Common building schema
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@@ -2,8 +2,35 @@ Common building that can be built by any action. Some common buildings are swapp
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# Schema
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# Schema
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## String
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- **Name** (required): The name of the building.
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- **Category**: The primary resource icon(s) associated with the building (e.g., Food, Production, Gold).
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- **Effects**: A text description of the building's effects, including resource income, percentages, and special bonuses.
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- **Requirements**: Build requirements including Town Hall tier, prerequisite buildings, or province types.
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- **Boost**: Description of the condition to reduce the building's production cost.
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- **Source**: The culture or general category providing the building (e.g., General).
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## Int
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- **CostProduction**: Base production cost to build.
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- **CostGold**: Base gold cost to build.
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- **IncomeFood**: Flat food income.
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- **IncomeProduction**: Flat production income.
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- **IncomeDraft**: Flat draft income.
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- **IncomeGold**: Flat gold income.
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- **IncomeKnowledge**: Flat knowledge income.
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- **IncomeMana**: Flat mana income.
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- **IncomeStability**: Flat stability income.
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- **BoostForester**: Number of improvements required for the boost.
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- **BoostFarm**: Number of improvements required for the boost.
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- **BoostQuarry**: Number of improvements required for the boost.
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- **BoostPopulation**: Number of population required for the boost.
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- **RequirementTownHall**: The required Town Hall tier (0, 1, 2, 3, 4). 0 for no requirement.
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## Notes
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- Guilds are limited to one per city.
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- Many buildings require "or equivalent" for cultural variations.
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- Some effects scale per improvement type (e.g., +10 Gold per Mine).
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- Starting Rank bonuses apply to specific unit tiers.
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# Raw Data
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# Raw Data
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