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Ideas and Suggestions

We need a Lumber Jack? (holzfäller german)
Avaible with wood working, provides +1 Production, and +1 Production from worked forest or jungle tiles.
 
I wanted to add a plague diffusion system to a new health-and-plague mod I have created specifically for CCtP, but my attempts to use Gedemon's Cultural Diffusion as a system for doing so have fallen apart completely. Is there a way that anyone would be able to diffuse plague in that fashion?

In addition, I cannot create a proper UI for the system, and Fires seems good at that. I hope that he can help me with it, and that I am not asking for too much work.

The mod is attached.
 

Attachments

  • CCtP Additions.rar
    54.5 KB · Views: 61
I wanted to add a plague diffusion system to a new health-and-plague mod I have created specifically for CCtP, but my attempts to use Gedemon's Cultural Diffusion as a system for doing so have fallen apart completely. Is there a way that anyone would be able to diffuse plague in that fashion?

In addition, I cannot create a proper UI for the system, and Fires seems good at that. I hope that he can help me with it, and that I am not asking for too much work.

The mod is attached.

There are missing tags in your code,
Spoiler :

<Row>
<BuildingType>BUILDING_X_GAMES_DUMMY</BuildingType>
<YieldType>YIELD_HAPPY</YieldType>
<Yield>2</Yield>
</Row>

</GameData>

when not intendet it will break your mod. You used Health and Plague as a basis, but let me tell you the code can bring some problems.
I overlooked the H and P code weaks ago for BNW and created a CCTP and MyOwnMod compatibility.
Spoiler :
-----------------------------------------------------------------------------------------------------
--Defines
-----------------------------------------------------------------------------------------------------
CREATE TABLE Era_PlagueDefines (EraType TEXT DEFAULT NULL, HealthMin INTEGER DEFAULT 0, MaxRange INTEGER DEFAULT 0, MaxDuration INTEGER DEFAULT 0);
CREATE TABLE BuildingClass_Health (BuildingClassType TEXT DEFAULT NULL, Yield INTEGER DEFAULT 0);
CREATE TABLE Resource_Health (ResourceType TEXT DEFAULT NULL, Yield INTEGER DEFAULT 0);
CREATE TABLE Technology_Health (TechType TEXT DEFAULT NULL, Yield INTEGER DEFAULT 0);
CREATE TABLE PolicyBranch_Health (PolicyBranchType TEXT DEFAULT NULL, Yield INTEGER DEFAULT 0);
CREATE TABLE Feature_Health (FeatureType TEXT DEFAULT NULL, Yield INTEGER DEFAULT 0);

INSERT INTO Defines (Name, Value)
SELECT 'PLAGUE_BASE_INIT_THRESHOLD', 15 UNION ALL
SELECT 'PLAGUE_BASE_COOLDOWN_TURNS', 25 UNION ALL
SELECT 'PLAGUE_BASE_BORDER_PERMEABILITY', 1.25 UNION ALL
SELECT 'PLAGUE_BASE_INFLUENCE_MOD', 0.85 UNION ALL
SELECT 'PLAGUE_BASE_PROPAGATE_THRESHOLD', 20 UNION ALL
SELECT 'PLAGUE_CITY_AOE_DMG_PERCENT', 20 UNION ALL
SELECT 'PLAGUE_CITY_TRADE_RANGE_MOD', 0.65 UNION ALL
SELECT 'PLAGUE_CITY_TRADE_LOCAL_MOD', 0.8 UNION ALL
SELECT 'PLAGUE_CITY_BASE_DEATH_THRESHOLD', 70 UNION ALL
SELECT 'PLAGUE_CITY_BASE_HEALING_MALUS', 13 UNION ALL
SELECT 'PLAGUE_CITY_ADJ_DISEASE_UNIT', -2 UNION ALL
SELECT 'PLAGUE_BASE_SPY_SABOTAGE_THRESHOLD', 1 UNION ALL
SELECT 'PLAGUE_BASE_FRESHWATER_HEALTH', 8 UNION ALL
SELECT 'PLAGUE_BASE_UNHAPPY_HEALTH', 2;

INSERT INTO Era_PlagueDefines (EraType, HealthMin, MaxRange, MaxDuration)
SELECT 'ERA_ANCIENT', 2, 5, 6 UNION ALL
SELECT 'ERA_CLASSICAL', 3, 6, 7 UNION ALL
SELECT 'ERA_MEDIEVAL', 6, 7, 8 UNION ALL
SELECT 'ERA_RENAISSANCE', 5, 8, 7 UNION ALL
SELECT 'ERA_INDUSTRIAL', 4, 9, 6 UNION ALL
SELECT 'ERA_MODERN', 3, 10, 5 UNION ALL
SELECT 'ERA_POSTMODERN', 2, 12, 5 UNION ALL
SELECT 'ERA_FUTURE', 1, 14, 4;

INSERT INTO BuildingClass_Health (BuildingClassType, Yield)
SELECT 'BUILDINGCLASS_KERKER', -3 UNION ALL
SELECT 'BUILDINGCLASS_STABLE', -1 UNION ALL
SELECT 'BUILDINGCLASS_STONE_WORKS', -1 UNION ALL
SELECT 'BUILDINGCLASS_CIRCUS', -1 UNION ALL
SELECT 'BUILDINGCLASS_FORGE', -1 UNION ALL
SELECT 'BUILDINGCLASS_WORKSHOP', -1 UNION ALL
SELECT 'BUILDINGCLASS_IRONWORKS', -1 UNION ALL
SELECT 'BUILDINGCLASS_COLOSSEUM', -1 UNION ALL
SELECT 'BUILDINGCLASS_THEATRE', -1 UNION ALL
SELECT 'BUILDINGCLASS_HARBOR', -1 UNION ALL
SELECT 'BUILDINGCLASS_FACTORY', -3 UNION ALL
SELECT 'BUILDINGCLASS_HOTEL', -1 UNION ALL
SELECT 'BUILDINGCLASS_AIRPORT', -2 UNION ALL
SELECT 'BUILDINGCLASS_TOURIST_CENTER', -1 UNION ALL
SELECT 'BUILDINGCLASS_CATHEDRAL', 1 UNION ALL
SELECT 'BUILDINGCLASS_CONSTABLE', 1 UNION ALL
SELECT 'BUILDINGCLASS_POLICE_STATION', 1 UNION ALL
SELECT 'BUILDINGCLASS_MOSQUE', 1 UNION ALL
SELECT 'BUILDINGCLASS_PAGODA', 1 UNION ALL
SELECT 'BUILDINGCLASS_HERDER', 1 UNION ALL
SELECT 'BUILDINGCLASS_APOTHECARY', 1 UNION ALL
SELECT 'BUILDINGCLASS_BUTCHER', 1 UNION ALL
SELECT 'BUILDINGCLASS_SAGE', 1 UNION ALL
SELECT 'BUILDINGCLASS_MINER', 1 UNION ALL
SELECT 'BUILDINGCLASS_TRADER', 1 UNION ALL
SELECT 'BUILDINGCLASS_GARDEN2', 1 UNION ALL
SELECT 'BUILDINGCLASS_SMITH', 1 UNION ALL
SELECT 'BUILDINGCLASS_ESTATE', 1 UNION ALL
SELECT 'BUILDINGCLASS_MERCHANT', 1 UNION ALL
SELECT 'BUILDINGCLASS_CATTLE_DRIVER', 1 UNION ALL
SELECT 'BUILDINGCLASS_ALCHEMIST', 1 UNION ALL
SELECT 'BUILDINGCLASS_MANUFACTURER', 1 UNION ALL
SELECT 'BUILDINGCLASS_VENDER', 1 UNION ALL
SELECT 'BUILDINGCLASS_RANCHER', 1 UNION ALL
SELECT 'BUILDINGCLASS_PLANTATION', 1 UNION ALL
SELECT 'BUILDINGCLASS_HERBALIST', 1 UNION ALL
SELECT 'BUILDINGCLASS_GUILD', 1 UNION ALL
SELECT 'BUILDINGCLASS_FOOD_PROCESSING_PLANT', 2 UNION ALL
SELECT 'BUILDINGCLASS_CHEMICAL_PLANT', -1 UNION ALL
SELECT 'BUILDINGCLASS_PRISON', -1 UNION ALL
SELECT 'BUILDINGCLASS_SUPERMARKET', 2 UNION ALL
SELECT 'BUILDINGCLASS_BIOTECH_INDUSTRIAL_PARK', 2 UNION ALL
SELECT 'BUILDINGCLASS_ARCOLOGY', 3 UNION ALL
SELECT 'BUILDINGCLASS_IMPLANT_STATION', 3 UNION ALL
SELECT 'BUILDINGCLASS_BEEF_VAT', 2 UNION ALL
SELECT 'BUILDINGCLASS_BIO_MEMORY_IMPLANT', 2 UNION ALL
SELECT 'BUILDINGCLASS_BODY_EXCHANGE', 3 UNION ALL
SELECT 'BUILDINGCLASS_SHOPPING_MALL', 1 UNION ALL
SELECT 'BUILDINGCLASS_TOWN_HALL', 1 UNION ALL
SELECT 'BUILDINGCLASS_BOND_MARKET', 1 UNION ALL
SELECT 'BUILDINGCLASS_DRUG_STORE', 2 UNION ALL
SELECT 'BUILDINGCLASS_GIGA_TOWER', 3 UNION ALL
SELECT 'BUILDINGCLASS_DINOSAUR_PARK', -3 UNION ALL
SELECT 'BUILDINGCLASS_TRANSCONTINENTAL_RAILROAD', -1 UNION ALL
SELECT 'BUILDINGCLASS_OIL_REFINERY', -1 UNION ALL
SELECT 'BUILDINGCLASS_WINDMILL', 1 UNION ALL
SELECT 'BUILDINGCLASS_GARDEN', 1 UNION ALL
SELECT 'BUILDINGCLASS_UNIVERSITY', 2 UNION ALL
SELECT 'BUILDINGCLASS_RECYCLING_CENTER', 1 UNION ALL
SELECT 'BUILDINGCLASS_HOSPITAL', 2 UNION ALL
SELECT 'BUILDINGCLASS_MEDICAL_LAB', 3 UNION ALL
SELECT 'BUILDINGCLASS_LABORATORY', 2;

