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<!-- CoreImprovements.xml -->
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<ImprovementTypes>
    <DataChecksum NoParse="1">
        <Ignore>DisplayName</Ignore>
        <Translate>DisplayName</Translate>
    </DataChecksum>
    <ImprovementType InternalName="Academy">
        <DisplayName>Academy of Revelation</DisplayName>
        <Description>The Academy of Revelation increases the Research produced in all your cities.</Description>
        <RequiresCity>1</RequiresCity>
        <RequiresForceUnlock>1</RequiresForceUnlock>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <RequiresCityImprovement>1</RequiresCityImprovement>
        <RequiredImprovement>Conclave</RequiredImprovement>
        <LaborToBuild>0</LaborToBuild>
        <GameModifier>
            <ModType>Player</ModType>
            <Attribute>AbilityBonus</Attribute>
            <StrVal>A_Research</StrVal>
            <Value>10</Value>
            <Provides>+10% Research for your faction</Provides>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>12</AIPriority>
            <AITag>Study</AITag>
        </AIData>
        <ArtDef>Art_Academy</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="AdventurersGuild">
        <DisplayName>Adventurer's Guild</DisplayName>
        <Description>The Adventurer's Guild has a chance every season of giving champions stationed in a city bonus experience.</Description>
        <AllowedPerFaction>1</AllowedPerFaction>
        <RequiresCity>1</RequiresCity>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Breons_Letters</Attribute>
        </Prereq>
        <LaborToBuild>540</LaborToBuild>
        <GameModifier>
            <ModType>StationedUnitStatBonus</ModType>
            <StrVal>UnitStat_Experience</StrVal>
            <StrVal2>OnlyChampions</StrVal2>
            <Value>1</Value>
            <Operator>25</Operator>
            <Provides>Stationed champions have a 25% chance of getting 1xp/season</Provides>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Fame</Attribute>
            <Value>1</Value>
            <PerTurn>1</PerTurn>
            <Provides>+1 Fame per Season</Provides>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>CommandPost</AITag>
        </AIData>
        <ArtDef>Art_AdventurersGuild</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="AirAltar">
        <DisplayName>Air Altar</DisplayName>
        <Description>Air Altars can be built on Air Shards. They amplify Air spells and provide Mana every season.</Description>
        <SpecialBuildingType>Shard</SpecialBuildingType>
        <IgnoreDuplicateImpLimit>1</IgnoreDuplicateImpLimit>
        <RequiresCity>0</RequiresCity>
        <RequiresResource>1</RequiresResource>
        <SupportedResourceType>AirShard</SupportedResourceType>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <UpgradesToImprovement>AirShrine</UpgradesToImprovement>
        <UpgradeTier>1</UpgradeTier>
        <Prereq>
            <Type>RestrictedAbilityBonusOption</Type>
            <Attribute>Binding</Attribute>
            <Target>Player</Target>
        </Prereq>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Shard_Harvesting</Attribute>
        </Prereq>
        <LaborToBuild>80</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Mana</Attribute>
            <Value>1</Value>
            <PerTurn>1</PerTurn>
            <Provides>+1 Mana</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>AirMana</Attribute>
            <Value>1</Value>
            <PerTurn>1</PerTurn>
            <Provides>+1 Air Power</Provides>
            <UpgradeComparisonID>2</UpgradeComparisonID>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>Shards</AITag>
        </AIData>
        <ArtDef>Art_AirAltar</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="AirAltar_Resoln">
        <DisplayName>Air Altar</DisplayName>
        <Description>Air Altars can be built on Air Shards. They amplify Air spells and provide Mana every season.</Description>
        <SpecialBuildingType>Shard</SpecialBuildingType>
        <IgnoreDuplicateImpLimit>1</IgnoreDuplicateImpLimit>
        <RequiresCity>0</RequiresCity>
        <RequiresResource>1</RequiresResource>
        <SupportedResourceType>AirShard</SupportedResourceType>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <UpgradesToImprovement>AirShrine_Resoln</UpgradesToImprovement>
        <UpgradeTier>1</UpgradeTier>
        <HideInHiergamenon>1</HideInHiergamenon>
        <Prereq>
            <Type>AbilityBonusOption</Type>
            <Attribute>Binding</Attribute>
            <Target>Player</Target>
        </Prereq>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Shard_Harvesting</Attribute>
        </Prereq>
        <LaborToBuild>80</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Mana</Attribute>
            <Value>1</Value>
            <PerTurn>1</PerTurn>
            <Provides>+1 Mana</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>AirMana</Attribute>
            <Value>1</Value>
            <PerTurn>1</PerTurn>
            <Provides>+1 Air Power</Provides>
            <UpgradeComparisonID>2</UpgradeComparisonID>
        </GameModifier>
        <GameModifier>
            <ModType>Player</ModType>
            <Attribute>LimitedUnitCap</Attribute>
            <StrVal>CrowDemon_Young</StrVal>
            <Value>1</Value>
            <Provides>Summons a Young Crow Demon</Provides>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>Shards</AITag>
        </AIData>
        <ArtDef>Art_AirAltar</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="AirShrine">
        <DisplayName>Air Shrine</DisplayName>
        <Description>Air Shrines upgrade from Air Altars. They amplify Air spells and provide additional Mana every season.</Description>
        <SpecialBuildingType>Shard</SpecialBuildingType>
        <IgnoreDuplicateImpLimit>1</IgnoreDuplicateImpLimit>
        <RequiresCity>0</RequiresCity>
        <RequiresResource>1</RequiresResource>
        <SupportedResourceType>AirShard</SupportedResourceType>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <UpgradesToImprovement>AirTemple</UpgradesToImprovement>
        <UpgradeTier>2</UpgradeTier>
        <Prereq>
            <Type>RestrictedAbilityBonusOption</Type>
            <Attribute>Binding</Attribute>
            <Target>Player</Target>
        </Prereq>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Immortal_Codex</Attribute>
        </Prereq>
        <LaborToBuild>166</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Mana</Attribute>
            <Value>2</Value>
            <PerTurn>1</PerTurn>
            <Provides>+2 Mana</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>AirMana</Attribute>
            <Value>1</Value>
            <PerTurn>1</PerTurn>
            <Provides>+1 Air Power</Provides>
            <UpgradeComparisonID>2</UpgradeComparisonID>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>Shards</AITag>
        </AIData>
        <ArtDef>Art_AirShrine</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="AirShrine_Resoln">
        <DisplayName>Air Shrine</DisplayName>
        <Description>Air Shrines upgrade from Air Altars. They amplify Air spells and provide additional Mana every season.</Description>
        <SpecialBuildingType>Shard</SpecialBuildingType>
        <IgnoreDuplicateImpLimit>1</IgnoreDuplicateImpLimit>
        <RequiresCity>0</RequiresCity>
        <RequiresResource>1</RequiresResource>
        <SupportedResourceType>AirShard</SupportedResourceType>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <UpgradesToImprovement>AirTemple_Resoln</UpgradesToImprovement>
        <UpgradeTier>2</UpgradeTier>
        <HideInHiergamenon>1</HideInHiergamenon>
        <Prereq>
            <Type>AbilityBonusOption</Type>
            <Attribute>Binding</Attribute>
            <Target>Player</Target>
        </Prereq>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Immortal_Codex</Attribute>
        </Prereq>
        <LaborToBuild>166</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Mana</Attribute>
            <Value>2</Value>
            <PerTurn>1</PerTurn>
            <Provides>+2 Mana</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>AirMana</Attribute>
            <Value>1</Value>
            <PerTurn>1</PerTurn>
            <Provides>+1 Air Power</Provides>
            <UpgradeComparisonID>2</UpgradeComparisonID>
        </GameModifier>
        <GameModifier>
            <ModType>Player</ModType>
            <Attribute>LimitedUnitCap</Attribute>
            <StrVal>CrowDemon</StrVal>
            <Value>1</Value>
            <Provides>Summons a Crow Demon</Provides>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>Shards</AITag>
        </AIData>
        <ArtDef>Art_AirShrine</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="AirTemple">
        <DisplayName>Air Temple</DisplayName>
        <Description>Air Temples upgrade from Air Shrines. They amplify Air spells and provide additional Mana every season.</Description>
        <SpecialBuildingType>Shard</SpecialBuildingType>
        <IgnoreDuplicateImpLimit>1</IgnoreDuplicateImpLimit>
        <RequiresCity>0</RequiresCity>
        <RequiresResource>1</RequiresResource>
        <SupportedResourceType>AirShard</SupportedResourceType>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <UpgradeTier>3</UpgradeTier>
        <Prereq>
            <Type>RestrictedAbilityBonusOption</Type>
            <Attribute>Binding</Attribute>
            <Target>Player</Target>
        </Prereq>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Ereogs_Journal</Attribute>
        </Prereq>
        <LaborToBuild>324</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Mana</Attribute>
            <Value>3</Value>
            <PerTurn>1</PerTurn>
            <Provides>+3 Mana</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>AirMana</Attribute>
            <Value>1</Value>
            <PerTurn>1</PerTurn>
            <Provides>+1 Air Power</Provides>
            <UpgradeComparisonID>2</UpgradeComparisonID>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>Shards</AITag>
        </AIData>
        <ArtDef>Art_AirTemple</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="AirTemple_Resoln">
        <DisplayName>Air Temple</DisplayName>
        <Description>Air Temples upgrade from Air Shrines. They amplify Air spells and provide additional Mana every season.</Description>
        <SpecialBuildingType>Shard</SpecialBuildingType>
        <IgnoreDuplicateImpLimit>1</IgnoreDuplicateImpLimit>
        <RequiresCity>0</RequiresCity>
        <RequiresResource>1</RequiresResource>
        <SupportedResourceType>AirShard</SupportedResourceType>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <UpgradeTier>3</UpgradeTier>
        <HideInHiergamenon>1</HideInHiergamenon>
        <Prereq>
            <Type>AbilityBonusOption</Type>
            <Attribute>Binding</Attribute>
            <Target>Player</Target>
        </Prereq>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Ereogs_Journal</Attribute>
        </Prereq>
        <LaborToBuild>324</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Mana</Attribute>
            <Value>3</Value>
            <PerTurn>1</PerTurn>
            <Provides>+3 Mana</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>AirMana</Attribute>
            <Value>1</Value>
            <PerTurn>1</PerTurn>
            <Provides>+1 Air Power</Provides>
            <UpgradeComparisonID>2</UpgradeComparisonID>
        </GameModifier>
        <GameModifier>
            <ModType>Player</ModType>
            <Attribute>LimitedUnitCap</Attribute>
            <StrVal>CrowDemon_Ancient</StrVal>
            <Value>1</Value>
            <Provides>Summons an Ancient Crow Demon</Provides>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>Shards</AITag>
        </AIData>
        <ArtDef>Art_AirTemple</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="Alchemist">
        <DisplayName>Alchemist</DisplayName>
        <Description>Alchemists utilize magic to increase the Mana and Research in a city. Their bonuses scale based on the amount of essence in the city.</Description>
        <RequiresCity>1</RequiresCity>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <RequiresCityImprovement>1</RequiresCityImprovement>
        <RequiredImprovement>Conclave</RequiredImprovement>
        <UpgradesToImprovement>AlchemyLab</UpgradesToImprovement>
        <UpgradeTier>3</UpgradeTier>
        <Prereq>
            <Type>Resource</Type>
            <Attribute>TileYieldEssence</Attribute>
        </Prereq>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Sorcery</Attribute>
        </Prereq>
        <LaborToBuild>811</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Mana</Attribute>
            <PerTurn>1</PerTurn>
            <Provides>+1 Mana (+1 per Essence)</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
            <Calculate InternalName="Value" ValueOwner="OwnerCity">
                <Expression><![CDATA[[TileYieldEssence] + 1]]></Expression>
            </Calculate>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Research</Attribute>
            <PerTurn>1</PerTurn>
            <Provides>+1 Research (+1 per Essence)</Provides>
            <UpgradeComparisonID>2</UpgradeComparisonID>
            <Calculate InternalName="Value" ValueOwner="OwnerCity">
                <Expression><![CDATA[[TileYieldEssence] + 1]]></Expression>
            </Calculate>
        </GameModifier>
        <GameModifier>
            <Provides>Adds Growth and Healing Potions to the city shop</Provides>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>25</AIPriority>
            <AITag>Study</AITag>
        </AIData>
        <UnlocksShopItem>Potion_Healing</UnlocksShopItem>
        <UnlocksShopItem>Potion_Growth</UnlocksShopItem>
        <ArtDef>Art_Alchemist</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="AlchemyLab">
        <DisplayName>Alchemy Lab</DisplayName>
        <Description>Alchemy Labs increase the Material yields, Mana, and Research in a city via the arcane arts. Their bonuses scale based on the amount of essence in the city.</Description>
        <RequiresCity>1</RequiresCity>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <RequiresCityImprovement>1</RequiresCityImprovement>
        <RequiredImprovement>Conclave</RequiredImprovement>
        <UpgradeTier>4</UpgradeTier>
        <Prereq>
            <Type>Resource</Type>
            <Attribute>TileYieldEssence</Attribute>
        </Prereq>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Arcane_Mastery</Attribute>
        </Prereq>
        <GameModifier>
            <ModType>ConstructionResourceCost</ModType>
            <Attribute>RefinedCrystal</Attribute>
            <Value>-100</Value>
        </GameModifier>
        <LaborToBuild>1406</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Mana</Attribute>
            <PerTurn>1</PerTurn>
            <Provides>+1 Mana (+1 per Essence)</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
            <Calculate InternalName="Value" ValueOwner="OwnerCity">
                <Expression><![CDATA[[TileYieldEssence] + 1]]></Expression>
            </Calculate>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Research</Attribute>
            <PerTurn>1</PerTurn>
            <Provides>+1 Research (+1 per Essence)</Provides>
            <UpgradeComparisonID>2</UpgradeComparisonID>
            <Calculate InternalName="Value" ValueOwner="OwnerCity">
                <Expression><![CDATA[[TileYieldEssence] + 1]]></Expression>
            </Calculate>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>TileYieldMaterials</Attribute>
            <PerTurn>1</PerTurn>
            <Provides>+1 Material per Essence</Provides>
            <UpgradeComparisonID>3</UpgradeComparisonID>
            <UpgradeComparisonText>Material per Essence</UpgradeComparisonText>
            <Calculate InternalName="Value" ValueOwner="OwnerCity">
                <Expression><![CDATA[[TileYieldEssence]]]></Expression>
            </Calculate>
        </GameModifier>
        <GameModifier>
            <Provides>Adds Iru Elixir, Growth and Healing Potions to the city shop</Provides>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>10</AIPriority>
            <AITag>Crystal</AITag>
        </AIData>
        <UnlocksShopItem>Potion_Healing</UnlocksShopItem>
        <UnlocksShopItem>Potion_Growth</UnlocksShopItem>
        <UnlocksShopItem>Potion_HealingStrong</UnlocksShopItem>
        <ArtDef>Art_AlchemyLab</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="Almshouse">
        <DisplayName>Almshouse</DisplayName>
        <Description>An Almshouse shows a city's compassion for the least of its citizens.</Description>
        <RequiresCity>1</RequiresCity>
        <RequiresForceUnlock>1</RequiresForceUnlock>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <RequiresCityImprovement>1</RequiresCityImprovement>
        <RequiredImprovement>TradeGuild</RequiredImprovement>
        <LaborToBuild>0</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Fame</Attribute>
            <Value>1</Value>
            <PerTurn>1</PerTurn>
            <Provides>+1 Fame per Season</Provides>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>Prestige</AITag>
        </AIData>
        <ArtDef>Art_Almshouse</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="AmethystVault">
        <DisplayName>Amethyst Vault</DisplayName>
        <Description>Amethyst Vaults provide Crystal every season without needing to find a Crystal Crag resource</Description>
        <RequiresCity>1</RequiresCity>
        <RequiresForceUnlock>1</RequiresForceUnlock>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <RequiresCityImprovement>1</RequiresCityImprovement>
        <RequiredImprovement>Conclave</RequiredImprovement>
        <LaborToBuild>0</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>RefinedCrystal</Attribute>
            <Value>2</Value>
            <PerTurn>1</PerTurn>
            <Provides>+2 Crystal per Season</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>Mining</AITag>
        </AIData>
        <ArtDef>Art_AmethystVault</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="AncientTemple">
        <DisplayName>Ancient Temple</DisplayName>
        <Description>Ancient Temples can only be built on temple ruins.  They increase the amount of Research your faction generates.</Description>
        <IgnoreDuplicateImpLimit>1</IgnoreDuplicateImpLimit>
        <RequiresResource>1</RequiresResource>
        <SupportedResourceType>TempleRuins</SupportedResourceType>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <LaborToBuild>80</LaborToBuild>
        <GameModifier>
            <ModType>Player</ModType>
            <Attribute>AbilityBonus</Attribute>
            <StrVal>A_Research</StrVal>
            <Value>5</Value>
            <Provides>+5% Research for your faction</Provides>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>Shards</AITag>
        </AIData>
        <ArtDef>Art_AncientTemple</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="Apiary">
        <DisplayName>Apiary</DisplayName>
        <Description>Apiaries reduce the Unrest for your entire faction.</Description>
        <IgnoreDuplicateImpLimit>1</IgnoreDuplicateImpLimit>
        <RequiresResource>1</RequiresResource>
        <SupportedResourceType>BeeHive</SupportedResourceType>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <LaborToBuild>96</LaborToBuild>
        <GameModifier>
            <ModType>Player</ModType>
            <Attribute>AbilityBonus</Attribute>
            <StrVal>A_Additive_Unrest</StrVal>
            <Value>-2</Value>
            <Provides>-2% to Unrest for your faction</Provides>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>Economy</AITag>
        </AIData>
        <ArtDef>Art_Apiary</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="Apothecary">
        <DisplayName>Apothecary</DisplayName>
        <Description>Apothecaries provide Mana every Season and produce consumable potions that champions can purchase. Their bonuses scale based on the amount of Essence in the city.</Description>
        <RequiresCity>1</RequiresCity>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <RequiresCityImprovement>1</RequiresCityImprovement>
        <RequiredImprovement>Conclave</RequiredImprovement>
        <UpgradesToImprovement>Alchemist</UpgradesToImprovement>
        <UpgradeTier>2</UpgradeTier>
        <Prereq>
            <Type>Resource</Type>
            <Attribute>TileYieldEssence</Attribute>
        </Prereq>
        <LaborToBuild>312</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Mana</Attribute>
            <PerTurn>1</PerTurn>
            <Provides>+1 Mana (+1 per Essence)</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
            <Calculate InternalName="Value" ValueOwner="OwnerCity">
                <Expression><![CDATA[[TileYieldEssence] + 1]]></Expression>
            </Calculate>
        </GameModifier>
        <GameModifier>
            <Provides>Adds Growth Potions to the city shop</Provides>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>Study</AITag>
        </AIData>
        <UnlocksShopItem>Potion_Growth</UnlocksShopItem>
        <ArtDef>Art_Apothecary</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="Archivist">
        <DisplayName>Conclave Archivist</DisplayName>
        <Description>Archivists increase the Research a city provides when it's producing research.</Description>
        <RequiresCity>1</RequiresCity>
        <RequiresForceUnlock>1</RequiresForceUnlock>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <RequiresCityImprovement>1</RequiresCityImprovement>
        <RequiredImprovement>Conclave</RequiredImprovement>
        <LaborToBuild>0</LaborToBuild>
        <GameModifier>
            <ModType>ResourceMultiplier</ModType>
            <Attribute>Research</Attribute>
            <Value>1</Value>
            <PerTurn>1</PerTurn>
            <ApplyDuringConstruction>1</ApplyDuringConstruction>
            <Provides>+50% Research when the city is Producing Research</Provides>
            <Calculate InternalName="Calc" ValueOwner="OwnerCity">
                <Expression><![CDATA[[Constructing_ProduceResearch] * 0.5]]></Expression>
            </Calculate>
            <Calculate InternalName="Value" ValueOwner="OwnerCity">
                <Expression><![CDATA[[Calc] + 1]]></Expression>
            </Calculate>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>10</AIPriority>
            <AITag>Study</AITag>
        </AIData>
        <ArtDef>Art_Archivist</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="Arena">
        <DisplayName>Arena</DisplayName>
        <Description>The Arena has a chance every season to give champions stationed in the city it's constructed in bonus experience. </Description>
        <AllowedPerFaction>1</AllowedPerFaction>
        <RequiresCity>1</RequiresCity>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <RequiresCityImprovement>1</RequiresCityImprovement>
        <RequiredImprovement>TradeGuild</RequiredImprovement>
        <UpgradeTier>4</UpgradeTier>
        <Prereq>
            <Type>Allegiance</Type>
            <Attribute>Empire</Attribute>
        </Prereq>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Entertainment</Attribute>
        </Prereq>
        <LaborToBuild>1406</LaborToBuild>
        <GameModifier>
            <ModType>ResourceMultiplier</ModType>
            <Attribute>Food</Attribute>
            <Value>1.5</Value>
            <PerTurn>1</PerTurn>
            <Provides>+50% Food</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
        </GameModifier>
        <GameModifier>
            <ModType>ResourceMultiplier</ModType>
            <Attribute>Gold</Attribute>
            <Value>1.3</Value>
            <PerTurn>1</PerTurn>
            <Provides>+30% Gildar</Provides>
            <UpgradeComparisonID>2</UpgradeComparisonID>
        </GameModifier>
        <GameModifier>
            <ModType>ResourceMultiplier</ModType>
            <Attribute>Prestige</Attribute>
            <Value>1</Value>
            <PerTurn>1</PerTurn>
            <IsProductionQueueEmpty>1</IsProductionQueueEmpty>
            <Provides>+50% Growth when Producing Growth</Provides>
            <Calculate InternalName="Calc" ValueOwner="OwnerCity">
                <Expression><![CDATA[[Constructing_ProduceGrowth] * 0.5]]></Expression>
            </Calculate>
            <Calculate InternalName="Value" ValueOwner="OwnerCity">
                <Expression><![CDATA[[Calc] + 1]]></Expression>
            </Calculate>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Fame</Attribute>
            <Value>1</Value>
            <PerTurn>1</PerTurn>
            <Provides>+1 Fame per Season</Provides>
        </GameModifier>
        <GameModifier>
            <ModType>StationedUnitStatBonus</ModType>
            <StrVal>UnitStat_Experience</StrVal>
            <Value>1</Value>
            <Operator>25</Operator>
            <Provides>Stationed units have a 25% chance of getting 1xp/season</Provides>
            <UpgradeComparisonID>5</UpgradeComparisonID>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
        </AIData>
        <ArtDef>Arena_ArtDef</ArtDef>
        <ImprovementTypeArtDef InternalName="Arena_ArtDef">
            <ImprovementTypeArtSubPack InternalName="Arena_Default">
                <TileDesign>F_Arena_01</TileDesign>
                <ConstructionTileDesign>F_Construction1x1_01</ConstructionTileDesign>
                <DrawnIcon>Improvement_Arena.png</DrawnIcon>
                <DrawnIconConstruction>Improvement_Arena.png</DrawnIconConstruction>
                <Thumbnail>F_Arena_Thumb_01.png</Thumbnail>
                <Medallions InternalName="">
                    <All>F_Arena_Thumb_01.png</All>
                </Medallions>
            </ImprovementTypeArtSubPack>
        </ImprovementTypeArtDef>
    </ImprovementType>
    <ImprovementType InternalName="Armorer">
        <DisplayName>Armorer</DisplayName>
        <Description>Armorers reduce the costs of adding armor to units trained in this city while also increasing their base Armor.</Description>
        <RequiresCity>1</RequiresCity>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <RequiresCityImprovement>1</RequiresCityImprovement>
        <RequiredImprovement>Fortress</RequiredImprovement>
        <UpgradesToImprovement>Weaponsmith</UpgradesToImprovement>
        <UpgradeTier>3</UpgradeTier>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Armor</Attribute>
        </Prereq>
        <LaborToBuild>540</LaborToBuild>
        <GameModifier>
            <ModType>CityTrainingBonus</ModType>
            <Attribute>TrainingBonus_ApplyUnitModifier_Add</Attribute>
            <StrVal>UnitStat_Defense_Pierce</StrVal>
            <Value>6</Value>
            <Provides>+6 Defense for Trained Units</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
            <UpgradeComparisonText>Trained Unit Defense</UpgradeComparisonText>
        </GameModifier>
        <GameModifier>
            <ModType>CityTrainingBonus</ModType>
            <Attribute>TrainingCostDiscount_Armor</Attribute>
            <StrVal>Labor</StrVal>
            <Value>0.5</Value>
            <Provides>-50% Labor Cost of Armor</Provides>
            <UpgradeComparisonID>4</UpgradeComparisonID>
            <UpgradeComparisonText>Armor Labor Cost Discount</UpgradeComparisonText>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>CommandPost</AITag>
        </AIData>
        <ArtDef>Art_Armorer</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="Bakery">
        <DisplayName>Bakery</DisplayName>
        <Description>Bakeries increase the amount of Food a faction gets from Grain tile yields.</Description>
        <RequiresCity>1</RequiresCity>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <RequiresCityImprovement>1</RequiresCityImprovement>
        <RequiredImprovement>TradeGuild</RequiredImprovement>
        <UpgradesToImprovement>Butcher</UpgradesToImprovement>
        <UpgradeTier>2</UpgradeTier>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Agriculture</Attribute>
        </Prereq>
        <LaborToBuild>312</LaborToBuild>
        <GameModifier>
            <ModType>Player</ModType>
            <Attribute>AbilityBonus</Attribute>
            <StrVal>A_Additive_FoodPerGrain</StrVal>
            <Value>10</Value>
            <Provides>+10 Food per Grain for your Faction</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
            <UpgradeComparisonText>Faction Food per Grain</UpgradeComparisonText>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>20</AIPriority>
            <AITag>Economy</AITag>
        </AIData>
        <UnlocksShopItem>Bread</UnlocksShopItem>
        <ArtDef>Art_Bakery</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="Barracks">
        <DisplayName>Barracks</DisplayName>
        <Description>Barracks decrease the training time for units trained in this city while also increasing their Accuracy.</Description>
        <RequiresCity>1</RequiresCity>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <RequiresCityImprovement>1</RequiresCityImprovement>
        <RequiredImprovement>Fortress</RequiredImprovement>
        <UpgradesToImprovement>CommandPost</UpgradesToImprovement>
        <UpgradeTier>2</UpgradeTier>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Training</Attribute>
        </Prereq>
        <LaborToBuild>208</LaborToBuild>
        <GameModifier>
            <ModType>CityTrainingBonus</ModType>
            <Attribute>TrainingBonus_ApplyUnitModifier_Add</Attribute>
            <StrVal>UnitStat_Accuracy</StrVal>
            <Value>15</Value>
            <Provides>+15 Accuracy for Trained Units</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
            <UpgradeComparisonText>Trained Unit Accuracy</UpgradeComparisonText>
        </GameModifier>
        <GameModifier>
            <ModType>City</ModType>
            <Attribute>TrainingDiscount</Attribute>
            <Value>0.25</Value>
            <Provides>-25% Unit Training cost</Provides>
            <UpgradeComparisonID>2</UpgradeComparisonID>
            <UpgradeComparisonText>Unit Training Discount</UpgradeComparisonText>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>CommandPost</AITag>
        </AIData>
        <ArtDef>Art_Barracks</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="Bazaar">
        <DisplayName>Bazaar</DisplayName>
        <Description>Bazaars increase the amount of Gildar a city produces.</Description>
        <RequiresCity>1</RequiresCity>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <Prereq>
            <Type>AbilityBonusOption</Type>
            <Attribute>LegacyOfSerrane</Attribute>
            <Target>Player</Target>
        </Prereq>
        <LaborToBuild>96</LaborToBuild>
        <GameModifier>
            <ModType>ResourceMultiplier</ModType>
            <Attribute>Gold</Attribute>
            <Value>1</Value>
            <PerTurn>1</PerTurn>
            <ApplyDuringConstruction>1</ApplyDuringConstruction>
            <Provides>+50% Gildar when the city is Producing Wealth</Provides>
            <Calculate InternalName="Calc" ValueOwner="OwnerCity">
                <Expression><![CDATA[[Constructing_ProduceWealth] * 0.5]]></Expression>
            </Calculate>
            <Calculate InternalName="Value" ValueOwner="OwnerCity">
                <Expression><![CDATA[[Calc] + 1]]></Expression>
            </Calculate>
        </GameModifier>
        <GameModifier>
            <ModType>City</ModType>
            <Attribute>RushCostDiscount</Attribute>
            <Value>0.25</Value>
            <PerTurn>1</PerTurn>
            <Provides>-25% Rush Costs</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
            <UpgradeComparisonText>Rush Cost Discount</UpgradeComparisonText>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>10</AIPriority>
            <AITag>Merchant</AITag>
        </AIData>
        <ArtDef>Art_Bank</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="BellTower">
        <DisplayName>Bell Tower</DisplayName>
        <Description>Bell Towers keep a city running in an orderly manner by lowering Unrest.</Description>
        <RequiresCity>1</RequiresCity>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <UpgradesToImprovement>TownHall</UpgradesToImprovement>
        <UpgradeTier>1</UpgradeTier>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Civics</Attribute>
        </Prereq>
        <LaborToBuild>128</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Unrest</Attribute>
            <Value>-10</Value>
            <PerTurn>1</PerTurn>
            <Provides>-10% Unrest</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
            <UpgradeComparisonText>Unrest</UpgradeComparisonText>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>8</AIPriority>
            <AITag>Workshop</AITag>
        </AIData>
        <ArtDef>Art_BellTower</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="BlackMarket">
        <DisplayName>Black Market</DisplayName>
        <Description>The Black Market reduces the cost of rushing production and increases the Gildar produced by a city, to the detriment of its citizens. As a result it will also increase the Unrest of the city.</Description>
        <RequiresCity>1</RequiresCity>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <Prereq>
            <Type>Allegiance</Type>
            <Attribute>Empire</Attribute>
        </Prereq>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Trading</Attribute>
        </Prereq>
        <LaborToBuild>166</LaborToBuild>
        <GameModifier>
            <ModType>City</ModType>
            <Attribute>RushCostDiscount</Attribute>
            <Value>0.25</Value>
            <PerTurn>1</PerTurn>
            <Provides>-25% Rush Costs</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
            <UpgradeComparisonText>Rush Cost Discount</UpgradeComparisonText>
        </GameModifier>
        <GameModifier>
            <ModType>ResourceMultiplier</ModType>
            <Attribute>Gold</Attribute>
            <Value>1.2</Value>
            <PerTurn>1</PerTurn>
            <Provides>+20% Gildar</Provides>
            <UpgradeComparisonID>2</UpgradeComparisonID>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Unrest</Attribute>
            <Value>5</Value>
            <PerTurn>1</PerTurn>
            <Provides>+5% Unrest</Provides>
            <UpgradeComparisonID>3</UpgradeComparisonID>
            <UpgradeComparisonText>Unrest</UpgradeComparisonText>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>10</AIPriority>
            <AITag>Merchant</AITag>
        </AIData>
        <ArtDef>Art_BlackMarket</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="Blacksmith">
        <DisplayName>Blacksmith</DisplayName>
        <Description>Blacksmiths increase the base Armor of every unit trained in a city.</Description>
        <RequiresCity>1</RequiresCity>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <RequiresCityImprovement>1</RequiresCityImprovement>
        <RequiredImprovement>Fortress</RequiredImprovement>
        <UpgradesToImprovement>Armorer</UpgradesToImprovement>
        <UpgradeTier>2</UpgradeTier>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Blacksmithing</Attribute>
        </Prereq>
        <LaborToBuild>208</LaborToBuild>
        <GameModifier>
            <ModType>CityTrainingBonus</ModType>
            <Attribute>TrainingBonus_ApplyUnitModifier_Add</Attribute>
            <StrVal>UnitStat_Defense_Pierce</StrVal>
            <Value>4</Value>
            <Provides>+4 Defense for Trained Units</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
            <UpgradeComparisonText>Trained Unit Defense</UpgradeComparisonText>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>10</AIPriority>
            <AITag>Workshop</AITag>
        </AIData>
        <ArtDef>Art_Blacksmith</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="Brewery">
        <DisplayName>Brewery</DisplayName>
        <Description>The Brewery will greatly increase the amount of Food a faction gets from Grain tile yields.</Description>
        <AllowedPerFaction>1</AllowedPerFaction>
        <RequiresCity>1</RequiresCity>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <RequiresCityImprovement>1</RequiresCityImprovement>
        <RequiredImprovement>TradeGuild</RequiredImprovement>
        <UpgradeTier>4</UpgradeTier>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Entertainment</Attribute>
        </Prereq>
        <LaborToBuild>1406</LaborToBuild>
        <GameModifier>
            <ModType>Player</ModType>
            <Attribute>AbilityBonus</Attribute>
            <StrVal>A_Additive_FoodPerGrain</StrVal>
            <Value>40</Value>
            <Provides>+40 Food per Grain for your faction</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
            <UpgradeComparisonText>Faction Food per Grain</UpgradeComparisonText>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>20</AIPriority>
            <AITag>Prestige</AITag>
        </AIData>
        <UnlocksShopItem>Bread</UnlocksShopItem>
        <ArtDef>Art_Brewery</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="Butcher">
        <DisplayName>Butcher</DisplayName>
        <Description>Butchers increase the amount of Food a faction gets from Grain tile yields.</Description>
        <RequiresCity>1</RequiresCity>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <RequiresCityImprovement>1</RequiresCityImprovement>
        <RequiredImprovement>TradeGuild</RequiredImprovement>
        <UpgradesToImprovement>Brewery</UpgradesToImprovement>
        <UpgradeTier>3</UpgradeTier>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Animal_Husbandry</Attribute>
        </Prereq>
        <LaborToBuild>811</LaborToBuild>
        <GameModifier>
            <ModType>Player</ModType>
            <Attribute>AbilityBonus</Attribute>
            <StrVal>A_Additive_FoodPerGrain</StrVal>
            <Value>20</Value>
            <Provides>+20 Food per Grain for your faction</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
            <UpgradeComparisonText>Faction Food per Grain</UpgradeComparisonText>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>15</AIPriority>
            <AITag>Economy</AITag>
        </AIData>
        <UnlocksShopItem>Bread</UnlocksShopItem>
        <ArtDef>Art_Butcher</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="Camp_FellDragon">
        <DisplayName>Fell Dragon Camp</DisplayName>
        <Description>Fell Dragon Lairs can be built on Dragon lairs to recruit Fell Dragons.</Description>
        <SpecialBuildingType>FellDragonRecruiting</SpecialBuildingType>
        <IgnoreDuplicateImpLimit>1</IgnoreDuplicateImpLimit>
        <RequiresCity>0</RequiresCity>
        <RequiresResource>1</RequiresResource>
        <SupportedResourceType>WildDragons</SupportedResourceType>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <Prereq>
            <Type>Allegiance</Type>
            <Attribute>Empire</Attribute>
        </Prereq>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Dance_with_Dragons</Attribute>
        </Prereq>
        <GameModifier>
            <ModType>ConstructionResourceCost</ModType>
            <Attribute>Gold</Attribute>
            <Value>-250</Value>
        </GameModifier>
        <LaborToBuild>703</LaborToBuild>
        <GameModifier>
            <ModType>Player</ModType>
            <Attribute>LimitedUnitCap</Attribute>
            <StrVal>FellDragon</StrVal>
            <Value>1</Value>
            <Provides>Recruit 1 Fell Dragon</Provides>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>CommandPost</AITag>
        </AIData>
        <ArtDef>Camp_FellDragon_ArtDef</ArtDef>
