Module:World Wonders/Ancient World

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Documentation for this module may be created at Module:World Wonders/Ancient World/doc

local EraMod = require( 'Module:Era' )
local GenMod = require( 'Module:General' )
local WWMod = require( 'Module:World Wonders' )

local p = {}

function p.main(data)

Wonder_Name = data.args[1]:gsub('^%s+', '') --Strip leading spaces
Wonder_Name = Wonder_Name:gsub('%s+$', '') --Strip trailing spaces

Bonus = {}
Bonus[1] = {}
Bonus[1][1] = GenMod.Perc('10.0%')
Bonus[1][2] = GenMod.Perc('13.0%')
Bonus[1][3] = GenMod.Perc('15.0%')
Bonus[1][4] = GenMod.Perc('16.5%')
Bonus[1][5] = GenMod.Perc('18.0%')
Bonus[1][6] = GenMod.Perc('19.5%')
Bonus[1][7] = GenMod.Perc('20.5%')
Bonus[1][8] = GenMod.Perc('22.0%')
Bonus[1][9] = GenMod.Perc('23.0%')
Bonus[1][10] = GenMod.Perc('24.0%')
Bonus[1][11] = GenMod.Perc('24.5%')
Bonus[1][12] = GenMod.Perc('25.5%')
Bonus[1][13] = GenMod.Perc('26.5%')
Bonus[1][14] = GenMod.Perc('27.0%')
Bonus[1][15] = GenMod.Perc('28.0%')
Bonus[1][16] = GenMod.Perc('28.5%')
Bonus[1][17] = GenMod.Perc('29.0%')
Bonus[1][18] = GenMod.Perc('30.0%')
Bonus[1][19] = GenMod.Perc('30.5%')
Bonus[1][20] = GenMod.Perc('31.0%')
Bonus[1][21] = GenMod.Perc('31.5%')
Bonus[1][22] = GenMod.Perc('32.5%')
Bonus[1][23] = GenMod.Perc('33.0%')
Bonus[1][24] = GenMod.Perc('33.5%')
Bonus[1][25] = GenMod.Perc('34.0%')
Bonus[1][26] = GenMod.Perc('34.5%')
Bonus[1][27] = GenMod.Perc('35.0%')
Bonus[1][28] = GenMod.Perc('35.5%')
Bonus[1][29] = GenMod.Perc('36.0%')
Bonus[1][30] = GenMod.Perc('36.5%')

Bonus[2] = {}
Bonus[2][1] = GenMod.Perc('5.0%')
Bonus[2][2] = GenMod.Perc('6.4%')
Bonus[2][3] = GenMod.Perc('7.5%')
Bonus[2][4] = GenMod.Perc('8.4%')
Bonus[2][5] = GenMod.Perc('9.1%')
Bonus[2][6] = GenMod.Perc('9.8%')
Bonus[2][7] = GenMod.Perc('10.4%')
Bonus[2][8] = GenMod.Perc('10.9%')
Bonus[2][9] = GenMod.Perc('11.4%')
Bonus[2][10] = GenMod.Perc('11.9%')
Bonus[2][11] = GenMod.Perc('12.3%')
Bonus[2][12] = GenMod.Perc('12.8%')
Bonus[2][13] = GenMod.Perc('13.2%')
Bonus[2][14] = GenMod.Perc('13.5%')
Bonus[2][15] = GenMod.Perc('13.9%')
Bonus[2][16] = GenMod.Perc('14.3%')
Bonus[2][17] = GenMod.Perc('14.6%')
Bonus[2][18] = GenMod.Perc('14.9%')
Bonus[2][19] = GenMod.Perc('15.3%')
Bonus[2][20] = GenMod.Perc('15.6%')
Bonus[2][21] = GenMod.Perc('15.9%')
Bonus[2][22] = GenMod.Perc('16.2%')
Bonus[2][23] = GenMod.Perc('16.5%')
Bonus[2][24] = GenMod.Perc('16.7%')
Bonus[2][25] = GenMod.Perc('17.0%')
Bonus[2][26] = GenMod.Perc('17.3%')
Bonus[2][27] = GenMod.Perc('17.5%')
Bonus[2][28] = GenMod.Perc('17.8%')
Bonus[2][29] = GenMod.Perc('18.0%')
Bonus[2][30] = GenMod.Perc('18.3%')

