

								BUILDINGS GUIDE

								     V5.0

								   by lshipp


	1)	If you have not already done so I highly recommend you download and read through Derek "Kael" Paxton's modding guide for
		Civilization V. It can be found at the following web address:

				Derek "Kael" Paxton's Modding Guide:
				http://kael.civfanatics.net/files/ModdersGuide.pdf

		It is a PDF file which you can save to your computer, and thereby use as neeeded without having to be online to do so.

	2)	I also highly recommend you look through "ceej12's" guide to mod creation and uploading, located on Steam at:

				http://steamcommunity.com/sharedfiles/filedetails/?id=120875856

		Ceej12 has a few nuggets for the beginning modder which saved me no end of trouble, since ModBuddy is really not as
		intuitive as one would like, as a newbie modder.

	3)	Finally, I recommend making use of the CivFanatics website and forum. Here is the address to the CivFanatics website:


				http://forums.civfanatics.com/

		If you are a member of the CivFanatics forum you can contact me at "LeeS" for help or advice.


	4)	On The Structure of This "MOD":

		All files within this MOD were created using Notepad, are text-only, and do not contain any special or hidden
		formatting codes.

		Within this MOD you will find a few sub-folders. The sub-folders contain reference files that you can use to help
		you in the creation of MODS.

		A)	Under the "Archery Buildings" folder are three files called "Archery Range.xml", "Artillery Range.xml", and
			"Practice Range.xml". These files will add three ranged-unit-related-buildings to the game if you "enable"
			the MOD in the MODS game-menu. These three files are the ONLY ones that will be activated by the game when
			the MOD is enabled. You can also use these buildings for practice in creating a mod by adding them to your
			own at-home mod using Modbuddy. They are good to go and have no "troubles" with them. You can read the
			descriptions within the actual files themselves to see what each of these buildings does in-game.

			The primary reason these three buildings are inlcuded is to give a few examples of fully-functional buildings
			that can be added to the game and will operate as advertised. You can then compare what shows up in-game to
			the actual XML text of these three buildings.

		B)	Under the "Lists" folder are numerous files with names like "List_IconsTextCommands.xml". All of these files
			are inlcuded for your use as reference material. All of the commands included within them are properly formatted
			for use in the game. So if you want to add the proper icon for the Wheat resource into the text descriptions
			of your mod, you can look in the "List_IconsTextCommands.xml" file and find the properly-formatted command for
			that without having to wade through the entire FIRAXIS-supplied XML to find it.

		C)	Under the "Templates" folder are three files called "TEMPLATE_BUILDING.xml", "TEMPLATE_WONDER_NATIONAL.xml", and
			"TEMPLATE_WONDER_WORLD.xml". These files contain example building templates for each of the three main types of
			buildings that can be added to the game, with all appropriate commands for a regular building, a National Wonder,
			and a World Wonder. They are intended for your use. Anything that does not apply to the building you are creating
			can be deleted. Each of these files include properly-commented notes on what commands you need, what "command-groups"
			do, etc. My advice in using these templates would be to first copy the file or files "as is" into your mod using the
			ModBuddy tool, and then within ModBuddy rename the file as appropriate, and to then edit as needed. Recently I have
			added a hidden building template called "TEMPLATE_HIDDEN_BUILDING.xml".

		D)	Under the "FIRAXIS In-Game Text" folder is a file called "Text_Buildings.xml" which contains all of the text-generating
			commands used by FIRAXIS for buildings and wonders. You can use this file to search for a particualar "TXT_KEY_" tag
			when altering the effects of a pre-existing building or wonder. Makes it a lot easier to see what text already is used
			in-game, and to then decide if you need to alter it in any way to conform to the changes you are making with your mod.
			Currently this file could use a little organizational smoothing to put all of the Description tags together, for example,
			but so long as you use "Edit > Find" that won't really matter so far as making this a usable tool.

		E)	I have added a new folder called "Suppliments". In this folder I have placed the suppliments I have added to this guide
			since I first published it to the workshop. Currently these Suppliments are:

			1)	Changes_2_FIRAXIS.xml

				Has info on making changes to FIRAXIS-supplied buildings and covers the difference between <Row> and <Update>
				commands, and discusses <Where>, <Set>, <Delete>, and <Replace> commands. Shows a few practical examples of
				simple mods that alter existing FIRAXIS-supplied buildings.

			2)	Hidden Buildings.xml

				Has info on adding a hidden building to the game. Hidden buildings can be useful for creating a new unique
				trait for a civilization leader. Shows how to create a leader trait with the hidden building as one of its
				capabilities, how to add a leader trait to a leader, and shows one example of how a hidden building can be
				structured to allow a unique civilization ability that can't be done with the commands available in the
				Leader Traits XML-tables. I have added a file called "TEMPLATE_HIDDEN_BUILDING.xml" to the TEMPLATES folder
				that contains the commands I used in testing this ability. You can use this template as a starting point,
				or you can directly add it to a test mod of your own to see in-game how the hidden building works. Just
				remember that in-game the building will be hidden so you won't be able to see it referenced anywhere, nor
				will it appear in the city buildings list.

			3)	Buffs_and_Samples.xml

				Has some samples of Updating and Altering various different sorts of in-game tables. There are also a few
				building and wonder samples. All of these samples are properly formatted so you can directly copy them to
				a test mod you are making. Or you can use them as a starting point for something you want to do yourself. I
				included a buff I did to the Alhambra wonder that adds a new promotion to the game and makes the Alhambra
				world wonder give this promotion for free to all appropriate units everywhere on the map (similar to the
				Great Lighthouse and Statue of Zeus promotions). This does make the Alhambra a bit OP, and the promotion
				itself might be a bit overpowered, but I am less interested in that than in showing you how to add a
				promotion to the game as a direct and inherent property of a world wonder.

			4)	Adding Audio.xml

				Includes instructions on what new XML-tables are required to add custom audio speech to a new world wonder.
				It also covers the ModBuddy requirements in order to add-in your audio files to the game. This supplement
				supercedes anything contained within the Buildings_Guide.xml document so far as audio files are concerned.
				I would like to thank Sun Ce of Wu once more for the use of his Theater of Dionysus world wonder as a practical
				example of the XML commands required to add audio speech to a World Wonder. Also a lot of credit should accrue
				to Leugi from the CivFanatics website for a good explanation of what the various audio table commands do.
				I have included link info to Leugi's Tutorial, and to Sun Ce of Wu's excellent mod from the Steam Workshop.
				I have also updated the World Wonder template so that it includes the necessary commands and tables for
				custom World Wonder audio speech.


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		I HAVE WRITTEN THIS GUIDE as if everything shown within it is something new that will be added to the game
			by your mod. Therefore everything is shown as "<Row>" commands instead of "<Update>" commands. The
			"words" for the various commands shown is the same whether the "<Row>" or the "<Update>" command is
			used within a mod, but the "syntax" is a little different. I have kept to this convention of using
			"<Row>" even in the few cases where I am showing an example and in the specific case being discussed
			I would actually use an "<Update>" command if I were creating a mod I intended to use in the game.

			Here is the way a series of commands might look when using the "<Row>" command:

				<Building_YieldChanges>
					<Row>
						<BuildingType>BUILDING_GIANT_REFRIDGERATOR</BuildingType>
						<YieldType>YIELD_GOLD</YieldType>
						<Yield>1</Yield>
					</Row>
				</Building_YieldChanges>

			In such a case I would be telling the game that my new building "BUILDING_GIANT_REFRIDGERATOR" will
			give 1 (one) Gold per turn.

			If there were such a building as a "BUILDING_GIANT_REFRIDGERATOR" already in the game as supplied by FIRAXIS,
			I might want to make a simple mod that boosts its Gold output to "2" Gold per turn instead of only "1" Gold
			per turn. In such a case I would use the "<Update>" command to give this instruction, instead of the "<Row>"
			command:

				<Building_YieldChanges>
					<Update>
						<Where BuildingType="BUILDING_GIANT_REFRIDGERATOR" YieldType="YIELD_GOLD"/>
						<Set Yield="2"/>
					</Update>
				</Building_YieldChanges>

			NOTE:	For more info and hints on altering existing buildings or wonders, refer to the file called
				"Changes_2_FIRAXIS.xml" located in the "Suppliments" folder.

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		"<ROW>" OR "<UPDATE>" GENERAL RULE OF THUMB
			It is generally better to adopt the rule of thumb where anything new you add to the game should be presented
			using the "<Row>" format, and anything THAT ALREADY EXISTS within the game AS SUPPLIED BY FIRAXIS should be
			changed using the "<Update>" format. 


	......................................................................................................................................


		BECAUSE I SUCK AT ARTWORK I will not attempt to discuss how to draw artwork, how to store it correctly in
			"art atlas files", or anything else directly-connected to the creation of artwork. I will only
			discuss how to make the game XML use artwork once it is made.


	......................................................................................................................................

		ALL IN CAPS
			Many commands are shown ALL IN CAPS. This is the standard convention adopted by FIRAXIS. It is possible to
			show most commands that are normally shown ALL IN CAPS in smallcase, but this is not a good strategy to
			adopt. First, it is easier to read the XML-text of your mod when normally all-caps commands are shown in
			all caps. Second, many of the commands that reference pre-existing FIRAXIS-supplied XML must be presented
			exactly as supplied by FIRAXIS in order to get your mode to work correctly, and these referenced commands
			are almost exclusively presented ALL IN CAPS. You never can tell whether the command is hard-coded by the
			game to look for all caps, so why give yourself troubleshooting headaches ?

			Other commands are shown in combinations of CAPS and smallcase. These commands should be presented EXACTLY as
			shown, as any deviations might be interpreted by the game software as invalid commands. Typos really do matter.
			In trouble-shooting why your mod does not seem to be working correctly, look for typos first.


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		FALL 2013 UPDATE PATCH
		1)	The release of the fall update patch now allows the import of custom audio files to world wonders, great
			works, etc. You can safely ignore the comments in this guide that were based on the earlier inability to
			include custom audio files with world wonder mods.

		2)	I have updated this guide to include the building commands that have become "usable" with the fall update patch.
		
		3)	Many of the examples I have shown demonstrating a properly-formatted building attribute, or a properly-
			formatted entry for various of the "buildings" tables, use the actual commands used by FIRAXIS for a
			particular building supplied with the game. I adopted this approach in many cases because I felt it would
			allow easy comparison of those examples with the game documentation (civilopedia) specifying what a building
			does in-game, and therefore would allow an easier understanding of what a particular table or attribute does.
			Since the release of the Fall 2013 patch, some of the particulars of these examples may have changed insofar
			as some buildings may have had the FIRAXIS-supplied XML altered for a particular attribute or table entry.
			I have not attempted to chase down every possible case where this is true. The examples as shown, however
			outdated in the particulars, are still valid in that they show the correct format for whatever building
			attribute or table they were intended to demonstrate.


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		XML "COMMENT" COMMANDS
			The following characters, in the order shown, signal the game that a human-readable comment is about to be
			inserted within the XML:

					<!--

			The following characters, in the order shown, signal the end of a human-readable comment inserted within the XML:


					-->


			Anything that appears between these two character groups will be ignored by the game. The following are all considered
			human-readable comments by the game software:


			(1)		<!-- here is a short comment -->


			(2)		<!-- here is a multi-line comment that also serves to disable the commands within it
						<Building_GlobalYieldModifiers>
							<Row>
								<BuildingType>BUILDING_TEMPLE_ARTEMIS</BuildingType>
								<YieldType>YIELD_FOOD</YieldType>
								<Yield>10</Yield>
							</Row>
						</Building_GlobalYieldModifiers>
					which has the effect of removing this entire table relating to the Temple
					of Artemis world wonder from the game -->


			(3)		In this example, shown below, the command for "<FreeStartEra>ERA_MEDIEVAL</FreeStartEra>"
					has been turned into a comment, and would have no effect on the game.

					<GameData>
						<Buildings>
							<Row>
								<Type>BUILDING_EXAMPLE</Type>
								<BuildingClass>BUILDINGCLASS_EXAMPLE</BuildingClass>
								<!--	<FreeStartEra>ERA_MEDIEVAL</FreeStartEra>	-->
								<Cost>100</Cost>

	......................................................................................................................................


		I have tried to make this guide "all-inclusive". In doing so there may be segments of the guide that seem like
		information overkill, but I have included the "full value" of the information to make this guide a more useful
		reference document.

	......................................................................................................................................


		AUTHOR'S NOTES
			You may encounter a few comments presented in the following format:

					[[not satisfied with this section]]

			These are my notes to myself where I intend to add additional commentary, or to redraft, etc. I am
			not going to promise that I have deleted all such notes to myself back out of this file. The use of
			"[[" and "]]" denote a note to myself. A single use of these characters "[" and "]" denote the beginning
			and end of XML in-game-text formatting commands, but as none of those XML commands appear in this guide,
			I don't think anyone will really mistake the one for the other.



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						GAME DATA

		At the beginning of every XML file in your mod you must have the command "<GameData>" at the top of the XML commands you
		include in your mod. At the very end of every XML file in your mod you must have the command "</GameData>". I have not
		always shown these two commands in examples I have presented. Remember that you MUST have these commands in order for
		the game software to "read-in" your MOD's XML commands.


		NOTE:		There are some special types of game tables that do not use <GameData> as a starting header, but since
				none of these tables relate to buildings, or are shown in this guide, we can all pretend they don't exist.
				Nor do I wish to add another layer of confusion to the new modder's understanding of what is required to
				make functional XML commands.


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						BUILDINGS TABLE

		The "<Buildings>" table is the most complex of all the tables used to add buildings to the game primarily
		because it has so many attributes (or command-lines) that can be included within a single building. I
		will present a "line-by-line" explanation of everything that CAN be included in this table in an entry
		for a new building, but not every building SHOULD have an entry for every attribute (command-line).

		Any attribute that doesn't really apply to a new building you are creating can be omitted. The structure
		of XML in CIV5 allows for this, and attributes that are left off a building definition are assumed by the
		game to have values of "NULL", or "false", or "0", depending on the individual attribute.

		I will draw a clear distinction between that which is REQUIRED and that which is OPTIONAL by always
		specifically telling you when you MUST have a command or attribute included in your building definition.


		
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			START OF DEFINING BUILDINGS

			You need to tell the XML that you are about to start adding information to the
			"<Buildings>" table. You must therefore always include this command:

				<Buildings>

.....................................................................................................................................................................

			START OF DEFINING YOUR BUILDING

			You need to tell the XML that you are about to start adding A NEW BUILDING to the
			"<Buildings>" table. You must therefore always include this command:

				<Row>

.....................................................................................................................................................................

				NAME OF THE BUILDING
			
			This is the name of the building used in the XML to identify the building. It should be stated ALL IN CAPS.
				It is not the same thing as the building name that shows up in-game in the city display of buildings
				built, buildings that can be added to the que, or buildings that can be purchased with gold or faith.
			
			The name of the building SHOULD be made in the format "BUILDING_WHATEVERYOUWANTTOCALLIT" with the
				"BUILDING_" at the beginning of the building name.

			Here is a properly formatted command, telling the game that I am going to refer to my new building
				as "BUILDING_EXAMPLE":
			
					<Type>BUILDING_EXAMPLE</Type>
			
			You MUST have an entry for "<Type>".

.....................................................................................................................................................................


				BUILDING CLASS THE BUILDING IS PART OF
			
			The building class allows for the replacement of a "generic" building that all players can build
			with a unique building that only one civ can build. Thus, for example, Barracks, Krepost, and Ikanda
			all belong to the "BUILDINGCLASS_BARRACKS" building class.
			
			Here is a properly formatted command, telling the game that I am going to place my new building
			that I just named "BUILDING_EXAMPLE", into the Barracks Class of Buildings:

					<BuildingClass>BUILDINGCLASS_BARRACKS</BuildingClass>

			You MUST tell the game what CLASS of building your new building belongs to. You can use an existing
			building class when this is appropriate, but many times you will be creating a whole new buildingclass
			for your building. To do this you simply make up a new name of buildingclass. When your new building
			fits within an existing Building-class you must still include the line for "<BuildingClass>" within
			your building definition, and you MUST state the name of the building-class exactly as FIRAXIS named
			it, CAPS and all.

			The name of the buildingclass SHOULD be made in the format "BUILDINGCLASS_WHATEVERYOUWANTTOCALLIT" with the
			"BUILDINGCLASS_" at the beginning of the buildingclass name. Here, I have invented a new buildingclass that
			I have called "BUILDINGCLASS_EXAMPLE":

					<BuildingClass>BUILDINGCLASS_EXAMPLE</BuildingClass>

			NOTE:	I must also "register" this new class of building, but as that is done under a different XML table than
				"<Buildings>" I will explain how to do that elsewhere in this guide. When you are adding a new unique
				building that fits within a pre-existing class of buildings, you do not need to "register" the CLASS of
				building with the game, as this has already been done.

			Here are the top five lines of XML for my new building "BUILDING_EXAMPLE" showing what they would look
			like in actual executable code:

			<GameData>
				<Buildings>
					<Row>
						<Type>BUILDING_EXAMPLE</Type>
						<BuildingClass>BUILDINGCLASS_EXAMPLE</BuildingClass>

			
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				BUILDING IS FREE BASED ON START ERAS

			The building will be added for free to every city founded by the player when gameplay is started
			at this era or a later one.  Obviously, ERA_ANCIENT is never included.
			
			Wonders should not be assigned a "FreeStartEra"
			
			This is the list you would pick from, shown in properly-formatted code:
			
					<FreeStartEra>ERA_CLASSICAL</FreeStartEra>
					<FreeStartEra>ERA_MEDIEVAL</FreeStartEra>
					<FreeStartEra>ERA_RENAISSANCE</FreeStartEra>
					<FreeStartEra>ERA_INDUSTRIAL</FreeStartEra>
					<FreeStartEra>ERA_MODERN</FreeStartEra>
					<FreeStartEra>ERA_POSTMODERN</FreeStartEra>
					<FreeStartEra>ERA_FUTURE</FreeStartEra>
			
			Pick ONLY ONE for your building, or none at all. You can omit this command entirely.

.....................................................................................................................................................................


				BUILDING HAMMER COST
			
			The cost in hammers that shows up in-game will be modified somewhat from this number
			based on player difficulty level, player starting era, and game speed.  The hammer costs
			shown in the "<Buildings>" table are those that would apply to the PRINCE+ difficulty level,
			ancient era start, and standard game speed.  You should not concern yourself too much with
			this game-mechanic.  Just pick a hammers cost number that seems reasonable based on similar-
			building hammer costs and for buildings that become available at about the same place in the
			tech tree.

			A building that replaces gardens should have approximately the same hammer cost as gardens.
			If such a replacement building for gardens has a much more powerful effect than the standard
			gardens, the hammers cost should probably reflect this greater capabilty. Alternatively, such
			a building could be given the same hammer cost as gardens, but be given a higher per-turn gold
			maintenance cost to compensate for its greater effects.
			
			As shown in the following example, the production cost for the building would be 100 hammers:
			
							<Cost>100</Cost>
			
			A building that is only intended to be purchasable with faith uses a "-1" for the
			building "Cost", as in the following:

							<Cost>-1</Cost>

			Cathedrals, Mosques, Pagodas, and Monasteries all use a "Cost" of "-1".
			
			A building that is only intended to be constructed by the co-operative World Congress
			construction method also uses "-1" for the building "Cost".

			You MUST have a "<Cost>" entry.
			
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					EXECUTABLE CODE REVIEW

			To review the executable code that might be added to my building "definition" so far,
			if I choose "100" as my construction cost, and if I choose to have my building "free"
			starting in the MEDIEVAL era, my code would look like this:
			
			<GameData>
				<Buildings>
					<Row>
						<Type>BUILDING_EXAMPLE</Type>
						<BuildingClass>BUILDINGCLASS_EXAMPLE</BuildingClass>
						<FreeStartEra>ERA_MEDIEVAL</FreeStartEra>
						<Cost>100</Cost>

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				WORLD CONGRESS BUILDING PROJECTS
			
			"<UnlockedByLeague>" designates that the building can only be built by the co-operative efforts
			of multiple cities in multiple civilizations, and then only after a favorable World Congress vote.
			The International Space Station uses this designation. You will not normally include this in your
			building unless you are attempting to add a World Congress building-type construction project.
			In which case: 	"Thou art a better man than I, Gunga Din".

			The code to make a building unlocked by the World Congress is:
			
				<UnlockedByLeague>true</UnlockedByLeague>
			
			(I will not be including "UnlockedByLeague" in the EXECUTABLE CODE REVIEWS)

			You can omit the "<UnlockedByLeague>" command.

.....................................................................................................................................................................

				BUILDING GOLD MAINTENANCE COST PER TURN
			
			This sets how much a building costs in gold maintenance every turn. You can enter any whole
			number you want, but too high a number will only make your building a "game-breaker". Too
			low a number based on the power of your building effects will also tend to break game-balance.

			You can set this to "0", but you shouldn't try putting a negative number here.

			You can omit the line entirely, as the BUILDING_CARAVANSARY does, and as all national and
			world wonders do.

			Here is a properly-formatted line to make a building cost 4 Gold per turn in maintenance:
			
					<GoldMaintenance>4</GoldMaintenance>

			You can omit the "<GoldMaintenance>" command, and for World and National Wonders you should generally
			omit a gold maintenance cost.

			Setting Gold Maintenance to "0" (or omitting the column altogether) has the result of making the
			building unsellable.			
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				REQUIRED TECH TO BUILD THE BUILDING
			
			You can set this to any of the techs in the game, or you can make a new tech in your mod
				and then specify that your building requires this new tech
			You can omit the line entirely, as the BUILDING_MONUMENT does. This makes the building
				available to build from the 1st turn.

			Here is a properly-formatted line to make a building require the Mathematics technolgy
			before the building can be constructed:
			
					<PrereqTech>TECH_MATHEMATICS</PrereqTech>

			You can omit the "<PrereqTech>" entry. When you do so, the building is available from the
			very start of the game.

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					EXECUTABLE CODE REVIEW

			To review the executable code that might be added to my building "definition" so far,
			if I choose "1" gold per turn as my maintenance cost, and if I select "POTTERY" as the
			required tech to construct my building, my code would look like this:
			
			<GameData>
				<Buildings>
					<Row>
						<Type>BUILDING_EXAMPLE</Type>
						<BuildingClass>BUILDINGCLASS_EXAMPLE</BuildingClass>
						<FreeStartEra>ERA_MEDIEVAL</FreeStartEra>
						<Cost>100</Cost>
						<GoldMaintenance>1</GoldMaintenance>
						<PrereqTech>TECH_POTTERY</PrereqTech>

.....................................................................................................................................................................
[[not satisfied with this section]]
	[[seems a little cluttered and confused]]



				BUILDING IS UN-LOCKED OR PURCHASABLE WITH FAITH


			Pagodas, Mosques, Monasteries and Cathedrals are ONLY purchasable with faith, while Universities, 
			Public School, Research Labs and the like can be built in the normal way, or purchased either with
			gold in the normal way, or purchased with faith if a player chooses the proper reformation belief.

			If the building is to be buyable with faith you need to add both a "<FaithCost>" and the designator
				"<UnlockedByBelief>" when the building is only buyable if the player chooses a specific belief
				for their religion. You also need to set the normal "Cost" to "-1".

			If you want the building to be purchasable with faith after the player selects a belief for their religion,
				you will also have to create a new belief for the "<Beliefs>" XML, or you will have to edit an
				existing belief to allow that. An entry in the "<Belief_BuildingClassFaithPurchase>" table is
				required. Pantheon beliefs are not allowed by the game to have entries in the
				"<Belief_BuildingClassFaithPurchase>" table. Attempts to place the name of a Pantheon belief into
				the "<Belief_BuildingClassFaithPurchase>" table will be ignored by the game.

			If you want the building to be purchasable with faith after the player selects a REFORMATION BELIEF
				for their religion, you will also have to create a new REFORMATION belief for the "<Beliefs>" XML,
				or you will have to edit an existing REFORMATION belief to allow that.  An entry in the
				"<Belief_BuildingClassFaithPurchase>" table is required. You will need to include both a "<FaithCost>"
				and the designator "<UnlockedByBelief>" here in the "<Buildings>" table.

			Buildings that are made purchasable with faith upon adopting a REFORMATION belief are also generally available
				in the "normal" ways, by building them or buying them with gold. For these buildings the "<FaithCost>"
				is additional to the regular "<Cost>".

			Buildings that are made purchasable with faith upon adopting a FOLLOWER, FOUNDER, or ENHANCER belief are
				generally ONLY made available to the player by buying them with faith.  These types of buildings
				therefore generally will have a "<FaithCost>", but will also, as mentioned in the notes on "<Cost>",
				have their regular "<Cost>" value set to "-1".

			NOTE:	Regardless of which method you use to make your building available to buy with faith points, you
				do not specify which belief unlocks which building anywhere in the "Buildings" XML.  That is done
				under the "Beliefs" segment of XML in the "<Belief_BuildingClassFaithPurchase>" table.

			EXAMPLES:

			Here are the properly-formatted lines to make a building purchasable with "200" faith points:

						<FaithCost>200</FaithCost>
						<UnlockedByBelief>true</UnlockedByBelief>

			If I want my example building to ONLY be purchased with faith, instead of available in the regular way,
			I would have to alter the code for my example building as follows:

			<GameData>
				<Buildings>
					<Row>
						<Type>BUILDING_EXAMPLE</Type>
						<BuildingClass>BUILDINGCLASS_EXAMPLE</BuildingClass>
						<Cost>-1</Cost>
						<FaithCost>200</FaithCost>
						<UnlockedByBelief>true</UnlockedByBelief>

			Notice that "Cost" is now set to "-1" to lock the player out of getting the building in the normal
			way.

			Notice that the "FreeStartEra", "GoldMaintenance" per turn, and the "PrereqTech" have been eliminated.
			There is no prerequisite technology because the faith system is the prerequisite for the building. The gold
			maintenance is gone to stay in line with the other buildings that are available only thru faith. The
			"FreeStartEra" is also gone because I want the building to be bought by faith, not given out for free
			when the player starts the game at the MEDIEVAL or later eras.

			If I want my example building to be purchased with faith after selection of a particular REFORMATION belief,
			AND I want it to be available in the regular way, I would have to alter the code for my example building as
			follows:

			<GameData>
				<Buildings>
					<Row>
						<Type>BUILDING_EXAMPLE</Type>
						<BuildingClass>BUILDINGCLASS_EXAMPLE</BuildingClass>
						<Cost>100</Cost>
						<GoldMaintenance>1</GoldMaintenance>
						<PrereqTech>TECH_POTTERY</PrereqTech>
						<FaithCost>200</FaithCost>
						<UnlockedByBelief>true</UnlockedByBelief>

			Notice that the "GoldMaintenance" per turn, and the "PrereqTech" have been restored, and that "Cost" has been
			set back to "100". The building will be avaiable thru the same mechanics as any other "non-faith" building,
			but with the difference that I can set a REFORMATION belief to allow the building to be buyable with faith points.
			The "FreeStartEra" is not restored in this example because this would make the building free in every city when
			a player begins play at the specified era, and this would eliminate the need during such a game for ever selecting
			the REFORMATION belief allowing purchase of the building with faith points.



			NOTE:	In case it was not obvious, when your building is not to be buyable with faith, you can (and should) omit the 
				entries for "<FaithCost>" and "<UnlockedByBelief>".


.....................................................................................................................................................................
[[not satisfied with this section]]
	[[seems a little cluttered and confused]]


			BUILDING CIVILOPEDIA AND HELP-TIP TEXT-LOOK-UPS
			
			Text look-ups are used by the game to define where the game should look to find the correct
			civilopedia and in-game tool-tip texts.  The "where to look for it" part is determined by the
			name of the text "section" you define for "<Help>", "<Description>", "<Civilopedia>", "<Strategy>",
			"<ThemingBonusHelp>", or "<Quote>".  Elsewhere in the XML of your mod, you tell the game what
			text to display for each of the look-ups you have defined.
			
			"<Help>"................used for the tool tips that pop-up in-game on the city-screen and in the
						tech tree for the building.

			"<Description>".........used for the name of the building that actually shows up in-game. You MUST
						have some entry for this command. There are too many specific conditions
						where omitting a <Description> column from your building will cause Crash
						To Desktop (CTD) or lock-up of a player-viewed screen such as the G&K / BNW
						Spy Assignment Screen.

						As part of the command for this you can also specify which grammatical
						article should preceed the in-game name of your building. You can specify
						from a selection of "a/an/the" or "none".

			"<Civilopedia>".........used for whatever civilopedia entry you wish to add related to the building,
						but is not strictly necessary.

			"<Strategy>"............used for the text inside the "strategy" balloon in the civilopedia, but is not
						strictly necessary. In general, FIRAXIS did not include an entry for "strategy"
						with world wonders, but it does not break the game or anything like that if you
						do include a "strategy" entry with a world wonder. If you add a "strategy" entry
						for a Firaxis-supplied wonder, you need to structure the look-up TXT-KEY in the
						format of "TXT_KEY_WONDER_GLOBE_THEATER_STRATEGY". The game really will care
						whether you use "WONDER" or "BUILDING" for existing wonders.

			"<ThemingBonusHelp>"....used for the theming-bonus tool-tip pop-ups that tell players how to get the most
						great work or artifact theming bonuses, if any apply, to your building. The text
						entered for this command or under a languages table for the "TXT_KEY" only show
						on the Culture Overview panel once the building or wonder has been constructed.

			"<Quote>"...............used for the wonder splash quote.  The text that Sam Sheppard reads for the
						pre-built wonders supplied with the game.  If you are building a new world
						wonder you will want to include a quote that will show up on the wonder splash
						screen.  You can't add in any new audio, but you will want to add a quote to
						make your MOD look more cool. The Quote text will also show up in the
						Civilopedia for your new wonder.
			
			
			You can add your text directly to the "<Buildings>" part of the XML and avoid needing to fool
				around with adding look-up references elsewhere, but this limits the usefulness of your mod by
				making it a one-language-only mod. In this case you also cannot specify the leading article for
				your in-game building name.
			If I wanted to do my tool tip helps this way for a building I want to call a "Flying School"
				I could do it by adding the following lines to my building:

					<Help>+15 XP for air units built in the city.</Help>
					<Description>Flying School</Description>
					<Civilopedia>A Flying School provides training for pilots, and thus raises the effectiveness of air units.</Civilopedia>
					<Strategy>Build a Flying School to gain air superiority, as it allows you to produce better air units.</Strategy>

				In that example I would not include a "<ThemingBonusHelp>" or a "<Quote>" because they wouldn't
				apply to my Flying School
			
			Keep in mind that this section of the "<Buildings>" table doesn't do anything inside the game except
				handle text displays.  I would still have to add the appropriate commands later on to actually make
				my Flying School add the XPs mentioned above in "<Help>".
			
		WHY ALL THE FOL-DER-ALL WITH ALL THESE TEXT LOOKUPS ??
			
			The reason you generally will want to use the text reference look-ups method to add your in-game tool
				tips and civilopedia helps is that the mod can later be expanded for speakers of languages other than
				english, or french, or whatever language you originally wrote your tool tips in.  All it takes is for
				someone competent in a second language to translate your text helps into that second language, and
				adding a section for the second language to the help texts.  The rest of the XML remains unchanged.

			It is also a bit easier to read your "<Buildings>" table code should you have to trouble-shoot why your building
				isn't doing what you thought you told it to.
			
		EXAMPLES USING "FLYING SCHOOL" AS MY BUILDING

			To help make this all a little more clear, take a look at the following example of the "<Buildings>" table
				for a building called "FLYING SCHOOL". I've included the same text as shown above for "Help",
				"Description", "Civilopedia", and "Strategy". There are a few entries in my "Flying School" building
				below "Strategy" that haven't been discussed as yet, but don't worry too much about those.

		<GameData>
			<Buildings>
				<Row>
					<Type>BUILDING_FLYINGSCHOOL</Type>
					<BuildingClass>BUILDINGCLASS_FLYINGSCHOOL</BuildingClass>
					<Cost>150</Cost>
					<GoldMaintenance>1</GoldMaintenance>
					<PrereqTech>TECH_FLIGHT</PrereqTech>
					<Help>+15 XP for air units built in the city.</Help>
					<Description>Flying School</Description>
					<Civilopedia>A Flying School provides training for pilots, and thus raises the effectiveness of air units.</Civilopedia>
					<Strategy>Build a Flying School to gain air superiority, as it allows you to produce better air units.</Strategy>
					<MinAreaSize>-1</MinAreaSize>
					<ConquestProb>66</ConquestProb>
					<IconAtlas>EXPANSION2_BUILDING_ATLAS</IconAtlas>
					<PortraitIndex>4</PortraitIndex>
				</Row>
			</Buildings>
		</GameData>

			Now compare to what is directly below. Instead of entering the text I want the game to display in the
			civilopedia, etc., I've merely entered a "TXT_KEY_" look-up reference:

		<GameData>
			<Buildings>
				<Row>
					<Type>BUILDING_FLYINGSCHOOL</Type>
					<BuildingClass>BUILDINGCLASS_FLYINGSCHOOL</BuildingClass>
					<Cost>150</Cost>
					<GoldMaintenance>1</GoldMaintenance>
					<PrereqTech>TECH_FLIGHT</PrereqTech>
					<Help>TXT_KEY_BUILDING_FLYINGSCHOOL_HELP</Help>
					<Description>TXT_KEY_BUILDING_FLYINGSCHOOL</Description>
					<Civilopedia>TXT_KEY_CIV5_BUILDINGS_FLYINGSCHOOL_TEXT</Civilopedia>
					<Strategy>TXT_KEY_BUILDING_FLYINGSCHOOL_STRATEGY</Strategy>
					<MinAreaSize>-1</MinAreaSize>
					<ConquestProb>66</ConquestProb>
					<IconAtlas>EXPANSION2_BUILDING_ATLAS</IconAtlas>
					<PortraitIndex>4</PortraitIndex>
				</Row>
			</Buildings>
		</GameData>

			The game knows when it encounters one of these "TXT_KEY_" look-ups, it should first check which language
			the player is using, and then go get the text contained in that "TXT_KEY_" look-up for that language. All I
			as the builder of a mod would have to do is add a section to my XML somewhere that contains the actual text
			to be displayed in-game. Here is what I would have to include somewhere in my mod for the english language:

		<GameData>
			<Language_en_US>
				<Row Tag="TXT_KEY_BUILDING_FLYINGSCHOOL">
					<Text>Flying School</Text>
				</Row>
				<Row Tag="TXT_KEY_BUILDING_FLYINGSCHOOL_HELP">
					<Text>+15 XP for air units built in the city.</Text>
				</Row>
				<Row Tag="TXT_KEY_BUILDING_FLYINGSCHOOL_STRATEGY">
					<Text>Build a Flying School to gain air superiority, as it allows you to produce better air units.</Text>
				</Row>
				<Row Tag="TXT_KEY_CIV5_BUILDINGS_FLYINGSCHOOL_TEXT">
					<Text>A Flying School provides training for pilots, and thus raises the effectiveness of air units.</Text>
				</Row>
			</Language_en_US>
		</GameData>

			NOTE:	You can omit the entries for "<Help>", "<Civilopedia>", "<Strategy>", "<ThemingBonusHelp>" and "<Quote>".
				You need the entry for "<Description>" in order for the game to know what to call your building in-game.


			NOTE:	Since in this example "TXT_KEY_BUILDING_FLYINGSCHOOL" is the tag for my building "<Description>" command
				I can add an additional line to it that controls the english-language grammatical article which will
				preceed the words "Flying School" when they are used in notification messages, and in certain other places
				in-game. I do this by including a command for "gender" as part of my text command for the "<Description>"
				of my building. Instead of just this:

						<Row Tag="TXT_KEY_BUILDING_FLYINGSCHOOL">
							<Text>Flying School</Text>
						</Row>

				I can state this, when I specify my in-game building name:

						<Row Tag="TXT_KEY_BUILDING_FLYINGSCHOOL">
							<Text>Flying School</Text>
							<Gender>neuter:the</Gender>
						</Row>

				This has the effect of forcing the game to use "the" in front of "Flying School" when generating the text for
				in-game notifications, when mousing-over a city that is building a Flying School, etc. So, a player would see
				notifications such as:

						"Chicage will build the Flying School in 3 turns"

				This is not proper english grammar, so use of "the" in the gender command is not correct for the english language.
				My other possibilities are:

						<Gender>neuter:an</Gender>
						<Gender>neuter:no_article</Gender>

				"Chicage will build an Flying School in 3 turns" isn't correct either, so "<Gender>neuter:an</Gender>" wouldn't be
				correct. Neither, really, would "<Gender>neuter:no_article</Gender>", since that would result in notifications such
				as "Chicage will build Flying School in 3 turns".

				If I omit the "<Gender>" command entirely, I will get notifications such as "Chicage will build a Flying School in 3 turns".
				This is the best grammatically correct preceeding article for "Flying School", so I'd be back at my original commands for
				the Flying School's description tag:

						<Row Tag="TXT_KEY_BUILDING_FLYINGSCHOOL">
							<Text>Flying School</Text>
						</Row>

				In case you feel I've just wasted your time, how about if my in-game building name were "Inn" ?
				
						<Row Tag="TXT_KEY_BUILDING_INN">
							<Text>Inn</Text>
							<Gender>neuter:an</Gender>
						</Row>

				Would result in better in-game messages than

						<Row Tag="TXT_KEY_BUILDING_INN">
							<Text>Inn</Text>
						</Row>

				These are the three possible preceeding-article commands that can be used with "<Description>" tags:

						<Gender>neuter:no_article</Gender>
							preceeding article "a" is eliminated
						<Gender>neuter:an</Gender>
							preceeding article is forced from "a" to "an"
						<Gender>neuter:the</Gender>
							preceeding article is forced from "a" to "the"


				Plurality:	you can also specify "plurality" for your in-game building name when that is appropriate.
						For English, you would in nearly all such cases add the following command:

							<Plurality>2</Plurality>

						This command is telling the game that the in-game name for a building or wonder is already
						in the grammatically "plural" form.

				Examples:	Here are a few examples from FIRAXIS-supplied buildings that use "<Plurality>" and/or
						"<Gender>"


							<Row Tag="TXT_KEY_BUILDING_NOTRE_DAME">
								<Text>Notre Dame</Text>
								<Gender>neuter:no_article</Gender>
							</Row>

							<Row Tag="TXT_KEY_BUILDING_IRONWORKS">
								<Text>Ironworks</Text>
								<Gender>neuter:an</Gender>
								<Plurality>2</Plurality>
							</Row>

							<Row Tag="TXT_KEY_BUILDING_BARRACKS">
								<Text>Barracks</Text>
								<Plurality>2</Plurality>
							</Row>

							<Row Tag="TXT_KEY_BUILDING_PYRAMID">
								<Text>Pyramids</Text>
								<Gender>neuter:the</Gender>
								<Plurality>2</Plurality>
							</Row>

							<Row Tag="TXT_KEY_BUILDING_WALLS">
								<Text>Walls</Text>
								<Plurality>2</Plurality>
								<Gender>neuter:no_article</Gender>
							</Row>

.....................................................................................................................................................................

			CONVENTIONS FOR "TXT_KEY_" LOOK-UPS: "REGULAR" BUILDINGS AND WONDERS


			
				REGULAR BUILDING CIVILOPEDIA AND HELP TIP TEXT LOOK-UPS

			
			Regular buildings follow a slighly different format for their "TXT_KEY_" references from those used by wonders.
				Regular buildings usually have "TXT_KEY_BUILDING_" at the start of their look-up reference. Wonders tend
				to have "TXT_KEY_WONDER_" at the start of their look-up reference. It isn't strictly required to use "WONDER"
				instead of "BUILDING" in order to make your XML function properly. I've seen very skilled modders do it
				either way. The format conventions that FIRAXIS mostly followed for regular buildings is as shown below: 
			
					<Help>TXT_KEY_BUILDING_EXAMPLE_HELP</Help>
					<Description>TXT_KEY_BUILDING_EXAMPLE</Description>
					<Civilopedia>TXT_KEY_BUILDING_EXAMPLE_PEDIA</Civilopedia>
					<Strategy>TXT_KEY_BUILDING_EXAMPLE_STRATEGY</Strategy>
					<ThemingBonusHelp>TXT_KEY_EXAMPLE_THEMING_BONUS_HELP</ThemingBonusHelp>

			
				WONDER CIVILOPEDIA AND HELP TIP TEXT LOOK-UPS

			
			The format conventions that FIRAXIS mostly followed for world wonders is as shown below:

					<Help>TXT_KEY_WONDER_EXAMPLE_HELP</Help>
					<Description>TXT_KEY_BUILDING_EXAMPLE</Description>
					<Civilopedia>TXT_KEY_WONDER_EXAMPLE_DESC</Civilopedia>
					<ThemingBonusHelp>TXT_KEY_GREAT_LIBRARY_THEMING_BONUS_HELP</ThemingBonusHelp>
					<Quote>TXT_KEY_WONDER_EXAMPLE_QUOTE</Quote>
			
				For the theming bonus help, I've used the "TXT_KEY_" reference from the Great Library. FIRAXIS
				didn't include "_WONDER_" in this reference, they just used the wonder's name directly.


			If you add a <Help> entry for a Firaxis-supplied wonder, you need to structure the look-up TXT-KEY in the
				format of "TXT_KEY_WONDER_STONEHENGE_HELP". The game really will care whether you use "WONDER"
				or "BUILDING" for existing wonders.

				I would want to use:

					<Help>TXT_KEY_WONDER_STONEHENGE_HELP</Help>

				Rather than:

					<Help>TXT_KEY_BUILDING_STONEHENGE_HELP</Help>

				If I make a mod to do this I would want my <Buildings> table change to look like this:

				<GameData>
					<Buildings>
						<Update>
							<Where Type="BUILDING_STONEHENGE"/>
							<Set>
								<Help>TXT_KEY_WONDER_STONEHENGE_HELP</Help>
							</Set>
						</Update>
					</Buildings>
				</GameData>

				or this:

				<GameData>
					<Buildings>
						<Update>
							<Where Type="BUILDING_STONEHENGE"/>
							<Set Help="TXT_KEY_WONDER_STONEHENGE_HELP"/>
						</Update>
					</Buildings>
				</GameData>

				Both these methods will work and both will make the same exact change to the Stonehenge World Wonder.
				Later on I would have to add a language table to tell the game what exact text to display for Stonehenge's
				"<Help>".

			If you add a <Strategy> entry for a Firaxis-supplied wonder, you need to structure the look-up TXT-KEY in the
				format of "TXT_KEY_WONDER_GLOBE_THEATER_STRATEGY". The game really will care whether you use "WONDER"
				or "BUILDING" for existing wonders.


.....................................................................................................................................................................


							BUILDING RENDER ART TYPE
			

			So far as I've been able to determine, I believe "<ArtDefineTag>" is used by the game to render 3D effects on or
				around cities based on what buildings have been built in a city. Some of these rendering "models" change as the
				player progresses thru successive eras.  Others don't.  Still others vary depending on the "cultural group" to
				which a CIV belongs.  Determining whether or not to vary the 3D art with eras or cultures is specified later on
				in the "<Buildings>" table under the "<ArtInfoEraVariation>" or "<ArtInfoCulturalVariation>" lines.
			
			Keep in mind that "<ArtDefineTag>" has absolutely nothing to do with the icon artwork that appears in the tech tree,
				the civilopedia, and inside the city-screen built-buildings display or producable-buildings displays.

			You can only use the pre-existing "<ArtDefineTag>" names that appear in the XML supplied with the game.  You cannot
				add new ones, at least, not directly thru XML coding in the "<Buildings>" table. Using an "<ArtDefineTag>" name
				that does not already exist in the game will not "break" your building or wonder mod, but it also will not
				actually accomplish much of anything.

			When you add a new building, you need to decide what IF ANY art definition is required.  Generally, you should only
				include an art definition for "regular" type buildings. You should NOT include one for a new World Wonder.*
				If your building is a unique building for a CIV you should use the art define for whatever building it is similar to,
				or a replacement for. If your new building is a replacement for the standard barracks, you should use the ArtDefineTag
				for barracks.  If your new building is a replacement for the standard colosseum, you should use the ArtDefineTag for
				colosseum, and you would need to add the "<ArtInfoCulturalVariation>" and "<DisplayPosition>" that appears in the
				standard BUILDING_COLOSSEUM building since colosseum rendering changes with the CIV's culture type. Using the
				"<ArtDefineTag>" from a similar building to your new building is safe because FIRAXIS themselves re-used the
				same "<ArtDefineTag>" for multiple different buildings.
			
			HINT: If you are adding a unique building to replace a standard building in the game, start by copying the entire
				definition of that standard building into your MODBUDDY "XML" file for your new building, and then edit only what
				is required to make your new building.  In this case you would keep whatever "<ArtDefineTag>", "<ArtInfoCulturalVariation>",
				"<ArtInfoEraVariation>", "<ArtInfoRandomVariation>", or "<DisplayPosition>" is used in the standard building.
			
			NOTE: specifying an ArtDefineTag is not strictly required.  In fact, if you are adding a world wonder to the game you
				should specify nothing for an ArtDefineTag, or you should specify "NONE".  Specifying "nothing" in this sense means
				not even including a line for "<ArtDefineTag>" in your world wonder "building".  This is O.K. since the game defaults
				to "NULL" when "<ArtDefineTag>" is omitted. You can also state "NONE" for ArtDefineTag with regular buildings,
				or you can omit the line entirely.
			
			NOTE: Cathedrals, Mosques, and Pagodas all use the same "TEMPLE" ArtDefineTag.  Power Plant buildings all use the same
				"ART_DEF_BUILDING_HYDRO_PLANT" ArtDefineTag.  Don't be too terribly concerned with which tag you choose to use
				so long as it's reasonable for the building you are adding.


			* NOTE: "Envoy", who is a far more skilled modder than I, used "ART_DEF_BUILDING_OXFORD_UNIVERSITY" from the national
				wonder Oxford University as the "<ArtDefineTag>" for his "Wonders - Universities of the Ivy League" mod. In his
				mod, he added 8 new world wonders, each representing a different "school" within the US "Ivy League". Even though
				he was adding new WORLD wonders, he did not use an "<ArtDefineTag>" from any of the FIRAXIS-supplied World Wonders.

				"http://steamcommunity.com/sharedfiles/filedetails/?id=160177360&searchtext=" is the steam address
				of Envoy's mod. This was for the Gods & Kings version of the game. I believe Envoy has added a BNW
				version of the mod to the workshop, but I don't know the direct address for that.

			..............................................................

			
			NO ART TAG

				To tell the game not to use anything for "ArtDefineTag", use the following:

						<ArtDefineTag>NONE</ArtDefineTag>

				This is probably best for beginning modders. By doing this you ensure that no oddball "Art"-y stuff will
				happen.

			..............................................................


			ARTDEFINETAG USAGES in FIRAXIS-supplied XML

				The following "<ArtDefineTag>" tags are used with "regular" buildings. You can safely choose any one of these
				for use with your building. The list is shown EXACTLY as they appear within the "<ArtDefineTag>" command:

					COURTHOUSE				LIGHTHOUSE
					ART_DEF_BUILDING_WATERMILL		HARBOR
					ART_DEF_BUILDING_CASTLE			COLESSEUM	(this is the way it appears in the XML)
					ART_DEF_BUILDING_BARRACKS		THEATRE
					ART_DEF_BUILDING_FORGE			STADIUM
					ART_DEF_BUILDING_MARKET			MONUMENT
					ART_DEF_BUILDING_BANK			TEMPLE
					ART_DEF_BUILDING_PAPER_MAKER		OPERA_HOUSE
					WAT					MUSEUM
					MUD_PYRAMID_MOSQUE			RADIO TOWER
					BURIAL_TOMB				CASTLE
					ART_DEF_BUILDING_SEAPORT		MILITARY BASE
					ART_DEF_BUILDING_STABLE			ART_DEF_BUILDING_WALLS
					ART_DEF_BUILDING_CIRCUS			ART_DEF_BUILDING_GRANARY
					ART_DEF_BUILDING_HYDRO_PLANT		ART_DEF_BUILDING_HOSPITAL
					ART_DEF_BUILDING_OBSERVATORY		ART_DEF_BUILDING_FACTORY
					MONASTERY				ART_DEF_BUILDING_LIBRARY
					ART_DEF_BUILDING_GARDEN			ART_DEF_BUILDING_UNIVERSITY
					ART_DEF_BUILDING_MILITARY_ACADEMY	ART_DEF_BUILDING_MEDICAL_LAB
					ART_DEF_BUILDING_STOCK_EXCHANGE		ART_DEF_BUILDING_PUBLIC_SCHOOL
					ART_DEF_BUILDING_LABORATORY		ART_DEF_BUILDING_WALLS_OF_BABYLON
					ART_DEF_BUILDING_DUCAL_STABLE		ART_DEF_BUILDING_CARAVANSARY
					ART_DEF_BUILDING_HOTEL			ART_DEF_BUILDING_AIRPORT


				The format for the "<ArtDefineTag>" using a couple of different examples from the list above:


					<ArtDefineTag>ART_DEF_BUILDING_MILITARY_ACADEMY</ArtDefineTag>

								or

						<ArtDefineTag>TEMPLE</ArtDefineTag>

			..............................................................


			ART DEFINE TAGS SHARED BY "REGULAR" BUILDINGS

				The following "ArtDefineTags" are shared by multiple buildings in the FIRAXIS-supplied XML.