        <ImprovementTypeArtDef InternalName="Camp_FellDragon_ArtDef">
            <ImprovementTypeArtSubPack InternalName="Camp_FellDragon_Default">
                <TileDesign>K_Dragons_01</TileDesign>
                <ConstructionTileDesign>K_Dragons_Build_01</ConstructionTileDesign>
                <DrawnIcon>Improvement_Dragon.png</DrawnIcon>
                <DrawnIconConstruction>Improvement_Dragon_C.png</DrawnIconConstruction>
                <Thumbnail>K_Dragons_01_Card.png</Thumbnail>
                <Medallions InternalName="">
                    <All>K_Dragons_01_Card.png</All>
                </Medallions>
            </ImprovementTypeArtSubPack>
        </ImprovementTypeArtDef>
    </ImprovementType>
    <ImprovementType InternalName="Camp_Mercenary">
        <DisplayName>Mercenary Camp</DisplayName>
        <Description>Mercenary camps can be built on Border Villages to recruit Mercenaries.</Description>
        <SpecialBuildingType>MercenaryRecruiting</SpecialBuildingType>
        <IgnoreDuplicateImpLimit>1</IgnoreDuplicateImpLimit>
        <RequiresCity>0</RequiresCity>
        <RequiresResource>1</RequiresResource>
        <SupportedResourceType>WildMercenaries</SupportedResourceType>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <GameModifier>
            <ModType>ConstructionResourceCost</ModType>
            <Attribute>Gold</Attribute>
            <Value>-50</Value>
        </GameModifier>
        <LaborToBuild>104</LaborToBuild>
        <GameModifier>
            <ModType>Player</ModType>
            <Attribute>LimitedUnitCap</Attribute>
            <StrVal>Mercenary_Party</StrVal>
            <Value>2</Value>
            <Provides>Recruit 2 Mercenaries</Provides>
        </GameModifier>
        <GameModifier>
            <ModType>Player</ModType>
            <Attribute>LimitedUnitCap</Attribute>
            <StrVal>Hunter</StrVal>
            <Value>2</Value>
            <Provides>Recruit 2 Hunters</Provides>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>CommandPost</AITag>
        </AIData>
        <ArtDef>Camp_Mercenary_ArtDef</ArtDef>
        <ImprovementTypeArtDef InternalName="Camp_Mercenary_ArtDef">
            <ImprovementTypeArtSubPack InternalName="Camp_Mercenary_Default">
                <TileDesign>R_Mercenary_Camp_01</TileDesign>
                <ConstructionTileDesign>R_Mercenary_Camp_01</ConstructionTileDesign>
                <DrawnIcon>Resource_Bandit.png</DrawnIcon>
                <DrawnIconConstruction>Resource_Bandit.png</DrawnIconConstruction>
                <Thumbnail>RefugeeCamp.png</Thumbnail>
                <Medallions InternalName="">
                    <All>RefugeeCamp.png</All>
                </Medallions>
            </ImprovementTypeArtSubPack>
        </ImprovementTypeArtDef>
    </ImprovementType>
    <ImprovementType InternalName="Camp_Ogre">
        <DisplayName>Ogre Camp</DisplayName>
        <Description>Ogre camps can be built on Ogre lairs to recruit Ogres.</Description>
        <SpecialBuildingType>OgreRecruiting</SpecialBuildingType>
        <IgnoreDuplicateImpLimit>1</IgnoreDuplicateImpLimit>
        <RequiresCity>0</RequiresCity>
        <RequiresResource>1</RequiresResource>
        <SupportedResourceType>WildOgres</SupportedResourceType>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <Prereq>
            <Type>Allegiance</Type>
            <Attribute>Empire</Attribute>
        </Prereq>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Wildland_Allies</Attribute>
        </Prereq>
        <GameModifier>
            <ModType>ConstructionResourceCost</ModType>
            <Attribute>Gold</Attribute>
            <Value>-100</Value>
        </GameModifier>
        <LaborToBuild>270</LaborToBuild>
        <GameModifier>
            <ModType>Player</ModType>
            <Attribute>LimitedUnitCap</Attribute>
            <StrVal>Ogre</StrVal>
            <Value>2</Value>
            <Provides>Recruit 2 Ogres</Provides>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>CommandPost</AITag>
        </AIData>
        <ArtDef>Camp_Ogre_ArtDef</ArtDef>
        <ImprovementTypeArtDef InternalName="Camp_Ogre_ArtDef">
            <ImprovementTypeArtSubPack InternalName="Camp_Ogre_Default">
                <TileDesign>R_Ogres_Den_01</TileDesign>
                <ConstructionTileDesign>R_Ogres_Den_01</ConstructionTileDesign>
                <DrawnIcon>Resource_Ogre.png</DrawnIcon>
                <DrawnIconConstruction>Resource_Ogre.png</DrawnIconConstruction>
                <Thumbnail>CaveGrassland_Medallion.png</Thumbnail>
                <Medallions InternalName="">
                    <All>CaveGrassland_Medallion.png</All>
                </Medallions>
            </ImprovementTypeArtSubPack>
        </ImprovementTypeArtDef>
    </ImprovementType>
    <ImprovementType InternalName="Camp_OrderOfAsok">
        <DisplayName>Order of Asok Camp</DisplayName>
        <Description>Order of Asok camps can be built on Order of Asok resources to recruit Knights of Asok.</Description>
        <SpecialBuildingType>KnightsOfAsokRecruiting</SpecialBuildingType>
        <IgnoreDuplicateImpLimit>1</IgnoreDuplicateImpLimit>
        <RequiresCity>0</RequiresCity>
        <RequiresResource>1</RequiresResource>
        <SupportedResourceType>WildKnightsOfAsok</SupportedResourceType>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Alliances</Attribute>
        </Prereq>
        <GameModifier>
            <ModType>ConstructionResourceCost</ModType>
            <Attribute>Gold</Attribute>
            <Value>-50</Value>
        </GameModifier>
        <LaborToBuild>104</LaborToBuild>
        <GameModifier>
            <ModType>Player</ModType>
            <Attribute>LimitedUnitCap</Attribute>
            <StrVal>KnightsOfAsok</StrVal>
            <Value>2</Value>
            <Provides>Recruit 2 Knights of Asok</Provides>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>CommandPost</AITag>
        </AIData>
        <ArtDef>Camp_OrderOfAsok_ArtDef</ArtDef>
        <ImprovementTypeArtDef InternalName="Camp_OrderOfAsok_ArtDef">
            <ImprovementTypeArtSubPack InternalName="Camp_OrderOfAsok_Default">
                <TileDesign>F_Castle_02</TileDesign>
                <ConstructionTileDesign>F_Construction1x1_01</ConstructionTileDesign>
                <DrawnIcon>Improvement_Castle.png</DrawnIcon>
                <DrawnIconConstruction>Improvement_Castle_C.png</DrawnIconConstruction>
                <Thumbnail>F_Castle_02_Thumb.png</Thumbnail>
                <Medallions InternalName="">
                    <All>F_Castle_02_Thumb.png</All>
                </Medallions>
            </ImprovementTypeArtSubPack>
        </ImprovementTypeArtDef>
    </ImprovementType>
    <ImprovementType InternalName="Camp_StormDragon">
        <DisplayName>Storm Dragon Camp</DisplayName>
        <Description>Storm Dragon Lairs can be built on Dragon lairs to recruit Storm Dragons.</Description>
        <SpecialBuildingType>StormDragonRecruiting</SpecialBuildingType>
        <IgnoreDuplicateImpLimit>1</IgnoreDuplicateImpLimit>
        <RequiresCity>0</RequiresCity>
        <RequiresResource>1</RequiresResource>
        <SupportedResourceType>WildDragons</SupportedResourceType>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <Prereq>
            <Type>Allegiance</Type>
            <Attribute>Kingdom</Attribute>
        </Prereq>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Dance_with_Dragons</Attribute>
        </Prereq>
        <GameModifier>
            <ModType>ConstructionResourceCost</ModType>
            <Attribute>Gold</Attribute>
            <Value>-250</Value>
        </GameModifier>
        <LaborToBuild>703</LaborToBuild>
        <GameModifier>
            <ModType>Player</ModType>
            <Attribute>LimitedUnitCap</Attribute>
            <StrVal>StormDragon</StrVal>
            <Value>1</Value>
            <Provides>Recruit 1 Storm Dragon</Provides>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>CommandPost</AITag>
        </AIData>
        <ArtDef>Camp_StormDragon_ArtDef</ArtDef>
        <ImprovementTypeArtDef InternalName="Camp_StormDragon_ArtDef">
            <ImprovementTypeArtSubPack InternalName="Camp_StormDragon_Default">
                <TileDesign>K_Dragons_01</TileDesign>
                <ConstructionTileDesign>K_Dragons_Build_01</ConstructionTileDesign>
                <DrawnIcon>Improvement_Dragon.png</DrawnIcon>
                <DrawnIconConstruction>Improvement_Dragon_C.png</DrawnIconConstruction>
                <Thumbnail>K_Dragons_01_Card.png</Thumbnail>
                <Medallions InternalName="">
                    <All>K_Dragons_01_Card.png</All>
                </Medallions>
            </ImprovementTypeArtSubPack>
        </ImprovementTypeArtDef>
    </ImprovementType>
    <ImprovementType InternalName="Camp_Troll">
        <DisplayName>Troll Camp</DisplayName>
        <Description>Troll Camps can be built on Troll lairs to recruit Troll Warriors.</Description>
        <SpecialBuildingType>TrollRecruiting</SpecialBuildingType>
        <IgnoreDuplicateImpLimit>1</IgnoreDuplicateImpLimit>
        <RequiresCity>0</RequiresCity>
        <RequiresResource>1</RequiresResource>
        <SupportedResourceType>WildTrolls</SupportedResourceType>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <Prereq>
            <Type>Allegiance</Type>
            <Attribute>Empire</Attribute>
        </Prereq>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Wildland_Allies</Attribute>
        </Prereq>
        <GameModifier>
            <ModType>ConstructionResourceCost</ModType>
            <Attribute>Gold</Attribute>
            <Value>-100</Value>
        </GameModifier>
        <LaborToBuild>216</LaborToBuild>
        <GameModifier>
            <ModType>Player</ModType>
            <Attribute>LimitedUnitCap</Attribute>
            <StrVal>Troll</StrVal>
            <Value>2</Value>
            <Provides>Recruit 2 Trolls</Provides>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>CommandPost</AITag>
        </AIData>
        <ArtDef>Camp_Troll_ArtDef</ArtDef>
        <ImprovementTypeArtDef InternalName="Camp_Troll_ArtDef">
            <ImprovementTypeArtSubPack InternalName="Camp_Troll_Default">
                <TileDesign>F_Troll_Camp_01</TileDesign>
                <ConstructionTileDesign>F_Troll_Camp_Build_01</ConstructionTileDesign>
                <DrawnIcon>Resource_TrollShaman.png</DrawnIcon>
                <DrawnIconConstruction>Resource_TrollShaman.png</DrawnIconConstruction>
                <Thumbnail>CaveGrassland_Medallion.png</Thumbnail>
                <Medallions InternalName="">
                    <All>CaveGrassland_Medallion.png</All>
                </Medallions>
            </ImprovementTypeArtSubPack>
        </ImprovementTypeArtDef>
    </ImprovementType>
    <ImprovementType InternalName="Castle">
        <DisplayName>Castle</DisplayName>
        <Description>Castles bolster a city's defenses by providing it with Archers and giving an Initiative bonus to City Defenders.</Description>
        <RequiresCity>1</RequiresCity>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <RequiresCityImprovement>1</RequiresCityImprovement>
        <RequiredImprovement>Fortress</RequiredImprovement>
        <UpgradeTier>2</UpgradeTier>
        <Prereq>
            <Type>Allegiance</Type>
            <Attribute>Empire</Attribute>
        </Prereq>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Construction</Attribute>
        </Prereq>
        <LaborToBuild>540</LaborToBuild>
        <GameModifier>
            <ModType>City</ModType>
            <Attribute>AdjustDefendingUnit</Attribute>
            <StrVal>UnitStat_CombatSpeed</StrVal>
            <Value>3</Value>
            <Provides>+3 Initiative for Defending Units</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
            <UpgradeComparisonText>Defending Unit Initiative</UpgradeComparisonText>
        </GameModifier>
        <GameModifier>
            <ModType>City</ModType>
            <Attribute>UpgradeCityWalls</Attribute>
            <StrVal>CityWalls_Fallen_Wall</StrVal>
        </GameModifier>
        <GameModifier>
            <ModType>CityDefenseSummon</ModType>
            <Attribute>SummonUnitByClass</Attribute>
            <Value>2</Value>
            <Multiplier>4</Multiplier>
            <Provides>+2 City Defender Groups</Provides>
            <UnitClass>CityDefender</UnitClass>
        </GameModifier>
        <GameModifier>
            <ModType>CityDefenseSummon</ModType>
            <Attribute>SummonUnitByClass</Attribute>
            <Value>1</Value>
            <Multiplier>3</Multiplier>
            <Provides>+1 City Archer Group</Provides>
            <UnitClass>CityArcher</UnitClass>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>Defensive</AITag>
        </AIData>
        <ArtDef>Art_Castle</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="CityHub1">
        <DisplayName>Village</DisplayName>
        <IsCityHub>1</IsCityHub>
        <RequiresCity>0</RequiresCity>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <ZOCMinRadius>1</ZOCMinRadius>
        <ZOCMaxRadius>1</ZOCMaxRadius>
        <ZOCRadiusTurnsBeforeUpdate>0</ZOCRadiusTurnsBeforeUpdate>
        <BuildRadius>1</BuildRadius>
        <BuildableTiles>50</BuildableTiles>
        <CitywideDuplicateImpLimit>1</CitywideDuplicateImpLimit>
        <HideInHiergamenon>1</HideInHiergamenon>
        <LaborToBuild>0</LaborToBuild>
        <GameModifier>
            <ModType>LevelBarrier</ModType>
            <Attribute>Population</Attribute>
            <Value>50</Value>
            <CityUpgrade>CityHub2</CityUpgrade>
        </GameModifier>
        <GameModifier>
            <ModType>CityDefenseSummon</ModType>
            <Attribute>SummonUnitByClass</Attribute>
            <Value>2</Value>
            <Multiplier>3</Multiplier>
            <Provides>+2 City Defender Party's</Provides>
            <UnitClass>CityDefender</UnitClass>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Research</Attribute>
            <Value>1</Value>
            <PerTurn>1</PerTurn>
            <Provides>+1 Research per Season</Provides>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Gold</Attribute>
            <Value>2</Value>
            <PerTurn>1</PerTurn>
            <Provides>+2 Gildar per Season</Provides>
        </GameModifier>
        <AIName>Outpost</AIName>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
        </AIData>
        <UnlocksShopItem>SaltedPork</UnlocksShopItem>
        <UnlocksShopItem>Club</UnlocksShopItem>
        <UnlocksShopItem>Staff</UnlocksShopItem>
        <ArtDef>Art_CityHub1</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="CityHub2">
        <DisplayName>Village</DisplayName>
        <IsCityHub>1</IsCityHub>
        <RequiresCity>0</RequiresCity>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <ZOCMinRadius>1</ZOCMinRadius>
        <ZOCMaxRadius>1</ZOCMaxRadius>
        <ZOCRadiusTurnsBeforeUpdate>0</ZOCRadiusTurnsBeforeUpdate>
        <BuildRadius>1</BuildRadius>
        <BuildableTiles>50</BuildableTiles>
        <CitywideDuplicateImpLimit>1</CitywideDuplicateImpLimit>
        <HideInHiergamenon>1</HideInHiergamenon>
        <LaborToBuild>0</LaborToBuild>
        <GameModifier>
            <ModType>LevelBarrier</ModType>
            <Attribute>Population</Attribute>
            <Value>150</Value>
            <CityUpgrade>CityHub3</CityUpgrade>
        </GameModifier>
        <AIName>Village</AIName>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
        </AIData>
        <UnlocksShopItem>SaltedPork</UnlocksShopItem>
        <UnlocksShopItem>Club</UnlocksShopItem>
        <UnlocksShopItem>Staff</UnlocksShopItem>
        <ArtDef>Art_CityHub2</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="CityHub2_Conclave">
        <DisplayName>Conclave</DisplayName>
        <IsCityHub>1</IsCityHub>
        <RequiresCity>0</RequiresCity>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <ZOCMinRadius>1</ZOCMinRadius>
        <ZOCMaxRadius>1</ZOCMaxRadius>
        <ZOCRadiusTurnsBeforeUpdate>0</ZOCRadiusTurnsBeforeUpdate>
        <BuildRadius>1</BuildRadius>
        <BuildableTiles>50</BuildableTiles>
        <CitywideDuplicateImpLimit>1</CitywideDuplicateImpLimit>
        <HideInHiergamenon>1</HideInHiergamenon>
        <LaborToBuild>0</LaborToBuild>
        <GameModifier>
            <ModType>LevelBarrier</ModType>
            <Attribute>Population</Attribute>
            <Value>150</Value>
            <CityUpgrade>CityHub3_Conclave</CityUpgrade>
        </GameModifier>
        <GameModifier>
            <ModType>CityDefenseSummon</ModType>
            <Attribute>SummonUnitByClass</Attribute>
            <Value>3</Value>
            <Multiplier>3</Multiplier>
            <Provides>+3 City Defender Party's</Provides>
            <UnitClass>CityDefender</UnitClass>
        </GameModifier>
        <GameModifier>
            <ModType>CityDefenseSummon</ModType>
            <Attribute>SummonUnitByClass</Attribute>
            <Value>1</Value>
            <Multiplier>3</Multiplier>
            <Provides>+1 City Archer Party</Provides>
            <UnitClass>CityArcher</UnitClass>
        </GameModifier>
        <AIName>Village</AIName>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
        </AIData>
        <UnlocksShopItem>SaltedPork</UnlocksShopItem>
        <UnlocksShopItem>Club</UnlocksShopItem>
        <UnlocksShopItem>Staff</UnlocksShopItem>
        <ArtDef>Art_CityHub2_Conclave</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="CityHub2_Fortress">
        <DisplayName>Fortress</DisplayName>
        <IsCityHub>1</IsCityHub>
        <RequiresCity>0</RequiresCity>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <ZOCMinRadius>1</ZOCMinRadius>
        <ZOCMaxRadius>1</ZOCMaxRadius>
        <ZOCRadiusTurnsBeforeUpdate>0</ZOCRadiusTurnsBeforeUpdate>
        <BuildRadius>1</BuildRadius>
        <BuildableTiles>50</BuildableTiles>
        <CitywideDuplicateImpLimit>1</CitywideDuplicateImpLimit>
        <HideInHiergamenon>1</HideInHiergamenon>
        <LaborToBuild>0</LaborToBuild>
        <GameModifier>
            <ModType>LevelBarrier</ModType>
            <Attribute>Population</Attribute>
            <Value>150</Value>
            <CityUpgrade>CityHub3_Fortress</CityUpgrade>
        </GameModifier>
        <GameModifier>
            <ModType>CityDefenseSummon</ModType>
            <Attribute>SummonUnitByClass</Attribute>
            <Value>3</Value>
            <Multiplier>3</Multiplier>
            <Provides>+3 City Defender Party's</Provides>
            <UnitClass>CityDefender</UnitClass>
        </GameModifier>
        <GameModifier>
            <ModType>CityDefenseSummon</ModType>
            <Attribute>SummonUnitByClass</Attribute>
            <Value>1</Value>
            <Multiplier>3</Multiplier>
            <Provides>+1 City Archer Party</Provides>
            <UnitClass>CityArcher</UnitClass>
        </GameModifier>
        <AIName>Village</AIName>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
        </AIData>
        <UnlocksShopItem>SaltedPork</UnlocksShopItem>
        <UnlocksShopItem>Club</UnlocksShopItem>
        <UnlocksShopItem>Staff</UnlocksShopItem>
        <ArtDef>Art_CityHub2_Fortress</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="CityHub2_Town">
        <DisplayName>Town</DisplayName>
        <IsCityHub>1</IsCityHub>
        <RequiresCity>0</RequiresCity>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <ZOCMinRadius>1</ZOCMinRadius>
        <ZOCMaxRadius>1</ZOCMaxRadius>
        <ZOCRadiusTurnsBeforeUpdate>0</ZOCRadiusTurnsBeforeUpdate>
        <BuildRadius>1</BuildRadius>
        <BuildableTiles>50</BuildableTiles>
        <CitywideDuplicateImpLimit>1</CitywideDuplicateImpLimit>
        <HideInHiergamenon>1</HideInHiergamenon>
        <LaborToBuild>0</LaborToBuild>
        <GameModifier>
            <ModType>LevelBarrier</ModType>
            <Attribute>Population</Attribute>
            <Value>150</Value>
            <CityUpgrade>CityHub3_Town</CityUpgrade>
        </GameModifier>
        <GameModifier>
            <ModType>CityDefenseSummon</ModType>
            <Attribute>SummonUnitByClass</Attribute>
            <Value>3</Value>
            <Multiplier>3</Multiplier>
            <Provides>+3 City Defender Party's</Provides>
            <UnitClass>CityDefender</UnitClass>
        </GameModifier>
        <GameModifier>
            <ModType>CityDefenseSummon</ModType>
            <Attribute>SummonUnitByClass</Attribute>
            <Value>1</Value>
            <Multiplier>3</Multiplier>
            <Provides>+1 City Archer Party</Provides>
            <UnitClass>CityArcher</UnitClass>
        </GameModifier>
        <AIName>Village</AIName>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
        </AIData>
        <UnlocksShopItem>SaltedPork</UnlocksShopItem>
        <UnlocksShopItem>Club</UnlocksShopItem>
        <UnlocksShopItem>Staff</UnlocksShopItem>
        <ArtDef>Art_CityHub2_Town</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="CityHub3_Conclave">
        <DisplayName>Conclave</DisplayName>
        <IsCityHub>1</IsCityHub>
        <RequiresCity>0</RequiresCity>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <ZOCMinRadius>1</ZOCMinRadius>
        <ZOCMaxRadius>1</ZOCMaxRadius>
        <ZOCRadiusTurnsBeforeUpdate>0</ZOCRadiusTurnsBeforeUpdate>
        <BuildRadius>1</BuildRadius>
        <BuildableTiles>50</BuildableTiles>
        <CitywideDuplicateImpLimit>1</CitywideDuplicateImpLimit>
        <HideInHiergamenon>1</HideInHiergamenon>
        <LaborToBuild>0</LaborToBuild>
        <GameModifier>
            <ModType>LevelBarrier</ModType>
            <Attribute>Population</Attribute>
            <Value>300</Value>
            <CityUpgrade>CityHub4_Conclave</CityUpgrade>
        </GameModifier>
        <GameModifier>
            <ModType>CityDefenseSummon</ModType>
            <Attribute>SummonUnitByClass</Attribute>
            <Value>3</Value>
            <Multiplier>4</Multiplier>
            <Provides>+3 City Defender Group's</Provides>
            <UnitClass>CityDefender</UnitClass>
        </GameModifier>
        <GameModifier>
            <ModType>CityDefenseSummon</ModType>
            <Attribute>SummonUnitByClass</Attribute>
            <Value>1</Value>
            <Multiplier>3</Multiplier>
            <Provides>+1 City Archer Party</Provides>
            <UnitClass>CityArcher</UnitClass>
        </GameModifier>
        <GameModifier>
            <ModType>CityDefenseSummon</ModType>
            <Attribute>SummonUnitByClass</Attribute>
            <Value>1</Value>
            <Multiplier>3</Multiplier>
            <Provides>+1 City Archer Party</Provides>
            <UnitClass>CityArcher</UnitClass>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Research</Attribute>
            <Value>3</Value>
            <PerTurn>1</PerTurn>
            <Provides>+3 Research per Season</Provides>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Production</Attribute>
            <Value>2</Value>
            <PerTurn>1</PerTurn>
            <Provides>+2 Production</Provides>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Gold</Attribute>
            <Value>2</Value>
            <PerTurn>1</PerTurn>
            <Provides>+2 Gildar per Season</Provides>
        </GameModifier>
        <AIName>Town</AIName>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
        </AIData>
        <UnlocksShopItem>SaltedPork</UnlocksShopItem>
        <UnlocksShopItem>Club</UnlocksShopItem>
        <UnlocksShopItem>Staff</UnlocksShopItem>
        <UnlocksShopItem>HealingNectar</UnlocksShopItem>
        <ArtDef>Art_CityHub3_Conclave</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="CityHub3_Fortress">
        <DisplayName>Fortress</DisplayName>
        <IsCityHub>1</IsCityHub>
        <RequiresCity>0</RequiresCity>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <ZOCMinRadius>1</ZOCMinRadius>
        <ZOCMaxRadius>1</ZOCMaxRadius>
        <ZOCRadiusTurnsBeforeUpdate>0</ZOCRadiusTurnsBeforeUpdate>
        <BuildRadius>1</BuildRadius>
        <BuildableTiles>50</BuildableTiles>
        <CitywideDuplicateImpLimit>1</CitywideDuplicateImpLimit>
        <HideInHiergamenon>1</HideInHiergamenon>
        <LaborToBuild>0</LaborToBuild>
        <GameModifier>
            <ModType>LevelBarrier</ModType>
            <Attribute>Population</Attribute>
            <Value>300</Value>
            <CityUpgrade>CityHub4_Fortress</CityUpgrade>
        </GameModifier>
        <GameModifier>
            <ModType>CityDefenseSummon</ModType>
            <Attribute>SummonUnitByClass</Attribute>
            <Value>3</Value>
            <Multiplier>4</Multiplier>
            <Provides>+3 City Defender Group's</Provides>
            <UnitClass>CityDefender</UnitClass>
        </GameModifier>
        <GameModifier>
            <ModType>CityDefenseSummon</ModType>
            <Attribute>SummonUnitByClass</Attribute>
            <Value>1</Value>
            <Multiplier>3</Multiplier>
            <Provides>+1 City Archer Party</Provides>
            <UnitClass>CityArcher</UnitClass>
        </GameModifier>
        <GameModifier>
            <ModType>CityDefenseSummon</ModType>
            <Attribute>SummonUnitByClass</Attribute>
            <Value>1</Value>
            <Multiplier>3</Multiplier>
            <Provides>+1 City Archer Party</Provides>
            <UnitClass>CityArcher</UnitClass>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Research</Attribute>
            <Value>2</Value>
            <PerTurn>1</PerTurn>
            <Provides>+2 Research per Season</Provides>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Production</Attribute>
            <Value>8</Value>
            <PerTurn>1</PerTurn>
            <Provides>+8 Production</Provides>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Gold</Attribute>
            <Value>2</Value>
            <PerTurn>1</PerTurn>
            <Provides>+2 Gildar per Season</Provides>
        </GameModifier>
        <AIName>Town</AIName>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
        </AIData>
        <UnlocksShopItem>SaltedPork</UnlocksShopItem>
        <UnlocksShopItem>Club</UnlocksShopItem>
        <UnlocksShopItem>Staff</UnlocksShopItem>
        <UnlocksShopItem>HealingNectar</UnlocksShopItem>
        <ArtDef>Art_CityHub3_Fortress</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="CityHub3_Town">
        <DisplayName>Town</DisplayName>
        <IsCityHub>1</IsCityHub>
        <RequiresCity>0</RequiresCity>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <ZOCMinRadius>1</ZOCMinRadius>
        <ZOCMaxRadius>1</ZOCMaxRadius>
        <ZOCRadiusTurnsBeforeUpdate>0</ZOCRadiusTurnsBeforeUpdate>
        <BuildRadius>1</BuildRadius>
        <BuildableTiles>50</BuildableTiles>
        <CitywideDuplicateImpLimit>1</CitywideDuplicateImpLimit>
        <HideInHiergamenon>1</HideInHiergamenon>
        <LaborToBuild>0</LaborToBuild>
        <GameModifier>
            <ModType>LevelBarrier</ModType>
            <Attribute>Population</Attribute>
            <Value>300</Value>
            <CityUpgrade>CityHub4_Town</CityUpgrade>
        </GameModifier>
        <GameModifier>
            <ModType>CityDefenseSummon</ModType>
            <Attribute>SummonUnitByClass</Attribute>
            <Value>3</Value>
            <Multiplier>4</Multiplier>
            <Provides>+3 City Defender Group's</Provides>
            <UnitClass>CityDefender</UnitClass>
        </GameModifier>
        <GameModifier>
            <ModType>CityDefenseSummon</ModType>
            <Attribute>SummonUnitByClass</Attribute>
            <Value>1</Value>
            <Multiplier>3</Multiplier>
            <Provides>+1 City Archer Party</Provides>
            <UnitClass>CityArcher</UnitClass>
        </GameModifier>
        <GameModifier>
            <ModType>CityDefenseSummon</ModType>
            <Attribute>SummonUnitByClass</Attribute>
            <Value>1</Value>
            <Multiplier>3</Multiplier>
            <Provides>+1 City Archer Party</Provides>
            <UnitClass>CityArcher</UnitClass>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Research</Attribute>
            <Value>2</Value>
            <PerTurn>1</PerTurn>
            <Provides>+2 Research per Season</Provides>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Production</Attribute>
            <Value>2</Value>
            <PerTurn>1</PerTurn>
            <Provides>+2 Production</Provides>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Gold</Attribute>
            <Value>4</Value>
            <PerTurn>1</PerTurn>
            <Provides>+4 Gildar per Season</Provides>
        </GameModifier>
        <AIName>Town</AIName>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
        </AIData>
        <UnlocksShopItem>SaltedPork</UnlocksShopItem>
        <UnlocksShopItem>Club</UnlocksShopItem>
        <UnlocksShopItem>Staff</UnlocksShopItem>
        <UnlocksShopItem>HealingNectar</UnlocksShopItem>
        <ArtDef>Art_CityHub3_Town</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="CityHub4_Conclave">
        <DisplayName>Conclave</DisplayName>
        <IsCityHub>1</IsCityHub>
        <RequiresCity>0</RequiresCity>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <ZOCMinRadius>1</ZOCMinRadius>
        <ZOCMaxRadius>1</ZOCMaxRadius>
        <ZOCRadiusTurnsBeforeUpdate>0</ZOCRadiusTurnsBeforeUpdate>
        <BuildRadius>1</BuildRadius>
        <BuildableTiles>50</BuildableTiles>
        <CitywideDuplicateImpLimit>1</CitywideDuplicateImpLimit>
        <HideInHiergamenon>1</HideInHiergamenon>
        <LaborToBuild>0</LaborToBuild>
        <GameModifier>
            <ModType>LevelBarrier</ModType>
            <Attribute>Population</Attribute>
            <Value>600</Value>
            <CityUpgrade>CityHub5_Conclave</CityUpgrade>
        </GameModifier>
        <GameModifier>
            <ModType>CityDefenseSummon</ModType>
            <Attribute>SummonUnitByClass</Attribute>
            <Value>3</Value>
            <Multiplier>4</Multiplier>
            <Provides>+3 City Defender Group's</Provides>
            <UnitClass>CityDefender</UnitClass>
        </GameModifier>
        <GameModifier>
            <ModType>CityDefenseSummon</ModType>
            <Attribute>SummonUnitByClass</Attribute>
            <Value>1</Value>
            <Multiplier>3</Multiplier>
            <Provides>+1 City Archer Party</Provides>
            <UnitClass>CityArcher</UnitClass>
        </GameModifier>
        <GameModifier>
            <ModType>CityDefenseSummon</ModType>
            <Attribute>SummonUnitByClass</Attribute>
            <Value>1</Value>
            <Multiplier>3</Multiplier>
            <Provides>+1 City Archer Party</Provides>
            <UnitClass>CityArcher</UnitClass>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Research</Attribute>
            <Value>6</Value>
            <PerTurn>1</PerTurn>
            <Provides>+6 Research per Season</Provides>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Production</Attribute>
            <Value>6</Value>
            <PerTurn>1</PerTurn>
            <Provides>+6 Production</Provides>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Gold</Attribute>
            <Value>4</Value>
            <PerTurn>1</PerTurn>
            <Provides>+4 Gildar per Season</Provides>
        </GameModifier>
        <AIName>City</AIName>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
        </AIData>
        <UnlocksShopItem>SaltedPork</UnlocksShopItem>
        <UnlocksShopItem>Club</UnlocksShopItem>
        <UnlocksShopItem>Staff</UnlocksShopItem>
        <UnlocksShopItem>HealingNectar</UnlocksShopItem>
        <ArtDef>Art_CityHub4_Conclave</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="CityHub4_Fortress">
        <DisplayName>Fortress</DisplayName>
        <IsCityHub>1</IsCityHub>
        <RequiresCity>0</RequiresCity>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <ZOCMinRadius>1</ZOCMinRadius>
        <ZOCMaxRadius>1</ZOCMaxRadius>
        <ZOCRadiusTurnsBeforeUpdate>0</ZOCRadiusTurnsBeforeUpdate>
        <BuildRadius>1</BuildRadius>
        <BuildableTiles>50</BuildableTiles>
        <CitywideDuplicateImpLimit>1</CitywideDuplicateImpLimit>
        <HideInHiergamenon>1</HideInHiergamenon>
        <LaborToBuild>0</LaborToBuild>
        <GameModifier>
            <ModType>LevelBarrier</ModType>
            <Attribute>Population</Attribute>
            <Value>600</Value>
            <CityUpgrade>CityHub5_Fortress</CityUpgrade>
        </GameModifier>
        <GameModifier>
            <ModType>CityDefenseSummon</ModType>
            <Attribute>SummonUnitByClass</Attribute>
            <Value>3</Value>
            <Multiplier>4</Multiplier>
            <Provides>+3 City Defender Group's</Provides>
            <UnitClass>CityDefender</UnitClass>
        </GameModifier>
        <GameModifier>
            <ModType>CityDefenseSummon</ModType>
            <Attribute>SummonUnitByClass</Attribute>
            <Value>1</Value>
            <Multiplier>3</Multiplier>
            <Provides>+1 City Archer Party</Provides>
            <UnitClass>CityArcher</UnitClass>
        </GameModifier>
        <GameModifier>
            <ModType>CityDefenseSummon</ModType>
            <Attribute>SummonUnitByClass</Attribute>
            <Value>1</Value>
            <Multiplier>3</Multiplier>
            <Provides>+1 City Archer Party</Provides>
            <UnitClass>CityArcher</UnitClass>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Research</Attribute>
            <Value>4</Value>
            <PerTurn>1</PerTurn>
            <Provides>+4 Research per Season</Provides>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Production</Attribute>
            <Value>16</Value>
            <PerTurn>1</PerTurn>
            <Provides>+16 Production</Provides>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Gold</Attribute>
            <Value>4</Value>
            <PerTurn>1</PerTurn>
            <Provides>+4 Gildar per Season</Provides>
        </GameModifier>
        <AIName>City</AIName>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
        </AIData>
        <UnlocksShopItem>SaltedPork</UnlocksShopItem>
        <UnlocksShopItem>Club</UnlocksShopItem>
        <UnlocksShopItem>Staff</UnlocksShopItem>
        <UnlocksShopItem>HealingNectar</UnlocksShopItem>
        <ArtDef>Art_CityHub4_Fortress</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="CityHub4_Town">
        <DisplayName>Town</DisplayName>
        <IsCityHub>1</IsCityHub>
        <RequiresCity>0</RequiresCity>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <ZOCMinRadius>1</ZOCMinRadius>
        <ZOCMaxRadius>1</ZOCMaxRadius>
        <ZOCRadiusTurnsBeforeUpdate>0</ZOCRadiusTurnsBeforeUpdate>
        <BuildRadius>1</BuildRadius>
        <BuildableTiles>50</BuildableTiles>
        <CitywideDuplicateImpLimit>1</CitywideDuplicateImpLimit>
        <HideInHiergamenon>1</HideInHiergamenon>
        <LaborToBuild>0</LaborToBuild>
        <GameModifier>
            <ModType>LevelBarrier</ModType>
            <Attribute>Population</Attribute>
            <Value>600</Value>
            <CityUpgrade>CityHub5_Town</CityUpgrade>
        </GameModifier>
        <GameModifier>
            <ModType>CityDefenseSummon</ModType>
            <Attribute>SummonUnitByClass</Attribute>
            <Value>3</Value>
            <Multiplier>4</Multiplier>
            <Provides>+3 City Defender Group's</Provides>
            <UnitClass>CityDefender</UnitClass>
        </GameModifier>
        <GameModifier>
            <ModType>CityDefenseSummon</ModType>
            <Attribute>SummonUnitByClass</Attribute>
            <Value>1</Value>
            <Multiplier>3</Multiplier>
            <Provides>+1 City Archer Party</Provides>
            <UnitClass>CityArcher</UnitClass>
        </GameModifier>
        <GameModifier>
            <ModType>CityDefenseSummon</ModType>
            <Attribute>SummonUnitByClass</Attribute>
            <Value>1</Value>
            <Multiplier>3</Multiplier>
            <Provides>+1 City Archer Party</Provides>
            <UnitClass>CityArcher</UnitClass>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Research</Attribute>
            <Value>4</Value>
            <PerTurn>1</PerTurn>
            <Provides>+4 Research per Season</Provides>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Production</Attribute>
            <Value>6</Value>
            <PerTurn>1</PerTurn>
            <Provides>+6 Production</Provides>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Gold</Attribute>
            <Value>8</Value>
            <PerTurn>1</PerTurn>
            <Provides>+8 Gildar per Season</Provides>
        </GameModifier>
        <AIName>City</AIName>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
        </AIData>
        <UnlocksShopItem>SaltedPork</UnlocksShopItem>
        <UnlocksShopItem>Club</UnlocksShopItem>
        <UnlocksShopItem>Staff</UnlocksShopItem>
        <UnlocksShopItem>HealingNectar</UnlocksShopItem>
        <ArtDef>Art_CityHub4_Town</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="CityHub5_Conclave">
        <DisplayName>Conclave</DisplayName>
        <IsCityHub>1</IsCityHub>
        <RequiresCity>0</RequiresCity>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <ZOCMinRadius>1</ZOCMinRadius>
        <ZOCMaxRadius>1</ZOCMaxRadius>
        <ZOCRadiusTurnsBeforeUpdate>0</ZOCRadiusTurnsBeforeUpdate>
        <BuildRadius>1</BuildRadius>
        <BuildableTiles>50</BuildableTiles>
        <CitywideDuplicateImpLimit>1</CitywideDuplicateImpLimit>
        <HideInHiergamenon>1</HideInHiergamenon>
        <LaborToBuild>0</LaborToBuild>
        <GameModifier>
            <ModType>CityDefenseSummon</ModType>
            <Attribute>SummonUnitByClass</Attribute>
            <Value>1</Value>
            <Multiplier>5</Multiplier>
            <Provides>+1 City Defender Squad</Provides>
            <UnitClass>CityDefender</UnitClass>
        </GameModifier>
        <GameModifier>
            <ModType>CityDefenseSummon</ModType>
            <Attribute>SummonUnitByClass</Attribute>
            <Value>3</Value>
            <Multiplier>4</Multiplier>
            <Provides>+3 City Defender Group's</Provides>
            <UnitClass>CityDefender</UnitClass>
        </GameModifier>
        <GameModifier>
            <ModType>CityDefenseSummon</ModType>
            <Attribute>SummonUnitByClass</Attribute>
            <Value>2</Value>
            <Multiplier>3</Multiplier>
            <Provides>+2 City Archer Party's</Provides>
            <UnitClass>CityArcher</UnitClass>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Research</Attribute>
            <Value>15</Value>
            <PerTurn>1</PerTurn>
            <Provides>+15 Research per Season</Provides>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Production</Attribute>
            <Value>14</Value>
            <PerTurn>1</PerTurn>
            <Provides>+14 Production</Provides>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Gold</Attribute>
            <Value>14</Value>
            <PerTurn>1</PerTurn>
            <Provides>+14 Gildar per Season</Provides>
        </GameModifier>
        <AIName>GreatCity</AIName>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
        </AIData>
        <UnlocksShopItem>SaltedPork</UnlocksShopItem>
        <UnlocksShopItem>Club</UnlocksShopItem>
        <UnlocksShopItem>Staff</UnlocksShopItem>
        <UnlocksShopItem>HealingNectar</UnlocksShopItem>
        <ArtDef>Art_CityHub5_Conclave</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="CityHub5_Fortress">
        <DisplayName>Fortress</DisplayName>
        <IsCityHub>1</IsCityHub>
        <RequiresCity>0</RequiresCity>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <ZOCMinRadius>1</ZOCMinRadius>
