Civilization Wiki
(added info)
No edit summary
(19 intermediate revisions by 4 users not shown)
Line 17: Line 17:
 
obsolete = "Flight",
 
obsolete = "Flight",
 
effect = "Causes its city to produce one extra Commerce in every square that already produces at least one. <br>Can become a tourist attraction.",
 
effect = "Causes its city to produce one extra Commerce in every square that already produces at least one. <br>Can become a tourist attraction.",
notes = "Can only be built in a coastal city. <br>May trigger Golden Age for [[Expansionist (Civ3)|Expansionist]], [[Seafaring (Civ3)|Seafaring]] or [[Religious (Civ3)|Religious]] civilizations."}
+
notes = "Can only be built in a coastal city.", affinity = {"Commercial", "Expansionist", "Seafaring"}}
 
data["Copernicus' Observatory"] = {
 
data["Copernicus' Observatory"] = {
 
reqtech = "Astronomy",
 
reqtech = "Astronomy",
Line 34: Line 34:
 
culture = 2,
 
culture = 2,
 
effect = "Gives the benefits of a second [[Palace (Civ3)|Palace]] in the city that builds it.",
 
effect = "Gives the benefits of a second [[Palace (Civ3)|Palace]] in the city that builds it.",
notes = "The civilization must have at least eight cities (on a standard size map) under its control."}
+
notes = "The civilization must have at least eight cities (on a standard size map) under its control.", affinity = {"Religious"}}
 
data["Great Library"] = {
 
data["Great Library"] = {
 
reqtech = "Literature",
 
reqtech = "Literature",
Line 41: Line 41:
 
obsolete = "Education",
 
obsolete = "Education",
 
effect = "The civilization that builds the Great Library gets any Civilization Advance already discovered by two other known civilizations for free.<br>Can become a tourist attraction.",
 
effect = "The civilization that builds the Great Library gets any Civilization Advance already discovered by two other known civilizations for free.<br>Can become a tourist attraction.",
notes = "May trigger Golden Age for [[Scientific (Civ3)|Scientific]] civilizations."}
+
notes = "", affinity = {"Scientific"}}
 
data["Great Lighthouse"] = {
 
data["Great Lighthouse"] = {
 
reqtech = "Map Making",
 
reqtech = "Map Making",
Line 48: Line 48:
 
obsolete = "Magnetism",
 
obsolete = "Magnetism",
 
effect = "[[Galley (Civ3)|Galleys]] can move safely in and out of [[Sea (Civ3)|sea]] squares, and all naval unit movement rates are increased by one.<br>Can become a tourist attraction.",
 
effect = "[[Galley (Civ3)|Galleys]] can move safely in and out of [[Sea (Civ3)|sea]] squares, and all naval unit movement rates are increased by one.<br>Can become a tourist attraction.",
notes = "May trigger Golden Age for [[Expansionist (Civ3)|Expansionist]] and [[Commercial (Civ3)|Commercial]] civilizations."}
+
notes = "", affinity = {"Commercial", "Expansionist", "Seafaring"}}
 
data["Great Wall"] = {
 
data["Great Wall"] = {
 
reqtech = "Construction",
 
reqtech = "Construction",
Line 55: Line 55:
 
obsolete = "Metallurgy",
 
obsolete = "Metallurgy",
 
effect = "Doubles the effect of [[Walls (Civ3)|Walls]] in cities that have them. <br>Doubles unit combat values versus barbarians.<br>Can become a tourist attraction.",
 
effect = "Doubles the effect of [[Walls (Civ3)|Walls]] in cities that have them. <br>Doubles unit combat values versus barbarians.<br>Can become a tourist attraction.",
notes = "May trigger Golden Age for [[Militaristic (Civ3)|Militaristic]] or [[Industrious (Civ3)|Industrious]] civilizations."}
+
notes = "", affinity = {"Militaristic", "Industrious"}}
 
data["Hanging Gardens"] = {
 
data["Hanging Gardens"] = {
 
reqtech = "Monarchy",
 
reqtech = "Monarchy",
Line 62: Line 62:
 