					All use the ART_DEF_BUILDING_CASTLE "<ArtDefineTag>"
						BUILDING_MUGHAL_FORT
						BUILDING_CASTLE

					All use the ART_DEF_BUILDING_BARRACKS "<ArtDefineTag>"
						BUILDING_BARRACKS
						BUILDING_KREPOST
						BUILDING_IKANDA
						BUILDING_ARMORY

					All use the ART_DEF_BUILDING_FORGE "<ArtDefineTag>"
						BUILDING_WORKSHOP
						BUILDING_LONGHOUSE
						BUILDING_FORGE

					All use the ART_DEF_BUILDING_MARKET "<ArtDefineTag>"
						BUILDING_BAZAAR
						BUILDING_MARKET

					All use the ART_DEF_BUILDING_BANK "<ArtDefineTag>"
						BUILDING_SATRAPS_COURT
						BUILDING_MINT
						BUILDING_BANK

					All use the ART_DEF_BUILDING_HYDRO_PLANT "<ArtDefineTag>"
						BUILDING_HYDRO_PLANT
						BUILDING_SOLAR_PLANT
						BUILDING_NUCLEAR_PLANT
						BUILDING_SPACESHIP_FACTORY
						BUILDING_BOMB_SHELTER
						BUILDING_RECYCLING_CENTER

					All use the TEMPLE "<ArtDefineTag>"
						BUILDING_TEMPLE
						BUILDING_SHRINE
						BUILDING_MOSQUE
						BUILDING_PAGODA
						BUILDING_CATHEDRAL

					All use the ART_DEF_BUILDING_MILITARY_ACADEMY "<ArtDefineTag>"
						BUILDING_MILITARY_ACADEMY
						BUILDING_ARSENAL

					All use the ART_DEF_BUILDING_HOSPITAL "<ArtDefineTag>"
						BUILDING_HOSPITAL
						BUILDING_AQUEDUCT

					All use the ART_DEF_BUILDING_LIBRARY "<ArtDefineTag>"
						BUILDING_ROYAL_LIBRARY
						BUILDING_LIBRARY

					All use the ART_DEF_BUILDING_GARDEN "<ArtDefineTag>"
						BUILDING_CANDI
						BUILDING_GARDEN

					All use the COLESSEUM "<ArtDefineTag>"
						BUILDING_CONSTABLE
						BUILDING_POLICE_STATION
						BUILDING_AMPHITHEATER
						BUILDING_COLOSSEUM

						The Colosseum building also contains the command for
						"ArtInfoCulturalVariation", but the other buildings
						do not.

					All use the MONUMENT "<ArtDefineTag>"
						BUILDING_MONUMENT
						BUILDING_STELE

					All use the ART_DEF_BUILDING_WATERMILL "<ArtDefineTag>"
						BUILDING_FLOATING_GARDENS
						BUILDING_WATERMILL

			..............................................................


			NATIONAL WONDERS "<ArtDefineTag>"
			
			NOTE: these are included to stay in line with the concept of "completeness" for this guide, but you would not
				normally pick any of these. You CAN, you just normally wouldn't.
			
			
					PALACE
					ART_DEF_BUILDING_HEROIC_EPIC
					ART_DEF_BUILDING_NATIONAL_COLLEGE
					ART_DEF_BUILDING_NATIONAL_EPIC
					ART_DEF_BUILDING_CIRCUS_MAXIMUS
					ART_DEF_BUILDING_NATIONAL_TREASURY  (note that the EAST INDIA COMPANY still uses this tag)
					ART_DEF_BUILDING_IRONWORKS
					ART_DEF_BUILDING_OXFORD_UNIVERSITY
					ART_DEF_BUILDING_HERMITAGE
					ART_DEF_BUILDING_TOURIST_CENTER
					ART_DEF_BUILDING_INTELLIGENCE_AGENCY

			..............................................................


			GUILD "ArtDefineTags"

			NOTE: these are included to stay in line with the concept of "completeness" for this guide,
				but you should not normally pick any of these.

					ART_DEF_BUILDING_WRITERS_GUILD
					ART_DEF_BUILDING_ARTISTS_GUILD
					ART_DEF_BUILDING_MUSICIANS_GUILD

			..............................................................


			WORLD WONDERS and LEAGUE PROJECTS

			NOTE: these are included to stay in line with the concept of "completeness" for this guide,
				but under NO circumstances should you pick any of these, even when your building is a
				new world wonder.


			GREAT LIGHTHOUSE			PORCELAIN TOWER			SYDNEY OPERA HOUSE
			STONEHENGE				HIMEJI CASTLE			ART_DEF_BUILDING_UFFIZI
			THE GREAT LIBRARY			SISTINE CHAPEL			ART_DEF_BUILDING_GLOBE_THEATER
			THE PYRAMIDS				KREMLIN				ART_DEF_BUILDING_BROADWAY
			THE COLOSSUS				FORBIDDEN CITY			ART_DEF_BUILDING_RED_FORT
			THE ORACLE				TAJ MAHAL			ART_DEF_BUILDING_PRORA
			THE HANGING GARDENS			BIG BEN				ART_DEF_BUILDING_BOROBUDUR
			ART_DEF_BUILDING_GREAT_WALL		LOUVRE				ART_DEF_BUILDING_PARTHENON
			ANGKOR WAT				BRENDANBURG GATE		STATUE ZEUS
			HAGIA SOPHIA				STATUE OF LIBERTY		ALHAMBRA
			CHICHEN ITZA				CRISTO REDENTOR			CN TOWER
			MACHU PICCHU				EIFFEL TOWER			HUBBLE
			NOTRE DAME				PENTAGON			TOWER OF PISA
			GREAT MOSQUE DEJENNE			NEUSCHWANSTEIN CASTLE		PETRA
			TERRACOTTA ARMY				TEMPLE ARTEMIS			MAUSOLEUM HALICARNASSUS
			ART_DEF_BUILDING_INTERNATIONAL_SPACE_STATION
			

			UPDATE:	I have experimented with using the standard World Wonder "<ArtDefineTag>", "<ArtInfoCulturalVariation>",
				"<ArtInfoEraVariation>", "<ArtInfoRandomVariation>", and "<DisplayPosition>" info in a custom World Wonder.
				I did this by creating a unique replacement for the Great Wall that only Rome could build. I used the same
				commands for these art rendering attributes as are used by the Great Wall. The game did not crash and burn,
				but it did have a little trouble rendering the Great Wall main-map artwork. In the three games I experimented
				with this, the game only rendered the Great Wall "wall" on the main map after the wonder was completed, and
				then only after I had saved and re-loaded my games.




			NOTE:	In case it was not obvious, you can omit the entry for "<ArtDefineTag>".

				You can also omit the entries for "<ArtInfoCulturalVariation>", "<ArtInfoEraVariation>", "<ArtInfoRandomVariation>",
				and "<DisplayPosition>"; as a general rule you should omit these entries.

.....................................................................................................................................................................


			BUILDING IS UNAVAILABLE BASED ON PLAYER START ERAS
			
			"<MaxStartEra>" disables buildings based on what era the player starts on. If a player decides to start a game in the
				INDUSTRIAL era, any building that has a "<MaxStartEra>" for an era earlier than "INDUSTRIAL" would be unavailable
				for the duration of that game. This is used with both World Wonders and regular buildings. The Notre Dame world wonder
				as well as all Temple-class and Shrine-class buildings have a RENAISSANCE era "<MaxStartEra>", so any game started in
				the RENAISSANCE or EARLIER eras will include them, but any game started in the INDUSTRIAL era or later will not.

			A building can have both a "<FreeStartEra>" and a "<MaxStartEra>".

			You must pick ONLY ONE of the following, or none at all:
			
					ERA_CLASSICAL
					ERA_MEDIEVAL
					ERA_RENAISSANCE
					ERA_INDUSTRIAL
					ERA_MODERN
					ERA_POSTMODERN
					ERA_FUTURE

			Here is the properly-formatted code to make a building unavailable when the player starts the game LATER THAN the MEDIEVAL ERA.
				If the player starts the game AT the MEDIEVAL ERA, the building will still be available:
			
					<MaxStartEra>ERA_MEDIEVAL</MaxStartEra>


			You can omit the entry for "<MaxStartEra>".

.....................................................................................................................................................................


					EXECUTABLE CODE REVIEW

			To review the executable code that might be added to my building "definition" so far, if I choose to use the "ArtDefineTag"
			of the TEMPLE, and that my building will have a "MaxStartEra" of ERA_MEDIEVAL, my code would look like this:
			
			<GameData>
				<Buildings>
					<Row>
						<Type>BUILDING_EXAMPLE</Type>
						<BuildingClass>BUILDINGCLASS_EXAMPLE</BuildingClass>
						<FreeStartEra>ERA_MEDIEVAL</FreeStartEra>
						<Cost>100</Cost>
						<GoldMaintenance>1</GoldMaintenance>
						<PrereqTech>TECH_POTTERY</PrereqTech>
						<Help>TXT_KEY_BUILDING_EXAMPLE_HELP</Help>
						<Description>TXT_KEY_BUILDING_EXAMPLE</Description>
						<Civilopedia>TXT_KEY_BUILDING_EXAMPLE_PEDIA</Civilopedia>
						<Strategy>TXT_KEY_BUILDING_EXAMPLE_STRATEGY</Strategy>
						<ArtDefineTag>TEMPLE</ArtDefineTag>
						<MaxStartEra>ERA_MEDIEVAL</MaxStartEra>


			If I choose to use no "ArtDefineTag", and no "MaxStartEra" limitation, my code would look like this:
			
			<GameData>
				<Buildings>
					<Row>
						<Type>BUILDING_EXAMPLE</Type>
						<BuildingClass>BUILDINGCLASS_EXAMPLE</BuildingClass>
						<FreeStartEra>ERA_MEDIEVAL</FreeStartEra>
						<Cost>100</Cost>
						<GoldMaintenance>1</GoldMaintenance>
						<PrereqTech>TECH_POTTERY</PrereqTech>
						<Help>TXT_KEY_BUILDING_EXAMPLE_HELP</Help>
						<Description>TXT_KEY_BUILDING_EXAMPLE</Description>
						<Civilopedia>TXT_KEY_BUILDING_EXAMPLE_PEDIA</Civilopedia>
						<Strategy>TXT_KEY_BUILDING_EXAMPLE_STRATEGY</Strategy>
						<ArtDefineTag>NONE</ArtDefineTag>

			In this case I would simply not have an entry for "MaxStartEra". When you don't need or want a particular
			attribute assigned to your building, in most cases you can simply omit it altogether. Back in the bad old
			days of CIV4 XML, you still had to have an entry for everything, even if you weren't making an
			attribute active. It made for some difficult reading of XML to see where you had goofed if something wasn't
			working, or wasn't working the way you wanted it to.

.....................................................................................................................................................................


			SPECIALISTS AND GREAT PERSON POINTS


			TYPE OF SPECIALISTS
			
			"<SpecialistType>" is used to designate BOTH the type of citizen specialists the building can support
				as well as the type of great person points the building will add every turn to the generation
				of the next great person.
			You must pick ONLY ONE of the following TYPES of SPECIALISTS:
			
						SPECIALIST_SCIENTIST
						SPECIALIST_MERCHANT
						SPECIALIST_ENGINEER
						SPECIALIST_WRITER
						SPECIALIST_ARTIST
						SPECIALIST_MUSICIAN

					......................................................

			NUMBER OF SPECIALISTS
			
			"<SpecialistCount>" tells the game how many specialist slots the building has.  You should limit this
				to no more than 4, since the in-game city buildings display doesn't have room to properly
				show more than about that number.

			WORLD WONDERS AND NATIONAL WONDERS
				You CAN add citizen-specialist slots to Wonders. You CANNOT have a Wonder contain BOTH
				citizen-specialist slots AND Great Works slots since the game does not know how to "display"
				such a building in the city buildings list. You CANNOT have a World Wonder contain BOTH
				citizen-specialist slots AND the command for "<SpecialistExtraCulture>".


					......................................................


			GREAT PERSON POINTS
			
			"<GreatPeopleRateChange>" specifies the number of great person POINTS added each turn to the city's
				cumulative count for spawning a particular type of great person. You can put pretty much any
				number you want for your building, but remember that ridiculously high numbers won't do much
				more than break the balance of the game.
			Properly-formatted line to add 1 Great Person Point per turn;

						<GreatPeopleRateChange>1</GreatPeopleRateChange>

					......................................................

	
			SPECIALISTS and GREAT PERSON POINTS examples
			
			If I want my building to have two engineer specialist slots but no great person points I would
			add this to my building:

					<SpecialistType>SPECIALIST_ENGINEER</SpecialistType>
					<SpecialistCount>2</SpecialistCount>

			If I want my building to have two great-engineer great-person points per turn, but no citizen-specialists
			slots of any kind I would add this to my building:

					<SpecialistType>SPECIALIST_ENGINEER</SpecialistType>
					<GreatPeopleRateChange>2</GreatPeopleRateChange>

			You can specify both "<SpecialistCount>" and "<GreatPeopleRateChange>", but both will apply to the type
			Specialist you choose.  And, as already mentioned, you can only choose one type of Specialist to apply
			to any one building.  As example, the following would add two (2) MERCHANT citizen-specialist slots
			to a building, as well as adding one (1) point per turn towards the next spawn of a GREAT MERCHANT:

					<SpecialistType>SPECIALIST_MERCHANT</SpecialistType>
					<SpecialistCount>2</SpecialistCount>
					<GreatPeopleRateChange>1</GreatPeopleRateChange>


			NOTE:	the great person points discussed affect only the count towards generation of great
				persons in the individual city where a building is constructed.



			You can omit the commands for "<SpecialistType>", "<SpecialistCount>", and "<GreatPeopleRateChange>".


.....................................................................................................................................................................


			!! GAME BUG WARNING !! GAME BUG WARNING !!	-->	SPECIALIST EXTRA CULTURE

	I CANNOT RECOMMEND USING THE FOLLOWING COMMAND SINCE TOO MANY CONDITIONS ASSOCIATED WITH INCLUDING IT CAUSE THE CULTURE
		AND SOCIAL POLICIES SYSTEMS TO "BREAK" MID-GAME

			
		"<SpecialistExtraCulture>" adds EXTRA Culture to every specialist in the empire. Since this command has
			a global effect the command should only be used with national or world wonders. The format to make
			every specialist in the empire generate one (1) more Culture per turn than normal is:

					<SpecialistExtraCulture>1</SpecialistExtraCulture>


			STACKING:	"<SpecialistExtraCulture>" commands can NOT be "stacked" across multiple buildings,
					as attempts to do so result in the creation of mystery extra culture coming from
					"specialists", even in cities that have no buildings yet that contain specialist
					slots.


		SPECIALIST EXTRA CULTURE combined with SPECIALIST COUNTS in THE SAME WONDER:

			A serious bug exists in the game whereby a wonder (or regular building) that has the "<SpecialistExtraCulture>"
			attribute AND ALSO HAS citizen-specialist slots will cause the game to begin generating odd amounts of "mystery
			specialist culture" in EVERY CITY of the player that constructs such a wonder. The bug also manifests itself if
			more than one wonder or regular building containing a "<SpecialistExtraCulture>" command is constructed in the
			same empire. I have seen two or more World Wonder buildings that contain the "<SpecialistExtraCulture>" command
			causing the game to create as much as +25 per turn "mystery" culture added to city yields IN EVERY CITY IN THE EMPIRE,
			even where individual cities have not constructed a building yet that has any specialist slots. The mystery culture
			generated is shown in the city yields box as coming from "specialists".

			I use the term "wonder" since most buildings that would have the specialist extra culture command would tend to be national
			or world wonders, but in fact ANY building that has BOTH specialist extra culture stated and has citizen-specialist slots
			will cause this odd bug to manifest, and ANY building-type that has the "<SpecialistExtraCulture>" command will cause the
			bug to manifest once the 2nd city builds such a "regular" building.

			I've played around with this command, created all the conditions noted, and found the way the game treats this command to be
			seriously erratic. JUST --- DON'T !!!


.....................................................................................................................................................................


					MIN AREA SIZE
				
				I have ABSOLUTELY NO IDEA what this does, but every building in the FIRAXIS-supplied game-XML appears to
				contain this EXACT entry, so you should do likewise.  Always include it EXACTLY as shown:
				
							<MinAreaSize>-1</MinAreaSize>
			
				POSTSCRIPT	actually looking a little more closely, I see that "standard" world wonders appear to
						contain this command with values of "10", "xx", etc.
						appears to be related to the way in which the "standard" wonders 3-D models are drawn
						on the main map.
						regardless, you should always specify "-1" for "<MinAreaSize>".


.....................................................................................................................................................................


			WALLS, CASTLE, ARSENAL, AND MILITARY BASE DEFINTIONS
			
				Wall-type buildings all grant the same four attributes to a city, and as the walls-type buildings become more advanced,
				the power of the city to fight off invaders is increased. I've shown all of the walls-type buildings' capabilities here
				in a chart to make it a little easier to understand how these upgrades work. The definition of the walls-type building
				levels I am including is my own invention I created to help myself understand how all the walls-type buildings interact
				and work with each other.

				The commands related to defensive buildings are:

				"AllowsRangeStrike"	always set to "true"
							the exact function is a bit unlcear

				"Defense"		is a whole number such as "500". This is the "strength" number defensive buildings add. "500"
							translates to a defensive "strength" number of "5". "Defense" is cumulative, so the more buildings
							or wonders that directly add "Defense", the greater the total defense strength of the city.

				"ExtraCityHitPoints"	is a whole number such as "25".
							adds more hit points that have to be eroded-away in combat in order to conquer the city

				"CityWall"		always set to "true" for WALLS and WALLS_OF_BABYLON

				Here is my chart:

						BUILDTYPE	RANGESTRIKE	DEFENSE		XTRA HIT-PTS	CityWall
				LEVEL 1:	WALLS of BAB	TRUE		600		100		TRUE				
				LEVEL 1:	WALLS		TRUE		500		50		TRUE
				LEVEL 2:	CASTLE		TRUE		700		25
				LEVEL 3:	ARSENAL		TRUE		900		25
				LEVEL 4:	MILITARY BASE	TRUE		1200		25
				
				After you build WALLS or WALLS_OF_BABYLON in a city, the city is considered by the game to always afterward have the "CityWall"
				attribute, so the level 2, 3, and 4 buildings do not include "<CityWall>true</CityWall>".

				The higher building levels simply add to the strength of the original walls.

				So if a city has a MILITARY BASE, it has city walls, a total Defense strength of 3300 (33 "strength"), and a total of 125
				"ExtraCityHitPoints" as compared to a city without any defensive wall-type buildings. If you are playing as BABYLON, of course,
				these total defensive values will be different because your initial "WALLS CLASS" building has slightly higher values than the norm.

				If your building is to be a walls-type building it needs to fit as closely as possible into the existing "scheme" for defensive
				buildings, and needs to grant "Defense" and "ExtraCityHitPoints" that are reasonable as compared to the standard game buildings
				for each level of defensive building.

				The reasoning for the attribute "<AllowsRangeStrike>" is a bit murky to me. Obviously there is some additional ability added to a
				city's ability to fight off invaders, but I haven't seen any obvious mechanics of this when comparing a city without walls to one
				with walls. Regardless, if you add a defensive-type building to the game, you should include "<AllowsRangeStrike>true</AllowsRangeStrike>"
				in your XML code for the building.

				If your new building is a WALLS replacement, you need to include "<AllowsRangeStrike>true</AllowsRangeStrike>", "<CityWall>true</CityWall>",
				and values for "Defense" and "ExtraCityHitPoints".

				If your new building fits into Level 2 or higher (CASTLE or better), you should OMIT "<CityWall>true</CityWall>", but INCLUDE
				"<AllowsRangeStrike>true</AllowsRangeStrike>" as well as values for "Defense" and "ExtraCityHitPoints".

				All of these defensive-type buildings are also tagged with the "<NeverCapture>" attribute, which will be discussed later.

			ADDING INDIVIDUAL ATTRIBUTES

				You can add individual defensive attributes to your building, and this is fairly common with mods that add new world wonders. The Red Fort
				world wonder as supplied by FIRAXIS adds a "Defense" of "1200" to the city, but doesn't include any commands for the other defensive attributes.
				You should probably only add "Defense" and "ExtraCityHitPoints" to your buildings as extra side-benefits to your building.

			CODE USED IN-GAME FOR DEFENSIVE BUILDINGS
			
				Following are the values given in the FIRAXIS-supplied XML for the various types of
					city defensive buildings:


							WALLS
					<AllowsRangeStrike>true</AllowsRangeStrike>
					<Defense>500</Defense>
					<ExtraCityHitPoints>50</ExtraCityHitPoints>
					<CityWall>true</CityWall>


						WALLS OF BABYLON
					<AllowsRangeStrike>true</AllowsRangeStrike>
					<ExtraCityHitPoints>100</ExtraCityHitPoints>
					<Defense>600</Defense>
					<CityWall>true</CityWall>


						CASTLE and MUGHAL_FORT
					<AllowsRangeStrike>true</AllowsRangeStrike>
					<Defense>700</Defense>
					<ExtraCityHitPoints>25</ExtraCityHitPoints>


							ARSENAL
					<AllowsRangeStrike>true</AllowsRangeStrike>
					<Defense>900</Defense>
					<ExtraCityHitPoints>25</ExtraCityHitPoints>


							MILITARY BASE
					<AllowsRangeStrike>true</AllowsRangeStrike>
					<Defense>1200</Defense>
					<ExtraCityHitPoints>25</ExtraCityHitPoints>
			

			You can omit commands for "<AllowsRangeStrike>", "<Defense>", "<ExtraCityHitPoints>", and "<CityWall>" when not desired
			or needed for your mod.

.....................................................................................................................................................................


				CAPTURE PROBABILITIES ON CITY CONQUEST
			
			These attributes determine how likely it is that the building will survive the city being captured by an enemy.

			"<NeverCapture>" does what it sounds like. When set to "true" this building will never survive the city being captured.
				Walls, Castles, Arsenals, Military Bases, Monuments, Barracks, Armories, Military Academies, many unique
				buildings, and national wonders are all "NeverCapture" buildings.
			"<ConquestProb>" sets a percentage likelihood that the building will survive the city being captured by an enemy. The
				higher the value set, the more likely the building will survive.

			Setting "<ConquestProb>100</ConquestProb>" means the building will always survive the city being captured by an enemy.
				World Wonders should always have a 100% probability of surviving the city being captured by an enemy. This allows
				a player to "capture" a world wonder that was built by another player, and also allows the player to "rescue"
				a city from an enemy, and thereby regain control of a world wonder.
			Setting "<ConquestProb>0</ConquestProb>" is essentially the same thing as setting "<NeverCapture>" to "true".

			You should choose between "<NeverCapture>" and "<ConquestProb>" for your building, and should not include both.

					Note to self: MUGHAL_FORT has no designation for this one way or another.

			NEVER CAPTURE FORMAT

			Here is the properly-formatted code to give a building the "NeverCapture" attribute. You will want to use this attribute
			with national wonders, and buildings such as walls. It is probably also not a bad idea to make unique buildings un-capturable:
			
					<NeverCapture>true</NeverCapture>


			CONQUEST PROBABILITY FORMAT

			Here is the properly-formatted code to give a building a "conquest probability" of 66% :
			
					<ConquestProb>66</ConquestProb>

			Here is the properly-formatted code to give a building a "conquest probability" of 100%. You will want to use this code for world wonders:
			
					<ConquestProb>100</ConquestProb>


			NOTE:	Nearly every mod I've seen so far has included a command for "<NeverCapture>" or "<ConquestProb>", and as a general rule you should
				do likewise, but it is not strictly required.

.....................................................................................................................................................................

					EXECUTABLE CODE REVIEW

			To review the executable code that might be added to my building "definition" so far, if I choose to add two (2) MERCHANT specialist
			slots and one (1) GREAT MERCHANT spawn-point, and give my building a conquest probability of 66%, my code would look like this:
			
			<GameData>
				<Buildings>
					<Row>
						<Type>BUILDING_EXAMPLE</Type>
						<BuildingClass>BUILDINGCLASS_EXAMPLE</BuildingClass>
						<FreeStartEra>ERA_MEDIEVAL</FreeStartEra>
						<Cost>100</Cost>
						<GoldMaintenance>1</GoldMaintenance>
						<PrereqTech>TECH_POTTERY</PrereqTech>
						<Help>TXT_KEY_BUILDING_EXAMPLE_HELP</Help>
						<Description>TXT_KEY_BUILDING_EXAMPLE</Description>
						<Civilopedia>TXT_KEY_BUILDING_EXAMPLE_PEDIA</Civilopedia>
						<Strategy>TXT_KEY_BUILDING_EXAMPLE_STRATEGY</Strategy>
						<ArtDefineTag>NONE</ArtDefineTag>
						<SpecialistType>SPECIALIST_MERCHANT</SpecialistType>
						<SpecialistCount>2</SpecialistCount>
						<GreatPeopleRateChange>1</GreatPeopleRateChange>
						<MinAreaSize>-1</MinAreaSize>
						<ConquestProb>66</ConquestProb>


			If I don't want my building to survive the city being captured, I replace "ConquestProb" with "NeverCapture":

			<GameData>
				<Buildings>
					<Row>
						<Type>BUILDING_EXAMPLE</Type>
						<BuildingClass>BUILDINGCLASS_EXAMPLE</BuildingClass>
						<FreeStartEra>ERA_MEDIEVAL</FreeStartEra>
						<Cost>100</Cost>
						<GoldMaintenance>1</GoldMaintenance>
						<PrereqTech>TECH_POTTERY</PrereqTech>
						<Help>TXT_KEY_BUILDING_EXAMPLE_HELP</Help>
						<Description>TXT_KEY_BUILDING_EXAMPLE</Description>
						<Civilopedia>TXT_KEY_BUILDING_EXAMPLE_PEDIA</Civilopedia>
						<Strategy>TXT_KEY_BUILDING_EXAMPLE_STRATEGY</Strategy>
						<ArtDefineTag>NONE</ArtDefineTag>
						<SpecialistType>SPECIALIST_MERCHANT</SpecialistType>
						<SpecialistCount>2</SpecialistCount>
						<GreatPeopleRateChange>1</GreatPeopleRateChange>
						<MinAreaSize>-1</MinAreaSize>
						<NeverCapture>true</NeverCapture>

			If my building is a replacement for, say, city walls, I would also add-in the defensive building attributes. Here I have
			added the same commands as are used by the standard WALLS building. The difference is that in addition to acting as City Walls,
			my building would also include the specialist slots for MERCHANTS and the great person points toward generation of the next
			GREAT MERCHANT. I would change the "BuildingClass" to that for Walls, and I would also alter my "ArtDefineTag" to the designation
			for WALLS:

			<GameData>
				<Buildings>
					<Row>
						<Type>BUILDING_EXAMPLE</Type>
						<BuildingClass>BUILDINGCLASS_WALLS</BuildingClass>
						<FreeStartEra>ERA_MEDIEVAL</FreeStartEra>
						<Cost>100</Cost>
						<GoldMaintenance>1</GoldMaintenance>
						<PrereqTech>TECH_POTTERY</PrereqTech>
						<Help>TXT_KEY_BUILDING_EXAMPLE_HELP</Help>
						<Description>TXT_KEY_BUILDING_EXAMPLE</Description>
						<Civilopedia>TXT_KEY_BUILDING_EXAMPLE_PEDIA</Civilopedia>
						<Strategy>TXT_KEY_BUILDING_EXAMPLE_STRATEGY</Strategy>
						<ArtDefineTag>ART_DEF_BUILDING_WALLS</ArtDefineTag>
						<SpecialistType>SPECIALIST_MERCHANT</SpecialistType>
						<SpecialistCount>2</SpecialistCount>
						<GreatPeopleRateChange>1</GreatPeopleRateChange>
						<MinAreaSize>-1</MinAreaSize>
						<NeverCapture>true</NeverCapture>
						<AllowsRangeStrike>true</AllowsRangeStrike>
						<Defense>500</Defense>
						<ExtraCityHitPoints>50</ExtraCityHitPoints>
						<CityWall>true</CityWall>



			If I decide I'd rather not have my building be a replacement for city walls, but I did want it to add a small amount of defensive
			capability, I could restructure my code to add "25" extra city hit-points, but to include none of the other defensive-building attributes.
			I would go back to "NONE" as my "ArtDefineTag", and I would revert to a "ConquestProb" of 66%. I wouldn't HAVE TO revert to using
			"ConquestProb" instead of "NeverCapture", I just most likely would for personal-aesthetic-y reasons:

			<GameData>
				<Buildings>
					<Row>
						<Type>BUILDING_EXAMPLE</Type>
						<BuildingClass>BUILDINGCLASS_EXAMPLE</BuildingClass>
						<FreeStartEra>ERA_MEDIEVAL</FreeStartEra>
						<Cost>100</Cost>
						<GoldMaintenance>1</GoldMaintenance>
						<PrereqTech>TECH_POTTERY</PrereqTech>
						<Help>TXT_KEY_BUILDING_EXAMPLE_HELP</Help>
						<Description>TXT_KEY_BUILDING_EXAMPLE</Description>
						<Civilopedia>TXT_KEY_BUILDING_EXAMPLE_PEDIA</Civilopedia>
						<Strategy>TXT_KEY_BUILDING_EXAMPLE_STRATEGY</Strategy>
						<ArtDefineTag>NONE</ArtDefineTag>
						<SpecialistType>SPECIALIST_MERCHANT</SpecialistType>
						<SpecialistCount>2</SpecialistCount>
						<GreatPeopleRateChange>1</GreatPeopleRateChange>
						<MinAreaSize>-1</MinAreaSize>
						<ConquestProb>66</ConquestProb>
						<ExtraCityHitPoints>25</ExtraCityHitPoints>

.....................................................................................................................................................................


				SPECIFY A TECH THAT ENHANCES BUILDING YIELDS
			

			You can specify a tech that will later-on in the game add more yields to your building. A TECH that comes later in the game than the tech
				specified in the building's "PrereqTech" is usually specified. This specification is done by entering a technology name in the
				"EnhancedYieldTech" attribute.
			
			Any yield enhancements specified in the table "Building_TechEnhancedYieldChanges" become effective after the TECH defined in "EnhancedYieldTech"
				is researched.
			
			For purposes of directly attaching tourism to a building, this tech can be the same as that specified in the building's "PrereqTech".
			
			Any ONE tech can be specified.  Two examples that appear under different buildings in the game are "TECH_RADIO" and "TECH_FLIGHT".
			
			TOURISM DIRECT ATTACHMENT TO BUILDINGS
				"TechEnhancedTourism" states a "tourism" yield that is directly generated by the building. No great works
				need to be "pasted-into" great works slots in order for the tourism to kick in. The tourism effect starts
				after the TECH defined in "EnhancedYieldTech" is researched. The tech defined in "EnhancedYieldTech" can
				be the same as the one defined in the building's "PrereqTech".
				
				You can specify a "TechEnhancedTourism" value here in the basic building attributes AND ALSO state
				enhancements to other types of yields in the "<Building_TechEnhancedYieldChanges>" table that comes later.
				You should only create additional yield enhancements to the building under the "<Building_TechEnhancedYieldChanges>"
				table if the "EnhancedYieldTech" specfied is different than the building's "PrereqTech".
			

.....................................................................................................................................................................

		SOME FURTHER DISCUSSION ON <EnhancedYieldTech> AND <TechEnhancedTourism>					
				
				Probably the best way to demonstrate how the pair of commands can be used is to look at three buildings in the FIRAXIS-supplied
				XML that use the two commands.

				THE MUGHAL FORT

				The MUGHAL_FORT building uses "<EnhancedYieldTech>TECH_FLIGHT</EnhancedYieldTech>" combined with "<TechEnhancedTourism>2</TechEnhancedTourism>"
				to make the MUGHAL_FORT building start generating 2 Tourism per turn when the player discovers the FLIGHT tech. Since the MUGHAL_FORT
				is a unique building replacement for CASTLES, the building can be BUILT starting with TECH_CHIVALRY, but the tourism bump doesn't occur until
				later in the game.
					
				Here are the three relevant lines of code as they appear in the MUGHAL_FORT "<Buildings>" XML:

							<PrereqTech>TECH_CHIVALRY</PrereqTech>
							<EnhancedYieldTech>TECH_FLIGHT</EnhancedYieldTech>
							<TechEnhancedTourism>2</TechEnhancedTourism>


				THE PETRA WORLD WONDER

				The PETRA world wonder is buildable when a player discovers TECH_CURRENCY. Later, on the discovery of TECH_ARCHAEOLOGY, the wonder adds +6 Culture.
				Prior to the discovery of TECH_ARCHAEOLOGY, the PETRA only generates +1 Culture. This is all done in the XML by adding
				"<EnhancedYieldTech>TECH_ARCHAEOLOGY</EnhancedYieldTech>" to the PETRA wonder under "<Buildings>" and later on in the XML adding-in the following:

					<Building_TechEnhancedYieldChanges>
						<Row>
							<BuildingType>BUILDING_PETRA</BuildingType>
							<YieldType>YIELD_CULTURE</YieldType>
							<Yield>6</Yield>
						</Row>
					</Building_TechEnhancedYieldChanges>

				while in the "<Building_YieldChanges>" table the PETRA world wonder adds-in the following:

					<Building_YieldChanges>
						<Row>
							<BuildingType>BUILDING_PETRA</BuildingType>
							<YieldType>YIELD_CULTURE</YieldType>
							<Yield>1</Yield>
						</Row>
					</Building_YieldChanges>

				Note that the PETRA world wonder does NOT contain a statement for "<TechEnhancedTourism>" directly as a part of its "<Buildings>" definitions.
				The PETRA doesn't, therefore, start generating tourism when the player discovers the tech ARCHAEOLOGY. All the player gets is the Culture bump.

				Here are the relevant lines of code as they appear in the PETRA "<Buildings>" table:

							<PrereqTech>TECH_CURRENCY</PrereqTech>
							<EnhancedYieldTech>TECH_ARCHAEOLOGY</EnhancedYieldTech>


				THE EIFFEL TOWER WORLD WONDER

				The EIFFEL TOWER world wonder is buildable when a player discovers TECH_RADIO. In addition to everything else the Eiffel Tower does, it
				immediately begins to generate +12 tourism. This is done by adding both a "<EnhancedYieldTech>" and a "<TechEnhancedTourism>" statement
				directly to the Eiffel Tower's "<Buildings>" table. The "<EnhancedYieldTech>" is set to the same tech as the Eiffel Tower's "<PrereqTech>",
				so there is no delay between building the Eiffel Tower and getting all its benefits, including the tourism bump.

				Here are the three relevant lines of code as they appear in the EIFFEL_TOWER "<Buildings>" table:

							<PrereqTech>TECH_RADIO</PrereqTech>
							<EnhancedYieldTech>TECH_RADIO</EnhancedYieldTech>
							<TechEnhancedTourism>12</TechEnhancedTourism>
				




				NOTE:	You do not need a command for "<EnhancedYieldTech>" or "<TechEnhancedTourism>" if they do not apply to your MOD.


.....................................................................................................................................................................

					EXECUTABLE CODE REVIEW


			ONLY TOURISM ADDED EXAMPLE

			I want to show a more practical example of how I can add tourism-yield directly to my example building. So, I have added commands to specify that
			"TECH_ARCHAEOLOGY" will enhance my building "yields". In this case, the only "yield" I want to enhance is "tourism", and I only want to add one (1)
			tourism to my building. The code would be:

			<GameData>
				<Buildings>
					<Row>
						<Type>BUILDING_EXAMPLE</Type>
						<BuildingClass>BUILDINGCLASS_EXAMPLE</BuildingClass>
						<FreeStartEra>ERA_MEDIEVAL</FreeStartEra>
						<Cost>100</Cost>
						<GoldMaintenance>1</GoldMaintenance>
						<PrereqTech>TECH_POTTERY</PrereqTech>
						<Help>TXT_KEY_BUILDING_EXAMPLE_HELP</Help>
						<Description>TXT_KEY_BUILDING_EXAMPLE</Description>
						<Civilopedia>TXT_KEY_BUILDING_EXAMPLE_PEDIA</Civilopedia>
						<Strategy>TXT_KEY_BUILDING_EXAMPLE_STRATEGY</Strategy>
						<ArtDefineTag>NONE</ArtDefineTag>
						<SpecialistType>SPECIALIST_MERCHANT</SpecialistType>
						<SpecialistCount>2</SpecialistCount>
						<GreatPeopleRateChange>1</GreatPeopleRateChange>
						<MinAreaSize>-1</MinAreaSize>
						<ConquestProb>66</ConquestProb>
						<ExtraCityHitPoints>25</ExtraCityHitPoints>
						<EnhancedYieldTech>TECH_ARCHAEOLOGY</EnhancedYieldTech>
						<TechEnhancedTourism>1</TechEnhancedTourism>
					</Row>
				</Buildings>
			</GameData>

			In this example I can start having cities build the building after the discovery of Pottery, and anything I specify under any follow-on building yield
			tables will kick-in as soon as the building is constructed in a city, EXCEPT the tourism yield. The tourism will only kick-in after the player discovers
			the Archaeology tech. If I wanted to make my building be a world wonder I would probably have it give more than one (1) tourism. But since I've been
			structuring this building example as a "regular" building, adding much more than the one (1) tourism point to the building would most likely break game
			balance.




			NO TOURISM ADDED EXAMPLE

			If I don't want my building to add tourism, but I do want to have additional yields kick-in after the discovery of archaeology, I would eliminate
			the "TechEnhancedTourism" command, as shown below:

			<GameData>
				<Buildings>
					<Row>
						<Type>BUILDING_EXAMPLE</Type>
						<BuildingClass>BUILDINGCLASS_EXAMPLE</BuildingClass>
						<FreeStartEra>ERA_MEDIEVAL</FreeStartEra>
						<Cost>100</Cost>
						<GoldMaintenance>1</GoldMaintenance>
						<PrereqTech>TECH_POTTERY</PrereqTech>
						<Help>TXT_KEY_BUILDING_EXAMPLE_HELP</Help>
						<Description>TXT_KEY_BUILDING_EXAMPLE</Description>
						<Civilopedia>TXT_KEY_BUILDING_EXAMPLE_PEDIA</Civilopedia>
						<Strategy>TXT_KEY_BUILDING_EXAMPLE_STRATEGY</Strategy>
						<ArtDefineTag>NONE</ArtDefineTag>
						<SpecialistType>SPECIALIST_MERCHANT</SpecialistType>
						<SpecialistCount>2</SpecialistCount>
						<GreatPeopleRateChange>1</GreatPeopleRateChange>
						<MinAreaSize>-1</MinAreaSize>
						<ConquestProb>66</ConquestProb>
						<ExtraCityHitPoints>25</ExtraCityHitPoints>
						<EnhancedYieldTech>TECH_ARCHAEOLOGY</EnhancedYieldTech>
					</Row>
				</Buildings>
			</GameData>


			And then in the "Building_TechEnhancedYieldChanges" table I would have to tell the XML what "enhanced yields" apply to my building after the discovery of
			Archaeology. If I wanted that "yield" to be one (1) gold, I would add code as follows:


				<Building_TechEnhancedYieldChanges>
					<Row>
						<BuildingType>BUILDING_EXAMPLE</BuildingType>
						<YieldType>YIELD_GOLD</YieldType>
						<Yield>1</Yield>
					</Row>
				</Building_TechEnhancedYieldChanges>

			Since my original gold maintenance per turn is one (1) gold per turn, my building would become maintenance-cost-free after the discovery of Archaeology.

			Note that in this example as shown in the "<Buildings>" table there a few more commands than are shown that are necessary to a properly-structured
			building, but I haven't shown them because they haven't been discussed as yet.



			EXAMPLE SHOWING BOTH THE TOURISM AND THE GOLD "KICK-IN" AFTER ARCHAEOLOGY



			Here's what the code would look like without any intermediary comments in-between the two tables if I want BOTH the tourism and the gold effect: 


			<GameData>
				<Buildings>
					<Row>
						<Type>BUILDING_EXAMPLE</Type>
						<BuildingClass>BUILDINGCLASS_EXAMPLE</BuildingClass>
						<FreeStartEra>ERA_MEDIEVAL</FreeStartEra>
						<Cost>100</Cost>
						<GoldMaintenance>1</GoldMaintenance>
						<PrereqTech>TECH_POTTERY</PrereqTech>
						<Help>TXT_KEY_BUILDING_EXAMPLE_HELP</Help>
						<Description>TXT_KEY_BUILDING_EXAMPLE</Description>
						<Civilopedia>TXT_KEY_BUILDING_EXAMPLE_PEDIA</Civilopedia>
						<Strategy>TXT_KEY_BUILDING_EXAMPLE_STRATEGY</Strategy>
						<ArtDefineTag>NONE</ArtDefineTag>
						<SpecialistType>SPECIALIST_MERCHANT</SpecialistType>
						<SpecialistCount>2</SpecialistCount>
						<GreatPeopleRateChange>1</GreatPeopleRateChange>
						<MinAreaSize>-1</MinAreaSize>
						<ConquestProb>66</ConquestProb>
						<ExtraCityHitPoints>25</ExtraCityHitPoints>
						<EnhancedYieldTech>TECH_ARCHAEOLOGY</EnhancedYieldTech>
						<TechEnhancedTourism>1</TechEnhancedTourism>
					</Row>
				</Buildings>

				<Building_TechEnhancedYieldChanges>
					<Row>
						<BuildingType>BUILDING_EXAMPLE</BuildingType>
						<YieldType>YIELD_GOLD</YieldType>
						<Yield>1</Yield>
					</Row>
				</Building_TechEnhancedYieldChanges>
			</GameData>

.....................................................................................................................................................................
				
		"GLOBAL" AND "LOCAL" COMMANDS
				
				Many of the commands that follow from this point onwards can have a Global effect. If there is a Global command for something,
				there is generally also what is best thought of as a "local" command that does the same sort of thing. I will discuss each set
				of "Global/Local" commands in turn as you read through the remainder of this document, but for now I only want to discuss the
				difference between a "Global" command and a "local" command.


			GLOBAL EFFECTS

				Commands that start with the word "Global" are Global Effects Commands. This does NOT mean that the effect kicks in for every city
				of every civilization everywhere on the map. It means the effect kicks in for every city built by THE ONE AND ONLY PLAYER that builds
				the building. It is not too far wrong to think of Global effects as being WORLD WONDER effects as opposed to regular BUILDING effects.

				You CAN attach Global effects to regular buildings, but as a general rule game-play is more balanced when these effects are restricted
				to World Wonders or National Wonders.

				All of the following are GLOBAL effects commands:

						GlobalPlotCultureCostModifier
						GlobalPlotBuyCostModifier
						GlobalCultureRateModifier
						GlobalGreatPeopleRateModifier
						GlobalSpaceProductionModifier
						GlobalExperience	(this command does not appear to have ANY effect)
						GlobalPopulationChange
						GlobalDefenseMod
						GlobalEspionageModifier
						HappinessPerCity
						GreatGeneralRateModifier
						CityConnectionTradeRouteModifier

				"HappinessPerCity" is shown as a "Global" effect in my list since it effects every city, and is in that sense not "local" to where the
				building was built.

				"GreatGeneralRateModifier" is shown as a "Global" effect in my list since it effects great general appearance througout the empire,
				and is in that sense not "local" to where the building was built.

				"CityConnectionTradeRouteModifier" is global because it adjusts the gold yield of road-connection routes from cities to the capital
				by a percentage for every city in the empire that is "connected" to the capital. Sea connections that connect via harbors, and then
				via roads to the capital are also affected.


			LOCAL EFFECTS


				Local effects only kick in for the city where a building is built. Other cities of the same empire that have not built the building do
				not get the benefits. If a command doesn't start with the word "Global", it is usually a local effect.

				All of the following are LOCAL effects commands:
					
						PlotCultureCostModifier
						PlotBuyCostModifier
						CultureRateModifier
						GreatPeopleRateModifier
						SpaceProductionModifier
						Experience	(this command does not appear to have ANY effect)
						EspionageModifier
								


.....................................................................................................................................................................

			CITY TILE-ACQUISITION-COST MODIFIERS
				
				There are two sets of map tile-acquisition-cost modifiers. One is a Global set, and one is a "local" set of modifiers. These commands
				adjust the cost in gold or culture of acquiring tiles for your city by a PERCENTAGE change.

				GlobalPlotCultureCostModifier
					adjusts the cost of acquiring new tiles with CULTURE by whatever PERCENTAGE is stated. Affects EVERY city in the empire.
					You will generally want to make tile-acquisition cheaper, so you will want to put in a NEGATIVE whole number.
				PlotCultureCostModifier
					adjusts the cost of acquiring new tiles with CULTURE by whatever PERCENTAGE is stated. Affects only the city where the
					building is built. You will generally want to make tile-acquisition cheaper, so you will want to put in a NEGATIVE
					whole number.

				GlobalPlotBuyCostModifier
					adjusts the cost of acquiring new tiles with GOLD by whatever PERCENTAGE is stated. Affects EVERY city in the empire.
					You will generally want to make tile-acquisition cheaper, so you will want to put in a NEGATIVE whole number.
				PlotBuyCostModifier
					adjusts the cost of acquiring new tiles with GOLD by whatever PERCENTAGE is stated. Affects only the city where the building
					is built. You will generally want to make tile-acquisition cheaper, so you will want to put in a NEGATIVE whole number.

				This is what the ANGOR WAT world wonder uses to REDUCE tile-acquisition costs by 25% everywhere in the empire. Shown EXACTLY as
					it appears in the XML:
				
						<GlobalPlotCultureCostModifier>-25</GlobalPlotCultureCostModifier>
						<GlobalPlotBuyCostModifier>-25</GlobalPlotBuyCostModifier>
				
				This is what the Russian KREPOST building uses to REDUCE tile-acquisition costs by 25% in the city that built a KREPOST.
					Shown EXACTLY as it appears in the XML:
				
						<PlotCultureCostModifier>-25</PlotCultureCostModifier>
						<PlotBuyCostModifier>-25</PlotBuyCostModifier>


				Here are all four commands presented together, properly-formatted for each command to reduce tile-acquisition costs in
					culture or gold by 25 % 

						<GlobalPlotCultureCostModifier>-25</GlobalPlotCultureCostModifier>
						<GlobalPlotBuyCostModifier>-25</GlobalPlotBuyCostModifier>
						<PlotCultureCostModifier>-25</PlotCultureCostModifier>
						<PlotBuyCostModifier>-25</PlotBuyCostModifier>


				You can omit commands for "<GlobalPlotCultureCostModifier>", "<GlobalPlotBuyCostModifier>", "<PlotCultureCostModifier>",
				and "<PlotBuyCostModifier>".

.....................................................................................................................................................................


							HURRYING COST MODIFIER


				
			NOTE: choose one or the other of the two methods discussed here for the "HurryCostModifier" of your building.

			NOTE: "HurryCostModifier" of your building is different than and separate from the special ability of the
				BIG BEN world wonder.
				
			METHOD 1: MODIFY WITH A POSITIVE NUMBER

				Positive numbers INCREASE the cost of buying the building with gold. "50" as shown below would make
				the gold cost 50 % higher than the game would otherwise calculate is needed to buy the building.
				Bear in mind that it is nearly impossible to "pre-figure" what the end result gold cost of your
				building will be because there are several modifiers that are taken into account by the game to
				determine the actual cost in terms of gold for purchasing a building. Values of "0", "10", "15",
				"25", and "40" are common through the buildings XML for "HurryCostModifier". You can put anything
				you want so long as it is a positive whole number, or "0".

			METHOD 2: DISABLE HURRYING WITH GOLD

				Setting "HurryCostModifier" to "-1" disables buying the building with gold.  This is how world and national
				wonders force you to "build" the building instead of "buying" it. The building can still be "Hurried" by a
				Great Engineer, you just can't do it with GOLD. Regular buildings can also use this designation, and the
				effect will be the same as for national and world wonders.

			PROPER CODE FORMATS

			Properly-formatted command to disable hurrying the building with gold:
				
					<HurryCostModifier>-1</HurryCostModifier>

			Properly-formatted command to adjust the hurrying cost upward by "50":

					<HurryCostModifier>50</HurryCostModifier>

			
			When you omit the "<HurryCostModifier>" command, it is the same as stating "<HurryCostModifier>0</HurryCostModifier>".

.....................................................................................................................................................................


			TERRAIN REQUIREMENTS

				Terrain requirements allow you to specify what terrain the CITY must be built ON or NEAR TO in order for that city
				to build your building. The FIRAXIS-supplied XML uses this set of attributes to keep Lighthouses, for example, from
				being built inland. Terrain attributes are used to ensure that only cities located next to rivers can build certain buildings,
				such as Watermills and Hydro Plants. There are nine (9) commands available in the "<Building>" table that all fit
				within this description of "Terrain Requirements".

				You can entirely omit any or all of the terrain requirment commands.

			SET TO "TRUE" TERRAIN ATTRIBUTES

				The following seven (7) attributes all work in the same way, and follow the same code format:

					Water...................city must be built NEXT TO a COAST tile
					River...................city must be built NEXT TO a RIVER
					FreshWater..............city must be built next to a RIVER or a LAKE tile
					Mountain................city must be built NEXT TO a MOUNTAIN tile
					NearbyMountainRequired..city must be built WITHIN 2 TILES OF a MOUNTAIN tile
					Hill....................city must be built ON a HILL tile
					Flat....................city MUST NOT be built ON a HILL tile

				The code format these seven attributes follow is:

						<Water>true</Water>

				To change from a "Water" requirement to a "River" requirement you would simply replace the word "Water" with the
					word "River" in both places.

					
			SPECIFY THE TERRAIN-TYPE TERRAIN ATTRIBUTES

				The following two (2) attributes work in a manner similar to each other, but different from the previous
				seven. The code format for these two commands is:

					<NearbyTerrainRequired>TERRAIN_GRASS</NearbyTerrainRequired>
								and
					<ProhibitedCityTerrain>TERRAIN_GRASS</ProhibitedCityTerrain>

				"<NearbyTerrainRequired>" means that the CITY must be built ON or NEXT TO the terrain-type specified.
				"<ProhibitedCityTerrain>" means that the CITY must NOT be built ON the terrain-type specified.

				Any of the following terrain specifications would work with these two commands:

					TERRAIN_GRASS.....grasslands tiles, whether flatlands, hills, or mountains
					TERRAIN_PLAINS....plains tiles, whether flatlands, hills, or mountains
					TERRAIN_DESERT....desert tiles, whether flatlands, hills, or mountains
					TERRAIN_TUNDRA....tundra tiles, whether flatlands, hills, or mountains
					TERRAIN_SNOW......snowy waste tiles, whether flatlands, hills, or mountains

				Attempts to use the "<NearbyTerrainRequired>" command with TERRAIN_HILL do not work.  The game does not implement
				such commands. Buildings that have TERRAIN_HILL specified for nearby terrain never become buildable, regardless
				of the terrain in which a city has been placed. Nor will the game properly recognize a terrain restriction with
				"<ProhibitedCityTerrain>" and TERRAIN_HILL.  Similarly, attempts to use TERRAIN_MOUNTAIN for "<NearbyTerrainRequired>"
				or "<ProhibitedCityTerrain>" simply do not work.

				FEATURES like Flood Plains, Forest, Jungle or Oasis DO NOT APPLY to these two terrain attributes because they
				aren't "terrain types" as defined in the "CIV5Terrains.XML" file.