INSERT INTO Resource_Health (ResourceType, Yield)
SELECT 'RESOURCE_IRON', -1 UNION ALL
SELECT 'RESOURCE_COAL', -2 UNION ALL
SELECT 'RESOURCE_OIL', -1 UNION ALL
SELECT 'RESOURCE_URANIUM', -1 UNION ALL
SELECT 'RESOURCE_NUTMEG', 3 UNION ALL
SELECT 'RESOURCE_CLOVES', 3 UNION ALL
SELECT 'RESOURCE_PEPPER', 3 UNION ALL
SELECT 'RESOURCE_BANANA', 2 UNION ALL
SELECT 'RESOURCE_WHEAT', 2 UNION ALL
SELECT 'RESOURCE_COW', 2 UNION ALL
SELECT 'RESOURCE_SHEEP', 2 UNION ALL
SELECT 'RESOURCE_DEER', 2 UNION ALL
SELECT 'RESOURCE_FISH', 2 UNION ALL
SELECT 'RESOURCE_WHALE', 2 UNION ALL
SELECT 'RESOURCE_SPICES', 2 UNION ALL
SELECT 'RESOURCE_WINE', 2 UNION ALL
SELECT 'RESOURCE_SALT', 2 UNION ALL
SELECT 'RESOURCE_CITRUS', 2 UNION ALL
SELECT 'RESOURCE_TEA', 2 UNION ALL
SELECT 'RESOURCE_TITANIUM', 1 UNION ALL
SELECT 'RESOURCE_POPPY', -1 UNION ALL
SELECT 'RESOURCE_ALOE_VERA', 2 UNION ALL
SELECT 'RESOURCE_JADE', 1 UNION ALL
SELECT 'RESOURCE_OAK', 1 UNION ALL
SELECT 'RESOURCE_MANGANESE', 1 UNION ALL
SELECT 'RESOURCE_SQUID', 2 UNION ALL
SELECT 'RESOURCE_AMBER', 1 UNION ALL
SELECT 'RESOURCE_TOBACCO', -1 UNION ALL
SELECT 'RESOURCE_TIN', 1 UNION ALL
SELECT 'RESOURCE_CRAB', 2;

INSERT INTO Technology_Health (TechType, Yield)
SELECT 'TECH_ANIMAL_HUSBANDRY', -1 UNION ALL
SELECT 'TECH_THE_WHEEL', -1 UNION ALL
SELECT 'TECH_SAILING', -1 UNION ALL
SELECT 'TECH_OPTICS', -1 UNION ALL
SELECT 'TECH_COMPASS', -1 UNION ALL
SELECT 'TECH_ASTRONOMY', -1 UNION ALL
SELECT 'TECH_NAVIGATION', -1 UNION ALL
SELECT 'TECH_COMBUSTION', -1 UNION ALL
SELECT 'TECH_FLIGHT', -1 UNION ALL
SELECT 'TECH_GLOBALIZATION', -1 UNION ALL
SELECT 'TECH_POTTERY', 1 UNION ALL
SELECT 'TECH_ENGINEERING', 1 UNION ALL
SELECT 'TECH_CHEMISTRY', 2 UNION ALL
SELECT 'TECH_SCIENTIFIC_THEORY', 2 UNION ALL
SELECT 'TECH_BIOLOGY', 3 UNION ALL
SELECT 'TECH_ELECTRICITY', 3 UNION ALL
SELECT 'TECH_REFRIGERATION', 3 UNION ALL
SELECT 'TECH_PENICILIN', 3 UNION ALL
SELECT 'TECH_ECOLOGY', 3 UNION ALL
SELECT 'TECH_SATELLITES', 3 UNION ALL
SELECT 'TECH_ROBOTICS', 3 UNION ALL
SELECT 'TECH_AGRICULTURAL_REVOLUTION', 2 UNION ALL
SELECT 'TECH_PUBLIC_WORKS', 1 UNION ALL
SELECT 'TECH_ECONOMY_OF_SCALE', 1 UNION ALL
SELECT 'TECH_PHARMACEUTICALS', 3 UNION ALL
SELECT 'TECH_CLONING', 3 UNION ALL
SELECT 'TECH_BIOTECH_INDUSTRY', 3 UNION ALL
SELECT 'TECH_GENETIC_ENGINEERING', 3 UNION ALL
SELECT 'TECH_FERMENTATION', 1 UNION ALL

SELECT 'TECH_BIOLOGICAL_SYNTHESIS', 3 UNION ALL
SELECT 'TECH_FUNCTIONAL_MRI', 2 UNION ALL
SELECT 'TECH_SOCIAL_NETWORKS', 1 UNION ALL
SELECT 'TECH_VACCINES', 1 UNION ALL
SELECT 'TECH_MOBILE_PHONES', 1 UNION ALL
SELECT 'TECH_INTERNET', 2 UNION ALL
SELECT 'TECH_OCEAN_PIONEERING', -1 UNION ALL
SELECT 'TECH_BONDS', 1 UNION ALL
SELECT 'TECH_TRADE_FAIRS', 1 UNION ALL
SELECT 'TECH_WOODWORKING', -1 UNION ALL
SELECT 'TECH_PRIESTHOOD', 1 UNION ALL
SELECT 'TECH_NANOTECHNOLOGY', 3;

INSERT INTO PolicyBranch_Health (PolicyBranchType, Yield)
SELECT 'POLICY_BRANCH_AUTOCRACY', -1 UNION ALL
SELECT 'POLICY_BRANCH_EXPLORATION', -1 UNION ALL
SELECT 'POLICY_BRANCH_ORDER', 1 UNION ALL
SELECT 'POLICY_BRANCH_RATIONALISM', 1;

INSERT INTO Feature_Health (FeatureType, Yield)
SELECT 'FEATURE_FALLOUT', -3 UNION ALL
SELECT 'FEATURE_FLOOD_PLAINS', -1 UNION ALL
SELECT 'FEATURE_MARSH', -1 UNION ALL
SELECT 'FEATURE_ATOLL', 1 UNION ALL
SELECT 'FEATURE_EL_DORADO', 1 UNION ALL
SELECT 'FEATURE_POTOSI', 1 UNION ALL
SELECT 'FEATURE_FOUNTAIN_YOUTH', 3 UNION ALL
SELECT 'FEATURE_GEYSER', 1 UNION ALL
SELECT 'FEATURE_GIBRALTAR', -1 UNION ALL
SELECT 'FEATURE_VOLCANO', -1 UNION ALL
SELECT 'FEATURE_REEF', -1 UNION ALL
SELECT 'FEATURE_MESA', 1 UNION ALL
SELECT 'FEATURE_CRATER', 1 UNION ALL
SELECT 'FEATURE_FUJI', -1 UNION ALL
SELECT 'FEATURE_OASIS', 3 UNION ALL
SELECT 'FEATURE_ULURU', -1 UNION ALL
SELECT 'FEATURE_SRI_PADA', 1 UNION ALL
SELECT 'FEATURE_MT_KAILASH', 1 UNION ALL
SELECT 'FEATURE_MT_SINAI', 1 UNION ALL
SELECT 'FEATURE_KILIMANJARO', 1 UNION ALL
SELECT 'FEATURE_SOLOMONS_MINES', -1 UNION ALL
SELECT 'FEATURE_LAKE_VICTORIA', 3 UNION ALL
SELECT 'FEATURE_JUNGLE', 1 UNION ALL
SELECT 'FEATURE_FOREST', 2;

-----------------------------------------------------------------------------------------------------
--Font Mapping
-----------------------------------------------------------------------------------------------------
INSERT INTO IconFontTextures (IconFontTexture, IconFontTextureFile)
SELECT 'ICON_FONT_TEXTURE_PLAGUE', 'Plague-FontIcons';

INSERT INTO IconFontMapping (IconName, IconFontTexture, IconMapping)
SELECT 'ICON_HEALTH', 'ICON_FONT_TEXTURE_PLAGUE', 1 UNION ALL
SELECT 'ICON_PLAGUE', 'ICON_FONT_TEXTURE_PLAGUE', 2;

-----------------------------------------------------------------------------------------------------
--Buildings
-----------------------------------------------------------------------------------------------------
INSERT INTO Building_Flavors (BuildingType, FlavorType, Flavor)
SELECT 'BUILDING_AQUEDUCT', 'FLAVOR_PRODUCTION', 3 UNION ALL
SELECT 'BUILDING_AQUEDUCT', 'FLAVOR_CULTURE', 3 UNION ALL
SELECT 'BUILDING_AQUEDUCT', 'FLAVOR_GOLD', 3 UNION ALL
SELECT 'BUILDING_AQUEDUCT', 'FLAVOR_HAPPINESS', 3 UNION ALL
SELECT 'BUILDING_AQUEDUCT', 'FLAVOR_CITY_DEFENSE', 3;

-----------------------------------------------------------------------------------------------------
--Promotions
-----------------------------------------------------------------------------------------------------
INSERT INTO UnitPromotions (Type, CannotBeChosen, DefenseMod, Description, Help, PediaEntry, IconAtlas, PortraitIndex, Sound, PediaType)
SELECT 'PROMOTION_PLAGUED', 1, -50, 'TXT_KEY_PROMOTION_PLAGUED', 'TXT_KEY_PROMOTION_PLAGUED_HELP', 'TXT_KEY_PROMOTION_PLAGUED', 'PROMOTION_ATLAS', 57, 'AS2D_IF_LEVELUP', 'PEDIA_ATTRIBUTES';

-----------------------------------------------------------------------------------------------------
--Pedia Entries
-----------------------------------------------------------------------------------------------------
INSERT INTO Concepts (Type, Topic, Description, Summary, AdvisorQuestion, Advisor, CivilopediaHeaderType, InsertBefore)
SELECT 'CONCEPT_HEALTH_CITY', 'TXT_KEY_TOPIC_CITIES', 'TXT_KEY_CITIES_HEALTH_HEADING3_TITLE', 'TXT_KEY_CITIES_HEALTH_HEADING3_BODY', 'TXT_KEY_CITIES_ADV_QUEST', 'ECONOMIC', 'HEADER_CITIES', 'CONCEPT_CITIES' UNION ALL
SELECT 'CONCEPT_HEALTH_EMPIRE', 'TXT_KEY_TOPIC_CITIES', 'TXT_KEY_EMPIRE_HEALTH_HEADING3_TITLE', 'TXT_KEY_EMPIRE_HEALTH_HEADING3_BODY', 'TXT_KEY_CITIES_ADV_QUEST', 'ECONOMIC', 'HEADER_CITIES', 'CONCEPT_CITIES' UNION ALL
SELECT 'CONCEPT_HEALTH_PLAGUE', 'TXT_KEY_TOPIC_CITIES', 'TXT_KEY_CITIES_PLAGUE_HEADING3_TITLE', 'TXT_KEY_CITIES_PLAGUE_HEADING3_BODY', 'TXT_KEY_CITIES_ADV_QUEST', 'ECONOMIC', 'HEADER_CITIES', 'CONCEPT_CITIES';

-----------------------------------------------------------------------------------------------------
--Compatibility
-----------------------------------------------------------------------------------------------------
ALTER TABLE Buildings ADD IsVisible boolean DEFAULT 1;

Wich worked great under some circumstances, but it will slow down the game if you add to much code at it, and when you play on giant maps with many civs, only gaming pcs will support this game.
 
