No, PlayerPerks stay with the player who built the wonder. (and iirc conquering such a wonder does not award you the PlayerPerk)
Anyone know if player perks are removable in any way?
Wait they have to be. The national security projects are implemented as perks as well. It would be meaningless if you couldn't switch between them.
edit: Crap, National Security Projects are swapped through a function call to the player object called StartNationalSecurityProject()
Well, yes, I think that's how it works, but I'm not 100% sure about that. What I know for certain is that, by taking over the wonder, you do not remove the bonus from the AI.Wow I never knew that, or even thought about it working that way.
So that would mean if an AI built a wonder such as the Memetwork and you took their city containing it, you wouldn't get the benefit its affinity requirement reduction, correct?
function PolicyPerks_PolicyAdopted(playerID, policyID)
local player = Players[playerID];
local condition = "PolicyType = '" .. GameInfo.Policies[policyID].Type .. "'";
for row in GameInfo.Policy_PGP_FreePerk(condition) do
[B]player:AddPerk(GameInfo.PlayerPerks[row.FreePlayerPerk].ID);[/B]
end
end