				"TERRAIN_COAST" and "TERRAIN_OCEAN" do not really apply either, since the "<Water>" attribute is intended to take care
				of that specification in place of "<NearbyTerrainRequired>" and because cities cannot be built on "COAST" or "OCEAN"
				tiles the "<ProhibitedCityTerrain>" wouldn't seem to accomplish anything with "TERRAIN_COAST" or "TERRAIN_OCEAN".

			ATTRIBUTE STACKING

				You can "stack" these attributes to make your building require a more selective set of terrain criteria. You would
				generally try to reserve these stacked terrain requirements to World Wonders, as adding multiple terrain requirements
				to a "regular" building would tend to make such a building trend toward being an exercise in pointlessness. After all,
				no matter how awesome and cool you make your building, if no one can ever build it, it's really not very awesome and
				cool after all is said and done.

				If you want to make a building require that a city be not only on a coastline, but also adjacent to a river, you could
				do the following as part of your building's XML:

							<Water>true</Water>
							<River>true</River>
	
				If you wanted to require that your building is built only in a city that is on the coast, adjacent to a river,
				and is within two tiles of a mountain, you could do the following as part of your building's XML:

							<Water>true</Water>
							<River>true</River>
							<NearbyMountainRequired>true</NearbyMountainRequired>

				If you wanted to require that your building can only be built in a city that is on or next to a desert tile,
				and that there is a river adjacent to the city, you could do the following as part of your building's XML:

							<River>true</River>
							<NearbyTerrainRequired>TERRAIN_DESERT</NearbyTerrainRequired>

				If you wanted to require that your building can only be built in a city that is NOT located ON a desert tile, but is
				next to a mountain, you could do the following as part of your building's XML:

							<Mountain>true</Mountain>
							<ProhibitedCityTerrain>TERRAIN_DESERT</ProhibitedCityTerrain>

				As a general rule for stacking these terrain requirements, keep in mind how likely such a terrain combination
				is going to be on the game's main map, and therefore how likely it is any player will ever be able to build the
				building.

			PROPERLY-FORMATTED LIST OF ALL TERRAIN REQUIREMENT SETTINGS


				<Water>true</Water>
				<River>true</River>
				<FreshWater>true</FreshWater>
				<Mountain>true</Mountain>
				<NearbyMountainRequired>true</NearbyMountainRequired>
				<Hill>true</Hill>
				<Flat>true</Flat>

				<NearbyTerrainRequired>TERRAIN_GRASS</NearbyTerrainRequired>
				<NearbyTerrainRequired>TERRAIN_PLAINS</NearbyTerrainRequired>
				<NearbyTerrainRequired>TERRAIN_DESERT</NearbyTerrainRequired>
				<NearbyTerrainRequired>TERRAIN_TUNDRA</NearbyTerrainRequired>
				<NearbyTerrainRequired>TERRAIN_SNOW</NearbyTerrainRequired>

				<ProhibitedCityTerrain>TERRAIN_GRASS</ProhibitedCityTerrain>
				<ProhibitedCityTerrain>TERRAIN_PLAINS</ProhibitedCityTerrain>
				<ProhibitedCityTerrain>TERRAIN_DESERT</ProhibitedCityTerrain>
				<ProhibitedCityTerrain>TERRAIN_TUNDRA</ProhibitedCityTerrain>
				<ProhibitedCityTerrain>TERRAIN_SNOW</ProhibitedCityTerrain>

			NOTE:	when you do not want any terrain requirement for your building, you simply omit
				the commands for city-placement terrain limitations.
.....................................................................................................................................................................

					EXECUTABLE CODE REVIEW

			I have deleted some of the attribute entries that were shown earlier simply to keep these code examples from becoming too difficult to read.
			I dropped anything I had shown earlier that was below the "ConquestProb" line. None of the code-lines I dropped are required for the game to
			"accept" a building definition under the "<Buildings>" table.

			For the continuation of these code reviews, I have chosen a "HurryCostModifier" of "25", and I have added the ability to the building of lowering
			plot gold-purchase costs by 10%.

			Note that I have also added a properly-formatted comment that says "NEW STUFF" to make it a little easier for you to find what is new.
				My comment does not have to be in ALL CAPS, I just did it that way to make it stand out a little better. I will be including this
				comment line in all following "CODE REVIEWS", and the comment will always appear directly above whatever new lines of XML have been added.

			The code would be:

			<GameData>
				<Buildings>
					<Row>
						<Type>BUILDING_EXAMPLE</Type>
						<BuildingClass>BUILDINGCLASS_EXAMPLE</BuildingClass>
						<FreeStartEra>ERA_MEDIEVAL</FreeStartEra>
						<Cost>100</Cost>
						<GoldMaintenance>1</GoldMaintenance>
						<PrereqTech>TECH_POTTERY</PrereqTech>
						<Help>TXT_KEY_BUILDING_EXAMPLE_HELP</Help>
						<Description>TXT_KEY_BUILDING_EXAMPLE</Description>
						<Civilopedia>TXT_KEY_BUILDING_EXAMPLE_PEDIA</Civilopedia>
						<Strategy>TXT_KEY_BUILDING_EXAMPLE_STRATEGY</Strategy>
						<ArtDefineTag>NONE</ArtDefineTag>
						<SpecialistType>SPECIALIST_MERCHANT</SpecialistType>
						<SpecialistCount>2</SpecialistCount>
						<GreatPeopleRateChange>1</GreatPeopleRateChange>
						<MinAreaSize>-1</MinAreaSize>
						<ConquestProb>66</ConquestProb>
						<!-- NEW STUFF -->
						<HurryCostModifier>25</HurryCostModifier>
						<PlotBuyCostModifier>-10</PlotBuyCostModifier>


			If I wish to add to this, and require that my building is only available in cities that are built on flatlands (no hills allowed), I would
				change my code to:

			<GameData>
				<Buildings>
					<Row>
						<Type>BUILDING_EXAMPLE</Type>
						<BuildingClass>BUILDINGCLASS_EXAMPLE</BuildingClass>
						<FreeStartEra>ERA_MEDIEVAL</FreeStartEra>
						<Cost>100</Cost>
						<GoldMaintenance>1</GoldMaintenance>
						<PrereqTech>TECH_POTTERY</PrereqTech>
						<Help>TXT_KEY_BUILDING_EXAMPLE_HELP</Help>
						<Description>TXT_KEY_BUILDING_EXAMPLE</Description>
						<Civilopedia>TXT_KEY_BUILDING_EXAMPLE_PEDIA</Civilopedia>
						<Strategy>TXT_KEY_BUILDING_EXAMPLE_STRATEGY</Strategy>
						<ArtDefineTag>NONE</ArtDefineTag>
						<SpecialistType>SPECIALIST_MERCHANT</SpecialistType>
						<SpecialistCount>2</SpecialistCount>
						<GreatPeopleRateChange>1</GreatPeopleRateChange>
						<MinAreaSize>-1</MinAreaSize>
						<ConquestProb>66</ConquestProb>
						<!-- NEW STUFF -->
						<HurryCostModifier>25</HurryCostModifier>
						<PlotBuyCostModifier>-10</PlotBuyCostModifier>
						<Flat>true</Flat>

			If I wished to restrict where my building can be built even further, I could add a requirement that it be built on or next to grasslands, as so:

			<GameData>
				<Buildings>
					<Row>
						<Type>BUILDING_EXAMPLE</Type>
						<BuildingClass>BUILDINGCLASS_EXAMPLE</BuildingClass>
						<FreeStartEra>ERA_MEDIEVAL</FreeStartEra>
						<Cost>100</Cost>
						<GoldMaintenance>1</GoldMaintenance>
						<PrereqTech>TECH_POTTERY</PrereqTech>
						<Help>TXT_KEY_BUILDING_EXAMPLE_HELP</Help>
						<Description>TXT_KEY_BUILDING_EXAMPLE</Description>
						<Civilopedia>TXT_KEY_BUILDING_EXAMPLE_PEDIA</Civilopedia>
						<Strategy>TXT_KEY_BUILDING_EXAMPLE_STRATEGY</Strategy>
						<ArtDefineTag>NONE</ArtDefineTag>
						<SpecialistType>SPECIALIST_MERCHANT</SpecialistType>
						<SpecialistCount>2</SpecialistCount>
						<GreatPeopleRateChange>1</GreatPeopleRateChange>
						<MinAreaSize>-1</MinAreaSize>
						<ConquestProb>66</ConquestProb>
						<!-- NEW STUFF -->
						<HurryCostModifier>25</HurryCostModifier>
						<PlotBuyCostModifier>-10</PlotBuyCostModifier>
						<Flat>true</Flat>
						<NearbyTerrainRequired>TERRAIN_GRASS</NearbyTerrainRequired>



			BOTH terrain requirements would affect my building, and only cities that were built on flat terrain that is also a grassland tile, or cities
			that are built on flat tiles that are NEXT TO a grasslands tile would be able to construct my building.

			I won't be including the terrain restrictions shown here in future "CODE REVIEWS" in order to keep the amount of stuff you have to read
			through to a minimum.

.....................................................................................................................................................................



				CARAVAN AND CARGO-SHIP TRADE ROUTES



			I will only discuss the commands that directly relate to "<Buildings>" XML in relation to the new trade-route system. The simplest method
			I can think of to do this is to first discuss the XML commands that have been added to various buildings in the FIRAXIS-supplied XML files.

			For the purposes of this discussion the words or phrases like "owner", "owned", or "foriegn-owned" refer to the CIV that built the Caravan
			or Cargo-Ship unit.

			Any or all of the Caravan and Cargo-Ship Trade Route Commands can be omitted.

			CIVILOPEDIA ERRATA NOTES:
				1)	There appears to me to be an error in the Civilopedia entry for the Harbor building, which
					I will note in detail below.
				2)	The XML does not include a building called anything like BUILDING_EAST_INDIA_COMPANY. Instead,
					the in-game name of the building was changed from "National Treasury" to "East India Company".
					The FIRAXIS-supplied XML code all still refers to BUILDING_NATIONAL_TREASURY

			XML CONFUSIONS:
				To me, "TradeRouteRecipientBonus" and "TradeRouteTargetBonus" would seem to refer to the same thing. I spent a fair amount of time
				comparing civilopedia entries for what a building is said to do to what is actually in the XML when I prepared this section of this
				guide.  Now that I've discovered this possible berf in the civilopedia vis-a-vis the code, I'll be paying much closer attention my
				trade routes with foriegn cities to see what is correct and what is not. This is an obvious area where this guide may need to be updated.
				All we can do at this point is trust FIRAXIS that the code-commands do what is stated.

			BAZAARS and MARKETS
				Bazaars and Markets now boost the gold that a city generates when a foriegn-owned trade-route is connected to a city containing either
				the Market building or the Bazaar building. The owner of the trade route recieves +1 GOLD more than they would otherwise get, and the
				CITY that contains the Bazaar or Market building generates +2 GOLD more than it normally would get. The way this is done in the
				"<Buildings>" table is by inclusion of the following two lines of code:

						<TradeRouteRecipientBonus>2</TradeRouteRecipientBonus>
						<TradeRouteTargetBonus>1</TradeRouteTargetBonus>

			EAST INDIA COMPANY
				The East India Company national wonder has taken the place of the old National Treasury national wonder and now boosts the gold that a
				city containing the East India Company generates when a foriegn-owned trade-route is connected to the city. The owner of the trade route
				recieves +2 GOLD more than they would otherwise get, and the city that contains the East India Company building generates +4 GOLD more
				than it normally would get. The way this is done in the "<Buildings>" table is by inclusion of the following two lines of code:

						<TradeRouteRecipientBonus>4</TradeRouteRecipientBonus>
						<TradeRouteTargetBonus>2</TradeRouteTargetBonus>
	

			CARAVANSARY
				The Caravansary building extends the range of land trade routes originating in the city that built a caravansary by 50% and adds +2 GOLD
				to every land trade route originating in the city that built the caravansary THAT CONNECTS TO A CITY IN A FORIEGN CIVILIZATION. The way this
				is done in the "<Buildings>" table is by inclusion of the following two lines of code:

						<TradeRouteLandDistanceModifier>50</TradeRouteLandDistanceModifier>
						<TradeRouteLandGoldBonus>200</TradeRouteLandGoldBonus>

				"50"  in "TradeRouteLandDistanceModifier" translates to 50% greater range.
				"200"  in "TradeRouteLandGoldBonus" translates to 2 GOLD.

			HARBORS
				The Civilopedia entry for the Harbor building states that a Harbor extends the range of sea trade routes originating in the city that built
				a harbor by 50% and adds +2 GOLD to every trade route originating in the city that built the harbor THAT CONNECTS TO A CITY IN A FORIEGN
				CIVILIZATION. The way this is done in the "<Buildings>" table is by inclusion of the following two lines of code:

						<TradeRouteSeaDistanceModifier>50</TradeRouteSeaDistanceModifier>
						<TradeRouteSeaGoldBonus>100</TradeRouteSeaGoldBonus>

				The extra sea trade route distance does not require connection to a 2nd major civilization, but the gold boost does require this.

				"50"  in "TradeRouteSeaDistanceModifier" translates to 50% greater range.
				"100"  in "TradeRouteSeaGoldBonus" would seem to translate to 1 GOLD, but it is actually 2 GOLD because the gold effects of sea trade routes
					are automatically doubled by the game software.

				The Harbor building also contains the XML code:

						<AllowsWaterRoutes>true</AllowsWaterRoutes>

				This has nothing at all to do with cargo-ship trade routes, but is the carry-over from the previous expansions of the game that allow
				Harbors to act as a "connection" to the capital.

			COLOSSUS
				The Colossus world wonder adds +1 trade routes to the empire and boosts the gold that a city generates when a foriegn-owned trade-route
				is connected to the city containing the Colossus. The owner of the trade route recieves +1 GOLD more than they would otherwise get, and
				the CITY that contains the Colossus generates +2 GOLD more than it normally would get. The way this is done in the "<Buildings>" table
				is by inclusion of the following lines of code:

						<TradeRouteRecipientBonus>2</TradeRouteRecipientBonus>
						<TradeRouteTargetBonus>1</TradeRouteTargetBonus>
						<NumTradeRouteBonus>1</NumTradeRouteBonus>

				"<NumTradeRouteBonus>1</NumTradeRouteBonus>" adds the extra trade route.


			PETRA
				The Petra world wonder adds +1 trade routes but does not contain any gold boosts for the city owner or for a trade-route owner when a
				foriegn-originating trade-route connects to the city. Nor does any gold boost apply to a trade route that originates in the city that
				built the PETRA world wonder. The PETRA world wonder does give a free caravan unit to the builder of the wonder, but the XML code for
				that is handled later on under the "<Building_FreeUnits>" table. The code that appears in the Petra world wonder "<Buildings>" table
				relating to trade routes is simply the inclusion of the following line of code:

						<NumTradeRouteBonus>1</NumTradeRouteBonus>

				Just like with the Colossus, "<NumTradeRouteBonus>1</NumTradeRouteBonus>" adds the extra trade route.

			WORKSHOPS and GRANARIES

				Workshops allow internal trade-routes to "transfer" Production between one city and another. The XML code that allows this is:

						<AllowsProductionTradeRoutes>true</AllowsProductionTradeRoutes>

				Granaries allow internal trade-routes to "transfer" Food between one city and another. The XML code that allows this is:

						<AllowsFoodTradeRoutes>true</AllowsFoodTradeRoutes>

				Actually, neither Production or Food is ever deducted from the originating city. So the trade route just magically deposits
				mysteriously-generated production and food in the target city of the trade route.

			PROPERLY-FORMATTED TRADE-ROUTE COMMANDS	
			
				Internal trade route enablers:
			
					<AllowsProductionTradeRoutes>true</AllowsProductionTradeRoutes>
					<AllowsFoodTradeRoutes>true</AllowsFoodTradeRoutes>
			
				Trade-route distance modifiers. Affects both INTERNAL and EXTERNAL trade-route:
			
					<TradeRouteLandDistanceModifier>50</TradeRouteLandDistanceModifier>
					<TradeRouteSeaDistanceModifier>50</TradeRouteSeaDistanceModifier>
			
				City owner gets a +2 gold bonus when a foriegn-origin trade-route connects to the city the building is in:
			
					<TradeRouteRecipientBonus>2</TradeRouteRecipientBonus>
			
				Caravan or cargo-ship owner gets a +1 gold bonus when their foriegn-origin trade-route connects to the city the building is in:
			
					<TradeRouteTargetBonus>1</TradeRouteTargetBonus>
			
				The building adds +2 gold to any foriegn-destination LAND trade route ORIGINATING from the city where the building is built:
			
					<TradeRouteLandGoldBonus>200</TradeRouteLandGoldBonus>
			
				The building adds +1 gold to any foriegn-destination SEA trade route ORIGINATING from the city where the building is built:
			
					<TradeRouteSeaGoldBonus>100</TradeRouteSeaGoldBonus>
			
				Number of trade-routes increaser. As shown would add +1 trade routes to the empire where the building is built:
			
					<NumTradeRouteBonus>1</NumTradeRouteBonus>


	THESE COMMANDS AFFECT TRADE ROUTES STARTING IN THE CITY WHERE A WONDER OR BUILDING IS CONSTRUCTED

					<TradeRouteSeaGoldBonus>100</TradeRouteSeaGoldBonus>
					<TradeRouteLandGoldBonus>200</TradeRouteLandGoldBonus>
					<TradeRouteLandDistanceModifier>50</TradeRouteLandDistanceModifier>
					<TradeRouteSeaDistanceModifier>50</TradeRouteSeaDistanceModifier>
					<AllowsProductionTradeRoutes>true</AllowsProductionTradeRoutes>
					<AllowsFoodTradeRoutes>true</AllowsFoodTradeRoutes>
					<AllowsWaterRoutes>true</AllowsWaterRoutes>

	THESE COMMANDS AFFECT TRADE ROUTES STARTING IN ANOTHER CIV AND TERMINATING IN THE CITY WHERE A WONDER OR BUILDING IS CONSTRUCTED

					<TradeRouteTargetBonus>1</TradeRouteTargetBonus>
					<TradeRouteRecipientBonus>2</TradeRouteRecipientBonus>




.....................................................................................................................................................................


				ROAD AND HARBOR CAPITAL-CONNECTION TRADE ROUTES
				
			HARBOR connection command used by the HARBOR to allow sea and coastal water city-connections to the capital:
			
					<AllowsWaterRoutes>true</AllowsWaterRoutes>
			
			CAPITAL-CONNECTED TRADE-ROUTE "VALUE" INCREASER

				This is what is used by the BUILDING_MACHU_PICHU to increase the value of city-connection trade routes to the capital. This has
				a global effect on all cities connected to the capital by road networks or by harbor-connection networks. The number stated is
				a percentage change, so "25" increases the gold generated by these connections empire-wide by 25 percent.

				Following is the code EXACTLY as shown in the MACHU PICHU world wonder:
			
					<CityConnectionTradeRouteModifier>25</CityConnectionTradeRouteModifier>

				For the purposes of adding this command to new buildings, you should generally limit its use to world or national wonders.

				NOTE:	In the Gods and Kings expansion, and in the "vanilla" version of the game, the command was:
						<TradeRouteModifier>25</TradeRouteModifier>


			You can omit "<AllowsWaterRoutes>" and "<CityConnectionTradeRouteModifier>" when they do not apply. If you include the command
			"<AllowsWaterRoutes>true</AllowsWaterRoutes>", you should also force the building to be constructable only in coastal cities by
			including the "<Water>true</Water>" line.


.....................................................................................................................................................................


					MUTUALLY EXCLUSIVE GROUP

			The "<MutuallyExclusiveGroup>1</MutuallyExclusiveGroup>" command is used by all buildings that fall into the "Power Plant" group of
			buildings. A city is only allowed to build one of the buildings from this group, hence they are "Mutually Exclusive".

			You should only use this command when
				(1)	you are adding a new type of power-plant building, in which case you will set "1" for "MutuallyExclusiveGroup",
				(2)	you are adding a series of buildings all of which will be mutually exclusive to each other. Just like the power
					plant buildings, once a city has built one of these buildings, it can never build another from within the group.
					In this case you should pick an exclusion group number that is never much likely to also be chosen by another
					contributor to the workshop. Something like "256".
					
			
				Proper format for adding a new power-plant building:

					<MutuallyExclusiveGroup>1</MutuallyExclusiveGroup>

				Proper format for adding a new series of buildings, where "256" is assigned as the exclusive group number:

					<MutuallyExclusiveGroup>256</MutuallyExclusiveGroup>


			You can and generally should omit the command for "<MutuallyExclusiveGroup>".

.....................................................................................................................................................................

							TOURISM MODIFIERS

			The two tourism modifiers effect the tourism generated in the city where the building is built. They are, therefore, local
			effects. These modifiers are used by the National Visitor Center national wonder.

		"<LandmarksTourismPercent>" modifies tourism by "collecting" all of the culture produced from World Wonders, plus all the culture from
			Landmarks (the ones that can be built on the main map by archaeologists), from culture-producing improvements like Moai Statues
			and Chateaus, and all the culture from any Natural Wonders being worked by the city, multiplying that total culture number by
			the percentage stated for "<LandmarksTourismPercent>", and adding the result to the city tourism amount.

			"<LandmarksTourismPercent>100</LandmarksTourismPercent>", which is the command as used by the National Visitor Center, directly
			transforms 100% of that calculated culture into tourism for the city.

		"<GreatWorksTourismModifier>" adjusts the tourism generated by any great works present in the city by the percentage amount entered.
			So, "<GreatWorksTourismModifier>100</GreatWorksTourismModifier>" increases the tourism from great works in the same city by 100%.
			Generally you will want to enter values for this modifier that seem fairly large, such as "50", "100", or "200", because the
			amoount of tourism being generated in an individual city from great works is usually a total number such as "2", or "4". Adjusting
			such a small total number of tourism by 10% wouldn't have much affect.

				Properly-formatted code for these commands to both "increase" tourism by 100%:

					<LandmarksTourismPercent>100</LandmarksTourismPercent>
					<GreatWorksTourismModifier>100</GreatWorksTourismModifier>
			

		You can omit the commands for "<LandmarksTourismPercent>" and "<GreatWorksTourismModifier>" when they do not apply to your building.


.....................................................................................................................................................................


				GREAT WORK SLOTS and GREAT WORKS COUNT

		"<GreatWorkSlotType>" defines the TYPE of great work slot that is added to a building. Since there isn't room to display more regular
			buildings or National Wonders that contain great work slots in the Culture Overview display, inclusion of great work slots
			should be limited to World Wonders. World Wonder great work slots are displayed in the Culture Overview directly below the city
			name where the World Wonder was built, so there is no downside to getting the great works slots to display properly. Adding
			Great Works slots to National Wonders will not work properly because while the National Wonder will show the great works slots
			in the city view, they will not be added properly to the Culture Overview panel.

			You can only specify one of the three types of great works for your wonder.
						
		"<GreatWorkCount>" defines how many great work slots of the chosen type are to be included in the wonder. The maximum number of great
			works slots that appears for a single World Wonder in the FIRAXIS-supplied game XML is four (4), so you should probably not try
			to include any more great works than that in your building.
			
			
			Pick only one of the following three great works types:
			
				GREAT_WORK_SLOT_ART_ARTIFACT	(works of art or artifacts)
				GREAT_WORK_SLOT_MUSIC		(works of music)
				GREAT_WORK_SLOT_LITERATURE	(works of writing)
			
			Designate how many great works fit into the wonder:	"GreatWorkCount"

			A "GreatWorkCount" command is always paired with a "GreatWorkSlotType" command. You cannot have the one without the other.

		PROPER CODE FORMATS

			Properly-formatted commands to add 1 great work of MUSIC slot to your wonder:

				<GreatWorkSlotType>GREAT_WORK_SLOT_MUSIC</GreatWorkSlotType>
				<GreatWorkCount>1</GreatWorkCount>

			Properly-formatted commands to add 2 great works of MUSIC slots to your wonder:

				<GreatWorkSlotType>GREAT_WORK_SLOT_MUSIC</GreatWorkSlotType>
				<GreatWorkCount>2</GreatWorkCount>

			Properly-formatted commands to add 1 great works of WRITING slots to your wonder:

				<GreatWorkSlotType>GREAT_WORK_SLOT_LITERATURE</GreatWorkSlotType>
				<GreatWorkCount>1</GreatWorkCount>

			Properly-formatted commands to add 1 slot for a great work of ART or an ARTIFACT to your wonder:

				<GreatWorkSlotType>GREAT_WORK_SLOT_ART_ARTIFACT</GreatWorkSlotType>
				<GreatWorkCount>1</GreatWorkCount>


			NOTE:	A World Wonder should NOT include BOTH Great-Works slots AND Citizen-Specialist
				slots within the same Wonder.
			NOTE:	the "<GreatWorkSlotType>" and "<GreatWorkCount>" commands can be omitted.
.....................................................................................................................................................................

					EXECUTABLE CODE REVIEW

			If I wanted my building to allow internal land PRODUCTION trade-routes originating from the city, and if I wanted my building
			to increase the value empire-wide of capital-connection trade-routes by 10%, I would change my buildings table code to be:

			<GameData>
				<Buildings>
					<Row>
						<Type>BUILDING_EXAMPLE</Type>
						<BuildingClass>BUILDINGCLASS_EXAMPLE</BuildingClass>
						<FreeStartEra>ERA_MEDIEVAL</FreeStartEra>
						<Cost>100</Cost>
						<GoldMaintenance>1</GoldMaintenance>
						<PrereqTech>TECH_POTTERY</PrereqTech>
						<Help>TXT_KEY_BUILDING_EXAMPLE_HELP</Help>
						<Description>TXT_KEY_BUILDING_EXAMPLE</Description>
						<Civilopedia>TXT_KEY_BUILDING_EXAMPLE_PEDIA</Civilopedia>
						<Strategy>TXT_KEY_BUILDING_EXAMPLE_STRATEGY</Strategy>
						<ArtDefineTag>NONE</ArtDefineTag>
						<SpecialistType>SPECIALIST_MERCHANT</SpecialistType>
						<SpecialistCount>2</SpecialistCount>
						<GreatPeopleRateChange>1</GreatPeopleRateChange>
						<MinAreaSize>-1</MinAreaSize>
						<ConquestProb>66</ConquestProb>
						<HurryCostModifier>25</HurryCostModifier>
						<PlotBuyCostModifier>-10</PlotBuyCostModifier>
						<!-- NEW STUFF -->
						<AllowsProductionTradeRoutes>true</AllowsProductionTradeRoutes>
						<CityConnectionTradeRouteModifier>10</CityConnectionTradeRouteModifier>

			The "CityConnectionTradeRouteModifier" command is really only appropriate to world wonders, and since the example building as I have
			assembled the code so far looks more like a "regular" building, I don't think I'd keep the "CityConnectionTradeRouteModifier". I might
			instead make my building allow the city to establish internal trade-routes for BOTH food and production points. To do so I would
			change my buildings table code to be:

			<GameData>
				<Buildings>
					<Row>
						<Type>BUILDING_EXAMPLE</Type>
						<BuildingClass>BUILDINGCLASS_EXAMPLE</BuildingClass>
						<FreeStartEra>ERA_MEDIEVAL</FreeStartEra>
						<Cost>100</Cost>
						<GoldMaintenance>1</GoldMaintenance>
						<PrereqTech>TECH_POTTERY</PrereqTech>
						<Help>TXT_KEY_BUILDING_EXAMPLE_HELP</Help>
						<Description>TXT_KEY_BUILDING_EXAMPLE</Description>
						<Civilopedia>TXT_KEY_BUILDING_EXAMPLE_PEDIA</Civilopedia>
						<Strategy>TXT_KEY_BUILDING_EXAMPLE_STRATEGY</Strategy>
						<ArtDefineTag>NONE</ArtDefineTag>
						<SpecialistType>SPECIALIST_MERCHANT</SpecialistType>
						<SpecialistCount>2</SpecialistCount>
						<GreatPeopleRateChange>1</GreatPeopleRateChange>
						<MinAreaSize>-1</MinAreaSize>
						<ConquestProb>66</ConquestProb>
						<HurryCostModifier>25</HurryCostModifier>
						<PlotBuyCostModifier>-10</PlotBuyCostModifier>
						<!-- NEW STUFF -->
						<AllowsProductionTradeRoutes>true</AllowsProductionTradeRoutes>
						<AllowsFoodTradeRoutes>true</AllowsFoodTradeRoutes>


			If I decide at this point I want my building to also have one (1) great work of writing slot, I would alter my buildings table code to be:

			<GameData>
				<Buildings>
					<Row>
						<Type>BUILDING_EXAMPLE</Type>
						<BuildingClass>BUILDINGCLASS_EXAMPLE</BuildingClass>
						<FreeStartEra>ERA_MEDIEVAL</FreeStartEra>
						<Cost>100</Cost>
						<GoldMaintenance>1</GoldMaintenance>
						<PrereqTech>TECH_POTTERY</PrereqTech>
						<Help>TXT_KEY_BUILDING_EXAMPLE_HELP</Help>
						<Description>TXT_KEY_BUILDING_EXAMPLE</Description>
						<Civilopedia>TXT_KEY_BUILDING_EXAMPLE_PEDIA</Civilopedia>
						<Strategy>TXT_KEY_BUILDING_EXAMPLE_STRATEGY</Strategy>
						<ArtDefineTag>NONE</ArtDefineTag>
						<SpecialistType>SPECIALIST_MERCHANT</SpecialistType>
						<SpecialistCount>2</SpecialistCount>
						<GreatPeopleRateChange>1</GreatPeopleRateChange>
						<MinAreaSize>-1</MinAreaSize>
						<ConquestProb>66</ConquestProb>
						<HurryCostModifier>25</HurryCostModifier>
						<PlotBuyCostModifier>-10</PlotBuyCostModifier>
						<!-- NEW STUFF -->
						<AllowsProductionTradeRoutes>true</AllowsProductionTradeRoutes>
						<AllowsFoodTradeRoutes>true</AllowsFoodTradeRoutes>
						<GreatWorkSlotType>GREAT_WORK_SLOT_LITERATURE</GreatWorkSlotType>
						<GreatWorkCount>1</GreatWorkCount>


			If I decide at this point I want my building to also collect all the "Landmark" culture produced around the city, and add 10% of that to my
			city as tourism, I would alter my buildings table code to be:

			<GameData>
				<Buildings>
					<Row>
						<Type>BUILDING_EXAMPLE</Type>
						<BuildingClass>BUILDINGCLASS_EXAMPLE</BuildingClass>
						<FreeStartEra>ERA_MEDIEVAL</FreeStartEra>
						<Cost>100</Cost>
						<GoldMaintenance>1</GoldMaintenance>
						<PrereqTech>TECH_POTTERY</PrereqTech>
						<Help>TXT_KEY_BUILDING_EXAMPLE_HELP</Help>
						<Description>TXT_KEY_BUILDING_EXAMPLE</Description>
						<Civilopedia>TXT_KEY_BUILDING_EXAMPLE_PEDIA</Civilopedia>
						<Strategy>TXT_KEY_BUILDING_EXAMPLE_STRATEGY</Strategy>
						<ArtDefineTag>NONE</ArtDefineTag>
						<SpecialistType>SPECIALIST_MERCHANT</SpecialistType>
						<SpecialistCount>2</SpecialistCount>
						<GreatPeopleRateChange>1</GreatPeopleRateChange>
						<MinAreaSize>-1</MinAreaSize>
						<ConquestProb>66</ConquestProb>
						<HurryCostModifier>25</HurryCostModifier>
						<PlotBuyCostModifier>-10</PlotBuyCostModifier>
						<!-- NEW STUFF -->
						<AllowsProductionTradeRoutes>true</AllowsProductionTradeRoutes>
						<AllowsFoodTradeRoutes>true</AllowsFoodTradeRoutes>
						<GreatWorkSlotType>GREAT_WORK_SLOT_LITERATURE</GreatWorkSlotType>
						<GreatWorkCount>1</GreatWorkCount>
						<LandmarksTourismPercent>10</LandmarksTourismPercent>


			I won't be including any of the entries for Internal Trade Routes, Great Works slots, or the Landmark Tourism shown here in future "CODE REVIEWS"
			in order to keep the amount of stuff you have to read through to a minimum.

.....................................................................................................................................................................



								ESPIONAGE ATTRIBUTES
				

		I haven't played around much with these commands, so bear in mind that my understanding of how some of them function might not be quite correct or complete.

		The espionage attributes that can be included with your building are:

			AffectSpiesNow
				FORMAT:			<AffectSpiesNow>true</AffectSpiesNow>
			GlobalEspionageModifier
				FORMAT:			<GlobalEspionageModifier>-15</GlobalEspionageModifier>
			EspionageModifier
				FORMAT:			<EspionageModifier>-25</EspionageModifier>
			SpyRankChange
				FORMAT:			<SpyRankChange>1</SpyRankChange>
			InstantSpyRankChange
				FORMAT:			<InstantSpyRankChange>1</InstantSpyRankChange>
			Espionage
				FORMAT:			<Espionage>true</Espionage>

		Espionage Attribute functions:

			AffectSpiesNow
				Spy effects are immediate. The Great Firewall wonder uses this command. I think this tells the game that foriegn spying activity
				in the city is affected immediately.
			GlobalEspionageModifier
				Adjusts the rate at which foriegn spies steal technology in all cities. The National Intelligence Agency and the Great Firewall wonders
				both use this command.
			EspionageModifier
				Adjusts the rate at which foriegn spies steal technology only in the city where the building was built. Constabularies and Police Stations
				use this command. The Great Firewall also uses this command with a "-100" value to essentially eliminate spying in the city where it was
				built.
			SpyRankChange
				As near as I can tell this command "promotes" by one level a free "ExtraSpy" given out by a building.
			InstantSpyRankChange
				As near as I can tell this command grants +1 spy level to all existing spies of the empire that built the building.
			Espionage
				Is used to tell the game that a building will have some kind of espionage effect. When espionage is disabled for a game, any building
				(including Wonders) with this attribute set to "true" will be deleted from the normal list of available buildings. Having this attribute
				set to "true" is not strictly required in order for any of the other espionage commands to be included in a building. The other espionage
				commands will still function. In games where espionage has been turned off via the "No Espionage" gameplay option, the other espionage
				commands will be ignored for a building that does NOT contain the "Espionage" command set to "true".

			note: it is quite possible I misunderstand "SpyRankChange" and "InstantSpyRankChange" or that I have reversed their effects.

		CONSTABULARY and POLICE STATIONS

			Constabularies and Police Stations both contain the following two espionage commands. The rest of the commands for the CONSTABULARY and
			POLICE STATION buildings are there, really, so these two commands can be included in a new "counter-espionage" building:

					<EspionageModifier>-25</EspionageModifier>
					<Espionage>true</Espionage>

		GREAT FIREWALL

			The Great Firewall world wonder contains the following espionage commands:

					<Espionage>true</Espionage>
					<EspionageModifier>-100</EspionageModifier>
					<GlobalEspionageModifier>-25</GlobalEspionageModifier>
					<AffectSpiesNow>true</AffectSpiesNow>


		INTELLIGENCE AGENCY

			The National Intelligence Agency national wonder contains the following espionage commands:

					<GlobalEspionageModifier>-15</GlobalEspionageModifier>
					<ExtraSpies>1</ExtraSpies>
					<Espionage>true</Espionage>
					<SpyRankChange>1</SpyRankChange>
					<InstantSpyRankChange>1</InstantSpyRankChange>

		EXTRA SPIES

			A related attribute that is not strictly an "espionage attribute" in the sense that it has no effect on enemy spying is "ExtraSpies".
			A building can grant extra spies without having any other effects that are "espionagy". In order to have your building add an extra
			spy to the empire that builds the building, add the following line to your building:

					<ExtraSpies>1</ExtraSpies>

			Be careful how many spies you add. Remember there are a limited number of spy "names" for each CIV: I'm not sure what happens if a CIV
			has reached the end of that list and a building wants to add another spy to the empire.


		Here are the espionage commands, properly-formatted, with two different examples of "EspionageModifier":

					<Espionage>true</Espionage>
					<EspionageModifier>-100</EspionageModifier>
					<EspionageModifier>-25</EspionageModifier>
					<GlobalEspionageModifier>-25</GlobalEspionageModifier>
					<AffectSpiesNow>true</AffectSpiesNow>
					<ExtraSpies>1</ExtraSpies>
					<SpyRankChange>1</SpyRankChange>
					<InstantSpyRankChange>1</InstantSpyRankChange>

		Any or all of these commands can be omitted.
.....................................................................................................................................................................



								GREAT WALL WONDER ABILITY

		"<BorderObstacle>" is used in the Great Wall world wonder XML to add the wonder ability that slows invaders when they traverse a player's
			territory. Since the Great Wall effect expires with the discovery of Dynamite, code had to be added that allows XML to specify
			when a building becomes obsolete. The code "<ObsoleteTech>" accomplishes this expiration.

		You should probably not attempt to use the "<BorderObstacle>" command since it is intrinsically tied-into the Great Wall's invader-slowing
			effect, but may also be tied-into the logic that tells the game when to start animating the great wall art within the game main map.
			I haven't tried using "<BorderObstacle>" with a new building to see if this is the case or not, but if you do add "<BorderObstacle>"
			to your new building, don't be suprised if the game starts trying to treat your new building (from the point of view of main-map animations)
			as if it were the Great Wall.

		The Great Wall world wonder also uses "ObsoleteTech" to make the Border Obstacle effect expire when the player that built the Great Wall
		discovers the Dynamite technology. Here are the properly-formatted commands for "BorderObstacle" and "ObsoleteTech", EXACTLY as they appear
		in the "<Buildings>" table, for the Great Wall world wonder:


					<ObsoleteTech>TECH_DYNAMITE</ObsoleteTech>
					<BorderObstacle>true</BorderObstacle>

		"<ObsoleteTech>" and "<BorderObstacle>" can be omitted.
.....................................................................................................................................................................


									OBSOLETE TECH


		"<ObsoleteTech>" should be safe to use if you want to add a new world wonder (or a regular building) that expires at some point during the
			game. To do this, you would have to fill in the tech name of the technology you want to have expire your wonder. I wouldn't advise
			including "<ObsoleteTech>" with a regular building, such as a unique building that replaces barracks, even though it is possible,
			because this would make all the effects of your new barracks building expire when the player reached the technology you specified.


			<ObsoleteTech> affects these commands (among others):


					<BorderObstacle>true</BorderObstacle>
					<TrainedFreePromotion>
					<FreePromotion>
					<FreeBuilding>
					<CultureRateModifier>
					<GlobalCultureRateModifier>

			NOTE: it may seem like the new Zulu building the Ikanda would use "<ObsoleteTech>" to make it stop giving its special promotion when
				the Zulu player reaches gunpowder, but this is not how it is handled. The "PROMOTION_BUFFALO_HORNS" is limited to melee
				units, and is not available to gunpowder-and-better ground-pounder units. The IKANDA BUILDING grants the promotion
				"PROMOTION_BUFFALO_HORNS" to units built in the city, and the PROMOTION determines which kinds of units can actually
				accept the promotion. Gunpowder and later units can't use "PROMOTION_BUFFALO_HORNS", so the promotion is not added to them
				when they are built in a city with an IKANDA.

.....................................................................................................................................................................



					PORCELAIN TOWER WONDER ABILITY

		The Porcelain Tower wonder ability increases the value of research agreements. When you build the Porcelain Tower, research agreements
		yield 50% more science. In terms of XML code this is done through the command "MedianTechPercentChange". The way this command works is
		that you input 1/2 of the total-percent-improvement in research-agreement-yields. The command for this function can be omitted.

		If you want research agreements to yield 50% more science, the code should be:

			<MedianTechPercentChange>25</MedianTechPercentChange>

		If you want research agreements to give 25% more science, the code should be:

			<MedianTechPercentChange>13</MedianTechPercentChange>

		If you want research agreements to give 10% more science, the code should be:

			<MedianTechPercentChange>5</MedianTechPercentChange>

		Since you can only have whole numbers in "MedianTechPercentChange", you may have to round up or down depending on how much science yield
		you want to improve research agreements by. For example, since "12.5" is not allowed, you would have to decide whether to put "12" or "13"
		into "MedianTechPercentChange" when you really want to increase the value of research agreements by 25%.

		My personal opinion on the mechanics of this ability: BRRRRRR......what a way to do that!

		Here is the properly-formatted code used in the Porcelain Tower world wonder "<Buildings>" table:

			<MedianTechPercentChange>25</MedianTechPercentChange>

		Remember that the Porcelain Tower increases the science output of research agreements by 50%.

.....................................................................................................................................................................


					FORBIDDEN PALACE WONDER ABILITY

		The Forbidden palace has two effects. It grants +2 delegates to the World Congress (League of Nations, United Nations, depending on how you
		like to think of it). It also reduces Unhappiness by "10" percent, but the effect does not carry into cities that have been conquered and
		are experiencing the "occupation unhappiness" effect.

		You can add the "UnhappinessModifier" to any building, but unless your building is a world wonder, you should keep this to a low number. I will
		talk more about the "UnhappinessModifier" later, when I discuss Happiness and Unhappiness commands.

		You should limit "ExtraLeagueVotes" to world wonders, otherwise game balance would be quickly overrun by players having more "extra" votes in the
		World Congress than are required to win the game, even before the diplomatic victory voting becomes available.

		Here is the properly-formatted code used in the Forbidden Palace world wonder "<Buildings>" table:

				<UnhappinessModifier>-10</UnhappinessModifier>
				<ExtraLeagueVotes>2</ExtraLeagueVotes>

		Either of these commands can be omitted.
.....................................................................................................................................................................



						FREE BUILDINGS

			This ability should be limited to National or World Wonders.

		FREE BUILDING THIS CITY

			"FreeBuildingThisCity" gives the building described only where the wonder was built. This is the XML code that is used by Hagia Sophia,
			Great Lighthouse, Great Wall, and Himeji Castle to grant free buildings of the appropriate type. As soon as the wonder is completed, the
			free building is added to the city's list of buildings. You MUST enter the building CLASS for the building. That way, if the free building
			is a Castle, the Mughal Fort would be properly inserted instead when the game sees that it is supposed to give a free Castle-Class building.
			This is the code the Great Lighthouse uses to give a free Lighthouse in the city:

					<FreeBuildingThisCity>BUILDINGCLASS_LIGHTHOUSE</FreeBuildingThisCity>

			"<FreeBuildingThisCity>" is not affected by the "ObsoleteTech" command.

		FREE BUILDING

			"FreeBuilding" gives the building described IN EVERY CITY. This is the XML code that is used by CN Tower to grant a free Broadcast Tower in
			every city. As soon as the wonder is completed, the free building is added to every city's list of buildings. You MUST enter the building CLASS
			for the building. That way, if the free building is a Barracks, the Krepost or Ikanda would be properly inserted instead when the game sees that
			it is supposed to give a free Barracks-Class building. This is the code the CN Tower uses to give out the free Broadcast Towers:

					<FreeBuilding>BUILDINGCLASS_BROADCAST_TOWER</FreeBuilding>

				Note:	"FreeBuilding" continues to give out the free building when new cities are added to the empire. If you built the CN Tower, and
					then later created a new city, or conquered another player's city, the Broadcast Tower will show up in the new or conquered city's
					buildings list.

			PROPERLY-FORMATTED code for "FreeBuilding" and "FreeBuildingThisCity":

					<FreeBuildingThisCity>BUILDINGCLASS_LIGHTHOUSE</FreeBuildingThisCity>
					<FreeBuilding>BUILDINGCLASS_BROADCAST_TOWER</FreeBuilding>

			"<FreeBuilding>" IS affected by the "ObsoleteTech" command. If you make your wonder become obsolete at some point in the game,
			any buildings that were provided for free in all cities will be "disappeared" from all those cities.

		These commands can be omitted.
.....................................................................................................................................................................



						FREE PROMOTIONS

			Free promotions that are granted by buildings are normally selected from the list that FIRAXIS supplied in the game XML for unit promotions.
			But you can select a "new" promotion you intend to create as part of your mod. You just have to follow-thru and add XML under the appropriate
			"tables" to tell the game what your promotion does, which units can use it, etc. None of the "<Building_SomethingSomething>" tables that are
			part of the BUILDINGS XML-structure will work for creating a NEW PROMOTION, even though you might think so since the "building" is referencing
			a "promotion". It's just not the way the overall structure of the game XML works. All the "buildings" tables can do is reference a promotion name,
			and then only as part of the "free promotion" commands. Any of teh three promotion commands can be omitted.

		TRAINED FREE PROMOTION

			"TrainedFreePromotion" grants a free promotion to any unit BUILT or PURCHASED in the city where the BUILDING is located. You have to specify which
			promotion is to be granted to the units "trained" there. Only that promotion is given, and then only to those units which are supposed to have such
			a promotion available to them. A promotion that is not normally "choosable" as a unit gains experience can be specified, or a promotion that units
			can normally "choose" as they gain experience can be specified. "TrainedFreePromotion" statements used by buildings in the FIRAXIS-supplied XML files:

				HEROIC EPIC
					<TrainedFreePromotion>PROMOTION_MORALE</TrainedFreePromotion>
				ALHAMBRA
					<TrainedFreePromotion>PROMOTION_DRILL_1</TrainedFreePromotion>
				IKANDA
					<TrainedFreePromotion>PROMOTION_BUFFALO_HORNS</TrainedFreePromotion>

			As a game-mechanics note, you should make your promotion choice based on the nature of the building you are creating. If the promotion you want to
			choose is only available to naval units, then your building should be one which can only be built on a coastline.

			"TrainedFreePromotion" does not effect the XP's a unit would otherwise "appear" with, nor does it affect the "experience level" of the unit. The unit
			still appears as an "unpromoted" experience-level unit, and the number of XP's the unit normally would recieve from Barracks, Kreposts, Ikandas, Armories,
			Military Academies, Ducal Stables, Royal Libraries, and the Brandenburg Gate will still apply.

			"TrainedFreePromotion" ignores all the normal pre-requisite promotions and experience levels required for a particular promotion. If the unit is able
			to accept the promotion, then the promotion will be applied.

			Archery units, for example, do not get the DRILL_1 promotion granted by the Alhambra wonder. Mounted units and melee units DO get the promotion. This
			is because Archery units cannot use the DRILL_1 promotion, but the other two type units can. If I changed the promotion granted by the Alhambra to
			"BARRAGE_1" then Archery units would start to accept the promotion, but mounted and melee units would not. Even though the icons for "DRILL_1"
			and "BARRAGE_1" look similar, they are not the same promotion.

			"TrainedFreePromotion" can be stacked. You cannot have more than one "TrainedFreePromotion" statement within the same building, but multiple buildings
			or wonders that each grant a different "TrainedFreePromotion" can be built in the same city. Units trained in such a city will be given ALL of these
			TrainedFreePromotions so long as the individual "free" promotions are correct for that type of unit.

		FREE PROMOTION

			"FreePromotion" grants a free promotion to any unit anywhere on the game board that is able to use the promotion. Himeji Castle, Great Lighthouse,
			and Statue of Zues all use the "FreePromotion" command to grant their respective special promotions.  A promotion that is not normally "choosable"
			as a unit gains experience can be specified, or a promotion that units can normally "choose" as they gain experience can be specified. The code
			the Himeji Castle uses is as follows:

					<FreePromotion>PROMOTION_HIMEJI_CASTLE</FreePromotion>

			When you add a "FreePromotion" to a building the game ignores all the normal requirements for pre-requisite promotions and gives the promotion to
			all units of the correct unit-type for that promotion. Units are not "penalized" for recieving a free promotion in this way. Their amounts of
			accumulated XP's is not effected, nor is their "unit level" for determining how many more XP's are required to choose the next level of promotion.

			I once created a "Naval Academy" national wonder and attached the navy-unit "supply" promotion to it as a "FreePromotion". This immediately allowed
			my navy units to heal outside of my territorial waters. The "supply" promotion is normally only "choosable" by navy units after they gain sufficient
			experience, and after they select the appropriate pre-requisite promotions. By creating a wonder that gave out the "supply" promotion, I by-passed
			all the normal requirements needed to get to the "supply" promotion.

				NOTE:	There was a "Navy Academy" mod available on the Steam Workshop for the Gods and Kings expansion that granted the "supply" promotion,
					but I think in that mod the modder made it a promotion that had to be "trained" instead of how I did it in my private mod.

		FREE PROMOTION REMOVED

			"FreePromotionRemoved" appears in the definitions of what can be added to "<Buildings>" XML but does not appear to be actually used anywhere.
			The format would be

					<FreePromotionRemoved>PROMOTION_PROMO_NAME_HERE</FreePromotionRemoved>

			This is not the only command that appears in the definitions of what can and cannot be added to buildings, but which is not used anywhere
			in the FIRAXIS-supplied game XML. I have not seen any mods that use this command, and I have not tried to use it myself. You can try it but
			don't be suprised if it doesn't work, or works in a way that's seriously odd.

			My GUESS would be that "FreePromotionRemoved" would work in the same way as "FreePromotion", but it would REMOVE a promotion from all appropriate
			units instead of ADDING one. This might be useful to "get rid of" nasty or disadvantageous promotions.

			I have not included "FreePromotionRemoved" anywhere in this guide but here, and only in this comment.

		PROPERLY-FORMATTED code for "TrainedFreePromotion" and "FreePromotion":
				The code shown here is EXACTLY the same code as used by the Zulu IKANDA building

					<TrainedFreePromotion>PROMOTION_BUFFALO_HORNS</TrainedFreePromotion>

				The code shown here is EXACTLY the same code as used by the Himeji Castle world wonder

					<FreePromotion>PROMOTION_HIMEJI_CASTLE</FreePromotion>
			
.....................................................................................................................................................................


					CULTURE RATE MODIFIERS

		Culture rate modifiers adjust the amount of culture produced in cities by a percentage. "50" in these commands would increase the culture generated
			by cities by 50 percent.

		"CultureRateModifier" adjusts the amount of culture generated only in the city where the building is built. It should be used with "regular" buildings
			and with wonders where you only want the city that built the wonder to get the culture boost.

		"GlobalCultureRateModifier" adjusts the amount of culture generated in all cities for the player that built the building. It should normally be limited
			to wonders.

		PROPERLY-FORMATTED code for "CultureRateModifier" and "GlobalCultureRateModifier":

				<CultureRateModifier>50</CultureRateModifier>
				<GlobalCultureRateModifier>50</GlobalCultureRateModifier>
			
		These commands can be omitted.
.....................................................................................................................................................................