        <ZOCMaxRadius>1</ZOCMaxRadius>
        <ZOCRadiusTurnsBeforeUpdate>0</ZOCRadiusTurnsBeforeUpdate>
        <BuildRadius>1</BuildRadius>
        <BuildableTiles>50</BuildableTiles>
        <CitywideDuplicateImpLimit>1</CitywideDuplicateImpLimit>
        <HideInHiergamenon>1</HideInHiergamenon>
        <LaborToBuild>0</LaborToBuild>
        <GameModifier>
            <ModType>CityDefenseSummon</ModType>
            <Attribute>SummonUnitByClass</Attribute>
            <Value>1</Value>
            <Multiplier>5</Multiplier>
            <Provides>+1 City Defender Squad</Provides>
            <UnitClass>CityDefender</UnitClass>
        </GameModifier>
        <GameModifier>
            <ModType>CityDefenseSummon</ModType>
            <Attribute>SummonUnitByClass</Attribute>
            <Value>3</Value>
            <Multiplier>4</Multiplier>
            <Provides>+3 City Defender Group's</Provides>
            <UnitClass>CityDefender</UnitClass>
        </GameModifier>
        <GameModifier>
            <ModType>CityDefenseSummon</ModType>
            <Attribute>SummonUnitByClass</Attribute>
            <Value>2</Value>
            <Multiplier>3</Multiplier>
            <Provides>+2 City Archer Party's</Provides>
            <UnitClass>CityArcher</UnitClass>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Research</Attribute>
            <Value>10</Value>
            <PerTurn>1</PerTurn>
            <Provides>+10 Research per Season</Provides>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Production</Attribute>
            <Value>24</Value>
            <PerTurn>1</PerTurn>
            <Provides>+24 Production</Provides>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Gold</Attribute>
            <Value>14</Value>
            <PerTurn>1</PerTurn>
            <Provides>+14 Gildar per Season</Provides>
        </GameModifier>
        <AIName>GreatCity</AIName>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
        </AIData>
        <UnlocksShopItem>SaltedPork</UnlocksShopItem>
        <UnlocksShopItem>Club</UnlocksShopItem>
        <UnlocksShopItem>Staff</UnlocksShopItem>
        <UnlocksShopItem>HealingNectar</UnlocksShopItem>
        <ArtDef>Art_CityHub5_Fortress</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="CityHub5_Town">
        <DisplayName>Town</DisplayName>
        <IsCityHub>1</IsCityHub>
        <RequiresCity>0</RequiresCity>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <ZOCMinRadius>1</ZOCMinRadius>
        <ZOCMaxRadius>1</ZOCMaxRadius>
        <ZOCRadiusTurnsBeforeUpdate>0</ZOCRadiusTurnsBeforeUpdate>
        <BuildRadius>1</BuildRadius>
        <BuildableTiles>50</BuildableTiles>
        <CitywideDuplicateImpLimit>1</CitywideDuplicateImpLimit>
        <HideInHiergamenon>1</HideInHiergamenon>
        <LaborToBuild>0</LaborToBuild>
        <GameModifier>
            <ModType>CityDefenseSummon</ModType>
            <Attribute>SummonUnitByClass</Attribute>
            <Value>1</Value>
            <Multiplier>5</Multiplier>
            <Provides>+1 City Defender Squad</Provides>
            <UnitClass>CityDefender</UnitClass>
        </GameModifier>
        <GameModifier>
            <ModType>CityDefenseSummon</ModType>
            <Attribute>SummonUnitByClass</Attribute>
            <Value>3</Value>
            <Multiplier>4</Multiplier>
            <Provides>+3 City Defender Group's</Provides>
            <UnitClass>CityDefender</UnitClass>
        </GameModifier>
        <GameModifier>
            <ModType>CityDefenseSummon</ModType>
            <Attribute>SummonUnitByClass</Attribute>
            <Value>2</Value>
            <Multiplier>3</Multiplier>
            <Provides>+2 City Archer Party's</Provides>
            <UnitClass>CityArcher</UnitClass>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Research</Attribute>
            <Value>10</Value>
            <PerTurn>1</PerTurn>
            <Provides>+10 Research per Season</Provides>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Production</Attribute>
            <Value>14</Value>
            <PerTurn>1</PerTurn>
            <Provides>+14 Production</Provides>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Gold</Attribute>
            <Value>20</Value>
            <PerTurn>1</PerTurn>
            <Provides>+20 Gildar per Season</Provides>
        </GameModifier>
        <AIName>GreatCity</AIName>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
        </AIData>
        <UnlocksShopItem>SaltedPork</UnlocksShopItem>
        <UnlocksShopItem>Club</UnlocksShopItem>
        <UnlocksShopItem>Staff</UnlocksShopItem>
        <UnlocksShopItem>HealingNectar</UnlocksShopItem>
        <ArtDef>Art_CityHub5_Town</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="ClayQuarry">
        <DisplayName>Clay Quarry</DisplayName>
        <Description>Clay Quarries can be built on Clay Pits to add a Material to the attached city.</Description>
        <IgnoreDuplicateImpLimit>1</IgnoreDuplicateImpLimit>
        <RequiresResource>1</RequiresResource>
        <SupportedResourceType>Clay</SupportedResourceType>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <LaborToBuild>80</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>TileYieldMaterials</Attribute>
            <Value>1</Value>
            <PerTurn>1</PerTurn>
            <Provides>+1 Material</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>Economy</AITag>
        </AIData>
        <ArtDef>Art_ClayQuarry</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="Cleric">
        <DisplayName>Cleric</DisplayName>
        <Description>Clerics provide healing and aid to the city's inhabitants.  They reduce unrest in the city and increase your Fame.</Description>
        <RequiresCity>1</RequiresCity>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <UpgradesToImprovement>Shrine</UpgradesToImprovement>
        <UpgradeTier>1</UpgradeTier>
        <Prereq>
            <Type>Resource</Type>
            <Attribute>TileYieldEssence</Attribute>
        </Prereq>
        <LaborToBuild>120</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Unrest</Attribute>
            <Value>-5</Value>
            <PerTurn>1</PerTurn>
            <Provides>-5% Unrest</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
            <UpgradeComparisonText>Unrest</UpgradeComparisonText>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Fame</Attribute>
            <Value>2</Value>
            <Provides>+2 Fame</Provides>
            <UpgradeComparisonID>2</UpgradeComparisonID>
            <UpgradeComparisonText>Fame</UpgradeComparisonText>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>10</AIPriority>
            <AITag>Workshop</AITag>
        </AIData>
        <ArtDef>Art_Cleric</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="Cloister">
        <DisplayName>Cloister</DisplayName>
        <Description>Cloisters increase Research in cities they are built in.</Description>
        <RequiresCity>1</RequiresCity>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <RequiresCityImprovement>1</RequiresCityImprovement>
        <RequiredImprovement>Conclave</RequiredImprovement>
        <UpgradesToImprovement>Library</UpgradesToImprovement>
        <UpgradeTier>2</UpgradeTier>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Education</Attribute>
        </Prereq>
        <LaborToBuild>312</LaborToBuild>
        <GameModifier>
            <ModType>ResourceMultiplier</ModType>
            <Attribute>Research</Attribute>
            <Value>1.5</Value>
            <PerTurn>1</PerTurn>
            <Provides>+50% Research</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>50</AIPriority>
            <AITag>Study</AITag>
        </AIData>
        <ArtDef>Art_Cloister</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="College">
        <DisplayName>College</DisplayName>
        <Description>Colleges provide a steady increase to research in any city they are built in.</Description>
        <RequiresCity>1</RequiresCity>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <UpgradesToImprovement>University</UpgradesToImprovement>
        <UpgradeTier>3</UpgradeTier>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Higher_Education</Attribute>
        </Prereq>
        <LaborToBuild>811</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Research</Attribute>
            <Value>2</Value>
            <PerTurn>1</PerTurn>
            <Provides>+2 Research</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
        </GameModifier>
        <GameModifier>
            <ModType>ResourceMultiplier</ModType>
            <Attribute>Research</Attribute>
            <Value>1.2</Value>
            <PerTurn>1</PerTurn>
            <Provides>+20% Research</Provides>
            <UpgradeComparisonID>2</UpgradeComparisonID>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>12</AIPriority>
            <AITag>Study</AITag>
        </AIData>
        <ArtDef>Art_College</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="CommandPost">
        <DisplayName>Command Post</DisplayName>
        <Description>Command Posts improve the training of units, causing them to take less time to train and providing them with a number of bonuses.</Description>
        <RequiresCity>1</RequiresCity>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <RequiresCityImprovement>1</RequiresCityImprovement>
        <RequiredImprovement>Fortress</RequiredImprovement>
        <UpgradesToImprovement>WarCollege</UpgradesToImprovement>
        <UpgradesToImprovement>WarriorTemple</UpgradesToImprovement>
        <UpgradeTier>3</UpgradeTier>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Blacksmithing</Attribute>
        </Prereq>
        <LaborToBuild>540</LaborToBuild>
        <GameModifier>
            <ModType>CityTrainingBonus</ModType>
            <Attribute>TrainingBonus_ApplyUnitModifier_Add</Attribute>
            <StrVal>UnitStat_Accuracy</StrVal>
            <Value>20</Value>
            <Provides>+20 Accuracy for Trained Units</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
            <UpgradeComparisonText>Trained Unit Accuracy</UpgradeComparisonText>
        </GameModifier>
        <GameModifier>
            <ModType>City</ModType>
            <Attribute>TrainingDiscount</Attribute>
            <Value>0.33</Value>
            <Provides>-33% Unit Training cost</Provides>
            <UpgradeComparisonID>2</UpgradeComparisonID>
            <UpgradeComparisonText>Trained Unit Discount</UpgradeComparisonText>
        </GameModifier>
        <GameModifier>
            <ModType>CityTrainingBonus</ModType>
            <Attribute>TrainingBonus_LevelUpUnit</Attribute>
            <Value>1</Value>
            <Provides>+1 Level for Trained Units</Provides>
            <UpgradeComparisonID>3</UpgradeComparisonID>
            <UpgradeComparisonText>Trained Unit Level</UpgradeComparisonText>
        </GameModifier>
        <GameModifier>
            <ModType>City</ModType>
            <Attribute>AdjustDefendingUnit</Attribute>
            <StrVal>UnitStat_CombatSpeed</StrVal>
            <Value>2</Value>
            <Provides>+2 Initiative for Defenders</Provides>
            <UpgradeComparisonID>4</UpgradeComparisonID>
            <UpgradeComparisonText>Defending Unit Initiative</UpgradeComparisonText>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>CommandPost</AITag>
            <AIAtWarMultiplier>2</AIAtWarMultiplier>
        </AIData>
        <ArtDef>Art_CommandPost</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="Conclave">
        <DisplayName>Base Conclave</DisplayName>
        <Description>Devote this city to research and scholarly pursuits.  Conclaves generate more Research than other city types and have access to buildings that benefit from Essence yields.</Description>
        <RequiresCity>1</RequiresCity>
        <RequiresForceUnlock>1</RequiresForceUnlock>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <LaborToBuild>0</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Research</Attribute>
            <Value>3</Value>
            <PerTurn>1</PerTurn>
            <Provides>+3 Research per Season</Provides>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Production</Attribute>
            <Value>2</Value>
            <PerTurn>1</PerTurn>
            <Provides>+2 Production</Provides>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Gold</Attribute>
            <Value>2</Value>
            <PerTurn>1</PerTurn>
            <Provides>+2 Gildar per Season</Provides>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>25</AIPriority>
            <AITag>Study</AITag>
        </AIData>
        <ArtDef>Art_Conclave</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="CrystalMine">
        <DisplayName>Crystal Mine</DisplayName>
        <Description>Crystal Mines upgrade from Crystal Quarries. They provide you with additional Crystal every Season.</Description>
        <IgnoreDuplicateImpLimit>1</IgnoreDuplicateImpLimit>
        <RequiresCity>1</RequiresCity>
        <RequiresResource>1</RequiresResource>
        <SupportedResourceType>Crystal</SupportedResourceType>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <UpgradesToImprovement>CrystalTrove</UpgradesToImprovement>
        <UpgradeTier>2</UpgradeTier>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Rituals</Attribute>
        </Prereq>
        <LaborToBuild>270</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>RefinedCrystal</Attribute>
            <Value>1</Value>
            <PerTurn>1</PerTurn>
            <Provides>+1 Crystal per Season</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>Mining</AITag>
        </AIData>
        <ArtDef>Art_CrystalMine</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="CrystalQuarry">
        <DisplayName>Crystal Quarry</DisplayName>
        <Description>Crystal Quarrys can be built on Crystal Deposits. They provide you with Crystal every Season.</Description>
        <IgnoreDuplicateImpLimit>1</IgnoreDuplicateImpLimit>
        <RequiresCity>1</RequiresCity>
        <RequiresResource>1</RequiresResource>
        <SupportedResourceType>Crystal</SupportedResourceType>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <UpgradesToImprovement>CrystalMine</UpgradesToImprovement>
        <UpgradeTier>1</UpgradeTier>
        <LaborToBuild>120</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>RefinedCrystal</Attribute>
            <Value>0.5</Value>
            <PerTurn>1</PerTurn>
            <Provides>+0.5 Crystal per Season</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>Mining</AITag>
        </AIData>
        <ArtDef>Art_CrystalQuarry</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="CrystalTrove">
        <DisplayName>Crystal Trove</DisplayName>
        <Description>Crystal Troves upgrade from Crystal Mines. They provide you with additional Crystal every Season.</Description>
        <IgnoreDuplicateImpLimit>1</IgnoreDuplicateImpLimit>
        <RequiresCity>1</RequiresCity>
        <RequiresResource>1</RequiresResource>
        <SupportedResourceType>Crystal</SupportedResourceType>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <UpgradeTier>3</UpgradeTier>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Glyph_Stones</Attribute>
        </Prereq>
        <LaborToBuild>594</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>RefinedCrystal</Attribute>
            <Value>2</Value>
            <PerTurn>1</PerTurn>
            <Provides>+2 Crystal per Season</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>Mining</AITag>
        </AIData>
        <ArtDef>Art_CrystalTrove</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="DarklingCityHub1">
        <DisplayName>Deorcnysse</DisplayName>
        <IsCityHub>1</IsCityHub>
        <RequiresCity>0</RequiresCity>
        <RequiresForceUnlock>1</RequiresForceUnlock>
        <ZOCMinRadius>1</ZOCMinRadius>
        <ZOCMaxRadius>1</ZOCMaxRadius>
        <ZOCRadiusTurnsBeforeUpdate>0</ZOCRadiusTurnsBeforeUpdate>
        <BuildRadius>1</BuildRadius>
        <BuildableTiles>50</BuildableTiles>
        <CitywideDuplicateImpLimit>1</CitywideDuplicateImpLimit>
        <HideInHiergamenon>1</HideInHiergamenon>
        <LaborToBuild>0</LaborToBuild>
        <GameModifier>
            <ModType>LevelBarrier</ModType>
            <Attribute>Population</Attribute>
            <Value>50</Value>
            <CityUpgrade>DarklingCityHub2</CityUpgrade>
        </GameModifier>
        <GameModifier>
            <ModType>CityDefenseSummon</ModType>
            <Attribute>SummonUnitByClass</Attribute>
            <Value>3</Value>
            <Multiplier>3</Multiplier>
            <UnitClass>DarklingWarrior</UnitClass>
        </GameModifier>
        <AIName>GreatCity</AIName>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
        </AIData>
        <ArtDef>DarklingCityHub1_ArtDef</ArtDef>
        <ImprovementTypeArtDef InternalName="DarklingCityHub1_ArtDef">
            <ImprovementTypeArtSubPack InternalName="DarklingCityHub1_Default">
                <TileDesign>T_The_Shroud_01</TileDesign>
                <ConstructionTileDesign>T_The_Shroud_01</ConstructionTileDesign>
                <DrawnIcon>Improvement_WoodenWall.png</DrawnIcon>
                <DrawnIconConstruction>Improvement_WoodenWall_C.png</DrawnIconConstruction>
                <OnSelectSFX>Click_Paper_4</OnSelectSFX>
                <OnSelectSFX>Click_Paper_5</OnSelectSFX>
                <Thumbnail>Deorcnysse_01_Thumb.png</Thumbnail>
                <Medallions InternalName="">
                    <All>Deorcnysse_01_Thumb.png</All>
                </Medallions>
            </ImprovementTypeArtSubPack>
        </ImprovementTypeArtDef>
    </ImprovementType>
    <ImprovementType InternalName="DarklingCityHub2">
        <DisplayName>Deorcnysse</DisplayName>
        <IsCityHub>1</IsCityHub>
        <RequiresCity>0</RequiresCity>
        <RequiresForceUnlock>1</RequiresForceUnlock>
        <ZOCMinRadius>1</ZOCMinRadius>
        <ZOCMaxRadius>1</ZOCMaxRadius>
        <ZOCRadiusTurnsBeforeUpdate>0</ZOCRadiusTurnsBeforeUpdate>
        <BuildRadius>1</BuildRadius>
        <BuildableTiles>50</BuildableTiles>
        <CitywideDuplicateImpLimit>1</CitywideDuplicateImpLimit>
        <HideInHiergamenon>1</HideInHiergamenon>
        <LaborToBuild>0</LaborToBuild>
        <GameModifier>
            <ModType>LevelBarrier</ModType>
            <Attribute>Population</Attribute>
            <Value>150</Value>
            <CityUpgrade>DarklingCityHub3</CityUpgrade>
        </GameModifier>
        <GameModifier>
            <ModType>CityDefenseSummon</ModType>
            <Attribute>SummonUnitByClass</Attribute>
            <Value>3</Value>
            <Multiplier>4</Multiplier>
            <UnitClass>DarklingWarrior</UnitClass>
        </GameModifier>
        <AIName>GreatCity</AIName>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
        </AIData>
        <ArtDef>DarklingCityHub2_ArtDef</ArtDef>
        <ImprovementTypeArtDef InternalName="DarklingCityHub2_ArtDef">
            <ImprovementTypeArtSubPack InternalName="DarklingCityHub2_Default">
                <TileDesign>T_The_Shroud_01</TileDesign>
                <ConstructionTileDesign>T_The_Shroud_01</ConstructionTileDesign>
                <DrawnIcon>Improvement_WoodenWall.png</DrawnIcon>
                <DrawnIconConstruction>Improvement_WoodenWall_C.png</DrawnIconConstruction>
                <OnSelectSFX>Click_Paper_4</OnSelectSFX>
                <OnSelectSFX>Click_Paper_5</OnSelectSFX>
                <Thumbnail>Deorcnysse_01_Thumb.png</Thumbnail>
                <Medallions InternalName="">
                    <All>Deorcnysse_01_Thumb.png</All>
                </Medallions>
            </ImprovementTypeArtSubPack>
        </ImprovementTypeArtDef>
    </ImprovementType>
    <ImprovementType InternalName="DarklingCityHub3">
        <DisplayName>Deorcnysse</DisplayName>
        <IsCityHub>1</IsCityHub>
        <RequiresCity>0</RequiresCity>
        <RequiresForceUnlock>1</RequiresForceUnlock>
        <ZOCMinRadius>1</ZOCMinRadius>
        <ZOCMaxRadius>1</ZOCMaxRadius>
        <ZOCRadiusTurnsBeforeUpdate>0</ZOCRadiusTurnsBeforeUpdate>
        <BuildRadius>1</BuildRadius>
        <BuildableTiles>50</BuildableTiles>
        <CitywideDuplicateImpLimit>1</CitywideDuplicateImpLimit>
        <HideInHiergamenon>1</HideInHiergamenon>
        <LaborToBuild>0</LaborToBuild>
        <GameModifier>
            <ModType>LevelBarrier</ModType>
            <Attribute>Population</Attribute>
            <Value>300</Value>
            <CityUpgrade>DarklingCityHub4</CityUpgrade>
        </GameModifier>
        <GameModifier>
            <ModType>CityDefenseSummon</ModType>
            <Attribute>SummonUnitByClass</Attribute>
            <Value>3</Value>
            <Multiplier>4</Multiplier>
            <UnitClass>DarklingWarrior</UnitClass>
        </GameModifier>
        <AIName>GreatCity</AIName>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
        </AIData>
        <ArtDef>DarklingCityHub3_ArtDef</ArtDef>
        <ImprovementTypeArtDef InternalName="DarklingCityHub3_ArtDef">
            <ImprovementTypeArtSubPack InternalName="DarklingCityHub3_Default">
                <TileDesign>T_The_Shroud_01</TileDesign>
                <ConstructionTileDesign>T_The_Shroud_01</ConstructionTileDesign>
                <DrawnIcon>Improvement_WoodenWall.png</DrawnIcon>
                <DrawnIconConstruction>Improvement_WoodenWall_C.png</DrawnIconConstruction>
                <OnSelectSFX>Click_Paper_4</OnSelectSFX>
                <OnSelectSFX>Click_Paper_5</OnSelectSFX>
                <Thumbnail>Deorcnysse_01_Thumb.png</Thumbnail>
                <Medallions InternalName="">
                    <All>Deorcnysse_01_Thumb.png</All>
                </Medallions>
            </ImprovementTypeArtSubPack>
        </ImprovementTypeArtDef>
    </ImprovementType>
    <ImprovementType InternalName="DarklingCityHub4">
        <DisplayName>Deorcnysse</DisplayName>
        <IsCityHub>1</IsCityHub>
        <RequiresCity>0</RequiresCity>
        <RequiresForceUnlock>1</RequiresForceUnlock>
        <ZOCMinRadius>1</ZOCMinRadius>
        <ZOCMaxRadius>1</ZOCMaxRadius>
        <ZOCRadiusTurnsBeforeUpdate>0</ZOCRadiusTurnsBeforeUpdate>
        <BuildRadius>1</BuildRadius>
        <BuildableTiles>50</BuildableTiles>
        <CitywideDuplicateImpLimit>1</CitywideDuplicateImpLimit>
        <HideInHiergamenon>1</HideInHiergamenon>
        <LaborToBuild>0</LaborToBuild>
        <GameModifier>
            <ModType>LevelBarrier</ModType>
            <Attribute>Population</Attribute>
            <Value>600</Value>
            <CityUpgrade>DarklingCityHub5</CityUpgrade>
        </GameModifier>
        <GameModifier>
            <ModType>CityDefenseSummon</ModType>
            <Attribute>SummonUnitByClass</Attribute>
            <Value>3</Value>
            <Multiplier>5</Multiplier>
            <UnitClass>DarklingWarrior</UnitClass>
        </GameModifier>
        <AIName>GreatCity</AIName>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
        </AIData>
        <ArtDef>DarklingCityHub4_ArtDef</ArtDef>
        <ImprovementTypeArtDef InternalName="DarklingCityHub4_ArtDef">
            <ImprovementTypeArtSubPack InternalName="DarklingCityHub4_Default">
                <TileDesign>T_The_Shroud_01</TileDesign>
                <ConstructionTileDesign>T_The_Shroud_01</ConstructionTileDesign>
                <DrawnIcon>Improvement_WoodenWall.png</DrawnIcon>
                <DrawnIconConstruction>Improvement_WoodenWall_C.png</DrawnIconConstruction>
                <OnSelectSFX>Click_Paper_4</OnSelectSFX>
                <OnSelectSFX>Click_Paper_5</OnSelectSFX>
                <Thumbnail>Deorcnysse_01_Thumb.png</Thumbnail>
                <Medallions InternalName="">
                    <All>Deorcnysse_01_Thumb.png</All>
                </Medallions>
            </ImprovementTypeArtSubPack>
        </ImprovementTypeArtDef>
    </ImprovementType>
    <ImprovementType InternalName="DarklingCityHub5">
        <DisplayName>Deorcnysse</DisplayName>
        <IsCityHub>1</IsCityHub>
        <RequiresCity>0</RequiresCity>
        <RequiresForceUnlock>1</RequiresForceUnlock>
        <ZOCMinRadius>1</ZOCMinRadius>
        <ZOCMaxRadius>1</ZOCMaxRadius>
        <ZOCRadiusTurnsBeforeUpdate>0</ZOCRadiusTurnsBeforeUpdate>
        <BuildRadius>1</BuildRadius>
        <BuildableTiles>50</BuildableTiles>
        <CitywideDuplicateImpLimit>1</CitywideDuplicateImpLimit>
        <HideInHiergamenon>1</HideInHiergamenon>
        <LaborToBuild>0</LaborToBuild>
        <GameModifier>
            <ModType>CityDefenseSummon</ModType>
            <Attribute>SummonUnitByClass</Attribute>
            <Value>3</Value>
            <Multiplier>6</Multiplier>
            <UnitClass>DarklingWarrior</UnitClass>
        </GameModifier>
        <AIName>GreatCity</AIName>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
        </AIData>
        <ArtDef>DarklingCityHub5_ArtDef</ArtDef>
        <ImprovementTypeArtDef InternalName="DarklingCityHub5_ArtDef">
            <ImprovementTypeArtSubPack InternalName="DarklingCityHub5_Default">
                <TileDesign>T_The_Shroud_01</TileDesign>
                <ConstructionTileDesign>T_The_Shroud_01</ConstructionTileDesign>
                <DrawnIcon>Improvement_WoodenWall.png</DrawnIcon>
                <DrawnIconConstruction>Improvement_WoodenWall_C.png</DrawnIconConstruction>
                <OnSelectSFX>Click_Paper_4</OnSelectSFX>
                <OnSelectSFX>Click_Paper_5</OnSelectSFX>
                <Thumbnail>Deorcnysse_01_Thumb.png</Thumbnail>
                <Medallions InternalName="">
                    <All>Deorcnysse_01_Thumb.png</All>
                </Medallions>
            </ImprovementTypeArtSubPack>
        </ImprovementTypeArtDef>
    </ImprovementType>
    <ImprovementType InternalName="DarklingCityHubTileYield">
        <DisplayName>Deorcnysse Bonus Yield</DisplayName>
        <RequiresCity>1</RequiresCity>
        <HideInBuildList>1</HideInBuildList>
        <HideInHiergamenon>1</HideInHiergamenon>
        <LaborToBuild>0</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>TileYieldMaterials</Attribute>
            <Value>2</Value>
            <PerTurn>1</PerTurn>
            <Provides>+2 Materials</Provides>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>TileYieldGrain</Attribute>
            <Value>2</Value>
            <PerTurn>1</PerTurn>
            <Provides>+2 Grains</Provides>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>TileYieldEssence</Attribute>
            <Value>2</Value>
            <PerTurn>1</PerTurn>
            <Provides>+2 Essence</Provides>
        </GameModifier>
        <AIName>GreatCity</AIName>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
        </AIData>
        <ArtDef>DarklingCityHubTileYield_ArtDef</ArtDef>
        <ImprovementTypeArtDef InternalName="DarklingCityHubTileYield_ArtDef">
            <ImprovementTypeArtSubPack InternalName="DarklingCityHubTileYield_Default">
                <DrawnIcon>Improvement_WoodenWall.png</DrawnIcon>
                <DrawnIconConstruction>Improvement_WoodenWall_C.png</DrawnIconConstruction>
                <OnSelectSFX>Click_Paper_4</OnSelectSFX>
                <OnSelectSFX>Click_Paper_5</OnSelectSFX>
                <Thumbnail>Deorcnysse_01_Thumb.png</Thumbnail>
                <Medallions InternalName="">
                    <All>Deorcnysse_01_Thumb.png</All>
                </Medallions>
            </ImprovementTypeArtSubPack>
        </ImprovementTypeArtDef>
    </ImprovementType>
    <ImprovementType InternalName="DeathAltar">
        <DisplayName>Death Altar</DisplayName>
        <Description>Death Altars can be built on Death Shards. They amplify Death spells and provide Mana every season.</Description>
        <SpecialBuildingType>Shard</SpecialBuildingType>
        <IgnoreDuplicateImpLimit>1</IgnoreDuplicateImpLimit>
        <RequiresCity>0</RequiresCity>
        <RequiresResource>1</RequiresResource>
        <SupportedResourceType>DeathShard</SupportedResourceType>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <UpgradesToImprovement>DeathShrine</UpgradesToImprovement>
        <UpgradeTier>1</UpgradeTier>
        <Prereq>
            <Type>Allegiance</Type>
            <Attribute>Empire</Attribute>
        </Prereq>
        <Prereq>
            <Type>RestrictedAbilityBonusOption</Type>
            <Attribute>Binding</Attribute>
            <Target>Player</Target>
        </Prereq>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Shard_Harvesting</Attribute>
        </Prereq>
        <LaborToBuild>80</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Mana</Attribute>
            <Value>1</Value>
            <PerTurn>1</PerTurn>
            <Provides>+1 Mana</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>DeathMana</Attribute>
            <Value>1</Value>
            <PerTurn>1</PerTurn>
            <Provides>+1 Death Power</Provides>
            <UpgradeComparisonID>2</UpgradeComparisonID>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>Shards</AITag>
        </AIData>
        <ArtDef>DeathAltar_ArtDef</ArtDef>
        <ImprovementTypeArtDef InternalName="DeathAltar_ArtDef">
            <ImprovementTypeArtSubPack InternalName="DeathAltar_Default">
                <TileDesign>F_Death_Altar_01</TileDesign>
                <ConstructionTileDesign>F_Death_Shard_Build_01</ConstructionTileDesign>
                <DrawnIcon>Improvement_DeathAltar.png</DrawnIcon>
                <DrawnIconConstruction>Improvement_DeathAltar_C.png</DrawnIconConstruction>
                <Thumbnail>F_Death_Altar_Thumb_01.png</Thumbnail>
                <Medallions InternalName="">
                    <All>F_Death_Altar_Thumb_01.png</All>
                </Medallions>
            </ImprovementTypeArtSubPack>
        </ImprovementTypeArtDef>
    </ImprovementType>
    <ImprovementType InternalName="DeathAltar_Resoln">
        <DisplayName>Death Altar</DisplayName>
        <Description>Death Altars can be built on Death Shards. They amplify Death spells and provide Mana every season.</Description>
        <SpecialBuildingType>Shard</SpecialBuildingType>
        <IgnoreDuplicateImpLimit>1</IgnoreDuplicateImpLimit>
        <RequiresCity>0</RequiresCity>
        <RequiresResource>1</RequiresResource>
        <SupportedResourceType>DeathShard</SupportedResourceType>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <UpgradesToImprovement>DeathShrine_Resoln</UpgradesToImprovement>
        <UpgradeTier>1</UpgradeTier>
        <HideInHiergamenon>1</HideInHiergamenon>
        <Prereq>
            <Type>Allegiance</Type>
            <Attribute>Empire</Attribute>
        </Prereq>
        <Prereq>
            <Type>AbilityBonusOption</Type>
            <Attribute>Binding</Attribute>
            <Target>Player</Target>
        </Prereq>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Shard_Harvesting</Attribute>
        </Prereq>
        <LaborToBuild>80</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Mana</Attribute>
            <Value>1</Value>
            <PerTurn>1</PerTurn>
            <Provides>+1 Mana</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>DeathMana</Attribute>
            <Value>1</Value>
            <PerTurn>1</PerTurn>
            <Provides>+1 Death Power</Provides>
            <UpgradeComparisonID>2</UpgradeComparisonID>
        </GameModifier>
        <GameModifier>
            <ModType>Player</ModType>
            <Attribute>LimitedUnitCap</Attribute>
            <StrVal>CyndrumDemon_Young</StrVal>
            <Value>1</Value>
            <Provides>Summons a Young Cyndrum Demon</Provides>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>Shards</AITag>
        </AIData>
        <ArtDef>DeathAltar_Resoln_ArtDef</ArtDef>
        <ImprovementTypeArtDef InternalName="DeathAltar_Resoln_ArtDef">
            <ImprovementTypeArtSubPack InternalName="DeathAltar_Resoln_Default">
                <TileDesign>F_Death_Altar_01</TileDesign>
                <ConstructionTileDesign>F_Death_Shard_Build_01</ConstructionTileDesign>
                <DrawnIcon>Improvement_DeathAltar.png</DrawnIcon>
                <DrawnIconConstruction>Improvement_DeathAltar_C.png</DrawnIconConstruction>
                <Thumbnail>F_Death_Altar_Thumb_01.png</Thumbnail>
                <Medallions InternalName="">
                    <All>F_Death_Altar_Thumb_01.png</All>
                </Medallions>
            </ImprovementTypeArtSubPack>
        </ImprovementTypeArtDef>
    </ImprovementType>
    <ImprovementType InternalName="DeathShrine">
        <DisplayName>Death Shrine</DisplayName>
        <Description>Death Shrines upgrade from Death Altars. They amplify Death spells and provide you with additional Mana every Season.</Description>
        <SpecialBuildingType>Shard</SpecialBuildingType>
        <IgnoreDuplicateImpLimit>1</IgnoreDuplicateImpLimit>
        <RequiresCity>0</RequiresCity>
        <RequiresResource>1</RequiresResource>
        <SupportedResourceType>DeathShard</SupportedResourceType>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <UpgradesToImprovement>DeathTemple</UpgradesToImprovement>
        <UpgradeTier>2</UpgradeTier>
        <Prereq>
            <Type>Allegiance</Type>
            <Attribute>Empire</Attribute>
        </Prereq>
        <Prereq>
            <Type>RestrictedAbilityBonusOption</Type>
            <Attribute>Binding</Attribute>
            <Target>Player</Target>
        </Prereq>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Immortal_Codex</Attribute>
        </Prereq>
        <LaborToBuild>166</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Mana</Attribute>
            <Value>2</Value>
            <PerTurn>1</PerTurn>
            <Provides>+2 Mana</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>DeathMana</Attribute>
            <Value>1</Value>
            <PerTurn>1</PerTurn>
            <Provides>+1 Death Power</Provides>
            <UpgradeComparisonID>2</UpgradeComparisonID>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>Shards</AITag>
        </AIData>
        <ArtDef>DeathShrine_ArtDef</ArtDef>
        <ImprovementTypeArtDef InternalName="DeathShrine_ArtDef">
            <ImprovementTypeArtSubPack InternalName="DeathShrine_Default">
                <TileDesign>F_Death_Shard_01</TileDesign>
                <ConstructionTileDesign>F_Death_Shard_Build_01</ConstructionTileDesign>
                <DrawnIcon>Improvement_DeathShrine.png</DrawnIcon>
                <DrawnIconConstruction>Improvement_DeathShrine_C.png</DrawnIconConstruction>
                <Thumbnail>F_Death_Shrine_Thumb_01.png</Thumbnail>
                <Medallions InternalName="">
                    <All>F_Death_Shrine_Thumb_01.png</All>
                </Medallions>
            </ImprovementTypeArtSubPack>
        </ImprovementTypeArtDef>
    </ImprovementType>
    <ImprovementType InternalName="DeathShrine_Resoln">
        <DisplayName>Death Shrine</DisplayName>
        <Description>Death Shrines upgrade from Death Altars. They amplify Death spells and provide you with additional Mana every Season.</Description>
        <SpecialBuildingType>Shard</SpecialBuildingType>
        <IgnoreDuplicateImpLimit>1</IgnoreDuplicateImpLimit>
        <RequiresCity>0</RequiresCity>
        <RequiresResource>1</RequiresResource>
        <SupportedResourceType>DeathShard</SupportedResourceType>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <UpgradesToImprovement>DeathTemple_Resoln</UpgradesToImprovement>
        <UpgradeTier>2</UpgradeTier>
        <HideInHiergamenon>1</HideInHiergamenon>
        <Prereq>
            <Type>Allegiance</Type>
            <Attribute>Empire</Attribute>
        </Prereq>
        <Prereq>
            <Type>AbilityBonusOption</Type>
            <Attribute>Binding</Attribute>
            <Target>Player</Target>
        </Prereq>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Immortal_Codex</Attribute>
        </Prereq>
        <LaborToBuild>166</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Mana</Attribute>
            <Value>2</Value>
            <PerTurn>1</PerTurn>
            <Provides>+2 Mana</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>DeathMana</Attribute>
            <Value>1</Value>
            <PerTurn>1</PerTurn>
            <Provides>+1 Death Power</Provides>
            <UpgradeComparisonID>2</UpgradeComparisonID>
        </GameModifier>
        <GameModifier>
            <ModType>Player</ModType>
            <Attribute>LimitedUnitCap</Attribute>
            <StrVal>CyndrumDemon</StrVal>
            <Value>1</Value>
            <Provides>Summons a Cyndrum Demon</Provides>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>Shards</AITag>
        </AIData>
        <ArtDef>DeathShrine_Resoln_ArtDef</ArtDef>
        <ImprovementTypeArtDef InternalName="DeathShrine_Resoln_ArtDef">
            <ImprovementTypeArtSubPack InternalName="DeathShrine_Resoln_Default">
                <TileDesign>F_Death_Shard_01</TileDesign>
                <ConstructionTileDesign>F_Death_Shard_Build_01</ConstructionTileDesign>
                <DrawnIcon>Improvement_DeathShrine.png</DrawnIcon>
                <DrawnIconConstruction>Improvement_DeathShrine_C.png</DrawnIconConstruction>
                <Thumbnail>F_Death_Shrine_Thumb_01.png</Thumbnail>
                <Medallions InternalName="">
                    <All>F_Death_Shrine_Thumb_01.png</All>
                </Medallions>
            </ImprovementTypeArtSubPack>
        </ImprovementTypeArtDef>
    </ImprovementType>
    <ImprovementType InternalName="DeathTemple">
        <DisplayName>Death Temple</DisplayName>
        <Description>Death Temples upgrade from Death Shrines. They amplify Death spells and provide you with additional Mana every Season.</Description>
        <SpecialBuildingType>Shard</SpecialBuildingType>
        <IgnoreDuplicateImpLimit>1</IgnoreDuplicateImpLimit>
        <RequiresCity>0</RequiresCity>
        <RequiresResource>1</RequiresResource>
        <SupportedResourceType>DeathShard</SupportedResourceType>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <UpgradeTier>3</UpgradeTier>
        <Prereq>
            <Type>Allegiance</Type>
            <Attribute>Empire</Attribute>
        </Prereq>
        <Prereq>
            <Type>RestrictedAbilityBonusOption</Type>
            <Attribute>Binding</Attribute>
            <Target>Player</Target>
        </Prereq>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Ereogs_Journal</Attribute>
        </Prereq>
        <LaborToBuild>324</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Mana</Attribute>
            <Value>3</Value>
            <PerTurn>1</PerTurn>
            <Provides>+3 Mana</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>DeathMana</Attribute>
            <Value>1</Value>
            <PerTurn>1</PerTurn>
            <Provides>+1 Death Power</Provides>
            <UpgradeComparisonID>2</UpgradeComparisonID>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>Shards</AITag>
        </AIData>
        <ArtDef>DeathTemple_ArtDef</ArtDef>
        <ImprovementTypeArtDef InternalName="DeathTemple_ArtDef">
            <ImprovementTypeArtSubPack InternalName="DeathTemple_Default">
                <TileDesign>F_Death_Temple_01</TileDesign>
                <ConstructionTileDesign>F_Death_Shard_Build_01</ConstructionTileDesign>
                <DrawnIcon>Improvement_DeathTemple.png</DrawnIcon>
                <DrawnIconConstruction>Improvement_DeathTemple_C.png</DrawnIconConstruction>
                <Thumbnail>F_Death_Temple_Thumb_01.png</Thumbnail>
                <Medallions InternalName="">
                    <All>F_Death_Temple_Thumb_01.png</All>
                </Medallions>
            </ImprovementTypeArtSubPack>
        </ImprovementTypeArtDef>
    </ImprovementType>
    <ImprovementType InternalName="DeathTemple_Resoln">
