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    template: "gaia/flora_tree_aleppo_pine"
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    template: "gaia/flora_tree_aleppo_pine"
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    template: "gaia/flora_tree_aleppo_pine"
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    template: "gaia/flora_tree_aleppo_pine"
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    template: "gaia/flora_tree_aleppo_pine"
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    template: "gaia/flora_tree_aleppo_pine"
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    template: "gaia/flora_tree_aleppo_pine"
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    template: "gaia/flora_tree_aleppo_pine"
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    template: "gaia/flora_tree_aleppo_pine"
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    template: "gaia/flora_tree_aleppo_pine"
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    template: "gaia/flora_tree_aleppo_pine"
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    template: "gaia/flora_tree_aleppo_pine"
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    template: "gaia/flora_tree_euro_beech"
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    template: "gaia/flora_tree_euro_beech"
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    template: "gaia/flora_tree_euro_beech"
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    template: "gaia/flora_tree_euro_beech"
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    template: "gaia/flora_tree_euro_beech"
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    template: "gaia/flora_tree_euro_beech"
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    template: "gaia/flora_tree_euro_beech"
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    template: "gaia/flora_tree_euro_beech"
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    template: "gaia/flora_tree_euro_beech"
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    template: "gaia/flora_tree_euro_beech"
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    template: "gaia/flora_tree_euro_beech"
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    template: "gaia/flora_tree_euro_beech"
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    template: "gaia/flora_tree_euro_beech"
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    template: "gaia/flora_tree_euro_beech"
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    template: "gaia/flora_tree_euro_beech"
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    template: "gaia/flora_tree_euro_beech"
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    template: "gaia/flora_tree_euro_beech"
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    template: "gaia/flora_tree_euro_beech"
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    template: "gaia/flora_tree_euro_beech"
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    template: "gaia/flora_tree_euro_beech"
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    template: "gaia/flora_tree_euro_beech"
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    template: "gaia/flora_tree_euro_beech"
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    template: "gaia/flora_tree_euro_beech"
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    template: "gaia/flora_tree_euro_beech"
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    template: "gaia/flora_tree_euro_beech"
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    template: "gaia/flora_tree_euro_beech"
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    template: "gaia/flora_tree_euro_beech"
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    template: "gaia/flora_tree_euro_beech"
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    template: "gaia/flora_tree_euro_beech"
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    template: "gaia/flora_tree_euro_beech"
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    template: "gaia/flora_tree_euro_beech"
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    template: "gaia/flora_tree_euro_beech"
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    template: "gaia/flora_tree_euro_beech"
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    template: "gaia/flora_tree_euro_beech"
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    template: "gaia/flora_tree_euro_beech"
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    template: "gaia/flora_tree_euro_beech"
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    template: "gaia/flora_tree_euro_beech"
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    template: "gaia/flora_tree_euro_beech"
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    template: "gaia/flora_tree_euro_beech"
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    template: "gaia/flora_tree_euro_beech"
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    template: "gaia/flora_tree_euro_beech"
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    template: "gaia/flora_tree_euro_beech"
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    template: "gaia/flora_tree_euro_beech"
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    template: "gaia/flora_tree_euro_beech"
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    template: "gaia/flora_tree_euro_beech"
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    template: "gaia/flora_tree_euro_beech"
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    template: "gaia/flora_tree_euro_beech"
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    template: "gaia/flora_tree_euro_beech"
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    template: "gaia/flora_tree_euro_beech"
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    template: "gaia/flora_tree_euro_beech"
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    template: "gaia/flora_tree_euro_beech"
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    template: "gaia/flora_tree_euro_beech"
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    template: "gaia/flora_tree_euro_beech"
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    template: "gaia/flora_tree_euro_beech"
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    template: "gaia/flora_tree_euro_beech"
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    template: "gaia/flora_tree_euro_beech"
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    template: "gaia/flora_tree_euro_beech"
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    template: "gaia/flora_tree_euro_beech"
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    template: "gaia/flora_tree_euro_beech"
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    template: "gaia/flora_tree_euro_beech"
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    template: "gaia/flora_tree_euro_beech"
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    template: "gaia/flora_tree_euro_beech"
    id: 919
    template: "gaia/flora_tree_euro_beech"
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    template: "gaia/flora_tree_euro_beech"
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    template: "gaia/flora_tree_euro_beech"
    id: 922
    template: "gaia/flora_tree_euro_beech"
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    template: "other/celt_longhouse"
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    template: "other/celt_hut"
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    template: "other/celt_hut"
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    template: "gaia/flora_bush_berry"
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    template: "gaia/flora_bush_berry"
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    template: "gaia/flora_bush_berry"
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    template: "gaia/flora_bush_berry"
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    template: "gaia/flora_bush_berry"
    id: 982
    template: "gaia/flora_bush_berry"
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    template: "gaia/flora_bush_berry"
    id: 999
    template: "gaia/flora_tree_aleppo_pine"
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    template: "gaia/flora_tree_aleppo_pine"
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    template: "gaia/flora_tree_aleppo_pine"
    id: 1002
    template: "gaia/flora_tree_aleppo_pine"
    id: 1003
    template: "gaia/flora_tree_aleppo_pine"
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    template: "gaia/flora_tree_aleppo_pine"
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    template: "gaia/flora_tree_aleppo_pine"
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    template: "gaia/flora_tree_aleppo_pine"
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    template: "gaia/flora_tree_aleppo_pine"
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    template: "gaia/flora_tree_aleppo_pine"
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    template: "gaia/flora_tree_aleppo_pine"
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    template: "gaia/flora_tree_aleppo_pine"
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    template: "gaia/flora_tree_aleppo_pine"
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    template: "gaia/flora_tree_aleppo_pine"
    id: 1013
    template: "gaia/flora_tree_aleppo_pine"
    id: 1014
    template: "gaia/flora_tree_aleppo_pine"
    id: 1015
    template: "gaia/flora_tree_aleppo_pine"
    id: 1016
    template: "gaia/flora_tree_aleppo_pine"
    id: 1017
    template: "gaia/flora_tree_aleppo_pine"
    id: 1018
    template: "gaia/flora_tree_aleppo_pine"
    id: 1019
    template: "gaia/flora_tree_aleppo_pine"
    id: 1020
    template: "gaia/flora_tree_aleppo_pine"
    id: 1021
    template: "gaia/flora_tree_aleppo_pine"
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    template: "gaia/flora_tree_aleppo_pine"
    id: 1023
    template: "gaia/flora_tree_aleppo_pine"
    id: 1024
    template: "gaia/flora_tree_aleppo_pine"
    id: 1025
    template: "gaia/flora_tree_aleppo_pine"
    id: 1026
    template: "gaia/flora_tree_aleppo_pine"
    id: 1027
    template: "gaia/flora_tree_aleppo_pine"
    id: 1028
    template: "gaia/flora_tree_aleppo_pine"
    id: 1029
    template: "gaia/flora_tree_aleppo_pine"
    id: 1030
    template: "gaia/flora_tree_aleppo_pine"
    id: 1031
    template: "gaia/flora_tree_aleppo_pine"
    id: 1032
    template: "gaia/flora_tree_aleppo_pine"
    id: 1033
    template: "gaia/flora_tree_aleppo_pine"
    id: 1034
    template: "gaia/flora_tree_aleppo_pine"
    id: 1035
    template: "gaia/flora_tree_aleppo_pine"
    id: 1036
    template: "gaia/flora_tree_aleppo_pine"
    id: 1037
    template: "gaia/flora_tree_aleppo_pine"
    id: 1038
    template: "gaia/flora_tree_aleppo_pine"
    id: 1039
    template: "gaia/flora_tree_aleppo_pine"
    id: 1040
    template: "gaia/flora_tree_aleppo_pine"
    id: 1041
    template: "gaia/flora_tree_aleppo_pine"
    id: 1042
    template: "gaia/flora_tree_aleppo_pine"
    id: 1043
    template: "gaia/flora_tree_aleppo_pine"
    id: 1044
    template: "gaia/flora_tree_aleppo_pine"
    id: 1045
    template: "gaia/flora_tree_aleppo_pine"
    id: 1046
    template: "gaia/flora_tree_aleppo_pine"
    id: 1047
    template: "gaia/flora_tree_aleppo_pine"
    id: 1048
    template: "gaia/flora_tree_aleppo_pine"
    id: 1049
    template: "gaia/flora_tree_aleppo_pine"
    id: 1050
    template: "gaia/flora_tree_aleppo_pine"
    id: 1051
    template: "gaia/flora_tree_aleppo_pine"
    id: 1052
    template: "gaia/flora_tree_aleppo_pine"
    id: 1053
    template: "gaia/flora_tree_aleppo_pine"
    id: 1054
    template: "gaia/flora_tree_aleppo_pine"
    id: 1055
    template: "gaia/flora_tree_aleppo_pine"
    id: 1056
    template: "gaia/flora_tree_aleppo_pine"
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    template: "gaia/flora_tree_aleppo_pine"
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    template: "gaia/flora_tree_aleppo_pine"
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    template: "gaia/flora_tree_aleppo_pine"
    id: 1060
    template: "gaia/flora_tree_aleppo_pine"
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    template: "gaia/flora_tree_aleppo_pine"
    id: 1062
    template: "gaia/flora_tree_aleppo_pine"
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    template: "gaia/flora_tree_aleppo_pine"
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    template: "gaia/flora_tree_aleppo_pine"
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    template: "gaia/flora_tree_aleppo_pine"
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    template: "gaia/flora_tree_aleppo_pine"
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    template: "gaia/flora_tree_aleppo_pine"
    id: 1068
    template: "gaia/flora_tree_apple"
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    template: "gaia/flora_tree_apple"
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    template: "gaia/flora_tree_apple"
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    template: "gaia/flora_tree_apple"
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    template: "gaia/flora_tree_apple"
    id: 1073
    template: "gaia/flora_tree_apple"
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    template: "gaia/flora_tree_apple"
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    template: "gaia/flora_tree_apple"
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    template: "gaia/flora_tree_apple"
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    template: "gaia/flora_tree_apple"
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    template: "gaia/flora_tree_apple"
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    template: "gaia/flora_tree_apple"
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    template: "gaia/flora_tree_pine"
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    template: "gaia/flora_tree_pine"
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    template: "gaia/flora_tree_pine"
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    template: "gaia/flora_tree_pine"
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    template: "gaia/flora_tree_pine"
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    template: "gaia/flora_tree_pine"
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    template: "gaia/flora_tree_pine"
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    template: "gaia/flora_tree_pine"
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    template: "gaia/flora_tree_pine"
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    template: "gaia/flora_tree_pine"
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    template: "gaia/flora_tree_pine"
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    template: "gaia/flora_tree_pine"
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    template: "gaia/flora_tree_pine"
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    template: "gaia/flora_tree_pine"
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    template: "gaia/flora_tree_pine"
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    template: "gaia/flora_tree_pine"
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    template: "gaia/flora_tree_pine"
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    template: "gaia/flora_tree_pine"
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    template: "gaia/flora_tree_pine"
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    template: "gaia/flora_tree_pine"
    id: 1100
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    template: "gaia/flora_tree_pine"
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    template: "gaia/flora_tree_pine"
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    template: "gaia/flora_tree_pine"
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    template: "gaia/flora_tree_pine"
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    template: "gaia/flora_tree_pine"
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    template: "gaia/flora_tree_pine"
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    template: "gaia/flora_tree_pine"
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    template: "gaia/flora_tree_pine"
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    template: "gaia/flora_tree_pine"
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    template: "gaia/flora_tree_pine"
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    template: "gaia/flora_tree_pine"
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    template: "gaia/flora_tree_pine"
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    template: "gaia/flora_tree_pine"
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    template: "gaia/flora_tree_pine"
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    template: "gaia/flora_tree_pine"
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    template: "gaia/flora_tree_pine"
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    template: "gaia/flora_tree_pine"
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    template: "gaia/flora_tree_pine"
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    template: "gaia/flora_tree_pine"
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    template: "gaia/flora_tree_pine"
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    template: "gaia/flora_tree_pine"
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    template: "gaia/flora_tree_pine"
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    template: "gaia/flora_tree_pine"
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    template: "gaia/flora_tree_pine"
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    template: "gaia/flora_tree_pine"
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    template: "gaia/flora_tree_pine"
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    template: "gaia/flora_tree_pine"
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    template: "gaia/flora_tree_pine"
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    template: "gaia/flora_tree_pine"
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    template: "gaia/flora_tree_pine"
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    template: "gaia/flora_tree_pine"
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    template: "gaia/flora_tree_pine"
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    template: "gaia/flora_tree_pine"
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    id: 2301
    template: "gaia/flora_tree_pine"
    id: 2302
    template: "gaia/flora_tree_pine"
    id: 2303
    template: "gaia/flora_tree_pine"
    id: 2304
    template: "gaia/flora_tree_pine"
    id: 2305
    template: "gaia/flora_tree_pine"
    id: 2306
    template: "gaia/flora_tree_pine"
    id: 2307
    template: "gaia/flora_tree_pine"
    id: 2308
    template: "gaia/flora_tree_pine"
    id: 2309
    template: "gaia/flora_tree_pine"
    id: 2310
    template: "gaia/flora_tree_pine"
    id: 2311
    template: "gaia/flora_tree_pine"
    id: 2312
    template: "gaia/flora_tree_pine"
    id: 2313
    template: "gaia/flora_tree_pine"
    id: 2314
    template: "gaia/flora_tree_pine"
    id: 2315
    template: "gaia/flora_tree_pine"
    id: 2316
    template: "gaia/flora_tree_pine"
    id: 2370
    template: "gaia/fauna_deer"
    id: 2371
    template: "gaia/fauna_deer"
    id: 2372
    template: "gaia/fauna_deer"
    id: 2373
    template: "gaia/fauna_deer"
    id: 2374
    template: "gaia/fauna_deer"
    id: 2375
    template: "gaia/fauna_deer"
    id: 2376
    template: "gaia/fauna_deer"
    id: 2377
    template: "gaia/fauna_deer"
    id: 2378
    template: "gaia/fauna_deer"
    id: 2379
    template: "gaia/fauna_deer"
    id: 2380
    template: "gaia/fauna_deer"
    id: 2381
    template: "gaia/fauna_deer"
    id: 2382
    template: "gaia/fauna_deer"
    id: 2383
    template: "gaia/fauna_deer"
    id: 2384
    template: "gaia/fauna_deer"
    id: 2385
    template: "gaia/fauna_deer"
    id: 2386
    template: "gaia/fauna_deer"
    id: 2387
    template: "gaia/fauna_deer"
    id: 2388
    template: "gaia/fauna_deer"
    id: 2389
    template: "gaia/fauna_deer"
    id: 2390
    template: "gaia/fauna_deer"
    id: 2400
    template: "gaia/fauna_deer"
    id: 2401
    template: "gaia/fauna_deer"
    id: 2402
    template: "gaia/fauna_deer"
    id: 2403
    template: "gaia/fauna_deer"
    id: 2404
    template: "gaia/fauna_deer"
    id: 2405
    template: "gaia/fauna_deer"
    id: 2406
    template: "gaia/fauna_deer"
    id: 2407
    template: "gaia/fauna_deer"
    id: 2408
    template: "gaia/fauna_deer"
    id: 2409
    template: "gaia/fauna_deer"
    id: 2410
    template: "gaia/fauna_deer"
    id: 2411
    template: "gaia/fauna_deer"
    id: 2412
    template: "gaia/fauna_deer"
    id: 2413
    template: "gaia/fauna_deer"
    id: 2414
    template: "gaia/fauna_deer"
    id: 2415
    template: "gaia/fauna_deer"
    id: 2416
    template: "gaia/fauna_deer"
    id: 2417
    template: "gaia/fauna_deer"
    id: 2418
    template: "gaia/fauna_deer"
    id: 2419
    template: "gaia/fauna_deer"
    id: 2420
    template: "gaia/fauna_deer"
    id: 2421
    template: "gaia/fauna_deer"
    id: 2422
    template: "gaia/fauna_deer"
    id: 2423
    template: "gaia/fauna_deer"
    id: 2424
    template: "gaia/fauna_deer"
    id: 2425
    template: "gaia/fauna_deer"
    id: 2426
    template: "gaia/fauna_deer"
    id: 2427
    template: "gaia/fauna_deer"
    id: 2428
    template: "gaia/fauna_deer"
    id: 2429
    template: "gaia/fauna_deer"
    id: 2430
    template: "gaia/fauna_deer"
    id: 2431
    template: "gaia/fauna_deer"
    id: 2432
    template: "gaia/fauna_deer"
    id: 2433
    template: "gaia/fauna_deer"
    id: 2434
    template: "gaia/fauna_deer"
    id: 2437
    template: "gaia/fauna_deer"
    id: 2440
    template: "gaia/fauna_deer"
    id: 2441
    template: "gaia/fauna_deer"
    id: 2442
    template: "gaia/fauna_deer"
    id: 2443
    template: "gaia/fauna_deer"
    id: 2444
    template: "gaia/fauna_deer"
    id: 2445
    template: "gaia/fauna_deer"
    id: 2446
    template: "gaia/fauna_deer"
    id: 2447
    template: "gaia/fauna_deer"
    id: 2448
    template: "gaia/fauna_deer"
    id: 2449
    template: "gaia/fauna_deer"
    id: 2450
    template: "gaia/fauna_deer"
    id: 2451
    template: "gaia/fauna_deer"
    id: 2452
    template: "gaia/fauna_deer"
    id: 2453
    template: "gaia/fauna_deer"
    id: 2454
    template: "gaia/fauna_deer"
    id: 2455
    template: "gaia/fauna_deer"
    id: 2456
    template: "gaia/fauna_deer"
    id: 2457
    template: "gaia/fauna_deer"
    id: 2458
    template: "gaia/fauna_deer"
    id: 2459
    template: "gaia/fauna_deer"
    id: 2461
    template: "gaia/flora_tree_oak_large"
    id: 2462
    template: "gaia/flora_tree_oak_large"
    id: 2463
    template: "gaia/flora_tree_oak_large"
    id: 2464
    template: "gaia/flora_tree_oak_large"
    id: 2465
    template: "gaia/flora_tree_oak_large"
    id: 2466
    template: "gaia/flora_tree_oak_large"
    id: 2468
    template: "gaia/flora_tree_oak_large"
    id: 2469
    template: "gaia/flora_tree_oak_large"
    id: 2500
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2501
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2502
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2503
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2504
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2505
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2506
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2507
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2508
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2509
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2510
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2511
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2512
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2513
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2514
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2515
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2516
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2517
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2518
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2519
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2520
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2521
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2522
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2523
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2524
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2525
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2526
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2527
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2529
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2532
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2533
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2536
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2537
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2538
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2539
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2540
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2541
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2542
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2543
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2544
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2545
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2547
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2548
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2549
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2550
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2551
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2552
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2553
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2554
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2556
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2557
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2558
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2559
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2560
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2562
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2563
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2564
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2565
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2566
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2567
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2570
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2571
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2572
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2573
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2574
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2575
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2576
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2577
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2578
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2579
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2580
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2581
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2582
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2583
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2584
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2585
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2586
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2587
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2588
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2589
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2590
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2591
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2592
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2593
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2594
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2596
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2597
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2600
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2601
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2606
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2607
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2608
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2609
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2610
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2611
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2612
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2613
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2614
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2615
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2616
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2617
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2618
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2619
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2620
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2621
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2622
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2623
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2624
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2625
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2626
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2627
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2628
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2629
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2630
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2631
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2632
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2633
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2634
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2635
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2636
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2637
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2638
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2639
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2640
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2641
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2642
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2643
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2644
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2646
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2647
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2648
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2649
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2650
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2651
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2652
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2653
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2654
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2655
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2656
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2657
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2658
    template: "actor|props/flora/pond_lillies_large.xml"
    id: 2659
    template: "actor|props/flora/water_lillies.xml"
    id: 2660
    template: "actor|props/flora/water_lillies.xml"
    id: 2661
    template: "actor|props/flora/water_lillies.xml"
    id: 2662
    template: "actor|props/flora/water_lillies.xml"
    id: 2663
    template: "actor|props/flora/water_lillies.xml"
    id: 2664
    template: "actor|props/flora/water_lillies.xml"
    id: 2665
    template: "actor|props/flora/water_lillies.xml"
    id: 2666
    template: "actor|props/flora/water_lillies.xml"
    id: 2667
    template: "actor|props/flora/water_lillies.xml"
    id: 2668
    template: "actor|props/flora/water_lillies.xml"
    id: 2669
    template: "actor|props/flora/water_lillies.xml"
    id: 2670
    template: "actor|props/flora/water_lillies.xml"
    id: 2671
    template: "actor|props/flora/water_lillies.xml"
    id: 2672
    template: "actor|props/flora/water_lillies.xml"
    id: 2673
    template: "actor|props/flora/water_lillies.xml"
    id: 2674
    template: "actor|props/flora/water_lillies.xml"
    id: 2675
    template: "actor|props/flora/water_lillies.xml"
    id: 2676
    template: "actor|props/flora/water_lillies.xml"
    id: 2677
    template: "actor|props/flora/water_lillies.xml"
    id: 2678
    template: "actor|props/flora/water_lillies.xml"
    id: 2679
    template: "actor|props/flora/water_lillies.xml"
    id: 2680
    template: "actor|props/flora/water_lillies.xml"
    id: 2681
    template: "actor|props/flora/water_lillies.xml"
    id: 2682
    template: "actor|props/flora/water_lillies.xml"
    id: 2683
    template: "actor|props/flora/water_lillies.xml"
    id: 2684
    template: "actor|props/flora/water_lillies.xml"
    id: 2685
    template: "actor|props/flora/water_lillies.xml"
    id: 2686
    template: "actor|props/flora/water_lillies.xml"
    id: 2687
    template: "actor|props/flora/water_lillies.xml"
    id: 2688
    template: "actor|props/flora/water_lillies.xml"
    id: 2689
    template: "actor|props/flora/water_lillies.xml"
    id: 2690
    template: "actor|props/flora/water_lillies.xml"
    id: 2691
    template: "actor|props/flora/water_lillies.xml"
    id: 2692
    template: "actor|props/flora/water_lillies.xml"
    id: 2693
    template: "actor|props/flora/water_lillies.xml"
    id: 2694
    template: "actor|props/flora/water_lillies.xml"
    id: 2695
    template: "actor|props/flora/water_lillies.xml"
    id: 2696
    template: "actor|props/flora/water_lillies.xml"
    id: 2697
    template: "actor|props/flora/water_lillies.xml"
    id: 2698
    template: "actor|props/flora/water_lillies.xml"
    id: 2699
    template: "actor|props/flora/water_lillies.xml"
    id: 2700
    template: "actor|props/flora/water_lillies.xml"
    id: 2701
    template: "actor|props/flora/water_lillies.xml"
    id: 2702
    template: "actor|props/flora/water_lillies.xml"
    id: 2703
    template: "actor|props/flora/water_lillies.xml"
    id: 2704
    template: "actor|props/flora/water_lillies.xml"
    id: 2705
    template: "actor|props/flora/water_lillies.xml"
    id: 2706
    template: "actor|props/flora/water_lillies.xml"
    id: 2707
    template: "actor|props/flora/water_lillies.xml"
    id: 2708
    template: "actor|props/flora/water_lillies.xml"
    id: 2709
    template: "actor|props/flora/water_lillies.xml"
    id: 2710
    template: "actor|props/flora/water_lillies.xml"
    id: 2711
    template: "actor|props/flora/water_lillies.xml"
    id: 2712
    template: "actor|props/flora/water_lillies.xml"
    id: 2713
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    template: "actor|props/flora/water_lillies.xml"
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    template: "actor|props/flora/water_lillies.xml"
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    template: "actor|props/flora/water_lillies.xml"
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    template: "actor|props/flora/water_lillies.xml"
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    template: "actor|props/flora/water_lillies.xml"
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    template: "actor|props/flora/water_lillies.xml"
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    template: "actor|props/flora/water_lillies.xml"
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    template: "actor|props/flora/water_lillies.xml"
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    template: "actor|props/flora/water_lillies.xml"
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    template: "actor|props/flora/water_lillies.xml"
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    template: "actor|props/flora/water_lillies.xml"
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    template: "actor|props/flora/water_lillies.xml"
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    template: "actor|props/flora/water_lillies.xml"
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    template: "actor|props/flora/water_lillies.xml"
    id: 3022
    template: "actor|props/flora/water_lillies.xml"
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    template: "actor|props/flora/water_lillies.xml"
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    template: "actor|props/flora/water_lillies.xml"
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    template: "actor|props/flora/water_lillies.xml"
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    template: "actor|props/flora/water_lillies.xml"
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    template: "actor|props/flora/water_lillies.xml"
    id: 3028
    template: "actor|props/flora/water_lillies.xml"
    id: 3029
    template: "actor|props/flora/water_lillies.xml"
    id: 3030
    template: "actor|props/flora/water_lillies.xml"
    id: 3031
    template: "actor|props/flora/water_lillies.xml"
    id: 3032
    template: "actor|props/flora/water_lillies.xml"
    id: 3033
    template: "actor|props/flora/water_lillies.xml"
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    template: "actor|props/flora/water_lillies.xml"
    id: 3035
    template: "actor|props/flora/water_lillies.xml"
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    template: "actor|props/flora/water_lillies.xml"
    id: 3037
    template: "actor|props/flora/water_lillies.xml"
    id: 3038
    template: "actor|props/flora/water_lillies.xml"
    id: 3039
    template: "actor|props/flora/water_lillies.xml"
    id: 3040
    template: "actor|props/flora/water_lillies.xml"
    id: 3041
    template: "actor|props/flora/water_lillies.xml"
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    template: "actor|props/flora/water_lillies.xml"
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    template: "actor|props/flora/water_lillies.xml"
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    template: "actor|props/flora/water_lillies.xml"
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    template: "actor|props/flora/water_lillies.xml"
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    template: "actor|props/flora/water_lillies.xml"
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    template: "actor|props/flora/water_lillies.xml"
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    template: "actor|props/flora/water_lillies.xml"
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    template: "actor|props/flora/water_lillies.xml"
    id: 3050
    template: "actor|props/flora/water_lillies.xml"
    id: 3051
    template: "actor|props/flora/water_lillies.xml"
    id: 3052
    template: "actor|props/flora/water_lillies.xml"
    id: 3053
    template: "actor|props/flora/water_lillies.xml"
    id: 3054
    template: "actor|props/flora/water_lillies.xml"
    id: 3055
    template: "actor|props/flora/water_lillies.xml"
    id: 3056
    template: "actor|props/flora/water_lillies.xml"
    id: 3057
    template: "actor|props/flora/water_lillies.xml"
    id: 3058
    template: "actor|props/flora/water_lillies.xml"
    id: 3059
    template: "actor|props/flora/water_lillies.xml"
    id: 3060
    template: "actor|props/flora/water_lillies.xml"
    id: 3061
    template: "actor|props/flora/water_lillies.xml"
    id: 3062
    template: "actor|props/flora/water_lillies.xml"
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    template: "actor|props/flora/water_lillies.xml"
    id: 3064
    template: "actor|props/flora/water_lillies.xml"
    id: 3065
    template: "actor|props/flora/water_lillies.xml"
    id: 3066
    template: "actor|props/flora/water_lillies.xml"
    id: 3067
    template: "actor|props/flora/water_lillies.xml"
    id: 3068
    template: "actor|props/flora/water_lillies.xml"
    id: 3069
    template: "actor|props/flora/water_lillies.xml"
    id: 3070
    template: "actor|props/flora/water_lillies.xml"
    id: 3071
    template: "actor|props/flora/water_lillies.xml"
    id: 3072
    template: "actor|props/flora/water_lillies.xml"
    id: 3073
    template: "actor|props/flora/water_lillies.xml"
    id: 3074
    template: "actor|props/flora/water_lillies.xml"
    id: 3075
    template: "actor|props/flora/water_lillies.xml"
    id: 3076
    template: "actor|props/flora/water_lillies.xml"
    id: 3077
    template: "actor|props/flora/water_lillies.xml"
    id: 3078
    template: "actor|props/flora/water_lillies.xml"
    id: 3079
    template: "actor|props/flora/water_lillies.xml"
    id: 3080
    template: "actor|props/flora/water_lillies.xml"
    id: 3081
    template: "actor|props/flora/water_lillies.xml"
    id: 3082
    template: "actor|props/flora/water_lillies.xml"
    id: 3083
    template: "actor|props/flora/water_lillies.xml"
    id: 3084
    template: "actor|props/flora/water_lillies.xml"
    id: 3085
    template: "actor|props/flora/water_lillies.xml"
    id: 3086
    template: "actor|props/flora/water_lillies.xml"
    id: 3087
    template: "actor|props/flora/water_lillies.xml"
    id: 3088
    template: "actor|props/flora/water_lillies.xml"
    id: 3089
    template: "actor|props/flora/water_lillies.xml"
    id: 3090
    template: "actor|props/flora/water_lillies.xml"
    id: 3091
    template: "actor|props/flora/water_lillies.xml"
    id: 3092
    template: "actor|props/flora/water_lillies.xml"
    id: 3093
    template: "actor|props/flora/water_lillies.xml"
    id: 3094
    template: "actor|props/flora/water_lillies.xml"
    id: 3095
    template: "actor|props/flora/water_lillies.xml"
    id: 3096
    template: "actor|props/flora/water_lillies.xml"
    id: 3097
    template: "actor|props/flora/water_lillies.xml"
    id: 3098
    template: "actor|props/flora/water_lillies.xml"
    id: 3099
    template: "actor|props/flora/water_lillies.xml"
    id: 3100
    template: "actor|props/flora/water_lillies.xml"
    id: 3101
    template: "actor|props/flora/water_lillies.xml"
    id: 3102
    template: "actor|props/flora/water_lillies.xml"
    id: 3103
    template: "actor|props/flora/water_lillies.xml"
    id: 3104
    template: "actor|props/flora/water_lillies.xml"
    id: 3105
    template: "actor|props/flora/water_lillies.xml"
    id: 3106
    template: "actor|props/flora/water_lillies.xml"
    id: 3107
    template: "actor|props/flora/water_lillies.xml"
    id: 3108
    template: "actor|props/flora/water_lillies.xml"
    id: 3109
    template: "actor|props/flora/water_lillies.xml"
    id: 3110
    template: "actor|props/flora/water_lillies.xml"
    id: 3111
    template: "actor|props/flora/water_lillies.xml"
    id: 3112
    template: "actor|props/flora/water_lillies.xml"
    id: 3113
    template: "actor|props/flora/water_lillies.xml"
    id: 3114
    template: "actor|props/flora/water_lillies.xml"
    id: 3115
    template: "actor|props/flora/water_lillies.xml"
    id: 3116
    template: "actor|props/flora/water_lillies.xml"
    id: 3117
    template: "actor|props/flora/water_lillies.xml"
    id: 3118
    template: "actor|props/flora/water_lillies.xml"
    id: 3119
    template: "actor|props/flora/water_lillies.xml"
    id: 3120
    template: "actor|props/flora/water_lillies.xml"
    id: 3121
    template: "actor|props/flora/water_lillies.xml"
    id: 3122
    template: "actor|props/flora/water_lillies.xml"
    id: 3123
    template: "actor|props/flora/water_lillies.xml"
    id: 3124
    template: "actor|props/flora/water_lillies.xml"
    id: 3125
    template: "actor|props/flora/water_lillies.xml"
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    template: "actor|props/flora/water_lillies.xml"
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    template: "actor|props/flora/water_lillies.xml"
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    template: "actor|props/flora/water_lillies.xml"
    id: 3129
    template: "actor|props/flora/water_lillies.xml"
    id: 3130
    template: "actor|props/flora/water_lillies.xml"
    id: 3131
    template: "actor|props/flora/water_lillies.xml"
    id: 3132
    template: "actor|props/flora/water_lillies.xml"
    id: 3133
    template: "actor|props/flora/water_lillies.xml"
    id: 3134
    template: "actor|props/flora/water_lillies.xml"
    id: 3135
    template: "actor|props/flora/water_lillies.xml"
    id: 3136
    template: "actor|props/flora/water_lillies.xml"
    id: 3137
    template: "actor|props/flora/water_lillies.xml"
    id: 3138
    template: "actor|props/flora/water_lillies.xml"
    id: 3139
    template: "actor|props/flora/water_lillies.xml"
    id: 3140
    template: "actor|props/flora/water_lillies.xml"
    id: 3141
    template: "actor|props/flora/water_lillies.xml"
    id: 3142
    template: "actor|props/flora/water_lillies.xml"
    id: 3143
    template: "actor|props/flora/grass_soft_large_tall.xml"
    id: 3144
    template: "actor|props/flora/grass_soft_large_tall.xml"
    id: 3145
    template: "actor|props/flora/grass_soft_large_tall.xml"
    id: 3146
    template: "actor|props/flora/grass_soft_large_tall.xml"
    id: 3147
    template: "actor|props/flora/grass_soft_large_tall.xml"
    id: 3148
    template: "actor|props/flora/grass_soft_large_tall.xml"
    id: 3149
    template: "actor|props/flora/grass_soft_large_tall.xml"
    id: 3150
    template: "actor|props/flora/grass_soft_large_tall.xml"
    id: 3151
    template: "actor|props/flora/grass_soft_large_tall.xml"
    id: 3152
    template: "actor|props/flora/grass_soft_large_tall.xml"
    id: 3153
    template: "actor|props/flora/grass_soft_large_tall.xml"
    id: 3154
    template: "actor|props/flora/grass_soft_large_tall.xml"
    id: 3155
    template: "actor|props/flora/grass_soft_large_tall.xml"
    id: 3156
    template: "actor|props/flora/grass_soft_large_tall.xml"
    id: 3157
    template: "actor|props/flora/grass_soft_large_tall.xml"
    id: 3158
    template: "actor|props/flora/grass_soft_large_tall.xml"
    id: 3159
    template: "actor|props/flora/grass_soft_large_tall.xml"
    id: 3160
    template: "actor|props/flora/grass_soft_large_tall.xml"
    id: 3161
    template: "actor|props/flora/grass_soft_large_tall.xml"
    id: 3162
    template: "actor|props/flora/grass_soft_large_tall.xml"
    id: 3163
    template: "actor|props/flora/grass_soft_large_tall.xml"
    id: 3164
    template: "actor|props/flora/grass_soft_large_tall.xml"
    id: 3165
    template: "actor|props/flora/grass_soft_large_tall.xml"
    id: 3166
    template: "actor|props/flora/grass_soft_large_tall.xml"
    id: 3167
    template: "actor|props/flora/grass_soft_large_tall.xml"
    id: 3168
    template: "actor|props/flora/grass_soft_large_tall.xml"
    id: 3169
    template: "actor|props/flora/grass_soft_large_tall.xml"
    id: 3170
    template: "actor|props/flora/grass_soft_large_tall.xml"
    id: 3171
    template: "actor|props/flora/grass_soft_large_tall.xml"
    id: 3172
    template: "actor|props/flora/grass_soft_large_tall.xml"
    id: 3173
    template: "actor|props/flora/grass_soft_large_tall.xml"
    id: 3174
    template: "actor|props/flora/grass_soft_large_tall.xml"
    id: 3175
    template: "actor|props/flora/grass_soft_large_tall.xml"
    id: 3176
    template: "actor|props/flora/grass_soft_large_tall.xml"
    id: 3177
    template: "actor|props/flora/grass_soft_large_tall.xml"
    id: 3178
    template: "actor|props/flora/grass_soft_large_tall.xml"
    id: 3179
    template: "actor|props/flora/grass_soft_large_tall.xml"
    id: 3180
    template: "actor|props/flora/grass_soft_large_tall.xml"
    id: 3181
    template: "actor|props/flora/grass_soft_large_tall.xml"
    id: 3182
    template: "actor|props/flora/grass_soft_large_tall.xml"
    id: 3183
    template: "actor|props/flora/grass_soft_large_tall.xml"
    id: 3184
    template: "actor|props/flora/grass_soft_large_tall.xml"
    id: 3185
    template: "actor|props/flora/grass_soft_large_tall.xml"
    id: 3186
    template: "actor|props/flora/grass_soft_large_tall.xml"
    id: 3187
    template: "actor|props/flora/grass_soft_large_tall.xml"
    id: 3188
    template: "actor|props/flora/grass_soft_large_tall.xml"
    id: 3189
    template: "actor|props/flora/grass_soft_large_tall.xml"
    id: 3190
    template: "actor|props/flora/grass_soft_large_tall.xml"
    id: 3191
    template: "actor|props/flora/grass_soft_large_tall.xml"
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    template: "actor|props/flora/grass_soft_large_tall.xml"
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    template: "actor|props/flora/grass_soft_large_tall.xml"
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    template: "actor|props/flora/grass_soft_large_tall.xml"
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    template: "actor|props/flora/grass_soft_large_tall.xml"
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    template: "actor|props/flora/grass_soft_large_tall.xml"
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    template: "actor|props/flora/grass_soft_large_tall.xml"
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    template: "actor|props/flora/grass_soft_large_tall.xml"
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    template: "actor|props/flora/grass_soft_large_tall.xml"
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    template: "actor|props/flora/grass_soft_large_tall.xml"
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    template: "actor|props/flora/grass_soft_large_tall.xml"
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    template: "actor|props/flora/grass_soft_large_tall.xml"
    id: 3203
    template: "actor|props/flora/grass_soft_large_tall.xml"
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    template: "actor|props/flora/grass_soft_large_tall.xml"
    id: 3205
    template: "actor|props/flora/grass_soft_large_tall.xml"
    id: 3206
    template: "actor|props/flora/grass_soft_large_tall.xml"
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    template: "actor|props/flora/grass_soft_large_tall.xml"
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    template: "actor|props/flora/grass_soft_large_tall.xml"
    id: 3209
    template: "actor|props/flora/grass_soft_large_tall.xml"
    id: 3210
    template: "actor|props/flora/grass_soft_large_tall.xml"
    id: 3211
    template: "actor|props/flora/grass_soft_large_tall.xml"
    id: 3212
    template: "actor|props/flora/grass_soft_large_tall.xml"
    id: 3213
    template: "actor|props/flora/grass_soft_large_tall.xml"
    id: 3214
    template: "actor|props/flora/grass_soft_large_tall.xml"
    id: 3215
    template: "actor|props/flora/grass_soft_large_tall.xml"
    id: 3216
    template: "actor|props/flora/grass_soft_large_tall.xml"
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    template: "actor|props/flora/grass_soft_large_tall.xml"
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    template: "actor|props/flora/grass_soft_large_tall.xml"
    id: 3219
    template: "actor|props/flora/grass_soft_large_tall.xml"
    id: 3220
    template: "actor|props/flora/grass_soft_large_tall.xml"
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    template: "actor|props/flora/grass_soft_large_tall.xml"
    id: 3222
    template: "actor|props/flora/grass_soft_large_tall.xml"
    id: 3223
    template: "actor|props/flora/grass_soft_large_tall.xml"
    id: 3224
    template: "actor|props/flora/grass_soft_large_tall.xml"
    id: 3225
    template: "actor|props/flora/grass_soft_large_tall.xml"
    id: 3226
    template: "actor|props/flora/grass_soft_large_tall.xml"
    id: 3227
    template: "actor|props/flora/grass_soft_large_tall.xml"
    id: 3228
    template: "actor|props/flora/grass_soft_large_tall.xml"
    id: 3229
    template: "actor|props/flora/grass_soft_large_tall.xml"
    id: 3230
    template: "actor|props/flora/grass_soft_large_tall.xml"
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    template: "actor|props/flora/grass_soft_large_tall.xml"
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    template: "actor|props/flora/grass_soft_large_tall.xml"
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    template: "actor|props/flora/grass_soft_large_tall.xml"
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    template: "actor|props/flora/grass_soft_large_tall.xml"
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    template: "actor|props/flora/grass_soft_large_tall.xml"
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    template: "actor|props/flora/grass_soft_large_tall.xml"
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    template: "actor|props/flora/grass_soft_large_tall.xml"
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    template: "actor|props/flora/grass_soft_large_tall.xml"
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    template: "actor|props/flora/grass_soft_large_tall.xml"
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    template: "actor|props/flora/grass_soft_large_tall.xml"
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    template: "actor|props/flora/grass_soft_large_tall.xml"
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    template: "actor|props/flora/grass_soft_small.xml"
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    template: "actor|props/flora/grass_soft_small.xml"
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    template: "actor|props/flora/grass_soft_small.xml"
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    template: "actor|props/flora/grass_soft_small.xml"
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    template: "actor|props/flora/grass_soft_small.xml"
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    template: "actor|props/flora/grass_soft_small.xml"
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    template: "actor|props/flora/grass_soft_small_tall.xml"
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    template: "actor|props/flora/grass_soft_small_tall.xml"
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    template: "actor|props/flora/grass_soft_small_tall.xml"
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    template: "actor|props/flora/grass_soft_small_tall.xml"
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    template: "actor|props/flora/grass_soft_small_tall.xml"
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    template: "actor|props/flora/grass_soft_small_tall.xml"
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    template: "actor|props/flora/grass_soft_small_tall.xml"
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    template: "actor|props/flora/grass_soft_small_tall.xml"
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    template: "actor|props/flora/grass_soft_small_tall.xml"
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    template: "actor|props/flora/grass_soft_small_tall.xml"
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    template: "actor|props/flora/grass_soft_small_tall.xml"
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    template: "actor|props/flora/grass_soft_small_tall.xml"
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    template: "actor|props/flora/grass_soft_small_tall.xml"
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    template: "actor|props/flora/grass_soft_small_tall.xml"
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    template: "actor|props/flora/grass_soft_small_tall.xml"
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    template: "actor|props/flora/grass_soft_small_tall.xml"
    id: 3264
    template: "actor|props/flora/grass_soft_small_tall.xml"
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    template: "actor|props/flora/grass_soft_small_tall.xml"
    id: 3266
    template: "actor|props/flora/grass_soft_small_tall.xml"
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    template: "actor|props/flora/grass_soft_small_tall.xml"
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    template: "actor|props/flora/grass_soft_small_tall.xml"
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    template: "actor|props/flora/grass_soft_small_tall.xml"
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    template: "actor|props/flora/grass_soft_small_tall.xml"
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    template: "actor|props/flora/grass_soft_small_tall.xml"
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    template: "actor|props/flora/grass_soft_small_tall.xml"
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    template: "actor|props/flora/grass_soft_small_tall.xml"
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    template: "actor|props/flora/grass_soft_small_tall.xml"
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    template: "actor|props/flora/grass_soft_small_tall.xml"
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    template: "actor|props/flora/grass_soft_small_tall.xml"
    id: 3277
    template: "actor|props/flora/grass_soft_small_tall.xml"
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    template: "actor|props/flora/grass_soft_small_tall.xml"
    id: 3279
    template: "actor|props/flora/grass_soft_small_tall.xml"
    id: 3280
    template: "actor|props/flora/grass_soft_small_tall.xml"
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    template: "actor|props/flora/grass_soft_small_tall.xml"
    id: 4081
    template: "actor|props/flora/grass_soft_small_tall.xml"
    id: 4082
    template: "actor|props/flora/grass_soft_small_tall.xml"
    id: 4083
    template: "actor|props/flora/grass_soft_small_tall.xml"
    id: 4084
    template: "actor|props/flora/grass_soft_small_tall.xml"
    id: 4085
    template: "actor|props/flora/grass_soft_small_tall.xml"
    id: 4086
    template: "actor|props/flora/grass_soft_small_tall.xml"
    id: 4087
    template: "actor|props/flora/grass_soft_small_tall.xml"
    id: 4088
    template: "actor|props/flora/grass_soft_small_tall.xml"
    id: 4089
    template: "actor|props/flora/grass_soft_small_tall.xml"
    id: 4090
    template: "actor|props/flora/grass_soft_small_tall.xml"
    id: 4091
    template: "actor|props/flora/grass_soft_small_tall.xml"
    id: 4092
    template: "actor|props/flora/grass_soft_small_tall.xml"
    id: 4093
    template: "actor|props/flora/grass_soft_small_tall.xml"
    id: 4094
    template: "actor|props/flora/grass_soft_small_tall.xml"
    id: 4095
    template: "actor|props/flora/grass_soft_small_tall.xml"
    id: 4096
    template: "actor|props/flora/grass_soft_small_tall.xml"
    id: 4097
    template: "actor|props/flora/grass_soft_small_tall.xml"
    id: 4098
    template: "actor|props/flora/grass_soft_small_tall.xml"
    id: 4099
    template: "actor|props/flora/grass_soft_small_tall.xml"
    id: 4100
    template: "actor|props/flora/water_lillies.xml"
    id: 4101
    template: "actor|props/flora/water_lillies.xml"
    id: 4102
    template: "actor|props/flora/water_lillies.xml"
    id: 4103
    template: "actor|props/flora/water_lillies.xml"
    id: 4104
    template: "actor|props/flora/water_lillies.xml"
    id: 4105
    template: "actor|props/flora/water_lillies.xml"
    id: 4106
    template: "actor|props/flora/water_lillies.xml"
    id: 4107
    template: "actor|props/flora/water_lillies.xml"
    id: 4108
    template: "actor|props/flora/water_lillies.xml"
    id: 4109
    template: "actor|props/flora/water_lillies.xml"
    id: 4110
    template: "actor|props/flora/water_lillies.xml"
    id: 4111
    template: "actor|props/flora/water_lillies.xml"
    id: 4112
    template: "actor|props/flora/water_lillies.xml"
    id: 4113
    template: "actor|props/flora/water_lillies.xml"
    id: 4114
    template: "actor|props/flora/water_lillies.xml"
    id: 4115
    template: "actor|props/flora/water_lillies.xml"
    id: 4116
    template: "actor|props/flora/water_lillies.xml"
    id: 4117
    template: "actor|props/flora/water_lillies.xml"
    id: 4118
    template: "actor|props/flora/water_lillies.xml"
    id: 4119
    template: "actor|props/flora/water_lillies.xml"
    id: 4120
    template: "actor|props/flora/water_lillies.xml"
    id: 4121
    template: "actor|props/flora/water_lillies.xml"
    id: 4122
    template: "actor|props/flora/water_lillies.xml"
    id: 4123
    template: "actor|props/flora/water_lillies.xml"
    id: 4124
    template: "actor|props/flora/water_lillies.xml"
    id: 4125
    template: "actor|props/flora/water_lillies.xml"
    id: 4126
    template: "actor|props/flora/water_lillies.xml"
    id: 4127
    template: "actor|props/flora/water_lillies.xml"
    id: 4128
    template: "actor|props/flora/water_lillies.xml"
    id: 4129
    template: "actor|props/flora/water_lillies.xml"
    id: 4130
    template: "actor|props/flora/water_lillies.xml"
    id: 4131
    template: "actor|props/flora/water_lillies.xml"
    id: 4132
    template: "actor|props/flora/water_lillies.xml"
    id: 4133
    template: "actor|props/flora/water_lillies.xml"
    id: 4134
    template: "actor|props/flora/water_lillies.xml"
    id: 4135
    template: "actor|props/flora/water_lillies.xml"
    id: 4136
    template: "actor|props/flora/water_lillies.xml"
    id: 4137
    template: "actor|props/flora/water_lillies.xml"
    id: 4138
    template: "actor|props/flora/water_lillies.xml"
    id: 4139
    template: "actor|props/flora/water_lillies.xml"
    id: 4140
    template: "actor|props/flora/water_lillies.xml"
    id: 4141
    template: "actor|props/flora/water_lillies.xml"
    id: 4142
    template: "actor|props/flora/water_lillies.xml"
    id: 4143
    template: "actor|props/flora/water_lillies.xml"
    id: 4144
    template: "actor|props/flora/water_lillies.xml"
    id: 4145
    template: "actor|props/flora/water_lillies.xml"
    id: 4146
    template: "actor|props/flora/water_lillies.xml"
    id: 4147
    template: "actor|props/flora/water_lillies.xml"
    id: 4148
    template: "actor|props/flora/water_lillies.xml"
    id: 4149
    template: "actor|props/flora/water_lillies.xml"
    id: 4150
    template: "actor|props/flora/water_lillies.xml"
    id: 4151
    template: "actor|props/flora/water_lillies.xml"
    id: 4152
    template: "actor|props/flora/water_lillies.xml"
    id: 4153
    template: "actor|props/flora/water_lillies.xml"
    id: 4154
    template: "actor|props/flora/water_lillies.xml"
    id: 4155
    template: "actor|props/flora/water_lillies.xml"
    id: 4156
    template: "actor|props/flora/water_lillies.xml"
    id: 4157
    template: "actor|props/flora/water_lillies.xml"
    id: 4158
    template: "actor|props/flora/water_lillies.xml"
    id: 4159
    template: "actor|props/flora/water_lillies.xml"
    id: 4160
    template: "actor|props/flora/water_lillies.xml"
    id: 4161
    template: "actor|props/flora/water_lillies.xml"
    id: 4162
    template: "actor|props/flora/water_lillies.xml"
    id: 4163
    template: "actor|props/flora/water_lillies.xml"
    id: 4164
    template: "actor|props/flora/water_lillies.xml"
    id: 4165
    template: "actor|props/flora/water_lillies.xml"
    id: 4166
    template: "actor|props/flora/water_lillies.xml"
    id: 4167
    template: "actor|props/flora/water_lillies.xml"
    id: 4168
    template: "actor|props/flora/water_lillies.xml"
    id: 4169
    template: "actor|props/flora/water_lillies.xml"
    id: 4170
    template: "actor|props/flora/water_lillies.xml"
    id: 4171
    template: "actor|props/flora/water_lillies.xml"
    id: 4172
    template: "actor|props/flora/water_lillies.xml"
    id: 4173
    template: "actor|props/flora/water_lillies.xml"
    id: 4174
    template: "actor|props/flora/water_lillies.xml"
    id: 4175
    template: "actor|props/flora/water_lillies.xml"
    id: 4176
    template: "actor|props/flora/water_lillies.xml"
    id: 4177
    template: "actor|props/flora/water_lillies.xml"
    id: 4178
    template: "actor|props/flora/water_lillies.xml"
    id: 4179
    template: "actor|props/flora/water_lillies.xml"
    id: 4180
    template: "actor|props/flora/water_lillies.xml"
    id: 4181
    template: "actor|props/flora/water_lillies.xml"
    id: 4182
    template: "actor|props/flora/water_lillies.xml"
    id: 4183
    template: "actor|props/flora/water_lillies.xml"
    id: 4184
    template: "actor|props/flora/water_lillies.xml"
    id: 4185
    template: "actor|props/flora/water_lillies.xml"
    id: 4186
    template: "actor|props/flora/water_lillies.xml"
    id: 4187
    template: "actor|props/flora/water_lillies.xml"
    id: 4188
    template: "actor|props/flora/water_lillies.xml"
    id: 4189
    template: "actor|props/flora/water_lillies.xml"
    id: 4190
    template: "actor|props/flora/water_lillies.xml"
    id: 4191
    template: "actor|props/flora/water_lillies.xml"
    id: 4192
    template: "actor|props/flora/water_lillies.xml"
    id: 4193
    template: "actor|props/flora/water_lillies.xml"
    id: 4194
    template: "actor|props/flora/water_lillies.xml"
    id: 4195
    template: "actor|props/flora/water_lillies.xml"
    id: 4196
    template: "actor|props/flora/water_lillies.xml"
    id: 4197
    template: "actor|props/flora/water_lillies.xml"
    id: 4198
    template: "actor|props/flora/water_lillies.xml"
    id: 4199
    template: "actor|props/flora/water_lillies.xml"
    id: 4200
    template: "actor|props/flora/water_lillies.xml"
    id: 4201
    template: "actor|props/flora/water_lillies.xml"
    id: 4202
    template: "actor|props/flora/water_lillies.xml"
    id: 4203
    template: "actor|props/flora/water_lillies.xml"
    id: 4204
    template: "actor|props/flora/water_lillies.xml"
    id: 4205
    template: "actor|props/flora/water_lillies.xml"
    id: 4206
    template: "actor|props/flora/water_lillies.xml"
    id: 4207
    template: "actor|props/flora/water_lillies.xml"
    id: 4208
    template: "actor|props/flora/water_lillies.xml"
    id: 4209
    template: "actor|props/flora/water_lillies.xml"
    id: 4210
    template: "actor|props/flora/water_lillies.xml"
    id: 4211
    template: "actor|props/flora/water_lillies.xml"
    id: 4212
    template: "actor|props/flora/water_lillies.xml"
    id: 4213
    template: "actor|props/flora/water_lillies.xml"
    id: 4214
    template: "actor|props/flora/water_lillies.xml"
    id: 4215
    template: "actor|props/flora/water_lillies.xml"
    id: 4216
    template: "actor|props/flora/water_lillies.xml"
    id: 4217
    template: "actor|props/flora/water_lillies.xml"
    id: 4218
    template: "actor|props/flora/water_lillies.xml"
    id: 4219
    template: "actor|props/flora/water_lillies.xml"
    id: 4220
    template: "actor|props/flora/water_lillies.xml"
    id: 4221
    template: "actor|props/flora/water_lillies.xml"
    id: 4222
    template: "actor|props/flora/water_lillies.xml"
    id: 4223
    template: "actor|props/flora/water_lillies.xml"
    id: 4224
    template: "actor|props/flora/water_lillies.xml"
    id: 4225
    template: "actor|props/flora/water_lillies.xml"
    id: 4226
    template: "actor|props/flora/water_lillies.xml"
    id: 4230
    template: "gaia/geology_stonemine_tropic_quarry"
    id: 4233
    template: "gaia/geology_stonemine_tropic_quarry"
    id: 4234
    template: "gaia/geology_metal_tropic_slabs"
    id: 4235
    template: "gaia/geology_metal_tropic_slabs"
    id: 4236
    template: "gaia/geology_metal_tropic_slabs"
    id: 4237
    template: "gaia/geology_metal_tropic_slabs"
    id: 4238
    template: "gaia/geology_metal_tropic_slabs"
    id: 4239
    template: "gaia/geology_metal_tropic_slabs"
    id: 4240
    template: "gaia/geology_metal_tropic_slabs"
    id: 4241
    template: "gaia/geology_metal_tropic_slabs"
    id: 4242
    template: "gaia/geology_metal_tropic_slabs"
    id: 4244
    template: "gaia/geology_metal_tropic_slabs"
    id: 4245
    template: "gaia/geology_metal_tropic_slabs"
    id: 4246
    template: "gaia/geology_metal_tropic_slabs"
    id: 4250
    template: "actor|props/flora/grass_tropic_field.xml"
    id: 4251
    template: "actor|props/flora/grass_tropic_field.xml"
    id: 4256
    template: "gaia/geology_stonemine_temperate_formation"
    id: 4257
    template: "gaia/geology_stonemine_temperate_formation"
    id: 4258
    template: "gaia/geology_stonemine_temperate_formation"
    id: 4259
    template: "gaia/geology_stonemine_temperate_formation"
    id: 4260
    template: "gaia/geology_stonemine_temperate_formation"
    id: 9861
    template: "actor|particle/cloud.xml"
    id: 9862
    template: "actor|particle/cloud.xml"
    id: 9863
    template: "actor|particle/cloud.xml"
    id: 9864
    template: "actor|particle/cloud.xml"
    id: 9865
    template: "actor|particle/cloud.xml"
    id: 9866
    template: "actor|particle/cloud.xml"
    id: 9867
    template: "actor|geology/stone_granite_med.xml"
    id: 9868
    template: "actor|geology/stone_granite_med.xml"
    id: 9869
    template: "actor|geology/stone_granite_med.xml"
    id: 9870
    template: "actor|geology/stone_granite_med.xml"
    id: 9871
    template: "actor|geology/stone_granite_med.xml"
    id: 9872
    template: "actor|geology/stone_granite_med.xml"
    id: 9873
    template: "actor|geology/stone_granite_med.xml"
    id: 9874
    template: "actor|geology/stone_granite_med.xml"
    id: 9875
    template: "actor|geology/stone_granite_med.xml"
    id: 9876
    template: "actor|geology/stone_granite_med.xml"
    id: 9877
    template: "actor|geology/stone_granite_med.xml"
    id: 9878
    template: "actor|geology/stone_granite_med.xml"
    id: 9879
    template: "actor|geology/stone_granite_med.xml"
    id: 9880
    template: "actor|geology/stone_granite_med.xml"
    id: 9881
    template: "actor|geology/stone_granite_med.xml"
    id: 9882
    template: "actor|geology/stone_granite_med.xml"
    id: 9883
    template: "actor|geology/stone_granite_med.xml"
    id: 9884
    template: "actor|geology/stone_granite_med.xml"
    id: 9885
    template: "actor|geology/stone_granite_med.xml"
    id: 9886
    template: "actor|geology/stone_granite_med.xml"
    id: 9887
    template: "actor|geology/stone_granite_med.xml"
    id: 9888
    template: "actor|geology/stone_granite_med.xml"
    id: 9889
    template: "actor|geology/stone_granite_med.xml"
    id: 9890
    template: "actor|geology/stone_granite_med.xml"
    id: 9891
    template: "actor|geology/stone_granite_med.xml"
    id: 9892
    template: "actor|geology/stone_granite_med.xml"
    id: 9893
    template: "actor|geology/stone_granite_med.xml"
    id: 9894
    template: "actor|geology/stone_granite_med.xml"
    id: 9895
    template: "actor|geology/stone_granite_med.xml"
    id: 9896
    template: "actor|geology/stone_granite_med.xml"
    id: 9897
    template: "actor|geology/stone_granite_med.xml"
    id: 9898
    template: "actor|geology/stone_granite_med.xml"
    id: 9899
    template: "actor|geology/stone_granite_med.xml"
    id: 9900
    template: "actor|geology/stone_granite_med.xml"
    id: 9901
    template: "actor|geology/stone_granite_med.xml"
    id: 9902
    template: "actor|geology/stone_granite_med.xml"
    id: 9903
    template: "actor|geology/stone_granite_med.xml"
    id: 9904
    template: "actor|geology/stone_granite_med.xml"
    id: 9905
    template: "actor|geology/stone_granite_med.xml"
    id: 9906
    template: "actor|geology/stone_granite_med.xml"
    id: 9907
    template: "actor|geology/stone_granite_med.xml"
    id: 9908
    template: "actor|geology/stone_granite_med.xml"
    id: 9909
    template: "actor|geology/stone_granite_med.xml"
    id: 9910
    template: "actor|geology/stone_granite_med.xml"
    id: 9911
    template: "actor|geology/stone_granite_med.xml"
    id: 9912
    template: "actor|geology/stone_granite_med.xml"
    id: 9913
    template: "actor|geology/stone_granite_med.xml"
    id: 9914
    template: "actor|geology/stone_granite_med.xml"
    id: 9915
    template: "actor|geology/stone_granite_med.xml"
    id: 9916
    template: "actor|geology/stone_granite_med.xml"
    id: 9917
    template: "actor|geology/stone_granite_med.xml"
    id: 9918
    template: "actor|geology/stone_granite_med.xml"
    id: 9919
    template: "actor|geology/stone_granite_med.xml"
    id: 9920
    template: "actor|geology/stone_granite_med.xml"
    id: 9921
    template: "actor|geology/stone_granite_med.xml"
    id: 9922
    template: "actor|geology/stone_granite_med.xml"
    id: 9923
    template: "actor|geology/stone_granite_med.xml"
    id: 9924
    template: "actor|geology/stone_granite_med.xml"
    id: 9925
    template: "actor|geology/stone_granite_med.xml"
    id: 9926
    template: "actor|geology/stone_granite_med.xml"
    id: 9927
    template: "actor|geology/stone_granite_med.xml"
    id: 9928
    template: "actor|geology/stone_granite_med.xml"
    id: 9929
    template: "actor|geology/stone_granite_med.xml"
    id: 9930
    template: "actor|geology/stone_granite_med.xml"
    id: 9931
    template: "actor|geology/stone_granite_med.xml"
    id: 9932
    template: "actor|geology/stone_granite_med.xml"
    id: 9933
    template: "actor|geology/stone_granite_med.xml"
    id: 9934
    template: "actor|geology/stone_granite_med.xml"
    id: 9935
    template: "actor|geology/stone_granite_med.xml"
    id: 9936
    template: "actor|geology/stone_granite_med.xml"
    id: 9937
    template: "actor|geology/stone_granite_med.xml"
    id: 9938
    template: "actor|geology/stone_granite_med.xml"
    id: 9939
    template: "actor|geology/stone_granite_med.xml"
    id: 9940
    template: "actor|geology/stone_granite_med.xml"
    id: 9941
    template: "actor|geology/stone_granite_med.xml"
    id: 9942
    template: "actor|geology/stone_granite_med.xml"
    id: 9943
    template: "actor|geology/stone_granite_med.xml"
    id: 9944
    template: "actor|geology/stone_granite_med.xml"
    id: 9945
    template: "actor|geology/stone_granite_med.xml"
    id: 9946
    template: "actor|geology/stone_granite_med.xml"
    id: 9947
    template: "actor|geology/stone_granite_med.xml"
    id: 9948
    template: "actor|geology/stone_granite_med.xml"
    id: 9949
    template: "actor|geology/stone_granite_med.xml"
    id: 9950
    template: "actor|geology/stone_granite_med.xml"
    id: 9951
    template: "actor|geology/stone_granite_med.xml"
    id: 9952
    template: "actor|geology/stone_granite_med.xml"
    id: 9953
    template: "actor|geology/stone_granite_med.xml"
    id: 9954
    template: "actor|geology/stone_granite_med.xml"
    id: 9955
    template: "actor|geology/stone_granite_med.xml"
    id: 9956
    template: "actor|geology/stone_granite_med.xml"
    id: 9957
    template: "actor|geology/stone_granite_med.xml"
    id: 9958
    template: "actor|geology/stone_granite_med.xml"
    id: 9959
    template: "actor|geology/stone_granite_med.xml"
    id: 9960
    template: "actor|geology/stone_granite_med.xml"
    id: 9961
    template: "actor|geology/stone_granite_med.xml"
    id: 9962
    template: "actor|geology/stone_granite_med.xml"
    id: 9963
    template: "actor|geology/stone_granite_med.xml"
    id: 9964
    template: "actor|geology/stone_granite_med.xml"
    id: 9965
    template: "actor|geology/stone_granite_med.xml"
    id: 9966
    template: "actor|geology/stone_granite_med.xml"
    id: 9967
    template: "actor|geology/stone_granite_med.xml"
    id: 9968
    template: "actor|geology/stone_granite_med.xml"
    id: 9969
    template: "actor|geology/stone_granite_med.xml"
    id: 9970
    template: "actor|geology/stone_granite_med.xml"
    id: 9971
    template: "actor|geology/stone_granite_med.xml"
    id: 9972
    template: "actor|geology/stone_granite_med.xml"
    id: 9973
    template: "actor|geology/stone_granite_med.xml"
    id: 9974
    template: "actor|geology/stone_granite_med.xml"
    id: 9975
    template: "actor|geology/stone_granite_med.xml"
    id: 9976
    template: "actor|geology/stone_granite_med.xml"
    id: 9977
    template: "actor|geology/stone_granite_med.xml"
    id: 9978
    template: "actor|geology/stone_granite_med.xml"
    id: 9979
    template: "actor|geology/stone_granite_med.xml"
    id: 9980
    template: "actor|geology/stone_granite_med.xml"
    id: 9981
    template: "actor|geology/stone_granite_med.xml"
    id: 9982
    template: "actor|geology/stone_granite_med.xml"
    id: 9983
    template: "actor|geology/stone_granite_med.xml"
    id: 9984
    template: "actor|geology/stone_granite_med.xml"
    id: 9985
    template: "actor|geology/stone_granite_med.xml"
    id: 9986
    template: "actor|geology/stone_granite_med.xml"
    id: 9987
    template: "actor|geology/stone_granite_med.xml"
    id: 9988
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        },
        {
          "variable": "ResourceGatherer/Rates/stone.rock",
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        }
      ],
      "units/sele_infantry_spearman_b": [
        {
          "variable": "ResourceGatherer/Rates/wood.tree",
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        },
        {
          "variable": "ResourceGatherer/Rates/stone.rock",
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        }
      ],
      "units/sele_infantry_spearman_e": [
        {
          "variable": "ResourceGatherer/Rates/wood.tree",
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        },
        {
          "variable": "ResourceGatherer/Rates/stone.rock",
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        }
      ],
      "units/sele_infantry_swordsman_a": [
        {
          "variable": "ResourceGatherer/Rates/wood.tree",