obsolete = "Steam Power",
 
obsolete = "Steam Power",
 
effect = "Makes three unhappy citizens content in its city and one unhappy citizen content in all other friendly cities.<br>Can become a tourist attraction.",
 
effect = "Makes three unhappy citizens content in its city and one unhappy citizen content in all other friendly cities.<br>Can become a tourist attraction.",
notes = "May trigger Golden Age for [[Industrious (Civ3)|Industrious]] civilizations."}
+
notes = "", affinity = {"Industrious","Agricultural"}}
 
data["Hoover Dam"] = {
 
data["Hoover Dam"] = {
 
reqtech = "Electronics",
 
reqtech = "Electronics",
Line 73: Line 73:
 
culture = 4,
 
culture = 4,
 
effect = "Increases the chances of the appearance of [[Leader (Civ3)|Leaders]] from victorious combat.",
 
effect = "Increases the chances of the appearance of [[Leader (Civ3)|Leaders]] from victorious combat.",
notes = "The civilization must had have a victorious [[Army (Civ3)|Army]]."}
+
notes = "The civilization must have had a victorious [[Army (Civ3)|Army]].", affinity = {"Seafaring", "Religious"}}
 
data["Intelligence Agency"] = {
 
data["Intelligence Agency"] = {
 
reqtech = "Espionage",
 
reqtech = "Espionage",
Line 80: Line 80:
 
effect = "Allows civ to undertake espionage missions."}
 
effect = "Allows civ to undertake espionage missions."}
 
data["Internet"] = {
 
data["Internet"] = {
reqtech = "?",
+
reqtech = "Miniaturization",
cost = 1,
+
cost = 1000,
culture = 1,
+
culture = 4,
effect = "please update",
+
effect = "Puts a [[Research Lab (Civ3)|Research Lab]] in every city on the same continent.",
 
notes = "Added in [[Civilization III: Play the World|Play the World]]."}
 
notes = "Added in [[Civilization III: Play the World|Play the World]]."}
 
data["Iron Works"] = {
 
data["Iron Works"] = {
Line 91: Line 91:
 
effect = "Production increased 100% in the city.",
 
effect = "Production increased 100% in the city.",
 
notes = "The city must have ''both'' Coal and Iron in its city radius."}
 
notes = "The city must have ''both'' Coal and Iron in its city radius."}
data["J.S. Bach's Cathedral"] = {
+
data["JS Bach's Cathedral"] = {
 
reqtech = "Music Theory",
 
reqtech = "Music Theory",
 
cost = 600,
 
cost = 600,
Line 100: Line 100:
 
reqtech = "Chivalry",
 
reqtech = "Chivalry",
 
cost = 300,
 
cost = 300,
culture = 3,
+
culture = 2,
 
obsolete = "Steam Power",
 
obsolete = "Steam Power",
 
effect = "Produces one [[Crusader (Civ3)|Crusader]] every 5 turns.",
 
effect = "Produces one [[Crusader (Civ3)|Crusader]] every 5 turns.",
Line 132: Line 132:
 
reqtech = "Philosophy",
 
reqtech = "Philosophy",
 
cost = 200,
 
cost = 200,
culture = 3,
+
culture = 2,
 
effect = "Produces 3 happy citizens in the city.<br>Can become a tourist attraction.",
 
effect = "Produces 3 happy citizens in the city.<br>Can become a tourist attraction.",
notes = "Added in [[Civilization III: Conquests|Conquests]]."}
+
notes = "Added in [[Civilization III: Conquests|Conquests]].", affinity = {"Scientific", "Seafaring"}}
 
data["Military Academy"] = {
 
data["Military Academy"] = {
 
reqtech = "Military Tradition",
 
reqtech = "Military Tradition",
 
cost = 400,
 
cost = 400,
 
culture = 1,
 
culture = 1,
effect = "The city with the Military Academy can build [[Army (Civ3)|Armies]] without the benefit of a [[Leader (Civ3)|Leader]].",
+
effect = "The city with the Military Academy can build [[Army (Civ3)|Armies]] without the benefit of a [[Leader (Civ3)|Leader]].<br>Overall Attack and Defense values of Armies increased by 25%.",
notes = "The civilization must have had a victorious army."}
+
notes = "The civilization must have had a victorious army.", affinity = {"Militaristic"}}
 