	
	if Wonder_Name == nil then
		return
	
	elseif Wonder_Name == 'Stonehenge' then
		Material1 = WWMod.main('Material1',Wonder_Name)
		Material2 = WWMod.main('Material2',Wonder_Name)
		Capital_Egypt = WWMod.main('Slot',Wonder_Name)
		
		Static_Bonus = {}
		Static_Bonus[1] = {}
		Static_Bonus[1][0] = GenMod.Icon('Coin') --Optional: Index [0] used for header
		Static_Bonus[1][1] = Static_Bonus[1][0] .. ' ' .. Bonus[1][1]
		Static_Bonus[1][2] = Static_Bonus[1][0] .. ' ' .. Bonus[1][2]
		Static_Bonus[1][3] = Static_Bonus[1][0] .. ' ' .. Bonus[1][3]
		Static_Bonus[1][4] = Static_Bonus[1][0] .. ' ' .. Bonus[1][4]
		Static_Bonus[1][5] = Static_Bonus[1][0] .. ' ' .. Bonus[1][5]
		Static_Bonus[1][6] = Static_Bonus[1][0] .. ' ' .. Bonus[1][6]
		Static_Bonus[1][7] = Static_Bonus[1][0] .. ' ' .. Bonus[1][7]
		Static_Bonus[1][8] = Static_Bonus[1][0] .. ' ' .. Bonus[1][8]
		Static_Bonus[1][9] = Static_Bonus[1][0] .. ' ' .. Bonus[1][9]
		Static_Bonus[1][10] = Static_Bonus[1][0] .. ' ' .. Bonus[1][10]
		Static_Bonus[1][11] = Static_Bonus[1][0] .. ' ' .. Bonus[1][11]
		Static_Bonus[1][12] = Static_Bonus[1][0] .. ' ' .. Bonus[1][12]
		Static_Bonus[1][13] = Static_Bonus[1][0] .. ' ' .. Bonus[1][13]
		Static_Bonus[1][14] = Static_Bonus[1][0] .. ' ' .. Bonus[1][14]
		Static_Bonus[1][15] = Static_Bonus[1][0] .. ' ' .. Bonus[1][15]
		Static_Bonus[1][16] = Static_Bonus[1][0] .. ' ' .. Bonus[1][16]
		Static_Bonus[1][17] = Static_Bonus[1][0] .. ' ' .. Bonus[1][17]
		Static_Bonus[1][18] = Static_Bonus[1][0] .. ' ' .. Bonus[1][18]
		Static_Bonus[1][19] = Static_Bonus[1][0] .. ' ' .. Bonus[1][19]
		Static_Bonus[1][20] = Static_Bonus[1][0] .. ' ' .. Bonus[1][20]
		Static_Bonus[1][21] = Static_Bonus[1][0] .. ' ' .. Bonus[1][21]
		Static_Bonus[1][22] = Static_Bonus[1][0] .. ' ' .. Bonus[1][22]
		Static_Bonus[1][23] = Static_Bonus[1][0] .. ' ' .. Bonus[1][23]
		Static_Bonus[1][24] = Static_Bonus[1][0] .. ' ' .. Bonus[1][24]
		Static_Bonus[1][25] = Static_Bonus[1][0] .. ' ' .. Bonus[1][25]
		Static_Bonus[1][26] = Static_Bonus[1][0] .. ' ' .. Bonus[1][26]
		Static_Bonus[1][27] = Static_Bonus[1][0] .. ' ' .. Bonus[1][27]
		Static_Bonus[1][28] = Static_Bonus[1][0] .. ' ' .. Bonus[1][28]
		Static_Bonus[1][29] = Static_Bonus[1][0] .. ' ' .. Bonus[1][29]
		Static_Bonus[1][30] = Static_Bonus[1][0] .. ' ' .. Bonus[1][30]
		
