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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. |
+ | 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 = " |
+ | 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 = " |
+ | 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 = " |
+ | 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 = " |
+ | 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 |
+ | 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 = |
+ | cost = 1000, |
− | culture = |
+ | culture = 4, |
− | effect = " |
+ | 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[" |
+ | 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 = |
+ | 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 = |
+ | 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 = " |
+ | 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", |
||
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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", |
||
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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 = " |
+ | notes = "Added in [[Civilization III: Conquests|Conquests]]."} |
data["SETI Program"] = { |
data["SETI Program"] = { |
||
reqtech = "Computers", |
reqtech = "Computers", |
||
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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", |
||
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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 = |
+ | culture = 4, |
obsolete = "Metallurgy", |
obsolete = "Metallurgy", |
||
− | effect = "Produces one [[Ancient |
+ | effect = "Produces one [[Ancient Cavalry (Civ3)|Ancient Cavalry]] every 5 turns.<br>Can become a tourist attraction.", |
− | notes = " |
+ | 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", |
||
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reqtech = "Polytheism", |
reqtech = "Polytheism", |
||
cost = 500, |
cost = 500, |
||
− | culture = |
+ | 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 |
+ | 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 [[ |
+ | 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