data["Newton's University"] = {
 
data["Newton's University"] = {
 
reqtech = "Theory of Gravity",
 
reqtech = "Theory of Gravity",
Line 153: Line 153:
 
obsolete = "Theology",
 
obsolete = "Theology",
 
effect = "Doubles the effect of [[Temple (Civ3)|Temples]] in the empire.<br>Can become a tourist attraction.",
 
effect = "Doubles the effect of [[Temple (Civ3)|Temples]] in the empire.<br>Can become a tourist attraction.",
notes = "May trigger Golden Age for [[Religious (Civ3)|Religious]] civilizations."}
+
notes = "", affinity = {"Religious"}}
 
data["Pentagon"] = {
 
data["Pentagon"] = {
 
cost = 400,
 
cost = 400,
 
culture = 1,
 
culture = 1,
 
effect = "Increases the unit capacity of all the civilization's [[Army (Civ3)|armies]] from three to four.",
 
effect = "Increases the unit capacity of all the civilization's [[Army (Civ3)|armies]] from three to four.",
notes = "The civilization must have at least three armies in the field."}
+
notes = "The civilization must have at least three armies in the field.", affinity = {"Militaristic"}}
 
data["Pyramids"] = {
 
data["Pyramids"] = {
 
reqtech = "Masonry",
 
reqtech = "Masonry",
Line 164: Line 164:
 
culture = 4,
 
culture = 4,
 
effect = "Puts a [[Granary (Civ3)|Granary]] in every city on the same continent.<br>Can become a tourist attraction.",
 
effect = "Puts a [[Granary (Civ3)|Granary]] in every city on the same continent.<br>Can become a tourist attraction.",
notes = "May trigger Golden Age for [[Religious (Civ3)|Religious]] civilizations."}
+
notes = "May trigger Golden Age for [[Religious (Civ3)|Religious]] civilizations.", affinity = {"Agricultural","Religious", "Industrious"}}
 
data["Strategic Missile Defense"] = {
 
data["Strategic Missile Defense"] = {
 
reqtech = "Integrated Defense",
 
reqtech = "Integrated Defense",
Line 176: Line 176:
 
culture = 3,
 
culture = 3,
 
effect = "Allows a [[Communism (government) (Civ3)|communist]] civilization to build<br>the equivalent of a second [[Forbidden Palace (Civ3)|Forbidden Palace]].",
 
effect = "Allows a [[Communism (government) (Civ3)|communist]] civilization to build<br>the equivalent of a second [[Forbidden Palace (Civ3)|Forbidden Palace]].",
notes = "<br>Added in [[Civilization III: Conquests|Conquests]]."}
+
notes = "Added in [[Civilization III: Conquests|Conquests]]."}
 
data["SETI Program"] = {
 
data["SETI Program"] = {
 
reqtech = "Computers",
 
reqtech = "Computers",
Line 187: Line 187:
 
cost = 400,
 
cost = 400,
 
culture = 8,
 
culture = 8,
effect = "Eight unhappy citizens in the city are made content.<br>Can become a tourist attraction."}
+
effect = "Eight unhappy citizens in the city are made content. <br> Acts as a [[Hospital]], allowing city to grow beyond 12.<br>Can become a tourist attraction."}
 
data["Sistine Chapel"] = {
 
data["Sistine Chapel"] = {
 
reqtech = "Theology",
 
reqtech = "Theology",
Line 198: Line 198:
 
cost = 600,
 
cost = 600,
 
culture = 3,
 
culture = 3,
effect = "Pays maintenance costs for all trade-based city improvements([[Harbor (Civ3)|Harbors]], [[Marketplace (Civ3)|Marketplaces]], [[Bank (Civ3)|Banks]], and [[Airport (Civ3)|Airports]]).",
+
effect = "Pays maintenance costs for all trade-based city improvements ([[Harbor (Civ3)|Harbors]], [[Marketplace (Civ3)|Marketplaces]], [[Bank (Civ3)|Banks]], and [[Airport (Civ3)|Airports]]).",
 