        <DisplayName>Death Temple</DisplayName>
        <Description>Death Temples upgrade from Death Shrines. They amplify Death spells and provide you with additional Mana every Season.</Description>
        <SpecialBuildingType>Shard</SpecialBuildingType>
        <IgnoreDuplicateImpLimit>1</IgnoreDuplicateImpLimit>
        <RequiresCity>0</RequiresCity>
        <RequiresResource>1</RequiresResource>
        <SupportedResourceType>DeathShard</SupportedResourceType>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <UpgradeTier>3</UpgradeTier>
        <HideInHiergamenon>1</HideInHiergamenon>
        <Prereq>
            <Type>Allegiance</Type>
            <Attribute>Empire</Attribute>
        </Prereq>
        <Prereq>
            <Type>AbilityBonusOption</Type>
            <Attribute>Binding</Attribute>
            <Target>Player</Target>
        </Prereq>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Ereogs_Journal</Attribute>
        </Prereq>
        <LaborToBuild>324</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Mana</Attribute>
            <Value>3</Value>
            <PerTurn>1</PerTurn>
            <Provides>+3 Mana</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>DeathMana</Attribute>
            <Value>1</Value>
            <PerTurn>1</PerTurn>
            <Provides>+1 Death Power</Provides>
            <UpgradeComparisonID>2</UpgradeComparisonID>
        </GameModifier>
        <GameModifier>
            <ModType>Player</ModType>
            <Attribute>LimitedUnitCap</Attribute>
            <StrVal>CyndrumDemon_Ancient</StrVal>
            <Value>1</Value>
            <Provides>Summons an Ancient Cyndrum Demon</Provides>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>Shards</AITag>
        </AIData>
        <ArtDef>DeathTemple_Resoln_ArtDef</ArtDef>
        <ImprovementTypeArtDef InternalName="DeathTemple_Resoln_ArtDef">
            <ImprovementTypeArtSubPack InternalName="DeathTemple_Resoln_Default">
                <TileDesign>F_Death_Temple_01</TileDesign>
                <ConstructionTileDesign>F_Death_Shard_Build_01</ConstructionTileDesign>
                <DrawnIcon>Improvement_DeathTemple.png</DrawnIcon>
                <DrawnIconConstruction>Improvement_DeathTemple_C.png</DrawnIconConstruction>
                <Thumbnail>F_Death_Temple_Thumb_01.png</Thumbnail>
                <Medallions InternalName="">
                    <All>F_Death_Temple_Thumb_01.png</All>
                </Medallions>
            </ImprovementTypeArtSubPack>
        </ImprovementTypeArtDef>
    </ImprovementType>
    <ImprovementType InternalName="Docks">
        <DisplayName>Docks</DisplayName>
        <Description>Docks are upgraded from Piers. They increase Gildar and Food in cities they are constructed in.</Description>
        <RequiresCity>1</RequiresCity>
        <PreferredTerrain>River</PreferredTerrain>
        <EncloseInCityWalls>0</EncloseInCityWalls>
        <UpgradesToImprovement>Harbor</UpgradesToImprovement>
        <UpgradeTier>2</UpgradeTier>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Civics</Attribute>
        </Prereq>
        <LaborToBuild>208</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>FoodPerGrain</Attribute>
            <Value>5</Value>
            <PerTurn>1</PerTurn>
            <Provides>+5 Food per Grain</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
            <UpgradeComparisonText>Food per Grain</UpgradeComparisonText>
        </GameModifier>
        <GameModifier>
            <ModType>ResourceMultiplier</ModType>
            <Attribute>Gold</Attribute>
            <Value>1.1</Value>
            <PerTurn>1</PerTurn>
            <Provides>+10% Gildar</Provides>
            <UpgradeComparisonID>2</UpgradeComparisonID>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>10</AIPriority>
            <AITag>Economy</AITag>
        </AIData>
        <ArtDef>Art_Docks</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="EarthAltar">
        <DisplayName>Earth Altar</DisplayName>
        <Description>Earth Altars can be built on Earth Shards. They amplify Earth spells and provide Mana every season.</Description>
        <SpecialBuildingType>Shard</SpecialBuildingType>
        <IgnoreDuplicateImpLimit>1</IgnoreDuplicateImpLimit>
        <RequiresCity>0</RequiresCity>
        <RequiresResource>1</RequiresResource>
        <SupportedResourceType>EarthShard</SupportedResourceType>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <UpgradesToImprovement>EarthShrine</UpgradesToImprovement>
        <UpgradeTier>1</UpgradeTier>
        <Prereq>
            <Type>RestrictedAbilityBonusOption</Type>
            <Attribute>Binding</Attribute>
            <Target>Player</Target>
        </Prereq>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Shard_Harvesting</Attribute>
        </Prereq>
        <LaborToBuild>80</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Mana</Attribute>
            <Value>1</Value>
            <PerTurn>1</PerTurn>
            <Provides>+1 Mana</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>EarthMana</Attribute>
            <Value>1</Value>
            <PerTurn>1</PerTurn>
            <Provides>+1 Earth Power</Provides>
            <UpgradeComparisonID>2</UpgradeComparisonID>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>Shards</AITag>
        </AIData>
        <ArtDef>Art_EarthAltar</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="EarthAltar_Resoln">
        <DisplayName>Earth Altar</DisplayName>
        <Description>Earth Altars can be built on Earth Shards. They amplify Earth spells and provide Mana every season.</Description>
        <SpecialBuildingType>Shard</SpecialBuildingType>
        <IgnoreDuplicateImpLimit>1</IgnoreDuplicateImpLimit>
        <RequiresCity>0</RequiresCity>
        <RequiresResource>1</RequiresResource>
        <SupportedResourceType>EarthShard</SupportedResourceType>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <UpgradesToImprovement>EarthShrine_Resoln</UpgradesToImprovement>
        <UpgradeTier>1</UpgradeTier>
        <HideInHiergamenon>1</HideInHiergamenon>
        <Prereq>
            <Type>AbilityBonusOption</Type>
            <Attribute>Binding</Attribute>
            <Target>Player</Target>
        </Prereq>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Shard_Harvesting</Attribute>
        </Prereq>
        <LaborToBuild>80</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Mana</Attribute>
            <Value>1</Value>
            <PerTurn>1</PerTurn>
            <Provides>+1 Mana</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>EarthMana</Attribute>
            <Value>1</Value>
            <PerTurn>1</PerTurn>
            <Provides>+1 Earth Power</Provides>
            <UpgradeComparisonID>2</UpgradeComparisonID>
        </GameModifier>
        <GameModifier>
            <ModType>Player</ModType>
            <Attribute>LimitedUnitCap</Attribute>
            <StrVal>GraveElemental_Young</StrVal>
            <Value>1</Value>
            <Provides>Summons a Young Grave Elemental</Provides>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>Shards</AITag>
        </AIData>
        <ArtDef>Art_EarthAltar</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="EarthShrine">
        <DisplayName>Earth Shrine</DisplayName>
        <Description>Earth Shrines upgrade from Earth Altars. They amplify Earth spells and provide you with additional Mana every Season.</Description>
        <SpecialBuildingType>Shard</SpecialBuildingType>
        <IgnoreDuplicateImpLimit>1</IgnoreDuplicateImpLimit>
        <RequiresCity>0</RequiresCity>
        <RequiresResource>1</RequiresResource>
        <SupportedResourceType>EarthShard</SupportedResourceType>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <UpgradesToImprovement>EarthTemple</UpgradesToImprovement>
        <UpgradeTier>2</UpgradeTier>
        <Prereq>
            <Type>RestrictedAbilityBonusOption</Type>
            <Attribute>Binding</Attribute>
            <Target>Player</Target>
        </Prereq>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Immortal_Codex</Attribute>
        </Prereq>
        <LaborToBuild>166</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Mana</Attribute>
            <Value>2</Value>
            <PerTurn>1</PerTurn>
            <Provides>+2 Mana</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>EarthMana</Attribute>
            <Value>1</Value>
            <PerTurn>1</PerTurn>
            <Provides>+1 Earth Power</Provides>
            <UpgradeComparisonID>2</UpgradeComparisonID>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>Shards</AITag>
        </AIData>
        <ArtDef>Art_EarthShrine</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="EarthShrine_Resoln">
        <DisplayName>Earth Shrine</DisplayName>
        <Description>Earth Shrines upgrade from Earth Altars. They amplify Earth spells and provide you with additional Mana every Season.</Description>
        <SpecialBuildingType>Shard</SpecialBuildingType>
        <IgnoreDuplicateImpLimit>1</IgnoreDuplicateImpLimit>
        <RequiresCity>0</RequiresCity>
        <RequiresResource>1</RequiresResource>
        <SupportedResourceType>EarthShard</SupportedResourceType>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <UpgradesToImprovement>EarthTemple_Resoln</UpgradesToImprovement>
        <UpgradeTier>2</UpgradeTier>
        <HideInHiergamenon>1</HideInHiergamenon>
        <Prereq>
            <Type>AbilityBonusOption</Type>
            <Attribute>Binding</Attribute>
            <Target>Player</Target>
        </Prereq>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Immortal_Codex</Attribute>
        </Prereq>
        <LaborToBuild>166</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Mana</Attribute>
            <Value>2</Value>
            <PerTurn>1</PerTurn>
            <Provides>+2 Mana</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>EarthMana</Attribute>
            <Value>1</Value>
            <PerTurn>1</PerTurn>
            <Provides>+1 Earth Power</Provides>
            <UpgradeComparisonID>2</UpgradeComparisonID>
        </GameModifier>
        <GameModifier>
            <ModType>Player</ModType>
            <Attribute>LimitedUnitCap</Attribute>
            <StrVal>GraveElemental</StrVal>
            <Value>1</Value>
            <Provides>Summons a Grave Elemental</Provides>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>Shards</AITag>
        </AIData>
        <ArtDef>Art_EarthShrine</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="EarthTemple">
        <DisplayName>Earth Temple</DisplayName>
        <Description>Earth Temples upgrade from Earth Shrines. They amplify Earth spells and provide you with additional Mana every Season.</Description>
        <SpecialBuildingType>Shard</SpecialBuildingType>
        <IgnoreDuplicateImpLimit>1</IgnoreDuplicateImpLimit>
        <RequiresCity>0</RequiresCity>
        <RequiresResource>1</RequiresResource>
        <SupportedResourceType>EarthShard</SupportedResourceType>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <UpgradeTier>3</UpgradeTier>
        <Prereq>
            <Type>RestrictedAbilityBonusOption</Type>
            <Attribute>Binding</Attribute>
            <Target>Player</Target>
        </Prereq>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Ereogs_Journal</Attribute>
        </Prereq>
        <LaborToBuild>324</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Mana</Attribute>
            <Value>3</Value>
            <PerTurn>1</PerTurn>
            <Provides>+3 Mana</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>EarthMana</Attribute>
            <Value>1</Value>
            <PerTurn>1</PerTurn>
            <Provides>+1 Earth Power</Provides>
            <UpgradeComparisonID>2</UpgradeComparisonID>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>Shards</AITag>
        </AIData>
        <ArtDef>Art_EarthTemple</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="EarthTemple_Resoln">
        <DisplayName>Earth Temple</DisplayName>
        <Description>Earth Temples upgrade from Earth Shrines. They amplify Earth spells and provide you with additional Mana every Season.</Description>
        <SpecialBuildingType>Shard</SpecialBuildingType>
        <IgnoreDuplicateImpLimit>1</IgnoreDuplicateImpLimit>
        <RequiresCity>0</RequiresCity>
        <RequiresResource>1</RequiresResource>
        <SupportedResourceType>EarthShard</SupportedResourceType>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <UpgradeTier>3</UpgradeTier>
        <HideInHiergamenon>1</HideInHiergamenon>
        <Prereq>
            <Type>AbilityBonusOption</Type>
            <Attribute>Binding</Attribute>
            <Target>Player</Target>
        </Prereq>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Ereogs_Journal</Attribute>
        </Prereq>
        <LaborToBuild>324</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Mana</Attribute>
            <Value>3</Value>
            <PerTurn>1</PerTurn>
            <Provides>+3 Mana</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>EarthMana</Attribute>
            <Value>1</Value>
            <PerTurn>1</PerTurn>
            <Provides>+1 Earth Power</Provides>
            <UpgradeComparisonID>2</UpgradeComparisonID>
        </GameModifier>
        <GameModifier>
            <ModType>Player</ModType>
            <Attribute>LimitedUnitCap</Attribute>
            <StrVal>GraveElemental_Ancient</StrVal>
            <Value>1</Value>
            <Provides>Summons an Ancient Grave Elemental</Provides>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>Shards</AITag>
        </AIData>
        <ArtDef>Art_EarthTemple</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="Embassy">
        <DisplayName>Embassy</DisplayName>
        <Description>This city doesn’t receive an unrest penalty based on the amount of cities in your empire.</Description>
        <RequiresCity>1</RequiresCity>
        <RequiresForceUnlock>1</RequiresForceUnlock>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <RequiresCityImprovement>1</RequiresCityImprovement>
        <RequiredImprovement>TradeGuild</RequiredImprovement>
        <LaborToBuild>0</LaborToBuild>
        <GameModifier>
            <ModType>City</ModType>
            <Attribute>DisableCityCountUnrestPenalty</Attribute>
            <Provides>Negates the unrest penalty from the amount of cities in your empire</Provides>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>Diplomat</AITag>
        </AIData>
        <ArtDef>Art_Embassy</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="EreogsTower">
        <DisplayName>Ereog's Tower</DisplayName>
        <Description>There is no stairwell in the thin tower, only masters of Air magic can hope to explore the opulent chambers at the towers top.</Description>
        <AllowedPerGame>1</AllowedPerGame>
        <RequiresCity>1</RequiresCity>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <Prereq>
            <Type>Resource</Type>
            <Attribute>TileYieldEssence</Attribute>
        </Prereq>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Arcane_Mastery</Attribute>
        </Prereq>
        <LaborToBuild>1406</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>AirMana</Attribute>
            <Value>1</Value>
            <PerTurn>1</PerTurn>
            <Provides>+1 Air Power</Provides>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Fame</Attribute>
            <Value>1</Value>
            <PerTurn>1</PerTurn>
            <Provides>+1 Fame per Season</Provides>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>Shards</AITag>
        </AIData>
        <ArtDef>Art_EreogsTower</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="Farm">
        <DisplayName>Farm</DisplayName>
        <Description>Farms can be built on Wild Grain. They provide additional Grain yields for a city.</Description>
        <IgnoreDuplicateImpLimit>1</IgnoreDuplicateImpLimit>
        <RequiresResource>1</RequiresResource>
        <SupportedResourceType>Grain</SupportedResourceType>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <UpgradesToImprovement>IrrigatedFarm</UpgradesToImprovement>
        <LaborToBuild>80</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>TileYieldGrain</Attribute>
            <Value>1</Value>
            <PerTurn>1</PerTurn>
            <Provides>+1 Grain</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>Prestige</AITag>
        </AIData>
        <ArtDef>Art_Farm</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="Festival">
        <DisplayName>Festival</DisplayName>
        <Description>Festivals attract new citizens, increasing growth in cities they are constructed in.</Description>
        <RequiresCity>1</RequiresCity>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <RequiresCityImprovement>1</RequiresCityImprovement>
        <RequiredImprovement>TradeGuild</RequiredImprovement>
        <UpgradesToImprovement>Theatre</UpgradesToImprovement>
        <UpgradesToImprovement>Arena</UpgradesToImprovement>
        <UpgradeTier>3</UpgradeTier>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Administration</Attribute>
        </Prereq>
        <LaborToBuild>249</LaborToBuild>
        <GameModifier>
            <ModType>ResourceMultiplier</ModType>
            <Attribute>Food</Attribute>
            <Value>1.5</Value>
            <PerTurn>1</PerTurn>
            <Provides>+50% Food</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
        </GameModifier>
        <GameModifier>
            <ModType>ResourceMultiplier</ModType>
            <Attribute>Gold</Attribute>
            <Value>1.2</Value>
            <PerTurn>1</PerTurn>
            <Provides>+20% Gildar</Provides>
            <UpgradeComparisonID>2</UpgradeComparisonID>
        </GameModifier>
        <GameModifier>
            <ModType>ResourceMultiplier</ModType>
            <Attribute>Prestige</Attribute>
            <Value>1</Value>
            <PerTurn>1</PerTurn>
            <IsProductionQueueEmpty>1</IsProductionQueueEmpty>
            <Provides>+50% Growth when Producing Growth</Provides>
            <Calculate InternalName="Calc" ValueOwner="OwnerCity">
                <Expression><![CDATA[[Constructing_ProduceGrowth] * 0.5]]></Expression>
            </Calculate>
            <Calculate InternalName="Value" ValueOwner="OwnerCity">
                <Expression><![CDATA[[Calc] + 1]]></Expression>
            </Calculate>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>10</AIPriority>
            <AITag>Prestige</AITag>
            <AIEarlyBuildUpMultiplier>15</AIEarlyBuildUpMultiplier>
        </AIData>
        <ArtDef>Art_Festival</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="FireAltar">
        <DisplayName>Fire Altar</DisplayName>
        <Description>Fire Altars can be built on Fire Shards. They amplify Fire spells and provide Mana every season.</Description>
        <SpecialBuildingType>Shard</SpecialBuildingType>
        <IgnoreDuplicateImpLimit>1</IgnoreDuplicateImpLimit>
        <RequiresCity>0</RequiresCity>
        <RequiresResource>1</RequiresResource>
        <SupportedResourceType>FireShard</SupportedResourceType>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <UpgradesToImprovement>FireShrine</UpgradesToImprovement>
        <UpgradeTier>1</UpgradeTier>
        <Prereq>
            <Type>RestrictedAbilityBonusOption</Type>
            <Attribute>Binding</Attribute>
            <Target>Player</Target>
        </Prereq>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Shard_Harvesting</Attribute>
        </Prereq>
        <LaborToBuild>80</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Mana</Attribute>
            <Value>1</Value>
            <PerTurn>1</PerTurn>
            <Provides>+1 Mana</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>FireMana</Attribute>
            <Value>1</Value>
            <PerTurn>1</PerTurn>
            <Provides>+1 Fire Power</Provides>
            <UpgradeComparisonID>2</UpgradeComparisonID>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>Shards</AITag>
        </AIData>
        <ArtDef>Art_FireAltar</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="FireAltar_Resoln">
        <DisplayName>Fire Altar</DisplayName>
        <Description>Fire Altars can be built on Fire Shards. They amplify Fire spells and provide Mana every season.</Description>
        <SpecialBuildingType>Shard</SpecialBuildingType>
        <IgnoreDuplicateImpLimit>1</IgnoreDuplicateImpLimit>
        <RequiresCity>0</RequiresCity>
        <RequiresResource>1</RequiresResource>
        <SupportedResourceType>FireShard</SupportedResourceType>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <UpgradesToImprovement>FireShrine_Resoln</UpgradesToImprovement>
        <UpgradeTier>1</UpgradeTier>
        <HideInHiergamenon>1</HideInHiergamenon>
        <Prereq>
            <Type>AbilityBonusOption</Type>
            <Attribute>Binding</Attribute>
            <Target>Player</Target>
        </Prereq>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Shard_Harvesting</Attribute>
        </Prereq>
        <LaborToBuild>80</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Mana</Attribute>
            <Value>1</Value>
            <PerTurn>1</PerTurn>
            <Provides>+1 Mana</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>FireMana</Attribute>
            <Value>1</Value>
            <PerTurn>1</PerTurn>
            <Provides>+1 Fire Power</Provides>
            <UpgradeComparisonID>2</UpgradeComparisonID>
        </GameModifier>
        <GameModifier>
            <ModType>Player</ModType>
            <Attribute>LimitedUnitCap</Attribute>
            <StrVal>BurningWraith_Young</StrVal>
            <Value>1</Value>
            <Provides>Summons a Young Burning Wraith</Provides>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>Shards</AITag>
        </AIData>
        <ArtDef>Art_FireAltar</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="FireShrine">
        <DisplayName>Fire Shrine</DisplayName>
        <Description>Fire Shrines upgrade from Fire Altars. They amplify Fire spells and provide you with additional Mana every Season.</Description>
        <SpecialBuildingType>Shard</SpecialBuildingType>
        <IgnoreDuplicateImpLimit>1</IgnoreDuplicateImpLimit>
        <RequiresCity>0</RequiresCity>
        <RequiresResource>1</RequiresResource>
        <SupportedResourceType>FireShard</SupportedResourceType>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <UpgradesToImprovement>FireTemple</UpgradesToImprovement>
        <UpgradeTier>2</UpgradeTier>
        <Prereq>
            <Type>RestrictedAbilityBonusOption</Type>
            <Attribute>Binding</Attribute>
            <Target>Player</Target>
        </Prereq>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Immortal_Codex</Attribute>
        </Prereq>
        <LaborToBuild>166</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Mana</Attribute>
            <Value>2</Value>
            <PerTurn>1</PerTurn>
            <Provides>+2 Mana</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>FireMana</Attribute>
            <Value>1</Value>
            <PerTurn>1</PerTurn>
            <Provides>+1 Fire Power</Provides>
            <UpgradeComparisonID>2</UpgradeComparisonID>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>Shards</AITag>
        </AIData>
        <ArtDef>Art_FireShrine</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="FireShrine_Resoln">
        <DisplayName>Fire Shrine</DisplayName>
        <Description>Fire Shrines upgrade from Fire Altars. They amplify Fire spells and provide you with additional Mana every Season.</Description>
        <SpecialBuildingType>Shard</SpecialBuildingType>
        <IgnoreDuplicateImpLimit>1</IgnoreDuplicateImpLimit>
        <RequiresCity>0</RequiresCity>
        <RequiresResource>1</RequiresResource>
        <SupportedResourceType>FireShard</SupportedResourceType>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <UpgradesToImprovement>FireTemple_Resoln</UpgradesToImprovement>
        <UpgradeTier>2</UpgradeTier>
        <HideInHiergamenon>1</HideInHiergamenon>
        <Prereq>
            <Type>AbilityBonusOption</Type>
            <Attribute>Binding</Attribute>
            <Target>Player</Target>
        </Prereq>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Immortal_Codex</Attribute>
        </Prereq>
        <LaborToBuild>166</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Mana</Attribute>
            <Value>2</Value>
            <PerTurn>1</PerTurn>
            <Provides>+2 Mana</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>FireMana</Attribute>
            <Value>1</Value>
            <PerTurn>1</PerTurn>
            <Provides>+1 Fire Power</Provides>
            <UpgradeComparisonID>2</UpgradeComparisonID>
        </GameModifier>
        <GameModifier>
            <ModType>Player</ModType>
            <Attribute>LimitedUnitCap</Attribute>
            <StrVal>BurningWraith</StrVal>
            <Value>1</Value>
            <Provides>Summons a Burning Wraith</Provides>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>Shards</AITag>
        </AIData>
        <ArtDef>Art_FireShrine</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="FireTemple">
        <DisplayName>Fire Temple</DisplayName>
        <Description>Fire Temples upgrade from Fire Shrines. They amplify Fire spells and provide you with additional Mana every Season.</Description>
        <SpecialBuildingType>Shard</SpecialBuildingType>
        <IgnoreDuplicateImpLimit>1</IgnoreDuplicateImpLimit>
        <RequiresCity>0</RequiresCity>
        <RequiresResource>1</RequiresResource>
        <SupportedResourceType>FireShard</SupportedResourceType>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <UpgradeTier>3</UpgradeTier>
        <Prereq>
            <Type>RestrictedAbilityBonusOption</Type>
            <Attribute>Binding</Attribute>
            <Target>Player</Target>
        </Prereq>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Ereogs_Journal</Attribute>
        </Prereq>
        <LaborToBuild>324</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Mana</Attribute>
            <Value>3</Value>
            <PerTurn>1</PerTurn>
            <Provides>+3 Mana</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>FireMana</Attribute>
            <Value>1</Value>
            <PerTurn>1</PerTurn>
            <Provides>+1 Fire Power</Provides>
            <UpgradeComparisonID>2</UpgradeComparisonID>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>Shards</AITag>
        </AIData>
        <ArtDef>Art_FireTemple</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="FireTemple_Resoln">
        <DisplayName>Fire Temple</DisplayName>
        <Description>Fire Temples upgrade from Fire Shrines. They amplify Fire spells and provide you with additional Mana every Season.</Description>
        <SpecialBuildingType>Shard</SpecialBuildingType>
        <IgnoreDuplicateImpLimit>1</IgnoreDuplicateImpLimit>
        <RequiresCity>0</RequiresCity>
        <RequiresResource>1</RequiresResource>
        <SupportedResourceType>FireShard</SupportedResourceType>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <UpgradeTier>3</UpgradeTier>
        <HideInHiergamenon>1</HideInHiergamenon>
        <Prereq>
            <Type>AbilityBonusOption</Type>
            <Attribute>Binding</Attribute>
            <Target>Player</Target>
        </Prereq>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Ereogs_Journal</Attribute>
        </Prereq>
        <LaborToBuild>324</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Mana</Attribute>
            <Value>3</Value>
            <PerTurn>1</PerTurn>
            <Provides>+3 Mana</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>FireMana</Attribute>
            <Value>1</Value>
            <PerTurn>1</PerTurn>
            <Provides>+1 Fire Power</Provides>
            <UpgradeComparisonID>2</UpgradeComparisonID>
        </GameModifier>
        <GameModifier>
            <ModType>Player</ModType>
            <Attribute>LimitedUnitCap</Attribute>
            <StrVal>BurningWraith_Ancient</StrVal>
            <Value>1</Value>
            <Provides>Summons an Ancient Burning Wraith</Provides>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>Shards</AITag>
        </AIData>
        <ArtDef>Art_FireTemple</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="Forge">
        <DisplayName>Forge</DisplayName>
        <Description>Forges improve the defense of units trained in a city.</Description>
        <RequiresCity>1</RequiresCity>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <RequiresCityImprovement>1</RequiresCityImprovement>
        <RequiredImprovement>Fortress</RequiredImprovement>
        <UpgradesToImprovement>Blacksmith</UpgradesToImprovement>
        <UpgradeTier>1</UpgradeTier>
        <LaborToBuild>120</LaborToBuild>
        <GameModifier>
            <ModType>CityTrainingBonus</ModType>
            <Attribute>TrainingBonus_ApplyUnitModifier_Add</Attribute>
            <StrVal>UnitStat_Defense_Pierce</StrVal>
            <Value>2</Value>
            <Provides>+2 Defense for Trained Units</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
            <UpgradeComparisonText>Trained Unit Defense</UpgradeComparisonText>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>10</AIPriority>
            <AITag>Workshop</AITag>
        </AIData>
        <ArtDef>Art_Forge</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="Fort">
        <DisplayName>Fort</DisplayName>
        <Description>Forts bolster a city's defenses by providing it with Archers and giving an Initiative bonus to City Defenders.</Description>
        <RequiresCity>1</RequiresCity>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <RequiresCityImprovement>1</RequiresCityImprovement>
        <RequiredImprovement>Fortress</RequiredImprovement>
        <UpgradeTier>2</UpgradeTier>
        <Prereq>
            <Type>Allegiance</Type>
            <Attribute>Kingdom</Attribute>
        </Prereq>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Construction</Attribute>
        </Prereq>
        <LaborToBuild>540</LaborToBuild>
        <GameModifier>
            <ModType>City</ModType>
            <Attribute>AdjustDefendingUnit</Attribute>
            <StrVal>UnitStat_CombatSpeed</StrVal>
            <Value>3</Value>
            <Provides>+3 Initiative for Defending Units</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
            <UpgradeComparisonText>Defending Unit Initiative</UpgradeComparisonText>
        </GameModifier>
        <GameModifier>
            <ModType>City</ModType>
            <Attribute>UpgradeCityWalls</Attribute>
            <StrVal>CityWalls_Advanced</StrVal>
        </GameModifier>
        <GameModifier>
            <ModType>CityDefenseSummon</ModType>
            <Attribute>SummonUnitByClass</Attribute>
            <Value>2</Value>
            <Multiplier>3</Multiplier>
            <Provides>+2 City Defender Groups</Provides>
            <UnitClass>CityDefender</UnitClass>
        </GameModifier>
        <GameModifier>
            <ModType>CityDefenseSummon</ModType>
            <Attribute>SummonUnitByClass</Attribute>
            <Value>1</Value>
            <Multiplier>3</Multiplier>
            <Provides>+1 City Archer Group</Provides>
            <UnitClass>CityArcher</UnitClass>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>Defensive</AITag>
        </AIData>
        <ArtDef>Art_Castle</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="Fortress">
        <DisplayName>Base Fortress</DisplayName>
        <Description>Devote this city to the military and defense.  Fortresses have better production than other city types, use them to build advanced troops and defend your borders.</Description>
        <RequiresCity>1</RequiresCity>
        <RequiresForceUnlock>1</RequiresForceUnlock>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <LaborToBuild>80</LaborToBuild>
        <GameModifier>
            <ModType>CityTrainingBonus</ModType>
            <Attribute>TrainingBonus_LevelUpUnit</Attribute>
            <Value>1</Value>
            <Provides>+1 Level for Trained Units</Provides>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Research</Attribute>
            <Value>2</Value>
            <PerTurn>1</PerTurn>
            <Provides>+2 Research per Season</Provides>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Production</Attribute>
            <Value>8</Value>
            <PerTurn>1</PerTurn>
            <Provides>+8 Production</Provides>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Gold</Attribute>
            <Value>2</Value>
            <PerTurn>1</PerTurn>
            <Provides>+2 Gildar per Season</Provides>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>10</AIPriority>
            <AITag>Study</AITag>
        </AIData>
        <ArtDef>Art_Fortress</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="Foundry">
        <DisplayName>Foundry</DisplayName>
        <Description>Foundries upgrade from Smelters. They provide you with additional Metal every Season.</Description>
        <IgnoreDuplicateImpLimit>1</IgnoreDuplicateImpLimit>
        <RequiresResource>1</RequiresResource>
        <SupportedResourceType>IronOre</SupportedResourceType>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <UpgradesToImprovement>IronWorks</UpgradesToImprovement>
        <UpgradeTier>3</UpgradeTier>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Construction</Attribute>
        </Prereq>
        <LaborToBuild>324</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Metal</Attribute>
            <Value>4</Value>
            <PerTurn>1</PerTurn>
            <Provides>+4 Metal per Season</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>10</AIPriority>
            <AITag>Crystal</AITag>
        </AIData>
        <ArtDef>Art_Foundry</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="Gallows">
        <DisplayName>Gallows</DisplayName>
        <Description>Gallows remind citizens of their civic duty.  With them there is no Unrest penalty to Production.</Description>
        <RequiresCity>1</RequiresCity>
        <RequiresForceUnlock>1</RequiresForceUnlock>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <RequiresCityImprovement>1</RequiresCityImprovement>
        <RequiredImprovement>Fortress</RequiredImprovement>
        <LaborToBuild>0</LaborToBuild>
        <GameModifier>
            <ModType>ResourceMultiplier</ModType>
            <Attribute>ProductionEffectPerUnrest</Attribute>
            <Value>0</Value>
            <PerTurn>1</PerTurn>
            <Provides>Unrest doesn't affect Production</Provides>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>Prestige</AITag>
        </AIData>
        <ArtDef>Art_Gallows</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="Garden">
        <DisplayName>Garden</DisplayName>
        <Description>Gardens provide food for the people, increasing the amount of Food provided by Grain yield in cities they are built in.</Description>
        <RequiresCity>1</RequiresCity>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <UpgradesToImprovement>Granary</UpgradesToImprovement>
        <UpgradeTier>1</UpgradeTier>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Restoration</Attribute>
        </Prereq>
        <LaborToBuild>193</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>FoodPerGrain</Attribute>
            <Value>15</Value>
            <PerTurn>1</PerTurn>
            <Provides>+15 Food per Grain</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
            <UpgradeComparisonText>Food per Grain</UpgradeComparisonText>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>10</AIPriority>
            <AITag>Economy</AITag>
        </AIData>
        <ArtDef>Art_Garden</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="GoldMine">
        <DisplayName>Gold Mine</DisplayName>
        <Description>Gold Mines can be built on Gold Deposits. They produce Gildar every Season.</Description>
        <IgnoreDuplicateImpLimit>1</IgnoreDuplicateImpLimit>
        <RequiresCity>1</RequiresCity>
        <RequiresResource>1</RequiresResource>
        <SupportedResourceType>GoldDepositBonusType</SupportedResourceType>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <LaborToBuild>120</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Gold</Attribute>
            <Value>3</Value>
            <PerTurn>1</PerTurn>
            <Provides>+3 Gildar per Season</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>Economy</AITag>
        </AIData>
        <ArtDef>Art_ClaimedGoldDeposit</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="GovernorsOffice">
        <DisplayName>Governor's Office</DisplayName>
        <Description>Governor's Offices increase the production gained from Material yields in all of a nation's cities.</Description>
        <RequiresCity>1</RequiresCity>
        <RequiresForceUnlock>1</RequiresForceUnlock>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <RequiresCityImprovement>1</RequiresCityImprovement>
        <RequiredImprovement>TradeGuild</RequiredImprovement>
        <LaborToBuild>0</LaborToBuild>
        <GameModifier>
            <ModType>Player</ModType>
            <Attribute>AbilityBonus</Attribute>
            <StrVal>A_Additive_ProductionPerMaterials</StrVal>
            <Value>1</Value>
            <Provides>+1 Production per Material in all your cities</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
            <UpgradeComparisonText>Faction Prod. per Material</UpgradeComparisonText>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>Economy</AITag>
        </AIData>
        <ArtDef>Art_FarmersMarket</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="Granary">
        <DisplayName>Granary</DisplayName>
        <Description>Granaries greatly increase the amount of food gathered from each Grain yield in a city.</Description>
        <RequiresCity>1</RequiresCity>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <UpgradesToImprovement>Storehouse</UpgradesToImprovement>
        <UpgradeTier>2</UpgradeTier>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Agriculture</Attribute>
        </Prereq>
        <LaborToBuild>312</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>FoodPerGrain</Attribute>
            <Value>35</Value>
            <PerTurn>1</PerTurn>
            <Provides>+35 Food per Grain</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
            <UpgradeComparisonText>Food per Grain</UpgradeComparisonText>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>25</AIPriority>
            <AITag>Economy</AITag>
        </AIData>
        <ArtDef>Art_Granary</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="GreatArchive">
        <DisplayName>Great Archive</DisplayName>
        <Description>The Great Archive will greatly increase our Research efforts in the city it's constructed in.</Description>
        <AllowedPerFaction>1</AllowedPerFaction>
        <RequiresCity>1</RequiresCity>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <RequiresCityImprovement>1</RequiresCityImprovement>
        <RequiredImprovement>Conclave</RequiredImprovement>
        <UpgradeTier>4</UpgradeTier>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Higher_Education</Attribute>
        </Prereq>
        <LaborToBuild>1406</LaborToBuild>
        <GameModifier>
            <ModType>ResourceMultiplier</ModType>
            <Attribute>Research</Attribute>
            <Value>2</Value>
            <PerTurn>1</PerTurn>
            <Provides>+100% Research</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>10</AIPriority>
            <AITag>Study</AITag>
        </AIData>
        <ArtDef>Art_GreatArchive</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="GreatArena">
