 tiles"/> <MTN_TINY_GATHER value="3 citizens"/> <MTN_SMALL_GATHER value="5 citizens"/> <MTN_MEDIUM_GATHER value="6 citizens"/> <MTN_LARGE_GATHER value="8 citizens"/> <MTN_HUGE_GATHER value="10 citizens"/> <MIN_CONTINENT_SPACING value="3 wcoords including coasts"/> <CTW_STARTING_TRIBUTE value="25"/> <CTW_NO_ATTACK_BONUS value="25"/> <CTW_NO_ATTACK_BONUS_CAP value="100"/> <CTW_TRIB_NO_ATTACK value="3"/> <CTW_CONTINENT_BONUS value="10"/> <CTW_ATTRITION value="50% bonus"/> <CTW_STARTING_TRIBUTE value="25"/> <CTW_NO_ATTACK_BONUS value="25"/> <CTW_TRIB_NO_ATTACK value="3"/> <CTW_CONTINENT_BONUS value="10"/> <CTW_ATTRITION value="50% bonus"/> <CTW_BASE_WAR_COST value="20 tribute"/> <CTW_WAR_COST_STANCE_TIME_X value="1 tribute"/> <CTW_BASE_PEACE_COST value="20 tribute"/> <CTW_PEACE_COST_ATT_X value="1 tribute"/> <CTW_BASE_BUILD_COST value="20 tribute"/> <CTW_BUILD_COST_TIME_HELD_X value="10 x"/> <CTW_BASE_CARD_COST value="30 tribute"/> <CTW_CARD_COST_NUM_PURCHASED_X value="40 x"/> <CTW_CARD_COST_RAMP_CAP value="110"/> <CTW_BASE_TERRITORY_COST value="75 tribute"/> <CTW_TERRITORY_COST_ATT_X value="2"/> <CTW_TERRITORY_COST_STR_X value="25"/> <CTW_TERRITORY_MIN_EMP_SIZE value="4"/> <CTW_TERRITORY_MAX_ATT value="17"/> <CTW_MAX_ATTITUDE value="20"/> <CTW_START_ATTITUDE value="10"/> <CTW_NUM_OPP_FOR_LARGER_MAP value="2"/> <CTW_MIN_KEEP_ALLIANCE value="4"/> <CTW_BREAK_ALLIANCE_PROB_X_ATT value="1"/> <CTW_CAPITAL_STARTING_INFRA value="2"/> <CTW_NOMAD_STARTING_RES_X value="3"/> <CTW_MAX_INFRA_SPECIAL_SCEN value="3"/> <CTW_MAX_TREACHERY_INFRA value="3"/> <CTW_AGE_COST value="50"/> <CTW_EUREKA_TECHS value="2"/> <CTW_EUREKA_ALL_TECHS value="1"/> <CTW_MAX_BRIBE_ATT value="15"/> <CTW_CIT_PER_EXTRA_CITY value="10"/> <CTW_AI_BARB_CHANCE value="95"/> <CTW_AI_STRONGER_CHANCE value="80"/> <CTW_ADDITIONAL_ALLY_INC value="100"/> <CTW_BREAK_BRIBE_X value="3"/> <CTW_ALLY_WAR_COST_X value="2"/> <CTW_AI_ALL_CARDS_NUM value="4"/> <CTW_AI_ALL_CARDS_PROB value="25"/> <CTW_AI_TAC_CARD_PROB value="25"/> <CTW_AI_TAC_CARD_ALLY_PROB value="50"/> <CTW_BRIBE_TRIB_MIN value="10"/> <CTW_BRIBE_TOUGH_HATE_ACC_PROB value="35"/> <CTW_BRIBE_TOUGH_ACC_PROB value="50"/> <CTW_BRIBE_ACC_PROB value="100"/> <CTW_DEMAND_TRIB_TOUGH_PROB value="50"/> <CTW_DEMAND_TRIB_PROB value="35"/> <CTW_OVERRUN_PEACE_PROB value="50"/> <CTW_OVERRUN_EASIEST_PROB value="0"/> <CTW_OVERRUN_EASY_PROB value="10"/> <CTW_OVERRUN_MODERATE_PROB value="20"/> <CTW_OVERRUN_TOUGH_PROB value="100"/> <CTW_DEF_VICTORY_BONUS value="50"/> <CTW_WONDER_MIN_CIVICS value="4"/> <CTW_CONQUEST_TIME_LIMIT value="90"/> <CTW_GREAT_THINKER_DISCOUNT value="25"/> <CTW_GREAT_THINKER_TIME value="25"/> <CTW_MARKET_BONUS_BUY value="25"/> <CTW_MARKET_BONUS_SELL