﻿-- Unused Codes
-- Author: User
-- DateCreated: 2023-02-25 오전 3:14:54
--------------------------------------------------------------
	@@쓰려고 했다가 사용하지 않은 코드들입니다. 만약 여기있는 코드들이 더 재밌을 것 같다고 생각하신다면 모드에 있는 코드들을 지우고 해당 코드를 붙여넣어주세요.



	

	<!-- POLICY_TRADITION_FINISHER 완성 보너스 -->
	
	<!-- 대지주의 체리픽 성능은 올리면서 완성 보너스가 지나치게 강해져 강요되는 것을 막고자 전체 도시 식량보너스는 5퍼 감소, 대지주 식량 보너스는 5퍼 증가로 균형을 맞춥니다.-->


	<Policies>
		<Update>
			<Where Type="POLICY_TRADITION_FINISHER"/>
			<Set CityGrowthMod="10"/>
		</Update>
	</Policies>

	


	!!자유 Liberity

	<!-- 수도로 연결된 도시당 행복도를 2로 상향하여 다도시 플레이에 이점을 주고자 했으나, 이념급으로 강력한 정책이 될 것 같아 취소. -->
	<!--
	<Policies>
		<Update>
			<Set HappinessPerTradeRoute="200"/>
			<Where Type="POLICY_MERITOCRACY"/>
		</Update>
	</Policies>
	-->
	
	
		<!-- POLICY_REPUBLIC 공화제 -->

	<!-- 골드 1을 추가여 정책 가치와 골드난을 소폭 보충하며, 직접적인 초반 보너스를 통한 스노우볼링이라는 자유의 특성을 강화합니다. -->

	<Policy_CityYieldChanges>
		<Row>
			<PolicyType>POLICY_REPUBLIC</PolicyType>
			<YieldType>YIELD_GOLD</YieldType>
			<Yield>1</Yield>
		</Row>
	</Policy_CityYieldChanges>

		
	<!-- POLICY_MERITOCRACY 능력주의-->


	<!-- 인구로 인한 불행을 5퍼 감소에서 10퍼 감소로 상향하는 코드입니다.
		 자유 운영은 초반 행복이 가장 큰 난관이지만 너무 완화해도 밸런스가 어그러질 것을 우려해 소폭 상향하려 했으나, 다른 부분에서 충분히 페널티가 완화됐다 판단하여 롤백합니다.-->
	
	<!--
	<Policies>
		<Update>
			<Set UnhappinessMod="-10"/>
			<Where Type="POLICY_MERITOCRACY"/>
		</Update>
	</Policies>
	-->

	
	<!-- POLICY_LIBERTY_FINISHER 완성 보너스 -->
	
	<!-- 단발성인 위인 획득 이후로도 지속적인 보너스 주고자 국가 불가사의 건설을 10% 부스팅합니다. 
		 자유의 컨셉이 초반 생산 강화고, 빠른 선국대 빌드와 다도시 플레이 모두에 도움이 되는 보너스라 생각하여 추가하였습니다.
		 만일 모드로 국가 불가사의를 추가했다면 여기에 해당하는 불가사의를 추가하여야 적용받을 수 있습니다. -->
	
