Digest Snapshot
Test-Chile · claude-sonnet-4-6 · generated 2026-08-16 09:28
game
{
"name": "Test-Chile",
"map_size": "WORLDSIZE_TINY",
"map_width": 46,
"max_turns": 330,
"start_era": "ERA_ANCIENT",
"game_speed": "GAMESPEED_QUICK",
"map_script": "Assets\\Maps\\Lekmap v5.2\\LekmapPangaeaFractalv5.2.lua",
"map_width_estimated": true
}
lekmod
{
"beliefs": {
"BELIEF_WALLS": "- **Goddess of Protection** (`BELIEF_WALLS`): +1 Faith and Culture from Walls; +50% City Bombardment strength",
"BELIEF_DAWAHH": "- **Dawah:** +3 Culture and +4 faith from the Palace",
"BELIEF_SALATT": "- **Salat:** +4 Production from the Palace",
"BELIEF_ZAKATT": "- **Zakat:** +8 Gold from the Palace",
"BELIEF_GOD_SEA": "- **God of the Sea** (`BELIEF_GOD_SEA`): +1 Faith and Culture from Fish, Whales, Crabs, Pearls, Coral, and Atolls",
"BELIEF_GOD_KING": "- **God-King** (`BELIEF_GOD_KING`): +1 Food, Production, Science, Gold, Culture, Faith, and Happiness in the Palace",
"BELIEF_MITHRAEA": "- **Mithraea:** +1% Gold in the City for every follower of this Religion; maximum of +20%. (this bonus is Local and may provide benefits to rival Civilizations)",
"BELIEF_DISCIPLEZ": "- **Disciples:** +2 Gold and Culture from Great Person tile improvements",
"BELIEF_SYNAGOGUES": "- **Synagogues (Building):** +2 Faith, +1 Production and Culture; +15% Production towards the construction of Buildings; costs 130 Faith",
"BELIEF_PEACE_GARDENZ": "- **Peace Gardens:** +1 Production and +2 Gold from Water Mills; +1 Local Happiness from Gardens",
"BELIEF_REFINED_CRAFTS": "- **Followers of the Refined Crafts:** +1 Culture, +2 Gold and Faith from Mints, Gem Cutters, Breweries, Groceries, Censer Makers and Textile Mills",
"BELIEF_APOSTOLIC_PALACE": "- **Apostolic Palace** (`BELIEF_APOSTOLIC_PALACE`): +5 Food, Production, Science, Gold, Culture and Faith from the Grand Temple",
"BELIEF_DIVINE_JUDGEMENT": "- **Divine Judgement** (`BELIEF_DIVINE_JUDGEMENT`): +2 Faith from Barracks, Courthouses; +3 Happiness from the Palace",
"BELIEF_LITURGICAL_DRAMA": "- **Liturgical Drama:** +2 Faith, +1 Gold and +1 Culture from Amphitheaters and Opera Houses",
"BELIEF_DEVOUT_PERFORMERS": "- **Devout Performers:** +1 Culture from Colosseums, +1 Culture from Circuses, +5 Local Happiness and +4 Culture from the Circus Maximus",
"BELIEF_UNITY_OF_PROPHETS": "- **Unity of the Prophets:** +4 Faith and +2 Production from Holy Sites; rival Inquisitors and Prophets reduce this Religion’s presence by 50% (instead of eliminating it)",
"BELIEF_RELIGIOUS_COMMUNITY": "- **Religious Community:** +1% Production for every follower of this Religion in the City; maximum of +10%"
},
"version": "34.15",
"policies": {
"POLICY_LEGALISM": "- **Legalism** (`POLICY_LEGALISM`): Free Culture Building in your first 4 cities. 2 culture from National Wonders (excluding Palace)",
"POLICY_MONARCHY": "- **Monarchy** (`POLICY_MONARCHY`): +1 gold, -1 unhappiness for every 2 population in your capital",
"POLICY_REPUBLIC": "- **Republic** (`POLICY_REPUBLIC`): +1 Production in each city. +5% Production towards buildings",
"POLICY_OLIGARCHY": "- **Oligarchy** (`POLICY_OLIGARCHY`): Garrisoned Units are maintenance free. +50% City Bombardment Strength in cities with a garrison",
"POLICY_THEOCRACY": "- **Theocracy** (`POLICY_THEOCRACY`): +33% gold from the Grand Temple. Holy Sites provide +3 gold. +1 gold from each Shrine and Temple",
"POLICY_DISCIPLINE": "- **Discipline** (`POLICY_DISCIPLINE`): +100% Production towards Heroic Epic and it provides +4 Food, happiness, culture, production and gold. +50% XP for all non-air units.",
"POLICY_ARISTOCRACY": "- **Aristocracy** (`POLICY_ARISTOCRACY`): +15% Production towards Wonders +1 Happiness for every 10 population in a city",
"POLICY_CITIZENSHIP": "- **Citizenship** (`POLICY_CITIZENSHIP`): A free Worker appears near the capital. +25% tile improvement rate",
"POLICY_MERITOCRACY": "- **Meritocracy** (`POLICY_MERITOCRACY`): +1 happiness and +15% gold from city connections. -5% unhappiness from citizens in unoccupied cities",
"POLICY_REFORMATION": "- **Reformation** (`POLICY_REFORMATION`): Gain a Reformation Belief. +15% Border Growth",
"POLICY_SOVEREIGNTY": "- **Sovereignty** (`POLICY_SOVEREIGNTY`): +1 gold from Science buildings",
"POLICY_LANDED_ELITE": "- **Landed Elite** (`POLICY_LANDED_ELITE`): +2 food, +15% growth in the capital",
"POLICY_WARRIOR_CODE": "- **Warrior Code** (`POLICY_WARRIOR_CODE`): 2 free Warriors appear near the capital. 4 units are maintenance free. On kill, gain gold (= strength of killed unit, max. 30)",
"POLICY_FREE_RELIGION": "- **Religious Tolerance** (`POLICY_FREE_RELIGION`): Cities also gain the pantheon of the second most popular religion. +2 science from each Temple. +25% science from Grand Temple",
"POLICY_MERCHANT_NAVY": "- **Colonialism** (`POLICY_MERCHANT_NAVY`): Newly settled Cities start with a free Worker, 6 extra tiles, 2 extra Population, and +2 Local Happiness",
"POLICY_ECONOMIC_UNION": "- **Economic Union:** All cities gain +5% gold for each Trade Route your civilization has with a City State. + 2 Trade Routes.",
"POLICY_REPRESENTATION": "- **Representation** (`POLICY_REPRESENTATION`): Enters a Golden Age. Each city you found increases the new policy cost by 33% less. +1 Gold from Monuments.",
"POLICY_VOLUNTEER_ARMY": "- **Volunteer Army:** 3 units are maintenance-free. Receive 3 Foreign Legion units immediately. All Melee and Gunpowder units receive the Morale promotion (+15% Combat Bonus) for free.",
"POLICY_COLLECTIVE_RULE": "- **Collective Rule** (`POLICY_COLLECTIVE_RULE`): A free Settler appears near the capital. +50% Production towards Settlers in the capital.",
"POLICY_NAVAL_TRADITION": "- **Naval Tradition** (`POLICY_NAVAL_TRADITION`): +1 happiness and culture from each Lighthouse, Harbor and Seaport",
"POLICY_MANDATE_OF_HEAVEN": "- **Mandate of Heaven** (`POLICY_MANDATE_OF_HEAVEN`): +1 faith in the capital. +1 happiness from each Temple. Religious Buildings and Units cost 20% less faith",
