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         CiVBE: Unique Buildings
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by
+ FramedArchitecture ..... (http://forums.civfanatics.com/member.php?u=225948)

updated quests by
+ PonderThis (http://forums.civfanatics.com/member.php?u=264621)
aka GkarJr on Steam (http://steamcommunity.com/profiles/76561198030979269/myworkshopfiles/)

Special thanks to:
+ lilgamefreek ........... for Modder Resource - Modular Building Quests (http://steamcommunity.com/sharedfiles/filedetails/?id=422549543)


[h1]UNIQUE BUILDINGS[/h1]
o DQ refers to custom "Decision Quest" for each building
o "Updated Quests" refers to the "Action Quests" that have been updated. See UpdatedQuests/ListOfUpdates.txt for details.

[b]African Union[/b]
(Trade Depot: +1 Pro +2 Capital -1 Energy)
Nyumbani Market (Trade Depot): +1 Health; +1 Capital; +1 Food from Internal and Station trade routes. (Updated Quests: 1)
+ DQ: 1 energy /or/ 1 culture
(Ultrasonic Fence: Repel Aliens 2 tiles, -1 Energy)
Wildlife Park (Ultrasonic Fence): 1 Trader Specialist; repel aliens within 3 tiles of this City. (Updated Quests: 3)
+ DQ: Explorers immune to aliens /or/ +20 combat mod for aliens

[b]Al Falah[/b]
(Defen Perim: +10 City Defense +40 HP -1 Energy)
Al Watan Defense (Defense Perimeter): +12 City Defense; +40 City Hitpoints; +1 Culture on Desert terrain. (Updated Quests: 0)
+ DQ: ** Found a bug: Selecting "City Strike" gets BOTH perks, selecting "immune to Covert Operations" yields NOTHING.
+ Fixed DQ: +20% City Strike Damage /or/ City immune to Covert Operations
(Cytonursery: +1 Science +1 Health -1 Maint)
Equality Syndicate (Cytonursery): +20% Health; +1 Firaxite, Floatstone, Xenomass. (Updated Quests: 1)
+ DQ: +1 science /or/ +1 health

[b]ARC[/b]
Planetary Emporium (Thorium Reactor): +1 Capital from Trade Routes; +1 Energy per 2 Citizens. (Updated Quests: 0)
+ DQ: +3 Sight for agents in foreign cities /or/ Agents recruited at 1 rank higher
Real Estate Office (Old Earth Relic): +1 Energy; +1 Capital; +2 Culture; -50% Energy Required to purchase plots in this City. (Updated Quests: 2)
+ DQ: Reduce Energy maintenance for improvements by 20% /or/ +2 Capital and -1 Energy

[b]Brasilia[/b]
Aerospatial Academy (Autoplant): 1 Scientist Specialist; +10 Defense; +25% Production when at war; +100% Production for Air and Hovering Units. (Updated Quests: 1)
+ DQ: Orbital Coverage for Floatstone /or/ Garrisoned unit = +10% science
Army Hospital (Clinic): +2 Health; +10% Science when at war. (Updated Quests: 3)
+ DQ: +1 Health for Titanium, Resilin, and Minerals /or/ Soldiers, Rangers auto heal +3 every turn

[b]Chungsu[/b]
Se Sok O-Gye Academy (Spy Agency): +2 Capital; +2 Science; +4 Covert Agents; All Recruited Covert Agents are automatically Special Agents. (Updated Quests: 3)
+ DQ: Aquatic Cities 33% more combat strength /or/ Covert Ops 33% faster
Sub-aquatic Barracks (Repair Facility): +15% Production for Land and Sea Units. (Updated Quests: 1)
+ DQ: Double embarked defense for core land units /or/ -40% production to move Aquatic City.

