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<!-- Created by ModBuddy on 6/12/2016 11:06:28 PM -->
<GameData>
<Language_en_US>
<Update>
<Where Tag=""/>
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<Update>
<Where Tag="TXT_KEY_WONDER_MAUSOLEUM_HALICARNASSUS_HELP"/>
<Set Text="Gain 100 [ICON_GOLD] Gold each time a Great Person is expended. Each source of [ICON_RES_MARBLE] Marble or [ICON_RES_STONE] Stone worked by this City produces +1 [ICON_PRODUCTION] Production."/>
</Update>
<Update>
<Where Tag="TXT_KEY_BUILDING_MINT_STRATEGY"/>
<Set Text="The Mint can only be constructed in a city with improved gold or silver resources nearby."/>
</Update>
<Update>
<Where Tag="TXT_KEY_BUILDING_PAPER_MAKER_STRATEGY"/>
<Set Text="The Paper Maker is the Chinese unique building, replacing the Library. The Paper Maker increases the city's acquisition of [ICON_RESEARCH] Science and also provides a boost to the city's [ICON_PRODUCTION] Production."/>
</Update>
<Update>
<Where Tag="TXT_KEY_CIV5_FEATURES_LAKE_TEXT"/>
<Set Text="A lake is any body of water ten tiles or smaller in size that is completely surrounded by land tiles (any larger body of water is considered ocean). When worked, lakes provide 3 food, 1 production and 1 science to nearby cities. Lakes are sources of fresh water, allowing the construction of farms on adjacent hills, tundra and desert. Farms next to fresh water receive an additional +1 food when the Civil Service technology and the Fertilizer technology is researched."/>
</Update>
<Update>
<Where Tag="TXT_KEY_CIV5_IMPROVEMENTS_CITADEL_TEXT"/>
<Set Text="A Citadel is a mighty fortification that can only be constructed by a Great General, usually near a city or on a particularly defensible piece of terrain. The Acropolis in Athens, Greece, is an example of an early powerful Citadel. Such structures were almost impossible to take by direct attack, and they were capable of withstanding protracted sieges before they fell. You can construct a Citadel anywhere within your territory, or directly adjacent to your territory. Upon constructing the Citadel, your Culture borders will also expand to surround the Citadel on all sides by one hex. If the new Culture border claims hexes already owned by another civilization, you will incur a diplomatic penalty as a result. Any unit stationed within a Citadel receives a 200% defensive strength bonus. Additionally, any enemy unit which ends its turn next to a Citadel takes 30 damage (damage does not stack with other Citadels)."/>
</Update>
<Update>
<Where Tag="TXT_KEY_CIV5_IMPROVEMENTS_CUSTOMS_HOUSE_TEXT"/>
<Set Text="A Customs House is a governmental building where taxes are paid on a country's imported and exported goods. It ensures that the government gets its cut (or "fair share," if you prefer) of profits on every cargo moving through a harbor. Given the amount of money involved, the opportunity for corruption is unlimited. Throughout history customs officials have not been famous for resisting temptation.[NEWLINE][NEWLINE]A Customs House can only be built on a coastal tile."/>
</Update>
<Update>
<Where Tag="TXT_KEY_CIV5_IMPROVEMENTS_FORT_TEXT"/>
<Set Text="A fort is a special improvement that doesn't increase a hex's productivity or provide access to a resource. Instead, a fort improves a hex's defensive bonus by 150% for units stationed in that hex. However, they do not provide a defensive bonus to units in enemy territory."/>
</Update>
<Update>
<Where Tag="TXT_KEY_CIV5_IMPROVEMENTS_TRADING_POST_TEXT"/>
<Set Text="Trading Posts are outposts where hunters and trappers may sell their wares to civilians in exchange for food, weapons, whiskey, gold, and all of the other trappings of society. They can generate a lot of wealth for a society.[NEWLINE][NEWLINE]A Trading Post can only be built on a coastal tile."/>
</Update>
<Update>
<Where Tag="TXT_KEY_CIV5_TERRAIN_COAST_TEXT"/>