"POLICY_ORGANIZED_RELIGION": "- **Organized Religion** (`POLICY_ORGANIZED_RELIGION`): +1 faith, +1 culture from each Shrine and Temple",
"POLICY_MARITIME_INFRASTRUCTURE": "- **Maritime Infrastructure** (`POLICY_MARITIME_INFRASTRUCTURE`): +2 prod in every city. +50% prod towards Lighthouses, Harbors and Seaports"
},
"civilizations": {
"Chile": "## Chile (Bernardo O’ Higgens)\n- **Ability — By Reason or By Force:** Claim all surrounding neutral tiles upon the completion of Fishing Boat or Drydock improvements. Receive a free Great Admiral at Compass. Friendly Melee & Gunpowder Units inflict a -25% Combat Penalty to adjacent enemy Naval Units; Melee Naval Units inflict this penalty to adjacent enemy Land Units. (Embarked Units do not apply these penalties.)\n- **Building — Cooperative:** Replaces the Factory. In addition to the typical perks, provides +2 Happiness and houses an additional Engineer Specialist. Does not require Gold maintenance. Ideologies are unlocked for Chile after the completion of only 1 Cooperative (compared to 3 Factories).\n- **Unit — Cardoen:** Replaces the Helicopter Gunship. Stronger. In addition to the typical bonuses, the Cardoen is capable of attacking and capturing Cities, has 2 additional movement, and receives a +100% Combat Bonus defending against ranged attacks.\n- **Bias:** Coast",
"Bolivia": "## Bolivia (Tata Belzu)\n- **Ability — Revolución Nacional:** Expending a Great Artist improves the yield of Mines with +1 Production and expending a Great Writer improves them with +1 Food instead. (When one yield has already been chosen, choosing the opposite will swap them instead of stacking. This ability cannot be triggered by unique Artist or Writer replacements.)\n- **Great Person — Comparsa Folklorica:** Replaces the Great Musician. Moves further and may be consumed to spread Tourism, begin a Golden Age, or gain a large amount of Culture.\n- **Unit — Colorado:** Replaces the Anti-Tank Rifle. 40 Strength. Available at Dynamite. Only receives a +100% Bonus vs. Armored Units, but gains +2 Strength for every 5 points of excess Happiness in the empire. (Rounds up. Updates when a unit is moved or when a new turn begins.) Loses ability on upgrade.\n- **Bias:** Hill",
"Vietnam": "## Vietnam (Hai Ba Trung)\n- **Ability — Tam Giaiào:** +2 Food, +1 Production from Marsh. +1 Faith from Jungle. Units receive double Movement through Marsh and Jungle tiles and receive a Combat Bonus in Marshes (+30%) and Jungles (+15%).\n- **Unit — Viet Cong:** Replaces Infantry. Moves further. When initiating combat, performs a bonus Ranged Attack prior to Melee combat. Gains a +25% Combat Bonus against Gunpowder units. Cheaper to construct. Loses abilities on upgrade.\n- **Building — Vo Khi:** Replaces the Armory, available at Metal Casting (instead of Steel). In addition to the typical perks, provides +1 Food, +1 Culture and \n+1 Production from Marsh tiles and +1 Culture from Jungle tiles. Doesn’t require Barracks to construct.\n- **Bias:** Jungle, Wetlands (Marsh and Floodplains), Avoid desert",
"Iroquois": "## Iroquois (Hiawatha)\n- **Ability — The Great Warpath:** Units move through Forests and Jungles in friendly territory as if they were Roads. Forests and Jungles can be used to establish a City Connection upon the discovery of the Wheel, and extend the range of friendly Caravans like Roads.\n- **Building — Longhouse:** Replaces the Workshop. In addition to the typical perks, the Longhouse provides +1 Production to all worked Forest and Jungle tiles in the City. Significantly cheaper to construct. The Longhouse now retains the +10% Production bonus of the Workshop. Provides +1 Production to Hardwood resources in the City.\n- **Unit — Mohawk Warrior:** Replaces Swordsmen. 15 Strength. Receives a +33% Combat Bonus fighting in Forests and Jungles. Does not require Iron. Keeps the ability on upgrade.\n- **Bias:** Forest"
},
"general_rules": "# LEKMOD general changes (34.15)\n\nChanges to world wonders, units, combat, promotions, buildings, national\nwonders, great people, tile yields, improvements, natural wonders,\ncity-states, diplomacy, the World Congress and technologies, relative to\nthe base game (Brave New World). Production costs are for Quick speed.\n\n## World Wonders\n\nChanges in BLUE are additional effects, changes and buffs.\n\nChanges in RED are removed effects and nerfs.\n\nAll Wonders that do not appear here are unchanged.\n\nProduction costs are for quick speed.\n\n### Ancient Era\n\n- **Temple of Artemis:** +1 Culture, +1 Faith from Camps worked by the City, and 15% excess Food. +15% Production and +15 XP when building Archery and Mounted ranged units. No longer provides +10% Food or an Engineer Point.\n- **Stonehenge:** +6 Faith, +1 Culture, +1 Great Engineer Point. Culture and Gold costs of acquiring new tiles reduced by 20% in every city.\n- **Statue of Zeus:** Requires Honor. +3 Production, +3 Gold, +3 culture and +1 Great Engineer Point. All units gain +15% combat strength when attacking cities. +10% Production towards all combat units in the city.\n\n### Classical Era\n\n- **Great Lighthouse:** +1 Culture, +1 Great Merchant Point. All military naval units receive +1 movement and +1 sight. Provides +1 Gold from all water tiles in the city and a free Lighthouse in the city in which it is built. Also spawns a free Quinquereme. The city must be built on the coast.\n- **Hanging Gardens:** +1 Culture, +6 Food, +1 Great Engineer Point. Requires Tradition. Provides a free Garden in the city in which it is built.\n- **Great Mosque of Djenne:** +3 Happiness, +3 Culture, +6 Faith, +1 Great Engineer Point. All missionaries born in this city can spread religion three times. Requires Piety. No longer provides a free Mosque and is now available at Philosophy instead of Theology.\n- **Great Wall:** +1 Culture, +1 Great Engineer Point. Provides a Watch Tower (+7 Defense, +50 HP) for free in all cities. Also provides Walls for free in the city in which it is built. Old movement inhibiting effect removed (so it never goes obsolete).