Ticket #3670: 3670_remove_requirementsTooltip_attribute.patch

File 3670_remove_requirementsTooltip_attribute.patch, 108.7 KB (added by s0600204, 7 years ago)

Additonal patch that removes the requirementsTooltip property from technology json files where one exists. Not merged in with main patch due to length.

  • binaries/data/mods/public/simulation/data/technologies/armor_cav_01.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/armor_cav_01.json b/binaries/data/mods/public/simulation/data/technologies/armor_cav_01.json
    index 57778f3f3..f9553cfa1 100644
    a b  
    1010    "description": "Metal armor for a horse's face.",
    1111    "cost": {"food": 0, "wood": 1000, "stone": 0, "metal": 350},
    1212    "requirements": {"tech": "phase_town"},
    13     "requirementsTooltip": "Unlocked in Town Phase.",
    1413    "icon": "armor_plates_cavalry.png",
    1514    "researchTime": 40,
    1615    "tooltip": "Equip your cavalry mounts with armor. All Cavalry +1 Hack and Pierce armor level.",
  • binaries/data/mods/public/simulation/data/technologies/armor_cav_02.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/armor_cav_02.json b/binaries/data/mods/public/simulation/data/technologies/armor_cav_02.json
    index 3b23f7035..4562b4ed3 100644
    a b  
    44    "cost": {"food": 0, "wood": 1000, "stone": 0, "metal": 450},
    55    "supersedes": "armor_cav_01",
    66    "requirements": {"tech": "phase_city"},
    7     "requirementsTooltip": "Unlocked in City Phase.",
    87    "icon": "armor_plates_cavalry.png",
    98    "researchTime": 40,
    109    "tooltip": "Equip your cavalry mounts with armor. All Cavalry +1 Hack and Pierce armor level.",
  • binaries/data/mods/public/simulation/data/technologies/armor_cav_chamfron.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/armor_cav_chamfron.json b/binaries/data/mods/public/simulation/data/technologies/armor_cav_chamfron.json
    index 081d4ce86..ab4957fbb 100644
    a b  
    1111    "description": "Metal armor for a horse's face.",
    1212    "cost": {"food": 0, "wood": 0, "stone": 0, "metal": 200},
    1313    "requirements": {"any": [{"tech": "phase_town"},{"civ": "brit"},{"civ": "gaul"}]},
    14     "requirementsTooltip": "Unlocked in Town Phase.",
    1514    "icon": "armor_plates_cavalry.png",
    1615    "researchTime": 40,
    1716    "tooltip": "Equip your cavalry mounts with armor. All Cavalry +1 Hack armor level.",
  • binaries/data/mods/public/simulation/data/technologies/armor_hero_01.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/armor_hero_01.json b/binaries/data/mods/public/simulation/data/technologies/armor_hero_01.json
    index 7e020d6f5..0088fb632 100644
    a b  
    1111    "description": "Body armor fashioned completely of iron, the hardest workable metal known to the ancients.",
    1212    "cost": {"food": 0, "wood": 0, "stone": 0, "metal": 600},
    1313    "requirements": {"tech": "phase_city"},
    14     "requirementsTooltip": "Unlocked in City Phase.",
    1514    "icon": "armor_cuirass_empire.png",
    1615    "researchTime": 40,
    1716    "tooltip": "All heroes +2 Hack Armor Levels and +2 Pierce Armor Levels, but also +50 Metal Cost.",
  • binaries/data/mods/public/simulation/data/technologies/armor_infantry_01.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/armor_infantry_01.json b/binaries/data/mods/public/simulation/data/technologies/armor_infantry_01.json
    index 1fac5c783..a4c57e131 100644
    a b  
    1616    "description": "Quilted linen or leather body armor for infantrymen.",
    1717    "cost": {"food": 0, "wood": 1000, "stone": 0, "metal": 350},
    1818    "requirements": {"tech": "phase_town"},
    19     "requirementsTooltip": "Unlocked in Town Phase.",
    2019    "icon": "armor_leather.png",
    2120    "researchTime": 40,
    2221    "tooltip": "All Infantry +1 Hack and Pierce Armor Level.",
  • binaries/data/mods/public/simulation/data/technologies/armor_infantry_02.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/armor_infantry_02.json b/binaries/data/mods/public/simulation/data/technologies/armor_infantry_02.json
    index 54fc3ff5e..5dc69236a 100644
    a b  
    1414    "cost": {"food": 0, "wood": 1000, "stone": 0, "metal": 450},
    1515    "supersedes": "armor_infantry_01",
    1616    "requirements": {"tech": "phase_city"},
    17     "requirementsTooltip": "Unlocked in City Phase.",
    1817    "icon": "armor_pteruges.png",
    1918    "researchTime": 40,
    2019    "tooltip": "All Infantry +1 Hack and Pierce Armor Level.",
  • binaries/data/mods/public/simulation/data/technologies/armor_infantry_hack_01.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/armor_infantry_hack_01.json b/binaries/data/mods/public/simulation/data/technologies/armor_infantry_hack_01.json
    index 4a533d4fe..5e60faebd 100644
    a b  
    1717    "description": "Quilted linen or leather body armor for infantrymen.",
    1818    "cost": {"food": 0, "wood": 50, "stone": 0, "metal": 0},
    1919    "requirements": {"any": [{"tech": "phase_town"},{"civ": "brit"},{"civ": "gaul"}]},
    20     "requirementsTooltip": "Unlocked in Town Phase.",
    2120    "icon": "armor_leather.png",
    2221    "researchTime": 40,
    2322    "tooltip": "All Infantry +1 Hack Armor Level.",
  • binaries/data/mods/public/simulation/data/technologies/armor_infantry_hack_02.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/armor_infantry_hack_02.json b/binaries/data/mods/public/simulation/data/technologies/armor_infantry_hack_02.json
    index 72d40e2df..32762df14 100644
    a b  
    1414    "description": "Laminated linen body armor for infantrymen.",
    1515    "cost": {"food": 100, "wood": 100, "stone": 0, "metal": 0},
    1616    "requirements": {"tech": "phase_town"},
    17     "requirementsTooltip": "Unlocked in Town Phase.",
    1817    "icon": "armor_pteruges.png",
    1918    "researchTime": 40,
    2019    "tooltip": "All Infantry +1 Hack Armor Level.",
  • binaries/data/mods/public/simulation/data/technologies/armor_infantry_hack_03.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/armor_infantry_hack_03.json b/binaries/data/mods/public/simulation/data/technologies/armor_infantry_hack_03.json
    index b4bf25058..11b7c5c8d 100644
    a b  
    77    "description": "Body armor reinforced with bronze scales.",
    88    "cost": {"food": 150, "wood": 0, "stone": 0, "metal": 150},
    99    "requirements": {"tech": "phase_city"},
    10     "requirementsTooltip": "Unlocked in City Phase.",
    1110    "icon": "armor_plates_gold.png",
    1211    "researchTime": 40,
    1312    "tooltip": "All Infantry +1 Hack Armor Level.",
  • binaries/data/mods/public/simulation/data/technologies/armor_infantry_hack_04.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/armor_infantry_hack_04.json b/binaries/data/mods/public/simulation/data/technologies/armor_infantry_hack_04.json
    index 1be194efa..ae79d08f9 100644
    a b  
    77    "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.",
    88    "cost": {"food": 0, "wood": 0, "stone": 0, "metal": 500},
    99    "requirements": {"tech": "phase_city"},
    10     "requirementsTooltip": "Unlocked in City Phase.",
    1110    "icon": "armor_cuirass_bronze.png",
    1211    "researchTime": 40,
    1312    "tooltip": "Champions +2 Hack Armor Levels, but also +10 Metal Cost.",
  • binaries/data/mods/public/simulation/data/technologies/armor_infantryspearmen_pierce_01.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/armor_infantryspearmen_pierce_01.json b/binaries/data/mods/public/simulation/data/technologies/armor_infantryspearmen_pierce_01.json
    index 2870de0f9..36a39674b 100644
    a b  
    1111    "description": "Plywood construction for large shields.",
    1212    "cost": {"food": 0, "wood": 50, "stone": 0, "metal": 0},
    1313    "requirements": {"any": [{"tech": "phase_town"},{"civ": "brit"},{"civ": "gaul"}]},
    14     "requirementsTooltip": "Unlocked in Town Phase.",
    1514    "icon": "shields_generic_wood.png",
    1615    "researchTime": 40,
    1716    "tooltip": "Infantry Spearmen +2 Pierce Armor Levels.",
  • binaries/data/mods/public/simulation/data/technologies/armor_infantryspearmen_pierce_02.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/armor_infantryspearmen_pierce_02.json b/binaries/data/mods/public/simulation/data/technologies/armor_infantryspearmen_pierce_02.json
    index 131871f68..44d9f7023 100644
    a b  
    1111    "description": "The best shields have reinforcements either on the corners (Roman scutum) or around the rim (Greek aspis).",
    1212    "cost": {"food": 0, "wood": 0, "stone": 0, "metal": 100},
    1313    "requirements": {"tech": "phase_town"},
    14     "requirementsTooltip": "Unlocked in Town Phase.",
    1514    "icon": "shields_generic_bronze.png",
    1615    "researchTime": 40,
    1716    "tooltip": "Infantry Spearmen +1 Pierce Armor Levels.",
  • binaries/data/mods/public/simulation/data/technologies/armor_infantryspearmen_pierce_03.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/armor_infantryspearmen_pierce_03.json b/binaries/data/mods/public/simulation/data/technologies/armor_infantryspearmen_pierce_03.json
    index f1ef9cb87..f2a608dd5 100644
    a b  
    1111    "description": "A bronze skin hammered over the face of the shield.",
    1212    "cost": {"food": 0, "wood": 0, "stone": 0, "metal": 200},
    1313    "requirements": {"tech": "phase_city"},
    14     "requirementsTooltip": "Unlocked in City Phase.",
    1514    "icon": "shields_generic_gold.png",
    1615    "researchTime": 40,
    1716    "tooltip": "Infantry Spearmen +1 Pierce Armor Level.",
  • binaries/data/mods/public/simulation/data/technologies/armor_infantryspearmen_pierce_04.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/armor_infantryspearmen_pierce_04.json b/binaries/data/mods/public/simulation/data/technologies/armor_infantryspearmen_pierce_04.json
    index f23a62540..4c15c3b7c 100644
    a b  
    1111    "description": "Only the most celebrated soldiers had shields faced with silver, as did the famous 'Silver Shields' regiment in Alexander the Great's army.",
    1212    "cost": {"food": 0, "wood": 0, "stone": 0, "metal": 500},
    1313    "requirements": {"tech": "phase_city"},
    14     "requirementsTooltip": "Unlocked in City Phase.",
    1514    "icon": "shields_generic_silver.png",
    1615    "researchTime": 40,
    1716    "tooltip": "Champions +2 Pierce Armor Levels, but also +10 Metal Cost.",
  • binaries/data/mods/public/simulation/data/technologies/armor_ship_hullsheathing.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/armor_ship_hullsheathing.json b/binaries/data/mods/public/simulation/data/technologies/armor_ship_hullsheathing.json
    index 4befff091..ea45515d8 100644
    a b  
    33    "description": "Lead sheathing protects ship hulls.",
    44    "cost": {"food": 0, "wood": 0, "stone": 0, "metal": 350},
    55    "requirements": {"tech": "phase_city"},
    6     "requirementsTooltip": "Unlocked in City Phase.",
    76    "supersedes": "armor_ship_hypozomata",
    87    "icon": "armor_ship_gold.png",
    98    "researchTime": 40,
  • binaries/data/mods/public/simulation/data/technologies/armor_ship_hypozomata.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/armor_ship_hypozomata.json b/binaries/data/mods/public/simulation/data/technologies/armor_ship_hypozomata.json
    index 92726ecdf..198407259 100644
    a b  
    33    "description": "The hypozomata braces the structure of a ship.",
    44    "cost": {"food": 0, "wood": 150, "stone": 0, "metal": 150},
    55    "requirements": {"tech": "phase_town"},
    6     "requirementsTooltip": "Unlocked in Town Phase.",
    76    "supersedes": "armor_ship_reinforcedhull",
    87    "icon": "armor_ship_silver.png",
    98    "researchTime": 40,
  • binaries/data/mods/public/simulation/data/technologies/armor_ship_reinforcedhull.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/armor_ship_reinforcedhull.json b/binaries/data/mods/public/simulation/data/technologies/armor_ship_reinforcedhull.json
    index 2abb6aa9f..1a785648d 100644
    a b  
    33    "description": "Wooden reinforcement beams for ship hulls.",
    44    "cost": {"food": 0, "wood": 250, "stone": 0, "metal": 0},
    55    "requirements": {"tech": "phase_village"},
    6     "requirementsTooltip": "Unlocked in Village Phase.",
    76    "icon": "armor_ship_bronze.png",
    87    "researchTime": 40,
    98    "tooltip": "Wooden reinforcement beams for hulls. +2 levels to all ship armor types.",