Wich worked great under some circumstances, but it will slow down the game if you add to much code at it, and when you play on giant maps with many civs, only gaming pcs will support this game.

Maybe you could make a light version of CCTP without non-core additions to CCTP (Like plagues, or pandemics later on) if you guys added that much code?




Also, how moddable is the late-game Ideology trees? If you really wanted to, you could possibly add late-game government types like E-democracy, fascism, corporate states, ecotopia, socialist, communist, etc, with a custom UI, and group each government type under an ideology group (order, autocracy, or freedom). In my opinion, building upon the ideology system that currently exists in BNW would add a lot of customization for your empire in the late-game, as of right now with the regular BNW, I don't really have a specific indication of what specific government my empire is. For example, I would prefer to lead a socialist nation that allows for civil rights, freedom of speech, etc. That way I can lead using the best of both worlds of a democratic nation and a communist one.
This would probably take a lot of lua and XML coding, however, if this basic idea were implemented into CCTP, I believe it would be a great addition for the mod in general.

TL;DR, I would like to see CCTP incorporate a more dynamic social ideology system that would allow a player to customize exactly what kind of government (s)he would like. If you would like I could make a sketch of a possible UI to further elaborate on my idea and give a general idea for you to work off of.
 
There are missing tags in your code,
Spoiler :

<Row>
<BuildingType>BUILDING_X_GAMES_DUMMY</BuildingType>
<YieldType>YIELD_HAPPY</YieldType>
<Yield>2</Yield>
</Row>

</GameData>

when not intendet it will break your mod. You used Health and Plague as a basis, but let me tell you the code can bring some problems.
I overlooked the H and P code weaks ago for BNW and created a CCTP and MyOwnMod compatibility.
Spoiler :
-----------------------------------------------------------------------------------------------------
--Defines
-----------------------------------------------------------------------------------------------------
CREATE TABLE Era_PlagueDefines (EraType TEXT DEFAULT NULL, HealthMin INTEGER DEFAULT 0, MaxRange INTEGER DEFAULT 0, MaxDuration INTEGER DEFAULT 0);
CREATE TABLE BuildingClass_Health (BuildingClassType TEXT DEFAULT NULL, Yield INTEGER DEFAULT 0);
CREATE TABLE Resource_Health (ResourceType TEXT DEFAULT NULL, Yield INTEGER DEFAULT 0);
CREATE TABLE Technology_Health (TechType TEXT DEFAULT NULL, Yield INTEGER DEFAULT 0);
CREATE TABLE PolicyBranch_Health (PolicyBranchType TEXT DEFAULT NULL, Yield INTEGER DEFAULT 0);
CREATE TABLE Feature_Health (FeatureType TEXT DEFAULT NULL, Yield INTEGER DEFAULT 0);

INSERT INTO Defines (Name, Value)
SELECT 'PLAGUE_BASE_INIT_THRESHOLD', 15 UNION ALL
SELECT 'PLAGUE_BASE_COOLDOWN_TURNS', 25 UNION ALL
SELECT 'PLAGUE_BASE_BORDER_PERMEABILITY', 1.25 UNION ALL
SELECT 'PLAGUE_BASE_INFLUENCE_MOD', 0.85 UNION ALL
SELECT 'PLAGUE_BASE_PROPAGATE_THRESHOLD', 20 UNION ALL
SELECT 'PLAGUE_CITY_AOE_DMG_PERCENT', 20 UNION ALL
SELECT 'PLAGUE_CITY_TRADE_RANGE_MOD', 0.65 UNION ALL
SELECT 'PLAGUE_CITY_TRADE_LOCAL_MOD', 0.8 UNION ALL
SELECT 'PLAGUE_CITY_BASE_DEATH_THRESHOLD', 70 UNION ALL
SELECT 'PLAGUE_CITY_BASE_HEALING_MALUS', 13 UNION ALL
SELECT 'PLAGUE_CITY_ADJ_DISEASE_UNIT', -2 UNION ALL
SELECT 'PLAGUE_BASE_SPY_SABOTAGE_THRESHOLD', 1 UNION ALL
SELECT 'PLAGUE_BASE_FRESHWATER_HEALTH', 8 UNION ALL
SELECT 'PLAGUE_BASE_UNHAPPY_HEALTH', 2;

INSERT INTO Era_PlagueDefines (EraType, HealthMin, MaxRange, MaxDuration)
SELECT 'ERA_ANCIENT', 2, 5, 6 UNION ALL
SELECT 'ERA_CLASSICAL', 3, 6, 7 UNION ALL
SELECT 'ERA_MEDIEVAL', 6, 7, 8 UNION ALL
SELECT 'ERA_RENAISSANCE', 5, 8, 7 UNION ALL
SELECT 'ERA_INDUSTRIAL', 4, 9, 6 UNION ALL
SELECT 'ERA_MODERN', 3, 10, 5 UNION ALL
SELECT 'ERA_POSTMODERN', 2, 12, 5 UNION ALL
SELECT 'ERA_FUTURE', 1, 14, 4;

INSERT INTO BuildingClass_Health (BuildingClassType, Yield)
SELECT 'BUILDINGCLASS_KERKER', -3 UNION ALL
SELECT 'BUILDINGCLASS_STABLE', -1 UNION ALL
SELECT 'BUILDINGCLASS_STONE_WORKS', -1 UNION ALL
SELECT 'BUILDINGCLASS_CIRCUS', -1 UNION ALL
SELECT 'BUILDINGCLASS_FORGE', -1 UNION ALL
SELECT 'BUILDINGCLASS_WORKSHOP', -1 UNION ALL
SELECT 'BUILDINGCLASS_IRONWORKS', -1 UNION ALL
SELECT 'BUILDINGCLASS_COLOSSEUM', -1 UNION ALL
SELECT 'BUILDINGCLASS_THEATRE', -1 UNION ALL
SELECT 'BUILDINGCLASS_HARBOR', -1 UNION ALL
SELECT 'BUILDINGCLASS_FACTORY', -3 UNION ALL
SELECT 'BUILDINGCLASS_HOTEL', -1 UNION ALL
SELECT 'BUILDINGCLASS_AIRPORT', -2 UNION ALL
SELECT 'BUILDINGCLASS_TOURIST_CENTER', -1 UNION ALL
SELECT 'BUILDINGCLASS_CATHEDRAL', 1 UNION ALL
SELECT 'BUILDINGCLASS_CONSTABLE', 1 UNION ALL
SELECT 'BUILDINGCLASS_POLICE_STATION', 1 UNION ALL
SELECT 'BUILDINGCLASS_MOSQUE', 1 UNION ALL
SELECT 'BUILDINGCLASS_PAGODA', 1 UNION ALL
SELECT 'BUILDINGCLASS_HERDER', 1 UNION ALL
SELECT 'BUILDINGCLASS_APOTHECARY', 1 UNION ALL
SELECT 'BUILDINGCLASS_BUTCHER', 1 UNION ALL
SELECT 'BUILDINGCLASS_SAGE', 1 UNION ALL
SELECT 'BUILDINGCLASS_MINER', 1 UNION ALL
SELECT 'BUILDINGCLASS_TRADER', 1 UNION ALL
SELECT 'BUILDINGCLASS_GARDEN2', 1 UNION ALL
SELECT 'BUILDINGCLASS_SMITH', 1 UNION ALL
SELECT 'BUILDINGCLASS_ESTATE', 1 UNION ALL
SELECT 'BUILDINGCLASS_MERCHANT', 1 UNION ALL
SELECT 'BUILDINGCLASS_CATTLE_DRIVER', 1 UNION ALL
SELECT 'BUILDINGCLASS_ALCHEMIST', 1 UNION ALL
SELECT 'BUILDINGCLASS_MANUFACTURER', 1 UNION ALL
SELECT 'BUILDINGCLASS_VENDER', 1 UNION ALL
SELECT 'BUILDINGCLASS_RANCHER', 1 UNION ALL
SELECT 'BUILDINGCLASS_PLANTATION', 1 UNION ALL
SELECT 'BUILDINGCLASS_HERBALIST', 1 UNION ALL
SELECT 'BUILDINGCLASS_GUILD', 1 UNION ALL
SELECT 'BUILDINGCLASS_FOOD_PROCESSING_PLANT', 2 UNION ALL
SELECT 'BUILDINGCLASS_CHEMICAL_PLANT', -1 UNION ALL
SELECT 'BUILDINGCLASS_PRISON', -1 UNION ALL
SELECT 'BUILDINGCLASS_SUPERMARKET', 2 UNION ALL
SELECT 'BUILDINGCLASS_BIOTECH_INDUSTRIAL_PARK', 2 UNION ALL
SELECT 'BUILDINGCLASS_ARCOLOGY', 3 UNION ALL
SELECT 'BUILDINGCLASS_IMPLANT_STATION', 3 UNION ALL
SELECT 'BUILDINGCLASS_BEEF_VAT', 2 UNION ALL
SELECT 'BUILDINGCLASS_BIO_MEMORY_IMPLANT', 2 UNION ALL
SELECT 'BUILDINGCLASS_BODY_EXCHANGE', 3 UNION ALL
SELECT 'BUILDINGCLASS_SHOPPING_MALL', 1 UNION ALL
SELECT 'BUILDINGCLASS_TOWN_HALL', 1 UNION ALL
SELECT 'BUILDINGCLASS_BOND_MARKET', 1 UNION ALL
SELECT 'BUILDINGCLASS_DRUG_STORE', 2 UNION ALL
SELECT 'BUILDINGCLASS_GIGA_TOWER', 3 UNION ALL
SELECT 'BUILDINGCLASS_DINOSAUR_PARK', -3 UNION ALL
SELECT 'BUILDINGCLASS_TRANSCONTINENTAL_RAILROAD', -1 UNION ALL
SELECT 'BUILDINGCLASS_OIL_REFINERY', -1 UNION ALL
SELECT 'BUILDINGCLASS_WINDMILL', 1 UNION ALL
SELECT 'BUILDINGCLASS_GARDEN', 1 UNION ALL
SELECT 'BUILDINGCLASS_UNIVERSITY', 2 UNION ALL
SELECT 'BUILDINGCLASS_RECYCLING_CENTER', 1 UNION ALL
SELECT 'BUILDINGCLASS_HOSPITAL', 2 UNION ALL
SELECT 'BUILDINGCLASS_MEDICAL_LAB', 3 UNION ALL
SELECT 'BUILDINGCLASS_LABORATORY', 2;