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        {
          "variable": "ResourceGatherer/Rates/stone.rock",
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          "variable": "ResourceGatherer/Rates/wood.tree",
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          "variable": "ResourceGatherer/Rates/stone.rock",
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          "variable": "ResourceGatherer/Rates/wood.tree",
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          "variable": "ResourceGatherer/Rates/stone.rock",
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      ],
      "units/sele_support_female_citizen": [
        {
          "variable": "ResourceGatherer/Rates/wood.tree",
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        },
        {
          "variable": "ResourceGatherer/Rates/stone.rock",
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        }
      ],
      "units/sele_support_female_citizen_house": [
        {
          "variable": "ResourceGatherer/Rates/wood.tree",
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        },
        {
          "variable": "ResourceGatherer/Rates/stone.rock",
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      ],
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        {
          "variable": "ResourceGatherer/Rates/wood.tree",
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        },
        {
          "variable": "ResourceGatherer/Rates/stone.rock",
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          "variable": "ResourceGatherer/Rates/wood.tree",
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          "variable": "ResourceGatherer/Rates/stone.rock",
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          "variable": "ResourceGatherer/Rates/wood.tree",
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          "variable": "ResourceGatherer/Rates/stone.rock",
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          "variable": "ResourceGatherer/Rates/wood.tree",
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          "variable": "ResourceGatherer/Rates/stone.rock",
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          "variable": "ResourceGatherer/Rates/wood.tree",
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          "variable": "ResourceGatherer/Rates/stone.rock",
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          "variable": "ResourceGatherer/Rates/wood.tree",
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          "variable": "ResourceGatherer/Rates/stone.rock",
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          "variable": "ResourceGatherer/Rates/wood.tree",
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          "variable": "ResourceGatherer/Rates/stone.rock",
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          "variable": "ResourceGatherer/Rates/wood.tree",
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          "variable": "ResourceGatherer/Rates/stone.rock",
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          "variable": "ResourceGatherer/Rates/wood.tree",
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          "variable": "ResourceGatherer/Rates/stone.rock",
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          "variable": "ResourceGatherer/Rates/wood.tree",
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          "variable": "ResourceGatherer/Rates/stone.rock",
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          "variable": "ResourceGatherer/Rates/wood.tree",
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          "variable": "ResourceGatherer/Rates/stone.rock",
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          "variable": "ResourceGatherer/Rates/wood.tree",
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        {
          "variable": "ResourceGatherer/Rates/stone.rock",
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        {
          "variable": "Cost/BuildTime",
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      ],
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        {
          "variable": "Cost/BuildTime",
          "value": 30
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      ],
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        {
          "variable": "Cost/BuildTime",
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      ],
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        {
          "variable": "Cost/BuildTime",
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        {
          "variable": "Cost/BuildTime",
          "value": 26.25
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          "variable": "Health/Max",
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        },
        {
          "variable": "Cost/BuildTime",
          "value": 400
        },
        {
          "variable": "TerritoryInfluence/Radius",
          "value": 195
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      ],
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          "variable": "Health/Max",
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        },
        {
          "variable": "Cost/BuildTime",
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        },
        {
          "variable": "TerritoryInfluence/Radius",
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      ],
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        {
          "variable": "Health/Max",
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        },
        {
          "variable": "Cost/BuildTime",
          "value": 160
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          "variable": "Health/Max",
          "value": 60
        },
        {
          "variable": "Cost/BuildTime",
          "value": 8
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      ],
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          "variable": "Health/Max",
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        },
        {
          "variable": "Cost/BuildTime",
          "value": 8
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      ],
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          "variable": "Health/Max",
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        {
          "variable": "Cost/BuildTime",
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      ],
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          "variable": "Health/Max",
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        {
          "variable": "Cost/BuildTime",
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          "variable": "Health/Max",
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        {
          "variable": "Cost/BuildTime",
          "value": 480
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        {
          "variable": "TerritoryInfluence/Radius",
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          "variable": "Health/Max",
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        {
          "variable": "Cost/BuildTime",
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          "variable": "Health/Max",
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        {
          "variable": "Cost/BuildTime",
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          "variable": "Health/Max",
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        {
          "variable": "Cost/BuildTime",
          "value": 8
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      ],
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          "variable": "Health/Max",
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        {
          "variable": "Cost/BuildTime",
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          "variable": "Health/Max",
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          "variable": "Cost/BuildTime",
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          "variable": "Health/Max",
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        {
          "variable": "Cost/BuildTime",
          "value": 8
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          "variable": "Health/Max",
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        {
          "variable": "Cost/BuildTime",
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          "variable": "Health/Max",
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        {
          "variable": "Cost/BuildTime",
          "value": 8
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          "variable": "Health/Max",
          "value": 80
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        {
          "variable": "Cost/BuildTime",
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      ],
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          "variable": "Health/Max",
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        {
          "variable": "Cost/BuildTime",
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        }
      ],
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          "variable": "Health/Max",
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        {
          "variable": "Cost/BuildTime",
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      ],
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          "variable": "Health/Max",
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        {
          "variable": "Cost/BuildTime",
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          "variable": "Health/Max",
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        {
          "variable": "Cost/BuildTime",
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          "variable": "Health/Max",
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        {
          "variable": "Cost/BuildTime",
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          "variable": "Health/Max",
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        {
          "variable": "Cost/BuildTime",
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          "variable": "Health/Max",
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        {
          "variable": "Cost/BuildTime",
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          "variable": "Health/Max",
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          "variable": "Cost/BuildTime",
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          "variable": "Health/Max",
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          "variable": "Cost/BuildTime",
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          "variable": "Health/Max",
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        {
          "variable": "Cost/BuildTime",
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          "variable": "Health/Max",
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          "variable": "Cost/BuildTime",
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          "variable": "Health/Max",
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          "variable": "Cost/BuildTime",
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          "variable": "Cost/BuildTime",
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          "variable": "Health/Max",
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          "variable": "Cost/BuildTime",
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          "variable": "Health/Max",
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          "variable": "Cost/BuildTime",
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          "variable": "Health/Max",
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          "variable": "Cost/BuildTime",
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          "variable": "Health/Max",
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          "variable": "Cost/BuildTime",
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          "variable": "Health/Max",
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          "variable": "Cost/BuildTime",
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          "variable": "Health/Max",
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        {
          "variable": "Cost/BuildTime",
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      ],
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          "variable": "Health/Max",
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          "variable": "Cost/BuildTime",
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          "variable": "Health/Max",
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        {
          "variable": "Cost/BuildTime",
          "value": 24
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          "variable": "Health/Max",
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        {
          "variable": "Cost/BuildTime",
          "value": 24
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          "variable": "Health/Max",
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        {
          "variable": "Cost/BuildTime",
          "value": 24
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          "variable": "Health/Max",
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        {
          "variable": "Cost/BuildTime",
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          "variable": "Health/Max",
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        {
          "variable": "Cost/BuildTime",
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      ],
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          "variable": "Health/Max",
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        {
          "variable": "Cost/BuildTime",
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          "variable": "Health/Max",
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        {
          "variable": "Cost/BuildTime",
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          "variable": "Health/Max",
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        {
          "variable": "Cost/BuildTime",
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          "variable": "Health/Max",
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        {
          "variable": "Cost/BuildTime",
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          "variable": "Health/Max",
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        {
          "variable": "Cost/BuildTime",
          "value": 8
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          "variable": "Health/Max",
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        {
          "variable": "Cost/BuildTime",
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          "variable": "Health/Max",
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        {
          "variable": "Cost/BuildTime",
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          "variable": "Health/Max",
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        {
          "variable": "Cost/BuildTime",
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          "variable": "Cost/BuildTime",
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          "variable": "TerritoryInfluence/Radius",
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          "variable": "Cost/BuildTime",
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          "variable": "Cost/BuildTime",
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          "variable": "Cost/BuildTime",
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          "variable": "Cost/BuildTime",
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          "variable": "Health/Max",
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        {
          "variable": "Cost/BuildTime",
          "value": 32
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          "variable": "Health/Max",
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          "variable": "Cost/BuildTime",
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          "variable": "Health/Max",
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        {
          "variable": "Cost/BuildTime",
          "value": 32
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          "variable": "Health/Max",
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        {
          "variable": "Cost/BuildTime",
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          "variable": "Cost/BuildTime",
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        {
          "variable": "Health/Max",
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      ],
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          "variable": "Health/Max",
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        {
          "variable": "Cost/BuildTime",
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      ],
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          "variable": "Health/Max",
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        {
          "variable": "Cost/BuildTime",
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      ],
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          "variable": "Health/Max",
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        {
          "variable": "Cost/BuildTime",
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      ],
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          "variable": "Health/Max",
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        {
          "variable": "Cost/BuildTime",
          "value": 16
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      ],
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          "variable": "Health/Max",
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        {
          "variable": "Cost/BuildTime",
          "value": 800
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      ],
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          "variable": "Health/Max",
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        {
          "variable": "Cost/BuildTime",
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      ],
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          "variable": "Health/Max",
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        {
          "variable": "Cost/BuildTime",
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      ],
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          "variable": "Health/Max",
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        },
        {
          "variable": "Cost/BuildTime",
          "value": 400
        },
        {
          "variable": "TerritoryInfluence/Radius",
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      ],
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          "variable": "Health/Max",
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        },
        {
          "variable": "Cost/BuildTime",
          "value": 40
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      ],
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        {
          "variable": "Health/Max",
          "value": 3040
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        {
          "variable": "Cost/BuildTime",
          "value": 400
        },
        {
          "variable": "TerritoryInfluence/Radius",
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      ],
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          "variable": "Health/Max",
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        {
          "variable": "Cost/BuildTime",
          "value": 120
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      ],
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          "variable": "Health/Max",
          "value": 2000
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        {
          "variable": "Cost/BuildTime",
          "value": 120
        }
      ],
      "structures/brit_farmstead": [
        {
          "variable": "Health/Max",
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        },
        {
          "variable": "Cost/BuildTime",
          "value": 36
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      ],
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          "variable": "Health/Max",
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        {
          "variable": "Cost/BuildTime",
          "value": 80
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      ],
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        {
          "variable": "Health/Max",
          "value": 3360
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        {
          "variable": "Cost/BuildTime",
          "value": 240
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      ],
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          "variable": "Health/Max",
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      {
        "variable": "Cost/BuildTime",
        "value": 24
      }
    ],
    "10297": [
      {
        "variable": "Health/Max",
        "value": 720
      },
      {
        "variable": "Cost/BuildTime",
        "value": 36
      }
    ],
    "10300": [
      {
        "variable": "Cost/BuildTime",
        "value": 26.25
      }
    ],
    "10303": [
      {
        "variable": "ResourceGatherer/Rates/wood.tree",
        "value": 0.9375
      },
      {
        "variable": "ResourceGatherer/Rates/stone.rock",
        "value": 0.9375
      },
      {
        "variable": "Health/RegenRate",
        "value": 1
      }
    ],
    "10312": [
      {
        "variable": "ResourceGatherer/Rates/wood.tree",
        "value": 0.9375
      },
      {
        "variable": "ResourceGatherer/Rates/stone.rock",
        "value": 0.9375
      },
      {
        "variable": "Health/RegenRate",
        "value": 1
      }
    ],
    "10313": [
      {
        "variable": "Health/Max",
        "value": 1200
      },
      {
        "variable": "Cost/BuildTime",
        "value": 120
      }
    ],
    "10317": [
      {
        "variable": "Health/Max",
        "value": 720
      },
      {
        "variable": "Cost/BuildTime",
        "value": 36
      }
    ],
    "10318": [
      {
        "variable": "Health/Max",
        "value": 640
      },
      {
        "variable": "Cost/BuildTime",
        "value": 24
      }
    ],
    "10320": [
      {
        "variable": "Health/Max",
        "value": 1600
      },
      {
        "variable": "Cost/BuildTime",
        "value": 160
      }
    ],
    "10322": [
      {
        "variable": "Cost/BuildTime",
        "value": 26.25
      },
      {
        "variable": "Health/RegenRate",
        "value": 1
      }
    ],
    "10323": [
      {
        "variable": "ResourceGatherer/Rates/wood.tree",
        "value": 0.9375
      },
      {
        "variable": "ResourceGatherer/Rates/stone.rock",
        "value": 0.9375
      }
    ]
  },
  "templates": [
    "campaigns/army_mace_hero_alexander",
    "campaigns/army_mace_standard",
    "campaigns/army_spart_hero_leonidas",
    "campaigns/campaign_city_minor_test",
    "campaigns/campaign_city_test",
    "campaigns/campaign_religious_test",
    "gaia/fauna_bear",
    "gaia/fauna_boar",
    "gaia/fauna_camel",
    "gaia/fauna_chicken",
    "gaia/fauna_crocodile",
    "gaia/fauna_deer",
    "gaia/fauna_elephant",
    "gaia/fauna_elephant_african_bush",
    "gaia/fauna_elephant_african_infant",
    "gaia/fauna_elephant_asian",
    "gaia/fauna_elephant_north_african",
    "gaia/fauna_fish",
    "gaia/fauna_fish_tilapia",
    "gaia/fauna_fish_tuna",
    "gaia/fauna_gazelle",
    "gaia/fauna_giraffe",
    "gaia/fauna_giraffe_infant",
    "gaia/fauna_goat",
    "gaia/fauna_horse",
    "gaia/fauna_lion",
    "gaia/fauna_lioness",
    "gaia/fauna_muskox",
    "gaia/fauna_peacock",
    "gaia/fauna_pig",
    "gaia/fauna_rabbit",
    "gaia/fauna_shark",
    "gaia/fauna_sheep",
    "gaia/fauna_tiger",
    "gaia/fauna_walrus",
    "gaia/fauna_whale_fin",
    "gaia/fauna_whale_humpback",
    "gaia/fauna_wildebeest",
    "gaia/fauna_wolf",
    "gaia/fauna_wolf_snow",
    "gaia/fauna_zebra",
    "gaia/flora_bush_badlands",
    "gaia/flora_bush_berry",
    "gaia/flora_bush_grapes",
    "gaia/flora_bush_temperate",
    "gaia/flora_tree_aleppo_pine",
    "gaia/flora_tree_apple",
    "gaia/flora_tree_baobab",
    "gaia/flora_tree_carob",
    "gaia/flora_tree_cretan_date_palm_patch",
    "gaia/flora_tree_cretan_date_palm_short",
    "gaia/flora_tree_cretan_date_palm_tall",
    "gaia/flora_tree_cypress",
    "gaia/flora_tree_date_palm",
    "gaia/flora_tree_dead",
    "gaia/flora_tree_euro_beech",
    "gaia/flora_tree_euro_beech_aut",
    "gaia/flora_tree_fig",
    "gaia/flora_tree_medit_fan_palm",
    "gaia/flora_tree_oak",
    "gaia/flora_tree_oak_aut",
    "gaia/flora_tree_oak_large",
    "gaia/flora_tree_olive",
    "gaia/flora_tree_palm_tropic",
    "gaia/flora_tree_palm_tropical",
    "gaia/flora_tree_pine",
    "gaia/flora_tree_pine_w",
    "gaia/flora_tree_poplar",
    "gaia/flora_tree_poplar_lombardy",
    "gaia/flora_tree_senegal_date_palm",
    "gaia/flora_tree_tamarix",
    "gaia/flora_tree_toona",
    "gaia/geology_metal_alpine",
    "gaia/geology_metal_alpine_slabs",
    "gaia/geology_metal_desert_badlands_slabs",
    "gaia/geology_metal_desert_slabs",
    "gaia/geology_metal_desert_small",
    "gaia/geology_metal_greek",
    "gaia/geology_metal_mediterranean",
    "gaia/geology_metal_mediterranean_slabs",
    "gaia/geology_metal_savanna_slabs",
    "gaia/geology_metal_temperate",
    "gaia/geology_metal_temperate_slabs",
    "gaia/geology_metal_tropic",
    "gaia/geology_metal_tropic_slabs",
    "gaia/geology_stone_alpine_a",
    "gaia/geology_stone_desert_small",
    "gaia/geology_stone_greek",
    "gaia/geology_stone_mediterranean",
    "gaia/geology_stone_savanna_small",
    "gaia/geology_stone_temperate",
    "gaia/geology_stone_tropic_a",
    "gaia/geology_stonemine_alpine_quarry",
    "gaia/geology_stonemine_desert_badlands_quarry",
    "gaia/geology_stonemine_desert_quarry",
    "gaia/geology_stonemine_medit_quarry",
    "gaia/geology_stonemine_temperate_formation",
    "gaia/geology_stonemine_temperate_quarry",
    "gaia/geology_stonemine_tropic_quarry",
    "gaia/special_ruins",
    "gaia/special_ruins_column_doric",
    "gaia/special_ruins_standing_stone",
    "gaia/special_ruins_stone_statues_egyptian",
    "gaia/special_ruins_stone_statues_roman",
    "gaia/special_treasure_food_barrel",
    "gaia/special_treasure_food_barrels_buried",
    "gaia/special_treasure_food_bin",
    "gaia/special_treasure_food_crate",
    "gaia/special_treasure_food_jars",
    "gaia/special_treasure_food_persian_big",
    "gaia/special_treasure_food_persian_small",
    "gaia/special_treasure_golden_fleece",
    "gaia/special_treasure_metal",
    "gaia/special_treasure_metal_persian_bigl",
    "gaia/special_treasure_metal_persian_small",
    "gaia/special_treasure_pegasus",
    "gaia/special_treasure_standing_stone",
    "gaia/special_treasure_stone",
    "gaia/special_treasure_wood",
    "other/bench",
    "other/bridge_hele",
    "other/bridge_wooden",
    "other/cart_tophet",
    "other/celt_homestead",
    "other/celt_hut",
    "other/celt_longhouse",
    "other/column_doric",
    "other/column_doric_fallen",
    "other/column_doric_fallen_b",
    "other/fence_long",
    "other/fence_short",
    "other/fence_stone",
    "other/generic_field",
    "other/hellenic_epic_temple",
    "other/hellenic_propylaea",
    "other/hellenic_royal_stoa",
    "other/hellenic_stoa",
    "other/maur_palace",
    "other/obelisk",
    "other/palisades_angle_spike",
    "other/palisades_rocks_curve",
    "other/palisades_rocks_end",
    "other/palisades_rocks_fort",
    "other/palisades_rocks_gate",
    "other/palisades_rocks_long",
    "other/palisades_rocks_medium",
    "other/palisades_rocks_outpost",
    "other/palisades_rocks_short",
    "other/palisades_rocks_straight",
    "other/palisades_rocks_tower",
    "other/palisades_rocks_watchtower",
    "other/palisades_small_spikes",
    "other/palisades_tall_spikes",
    "other/pers_apartment_block",
    "other/pers_house_a",
    "other/pers_house_b",
    "other/pers_inn",
    "other/pers_warehouse",
    "other/plane",
    "other/pyramid_great",
    "other/pyramid_minor",
    "other/special_treasure_shipwreck",
    "other/special_treasure_shipwreck_debris",
    "other/special_treasure_shipwreck_ram_bow",
    "other/special_treasure_shipwreck_sail_boat",
    "other/special_treasure_shipwreck_sail_boat_cut",
    "other/stall_big",
    "other/stall_med",
    "other/stall_small_a",
    "other/stall_small_b",
    "other/table_rectangle",
    "other/table_square",
    "other/temp_hele_isp_sword",
    "other/temp_hele_super_infantry_p",
    "other/unfinished_greek_temple",
    "other/wallset_palisade",
    "special/marker_object_sound",
    "special_units/athen_mechanical_siege_lithobolos_common",
    "special_units/athen_mechanical_siege_oxybeles_common",
    "special_units/cart_mechanical_siege_ballista_common",
    "special_units/cart_mechanical_siege_oxybeles_common",
    "special_units/hele_mechanical_siege_lithobolos_common",
    "special_units/hele_mechanical_siege_oxybeles_common",
    "special_units/mace_mechanical_siege_lithobolos_common",
    "special_units/mace_mechanical_siege_oxybeles_common",
    "special_units/ptol_mechanical_siege_lithobolos_common",
    "special_units/ptol_mechanical_siege_polybolos_common",
    "special_units/rome_mechanical_siege_ballista_common",
    "special_units/rome_mechanical_siege_scorpio_common",
    "special_units/sele_mechanical_siege_lithobolos_common",
    "special_units/spart_mechanical_siege_oxybeles_common",
    "structures/athen_barracks",
    "structures/athen_blacksmith",
    "structures/athen_civil_centre",
    "structures/athen_corral",
    "structures/athen_defense_tower",
    "structures/athen_dock",
    "structures/athen_farmstead",
    "structures/athen_field",
    "structures/athen_fortress",
    "structures/athen_gymnasion",
    "structures/athen_house",
    "structures/athen_market",
    "structures/athen_outpost",
    "structures/athen_prytaneion",
    "structures/athen_storehouse",
    "structures/athen_temple",
    "structures/athen_theatron",
    "structures/athen_wall_gate",
    "structures/athen_wall_long",
    "structures/athen_wall_medium",
    "structures/athen_wall_short",
    "structures/athen_wall_tower",
    "structures/athen_wallset_stone",
    "structures/athen_wonder",
    "structures/brit_barracks",
    "structures/brit_blacksmith",
    "structures/brit_civil_centre",
    "structures/brit_corral",
    "structures/brit_crannog",
    "structures/brit_defense_tower",
    "structures/brit_dock",
    "structures/brit_farmstead",
    "structures/brit_field",
    "structures/brit_fortress",
    "structures/brit_house",
    "structures/brit_kennel",
    "structures/brit_market",
    "structures/brit_outpost",
    "structures/brit_rotarymill",
    "structures/brit_storehouse",
    "structures/brit_temple",
    "structures/brit_wall_gate",
    "structures/brit_wall_long",
    "structures/brit_wall_medium",
    "structures/brit_wall_short",
    "structures/brit_wall_tower",
    "structures/brit_wallset_stone",
    "structures/brit_wonder",
    "structures/cart_barracks",
    "structures/cart_blacksmith",
    "structures/cart_civil_centre",
    "structures/cart_corral",
    "structures/cart_defense_tower",
    "structures/cart_dock",
    "structures/cart_embassy",
    "structures/cart_embassy_celtic",
    "structures/cart_embassy_iberian",
    "structures/cart_embassy_italiote",
    "structures/cart_farmstead",
    "structures/cart_field",
    "structures/cart_fortress",
    "structures/cart_house",
    "structures/cart_market",
    "structures/cart_outpost",
    "structures/cart_storehouse",
    "structures/cart_super_dock",
    "structures/cart_temple",
    "structures/cart_wall",
    "structures/cart_wall_gate",
    "structures/cart_wall_long",
    "structures/cart_wall_medium",
    "structures/cart_wall_short",
    "structures/cart_wall_tower",
    "structures/cart_wallset_stone",
    "structures/cart_wonder",
    "structures/celt_barracks",
    "structures/celt_blacksmith",
    "structures/celt_civil_centre",
    "structures/celt_corral",
    "structures/celt_defense_tower",
    "structures/celt_dock",
    "structures/celt_farmstead",
    "structures/celt_field",
    "structures/celt_fortress_b",
    "structures/celt_fortress_g",
    "structures/celt_house",
    "structures/celt_kennel",
    "structures/celt_market",
    "structures/celt_outpost",
    "structures/celt_sb1",
    "structures/celt_slope_tower",
    "structures/celt_slope_wall",
    "structures/celt_storehouse",
    "structures/celt_temple",
    "structures/celt_wall",
    "structures/celt_wall_gate",
    "structures/celt_wall_long",
    "structures/celt_wall_medium",
    "structures/celt_wall_short",
    "structures/celt_wall_tower",
    "structures/celt_wallset_stone",
    "structures/celt_wonder",
    "structures/gaul_barracks",
    "structures/gaul_blacksmith",
    "structures/gaul_civil_centre",
    "structures/gaul_corral",
    "structures/gaul_defense_tower",
    "structures/gaul_dock",
    "structures/gaul_farmstead",
    "structures/gaul_field",
    "structures/gaul_fortress",
    "structures/gaul_house",
    "structures/gaul_market",
    "structures/gaul_outpost",
    "structures/gaul_rotarymill",
    "structures/gaul_storehouse",
    "structures/gaul_tavern",
    "structures/gaul_temple",
    "structures/gaul_wall_gate",
    "structures/gaul_wall_long",
    "structures/gaul_wall_medium",
    "structures/gaul_wall_short",
    "structures/gaul_wall_tower",
    "structures/gaul_wallset_stone",
    "structures/gaul_wonder",
    "structures/hele_barracks",
    "structures/hele_blacksmith",
    "structures/hele_civil_centre",
    "structures/hele_corral",
    "structures/hele_defense_tower",
    "structures/hele_dock",
    "structures/hele_farmstead",
    "structures/hele_field",
    "structures/hele_fortress",
    "structures/hele_gymnasion",
    "structures/hele_house",
    "structures/hele_market",
    "structures/hele_outpost",
    "structures/hele_prytaneion",
    "structures/hele_storehouse",
    "structures/hele_temple",
    "structures/hele_theatron",
    "structures/hele_wall_gate",
    "structures/hele_wall_long",
    "structures/hele_wall_medium",
    "structures/hele_wall_short",
    "structures/hele_wall_tower",
    "structures/hele_wallset_stone",
    "structures/hele_wonder",
    "structures/iber_barracks",
    "structures/iber_blacksmith",
    "structures/iber_civil_centre",
    "structures/iber_corral",
    "structures/iber_defense_tower",
    "structures/iber_dock",
    "structures/iber_farmstead",
    "structures/iber_field",
    "structures/iber_fortress",
    "structures/iber_house",
    "structures/iber_market",
    "structures/iber_monument",
    "structures/iber_outpost",
    "structures/iber_storehouse",
    "structures/iber_temple",
    "structures/iber_wall",
    "structures/iber_wall_gate",
    "structures/iber_wall_long",
    "structures/iber_wall_medium",
    "structures/iber_wall_short",
    "structures/iber_wall_tower",
    "structures/iber_wallset_stone",
    "structures/iber_wonder",
    "structures/mace_barracks",
    "structures/mace_blacksmith",
    "structures/mace_civil_centre",
    "structures/mace_corral",
    "structures/mace_defense_tower",
    "structures/mace_dock",
    "structures/mace_farmstead",
    "structures/mace_field",
    "structures/mace_fortress",
    "structures/mace_house",
    "structures/mace_library",
    "structures/mace_market",
    "structures/mace_outpost",
    "structures/mace_siege_workshop",
    "structures/mace_storehouse",
    "structures/mace_temple",
    "structures/mace_theatron",
    "structures/mace_wall_gate",
    "structures/mace_wall_long",
    "structures/mace_wall_medium",
    "structures/mace_wall_short",
    "structures/mace_wall_tower",
    "structures/mace_wallset_stone",
    "structures/mace_wonder",
    "structures/maur_barracks",
    "structures/maur_blacksmith",
    "structures/maur_civil_centre",
    "structures/maur_corral",
    "structures/maur_defense_tower",
    "structures/maur_dock",
    "structures/maur_elephant_stables",
    "structures/maur_farmstead",
    "structures/maur_field",
    "structures/maur_fortress",
    "structures/maur_house",
    "structures/maur_market",
    "structures/maur_outpost",
    "structures/maur_pillar_ashoka",
    "structures/maur_storehouse",
    "structures/maur_temple",
    "structures/maur_wall",
    "structures/maur_wall_gate",
    "structures/maur_wall_long",
    "structures/maur_wall_medium",
    "structures/maur_wall_short",
    "structures/maur_wall_tower",
    "structures/maur_wallset_stone",
    "structures/maur_wonder",
    "structures/merc_camp_egyptian",
    "structures/pers_apadana",
    "structures/pers_barracks",
    "structures/pers_blacksmith",
    "structures/pers_civil_centre",
    "structures/pers_corral",
    "structures/pers_defense_tower",
    "structures/pers_dock",
    "structures/pers_farmstead",
    "structures/pers_field",
    "structures/pers_fortress",
    "structures/pers_house",
    "structures/pers_ishtar_gate",
    "structures/pers_market",
    "structures/pers_outpost",
    "structures/pers_palace",
    "structures/pers_sb2",
    "structures/pers_stables",
    "structures/pers_storehouse",
    "structures/pers_temple",
    "structures/pers_wall",
    "structures/pers_wall_gate",
    "structures/pers_wall_long",
    "structures/pers_wall_medium",
    "structures/pers_wall_short",
    "structures/pers_wall_tower",
    "structures/pers_wallset_stone",
    "structures/pers_wonder",
    "structures/ptol_barracks",
    "structures/ptol_blacksmith",
    "structures/ptol_civil_centre",
    "structures/ptol_corral",
    "structures/ptol_defense_tower",
    "structures/ptol_dock",
    "structures/ptol_farmstead",
    "structures/ptol_field",
    "structures/ptol_fortress",
    "structures/ptol_house",
    "structures/ptol_library",
    "structures/ptol_lighthouse",
    "structures/ptol_market",
    "structures/ptol_mercenary_camp",
    "structures/ptol_military_colony",
    "structures/ptol_outpost",
    "structures/ptol_storehouse",
    "structures/ptol_temple",
    "structures/ptol_wall_gate",
    "structures/ptol_wall_long",
    "structures/ptol_wall_medium",
    "structures/ptol_wall_short",
    "structures/ptol_wall_tower",
    "structures/ptol_wallset_stone",
    "structures/ptol_wonder",
    "structures/rome_arch",
    "structures/rome_army_camp",
    "structures/rome_barracks",
    "structures/rome_blacksmith",
    "structures/rome_civil_centre",
    "structures/rome_corral",
    "structures/rome_defense_tower",
    "structures/rome_dock",
    "structures/rome_farmstead",
    "structures/rome_field",
    "structures/rome_fortress",
    "structures/rome_house",
    "structures/rome_market",
    "structures/rome_outpost",
    "structures/rome_siege_wall_gate",
    "structures/rome_siege_wall_long",
    "structures/rome_siege_wall_medium",
    "structures/rome_siege_wall_short",
    "structures/rome_siege_wall_tower",
    "structures/rome_storehouse",
    "structures/rome_temple",
    "structures/rome_temple_mars",
    "structures/rome_temple_vesta",
    "structures/rome_tent",
    "structures/rome_wall",
    "structures/rome_wall_gate",
    "structures/rome_wall_long",
    "structures/rome_wall_medium",
    "structures/rome_wall_short",
    "structures/rome_wall_tower",
    "structures/rome_wallset_siege",
    "structures/rome_wallset_stone",
    "structures/rome_wonder",
    "structures/sele_barracks",
    "structures/sele_blacksmith",
    "structures/sele_civil_centre",
    "structures/sele_corral",
    "structures/sele_defense_tower",
    "structures/sele_dock",
    "structures/sele_farmstead",
    "structures/sele_field",
    "structures/sele_fortress",
    "structures/sele_house",
    "structures/sele_library",
    "structures/sele_market",
    "structures/sele_military_colony",
    "structures/sele_outpost",
    "structures/sele_storehouse",
    "structures/sele_temple",
    "structures/sele_wall_gate",
    "structures/sele_wall_long",
    "structures/sele_wall_medium",
    "structures/sele_wall_short",
    "structures/sele_wall_tower",
    "structures/sele_wallset_stone",
    "structures/sele_wonder",
    "structures/spart_barracks",
    "structures/spart_blacksmith",
    "structures/spart_civil_centre",
    "structures/spart_corral",
    "structures/spart_defense_tower",
    "structures/spart_dock",
    "structures/spart_farmstead",
    "structures/spart_field",
    "structures/spart_fortress",
    "structures/spart_gerousia",
    "structures/spart_house",
    "structures/spart_market",
    "structures/spart_outpost",
    "structures/spart_storehouse",
    "structures/spart_syssiton",
    "structures/spart_temple",
    "structures/spart_theatron",
    "structures/spart_wall_gate",
    "structures/spart_wall_long",
    "structures/spart_wall_medium",
    "structures/spart_wall_short",
    "structures/spart_wall_tower",
    "structures/spart_wallset_stone",
    "structures/spart_wonder",
    "structures/theb_theatron",
    "units/athen_cavalry_javelinist_a",
    "units/athen_cavalry_javelinist_b",
    "units/athen_cavalry_javelinist_e",
    "units/athen_cavalry_swordsman_a",
    "units/athen_cavalry_swordsman_b",
    "units/athen_cavalry_swordsman_e",
    "units/athen_champion_infantry",
    "units/athen_champion_marine",
    "units/athen_champion_ranged",
    "units/athen_hero_iphicrates",
    "units/athen_hero_pericles",
    "units/athen_hero_themistocles",
    "units/athen_infantry_archer_a",
    "units/athen_infantry_archer_b",
    "units/athen_infantry_archer_e",
    "units/athen_infantry_javelinist_a",
    "units/athen_infantry_javelinist_b",
    "units/athen_infantry_javelinist_e",
    "units/athen_infantry_slinger_a",
    "units/athen_infantry_slinger_b",
    "units/athen_infantry_slinger_e",
    "units/athen_infantry_spearman_a",
    "units/athen_infantry_spearman_b",
    "units/athen_infantry_spearman_e",
    "units/athen_mechanical_siege_lithobolos_packed",
    "units/athen_mechanical_siege_lithobolos_unpacked",
    "units/athen_mechanical_siege_oxybeles_packed",
    "units/athen_mechanical_siege_oxybeles_unpacked",
    "units/athen_ship_bireme",
    "units/athen_ship_fishing",
    "units/athen_ship_merchant",
    "units/athen_ship_trireme",
    "units/athen_support_female_citizen",
    "units/athen_support_female_citizen_house",
    "units/athen_support_healer_a",
    "units/athen_support_healer_b",
    "units/athen_support_healer_e",
    "units/athen_support_slave",
    "units/athen_support_trader",
    "units/brit_cavalry_javelinist_a",
    "units/brit_cavalry_javelinist_b",
    "units/brit_cavalry_javelinist_e",
    "units/brit_cavalry_swordsman_a",
    "units/brit_cavalry_swordsman_b",
    "units/brit_cavalry_swordsman_e",
    "units/brit_champion_cavalry",
    "units/brit_champion_cavalry_barracks",
    "units/brit_champion_infantry",
    "units/brit_champion_infantry_barracks",
    "units/brit_hero_boudicca",
    "units/brit_hero_boudicca_sword",
    "units/brit_hero_caratacos",
    "units/brit_hero_cynvelin",
    "units/brit_infantry_javelinist_a",
    "units/brit_infantry_javelinist_b",
    "units/brit_infantry_javelinist_e",
    "units/brit_infantry_slinger_a",
    "units/brit_infantry_slinger_b",
    "units/brit_infantry_slinger_e",
    "units/brit_infantry_spearman_a",
    "units/brit_infantry_spearman_b",
    "units/brit_infantry_spearman_e",
    "units/brit_mechanical_siege_ram",
    "units/brit_ship_fishing",
    "units/brit_ship_merchant",
    "units/brit_ship_trireme",
    "units/brit_support_female_citizen",
    "units/brit_support_female_citizen_house",
    "units/brit_support_healer_a",
    "units/brit_support_healer_b",
    "units/brit_support_healer_e",
    "units/brit_support_trader",
    "units/brit_war_dog_a",
    "units/brit_war_dog_b",
    "units/brit_war_dog_e",
    "units/cart_cavalry_javelinist_a",
    "units/cart_cavalry_javelinist_b",
    "units/cart_cavalry_javelinist_e",
    "units/cart_cavalry_spearman_a",
    "units/cart_cavalry_spearman_b",
    "units/cart_cavalry_spearman_e",
    "units/cart_cavalry_swordsman_2_a",
    "units/cart_cavalry_swordsman_2_b",
    "units/cart_cavalry_swordsman_2_e",
    "units/cart_cavalry_swordsman_a",
    "units/cart_cavalry_swordsman_b",
    "units/cart_cavalry_swordsman_e",
    "units/cart_champion_cavalry",
    "units/cart_champion_elephant",
    "units/cart_champion_infantry",
    "units/cart_champion_pikeman",
    "units/cart_hero_hamilcar",
    "units/cart_hero_hannibal",
    "units/cart_hero_maharbal",
    "units/cart_infantry_archer_a",
    "units/cart_infantry_archer_b",
    "units/cart_infantry_archer_e",
    "units/cart_infantry_javelinist_a",
    "units/cart_infantry_javelinist_b",
    "units/cart_infantry_javelinist_e",
    "units/cart_infantry_slinger_a",
    "units/cart_infantry_slinger_b",
    "units/cart_infantry_slinger_e",
    "units/cart_infantry_spearman_a",
    "units/cart_infantry_spearman_b",
    "units/cart_infantry_spearman_e",
    "units/cart_infantry_swordsman_2_a",
    "units/cart_infantry_swordsman_2_b",
    "units/cart_infantry_swordsman_2_e",
    "units/cart_infantry_swordsman_a",
    "units/cart_infantry_swordsman_b",
    "units/cart_infantry_swordsman_e",
    "units/cart_mechanical_siege_ballista_packed",
    "units/cart_mechanical_siege_ballista_unpacked",
    "units/cart_mechanical_siege_oxybeles_packed",
    "units/cart_mechanical_siege_oxybeles_unpacked",
    "units/cart_sacred_band_cavalry",
    "units/cart_ship_bireme",
    "units/cart_ship_fishing",
    "units/cart_ship_merchant",
    "units/cart_ship_quinquereme",
    "units/cart_ship_trireme",
    "units/cart_support_female_citizen",
    "units/cart_support_female_citizen_house",
    "units/cart_support_healer_a",
    "units/cart_support_healer_b",
    "units/cart_support_healer_e",
    "units/cart_support_trader",
    "units/celt_cavalry_javelinist_a",
    "units/celt_cavalry_javelinist_b",
    "units/celt_cavalry_javelinist_e",
    "units/celt_cavalry_swordsman_a",
    "units/celt_cavalry_swordsman_b",
    "units/celt_cavalry_swordsman_e",
    "units/celt_champion_cavalry_brit",
    "units/celt_champion_cavalry_gaul",
    "units/celt_champion_infantry_brit",
    "units/celt_champion_infantry_gaul",
    "units/celt_fanatic",
    "units/celt_hero_boudicca",
    "units/celt_hero_brennus",
    "units/celt_hero_britomartus",
    "units/celt_hero_caratacos",
    "units/celt_hero_cynvelin",
    "units/celt_hero_vercingetorix",
    "units/celt_infantry_javelinist_a",
    "units/celt_infantry_javelinist_b",
    "units/celt_infantry_javelinist_e",
    "units/celt_infantry_slinger_a",
    "units/celt_infantry_slinger_b",
    "units/celt_infantry_slinger_e",
    "units/celt_infantry_spearman_a",
    "units/celt_infantry_spearman_b",
    "units/celt_infantry_spearman_e",
    "units/celt_mechanical_siege_ram",
    "units/celt_ship_fishing",
    "units/celt_ship_merchant",
    "units/celt_ship_trireme",
    "units/celt_support_female_citizen",
    "units/celt_support_female_citizen_house",
    "units/celt_support_healer_a",
    "units/celt_support_healer_b",
    "units/celt_support_healer_e",
    "units/celt_support_trader",
    "units/celt_war_dog_a",
    "units/celt_war_dog_b",
    "units/celt_war_dog_e",
    "units/gaul_cavalry_javelinist_a",
    "units/gaul_cavalry_javelinist_b",
    "units/gaul_cavalry_javelinist_e",
    "units/gaul_cavalry_swordsman_a",
    "units/gaul_cavalry_swordsman_b",
    "units/gaul_cavalry_swordsman_e",
    "units/gaul_champion_cavalry",
    "units/gaul_champion_cavalry_barracks",
    "units/gaul_champion_fanatic",
    "units/gaul_champion_infantry",
    "units/gaul_champion_infantry_barracks",
    "units/gaul_hero_brennus",
    "units/gaul_hero_britomartus",
    "units/gaul_hero_vercingetorix",
    "units/gaul_infantry_javelinist_a",
    "units/gaul_infantry_javelinist_b",
    "units/gaul_infantry_javelinist_e",
    "units/gaul_infantry_slinger_a",
    "units/gaul_infantry_slinger_b",
    "units/gaul_infantry_slinger_e",
    "units/gaul_infantry_spearman_a",
    "units/gaul_infantry_spearman_b",
    "units/gaul_infantry_spearman_e",
    "units/gaul_mechanical_siege_ram",
    "units/gaul_ship_fishing",
    "units/gaul_ship_merchant",
    "units/gaul_ship_trireme",
    "units/gaul_support_female_citizen",
    "units/gaul_support_female_citizen_house",
    "units/gaul_support_healer_a",
    "units/gaul_support_healer_b",
    "units/gaul_support_healer_e",
    "units/gaul_support_trader",
    "units/hele_cavalry_javelinist_a",
    "units/hele_cavalry_javelinist_b",
    "units/hele_cavalry_javelinist_e",
    "units/hele_cavalry_swordsman_a",
    "units/hele_cavalry_swordsman_b",
    "units/hele_cavalry_swordsman_e",
    "units/hele_champion_cavalry_mace",
    "units/hele_champion_infantry_mace",
    "units/hele_champion_infantry_polis",
    "units/hele_champion_ranged_polis",
    "units/hele_champion_swordsman_polis",
    "units/hele_hero_alexander",
    "units/hele_hero_demetrius",
    "units/hele_hero_leonidas",
    "units/hele_hero_philip",
    "units/hele_hero_themistocles",
    "units/hele_hero_xenophon",
    "units/hele_infantry_archer_a",
    "units/hele_infantry_archer_b",
    "units/hele_infantry_archer_e",
    "units/hele_infantry_javelinist_a",
    "units/hele_infantry_javelinist_b",
    "units/hele_infantry_javelinist_e",
    "units/hele_infantry_slinger_a",
    "units/hele_infantry_slinger_b",
    "units/hele_infantry_slinger_e",
    "units/hele_infantry_spearman_a",
    "units/hele_infantry_spearman_b",
    "units/hele_infantry_spearman_e",
    "units/hele_mechanical_siege_lithobolos_packed",
    "units/hele_mechanical_siege_lithobolos_unpacked",
    "units/hele_mechanical_siege_oxybeles_packed",
    "units/hele_mechanical_siege_oxybeles_unpacked",
    "units/hele_mechanical_siege_tower",
    "units/hele_ship_bireme",
    "units/hele_ship_fishing",
    "units/hele_ship_merchant",
    "units/hele_ship_trireme",
    "units/hele_support_female_citizen",
    "units/hele_support_female_citizen_house",
    "units/hele_support_healer_a",
    "units/hele_support_healer_b",
    "units/hele_support_healer_e",
    "units/hele_support_slave",
    "units/hele_support_trader",
    "units/iber_cavalry_javelinist_a",
    "units/iber_cavalry_javelinist_b",
    "units/iber_cavalry_javelinist_e",
    "units/iber_cavalry_spearman_a",
    "units/iber_cavalry_spearman_b",
    "units/iber_cavalry_spearman_e",
    "units/iber_champion_cavalry",
    "units/iber_champion_cavalry_barracks",
    "units/iber_champion_infantry",
    "units/iber_champion_infantry_barracks",
    "units/iber_hero_caros",
    "units/iber_hero_indibil",
    "units/iber_hero_viriato",
    "units/iber_infantry_javelinist_a",
    "units/iber_infantry_javelinist_b",
    "units/iber_infantry_javelinist_e",
    "units/iber_infantry_slinger_a",
    "units/iber_infantry_slinger_b",
    "units/iber_infantry_slinger_e",
    "units/iber_infantry_spearman_a",
    "units/iber_infantry_spearman_b",
    "units/iber_infantry_spearman_e",
    "units/iber_infantry_swordsman_a",
    "units/iber_infantry_swordsman_b",
    "units/iber_infantry_swordsman_e",
    "units/iber_mechanical_siege_ram",
    "units/iber_ship_fire",
    "units/iber_ship_fishing",
    "units/iber_ship_merchant",
    "units/iber_ship_trireme",
    "units/iber_support_female_citizen",
    "units/iber_support_female_citizen_house",
    "units/iber_support_healer_a",
    "units/iber_support_healer_b",
    "units/iber_support_healer_e",
    "units/iber_support_trader",
    "units/mace_cavalry_javelinist_a",
    "units/mace_cavalry_javelinist_b",
    "units/mace_cavalry_javelinist_e",
    "units/mace_cavalry_spearman_a",
    "units/mace_cavalry_spearman_b",
    "units/mace_cavalry_spearman_e",
    "units/mace_champion_cavalry",
    "units/mace_champion_cavalry_barracks",
    "units/mace_champion_infantry_a",
    "units/mace_champion_infantry_a_barracks",
    "units/mace_champion_infantry_e",
    "units/mace_hero_alexander",
    "units/mace_hero_craterus",
    "units/mace_hero_demetrius",
    "units/mace_hero_philip",
    "units/mace_hero_pyrrhus",
    "units/mace_infantry_archer_a",
    "units/mace_infantry_archer_b",
    "units/mace_infantry_archer_e",
    "units/mace_infantry_javelinist_a",
    "units/mace_infantry_javelinist_b",
    "units/mace_infantry_javelinist_e",
    "units/mace_infantry_slinger_a",
    "units/mace_infantry_slinger_b",
    "units/mace_infantry_slinger_e",
    "units/mace_infantry_spearman_a",
    "units/mace_infantry_spearman_b",
    "units/mace_infantry_spearman_e",
    "units/mace_mechanical_siege_lithobolos_packed",
    "units/mace_mechanical_siege_lithobolos_unpacked",
    "units/mace_mechanical_siege_oxybeles_packed",
    "units/mace_mechanical_siege_oxybeles_unpacked",
    "units/mace_mechanical_siege_ram",
    "units/mace_mechanical_siege_tower",
    "units/mace_ship_bireme",
    "units/mace_ship_fishing",
    "units/mace_ship_merchant",
    "units/mace_ship_trireme",
    "units/mace_support_female_citizen",
    "units/mace_support_female_citizen_house",
    "units/mace_support_healer_a",
    "units/mace_support_healer_b",
    "units/mace_support_healer_e",
    "units/mace_support_trader",
    "units/mace_thorakites",
    "units/mace_thureophoros",
    "units/maur_cavalry_javelinist_a",
    "units/maur_cavalry_javelinist_b",
    "units/maur_cavalry_javelinist_e",
    "units/maur_cavalry_swordsman_a",
    "units/maur_cavalry_swordsman_b",
    "units/maur_cavalry_swordsman_e",
    "units/maur_champion_chariot",
    "units/maur_champion_chariot_barracks",
    "units/maur_champion_elephant",
    "units/maur_champion_infantry",
    "units/maur_champion_infantry_barracks",
    "units/maur_champion_maiden",
    "units/maur_champion_maiden_archer",
    "units/maur_champion_maiden_barracks",
    "units/maur_elephant_archer_a",
    "units/maur_elephant_archer_b",
    "units/maur_elephant_archer_e",
    "units/maur_hero_ashoka",
    "units/maur_hero_chanakya",
    "units/maur_hero_maurya",
    "units/maur_infantry_archer_a",
    "units/maur_infantry_archer_b",
    "units/maur_infantry_archer_e",
    "units/maur_infantry_spearman_a",
    "units/maur_infantry_spearman_b",
    "units/maur_infantry_spearman_e",
    "units/maur_infantry_swordsman_a",
    "units/maur_infantry_swordsman_b",
    "units/maur_infantry_swordsman_e",
    "units/maur_ship_bireme",
    "units/maur_ship_fishing",
    "units/maur_ship_merchant",
    "units/maur_ship_trireme",
    "units/maur_support_elephant",
    "units/maur_support_female_citizen",
    "units/maur_support_female_citizen_house",
    "units/maur_support_healer_a",
    "units/maur_support_healer_b",
    "units/maur_support_healer_e",
    "units/maur_support_trader",
    "units/merc_thrace_swordsman",
    "units/noldor_ship_bireme",
    "units/pers_arstibara",
    "units/pers_cavalry_archer_a",
    "units/pers_cavalry_archer_b",
    "units/pers_cavalry_archer_e",
    "units/pers_cavalry_javelinist_a",
    "units/pers_cavalry_javelinist_a_trireme",
    "units/pers_cavalry_javelinist_b",
    "units/pers_cavalry_javelinist_b_trireme",
    "units/pers_cavalry_javelinist_e",
    "units/pers_cavalry_javelinist_e_trireme",
    "units/pers_cavalry_spearman_a",
    "units/pers_cavalry_spearman_b",
    "units/pers_cavalry_spearman_e",
    "units/pers_cavalry_swordsman_a",
    "units/pers_cavalry_swordsman_a_trireme",
    "units/pers_cavalry_swordsman_b",
    "units/pers_cavalry_swordsman_b_trireme",
    "units/pers_cavalry_swordsman_e",
    "units/pers_cavalry_swordsman_e_trireme",
    "units/pers_champion_cavalry",
    "units/pers_champion_cavalry_archer",
    "units/pers_champion_elephant",
    "units/pers_champion_infantry",
    "units/pers_hero_cyrus",
    "units/pers_hero_darius",
    "units/pers_hero_xerxes",
    "units/pers_hero_xerxes_chariot",
    "units/pers_infantry_archer_a",
    "units/pers_infantry_archer_b",
    "units/pers_infantry_archer_e",
    "units/pers_infantry_javelinist_a",
    "units/pers_infantry_javelinist_b",
    "units/pers_infantry_javelinist_e",
    "units/pers_infantry_spearman_a",
    "units/pers_infantry_spearman_b",
    "units/pers_infantry_spearman_e",
    "units/pers_kardakes_hoplite",
    "units/pers_kardakes_skirmisher",
    "units/pers_mechanical_siege_ram",
    "units/pers_ship_bireme",
    "units/pers_ship_fishing",
    "units/pers_ship_merchant",
    "units/pers_ship_trireme",
    "units/pers_support_female_citizen",
    "units/pers_support_female_citizen_house",
    "units/pers_support_healer_a",
    "units/pers_support_healer_b",
    "units/pers_support_healer_e",
    "units/pers_support_trader",
    "units/ptol_cavalry_archer_a",
    "units/ptol_cavalry_archer_b",
    "units/ptol_cavalry_archer_e",
    "units/ptol_cavalry_javelinist_a",
    "units/ptol_cavalry_javelinist_b",
    "units/ptol_cavalry_javelinist_e",
    "units/ptol_cavalry_spearman_a",
    "units/ptol_cavalry_spearman_b",
    "units/ptol_cavalry_spearman_e",
    "units/ptol_champion_cavalry",
    "units/ptol_champion_elephant",
    "units/ptol_champion_juggernaut",
    "units/ptol_hero_cleopatra",
    "units/ptol_hero_ptolemy_I",
    "units/ptol_hero_ptolemy_IV",
    "units/ptol_infantry_archer_a",
    "units/ptol_infantry_archer_b",
    "units/ptol_infantry_archer_e",
    "units/ptol_infantry_javelinist_a",
    "units/ptol_infantry_javelinist_b",
    "units/ptol_infantry_javelinist_e",
    "units/ptol_infantry_slinger_a",
    "units/ptol_infantry_slinger_b",
    "units/ptol_infantry_slinger_e",
    "units/ptol_infantry_spearman_2_a",
    "units/ptol_infantry_spearman_2_b",
    "units/ptol_infantry_spearman_2_e",
    "units/ptol_infantry_spearman_a",
    "units/ptol_infantry_spearman_b",
    "units/ptol_infantry_spearman_e",
    "units/ptol_infantry_swordsman_a",
    "units/ptol_infantry_swordsman_b",
    "units/ptol_infantry_swordsman_e",
    "units/ptol_mechanical_siege_lithobolos_packed",
    "units/ptol_mechanical_siege_lithobolos_unpacked",
    "units/ptol_mechanical_siege_polybolos_common",
    "units/ptol_mechanical_siege_polybolos_packed",
    "units/ptol_mechanical_siege_polybolos_unpacked",
    "units/ptol_mechanical_siege_tower",
    "units/ptol_ship_bireme",
    "units/ptol_ship_fishing",
    "units/ptol_ship_merchant",
    "units/ptol_ship_quinquereme",
    "units/ptol_ship_trireme",
    "units/ptol_support_female_citizen",
    "units/ptol_support_female_citizen_house",
    "units/ptol_support_healer_a",
    "units/ptol_support_healer_b",
    "units/ptol_support_healer_e",
    "units/ptol_support_trader",
    "units/rome_cavalry_javelinist_a",
    "units/rome_cavalry_javelinist_b",
    "units/rome_cavalry_javelinist_e",
    "units/rome_cavalry_spearman_a",
    "units/rome_cavalry_spearman_b",
    "units/rome_cavalry_spearman_e",
    "units/rome_centurio_imperial",
    "units/rome_champion_cavalry",
    "units/rome_champion_cavalry_barracks",
    "units/rome_champion_infantry",
    "units/rome_champion_infantry_barracks",
    "units/rome_hero_marcellus",
    "units/rome_hero_maximus",
    "units/rome_hero_scipio",
    "units/rome_infantry_javelinist_a",
    "units/rome_infantry_javelinist_b",
    "units/rome_infantry_javelinist_e",
    "units/rome_infantry_spearman_a",
    "units/rome_infantry_spearman_b",
    "units/rome_infantry_spearman_e",
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        "rome": "Lorica Squamata"
      },
      "description": "Body armor reinforced with bronze scales.",
      "cost": {
        "food": 150,
        "wood": 0,
        "stone": 0,
        "metal": 150
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "armor_plates_gold.png",
      "researchTime": 40,
      "tooltip": "All Infantry +1 Hack Armor Level.",
      "modifications": [
        {
          "value": "Armour/Hack",
          "add": 1
        }
      ],
      "affects": [
        "Infantry"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "armor_infantry_hack_04": {
      "pair": "pair_inf_armor_04",
      "genericName": "Bronze Cuirass Body Armor",
      "specificName": {
        "rome": "Lorica Musculata"
      },
      "description": "Body armor fashioned completely of bronze. Only the best soldiers were equipped with such body armor, as it was very expensive and time-consuming to fabricate.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 500
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "armor_cuirass_bronze.png",
      "researchTime": 40,
      "tooltip": "Champions +2 Hack Armor Levels, but also +10 Metal Cost.",
      "modifications": [
        {
          "value": "Armour/Hack",
          "add": 2
        },
        {
          "value": "Cost/Resources/metal",
          "add": 10
        }
      ],
      "affects": [
        "Champion"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "armor_infantryspearmen_pierce_01": {
      "pair": "pair_inf_armor_01",
      "genericName": "Plywood Shield Construction",
      "specificName": {
        "hele": "Aspidiskè",
        "mace": "Aspidiskè",
        "spart": "Aspidiskè",
        "athen": "Aspidiskè",
        "ptol": "Aspidiskè",
        "sele": "Aspidiskè"
      },
      "description": "Plywood construction for large shields.",
      "cost": {
        "food": 0,
        "wood": 50,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "any": [
          {
            "tech": "phase_town"
          },
          {
            "civ": "celt"
          },
          {
            "civ": "brit"
          },
          {
            "civ": "gaul"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "shields_generic_wood.png",
      "researchTime": 40,
      "tooltip": "Infantry Spearmen +2 Pierce Armor Levels.",
      "modifications": [
        {
          "value": "Armour/Pierce",
          "add": 2
        }
      ],
      "affects": [
        "Infantry Spear"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "armor_infantryspearmen_pierce_02": {
      "pair": "pair_inf_armor_02",
      "genericName": "Reinforced Shield",
      "specificName": {
        "hele": "Aspides",
        "mace": "Aspides",
        "spart": "Aspides",
        "athen": "Aspides",
        "ptol": "Aspides",
        "sele": "Aspides"
      },
      "description": "The best shields have reinforcements either on the corners (Roman scutum) or around the rim (Greek aspis).",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 100
      },
      "requirements": {
        "tech": "phase_town"
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "shields_generic_bronze.png",
      "researchTime": 40,
      "tooltip": "Infantry Spearmen +1 Pierce Armor Levels.",
      "modifications": [
        {
          "value": "Armour/Pierce",
          "add": 1
        }
      ],
      "affects": [
        "Infantry Spear"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "armor_infantryspearmen_pierce_03": {
      "pair": "pair_inf_armor_03",
      "genericName": "Bronze Shield Facing",
      "specificName": {
        "hele": "Chalkaspides",
        "mace": "Chrysaspides",
        "spart": "Chalkaspides",
        "athen": "Chalkaspides",
        "ptol": "Chalkaspides",
        "sele": "Chalkaspides"
      },
      "description": "A bronze skin hammered over the face of the shield.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 200
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "shields_generic_gold.png",
      "researchTime": 40,
      "tooltip": "Infantry Spearmen +1 Pierce Armor Level.",
      "modifications": [
        {
          "value": "Armour/Pierce",
          "add": 1
        }
      ],
      "affects": [
        "Infantry Spear"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "armor_infantryspearmen_pierce_04": {
      "pair": "pair_inf_armor_04",
      "genericName": "Silver Shields",
      "specificName": {
        "hele": "Argyraspides",
        "mace": "Argyraspides",
        "spart": "Argyraspides",
        "athen": "Argyraspides",
        "ptol": "Argyraspides",
        "sele": "Argyraspides"
      },
      "description": "Only the most celebrated soldiers had shields faced with silver, as did the famous 'Silver Shields' regiment in Alexander the Great's army.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 500
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "shields_generic_silver.png",
      "researchTime": 40,
      "tooltip": "Champions +2 Pierce Armor Levels, but also +10 Metal Cost.",
      "modifications": [
        {
          "value": "Armour/Pierce",
          "add": 2
        },
        {
          "value": "Cost/Resources/metal",
          "add": 10
        }
      ],
      "affects": [
        "Champion"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "armor_ship_hullsheathing": {
      "genericName": "Lead hull sheathing",
      "description": "Lead sheathing protects ship hulls.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 350
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "supersedes": "armor_ship_hypozomata",
      "icon": "armor_ship_gold.png",
      "researchTime": 40,
      "tooltip": "Lead sheathing protects ship hulls. +2 levels to all ship armor types.",
      "modifications": [
        {
          "value": "Armour/Hack",
          "add": 2
        },
        {
          "value": "Armour/Pierce",
          "add": 2
        },
        {
          "value": "Armour/Crush",
          "add": 2
        }
      ],
      "affects": [
        "Ship"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "armor_ship_hypozomata": {
      "genericName": "Hypozomata undergirding",
      "description": "The hypozomata braces the structure of a ship.",
      "cost": {
        "food": 0,
        "wood": 150,
        "stone": 0,
        "metal": 150
      },
      "requirements": {
        "tech": "phase_town"
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "supersedes": "armor_ship_reinforcedhull",
      "icon": "armor_ship_silver.png",
      "researchTime": 40,
      "tooltip": "The hypozomata braces the ship's structure. +2 levels to all ship armor types.",
      "modifications": [
        {
          "value": "Armour/Hack",
          "add": 2
        },
        {
          "value": "Armour/Pierce",
          "add": 2
        },
        {
          "value": "Armour/Crush",
          "add": 2
        }
      ],
      "affects": [
        "Ship"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "armor_ship_reinforcedhull": {
      "genericName": "Reinforced hull",
      "description": "Wooden reinforcement beams for ship hulls.",
      "cost": {
        "food": 0,
        "wood": 250,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_village"
      },
      "requirementsTooltip": "Unlocked in Village Phase.",
      "icon": "armor_ship_bronze.png",
      "researchTime": 40,
      "tooltip": "Wooden reinforcement beams for hulls. +2 levels to all ship armor types.",
      "modifications": [
        {
          "value": "Armour/Hack",
          "add": 2
        },
        {
          "value": "Armour/Pierce",
          "add": 2
        },
        {
          "value": "Armour/Crush",
          "add": 2
        }
      ],
      "affects": [
        "Ship"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "armor_trade_convoys": {
      "genericName": "Trade convoys",
      "description": "Increases defensive capability of traders.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 200
      },
      "requirements": {
        "tech": "phase_town"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "wheel.png",
      "researchTime": 40,
      "tooltip": "Traders +2 Hack and Pierce armor levels.",
      "modifications": [
        {
          "value": "Armour/Hack",
          "add": 2
        },
        {
          "value": "Armour/Pierce",
          "add": 2
        }
      ],
      "affects": [
        "Trader"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "attack_cav_lance": {
      "pair": "pair_cav_01",
      "genericName": "Cavalry Lance",
      "specificName": {
        "hele": "Xyston",
        "mace": "Xyston",
        "spart": "Xyston",
        "athen": "Xyston",
        "sele": "Xyston",
        "ptol": "Xyston",
        "theb": "Xyston",
        "rome": "Hasta"
      },
      "description": "A long spear made specifically for cavalry.",
      "cost": {
        "food": 0,
        "wood": 50,
        "stone": 0,
        "metal": 150
      },
      "requirements": {
        "any": [
          {
            "tech": "phase_town"
          },
          {
            "civ": "celt"
          },
          {
            "civ": "brit"
          },
          {
            "civ": "gaul"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "spear_cavalry.png",
      "researchTime": 40,
      "tooltip": "Equip your melee cavalry with better weapons. Melee Cavalry +2 Hack Attack.",
      "modifications": [
        {
          "value": "Attack/Melee/Hack",
          "add": 2
        }
      ],
      "affects": [
        "Cavalry Melee"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "attack_champions_elite": {
      "pair": "pair_champ_02",
      "genericName": "Heroism",
      "specificName": {
        "hele": "Andreia",
        "mace": "Andreia",
        "spart": "Andreia",
        "athen": "Andreia",
        "ptol": "Andreia",
        "sele": "Andreia",
        "rome": "Fortitudo"
      },
      "description": "Guard units have uncommon bravery and valor in battle.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 300
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "helmet_hero_side.png",
      "researchTime": 40,
      "tooltip": "Guard units have uncommon courage and valor in battle. Champions +2 attack.",
      "modifications": [
        {
          "value": "Attack/Melee/Hack",
          "add": 2,
          "affects": "Champion Melee"
        },
        {
          "value": "Attack/Ranged/Pierce",
          "add": 2,
          "affects": "Champion Ranged"
        }
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "attack_citizensoldiers_will": {
      "pair": "pair_champ_02",
      "genericName": "Will to fight",
      "specificName": {
        "hele": "Dynamis",
        "mace": "Dynamis",
        "spart": "Dynamis",
        "athen": "Dynamis",
        "ptol": "Dynamis",
        "sele": "Dynamis"
      },
      "description": "The will to fight is crucial to victory.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 300
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "clenched_fist.png",
      "researchTime": 40,
      "tooltip": "Inspire your troops with higher pay. All citizen-Soldiers +2 attack.",
      "modifications": [
        {
          "value": "Attack/Melee/Hack",
          "add": 2,
          "affects": "CitizenSoldier Melee"
        },
        {
          "value": "Attack/Ranged/Pierce",
          "add": 2,
          "affects": "CitizenSoldier Ranged"
        }
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "attack_steel_working": {
      "genericName": "Steel Working",
      "specificName": {
        "maur": "Wootz Steel",
        "iber": "Toledo Steel"
      },
      "description": "Secret steel working techniques give sword blades distinctive and beautiful markings. Not only that, but the steel's hardness is unparalleled.",
      "cost": {
        "food": 0,
        "wood": 200,
        "stone": 0,
        "metal": 200
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "metalworker.png",
      "researchTime": 60,
      "tooltip": "+2 attack for all sword units.",
      "modifications": [
        {
          "value": "Attack/Melee/Hack",
          "add": 2
        }
      ],
      "affects": [
        "Sword"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "attack_tower_crenellations": {
      "pair": "pair_tower_01",
      "genericName": "Crenellations",
      "description": "Crenellations on the battlements allow soldiers wider range of fire in defending a keep.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 100,
        "metal": 100
      },
      "requirements": {
        "tech": "phase_town"
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "crenelations.png",
      "researchTime": 40,
      "tooltip": "Install crenellations and murder holes to have 40% more arrows fired per garrisoned soldier.",
      "modifications": [
        {
          "value": "BuildingAI/GarrisonArrowMultiplier",
          "multiply": 1.4
        }
      ],
      "affects": [
        "Defensive Tower"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "attack_tower_watch": {
      "pair": "pair_tower_01",
      "genericName": "Sentries",
      "specificName": {
        "hele": "Nyktophylakes",
        "mace": "Nyktophylakes",
        "spart": "Nyktophylakes",
        "athen": "Nyktophylakes",
        "ptol": "Nyktophylakes",
        "sele": "Nyktophylakes",
        "rome": "Vigiles"
      },
      "description": "A night's watch increases vigilance.",
      "cost": {
        "food": 100,
        "wood": 100,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_town"
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "helmet_corinthian_bronze.png",
      "researchTime": 40,
      "tooltip": "Post sentries to double the number of default arrows in ungarrisoned Towers.",
      "modifications": [
        {
          "value": "BuildingAI/DefaultArrowCount",
          "add": 1
        }
      ],
      "affects": [
        "Defensive Tower"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "buildtime_walls_rubble": {
      "pair": "pair_walls_01",
      "genericName": "Rubble Materials",
      "description": "Using rubble materials reduces the costs and build times of walls.",
      "cost": {
        "food": 0,
        "wood": 200,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_town"
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "stone_blocks_brown.png",
      "researchTime": 40,
      "tooltip": "City walls -20% build time, but -1 crush armor level.",
      "modifications": [
        {
          "value": "Cost/BuildTime",
          "multiply": 0.8
        },
        {
          "value": "Armour/Crush",
          "add": -1
        }
      ],
      "affects": [
        "StoneWall"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "decay_outpost": {
      "genericName": "Stone Foundations",
      "description": "Outposts survive twice as long in neutral territory.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 100,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_village"
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "blocks_three.png",
      "researchTime": 40,
      "tooltip": "Territory decay -50% for Outposts.",
      "modifications": [
        {
          "value": "TerritoryDecay/HealthDecayRate",
          "multiply": 0.5
        }
      ],
      "affects": [
        "Outpost"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "gather_animals_stockbreeding": {
      "genericName": "Stockbreeding",
      "description": "Breeding livestock for food.",
      "cost": {
        "food": 50,
        "wood": 0,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_village"
      },
      "icon": "meat.png",
      "researchTime": 40,
      "tooltip": "Breed time -25% for domestic animals (sheep, goats, cattle, etc.).",
      "modifications": [
        {
          "value": "Cost/BuildTime",
          "multiply": 0.75
        }
      ],
      "affects": [
        "Domestic"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "gather_capacity_wheelbarrow": {
      "pair": "pair_gather_wood_01",
      "genericName": "Wheelbarrow",
      "description": "Increases shuttling capacity for all resources.",
      "cost": {
        "food": 100,
        "wood": 100,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_village"
      },
      "requirementsTooltip": "Unlocked in Village Phase.",
      "icon": "wheelbarrow_empty.png",
      "researchTime": 40,
      "tooltip": "Workers use wheelbarrows. +5 shuttle capacity for all resources.",
      "modifications": [
        {
          "value": "ResourceGatherer/Capacities/food",
          "add": 5
        },
        {
          "value": "ResourceGatherer/Capacities/wood",
          "add": 5
        },
        {
          "value": "ResourceGatherer/Capacities/stone",
          "add": 5
        },
        {
          "value": "ResourceGatherer/Capacities/metal",
          "add": 5
        }
      ],
      "affects": [
        "Worker"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "gather_farming_plows": {
      "genericName": "Iron Plow",
      "description": "A horse drawn instrument to turn the sod.",
      "cost": {
        "food": 0,
        "wood": 100,
        "stone": 0,
        "metal": 100
      },
      "requirements": {
        "tech": "phase_town"
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "plow.png",
      "researchTime": 40,
      "tooltip": "Equip your workers with iron plows. +25% farming rate.",
      "modifications": [
        {
          "value": "ResourceGatherer/Rates/food.grain",
          "multiply": 1.25
        }
      ],
      "affects": [
        "Worker"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "gather_lumbering_ironaxes": {
      "pair": "pair_gather_wood_01",
      "genericName": "Iron Ax Heads",
