#civic_example = {
#	playable = {}								# AND trigger, no scope; use this to prevent the civic from being selectable by the player (UI)
#	potential = {}								# requirements list, see ../readme_requirements.txt
#	possible = {}								# requirements list, see ../readme_requirements.txt
#	pickable_at_start = yes / no				# default: yes
#	modification = yes / no						# default: yes, set to no to prevent adding or removing this after creation of the empire
#
#	random_weight = { base = 1 }				# scriptable weight for randomizing a civic; required, else the civic will not get assigned randomly
#
#	modifier = {}								# modifier added to the country if the civic is selected and valid
#	can_build_ruler_military_station = yes / no	# default: no
#	can_build_ruler_ship = yes / no				# default: no
#}

civic_chouchuan_1 = {
	potential = { }
	possible = { }
	random_weight = { base = 0 }
	modifier = {
		country_resource_energy_mult = 0.10
		country_resource_minerals_mult = 0.05
	}
}

civic_chouchuan_2 = {
	potential = { }
	possible = { }
	random_weight = { base = 0 }
	modifier = {
		pop_happiness = 0.05
		country_resource_unity_mult = 0.10
	}
}

civic_chouchuan_3 = {
	potential = { }
	possible = { }
	random_weight = { base = 0 }
	modifier = {
		country_resource_influence_add = 1.0
		edict_cost = -0.10
	}
}

civic_chouchuan_4 = {
	potential = { }
	possible = { }
	random_weight = { base = 0 }
	modifier = {
		ship_weapon_damage = 0.05
		ship_hull_mult = 0.10
	}
}

civic_chouchuan_5 = {
	potential = { }
	possible = { }
	random_weight = { base = 0 }
	modifier = {
		max_minerals = 5000
		max_energy = 5000
	}
}