Tech stack stub page and changing project to be just one Web Assembly project for now
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namespace WebAssembly.Data;
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/// <summary>
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/// Static raw data provider for Province Improvements.
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/// </summary>
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public static class ProvinceImprovementsData
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{
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public static List<ProvinceImprovement> RawData =>
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[
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new()
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{
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Name = "Conduit",
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Category = "Conduit",
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Effects = "+5 Mana",
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Requirements = "Mana node, pearl reef, or magic material",
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Source = "Base",
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CostProduction = 0,
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CostGold = 0
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},
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new()
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{
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Name = "Farm",
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Category = "Farm",
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Effects = "+5 Food",
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Requirements = "Grassland or coast terrain, fungus fields (underground)",
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Source = "Base",
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CostProduction = 0,
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CostGold = 0
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},
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new()
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{
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Name = "Forester",
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Category = "Forester",
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Effects = "+2 Food\n+3 Production",
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Requirements = "Forest or mangrove forest terrain, mushroom forest (underground)",
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Source = "Base",
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CostProduction = 0,
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CostGold = 0
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},
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new()
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{
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Name = "Hut",
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Category = "Hut",
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Effects = "+2 Food",
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Requirements = "Ashlands, sand or snow terrain",
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Source = "Base",
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CostProduction = 0,
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CostGold = 0
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},
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new()
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{
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Name = "Mine",
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Category = "Mine",
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Effects = "+5 Gold",
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Requirements = "Gold vein, iron deposit, or pearl reef resource node",
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Source = "Base",
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CostProduction = 0,
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CostGold = 0
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},
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new()
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{
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Name = "Quarry",
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Category = "Quarry",
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Effects = "+5 Production",
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Requirements = "Cliff, rocky, or sunken ruins terrain; or iron deposit resource node",
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Source = "Base",
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CostProduction = 0,
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CostGold = 0
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},
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new()
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{
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Name = "Research Post",
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Category = "Research Post",
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Effects = "+5 Knowledge",
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Requirements = "Mana node, magic material or sunken ruins terrain",
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Source = "Base",
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CostProduction = 0,
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CostGold = 0
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},
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// General Province Improvements
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new()
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{
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Name = "Spell Jammer",
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Category = "Conduit",
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Effects = """
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Enemies cannot target World Map Spells in this Domain.
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Enemy Spells cost +100% Combat Casting Points in Combat in Domain.
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-10 Mana.
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""",
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Requirements = "Must be built on an acquired province.\nRequires Town Hall III",
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Source = "General",
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CostProduction = 250,
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CostGold = 100
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},
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new()
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{
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Name = "Teleporter",
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Category = "Teleporter",
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Effects = """
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A Province Improvement which enables an Army to teleport from one teleporter to another.
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-10 Mana.
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""",
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Requirements = "Must be built on an acquired province",
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Source = "General",
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CostProduction = 250,
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CostGold = 100
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},
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// Cultural Province Improvements - Barbarian
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new()
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{
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Name = "Forest of Stakes",
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Category = "Forester",
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Effects = """
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+7 Food income.
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+7 Production income.
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+7 Draft per adjacent Forester.
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Enemy Units in this Domain get Demoralized.
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""",
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Requirements = "Must be built on an acquired province.\nRequires Town Hall II: Communal Tent",
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Source = "Barbarian",
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CostProduction = 130,
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CostGold = 60
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},
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// Cultural Province Improvements - Dark Cult of Death
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new()
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{
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Name = "Masoleum",
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Category = "Research Post",
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Effects = """
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+10 Knowledge income.
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+3 Knowledge Production per adjacent Conduit.
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""",
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Requirements = "Must be built on an acquired province.\nRequires Town Hall II: Dread Spire",
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Source = "Dark - Cult of Death",
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CostProduction = 130,
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CostGold = 60
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},
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// Cultural Province Improvements - Dark Cult of Tyranny
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new()
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{
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Name = "Dark Forge",
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Category = "Mine",
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Effects = """
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+10 Gold income.
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+5 Production per adjacent Quarry, Mine, or Forester.
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""",
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Requirements = "Must be built on an acquired province.\nRequires Town Hall II: Dread Spire",
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Source = "Dark - Cult of Tyranny",
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CostProduction = 130,
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CostGold = 60
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},
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// Cultural Province Improvements - Feudal
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new()
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{
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Name = "Farmstead",
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Category = "Farm",
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Effects = """
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+15 Food income.
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+5 Food per adjacent Farm.
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""",
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Requirements = "Must be built on an acquired province.\nRequires Town Hall II: Castle",
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Source = "Feudal",
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CostProduction = 130,
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CostGold = 60
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},
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// Cultural Province Improvements - High
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new()
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{
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Name = "Sunshrine",
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Category = "Research Post",
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Effects = """
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+10 Knowledge income.
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+3 Knowledge per adjacent Research Post.
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Friendly Units in this Domain are Encouraged.