\n- **Oracle:** Base culture reduced to 1.\n\n### Medieval Era\n\n- **Borobudur:** +5 Faith, +1 Great Engineer Point. Receive 3 free Missionaries. Provides a free Garden in this city.\n- **Restored World Wonder - Huey Teocalli:** +4 Faith, +1 Great Engineer Point. +2 Food and +2 Culture from Lake tiles worked in this City. City must be next to a Lake. Costs 201 Production, available at Civil Service.\n- **New World Wonder - Althing:** +1 Culture, +1 Great Scientist Point. +1 Production, +1 Culture from all tundra tiles worked by this city. City must be built on or next to tundra. Costs 201 Production, available at Metal Casting.\n- **Angkor Wat:** +5 Science, +5 Culture, +1 Great Scientist Point. Provides a free University in the city in which it is built. No longer provides +25% border growth in all cities.\n- **Notre Dame:** +10 Happiness, +4 Faith, +1 Great Artist Point. No longer provides a Great Merchant Point.\n- **New World Wonder - Tower of Belem:** Yields +4 Golden Age Points and +2 Culture. +2 Golden Age Points from Cities settled on a different landmass. +1 Production and +1 Gold from Cities settled on the same landmass. Costs 201 Production and is available at Compass. Requires Exploration.\n\n### Renaissance Era\n\n- **Leaning Tower of Pisa:** +1 Culture. +20% generation of Great People in all Cities. No longer provides a free Great Person.\n- **Globe Theatre:** +2 Culture, +1 Great Writer Point. A free Great Writer appears near the City where the Wonder was built. Contains 2 slots for Great Works of Writing.\n- **Porcelain Tower:** +1 Culture, +2 Great Scientist points. Requires Rationalism. +3 Science and +3 Culture on all Luxury resource tiles worked by the city. No longer provides a free Great Scientist nor any Research Agreement bonus.\n- **Red Fort:** +4 Happiness, +8 Culture, +12 Defense, +1 Great Scientist Point, +4 Tourism at Flight. Defensive Buildings in all Cities are 25% more effective.\n- **Louvre:** No longer locked by the Exploration Policy Tree. No longer provides a great artist, but comes with 2 free Great Works of Art pre-filled from the same Era the player is in upon finishing the wonder.\n- **New World Wonder - Arsenal of Venice:** +3 Culture, +5 Defense, +25 city HP, +2 Great Engineer points. Naval Units cost 33% more Production. Produces 1 extra copy of every Naval Unit built in the city using Production. Must be built on the coast. Works on (melee) Naval Units, Ranged Naval Units Carriers and Submarines.\n\n### Industrial Era\n\n- **Big Ben:** +1 Culture, +4 Gold, +2 Great Merchant Points. Requires Commerce. Cost of Gold purchasing in all cities reduced by 12%.\n- **Neuschwanstein:** Moved to Rifling, cost adjusted accordingly.\n\n### Modern Era\n\n- **Eiffel Tower:** +5 Happiness, +1 Culture, +2 Great Merchant Points. Also provides +12 Tourism. Provides a free Broadcast Tower in the City in which the Wonder was built.\n- **Statue of Liberty:** +1 Culture. Requires Freedom. +6 Population and +6 Happiness in the City where it is built. 1 Free Social Policy. No longer provides Production for Specialists (Moved to Treaty Organization).\n- **Prora:** Removed Coastal Requirement.\n- **Restored World Wonder - Panama Canal:** +1 Culture, +3 Gold, +2 Great Merchant Points. +8 Gold from External Sea Trade Routes and +2 Gold, +2 Culture, and +1 Production From Canals in the City where it is built (DEFUNCT). Receive a Free Great Merchant. The city must be built on the coast.\n- **Cristo Redentor:** Policy cost reduction increased to 15%.\n\n### Atomic Era\n\n- **CN Tower:** No longer provides any Culture and now only provides a free Broadcast Tower in the city in which it is built. Now available at Radar.\n- **Sydney Opera House:** Removed coastal requirement.\n\n### Information Era\n\n- **Hubble Space Telescope:** +10 Science, +3 Great Scientist Points. Provides a free Recycling Center in the city in which it is built. +100% Production when building Spaceship Parts. No longer provides 2 free Great Scientists nor a free Spaceship Factory when built.\n\n## Military Units and Combat Changes\n\n### General\n\nAdditional units:\n\n- **Expeditionary Force:** Available at Biology, obsoleted by Penicillin. 40 Strength, 3 Movement, 180 Production (on Quick Speed). Possesses the Amphibious and Embarkation with Defense promotions. Gunpowder Unit, upgrades into Marine.\n\n- **Anti-Tank Rifle:** Available at Railroad, obsoleted by Combined Arms. 30 Strength, 2 Movement, 201 Production (on Quick Speed). 200% combat bonus vs. Armored Units. Gunpowder Unit, upgrades from Lancer & upgrades into Anti-Tank Gun.\n\n- **Heavy Cruiser:** Available at Lasers. 80 Strength, 8 Movement, 311 Production (on Quick Speed). Same promotions as a Destroyer. Naval Melee Unit, upgrades from Destroyer.\n\nSpoils of War: All civilizations now have the ability to gain tech from conquest identical to the old Assyrian UA (When a city is conquered, gain a free Technology already discovered by its owner. Gaining a city through a trade deal does not count, and it can only happen once per enemy city). Exception: This never triggers on cities that were originally City States, regardless of who currently owns the city.\n\nRecapturing Cities: When a player recaptures a city originally settled by that player or that player's teammates, there is no longer population loss or razed buildings.\n\nCounter-Blockades: When your naval unit is as close or closer to a tile that would normally be blockaded by an enemy unit, the tile is not blockaded. Note: The naval unit cannot be docked in a city, it must be in the water too.\n\nRemoved Unit Supply Limit. This means no Production penalty regardless of number of units.\n\nInterception damage is capped at 99, preventing one-shot from interception (you can still be killed by the unit you are attacking).