		Static_Bonus[2] = {}
		Static_Bonus[2][0] = GenMod.Icon('Research') --Optional: Index [0] used for header
		Static_Bonus[2][1] = Static_Bonus[2][0] .. ' 1'
		Static_Bonus[2][2] = Static_Bonus[2][0] .. ' 1'
		Static_Bonus[2][3] = Static_Bonus[2][0] .. ' 1'
		Static_Bonus[2][4] = Static_Bonus[2][0] .. ' 1'
		Static_Bonus[2][5] = Static_Bonus[2][0] .. ' 1'
		Static_Bonus[2][6] = Static_Bonus[2][0] .. ' 1'
		Static_Bonus[2][7] = Static_Bonus[2][0] .. ' 1'
		Static_Bonus[2][8] = Static_Bonus[2][0] .. ' 1'
		Static_Bonus[2][9] = Static_Bonus[2][0] .. ' 1'
		Static_Bonus[2][10] = Static_Bonus[2][0] .. ' 2'
		Static_Bonus[2][11] = Static_Bonus[2][0] .. ' 2'
		Static_Bonus[2][12] = Static_Bonus[2][0] .. ' 2'
		Static_Bonus[2][13] = Static_Bonus[2][0] .. ' 2'
		Static_Bonus[2][14] = Static_Bonus[2][0] .. ' 2'
		Static_Bonus[2][15] = Static_Bonus[2][0] .. ' 2'
		Static_Bonus[2][16] = Static_Bonus[2][0] .. ' 2'
		Static_Bonus[2][17] = Static_Bonus[2][0] .. ' 2'
		Static_Bonus[2][18] = Static_Bonus[2][0] .. ' 2'
		Static_Bonus[2][19] = Static_Bonus[2][0] .. ' 2'
		Static_Bonus[2][20] = Static_Bonus[2][0] .. ' 3'
		Static_Bonus[2][21] = Static_Bonus[2][0] .. ' 3'
		Static_Bonus[2][22] = Static_Bonus[2][0] .. ' 3'
		Static_Bonus[2][23] = Static_Bonus[2][0] .. ' 3'
		Static_Bonus[2][24] = Static_Bonus[2][0] .. ' 3'
		Static_Bonus[2][25] = Static_Bonus[2][0] .. ' 3'
		Static_Bonus[2][26] = Static_Bonus[2][0] .. ' 3'
		Static_Bonus[2][27] = Static_Bonus[2][0] .. ' 3'
		Static_Bonus[2][28] = Static_Bonus[2][0] .. ' 3'
		Static_Bonus[2][29] = Static_Bonus[2][0] .. ' 3'
		Static_Bonus[2][30] = Static_Bonus[2][0] .. ' 4'
		
	elseif Wonder_Name == 'Hanging Gardens' then
		Material1 = WWMod.main('Material1',Wonder_Name)
		Material2 = WWMod.main('Material2',Wonder_Name)
		Capital_Egypt = WWMod.main('Slot',Wonder_Name)
		