      "description": "Increases wood gathering rates for trees.",
      "cost": {
        "food": 0,
        "wood": 50,
        "stone": 0,
        "metal": 50
      },
      "requirements": {
        "tech": "phase_village"
      },
      "requirementsTooltip": "Unlocked in Village Phase.",
      "icon": "wood_axe.png",
      "researchTime": 40,
      "tooltip": "Workers +25% lumbering rate for trees.",
      "modifications": [
        {
          "value": "ResourceGatherer/Rates/wood.tree",
          "multiply": 1.25
        }
      ],
      "affects": [
        "Worker"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "gather_mining_serfs": {
      "pair": "pair_gather_02",
      "genericName": "Serfs",
      "specificName": {
        "hele": "Heilotes",
        "mace": "Heilotes",
        "spart": "Heilotes",
        "athen": "Heilotes"
      },
      "description": "Increases stone gathering rates.",
      "cost": {
        "food": 100,
        "wood": 100,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_town"
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "mining_stone.png",
      "researchTime": 40,
      "tooltip": "Compel serfs to help your workers mine stone. +25% stone gathering rate.",
      "modifications": [
        {
          "value": "ResourceGatherer/Rates/stone.rock",
          "multiply": 1.25
        }
      ],
      "affects": [
        "Worker"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "gather_mining_servants": {
      "pair": "pair_gather_01",
      "genericName": "Servants",
      "specificName": {
        "hele": "Douloi",
        "mace": "Douloi",
        "spart": "Douloi",
        "athen": "Douloi"
      },
      "description": "Increases stone gathering rates.",
      "cost": {
        "food": 50,
        "wood": 0,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_village"
      },
      "requirementsTooltip": "Hire servants to help mine stone. No requirements.",
      "icon": "mining_stone.png",
      "researchTime": 40,
      "tooltip": "+25% stone gathering rate.",
      "modifications": [
        {
          "value": "ResourceGatherer/Rates/stone.rock",
          "multiply": 1.25
        }
      ],
      "affects": [
        "Worker"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "gather_mining_shaftmining": {
      "pair": "pair_gather_02",
      "genericName": "Shaft Mining",
      "description": "Increases metal gathering rates.",
      "cost": {
        "food": 100,
        "wood": 100,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_town"
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "mining_metal.png",
      "researchTime": 40,
      "tooltip": "Develop shaft mining. +25% metal gathering rate.",
      "modifications": [
        {
          "value": "ResourceGatherer/Rates/metal.ore",
          "multiply": 1.25
        }
      ],
      "affects": [
        "Worker"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "gather_mining_silvermining": {
      "pair": "pair_gather_03",
      "genericName": "Silver Mining",
      "specificName": {
        "athen": "Mines of Laureion",
        "mace": "Mines of Krenides"
      },
      "description": "Increases metal gathering rates.",
      "cost": {
        "food": 100,
        "wood": 100,
        "stone": 100,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "mining_metal.png",
      "researchTime": 40,
      "tooltip": "Strike a vein of precious silver. +25% metal gathering rate.",
      "modifications": [
        {
          "value": "ResourceGatherer/Rates/metal.ore",
          "multiply": 1.25
        }
      ],
      "affects": [
        "Worker"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "gather_mining_slaves": {
      "pair": "pair_gather_03",
      "genericName": "Slaves",
      "specificName": {
        "hele": "Andrapodon",
        "mace": "Andrapodon",
        "spart": "Andrapodon",
        "athen": "Andrapodon"
      },
      "description": "Increases stone gathering rates.",
      "cost": {
        "food": 100,
        "wood": 100,
        "stone": 0,
        "metal": 100
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "mining_stone.png",
      "researchTime": 40,
      "tooltip": "Buy slaves to help your workers mine for stone. +25% stone gathering rate.",
      "modifications": [
        {
          "value": "ResourceGatherer/Rates/stone.rock",
          "multiply": 1.25
        }
      ],
      "affects": [
        "Worker"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "gather_mining_wedgemallet": {
      "pair": "pair_gather_01",
      "genericName": "Wedge and Mallet",
      "description": "Increases metal gathering rates.",
      "cost": {
        "food": 0,
        "wood": 50,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_village"
      },
      "requirementsTooltip": "Equip your workers with helpful tools. No requirements.",
      "icon": "mining_metal.png",
      "researchTime": 40,
      "tooltip": "+25% metal gathering rate.",
      "modifications": [
        {
          "value": "ResourceGatherer/Rates/metal.ore",
          "multiply": 1.25
        }
      ],
      "affects": [
        "Worker"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "gather_wicker_baskets": {
      "genericName": "Wicker Baskets",
      "description": "Baskets to carry foraged food stuffs.",
      "cost": {
        "food": 0,
        "wood": 100,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_village"
      },
      "icon": "gather_basket.png",
      "researchTime": 40,
      "tooltip": "Equip your foragers with wicker baskets. +50% fruit foraging rate.",
      "modifications": [
        {
          "value": "ResourceGatherer/Rates/food.fruit",
          "multiply": 1.5
        }
      ],
      "affects": [
        "Worker"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "heal_range": {
      "pair": "pair_heal_01",
      "genericName": "Healing Range",
      "specificName": {
        "hele": "Olympic Pantheon",
        "mace": "Olympic Pantheon",
        "spart": "Olympic Pantheon",
        "athen": "Olympic Pantheon"
      },
      "description": "Increases the healing range of all healers.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 100
      },
      "requirements": {
        "tech": "phase_town"
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "healing_range.png",
      "researchTime": 40,
      "tooltip": "Healers +4 Healing Range.",
      "modifications": [
        {
          "value": "Heal/Range",
          "add": 4
        }
      ],
      "affects": [
        "Healer"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "heal_range_2": {
      "pair": "pair_heal_02",
      "genericName": "Healing Range 2",
      "specificName": {
        "hele": "Akademia",
        "mace": "Akademia",
        "spart": "Akademia",
        "athen": "Akademia"
      },
      "description": "Increases the healing range of all healers.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 200
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "healing_range.png",
      "researchTime": 40,
      "tooltip": "Healers +4 Healing Range.",
      "modifications": [
        {
          "value": "Heal/Range",
          "add": 4
        }
      ],
      "affects": [
        "Healer"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "heal_rate": {
      "pair": "pair_heal_01",
      "genericName": "Healing Rate",
      "specificName": {
        "hele": "Sphagia",
        "mace": "Sphagia",
        "spart": "Sphagia",
        "athen": "Sphagia"
      },
      "description": "Increases the Healing Rate of all healers.",
      "cost": {
        "food": 100,
        "wood": 0,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_town"
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "healing_rate.png",
      "researchTime": 40,
      "tooltip": "Healers +25% healing rate.",
      "modifications": [
        {
          "value": "Heal/Rate",
          "add": -500
        }
      ],
      "affects": [
        "Healer"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "heal_rate_2": {
      "pair": "pair_heal_02",
      "genericName": "Healing Rate 2",
      "specificName": {
        "hele": "Hippocratic Oath",
        "mace": "Hippocratic Oath",
        "spart": "Hippocratic Oath",
        "athen": "Hippocratic Oath"
      },
      "description": "Increases the Healing Rate of all healers.",
      "cost": {
        "food": 200,
        "wood": 0,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "healing_rate.png",
      "researchTime": 40,
      "tooltip": "Healers +25% healing rate.",
      "modifications": [
        {
          "value": "Heal/Rate",
          "add": -500
        }
      ],
      "affects": [
        "Healer"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "heal_temple": {
      "pair": "pair_heal_03",
      "genericName": "Divine Offerings",
      "specificName": {
        "hele": "Olympic Games",
        "mace": "Olympic Games",
        "spart": "Olympic Games",
        "athen": "Eleusian Mysteries"
      },
      "description": "Units garrisoned in a temple are healed faster.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 200
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "cauldron.png",
      "researchTime": 40,
      "tooltip": "Temples +50% garrisoned healing rate.",
      "modifications": [
        {
          "value": "GarrisonHolder/BuffHeal",
          "multiply": 1.5
        }
      ],
      "affects": [
        "Temple"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "health_females_01": {
      "pair": "pair_house_01",
      "genericName": "The Loom",
      "description": "The Loom allowed the creation of finer clothing to clothe citizens in the settlement. Women of the household were taught from a young age how to weave on the loom, and subsequently spent a large  share of their lives working with it.",
      "cost": {
        "food": 0,
        "wood": 100,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_village"
      },
      "requirementsTooltip": "Unlocked in Village Phase.",
      "icon": "wives_festival.png",
      "researchTime": 40,
      "tooltip": "Female Citizens +50% Health.",
      "modifications": [
        {
          "value": "Health/Max",
          "multiply": 1.5
        }
      ],
      "affects": [
        "Female Citizen"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "health_regen_units": {
      "pair": "pair_heal_03",
      "genericName": "Battlefield Medicine",
      "description": "Unlock health regeneration for your units.",
      "cost": {
        "food": 100,
        "wood": 0,
        "stone": 0,
        "metal": 100
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "bandage.png",
      "researchTime": 40,
      "tooltip": "Organic units will slowly regenerate health over time when idle.",
      "modifications": [
        {
          "value": "Health/RegenRate",
          "add": 0.5
        }
      ],
      "affects": [
        "Unit Organic"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "health_walls_geometric_masonry": {
      "pair": "pair_walls_01",
      "genericName": "Geometric Masonry",
      "description": "Using geometric masonry increases the sturdiness of defensive walls.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 200,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_town"
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "stone_blocks.png",
      "researchTime": 40,
      "tooltip": "City walls +2 crush armor levels, but +10% build time.",
      "modifications": [
        {
          "value": "Cost/BuildTime",
          "multiply": 1.1
        },
        {
          "value": "Armour/Crush",
          "add": 2
        }
      ],
      "affects": [
        "StoneWall"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "melee_inf_sidearms": {
      "pair": "pair_inf_01",
      "genericName": "Side Arms",
      "specificName": {
        "hele": "Xíphos",
        "mace": "Xíphos",
        "spart": "Xíphos",
        "athen": "Xíphos",
        "theb": "Xíphos",
        "ptol": "Xíphos",
        "sele": "Xíphos",
        "rome": "Pugio"
      },
      "description": "Often, an infantryman would carry a secondary weapon in addition to his primary weapon of choice, to be drawn when the primary weapon has failed or been broken.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 50
      },
      "requirements": {
        "any": [
          {
            "tech": "phase_town"
          },
          {
            "civ": "celt"
          },
          {
            "civ": "brit"
          },
          {
            "civ": "gaul"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "sword.png",
      "researchTime": 40,
      "tooltip": "Melee infantry +1 hack attack.",
      "modifications": [
        {
          "value": "Attack/Melee/Hack",
          "add": 1
        }
      ],
      "affects": [
        "Infantry Melee"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "melee_inf_spearheads": {
      "pair": "pair_inf_02",
      "genericName": "Iron Spearheads",
      "specificName": {
        "hele": "Siderénies Aichmés",
        "mace": "Siderénies Aichmés",
        "spart": "Siderénies Aichmés",
        "athen": "Siderénies Aichmés",
        "theb": "Siderénies Aichmés",
        "ptol": "Siderénies Aichmés",
        "sele": "Siderénies Aichmés"
      },
      "description": "Using iron instead of bronze gave spears additional piercing power.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 200
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "spear.png",
      "researchTime": 40,
      "tooltip": "All Spear units +2 hack attack.",
      "modifications": [
        {
          "value": "Attack/Melee/Hack",
          "add": 2
        }
      ],
      "affects": [
        "Spear"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "pair_cav_01": {
      "genericName": "Lance vs. Chamfron",
      "top": "attack_cav_lance",
      "bottom": "armor_cav_chamfron"
    },
    "pair_champ_02": {
      "genericName": "Champions vs. Part-timers",
      "top": "attack_champions_elite",
      "bottom": "attack_citizensoldiers_will"
    },
    "pair_gather_01": {
      "genericName": "Servants vs. Wedge and Mallet",
      "top": "gather_mining_servants",
      "bottom": "gather_mining_wedgemallet"
    },
    "pair_gather_02": {
      "genericName": "Serfs vs. Shaft Mining",
      "top": "gather_mining_serfs",
      "bottom": "gather_mining_shaftmining",
      "supersedes": "pair_gather_01"
    },
    "pair_gather_03": {
      "genericName": "Slaves vs. Silver Mining",
      "top": "gather_mining_slaves",
      "bottom": "gather_mining_silvermining",
      "supersedes": "pair_gather_02"
    },
    "pair_gather_wood_01": {
      "genericName": "Iron Axes vs. Wheelbarrow",
      "top": "gather_lumbering_ironaxes",
      "bottom": "gather_capacity_wheelbarrow"
    },
    "pair_heal_01": {
      "genericName": "Heal Range and Rate",
      "top": "heal_range",
      "bottom": "heal_rate"
    },
    "pair_heal_02": {
      "genericName": "Heal Range and Rate #2",
      "top": "heal_range_2",
      "bottom": "heal_rate_2",
      "supersedes": "pair_heal_01"
    },
    "pair_heal_03": {
      "genericName": "Garrison Healing vs. Self-Healing",
      "top": "heal_temple",
      "bottom": "health_regen_units"
    },
    "pair_house_01": {
      "genericName": "Females vs. Population",
      "top": "health_females_01",
      "bottom": "pop_house_01"
    },
    "pair_house_02": {
      "genericName": "Females vs. Population",
      "top": "unlock_females_house",
      "bottom": "pop_house_02"
    },
    "pair_inf_01": {
      "genericName": "Side Arms vs. Irregulars",
      "top": "melee_inf_sidearms",
      "bottom": "ranged_inf_irregulars"
    },
    "pair_inf_02": {
      "genericName": "Spear Fighting vs. Skirmishing",
      "top": "melee_inf_spearheads",
      "bottom": "ranged_inf_skirmishers",
      "supersedes": "pair_inf_01"
    },
    "pair_inf_armor_01": {
      "genericName": "Infantry Hack Armor vs. Spearmen Pierce Armor",
      "top": "armor_infantry_hack_01",
      "bottom": "armor_infantryspearmen_pierce_01"
    },
    "pair_inf_armor_02": {
      "genericName": "Infantry Hack Armor vs. Spearmen Pierce Armor",
      "top": "armor_infantry_hack_02",
      "bottom": "armor_infantryspearmen_pierce_02",
      "supersedes": "pair_inf_armor_01"
    },
    "pair_inf_armor_03": {
      "genericName": "Infantry Hack Armor vs. Spearmen Pierce Armor",
      "top": "armor_infantry_hack_03",
      "bottom": "armor_infantryspearmen_pierce_03",
      "supersedes": "pair_inf_armor_02"
    },
    "pair_inf_armor_04": {
      "genericName": "Infantry Hack Armor vs. Spearmen Pierce Armor",
      "top": "armor_infantry_hack_04",
      "bottom": "armor_infantryspearmen_pierce_04",
      "supersedes": "pair_inf_armor_03"
    },
    "pair_levy_01": {
      "genericName": "Levy Infantry vs. Levy Cavalry",
      "top": "training_levy_infantry",
      "bottom": "training_levy_cavalry"
    },
    "pair_siege_attack_cost": {
      "genericName": "Attack vs. Cost",
      "top": "siege_attack",
      "bottom": "siege_cost_metal"
    },
    "pair_siege_attack_pack": {
      "genericName": "Attack vs. Packing",
      "top": "siege_attack",
      "bottom": "siege_packing"
    },
    "pair_siege_cost_armor": {
      "genericName": "Cost vs. Armor",
      "top": "siege_cost_wood",
      "bottom": "siege_armor"
    },
    "pair_tower_01": {
      "genericName": "Night's Watch vs. Crenellations",
      "top": "attack_tower_watch",
      "bottom": "attack_tower_crenellations"
    },
    "pair_walls_01": {
      "genericName": "Walls build time vs. Health",
      "top": "buildtime_walls_rubble",
      "bottom": "health_walls_geometric_masonry"
    },
    "phase_city": {
      "genericName": "City Phase",
      "requirements": {
        "any": [
          {
            "tech": "phase_city_generic"
          },
          {
            "tech": "phase_city_britons"
          },
          {
            "tech": "city_phase_gauls"
          },
          {
            "tech": "phase_city_pair_celts"
          },
          {
            "tech": "phase_city_athen"
          }
        ]
      },
      "autoResearch": true,
      "modifications": [
        {
          "value": "TerritoryInfluence/Radius",
          "multiply": 1.5
        }
      ],
      "affects": [
        "CivCentre"
      ],
      "soundComplete": "interface/alarm/alarm_phase.xml"
    },
    "phase_city_athen": {
      "genericName": "City Phase",
      "specificName": {
        "athen": "Megalopolis"
      },
      "description": "Advances from a bustling town to a veritable metropolis, full of the wonders of modern technology. This is the Athenian city phase, where metal gathering rates are boosted because of the 'Silver Owls' bonus.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 1000,
        "metal": 1000
      },
      "requirements": {
        "class": "Town",
        "number": 4
      },
      "requirementsTooltip": "Requires 4 new Town Phase structures (except Walls and Civic Centers).",
      "supersedes": "phase_town_athen",
      "icon": "city_phase.png",
      "researchTime": 80,
      "tooltip": "Advance to City Phase, which unlocks more structures and units. Territory radius for Civic Centers increased by another +50%. Silver Owls civ bonus grants an extra +10% metal gather rate to all workers.",
      "modifications": [
        {
          "value": "ResourceGatherer/Rates/metal.ore",
          "multiply": 1.1
        }
      ],
      "affects": [
        "Worker"
      ],
      "soundComplete": "interface/alarm/alarm_phase.xml"
    },
    "phase_city_britons": {
      "pair": "phase_city_pair_celts",
      "genericName": "City Phase - Britons",
      "description": "Advance from a bustling town to large city.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 1000,
        "metal": 1000
      },
      "requirements": {
        "class": "Town",
        "number": 4
      },
      "requirementsTooltip": "Requires 4 new Town Phase structures (except Walls and Civic Centers).",
      "icon": "city_phase.png",
      "researchTime": 80,
      "tooltip": "Advance to City Phase, which unlocks Brythonic structures and units. Territory radius for Civic Centers increased by another +50%",
      "soundComplete": "interface/alarm/alarm_phase.xml"
    },
    "phase_city_gauls": {
      "pair": "phase_city_pair_celts",
      "genericName": "City Phase - Gauls",
      "description": "Advance from a bustling town to large city.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 1000,
        "metal": 1000
      },
      "requirements": {
        "class": "Town",
        "number": 4
      },
      "requirementsTooltip": "Requires 4 new Town Phase structures (except Walls and Civic Centers).",
      "icon": "city_phase.png",
      "researchTime": 80,
      "tooltip": "Advance to City Phase, which unlocks Gallic structures and units. Territory radius for Civilization Centers increased by another +50%",
      "soundComplete": "interface/alarm/alarm_phase.xml"
    },
    "phase_city_generic": {
      "genericName": "City Phase",
      "specificName": {
        "hele": "Megalopolis",
        "mace": "Megalopolis",
        "spart": "Megalopolis",
        "athen": "Megalopolis"
      },
      "description": "Advances from a bustling town to a veritable metropolis, full of the wonders of modern technology.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 1000,
        "metal": 1000
      },
      "requirements": {
        "class": "Town",
        "number": 4
      },
      "requirementsTooltip": "Requires 4 new Town Phase structures (except Walls and Civic Centers).",
      "supersedes": "phase_town_generic",
      "icon": "city_phase.png",
      "researchTime": 80,
      "tooltip": "Advance to City Phase, which unlocks more structures and units. Territory radius for Civic Centers increased by another +50%",
      "soundComplete": "interface/alarm/alarm_phase.xml"
    },
    "phase_city_pair_celts": {
      "genericName": "Britons vs. Gauls",
      "top": "phase_city_britons",
      "bottom": "phase_city_gauls",
      "supersedes": "phase_town_generic"
    },
    "phase_town": {
      "genericName": "Town Phase",
      "requirements": {
        "any": [
          {
            "tech": "phase_town_generic"
          },
          {
            "tech": "phase_town_athen"
          }
        ]
      },
      "autoResearch": true,
      "modifications": [
        {
          "value": "TerritoryInfluence/Radius",
          "multiply": 1.3
        }
      ],
      "affects": [
        "CivCentre"
      ],
      "soundComplete": "interface/alarm/alarm_phase.xml"
    },
    "phase_town_athen": {
      "genericName": "Town Phase",
      "specificName": {
        "athen": "Komópolis"
      },
      "description": "Advances from a bustling town to a veritable metropolis, full of the wonders of modern technology. This is the Athenian city phase, where metal gathering rates are boosted because of the Silver Owls bonus.",
      "cost": {
        "food": 800,
        "wood": 800,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "class": "Village",
        "number": 5
      },
      "requirementsTooltip": "Requires 5 Village Phase structures (except Palisades and Farm Fields).",
      "supersedes": "phase_village",
      "icon": "town_phase.png",
      "researchTime": 80,
      "tooltip": "Advance to Town Phase, which unlocks more structures and units. Territory radius for Civic Centers increased by +30%. 'Silver Owls' civ bonus grants an extra +10% metal gather rate to all workers.",
      "modifications": [
        {
          "value": "ResourceGatherer/Rates/metal.ore",
          "multiply": 1.1
        }
      ],
      "affects": [
        "Worker"
      ],
      "soundComplete": "interface/alarm/alarm_phase.xml"
    },
    "phase_town_generic": {
      "genericName": "Town Phase",
      "specificName": {
        "athen": "Komópolis",
        "hele": "Komópolis",
        "mace": "Komópolis",
        "spart": "Komópolis",
        "theb": "Komópolis"
      },
      "description": "Advances from a small village to a bustling town, ready to expand rapidly.",
      "cost": {
        "food": 800,
        "wood": 800,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "class": "Village",
        "number": 5
      },
      "requirementsTooltip": "Requires 5 Village Phase structures (except Palisades and Farm Fields).",
      "supersedes": "phase_village",
      "icon": "town_phase.png",
      "researchTime": 80,
      "tooltip": "Advance to Town Phase, which unlocks more structures and units. Territory radius for Civic Centers increased by +30%",
      "soundComplete": "interface/alarm/alarm_phase.xml"
    },
    "phase_village": {
      "genericName": "Village Phase",
      "autoResearch": true
    },
    "pop_civic_01": {
      "pair": "pair_pop_01",
      "genericName": "Dining Hall",
      "specificName": {
        "athen": "Tholos"
      },
      "description": "The state or tribe would often construct a dining hall for public feasts or to receive foreign emissaries.",
      "cost": {
        "food": 0,
        "wood": 100,
        "stone": 100,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_town"
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "population.png",
      "researchTime": 40,
      "tooltip": "Civic Centers +5 population cap bonus.",
      "modifications": [
        {
          "value": "Cost/PopulationBonus",
          "add": 5
        }
      ],
      "affects": [
        "CivCentre"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "pop_civic_02": {
      "pair": "pair_pop_02",
      "genericName": "Public Assembly",
      "specificName": {
        "athen": "Ekklesia",
        "rome": "Comitium"
      },
      "description": "Public assembly places were often the center of civic life for ancient societies. Athens had the Ekklesia, the citizens' assembly which met on the Pnyx Hill near the agora in full view of the Acropolis. The Romans had an open-aired assembly place in the great Forum Romanum called the Comitium. Here citizens could air grievances and present petitions to the patrician politicians who ruled their city in the Senate.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 200,
        "metal": 200
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "population.png",
      "researchTime": 40,
      "tooltip": "Civic Centers +5 population cap bonus.",
      "modifications": [
        {
          "value": "Cost/PopulationBonus",
          "add": 5
        }
      ],
      "affects": [
        "CivCentre"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "pop_house_01": {
      "pair": "pair_house_01",
      "genericName": "Home Garden",
      "specificName": {
        "hele": "Peristyle",
        "mace": "Peristyle",
        "spart": "Peristyle",
        "athen": "Peristyle",
        "sele": "Peristyle",
        "ptol": "Peristyle",
        "rome": "Peristyle",
        "pers": "Paradise"
      },
      "description": "Home gardens ranged from simple fenced-in areas to large manicured and colonnaded enclosures.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 100,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_village"
      },
      "requirementsTooltip": "Unlocked in Village Phase.",
      "icon": "population.png",
      "researchTime": 40,
      "tooltip": "Houses +1 population cap bonus.",
      "modifications": [
        {
          "value": "Cost/PopulationBonus",
          "add": 1
        }
      ],
      "affects": [
        "House"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "pop_house_02": {
      "pair": "pair_house_02",
      "genericName": "Manors",
      "specificName": {
        "rome": "Insulae"
      },
      "description": "Homes tended to expand as the wealth and population of a settlement grew.",
      "cost": {
        "food": 0,
        "wood": 300,
        "stone": 300,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_town"
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "population.png",
      "researchTime": 40,
      "tooltip": "Houses +2 population cap bonus.",
      "modifications": [
        {
          "value": "Cost/PopulationBonus",
          "add": 2
        }
      ],
      "affects": [
        "House"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "ranged_inf_irregulars": {
      "pair": "pair_inf_01",
      "genericName": "Ranged Infantry Irregulars",
      "specificName": {
        "hele": "Átaktoi",
        "mace": "Átaktoi",
        "spart": "Átaktoi",
        "athen": "Átaktoi",
        "theb": "Átaktoi",
        "sele": "Átaktoi",
        "ptol": "Átaktoi"
      },
      "description": "Training increases damage of ranged infantry units.",
      "cost": {
        "food": 0,
        "wood": 50,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "any": [
          {
            "tech": "phase_town"
          },
          {
            "civ": "celt"
          },
          {
            "civ": "brit"
          },
          {
            "civ": "gaul"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "arrow.png",
      "researchTime": 40,
      "tooltip": "Ranged infantry +2 pierce attack.",
      "modifications": [
        {
          "value": "Attack/Ranged/Pierce",
          "add": 2
        }
      ],
      "affects": [
        "Infantry Ranged"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "ranged_inf_skirmishers": {
      "pair": "pair_inf_02",
      "genericName": "Javelin Thong",
      "specificName": {
        "hele": "Ankyle",
        "mace": "Ankyle",
        "spart": "Ankyle",
        "athen": "Ankyle",
        "theb": "Ankyle",
        "ptol": "Ankyle",
        "sele": "Ankyle",
        "rome": "Amentum"
      },
      "description": "The javelin thong (the Greeks also called them loops, or bronkhos) increased the fulcrum action of the throwing arm mid-throw, increasing speed and range of the javelin.",
      "cost": {
        "food": 0,
        "wood": 200,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "javelin_thong.png",
      "researchTime": 30,
      "tooltip": "All Javelin units +2 pierce attack and +4 range.",
      "modifications": [
        {
          "value": "Attack/Ranged/Pierce",
          "add": 2
        },
        {
          "value": "Attack/Ranged/MaxRange",
          "add": 4
        }
      ],
      "affects": [
        "Javelin"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "siege_armor": {
      "genericName": "Armor plating",
      "description": "Increased armor on siege weapons",
      "cost": {
        "food": 0,
        "wood": 300,
        "stone": 0,
        "metal": 350
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "armor_plates_gold.png",
      "researchTime": 40,
      "tooltip": "All Siege weapons +2 Hack armor levels.",
      "modifications": [
        {
          "value": "Armour/Hack",
          "add": 2
        }
      ],
      "affects": [
        "Siege"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "siege_attack": {
      "genericName": "Advanced Siege",
      "description": "Advanced technologies improve siege efficiency",
      "cost": {
        "food": 0,
        "wood": 200,
        "stone": 0,
        "metal": 250
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "siege_ram.png",
      "researchTime": 40,
      "tooltip": "All siege weapons +5 Crush damage.",
      "modifications": [
        {
          "value": "Attack/Melee/Crush",
          "add": 5
        },
        {
          "value": "Attack/Ranged/Crush",
          "add": 5
        }
      ],
      "affects": [
        "Siege"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "siege_bolt_accuracy": {
      "genericName": "Bolt Accuracy",
      "description": "Improvement to projectile accuracy",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 220
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "accuracy_bolt.png",
      "researchTime": 40,
      "tooltip": "Bolt shooter accuracy increased 25%",
      "modifications": [
        {
          "value": "Attack/Ranged/Spread",
          "multiply": 0.75
        }
      ],
      "affects": [
        "Bolt Shooter"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "siege_cost_metal": {
      "genericName": "Metalworker",
      "description": "Siege weapons require less metal resource",
      "cost": {
        "food": 200,
        "wood": 0,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "metalworker.png",
      "researchTime": 40,
      "tooltip": "Siege weapons cost 20% less metal",
      "modifications": [
        {
          "value": "Cost/Resources/metal",
          "multiply": 0.8
        }
      ],
      "affects": [
        "Siege"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "siege_cost_wood": {
      "genericName": "Artillery Instructors",
      "description": "Siege weapons cost less wood",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 200
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "anvil.png",
      "researchTime": 40,
      "tooltip": "Siege weapons cost 20% less wood",
      "modifications": [
        {
          "value": "Cost/Resources/wood",
          "multiply": 0.8
        }
      ],
      "affects": [
        "Siege"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "siege_packing": {
      "genericName": "Military Engineers",
      "description": "Immobile siege weapons are assembled and disassembled faster",
      "cost": {
        "food": 200,
        "wood": 0,
        "stone": 0,
        "metal": 100
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "military_engineers.png",
      "researchTime": 40,
      "tooltip": "Immobile siege weapons pack/unpack 25% faster",
      "modifications": [
        {
          "value": "Pack/Time",
          "multiply": 0.75
        }
      ],
      "affects": [
        "Siege"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "speed_trader_01": {
      "genericName": "Trade Convoys",
      "description": "Increases movement rate of traders, which in turn increases trade income.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 200
      },
      "requirements": {
        "tech": "phase_town"
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "wheel.png",
      "researchTime": 40,
      "tooltip": "Traders +25% Walk Speed, which quickly increases trade income.",
      "modifications": [
        {
          "value": "UnitMotion/WalkSpeed",
          "multiply": 1.25
        }
      ],
      "affects": [
        "Trader"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "training_conscription": {
      "genericName": "Conscription",
      "supersedes": "pair_levy_01",
      "description": "Significantly increase training speed of soldiers at the barracks by training them in large batches or battalions.",
      "cost": {
        "food": 500,
        "wood": 0,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "fist_spear.png",
      "researchTime": 40,
      "tooltip": "Faster batch training speed for the Barracks.",
      "modifications": [
        {
          "value": "ProductionQueue/BatchTimeModifier",
          "add": -0.1
        }
      ],
      "affects": [
        "Barracks"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "training_levy_cavalry": {
      "pair": "pair_levy_01",
      "genericName": "Levy Cavalry",
      "description": "Calling up cavalry levies in time of war helps bolster the ranks of a king's army.",
      "cost": {
        "food": 100,
        "wood": 0,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_town"
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "horse_trainer.png",
      "researchTime": 40,
      "tooltip": "All cavalry -20% train time, but also -10 health. Unlocks Conscription.",
      "modifications": [
        {
          "value": "Cost/BuildTime",
          "multiply": 0.8
        },
        {
          "value": "Health/Max",
          "add": -10
        }
      ],
      "affects": [
        "Cavalry"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "training_levy_infantry": {
      "pair": "pair_levy_01",
      "genericName": "Levy Infantry",
      "description": "Calling up infantry levies in time of war helps bolster the ranks of a king's army.",
      "cost": {
        "food": 100,
        "wood": 0,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_town"
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "clenched_fist.png",
      "researchTime": 40,
      "tooltip": "All infantry -10% train time, but also -5 health. Unlocks Conscription.",
      "modifications": [
        {
          "value": "Cost/BuildTime",
          "multiply": 0.9
        },
        {
          "value": "Health/Max",
          "add": -5
        }
      ],
      "affects": [
        "Infantry"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "training_naval_architects": {
      "genericName": "Naval Architects",
      "description": "Significantly increase build speed of batches of ships at the Dock.",
      "cost": {
        "food": 200,
        "wood": 200,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "calipers.png",
      "researchTime": 40,
      "tooltip": "Docks increased batch construction speed bonus.",
      "modifications": [
        {
          "value": "ProductionQueue/BatchTimeModifier",
          "add": -0.1
        }
      ],
      "affects": [
        "Dock"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "unlock_champion_units": {
      "genericName": "Unlock Champion Units",
      "specificName": {
        "hele": "Agèma",
        "mace": "Agèma",
        "spart": "Agèma",
        "athen": "Agèma",
        "rome": "Regio Cohors"
      },
      "description": "Guard units (Champions) are professionals who wield the best weapons and have the best training.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 500
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "helmet_corinthian_crest.png",
      "researchTime": 40,
      "tooltip": "Unlock the ability to train Champions at the barracks.",
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "unlock_females_house": {
      "pair": "pair_house_02",
      "genericName": "Fertility Festival",
      "specificName": {
        "hele": "Thesmophoria",
        "mace": "Thesmophoria",
        "spart": "Thesmophoria",
        "athen": "Thesmophoria",
        "rome": "Bona Dea"
      },
      "description": "A festival attended by women-only, to celebrate female fertility.",
      "cost": {
        "food": 200,
        "wood": 0,
        "stone": 0,
        "metal": 200
      },
      "requirements": {
        "tech": "phase_town"
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "wives_festival.png",
      "researchTime": 60,
      "tooltip": "Unlock the ability to train women from houses.",
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "upgrade_rank_advanced_cavalry": {
      "genericName": "Advanced Citizen-Cavalry",
      "description": "Promote all of your citizen-soldier cavalrymen to Advanced rank.",
      "cost": {
        "food": 400,
        "wood": 100,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_town"
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "upgrade_advanced.png",
      "researchTime": 40,
      "tooltip": "Promote all of your citizen-soldier cavalrymen to Advanced rank. This increases their military prowess, but decreases their meat gathering rates -25%. Unlocks Elite Citizen-Cavalry technology.",
      "modifications": [
        {
          "value": "Promotion/RequiredXp",
          "replace": 0
        }
      ],
      "affects": [
        "Cavalry Basic"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "upgrade_rank_advanced_infantry": {
      "genericName": "Advanced Citizen-Infantry",
      "specificName": {
        "hele": "Metikoi",
        "mace": "Metikoi",
        "spart": "Metikoi",
        "athen": "Metikoi"
      },
      "description": "Upgrade all of your citizen-soldier infantrymen to Advanced rank.",
      "cost": {
        "food": 200,
        "wood": 300,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_town"
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "upgrade_advanced.png",
      "researchTime": 40,
      "tooltip": "Upgrade all of your citizen-soldier infantrymen to Advanced rank. This increases their military prowess, but decreases their resource gathering rates -25%. Unlocks Elite Citizen-Infantry technology.",
      "modifications": [
        {
          "value": "Promotion/RequiredXp",
          "replace": 0
        }
      ],
      "affects": [
        "Infantry Basic"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "upgrade_rank_elite_cavalry": {
      "genericName": "Elite Citizen-Cavalry",
      "description": "Promote all of your citizen-soldier cavalrymen to Advanced rank.",
      "cost": {
        "food": 600,
        "wood": 0,
        "stone": 0,
        "metal": 400
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "upgrade_elite.png",
      "researchTime": 40,
      "supersedes": "upgrade_rank_advanced_cavalry",
      "tooltip": "Promote all of your citizen-soldier cavalrymen to Elite rank. This increases their military prowess, but decreases their meat gathering rates another -25%.",
      "modifications": [
        {
          "value": "Promotion/RequiredXp",
          "replace": 0
        }
      ],
      "affects": [
        "Cavalry Advanced"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "upgrade_rank_elite_infantry": {
      "genericName": "Elite Citizen-Infantry",
      "specificName": {
        "hele": "Zeugites",
        "mace": "Zeugites",
        "spart": "Zeugites",
        "athen": "Zeugites"
      },
      "description": "Upgrade all of your citizen-soldier infantrymen to Elite rank.",
      "cost": {
        "food": 500,
        "wood": 0,
        "stone": 0,
        "metal": 500
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "upgrade_elite.png",
      "researchTime": 40,
      "supersedes": "upgrade_rank_advanced_infantry",
      "tooltip": "Upgrade all of your citizen-soldier infantrymen to Elite rank. This increases their military prowess, but decreases their resource gathering rates another -25%.",
      "modifications": [
        {
          "value": "Promotion/RequiredXp",
          "replace": 0
        }
      ],
      "affects": [
        "Infantry Advanced"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "vision_outpost": {
      "genericName": "Carrier Pigeons",
      "description": "Outposts gain longer vision for scouting.",
      "cost": {
        "food": 100,
        "wood": 0,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_village"
      },
      "icon": "pigeon.png",
      "researchTime": 40,
      "tooltip": "Vision Range +50% for Outposts.",
      "modifications": [
        {
          "value": "Vision/Range",
          "multiply": 1.5
        }
      ],
      "affects": [
        "Outpost"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "carthaginians/civbonus_triple_walls": {
      "genericName": "Triple Walls",
      "autoResearch": true,
      "description": "Carthaginians built their city walls in three concentric circuits. These walls were never breached. Even when the city was taken by the Romans, it was via the city's harbor, not by storming its walls. Consequently, Carthaginian walls, gates, and wall towers have 3x the health of a standard wall, but also cost twice as much and take twice as long to build.",
      "requirements": {
        "civ": "cart"
      },
      "modifications": [
        {
          "value": "Health/Max",
          "multiply": 3
        },
        {
          "value": "Cost/BuildTime",
          "multiply": 2
        },
        {
          "value": "Cost/Resources/stone",
          "multiply": 2
        }
      ],
      "affects": [
        "StoneWall"
      ]
    },
    "carthaginians/cost_celt_mercs": {
      "pair": "carthaginians/pair_celt_mercs_1",
      "genericName": "Celtic Mercenary Captain",
      "description": "Celtic mercenaries have their metal cost decreased.",
      "cost": {
        "food": 100,
        "wood": 0,
        "stone": 0,
        "metal": 100
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_town"
          },
          {
            "civ": "cart"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "helmet_corinthian_silver.png",
      "researchTime": 40,
      "tooltip": "Hire a Celtic mercenary captain to reduce cost -20 metal for Celtic mercenaries.",
      "modifications": [
        {
          "value": "Cost/Resources/metal",
          "add": -20
        }
      ],
      "affects": [
        "Celt Mercenary"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "carthaginians/cost_celt_mercs_2": {
      "pair": "carthaginians/pair_celt_mercs_2",
      "genericName": "Gallic Mercenary General",
      "description": "Celtic mercenaries have their metal cost decreased.",
      "cost": {
        "food": 200,
        "wood": 0,
        "stone": 0,
        "metal": 200
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "civ": "cart"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "helmet_corinthian_crest.png",
      "researchTime": 40,
      "tooltip": "Hire a Gallic mercenary general to reduce cost -20 metal for Celtic mercenaries.",
      "modifications": [
        {
          "value": "Cost/Resources/metal",
          "add": -20
        }
      ],
      "affects": [
        "Celt Mercenary"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "carthaginians/cost_iberian_mercs": {
      "pair": "carthaginians/pair_iberian_mercs_1",
      "genericName": "Lusitanian Mercenary Captain",
      "description": "Iberian mercenaries have their metal cost decreased.",
      "cost": {
        "food": 100,
        "wood": 0,
        "stone": 0,
        "metal": 100
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_town"
          },
          {
            "civ": "cart"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "helmet_corinthian_silver.png",
      "researchTime": 40,
      "tooltip": "Hire a Lusitanian mercenary captain to reduce cost -20 metal for Iberian mercenaries.",
      "modifications": [
        {
          "value": "Cost/Resources/metal",
          "add": -20
        }
      ],
      "affects": [
        "Iberian Mercenary"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "carthaginians/cost_iberian_mercs_2": {
      "pair": "carthaginians/pair_iberian_mercs_2",
      "genericName": "Celtiberian Mercenary General",
      "description": "Iberian mercenaries have their metal cost decreased.",
      "cost": {
        "food": 200,
        "wood": 0,
        "stone": 0,
        "metal": 200
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "civ": "cart"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "helmet_corinthian_crest.png",
      "researchTime": 40,
      "tooltip": "Hire a Celtiberian mercenary general to reduce cost -20 metal for Iberian mercenaries.",
      "modifications": [
        {
          "value": "Cost/Resources/metal",
          "add": -20
        }
      ],
      "affects": [
        "Iberian Mercenary"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "carthaginians/cost_italian_mercs": {
      "pair": "carthaginians/pair_italian_mercs_1",
      "genericName": "Italiote Mercenary Captain",
      "description": "Italian mercenaries have their metal cost decreased.",
      "cost": {
        "food": 100,
        "wood": 0,
        "stone": 0,
        "metal": 100
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_town"
          },
          {
            "civ": "cart"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "helmet_corinthian_silver.png",
      "researchTime": 40,
      "tooltip": "Hire an Italiote mercenary captain to reduce cost -20 metal for Italian mercenaries.",
      "modifications": [
        {
          "value": "Cost/Resources/metal",
          "add": -20
        }
      ],
      "affects": [
        "Italian Mercenary"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "carthaginians/cost_italian_mercs_2": {
      "pair": "carthaginians/pair_italian_mercs_2",
      "genericName": "Italiote Mercenary General",
      "description": "Italian mercenaries have their metal cost decreased.",
      "cost": {
        "food": 200,
        "wood": 0,
        "stone": 0,
        "metal": 200
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "civ": "cart"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "helmet_corinthian_crest.png",
      "researchTime": 40,
      "tooltip": "Hire an Italiote mercenary general to reduce cost -20 metal for Italian mercenaries.",
      "modifications": [
        {
          "value": "Cost/Resources/metal",
          "add": -20
        }
      ],
      "affects": [
        "Italian Mercenary"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "carthaginians/pair_celt_mercs_1": {
      "genericName": "Celtic merc cost vs. recruit time #1",
      "top": "carthaginians/cost_celt_mercs",
      "bottom": "carthaginians/traintime_celt_mercs"
    },
    "carthaginians/pair_celt_mercs_2": {
      "genericName": "Celtic merc cost vs. recruit time #2",
      "top": "carthaginians/cost_celt_mercs_2",
      "bottom": "carthaginians/traintime_celt_mercs_2",
      "supersedes": "carthaginians/pair_celt_mercs_1"
    },
    "carthaginians/pair_iberian_mercs_1": {
      "genericName": "Iberian merc cost vs. recruit time #1",
      "top": "carthaginians/cost_iberian_mercs",
      "bottom": "carthaginians/traintime_iberian_mercs"
    },
    "carthaginians/pair_iberian_mercs_2": {
      "genericName": "Iberian merc cost vs. recruit time #2",
      "top": "carthaginians/cost_iberian_mercs_2",
      "bottom": "carthaginians/traintime_iberian_mercs_2",
      "supersedes": "carthaginians/pair_iberian_mercs_1"
    },
    "carthaginians/pair_italian_mercs_1": {
      "genericName": "Italian merc cost vs. recruit time #1",
      "top": "carthaginians/cost_italian_mercs",
      "bottom": "carthaginians/traintime_italian_mercs"
    },
    "carthaginians/pair_italian_mercs_2": {
      "genericName": "Italian merc cost vs. recruit time #2",
      "top": "carthaginians/cost_italian_mercs_2",
      "bottom": "carthaginians/traintime_italian_mercs_2",
      "supersedes": "carthaginians/pair_italian_mercs_1"
    },
    "carthaginians/special_colonisation": {
      "genericName": "Colonization",
      "description": "Carthaginians established many trading centers as colonies and ultimately held dominion over 300 cities and towns in North Africa alone.",
      "cost": {
        "food": 0,
        "wood": 500,
        "stone": 0,
        "metal": 500
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_town"
          },
          {
            "civ": "cart"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "political_face.png",
      "researchTime": 60,
      "tooltip": "Carthaginians were colonizers. Civic Centers, Temples, and Houses -25% build time.",
      "modifications": [
        {
          "value": "Cost/BuildTime",
          "multiply": 0.75
        }
      ],
      "affects": [
        "Civic"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "carthaginians/special_exploration": {
      "genericName": "Exploration",
      "description": "Nobody knew better than the Carthaginians where in the ancient world they were going and going to go; their merchant traders had missions to everywhere.",
      "cost": {
        "food": 200,
        "wood": 0,
        "stone": 0,
        "metal": 200
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_town"
          },
          {
            "civ": "cart"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "armor_ship_gold.png",
      "researchTime": 60,
      "tooltip": "Carthaginians were explorers. All Traders and Ships +25% vision range.",
      "modifications": [
        {
          "value": "Vision/Range",
          "multiply": 1.25
        }
      ],
      "affects": [
        "Trader",
        "Ship"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "carthaginians/training_phoenician_naval_architects": {
      "genericName": "Phoenician Naval Architects",
      "description": "Significantly increase build speed of batches of ships at the Shipyard.",
      "cost": {
        "food": 200,
        "wood": 200,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "civ": "cart"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "calipers.png",
      "researchTime": 40,
      "tooltip": "Shipyard increased batch construction speed bonus.",
      "modifications": [
        {
          "value": "ProductionQueue/BatchTimeModifier",
          "add": -0.1
        }
      ],
      "affects": [
        "Shipyard"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "carthaginians/traintime_celt_mercs": {
      "pair": "carthaginians/pair_celt_mercs_1",
      "genericName": "Celtic Alliance",
      "description": "Celtic mercenaries have their train time decreased.",
      "cost": {
        "food": 0,
        "wood": 100,
        "stone": 0,
        "metal": 100
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_town"
          },
          {
            "civ": "cart"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "clenched_fist.png",
      "researchTime": 40,
      "tooltip": "Ally with Celtic towns to reduce recruit time -20% for Celtic mercenaries.",
      "modifications": [
        {
          "value": "Cost/BuildTime",
          "multiply": 0.8
        }
      ],
      "affects": [
        "Celt Mercenary"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "carthaginians/traintime_celt_mercs_2": {
      "pair": "carthaginians/pair_celt_mercs_2",
      "genericName": "Gallic Hegemony",
      "description": "Celtic mercenaries have their train time decreased.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 200,
        "metal": 200
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "civ": "cart"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "fist_spear.png",
      "researchTime": 40,
      "tooltip": "Subjugate Gallic tribes to reduce recruit time -20% for Celtic mercenaries.",
      "modifications": [
        {
          "value": "Cost/BuildTime",
          "multiply": 0.8
        }
      ],
      "affects": [
        "Celt Mercenary"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "carthaginians/traintime_iberian_mercs": {
      "pair": "carthaginians/pair_iberian_mercs_1",
      "genericName": "Iberian Alliance",
      "description": "Iberian mercenaries have their train time decreased.",
      "cost": {
        "food": 0,
        "wood": 100,
        "stone": 0,
        "metal": 100
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_town"
          },
          {
            "civ": "cart"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "clenched_fist.png",
      "researchTime": 40,
      "tooltip": "Ally with Iberian towns to reduce recruit time -20% for Iberian mercenaries.",
      "modifications": [
        {
          "value": "Cost/BuildTime",
          "multiply": 0.8
        }
      ],
      "affects": [
        "Iberian Mercenary"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "carthaginians/traintime_iberian_mercs_2": {
      "pair": "carthaginians/pair_iberian_mercs_2",
      "genericName": "Iberian Hegemony",
      "description": "Iberian mercenaries have their train time decreased.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 200,
        "metal": 200
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "civ": "cart"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "fist_spear.png",
      "researchTime": 40,
      "tooltip": "Subjugate Hispania to reduce recruit time -20% for Iberian mercenaries.",
      "modifications": [
        {
          "value": "Cost/BuildTime",
          "multiply": 0.8
        }
      ],
      "affects": [
        "Iberian Mercenary"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "carthaginians/traintime_italian_mercs": {
      "pair": "carthaginians/pair_italian_mercs_1",
      "genericName": "Italiote Alliance",
      "description": "Italian mercenaries have their train time decreased.",
      "cost": {
        "food": 0,
        "wood": 100,
        "stone": 0,
        "metal": 100
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_town"
          },
          {
            "civ": "cart"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "clenched_fist.png",
      "researchTime": 40,
      "tooltip": "Ally with Italiote towns to reduce recruit time -20% for Italian mercenaries.",
      "modifications": [
        {
          "value": "Cost/BuildTime",
          "multiply": 0.8
        }
      ],
      "affects": [
        "Italian Mercenary"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "carthaginians/traintime_italian_mercs_2": {
      "pair": "carthaginians/pair_italian_mercs_2",
      "genericName": "Italiote Hegemony",
      "description": "Italian mercenaries have their train time decreased.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 200,
        "metal": 200
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "civ": "cart"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "fist_spear.png",
      "researchTime": 40,
      "tooltip": "Subjugate Italiote towns to reduce recruit time -20% for Italian mercenaries.",
      "modifications": [
        {
          "value": "Cost/BuildTime",
          "multiply": 0.8
        }
      ],
      "affects": [
        "Italian Mercenary"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "carthaginians/upgrade_rank_advanced_celts": {
      "genericName": "Advanced Celtic Mercenaries",
      "description": "Upgrade all of your Celtic mercenaries to Advanced rank.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 300
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_town"
          },
          {
            "civ": "cart"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "upgrade_advanced.png",
      "researchTime": 40,
      "tooltip": "Upgrade all of your Celtic mercenaries to Advanced rank. This increases their military prowess, but decreases their resource gathering rates -25%. Unlocks Elite Celtic Mercenaries technology.",
      "modifications": [
        {
          "value": "Promotion/RequiredXp",
          "replace": 0
        }
      ],
      "affects": [
        "Celt Basic"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "carthaginians/upgrade_rank_advanced_iberian": {
      "genericName": "Advanced Iberian Mercenaries",
      "description": "Upgrade all of your Iberian mercenaries to Advanced rank.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 300
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_town"
          },
          {
            "civ": "cart"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "upgrade_advanced.png",
      "researchTime": 40,
      "tooltip": "Upgrade all of your Iberian mercenaries to Advanced rank. This increases their military prowess, but decreases their resource gathering rates -25%. Unlocks Elite Iberian Mercenaries technology.",
      "modifications": [
        {
          "value": "Promotion/RequiredXp",
          "replace": 0
        }
      ],
      "affects": [
        "Iberian Basic"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "carthaginians/upgrade_rank_advanced_italiote": {
      "genericName": "Advanced Italiote Mercenaries",
      "description": "Upgrade all of your Italiote mercenaries to Advanced rank.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 300
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_town"
          },
          {
            "civ": "cart"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "upgrade_advanced.png",
      "researchTime": 40,
      "tooltip": "Upgrade all of your Italiote mercenaries to Advanced rank. This increases their military prowess, but decreases their resource gathering rates -25%. Unlocks Elite Italiote Mercenaries technology.",
      "modifications": [
        {
          "value": "Promotion/RequiredXp",
          "replace": 0
        }
      ],
      "affects": [
        "Italian Basic"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "carthaginians/upgrade_rank_elite_celts": {
      "genericName": "Elite Celtic Mercenaries",
      "description": "Upgrade all of your Celtic Mercenaries to Elite rank.",
      "cost": {
        "food": 500,
        "wood": 0,
        "stone": 0,
        "metal": 500
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "civ": "cart"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "upgrade_elite.png",
      "researchTime": 40,
      "supersedes": "carthaginians/upgrade_rank_advanced_celts",
      "tooltip": "Upgrade all of your Celtic mercenaries to Elite rank. This increases their military prowess, but decreases their resource gathering rates another -25%.",
      "modifications": [
        {
          "value": "Promotion/RequiredXp",
          "replace": 0
        }
      ],
      "affects": [
        "Celt Advanced"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "carthaginians/upgrade_rank_elite_iberian": {
      "genericName": "Elite Iberian Mercenaries",
      "description": "Upgrade all of your Iberian Mercenaries to Elite rank.",
      "cost": {
        "food": 500,
        "wood": 0,
        "stone": 0,
        "metal": 500
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "civ": "cart"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "upgrade_elite.png",
      "researchTime": 40,
      "supersedes": "carthaginians/upgrade_rank_advanced_iberian",
      "tooltip": "Upgrade all of your Iberian mercenaries to Elite rank. This increases their military prowess, but decreases their resource gathering rates another -25%.",
      "modifications": [
        {
          "value": "Promotion/RequiredXp",
          "replace": 0
        }
      ],
      "affects": [
        "Iberian Advanced"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "carthaginians/upgrade_rank_elite_italiote": {
      "genericName": "Elite Italiote Mercenaries",
      "description": "Upgrade all of your Italiote Mercenaries to Elite rank.",
      "cost": {
        "food": 500,
        "wood": 0,
        "stone": 0,
        "metal": 500
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "civ": "cart"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "upgrade_elite.png",
      "researchTime": 40,
      "supersedes": "carthaginians/upgrade_rank_advanced_italiote",
      "tooltip": "Upgrade all of your Italiote mercenaries to Elite rank. This increases their military prowess, but decreases their resource gathering rates another -25%.",
      "modifications": [
        {
          "value": "Promotion/RequiredXp",
          "replace": 0
        }
      ],
      "affects": [
        "Italian Advanced"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "celts/civbonus_celts_wooden_struct": {
      "genericName": "Wooden Construction",
      "autoResearch": true,
      "description": "Celtic structures were mostly made of wood with rubble foundations. Consequently, their structures have less health than other cultures do, but they also construct faster.",
      "requirements": {
        "any": [
          {
            "civ": "celt"
          },
          {
            "civ": "brit"
          },
          {
            "civ": "gaul"
          }
        ]
      },
      "modifications": [
        {
          "value": "Health/Max",
          "multiply": 0.8
        },
        {
          "value": "Cost/BuildTime",
          "multiply": 0.8
        }
      ],
      "affects": [
        "Structure"
      ]
    },
    "celts/special_gather_crop_rotation": {
      "genericName": "Crop Rotation",
      "description": "Crop rotation increases yield by preventing the depletion of vital nutrients and minerals from the soil.",
      "cost": {
        "food": 300,
        "wood": 300,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "any": [
              {
                "civ": "celt"
              },
              {
                "civ": "brit"
              },
              {
                "civ": "gaul"
              }
            ]
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "crop_rotation.png",
      "researchTime": 40,
      "tooltip": "Increase the yield of your farms. +25% farming rate.",
      "modifications": [
        {
          "value": "ResourceGatherer/Rates/food.grain",
          "multiply": 1.25
        }
      ],
      "affects": [
        "Worker"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "hellenes/attack_inf_spearfighting": {
      "genericName": "Infantry Spear Fighting",
      "specificName": {
        "hele": "Doratismos",
        "mace": "Doratismos",
        "spart": "Doratismos",
        "athen": "Doratismos",
        "theb": "Doratismos"
      },
      "description": "Spear fighting training increases damage of infantry spear units.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 100
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "any": [
              {
                "civ": "hele"
              },
              {
                "civ": "athen"
              },
              {
                "civ": "mace"
              },
              {
                "civ": "spart"
              },
              {
                "civ": "theb"
              }
            ]
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "spear.png",
      "researchTime": 40,
      "tooltip": "Spearmen +2 hack attack.",
      "modifications": [
        {
          "value": "Attack/Melee/Hack",
          "add": 2
        }
      ],
      "affects": [
        "Infantry Spear"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "hellenes/civbonus_hellenic_architecture": {
      "genericName": "Hellenic Architecture",
      "autoResearch": true,
      "description": "The Greeks used stone construction from early Mycenaean times.",
      "requirements": {
        "any": [
          {
            "civ": "hele"
          },
          {
            "civ": "athen"
          },
          {
            "civ": "mace"
          },
          {
            "civ": "spart"
          },
          {
            "civ": "theb"
          }
        ]
      },
      "modifications": [
        {
          "value": "Health/Max",
          "multiply": 1.1
        },
        {
          "value": "Cost/BuildTime",
          "multiply": 1.1
        }
      ],
      "affects": [
        "Structure"
      ]
    },
    "hellenes/civpenalty_spart_popcap": {
      "genericName": "Underdogs",
      "autoResearch": true,
      "description": "The Spartans did not have the largest army in the world, but they did have the best army in the world for their time. What they didn't have in quantity, they made up with quality. It was said that Sparta did not need strong city walls, for its men were its walls.",
      "requirements": {
        "civ": "spart"
      },
      "modifications": [
        {
          "value": "Player/MaxPopulation",
          "multiply": 0.9
        }
      ]
    },
    "hellenes/spartans_agoge": {
      "genericName": "The Agoge",
      "description": "Spartans were housed and trained from a young age to be superlative warriors and to endure any hardship a military life can give them.",
      "cost": {
        "food": 500,
        "wood": 0,
        "stone": 0,
        "metal": 500
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "civ": "spart"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "agoge.png",
      "researchTime": 60,
      "tooltip": "+25% health for spear infantry, but also +10% train time.",
      "modifications": [
        {
          "value": "Health/Max",
          "multiply": 1.25
        },
        {
          "value": "Cost/BuildTime",
          "multiply": 1.1
        }
      ],
      "affects": [
        "Spear Infantry"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "hellenes/special_iphicratean_reforms": {
      "genericName": "Iphicratean Reforms",
      "description": "Athenian triremes can train Marines (Epibates Athenaikos) and Cretan Mercenary Archers (Toxotes Kretikos).",
      "cost": {
        "food": 300,
        "wood": 0,
        "stone": 0,
        "metal": 300
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "civ": "athen"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "helmet_corinthian_crest.png",
      "researchTime": 60,
      "tooltip": "Athenian triremes can train Marines and Cretan Mercenary Archers.",
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "hellenes/special_long_walls": {
      "genericName": "Athenian Long Walls",
      "description": "The Long Walls of Athens were constructed under the auspices of the wily Themistocles and extended 6 km from the city to the port of Piraeus. This secured the city's sea supply routes and prevented an enemy from starving out the city during a siege.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 250,
        "metal": 250
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "civ": "athen"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "crenelations.png",
      "researchTime": 60,
      "tooltip": "Build stone walls in neutral territory.",
      "modifications": [
        {
          "value": "BuildRestrictions/Territory",
          "replace": [
            "own",
            "neutral"
          ]
        }
      ],
      "affects": [
        "StoneWall"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "hellenes/teambonus_athen_delian_league": {
      "genericName": "Delian League",
      "autoResearch": true,
      "description": "Shortly after the great naval victories at Salamis and Mycale, the Greek city-states instituted the so-called Delian League in 478 BC, whose purpose was to push the Persians out of the Aegean region. The allied states contributed ships and money, while the Athenians offered their entire navy.",
      "requirements": {
        "civ": "athen"
      },
      "modifications": [
        {
          "value": "Cost/BuildTime",
          "multiply": 0.75
        }
      ],
      "affects": [
        "Warship"
      ]
    },
    "hellenes/temp_special_hellenization": {
      "genericName": "Hellenization",
      "specificName": {
        "athen": "Exellinismós",
        "hele": "Exellinismós",
        "mace": "Exellinismós",
        "spart": "Exellinismós",
        "theb": "Exellinismós"
      },
      "description": "The Hellenic culture was very influential. Greek became the spoken language of commerce and politics for much of the Mediterranean basin and Middle East for centuries.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 1000
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "any": [
              {
                "civ": "hele"
              },
              {
                "civ": "athen"
              },
              {
                "civ": "mace"
              },
              {
                "civ": "spart"
              },
              {
                "civ": "theb"
              }
            ]
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "political_face.png",
      "researchTime": 60,
      "tooltip": "The Hellenic culture is very influential. +20% territory effect for all buildings.",
      "modifications": [
        {
          "value": "TerritoryInfluence/Radius",
          "multiply": 1.2
        }
      ],
      "affects": [
        "Structure"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "mauryans/civbonus_maur_popcap": {
      "genericName": "Emperor of Emperors",
      "specificName": {
        "maur": "Chakravarti Samrāt"
      },
      "autoResearch": true,
      "description": "The Mauryan Empire encompassed dozens of formerly independent kingdoms over an area of 5 million square kilometers, with a population of close to 60 million people. The Mauryan regents held the title Emperor of Emperors and commanded a standing army of 600,000 infantry, 9000 elephants, 8000 chariots, and 30,000 cavalry, making it arguably the largest army of its time.",
      "requirements": {
        "civ": "maur"
      },
      "modifications": [
        {
          "value": "Player/MaxPopulation",
          "multiply": 1.1
        }
      ]
    },
    "mauryans/special_archery_tradition": {
      "genericName": "Archery Tradition",
      "description": "The Indians had a tradition of fine archery and a penchant for using massed archers in battle.",
      "cost": {
        "food": 200,
        "wood": 300,
        "stone": 0,
        "metal": 150
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_village"
          },
          {
            "civ": "maur"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in Village Phase.",
      "icon": "armor_plates_ranged.png",
      "researchTime": 60,
      "tooltip": "Range +10 meters for bow-wielding units. Archer units train time -20%, but also -20% health.",
      "modifications": [
        {
          "value": "Attack/Ranged/MaxRange",
          "add": 10
        },
        {
          "value": "Cost/BuildTime",
          "multiply": 0.8
        },
        {
          "value": "Health/Max",
          "multiply": 0.8
        }
      ],
      "affects": [
        "Archer"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "mauryans/wooden_walls": {
      "genericName": "Wooden Walls",
      "autoResearch": true,
      "description": "The Mauryans built their city walls out of wood, an abundant natural resource in India. Consequently, Mauryan city walls have -20% health, but build 20% faster.",
      "requirements": {
        "civ": "maur"
      },
      "modifications": [
        {
          "value": "Health/Max",
          "multiply": 0.8
        },
        {
          "value": "Cost/BuildTime",
          "multiply": 0.8
        }
      ],
      "affects": [
        "StoneWall"
      ]
    },
    "persians/civbonus_pers_popcap": {
      "genericName": "Great King's Levy",
      "autoResearch": true,
      "description": "The Persians could and did levy a large number of infantry during wartime due to the sheer size of the Achaemenid Empire and the way in which it was set-up. In general the Persian infantry was well trained and fought with great tenacity. However while this was true the infantry were poor hand-to-hand, close combat fighters. Also, with the exception of the elite regiments, the Persian infantry was not a standing professional force.",
      "requirements": {
        "civ": "pers"
      },
      "modifications": [
        {
          "value": "Player/MaxPopulation",
          "multiply": 1.1
        }
      ]
    },
    "persians/immortals": {
      "genericName": "Immortals",
      "description": "The Anusiya champion infantry train twice as fast, but lose a little max health.",
      "cost": {
        "food": 200,
        "wood": 0,
        "stone": 0,
        "metal": 200
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "civ": "pers"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "fist_spear.png",
      "researchTime": 60,
      "tooltip": "Anusiya Champion Infantry -50% train time, but also -20 health.",
      "modifications": [
        {
          "value": "Cost/BuildTime",
          "multiply": 0.5
        },
        {
          "value": "Health/Max",
          "add": -20
        }
      ],
      "affects": [
        "Champion Infantry"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "persians/persian_architecture": {
      "genericName": "Persian Architecture",
      "description": "The Persians built the wonderful 1677 mile-long Royal Highway from Sardis to Susa; Darius the Great and Xerxes also built the magnificent Persepolis; Cyrus the Great greatly improved Ecbatana and virtually 'rebuilt' the old Elamite capital of Susa.",
      "cost": {
        "food": 0,
        "wood": 200,
        "stone": 200,
        "metal": 0
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_village"
          },
          {
            "civ": "pers"
          }
        ]
      },
      "icon": "stone_blocks.png",
      "researchTime": 60,
      "tooltip": "All Persian structures +25% health, but also +20% build time.",
      "modifications": [
        {
          "value": "Cost/BuildTime",
          "multiply": 1.2
        },
        {
          "value": "Health/Max",
          "multiply": 1.25
        }
      ],
      "affects": [
        "Structure"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "persians/special_archery_tradition": {
      "genericName": "Archery Tradition",
      "description": "The Persians had a tradition of fine archery and a penchant for using massed archers in battle.",
      "cost": {
        "food": 200,
        "wood": 300,
        "stone": 0,
        "metal": 150
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_village"
          },
          {
            "civ": "pers"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in Village Phase.",
      "icon": "armor_plates_ranged.png",
      "researchTime": 60,
      "tooltip": "Range +10 meters for bow-wielding units. Archer units train time -20%, but also -20% health.",
      "modifications": [
        {
          "value": "Attack/Ranged/MaxRange",
          "add": 10
        },
        {
          "value": "Cost/BuildTime",
          "multiply": 0.8
        },
        {
          "value": "Health/Max",
          "multiply": 0.8
        }
      ],
      "affects": [
        "Archer"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "persians/special_equine_transports": {
      "genericName": "Equine Transports",
      "description": "Early Achaemenid rulers acted towards making Persia the first great Asian empire to rule the seas. The Great King behaved favourably towards the various sea peoples in order to secure their services, but also carried out various marine initiatives. During the reign of Darius the Great, for example, a canal was built in Egypt and a Persian navy was sent exploring the Indus river. According to Herodotus, some 300 ships in the Persian navy were retrofitted to carry horses and their riders.",