\n\nCity Resistance - After being conquered, Cities will be in Resistance half as long (i.e. 1 turn per 2 pop instead of 1 turn per pop). The game speed is also taken into account when calculating total number of turns (ex: 67% on Quick). Resistance Timers are as follows, rounded down:\n\n- Quick Speed: 1 base turn + 1 additional turn per 3 Population\n- Normal Speed: 1 turn per 2 Population\n- Epic Speed: 1 turn per 1.33 Population (i.e. 3 turns per 4 pop)\n- Marathon Speed:1 turn per 0.67 Population (i.e. 3 turns per 2 pop)\n\nTrade Units: When war is manually declared by a player against another, if the defender has any trade routes to the attacker, those trade routes get canceled and returned to the city instead of destroyed.\n\n[Bug Fix]: Units with multiple attacks lose all remaining movement after the final attack. This is not true if the unit is specifically allowed to move after attacking (example: Naval Melee or Mounted units).\n\n[Bug Fix]: Units with more current movement than max movement (ex: 3/2 or 5/4) which perform an action that removes all remaining movement now correctly have all movement removed instead of being left with 1 movement.\n\nLate Game Unit Production Cost: Production costs for modern era units increased by ~10%, for atomic era units by ~20%, for info era units by ~30% and by 50% for Nuclear Missiles.\n\nTourism Influence: Upon reaching Exotic with a player that has adopted an Ideology, you will receive a combat bonus VS them. This bonus starts at 5% (Exotic) and scales linearly to 25% at Influential.\n\n### New and Changed Unit Classes\n\n- Siege Units - Catapult, Roman Ballista, Trebuchet, Korean Hwach'a, Burmese Akyat Cannon and Cannon now have the Indirect Fire promotion for free. (But not the Assyrian Siege tower 🙂)\n\n- Mounted Ranged - Chariot Archers, Hunnic Horse Archers, Indian War Elephants, Egyptian War Chariots, Mongolian Keshiks, and Arabian Camel Archers are all now considered Mounted Ranged Units. Additionally Hittite Heavy Chariot, Moorish Granadine Cavalry and Ukrainian Tachanka are also part of this unit class. This new unit class is treated exactly the same as Mounted Units for all purposes except that they receive the promotion lines of Ranged Units.\n\n- Naval Melee - All Naval Melee units can now move after attacking. Attacking a city with a Naval Melee unit consumes 3 movement points instead of just 1.\n\n- Paradropping units: Paratroopers & XCom Squads. These are identical to Gunpowder Units for all purposes except that Paradropping Units are no longer eligible to receive the Blitz promotion.\n\n- Armored Units - Landships, Tanks, Panzers (Germany), M-84 (Yugoslavia), Modern Armor, and Giant Death Robots now have +50% bonus vs Land units.\n\n- Helicopter Units - Can now move over water without embaking.\n\n### Changes to Individual Units\n\n- **New Unit: Airship:** Available at Electricity. 15 Strength, 4 Movement, 5 Sight, may not capture cities, ignores zone of control. Helicopter unit.\n\n- **Frigate:** Now 27 Ranged / 25 Defense STR (down from 28/25).\n\n- **Ship of the Line (England):** Now 32 Ranged / 27 Defense STR (down from 35/30).\n\n- **Landsknechts:** Now have 3 movement (up from 2). May no longer move immediately.\n\n- **Foreign Legions:** Now have 3 movement and get the Ambush Formation I promotion for free.\n\n- **Infantry:** Now requires Electronics (instead of Plastics).\n\n- **Marine:** Now has 80 Combat Strength (up from 65 Combat Strength).\n\n- **Anti Tank Guns:** Now has +200% vs Armored Units (up from +100%).\n\n- **Machine Gun:** Now gets the Logistics Promotion for free, Combat Strength reduced to 50 Ranged/50 Melee.\n\n- **Bazooka:** Now gets the Logistics Promotion for free, Combat Strength reduced to 80 Ranged/80 Melee.\n\n- **Helicopter Gunship:** Now has +200% vs Armored Units (up from +100%) and the ability to move after attacking (like mounted).\n\n- **Rocket Artillery:** No longer requires Aluminum.\n\n- **Submarine:** Can now move after attacking. May attack while inside a city.\n\n- **Giant Death Robot:** Combat Strength increased to 240 from 150. Now starts with Interception III Promotion, giving it Interception (50).\n\n- **Missile Cruiser:** Now has the Indirect Fire promotion for free.\n\n- **Nuclear Submarine:** Can now move after attacking. May attack while inside a city.\n\n- **Jet Fighter:** No longer cost Aluminum.\n\n- **XCOM:** Can now pillage tiles with no movement cost. Combat Strength increased to 110 and movement increased to 3.\n\n### Nuclear Weapons\n\n- **Atomic Bombs:** Removed from the game.\n\n- **Nuclear Missiles:** Can no longer be purchased with Gold.\n\n### Promotions\n\n- **Air Repair:** Now needs an extra promotion before it's available, requiring Interception 3, Dogfighting 3, Siege 3, or Bombardment 3.\n\n- **New Promotion - Ambush Formation:** The Ambush I & II (each worth +33% vs Armored) and Formation I & II (each worth +33% vs Mounted) promotions have been merged.\n\n- All ranged units receive the anti-naval promotion line to pick from: +33% strength against naval units per tier (there are 3 tiers total, so a maximum of +99%)\n\n- **Invalid Promotions:** When upgrading to a different Unitcombat Class (like Mounted into Armor via Cavalry into Landship upgrade) some promotions are converted into the unitcombat correct type. This primarily affects units that change from Mounted Ranged into Mounted and vice versa to convert Accuracy/Barrage to Shock/Drill.\n\n## Buildings and National Wonders\n\nAny production costs are for quick speed.\n\n### Ancient Era\n\n- **Granary:** Also provides +1 Food to bison.\n- **Shrine:** Cost reduced to 20 Production\n- **Stone Works:** Can now be built in Cities founded on Plains as well. Also gives +1 Production to obsidian.\n\n### Classical Era\n\n- **Amphitheater:** Now gives +2 Culture (up from +1).\n- **Caravansary:** Now adds +2 Gold to the city as well and provides +2 horse as a strategic resource.\n- **Garden:** Now requires Drama & Poetry (instead of Theology).\n- **Courthouse:** Production cost reduced by 25% (50 Production on Quick Speed).