		Static_Bonus = {}
		Static_Bonus[1] = {}
		Static_Bonus[1][0] = GenMod.Icon('Food') --Optional: Index [0] used for header
		Static_Bonus[1][1] = Static_Bonus[1][0] .. ' ' .. Bonus[1][1]
		Static_Bonus[1][2] = Static_Bonus[1][0] .. ' ' .. Bonus[1][2]
		Static_Bonus[1][3] = Static_Bonus[1][0] .. ' ' .. Bonus[1][3]
		Static_Bonus[1][4] = Static_Bonus[1][0] .. ' ' .. Bonus[1][4]
		Static_Bonus[1][5] = Static_Bonus[1][0] .. ' ' .. Bonus[1][5]
		Static_Bonus[1][6] = Static_Bonus[1][0] .. ' ' .. Bonus[1][6]
		Static_Bonus[1][7] = Static_Bonus[1][0] .. ' ' .. Bonus[1][7]
		Static_Bonus[1][8] = Static_Bonus[1][0] .. ' ' .. Bonus[1][8]
		Static_Bonus[1][9] = Static_Bonus[1][0] .. ' ' .. Bonus[1][9]
		Static_Bonus[1][10] = Static_Bonus[1][0] .. ' ' .. Bonus[1][10]
		Static_Bonus[1][11] = Static_Bonus[1][0] .. ' ' .. Bonus[1][11]
		Static_Bonus[1][12] = Static_Bonus[1][0] .. ' ' .. Bonus[1][12]
		Static_Bonus[1][13] = Static_Bonus[1][0] .. ' ' .. Bonus[1][13]
		Static_Bonus[1][14] = Static_Bonus[1][0] .. ' ' .. Bonus[1][14]
		Static_Bonus[1][15] = Static_Bonus[1][0] .. ' ' .. Bonus[1][15]
		Static_Bonus[1][16] = Static_Bonus[1][0] .. ' ' .. Bonus[1][16]
		Static_Bonus[1][17] = Static_Bonus[1][0] .. ' ' .. Bonus[1][17]
		Static_Bonus[1][18] = Static_Bonus[1][0] .. ' ' .. Bonus[1][18]
		Static_Bonus[1][19] = Static_Bonus[1][0] .. ' ' .. Bonus[1][19]
		Static_Bonus[1][20] = Static_Bonus[1][0] .. ' ' .. Bonus[1][20]
		Static_Bonus[1][21] = Static_Bonus[1][0] .. ' ' .. Bonus[1][21]
		Static_Bonus[1][22] = Static_Bonus[1][0] .. ' ' .. Bonus[1][22]
		Static_Bonus[1][23] = Static_Bonus[1][0] .. ' ' .. Bonus[1][23]
		Static_Bonus[1][24] = Static_Bonus[1][0] .. ' ' .. Bonus[1][24]
		Static_Bonus[1][25] = Static_Bonus[1][0] .. ' ' .. Bonus[1][25]
		Static_Bonus[1][26] = Static_Bonus[1][0] .. ' ' .. Bonus[1][26]
		Static_Bonus[1][27] = Static_Bonus[1][0] .. ' ' .. Bonus[1][27]
		Static_Bonus[1][28] = Static_Bonus[1][0] .. ' ' .. Bonus[1][28]
		Static_Bonus[1][29] = Static_Bonus[1][0] .. ' ' .. Bonus[1][29]
		Static_Bonus[1][30] = Static_Bonus[1][0] .. ' ' .. Bonus[1][30]
		