  • binaries/data/mods/public/simulation/data/technologies/attack_cav_lance.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/attack_cav_lance.json b/binaries/data/mods/public/simulation/data/technologies/attack_cav_lance.json
    index 86e907312..5f6d123fa 100644
    a b  
    1212    "description": "A long spear made specifically for cavalry.",
    1313    "cost": {"food": 0, "wood": 50, "stone": 0, "metal": 150},
    1414    "requirements": {"tech": "phase_town"},
    15     "requirementsTooltip": "Unlocked in Town Phase.",
    1615    "icon": "spear_cavalry.png",
    1716    "researchTime": 40,
    1817    "tooltip": "Equip your melee cavalry with better weapons. Melee Cavalry +2 Hack Attack.",
  • binaries/data/mods/public/simulation/data/technologies/attack_cavalry_melee_01.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/attack_cavalry_melee_01.json b/binaries/data/mods/public/simulation/data/technologies/attack_cavalry_melee_01.json
    index fdc026aab..a9a84a153 100644
    a b  
    1111    "description": "Training increases melee attack.",
    1212    "cost": {"food": 500, "wood": 750, "stone": 0, "metal": 350},
    1313    "requirements": {"tech": "phase_town"},
    14     "requirementsTooltip": "Unlocked in Town Phase.",
    1514    "icon": "horse_trainer.png",
    1615    "researchTime": 40,
    1716    "tooltip": "+20% melee cavalry attack.",
  • binaries/data/mods/public/simulation/data/technologies/attack_cavalry_melee_02.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/attack_cavalry_melee_02.json b/binaries/data/mods/public/simulation/data/technologies/attack_cavalry_melee_02.json
    index 69b71fb9c..1412a1029 100644
    a b  
    1212    "cost": {"food": 500, "wood": 500, "stone": 0, "metal": 500},
    1313    "supersedes": "attack_cavalry_melee_01",
    1414    "requirements": {"tech": "phase_city"},
    15     "requirementsTooltip": "Unlocked in City Phase.",
    1615    "icon": "spear_cavalry.png",
    1716    "researchTime": 40,
    1817    "tooltip": "Equip your melee cavalry with better weapons. +20% melee cavalry attack.",
  • binaries/data/mods/public/simulation/data/technologies/attack_cavalry_ranged_01.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/attack_cavalry_ranged_01.json b/binaries/data/mods/public/simulation/data/technologies/attack_cavalry_ranged_01.json
    index 80f75b13e..3fcb0ff52 100644
    a b  
    1111    "description": "Training increases ranged attack.",
    1212    "cost": {"food": 500, "wood": 750, "stone": 0, "metal": 350},
    1313    "requirements": {"tech": "phase_town"},
    14     "requirementsTooltip": "Unlocked in Town Phase.",
    1514    "icon": "horse_rider.png",
    1615    "researchTime": 40,
    1716    "tooltip": "+20% ranged cavalry attack.",
  • binaries/data/mods/public/simulation/data/technologies/attack_cavalry_ranged_02.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/attack_cavalry_ranged_02.json b/binaries/data/mods/public/simulation/data/technologies/attack_cavalry_ranged_02.json
    index 7b780468d..03877d07c 100644
    a b  
    1212    "cost": {"food": 500, "wood": 500, "stone": 0, "metal": 500},
    1313    "supersedes": "attack_cavalry_ranged_01",
    1414    "requirements": {"tech": "phase_city"},
    15     "requirementsTooltip": "Unlocked in City Phase.",
    1615    "icon": "horse_rider.png",
    1716    "researchTime": 40,
    1817    "tooltip": "Equip your ranged cavalry with better weapons. +20% ranged cavalry attack.",
  • binaries/data/mods/public/simulation/data/technologies/attack_champions_elite.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/attack_champions_elite.json b/binaries/data/mods/public/simulation/data/technologies/attack_champions_elite.json
    index 0b4ed4d75..305a19ea5 100644
    a b  
    1111    "description": "Guard units have uncommon bravery and valor in battle.",
    1212    "cost": {"food": 0, "wood": 0, "stone": 0, "metal": 300},
    1313    "requirements": {"tech": "phase_city"},
    14     "requirementsTooltip": "Unlocked in City Phase.",
    1514    "icon": "helmet_hero_side.png",
    1615    "researchTime": 40,
    1716    "tooltip": "Guard units have uncommon courage and valor in battle. Champions +2 attack.",
  • binaries/data/mods/public/simulation/data/technologies/attack_infantry_melee_01.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/attack_infantry_melee_01.json b/binaries/data/mods/public/simulation/data/technologies/attack_infantry_melee_01.json
    index ccefcd034..f62e8b82b 100644
    a b  
    1111    "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.",
    1212    "cost": {"food": 500, "wood": 500, "stone": 250, "metal": 250},
    1313    "requirements": {"tech": "phase_town"},
    14     "requirementsTooltip": "Unlocked in Town Phase.",
    1514    "icon": "sword.png",
    1615    "researchTime": 40,
    1716    "tooltip": "+20% melee infantry attack.",
  • binaries/data/mods/public/simulation/data/technologies/attack_infantry_melee_02.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/attack_infantry_melee_02.json b/binaries/data/mods/public/simulation/data/technologies/attack_infantry_melee_02.json
    index c33e6f3aa..f573361c0 100644
    a b  
    44    "cost": {"food": 500, "wood": 500, "stone": 250, "metal": 450},
    55    "supersedes": "attack_infantry_melee_01",
    66    "requirements": {"tech": "phase_city"},
    7     "requirementsTooltip": "Unlocked in City Phase.",
    87    "icon": "sword_cross.png",
    98    "researchTime": 40,
    109    "tooltip": "+20% melee infantry attack.",
  • binaries/data/mods/public/simulation/data/technologies/attack_infantry_ranged_01.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/attack_infantry_ranged_01.json b/binaries/data/mods/public/simulation/data/technologies/attack_infantry_ranged_01.json
    index 113c08a55..d928c3919 100644
    a b  
    1010    "description": "Training increases damage of ranged infantry units.",
    1111    "cost": {"food": 500, "wood": 500, "stone": 250, "metal": 250},
    1212    "requirements": {"tech": "phase_town"},
    13     "requirementsTooltip": "Unlocked in Town Phase.",
    1413    "icon": "arrow.png",
    1514    "researchTime": 40,
    1615    "tooltip": "+20% ranged infantry attack.",
  • binaries/data/mods/public/simulation/data/technologies/attack_infantry_ranged_02.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/attack_infantry_ranged_02.json b/binaries/data/mods/public/simulation/data/technologies/attack_infantry_ranged_02.json
    index 4b6df6cfe..8ed692258 100644
    a b  
    1111    "cost": {"food": 500, "wood": 500, "stone": 250, "metal": 350},
    1212    "supersedes": "attack_infantry_ranged_01",
    1313    "requirements": {"tech": "phase_city"},
    14     "requirementsTooltip": "Unlocked in City Phase.",
    1514    "icon": "javelin_thong.png",
    1615    "researchTime": 40,
    1716    "tooltip": "+20% ranged infantry attack.",
  • binaries/data/mods/public/simulation/data/technologies/attack_soldiers_will.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/attack_soldiers_will.json b/binaries/data/mods/public/simulation/data/technologies/attack_soldiers_will.json
    index 3e1a68f80..bc9af0eac 100644
    a b  
    1010    "description": "The will to fight is crucial to victory.",
    1111    "cost": {"food": 1500, "wood": 1500, "stone": 1500, "metal": 1500},
    1212    "requirements": {"tech": "phase_city"},
    13     "requirementsTooltip": "Unlocked in City Phase.",
    1413    "icon": "clenched_fist.png",
    1514    "researchTime": 40,
    1615    "tooltip": "Inspire your troops with higher pay. All land and naval army +25% attack.",
  • binaries/data/mods/public/simulation/data/technologies/attack_steel_working.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/attack_steel_working.json b/binaries/data/mods/public/simulation/data/technologies/attack_steel_working.json
    index aa19894eb..64e6fdead 100644
    a b  
    77    "description": "Secret steel working techniques give sword blades distinctive and beautiful markings. Not only that, but the steel's hardness is unparalleled.",
    88    "cost": { "food": 0, "wood": 200, "stone": 0, "metal": 200 },
    99    "requirements": { "all": [{ "tech": "phase_city" }, { "any": [{ "civ": "iber" }, { "civ": "maur" }] }] },
    10     "requirementsTooltip": "Unlocked in City Phase.",
    1110    "icon": "metalworker.png",
    1211    "researchTime": 60,
    1312    "tooltip": "+2 attack for all sword units.",
  • binaries/data/mods/public/simulation/data/technologies/attack_tower_crenellations.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/attack_tower_crenellations.json b/binaries/data/mods/public/simulation/data/technologies/attack_tower_crenellations.json
    index 9728e5324..5ec2383ea 100644
    a b  
    33    "description": "Crenellations on the battlements allow soldiers wider range of fire in defending a keep.",
    44    "cost": {"food": 0, "wood": 0, "stone": 500, "metal": 250},
    55    "requirements": {"tech": "phase_town"},
    6     "requirementsTooltip": "Unlocked in Town Phase.",
    76    "icon": "crenelations.png",
    87    "researchTime": 40,
    98    "tooltip": "Install crenellations and murder holes to have 40% more arrows fired per garrisoned soldier.",
  • binaries/data/mods/public/simulation/data/technologies/attack_tower_defense.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/attack_tower_defense.json b/binaries/data/mods/public/simulation/data/technologies/attack_tower_defense.json
    index 1a54964f1..8aeaddcca 100644
    a b  
    33    "description": "Reinforce the foundations in preparation of an attack.",
    44    "cost": {"food": 0, "wood": 500, "stone": 500, "metal": 500},
    55    "requirements": {"tech": "phase_city"},
    6     "requirementsTooltip": "Unlocked in City Phase.",
    76    "icon": "architecture.png",
    87    "researchTime": 40,
    98    "tooltip": "Increases armor level of the defense tower by 2 levels.",
  • binaries/data/mods/public/simulation/data/technologies/attack_tower_murderholes.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/attack_tower_murderholes.json b/binaries/data/mods/public/simulation/data/technologies/attack_tower_murderholes.json
    index 29a055c68..6d3cb8f99 100644
    a b  
    33    "description": "Murder holes allow hitting enemies at the foot of the tower.",
    44    "cost": {"food": 0, "wood": 250, "stone": 100, "metal": 0},
    55    "requirements": {"tech": "phase_city"},
    6     "requirementsTooltip": "Unlocked in City Phase.",
    76    "icon": "murder_holes.png",
    87    "researchTime": 40,
    98    "tooltip": "Removes defense tower minimum range.",
  • binaries/data/mods/public/simulation/data/technologies/attack_tower_range.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/attack_tower_range.json b/binaries/data/mods/public/simulation/data/technologies/attack_tower_range.json
    index 92cfa3a2d..e9bc9fc6e 100644
    a b  
    33    "description": "Arrow shooters increase the maximum range of the fire arrows.",
    44    "cost": {"food": 0, "wood": 500, "stone": 0, "metal": 250},
    55    "requirements": {"tech": "phase_town"},
    6     "requirementsTooltip": "Unlocked in Town Phase.",
    76    "icon": "arrow.png",
    87    "researchTime": 40,
    98    "tooltip": "Increases defense tower maximum range by 8 meters.",
  • binaries/data/mods/public/simulation/data/technologies/attack_tower_watch.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/attack_tower_watch.json b/binaries/data/mods/public/simulation/data/technologies/attack_tower_watch.json
    index cbe69a560..de3acb484 100644
    a b  
    1111    "description": "A night's watch increases vigilance.",
    1212    "cost": {"food": 500, "wood": 0, "stone": 0, "metal": 0},
    1313    "requirements": {"tech": "phase_village"},
    14     "requirementsTooltip": "Unlocked in Village Phase.",
    1514    "icon": "helmet_corinthian_bronze.png",
    1615    "researchTime": 40,
    1716    "tooltip": "Post sentries to add one arrow to towers.",
  • binaries/data/mods/public/simulation/data/technologies/buildtime_walls_rubble.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/buildtime_walls_rubble.json b/binaries/data/mods/public/simulation/data/technologies/buildtime_walls_rubble.json
    index f5b4ca676..4c40e1ec6 100644
    a b  
    44    "description": "Using rubble materials reduces the costs and build times of walls.",
    55    "cost": {"food": 0, "wood": 200, "stone": 0, "metal": 0},
    66    "requirements": {"tech": "phase_town"},