INSERT INTO Resource_Health (ResourceType, Yield)
SELECT 'RESOURCE_IRON', -1 UNION ALL
SELECT 'RESOURCE_COAL', -2 UNION ALL
SELECT 'RESOURCE_OIL', -1 UNION ALL
SELECT 'RESOURCE_URANIUM', -1 UNION ALL
SELECT 'RESOURCE_NUTMEG', 3 UNION ALL
SELECT 'RESOURCE_CLOVES', 3 UNION ALL
SELECT 'RESOURCE_PEPPER', 3 UNION ALL
SELECT 'RESOURCE_BANANA', 2 UNION ALL
SELECT 'RESOURCE_WHEAT', 2 UNION ALL
SELECT 'RESOURCE_COW', 2 UNION ALL
SELECT 'RESOURCE_SHEEP', 2 UNION ALL
SELECT 'RESOURCE_DEER', 2 UNION ALL
SELECT 'RESOURCE_FISH', 2 UNION ALL
SELECT 'RESOURCE_WHALE', 2 UNION ALL
SELECT 'RESOURCE_SPICES', 2 UNION ALL
SELECT 'RESOURCE_WINE', 2 UNION ALL
SELECT 'RESOURCE_SALT', 2 UNION ALL
SELECT 'RESOURCE_CITRUS', 2 UNION ALL
SELECT 'RESOURCE_TEA', 2 UNION ALL
SELECT 'RESOURCE_TITANIUM', 1 UNION ALL
SELECT 'RESOURCE_POPPY', -1 UNION ALL
SELECT 'RESOURCE_ALOE_VERA', 2 UNION ALL
SELECT 'RESOURCE_JADE', 1 UNION ALL
SELECT 'RESOURCE_OAK', 1 UNION ALL
SELECT 'RESOURCE_MANGANESE', 1 UNION ALL
SELECT 'RESOURCE_SQUID', 2 UNION ALL
SELECT 'RESOURCE_AMBER', 1 UNION ALL
SELECT 'RESOURCE_TOBACCO', -1 UNION ALL
SELECT 'RESOURCE_TIN', 1 UNION ALL
SELECT 'RESOURCE_CRAB', 2;

INSERT INTO Technology_Health (TechType, Yield)
SELECT 'TECH_ANIMAL_HUSBANDRY', -1 UNION ALL
SELECT 'TECH_THE_WHEEL', -1 UNION ALL
SELECT 'TECH_SAILING', -1 UNION ALL
SELECT 'TECH_OPTICS', -1 UNION ALL
SELECT 'TECH_COMPASS', -1 UNION ALL
SELECT 'TECH_ASTRONOMY', -1 UNION ALL
SELECT 'TECH_NAVIGATION', -1 UNION ALL
SELECT 'TECH_COMBUSTION', -1 UNION ALL
SELECT 'TECH_FLIGHT', -1 UNION ALL
SELECT 'TECH_GLOBALIZATION', -1 UNION ALL
SELECT 'TECH_POTTERY', 1 UNION ALL
SELECT 'TECH_ENGINEERING', 1 UNION ALL
SELECT 'TECH_CHEMISTRY', 2 UNION ALL
SELECT 'TECH_SCIENTIFIC_THEORY', 2 UNION ALL
SELECT 'TECH_BIOLOGY', 3 UNION ALL
SELECT 'TECH_ELECTRICITY', 3 UNION ALL
SELECT 'TECH_REFRIGERATION', 3 UNION ALL
SELECT 'TECH_PENICILIN', 3 UNION ALL
SELECT 'TECH_ECOLOGY', 3 UNION ALL
SELECT 'TECH_SATELLITES', 3 UNION ALL
SELECT 'TECH_ROBOTICS', 3 UNION ALL
SELECT 'TECH_AGRICULTURAL_REVOLUTION', 2 UNION ALL
SELECT 'TECH_PUBLIC_WORKS', 1 UNION ALL
SELECT 'TECH_ECONOMY_OF_SCALE', 1 UNION ALL
SELECT 'TECH_PHARMACEUTICALS', 3 UNION ALL
SELECT 'TECH_CLONING', 3 UNION ALL
SELECT 'TECH_BIOTECH_INDUSTRY', 3 UNION ALL
SELECT 'TECH_GENETIC_ENGINEERING', 3 UNION ALL
SELECT 'TECH_FERMENTATION', 1 UNION ALL

SELECT 'TECH_BIOLOGICAL_SYNTHESIS', 3 UNION ALL
SELECT 'TECH_FUNCTIONAL_MRI', 2 UNION ALL
SELECT 'TECH_SOCIAL_NETWORKS', 1 UNION ALL
SELECT 'TECH_VACCINES', 1 UNION ALL
SELECT 'TECH_MOBILE_PHONES', 1 UNION ALL
SELECT 'TECH_INTERNET', 2 UNION ALL
SELECT 'TECH_OCEAN_PIONEERING', -1 UNION ALL
SELECT 'TECH_BONDS', 1 UNION ALL
SELECT 'TECH_TRADE_FAIRS', 1 UNION ALL
SELECT 'TECH_WOODWORKING', -1 UNION ALL
SELECT 'TECH_PRIESTHOOD', 1 UNION ALL
SELECT 'TECH_NANOTECHNOLOGY', 3;

INSERT INTO PolicyBranch_Health (PolicyBranchType, Yield)
SELECT 'POLICY_BRANCH_AUTOCRACY', -1 UNION ALL
SELECT 'POLICY_BRANCH_EXPLORATION', -1 UNION ALL
SELECT 'POLICY_BRANCH_ORDER', 1 UNION ALL
SELECT 'POLICY_BRANCH_RATIONALISM', 1;

INSERT INTO Feature_Health (FeatureType, Yield)
SELECT 'FEATURE_FALLOUT', -3 UNION ALL
SELECT 'FEATURE_FLOOD_PLAINS', -1 UNION ALL
SELECT 'FEATURE_MARSH', -1 UNION ALL
SELECT 'FEATURE_ATOLL', 1 UNION ALL
SELECT 'FEATURE_EL_DORADO', 1 UNION ALL
SELECT 'FEATURE_POTOSI', 1 UNION ALL
SELECT 'FEATURE_FOUNTAIN_YOUTH', 3 UNION ALL
SELECT 'FEATURE_GEYSER', 1 UNION ALL
SELECT 'FEATURE_GIBRALTAR', -1 UNION ALL
SELECT 'FEATURE_VOLCANO', -1 UNION ALL
SELECT 'FEATURE_REEF', -1 UNION ALL
SELECT 'FEATURE_MESA', 1 UNION ALL
SELECT 'FEATURE_CRATER', 1 UNION ALL
SELECT 'FEATURE_FUJI', -1 UNION ALL
SELECT 'FEATURE_OASIS', 3 UNION ALL
SELECT 'FEATURE_ULURU', -1 UNION ALL
SELECT 'FEATURE_SRI_PADA', 1 UNION ALL
SELECT 'FEATURE_MT_KAILASH', 1 UNION ALL
SELECT 'FEATURE_MT_SINAI', 1 UNION ALL
SELECT 'FEATURE_KILIMANJARO', 1 UNION ALL
SELECT 'FEATURE_SOLOMONS_MINES', -1 UNION ALL
SELECT 'FEATURE_LAKE_VICTORIA', 3 UNION ALL
SELECT 'FEATURE_JUNGLE', 1 UNION ALL
SELECT 'FEATURE_FOREST', 2;

-----------------------------------------------------------------------------------------------------
--Font Mapping
-----------------------------------------------------------------------------------------------------
INSERT INTO IconFontTextures (IconFontTexture, IconFontTextureFile)
SELECT 'ICON_FONT_TEXTURE_PLAGUE', 'Plague-FontIcons';

INSERT INTO IconFontMapping (IconName, IconFontTexture, IconMapping)
SELECT 'ICON_HEALTH', 'ICON_FONT_TEXTURE_PLAGUE', 1 UNION ALL
SELECT 'ICON_PLAGUE', 'ICON_FONT_TEXTURE_PLAGUE', 2;

-----------------------------------------------------------------------------------------------------
--Buildings
-----------------------------------------------------------------------------------------------------
INSERT INTO Building_Flavors (BuildingType, FlavorType, Flavor)
SELECT 'BUILDING_AQUEDUCT', 'FLAVOR_PRODUCTION', 3 UNION ALL
SELECT 'BUILDING_AQUEDUCT', 'FLAVOR_CULTURE', 3 UNION ALL
SELECT 'BUILDING_AQUEDUCT', 'FLAVOR_GOLD', 3 UNION ALL
SELECT 'BUILDING_AQUEDUCT', 'FLAVOR_HAPPINESS', 3 UNION ALL
SELECT 'BUILDING_AQUEDUCT', 'FLAVOR_CITY_DEFENSE', 3;

-----------------------------------------------------------------------------------------------------
--Promotions
-----------------------------------------------------------------------------------------------------
INSERT INTO UnitPromotions (Type, CannotBeChosen, DefenseMod, Description, Help, PediaEntry, IconAtlas, PortraitIndex, Sound, PediaType)
SELECT 'PROMOTION_PLAGUED', 1, -50, 'TXT_KEY_PROMOTION_PLAGUED', 'TXT_KEY_PROMOTION_PLAGUED_HELP', 'TXT_KEY_PROMOTION_PLAGUED', 'PROMOTION_ATLAS', 57, 'AS2D_IF_LEVELUP', 'PEDIA_ATTRIBUTES';

-----------------------------------------------------------------------------------------------------
--Pedia Entries
-----------------------------------------------------------------------------------------------------
INSERT INTO Concepts (Type, Topic, Description, Summary, AdvisorQuestion, Advisor, CivilopediaHeaderType, InsertBefore)
SELECT 'CONCEPT_HEALTH_CITY', 'TXT_KEY_TOPIC_CITIES', 'TXT_KEY_CITIES_HEALTH_HEADING3_TITLE', 'TXT_KEY_CITIES_HEALTH_HEADING3_BODY', 'TXT_KEY_CITIES_ADV_QUEST', 'ECONOMIC', 'HEADER_CITIES', 'CONCEPT_CITIES' UNION ALL
SELECT 'CONCEPT_HEALTH_EMPIRE', 'TXT_KEY_TOPIC_CITIES', 'TXT_KEY_EMPIRE_HEALTH_HEADING3_TITLE', 'TXT_KEY_EMPIRE_HEALTH_HEADING3_BODY', 'TXT_KEY_CITIES_ADV_QUEST', 'ECONOMIC', 'HEADER_CITIES', 'CONCEPT_CITIES' UNION ALL
SELECT 'CONCEPT_HEALTH_PLAGUE', 'TXT_KEY_TOPIC_CITIES', 'TXT_KEY_CITIES_PLAGUE_HEADING3_TITLE', 'TXT_KEY_CITIES_PLAGUE_HEADING3_BODY', 'TXT_KEY_CITIES_ADV_QUEST', 'ECONOMIC', 'HEADER_CITIES', 'CONCEPT_CITIES';

-----------------------------------------------------------------------------------------------------
--Compatibility
-----------------------------------------------------------------------------------------------------
ALTER TABLE Buildings ADD IsVisible boolean DEFAULT 1;

Wich worked great under some circumstances, but it will slow down the game if you add to much code at it, and when you play on giant maps with many civs, only gaming pcs will support this game.