		Static_Bonus[2] = {}
		Static_Bonus[2][0] = GenMod.Icon('Worker')--Optional: Index [0] used for header
		Static_Bonus[2][1] = Static_Bonus[2][0] .. ' +1'
		Static_Bonus[2][2] = Static_Bonus[2][0] .. ' +1'
		Static_Bonus[2][3] = Static_Bonus[2][0] .. ' +1'
		Static_Bonus[2][4] = Static_Bonus[2][0] .. ' +1'
		Static_Bonus[2][5] = Static_Bonus[2][0] .. ' +1'
		Static_Bonus[2][6] = Static_Bonus[2][0] .. ' +1'
		Static_Bonus[2][7] = Static_Bonus[2][0] .. ' +1'
		Static_Bonus[2][8] = Static_Bonus[2][0] .. ' +1'
		Static_Bonus[2][9] = Static_Bonus[2][0] .. ' +1'
		Static_Bonus[2][10] = Static_Bonus[2][0] .. ' +1'
		Static_Bonus[2][11] = Static_Bonus[2][0] .. ' +1'
		Static_Bonus[2][12] = Static_Bonus[2][0] .. ' +1'
		Static_Bonus[2][13] = Static_Bonus[2][0] .. ' +1'
		Static_Bonus[2][14] = Static_Bonus[2][0] .. ' +1'
		Static_Bonus[2][15] = Static_Bonus[2][0] .. ' +2'
		Static_Bonus[2][16] = Static_Bonus[2][0] .. ' +2'
		Static_Bonus[2][17] = Static_Bonus[2][0] .. ' +2'
		Static_Bonus[2][18] = Static_Bonus[2][0] .. ' +2'
		Static_Bonus[2][19] = Static_Bonus[2][0] .. ' +2'
		Static_Bonus[2][20] = Static_Bonus[2][0] .. ' +2'
		Static_Bonus[2][21] = Static_Bonus[2][0] .. ' +2'
		Static_Bonus[2][22] = Static_Bonus[2][0] .. ' +2'
		Static_Bonus[2][23] = Static_Bonus[2][0] .. ' +2'
		Static_Bonus[2][24] = Static_Bonus[2][0] .. ' +2'
		Static_Bonus[2][25] = Static_Bonus[2][0] .. ' +2'
		Static_Bonus[2][26] = Static_Bonus[2][0] .. ' +2'
		Static_Bonus[2][27] = Static_Bonus[2][0] .. ' +2'
		Static_Bonus[2][28] = Static_Bonus[2][0] .. ' +2'
		Static_Bonus[2][29] = Static_Bonus[2][0] .. ' +2'
		Static_Bonus[2][30] = Static_Bonus[2][0] .. ' +3'
		
	elseif Wonder_Name == 'Statue of Zeus' then
		Material1 = WWMod.main('Material1',Wonder_Name)
		Material2 = WWMod.main('Material2',Wonder_Name)
		Capital_Egypt = WWMod.main('Slot',Wonder_Name)
		
		Static_Bonus = {}
		Static_Bonus[1] = {}
		Static_Bonus[1][0] = GenMod.Icon('Unit Infantry') .. GenMod.Icon('Stat Damage') --Optional: Index [0] used for header
		Static_Bonus[1][1] = Static_Bonus[1][0] .. ' ' .. Bonus[2][1]
		Static_Bonus[1][2] = Static_Bonus[1][0] .. ' ' .. Bonus[2][2]
		Static_Bonus[1][3] = Static_Bonus[1][0] .. ' ' .. Bonus[2][3]
		Static_Bonus[1][4] = Static_Bonus[1][0] .. ' ' .. Bonus[2][4]
		Static_Bonus[1][5] = Static_Bonus[1][0] .. ' ' .. Bonus[2][5]
		Static_Bonus[1][6] = Static_Bonus[1][0] .. ' ' .. Bonus[2][6]
		Static_Bonus[1][7] = Static_Bonus[1][0] .. ' ' .. Bonus[2][7]
		Static_Bonus[1][8] = Static_Bonus[1][0] .. ' ' .. Bonus[2][8]
		Static_Bonus[1][9] = Static_Bonus[1][0] .. ' ' .. Bonus[2][9]
		Static_Bonus[1][10] = Static_Bonus[1][0] .. ' ' .. Bonus[2][10]
		Static_Bonus[1][11] = Static_Bonus[1][0] .. ' ' .. Bonus[2][11]
		Static_Bonus[1][12] = Static_Bonus[1][0] .. ' ' .. Bonus[2][12]
		Static_Bonus[1][13] = Static_Bonus[1][0] .. ' ' .. Bonus[2][13]
		Static_Bonus[1][14] = Static_Bonus[1][0] .. ' ' .. Bonus[2][14]
		Static_Bonus[1][15] = Static_Bonus[1][0] .. ' ' .. Bonus[2][15]
		Static_Bonus[1][16] = Static_Bonus[1][0] .. ' ' .. Bonus[2][16]
		Static_Bonus[1][17] = Static_Bonus[1][0] .. ' ' .. Bonus[2][17]
		Static_Bonus[1][18] = Static_Bonus[1][0] .. ' ' .. Bonus[2][18]
		Static_Bonus[1][19] = Static_Bonus[1][0] .. ' ' .. Bonus[2][19]
		Static_Bonus[1][20] = Static_Bonus[1][0] .. ' ' .. Bonus[2][20]
		Static_Bonus[1][21] = Static_Bonus[1][0] .. ' ' .. Bonus[2][21]
		Static_Bonus[1][22] = Static_Bonus[1][0] .. ' ' .. Bonus[2][22]
		Static_Bonus[1][23] = Static_Bonus[1][0] .. ' ' .. Bonus[2][23]
		Static_Bonus[1][24] = Static_Bonus[1][0] .. ' ' .. Bonus[2][24]
		Static_Bonus[1][25] = Static_Bonus[1][0] .. ' ' .. Bonus[2][25]
		Static_Bonus[1][26] = Static_Bonus[1][0] .. ' ' .. Bonus[2][26]
		Static_Bonus[1][27] = Static_Bonus[1][0] .. ' ' .. Bonus[2][27]
		Static_Bonus[1][28] = Static_Bonus[1][0] .. ' ' .. Bonus[2][28]
		Static_Bonus[1][29] = Static_Bonus[1][0] .. ' ' .. Bonus[2][29]
		Static_Bonus[1][30] = Static_Bonus[1][0] .. ' ' .. Bonus[2][30]
	