					HAPPINESS AND UNHAPPINESS

			DIFFERENCE BETWEEN "UNMODDED HAPPINESS" AND "HAPPINESS"
				"UnmoddedHappiness" will go directly to your empire-level happiness-score, whereas "Happiness" is a local effect that only counts
				in the city where the building was built, and thus cannot be used to combat unhappiness in cities that aren't producing much
				happiness. If a city already has enough happiness being generated inside it to overcome the UNHAPPINESS in that city, any buildings
				that add "<Happiness>" will increase the happiness of that city, but not the overall happiness of the empire. Only when a city
				is generating more UNHAPPINESS than Happiness will the addition of another building that gives "<Happiness>" affect the overall
				empire happiness score. In other words, the city needs to borrow less happiness from the empire, so the empire happiness score
				is increased.

			UnmoddedHappiness
				"UnmoddedHappiness" is used by numerous national and world wonder buildings to add happiness to the empire. My understanding is
				that "UnmoddedHappiness" is immediately "shared-out" thru the empire and therefore is a direct adjustment to your empire's
				overall happiness "score". The format to add "10" "UnmoddedHappiness" is:

						<UnmoddedHappiness>10</UnmoddedHappiness>

			Happiness
				"Happiness" appears in many buildings, whether "regular" buildings or wonders. The plain "Happiness" statement affects the happiness
				of the city where the building is built, rather than being directly added to the empire's overall happiness "score". The format to
				add "4" "Happiness" is:

							<Happiness>4</Happiness>

			UnhappinessModifier
				Adjusts "Unhappiness" by a percentage. Only affects cities that are not "occupied". "Occupied" has nothing to do with whether or not
				a military unit is standing on the city-tile. "Occupied" means "conquered". Until you build a Courthouse in a conquered
				city, it will remain "occupied", and won't recieve the "UnhappinessModifier". The format to reduce unhappiness by 10% in
				non-conquered cities is:

						<UnhappinessModifier>-10</UnhappinessModifier>

				You need the "-" sign, otherwise you would make your building INCREASE unhappiness.

			NoOccupiedUnhappiness
				Eliminates the extra unhappiness penalty from a city that has been conquered. Since this is the only thing "NoOccupiedUnhappiness"
				does, and the Courthouse building is available to give this effect, you would not really have much of a need to create a new building
				that includes this command. The format is:

						<NoOccupiedUnhappiness>true</NoOccupiedUnhappiness>

			HappinessPerCity
				This is a global effect that adds happiness to every city. The number of happiness to be added per city is determined by the number
				you enter. The format is:

						<HappinessPerCity>1</HappinessPerCity>

				"HappinessPerCity" should generally be used only with world wonders or national wonders.						

				"HappinessPerCity" is used in the FIRAXIS-supplied "<Buildings>" XML as part of the CN Tower world wonder, and is included because
				the wonder also increases population by "1" in every city. Otherwise, all the extra population would do is screw your empire happiness
				level. The two lines of code used by the CN Tower world wonder are:

						<HappinessPerCity>1</HappinessPerCity>
						<GlobalPopulationChange>1</GlobalPopulationChange>

				The hint here is that anytime you use the "GlobalPopulationChange" command you should consider pairing it with the "HappinessPerCity"
				command.


			HappinessPerXPolicies
				Gives Happiness based on how many Social Policies have been adopted by the player who built the building. The command should be limited
				to wonders. The Prora Resort world wonder gives out 1 happiness for every two (2) social policies adopted by the player. The code included
				in with the Prora Resort world wonder for this is:

						<HappinessPerXPolicies>2</HappinessPerXPolicies>

				Side Note:	anytime you see an XML command that has "PerX" as part of its name, it means that it is going to add or give 1
						of something for every "X" of something. The "X" in these cases refers to the number value you fill in for the
						command. So what "HappinessPerXPolicies" is really saying is:

							1 Happiness added Per "X" of Social Policies adopted

						"<HappinessPerXPolicies>2</HappinessPerXPolicies>" is telling the game to add 1 Happiness Per "2" of Social
						Policies adopted.

							"Per" means the same as "for every".

			CityCountUnhappinessMod
				Adjusts unhappiness from the number of cities in an empire. It is entered as a percentage adjustment, but the number entered does not
				make a direct "percentile" change. The unhappiness modification works like an "exponented" adjustment. To make a 50% reduction in the
				unhappines coming from number of cities, the command would be:

					<CityCountUnhappinessMod>-50</CityCountUnhappinessMod>

				The last time I tested this function I did so using the 50% as shown, and the change in unhappiness created by the number of cities
				adjusted from "10.8" before the command went into effect to "3.6" on the turn after the command went into effect, whereas I was
				expecting it to change to "5.4".


		PROPERLY-FORMATTED code for "UnmoddedHappiness", "Happiness", "UnhappinessModifier", "NoOccupiedUnhappiness", "HappinessPerCity",
				and "HappinessPerXPolicies", and "CityCountUnhappinessMod":

				<UnmoddedHappiness>10</UnmoddedHappiness>
				<Happiness>4</Happiness>
				<UnhappinessModifier>-10</UnhappinessModifier>
				<NoOccupiedUnhappiness>true</NoOccupiedUnhappiness>
				<HappinessPerCity>1</HappinessPerCity>
				<HappinessPerXPolicies>2</HappinessPerXPolicies>
				<CityCountUnhappinessMod>-50</CityCountUnhappinessMod>

		Any of these commands can be omitted.
.....................................................................................................................................................................


					GOLDEN AGES

			GoldenAgeModifier
				"GoldenAgeModifier" adjusts the lengths of golden ages. It is entered as a percentage. The Chichen Itza world wonder adds 50% to
				the length of golden ages by using this command. The percentage adjustment is calculated against the standard 10-turn-length of golden ages,
				so "50" really translates to "5 turns". Format to add +50% to the length of golden ages is:

							<GoldenAgeModifier>50</GoldenAgeModifier>

				The "GoldenAgeModifier" does not stack in the sense that it acts as a compound-interest kind of modifier. If a player built a wonder
				that lengthens golden ages by 50%, the player's new golden-age-length will be 15-turns-long. Later if the same player builds another
				wonder that adds +50% to golden age length, the second wonder will still add the original 5-turn-long extension, increasing the length
				of the player's golden ages to 20-turns-long. (not the 22 or 23 turn-long golden ages that would result if the game "compounded" with
				this modifier).

				The modifier does stack in the sense that multiple buildings or wonders can all add to the length of golden ages, and every time one
				of these buildings is built by the same player the game will add additional "golden-age-length" to all subsequent golden ages for
				that player.

				You should generally limit this modifier to World or National wonders. If you add it to a new unique building, for example, you should
				enter a relatively-low number, something like "3", so that every city that builds the unique building will only result in a 3% extension
				of golden age lengths. Since the modifier is additive, or "stacks", and is a global effect, constructing a unique building with a modifier
				of "3" in 20 cities would have the same effect as building one world or national wonder that had a modifier of "60".
				

			GoldenAge
				"GoldenAge" is pretty simple. It starts a golden age, or extends one if the player is already in the middle of a golden age. You should
				limit this command to world or national wonders. The format is:

							<GoldenAge>true</GoldenAge>



		PROPERLY-FORMATTED code for "GoldenAgeModifier" to extend all FUTURE golden ages by 50%:

						<GoldenAgeModifier>50</GoldenAgeModifier>

		PROPERLY-FORMATTED code for "GoldenAge" to immediately start a golden age:

						<GoldenAge>true</GoldenAge>
			
			Either "<GoldenAgeModifier>" or "<GoldenAge>" can be omitted.
.....................................................................................................................................................................



					PRODUCTION MODIFIERS


			MilitaryProductionModifier
				"MilitaryProductionModifier" speeds the production of all combat units in the city. The attribute is stated as a percentage adjustment
				to city production. It works in a slightly different manner than the two unit production modifier tables discussed later in this guide.
				Whereas the "<Building_DomainProductionModifiers>" and "<Building_UnitCombatProductionModifiers>" tables modify production speed of specific
				types of units, "MilitaryProductionModifier" adjusts production of any unit that has the "<MilitaryProduction>true</MilitaryProduction>"
				attribute. The effects are local to the city where the building was constructed. To increase unit production speeds by 15%, the
				command would be:


						<MilitaryProductionModifier>15</MilitaryProductionModifier>

 

			WonderProductionModifier
				"WonderProductionModifier" has been provided for the "<Buildings>" table since the original release of the game, and I haven't seen it
				used by FIRAXIS anywhere, but I have seen it used by modders. It works as you would think it would. Wonder production is boosted in a
				city where there is a building built that contains the "WonderProductionModifier" command. I have not included any reference to this
				modifier anywhere in this guide but here. Properly-formatted code for this modifier would be as follows, to bump up Wonder Production
				in the city by 15%:

						<WonderProductionModifier>15</WonderProductionModifier>

 
			BuildingProductionModifier
				"BuildingProductionModifier" boosts production in the city when Buildings are being constructed.

			SpaceProductionModifier
				"SpaceProductionModifier" boosts production in the city when spaceship parts are being constructed.
 
			GlobalSpaceProductionModifier
				"GlobalSpaceProductionModifier" boosts production in EVERY city that is constructing spaceship parts. 


			Format for Production Modifiers:	all production modifiers use the same format. The production percentage boost is stated in whole
								numbers in the command.

					<BuildingProductionModifier>10</BuildingProductionModifier>
						would add 10% production in the city towards new buildings.

					<SpaceProductionModifier>50</SpaceProductionModifier>
						would add 50% production in the city towards spaceship parts.

					<GlobalSpaceProductionModifier>25</GlobalSpaceProductionModifier>
						would add 25% production in every city towards spaceship parts.


		PROPERLY-FORMATTED code for "BuildingProductionModifier", "SpaceProductionModifier", and "GlobalSpaceProductionModifier":

				<BuildingProductionModifier>10</BuildingProductionModifier>
				<SpaceProductionModifier>50</SpaceProductionModifier>
				<GlobalSpaceProductionModifier>25</GlobalSpaceProductionModifier>

			Any of the "<MilitaryProductionModifier>", "<WonderProductionModifier>", "<BuildingProductionModifier>", "<SpaceProductionModifier>",
			or "<GlobalSpaceProductionModifier>" commands can be omitted.

.....................................................................................................................................................................



				GREAT PEOPLE ACQUISITION-RATE MODIFIERS


				Like it says on the outside of the tin, these commands modify the rate at which great people appear in the empire. They are percentage
				modifiers of the normal rate. Multiple buildings can add modifiers to the rate at which great people occur, and these modifiers seem
				to stack. Any of these great people acquisition-rate modifiers can be omitted.

			"GreatGeneralRateModifier"
				Adjusts the rate at which great generals appear by a percentage. To make great generals appear 10% faster, the code would be:

						<GreatGeneralRateModifier>10</GreatGeneralRateModifier>

				Great General appearance is not tied to cities the way other great people appearance is, so this modifier is a "global" modifier, even
				though the word "global" does not appear in the command.

			"GlobalGreatPeopleRateModifier"
				Adjusts the rate at which all great people appear by a percentage. To make great people appear 10% faster, the code would be:

						<GlobalGreatPeopleRateModifier>10</GlobalGreatPeopleRateModifier>

				"GlobalGreatPeopleRateModifier" is a GLOBAL effect, and thus adjusts the rate of great people emergence throughout the empire.
				The command would normally be limited to world wonders and national wonders.

			"GreatPeopleRateModifier"
				Adjusts the rate at which great people appear by a percentage. To make great people appear 10% faster, the code would be:

						<GreatPeopleRateModifier>10</GreatPeopleRateModifier>

				"GreatPeopleRateModifier" is a LOCAL effect, and thus adjusts the rate of great people emergence ONLY in the city where the building
				is constructed. The command would normally be added only to "regular" buildings. Gardens is a good example of the type of building
				this command is appropriate to.

			The Great People that are affected:
				"GlobalGreatPeopleRateModifier" and "GreatPeopleRateModifier" affect the following types of Great People:

							Great Scientists
							Great Engineers
							Great Artists
							Great Writers
							Great Musicians
							Great Merchants

				Will not affect Great Generals, Great Admirals, or Great Prophets. Great Generals have their own emergence rate modifier, while Great
				Prophet emergence is handled by the game through an entirely different mechanic.

			Great Admirals
				Great Admiral emergence RATE cannot currently be adjusted by any command in the Buildings XML-structure. There is a mechanic in the
				Social Policies XML that affects Great Admiral emergence rate, but not one for use with buildings. You can "immediately pump out" a
				Great Admiral using the "<Building_FreeUnits>" table shown later on in this guide, but that table just gives immediate free units.
				Giving out one or more Great Admirals using the "<Building_FreeUnits>" table would have no effect whatever on the speed at which further
				great admirals are acquired.


.....................................................................................................................................................................


							WONDER BUILD REQUIREMENTS




			I refer to these commands as being "wonder" requirements, but really any building could have the "HolyCity" requirement or the "PolicyBranchType"
			requirement. These commands only appear in the FIRAXIS-supplied XML for national or world wonders, hence my refering to them as "wonder" requirements.
			These commands can be omitted.

			"HolyCity"
				"HolyCity" designates that the building can only be built in a city where a religion was founded. For the most part this requirement
				will trend toward the building only being buildable in an empire's capital. The format is:

						<HolyCity>true</HolyCity>
					
				This is used in the FIRAXIS-supplied XML by the Grand Temple national wonder to make the grand temple only buildable in a holy city.
				You could create a special but "regular" type of building that could only be built in a Holy City, and by not adding the usual
				"national wonders need 1 of X building in every city" requirement, you would add a much more "buildable" special building.

			"PolicyBranchType"
				"PolicyBranchType" designates that the building can only be built if a player has chosen to "unlock" a specific Social Policy Branch.
				In the Brave New World expansion, several World Wonders now require adoption of a specific policy branch. This command is the XML-mechanic
				that does this. The Pyramids, for example, now require the "LIBERTY" social policy branch. The format of the command that is now included
				in the "<Buildings>" table for The Pyramids is:

					<PolicyBranchType>POLICY_BRANCH_LIBERTY</PolicyBranchType>

				For purposes of the XML-commands there is no difference between "Ideology" Branches and "Social Policy" Branches. The Policy Branches that
				can be used with this command are:

								POLICY_BRANCH_LIBERTY
								POLICY_BRANCH_TRADITION
								POLICY_BRANCH_RATIONALISM
								POLICY_BRANCH_PATRONAGE
								POLICY_BRANCH_COMMERCE
								POLICY_BRANCH_EXPLORATION
								POLICY_BRANCH_FREEDOM
								POLICY_BRANCH_AESTHETICS
								POLICY_BRANCH_ORDER
								POLICY_BRANCH_AUTOCRACY
								POLICY_BRANCH_PIETY
								POLICY_BRANCH_HONOR

				One way you might make use of this command is by creating three new "regular" but rather special buildings, each of which is unlocked by a
				different "ideology" branch. Then, when a player selects, say, "FREEDOM" as their Ideology, the building you made "unlockable" by FREEDOM
				would become available to build in all the player's cities. If the player were to choose "ORDER", then the building you made unlockable
				with the "ORDER" ideology would become available to build. If the player were to choose "AUTOCRACY", then the building you made
				unlockable with the "AUTOCRACY" ideology would become available to build.


.....................................................................................................................................................................


							SOCIAL POLICY COST COMMANDS


			These commands adjust the culture cost of social policies. "Free" in this sense is a cost, it's just a cost of zero (0). These commands can be
			omitted.

			"PolicyCostModifier"
				Adjusts the costs of all future social policies by the percentage entered. You should always show this as a negative whole number. Omitting
				the "-" sign would INCREASE the cost of future social policies. You should limit this command to world and national wonders. To reduce future
				social policy costs by 10%, the format for the command is:

						<PolicyCostModifier>-10</PolicyCostModifier>

			"FreePolicies"
				"FreePolicies" gives a specified number of social policies for FREE for the player to choose. The policies are free, and there is no effect
				on the player's current progress towards gaining the next social policy in the usual manner. Any positive whole number greater than zero (0)
				can be entered in this command, but you should not "overwhelm" the social policy system by giving out too many free social policies with any
				one building. One, maybe two, social policies should be the limit of what you have your new building grant the player. This command should
				be limited to national and world wonders, so as also not to break the game-balance of the social policy system. The following command would
				grant one (1) free social policy:

							<FreePolicies>1</FreePolicies>

				Entering zero (0) as the number of social policies granted is the same as omitting the command, so you should just not even include the command
				if you do not want your building to grant free social policies.

.....................................................................................................................................................................


				NATIONAL WONDER COMMANDS

			The following commands are either used EXCLUSIVELY with national wonders, or are NORMALLY only used with National Wonders. These commands can be
			omitted.

			"Capital"
				Used only in the PALACE national wonder to designate that the city is the capital of the empire.

				ONLY USE THIS if you are creationg a unique building to replace the usual PALACE that is given out to every player. In such case,
				you MUST use this with your PALACE replacement building.

				Any Building that has this column set to "true" (<Capital>true</Capital>) will move the empire capital to the city where the building
				is constructed, instantly upon completion of the building.

			"NumCityCostMod"
				Used exclusively with National Wonders to increase the hammers cost of the building by +30 for every city in the empire (at standard game speeds).
				Puppeted cities don't count, but cities that you have annexed or are RAZING do. FIRAXIS always uses "30" in this command. You can enter any number
				you want, but bear in mind that players using large or huge maps are affected to the same degree per-city-they-build as players playing on standard
				or smaller maps. There is no modifier of this command for game-map-size.

				The way this command works is that EVERY city added to the empire raises the cost of the National Wonder by +30 hammers on Standard Game Speed.
				A player that only has one city (ie, their capital) will have a hammers build cost of 155 for National Wonders (125 + (30*1)). A player that has
				three total cities will have National Wonder costs of 215 (125 + (30*3)).

				You can omit this command altogether and still have your building successfully register with the game as a National Wonder.


			"ReligiousPressureModifier"
				Adjusts the religious pressure from the city by a percentage value. This is used by FIRAXIS only with the GRAND TEMPLE national wonder. Since
				the GRAND TEMPLE also requires a Holy City, the command not does affect play in the FIRAXIS-supplied version of the game unless the player
				has first founded a religion.

				Other than "HolyCity", there is no command in the "<Buildings>" table to disallow a building to be built unless the player has first founded
				a religion. You could use "ReligiousPressureModifier" in a "regular" building, but there would be no effect unless the city also has a religion.
				I have included this command here because it is only used by FIRAXIS in connection with a national wonder, but I have seen several mods on the
				steam workshop that include this command with national wonders.

				I am not entirely convinced this command works with any building other than the Grand Temple national wonder. There isn't any obvious increase
				in religious pressure from a city that builds a wonder having this command.


		PROPERLY-FORMATTED code for "Capital", "NumCityCostMod", and "ReligiousPressureModifier":

				<Capital>true</Capital>
				<NumCityCostMod>30</NumCityCostMod>
				<ReligiousPressureModifier>100</ReligiousPressureModifier>


.....................................................................................................................................................................

					MISCELLANEOUS COMMANDS

		The following are commands that don't really fit into any handy category with other commands and are thus discussed on a case-by-case basis.

		..........................................................................


				NULLIFY INFLUENCE MODIFIER

				Nullifies the Tourism effects of other CIVS granted from the INTERNET tech. This command can be omitted.

			<NullifyInfluenceModifier>true</NullifyInfluenceModifier>

		..........................................................................


				EXTRA LUXURIES

				Grants an extra copy of every luxury in the city workable range. This is one of the primary extra effects of the Bazaar. This
				command can be omtted.

			<ExtraLuxuries>true</ExtraLuxuries>

		..........................................................................


				AIRPORT COMMANDS

			"Airlift"
				Allows "Airlifting" of units. This is included in the airport building, which is new in the Brave New World expansion.
			"AirModifier"
				Increases the allowed number of air units that can be stationed within the same city. Since this is a direct additive change
				to the allowed numbers of units, this command does not function similar to other "modifier" commands.

			<Airlift>true</Airlift>
			<AirModifier>4</AirModifier>

			These commands can be omitted.

		..........................................................................


				NUKE IMMUNE

				The building is never destroyed as a result of a nuclear attack on a city.

				The Military Base and all World and National Wonders are "NukeImmune".

				This command can be omitted.


			<NukeImmune>true</NukeImmune>

		..........................................................................


				NUKE POPULATION-LOST MODIFIER

				Reduces population-loss from nuclear-attack in the city that built the building. The Bomb
				Shelter building uses this command as shown:


			<NukeModifier>-75</NukeModifier>

				This command can be omitted.

		..........................................................................


				FREE TECHS

				Gives out a number of free technologies once the building is constructed. This command should be limited to
				national or world wonders. The command can be omitted.

				"1" gives one (1) free technology.
				"2" in this command would give two (2) free technologies.


			<FreeTechs>1</FreeTechs>

		..........................................................................

				WORKER SPEED MODIFIER

				Adjusts the speed at which workers work. This is how the Pyramid world wonder increases the speed of
				workers. The entry in this command is a percentage of the "base" speed the worker usually works at,
				so "25" makes workers work 25% faster. This effect "stacks" with the social policy effect that does
				the same thing, so if a player selects that social policy and builds the Pyramids, that player's workers
				will be more efficient by a total improvement of 50%. This command can be omitted.

			<WorkerSpeedModifier>25</WorkerSpeedModifier>

		..........................................................................

				GLOBAL POPULATION CHANGE

			"GlobalPopulationChange"
				Adds citizens in every city in the empire. You should limit this to world wonders or national wonders.
				You should also normally pair the command with a "HappinessPerCity" with the same amount of happiness
				added per city as entered for the population per city change. These commands can be omitted.

			<GlobalPopulationChange>1</GlobalPopulationChange>
			<HappinessPerCity>1</HappinessPerCity>

		..........................................................................

				"X" NUMBER OF THIS BUILDING TRIGGERS IDEOLOGY CHOICE

			"XBuiltTriggersIdeologyChoice" is used in the factory building to trigger selection of an ideology. A positive
				whole number should be used with this command. This command can be omitted.

				You would not normally use this command with a new building because there would be little point.

				You might wish to change the number of factories required before an ideology choice is triggered. You
				would use an <Update> of the factory to do so.


			<XBuiltTriggersIdeologyChoice>3</XBuiltTriggersIdeologyChoice>

		..........................................................................

				GOLD PLUNDER MODIFIER

			"CapturePlunderModifier"
				Alters by a percentage the amount of plunder a conqueror recieves when they capture a city. I haven't tried
				it, but I assume a negative value would LOWER plunder gold if the city is captured. This command can be omitted.

				The Egyptian "Burial Tomb" building uses the "CapturePlunderModifier" as shown, with a 100% increase in plunder:


			<CapturePlunderModifier>100</CapturePlunderModifier>

		..........................................................................

				UNIT UPGRADING-COST MODIFIER

			"UnitUpgradeCostMod"
				Adjusts the empire-wide gold cost of UPGRADING military units. This is the primary efffect of the Pentagon world
				wonder. The effect is "stackable" when multiple custom world wonders write to this modifier. This command can be
				omitted.

				Normally, you will want to enter a negative number in this command.


			<UnitUpgradeCostMod>-33</UnitUpgradeCostMod>

		..........................................................................

				FOOD KEPT ON POPULATION INCREASE

			"FoodKept"
				keeps a percentage of the "food score" in a city that would usually be lost when city population increases.
				Since cities don't really "store" food in granaries anymore, food kept lowers the deduction made to the
				amount of food accumulated when a new citizen is born in the city. This command can be omitted.

				Expressed as a percentage, and needs to be a positive whole number, such as:

			<FoodKept>40</FoodKept>

				FOOTNOTE:	when you add "FoodKept" to a regular building, finishing the TRADITION policy
						branch may result in the new building being given out for free in a player's 1st
						four cities rather than the Aqueduct.
		..........................................................................

				GREAT SCIENTIST "DISCOVER TECHNOLOGY" MODIFIER

			"GreatScientistBeakerModifier"
				Great Scientists create more science "beakers" when you use them to discover technologies. The modifier
				is entered as a percentage. The international space station uses this command to generate the 33%
				increase in science research gained from "bulbing" a great scientist. 

			<GreatScientistBeakerModifier>33</GreatScientistBeakerModifier>

			This command can be omitted.

		..........................................................................

				GREAT PERSON EXPENDED GOLD

			"GreatPersonExpendGold"
				Gives gold whenever a great person is expended. The amount of gold gained is entered in the command. This
				is one of the primary effects of the Mausolleum of Helicarnasus world wonder. "Expended" in this sense means
				used up and removed from the game, so this command adds an extra benefit to the ones normally recieved
				whenever a great person is used to do their great person "thing". This command can be omitted.

				You can enter pretty much any value you want so long as you limit this command to world wonders.
			
			<GreatPersonExpendGold>100</GreatPersonExpendGold>

		..........................................................................

				FREE GREAT PEOPLE

			"FreeGreatPeople"
				Gives out a free GREAT PERSON of the player's choice. This was used in the Gods & Kings expansion in
				(as I recall) the Hagia Sophia world wonder, but was removed in the Brave New World expansion and
				hard-changed to always give a Great Prophet. The command "FreeGreatPeople" still works in the BNW expansion,
				however, and you can add it to buildings. This command can be omitted.

				You should limit it to world and national wonders. The number of great persons given out is decided by what
				you enter in the "FreeGreatPeople" command. The example as shown would add one (1) free great person of
				the player's choice:

			<FreeGreatPeople>1</FreeGreatPeople>

		..........................................................................

				GLOBAL DEFENSIVE-BUILDING MODIFIER

			"GlobalDefenseMod"
				Increases defensive building strength by a percentage in every city in the empire. This is the primary
				attribute of the Red Fort world wonder. This command can be omitted.

			<GlobalDefenseMod>25</GlobalDefenseMod>
		..........................................................................

				CITY-STATE INFLUENCE CHANGE

			"MinorFriendshipChange"
				Adjusts influence with city-states for the player that constructs the building. The adjustment is a percentage
				of current influence. This command can be omitted.

			<MinorFriendshipChange>25</MinorFriendshipChange>

		..........................................................................

				CITY-STATE TRADE-ROUTES PRODUCTION MODIFIER

			"CityStateTradeRouteProductionModifier"
				Modifies (changes by a percentage) Production in a city that constructs the building based on the number of trade-routes the
				player has with City-States. The city that constructs the building gets the production boost for EACH and EVERY active land
				(caravan) or sea (cargo-ship) trade route the player has with a City-State. It does not matter whether the CITY has an active
				trade-route with a City-State; all City-State trade routes of the EMPIRE count for any city that constructs the building. This
				command can be omitted.

			<CityStateTradeRouteProductionModifier>5</CityStateTradeRouteProductionModifier>

				"5" is a 5% bump in production for each qualifying trade-route. So if a player has six trade-routes active with City-States,
				the total production boost is 30%.

		..........................................................................

				EXTRA MISSIONARY RELIGION SPREADS

			"ExtraMissionarySpreads"
				Increases the number of religion spreads a missionary can conduct before being "used up". Only affects missionaries
				purchased in the city where the building is built, and is not therefore a "global" command. The Great Mosque of
				Djenne world wonder uses this as a primary effect. This command can be omitted.

				The command can be used on any number of wonders or buildings within the same game play-through, and multiple
				builldings or wonders that are built within the same city, each with "ExtraMissionarySpreads", will "stack" thier
				effects on missionaries purchased within the city.
				
			<ExtraMissionarySpreads>1</ExtraMissionarySpreads>

				The effects will only become active after the wonder is constructed. If you also have the same wonder give a free
				missionary, the number of religion spreads will not be increased for that free missionary.

		..........................................................................

				INSTANT MILITARY LAND-UNITS INCREASE

			"InstantMilitaryIncrease"
				Used in the new version of the Terracotta Army world wonder to accomplish the free instant units-copies creation
				of land units. Enter "1" for this command to mimic the Terracotta Army world wonder effect, or omit the command
				entirely from any world or national wonder. Any number besides "1" will not create additional copies of the units.
				I've tried setting "2" for this command, but there was no difference in the number of "copies" of units recieved.
				This command can be omitted.

			<InstantMilitaryIncrease>1</InstantMilitaryIncrease>

		..........................................................................

				FREE GREAT WORK

			"FreeGreatWork"
				Used by the Parthenon world wonder to add the free great work to the wonder. To add this capability to a new world
				wonder you would need to set ALL of the following to get it to work properly:

			<GreatWorkSlotType>GREAT_WORK_SLOT_ART_ARTIFACT</GreatWorkSlotType>
			<GreatWorkCount>1</GreatWorkCount>
			<FreeGreatWork>GREAT_WORK_PARTHENON_FRIEZE</FreeGreatWork>

				These are the EXACT commands used in the Parthenon "<Buildings>" XML. You could select a different TYPE of great work,
				but probably not a different "GreatWorkCount". You have to select a great work of the appropriate type (from the available
				list of great works) for placement into the wonder. You will also have to specify a different great work from the available
				list than the one being used by the Parthenon.

			"<FreeGreatWork>" can be omitted.

		..........................................................................

				GOLD

			"Gold" adds gold to the empire treasury. It is a one-shot command, and only adds the stated amount of gold upon
				construction of the building. So long as the amount entered for the gold "gifting" is reasonable, any
				amoount can be used. World Wonders might have as their primary effect granting largish amounts of gold,
				say something on the order of "1500", but in general the amount given should be fairly small, as in, say,
				"25", or "50", or "100". To allow a building to grant the player 100 gold, the format is:

			<Gold>100</Gold>

			To be more clear:
				The command DOES NOT add the stated amount of gold every turn. It adds the stated amount ONLY ONCE.

			This command can be omitted.

		..........................................................................

				EXPERIENCE

			"Experience" adds experience to every combat unit built or purchased in the city. It pays no attention to whether the unit is a
				land unit, an air unit, or a sea unit. This command should be safe to use with regular buildings, National Wonders, or
				World Wonders since the effect occurs only in the city where the building is constructed. To allow a building to grant a
				unit 15 XP, the format is:

			<Experience>15</Experience>

			This command can be omitted.

		..........................................................................

				VICTORY CONDITIONS

			"DiplomaticVoting" and "VictoryPrereq"
				These two commands were used with the now-defunct United Nations wonder to allow the Diplomatic victory.
				Since the Diplomatic victory is now controlled in-game by the World Congress mechanics, these two commands
				are not used in Brave New World. You should generally omit them from your mods.

			<VictoryPrereq>VICTORY_DIPLOMATIC</VictoryPrereq>
			<DiplomaticVoting>true</DiplomaticVoting>

		..........................................................................

				TEAM COMMANDS


			"Teamshare"
				I believe this allows a wonder's benefits to be shared throughout all team members in a team when game options use teams
				for play, or in a scenario where "teams" are assigned. I have seen this used in a few world wonder mods. I have not played
				using any of the "team" scenario or multiplayer mechanics, so I can give no further guidance on this command. The proper format is:

					<Teamshare>true</Teamshare>

			"TechShare"
				Would seem to be a multiplayer or team function, but not sure exactly how it would function.

			Either or both of these two commands can be omitted.

		..........................................................................

				NON-FUNCTIONAL COMMANDS

				(I HAVE tested the following commands)


			There are several commands that don't appear to actually have any effect on the game. I am assuming these are "orphan" commands that were
			never implimented with the release of the original game. All of these commands should be omitted.

			"GlobalExperience"
				appears to not have any effect. tried this and cannot see that anything happened.

			"HealRateChange"
				appears not to have any effect. tried this and cannot see that anything happened so far.
				I am still trialing this command to see if it really is non-functional.

			"CitiesPrereq"
				appears not to have any effect. tried this and cannot see that anything happened.

			"LevelPrereq"
				appears not to have any effect. tried this and cannot see that anything happened.

		..........................................................................

				UNKNOWN OR NON-FUNCTIONAL COMMANDS

				(I have NOT tested the following commands)


			The following commands may or may not be functional. All of these commands should be omitted.


			"NukeExplosionRand"
				absolutely no idea.

			"VictoryPoints"
				don't know how this would work but it was likely included so there could be a victory-points system.

			"ReplacementBuildingClass"
				The command does work and I will be adding a supplimental write-up on it's efffects and possible methods of usage.

			"FoundsReligion"
				no idea -- this command was present in "Vanilla" Civ5, but as I remember was never used for anything.

			"IsReligious"
				no idea -- this command was present in "Vanilla" Civ5, but as I remember was never used for anything.

			"PlayerBorderObstacle"
				no idea -- this command was present in "Vanilla" Civ5, but as I remember was never used for anything.

			"MapCentering"
				no idea -- this command was present in "Vanilla" Civ5, but as I remember was never used for anything.





.....................................................................................................................................................................


					GAME ART CHANGES WITH ERAS OR CULTURES



			The in-game art used to render cities changes somewhat as the player progresses through the eras of the tech tree. It also varies somewhat
			based on the "culture group" to which a civilization belongs. For the game to know which buildings should affect this main-map art rendering variation,
			the commands "ArtInfoEraVariation", "ArtInfoRandomVariation" and "ArtInfoCulturalVariation" are used. No building in the FIRAXIS-supplied XML uses
			more than one of these three commands. Whenever one of these commands is used, there is also a "DisplayPosition" command.

			"DisplayPosition" is always a numerical value, and is generally a different value for each building that uses one of the "ArtInfo..." commands.
			Stadiums and Colosseums share the same "DisplayPosition" number.

			MOD usage:

			1)	As a general rule you should not attempt to include these commands in your building. I present them here so that you know what they are.

			2)	If your building is a unique replacement building for a standard building in the game you can probably safely include these commands if
				they appear in the XML for the standard building. In such cases you need to EXACTLY COPY the commands as presented in the standard building,
				and you need to include the "ArtDefineTag" EXACTLY as it appears for the standard building. Be prepared to eliminate these commands from
				your mod if "wonky stuff" happens after you try-out your mod in actual play testing.

			Here is a sampling of the commands as actually used in FIRAXIS-supplied buildings. I've also included the "ArtDefineTag" associated with each of
			these buildings. The sampling is not exhaustive:

	
					Taken from the XML of BUILDING_LIGHTHOUSE

						<ArtDefineTag>LIGHTHOUSE</ArtDefineTag>
						<ArtInfoEraVariation>true</ArtInfoEraVariation>
						<DisplayPosition>8</DisplayPosition>
			
					Taken from the XML of BUILDING_HARBOR

						<ArtDefineTag>HARBOR</ArtDefineTag>
						<ArtInfoEraVariation>true</ArtInfoEraVariation>
						<DisplayPosition>16</DisplayPosition>
			
					Taken from the XML of BUILDING_COLOSSEUM

						<ArtDefineTag>COLESSEUM</ArtDefineTag>
						<DisplayPosition>2</DisplayPosition>
						<ArtInfoCulturalVariation>true</ArtInfoCulturalVariation>
			
					Taken from the XML of BUILDING_STADIUM

						<ArtDefineTag>STADIUM</ArtDefineTag>
						<DisplayPosition>2</DisplayPosition>
						<ArtInfoRandomVariation>true</ArtInfoRandomVariation>

		Here are the commands, properly-formatted, including the "DisplayPosition" command from the Lighthouse building. Remember that no building ever
		has more than one of the "ArtInfo...." commands:

				<ArtInfoEraVariation>true</ArtInfoEraVariation>
				<ArtInfoRandomVariation>true</ArtInfoRandomVariation>
				<ArtInfoCulturalVariation>true</ArtInfoCulturalVariation>
				<DisplayPosition>8</DisplayPosition>


		IMPORTANT CLARIFICATION:	You can use safely the "ArtDefineTag" from any building that has one of the
						"ArtInfo...." commands, but as a general rule you just shouldn't use any of
						the three "ArtInfo...." commands UNLESS your building is a unique replacement
						for a standard building that uses these commands.

.....................................................................................................................................................................

			ART DEFINITIONS FOR ICONS USED IN CITY SCREEN, CIVILOPEDIA, AND TECH TREE DISPLAYS



			BECAUSE I SUCK AT ARTWORK I will not attempt to discuss how to draw artwork, how to store it correctly in "art atlas files", or anything
				else directly-connected to the creation of artwork. I will only cover how to make the game XML use artwork once it is made.

			You must have an entry for both "<IconAtlas>" and "<PortraitIndex>" in your building definition.

		ICON ATLAS


			In order for the game to know where to find the icons it should display in the tech tree, in the civilopedia, and in the city displays, it
				needs a reference to the correct atlas of icons, and it needs to know which "picture" within that atlas to use for the building.

			"IconAtlas" tells the game which icon atlas to use.
			1)	The name of the icon atlas usually is presented ALL IN CAPS, and numbers are allowed. But you do not HAVE TO enter the name of
				your Icon Atlas all in caps.
			2)	Elsewhere in the XML you have to tell the game which art files are associated with the IconAtlas. This is done using the
				"<IconTextureAtlases>" table, since Icon Atlases are not strictly "buildings-related".


		PORTRAIT INDEX


			"PortraitIndex" tells the game which "picture" within the icon atlas applies to the building.

			NOTE:	If you suck at artwork as much as I do, you can also use the existing artwork icons supplied by FIRAXIS. If you decide that the
				in-game icons for the barracks building is good enough, you can use the same entries for "IconAtlas" and "PortraitIndex" as are
				used for the barracks. When you "borrow" this artwork for your new building it is not necessary to define any information under
				the "<IconTextureAtlases>" table, since the game already has all this information at hand. The game does not care how many times
				the same icons are used for different buildings.

			HINT:	If you are just starting out with making new building MODS, start with a "regular" building before you tackle a world wonder. Create
				the XML for your regular building first, and use an existing building artwork "set". Trouble-shoot with game-play to ensure your building
				is functioning the way you want it to, THEN go back and tackle the artwork. In this way you at least know that everything in your XML
				that is not directly-related to artwork definitions is functioning properly, so any difficulties you may encounter with the artwork is
				related to the art files themselves, or something you did wrong in telling the XML how to find and use your artwork. When you get a new
				regular building to function properly including new artwork you may have added, you're ready to tackle a world wonder. This way,
				you will at least be confident that it is not your XML commands that are barfing-up on your world wonder.

			HINT:	If your ultimate goal is to create a new world wonder, you can still use the icons you have created for that world wonder in a regular building.
				The game does not know or care that the icons you have created are intended to be used with a new world wonder. This allows you to verify you have
				your icons done correctly and that your "IconAtlas" reference is good, AS WELL AS your entries in the "<IconTextureAtlases>" table.


		EXAMPLES OF "IconAtlas" AND "PortraitIndex"

			I have included a few of the artwork "IconAtlas" and "PortraitIndex" commands used in the FIRAXIS-supplied XML:

				Barracks
					<IconAtlas>BW_ATLAS_1</IconAtlas>
					<PortraitIndex>5</PortraitIndex>
				Colosseum
					<IconAtlas>BW_ATLAS_1</IconAtlas>
					<PortraitIndex>23</PortraitIndex>
				Longhouse
					<IconAtlas>BW_ATLAS_1</IconAtlas>
					<PortraitIndex>57</PortraitIndex>
				Workshop
					<IconAtlas>BW_ATLAS_1</IconAtlas>
					<PortraitIndex>28</PortraitIndex>
				Factory
					<IconAtlas>BW_ATLAS_1</IconAtlas>
					<PortraitIndex>3</PortraitIndex>


		LET'S DIVERT FROM BUILDINGS FOR A MOMENT, AND TALK ABOUT THE "<IconTextureAtlases>" table

			The "<IconTextureAtlases>" table is exclusively meant for defining what art files are included within an "IconAtlas". The "<IconTextureAtlases>" table is
			not exclusively for use with art related to buildings and wonders. It is also used for defining the art files used with unit promotion icons, for example.
			The rule-of-thumb is that anywhere there is a requirement for an in-game icon, there is an "IconAtlas" reference and an entry in the "<IconTextureAtlases>"
			table to tell the game which artwork files are associated with the "IconAtlas".

			When you enter a reference to an "IconAtlas" under the "<Buildings>" table, you are ONLY telling the game to refer to the "<IconTextureAtlases>" table to find
			the atlas name and all the files associated with that atlas name. You define a NEW Icon Atlas by the entries you make under the "<IconTextureAtlases>" table.

			So, if I've completed the necessary artwork files and saved them to my mod, I can define my new atlas of icons using the "<IconTextureAtlases>" table. Multiple
			"<Row>" entries are required in the "<IconTextureAtlases>" table, one each for every Size of Icon that is needed for the sort of Atlas you are making.
			(for example, the Icon Size requirements for Buildings is different from that required for Unit Promotions).

			"Atlas"
				Specifies the name of the new icon atlas. ALL CAPS is general but not required. You can also use numbers in the name of the atlas, just as FIRAXIS
				did, such as "BW_ATLAS_1". The name you use here in the "Atlas" name must be copied EXACTLY into the "<Buildings>" table for "IconAtlas". It must
				also be EXACTLY THE SAME for every Icon Size entry in the "<IconTextureAtlases>" table. You should also pick an icon atlas name that is fairly
				unique, so there will be little chance that a different mod from yours will be using the same name of icon atlas. Simply naming your icon atlas
				"IconAtlas" is a REALLY bad idea.
			"IconSize"
				Tells the game which icon size the current "<Row>" entry is supplying information for. The "<Buildings>" table requires entries in the
				"IconTextureAtlases" table for Icon Sizes of "256", "128", "64", and "45". World Wonders can also have an entry in the "IconTextureAtlases"
				table for icon size "80" but it is not strictly required. I've seen World Wonders done both with and without entries for Icon Size "80".
			"Filename"
				Tells the game the filename to use for this size icon. There must be a file for each required Icon Size, with a different filename for each
				Size of Icon. The convention is to add the Icon Size to the end of the file name, as I have shown, but I am not sure if it is strictly necessary
				to have "256" or "128", etc., in the filename. The files must be of the ".dds" format. Since I suck at artwork I'm not really sure what all
				the differences are between a ".dds" file and, say, a ".jpg" file.

				You can enter the "full" file plus file-path name in this field, including the file-folder name(s) that apply to the way your artwork is
				stored within the MOD, such as "ART/MyNewAtlas256.dds" instead of simply stating "MyNewAtlas256.dds". I haven't had any difficulty with
				MODbuddy or the actual game finding an artwork file when I've left off the folder portion (the "ART/") of the full file and path
				name and used only the simple file name.

				You should pick a file name to use that is fairly unique. Avoid a file name group such as "ART256.dds", "ART128.dds", "ART80.dds",
				"ART64.dds", and "ART45.dds"

			"IconsPerRow"
				Tells the game how many icons to look for in the art file for every "row" in the art file. Since I suck at artwork, I have no idea what
				the MIN-MAX or other requirements are for "IconsPerRow".
			"IconsPerColumn"
				Tells the game how many icons to look for in the art file for every "column" in the art file. Since I suck at artwork, I have no idea what
				the MIN-MAX or other requirements are for "IconsPerColumn".

			Here's what I would have to add to my mod for the "<IconTextureAtlases>" table, assuming I've named all my artwork files with a name-format of
			"MyNewAtlas" + icon size + ".dds" :

			<GameData>
				<IconTextureAtlases>
					<Row>
						<Atlas>MY_NEW_ICON_ATLAS</Atlas>
						<IconSize>256</IconSize>
						<Filename>MyNewAtlas256.dds</Filename>
						<IconsPerRow>8</IconsPerRow>
						<IconsPerColumn>1</IconsPerColumn>
					</Row>
					<Row>
						<Atlas>MY_NEW_ICON_ATLAS</Atlas>
						<IconSize>128</IconSize>
						<Filename>MyNewAtlas128.dds</Filename>
						<IconsPerRow>8</IconsPerRow>
						<IconsPerColumn>1</IconsPerColumn>
					</Row>
					<Row>
						<Atlas>MY_NEW_ICON_ATLAS</Atlas>
						<IconSize>64</IconSize>
						<Filename>MyNewAtlas64.dds</Filename>
						<IconsPerRow>8</IconsPerRow>
						<IconsPerColumn>1</IconsPerColumn>
					</Row>
					<Row>
						<Atlas>MY_NEW_ICON_ATLAS</Atlas>
						<IconSize>45</IconSize>
						<Filename>MyNewAtlas45.dds</Filename>
						<IconsPerRow>8</IconsPerRow>
						<IconsPerColumn>1</IconsPerColumn>
					</Row>
				</IconTextureAtlases>
			</GameData>

		To use one of the NEW icons that might appear in "MY_NEW_ICON_ATLAS" as defined in this example, my entry under the "<Buildings>" table
		might look like the following:

			<GameData>
				<Buildings>
					<Row>
						<Type>BUILDING_EXAMPLE</Type>
						<BuildingClass>BUILDINGCLASS_EXAMPLE</BuildingClass>
						<FreeStartEra>ERA_MEDIEVAL</FreeStartEra>
						<Cost>100</Cost>
						<GoldMaintenance>1</GoldMaintenance>
						<PrereqTech>TECH_POTTERY</PrereqTech>
						<Help>TXT_KEY_BUILDING_EXAMPLE_HELP</Help>
						<Description>TXT_KEY_BUILDING_EXAMPLE</Description>
						<Civilopedia>TXT_KEY_BUILDING_EXAMPLE_PEDIA</Civilopedia>
						<Strategy>TXT_KEY_BUILDING_EXAMPLE_STRATEGY</Strategy>
						<ArtDefineTag>NONE</ArtDefineTag>
						<SpecialistType>SPECIALIST_MERCHANT</SpecialistType>
						<SpecialistCount>2</SpecialistCount>
						<GreatPeopleRateChange>1</GreatPeopleRateChange>
						<MinAreaSize>-1</MinAreaSize>
						<ConquestProb>66</ConquestProb>
						<HurryCostModifier>25</HurryCostModifier>
						<PlotBuyCostModifier>-10</PlotBuyCostModifier>
						<!-- NEW STUFF -->
						<IconAtlas>MY_NEW_ICON_ATLAS</IconAtlas>
						<PortraitIndex>0</PortraitIndex>
					</Row>
				</Buildings>
			</GameData>

			Note that "0" is a valid entry for "PortraitIndex". If your new building artwork only has one icon, it will usually be placed in
			the "0" position.

.....................................................................................................................................................................


					WONDER SPLASH SCREEN

			When your mod adds a NEW world wonder to the game, you need to add the information the "<Buildings>" table needs in order to make a
			wonder splash screen show up when the wonder is constructed.

			You will also need to create a wonder splash-screen art file, and include it in your mod. All I know about creating wonder splash
			screen artwork is that the file needs to be saved as a ".dds" file.

			NATIONAL WONDERS do not use these commands. There is no wonder splash screen for national wonders.

			WONDER SPLASH SCREEN ART FILE

				The command "WonderSplashImage" tells the XML what art file goes with your wonder for the wonder splash screen.
				This is the entry for the Great Lighthouse world wonder:

					<WonderSplashImage>WonderConceptGreatLighthouse.dds</WonderSplashImage>

				Your NEW world wonder will have a different file name, of course, but all you have to do is replace the Great Lighthouse
				art file name with the name of the art file for your new world wonder.

				If I am adding a new world wonder to the game, and I have created an artfile for the wonder splash screen called "MyNewWonder.dds",
				I would alter the "WonderSplashImage" line to read as follows:

					<WonderSplashImage>MyNewWonder.dds</WonderSplashImage>

				In terms of XML-commands, that's all there is to telling the game how to find your new world wonder splash-screen art.

			WONDER SPLASH SCREEN PAN-IN CONTROL

				You can control how the game "zooms-in" on your world wonder artwork when the splash-screen comes up in-game. This is done with
				the "WonderSplashAnchor" line. The format for this command is as shown here:

						<WonderSplashAnchor>L,B</WonderSplashAnchor>

				The letters on either side of the comma (",") tell the game where to pan-in FROM.
				These letters can appear BEFORE the comma:
						C	Centered Left to Right
						R	Start from Right
						L	Start from Left
				These letters can appear AFTER the comma:
						C	Centered Vertically
						T	Start from Top
						B	Start from Bottom

				So the command "<WonderSplashAnchor>L,B</WonderSplashAnchor>" is read by the game as "start pan-in from the Left and the Bottom".

				The game does not REQUIRE an entry for "WonderSplashAnchor". You can omit it from World Wonders if you choose.

			WONDER SPLASH AUDIO

				You cannot, unfortunately, add new audio files to the game for use with your world wonder. You will therefore want to use the
				command "NONE" for wonder splash audio.

				Here is the exact code you will want to include:

					<WonderSplashAudio>NONE</WonderSplashAudio>

				The game does not REQUIRE an entry for "WonderSplashAudio". You can omit it from World Wonders if you choose. The effect will
				be the same as if you state "NONE" in the command.

				FALL 2013 PATCH:
					Since the release of the Fall 2013 Patch, Audio files are now allowed in world wonder
					mods. At least one mod has already been released to the workshop that contains custom
					world wonder audio files. I suggest subscribing to a mod that has audio files, and studying
					the format and XML requirements.

			WONDER SPLASH QUOTE

				Many modders will include the look-up reference for their wonder splash screen "quote" here in their "<Buildings>" table rather
				than higher up with the other "TXT_KEY_" look-up references. You can do it either way, but you should include a wonder splash-screen quote.
				Remember that with "TXT_KEY_" look-up references, you are only telling the game WHERE TO LOOK to find the text that will be displayed,
				you are not entering the text itself.

				If I'm adding a new wonder to the game, I might have a "Quote" command that looks like this:

					<Quote>TXT_KEY_WONDER_MYNEWWONDER_QUOTE</Quote>

.....................................................................................................................................................................

			END OF DEFINING YOUR BUILDING

			You need to tell the XML that you are done ADDING a NEW building; you do this using the following command:

				</Row>

			You MUST include this command at the end of EACH new BUILDING you are adding to the game.
.....................................................................................................................................................................

			END OF DEFINING BUILDINGS

			You need to tell the XML that you are done adding information to the "<Buildings>" table; you do this by the following command:

				</Buildings>

			You MUST include this command at the end of your new-building(s) definition(s). If you are adding more than one new building,
			you wait to include this command until after the end of the LAST building you are adding to the XML.


.....................................................................................................................................................................