    7     "requirementsTooltip": "Unlocked in Town Phase.",
    87    "icon": "stone_blocks_brown.png",
    98    "researchTime": 40,
    109    "tooltip": "City walls -20% build time, but -1 crush armor level.",
  • binaries/data/mods/public/simulation/data/technologies/carthaginians/cost_celt_mercs.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/carthaginians/cost_celt_mercs.json b/binaries/data/mods/public/simulation/data/technologies/carthaginians/cost_celt_mercs.json
    index e6b85feb1..05eae7742 100644
    a b  
    44    "description": "Celtic mercenaries have their metal cost decreased.",
    55    "cost": {"food": 100, "wood": 0, "stone": 0, "metal": 100},
    66    "requirements": {"all": [{"tech": "phase_town"}, {"civ": "cart"}]},
    7     "requirementsTooltip": "Unlocked in Town Phase.",
    87    "icon": "helmet_corinthian_silver.png",
    98    "researchTime": 40,
    109    "tooltip": "Hire a Celtic mercenary captain to reduce cost -20 metal for Celtic mercenaries.",
  • binaries/data/mods/public/simulation/data/technologies/carthaginians/cost_celt_mercs_2.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/carthaginians/cost_celt_mercs_2.json b/binaries/data/mods/public/simulation/data/technologies/carthaginians/cost_celt_mercs_2.json
    index 1669f706e..b87c7993e 100644
    a b  
    44    "description": "Celtic mercenaries have their metal cost decreased.",
    55    "cost": {"food": 200, "wood": 0, "stone": 0, "metal": 200},
    66    "requirements": {"all": [{"tech": "phase_city"}, {"civ": "cart"}]},
    7     "requirementsTooltip": "Unlocked in City Phase.",
    87    "icon": "helmet_corinthian_crest.png",
    98    "researchTime": 40,
    109    "tooltip": "Hire a Gallic mercenary general to reduce cost -20 metal for Celtic mercenaries.",
  • binaries/data/mods/public/simulation/data/technologies/carthaginians/cost_iberian_mercs.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/carthaginians/cost_iberian_mercs.json b/binaries/data/mods/public/simulation/data/technologies/carthaginians/cost_iberian_mercs.json
    index 20efbbb72..ea1e7b859 100644
    a b  
    44    "description": "Iberian mercenaries have their metal cost decreased.",
    55    "cost": {"food": 100, "wood": 0, "stone": 0, "metal": 100},
    66    "requirements": {"all": [{"tech": "phase_town"}, {"civ": "cart"}]},
    7     "requirementsTooltip": "Unlocked in Town Phase.",
    87    "icon": "helmet_corinthian_silver.png",
    98    "researchTime": 40,
    109    "tooltip": "Hire a Lusitanian mercenary captain to reduce cost -20 metal for Iberian mercenaries.",
  • binaries/data/mods/public/simulation/data/technologies/carthaginians/cost_iberian_mercs_2.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/carthaginians/cost_iberian_mercs_2.json b/binaries/data/mods/public/simulation/data/technologies/carthaginians/cost_iberian_mercs_2.json
    index 57801e937..b8c0db9f7 100644
    a b  
    44    "description": "Iberian mercenaries have their metal cost decreased.",
    55    "cost": {"food": 200, "wood": 0, "stone": 0, "metal": 200},
    66    "requirements": {"all": [{"tech": "phase_city"}, {"civ": "cart"}]},
    7     "requirementsTooltip": "Unlocked in City Phase.",
    87    "icon": "helmet_corinthian_crest.png",
    98    "researchTime": 40,
    109    "tooltip": "Hire a Celtiberian mercenary general to reduce cost -20 metal for Iberian mercenaries.",
  • binaries/data/mods/public/simulation/data/technologies/carthaginians/cost_italian_mercs.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/carthaginians/cost_italian_mercs.json b/binaries/data/mods/public/simulation/data/technologies/carthaginians/cost_italian_mercs.json
    index cde25e39a..f3a66d563 100644
    a b  
    44    "description": "Italian mercenaries have their metal cost decreased.",
    55    "cost": {"food": 100, "wood": 0, "stone": 0, "metal": 100},
    66    "requirements": {"all": [{"tech": "phase_town"}, {"civ": "cart"}]},
    7     "requirementsTooltip": "Unlocked in Town Phase.",
    87    "icon": "helmet_corinthian_silver.png",
    98    "researchTime": 40,
    109    "tooltip": "Hire an Italiote mercenary captain to reduce cost -20 metal for Italian mercenaries.",
  • binaries/data/mods/public/simulation/data/technologies/carthaginians/cost_italian_mercs_2.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/carthaginians/cost_italian_mercs_2.json b/binaries/data/mods/public/simulation/data/technologies/carthaginians/cost_italian_mercs_2.json
    index 95b2e1ebb..9a86d95a8 100644
    a b  
    44    "description": "Italian mercenaries have their metal cost decreased.",
    55    "cost": {"food": 200, "wood": 0, "stone": 0, "metal": 200},
    66    "requirements": {"all": [{"tech": "phase_city"}, {"civ": "cart"}]},
    7     "requirementsTooltip": "Unlocked in City Phase.",
    87    "icon": "helmet_corinthian_crest.png",
    98    "researchTime": 40,
    109    "tooltip": "Hire an Italiote mercenary general to reduce cost -20 metal for Italian mercenaries.",
  • binaries/data/mods/public/simulation/data/technologies/carthaginians/special_colonisation.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/carthaginians/special_colonisation.json b/binaries/data/mods/public/simulation/data/technologies/carthaginians/special_colonisation.json
    index 649f75f3c..d4b77559d 100644
    a b  
    33    "description": "Carthaginians established many trading centers as colonies and ultimately held dominion over 300 cities and towns in North Africa alone.",
    44    "cost": {"food": 0, "wood": 500, "stone": 0, "metal": 500},
    55    "requirements": {"all": [{"tech": "phase_town"}, {"civ": "cart"}]},
    6     "requirementsTooltip": "Unlocked in Town Phase.",
    76    "icon": "political_face.png",
    87    "researchTime": 60,
    98    "tooltip": "Carthaginians were colonizers. Civic Centers, Temples, and Houses -25% build time.",
  • binaries/data/mods/public/simulation/data/technologies/carthaginians/special_exploration.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/carthaginians/special_exploration.json b/binaries/data/mods/public/simulation/data/technologies/carthaginians/special_exploration.json
    index 2d718c469..62afc6a8b 100644
    a b  
    33    "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.",
    44    "cost": {"food": 200, "wood": 0, "stone": 0, "metal": 200},
    55    "requirements": {"all": [{"tech": "phase_town"}, {"civ": "cart"}]},
    6     "requirementsTooltip": "Unlocked in Town Phase.",
    76    "icon": "armor_ship_gold.png",
    87    "researchTime": 60,
    98    "tooltip": "Carthaginians were explorers. All Traders and Ships +25% vision range.",
  • binaries/data/mods/public/simulation/data/technologies/carthaginians/training_phoenician_naval_architects.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/carthaginians/training_phoenician_naval_architects.json b/binaries/data/mods/public/simulation/data/technologies/carthaginians/training_phoenician_naval_architects.json
    index d7c47d4e3..b6b6d743c 100644
    a b  
    33    "description": "Significantly increase build speed of batches of ships at the Shipyard.",
    44    "cost": {"food": 200, "wood": 200, "stone": 0, "metal": 0},
    55    "requirements": {"all": [{"tech": "phase_city"}, {"civ": "cart"}]},
    6     "requirementsTooltip": "Unlocked in City Phase.",
    76    "icon": "calipers.png",
    87    "researchTime": 40,
    98    "tooltip": "Shipyard increased batch construction speed bonus.",
  • binaries/data/mods/public/simulation/data/technologies/carthaginians/traintime_celt_mercs.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/carthaginians/traintime_celt_mercs.json b/binaries/data/mods/public/simulation/data/technologies/carthaginians/traintime_celt_mercs.json
    index d4b569052..d3eac5a03 100644
    a b  
    44    "description": "Celtic mercenaries have their train time decreased.",
    55    "cost": {"food": 0, "wood": 100, "stone": 0, "metal": 100},
    66    "requirements": {"all": [{"tech": "phase_town"}, {"civ": "cart"}]},
    7     "requirementsTooltip": "Unlocked in Town Phase.",
    87    "icon": "clenched_fist.png",
    98    "researchTime": 40,
    109    "tooltip": "Ally with Celtic towns to reduce recruit time -20% for Celtic mercenaries.",
  • binaries/data/mods/public/simulation/data/technologies/carthaginians/traintime_celt_mercs_2.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/carthaginians/traintime_celt_mercs_2.json b/binaries/data/mods/public/simulation/data/technologies/carthaginians/traintime_celt_mercs_2.json
    index 703464b11..7d258646a 100644
    a b  
    44    "description": "Celtic mercenaries have their train time decreased.",
    55    "cost": {"food": 0, "wood": 0, "stone": 200, "metal": 200},
    66    "requirements": {"all": [{"tech": "phase_city"}, {"civ": "cart"}]},
    7     "requirementsTooltip": "Unlocked in City Phase.",
    87    "icon": "fist_spear.png",
    98    "researchTime": 40,
    109    "tooltip": "Subjugate Gallic tribes to reduce recruit time -20% for Celtic mercenaries.",
  • binaries/data/mods/public/simulation/data/technologies/carthaginians/traintime_iberian_mercs.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/carthaginians/traintime_iberian_mercs.json b/binaries/data/mods/public/simulation/data/technologies/carthaginians/traintime_iberian_mercs.json
    index 6c598c6b9..6b1cfc4de 100644
    a b  
    44    "description": "Iberian mercenaries have their train time decreased.",
    55    "cost": {"food": 0, "wood": 100, "stone": 0, "metal": 100},
    66    "requirements": {"all": [{"tech": "phase_town"}, {"civ": "cart"}]},
    7     "requirementsTooltip": "Unlocked in Town Phase.",
    87    "icon": "clenched_fist.png",
    98    "researchTime": 40,
    109    "tooltip": "Ally with Iberian towns to reduce recruit time -20% for Iberian mercenaries.",
  • binaries/data/mods/public/simulation/data/technologies/carthaginians/traintime_iberian_mercs_2.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/carthaginians/traintime_iberian_mercs_2.json b/binaries/data/mods/public/simulation/data/technologies/carthaginians/traintime_iberian_mercs_2.json
    index e36d158fb..dd9866097 100644
    a b  
    44    "description": "Iberian mercenaries have their train time decreased.",
    55    "cost": {"food": 0, "wood": 0, "stone": 200, "metal": 200},
    66    "requirements": {"all": [{"tech": "phase_city"}, {"civ": "cart"}]},
    7     "requirementsTooltip": "Unlocked in City Phase.",
    87    "icon": "fist_spear.png",
    98    "researchTime": 40,
    109    "tooltip": "Subjugate Hispania to reduce recruit time -20% for Iberian mercenaries.",
  • binaries/data/mods/public/simulation/data/technologies/carthaginians/traintime_italian_mercs.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/carthaginians/traintime_italian_mercs.json b/binaries/data/mods/public/simulation/data/technologies/carthaginians/traintime_italian_mercs.json
    index a2943a999..3ecd9bac3 100644
    a b  
    44    "description": "Italian mercenaries have their train time decreased.",
    55    "cost": {"food": 0, "wood": 100, "stone": 0, "metal": 100},
    66    "requirements": {"all": [{"tech": "phase_town"}, {"civ": "cart"}]},
    7     "requirementsTooltip": "Unlocked in Town Phase.",
    87    "icon": "clenched_fist.png",
    98    "researchTime": 40,
    109    "tooltip": "Ally with Italiote towns to reduce recruit time -20% for Italian mercenaries.",
  • binaries/data/mods/public/simulation/data/technologies/carthaginians/traintime_italian_mercs_2.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/carthaginians/traintime_italian_mercs_2.json b/binaries/data/mods/public/simulation/data/technologies/carthaginians/traintime_italian_mercs_2.json
    index 76a9a1b82..01871e729 100644
    a b  
    44    "description": "Italian mercenaries have their train time decreased.",
    55    "cost": {"food": 0, "wood": 0, "stone": 200, "metal": 200},
    66    "requirements": {"all": [{"tech": "phase_city"}, {"civ": "cart"}]},
    7     "requirementsTooltip": "Unlocked in City Phase.",
    87    "icon": "fist_spear.png",
    98    "researchTime": 40,
    109    "tooltip": "Subjugate Italiote towns to reduce recruit time -20% for Italian mercenaries.",
  • binaries/data/mods/public/simulation/data/technologies/carthaginians/upgrade_rank_advanced_celts.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/carthaginians/upgrade_rank_advanced_celts.json b/binaries/data/mods/public/simulation/data/technologies/carthaginians/upgrade_rank_advanced_celts.json
