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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. <br>May trigger Golden Age for [[Expansionist (Civ3)|Expansionist]], [[Seafaring (Civ3)|Seafaring]] or [[Religious (Civ3)|Religious]] civilizations."}
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["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.",
        notes = "May trigger Golden Age for [[Scientific (Civ3)|Scientific]] civilizations."}
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.",
        notes = "May trigger Golden Age for [[Expansionist (Civ3)|Expansionist]] and [[Commercial (Civ3)|Commercial]] civilizations."}
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.",
        notes = "May trigger Golden Age for [[Militaristic (Civ3)|Militaristic]] or [[Industrious (Civ3)|Industrious]] 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."}
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 had have a victorious [[Army (Civ3)|Army]]."}
data["Intelligence Agency"] = {
	reqtech = "Espionage",
	cost = 400,
	culture = 1,
        effect = "Allows civ to undertake espionage missions."}
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["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]].",
        notes = "The civilization must have had a victorious army."}
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["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."}
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 [[Bank (Civ3)|banks]] in cities it controls."}
return data
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