<Set Text="Coast hexes are the ocean hexes directly adjacent to land. They provide food, production and science to a nearby city. Only naval units and "embarked" land units may enter coastal hexes."/>
</Update>
<Update>
<Where Tag="TXT_KEY_CIV5_TERRAIN_OCEAN_TEXT"/>
<Set Text="Ocean hexes are deep-water hexes. They provide food, production and science to a city."/>
</Update>
<Update>
<Where Tag="TXT_KEY_TECH_ECONOMICS_HELP"/>
<Set Text="Allows Workers to construct the [COLOR_POSITIVE_TEXT]Trading Post[ENDCOLOR], which increases the [ICON_GOLD] Gold output of coastal tiles. Also allows you to build the [COLOR_POSITIVE_TEXT]Windmill[ENDCOLOR] in cities built on flat land, increasing [ICON_PRODUCTION] Production."/>
</Update>
<Update>
<Where Tag="TXT_KEY_TECH_FERTILIZER_HELP"/>
<Set Text="Increases the [ICON_FOOD] Food from Farmed tiles with Fresh Water, providing a massive boost to growth."/>
</Update>
<Update>
<Where Tag="TXT_KEY_TECH_RIFLING_HELP"/>
<Set Text="Allows you to build the [COLOR_POSITIVE_TEXT]Rifleman[ENDCOLOR], a front-line infantry unit of the mid-game eras, and the [COLOR_POSITIVE_TEXT]Gatling gun[ENDCOLOR], a mid-game non-siege ranged unit."/>
</Update>
<Update>
<Where Tag="TXT_KEY_TERRAIN_HILLS_HEADING3_BODY"/>
<Set Text="
Hills are well, hilly. They're difficult to farm and hard to move through, but they provide good defensive bonuses and many different resources can be found therein. [NEWLINE][NEWLINE]City Yield: 1 production[NEWLINE]Movement Cost: 2[NEWLINE]Combat Modifier: 25% defensive combat bonus to unit on a hill
"/>
</Update>
<Update>
<Where Tag="TXT_KEY_UNIT_GREEK_HOPLITE_STRATEGY"/>
<Set Text="The Hoplite is the Greek unique unit, replacing the Spearman. It is far more powerful than the Spearman."/>
</Update>
<Update>
<Where Tag="TXT_KEY_UNIT_LONGSWORDSMAN_STRATEGY"/>
<Set Text="The Longswordsman is a medieval infantry unit. It is slower and less powerful than the Knight, but can benefit from terrain bonuses. It is also slightly more powerful than the Pikeman, but doesn't receive that unit's bonus versus mounted units. Use Longswordsmen and Catapults to attack enemy cities."/>
</Update>
<Update>
<Where Tag="TXT_KEY_UNIT_PERSIAN_IMMORTAL_STRATEGY"/>
<Set Text="The Immortal is the Persian unique unit, replacing the Spearman. It is slightly more powerful than the Spearman, and it heals twice as quickly."/>
</Update>
<Update>
<Where Tag="TXT_KEY_UNIT_PIKEMAN_STRATEGY"/>
<Set Text="
The Pikeman is the standard Medieval infantry combat unit. A Pikeman fortified in defensive terrain is a melee unit's worst nightmare.
"/>
</Update>
<Update>
<Where Tag="TXT_KEY_UNIT_SPEARMAN_STRATEGY"/>
<Set Text="The Spearman is the first melee unit available after the Warrior. It a powerful standard melee unit during the Ancient and Classical Era."/>
</Update>
<Update>
<Where Tag="TXT_KEY_UNIT_STEALTH_BOMBER_STRATEGY"/>
<Set Text="
The Stealth Bomber is an upgraded bomber, possessing increased range, a greater Ranged Combat Strength, and an increased ability to avoid enemy anti-aircraft and fighters. The Stealth Bomber has the "air recon" ability, which means that everything within 6 tiles of its starting location is visible at the beginning of the turn.
"/>
</Update>
<Update>
<Where Tag="TXT_KEY_UNIT_SWORDSMAN_STRATEGY"/>
<Set Text="The Swordsman is just slightly more powerful than the Spearman. However, it does not get a combat bonus against mounted units (Chariot Archer, Horseman and so forth). They are very useful when attacking early-era cities."/>
</Update>
<Update>
<Where Tag="TXT_KEY_PEDIA_PROMOTION_ANTI_MOUNTED_I"/>
<Set Text="Bonus vs Mounted (25)"/>
</Update>
<Update>
<Where Tag="TXT_KEY_PEDIA_PROMOTION_ANTI_MOUNTED_II"/>
<Set Text="Bonus vs Mounted (50)"/>
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<Row Tag="TXT_KEY_PEDIA_PROMOTION_CARGO_VI">
<Text>Can Carry 6 Cargo</Text>
</Row>
</Language_en_US>
</GameData>