[b]Franco-Iberia[/b]
Immigration Bureau (Cloning Plant): +10% Food; +1 Culture per 4 Citizens. (Updated Quests: 0)
+ DQ: +1 Pop in each city /or/ +2 Science
Virtual Salon (Network): +3 Capital; +2% Virtue speed (additive); +2 Culture from Trade Routes. (Updated Quests: 0)
+ DQ: -20% Bldg Energy Maint /or/ +5% City Science

[b]INTEGR[/b]
Austerity Institute (Recycler): +1 Science from Trade Routes; +1 Production on Fiber, Silica, Copper, Fungus, Fruit, and Tubers. (Updated Quests: 1)
+ DQ: +2 Energy /or/ +2 Capital
Green Institute (Observatory): +1 Culture; +1 Science on Forests; -25% Culture required to acquire plots in this City. (Updated Quests: 0)
+ DQ: Free Virtue and 0 bldg energy maintenance /or/ Free Tech and 1 bldg energy maintenance

[b]Kavithan Protectorate[/b]
Compassion Shrine (Alien Preserve): +3 Capital; +3 Culture; Work 1 extra tile. (Updated Quests: 3)
+ DQ: Hostile units 3 attrition /or/ +5 Food per city when healthy
Seeding Temple (Pharmalab): +1 Capital; +1 Health on Fiber, Resilin, Chitin, Fungus, Fruit, Tubers and Xenomass. (Updated Quests: 3)
+ DQ: 1 Free Pop Every City /or/ +3 Capital

[b]North Sea Alliance[/b]
Aquaculture Bay (Tidal Turbine): +1 Energy on all Sea Resources. (Updated Quests: 0)
+ DQ: +1 Production on Vents, Shells, Minerals /or/ +1 Food on Eggs, Plankton, Chelonia.
Sturgeon Naval Academy (Drydock): +1 Science; +1 Production; +50% Production for Naval Units; Naval units anchored in this City fully heal in 1 Turn. (Updated Quests: 0)
+ DQ: +1 Science on Shells, Eggs, Plankton, Chelonia /or/ +2 Strength for Submarines

[b]Pan-Asian Cooperative[/b]
Hydrolysis Forge (Petrochemical Plant): 1 Engineer Specialist; +1 Energy on Coast terrain. (Updated Quests: 0)
+ DQ: +30% Production for Naval Units /or/ One-time: 1200 energy.
Mathematical Reconnaissance Institute (Spy Agency): +2 Capital; +1 Science per 2 Citizens; +3 Covert Agents. (Updated Quests: 3)
(Fixed bug: Had only +2 Covert Agents)
+ DQ: Techs with units cost -33% science /or/ Culture buildings cost -33% production.

[b]Polystralia[/b]
Anhydrous Farm (Vivarium): +5% Food; +2 Food and +1 Energy on Desert terrain. (Updated Quests: 3)
+ DQ: +10% Pop Growth in Capital /or/ +2 Energy.
Coastal Redoubt (Rocket Battery): +24 Defense; +10 City Hitpoints; 1 Trader Specialist. (Updated Quests: 0)
+ DQ: +1 Energy for every trade route /or/ Trade units +10 Combat Defense 

[b]Slavic Federation[/b]
Estuary Gate (Water Refinery): +1 Energy and Production on River tiles. (Updated Quests: 0)
+ DQ: +1 Science /or/ +1 Health
Orbital Factory (Launch Complex): +1 Production; Reveals invisible units within 4 tiles of this City; +4 Orbital Coverage. (Updated Quests: 2)
+ DQ: Allow Orbital overlap by 1 tile /or/ -1 Intrigue per turn in all cities.

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Buildings for Custom Sponsors

[b]Nuevos Aires Coalition[/b]
Steakhouse (Vivarium): +2 Food per Chitin, Resilin. (Updated Quests: 3)
+ DQ: +1 Culture /or/ +1 Production
Andean Preserve (Alien Preserve): +2 Energy, +2 Capital, +4 Culture (Requires nearby Mountain Tile) (Updated Quests: 3)
+ DQ: +1 Science /or/ +1 Health