	<Policy_BuildingClassProductionModifiers>
		<Row>
			<PolicyType>POLICY_LIBERTY_FINISHER</PolicyType>
			<BuildingClassType>BUILDINGCLASS_HEROIC_EPIC</BuildingClassType>
			<ProductionModifier>10</ProductionModifier>
		</Row>
		<Row>
			<PolicyType>POLICY_LIBERTY_FINISHER</PolicyType>
			<BuildingClassType>BUILDINGCLASS_NATIONAL_COLLEGE</BuildingClassType>
			<ProductionModifier>10</ProductionModifier>
		</Row>
		<Row>
			<PolicyType>POLICY_LIBERTY_FINISHER</PolicyType>
			<BuildingClassType>BUILDINGCLASS_NATIONAL_EPIC</BuildingClassType>
			<ProductionModifier>10</ProductionModifier>
		</Row>
		<Row>
			<PolicyType>POLICY_LIBERTY_FINISHER</PolicyType>
			<BuildingClassType>BUILDINGCLASS_CIRCUS_MAXIMUS</BuildingClassType>
			<ProductionModifier>10</ProductionModifier>
		</Row>
		<Row>
			<PolicyType>POLICY_LIBERTY_FINISHER</PolicyType>
			<BuildingClassType>BUILDINGCLASS_NATIONAL_TREASURY</BuildingClassType>
			<ProductionModifier>10</ProductionModifier>
		</Row>
		<Row>
			<PolicyType>POLICY_LIBERTY_FINISHER</PolicyType>
			<BuildingClassType>BUILDINGCLASS_IRONWORKS</BuildingClassType>
			<ProductionModifier>10</ProductionModifier>
		</Row><Row>
			<PolicyType>POLICY_LIBERTY_FINISHER</PolicyType>
			<BuildingClassType>BUILDINGCLASS_OXFORD_UNIVERSITY</BuildingClassType>
			<ProductionModifier>10</ProductionModifier>
		</Row>
		<Row>
			<PolicyType>POLICY_LIBERTY_FINISHER</PolicyType>
			<BuildingClassType>BUILDINGCLASS_HERMITAGE</BuildingClassType>
			<ProductionModifier>10</ProductionModifier>
		</Row>
		<Row>
			<PolicyType>POLICY_LIBERTY_FINISHER</PolicyType>
			<BuildingClassType>BUILDING_TOURIST_CENTER</BuildingClassType>
			<ProductionModifier>10</ProductionModifier>
		</Row>
		<Row>
			<PolicyType>POLICY_LIBERTY_FINISHER</PolicyType>
			<BuildingClassType>BUILDINGCLASS_INTELLIGENCE_AGENCY</BuildingClassType>
			<ProductionModifier>10</ProductionModifier>
		</Row>
		<Row>
			<PolicyType>POLICY_LIBERTY_FINISHER</PolicyType>
			<BuildingClassType>BUILDINGCLASS_GRAND_TEMPLE</BuildingClassType>
			<ProductionModifier>10</ProductionModifier>
		</Row>
		<Row>
			<PolicyType>POLICY_LIBERTY_FINISHER</PolicyType>
			<BuildingClassType>BUILDINGCLASS_WRITERS_GUILD</BuildingClassType>
			<ProductionModifier>10</ProductionModifier>
		</Row>
		<Row>
			<PolicyType>POLICY_LIBERTY_FINISHER</PolicyType>
			<BuildingClassType>BUILDINGCLASS_ARTISTS_GUILD</BuildingClassType>
			<ProductionModifier>10</ProductionModifier>
		</Row>
		<Row>
			<PolicyType>POLICY_LIBERTY_FINISHER</PolicyType>
			<BuildingClassType>BUILDINGCLASS_MUSICIANS_GUILD</BuildingClassType>
			<ProductionModifier>10</ProductionModifier>
		</Row>	
	</Policy_BuildingClassProductionModifiers>






	!!신앙 Piety
	
		<!-- 신도교리 해금 건물에서 행복도를 추가하는 코드입니다. 폐기.-->

	<!--
	<Policy_BuildingClassHappiness>
		<Row>
			<PolicyType>POLICY_FREE_RELIGION</PolicyType>
			<BuildingClassType>BUILDINGCLASS_MONASTERY</BuildingClassType>
			<Happiness>1</Happiness>
		</Row>
		<Row>
			<PolicyType>POLICY_FREE_RELIGION</PolicyType>
			<BuildingClassType>BUILDINGCLASS_PAGODA</BuildingClassType>
			<Happiness>1</Happiness>
		</Row>
		<Row>
			<PolicyType>POLICY_FREE_RELIGION</PolicyType>
			<BuildingClassType>BUILDINGCLASS_MOSQUE</BuildingClassType>
			<Happiness>1</Happiness>
		</Row>
		<Row>
			<PolicyType>POLICY_FREE_RELIGION</PolicyType>
			<BuildingClassType>BUILDINGCLASS_CATHEDRAL</BuildingClassType>
			<Happiness>1</Happiness>
		</Row>
	</Policy_BuildingClassHappiness> 
	-->
	

	<!-- 성소 사원 신앙 부스트 -->

	<Policy_BuildingClassYieldChanges>
		<Row>
			<PolicyType>POLICY_MANDATE_OF_HEAVEN</PolicyType>
			<BuildingClassType>BUILDINGCLASS_SHRINE</BuildingClassType>
			<YieldType>YIELD_FAITH</YieldType>
			<YieldChange>1</YieldChange>
		</Row>
		<Row>
			<PolicyType>POLICY_MANDATE_OF_HEAVEN</PolicyType>
			<BuildingClassType>BUILDINGCLASS_TEMPLE</BuildingClassType>
			<YieldType>YIELD_FAITH</YieldType>
			<YieldChange>1</YieldChange>
		</Row>
	</Policy_BuildingClassYieldChanges>

	<Policies>
		<Update>
			<Where Type="POLICY_MANDATE_OF_HEAVEN"/>
			<Set FaithCostModifier="0"/>
		</Update>
	</Policies>
	
	



	<!-- 선교사와 선지자에게 이동력 2를 부여합니다. -->


	<UnitPromotions>
		<Row>
			<Type>PROMOTION_PIETY_MOVES</Type>
			<Description>TXT_KEY_PROMOTION_PIETY_MOVES</Description>
			<Help>TXT_KEY_PROMOTION_PIETY_MOVES_HELP</Help>
			<Sound>AS2D_IF_LEVELUP</Sound>
			<MovesChange>2</MovesChange>
			<PortraitIndex>59</PortraitIndex>
			<IconAtlas>ABILITY_ATLAS</IconAtlas>
			<PediaType>PEDIA_ATTRIBUTES</PediaType>
			<PediaEntry>TXT_KEY_PEDIA_PROMOTION_PIETY_MOVES</PediaEntry>
		</Row>
	</UnitPromotions>