        <DisplayName>Great Arena</DisplayName>
        <Description>The Great Arena strengthens the citizens of the city it is built in. It provides all units trained in the city with Attack and Hit Point bonuses.</Description>
        <RequiresCity>1</RequiresCity>
        <RequiresForceUnlock>1</RequiresForceUnlock>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <RequiresCityImprovement>1</RequiresCityImprovement>
        <RequiredImprovement>Fortress</RequiredImprovement>
        <LaborToBuild>0</LaborToBuild>
        <GameModifier>
            <ModType>CityTrainingBonus</ModType>
            <Attribute>TrainingBonus_ApplyUnitModifier_Add</Attribute>
            <StrVal>UnitStat_Attack_Boost</StrVal>
            <Value>1</Value>
            <Provides>+1 Attack to Trained Units</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
            <UpgradeComparisonText>Trained Unit Attack</UpgradeComparisonText>
        </GameModifier>
        <GameModifier>
            <ModType>CityTrainingBonus</ModType>
            <Attribute>TrainingBonus_ApplyUnitModifier_Add</Attribute>
            <StrVal>UnitStat_HitPoints</StrVal>
            <Value>3</Value>
            <Provides>+3 Hit Points to Trained Units</Provides>
            <UpgradeComparisonID>2</UpgradeComparisonID>
            <UpgradeComparisonText>Trained Unit Hit Points</UpgradeComparisonText>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>10</AIPriority>
            <AITag>CommandPost</AITag>
        </AIData>
        <ArtDef>Art_GreatArena</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="GreatMill">
        <DisplayName>Great Mill</DisplayName>
        <Description>The Great Mill provides the city it is constructed in with Food and Production bonuses.</Description>
        <AllowedPerGame>1</AllowedPerGame>
        <RequiresCity>1</RequiresCity>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Construction</Attribute>
        </Prereq>
        <LaborToBuild>648</LaborToBuild>
        <GameModifier>
            <ModType>ResourceMultiplier</ModType>
            <Attribute>Production</Attribute>
            <Value>1.25</Value>
            <PerTurn>1</PerTurn>
            <Provides>+25% Production</Provides>
            <UpgradeComparisonID>2</UpgradeComparisonID>
        </GameModifier>
        <GameModifier>
            <ModType>ResourceMultiplier</ModType>
            <Attribute>Food</Attribute>
            <Value>1.25</Value>
            <PerTurn>1</PerTurn>
            <Provides>+25% Food</Provides>
            <UpgradeComparisonID>3</UpgradeComparisonID>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Fame</Attribute>
            <Value>10</Value>
            <Provides>+10 Fame</Provides>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>10</AIPriority>
            <AITag>Mining</AITag>
        </AIData>
        <ArtDef>Art_GreatMill</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="Grocer">
        <DisplayName>Grocer</DisplayName>
        <Description>Grocers increase the amount of food cities gain from Grain yields across the nation.</Description>
        <RequiresCity>1</RequiresCity>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <RequiresCityImprovement>1</RequiresCityImprovement>
        <RequiredImprovement>TradeGuild</RequiredImprovement>
        <UpgradesToImprovement>Bakery</UpgradesToImprovement>
        <UpgradeTier>1</UpgradeTier>
        <LaborToBuild>208</LaborToBuild>
        <GameModifier>
            <ModType>Player</ModType>
            <Attribute>AbilityBonus</Attribute>
            <StrVal>A_Additive_FoodPerGrain</StrVal>
            <Value>5</Value>
            <Provides>+5 Food per Grain for your Faction</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
            <UpgradeComparisonText>Faction Food per Grain</UpgradeComparisonText>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>15</AIPriority>
            <AITag>Economy</AITag>
        </AIData>
        <UnlocksShopItem>Bread</UnlocksShopItem>
        <ArtDef>Art_Grocer</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="GuardianIdol_Empire">
        <DisplayName>Guardian Idol</DisplayName>
        <Description>Guardian Idols animate to defend the city they are built in.  They can cast any spell your sovereign has access to.</Description>
        <AllowedPerFaction>1</AllowedPerFaction>
        <RequiresCity>1</RequiresCity>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <UpgradeTier>3</UpgradeTier>
        <ZOCMinRadius>1</ZOCMinRadius>
        <ZOCMaxRadius>1</ZOCMaxRadius>
        <ZOCRadiusTurnsBeforeUpdate>0</ZOCRadiusTurnsBeforeUpdate>
        <HideInHiergamenon>1</HideInHiergamenon>
        <Prereq>
            <Type>Allegiance</Type>
            <Attribute>Empire</Attribute>
        </Prereq>
        <Prereq>
            <Type>Resource</Type>
            <Attribute>TileYieldEssence</Attribute>
        </Prereq>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Immortal_Codex</Attribute>
        </Prereq>
        <GameModifier>
            <ModType>ConstructionResourceCost</ModType>
            <Attribute>RefinedCrystal</Attribute>
            <Value>-10</Value>
        </GameModifier>
        <LaborToBuild>540</LaborToBuild>
        <GameModifier>
            <Value>1</Value>
            <Provides>+1 Zone of Control</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
            <UpgradeComparisonText>Zone of Control</UpgradeComparisonText>
        </GameModifier>
        <GameModifier>
            <ModType>CityDefenseSummon</ModType>
            <Attribute>SummonUnit</Attribute>
            <Value>1</Value>
            <Provides>+1 Defending Guardian Idol</Provides>
            <UnitClass>GuardianIdol_Empire</UnitClass>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>Defensive</AITag>
        </AIData>
        <ArtDef>GuardianIdol_Empire_ArtDef</ArtDef>
        <ImprovementTypeArtDef InternalName="GuardianIdol_Empire_ArtDef">
            <ImprovementTypeArtSubPack InternalName="GuardianIdol_Empire_Default">
                <TileDesign>F_Guardian_Statue_01</TileDesign>
                <ConstructionTileDesign>F_Construction1x1_01</ConstructionTileDesign>
                <DrawnIcon>Improvement_GuardianIdol.png</DrawnIcon>
                <DrawnIconConstruction>Improvement_GuardianIdol_C.png</DrawnIconConstruction>
                <Thumbnail>F_Guardian_Statue_Thumb_01.png</Thumbnail>
                <Medallions InternalName="">
                    <All>F_Guardian_Statue_Thumb_01.png</All>
                </Medallions>
            </ImprovementTypeArtSubPack>
        </ImprovementTypeArtDef>
    </ImprovementType>
    <ImprovementType InternalName="GuardianIdol_Kingdom">
        <DisplayName>Guardian Idol</DisplayName>
        <Description>Guardian Idols animate to defend the city they are built in.  They can cast any spell your sovereign has access to.</Description>
        <AllowedPerFaction>1</AllowedPerFaction>
        <RequiresCity>1</RequiresCity>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <UpgradeTier>3</UpgradeTier>
        <ZOCMinRadius>1</ZOCMinRadius>
        <ZOCMaxRadius>1</ZOCMaxRadius>
        <ZOCRadiusTurnsBeforeUpdate>0</ZOCRadiusTurnsBeforeUpdate>
        <Prereq>
            <Type>Allegiance</Type>
            <Attribute>Kingdom</Attribute>
        </Prereq>
        <Prereq>
            <Type>Resource</Type>
            <Attribute>TileYieldEssence</Attribute>
        </Prereq>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Immortal_Codex</Attribute>
        </Prereq>
        <GameModifier>
            <ModType>ConstructionResourceCost</ModType>
            <Attribute>RefinedCrystal</Attribute>
            <Value>-10</Value>
        </GameModifier>
        <LaborToBuild>540</LaborToBuild>
        <GameModifier>
            <Value>1</Value>
            <Provides>+1 Zone of Control</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
            <UpgradeComparisonText>Zone of Control</UpgradeComparisonText>
        </GameModifier>
        <GameModifier>
            <ModType>CityDefenseSummon</ModType>
            <Attribute>SummonUnit</Attribute>
            <Value>1</Value>
            <Provides>+1 Defending Guardian Idol</Provides>
            <UnitClass>GuardianIdol_Kingdom</UnitClass>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>Defensive</AITag>
        </AIData>
        <ArtDef>GuardianIdol_Kingdom_ArtDef</ArtDef>
        <ImprovementTypeArtDef InternalName="GuardianIdol_Kingdom_ArtDef">
            <ImprovementTypeArtSubPack InternalName="GuardianIdol_Kingdom_Default">
                <TileDesign>K_Guardian_Statue_01</TileDesign>
                <ConstructionTileDesign>K_Construction1x1_01</ConstructionTileDesign>
                <DrawnIcon>Improvement_GuardianIdol.png</DrawnIcon>
                <DrawnIconConstruction>Improvement_GuardianIdol_C.png</DrawnIconConstruction>
                <Thumbnail>K_Guardian_Statue_Thumb_01.png</Thumbnail>
                <Medallions InternalName="">
                    <All>K_Guardian_Statue_Thumb_01.png</All>
                </Medallions>
            </ImprovementTypeArtSubPack>
        </ImprovementTypeArtDef>
    </ImprovementType>
    <ImprovementType InternalName="GuardianStatue_Empire">
        <DisplayName>Guardian Statue</DisplayName>
        <Description>Guardian Statues animate to defend the city they are built in.</Description>
        <RequiresCity>1</RequiresCity>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <UpgradesToImprovement>GuardianIdol_Empire</UpgradesToImprovement>
        <UpgradeTier>2</UpgradeTier>
        <ZOCMinRadius>1</ZOCMinRadius>
        <ZOCMaxRadius>1</ZOCMaxRadius>
        <ZOCRadiusTurnsBeforeUpdate>0</ZOCRadiusTurnsBeforeUpdate>
        <HideInHiergamenon>1</HideInHiergamenon>
        <Prereq>
            <Type>Allegiance</Type>
            <Attribute>Empire</Attribute>
        </Prereq>
        <Prereq>
            <Type>Resource</Type>
            <Attribute>TileYieldEssence</Attribute>
        </Prereq>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Enchantment</Attribute>
        </Prereq>
        <GameModifier>
            <ModType>ConstructionResourceCost</ModType>
            <Attribute>RefinedCrystal</Attribute>
            <Value>-10</Value>
        </GameModifier>
        <LaborToBuild>208</LaborToBuild>
        <GameModifier>
            <Value>1</Value>
            <Provides>+1 Zone of Control</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
            <UpgradeComparisonText>Zone of Control</UpgradeComparisonText>
        </GameModifier>
        <GameModifier>
            <ModType>CityDefenseSummon</ModType>
            <Attribute>SummonUnit</Attribute>
            <StrVal>Guardian Statue</StrVal>
            <Value>1</Value>
            <Provides>+1 Defending Guardian Statue</Provides>
            <UnitClass>GuardianStatue_Empire</UnitClass>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>Defensive</AITag>
        </AIData>
        <ArtDef>GuardianStatue_Empire_ArtDef</ArtDef>
        <ImprovementTypeArtDef InternalName="GuardianStatue_Empire_ArtDef">
            <ImprovementTypeArtSubPack InternalName="GuardianStatue_Empire_Default">
                <TileDesign>F_Guardian_Statue_01</TileDesign>
                <ConstructionTileDesign>F_Construction1x1_01</ConstructionTileDesign>
                <DrawnIcon>Improvement_GuardianStatue.png</DrawnIcon>
                <DrawnIconConstruction>Improvement_GuardianStatue_C.png</DrawnIconConstruction>
                <Thumbnail>F_Guardian_Statue_Thumb_01.png</Thumbnail>
                <Medallions InternalName="">
                    <All>F_Guardian_Statue_Thumb_01.png</All>
                </Medallions>
            </ImprovementTypeArtSubPack>
        </ImprovementTypeArtDef>
    </ImprovementType>
    <ImprovementType InternalName="GuardianStatue_Kingdom">
        <DisplayName>Guardian Statue</DisplayName>
        <Description>Guardian Statues animate to defend the city they are built in.</Description>
        <RequiresCity>1</RequiresCity>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <UpgradesToImprovement>GuardianIdol_Kingdom</UpgradesToImprovement>
        <UpgradeTier>2</UpgradeTier>
        <ZOCMinRadius>1</ZOCMinRadius>
        <ZOCMaxRadius>1</ZOCMaxRadius>
        <ZOCRadiusTurnsBeforeUpdate>0</ZOCRadiusTurnsBeforeUpdate>
        <Prereq>
            <Type>Allegiance</Type>
            <Attribute>Kingdom</Attribute>
        </Prereq>
        <Prereq>
            <Type>Resource</Type>
            <Attribute>TileYieldEssence</Attribute>
        </Prereq>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Enchantment</Attribute>
        </Prereq>
        <GameModifier>
            <ModType>ConstructionResourceCost</ModType>
            <Attribute>RefinedCrystal</Attribute>
            <Value>-10</Value>
        </GameModifier>
        <LaborToBuild>208</LaborToBuild>
        <GameModifier>
            <Value>1</Value>
            <Provides>+1 Zone of Control</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
            <UpgradeComparisonText>Zone of Control</UpgradeComparisonText>
        </GameModifier>
        <GameModifier>
            <ModType>CityDefenseSummon</ModType>
            <Attribute>SummonUnit</Attribute>
            <Value>1</Value>
            <Provides>+1 Defending Guardian Statue</Provides>
            <UnitClass>GuardianStatue_Kingdom</UnitClass>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>Defensive</AITag>
        </AIData>
        <ArtDef>GuardianStatue_Kingdom_ArtDef</ArtDef>
        <ImprovementTypeArtDef InternalName="GuardianStatue_Kingdom_ArtDef">
            <ImprovementTypeArtSubPack InternalName="GuardianStatue_Kingdom_Default">
                <TileDesign>K_Guardian_Statue_01</TileDesign>
                <ConstructionTileDesign>K_Construction1x1_01</ConstructionTileDesign>
                <DrawnIcon>Improvement_GuardianStatue.png</DrawnIcon>
                <DrawnIconConstruction>Improvement_GuardianStatue_C.png</DrawnIconConstruction>
                <Thumbnail>K_Guardian_Statue_Thumb_01.png</Thumbnail>
                <Medallions InternalName="">
                    <All>K_Guardian_Statue_Thumb_01.png</All>
                </Medallions>
            </ImprovementTypeArtSubPack>
        </ImprovementTypeArtDef>
    </ImprovementType>
    <ImprovementType InternalName="GuildGrocer">
        <DisplayName>Guild Grocer</DisplayName>
        <Description>Guild Grocers improve the health and well-being of the people. They will provide a global Hit Point bonus for all of a nation's units.</Description>
        <RequiresCity>1</RequiresCity>
        <RequiresForceUnlock>1</RequiresForceUnlock>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <RequiresCityImprovement>1</RequiresCityImprovement>
        <RequiredImprovement>TradeGuild</RequiredImprovement>
        <LaborToBuild>0</LaborToBuild>
        <GameModifier>
            <ModType>Player</ModType>
            <Attribute>AbilityBonus</Attribute>
            <StrVal>A_UnitStat_HitPoints</StrVal>
            <Value>5</Value>
            <Provides>+5% Hit Points for all units</Provides>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>25</AIPriority>
            <AITag>Economy</AITag>
        </AIData>
        <ArtDef>Art_GuildGrocer</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="GuildLendingHouse">
        <DisplayName>Guild Lendinghouse</DisplayName>
        <Description>Allowing a Guild Lendinghouse to be built in a city will provide that nation with a huge one-time Gildar 'donation'.</Description>
        <RequiresCity>1</RequiresCity>
        <RequiresForceUnlock>1</RequiresForceUnlock>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <RequiresCityImprovement>1</RequiresCityImprovement>
        <RequiredImprovement>TradeGuild</RequiredImprovement>
        <LaborToBuild>0</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Gold</Attribute>
            <Value>2000</Value>
            <Provides>+2000 Gildar</Provides>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>10</AIPriority>
            <AITag>Merchant</AITag>
        </AIData>
        <ArtDef>Art_GuildLendinghouse</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="GuildTribunal">
        <DisplayName>Guild Tribunal</DisplayName>
        <Description>Guild Tribunals manage a nation's craftsmen.  They increase the Production gained from Material yields in all of that nation's cities.</Description>
        <RequiresCity>1</RequiresCity>
        <RequiresForceUnlock>1</RequiresForceUnlock>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <RequiresCityImprovement>1</RequiresCityImprovement>
        <RequiredImprovement>TradeGuild</RequiredImprovement>
        <LaborToBuild>0</LaborToBuild>
        <GameModifier>
            <ModType>Player</ModType>
            <Attribute>AbilityBonus</Attribute>
            <StrVal>A_Additive_ProductionPerMaterials</StrVal>
            <Value>2</Value>
            <Provides>+2 Production per Material in all your cities</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
            <UpgradeComparisonText>Faction Prod. per Material</UpgradeComparisonText>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>Economy</AITag>
        </AIData>
        <ArtDef>Art_GuildTribunal</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="Harbor">
        <DisplayName>Harbor</DisplayName>
        <Description>Harbors are upgraded from Docks. They increase Gildar and Food in cities they are constructed in.</Description>
        <RequiresCity>1</RequiresCity>
        <PreferredTerrain>River</PreferredTerrain>
        <EncloseInCityWalls>0</EncloseInCityWalls>
        <UpgradesToImprovement>Watermill</UpgradesToImprovement>
        <UpgradeTier>3</UpgradeTier>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Trading</Attribute>
        </Prereq>
        <LaborToBuild>540</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>FoodPerGrain</Attribute>
            <Value>10</Value>
            <PerTurn>1</PerTurn>
            <Provides>+10 Food per Grain</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
            <UpgradeComparisonText>Food per Grain</UpgradeComparisonText>
        </GameModifier>
        <GameModifier>
            <ModType>ResourceMultiplier</ModType>
            <Attribute>Gold</Attribute>
            <Value>1.2</Value>
            <PerTurn>1</PerTurn>
            <Provides>+20% Gildar</Provides>
            <UpgradeComparisonID>2</UpgradeComparisonID>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>10</AIPriority>
            <AITag>Economy</AITag>
        </AIData>
        <ArtDef>Art_Harbor</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="HedgeWall">
        <DisplayName>Hedge Wall</DisplayName>
        <Description>Hedge Walls improve a city's defenses by providing them with additional units and giving an Initiative bonus to all City Defenders.</Description>
        <RequiresCity>1</RequiresCity>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <RequiresCityImprovement>1</RequiresCityImprovement>
        <RequiredImprovement>Fortress</RequiredImprovement>
        <UpgradesToImprovement>Fort</UpgradesToImprovement>
        <UpgradeTier>1</UpgradeTier>
        <Prereq>
            <Type>Allegiance</Type>
            <Attribute>Kingdom</Attribute>
        </Prereq>
        <LaborToBuild>208</LaborToBuild>
        <GameModifier>
            <ModType>City</ModType>
            <Attribute>AdjustDefendingUnit</Attribute>
            <StrVal>UnitStat_CombatSpeed</StrVal>
            <Value>2</Value>
            <Provides>+2 Initiative for Defending Units</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
            <UpgradeComparisonText>Defending Unit Initiative</UpgradeComparisonText>
        </GameModifier>
        <GameModifier>
            <ModType>City</ModType>
            <Attribute>UpgradeCityWalls</Attribute>
            <StrVal>CityWalls_Hedge</StrVal>
        </GameModifier>
        <GameModifier>
            <ModType>CityDefenseSummon</ModType>
            <Attribute>SummonUnitByClass</Attribute>
            <Value>2</Value>
            <Multiplier>3</Multiplier>
            <Provides>+2 City Defender Groups</Provides>
            <UnitClass>CityDefender</UnitClass>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>Defensive</AITag>
            <AIAtWarMultiplier>3</AIAtWarMultiplier>
        </AIData>
        <ArtDef>HedgeWall_ArtDef</ArtDef>
        <ImprovementTypeArtDef InternalName="HedgeWall_ArtDef">
            <ImprovementTypeArtSubPack InternalName="HedgeWall_Default">
                <DrawnIcon>Improvement_HedgeWall.png</DrawnIcon>
                <DrawnIconConstruction>Improvement_HedgeWall_C.png</DrawnIconConstruction>
                <Thumbnail>K_HedgeFort_01_Thumb.png</Thumbnail>
                <Medallions InternalName="">
                    <All>K_HedgeFort_01_Thumb.png</All>
                </Medallions>
            </ImprovementTypeArtSubPack>
        </ImprovementTypeArtDef>
    </ImprovementType>
    <ImprovementType InternalName="HedigahBathhouse">
        <DisplayName>Hedigah Bathhouse</DisplayName>
        <Description>What was once a natural spring became a popular destination for travelers and a place where even warring tribes could meet in peace.  After the cataclysm a magnificent bathhouse was built around them. It soothes the people, reducing Unrest and is a font of magical Water energy.</Description>
        <RequiresCity>1</RequiresCity>
        <RequiresForceUnlock>1</RequiresForceUnlock>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <RequiresCityImprovement>1</RequiresCityImprovement>
        <RequiredImprovement>Conclave</RequiredImprovement>
        <LaborToBuild>0</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>WaterMana</Attribute>
            <Value>1</Value>
            <PerTurn>1</PerTurn>
            <Provides>+1 Water Power</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Unrest</Attribute>
            <Value>-30</Value>
            <PerTurn>1</PerTurn>
            <Provides>-30% Unrest</Provides>
            <UpgradeComparisonID>2</UpgradeComparisonID>
            <UpgradeComparisonText>Unrest</UpgradeComparisonText>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>Prestige</AITag>
        </AIData>
        <ArtDef>Art_HedigahBathhouse</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="Herbalist">
        <DisplayName>Herbalist</DisplayName>
        <Description>Herbalists provide Mana every Season.</Description>
        <RequiresCity>1</RequiresCity>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <RequiresCityImprovement>1</RequiresCityImprovement>
        <RequiredImprovement>Conclave</RequiredImprovement>
        <UpgradesToImprovement>Apothecary</UpgradesToImprovement>
        <UpgradeTier>1</UpgradeTier>
        <LaborToBuild>193</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Mana</Attribute>
            <Value>1</Value>
            <PerTurn>1</PerTurn>
            <Provides>+1 Mana</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>25</AIPriority>
            <AITag>Study</AITag>
        </AIData>
        <ArtDef>Art_Herbalist</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="HostensLibrary">
        <DisplayName>Hosten's Library</DisplayName>
        <Description>Hosten's Library will provide all cities in the nation that completes it with a boost to Research.</Description>
        <AllowedPerGame>1</AllowedPerGame>
        <RequiresCity>1</RequiresCity>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Higher_Education</Attribute>
        </Prereq>
        <LaborToBuild>1406</LaborToBuild>
        <GameModifier>
            <ModType>Player</ModType>
            <Attribute>AbilityBonus</Attribute>
            <StrVal>A_Research</StrVal>
            <Value>10</Value>
            <Provides>+10% Research in all your cities</Provides>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Fame</Attribute>
            <Value>10</Value>
            <Provides>+10 Fame</Provides>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>50</AIPriority>
            <AITag>Study</AITag>
        </AIData>
        <ArtDef>Art_HostensLibrary</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="Infirmary">
        <DisplayName>Infirmary</DisplayName>
        <Description>Infirmaries provide additional healing for all units stationed in the city and units trained in this city start with the Endurance trait (+1 Hit Point per Level).</Description>
        <RequiresCity>1</RequiresCity>
        <RequiresForceUnlock>1</RequiresForceUnlock>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <RequiresCityImprovement>1</RequiresCityImprovement>
        <RequiredImprovement>Fortress</RequiredImprovement>
        <LaborToBuild>0</LaborToBuild>
        <GameModifier>
            <ModType>CityTrainingBonus</ModType>
            <Attribute>TrainingBonus_ApplyAbilityBonus</Attribute>
            <StrVal>Endurance1</StrVal>
            <Provides>Trained units get +1 Hit Point per Level</Provides>
        </GameModifier>
        <GameModifier>
            <ModType>City</ModType>
            <Attribute>AdjustDefendingUnit</Attribute>
            <StrVal>UnitStat_HealthRegen</StrVal>
            <Value>10</Value>
            <Operator>+</Operator>
            <PerTurn>1</PerTurn>
            <Provides>Heals 10 Hit Points per Season to all stationed units</Provides>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>10</AIPriority>
            <AITag>Prestige</AITag>
        </AIData>
        <ArtDef>Art_Infirmary</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="Inn">
        <DisplayName>Inn</DisplayName>
        <Description>Inns attract people from the wilderness to the city, increasing Growth.</Description>
        <RequiresCity>1</RequiresCity>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <RequiresCityImprovement>1</RequiresCityImprovement>
        <RequiredImprovement>TradeGuild</RequiredImprovement>
        <UpgradesToImprovement>Festival</UpgradesToImprovement>
        <UpgradeTier>2</UpgradeTier>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Civics</Attribute>
        </Prereq>
        <LaborToBuild>249</LaborToBuild>
        <GameModifier>
            <ModType>ResourceMultiplier</ModType>
            <Attribute>Food</Attribute>
            <Value>1.5</Value>
            <PerTurn>1</PerTurn>
            <Provides>+50% Food</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
        </GameModifier>
        <GameModifier>
            <ModType>ResourceMultiplier</ModType>
            <Attribute>Gold</Attribute>
            <Value>1.1</Value>
            <PerTurn>1</PerTurn>
            <Provides>+10% Gildar</Provides>
            <UpgradeComparisonID>2</UpgradeComparisonID>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>10</AIPriority>
            <AITag>Prestige</AITag>
            <AIEarlyBuildUpMultiplier>15</AIEarlyBuildUpMultiplier>
        </AIData>
        <ArtDef>Art_Inn</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="IronMine">
        <DisplayName>Iron Mine</DisplayName>
        <Description>Iron Mines can be built on Iron Ore. They provide Metal every Season.</Description>
        <IgnoreDuplicateImpLimit>1</IgnoreDuplicateImpLimit>
        <RequiresResource>1</RequiresResource>
        <SupportedResourceType>IronOre</SupportedResourceType>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <UpgradesToImprovement>Smelter</UpgradesToImprovement>
        <UpgradeTier>1</UpgradeTier>
        <LaborToBuild>80</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Metal</Attribute>
            <Value>1</Value>
            <PerTurn>1</PerTurn>
            <Provides>+1 Metal per Season</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>Mining</AITag>
        </AIData>
        <ArtDef>Art_IronMine</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="IronWorks">
        <DisplayName>Iron Works</DisplayName>
        <Description>The Iron Works can be upgraded from a Foundry. It will provide additional Metal every Season.</Description>
        <AllowedPerGame>1</AllowedPerGame>
        <RequiresResource>1</RequiresResource>
        <SupportedResourceType>IronOre</SupportedResourceType>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <UpgradeTier>4</UpgradeTier>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Craftsmanship</Attribute>
        </Prereq>
        <LaborToBuild>843</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Metal</Attribute>
            <Value>8</Value>
            <PerTurn>1</PerTurn>
            <Provides>+8 Metal per Season</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>10</AIPriority>
            <AITag>Merchant</AITag>
        </AIData>
        <ArtDef>Art_IronWorks</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="IrrigatedFarm">
        <DisplayName>Irrigated Farm</DisplayName>
        <Description>Irrigated Farms upgrade from Farms. They provide additional Grain yields for a city.</Description>
        <IgnoreDuplicateImpLimit>1</IgnoreDuplicateImpLimit>
        <RequiresResource>1</RequiresResource>
        <SupportedResourceType>Grain</SupportedResourceType>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <UpgradeTier>2</UpgradeTier>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Agriculture</Attribute>
        </Prereq>
        <LaborToBuild>208</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>TileYieldGrain</Attribute>
            <Value>2</Value>
            <PerTurn>1</PerTurn>
            <Provides>+2 Grain</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>Prestige</AITag>
        </AIData>
        <ArtDef>Art_IrrigatedFarm</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="LaborGuild">
        <DisplayName>Labor Guild</DisplayName>
        <Description>The Labor Guild will greatly improve Production and construction efficiency in the city it's built in.</Description>
        <AllowedPerFaction>1</AllowedPerFaction>
        <RequiresCity>1</RequiresCity>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <UpgradeTier>4</UpgradeTier>
        <Prereq>
            <Type>Allegiance</Type>
            <Attribute>Kingdom</Attribute>
        </Prereq>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Guilds</Attribute>
        </Prereq>
        <LaborToBuild>1124</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>ProductionPerMaterials</Attribute>
            <Value>6</Value>
            <PerTurn>1</PerTurn>
            <Provides>+6 Production per Material</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
            <UpgradeComparisonText>Production per Material</UpgradeComparisonText>
        </GameModifier>
        <GameModifier>
            <ModType>City</ModType>
            <Attribute>BuildingDiscount</Attribute>
            <Value>0.3</Value>
            <PerTurn>1</PerTurn>
            <Provides>+30% Improvement Production</Provides>
            <UpgradeComparisonID>2</UpgradeComparisonID>
            <UpgradeComparisonText>Improvement Production</UpgradeComparisonText>
        </GameModifier>
        <GameModifier>
            <ModType>Player</ModType>
            <Attribute>AbilityBonus</Attribute>
            <StrVal>A_Additive_ProductionPerMaterials</StrVal>
            <Value>2</Value>
            <Provides>+2 Production per Material in all your cities</Provides>
            <UpgradeComparisonID>3</UpgradeComparisonID>
            <UpgradeComparisonText>Faction Prod. per Material</UpgradeComparisonText>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>Workshop</AITag>
        </AIData>
        <ArtDef>LaborGuild_ArtDef</ArtDef>
        <ImprovementTypeArtDef InternalName="LaborGuild_ArtDef">
            <ImprovementTypeArtSubPack InternalName="LaborGuild_Default">
                <TileDesign>K_Assassins_Guild_01</TileDesign>
                <ConstructionTileDesign>K_Construction1x1_01</ConstructionTileDesign>
                <DrawnIcon>Improvement_LaborGuild.png</DrawnIcon>
                <DrawnIconConstruction>Improvement_LaborGuild_C.png</DrawnIconConstruction>
                <Thumbnail>K_Guild_Master_01_Thumb.png</Thumbnail>
                <Medallions InternalName="">
                    <All>K_Guild_Master_01_Thumb.png</All>
                </Medallions>
            </ImprovementTypeArtSubPack>
        </ImprovementTypeArtDef>
    </ImprovementType>
    <ImprovementType InternalName="LargeEmptyLot">
        <DisplayName>Large Empty Lot</DisplayName>
        <Description>This site is ready for construction.</Description>
        <RequiresCity>1</RequiresCity>
        <PreferredTerrain>City</PreferredTerrain>
        <LaborToBuild>0</LaborToBuild>
        <ArtDef>Art_EmptyLotLArge</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="Library">
        <DisplayName>Library</DisplayName>
        <Description>Libraries increase the Research in any city they are built in.</Description>
        <RequiresCity>1</RequiresCity>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <RequiresCityImprovement>1</RequiresCityImprovement>
        <RequiredImprovement>Conclave</RequiredImprovement>
        <UpgradesToImprovement>GreatArchive</UpgradesToImprovement>
        <UpgradeTier>3</UpgradeTier>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Literacy</Attribute>
        </Prereq>
        <LaborToBuild>811</LaborToBuild>
        <GameModifier>
            <ModType>ResourceMultiplier</ModType>
            <Attribute>Research</Attribute>
            <Value>1.75</Value>
            <PerTurn>1</PerTurn>
            <Provides>+75% Research</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>25</AIPriority>
            <AITag>Study</AITag>
        </AIData>
        <ArtDef>Art_Library</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="LifeAltar">
        <DisplayName>Life Altar</DisplayName>
        <Description>Life Altars can be built on Life Shards. They amplify Life spells and provide Mana every season.</Description>
        <SpecialBuildingType>Shard</SpecialBuildingType>
        <IgnoreDuplicateImpLimit>1</IgnoreDuplicateImpLimit>
        <RequiresResource>1</RequiresResource>
        <SupportedResourceType>LifeShard</SupportedResourceType>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <UpgradesToImprovement>LifeShrine</UpgradesToImprovement>
        <UpgradeTier>1</UpgradeTier>
        <Prereq>
            <Type>Allegiance</Type>
            <Attribute>Kingdom</Attribute>
        </Prereq>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Shard_Harvesting</Attribute>
        </Prereq>
        <LaborToBuild>80</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Mana</Attribute>
            <Value>1</Value>
            <PerTurn>1</PerTurn>
            <Provides>+1 Mana</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>LifeMana</Attribute>
            <Value>1</Value>
            <PerTurn>1</PerTurn>
            <Provides>+1 Life Power</Provides>
            <UpgradeComparisonID>2</UpgradeComparisonID>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>Shards</AITag>
        </AIData>
        <ArtDef>LifeAltar_ArtDef</ArtDef>
        <ImprovementTypeArtDef InternalName="LifeAltar_ArtDef">
            <ImprovementTypeArtSubPack InternalName="LifeAltar_Default">
                <TileDesign>K_Life_Altar_01</TileDesign>
                <ConstructionTileDesign>K_Life_Shrine_Build_01</ConstructionTileDesign>
                <DrawnIcon>Improvement_LifeAltar.png</DrawnIcon>
                <DrawnIconConstruction>Improvement_LifeAltar_C.png</DrawnIconConstruction>
                <Thumbnail>K_Life_Altar_Thumb_01.png</Thumbnail>
                <Medallions InternalName="">
                    <All>K_Life_Altar_Thumb_01.png</All>
                </Medallions>
            </ImprovementTypeArtSubPack>
        </ImprovementTypeArtDef>
    </ImprovementType>
    <ImprovementType InternalName="LifeShrine">
        <DisplayName>Life Shrine</DisplayName>
        <Description>Life Shrines upgrade from Life Altars. They amplify Life spells and provide additional Mana every season.</Description>
        <SpecialBuildingType>Shard</SpecialBuildingType>
        <IgnoreDuplicateImpLimit>1</IgnoreDuplicateImpLimit>
        <RequiresResource>1</RequiresResource>
        <SupportedResourceType>LifeShard</SupportedResourceType>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <UpgradesToImprovement>LifeTemple</UpgradesToImprovement>
        <UpgradeTier>2</UpgradeTier>
        <Prereq>
            <Type>Allegiance</Type>
            <Attribute>Kingdom</Attribute>
        </Prereq>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Immortal_Codex</Attribute>
        </Prereq>
        <LaborToBuild>166</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Mana</Attribute>
            <Value>2</Value>
            <PerTurn>1</PerTurn>
            <Provides>+2 Mana</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>LifeMana</Attribute>
            <Value>1</Value>
            <PerTurn>1</PerTurn>
            <Provides>+1 Life Power</Provides>
            <UpgradeComparisonID>2</UpgradeComparisonID>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>Shards</AITag>
        </AIData>
        <ArtDef>LifeShrine_ArtDef</ArtDef>
        <ImprovementTypeArtDef InternalName="LifeShrine_ArtDef">
            <ImprovementTypeArtSubPack InternalName="LifeShrine_Default">
                <TileDesign>K_Life_Shrine_01</TileDesign>
                <ConstructionTileDesign>K_Life_Shrine_Build_01</ConstructionTileDesign>
                <DrawnIcon>Improvement_LifeShrine.png</DrawnIcon>
                <DrawnIconConstruction>Improvement_LifeShrine_C.png</DrawnIconConstruction>
                <Thumbnail>K_Life_Shrine_Thumb_01.png</Thumbnail>
                <Medallions InternalName="">
                    <All>K_Life_Shrine_Thumb_01.png</All>
                </Medallions>
            </ImprovementTypeArtSubPack>
        </ImprovementTypeArtDef>
    </ImprovementType>
    <ImprovementType InternalName="LifeTemple">
        <DisplayName>Life Temple</DisplayName>
        <Description>Life Temples upgrade from Life Shrines. They amplify Life spells and provide additional Mana every season.</Description>
        <SpecialBuildingType>Shard</SpecialBuildingType>
        <IgnoreDuplicateImpLimit>1</IgnoreDuplicateImpLimit>
        <RequiresResource>1</RequiresResource>
        <SupportedResourceType>LifeShard</SupportedResourceType>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <UpgradeTier>3</UpgradeTier>
        <Prereq>
            <Type>Allegiance</Type>
            <Attribute>Kingdom</Attribute>
        </Prereq>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Ereogs_Journal</Attribute>
        </Prereq>
        <LaborToBuild>324</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Mana</Attribute>
            <Value>3</Value>
            <PerTurn>1</PerTurn>
            <Provides>+3 Mana</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>LifeMana</Attribute>
            <Value>1</Value>
            <PerTurn>1</PerTurn>
            <Provides>+1 Life Power</Provides>
            <UpgradeComparisonID>2</UpgradeComparisonID>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>Shards</AITag>
        </AIData>
        <ArtDef>LifeTemple_ArtDef</ArtDef>
        <ImprovementTypeArtDef InternalName="LifeTemple_ArtDef">
            <ImprovementTypeArtSubPack InternalName="LifeTemple_Default">
                <TileDesign>K_Life_Temple_01</TileDesign>
                <ConstructionTileDesign>K_Life_Shrine_Build_01</ConstructionTileDesign>
                <DrawnIcon>Improvement_LifeTemple.png</DrawnIcon>
                <DrawnIconConstruction>Improvement_LifeTemple_C.png</DrawnIconConstruction>
                <Thumbnail>K_Life_Temple_Thumb_01.png</Thumbnail>
                <Medallions InternalName="">
                    <All>K_Life_Temple_Thumb_01.png</All>
                </Medallions>
            </ImprovementTypeArtSubPack>
        </ImprovementTypeArtDef>
