Open source Star Ruler 2 source code!
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Card: Cultivation
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Name: #CARD_CULTIVATION
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Description: #CARD_CULTIVATION_DESC
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Icon: CardIcons::19
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Color: #206080
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Class: Action
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Rarity: Epic
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Base Purchase Cost: 3
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Base Play Cost: 10
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Target: planet = Object
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TargetFilterOwned(planet)
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TargetFilterType(planet, Planet)
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ApplyRegionTargetCostMod(planet)
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OnPlanet(planet, AddPlanetResource(Fruit))
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AI: PlayAsCreatedResource(planet, Fruit, 5.0)
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Card: Development
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Name: #CARD_DEVELOPMENT
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Description: #CARD_DEVELOPMENT_DESC
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Icon: CardIcons::51
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Leader Only: True
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DLC: Heralds
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Color: #ff5b01
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Class: Action
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Rarity: Epic
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Base Purchase Cost: 2
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Base Play Cost: 10
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ShowPopulation(2)
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Target: planet = Object
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TargetFilterType(planet, Planet)
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ApplyRegionTargetCostMod(planet)
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OnPlanet(planet, AddMaxPopulation(2))
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OnPlanet(planet, AddResource(Defense, 1))
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AI: PlayOnImportantPlanets(planet)
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Card: Enhance
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Name: #CARD_ENHANCE
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Description: #CARD_ENHANCE_DESC
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Icon: CardIcons::20
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Color: #20a0a0
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Class: Action
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Rarity: Rare
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Base Purchase Cost: 4
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Base Play Cost: 0
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Target: upgradeCard = Card
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TargetFilterCardUses(upgradeCard, 1, Allow Unlimited = True)
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TargetFilterHasQuality(upgradeCard)
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TargetFilterUpgradableQuality(upgradeCard, Add Quality = 1)
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GainCardCopy(upgradeCard, Uses = 1, Maximum Quality = True, Add Quality = 1)
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TakeCardUse(upgradeCard)
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AI: PlayOnValuableCard(upgradeCard)
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Card: Gift
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Name: #CARD_GIFT
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Description: #CARD_GIFT_DESC
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Icon: CardIcons::13
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Color: #00ff40
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Class: Action
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Rarity: Uncommon
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Base Purchase Cost: 1
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Target: toEmpire = Empire
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TargetFilterNotWar(toEmpire)
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Target: sendCard = Card
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TargetFilterCardUses(sendCard, 1)
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NotifyCardSubject(sendCard, toEmpire, #GIFT_NOTIFY)
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GainCardCostLeverage(sendCard, toEmpire, Factor = 2)
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CopyCardTo(sendCard, toEmpire, Uses = 1)
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TakeCardUse(sendCard)
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Card: Harvest
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Name: #CARD_HARVEST
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Description: #CARD_HARVEST_DESC
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Icon: CardIcons::19
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Color: #fcb729
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Class: Action
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Frequency: 0
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Target: planet = Object
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TargetFilterOwned(planet)
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TargetFilterType(planet, Planet)
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OnPlanet(planet, AddPlanetResource(Grain))
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AI: PlayAsCreatedResource(planet, Grain, 5.0)
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Card: Infiltrate
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Name: #CARD_INFILTRATE
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Description: #CARD_INFILTRATE_DESC
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Icon: CardIcons::35
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Color: #802040
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Class: Action
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Rarity: Epic
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ShowEffectiveness(-0.1)
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Base Purchase Cost: 4
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Base Play Cost: 6
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Target: ship = Object
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TargetFilterFlagship(ship)
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TargetFilterNotAllied(ship)
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Trigger(ship, AddStatus(Infiltrated, Set Origin Empire = True, Duration = 1800))
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AI: PlayOnImportantFleets(ship, Enemies = True)
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Card: NameFlagship
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Name: #CARD_NAMEFLAGSHIP
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Description: #CARD_NAMEFLAGSHIP_DESC
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Icon: CardIcons::18
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Color: #206080
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Class: Action