\n- **Mint:** Now works with Copper as well (in addition to Gold and Silver).\n- **Stable:** Now also provides +1 Food to maize.\n- **Temple:** Cost reduced to 50 Production\n\n### Renaissance Era\n\n- **Observatory:** Can be built anywhere (instead of requiring an adjacent mountain). Now provides +4 Science (instead of +50% Science). Also provides +1 Science for Tundra tiles and +5 Science for Mountain tiles (must work tile for the bonus). Works with mountain Natural Wonders, craters and geysers.\n- **Opera House:** Now gives +2 Culture (up from +1).\n- **Zoo:** Now costs 120 hammers (down from 134).\n- **Windmills:** Can be built everywhere now (not just flatland). Also provides +1 Production on Lakes and Oases (including Lake Victoria).\n\n### Industrial Era\n\n- **Museum:** Now requires an Amphitheater to be built (instead of Opera House) and provides an additional +10% Culture to the City. Now gives +2 Culture (up from +1).\n- **Public School:** Now provides +1 Science to forested tiles.\n\n### Modern Era\n\n- **Broadcast Tower:** Now requires an Opera House to be built (instead of Museum) and provides +15% Culture to the City (down from +33%). Now gives +2 Culture (up from +1).\n- **Hotel:** Now provides +1 Culture on Lakes and Oases (including Lake Victoria).\n- **Hydroplants:** Cost reduced\n- **Medical Labs:** now available at Electronics.\n\n### Information Era\n\n- **Spaceship Factory:** Bonus % Production towards building Space Parts increased (50 > 100% )\n\n### Added 6 new buildings:\n\n- **Censer Maker:** 1 Maintenance, +2 Culture. Each source of Incense, Tobacco, and Perfume worked by this City produce +1 Culture. City must have at least one of these resources improved. Available at Theology.\n- **Brewery:** No Maintenance, +2 Gold. Each source of Wine, Coffee, Tea, Sugar, and Salt worked by this City produce +2 Gold. City must have at least one of these resources improved. Available at Guilds.\n- **Gemcutter:** 1 Maintenance, +1 Culture. Each Source of Jade, Gems, Lapis Lazuli, and Amber worked by this City produce +1 Culture. City must have at least one of these resources improved. Available at Machinery.\n- **Grocer:** 1 Maintenance, +1 Food. Each source of Truffles, Citrus, Olives, Coconuts, and Spices worked by this city produce +1 Food. City must have at least one of these resources improved. Available at Banking.\n- **Textile Mill:** 2 Maintenance, +1 Production. Each source of Dyes, Furs, Silk, and Cotton worked by this City produce +2 Production. City must have at least one of these resources improved. Available at Economics.\n- **Oil Refinery:** No Maintenance. Requires an improved source of Oil. Provides +3 Production and +3 Gold from Oil.\n\n## National Wonders\n\n- Now labeled as such in the tooltip (to prevent confusion with World Wonders).\n- **East India Trade Company:** Now grants +1 Trade Route and +10% Gold in the city.\n- **National Intelligence Agency:** Now requires Constabularies in all cities instead of Police Stations.\n\n## Civilian Units, Tile Yields, Resources, Terrain and Natural Wonders\n\n### General\n\n- Workboats have been removed. Workers now cost 32 hammers (down from 47) and can improve coastal resources (earliest embarkation has been moved to Sailing).\n- Added 12 new Luxury Resources to the game: Jade, Amber, Laps Lazuli, Tea, Coffee, Tobacco, Coral, Perfume, Olives, Obsidian, Rubber and Glass.\n- Remove Jungle: Now provides hammers like forest (they take 3 turns to remove)\n- Clear Marsh: Now provides hammers like forest (they take 3 turns to clear)\n- **Pontoon Bridge:** Can be built on water tiles touching 2 or more land tiles upon the discovery of Engineering. Both land and naval units can occupy a Pontoon Bridge tile. Workers can construct roads and railroads on Pontoon Bridges. Can be pillaged by both land and naval units. Both land and naval units suffer a heavy combat penalty on Pontoon Bridges.\n- Trading Posts, Brazilwood Camps and Motte and Baileys can be built on top of resources. They do not hook them up to the trade network.\n- **Trade Routes:** Duration now scales with game speed. On Quick Speed, Trade Routes now take on average ⅔ of the duration they would on Standard (ex: 20 turns instead of 30, or 18 turns instead of 27, etc).\n- All Space Parts: Cost increased to 1256 Production.\n\n## Great People\n\n### Great People Meters\n\n- Great Scientists, Great Engineers, and Great Merchants are all now on their own separate Great People meters (instead of belonging to the same meter).\n\n### Great Scientist\n\n- Bulb amount is now set as previous 8 turns of Science from turn of birth (instead of current turn). This means the amount of Science you would get from the bulb is fixed when the Scientist spawns and never increases.\n\n### Great Engineer\n\n- Amount of hammers from Hurry Production reduced significantly. Equation changed from (200 + (20 * city pop)) to (50 + (24 * city pop)). This amount is doubled when used to Hurry spaceship parts (via the Spaceflight Pioneers tenet in Order ideology).\n- **Manufactory:** buffed to 1 food 6 production, +3 production at Chemistry\n\n### Great People (except Musicians)\n\n- Base move speed increased to 4 (or 7 for Khans).\n\n### Great General Points\n\n- Barbarians and City States no longer give you Great General points. They still give you XP (and it is still capped at 30).\n\n### Great Admiral\n\n- May now be planted on coast tiles adjacent to land to create a Drydock improvement (+5 production)\n\n### [Bug Fix] Great Musicians\n\n- Tourism blast is no longer affected twice by game speed modifiers. This means on Quick Speed they are no longer double penalized, and are now slightly stronger.\n\n### \"Free\" Great People\n\n- All instances of \"free\" Great People (including Great Prophets) are now actually free regardless of whether they are from policies, wonders, or traits. They will not increase the counter. NOTE: Maya Great People are NOT labeled as \"free\" so they still count.