      "cost": {
        "food": 0,
        "wood": 300,
        "stone": 0,
        "metal": 300
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "civ": "pers"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "horse_rider.png",
      "researchTime": 60,
      "tooltip": "Phoenician Triremes gain the ability to train cavalry units.",
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "persians/training_conscription_cavalry": {
      "genericName": "Cavalry Conscription",
      "supersedes": "persians/training_levy_cavalry",
      "description": "Significantly increase training speed of cavalry at the stables by training them in large batches or battalions.",
      "cost": {
        "food": 500,
        "wood": 0,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "civ": "pers"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "horse_rider.png",
      "researchTime": 40,
      "tooltip": "Faster batch training speed for the Stables.",
      "modifications": [
        {
          "value": "ProductionQueue/BatchTimeModifier",
          "add": -0.1
        }
      ],
      "affects": [
        "Stables"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "persians/training_conscription_infantry": {
      "genericName": "Infantry Conscription",
      "supersedes": "persians/training_levy_infantry",
      "description": "Significantly increase training speed of soldiers at the barracks by training them in large batches or battalions.",
      "cost": {
        "food": 500,
        "wood": 0,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "civ": "pers"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "fist_spear.png",
      "researchTime": 40,
      "tooltip": "Faster batch training speed for the Barracks.",
      "modifications": [
        {
          "value": "ProductionQueue/BatchTimeModifier",
          "add": -0.1
        }
      ],
      "affects": [
        "Barracks"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "persians/training_levy_cavalry": {
      "genericName": "Levy Cavalry",
      "description": "Calling up cavalry levies in time of war helps bolster the ranks of a king's army.",
      "cost": {
        "food": 100,
        "wood": 0,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_town"
          },
          {
            "civ": "pers"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "horse_trainer.png",
      "researchTime": 40,
      "tooltip": "All cavalry -20% train time, but also -10 health. Unlocks Cavalry Conscription.",
      "modifications": [
        {
          "value": "Cost/BuildTime",
          "multiply": 0.8
        },
        {
          "value": "Health/Max",
          "add": -10
        }
      ],
      "affects": [
        "Cavalry"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "persians/training_levy_infantry": {
      "genericName": "Levy Infantry",
      "description": "Calling up infantry levies in time of war helps bolster the ranks of a king's army.",
      "cost": {
        "food": 100,
        "wood": 0,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_town"
          },
          {
            "civ": "pers"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "clenched_fist.png",
      "researchTime": 40,
      "tooltip": "All infantry -10% train time, but also -5 health. Unlocks Infantry Conscription.",
      "modifications": [
        {
          "value": "Cost/BuildTime",
          "multiply": 0.9
        },
        {
          "value": "Health/Max",
          "add": -5
        }
      ],
      "affects": [
        "Infantry"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "romans/decay_logistics": {
      "genericName": "Roman Logistics",
      "description": "The Romans were masters of the logistics of warfare.",
      "cost": {
        "food": 0,
        "wood": 100,
        "stone": 100,
        "metal": 0
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "civ": "rome"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "handcart_empty.png",
      "researchTime": 40,
      "tooltip": "Entrenched Camps and Siege Walls decay 50% slower.",
      "modifications": [
        {
          "value": "TerritoryDecay/HealthDecayRate",
          "multiply": 0.5
        }
      ],
      "affects": [
        "ArmyCamp",
        "SiegeWall"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "romans/vision_sibylline": {
      "genericName": "Sibylline Books",
      "specificName": "Libri Sibyllini",
      "description": "The Sibylline Books or 'Libri Sibyllini' were a collection of oracular utterances, set out in Greek hexameters, purchased from a sibyl by the last king of Rome, Tarquinius Superbus, and consulted at momentous crises through the history of the Republic and the Empire.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 250
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "civ": "rome"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "sibylline_books.png",
      "researchTime": 40,
      "tooltip": "+25% Vision range for all units.",
      "modifications": [
        {
          "value": "Vision/Range",
          "multiply": 1.25
        }
      ],
      "affects": [
        "Unit"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "successors/pair_unlock_champions": {
      "genericName": "Traditional Army vs. Reform Army",
      "top": "successors/unlock_traditional_army",
      "bottom": "successors/unlock_reform_army"
    },
    "successors/special_hellenistic_metropolis": {
      "genericName": "Hellenistic Metropolis",
      "description": "Beginning with Alexander, the Hellenistic monarchs founded many cities throughout their empires, where Greek culture and art blended with local customs to create the motley Hellenistic civilization.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 500,
        "metal": 500
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "any": [
              {
                "civ": "sele"
              }
            ]
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "statue_face_stone.png",
      "researchTime": 60,
      "tooltip": "Civic centers +100% health and double default arrows.",
      "modifications": [
        {
          "value": "BuildingAI/DefaultArrowCount",
          "multiply": 2
        },
        {
          "value": "Health/Max",
          "multiply": 2
        }
      ],
      "affects": [
        "CivCentre"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "successors/special_parade_of_daphne": {
      "genericName": "Parade of Daphne",
      "description": "Significantly increase training speed of champions and siege weapons at the fortress by training them in large batches or battalions.",
      "cost": {
        "food": 500,
        "wood": 0,
        "stone": 0,
        "metal": 500
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "civ": "sele"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "parade_of_daphne.png",
      "researchTime": 60,
      "tooltip": "Faster batch training speed for the Fortress.",
      "modifications": [
        {
          "value": "ProductionQueue/BatchTimeModifier",
          "add": -0.2
        }
      ],
      "affects": [
        "Fortress"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "successors/special_war_horses": {
      "genericName": "Nisean War Horses",
      "specificName": {
        "sele": "Nisioi"
      },
      "description": "The now-extinct Nisian breed of horse was one of the largest and robust horses of ancient times. They were highly sought after by the Seleucids and Persians as both rider and mount gained heavier armor as time progressed.",
      "cost": {
        "food": 200,
        "wood": 0,
        "stone": 0,
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      "genericName": "Plywood Shield Construction",
      "specificName": {
        "hele": "Aspidiskè",
        "mace": "Aspidiskè",
        "spart": "Aspidiskè",
        "athen": "Aspidiskè",
        "ptol": "Aspidiskè",
        "sele": "Aspidiskè"
      },
      "description": "Plywood construction for large shields.",
      "cost": {
        "food": 0,
        "wood": 50,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "any": [
          {
            "tech": "phase_town"
          },
          {
            "civ": "celt"
          },
          {
            "civ": "brit"
          },
          {
            "civ": "gaul"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "shields_generic_wood.png",
      "researchTime": 40,
      "tooltip": "Infantry Spearmen +2 Pierce Armor Levels.",
      "modifications": [
        {
          "value": "Armour/Pierce",
          "add": 2
        }
      ],
      "affects": [
        "Infantry Spear"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "armor_infantryspearmen_pierce_02": {
      "pair": "pair_inf_armor_02",
      "genericName": "Reinforced Shield",
      "specificName": {
        "hele": "Aspides",
        "mace": "Aspides",
        "spart": "Aspides",
        "athen": "Aspides",
        "ptol": "Aspides",
        "sele": "Aspides"
      },
      "description": "The best shields have reinforcements either on the corners (Roman scutum) or around the rim (Greek aspis).",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 100
      },
      "requirements": {
        "tech": "phase_town"
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "shields_generic_bronze.png",
      "researchTime": 40,
      "tooltip": "Infantry Spearmen +1 Pierce Armor Levels.",
      "modifications": [
        {
          "value": "Armour/Pierce",
          "add": 1
        }
      ],
      "affects": [
        "Infantry Spear"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "armor_infantryspearmen_pierce_03": {
      "pair": "pair_inf_armor_03",
      "genericName": "Bronze Shield Facing",
      "specificName": {
        "hele": "Chalkaspides",
        "mace": "Chrysaspides",
        "spart": "Chalkaspides",
        "athen": "Chalkaspides",
        "ptol": "Chalkaspides",
        "sele": "Chalkaspides"
      },
      "description": "A bronze skin hammered over the face of the shield.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 200
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "shields_generic_gold.png",
      "researchTime": 40,
      "tooltip": "Infantry Spearmen +1 Pierce Armor Level.",
      "modifications": [
        {
          "value": "Armour/Pierce",
          "add": 1
        }
      ],
      "affects": [
        "Infantry Spear"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "armor_infantryspearmen_pierce_04": {
      "pair": "pair_inf_armor_04",
      "genericName": "Silver Shields",
      "specificName": {
        "hele": "Argyraspides",
        "mace": "Argyraspides",
        "spart": "Argyraspides",
        "athen": "Argyraspides",
        "ptol": "Argyraspides",
        "sele": "Argyraspides"
      },
      "description": "Only the most celebrated soldiers had shields faced with silver, as did the famous 'Silver Shields' regiment in Alexander the Great's army.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 500
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "shields_generic_silver.png",
      "researchTime": 40,
      "tooltip": "Champions +2 Pierce Armor Levels, but also +10 Metal Cost.",
      "modifications": [
        {
          "value": "Armour/Pierce",
          "add": 2
        },
        {
          "value": "Cost/Resources/metal",
          "add": 10
        }
      ],
      "affects": [
        "Champion"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "armor_ship_hullsheathing": {
      "genericName": "Lead hull sheathing",
      "description": "Lead sheathing protects ship hulls.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 350
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "supersedes": "armor_ship_hypozomata",
      "icon": "armor_ship_gold.png",
      "researchTime": 40,
      "tooltip": "Lead sheathing protects ship hulls. +2 levels to all ship armor types.",
      "modifications": [
        {
          "value": "Armour/Hack",
          "add": 2
        },
        {
          "value": "Armour/Pierce",
          "add": 2
        },
        {
          "value": "Armour/Crush",
          "add": 2
        }
      ],
      "affects": [
        "Ship"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "armor_ship_hypozomata": {
      "genericName": "Hypozomata undergirding",
      "description": "The hypozomata braces the structure of a ship.",
      "cost": {
        "food": 0,
        "wood": 150,
        "stone": 0,
        "metal": 150
      },
      "requirements": {
        "tech": "phase_town"
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "supersedes": "armor_ship_reinforcedhull",
      "icon": "armor_ship_silver.png",
      "researchTime": 40,
      "tooltip": "The hypozomata braces the ship's structure. +2 levels to all ship armor types.",
      "modifications": [
        {
          "value": "Armour/Hack",
          "add": 2
        },
        {
          "value": "Armour/Pierce",
          "add": 2
        },
        {
          "value": "Armour/Crush",
          "add": 2
        }
      ],
      "affects": [
        "Ship"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "armor_ship_reinforcedhull": {
      "genericName": "Reinforced hull",
      "description": "Wooden reinforcement beams for ship hulls.",
      "cost": {
        "food": 0,
        "wood": 250,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_village"
      },
      "requirementsTooltip": "Unlocked in Village Phase.",
      "icon": "armor_ship_bronze.png",
      "researchTime": 40,
      "tooltip": "Wooden reinforcement beams for hulls. +2 levels to all ship armor types.",
      "modifications": [
        {
          "value": "Armour/Hack",
          "add": 2
        },
        {
          "value": "Armour/Pierce",
          "add": 2
        },
        {
          "value": "Armour/Crush",
          "add": 2
        }
      ],
      "affects": [
        "Ship"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "armor_trade_convoys": {
      "genericName": "Trade convoys",
      "description": "Increases defensive capability of traders.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 200
      },
      "requirements": {
        "tech": "phase_town"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "wheel.png",
      "researchTime": 40,
      "tooltip": "Traders +2 Hack and Pierce armor levels.",
      "modifications": [
        {
          "value": "Armour/Hack",
          "add": 2
        },
        {
          "value": "Armour/Pierce",
          "add": 2
        }
      ],
      "affects": [
        "Trader"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "attack_cav_lance": {
      "pair": "pair_cav_01",
      "genericName": "Cavalry Lance",
      "specificName": {
        "hele": "Xyston",
        "mace": "Xyston",
        "spart": "Xyston",
        "athen": "Xyston",
        "sele": "Xyston",
        "ptol": "Xyston",
        "theb": "Xyston",
        "rome": "Hasta"
      },
      "description": "A long spear made specifically for cavalry.",
      "cost": {
        "food": 0,
        "wood": 50,
        "stone": 0,
        "metal": 150
      },
      "requirements": {
        "any": [
          {
            "tech": "phase_town"
          },
          {
            "civ": "celt"
          },
          {
            "civ": "brit"
          },
          {
            "civ": "gaul"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "spear_cavalry.png",
      "researchTime": 40,
      "tooltip": "Equip your melee cavalry with better weapons. Melee Cavalry +2 Hack Attack.",
      "modifications": [
        {
          "value": "Attack/Melee/Hack",
          "add": 2
        }
      ],
      "affects": [
        "Cavalry Melee"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "attack_champions_elite": {
      "pair": "pair_champ_02",
      "genericName": "Heroism",
      "specificName": {
        "hele": "Andreia",
        "mace": "Andreia",
        "spart": "Andreia",
        "athen": "Andreia",
        "ptol": "Andreia",
        "sele": "Andreia",
        "rome": "Fortitudo"
      },
      "description": "Guard units have uncommon bravery and valor in battle.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 300
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "helmet_hero_side.png",
      "researchTime": 40,
      "tooltip": "Guard units have uncommon courage and valor in battle. Champions +2 attack.",
      "modifications": [
        {
          "value": "Attack/Melee/Hack",
          "add": 2,
          "affects": "Champion Melee"
        },
        {
          "value": "Attack/Ranged/Pierce",
          "add": 2,
          "affects": "Champion Ranged"
        }
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "attack_citizensoldiers_will": {
      "pair": "pair_champ_02",
      "genericName": "Will to fight",
      "specificName": {
        "hele": "Dynamis",
        "mace": "Dynamis",
        "spart": "Dynamis",
        "athen": "Dynamis",
        "ptol": "Dynamis",
        "sele": "Dynamis"
      },
      "description": "The will to fight is crucial to victory.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 300
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "clenched_fist.png",
      "researchTime": 40,
      "tooltip": "Inspire your troops with higher pay. All citizen-Soldiers +2 attack.",
      "modifications": [
        {
          "value": "Attack/Melee/Hack",
          "add": 2,
          "affects": "CitizenSoldier Melee"
        },
        {
          "value": "Attack/Ranged/Pierce",
          "add": 2,
          "affects": "CitizenSoldier Ranged"
        }
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "attack_steel_working": {
      "genericName": "Steel Working",
      "specificName": {
        "maur": "Wootz Steel",
        "iber": "Toledo Steel"
      },
      "description": "Secret steel working techniques give sword blades distinctive and beautiful markings. Not only that, but the steel's hardness is unparalleled.",
      "cost": {
        "food": 0,
        "wood": 200,
        "stone": 0,
        "metal": 200
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "metalworker.png",
      "researchTime": 60,
      "tooltip": "+2 attack for all sword units.",
      "modifications": [
        {
          "value": "Attack/Melee/Hack",
          "add": 2
        }
      ],
      "affects": [
        "Sword"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "attack_tower_crenellations": {
      "pair": "pair_tower_01",
      "genericName": "Crenellations",
      "description": "Crenellations on the battlements allow soldiers wider range of fire in defending a keep.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 100,
        "metal": 100
      },
      "requirements": {
        "tech": "phase_town"
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "crenelations.png",
      "researchTime": 40,
      "tooltip": "Install crenellations and murder holes to have 40% more arrows fired per garrisoned soldier.",
      "modifications": [
        {
          "value": "BuildingAI/GarrisonArrowMultiplier",
          "multiply": 1.4
        }
      ],
      "affects": [
        "Defensive Tower"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "attack_tower_watch": {
      "pair": "pair_tower_01",
      "genericName": "Sentries",
      "specificName": {
        "hele": "Nyktophylakes",
        "mace": "Nyktophylakes",
        "spart": "Nyktophylakes",
        "athen": "Nyktophylakes",
        "ptol": "Nyktophylakes",
        "sele": "Nyktophylakes",
        "rome": "Vigiles"
      },
      "description": "A night's watch increases vigilance.",
      "cost": {
        "food": 100,
        "wood": 100,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_town"
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "helmet_corinthian_bronze.png",
      "researchTime": 40,
      "tooltip": "Post sentries to double the number of default arrows in ungarrisoned Towers.",
      "modifications": [
        {
          "value": "BuildingAI/DefaultArrowCount",
          "add": 1
        }
      ],
      "affects": [
        "Defensive Tower"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "buildtime_walls_rubble": {
      "pair": "pair_walls_01",
      "genericName": "Rubble Materials",
      "description": "Using rubble materials reduces the costs and build times of walls.",
      "cost": {
        "food": 0,
        "wood": 200,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_town"
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "stone_blocks_brown.png",
      "researchTime": 40,
      "tooltip": "City walls -20% build time, but -1 crush armor level.",
      "modifications": [
        {
          "value": "Cost/BuildTime",
          "multiply": 0.8
        },
        {
          "value": "Armour/Crush",
          "add": -1
        }
      ],
      "affects": [
        "StoneWall"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "decay_outpost": {
      "genericName": "Stone Foundations",
      "description": "Outposts survive twice as long in neutral territory.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 100,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_village"
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "blocks_three.png",
      "researchTime": 40,
      "tooltip": "Territory decay -50% for Outposts.",
      "modifications": [
        {
          "value": "TerritoryDecay/HealthDecayRate",
          "multiply": 0.5
        }
      ],
      "affects": [
        "Outpost"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "gather_animals_stockbreeding": {
      "genericName": "Stockbreeding",
      "description": "Breeding livestock for food.",
      "cost": {
        "food": 50,
        "wood": 0,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_village"
      },
      "icon": "meat.png",
      "researchTime": 40,
      "tooltip": "Breed time -25% for domestic animals (sheep, goats, cattle, etc.).",
      "modifications": [
        {
          "value": "Cost/BuildTime",
          "multiply": 0.75
        }
      ],
      "affects": [
        "Domestic"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "gather_capacity_wheelbarrow": {
      "pair": "pair_gather_wood_01",
      "genericName": "Wheelbarrow",
      "description": "Increases shuttling capacity for all resources.",
      "cost": {
        "food": 100,
        "wood": 100,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_village"
      },
      "requirementsTooltip": "Unlocked in Village Phase.",
      "icon": "wheelbarrow_empty.png",
      "researchTime": 40,
      "tooltip": "Workers use wheelbarrows. +5 shuttle capacity for all resources.",
      "modifications": [
        {
          "value": "ResourceGatherer/Capacities/food",
          "add": 5
        },
        {
          "value": "ResourceGatherer/Capacities/wood",
          "add": 5
        },
        {
          "value": "ResourceGatherer/Capacities/stone",
          "add": 5
        },
        {
          "value": "ResourceGatherer/Capacities/metal",
          "add": 5
        }
      ],
      "affects": [
        "Worker"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "gather_farming_plows": {
      "genericName": "Iron Plow",
      "description": "A horse drawn instrument to turn the sod.",
      "cost": {
        "food": 0,
        "wood": 100,
        "stone": 0,
        "metal": 100
      },
      "requirements": {
        "tech": "phase_town"
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "plow.png",
      "researchTime": 40,
      "tooltip": "Equip your workers with iron plows. +25% farming rate.",
      "modifications": [
        {
          "value": "ResourceGatherer/Rates/food.grain",
          "multiply": 1.25
        }
      ],
      "affects": [
        "Worker"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "gather_lumbering_ironaxes": {
      "pair": "pair_gather_wood_01",
      "genericName": "Iron Ax Heads",
      "description": "Increases wood gathering rates for trees.",
      "cost": {
        "food": 0,
        "wood": 50,
        "stone": 0,
        "metal": 50
      },
      "requirements": {
        "tech": "phase_village"
      },
      "requirementsTooltip": "Unlocked in Village Phase.",
      "icon": "wood_axe.png",
      "researchTime": 40,
      "tooltip": "Workers +25% lumbering rate for trees.",
      "modifications": [
        {
          "value": "ResourceGatherer/Rates/wood.tree",
          "multiply": 1.25
        }
      ],
      "affects": [
        "Worker"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "gather_mining_serfs": {
      "pair": "pair_gather_02",
      "genericName": "Serfs",
      "specificName": {
        "hele": "Heilotes",
        "mace": "Heilotes",
        "spart": "Heilotes",
        "athen": "Heilotes"
      },
      "description": "Increases stone gathering rates.",
      "cost": {
        "food": 100,
        "wood": 100,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_town"
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "mining_stone.png",
      "researchTime": 40,
      "tooltip": "Compel serfs to help your workers mine stone. +25% stone gathering rate.",
      "modifications": [
        {
          "value": "ResourceGatherer/Rates/stone.rock",
          "multiply": 1.25
        }
      ],
      "affects": [
        "Worker"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "gather_mining_servants": {
      "pair": "pair_gather_01",
      "genericName": "Servants",
      "specificName": {
        "hele": "Douloi",
        "mace": "Douloi",
        "spart": "Douloi",
        "athen": "Douloi"
      },
      "description": "Increases stone gathering rates.",
      "cost": {
        "food": 50,
        "wood": 0,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_village"
      },
      "requirementsTooltip": "Hire servants to help mine stone. No requirements.",
      "icon": "mining_stone.png",
      "researchTime": 40,
      "tooltip": "+25% stone gathering rate.",
      "modifications": [
        {
          "value": "ResourceGatherer/Rates/stone.rock",
          "multiply": 1.25
        }
      ],
      "affects": [
        "Worker"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "gather_mining_shaftmining": {
      "pair": "pair_gather_02",
      "genericName": "Shaft Mining",
      "description": "Increases metal gathering rates.",
      "cost": {
        "food": 100,
        "wood": 100,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_town"
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "mining_metal.png",
      "researchTime": 40,
      "tooltip": "Develop shaft mining. +25% metal gathering rate.",
      "modifications": [
        {
          "value": "ResourceGatherer/Rates/metal.ore",
          "multiply": 1.25
        }
      ],
      "affects": [
        "Worker"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "gather_mining_silvermining": {
      "pair": "pair_gather_03",
      "genericName": "Silver Mining",
      "specificName": {
        "athen": "Mines of Laureion",
        "mace": "Mines of Krenides"
      },
      "description": "Increases metal gathering rates.",
      "cost": {
        "food": 100,
        "wood": 100,
        "stone": 100,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "mining_metal.png",
      "researchTime": 40,
      "tooltip": "Strike a vein of precious silver. +25% metal gathering rate.",
      "modifications": [
        {
          "value": "ResourceGatherer/Rates/metal.ore",
          "multiply": 1.25
        }
      ],
      "affects": [
        "Worker"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "gather_mining_slaves": {
      "pair": "pair_gather_03",
      "genericName": "Slaves",
      "specificName": {
        "hele": "Andrapodon",
        "mace": "Andrapodon",
        "spart": "Andrapodon",
        "athen": "Andrapodon"
      },
      "description": "Increases stone gathering rates.",
      "cost": {
        "food": 100,
        "wood": 100,
        "stone": 0,
        "metal": 100
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "mining_stone.png",
      "researchTime": 40,
      "tooltip": "Buy slaves to help your workers mine for stone. +25% stone gathering rate.",
      "modifications": [
        {
          "value": "ResourceGatherer/Rates/stone.rock",
          "multiply": 1.25
        }
      ],
      "affects": [
        "Worker"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "gather_mining_wedgemallet": {
      "pair": "pair_gather_01",
      "genericName": "Wedge and Mallet",
      "description": "Increases metal gathering rates.",
      "cost": {
        "food": 0,
        "wood": 50,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_village"
      },
      "requirementsTooltip": "Equip your workers with helpful tools. No requirements.",
      "icon": "mining_metal.png",
      "researchTime": 40,
      "tooltip": "+25% metal gathering rate.",
      "modifications": [
        {
          "value": "ResourceGatherer/Rates/metal.ore",
          "multiply": 1.25
        }
      ],
      "affects": [
        "Worker"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "gather_wicker_baskets": {
      "genericName": "Wicker Baskets",
      "description": "Baskets to carry foraged food stuffs.",
      "cost": {
        "food": 0,
        "wood": 100,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_village"
      },
      "icon": "gather_basket.png",
      "researchTime": 40,
      "tooltip": "Equip your foragers with wicker baskets. +50% fruit foraging rate.",
      "modifications": [
        {
          "value": "ResourceGatherer/Rates/food.fruit",
          "multiply": 1.5
        }
      ],
      "affects": [
        "Worker"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "heal_range": {
      "pair": "pair_heal_01",
      "genericName": "Healing Range",
      "specificName": {
        "hele": "Olympic Pantheon",
        "mace": "Olympic Pantheon",
        "spart": "Olympic Pantheon",
        "athen": "Olympic Pantheon"
      },
      "description": "Increases the healing range of all healers.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 100
      },
      "requirements": {
        "tech": "phase_town"
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "healing_range.png",
      "researchTime": 40,
      "tooltip": "Healers +4 Healing Range.",
      "modifications": [
        {
          "value": "Heal/Range",
          "add": 4
        }
      ],
      "affects": [
        "Healer"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "heal_range_2": {
      "pair": "pair_heal_02",
      "genericName": "Healing Range 2",
      "specificName": {
        "hele": "Akademia",
        "mace": "Akademia",
        "spart": "Akademia",
        "athen": "Akademia"
      },
      "description": "Increases the healing range of all healers.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 200
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "healing_range.png",
      "researchTime": 40,
      "tooltip": "Healers +4 Healing Range.",
      "modifications": [
        {
          "value": "Heal/Range",
          "add": 4
        }
      ],
      "affects": [
        "Healer"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "heal_rate": {
      "pair": "pair_heal_01",
      "genericName": "Healing Rate",
      "specificName": {
        "hele": "Sphagia",
        "mace": "Sphagia",
        "spart": "Sphagia",
        "athen": "Sphagia"
      },
      "description": "Increases the Healing Rate of all healers.",
      "cost": {
        "food": 100,
        "wood": 0,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_town"
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "healing_rate.png",
      "researchTime": 40,
      "tooltip": "Healers +25% healing rate.",
      "modifications": [
        {
          "value": "Heal/Rate",
          "add": -500
        }
      ],
      "affects": [
        "Healer"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "heal_rate_2": {
      "pair": "pair_heal_02",
      "genericName": "Healing Rate 2",
      "specificName": {
        "hele": "Hippocratic Oath",
        "mace": "Hippocratic Oath",
        "spart": "Hippocratic Oath",
        "athen": "Hippocratic Oath"
      },
      "description": "Increases the Healing Rate of all healers.",
      "cost": {
        "food": 200,
        "wood": 0,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "healing_rate.png",
      "researchTime": 40,
      "tooltip": "Healers +25% healing rate.",
      "modifications": [
        {
          "value": "Heal/Rate",
          "add": -500
        }
      ],
      "affects": [
        "Healer"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "heal_temple": {
      "pair": "pair_heal_03",
      "genericName": "Divine Offerings",
      "specificName": {
        "hele": "Olympic Games",
        "mace": "Olympic Games",
        "spart": "Olympic Games",
        "athen": "Eleusian Mysteries"
      },
      "description": "Units garrisoned in a temple are healed faster.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 200
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "cauldron.png",
      "researchTime": 40,
      "tooltip": "Temples +50% garrisoned healing rate.",
      "modifications": [
        {
          "value": "GarrisonHolder/BuffHeal",
          "multiply": 1.5
        }
      ],
      "affects": [
        "Temple"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "health_females_01": {
      "pair": "pair_house_01",
      "genericName": "The Loom",
      "description": "The Loom allowed the creation of finer clothing to clothe citizens in the settlement. Women of the household were taught from a young age how to weave on the loom, and subsequently spent a large  share of their lives working with it.",
      "cost": {
        "food": 0,
        "wood": 100,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_village"
      },
      "requirementsTooltip": "Unlocked in Village Phase.",
      "icon": "wives_festival.png",
      "researchTime": 40,
      "tooltip": "Female Citizens +50% Health.",
      "modifications": [
        {
          "value": "Health/Max",
          "multiply": 1.5
        }
      ],
      "affects": [
        "Female Citizen"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "health_regen_units": {
      "pair": "pair_heal_03",
      "genericName": "Battlefield Medicine",
      "description": "Unlock health regeneration for your units.",
      "cost": {
        "food": 100,
        "wood": 0,
        "stone": 0,
        "metal": 100
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "bandage.png",
      "researchTime": 40,
      "tooltip": "Organic units will slowly regenerate health over time when idle.",
      "modifications": [
        {
          "value": "Health/RegenRate",
          "add": 0.5
        }
      ],
      "affects": [
        "Unit Organic"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "health_walls_geometric_masonry": {
      "pair": "pair_walls_01",
      "genericName": "Geometric Masonry",
      "description": "Using geometric masonry increases the sturdiness of defensive walls.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 200,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_town"
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "stone_blocks.png",
      "researchTime": 40,
      "tooltip": "City walls +2 crush armor levels, but +10% build time.",
      "modifications": [
        {
          "value": "Cost/BuildTime",
          "multiply": 1.1
        },
        {
          "value": "Armour/Crush",
          "add": 2
        }
      ],
      "affects": [
        "StoneWall"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "melee_inf_sidearms": {
      "pair": "pair_inf_01",
      "genericName": "Side Arms",
      "specificName": {
        "hele": "Xíphos",
        "mace": "Xíphos",
        "spart": "Xíphos",
        "athen": "Xíphos",
        "theb": "Xíphos",
        "ptol": "Xíphos",
        "sele": "Xíphos",
        "rome": "Pugio"
      },
      "description": "Often, an infantryman would carry a secondary weapon in addition to his primary weapon of choice, to be drawn when the primary weapon has failed or been broken.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 50
      },
      "requirements": {
        "any": [
          {
            "tech": "phase_town"
          },
          {
            "civ": "celt"
          },
          {
            "civ": "brit"
          },
          {
            "civ": "gaul"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "sword.png",
      "researchTime": 40,
      "tooltip": "Melee infantry +1 hack attack.",
      "modifications": [
        {
          "value": "Attack/Melee/Hack",
          "add": 1
        }
      ],
      "affects": [
        "Infantry Melee"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "melee_inf_spearheads": {
      "pair": "pair_inf_02",
      "genericName": "Iron Spearheads",
      "specificName": {
        "hele": "Siderénies Aichmés",
        "mace": "Siderénies Aichmés",
        "spart": "Siderénies Aichmés",
        "athen": "Siderénies Aichmés",
        "theb": "Siderénies Aichmés",
        "ptol": "Siderénies Aichmés",
        "sele": "Siderénies Aichmés"
      },
      "description": "Using iron instead of bronze gave spears additional piercing power.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 200
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "spear.png",
      "researchTime": 40,
      "tooltip": "All Spear units +2 hack attack.",
      "modifications": [
        {
          "value": "Attack/Melee/Hack",
          "add": 2
        }
      ],
      "affects": [
        "Spear"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "pair_cav_01": {
      "genericName": "Lance vs. Chamfron",
      "top": "attack_cav_lance",
      "bottom": "armor_cav_chamfron"
    },
    "pair_champ_02": {
      "genericName": "Champions vs. Part-timers",
      "top": "attack_champions_elite",
      "bottom": "attack_citizensoldiers_will"
    },
    "pair_gather_01": {
      "genericName": "Servants vs. Wedge and Mallet",
      "top": "gather_mining_servants",
      "bottom": "gather_mining_wedgemallet"
    },
    "pair_gather_02": {
      "genericName": "Serfs vs. Shaft Mining",
      "top": "gather_mining_serfs",
      "bottom": "gather_mining_shaftmining",
      "supersedes": "pair_gather_01"
    },
    "pair_gather_03": {
      "genericName": "Slaves vs. Silver Mining",
      "top": "gather_mining_slaves",
      "bottom": "gather_mining_silvermining",
      "supersedes": "pair_gather_02"
    },
    "pair_gather_wood_01": {
      "genericName": "Iron Axes vs. Wheelbarrow",
      "top": "gather_lumbering_ironaxes",
      "bottom": "gather_capacity_wheelbarrow"
    },
    "pair_heal_01": {
      "genericName": "Heal Range and Rate",
      "top": "heal_range",
      "bottom": "heal_rate"
    },
    "pair_heal_02": {
      "genericName": "Heal Range and Rate #2",
      "top": "heal_range_2",
      "bottom": "heal_rate_2",
      "supersedes": "pair_heal_01"
    },
    "pair_heal_03": {
      "genericName": "Garrison Healing vs. Self-Healing",
      "top": "heal_temple",
      "bottom": "health_regen_units"
    },
    "pair_house_01": {
      "genericName": "Females vs. Population",
      "top": "health_females_01",
      "bottom": "pop_house_01"
    },
    "pair_house_02": {
      "genericName": "Females vs. Population",
      "top": "unlock_females_house",
      "bottom": "pop_house_02"
    },
    "pair_inf_01": {
      "genericName": "Side Arms vs. Irregulars",
      "top": "melee_inf_sidearms",
      "bottom": "ranged_inf_irregulars"
    },
    "pair_inf_02": {
      "genericName": "Spear Fighting vs. Skirmishing",
      "top": "melee_inf_spearheads",
      "bottom": "ranged_inf_skirmishers",
      "supersedes": "pair_inf_01"
    },
    "pair_inf_armor_01": {
      "genericName": "Infantry Hack Armor vs. Spearmen Pierce Armor",
      "top": "armor_infantry_hack_01",
      "bottom": "armor_infantryspearmen_pierce_01"
    },
    "pair_inf_armor_02": {
      "genericName": "Infantry Hack Armor vs. Spearmen Pierce Armor",
      "top": "armor_infantry_hack_02",
      "bottom": "armor_infantryspearmen_pierce_02",
      "supersedes": "pair_inf_armor_01"
    },
    "pair_inf_armor_03": {
      "genericName": "Infantry Hack Armor vs. Spearmen Pierce Armor",
      "top": "armor_infantry_hack_03",
      "bottom": "armor_infantryspearmen_pierce_03",
      "supersedes": "pair_inf_armor_02"
    },
    "pair_inf_armor_04": {
      "genericName": "Infantry Hack Armor vs. Spearmen Pierce Armor",
      "top": "armor_infantry_hack_04",
      "bottom": "armor_infantryspearmen_pierce_04",
      "supersedes": "pair_inf_armor_03"
    },
    "pair_levy_01": {
      "genericName": "Levy Infantry vs. Levy Cavalry",
      "top": "training_levy_infantry",
      "bottom": "training_levy_cavalry"
    },
    "pair_siege_attack_cost": {
      "genericName": "Attack vs. Cost",
      "top": "siege_attack",
      "bottom": "siege_cost_metal"
    },
    "pair_siege_attack_pack": {
      "genericName": "Attack vs. Packing",
      "top": "siege_attack",
      "bottom": "siege_packing"
    },
    "pair_siege_cost_armor": {
      "genericName": "Cost vs. Armor",
      "top": "siege_cost_wood",
      "bottom": "siege_armor"
    },
    "pair_tower_01": {
      "genericName": "Night's Watch vs. Crenellations",
      "top": "attack_tower_watch",
      "bottom": "attack_tower_crenellations"
    },
    "pair_walls_01": {
      "genericName": "Walls build time vs. Health",
      "top": "buildtime_walls_rubble",
      "bottom": "health_walls_geometric_masonry"
    },
    "phase_city": {
      "genericName": "City Phase",
      "requirements": {
        "any": [
          {
            "tech": "phase_city_generic"
          },
          {
            "tech": "phase_city_britons"
          },
          {
            "tech": "city_phase_gauls"
          },
          {
            "tech": "phase_city_pair_celts"
          },
          {
            "tech": "phase_city_athen"
          }
        ]
      },
      "autoResearch": true,
      "modifications": [
        {
          "value": "TerritoryInfluence/Radius",
          "multiply": 1.5
        }
      ],
      "affects": [
        "CivCentre"
      ],
      "soundComplete": "interface/alarm/alarm_phase.xml"
    },
    "phase_city_athen": {
      "genericName": "City Phase",
      "specificName": {
        "athen": "Megalopolis"
      },
      "description": "Advances from a bustling town to a veritable metropolis, full of the wonders of modern technology. This is the Athenian city phase, where metal gathering rates are boosted because of the 'Silver Owls' bonus.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 1000,
        "metal": 1000
      },
      "requirements": {
        "class": "Town",
        "number": 4
      },
      "requirementsTooltip": "Requires 4 new Town Phase structures (except Walls and Civic Centers).",
      "supersedes": "phase_town_athen",
      "icon": "city_phase.png",
      "researchTime": 80,
      "tooltip": "Advance to City Phase, which unlocks more structures and units. Territory radius for Civic Centers increased by another +50%. Silver Owls civ bonus grants an extra +10% metal gather rate to all workers.",
      "modifications": [
        {
          "value": "ResourceGatherer/Rates/metal.ore",
          "multiply": 1.1
        }
      ],
      "affects": [
        "Worker"
      ],
      "soundComplete": "interface/alarm/alarm_phase.xml"
    },
    "phase_city_britons": {
      "pair": "phase_city_pair_celts",
      "genericName": "City Phase - Britons",
      "description": "Advance from a bustling town to large city.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 1000,
        "metal": 1000
      },
      "requirements": {
        "class": "Town",
        "number": 4
      },
      "requirementsTooltip": "Requires 4 new Town Phase structures (except Walls and Civic Centers).",
      "icon": "city_phase.png",
      "researchTime": 80,
      "tooltip": "Advance to City Phase, which unlocks Brythonic structures and units. Territory radius for Civic Centers increased by another +50%",
      "soundComplete": "interface/alarm/alarm_phase.xml"
    },
    "phase_city_gauls": {
      "pair": "phase_city_pair_celts",
      "genericName": "City Phase - Gauls",
      "description": "Advance from a bustling town to large city.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 1000,
        "metal": 1000
      },
      "requirements": {
        "class": "Town",
        "number": 4
      },
      "requirementsTooltip": "Requires 4 new Town Phase structures (except Walls and Civic Centers).",
      "icon": "city_phase.png",
      "researchTime": 80,
      "tooltip": "Advance to City Phase, which unlocks Gallic structures and units. Territory radius for Civilization Centers increased by another +50%",
      "soundComplete": "interface/alarm/alarm_phase.xml"
    },
    "phase_city_generic": {
      "genericName": "City Phase",
      "specificName": {
        "hele": "Megalopolis",
        "mace": "Megalopolis",
        "spart": "Megalopolis",
        "athen": "Megalopolis"
      },
      "description": "Advances from a bustling town to a veritable metropolis, full of the wonders of modern technology.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 1000,
        "metal": 1000
      },
      "requirements": {
        "class": "Town",
        "number": 4
      },
      "requirementsTooltip": "Requires 4 new Town Phase structures (except Walls and Civic Centers).",
      "supersedes": "phase_town_generic",
      "icon": "city_phase.png",
      "researchTime": 80,
      "tooltip": "Advance to City Phase, which unlocks more structures and units. Territory radius for Civic Centers increased by another +50%",
      "soundComplete": "interface/alarm/alarm_phase.xml"
    },
    "phase_city_pair_celts": {
      "genericName": "Britons vs. Gauls",
      "top": "phase_city_britons",
      "bottom": "phase_city_gauls",
      "supersedes": "phase_town_generic"
    },
    "phase_town": {
      "genericName": "Town Phase",
      "requirements": {
        "any": [
          {
            "tech": "phase_town_generic"
          },
          {
            "tech": "phase_town_athen"
          }
        ]
      },
      "autoResearch": true,
      "modifications": [
        {
          "value": "TerritoryInfluence/Radius",
          "multiply": 1.3
        }
      ],
      "affects": [
        "CivCentre"
      ],
      "soundComplete": "interface/alarm/alarm_phase.xml"
    },
    "phase_town_athen": {
      "genericName": "Town Phase",
      "specificName": {
        "athen": "Komópolis"
      },
      "description": "Advances from a bustling town to a veritable metropolis, full of the wonders of modern technology. This is the Athenian city phase, where metal gathering rates are boosted because of the Silver Owls bonus.",
      "cost": {
        "food": 800,
        "wood": 800,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "class": "Village",
        "number": 5
      },
      "requirementsTooltip": "Requires 5 Village Phase structures (except Palisades and Farm Fields).",
      "supersedes": "phase_village",
      "icon": "town_phase.png",
      "researchTime": 80,
      "tooltip": "Advance to Town Phase, which unlocks more structures and units. Territory radius for Civic Centers increased by +30%. 'Silver Owls' civ bonus grants an extra +10% metal gather rate to all workers.",
      "modifications": [
        {
          "value": "ResourceGatherer/Rates/metal.ore",
          "multiply": 1.1
        }
      ],
      "affects": [
        "Worker"
      ],
      "soundComplete": "interface/alarm/alarm_phase.xml"
    },
    "phase_town_generic": {
      "genericName": "Town Phase",
      "specificName": {
        "athen": "Komópolis",
        "hele": "Komópolis",
        "mace": "Komópolis",
        "spart": "Komópolis",
        "theb": "Komópolis"
      },
      "description": "Advances from a small village to a bustling town, ready to expand rapidly.",
      "cost": {
        "food": 800,
        "wood": 800,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "class": "Village",
        "number": 5
      },
      "requirementsTooltip": "Requires 5 Village Phase structures (except Palisades and Farm Fields).",
      "supersedes": "phase_village",
      "icon": "town_phase.png",
      "researchTime": 80,
      "tooltip": "Advance to Town Phase, which unlocks more structures and units. Territory radius for Civic Centers increased by +30%",
      "soundComplete": "interface/alarm/alarm_phase.xml"
    },
    "phase_village": {
      "genericName": "Village Phase",
      "autoResearch": true
    },
    "pop_civic_01": {
      "pair": "pair_pop_01",
      "genericName": "Dining Hall",
      "specificName": {
        "athen": "Tholos"
      },
      "description": "The state or tribe would often construct a dining hall for public feasts or to receive foreign emissaries.",
      "cost": {
        "food": 0,
        "wood": 100,
        "stone": 100,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_town"
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "population.png",
      "researchTime": 40,
      "tooltip": "Civic Centers +5 population cap bonus.",
      "modifications": [
        {
          "value": "Cost/PopulationBonus",
          "add": 5
        }
      ],
      "affects": [
        "CivCentre"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "pop_civic_02": {
      "pair": "pair_pop_02",
      "genericName": "Public Assembly",
      "specificName": {
        "athen": "Ekklesia",
        "rome": "Comitium"
      },
      "description": "Public assembly places were often the center of civic life for ancient societies. Athens had the Ekklesia, the citizens' assembly which met on the Pnyx Hill near the agora in full view of the Acropolis. The Romans had an open-aired assembly place in the great Forum Romanum called the Comitium. Here citizens could air grievances and present petitions to the patrician politicians who ruled their city in the Senate.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 200,
        "metal": 200
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "population.png",
      "researchTime": 40,
      "tooltip": "Civic Centers +5 population cap bonus.",
      "modifications": [
        {
          "value": "Cost/PopulationBonus",
          "add": 5
        }
      ],
      "affects": [
        "CivCentre"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "pop_house_01": {
      "pair": "pair_house_01",
      "genericName": "Home Garden",
      "specificName": {
        "hele": "Peristyle",
        "mace": "Peristyle",
        "spart": "Peristyle",
        "athen": "Peristyle",
        "sele": "Peristyle",
        "ptol": "Peristyle",
        "rome": "Peristyle",
        "pers": "Paradise"
      },
      "description": "Home gardens ranged from simple fenced-in areas to large manicured and colonnaded enclosures.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 100,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_village"
      },
      "requirementsTooltip": "Unlocked in Village Phase.",
      "icon": "population.png",
      "researchTime": 40,
      "tooltip": "Houses +1 population cap bonus.",
      "modifications": [
        {
          "value": "Cost/PopulationBonus",
          "add": 1
        }
      ],
      "affects": [
        "House"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "pop_house_02": {
      "pair": "pair_house_02",
      "genericName": "Manors",
      "specificName": {
        "rome": "Insulae"
      },
      "description": "Homes tended to expand as the wealth and population of a settlement grew.",
      "cost": {
        "food": 0,
        "wood": 300,
        "stone": 300,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_town"
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "population.png",
      "researchTime": 40,
      "tooltip": "Houses +2 population cap bonus.",
      "modifications": [
        {
          "value": "Cost/PopulationBonus",
          "add": 2
        }
      ],
      "affects": [
        "House"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "ranged_inf_irregulars": {
      "pair": "pair_inf_01",
      "genericName": "Ranged Infantry Irregulars",
      "specificName": {
        "hele": "Átaktoi",
        "mace": "Átaktoi",
        "spart": "Átaktoi",
        "athen": "Átaktoi",
        "theb": "Átaktoi",
        "sele": "Átaktoi",
        "ptol": "Átaktoi"
      },
      "description": "Training increases damage of ranged infantry units.",
      "cost": {
        "food": 0,
        "wood": 50,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "any": [
          {
            "tech": "phase_town"
          },
          {
            "civ": "celt"
          },
          {
            "civ": "brit"
          },
          {
            "civ": "gaul"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "arrow.png",
      "researchTime": 40,
      "tooltip": "Ranged infantry +2 pierce attack.",
      "modifications": [
        {
          "value": "Attack/Ranged/Pierce",
          "add": 2
        }
      ],
      "affects": [
        "Infantry Ranged"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "ranged_inf_skirmishers": {
      "pair": "pair_inf_02",
      "genericName": "Javelin Thong",
      "specificName": {
        "hele": "Ankyle",
        "mace": "Ankyle",
        "spart": "Ankyle",
        "athen": "Ankyle",
        "theb": "Ankyle",
        "ptol": "Ankyle",
        "sele": "Ankyle",
        "rome": "Amentum"
      },
      "description": "The javelin thong (the Greeks also called them loops, or bronkhos) increased the fulcrum action of the throwing arm mid-throw, increasing speed and range of the javelin.",
      "cost": {
        "food": 0,
        "wood": 200,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "javelin_thong.png",
      "researchTime": 30,
      "tooltip": "All Javelin units +2 pierce attack and +4 range.",
      "modifications": [
        {
          "value": "Attack/Ranged/Pierce",
          "add": 2
        },
        {
          "value": "Attack/Ranged/MaxRange",
          "add": 4
        }
      ],
      "affects": [
        "Javelin"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "siege_armor": {
      "genericName": "Armor plating",
      "description": "Increased armor on siege weapons",
      "cost": {
        "food": 0,
        "wood": 300,
        "stone": 0,
        "metal": 350
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "armor_plates_gold.png",
      "researchTime": 40,
      "tooltip": "All Siege weapons +2 Hack armor levels.",
      "modifications": [
        {
          "value": "Armour/Hack",
          "add": 2
        }
      ],
      "affects": [
        "Siege"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "siege_attack": {
      "genericName": "Advanced Siege",
      "description": "Advanced technologies improve siege efficiency",
      "cost": {
        "food": 0,
        "wood": 200,
        "stone": 0,
        "metal": 250
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "siege_ram.png",
      "researchTime": 40,
      "tooltip": "All siege weapons +5 Crush damage.",
      "modifications": [
        {
          "value": "Attack/Melee/Crush",
          "add": 5
        },
        {
          "value": "Attack/Ranged/Crush",
          "add": 5
        }
      ],
      "affects": [
        "Siege"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "siege_bolt_accuracy": {
      "genericName": "Bolt Accuracy",
      "description": "Improvement to projectile accuracy",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 220
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "accuracy_bolt.png",
      "researchTime": 40,
      "tooltip": "Bolt shooter accuracy increased 25%",
      "modifications": [
        {
          "value": "Attack/Ranged/Spread",
          "multiply": 0.75
        }
      ],
      "affects": [
        "Bolt Shooter"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "siege_cost_metal": {
      "genericName": "Metalworker",
      "description": "Siege weapons require less metal resource",
      "cost": {
        "food": 200,
        "wood": 0,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "metalworker.png",
      "researchTime": 40,
      "tooltip": "Siege weapons cost 20% less metal",
      "modifications": [
        {
          "value": "Cost/Resources/metal",
          "multiply": 0.8
        }
      ],
      "affects": [
        "Siege"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "siege_cost_wood": {
      "genericName": "Artillery Instructors",
      "description": "Siege weapons cost less wood",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 200
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "anvil.png",
      "researchTime": 40,
      "tooltip": "Siege weapons cost 20% less wood",
      "modifications": [
        {
          "value": "Cost/Resources/wood",
          "multiply": 0.8
        }
      ],
      "affects": [
        "Siege"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "siege_packing": {
      "genericName": "Military Engineers",
      "description": "Immobile siege weapons are assembled and disassembled faster",
      "cost": {
        "food": 200,
        "wood": 0,
        "stone": 0,
        "metal": 100
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "military_engineers.png",
      "researchTime": 40,
      "tooltip": "Immobile siege weapons pack/unpack 25% faster",
      "modifications": [
        {
          "value": "Pack/Time",
          "multiply": 0.75
        }
      ],
      "affects": [
        "Siege"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "speed_trader_01": {
      "genericName": "Trade Convoys",
      "description": "Increases movement rate of traders, which in turn increases trade income.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 200
      },
      "requirements": {
        "tech": "phase_town"
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "wheel.png",
      "researchTime": 40,
      "tooltip": "Traders +25% Walk Speed, which quickly increases trade income.",
      "modifications": [
        {
          "value": "UnitMotion/WalkSpeed",
          "multiply": 1.25
        }
      ],
      "affects": [
        "Trader"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "training_conscription": {
      "genericName": "Conscription",
      "supersedes": "pair_levy_01",
      "description": "Significantly increase training speed of soldiers at the barracks by training them in large batches or battalions.",
      "cost": {
        "food": 500,
        "wood": 0,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "fist_spear.png",
      "researchTime": 40,
      "tooltip": "Faster batch training speed for the Barracks.",
      "modifications": [
        {
          "value": "ProductionQueue/BatchTimeModifier",
          "add": -0.1
        }
      ],
      "affects": [
        "Barracks"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "training_levy_cavalry": {
      "pair": "pair_levy_01",
      "genericName": "Levy Cavalry",
      "description": "Calling up cavalry levies in time of war helps bolster the ranks of a king's army.",
      "cost": {
        "food": 100,
        "wood": 0,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_town"
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "horse_trainer.png",
      "researchTime": 40,
      "tooltip": "All cavalry -20% train time, but also -10 health. Unlocks Conscription.",
      "modifications": [
        {
          "value": "Cost/BuildTime",
          "multiply": 0.8
        },
        {
          "value": "Health/Max",
          "add": -10
        }
      ],
      "affects": [
        "Cavalry"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "training_levy_infantry": {
      "pair": "pair_levy_01",
      "genericName": "Levy Infantry",
      "description": "Calling up infantry levies in time of war helps bolster the ranks of a king's army.",
      "cost": {
        "food": 100,
        "wood": 0,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_town"
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "clenched_fist.png",
      "researchTime": 40,
      "tooltip": "All infantry -10% train time, but also -5 health. Unlocks Conscription.",
      "modifications": [
        {
          "value": "Cost/BuildTime",
          "multiply": 0.9
        },
        {
          "value": "Health/Max",
          "add": -5
        }
      ],
      "affects": [
        "Infantry"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "training_naval_architects": {
      "genericName": "Naval Architects",
      "description": "Significantly increase build speed of batches of ships at the Dock.",
      "cost": {
        "food": 200,
        "wood": 200,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "calipers.png",
      "researchTime": 40,
      "tooltip": "Docks increased batch construction speed bonus.",
      "modifications": [
        {
          "value": "ProductionQueue/BatchTimeModifier",
          "add": -0.1
        }
      ],
      "affects": [
        "Dock"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "unlock_champion_units": {
      "genericName": "Unlock Champion Units",
      "specificName": {
        "hele": "Agèma",
        "mace": "Agèma",
        "spart": "Agèma",
        "athen": "Agèma",
        "rome": "Regio Cohors"
      },
      "description": "Guard units (Champions) are professionals who wield the best weapons and have the best training.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 500
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "helmet_corinthian_crest.png",
      "researchTime": 40,
      "tooltip": "Unlock the ability to train Champions at the barracks.",
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "unlock_females_house": {
      "pair": "pair_house_02",
      "genericName": "Fertility Festival",
      "specificName": {
        "hele": "Thesmophoria",
        "mace": "Thesmophoria",
        "spart": "Thesmophoria",
        "athen": "Thesmophoria",
        "rome": "Bona Dea"
      },
      "description": "A festival attended by women-only, to celebrate female fertility.",
      "cost": {
        "food": 200,
        "wood": 0,
        "stone": 0,
        "metal": 200
      },
      "requirements": {
        "tech": "phase_town"
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "wives_festival.png",
      "researchTime": 60,
      "tooltip": "Unlock the ability to train women from houses.",
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "upgrade_rank_advanced_cavalry": {
      "genericName": "Advanced Citizen-Cavalry",
      "description": "Promote all of your citizen-soldier cavalrymen to Advanced rank.",
      "cost": {
        "food": 400,
        "wood": 100,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_town"
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "upgrade_advanced.png",
      "researchTime": 40,
      "tooltip": "Promote all of your citizen-soldier cavalrymen to Advanced rank. This increases their military prowess, but decreases their meat gathering rates -25%. Unlocks Elite Citizen-Cavalry technology.",
      "modifications": [
        {
          "value": "Promotion/RequiredXp",
          "replace": 0
        }
      ],
      "affects": [
        "Cavalry Basic"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "upgrade_rank_advanced_infantry": {
      "genericName": "Advanced Citizen-Infantry",
      "specificName": {
        "hele": "Metikoi",
        "mace": "Metikoi",
        "spart": "Metikoi",
        "athen": "Metikoi"
      },
      "description": "Upgrade all of your citizen-soldier infantrymen to Advanced rank.",
      "cost": {
        "food": 200,
        "wood": 300,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_town"
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "upgrade_advanced.png",
      "researchTime": 40,
      "tooltip": "Upgrade all of your citizen-soldier infantrymen to Advanced rank. This increases their military prowess, but decreases their resource gathering rates -25%. Unlocks Elite Citizen-Infantry technology.",
      "modifications": [
        {
          "value": "Promotion/RequiredXp",
          "replace": 0
        }
      ],
      "affects": [
        "Infantry Basic"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "upgrade_rank_elite_cavalry": {
      "genericName": "Elite Citizen-Cavalry",
      "description": "Promote all of your citizen-soldier cavalrymen to Advanced rank.",
      "cost": {
        "food": 600,
        "wood": 0,
        "stone": 0,
        "metal": 400
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "upgrade_elite.png",
      "researchTime": 40,
      "supersedes": "upgrade_rank_advanced_cavalry",
      "tooltip": "Promote all of your citizen-soldier cavalrymen to Elite rank. This increases their military prowess, but decreases their meat gathering rates another -25%.",
      "modifications": [
        {
          "value": "Promotion/RequiredXp",
          "replace": 0
        }
      ],
      "affects": [
        "Cavalry Advanced"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "upgrade_rank_elite_infantry": {
      "genericName": "Elite Citizen-Infantry",
      "specificName": {
        "hele": "Zeugites",
        "mace": "Zeugites",
        "spart": "Zeugites",
        "athen": "Zeugites"
      },
      "description": "Upgrade all of your citizen-soldier infantrymen to Elite rank.",
      "cost": {
        "food": 500,
        "wood": 0,
        "stone": 0,
        "metal": 500
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "upgrade_elite.png",
      "researchTime": 40,
      "supersedes": "upgrade_rank_advanced_infantry",
      "tooltip": "Upgrade all of your citizen-soldier infantrymen to Elite rank. This increases their military prowess, but decreases their resource gathering rates another -25%.",
      "modifications": [
        {
          "value": "Promotion/RequiredXp",
          "replace": 0
        }
      ],
      "affects": [
        "Infantry Advanced"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "vision_outpost": {
      "genericName": "Carrier Pigeons",
      "description": "Outposts gain longer vision for scouting.",
      "cost": {
        "food": 100,
        "wood": 0,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_village"
      },
      "icon": "pigeon.png",
      "researchTime": 40,
      "tooltip": "Vision Range +50% for Outposts.",
      "modifications": [
        {
          "value": "Vision/Range",
          "multiply": 1.5
        }
      ],
      "affects": [
        "Outpost"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "carthaginians/civbonus_triple_walls": {
      "genericName": "Triple Walls",
      "autoResearch": true,
      "description": "Carthaginians built their city walls in three concentric circuits. These walls were never breached. Even when the city was taken by the Romans, it was via the city's harbor, not by storming its walls. Consequently, Carthaginian walls, gates, and wall towers have 3x the health of a standard wall, but also cost twice as much and take twice as long to build.",
      "requirements": {
        "civ": "cart"
      },
      "modifications": [
        {
          "value": "Health/Max",
          "multiply": 3
        },
        {
          "value": "Cost/BuildTime",
          "multiply": 2
        },
        {
          "value": "Cost/Resources/stone",
          "multiply": 2
        }
      ],
      "affects": [
        "StoneWall"
      ]
    },
    "carthaginians/cost_celt_mercs": {
      "pair": "carthaginians/pair_celt_mercs_1",
      "genericName": "Celtic Mercenary Captain",
      "description": "Celtic mercenaries have their metal cost decreased.",
      "cost": {
        "food": 100,
        "wood": 0,
        "stone": 0,
        "metal": 100
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_town"
          },
          {
            "civ": "cart"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "helmet_corinthian_silver.png",
      "researchTime": 40,
      "tooltip": "Hire a Celtic mercenary captain to reduce cost -20 metal for Celtic mercenaries.",
      "modifications": [
        {
          "value": "Cost/Resources/metal",
          "add": -20
        }
      ],
      "affects": [
        "Celt Mercenary"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "carthaginians/cost_celt_mercs_2": {
      "pair": "carthaginians/pair_celt_mercs_2",
      "genericName": "Gallic Mercenary General",
      "description": "Celtic mercenaries have their metal cost decreased.",
      "cost": {
        "food": 200,
        "wood": 0,
        "stone": 0,
        "metal": 200
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "civ": "cart"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "helmet_corinthian_crest.png",
      "researchTime": 40,
      "tooltip": "Hire a Gallic mercenary general to reduce cost -20 metal for Celtic mercenaries.",
      "modifications": [
        {
          "value": "Cost/Resources/metal",
          "add": -20
        }
      ],
      "affects": [
        "Celt Mercenary"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "carthaginians/cost_iberian_mercs": {
      "pair": "carthaginians/pair_iberian_mercs_1",
      "genericName": "Lusitanian Mercenary Captain",
      "description": "Iberian mercenaries have their metal cost decreased.",
      "cost": {
        "food": 100,
        "wood": 0,
        "stone": 0,
        "metal": 100
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_town"
          },
          {
            "civ": "cart"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "helmet_corinthian_silver.png",
      "researchTime": 40,
      "tooltip": "Hire a Lusitanian mercenary captain to reduce cost -20 metal for Iberian mercenaries.",
      "modifications": [
        {
          "value": "Cost/Resources/metal",
          "add": -20
        }
      ],
      "affects": [
        "Iberian Mercenary"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "carthaginians/cost_iberian_mercs_2": {
      "pair": "carthaginians/pair_iberian_mercs_2",
      "genericName": "Celtiberian Mercenary General",
      "description": "Iberian mercenaries have their metal cost decreased.",
      "cost": {
        "food": 200,
        "wood": 0,
        "stone": 0,
        "metal": 200
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "civ": "cart"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "helmet_corinthian_crest.png",
      "researchTime": 40,
      "tooltip": "Hire a Celtiberian mercenary general to reduce cost -20 metal for Iberian mercenaries.",
      "modifications": [
        {
          "value": "Cost/Resources/metal",
          "add": -20
        }
      ],
      "affects": [
        "Iberian Mercenary"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "carthaginians/cost_italian_mercs": {
      "pair": "carthaginians/pair_italian_mercs_1",
      "genericName": "Italiote Mercenary Captain",
      "description": "Italian mercenaries have their metal cost decreased.",
      "cost": {
        "food": 100,
        "wood": 0,
        "stone": 0,
        "metal": 100
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_town"
          },
          {
            "civ": "cart"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "helmet_corinthian_silver.png",
      "researchTime": 40,
      "tooltip": "Hire an Italiote mercenary captain to reduce cost -20 metal for Italian mercenaries.",
      "modifications": [
        {
          "value": "Cost/Resources/metal",
          "add": -20
        }
      ],
      "affects": [
        "Italian Mercenary"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "carthaginians/cost_italian_mercs_2": {
      "pair": "carthaginians/pair_italian_mercs_2",
      "genericName": "Italiote Mercenary General",
      "description": "Italian mercenaries have their metal cost decreased.",
      "cost": {
        "food": 200,
        "wood": 0,
        "stone": 0,
        "metal": 200
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "civ": "cart"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "helmet_corinthian_crest.png",
      "researchTime": 40,
      "tooltip": "Hire an Italiote mercenary general to reduce cost -20 metal for Italian mercenaries.",
      "modifications": [
        {
          "value": "Cost/Resources/metal",
          "add": -20
        }
      ],
      "affects": [
        "Italian Mercenary"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "carthaginians/pair_celt_mercs_1": {
      "genericName": "Celtic merc cost vs. recruit time #1",
      "top": "carthaginians/cost_celt_mercs",
      "bottom": "carthaginians/traintime_celt_mercs"
    },
    "carthaginians/pair_celt_mercs_2": {
      "genericName": "Celtic merc cost vs. recruit time #2",
      "top": "carthaginians/cost_celt_mercs_2",
      "bottom": "carthaginians/traintime_celt_mercs_2",
      "supersedes": "carthaginians/pair_celt_mercs_1"
    },
    "carthaginians/pair_iberian_mercs_1": {
      "genericName": "Iberian merc cost vs. recruit time #1",
      "top": "carthaginians/cost_iberian_mercs",
      "bottom": "carthaginians/traintime_iberian_mercs"
    },
    "carthaginians/pair_iberian_mercs_2": {
      "genericName": "Iberian merc cost vs. recruit time #2",
      "top": "carthaginians/cost_iberian_mercs_2",
      "bottom": "carthaginians/traintime_iberian_mercs_2",
      "supersedes": "carthaginians/pair_iberian_mercs_1"
    },
    "carthaginians/pair_italian_mercs_1": {
      "genericName": "Italian merc cost vs. recruit time #1",
      "top": "carthaginians/cost_italian_mercs",
      "bottom": "carthaginians/traintime_italian_mercs"
    },
    "carthaginians/pair_italian_mercs_2": {
      "genericName": "Italian merc cost vs. recruit time #2",
      "top": "carthaginians/cost_italian_mercs_2",
      "bottom": "carthaginians/traintime_italian_mercs_2",
      "supersedes": "carthaginians/pair_italian_mercs_1"
    },
    "carthaginians/special_colonisation": {
      "genericName": "Colonization",
      "description": "Carthaginians established many trading centers as colonies and ultimately held dominion over 300 cities and towns in North Africa alone.",
      "cost": {
        "food": 0,
        "wood": 500,
        "stone": 0,
        "metal": 500
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_town"
          },
          {
            "civ": "cart"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "political_face.png",
      "researchTime": 60,
      "tooltip": "Carthaginians were colonizers. Civic Centers, Temples, and Houses -25% build time.",
      "modifications": [
        {
          "value": "Cost/BuildTime",
          "multiply": 0.75
        }
      ],
      "affects": [
        "Civic"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "carthaginians/special_exploration": {
      "genericName": "Exploration",
      "description": "Nobody knew better than the Carthaginians where in the ancient world they were going and going to go; their merchant traders had missions to everywhere.",
      "cost": {
        "food": 200,
        "wood": 0,
        "stone": 0,
        "metal": 200
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_town"
          },
          {
            "civ": "cart"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "armor_ship_gold.png",
      "researchTime": 60,
      "tooltip": "Carthaginians were explorers. All Traders and Ships +25% vision range.",
      "modifications": [
        {
          "value": "Vision/Range",
          "multiply": 1.25
        }
      ],
      "affects": [
        "Trader",
        "Ship"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "carthaginians/training_phoenician_naval_architects": {
      "genericName": "Phoenician Naval Architects",
      "description": "Significantly increase build speed of batches of ships at the Shipyard.",
      "cost": {
        "food": 200,
        "wood": 200,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "civ": "cart"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "calipers.png",
      "researchTime": 40,
      "tooltip": "Shipyard increased batch construction speed bonus.",
      "modifications": [
        {
          "value": "ProductionQueue/BatchTimeModifier",
          "add": -0.1
        }
      ],
      "affects": [
        "Shipyard"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "carthaginians/traintime_celt_mercs": {
      "pair": "carthaginians/pair_celt_mercs_1",
      "genericName": "Celtic Alliance",
      "description": "Celtic mercenaries have their train time decreased.",
      "cost": {
        "food": 0,
        "wood": 100,
        "stone": 0,
        "metal": 100
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_town"
          },
          {
            "civ": "cart"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "clenched_fist.png",
      "researchTime": 40,
      "tooltip": "Ally with Celtic towns to reduce recruit time -20% for Celtic mercenaries.",
      "modifications": [
        {
          "value": "Cost/BuildTime",
          "multiply": 0.8
        }
      ],
      "affects": [
        "Celt Mercenary"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "carthaginians/traintime_celt_mercs_2": {
      "pair": "carthaginians/pair_celt_mercs_2",
      "genericName": "Gallic Hegemony",
      "description": "Celtic mercenaries have their train time decreased.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 200,