notes = "May trigger Golden Age for [[Commercial (Civ3)|Commercial]] civilizations."}
 
notes = "May trigger Golden Age for [[Commercial (Civ3)|Commercial]] civilizations."}
 
data["Statue of Zeus"] = {
 
data["Statue of Zeus"] = {
 
reqtech = "Mathematics",
 
reqtech = "Mathematics",
  +
reqresource = {"Ivory"},
 
cost = 200,
 
cost = 200,
culture = 3,
+
culture = 4,
 
obsolete = "Metallurgy",
 
obsolete = "Metallurgy",
effect = "Produces one [[Ancient Calvary (Civ3)|Ancient Calvary]] every 5 turns.<br>Can become a tourist attraction.",
+
effect = "Produces one [[Ancient Cavalry (Civ3)|Ancient Cavalry]] every 5 turns.<br>Can become a tourist attraction.",
notes = "Requires Ivory.<br>Added in [[Civilization III: Conquests|Conquests]]."}
+
notes = "Added in [[Civilization III: Conquests|Conquests]].", affinity = {"Militaristic", "Religious"}}
 
data["Sun Tzu's Art of War"] = {
 
data["Sun Tzu's Art of War"] = {
 
reqtech = "Feudalism",
 
reqtech = "Feudalism",
Line 216: Line 217:
 
reqtech = "Polytheism",
 
reqtech = "Polytheism",
 
cost = 500,
 
cost = 500,
culture = 3,
+
culture = 4,
 
obsolete = "Education",
 
obsolete = "Education",
 
effect = "Places a [[Temple (Civ3)|Temple]] in every city on the same continent.<br>Can become a tourist attraction.",
 
effect = "Places a [[Temple (Civ3)|Temple]] in every city on the same continent.<br>Can become a tourist attraction.",
notes = "Added in [[Civilization III: Conquests|Conquests]]."}
+
notes = "Added in [[Civilization III: Conquests|Conquests]].", affinity = {"Religious"}}
 
data["Theory of Evolution"] = {
 
data["Theory of Evolution"] = {
 
reqtech = "Scientific Method",
 
reqtech = "Scientific Method",
Line 236: Line 237:
 
cost = 800,
 
cost = 800,
 
culture = 4,
 
culture = 4,
effect = "Reduces war weariness in all cities.",
+
effect = "Reduces [[War weariness (Civ3)|War weariness]] in all cities.",
 
notes = "May trigger Golden Age for [[Militaristic (Civ3)|Militaristic]] civilizations."}
 
notes = "May trigger Golden Age for [[Militaristic (Civ3)|Militaristic]] civilizations."}
 
data["Wall Street"] = {
 
data["Wall Street"] = {
Line 242: Line 243:
 
culture = 2,
 
culture = 2,
 
effect = "The treasury begins earning 5% interest every turn with a maximum cap of 50 gold per turn.",
 
effect = "The treasury begins earning 5% interest every turn with a maximum cap of 50 gold per turn.",
notes = "The civilization must have at least five [[Bank (Civ3)|banks]] in cities it controls."}
+
notes = "The civilization must have at least five [[Stock_Exchange (Civ3)|Stock Exchanges]] in cities it controls."}
 