I only used Health and Plague as a conceptual basis, not a code basis. I hope that in the future we migrate to my system, as it is far more flexible than Health and Plague and can be used for local city happiness as well, and can even add yield modifiers.

But I'd like to get the Plague Diffusion thing to work. In the long run, I'd like to add tile yield importation as well.
 
I only used Health and Plague as a conceptual basis, not a code basis. I hope that in the future we migrate to my system, as it is far more flexible than Health and Plague and can be used for local city happiness as well, and can even add yield modifiers.

But I'd like to get the Plague Diffusion thing to work. In the long run, I'd like to add tile yield importation as well.

I also like this ideas, but in my last game i removed the H and P, because its totally slows down my game, they same as Revolution (great idea, but with great maps, lot of civs and CCTP, nearly unplayable) damn i have a beast as a pc.

So to speed up thinks, there would be a lot of work in the future.
 
How will policies work in the new version? Will we get a Govornment and Policies system that are separate from each other? I assume you'll be adding more bonuses to choose from for Ideaologies, some are pretty weak as it is, while some are just blatantly excellent and more desirable over the others.

I would also like to suggest a series of new repeatable technologies at the end of the Tech Tree, which give you something different. Like say, one for a cash sum upon completion, one for a permanent boost to happiness(1 or 2 happiness per completion), one for a payoff of Culture, one that contributes points towards your next Golden Age, etc... this would make the building of research buildings and the accruing of research points still desirable end-game. If you add Health as a city attribute, you could add one that increases the Health rating of all cities upon completion as well.

A minor suggestion, and you'll probably think it's incredibly stupid, but, maybe adjust the Shaman's Hut to be something like a "Herbalists" or "Herb Garden" instead. I feel uneasy building a Shaman's Hut in the Renaissance Era and onwards... A Herbalist/Herb Garden is something that is used even today in the modern era.
 
Ok modded the policies, so that we can get 9 pick ups pro policy branch.
This means we could at least rework the policies a little bit.
 
I never got to play Community Call To Power before the last Gods and Kings patch broke it - and I always wanted to try out the social policies (I think they're particularly poorly done in vanilla Civ5).

Would it work to have the 'Ideologies' as economic systems? I mean, the cold war was more about different economic ideology anyway. So once three factories are built / the player reaches the modern age, the ideology choices are something like:

- Free Market
- State Control
- Co-operative / Green

This allows for the old CCTP social policies to remain, as Ecotopia and Virtual Democracy can still be brought in for later eras. Perhaps Communism and Fascism should be merged into 'Police State', as having a Free Market Communist state would make little sense. Unless ideologies can be made to be mutually exclusive with certain social policies? So the ideology 'Free Market' could be exclusive with Communism and Ecotopia?
 
I never got to play Community Call To Power before the last Gods and Kings patch broke it - and I always wanted to try out the social policies (I think they're particularly poorly done in vanilla Civ5).

Would it work to have the 'Ideologies' as economic systems? I mean, the cold war was more about different economic ideology anyway. So once three factories are built / the player reaches the modern age, the ideology choices are something like:

- Free Market
- State Control
- Co-operative / Green

This allows for the old CCTP social policies to remain, as Ecotopia and Virtual Democracy can still be brought in for later eras. Perhaps Communism and Fascism should be merged into 'Police State', as having a Free Market Communist state would make little sense. Unless ideologies can be made to be mutually exclusive with certain social policies? So the ideology 'Free Market' could be exclusive with Communism and Ecotopia?

Iam nearly finished with overworked policies, till we get our great CCTP policies back
 
I'm still working on my mod, Gilgamesch, so you might want to just release the working version (with the proper AssignStartingPlots.lua) as v3.5 (I think...) until Fires can help me with my mod's diffusion system.

In the long run, we should rework the game completely at a fundamental level. There should be no hard distinction between civs, city-states, barbarians, corporations, and other groups, which should all be lumped into "actors." We can write the Lua code in order to make one giant "civilization," with different actors within fighting and cooperating. Although a rework of the World Congress (and slight changes to technologies) would be required, it would largely be a UI problem.

This would allow many novel game features. Barbarian encampments will be able to form cities, which may play host to corporations. As the city expands into a nation and then an empire, these corporations may slowly gain power to the extent that they raise private armies and conquer other cities or even found their own. On the home front, actors (including "real countries") exert scientific, engineering, economic, religious, electoral, and ultimately political influence, depending on what buildings they construct in the city (all actors should be able to own buildings in a city, pursuant to restrictions). If a given actor gains too much influence, local happiness will go down. In combination with other factors, this may lead to revolutions. Actors can also merge, combining their influences.

The possibilities would be endless, and the number of actors could be unlimited. This would be a great idea for v4.
 
Spoiler :


Its done also Religion is done. Only names are lacking.
 

Attachments

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Great job, Gilgamesch! Can we see a picture of the new religion system?

I just changed/deleted and added new beliefs. No new Screen or Popup.

Here is the text for the religions, so you can critic them;)

Spoiler :

<!-- only English support yet -->
<Language_en_US>
<Row Tag="TXT_KEY_BELIEF_NATUREONE">
<Text>+1 [ICON_RESEARCH] Research for forest or jungles and +1 [ICON_HAPPINESS] Happiness for each Garden.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_NATUREONE_SHORT">
<Text>Herbalism</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_INQUISATION">
<Text>Allows the construction of the Inquisiton building. +5[ICON_PEACE] Faith and a free inquisitor.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_INQUISATION_SHORT">
<Text>Inquisition.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_NATURHEILIGTUM">
<Text>Allows the construction of the Nature Gods building, +2 [ICON_CULTURE] Culture and provides +2 [ICON_PEACE] Faith per mountain and natural wonders.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_NATURHEILIGTUM_SHORT">
<Text>Animism</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_GAIA">
<Text>+1[ICON_PEACE] Faith from forest and jungles.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_GAIA_SHORT">
<Text>World Tree</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_BARBAROSSA">
<Text>Allowes to convert barbarians.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_BARBAROSSA_SHORT">
<Text>Blood Cult</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_CULTIMPRO">
<Text>+2 [ICON_CULTURE] Culture for each Great Person improvement.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_CULTIMPRO_SHORT">
<Text>God of the Sun</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_SCIENCEIMPRO">
<Text>+2 [ICON_SCIENCE] Science for each Great Person improvement.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_SCIENCEIMPRO_SHORT">
<Text>Science cult</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_GOLDIMPRO">
<Text>+2 [ICON_GOLD] Gold for each Great Person improvement</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_GOLDIMPRO_SHORT">
<Text>God of Fortune</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_FOODIMPRO">
<Text>+2 [ICON_FOOD] Gold for each Great Person improvement.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_FOODIMPRO_SHORT">
<Text>Goddess of the Seasons</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_FAITHIMPRO">
<Text>+2 [ICON_PEACE] Faith for each Great Person improvement.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_FAITHIMPRO_SHORT">
<Text>Faith cult</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_PROIMPRO">
<Text>+2 [ICON_PRODUCTION] Production for each Great Person improvement.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_PROIMPRO_SHORT">
<Text>God of Crafts</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_REGSCHOOL">
<Text>Construct the Religius School, +3[ICON_PEACE] Faith, +1[ICON_SCIENCE] Science and +1[ICON_PEACE] Happiness.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_REGSCHOOL_SHORT">
<Text>Religious Education</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_WONDERGOLD">
<Text>+2 [ICON_GOLD] Gold for each world wonder.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_WONDERGOLD_SHORT">
<Text>Wonder Gold</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_WONDERPRO">
<Text>+2 [ICON_PRODUCTION] Production for each world wonder.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_WONDERPRO_SHORT">
<Text>Wonder Production</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_WONDERSCIENCE">
<Text>+2 [ICON_SCIENCE] Science for each world wonder.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_WONDERSCIENCE_SHORT">
<Text>Wonder Science</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_WONDERCULT">
<Text>+2 [ICON_CULTURE] Culture for each world wonder</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_WONDERCULT_SHORT">
<Text>Wonder Cult</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_WONDERFOOD">
<Text>+2 [ICON_FOOD] Production for each world wonder.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_WONDERFOOD_SHORT">
<Text>Wonder Food</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_NATURALFOOD">
<Text>+2 [ICON_FOOD] Food for each natural wonder.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_NATURALFOOD_SHORT">
<Text>Natural Food</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_NATURALFAITH">
<Text>+2 [ICON_PEACE] Faith for each natural wonder.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_NATURALFAITH_SHORT">
<Text>Natural Faith</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_NATURALGOLD">
<Text>+2 [ICON_GOLD] Gold for each natural wonder.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_NATURALGOLD_SHORT">
<Text>Natural Gold</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_NATURALSCIENCE">
<Text>+2 [ICON_SCIENCE] Sciencefor each natural wonder.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_NATURALSCIENCE_SHORT">
<Text>Natural Science</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_NATURALCULT">
<Text>+2 [ICON_CULTURE] Culture for each natural wonder.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_NATURALCULT_SHORT">
<Text>Natural Cult</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_NATURALPRO">
<Text>+2 [ICON_PRODUCTION] Production for each natural wonder.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_NATURALPRO_SHORT">
<Text>Natural Production</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_GLAUBENSKRIEG">
<Text>Gain [ICON_PEACE] Faith each time you kill a enemy 8 tiles from your cities, -25% Strength from other religions.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_GLAUBENSKRIEG_SHORT">
<Text>Jihad</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_WALFAHRT">
<Text>+1 Tourism frome each building purchased by [ICON_PEACE] Faith.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_WALFAHRT_SHORT">
<Text>Sacred Places</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_VISION">
<Text>+25% appairing of Great Prophets.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_VISION_SHORT">
<Text>Oracles</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_KIRCHENSTEUER">
<Text>+1[ICON_GOLD] Gold for each follower and +3[ICON_PEACE] Faith for each Bank.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_KIRCHENSTEUER_SHORT">
<Text>Church Taxes</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_GEMEINSCHAFT">
<Text>+10% City State influence and +10% Healrate.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_GEMEINSCHAFT_SHORT">
<Text>Religious Clan</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_KABALLA">
<Text>Buy all Great Persons with [ICON_PEACE] Faith.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_KABALLA_SHORT">
<Text>Kaballa</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_SACRIFICE">
<Text>+100 [ICON_PEACE] Faith when a Great Person was expanded.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_SACRIFICE_SHORT">
<Text>Ritual Sacrifice</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_HOLYSECRETS_SHORT">
<Text>Holy Secrets</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_HOLYSECRETS">
<Text>Your Espionagepressure is incresed +2.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_RELIGIOUSUTOPIA">
<Text>+3 [ICON_HAPPINESS] for each city you control.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_RELIGIOUSUTOPIA_SHORT">
<Text>Religious Utopia</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_EPIC">
<Text>+10% more [ICON_PRODUCTION] Production when construction of Wonders.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_EPIC_SHORT">
<Text>Pans Oath</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_FRIEDEN">
<Text>+20 religious spreading and +50% fo friendly Citystates.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_FRIEDEN_SHORT">
<Text>Friendly Cult</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_GOLDENREALM">
<Text>+10 [ICON_CULTURE] Culturebonus in all of your cities.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_GOLDENREALM_SHORT">
<Text>Golden Realm</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_PARIA">
<Text>Gain [ICON_PEACE] Faith each time one of your units died.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_PARIA_SHORT">
<Text>Paria</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_WARLORD">
<Text>Gain [ICON_PEACE] Faith each time you kill a enemy unit.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_WARLORD_SHORT">
<Text>God of War</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_CCTPTITHE">
<Text>+1 [ICON_GOLD] Gold for each 3 [ICON_CITIZEN] Citizen following this Religion.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_CCTPTITHE_SHORT">
<Text>Tithe</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_CCTPPROPERTY">
<Text>+5 [ICON_GOLD] Gold for each city following this Religion.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_CCTPPROPERTY_SHORT">
<Text>Church Property</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_CCCTPBURIAL">
<Text>+1 [ICON_HAPPINESS] Happiness for each city following this Religion.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_CCCTPBURIAL_SHORT">
<Text>Ceromonial Burial</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_MAMMON">
<Text>Allowes the construction of the Mammon temple.</Text>
</Row>
<Row Tag="TXT_KEY_BELIEF_MAMMON_SHORT">
<Text>Mammon</Text>
</Row>