    </ImprovementType>
    <ImprovementType InternalName="LoggingCamp">
        <DisplayName>Logging Camp</DisplayName>
        <Description>Logging Camps provide additional Production per Material yield.  They can only be built on forests.</Description>
        <RequiresCity>1</RequiresCity>
        <PreferredTerrain>Forest</PreferredTerrain>
        <UpgradesToImprovement>LumberYard</UpgradesToImprovement>
        <UpgradeTier>1</UpgradeTier>
        <LaborToBuild>48</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>ProductionPerMaterials</Attribute>
            <Value>1</Value>
            <PerTurn>1</PerTurn>
            <Provides>+1 Production per Material</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
            <UpgradeComparisonText>Production per Material</UpgradeComparisonText>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>Workshop</AITag>
        </AIData>
        <ArtDef>Art_LoggingCamp</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="LumberYard">
        <DisplayName>Lumber Yard</DisplayName>
        <Description>Lumber Yards upgrade from Logging Camps. They provide additional Production per Material yield.</Description>
        <RequiresCity>1</RequiresCity>
        <PreferredTerrain>Forest</PreferredTerrain>
        <UpgradesToImprovement>TimberMill</UpgradesToImprovement>
        <UpgradeTier>2</UpgradeTier>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Weaponry</Attribute>
        </Prereq>
        <LaborToBuild>166</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>ProductionPerMaterials</Attribute>
            <Value>2</Value>
            <PerTurn>1</PerTurn>
            <Provides>+2 Production per Material</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
            <UpgradeComparisonText>Production per Material</UpgradeComparisonText>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>Workshop</AITag>
        </AIData>
        <ArtDef>Art_LumberYard</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="Market">
        <DisplayName>Market</DisplayName>
        <Description>Markets provide additional Gildar every Season in cities they are built in.</Description>
        <RequiresCity>1</RequiresCity>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <RequiresCityImprovement>1</RequiresCityImprovement>
        <RequiredImprovement>TradeGuild</RequiredImprovement>
        <UpgradesToImprovement>TaxOffice</UpgradesToImprovement>
        <UpgradeTier>1</UpgradeTier>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Trading</Attribute>
        </Prereq>
        <LaborToBuild>249</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Gold</Attribute>
            <Value>4</Value>
            <PerTurn>1</PerTurn>
            <Provides>+4 Gildar per Season</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>12</AIPriority>
            <AITag>Merchant</AITag>
        </AIData>
        <ArtDef>Art_Market</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="Mason">
        <DisplayName>Mason</DisplayName>
        <Description>Masons improve the production and construction efficiency of cities they are built in.</Description>
        <RequiresCity>1</RequiresCity>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <UpgradesToImprovement>Mill</UpgradesToImprovement>
        <UpgradeTier>2</UpgradeTier>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Construction</Attribute>
        </Prereq>
        <LaborToBuild>166</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>ProductionPerMaterials</Attribute>
            <Value>2</Value>
            <PerTurn>1</PerTurn>
            <Provides>+2 Production per Material</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
            <UpgradeComparisonText>Production per Material</UpgradeComparisonText>
        </GameModifier>
        <GameModifier>
            <ModType>City</ModType>
            <Attribute>BuildingDiscount</Attribute>
            <Value>0.1</Value>
            <PerTurn>1</PerTurn>
            <Provides>+10% Improvement Production</Provides>
            <UpgradeComparisonID>2</UpgradeComparisonID>
            <UpgradeComparisonText>Improvement Production</UpgradeComparisonText>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>10</AIPriority>
            <AITag>Workshop</AITag>
        </AIData>
        <ArtDef>Art_Mason</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="Merchant">
        <DisplayName>Merchant</DisplayName>
        <Description>Merchants are a great source of additional Gildar.</Description>
        <RequiresCity>1</RequiresCity>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <LaborToBuild>64</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Gold</Attribute>
            <Value>2</Value>
            <PerTurn>1</PerTurn>
            <Provides>+2 Gildar per Season</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>12</AIPriority>
            <AITag>Merchant</AITag>
        </AIData>
        <ArtDef>Art_Merchant</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="MerchantcrossBazaar">
        <DisplayName>Merchantcross Bazaar</DisplayName>
        <Description>The Merchantcross Bazaar is a legendary trading center. The nation that is able to construct it will see a boost in Gildar across all their cities.</Description>
        <AllowedPerGame>1</AllowedPerGame>
        <RequiresCity>1</RequiresCity>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <RequiresCityImprovement>1</RequiresCityImprovement>
        <RequiredImprovement>TradeGuild</RequiredImprovement>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Trading</Attribute>
        </Prereq>
        <LaborToBuild>648</LaborToBuild>
        <GameModifier>
            <ModType>Player</ModType>
            <Attribute>AbilityBonus</Attribute>
            <StrVal>A_Gold</StrVal>
            <Value>10</Value>
            <Provides>+10% Gildar in all your cities</Provides>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Fame</Attribute>
            <Value>10</Value>
            <Provides>+10 Fame</Provides>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>25</AIPriority>
            <AITag>Merchant</AITag>
        </AIData>
        <ArtDef>Art_MerchantcrossBazaar</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="Mill">
        <DisplayName>Mill</DisplayName>
        <Description>Mills improve the production and construction efficiency of cities they are built in.</Description>
        <RequiresCity>1</RequiresCity>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <UpgradesToImprovement>LaborGuild</UpgradesToImprovement>
        <UpgradesToImprovement>SlavePen</UpgradesToImprovement>
        <UpgradeTier>3</UpgradeTier>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Craftsmanship</Attribute>
        </Prereq>
        <LaborToBuild>432</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>ProductionPerMaterials</Attribute>
            <Value>4</Value>
            <PerTurn>1</PerTurn>
            <Provides>+4 Production per Material</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
            <UpgradeComparisonText>Production per Material</UpgradeComparisonText>
        </GameModifier>
        <GameModifier>
            <ModType>City</ModType>
            <Attribute>BuildingDiscount</Attribute>
            <Value>0.2</Value>
            <PerTurn>1</PerTurn>
            <Provides>+20% Improvement Production</Provides>
            <UpgradeComparisonID>2</UpgradeComparisonID>
            <UpgradeComparisonText>Improvement Production</UpgradeComparisonText>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>10</AIPriority>
            <AITag>Workshop</AITag>
        </AIData>
        <ArtDef>Art_Mill</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="MiningGuild">
        <DisplayName>Mining Guild</DisplayName>
        <Description>Metal is crucial for outfitting troops with the latest equipment. Mining Guilds will bring in Metal every Season without needing to find an Iron Ore resource.</Description>
        <RequiresCity>1</RequiresCity>
        <RequiresForceUnlock>1</RequiresForceUnlock>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <RequiresCityImprovement>1</RequiresCityImprovement>
        <RequiredImprovement>Fortress</RequiredImprovement>
        <LaborToBuild>0</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Metal</Attribute>
            <Value>2</Value>
            <PerTurn>1</PerTurn>
            <Provides>+2 Metal per Season</Provides>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>Mining</AITag>
        </AIData>
        <ArtDef>Art_MiningGuild</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="MintOfRuvenna">
        <DisplayName>Mint of Ruvenna</DisplayName>
        <Description>The Mint of Ruvenna increases Gildar production in any city it's constructed in. This bonus scales based on the Material yields of the city.</Description>
        <RequiresCity>1</RequiresCity>
        <RequiresForceUnlock>1</RequiresForceUnlock>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <RequiresCityImprovement>1</RequiresCityImprovement>
        <RequiredImprovement>TradeGuild</RequiredImprovement>
        <LaborToBuild>0</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>GoldPerMaterials</Attribute>
            <Value>5</Value>
            <PerTurn>1</PerTurn>
            <Provides>+5 Gildar per Material</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>Merchant</AITag>
        </AIData>
        <ArtDef>Art_MintOfRuvenna</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="Monument">
        <DisplayName>Monument</DisplayName>
        <Description>Monuments expand the borders of the city they are built in.</Description>
        <RequiresCity>1</RequiresCity>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <UpgradesToImprovement>GuardianStatue_Kingdom</UpgradesToImprovement>
        <UpgradesToImprovement>GuardianStatue_Empire</UpgradesToImprovement>
        <UpgradeTier>1</UpgradeTier>
        <ZOCMinRadius>1</ZOCMinRadius>
        <ZOCMaxRadius>1</ZOCMaxRadius>
        <ZOCRadiusTurnsBeforeUpdate>0</ZOCRadiusTurnsBeforeUpdate>
        <LaborToBuild>56</LaborToBuild>
        <GameModifier>
            <Value>1</Value>
            <Provides>+1 Zone of Control</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
            <UpgradeComparisonText>Zone of Control</UpgradeComparisonText>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>Merchant</AITag>
        </AIData>
        <ArtDef>Art_Monument</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="Monument_FloodedGraveyard">
        <DisplayName>Monument</DisplayName>
        <Description>This Monument greatly amplifies the power of your Death spells.</Description>
        <IgnoreDuplicateImpLimit>1</IgnoreDuplicateImpLimit>
        <RequiresCity>0</RequiresCity>
        <RequiresResource>1</RequiresResource>
        <SupportedResourceType>FloodedGraveyard</SupportedResourceType>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <HideInHiergamenon>1</HideInHiergamenon>
        <Prereq>
            <Type>Allegiance</Type>
            <Attribute>Empire</Attribute>
        </Prereq>
        <LaborToBuild>208</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>DeathMana</Attribute>
            <Value>3</Value>
            <PerTurn>1</PerTurn>
            <Provides>+3 Death Power</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>Economy</AITag>
        </AIData>
        <ArtDef>Monument_FloodedGraveyard_ArtDef</ArtDef>
        <ImprovementTypeArtDef InternalName="Monument_FloodedGraveyard_ArtDef">
            <ImprovementTypeArtSubPack InternalName="Monument_FloodedGraveyard_Default">
                <TileDesign>F_FloodedGraveyard_01</TileDesign>
                <ConstructionTileDesign>F_FloodedGraveyard_Build_01</ConstructionTileDesign>
                <DrawnIcon>Improvement_FloodedGraveyard.png</DrawnIcon>
                <DrawnIconConstruction>Improvement_FloodedGraveyard_C.png</DrawnIconConstruction>
            </ImprovementTypeArtSubPack>
        </ImprovementTypeArtDef>
    </ImprovementType>
    <ImprovementType InternalName="Monument_Holhiarn">
        <DisplayName>Monument</DisplayName>
        <Description>This Monument provides Metal for your nation every Season.</Description>
        <IgnoreDuplicateImpLimit>1</IgnoreDuplicateImpLimit>
        <RequiresCity>0</RequiresCity>
        <RequiresResource>1</RequiresResource>
        <SupportedResourceType>Holhiarn</SupportedResourceType>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <HideInHiergamenon>1</HideInHiergamenon>
        <LaborToBuild>208</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Metal</Attribute>
            <Value>3</Value>
            <PerTurn>1</PerTurn>
            <Provides>+3 Metal</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>Economy</AITag>
        </AIData>
        <ArtDef>Art_Monument_Holhiarn</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="Monument_HowlingChasm">
        <DisplayName>Monument</DisplayName>
        <Description>This Monument greatly amplifies the power of your Air spells.</Description>
        <IgnoreDuplicateImpLimit>1</IgnoreDuplicateImpLimit>
        <RequiresCity>0</RequiresCity>
        <RequiresResource>1</RequiresResource>
        <SupportedResourceType>HowlingChasm</SupportedResourceType>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <HideInHiergamenon>1</HideInHiergamenon>
        <LaborToBuild>208</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>AirMana</Attribute>
            <Value>3</Value>
            <PerTurn>1</PerTurn>
            <Provides>+3 Air Power</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>Economy</AITag>
        </AIData>
        <ArtDef>Art_Monument_HowlingChasm</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="Monument_IruTAlavar">
        <DisplayName>Monument</DisplayName>
        <Description>This Monument greatly amplifies the power of your Life spells.</Description>
        <IgnoreDuplicateImpLimit>1</IgnoreDuplicateImpLimit>
        <RequiresCity>0</RequiresCity>
        <RequiresResource>1</RequiresResource>
        <SupportedResourceType>IruTAlavar</SupportedResourceType>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <HideInHiergamenon>1</HideInHiergamenon>
        <Prereq>
            <Type>Allegiance</Type>
            <Attribute>Kingdom</Attribute>
        </Prereq>
        <LaborToBuild>208</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>LifeMana</Attribute>
            <Value>3</Value>
            <PerTurn>1</PerTurn>
            <Provides>+3 Life Power</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>Economy</AITag>
        </AIData>
        <ArtDef>Monument_IruTAlavar_ArtDef</ArtDef>
        <ImprovementTypeArtDef InternalName="Monument_IruTAlavar_ArtDef">
            <ImprovementTypeArtSubPack InternalName="Monument_IruTAlavar_Default">
                <TileDesign>K_Iru_Talavar_01</TileDesign>
                <ConstructionTileDesign>K_Iru_Talavar_01</ConstructionTileDesign>
                <DrawnIcon>Improvement_IruTAlavar.png</DrawnIcon>
                <DrawnIconConstruction>Improvement_IruTAlavar_C.png</DrawnIconConstruction>
                <Thumbnail>K_Iru_Talavar_Thumb_01.png</Thumbnail>
                <Medallions InternalName="">
                    <All>K_Iru_Talavar_Thumb_01.png</All>
                </Medallions>
            </ImprovementTypeArtSubPack>
        </ImprovementTypeArtDef>
    </ImprovementType>
    <ImprovementType InternalName="Monument_PillarOfMascrinthus">
        <DisplayName>Monument</DisplayName>
        <Description>This Monument greatly amplifies the power of your Earth spells.</Description>
        <IgnoreDuplicateImpLimit>1</IgnoreDuplicateImpLimit>
        <RequiresCity>0</RequiresCity>
        <RequiresResource>1</RequiresResource>
        <SupportedResourceType>PillarOfMascrinthus</SupportedResourceType>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <HideInHiergamenon>1</HideInHiergamenon>
        <LaborToBuild>208</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>EarthMana</Attribute>
            <Value>3</Value>
            <PerTurn>1</PerTurn>
            <Provides>+3 Earth Power</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>Economy</AITag>
        </AIData>
        <ArtDef>Art_Monument_PillarOfMascrinthus</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="Monument_PitOfSarpah">
        <DisplayName>Monument</DisplayName>
        <Description>This Monument greatly amplifies the power of your Fire spells.</Description>
        <IgnoreDuplicateImpLimit>1</IgnoreDuplicateImpLimit>
        <RequiresCity>0</RequiresCity>
        <RequiresResource>1</RequiresResource>
        <SupportedResourceType>PitOfSarpah</SupportedResourceType>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <HideInHiergamenon>1</HideInHiergamenon>
        <LaborToBuild>208</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>FireMana</Attribute>
            <Value>3</Value>
            <PerTurn>1</PerTurn>
            <Provides>+3 Fire Power</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>Economy</AITag>
        </AIData>
        <ArtDef>Art_Monument_PitOfSarpah</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="Monument_Puraudrah">
        <DisplayName>Monument</DisplayName>
        <Description>This Monument greatly amplifies the power of your Water spells.</Description>
        <IgnoreDuplicateImpLimit>1</IgnoreDuplicateImpLimit>
        <RequiresCity>0</RequiresCity>
        <RequiresResource>1</RequiresResource>
        <SupportedResourceType>Puraudrah</SupportedResourceType>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <HideInHiergamenon>1</HideInHiergamenon>
        <LaborToBuild>208</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>WaterMana</Attribute>
            <Value>3</Value>
            <PerTurn>1</PerTurn>
            <Provides>+3 Water Power</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>Economy</AITag>
        </AIData>
        <ArtDef>Art_Monument_Puraudrah</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="Monument_TempleOfTheDragon">
        <DisplayName>Monument</DisplayName>
        <Description>This Monument will allow you to occasionally recruit Ashwake Dragons to your cause.</Description>
        <IgnoreDuplicateImpLimit>1</IgnoreDuplicateImpLimit>
        <RequiresCity>0</RequiresCity>
        <RequiresResource>1</RequiresResource>
        <SupportedResourceType>TempleOfTheDragon</SupportedResourceType>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <HideInHiergamenon>1</HideInHiergamenon>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Dance_with_Dragons</Attribute>
        </Prereq>
        <LaborToBuild>270</LaborToBuild>
        <GameModifier>
            <ModType>Player</ModType>
            <Attribute>LimitedUnitCap</Attribute>
            <StrVal>AshwakeDragon</StrVal>
            <Value>1</Value>
            <Provides>Recruit an Ashwake Dragon</Provides>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>Economy</AITag>
        </AIData>
        <ArtDef>Art_Monument_TempleOfTheDragon</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="OnyxThrone">
        <DisplayName>Onyx Throne</DisplayName>
        <Description>This throne is carved from a single piece of onyx, as brilliant and dark as the sea at night.  Anyone standing before it can see their reflection within its depths, but in the reflection they are weak and prostrate. A leader with this strength of self will be able to reduce Unrest penalties across their nation.</Description>
        <RequiresCity>1</RequiresCity>
        <RequiresForceUnlock>1</RequiresForceUnlock>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <RequiresCityImprovement>1</RequiresCityImprovement>
        <RequiredImprovement>Fortress</RequiredImprovement>
        <LaborToBuild>0</LaborToBuild>
        <GameModifier>
            <ModType>Player</ModType>
            <Attribute>AbilityBonus</Attribute>
            <StrVal>A_Additive_Unrest</StrVal>
            <Value>-30</Value>
            <Provides>-30% Unrest in all your cities</Provides>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>Economy</AITag>
        </AIData>
        <ArtDef>Art_OnyxThrone</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="Oracle">
        <DisplayName>Oracle</DisplayName>
        <Description>An Oracle is a powerful source of forbidden knowledge. They increase the Essence yields of cities they are constructed in.</Description>
        <RequiresCity>1</RequiresCity>
        <RequiresForceUnlock>1</RequiresForceUnlock>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <RequiresCityImprovement>1</RequiresCityImprovement>
        <RequiredImprovement>Conclave</RequiredImprovement>
        <LaborToBuild>0</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>TileYieldEssence</Attribute>
            <Value>1</Value>
            <PerTurn>1</PerTurn>
            <Provides>+1 Essence</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>Study</AITag>
        </AIData>
        <ArtDef>Art_Oracle</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="Orchard">
        <DisplayName>Orchard</DisplayName>
        <Description>Orchards can be built on Fruit Groves. They provide additional Grain yields for a city.</Description>
        <IgnoreDuplicateImpLimit>1</IgnoreDuplicateImpLimit>
        <RequiresResource>1</RequiresResource>
        <SupportedResourceType>Fruit</SupportedResourceType>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <LaborToBuild>80</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>TileYieldGrain</Attribute>
            <Value>2</Value>
            <PerTurn>1</PerTurn>
            <Provides>+2 Grains</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>8</AIPriority>
            <AITag>Prestige</AITag>
        </AIData>
        <ArtDef>Art_Orchard</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="Outpost">
        <DisplayName>Outpost</DisplayName>
        <Description>Increases the player's borders and improves their visibility.</Description>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <ZOCMinRadius>2</ZOCMinRadius>
        <ZOCMaxRadius>2</ZOCMaxRadius>
        <ZOCRadiusTurnsBeforeUpdate>1</ZOCRadiusTurnsBeforeUpdate>
        <HideInBuildList>1</HideInBuildList>
        <LaborToBuild>-1</LaborToBuild>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>CommandPost</AITag>
        </AIData>
        <ArtDef>Art_Outpost_Base</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="Outpost_Abbey">
        <DisplayName>Abbey</DisplayName>
        <Description>Decreases the cost of tactical spells cast in this outpost's borders.</Description>
        <HideInBuildList>1</HideInBuildList>
        <IsOutpostUpgrade>1</IsOutpostUpgrade>
        <OutpostBonuses_FriendlyOnly>1</OutpostBonuses_FriendlyOnly>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Rituals</Attribute>
        </Prereq>
        <LaborToBuild>208</LaborToBuild>
        <GameModifier>
            <ModType>Unit</ModType>
            <Attribute>AdjustUnitStat</Attribute>
            <StrVal>UnitStat_TacticalSpellManaCost_Multiplier</StrVal>
            <Value>-0.5</Value>
            <Provides>Halves the cost of tactical spells</Provides>
        </GameModifier>
        <ArtDef>Art_Outpost_Abbey</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="Outpost_ArcaneMonolith">
        <DisplayName>Arcane Monolith</DisplayName>
        <Description>Increases the player's borders and improves their visibility.</Description>
        <RequiresForceUnlock>1</RequiresForceUnlock>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <ZOCMinRadius>2</ZOCMinRadius>
        <ZOCMaxRadius>2</ZOCMaxRadius>
        <ZOCRadiusTurnsBeforeUpdate>1</ZOCRadiusTurnsBeforeUpdate>
        <HideInBuildList>1</HideInBuildList>
        <LaborToBuild>-1</LaborToBuild>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>CommandPost</AITag>
        </AIData>
        <ArtDef>Outpost_ArcaneMonolith_ArtDef</ArtDef>
        <ImprovementTypeArtDef InternalName="Outpost_ArcaneMonolith_ArtDef">
            <ImprovementTypeArtSubPack InternalName="Outpost_ArcaneMonolith_Default">
                <TileDesign>K_Outpost_Arcane_01</TileDesign>
                <ConstructionTileDesign>K_Outpost_Arcane_01</ConstructionTileDesign>
                <DrawnIcon>Improvement_Watchtower.png</DrawnIcon>
                <DrawnIconConstruction>Improvement_Watchtower_C.png</DrawnIconConstruction>
                <Thumbnail>K_Outpost_Arcane_Thumb_01.png</Thumbnail>
                <Medallions InternalName="">
                    <All>K_Outpost_Arcane_Thumb_01.png</All>
                </Medallions>
            </ImprovementTypeArtSubPack>
        </ImprovementTypeArtDef>
    </ImprovementType>
    <ImprovementType InternalName="Outpost_Armory">
        <DisplayName>Armory</DisplayName>
        <Description>Increases the attack of friendly units in this outpost's borders.</Description>
        <HideInBuildList>1</HideInBuildList>
        <IsOutpostUpgrade>1</IsOutpostUpgrade>
        <OutpostBonuses_FriendlyOnly>1</OutpostBonuses_FriendlyOnly>
        <LaborToBuild>80</LaborToBuild>
        <GameModifier>
            <ModType>Unit</ModType>
            <Attribute>AdjustUnitStat</Attribute>
            <StrVal>UnitStat_Attack_Pierce</StrVal>
            <Value>50</Value>
            <Operator>%</Operator>
            <Provides>+50% Attack to friendly units in Zone of Control</Provides>
        </GameModifier>
        <ArtDef>Art_Outpost_Armory</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="Outpost_Caltrops">
        <DisplayName>Caltrops</DisplayName>
        <Description>Reduces the movement of enemy units in this outpost's borders.</Description>
        <HideInBuildList>1</HideInBuildList>
        <IsOutpostUpgrade>1</IsOutpostUpgrade>
        <OutpostBonuses_EnemyOnly>1</OutpostBonuses_EnemyOnly>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Siege_Weapons</Attribute>
        </Prereq>
        <LaborToBuild>208</LaborToBuild>
        <GameModifier>
            <ModType>Unit</ModType>
            <Attribute>MovementCostChange</Attribute>
            <Value>2</Value>
            <Operator>x</Operator>
            <Provides>Halves enemy units movement in Zone of Control</Provides>
        </GameModifier>
        <ArtDef>Art_Outpost_Caltrops</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="Outpost_Consulate">
        <DisplayName>Consulate</DisplayName>
        <Description>Increases the Growth of the city attached to this outpost.</Description>
        <HideInBuildList>1</HideInBuildList>
        <IsOutpostUpgrade>1</IsOutpostUpgrade>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Cooperation</Attribute>
        </Prereq>
        <LaborToBuild>540</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Prestige</Attribute>
            <Value>1</Value>
            <PerTurn>1</PerTurn>
            <Provides>+1 Growth to the attached city</Provides>
        </GameModifier>
        <ArtDef>Art_Outpost_Consulate</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="Outpost_Fortify">
        <DisplayName>Fortify</DisplayName>
        <Description>Increases the defense of friendly units in this outpost's borders.</Description>
        <HideInBuildList>1</HideInBuildList>
        <IsOutpostUpgrade>1</IsOutpostUpgrade>
        <OutpostBonuses_FriendlyOnly>1</OutpostBonuses_FriendlyOnly>
        <LaborToBuild>80</LaborToBuild>
        <GameModifier>
            <ModType>Unit</ModType>
            <Attribute>AdjustUnitStat</Attribute>
            <StrVal>UnitStat_Defense_Pierce</StrVal>
            <Value>25</Value>
            <Operator>%</Operator>
            <Provides>+25% Defense to friendly units in Zone of Control</Provides>
        </GameModifier>
        <ArtDef>Art_Outpost_Fortify</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="Outpost_HighTower">
        <DisplayName>High Tower</DisplayName>
        <Description>Increases the borders of this outpost.</Description>
        <ZOCMinRadius>1</ZOCMinRadius>
        <ZOCMaxRadius>1</ZOCMaxRadius>
        <HideInBuildList>1</HideInBuildList>
        <IsOutpostUpgrade>1</IsOutpostUpgrade>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Construction</Attribute>
        </Prereq>
        <LaborToBuild>166</LaborToBuild>
        <GameModifier>
            <Provides>+1 Zone of Control</Provides>
        </GameModifier>
        <ArtDef>Art_Outpost_HighTower</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="Outpost_Stables">
        <DisplayName>Stables</DisplayName>
        <Description>Increases movement of friendly units in this outpost's borders.</Description>
        <HideInBuildList>1</HideInBuildList>
        <IsOutpostUpgrade>1</IsOutpostUpgrade>
        <OutpostBonuses_FriendlyOnly>1</OutpostBonuses_FriendlyOnly>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Mounted_Warfare</Attribute>
        </Prereq>
        <LaborToBuild>166</LaborToBuild>
        <GameModifier>
            <ModType>Unit</ModType>
            <Attribute>MovementCostChange</Attribute>
            <Value>0.5</Value>
            <Operator>x</Operator>
            <Provides>Doubles friendly units movement in Zone of Control</Provides>
        </GameModifier>
        <ArtDef>Art_Outpost_Stables</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="Palace">
        <DisplayName>Palace</DisplayName>
        <Description>The city lucky enough to be graced with a Palace will see a Growth bonus and lower Unrest levels in the populace.</Description>
        <AllowedPerFaction>1</AllowedPerFaction>
        <RequiresCity>1</RequiresCity>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <ZOCMinRadius>1</ZOCMinRadius>
        <ZOCMaxRadius>1</ZOCMaxRadius>
        <ZOCRadiusTurnsBeforeUpdate>0</ZOCRadiusTurnsBeforeUpdate>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Cooperation</Attribute>
        </Prereq>
        <LaborToBuild>648</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Unrest</Attribute>
            <Value>-30</Value>
            <PerTurn>1</PerTurn>
            <Provides>-30% Unrest</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
            <UpgradeComparisonText>Unrest</UpgradeComparisonText>
        </GameModifier>
        <GameModifier>
            <Value>1</Value>
            <Provides>+1 Zone of Control</Provides>
            <UpgradeComparisonID>2</UpgradeComparisonID>
            <UpgradeComparisonText>Zone of Control</UpgradeComparisonText>
            <UpgradeComparisonTooltipValue>1</UpgradeComparisonTooltipValue>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Prestige</Attribute>
            <Value>1</Value>
            <PerTurn>1</PerTurn>
            <Provides>+1 Growth</Provides>
            <UpgradeComparisonID>3</UpgradeComparisonID>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>Economy</AITag>
        </AIData>
        <ArtDef>Art_Palace</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="Pasture">
        <DisplayName>Pasture</DisplayName>
        <Description>Pastures can be built on Wild Game and increase the Hit Points of your units.</Description>
        <IgnoreDuplicateImpLimit>1</IgnoreDuplicateImpLimit>
        <RequiresResource>1</RequiresResource>
        <SupportedResourceType>WildGame</SupportedResourceType>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Animal_Husbandry</Attribute>
        </Prereq>
        <LaborToBuild>128</LaborToBuild>
        <GameModifier>
            <ModType>Player</ModType>
            <Attribute>AbilityBonus</Attribute>
            <StrVal>A_UnitStat_HitPoints</StrVal>
            <Value>3</Value>
            <Provides>+3% Hit Points for your faction</Provides>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>Prestige</AITag>
        </AIData>
        <ArtDef>Art_Pasture</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="Pier">
        <DisplayName>Pier</DisplayName>
        <Description>Piers can only be built on rivers. They increase Gildar and Food in cities they are constructed in.</Description>
        <RequiresCity>1</RequiresCity>
        <PreferredTerrain>River</PreferredTerrain>
        <EncloseInCityWalls>0</EncloseInCityWalls>
        <UpgradesToImprovement>Docks</UpgradesToImprovement>
        <UpgradeTier>1</UpgradeTier>
        <LaborToBuild>96</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>FoodPerGrain</Attribute>
            <Value>5</Value>
            <PerTurn>1</PerTurn>
            <Provides>+5 Food per Grain</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
            <UpgradeComparisonText>Food per Grain</UpgradeComparisonText>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>10</AIPriority>
            <AITag>Economy</AITag>
        </AIData>
        <ArtDef>Art_Pier</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="Prison">
        <DisplayName>Prison</DisplayName>
        <Description>Prisons reduce Unrest in all of a nation's cities, but decrease Growth in the city they are constructed in.</Description>
        <RequiresCity>1</RequiresCity>
        <RequiresForceUnlock>1</RequiresForceUnlock>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <RequiresCityImprovement>1</RequiresCityImprovement>
        <RequiredImprovement>Fortress</RequiredImprovement>
        <LaborToBuild>0</LaborToBuild>
        <GameModifier>
            <ModType>Player</ModType>
            <Attribute>AbilityBonus</Attribute>
            <StrVal>A_Additive_Unrest</StrVal>
            <Value>-10</Value>
            <Provides>-10% Unrest in all your cities</Provides>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Prestige</Attribute>
            <Value>-1</Value>
            <PerTurn>1</PerTurn>
            <Provides>-1 Growth</Provides>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>Prestige</AITag>
        </AIData>
        <ArtDef>Art_Prison</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="PyreOfAnniellum">
        <DisplayName>Pyre of Anniellum</DisplayName>
        <Description>A legendary wonder of a past age, the Pyre of Anniellum strengthens Fire spells as much as 2 Fire Shards.</Description>
        <RequiresCity>1</RequiresCity>
        <RequiresForceUnlock>1</RequiresForceUnlock>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <RequiresCityImprovement>1</RequiresCityImprovement>
        <RequiredImprovement>Conclave</RequiredImprovement>
        <LaborToBuild>0</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>FireMana</Attribute>
            <Value>2</Value>
            <PerTurn>1</PerTurn>
            <Provides>+2 Fire Power</Provides>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>Arcane</AITag>
        </AIData>
        <ArtDef>Art_PyreOfAnniellum</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="SacrificialAltar">
        <DisplayName>Sacrificial Altar</DisplayName>
        <Description>The city's weak are sacrificed, reducing its Growth. All units trained here are infused with demonic energies, granting them a bonus to Hit Points and Attack. In addition a Demon spawns in the city if it is attacked.</Description>
        <AllowedPerFaction>1</AllowedPerFaction>
        <RequiresCity>1</RequiresCity>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <UpgradeTier>3</UpgradeTier>
        <Prereq>
            <Type>Allegiance</Type>
            <Attribute>Empire</Attribute>
        </Prereq>
        <Prereq>
            <Type>Resource</Type>
            <Attribute>TileYieldEssence</Attribute>
        </Prereq>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Rituals</Attribute>
        </Prereq>
        <LaborToBuild>540</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Unrest</Attribute>
            <Value>-15</Value>
            <PerTurn>1</PerTurn>
            <Provides>-15% Unrest</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
            <UpgradeComparisonText>Unrest</UpgradeComparisonText>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Fame</Attribute>
            <Value>8</Value>
            <Provides>+8 Fame</Provides>
            <UpgradeComparisonID>2</UpgradeComparisonID>
            <UpgradeComparisonText>Fame</UpgradeComparisonText>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Prestige</Attribute>
            <Value>-1</Value>
            <PerTurn>1</PerTurn>
            <Provides>-1 Growth</Provides>
            <UpgradeComparisonID>3</UpgradeComparisonID>
        </GameModifier>
        <GameModifier>
            <ModType>CityTrainingBonus</ModType>
            <Attribute>TrainingBonus_ApplyUnitModifier_Add</Attribute>
            <StrVal>UnitStat_HitPoints</StrVal>
            <Value>1</Value>
            <Provides>+1 Hit Points for Trained Units</Provides>
            <UpgradeComparisonID>4</UpgradeComparisonID>
            <UpgradeComparisonText>Trained Units Hit Points</UpgradeComparisonText>
        </GameModifier>
        <GameModifier>
            <ModType>CityTrainingBonus</ModType>
            <Attribute>TrainingBonus_ApplyUnitModifier_Add</Attribute>
            <StrVal>UnitStat_Attack_Boost</StrVal>
            <Value>1</Value>
            <Provides>+1 Attack for Trained Units</Provides>
            <UpgradeComparisonID>5</UpgradeComparisonID>
            <UpgradeComparisonText>Trained Unit Attack</UpgradeComparisonText>
        </GameModifier>
        <GameModifier>
            <ModType>CityDefenseSummon</ModType>
            <Attribute>SummonUnit</Attribute>
            <StrVal>Assassin Demon</StrVal>
            <Value>1</Value>
            <Provides>+1 Defending Assassin Demon</Provides>
            <UnitClass>AssassinDemon</UnitClass>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>CommandPost</AITag>
        </AIData>
        <ArtDef>SacrificialAltar_ArtDef</ArtDef>
        <ImprovementTypeArtDef InternalName="SacrificialAltar_ArtDef">
            <ImprovementTypeArtSubPack InternalName="SacrificialAltar_Default">
                <TileDesign>F_Sacrificial_Alter_01</TileDesign>
                <ConstructionTileDesign>F_Construction1x1_01</ConstructionTileDesign>
                <DrawnIcon>Improvement_SacrificialAltar.png</DrawnIcon>
                <DrawnIconConstruction>Improvement_SacrificialAltar_C.png</DrawnIconConstruction>
                <Thumbnail>F_Sacrificial_Alter_Thumb_01.png</Thumbnail>
                <Medallions InternalName="">
                    <All>F_Sacrificial_Alter_Thumb_01.png</All>
                </Medallions>
            </ImprovementTypeArtSubPack>
        </ImprovementTypeArtDef>
    </ImprovementType>
    <ImprovementType InternalName="Sage">
        <DisplayName>Sage</DisplayName>
        <Description>The Sage meticulously looks over ancient texts in an effort to recover lost technologies, boosting Research.</Description>
        <RequiresCity>1</RequiresCity>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <RequiresCityImprovement>1</RequiresCityImprovement>
        <RequiredImprovement>Conclave</RequiredImprovement>
        <UpgradesToImprovement>Cloister</UpgradesToImprovement>
        <UpgradeTier>1</UpgradeTier>
        <LaborToBuild>193</LaborToBuild>
        <GameModifier>
            <ModType>ResourceMultiplier</ModType>
            <Attribute>Research</Attribute>
            <Value>1.25</Value>
            <PerTurn>1</PerTurn>
            <Provides>+25% Research</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>25</AIPriority>
            <AITag>Study</AITag>
        </AIData>
        <ArtDef>Art_Sage</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="School">
        <DisplayName>School</DisplayName>
        <Description>Schools improve the Research of any city they are constructed in.</Description>
        <RequiresCity>1</RequiresCity>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <UpgradesToImprovement>College</UpgradesToImprovement>
        <UpgradeTier>2</UpgradeTier>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Education</Attribute>
        </Prereq>
        <LaborToBuild>312</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Research</Attribute>