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""",
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Requirements = "Must be built on an acquired province.\nRequires Town Hall II: Atrium of Light",
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Source = "High",
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CostProduction = 130,
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CostGold = 60
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},
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// Cultural Province Improvements - Industrious
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new()
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{
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Name = "Builder's Quarters",
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Category = "Quarry",
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Effects = """
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+15 Production income.
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+5 Production per adjacent Quarry.
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""",
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Requirements = "Must be built on an acquired province.\nRequires Town Hall II: Bulwark",
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Source = "Industrious",
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CostProduction = 130,
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CostGold = 60
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},
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// Cultural Province Improvements - Mystic School of Attunement
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new()
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{
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Name = "Mystic Abbey",
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Category = "Conduit",
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Effects = """
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+10 Mana income.
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+3 Knowledge per adjacent Conduit or Research Post.
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""",
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Requirements = "Must be built on an acquired province.\nRequires Town Hall II: Mage's Plaza",
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Source = "Mystic - School of Attunement",
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CostProduction = 130,
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CostGold = 60
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},
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// Cultural Province Improvements - Mystic School of Summoning
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new()
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{
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Name = "Astral Manalith",
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Category = "Conduit",
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Effects = """
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+10 Mana income.
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+5 Mana per adjacent Conduit or Research Post.
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""",
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Requirements =
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"Must be built on an acquired Province.\nRequires City Tier 2.\nRequires Town Hall II: Mage's Plaza",
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Source = "Mystic - School of Summoning",
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CostProduction = 130,
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CostGold = 60
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},
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// Cultural Province Improvements - Nomad Conquerors
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new()
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{
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Name = "Warcamp",
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Category = "Forester",
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Effects = """
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+15 Draft.
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Pillaging adjacent provinces takes -1 Turn.
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Friendly units in this and adjacent provinces gain +15 Hit Point regeneration per World Map Turn.
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""",
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Requirements = "Must be built on an annexed Province.\nRequires Town Hall II: Council Deck",
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Source = "Nomad - Conquerors",
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CostProduction = 130,
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CostGold = 60
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},
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// Cultural Province Improvements - Nomad Scavengers
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new()
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{
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Name = "Scavenging Camp",
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Category = "Mine",
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Effects = """
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+10 Gold.
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+10 Gold for this and each adjacent province containing a Resource Node.
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""",
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Requirements = "Must be built on an annexed Province.\nRequires Town Hall II: Council Deck",
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Source = "Nomad - Scavengers",
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CostProduction = 130,
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CostGold = 60
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},
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// Primal Megalith improvements
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new()
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{
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Name = "Ash Megalith",
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Category = "Conduit",
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Effects = "+6 Gold per adjacent Ashland Province",
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Requirements = "Must be built on an acquired province.\nRequires Town Hall II: Clan Lodge",
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Source = "Primal - Ash Sabertooth",
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CostProduction = 250,
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CostGold = 100
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},
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new()
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{
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Name = "Dune Megalith",
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Category = "Conduit",
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Effects = "+4 Gold per adjacent Sand Province",
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Requirements = "Must be built on an acquired province.\nRequires Town Hall II: Clan Lodge",
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Source = "Primal - Dune Serpent",
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CostProduction = 250,
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CostGold = 100
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},
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new()
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{
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Name = "Glacial Megalith",
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Category = "Conduit",
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Effects = "+6 Production per adjacent Snow Province",
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Requirements = "Must be built on an acquired province.\nRequires Town Hall II: Clan Lodge",
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Source = "Primal - Glacial Mammoth",
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CostProduction = 250,
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CostGold = 100
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},
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// Oathsworn Schools
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new()
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{
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Name = "School of Contemplation",
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Category = "Conduit",
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Effects = """
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+7 Mana.
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+7 Knowledge.
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+3 Knowledge per adjacent Conduit or Research Post.
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""",
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Requirements = "Must be built on an acquired Province.\nRequires Town Hall II: Oath Square",
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Source = "Oathsworn - Oath of Harmony",
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CostProduction = 250,
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CostGold = 100
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},
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new()
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{
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Name = "School of Discipline",
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Category = "Conduit",
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Effects = """
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+7 Mana.
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+7 Draft.
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+5 Draft per adjacent Quarry.
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""",
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Requirements = "Must be built on an acquired Province.\nRequires Town Hall II: Oath Square",
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Source = "Oathsworn - Oath of Righteousness",
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CostProduction = 250,
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CostGold = 100
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},
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new()
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{
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Name = "School of Mastery",
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Category = "Conduit",
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Effects = """
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+7 Mana.
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+7 Draft.
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Units produced in this city start with +1 Starting Rank.
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""",
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Requirements = "Must be built on an acquired Province.\nRequires Town Hall II: Oath Square",
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Source = "Oathsworn - Oath of Strife",
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CostProduction = 250,
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CostGold = 100
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}
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];
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}
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