    index 1aefd9111..467da1faa 100644
    a b  
    33    "description": "Upgrade all of your Celtic mercenaries to Advanced rank.",
    44    "cost": {"food": 0, "wood": 0, "stone": 0, "metal": 300},
    55    "requirements": {"all": [{"tech": "phase_town"}, {"civ": "cart"}]},
    6     "requirementsTooltip": "Unlocked in Town Phase.",
    76    "icon": "upgrade_advanced.png",
    87    "researchTime": 40,
    98    "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.",
  • binaries/data/mods/public/simulation/data/technologies/carthaginians/upgrade_rank_advanced_iberian.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/carthaginians/upgrade_rank_advanced_iberian.json b/binaries/data/mods/public/simulation/data/technologies/carthaginians/upgrade_rank_advanced_iberian.json
    index 1970f6dab..e21143368 100644
    a b  
    33    "description": "Upgrade all of your Iberian mercenaries to Advanced rank.",
    44    "cost": {"food": 0, "wood": 0, "stone": 0, "metal": 300},
    55    "requirements": {"all": [{"tech": "phase_town"}, {"civ": "cart"}]},
    6     "requirementsTooltip": "Unlocked in Town Phase.",
    76    "icon": "upgrade_advanced.png",
    87    "researchTime": 40,
    98    "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.",
  • binaries/data/mods/public/simulation/data/technologies/carthaginians/upgrade_rank_advanced_italiote.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/carthaginians/upgrade_rank_advanced_italiote.json b/binaries/data/mods/public/simulation/data/technologies/carthaginians/upgrade_rank_advanced_italiote.json
    index a0acffb4f..e1b0d1a14 100644
    a b  
    33    "description": "Upgrade all of your Italiote mercenaries to Advanced rank.",
    44    "cost": {"food": 0, "wood": 0, "stone": 0, "metal": 300},
    55    "requirements": {"all": [{"tech": "phase_town"}, {"civ": "cart"}]},
    6     "requirementsTooltip": "Unlocked in Town Phase.",
    76    "icon": "upgrade_advanced.png",
    87    "researchTime": 40,
    98    "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.",
  • binaries/data/mods/public/simulation/data/technologies/carthaginians/upgrade_rank_elite_celts.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/carthaginians/upgrade_rank_elite_celts.json b/binaries/data/mods/public/simulation/data/technologies/carthaginians/upgrade_rank_elite_celts.json
    index 5c41af2d2..48ac44c0d 100644
    a b  
    33    "description": "Upgrade all of your Celtic Mercenaries to Elite rank.",
    44    "cost": {"food": 500, "wood": 0, "stone": 0, "metal": 500},
    55    "requirements": {"all": [{"tech": "phase_city"}, {"civ": "cart"}]},
    6     "requirementsTooltip": "Unlocked in City Phase.",
    76    "icon": "upgrade_elite.png",
    87    "researchTime": 40,
    98    "supersedes": "carthaginians/upgrade_rank_advanced_celts",
  • binaries/data/mods/public/simulation/data/technologies/carthaginians/upgrade_rank_elite_iberian.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/carthaginians/upgrade_rank_elite_iberian.json b/binaries/data/mods/public/simulation/data/technologies/carthaginians/upgrade_rank_elite_iberian.json
    index c8b8b7115..d58298327 100644
    a b  
    33    "description": "Upgrade all of your Iberian Mercenaries to Elite rank.",
    44    "cost": {"food": 500, "wood": 0, "stone": 0, "metal": 500},
    55    "requirements": {"all": [{"tech": "phase_city"}, {"civ": "cart"}]},
    6     "requirementsTooltip": "Unlocked in City Phase.",
    76    "icon": "upgrade_elite.png",
    87    "researchTime": 40,
    98    "supersedes": "carthaginians/upgrade_rank_advanced_iberian",
  • binaries/data/mods/public/simulation/data/technologies/carthaginians/upgrade_rank_elite_italiote.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/carthaginians/upgrade_rank_elite_italiote.json b/binaries/data/mods/public/simulation/data/technologies/carthaginians/upgrade_rank_elite_italiote.json
    index 057d99307..7597c2881 100644
    a b  
    33    "description": "Upgrade all of your Italiote Mercenaries to Elite rank.",
    44    "cost": {"food": 500, "wood": 0, "stone": 0, "metal": 500},
    55    "requirements": {"all": [{"tech": "phase_city"}, {"civ": "cart"}]},
    6     "requirementsTooltip": "Unlocked in City Phase.",
    76    "icon": "upgrade_elite.png",
    87    "researchTime": 40,
    98    "supersedes": "carthaginians/upgrade_rank_advanced_italiote",
  • binaries/data/mods/public/simulation/data/technologies/decay_outpost.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/decay_outpost.json b/binaries/data/mods/public/simulation/data/technologies/decay_outpost.json
    index 68605ca4f..778872093 100644
    a b  
    33    "description": "Outposts survive twice as long in neutral territory.",
    44    "cost": {"food": 0, "wood": 0, "stone": 100, "metal": 0},
    55    "requirements": {"tech": "phase_village"},
    6     "requirementsTooltip": "Unlocked in Town Phase.",
    76    "icon": "blocks_three.png",
    87    "researchTime": 40,
    98    "tooltip": "Territory decay rate -50% for outposts.",
  • binaries/data/mods/public/simulation/data/technologies/gather_capacity_basket.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/gather_capacity_basket.json b/binaries/data/mods/public/simulation/data/technologies/gather_capacity_basket.json
    index 22a1c0839..de660521d 100644
    a b  
    33    "description": "Increases shuttling capacity for all resources.",
    44    "cost": {"food": 300, "wood": 300, "stone": 0, "metal": 0},
    55    "requirements": {"tech": "phase_village"},
    6     "requirementsTooltip": "Unlocked in Village Phase.",
    76    "icon": "gather_basket_empty.png",
    87    "researchTime": 40,
    98    "tooltip": "Workers use baskets. +5 shuttle capacity for all resources.",
  • binaries/data/mods/public/simulation/data/technologies/gather_capacity_carts.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/gather_capacity_carts.json b/binaries/data/mods/public/simulation/data/technologies/gather_capacity_carts.json
    index 84d9f3397..d99f718ec 100644
    a b  
    44    "cost": {"food": 1000, "wood": 1000, "stone": 0, "metal": 0},
    55    "supersedes": "gather_capacity_wheelbarrow",
    66    "requirements": {"tech": "phase_city"},
    7     "requirementsTooltip": "Unlocked in City Phase.",
    87    "icon": "handcart_empty.png",
    98    "researchTime": 40,
    109    "tooltip": "Workers use horse-drawn carts. +10 shuttle capacity for all resources.",
  • binaries/data/mods/public/simulation/data/technologies/gather_capacity_fishing.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/gather_capacity_fishing.json b/binaries/data/mods/public/simulation/data/technologies/gather_capacity_fishing.json
    index 0c2230443..3a350bf0c 100644
    a b  
    33    "description": "Salting allows to preserve fish longer.",
    44    "cost": {"food": 200, "wood": 100, "stone": 0, "metal": 0},
    55    "requirements": {"tech": "phase_town"},
    6     "requirementsTooltip": "Unlocked in Town Phase. Requires Fishing Net.",
    76    "supersedes": "gather_fishing_net",
    87    "icon": "fish.png",
    98    "researchTime": 30,
  • binaries/data/mods/public/simulation/data/technologies/gather_capacity_wheelbarrow.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/gather_capacity_wheelbarrow.json b/binaries/data/mods/public/simulation/data/technologies/gather_capacity_wheelbarrow.json
    index be4a6ea85..dced07490 100644
    a b  
    44    "cost": {"food": 500, "wood": 500, "stone": 0, "metal": 0},
    55    "supersedes": "gather_capacity_basket",
    66    "requirements": {"tech": "phase_town"},
    7     "requirementsTooltip": "Unlocked in Town Phase.",
    87    "icon": "wheelbarrow_empty.png",
    98    "researchTime": 40,
    109    "tooltip": "Workers use wheelbarrows. +5 shuttle capacity for all resources.",
  • binaries/data/mods/public/simulation/data/technologies/gather_farming_fertilizer.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/gather_farming_fertilizer.json b/binaries/data/mods/public/simulation/data/technologies/gather_farming_fertilizer.json
    index 55e03c87a..652980cfe 100644
    a b  
    44    "cost": {"food": 0, "wood": 500, "stone": 0, "metal": 250},
    55    "supersedes": "gather_farming_training",
    66    "requirements": {"tech": "phase_city"},
    7     "requirementsTooltip": "Unlocked in City Phase.",
    87    "icon": "plow.png",
    98    "researchTime": 40,
    109    "tooltip": "Workers +25% farming rate.",
  • binaries/data/mods/public/simulation/data/technologies/gather_farming_plows.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/gather_farming_plows.json b/binaries/data/mods/public/simulation/data/technologies/gather_farming_plows.json
    index 954a1b6ac..685cfbdeb 100644
    a b  
    33    "description": "A horse drawn instrument to turn the sod.",
    44    "cost": {"food": 0, "wood": 200, "stone": 0, "metal": 100},
    55    "requirements": {"tech": "phase_village"},
    6     "requirementsTooltip": "Unlocked in Village Phase.",
    76    "icon": "plow.png",
    87    "researchTime": 40,
    98    "tooltip": "Equip your workers with iron plows. +15% farming rate.",
  • binaries/data/mods/public/simulation/data/technologies/gather_farming_training.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/gather_farming_training.json b/binaries/data/mods/public/simulation/data/technologies/gather_farming_training.json
    index f3035176b..b0b1747ac 100644
    a b  
    44    "cost": {"food": 0, "wood": 300, "stone": 0, "metal": 150},
    55    "supersedes": "gather_farming_plows",
    66    "requirements": {"tech": "phase_town"},
    7     "requirementsTooltip": "Unlocked in Town Phase.",
    87    "icon": "plow.png",
    98    "researchTime": 40,
    109    "tooltip": "Workers +15% farming rate.",
  • binaries/data/mods/public/simulation/data/technologies/gather_fishing_net.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/gather_fishing_net.json b/binaries/data/mods/public/simulation/data/technologies/gather_fishing_net.json
    index 033b5a0ee..2af6199c1 100644
    a b  
    33    "description": "Using net improves the fishing productivity.",
    44    "cost": {"food": 0, "wood": 100, "stone": 0, "metal": 0},
    55    "requirements": {"tech": "phase_village"},
    6     "requirementsTooltip": "Unlocked in Village Phase.",
    76    "icon": "fishing_net.png",
    87    "researchTime": 30,
    98    "tooltip": "Use nets on your Fishing Boats. +30% fishing rate. Unlocks Salting Fish.",
  • binaries/data/mods/public/simulation/data/technologies/gather_lumbering_ironaxes.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/gather_lumbering_ironaxes.json b/binaries/data/mods/public/simulation/data/technologies/gather_lumbering_ironaxes.json
    index e500e2ab9..224ae1666 100644
    a b  
    33    "description": "Increases wood gathering rates for trees.",
    44    "cost": {"food": 0, "wood": 200, "stone": 0, "metal": 50},
    55    "requirements": {"tech": "phase_village"},
    6     "requirementsTooltip": "Unlocked in Village Phase.",
    76    "icon": "wood_axe.png",
    87    "researchTime": 40,
    98    "tooltip": "Workers +15% lumbering rate for trees.",
  • binaries/data/mods/public/simulation/data/technologies/gather_lumbering_sharpaxes.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/gather_lumbering_sharpaxes.json b/binaries/data/mods/public/simulation/data/technologies/gather_lumbering_sharpaxes.json
    index b40ab5b65..96be30745 100644
    a b  
    44    "cost": {"food": 0, "wood": 1000, "stone": 150, "metal": 150},
    55    "supersedes": "gather_lumbering_strongeraxes",
    66    "requirements": {"tech": "phase_city"},
    7     "requirementsTooltip": "Unlocked in City Phase.",
    87    "icon": "wood_axe.png",
    98    "researchTime": 40,
    109    "tooltip": "Workers +50% lumbering rate for trees.",
  • binaries/data/mods/public/simulation/data/technologies/gather_lumbering_strongeraxes.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/gather_lumbering_strongeraxes.json b/binaries/data/mods/public/simulation/data/technologies/gather_lumbering_strongeraxes.json
    index 4d15488f6..416297ff2 100644
    a b  
    44    "cost": {"food": 0, "wood": 250, "stone": 0, "metal": 50},
    55    "supersedes": "gather_lumbering_ironaxes",
    66    "requirements": {"tech": "phase_town"},
    7     "requirementsTooltip": "Unlocked in Town Phase.",
    87    "icon": "wood_axe.png",
    98    "researchTime": 40,
    109    "tooltip": "Workers +15% lumbering rate for trees.",