Most names are just placeholder, feel free to suggest new ones.
The same for the beliefs and effects, if you feel its op post it.
 
You should replace "Science cult" with "Goddess of Wisdom" or something like that.

Will release a final version, like the weeks ago, this week end.
So all suggestions till this time can and will implented.
Policies ares overworked but limited due vanilla pop up.
Iam goin to post the policies, so that you may point out some :rolleyes:
Didnt looked at this time if policy/buildings/via lua workes, in the case it works i will implend it.

Also manpower will be overworked and full tweaked for eras.
At least some military units will get the Electricity requirement.

For other mods, i included a little option to work with whowards dll.
So you only need CCTP/Tweak and whowards dll mod, and you can use canals, build tunnels, city distance plus 2 and some others that are working correcty with BNW.
This is only a placeholder, till we got our own dll setup.


BTW: All bugs that are reported and can be fixed will be fixed;)
 
Ok here are the policies under work!
Spoiler :
<Language_DE_DE>
<!--
<Row Tag="TXT_KEY_POLICY_WARRIOR_CODE_HELP">
<Text>[COLOR_POSITIVE_TEXT]Honor Code[ENDCOLOR].[NEWLINE][NEWLINE].</Text>
</Row>
<Row Tag="TXT_KEY_POLICY_MILITARY_TRADITION_HELP">
<Text>[COLOR_POSITIVE_TEXT]Military Tradition[ENDCOLOR].[NEWLINE].</Text>
</Row>
<Row Tag="TXT_KEY_POLICY_DISCIPLINE_HELP">
<Text>[COLOR_POSITIVE_TEXT]Recruiters[ENDCOLOR].[NEWLINE] A free Warrior appairs near the [ICON_CAPTOL] Capitol.</Text>
</Row>
<Row Tag="TXT_KEY_POLICY_DISCIPLINE">
<Text>[COLOR_POSITIVE_TEXT]Recruiters[ENDCOLOR].</Text>
</Row>-->
<Row Tag="TXT_KEY_POLICY_CCTP1_HELP">
<Text>[COLOR_POSITIVE_TEXT]Heros Path[ENDCOLOR].[NEWLINE][NEWLINE]+25%[ICON_STRENGTH] when fighting damaged units</Text>
</Row>
<Row Tag="TXT_KEY_POLICY_CCTP1">
<Text>[COLOR_POSITIVE_TEXT]Heros Path[ENDCOLOR]</Text>
</Row>
<Row Tag="TXT_KEY_POLICY_CCTP2_HELP">
<Text>[COLOR_POSITIVE_TEXT]Military Gods[ENDCOLOR][NEWLINE]+1[ICON_GOLD] Gold from Farms and +1 [ICON_PEACE] Faith from Camps.</Text>
</Row>
<Row Tag="TXT_KEY_POLICY_CCTP2">
<Text>[COLOR_POSITIVE_TEXT]Military Gods[ENDCOLOR]</Text>
</Row>
<Row Tag="TXT_KEY_POLICY_CCTP3_HELP">
<Text>[COLOR_POSITIVE_TEXT]Crown loyality[ENDCOLOR][NEWLINE]+3[ICON_HAPPINESS_1] Happiness[NEWLINE].</Text>
</Row>
<Row Tag="TXT_KEY_POLICY_CCTP3">
<Text>[COLOR_POSITIVE_TEXT]Crown loyality[ENDCOLOR]</Text>
</Row>
<Row Tag="TXT_KEY_POLICY_CCTP4_HELP">
<Text>[COLOR_POSITIVE_TEXT]Milirary Parade[ENDCOLOR][NEWLINE]+1[ICON_HAPPINESS-1] Happiness for each military Unit you control.</Text>
</Row>
<Row Tag="TXT_KEY_POLICY_CCTP4">
<Text>[COLOR_POSITIVE_TEXT]Milirary Parade[ENDCOLOR]</Text>
</Row>

<Row Tag="TXT_KEY_POLICY_CCTP5_HELP">
<Text>[COLOR_POSITIVE_TEXT]Leaders Oath[ENDCOLOR][NEWLINE]+1[ICON_HAPPINESS_1] Happiness for each Monuments and provides a free [ICON_GREAT_PEOPLE] Great Person at your choice.</Text>
</Row>
<Row Tag="TXT_KEY_POLICY_CCTP5">
<Text>[COLOR_POSITIVE_TEXT]Leaders Oath[ENDCOLOR].</Text>
</Row>

<Row Tag="TXT_KEY_POLICY_CCTP6_HELP">
<Text>[COLOR_POSITIVE_TEXT]New Generation[ENDCOLOR][NEWLINE]Provides a free [ICON_GREAT_PEOPLE] Great Person at your choice.</Text>
</Row>

<Row Tag="TXT_KEY_POLICY_CCTP6">
<Text>[COLOR_POSITIVE_TEXT]New Generation[ENDCOLOR]</Text>
</Row>


<Row Tag="TXT_KEY_POLICY_CCTP7_HELP">
<Text>[COLOR_POSITIVE_TEXT]Old ways[ENDCOLOR][NEWLINE]Buying item in Cities with [ICON_GOLD] Gold is reduced by 10%.</Text>
</Row>

<Row Tag="TXT_KEY_POLICY_CCTP7">
<Text>[COLOR_POSITIVE_TEXT]Old ways[ENDCOLOR]</Text>
</Row>


<Row Tag="TXT_KEY_POLICY_CCTP8_HELP">
<Text>[COLOR_POSITIVE_TEXT]Organized Settlement[ENDCOLOR][NEWLINE]New Cities starts with two extra [ICON_CITIZEN] Citizen .</Text>
</Row>
<Row Tag="TXT_KEY_POLICY_CCTP8">
<Text>[COLOR_POSITIVE_TEXT]Organized Settlement[ENDCOLOR]</Text>
</Row>
<Row Tag="TXT_KEY_POLICY_CCTP9">
<Text>[COLOR_POSITIVE_TEXT]Working Class[ENDCOLOR]</Text>
</Row>
<Row Tag="TXT_KEY_POLICY_CCTP9_HELP">
<Text>[COLOR_POSITIVE_TEXT]Working Class[ENDCOLOR][NEWLINE]+1[ICON_PRODUCTION] Production for each mine and + 1[ICON_FOOD]Food per City.</Text>
</Row>

<Row Tag="TXT_KEY_POLICY_CCTP10_HELP">
<Text>[COLOR_POSITIVE_TEXT]Golden Realm[ENDCOLOR][NEWLINE]+1[ICON_HAPPINESS_1] Happines for each City and starts a Golden Age.</Text>
</Row>
<Row Tag="TXT_KEY_POLICY_CCTP10">
<Text>[COLOR_POSITIVE_TEXT]Golden Realm[ENDCOLOR]</Text>
</Row>

<Row Tag="TXT_KEY_POLICY_CCTP11_HELP">
<Text>[COLOR_POSITIVE_TEXT]Productive Society[ENDCOLOR][NEWLINE]+1[ICON_PRODUCTION] Production and +1 [ICON_GOLD] Gold for each City.</Text>
</Row>
<Row Tag="TXT_KEY_POLICY_CCTP11">
<Text>[COLOR_POSITIVE_TEXT]Golden Realm[ENDCOLOR]</Text>
</Row>

<Row Tag="TXT_KEY_POLICY_CCTP12_HELP">
<Text>[COLOR_POSITIVE_TEXT]Old Ways[ENDCOLOR][NEWLINE]+1[ICON_PRODUCTION] Production for each Mine and +1 [ICON_FOOD] Food for each Farm.</Text>
</Row>
<Row Tag="TXT_KEY_POLICY_CCTP12">
<Text>[COLOR_POSITIVE_TEXT]Old Ways[ENDCOLOR]</Text>
</Row>

