Some further audit, mainly around TechReveal and TechCityTrade for manufactured goods:
- BONUS_AMMO is revealed by NONE and enabled by TECH_RIFLING. However, it is generated by the Filling Factory (or later on by the Munitions Factory), which only requires TECH_EXPLOSIVE.
No a big deal, but for Civopedia's reliability I'd replace both instance by TECH_EXPLOSIVE.
Same situation for:
* BONUS_BAMBOO (revealed/enabled by TECH_WOOD_WORKING, but the first building that is able to generate it is the Bamboo Grove, enabled by TECH_CARPENTRY)
* BONUS_BERRIES (revealed/enabled by TECH_AGRICULTURE, but the only buildings that are able to generate it (various farms), are enabled by TECH_IRRIGATION)
* BONUS_CAT (revealed/enabled by TECH_ANIMAL_HUSBANDRY, but the only building that is able to generate it (Cat Breeder), is enabled by TECH_CAT_BREEDING)
* BONUS_CEMENT (enabled by TECH_CIVIL_ENGINEERING, but the first building that is able to generate it (Concrete Mason), is enabled by TECH_CONCRETE)
* BONUS_COTTON_FIBERS (revealed/enabled by TECH_WEAVING, but the only building that is able to generate it (Cotton Plantation), is enabled by TECH_AGRICULTURE)
* BONUS_DIESEL (enabled by TECH_COMBUSTION, but the first building that is able to generate it (Oil Refinery), is enabled by TECH_REFINING)
* BONUS_FERTILIZERS (enabled by TECH_PESTICIDES, but the first building that is able to generate it (Fertilizer Plant), is enabled by TECH_ORGANIC_CHEMISTRY)
* BONUS_FIBERGLASS (revealed/enabled by TECH_PLASTICS, but the only building that is able to generate it (Fiberglass Factory), is enabled by TECH_ASSEMBLY_LINE)
* BONUS_FLAX_FIBERS (revealed/enabled by TECH_WEAVING, but the only building that is able to generate it (Flax Farm), is enabled by TECH_FLORISTRY)
* BONUS_FRUIT (revealed/enabled by TECH_AGRICULTURE, but the first buildings that are able to generate it (various farms) are enabled by TECH_ORCHARDS)
* BONUS_NUTS (revealed/enabled by TECH_AGRICULTURE, but the first buildings that are able to generate it (various farms) are enabled by TECH_ORCHARDS)
* BONUS_VEGETABLES (revealed/enabled by TECH_AGRICULTURE, but the first buildings that are able to generate it (various farms) are enabled by TECH_PLOUGH)
* BONUS_FURS (revealed/enabled by TECH_TRAPPING, but the only building that is able to generate it (Furrier), is enabled by TECH_SKINNING)
* BONUS_HEMP_FIBERS (revealed/enabled by TECH_WEAVING, but the first building that is able to generate it (Hemp Farm) is enabled by TECH_AGRICULTURE)
* BONUS_HIDE (revealed/enabled by TECH_SCAVENGING, but the first buildings that are able to generate it are McCallum (with TECH_SHELTER_BUILDING) or Skinner (TECH_SKINNING))
* BONUS_LACQUERWARE (revealed/enabled by TECH_SIMPLE_WOOD_WORKING, but the first building that is able to generate it (Lacquerware Hut) is enabled by TECH_ADHESIVES)
* BONUS_MARS_ROCKS (revealed by TECH_PLANET_EXPLORATION and enabled by TECH_ASTROGEOLOGY, but the only buildings that are able to generate it (various Mars colonies) is enabled by TECH_PLANET_COLONIZATION)
* BONUS_NEWSPAPERS (revealed/enabled by TECH_JOURNALISM, but the only building that is able to generate it (Newspaper Factory), is enabled by TECH_ASSEMBLY_LINE)
* BONUS_NYLON (revealed/enabled by TECH_PLASTICS, but the only building that is able to generate it (Nylon Factory), is enabled by TECH_ASSEMBLY_LINE)
* BONUS_WATERBOTTLE (revealed/enabled by TECH_PLASTICS, but the only building that is able to generate it (Water Bottle Factory), is enabled by TECH_ASSEMBLY_LINE)
* BONUS_WARE_BRASS (revealed/enabled by TECH_BRONZE_WORKING, but the only building that is able to generate it (Brasssmith), is enabled by TECH_BRASS_WORKING)