\n\n## Tile Yields\n\n### General\n\n- Flatland cities now have minimum Food increased to 3 (up from 2). This means if the tile would produce less than 3 Food, it still produces 3 Food anyway.\n- Flatland Settle minimum yield = 3 Food + 1 Production\n- Hill Settle minimum yield= 2 Food + 2 Production\n- Lakes provide 3 food\n- Lakes are now defined as 5 tiles or less of Water. 6 tiles or more become an inland sea and are eligible for sea resources and coastal buildings/cargo ships from adjacent cities.\n- Jade, Amber, Lapis Lazuli all have a yield of +2 Gold. Mine: +1 Production, +1 Gold.\n- Coffee: Provides +1 Gold. Plantation: +1 Production, +2 Gold.\n- Coral: Provides +2 Gold. Fishing Boats: +1 Gold, +1 Food, +1 Faith\n- Hardwood: Provides +1 Production, Improved by Lumber Mill\n- Maize: Provides +1 Food, Improved by Farm\n- Olives: Provides +1 Food,+1 Gold,. Plantation: +1 Food, +1 Gold\n- Obsidian: +2 Gold. (can be improved with any improvement that also improves stone/marble)\n- Pearls: Now provide only +1 gold.\n- Perfume: Provides +2 Gold. Plantation: +2 Culture.\n- Rubber: Provides +2 Gold. Plantation: +1 Production, +1 Gold. Does not require chopping first.\n- Sugar: Provides +1 Food, +1 Gold (instead of +2 Gold)\n- Tea: Provides +1 Production, +1 Gold. Plantation: +2 Gold.\n- Tobacco: Provides +2 Gold. Plantation: +2 Faith.\n- Glass: only spawns as a Mercantile City State resource, like Porcelain and Jewelry.\n\n### Improvements\n\n- **Customs House:** +4 gold at Economics (instead of +1)\n- **Manufactory:** +1 food, +6 production, +3 production at chemistry\n- **Camps:**\n\n - Furs and Truffles: Now provides +1 Food (instead of +1 Gold)\n - Ivory: Now provides +1 Food (in addition to +1 Gold)\n\n- **Fishing Boats:**\n\n - +1 Gold when improving Crabs (in addition to normal yield)\n - +1 Production, +1 Gold when improving Whales (instead of +1 food)\n - +1 Gold, +1 Culture when improving Pearls (in addition to normal yield)\n\n- **Mine:**\n\n - +1 Gold when improving Gems (in addition to +1 Production)\n\n- **Plantation:**\n\n - On Bananas: No longer removes 1 Production.\n - On Citrus, Cocoa: Now provides +1 Food (instead of +1 Gold).\n - On Cotton: Now provides +1 Production (in addition to +1 Gold).\n - On Dyes, Silk: Now provides +1 Culture (in addition to +1 Gold).\n - On Incense: Now provides +2 Faith (instead of +1 Gold)\n - On Spices: Now provides +1 Food, +2 Gold (instead of +1 Gold).\n - On Sugar: Now provides +2 Gold (instead of +1 Gold).\n - On Wine: Now provides +1 Food (in addition to +1 Gold).\n\n## Natural Wonders\n\nThe current state of each natural wonder in LekMod is listed here, even if it is not changed from vanilla BNW. Natural wonders marked with a # yield an additional 5 science from an Observatory.\n\n- **Krakatoa:** 2 Food, 8 Science, #\n- **Gibraltar:** 3 Food, 7 Gold, #\n- **Kailash:** 6 Faith, 2 Happiness, #\n- **Kilimanjaro:** 3 Food, 2 Culture, #, Gives Altitude Training promotion: double movement + 10% Combat Modifier on hills.\n- **Sinai:** 8 Faith, #\n- **Sri Pada:** 2 Food, 4 Faith, 2 Happiness. Can now spawn on the mainland, #\n- **Cerro de Potosi:** 1 Production, 10 Gold, #\n- **Fuji:** 2 Happiness, 2 Culture, 4 Faith and #\n- **Uluru:** 2 Food, 6 Faith, #\n- **Barringer Crater:** 2 Production, 3 Gold, 5 Science, #\n- **Grand Mesa:** 3 Food, 3 Production, 3 Gold, #\n- **Old Faithful:** 4 Happiness, 4 Science, #\n- **Fountain of Youth:** now also provides Fresh Water and only 6 happiness, spawns as often as Cerro de Potosi. Additionally provides the ‘Heals at double rate’ promotion, which causes the unit to heal 10 additional HP per turn.\n- **Great Barrier Reef:** 2 Food, 1 Production, 1 Gold, 2 Science, +1 food from Lighthouse and Treasure Fleets work on it.\n- **El Dorado:** 5 Culture. Now gives 150 free gold instead of 500, spawns as often as Cerro de Potosi\n- **Solomon’s Mines:** 6 Production\n- **Lake Victoria:** 6 food, 2 Gold, Canada UA, Floating Gardens and Huey Teocalli work on it.\n\n## City-States, Diplomacy and World Congress\n\n### City-States\n\nBecause of the new civilizations, many City State names were replaced. At some point, we ran out of city state names, so we are now using the same city names for Civs and City States.\n\n- Ur → Bangkok\n- Antwerp → Vaduz\n- Vancouver → Lima\n- Quebec City → Islamabad\n- Genoa → Tallinn\n- Milan → Djibouti\n- Kiev → Thimphu\n- Jerusalem → Taipei\n- Tyre → Mohenjo-Daro\n- Sidon → Meroe\n- Byblos → Kilwa\n- Sydney → Phnom Penh\n- Melbourne → Lagos\n- Sofia → Havana\n- Bucharest → Reykjavik\n- Buenos Aires → Nicosia\n\n## General\n\nReligious City States no longer grant Faith on meeting. Amount of XP gained from combat with City States is capped at 30 per unit (identical to barbarians).\n\n## Behaviour changes\n\nCity-States are now less likely to build walls in the early game. When a city state is liberated, units are no longer pushed out of its borders. City States will refuse to Make Peace if your Influence is less than -50. This will make it impossible to make peace with a City State right after declaring war. When Tributing from City States, local Military Power is now worth 20% more, while global Military Power is now worth 33% less. This means nearby units are more valuable, whereas the total army score of your empire is less valuable.\n\n## Quest changes\n\nForm a trade route quest influence gained: 40 > 50. Construct a Wonder quest influence gained: 40 > 45. Militaristic City-States now give units faster and made turns between gifts consistent. Now if you are Friends you will receive a unit every 10 turns, and every 6 turns when allies. Happiness from being Friends with a Happiness City-State in the Industrial Era: 3 > 4. Faith Reward from being friends with Faith City-States changed per era (until industrial). Now gives +2 , +4 , +6 , +8 , +10 Faith depending on the era, with a +3 , +4 , +5 , +6 , +8 Faith bonus when Allies. Decreased the amount of culture gained from Culture city-states in the industrial era for friends and allies to 10 (friends) and 20 (allies). Slightly decreased the minimum turn at which city-stated would give you certain quests. Removed the Tribute City-State quest. Removed the Denounce City-State quest. Decreased the turns Contest quest last: 20 > 16.