            <Value>2</Value>
            <PerTurn>1</PerTurn>
            <Provides>+2 Research</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>25</AIPriority>
            <AITag>Study</AITag>
        </AIData>
        <ArtDef>Art_School</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="ScrollScribe">
        <DisplayName>Scroll Scribe</DisplayName>
        <Description>Scroll Scribes increase city Research and make scrolls that are available for champions to purchase.</Description>
        <RequiresCity>1</RequiresCity>
        <RequiresForceUnlock>1</RequiresForceUnlock>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <RequiresCityImprovement>1</RequiresCityImprovement>
        <RequiredImprovement>Conclave</RequiredImprovement>
        <LaborToBuild>0</LaborToBuild>
        <GameModifier>
            <ModType>ResourceMultiplier</ModType>
            <Attribute>Research</Attribute>
            <Value>1.2</Value>
            <PerTurn>1</PerTurn>
            <Provides>+20% Research</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>Study</AITag>
        </AIData>
        <UnlocksShopItem>Scroll_Blizzard</UnlocksShopItem>
        <UnlocksShopItem>Scroll_Return</UnlocksShopItem>
        <UnlocksShopItem>Scroll_SummonAirElemental</UnlocksShopItem>
        <ArtDef>Art_ScrollScribe</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="ScryingPool">
        <DisplayName>Scrying Pool</DisplayName>
        <Description>Scrying Pools increase the Essence yields of any city they are built in.</Description>
        <RequiresCity>1</RequiresCity>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <Prereq>
            <Type>AbilityBonusOption</Type>
            <Attribute>Enchanters</Attribute>
            <Target>Player</Target>
        </Prereq>
        <LaborToBuild>120</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>TileYieldEssence</Attribute>
            <Value>1</Value>
            <PerTurn>1</PerTurn>
            <Provides>+1 Essence</Provides>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>20</AIPriority>
            <AITag>Study</AITag>
        </AIData>
        <ArtDef>Art_ScryingPool</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="Shrine">
        <DisplayName>Shrine</DisplayName>
        <Description>The rituals of Shrines provide peace of mind for a city's citizens, reducing Unrest and improving your Fame.</Description>
        <RequiresCity>1</RequiresCity>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <UpgradesToImprovement>TempleOfEssence</UpgradesToImprovement>
        <UpgradesToImprovement>SacrificialAltar</UpgradesToImprovement>
        <UpgradeTier>2</UpgradeTier>
        <Prereq>
            <Type>Resource</Type>
            <Attribute>TileYieldEssence</Attribute>
        </Prereq>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Rituals</Attribute>
        </Prereq>
        <LaborToBuild>249</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Unrest</Attribute>
            <Value>-10</Value>
            <PerTurn>1</PerTurn>
            <Provides>-10% Unrest</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
            <UpgradeComparisonText>Unrest</UpgradeComparisonText>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Fame</Attribute>
            <Value>4</Value>
            <Provides>+4 Fame</Provides>
            <UpgradeComparisonID>2</UpgradeComparisonID>
            <UpgradeComparisonText>Fame</UpgradeComparisonText>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>10</AIPriority>
            <AITag>Workshop</AITag>
        </AIData>
        <ArtDef>Art_Shrine</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="SkathPit">
        <DisplayName>Skath Pit</DisplayName>
        <Description>Skath Pits greatly increase the Food produced from each Grain yield in cities they are built in.</Description>
        <RequiresCity>1</RequiresCity>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <UpgradeTier>4</UpgradeTier>
        <Prereq>
            <Type>Allegiance</Type>
            <Attribute>Empire</Attribute>
        </Prereq>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Wildland_Allies</Attribute>
        </Prereq>
        <LaborToBuild>1124</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>FoodPerGrain</Attribute>
            <Value>60</Value>
            <PerTurn>1</PerTurn>
            <Provides>+60 Food per Grain</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
            <UpgradeComparisonText>Food per Grain</UpgradeComparisonText>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>10</AIPriority>
            <AITag>Prestige</AITag>
            <AIEarlyBuildUpMultiplier>10</AIEarlyBuildUpMultiplier>
        </AIData>
        <ArtDef>SkathPit_ArtDef</ArtDef>
        <ImprovementTypeArtDef InternalName="SkathPit_ArtDef">
            <ImprovementTypeArtSubPack InternalName="SkathPit_Default">
                <TileDesign>F_Skath_Pit_02</TileDesign>
                <ConstructionTileDesign>F_Construction1x1_01</ConstructionTileDesign>
                <DrawnIcon>Improvement_SkathPit.png</DrawnIcon>
                <DrawnIconConstruction>Improvement_SkathPit_C.png</DrawnIconConstruction>
                <Thumbnail>F_Skath_Pit_Thumb_02.png</Thumbnail>
                <Medallions InternalName="">
                    <All>F_Skath_Pit_Thumb_02.png</All>
                </Medallions>
            </ImprovementTypeArtSubPack>
        </ImprovementTypeArtDef>
    </ImprovementType>
    <ImprovementType InternalName="SlavePen">
        <DisplayName>Slave Pen</DisplayName>
        <Description>Slave Pens increase Production and construction efficiency and prevent this city's Production from being impacted by Unrest.</Description>
        <RequiresCity>1</RequiresCity>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <UpgradeTier>4</UpgradeTier>
        <Prereq>
            <Type>Allegiance</Type>
            <Attribute>Empire</Attribute>
        </Prereq>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Guilds</Attribute>
        </Prereq>
        <LaborToBuild>843</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>ProductionPerMaterials</Attribute>
            <Value>4</Value>
            <PerTurn>1</PerTurn>
            <Provides>+4 Production per Material</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
            <UpgradeComparisonText>Production per Material</UpgradeComparisonText>
        </GameModifier>
        <GameModifier>
            <ModType>City</ModType>
            <Attribute>BuildingDiscount</Attribute>
            <Value>0.2</Value>
            <PerTurn>1</PerTurn>
            <Provides>+20% Improvement Production</Provides>
            <UpgradeComparisonID>2</UpgradeComparisonID>
            <UpgradeComparisonText>Improvement Production</UpgradeComparisonText>
        </GameModifier>
        <GameModifier>
            <ModType>ResourceMultiplier</ModType>
            <Attribute>ProductionEffectPerUnrest</Attribute>
            <Value>0</Value>
            <PerTurn>1</PerTurn>
            <Provides>Unrest doesn't effect Production</Provides>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>2</AIPriority>
            <AITag>CommandPost</AITag>
        </AIData>
        <ArtDef>SlavePen_ArtDef</ArtDef>
        <ImprovementTypeArtDef InternalName="SlavePen_ArtDef">
            <ImprovementTypeArtSubPack InternalName="SlavePen_Default">
                <TileDesign>F_Slave_Pit_01</TileDesign>
                <ConstructionTileDesign>F_Construction1x1_01</ConstructionTileDesign>
                <DrawnIcon>Improvement_SlavePen.png</DrawnIcon>
                <DrawnIconConstruction>Improvement_SlavePen_C.png</DrawnIconConstruction>
                <Thumbnail>F_Slave_Pit_Thumb_01.png</Thumbnail>
                <Medallions InternalName="">
                    <All>F_Slave_Pit_Thumb_01.png</All>
                </Medallions>
            </ImprovementTypeArtSubPack>
        </ImprovementTypeArtDef>
    </ImprovementType>
    <ImprovementType InternalName="Slums">
        <DisplayName>Slums</DisplayName>
        <Description>Slums increase the Growth of a city at the cost of elevated Unrest levels. </Description>
        <RequiresCity>1</RequiresCity>
        <RequiresForceUnlock>1</RequiresForceUnlock>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <RequiresCityImprovement>1</RequiresCityImprovement>
        <RequiredImprovement>TradeGuild</RequiredImprovement>
        <LaborToBuild>0</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Prestige</Attribute>
            <Value>3</Value>
            <PerTurn>1</PerTurn>
            <Provides>+3 Growth</Provides>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Unrest</Attribute>
            <Value>5</Value>
            <PerTurn>1</PerTurn>
            <Provides>+5% Unrest</Provides>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>Prestige</AITag>
        </AIData>
        <ArtDef>Art_Slums</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="SmallEmptyLot">
        <DisplayName>Small Empty Lot</DisplayName>
        <Description>This site is ready for construction.</Description>
        <RequiresCity>1</RequiresCity>
        <PreferredTerrain>City</PreferredTerrain>
        <LaborToBuild>0</LaborToBuild>
        <ArtDef>Art_EmptyLotSmall</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="Smelter">
        <DisplayName>Smelter</DisplayName>
        <Description>Smelters upgrade from Iron Mines. They provide you with additional Metal every Season.</Description>
        <IgnoreDuplicateImpLimit>1</IgnoreDuplicateImpLimit>
        <RequiresResource>1</RequiresResource>
        <SupportedResourceType>IronOre</SupportedResourceType>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <UpgradesToImprovement>Foundry</UpgradesToImprovement>
        <UpgradeTier>2</UpgradeTier>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Mining</Attribute>
        </Prereq>
        <LaborToBuild>166</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Metal</Attribute>
            <Value>2</Value>
            <PerTurn>1</PerTurn>
            <Provides>+2 Metal per Season</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>10</AIPriority>
            <AITag>Workshop</AITag>
        </AIData>
        <ArtDef>Art_Smelter</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="Stable">
        <DisplayName>Stable</DisplayName>
        <Description>Stables can be built on Wild Horses. They provide you with a Horse every 5 seasons.</Description>
        <IgnoreDuplicateImpLimit>1</IgnoreDuplicateImpLimit>
        <RequiresResource>1</RequiresResource>
        <SupportedResourceType>Horses</SupportedResourceType>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <UpgradeTier>1</UpgradeTier>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Mounted_Warfare</Attribute>
        </Prereq>
        <LaborToBuild>80</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Horses</Attribute>
            <Value>0.2</Value>
            <PerTurn>1</PerTurn>
            <Provides>+1 Horse per 5 Seasons</Provides>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPrefType>AIPrefType_MOUNT</AIPrefType>
            <AIPriority>5</AIPriority>
            <AITag>Farming</AITag>
        </AIData>
        <ArtDef>Art_Stable</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="Storehouse">
        <DisplayName>Storehouse</DisplayName>
        <Description>By storing your harvest, Storehouses will allow your farmers to produce additional Food for each of your Grain yields.</Description>
        <RequiresCity>1</RequiresCity>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <UpgradesToImprovement>SkathPit</UpgradesToImprovement>
        <UpgradeTier>3</UpgradeTier>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Animal_Husbandry</Attribute>
        </Prereq>
        <LaborToBuild>811</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>FoodPerGrain</Attribute>
            <Value>50</Value>
            <PerTurn>1</PerTurn>
            <Provides>+50 Food per Grain</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
            <UpgradeComparisonText>Food per Grain</UpgradeComparisonText>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>25</AIPriority>
            <AITag>Economy</AITag>
        </AIData>
        <ArtDef>Art_Storehouse</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="StrikeGarrison">
        <DisplayName>Strike Garrison</DisplayName>
        <Description>Strike Garrisons give all units trained in a city the Impulsive trait (+2 Initiative).</Description>
        <RequiresCity>1</RequiresCity>
        <RequiresForceUnlock>1</RequiresForceUnlock>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <RequiresCityImprovement>1</RequiresCityImprovement>
        <RequiredImprovement>Fortress</RequiredImprovement>
        <LaborToBuild>0</LaborToBuild>
        <GameModifier>
            <ModType>CityTrainingBonus</ModType>
            <Attribute>TrainingBonus_ApplyAbilityBonus</Attribute>
            <StrVal>Impulsive</StrVal>
            <Provides>Trained units get +2 Initiative</Provides>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>CommandPost</AITag>
        </AIData>
        <ArtDef>Art_StrikeGarrison</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="Study">
        <DisplayName>Study</DisplayName>
        <Description>Studies provide a minor boost to the Research of a city.</Description>
        <RequiresCity>1</RequiresCity>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <UpgradesToImprovement>School</UpgradesToImprovement>
        <UpgradeTier>1</UpgradeTier>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Knowledge</Attribute>
        </Prereq>
        <LaborToBuild>193</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Research</Attribute>
            <Value>1</Value>
            <PerTurn>1</PerTurn>
            <Provides>+1 Research</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>25</AIPriority>
            <AITag>Study</AITag>
            <AIEarlyBuildUpMultiplier>10</AIEarlyBuildUpMultiplier>
        </AIData>
        <ArtDef>Art_Study</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="TaxOffice">
        <DisplayName>Tax Office</DisplayName>
        <Description>Tax Offices increase the Gildar production of any city they are constructed in.</Description>
        <RequiresCity>1</RequiresCity>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <RequiresCityImprovement>1</RequiresCityImprovement>
        <RequiredImprovement>TradeGuild</RequiredImprovement>
        <UpgradesToImprovement>TreasuryVault</UpgradesToImprovement>
        <UpgradeTier>2</UpgradeTier>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Cooperation</Attribute>
        </Prereq>
        <LaborToBuild>648</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Gold</Attribute>
            <Value>4</Value>
            <PerTurn>1</PerTurn>
            <Provides>+4 Gildar per Season</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
        </GameModifier>
        <GameModifier>
            <ModType>ResourceMultiplier</ModType>
            <Attribute>Gold</Attribute>
            <Value>1</Value>
            <PerTurn>1</PerTurn>
            <IsProductionQueueEmpty>1</IsProductionQueueEmpty>
            <Provides>+20% Gildar when Producing Wealth</Provides>
            <Calculate InternalName="Calc" ValueOwner="OwnerCity">
                <Expression><![CDATA[[Constructing_ProduceWealth] * 0.2]]></Expression>
            </Calculate>
            <Calculate InternalName="Value" ValueOwner="OwnerCity">
                <Expression><![CDATA[[Calc] + 1]]></Expression>
            </Calculate>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>9</AIPriority>
            <AITag>Economy</AITag>
        </AIData>
        <ArtDef>Art_TaxOffice</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="TempleOfEssence">
        <DisplayName>Temple of Essence</DisplayName>
        <Description>Temples of Essence reduce Unrest and produce Mana based on the Essence of the city they are constructed in.</Description>
        <AllowedPerFaction>1</AllowedPerFaction>
        <RequiresCity>1</RequiresCity>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <UpgradeTier>3</UpgradeTier>
        <Prereq>
            <Type>Allegiance</Type>
            <Attribute>Kingdom</Attribute>
        </Prereq>
        <Prereq>
            <Type>Resource</Type>
            <Attribute>TileYieldEssence</Attribute>
        </Prereq>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Arcane_Mastery</Attribute>
        </Prereq>
        <LaborToBuild>540</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Unrest</Attribute>
            <Value>-15</Value>
            <PerTurn>1</PerTurn>
            <Provides>-10% Unrest per Essence</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
            <UpgradeComparisonText>Unrest</UpgradeComparisonText>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Fame</Attribute>
            <Value>8</Value>
            <Provides>+8 Fame</Provides>
            <UpgradeComparisonID>2</UpgradeComparisonID>
            <UpgradeComparisonText>Fame</UpgradeComparisonText>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Mana</Attribute>
            <PerTurn>1</PerTurn>
            <Provides>+1 Mana per Essence</Provides>
            <UpgradeComparisonID>3</UpgradeComparisonID>
            <UpgradeComparisonText>Mana per Essence</UpgradeComparisonText>
            <Calculate InternalName="Value" ValueOwner="OwnerCity">
                <Expression><![CDATA[[TileYieldEssence]]]></Expression>
            </Calculate>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>7</AIPriority>
            <AITag>Shards</AITag>
        </AIData>
        <ArtDef>Art_TempleOfEssence</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="TenfellUniversity">
        <DisplayName>Tenfell University</DisplayName>
        <Description>Tenfell University will keep a city's Unrest from reducing its Research.</Description>
        <RequiresCity>1</RequiresCity>
        <RequiresForceUnlock>1</RequiresForceUnlock>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <RequiresCityImprovement>1</RequiresCityImprovement>
        <RequiredImprovement>Conclave</RequiredImprovement>
        <LaborToBuild>0</LaborToBuild>
        <GameModifier>
            <ModType>ResourceMultiplier</ModType>
            <Attribute>ResearchEffectPerUnrest</Attribute>
            <Value>0</Value>
            <PerTurn>1</PerTurn>
            <Provides>Unrest doesn't affect Research</Provides>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>10</AIPriority>
            <AITag>Study</AITag>
        </AIData>
        <ArtDef>Art_TenfellUniversity</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="Theatre">
        <DisplayName>Theatre</DisplayName>
        <Description>The Theatre is a huge draw to new citizens. It will greatly increase Growth in the city you build it in.</Description>
        <AllowedPerFaction>1</AllowedPerFaction>
        <RequiresCity>1</RequiresCity>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <RequiresCityImprovement>1</RequiresCityImprovement>
        <RequiredImprovement>TradeGuild</RequiredImprovement>
        <UpgradeTier>4</UpgradeTier>
        <Prereq>
            <Type>Allegiance</Type>
            <Attribute>Kingdom</Attribute>
        </Prereq>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Entertainment</Attribute>
        </Prereq>
        <LaborToBuild>1124</LaborToBuild>
        <GameModifier>
            <ModType>ResourceMultiplier</ModType>
            <Attribute>Food</Attribute>
            <Value>1.5</Value>
            <PerTurn>1</PerTurn>
            <Provides>+50% Food</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
        </GameModifier>
        <GameModifier>
            <ModType>ResourceMultiplier</ModType>
            <Attribute>Gold</Attribute>
            <Value>1.3</Value>
            <PerTurn>1</PerTurn>
            <Provides>+30% Gildar</Provides>
            <UpgradeComparisonID>2</UpgradeComparisonID>
        </GameModifier>
        <GameModifier>
            <ModType>ResourceMultiplier</ModType>
            <Attribute>Prestige</Attribute>
            <Value>1</Value>
            <PerTurn>1</PerTurn>
            <IsProductionQueueEmpty>1</IsProductionQueueEmpty>
            <Provides>+100% Growth when Producing Growth</Provides>
            <Calculate InternalName="Calc" ValueOwner="OwnerCity">
                <Expression><![CDATA[[Constructing_ProduceGrowth]]]></Expression>
            </Calculate>
            <Calculate InternalName="Value" ValueOwner="OwnerCity">
                <Expression><![CDATA[[Calc] + 1]]></Expression>
            </Calculate>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Fame</Attribute>
            <Value>1</Value>
            <PerTurn>1</PerTurn>
            <Provides>+1 Fame per Season</Provides>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>Prestige</AITag>
        </AIData>
        <ArtDef>Theatre_ArtDef</ArtDef>
        <ImprovementTypeArtDef InternalName="Theatre_ArtDef">
            <ImprovementTypeArtSubPack InternalName="Theatre_Default">
                <TileDesign>K_Theatre_01</TileDesign>
                <ConstructionTileDesign>K_Construction1x1_01</ConstructionTileDesign>
                <DrawnIcon>Improvement_Theatre.png</DrawnIcon>
                <DrawnIconConstruction>Improvement_Theatre_C.png</DrawnIconConstruction>
                <Thumbnail>K_Theater_01_Thumb.png</Thumbnail>
                <Medallions InternalName="">
                    <All>K_Theater_01_Thumb.png</All>
                </Medallions>
            </ImprovementTypeArtSubPack>
        </ImprovementTypeArtDef>
    </ImprovementType>
    <ImprovementType InternalName="TheatreOfTheWind">
        <DisplayName>Theatre of the Wind</DisplayName>
        <Description>The Theatre of the Wind increases the Growth and Gildar income of the city you choose to construct it in.</Description>
        <AllowedPerFaction>1</AllowedPerFaction>
        <RequiresCity>1</RequiresCity>
        <RequiresForceUnlock>1</RequiresForceUnlock>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <HideInHiergamenon>1</HideInHiergamenon>
        <LaborToBuild>703</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Prestige</Attribute>
            <Value>2</Value>
            <PerTurn>1</PerTurn>
            <Provides>+2 Growth</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Gold</Attribute>
            <Value>5</Value>
            <PerTurn>1</PerTurn>
            <Provides>+5 Gildar per Season</Provides>
            <UpgradeComparisonID>2</UpgradeComparisonID>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>8</AIPriority>
            <AITag>Prestige</AITag>
        </AIData>
        <ArtDef>TheatreOfTheWind_ArtDef</ArtDef>
        <ImprovementTypeArtDef InternalName="TheatreOfTheWind_ArtDef">
            <ImprovementTypeArtSubPack InternalName="TheatreOfTheWind_Default">
                <TileDesign>K_Theatre_01</TileDesign>
                <ConstructionTileDesign>K_Construction1x1_01</ConstructionTileDesign>
                <DrawnIcon>Improvement_Theatre.png</DrawnIcon>
                <DrawnIconConstruction>Improvement_Theatre_C.png</DrawnIconConstruction>
                <Thumbnail>K_Theater_01_Thumb.png</Thumbnail>
                <Medallions InternalName="">
                    <All>K_Theater_01_Thumb.png</All>
                </Medallions>
            </ImprovementTypeArtSubPack>
        </ImprovementTypeArtDef>
    </ImprovementType>
    <ImprovementType InternalName="TimberMill">
        <DisplayName>Timber Mill</DisplayName>
        <Description>Timber Mills upgrade from Lumber Yards. They provide additional Production per Material yield.</Description>
        <RequiresCity>1</RequiresCity>
        <PreferredTerrain>Forest</PreferredTerrain>
        <UpgradeTier>3</UpgradeTier>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Weaponsmithing</Attribute>
        </Prereq>
        <LaborToBuild>432</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>ProductionPerMaterials</Attribute>
            <Value>3</Value>
            <PerTurn>1</PerTurn>
            <Provides>+3 Production per Material</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
            <UpgradeComparisonText>Production per Material</UpgradeComparisonText>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>Workshop</AITag>
        </AIData>
        <ArtDef>Art_TimberMill</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="TowerOfDominion">
        <DisplayName>Tower of Dominion</DisplayName>
        <Description>Tower of Dominion increases Growth and negates the Unrest penalty from the amount of cities in your empire.  It also increases Fame and is a great way to attract your first Champion.</Description>
        <AllowedPerFaction>1</AllowedPerFaction>
        <RequiresCity>1</RequiresCity>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <LaborToBuild>160</LaborToBuild>
        <GameModifier>
            <ModType>City</ModType>
            <Attribute>DisableCityCountUnrestPenalty</Attribute>
            <Provides>Negates the unrest penalty from the amount of cities in your empire</Provides>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Prestige</Attribute>
            <Value>1</Value>
            <PerTurn>1</PerTurn>
            <Provides>+1 Growth</Provides>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Fame</Attribute>
            <Value>10</Value>
            <Provides>+10 Fame</Provides>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>9</AIPriority>
            <AITag>Prestige</AITag>
            <AIEarlyBuildUpMultiplier>2</AIEarlyBuildUpMultiplier>
        </AIData>
        <ArtDef>Art_TowerOfDominion</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="TowerOfMagic1">
        <DisplayName>Tower of the Witch</DisplayName>
        <Description>Breon's tower of ice, symbolic of her homeland of Nimeria, allows you to channel her power and is one of the three towers that must be constructed before work starts on the Forge of the Overlord.</Description>
        <SpecialBuildingType>TowerOfMagic1</SpecialBuildingType>
        <AllowedPerFaction>1</AllowedPerFaction>
        <RequiresCity>1</RequiresCity>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Book_Of_Mastery</Attribute>
        </Prereq>
        <GameModifier>
            <ModType>ConstructionResourceCost</ModType>
            <Attribute>Gold</Attribute>
            <Value>-50</Value>
        </GameModifier>
        <LaborToBuild>703</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>AirMana</Attribute>
            <Value>1</Value>
            <PerTurn>1</PerTurn>
            <Provides>+1 Air Power</Provides>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>WaterMana</Attribute>
            <Value>1</Value>
            <PerTurn>1</PerTurn>
            <Provides>+1 Water Power</Provides>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5000</AIPriority>
            <AITag>Victory</AITag>
        </AIData>
        <ArtDef>Art_TowerOfTheWitchQueen</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="TowerOfMagic2">
        <DisplayName>Tower of the Sword</DisplayName>
        <Description>Argynn's steel tower.  This tower allows you to channel his power and is one of the three towers that must be constructed before work starts on the Forge of the Overlord.</Description>
        <SpecialBuildingType>TowerOfMagic2</SpecialBuildingType>
        <AllowedPerFaction>1</AllowedPerFaction>
        <RequiresCity>1</RequiresCity>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Book_Of_Mastery</Attribute>
        </Prereq>
        <GameModifier>
            <ModType>ConstructionResourceCost</ModType>
            <Attribute>Gold</Attribute>
            <Value>-50</Value>
        </GameModifier>
        <LaborToBuild>703</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>EarthMana</Attribute>
            <Value>1</Value>
            <PerTurn>1</PerTurn>
            <Provides>+1 Earth Power</Provides>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>WaterMana</Attribute>
            <Value>1</Value>
            <PerTurn>1</PerTurn>
            <Provides>+1 Water Power</Provides>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5000</AIPriority>
            <AITag>Victory</AITag>
        </AIData>
        <ArtDef>Art_TowerOfTheSword</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="TowerOfMagic3">
        <DisplayName>Tower of the Padars</DisplayName>
        <Description>Ereog's wooden tower is symbolic of his staff.  This tower allows you to channel his power and is one of the three towers that must be constructed before work starts on the Forge of the Overlord.</Description>
        <SpecialBuildingType>TowerOfMagic3</SpecialBuildingType>
        <AllowedPerFaction>1</AllowedPerFaction>
        <RequiresCity>1</RequiresCity>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Book_Of_Mastery</Attribute>
        </Prereq>
        <GameModifier>
            <ModType>ConstructionResourceCost</ModType>
            <Attribute>Gold</Attribute>
            <Value>-50</Value>
        </GameModifier>
        <LaborToBuild>703</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>AirMana</Attribute>
            <Value>1</Value>
            <PerTurn>1</PerTurn>
            <Provides>+1 Air Power</Provides>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>FireMana</Attribute>
            <Value>1</Value>
            <PerTurn>1</PerTurn>
            <Provides>+1 Fire Power</Provides>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5000</AIPriority>
            <AITag>Victory</AITag>
        </AIData>
        <ArtDef>Art_TowerOfThePadars</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="TowerOfMagic4">
        <DisplayName>Forge of the Overlord</DisplayName>
        <Description>Construct the Forge of the Overlord to be able to cast the Spell of Making and take control of the magical energies of Elemental.</Description>
        <SpecialBuildingType>ForgeOfTheOverlord</SpecialBuildingType>
        <AllowedPerFaction>1</AllowedPerFaction>
        <RequiresCity>1</RequiresCity>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <Prereq>
            <Type>BuildingRequirement</Type>
            <Attribute>TowerOfMagic1</Attribute>
            <Value>1</Value>
            <Target>Player</Target>
        </Prereq>
        <Prereq>
            <Type>BuildingRequirement</Type>
            <Attribute>TowerOfMagic2</Attribute>
            <Target>Player</Target>
        </Prereq>
        <Prereq>
            <Type>BuildingRequirement</Type>
            <Attribute>TowerOfMagic3</Attribute>
            <Target>Player</Target>
        </Prereq>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Book_Of_Mastery</Attribute>
        </Prereq>
        <GameModifier>
            <ModType>ConstructionResourceCost</ModType>
            <Attribute>Metal</Attribute>
            <Value>-50</Value>
        </GameModifier>
        <GameModifier>
            <ModType>ConstructionResourceCost</ModType>
            <Attribute>RefinedCrystal</Attribute>
            <Value>-50</Value>
        </GameModifier>
        <GameModifier>
            <ModType>ConstructionResourceCost</ModType>
            <Attribute>Gold</Attribute>
            <Value>-50</Value>
        </GameModifier>
        <LaborToBuild>1406</LaborToBuild>
        <GameModifier>
            <Provides>Allows the player to cast the Spell of Making</Provides>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>EarthMana</Attribute>
            <Value>1</Value>
            <PerTurn>1</PerTurn>
            <Provides>+1 Earth Power</Provides>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>FireMana</Attribute>
            <Value>1</Value>
            <PerTurn>1</PerTurn>
            <Provides>+1 Fire Power</Provides>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5000</AIPriority>
            <AITag>Victory</AITag>
        </AIData>
        <ArtDef>Art_ForgeOfTheOverlord</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="TowerOfTheMagi">
        <DisplayName>Tower of the Magi</DisplayName>
        <Description>The Tower of the Magi increases the spell resistance of all units produced in this city and protects the city from the spells of enemy casters.</Description>
        <RequiresCity>1</RequiresCity>
        <RequiresForceUnlock>1</RequiresForceUnlock>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <RequiresCityImprovement>1</RequiresCityImprovement>
        <RequiredImprovement>Conclave</RequiredImprovement>
        <LaborToBuild>0</LaborToBuild>
        <GameModifier>
            <ModType>CityTrainingBonus</ModType>
            <Attribute>TrainingBonus_ApplyUnitModifier_Add</Attribute>
            <StrVal>UnitStat_MagicResist</StrVal>
            <Value>10</Value>
            <Provides>+10 Spell Resistance for Trained Units</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
            <UpgradeComparisonText>Trained Unit Spell Resistance</UpgradeComparisonText>
        </GameModifier>
        <GameModifier>
            <ModType>City</ModType>
            <Attribute>ProtectFromSpells</Attribute>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>500</AIPriority>
            <AITag>CommandPost</AITag>
        </AIData>
        <ArtDef>Art_TowerOfTheMagi</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="TownHall">
        <DisplayName>Town Hall</DisplayName>
        <Description>Town Halls increase the borders of a city and reduce its Unrest level.</Description>
        <RequiresCity>1</RequiresCity>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <UpgradesToImprovement>Palace</UpgradesToImprovement>
        <UpgradeTier>2</UpgradeTier>
        <ZOCMinRadius>1</ZOCMinRadius>
        <ZOCMaxRadius>1</ZOCMaxRadius>
        <ZOCRadiusTurnsBeforeUpdate>0</ZOCRadiusTurnsBeforeUpdate>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Administration</Attribute>
        </Prereq>
        <LaborToBuild>208</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Unrest</Attribute>
            <Value>-20</Value>
            <PerTurn>1</PerTurn>
            <Provides>-20% Unrest</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
            <UpgradeComparisonText>Unrest</UpgradeComparisonText>
        </GameModifier>
        <GameModifier>
            <Value>1</Value>
            <Provides>+1 Zone of Control</Provides>
            <UpgradeComparisonID>2</UpgradeComparisonID>
            <UpgradeComparisonText>Zone of Control</UpgradeComparisonText>
            <UpgradeComparisonTooltipValue>1</UpgradeComparisonTooltipValue>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>7</AIPriority>
            <AITag>Economy</AITag>
        </AIData>
        <ArtDef>Art_TownHall</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="TradeGuild">
        <DisplayName>Base Town</DisplayName>
        <Description>Devote this city to agriculture and financial pursuits.  Towns generate more Gildar than other city types and have access to buildings that boost your entire empire.</Description>
        <RequiresCity>1</RequiresCity>
        <RequiresForceUnlock>1</RequiresForceUnlock>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <ZOCMinRadius>1</ZOCMinRadius>
        <ZOCMaxRadius>1</ZOCMaxRadius>
        <ZOCRadiusTurnsBeforeUpdate>0</ZOCRadiusTurnsBeforeUpdate>
        <LaborToBuild>0</LaborToBuild>
        <GameModifier>
            <Provides>+1 Zone of Control</Provides>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Research</Attribute>
            <Value>2</Value>
            <PerTurn>1</PerTurn>
            <Provides>+2 Research per Season</Provides>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Production</Attribute>
            <Value>2</Value>
            <PerTurn>1</PerTurn>
            <Provides>+2 Production</Provides>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Gold</Attribute>
            <Value>4</Value>
            <PerTurn>1</PerTurn>
            <Provides>+4 Gildar per Season</Provides>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>10</AIPriority>
            <AITag>Study</AITag>
        </AIData>
        <ArtDef>Art_TradeGuild</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="TrainingYard">
        <DisplayName>Training Yard</DisplayName>
        <Description>Training Yards increase the Accuracy of all units trained in a city while reducing their training costs.</Description>
        <RequiresCity>1</RequiresCity>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <RequiresCityImprovement>1</RequiresCityImprovement>
        <RequiredImprovement>Fortress</RequiredImprovement>
        <UpgradesToImprovement>Barracks</UpgradesToImprovement>
        <UpgradeTier>1</UpgradeTier>
        <LaborToBuild>154</LaborToBuild>
        <GameModifier>
            <ModType>CityTrainingBonus</ModType>
            <Attribute>TrainingBonus_ApplyUnitModifier_Add</Attribute>
            <StrVal>UnitStat_Accuracy</StrVal>
            <Value>10</Value>
            <Provides>+10 Accuracy for Trained Units</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
            <UpgradeComparisonText>Trained Unit Accuracy</UpgradeComparisonText>
        </GameModifier>
        <GameModifier>
            <ModType>City</ModType>
            <Attribute>TrainingDiscount</Attribute>
            <Value>0.1</Value>
            <Provides>-10% Unit Training cost</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
            <UpgradeComparisonText>Unit Training Discount</UpgradeComparisonText>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>CommandPost</AITag>
        </AIData>
        <ArtDef>Art_TrainingYard</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="TreasuryVault">
        <DisplayName>Treasury Vault</DisplayName>
        <Description>The Treasury Vault will greatly increase the Gildar of the nation able to construct it. It will allow the nation to gain interest on all Gildar they it has saved up.</Description>
        <AllowedPerGame>1</AllowedPerGame>
        <RequiresCity>1</RequiresCity>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <RequiresCityImprovement>1</RequiresCityImprovement>
        <RequiredImprovement>TradeGuild</RequiredImprovement>
        <UpgradeTier>3</UpgradeTier>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Economics</Attribute>
        </Prereq>
        <LaborToBuild>1687</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Gold</Attribute>
            <Value>6</Value>
            <PerTurn>1</PerTurn>
            <Provides>+6 Gildar per Season</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
        </GameModifier>
        <GameModifier>
            <ModType>ResourceMultiplier</ModType>
            <Attribute>Gold</Attribute>
            <Value>1</Value>
            <PerTurn>1</PerTurn>
            <IsProductionQueueEmpty>1</IsProductionQueueEmpty>
            <Provides>+30% Gildar when Producing Wealth</Provides>
            <Calculate InternalName="Calc" ValueOwner="OwnerCity">
                <Expression><![CDATA[[Constructing_ProduceWealth] * 0.3]]></Expression>
            </Calculate>
            <Calculate InternalName="Value" ValueOwner="OwnerCity">
                <Expression><![CDATA[[Calc] + 1]]></Expression>
            </Calculate>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Gold</Attribute>
            <PerTurn>1</PerTurn>
            <Provides>+1% Treasury Interest</Provides>
            <UpgradeComparisonID>3</UpgradeComparisonID>
            <UpgradeComparisonText>Gildar (from Treasury Interest)</UpgradeComparisonText>
            <Calculate InternalName="Calc" ValueOwner="OwnerCity">
                <Expression><![CDATA[[GetTreasury] * 0.01]]></Expression>
            </Calculate>
            <Calculate InternalName="Value" ValueOwner="OwnerCity">
                <Expression><![CDATA[[Calc]]]></Expression>