					EXECUTABLE CODE REVIEW

		NOT A WORLD WONDER

			If I DON'T want my building to be a world wonder, I would change my buildings table code as shown, assuming I didn't want to add
			anything new to my building except a reference to a custom-made icon group:

			<GameData>
				<Buildings>
					<Row>
						<Type>BUILDING_EXAMPLE</Type>
						<BuildingClass>BUILDINGCLASS_EXAMPLE</BuildingClass>
						<FreeStartEra>ERA_MEDIEVAL</FreeStartEra>
						<Cost>100</Cost>
						<GoldMaintenance>1</GoldMaintenance>
						<PrereqTech>TECH_POTTERY</PrereqTech>
						<Help>TXT_KEY_BUILDING_EXAMPLE_HELP</Help>
						<Description>TXT_KEY_BUILDING_EXAMPLE</Description>
						<Civilopedia>TXT_KEY_BUILDING_EXAMPLE_PEDIA</Civilopedia>
						<Strategy>TXT_KEY_BUILDING_EXAMPLE_STRATEGY</Strategy>
						<ArtDefineTag>NONE</ArtDefineTag>
						<SpecialistType>SPECIALIST_MERCHANT</SpecialistType>
						<SpecialistCount>2</SpecialistCount>
						<GreatPeopleRateChange>1</GreatPeopleRateChange>
						<MinAreaSize>-1</MinAreaSize>
						<ConquestProb>66</ConquestProb>
						<HurryCostModifier>25</HurryCostModifier>
						<PlotBuyCostModifier>-10</PlotBuyCostModifier>
						<!-- NEW STUFF -->
							<IconAtlas>MY_NEW_ICON_ATLAS</IconAtlas>
						<PortraitIndex>0</PortraitIndex>
					</Row>
				</Buildings>
			</GameData>


		A WORLD WONDER

			If I DO want my building to be a world wonder, and I wanted to add "1" free social policy to my world wonder, I would add-in the "FreePolicies"
			command. I might also decide to remove the two (2) merchant specialist slots, since World Wonders no longer are "meant" to have specialists
			attached to them (though the game WILL let you add specialists to wonders). In either case, I can keep the great merchant great-person points,
			however.

			I would want to add the "NukeImmune" attribute, bump the conquest probability to 100%, eliminate the "FreeStartEra", and set "HurryCostModifier"
			to "-1". I would also want to eliminate the "GoldMaintenance" since wonders don't require any. Obviously, if I were "really" adding a new
			World Wonder, I would set a much higher hammers cost, but I think there are enough changes for you to digest between the two versions of my
			example building, so I'll leave that alone.

			I would change my buildings table code to be:

			<GameData>
				<Buildings>
					<Row>
						<Type>BUILDING_EXAMPLE</Type>
						<BuildingClass>BUILDINGCLASS_EXAMPLE</BuildingClass>
						<Cost>100</Cost>
						<PrereqTech>TECH_POTTERY</PrereqTech>
						<Help>TXT_KEY_BUILDING_EXAMPLE_HELP</Help>
						<Description>TXT_KEY_BUILDING_EXAMPLE</Description>
						<Civilopedia>TXT_KEY_BUILDING_EXAMPLE_PEDIA</Civilopedia>
						<Strategy>TXT_KEY_BUILDING_EXAMPLE_STRATEGY</Strategy>
						<ArtDefineTag>NONE</ArtDefineTag>
						<SpecialistType>SPECIALIST_MERCHANT</SpecialistType>
						<GreatPeopleRateChange>1</GreatPeopleRateChange>
						<MinAreaSize>-1</MinAreaSize>
						<ConquestProb>100</ConquestProb>
						<HurryCostModifier>-1</HurryCostModifier>
						<NukeImmune>true</NukeImmune>
						<PlotBuyCostModifier>-10</PlotBuyCostModifier>
						<FreePolicies>1</FreePolicies>
						<IconAtlas>MY_NEW_ICON_ATLAS</IconAtlas>
						<PortraitIndex>0</PortraitIndex>
						<!-- WONDER SPLASH STUFF -->
						<WonderSplashImage>MyNewWonder.dds</WonderSplashImage>
						<WonderSplashAnchor>L,B</WonderSplashAnchor>
						<WonderSplashAudio>NONE</WonderSplashAudio>
						<Quote>TXT_KEY_WONDER_MYNEWWONDER_QUOTE</Quote>
					</Row>
				</Buildings>
			</GameData>

			I didn't change the entries for "Type" and "BuildingClass" between the two versions of the "building", not-wonder and wonder, because I don't
			actually need to.

		ICON ATLASES TABLE

			Since I made a reference in both of these buildings examples to an icon atlas called "MY_NEW_ICON_ATLAS" I would also need to include entries
			in the "IconTextureAtlases" table for that atlas somewhere in my mod. Here's what I would add, assuming I would be using the same artwork files
			as were discussed earlier.

			<GameData>
				<IconTextureAtlases>
					<Row>
						<Atlas>MY_NEW_ICON_ATLAS</Atlas>
						<IconSize>256</IconSize>
						<Filename>MyNewAtlas256.dds</Filename>
						<IconsPerRow>8</IconsPerRow>
						<IconsPerColumn>1</IconsPerColumn>
					</Row>
					<Row>
						<Atlas>MY_NEW_ICON_ATLAS</Atlas>
						<IconSize>128</IconSize>
						<Filename>MyNewAtlas128.dds</Filename>
						<IconsPerRow>8</IconsPerRow>
						<IconsPerColumn>1</IconsPerColumn>
					</Row>
					<Row>
						<Atlas>MY_NEW_ICON_ATLAS</Atlas>
						<IconSize>64</IconSize>
						<Filename>MyNewAtlas64.dds</Filename>
						<IconsPerRow>8</IconsPerRow>
						<IconsPerColumn>1</IconsPerColumn>
					</Row>
					<Row>
						<Atlas>MY_NEW_ICON_ATLAS</Atlas>
						<IconSize>45</IconSize>
						<Filename>MyNewAtlas45.dds</Filename>
						<IconsPerRow>8</IconsPerRow>
						<IconsPerColumn>1</IconsPerColumn>
					</Row>
				</IconTextureAtlases>
			</GameData>

		This is what my XML would look like without any intermediary commentary between the "<Buildings>" table and the "<IconTextureAtlases>" table, and if
		everything were placed within the same ".XML" file:

		<GameData>
			<Buildings>
				<Row>
					<Type>BUILDING_EXAMPLE</Type>
					<BuildingClass>BUILDINGCLASS_EXAMPLE</BuildingClass>
					<Cost>100</Cost>
					<PrereqTech>TECH_POTTERY</PrereqTech>
					<Help>TXT_KEY_BUILDING_EXAMPLE_HELP</Help>
					<Description>TXT_KEY_BUILDING_EXAMPLE</Description>
					<Civilopedia>TXT_KEY_BUILDING_EXAMPLE_PEDIA</Civilopedia>
					<Strategy>TXT_KEY_BUILDING_EXAMPLE_STRATEGY</Strategy>
					<ArtDefineTag>NONE</ArtDefineTag>
					<SpecialistType>SPECIALIST_MERCHANT</SpecialistType>
					<GreatPeopleRateChange>1</GreatPeopleRateChange>
					<MinAreaSize>-1</MinAreaSize>
					<ConquestProb>100</ConquestProb>
					<HurryCostModifier>-1</HurryCostModifier>
					<NukeImmune>true</NukeImmune>
					<PlotBuyCostModifier>-10</PlotBuyCostModifier>
					<FreePolicies>1</FreePolicies>
					<IconAtlas>MY_NEW_ICON_ATLAS</IconAtlas>
					<PortraitIndex>0</PortraitIndex>
					<!-- WONDER SPLASH STUFF -->
					<WonderSplashImage>MyNewWonder.dds</WonderSplashImage>
					<WonderSplashAnchor>L,B</WonderSplashAnchor>
					<WonderSplashAudio>NONE</WonderSplashAudio>
					<Quote>TXT_KEY_WONDER_MYNEWWONDER_QUOTE</Quote>
				</Row>
			</Buildings>

			<IconTextureAtlases>
				<Row>
					<Atlas>MY_NEW_ICON_ATLAS</Atlas>
					<IconSize>256</IconSize>
					<Filename>MyNewAtlas256.dds</Filename>
					<IconsPerRow>8</IconsPerRow>
					<IconsPerColumn>1</IconsPerColumn>
				</Row>
				<Row>
					<Atlas>MY_NEW_ICON_ATLAS</Atlas>
					<IconSize>128</IconSize>
					<Filename>MyNewAtlas128.dds</Filename>
					<IconsPerRow>8</IconsPerRow>
					<IconsPerColumn>1</IconsPerColumn>
				</Row>
				<Row>
					<Atlas>MY_NEW_ICON_ATLAS</Atlas>
					<IconSize>64</IconSize>
					<Filename>MyNewAtlas64.dds</Filename>
					<IconsPerRow>8</IconsPerRow>
					<IconsPerColumn>1</IconsPerColumn>
				</Row>
				<Row>
					<Atlas>MY_NEW_ICON_ATLAS</Atlas>
					<IconSize>45</IconSize>
					<Filename>MyNewAtlas45.dds</Filename>
					<IconsPerRow>8</IconsPerRow>
					<IconsPerColumn>1</IconsPerColumn>
				</Row>
			</IconTextureAtlases>
		</GameData>




			NOTE:	I generally will not be including the "</IconTextureAtlases>" table in future code examples
				simply because I want to keep the amount of stuff you have to look through to a minimum.

		At this point I've completed the discussion of the "<Buildings>" table, and I've explained the function and
			format for the "<IconTextureAtlases>" table. I'll move on from the "<Buildings>" table, and begin
			to discuss other tables that can affect your building, or that are required to properly insert your
			building into the game. Most of the tables that will follow will have pretty short "sections" devoted
			to them, since any one building doesn't add much total XML code when it has an entry in a particular
			table.





	END OF THE "<Buildings>" TABLE -- END OF THE "<Buildings>" TABLE -- END OF THE "<Buildings>" TABLE -- END OF THE "<Buildings>" TABLE




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							BUILDING CLASSES TABLE



		The "<BuildingClasses>" table is used to tell the game what CLASS of building your building fits into.

		If your new building is a unique building that replaces, say, the Barracks, you do not need to make an
			entry in your mod for the "<BuildingClasses>" table.

		If your building is a completely-new class of building, you DO need an entry for it under the
			"<BuildingClasses>" table. New National Wonders and World Wonders ALWAYS require an entry for
			them in the "<BuildingClasses>" table.

		You can have the following lines in your entry:
			"Type"
				This is the Building CLASS name, and is REQUIRED. Note that the function of the command
					"<Type>" changes between the "<Buildings>" table and the "<BuildingClasses>"
					table.
			"DefaultBuilding"
				This is the name of the default BUILDING within the CLASS. For World or National Wonders
					this will always be the same as the building "<Type>" entry found in the
					"<Buildings>" table for the wonder.
			"Description"
				This is a "TXT_KEY_" look-up reference, and should be the same "TXT_KEY_" reference as the
					one found in the "<Buildings>" table for the default building. In practical terms,
					for new building types, and for national and world wonders, enter the same information
					here as entered for "Description" in the "<Buildings>" table.
			"MaxGlobalInstances"
				Tells the game how many times one of the buildings that fit-into this building CLASS can be built
					WORLD-WIDE during a single game. In practical terms, this is only used with world wonders,
					and then is always set to a value of "1".
				This command can me omitted when it does not apply to your building.
			"MaxPlayerInstances"
				Tells the game how many times an SINGLE PLAYER can build one of the buildings that fit-into
					this building CLASS during a single game. In practical terms, this is usually used with
					national wonders, and then is usually to a value of "1". An exception to this rule is
					the recycling center building, which has a "MaxPlayerInstances" of "5", allowing a player
					to build no more than five (5) recycling centers during a single game.
				This command can me omitted when it does not apply to your building.


	If I wanted to use my example building as a WORLD wonder, I would make the following entry for the "<BuildingClasses>" table:

			<BuildingClasses>
				<Row>
					<Type>BUILDINGCLASS_EXAMPLE</Type>
					<DefaultBuilding>BUILDING_EXAMPLE</DefaultBuilding>
					<Description>TXT_KEY_BUILDING_EXAMPLE</Description>
					<MaxGlobalInstances>1</MaxGlobalInstances>
				</Row>
			</BuildingClasses>


	If I wanted to use my example building as a NATIONAL wonder, I would make the following entry for the "<BuildingClasses>" table:

			<BuildingClasses>
				<Row>
					<Type>BUILDINGCLASS_EXAMPLE</Type>
					<DefaultBuilding>BUILDING_EXAMPLE</DefaultBuilding>
					<Description>TXT_KEY_BUILDING_EXAMPLE</Description>
					<MaxPlayerInstances>1</MaxPlayerInstances>
				</Row>
			</BuildingClasses>

	If I wanted to use my example building as a "normal" building that can be built as many times as a player wanted, I would make the
		following entry for the "<BuildingClasses>" table:

			<BuildingClasses>
				<Row>
					<Type>BUILDINGCLASS_EXAMPLE</Type>
					<DefaultBuilding>BUILDING_EXAMPLE</DefaultBuilding>
					<Description>TXT_KEY_BUILDING_EXAMPLE</Description>
				</Row>
			</BuildingClasses>

	If I wanted to use my example building as a "normal" building that can be built ONLY four (4) times by a player, I would make the
		following entry for the "<BuildingClasses>" table:

			<BuildingClasses>
				<Row>
					<Type>BUILDINGCLASS_EXAMPLE</Type>
					<DefaultBuilding>BUILDING_EXAMPLE</DefaultBuilding>
					<Description>TXT_KEY_BUILDING_EXAMPLE</Description>
					<MaxPlayerInstances>4</MaxPlayerInstances>
				</Row>
			</BuildingClasses>


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						CIVILIZATION BUILDING CLASS OVERRIDES TABLE



		The "<Civilization_BuildingClassOverrides>" table is used to lock-out barbarians and city-states from building
			a specIfied CLASS of building, and to override the normal list of what buildings a playable CIV can build,
			assigning a unique building within a given CLASS instead.

		"CivilizationType"
			Defines which civilization's list of buildings is to be changed. In this entry "CIVILIZATION_BARBARIAN"
				refers to Barbarians and "CIVILIZATION_MINOR" refers to ALL city-states. The format is:

					<CivilizationType>CIVILIZATION_BARBARIAN</CivilizationType>

		"BuildingClassType"
			Defines the CLASS of building for the override. The format is:

					<BuildingClassType>BUILDINGCLASS_CASTLE</BuildingClassType>

		"BuildingType"
			Defines the BUILDING that replaces the default building for the playable Civilization. The format is:

					<BuildingType>BUILDING_MUGHAL_FORT</BuildingType>

			To lock-out a civilization from constructing anything in a BUILDING CLASS, the command is formatted as

					<BuildingType/>

		WORLD WONDERS and NATIONAL WONDERS
			You should always "lock-out" Barbarians and City-States from building any world or national wonder you add to the game.
			You will need to have an entry in the "<Civilization_BuildingClassOverrides>" table for BOTH Barbarians AND City-States.

		I've shown a properly-formatted "<Civilization_BuildingClassOverrides>" table below with entries from the actual FIRAXIS-supplied
			XML that are used to lock-out Barbarians and City-States from building the Musicians' Guild building, and the entry
			that replaces the CASTLE with the MUGHAL FORT for India.


				<Civilization_BuildingClassOverrides>
					<Row>
						<CivilizationType>CIVILIZATION_BARBARIAN</CivilizationType>
						<BuildingClassType>BUILDINGCLASS_MUSICIANS_GUILD</BuildingClassType>
						<BuildingType/>
					</Row>
					<Row>
						<CivilizationType>CIVILIZATION_MINOR</CivilizationType>
						<BuildingClassType>BUILDINGCLASS_MUSICIANS_GUILD</BuildingClassType>
						<BuildingType/>
					</Row>
					<Row>
						<CivilizationType>CIVILIZATION_INDIA</CivilizationType>
						<BuildingClassType>BUILDINGCLASS_CASTLE</BuildingClassType>
						<BuildingType>BUILDING_MUGHAL_FORT</BuildingType>
					</Row>
				</Civilization_BuildingClassOverrides>


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							PREREQ BUILDING CLASSES TABLE



		The "<Building_PrereqBuildingClasses>" table is used to specify a building CLASS that must already exist in an empire
			before a building can be constructed. As a practical matter, it is used to specify what building must be
			present in ALL cities before a National Wonder can be built. You should not try to use this table for any
			other purpose. You should always specify "-1" as the "NumBuildingNeeded".

		There may be times when you wish to create a new national wonder that does not require every city to have built a
			particular prerequisite building. In such cases, simply omit this table altogether.


		"BuildingType" specifies the building for which a prerequisite is about to be stated. As a practical matter,
			this is always a national wonder.

		"BuildingClassType" specifies the prerequisite CLASS of building that must exist before the building specified
			in "BuildingType" can be constructed.

		"NumBuildingNeeded" specifies how many of the prerequisite buildings must exist throughout a player's empire
			before the player can construct the building mentioned in "BuildingType".

			In the case of National Wonders, this is set to "-1", which is used to signal the game that one "prereq"
			building is required in EVERY CITY of a player's empire. Puppetted cities do not count, but cities that are
			being "razed to the ground" do.

			When a positive whole number is stated, the game modifies this number based upon world size:
				WORLDSIZE_DUEL		no modification		the number you enter is the number that will be used
				WORLDSIZE_TINY		no modification		the number you enter is the number that will be used
				WORLDSIZE_SMALL		+25%			if you enter '4' the game will use '5'
				WORLDSIZE_STANDARD	+50%			if you enter '2' the game will use '3'
				WORLDSIZE_LARGE		+75%			if you enter '4' the game will use '7'
				WORLDSIZE_HUGE		+100%			the number you enter is doubled
			The resultant calculations tend to be rounded-down to the nearest whole number.

				NOTE:	The game does NOT deal very well with "real" numbers specified for "NumBuildingNeeded". I have tried
					to use this table to require that a certain number of "regular" buildings (A) must exist in the empire
					before another "regular" building (B) can be constructed. The game tends to double the requirement stated
					in the table, so that twice as many buildings (A) are required before the first building (B) can be
					built. Thereafter, the game will not allow the construction of a second building (B) regardless of
					how many buildings (A) exist in the empire.

					EXAMPLE OF THE CODE I USED:

					(1)	I created two new buildings. The first I called a "Practice Range", and the second I called
						an "Archery Range". What I wanted was a general low-cost building (the Practive Range) that
						could be built early in the game and would be available in every city. I made it give a small
						extra amount of experience to archery units, but had no other effects. I wanted the "Archery
						Range" to be a much more powerful building contributing substantially increased experience to
						archery units as well as substantial increases in their production. But I didn't want to
						overpower the game with "Archery Ranges", so I structured a "<Building_PrereqBuildingClasses>"
						table as follows:

							<Building_PrereqBuildingClasses>
								<Row>
									<BuildingType>BUILDING_ARCHERY_RANGE</BuildingType>
									<BuildingClassType>BUILDINGCLASS_PRACTICE_RANGE</BuildingClassType>
									<NumBuildingNeeded>6</NumBuildingNeeded>
								</Row>
							</Building_PrereqBuildingClasses>

						I had a "<Building_ClassesNeededInCity>" table as follows, to require that the city trying to build
						an Archery Range must first have finished a Practice Range:

							<Building_ClassesNeededInCity>
								<Row>
									<BuildingType>BUILDING_ARCHERY_RANGE</BuildingType>
									<BuildingClassType>BUILDINGCLASS_PRACTICE_RANGE</BuildingClassType>
								</Row>
							</Building_ClassesNeededInCity>


					(2)	The result was that the game forced me to build twelve (12) Practice Ranges before it allowed
						me to build an Archery Range, NOT the six (6) I had specified. After I built the first Archery
						Range in my empire, the game would not allow me to build a second Archery Range. It would allow
						me to add the second Archery Range to a city's build que, but every time I progressed the game
						to the next turn, the game deleted the second Archery Range from the que and started work on the
						next item in the city build list.



	EXAMPLE OF THE TABLE AS USED BY FIRAXIS:

		Here is a properly-formatted example of this table, using the Heroic Epic national wonder entry as it actually appears in the
			FIRAXIS-supplied XML:

				<Building_PrereqBuildingClasses>
					<Row>
						<BuildingType>BUILDING_HEROIC_EPIC</BuildingType>
						<BuildingClassType>BUILDINGCLASS_BARRACKS</BuildingClassType>
						<NumBuildingNeeded>-1</NumBuildingNeeded>
					</Row>
				</Building_PrereqBuildingClasses>

		To "read" this entry in the table, it says that BUILDING_HEROIC_EPIC requires one BUILDINGCLASS_BARRACKS building
			to be present in every city before BUILDING_HEROIC_EPIC can be constructed. Since Kreposts and Ikandas
			belong to the BUILDINGCLASS_BARRACKS class of buildings, they too are being covered by this entry.


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						BUILDING CLASSES NEEDED IN CITY TABLE




		The "<Building_ClassesNeededInCity>" table is used to specify a building that must already exist within a SPECIFIC CITY before
			an "upgrade" building can be built in that SPECIFIC CITY. Where no such requirement is needed for your mod, you can
			omit the entire table.

			"BuildingType" specifies the building for which a prerequisite is about to be stated. This can be either a 
				national wonder or a "regular" building.

			"BuildingClassType" specifies the prerequisite CLASS of building that must exist before the building specified
				in "BuildingType" can be constructed.



		NATIONAL WONDERS ALSO REQUIRE AN ENTRY UNDER THIS TABLE TO FUNCTION PROPERLY!




		Here is a properly-formatted example of this table, using my example building as the "BuildingType", and specifying that
			a Barracks-Class building must already have been constructed in the city before I can construct my example building:

				<Building_ClassesNeededInCity>
					<Row>
						<BuildingType>BUILDING_EXAMPLE</BuildingType>
						<BuildingClassType>BUILDINGCLASS_BARRACKS</BuildingClassType>
					</Row>
				</Building_ClassesNeededInCity>

		Here is a properly-formatted example of this table, using the Heroic Epic national wonder entry as it actually appears in the
			FIRAXIS-supplied XML:

				<Building_ClassesNeededInCity>
					<Row>
						<BuildingType>BUILDING_HEROIC_EPIC</BuildingType>
						<BuildingClassType>BUILDINGCLASS_BARRACKS</BuildingClassType>
					</Row>
				</Building_ClassesNeededInCity>

		When you add a new building to the game that will be required in order to build a pre-existing building in the game
		a separate entry is required for the default building as well as any unique buildings. If I add a new building I'll call
		the BUILDING_PRACTICE_YARD that will act as a prerequisite building before a BARRACKS can be constructed, I must add
		commands for the BARRACKS, the KREPOST, and the IKANDA that tell the game that a BUILDINGCLASS_PRACTICE_YARD must exist
		in a city before a BARRACKS, KREPOST, or IKANDA can be constructed. I must have a prerequisite entry for all three of the
		BARRACKS-CLASS buildings. This is the table as I need to include it to instruct the game that a PRACTICE YARD is needed
		before a BARRACKS can be constructed:

				<Building_ClassesNeededInCity>
					<Row>
						<BuildingType>BUILDING_BARRACKS</BuildingType>
						<BuildingClassType>BUILDINGCLASS_PRACTICE_YARD</BuildingClassType>
					</Row>
					<Row>
						<BuildingType>BUILDING_KREPOST</BuildingType>
						<BuildingClassType>BUILDINGCLASS_PRACTICE_YARD</BuildingClassType>
					</Row>
					<Row>
						<BuildingType>BUILDING_IKANDA</BuildingType>
						<BuildingClassType>BUILDINGCLASS_PRACTICE_YARD</BuildingClassType>
					</Row>
				</Building_ClassesNeededInCity>

		If I want to require that the BARRACKS exist in a city before a PRACTICE YARD is constructed, I only need one entry
		in the table, since the prerequisite building is described by its Building CLASS:

				<Building_ClassesNeededInCity>
					<Row>
						<BuildingType>BUILDING_PRACTICE_YARD</BuildingType>
						<BuildingClassType>BUILDINGCLASS_BARRACKS</BuildingClassType>
					</Row>
				</Building_ClassesNeededInCity>


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		FOLLOW-UP ON "<Building_PrereqBuildingClasses>" and "<Building_ClassesNeededInCity>" tables.

			In case the distinction between these two tables are still a little murky, here is one
			way to think of them:

			"<Building_PrereqBuildingClasses>" tells the game HOW MANY of a prerequisite building must
				exist THROUGHOUT THE EMPIRE, and is only intended for use with National Wonders.
			
			"<Building_ClassesNeededInCity>" tells the game which building is needed IN AN INDIVIDUAL CITY before
				an additional building can be constructed IN THAT SAME INDIVIDUAL CITY. This table
				is really intended for "regular" buildings, but the way the developers made the game,
				NATIONAL WONDERS still fit this requirement, so they also need an entry in this table.


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						LOCKED BUILDING CLASSES TABLE





		The "<Building_LockedBuildingClasses>" table is used to keep a player from being able to construct building-X
			in a city when building-Y has already been constructed there. If your mod does not require such a lock-
			out you can omit the entire table.

		"BuildingType"
			Used to designate the building for which a "lock-out" is to be specified.

		"BuildingClassType"
			Is presented in the form of a building-CLASS that locks out being able to build the building
			specified in "BuildingType".

		For the "<Building_LockedBuildingClasses>" table to work correctly, there has to be an entry for both
			buildings that lock each other out, one for building-X, and one for building-Y.

		The entries in the table can be "read" as:
			THIS building (defined by "BuildingType") cannot be constructed in a city when another CLASS of building
			(defined by "BuildingClassType") has already been constructed there.

		FIRAXIS did not use this table anywhere, but I have seen at least one mod that does use this table.



		EXAMPLE OF USE	(1)

			If I create a new building called BUILDING_FLYINGSCHOOL and create its buildingclass as
			BUILDINGCLASS_FLYINGSCHOOL, I could create a "<Building_LockedBuildingClasses>" table in
			my mod that forces a player to choose between building a "Flying School" OR building an
			"Airport" within a single city. Here is what my "<Building_LockedBuildingClasses>" table
			would look like:

				<Building_LockedBuildingClasses>
					<Row>
						<BuildingType>BUILDING_AIRPORT</BuildingType>
						<BuildingClassType>BUILDINGCLASS_FLYINGSCHOOL</BuildingClassType>
					</Row>
					<Row>
						<BuildingType>BUILDING_FLYINGSCHOOL</BuildingType>
						<BuildingClassType>BUILDINGCLASS_AIRPORT</BuildingClassType>
					</Row>
				</Building_LockedBuildingClasses>

			1)	The first entry tells the game that a player cannot build an AIRPORT if there is already a
				Flying-School-CLASS building in the city.
			2)	The second entry tells the game that a player cannot build a FLYING SCHOOL if there is already
				an Airport-CLASS building in the city.


		EXAMPLE OF USE	(2)

			If I create a new wonder called BUILDING_TEMPLARS, I could create a "<Building_LockedBuildingClasses>"
			table in my mod that forces a player to construct the new wonder in a city OTHER THAN the capital city:

				<Building_LockedBuildingClasses>
					<Row>
						<BuildingType>BUILDING_TEMPLARS</BuildingType>
						<BuildingClassType>BUILDINGCLASS_PALACE</BuildingClassType>
					</Row>
				</Building_LockedBuildingClasses>

			In this instance I really only need the one entry in the table, specifying I cannot construct the wonder
			"BUILDING_TEMPLARS" in a city that already has a Palace.


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						TECH AND PREREQS TABLE



		The "<Building_TechAndPrereqs>" table is used to specify an ADDITIONAL technology that is required to construct
			the building. A player has to have discovered the technology stated directly in the "<Buildings>" table
			for "PrereqTech", AND they must have discovered the technology specified in THIS table. When you do not
			want an additional technology prerequisite for your building, you can omit the entire table.

		As a practical matter, only when the two techs are at the same "rung" of the technology ladder (reading left to right)
			is there really much point in adding an additional requirement in this table. It is just as effective, and
			certainly simpler, to choose the higher of two technology "rungs" as the building's "<PreregTech>" directly
			in the "<Buildings>" table than to add an additional requirement under the "<Building_TechAndPrereqs>" table.

		"BuildingType"
			Specifies the building for which an additional technology prerequisite is about to be stated.

		"TechType"
			Specifies the technology that is an ADDITIONAL prerequisite for the building.



		EXAMPLE OF USE

			Using the Flying School building again, I would probably specify in the "<Buildings>" table that the
			"PrereqTech" for the Flying School was FLIGHT, but I might also decide to state an additional tech
			requirement for the Flying School is COMBUSTION. The "<Building_TechAndPrereqs>" table for my mod
			would therefore look like the following:

				<Building_TechAndPrereqs>
					<Row>
						<BuildingType>BUILDING_FLYINGSCHOOL</BuildingType>
						<TechType>TECH_COMBUSTION</TechType>
					</Row>
				</Building_TechAndPrereqs>



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			For the remainder of this document, unless specifically noted otherwise, all tables shown are optional.

			You can safely omit including any of these tables when they aren't needed by your mod.




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				Difference Betweeen MODIFIER Tables and CHANGES Tables



		In the subsequent portions of this guide, many tables are "Changes" tables, and many are "Modifiers" tables.
		These two table "types" effect yields or costs in different and discreet ways. Many modders misunderstand
		how these tables differ, and how they actually work.

		MODIFIER Tables
			Generally, Modifier tables ADJUST some kind of Yield. These tables do not ALWAYS adjust a YIELD, but
			in most cases they do. Regardless of whether a specific Modifier table adjusts Yields, or whether it
			adjusts something else (such as gold purchasing costs in cities), it is stated as a PERCENTAGE ADJUSTMENT.

			MODIFIER tables do NOT make a direct addition to a Yield.

			In order for a "YieldModifier" table to ADJUST a yield, there must ALREADY BE a yield of that type.
			ADJUSTING a yield by 100% when there is not already a yield present will not accomplish anything.
			ADJUSTING an existing yield of "1 total of something" by 1% WILL make an adjustment, but it won't
			have much of a noticable effect.

			The numerical entries made in these tables should be on the order of "10", "20", "30", "50", "100",
			etc., and not on the order of "1", "2", "3".


			Here are some examples of Yield Modifiers taken from the "Building_YieldModifiers" table and repeated
				here EXACTLY as they are included in the FIRAXIS-supplied XML.

				The entries I picked are for Floating Gardens, Workshop, Market, and University. I picked these
				four because each adjusts a different KIND of Yield. The entries in this table show how the
				Floating Gardens adjusts FOOD by +15%, the Workshop adjusts PRODUCTION by +10%, the Market
				adjusts GOLD by +25%, and the University adjusts SCIENCE by +33% in the city.



					<Building_YieldModifiers>
						<Row>
							<BuildingType>BUILDING_FLOATING_GARDENS</BuildingType>
							<YieldType>YIELD_FOOD</YieldType>
							<Yield>15</Yield>
						</Row>
						<Row>
							<BuildingType>BUILDING_WORKSHOP</BuildingType>
							<YieldType>YIELD_PRODUCTION</YieldType>
							<Yield>10</Yield>
						</Row>
						<Row>
							<BuildingType>BUILDING_MARKET</BuildingType>
							<YieldType>YIELD_GOLD</YieldType>
							<Yield>25</Yield>
						</Row>
						<Row>
							<BuildingType>BUILDING_UNIVERSITY</BuildingType>
							<YieldType>YIELD_SCIENCE</YieldType>
							<Yield>33</Yield>
						</Row>
					</Building_YieldModifiers>



			NEGATIVE NUMBERS MODIFIER TABLES


			Negative numbers in Modifier tables are also sometimes appropriate, and will have a decreasing effect.
			As an example of this, the Big Ben world wonder adjusts the costs of gold purchasing in cities by -15%.
			It does this through an entry in the "<Building_HurryModifiers>" table. Here is the actual entry from
			that table for the Big Ben World Wonder:

				<Building_HurryModifiers>
					<Row>
						<BuildingType>BUILDING_BIG_BEN</BuildingType>
						<HurryType>HURRY_GOLD</HurryType>
						<HurryCostModifier>-15</HurryCostModifier>
					</Row>
				</Building_HurryModifiers>

			Since "<Building_HurryModifiers>" is a MODIFIER table, it adjusts "Hurrying" by a percentage of whatever
				"HurryType" is stated. In practical terms, this table can only really be used to adjust the gold
				costs of purchasing in cities, but it is still a Modifier-type table. The adjustment percentage
				is being made against the cost of hurrying (gold purchasing), and since all cities already have
				hurrying (gold purchasing) costs, there actually is an EXISTING condition to be modified. The fact
				that you as the player don't have enough gold in your treasury to buy something at any given point
				in time doesn't matter, since what is actually being adjusted is the amount of gold you NEED TO HAVE
				in your treasury to purchase something.



[[I don't really like my definition of "CHANGES tables".]]
[[need to re-think how to explain it.]]

		CHANGES	Tables
			Changes tables make a direct change to something, and are generally Yield-Changing tables. A "Yield" of
			"1" in such a table DIRECTLY ADDS "1" total yield of whatever "YieldType" has been specified. It does
			not matter whether or not the XML for a building already includes an amount of the Yield, these types of
			tables will add more of an existing yield, or they will add an entirely new kind of yield, in the total
			amount specified.


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						BUILDING YIELD MODIFIERS TABLE



		The "<Building_YieldModifiers>" table is used to modify yields such as FOOD and GOLD, and affects only the city
			where the building is constructed. The modification is a percentage change to the total yield occuring
			in the city. The modifier adjusts city-level yields directly, and so only shows in the "city yields box"
			when a player mouses-over a type of yield within the city-yields box.


		Appropriate Buildings:	entries to this table are open-ended in terms of which sort of building an entry is
					appropriate to. This table was probably "intended" by FIRAXIS only to be used with
					"regular" buildings, but World and National wonder entries should not have an
					imbalancing effect on game-play. Remember that this table only effects the city
					that constructed the building.

		"BuildingType"
			Specifies the building that will make the modification occur.
		"YieldType"
			Specifies the type of yield to be modified
		"Yield"
			Specifies the amount of modification as a PERCENTAGE.


			Yield Types that work with this table are:
				YIELD_FOOD
				YIELD_GOLD
				YIELD_PRODUCTION
				YIELD_SCIENCE

			Yield Types that DO NOT work with this table are:
				YIELD_CULTURE	use the "CultureRateModifier" command in the "<Buildings>" table instead.
				YIELD_FAITH
				YIELD_TOURISM



		EXAMPLES for the "<Building_YieldModifiers>" table:

			Here are some examples of Yield Modifiers taken from the "Building_YieldModifiers" table and repeated
			here EXACTLY as they are included in the FIRAXIS-supplied XML.

			The entries in this table are for Floating Gardens, Workshop, Market, and University. The entries
			in this table show how the Floating Gardens adjusts FOOD by +15%, the Workshop adjusts PRODUCTION
			by +10%, the Market adjusts GOLD by +25%, and the University adjusts SCIENCE by +33% in the city.

			<Building_YieldModifiers>
				<Row>
					<BuildingType>BUILDING_FLOATING_GARDENS</BuildingType>
					<YieldType>YIELD_FOOD</YieldType>
					<Yield>15</Yield>
				</Row>
				<Row>
					<BuildingType>BUILDING_WORKSHOP</BuildingType>
					<YieldType>YIELD_PRODUCTION</YieldType>
					<Yield>10</Yield>
				</Row>
				<Row>
					<BuildingType>BUILDING_MARKET</BuildingType>
					<YieldType>YIELD_GOLD</YieldType>
					<Yield>25</Yield>
				</Row>
				<Row>
					<BuildingType>BUILDING_UNIVERSITY</BuildingType>
					<YieldType>YIELD_SCIENCE</YieldType>
					<Yield>33</Yield>
				</Row>
			</Building_YieldModifiers>


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					BUILDING GLOBAL YIELD MODIFIERS TABLE



		The "<Building_GlobalYieldModifiers>" table is used to modify yields such as FOOD and GOLD, but the effects are
			empire-wide, affecting every city. The modification is a percentage change to the total yield occuring
			in cities. The modifier adjusts city-level yields directly, and so only shows in the "city yields box"
			when a player mouses-over a type of yield within the city-yields box.

		
		Appropriate Buildings:	entries to this table should be limited to World or National wonders, since the table
					has such a wide-ranging effect.


		"BuildingType"
			Specifies the building that will make the modification occur.
		"YieldType"
			Specifies the type of yield to be modified
		"Yield"
			Specifies the amount of modification as a PERCENTAGE.


			Yield Types that work with this table are:
				YIELD_FOOD
				YIELD_GOLD
				YIELD_PRODUCTION
				YIELD_SCIENCE

			Yield Types that DO NOT work with this table are:
				YIELD_CULTURE	use the "GlobalCultureRateModifier" command in the "<Buildings>" table instead.
				YIELD_FAITH
				YIELD_TOURISM


		EXAMPLE for the "<Building_GlobalYieldModifiers>" table:

			Here is a properly-formatted example of the "Building_GlobalYieldModifiers" table. This is the
			EXACT entry used in the FIRAXIS-supplied XML for the Temple of Artemis world wonder. It boosts
			FOOD yields in all cities by 10%.


			<Building_GlobalYieldModifiers>
				<Row>
					<BuildingType>BUILDING_TEMPLE_ARTEMIS</BuildingType>
					<YieldType>YIELD_FOOD</YieldType>
					<Yield>10</Yield>
				</Row>
			</Building_GlobalYieldModifiers>


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							AREA YIELD MODIFIERS TABLE



		The "<Building_AreaYieldModifiers>" table is used to affect city yield-totals in multiple cities within an "area". The modifier
			adjusts city-level yields directly, and so only shows in the "city yields box" under "Area Modifiers" when a player
			mouses-over a type of yield within the city-yields box.

			GOLD, PRODUCTION, and SCIENCE yields show a direct and mathematically-obvious change based on the modifier-amount,
			but with FOOD (as always) it is a little more difficult to determine whether there is "really" a modification occuring,
			although mousing-over FOOD does show that a modification is being made.


			Yield Types that work with this table are:
				YIELD_FOOD
				YIELD_GOLD
				YIELD_PRODUCTION
				YIELD_SCIENCE

			Yield Types that DO NOT work with this table are:
				YIELD_CULTURE	use the "CultureRateModifier" command or the "GlobalCultureRateModifier" command in the "<Buildings>"
						table instead.
				YIELD_FAITH
				YIELD_TOURISM

		Appropriate Buildings:	entries to this table should be limited to World or National wonders, since the table has such
					a wide-ranging effect.



		"BuildingType"
			Specifies the building that will make the modification occur.
		"YieldType"
			Specifies the type of yield to be modified
		"Yield"
			Specifies the amount of modification as a PERCENTAGE.



		EXAMPLES for the "<Building_AreaYieldModifiers>" table:

			Here is a properly-formatted example of the "Building_AreaYieldModifiers" table. For the purposes
			of the example, I am showing a new world wonder "building" called "BUILDING_GIANT_REFRIDGERATOR",
			the primary effect of which would be to bump FOOD yields in any city located within the "area" by 10%.


				<Building_AreaYieldModifiers>
					<Row>
						<BuildingType>BUILDING_GIANT_REFRIDGERATOR</BuildingType>
						<YieldType>YIELD_FOOD</YieldType>
						<Yield>10</Yield>
					</Row>
				</Building_AreaYieldModifiers>


		NOTE ON THE AFFECTED "AREA":	The "Area" affected by this modifier is any city on the same
						continent. I assume the "area" will be the same island-mass
						when playing on Archipelago-style maps, but since I don't
						generally play on those, I haven't tested if there is any
						difference in the way the "area" function works.


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					RESOURCE-BASED CITY-YIELDS MODIFIER



		The "<Building_ResourceYieldModifiers>" table is used to modify yields such as FOOD and GOLD, and affects only the city
			where the building is constructed. The modification is a percentage change to the total yield occuring
			in the city. The modifier adjusts city-level yields directly, and so only shows in the "city yields box"
			when a player mouses-over a type of yield within the city-yields box. The modification will show as coming
			"from resources".

		In order for entries in this table to have any effect on city yields, the following conditions must all be met:
			1)	The Building that modifies yields must 1st be constructed in the city.
			2)	A tile with the specified type of resource must be within the workable range of the city and this tile
				must be within the cultural borders of the empire.
			3)	The tile containing the correct resource must NOT HAVE ALREADY BEEN IMPROVED with the usual worker-created
				tile improvement for the given resource. The TILE IMPROVEMENT must occur AFTER the construction of the
				BUILDING.

		Stacking Effects:	An individual building can only give a modification once for each type of resource. The same
					building can give a FOOD modification and also give a GOLD modification for the same resource
					type, but multiple copies of the same resource within the workable range of the city do not stack.
					(1)	If BUILDING_A gives a +5% FOOD modification for wheat, and there are six copies of wheat
						being worked by the city, the modification will still only be +5%.
					(2)	If BUILDING_A gives a +5% FOOD modification for wheat, and a +5% FOOD modification for cattle,
						the total FOOD modification within the city will be +10% if the city has AT LEAST ONE copy of
						both wheat and cattle within the workable range of the city.


		Appropriate Buildings:	entries to this table are open-ended in terms of which sort of building an entry is
					appropriate to. Remember that this table only effects the city that constructed the
					building.


		TABLE COMMANDS

		"BuildingType"
			Specifies the building that will make the modification occur.
		"ResourceType"
			Specifies the resoiurce that will enhance by a percentage a specified type of total city yield.
		"YieldType"
			Specifies the type of city-yield to be modified.
		"Yield"
			Specifies the amount of modification as a PERCENTAGE.


			Yield Types that work with this table are:
				YIELD_FOOD
				YIELD_GOLD
				YIELD_PRODUCTION
				YIELD_SCIENCE

			Yield Types that DO NOT work with this table are:
				YIELD_CULTURE
				YIELD_FAITH
				"Tourism" cannot be used in this table since it is not a Yield as defined by the game.



		EXAMPLES for the "<Building_ResourceYieldModifiers>" table:

			If I were adding a new building called a Basillica, and I wanted it to bump city food yields by 5% after a source of wheat is improved
			I would have a <Building_ResourceYieldModifiers> table as follows:

				<Building_ResourceYieldModifiers>
					<Row>
						<BuildingType>BUILDING_BASILLICA</BuildingType>
						<ResourceType>RESOURCE_WHEAT</ResourceType>
						<YieldType>YIELD_FOOD</YieldType>
						<Yield>5</Yield>
					</Row>
				</Building_ResourceYieldModifiers>


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						HURRY MODIFIERS TABLE



		The "<Building_HurryModifiers>" table is used to modifying the costs of hurrying empire-wide.

		In practical terms, this table was added to the XML to allow the BIG BEN world wonder to adjust gold
		purchasing costs in ALL cities by -15%.

		Use of this table should be limited to World or National Wonders.



		"BuildingType"
			Specifies the building that will make the modification occur.

		"HurryType"
			Specifies the type of "hurrying". There are only two kinds of "hurrying" defined in the game XML,
			"HURRY_POPULATION" and "HURRY_GOLD". "HURRY_GOLD" refers to gold purchasing in cities.
			I have ABSOLUTELY NO IDEA how "HURRY_POPULATION" would be used.

			ONLY USE "HURRY_GOLD" IN YOUR BUILDING MODS !!

			"HURRY INFOS" REFERENCE:

			"Hurry Infos" are defined in the file "CIV5HurryInfos.XML", located in the "GameInfo" folder of the
			ORIGINAL (Vanilla) Civilization5 XML. On my Windows8 computer, the full folder-path address for the
			"GameInfo" folder is:

			C:\Program Files (x86)\Steam\SteamApps\common\Sid Meier's Civilization V\assets\Gameplay\XML\GameInfo

		"HurryCostModifier"
			Specifies the percentage-change to the "hurrying" cost.


		EXAMPLE OF USE
			Here is the actual entry from the "<Building_HurryModifiers>" table for the Big Ben World Wonder:

				<Building_HurryModifiers>
					<Row>
						<BuildingType>BUILDING_BIG_BEN</BuildingType>
						<HurryType>HURRY_GOLD</HurryType>
						<HurryCostModifier>-15</HurryCostModifier>
					</Row>
				</Building_HurryModifiers>

			The Big Ben world wonder LOWERS the cost of gold-purchasing in cities by 15%. The entry in this table
			is how the FIRAXIS-supplied XML accomplishes this effect. The minus sign in this case is critical.
			Without it, Big Ben would INCREASE the costs of gold purchasing.


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							BUILDING YIELD CHANGES TABLE



		The "<Building_YieldChanges>" table is used to DIRECTLY-ATTACH yields to a building as an inherent property of
			the building itself. This table does not have ANY effect on tiles surrounding the city where a building
			is constructed.
		Any type of building is appropriate for an entry in this table: "regular" buildings, National Wonders, and World Wonders.


		"BuildingType"
			Specifies the building to which a yield is about to be added.
		"YieldType"
			Specifies the type of yield to be added.
		"Yield"
			Specifies the total yield amount that will be added. This is entered as a WHOLE NUMBER, and is usually
			POSITIVE. Negative numbers would subtract yield.

		Yield Types that work with this table are:
				YIELD_FOOD
				YIELD_GOLD
				YIELD_PRODUCTION
				YIELD_SCIENCE
				YIELD_CULTURE
				YIELD_FAITH

		TOURISM cannot be used with this table.

		Here are some properly-formatted examples for the "Building_YieldChanges" table. For the purposes
		of the example, I am using a new world wonder called "BUILDING_GIANT_REFRIDGERATOR" to show adding
		one (1) yield of every appropriate "YieldType" for this table.

			<Building_YieldChanges>
				<Row>
					<BuildingType>BUILDING_GIANT_REFRIDGERATOR</BuildingType>
					<YieldType>YIELD_GOLD</YieldType>
					<Yield>1</Yield>
				</Row>
				<Row>
					<BuildingType>BUILDING_GIANT_REFRIDGERATOR</BuildingType>
					<YieldType>YIELD_PRODUCTION</YieldType>
					<Yield>1</Yield>
				</Row>
				<Row>
					<BuildingType>BUILDING_GIANT_REFRIDGERATOR</BuildingType>
					<YieldType>YIELD_SCIENCE</YieldType>
					<Yield>1</Yield>
				</Row>
				<Row>
					<BuildingType>BUILDING_GIANT_REFRIDGERATOR</BuildingType>
					<YieldType>YIELD_FOOD</YieldType>
					<Yield>1</Yield>
				</Row>
				<Row>
					<BuildingType>BUILDING_GIANT_REFRIDGERATOR</BuildingType>
					<YieldType>YIELD_CULTURE</YieldType>
					<Yield>1</Yield>
				</Row>
				<Row>
					<BuildingType>BUILDING_GIANT_REFRIDGERATOR</BuildingType>
					<YieldType>YIELD_FAITH</YieldType>
					<Yield>1</Yield>
				</Row>
			</Building_YieldChanges>

		Even though there would not have been any total amount of "yield" for any of the YieldTypes shown before
			the game "read-in" this table, these are still "changes" to the amount of yields the building
			generates. Zero (0) total yield of something (such as YIELD_CULTURE) is still a "yield amount",
			so this table still "changes" what was there before.

		Keep in mind that this table ADDS the specified number of the specified yield type. Minus (-) signs in the
			yield amount will subtract the specified yield amount from the city totals.


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					BUILDING-CONTROLLED SPECIALIST YIELD CHANGES TABLE



		The "<Building_SpecialistYieldChanges>" table is used to change the yields that CITIZEN-SPECIALISTS normally
			Yield. These are the "specialists" that fit into the "specialist slots" for buildings such as the
			Workshop and the University.

		This table is a global effects table. Any entry in this table will affect Specialists throughout a player's
			empire, and should be limited to National and World wonders.


		"BuildingType"
			Specifies the building that will affect CITIZEN-SPECIALIST yields
		"SpecialistType"
			Specifies the type of CITIZEN-SPECIALIST that will be affected.
		"YieldType"
			Specifies the Type of Yield to be added to what a citizen-specialist generates.
		"Yield"
			Specifies the amount of the yield change that will occur.

		You must pick ONLY ONE of the following TYPES of SPECIALISTS for each entry in the table:
			
				SPECIALIST_CITIZEN *
				SPECIALIST_SCIENTIST
				SPECIALIST_MERCHANT
				SPECIALIST_ENGINEER
				SPECIALIST_WRITER
				SPECIALIST_ARTIST
				SPECIALIST_MUSICIAN

				*	"SPECIALIST_CITIZEN" is the XML designation for unemployed citizens. It has recently
					come to my attentions that changes in YIELD_PRODUCTION have no effect whatever on
					unemployed citizens. They are hard-coded in the game's dll/exe code to only ever give
					+1 Production to the city.

		Yield Types that work with this table are:
				YIELD_GOLD
				YIELD_PRODUCTION
				YIELD_SCIENCE
				YIELD_FOOD

		Yield Types that DO NOT work with this table are:

				YIELD_CULTURE
				YIELD_FAITH

				It may appear that Culture and Faith work with this table. Mousing over a specialist-type
				that has been enhanced with Culture or Faith under this table will show the change in yields.
				However, neither the city yields box nor the empire-level "yields" reflect any change to
				Specialist Culture or Faith yields. In order for a yield to have any effect on the game,
				the changes in yields must "make it" to the city yields box.


		EXAMPLE OF USE
			The Statue of Liberty world wonder adds +1 PRODUCTION to CITIZEN, ARTIST, SCIENTIST, MERCHANT, and ENGINEER
			specialists. Here is the actual entry of the "<Building_SpecialistYieldChanges>" table for the Statue of
			Liberty World Wonder:

				<Building_SpecialistYieldChanges>
					<Row>
						<BuildingType>BUILDING_STATUE_OF_LIBERTY</BuildingType>
						<SpecialistType>SPECIALIST_CITIZEN</SpecialistType>
						<YieldType>YIELD_PRODUCTION</YieldType>
						<Yield>1</Yield>
					</Row>
					<Row>
						<BuildingType>BUILDING_STATUE_OF_LIBERTY</BuildingType>
						<SpecialistType>SPECIALIST_ARTIST</SpecialistType>
						<YieldType>YIELD_PRODUCTION</YieldType>
						<Yield>1</Yield>
					</Row>
					<Row>
						<BuildingType>BUILDING_STATUE_OF_LIBERTY</BuildingType>
						<SpecialistType>SPECIALIST_SCIENTIST</SpecialistType>
						<YieldType>YIELD_PRODUCTION</YieldType>
						<Yield>1</Yield>
					</Row>
					<Row>
						<BuildingType>BUILDING_STATUE_OF_LIBERTY</BuildingType>
						<SpecialistType>SPECIALIST_MERCHANT</SpecialistType>
						<YieldType>YIELD_PRODUCTION</YieldType>
						<Yield>1</Yield>
					</Row>
					<Row>
						<BuildingType>BUILDING_STATUE_OF_LIBERTY</BuildingType>
						<SpecialistType>SPECIALIST_ENGINEER</SpecialistType>
						<YieldType>YIELD_PRODUCTION</YieldType>
						<Yield>1</Yield>
					</Row>
				</Building_SpecialistYieldChanges>



			You might notice that the The Statue of Liberty omits any change to SPECIALIST_WRITER
				and SPECIALIST_MUSICIAN, even though the Civilopedia entry for the wonder says
				it adds +1 PRODUCTION to ALL specialists. This was obviously a goof. I've seen
				at least one mod that fixes this goof by including the following addition to
				the "<Building_SpecialistYieldChanges>" table, and I've used these exact commands
				in my own personal mods.