return data
 
return data

Revision as of 15:15, 11 August 2020

Documentation for this module may be created at Module:Data/Civ3/Wonders/doc

local data = {}
data["Apollo Program"] = {
	reqtech = "Space Flight",
	reqresource = {"Aluminum"},
	cost = 500,
	culture = 2,
        effect = "Allows civ to begin construction of the [[Spaceship (Civ3)|Spaceship]]."}
data["Battlefield Medicine"] = {
	cost = 500,
	culture = 1,
        effect = "Allows military units to heal in enemy territory.",
        notes = "The civilization must have at least five [[Hospital (Civ3)|hospitals]] in cities it controls."}
data["Colossus"] = {
	reqtech = "Bronze Working",
	cost = 200,
	culture = 3,
	obsolete = "Flight",
        effect = "Causes its city to produce one extra Commerce in every square that already produces at least one. <br>Can become a tourist attraction.",
        notes = "Can only be built in a coastal city.", affinity = {"Commercial", "Expansionist", "Seafaring"}}
data["Copernicus' Observatory"] = {
	reqtech = "Astronomy",
	cost = 400,
	culture = 4,
        effect = "Doubles scientific research in the city. <br>Can become a tourist attraction.",
        notes = "Can only be built in a coastal city. <br>May trigger Golden Age for [[Expansionist (Civ3)|Expansionist]] civilizations."}
data["Cure for Cancer"] = {
	reqtech = "Genetics",
	cost = 1000,
	culture = 3,
        effect = "Makes one unhappy citizen content in every city.",
        notes = "May trigger Golden Age for [[Scientific (Civ3)|Scientific]] civilizations."}
data["Forbidden Palace"] = {
	cost = 200,
	culture = 2,
        effect = "Gives the benefits of a second [[Palace (Civ3)|Palace]] in the city that builds it.",
        notes = "The civilization must have at least eight cities (on a standard size map) under its control.", affinity = {"Religious"}}
data["Great Library"] = {
	reqtech = "Literature",
	cost = 400,
	culture = 6,
	obsolete = "Education",
        effect = "The civilization that builds the Great Library gets any Civilization Advance already discovered by two other known civilizations for free.<br>Can become a tourist attraction.",
        notes = "", affinity = {"Scientific"}}
data["Great Lighthouse"] = {
	reqtech = "Map Making",
	cost = 300,
	culture = 2,
	obsolete = "Magnetism",
        effect = "[[Galley (Civ3)|Galleys]] can move safely in and out of [[Sea (Civ3)|sea]] squares, and all naval unit movement rates are increased by one.<br>Can become a tourist attraction.",
        notes = "", affinity = {"Commercial", "Expansionist", "Seafaring"}}
data["Great Wall"] = {
	reqtech = "Construction",
	cost = 200,
	culture = 2,
	obsolete = "Metallurgy",
        effect = "Doubles the effect of [[Walls (Civ3)|Walls]] in cities that have them. <br>Doubles unit combat values versus barbarians.<br>Can become a tourist attraction.",
        notes = "", affinity = {"Militaristic", "Industrious"}}
data["Hanging Gardens"] = {
	reqtech = "Monarchy",
	cost = 300,
	culture = 4,
	obsolete = "Steam Power",
        effect = "Makes three unhappy citizens content in its city and one unhappy citizen content in all other friendly cities.<br>Can become a tourist attraction.",
        notes = "", affinity = {"Industrious","Agricultural"}}
data["Hoover Dam"] = {
	reqtech = "Electronics",
	cost = 800,
	culture = 2,
        effect = "Brings the effects of a [[Hydro Plant (Civ3)|Hydro Plant]] to all cities on the same continent.<br>Can become a tourist attraction.",
        notes = "To build the Hoover Dam a city must have a river within its radius. <br>May trigger Golden Age for [[Industrious (Civ3)|Industrious]] civilizations."}
data["Heroic Epic"] = {
	cost = 200,
	culture = 4,
        effect = "Increases the chances of the appearance of [[Leader (Civ3)|Leaders]] from victorious combat.",
        notes = "The civilization must have had a victorious [[Army (Civ3)|Army]].", affinity = {"Seafaring", "Religious"}}
data["Intelligence Agency"] = {
	reqtech = "Espionage",
	cost = 400,
	culture = 1,