value="20"/> <CTW_HEAL_BONUS value="100"/> <CTW_PROD_RATE_BONUS value="5"/> <CTW_MAX_WONDER_CARDS value="1"/> <TOWER_GARRISON_UPGRADE value="2"/> <FORT_GARRISON_UPGRADE value="5"/> <UNIT_HEAL_RATE entry0="20 frames" entry1="15 frames" entry2="10 frames" entry3="5 frames"/> <SUPPLY_HEAL_RATE value="0 frames (0 means don't heal at all)"/> <CIVILIAN_HEAL_RATE value="45 frames (0 means don't heal at all)"/> <AIRCRAFT_HEAL_RATE entry0="20 frames" entry1="16 frames" entry2="12 frames" entry3="8 frames"/> <CITY_HEAL_RATE value="4 frames"/> <BOMBING_MANA_COST value="0 mana"/> <SAM_SITE_RELOAD_CHANCE value="10 percent"/> <SAM_SITE_RELOAD_TIME value="50"/> <ARTILLERY_UNDER_ATTACK_FIRES_SLOWLY value="1 (0 = fires normal speed, 1 = fires as if out of supply)"/> <GOODY_BOX value="25 resources"/> <GOODY_BOX_AGE value="25 resources / age"/> <FOOD_BONUS_FOR_FARM value="20"/> <OIL_BONUS_FOR_WELL value="50"/> <KNOWLEDGE_BONUS_FOR_UNIVERSITY value="25"/> <TIMBER_BONUS_PER_WOOD_SLOT value="5"/> <METAL_BONUS_PER_MINE_SLOT value="5"/> <RIVER_RESOURCE_VALUE value="2 times basic rate (does this do anything anymore?)"/> <TOWN_HP_BONUS value="2"/> <SENATE_HP_BONUS value="35%"/> <SENATE_ARMOR_BONUS value="1 armor per city level"/> <FORCED_MARCH_SPEED value="42m"/> <GENERAL_SPEED_BONUS value="3m"/> <GENERAL_RADIUS value="6 tiles"/> <GENERAL_BUILDING_RANGE value="1 tile"/> <GENERAL_BUILDING_ATTACK value="1"/> <GENERAL_RALLY_ARMOR value="2 armor"/> <SUPPLY_RADIUS value="14 tiles"/> <SUPPLY_RADIUS_UPGRADE value="2 tiles"/> <SUPPLY_HP_UPGRADE entry0="0" entry1="20" entry2="40" entry3="60"/> <TRUCK_RADIUS value="14 tiles"/> <SIEGE_OUT_OF_SUPPLY_RELOAD value="3/2 normal delay"/> <ARTILLERY_OUT_OF_SUPPLY_RELOAD value="2/1 normal delay"/> <DECOY_TIME value="2500 frames"/> <CARAVAN_ATTACK_BONUS value="2 attack"/> <MARKET_BASEMENT value="10"/> <MARKET_EQUILIBRIUM value="65"/> <MARKET_MIN_VARIANCE value="2"/> <MARKET_MIN_TREND value="8 cycles"/> <MARKET_TREND_RANGE value="16 cycles"/> <MARKET_CYCLE_RATE value="1 frames"/> <MARKET_SUPPLY_DEMAND value="3 +/- to sell price (double to buy price)"/> <PARADROP_RANGE value="64 tiles"/> <TIMER_REFRESH_RATIO value="5 seconds with timer off removes 1 second from clock"/> <RETAKE_CAPITAL value="3600 frames"/> <WONDER_TIMER value="4500 frames"/> <WONDER_AGE value="0 frames"/> <POPWIN_TIMER value="3600 frames"/> <ARMAGEDDON value="999 nukes"/> <ARMAGEDDON_PER_NATION value="999 nukes"/> <ARMAGEDDON_PER_TEAM value="999 nukes"/> <NUKE_EMBARGO_BASE value="0 frames"/> <NUKE_EMBARGO_NATION value="0 frames"/> <NUKE_EMBARGO_WORLD value="0 frames"/> <REASSIMILATION value="300% normal rate (of my own cities I've recaptured)"/> <ASSIMILATION_TIMER value="2000 frames"/> <ATTRITION