  • binaries/data/mods/public/simulation/data/technologies/gather_mining_serfs.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/gather_mining_serfs.json b/binaries/data/mods/public/simulation/data/technologies/gather_mining_serfs.json
    index 520a298a0..eb9ecaa19 100644
    a b  
    99    "cost": {"food": 250, "wood": 0, "stone": 0, "metal": 50},
    1010    "supersedes": "gather_mining_servants",
    1111    "requirements": {"tech": "phase_town"},
    12     "requirementsTooltip": "Unlocked in Town Phase.",
    1312    "icon": "mining_stone.png",
    1413    "researchTime": 40,
    1514    "tooltip": "Compel serfs to help your workers mine stone. +15% stone gathering rate.",
  • binaries/data/mods/public/simulation/data/technologies/gather_mining_shaftmining.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/gather_mining_shaftmining.json b/binaries/data/mods/public/simulation/data/technologies/gather_mining_shaftmining.json
    index cfc1b6b55..23b1a63f9 100644
    a b  
    44    "cost": {"food": 0, "wood": 250, "stone": 0, "metal": 50},
    55    "supersedes": "gather_mining_wedgemallet",
    66    "requirements": {"tech": "phase_town"},
    7     "requirementsTooltip": "Unlocked in Town Phase.",
    87    "icon": "mining_metal.png",
    98    "researchTime": 40,
    109    "tooltip": "Develop shaft mining. +15% metal gathering rate.",
  • binaries/data/mods/public/simulation/data/technologies/gather_mining_silvermining.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/gather_mining_silvermining.json b/binaries/data/mods/public/simulation/data/technologies/gather_mining_silvermining.json
    index 64e798f75..5a91053a5 100644
    a b  
    88    "cost": {"food": 0, "wood": 1000, "stone": 150, "metal": 150},
    99    "supersedes": "gather_mining_shaftmining",
    1010    "requirements": {"tech": "phase_city"},
    11     "requirementsTooltip": "Unlocked in City Phase.",
    1211    "icon": "mining_metal.png",
    1312    "researchTime": 40,
    1413    "tooltip": "Strike a vein of precious silver. +50% metal gathering rate.",
  • binaries/data/mods/public/simulation/data/technologies/gather_mining_slaves.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/gather_mining_slaves.json b/binaries/data/mods/public/simulation/data/technologies/gather_mining_slaves.json
    index 3df0629de..7d63d4b4b 100644
    a b  
    99    "cost": {"food": 1000, "wood": 0, "stone": 150, "metal": 150},
    1010    "supersedes": "gather_mining_serfs",
    1111    "requirements": {"tech": "phase_city"},
    12     "requirementsTooltip": "Unlocked in City Phase.",
    1312    "icon": "mining_stone.png",
    1413    "researchTime": 40,
    1514    "tooltip": "Buy slaves to help your workers mine for stone. +50% stone gathering rate.",
  • binaries/data/mods/public/simulation/data/technologies/heal_barracks.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/heal_barracks.json b/binaries/data/mods/public/simulation/data/technologies/heal_barracks.json
    index 7fb1e9e2f..47aea7aa8 100644
    a b  
    33    "description": "Units garrisoned in barracks heal over time.",
    44    "cost": {"food": 500, "wood": 0, "stone": 0, "metal": 250},
    55    "requirements": {"tech": "phase_town"},
    6     "requirementsTooltip": "Unlocked in Town Phase.",
    76    "icon": "bandage.png",
    87    "researchTime": 40,
    98    "tooltip": "Units gain health over time while garrisoned in barracks.",
  • binaries/data/mods/public/simulation/data/technologies/heal_range.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/heal_range.json b/binaries/data/mods/public/simulation/data/technologies/heal_range.json
    index 3e770afe6..6e04455b3 100644
    a b  
    88    "description": "Increases the healing and vision range of all healers.",
    99    "cost": {"food": 400, "wood": 0, "stone": 0, "metal": 200},
    1010    "requirements": {"tech": "phase_town"},
    11     "requirementsTooltip": "Unlocked in Town Phase.",
    1211    "icon": "healing_range.png",
    1312    "researchTime": 40,
    1413    "tooltip": "Healers +5 Healing and Vision Range.",
  • binaries/data/mods/public/simulation/data/technologies/heal_range_2.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/heal_range_2.json b/binaries/data/mods/public/simulation/data/technologies/heal_range_2.json
    index a2d805fa2..f382eaf61 100644
    a b  
    99    "cost": {"food": 800, "wood": 0, "stone": 0, "metal": 400},
    1010    "supersedes": "heal_range",
    1111    "requirements": {"tech": "phase_city"},
    12     "requirementsTooltip": "Unlocked in City Phase.",
    1312    "icon": "healing_range.png",
    1413    "researchTime": 40,
    1514    "tooltip": "Healers +5 Healing and Vision Range.",
  • binaries/data/mods/public/simulation/data/technologies/heal_rate.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/heal_rate.json b/binaries/data/mods/public/simulation/data/technologies/heal_rate.json
    index 980611cd6..55bb247c6 100644
    a b  
    88    "description": "Increases the Healing Rate of all healers.",
    99    "cost": {"food": 500, "wood": 0, "stone": 0, "metal": 250},
    1010    "requirements": {"tech": "phase_town"},
    11     "requirementsTooltip": "Unlocked in Town Phase.",
    1211    "icon": "healing_rate.png",
    1312    "researchTime": 40,
    1413    "tooltip": "Healers +25% healing rate.",
  • binaries/data/mods/public/simulation/data/technologies/heal_rate_2.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/heal_rate_2.json b/binaries/data/mods/public/simulation/data/technologies/heal_rate_2.json
    index 1402bfb99..ed5a99208 100644
    a b  
    99    "cost": {"food": 1000, "wood": 0, "stone": 0, "metal": 500},
    1010    "supersedes": "heal_rate",
    1111    "requirements": {"tech": "phase_city"},
    12     "requirementsTooltip": "Unlocked in City Phase.",
    1312    "icon": "healing_rate.png",
    1413    "researchTime": 40,
    1514    "tooltip": "Healers +25% healing rate.",
  • binaries/data/mods/public/simulation/data/technologies/heal_temple.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/heal_temple.json b/binaries/data/mods/public/simulation/data/technologies/heal_temple.json
    index b5680082a..54fac1f2a 100644
    a b  
    88    "description": "Units garrisoned in a temple are healed faster.",
    99    "cost": {"food": 500, "wood": 0, "stone": 0, "metal": 250},
    1010    "requirements": {"tech": "phase_city"},
    11     "requirementsTooltip": "Unlocked in City Phase.",
    1211    "icon": "cauldron.png",
    1312    "researchTime": 40,
    1413    "tooltip": "Temples +50% garrisoned healing rate.",
  • binaries/data/mods/public/simulation/data/technologies/health_females_01.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/health_females_01.json b/binaries/data/mods/public/simulation/data/technologies/health_females_01.json
    index 53994dd3e..4b44fc9f2 100644
    a b  
    33    "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.",
    44    "cost": {"food": 250, "wood": 0, "stone": 0, "metal": 0},
    55    "requirements": {"tech": "phase_village"},
    6     "requirementsTooltip": "Unlocked in Village Phase.",
    76    "icon": "wives_festival.png",
    87    "researchTime": 40,
    98    "tooltip": "Female Citizens +50% Health.",
  • binaries/data/mods/public/simulation/data/technologies/health_regen_units.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/health_regen_units.json b/binaries/data/mods/public/simulation/data/technologies/health_regen_units.json
    index b21c9cbe3..28e0320cf 100644
    a b  
    33    "description": "Unlock health regeneration for your units.",
    44    "cost": {"food": 1000, "wood": 0, "stone": 0, "metal": 250},
    55    "requirements": {"tech": "phase_city"},
    6     "requirementsTooltip": "Unlocked in City Phase.",
    76    "icon": "bandage.png",
    87    "researchTime": 40,
    98    "tooltip": "Organic units will slowly regenerate health over time when idle.",
  • binaries/data/mods/public/simulation/data/technologies/health_walls_geometric_masonry.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/health_walls_geometric_masonry.json b/binaries/data/mods/public/simulation/data/technologies/health_walls_geometric_masonry.json
    index 1382fd819..3e6a4a0e5 100644
    a b  
    44    "description": "Using geometric masonry increases the sturdiness of defensive walls.",
    55    "cost": {"food": 0, "wood": 0, "stone": 200, "metal": 0},
    66    "requirements": {"tech": "phase_town"},
    7     "requirementsTooltip": "Unlocked in Town Phase.",
    87    "icon": "stone_blocks.png",
    98    "researchTime": 40,
    109    "tooltip": "City walls +2 crush armor levels, but +10% build time.",
  • binaries/data/mods/public/simulation/data/technologies/hellenes/attack_inf_spearfighting.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/hellenes/attack_inf_spearfighting.json b/binaries/data/mods/public/simulation/data/technologies/hellenes/attack_inf_spearfighting.json
    index 7a615128c..525ab2f90 100644
    a b  
    88    "description": "Spear fighting training increases damage of infantry spear units.",
    99    "cost": {"food": 0, "wood": 0, "stone": 0, "metal": 100},
    1010    "requirements": {"all": [{"tech": "phase_city"}, {"any": [{"civ": "athen"},{"civ": "mace"},{"civ": "spart"}]}]},
    11     "requirementsTooltip": "Unlocked in City Phase.",
    1211    "icon": "spear.png",
    1312    "researchTime": 40,
    1413    "tooltip": "Spearmen +2 hack attack.",
  • binaries/data/mods/public/simulation/data/technologies/hellenes/spartans_agoge.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/hellenes/spartans_agoge.json b/binaries/data/mods/public/simulation/data/technologies/hellenes/spartans_agoge.json
    index a165431cb..b6cfb8a8c 100644
    a b  
    33    "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.",
    44    "cost": {"food": 500, "wood": 0, "stone": 0, "metal": 500},
    55    "requirements": {"all": [{"tech": "phase_city"}, {"civ": "spart"}]},
    6     "requirementsTooltip": "Unlocked in City Phase.",
    76    "icon": "agoge.png",
    87    "researchTime": 60,
    98    "tooltip": "+25% health for spear infantry, but also +10% train time.",
  • binaries/data/mods/public/simulation/data/technologies/hellenes/special_iphicratean_reforms.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/hellenes/special_iphicratean_reforms.json b/binaries/data/mods/public/simulation/data/technologies/hellenes/special_iphicratean_reforms.json
    index 689ec69c6..8135e5f5a 100644
    a b  
    33    "description": "Athenian triremes can train Marines (Epibates Athenaikos) and Cretan Mercenary Archers (Toxotes Kretikos).",
    44    "cost": { "food": 300, "wood": 0, "stone": 0, "metal": 300 },
    55    "requirements": {"all": [{"tech": "phase_city"}, {"civ": "athen"}]},
    6     "requirementsTooltip": "Unlocked in City Phase.",
    76    "icon": "helmet_corinthian_crest.png",
    87    "researchTime": 60,
    98    "tooltip": "Athenian triremes can train Marines and Cretan Mercenary Archers.",
  • binaries/data/mods/public/simulation/data/technologies/hellenes/special_long_walls.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/hellenes/special_long_walls.json b/binaries/data/mods/public/simulation/data/technologies/hellenes/special_long_walls.json
    index 4f6a3c97c..ab0514647 100644
    a b  
    33    "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.",
    44    "cost": {"food": 0, "wood": 0, "stone": 250, "metal": 250},
    55    "requirements": {"all": [{"tech": "phase_city"}, {"civ": "athen"}]},
    6     "requirementsTooltip": "Unlocked in City Phase.",
    76    "icon": "crenelations.png",
    87    "researchTime": 60,
    98    "tooltip": "Build stone walls in neutral territory.",
  • binaries/data/mods/public/simulation/data/technologies/mauryans/special_archery_tradition.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/mauryans/special_archery_tradition.json b/binaries/data/mods/public/simulation/data/technologies/mauryans/special_archery_tradition.json
    index 15e370486..aa9e52bc2 100644
    a b  
    33    "description": "The Indians had a tradition of fine archery and a penchant for using massed archers in battle.",
    44    "cost": {"food": 500, "wood": 500, "stone": 0, "metal": 250},
    55    "requirements": {"all": [{"tech": "phase_village"}, {"civ": "maur"}]},
    6     "requirementsTooltip": "Unlocked in Village Phase.",
    76    "icon": "armor_plates_ranged.png",
    87    "researchTime": 60,