        effect = "Allows civ to undertake espionage missions."}
data["Internet"] = {
	reqtech = "Miniaturization",
	cost = 1000,
	culture = 4,
        effect = "Puts a [[Research Lab (Civ3)|Research Lab]] in every city on the same continent.",
        notes = "Added in [[Civilization III: Play the World|Play the World]]."}
data["Iron Works"] = {
	reqresource = {"Iron", "Coal"},
	cost = 300,
	culture = 2,
        effect = "Production increased 100% in the city.",
        notes = "The city must have ''both'' Coal and Iron in its city radius."}
data["JS Bach's Cathedral"] = {
	reqtech = "Music Theory",
	cost = 600,
	culture = 6,
        effect = "Decreases the number of unhappy citizens on the continent by two per city.<br>Can become a tourist attraction.",
        notes = "May trigger Golden Age for [[Religious (Civ3)|Religious]] civilizations."}
data["Knights Templar"] = {
	reqtech = "Chivalry",
	cost = 300,
	culture = 2,
	obsolete = "Steam Power",
        effect = "Produces one [[Crusader (Civ3)|Crusader]] every 5 turns.",
        notes = "Added in [[Civilization III: Conquests|Conquests]]."}
data["Leonardo's Workshop"] = {
	reqtech = "Invention",
	cost = 600,
	culture = 2,
        effect = "Obsolete military units can be upgraded at half price.<br>Can become a tourist attraction.",
        notes = "May trigger Golden Age for [[Militaristic (Civ3)|Militaristic]] civilizations."}
data["Longevity"] = {
	reqtech = "Genetics",
	cost = 1000,
	culture = 3,
        effect = "All cities get a population increase of two instead of one when the Food Storage box is full.",
        notes = "May trigger Golden Age for [[Scientific (Civ3)|Scientific]] civilizations."}
data["Magellan's Voyage"] = {
	reqtech = "Navigation",
	cost = 400,
	culture = 3,
        effect = "The movement rate of all naval unit is increased by one.",
        notes = "May trigger Golden Age for [[Expansionist (Civ3)|Expansionist]] or [[Commercial (Civ3)|Commercial]] civilizations."}
data["Manhattan Project"] = {
	reqtech = "Fission",
	reqresource = {"Uranium"},
	cost = 800,
	culture = 2,
        effect = "Allows the construction of nuclear weapons by '''all''' civilizations.",
        notes = "May trigger Golden Age for [[Militaristic (Civ3)|Militaristic]] or [[Industrious (Civ3)|Industrious]] civilizations."}
data["Mausoleum of Mausollos"] = {
	reqtech = "Philosophy",
	cost = 200,
	culture = 2,
        effect = "Produces 3 happy citizens in the city.<br>Can become a tourist attraction.",
        notes = "Added in [[Civilization III: Conquests|Conquests]].", affinity = {"Scientific", "Seafaring"}}
data["Military Academy"] = {
	reqtech = "Military Tradition",
	cost = 400,
	culture = 1,
        effect = "The city with the Military Academy can build [[Army (Civ3)|Armies]] without the benefit of a [[Leader (Civ3)|Leader]].<br>Overall Attack and Defense values of Armies increased by 25%.",
        notes = "The civilization must have had a victorious army.", affinity = {"Militaristic"}}
data["Newton's University"] = {
	reqtech = "Theory of Gravity",
	cost = 400,
	culture = 6,
        effect = "Doubles scientific research in the city.<br>Can become a tourist attraction.",
        notes = "May trigger Golden Age for [[Scientific (Civ3)|Scientific]] civilizations."}
data["Oracle"] = {
	reqtech = "Mysticism",
	cost = 300,
	culture = 4,
	obsolete = "Theology",
        effect = "Doubles the effect of [[Temple (Civ3)|Temples]] in the empire.<br>Can become a tourist attraction.",
        notes = "", affinity = {"Religious"}}
data["Pentagon"] = {
	cost = 400,
	culture = 1,
        effect = "Increases the unit capacity of all the civilization's [[Army (Civ3)|armies]] from three to four.",
        notes = "The civilization must have at least three armies in the field.", affinity = {"Militaristic"}}
data["Pyramids"] = {
	reqtech = "Masonry",
	cost = 400,
	culture = 4,
        effect = "Puts a [[Granary (Civ3)|Granary]] in every city on the same continent.<br>Can become a tourist attraction.",
