Corrected the catalogue descriptions and quoted every rate per day
This commit is contained in:
@@ -13,7 +13,7 @@ export const BUILDING_MECHANIC = {
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PARALLEL_BUILDING: "parallel_building",
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// Cuts civilian deaths from bombing, and is very hard to knock down.
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CIVILIAN_SHELTER: "civilian_shelter",
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// Fires one volley at hostile aircraft passing over the city.
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// Fires on hostile aircraft and missiles that enter a two-tile corridor.
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AIR_DEFENSE: "air_defense",
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// Flat production per head for the city's region, per adjacent sea tile.
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PORT_PRODUCTION: "port_production",
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@@ -40,7 +40,7 @@ export const BUILDINGS = [
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{
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id: "shelters",
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name: "Wartime shelters",
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description: "Each level reduces civilian life loss from bombing by 10%. Extremely hard to destroy. Does not protect other buildings.",
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description: "Each level shelters another 10% of the city's people from bombing, up to all of them. Extremely hard to destroy. Does not protect other buildings.",
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baseCost: 100_000_000,
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costAlpha: 2,
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refundFraction: 0.5,
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@@ -58,7 +58,7 @@ export const BUILDINGS = [
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id: "aa_building",
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advanced: true,
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name: "Air defense",
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description: "Damages hostile aircraft that fly above this city.",
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description: "Fires on hostile aircraft and missiles that come within two tiles of this city.",
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baseCost: 1_000_000_000,
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costAlpha: 2,
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refundFraction: 0.5,
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@@ -7,7 +7,7 @@ export const GOVERNMENTS = [
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{
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id: "republic",
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name: "Republic",
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description: "Rule by elected representatives. A balanced government that spreads its support across the economy, trade and the sciences.",
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description: "Rule by elected representatives. A balanced government that spreads its support across the economy and the sciences.",
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baseCost: 0,
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costGdpFraction: 0.02,
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effects: [effect(EFFECT_PRODUCTION, 0.05, 1.0), effect(EFFECT_RESEARCH, 1.0, 1.0)],
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@@ -77,7 +77,7 @@ export const TILE_IMPROVEMENTS = [
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advanced: true,
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name: "Coastal cannon",
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description:
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"Automatically fires on hostile warships within two tiles. Only a coastal tile can carry one.",
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"Automatically fires on hostile naval units within two tiles. Only a coastal tile can carry one.",
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buildCost: 120_000_000,
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maintenance: 2000,
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range: 2,
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+12
-12
@@ -311,7 +311,7 @@ export const RESOURCE_BUILDINGS = [
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id: "coal_power_plant",
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name: "Coal power plant",
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description:
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"Burns coal to make 250 GWh of electricity a day. Cheap to raise, but the fuel bill never stops.",
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"Burns coal to make 2,500 GWh of electricity a day. Cheap to raise, but the fuel bill never stops.",
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resource: "energy",
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outputPerDay: 250 * KWH_PER_GWH,
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fuelEnergyPerDay: 250 * KWH_PER_GWH * 0.25,
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@@ -324,7 +324,7 @@ export const RESOURCE_BUILDINGS = [
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id: "natural_gas_power_plant",
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name: "Natural gas power plant",
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description:
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"The cleanest fossil plant: 300 GWh a day for a higher fuel bill.",
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"The cleanest fossil plant: 3,000 GWh a day for a higher fuel bill.",
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resource: "energy",
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outputPerDay: 300 * KWH_PER_GWH,
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fuelEnergyPerDay: 300 * KWH_PER_GWH * 0.25,
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@@ -336,7 +336,7 @@ export const RESOURCE_BUILDINGS = [
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{
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id: "oil_power_plant",
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name: "Oil power plant",
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description: "Burns oil for 270 GWh of electricity a day.",
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description: "Burns oil for 2,700 GWh of electricity a day.",
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resource: "energy",
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outputPerDay: 270 * KWH_PER_GWH,
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fuelEnergyPerDay: 270 * KWH_PER_GWH * 0.25,
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@@ -349,7 +349,7 @@ export const RESOURCE_BUILDINGS = [
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id: "solar_power_plant",
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name: "Solar power plant",
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description:
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"A field of panels producing a steady 30 GWh a day with no fuel and no upkeep.",
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"A field of panels producing a steady 300 GWh a day with no fuel and no upkeep.",
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resource: "energy",
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outputPerDay: 30 * KWH_PER_GWH,
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energyPerDay: 0,
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@@ -361,7 +361,7 @@ export const RESOURCE_BUILDINGS = [
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{
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id: "geothermal_plant",
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name: "Geothermal plant",
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description: "Taps the earth's heat for 60 GWh a day of free electricity.",
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description: "Taps the earth's heat for 600 GWh a day of free electricity.",
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resource: "energy",
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outputPerDay: 60 * KWH_PER_GWH,
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energyPerDay: 0,
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@@ -373,7 +373,7 @@ export const RESOURCE_BUILDINGS = [
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{
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id: "wind_turbines",
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name: "Wind turbines",
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description: "A hilltop wind farm making 25 GWh a day for free.",
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description: "A hilltop wind farm making 250 GWh a day for free.",
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resource: "energy",
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outputPerDay: 25 * KWH_PER_GWH,