	elseif Wonder_Name == 'Temple of Artemis' then
		Material1 = WWMod.main('Material1',Wonder_Name)
		Material2 = WWMod.main('Material2',Wonder_Name)
		Capital_Egypt = WWMod.main('Slot',Wonder_Name)
		
		Static_Bonus = {}
		Static_Bonus[1] = {}
		Static_Bonus[1][0] = GenMod.Icon('Unit Range') .. GenMod.Icon('Stat Damage') --Optional: Index [0] used for header
		Static_Bonus[1][1] = Static_Bonus[1][0] .. ' ' .. Bonus[2][1]
		Static_Bonus[1][2] = Static_Bonus[1][0] .. ' ' .. Bonus[2][2]
		Static_Bonus[1][3] = Static_Bonus[1][0] .. ' ' .. Bonus[2][3]
		Static_Bonus[1][4] = Static_Bonus[1][0] .. ' ' .. Bonus[2][4]
		Static_Bonus[1][5] = Static_Bonus[1][0] .. ' ' .. Bonus[2][5]
		Static_Bonus[1][6] = Static_Bonus[1][0] .. ' ' .. Bonus[2][6]
		Static_Bonus[1][7] = Static_Bonus[1][0] .. ' ' .. Bonus[2][7]
		Static_Bonus[1][8] = Static_Bonus[1][0] .. ' ' .. Bonus[2][8]
		Static_Bonus[1][9] = Static_Bonus[1][0] .. ' ' .. Bonus[2][9]
		Static_Bonus[1][10] = Static_Bonus[1][0] .. ' ' .. Bonus[2][10]
		Static_Bonus[1][11] = Static_Bonus[1][0] .. ' ' .. Bonus[2][11]
		Static_Bonus[1][12] = Static_Bonus[1][0] .. ' ' .. Bonus[2][12]
		Static_Bonus[1][13] = Static_Bonus[1][0] .. ' ' .. Bonus[2][13]
		Static_Bonus[1][14] = Static_Bonus[1][0] .. ' ' .. Bonus[2][14]
		Static_Bonus[1][15] = Static_Bonus[1][0] .. ' ' .. Bonus[2][15]
		Static_Bonus[1][16] = Static_Bonus[1][0] .. ' ' .. Bonus[2][16]
		Static_Bonus[1][17] = Static_Bonus[1][0] .. ' ' .. Bonus[2][17]
		Static_Bonus[1][18] = Static_Bonus[1][0] .. ' ' .. Bonus[2][18]
		Static_Bonus[1][19] = Static_Bonus[1][0] .. ' ' .. Bonus[2][19]
		Static_Bonus[1][20] = Static_Bonus[1][0] .. ' ' .. Bonus[2][20]
		Static_Bonus[1][21] = Static_Bonus[1][0] .. ' ' .. Bonus[2][21]
		Static_Bonus[1][22] = Static_Bonus[1][0] .. ' ' .. Bonus[2][22]
		Static_Bonus[1][23] = Static_Bonus[1][0] .. ' ' .. Bonus[2][23]
		Static_Bonus[1][24] = Static_Bonus[1][0] .. ' ' .. Bonus[2][24]
		Static_Bonus[1][25] = Static_Bonus[1][0] .. ' ' .. Bonus[2][25]
		Static_Bonus[1][26] = Static_Bonus[1][0] .. ' ' .. Bonus[2][26]
		Static_Bonus[1][27] = Static_Bonus[1][0] .. ' ' .. Bonus[2][27]
		Static_Bonus[1][28] = Static_Bonus[1][0] .. ' ' .. Bonus[2][28]
		Static_Bonus[1][29] = Static_Bonus[1][0] .. ' ' .. Bonus[2][29]
		Static_Bonus[1][30] = Static_Bonus[1][0] .. ' ' .. Bonus[2][30]
		