				THIS HAS BEEN FIXED IN THE FALL 2013 PATCH


				<Building_SpecialistYieldChanges>
					<Row>
						<BuildingType>BUILDING_STATUE_OF_LIBERTY</BuildingType>
						<SpecialistType>SPECIALIST_WRITER</SpecialistType>
						<YieldType>YIELD_PRODUCTION</YieldType>
						<Yield>1</Yield>
					</Row>
					<Row>
						<BuildingType>BUILDING_STATUE_OF_LIBERTY</BuildingType>
						<SpecialistType>SPECIALIST_MUSICIAN</SpecialistType>
						<YieldType>YIELD_PRODUCTION</YieldType>
						<Yield>1</Yield>
					</Row>
				</Building_SpecialistYieldChanges>


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					BUILDING YIELD CHANGES PER POPULATION TABLE



		The "<Building_YieldChangesPerPop>" table is used to add yields to the city based on city population. The
			yield additions show up in the "city yields box".

			Yield is specified as a PERCENTAGE of ONE (1) yield per population, per turn.

			The table DOES NOT modify TOTAL yield by a percentage based upon population.

			This table is appropriate for all buildings, in the sense that adding an entry under
				the table for a building only has an effect in the city where the building
				is constructed. Libraries, Public Schools, and Paper Makers all use this table.
				National and World wonders can also use this table so long as the entry
				amount made for "Yield" is not ridiculously high.


		"BuildingType"
			Specifies the building that will add a yield to the city.
		"YieldType"
			Specifies the type of yield to be added.
		"Yield"
			Specifies the percentage of a SINGLE YIELD to be added per population.
			Entries for "Yield" should be positive whole numbers, and should be on the order of
				"10", "25", "50", etc., and not on the order of "1", "2", "3".

		Yield Types that work with this table are:
				YIELD_FOOD
				YIELD_GOLD
				YIELD_PRODUCTION
				YIELD_SCIENCE

		TOURISM, FAITH, and CULTURE cannot be used with this table.
			There is a mod called "India Civilization Pack" available on the workshop that has an LUA file
			to allow for use of FAITH with this table. If you want to use FAITH in this table in your mod,
			you could ask for permission from the authors of that mod to use their LUA.

		EXAMPLE OF USE
			The Library adds +1 SCIENCE for every two (2) citizens. It does so by an entry of "50"
			in the "Yield" field under this table. Here is the entry for this table as is used for
			the Library building:


				<Building_YieldChangesPerPop>
					<Row>
						<BuildingType>BUILDING_LIBRARY</BuildingType>
						<YieldType>YIELD_SCIENCE</YieldType>
						<Yield>50</Yield>
					</Row>
				</Building_YieldChangesPerPop>


			If I wanted to change the Library building to not only give its SCIENCE benefit, but to also
			add one (1) PRODUCTION for every four (4) citizens in a city, I would alter the table as
			follows:


				<Building_YieldChangesPerPop>
					<Row>
						<BuildingType>BUILDING_LIBRARY</BuildingType>
						<YieldType>YIELD_SCIENCE</YieldType>
						<Yield>50</Yield>
					</Row>
					<Row>
						<BuildingType>BUILDING_LIBRARY</BuildingType>
						<YieldType>YIELD_PRODUCTION</YieldType>
						<Yield>25</Yield>
					</Row>
				</Building_YieldChangesPerPop>


			If I also wanted to make the "BUILDING_GIANT_REFRIDGERATOR" add one (1) FOOD to the city
			for every citizen in the city, this would be rather over-powered, but I could do it,
			and I would alter the "<Building_YieldChangesPerPop>" table as shown:


				<Building_YieldChangesPerPop>
					<Row>
						<BuildingType>BUILDING_LIBRARY</BuildingType>
						<YieldType>YIELD_SCIENCE</YieldType>
						<Yield>50</Yield>
					</Row>
					<Row>
						<BuildingType>BUILDING_LIBRARY</BuildingType>
						<YieldType>YIELD_PRODUCTION</YieldType>
						<Yield>25</Yield>
					</Row>
					<Row>
						<BuildingType>BUILDING_GIANT_REFRIDGERATOR</BuildingType>
						<YieldType>YIELD_FOOD</YieldType>
						<Yield>100</Yield>
					</Row>
				</Building_YieldChangesPerPop>


				Remember that the BUILDING_GIANT_REFRIDGERATOR is a fictitious world wonder I have
				been using in various examples within this document.



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					BUILDING-CLASS YIELD CHANGES TABLE



		The "<Building_BuildingClassYieldChanges>" table is used to allow the construction of a world wonder to
			alter the "yield effects" of a "regular" building. The effects are global in that they occur for
			every city in an empire, but they are also limited because the "regular" building must exist in
			an individual city for there to be any effect in that city.

		The use of this table should be reserved to National or World Wonders only. In the commentary that follows
			I have referred therefore to a Wonder as being the type of "building" that creates the new effects.

		You can also use this table to make the construction of a world wonder affect the yields of another world wonder
			or a national wonder. The game does not really care which building class is entered for "BuildingClassType",
			but you should probably not as a general rule cause World Wonder A to change the effects of World Wonder B.
			There is at least one world wonder mod available on the Steam Workshop that uses this table to change the
			effects of the PALACE.


		"BuildingType"
			Specifies the Wonder that will change the yield effects of a regular-type building.
		"BuildingClassType"
			Specifies the CLASS of regular building that will be affected by construction of the Wonder
			stated in "BuildingType".
		"YieldType"
			Specifies the type of Yield that will be changed or added.
		"YieldChange"
			Specifies the amount of change for the yield type stated in "YieldType".


		Yield Types that work with this table are:
				YIELD_GOLD
				YIELD_PRODUCTION
				YIELD_SCIENCE
				YIELD_CULTURE
				YIELD_FOOD
				YIELD_FAITH


		EXAMPLE OF USE
			The Neuschwanstein world wonder adds +3 GOLD and +2 CULTURE to every CASTLE-CLASS building in
			a player's empire. Since "BUILDINGCLASS_CASTLE" must be specfied in this table instead of simply
			"BUILDING_CASTLE", both CASTLES and MUGHAL FORTS are elligable to recieve the Neuschwanstein
			world wonder benefits.

			Here is the entry in the "<Building_BuildingClassYieldChanges>" table for the
			Neuschwanstein World Wonder:


				<Building_BuildingClassYieldChanges>
					<Row>
						<BuildingType>BUILDING_NEUSCHWANSTEIN</BuildingType>
						<BuildingClassType>BUILDINGCLASS_CASTLE</BuildingClassType>
						<YieldType>YIELD_GOLD</YieldType>
						<YieldChange>3</YieldChange>
					</Row>
					<Row>
						<BuildingType>BUILDING_NEUSCHWANSTEIN</BuildingType>
						<BuildingClassType>BUILDINGCLASS_CASTLE</BuildingClassType>
						<YieldType>YIELD_CULTURE</YieldType>
						<YieldChange>2</YieldChange>
					</Row>
				</Building_BuildingClassYieldChanges>



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						BUILDING-CLASS HAPPINESS CHANGES TABLE



		The "<Building_BuildingClassHappiness>" table is used to make a world wonder add happiness to a regular
			building.
		Either World or National Wonders would be appropriate to use with this table. In the commentary that follows
			I have referred therefore to a Wonder as being the type of "building" that creates the new effects.

		You can also use this table to make the construction of a world wonder affect the happiness yield of another world wonder
			or a national wonder. The game does not really care which building class is entered for "BuildingClassType",
			but you should probably not as a general rule cause World Wonder A to change the effects of World Wonder B.


		"BuildingType"
			Specifies the wonder that will add happiness to a regular building.
		"BuildingClassType"
			Specifies the CLASS of building for which happiness will be added. Building CLASS is used so that
			a civilization's unique replacement building will also qualify for the happiness increase.
		"Happiness"
			Specifies the amount of happiness to be added.

		EXAMPLE OF USE:
			The Neuschwanstein world wonder adds +1 HAPPINESS to every CASTLE-CLASS building in a player's empire.
			Since "BUILDINGCLASS_CASTLE" must be specfied in this table instead of simply "BUILDING_CASTLE", both
			CASTLES and MUGHAL FORTS are elligable to recieve the Neuschwanstein world wonder HAPPINESS benefit.

			Here is the entry in the "<Building_BuildingClassHappiness>" table for the Neuschwanstein World Wonder:

				<Building_BuildingClassHappiness>
					<Row>
						<BuildingType>BUILDING_NEUSCHWANSTEIN</BuildingType>
						<BuildingClassType>BUILDINGCLASS_CASTLE</BuildingClassType>
						<Happiness>1</Happiness>
					</Row>
				</Building_BuildingClassHappiness>


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					BUILDING YIELD CHANGES PER RELIGION TABLE


		The "<Building_YieldChangesPerReligion>" table is used to add yields based upon the number of religions
			present in the city. The yields are added "to the building" as opposed to a tile or improvement
			surrounding the city.
		The yield specified is added once for EVERY religion that has at least one (1) follower in the city.

		In the FIRAXIS-supplied XML, the CANDI building uses this table to add +2 Faith for every religion
			present in the city.

		This table would be appropriate for any building, national wonder, or world wonder, so long as the
			entries under this table do not state ridiculously high yield amounts.


		"BuildingType"
			Specifies the building for which yields will be added.
		"YieldType"
			Specifies the type of yield that will be added.
		"Yield"
			Specifies the amount of yield that will be added. Note that this table uses a different
				numerical format for "Yield" than the norm. "200" translates to "2".

		Here is the table as used by FIRAXIS for the Candi building:


			<Building_YieldChangesPerReligion>
				<Row>
					<BuildingType>BUILDING_CANDI</BuildingType>
					<YieldType>YIELD_FAITH</YieldType>
					<Yield>200</Yield>
				</Row>
			</Building_YieldChangesPerReligion>

		NOTE:	I have not experimented with this table as yet, and can not say one way or the other whether
			"YieldTypes" other than Faith can be used.


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						RIVER PLOT YIELD CHANGES TABLE



		The "<Building_RiverPlotYieldChanges>" table is used to change plot yields along rivers. Since map tiles,
			or "plots", are always located on one side of a river instead of having the river run through the
			"middle" of the tile, any tile inside the working radius of a city that is also located NEXT TO
			a river will be affected by entries in this table. Buildings that have an entry in this table will
			affect any and all "river plots" within the working radius of the city where the building is
			constructed.

		In order for entries in this table to have any effect on yields for a particular tile, the following
		conditions must all be met:
			1)	The Building that adds the yields must 1st be constructed in the city.
			2)	The tile must be within the cultural borders of the empire.
			3)	The tile must be worked by a citizen of the city. This also requires that the tile is
				within a range of three tiles of the city.
			4)	The tile must be NEXT TO a river.

		"BuildingType"
			Specifies the building that creates the yield change on river plots.
		"YieldType"
			Specifies the type of yield that will be added.
		"Yield"
			Specifies the amount of yield that will be added.

		YIELD-TYPES:
			Any of the following yield-types can be used with this table:
					YIELD_GOLD
					YIELD_PRODUCTION
					YIELD_SCIENCE
					YIELD_CULTURE
					YIELD_FOOD
					YIELD_FAITH
			"TOURISM" cannot be stated as a yield-type in this table.

		Appropriate buildings:	"regular" buildings, National Wonders, and World Wonders would all be
					appropriate for this table, as the effects are local to the city.


		ADDITIONAL NOTES ON THE TABLE:
			Generally, you will want to require the city be built along a river if you have an entry
			for your building under this table, but it is not strictly required. Any city that has a
			map-tile qualifying as a "river tile" can be affected by this table, even if the city
			itself is not located along a river.

			If you only want your building to be available to river cities, you will have to have
			the "<River>true</River>" command in your building under the "<Buildings>" table. You
			might also use the "<FreshWater>true</FreshWater>" command, which requires the city
			to be built along a river or next to a lake.


		EXAMPLE OF USE:
			If I wanted my fictitious world wonder the BUILDING_GIANT_REFRIDGERATOR to add one (1) GOLD and
			one (1) FAITH to river tiles, my entry for the "<Building_RiverPlotYieldChanges>" table would look
			like the following:

				<Building_RiverPlotYieldChanges>
					<Row>
						<BuildingType>BUILDING_GIANT_REFRIDGERATOR</BuildingType>
						<YieldType>YIELD_GOLD</YieldType>
						<Yield>1</Yield>
					</Row>
					<Row>
						<BuildingType>BUILDING_GIANT_REFRIDGERATOR</BuildingType>
						<YieldType>YIELD_FAITH</YieldType>
						<Yield>1</Yield>
					</Row>
				</Building_RiverPlotYieldChanges>

			Remember that the effects are local to the city where the building (or wonder) is constructed, so the table
			entries would only have an effect on river tiles around the city where the Giant Refridgerator was built.

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						SEA PLOT YIELD CHANGES TABLE



		The "<Building_SeaPlotYieldChanges>" table is used to change plot yields for coast AND ocean tiles. It
			does not matter whether an individual tile has a sea resource on it (such as FISH). When a building
			that has an entry in this table is constructed in a city, all coast and ocean plots are affected
			by the changes shown in this table.

		Although you would normally limit this table to buildings that also have the coastal "water" requirement,
			it is not strictly required. Any building that has entries in this table will immediately begin
			to affect coastal and ocean plots within the city radius as soon as the building is constructed,
			whether or not the city itself is built along a coastline.

		In order for entries in this table to have any effect on yields for a particular tile, the following
		conditions must all be met:
			1)	The Building that adds the yields must 1st be constructed in the city.
			2)	The tile must be within the cultural borders of the empire.
			3)	The tile must be worked by a citizen of the city. This also requires that the tile is
				within a range of three tiles of the city.
			4)	The tile must be a COAST or OCEAN tile.

		"BuildingType"
			Specifies the building that creates the yield change on sea plots.
		"YieldType"
			Specifies the type of yield that will be added.
		"Yield"
			Specifies the amount of yield that will be added.

		YIELD-TYPES:
			Any of the following yield-types can be used with this table:
					YIELD_GOLD
					YIELD_PRODUCTION
					YIELD_SCIENCE
					YIELD_CULTURE
					YIELD_FOOD
					YIELD_FAITH
			"TOURISM" cannot be stated as a yield-type in this table.

		Appropriate buildings:	"regular" buildings, National Wonders, and World Wonders would all be
					appropriate for this table, as the effects are local to the city.


		ADDITIONAL NOTES ON THE TABLE:
			If you only want your building to be available to coastal cities, you will have to have
			the "<Water>true</Water>" command for your building under the "<Buildings>" table.

		EXAMPLE OF USE:
			If I wanted my fictitious world wonder the BUILDING_GIANT_REFRIDGERATOR to add one (1) FOOD and
			one (1) PRODUCTION to coast and ocean tiles, my entry for the "<Building_SeaPlotYieldChanges>"
			table would look like the following:


				<Building_SeaPlotYieldChanges>
					<Row>
						<BuildingType>BUILDING_GIANT_REFRIDGERATOR</BuildingType>
						<YieldType>YIELD_PRODUCTION</YieldType>
						<Yield>1</Yield>
					</Row>
					<Row>
						<BuildingType>BUILDING_GIANT_REFRIDGERATOR</BuildingType>
						<YieldType>YIELD_FOOD</YieldType>
						<Yield>1</Yield>
					</Row>
				</Building_SeaPlotYieldChanges>


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						LAKE PLOT YIELD CHANGES TABLE



		The "<Building_LakePlotYieldChanges>" table is used to change plot yields for lake tiles.

		Although you would normally limit this table to buildings in cities that are next to lakes, it is
			not strictly required. Any building that has entries in this table will immediately begin
			to affect lake plots within the city radius as soon as the building is constructed, whether
			or not the city itself is built next to a lake.

		In order for entries in this table to have any effect on yields for a particular tile, the following
		conditions must all be met:
			1)	The Building that adds the yields must 1st be constructed in the city.
			2)	The tile must be within the cultural borders of the empire.
			3)	The tile must be worked by a citizen of the city. This also requires that the tile is
				within a range of three tiles of the city.
			4)	The tile must be a LAKE tile.

		"BuildingType"
			Specifies the building that creates the yield change on lake plots.
		"YieldType"
			Specifies the type of yield that will be added.
		"Yield"
			Specifies the amount of yield that will be added.

		YIELD-TYPES:
			Any of the following yield-types can be used with this table:
					YIELD_GOLD
					YIELD_PRODUCTION
					YIELD_SCIENCE
					YIELD_CULTURE
					YIELD_FOOD
					YIELD_FAITH
			"TOURISM" cannot be stated as a yield-type in this table.

		Appropriate buildings:	"regular" buildings, National Wonders, and World Wonders would all be
					appropriate for this table, as the effects are local to the city.


		ADDITIONAL NOTES ON THE TABLE:
			Generally, you will want to require the city be built along a river or next to a lake if
			you have an entry for your building under this table, but it is not strictly required. Any
			city that has a map-tile qualifying as a "lake tile" can be affected by this table, even
			if the city itself is not located next to a lake.

			If you only want your building to be available to lake and river cities, you will have to
			have the "<FreshWater>true</FreshWater>" command in your building under the "<Buildings>"
			table. Remember the "<FreshWater>true</FreshWater>" command requires the city to be built
			next to a lake OR along a river. There is no command that specfies adjacency ONLY to a lake.


		EXAMPLE OF USE:

			If I wanted my fictitious world wonder the BUILDING_GIANT_REFRIDGERATOR to add one (1) of every
			type of yield available under this table, my entry for the "<Building_LakePlotYieldChanges>" table
			would look like the following:


				<Building_LakePlotYieldChanges>
					<Row>
						<BuildingType>BUILDING_GIANT_REFRIDGERATOR</BuildingType>
						<YieldType>YIELD_GOLD</YieldType>
						<Yield>1</Yield>
					</Row>
					<Row>
						<BuildingType>BUILDING_GIANT_REFRIDGERATOR</BuildingType>
						<YieldType>YIELD_PRODUCTION</YieldType>
						<Yield>1</Yield>
					</Row>
					<Row>
						<BuildingType>BUILDING_GIANT_REFRIDGERATOR</BuildingType>
						<YieldType>YIELD_FOOD</YieldType>
						<Yield>1</Yield>
					</Row>
					<Row>
						<BuildingType>BUILDING_GIANT_REFRIDGERATOR</BuildingType>
						<YieldType>YIELD_FAITH</YieldType>
						<Yield>1</Yield>
					</Row>
					<Row>
						<BuildingType>BUILDING_GIANT_REFRIDGERATOR</BuildingType>
						<YieldType>YIELD_CULTURE</YieldType>
						<Yield>1</Yield>
					</Row>
					<Row>
						<BuildingType>BUILDING_GIANT_REFRIDGERATOR</BuildingType>
						<YieldType>YIELD_SCIENCE</YieldType>
						<Yield>1</Yield>
					</Row>
				</Building_LakePlotYieldChanges>

			Any lake tile within the working range of the city would be effected by the entries to this table.
			If there were NO lake tiles present within the working range of the city, the entries in this table
			would still be "valid" so far as the game software would be concerned, but nothing would happen within
			the play-through of that particular game, since one of the conditions for the changes to take effect
			would not be satisfied.

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						SEA RESOURCE YIELD CHANGES TABLE



		The "<Building_SeaResourceYieldChanges>" table is used to change plot yields on coast or ocean tiles THAT CONTAIN
			A SEA RESOURCE. Any of the resources (Fish, Whales, Pearls, Crab, Oil) allow the yield change to occur.
			You do not specify an individual type of resource (such as Whales) in this table.

		Although you would normally limit this table to buildings that also have the coastal "water" requirement,
			it is not strictly required.

		In order for entries in this table to have any effect on yields for a particular tile, the following
		conditions must all be met:
			1)	The Building that adds the yields must 1st be constructed in the city.
			2)	The tile must be within the cultural borders of the empire.
			3)	The tile must be worked by a citizen of the city. This also requires that the tile is
				within a range of three tiles of the city.
			4)	The tile must be a COAST or OCEAN tile.
			5)	The tile must contain a sea RESOURCE.

		"BuildingType"
			Specifies the building that creates the yield change on sea resource plots.
		"YieldType"
			Specifies the type of yield that will be added.
		"Yield"
			Specifies the amount of yield that will be added.

		YIELD-TYPES:
			Any of the following yield-types can be used with this table:
					YIELD_GOLD
					YIELD_PRODUCTION
					YIELD_SCIENCE
					YIELD_CULTURE
					YIELD_FOOD
					YIELD_FAITH
			"TOURISM" cannot be stated as a yield-type in this table.

		Appropriate buildings:	"regular" buildings, National Wonders, and World Wonders would all be
					appropriate for this table, as the effects are local to the city.


		ADDITIONAL NOTES ON THE TABLE:
			You should generally limit your building to be available to coastal cities, so you will want to have
			the "<Water>true</Water>" command for your building under the "<Buildings>" table.


		EXAMPLE OF USE:
			Here is the actual FIRAXIS-supplied game XML for this table showing how the Seaport building adds +1
			PRODUCTION and GOLD to sea resources, and the Lighthouse building adds +1 PRODUCTION to sea resources:

				<Building_SeaResourceYieldChanges>
					<Row>
						<BuildingType>BUILDING_SEAPORT</BuildingType>
						<YieldType>YIELD_PRODUCTION</YieldType>
						<Yield>1</Yield>
					</Row>
					<Row>
						<BuildingType>BUILDING_SEAPORT</BuildingType>
						<YieldType>YIELD_GOLD</YieldType>
						<Yield>1</Yield>
					</Row>
					<Row>
						<BuildingType>BUILDING_LIGHTHOUSE</BuildingType>
						<YieldType>YIELD_PRODUCTION</YieldType>
						<Yield>1</Yield>
					</Row>
				</Building_SeaResourceYieldChanges>


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						RESOURCE YIELD CHANGES TABLE



		The "<Building_ResourceYieldChanges>" table is used to allow a building to add yields to specific resources. Any
			resource is appropriate for use in this table EXCEPT the "special luxury" ones such as those that only can
			be given by city-states.

		A tile improvement that connects the luxury, bonus, or resource to an empire's trade network, such as a pasture,
			is NOT required.

		In order for entries in this table to have any effect on yields for a particular tile, the following
		conditions must all be met:
			1)	The Building that adds the yields must 1st be constructed in the city.
			2)	The tile must be within the cultural borders of the empire.
			3)	The tile must be worked by a citizen of the city. This also requires that the tile is
				within a range of three tiles of the city.
			4)	The tile must contain the resource specified within the individual building-entry in
				the table.


		"BuildingType"
			Specifies the building that creates the yield change on resource plots.
		"ResourceType"
			Specifies the type of resource that will be affected.
		"YieldType"
			Specifies the type of yield that will be added or increased.
		"Yield"
			Specifies the amount of the yield addition or increase.

		YIELD-TYPES:
			Any of the following yield-types can be used with this table:
					YIELD_GOLD
					YIELD_PRODUCTION
					YIELD_SCIENCE
					YIELD_CULTURE
					YIELD_FOOD
					YIELD_FAITH
			"TOURISM" cannot be stated as a yield-type in this table.

		Appropriate buildings:	"regular" buildings, National Wonders, and World Wonders would all be
					appropriate for this table, as the effects are local to the city.


		ADDITIONAL NOTES ON THE TABLE:
			I have included a full listing of resources as they must appear in XML code within the file
			"List_Resources.XML" so I will not list all of the resource names here.

			There is no difference, from the point-of-view of using this table, between coastal-city buildings
			and inland-city buildings. Both will make use of this table to add yields to a specific type of
			resource.

			Each and every copy of a resource within the working range of the city will be affected by entries to
			this table. So, if there is an entry for Cows, and there are three Cow resources within range of the
			city, all three will be affected by entries in this table for "RESOURCE_COW".

				**	Note that the XML uses "RESOURCE_COW" and NOT "RESOURCE_CATTLE".


		EXAMPLE OF USE:
			I have copied the most of the table as it is used in the FIRAXIS-supplied game XML.

				<Building_ResourceYieldChanges>
					<Row>
						<BuildingType>BUILDING_MINT</BuildingType>
						<ResourceType>RESOURCE_GOLD</ResourceType>
						<YieldType>YIELD_GOLD</YieldType>
						<Yield>2</Yield>
					</Row>
					<Row>
						<BuildingType>BUILDING_STABLE</BuildingType>
						<ResourceType>RESOURCE_COW</ResourceType>
						<YieldType>YIELD_PRODUCTION</YieldType>
						<Yield>1</Yield>
					</Row>
					<Row>
						<BuildingType>BUILDING_GRANARY</BuildingType>
						<ResourceType>RESOURCE_WHEAT</ResourceType>
						<YieldType>YIELD_FOOD</YieldType>
						<Yield>1</Yield>
					</Row>
					<Row>
						<BuildingType>BUILDING_GRANARY</BuildingType>
						<ResourceType>RESOURCE_BANANA</ResourceType>
						<YieldType>YIELD_FOOD</YieldType>
						<Yield>1</Yield>
					</Row>
					<Row>
						<BuildingType>BUILDING_STABLE</BuildingType>
						<ResourceType>RESOURCE_SHEEP</ResourceType>
						<YieldType>YIELD_PRODUCTION</YieldType>
						<Yield>1</Yield>
					</Row>
					<Row>
						<BuildingType>BUILDING_STABLE</BuildingType>
						<ResourceType>RESOURCE_HORSE</ResourceType>
						<YieldType>YIELD_PRODUCTION</YieldType>
						<Yield>1</Yield>
					</Row>
					<Row>
						<BuildingType>BUILDING_LIGHTHOUSE</BuildingType>
						<ResourceType>RESOURCE_FISH</ResourceType>
						<YieldType>YIELD_FOOD</YieldType>
						<Yield>1</Yield>
					</Row>
					<Row>
						<BuildingType>BUILDING_FORGE</BuildingType>
						<ResourceType>RESOURCE_IRON</ResourceType>
						<YieldType>YIELD_PRODUCTION</YieldType>
						<Yield>1</Yield>
					</Row>
					<Row>
						<BuildingType>BUILDING_STONE_WORKS</BuildingType>
						<ResourceType>RESOURCE_MARBLE</ResourceType>
						<YieldType>YIELD_PRODUCTION</YieldType>
						<Yield>1</Yield>
					</Row>
					<Row>
						<BuildingType>BUILDING_BAZAAR</BuildingType>
						<ResourceType>RESOURCE_OIL</ResourceType>
						<YieldType>YIELD_GOLD</YieldType>
						<Yield>2</Yield>
					</Row>
					<Row>
						<BuildingType>BUILDING_MONASTERY</BuildingType>
						<ResourceType>RESOURCE_INCENSE</ResourceType>
						<YieldType>YIELD_FAITH</YieldType>
						<Yield>1</Yield>
					</Row>
					<Row>
						<BuildingType>BUILDING_MONASTERY</BuildingType>
						<ResourceType>RESOURCE_WINE</ResourceType>
						<YieldType>YIELD_FAITH</YieldType>
						<Yield>1</Yield>
					</Row>
					<Row>
						<BuildingType>BUILDING_MONASTERY</BuildingType>
						<ResourceType>RESOURCE_INCENSE</ResourceType>
						<YieldType>YIELD_CULTURE</YieldType>
						<Yield>1</Yield>
					</Row>
					<Row>
						<BuildingType>BUILDING_MONASTERY</BuildingType>
						<ResourceType>RESOURCE_WINE</ResourceType>
						<YieldType>YIELD_CULTURE</YieldType>
						<Yield>1</Yield>
					</Row>
				</Building_ResourceYieldChanges>


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						FEATURE YIELD CHANGES TABLE



		The "<Building_FeatureYieldChanges>" table is used to add yields to tiles surrounding a city based upon
			the types of terrain FEATURES located within the city working radius.

		In order for entries in this table to have any effect on yields for a particular tile, the following
		conditions must all be met:
			1)	The Building that adds the yields must 1st be constructed in the city.
			2)	The tile must be within the cultural borders of the empire.
			3)	The tile must be worked by a citizen of the city. This also requires that the tile is
				within a range of three tiles of the city.
			4)	The tile must have the type of FEATURE specified.

		"BuildingType"
			Specifies the building that will add yields to tiles with the appropriate feature(s).
		"FeatureType"
			Specifies the type of terrain FEATURE that will be affected.
		"YieldType"
			Specifies the type of yield that will be added to the tile.
		"Yield"
			Specifies the amount of the yield that will be added.


		FEATURE-TYPES:
			Any of the following "normal" feature-types can be used with this table:
					FEATURE_JUNGLE
					FEATURE_FOREST
					FEATURE_OASIS
					FEATURE_FLOOD_PLAINS
					FEATURE_MARSH
					FEATURE_ATOLL

		YIELD-TYPES:
			Any of the following yield-types can be used with this table:
					YIELD_GOLD
					YIELD_PRODUCTION
					YIELD_SCIENCE
					YIELD_CULTURE
					YIELD_FOOD
					YIELD_FAITH
			"TOURISM" cannot be stated as a yield-type in this table.

		Appropriate buildings:	"regular" buildings, National Wonders, and World Wonders would all be
					appropriate for this table, as the effects are local to the city.

		ADDITIONAL NOTES ON THE TABLE:
			Any of the natural wonders are also considered "Features" within the game XML, and can be used in this table.
				FEATURE_CRATER		FEATURE_FUJI		FEATURE_MESA		FEATURE_REEF
				FEATURE_VOLCANO		FEATURE_GIBRALTAR	FEATURE_GEYSER		FEATURE_FOUNTAIN_YOUTH
				FEATURE_POTOSI		FEATURE_EL_DORADO	FEATURE_KILIMANJARO	FEATURE_LAKE_VICTORIA
				FEATURE_MT_SINAI	FEATURE_MT_KAILASH	FEATURE_SRI_PADA	FEATURE_SOLOMONS_MINES
				FEATURE_ULURU
			Just as for "normal" features, entries to the "<Building_FeatureYieldChanges>" table with Natural Wonder "features"
			will only have an effect if the natural wonder happens to be within the working range of the city that constructs
			the building or wonder. There is no way (via XML) to require that a feature is within the working range of the
			city before a particular Wonder or Building can be constructed. Trying to jam the name of a natural wonder "feature"
			into one of the terrain requirements commands of the "<Buildings>" table will not work.


		EXAMPLE OF USE:
			The following example of the "<Building_FeatureYieldChanges>" table is taken directly from the FIRAXIS-supplied
			XML, and shows how the University, Wat, Longhouse, and Bazaar buildings all add yields to feature plots within
			the city radius where the buildings are constructed.

				University	Jungle		+2 Science
				Wat		Jungle		+2 Science
				Longhouse	Forest		+1 Production
				Bazaar		Oasis		+2 Gold

				<Building_FeatureYieldChanges>
					<Row>
						<BuildingType>BUILDING_UNIVERSITY</BuildingType>
						<FeatureType>FEATURE_JUNGLE</FeatureType>
						<YieldType>YIELD_SCIENCE</YieldType>
						<Yield>2</Yield>
					</Row>
					<Row>
						<BuildingType>BUILDING_WAT</BuildingType>
						<FeatureType>FEATURE_JUNGLE</FeatureType>
						<YieldType>YIELD_SCIENCE</YieldType>
						<Yield>2</Yield>
					</Row>
					<Row>
						<BuildingType>BUILDING_LONGHOUSE</BuildingType>
						<FeatureType>FEATURE_FOREST</FeatureType>
						<YieldType>YIELD_PRODUCTION</YieldType>
						<Yield>1</Yield>
					</Row>
					<Row>
						<BuildingType>BUILDING_BAZAAR</BuildingType>
						<FeatureType>FEATURE_OASIS</FeatureType>
						<YieldType>YIELD_GOLD</YieldType>
						<Yield>2</Yield>
					</Row>
				</Building_FeatureYieldChanges>

		YIELDS SUBTRACTION

			The Petra World Wonder actually uses this table to SUBTRACT yields based on feature-type. This
			is done to achieve the Petra's Effect of adding +1 FOOD and +1 PRODUCTION to all desert tiles
			EXCEPT Flood Plains. Elsewhere in the XML, the Petra World Wonder adds the FOOD and PRODUCTION
			bumps to ALL DESERT TILES, which INCLUDES Flood Plains. So, entries are made for the Petra World
			Wonder to "subtract back out" the yield bumps from Flood Plain tiles. Here are the entries in the
			"<Building_FeatureYieldChanges>" table used for the Petra World Wonder:

				<Building_FeatureYieldChanges>
					<Row>
						<BuildingType>BUILDING_PETRA</BuildingType>
						<FeatureType>FEATURE_FLOOD_PLAINS</FeatureType>
						<YieldType>YIELD_FOOD</YieldType>
						<Yield>-1</Yield>
					</Row>
					<Row>
						<BuildingType>BUILDING_PETRA</BuildingType>
						<FeatureType>FEATURE_FLOOD_PLAINS</FeatureType>
						<YieldType>YIELD_PRODUCTION</YieldType>
						<Yield>-1</Yield>
					</Row>
				</Building_FeatureYieldChanges>

			I have usually phrased changes to yield tables as "additions", but stating negative numbers in the
			"Yield" field of any table will accomplish a subtraction of yield.


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						TERRAIN YIELD CHANGES TABLE



		The "<Building_TerrainYieldChanges>" table is used to add yields to tiles surrounding a city based upon
			the types of TERRAINS located within the city working radius.

		In order for entries in this table to have any effect on yields for a particular tile, the following
		conditions must all be met:
			1)	The Building that adds the yields must 1st be constructed in the city.
			2)	The tile must be within the cultural borders of the empire.
			3)	The tile must be worked by a citizen of the city. This also requires that the tile is
				within a range of three tiles of the city.
			4)	The tile must have the type of TERRAIN specified.

		"BuildingType"
			Specifies the building that will add yields to tiles with the appropriate TERRAIN.
		"TerrainType"
			Specifies the type of TERRAIN that will be affected.
		"YieldType"
			Specifies the type of yield that will be added to the tile.
		"Yield"
			Specifies the amount of the yield that will be added.


		TERRAIN-TYPES:
			Any of the following terrain specifications will work for "TerrainType":

				TERRAIN_GRASS.....grasslands tiles, whether flatlands or hills
				TERRAIN_PLAINS....plains tiles, whether flatlands or hills
				TERRAIN_DESERT....desert tiles, whether flatlands or hills
				TERRAIN_TUNDRA....tundra tiles, whether flatlands or hills
				TERRAIN_SNOW......snowy waste tiles, whether flatlands or hills

			You cannot specify "HILL" or "HILLS" as a "TerrainType". Although "TERRAIN_HILL" is a valid type
			of terrain listed in the "Terrains.XML" file, attempts to use it in this table have no effect.
			I have seen this attempted with at least one Gods & Kings Expansion World Wonder MOD, but the
			construction of that world wonder had no effect whatsoever on surrounding hill plots.

			I haven't tried to jam "TERRAIN_COAST" or "TERRAIN_OCEAN" into this table, so they may actually
			work. If so, the need to do so would be rare since there is already a "<Building_SeaPlotYieldChanges>"
			table to use.

		YIELD-TYPES:
			Any of the following yield-types can be used with this table:
					YIELD_GOLD
					YIELD_PRODUCTION
					YIELD_SCIENCE
					YIELD_CULTURE
					YIELD_FOOD
					YIELD_FAITH
			"TOURISM" cannot be stated as a yield-type in this table.

		Appropriate buildings:	"regular" buildings, National Wonders, and World Wonders would all be
					appropriate for this table, as the effects are local to the city.

		ADDITIONAL NOTES ON THE TABLE:
			You will usually want your building to be limited to construction in cities that are ON or
			NEARBY TO the type of terrain you are adding "<Building_TerrainYieldChanges>" entries for,
			so you should usually have an entry in the "<Buildings>" table for "NearbyTerrainRequired"
			that specifies the same type of terrain as you are naming in "TerrainType" under the
			"<Building_TerrainYieldChanges>" table. You do not HAVE TO make such a terrain-related
			restriction in the "<Buildings>" table, but your building will probably seem more focused
			and balanced AS A MOD ADDITION TO THE GAME when you do.

		EXAMPLE OF USE:
			I mentioned the Petra World Wonder in the comments on the previous XML-table, so I have used it here
			as the example of properly-formatted code for the "<Building_TerrainYieldChanges>" table. This is the
			code that bumps desert terrain tile yields by +1 Production and +1 Food:

				<Building_TerrainYieldChanges>
					<Row>
						<BuildingType>BUILDING_PETRA</BuildingType>
						<TerrainType>TERRAIN_DESERT</TerrainType>
						<YieldType>YIELD_FOOD</YieldType>
						<Yield>1</Yield>
					</Row>
					<Row>
						<BuildingType>BUILDING_PETRA</BuildingType>
						<TerrainType>TERRAIN_DESERT</TerrainType>
						<YieldType>YIELD_PRODUCTION</YieldType>
						<Yield>1</Yield>
					</Row>
				</Building_TerrainYieldChanges>


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						TECH ENHANCED YIELD CHANGES TABLE



		The "<Building_TechEnhancedYieldChanges>" table is used to create additional yields for a building based
			upon discovery of a technology that comes later in the tech tree than the building's "PreReqTech".

		The table only has an effect if the building has an entry for "EnhancedYieldTech" in the "<Buildings>" table.

		For example, if the building has an entry of "<EnhancedYieldTech>TECH_FLIGHT</EnhancedYieldTech>" in the
			"<Buildings>" table, any yields specified under the "<Building_TechEnhancedYieldChanges>" table
			take effect when the player discovers the technology FLIGHT.

		The yields are attached directly to the building as an inherent property, and are not dependant on any terrain
			or resource surrounding the city. However, the change in yields do not always show in the city display
			as being part of the building's properties. The changes will be shown in the city yields box for the
			correct type of yield after the enhancing tech is discovered by the player.


		"BuildingType"
			Specifies the building for which yields will be enhanced based upon discovery of a technology.
		"YieldType"
			Specifies the type of yield that will be added to the tile.
		"Yield"
			Specifies the amount of the yield that will be added.

		YIELD-TYPES:
			Any of the following yield-types can be used with this table:
					YIELD_GOLD
					YIELD_PRODUCTION
					YIELD_SCIENCE
					YIELD_CULTURE
					YIELD_FOOD
					YIELD_FAITH
			"TOURISM" cannot be stated as a yield-type in this table.

		Appropriate buildings:	"regular" buildings, National Wonders, and World Wonders would all be
					appropriate for this table, as the effects are local to the city.


		EXAMPLE OF USE:
			Here is an example drawn from the game-XML and used to make the PETRA world wonder add +6 Culture
			when the Archaeology tech is discovered by the player that built the Petra wonder:

				<Building_TechEnhancedYieldChanges>
					<Row>
						<BuildingType>BUILDING_PETRA</BuildingType>
						<YieldType>YIELD_CULTURE</YieldType>
						<Yield>6</Yield>
					</Row>
				</Building_TechEnhancedYieldChanges>

			Remember that the "enhancing tech" is not stated in this table, it is stated as a direct
			attribute of the building in the "<Buildings>" table.



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							FREE UNITS TABLE



		The "<Building_FreeUnits>" table is used to make buildings give free units to the player. As a general rule,
			you should limit the type of buildings using this table to National and World Wonders.


		"BuildingType"
			Specifies the building that will give free units.
		"UnitType"
			Specifies the type of free unit(s) that will be given.
		"NumUnits"
			Specifies the number of free units that will be given.


		LIMITS TO "UNITTYPE"
			1)	Any type of Great Person can be used with this table.
				a)	Great Prophets can be used with this table without concern as to whether or not a player has already
					created a religion. In such a case, the player would use the supplied great prophet to found their
					religion for their empire.
				b)	Free great prophets aren't entirely free in the sense that each such great prophet created within an
					empire increases the faith cost for generation of the next great prophet just as if the free great
					prophet had been generated in the normal way.
				c)	You should probably never have a wonder give more than 1 free great prophet.

			2)	Workers, Workboats, and Settlers can be used with this table.

			3)	Caravans and Cargo Ships can be used with this table.

			4)	Missionaries and Inquisitors can be used with this table.
				a)	care must be used to ensure that a player has also already founded or "has" a religion. This is easiest done
					by requiring the building to be built in a holy city.
				b)	If a free missionary is created in a city without a majority religion, the missionary will be created by the
					game without a "religion-tag", and will be unable to spread any religion anywhere because it was created without
					being assigned as a missionary of a particular religion.
				c)	I have not tested to see what happens when an inquisitor is given for free in a city that has no majority religion.

			5)	Combat units CAN be used with this table.
				a)	for combat units, the "UnitType" has to be the simple unit name, and not the Unit-CLASS name.

				b)	any unit mentioned in the table will be given when the building that gives free units is built, regardless
					of whether the player has researched the technology that usually "unlocks" the unit.

				c)	any unit mentioned in the table that a player is not normally able to build will be replaced by the
					appropriate unit for that player.

				d)	Even though you only state the simple unit name in the "<Building_FreeUnits>" table, the game makes the appropriate
					replacements based on the CLASS of unit to which the simple unit belongs. For combat units, therefore, you should
					always use the default unit within the unit-class for entries in the "<Building_FreeUnits>" table.

				e)	units given with this table never recieve extra experience, regardless of the number or nature of experience-enhancing
					buildings that exist in a city where the free units are spawned.

			6)	Civilian UNIT designations commonly used with this table:
					UNIT_SETTLER		UNIT_WORKER		UNIT_WORKBOAT
					UNIT_ARTIST		UNIT_SCIENTIST		UNIT_MERCHANT
					UNIT_ENGINEER		UNIT_PROPHET		UNIT_VENETIAN_MERCHANT
					UNIT_WRITER		UNIT_CARAVAN		UNIT_GREAT_GENERAL
					UNIT_MUSICIAN		UNIT_MISSIONARY		UNIT_GREAT_ADMIRAL
					UNIT_CARGO_SHIP		UNIT_ARCHAEOLOGIST	UNIT_INQUISITOR

			7)	Combat UNIT designations for this table are as follows:
					UNIT_SCOUT				UNIT_ANTI_AIRCRAFT_GUN
					UNIT_WARRIOR				UNIT_ANTI_TANK_GUN
					UNIT_SPEARMAN				UNIT_MARINE
					UNIT_PIKEMAN				UNIT_MECHANIZED_INFANTRY
					UNIT_SWORDSMAN				UNIT_PARATROOPER
					UNIT_LONGSWORDSMAN			UNIT_XCOM_SQUAD
					UNIT_MUSKETMAN				UNIT_ARCHER
					UNIT_RIFLEMAN				UNIT_CHARIOT_ARCHER
					UNIT_GREAT_WAR_INFANTRY			UNIT_COMPOSITE_BOWMAN
					UNIT_INFANTRY				UNIT_CROSSBOWMAN
					UNIT_MOBILE_SAM				UNIT_GATLINGGUN
					UNIT_MACHINE_GUN			UNIT_BAZOOKA
					UNIT_CATAPULT				UNIT_TREBUCHET
					UNIT_CANNON				UNIT_ARTILLERY
					UNIT_ROCKET_ARTILLERY			UNIT_HORSEMAN
					UNIT_KNIGHT				UNIT_LANCER
					UNIT_CAVALRY				UNIT_WWI_TANK
					UNIT_TANK				UNIT_MODERN_ARMOR
					UNIT_MECH				UNIT_HELICOPTER_GUNSHIP
					UNIT_TRIPLANE				UNIT_FIGHTER
					UNIT_JET_FIGHTER			UNIT_WWI_BOMBER
					UNIT_BOMBER				UNIT_STEALTH_BOMBER
					UNIT_GALLEASS				UNIT_FRIGATE
					UNIT_BATTLESHIP				UNIT_MISSILE_CRUISER
					UNIT_GALLEY				UNIT_TRIREME
					UNIT_PRIVATEER				UNIT_CARAVEL
					UNIT_IRONCLAD				UNIT_DESTROYER
					UNIT_SUBMARINE				UNIT_NUCLEAR_SUBMARINE
					UNIT_CARRIER


					Note:	I have not tried "UNIT_FRENCH_FOREIGNLEGION" with this table
						since the release of Brave New World. At this point I do
						not know whether a Foriegn Legion unit will be given or if
						the game will substitute a "UNIT_GREAT_WAR_INFANTRY".


		EXAMPLE OF USE:
			I have taken a sampling of the buildings that normally give free units, and shown the entries
			in the "<Building_FreeUnits>" table for those buildings. The choices I made were primarily to
			show the format for giving different types of free units, as it is used in the FIRAXIS-supplied XML.

				<Building_FreeUnits>
					<Row>
						<BuildingType>BUILDING_BRANDENBURG_GATE</BuildingType>
						<UnitType>UNIT_GREAT_GENERAL</UnitType>
						<NumUnits>1</NumUnits>
					</Row>
					<Row>
						<BuildingType>BUILDING_PORCELAIN_TOWER</BuildingType>
						<UnitType>UNIT_SCIENTIST</UnitType>
						<NumUnits>1</NumUnits>
					</Row>
					<Row>
						<BuildingType>BUILDING_LOUVRE</BuildingType>
						<UnitType>UNIT_ARTIST</UnitType>
						<NumUnits>1</NumUnits>
					</Row>
					<Row>
						<BuildingType>BUILDING_PYRAMID</BuildingType>
						<UnitType>UNIT_WORKER</UnitType>
						<NumUnits>2</NumUnits>
					</Row>
					<Row>
						<BuildingType>BUILDING_HAGIA_SOPHIA</BuildingType>
						<UnitType>UNIT_PROPHET</UnitType>
						<NumUnits>1</NumUnits>
					</Row>
					<Row>
						<BuildingType>BUILDING_COLOSSUS</BuildingType>
						<UnitType>UNIT_CARGO_SHIP</UnitType>
						<NumUnits>1</NumUnits>
					</Row>
					<Row>
						<BuildingType>BUILDING_PETRA</BuildingType>
						<UnitType>UNIT_CARAVAN</UnitType>
						<NumUnits>1</NumUnits>
					</Row>
					<Row>
						<BuildingType>BUILDING_GLOBE_THEATER</BuildingType>
						<UnitType>UNIT_WRITER</UnitType>
						<NumUnits>1</NumUnits>
					</Row>
					<Row>
						<BuildingType>BUILDING_BROADWAY</BuildingType>
						<UnitType>UNIT_MUSICIAN</UnitType>
						<NumUnits>1</NumUnits>
					</Row>
					<Row>
						<BuildingType>BUILDING_BOROBUDUR</BuildingType>
						<UnitType>UNIT_MISSIONARY</UnitType>
						<NumUnits>3</NumUnits>
					</Row>
				</Building_FreeUnits>



		EXAMPLES FOR COMBAT UNITS:
			(1)
			Since combat units can be used with this table, I could make a building give free MUSKETMAN units, and to do so my table
			would look like the following, if I chose to make the BARRACKS give a free Musketman:

				<Building_FreeUnits>
					<Row>
						<BuildingType>BUILDING_BARRACKS</BuildingType>
						<UnitType>UNIT_MUSKETMAN</UnitType>
						<NumUnits>1</NumUnits>
					</Row>
				</Building_FreeUnits>

			Every time a player built a Barracks, they would get a free Musketman. But this would result in Musketmen becoming available
			far too early in the game.

			(2)
			I might decide, then, to add a new CLASS of building called BUILDINGCLASS_GUNPOWDER_BARRACKS with the default version of this
			building the BUILDING_GUNPOWDER_BARRACKS. I would make this new class of building require the Gunpowder technology, and I would
			probably want the building to give a few benefits based on creating Gunpowder-type units, one of which might be to give a free
			Musketman whenever a Gunpowder Barracks is constructed. I would alter my "<Building_FreeUnits>" table as follows, to give the
			free Musketman unit:

				<Building_FreeUnits>
					<Row>
						<BuildingType>BUILDING_GUNPOWDER_BARRACKS</BuildingType>
						<UnitType>UNIT_MUSKETMAN</UnitType>
						<NumUnits>1</NumUnits>
					</Row>
				</Building_FreeUnits>


			America and France (for example) would not get a simple Musketman, they would get their respective unique
			units, Minuteman and Musketeer. Bear in mind that the game will automatically make the proper substitutions.

			(3)
			Since the designator for which building is to give free units is the simple building name and not the Building-CLASS
			name, a separate entry is required for each building within a class. So, if I were to make BARRACKS give a free
			Archer, as an example, I would also need to have entries in the "<Building_FreeUnits>" table for the Krepost and
			the Ikanda.

				<Building_FreeUnits>
					<Row>
						<BuildingType>BUILDING_BARRACKS</BuildingType>
						<UnitType>UNIT_ARCHER</UnitType>
						<NumUnits>1</NumUnits>
					</Row>
					<Row>
						<BuildingType>BUILDING_IKANDA</BuildingType>
						<UnitType>UNIT_ARCHER</UnitType>
						<NumUnits>1</NumUnits>
					</Row>
					<Row>
						<BuildingType>BUILDING_KREPOST</BuildingType>
						<UnitType>UNIT_ARCHER</UnitType>
						<NumUnits>1</NumUnits>
					</Row>
				</Building_FreeUnits>



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					UNIT DOMAINS AND UNITCOMBAT TYPES 


		The next few tables that will be discussed use either a unit's DOMAIN type or its UNITCOMBAT type to speed production of
		the unit or to grant free Combat Experience Points to the unit.

		If the table is a "DOMAIN" table, then the three main domain types AIR, LAND and SEA are used to determine how much
		experience or how much increased production towards finishing a unit will be created by the building.

		If the table is a "UNITCOMBAT" table, then the unitcombat types are used to determine how much experience or how much
		increased production towards finishing a unit will be created by the building.