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energyPerDay: 0,
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@@ -385,7 +385,7 @@ export const RESOURCE_BUILDINGS = [
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{
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id: "offshore_wind_turbines",
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name: "Offshore wind turbines",
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description: "Turbines out at sea making 50 GWh a day. Needs a coastal tile.",
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description: "Turbines out at sea making 500 GWh a day. Needs a coastal tile.",
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resource: "energy",
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outputPerDay: 50 * KWH_PER_GWH,
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energyPerDay: 0,
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@@ -399,7 +399,7 @@ export const RESOURCE_BUILDINGS = [
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id: "fusion_power_plant",
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advanced: true,
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name: "Fusion power plant",
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description: "A late-game reactor producing 4 TWh of electricity a day.",
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description: "A late-game reactor producing 40 TWh of electricity a day.",
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resource: "energy",
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outputPerDay: 4_000 * KWH_PER_GWH,
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energyPerDay: 0,
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@@ -417,7 +417,7 @@ export const RESOURCE_BUILDINGS = [
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id: "steel_mill",
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name: "Steel mill",
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description:
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"Smelts iron into 20,000 t of steel a day, spending 20 MWh of energy per tonne.",
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"Smelts iron into 200,000 t of steel a day, spending 20 MWh of energy per tonne.",
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resource: "steel",
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outputPerDay: 20_000,
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energyPerDay: 2_000 * RESOURCE_RULES.energyPerSteelTonne,
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@@ -428,7 +428,7 @@ export const RESOURCE_BUILDINGS = [
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{
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id: "gold_mine",
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name: "Gold mine",
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description: "Produces 20,000 carats of luxury a day, at 10 MWh a carat.",
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description: "Produces 200,000 carats of luxury a day, at 10 MWh a carat.",
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resource: "luxury",
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outputPerDay: 20_000,
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energyPerDay: 20_000 * RESOURCE_RULES.energyPerLuxuryCarat.gold_mine,
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@@ -439,7 +439,7 @@ export const RESOURCE_BUILDINGS = [
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{
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id: "diamond_mine",
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name: "Diamond mine",
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description: "Produces 20,000 carats of luxury a day, at 5 MWh a carat.",
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description: "Produces 200,000 carats of luxury a day, at 5 MWh a carat.",
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resource: "luxury",
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outputPerDay: 20_000,
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energyPerDay: 20_000 * RESOURCE_RULES.energyPerLuxuryCarat.diamond_mine,
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@@ -452,7 +452,7 @@ export const RESOURCE_BUILDINGS = [
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advanced: true,
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name: "Chip foundry",
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description:
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"Fabricates 5000 units of high-tech a day, spending 100 MWh of energy per unit.",
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"Fabricates 50,000 units of high-tech a day, spending 10 MWh of energy per unit.",
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resource: "hightech",
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outputPerDay: 5_000,
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energyPerDay: 5_000 * RESOURCE_RULES.energyPerHighTechUnit,
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@@ -16,7 +16,7 @@ export const STATUSES = [
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id: STATUS_ENCIRCLED,
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label: "Encircled",
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icon: "encirclement.svg",
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description: "Cut off from every allied city while a hostile unit is adjacent. Loses 10% of its maximum hit points each day, or 2% inside a city.",
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description: "Cut off: every adjacent land tile is held by a hostile unit and no friendly port supplies it by sea. Loses 10% of its maximum hit points each day, or 2% inside a city.",
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hpLossPerDay: 0.10,
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cityHpLossPerDay: 0.02,
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},
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@@ -24,7 +24,7 @@ export const STATUSES = [
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id: STATUS_BESIEGED,
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label: "Besieged",
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icon: "encirclement.svg",
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description: "Cut off from every other allied city while a hostile unit is adjacent.",
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description: "Cut off: every adjacent land tile is held by a hostile unit and no friendly port supplies it by sea.",
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},
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{
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id: STATUS_BATTLE,
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@@ -74,7 +74,7 @@ export const TECHNOLOGIES = [
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{
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id: "space_program",
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name: "Space Program",
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description: "Reaching orbit inspires the nation and spins off technology across the economy.",
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description: "Reaching orbit inspires the nation, lifting its culture and its industry.",
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theme: "science",
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cost: 300,
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prerequisites: ["industrial_automation", "quantum_computing"],
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@@ -26,7 +26,7 @@ export const TREATIES = [
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id: TREATY_ALLIANCE,
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name: "Alliance",
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description:
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"The signatories cannot go to war with each other; attacking one declares war on all.",
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"The signatories spare each other's forces; attacking one breaks the pact and draws its allies into the war.",
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},
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{
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id: TREATY_FREE_TRADE,
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@@ -48,7 +48,7 @@ export const TREATIES = [
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{
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id: TREATY_GIVE_RESOURCES,
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name: "Give resources",
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description: "Transfers stores of steel, high-tech, luxury, food or energy.",
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description: "Transfers stores of steel, high-tech, luxury or food.",
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payload: "resources",
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},
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{
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