        "metal": 200
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "civ": "cart"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "fist_spear.png",
      "researchTime": 40,
      "tooltip": "Subjugate Gallic tribes to reduce recruit time -20% for Celtic mercenaries.",
      "modifications": [
        {
          "value": "Cost/BuildTime",
          "multiply": 0.8
        }
      ],
      "affects": [
        "Celt Mercenary"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "carthaginians/traintime_iberian_mercs": {
      "pair": "carthaginians/pair_iberian_mercs_1",
      "genericName": "Iberian Alliance",
      "description": "Iberian mercenaries have their train time decreased.",
      "cost": {
        "food": 0,
        "wood": 100,
        "stone": 0,
        "metal": 100
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_town"
          },
          {
            "civ": "cart"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "clenched_fist.png",
      "researchTime": 40,
      "tooltip": "Ally with Iberian towns to reduce recruit time -20% for Iberian mercenaries.",
      "modifications": [
        {
          "value": "Cost/BuildTime",
          "multiply": 0.8
        }
      ],
      "affects": [
        "Iberian Mercenary"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "carthaginians/traintime_iberian_mercs_2": {
      "pair": "carthaginians/pair_iberian_mercs_2",
      "genericName": "Iberian Hegemony",
      "description": "Iberian mercenaries have their train time decreased.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 200,
        "metal": 200
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "civ": "cart"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "fist_spear.png",
      "researchTime": 40,
      "tooltip": "Subjugate Hispania to reduce recruit time -20% for Iberian mercenaries.",
      "modifications": [
        {
          "value": "Cost/BuildTime",
          "multiply": 0.8
        }
      ],
      "affects": [
        "Iberian Mercenary"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "carthaginians/traintime_italian_mercs": {
      "pair": "carthaginians/pair_italian_mercs_1",
      "genericName": "Italiote Alliance",
      "description": "Italian mercenaries have their train time decreased.",
      "cost": {
        "food": 0,
        "wood": 100,
        "stone": 0,
        "metal": 100
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_town"
          },
          {
            "civ": "cart"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "clenched_fist.png",
      "researchTime": 40,
      "tooltip": "Ally with Italiote towns to reduce recruit time -20% for Italian mercenaries.",
      "modifications": [
        {
          "value": "Cost/BuildTime",
          "multiply": 0.8
        }
      ],
      "affects": [
        "Italian Mercenary"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "carthaginians/traintime_italian_mercs_2": {
      "pair": "carthaginians/pair_italian_mercs_2",
      "genericName": "Italiote Hegemony",
      "description": "Italian mercenaries have their train time decreased.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 200,
        "metal": 200
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "civ": "cart"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "fist_spear.png",
      "researchTime": 40,
      "tooltip": "Subjugate Italiote towns to reduce recruit time -20% for Italian mercenaries.",
      "modifications": [
        {
          "value": "Cost/BuildTime",
          "multiply": 0.8
        }
      ],
      "affects": [
        "Italian Mercenary"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "carthaginians/upgrade_rank_advanced_celts": {
      "genericName": "Advanced Celtic Mercenaries",
      "description": "Upgrade all of your Celtic mercenaries to Advanced rank.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 300
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_town"
          },
          {
            "civ": "cart"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "upgrade_advanced.png",
      "researchTime": 40,
      "tooltip": "Upgrade all of your Celtic mercenaries to Advanced rank. This increases their military prowess, but decreases their resource gathering rates -25%. Unlocks Elite Celtic Mercenaries technology.",
      "modifications": [
        {
          "value": "Promotion/RequiredXp",
          "replace": 0
        }
      ],
      "affects": [
        "Celt Basic"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "carthaginians/upgrade_rank_advanced_iberian": {
      "genericName": "Advanced Iberian Mercenaries",
      "description": "Upgrade all of your Iberian mercenaries to Advanced rank.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 300
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_town"
          },
          {
            "civ": "cart"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "upgrade_advanced.png",
      "researchTime": 40,
      "tooltip": "Upgrade all of your Iberian mercenaries to Advanced rank. This increases their military prowess, but decreases their resource gathering rates -25%. Unlocks Elite Iberian Mercenaries technology.",
      "modifications": [
        {
          "value": "Promotion/RequiredXp",
          "replace": 0
        }
      ],
      "affects": [
        "Iberian Basic"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "carthaginians/upgrade_rank_advanced_italiote": {
      "genericName": "Advanced Italiote Mercenaries",
      "description": "Upgrade all of your Italiote mercenaries to Advanced rank.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 300
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_town"
          },
          {
            "civ": "cart"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "upgrade_advanced.png",
      "researchTime": 40,
      "tooltip": "Upgrade all of your Italiote mercenaries to Advanced rank. This increases their military prowess, but decreases their resource gathering rates -25%. Unlocks Elite Italiote Mercenaries technology.",
      "modifications": [
        {
          "value": "Promotion/RequiredXp",
          "replace": 0
        }
      ],
      "affects": [
        "Italian Basic"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "carthaginians/upgrade_rank_elite_celts": {
      "genericName": "Elite Celtic Mercenaries",
      "description": "Upgrade all of your Celtic Mercenaries to Elite rank.",
      "cost": {
        "food": 500,
        "wood": 0,
        "stone": 0,
        "metal": 500
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "civ": "cart"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "upgrade_elite.png",
      "researchTime": 40,
      "supersedes": "carthaginians/upgrade_rank_advanced_celts",
      "tooltip": "Upgrade all of your Celtic mercenaries to Elite rank. This increases their military prowess, but decreases their resource gathering rates another -25%.",
      "modifications": [
        {
          "value": "Promotion/RequiredXp",
          "replace": 0
        }
      ],
      "affects": [
        "Celt Advanced"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "carthaginians/upgrade_rank_elite_iberian": {
      "genericName": "Elite Iberian Mercenaries",
      "description": "Upgrade all of your Iberian Mercenaries to Elite rank.",
      "cost": {
        "food": 500,
        "wood": 0,
        "stone": 0,
        "metal": 500
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "civ": "cart"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "upgrade_elite.png",
      "researchTime": 40,
      "supersedes": "carthaginians/upgrade_rank_advanced_iberian",
      "tooltip": "Upgrade all of your Iberian mercenaries to Elite rank. This increases their military prowess, but decreases their resource gathering rates another -25%.",
      "modifications": [
        {
          "value": "Promotion/RequiredXp",
          "replace": 0
        }
      ],
      "affects": [
        "Iberian Advanced"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "carthaginians/upgrade_rank_elite_italiote": {
      "genericName": "Elite Italiote Mercenaries",
      "description": "Upgrade all of your Italiote Mercenaries to Elite rank.",
      "cost": {
        "food": 500,
        "wood": 0,
        "stone": 0,
        "metal": 500
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "civ": "cart"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "upgrade_elite.png",
      "researchTime": 40,
      "supersedes": "carthaginians/upgrade_rank_advanced_italiote",
      "tooltip": "Upgrade all of your Italiote mercenaries to Elite rank. This increases their military prowess, but decreases their resource gathering rates another -25%.",
      "modifications": [
        {
          "value": "Promotion/RequiredXp",
          "replace": 0
        }
      ],
      "affects": [
        "Italian Advanced"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "celts/civbonus_celts_wooden_struct": {
      "genericName": "Wooden Construction",
      "autoResearch": true,
      "description": "Celtic structures were mostly made of wood with rubble foundations. Consequently, their structures have less health than other cultures do, but they also construct faster.",
      "requirements": {
        "any": [
          {
            "civ": "celt"
          },
          {
            "civ": "brit"
          },
          {
            "civ": "gaul"
          }
        ]
      },
      "modifications": [
        {
          "value": "Health/Max",
          "multiply": 0.8
        },
        {
          "value": "Cost/BuildTime",
          "multiply": 0.8
        }
      ],
      "affects": [
        "Structure"
      ]
    },
    "celts/special_gather_crop_rotation": {
      "genericName": "Crop Rotation",
      "description": "Crop rotation increases yield by preventing the depletion of vital nutrients and minerals from the soil.",
      "cost": {
        "food": 300,
        "wood": 300,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "any": [
              {
                "civ": "celt"
              },
              {
                "civ": "brit"
              },
              {
                "civ": "gaul"
              }
            ]
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "crop_rotation.png",
      "researchTime": 40,
      "tooltip": "Increase the yield of your farms. +25% farming rate.",
      "modifications": [
        {
          "value": "ResourceGatherer/Rates/food.grain",
          "multiply": 1.25
        }
      ],
      "affects": [
        "Worker"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "hellenes/attack_inf_spearfighting": {
      "genericName": "Infantry Spear Fighting",
      "specificName": {
        "hele": "Doratismos",
        "mace": "Doratismos",
        "spart": "Doratismos",
        "athen": "Doratismos",
        "theb": "Doratismos"
      },
      "description": "Spear fighting training increases damage of infantry spear units.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 100
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "any": [
              {
                "civ": "hele"
              },
              {
                "civ": "athen"
              },
              {
                "civ": "mace"
              },
              {
                "civ": "spart"
              },
              {
                "civ": "theb"
              }
            ]
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "spear.png",
      "researchTime": 40,
      "tooltip": "Spearmen +2 hack attack.",
      "modifications": [
        {
          "value": "Attack/Melee/Hack",
          "add": 2
        }
      ],
      "affects": [
        "Infantry Spear"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "hellenes/civbonus_hellenic_architecture": {
      "genericName": "Hellenic Architecture",
      "autoResearch": true,
      "description": "The Greeks used stone construction from early Mycenaean times.",
      "requirements": {
        "any": [
          {
            "civ": "hele"
          },
          {
            "civ": "athen"
          },
          {
            "civ": "mace"
          },
          {
            "civ": "spart"
          },
          {
            "civ": "theb"
          }
        ]
      },
      "modifications": [
        {
          "value": "Health/Max",
          "multiply": 1.1
        },
        {
          "value": "Cost/BuildTime",
          "multiply": 1.1
        }
      ],
      "affects": [
        "Structure"
      ]
    },
    "hellenes/civpenalty_spart_popcap": {
      "genericName": "Underdogs",
      "autoResearch": true,
      "description": "The Spartans did not have the largest army in the world, but they did have the best army in the world for their time. What they didn't have in quantity, they made up with quality. It was said that Sparta did not need strong city walls, for its men were its walls.",
      "requirements": {
        "civ": "spart"
      },
      "modifications": [
        {
          "value": "Player/MaxPopulation",
          "multiply": 0.9
        }
      ]
    },
    "hellenes/spartans_agoge": {
      "genericName": "The Agoge",
      "description": "Spartans were housed and trained from a young age to be superlative warriors and to endure any hardship a military life can give them.",
      "cost": {
        "food": 500,
        "wood": 0,
        "stone": 0,
        "metal": 500
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "civ": "spart"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "agoge.png",
      "researchTime": 60,
      "tooltip": "+25% health for spear infantry, but also +10% train time.",
      "modifications": [
        {
          "value": "Health/Max",
          "multiply": 1.25
        },
        {
          "value": "Cost/BuildTime",
          "multiply": 1.1
        }
      ],
      "affects": [
        "Spear Infantry"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "hellenes/special_iphicratean_reforms": {
      "genericName": "Iphicratean Reforms",
      "description": "Athenian triremes can train Marines (Epibates Athenaikos) and Cretan Mercenary Archers (Toxotes Kretikos).",
      "cost": {
        "food": 300,
        "wood": 0,
        "stone": 0,
        "metal": 300
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "civ": "athen"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "helmet_corinthian_crest.png",
      "researchTime": 60,
      "tooltip": "Athenian triremes can train Marines and Cretan Mercenary Archers.",
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "hellenes/special_long_walls": {
      "genericName": "Athenian Long Walls",
      "description": "The Long Walls of Athens were constructed under the auspices of the wily Themistocles and extended 6 km from the city to the port of Piraeus. This secured the city's sea supply routes and prevented an enemy from starving out the city during a siege.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 250,
        "metal": 250
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "civ": "athen"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "crenelations.png",
      "researchTime": 60,
      "tooltip": "Build stone walls in neutral territory.",
      "modifications": [
        {
          "value": "BuildRestrictions/Territory",
          "replace": [
            "own",
            "neutral"
          ]
        }
      ],
      "affects": [
        "StoneWall"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "hellenes/teambonus_athen_delian_league": {
      "genericName": "Delian League",
      "autoResearch": true,
      "description": "Shortly after the great naval victories at Salamis and Mycale, the Greek city-states instituted the so-called Delian League in 478 BC, whose purpose was to push the Persians out of the Aegean region. The allied states contributed ships and money, while the Athenians offered their entire navy.",
      "requirements": {
        "civ": "athen"
      },
      "modifications": [
        {
          "value": "Cost/BuildTime",
          "multiply": 0.75
        }
      ],
      "affects": [
        "Warship"
      ]
    },
    "hellenes/temp_special_hellenization": {
      "genericName": "Hellenization",
      "specificName": {
        "athen": "Exellinismós",
        "hele": "Exellinismós",
        "mace": "Exellinismós",
        "spart": "Exellinismós",
        "theb": "Exellinismós"
      },
      "description": "The Hellenic culture was very influential. Greek became the spoken language of commerce and politics for much of the Mediterranean basin and Middle East for centuries.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 1000
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "any": [
              {
                "civ": "hele"
              },
              {
                "civ": "athen"
              },
              {
                "civ": "mace"
              },
              {
                "civ": "spart"
              },
              {
                "civ": "theb"
              }
            ]
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "political_face.png",
      "researchTime": 60,
      "tooltip": "The Hellenic culture is very influential. +20% territory effect for all buildings.",
      "modifications": [
        {
          "value": "TerritoryInfluence/Radius",
          "multiply": 1.2
        }
      ],
      "affects": [
        "Structure"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "mauryans/civbonus_maur_popcap": {
      "genericName": "Emperor of Emperors",
      "specificName": {
        "maur": "Chakravarti Samrāt"
      },
      "autoResearch": true,
      "description": "The Mauryan Empire encompassed dozens of formerly independent kingdoms over an area of 5 million square kilometers, with a population of close to 60 million people. The Mauryan regents held the title Emperor of Emperors and commanded a standing army of 600,000 infantry, 9000 elephants, 8000 chariots, and 30,000 cavalry, making it arguably the largest army of its time.",
      "requirements": {
        "civ": "maur"
      },
      "modifications": [
        {
          "value": "Player/MaxPopulation",
          "multiply": 1.1
        }
      ]
    },
    "mauryans/special_archery_tradition": {
      "genericName": "Archery Tradition",
      "description": "The Indians had a tradition of fine archery and a penchant for using massed archers in battle.",
      "cost": {
        "food": 200,
        "wood": 300,
        "stone": 0,
        "metal": 150
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_village"
          },
          {
            "civ": "maur"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in Village Phase.",
      "icon": "armor_plates_ranged.png",
      "researchTime": 60,
      "tooltip": "Range +10 meters for bow-wielding units. Archer units train time -20%, but also -20% health.",
      "modifications": [
        {
          "value": "Attack/Ranged/MaxRange",
          "add": 10
        },
        {
          "value": "Cost/BuildTime",
          "multiply": 0.8
        },
        {
          "value": "Health/Max",
          "multiply": 0.8
        }
      ],
      "affects": [
        "Archer"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "mauryans/wooden_walls": {
      "genericName": "Wooden Walls",
      "autoResearch": true,
      "description": "The Mauryans built their city walls out of wood, an abundant natural resource in India. Consequently, Mauryan city walls have -20% health, but build 20% faster.",
      "requirements": {
        "civ": "maur"
      },
      "modifications": [
        {
          "value": "Health/Max",
          "multiply": 0.8
        },
        {
          "value": "Cost/BuildTime",
          "multiply": 0.8
        }
      ],
      "affects": [
        "StoneWall"
      ]
    },
    "persians/civbonus_pers_popcap": {
      "genericName": "Great King's Levy",
      "autoResearch": true,
      "description": "The Persians could and did levy a large number of infantry during wartime due to the sheer size of the Achaemenid Empire and the way in which it was set-up. In general the Persian infantry was well trained and fought with great tenacity. However while this was true the infantry were poor hand-to-hand, close combat fighters. Also, with the exception of the elite regiments, the Persian infantry was not a standing professional force.",
      "requirements": {
        "civ": "pers"
      },
      "modifications": [
        {
          "value": "Player/MaxPopulation",
          "multiply": 1.1
        }
      ]
    },
    "persians/immortals": {
      "genericName": "Immortals",
      "description": "The Anusiya champion infantry train twice as fast, but lose a little max health.",
      "cost": {
        "food": 200,
        "wood": 0,
        "stone": 0,
        "metal": 200
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "civ": "pers"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "fist_spear.png",
      "researchTime": 60,
      "tooltip": "Anusiya Champion Infantry -50% train time, but also -20 health.",
      "modifications": [
        {
          "value": "Cost/BuildTime",
          "multiply": 0.5
        },
        {
          "value": "Health/Max",
          "add": -20
        }
      ],
      "affects": [
        "Champion Infantry"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "persians/persian_architecture": {
      "genericName": "Persian Architecture",
      "description": "The Persians built the wonderful 1677 mile-long Royal Highway from Sardis to Susa; Darius the Great and Xerxes also built the magnificent Persepolis; Cyrus the Great greatly improved Ecbatana and virtually 'rebuilt' the old Elamite capital of Susa.",
      "cost": {
        "food": 0,
        "wood": 200,
        "stone": 200,
        "metal": 0
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_village"
          },
          {
            "civ": "pers"
          }
        ]
      },
      "icon": "stone_blocks.png",
      "researchTime": 60,
      "tooltip": "All Persian structures +25% health, but also +20% build time.",
      "modifications": [
        {
          "value": "Cost/BuildTime",
          "multiply": 1.2
        },
        {
          "value": "Health/Max",
          "multiply": 1.25
        }
      ],
      "affects": [
        "Structure"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "persians/special_archery_tradition": {
      "genericName": "Archery Tradition",
      "description": "The Persians had a tradition of fine archery and a penchant for using massed archers in battle.",
      "cost": {
        "food": 200,
        "wood": 300,
        "stone": 0,
        "metal": 150
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_village"
          },
          {
            "civ": "pers"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in Village Phase.",
      "icon": "armor_plates_ranged.png",
      "researchTime": 60,
      "tooltip": "Range +10 meters for bow-wielding units. Archer units train time -20%, but also -20% health.",
      "modifications": [
        {
          "value": "Attack/Ranged/MaxRange",
          "add": 10
        },
        {
          "value": "Cost/BuildTime",
          "multiply": 0.8
        },
        {
          "value": "Health/Max",
          "multiply": 0.8
        }
      ],
      "affects": [
        "Archer"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "persians/special_equine_transports": {
      "genericName": "Equine Transports",
      "description": "Early Achaemenid rulers acted towards making Persia the first great Asian empire to rule the seas. The Great King behaved favourably towards the various sea peoples in order to secure their services, but also carried out various marine initiatives. During the reign of Darius the Great, for example, a canal was built in Egypt and a Persian navy was sent exploring the Indus river. According to Herodotus, some 300 ships in the Persian navy were retrofitted to carry horses and their riders.",
      "cost": {
        "food": 0,
        "wood": 300,
        "stone": 0,
        "metal": 300
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "civ": "pers"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "horse_rider.png",
      "researchTime": 60,
      "tooltip": "Phoenician Triremes gain the ability to train cavalry units.",
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "persians/training_conscription_cavalry": {
      "genericName": "Cavalry Conscription",
      "supersedes": "persians/training_levy_cavalry",
      "description": "Significantly increase training speed of cavalry at the stables by training them in large batches or battalions.",
      "cost": {
        "food": 500,
        "wood": 0,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "civ": "pers"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "horse_rider.png",
      "researchTime": 40,
      "tooltip": "Faster batch training speed for the Stables.",
      "modifications": [
        {
          "value": "ProductionQueue/BatchTimeModifier",
          "add": -0.1
        }
      ],
      "affects": [
        "Stables"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "persians/training_conscription_infantry": {
      "genericName": "Infantry Conscription",
      "supersedes": "persians/training_levy_infantry",
      "description": "Significantly increase training speed of soldiers at the barracks by training them in large batches or battalions.",
      "cost": {
        "food": 500,
        "wood": 0,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "civ": "pers"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "fist_spear.png",
      "researchTime": 40,
      "tooltip": "Faster batch training speed for the Barracks.",
      "modifications": [
        {
          "value": "ProductionQueue/BatchTimeModifier",
          "add": -0.1
        }
      ],
      "affects": [
        "Barracks"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "persians/training_levy_cavalry": {
      "genericName": "Levy Cavalry",
      "description": "Calling up cavalry levies in time of war helps bolster the ranks of a king's army.",
      "cost": {
        "food": 100,
        "wood": 0,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_town"
          },
          {
            "civ": "pers"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "horse_trainer.png",
      "researchTime": 40,
      "tooltip": "All cavalry -20% train time, but also -10 health. Unlocks Cavalry Conscription.",
      "modifications": [
        {
          "value": "Cost/BuildTime",
          "multiply": 0.8
        },
        {
          "value": "Health/Max",
          "add": -10
        }
      ],
      "affects": [
        "Cavalry"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "persians/training_levy_infantry": {
      "genericName": "Levy Infantry",
      "description": "Calling up infantry levies in time of war helps bolster the ranks of a king's army.",
      "cost": {
        "food": 100,
        "wood": 0,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_town"
          },
          {
            "civ": "pers"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "clenched_fist.png",
      "researchTime": 40,
      "tooltip": "All infantry -10% train time, but also -5 health. Unlocks Infantry Conscription.",
      "modifications": [
        {
          "value": "Cost/BuildTime",
          "multiply": 0.9
        },
        {
          "value": "Health/Max",
          "add": -5
        }
      ],
      "affects": [
        "Infantry"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "romans/decay_logistics": {
      "genericName": "Roman Logistics",
      "description": "The Romans were masters of the logistics of warfare.",
      "cost": {
        "food": 0,
        "wood": 100,
        "stone": 100,
        "metal": 0
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "civ": "rome"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "handcart_empty.png",
      "researchTime": 40,
      "tooltip": "Entrenched Camps and Siege Walls decay 50% slower.",
      "modifications": [
        {
          "value": "TerritoryDecay/HealthDecayRate",
          "multiply": 0.5
        }
      ],
      "affects": [
        "ArmyCamp",
        "SiegeWall"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "romans/vision_sibylline": {
      "genericName": "Sibylline Books",
      "specificName": "Libri Sibyllini",
      "description": "The Sibylline Books or 'Libri Sibyllini' were a collection of oracular utterances, set out in Greek hexameters, purchased from a sibyl by the last king of Rome, Tarquinius Superbus, and consulted at momentous crises through the history of the Republic and the Empire.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 250
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "civ": "rome"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "sibylline_books.png",
      "researchTime": 40,
      "tooltip": "+25% Vision range for all units.",
      "modifications": [
        {
          "value": "Vision/Range",
          "multiply": 1.25
        }
      ],
      "affects": [
        "Unit"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "successors/pair_unlock_champions": {
      "genericName": "Traditional Army vs. Reform Army",
      "top": "successors/unlock_traditional_army",
      "bottom": "successors/unlock_reform_army"
    },
    "successors/special_hellenistic_metropolis": {
      "genericName": "Hellenistic Metropolis",
      "description": "Beginning with Alexander, the Hellenistic monarchs founded many cities throughout their empires, where Greek culture and art blended with local customs to create the motley Hellenistic civilization.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 500,
        "metal": 500
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "any": [
              {
                "civ": "sele"
              }
            ]
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "statue_face_stone.png",
      "researchTime": 60,
      "tooltip": "Civic centers +100% health and double default arrows.",
      "modifications": [
        {
          "value": "BuildingAI/DefaultArrowCount",
          "multiply": 2
        },
        {
          "value": "Health/Max",
          "multiply": 2
        }
      ],
      "affects": [
        "CivCentre"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "successors/special_parade_of_daphne": {
      "genericName": "Parade of Daphne",
      "description": "Significantly increase training speed of champions and siege weapons at the fortress by training them in large batches or battalions.",
      "cost": {
        "food": 500,
        "wood": 0,
        "stone": 0,
        "metal": 500
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "civ": "sele"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "parade_of_daphne.png",
      "researchTime": 60,
      "tooltip": "Faster batch training speed for the Fortress.",
      "modifications": [
        {
          "value": "ProductionQueue/BatchTimeModifier",
          "add": -0.2
        }
      ],
      "affects": [
        "Fortress"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "successors/special_war_horses": {
      "genericName": "Nisean War Horses",
      "specificName": {
        "sele": "Nisioi"
      },
      "description": "The now-extinct Nisian breed of horse was one of the largest and robust horses of ancient times. They were highly sought after by the Seleucids and Persians as both rider and mount gained heavier armor as time progressed.",
      "cost": {
        "food": 200,
        "wood": 0,
        "stone": 0,
        "metal": 200
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "civ": "sele"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "nisean_war_horses.png",
      "researchTime": 60,
      "tooltip": "All cavalry +20% health, but also +10% train time.",
      "modifications": [
        {
          "value": "Health/Max",
          "multiply": 1.2
        },
        {
          "value": "Cost/BuildTime",
          "multiply": 1.1
        }
      ],
      "affects": [
        "Cavalry"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "successors/unlock_reform_army": {
      "pair": "successors/pair_unlock_champions",
      "genericName": "Reform Army",
      "description": "The reform army of the Seleucids.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "civ": "sele"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "helmet_corinthian_crest.png",
      "researchTime": 0,
      "tooltip": "Unlock the Romanized Heavy Swordsman and Seleucid Cataphract.",
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "successors/unlock_traditional_army": {
      "pair": "successors/pair_unlock_champions",
      "genericName": "Traditional Army",
      "description": "The traditional army of the Seleucids.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "all": [
          {
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          {
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          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "helmet_corinthian_crest.png",
      "researchTime": 0,
      "tooltip": "Unlock the Silver Shield Pikeman and Scythed Chariot.",
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "successors/upgrade_mace_silvershields": {
      "genericName": "Silver Shields Regiment",
      "description": "The Silver Shields, or Argyraspidai, were the elite heavy infantry arm of the Macedonian army.",
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        "stone": 0,
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      },
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        "all": [
          {
            "tech": "phase_city"
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          {
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        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
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      "researchTime": 40,
      "tooltip": "Upgrade Shield Bearer Champion Infantry to Silver Shields, with greater attack, health, and armor.",
      "modifications": [
        {
          "value": "Promotion/RequiredXp",
          "replace": 0
        }
      ],
      "affects": [
        "Champion Infantry"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    }
  },
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    "phase_village": {
      "genericName": "Village Phase",
      "autoResearch": true
    }
  },
  "researchQueued": {},
  "researchStarted": {},
  "modifications": {},
  "modificationCache": {},
  "typeCounts": {
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    "gaia/flora_tree_aleppo_pine": 615,
    "gaia/flora_tree_euro_beech": 66,
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    "other/celt_hut": 2,
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    "gaia/flora_tree_apple": 12,
    "gaia/fauna_deer": 77,
    "gaia/flora_tree_oak_large": 8,
    "gaia/geology_stonemine_tropic_quarry": 2,
    "gaia/geology_metal_tropic_slabs": 12,
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  },
  "classCounts": {
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    "Animal": 79,
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  "typeCountsByClass": {
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      "gaia/flora_tree_fig": 1,
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      "gaia/flora_bush_berry": 7,
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      "gaia/flora_tree_oak_large": 8
    },
    "Structure": {
      "other/celt_longhouse": 1,
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    },
    "Civic": {
      "other/celt_longhouse": 1,
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    },
    "Village": {
      "other/celt_longhouse": 1,
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    },
    "House": {
      "other/celt_longhouse": 1,
      "other/celt_hut": 2
    },
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      "gaia/fauna_deer": 77,
      "resource|gaia/fauna_deer": 2
    },
    "Animal": {
      "gaia/fauna_deer": 77,
      "resource|gaia/fauna_deer": 2
    },
    "Organic": {
      "gaia/fauna_deer": 77,
      "resource|gaia/fauna_deer": 2
    }
  },
  "autoResearchTech": {
    "pair_cav_01": {
      "genericName": "Lance vs. Chamfron",
      "top": "attack_cav_lance",
      "bottom": "armor_cav_chamfron"
    },
    "pair_champ_02": {
      "genericName": "Champions vs. Part-timers",
      "top": "attack_champions_elite",
      "bottom": "attack_citizensoldiers_will"
    },
    "pair_gather_01": {
      "genericName": "Servants vs. Wedge and Mallet",
      "top": "gather_mining_servants",
      "bottom": "gather_mining_wedgemallet"
    },
    "pair_gather_02": {
      "genericName": "Serfs vs. Shaft Mining",
      "top": "gather_mining_serfs",
      "bottom": "gather_mining_shaftmining",
      "supersedes": "pair_gather_01"
    },
    "pair_gather_03": {
      "genericName": "Slaves vs. Silver Mining",
      "top": "gather_mining_slaves",
      "bottom": "gather_mining_silvermining",
      "supersedes": "pair_gather_02"
    },
    "pair_gather_wood_01": {
      "genericName": "Iron Axes vs. Wheelbarrow",
      "top": "gather_lumbering_ironaxes",
      "bottom": "gather_capacity_wheelbarrow"
    },
    "pair_heal_01": {
      "genericName": "Heal Range and Rate",
      "top": "heal_range",
      "bottom": "heal_rate"
    },
    "pair_heal_02": {
      "genericName": "Heal Range and Rate #2",
      "top": "heal_range_2",
      "bottom": "heal_rate_2",
      "supersedes": "pair_heal_01"
    },
    "pair_heal_03": {
      "genericName": "Garrison Healing vs. Self-Healing",
      "top": "heal_temple",
      "bottom": "health_regen_units"
    },
    "pair_house_01": {
      "genericName": "Females vs. Population",
      "top": "health_females_01",
      "bottom": "pop_house_01"
    },
    "pair_house_02": {
      "genericName": "Females vs. Population",
      "top": "unlock_females_house",
      "bottom": "pop_house_02"
    },
    "pair_inf_01": {
      "genericName": "Side Arms vs. Irregulars",
      "top": "melee_inf_sidearms",
      "bottom": "ranged_inf_irregulars"
    },
    "pair_inf_02": {
      "genericName": "Spear Fighting vs. Skirmishing",
      "top": "melee_inf_spearheads",
      "bottom": "ranged_inf_skirmishers",
      "supersedes": "pair_inf_01"
    },
    "pair_inf_armor_01": {
      "genericName": "Infantry Hack Armor vs. Spearmen Pierce Armor",
      "top": "armor_infantry_hack_01",
      "bottom": "armor_infantryspearmen_pierce_01"
    },
    "pair_inf_armor_02": {
      "genericName": "Infantry Hack Armor vs. Spearmen Pierce Armor",
      "top": "armor_infantry_hack_02",
      "bottom": "armor_infantryspearmen_pierce_02",
      "supersedes": "pair_inf_armor_01"
    },
    "pair_inf_armor_03": {
      "genericName": "Infantry Hack Armor vs. Spearmen Pierce Armor",
      "top": "armor_infantry_hack_03",
      "bottom": "armor_infantryspearmen_pierce_03",
      "supersedes": "pair_inf_armor_02"
    },
    "pair_inf_armor_04": {
      "genericName": "Infantry Hack Armor vs. Spearmen Pierce Armor",
      "top": "armor_infantry_hack_04",
      "bottom": "armor_infantryspearmen_pierce_04",
      "supersedes": "pair_inf_armor_03"
    },
    "pair_levy_01": {
      "genericName": "Levy Infantry vs. Levy Cavalry",
      "top": "training_levy_infantry",
      "bottom": "training_levy_cavalry"
    },
    "pair_siege_attack_cost": {
      "genericName": "Attack vs. Cost",
      "top": "siege_attack",
      "bottom": "siege_cost_metal"
    },
    "pair_siege_attack_pack": {
      "genericName": "Attack vs. Packing",
      "top": "siege_attack",
      "bottom": "siege_packing"
    },
    "pair_siege_cost_armor": {
      "genericName": "Cost vs. Armor",
      "top": "siege_cost_wood",
      "bottom": "siege_armor"
    },
    "pair_tower_01": {
      "genericName": "Night's Watch vs. Crenellations",
      "top": "attack_tower_watch",
      "bottom": "attack_tower_crenellations"
    },
    "pair_walls_01": {
      "genericName": "Walls build time vs. Health",
      "top": "buildtime_walls_rubble",
      "bottom": "health_walls_geometric_masonry"
    },
    "phase_city": {
      "genericName": "City Phase",
      "requirements": {
        "any": [
          {
            "tech": "phase_city_generic"
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          {
            "tech": "phase_city_britons"
          },
          {
            "tech": "city_phase_gauls"
          },
          {
            "tech": "phase_city_pair_celts"
          },
          {
            "tech": "phase_city_athen"
          }
        ]
      },
      "autoResearch": true,
      "modifications": [
        {
          "value": "TerritoryInfluence/Radius",
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        }
      ],
      "affects": [
        "CivCentre"
      ],
      "soundComplete": "interface/alarm/alarm_phase.xml"
    },
    "phase_city_pair_celts": {
      "genericName": "Britons vs. Gauls",
      "top": "phase_city_britons",
      "bottom": "phase_city_gauls",
      "supersedes": "phase_town_generic"
    },
    "phase_town": {
      "genericName": "Town Phase",
      "requirements": {
        "any": [
          {
            "tech": "phase_town_generic"
          },
          {
            "tech": "phase_town_athen"
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        ]
      },
      "autoResearch": true,
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        {
          "value": "TerritoryInfluence/Radius",
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        }
      ],
      "affects": [
        "CivCentre"
      ],
      "soundComplete": "interface/alarm/alarm_phase.xml"
    },
    "carthaginians/civbonus_triple_walls": {
      "genericName": "Triple Walls",
      "autoResearch": true,
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      "requirements": {
        "civ": "cart"
      },
      "modifications": [
        {
          "value": "Health/Max",
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        },
        {
          "value": "Cost/BuildTime",
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        },
        {
          "value": "Cost/Resources/stone",
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        }
      ],
      "affects": [
        "StoneWall"
      ]
    },
    "carthaginians/pair_celt_mercs_1": {
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      "top": "carthaginians/cost_celt_mercs",
      "bottom": "carthaginians/traintime_celt_mercs"
    },
    "carthaginians/pair_celt_mercs_2": {
      "genericName": "Celtic merc cost vs. recruit time #2",
      "top": "carthaginians/cost_celt_mercs_2",
      "bottom": "carthaginians/traintime_celt_mercs_2",
      "supersedes": "carthaginians/pair_celt_mercs_1"
    },
    "carthaginians/pair_iberian_mercs_1": {
      "genericName": "Iberian merc cost vs. recruit time #1",
      "top": "carthaginians/cost_iberian_mercs",
      "bottom": "carthaginians/traintime_iberian_mercs"
    },
    "carthaginians/pair_iberian_mercs_2": {
      "genericName": "Iberian merc cost vs. recruit time #2",
      "top": "carthaginians/cost_iberian_mercs_2",
      "bottom": "carthaginians/traintime_iberian_mercs_2",
      "supersedes": "carthaginians/pair_iberian_mercs_1"
    },
    "carthaginians/pair_italian_mercs_1": {
      "genericName": "Italian merc cost vs. recruit time #1",
      "top": "carthaginians/cost_italian_mercs",
      "bottom": "carthaginians/traintime_italian_mercs"
    },
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      "genericName": "Italian merc cost vs. recruit time #2",
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      "bottom": "carthaginians/traintime_italian_mercs_2",
      "supersedes": "carthaginians/pair_italian_mercs_1"
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        "any": [
          {
            "civ": "celt"
          },
          {
            "civ": "brit"
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        {
          "value": "Cost/BuildTime",
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      ],
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    },
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          {
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          {
            "civ": "mace"
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          {
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        ]
      },
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          "value": "Health/Max",
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        {
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      ],
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        "Structure"
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    },
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      "requirements": {
        "civ": "spart"
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      "requirements": {
        "civ": "athen"
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      "modifications": [
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          "value": "Cost/BuildTime",
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      ],
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    },
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      "requirements": {
        "civ": "maur"
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      "modifications": [
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      ]
    },
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        "civ": "maur"
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      "modifications": [
        {
          "value": "Health/Max",
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        {
          "value": "Cost/BuildTime",
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      "affects": [
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    },
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      "requirements": {
        "civ": "pers"
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      "modifications": [
        {
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      ]
    },
    "successors/pair_unlock_champions": {
      "genericName": "Traditional Army vs. Reform Army",
      "top": "successors/unlock_traditional_army",
      "bottom": "successors/unlock_reform_army"
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}

- id: 3
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}
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  TechnologyManager:
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        "theb": "Prometoopidion"
      },
      "description": "Metal armor for a horse's face.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 200
      },
      "requirements": {
        "any": [
          {
            "tech": "phase_town"
          },
          {
            "civ": "celt"
          },
          {
            "civ": "brit"
          },
          {
            "civ": "gaul"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "armor_plates_cavalry.png",
      "researchTime": 40,
      "tooltip": "Equip your cavalry mounts with armor. All Cavalry +1 Hack armor level.",
      "modifications": [
        {
          "value": "Armour/Hack",
          "add": 1
        }
      ],
      "affects": [
        "Cavalry"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "armor_hero_01": {
      "genericName": "Iron Hero Armor",
      "specificName": {
        "hele": "Sidi̱ró Panoplía",
        "mace": "Sidi̱ró Panoplía",
        "spart": "Sidi̱ró Panoplía",
        "athen": "Sidi̱ró Panoplía",
        "ptol": "Sidi̱ró Panoplía",
        "sele": "Sidi̱ró Panoplía",
        "rome": "Lorica Ferrea"
      },
      "description": "Body armor fashioned completely of iron, the hardest workable metal known to the ancients.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 600
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "armor_cuirass_empire.png",
      "researchTime": 40,
      "tooltip": "All heroes +2 Hack Armor Levels and +2 Pierce Armor Levels, but also +50 Metal Cost.",
      "modifications": [
        {
          "value": "Armour/Hack",
          "add": 2
        },
        {
          "value": "Armour/Pierce",
          "add": 2
        },
        {
          "value": "Cost/Resources/metal",
          "add": 50
        }
      ],
      "affects": [
        "Hero"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "armor_infantry_hack_01": {
      "pair": "pair_inf_armor_01",
      "genericName": "Quilted Body Armor",
      "specificName": {
        "generic": "Spolas",
        "hele": "Spolas",
        "mace": "Spolas",
        "spart": "Spolas",
        "athen": "Spolas",
        "pers": "Spolas",
        "rome": "Spolas",
        "cart": "Spolas",
        "iber": "Spolas",
        "maur": "Spolas",
        "celt": "Spolas",
        "brit": "Spolas",
        "gaul": "Spolas"
      },
      "description": "Quilted linen or leather body armor for infantrymen.",
      "cost": {
        "food": 0,
        "wood": 50,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "any": [
          {
            "tech": "phase_town"
          },
          {
            "civ": "celt"
          },
          {
            "civ": "brit"
          },
          {
            "civ": "gaul"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "armor_leather.png",
      "researchTime": 40,
      "tooltip": "All Infantry +1 Hack Armor Level.",
      "modifications": [
        {
          "value": "Armour/Hack",
          "add": 1
        }
      ],
      "affects": [
        "Infantry"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "armor_infantry_hack_02": {
      "pair": "pair_inf_armor_02",
      "genericName": "Laminated Linen Body Armor",
      "specificName": {
        "hele": "Linothorakes",
        "mace": "Linothorakes",
        "spart": "Linothorakes",
        "athen": "Linothorakes",
        "ptol": "Linothorakes",
        "sele": "Linothorakes",
        "pers": "Linothorakes",
        "rome": "Linothorakes",
        "cart": "Linothorakes"
      },
      "description": "Laminated linen body armor for infantrymen.",
      "cost": {
        "food": 100,
        "wood": 100,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_town"
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "armor_pteruges.png",
      "researchTime": 40,
      "tooltip": "All Infantry +1 Hack Armor Level.",
      "modifications": [
        {
          "value": "Armour/Hack",
          "add": 1
        }
      ],
      "affects": [
        "Infantry"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "armor_infantry_hack_03": {
      "pair": "pair_inf_armor_03",
      "genericName": "Scale Body Armor",
      "specificName": {
        "rome": "Lorica Squamata"
      },
      "description": "Body armor reinforced with bronze scales.",
      "cost": {
        "food": 150,
        "wood": 0,
        "stone": 0,
        "metal": 150
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "armor_plates_gold.png",
      "researchTime": 40,
      "tooltip": "All Infantry +1 Hack Armor Level.",
      "modifications": [
        {
          "value": "Armour/Hack",
          "add": 1
        }
      ],
      "affects": [
        "Infantry"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "armor_infantry_hack_04": {
      "pair": "pair_inf_armor_04",
      "genericName": "Bronze Cuirass Body Armor",
      "specificName": {
        "rome": "Lorica Musculata"
      },
      "description": "Body armor fashioned completely of bronze. Only the best soldiers were equipped with such body armor, as it was very expensive and time-consuming to fabricate.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 500
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "armor_cuirass_bronze.png",
      "researchTime": 40,
      "tooltip": "Champions +2 Hack Armor Levels, but also +10 Metal Cost.",
      "modifications": [
        {
          "value": "Armour/Hack",
          "add": 2
        },
        {
          "value": "Cost/Resources/metal",
          "add": 10
        }
      ],
      "affects": [
        "Champion"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "armor_infantryspearmen_pierce_01": {
      "pair": "pair_inf_armor_01",
      "genericName": "Plywood Shield Construction",
      "specificName": {
        "hele": "Aspidiskè",
        "mace": "Aspidiskè",
        "spart": "Aspidiskè",
        "athen": "Aspidiskè",
        "ptol": "Aspidiskè",
        "sele": "Aspidiskè"
      },
      "description": "Plywood construction for large shields.",
      "cost": {
        "food": 0,
        "wood": 50,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "any": [
          {
            "tech": "phase_town"
          },
          {
            "civ": "celt"
          },
          {
            "civ": "brit"
          },
          {
            "civ": "gaul"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "shields_generic_wood.png",
      "researchTime": 40,
      "tooltip": "Infantry Spearmen +2 Pierce Armor Levels.",
      "modifications": [
        {
          "value": "Armour/Pierce",
          "add": 2
        }
      ],
      "affects": [
        "Infantry Spear"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "armor_infantryspearmen_pierce_02": {
      "pair": "pair_inf_armor_02",
      "genericName": "Reinforced Shield",
      "specificName": {
        "hele": "Aspides",
        "mace": "Aspides",
        "spart": "Aspides",
        "athen": "Aspides",
        "ptol": "Aspides",
        "sele": "Aspides"
      },
      "description": "The best shields have reinforcements either on the corners (Roman scutum) or around the rim (Greek aspis).",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 100
      },
      "requirements": {
        "tech": "phase_town"
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "shields_generic_bronze.png",
      "researchTime": 40,
      "tooltip": "Infantry Spearmen +1 Pierce Armor Levels.",
      "modifications": [
        {
          "value": "Armour/Pierce",
          "add": 1
        }
      ],
      "affects": [
        "Infantry Spear"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "armor_infantryspearmen_pierce_03": {
      "pair": "pair_inf_armor_03",
      "genericName": "Bronze Shield Facing",
      "specificName": {
        "hele": "Chalkaspides",
        "mace": "Chrysaspides",
        "spart": "Chalkaspides",
        "athen": "Chalkaspides",
        "ptol": "Chalkaspides",
        "sele": "Chalkaspides"
      },
      "description": "A bronze skin hammered over the face of the shield.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 200
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "shields_generic_gold.png",
      "researchTime": 40,
      "tooltip": "Infantry Spearmen +1 Pierce Armor Level.",
      "modifications": [
        {
          "value": "Armour/Pierce",
          "add": 1
        }
      ],
      "affects": [
        "Infantry Spear"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "armor_infantryspearmen_pierce_04": {
      "pair": "pair_inf_armor_04",
      "genericName": "Silver Shields",
      "specificName": {
        "hele": "Argyraspides",
        "mace": "Argyraspides",
        "spart": "Argyraspides",
        "athen": "Argyraspides",
        "ptol": "Argyraspides",
        "sele": "Argyraspides"
      },
      "description": "Only the most celebrated soldiers had shields faced with silver, as did the famous 'Silver Shields' regiment in Alexander the Great's army.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 500
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "shields_generic_silver.png",
      "researchTime": 40,
      "tooltip": "Champions +2 Pierce Armor Levels, but also +10 Metal Cost.",
      "modifications": [
        {
          "value": "Armour/Pierce",
          "add": 2
        },
        {
          "value": "Cost/Resources/metal",
          "add": 10
        }
      ],
      "affects": [
        "Champion"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "armor_ship_hullsheathing": {
      "genericName": "Lead hull sheathing",
      "description": "Lead sheathing protects ship hulls.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 350
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "supersedes": "armor_ship_hypozomata",
      "icon": "armor_ship_gold.png",
      "researchTime": 40,
      "tooltip": "Lead sheathing protects ship hulls. +2 levels to all ship armor types.",
      "modifications": [
        {
          "value": "Armour/Hack",
          "add": 2
        },
        {
          "value": "Armour/Pierce",
          "add": 2
        },
        {
          "value": "Armour/Crush",
          "add": 2
        }
      ],
      "affects": [
        "Ship"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "armor_ship_hypozomata": {
      "genericName": "Hypozomata undergirding",
      "description": "The hypozomata braces the structure of a ship.",
      "cost": {
        "food": 0,
        "wood": 150,
        "stone": 0,
        "metal": 150
      },
      "requirements": {
        "tech": "phase_town"
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "supersedes": "armor_ship_reinforcedhull",
      "icon": "armor_ship_silver.png",
      "researchTime": 40,
      "tooltip": "The hypozomata braces the ship's structure. +2 levels to all ship armor types.",
      "modifications": [
        {
          "value": "Armour/Hack",
          "add": 2
        },
        {
          "value": "Armour/Pierce",
          "add": 2
        },
        {
          "value": "Armour/Crush",
          "add": 2
        }
      ],
      "affects": [
        "Ship"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "armor_ship_reinforcedhull": {
      "genericName": "Reinforced hull",
      "description": "Wooden reinforcement beams for ship hulls.",
      "cost": {
        "food": 0,
        "wood": 250,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_village"
      },
      "requirementsTooltip": "Unlocked in Village Phase.",
      "icon": "armor_ship_bronze.png",
      "researchTime": 40,
      "tooltip": "Wooden reinforcement beams for hulls. +2 levels to all ship armor types.",
      "modifications": [
        {
          "value": "Armour/Hack",
          "add": 2
        },
        {
          "value": "Armour/Pierce",
          "add": 2
        },
        {
          "value": "Armour/Crush",
          "add": 2
        }
      ],
      "affects": [
        "Ship"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "armor_trade_convoys": {
      "genericName": "Trade convoys",
      "description": "Increases defensive capability of traders.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 200
      },
      "requirements": {
        "tech": "phase_town"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "wheel.png",
      "researchTime": 40,
      "tooltip": "Traders +2 Hack and Pierce armor levels.",
      "modifications": [
        {
          "value": "Armour/Hack",
          "add": 2
        },
        {
          "value": "Armour/Pierce",
          "add": 2
        }
      ],
      "affects": [
        "Trader"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "attack_cav_lance": {
      "pair": "pair_cav_01",
      "genericName": "Cavalry Lance",
      "specificName": {
        "hele": "Xyston",
        "mace": "Xyston",
        "spart": "Xyston",
        "athen": "Xyston",
        "sele": "Xyston",
        "ptol": "Xyston",
        "theb": "Xyston",
        "rome": "Hasta"
      },
      "description": "A long spear made specifically for cavalry.",
      "cost": {
        "food": 0,
        "wood": 50,
        "stone": 0,
        "metal": 150
      },
      "requirements": {
        "any": [
          {
            "tech": "phase_town"
          },
          {
            "civ": "celt"
          },
          {
            "civ": "brit"
          },
          {
            "civ": "gaul"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "spear_cavalry.png",
      "researchTime": 40,
      "tooltip": "Equip your melee cavalry with better weapons. Melee Cavalry +2 Hack Attack.",
      "modifications": [
        {
          "value": "Attack/Melee/Hack",
          "add": 2
        }
      ],
      "affects": [
        "Cavalry Melee"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "attack_champions_elite": {
      "pair": "pair_champ_02",
      "genericName": "Heroism",
      "specificName": {
        "hele": "Andreia",
        "mace": "Andreia",
        "spart": "Andreia",
        "athen": "Andreia",
        "ptol": "Andreia",
        "sele": "Andreia",
        "rome": "Fortitudo"
      },
      "description": "Guard units have uncommon bravery and valor in battle.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 300
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "helmet_hero_side.png",
      "researchTime": 40,
      "tooltip": "Guard units have uncommon courage and valor in battle. Champions +2 attack.",
      "modifications": [
        {
          "value": "Attack/Melee/Hack",
          "add": 2,
          "affects": "Champion Melee"
        },
        {
          "value": "Attack/Ranged/Pierce",
          "add": 2,
          "affects": "Champion Ranged"
        }
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "attack_citizensoldiers_will": {
      "pair": "pair_champ_02",
      "genericName": "Will to fight",
      "specificName": {
        "hele": "Dynamis",
        "mace": "Dynamis",
        "spart": "Dynamis",
        "athen": "Dynamis",
        "ptol": "Dynamis",
        "sele": "Dynamis"
      },
      "description": "The will to fight is crucial to victory.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 300
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "clenched_fist.png",
      "researchTime": 40,
      "tooltip": "Inspire your troops with higher pay. All citizen-Soldiers +2 attack.",
      "modifications": [
        {
          "value": "Attack/Melee/Hack",
          "add": 2,
          "affects": "CitizenSoldier Melee"
        },
        {
          "value": "Attack/Ranged/Pierce",
          "add": 2,
          "affects": "CitizenSoldier Ranged"
        }
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "attack_steel_working": {
      "genericName": "Steel Working",
      "specificName": {
        "maur": "Wootz Steel",
        "iber": "Toledo Steel"
      },
      "description": "Secret steel working techniques give sword blades distinctive and beautiful markings. Not only that, but the steel's hardness is unparalleled.",
      "cost": {
        "food": 0,
        "wood": 200,
        "stone": 0,
        "metal": 200
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "metalworker.png",
      "researchTime": 60,
      "tooltip": "+2 attack for all sword units.",
      "modifications": [
        {
          "value": "Attack/Melee/Hack",
          "add": 2
        }
      ],
      "affects": [
        "Sword"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "attack_tower_crenellations": {
      "pair": "pair_tower_01",
      "genericName": "Crenellations",
      "description": "Crenellations on the battlements allow soldiers wider range of fire in defending a keep.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 100,
        "metal": 100
      },
      "requirements": {
        "tech": "phase_town"
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "crenelations.png",
      "researchTime": 40,
      "tooltip": "Install crenellations and murder holes to have 40% more arrows fired per garrisoned soldier.",
      "modifications": [
        {
          "value": "BuildingAI/GarrisonArrowMultiplier",
          "multiply": 1.4
        }
      ],
      "affects": [
        "Defensive Tower"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "attack_tower_watch": {
      "pair": "pair_tower_01",
      "genericName": "Sentries",
      "specificName": {
        "hele": "Nyktophylakes",
        "mace": "Nyktophylakes",
        "spart": "Nyktophylakes",
        "athen": "Nyktophylakes",
        "ptol": "Nyktophylakes",
        "sele": "Nyktophylakes",
        "rome": "Vigiles"
      },
      "description": "A night's watch increases vigilance.",
      "cost": {
        "food": 100,
        "wood": 100,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_town"
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "helmet_corinthian_bronze.png",
      "researchTime": 40,
      "tooltip": "Post sentries to double the number of default arrows in ungarrisoned Towers.",
      "modifications": [
        {
          "value": "BuildingAI/DefaultArrowCount",
          "add": 1
        }
      ],
      "affects": [
        "Defensive Tower"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "buildtime_walls_rubble": {
      "pair": "pair_walls_01",
      "genericName": "Rubble Materials",
      "description": "Using rubble materials reduces the costs and build times of walls.",
      "cost": {
        "food": 0,
        "wood": 200,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_town"
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "stone_blocks_brown.png",
      "researchTime": 40,
      "tooltip": "City walls -20% build time, but -1 crush armor level.",
      "modifications": [
        {
          "value": "Cost/BuildTime",
          "multiply": 0.8
        },
        {
          "value": "Armour/Crush",
          "add": -1
        }
      ],
      "affects": [
        "StoneWall"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "decay_outpost": {
      "genericName": "Stone Foundations",
      "description": "Outposts survive twice as long in neutral territory.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 100,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_village"
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "blocks_three.png",
      "researchTime": 40,
      "tooltip": "Territory decay -50% for Outposts.",
      "modifications": [
        {
          "value": "TerritoryDecay/HealthDecayRate",
          "multiply": 0.5
        }
      ],
      "affects": [
        "Outpost"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "gather_animals_stockbreeding": {
      "genericName": "Stockbreeding",
      "description": "Breeding livestock for food.",
      "cost": {
        "food": 50,
        "wood": 0,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_village"
      },
      "icon": "meat.png",
      "researchTime": 40,
      "tooltip": "Breed time -25% for domestic animals (sheep, goats, cattle, etc.).",
      "modifications": [
        {
          "value": "Cost/BuildTime",
          "multiply": 0.75
        }
      ],
      "affects": [
        "Domestic"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "gather_capacity_wheelbarrow": {
      "pair": "pair_gather_wood_01",
      "genericName": "Wheelbarrow",
      "description": "Increases shuttling capacity for all resources.",
      "cost": {
        "food": 100,
        "wood": 100,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_village"
      },
      "requirementsTooltip": "Unlocked in Village Phase.",
      "icon": "wheelbarrow_empty.png",
      "researchTime": 40,
      "tooltip": "Workers use wheelbarrows. +5 shuttle capacity for all resources.",
      "modifications": [
        {
          "value": "ResourceGatherer/Capacities/food",
          "add": 5
        },
        {
          "value": "ResourceGatherer/Capacities/wood",
          "add": 5
        },
        {
          "value": "ResourceGatherer/Capacities/stone",
          "add": 5
        },
        {
          "value": "ResourceGatherer/Capacities/metal",
          "add": 5
        }
      ],
      "affects": [
        "Worker"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "gather_farming_plows": {
      "genericName": "Iron Plow",
      "description": "A horse drawn instrument to turn the sod.",
      "cost": {
        "food": 0,
        "wood": 100,
        "stone": 0,
        "metal": 100
      },
      "requirements": {
        "tech": "phase_town"
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "plow.png",
      "researchTime": 40,
      "tooltip": "Equip your workers with iron plows. +25% farming rate.",
      "modifications": [
        {
          "value": "ResourceGatherer/Rates/food.grain",
          "multiply": 1.25
        }
      ],
      "affects": [
        "Worker"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "gather_lumbering_ironaxes": {
      "pair": "pair_gather_wood_01",
      "genericName": "Iron Ax Heads",
      "description": "Increases wood gathering rates for trees.",
      "cost": {
        "food": 0,
        "wood": 50,
        "stone": 0,
        "metal": 50
      },
      "requirements": {
        "tech": "phase_village"
      },
      "requirementsTooltip": "Unlocked in Village Phase.",
      "icon": "wood_axe.png",
      "researchTime": 40,
      "tooltip": "Workers +25% lumbering rate for trees.",
      "modifications": [
        {
          "value": "ResourceGatherer/Rates/wood.tree",
          "multiply": 1.25
        }
      ],
      "affects": [
        "Worker"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "gather_mining_serfs": {
      "pair": "pair_gather_02",
      "genericName": "Serfs",
      "specificName": {
        "hele": "Heilotes",
        "mace": "Heilotes",
        "spart": "Heilotes",
        "athen": "Heilotes"
      },
      "description": "Increases stone gathering rates.",
      "cost": {
        "food": 100,
        "wood": 100,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_town"
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "mining_stone.png",
      "researchTime": 40,
      "tooltip": "Compel serfs to help your workers mine stone. +25% stone gathering rate.",
      "modifications": [
        {
          "value": "ResourceGatherer/Rates/stone.rock",
          "multiply": 1.25
        }
      ],
      "affects": [
        "Worker"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "gather_mining_servants": {
      "pair": "pair_gather_01",
      "genericName": "Servants",
      "specificName": {
        "hele": "Douloi",
        "mace": "Douloi",
        "spart": "Douloi",
        "athen": "Douloi"
      },
      "description": "Increases stone gathering rates.",
      "cost": {
        "food": 50,
        "wood": 0,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_village"
      },
      "requirementsTooltip": "Hire servants to help mine stone. No requirements.",
      "icon": "mining_stone.png",
      "researchTime": 40,
      "tooltip": "+25% stone gathering rate.",
      "modifications": [
        {
          "value": "ResourceGatherer/Rates/stone.rock",
          "multiply": 1.25
        }
      ],
      "affects": [
        "Worker"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "gather_mining_shaftmining": {
      "pair": "pair_gather_02",
      "genericName": "Shaft Mining",
      "description": "Increases metal gathering rates.",
      "cost": {
        "food": 100,
        "wood": 100,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_town"
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "mining_metal.png",
      "researchTime": 40,
      "tooltip": "Develop shaft mining. +25% metal gathering rate.",
      "modifications": [
        {
          "value": "ResourceGatherer/Rates/metal.ore",
          "multiply": 1.25
        }
      ],
      "affects": [
        "Worker"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "gather_mining_silvermining": {
      "pair": "pair_gather_03",
      "genericName": "Silver Mining",
      "specificName": {
        "athen": "Mines of Laureion",
        "mace": "Mines of Krenides"
      },
      "description": "Increases metal gathering rates.",
      "cost": {
        "food": 100,
        "wood": 100,
        "stone": 100,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "mining_metal.png",
      "researchTime": 40,
      "tooltip": "Strike a vein of precious silver. +25% metal gathering rate.",
      "modifications": [
        {
          "value": "ResourceGatherer/Rates/metal.ore",
          "multiply": 1.25
        }
      ],
      "affects": [
        "Worker"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "gather_mining_slaves": {
      "pair": "pair_gather_03",
      "genericName": "Slaves",
      "specificName": {
        "hele": "Andrapodon",
        "mace": "Andrapodon",
        "spart": "Andrapodon",
        "athen": "Andrapodon"
      },
      "description": "Increases stone gathering rates.",
      "cost": {
        "food": 100,
        "wood": 100,
        "stone": 0,
        "metal": 100
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "mining_stone.png",
      "researchTime": 40,
      "tooltip": "Buy slaves to help your workers mine for stone. +25% stone gathering rate.",
      "modifications": [
        {
          "value": "ResourceGatherer/Rates/stone.rock",
          "multiply": 1.25
        }
      ],
      "affects": [
        "Worker"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "gather_mining_wedgemallet": {
      "pair": "pair_gather_01",
      "genericName": "Wedge and Mallet",
      "description": "Increases metal gathering rates.",
      "cost": {
        "food": 0,
        "wood": 50,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_village"
      },
      "requirementsTooltip": "Equip your workers with helpful tools. No requirements.",
      "icon": "mining_metal.png",
      "researchTime": 40,
      "tooltip": "+25% metal gathering rate.",
      "modifications": [
        {
          "value": "ResourceGatherer/Rates/metal.ore",
          "multiply": 1.25
        }
      ],
      "affects": [
        "Worker"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "gather_wicker_baskets": {
      "genericName": "Wicker Baskets",
      "description": "Baskets to carry foraged food stuffs.",
      "cost": {
        "food": 0,
        "wood": 100,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_village"
      },
      "icon": "gather_basket.png",
      "researchTime": 40,
      "tooltip": "Equip your foragers with wicker baskets. +50% fruit foraging rate.",
      "modifications": [
        {
          "value": "ResourceGatherer/Rates/food.fruit",
          "multiply": 1.5
        }
      ],
      "affects": [
        "Worker"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "heal_range": {
      "pair": "pair_heal_01",
      "genericName": "Healing Range",
      "specificName": {
        "hele": "Olympic Pantheon",
        "mace": "Olympic Pantheon",
        "spart": "Olympic Pantheon",
        "athen": "Olympic Pantheon"
      },
      "description": "Increases the healing range of all healers.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 100
      },
      "requirements": {
        "tech": "phase_town"
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "healing_range.png",
      "researchTime": 40,
      "tooltip": "Healers +4 Healing Range.",
      "modifications": [
        {
          "value": "Heal/Range",
          "add": 4
        }
      ],
      "affects": [
        "Healer"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "heal_range_2": {
      "pair": "pair_heal_02",
      "genericName": "Healing Range 2",
      "specificName": {
        "hele": "Akademia",
        "mace": "Akademia",
        "spart": "Akademia",
        "athen": "Akademia"
      },
      "description": "Increases the healing range of all healers.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 200
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "healing_range.png",
      "researchTime": 40,
      "tooltip": "Healers +4 Healing Range.",
      "modifications": [
        {
          "value": "Heal/Range",
          "add": 4
        }
      ],
      "affects": [
        "Healer"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "heal_rate": {
      "pair": "pair_heal_01",
      "genericName": "Healing Rate",
      "specificName": {
        "hele": "Sphagia",
        "mace": "Sphagia",
        "spart": "Sphagia",
        "athen": "Sphagia"
      },
      "description": "Increases the Healing Rate of all healers.",
      "cost": {
        "food": 100,
        "wood": 0,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_town"
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "healing_rate.png",
      "researchTime": 40,
      "tooltip": "Healers +25% healing rate.",
      "modifications": [
        {
          "value": "Heal/Rate",
          "add": -500
        }
      ],
      "affects": [
        "Healer"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "heal_rate_2": {
      "pair": "pair_heal_02",
      "genericName": "Healing Rate 2",
      "specificName": {
        "hele": "Hippocratic Oath",
        "mace": "Hippocratic Oath",
        "spart": "Hippocratic Oath",
        "athen": "Hippocratic Oath"
      },
      "description": "Increases the Healing Rate of all healers.",
      "cost": {
        "food": 200,
        "wood": 0,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "healing_rate.png",
      "researchTime": 40,
      "tooltip": "Healers +25% healing rate.",
      "modifications": [
        {
          "value": "Heal/Rate",
          "add": -500
        }
      ],
      "affects": [
        "Healer"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "heal_temple": {
      "pair": "pair_heal_03",
      "genericName": "Divine Offerings",
      "specificName": {