	<UnitPromotions_CivilianUnitType>
		<Row>
			<PromotionType>PROMOTION_PIETY_MOVES</PromotionType>
			<UnitType>UNIT_PROPHET</UnitType>
		</Row>
		<Row>
			<PromotionType>PROMOTION_PIETY_MOVES</PromotionType>
			<UnitType>UNIT_MISSIONARY</UnitType>
		</Row>
	</UnitPromotions_CivilianUnitType>

	<Policy_FreePromotions>
		<Row>
			<PolicyType>POLICY_REFORMATION</PolicyType>
			<PromotionType>PROMOTION_PIETY_MOVES</PromotionType>
		</Row>
	</Policy_FreePromotions>


	

	<!-- POLICY_THEOCRACY 신권정치 -->



	<!-- 성지 골드 3 완성 보너스로 이전 -->
	
	<!-- 
	<Policy_ImprovementYieldChanges>
		<Delete PolicyType="POLICY_THEOCRACY" />
	</Policy_ImprovementYieldChanges>
	-->


	
	
	
		<!-- 할인 효과 종교적 관용에 이전 -->

	<Policies>
		<Update>
			<Where Type="POLICY_MANDATE_OF_HEAVEN"/>
			<Set FaithCostModifier="0"/>
		</Update>
	</Policies>

		<!-- 신앙 구매 할인율을 높여 신앙 활용을 적극적으로 할 수 있게 변경합니다.-->

	<Policies>
		<Update>
			<Where Type="POLICY_FREE_RELIGION"/>
			<Set FaithCostModifier="-25"/>
		</Update>
	</Policies>

	<!-- 대사원 문화 보너스입니다. -->

	<Policy_BuildingClassCultureChanges>
		<Row>
			<PolicyType>POLICY_PIETY_FINISHER</PolicyType>
			<BuildingClassType>BUILDINGCLASS_GRAND_TEMPLE</BuildingClassType>
			<CultureChange>4</CultureChange>
		</Row>
	</Policy_BuildingClassCultureChanges>


		<!-- 성지 과학 3 추가 -->


	<Policy_ImprovementYieldChanges>
		<Row>
			<PolicyType>POLICY_PIETY_FINISHER</PolicyType>
			<ImprovementType>IMPROVEMENT_HOLY_SITE</ImprovementType>
			<YieldType>YIELD_SCIENCE</YieldType>
			<Yield>3</Yield>
		</Row>
	</Policy_ImprovementYieldChanges>


	
	<!-- 천명 궁전에서 행복과 신앙? -->

	<!--
	<Policy_BuildingClassHappiness>
		<Row>
			<PolicyType>POLICY_MANDATE_OF_HEAVEN</PolicyType>
			<BuildingClassType>BUILDINGCLASS_PALACE</BuildingClassType>
			<Happiness>2</Happiness>
		</Row>
	</Policy_BuildingClassHappiness>
	
	<Policy_BuildingClassYieldChanges>
		<Row>
			<PolicyType>POLICY_MANDATE_OF_HEAVEN</PolicyType>
			<BuildingClassType>BUILDINGCLASS_PALACE</BuildingClassType>
			<YieldType>YIELD_FAITH</YieldType>
			<YieldChange>2</YieldChange>
		</Row>
	</Policy_BuildingClassYieldChanges>
	-->
	
		
	

	

	<!-- POLICY_THEOCRACY 신권 정치 -->

	
	<!-- 성소와 사원에 골드를 1씩 추가하는 코드이나 초반에 얻을 수 있는 효과가 미미하다 생각하여 취소하였습니다. -->
	
	<!--

	<Policy_BuildingClassYieldChanges>
		<Row>
			<PolicyType>POLICY_THEOCRACY</PolicyType>
			<BuildingClassType>BUILDINGCLASS_SHRINE</BuildingClassType>
			<YieldType>YIELD_GOLD</YieldType>
			<YieldChange>1</YieldChange>
		</Row>
		<Row>
			<PolicyType>POLICY_THEOCRACY</PolicyType>
			<BuildingClassType>BUILDINGCLASS_TEMPLE</BuildingClassType>
			<YieldType>YIELD_GOLD</YieldType>
			<YieldChange>1</YieldChange>
		</Row>
	</Policy_BuildingClassYieldChanges>
	
	-->
	
	<!-- 성소와 사원을 분할해서 강화하는 것도 고려했지만 텍스트가 너무 조잡해 보이고 이런다고 초반 골드 효율이 크게 괜찮아지지도 않을 것 같아서 취소. -->
	