    98    "tooltip": "Range +10 meters for bow-wielding units. Archer units train time -20%, but also -20% health.",
  • binaries/data/mods/public/simulation/data/technologies/melee_inf_sidearms.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/melee_inf_sidearms.json b/binaries/data/mods/public/simulation/data/technologies/melee_inf_sidearms.json
    index f5f607976..d485c0b04 100644
    a b  
    1212    "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.",
    1313    "cost": {"food": 0, "wood": 0, "stone": 0, "metal": 50},
    1414    "requirements": {"any": [{"tech": "phase_town"},{"civ": "brit"},{"civ": "gaul"}]},
    15     "requirementsTooltip": "Unlocked in Town Phase.",
    1615    "icon": "sword.png",
    1716    "researchTime": 40,
    1817    "tooltip": "Melee infantry +1 hack attack.",
  • binaries/data/mods/public/simulation/data/technologies/melee_inf_spearheads.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/melee_inf_spearheads.json b/binaries/data/mods/public/simulation/data/technologies/melee_inf_spearheads.json
    index 5e6d993bf..b3611e169 100644
    a b  
    1010    "description": "Using iron instead of bronze gave spears additional piercing power.",
    1111    "cost": {"food": 0, "wood": 0, "stone": 0, "metal": 200},
    1212    "requirements": {"tech": "phase_city"},
    13     "requirementsTooltip": "Unlocked in City Phase.",
    1413    "icon": "spear.png",
    1514    "researchTime": 40,
    1615    "tooltip": "All Spear units +2 hack attack.",
  • binaries/data/mods/public/simulation/data/technologies/persians/immortals.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/persians/immortals.json b/binaries/data/mods/public/simulation/data/technologies/persians/immortals.json
    index a63694919..437bec6df 100644
    a b  
    33    "description": "The Anusiya champion infantry train twice as fast, but lose a little max health.",
    44    "cost": {"food": 200, "wood": 0, "stone": 0, "metal": 200},
    55    "requirements": {"all": [{"tech": "phase_city"}, {"civ": "pers"}]},
    6     "requirementsTooltip": "Unlocked in City Phase.",
    76    "icon": "fist_spear.png",
    87    "researchTime": 60,
    98    "tooltip": "Anusiya Champion Infantry -50% train time, but also -20 health.",
  • binaries/data/mods/public/simulation/data/technologies/persians/special_archery_tradition.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/persians/special_archery_tradition.json b/binaries/data/mods/public/simulation/data/technologies/persians/special_archery_tradition.json
    index 289d24f92..955bc6329 100644
    a b  
    33    "description": "The Persians had a tradition of fine archery and a penchant for using massed archers in battle.",
    44    "cost": {"food": 500, "wood": 500, "stone": 0, "metal": 250},
    55    "requirements": {"all": [{"tech": "phase_village"}, {"civ": "pers"}]},
    6     "requirementsTooltip": "Unlocked in Village Phase.",
    76    "icon": "armor_plates_ranged.png",
    87    "researchTime": 60,
    98    "tooltip": "Range +10 meters for bow-wielding units. Archer units train time -20%, but also -20% health.",
  • binaries/data/mods/public/simulation/data/technologies/persians/special_equine_transports.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/persians/special_equine_transports.json b/binaries/data/mods/public/simulation/data/technologies/persians/special_equine_transports.json
    index 9da321080..21be2b0d4 100644
    a b  
    33    "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.",
    44    "cost": { "food": 0, "wood": 300, "stone": 0, "metal": 300 },
    55    "requirements": {"all": [{"tech": "phase_city"}, {"civ": "pers"}]},
    6     "requirementsTooltip": "Unlocked in City Phase.",
    76    "icon": "horse_rider.png",
    87    "researchTime": 60,
    98    "tooltip": "Phoenician Triremes gain the ability to train cavalry units.",
  • binaries/data/mods/public/simulation/data/technologies/persians/training_conscription_cavalry.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/persians/training_conscription_cavalry.json b/binaries/data/mods/public/simulation/data/technologies/persians/training_conscription_cavalry.json
    index 14a7dfaa0..03e4c6276 100644
    a b  
    44    "description": "Significantly increase training speed of cavalry at the stables by training them in large batches or battalions.",
    55    "cost": {"food": 500, "wood": 0, "stone": 0, "metal": 0},
    66    "requirements": {"all": [{"tech": "phase_city"}, {"civ": "pers"}]},
    7     "requirementsTooltip": "Unlocked in City Phase.",
    87    "icon": "horse_rider.png",
    98    "researchTime": 40,
    109    "tooltip": "Faster batch training speed for the Stables.",
  • binaries/data/mods/public/simulation/data/technologies/persians/training_conscription_infantry.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/persians/training_conscription_infantry.json b/binaries/data/mods/public/simulation/data/technologies/persians/training_conscription_infantry.json
    index 33e99702f..3e7d225d6 100644
    a b  
    44    "description": "Significantly increase training speed of soldiers at the barracks by training them in large batches or battalions.",
    55    "cost": {"food": 500, "wood": 0, "stone": 0, "metal": 0},
    66    "requirements": {"all": [{"tech": "phase_city"}, {"civ": "pers"}]},
    7     "requirementsTooltip": "Unlocked in City Phase.",
    87    "icon": "fist_spear.png",
    98    "researchTime": 40,
    109    "tooltip": "Faster batch training speed for the Barracks.",
  • binaries/data/mods/public/simulation/data/technologies/persians/training_levy_cavalry.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/persians/training_levy_cavalry.json b/binaries/data/mods/public/simulation/data/technologies/persians/training_levy_cavalry.json
    index de3bffb6d..eea58d988 100644
    a b  
    33    "description": "Calling up cavalry levies in time of war helps bolster the ranks of a king's army.",
    44    "cost": {"food": 100, "wood": 0, "stone": 0, "metal": 0},
    55    "requirements": {"all": [{"tech": "phase_town"}, {"civ": "pers"}]},
    6     "requirementsTooltip": "Unlocked in Town Phase.",
    76    "icon": "horse_trainer.png",
    87    "researchTime": 40,
    98    "tooltip": "All cavalry -20% train time, but also -10 health. Unlocks Cavalry Conscription.",
  • binaries/data/mods/public/simulation/data/technologies/persians/training_levy_infantry.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/persians/training_levy_infantry.json b/binaries/data/mods/public/simulation/data/technologies/persians/training_levy_infantry.json
    index b7fed253f..7bad9282b 100644
    a b  
    33    "description": "Calling up infantry levies in time of war helps bolster the ranks of a king's army.",
    44    "cost": {"food": 100, "wood": 0, "stone": 0, "metal": 0},
    55    "requirements": {"all": [{"tech": "phase_town"}, {"civ": "pers"}]},
    6     "requirementsTooltip": "Unlocked in Town Phase.",
    76    "icon": "clenched_fist.png",
    87    "researchTime": 40,
    98    "tooltip": "All infantry -10% train time, but also -5 health. Unlocks Infantry Conscription.",
  • binaries/data/mods/public/simulation/data/technologies/phase_city.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/phase_city.json b/binaries/data/mods/public/simulation/data/technologies/phase_city.json
    index c14fed5dd..b2c87ea1f 100644
    a b  
    77    "description": "Advances from a bustling town to a veritable metropolis, full of the wonders of modern technology.",
    88    "cost": { "food": 0, "wood": 0, "stone": 750, "metal": 750 },
    99    "requirements": { "all": [{ "entity": { "class": "Town", "number": 4 } }, { "notciv": "athen" }] },
    10     "requirementsTooltip": "Requires 4 new Town Phase structures (except Walls and Civic Centers).",
    1110    "supersedes": "phase_town",
    1211    "icon": "city_phase.png",
    1312    "researchTime": 60,
  • binaries/data/mods/public/simulation/data/technologies/phase_city_athen.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/phase_city_athen.json b/binaries/data/mods/public/simulation/data/technologies/phase_city_athen.json
    index 2aaf38dd9..e4edac346 100644
    a b  
    66    "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.",
    77    "cost": { "food": 0, "wood": 0, "stone": 750, "metal": 750 },
    88    "requirements": { "all": [{ "entity": { "class": "Town", "number": 4 } }, { "civ": "athen" }] },
    9     "requirementsTooltip": "Requires 4 new Town Phase structures (except Walls and Civic Centers).",
    109    "supersedes": "phase_town_athen",
    1110    "replaces": ["phase_city"],
    1211    "icon": "city_phase.png",
  • binaries/data/mods/public/simulation/data/technologies/phase_town.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/phase_town.json b/binaries/data/mods/public/simulation/data/technologies/phase_town.json
    index 2bb12d10f..6c10b0916 100644
    a b  
    77    "description": "Advances from a small village to a bustling town, ready to expand rapidly.",
    88    "cost": { "food": 500, "wood": 500, "stone": 0, "metal": 0 },
    99    "requirements": { "all": [{ "entity": { "class": "Village", "number": 5 } }, { "notciv": "athen" }] },
    10     "requirementsTooltip": "Requires 5 Village Phase structures (except Palisades and Farm Fields).",
    1110    "supersedes": "phase_village",
    1211    "icon": "town_phase.png",
    1312    "researchTime": 30,
  • binaries/data/mods/public/simulation/data/technologies/phase_town_athen.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/phase_town_athen.json b/binaries/data/mods/public/simulation/data/technologies/phase_town_athen.json
    index 9cf810c49..26f92c13c 100644
    a b  
    66    "description": "Advances from a small village to a bustling town, ready to expand rapidly. This is the Athenian town phase, where metal gathering rates are boosted because of the 'Silver Owls' bonus.",
    77    "cost": { "food": 500, "wood": 500, "stone": 0, "metal": 0 },
    88    "requirements": { "all": [{ "entity": { "class": "Village", "number": 5 } }, { "civ": "athen" }] },
    9     "requirementsTooltip": "Requires 5 Village Phase structures (except Palisades and Farm Fields).",
    109    "supersedes": "phase_village",
    1110    "replaces": ["phase_town"],
    1211    "icon": "town_phase.png",
  • binaries/data/mods/public/simulation/data/technologies/pop_civic_01.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/pop_civic_01.json b/binaries/data/mods/public/simulation/data/technologies/pop_civic_01.json
    index 7b37ffd24..3e687a388 100644
    a b  
    77    "description": "The state or tribe would often construct a dining hall for public feasts or to receive foreign emissaries.",
    88    "cost": {"food": 0, "wood": 100, "stone": 100, "metal": 0},
    99    "requirements": {"tech": "phase_town"},
    10     "requirementsTooltip": "Unlocked in Town Phase.",
    1110    "icon": "population.png",
    1211    "researchTime": 40,
    1312    "tooltip": "Civic Centers +5 population cap bonus.",
  • binaries/data/mods/public/simulation/data/technologies/pop_civic_02.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/pop_civic_02.json b/binaries/data/mods/public/simulation/data/technologies/pop_civic_02.json
    index 5c4754552..f36799159 100644
    a b  
    88    "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.",
    99    "cost": {"food": 0, "wood": 0, "stone": 200, "metal": 200},
    1010    "requirements": {"tech": "phase_city"},
    11     "requirementsTooltip": "Unlocked in City Phase.",
    1211    "icon": "population.png",
    1312    "researchTime": 40,
    1413    "tooltip": "Civic Centers +5 population cap bonus.",
  • binaries/data/mods/public/simulation/data/technologies/pop_house_01.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/pop_house_01.json b/binaries/data/mods/public/simulation/data/technologies/pop_house_01.json
    index 4b9cda0f0..047b25c8a 100644
    a b  
    1212    "description": "Home gardens ranged from simple fenced-in areas to large manicured and colonnaded enclosures.",
    1313    "cost": {"food": 0, "wood": 500, "stone": 100, "metal": 0},
    1414    "requirements": {"tech": "phase_village"},
    15     "requirementsTooltip": "Unlocked in Village Phase.",
    1615    "icon": "population.png",
    1716    "researchTime": 40,
    1817    "tooltip": "Houses +20% population cap bonus.",
  • binaries/data/mods/public/simulation/data/technologies/pop_house_02.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/pop_house_02.json b/binaries/data/mods/public/simulation/data/technologies/pop_house_02.json