		Any building that adds production or experience will come into effect when a unit is built in a city, and multiple effects
		will stack.

		Buildings that speed production of units based on DOMAIN:
			Seaport		SEA		+15 % Production
			Forge		LAND		+15 % Production


		Buildings that grant experience based on DOMAIN:
			Barracks (Krepost, Ikanda)	ALL	+15 XP
			Armory				ALL	+15 XP
			Military Academy		ALL	+15 XP
			Brandenburg Gate Wonder		ALL	+15 XP
			Royal Libray			ALL	+10 XP (Only when the great works slot is filled)


		Buildings that speed production of units based on UNITCOMBAT:
			Temple of Artemis Wonder	ARCHER		+15 % Production
			Kremlin Wonder			ARMOR		+50 % Production
			Stable				MOUNTED		+15 % Production
			Ducal Stable			MOUNTED		+15 % Production


		Buildings that grant experience based on UNITCOMBAT:
			Ducal Stable			MOUNTED		+15 XP


		If a city has a Forge and a Stable (or Ducal Stable), PRODUCTION of MOUNTED units would be increased by +30 %.
		If a city has a Ducal Stable, a Barracks, and an Armory, total free XP's would be +45 XP's for MOUNTED units,
			but all other units would only get the XP's granted by the Barracks and the Armory.



	...............................................................................................................................


		Here is an outline that shows which UNITCOMBAT types belong to each of the three DOMAINS (Land, Air, and Sea)
		as well as which classes of units belong to each UNITCOMBAT type. The listing shows the names of DOMAINS and
		UNITCOMBAT types as they MUST appear in any of the "unit-enhancing" tables that follow. The unitclass is never
		used in these tables, but I have included them as a reference for which sorts of units belong to which UNITCOMBAT
		type.

		DOMAIN_LAND (contains the following unitcombat subtypes)

			UNITCOMBAT_RECON					UNITCOMBAT_GUN
				UNITCLASS_SCOUT						UNITCLASS_MUSKETMAN
											UNITCLASS_RIFLEMAN
			UNITCOMBAT_MELEE						UNITCLASS_GREAT_WAR_INFANTRY
				UNITCLASS_WARRIOR					UNITCLASS_INFANTRY
				UNITCLASS_SPEARMAN					UNITCLASS_MARINE
				UNITCLASS_PIKEMAN					UNITCLASS_MOBILE_SAM
				UNITCLASS_SWORDSMAN					UNITCLASS_ANTI_AIRCRAFT_GUN
				UNITCLASS_LONGSWORDSMAN					UNITCLASS_ANTI_TANK_GUN
											UNITCLASS_MECHANIZED_INFANTRY
			UNITCOMBAT_ARCHER						UNITCLASS_PARATROOPER
				UNITCLASS_ARCHER					UNITCLASS_XCOM_SQUAD
				UNITCLASS_CHARIOT_ARCHER
				UNITCLASS_COMPOSITE_BOWMAN			UNITCOMBAT_MOUNTED
				UNITCLASS_CROSSBOWMAN					UNITCLASS_HORSEMAN
				UNITCLASS_GATLINGGUN					UNITCLASS_KNIGHT
				UNITCLASS_MACHINE_GUN					UNITCLASS_LANCER
				UNITCLASS_BAZOOKA					UNITCLASS_CAVALRY

			UNITCOMBAT_SIEGE					UNITCOMBAT_ARMOR
				UNITCLASS_CATAPULT					UNITCLASS_WWI_TANK
				UNITCLASS_TREBUCHET					UNITCLASS_TANK
				UNITCLASS_CANNON					UNITCLASS_MODERN_ARMOR
				UNITCLASS_ARTILLERY					UNITCLASS_MECH
				UNITCLASS_ROCKET_ARTILLERY

			UNITCOMBAT_HELICOPTER (to me strange, but also true)
				UNITCLASS_HELICOPTER_GUNSHIP

	...............................................................................................................................

		DOMAIN_AIR (contains the following unitcombat subtypes)

			UNITCOMBAT_FIGHTER			UNITCOMBAT_BOMBER
				UNITCLASS_TRIPLANE			UNITCLASS_WWI_BOMBER
				UNITCLASS_FIGHTER			UNITCLASS_BOMBER
				UNITCLASS_JET_FIGHTER			UNITCLASS_STEALTH_BOMBER

	...............................................................................................................................

		DOMAIN_SEA (contains the following unitcombat subtypes)

			UNITCOMBAT_NAVALRANGED
				UNITCLASS_GALLEASS
				UNITCLASS_TRIREME............UNIT_BYZANTINE_DROMON
				UNITCLASS_FRIGATE
				UNITCLASS_MISSILE_CRUISER
				UNITCLASS_BATTLESHIP

			UNITCOMBAT_NAVALMELEE			UNITCOMBAT_SUBMARINE
				UNITCLASS_GALLEY			UNITCLASS_SUBMARINE
				UNITCLASS_TRIREME			UNITCLASS_NUCLEAR_SUBMARINE
				UNITCLASS_PRIVATEER
				UNITCLASS_CARAVEL
				UNITCLASS_IRONCLAD		UNITCOMBAT_CARRIER
				UNITCLASS_DESTROYER			UNITCLASS_CARRIER


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						DOMAIN FREE EXPERIENCES TABLE



		The "<Building_DomainFreeExperiences>" table is used to make a building give experience (XP's) to units
			built or purchased in the city, depending on the DOMAIN of the unit.
		Any building type (regular, National Wonder, World Wonder) is appropriate for this table since the effects
			are limited to the city in which the building is constructed.
		As noted, free experience given to units by buildings will "stack", so any number of buildings in the same city
			can give free experience to units.


		"BuildingType"
			Specifies the building that will grant experience.
		"DomainType"
			Specifies the Unit DOMAIN (AIR, LAND, or SEA) that will be affected.
		"Experience"
			Specifies the amount of experience given to the unit for "free" by the building.

		EXAMPLE OF USE:
			The Barracks building gives free experience to all combat unit types. It does so by having
			a different entry in the "<Building_DomainFreeExperiences>" table for each of the three
			DOMAINS (AIR, LAND, SEA). For the BARRACKS building, the table is as follows. These are the
			EXACT entries for the BARRACKS building:

				<Building_DomainFreeExperiences>
					<Row>
						<BuildingType>BUILDING_BARRACKS</BuildingType>
						<DomainType>DOMAIN_LAND</DomainType>
						<Experience>15</Experience>
					</Row>
					<Row>
						<BuildingType>BUILDING_BARRACKS</BuildingType>
						<DomainType>DOMAIN_SEA</DomainType>
						<Experience>15</Experience>
					</Row>
					<Row>
						<BuildingType>BUILDING_BARRACKS</BuildingType>
						<DomainType>DOMAIN_AIR</DomainType>
						<Experience>15</Experience>
					</Row>
				</Building_DomainFreeExperiences>

			If I want a building to give experience only to units of one domain, and not the other two, then I
			simply don't include entries in the "<Building_DomainFreeExperiences>" table for unwanted domains.
			Here is the table as I would need to include it in a mod to have a Flying School building give experience
			only to AIR units:

				<Building_DomainFreeExperiences>
					<Row>
						<BuildingType>BUILDING_FLYINGSCHOOL</BuildingType>
						<DomainType>DOMAIN_AIR</DomainType>
						<Experience>15</Experience>
					</Row>
				</Building_DomainFreeExperiences>

			Instead, if I want the LIGHTHOUSE building to give experience to SEA units only, the table would be:

				<Building_DomainFreeExperiences>
					<Row>
						<BuildingType>BUILDING_LIGHTHOUSE</BuildingType>
						<DomainType>DOMAIN_SEA</DomainType>
						<Experience>15</Experience>
					</Row>
				</Building_DomainFreeExperiences>




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						UNIT COMBAT FREE EXPERIENCES TABLE



		The "<Building_UnitCombatFreeExperiences>" table is used to make a building give experience (XP's) to units
			built or purchased in the city, depending on the UNITCOMBAT of the unit.
		Any building type (regular, National Wonder, World Wonder) is appropriate for this table since the effects
			are limited to the city in which the building is constructed.
		As noted, free experience given to units by buildings will "stack", so any number of buildings in the same city
			can give free experience to units.


		"BuildingType"
			Specifies the building that will grant experience.
		"UnitCombatType"
			Specifies the UNITCOMBAT type for which experience will be given.
		"Experience"
			Specifies the amount of unit Experience (XP's) given to the unit for "free" by the building
			when the unit being built in the city is of the UNITCOMBAT type stated in "UnitCombatType".

		EXAMPLE OF USE:
			The Ducal Stable building gives free experience to all MOUNTED unit types. It does so by
			specifying "UNITCOMBAT_MOUNTED" in the "UnitCombatType" field. For the DUCAL STABLE building,
			the table is as follows. These are the EXACT entries for the DUCAL STABLE building:

				<Building_UnitCombatFreeExperiences>
					<Row>
						<BuildingType>BUILDING_DUCAL_STABLE</BuildingType>
						<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
						<Experience>15</Experience>
					</Row>
				</Building_UnitCombatFreeExperiences>

			If I want to have the Temple of Artemis world wonder add 15 XP's to archery units in addition to
			its archery unit production speed increase, I would add the table to my mod as follows:

				<Building_UnitCombatFreeExperiences>
					<Row>
						<BuildingType>BUILDING_TEMPLE_ARTEMIS</BuildingType>
						<UnitCombatType>UNITCOMBAT_ARCHER</UnitCombatType>
						<Experience>15</Experience>
					</Row>
				</Building_UnitCombatFreeExperiences>

			If I create a new building called a Tank Factory, I might want it to grant 25 extra XP's to armored units.
			The "<Building_UnitCombatFreeExperiences>" table I would add to my mod would be as follows:

				<Building_UnitCombatFreeExperiences>
					<Row>
						<BuildingType>BUILDING_TANK_FACTORY</BuildingType>
						<UnitCombatType>UNITCOMBAT_ARMOR</UnitCombatType>
						<Experience>25</Experience>
					</Row>
				</Building_UnitCombatFreeExperiences>


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					UNIT COMBAT PRODUCTION MODIFIERS TABLE



		The "<Building_UnitCombatProductionModifiers>" table is used to make a building speed production of units
			built in the city depending upon the UNITCOMBAT type of the unit.
		Any building type (regular, National Wonder, World Wonder) is appropriate for this table since the effects
			are limited to the city in which the building is constructed.


		"BuildingType"
			Specifies the building that will speed production of units.
		"UnitCombatType"
			Specifies the UNITCOMBAT type for which production will be increased.
		"Modifier"
			Specifies the PERCENTAGE increase in unit PRODUCTION when the unit being built in the city
			is of the UNITCOMBAT type stated in "UnitCombatType".


		EXAMPLE OF USE:
			Here is a properly-formatted example of the "Building_UnitCombatProductionModifiers" table.
			This is the EXACT entry used in the FIRAXIS-supplied XML for the Temple of Artemis world
			wonder. It increases the production of ARCHER-type units by 15%.


				<Building_UnitCombatProductionModifiers>
					<Row>
						<BuildingType>BUILDING_TEMPLE_ARTEMIS</BuildingType>
						<UnitCombatType>UNITCOMBAT_ARCHER</UnitCombatType>
						<Modifier>15</Modifier>
					</Row>
				</Building_UnitCombatProductionModifiers>

			If I create a new building called a Tank Factory, I might want it to speed production of armored units
			by 25 percent. The "<Building_UnitCombatProductionModifiers>" table I would add to my mod would be as
			follows:

				<Building_UnitCombatProductionModifiers>
					<Row>
						<BuildingType>BUILDING_TANK_FACTORY</BuildingType>
						<UnitCombatType>UNITCOMBAT_ARMOR</UnitCombatType>
						<Modifier>25</Modifier>
					</Row>
				</Building_UnitCombatProductionModifiers>


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					DOMAIN PRODUCTION MODIFIERS TABLE



		The "<Building_DomainProductionModifiers>" table is used to make a building speed production of units
			built in the city depending upon the DOMAIN type of the unit.
		Any building type (regular, National Wonder, World Wonder) is appropriate for this table since the effects
			are limited to the city in which the building is constructed.


		"BuildingType"
			Specifies the building that will speed unit production.
		"DomainType"
			Specifies the Unit DOMAIN (AIR, LAND, or SEA) that will be affected.
		"Modifier"
			Specifies the PERCENTAGE increase in unit PRODUCTION when the unit being built in the city
			is of the unit DOMAIN stated in "DomainType".

		EXAMPLE OF USE:
			Here is a properly-formatted example of the "<Building_DomainProductionModifiers>" table.
			This is the EXACT set of table entries used in the FIRAXIS-supplied XML for the Seaport
			and Forge buildings. Seaports and Forges bump unit production as follows:

				Seaport		SEA units		+15 % Production
				Forge		LAND units		+15 % Production

			The table as used by FIRAXIS:

				<Building_DomainProductionModifiers>
					<Row>
						<BuildingType>BUILDING_SEAPORT</BuildingType>
						<DomainType>DOMAIN_SEA</DomainType>
						<Modifier>15</Modifier>
					</Row>
					<Row>
						<BuildingType>BUILDING_FORGE</BuildingType>
						<DomainType>DOMAIN_LAND</DomainType>
						<Modifier>15</Modifier>
					</Row>
				</Building_DomainProductionModifiers>


			If I create a new building called an Aircraft Factory, and want it to increase production speed of all
			AIR units by 50 percent, the entry in my mod for the "<Building_DomainProductionModifiers>" table would be:


				<Building_DomainProductionModifiers>
					<Row>
						<BuildingType>BUILDING_AIRCRAFT_FACTORY</BuildingType>
						<DomainType>DOMAIN_AIR</DomainType>
						<Modifier>50</Modifier>
					</Row>
				</Building_DomainProductionModifiers>



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					DOMAIN FREE EXPERIENCES PER GREAT WORK TABLE



		The "<Building_DomainFreeExperiencePerGreatWork>" table is used to allow buildings to grant experience to combat units
			based on the unit DOMAIN, and whether or not the building's great works slot(s) have been filled. Experience
			granted for free is PER great work, so a building with multiple great works slots (such as the Uffizi world wonder)
			could theoretically grant a large bump in experience. As a practical matter, since greats works are fairly
			difficult to come by, it is likely that any one building will usually have no more than one of its great works
			slots filled.

		Any type of building is appropriate for this table so long as it is also a great works building. The Royal Library,
			which is a "regular" building by my definition, uses this exact feature to grant extra experience to combat
			units when its great works slot is filled. National Wonders (palaces) and World Wonders would also be appropriate
			for inclusion in this table, but unless you also add great works slots to a new National or World Wonder,
			there would be little point in adding entries for a building to the "<Building_DomainFreeExperiencePerGreatWork>"
			table.


		"BuildingType"
			Specifies the building that will grant experience.
		"DomainType"
			Specifies the Unit DOMAIN (AIR, LAND, or SEA) that will be affected.
		"Experience"
			Specifies the amount of experience given to the unit for "free" by the building for EACH great work
			currently installed in the Building's great work slots. The great works must be in the building
			stated for "BuildingType" in this table, not just located within the city.


		EXAMPLE OF USE:
			This is the entry in the "<Building_DomainFreeExperiencePerGreatWork>" table for the Royal Library building.
			This is copied EXACTLY from the FIRAXIS-supplied XML:

				<Building_DomainFreeExperiencePerGreatWork>
					<Row>
						<BuildingType>BUILDING_ROYAL_LIBRARY</BuildingType>
						<DomainType>DOMAIN_LAND</DomainType>
						<Experience>10</Experience>
					</Row>
					<Row>
						<BuildingType>BUILDING_ROYAL_LIBRARY</BuildingType>
						<DomainType>DOMAIN_SEA</DomainType>
						<Experience>10</Experience>
					</Row>
					<Row>
						<BuildingType>BUILDING_ROYAL_LIBRARY</BuildingType>
						<DomainType>DOMAIN_AIR</DomainType>
						<Experience>10</Experience>
					</Row>
				</Building_DomainFreeExperiencePerGreatWork>


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					LOCAL RESOURCE "ANDS" TABLE


		This is the first of two tables that set prerequisites to a building's construction based on the presence
			of resources around a city. The resource must be improved with the usual worker-unit-built
			improvement before the resource is considered to be "present", and the resource must be located
			within the workable-tiles range of the city, NOT just within its cultural borders.

		The "<Building_LocalResourceAnds>" table is used to specify which resource(s) must be present in a city's
			vicinity before a building can be constructed. EVERY entry in this table must be "satisfied" before
			the building can be constructed or purchased. If you place two entries in this table for the same
			building, then BOTH resources must be present and improved within the city's working radius. For
			the "Ands" table, the MORE entries for a single building, the HARDER it is to meet the surrounding
			resource requirements.

		Any type of building (regular, National Wonder, or World Wonder) is appropriate for this table, but you
			must consider the likelihood that the building will ever be able to be built by a player when
			you structure your resource requirements.

		IMPORTANT NOTE:		NEVER make entries for a single building to BOTH the "<Building_LocalResourceAnds>"
					table and the "<Building_LocalResourceOrs>" table.

		HINT  ---  WHICH TABLE TO USE
			If after reading the description for this table and for the "<Building_LocalResourceOrs>" table
			you are not certain which table to use for a building with only one (1) resource-type requirement
			in the vicinity of the city, the answer is to ALWAYS use the "Ands" table when there is to be only
			one resource required near the city.


		"BuildingType"
			Specifies the building for which a resource shall be required.
		"ResourceType"
			Specifies the required resource.

		RESOURCE LIMITATIONS:	The only resources that should NOT appear in this table are the special city-state
					luxury resources and the Indonesian "magic" resources.

		EXAMPLE OF USE:
			This is the entry in the "<Building_LocalResourceAnds>" table for the Forge building. It specifies that
			Iron (but ONLY Iron) is required in the city working-radius before the Forge can be built in a city.
			This is copied EXACTLY from the FIRAXIS-supplied XML:

				<Building_LocalResourceAnds>
					<Row>
						<BuildingType>BUILDING_FORGE</BuildingType>
						<ResourceType>RESOURCE_IRON</ResourceType>
					</Row>
				</Building_LocalResourceAnds>

			I could use the "<Building_LocalResourceAnds>" table with a new National Wonder called the National Food Bank
			and I could set-up the entries in the table so that a player would have to have BOTH Wheat and Cattle available
			in a city before the national wonder could be constructed in that city. The table would look like the following:

			NOTE:	"RESOURCE_COW" is the correct XML-name for Cattle.

				<Building_LocalResourceAnds>
					<Row>
						<BuildingType>BUILDING_NATIONAL_FOOD_BANK</BuildingType>
						<ResourceType>RESOURCE_WHEAT</ResourceType>
					</Row>
					<Row>
						<BuildingType>BUILDING_NATIONAL_FOOD_BANK</BuildingType>
						<ResourceType>RESOURCE_COW</ResourceType>
					</Row>
				</Building_LocalResourceAnds>

			This would result in a reasonably buildable national wonder, though there would be no certainty that the wonder
			would be buildable in any single play-through of the game. If I used the "<Building_LocalResourceAnds>" table
			to change the requirements so that Wheat, Cattle, and Sheep must ALL be present within the radius of an individual
			city, then the new National Food Bank might never be able to be built. But if I wanted to go ahead and set-up
			such a requirement, the "<Building_LocalResourceAnds>" table would be as follows:

				<Building_LocalResourceAnds>
					<Row>
						<BuildingType>BUILDING_NATIONAL_FOOD_BANK</BuildingType>
						<ResourceType>RESOURCE_WHEAT</ResourceType>
					</Row>
					<Row>
						<BuildingType>BUILDING_NATIONAL_FOOD_BANK</BuildingType>
						<ResourceType>RESOURCE_COW</ResourceType>
					</Row>
					<Row>
						<BuildingType>BUILDING_NATIONAL_FOOD_BANK</BuildingType>
						<ResourceType>RESOURCE_SHEEP</ResourceType>
					</Row>
				</Building_LocalResourceAnds>



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					LOCAL RESOURCE "ORS" TABLE


		This is the second of two tables that set prerequisites to a building's construction based on the presence
			of resources around a city. The resource must be improved with the usual worker-unit-built
			improvement before the resource is considered to be "present", and the resource must be located
			within the workable-tiles range of the city, NOT just within its cultural borders.

		The "<Building_LocalResourceOrs>" table is used to specify which resource(s) must be present in a city's
			vicinity before a building can be constructed. ONLY ONE entry in this table must be "satisfied" before
			the building can be constructed or purchased. If you place two entries in this table for the same
			building, then EITHER resource can be present and improved within the city's working radius. For
			the "Ors" table, the MORE entries for a single building, the EASIER it is to meet the surrounding
			resource requirements.

		No more than five (5) resources can be stated for any one building.

		Any type of building (regular, National Wonder, or World Wonder) is appropriate for this table, but you
			must consider the likelihood that the building will ever be able to be built by a player when
			you structure your resource requirements.

		IMPORTANT NOTE:		NEVER make entries for a single building to BOTH the "<Building_LocalResourceAnds>"
					table and the "<Building_LocalResourceOrs>" table.


		"BuildingType"
			Specifies the building for which a resource shall be required.
		"ResourceType"
			Specifies the required resource.

		RESOURCE LIMITATIONS:	The only resources that should NOT appear in this table are the special city-state
					luxury resources and the Indonesian "magic" resources.

		EXAMPLE OF USE:
			This is the entry in the "<Building_LocalResourceOrs>" table for the Stable building. It specifies that
			ANY ONE OF Horses, Sheep, or Cattle is required in the city working-radius before the Stable can be built
			in a city. Note that the XML-name for "Cattle" is actually "RESOURCE_COW". This is copied EXACTLY from
			the FIRAXIS-supplied XML:

				<Building_LocalResourceOrs>
					<Row>
						<BuildingType>BUILDING_STABLE</BuildingType>
						<ResourceType>RESOURCE_HORSE</ResourceType>
					</Row>
					<Row>
						<BuildingType>BUILDING_STABLE</BuildingType>
						<ResourceType>RESOURCE_SHEEP</ResourceType>
					</Row>
					<Row>
						<BuildingType>BUILDING_STABLE</BuildingType>
						<ResourceType>RESOURCE_COW</ResourceType>
					</Row>
				</Building_LocalResourceOrs>


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					RESOURCE QUANTITY REQUIREMENTS TABLE



		The "<Building_ResourceQuantityRequirements>" table is used to specify what strategic resources the EMPIRE must
			have available before a building can be constructed. There is no need for the resource to be located
			within the city's workable radius. All that is needed is that the empire has the required quantity of
			the required resource.

		Any type of building (regular, National Wonder, or World Wonder) is appropriate for this table in the sense that
			requiring a resource be available to an empire before a world or national wonder can be constructed won't
			"break the game". As a practical matter, modders don't usually state resource requirements for new National
			or World Wonders.

		"BuildingType"
			Specifies the building for which there is a strategic resource quantity requirement.
		"ResourceType"
			Specifies the resource that is required.
		"Cost"
			Specifies how many "resource points" are required. This number will immediately be deducted from the
			empire's available quantity when construction of the building is started, or the building is placed
			in a city build list.

		RESOURCE LIMITATIONS:	only the STRATEGIC resources should appear in this table.
						RESOURCE_ALUMINUM		RESOURCE_COAL
						RESOURCE_URANIUM		RESOURCE_HORSE
						RESOURCE_IRON			RESOURCE_OIL

		EXAMPLE OF USE:
			This is the entry in the "<Building_ResourceQuantityRequirements>" table for the Hydro Plant, Factory,
			Nuclear Plant, and Spaceship Factory buildings. This table and its specifications is the method by which
			these four buildings are made to "require" and "use up" various strategic resources in specified quantities.
			For all four of these buildings, the strategic resource "cost" amount is one (1). The table as shown is
			copied EXACTLY from the FIRAXIS-supplied XML:

				<Building_ResourceQuantityRequirements>
					<Row>
						<BuildingType>BUILDING_HYDRO_PLANT</BuildingType>
						<ResourceType>RESOURCE_ALUMINUM</ResourceType>
						<Cost>1</Cost>
					</Row>
					<Row>
						<BuildingType>BUILDING_FACTORY</BuildingType>
						<ResourceType>RESOURCE_COAL</ResourceType>
						<Cost>1</Cost>
					</Row>
					<Row>
						<BuildingType>BUILDING_NUCLEAR_PLANT</BuildingType>
						<ResourceType>RESOURCE_URANIUM</ResourceType>
						<Cost>1</Cost>
					</Row>
					<Row>
						<BuildingType>BUILDING_SPACESHIP_FACTORY</BuildingType>
						<ResourceType>RESOURCE_ALUMINUM</ResourceType>
						<Cost>1</Cost>
					</Row>
				</Building_ResourceQuantityRequirements>



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						RESOURCE QUANTITY TABLE



		The "<Building_ResourceQuantity>" table is used to make buildings "give out" a specified amount of either (a)
			a strategic resource, or (b), a luxury resource. The amount of the resource stated is added to the
			empire's stocks of the strategic or luxury resource. The strategic resource additions will show
			directly at the top of the game display. Luxury resources will be added, but the amount available
			only shows on the "secondary" screens, such as the trade table that shows how many of a resource an
			empire has available to trade away to another player.

		This table was added, really, to allow the Recycling Center to grant Aluminum stocks to the player, thereby
			ensuring that every player would have access to at least SOME aluminum in every game. MOD creators
			have used the table mainly to add luxuries to the game. Generally, when adding luxuries to a player's
			stocks, MOD creators have limited the use of this table to World Wonders.

		Any type of building (regular or wonder) can have an entry in this table, but for the most part the Recycling
			Center already covers the only really glaring potential resource-lack that existed, so you should
			as a general rule not use this table. The game will not become "broken" if you do, there just won't
			in most cases be much point in adding new buildings that merely give away strategic resources for free,
			especially since more than one MOd author has already posted to the Steam Workshop mods that add a few
			targetted buildings which ensure that each empire can at least get their hands on a limited amount of
			every strategic resource.

		RESOURCE LIMITATIONS:	(1)	only the pre-existing STRATEGIC resources should generally appear in this table.
							RESOURCE_ALUMINUM		RESOURCE_COAL
							RESOURCE_URANIUM		RESOURCE_HORSE
							RESOURCE_IRON			RESOURCE_OIL
					(2)	adding pre-existing LUXURY resources to this table (the ones that occur naturally
						on the game map) would ensure that more players can get their hands on copies of
						the Firaxs-supplied game luxuries, but it would also tend to break the game in terms
						of luxury trading, and in terms of keeping luxuries somewhat scarce.
					(3)	adding pre-existing bonus resources to this table is possible, but since the game
						does not allow trading of these, there would be little point.

		"BuildingType"
			Specifies the building that will give resources.
		"ResourceType"
			Specifies the resource to be given.
		"Quantity"
			Specifies the quantity to be given.

		EXAMPLE OF USE:		(Strategic Resources)
			This is the table as used by FIRAXIS to make the Recycling Center give free aluminum to the player:

				<Building_ResourceQuantity>
					<Row>
						<BuildingType>BUILDING_RECYCLING_CENTER</BuildingType>
						<ResourceType>RESOURCE_ALUMINUM</ResourceType>
						<Quantity>2</Quantity>
					</Row>
				</Building_ResourceQuantity>

			Remember that a player can only build five (5) Recycling Centers within the course of a single game. This
			restriction acts as a brake on how much Aluminum a player can "get his hands on" by construction of
			buildings. To get more Aluminum than the 10 from Recycling Centers, the player is forced to trade for
			it, to find some on the game map that hasn't been "gobbled up" by AI players, or to TAKE IT by conquest.
			You should tend to follow this example with any resource-granting building you add to the game, and not
			make it TOO easy for a player to become rich in a strategic resource simply through the construction of
			buildings.

		EXAMPLE OF USE:		(New Luxury Resources added to the game by your MOD)
			If I add a new luxury to the game called "RESOURCE_GUACAMOLE_COFFEE_BEANS" that can only be accessed by
			constructing a World Wonder we'll call the "BUILDING_GUACAMOLE_COFFEE_HOUSE", my "<Building_ResourceQuantity>"
			table might look like the following:

				<Building_ResourceQuantity>
					<Row>
						<BuildingType>BUILDING_GUACAMOLE_COFFEE_HOUSE</BuildingType>
						<ResourceType>RESOURCE_GUACAMOLE_COFFEE_BEANS</ResourceType>
						<Quantity>2</Quantity>
					</Row>
				</Building_ResourceQuantity>

			This would grant two copies of the new Guacamole Coffee Beans luxury to the empire that constructs the
			Guacamole Coffee House wonder. One copy the empire can then keep to enhance happiness, and the second
			can be traded away to the highest bidder.



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						BUILDING FLAVORS TABLE



		The "<Building_Flavors>" table is used to make the AI want to build a particular building, depending on how a
			building's flavors match up to the "stategy" the AI is currently pursuing, and also to the civilization
			leader's flavor settings. The higher the flavor number, the more the AI will want to build a building
			whose flavors match the AI's strategy flavors. If an AI is currently pursuing a "science" strategy it will
			be more likely to choose buildings that are science flavored, and whose science flavor number is higher.

		ALL BUILDINGS REQUIRE FLAVORING
			Omitting Flavoring altogether will not allow the AI to assign priority to the building, nor allow it to
			understand what the building is good for. Omitting flavors from a building is a great way to "secretly"
			cheat against the AI, but it won't result in balanced gameplay. Nonetheless, the "<Building_Flavors>" table
			is not actually REQUIRED in order for a building to be added to the game.

		"BuildingType"
			Specifies the building for which a flavor is to be assigned.
		"FlavorType"
			Specifies the flavor type assigned to the building.
		"Flavor"
			Specifies the amount of the "flavoring" to assign to the building. The higher this number, the more likely
			the AI will be to build the building.

		Building Flavors
			These are the building flavors that can be used:

				FLAVOR_GOLD			FLAVOR_NAVAL_GROWTH
				FLAVOR_GROWTH			FLAVOR_PRODUCTION
				FLAVOR_NAVAL			FLAVOR_MILITARY_TRAINING
				FLAVOR_SCIENCE			FLAVOR_WATER_CONNECTION
				FLAVOR_CULTURE			FLAVOR_I_TRADE_ORIGIN
				FLAVOR_MOBILE			FLAVOR_NAVAL_TILE_IMPROVEMENT
				FLAVOR_EXPANSION		FLAVOR_I_SEA_TRADE_ROUTE
				FLAVOR_CITY_DEFENSE		FLAVOR_I_LAND_TRADE_ROUTE
				FLAVOR_HAPPINESS		FLAVOR_SPACESHIP
				FLAVOR_WONDER			FLAVOR_GREAT_PEOPLE
				FLAVOR_RELIGION			FLAVOR_I_TRADE_DESTINATION
				FLAVOR_OFFENSE			FLAVOR_DEFENSE
				FLAVOR_TILE_IMPROVEMENT		FLAVOR_AIR
				FLAVOR_ESPIONAGE		FLAVOR_DIPLOMACY
				FLAVOR_AIRLIFT

		Notes on some of the Flavors:
			FLAVOR_GROWTH
				use "growth" flavoring, not "food" flavoring.
			FLAVOR_AIR
				so far as I can see only used by the recycling center.
			FLAVOR_DIPLOMACY
				this was used with the now-defunct united nations wonder, but is still used with the intelligence agency
				national wonder.
			FLAVOR_AIRLIFT
				used in the airport building. Since the "airlift" capability is really useless to repeat in a new building,
				there is not much use for this flavoring in new buildings.
			FLAVOR_TILE_IMPROVEMENT
			 	pyramids world wonder uses this with a flavor setting of "45". Any building or wonder that would affect tile
				improvement speed would use a similar flavoring.
			FLAVOR_RELIGION
				should be used with buildings that have a religious theme, or which add faith.
			FLAVOR_WONDER
				should always be included with National and World Wonders. The Workshop and Longhouse also have a "WONDER"
				flavoring (10) because they both boost production in a city. Most National and World Wonders have a "WONDER"
				flavor setting of 20 or 25. Industrial era wonders like the Eiffel Tower and Pentagon tend to have a setting
				of 30. The Hagia Sophia has a setting of "15", and the Forbidden Palace has a setting of "100", which is
				meant to make AI players lust to have the Forbidden Palace a lot more than any other World Wonder.
			FLAVOR_NAVAL_GROWTH
				this is to tell the game that the building has an effect on coastal-city growth based on coast and sea
				food improvement. It is not used to tell the game that the building is good for building naval units.
			FLAVOR_NAVAL_TILE_IMPROVEMENT
				similar to "FLAVOR_NAVAL_GROWTH" except that it is used to signify that the building will have an affect
				on coastal and sea improved resources.
			FLAVOR_I_TRADE_ORIGIN
				buildings that have the trade route origin bonus assigned to them should also include this flavoring.
				Markets, Banks, Stock Exchanges, East India Company, and the Caravansary all have this flavoring.
			FLAVOR_I_SEA_TRADE_ROUTE
				used to signify that the building is good for sea trade routes. The Granary, Workshop, and Harbor buildings
				all have this flavoring to some degree. Oddly, the Longhouse omits this flavoring.
			FLAVOR_I_LAND_TRADE_ROUTE
				used to signify that the building is good for land trade routes. The Granary, Workshop, and Caravansary
				buildings all have this flavoring to some degree. Oddly, the Longhouse omits this flavoring.
			FLAVOR_I_TRADE_DESTINATION
				buildings that have the trade route destination bonus assigned to them should also include this flavoring.
				Markets, Banks, Stock Exchanges, and the East India Company all have this flavoring.

		SOME IDEAS ON HOW TO STRUCTURE FLAVOR SETTINGS:

			First, decide what the primary function of your building is, in terms of flavor types. A building will
			generally have one or more primary effects, and any number of minor "extra" effects. Concentrate first
			on the primary effects. So, if the building is a wonder, there should be a "Wonder" flavor. If it is a
			wonder that mostly adds growth to cities, then it should also have "Growth" as a primary effect. Second,
			give thought to the nature of any "extra" or secondary effects a building has. If it adds a happiness
			point or two, this would be a minor or "extra" effect. If it also adds a point or two of faith, this too
			would be a minor effect. Appropriate flavorings to start with for such a wonder might be:

					FLAVOR_WONDER		(primary)	"25" flavor points
					FLAVOR_GROWTH		(primary)	"25" flavor points
					FLAVOR_HAPPINESS	(extra)		"5" flavor points
					FLAVOR_RELIGION		(extra)		"5" flavor points

			To add the flavorings in a properly-formatted "<Building_Flavors>" table, we need a building name,
			so I will use "BUILDING_NATIONAL_FOOD_BANK" as the name of the wonder. The table would look like
			the following:

					<Building_Flavors>
						<Row>
							<BuildingType>BUILDING_NATIONAL_FOOD_BANK</BuildingType>
							<FlavorType>FLAVOR_WONDER</FlavorType>
							<Flavor>25</Flavor>
						</Row>
						<Row>
							<BuildingType>BUILDING_NATIONAL_FOOD_BANK</BuildingType>
							<FlavorType>FLAVOR_GROWTH</FlavorType>
							<Flavor>25</Flavor>
						</Row>
						<Row>
							<BuildingType>BUILDING_NATIONAL_FOOD_BANK</BuildingType>
							<FlavorType>FLAVOR_HAPPINESS</FlavorType>
							<Flavor>5</Flavor>
						</Row>
						<Row>
							<BuildingType>BUILDING_NATIONAL_FOOD_BANK</BuildingType>
							<FlavorType>FLAVOR_RELIGION</FlavorType>
							<Flavor>5</Flavor>
						</Row>
					</Building_Flavors>

			Don't sweat ball-bearings over whether or not you have created the "perfect" flavorings table for your
			building. Pick flavors that seem reasonable, and then assign what seem reasonable values. Check to see
			if the AI tends to want to build your building by playing a couple of games, and using the In-Game Editor
			Mod to see what AI players are building from time to time.





[[I had intended to include a file as mentioned below, but I have chosen not to as so far I am not satisfied with it]]


		LIST OF "STANDARD" BUILDINGS AND THEIR FLAVORS:

			I have inlcuded a file called "Building Flavors.XML" but I must state that at the moment it is a bit
			of a work-in-progress.

			It does show the flavor settings of a substantial number of the FIRAXIS-supplied buildings in a more
			tabular form rather than having to wade through the entire "</Building_Flavors>" table supplied with the
			game in order to get an idea of how various buildings are flavored.





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						THEMING BONUSES TABLE


		The "<Building_ThemingBonuses>" table is used to control the theming bonuses that apply when great works
			or artifacts are placed in a world wonder's great works and artifacts slots. Since neither regular
			buildings nor National Wonders work correctly so far as adding great works slots and having the
			building or National Wonder show properly in the Culture Overview panel, you should limit entries
			in the "<Building_ThemingBonuses>" table to World Wonders.

			NOTE: currently this table won't be of much value for regular buildings since the game developers didn't leave
				openings on the in-game culture overview display for MODs that add great works slots to buildings.
				Because of this flaw in the structure of the in-game culture overview you should only add great works
				slots to Wonders.			WORLD WONDERS DO NOT SUFFER THIS SHORTCOMING

			NOTE: there are a couple of MODS that have been made recently that are addressing the in-game culture overview
				display shortcomings but at this point I'm not sure how "finished" they are. I have seen at least two
				such mods on the Steam Workshop. Both "fix" the culture-overview panel by adding a custom .LUA file to the
				mod. In order for your mod to make use of these fixes you would have to include one or other of these
				.LUA files as part of your mod. Or you would need to leave a note on your steam workshop mod page telling
				potential subscribers that they also need to have one of the mods activated that change the culure-overview
				panel in order to use your mod.			WORLD WONDERS DO NOT SUFFER THIS SHORTCOMING



		"BuildingType"
			Specifies the building or wonder to which theming bonus(es) will be applied. Remember that some of the buildings
			as supplied by FIRAXIS have great works slots. The Museum building also has theming bonuses associated with it.
			Because these FIRAXIS-supplied buildings were "hard-coded" into the Culture Overview panel, they work correctly.

		"Description"
			Specifies a text pop-up message that will be used when the requirements for gaining the theming bonus are met.
			You can fill in the text you want used directly or you can specify a "TXT_KEY_" look-up that you will add to
			your language table (such as <Language_en_US>). Multiple theming bonus entries can be made for the same wonder.
			The "<Description>" entry you make is a short little additional "title" that will be applied to the wonder when
			a particular theming bonus condition has been met.

			When the theming bonus requirement for the Hermitage have been met, the pop-up message "Museum of World Art" is
			added to the Hermitage when it is moused-over in the city display or the cultural overview screen.

			The only real "game function" to "<Description>" in this table is to make these little pop-up texts appear and
			thereby act as a reminder that the player has fulfilled the theming bonus, or one of the theming bonuses, that apply
			to the building or wonder.

		"Bonus"
			Specifies the amount of bonus tourism. Should be stated as whole numbers and should be on the order of "1", "2",
			"3", "4", etc. Far too high a value will only serve to break the balance of the game.

		"SameEra"
			Specifies that the great works/artifacts must be from the same era for the theming bonus to apply. Use "true" for
			this command. "SameEra" and "UniqueEras" cannot both be used in the same theming bonus entry.

		"UniqueEras"
			Specifies that the great works/artifacts must be from different eras for the theming bonus to apply. Use "true" for
			this command. "SameEra" and "UniqueEras" cannot both be used in the same theming bonus entry.

		"MustBeArt"
			Specifies that the great works slots must be filled with great works of ART. The theming bonus entry will not apply
			if one of the great works slots is filled with an archaeological artifact. Use "true" for this command. "MustBeArt"
			cannot be used in the same theming bonus entry with one containing "MustBeArtifact" or "MustBeEqualArtArtifact".

		"MustBeArtifact"
			Specifies that the great works slots must be filled with ARTIFACTS. The theming bonus entry will not apply if one of
			the great works slots is filled with a great work of art. Use "true" for this command. "MustBeArtifact" cannot be
			used in the same theming bonus entry with one containing "MustBeArt" or "MustBeEqualArtArtifact".

		"MustBeEqualArtArtifact"
			Specifies that the great works slots must be filled with both ARTIFACTS and ART in equal numbers. The theming bonus
			entry will not apply if there is an unequal number of ART:ARTIFACTS. Only use this command when your wonder has an
			even number of slots for great works of art or for artifacts. When your building contains two (2) great works of
			art/artifacts slots, you can use this command to require that the great works slots must be filled with one (1) work
			of art and one (1) archaeological artifact. Use "true" for this command. "MustBeEqualArtArtifact" cannot be
			used in the same theming bonus entry with one containing "MustBeArt" or "MustBeArtifact".

		"RequiresOwner"
			Specifies that the great works or artifacts must all be from the same civilization that owns the building or the wonder.
			Use "true" for this command. "RequiresOwner" cannot be used in the same theming bonus entry with one containing
			"RequiresSamePlayer", "RequiresUniquePlayers", or "RequiresAnyButOwner".

		"RequiresAnyButOwner"
			Specifies that the great works or artifacts must all be from different civilizations than the one that built the wonder or
			building. It does not matter which civilization they are from so long as they are all different than the owner of the wonder
			or building. Use "true" for this command. "RequiresAnyButOwner" cannot be used in the same theming bonus entry with one
			containing "RequiresOwner", "RequiresUniquePlayers", or "RequiresSamePlayer".

		"RequiresSamePlayer"
			Specifies that the great works or artifacts must all be from the same civilization. It does not matter which civilization
			they are from so long as they are all from the same one. Use "true" for this command. "RequiresSamePlayer" cannot be
			used in the same theming bonus entry with one containing "RequiresOwner", "RequiresUniquePlayers", or "RequiresAnyButOwner".

		"RequiresUniquePlayers"
			Specifies that each of the great works or artifacts must be from a different civilization. It does not matter which civilization
			they are from so long as no two great works or artifacts are from the same civilization. Use "true" for this command.
			"RequiresUniquePlayers" cannot be used in the same theming bonus entry with one containing "RequiresOwner", "RequiresSamePlayer",
			or "RequiresAnyButOwner".

		"AIPriority"
			Specifies the amount of "priority" AI players should assign to fulfilling the requirements of the individual theming bonus entry.
			Use a positive whole number. The higher the number, the greater the priority the AI players will place on meeting the conditions
			of this individual theming bonus requirement. If you add more than one possible set of theming bonus conditions to the same
			building or wonder, you should have a higher number for "AIPriority" in the entry that gives the most theming bonus. Here are
			the AI Priorities that exist already within the game for the buildings and wonders that have theming bonuses attached to them:

				Building or Wonder		AI Priority	Theming Bonus		Theming Bonus Condition

				BUILDING_MUSEUM			    2		     2		same era, all art, all from owner
				BUILDING_MUSEUM			    2		     2		same era, all art, all different from owner
				BUILDING_MUSEUM			    2		     2		same era, all artifact, all from owner
				BUILDING_MUSEUM			    2		     2		same era, all artifact, all different from owner
				BUILDING_MUSEUM			    1		     1		same era, all art
				BUILDING_MUSEUM			    1		     1		same era, all artifact
				BUILDING_MUSEUM			    1		     1		same era, all from owner
				BUILDING_MUSEUM			    1		     1		same era, all different from owner
				BUILDING_MUSEUM			    1		     1		all art, all from owner
				BUILDING_MUSEUM			    1		     1		all art, all different from owner
				BUILDING_MUSEUM			    1		     1		all artifact, all from owner
				BUILDING_MUSEUM			    1		     1		all artifact, all different from owner
				BUILDING_HERMITAGE		    4		     3		unique eras, all art, all from different civs
				BUILDING_OXFORD_UNIVERSITY	    1		     2		writing, unique eras, all different from owner
				BUILDING_SISTINE_CHAPEL		    3		     2		same era, all art, all from same civ
				BUILDING_LOUVRE			    5		     4		unique eras, equal art-artifact, all from different civs
				BUILDING_GREAT_LIBRARY		    2		     2		writing, unique eras, all from different civs
				BUILDING_SYDNEY_OPERA_HOUSE	    1		     2		music, unique eras, all from same civ
				BUILDING_UFFIZI			    6		     3		same era, all art, all from same civ
				BUILDING_GLOBE_THEATER		    3		     2		writing, same era, all from same civ
				BUILDING_BROADWAY		    2		     3		music, same era, all from same civ

			I have noted what type of great works the buildings or wonders have only when the great works slots are not for art or
			artifacts.

			Note that the Museum building has multiple theming bonus entries in the "<Building_ThemingBonuses>" table, and therefore
			has multiple "AIPriority" settings associated with it.

			Since the Hermitage world wonder has a much higher AI Priority than any of the Museum AI Priorities, AI players will be much
			more likely to attempt to fill-out the theming bonus requirement for the Hermitage than for the Museum. The AI players will
			be much more likely to try to fulfill the theming bonus requirements for the Globe Theater or Great Library world wonders than
			they will be to fulfill the Oxford University theming bonus. They must still have the correct types of great works from the
			eras and civilizations as required by the various bonuses, but when they have all they need and can make a choice between getting
			the Oxford University theming bonus or the Globe Theater theming bonues, they'll go for the Globe Theater theming bonus.

			You should tend to bear this chart in mind structuring the amount of theming bonus your buildings or wonders give, and the value
			of the AI Priority you assign to your theming bonus(es).

		Proper Format for the various Theming Bonus Commands:

				<BuildingType>BUILDING_MUSEUM</BuildingType>
				<Description>TXT_KEY_THEMING_BONUS_MUSEUM_1</Description>
				<Bonus>2</Bonus>
				<SameEra>true</SameEra>
				<UniqueEras>true</UniqueEras>
				<MustBeArt>true</MustBeArt>
				<MustBeArtifact>true</MustBeArtifact>
				<MustBeEqualArtArtifact>true</MustBeEqualArtArtifact>
				<RequiresOwner>true</RequiresOwner>
				<RequiresAnyButOwner>true</RequiresAnyButOwner>
				<RequiresUniquePlayers>true</RequiresUniquePlayers>
				<RequiresSamePlayer>true</RequiresSamePlayer>
				<AIPriority>2</AIPriority>

		Each entry in the "<Building_ThemingBonuses>" table can only have one of the following two era commands:

				<SameEra>true</SameEra>
				<UniqueEras>true</UniqueEras>

		Each entry in the "<Building_ThemingBonuses>" table for buildings or wonders with Great Works of Art or Artifacts slots can contain only
			one (1) of the following three commands that specify the combination of Art and/or Artifacts.
		Entries in the "<Building_ThemingBonuses>" table for buildings or wonders with Great Works of Writing or Great Works of Music should not
			contain any of the following three commands:

				<MustBeArt>true</MustBeArt>
				<MustBeArtifact>true</MustBeArtifact>
				<MustBeEqualArtArtifact>true</MustBeEqualArtArtifact>

		Each entry in the "<Building_ThemingBonuses>" table can only have one of the following four "which civilization" commands.:

				<RequiresOwner>true</RequiresOwner>
				<RequiresAnyButOwner>true</RequiresAnyButOwner>
				<RequiresUniquePlayers>true</RequiresUniquePlayers>
				<RequiresSamePlayer>true</RequiresSamePlayer>

		When you wish to leave the civilization requirements "wide-open", simply omit any of these requirements.



	THEMING BONUS TABLE AS USED IN-GAME BY FIRAXIS:		The Museum Building

 		The Museum building has multiple sets of condtions that can be met, any one of which will grant a theming bonus to the museum
		built in an individual city. A Museum built elsewhere within the same empire might also have a qualfiying set of artworks or
		artifacts that fulfill the exact same set of criteria, or that have a different set of criteria, and therefore qualify for one
		of the other theming bonuses that can be applied to a Museum.