	<Policy_BuildingClassYieldModifiers>
		<Update>
			<Set YieldMod="15"/>
			<Where PolicyType="POLICY_THEOCRACY" />
		</Update>
		<Row>
			<PolicyType>POLICY_THEOCRACY</PolicyType>
			<BuildingClassType>BUILDINGCLASS_SHRINE</BuildingClassType>
			<YieldType>YIELD_GOLD</YieldType>
			<YieldMod>15</YieldMod>
		</Row>
	</Policy_BuildingClassYieldModifiers>
	
	<!-- 신앙도 줘봤는데 굳이 싶어서 폐기 -->
	<!--

	<Policy_BuildingClassYieldChanges>
		<Row>
			<PolicyType>POLICY_FREE_RELIGION</PolicyType>
			<BuildingClassType>BUILDINGCLASS_MONASTERY</BuildingClassType>
			<YieldType>YIELD_FAITH</YieldType>
			<YieldChange>1</YieldChange>
		</Row>
		<Row>
			<PolicyType>POLICY_FREE_RELIGION</PolicyType>
			<BuildingClassType>BUILDINGCLASS_PAGODA</BuildingClassType>
			<YieldType>YIELD_FAITH</YieldType>
			<YieldChange>1</YieldChange>
		</Row>
		<Row>
			<PolicyType>POLICY_FREE_RELIGION</PolicyType>
			<BuildingClassType>BUILDINGCLASS_MOSQUE</BuildingClassType>
			<YieldType>YIELD_FAITH</YieldType>
			<YieldChange>1</YieldChange>
		</Row>
		<Row>
			<PolicyType>POLICY_FREE_RELIGION</PolicyType>
			<BuildingClassType>BUILDINGCLASS_CATHEDRAL</BuildingClassType>
			<YieldType>YIELD_FAITH</YieldType>
			<YieldChange>1</YieldChange>
		</Row>
	</Policy_BuildingClassYieldChanges>
	-->
	<!-- 초반 생산 관리가 어려운 신앙 정책인 만큼 대사원 건설 시간도 절반으로 줄입니다.-->

	<Policy_BuildingClassProductionModifiers>
		<Row>
			<PolicyType>POLICY_PIETY_FINISHER</PolicyType>
			<BuildingClassType>BUILDINGCLASS_GRAND_TEMPLE</BuildingClassType>
			<ProductionModifier>50</ProductionModifier>
		</Row>
	</Policy_BuildingClassProductionModifiers>


	
	<!-- 신앙으로 구매한 건물의 문화를 증가시키는 코드입니다.
		 행복도 주고 신앙도 줘봤는데 교리에서 건물 2개 먹으면 겜 터지는 거 같아서 문화로 결정함. -->

	

	<Policy_BuildingClassCultureChanges>
		<Row>
			<PolicyType>POLICY_FREE_RELIGION</PolicyType>
			<BuildingClassType>BUILDINGCLASS_MONASTERY</BuildingClassType>
			<CultureChange>2</CultureChange>
		</Row>
		<Row>
			<PolicyType>POLICY_FREE_RELIGION</PolicyType>
			<BuildingClassType>BUILDINGCLASS_PAGODA</BuildingClassType>
			<CultureChange>2</CultureChange>
		</Row>
		<Row>
			<PolicyType>POLICY_FREE_RELIGION</PolicyType>
			<BuildingClassType>BUILDINGCLASS_MOSQUE</BuildingClassType>
			<CultureChange>2</CultureChange>
		</Row>
		<Row>
			<PolicyType>POLICY_FREE_RELIGION</PolicyType>
			<BuildingClassType>BUILDINGCLASS_CATHEDRAL</BuildingClassType>
			<CultureChange>2</CultureChange>
		</Row>
	</Policy_BuildingClassCultureChanges>
	<!-- 소도시 플레이도 종교 플레이 시 이점을 주기 위하여 전문가당 신앙 1도 생각했지만 폐기했습니다.
		 의도는 넘치는 신앙으로 종교 전쟁하라는 건데 현실은 한국이 넘치는 신앙으로 위인 사먹을 거 같았음 -->
	
	<!-- 
	<Policy_SpecialistExtraYields>
		<Row>
			<PolicyType>POLICY_PIETY_FINISHER</PolicyType>
			<YieldType>YIELD_FAITH</YieldType>
			<Yield>1</Yield>
		</Row>
	</Policy_SpecialistExtraYields>
	-->

	<!-- 신앙 퍼센트 증가도 생각해봤는데 퍼증가 없는 걸로 설계된 자원이라 도입 시 밸런스에 악영향을 끼칠 거 같아서 폐기함-->

	<!--
	<Policy_BuildingClassYieldModifiers>
		<Row>
			<PolicyType>POLICY_PIETY_FINISHER</PolicyType>
			<BuildingClassType>BUILDINGCLASS_TEMPLE</BuildingClassType>
			<YieldType>YIELD_FAITH</YieldType>
			<YieldMod>15</YieldMod>
		</Row>
	</Policy_BuildingClassYieldModifiers> -->