    index b173cece0..dcc8cbb68 100644
    a b  
    66    "description": "Homes tended to expand as the wealth and population of a settlement grew.",
    77    "cost": {"food": 0, "wood": 300, "stone": 300, "metal": 0},
    88    "requirements": {"tech": "phase_town"},
    9     "requirementsTooltip": "Unlocked in Town Phase.",
    109    "icon": "population.png",
    1110    "researchTime": 40,
    1211    "tooltip": "Houses +20% population cap bonus.",
  • binaries/data/mods/public/simulation/data/technologies/pop_wonder.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/pop_wonder.json b/binaries/data/mods/public/simulation/data/technologies/pop_wonder.json
    index 3b68a4e71..0591e0587 100644
    a b  
    1212    "description": "The wonder attracts many more people to your civilization.",
    1313    "cost": { "food": 2000, "wood": 3000, "stone": 500, "metal": 500 },
    1414    "requirements": { "tech": "phase_city" },
    15     "requirementsTooltip": "Unlocked in City Phase.",
    1615    "icon": "special_treasure.png",
    1716    "researchTime": 120,
    1817    "tooltip": "Enable Glorious Expansion. Further increase the population limit by 40 per Wonder owned.",
  • binaries/data/mods/public/simulation/data/technologies/ranged_inf_irregulars.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/ranged_inf_irregulars.json b/binaries/data/mods/public/simulation/data/technologies/ranged_inf_irregulars.json
    index 113c08a55..d928c3919 100644
    a b  
    1010    "description": "Training increases damage of ranged infantry units.",
    1111    "cost": {"food": 500, "wood": 500, "stone": 250, "metal": 250},
    1212    "requirements": {"tech": "phase_town"},
    13     "requirementsTooltip": "Unlocked in Town Phase.",
    1413    "icon": "arrow.png",
    1514    "researchTime": 40,
    1615    "tooltip": "+20% ranged infantry attack.",
  • binaries/data/mods/public/simulation/data/technologies/ranged_inf_skirmishers.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/ranged_inf_skirmishers.json b/binaries/data/mods/public/simulation/data/technologies/ranged_inf_skirmishers.json
    index c0ad79451..81b3a75a2 100644
    a b  
    1111    "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.",
    1212    "cost": {"food": 0, "wood": 200, "stone": 0, "metal": 0},
    1313    "requirements": {"tech": "phase_city"},
    14     "requirementsTooltip": "Unlocked in City Phase.",
    1514    "icon": "javelin_thong.png",
    1615    "researchTime": 30,
    1716    "tooltip": "All Javelin units +2 pierce attack and +4 range.",
  • binaries/data/mods/public/simulation/data/technologies/romans/decay_logistics.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/romans/decay_logistics.json b/binaries/data/mods/public/simulation/data/technologies/romans/decay_logistics.json
    index 06ca4da19..2a612b23e 100644
    a b  
    33    "description": "The Romans were masters of the logistics of warfare.",
    44    "cost": {"food": 0, "wood": 100, "stone": 100, "metal": 0},
    55    "requirements": {"all": [{"tech": "phase_city"}, {"civ": "rome"}]},
    6     "requirementsTooltip": "Unlocked in City Phase.",
    76    "icon": "handcart_empty.png",
    87    "researchTime": 40,
    98    "tooltip": "Entrenched Camps and Siege Walls decay 50% slower.",
  • binaries/data/mods/public/simulation/data/technologies/romans/vision_sibylline.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/romans/vision_sibylline.json b/binaries/data/mods/public/simulation/data/technologies/romans/vision_sibylline.json
    index 3023fe7dc..f1892e93f 100644
    a b  
    44    "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.",
    55    "cost": {"food": 0, "wood": 0, "stone": 0, "metal": 250},
    66    "requirements": {"all": [{"tech": "phase_city"}, {"civ": "rome"}]},
    7     "requirementsTooltip": "Unlocked in City Phase.",
    87    "icon": "sibylline_books.png",
    98    "researchTime": 40,
    109    "tooltip": "+25% Vision range for all units.",
  • binaries/data/mods/public/simulation/data/technologies/siege_armor.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/siege_armor.json b/binaries/data/mods/public/simulation/data/technologies/siege_armor.json
    index 712550f27..8f36c9a86 100644
    a b  
    33    "description": "Increased armor on siege weapons",
    44    "cost": { "food": 0, "wood": 500, "stone": 0, "metal": 250 },
    55    "requirements": { "all": [{ "tech": "phase_city" }, { "notciv": "maur" }] },
    6     "requirementsTooltip": "Unlocked in City Phase.",
    76    "icon": "armor_plates_gold.png",
    87    "researchTime": 40,
    98    "tooltip": "All Siege weapons +2 Hack armor levels.",
  • binaries/data/mods/public/simulation/data/technologies/siege_attack.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/siege_attack.json b/binaries/data/mods/public/simulation/data/technologies/siege_attack.json
    index df628b44f..b7ed52242 100644
    a b  
    33    "description": "Advanced technologies improve siege efficiency",
    44    "cost": { "food": 0, "wood": 1000, "stone": 0, "metal": 500 },
    55    "requirements": { "all": [{ "tech": "phase_city" }, { "notciv": "maur" }] },
    6     "requirementsTooltip": "Unlocked in City Phase.",
    76    "icon": "siege_ram.png",
    87    "researchTime": 40,
    98    "tooltip": "All siege weapons +25% Crush damage.",
  • binaries/data/mods/public/simulation/data/technologies/siege_bolt_accuracy.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/siege_bolt_accuracy.json b/binaries/data/mods/public/simulation/data/technologies/siege_bolt_accuracy.json
    index 134223281..adf763fd7 100644
    a b  
    1313            { "notciv": "sele" }
    1414        ]
    1515    },
    16     "requirementsTooltip": "Unlocked in City Phase.",
    1716    "icon": "accuracy_bolt.png",
    1817    "researchTime": 40,
    1918    "tooltip": "Bolt shooter accuracy increased 25%.",
  • binaries/data/mods/public/simulation/data/technologies/siege_cost_metal.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/siege_cost_metal.json b/binaries/data/mods/public/simulation/data/technologies/siege_cost_metal.json
    index ccecbf117..3be8c172a 100644
    a b  
    33    "description": "Siege weapons require less metal resource",
    44    "cost": { "food": 500, "wood": 500, "stone": 250, "metal": 0 },
    55    "requirements": { "all": [{ "tech": "phase_city" }, { "notciv": "maur" }] },
    6     "requirementsTooltip": "Unlocked in City Phase.",
    76    "icon": "metalworker.png",
    87    "researchTime": 40,
    98    "tooltip": "Siege weapons cost 20% less metal",
  • binaries/data/mods/public/simulation/data/technologies/siege_cost_wood.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/siege_cost_wood.json b/binaries/data/mods/public/simulation/data/technologies/siege_cost_wood.json
    index 8bb1a9779..eb87c7346 100644
    a b  
    33    "description": "Siege weapons cost less wood",
    44    "cost": { "food": 500, "wood": 0, "stone": 250, "metal": 500 },
    55    "requirements": { "all": [{ "tech": "phase_city" }, { "notciv": "maur" }] },
    6     "requirementsTooltip": "Unlocked in City Phase.",
    76    "icon": "anvil.png",
    87    "researchTime": 40,
    98    "tooltip": "Siege weapons cost 20% less wood",
  • binaries/data/mods/public/simulation/data/technologies/siege_packing.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/siege_packing.json b/binaries/data/mods/public/simulation/data/technologies/siege_packing.json
    index 5016895cd..6a069dac3 100644
    a b  
    33    "description": "Immobile siege weapons are assembled and disassembled faster",
    44    "cost": {"food": 200, "wood": 0, "stone": 0, "metal": 100},
    55    "requirements": {"tech": "phase_city"},
    6     "requirementsTooltip": "Unlocked in City Phase.",
    76    "icon": "military_engineers.png",
    87    "researchTime": 40,
    98    "tooltip": "-25% pack and unpack time for immobile siege weapons.",
  • binaries/data/mods/public/simulation/data/technologies/speed_cavalry_01.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/speed_cavalry_01.json b/binaries/data/mods/public/simulation/data/technologies/speed_cavalry_01.json
    index 1d24cf05b..f8abb51de 100644
    a b  
    33    "description": "Breed the fastest horses.",
    44    "cost": {"food": 500, "wood": 500, "stone": 0, "metal": 150},
    55    "requirements": {"tech": "phase_town"},
    6     "requirementsTooltip": "Unlocked in Town Phase.",
    76    "icon": "nisean_war_horses.png",
    87    "researchTime": 40,
    98    "tooltip": "+10% cavalry walk speed.",
  • binaries/data/mods/public/simulation/data/technologies/speed_cavalry_02.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/speed_cavalry_02.json b/binaries/data/mods/public/simulation/data/technologies/speed_cavalry_02.json
    index ea9c2aed3..f8cc57d2a 100644
    a b  
    44    "cost": {"food": 500, "wood": 500, "stone": 0, "metal": 150},
    55    "supersedes": "speed_cavalry_01",
    66    "requirements": {"tech": "phase_city"},
    7     "requirementsTooltip": "Unlocked in City Phase.",
    87    "icon": "nisean_war_horses.png",
    98    "researchTime": 40,
    109    "tooltip": "+10% cavalry walk speed.",
  • binaries/data/mods/public/simulation/data/technologies/successors/special_hellenistic_metropolis.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/successors/special_hellenistic_metropolis.json b/binaries/data/mods/public/simulation/data/technologies/successors/special_hellenistic_metropolis.json
    index b2cabd7e4..825b4feca 100644
    a b  
    33    "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.",
    44    "cost": {"food": 0, "wood": 0, "stone": 500, "metal": 500},
    55    "requirements": {"all": [{"tech": "phase_city"}, {"any":[{"civ": "mace"}, {"civ": "ptol"}, {"civ": "sele"}]}]},
    6     "requirementsTooltip": "Unlocked in City Phase.",
    76    "icon": "statue_face_stone.png",
    87    "researchTime": 60,
    98    "tooltip": "Civic centers +100% health and capture points, double default arrows.",
  • binaries/data/mods/public/simulation/data/technologies/successors/special_parade_of_daphne.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/successors/special_parade_of_daphne.json b/binaries/data/mods/public/simulation/data/technologies/successors/special_parade_of_daphne.json
    index 6a0021144..be58b262e 100644
    a b  
    33    "description": "Significantly increase training speed of champions and siege weapons at the fortress by training them in large batches or battalions.",
    44    "cost": {"food": 500, "wood": 0, "stone": 0, "metal": 500},
    55    "requirements": {"all": [{"tech": "phase_city"}, {"civ": "sele"}]},
    6     "requirementsTooltip": "Unlocked in City Phase.",
    76    "icon": "parade_of_daphne.png",
    87    "researchTime": 60,
    98    "tooltip": "Faster batch training speed for the Fortress.",
  • binaries/data/mods/public/simulation/data/technologies/successors/special_war_horses.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/successors/special_war_horses.json b/binaries/data/mods/public/simulation/data/technologies/successors/special_war_horses.json
    index 90546e190..9d925ffd8 100644
    a b  
    66    "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.",
    77    "cost": {"food": 200, "wood": 0, "stone": 0, "metal": 200},
    88    "requirements": {"all": [{"tech": "phase_city"}, {"any": [{"civ": "sele"}, {"civ": "pers"}]}]},
    9     "requirementsTooltip": "Unlocked in City Phase.",
    109    "icon": "nisean_war_horses.png",
    1110    "researchTime": 60,
    1211    "tooltip": "All cavalry +20% health.",
  • binaries/data/mods/public/simulation/data/technologies/successors/unlock_reform_army.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/successors/unlock_reform_army.json b/binaries/data/mods/public/simulation/data/technologies/successors/unlock_reform_army.json
    index 65ac606ff..631a51f99 100644
    a b  
    44    "description": "The reform army of the Seleucids.",
    55    "cost": {"food": 0, "wood": 0, "stone": 0, "metal": 0},
    66    "requirements": {"all": [{"tech": "phase_city"}, {"civ": "sele"}]},
    7     "requirementsTooltip": "Unlocked in City Phase.",
    87    "icon": "helmet_corinthian_crest.png",
    98    "researchTime": 0,
    109    "tooltip": "Unlock the Romanized Heavy Swordsman and Seleucid Cataphract.",