        "hele": "Olympic Games",
        "mace": "Olympic Games",
        "spart": "Olympic Games",
        "athen": "Eleusian Mysteries"
      },
      "description": "Units garrisoned in a temple are healed faster.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 200
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "cauldron.png",
      "researchTime": 40,
      "tooltip": "Temples +50% garrisoned healing rate.",
      "modifications": [
        {
          "value": "GarrisonHolder/BuffHeal",
          "multiply": 1.5
        }
      ],
      "affects": [
        "Temple"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "health_females_01": {
      "pair": "pair_house_01",
      "genericName": "The Loom",
      "description": "The Loom allowed the creation of finer clothing to clothe citizens in the settlement. Women of the household were taught from a young age how to weave on the loom, and subsequently spent a large  share of their lives working with it.",
      "cost": {
        "food": 0,
        "wood": 100,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_village"
      },
      "requirementsTooltip": "Unlocked in Village Phase.",
      "icon": "wives_festival.png",
      "researchTime": 40,
      "tooltip": "Female Citizens +50% Health.",
      "modifications": [
        {
          "value": "Health/Max",
          "multiply": 1.5
        }
      ],
      "affects": [
        "Female Citizen"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "health_regen_units": {
      "pair": "pair_heal_03",
      "genericName": "Battlefield Medicine",
      "description": "Unlock health regeneration for your units.",
      "cost": {
        "food": 100,
        "wood": 0,
        "stone": 0,
        "metal": 100
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "bandage.png",
      "researchTime": 40,
      "tooltip": "Organic units will slowly regenerate health over time when idle.",
      "modifications": [
        {
          "value": "Health/RegenRate",
          "add": 0.5
        }
      ],
      "affects": [
        "Unit Organic"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "health_walls_geometric_masonry": {
      "pair": "pair_walls_01",
      "genericName": "Geometric Masonry",
      "description": "Using geometric masonry increases the sturdiness of defensive walls.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 200,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_town"
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "stone_blocks.png",
      "researchTime": 40,
      "tooltip": "City walls +2 crush armor levels, but +10% build time.",
      "modifications": [
        {
          "value": "Cost/BuildTime",
          "multiply": 1.1
        },
        {
          "value": "Armour/Crush",
          "add": 2
        }
      ],
      "affects": [
        "StoneWall"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "melee_inf_sidearms": {
      "pair": "pair_inf_01",
      "genericName": "Side Arms",
      "specificName": {
        "hele": "Xíphos",
        "mace": "Xíphos",
        "spart": "Xíphos",
        "athen": "Xíphos",
        "theb": "Xíphos",
        "ptol": "Xíphos",
        "sele": "Xíphos",
        "rome": "Pugio"
      },
      "description": "Often, an infantryman would carry a secondary weapon in addition to his primary weapon of choice, to be drawn when the primary weapon has failed or been broken.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 50
      },
      "requirements": {
        "any": [
          {
            "tech": "phase_town"
          },
          {
            "civ": "celt"
          },
          {
            "civ": "brit"
          },
          {
            "civ": "gaul"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "sword.png",
      "researchTime": 40,
      "tooltip": "Melee infantry +1 hack attack.",
      "modifications": [
        {
          "value": "Attack/Melee/Hack",
          "add": 1
        }
      ],
      "affects": [
        "Infantry Melee"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "melee_inf_spearheads": {
      "pair": "pair_inf_02",
      "genericName": "Iron Spearheads",
      "specificName": {
        "hele": "Siderénies Aichmés",
        "mace": "Siderénies Aichmés",
        "spart": "Siderénies Aichmés",
        "athen": "Siderénies Aichmés",
        "theb": "Siderénies Aichmés",
        "ptol": "Siderénies Aichmés",
        "sele": "Siderénies Aichmés"
      },
      "description": "Using iron instead of bronze gave spears additional piercing power.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 200
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "spear.png",
      "researchTime": 40,
      "tooltip": "All Spear units +2 hack attack.",
      "modifications": [
        {
          "value": "Attack/Melee/Hack",
          "add": 2
        }
      ],
      "affects": [
        "Spear"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "pair_cav_01": {
      "genericName": "Lance vs. Chamfron",
      "top": "attack_cav_lance",
      "bottom": "armor_cav_chamfron"
    },
    "pair_champ_02": {
      "genericName": "Champions vs. Part-timers",
      "top": "attack_champions_elite",
      "bottom": "attack_citizensoldiers_will"
    },
    "pair_gather_01": {
      "genericName": "Servants vs. Wedge and Mallet",
      "top": "gather_mining_servants",
      "bottom": "gather_mining_wedgemallet"
    },
    "pair_gather_02": {
      "genericName": "Serfs vs. Shaft Mining",
      "top": "gather_mining_serfs",
      "bottom": "gather_mining_shaftmining",
      "supersedes": "pair_gather_01"
    },
    "pair_gather_03": {
      "genericName": "Slaves vs. Silver Mining",
      "top": "gather_mining_slaves",
      "bottom": "gather_mining_silvermining",
      "supersedes": "pair_gather_02"
    },
    "pair_gather_wood_01": {
      "genericName": "Iron Axes vs. Wheelbarrow",
      "top": "gather_lumbering_ironaxes",
      "bottom": "gather_capacity_wheelbarrow"
    },
    "pair_heal_01": {
      "genericName": "Heal Range and Rate",
      "top": "heal_range",
      "bottom": "heal_rate"
    },
    "pair_heal_02": {
      "genericName": "Heal Range and Rate #2",
      "top": "heal_range_2",
      "bottom": "heal_rate_2",
      "supersedes": "pair_heal_01"
    },
    "pair_heal_03": {
      "genericName": "Garrison Healing vs. Self-Healing",
      "top": "heal_temple",
      "bottom": "health_regen_units"
    },
    "pair_house_01": {
      "genericName": "Females vs. Population",
      "top": "health_females_01",
      "bottom": "pop_house_01"
    },
    "pair_house_02": {
      "genericName": "Females vs. Population",
      "top": "unlock_females_house",
      "bottom": "pop_house_02"
    },
    "pair_inf_01": {
      "genericName": "Side Arms vs. Irregulars",
      "top": "melee_inf_sidearms",
      "bottom": "ranged_inf_irregulars"
    },
    "pair_inf_02": {
      "genericName": "Spear Fighting vs. Skirmishing",
      "top": "melee_inf_spearheads",
      "bottom": "ranged_inf_skirmishers",
      "supersedes": "pair_inf_01"
    },
    "pair_inf_armor_01": {
      "genericName": "Infantry Hack Armor vs. Spearmen Pierce Armor",
      "top": "armor_infantry_hack_01",
      "bottom": "armor_infantryspearmen_pierce_01"
    },
    "pair_inf_armor_02": {
      "genericName": "Infantry Hack Armor vs. Spearmen Pierce Armor",
      "top": "armor_infantry_hack_02",
      "bottom": "armor_infantryspearmen_pierce_02",
      "supersedes": "pair_inf_armor_01"
    },
    "pair_inf_armor_03": {
      "genericName": "Infantry Hack Armor vs. Spearmen Pierce Armor",
      "top": "armor_infantry_hack_03",
      "bottom": "armor_infantryspearmen_pierce_03",
      "supersedes": "pair_inf_armor_02"
    },
    "pair_inf_armor_04": {
      "genericName": "Infantry Hack Armor vs. Spearmen Pierce Armor",
      "top": "armor_infantry_hack_04",
      "bottom": "armor_infantryspearmen_pierce_04",
      "supersedes": "pair_inf_armor_03"
    },
    "pair_levy_01": {
      "genericName": "Levy Infantry vs. Levy Cavalry",
      "top": "training_levy_infantry",
      "bottom": "training_levy_cavalry"
    },
    "pair_siege_attack_cost": {
      "genericName": "Attack vs. Cost",
      "top": "siege_attack",
      "bottom": "siege_cost_metal"
    },
    "pair_siege_attack_pack": {
      "genericName": "Attack vs. Packing",
      "top": "siege_attack",
      "bottom": "siege_packing"
    },
    "pair_siege_cost_armor": {
      "genericName": "Cost vs. Armor",
      "top": "siege_cost_wood",
      "bottom": "siege_armor"
    },
    "pair_tower_01": {
      "genericName": "Night's Watch vs. Crenellations",
      "top": "attack_tower_watch",
      "bottom": "attack_tower_crenellations"
    },
    "pair_walls_01": {
      "genericName": "Walls build time vs. Health",
      "top": "buildtime_walls_rubble",
      "bottom": "health_walls_geometric_masonry"
    },
    "phase_city": {
      "genericName": "City Phase",
      "requirements": {
        "any": [
          {
            "tech": "phase_city_generic"
          },
          {
            "tech": "phase_city_britons"
          },
          {
            "tech": "city_phase_gauls"
          },
          {
            "tech": "phase_city_pair_celts"
          },
          {
            "tech": "phase_city_athen"
          }
        ]
      },
      "autoResearch": true,
      "modifications": [
        {
          "value": "TerritoryInfluence/Radius",
          "multiply": 1.5
        }
      ],
      "affects": [
        "CivCentre"
      ],
      "soundComplete": "interface/alarm/alarm_phase.xml"
    },
    "phase_city_athen": {
      "genericName": "City Phase",
      "specificName": {
        "athen": "Megalopolis"
      },
      "description": "Advances from a bustling town to a veritable metropolis, full of the wonders of modern technology. This is the Athenian city phase, where metal gathering rates are boosted because of the 'Silver Owls' bonus.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 1000,
        "metal": 1000
      },
      "requirements": {
        "class": "Town",
        "number": 4
      },
      "requirementsTooltip": "Requires 4 new Town Phase structures (except Walls and Civic Centers).",
      "supersedes": "phase_town_athen",
      "icon": "city_phase.png",
      "researchTime": 80,
      "tooltip": "Advance to City Phase, which unlocks more structures and units. Territory radius for Civic Centers increased by another +50%. Silver Owls civ bonus grants an extra +10% metal gather rate to all workers.",
      "modifications": [
        {
          "value": "ResourceGatherer/Rates/metal.ore",
          "multiply": 1.1
        }
      ],
      "affects": [
        "Worker"
      ],
      "soundComplete": "interface/alarm/alarm_phase.xml"
    },
    "phase_city_britons": {
      "pair": "phase_city_pair_celts",
      "genericName": "City Phase - Britons",
      "description": "Advance from a bustling town to large city.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 1000,
        "metal": 1000
      },
      "requirements": {
        "class": "Town",
        "number": 4
      },
      "requirementsTooltip": "Requires 4 new Town Phase structures (except Walls and Civic Centers).",
      "icon": "city_phase.png",
      "researchTime": 80,
      "tooltip": "Advance to City Phase, which unlocks Brythonic structures and units. Territory radius for Civic Centers increased by another +50%",
      "soundComplete": "interface/alarm/alarm_phase.xml"
    },
    "phase_city_gauls": {
      "pair": "phase_city_pair_celts",
      "genericName": "City Phase - Gauls",
      "description": "Advance from a bustling town to large city.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 1000,
        "metal": 1000
      },
      "requirements": {
        "class": "Town",
        "number": 4
      },
      "requirementsTooltip": "Requires 4 new Town Phase structures (except Walls and Civic Centers).",
      "icon": "city_phase.png",
      "researchTime": 80,
      "tooltip": "Advance to City Phase, which unlocks Gallic structures and units. Territory radius for Civilization Centers increased by another +50%",
      "soundComplete": "interface/alarm/alarm_phase.xml"
    },
    "phase_city_generic": {
      "genericName": "City Phase",
      "specificName": {
        "hele": "Megalopolis",
        "mace": "Megalopolis",
        "spart": "Megalopolis",
        "athen": "Megalopolis"
      },
      "description": "Advances from a bustling town to a veritable metropolis, full of the wonders of modern technology.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 1000,
        "metal": 1000
      },
      "requirements": {
        "class": "Town",
        "number": 4
      },
      "requirementsTooltip": "Requires 4 new Town Phase structures (except Walls and Civic Centers).",
      "supersedes": "phase_town_generic",
      "icon": "city_phase.png",
      "researchTime": 80,
      "tooltip": "Advance to City Phase, which unlocks more structures and units. Territory radius for Civic Centers increased by another +50%",
      "soundComplete": "interface/alarm/alarm_phase.xml"
    },
    "phase_city_pair_celts": {
      "genericName": "Britons vs. Gauls",
      "top": "phase_city_britons",
      "bottom": "phase_city_gauls",
      "supersedes": "phase_town_generic"
    },
    "phase_town": {
      "genericName": "Town Phase",
      "requirements": {
        "any": [
          {
            "tech": "phase_town_generic"
          },
          {
            "tech": "phase_town_athen"
          }
        ]
      },
      "autoResearch": true,
      "modifications": [
        {
          "value": "TerritoryInfluence/Radius",
          "multiply": 1.3
        }
      ],
      "affects": [
        "CivCentre"
      ],
      "soundComplete": "interface/alarm/alarm_phase.xml"
    },
    "phase_town_athen": {
      "genericName": "Town Phase",
      "specificName": {
        "athen": "Komópolis"
      },
      "description": "Advances from a bustling town to a veritable metropolis, full of the wonders of modern technology. This is the Athenian city phase, where metal gathering rates are boosted because of the Silver Owls bonus.",
      "cost": {
        "food": 800,
        "wood": 800,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "class": "Village",
        "number": 5
      },
      "requirementsTooltip": "Requires 5 Village Phase structures (except Palisades and Farm Fields).",
      "supersedes": "phase_village",
      "icon": "town_phase.png",
      "researchTime": 80,
      "tooltip": "Advance to Town Phase, which unlocks more structures and units. Territory radius for Civic Centers increased by +30%. 'Silver Owls' civ bonus grants an extra +10% metal gather rate to all workers.",
      "modifications": [
        {
          "value": "ResourceGatherer/Rates/metal.ore",
          "multiply": 1.1
        }
      ],
      "affects": [
        "Worker"
      ],
      "soundComplete": "interface/alarm/alarm_phase.xml"
    },
    "phase_town_generic": {
      "genericName": "Town Phase",
      "specificName": {
        "athen": "Komópolis",
        "hele": "Komópolis",
        "mace": "Komópolis",
        "spart": "Komópolis",
        "theb": "Komópolis"
      },
      "description": "Advances from a small village to a bustling town, ready to expand rapidly.",
      "cost": {
        "food": 800,
        "wood": 800,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "class": "Village",
        "number": 5
      },
      "requirementsTooltip": "Requires 5 Village Phase structures (except Palisades and Farm Fields).",
      "supersedes": "phase_village",
      "icon": "town_phase.png",
      "researchTime": 80,
      "tooltip": "Advance to Town Phase, which unlocks more structures and units. Territory radius for Civic Centers increased by +30%",
      "soundComplete": "interface/alarm/alarm_phase.xml"
    },
    "phase_village": {
      "genericName": "Village Phase",
      "autoResearch": true
    },
    "pop_civic_01": {
      "pair": "pair_pop_01",
      "genericName": "Dining Hall",
      "specificName": {
        "athen": "Tholos"
      },
      "description": "The state or tribe would often construct a dining hall for public feasts or to receive foreign emissaries.",
      "cost": {
        "food": 0,
        "wood": 100,
        "stone": 100,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_town"
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "population.png",
      "researchTime": 40,
      "tooltip": "Civic Centers +5 population cap bonus.",
      "modifications": [
        {
          "value": "Cost/PopulationBonus",
          "add": 5
        }
      ],
      "affects": [
        "CivCentre"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "pop_civic_02": {
      "pair": "pair_pop_02",
      "genericName": "Public Assembly",
      "specificName": {
        "athen": "Ekklesia",
        "rome": "Comitium"
      },
      "description": "Public assembly places were often the center of civic life for ancient societies. Athens had the Ekklesia, the citizens' assembly which met on the Pnyx Hill near the agora in full view of the Acropolis. The Romans had an open-aired assembly place in the great Forum Romanum called the Comitium. Here citizens could air grievances and present petitions to the patrician politicians who ruled their city in the Senate.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 200,
        "metal": 200
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "population.png",
      "researchTime": 40,
      "tooltip": "Civic Centers +5 population cap bonus.",
      "modifications": [
        {
          "value": "Cost/PopulationBonus",
          "add": 5
        }
      ],
      "affects": [
        "CivCentre"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "pop_house_01": {
      "pair": "pair_house_01",
      "genericName": "Home Garden",
      "specificName": {
        "hele": "Peristyle",
        "mace": "Peristyle",
        "spart": "Peristyle",
        "athen": "Peristyle",
        "sele": "Peristyle",
        "ptol": "Peristyle",
        "rome": "Peristyle",
        "pers": "Paradise"
      },
      "description": "Home gardens ranged from simple fenced-in areas to large manicured and colonnaded enclosures.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 100,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_village"
      },
      "requirementsTooltip": "Unlocked in Village Phase.",
      "icon": "population.png",
      "researchTime": 40,
      "tooltip": "Houses +1 population cap bonus.",
      "modifications": [
        {
          "value": "Cost/PopulationBonus",
          "add": 1
        }
      ],
      "affects": [
        "House"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "pop_house_02": {
      "pair": "pair_house_02",
      "genericName": "Manors",
      "specificName": {
        "rome": "Insulae"
      },
      "description": "Homes tended to expand as the wealth and population of a settlement grew.",
      "cost": {
        "food": 0,
        "wood": 300,
        "stone": 300,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_town"
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "population.png",
      "researchTime": 40,
      "tooltip": "Houses +2 population cap bonus.",
      "modifications": [
        {
          "value": "Cost/PopulationBonus",
          "add": 2
        }
      ],
      "affects": [
        "House"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "ranged_inf_irregulars": {
      "pair": "pair_inf_01",
      "genericName": "Ranged Infantry Irregulars",
      "specificName": {
        "hele": "Átaktoi",
        "mace": "Átaktoi",
        "spart": "Átaktoi",
        "athen": "Átaktoi",
        "theb": "Átaktoi",
        "sele": "Átaktoi",
        "ptol": "Átaktoi"
      },
      "description": "Training increases damage of ranged infantry units.",
      "cost": {
        "food": 0,
        "wood": 50,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "any": [
          {
            "tech": "phase_town"
          },
          {
            "civ": "celt"
          },
          {
            "civ": "brit"
          },
          {
            "civ": "gaul"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "arrow.png",
      "researchTime": 40,
      "tooltip": "Ranged infantry +2 pierce attack.",
      "modifications": [
        {
          "value": "Attack/Ranged/Pierce",
          "add": 2
        }
      ],
      "affects": [
        "Infantry Ranged"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "ranged_inf_skirmishers": {
      "pair": "pair_inf_02",
      "genericName": "Javelin Thong",
      "specificName": {
        "hele": "Ankyle",
        "mace": "Ankyle",
        "spart": "Ankyle",
        "athen": "Ankyle",
        "theb": "Ankyle",
        "ptol": "Ankyle",
        "sele": "Ankyle",
        "rome": "Amentum"
      },
      "description": "The javelin thong (the Greeks also called them loops, or bronkhos) increased the fulcrum action of the throwing arm mid-throw, increasing speed and range of the javelin.",
      "cost": {
        "food": 0,
        "wood": 200,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "javelin_thong.png",
      "researchTime": 30,
      "tooltip": "All Javelin units +2 pierce attack and +4 range.",
      "modifications": [
        {
          "value": "Attack/Ranged/Pierce",
          "add": 2
        },
        {
          "value": "Attack/Ranged/MaxRange",
          "add": 4
        }
      ],
      "affects": [
        "Javelin"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "siege_armor": {
      "genericName": "Armor plating",
      "description": "Increased armor on siege weapons",
      "cost": {
        "food": 0,
        "wood": 300,
        "stone": 0,
        "metal": 350
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "armor_plates_gold.png",
      "researchTime": 40,
      "tooltip": "All Siege weapons +2 Hack armor levels.",
      "modifications": [
        {
          "value": "Armour/Hack",
          "add": 2
        }
      ],
      "affects": [
        "Siege"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "siege_attack": {
      "genericName": "Advanced Siege",
      "description": "Advanced technologies improve siege efficiency",
      "cost": {
        "food": 0,
        "wood": 200,
        "stone": 0,
        "metal": 250
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "siege_ram.png",
      "researchTime": 40,
      "tooltip": "All siege weapons +5 Crush damage.",
      "modifications": [
        {
          "value": "Attack/Melee/Crush",
          "add": 5
        },
        {
          "value": "Attack/Ranged/Crush",
          "add": 5
        }
      ],
      "affects": [
        "Siege"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "siege_bolt_accuracy": {
      "genericName": "Bolt Accuracy",
      "description": "Improvement to projectile accuracy",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 220
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "accuracy_bolt.png",
      "researchTime": 40,
      "tooltip": "Bolt shooter accuracy increased 25%",
      "modifications": [
        {
          "value": "Attack/Ranged/Spread",
          "multiply": 0.75
        }
      ],
      "affects": [
        "Bolt Shooter"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "siege_cost_metal": {
      "genericName": "Metalworker",
      "description": "Siege weapons require less metal resource",
      "cost": {
        "food": 200,
        "wood": 0,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "metalworker.png",
      "researchTime": 40,
      "tooltip": "Siege weapons cost 20% less metal",
      "modifications": [
        {
          "value": "Cost/Resources/metal",
          "multiply": 0.8
        }
      ],
      "affects": [
        "Siege"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "siege_cost_wood": {
      "genericName": "Artillery Instructors",
      "description": "Siege weapons cost less wood",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 200
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "anvil.png",
      "researchTime": 40,
      "tooltip": "Siege weapons cost 20% less wood",
      "modifications": [
        {
          "value": "Cost/Resources/wood",
          "multiply": 0.8
        }
      ],
      "affects": [
        "Siege"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "siege_packing": {
      "genericName": "Military Engineers",
      "description": "Immobile siege weapons are assembled and disassembled faster",
      "cost": {
        "food": 200,
        "wood": 0,
        "stone": 0,
        "metal": 100
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "military_engineers.png",
      "researchTime": 40,
      "tooltip": "Immobile siege weapons pack/unpack 25% faster",
      "modifications": [
        {
          "value": "Pack/Time",
          "multiply": 0.75
        }
      ],
      "affects": [
        "Siege"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "speed_trader_01": {
      "genericName": "Trade Convoys",
      "description": "Increases movement rate of traders, which in turn increases trade income.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 200
      },
      "requirements": {
        "tech": "phase_town"
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "wheel.png",
      "researchTime": 40,
      "tooltip": "Traders +25% Walk Speed, which quickly increases trade income.",
      "modifications": [
        {
          "value": "UnitMotion/WalkSpeed",
          "multiply": 1.25
        }
      ],
      "affects": [
        "Trader"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "training_conscription": {
      "genericName": "Conscription",
      "supersedes": "pair_levy_01",
      "description": "Significantly increase training speed of soldiers at the barracks by training them in large batches or battalions.",
      "cost": {
        "food": 500,
        "wood": 0,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "fist_spear.png",
      "researchTime": 40,
      "tooltip": "Faster batch training speed for the Barracks.",
      "modifications": [
        {
          "value": "ProductionQueue/BatchTimeModifier",
          "add": -0.1
        }
      ],
      "affects": [
        "Barracks"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "training_levy_cavalry": {
      "pair": "pair_levy_01",
      "genericName": "Levy Cavalry",
      "description": "Calling up cavalry levies in time of war helps bolster the ranks of a king's army.",
      "cost": {
        "food": 100,
        "wood": 0,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_town"
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "horse_trainer.png",
      "researchTime": 40,
      "tooltip": "All cavalry -20% train time, but also -10 health. Unlocks Conscription.",
      "modifications": [
        {
          "value": "Cost/BuildTime",
          "multiply": 0.8
        },
        {
          "value": "Health/Max",
          "add": -10
        }
      ],
      "affects": [
        "Cavalry"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "training_levy_infantry": {
      "pair": "pair_levy_01",
      "genericName": "Levy Infantry",
      "description": "Calling up infantry levies in time of war helps bolster the ranks of a king's army.",
      "cost": {
        "food": 100,
        "wood": 0,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_town"
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "clenched_fist.png",
      "researchTime": 40,
      "tooltip": "All infantry -10% train time, but also -5 health. Unlocks Conscription.",
      "modifications": [
        {
          "value": "Cost/BuildTime",
          "multiply": 0.9
        },
        {
          "value": "Health/Max",
          "add": -5
        }
      ],
      "affects": [
        "Infantry"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "training_naval_architects": {
      "genericName": "Naval Architects",
      "description": "Significantly increase build speed of batches of ships at the Dock.",
      "cost": {
        "food": 200,
        "wood": 200,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "calipers.png",
      "researchTime": 40,
      "tooltip": "Docks increased batch construction speed bonus.",
      "modifications": [
        {
          "value": "ProductionQueue/BatchTimeModifier",
          "add": -0.1
        }
      ],
      "affects": [
        "Dock"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "unlock_champion_units": {
      "genericName": "Unlock Champion Units",
      "specificName": {
        "hele": "Agèma",
        "mace": "Agèma",
        "spart": "Agèma",
        "athen": "Agèma",
        "rome": "Regio Cohors"
      },
      "description": "Guard units (Champions) are professionals who wield the best weapons and have the best training.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 500
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "helmet_corinthian_crest.png",
      "researchTime": 40,
      "tooltip": "Unlock the ability to train Champions at the barracks.",
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "unlock_females_house": {
      "pair": "pair_house_02",
      "genericName": "Fertility Festival",
      "specificName": {
        "hele": "Thesmophoria",
        "mace": "Thesmophoria",
        "spart": "Thesmophoria",
        "athen": "Thesmophoria",
        "rome": "Bona Dea"
      },
      "description": "A festival attended by women-only, to celebrate female fertility.",
      "cost": {
        "food": 200,
        "wood": 0,
        "stone": 0,
        "metal": 200
      },
      "requirements": {
        "tech": "phase_town"
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "wives_festival.png",
      "researchTime": 60,
      "tooltip": "Unlock the ability to train women from houses.",
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "upgrade_rank_advanced_cavalry": {
      "genericName": "Advanced Citizen-Cavalry",
      "description": "Promote all of your citizen-soldier cavalrymen to Advanced rank.",
      "cost": {
        "food": 400,
        "wood": 100,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_town"
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "upgrade_advanced.png",
      "researchTime": 40,
      "tooltip": "Promote all of your citizen-soldier cavalrymen to Advanced rank. This increases their military prowess, but decreases their meat gathering rates -25%. Unlocks Elite Citizen-Cavalry technology.",
      "modifications": [
        {
          "value": "Promotion/RequiredXp",
          "replace": 0
        }
      ],
      "affects": [
        "Cavalry Basic"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "upgrade_rank_advanced_infantry": {
      "genericName": "Advanced Citizen-Infantry",
      "specificName": {
        "hele": "Metikoi",
        "mace": "Metikoi",
        "spart": "Metikoi",
        "athen": "Metikoi"
      },
      "description": "Upgrade all of your citizen-soldier infantrymen to Advanced rank.",
      "cost": {
        "food": 200,
        "wood": 300,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_town"
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "upgrade_advanced.png",
      "researchTime": 40,
      "tooltip": "Upgrade all of your citizen-soldier infantrymen to Advanced rank. This increases their military prowess, but decreases their resource gathering rates -25%. Unlocks Elite Citizen-Infantry technology.",
      "modifications": [
        {
          "value": "Promotion/RequiredXp",
          "replace": 0
        }
      ],
      "affects": [
        "Infantry Basic"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "upgrade_rank_elite_cavalry": {
      "genericName": "Elite Citizen-Cavalry",
      "description": "Promote all of your citizen-soldier cavalrymen to Advanced rank.",
      "cost": {
        "food": 600,
        "wood": 0,
        "stone": 0,
        "metal": 400
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "upgrade_elite.png",
      "researchTime": 40,
      "supersedes": "upgrade_rank_advanced_cavalry",
      "tooltip": "Promote all of your citizen-soldier cavalrymen to Elite rank. This increases their military prowess, but decreases their meat gathering rates another -25%.",
      "modifications": [
        {
          "value": "Promotion/RequiredXp",
          "replace": 0
        }
      ],
      "affects": [
        "Cavalry Advanced"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "upgrade_rank_elite_infantry": {
      "genericName": "Elite Citizen-Infantry",
      "specificName": {
        "hele": "Zeugites",
        "mace": "Zeugites",
        "spart": "Zeugites",
        "athen": "Zeugites"
      },
      "description": "Upgrade all of your citizen-soldier infantrymen to Elite rank.",
      "cost": {
        "food": 500,
        "wood": 0,
        "stone": 0,
        "metal": 500
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "upgrade_elite.png",
      "researchTime": 40,
      "supersedes": "upgrade_rank_advanced_infantry",
      "tooltip": "Upgrade all of your citizen-soldier infantrymen to Elite rank. This increases their military prowess, but decreases their resource gathering rates another -25%.",
      "modifications": [
        {
          "value": "Promotion/RequiredXp",
          "replace": 0
        }
      ],
      "affects": [
        "Infantry Advanced"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "vision_outpost": {
      "genericName": "Carrier Pigeons",
      "description": "Outposts gain longer vision for scouting.",
      "cost": {
        "food": 100,
        "wood": 0,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_village"
      },
      "icon": "pigeon.png",
      "researchTime": 40,
      "tooltip": "Vision Range +50% for Outposts.",
      "modifications": [
        {
          "value": "Vision/Range",
          "multiply": 1.5
        }
      ],
      "affects": [
        "Outpost"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "carthaginians/civbonus_triple_walls": {
      "genericName": "Triple Walls",
      "autoResearch": true,
      "description": "Carthaginians built their city walls in three concentric circuits. These walls were never breached. Even when the city was taken by the Romans, it was via the city's harbor, not by storming its walls. Consequently, Carthaginian walls, gates, and wall towers have 3x the health of a standard wall, but also cost twice as much and take twice as long to build.",
      "requirements": {
        "civ": "cart"
      },
      "modifications": [
        {
          "value": "Health/Max",
          "multiply": 3
        },
        {
          "value": "Cost/BuildTime",
          "multiply": 2
        },
        {
          "value": "Cost/Resources/stone",
          "multiply": 2
        }
      ],
      "affects": [
        "StoneWall"
      ]
    },
    "carthaginians/cost_celt_mercs": {
      "pair": "carthaginians/pair_celt_mercs_1",
      "genericName": "Celtic Mercenary Captain",
      "description": "Celtic mercenaries have their metal cost decreased.",
      "cost": {
        "food": 100,
        "wood": 0,
        "stone": 0,
        "metal": 100
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_town"
          },
          {
            "civ": "cart"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "helmet_corinthian_silver.png",
      "researchTime": 40,
      "tooltip": "Hire a Celtic mercenary captain to reduce cost -20 metal for Celtic mercenaries.",
      "modifications": [
        {
          "value": "Cost/Resources/metal",
          "add": -20
        }
      ],
      "affects": [
        "Celt Mercenary"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "carthaginians/cost_celt_mercs_2": {
      "pair": "carthaginians/pair_celt_mercs_2",
      "genericName": "Gallic Mercenary General",
      "description": "Celtic mercenaries have their metal cost decreased.",
      "cost": {
        "food": 200,
        "wood": 0,
        "stone": 0,
        "metal": 200
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "civ": "cart"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "helmet_corinthian_crest.png",
      "researchTime": 40,
      "tooltip": "Hire a Gallic mercenary general to reduce cost -20 metal for Celtic mercenaries.",
      "modifications": [
        {
          "value": "Cost/Resources/metal",
          "add": -20
        }
      ],
      "affects": [
        "Celt Mercenary"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "carthaginians/cost_iberian_mercs": {
      "pair": "carthaginians/pair_iberian_mercs_1",
      "genericName": "Lusitanian Mercenary Captain",
      "description": "Iberian mercenaries have their metal cost decreased.",
      "cost": {
        "food": 100,
        "wood": 0,
        "stone": 0,
        "metal": 100
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_town"
          },
          {
            "civ": "cart"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "helmet_corinthian_silver.png",
      "researchTime": 40,
      "tooltip": "Hire a Lusitanian mercenary captain to reduce cost -20 metal for Iberian mercenaries.",
      "modifications": [
        {
          "value": "Cost/Resources/metal",
          "add": -20
        }
      ],
      "affects": [
        "Iberian Mercenary"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "carthaginians/cost_iberian_mercs_2": {
      "pair": "carthaginians/pair_iberian_mercs_2",
      "genericName": "Celtiberian Mercenary General",
      "description": "Iberian mercenaries have their metal cost decreased.",
      "cost": {
        "food": 200,
        "wood": 0,
        "stone": 0,
        "metal": 200
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "civ": "cart"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "helmet_corinthian_crest.png",
      "researchTime": 40,
      "tooltip": "Hire a Celtiberian mercenary general to reduce cost -20 metal for Iberian mercenaries.",
      "modifications": [
        {
          "value": "Cost/Resources/metal",
          "add": -20
        }
      ],
      "affects": [
        "Iberian Mercenary"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "carthaginians/cost_italian_mercs": {
      "pair": "carthaginians/pair_italian_mercs_1",
      "genericName": "Italiote Mercenary Captain",
      "description": "Italian mercenaries have their metal cost decreased.",
      "cost": {
        "food": 100,
        "wood": 0,
        "stone": 0,
        "metal": 100
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_town"
          },
          {
            "civ": "cart"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "helmet_corinthian_silver.png",
      "researchTime": 40,
      "tooltip": "Hire an Italiote mercenary captain to reduce cost -20 metal for Italian mercenaries.",
      "modifications": [
        {
          "value": "Cost/Resources/metal",
          "add": -20
        }
      ],
      "affects": [
        "Italian Mercenary"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "carthaginians/cost_italian_mercs_2": {
      "pair": "carthaginians/pair_italian_mercs_2",
      "genericName": "Italiote Mercenary General",
      "description": "Italian mercenaries have their metal cost decreased.",
      "cost": {
        "food": 200,
        "wood": 0,
        "stone": 0,
        "metal": 200
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "civ": "cart"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "helmet_corinthian_crest.png",
      "researchTime": 40,
      "tooltip": "Hire an Italiote mercenary general to reduce cost -20 metal for Italian mercenaries.",
      "modifications": [
        {
          "value": "Cost/Resources/metal",
          "add": -20
        }
      ],
      "affects": [
        "Italian Mercenary"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "carthaginians/pair_celt_mercs_1": {
      "genericName": "Celtic merc cost vs. recruit time #1",
      "top": "carthaginians/cost_celt_mercs",
      "bottom": "carthaginians/traintime_celt_mercs"
    },
    "carthaginians/pair_celt_mercs_2": {
      "genericName": "Celtic merc cost vs. recruit time #2",
      "top": "carthaginians/cost_celt_mercs_2",
      "bottom": "carthaginians/traintime_celt_mercs_2",
      "supersedes": "carthaginians/pair_celt_mercs_1"
    },
    "carthaginians/pair_iberian_mercs_1": {
      "genericName": "Iberian merc cost vs. recruit time #1",
      "top": "carthaginians/cost_iberian_mercs",
      "bottom": "carthaginians/traintime_iberian_mercs"
    },
    "carthaginians/pair_iberian_mercs_2": {
      "genericName": "Iberian merc cost vs. recruit time #2",
      "top": "carthaginians/cost_iberian_mercs_2",
      "bottom": "carthaginians/traintime_iberian_mercs_2",
      "supersedes": "carthaginians/pair_iberian_mercs_1"
    },
    "carthaginians/pair_italian_mercs_1": {
      "genericName": "Italian merc cost vs. recruit time #1",
      "top": "carthaginians/cost_italian_mercs",
      "bottom": "carthaginians/traintime_italian_mercs"
    },
    "carthaginians/pair_italian_mercs_2": {
      "genericName": "Italian merc cost vs. recruit time #2",
      "top": "carthaginians/cost_italian_mercs_2",
      "bottom": "carthaginians/traintime_italian_mercs_2",
      "supersedes": "carthaginians/pair_italian_mercs_1"
    },
    "carthaginians/special_colonisation": {
      "genericName": "Colonization",
      "description": "Carthaginians established many trading centers as colonies and ultimately held dominion over 300 cities and towns in North Africa alone.",
      "cost": {
        "food": 0,
        "wood": 500,
        "stone": 0,
        "metal": 500
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_town"
          },
          {
            "civ": "cart"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "political_face.png",
      "researchTime": 60,
      "tooltip": "Carthaginians were colonizers. Civic Centers, Temples, and Houses -25% build time.",
      "modifications": [
        {
          "value": "Cost/BuildTime",
          "multiply": 0.75
        }
      ],
      "affects": [
        "Civic"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "carthaginians/special_exploration": {
      "genericName": "Exploration",
      "description": "Nobody knew better than the Carthaginians where in the ancient world they were going and going to go; their merchant traders had missions to everywhere.",
      "cost": {
        "food": 200,
        "wood": 0,
        "stone": 0,
        "metal": 200
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_town"
          },
          {
            "civ": "cart"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "armor_ship_gold.png",
      "researchTime": 60,
      "tooltip": "Carthaginians were explorers. All Traders and Ships +25% vision range.",
      "modifications": [
        {
          "value": "Vision/Range",
          "multiply": 1.25
        }
      ],
      "affects": [
        "Trader",
        "Ship"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "carthaginians/training_phoenician_naval_architects": {
      "genericName": "Phoenician Naval Architects",
      "description": "Significantly increase build speed of batches of ships at the Shipyard.",
      "cost": {
        "food": 200,
        "wood": 200,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "civ": "cart"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "calipers.png",
      "researchTime": 40,
      "tooltip": "Shipyard increased batch construction speed bonus.",
      "modifications": [
        {
          "value": "ProductionQueue/BatchTimeModifier",
          "add": -0.1
        }
      ],
      "affects": [
        "Shipyard"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "carthaginians/traintime_celt_mercs": {
      "pair": "carthaginians/pair_celt_mercs_1",
      "genericName": "Celtic Alliance",
      "description": "Celtic mercenaries have their train time decreased.",
      "cost": {
        "food": 0,
        "wood": 100,
        "stone": 0,
        "metal": 100
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_town"
          },
          {
            "civ": "cart"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "clenched_fist.png",
      "researchTime": 40,
      "tooltip": "Ally with Celtic towns to reduce recruit time -20% for Celtic mercenaries.",
      "modifications": [
        {
          "value": "Cost/BuildTime",
          "multiply": 0.8
        }
      ],
      "affects": [
        "Celt Mercenary"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "carthaginians/traintime_celt_mercs_2": {
      "pair": "carthaginians/pair_celt_mercs_2",
      "genericName": "Gallic Hegemony",
      "description": "Celtic mercenaries have their train time decreased.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 200,
        "metal": 200
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "civ": "cart"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "fist_spear.png",
      "researchTime": 40,
      "tooltip": "Subjugate Gallic tribes to reduce recruit time -20% for Celtic mercenaries.",
      "modifications": [
        {
          "value": "Cost/BuildTime",
          "multiply": 0.8
        }
      ],
      "affects": [
        "Celt Mercenary"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "carthaginians/traintime_iberian_mercs": {
      "pair": "carthaginians/pair_iberian_mercs_1",
      "genericName": "Iberian Alliance",
      "description": "Iberian mercenaries have their train time decreased.",
      "cost": {
        "food": 0,
        "wood": 100,
        "stone": 0,
        "metal": 100
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_town"
          },
          {
            "civ": "cart"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "clenched_fist.png",
      "researchTime": 40,
      "tooltip": "Ally with Iberian towns to reduce recruit time -20% for Iberian mercenaries.",
      "modifications": [
        {
          "value": "Cost/BuildTime",
          "multiply": 0.8
        }
      ],
      "affects": [
        "Iberian Mercenary"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "carthaginians/traintime_iberian_mercs_2": {
      "pair": "carthaginians/pair_iberian_mercs_2",
      "genericName": "Iberian Hegemony",
      "description": "Iberian mercenaries have their train time decreased.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 200,
        "metal": 200
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "civ": "cart"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "fist_spear.png",
      "researchTime": 40,
      "tooltip": "Subjugate Hispania to reduce recruit time -20% for Iberian mercenaries.",
      "modifications": [
        {
          "value": "Cost/BuildTime",
          "multiply": 0.8
        }
      ],
      "affects": [
        "Iberian Mercenary"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "carthaginians/traintime_italian_mercs": {
      "pair": "carthaginians/pair_italian_mercs_1",
      "genericName": "Italiote Alliance",
      "description": "Italian mercenaries have their train time decreased.",
      "cost": {
        "food": 0,
        "wood": 100,
        "stone": 0,
        "metal": 100
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_town"
          },
          {
            "civ": "cart"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "clenched_fist.png",
      "researchTime": 40,
      "tooltip": "Ally with Italiote towns to reduce recruit time -20% for Italian mercenaries.",
      "modifications": [
        {
          "value": "Cost/BuildTime",
          "multiply": 0.8
        }
      ],
      "affects": [
        "Italian Mercenary"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "carthaginians/traintime_italian_mercs_2": {
      "pair": "carthaginians/pair_italian_mercs_2",
      "genericName": "Italiote Hegemony",
      "description": "Italian mercenaries have their train time decreased.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 200,
        "metal": 200
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "civ": "cart"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "fist_spear.png",
      "researchTime": 40,
      "tooltip": "Subjugate Italiote towns to reduce recruit time -20% for Italian mercenaries.",
      "modifications": [
        {
          "value": "Cost/BuildTime",
          "multiply": 0.8
        }
      ],
      "affects": [
        "Italian Mercenary"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "carthaginians/upgrade_rank_advanced_celts": {
      "genericName": "Advanced Celtic Mercenaries",
      "description": "Upgrade all of your Celtic mercenaries to Advanced rank.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 300
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_town"
          },
          {
            "civ": "cart"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "upgrade_advanced.png",
      "researchTime": 40,
      "tooltip": "Upgrade all of your Celtic mercenaries to Advanced rank. This increases their military prowess, but decreases their resource gathering rates -25%. Unlocks Elite Celtic Mercenaries technology.",
      "modifications": [
        {
          "value": "Promotion/RequiredXp",
          "replace": 0
        }
      ],
      "affects": [
        "Celt Basic"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "carthaginians/upgrade_rank_advanced_iberian": {
      "genericName": "Advanced Iberian Mercenaries",
      "description": "Upgrade all of your Iberian mercenaries to Advanced rank.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 300
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_town"
          },
          {
            "civ": "cart"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "upgrade_advanced.png",
      "researchTime": 40,
      "tooltip": "Upgrade all of your Iberian mercenaries to Advanced rank. This increases their military prowess, but decreases their resource gathering rates -25%. Unlocks Elite Iberian Mercenaries technology.",
      "modifications": [
        {
          "value": "Promotion/RequiredXp",
          "replace": 0
        }
      ],
      "affects": [
        "Iberian Basic"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "carthaginians/upgrade_rank_advanced_italiote": {
      "genericName": "Advanced Italiote Mercenaries",
      "description": "Upgrade all of your Italiote mercenaries to Advanced rank.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 300
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_town"
          },
          {
            "civ": "cart"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "upgrade_advanced.png",
      "researchTime": 40,
      "tooltip": "Upgrade all of your Italiote mercenaries to Advanced rank. This increases their military prowess, but decreases their resource gathering rates -25%. Unlocks Elite Italiote Mercenaries technology.",
      "modifications": [
        {
          "value": "Promotion/RequiredXp",
          "replace": 0
        }
      ],
      "affects": [
        "Italian Basic"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "carthaginians/upgrade_rank_elite_celts": {
      "genericName": "Elite Celtic Mercenaries",
      "description": "Upgrade all of your Celtic Mercenaries to Elite rank.",
      "cost": {
        "food": 500,
        "wood": 0,
        "stone": 0,
        "metal": 500
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "civ": "cart"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "upgrade_elite.png",
      "researchTime": 40,
      "supersedes": "carthaginians/upgrade_rank_advanced_celts",
      "tooltip": "Upgrade all of your Celtic mercenaries to Elite rank. This increases their military prowess, but decreases their resource gathering rates another -25%.",
      "modifications": [
        {
          "value": "Promotion/RequiredXp",
          "replace": 0
        }
      ],
      "affects": [
        "Celt Advanced"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "carthaginians/upgrade_rank_elite_iberian": {
      "genericName": "Elite Iberian Mercenaries",
      "description": "Upgrade all of your Iberian Mercenaries to Elite rank.",
      "cost": {
        "food": 500,
        "wood": 0,
        "stone": 0,
        "metal": 500
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "civ": "cart"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "upgrade_elite.png",
      "researchTime": 40,
      "supersedes": "carthaginians/upgrade_rank_advanced_iberian",
      "tooltip": "Upgrade all of your Iberian mercenaries to Elite rank. This increases their military prowess, but decreases their resource gathering rates another -25%.",
      "modifications": [
        {
          "value": "Promotion/RequiredXp",
          "replace": 0
        }
      ],
      "affects": [
        "Iberian Advanced"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "carthaginians/upgrade_rank_elite_italiote": {
      "genericName": "Elite Italiote Mercenaries",
      "description": "Upgrade all of your Italiote Mercenaries to Elite rank.",
      "cost": {
        "food": 500,
        "wood": 0,
        "stone": 0,
        "metal": 500
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "civ": "cart"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "upgrade_elite.png",
      "researchTime": 40,
      "supersedes": "carthaginians/upgrade_rank_advanced_italiote",
      "tooltip": "Upgrade all of your Italiote mercenaries to Elite rank. This increases their military prowess, but decreases their resource gathering rates another -25%.",
      "modifications": [
        {
          "value": "Promotion/RequiredXp",
          "replace": 0
        }
      ],
      "affects": [
        "Italian Advanced"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "celts/civbonus_celts_wooden_struct": {
      "genericName": "Wooden Construction",
      "autoResearch": true,
      "description": "Celtic structures were mostly made of wood with rubble foundations. Consequently, their structures have less health than other cultures do, but they also construct faster.",
      "requirements": {
        "any": [
          {
            "civ": "celt"
          },
          {
            "civ": "brit"
          },
          {
            "civ": "gaul"
          }
        ]
      },
      "modifications": [
        {
          "value": "Health/Max",
          "multiply": 0.8
        },
        {
          "value": "Cost/BuildTime",
          "multiply": 0.8
        }
      ],
      "affects": [
        "Structure"
      ]
    },
    "celts/special_gather_crop_rotation": {
      "genericName": "Crop Rotation",
      "description": "Crop rotation increases yield by preventing the depletion of vital nutrients and minerals from the soil.",
      "cost": {
        "food": 300,
        "wood": 300,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "any": [
              {
                "civ": "celt"
              },
              {
                "civ": "brit"
              },
              {
                "civ": "gaul"
              }
            ]
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "crop_rotation.png",
      "researchTime": 40,
      "tooltip": "Increase the yield of your farms. +25% farming rate.",
      "modifications": [
        {
          "value": "ResourceGatherer/Rates/food.grain",
          "multiply": 1.25
        }
      ],
      "affects": [
        "Worker"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "hellenes/attack_inf_spearfighting": {
      "genericName": "Infantry Spear Fighting",
      "specificName": {
        "hele": "Doratismos",
        "mace": "Doratismos",
        "spart": "Doratismos",
        "athen": "Doratismos",
        "theb": "Doratismos"
      },
      "description": "Spear fighting training increases damage of infantry spear units.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 100
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "any": [
              {
                "civ": "hele"
              },
              {
                "civ": "athen"
              },
              {
                "civ": "mace"
              },
              {
                "civ": "spart"
              },
              {
                "civ": "theb"
              }
            ]
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "spear.png",
      "researchTime": 40,
      "tooltip": "Spearmen +2 hack attack.",
      "modifications": [
        {
          "value": "Attack/Melee/Hack",
          "add": 2
        }
      ],
      "affects": [
        "Infantry Spear"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "hellenes/civbonus_hellenic_architecture": {
      "genericName": "Hellenic Architecture",
      "autoResearch": true,
      "description": "The Greeks used stone construction from early Mycenaean times.",
      "requirements": {
        "any": [
          {
            "civ": "hele"
          },
          {
            "civ": "athen"
          },
          {
            "civ": "mace"
          },
          {
            "civ": "spart"
          },
          {
            "civ": "theb"
          }
        ]
      },
      "modifications": [
        {
          "value": "Health/Max",
          "multiply": 1.1
        },
        {
          "value": "Cost/BuildTime",
          "multiply": 1.1
        }
      ],
      "affects": [
        "Structure"
      ]
    },
    "hellenes/civpenalty_spart_popcap": {
      "genericName": "Underdogs",
      "autoResearch": true,
      "description": "The Spartans did not have the largest army in the world, but they did have the best army in the world for their time. What they didn't have in quantity, they made up with quality. It was said that Sparta did not need strong city walls, for its men were its walls.",
      "requirements": {
        "civ": "spart"
      },
      "modifications": [
        {
          "value": "Player/MaxPopulation",
          "multiply": 0.9
        }
      ]
    },
    "hellenes/spartans_agoge": {
      "genericName": "The Agoge",
      "description": "Spartans were housed and trained from a young age to be superlative warriors and to endure any hardship a military life can give them.",
      "cost": {
        "food": 500,
        "wood": 0,
        "stone": 0,
        "metal": 500
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "civ": "spart"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "agoge.png",
      "researchTime": 60,
      "tooltip": "+25% health for spear infantry, but also +10% train time.",
      "modifications": [
        {
          "value": "Health/Max",
          "multiply": 1.25
        },
        {
          "value": "Cost/BuildTime",
          "multiply": 1.1
        }
      ],
      "affects": [
        "Spear Infantry"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "hellenes/special_iphicratean_reforms": {
      "genericName": "Iphicratean Reforms",
      "description": "Athenian triremes can train Marines (Epibates Athenaikos) and Cretan Mercenary Archers (Toxotes Kretikos).",
      "cost": {
        "food": 300,
        "wood": 0,
        "stone": 0,
        "metal": 300
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "civ": "athen"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "helmet_corinthian_crest.png",
      "researchTime": 60,
      "tooltip": "Athenian triremes can train Marines and Cretan Mercenary Archers.",
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "hellenes/special_long_walls": {
      "genericName": "Athenian Long Walls",
      "description": "The Long Walls of Athens were constructed under the auspices of the wily Themistocles and extended 6 km from the city to the port of Piraeus. This secured the city's sea supply routes and prevented an enemy from starving out the city during a siege.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 250,
        "metal": 250
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "civ": "athen"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "crenelations.png",
      "researchTime": 60,
      "tooltip": "Build stone walls in neutral territory.",
      "modifications": [
        {
          "value": "BuildRestrictions/Territory",
          "replace": [
            "own",
            "neutral"
          ]
        }
      ],
      "affects": [
        "StoneWall"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "hellenes/teambonus_athen_delian_league": {
      "genericName": "Delian League",
      "autoResearch": true,
      "description": "Shortly after the great naval victories at Salamis and Mycale, the Greek city-states instituted the so-called Delian League in 478 BC, whose purpose was to push the Persians out of the Aegean region. The allied states contributed ships and money, while the Athenians offered their entire navy.",
      "requirements": {
        "civ": "athen"
      },
      "modifications": [
        {
          "value": "Cost/BuildTime",
          "multiply": 0.75
        }
      ],
      "affects": [
        "Warship"
      ]
    },
    "hellenes/temp_special_hellenization": {
      "genericName": "Hellenization",
      "specificName": {
        "athen": "Exellinismós",
        "hele": "Exellinismós",
        "mace": "Exellinismós",
        "spart": "Exellinismós",
        "theb": "Exellinismós"
      },
      "description": "The Hellenic culture was very influential. Greek became the spoken language of commerce and politics for much of the Mediterranean basin and Middle East for centuries.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 1000
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "any": [
              {
                "civ": "hele"
              },
              {
                "civ": "athen"
              },
              {
                "civ": "mace"
              },
              {
                "civ": "spart"
              },
              {
                "civ": "theb"
              }
            ]
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "political_face.png",
      "researchTime": 60,
      "tooltip": "The Hellenic culture is very influential. +20% territory effect for all buildings.",
      "modifications": [
        {
          "value": "TerritoryInfluence/Radius",
          "multiply": 1.2
        }
      ],
      "affects": [
        "Structure"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "mauryans/civbonus_maur_popcap": {
      "genericName": "Emperor of Emperors",
      "specificName": {
        "maur": "Chakravarti Samrāt"
      },
      "autoResearch": true,
      "description": "The Mauryan Empire encompassed dozens of formerly independent kingdoms over an area of 5 million square kilometers, with a population of close to 60 million people. The Mauryan regents held the title Emperor of Emperors and commanded a standing army of 600,000 infantry, 9000 elephants, 8000 chariots, and 30,000 cavalry, making it arguably the largest army of its time.",
      "requirements": {
        "civ": "maur"
      },
      "modifications": [
        {
          "value": "Player/MaxPopulation",
          "multiply": 1.1
        }
      ]
    },
    "mauryans/special_archery_tradition": {
      "genericName": "Archery Tradition",
      "description": "The Indians had a tradition of fine archery and a penchant for using massed archers in battle.",
      "cost": {
        "food": 200,
        "wood": 300,
        "stone": 0,
        "metal": 150
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_village"
          },
          {
            "civ": "maur"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in Village Phase.",
      "icon": "armor_plates_ranged.png",
      "researchTime": 60,
      "tooltip": "Range +10 meters for bow-wielding units. Archer units train time -20%, but also -20% health.",
      "modifications": [
        {
          "value": "Attack/Ranged/MaxRange",
          "add": 10
        },
        {
          "value": "Cost/BuildTime",
          "multiply": 0.8
        },
        {
          "value": "Health/Max",
          "multiply": 0.8
        }
      ],
      "affects": [
        "Archer"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "mauryans/wooden_walls": {
      "genericName": "Wooden Walls",
      "autoResearch": true,
      "description": "The Mauryans built their city walls out of wood, an abundant natural resource in India. Consequently, Mauryan city walls have -20% health, but build 20% faster.",
      "requirements": {
        "civ": "maur"
      },
      "modifications": [
        {
          "value": "Health/Max",
          "multiply": 0.8
        },
        {
          "value": "Cost/BuildTime",
          "multiply": 0.8
        }
      ],
      "affects": [
        "StoneWall"
      ]
    },
    "persians/civbonus_pers_popcap": {
      "genericName": "Great King's Levy",
      "autoResearch": true,
      "description": "The Persians could and did levy a large number of infantry during wartime due to the sheer size of the Achaemenid Empire and the way in which it was set-up. In general the Persian infantry was well trained and fought with great tenacity. However while this was true the infantry were poor hand-to-hand, close combat fighters. Also, with the exception of the elite regiments, the Persian infantry was not a standing professional force.",
      "requirements": {
        "civ": "pers"
      },
      "modifications": [
        {
          "value": "Player/MaxPopulation",
          "multiply": 1.1
        }
      ]
    },
    "persians/immortals": {
      "genericName": "Immortals",
      "description": "The Anusiya champion infantry train twice as fast, but lose a little max health.",
      "cost": {
        "food": 200,
        "wood": 0,
        "stone": 0,
        "metal": 200
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "civ": "pers"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "fist_spear.png",
      "researchTime": 60,
      "tooltip": "Anusiya Champion Infantry -50% train time, but also -20 health.",
      "modifications": [
        {
          "value": "Cost/BuildTime",
          "multiply": 0.5
        },
        {
          "value": "Health/Max",
          "add": -20
        }
      ],
      "affects": [
        "Champion Infantry"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "persians/persian_architecture": {
      "genericName": "Persian Architecture",
      "description": "The Persians built the wonderful 1677 mile-long Royal Highway from Sardis to Susa; Darius the Great and Xerxes also built the magnificent Persepolis; Cyrus the Great greatly improved Ecbatana and virtually 'rebuilt' the old Elamite capital of Susa.",
      "cost": {
        "food": 0,
        "wood": 200,
        "stone": 200,
        "metal": 0
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_village"
          },
          {
            "civ": "pers"
          }
        ]
      },
      "icon": "stone_blocks.png",
      "researchTime": 60,
      "tooltip": "All Persian structures +25% health, but also +20% build time.",
      "modifications": [
        {
          "value": "Cost/BuildTime",
          "multiply": 1.2
        },
        {
          "value": "Health/Max",
          "multiply": 1.25
        }
      ],
      "affects": [
        "Structure"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "persians/special_archery_tradition": {
      "genericName": "Archery Tradition",
      "description": "The Persians had a tradition of fine archery and a penchant for using massed archers in battle.",
      "cost": {
        "food": 200,
        "wood": 300,
        "stone": 0,
        "metal": 150
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_village"
          },
          {
            "civ": "pers"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in Village Phase.",
      "icon": "armor_plates_ranged.png",
      "researchTime": 60,
      "tooltip": "Range +10 meters for bow-wielding units. Archer units train time -20%, but also -20% health.",
      "modifications": [
        {
          "value": "Attack/Ranged/MaxRange",
          "add": 10
        },
        {
          "value": "Cost/BuildTime",
          "multiply": 0.8
        },
        {
          "value": "Health/Max",
          "multiply": 0.8
        }
      ],
      "affects": [
        "Archer"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "persians/special_equine_transports": {
      "genericName": "Equine Transports",
      "description": "Early Achaemenid rulers acted towards making Persia the first great Asian empire to rule the seas. The Great King behaved favourably towards the various sea peoples in order to secure their services, but also carried out various marine initiatives. During the reign of Darius the Great, for example, a canal was built in Egypt and a Persian navy was sent exploring the Indus river. According to Herodotus, some 300 ships in the Persian navy were retrofitted to carry horses and their riders.",
      "cost": {
        "food": 0,
        "wood": 300,
        "stone": 0,
        "metal": 300
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "civ": "pers"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "horse_rider.png",
      "researchTime": 60,
      "tooltip": "Phoenician Triremes gain the ability to train cavalry units.",
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "persians/training_conscription_cavalry": {
      "genericName": "Cavalry Conscription",
      "supersedes": "persians/training_levy_cavalry",
      "description": "Significantly increase training speed of cavalry at the stables by training them in large batches or battalions.",
      "cost": {
        "food": 500,
        "wood": 0,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "civ": "pers"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "horse_rider.png",
      "researchTime": 40,
      "tooltip": "Faster batch training speed for the Stables.",
      "modifications": [
        {
          "value": "ProductionQueue/BatchTimeModifier",
          "add": -0.1
        }
      ],
      "affects": [
        "Stables"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "persians/training_conscription_infantry": {
      "genericName": "Infantry Conscription",
      "supersedes": "persians/training_levy_infantry",
      "description": "Significantly increase training speed of soldiers at the barracks by training them in large batches or battalions.",
      "cost": {
        "food": 500,
        "wood": 0,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "civ": "pers"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "fist_spear.png",
      "researchTime": 40,
      "tooltip": "Faster batch training speed for the Barracks.",
      "modifications": [
        {
          "value": "ProductionQueue/BatchTimeModifier",
          "add": -0.1
        }
      ],
      "affects": [
        "Barracks"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "persians/training_levy_cavalry": {
      "genericName": "Levy Cavalry",
      "description": "Calling up cavalry levies in time of war helps bolster the ranks of a king's army.",
      "cost": {
        "food": 100,
        "wood": 0,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_town"
          },
          {
            "civ": "pers"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "horse_trainer.png",
      "researchTime": 40,
      "tooltip": "All cavalry -20% train time, but also -10 health. Unlocks Cavalry Conscription.",
      "modifications": [
        {
          "value": "Cost/BuildTime",
          "multiply": 0.8
        },
        {
          "value": "Health/Max",
          "add": -10
        }
      ],
      "affects": [
        "Cavalry"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "persians/training_levy_infantry": {
      "genericName": "Levy Infantry",
      "description": "Calling up infantry levies in time of war helps bolster the ranks of a king's army.",
      "cost": {
        "food": 100,
        "wood": 0,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_town"
          },
          {
            "civ": "pers"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "clenched_fist.png",
      "researchTime": 40,
      "tooltip": "All infantry -10% train time, but also -5 health. Unlocks Infantry Conscription.",
      "modifications": [
        {
          "value": "Cost/BuildTime",
          "multiply": 0.9
        },
        {
          "value": "Health/Max",
          "add": -5
        }
      ],
      "affects": [
        "Infantry"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "romans/decay_logistics": {
      "genericName": "Roman Logistics",
      "description": "The Romans were masters of the logistics of warfare.",
      "cost": {
        "food": 0,
        "wood": 100,
        "stone": 100,
        "metal": 0
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "civ": "rome"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "handcart_empty.png",
      "researchTime": 40,
      "tooltip": "Entrenched Camps and Siege Walls decay 50% slower.",
      "modifications": [
        {
          "value": "TerritoryDecay/HealthDecayRate",
          "multiply": 0.5
        }
      ],
      "affects": [
        "ArmyCamp",
        "SiegeWall"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "romans/vision_sibylline": {
      "genericName": "Sibylline Books",
      "specificName": "Libri Sibyllini",
      "description": "The Sibylline Books or 'Libri Sibyllini' were a collection of oracular utterances, set out in Greek hexameters, purchased from a sibyl by the last king of Rome, Tarquinius Superbus, and consulted at momentous crises through the history of the Republic and the Empire.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 250
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "civ": "rome"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "sibylline_books.png",
      "researchTime": 40,
      "tooltip": "+25% Vision range for all units.",
      "modifications": [
        {
          "value": "Vision/Range",
          "multiply": 1.25
        }
      ],
      "affects": [
        "Unit"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "successors/pair_unlock_champions": {
      "genericName": "Traditional Army vs. Reform Army",
      "top": "successors/unlock_traditional_army",
      "bottom": "successors/unlock_reform_army"
    },
    "successors/special_hellenistic_metropolis": {
      "genericName": "Hellenistic Metropolis",
      "description": "Beginning with Alexander, the Hellenistic monarchs founded many cities throughout their empires, where Greek culture and art blended with local customs to create the motley Hellenistic civilization.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 500,
        "metal": 500
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "any": [
              {
                "civ": "sele"
              }
            ]
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "statue_face_stone.png",
      "researchTime": 60,
      "tooltip": "Civic centers +100% health and double default arrows.",
      "modifications": [
        {
          "value": "BuildingAI/DefaultArrowCount",
          "multiply": 2
        },
        {
          "value": "Health/Max",
          "multiply": 2
        }
      ],
      "affects": [
        "CivCentre"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "successors/special_parade_of_daphne": {
      "genericName": "Parade of Daphne",
      "description": "Significantly increase training speed of champions and siege weapons at the fortress by training them in large batches or battalions.",
      "cost": {
        "food": 500,
        "wood": 0,
        "stone": 0,
        "metal": 500
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "civ": "sele"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "parade_of_daphne.png",
      "researchTime": 60,
      "tooltip": "Faster batch training speed for the Fortress.",
      "modifications": [
        {
          "value": "ProductionQueue/BatchTimeModifier",
          "add": -0.2
        }
      ],
      "affects": [
        "Fortress"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "successors/special_war_horses": {
      "genericName": "Nisean War Horses",
      "specificName": {
        "sele": "Nisioi"
      },
      "description": "The now-extinct Nisian breed of horse was one of the largest and robust horses of ancient times. They were highly sought after by the Seleucids and Persians as both rider and mount gained heavier armor as time progressed.",
      "cost": {
        "food": 200,
        "wood": 0,
        "stone": 0,
        "metal": 200
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "civ": "sele"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "nisean_war_horses.png",
      "researchTime": 60,
      "tooltip": "All cavalry +20% health, but also +10% train time.",
      "modifications": [
        {
          "value": "Health/Max",
          "multiply": 1.2
        },
        {
          "value": "Cost/BuildTime",
          "multiply": 1.1
        }
      ],
      "affects": [
        "Cavalry"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "successors/unlock_reform_army": {
      "pair": "successors/pair_unlock_champions",
      "genericName": "Reform Army",
      "description": "The reform army of the Seleucids.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "civ": "sele"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "helmet_corinthian_crest.png",
      "researchTime": 0,
      "tooltip": "Unlock the Romanized Heavy Swordsman and Seleucid Cataphract.",
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "successors/unlock_traditional_army": {
      "pair": "successors/pair_unlock_champions",
      "genericName": "Traditional Army",