	<!--
	<Policy_BuildingClassYieldModifiers>
		<Row>
			<PolicyType>POLICY_PIETY_FINISHER</PolicyType>
			<BuildingClassType>BUILDINGCLASS_GRAND_TEMPLE</BuildingClassType>
			<YieldType>YIELD_FAITH</YieldType>
			<YieldMod>25</YieldMod>
		</Row>
	</Policy_BuildingClassYieldModifiers>
	-->




	!!명예 Honor

	<!-- 상무정신 적용 범위와 수치를 결정하는 코드-->

	<!--
	<Policy_UnitCombatProductionModifiers>
		<Row>
			<PolicyType>POLICY_WARRIOR_CODE</PolicyType>
			<UnitCombatType>UNITCOMBAT_RECON</UnitCombatType>
			<ProductionModifier>15</ProductionModifier>
		</Row>
		<Row>
			<PolicyType>POLICY_WARRIOR_CODE</PolicyType>
			<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
			<ProductionModifier>15</ProductionModifier>
		</Row>
		<Row>
			<PolicyType>POLICY_WARRIOR_CODE</PolicyType>
			<UnitCombatType>UNITCOMBAT_GUN</UnitCombatType>
			<ProductionModifier>15</ProductionModifier>
		</Row>
		<Row>
			<PolicyType>POLICY_WARRIOR_CODE</PolicyType>
			<UnitCombatType>UNITCOMBAT_ARMOR</UnitCombatType>
			<ProductionModifier>15</ProductionModifier>
		</Row>
		<Row>
			<PolicyType>POLICY_WARRIOR_CODE</PolicyType>
			<UnitCombatType>UNITCOMBAT_HELICOPTER</UnitCombatType>
			<ProductionModifier>15</ProductionModifier>
		</Row>
		<Row>
			<PolicyType>POLICY_WARRIOR_CODE</PolicyType>
			<UnitCombatType>UNITCOMBAT_NAVALMELEE</UnitCombatType>
			<ProductionModifier>15</ProductionModifier>
		</Row>
		<Row>
			<PolicyType>POLICY_WARRIOR_CODE</PolicyType>
			<UnitCombatType>UNITCOMBAT_CARRIER</UnitCombatType>
			<ProductionModifier>15</ProductionModifier>
		</Row>
		<Row>
			<PolicyType>POLICY_WARRIOR_CODE</PolicyType>
			<UnitCombatType>UNITCOMBAT_SIEGE</UnitCombatType>
			<ProductionModifier>15</ProductionModifier>
		</Row>
		<Row>
			<PolicyType>POLICY_WARRIOR_CODE</PolicyType>
			<UnitCombatType>UNITCOMBAT_ARCHER</UnitCombatType>
			<ProductionModifier>15</ProductionModifier>
		</Row>
		<Row>
			<PolicyType>POLICY_WARRIOR_CODE</PolicyType>
			<UnitCombatType>UNITCOMBAT_NAVALRANGED</UnitCombatType>
			<ProductionModifier>15</ProductionModifier>
		</Row>
		<Row>
			<PolicyType>POLICY_WARRIOR_CODE</PolicyType>
			<UnitCombatType>UNITCOMBAT_SUBMARINE</UnitCombatType>
			<ProductionModifier>15</ProductionModifier>
		</Row>
		<Row>
			<PolicyType>POLICY_WARRIOR_CODE</PolicyType>
			<UnitCombatType>UNITCOMBAT_BOMBER</UnitCombatType>
			<ProductionModifier>15</ProductionModifier>
		</Row>
		<Row>
			<PolicyType>POLICY_WARRIOR_CODE</PolicyType>
			<UnitCombatType>UNITCOMBAT_FIGHTER</UnitCombatType>
			<ProductionModifier>15</ProductionModifier>
		</Row>
	</Policy_UnitCombatProductionModifiers>
	-->


	성채에 산출량을 추가하여 경험치를 통한 장군 획득 - 성채로 전환하여 괴뢰도시 골드 산출에 도움을 주는 것을 고려해 봤으나 밸런싱이나 고증 상 깔끔하게 만드는 것이 어려워 폐기했습니다.
	
	<Policy_ImprovementYieldChanges>
		<Row>
			<PolicyType>POLICY_DISCIPLINE</PolicyType>
			<ImprovementType>IMPROVEMENT_CITADEL</ImprovementType>
			<YieldType>YIELD_GOLD</YieldType>
			<Yield>3</Yield>
		</Row>
		<Row>
			<PolicyType>POLICY_DISCIPLINE</PolicyType>
			<ImprovementType>IMPROVEMENT_CITADEL</ImprovementType>
			<YieldType>YIELD_CULTURE</YieldType>
			<Yield>1</Yield>
		</Row>
	</Policy_ImprovementYieldChanges>
	-->