* BONUS_WARE_COPPER (revealed/enabled by TECH_COPPER_WORKING, but the only building that is able to generate it (Coppersmith), is enabled by TECH_METAL_CASTING)
* BONUS_WARE_ELECTRUM (revealed/enabled by TECH_BRONZE_WORKING, but the only building that is able to generate it (Electrumsmith), is enabled by TECH_BRASS_WORKING)
* BONUS_WARES_TERRACOTTA (revealed/enabled by TECH_AESTHETICS, but the only building that is able to generate it (Terracotta Workshop), is enabled by TECH_ORNAMENTATION)
* BONUS_WOOL (enabled by TECH_WEAVING, but the only building that is able to generate it (Shearing Barn), is enabled by TECH_ANIMAL_HUSBANDRY)
* BONUS_FINE_LEATHER and BONUS_O_FEATHERS (revealed/enabled by TECH_ANIMAL_HUSBANDRY, but the only building that is able to generate them (Ostrich Farm) is enabled by TECH_POULTRY_DOMESTICATION)
* BONUS_DRAMA (not enabled by anything, while the first building that is able to generate it (Broadway), is enabled by TECH_ELECTRICITY)
* BONUS_GEMS (not enabled by anything, while the first buildings that are able to generate it (various mines), is enabled by TECH_MINING)
* BONUS_MOVIES (not enabled by anything, while the first building that is able to generate it (Hollywood), is enabled by TECH_MOTION_PICTURES)
* BONUS_MUSIC (not enabled by anything, while the first building that is able to generate it (Rock N Roll), is enabled by TECH_ELECTRONICS)
* BONUS_ORGANIC_COMPUTERS (not enabled by anything, but the first buildings that are able to generate it are Organic Computer Lab (with TECH_BIOPUNK) or Organic Computer Factory (TECH_DNA_COMPUTING))
* BONUS_SKIS (not enabled by anything, while the only building that is able to generate it (Ski Resort), is enabled by TECH_MODERN_SPORTS)
- BONUS_DYE2 do not have the same TechReveal (TECH_NATURAL_PIGMENTS) and TechCityTrade (TECH_HERBALISM). The first building able to generate it (Dye Maker) requires TECH_NATURAL_PIGMENTS, so I suggest filling both with TECH_NATURAL_PIGMENTS.
Same situation for:
BONUS_ENERGY_DRINK (revealed by TECH_EXTREME_SPORTS, enabled TECH_GASTRONOMY, generated by TECH_GASTRONOMY through Energy Drink Factory)
- BONUS_EGGS is revealed/enabled by TECH_SCAVENGING, but you can't get it until TECH_FISHING (from turtle eggs) or TECH_POULTRY_DOMESTICATION (from poultry farms). I suggest keeping TECH_POULTRY_DOMESTICATION for both.
Same situation for :
BONUS_FEATHERS (revealed/enabled TECH_SCAVENGING, but you can't get it until TECH_FISHING (from Cormorant Trainer) or TECH_BONE_WORKING (from Feather worker). I suggest keeping TECH_BONE_WORKING for both.
- BONUS_IVORY2 is revealed/enabled by TECH_BONE_WORKING, but you are able to get it with an Elephant's or Mammoth's herd which have no tech prerequisite. I suggest removing the prerequisite for BONUS_IVORY2.
- BONUS_LARD is revealed/enabled by TECH_COOKED_FOOD, but the only building that is able to generate it (Rendering Plant), is enabled by TECH_COMMERCIAL_WHALING. Unlike other bonus, I'd suggest keeping the req for the bonus, but changing the Rendering Plant prerequisite to something like TECH_CUISINE instead of TECH_COMMERCIAL_WHALING (were the first rendering plants really based on whale hunting?).
- BONUS_THEREMIN is in the DieselPunk line (only way to build it is with Theremin Factory with TECH_DIESELPUNK), but is not located in the Alt_timeline files.
- The following manufactured resources have no building able to generate it. This also prevents the construction of some buildings that have them as prerequisites...
* BONUS_BULLION
* BONUS_INGOT_BRONZE
* BONUS_MOON_ROCKS
* BONUS_TOOLS
* BONUS_VIDEO_GAMES
* BONUS_WARES_MEGASTRONG_ALLOY