<Row Tag="TXT_KEY_POLICY_CCTP13_HELP">
<Text>[COLOR_POSITIVE_TEXT]Religios Law[ENDCOLOR][NEWLINE]+3 Faith[ICON_PEACE] Faith in the [ICON_CAPITAL] Capital .</Text>
</Row>
<Row Tag="TXT_KEY_POLICY_CCTP13">
<Text>[COLOR_POSITIVE_TEXT]Religios Law[ENDCOLOR]</Text>
</Row>
<Row Tag="TXT_KEY_POLICY_CCTP14_HELP">
<Text>[COLOR_POSITIVE_TEXT]Imperial Cult[ENDCOLOR][NEWLINE]+3[ICON_HAPPINESS-1] Global Happiness and +1 [ICON_PEACE] Faith for each City.</Text>
</Row>
<Row Tag="TXT_KEY_POLICY_CCTP14">
<Text>[COLOR_POSITIVE_TEXT]Imperial Cult[ENDCOLOR]</Text>
</Row>
<Row Tag="TXT_KEY_POLICY_CCTP15_HELP">
<Text>[COLOR_POSITIVE_TEXT]Religious Work[ENDCOLOR][NEWLINE]+1[ICON_PEACE] Faith for each Specialist [ICON_CITIZEN] .</Text>
</Row>
<Row Tag="TXT_KEY_POLICY_CCTP15">
<Text>[COLOR_POSITIVE_TEXT]Religious Work[ENDCOLOR]</Text>
</Row>
<Row Tag="TXT_KEY_POLICY_CCTP16_HELP">
<Text>[COLOR_POSITIVE_TEXT]Bloody Culture[ENDCOLOR][NEWLINE]Gain [ICON_CULTURE] Culture each time you kill a enemy unit and 25 turns [ICON_STRENGTH]attack bonus.</Text>
</Row>
<Row Tag="TXT_KEY_POLICY_CCTP16">
<Text>[COLOR_POSITIVE_TEXT]Bloody Culture[ENDCOLOR]</Text>
</Row>

<Row Tag="TXT_KEY_POLICY_CCTP17_HELP">
<Text>[COLOR_POSITIVE_TEXT]Local Trader[ENDCOLOR][NEWLINE]+2[ICON_GOLD] for each City.</Text>
</Row>
<Row Tag="TXT_KEY_POLICY_CCTP17">
<Text>[COLOR_POSITIVE_TEXT]Happy Trader[ENDCOLOR]</Text>
</Row>

<Row Tag="TXT_KEY_POLICY_CCTP18_HELP">
<Text>[COLOR_POSITIVE_TEXT]Specialist Trader[ENDCOLOR][NEWLINE]+1[ICON_GOLD] Gold for each Trading Post and +1 Gold for every [ICON_GREAT_PEOPLE] Specialist.</Text>
</Row>
<Row Tag="TXT_KEY_POLICY_CCTP18">
<Text>[COLOR_POSITIVE_TEXT]Specialist Trader[ENDCOLOR]</Text>
</Row>

<Row Tag="TXT_KEY_POLICY_CCTP19_HELP">
<Text>[COLOR_POSITIVE_TEXT]Foreign Deals[ENDCOLOR][NEWLINE]+3[ICON_GOLD] Gold for each City and shows all [ICON_CAPITAL] Capitals on the map.</Text>
</Row>
<Row Tag="TXT_KEY_POLICY_CCTP19">
<Text>[COLOR_POSITIVE_TEXT]Foreign Deals[ENDCOLOR]</Text>
</Row>

<Row Tag="TXT_KEY_POLICY_CCTP20_HELP">
<Text>[COLOR_POSITIVE_TEXT]Eco Research[ENDCOLOR][NEWLINE][ICON_SPECIALIST]Specialist consume -50%[ICON_FOOD] Food and +1[ICON_HAPPINESS_1] Happiness for each 10 [ICON_CITIZEN] Citizen.</Text>
</Row>
<Row Tag="TXT_KEY_POLICY_CCTP20">
<Text>[COLOR_POSITIVE_TEXT]Eco Research[ENDCOLOR].</Text>
</Row>

<Row Tag="TXT_KEY_POLICY_CCTP21_HELP">
<Text>[COLOR_POSITIVE_TEXT]Puplic Research[ENDCOLOR][NEWLINE]+1[ICON_RESEARCH] Science for each City and +3 [ICON_RESEARCH] Science for the [ICON_CAPITaL] Capital .</Text>
</Row>
<Row Tag="TXT_KEY_POLICY_CCTP21">
<Text>[COLOR_POSITIVE_TEXT]Puplic Research[ENDCOLOR].</Text>
</Row>

<Row Tag="TXT_KEY_POLICY_CCTP22_HELP">
<Text>[COLOR_POSITIVE_TEXT]Cultural Research[ENDCOLOR][NEWLINE]+2 [ICON_CULTURE] Culture from each Academy and starts a Golden Age.</Text>
</Row>
<Row Tag="TXT_KEY_POLICY_CCTP22">
<Text>[COLOR_POSITIVE_TEXT]Puplic Research[ENDCOLOR].</Text>
</Row>

<Row Tag="TXT_KEY_POLICY_CCTP23_HELP">
<Text>[COLOR_POSITIVE_TEXT]Golden Dream[ENDCOLOR][NEWLINE]50% [ICON_HAPPINESS_1] Happiness is added to your [ICON_RESEARCH] Science.</Text>
</Row>
<Row Tag="TXT_KEY_POLICY_CCTP23">
<Text>[COLOR_POSITIVE_TEXT]Golden Dream[ENDCOLOR].</Text>
</Row>


<Row Tag="TXT_KEY_POLICY_CCTP24_HELP">
<Text>[COLOR_POSITIVE_TEXT]Art Community[ENDCOLOR][NEWLINE]+1 [ICON_HAPPINESS_1] Happiness and + [ICON_CULTURE] Culture for each City.</Text>
</Row>
<Row Tag="TXT_KEY_POLICY_CCTP24">
<Text>[COLOR_POSITIVE_TEXT]Art Community[ENDCOLOR].</Text>
</Row>

<Row Tag="TXT_KEY_POLICY_CCTP25_HELP">
<Text>[COLOR_POSITIVE_TEXT]Art Monument[ENDCOLOR][NEWLINE]Provides a free [ICON_CULTURE] Culture building in each of your own Cities.</Text>
</Row>
<Row Tag="TXT_KEY_POLICY_CCTP25">
<Text>[COLOR_POSITIVE_TEXT]Art Monument[ENDCOLOR].</Text>
</Row>

<Row Tag="TXT_KEY_POLICY_CCTP26_HELP">
<Text>[COLOR_POSITIVE_TEXT]Art Tourism[ENDCOLOR][NEWLINE]+2[ICON_CULTURE]Culture for every World Wonder and +1 [ICON_CULTURE] Culture for each Trading Post.</Text>
</Row>
<Row Tag="TXT_KEY_POLICY_CCTP26">
<Text>[COLOR_POSITIVE_TEXT]Art Tourism[ENDCOLOR].</Text>
</Row>

<Row Tag="TXT_KEY_POLICY_CCTP27_HELP">
<Text>[COLOR_POSITIVE_TEXT]Modern Art[ENDCOLOR][NEWLINE]+1 [ICON_CULTURE] Culture for every [ICON_GREAT_PEOPLE] Specialist and starts a Golden Age.</Text>
</Row>
<Row Tag="TXT_KEY_POLICY_CCTP27">
<Text>[COLOR_POSITIVE_TEXT]Modern Art[ENDCOLOR].</Text>
</Row>

<Row Tag="TXT_KEY_POLICY_CCTP28_HELP">
<Text>[COLOR_POSITIVE_TEXT]Hansa[ENDCOLOR][NEWLINE]Provides a free [ICON_GREAT_PEOPLE] Merchant and allowes to annect City States.</Text>
</Row>
<Row Tag="TXT_KEY_POLICY_CCTP28">
<Text>[COLOR_POSITIVE_TEXT]Hansa[ENDCOLOR].</Text>
</Row>

<Row Tag="TXT_KEY_POLICY_CCTP29_HELP">
<Text>[COLOR_POSITIVE_TEXT]New Hope[ENDCOLOR][NEWLINE]Provides a free policy and 1+[ICON_HAPPINESS_1] Happiness for each Tradingroute.</Text>
</Row>
<Row Tag="TXT_KEY_POLICY_CCTP29">
<Text>[COLOR_POSITIVE_TEXT]New Hope[ENDCOLOR].</Text>
</Row>

<Row Tag="TXT_KEY_POLICY_CCTP30_HELP">
<Text>[COLOR_POSITIVE_TEXT]New Colonies[ENDCOLOR][NEWLINE]+100% Settler construction in your [ICON_CAPITAL] Capital.</Text>
</Row>
<Row Tag="TXT_KEY_POLICY_CCTP30">
<Text>[COLOR_POSITIVE_TEXT]New Colonies[ENDCOLOR].</Text>
</Row>

<Row Tag="TXT_KEY_POLICY_CCTP31_HELP">
<Text>[COLOR_POSITIVE_TEXT]New Era[ENDCOLOR][NEWLINE]+5 [ICON_HAPPINESS_1] Happiness and +100[ICON_TOURISM] Tourism when a Great Admiral is born.</Text>
</Row>
<Row Tag="TXT_KEY_POLICY_CCTP31">
<Text>[COLOR_POSITIVE_TEXT]New Era[ENDCOLOR].</Text>
</Row>

<Row Tag="TXT_KEY_POLICY_CCTP32_HELP">
<Text>[COLOR_POSITIVE_TEXT]New Live[ENDCOLOR][NEWLINE]+1[ICON_PRODUCTION] Production +1[ICON_FOOD] Food and +1 [ICON_GOLD] Gold for each Fisher Boat and +25 [ICON_GOLD] Gold for Tradinmissions.</Text>
</Row>
<Row Tag="TXT_KEY_POLICY_CCTP32">
<Text>[COLOR_POSITIVE_TEXT]New Live[ENDCOLOR].</Text>
</Row>

<Row Tag="TXT_KEY_POLICY_CCTP33_HELP">
<Text>[COLOR_POSITIVE_TEXT]Touristic Travel[ENDCOLOR][NEWLINE]+10[ICON_GREAT_PEOPLE] Great Merchant appairing and +1 [ICON_HAPPINESS_1] Happiness for each Hotel.</Text>
</Row>
<Row Tag="TXT_KEY_POLICY_CCTP33">
<Text>[COLOR_POSITIVE_TEXT]Touristic Travel[ENDCOLOR].</Text>
</Row>


<Row Tag="TXT_KEY_POLICY_CCTP34_HELP">
<Text>[COLOR_POSITIVE_TEXT]Trade Union[ENDCOLOR][NEWLINE]+3[ICON_GOLD] Gold and [ICON_PRODUCCTION] Production in the [ICON_CAPITAL] Capital and +10%[ICON_GOLD] Gold for [ICON_CONNECTED] Cityconnection.</Text>
</Row>
<Row Tag="TXT_KEY_POLICY_CCTP34">
<Text>[COLOR_POSITIVE_TEXT]Touristic Travel[ENDCOLOR].</Text>
</Row>