		Here is the Theming Bonus Table for the Museum. I have added comments pulled from the chart above to show which conditions are
		being applied with each of the entries in the "<Building_ThemingBonuses>" table:

		<Building_ThemingBonuses>
			<!-- requires same era, all art, all from the Museum owner's civilization -->
			<Row>
				<BuildingType>BUILDING_MUSEUM</BuildingType>
				<Description>TXT_KEY_THEMING_BONUS_MUSEUM_1</Description>
				<Bonus>2</Bonus>
				<SameEra>true</SameEra>
				<MustBeArt>true</MustBeArt>
				<RequiresOwner>true</RequiresOwner>
				<AIPriority>2</AIPriority>
			</Row>
			<!-- requires same era, all art, all from civilizations different from the Museum's owner -->
			<Row>
				<BuildingType>BUILDING_MUSEUM</BuildingType>
				<Description>TXT_KEY_THEMING_BONUS_MUSEUM_1</Description>
				<Bonus>2</Bonus>
				<SameEra>true</SameEra>
				<MustBeArt>true</MustBeArt>
				<RequiresAnyButOwner>true</RequiresAnyButOwner>
				<AIPriority>2</AIPriority>
			</Row>
			<!-- requires same era, all artifact, all from the Museum owner's civilization -->
			<Row>
				<BuildingType>BUILDING_MUSEUM</BuildingType>
				<Description>TXT_KEY_THEMING_BONUS_MUSEUM_2</Description>
				<Bonus>2</Bonus>
				<SameEra>true</SameEra>
				<MustBeArtifact>true</MustBeArtifact>
				<RequiresOwner>true</RequiresOwner>
				<AIPriority>2</AIPriority>
			</Row>
			<!-- requires same era, all artifact, all from civilizations different from the Museum's owner -->
			<Row>
				<BuildingType>BUILDING_MUSEUM</BuildingType>
				<Description>TXT_KEY_THEMING_BONUS_MUSEUM_2</Description>
				<Bonus>2</Bonus>
				<SameEra>true</SameEra>
				<MustBeArtifact>true</MustBeArtifact>
				<RequiresAnyButOwner>true</RequiresAnyButOwner>
				<AIPriority>2</AIPriority>
			</Row>
			<!-- requires same era, all art, no conditions regarding civilizations -->
			<Row>
				<BuildingType>BUILDING_MUSEUM</BuildingType>
				<Description>TXT_KEY_THEMING_BONUS_MUSEUM_3</Description>
				<Bonus>1</Bonus>
				<SameEra>true</SameEra>
				<MustBeArt>true</MustBeArt>
				<AIPriority>1</AIPriority>
			</Row>
			<!-- requires same era, all artifact, no conditions regarding civilizations -->
			<Row>
				<BuildingType>BUILDING_MUSEUM</BuildingType>
				<Description>TXT_KEY_THEMING_BONUS_MUSEUM_4</Description>
				<Bonus>1</Bonus>
				<SameEra>true</SameEra>
				<MustBeArtifact>true</MustBeArtifact>
				<AIPriority>1</AIPriority>
			</Row>
			<!-- requires same era, no conditions on art or artifact, all from the Museum owner's civilization -->
			<Row>
				<BuildingType>BUILDING_MUSEUM</BuildingType>
				<Description>TXT_KEY_THEMING_BONUS_MUSEUM_5</Description>
				<Bonus>1</Bonus>
				<SameEra>true</SameEra>
				<RequiresOwner>true</RequiresOwner>
				<AIPriority>1</AIPriority>
			</Row>
			<!-- requires same era, no conditions on art or artifact, all from civilizations different from the Museum's owner -->
			<Row>
				<BuildingType>BUILDING_MUSEUM</BuildingType>
				<Description>TXT_KEY_THEMING_BONUS_MUSEUM_6</Description>
				<Bonus>1</Bonus>
				<SameEra>true</SameEra>
				<RequiresAnyButOwner>true</RequiresAnyButOwner>
				<AIPriority>1</AIPriority>
			</Row>
			<!-- requires all art, all from the Museum owner's civilization -->
			<Row>
				<BuildingType>BUILDING_MUSEUM</BuildingType>
				<Description>TXT_KEY_THEMING_BONUS_MUSEUM_7</Description>
				<Bonus>1</Bonus>
				<MustBeArt>true</MustBeArt>
				<RequiresOwner>true</RequiresOwner>
				<AIPriority>1</AIPriority>
			</Row>
			<!-- requires all art, all from civilizations different from the Museum's owner -->
			<Row>
				<BuildingType>BUILDING_MUSEUM</BuildingType>
				<Description>TXT_KEY_THEMING_BONUS_MUSEUM_7</Description>
				<Bonus>1</Bonus>
				<MustBeArt>true</MustBeArt>
				<RequiresAnyButOwner>true</RequiresAnyButOwner>
				<AIPriority>1</AIPriority>
			</Row>
			<!-- requires all artifact, all from the Museum owner's civilization -->
			<Row>
				<BuildingType>BUILDING_MUSEUM</BuildingType>
				<Description>TXT_KEY_THEMING_BONUS_MUSEUM_8</Description>
				<Bonus>1</Bonus>
				<MustBeArtifact>true</MustBeArtifact>
				<RequiresOwner>true</RequiresOwner>
				<AIPriority>1</AIPriority>
			</Row>
			<!-- requires all artifact, all from civilizations different from the Museum's owner -->
			<Row>
				<BuildingType>BUILDING_MUSEUM</BuildingType>
				<Description>TXT_KEY_THEMING_BONUS_MUSEUM_8</Description>
				<Bonus>1</Bonus>
				<MustBeArtifact>true</MustBeArtifact>
				<RequiresAnyButOwner>true</RequiresAnyButOwner>
				<AIPriority>1</AIPriority>
			</Row>
		</Building_ThemingBonuses>

		Elsewhere in the FIRAXIS-supplied game XML are the actual text messages that are displayed when a theming condition has been met
		and a player mouses over the Museum in the Cultural Overview panel. These messages are contained within a language table, so for
		the English language they are added to the "<Language_en_US>" table. The format for these short little pop-up messages is a little
		different than those modders are generally used to using, in that they contain "wildcard" commands.

		The actual text that will be displayed depends on the game era from which the artifacts or artworks came, as well as the civilization
		that owns the Museum, and/or the civilization from which the artifacts or artworks originated.

		To show the manner the actual message will appear, when either of the two conditions for the 1st theming bonus "TXT-KEY" is met
		the following entry in the "<Language_en_US>" table will be active:

				<Language_en_US>
					<Row Tag="TXT_KEY_THEMING_BONUS_MUSEUM_1">
						<Text>Museum of {1_EraAdjective} {2_CivAdjective} Art</Text>
					</Row>
				</Language_en_US>

		The two possible conditions that will activate this message are:
			1)	both are artworks from the same era, and from the same civilization as the Museum's owner.
			2)	both are artworks from the same era, but are both from civilizations different from the Museum's owner.

		The actual message that would be displayed if both works were from the ancient era and from the American civilization is:

					"Museum of Ancient American Art"

		The actual message that would be displayed if both works were from the classical era and from the American civilization is:

					"Museum of Classical American Art"

		The two entries that apply from the "<Building_ThemingBonuses>" table are:

				<Building_ThemingBonuses>
					<!-- requires same era, all art, all from the Museum owner's civilization -->
					<Row>
						<BuildingType>BUILDING_MUSEUM</BuildingType>
						<Description>TXT_KEY_THEMING_BONUS_MUSEUM_1</Description>
						<Bonus>2</Bonus>
						<SameEra>true</SameEra>
						<MustBeArt>true</MustBeArt>
						<RequiresOwner>true</RequiresOwner>
						<AIPriority>2</AIPriority>
					</Row>
					<!-- requires same era, all art, all from civilizations different from the Museum's owner -->
					<Row>
						<BuildingType>BUILDING_MUSEUM</BuildingType>
						<Description>TXT_KEY_THEMING_BONUS_MUSEUM_1</Description>
						<Bonus>2</Bonus>
						<SameEra>true</SameEra>
						<MustBeArt>true</MustBeArt>
						<RequiresAnyButOwner>true</RequiresAnyButOwner>
						<AIPriority>2</AIPriority>
					</Row>
				<Building_ThemingBonuses>

		Here is the entire "<Language_en_US>" table for the Museum for the little theming-bonus added pop-up messages,
		with added comments for which set or sets of conditions activate the pop-up for an individual Museum within a
		particular city:

		<Language_en_US>
			<!-- requires same era, all art, all from the Museum owner's civilization -->
			<!-- requires same era, all art, all from civilizations different from the Museum's owner -->
			<Row Tag="TXT_KEY_THEMING_BONUS_MUSEUM_1">
				<Text>Museum of {1_EraAdjective} {2_CivAdjective} Art</Text>
			</Row>
			<!-- requires same era, all artifact, all from the Museum owner's civilization -->
			<!-- requires same era, all artifact, all from civilizations different from the Museum's owner -->
			<Row Tag="TXT_KEY_THEMING_BONUS_MUSEUM_2">
				<Text>Museum of {1_EraAdjective} {2_CivAdjective} Warfare</Text>
			</Row>
			<!-- requires same era, all art, no conditions regarding civilizations -->
			<Row Tag="TXT_KEY_THEMING_BONUS_MUSEUM_3">
				<Text>Museum of {1_EraAdjective} Art</Text>
			</Row>
			<!-- requires same era, all artifact, no conditions regarding civilizations -->
			<Row Tag="TXT_KEY_THEMING_BONUS_MUSEUM_4">
				<Text>Museum of {1_EraAdjective} Warfare</Text>
			</Row>
			<!-- requires same era, no conditions on art or artifact, all from the Museum owner's civilization -->
			<Row Tag="TXT_KEY_THEMING_BONUS_MUSEUM_5">
				<Text>{1_CivAdjective} Museum of the {2_EraAdjective} Era</Text>
			</Row>
			<!-- requires same era, no conditions on art or artifact, all from civilizations different from the Museum's owner -->
			<Row Tag="TXT_KEY_THEMING_BONUS_MUSEUM_6">
				<Text>World Museum of the {1_EraAdjective} Era</Text>
			</Row>
			<!-- requires all art, all from the Museum owner's civilization -->
			<!-- requires all art, all from civilizations different from the Museum's owner -->
			<Row Tag="TXT_KEY_THEMING_BONUS_MUSEUM_7">
				<Text>Museum of {1_CivAdjective} Art</Text>
			</Row>
			<!-- requires all artifact, all from the Museum owner's civilization -->
			<!-- requires all artifact, all from civilizations different from the Museum's owner -->
			<Row Tag="TXT_KEY_THEMING_BONUS_MUSEUM_8">
				<Text>Museum of {1_CivAdjective} Warfare</Text>
			</Row>
		</Language_en_US>

		This is the theming bonus table as used by FIRAXIS for the remainder of the buildings or wonders that FIRAXIS added
		theming bonuses to:

		<Building_ThemingBonuses>
			<Row>
				<BuildingType>BUILDING_HERMITAGE</BuildingType>
				<Description>TXT_KEY_THEMING_BONUS_HERMITAGE</Description>
				<Bonus>3</Bonus>
				<UniqueEras>true</UniqueEras>
				<MustBeArt>true</MustBeArt>
				<RequiresUniquePlayers>true</RequiresUniquePlayers>
				<AIPriority>4</AIPriority>
			</Row>
			<Row>
				<BuildingType>BUILDING_OXFORD_UNIVERSITY</BuildingType>
				<Description>TXT_KEY_THEMING_BONUS_OXFORD_UNIVERSITY</Description>
				<Bonus>2</Bonus>
				<UniqueEras>true</UniqueEras>
				<RequiresAnyButOwner>true</RequiresAnyButOwner>
				<AIPriority>1</AIPriority>
			</Row>
			<Row>
				<BuildingType>BUILDING_SISTINE_CHAPEL</BuildingType>
				<Description>TXT_KEY_THEMING_BONUS_SISTINE_CHAPEL</Description>
				<Bonus>2</Bonus>
				<SameEra>true</SameEra>
				<MustBeArt>true</MustBeArt>
				<RequiresSamePlayer>true</RequiresSamePlayer>
				<AIPriority>3</AIPriority>
			</Row>
			<Row>
				<BuildingType>BUILDING_LOUVRE</BuildingType>
				<Description>TXT_KEY_THEMING_BONUS_LOUVRE</Description>
				<Bonus>4</Bonus>
				<UniqueEras>true</UniqueEras>
				<MustBeEqualArtArtifact>true</MustBeEqualArtArtifact>
				<RequiresUniquePlayers>true</RequiresUniquePlayers>
				<AIPriority>5</AIPriority>
			</Row>
			<Row>
				<BuildingType>BUILDING_GREAT_LIBRARY</BuildingType>
				<Description>TXT_KEY_THEMING_BONUS_GREAT_LIBRARY</Description>
				<Bonus>2</Bonus>
				<UniqueEras>true</UniqueEras>
				<RequiresUniquePlayers>true</RequiresUniquePlayers>
				<AIPriority>2</AIPriority>
			</Row>
			<Row>
				<BuildingType>BUILDING_SYDNEY_OPERA_HOUSE</BuildingType>
				<Description>TXT_KEY_THEMING_BONUS_SYDNEY_OPERA_HOUSE</Description>
				<Bonus>2</Bonus>
				<UniqueEras>true</UniqueEras>
				<RequiresSamePlayer>true</RequiresSamePlayer>
				<AIPriority>1</AIPriority>
			</Row>
			<Row>
				<BuildingType>BUILDING_BROADWAY</BuildingType>
				<Description>TXT_KEY_THEMING_BONUS_BROADWAY</Description>
				<Bonus>3</Bonus>
				<SameEra>true</SameEra>
				<RequiresSamePlayer>true</RequiresSamePlayer>
				<AIPriority>2</AIPriority>
			</Row>
			<Row>
				<BuildingType>BUILDING_GLOBE_THEATER</BuildingType>
				<Description>TXT_KEY_THEMING_BONUS_GLOBE_THEATER</Description>
				<Bonus>2</Bonus>
				<SameEra>true</SameEra>
				<RequiresSamePlayer>true</RequiresSamePlayer>
				<AIPriority>3</AIPriority>
			</Row>
			<Row>
				<BuildingType>BUILDING_UFFIZI</BuildingType>
				<Description>TXT_KEY_THEMING_BONUS_UFFIZI</Description>
				<Bonus>3</Bonus>
				<SameEra>true</SameEra>
				<MustBeArt>true</MustBeArt>
				<RequiresSamePlayer>true</RequiresSamePlayer>
				<AIPriority>6</AIPriority>
			</Row>
		</Building_ThemingBonuses>

		And the "<Language_en_US>" table for pop-up messages as used by FIRAXIS for the remainder of the buildings or
		wonders that FIRAXIS added theming bonuses to:

		<Language_en_US>
			<Row Tag="TXT_KEY_THEMING_BONUS_HERMITAGE">
				<Text>Museum of World Art</Text>
			</Row>
			<Row Tag="TXT_KEY_THEMING_BONUS_SISTINE_CHAPEL">
				<Text>Chapel of {1_Era} {2_CivAdjective} Art</Text>
			</Row>
			<Row Tag="TXT_KEY_THEMING_BONUS_OXFORD_UNIVERSITY">
				<Text>Library of World Literature</Text>
			</Row>
			<Row Tag="TXT_KEY_THEMING_BONUS_LOUVRE">
				<Text>World's Most Visited Museum</Text>
			</Row>
			<Row Tag="TXT_KEY_THEMING_BONUS_UFFIZI">
				<Text>Museum of {1_Era} {2_CivAdjective} Art</Text>
			</Row>
			<Row Tag="TXT_KEY_THEMING_BONUS_GLOBE_THEATER">
				<Text>Theater of {1_Era} {2_CivAdjective} Literature</Text>
			</Row>
			<Row Tag="TXT_KEY_THEMING_BONUS_BROADWAY">
				<Text>Showplace for {1_Era} {2_CivAdjective} Music</Text>
			</Row>
			<Row Tag="TXT_KEY_THEMING_BONUS_GREAT_LIBRARY">
				<Text>Library of Ancient Knowledge</Text>
			</Row>
			<Row Tag="TXT_KEY_THEMING_BONUS_SYDNEY_OPERA_HOUSE">
				<Text>Center for the {2_CivAdjective} Musical Arts</Text>
			</Row>
		</Language_en_US>


	EXAMPLE THEMING BONUS TABLE FOR A NEW WORLD WONDER:		Naval Emporium

		In order to test my understanding of the "<Building_ThemingBonuses>" table I added theming bonuses to a wonder I had
		been using in my private at-home mods. The wonder I chose to test this on happend to be a coastal-city-only wonder
		where I had previously added two great works of writing. In this example, therefore, you won't see anything related
		to artworks or artifact conditions. I set up two different conditions for which different level of bonuses would apply.

		Condition #1:	had to be from the same era and civilization as the wonder owner, and applied a bonus of "2"

		Condition #2:	had to be from the different eras but the same civilization as the wonder owner, and applied a bonus of "1"

		I had used an XML building name of "BUILDING_EMPORIUM_NAVAL". Here is the "<Building_ThemingBonuses>" as I created it:

				<Building_ThemingBonuses>
					<!-- ThemingBonus condition 1 -->
					<Row>
						<BuildingType>BUILDING_EMPORIUM_NAVAL</BuildingType>
						<Description>TXT_KEY_THEMING_BONUS_EMPORIUM_NAVAL_1</Description>
						<Bonus>2</Bonus>
						<SameEra>true</SameEra>
						<RequiresOwner>true</RequiresOwner>
						<AIPriority>2</AIPriority>
					</Row>
					<!-- ThemingBonus condition 2 -->
					<Row>
						<BuildingType>BUILDING_EMPORIUM_NAVAL</BuildingType>
						<Description>TXT_KEY_THEMING_BONUS_EMPORIUM_NAVAL_2</Description>
						<Bonus>1</Bonus>
						<UniqueEras>true</UniqueEras>
						<RequiresOwner>true</RequiresOwner>
						<AIPriority>1</AIPriority>
					</Row>
				</Building_ThemingBonuses>

		I added this command to my wonder's "<Buildings>" table:

			<ThemingBonusHelp>TXT_KEY_BUILDING_EMPORIUM_NAVAL_THEMING_BONUS_HELP</ThemingBonusHelp>

		This was my "<Language_en_US>" table after I added the commands related to theming bonuses:

				<Language_en_US>
					<!-- ThemingBonusHelp Entry -->
					<Row Tag="TXT_KEY_BUILDING_EMPORIUM_NAVAL_THEMING_BONUS_HELP">
						<Text>To maximize your theming bonus be sure both great works of writing are from the same era and from your civilization.</Text>
					</Row>
					<!-- ThemingBonus pop-up for condition 1 -->
					<Row Tag="TXT_KEY_THEMING_BONUS_EMPORIUM_NAVAL_1">
						<Text>Emporium of {1_EraAdjective} {2_CivAdjective} Sea Lore</Text>
					</Row>
					<!-- ThemingBonus pop-up for condition 2 -->
					<Row Tag="TXT_KEY_THEMING_BONUS_EMPORIUM_NAVAL_2">
						<Text>Emporium of {1_CivAdjective} Sea Tales</Text>
					</Row>
					<!-- In-game name of the wonder -->
					<Row Tag="TXT_KEY_BUILDING_EMPORIUM_NAVAL">
						<Text>Naval Emporium</Text>
					</Row>
					<!-- Pop-up "Help" text -->
					<Row Tag="TXT_KEY_BUILDING_EMPORIUM_NAVAL_HELP">
						<Text>
							[COLOR_WARNING_TEXT]Requires Commerce. City must be a Coastal City.[ENDCOLOR]
							[NEWLINE]Coastal buildings produce +2 [ICON_PRODUCTION].
						</Text>
					</Row>
					<!-- Civilopedia Entry -->
					<Row Tag="TXT_KEY_BUILDING_EMPORIUM_NAVAL_PEDIA">
						<Text>The Naval Emporium enhances the [ICON_PRODUCTION] effects of coastal buildings throughout the empire.</Text>
					</Row>
				</Language_en_US>

		The "<ThemingBonusHelp>" command is added directly as part of the building in the "<Buildings>" table, but the text you specify does not
		appear anywhere in-game until the wonder is constructed. The text then only shows as part of the pop-up messages when a player mouses over
		the theming bonus area of a wonder's great works in the Culture Overview panel.

		In order to test that the theming bonus system for my "BUILDING_EMPORIUM_NAVAL" was operating as I had expected, I used the In-Game Editor
		mod to crank out two Great Writers. After I moved the reulting two Great Works of Writing from where the game had originally placed them,
		my +2 theming bonus immediately appeared, and the description "Emporium of Medieval American Sea Lore" appeared as part of the theming bonus
		pop-up info. I had been in the Medieval era and was playing as America.

		I could also have structured my "<Building_ThemingBonuses>" and "<Language_en_US>" tables as follows and thereby eliminated the need to add
		anything to my "<Language_en_US>" table for the theming bonus "<Description>" TXT_KEY tags:

				<Building_ThemingBonuses>
					<!-- ThemingBonus condition 1 -->
					<Row>
						<BuildingType>BUILDING_EMPORIUM_NAVAL</BuildingType>
						<Description>Emporium of {1_EraAdjective} {2_CivAdjective} Sea Lore</Description>
						<Bonus>2</Bonus>
						<SameEra>true</SameEra>
						<RequiresOwner>true</RequiresOwner>
						<AIPriority>2</AIPriority>
					</Row>
					<!-- ThemingBonus condition 2 -->
					<Row>
						<BuildingType>BUILDING_EMPORIUM_NAVAL</BuildingType>
						<Description>Emporium of {1_CivAdjective} Sea Tales</Description>
						<Bonus>1</Bonus>
						<UniqueEras>true</UniqueEras>
						<RequiresOwner>true</RequiresOwner>
						<AIPriority>1</AIPriority>
					</Row>
				</Building_ThemingBonuses>

				<Language_en_US>
					<!-- ThemingBonusHelp Entry -->
					<Row Tag="TXT_KEY_BUILDING_EMPORIUM_NAVAL_THEMING_BONUS_HELP">
						<Text>To maximize your theming bonus be sure both great works of writing are from the same era and from your civilization.</Text>
					</Row>
					<!-- In-game name of the wonder -->
					<Row Tag="TXT_KEY_BUILDING_EMPORIUM_NAVAL">
						<Text>Naval Emporium</Text>
					</Row>
					<!-- Pop-up "Help" text -->
					<Row Tag="TXT_KEY_BUILDING_EMPORIUM_NAVAL_HELP">
						<Text>
							[COLOR_WARNING_TEXT]Requires Commerce. City must be a Coastal City.[ENDCOLOR]
							[NEWLINE]Coastal buildings produce +2 [ICON_PRODUCTION].
						</Text>
					</Row>
					<!-- Civilopedia Entry -->
					<Row Tag="TXT_KEY_BUILDING_EMPORIUM_NAVAL_PEDIA">
						<Text>The Naval Emporium enhances the [ICON_PRODUCTION] effects of coastal buildings throughout the empire.</Text>
					</Row>
				</Language_en_US>

		Or I could have structured my "<Building_ThemingBonuses>" table to use direct and non-adaptive text within the "<Description>" commands:

				<Building_ThemingBonuses>
					<!-- ThemingBonus condition 1 -->
					<Row>
						<BuildingType>BUILDING_EMPORIUM_NAVAL</BuildingType>
						<Description>Emporium of Sea Lore</Description>
						<Bonus>2</Bonus>
						<SameEra>true</SameEra>
						<RequiresOwner>true</RequiresOwner>
						<AIPriority>2</AIPriority>
					</Row>
					<!-- ThemingBonus condition 2 -->
					<Row>
						<BuildingType>BUILDING_EMPORIUM_NAVAL</BuildingType>
						<Description>Emporium of Sea Tales</Description>
						<Bonus>1</Bonus>
						<UniqueEras>true</UniqueEras>
						<RequiresOwner>true</RequiresOwner>
						<AIPriority>1</AIPriority>
					</Row>
				</Building_ThemingBonuses>

				<Language_en_US>
					<!-- ThemingBonusHelp Entry -->
					<Row Tag="TXT_KEY_BUILDING_EMPORIUM_NAVAL_THEMING_BONUS_HELP">
						<Text>To maximize your theming bonus be sure both great works of writing are from the same era and from your civilization.</Text>
					</Row>
					<!-- In-game name of the wonder -->
					<Row Tag="TXT_KEY_BUILDING_EMPORIUM_NAVAL">
						<Text>Naval Emporium</Text>
					</Row>
					<!-- Pop-up "Help" text -->
					<Row Tag="TXT_KEY_BUILDING_EMPORIUM_NAVAL_HELP">
						<Text>
							[COLOR_WARNING_TEXT]Requires Commerce. City must be a Coastal City.[ENDCOLOR]
							[NEWLINE]Coastal buildings produce +2 [ICON_PRODUCTION].
						</Text>
					</Row>
					<!-- Civilopedia Entry -->
					<Row Tag="TXT_KEY_BUILDING_EMPORIUM_NAVAL_PEDIA">
						<Text>The Naval Emporium enhances the [ICON_PRODUCTION] effects of coastal buildings throughout the empire.</Text>
					</Row>
				</Language_en_US>

		ONE MORE HINT:

			Since the amount of information you can enter under the "<Language_en_US>" table for the "<ThemingBonusHelp>" tag is
			somewhat limited, and only appears in-game after the wonder has been constructed, you might want to add a "<Strategy>"
			command to your wonder in the "<Buildings>" table, and then fill in more detailed information about the theming
			bonus(es) that apply to your wonder. This would allow the player to see what they need to do to get the theming
			bonus(es) from the very start of the game. Here is how that would effect my commands in the "<Language_en_US>"
			table for the BUILDING_EMPORIUM_NAVAL wonder:

				<Language_en_US>
					<!-- "Strategy" Entry -->
					<Row Tag="TXT_KEY_BUILDING_EMPORIUM_NAVAL_STRATEGY">
						<Text>
						To maximize your theming bonus be sure both great works of writing are from the same era and from your civilization.
						[NEWLINE][NEWLINE]The maximum theming bonus you can get is +2 bonus.
						[NEWLINE][NEWLINE]You can also get a smaller +1 bonus if both great works of writing are from your civilization but
						are of different eras.
						</Text>
					</Row>


					<!-- ThemingBonusHelp Entry -->
					<Row Tag="TXT_KEY_BUILDING_EMPORIUM_NAVAL_THEMING_BONUS_HELP">
						<Text>To maximize your theming bonus be sure both great works of writing are from the same era and from your civilization.</Text>
					</Row>
					<!-- ThemingBonus pop-up for condition 1 -->
					<Row Tag="TXT_KEY_THEMING_BONUS_EMPORIUM_NAVAL_1">
						<Text>Emporium of {1_EraAdjective} {2_CivAdjective} Sea Lore</Text>
					</Row>
					<!-- ThemingBonus pop-up for condition 2 -->
					<Row Tag="TXT_KEY_THEMING_BONUS_EMPORIUM_NAVAL_2">
						<Text>Emporium of {1_CivAdjective} Sea Tales</Text>
					</Row>
					<!-- In-game name of the wonder -->
					<Row Tag="TXT_KEY_BUILDING_EMPORIUM_NAVAL">
						<Text>Naval Emporium</Text>
					</Row>
					<!-- Pop-up "Help" text -->
					<Row Tag="TXT_KEY_BUILDING_EMPORIUM_NAVAL_HELP">
						<Text>
							[COLOR_WARNING_TEXT]Requires Commerce. City must be a Coastal City.[ENDCOLOR]
							[NEWLINE]Coastal buildings produce +2 [ICON_PRODUCTION].
						</Text>
					</Row>
					<!-- Civilopedia Entry -->
					<Row Tag="TXT_KEY_BUILDING_EMPORIUM_NAVAL_PEDIA">
						<Text>The Naval Emporium enhances the [ICON_PRODUCTION] effects of coastal buildings throughout the empire.</Text>
					</Row>
				</Language_en_US>





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				BELIEF TABLES THAT AFFECT, CONTROL, OR REFERENCE BUILDINGS


		The next few tables do not appear in the FIRAXIS-supplied "CIV5Buildings.XML" files found in the "Buildings" folder.
		They are from the "CIV5Beliefs.XML" file in the "Religions" folder. Since these tables affect buildings in one way or
		another they are included in this guide.

		All of the tables shown are Building CLASS tables. If you are adding a new unique building to an existing CLASS of
		buildings (such as Public Schools) you do not need to add any entries to these building-CLASS tables to get your building
		to be affected by belief adoptions in the same manner as the "standard" building would be.


		I have included a complete listing of the Brave New World beliefs in the file called "List_Beliefs.XML"


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				BELIEF-CONTROLLED BUILDING-CLASS YIELD CHANGES TABLE



		The "<Belief_BuildingClassYieldChanges>" table is used to increase a building's yields based upon the adoption
			of a religious belief. Any of the belief "types" can be used with this table, whether Pantheon, Founder,
			Enhancer, etc.

		You can use any existing belief with a building, or you can create a new belief and use it to enhance the effect
			of an existing building. Or, you can create a new building or wonder and use an existing belief to enhance
			it, or use a new belief you add to the game.

		"BeliefType"
			Specifies the name of the belief that will change a building's yields
		"BuildingClassType"
			Specifies the CLASS of the building for which yields are to be changed.
		"YieldType"
			Specifies the type of Yield that will be changed.
		"YieldChange"
			Specifies the amount of the change to the building's yield.

		YIELD-TYPES:
			Any of the following yield-types can be used with this table:
					YIELD_GOLD
					YIELD_PRODUCTION
					YIELD_SCIENCE
					YIELD_CULTURE
					YIELD_FOOD
					YIELD_FAITH
			"TOURISM" cannot be stated as a yield-type in this table. There is an entirely separate beliefs table
				for that function.

		Appropriate buildings:	"regular" buildings, National Wonders, and World Wonders would all be
					appropriate for this table, as the effects are determined by the adoption
					of a belief.


		EXAMPLE OF USE:
			The example shown is taken directly from the FIRAXIS-supplied XML contained within the "Beliefs.XML" file. It
			shows how four different beliefs a player can adopt will change the yields of specific buildings. Two of the
			available beliefs change the yields to Shrines, a third belief changes the yields to Temples, and the fourth
			belief changes the yields to Amphitheaters.

				<Belief_BuildingClassYieldChanges>
					<Row>
						<BeliefType>BELIEF_ANCESTOR_WORSHIP</BeliefType>
						<BuildingClassType>BUILDINGCLASS_SHRINE</BuildingClassType>
						<YieldType>YIELD_CULTURE</YieldType>
						<YieldChange>1</YieldChange>
					</Row>
					<Row>
						<BeliefType>BELIEF_FEED_WORLD</BeliefType>
						<BuildingClassType>BUILDINGCLASS_SHRINE</BuildingClassType>
						<YieldType>YIELD_FOOD</YieldType>
						<YieldChange>1</YieldChange>
					</Row>
					<Row>
						<BeliefType>BELIEF_CHORAL_MUSIC</BeliefType>
						<BuildingClassType>BUILDINGCLASS_TEMPLE</BuildingClassType>
						<YieldType>YIELD_CULTURE</YieldType>
						<YieldChange>2</YieldChange>
					</Row>
					<Row>
						<BeliefType>BELIEF_LITURGICAL_DRAMA</BeliefType>
						<BuildingClassType>BUILDINGCLASS_AMPHITHEATER</BuildingClassType>
						<YieldType>YIELD_FAITH</YieldType>
						<YieldChange>1</YieldChange>
					</Row>
				</Belief_BuildingClassYieldChanges>


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				BELIEF-CONTROLLED BUILDING-CLASS HAPPINESS CHANGES TABLE



		The "<Belief_BuildingClassHappiness>" table is used to increase a building's happiness effect based upon the
			adoption of a religious belief. Any of the belief "types" can be used with this table, whether Pantheon,
			Founder, Enhancer, etc.

		You can use any existing belief with a building, or you can create a new belief and use it to enhance the effect
			of an existing building. Or, you can create a new building or wonder and use an existing belief to enhance
			it, or use a new belief you add to the game.

		"BeliefType"
			Specifies the name of the belief that will change a building's happiness yield.
		"BuildingClassType"
			Specifies the CLASS of the building to which extra happiness is added.
		"Happiness"
			Specifies how much happiness is to be added.

		Appropriate buildings:	"regular" buildings, National Wonders, and World Wonders would all be
					appropriate for this table, as the effects are determined by the adoption
					of a belief.


		EXAMPLE OF USE:
			The example shown is taken directly from the FIRAXIS-supplied XML contained within the "Beliefs.XML" file. It
			shows how three different beliefs a player can adopt will add happiness to the effects of specific buildings.

				<Belief_BuildingClassHappiness>
					<Row>
						<BeliefType>BELIEF_PEACE_GARDENS</BeliefType>
						<BuildingClassType>BUILDINGCLASS_GARDEN</BuildingClassType>
						<Happiness>2</Happiness>
					</Row>
					<Row>
						<BeliefType>BELIEF_RELIGIOUS_CENTER</BeliefType>
						<BuildingClassType>BUILDINGCLASS_TEMPLE</BuildingClassType>
						<Happiness>2</Happiness>
					</Row>
					<Row>
						<BeliefType>BELIEF_ASCETISM</BeliefType>
						<BuildingClassType>BUILDINGCLASS_SHRINE</BuildingClassType>
						<Happiness>1</Happiness>
					</Row>
				</Belief_BuildingClassHappiness>


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				BELIEF-CONTROLLED BUILDING-CLASS TOURISM CHANGES TABLE



		The "<Belief_BuildingClassTourism>" table is used to increase a building's tourism effect based upon the
			adoption of a religious belief. Any of the belief "types" can be used with this table, whether Pantheon,
			Founder, Enhancer, etc.

		You can use any existing belief with a building, or you can create a new belief and use it to enhance the effect
			of an existing building. Or, you can create a new building or wonder and use an existing belief to enhance
			it, or use a new belief you add to the game.

		"BeliefType"
			Specifies the name of the belief that will change a building's tourism yield.
		"BuildingClassType"
			Specifies the CLASS of the building to which extra tourism is added. The buildings effected do not need to
			already have a tourism effect.
		"Tourism"
			Specifies how much tourism will be added.

		Appropriate buildings:	"regular" buildings, National Wonders, and World Wonders would all be
					appropriate for this table, as the effects are determined by the adoption
					of a belief.


		EXAMPLE OF USE:
			The example shown is taken directly from the FIRAXIS-supplied XML contained within the "Beliefs.XML" file. It
			shows how the "Religious Art" Belief will add 5 tourism to the Hermitage National Wonder.

				<Belief_BuildingClassTourism>
					<Row>
						<BeliefType>BELIEF_RELIGIOUS_ART</BeliefType>
						<BuildingClassType>BUILDINGCLASS_HERMITAGE</BuildingClassType>
						<Tourism>5</Tourism>
					</Row>
				</Belief_BuildingClassTourism>


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					BELIEF-CONTROLLED BUILDING-CLASS PURCHASES TABLE


		The "<Belief_BuildingClassFaithPurchase>" table is used to control which beliefs allow the faith-purchase of
			which buildings.

		You can use any existing belief with a building, or you can create a new belief and use it to allow the purchase
			of an existing building. Or, you can create a new building or wonder and use an existing belief to enable
			faith-purchasing of it, or use a new belief you add to the game.

		The game does not care how many different beliefs "unlock" the same building. All the game cares about is whether or
			not the belief is a Pantheon belief. Pantheon beliefs will not work in this table. The game will not crash,
			it will simply ignore entries of a pantheon belief.

		"BeliefType"
			Specifies the name of the belief that allows purchasing a building with faith. The only beliefs that will NOT 
			work are pantheon beliefs. The game will ignore any specification of a pantheon belief.
		"BuildingClassType"
			Specifies the CLASS of the building for which faith-purchasing will be allowed.


		EXAMPLE OF USE:
			The example shown is taken directly from the FIRAXIS-supplied XML contained within the "Beliefs.XML" file. It
			shows how the "Cathedrals" Belief allows the faith purchase of Cathedrals, the "Mosques" Belief allows the faith
			purchase of Mosques, the "Pagodas" Belief allows the faith purchase of Pagodas, and the "Monasteries" Belief
			allows the faith purchase of Monasteries. It also shows how the Reformation Belief "Jesuit Education" allows
			the faith purchase of later-game educational buildings.

				<Belief_BuildingClassFaithPurchase>
					<Row>
						<BeliefType>BELIEF_CATHEDRALS</BeliefType>
						<BuildingClassType>BUILDINGCLASS_CATHEDRAL</BuildingClassType>
					</Row>
					<Row>
						<BeliefType>BELIEF_MOSQUES</BeliefType>
						<BuildingClassType>BUILDINGCLASS_MOSQUE</BuildingClassType>
					</Row>
					<Row>
						<BeliefType>BELIEF_PAGODAS</BeliefType>
						<BuildingClassType>BUILDINGCLASS_PAGODA</BuildingClassType>
					</Row>
					<Row>
						<BeliefType>BELIEF_MONASTERIES</BeliefType>
						<BuildingClassType>BUILDINGCLASS_MONASTERY</BuildingClassType>
					</Row>
					<Row>
						<BeliefType>BELIEF_JESUIT_EDUCATION</BeliefType>
						<BuildingClassType>BUILDINGCLASS_UNIVERSITY</BuildingClassType>
					</Row>
					<Row>
						<BeliefType>BELIEF_JESUIT_EDUCATION</BeliefType>
						<BuildingClassType>BUILDINGCLASS_PUBLIC_SCHOOL</BuildingClassType>
					</Row>
					<Row>
						<BeliefType>BELIEF_JESUIT_EDUCATION</BeliefType>
						<BuildingClassType>BUILDINGCLASS_LABORATORY</BuildingClassType>
					</Row>
				</Belief_BuildingClassFaithPurchase>


			ADDITIONAL NOTE:	I also tested whether a reformation belief will allow additional buying
						of buildings with faith (as is done with Jesuit Education), and it does
						work. Nor does the game seem to care much which buildings are added.
						Factories, Workshops, Libraries, Amphitheaters, Opera Houses all worked
						when I experimented with them.

						I have not experimented with special case buildings such as Harbors or
						Watermills to see how these buildings work or do not work.

			ADDITIONAL NOTE:	Previous versions of this Guide showed a restriction to such buildings to
						only Follower or Reformation beliefs. I have since re-tested on advice from
						other modders, and found that my test methods on Founder and Enhancer beliefs
						were flawed. These two belief types (Founder and Enhancer) DO INDEED ALLOW
						faith purchasing of buildings.

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				POLICY TABLES THAT AFFECT, CONTROL, OR REFERENCE BUILDINGS


		The next few tables do not appear in the FIRAXIS-supplied "CIV5Buildings.XML" files found in the "Buildings" folder.
		They are from the "CIV5Policies.XML" file in the "GameInfo" folder. Since these tables affect buildings in one way or
		another they are included in this guide.

		These tables are all Building CLASS tables. If you are adding a new unique building to an existing CLASS of buildings
		(such as Barracks) you do not need to add any entries to these tables to get your building to be affected by policy
		adoptions in the same manner as the "standard" building would be.

		I have included a complete listing of the Brave New World social policies in the file called "List_Policies.XML"



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				POLICY-CONTROLLED BUILDING-CLASS YIELD CHANGES TABLE



		The "<Policy_BuildingClassYieldChanges>" table is used to make adoption of social policies change building yields.
			This is done using the CLASS of the building, rather than the simple building name.

		"PolicyType"
			Specifies the policy that will change the yields of a building.
		"BuildingClassType"
			Specifies the CLASS of building for which yields will be changed.
		"YieldType"
			Specifies the type of yield that will be changed.
		"YieldChange"
			Specifies the amount of change to the yield.

		YIELD-TYPES:
			Any of the following yield-types can be used with this table:
					YIELD_GOLD
					YIELD_PRODUCTION
					YIELD_SCIENCE
					YIELD_FOOD
					YIELD_FAITH
			"YIELD_CULTURE" and "YIELD_TOURISM" should not be used as yield-types in this table.					


		Appropriate buildings:	"regular" buildings, National Wonders, and World Wonders would all be
					appropriate for this table, as the effects are local to the city.


		EXAMPLE OF USE:
			Here is a portion of the table as is used in the FIRAXIS-supplied XML. It shows how the
			Social Policy "POLICY_ORGANIZED_RELIGION" changes the Faith yield of Shrines by +1, how
			the Social Policy "POLICY_MERCANTILISM" changes the Science yield of Mints by +1, and how
			the Social Policy "POLICY_MERCHANT_NAVY" changes the Gold yield of Harbors by +1.

				<Policy_BuildingClassYieldChanges>
					<Row>
						<PolicyType>POLICY_ORGANIZED_RELIGION</PolicyType>
						<BuildingClassType>BUILDINGCLASS_SHRINE</BuildingClassType>
						<YieldType>YIELD_FAITH</YieldType>
						<YieldChange>1</YieldChange>
					</Row>
					<Row>
						<PolicyType>POLICY_MERCANTILISM</PolicyType>
						<BuildingClassType>BUILDINGCLASS_MINT</BuildingClassType>
						<YieldType>YIELD_SCIENCE</YieldType>
						<YieldChange>1</YieldChange>
					</Row>
					<Row>
						<PolicyType>POLICY_MERCHANT_NAVY</PolicyType>
						<BuildingClassType>BUILDINGCLASS_HARBOR</BuildingClassType>
						<YieldType>YIELD_GOLD</YieldType>
						<YieldChange>1</YieldChange>
					</Row>
				</Policy_BuildingClassYieldChanges>


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				POLICY-CONTROLLED BUILDING-CLASS PRODUCTION MODIFIERS TABLE



		The "<Policy_BuildingClassProductionModifiers>" table is used to increase the rate at which specific buildings
			are constructed, based upon the adoption of a specified social policy or policy branch.

		Appropriate buildings:	"regular" buildings, National Wonders, and World Wonders would all be
					appropriate for this table, since all this table does is speed the
					production of stated specific buildings.



		NOTE:	This table is ONLY used to speed the production of the buildings specified. It does not allow a
			"production modifier effect" in the city once the building has been constructed.



		"PolicyType"
			Specifies the name of the social policy (or branch) that allows the increase in building construction.
		"BuildingClassType"
			Specifies the CLASS of the building for which construction will be accelerated.
		"ProductionModifier"
			Specifies the PERCENTAGE of production increase for the CLASS of building stated in "BuildingClassType".


		EXAMPLE OF USE:
			The example shown is taken directly from the FIRAXIS-supplied XML contained within the "Policies.XML" file. It
			shows how the adoption of various policies (or policy branches) speed the construction of specific buildings.
			Note that the Piety Branch "unlocker" is itself considered a "policy" by the game, the name for which is
			"POLICY_PIETY".

			1)	POLICY_PIETY increases production of BUILDINGCLASS_SHRINE and BUILDINGCLASS_TEMPLE by 100%.
			2)	POLICY_CULTURAL_CENTERS increases production of BUILDINGCLASS_MONUMENT by 50%.
			3)	POLICY_PROFESSIONAL_ARMY increases production of BUILDINGCLASS_BARRACKS by 50%.
			4)	POLICY_SOCIALIST_REALISM increases production of BUILDINGCLASS_MONUMENT by 100%.

				<Policy_BuildingClassProductionModifiers>
					<Row>
						<PolicyType>POLICY_PIETY</PolicyType>
						<BuildingClassType>BUILDINGCLASS_SHRINE</BuildingClassType>
						<ProductionModifier>100</ProductionModifier>
					</Row>
					<Row>
						<PolicyType>POLICY_PIETY</PolicyType>
						<BuildingClassType>BUILDINGCLASS_TEMPLE</BuildingClassType>
						<ProductionModifier>100</ProductionModifier>
					</Row>
					<Row>
						<PolicyType>POLICY_CULTURAL_CENTERS</PolicyType>
						<BuildingClassType>BUILDINGCLASS_MONUMENT</BuildingClassType>
						<ProductionModifier>50</ProductionModifier>
					</Row>
					<Row>
						<PolicyType>POLICY_PROFESSIONAL_ARMY</PolicyType>
						<BuildingClassType>BUILDINGCLASS_BARRACKS</BuildingClassType>
						<ProductionModifier>50</ProductionModifier>
					</Row>
					<Row>
						<PolicyType>POLICY_SOCIALIST_REALISM</PolicyType>
						<BuildingClassType>BUILDINGCLASS_MONUMENT</BuildingClassType>
						<ProductionModifier>100</ProductionModifier>
					</Row>
				</Policy_BuildingClassProductionModifiers>


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				POLICY-CONTROLLED BUILDING-CLASS TOURISM MODIFIERS TABLE



		The "<Policy_BuildingClassTourismModifiers>" table is used to make a building modify CITY tourism yields.
			It is NOT used to directly modify any tourism the building might generate, nor to directly ADD
			a yield of tourism to the building.

		"PolicyType"
			Specifies the policy that will make a building modify city tourism.
		"BuildingClassType"
			Specifies the CLASS of building that will modify city tourism.
		"TourismModifier"
			Specifies the percentage amount of modification to city tourism.

		Appropriate buildings:	"regular" buildings, National Wonders, and World Wonders would all be
					appropriate for this table, as the effects are local to the city.


		EXAMPLE OF USE:
			This is the full listing of the table as is used by FIRAXIS. The example of this table shows how the
			Social Policy "POLICY_MEDIA_CULTURE" makes the Broadcast Tower building bump city tourism yields by
			34% ; essentially, this is a one-third upward bump in city tourism. In a city where there is no tourism
			being generated, there is no effect.

				<Policy_BuildingClassTourismModifiers>
					<Row>
						<PolicyType>POLICY_MEDIA_CULTURE</PolicyType>
						<BuildingClassType>BUILDINGCLASS_BROADCAST_TOWER</BuildingClassType>
						<TourismModifier>34</TourismModifier>
					</Row>
				</Policy_BuildingClassTourismModifiers>


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				POLICY-CONTROLLED BUILDING-CLASS HAPPINESS CHANGES TABLE



		The "<Policy_BuildingClassHappiness>" table is used to make adoption of social policies increase (or add)
			happiness to specific buildings.

		"PolicyType"
			Specifies the policy that will add happiness to a building.
		"BuildingClassType"
			Specifies the CLASS of building for which happiness will be added.
		"Happiness"
			Specifies the amount of the happiness addition.

		Appropriate buildings:	"regular" buildings, National Wonders, and World Wonders would all be
					appropriate for this table, as the effects are local to the city.




		EXAMPLE OF USE:
			Here is a portion of the table as is used in the FIRAXIS-supplied XML. It shows how a few different
			buildings have happiness added by adoption of social policies.

			1)	"POLICY_NAVAL_TRADITION" adds one (1) happiness to Harbors.
			2)	"POLICY_UNIVERSAL_HEALTHCARE_F" the Freedom Ideology "Healthcare Policy" adds one (1) happiness
				to the Grand Temple National Wonder.
			3)	"POLICY_UNIVERSAL_HEALTHCARE_O" the Order Ideology "Healthcare Policy" adds one (1) happiness
				to the empire's Palace.
			4)	"POLICY_UNIVERSAL_HEALTHCARE_A" the Autocracy Ideology "Healthcare Policy" adds one (1) happiness
				to the empire's Palace.


				<Policy_BuildingClassHappiness>
					<Row>
						<PolicyType>POLICY_NAVAL_TRADITION</PolicyType>
						<BuildingClassType>BUILDINGCLASS_HARBOR</BuildingClassType>
						<Happiness>1</Happiness>
					</Row>
					<Row>
						<PolicyType>POLICY_UNIVERSAL_HEALTHCARE_F</PolicyType>
						<BuildingClassType>BUILDINGCLASS_GRAND_TEMPLE</BuildingClassType>
						<Happiness>1</Happiness>
					</Row>
					<Row>
						<PolicyType>POLICY_UNIVERSAL_HEALTHCARE_O</PolicyType>
						<BuildingClassType>BUILDINGCLASS_PALACE</BuildingClassType>
						<Happiness>1</Happiness>
					</Row>
					<Row>
						<PolicyType>POLICY_UNIVERSAL_HEALTHCARE_A</PolicyType>
						<BuildingClassType>BUILDINGCLASS_PALACE</BuildingClassType>
						<Happiness>1</Happiness>
					</Row>
				</Policy_BuildingClassHappiness>


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					POLICY-CONTROLLED BUILDING-CLASS YIELD MODIFIERS TABLE



		The "<Policy_BuildingClassYieldModifiers>" table is used to make the adoption of a social policy have
			a modifying effect on overall city yields. The specified social policy must be adopted by a player
			AND the building must exist in the city before any city yields modification will occur.

		"PolicyType"
			Specifies the Social Policy required to make a building modify city yields.
		"BuildingClassType"
			Specifies the CLASS of building for which a yield modification is to be stated.
		"YieldType"
			Specifies the type of city yield that will be modified.
		"YieldMod"
			Specifies the PERCENTAGE modification that will occur.

		YIELD-TYPES:
			Any of the following yield-types can be used with this table:
					YIELD_GOLD
					YIELD_PRODUCTION
					YIELD_SCIENCE
					YIELD_CULTURE
					YIELD_FOOD
					YIELD_FAITH	[[i need to re-verify for faith]]
			"TOURISM" cannot be stated as a yield-type in this table.

		Appropriate buildings:	"regular" buildings, National Wonders, and World Wonders would all be
					appropriate for this table, as the effects are local to the city.


		EXAMPLE OF USE:
			Here is a portion of the table as is used in the FIRAXIS-supplied XML. It shows how a few different
			buildings create modifications of city yields by adoption of social policies.

			1)	"POLICY_FREE_THOUGHT" creates a 17% bump in SCIENCE yields if Universities or Wats have been
				constructed in cities.
			2)	"POLICY_THEOCRACY" creates a 25% bump in GOLD yields if Temples, Burial Tombs, or Mud Pyramid Mosques
				have been constructed in cities.
			3)	"POLICY_WORKERS_FACULTIES" creates a 25% bump in SCIENCE yields if Factories have been constructed
				in cities.

				<Policy_BuildingClassYieldModifiers>
					<Row>
						<PolicyType>POLICY_FREE_THOUGHT</PolicyType>
						<BuildingClassType>BUILDINGCLASS_UNIVERSITY</BuildingClassType>
						<YieldType>YIELD_SCIENCE</YieldType>
						<YieldMod>17</YieldMod>
					</Row>
					<Row>
						<PolicyType>POLICY_THEOCRACY</PolicyType>
						<BuildingClassType>BUILDINGCLASS_TEMPLE</BuildingClassType>
						<YieldType>YIELD_GOLD</YieldType>
						<YieldMod>25</YieldMod>
					</Row>
					<Row>
						<PolicyType>POLICY_WORKERS_FACULTIES</PolicyType>
						<BuildingClassType>BUILDINGCLASS_FACTORY</BuildingClassType>
						<YieldType>YIELD_SCIENCE</YieldType>
						<YieldMod>25</YieldMod>
					</Row>
				</Policy_BuildingClassYieldModifiers>


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					POLICY-CONTROLLED BUILDING-CLASS CULTURE YIELD CHANGES TABLE




		The "<Policy_BuildingClassCultureChanges>" table is used to make adoption of social policies increase (or add)
			culture to specific buildings.


		"PolicyType"
			Specifies the policy that will change culture yield of a building.
		"BuildingClassType"
			Specifies the CLASS of building for which culture yields will be changed.
		"CultureChange"
			Specifies the amount of the culture change.

		Appropriate buildings:	"regular" buildings, National Wonders, and World Wonders would all be
					appropriate for this table, as the effects are local to the city.


		EXAMPLE OF USE:
			Here is the table as is used in the FIRAXIS-supplied XML. It shows how adopting the TRADITION
			policy branch adds 3 CULTURE to the palace building. This is the mechanic used to make adoption
			of the TRADITION social policy branch add culture in the empire's capital. "POLICY_TRADITION"
			is the social policy a player actually adopts when they "unlock" the TRADITION social policy
			branch. For the purposes of XML-tables, the game treats the "unlocker" policies as just another
			normal social policy.

				<Policy_BuildingClassCultureChanges>
					<Row>
						<PolicyType>POLICY_TRADITION</PolicyType>
						<BuildingClassType>BUILDINGCLASS_PALACE</BuildingClassType>
						<CultureChange>3</CultureChange>
					</Row>
				</Policy_BuildingClassCultureChanges>


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					NON-FUNCTIONAL TABLES

		The following tables do not actually do anything. I have experimented with them all and cannot see where
		any changes ever were enacted by the game based on entries to these tables. Remember that this guide is
		directed toward the Brave New World expansion.


					<Building_FreeSpecialistCounts>
					<Building_ResourceFaithChanges>
					<Building_ResourceCultureChanges>


		The "<Building_ResourceFaithChanges>" table was added in the Gods & Kings expansion but never actually used
		by FIRAXIS in the XML.

		The "<Building_ResourceCultureChanges>" table was used with the Civ5 "Vanilla" version of the game. To update an
		old mod that used this table, simply change the entries to use the "<Building_ResourceYieldChanges>" table,
		as shown earlier in this document, and use "YIELD_CULTURE" as the "<YieldType>".