        notes = "May trigger Golden Age for [[Religious (Civ3)|Religious]] civilizations.", affinity = {"Agricultural","Religious", "Industrious"}}
data["Strategic Missile Defense"] = {
	reqtech = "Integrated Defense",
	cost = 500,
	culture = 1,
        effect = "Offers a 75% chance of intercepting enemy [[ICBM (Civ3)|ICBMs]].",
        notes = "The civilization must have at least five [[SAM Missile Battery (Civ3)|SAM Batteries]] in cities it controls."}
data["Secret Police Headquarters"] = {
	reqtech = "Espionage",
	cost = 200,
	culture = 3,
        effect = "Allows a [[Communism (government) (Civ3)|communist]] civilization to build<br>the equivalent of a second [[Forbidden Palace (Civ3)|Forbidden Palace]].",
        notes = "Added in [[Civilization III: Conquests|Conquests]]."}
data["SETI Program"] = {
	reqtech = "Computers",
	cost = 1000,
	culture = 3,
        effect = "Doubles scientific research in the city.",
        notes = "May trigger Golden Age for [[Expansionist (Civ3)|Expansionist]] civilizations."}
data["Shakespeare's Theater"] = {
	reqtech = "Free Artistry",
	cost = 400,
	culture = 8,
        effect = "Eight unhappy citizens in the city are made content. <br> Acts as a [[Hospital]], allowing city to grow beyond 12.<br>Can become a tourist attraction."}
data["Sistine Chapel"] = {
	reqtech = "Theology",
	cost = 600,
	culture = 6,
        effect = "Doubles the effect of all [[Cathedral (Civ3)|Cathedrals]] in your cities.<br>Can become a tourist attraction.",
        notes = "May trigger Golden Age for [[Religious (Civ3)|Religious]] civilizations."}
data["Smith's Trading Company"] = {
	reqtech = "Economics",
	cost = 600,
	culture = 3,
        effect = "Pays maintenance costs for all trade-based city improvements ([[Harbor (Civ3)|Harbors]], [[Marketplace (Civ3)|Marketplaces]], [[Bank (Civ3)|Banks]], and [[Airport (Civ3)|Airports]]).",
        notes = "May trigger Golden Age for [[Commercial (Civ3)|Commercial]] civilizations."}
data["Statue of Zeus"] = {
	reqtech = "Mathematics",
	reqresource = {"Ivory"},
	cost = 200,
	culture = 4,
	obsolete = "Metallurgy",
        effect = "Produces one [[Ancient Cavalry (Civ3)|Ancient Cavalry]] every 5 turns.<br>Can become a tourist attraction.",
        notes = "Added in [[Civilization III: Conquests|Conquests]].", affinity = {"Militaristic", "Religious"}}
data["Sun Tzu's Art of War"] = {
	reqtech = "Feudalism",
	cost = 600,
	culture = 2,
        effect = "Puts a [[Barracks (Civ3)|Barracks]] in every city on the same continent.",
        notes = "May trigger Golden Age for [[Militaristic (Civ3)|Militaristic]] civilizations."}
data["Temple of Artemis"] = {
	reqtech = "Polytheism",
	cost = 500,
	culture = 4,
	obsolete = "Education",
        effect = "Places a [[Temple (Civ3)|Temple]] in every city on the same continent.<br>Can become a tourist attraction.",
        notes = "Added in [[Civilization III: Conquests|Conquests]].", affinity = {"Religious"}}
data["Theory of Evolution"] = {
	reqtech = "Scientific Method",
	cost = 600,
	culture = 3,
        effect = "Grants two Civilization Advances as soon as completed.",
        notes = "May trigger Golden Age for [[Scientific (Civ3)|Scientific]] civilizations."}
data["United Nations"] = {
	reqtech = "Fission",
	cost = 1000,
	culture = 4,
        effect = "Initiates the possibility of a Diplomatic Victory.<br>Can become a tourist attraction.",
        notes = "May trigger Golden Age for [[Commercial (Civ3)|Commercial]] civilizations."}
data["Universal Suffrage"] = {
	reqtech = "Industrialization",
	cost = 800,
	culture = 4,
        effect = "Reduces [[War weariness (Civ3)|War weariness]] in all cities.",
        notes = "May trigger Golden Age for [[Militaristic (Civ3)|Militaristic]] civilizations."}
data["Wall Street"] = {
	cost = 300,
	culture = 2,
        effect = "The treasury begins earning 5% interest every turn with a maximum cap of 50 gold per turn.",
        notes = "The civilization must have at least five [[Stock_Exchange (Civ3)|Stock Exchanges]] in cities it controls."}
return data