            </Calculate>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>10</AIPriority>
            <AITag>Merchant</AITag>
        </AIData>
        <ArtDef>Art_TreasuryVault</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="Underforge">
        <DisplayName>Underforge</DisplayName>
        <Description>Underforges reduce the labor cost of producing armored units while also amplifying Earth spells.</Description>
        <RequiresCity>1</RequiresCity>
        <RequiresForceUnlock>1</RequiresForceUnlock>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <RequiresCityImprovement>1</RequiresCityImprovement>
        <RequiredImprovement>Fortress</RequiredImprovement>
        <LaborToBuild>0</LaborToBuild>
        <GameModifier>
            <ModType>CityTrainingBonus</ModType>
            <Attribute>TrainingCostDiscount_Armor</Attribute>
            <StrVal>Labor</StrVal>
            <Value>0.5</Value>
            <Provides>-50% Production of Armor</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
            <UpgradeComparisonText>Armor Labor Cost Discount</UpgradeComparisonText>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>EarthMana</Attribute>
            <Value>1</Value>
            <PerTurn>1</PerTurn>
            <Provides>+1 Earth Power</Provides>
            <UpgradeComparisonID>2</UpgradeComparisonID>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>CommandPost</AITag>
        </AIData>
        <ArtDef>Art_Underforge</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="University">
        <DisplayName>University</DisplayName>
        <Description>The University will provide a substantial Research boost to the city it's constructed in.</Description>
        <AllowedPerFaction>1</AllowedPerFaction>
        <RequiresCity>1</RequiresCity>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <UpgradeTier>4</UpgradeTier>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Higher_Education</Attribute>
        </Prereq>
        <LaborToBuild>1406</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Research</Attribute>
            <Value>2</Value>
            <PerTurn>1</PerTurn>
            <Provides>+2 Research</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
        </GameModifier>
        <GameModifier>
            <ModType>ResourceMultiplier</ModType>
            <Attribute>Research</Attribute>
            <Value>1.5</Value>
            <PerTurn>1</PerTurn>
            <Provides>+50% Research</Provides>
            <UpgradeComparisonID>2</UpgradeComparisonID>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>12</AIPriority>
            <AITag>Study</AITag>
        </AIData>
        <ArtDef>Art_University</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="WarCollege">
        <DisplayName>War College</DisplayName>
        <Description>The War College greatly increases the quality of all units trained in the city it's built in while reducing their training costs. In addition, any trained units stationed in the city with your War College will have a chance to gain free experience every Season.</Description>
        <AllowedPerFaction>1</AllowedPerFaction>
        <RequiresCity>1</RequiresCity>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <RequiresCityImprovement>1</RequiresCityImprovement>
        <RequiredImprovement>Fortress</RequiredImprovement>
        <UpgradeTier>4</UpgradeTier>
        <Prereq>
            <Type>Allegiance</Type>
            <Attribute>Kingdom</Attribute>
        </Prereq>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>War_Colleges</Attribute>
        </Prereq>
        <LaborToBuild>1124</LaborToBuild>
        <GameModifier>
            <ModType>CityTrainingBonus</ModType>
            <Attribute>TrainingBonus_ApplyUnitModifier_Add</Attribute>
            <StrVal>UnitStat_Accuracy</StrVal>
            <Value>25</Value>
            <Provides>+25 Accuracy for Trained Units</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
            <UpgradeComparisonText>Trained Unit Accuracy</UpgradeComparisonText>
        </GameModifier>
        <GameModifier>
            <ModType>City</ModType>
            <Attribute>TrainingDiscount</Attribute>
            <Value>0.5</Value>
            <Provides>-50% Unit Training cost</Provides>
            <UpgradeComparisonID>2</UpgradeComparisonID>
            <UpgradeComparisonText>Unit Training Discount</UpgradeComparisonText>
        </GameModifier>
        <GameModifier>
            <ModType>CityTrainingBonus</ModType>
            <Attribute>TrainingBonus_LevelUpUnit</Attribute>
            <Value>2</Value>
            <Provides>+2 Levels for Trained Units</Provides>
            <UpgradeComparisonID>3</UpgradeComparisonID>
            <UpgradeComparisonText>Trained Unit Level</UpgradeComparisonText>
        </GameModifier>
        <GameModifier>
            <ModType>City</ModType>
            <Attribute>AdjustDefendingUnit</Attribute>
            <StrVal>UnitStat_CombatSpeed</StrVal>
            <Value>4</Value>
            <Provides>+4 Initiative for Defenders</Provides>
            <UpgradeComparisonID>4</UpgradeComparisonID>
            <UpgradeComparisonText>Defending Unit Initiative</UpgradeComparisonText>
        </GameModifier>
        <GameModifier>
            <ModType>CityTrainingBonus</ModType>
            <Attribute>TrainingBonus_ApplyAbilityBonus</Attribute>
            <StrVal>Enmity</StrVal>
            <Provides>Trained units get +25% Attack vs units of the opposite race</Provides>
        </GameModifier>
        <GameModifier>
            <ModType>StationedUnitStatBonus</ModType>
            <StrVal>UnitStat_Experience</StrVal>
            <StrVal2>OnlyTrainedUnits</StrVal2>
            <Value>1</Value>
            <BonusValue>100</BonusValue>
            <Provides>Stationed non-champion units gain 1xp/season</Provides>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>CommandPost</AITag>
        </AIData>
        <ArtDef>WarCollege_ArtDef</ArtDef>
        <ImprovementTypeArtDef InternalName="WarCollege_ArtDef">
            <ImprovementTypeArtSubPack InternalName="WarCollege_Default">
                <TileDesign>K_Armory_01</TileDesign>
                <ConstructionTileDesign>K_Construction1x1_01</ConstructionTileDesign>
                <DrawnIcon>Improvement_WarCollege.png</DrawnIcon>
                <DrawnIconConstruction>Improvement_WarCollege_C.png</DrawnIconConstruction>
                <Thumbnail>K_WarCollege_01_Thumb.png</Thumbnail>
                <Medallions InternalName="">
                    <All>K_WarCollege_01_Thumb.png</All>
                </Medallions>
            </ImprovementTypeArtSubPack>
        </ImprovementTypeArtDef>
    </ImprovementType>
    <ImprovementType InternalName="Warehouse">
        <DisplayName>Guild Warehouse</DisplayName>
        <Description>Guild Warehouses increases the Gildar a city produces when it's producing Wealth.</Description>
        <RequiresCity>1</RequiresCity>
        <RequiresForceUnlock>1</RequiresForceUnlock>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <RequiresCityImprovement>1</RequiresCityImprovement>
        <RequiredImprovement>TradeGuild</RequiredImprovement>
        <LaborToBuild>0</LaborToBuild>
        <GameModifier>
            <ModType>ResourceMultiplier</ModType>
            <Attribute>Gold</Attribute>
            <Value>1</Value>
            <PerTurn>1</PerTurn>
            <ApplyDuringConstruction>1</ApplyDuringConstruction>
            <Provides>+50% Gildar when the city is Producing Wealth</Provides>
            <Calculate InternalName="Calc" ValueOwner="OwnerCity">
                <Expression><![CDATA[[Constructing_ProduceWealth] * 0.5]]></Expression>
            </Calculate>
            <Calculate InternalName="Value" ValueOwner="OwnerCity">
                <Expression><![CDATA[[Calc] + 1]]></Expression>
            </Calculate>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>10</AIPriority>
            <AITag>Merchant</AITag>
        </AIData>
        <ArtDef>Art_Warehouse</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="WargDen">
        <DisplayName>Warg Den</DisplayName>
        <Description>Warg Dens can be built on Wild Wargs. They provide a Warg every 5 seasons.</Description>
        <IgnoreDuplicateImpLimit>1</IgnoreDuplicateImpLimit>
        <RequiresResource>1</RequiresResource>
        <SupportedResourceType>Wargs</SupportedResourceType>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <UpgradeTier>1</UpgradeTier>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Warg_Riding</Attribute>
        </Prereq>
        <LaborToBuild>166</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Wargs</Attribute>
            <Value>0.2</Value>
            <PerTurn>1</PerTurn>
            <Provides>+1 Warg per 5 Seasons</Provides>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPrefType>AIPrefType_MOUNT</AIPrefType>
            <AIPriority>5</AIPriority>
            <AITag>Workshop</AITag>
        </AIData>
        <ArtDef>Art_Kennel</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="WarriorTemple">
        <DisplayName>Warrior Temple</DisplayName>
        <Description>Warrior Temples increase the quality of all units trained in the city they're built in while reducing their training costs. In addition, any trained units stationed in cities with Warrior Temples will have a chance to gain free experience every Season.</Description>
        <AllowedPerFaction>1</AllowedPerFaction>
        <RequiresCity>1</RequiresCity>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <RequiresCityImprovement>1</RequiresCityImprovement>
        <RequiredImprovement>Fortress</RequiredImprovement>
        <UpgradeTier>4</UpgradeTier>
        <Prereq>
            <Type>Allegiance</Type>
            <Attribute>Empire</Attribute>
        </Prereq>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>War_Colleges</Attribute>
        </Prereq>
        <LaborToBuild>1124</LaborToBuild>
        <GameModifier>
            <ModType>CityTrainingBonus</ModType>
            <Attribute>TrainingBonus_ApplyUnitModifier_Add</Attribute>
            <StrVal>UnitStat_Accuracy</StrVal>
            <Value>25</Value>
            <Provides>+25 Accuracy for Trained Units</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
            <UpgradeComparisonText>Trained Unit Accuracy</UpgradeComparisonText>
        </GameModifier>
        <GameModifier>
            <ModType>City</ModType>
            <Attribute>TrainingDiscount</Attribute>
            <Value>0.5</Value>
            <Provides>-50% Unit Training cost</Provides>
            <UpgradeComparisonID>2</UpgradeComparisonID>
            <UpgradeComparisonText>Unit Training Discount</UpgradeComparisonText>
        </GameModifier>
        <GameModifier>
            <ModType>CityTrainingBonus</ModType>
            <Attribute>TrainingBonus_LevelUpUnit</Attribute>
            <Value>2</Value>
            <Provides>+2 Levels for Trained Units</Provides>
            <UpgradeComparisonID>3</UpgradeComparisonID>
            <UpgradeComparisonText>Trained Unit Level</UpgradeComparisonText>
        </GameModifier>
        <GameModifier>
            <ModType>City</ModType>
            <Attribute>AdjustDefendingUnit</Attribute>
            <StrVal>UnitStat_CombatSpeed</StrVal>
            <Value>4</Value>
            <Provides>+4 Initiative for Defenders</Provides>
            <UpgradeComparisonID>4</UpgradeComparisonID>
            <UpgradeComparisonText>Defending Unit Initiative</UpgradeComparisonText>
        </GameModifier>
        <GameModifier>
            <ModType>CityTrainingBonus</ModType>
            <Attribute>TrainingBonus_ApplyAbilityBonus</Attribute>
            <StrVal>Bloodthirsty</StrVal>
            <Provides>Trained Units get +25% Attack vs damaged enemies</Provides>
        </GameModifier>
        <GameModifier>
            <ModType>StationedUnitStatBonus</ModType>
            <StrVal>UnitStat_Experience</StrVal>
            <StrVal2>OnlyTrainedUnits</StrVal2>
            <Value>1</Value>
            <BonusValue>100</BonusValue>
            <Provides>Stationed non-champion units gain 1xp/season</Provides>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>CommandPost</AITag>
        </AIData>
        <ArtDef>WarriorTemple_ArtDef</ArtDef>
        <ImprovementTypeArtDef InternalName="WarriorTemple_ArtDef">
            <ImprovementTypeArtSubPack InternalName="WarriorTemple_Default">
                <TileDesign>F_Warrior_Temple_01</TileDesign>
                <ConstructionTileDesign>F_Construction1x1_01</ConstructionTileDesign>
                <DrawnIcon>Improvement_WarriorTemple.png</DrawnIcon>
                <DrawnIconConstruction>Improvement_WarriorTemple_C.png</DrawnIconConstruction>
                <Thumbnail>F_Warrior_Temple_01_Thumb.png</Thumbnail>
                <Medallions InternalName="">
                    <All>F_Warrior_Temple_01_Thumb.png</All>
                </Medallions>
            </ImprovementTypeArtSubPack>
        </ImprovementTypeArtDef>
    </ImprovementType>
    <ImprovementType InternalName="Watchtower">
        <DisplayName>Watchtower</DisplayName>
        <Description>Watchtowers provide a Catapult for city defense. All units trained here start with the Charge trait (+1 Moves and +2 Attack for the first action in combat).</Description>
        <RequiresCity>1</RequiresCity>
        <RequiresForceUnlock>1</RequiresForceUnlock>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <RequiresCityImprovement>1</RequiresCityImprovement>
        <RequiredImprovement>Fortress</RequiredImprovement>
        <LaborToBuild>0</LaborToBuild>
        <GameModifier>
            <ModType>CityTrainingBonus</ModType>
            <Attribute>TrainingBonus_ApplyAbilityBonus</Attribute>
            <StrVal>Charge</StrVal>
            <Provides>Trained units get +1 Move and +2 Attack on the first action in combat</Provides>
        </GameModifier>
        <GameModifier>
            <ModType>CityDefenseSummon</ModType>
            <Attribute>SummonUnitByClass</Attribute>
            <Value>1</Value>
            <Provides>+1 Catapult when Defending</Provides>
            <UnitClass>Catapult</UnitClass>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>CommandPost</AITag>
        </AIData>
        <ArtDef>Art_Watchtower</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="WaterAltar">
        <DisplayName>Water Altar</DisplayName>
        <Description>Water Altars can be built on Water Shards. They amplify Water spells and provide Mana every season.</Description>
        <SpecialBuildingType>Shard</SpecialBuildingType>
        <IgnoreDuplicateImpLimit>1</IgnoreDuplicateImpLimit>
        <RequiresCity>0</RequiresCity>
        <RequiresResource>1</RequiresResource>
        <SupportedResourceType>WaterShard</SupportedResourceType>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <UpgradesToImprovement>WaterShrine</UpgradesToImprovement>
        <UpgradeTier>1</UpgradeTier>
        <Prereq>
            <Type>RestrictedAbilityBonusOption</Type>
            <Attribute>Binding</Attribute>
            <Target>Player</Target>
        </Prereq>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Shard_Harvesting</Attribute>
        </Prereq>
        <LaborToBuild>80</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Mana</Attribute>
            <Value>1</Value>
            <PerTurn>1</PerTurn>
            <Provides>+1 Mana</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>WaterMana</Attribute>
            <Value>1</Value>
            <PerTurn>1</PerTurn>
            <Provides>+1 Water Power</Provides>
            <UpgradeComparisonID>2</UpgradeComparisonID>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>Shards</AITag>
        </AIData>
        <ArtDef>Art_WaterAltar</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="WaterAltar_Resoln">
        <DisplayName>Water Altar</DisplayName>
        <Description>Water Altars can be built on Water Shards. They amplify Water spells and provide Mana every season.</Description>
        <SpecialBuildingType>Shard</SpecialBuildingType>
        <IgnoreDuplicateImpLimit>1</IgnoreDuplicateImpLimit>
        <RequiresCity>0</RequiresCity>
        <RequiresResource>1</RequiresResource>
        <SupportedResourceType>WaterShard</SupportedResourceType>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <UpgradesToImprovement>WaterShrine_Resoln</UpgradesToImprovement>
        <UpgradeTier>1</UpgradeTier>
        <HideInHiergamenon>1</HideInHiergamenon>
        <Prereq>
            <Type>AbilityBonusOption</Type>
            <Attribute>Binding</Attribute>
            <Target>Player</Target>
        </Prereq>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Shard_Harvesting</Attribute>
        </Prereq>
        <LaborToBuild>80</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Mana</Attribute>
            <Value>1</Value>
            <PerTurn>1</PerTurn>
            <Provides>+1 Mana</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>WaterMana</Attribute>
            <Value>1</Value>
            <PerTurn>1</PerTurn>
            <Provides>+1 Water Power</Provides>
            <UpgradeComparisonID>2</UpgradeComparisonID>
        </GameModifier>
        <GameModifier>
            <ModType>Player</ModType>
            <Attribute>LimitedUnitCap</Attribute>
            <StrVal>MirrorElemental_Young</StrVal>
            <Value>1</Value>
            <Provides>Summons a Young Mirror Elemental</Provides>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>Shards</AITag>
        </AIData>
        <ArtDef>Art_WaterAltar</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="Watermill">
        <DisplayName>Watermill</DisplayName>
        <Description>Watermills are upgraded from Harbors. They increase Gildar, Production and Food in cities they are constructed in.</Description>
        <RequiresCity>1</RequiresCity>
        <PreferredTerrain>River</PreferredTerrain>
        <EncloseInCityWalls>0</EncloseInCityWalls>
        <UpgradeTier>4</UpgradeTier>
        <Prereq>
            <Type>Allegiance</Type>
            <Attribute>Kingdom</Attribute>
        </Prereq>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Economics</Attribute>
        </Prereq>
        <LaborToBuild>1124</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>FoodPerGrain</Attribute>
            <Value>15</Value>
            <PerTurn>1</PerTurn>
            <Provides>+15 Food per Grain</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
            <UpgradeComparisonText>Food per Grain</UpgradeComparisonText>
        </GameModifier>
        <GameModifier>
            <ModType>ResourceMultiplier</ModType>
            <Attribute>Gold</Attribute>
            <Value>1.2</Value>
            <PerTurn>1</PerTurn>
            <Provides>+20% Gildar</Provides>
            <UpgradeComparisonID>2</UpgradeComparisonID>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>ProductionPerMaterials</Attribute>
            <Value>3</Value>
            <PerTurn>1</PerTurn>
            <Provides>+3 Production per Material</Provides>
            <UpgradeComparisonID>3</UpgradeComparisonID>
            <UpgradeComparisonText>Production per Material</UpgradeComparisonText>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>10</AIPriority>
            <AITag>Workshop</AITag>
        </AIData>
        <ArtDef>Watermill_ArtDef</ArtDef>
        <ImprovementTypeArtDef InternalName="Watermill_ArtDef">
            <ImprovementTypeArtSubPack InternalName="Watermill_Default">
                <TileDesign>K_Watermill_01</TileDesign>
                <ConstructionTileDesign>K_Construction1x1_01</ConstructionTileDesign>
                <DrawnIcon>Improvement_Watermill.png</DrawnIcon>
                <DrawnIconConstruction>Improvement_Watermill.png</DrawnIconConstruction>
                <Thumbnail>K_Watermill_Thumb_01.png</Thumbnail>
                <Medallions InternalName="">
                    <All>K_Watermill_Thumb_01.png</All>
                </Medallions>
            </ImprovementTypeArtSubPack>
        </ImprovementTypeArtDef>
    </ImprovementType>
    <ImprovementType InternalName="WaterShrine">
        <DisplayName>Water Shrine</DisplayName>
        <Description>Water Shrines are upgraded from Water Altars. They amplify Water spells and provide additional Mana every season.</Description>
        <SpecialBuildingType>Shard</SpecialBuildingType>
        <IgnoreDuplicateImpLimit>1</IgnoreDuplicateImpLimit>
        <RequiresCity>0</RequiresCity>
        <RequiresResource>1</RequiresResource>
        <SupportedResourceType>WaterShard</SupportedResourceType>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <UpgradesToImprovement>WaterTemple</UpgradesToImprovement>
        <UpgradeTier>2</UpgradeTier>
        <Prereq>
            <Type>RestrictedAbilityBonusOption</Type>
            <Attribute>Binding</Attribute>
            <Target>Player</Target>
        </Prereq>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Immortal_Codex</Attribute>
        </Prereq>
        <LaborToBuild>166</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Mana</Attribute>
            <Value>2</Value>
            <PerTurn>1</PerTurn>
            <Provides>+2 Mana</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>WaterMana</Attribute>
            <Value>1</Value>
            <PerTurn>1</PerTurn>
            <Provides>+1 Water Power</Provides>
            <UpgradeComparisonID>2</UpgradeComparisonID>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>Shards</AITag>
        </AIData>
        <ArtDef>Art_WaterShrine</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="WaterShrine_Resoln">
        <DisplayName>Water Shrine</DisplayName>
        <Description>Water Shrines are upgraded from Water Altars. They amplify Water spells and provide additional Mana every season.</Description>
        <SpecialBuildingType>Shard</SpecialBuildingType>
        <IgnoreDuplicateImpLimit>1</IgnoreDuplicateImpLimit>
        <RequiresCity>0</RequiresCity>
        <RequiresResource>1</RequiresResource>
        <SupportedResourceType>WaterShard</SupportedResourceType>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <UpgradesToImprovement>WaterTemple_Resoln</UpgradesToImprovement>
        <UpgradeTier>2</UpgradeTier>
        <HideInHiergamenon>1</HideInHiergamenon>
        <Prereq>
            <Type>AbilityBonusOption</Type>
            <Attribute>Binding</Attribute>
            <Target>Player</Target>
        </Prereq>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Immortal_Codex</Attribute>
        </Prereq>
        <LaborToBuild>166</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Mana</Attribute>
            <Value>2</Value>
            <PerTurn>1</PerTurn>
            <Provides>+2 Mana</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>WaterMana</Attribute>
            <Value>1</Value>
            <PerTurn>1</PerTurn>
            <Provides>+1 Water Power</Provides>
            <UpgradeComparisonID>2</UpgradeComparisonID>
        </GameModifier>
        <GameModifier>
            <ModType>Player</ModType>
            <Attribute>LimitedUnitCap</Attribute>
            <StrVal>MirrorElemental</StrVal>
            <Value>1</Value>
            <Provides>Summons a Mirror Elemental</Provides>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>Shards</AITag>
        </AIData>
        <ArtDef>Art_WaterShrine</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="WaterTemple">
        <DisplayName>Water Temple</DisplayName>
        <Description>Water Temples are upgraded from Water Shrines. They amplify Water spells and provide additional Mana every season.</Description>
        <SpecialBuildingType>Shard</SpecialBuildingType>
        <IgnoreDuplicateImpLimit>1</IgnoreDuplicateImpLimit>
        <RequiresCity>0</RequiresCity>
        <RequiresResource>1</RequiresResource>
        <SupportedResourceType>WaterShard</SupportedResourceType>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <UpgradeTier>3</UpgradeTier>
        <Prereq>
            <Type>RestrictedAbilityBonusOption</Type>
            <Attribute>Binding</Attribute>
            <Target>Player</Target>
        </Prereq>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Ereogs_Journal</Attribute>
        </Prereq>
        <LaborToBuild>324</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Mana</Attribute>
            <Value>3</Value>
            <PerTurn>1</PerTurn>
            <Provides>+3 Mana</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>WaterMana</Attribute>
            <Value>1</Value>
            <PerTurn>1</PerTurn>
            <Provides>+1 Water Power</Provides>
            <UpgradeComparisonID>2</UpgradeComparisonID>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>Shards</AITag>
        </AIData>
        <ArtDef>Art_WaterTemple</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="WaterTemple_Resoln">
        <DisplayName>Water Temple</DisplayName>
        <Description>Water Temples are upgraded from Water Shrines. They amplify Water spells and provide additional Mana every season.</Description>
        <SpecialBuildingType>Shard</SpecialBuildingType>
        <IgnoreDuplicateImpLimit>1</IgnoreDuplicateImpLimit>
        <RequiresCity>0</RequiresCity>
        <RequiresResource>1</RequiresResource>
        <SupportedResourceType>WaterShard</SupportedResourceType>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <UpgradeTier>3</UpgradeTier>
        <HideInHiergamenon>1</HideInHiergamenon>
        <Prereq>
            <Type>AbilityBonusOption</Type>
            <Attribute>Binding</Attribute>
            <Target>Player</Target>
        </Prereq>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Ereogs_Journal</Attribute>
        </Prereq>
        <LaborToBuild>324</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Mana</Attribute>
            <Value>3</Value>
            <PerTurn>1</PerTurn>
            <Provides>+3 Mana</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>WaterMana</Attribute>
            <Value>1</Value>
            <PerTurn>1</PerTurn>
            <Provides>+1 Water Power</Provides>
            <UpgradeComparisonID>2</UpgradeComparisonID>
        </GameModifier>
        <GameModifier>
            <ModType>Player</ModType>
            <Attribute>LimitedUnitCap</Attribute>
            <StrVal>MirrorElemental_Ancient</StrVal>
            <Value>1</Value>
            <Provides>Summons an Ancient Mirror Elemental</Provides>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>Shards</AITag>
        </AIData>
        <ArtDef>Art_WaterTemple</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="Weaponsmith">
        <DisplayName>Weaponsmith</DisplayName>
        <Description>The Weaponsmith provides Attack and Defense bonuses for all trained units in a city while also greatly reducing their production costs.</Description>
        <AllowedPerFaction>1</AllowedPerFaction>
        <RequiresCity>1</RequiresCity>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <RequiresCityImprovement>1</RequiresCityImprovement>
        <RequiredImprovement>Fortress</RequiredImprovement>
        <UpgradeTier>4</UpgradeTier>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Weapons_Of_War</Attribute>
        </Prereq>
        <LaborToBuild>1124</LaborToBuild>
        <GameModifier>
            <ModType>CityTrainingBonus</ModType>
            <Attribute>TrainingBonus_ApplyUnitModifier_Add</Attribute>
            <StrVal>UnitStat_Defense_Pierce</StrVal>
            <Value>6</Value>
            <Provides>+6 Defense for Trained Units</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
            <UpgradeComparisonText>Trained Unit Defense</UpgradeComparisonText>
        </GameModifier>
        <GameModifier>
            <ModType>CityTrainingBonus</ModType>
            <Attribute>TrainingCostDiscount_Armor</Attribute>
            <StrVal>Labor</StrVal>
            <Value>0.5</Value>
            <Provides>-50% Labor Cost of Armor</Provides>
            <UpgradeComparisonID>4</UpgradeComparisonID>
            <UpgradeComparisonText>Armor Labor Cost Discount</UpgradeComparisonText>
        </GameModifier>
        <GameModifier>
            <ModType>CityTrainingBonus</ModType>
            <Attribute>TrainingCostDiscount_Weapon</Attribute>
            <StrVal>Labor</StrVal>
            <Value>0.5</Value>
            <Provides>-50% the Production cost of Weapons</Provides>
            <UpgradeComparisonID>5</UpgradeComparisonID>
            <UpgradeComparisonText>Weapon Labor Cost Discount</UpgradeComparisonText>
        </GameModifier>
        <GameModifier>
            <ModType>CityTrainingBonus</ModType>
            <Attribute>TrainingBonus_ApplyUnitModifier_Add</Attribute>
            <StrVal>UnitStat_Attack_Boost</StrVal>
            <Value>2</Value>
            <Provides>+2 Attack for Trained Units</Provides>
            <UpgradeComparisonID>6</UpgradeComparisonID>
            <UpgradeComparisonText>Trained Unit Attack</UpgradeComparisonText>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>10</AIPriority>
            <AITag>CommandPost</AITag>
            <AIAtWarMultiplier>2</AIAtWarMultiplier>
        </AIData>
        <ArtDef>Art_Weaponsmith</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="Well">
        <DisplayName>Well</DisplayName>
        <Description>Wells attract people from the wilderness to your city, increasing Growth.</Description>
        <RequiresCity>1</RequiresCity>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <RequiresCityImprovement>1</RequiresCityImprovement>
        <RequiredImprovement>TradeGuild</RequiredImprovement>
        <UpgradesToImprovement>Inn</UpgradesToImprovement>
        <UpgradeTier>1</UpgradeTier>
        <LaborToBuild>96</LaborToBuild>
        <GameModifier>
            <ModType>ResourceMultiplier</ModType>
            <Attribute>Food</Attribute>
            <Value>1.25</Value>
            <PerTurn>1</PerTurn>
            <Provides>+25% Food</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>10</AIPriority>
            <AITag>Prestige</AITag>
            <AIEarlyBuildUpMultiplier>15</AIEarlyBuildUpMultiplier>
        </AIData>
        <ArtDef>Art_Well</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="WoodenWall">
        <DisplayName>Wooden Wall</DisplayName>
        <Description>Wooden Walls improve a city's defenses by providing it with additional units and giving an Initiative bonus to all City Defenders.</Description>
        <RequiresCity>1</RequiresCity>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <RequiresCityImprovement>1</RequiresCityImprovement>
        <RequiredImprovement>Fortress</RequiredImprovement>
        <UpgradesToImprovement>Castle</UpgradesToImprovement>
        <UpgradeTier>1</UpgradeTier>
        <Prereq>
            <Type>Allegiance</Type>
            <Attribute>Empire</Attribute>
        </Prereq>
        <LaborToBuild>208</LaborToBuild>
        <GameModifier>
            <ModType>City</ModType>
            <Attribute>UpgradeCityWalls</Attribute>
            <StrVal>CityWalls_Fallen_Picket</StrVal>
        </GameModifier>
        <GameModifier>
            <ModType>CityDefenseSummon</ModType>
            <Attribute>SummonUnitByClass</Attribute>
            <Value>2</Value>
            <Multiplier>3</Multiplier>
            <Provides>+2 City Defender Groups</Provides>
            <UnitClass>CityDefender</UnitClass>
        </GameModifier>
        <GameModifier>
            <ModType>City</ModType>
            <Attribute>AdjustDefendingUnit</Attribute>
            <StrVal>UnitStat_CombatSpeed</StrVal>
            <Value>2</Value>
            <Provides>+2 Initiative for Defending Units</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
            <UpgradeComparisonText>Defending Unit Initiative</UpgradeComparisonText>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>Defensive</AITag>
            <AIAtWarMultiplier>2</AIAtWarMultiplier>
        </AIData>
        <ArtDef>WoodenWall_ArtDef</ArtDef>
        <ImprovementTypeArtDef InternalName="WoodenWall_ArtDef">
            <ImprovementTypeArtSubPack InternalName="WoodenWall_Default">
                <DrawnIcon>Improvement_WoodenWall.png</DrawnIcon>
                <DrawnIconConstruction>Improvement_WoodenWall_C.png</DrawnIconConstruction>
                <Thumbnail>F_Fort_02_Thumb.png</Thumbnail>
                <Medallions InternalName="">
                    <All>F_Fort_02_Thumb.png</All>
                </Medallions>
            </ImprovementTypeArtSubPack>
        </ImprovementTypeArtDef>
    </ImprovementType>
    <ImprovementType InternalName="Workshop">
        <DisplayName>Workshop</DisplayName>
        <Description>Workshops boost the Production a city gets from its Material yields.</Description>
        <RequiresCity>1</RequiresCity>
        <BarredTerrain>River</BarredTerrain>
        <BarredTerrain>SwampTerrain</BarredTerrain>
        <PreferredTerrain>City</PreferredTerrain>
        <PreferredTerrain>Category:Land</PreferredTerrain>
        <PreferredTerrain>Forest</PreferredTerrain>
        <UpgradesToImprovement>Mason</UpgradesToImprovement>
        <UpgradeTier>1</UpgradeTier>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Restoration</Attribute>
        </Prereq>
        <LaborToBuild>103</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>ProductionPerMaterials</Attribute>
            <Value>1</Value>
            <PerTurn>1</PerTurn>
            <Provides>+1 Production per Material</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
            <UpgradeComparisonText>Production per Material</UpgradeComparisonText>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>9</AIPriority>
            <AITag>Workshop</AITag>
            <AIEarlyBuildUpMultiplier>10</AIEarlyBuildUpMultiplier>
        </AIData>
        <ArtDef>Art_Workshop</ArtDef>
    </ImprovementType>
    <ImprovementType InternalName="ProduceGrowth">
        <DisplayName>Produce Growth</DisplayName>
        <Description>Producing Growth attracts more people to your city and is done instead of training units or constructing buildings.</Description>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Administration</Attribute>
        </Prereq>
        <LaborToBuild>-1</LaborToBuild>
        <GameModifier>
            <ModType>ResourceMultiplier</ModType>
            <Attribute>Prestige</Attribute>
            <Value>1</Value>
            <PerTurn>1</PerTurn>
            <ApplyDuringConstruction>1</ApplyDuringConstruction>
            <Provides>+50% Growth</Provides>
            <Calculate InternalName="Calc" ValueOwner="OwnerCity">
                <Expression><![CDATA[[Constructing_ProduceGrowth] * 0.5]]></Expression>
            </Calculate>
            <Calculate InternalName="Value" ValueOwner="OwnerCity">
                <Expression><![CDATA[[Calc] + 1]]></Expression>
            </Calculate>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>1</AIPriority>
            <AITag>Study</AITag>
        </AIData>
        <ArtDef>ProduceGrowth_ArtDef</ArtDef>
        <ImprovementTypeArtDef InternalName="ProduceGrowth_ArtDef">
            <ImprovementTypeArtSubPack InternalName="ProduceGrowth_Default">
                <DrawnIcon>Icon_Population.png</DrawnIcon>
                <Thumbnail>Icon_Population.png</Thumbnail>
            </ImprovementTypeArtSubPack>
        </ImprovementTypeArtDef>
    </ImprovementType>
    <ImprovementType InternalName="ProduceMana">
        <DisplayName>Produce Mana</DisplayName>
        <Description>Producing mana provides 1 Mana per Essense and is done instead of training units or constructing buildings.</Description>
        <Prereq>
            <Type>Resource</Type>
            <Attribute>TileYieldEssence</Attribute>
        </Prereq>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Arcane_Mastery</Attribute>
        </Prereq>
        <LaborToBuild>-1</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>Mana</Attribute>
            <PerTurn>1</PerTurn>
            <ApplyDuringConstruction>1</ApplyDuringConstruction>
            <Provides>+1 Mana per Essence</Provides>
            <UpgradeComparisonID>1</UpgradeComparisonID>
            <Calculate InternalName="Value" ValueOwner="OwnerCity">
                <Expression><![CDATA[[TileYieldEssence]]]></Expression>
            </Calculate>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>1</AIPriority>
            <AITag>Crystal</AITag>
        </AIData>
        <ArtDef>ProduceMana_ArtDef</ArtDef>
        <ImprovementTypeArtDef InternalName="ProduceMana_ArtDef">
            <ImprovementTypeArtSubPack InternalName="ProduceMana_Default">
                <DrawnIcon>Mana_Stat_Icon.png</DrawnIcon>
                <Thumbnail>Mana_Stat_Icon.png</Thumbnail>
            </ImprovementTypeArtSubPack>
        </ImprovementTypeArtDef>
    </ImprovementType>
    <ImprovementType InternalName="ProduceResearch">
        <DisplayName>Produce Research</DisplayName>
        <Description>Producing Research increases the amount of Research a city provides and is done instead of training units or constructing buildings.</Description>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Knowledge</Attribute>
        </Prereq>
        <LaborToBuild>-1</LaborToBuild>
        <GameModifier>
            <ModType>ResourceMultiplier</ModType>
            <Attribute>Research</Attribute>
            <Value>1</Value>
            <PerTurn>1</PerTurn>
            <ApplyDuringConstruction>1</ApplyDuringConstruction>
            <Provides>+50% Research</Provides>
            <Calculate InternalName="Calc" ValueOwner="OwnerCity">
                <Expression><![CDATA[[Constructing_ProduceResearch] * 0.5]]></Expression>
            </Calculate>
            <Calculate InternalName="Value" ValueOwner="OwnerCity">
                <Expression><![CDATA[[Calc] + 1]]></Expression>
            </Calculate>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>1</AIPriority>
            <AITag>Study</AITag>
        </AIData>
        <ArtDef>ProduceResearch_ArtDef</ArtDef>
        <ImprovementTypeArtDef InternalName="ProduceResearch_ArtDef">
            <ImprovementTypeArtSubPack InternalName="ProduceResearch_Default">
                <DrawnIcon>Tech_Icon.png</DrawnIcon>
                <Thumbnail>Tech_Icon.png</Thumbnail>
            </ImprovementTypeArtSubPack>
        </ImprovementTypeArtDef>
    </ImprovementType>
    <ImprovementType InternalName="ProduceWealth">
        <DisplayName>Produce Wealth</DisplayName>
        <Description>Producing Gildar increases the amount of Gildar a city provides and is done instead of training units or constructing buildings.</Description>
        <Prereq>
            <Type>Tech</Type>
            <Attribute>Civics</Attribute>
        </Prereq>
        <LaborToBuild>-1</LaborToBuild>
        <GameModifier>
            <ModType>ResourceMultiplier</ModType>
            <Attribute>Gold</Attribute>
            <Value>1</Value>
            <PerTurn>1</PerTurn>
            <ApplyDuringConstruction>1</ApplyDuringConstruction>
            <Provides>+50% Gildar</Provides>
            <Calculate InternalName="Calc" ValueOwner="OwnerCity">
                <Expression><![CDATA[[Constructing_ProduceWealth] * 0.5]]></Expression>
            </Calculate>
            <Calculate InternalName="Value" ValueOwner="OwnerCity">
                <Expression><![CDATA[[Calc] + 1]]></Expression>
            </Calculate>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>1</AIPriority>
            <AITag>Study</AITag>
        </AIData>
        <ArtDef>ProduceWealth_ArtDef</ArtDef>
        <ImprovementTypeArtDef InternalName="ProduceWealth_ArtDef">
            <ImprovementTypeArtSubPack InternalName="ProduceWealth_Default">
                <DrawnIcon>Icon_Gold.png</DrawnIcon>
                <Thumbnail>Icon_Gold.png</Thumbnail>
            </ImprovementTypeArtSubPack>
        </ImprovementTypeArtDef>
    </ImprovementType>
</ImprovementTypes>