	<!-- 규율의 적용 범위를 모든 근접 유닛에서 모든 지상 유닛으로 한정하는 코드입니다. 
		 명예를 지상군 특화로 만들려던 의도였으나, 그보다는 모든 근접 공격 유닛을 강화하는 게 해양 정복에도 더 나을 것 같아 취소하였습니다. -->
	<!--
	<UnitPromotions_UnitCombats>
		<Delete PromotionType="PROMOTION_ADJACENT_BONUS"/>
		<Row>
			<PromotionType>PROMOTION_ADJACENT_BONUS</PromotionType>
			<UnitCombatType>UNITCOMBAT_RECON</UnitCombatType>
		</Row>
		<Row>
			<PromotionType>PROMOTION_ADJACENT_BONUS</PromotionType>
			<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
		</Row>
		<Row>
			<PromotionType>PROMOTION_ADJACENT_BONUS</PromotionType>
			<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
		</Row>
		<Row>
			<PromotionType>PROMOTION_ADJACENT_BONUS</PromotionType>
			<UnitCombatType>UNITCOMBAT_ARCHER</UnitCombatType>
		</Row>
		<Row>
			<PromotionType>PROMOTION_ADJACENT_BONUS</PromotionType>
			<UnitCombatType>UNITCOMBAT_SIEGE</UnitCombatType>
		</Row>
		<Row>
			<PromotionType>PROMOTION_ADJACENT_BONUS</PromotionType>
			<UnitCombatType>UNITCOMBAT_GUN</UnitCombatType>
		</Row>
		<Row>
			<PromotionType>PROMOTION_ADJACENT_BONUS</PromotionType>
			<UnitCombatType>UNITCOMBAT_ARMOR</UnitCombatType>
		</Row>
		<Row>
			<PromotionType>PROMOTION_ADJACENT_BONUS</PromotionType>
			<UnitCombatType>UNITCOMBAT_HELICOPTER</UnitCombatType>
		</Row>
	</UnitPromotions_UnitCombats> 
	-->

	


	!!상업 Commerce

	<!-- 용병군에 유닛 구입 비용 할인을 추가합니다. -->

	<!--
	<Policies>
		<Update>
			<Set UnitPurchaseCostModifier="-20"/>
			<Where Type="POLICY_TRADE_UNIONS" />
		</Update>
	</Policies>
	-->


	
	<!-- POLICY_ENTREPRENEURSHIP 기업가 정신 -->

	


	
	

	<!-- POLICY_MERCANTILISM 중상주의 -->

	
	<!-- 유닛/건물 통합 할인 선언문 삭제 -->
	<!--
	<Policy_HurryModifiers>
		<Delete PolicyType="POLICY_MERCANTILISM"/>
	</Policy_HurryModifiers>
	-->
	<!-- 대신 빌딩 한정 할인율 25퍼센트로 변경 -->
	
	<!--
	<Policies>
		<Update>
			<Set BuildingPurchaseCostModifier ="-25"/>
			<Where Type="POLICY_MERCANTILISM" />
		</Update>
	</Policies>
	-->
	
	<!-- 골드 건물에 골드 추가하는 게 상업답지 않을까 했는데 골드를 너무 퍼주는 거 같아 폐기. -->
	
	<!--
	<Policy_BuildingClassYieldChanges>
		<Row>
			<PolicyType>POLICY_MERCANTILISM</PolicyType>
			<BuildingClassType>BUILDINGCLASS_MARKET</BuildingClassType>
			<YieldType>YIELD_GOLD</YieldType>
			<YieldChange>1</YieldChange>
		</Row>
		<Row>
			<PolicyType>POLICY_MERCANTILISM</PolicyType>
			<BuildingClassType>BUILDINGCLASS_BANK</BuildingClassType>
			<YieldType>YIELD_GOLD</YieldType>
			<YieldChange>1</YieldChange>
		</Row>
		<Row>
			<PolicyType>POLICY_MERCANTILISM</PolicyType>
			<BuildingClassType>BUILDINGCLASS_STOCK_EXCHANGE</BuildingClassType>
			<YieldType>YIELD_GOLD</YieldType>
			<YieldChange>1</YieldChange>
		</Row>
		<Row>
			<PolicyType>POLICY_MERCANTILISM</PolicyType>
			<BuildingClassType>BUILDINGCLASS_MINT</BuildingClassType>
			<YieldType>YIELD_GOLD</YieldType>
			<YieldChange>1</YieldChange>
		</Row>
	</Policy_BuildingClassYieldChanges>
	-->
	