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Rarity: Rare
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Max Quality: 3
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ShowEffectiveness(0.1, Per Quality = 0.03)
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Base Purchase Cost: 2
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Base Play Cost: 4
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Target: ship = Object
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TargetFilterOwned(ship)
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TargetFilterFlagship(ship)
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TargetFilterUnnamed(ship)
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Target: name = Text
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TargetDefaultFlagshipName(name)
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NameObject(ship, name)
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Trigger(ship, AddPermanentEffectiveness(0.1))
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Trigger(ship, AddPermanentEffectiveness(0.03), Per Quality = 1)
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NotifyAll(#NAMEFLAGSHIP_NOTIFY)
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AI: PlayOnImportantFleets(ship)
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Card: NamePlanet
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Name: #CARD_NAMEPLANET
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Description: #CARD_NAMEPLANET_DESC
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Icon: CardIcons::15
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Color: #206080
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Class: Action
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Rarity: Rare
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Base Purchase Cost: 2
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Quality Purchase Cost: 1
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Base Play Cost: 5
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Quality Play Cost: 1
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Max Quality: 3
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ShowPopulation(2, Per Quality = 1)
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ShowLabor(1)
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Target: planet = Object
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TargetFilterOwned(planet)
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TargetFilterType(planet, Planet)
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TargetFilterUnnamed(planet)
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ApplyRegionTargetCostMod(planet)
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Target: name = Text
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TargetDefaultPlanetName(name)
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NameObject(planet, name)
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OnPlanet(planet, AddResource(Labor, +1))
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OnPlanet(planet, AddMaxPopulation(2))
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OnPlanet(planet, AddMaxPopulation(1), Per Quality = 1)
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NotifyAll(#NAMEPLANET_NOTIFY)
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AI: PlayOnImportantPlanets(planet)
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Card: NameSystem
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Name: #CARD_NAMESYSTEM
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Description: #CARD_NAMESYSTEM_DESC
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Icon: CardIcons::34
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Color: #206080
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Class: Action
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Rarity: Rare
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Base Purchase Cost: 3
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Base Play Cost: 6
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ShowEffectiveness(0.2)
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Target: system = Object
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TargetFilterRegion(system)
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TargetFilterOwnsAllPlanets(system)
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ApplyRegionTargetCostMod(system)
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TargetFilterUnnamed(system)
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Target: name = Text
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TargetDefaultPlanetName(name)
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NameObject(system, name)
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Trigger(system, AddRegionStatus(SystemMorale))
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NotifyAll(#NAMESYSTEM_NOTIFY)
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AI: PlayOnImportantSystems(system)
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Card: Sabotage
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Name: #CARD_SABOTAGE
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Description: #CARD_SABOTAGE_DESC
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Icon: CardIcons::14
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Color: #ff4ff4
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Class: Action
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Rarity: Rare
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Base Purchase Cost: 2
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Base Play Cost: 5
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Target: target = Effect
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TargetFilterOtherEmpire(target)
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TargetFilterDismissableByOwner(target)
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NotifyAllEffectSubject(target, #SABOTAGE_NOTIFY)
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GiveLeverageToOwner(target, Quality Factor = 5.0)
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DismissEffect(target)
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AI: PlayOnEnemyEffect(target)
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Card: Uprising
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Name: #CARD_UPRISING
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Description: #CARD_UPRISING_DESC
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Icon: CardIcons::16
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Color: #806020
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Class: Action
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Rarity: Uncommon
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Base Purchase Cost: 2
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Base Play Cost: 4
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Max Quality: 3
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Target: planet = Object
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TargetFilterOccupied(planet)
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TargetFilterType(planet, Planet)
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ApplyRegionTargetCostMod(planet)
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Trigger(planet, GiveLoyalty(+5))
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Trigger(planet, GenerateDefenseShips(25))
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Trigger(planet, GenerateDefenseShips(25), Per Quality = 1)
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AI: PlayOnDefendingPlanet(planet)
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