\n\n## Diplomacy\n\nResearch Agreements: Removed from the game. Embassy: Now available to trade from the start of the game. Open Borders: Now available to trade from the start of the game.\n\n## World Congress / United Nations\n\nWorld Congress / United Nations will now meet more frequently (~2/3 of normal time required, which means you will have +50% more voting sessions in a game). Scholars In Residence: Removed from the game. World Ideology: Ideological pressure applied to other civs reduced to 1 (down from 2). World's Fair: Culture bonus from 1st place now scales with game speed and duration reduced by 10%. It now lasts for 12 turns (on Quick Speed).\n\n## Culture and Tourism\n\nTheming Bonuses - Waived civ requirement for all Wonder Theming Bonuses that required civs other than the owner or different civs (they can all now be fulfilled by the owning civ alone).\n\n## We Love The King Day\n\nScale with game speed: The amount of time that should pass before a City demands a resource now scales with game speed. On Quick Speed, the Capital will demand a resource 26 turns after founding (down from ~45), and other Cities will demand a resource 10 turns after founding (down from ~20). Cities will now switch their desired Resource (if possible) if it goes unfulfilled for 26 turns (on Quick Speed). Duration of a We Love The King Day now scales based on game speed. Now it will last for 13 turns on Quick Speed.\n\n## Technologies\n\n### Archaeology\n\nNo longer requires Architecture.\n\n### Compass\n\nUnits now also receive +1 movement while embarked.\n\n### Mining\n\nReveals iron (instead of Bronze Working).\n\n### Rifling\n\nNo longer requires Economics.\n\n### Scientific Theory\n\nNo longer gives extra production from lumber mills.\n\n### Steel\n\nNow gives +1 Production to lumber mills.\n",
"unmatched_ids": [],
"resolution_note": null
}
roster
[
{
"civ": "Chile",
"human": true,
"handicap": "HANDICAP_PRINCE",
"leader_name": "dysk"
},
{
"civ": "Vietnam",
"human": false,
"handicap": "HANDICAP_AI_DEFAULT",
"leader_name": "Nhi and Trac Trung"
},
{
"civ": "Bolivia",
"human": false,
"handicap": "HANDICAP_AI_DEFAULT",
"leader_name": "Manuel Belzu"
},
{
"civ": "Iroquois",
"human": false,
"handicap": "HANDICAP_AI_DEFAULT",
"leader_name": "Hiawatha"
}
]
metrics
{
"Chile": {
"25": {
"gold": 217,
"faith": 0,
"score": 160,
"techs": 7,
"cities": 1,
"culture": 6,
"science": 8,
"happiness": 6,
"population": 5,
"gold_per_turn": -3,
"military_might": 51,
"military_units": 3,
"tech_cost_multiplier": 1.0,
"policy_cost_multiplier": 1.0
},
"50": {
"gold": 142,
"faith": 11,
"score": 351,
"techs": 13,
"cities": 2,
"culture": 16,
"science": 16,
"happiness": 8,
"population": 13,
"gold_per_turn": 1,
"military_might": 143,
"military_units": 5,
"tech_cost_multiplier": 1.05,
"policy_cost_multiplier": 1.1
},
"75": {
"gold": 135,
"faith": 25,
"score": 688,
"techs": 21,
"cities": 3,
"culture": 27,
"science": 54,
"happiness": 23,
"population": 35,
"gold_per_turn": 19,
"military_might": 261,
"military_units": 8,
"tech_cost_multiplier": 1.1,
"policy_cost_multiplier": 1.2
},
"100": {
"gold": 274,
"faith": 56,
"score": 965,
"techs": 28,
"cities": 3,
"culture": 83,
"science": 101.2,
"happiness": 31,
"population": 41,
"gold_per_turn": 32.24,
"military_might": 755,
"military_units": 14,
"tech_cost_multiplier": 1.1,
"policy_cost_multiplier": 1.2
},
"125": {
"gold": 308,
"faith": 51,
"score": 1204,
"techs": 34,
"cities": 3,
"culture": 126,
"science": 137.08,
"happiness": 33,
"population": 51,
"gold_per_turn": 109.83,
"military_might": 872,
"military_units": 16,
"tech_cost_multiplier": 1.1,
"policy_cost_multiplier": 1.2
},
"150": {
"gold": 886,
"faith": 76,
"score": 1408,
"techs": 42,
"cities": 3,
"culture": 221,
"science": 254.76,
"happiness": 54,
"population": 57,
"gold_per_turn": 211.07,
"military_might": 2853,
"military_units": 26,
"tech_cost_multiplier": 1.1,
"policy_cost_multiplier": 1.2
}
},
"Bolivia": {
"25": {
"gold": 66,
"faith": 0,
"score": 159,
"techs": 7,
"cities": 1,
"culture": 4,
"science": 7,
"happiness": 11,
"population": 4,
"gold_per_turn": -1,
"military_might": 99,
"military_units": 3,
"tech_cost_multiplier": 1.0,
"policy_cost_multiplier": 1.0
},
"50": {
"gold": 74,
"faith": 0,
"score": 364,
"techs": 13,
"cities": 3,
"culture": 10,
"science": 18,
"happiness": 1,
"population": 15,
"gold_per_turn": -4,
"military_might": 314,
"military_units": 10,
"tech_cost_multiplier": 1.1,
"policy_cost_multiplier": 1.2
},
"75": {
"gold": 37,
"faith": 0,
"score": 530,
"techs": 16,
"cities": 4,
"culture": 15,
"science": 30,
"happiness": 13,
"population": 27,
"gold_per_turn": 6.65,
"military_might": 420,
"military_units": 16,
"tech_cost_multiplier": 1.15,
"policy_cost_multiplier": 1.3
},
"100": {
"gold": 338,
"faith": 0,
"score": 657,
"techs": 18,
"cities": 4,
"culture": 19,
"science": 49,
"happiness": 1,
"population": 34,
"gold_per_turn": 25.39,
"military_might": 775,
"military_units": 15,
"tech_cost_multiplier": 1.15,
"policy_cost_multiplier": 1.3
},
"125": {
"gold": 112,
"faith": 14,
"score": 935,
"techs": 21,
"cities": 7,
"culture": 29,
"science": 54,
"happiness": 4,
"population": 51,
"gold_per_turn": -10.34,
"military_might": 1798,
"military_units": 21,
"tech_cost_multiplier": 1.3,
"policy_cost_multiplier": 1.6
},
"150": {
"gold": 91,
"faith": 19,
"score": 1220,
"techs": 29,
"cities": 9,
"culture": 42,
"science": 102.5,
"happiness": -1,
"population": 68,
"gold_per_turn": -29.57,
"military_might": 4415,
"military_units": 34,
"tech_cost_multiplier": 1.4,
"policy_cost_multiplier": 1.8
}
},
"Vietnam": {
"25": {
"gold": 58,
"faith": 0,
"score": 177,
"techs": 7,
"cities": 2,
"culture": 5,
"science": 7,
"happiness": 11,
"population": 4,
"gold_per_turn": 3,