      "description": "The traditional army of the Seleucids.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "civ": "sele"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "helmet_corinthian_crest.png",
      "researchTime": 0,
      "tooltip": "Unlock the Silver Shield Pikeman and Scythed Chariot.",
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "successors/upgrade_mace_silvershields": {
      "genericName": "Silver Shields Regiment",
      "description": "The Silver Shields, or Argyraspidai, were the elite heavy infantry arm of the Macedonian army.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 500
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "civ": "mace"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "shields_generic_silver.png",
      "researchTime": 40,
      "tooltip": "Upgrade Shield Bearer Champion Infantry to Silver Shields, with greater attack, health, and armor.",
      "modifications": [
        {
          "value": "Promotion/RequiredXp",
          "replace": 0
        }
      ],
      "affects": [
        "Champion Infantry"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    }
  },
  "researchedTechs": {
    "phase_village": {
      "genericName": "Village Phase",
      "autoResearch": true
    },
    "celts/civbonus_celts_wooden_struct": {
      "genericName": "Wooden Construction",
      "autoResearch": true,
      "description": "Celtic structures were mostly made of wood with rubble foundations. Consequently, their structures have less health than other cultures do, but they also construct faster.",
      "requirements": {
        "any": [
          {
            "civ": "celt"
          },
          {
            "civ": "brit"
          },
          {
            "civ": "gaul"
          }
        ]
      },
      "modifications": [
        {
          "value": "Health/Max",
          "multiply": 0.8
        },
        {
          "value": "Cost/BuildTime",
          "multiply": 0.8
        }
      ],
      "affects": [
        "Structure"
      ]
    },
    "gather_lumbering_ironaxes": {
      "pair": "pair_gather_wood_01",
      "genericName": "Iron Ax Heads",
      "description": "Increases wood gathering rates for trees.",
      "cost": {
        "food": 0,
        "wood": 50,
        "stone": 0,
        "metal": 50
      },
      "requirements": {
        "tech": "phase_village"
      },
      "requirementsTooltip": "Unlocked in Village Phase.",
      "icon": "wood_axe.png",
      "researchTime": 40,
      "tooltip": "Workers +25% lumbering rate for trees.",
      "modifications": [
        {
          "value": "ResourceGatherer/Rates/wood.tree",
          "multiply": 1.25
        }
      ],
      "affects": [
        "Worker"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "pair_gather_wood_01": {
      "genericName": "Iron Axes vs. Wheelbarrow",
      "top": "gather_lumbering_ironaxes",
      "bottom": "gather_capacity_wheelbarrow"
    },
    "pop_house_01": {
      "pair": "pair_house_01",
      "genericName": "Home Garden",
      "specificName": {
        "hele": "Peristyle",
        "mace": "Peristyle",
        "spart": "Peristyle",
        "athen": "Peristyle",
        "sele": "Peristyle",
        "ptol": "Peristyle",
        "rome": "Peristyle",
        "pers": "Paradise"
      },
      "description": "Home gardens ranged from simple fenced-in areas to large manicured and colonnaded enclosures.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 100,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_village"
      },
      "requirementsTooltip": "Unlocked in Village Phase.",
      "icon": "population.png",
      "researchTime": 40,
      "tooltip": "Houses +1 population cap bonus.",
      "modifications": [
        {
          "value": "Cost/PopulationBonus",
          "add": 1
        }
      ],
      "affects": [
        "House"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "pair_house_01": {
      "genericName": "Females vs. Population",
      "top": "health_females_01",
      "bottom": "pop_house_01"
    },
    "phase_town_generic": {
      "genericName": "Town Phase",
      "specificName": {
        "athen": "Komópolis",
        "hele": "Komópolis",
        "mace": "Komópolis",
        "spart": "Komópolis",
        "theb": "Komópolis"
      },
      "description": "Advances from a small village to a bustling town, ready to expand rapidly.",
      "cost": {
        "food": 800,
        "wood": 800,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "class": "Village",
        "number": 5
      },
      "requirementsTooltip": "Requires 5 Village Phase structures (except Palisades and Farm Fields).",
      "supersedes": "phase_village",
      "icon": "town_phase.png",
      "researchTime": 80,
      "tooltip": "Advance to Town Phase, which unlocks more structures and units. Territory radius for Civic Centers increased by +30%",
      "soundComplete": "interface/alarm/alarm_phase.xml"
    },
    "phase_town": {
      "genericName": "Town Phase",
      "requirements": {
        "any": [
          {
            "tech": "phase_town_generic"
          },
          {
            "tech": "phase_town_athen"
          }
        ]
      },
      "autoResearch": true,
      "modifications": [
        {
          "value": "TerritoryInfluence/Radius",
          "multiply": 1.3
        }
      ],
      "affects": [
        "CivCentre"
      ],
      "soundComplete": "interface/alarm/alarm_phase.xml"
    },
    "gather_mining_servants": {
      "pair": "pair_gather_01",
      "genericName": "Servants",
      "specificName": {
        "hele": "Douloi",
        "mace": "Douloi",
        "spart": "Douloi",
        "athen": "Douloi"
      },
      "description": "Increases stone gathering rates.",
      "cost": {
        "food": 50,
        "wood": 0,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_village"
      },
      "requirementsTooltip": "Hire servants to help mine stone. No requirements.",
      "icon": "mining_stone.png",
      "researchTime": 40,
      "tooltip": "+25% stone gathering rate.",
      "modifications": [
        {
          "value": "ResourceGatherer/Rates/stone.rock",
          "multiply": 1.25
        }
      ],
      "affects": [
        "Worker"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "pair_gather_01": {
      "genericName": "Servants vs. Wedge and Mallet",
      "top": "gather_mining_servants",
      "bottom": "gather_mining_wedgemallet"
    },
    "gather_animals_stockbreeding": {
      "genericName": "Stockbreeding",
      "description": "Breeding livestock for food.",
      "cost": {
        "food": 50,
        "wood": 0,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_village"
      },
      "icon": "meat.png",
      "researchTime": 40,
      "tooltip": "Breed time -25% for domestic animals (sheep, goats, cattle, etc.).",
      "modifications": [
        {
          "value": "Cost/BuildTime",
          "multiply": 0.75
        }
      ],
      "affects": [
        "Domestic"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    }
  },
  "researchQueued": {
    "armor_infantryspearmen_pierce_01": 10290
  },
  "researchStarted": {
    "armor_infantryspearmen_pierce_01": true
  },
  "modifications": {
    "Health/Max": [
      {
        "affects": [
          [
            "Structure"
          ]
        ],
        "multiply": 0.8
      }
    ],
    "Cost/BuildTime": [
      {
        "affects": [
          [
            "Structure"
          ]
        ],
        "multiply": 0.8
      },
      {
        "affects": [
          [
            "Domestic"
          ]
        ],
        "multiply": 0.75
      }
    ],
    "ResourceGatherer/Rates/wood.tree": [
      {
        "affects": [
          [
            "Worker"
          ]
        ],
        "multiply": 1.25
      }
    ],
    "Cost/PopulationBonus": [
      {
        "affects": [
          [
            "House"
          ]
        ],
        "add": 1
      }
    ],
    "TerritoryInfluence/Radius": [
      {
        "affects": [
          [
            "CivCentre"
          ]
        ],
        "multiply": 1.3
      }
    ],
    "ResourceGatherer/Rates/stone.rock": [
      {
        "affects": [
          [
            "Worker"
          ]
        ],
        "multiply": 1.25
      }
    ]
  },
  "modificationCache": {},
  "typeCounts": {
    "structures/brit_civil_centre": 1,
    "units/brit_infantry_slinger_b": 2,
    "units/brit_infantry_spearman_b": 12,
    "units/brit_support_female_citizen": 18,
    "units/brit_cavalry_javelinist_b": 7,
    "units/brit_war_dog_b": 1,
    "formations/line_closed": 5,
    "structures/brit_farmstead": 1,
    "structures/brit_storehouse": 1,
    "structures/brit_barracks": 1,
    "structures/brit_house": 2,
    "structures/brit_corral": 1,
    "structures/brit_blacksmith": 1,
    "structures/brit_market": 1,
    "resource|gaia/fauna_sheep": 1,
    "structures/brit_temple": 1,
    "gaia/fauna_sheep": 1
  },
  "classCounts": {
    "Structure": 10,
    "ConquestCritical": 44,
    "Defensive": 1,
    "CivCentre": 1,
    "Civic": 4,
    "CivilCentre": 1,
    "Unit": 42,
    "CitizenSoldier": 21,
    "Worker": 32,
    "Organic": 42,
    "Infantry": 14,
    "Citizen": 39,
    "Soldier": 21,
    "Ranged": 9,
    "Basic": 22,
    "Melee": 12,
    "Support": 18,
    "Female": 18,
    "Cavalry": 7,
    "Sling": 2,
    "Spear": 12,
    "Javelin": 7,
    "Dog": 1,
    "DropsiteFood": 1,
    "Economic": 3,
    "Village": 7,
    "Farmstead": 1,
    "DropsiteWood": 1,
    "DropsiteMetal": 1,
    "DropsiteStone": 1,
    "Storehouse": 1,
    "Military": 2,
    "Barracks": 1,
    "House": 2,
    "Resource": 1,
    "Corral": 1,
    "Blacksmith": 1,
    "Animal": 2,
    "Domestic": 2,
    "BarterMarket": 1,
    "Town": 2,
    "Market": 1,
    "Temple": 1
  },
  "typeCountsByClass": {
    "Structure": {
      "structures/brit_civil_centre": 1,
      "structures/brit_farmstead": 1,
      "structures/brit_storehouse": 1,
      "structures/brit_barracks": 1,
      "structures/brit_house": 2,
      "structures/brit_corral": 1,
      "structures/brit_blacksmith": 1,
      "structures/brit_market": 1,
      "structures/brit_temple": 1
    },
    "ConquestCritical": {
      "structures/brit_civil_centre": 1,
      "units/brit_infantry_slinger_b": 2,
      "units/brit_infantry_spearman_b": 12,
      "units/brit_support_female_citizen": 18,
      "units/brit_cavalry_javelinist_b": 7,
      "units/brit_war_dog_b": 1,
      "structures/brit_barracks": 1,
      "structures/brit_blacksmith": 1,
      "structures/brit_temple": 1
    },
    "Defensive": {
      "structures/brit_civil_centre": 1
    },
    "CivCentre": {
      "structures/brit_civil_centre": 1
    },
    "Civic": {
      "structures/brit_civil_centre": 1,
      "structures/brit_house": 2,
      "structures/brit_temple": 1
    },
    "CivilCentre": {
      "structures/brit_civil_centre": 1
    },
    "Unit": {
      "units/brit_infantry_slinger_b": 2,
      "units/brit_infantry_spearman_b": 12,
      "units/brit_support_female_citizen": 18,
      "units/brit_cavalry_javelinist_b": 7,
      "units/brit_war_dog_b": 1,
      "resource|gaia/fauna_sheep": 1,
      "gaia/fauna_sheep": 1
    },
    "CitizenSoldier": {
      "units/brit_infantry_slinger_b": 2,
      "units/brit_infantry_spearman_b": 12,
      "units/brit_cavalry_javelinist_b": 7
    },
    "Worker": {
      "units/brit_infantry_slinger_b": 2,
      "units/brit_infantry_spearman_b": 12,
      "units/brit_support_female_citizen": 18
    },
    "Organic": {
      "units/brit_infantry_slinger_b": 2,
      "units/brit_infantry_spearman_b": 12,
      "units/brit_support_female_citizen": 18,
      "units/brit_cavalry_javelinist_b": 7,
      "units/brit_war_dog_b": 1,
      "resource|gaia/fauna_sheep": 1,
      "gaia/fauna_sheep": 1
    },
    "Infantry": {
      "units/brit_infantry_slinger_b": 2,
      "units/brit_infantry_spearman_b": 12
    },
    "Citizen": {
      "units/brit_infantry_slinger_b": 2,
      "units/brit_infantry_spearman_b": 12,
      "units/brit_support_female_citizen": 18,
      "units/brit_cavalry_javelinist_b": 7
    },
    "Soldier": {
      "units/brit_infantry_slinger_b": 2,
      "units/brit_infantry_spearman_b": 12,
      "units/brit_cavalry_javelinist_b": 7
    },
    "Ranged": {
      "units/brit_infantry_slinger_b": 2,
      "units/brit_cavalry_javelinist_b": 7
    },
    "Basic": {
      "units/brit_infantry_slinger_b": 2,
      "units/brit_infantry_spearman_b": 12,
      "units/brit_cavalry_javelinist_b": 7,
      "units/brit_war_dog_b": 1
    },
    "Melee": {
      "units/brit_infantry_spearman_b": 12
    },
    "Support": {
      "units/brit_support_female_citizen": 18
    },
    "Female": {
      "units/brit_support_female_citizen": 18
    },
    "Cavalry": {
      "units/brit_cavalry_javelinist_b": 7
    },
    "StoneWall": {},
    "LongWall": {},
    "Tower": {},
    "Sling": {
      "units/brit_infantry_slinger_b": 2
    },
    "Spear": {
      "units/brit_infantry_spearman_b": 12
    },
    "Javelin": {
      "units/brit_cavalry_javelinist_b": 7
    },
    "Dog": {
      "units/brit_war_dog_b": 1
    },
    "DropsiteFood": {
      "structures/brit_farmstead": 1
    },
    "Economic": {
      "structures/brit_farmstead": 1,
      "structures/brit_storehouse": 1,
      "structures/brit_market": 1
    },
    "Village": {
      "structures/brit_farmstead": 1,
      "structures/brit_storehouse": 1,
      "structures/brit_barracks": 1,
      "structures/brit_house": 2,
      "structures/brit_corral": 1,
      "structures/brit_blacksmith": 1
    },
    "Farmstead": {
      "structures/brit_farmstead": 1
    },
    "DropsiteWood": {
      "structures/brit_storehouse": 1
    },
    "DropsiteMetal": {
      "structures/brit_storehouse": 1
    },
    "DropsiteStone": {
      "structures/brit_storehouse": 1
    },
    "Storehouse": {
      "structures/brit_storehouse": 1
    },
    "Military": {
      "structures/brit_barracks": 1,
      "structures/brit_blacksmith": 1
    },
    "Barracks": {
      "structures/brit_barracks": 1
    },
    "House": {
      "structures/brit_house": 2
    },
    "Resource": {
      "structures/brit_corral": 1
    },
    "Corral": {
      "structures/brit_corral": 1
    },
    "Blacksmith": {
      "structures/brit_blacksmith": 1
    },
    "Animal": {
      "resource|gaia/fauna_sheep": 1,
      "gaia/fauna_sheep": 1
    },
    "Domestic": {
      "resource|gaia/fauna_sheep": 1,
      "gaia/fauna_sheep": 1
    },
    "BarterMarket": {
      "structures/brit_market": 1
    },
    "Town": {
      "structures/brit_market": 1,
      "structures/brit_temple": 1
    },
    "Market": {
      "structures/brit_market": 1
    },
    "Temple": {
      "structures/brit_temple": 1
    }
  },
  "autoResearchTech": {
    "pair_cav_01": {
      "genericName": "Lance vs. Chamfron",
      "top": "attack_cav_lance",
      "bottom": "armor_cav_chamfron"
    },
    "pair_champ_02": {
      "genericName": "Champions vs. Part-timers",
      "top": "attack_champions_elite",
      "bottom": "attack_citizensoldiers_will"
    },
    "pair_gather_02": {
      "genericName": "Serfs vs. Shaft Mining",
      "top": "gather_mining_serfs",
      "bottom": "gather_mining_shaftmining",
      "supersedes": "pair_gather_01"
    },
    "pair_gather_03": {
      "genericName": "Slaves vs. Silver Mining",
      "top": "gather_mining_slaves",
      "bottom": "gather_mining_silvermining",
      "supersedes": "pair_gather_02"
    },
    "pair_heal_01": {
      "genericName": "Heal Range and Rate",
      "top": "heal_range",
      "bottom": "heal_rate"
    },
    "pair_heal_02": {
      "genericName": "Heal Range and Rate #2",
      "top": "heal_range_2",
      "bottom": "heal_rate_2",
      "supersedes": "pair_heal_01"
    },
    "pair_heal_03": {
      "genericName": "Garrison Healing vs. Self-Healing",
      "top": "heal_temple",
      "bottom": "health_regen_units"
    },
    "pair_house_02": {
      "genericName": "Females vs. Population",
      "top": "unlock_females_house",
      "bottom": "pop_house_02"
    },
    "pair_inf_01": {
      "genericName": "Side Arms vs. Irregulars",
      "top": "melee_inf_sidearms",
      "bottom": "ranged_inf_irregulars"
    },
    "pair_inf_02": {
      "genericName": "Spear Fighting vs. Skirmishing",
      "top": "melee_inf_spearheads",
      "bottom": "ranged_inf_skirmishers",
      "supersedes": "pair_inf_01"
    },
    "pair_inf_armor_01": {
      "genericName": "Infantry Hack Armor vs. Spearmen Pierce Armor",
      "top": "armor_infantry_hack_01",
      "bottom": "armor_infantryspearmen_pierce_01"
    },
    "pair_inf_armor_02": {
      "genericName": "Infantry Hack Armor vs. Spearmen Pierce Armor",
      "top": "armor_infantry_hack_02",
      "bottom": "armor_infantryspearmen_pierce_02",
      "supersedes": "pair_inf_armor_01"
    },
    "pair_inf_armor_03": {
      "genericName": "Infantry Hack Armor vs. Spearmen Pierce Armor",
      "top": "armor_infantry_hack_03",
      "bottom": "armor_infantryspearmen_pierce_03",
      "supersedes": "pair_inf_armor_02"
    },
    "pair_inf_armor_04": {
      "genericName": "Infantry Hack Armor vs. Spearmen Pierce Armor",
      "top": "armor_infantry_hack_04",
      "bottom": "armor_infantryspearmen_pierce_04",
      "supersedes": "pair_inf_armor_03"
    },
    "pair_levy_01": {
      "genericName": "Levy Infantry vs. Levy Cavalry",
      "top": "training_levy_infantry",
      "bottom": "training_levy_cavalry"
    },
    "pair_siege_attack_cost": {
      "genericName": "Attack vs. Cost",
      "top": "siege_attack",
      "bottom": "siege_cost_metal"
    },
    "pair_siege_attack_pack": {
      "genericName": "Attack vs. Packing",
      "top": "siege_attack",
      "bottom": "siege_packing"
    },
    "pair_siege_cost_armor": {
      "genericName": "Cost vs. Armor",
      "top": "siege_cost_wood",
      "bottom": "siege_armor"
    },
    "pair_tower_01": {
      "genericName": "Night's Watch vs. Crenellations",
      "top": "attack_tower_watch",
      "bottom": "attack_tower_crenellations"
    },
    "pair_walls_01": {
      "genericName": "Walls build time vs. Health",
      "top": "buildtime_walls_rubble",
      "bottom": "health_walls_geometric_masonry"
    },
    "phase_city": {
      "genericName": "City Phase",
      "requirements": {
        "any": [
          {
            "tech": "phase_city_generic"
          },
          {
            "tech": "phase_city_britons"
          },
          {
            "tech": "city_phase_gauls"
          },
          {
            "tech": "phase_city_pair_celts"
          },
          {
            "tech": "phase_city_athen"
          }
        ]
      },
      "autoResearch": true,
      "modifications": [
        {
          "value": "TerritoryInfluence/Radius",
          "multiply": 1.5
        }
      ],
      "affects": [
        "CivCentre"
      ],
      "soundComplete": "interface/alarm/alarm_phase.xml"
    },
    "phase_city_pair_celts": {
      "genericName": "Britons vs. Gauls",
      "top": "phase_city_britons",
      "bottom": "phase_city_gauls",
      "supersedes": "phase_town_generic"
    },
    "carthaginians/civbonus_triple_walls": {
      "genericName": "Triple Walls",
      "autoResearch": true,
      "description": "Carthaginians built their city walls in three concentric circuits. These walls were never breached. Even when the city was taken by the Romans, it was via the city's harbor, not by storming its walls. Consequently, Carthaginian walls, gates, and wall towers have 3x the health of a standard wall, but also cost twice as much and take twice as long to build.",
      "requirements": {
        "civ": "cart"
      },
      "modifications": [
        {
          "value": "Health/Max",
          "multiply": 3
        },
        {
          "value": "Cost/BuildTime",
          "multiply": 2
        },
        {
          "value": "Cost/Resources/stone",
          "multiply": 2
        }
      ],
      "affects": [
        "StoneWall"
      ]
    },
    "carthaginians/pair_celt_mercs_1": {
      "genericName": "Celtic merc cost vs. recruit time #1",
      "top": "carthaginians/cost_celt_mercs",
      "bottom": "carthaginians/traintime_celt_mercs"
    },
    "carthaginians/pair_celt_mercs_2": {
      "genericName": "Celtic merc cost vs. recruit time #2",
      "top": "carthaginians/cost_celt_mercs_2",
      "bottom": "carthaginians/traintime_celt_mercs_2",
      "supersedes": "carthaginians/pair_celt_mercs_1"
    },
    "carthaginians/pair_iberian_mercs_1": {
      "genericName": "Iberian merc cost vs. recruit time #1",
      "top": "carthaginians/cost_iberian_mercs",
      "bottom": "carthaginians/traintime_iberian_mercs"
    },
    "carthaginians/pair_iberian_mercs_2": {
      "genericName": "Iberian merc cost vs. recruit time #2",
      "top": "carthaginians/cost_iberian_mercs_2",
      "bottom": "carthaginians/traintime_iberian_mercs_2",
      "supersedes": "carthaginians/pair_iberian_mercs_1"
    },
    "carthaginians/pair_italian_mercs_1": {
      "genericName": "Italian merc cost vs. recruit time #1",
      "top": "carthaginians/cost_italian_mercs",
      "bottom": "carthaginians/traintime_italian_mercs"
    },
    "carthaginians/pair_italian_mercs_2": {
      "genericName": "Italian merc cost vs. recruit time #2",
      "top": "carthaginians/cost_italian_mercs_2",
      "bottom": "carthaginians/traintime_italian_mercs_2",
      "supersedes": "carthaginians/pair_italian_mercs_1"
    },
    "hellenes/civbonus_hellenic_architecture": {
      "genericName": "Hellenic Architecture",
      "autoResearch": true,
      "description": "The Greeks used stone construction from early Mycenaean times.",
      "requirements": {
        "any": [
          {
            "civ": "hele"
          },
          {
            "civ": "athen"
          },
          {
            "civ": "mace"
          },
          {
            "civ": "spart"
          },
          {
            "civ": "theb"
          }
        ]
      },
      "modifications": [
        {
          "value": "Health/Max",
          "multiply": 1.1
        },
        {
          "value": "Cost/BuildTime",
          "multiply": 1.1
        }
      ],
      "affects": [
        "Structure"
      ]
    },
    "hellenes/civpenalty_spart_popcap": {
      "genericName": "Underdogs",
      "autoResearch": true,
      "description": "The Spartans did not have the largest army in the world, but they did have the best army in the world for their time. What they didn't have in quantity, they made up with quality. It was said that Sparta did not need strong city walls, for its men were its walls.",
      "requirements": {
        "civ": "spart"
      },
      "modifications": [
        {
          "value": "Player/MaxPopulation",
          "multiply": 0.9
        }
      ]
    },
    "hellenes/teambonus_athen_delian_league": {
      "genericName": "Delian League",
      "autoResearch": true,
      "description": "Shortly after the great naval victories at Salamis and Mycale, the Greek city-states instituted the so-called Delian League in 478 BC, whose purpose was to push the Persians out of the Aegean region. The allied states contributed ships and money, while the Athenians offered their entire navy.",
      "requirements": {
        "civ": "athen"
      },
      "modifications": [
        {
          "value": "Cost/BuildTime",
          "multiply": 0.75
        }
      ],
      "affects": [
        "Warship"
      ]
    },
    "mauryans/civbonus_maur_popcap": {
      "genericName": "Emperor of Emperors",
      "specificName": {
        "maur": "Chakravarti Samrāt"
      },
      "autoResearch": true,
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      "requirements": {
        "civ": "maur"
      },
      "modifications": [
        {
          "value": "Player/MaxPopulation",
          "multiply": 1.1
        }
      ]
    },
    "mauryans/wooden_walls": {
      "genericName": "Wooden Walls",
      "autoResearch": true,
      "description": "The Mauryans built their city walls out of wood, an abundant natural resource in India. Consequently, Mauryan city walls have -20% health, but build 20% faster.",
      "requirements": {
        "civ": "maur"
      },
      "modifications": [
        {
          "value": "Health/Max",
          "multiply": 0.8
        },
        {
          "value": "Cost/BuildTime",
          "multiply": 0.8
        }
      ],
      "affects": [
        "StoneWall"
      ]
    },
    "persians/civbonus_pers_popcap": {
      "genericName": "Great King's Levy",
      "autoResearch": true,
      "description": "The Persians could and did levy a large number of infantry during wartime due to the sheer size of the Achaemenid Empire and the way in which it was set-up. In general the Persian infantry was well trained and fought with great tenacity. However while this was true the infantry were poor hand-to-hand, close combat fighters. Also, with the exception of the elite regiments, the Persian infantry was not a standing professional force.",
      "requirements": {
        "civ": "pers"
      },
      "modifications": [
        {
          "value": "Player/MaxPopulation",
          "multiply": 1.1
        }
      ]
    },
    "successors/pair_unlock_champions": {
      "genericName": "Traditional Army vs. Reform Army",
      "top": "successors/unlock_traditional_army",
      "bottom": "successors/unlock_reform_army"
    }
  }
}

- id: 4
  AttackDetection:
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}
  BattleDetection:
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}
  EntityLimits:
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  }
}
  Player:
    object: {
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  },
  "tradingGoods": [
    {
      "goods": "wood",
      "proba": 30
    },
    {
      "goods": "stone",
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    },
    {
      "goods": "metal",
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  ],
  "team": -1,
  "teamsLocked": false,
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    -1,
    1
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  "formations": [
    "formations/scatter",
    "formations/box",
    "formations/column_closed",
    "formations/line_closed",
    "formations/column_open",
    "formations/line_open",
    "formations/flank",
    "formations/skirmish",
    "formations/wedge",
    "formations/battle_line"
  ],
  "controlAllUnits": false,
  "isAI": false,
  "gatherRateMultiplier": 1,
  "cheatsEnabled": false,
  "cheatTimeMultiplier": 1,
  "heroes": [],
  "resourceNames": {
    "food": "Food",
    "wood": "Wood",
    "metal": "Metal",
    "stone": "Stone"
  }
}
  StatisticsTracker:
    object: {
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    "Female",
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  "unitsLost": {
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    "Female": 0,
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  },
  "unitsLostValue": 0,
  "enemyUnitsKilled": {
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  "buildingsClasses": [
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    "Military",
    "Fortress",
    "CivCentre",
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  "buildingsConstructed": {
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  "buildingsLost": {
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  "enemyBuildingsDestroyed": {
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}
  TechnologyManager:
    object: {
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      "genericName": "Chamfron",
      "specificName": {
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        "mace": "Prometoopidion",
        "spart": "Prometoopidion",
        "athen": "Prometoopidion",
        "sele": "Prometoopidion",
        "ptol": "Prometoopidion",
        "theb": "Prometoopidion"
      },
      "description": "Metal armor for a horse's face.",
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        "wood": 0,
        "stone": 0,
        "metal": 200
      },
      "requirements": {
        "any": [
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            "tech": "phase_town"
          },
          {
            "civ": "celt"
          },
          {
            "civ": "brit"
          },
          {
            "civ": "gaul"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "armor_plates_cavalry.png",
      "researchTime": 40,
      "tooltip": "Equip your cavalry mounts with armor. All Cavalry +1 Hack armor level.",
      "modifications": [
        {
          "value": "Armour/Hack",
          "add": 1
        }
      ],
      "affects": [
        "Cavalry"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "armor_hero_01": {
      "genericName": "Iron Hero Armor",
      "specificName": {
        "hele": "Sidi̱ró Panoplía",
        "mace": "Sidi̱ró Panoplía",
        "spart": "Sidi̱ró Panoplía",
        "athen": "Sidi̱ró Panoplía",
        "ptol": "Sidi̱ró Panoplía",
        "sele": "Sidi̱ró Panoplía",
        "rome": "Lorica Ferrea"
      },
      "description": "Body armor fashioned completely of iron, the hardest workable metal known to the ancients.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 600
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "armor_cuirass_empire.png",
      "researchTime": 40,
      "tooltip": "All heroes +2 Hack Armor Levels and +2 Pierce Armor Levels, but also +50 Metal Cost.",
      "modifications": [
        {
          "value": "Armour/Hack",
          "add": 2
        },
        {
          "value": "Armour/Pierce",
          "add": 2
        },
        {
          "value": "Cost/Resources/metal",
          "add": 50
        }
      ],
      "affects": [
        "Hero"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "armor_infantry_hack_01": {
      "pair": "pair_inf_armor_01",
      "genericName": "Quilted Body Armor",
      "specificName": {
        "generic": "Spolas",
        "hele": "Spolas",
        "mace": "Spolas",
        "spart": "Spolas",
        "athen": "Spolas",
        "pers": "Spolas",
        "rome": "Spolas",
        "cart": "Spolas",
        "iber": "Spolas",
        "maur": "Spolas",
        "celt": "Spolas",
        "brit": "Spolas",
        "gaul": "Spolas"
      },
      "description": "Quilted linen or leather body armor for infantrymen.",
      "cost": {
        "food": 0,
        "wood": 50,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "any": [
          {
            "tech": "phase_town"
          },
          {
            "civ": "celt"
          },
          {
            "civ": "brit"
          },
          {
            "civ": "gaul"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "armor_leather.png",
      "researchTime": 40,
      "tooltip": "All Infantry +1 Hack Armor Level.",
      "modifications": [
        {
          "value": "Armour/Hack",
          "add": 1
        }
      ],
      "affects": [
        "Infantry"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "armor_infantry_hack_02": {
      "pair": "pair_inf_armor_02",
      "genericName": "Laminated Linen Body Armor",
      "specificName": {
        "hele": "Linothorakes",
        "mace": "Linothorakes",
        "spart": "Linothorakes",
        "athen": "Linothorakes",
        "ptol": "Linothorakes",
        "sele": "Linothorakes",
        "pers": "Linothorakes",
        "rome": "Linothorakes",
        "cart": "Linothorakes"
      },
      "description": "Laminated linen body armor for infantrymen.",
      "cost": {
        "food": 100,
        "wood": 100,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_town"
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "armor_pteruges.png",
      "researchTime": 40,
      "tooltip": "All Infantry +1 Hack Armor Level.",
      "modifications": [
        {
          "value": "Armour/Hack",
          "add": 1
        }
      ],
      "affects": [
        "Infantry"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "armor_infantry_hack_03": {
      "pair": "pair_inf_armor_03",
      "genericName": "Scale Body Armor",
      "specificName": {
        "rome": "Lorica Squamata"
      },
      "description": "Body armor reinforced with bronze scales.",
      "cost": {
        "food": 150,
        "wood": 0,
        "stone": 0,
        "metal": 150
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "armor_plates_gold.png",
      "researchTime": 40,
      "tooltip": "All Infantry +1 Hack Armor Level.",
      "modifications": [
        {
          "value": "Armour/Hack",
          "add": 1
        }
      ],
      "affects": [
        "Infantry"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "armor_infantry_hack_04": {
      "pair": "pair_inf_armor_04",
      "genericName": "Bronze Cuirass Body Armor",
      "specificName": {
        "rome": "Lorica Musculata"
      },
      "description": "Body armor fashioned completely of bronze. Only the best soldiers were equipped with such body armor, as it was very expensive and time-consuming to fabricate.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 500
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "armor_cuirass_bronze.png",
      "researchTime": 40,
      "tooltip": "Champions +2 Hack Armor Levels, but also +10 Metal Cost.",
      "modifications": [
        {
          "value": "Armour/Hack",
          "add": 2
        },
        {
          "value": "Cost/Resources/metal",
          "add": 10
        }
      ],
      "affects": [
        "Champion"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "armor_infantryspearmen_pierce_01": {
      "pair": "pair_inf_armor_01",
      "genericName": "Plywood Shield Construction",
      "specificName": {
        "hele": "Aspidiskè",
        "mace": "Aspidiskè",
        "spart": "Aspidiskè",
        "athen": "Aspidiskè",
        "ptol": "Aspidiskè",
        "sele": "Aspidiskè"
      },
      "description": "Plywood construction for large shields.",
      "cost": {
        "food": 0,
        "wood": 50,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "any": [
          {
            "tech": "phase_town"
          },
          {
            "civ": "celt"
          },
          {
            "civ": "brit"
          },
          {
            "civ": "gaul"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "shields_generic_wood.png",
      "researchTime": 40,
      "tooltip": "Infantry Spearmen +2 Pierce Armor Levels.",
      "modifications": [
        {
          "value": "Armour/Pierce",
          "add": 2
        }
      ],
      "affects": [
        "Infantry Spear"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "armor_infantryspearmen_pierce_02": {
      "pair": "pair_inf_armor_02",
      "genericName": "Reinforced Shield",
      "specificName": {
        "hele": "Aspides",
        "mace": "Aspides",
        "spart": "Aspides",
        "athen": "Aspides",
        "ptol": "Aspides",
        "sele": "Aspides"
      },
      "description": "The best shields have reinforcements either on the corners (Roman scutum) or around the rim (Greek aspis).",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 100
      },
      "requirements": {
        "tech": "phase_town"
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "shields_generic_bronze.png",
      "researchTime": 40,
      "tooltip": "Infantry Spearmen +1 Pierce Armor Levels.",
      "modifications": [
        {
          "value": "Armour/Pierce",
          "add": 1
        }
      ],
      "affects": [
        "Infantry Spear"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "armor_infantryspearmen_pierce_03": {
      "pair": "pair_inf_armor_03",
      "genericName": "Bronze Shield Facing",
      "specificName": {
        "hele": "Chalkaspides",
        "mace": "Chrysaspides",
        "spart": "Chalkaspides",
        "athen": "Chalkaspides",
        "ptol": "Chalkaspides",
        "sele": "Chalkaspides"
      },
      "description": "A bronze skin hammered over the face of the shield.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 200
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "shields_generic_gold.png",
      "researchTime": 40,
      "tooltip": "Infantry Spearmen +1 Pierce Armor Level.",
      "modifications": [
        {
          "value": "Armour/Pierce",
          "add": 1
        }
      ],
      "affects": [
        "Infantry Spear"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "armor_infantryspearmen_pierce_04": {
      "pair": "pair_inf_armor_04",
      "genericName": "Silver Shields",
      "specificName": {
        "hele": "Argyraspides",
        "mace": "Argyraspides",
        "spart": "Argyraspides",
        "athen": "Argyraspides",
        "ptol": "Argyraspides",
        "sele": "Argyraspides"
      },
      "description": "Only the most celebrated soldiers had shields faced with silver, as did the famous 'Silver Shields' regiment in Alexander the Great's army.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 500
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "shields_generic_silver.png",
      "researchTime": 40,
      "tooltip": "Champions +2 Pierce Armor Levels, but also +10 Metal Cost.",
      "modifications": [
        {
          "value": "Armour/Pierce",
          "add": 2
        },
        {
          "value": "Cost/Resources/metal",
          "add": 10
        }
      ],
      "affects": [
        "Champion"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "armor_ship_hullsheathing": {
      "genericName": "Lead hull sheathing",
      "description": "Lead sheathing protects ship hulls.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 350
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "supersedes": "armor_ship_hypozomata",
      "icon": "armor_ship_gold.png",
      "researchTime": 40,
      "tooltip": "Lead sheathing protects ship hulls. +2 levels to all ship armor types.",
      "modifications": [
        {
          "value": "Armour/Hack",
          "add": 2
        },
        {
          "value": "Armour/Pierce",
          "add": 2
        },
        {
          "value": "Armour/Crush",
          "add": 2
        }
      ],
      "affects": [
        "Ship"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "armor_ship_hypozomata": {
      "genericName": "Hypozomata undergirding",
      "description": "The hypozomata braces the structure of a ship.",
      "cost": {
        "food": 0,
        "wood": 150,
        "stone": 0,
        "metal": 150
      },
      "requirements": {
        "tech": "phase_town"
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "supersedes": "armor_ship_reinforcedhull",
      "icon": "armor_ship_silver.png",
      "researchTime": 40,
      "tooltip": "The hypozomata braces the ship's structure. +2 levels to all ship armor types.",
      "modifications": [
        {
          "value": "Armour/Hack",
          "add": 2
        },
        {
          "value": "Armour/Pierce",
          "add": 2
        },
        {
          "value": "Armour/Crush",
          "add": 2
        }
      ],
      "affects": [
        "Ship"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "armor_ship_reinforcedhull": {
      "genericName": "Reinforced hull",
      "description": "Wooden reinforcement beams for ship hulls.",
      "cost": {
        "food": 0,
        "wood": 250,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_village"
      },
      "requirementsTooltip": "Unlocked in Village Phase.",
      "icon": "armor_ship_bronze.png",
      "researchTime": 40,
      "tooltip": "Wooden reinforcement beams for hulls. +2 levels to all ship armor types.",
      "modifications": [
        {
          "value": "Armour/Hack",
          "add": 2
        },
        {
          "value": "Armour/Pierce",
          "add": 2
        },
        {
          "value": "Armour/Crush",
          "add": 2
        }
      ],
      "affects": [
        "Ship"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "armor_trade_convoys": {
      "genericName": "Trade convoys",
      "description": "Increases defensive capability of traders.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 200
      },
      "requirements": {
        "tech": "phase_town"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "wheel.png",
      "researchTime": 40,
      "tooltip": "Traders +2 Hack and Pierce armor levels.",
      "modifications": [
        {
          "value": "Armour/Hack",
          "add": 2
        },
        {
          "value": "Armour/Pierce",
          "add": 2
        }
      ],
      "affects": [
        "Trader"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "attack_cav_lance": {
      "pair": "pair_cav_01",
      "genericName": "Cavalry Lance",
      "specificName": {
        "hele": "Xyston",
        "mace": "Xyston",
        "spart": "Xyston",
        "athen": "Xyston",
        "sele": "Xyston",
        "ptol": "Xyston",
        "theb": "Xyston",
        "rome": "Hasta"
      },
      "description": "A long spear made specifically for cavalry.",
      "cost": {
        "food": 0,
        "wood": 50,
        "stone": 0,
        "metal": 150
      },
      "requirements": {
        "any": [
          {
            "tech": "phase_town"
          },
          {
            "civ": "celt"
          },
          {
            "civ": "brit"
          },
          {
            "civ": "gaul"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "spear_cavalry.png",
      "researchTime": 40,
      "tooltip": "Equip your melee cavalry with better weapons. Melee Cavalry +2 Hack Attack.",
      "modifications": [
        {
          "value": "Attack/Melee/Hack",
          "add": 2
        }
      ],
      "affects": [
        "Cavalry Melee"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "attack_champions_elite": {
      "pair": "pair_champ_02",
      "genericName": "Heroism",
      "specificName": {
        "hele": "Andreia",
        "mace": "Andreia",
        "spart": "Andreia",
        "athen": "Andreia",
        "ptol": "Andreia",
        "sele": "Andreia",
        "rome": "Fortitudo"
      },
      "description": "Guard units have uncommon bravery and valor in battle.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 300
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "helmet_hero_side.png",
      "researchTime": 40,
      "tooltip": "Guard units have uncommon courage and valor in battle. Champions +2 attack.",
      "modifications": [
        {
          "value": "Attack/Melee/Hack",
          "add": 2,
          "affects": "Champion Melee"
        },
        {
          "value": "Attack/Ranged/Pierce",
          "add": 2,
          "affects": "Champion Ranged"
        }
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "attack_citizensoldiers_will": {
      "pair": "pair_champ_02",
      "genericName": "Will to fight",
      "specificName": {
        "hele": "Dynamis",
        "mace": "Dynamis",
        "spart": "Dynamis",
        "athen": "Dynamis",
        "ptol": "Dynamis",
        "sele": "Dynamis"
      },
      "description": "The will to fight is crucial to victory.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 300
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "clenched_fist.png",
      "researchTime": 40,
      "tooltip": "Inspire your troops with higher pay. All citizen-Soldiers +2 attack.",
      "modifications": [
        {
          "value": "Attack/Melee/Hack",
          "add": 2,
          "affects": "CitizenSoldier Melee"
        },
        {
          "value": "Attack/Ranged/Pierce",
          "add": 2,
          "affects": "CitizenSoldier Ranged"
        }
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "attack_steel_working": {
      "genericName": "Steel Working",
      "specificName": {
        "maur": "Wootz Steel",
        "iber": "Toledo Steel"
      },
      "description": "Secret steel working techniques give sword blades distinctive and beautiful markings. Not only that, but the steel's hardness is unparalleled.",
      "cost": {
        "food": 0,
        "wood": 200,
        "stone": 0,
        "metal": 200
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "metalworker.png",
      "researchTime": 60,
      "tooltip": "+2 attack for all sword units.",
      "modifications": [
        {
          "value": "Attack/Melee/Hack",
          "add": 2
        }
      ],
      "affects": [
        "Sword"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "attack_tower_crenellations": {
      "pair": "pair_tower_01",
      "genericName": "Crenellations",
      "description": "Crenellations on the battlements allow soldiers wider range of fire in defending a keep.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 100,
        "metal": 100
      },
      "requirements": {
        "tech": "phase_town"
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "crenelations.png",
      "researchTime": 40,
      "tooltip": "Install crenellations and murder holes to have 40% more arrows fired per garrisoned soldier.",
      "modifications": [
        {
          "value": "BuildingAI/GarrisonArrowMultiplier",
          "multiply": 1.4
        }
      ],
      "affects": [
        "Defensive Tower"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "attack_tower_watch": {
      "pair": "pair_tower_01",
      "genericName": "Sentries",
      "specificName": {
        "hele": "Nyktophylakes",
        "mace": "Nyktophylakes",
        "spart": "Nyktophylakes",
        "athen": "Nyktophylakes",
        "ptol": "Nyktophylakes",
        "sele": "Nyktophylakes",
        "rome": "Vigiles"
      },
      "description": "A night's watch increases vigilance.",
      "cost": {
        "food": 100,
        "wood": 100,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_town"
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "helmet_corinthian_bronze.png",
      "researchTime": 40,
      "tooltip": "Post sentries to double the number of default arrows in ungarrisoned Towers.",
      "modifications": [
        {
          "value": "BuildingAI/DefaultArrowCount",
          "add": 1
        }
      ],
      "affects": [
        "Defensive Tower"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "buildtime_walls_rubble": {
      "pair": "pair_walls_01",
      "genericName": "Rubble Materials",
      "description": "Using rubble materials reduces the costs and build times of walls.",
      "cost": {
        "food": 0,
        "wood": 200,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_town"
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "stone_blocks_brown.png",
      "researchTime": 40,
      "tooltip": "City walls -20% build time, but -1 crush armor level.",
      "modifications": [
        {
          "value": "Cost/BuildTime",
          "multiply": 0.8
        },
        {
          "value": "Armour/Crush",
          "add": -1
        }
      ],
      "affects": [
        "StoneWall"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "decay_outpost": {
      "genericName": "Stone Foundations",
      "description": "Outposts survive twice as long in neutral territory.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 100,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_village"
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "blocks_three.png",
      "researchTime": 40,
      "tooltip": "Territory decay -50% for Outposts.",
      "modifications": [
        {
          "value": "TerritoryDecay/HealthDecayRate",
          "multiply": 0.5
        }
      ],
      "affects": [
        "Outpost"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "gather_animals_stockbreeding": {
      "genericName": "Stockbreeding",
      "description": "Breeding livestock for food.",
      "cost": {
        "food": 50,
        "wood": 0,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_village"
      },
      "icon": "meat.png",
      "researchTime": 40,
      "tooltip": "Breed time -25% for domestic animals (sheep, goats, cattle, etc.).",
      "modifications": [
        {
          "value": "Cost/BuildTime",
          "multiply": 0.75
        }
      ],
      "affects": [
        "Domestic"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "gather_capacity_wheelbarrow": {
      "pair": "pair_gather_wood_01",
      "genericName": "Wheelbarrow",
      "description": "Increases shuttling capacity for all resources.",
      "cost": {
        "food": 100,
        "wood": 100,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_village"
      },
      "requirementsTooltip": "Unlocked in Village Phase.",
      "icon": "wheelbarrow_empty.png",
      "researchTime": 40,
      "tooltip": "Workers use wheelbarrows. +5 shuttle capacity for all resources.",
      "modifications": [
        {
          "value": "ResourceGatherer/Capacities/food",
          "add": 5
        },
        {
          "value": "ResourceGatherer/Capacities/wood",
          "add": 5
        },
        {
          "value": "ResourceGatherer/Capacities/stone",
          "add": 5
        },
        {
          "value": "ResourceGatherer/Capacities/metal",
          "add": 5
        }
      ],
      "affects": [
        "Worker"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "gather_farming_plows": {
      "genericName": "Iron Plow",
      "description": "A horse drawn instrument to turn the sod.",
      "cost": {
        "food": 0,
        "wood": 100,
        "stone": 0,
        "metal": 100
      },
      "requirements": {
        "tech": "phase_town"
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "plow.png",
      "researchTime": 40,
      "tooltip": "Equip your workers with iron plows. +25% farming rate.",
      "modifications": [
        {
          "value": "ResourceGatherer/Rates/food.grain",
          "multiply": 1.25
        }
      ],
      "affects": [
        "Worker"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "gather_lumbering_ironaxes": {
      "pair": "pair_gather_wood_01",
      "genericName": "Iron Ax Heads",
      "description": "Increases wood gathering rates for trees.",
      "cost": {
        "food": 0,
        "wood": 50,
        "stone": 0,
        "metal": 50
      },
      "requirements": {
        "tech": "phase_village"
      },
      "requirementsTooltip": "Unlocked in Village Phase.",
      "icon": "wood_axe.png",
      "researchTime": 40,
      "tooltip": "Workers +25% lumbering rate for trees.",
      "modifications": [
        {
          "value": "ResourceGatherer/Rates/wood.tree",
          "multiply": 1.25
        }
      ],
      "affects": [
        "Worker"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "gather_mining_serfs": {
      "pair": "pair_gather_02",
      "genericName": "Serfs",
      "specificName": {
        "hele": "Heilotes",
        "mace": "Heilotes",
        "spart": "Heilotes",
        "athen": "Heilotes"
      },
      "description": "Increases stone gathering rates.",
      "cost": {
        "food": 100,
        "wood": 100,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_town"
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "mining_stone.png",
      "researchTime": 40,
      "tooltip": "Compel serfs to help your workers mine stone. +25% stone gathering rate.",
      "modifications": [
        {
          "value": "ResourceGatherer/Rates/stone.rock",
          "multiply": 1.25
        }
      ],
      "affects": [
        "Worker"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "gather_mining_servants": {
      "pair": "pair_gather_01",
      "genericName": "Servants",
      "specificName": {
        "hele": "Douloi",
        "mace": "Douloi",
        "spart": "Douloi",
        "athen": "Douloi"
      },
      "description": "Increases stone gathering rates.",
      "cost": {
        "food": 50,
        "wood": 0,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_village"
      },
      "requirementsTooltip": "Hire servants to help mine stone. No requirements.",
      "icon": "mining_stone.png",
      "researchTime": 40,
      "tooltip": "+25% stone gathering rate.",
      "modifications": [
        {
          "value": "ResourceGatherer/Rates/stone.rock",
          "multiply": 1.25
        }
      ],
      "affects": [
        "Worker"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "gather_mining_shaftmining": {
      "pair": "pair_gather_02",
      "genericName": "Shaft Mining",
      "description": "Increases metal gathering rates.",
      "cost": {
        "food": 100,
        "wood": 100,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_town"
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "mining_metal.png",
      "researchTime": 40,
      "tooltip": "Develop shaft mining. +25% metal gathering rate.",
      "modifications": [
        {
          "value": "ResourceGatherer/Rates/metal.ore",
          "multiply": 1.25
        }
      ],
      "affects": [
        "Worker"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "gather_mining_silvermining": {
      "pair": "pair_gather_03",
      "genericName": "Silver Mining",
      "specificName": {
        "athen": "Mines of Laureion",
        "mace": "Mines of Krenides"
      },
      "description": "Increases metal gathering rates.",
      "cost": {
        "food": 100,
        "wood": 100,
        "stone": 100,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "mining_metal.png",
      "researchTime": 40,
      "tooltip": "Strike a vein of precious silver. +25% metal gathering rate.",
      "modifications": [
        {
          "value": "ResourceGatherer/Rates/metal.ore",
          "multiply": 1.25
        }
      ],
      "affects": [
        "Worker"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "gather_mining_slaves": {
      "pair": "pair_gather_03",
      "genericName": "Slaves",
      "specificName": {
        "hele": "Andrapodon",
        "mace": "Andrapodon",
        "spart": "Andrapodon",
        "athen": "Andrapodon"
      },
      "description": "Increases stone gathering rates.",
      "cost": {
        "food": 100,
        "wood": 100,
        "stone": 0,
        "metal": 100
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "mining_stone.png",
      "researchTime": 40,
      "tooltip": "Buy slaves to help your workers mine for stone. +25% stone gathering rate.",
      "modifications": [
        {
          "value": "ResourceGatherer/Rates/stone.rock",
          "multiply": 1.25
        }
      ],
      "affects": [
        "Worker"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "gather_mining_wedgemallet": {
      "pair": "pair_gather_01",
      "genericName": "Wedge and Mallet",
      "description": "Increases metal gathering rates.",
      "cost": {
        "food": 0,
        "wood": 50,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_village"
      },
      "requirementsTooltip": "Equip your workers with helpful tools. No requirements.",
      "icon": "mining_metal.png",
      "researchTime": 40,
      "tooltip": "+25% metal gathering rate.",
      "modifications": [
        {
          "value": "ResourceGatherer/Rates/metal.ore",
          "multiply": 1.25
        }
      ],
      "affects": [
        "Worker"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "gather_wicker_baskets": {
      "genericName": "Wicker Baskets",
      "description": "Baskets to carry foraged food stuffs.",
      "cost": {
        "food": 0,
        "wood": 100,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_village"
      },
      "icon": "gather_basket.png",
      "researchTime": 40,
      "tooltip": "Equip your foragers with wicker baskets. +50% fruit foraging rate.",
      "modifications": [
        {
          "value": "ResourceGatherer/Rates/food.fruit",
          "multiply": 1.5
        }
      ],
      "affects": [
        "Worker"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "heal_range": {
      "pair": "pair_heal_01",
      "genericName": "Healing Range",
      "specificName": {
        "hele": "Olympic Pantheon",
        "mace": "Olympic Pantheon",
        "spart": "Olympic Pantheon",
        "athen": "Olympic Pantheon"
      },
      "description": "Increases the healing range of all healers.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 100
      },
      "requirements": {
        "tech": "phase_town"
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "healing_range.png",
      "researchTime": 40,
      "tooltip": "Healers +4 Healing Range.",
      "modifications": [
        {
          "value": "Heal/Range",
          "add": 4
        }
      ],
      "affects": [
        "Healer"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "heal_range_2": {
      "pair": "pair_heal_02",
      "genericName": "Healing Range 2",
      "specificName": {
        "hele": "Akademia",
        "mace": "Akademia",
        "spart": "Akademia",
        "athen": "Akademia"
      },
      "description": "Increases the healing range of all healers.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 200
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "healing_range.png",
      "researchTime": 40,
      "tooltip": "Healers +4 Healing Range.",
      "modifications": [
        {
          "value": "Heal/Range",
          "add": 4
        }
      ],
      "affects": [
        "Healer"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "heal_rate": {
      "pair": "pair_heal_01",
      "genericName": "Healing Rate",
      "specificName": {
        "hele": "Sphagia",
        "mace": "Sphagia",
        "spart": "Sphagia",
        "athen": "Sphagia"
      },
      "description": "Increases the Healing Rate of all healers.",
      "cost": {
        "food": 100,
        "wood": 0,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_town"
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "healing_rate.png",
      "researchTime": 40,
      "tooltip": "Healers +25% healing rate.",
      "modifications": [
        {
          "value": "Heal/Rate",
          "add": -500
        }
      ],
      "affects": [
        "Healer"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "heal_rate_2": {
      "pair": "pair_heal_02",
      "genericName": "Healing Rate 2",
      "specificName": {
        "hele": "Hippocratic Oath",
        "mace": "Hippocratic Oath",
        "spart": "Hippocratic Oath",
        "athen": "Hippocratic Oath"
      },
      "description": "Increases the Healing Rate of all healers.",
      "cost": {
        "food": 200,
        "wood": 0,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "healing_rate.png",
      "researchTime": 40,
      "tooltip": "Healers +25% healing rate.",
      "modifications": [
        {
          "value": "Heal/Rate",
          "add": -500
        }
      ],
      "affects": [
        "Healer"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "heal_temple": {
      "pair": "pair_heal_03",
      "genericName": "Divine Offerings",
      "specificName": {
        "hele": "Olympic Games",
        "mace": "Olympic Games",
        "spart": "Olympic Games",
        "athen": "Eleusian Mysteries"
      },
      "description": "Units garrisoned in a temple are healed faster.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 200
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "cauldron.png",
      "researchTime": 40,
      "tooltip": "Temples +50% garrisoned healing rate.",
      "modifications": [
        {
          "value": "GarrisonHolder/BuffHeal",
          "multiply": 1.5
        }
      ],
      "affects": [
        "Temple"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "health_females_01": {
      "pair": "pair_house_01",
      "genericName": "The Loom",
      "description": "The Loom allowed the creation of finer clothing to clothe citizens in the settlement. Women of the household were taught from a young age how to weave on the loom, and subsequently spent a large  share of their lives working with it.",
      "cost": {
        "food": 0,
        "wood": 100,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_village"
      },
      "requirementsTooltip": "Unlocked in Village Phase.",
      "icon": "wives_festival.png",
      "researchTime": 40,
      "tooltip": "Female Citizens +50% Health.",
      "modifications": [
        {
          "value": "Health/Max",
          "multiply": 1.5
        }
      ],
      "affects": [
        "Female Citizen"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "health_regen_units": {
      "pair": "pair_heal_03",
      "genericName": "Battlefield Medicine",
      "description": "Unlock health regeneration for your units.",
      "cost": {
        "food": 100,
        "wood": 0,
        "stone": 0,
        "metal": 100
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "bandage.png",
      "researchTime": 40,
      "tooltip": "Organic units will slowly regenerate health over time when idle.",
      "modifications": [
        {
          "value": "Health/RegenRate",
          "add": 0.5
        }
      ],
      "affects": [
        "Unit Organic"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "health_walls_geometric_masonry": {
      "pair": "pair_walls_01",
      "genericName": "Geometric Masonry",
      "description": "Using geometric masonry increases the sturdiness of defensive walls.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 200,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_town"
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "stone_blocks.png",
      "researchTime": 40,
      "tooltip": "City walls +2 crush armor levels, but +10% build time.",
      "modifications": [
        {
          "value": "Cost/BuildTime",
          "multiply": 1.1
        },
        {
          "value": "Armour/Crush",
          "add": 2
        }
      ],
      "affects": [
        "StoneWall"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "melee_inf_sidearms": {
      "pair": "pair_inf_01",
      "genericName": "Side Arms",
      "specificName": {
        "hele": "Xíphos",
        "mace": "Xíphos",
        "spart": "Xíphos",
        "athen": "Xíphos",
        "theb": "Xíphos",
        "ptol": "Xíphos",
        "sele": "Xíphos",
        "rome": "Pugio"
      },
      "description": "Often, an infantryman would carry a secondary weapon in addition to his primary weapon of choice, to be drawn when the primary weapon has failed or been broken.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 50
      },
      "requirements": {
        "any": [
          {
            "tech": "phase_town"
          },
          {
            "civ": "celt"
          },
          {
            "civ": "brit"
          },
          {
            "civ": "gaul"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "sword.png",
      "researchTime": 40,
      "tooltip": "Melee infantry +1 hack attack.",
      "modifications": [
        {
          "value": "Attack/Melee/Hack",
          "add": 1
        }
      ],
      "affects": [
        "Infantry Melee"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "melee_inf_spearheads": {
      "pair": "pair_inf_02",
      "genericName": "Iron Spearheads",
      "specificName": {
        "hele": "Siderénies Aichmés",
        "mace": "Siderénies Aichmés",
        "spart": "Siderénies Aichmés",
        "athen": "Siderénies Aichmés",
        "theb": "Siderénies Aichmés",
        "ptol": "Siderénies Aichmés",
        "sele": "Siderénies Aichmés"
      },
      "description": "Using iron instead of bronze gave spears additional piercing power.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 200
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "spear.png",
      "researchTime": 40,
      "tooltip": "All Spear units +2 hack attack.",
      "modifications": [
        {
          "value": "Attack/Melee/Hack",
          "add": 2
        }
      ],
      "affects": [
        "Spear"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "pair_cav_01": {
      "genericName": "Lance vs. Chamfron",
      "top": "attack_cav_lance",
      "bottom": "armor_cav_chamfron"
    },
    "pair_champ_02": {
      "genericName": "Champions vs. Part-timers",
      "top": "attack_champions_elite",
      "bottom": "attack_citizensoldiers_will"
    },
    "pair_gather_01": {
      "genericName": "Servants vs. Wedge and Mallet",
      "top": "gather_mining_servants",
      "bottom": "gather_mining_wedgemallet"
    },
    "pair_gather_02": {
      "genericName": "Serfs vs. Shaft Mining",
      "top": "gather_mining_serfs",
      "bottom": "gather_mining_shaftmining",
      "supersedes": "pair_gather_01"
    },
    "pair_gather_03": {
      "genericName": "Slaves vs. Silver Mining",
      "top": "gather_mining_slaves",
      "bottom": "gather_mining_silvermining",
      "supersedes": "pair_gather_02"
    },
    "pair_gather_wood_01": {
      "genericName": "Iron Axes vs. Wheelbarrow",
      "top": "gather_lumbering_ironaxes",
      "bottom": "gather_capacity_wheelbarrow"
    },
    "pair_heal_01": {
      "genericName": "Heal Range and Rate",
      "top": "heal_range",
      "bottom": "heal_rate"
    },
    "pair_heal_02": {
      "genericName": "Heal Range and Rate #2",
      "top": "heal_range_2",
      "bottom": "heal_rate_2",
      "supersedes": "pair_heal_01"
    },
    "pair_heal_03": {
      "genericName": "Garrison Healing vs. Self-Healing",
      "top": "heal_temple",
      "bottom": "health_regen_units"
    },
    "pair_house_01": {
      "genericName": "Females vs. Population",
      "top": "health_females_01",
      "bottom": "pop_house_01"
    },
    "pair_house_02": {
      "genericName": "Females vs. Population",
      "top": "unlock_females_house",
      "bottom": "pop_house_02"
    },
    "pair_inf_01": {
      "genericName": "Side Arms vs. Irregulars",
      "top": "melee_inf_sidearms",
      "bottom": "ranged_inf_irregulars"
    },
    "pair_inf_02": {
      "genericName": "Spear Fighting vs. Skirmishing",
      "top": "melee_inf_spearheads",
      "bottom": "ranged_inf_skirmishers",
      "supersedes": "pair_inf_01"
    },
    "pair_inf_armor_01": {
      "genericName": "Infantry Hack Armor vs. Spearmen Pierce Armor",
      "top": "armor_infantry_hack_01",
      "bottom": "armor_infantryspearmen_pierce_01"
    },
    "pair_inf_armor_02": {
      "genericName": "Infantry Hack Armor vs. Spearmen Pierce Armor",
      "top": "armor_infantry_hack_02",
      "bottom": "armor_infantryspearmen_pierce_02",
      "supersedes": "pair_inf_armor_01"
    },
    "pair_inf_armor_03": {
      "genericName": "Infantry Hack Armor vs. Spearmen Pierce Armor",
      "top": "armor_infantry_hack_03",
      "bottom": "armor_infantryspearmen_pierce_03",
      "supersedes": "pair_inf_armor_02"
    },
    "pair_inf_armor_04": {
      "genericName": "Infantry Hack Armor vs. Spearmen Pierce Armor",
      "top": "armor_infantry_hack_04",
      "bottom": "armor_infantryspearmen_pierce_04",
      "supersedes": "pair_inf_armor_03"
    },
    "pair_levy_01": {
      "genericName": "Levy Infantry vs. Levy Cavalry",
      "top": "training_levy_infantry",
      "bottom": "training_levy_cavalry"
    },
    "pair_siege_attack_cost": {
      "genericName": "Attack vs. Cost",
      "top": "siege_attack",
      "bottom": "siege_cost_metal"
    },
    "pair_siege_attack_pack": {
      "genericName": "Attack vs. Packing",
      "top": "siege_attack",
      "bottom": "siege_packing"
    },
    "pair_siege_cost_armor": {
      "genericName": "Cost vs. Armor",
      "top": "siege_cost_wood",
      "bottom": "siege_armor"
    },
    "pair_tower_01": {
      "genericName": "Night's Watch vs. Crenellations",
      "top": "attack_tower_watch",
      "bottom": "attack_tower_crenellations"
    },
    "pair_walls_01": {
      "genericName": "Walls build time vs. Health",
      "top": "buildtime_walls_rubble",
      "bottom": "health_walls_geometric_masonry"
    },
    "phase_city": {
      "genericName": "City Phase",
      "requirements": {
        "any": [
          {
            "tech": "phase_city_generic"
          },
          {
            "tech": "phase_city_britons"
          },
          {
            "tech": "city_phase_gauls"
          },
          {
            "tech": "phase_city_pair_celts"
          },
          {
            "tech": "phase_city_athen"
          }
        ]
      },
      "autoResearch": true,
      "modifications": [
        {
          "value": "TerritoryInfluence/Radius",
          "multiply": 1.5
        }
      ],
      "affects": [
        "CivCentre"
      ],
      "soundComplete": "interface/alarm/alarm_phase.xml"
    },
    "phase_city_athen": {
      "genericName": "City Phase",
      "specificName": {
        "athen": "Megalopolis"
      },
      "description": "Advances from a bustling town to a veritable metropolis, full of the wonders of modern technology. This is the Athenian city phase, where metal gathering rates are boosted because of the 'Silver Owls' bonus.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 1000,
        "metal": 1000
      },
      "requirements": {
        "class": "Town",
        "number": 4
      },
      "requirementsTooltip": "Requires 4 new Town Phase structures (except Walls and Civic Centers).",
      "supersedes": "phase_town_athen",
      "icon": "city_phase.png",
      "researchTime": 80,
      "tooltip": "Advance to City Phase, which unlocks more structures and units. Territory radius for Civic Centers increased by another +50%. Silver Owls civ bonus grants an extra +10% metal gather rate to all workers.",
      "modifications": [
        {
          "value": "ResourceGatherer/Rates/metal.ore",
          "multiply": 1.1
        }
      ],
      "affects": [
        "Worker"
      ],
      "soundComplete": "interface/alarm/alarm_phase.xml"
    },
    "phase_city_britons": {
      "pair": "phase_city_pair_celts",
      "genericName": "City Phase - Britons",
      "description": "Advance from a bustling town to large city.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 1000,
        "metal": 1000
      },
      "requirements": {
        "class": "Town",
        "number": 4
      },
      "requirementsTooltip": "Requires 4 new Town Phase structures (except Walls and Civic Centers).",
      "icon": "city_phase.png",
      "researchTime": 80,
      "tooltip": "Advance to City Phase, which unlocks Brythonic structures and units. Territory radius for Civic Centers increased by another +50%",
      "soundComplete": "interface/alarm/alarm_phase.xml"
    },
    "phase_city_gauls": {
      "pair": "phase_city_pair_celts",
      "genericName": "City Phase - Gauls",
      "description": "Advance from a bustling town to large city.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 1000,
        "metal": 1000
      },
      "requirements": {
        "class": "Town",
        "number": 4
      },
      "requirementsTooltip": "Requires 4 new Town Phase structures (except Walls and Civic Centers).",
      "icon": "city_phase.png",
      "researchTime": 80,
      "tooltip": "Advance to City Phase, which unlocks Gallic structures and units. Territory radius for Civilization Centers increased by another +50%",
      "soundComplete": "interface/alarm/alarm_phase.xml"
    },
    "phase_city_generic": {
      "genericName": "City Phase",
      "specificName": {
        "hele": "Megalopolis",
        "mace": "Megalopolis",
        "spart": "Megalopolis",
        "athen": "Megalopolis"
      },
      "description": "Advances from a bustling town to a veritable metropolis, full of the wonders of modern technology.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 1000,
        "metal": 1000
      },
      "requirements": {
        "class": "Town",
        "number": 4
      },
      "requirementsTooltip": "Requires 4 new Town Phase structures (except Walls and Civic Centers).",
      "supersedes": "phase_town_generic",
      "icon": "city_phase.png",
      "researchTime": 80,
      "tooltip": "Advance to City Phase, which unlocks more structures and units. Territory radius for Civic Centers increased by another +50%",
      "soundComplete": "interface/alarm/alarm_phase.xml"
    },
    "phase_city_pair_celts": {
      "genericName": "Britons vs. Gauls",
      "top": "phase_city_britons",
      "bottom": "phase_city_gauls",
      "supersedes": "phase_town_generic"
    },
    "phase_town": {
      "genericName": "Town Phase",
      "requirements": {
        "any": [
          {
            "tech": "phase_town_generic"
          },
          {
            "tech": "phase_town_athen"
          }
        ]
      },
      "autoResearch": true,
      "modifications": [
        {
          "value": "TerritoryInfluence/Radius",
          "multiply": 1.3
        }
      ],
      "affects": [
        "CivCentre"
      ],
      "soundComplete": "interface/alarm/alarm_phase.xml"
    },
    "phase_town_athen": {
      "genericName": "Town Phase",
      "specificName": {
        "athen": "Komópolis"
      },
      "description": "Advances from a bustling town to a veritable metropolis, full of the wonders of modern technology. This is the Athenian city phase, where metal gathering rates are boosted because of the Silver Owls bonus.",
      "cost": {
        "food": 800,
        "wood": 800,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "class": "Village",
        "number": 5
      },
      "requirementsTooltip": "Requires 5 Village Phase structures (except Palisades and Farm Fields).",
      "supersedes": "phase_village",
      "icon": "town_phase.png",
      "researchTime": 80,
      "tooltip": "Advance to Town Phase, which unlocks more structures and units. Territory radius for Civic Centers increased by +30%. 'Silver Owls' civ bonus grants an extra +10% metal gather rate to all workers.",
      "modifications": [
        {
          "value": "ResourceGatherer/Rates/metal.ore",
          "multiply": 1.1
        }
      ],
      "affects": [
        "Worker"
      ],
      "soundComplete": "interface/alarm/alarm_phase.xml"
    },
    "phase_town_generic": {
      "genericName": "Town Phase",
      "specificName": {
        "athen": "Komópolis",
        "hele": "Komópolis",
        "mace": "Komópolis",
        "spart": "Komópolis",
        "theb": "Komópolis"
      },
      "description": "Advances from a small village to a bustling town, ready to expand rapidly.",
      "cost": {
        "food": 800,
        "wood": 800,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "class": "Village",
        "number": 5
      },
      "requirementsTooltip": "Requires 5 Village Phase structures (except Palisades and Farm Fields).",
      "supersedes": "phase_village",
      "icon": "town_phase.png",
      "researchTime": 80,
      "tooltip": "Advance to Town Phase, which unlocks more structures and units. Territory radius for Civic Centers increased by +30%",
      "soundComplete": "interface/alarm/alarm_phase.xml"
    },
    "phase_village": {
      "genericName": "Village Phase",
      "autoResearch": true
    },
    "pop_civic_01": {
      "pair": "pair_pop_01",
      "genericName": "Dining Hall",
      "specificName": {
        "athen": "Tholos"
      },
      "description": "The state or tribe would often construct a dining hall for public feasts or to receive foreign emissaries.",
      "cost": {
        "food": 0,
        "wood": 100,
        "stone": 100,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_town"
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "population.png",
      "researchTime": 40,
      "tooltip": "Civic Centers +5 population cap bonus.",
      "modifications": [
        {
          "value": "Cost/PopulationBonus",
          "add": 5
        }
      ],
      "affects": [
        "CivCentre"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "pop_civic_02": {
      "pair": "pair_pop_02",
      "genericName": "Public Assembly",
      "specificName": {
        "athen": "Ekklesia",
        "rome": "Comitium"
      },
      "description": "Public assembly places were often the center of civic life for ancient societies. Athens had the Ekklesia, the citizens' assembly which met on the Pnyx Hill near the agora in full view of the Acropolis. The Romans had an open-aired assembly place in the great Forum Romanum called the Comitium. Here citizens could air grievances and present petitions to the patrician politicians who ruled their city in the Senate.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 200,
        "metal": 200
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "population.png",
      "researchTime": 40,
      "tooltip": "Civic Centers +5 population cap bonus.",
      "modifications": [
        {
          "value": "Cost/PopulationBonus",
          "add": 5
        }
      ],
      "affects": [
        "CivCentre"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "pop_house_01": {
      "pair": "pair_house_01",
      "genericName": "Home Garden",
      "specificName": {
        "hele": "Peristyle",
        "mace": "Peristyle",
        "spart": "Peristyle",
        "athen": "Peristyle",
        "sele": "Peristyle",
        "ptol": "Peristyle",
        "rome": "Peristyle",
        "pers": "Paradise"
      },
      "description": "Home gardens ranged from simple fenced-in areas to large manicured and colonnaded enclosures.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 100,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_village"
      },
      "requirementsTooltip": "Unlocked in Village Phase.",
      "icon": "population.png",
      "researchTime": 40,
      "tooltip": "Houses +1 population cap bonus.",
      "modifications": [
        {
          "value": "Cost/PopulationBonus",
          "add": 1
        }
      ],
      "affects": [
        "House"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "pop_house_02": {
      "pair": "pair_house_02",
      "genericName": "Manors",
      "specificName": {
        "rome": "Insulae"
      },
      "description": "Homes tended to expand as the wealth and population of a settlement grew.",