			<!-- 해안 건물들에게 % 생산 부스트를 5%씩 달아주려고 했으나 총합 15퍼 상승은 과해서 폐기. -->

	<!--
	<Policy_BuildingClassYieldModifiers>
		<Row>
			<PolicyType>POLICY_MARITIME_INFRASTRUCTURE</PolicyType>
			<BuildingClassType>BUILDINGCLASS_LIGHTHOUSE</BuildingClassType>
			<YieldType>YIELD_PRODUCTION</YieldType>
			<YieldMod>5</YieldMod>
		</Row>
		<Row>
			<PolicyType>POLICY_MARITIME_INFRASTRUCTURE</PolicyType>
			<BuildingClassType>BUILDINGCLASS_HARBOR</BuildingClassType>
			<YieldType>YIELD_PRODUCTION</YieldType>
			<YieldMod>5</YieldMod>
		</Row>
		<Row>
			<PolicyType>POLICY_MARITIME_INFRASTRUCTURE</PolicyType>
			<BuildingClassType>BUILDINGCLASS_SEAPORT</BuildingClassType>
			<YieldType>YIELD_PRODUCTION</YieldType>
			<YieldMod>5</YieldMod>
		</Row>
	</Policy_BuildingClassYieldModifiers>
	-->
	
	<!-- 탐험 개방 효과 POLICY_EXPLORATION -->


	<!-- 개방 보너스를 아예 뜯어고치려고도 했는데 과한 변화 같아 폐기한 코드들입니다. -->
	
	<!--
	<Policy_FreePromotions>
		<Delete PolicyType="POLICY_EXPLORATION" />
	</Policy_FreePromotions>
	-->

	<!--
	<Policy_CoastalCityYieldChanges>
		<Row>
			<PolicyType>POLICY_EXPLORATION</PolicyType>
			<YieldType>YIELD_PRODUCTION</YieldType>
			<Yield>2</Yield>
		</Row>
	</Policy_CoastalCityYieldChanges>
	-->

	


	<!-- POLICY_NAVAL_TRADITION 해안 혈통 -->
	
	<!-- 선행 정책이 2개나 생긴 만큼 어선에서 골드 1을 추가하여 강화합니다. -->

	<Policy_ImprovementYieldChanges>
		<Row>
			<PolicyType>POLICY_NAVAL_TRADITION</PolicyType>
			<ImprovementType>IMPROVEMENT_FISHING_BOATS</ImprovementType>
			<YieldType>YIELD_GOLD</YieldType>
			<Yield>1</Yield>
		</Row>
	</Policy_ImprovementYieldChanges>


		<!-- 해상 유닛의 전투력이 10퍼 증가하는 "신항로 개척" 승급을 추가합니다. -->

	<UnitPromotions>
		<Row>
			<Type>PROMOTION_POLICY_TREASURE_FLEETS</Type>
			<Description>TXT_KEY_PROMOTION_POLICY_TREASURE_FLEETS</Description>
			<Help>TXT_KEY_PROMOTION_POLICY_TREASURE_FLEETS_HELP</Help>
			<Sound>AS2D_IF_LEVELUP</Sound>
			<CannotBeChosen>true</CannotBeChosen>
			<CombatPercent>15</CombatPercent>
			<PortraitIndex>59</PortraitIndex>
			<IconAtlas>ABILITY_ATLAS</IconAtlas>
			<PediaType>PEDIA_SHARED</PediaType>
			<PediaEntry>TXT_KEY_PROMOTION_POLICY_TREASURE_FLEETS</PediaEntry>
		</Row>
	</UnitPromotions>

	
	
	<!-- 신항로 개척 승급을 받는 유닛의 범주입니다.-->
	
	<UnitPromotions_UnitCombats>
		<Row>
			<PromotionType>PROMOTION_POLICY_TREASURE_FLEETS</PromotionType>
			<UnitCombatType>UNITCOMBAT_NAVALRANGED</UnitCombatType>
		</Row>
		<Row>
			<PromotionType>PROMOTION_POLICY_TREASURE_FLEETS</PromotionType>
			<UnitCombatType>UNITCOMBAT_NAVALMELEE</UnitCombatType>
		</Row>
		<Row>
			<PromotionType>PROMOTION_POLICY_TREASURE_FLEETS</PromotionType>
			<UnitCombatType>UNITCOMBAT_SUBMARINE</UnitCombatType>
		</Row>
		<Row>
			<PromotionType>PROMOTION_POLICY_TREASURE_FLEETS</PromotionType>
			<UnitCombatType>UNITCOMBAT_CARRIER</UnitCombatType>
		</Row>
	</UnitPromotions_UnitCombats>
	
	<!-- 정책 개방 시 해당 승급을 무료로 얻게 하는 코드입니다. 
		 또한, 단순 해상전만 아니라 상륙전을 통한 정복을 권장하기 위한 방어적 상륙 승급도 추가합니다. -->

	<Policy_FreePromotions>
		<Row>
			<PolicyType>POLICY_TREASURE_FLEETS</PolicyType>
			<PromotionType>PROMOTION_POLICY_TREASURE_FLEETS</PromotionType>
		</Row>
	</Policy_FreePromotions>

	<!-- 관련 텍스트 -->
	<Language_ko_KR>
		<Row Tag="TXT_KEY_PROMOTION_POLICY_TREASURE_FLEETS">
			<Text>신항로 개척</Text>
		</Row>
		<Row Tag="TXT_KEY_PROMOTION_POLICY_TREASURE_FLEETS_HELP">
			<Text>[ICON_STRENGTH]해상 전투력이 [COLOR_POSITIVE_TEXT]10%[COLOR_XX] 증가합니다.</Text>
		</Row>
	</Language_ko_KR>