  • binaries/data/mods/public/simulation/data/technologies/successors/unlock_traditional_army.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/successors/unlock_traditional_army.json b/binaries/data/mods/public/simulation/data/technologies/successors/unlock_traditional_army.json
    index 1e7b8a63c..4ff5a5c36 100644
    a b  
    44    "description": "The traditional army of the Seleucids.",
    55    "cost": {"food": 0, "wood": 0, "stone": 0, "metal": 0},
    66    "requirements": {"all": [{"tech": "phase_city"}, {"civ": "sele"}]},
    7     "requirementsTooltip": "Unlocked in City Phase.",
    87    "icon": "helmet_corinthian_crest.png",
    98    "researchTime": 0,
    109    "tooltip": "Unlock the Silver Shield Pikeman and Scythed Chariot.",
  • binaries/data/mods/public/simulation/data/technologies/successors/upgrade_mace_silvershields.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/successors/upgrade_mace_silvershields.json b/binaries/data/mods/public/simulation/data/technologies/successors/upgrade_mace_silvershields.json
    index 29590cab3..329d28e52 100644
    a b  
    33    "description": "The Silver Shields, or Argyraspidai, were the elite heavy infantry arm of the Macedonian army.",
    44    "cost": {"food": 0, "wood": 0, "stone": 0, "metal": 1000},
    55    "requirements": {"all": [{"tech": "phase_city"}, {"civ": "mace"}]},
    6     "requirementsTooltip": "Unlocked in City Phase.",
    76    "icon": "shields_generic_silver.png",
    87    "researchTime": 40,
    98    "tooltip": "Upgrade Shield Bearer Champion Infantry to Silver Shields, with greater health and armor.",
  • binaries/data/mods/public/simulation/data/technologies/trade_commercial_treaty.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/trade_commercial_treaty.json b/binaries/data/mods/public/simulation/data/technologies/trade_commercial_treaty.json
    index 3239592e4..a700f06e6 100644
    a b  
    33    "description": "Improve the international trading profit.",
    44    "cost": { "food": 0, "wood": 0, "stone": 0, "metal": 100 },
    55    "requirements": { "tech": "phase_town" },
    6     "requirementsTooltip": "Unlocked in Town Phase.",
    76    "icon": "sibylline_books.png",
    87    "researchTime": 40,
    98    "tooltip": "Market +10% International Bonus.",
  • binaries/data/mods/public/simulation/data/technologies/trade_convoys_armor.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/trade_convoys_armor.json b/binaries/data/mods/public/simulation/data/technologies/trade_convoys_armor.json
    index 658438ba3..b7620a0ff 100644
    a b  
    33    "description": "Increases defensive capability of traders.",
    44    "cost": {"food": 0, "wood": 0, "stone": 0, "metal": 200},
    55    "requirements": {"tech": "phase_city"},
    6     "requirementsTooltip": "Unlocked in City Phase.",
    76    "supersedes": "trade_convoys_speed",
    87    "icon": "wheel.png",
    98    "researchTime": 40,
  • binaries/data/mods/public/simulation/data/technologies/trade_convoys_speed.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/trade_convoys_speed.json b/binaries/data/mods/public/simulation/data/technologies/trade_convoys_speed.json
    index c5c3d6f8d..1691230a6 100644
    a b  
    33    "description": "Increases movement rate of traders, which in turn increases trade income.",
    44    "cost": {"food": 0, "wood": 0, "stone": 0, "metal": 200},
    55    "requirements": {"tech": "phase_town"},
    6     "requirementsTooltip": "Unlocked in Town Phase.",
    76    "icon": "wheel.png",
    87    "researchTime": 40,
    98    "tooltip": "Traders +25% Walk Speed, which quickly increases trade income.",
  • binaries/data/mods/public/simulation/data/technologies/trade_gain_01.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/trade_gain_01.json b/binaries/data/mods/public/simulation/data/technologies/trade_gain_01.json
    index 385aa2fc1..f53c28082 100644
    a b  
    33    "description": "The progress in handicraft improves the trading profit.",
    44    "cost": {"food": 0, "wood": 150, "stone": 0, "metal": 150},
    55    "requirements": {"tech": "phase_town"},
    6     "requirementsTooltip": "Unlocked in Town Phase.",
    76    "icon": "metal_pot.png",
    87    "researchTime": 40,
    98    "tooltip": "Traders +10% gain.",
  • binaries/data/mods/public/simulation/data/technologies/trade_gain_02.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/trade_gain_02.json b/binaries/data/mods/public/simulation/data/technologies/trade_gain_02.json
    index d044a4cbe..ece9ff6b4 100644
    a b  
    33    "description": "The progress in handicraft improves the trading profit.",
    44    "cost": {"food": 0, "wood": 300, "stone": 0, "metal": 300},
    55    "requirements": {"tech": "phase_city"},
    6     "requirementsTooltip": "Unlocked in City Phase.",
    76    "supersedes": "trade_gain_01",
    87    "icon": "metal_pot.png",
    98    "researchTime": 40,
  • binaries/data/mods/public/simulation/data/technologies/training_conscription.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/training_conscription.json b/binaries/data/mods/public/simulation/data/technologies/training_conscription.json
    index 3528083ae..63e0c5d1e 100644
    a b  
    33    "description": "Significantly increase training speed of soldiers at the barracks by training them in large batches or battalions.",
    44    "cost": { "food": 500, "wood": 0, "stone": 0, "metal": 0 },
    55    "requirements": { "all": [{ "tech": "phase_city" }, { "notciv": "pers" }] },
    6     "requirementsTooltip": "Unlocked in City Phase.",
    76    "icon": "fist_spear.png",
    87    "researchTime": 40,
    98    "tooltip": "Faster batch training speed for the Barracks.",
  • binaries/data/mods/public/simulation/data/technologies/training_levy_cavalry.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/training_levy_cavalry.json b/binaries/data/mods/public/simulation/data/technologies/training_levy_cavalry.json
    index 75761d702..be484138e 100644
    a b  
    44    "description": "Calling up cavalry levies in time of war helps bolster the ranks of a king's army.",
    55    "cost": {"food": 100, "wood": 0, "stone": 0, "metal": 0},
    66    "requirements": {"tech": "phase_town"},
    7     "requirementsTooltip": "Unlocked in Town Phase.",
    87    "icon": "horse_trainer.png",
    98    "researchTime": 40,
    109    "tooltip": "All cavalry -20% train time, but also -10 health. Unlocks Conscription.",
  • binaries/data/mods/public/simulation/data/technologies/training_levy_infantry.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/training_levy_infantry.json b/binaries/data/mods/public/simulation/data/technologies/training_levy_infantry.json
    index 5c6d66e6b..ba93909b9 100644
    a b  
    44    "description": "Calling up infantry levies in time of war helps bolster the ranks of a king's army.",
    55    "cost": {"food": 100, "wood": 0, "stone": 0, "metal": 0},
    66    "requirements": {"tech": "phase_town"},
    7     "requirementsTooltip": "Unlocked in Town Phase.",
    87    "icon": "clenched_fist.png",
    98    "researchTime": 40,
    109    "tooltip": "All infantry -10% train time, but also -5 health. Unlocks Conscription.",
  • binaries/data/mods/public/simulation/data/technologies/training_naval_architects.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/training_naval_architects.json b/binaries/data/mods/public/simulation/data/technologies/training_naval_architects.json
    index aa9e93481..f7a846940 100644
    a b  
    33    "description": "Significantly increase build speed of batches of ships at the Dock.",
    44    "cost": { "food": 200, "wood": 200, "stone": 0, "metal": 0 },
    55    "requirements": { "all": [{ "tech": "phase_city" }, { "notciv": "cart" }] },
    6     "requirementsTooltip": "Unlocked in City Phase.",
    76    "icon": "calipers.png",
    87    "researchTime": 40,
    98    "tooltip": "Docks increased batch construction speed bonus.",
  • binaries/data/mods/public/simulation/data/technologies/unlock_champion_units.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/unlock_champion_units.json b/binaries/data/mods/public/simulation/data/technologies/unlock_champion_units.json
    index ca97ebab6..004197dd6 100644
    a b  
    99    "description": "Guard units (Champions) are professionals who wield the best weapons and have the best training.",
    1010    "cost": { "food": 0, "wood": 0, "stone": 0, "metal": 1000 },
    1111    "requirements": { "all": [{ "tech": "phase_city" }, { "any": [{ "civ": "brit"}, { "civ": "gaul"}, { "civ": "iber"}, { "civ": "mace"}, { "civ": "maur" }, { "civ": "rome" }] }] },
    12     "requirementsTooltip": "Unlocked in City Phase.",
    1312    "icon": "helmet_corinthian_crest.png",
    1413    "researchTime": 90,
    1514    "tooltip": "Unlock the ability to train Champions at the barracks.",
  • binaries/data/mods/public/simulation/data/technologies/unlock_shared_dropsites.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/unlock_shared_dropsites.json b/binaries/data/mods/public/simulation/data/technologies/unlock_shared_dropsites.json
    index d6007e5ff..d0e6bcb3b 100644
    a b  
    33    "description": "The extension of trade leads to the permanent establishment of storekeepers and their families in foreign countries, allowing them to exploit the wealth of these countries.",
    44    "cost": { "food": 200, "wood": 200, "stone": 100, "metal": 100 },
    55    "requirements": { "entity": { "class": "Trader", "number": 3 } },
    6     "requirementsTooltip": "Requires 3 Traders",
    76    "supersedes": "unlock_shared_los",
    87    "icon": "diaspora.png",
    98    "researchTime": 40,
  • binaries/data/mods/public/simulation/data/technologies/upgrade_rank_advanced_cavalry.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/upgrade_rank_advanced_cavalry.json b/binaries/data/mods/public/simulation/data/technologies/upgrade_rank_advanced_cavalry.json
    index e20ba6894..f4bd784f2 100644
    a b  
    33    "description": "Promote all of your citizen-soldier cavalrymen to Advanced rank.",
    44    "cost": {"food": 400, "wood": 100, "stone": 0, "metal": 0},
    55    "requirements": {"tech": "phase_town"},
    6     "requirementsTooltip": "Unlocked in Town Phase.",
    76    "icon": "upgrade_advanced.png",
    87    "researchTime": 40,
    98    "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.",
  • binaries/data/mods/public/simulation/data/technologies/upgrade_rank_advanced_infantry.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/upgrade_rank_advanced_infantry.json b/binaries/data/mods/public/simulation/data/technologies/upgrade_rank_advanced_infantry.json
    index e2afeecf4..059274a9b 100644
    a b  
    88    "description": "Upgrade all of your citizen-soldier infantrymen to Advanced rank.",
    99    "cost": {"food": 200, "wood": 300, "stone": 0, "metal": 0},
    1010    "requirements": {"tech": "phase_town"},
    11     "requirementsTooltip": "Unlocked in Town Phase.",
    1211    "icon": "upgrade_advanced.png",
    1312    "researchTime": 40,
    1413    "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.",
  • binaries/data/mods/public/simulation/data/technologies/upgrade_rank_elite_cavalry.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/upgrade_rank_elite_cavalry.json b/binaries/data/mods/public/simulation/data/technologies/upgrade_rank_elite_cavalry.json
    index 1bd51bdf2..4b043e88a 100644
    a b  
    33    "description": "Promote all of your citizen-soldier cavalrymen to Advanced rank.",
    44    "cost": {"food": 600, "wood": 0, "stone": 0, "metal": 400},
    55    "requirements": {"tech": "phase_city"},
    6     "requirementsTooltip": "Unlocked in City Phase.",
    76    "icon": "upgrade_elite.png",
    87    "researchTime": 40,
    98    "supersedes": "upgrade_rank_advanced_cavalry",
  • binaries/data/mods/public/simulation/data/technologies/upgrade_rank_elite_infantry.json

    diff --git a/binaries/data/mods/public/simulation/data/technologies/upgrade_rank_elite_infantry.json b/binaries/data/mods/public/simulation/data/technologies/upgrade_rank_elite_infantry.json
    index ab8b873ae..b0718e22d 100644
    a b  
    88    "description": "Upgrade all of your citizen-soldier infantrymen to Elite rank.",
    99    "cost": {"food": 500, "wood": 0, "stone": 0, "metal": 500},
    1010    "requirements": {"tech": "phase_city"},
    11     "requirementsTooltip": "Unlocked in City Phase.",
    1211    "icon": "upgrade_elite.png",
    1312    "researchTime": 40,
    1413    "supersedes": "upgrade_rank_advanced_infantry",