<Row Tag="TXT_KEY_POLICY_CCTP35_HELP">
<Text>[COLOR_POSITIVE_TEXT]Secret Plans[ENDCOLOR][NEWLINE]Steal Technologies +50% faster.</Text>
</Row>
<Row Tag="TXT_KEY_POLICY_CCTP35">
<Text>[COLOR_POSITIVE_TEXT]Secret Plans[ENDCOLOR].</Text>
</Row>

<Row Tag="TXT_KEY_POLICY_CCTP36_HELP">
<Text>[COLOR_POSITIVE_TEXT]Charism Patron [ENDCOLOR][NEWLINE]+1 [ICON_HAPPINESS_1] Happiness for each City and +1 [ICON_CULTURE] Culture for each stationed unit.</Text>
</Row>
<Row Tag="TXT_KEY_POLICY_CCTP36">
<Text>[COLOR_POSITIVE_TEXT]Charism Patron[ENDCOLOR].</Text>
</Row>

<Row Tag="TXT_KEY_POLICY_CCTP37_HELP">
<Text>[COLOR_POSITIVE_TEXT]Golden Patron[ENDCOLOR][NEWLINE]+1 [ICON_GOLD] Gold for each Trading Post and starts a Golden Age.</Text>
</Row>
<Row Tag="TXT_KEY_POLICY_CCTP37">
<Text>[COLOR_POSITIVE_TEXT]Golden Patron[ENDCOLOR].</Text>
</Row>
<Row Tag="TXT_KEY_POLICY_CCTP38_HELP">
<Text>[COLOR_POSITIVE_TEXT]New Deals[ENDCOLOR][NEWLINE]+1 [ICON_HAPPINESS] Happiness for each Tradingroute.</Text>
</Row>
<Row Tag="TXT_KEY_POLICY_CCTP38">
<Text>[COLOR_POSITIVE_TEXT]Golden Patron[ENDCOLOR].</Text>
</Row>


<!--ORDER-->
<Row Tag="TXT_KEY_POLICY_CCTPORDER1">
<Text>[COLOR_POSITIVE_TEXT]Order Trade[ENDCOLOR].</Text>
</Row>
<Row Tag="TXT_KEY_POLICY_CCTPORDER1_HELP">
<Text>[COLOR_POSITIVE_TEXT]Order Trade[ENDCOLOR].[NEWLINE] +15% [ICON_GOLD] Gold for each City [ICON_CONNECTED] connected</Text>
</Row>
<Row Tag="TXT_KEY_POLICY_CCTPORDER2">
<Text>[COLOR_POSITIVE_TEXT]Order Milicia[ENDCOLOR].</Text>
</Row>
<Row Tag="TXT_KEY_POLICY_CCTPORDER2_HELP">
<Text>[COLOR_POSITIVE_TEXT]Order Milicia[ENDCOLOR].[NEWLINE] +5[ICON_HAPPINESS_1] Happiness for each garrisson.</Text>
</Row>

<Row Tag="TXT_KEY_POLICY_CCTPORDER3">
<Text>[COLOR_POSITIVE_TEXT]Order Annection[ENDCOLOR].</Text>
</Row>
<Row Tag="TXT_KEY_POLICY_CCTPORDER3_HELP">
<Text>[COLOR_POSITIVE_TEXT]Order Annection[ENDCOLOR].[NEWLINE] Allowes to annect Cit Staes and +2 [ICON_PRODUCCTION]Production for each Trading Post.</Text>
</Row>

<Row Tag="TXT_KEY_POLICY_CCTPORDER4">
<Text>[COLOR_POSITIVE_TEXT]New Order[ENDCOLOR].</Text>
</Row>
<Row Tag="TXT_KEY_POLICY_CCTPORDER4_HELP">
<Text>[COLOR_POSITIVE_TEXT]New Order[ENDCOLOR].[NEWLINE] +1% [ICON_PRODUCTION] Production for each Specialist, +5[ICON_PRODUCTION] Production in the [ICON_CAPITAL] Capital and +5 [ICON_HAPPINESS_1]Hapiness</Text>
</Row>
<!--FREEDOM-->

<Row Tag="TXT_KEY_POLICY_CCTPFREEDOM1">
<Text>[COLOR_POSITIVE_TEXT]Order Trade[ENDCOLOR].</Text>
</Row>
<Row Tag="TXT_KEY_POLICY_CCTPFREEDOM1_HELP">
<Text>[COLOR_POSITIVE_TEXT]Order Trade[ENDCOLOR].[NEWLINE] +1 [ICON_HAPPINESS_1] Happines for each 5 [ICON_CITIZEN] Citizen</Text>
</Row>

<Row Tag="TXT_KEY_POLICY_CCTPFREEDOM2">
<Text>[COLOR_POSITIVE_TEXT]Free Socíety[ENDCOLOR].</Text>
</Row>
<Row Tag="TXT_KEY_POLICY_CCTPFREEDOM2_HELP">
<Text>[COLOR_POSITIVE_TEXT]Free Socíety[ENDCOLOR].[NEWLINE] +10%[ICON_GREAT_PEOPLE] Great People in all City and +1 [ICON_HAPPINESS_1] Happines for extra luxary</Text>
</Row>

<Row Tag="TXT_KEY_POLICY_CCTPFREEDOM3">
<Text>[COLOR_POSITIVE_TEXT]Human Socíety[ENDCOLOR].</Text>
</Row>
<Row Tag="TXT_KEY_POLICY_CCTPFREEDOM3_HELP">
<Text>[COLOR_POSITIVE_TEXT]Human Socíety[ENDCOLOR].[NEWLINE] +25%[ICON_FOOD] Food in all City and Golden Ages are +50% longer.</Text>
</Row>

<Row Tag="TXT_KEY_POLICY_CCTPFREEDOM4">
<Text>[COLOR_POSITIVE_TEXT]Trading Corporations[ENDCOLOR].</Text>
</Row>
<Row Tag="TXT_KEY_POLICY_CCTPFREEDOM4_HELP">
<Text>[COLOR_POSITIVE_TEXT]Human Socíety[ENDCOLOR].[NEWLINE] +25%[ICON_GOLD] from Trademissions and +1[ICON_FOOD] Food from Trading Post.</Text>
</Row>

<!--AUTOCRACY-->
<Row Tag="TXT_KEY_POLICY_CCTPAUTOCRACY1">
<Text>[COLOR_POSITIVE_TEXT]Agri Plan[ENDCOLOR].</Text>
</Row>
<Row Tag="TXT_KEY_POLICY_UCCTPAUTOCRACY1_HELP">
<Text>[COLOR_POSITIVE_TEXT]Agri Plan[ENDCOLOR].[NEWLINE] +10% [ICON_FOOD] Food in all Cities</Text>
</Row>

<Row Tag="TXT_KEY_POLICY_CCTPAUTOCRACY2">
<Text>[COLOR_POSITIVE_TEXT]Agri Plan[ENDCOLOR].</Text>
</Row>
<Row Tag="TXT_KEY_POLICY_CCTPAUTOCRACY2_HELP">
<Text>[COLOR_POSITIVE_TEXT]Agri Plan[ENDCOLOR].[NEWLINE] +15% [ICON_PRODUCTION] PRODUCTION in all Cities</Text>
</Row>

<Row Tag="TXT_KEY_POLICY_CCTPAUTOCRACY3">
<Text>[COLOR_POSITIVE_TEXT]Collectiv Constructer[ENDCOLOR].</Text>
</Row>
<Row Tag="TXT_KEY_POLICY_CCTPAUTOCRACY3_HELP">
<Text>[COLOR_POSITIVE_TEXT]Collectiv Constructer[ENDCOLOR].[NEWLINE] -50%[ICON_PRODUCTION] Goldcost for buying items in all Cities </Text>
</Row>
<Row Tag="TXT_KEY_POLICY_CCTPAUTOCRACY4">
<Text>[COLOR_POSITIVE_TEXT]Collectiv Constructer[ENDCOLOR].</Text>
</Row>
<Row Tag="TXT_KEY_POLICY_CCTPAUTOCRACY4_HELP">
<Text>[COLOR_POSITIVE_TEXT]Collectiv Constructer[ENDCOLOR].[NEWLINE] +1[ICON_HAPPINESS_1] Happiness for each Tradingroute and +5[ICON_CULTURE] Culture in the [ICON_CAPITAL] Capital</Text>
</Row>
<!--Vanilla update-->
<Update>
<Set Text="+100% Construction Bonus for Settlers in your[ICON_CAPITAL] Capital" />
<Where Tag="TXT_KEY_POLICY_COLLECTIVE_RULE_HELP"/>
</Update>
<Update>
<Set Text="+2 [ICON_GOLD] Gold for all Landroutes and +1 Gold from every Pasture"/>
<Where Tag="TXT_KEY_POLICY_CARAVANS_HELP"/>
</Update>
<Update>
<Set Text="-50%[ICON_GOLD] Gold maintaince for road and railroads and +1 Gold from every Pasture"/>
<Where Tag="TXT_KEY_POLICY_TRADE_UNIONS_HELP"/>
</Update>
<Update>
<Set Text="+25% appairing of [ICON_GREAT_PEOPLE] Great Scientist and +1 [ICON_RESEARCH] Science for each Lumbermill"/>
<Where Tag="TXT_KEY_POLICY_HUMANISM_HELP"/>
</Update>
<Update>
<Set Text="+2 [ICON_PEACE] Faith for each Temple and Shrine"/>
<Where Tag="TXT_KEY_POLICY_HUMANISM_HELP"/>
</Update>

</Language_DE_DE>
 
Please, Gilgamesch, add some sort of bonus-trading mechanism so that tall empires can construct higher-up Monopoly buildings. Playing tall Carthage (4 to 6 core cities) I can construct a maximum of 3 Town Estates (and nothing higher). In addition, a World Congress resolution (Law of the Sea) should be created to allow free passage through all sea tiles.
 
Please, Gilgamesch, add some sort of bonus-trading mechanism so that tall empires can construct higher-up Monopoly buildings. Playing tall Carthage (4 to 6 core cities) I can construct a maximum of 3 Town Estates (and nothing higher). In addition, a World Congress resolution (Law of the Sea) should be created to allow free passage through all sea tiles.

I failed in coding lua for bonus trading.
The only possibility i see is to change them from bonus to strategic.
Will look if this will work with the resource generator.
 
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