	<!-- 보물 선단 지상군 방어적 승선. 해병대나 송가이 종특 등 특수하게 주는 승급을 공짜로 주는 게 맞나 싶어서 취소. -->
	
	<Policy_FreePromotions>
		<Row>
			<PolicyType>POLICY_TREASURE_FLEETS</PolicyType>
			<PromotionType>PROMOTION_DEFENSIVE_EMBARKATION</PromotionType>
		</Row>
	</Policy_FreePromotions>

	
		<!-- 전투력 증가도 고려했으나 명예 등과 연계 시 너무 과한 것 같아 대신 해군 생산 보너스를 줍니다. -->

	<Policy_UnitCombatProductionModifiers>
		<Row>
			<PolicyType>POLICY_MERCHANT_NAVY</PolicyType>
			<UnitCombatType>UNITCOMBAT_NAVALMELEE</UnitCombatType>
			<ProductionModifier>10</ProductionModifier>
		</Row>
		<Row>
			<PolicyType>POLICY_MERCHANT_NAVY</PolicyType>
			<UnitCombatType>UNITCOMBAT_CARRIER</UnitCombatType>
			<ProductionModifier>10</ProductionModifier>
		</Row>
		<Row>
			<PolicyType>POLICY_MERCHANT_NAVY</PolicyType>
			<UnitCombatType>UNITCOMBAT_NAVALRANGED</UnitCombatType>
			<ProductionModifier>10</ProductionModifier>
		</Row>
		<Row>
			<PolicyType>POLICY_MERCHANT_NAVY</PolicyType>
			<UnitCombatType>UNITCOMBAT_SUBMARINE</UnitCombatType>
			<ProductionModifier>10</ProductionModifier>
		</Row>
	</Policy_UnitCombatProductionModifiers>

	
		<Policy_BuildingClassYieldModifiers>
		<Row>
			<PolicyType>POLICY_EXPLORATION_FINISHER</PolicyType>
			<BuildingClassType>BUILDINGCLASS_SEAPORT</BuildingClassType>
			<YieldType>YIELD_GOLD</YieldType>
			<YieldMod>15</YieldMod>
		</Row>
	</Policy_BuildingClassYieldModifiers>

	
	

	!!합리 Rationalism



	
	<!-- POLICY_RATIONALISM_FINISHER 완성 보너스-->
	
	<!-- 과거 세속주의의 15퍼 보너스를 완성했을 시 되돌려줍니다.-->

	<Policies>
		<Update>
			<Set HappinessToScience="5"/>
			<Where Type="POLICY_SOVEREIGNTY"/>
		</Update>
	</Policies>


	
	<Policy_CapitalYieldModifiers>
		<Row>
			<PolicyType>POLICY_RATIONALISM_FINISHER</PolicyType>
			<YieldType>YIELD_SCIENCE</YieldType>
			<Yield>20</Yield>
		</Row>
	</Policy_CapitalYieldModifiers>



	!!이념 Ideology

	<!--POLICY_FORTIFIED_BORDERS 국경 강화 -->

	<!-- 성벽도 행복 대상에 추가 
	이념들의 건물당 행복 추가 정책읙 개수를 평준화하려는 의도였으나, 이념 간 개성 차이가 적어지고 행복 인플레가 너무 커지는 것 같아 폐기했습니다.-->

	<!--
	<Policy_BuildingClassHappiness>
		<Row>
			<PolicyType>POLICY_FORTIFIED_BORDERS</PolicyType>
			<BuildingClassType>BUILDINGCLASS_WALLS</BuildingClassType>
			<Happiness>1</Happiness>
		</Row>
	</Policy_BuildingClassHappiness>
	-->


		<!-- 행군 승급 무료 추가 -->

	<Policy_FreePromotions>
		<Row>
			<PolicyType>POLICY_ELITE_FORCES</PolicyType>
			<PromotionType>PROMOTION_MARCH</PromotionType>
		</Row>
	</Policy_FreePromotions>


	<!--  POLICY_ACADEMY_SCIENCES 과학 아카데미-->

	<!-- 대학에도 행복을 추가하는 명령문입니다. 
		 이념들의 건물당 행복 추가 정책읙 개수를 평준화하려는 의도였으나, 이념 간 개성 차이가 적어지고 행복 인플레가 너무 커지는 것 같아 폐기했습니다. -->
	<!--
	<Policy_BuildingClassHappiness>
		<Row>
			<PolicyType>POLICY_ACADEMY_SCIENCES</PolicyType>
			<BuildingClassType>BUILDINGCLASS_UNIVERSITY</BuildingClassType>
			<Happiness>1</Happiness>
		</Row>
	</Policy_BuildingClassHappiness>
	-->