value='48 frames -> this is the baseline level for "regular" attrition'/> <PEACE_ATTRITION value="8 frames -> this is the special border-violation attrition when you're at peace"/> <ASSASSIN_ATTRITION value="8 frames -> this is the special assassin attrition"/> </CONSTANTS> <TECHBONUSES> <BONUS> <DESC> Caravans to allied & peaceful nations allowed. </DESC> <PREQ preq0="Trade"/> </BONUS> <BONUS> <DESC> Can buy and sell resources at the Market. </DESC> <PREQ preq0="Coinage"/> </BONUS> <BONUS> <DESC> Units can be transported by sea. </DESC> <PREQ preq0="Written Word"/> </BONUS> <BONUS> <DESC> Can colonize new continents. </DESC> <PREQ preq0="Coinage"/> </BONUS> <BONUS> <DESC> Ally's Line-of-Sight visible. </DESC> <PREQ preq0="Mathematics"/> </BONUS> <BONUS> <DESC> Can see enemy borders. </DESC> <PREQ preq0="None"/> </BONUS> <BONUS> <DESC> Entire map becomes explored. </DESC> <PREQ preq0="Electronics"/> </BONUS> <BONUS> <DESC> All units and buildings in your territory revealed. </DESC> <PREQ preq0="Computerization"/> </BONUS> <BONUS> <DESC> Entire map revealed--including all units and buildings. </DESC> <PREQ preq0="disable"/> </BONUS> <BONUS> <DESC> Enemy missiles will not explode in your territory. </DESC> <PREQ preq0="Missile Shield"/> </BONUS> <BONUS> <DESC> Armageddon clock turned back by 2. </DESC> <PREQ preq0="Missile Shield"/> </BONUS> <BONUS> <DESC> Raises your #ICON21 Commerce Cap and #ICON20 Population Cap to the maximum allowed, and increases resource production by $NUMBER0%. </DESC> <PREQ preq0="Global Prosperity"/> </BONUS> <BONUS> <DESC> Units are produced instantly. </DESC> <PREQ preq0="Artificial Intelligence"/> </BONUS> <BONUS> <DESC> All timer victories, city assimilations, and enemy capital eliminations instantaneous. </DESC> <PREQ preq0="World Government"/> </BONUS> <BONUS> <DESC> Caravans can shoot back at enemies. </DESC> <PREQ preq0="disable"/> </BONUS> <BONUS> <DESC> Granaries increase #ICON1 food output by $NUMBER0%. </DESC> <PREQ preq0="Agriculture"/> </BONUS> <BONUS> <DESC> Granaries increase #ICON1 food output by $NUMBER0%. </DESC> <PREQ preq0="Crop Rotation"/> </BONUS> <BONUS> <DESC> Granaries increase #ICON1 food output by $NUMBER0%. </DESC> <PREQ preq0="Food Industry"/> </BONUS> <BONUS> <DESC> Granaries increase #ICON1 food output by $NUMBER0%. </DESC> <PREQ preq0="disable"/> </BONUS> <BONUS> <DESC> Fishermen collect +$NUMBER0% #ICON1 Food. </DESC> <PREQ preq0="Agriculture"/> </BONUS> <BONUS> <DESC> Fishermen collect +$NUMBER0% #ICON1 Food. </DESC> <PREQ preq0="Crop Rotation"/> </BONUS> <BONUS> <DESC> Fishermen collect +$NUMBER0% #ICON1 Food. </DESC> <PREQ preq0="Food Industry"/> </BONUS> <BONUS> <DESC> Lumber Mills increase #ICON2 