      "cost": {
        "food": 0,
        "wood": 300,
        "stone": 300,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_town"
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "population.png",
      "researchTime": 40,
      "tooltip": "Houses +2 population cap bonus.",
      "modifications": [
        {
          "value": "Cost/PopulationBonus",
          "add": 2
        }
      ],
      "affects": [
        "House"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "ranged_inf_irregulars": {
      "pair": "pair_inf_01",
      "genericName": "Ranged Infantry Irregulars",
      "specificName": {
        "hele": "Átaktoi",
        "mace": "Átaktoi",
        "spart": "Átaktoi",
        "athen": "Átaktoi",
        "theb": "Átaktoi",
        "sele": "Átaktoi",
        "ptol": "Átaktoi"
      },
      "description": "Training increases damage of ranged infantry units.",
      "cost": {
        "food": 0,
        "wood": 50,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "any": [
          {
            "tech": "phase_town"
          },
          {
            "civ": "celt"
          },
          {
            "civ": "brit"
          },
          {
            "civ": "gaul"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "arrow.png",
      "researchTime": 40,
      "tooltip": "Ranged infantry +2 pierce attack.",
      "modifications": [
        {
          "value": "Attack/Ranged/Pierce",
          "add": 2
        }
      ],
      "affects": [
        "Infantry Ranged"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "ranged_inf_skirmishers": {
      "pair": "pair_inf_02",
      "genericName": "Javelin Thong",
      "specificName": {
        "hele": "Ankyle",
        "mace": "Ankyle",
        "spart": "Ankyle",
        "athen": "Ankyle",
        "theb": "Ankyle",
        "ptol": "Ankyle",
        "sele": "Ankyle",
        "rome": "Amentum"
      },
      "description": "The javelin thong (the Greeks also called them loops, or bronkhos) increased the fulcrum action of the throwing arm mid-throw, increasing speed and range of the javelin.",
      "cost": {
        "food": 0,
        "wood": 200,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "javelin_thong.png",
      "researchTime": 30,
      "tooltip": "All Javelin units +2 pierce attack and +4 range.",
      "modifications": [
        {
          "value": "Attack/Ranged/Pierce",
          "add": 2
        },
        {
          "value": "Attack/Ranged/MaxRange",
          "add": 4
        }
      ],
      "affects": [
        "Javelin"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "siege_armor": {
      "genericName": "Armor plating",
      "description": "Increased armor on siege weapons",
      "cost": {
        "food": 0,
        "wood": 300,
        "stone": 0,
        "metal": 350
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "armor_plates_gold.png",
      "researchTime": 40,
      "tooltip": "All Siege weapons +2 Hack armor levels.",
      "modifications": [
        {
          "value": "Armour/Hack",
          "add": 2
        }
      ],
      "affects": [
        "Siege"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "siege_attack": {
      "genericName": "Advanced Siege",
      "description": "Advanced technologies improve siege efficiency",
      "cost": {
        "food": 0,
        "wood": 200,
        "stone": 0,
        "metal": 250
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "siege_ram.png",
      "researchTime": 40,
      "tooltip": "All siege weapons +5 Crush damage.",
      "modifications": [
        {
          "value": "Attack/Melee/Crush",
          "add": 5
        },
        {
          "value": "Attack/Ranged/Crush",
          "add": 5
        }
      ],
      "affects": [
        "Siege"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "siege_bolt_accuracy": {
      "genericName": "Bolt Accuracy",
      "description": "Improvement to projectile accuracy",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 220
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "accuracy_bolt.png",
      "researchTime": 40,
      "tooltip": "Bolt shooter accuracy increased 25%",
      "modifications": [
        {
          "value": "Attack/Ranged/Spread",
          "multiply": 0.75
        }
      ],
      "affects": [
        "Bolt Shooter"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "siege_cost_metal": {
      "genericName": "Metalworker",
      "description": "Siege weapons require less metal resource",
      "cost": {
        "food": 200,
        "wood": 0,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "metalworker.png",
      "researchTime": 40,
      "tooltip": "Siege weapons cost 20% less metal",
      "modifications": [
        {
          "value": "Cost/Resources/metal",
          "multiply": 0.8
        }
      ],
      "affects": [
        "Siege"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "siege_cost_wood": {
      "genericName": "Artillery Instructors",
      "description": "Siege weapons cost less wood",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 200
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "anvil.png",
      "researchTime": 40,
      "tooltip": "Siege weapons cost 20% less wood",
      "modifications": [
        {
          "value": "Cost/Resources/wood",
          "multiply": 0.8
        }
      ],
      "affects": [
        "Siege"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "siege_packing": {
      "genericName": "Military Engineers",
      "description": "Immobile siege weapons are assembled and disassembled faster",
      "cost": {
        "food": 200,
        "wood": 0,
        "stone": 0,
        "metal": 100
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "military_engineers.png",
      "researchTime": 40,
      "tooltip": "Immobile siege weapons pack/unpack 25% faster",
      "modifications": [
        {
          "value": "Pack/Time",
          "multiply": 0.75
        }
      ],
      "affects": [
        "Siege"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "speed_trader_01": {
      "genericName": "Trade Convoys",
      "description": "Increases movement rate of traders, which in turn increases trade income.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 200
      },
      "requirements": {
        "tech": "phase_town"
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "wheel.png",
      "researchTime": 40,
      "tooltip": "Traders +25% Walk Speed, which quickly increases trade income.",
      "modifications": [
        {
          "value": "UnitMotion/WalkSpeed",
          "multiply": 1.25
        }
      ],
      "affects": [
        "Trader"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "training_conscription": {
      "genericName": "Conscription",
      "supersedes": "pair_levy_01",
      "description": "Significantly increase training speed of soldiers at the barracks by training them in large batches or battalions.",
      "cost": {
        "food": 500,
        "wood": 0,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "fist_spear.png",
      "researchTime": 40,
      "tooltip": "Faster batch training speed for the Barracks.",
      "modifications": [
        {
          "value": "ProductionQueue/BatchTimeModifier",
          "add": -0.1
        }
      ],
      "affects": [
        "Barracks"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "training_levy_cavalry": {
      "pair": "pair_levy_01",
      "genericName": "Levy Cavalry",
      "description": "Calling up cavalry levies in time of war helps bolster the ranks of a king's army.",
      "cost": {
        "food": 100,
        "wood": 0,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_town"
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "horse_trainer.png",
      "researchTime": 40,
      "tooltip": "All cavalry -20% train time, but also -10 health. Unlocks Conscription.",
      "modifications": [
        {
          "value": "Cost/BuildTime",
          "multiply": 0.8
        },
        {
          "value": "Health/Max",
          "add": -10
        }
      ],
      "affects": [
        "Cavalry"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "training_levy_infantry": {
      "pair": "pair_levy_01",
      "genericName": "Levy Infantry",
      "description": "Calling up infantry levies in time of war helps bolster the ranks of a king's army.",
      "cost": {
        "food": 100,
        "wood": 0,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_town"
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "clenched_fist.png",
      "researchTime": 40,
      "tooltip": "All infantry -10% train time, but also -5 health. Unlocks Conscription.",
      "modifications": [
        {
          "value": "Cost/BuildTime",
          "multiply": 0.9
        },
        {
          "value": "Health/Max",
          "add": -5
        }
      ],
      "affects": [
        "Infantry"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "training_naval_architects": {
      "genericName": "Naval Architects",
      "description": "Significantly increase build speed of batches of ships at the Dock.",
      "cost": {
        "food": 200,
        "wood": 200,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "calipers.png",
      "researchTime": 40,
      "tooltip": "Docks increased batch construction speed bonus.",
      "modifications": [
        {
          "value": "ProductionQueue/BatchTimeModifier",
          "add": -0.1
        }
      ],
      "affects": [
        "Dock"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "unlock_champion_units": {
      "genericName": "Unlock Champion Units",
      "specificName": {
        "hele": "Agèma",
        "mace": "Agèma",
        "spart": "Agèma",
        "athen": "Agèma",
        "rome": "Regio Cohors"
      },
      "description": "Guard units (Champions) are professionals who wield the best weapons and have the best training.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 500
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "helmet_corinthian_crest.png",
      "researchTime": 40,
      "tooltip": "Unlock the ability to train Champions at the barracks.",
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "unlock_females_house": {
      "pair": "pair_house_02",
      "genericName": "Fertility Festival",
      "specificName": {
        "hele": "Thesmophoria",
        "mace": "Thesmophoria",
        "spart": "Thesmophoria",
        "athen": "Thesmophoria",
        "rome": "Bona Dea"
      },
      "description": "A festival attended by women-only, to celebrate female fertility.",
      "cost": {
        "food": 200,
        "wood": 0,
        "stone": 0,
        "metal": 200
      },
      "requirements": {
        "tech": "phase_town"
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "wives_festival.png",
      "researchTime": 60,
      "tooltip": "Unlock the ability to train women from houses.",
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "upgrade_rank_advanced_cavalry": {
      "genericName": "Advanced Citizen-Cavalry",
      "description": "Promote all of your citizen-soldier cavalrymen to Advanced rank.",
      "cost": {
        "food": 400,
        "wood": 100,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_town"
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "upgrade_advanced.png",
      "researchTime": 40,
      "tooltip": "Promote all of your citizen-soldier cavalrymen to Advanced rank. This increases their military prowess, but decreases their meat gathering rates -25%. Unlocks Elite Citizen-Cavalry technology.",
      "modifications": [
        {
          "value": "Promotion/RequiredXp",
          "replace": 0
        }
      ],
      "affects": [
        "Cavalry Basic"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "upgrade_rank_advanced_infantry": {
      "genericName": "Advanced Citizen-Infantry",
      "specificName": {
        "hele": "Metikoi",
        "mace": "Metikoi",
        "spart": "Metikoi",
        "athen": "Metikoi"
      },
      "description": "Upgrade all of your citizen-soldier infantrymen to Advanced rank.",
      "cost": {
        "food": 200,
        "wood": 300,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_town"
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "upgrade_advanced.png",
      "researchTime": 40,
      "tooltip": "Upgrade all of your citizen-soldier infantrymen to Advanced rank. This increases their military prowess, but decreases their resource gathering rates -25%. Unlocks Elite Citizen-Infantry technology.",
      "modifications": [
        {
          "value": "Promotion/RequiredXp",
          "replace": 0
        }
      ],
      "affects": [
        "Infantry Basic"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "upgrade_rank_elite_cavalry": {
      "genericName": "Elite Citizen-Cavalry",
      "description": "Promote all of your citizen-soldier cavalrymen to Advanced rank.",
      "cost": {
        "food": 600,
        "wood": 0,
        "stone": 0,
        "metal": 400
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "upgrade_elite.png",
      "researchTime": 40,
      "supersedes": "upgrade_rank_advanced_cavalry",
      "tooltip": "Promote all of your citizen-soldier cavalrymen to Elite rank. This increases their military prowess, but decreases their meat gathering rates another -25%.",
      "modifications": [
        {
          "value": "Promotion/RequiredXp",
          "replace": 0
        }
      ],
      "affects": [
        "Cavalry Advanced"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "upgrade_rank_elite_infantry": {
      "genericName": "Elite Citizen-Infantry",
      "specificName": {
        "hele": "Zeugites",
        "mace": "Zeugites",
        "spart": "Zeugites",
        "athen": "Zeugites"
      },
      "description": "Upgrade all of your citizen-soldier infantrymen to Elite rank.",
      "cost": {
        "food": 500,
        "wood": 0,
        "stone": 0,
        "metal": 500
      },
      "requirements": {
        "tech": "phase_city"
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "upgrade_elite.png",
      "researchTime": 40,
      "supersedes": "upgrade_rank_advanced_infantry",
      "tooltip": "Upgrade all of your citizen-soldier infantrymen to Elite rank. This increases their military prowess, but decreases their resource gathering rates another -25%.",
      "modifications": [
        {
          "value": "Promotion/RequiredXp",
          "replace": 0
        }
      ],
      "affects": [
        "Infantry Advanced"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "vision_outpost": {
      "genericName": "Carrier Pigeons",
      "description": "Outposts gain longer vision for scouting.",
      "cost": {
        "food": 100,
        "wood": 0,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "tech": "phase_village"
      },
      "icon": "pigeon.png",
      "researchTime": 40,
      "tooltip": "Vision Range +50% for Outposts.",
      "modifications": [
        {
          "value": "Vision/Range",
          "multiply": 1.5
        }
      ],
      "affects": [
        "Outpost"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "carthaginians/civbonus_triple_walls": {
      "genericName": "Triple Walls",
      "autoResearch": true,
      "description": "Carthaginians built their city walls in three concentric circuits. These walls were never breached. Even when the city was taken by the Romans, it was via the city's harbor, not by storming its walls. Consequently, Carthaginian walls, gates, and wall towers have 3x the health of a standard wall, but also cost twice as much and take twice as long to build.",
      "requirements": {
        "civ": "cart"
      },
      "modifications": [
        {
          "value": "Health/Max",
          "multiply": 3
        },
        {
          "value": "Cost/BuildTime",
          "multiply": 2
        },
        {
          "value": "Cost/Resources/stone",
          "multiply": 2
        }
      ],
      "affects": [
        "StoneWall"
      ]
    },
    "carthaginians/cost_celt_mercs": {
      "pair": "carthaginians/pair_celt_mercs_1",
      "genericName": "Celtic Mercenary Captain",
      "description": "Celtic mercenaries have their metal cost decreased.",
      "cost": {
        "food": 100,
        "wood": 0,
        "stone": 0,
        "metal": 100
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_town"
          },
          {
            "civ": "cart"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "helmet_corinthian_silver.png",
      "researchTime": 40,
      "tooltip": "Hire a Celtic mercenary captain to reduce cost -20 metal for Celtic mercenaries.",
      "modifications": [
        {
          "value": "Cost/Resources/metal",
          "add": -20
        }
      ],
      "affects": [
        "Celt Mercenary"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "carthaginians/cost_celt_mercs_2": {
      "pair": "carthaginians/pair_celt_mercs_2",
      "genericName": "Gallic Mercenary General",
      "description": "Celtic mercenaries have their metal cost decreased.",
      "cost": {
        "food": 200,
        "wood": 0,
        "stone": 0,
        "metal": 200
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "civ": "cart"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "helmet_corinthian_crest.png",
      "researchTime": 40,
      "tooltip": "Hire a Gallic mercenary general to reduce cost -20 metal for Celtic mercenaries.",
      "modifications": [
        {
          "value": "Cost/Resources/metal",
          "add": -20
        }
      ],
      "affects": [
        "Celt Mercenary"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "carthaginians/cost_iberian_mercs": {
      "pair": "carthaginians/pair_iberian_mercs_1",
      "genericName": "Lusitanian Mercenary Captain",
      "description": "Iberian mercenaries have their metal cost decreased.",
      "cost": {
        "food": 100,
        "wood": 0,
        "stone": 0,
        "metal": 100
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_town"
          },
          {
            "civ": "cart"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "helmet_corinthian_silver.png",
      "researchTime": 40,
      "tooltip": "Hire a Lusitanian mercenary captain to reduce cost -20 metal for Iberian mercenaries.",
      "modifications": [
        {
          "value": "Cost/Resources/metal",
          "add": -20
        }
      ],
      "affects": [
        "Iberian Mercenary"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "carthaginians/cost_iberian_mercs_2": {
      "pair": "carthaginians/pair_iberian_mercs_2",
      "genericName": "Celtiberian Mercenary General",
      "description": "Iberian mercenaries have their metal cost decreased.",
      "cost": {
        "food": 200,
        "wood": 0,
        "stone": 0,
        "metal": 200
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "civ": "cart"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "helmet_corinthian_crest.png",
      "researchTime": 40,
      "tooltip": "Hire a Celtiberian mercenary general to reduce cost -20 metal for Iberian mercenaries.",
      "modifications": [
        {
          "value": "Cost/Resources/metal",
          "add": -20
        }
      ],
      "affects": [
        "Iberian Mercenary"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "carthaginians/cost_italian_mercs": {
      "pair": "carthaginians/pair_italian_mercs_1",
      "genericName": "Italiote Mercenary Captain",
      "description": "Italian mercenaries have their metal cost decreased.",
      "cost": {
        "food": 100,
        "wood": 0,
        "stone": 0,
        "metal": 100
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_town"
          },
          {
            "civ": "cart"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "helmet_corinthian_silver.png",
      "researchTime": 40,
      "tooltip": "Hire an Italiote mercenary captain to reduce cost -20 metal for Italian mercenaries.",
      "modifications": [
        {
          "value": "Cost/Resources/metal",
          "add": -20
        }
      ],
      "affects": [
        "Italian Mercenary"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "carthaginians/cost_italian_mercs_2": {
      "pair": "carthaginians/pair_italian_mercs_2",
      "genericName": "Italiote Mercenary General",
      "description": "Italian mercenaries have their metal cost decreased.",
      "cost": {
        "food": 200,
        "wood": 0,
        "stone": 0,
        "metal": 200
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "civ": "cart"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "helmet_corinthian_crest.png",
      "researchTime": 40,
      "tooltip": "Hire an Italiote mercenary general to reduce cost -20 metal for Italian mercenaries.",
      "modifications": [
        {
          "value": "Cost/Resources/metal",
          "add": -20
        }
      ],
      "affects": [
        "Italian Mercenary"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "carthaginians/pair_celt_mercs_1": {
      "genericName": "Celtic merc cost vs. recruit time #1",
      "top": "carthaginians/cost_celt_mercs",
      "bottom": "carthaginians/traintime_celt_mercs"
    },
    "carthaginians/pair_celt_mercs_2": {
      "genericName": "Celtic merc cost vs. recruit time #2",
      "top": "carthaginians/cost_celt_mercs_2",
      "bottom": "carthaginians/traintime_celt_mercs_2",
      "supersedes": "carthaginians/pair_celt_mercs_1"
    },
    "carthaginians/pair_iberian_mercs_1": {
      "genericName": "Iberian merc cost vs. recruit time #1",
      "top": "carthaginians/cost_iberian_mercs",
      "bottom": "carthaginians/traintime_iberian_mercs"
    },
    "carthaginians/pair_iberian_mercs_2": {
      "genericName": "Iberian merc cost vs. recruit time #2",
      "top": "carthaginians/cost_iberian_mercs_2",
      "bottom": "carthaginians/traintime_iberian_mercs_2",
      "supersedes": "carthaginians/pair_iberian_mercs_1"
    },
    "carthaginians/pair_italian_mercs_1": {
      "genericName": "Italian merc cost vs. recruit time #1",
      "top": "carthaginians/cost_italian_mercs",
      "bottom": "carthaginians/traintime_italian_mercs"
    },
    "carthaginians/pair_italian_mercs_2": {
      "genericName": "Italian merc cost vs. recruit time #2",
      "top": "carthaginians/cost_italian_mercs_2",
      "bottom": "carthaginians/traintime_italian_mercs_2",
      "supersedes": "carthaginians/pair_italian_mercs_1"
    },
    "carthaginians/special_colonisation": {
      "genericName": "Colonization",
      "description": "Carthaginians established many trading centers as colonies and ultimately held dominion over 300 cities and towns in North Africa alone.",
      "cost": {
        "food": 0,
        "wood": 500,
        "stone": 0,
        "metal": 500
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_town"
          },
          {
            "civ": "cart"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "political_face.png",
      "researchTime": 60,
      "tooltip": "Carthaginians were colonizers. Civic Centers, Temples, and Houses -25% build time.",
      "modifications": [
        {
          "value": "Cost/BuildTime",
          "multiply": 0.75
        }
      ],
      "affects": [
        "Civic"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "carthaginians/special_exploration": {
      "genericName": "Exploration",
      "description": "Nobody knew better than the Carthaginians where in the ancient world they were going and going to go; their merchant traders had missions to everywhere.",
      "cost": {
        "food": 200,
        "wood": 0,
        "stone": 0,
        "metal": 200
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_town"
          },
          {
            "civ": "cart"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "armor_ship_gold.png",
      "researchTime": 60,
      "tooltip": "Carthaginians were explorers. All Traders and Ships +25% vision range.",
      "modifications": [
        {
          "value": "Vision/Range",
          "multiply": 1.25
        }
      ],
      "affects": [
        "Trader",
        "Ship"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "carthaginians/training_phoenician_naval_architects": {
      "genericName": "Phoenician Naval Architects",
      "description": "Significantly increase build speed of batches of ships at the Shipyard.",
      "cost": {
        "food": 200,
        "wood": 200,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "civ": "cart"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "calipers.png",
      "researchTime": 40,
      "tooltip": "Shipyard increased batch construction speed bonus.",
      "modifications": [
        {
          "value": "ProductionQueue/BatchTimeModifier",
          "add": -0.1
        }
      ],
      "affects": [
        "Shipyard"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "carthaginians/traintime_celt_mercs": {
      "pair": "carthaginians/pair_celt_mercs_1",
      "genericName": "Celtic Alliance",
      "description": "Celtic mercenaries have their train time decreased.",
      "cost": {
        "food": 0,
        "wood": 100,
        "stone": 0,
        "metal": 100
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_town"
          },
          {
            "civ": "cart"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "clenched_fist.png",
      "researchTime": 40,
      "tooltip": "Ally with Celtic towns to reduce recruit time -20% for Celtic mercenaries.",
      "modifications": [
        {
          "value": "Cost/BuildTime",
          "multiply": 0.8
        }
      ],
      "affects": [
        "Celt Mercenary"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "carthaginians/traintime_celt_mercs_2": {
      "pair": "carthaginians/pair_celt_mercs_2",
      "genericName": "Gallic Hegemony",
      "description": "Celtic mercenaries have their train time decreased.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 200,
        "metal": 200
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "civ": "cart"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "fist_spear.png",
      "researchTime": 40,
      "tooltip": "Subjugate Gallic tribes to reduce recruit time -20% for Celtic mercenaries.",
      "modifications": [
        {
          "value": "Cost/BuildTime",
          "multiply": 0.8
        }
      ],
      "affects": [
        "Celt Mercenary"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "carthaginians/traintime_iberian_mercs": {
      "pair": "carthaginians/pair_iberian_mercs_1",
      "genericName": "Iberian Alliance",
      "description": "Iberian mercenaries have their train time decreased.",
      "cost": {
        "food": 0,
        "wood": 100,
        "stone": 0,
        "metal": 100
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_town"
          },
          {
            "civ": "cart"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "clenched_fist.png",
      "researchTime": 40,
      "tooltip": "Ally with Iberian towns to reduce recruit time -20% for Iberian mercenaries.",
      "modifications": [
        {
          "value": "Cost/BuildTime",
          "multiply": 0.8
        }
      ],
      "affects": [
        "Iberian Mercenary"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "carthaginians/traintime_iberian_mercs_2": {
      "pair": "carthaginians/pair_iberian_mercs_2",
      "genericName": "Iberian Hegemony",
      "description": "Iberian mercenaries have their train time decreased.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 200,
        "metal": 200
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "civ": "cart"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "fist_spear.png",
      "researchTime": 40,
      "tooltip": "Subjugate Hispania to reduce recruit time -20% for Iberian mercenaries.",
      "modifications": [
        {
          "value": "Cost/BuildTime",
          "multiply": 0.8
        }
      ],
      "affects": [
        "Iberian Mercenary"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "carthaginians/traintime_italian_mercs": {
      "pair": "carthaginians/pair_italian_mercs_1",
      "genericName": "Italiote Alliance",
      "description": "Italian mercenaries have their train time decreased.",
      "cost": {
        "food": 0,
        "wood": 100,
        "stone": 0,
        "metal": 100
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_town"
          },
          {
            "civ": "cart"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "clenched_fist.png",
      "researchTime": 40,
      "tooltip": "Ally with Italiote towns to reduce recruit time -20% for Italian mercenaries.",
      "modifications": [
        {
          "value": "Cost/BuildTime",
          "multiply": 0.8
        }
      ],
      "affects": [
        "Italian Mercenary"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "carthaginians/traintime_italian_mercs_2": {
      "pair": "carthaginians/pair_italian_mercs_2",
      "genericName": "Italiote Hegemony",
      "description": "Italian mercenaries have their train time decreased.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 200,
        "metal": 200
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "civ": "cart"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "fist_spear.png",
      "researchTime": 40,
      "tooltip": "Subjugate Italiote towns to reduce recruit time -20% for Italian mercenaries.",
      "modifications": [
        {
          "value": "Cost/BuildTime",
          "multiply": 0.8
        }
      ],
      "affects": [
        "Italian Mercenary"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "carthaginians/upgrade_rank_advanced_celts": {
      "genericName": "Advanced Celtic Mercenaries",
      "description": "Upgrade all of your Celtic mercenaries to Advanced rank.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 300
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_town"
          },
          {
            "civ": "cart"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "upgrade_advanced.png",
      "researchTime": 40,
      "tooltip": "Upgrade all of your Celtic mercenaries to Advanced rank. This increases their military prowess, but decreases their resource gathering rates -25%. Unlocks Elite Celtic Mercenaries technology.",
      "modifications": [
        {
          "value": "Promotion/RequiredXp",
          "replace": 0
        }
      ],
      "affects": [
        "Celt Basic"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "carthaginians/upgrade_rank_advanced_iberian": {
      "genericName": "Advanced Iberian Mercenaries",
      "description": "Upgrade all of your Iberian mercenaries to Advanced rank.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 300
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_town"
          },
          {
            "civ": "cart"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "upgrade_advanced.png",
      "researchTime": 40,
      "tooltip": "Upgrade all of your Iberian mercenaries to Advanced rank. This increases their military prowess, but decreases their resource gathering rates -25%. Unlocks Elite Iberian Mercenaries technology.",
      "modifications": [
        {
          "value": "Promotion/RequiredXp",
          "replace": 0
        }
      ],
      "affects": [
        "Iberian Basic"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "carthaginians/upgrade_rank_advanced_italiote": {
      "genericName": "Advanced Italiote Mercenaries",
      "description": "Upgrade all of your Italiote mercenaries to Advanced rank.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 300
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_town"
          },
          {
            "civ": "cart"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "upgrade_advanced.png",
      "researchTime": 40,
      "tooltip": "Upgrade all of your Italiote mercenaries to Advanced rank. This increases their military prowess, but decreases their resource gathering rates -25%. Unlocks Elite Italiote Mercenaries technology.",
      "modifications": [
        {
          "value": "Promotion/RequiredXp",
          "replace": 0
        }
      ],
      "affects": [
        "Italian Basic"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "carthaginians/upgrade_rank_elite_celts": {
      "genericName": "Elite Celtic Mercenaries",
      "description": "Upgrade all of your Celtic Mercenaries to Elite rank.",
      "cost": {
        "food": 500,
        "wood": 0,
        "stone": 0,
        "metal": 500
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "civ": "cart"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "upgrade_elite.png",
      "researchTime": 40,
      "supersedes": "carthaginians/upgrade_rank_advanced_celts",
      "tooltip": "Upgrade all of your Celtic mercenaries to Elite rank. This increases their military prowess, but decreases their resource gathering rates another -25%.",
      "modifications": [
        {
          "value": "Promotion/RequiredXp",
          "replace": 0
        }
      ],
      "affects": [
        "Celt Advanced"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "carthaginians/upgrade_rank_elite_iberian": {
      "genericName": "Elite Iberian Mercenaries",
      "description": "Upgrade all of your Iberian Mercenaries to Elite rank.",
      "cost": {
        "food": 500,
        "wood": 0,
        "stone": 0,
        "metal": 500
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "civ": "cart"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "upgrade_elite.png",
      "researchTime": 40,
      "supersedes": "carthaginians/upgrade_rank_advanced_iberian",
      "tooltip": "Upgrade all of your Iberian mercenaries to Elite rank. This increases their military prowess, but decreases their resource gathering rates another -25%.",
      "modifications": [
        {
          "value": "Promotion/RequiredXp",
          "replace": 0
        }
      ],
      "affects": [
        "Iberian Advanced"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "carthaginians/upgrade_rank_elite_italiote": {
      "genericName": "Elite Italiote Mercenaries",
      "description": "Upgrade all of your Italiote Mercenaries to Elite rank.",
      "cost": {
        "food": 500,
        "wood": 0,
        "stone": 0,
        "metal": 500
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "civ": "cart"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "upgrade_elite.png",
      "researchTime": 40,
      "supersedes": "carthaginians/upgrade_rank_advanced_italiote",
      "tooltip": "Upgrade all of your Italiote mercenaries to Elite rank. This increases their military prowess, but decreases their resource gathering rates another -25%.",
      "modifications": [
        {
          "value": "Promotion/RequiredXp",
          "replace": 0
        }
      ],
      "affects": [
        "Italian Advanced"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "celts/civbonus_celts_wooden_struct": {
      "genericName": "Wooden Construction",
      "autoResearch": true,
      "description": "Celtic structures were mostly made of wood with rubble foundations. Consequently, their structures have less health than other cultures do, but they also construct faster.",
      "requirements": {
        "any": [
          {
            "civ": "celt"
          },
          {
            "civ": "brit"
          },
          {
            "civ": "gaul"
          }
        ]
      },
      "modifications": [
        {
          "value": "Health/Max",
          "multiply": 0.8
        },
        {
          "value": "Cost/BuildTime",
          "multiply": 0.8
        }
      ],
      "affects": [
        "Structure"
      ]
    },
    "celts/special_gather_crop_rotation": {
      "genericName": "Crop Rotation",
      "description": "Crop rotation increases yield by preventing the depletion of vital nutrients and minerals from the soil.",
      "cost": {
        "food": 300,
        "wood": 300,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "any": [
              {
                "civ": "celt"
              },
              {
                "civ": "brit"
              },
              {
                "civ": "gaul"
              }
            ]
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "crop_rotation.png",
      "researchTime": 40,
      "tooltip": "Increase the yield of your farms. +25% farming rate.",
      "modifications": [
        {
          "value": "ResourceGatherer/Rates/food.grain",
          "multiply": 1.25
        }
      ],
      "affects": [
        "Worker"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "hellenes/attack_inf_spearfighting": {
      "genericName": "Infantry Spear Fighting",
      "specificName": {
        "hele": "Doratismos",
        "mace": "Doratismos",
        "spart": "Doratismos",
        "athen": "Doratismos",
        "theb": "Doratismos"
      },
      "description": "Spear fighting training increases damage of infantry spear units.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 100
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "any": [
              {
                "civ": "hele"
              },
              {
                "civ": "athen"
              },
              {
                "civ": "mace"
              },
              {
                "civ": "spart"
              },
              {
                "civ": "theb"
              }
            ]
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "spear.png",
      "researchTime": 40,
      "tooltip": "Spearmen +2 hack attack.",
      "modifications": [
        {
          "value": "Attack/Melee/Hack",
          "add": 2
        }
      ],
      "affects": [
        "Infantry Spear"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "hellenes/civbonus_hellenic_architecture": {
      "genericName": "Hellenic Architecture",
      "autoResearch": true,
      "description": "The Greeks used stone construction from early Mycenaean times.",
      "requirements": {
        "any": [
          {
            "civ": "hele"
          },
          {
            "civ": "athen"
          },
          {
            "civ": "mace"
          },
          {
            "civ": "spart"
          },
          {
            "civ": "theb"
          }
        ]
      },
      "modifications": [
        {
          "value": "Health/Max",
          "multiply": 1.1
        },
        {
          "value": "Cost/BuildTime",
          "multiply": 1.1
        }
      ],
      "affects": [
        "Structure"
      ]
    },
    "hellenes/civpenalty_spart_popcap": {
      "genericName": "Underdogs",
      "autoResearch": true,
      "description": "The Spartans did not have the largest army in the world, but they did have the best army in the world for their time. What they didn't have in quantity, they made up with quality. It was said that Sparta did not need strong city walls, for its men were its walls.",
      "requirements": {
        "civ": "spart"
      },
      "modifications": [
        {
          "value": "Player/MaxPopulation",
          "multiply": 0.9
        }
      ]
    },
    "hellenes/spartans_agoge": {
      "genericName": "The Agoge",
      "description": "Spartans were housed and trained from a young age to be superlative warriors and to endure any hardship a military life can give them.",
      "cost": {
        "food": 500,
        "wood": 0,
        "stone": 0,
        "metal": 500
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "civ": "spart"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "agoge.png",
      "researchTime": 60,
      "tooltip": "+25% health for spear infantry, but also +10% train time.",
      "modifications": [
        {
          "value": "Health/Max",
          "multiply": 1.25
        },
        {
          "value": "Cost/BuildTime",
          "multiply": 1.1
        }
      ],
      "affects": [
        "Spear Infantry"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "hellenes/special_iphicratean_reforms": {
      "genericName": "Iphicratean Reforms",
      "description": "Athenian triremes can train Marines (Epibates Athenaikos) and Cretan Mercenary Archers (Toxotes Kretikos).",
      "cost": {
        "food": 300,
        "wood": 0,
        "stone": 0,
        "metal": 300
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "civ": "athen"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "helmet_corinthian_crest.png",
      "researchTime": 60,
      "tooltip": "Athenian triremes can train Marines and Cretan Mercenary Archers.",
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "hellenes/special_long_walls": {
      "genericName": "Athenian Long Walls",
      "description": "The Long Walls of Athens were constructed under the auspices of the wily Themistocles and extended 6 km from the city to the port of Piraeus. This secured the city's sea supply routes and prevented an enemy from starving out the city during a siege.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 250,
        "metal": 250
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "civ": "athen"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "crenelations.png",
      "researchTime": 60,
      "tooltip": "Build stone walls in neutral territory.",
      "modifications": [
        {
          "value": "BuildRestrictions/Territory",
          "replace": [
            "own",
            "neutral"
          ]
        }
      ],
      "affects": [
        "StoneWall"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "hellenes/teambonus_athen_delian_league": {
      "genericName": "Delian League",
      "autoResearch": true,
      "description": "Shortly after the great naval victories at Salamis and Mycale, the Greek city-states instituted the so-called Delian League in 478 BC, whose purpose was to push the Persians out of the Aegean region. The allied states contributed ships and money, while the Athenians offered their entire navy.",
      "requirements": {
        "civ": "athen"
      },
      "modifications": [
        {
          "value": "Cost/BuildTime",
          "multiply": 0.75
        }
      ],
      "affects": [
        "Warship"
      ]
    },
    "hellenes/temp_special_hellenization": {
      "genericName": "Hellenization",
      "specificName": {
        "athen": "Exellinismós",
        "hele": "Exellinismós",
        "mace": "Exellinismós",
        "spart": "Exellinismós",
        "theb": "Exellinismós"
      },
      "description": "The Hellenic culture was very influential. Greek became the spoken language of commerce and politics for much of the Mediterranean basin and Middle East for centuries.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 1000
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "any": [
              {
                "civ": "hele"
              },
              {
                "civ": "athen"
              },
              {
                "civ": "mace"
              },
              {
                "civ": "spart"
              },
              {
                "civ": "theb"
              }
            ]
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "political_face.png",
      "researchTime": 60,
      "tooltip": "The Hellenic culture is very influential. +20% territory effect for all buildings.",
      "modifications": [
        {
          "value": "TerritoryInfluence/Radius",
          "multiply": 1.2
        }
      ],
      "affects": [
        "Structure"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "mauryans/civbonus_maur_popcap": {
      "genericName": "Emperor of Emperors",
      "specificName": {
        "maur": "Chakravarti Samrāt"
      },
      "autoResearch": true,
      "description": "The Mauryan Empire encompassed dozens of formerly independent kingdoms over an area of 5 million square kilometers, with a population of close to 60 million people. The Mauryan regents held the title Emperor of Emperors and commanded a standing army of 600,000 infantry, 9000 elephants, 8000 chariots, and 30,000 cavalry, making it arguably the largest army of its time.",
      "requirements": {
        "civ": "maur"
      },
      "modifications": [
        {
          "value": "Player/MaxPopulation",
          "multiply": 1.1
        }
      ]
    },
    "mauryans/special_archery_tradition": {
      "genericName": "Archery Tradition",
      "description": "The Indians had a tradition of fine archery and a penchant for using massed archers in battle.",
      "cost": {
        "food": 200,
        "wood": 300,
        "stone": 0,
        "metal": 150
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_village"
          },
          {
            "civ": "maur"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in Village Phase.",
      "icon": "armor_plates_ranged.png",
      "researchTime": 60,
      "tooltip": "Range +10 meters for bow-wielding units. Archer units train time -20%, but also -20% health.",
      "modifications": [
        {
          "value": "Attack/Ranged/MaxRange",
          "add": 10
        },
        {
          "value": "Cost/BuildTime",
          "multiply": 0.8
        },
        {
          "value": "Health/Max",
          "multiply": 0.8
        }
      ],
      "affects": [
        "Archer"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "mauryans/wooden_walls": {
      "genericName": "Wooden Walls",
      "autoResearch": true,
      "description": "The Mauryans built their city walls out of wood, an abundant natural resource in India. Consequently, Mauryan city walls have -20% health, but build 20% faster.",
      "requirements": {
        "civ": "maur"
      },
      "modifications": [
        {
          "value": "Health/Max",
          "multiply": 0.8
        },
        {
          "value": "Cost/BuildTime",
          "multiply": 0.8
        }
      ],
      "affects": [
        "StoneWall"
      ]
    },
    "persians/civbonus_pers_popcap": {
      "genericName": "Great King's Levy",
      "autoResearch": true,
      "description": "The Persians could and did levy a large number of infantry during wartime due to the sheer size of the Achaemenid Empire and the way in which it was set-up. In general the Persian infantry was well trained and fought with great tenacity. However while this was true the infantry were poor hand-to-hand, close combat fighters. Also, with the exception of the elite regiments, the Persian infantry was not a standing professional force.",
      "requirements": {
        "civ": "pers"
      },
      "modifications": [
        {
          "value": "Player/MaxPopulation",
          "multiply": 1.1
        }
      ]
    },
    "persians/immortals": {
      "genericName": "Immortals",
      "description": "The Anusiya champion infantry train twice as fast, but lose a little max health.",
      "cost": {
        "food": 200,
        "wood": 0,
        "stone": 0,
        "metal": 200
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "civ": "pers"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "fist_spear.png",
      "researchTime": 60,
      "tooltip": "Anusiya Champion Infantry -50% train time, but also -20 health.",
      "modifications": [
        {
          "value": "Cost/BuildTime",
          "multiply": 0.5
        },
        {
          "value": "Health/Max",
          "add": -20
        }
      ],
      "affects": [
        "Champion Infantry"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "persians/persian_architecture": {
      "genericName": "Persian Architecture",
      "description": "The Persians built the wonderful 1677 mile-long Royal Highway from Sardis to Susa; Darius the Great and Xerxes also built the magnificent Persepolis; Cyrus the Great greatly improved Ecbatana and virtually 'rebuilt' the old Elamite capital of Susa.",
      "cost": {
        "food": 0,
        "wood": 200,
        "stone": 200,
        "metal": 0
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_village"
          },
          {
            "civ": "pers"
          }
        ]
      },
      "icon": "stone_blocks.png",
      "researchTime": 60,
      "tooltip": "All Persian structures +25% health, but also +20% build time.",
      "modifications": [
        {
          "value": "Cost/BuildTime",
          "multiply": 1.2
        },
        {
          "value": "Health/Max",
          "multiply": 1.25
        }
      ],
      "affects": [
        "Structure"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "persians/special_archery_tradition": {
      "genericName": "Archery Tradition",
      "description": "The Persians had a tradition of fine archery and a penchant for using massed archers in battle.",
      "cost": {
        "food": 200,
        "wood": 300,
        "stone": 0,
        "metal": 150
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_village"
          },
          {
            "civ": "pers"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in Village Phase.",
      "icon": "armor_plates_ranged.png",
      "researchTime": 60,
      "tooltip": "Range +10 meters for bow-wielding units. Archer units train time -20%, but also -20% health.",
      "modifications": [
        {
          "value": "Attack/Ranged/MaxRange",
          "add": 10
        },
        {
          "value": "Cost/BuildTime",
          "multiply": 0.8
        },
        {
          "value": "Health/Max",
          "multiply": 0.8
        }
      ],
      "affects": [
        "Archer"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "persians/special_equine_transports": {
      "genericName": "Equine Transports",
      "description": "Early Achaemenid rulers acted towards making Persia the first great Asian empire to rule the seas. The Great King behaved favourably towards the various sea peoples in order to secure their services, but also carried out various marine initiatives. During the reign of Darius the Great, for example, a canal was built in Egypt and a Persian navy was sent exploring the Indus river. According to Herodotus, some 300 ships in the Persian navy were retrofitted to carry horses and their riders.",
      "cost": {
        "food": 0,
        "wood": 300,
        "stone": 0,
        "metal": 300
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "civ": "pers"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "horse_rider.png",
      "researchTime": 60,
      "tooltip": "Phoenician Triremes gain the ability to train cavalry units.",
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "persians/training_conscription_cavalry": {
      "genericName": "Cavalry Conscription",
      "supersedes": "persians/training_levy_cavalry",
      "description": "Significantly increase training speed of cavalry at the stables by training them in large batches or battalions.",
      "cost": {
        "food": 500,
        "wood": 0,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "civ": "pers"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "horse_rider.png",
      "researchTime": 40,
      "tooltip": "Faster batch training speed for the Stables.",
      "modifications": [
        {
          "value": "ProductionQueue/BatchTimeModifier",
          "add": -0.1
        }
      ],
      "affects": [
        "Stables"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "persians/training_conscription_infantry": {
      "genericName": "Infantry Conscription",
      "supersedes": "persians/training_levy_infantry",
      "description": "Significantly increase training speed of soldiers at the barracks by training them in large batches or battalions.",
      "cost": {
        "food": 500,
        "wood": 0,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "civ": "pers"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "fist_spear.png",
      "researchTime": 40,
      "tooltip": "Faster batch training speed for the Barracks.",
      "modifications": [
        {
          "value": "ProductionQueue/BatchTimeModifier",
          "add": -0.1
        }
      ],
      "affects": [
        "Barracks"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "persians/training_levy_cavalry": {
      "genericName": "Levy Cavalry",
      "description": "Calling up cavalry levies in time of war helps bolster the ranks of a king's army.",
      "cost": {
        "food": 100,
        "wood": 0,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_town"
          },
          {
            "civ": "pers"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "horse_trainer.png",
      "researchTime": 40,
      "tooltip": "All cavalry -20% train time, but also -10 health. Unlocks Cavalry Conscription.",
      "modifications": [
        {
          "value": "Cost/BuildTime",
          "multiply": 0.8
        },
        {
          "value": "Health/Max",
          "add": -10
        }
      ],
      "affects": [
        "Cavalry"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "persians/training_levy_infantry": {
      "genericName": "Levy Infantry",
      "description": "Calling up infantry levies in time of war helps bolster the ranks of a king's army.",
      "cost": {
        "food": 100,
        "wood": 0,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_town"
          },
          {
            "civ": "pers"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in Town Phase.",
      "icon": "clenched_fist.png",
      "researchTime": 40,
      "tooltip": "All infantry -10% train time, but also -5 health. Unlocks Infantry Conscription.",
      "modifications": [
        {
          "value": "Cost/BuildTime",
          "multiply": 0.9
        },
        {
          "value": "Health/Max",
          "add": -5
        }
      ],
      "affects": [
        "Infantry"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "romans/decay_logistics": {
      "genericName": "Roman Logistics",
      "description": "The Romans were masters of the logistics of warfare.",
      "cost": {
        "food": 0,
        "wood": 100,
        "stone": 100,
        "metal": 0
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "civ": "rome"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "handcart_empty.png",
      "researchTime": 40,
      "tooltip": "Entrenched Camps and Siege Walls decay 50% slower.",
      "modifications": [
        {
          "value": "TerritoryDecay/HealthDecayRate",
          "multiply": 0.5
        }
      ],
      "affects": [
        "ArmyCamp",
        "SiegeWall"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "romans/vision_sibylline": {
      "genericName": "Sibylline Books",
      "specificName": "Libri Sibyllini",
      "description": "The Sibylline Books or 'Libri Sibyllini' were a collection of oracular utterances, set out in Greek hexameters, purchased from a sibyl by the last king of Rome, Tarquinius Superbus, and consulted at momentous crises through the history of the Republic and the Empire.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 250
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "civ": "rome"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "sibylline_books.png",
      "researchTime": 40,
      "tooltip": "+25% Vision range for all units.",
      "modifications": [
        {
          "value": "Vision/Range",
          "multiply": 1.25
        }
      ],
      "affects": [
        "Unit"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "successors/pair_unlock_champions": {
      "genericName": "Traditional Army vs. Reform Army",
      "top": "successors/unlock_traditional_army",
      "bottom": "successors/unlock_reform_army"
    },
    "successors/special_hellenistic_metropolis": {
      "genericName": "Hellenistic Metropolis",
      "description": "Beginning with Alexander, the Hellenistic monarchs founded many cities throughout their empires, where Greek culture and art blended with local customs to create the motley Hellenistic civilization.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 500,
        "metal": 500
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "any": [
              {
                "civ": "sele"
              }
            ]
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "statue_face_stone.png",
      "researchTime": 60,
      "tooltip": "Civic centers +100% health and double default arrows.",
      "modifications": [
        {
          "value": "BuildingAI/DefaultArrowCount",
          "multiply": 2
        },
        {
          "value": "Health/Max",
          "multiply": 2
        }
      ],
      "affects": [
        "CivCentre"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "successors/special_parade_of_daphne": {
      "genericName": "Parade of Daphne",
      "description": "Significantly increase training speed of champions and siege weapons at the fortress by training them in large batches or battalions.",
      "cost": {
        "food": 500,
        "wood": 0,
        "stone": 0,
        "metal": 500
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "civ": "sele"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "parade_of_daphne.png",
      "researchTime": 60,
      "tooltip": "Faster batch training speed for the Fortress.",
      "modifications": [
        {
          "value": "ProductionQueue/BatchTimeModifier",
          "add": -0.2
        }
      ],
      "affects": [
        "Fortress"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "successors/special_war_horses": {
      "genericName": "Nisean War Horses",
      "specificName": {
        "sele": "Nisioi"
      },
      "description": "The now-extinct Nisian breed of horse was one of the largest and robust horses of ancient times. They were highly sought after by the Seleucids and Persians as both rider and mount gained heavier armor as time progressed.",
      "cost": {
        "food": 200,
        "wood": 0,
        "stone": 0,
        "metal": 200
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "civ": "sele"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "nisean_war_horses.png",
      "researchTime": 60,
      "tooltip": "All cavalry +20% health, but also +10% train time.",
      "modifications": [
        {
          "value": "Health/Max",
          "multiply": 1.2
        },
        {
          "value": "Cost/BuildTime",
          "multiply": 1.1
        }
      ],
      "affects": [
        "Cavalry"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "successors/unlock_reform_army": {
      "pair": "successors/pair_unlock_champions",
      "genericName": "Reform Army",
      "description": "The reform army of the Seleucids.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "civ": "sele"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "helmet_corinthian_crest.png",
      "researchTime": 0,
      "tooltip": "Unlock the Romanized Heavy Swordsman and Seleucid Cataphract.",
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "successors/unlock_traditional_army": {
      "pair": "successors/pair_unlock_champions",
      "genericName": "Traditional Army",
      "description": "The traditional army of the Seleucids.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "civ": "sele"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "helmet_corinthian_crest.png",
      "researchTime": 0,
      "tooltip": "Unlock the Silver Shield Pikeman and Scythed Chariot.",
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    },
    "successors/upgrade_mace_silvershields": {
      "genericName": "Silver Shields Regiment",
      "description": "The Silver Shields, or Argyraspidai, were the elite heavy infantry arm of the Macedonian army.",
      "cost": {
        "food": 0,
        "wood": 0,
        "stone": 0,
        "metal": 500
      },
      "requirements": {
        "all": [
          {
            "tech": "phase_city"
          },
          {
            "civ": "mace"
          }
        ]
      },
      "requirementsTooltip": "Unlocked in City Phase.",
      "icon": "shields_generic_silver.png",
      "researchTime": 40,
      "tooltip": "Upgrade Shield Bearer Champion Infantry to Silver Shields, with greater attack, health, and armor.",
      "modifications": [
        {
          "value": "Promotion/RequiredXp",
          "replace": 0
        }
      ],
      "affects": [
        "Champion Infantry"
      ],
      "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
    }
  },
  "researchedTechs": {
    "phase_village": {
      "genericName": "Village Phase",
      "autoResearch": true
    },
    "celts/civbonus_celts_wooden_struct": {
      "genericName": "Wooden Construction",
      "autoResearch": true,
      "description": "Celtic structures were mostly made of wood with rubble foundations. Consequently, their structures have less health than other cultures do, but they also construct faster.",
      "requirements": {
        "any": [
          {
            "civ": "celt"
          },
          {
            "civ": "brit"
          },
          {
            "civ": "gaul"
          }
        ]
      },
      "modifications": [
        {
          "value": "Health/Max",
          "multiply": 0.8
        },
        {
          "value": "Cost/BuildTime",
          "multiply": 0.8
        }
      ],
      "affects": [
        "Structure"
      ]
    },
    "phase_town_generic": {
      "genericName": "Town Phase",
      "specificName": {
        "athen": "Komópolis",
        "hele": "Komópolis",
        "mace": "Komópolis",
        "spart": "Komópolis",
        "theb": "Komópolis"
      },
      "description": "Advances from a small village to a bustling town, ready to expand rapidly.",
      "cost": {
        "food": 800,
        "wood": 800,
        "stone": 0,
        "metal": 0
      },
      "requirements": {
        "class": "Village",
        "number": 5
      },
      "requirementsTooltip": "Requires 5 Village Phase structures (except Palisades and Farm Fields).",
      "supersedes": "phase_village",
      "icon": "town_phase.png",
      "researchTime": 80,
      "tooltip": "Advance to Town Phase, which unlocks more structures and units. Territory radius for Civic Centers increased by +30%",
      "soundComplete": "interface/alarm/alarm_phase.xml"
    },
    "phase_town": {
      "genericName": "Town Phase",
      "requirements": {
        "any": [
          {
            "tech": "phase_town_generic"
          },
          {
            "tech": "phase_town_athen"
          }
        ]
      },
      "autoResearch": true,
      "modifications": [
        {
          "value": "TerritoryInfluence/Radius",
          "multiply": 1.3
        }
      ],
      "affects": [
        "CivCentre"
      ],
      "soundComplete": "interface/alarm/alarm_phase.xml"
    }
  },
  "researchQueued": {},
  "researchStarted": {},
  "modifications": {
    "Health/Max": [
      {
        "affects": [
          [
            "Structure"
          ]
        ],
        "multiply": 0.8
      }
    ],
    "Cost/BuildTime": [
      {
        "affects": [
          [
            "Structure"
          ]
        ],
        "multiply": 0.8
      }
    ],
    "TerritoryInfluence/Radius": [
      {
        "affects": [
          [
            "CivCentre"
          ]
        ],
        "multiply": 1.3
      }
    ]
  },
  "modificationCache": {},
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    "units/brit_support_female_citizen": 5,
    "units/brit_infantry_spearman_b": 33,
    "units/brit_cavalry_javelinist_b": 1,
    "units/brit_infantry_slinger_b": 19,
    "units/brit_war_dog_b": 1,
    "formations/line_closed": 12,
    "structures/brit_house": 8,
    "structures/brit_storehouse": 3,
    "structures/brit_barracks": 2,
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    "foundation|structures/brit_house": 1,
    "construction|structures/brit_house": 1
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  "classCounts": {
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    "ConquestCritical": 74,
    "Defensive": 1,
    "CivCentre": 1,
    "Civic": 9,
    "CivilCentre": 1,
    "Unit": 71,
    "Support": 5,
    "Organic": 71,
    "Worker": 69,
    "Female": 5,
    "Citizen": 70,
    "CitizenSoldier": 65,
    "Infantry": 64,
    "Soldier": 65,
    "Melee": 33,
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    "Cavalry": 1,
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    "Spear": 33,
    "Javelin": 13,
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    "House": 8,
    "DropsiteWood": 3,
    "DropsiteMetal": 3,
    "DropsiteStone": 3,
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    "Military": 2,
    "Barracks": 2,
    "DropsiteFood": 1,
    "Farmstead": 1
  },
  "typeCountsByClass": {
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    },
    "ConquestCritical": {
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      "units/brit_cavalry_javelinist_b": 1,
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    },
    "Defensive": {
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    },
    "CivCentre": {
      "structures/brit_civil_centre": 1
    },
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    "CivilCentre": {
      "structures/brit_civil_centre": 1
    },
    "Unit": {
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    },
    "Support": {
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    "Organic": {
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    "Citizen": {
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      "units/brit_infantry_spearman_b": 33,
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    },
    "CitizenSoldier": {
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      "units/brit_cavalry_javelinist_b": 1,
      "units/brit_infantry_slinger_b": 19,
      "units/brit_infantry_javelinist_b": 12
    },
    "Infantry": {
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      "units/brit_infantry_slinger_b": 19,
      "units/brit_infantry_javelinist_b": 12
    },
    "Soldier": {
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      "units/brit_cavalry_javelinist_b": 1,
      "units/brit_infantry_slinger_b": 19,
      "units/brit_infantry_javelinist_b": 12
    },
    "Melee": {
      "units/brit_infantry_spearman_b": 33
    },
    "Basic": {
      "units/brit_infantry_spearman_b": 33,
      "units/brit_cavalry_javelinist_b": 1,
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      "units/brit_war_dog_b": 1,
      "units/brit_infantry_javelinist_b": 12
    },
    "Cavalry": {
      "units/brit_cavalry_javelinist_b": 1
    },
    "Ranged": {
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      "units/brit_infantry_slinger_b": 19,
      "units/brit_infantry_javelinist_b": 12
    },
    "StoneWall": {},
    "LongWall": {},
    "Tower": {},
    "Spear": {
      "units/brit_infantry_spearman_b": 33
    },
    "Javelin": {
      "units/brit_cavalry_javelinist_b": 1,
      "units/brit_infantry_javelinist_b": 12
    },
    "Sling": {
      "units/brit_infantry_slinger_b": 19
    },
    "Dog": {
      "units/brit_war_dog_b": 1
    },
    "Village": {
      "structures/brit_house": 8,
      "structures/brit_storehouse": 3,
      "structures/brit_barracks": 2,
      "structures/brit_farmstead": 1
    },
    "House": {
      "structures/brit_house": 8
    },
    "DropsiteWood": {
      "structures/brit_storehouse": 3
    },
    "DropsiteMetal": {
      "structures/brit_storehouse": 3
    },
    "DropsiteStone": {
      "structures/brit_storehouse": 3
    },
    "Economic": {
      "structures/brit_storehouse": 3,
      "structures/brit_farmstead": 1
    },
    "Storehouse": {
      "structures/brit_storehouse": 3
    },
    "Military": {
      "structures/brit_barracks": 2
    },
    "Barracks": {
      "structures/brit_barracks": 2
    },
    "DropsiteFood": {
      "structures/brit_farmstead": 1
    },
    "Farmstead": {
      "structures/brit_farmstead": 1
    }
  },
  "autoResearchTech": {
    "pair_cav_01": {
      "genericName": "Lance vs. Chamfron",
      "top": "attack_cav_lance",
      "bottom": "armor_cav_chamfron"
    },
    "pair_champ_02": {
      "genericName": "Champions vs. Part-timers",
      "top": "attack_champions_elite",
      "bottom": "attack_citizensoldiers_will"
    },
    "pair_gather_01": {
      "genericName": "Servants vs. Wedge and Mallet",
      "top": "gather_mining_servants",
      "bottom": "gather_mining_wedgemallet"
    },
    "pair_gather_02": {
      "genericName": "Serfs vs. Shaft Mining",
      "top": "gather_mining_serfs",
      "bottom": "gather_mining_shaftmining",
      "supersedes": "pair_gather_01"
    },
    "pair_gather_03": {
      "genericName": "Slaves vs. Silver Mining",
      "top": "gather_mining_slaves",
      "bottom": "gather_mining_silvermining",
      "supersedes": "pair_gather_02"
    },
    "pair_gather_wood_01": {
      "genericName": "Iron Axes vs. Wheelbarrow",
      "top": "gather_lumbering_ironaxes",
      "bottom": "gather_capacity_wheelbarrow"
    },
    "pair_heal_01": {
      "genericName": "Heal Range and Rate",
      "top": "heal_range",
      "bottom": "heal_rate"
    },
    "pair_heal_02": {
      "genericName": "Heal Range and Rate #2",
      "top": "heal_range_2",
      "bottom": "heal_rate_2",
      "supersedes": "pair_heal_01"
    },
    "pair_heal_03": {
      "genericName": "Garrison Healing vs. Self-Healing",
      "top": "heal_temple",
      "bottom": "health_regen_units"
    },
    "pair_house_01": {
      "genericName": "Females vs. Population",
      "top": "health_females_01",
      "bottom": "pop_house_01"
    },
    "pair_house_02": {
      "genericName": "Females vs. Population",
      "top": "unlock_females_house",
      "bottom": "pop_house_02"
    },
    "pair_inf_01": {
      "genericName": "Side Arms vs. Irregulars",
      "top": "melee_inf_sidearms",
      "bottom": "ranged_inf_irregulars"
    },
    "pair_inf_02": {
      "genericName": "Spear Fighting vs. Skirmishing",
      "top": "melee_inf_spearheads",
      "bottom": "ranged_inf_skirmishers",
      "supersedes": "pair_inf_01"
    },
    "pair_inf_armor_01": {
      "genericName": "Infantry Hack Armor vs. Spearmen Pierce Armor",
      "top": "armor_infantry_hack_01",
      "bottom": "armor_infantryspearmen_pierce_01"
    },
    "pair_inf_armor_02": {
      "genericName": "Infantry Hack Armor vs. Spearmen Pierce Armor",
      "top": "armor_infantry_hack_02",
      "bottom": "armor_infantryspearmen_pierce_02",
      "supersedes": "pair_inf_armor_01"
    },
    "pair_inf_armor_03": {
      "genericName": "Infantry Hack Armor vs. Spearmen Pierce Armor",
      "top": "armor_infantry_hack_03",
      "bottom": "armor_infantryspearmen_pierce_03",
      "supersedes": "pair_inf_armor_02"
    },
    "pair_inf_armor_04": {
      "genericName": "Infantry Hack Armor vs. Spearmen Pierce Armor",
      "top": "armor_infantry_hack_04",
      "bottom": "armor_infantryspearmen_pierce_04",
      "supersedes": "pair_inf_armor_03"
    },
    "pair_levy_01": {
      "genericName": "Levy Infantry vs. Levy Cavalry",
      "top": "training_levy_infantry",
      "bottom": "training_levy_cavalry"
    },
    "pair_siege_attack_cost": {
      "genericName": "Attack vs. Cost",
      "top": "siege_attack",
      "bottom": "siege_cost_metal"
    },
    "pair_siege_attack_pack": {
      "genericName": "Attack vs. Packing",
      "top": "siege_attack",
      "bottom": "siege_packing"
    },
    "pair_siege_cost_armor": {
      "genericName": "Cost vs. Armor",
      "top": "siege_cost_wood",
      "bottom": "siege_armor"
    },
    "pair_tower_01": {
      "genericName": "Night's Watch vs. Crenellations",
      "top": "attack_tower_watch",
      "bottom": "attack_tower_crenellations"
    },
    "pair_walls_01": {
      "genericName": "Walls build time vs. Health",
      "top": "buildtime_walls_rubble",
      "bottom": "health_walls_geometric_masonry"
    },
    "phase_city": {
      "genericName": "City Phase",
      "requirements": {
        "any": [
          {
            "tech": "phase_city_generic"
          },
          {
            "tech": "phase_city_britons"
          },
          {
            "tech": "city_phase_gauls"
          },
          {
            "tech": "phase_city_pair_celts"
          },
          {
            "tech": "phase_city_athen"
          }
        ]
      },
      "autoResearch": true,
      "modifications": [
        {
          "value": "TerritoryInfluence/Radius",
          "multiply": 1.5
        }
      ],
      "affects": [
        "CivCentre"
      ],
      "soundComplete": "interface/alarm/alarm_phase.xml"
    },
    "phase_city_pair_celts": {
      "genericName": "Britons vs. Gauls",
      "top": "phase_city_britons",
      "bottom": "phase_city_gauls",
      "supersedes": "phase_town_generic"
    },
    "carthaginians/civbonus_triple_walls": {
      "genericName": "Triple Walls",
      "autoResearch": true,
      "description": "Carthaginians built their city walls in three concentric circuits. These walls were never breached. Even when the city was taken by the Romans, it was via the city's harbor, not by storming its walls. Consequently, Carthaginian walls, gates, and wall towers have 3x the health of a standard wall, but also cost twice as much and take twice as long to build.",
      "requirements": {
        "civ": "cart"
      },
      "modifications": [
        {
          "value": "Health/Max",
          "multiply": 3
        },
        {
          "value": "Cost/BuildTime",
          "multiply": 2
        },
        {
          "value": "Cost/Resources/stone",
          "multiply": 2
        }
      ],
      "affects": [
        "StoneWall"
      ]
    },
    "carthaginians/pair_celt_mercs_1": {
      "genericName": "Celtic merc cost vs. recruit time #1",
      "top": "carthaginians/cost_celt_mercs",
      "bottom": "carthaginians/traintime_celt_mercs"
    },
    "carthaginians/pair_celt_mercs_2": {
      "genericName": "Celtic merc cost vs. recruit time #2",
      "top": "carthaginians/cost_celt_mercs_2",
      "bottom": "carthaginians/traintime_celt_mercs_2",
      "supersedes": "carthaginians/pair_celt_mercs_1"
    },
    "carthaginians/pair_iberian_mercs_1": {
      "genericName": "Iberian merc cost vs. recruit time #1",
      "top": "carthaginians/cost_iberian_mercs",
      "bottom": "carthaginians/traintime_iberian_mercs"
    },
    "carthaginians/pair_iberian_mercs_2": {
      "genericName": "Iberian merc cost vs. recruit time #2",
      "top": "carthaginians/cost_iberian_mercs_2",
      "bottom": "carthaginians/traintime_iberian_mercs_2",
      "supersedes": "carthaginians/pair_iberian_mercs_1"
    },
    "carthaginians/pair_italian_mercs_1": {
      "genericName": "Italian merc cost vs. recruit time #1",
      "top": "carthaginians/cost_italian_mercs",
      "bottom": "carthaginians/traintime_italian_mercs"
    },
    "carthaginians/pair_italian_mercs_2": {
      "genericName": "Italian merc cost vs. recruit time #2",
      "top": "carthaginians/cost_italian_mercs_2",
      "bottom": "carthaginians/traintime_italian_mercs_2",
      "supersedes": "carthaginians/pair_italian_mercs_1"
    },
    "hellenes/civbonus_hellenic_architecture": {
      "genericName": "Hellenic Architecture",
      "autoResearch": true,
      "description": "The Greeks used stone construction from early Mycenaean times.",
      "requirements": {
        "any": [
          {
            "civ": "hele"
          },
          {
            "civ": "athen"
          },
          {
            "civ": "mace"
          },
          {
            "civ": "spart"
          },
          {
            "civ": "theb"
          }
        ]
      },
      "modifications": [
        {
          "value": "Health/Max",
          "multiply": 1.1
        },
        {
          "value": "Cost/BuildTime",
          "multiply": 1.1
        }
      ],
      "affects": [
        "Structure"
      ]
    },
    "hellenes/civpenalty_spart_popcap": {
      "genericName": "Underdogs",
      "autoResearch": true,
      "description": "The Spartans did not have the largest army in the world, but they did have the best army in the world for their time. What they didn't have in quantity, they made up with quality. It was said that Sparta did not need strong city walls, for its men were its walls.",
      "requirements": {
        "civ": "spart"
      },
      "modifications": [
        {
          "value": "Player/MaxPopulation",
          "multiply": 0.9
        }
      ]
    },
    "hellenes/teambonus_athen_delian_league": {
      "genericName": "Delian League",
      "autoResearch": true,
      "description": "Shortly after the great naval victories at Salamis and Mycale, the Greek city-states instituted the so-called Delian League in 478 BC, whose purpose was to push the Persians out of the Aegean region. The allied states contributed ships and money, while the Athenians offered their entire navy.",
      "requirements": {
        "civ": "athen"
      },
      "modifications": [
        {
          "value": "Cost/BuildTime",
          "multiply": 0.75
        }
      ],
      "affects": [
        "Warship"
      ]
    },
    "mauryans/civbonus_maur_popcap": {
      "genericName": "Emperor of Emperors",
      "specificName": {
        "maur": "Chakravarti Samrāt"
      },
      "autoResearch": true,
      "description": "The Mauryan Empire encompassed dozens of formerly independent kingdoms over an area of 5 million square kilometers, with a population of close to 60 million people. The Mauryan regents held the title Emperor of Emperors and commanded a standing army of 600,000 infantry, 9000 elephants, 8000 chariots, and 30,000 cavalry, making it arguably the largest army of its time.",
      "requirements": {
        "civ": "maur"
      },
      "modifications": [
        {
          "value": "Player/MaxPopulation",
          "multiply": 1.1
        }
      ]
    },
    "mauryans/wooden_walls": {
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