"military_might": 25,
"military_units": 1,
"tech_cost_multiplier": 1.05,
"policy_cost_multiplier": 1.1
},
"50": {
"gold": 49,
"faith": 7,
"score": 370,
"techs": 12,
"cities": 3,
"culture": 10,
"science": 18,
"happiness": 2,
"population": 15,
"gold_per_turn": 1.21,
"military_might": 249,
"military_units": 8,
"tech_cost_multiplier": 1.1,
"policy_cost_multiplier": 1.2
},
"75": {
"gold": 90,
"faith": 17,
"score": 543,
"techs": 19,
"cities": 3,
"culture": 17,
"science": 24,
"happiness": 12,
"population": 21,
"gold_per_turn": -7.83,
"military_might": 571,
"military_units": 13,
"tech_cost_multiplier": 1.1,
"policy_cost_multiplier": 1.2
},
"100": {
"gold": 3,
"faith": 38,
"score": 842,
"techs": 25,
"cities": 5,
"culture": 33,
"science": 55,
"happiness": 7,
"population": 37,
"gold_per_turn": -3.36,
"military_might": 809,
"military_units": 16,
"tech_cost_multiplier": 1.2,
"policy_cost_multiplier": 1.4
},
"125": {
"gold": 77,
"faith": 51,
"score": 1128,
"techs": 31,
"cities": 7,
"culture": 46,
"science": 105.35,
"happiness": -5,
"population": 55,
"gold_per_turn": 8.13,
"military_might": 1017,
"military_units": 21,
"tech_cost_multiplier": 1.3,
"policy_cost_multiplier": 1.6
},
"150": {
"gold": 26,
"faith": 45,
"score": 1413,
"techs": 38,
"cities": 9,
"culture": 57,
"science": 160.03,
"happiness": -6,
"population": 72,
"gold_per_turn": 11.09,
"military_might": 2567,
"military_units": 29,
"tech_cost_multiplier": 1.4,
"policy_cost_multiplier": 1.8
}
},
"Iroquois": {
"25": {
"gold": 50,
"faith": 0,
"score": 124,
"techs": 4,
"cities": 1,
"culture": 4,
"science": 8,
"happiness": 12,
"population": 5,
"gold_per_turn": 0,
"military_might": 79,
"military_units": 2,
"tech_cost_multiplier": 1.0,
"policy_cost_multiplier": 1.0
},
"50": {
"gold": 0,
"faith": 0,
"score": 290,
"techs": 10,
"cities": 3,
"culture": 8,
"science": 10,
"happiness": 7,
"population": 11,
"gold_per_turn": -4,
"military_might": 239,
"military_units": 6,
"tech_cost_multiplier": 1.1,
"policy_cost_multiplier": 1.2
},
"75": {
"gold": 10,
"faith": 0,
"score": 502,
"techs": 16,
"cities": 5,
"culture": 14,
"science": 26,
"happiness": 10,
"population": 22,
"gold_per_turn": 0.31,
"military_might": 517,
"military_units": 12,
"tech_cost_multiplier": 1.2,
"policy_cost_multiplier": 1.4
},
"100": {
"gold": 118,
"faith": 8,
"score": 677,
"techs": 22,
"cities": 5,
"culture": 24,
"science": 58.5,
"happiness": 9,
"population": 33,
"gold_per_turn": -9.12,
"military_might": 790,
"military_units": 12,
"tech_cost_multiplier": 1.2,
"policy_cost_multiplier": 1.4
},
"125": {
"gold": 0,
"faith": 41,
"score": 1004,
"techs": 28,
"cities": 9,
"culture": 52,
"science": 48.06,
"happiness": -5,
"population": 51,
"gold_per_turn": -51.63,
"military_might": 1057,
"military_units": 18,
"tech_cost_multiplier": 1.4,
"policy_cost_multiplier": 1.8
},
"150": {
"gold": 0,
"faith": 69,
"score": 1286,
"techs": 36,
"cities": 10,
"culture": 69,
"science": 181.95,
"happiness": -1,
"population": 68,
"gold_per_turn": 2.77,
"military_might": 1736,
"military_units": 27,
"tech_cost_multiplier": 1.45,
"policy_cost_multiplier": 1.9
}
}
}
outcome
{
"source": "inferred",
"winner_civ": "Vietnam",
"in_progress": true,
"victory_type": null
}
standings
[
"Vietnam",
"Chile",
"Iroquois",
"Bolivia"
]
timelines
{
"Chile": {
"eras": [
{
"era": "ERA_CLASSICAL",
"turn": 38
},
{
"era": "ERA_MEDIEVAL",
"turn": 67
},
{
"era": "ERA_RENAISSANCE",
"turn": 94
},
{
"era": "ERA_INDUSTRIAL",
"turn": 126
},
{
"era": "ERA_MODERN",
"turn": 140
}
],
"wars": [
{
"role": "attacker",
"opponents": [
"Vietnam"
],
"turn_peace": 64,
"units_lost": 0,
"cities_lost": 0,
"units_killed": 1,
"turn_declared": 57,
"cities_captured": 0
},
{
"role": "defender",
"opponents": [
"Vietnam"
],
"turn_peace": 146,
"units_lost": 3,
"cities_lost": 0,
"units_killed": 2,
"turn_declared": 140,
"cities_captured": 0
},
{
"role": "defender",
"opponents": [
"Harappa"
],
"turn_peace": 64,
"units_lost": 0,
"cities_lost": 0,
"units_killed": 0,
"turn_declared": 62,
"cities_captured": 0
},
{
"role": "attacker",
"opponents": [
"Bolivia"
],
"turn_peace": 69,
"units_lost": 0,
"cities_lost": 0,
"units_killed": 1,
"turn_declared": 62,
"cities_captured": 0
},
{
"role": "attacker",
"opponents": [
"Iroquois"
],
"turn_peace": 69,
"units_lost": 2,
"cities_lost": 0,
"units_killed": 0,
"turn_declared": 62,
"cities_captured": 0
},
{
"role": "defender",
"opponents": [
"Baku"
],
"turn_peace": 68,
"units_lost": 0,
"cities_lost": 0,
"units_killed": 0,
"turn_declared": 64,
"cities_captured": 0
}
],
"techs": [
{
"tech": "TECH_POTTERY",
"turn": 6,
"source": "research"
},
{
"tech": "TECH_SAILING",
"turn": 7,
"source": "ruins"
},
{
"tech": "TECH_SAILING",
"turn": 7,
"source": "research"
},
{
"tech": "TECH_ANIMAL_HUSBANDRY",
"turn": 12,
"source": "research"
},
{
"tech": "TECH_MINING",
"turn": 16,
"source": "research"
},
{
"tech": "TECH_TRAPPING",
"turn": 22,
"source": "research"
},
{
"tech": "TECH_ARCHERY",
"turn": 25,
"source": "research"
},
{
"tech": "TECH_BRONZE_WORKING",
"turn": 29,
"source": "research"
},
{
"tech": "TECH_CALENDAR",
"turn": 33,
"source": "research"
},
{
"tech": "TECH_OPTICS",
"turn": 38,
"source": "research"
},
{
"tech": "TECH_MASONRY",
"turn": 41,
"source": "research"
},
{
"tech": "TECH_THE_WHEEL",
"turn": 44,
"source": "research"
},
{
"tech": "TECH_CONSTRUCTION",
"turn": 49,
"source": "research"
},
{
"tech": "TECH_WRITING",
"turn": 51,
"source": "research"
},
{
"tech": "TECH_PHILOSOPHY",
"turn": 57,
"source": "research"
},
{
"tech": "TECH_MATHEMATICS",
"turn": 60,
"source": "research"
},
{
"tech": "TECH_CURRENCY",
"turn": 61,
"source": "research"
},
{
"tech": "TECH_DRAMA",
"turn": 63,
"source": "research"
},
{
"tech": "TECH_THEOLOGY",
"turn": 67,
"source": "research"
},
{
"tech": "TECH_HORSEBACK_RIDING",
"turn": 68,
"source": "research"
},
{
"tech": "TECH_CIVIL_SERVICE",
"turn": 72,
"source": "research"
},
{
"tech": "TECH_EDUCATION",
"turn": 78,
"source": "research"
},
{
"tech": "TECH_GUILDS",
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]
}