timber output by $NUMBER0%. </DESC> <PREQ preq0="Carpentry"/> </BONUS> <BONUS> <DESC> Lumber Mills increase #ICON2 timber output by $NUMBER0%. </DESC> <PREQ preq0="Logging Industry"/> </BONUS> <BONUS> <DESC> Lumber Mills increase #ICON2 timber output by $NUMBER0%. </DESC> <PREQ preq0="Papermill"/> </BONUS> <BONUS> <DESC> Smelters increase #ICON5 metal output by $NUMBER0%. </DESC> <PREQ preq0="Metal Alloys"/> </BONUS> <BONUS> <DESC> Smelters increase #ICON5 metal output by $NUMBER0%. </DESC> <PREQ preq0="Cold Casting"/> </BONUS> <BONUS> <DESC> Smelters increase #ICON5 metal output by $NUMBER0%. </DESC> <PREQ preq0="Steel"/> </BONUS> <BONUS> <DESC> Temples increase city effect on National Borders by +$NUMBER0. </DESC> <PREQ preq0="Religion"/> </BONUS> <BONUS> <DESC> Temples increase city effect on National Borders by +$NUMBER0. </DESC> <PREQ preq0="Monotheism"/> </BONUS> <BONUS> <DESC> Temples increase city effect on National Borders by +$NUMBER0. </DESC> <PREQ preq0="Existentialism"/> </BONUS> <BONUS> <DESC> Temples increase city hit points by $NUMBER0%. </DESC> <PREQ preq0="Religion"/> </BONUS> <BONUS> <DESC> Temples increase city hit points by $NUMBER0%. </DESC> <PREQ preq0="Monotheism"/> </BONUS> <BONUS> <DESC> Temples increase city hit points by $NUMBER0%. </DESC> <PREQ preq0="Existentialism"/> </BONUS> <BONUS> <DESC> Temples increase city combat range by +$NUMBER0. </DESC> <PREQ preq0="Religion"/> </BONUS> <BONUS> <DESC> Temples increase city combat range by +$NUMBER0. </DESC> <PREQ preq0="Monotheism"/> </BONUS> <BONUS> <DESC> Temples increase city combat range by +$NUMBER0. </DESC> <PREQ preq0="Existentialism"/> </BONUS> <BONUS> <DESC> Increases effect of Forts on National Borders to +$NUMBER0. </DESC> <PREQ preq0="Fortification"/> </BONUS> <BONUS> <DESC> Increases effect of Forts on National Borders to +$NUMBER0. </DESC> <PREQ preq0="Bombardment"/> </BONUS> <BONUS> <DESC> Increases effect of Forts on National Borders to +$NUMBER0. </DESC> <PREQ preq0="Strategic Reserves"/> </BONUS> <BONUS> <DESC> +$NUMBER0 Range for Forts. </DESC> <PREQ preq0="Fortification"/> </BONUS> <BONUS> <DESC> +$NUMBER0 Range for Forts. </DESC> <PREQ preq0="Bombardment"/> </BONUS> <BONUS> <DESC> +$NUMBER0 Range for Forts. </DESC> <PREQ preq0="Strategic Reserves"/> </BONUS> <BONUS> <DESC> +$NUMBER0 Garrison Capacity for Forts and Towers. </DESC> <PREQ preq0="Fortification"/> </BONUS> <BONUS> <DESC> +$NUMBER0 Garrison Capacity for Forts and Towers. </DESC> <PREQ preq0="Bombardment"/> </BONUS> <BONUS> <DESC> +$NUMBER0 Garrison Capacity for Forts and Towers. </DESC> <PREQ preq0="Strategic Reserves"/> </BONUS> <BONUS> <DESC> +$NUMBER0 Line-of-Sight for Forts. </DESC> <PREQ preq0="Fortification"/> </BONUS> <BONUS> <DESC> +$NUMBER0 Line-of-Sight for Forts. </DESC> <PREQ preq0="Bombardment"/> </BONUS> <BONUS> <DESC> +$NUMBER0 Line-of-Sight for Forts. </DESC> <PREQ preq0="Strategic Reserves"/> </BONUS> <BONUS> <DESC> Attrition damage to enemies in your territory (Level 1). </DESC> <PREQ preq0="Allegiance"/> </BONUS> <BONUS> <DESC> Increased attrition damage to enemies in your territory (Level 2). </DESC> <PREQ preq0="Oath of Fealty"/> </BONUS> <BONUS> <DESC> Increased attrition damage to enemies in your territory (Level 3). </DESC> <PREQ preq0="Patriotism"/> </BONUS> <BONUS> <DESC> Increased attrition damage to enemies in your territory (Level 4). </DESC> <PREQ preq0="Nationalism"/> </BONUS> <BONUS> <DESC> Scholars produce +$NUMBER0 #ICON4 knowledge each. </DESC> <PREQ preq0="Literacy"/> </BONUS> <BONUS> <DESC> Scholars produce +$NUMBER0 #ICON4 knowledge each. </DESC> <PREQ preq0="Printing Press"/> </BONUS> <BONUS> <DESC> Scholars produce +$NUMBER0 #ICON4 knowledge each. </DESC> <PREQ preq0="Scientific Method"/> </BONUS> <BONUS> <DESC> Scholars produce +$NUMBER0 #ICON4 knowledge each. </DESC> <PREQ preq0="Institutional Research"/> </BONUS> <BONUS> <DESC> Scholars produce +$NUMBER0 #ICON4 knowledge each. </DESC> <PREQ preq0="Supercomputers"/> </BONUS> <BONUS> <DESC> Foot and Mounted troops created faster (Level 1). </DESC> <PREQ preq0="Herbal Lore"/> </BONUS> <BONUS> <DESC> Foot and Mounted troops created faster (Level 2). </DESC> <PREQ preq0="Medicine"/> </BONUS> <BONUS> <DESC> Foot and Mounted troops created faster (Level 3). </DESC> <PREQ preq0="Pharmaceuticals"/> </BONUS> <BONUS> <DESC> Foot and Mounted troops Line-of-Sight increased (Level 1). </DESC> <PREQ preq0="Herbal Lore"/> </BONUS> <BONUS> <DESC> Foot and Mounted troops Line-of-Sight increased (Level 2). </DESC> <PREQ preq0="Medicine"/> </BONUS> <BONUS> <DESC> Foot and Mounted troops Line-of-Sight increased (Level 3). </DESC> <PREQ preq0="Pharmaceuticals"/> </BONUS> <BONUS> <DESC> Ships created faster (Level 1). </DESC> <PREQ preq0="Forage"/> </BONUS> <BONUS> <DESC> Ships created faster (Level 2). </DESC> <PREQ preq0="Supply"/> </BONUS> <BONUS> <DESC> Ships created faster (Level 3). </DESC> <PREQ preq0="Logistics"/> </BONUS> <BONUS> <DESC> Units heal faster while garrisoned in buildings (Level 1). </DESC> <PREQ preq0="Herbal Lore"/> </BONUS> <BONUS> <DESC> Units heal faster while garrisoned in buildings (Level 2). </DESC> <PREQ preq0="Medicine"/> </BONUS> <BONUS> <DESC> Units heal faster while garrisoned in buildings (Level 3). </DESC> <PREQ preq0="Pharmaceuticals"/> </BONUS> <BONUS> <DESC> Buildings constructed faster (Level 1). </DESC> <PREQ preq0="Construction"/> </BONUS> <BONUS> <DESC>