		Static_Bonus[2] = {}
		Static_Bonus[2][0] = GenMod.Icon('Worker') --Optional: Index [0] used for header
		Static_Bonus[2][1] = Static_Bonus[2][0] .. ' +2'
		Static_Bonus[2][2] = Static_Bonus[2][0] .. ' +2'
		Static_Bonus[2][3] = Static_Bonus[2][0] .. ' +2'
		Static_Bonus[2][4] = Static_Bonus[2][0] .. ' +2'
		Static_Bonus[2][5] = Static_Bonus[2][0] .. ' +2'
		Static_Bonus[2][6] = Static_Bonus[2][0] .. ' +2'
		Static_Bonus[2][7] = Static_Bonus[2][0] .. ' +2'
		Static_Bonus[2][8] = Static_Bonus[2][0] .. ' +2'
		Static_Bonus[2][9] = Static_Bonus[2][0] .. ' +2'
		Static_Bonus[2][10] = Static_Bonus[2][0] .. ' +2'
		Static_Bonus[2][11] = Static_Bonus[2][0] .. ' +2'
		Static_Bonus[2][12] = Static_Bonus[2][0] .. ' +2'
		Static_Bonus[2][13] = Static_Bonus[2][0] .. ' +2'
		Static_Bonus[2][14] = Static_Bonus[2][0] .. ' +2'
		Static_Bonus[2][15] = Static_Bonus[2][0] .. ' +3'
		Static_Bonus[2][16] = Static_Bonus[2][0] .. ' +3'
		Static_Bonus[2][17] = Static_Bonus[2][0] .. ' +3'
		Static_Bonus[2][18] = Static_Bonus[2][0] .. ' +3'
		Static_Bonus[2][19] = Static_Bonus[2][0] .. ' +3'
		Static_Bonus[2][20] = Static_Bonus[2][0] .. ' +3'
		Static_Bonus[2][21] = Static_Bonus[2][0] .. ' +3'
		Static_Bonus[2][22] = Static_Bonus[2][0] .. ' +3'
		Static_Bonus[2][23] = Static_Bonus[2][0] .. ' +3'
		Static_Bonus[2][24] = Static_Bonus[2][0] .. ' +3'
		Static_Bonus[2][25] = Static_Bonus[2][0] .. ' +3'
		Static_Bonus[2][26] = Static_Bonus[2][0] .. ' +3'
		Static_Bonus[2][27] = Static_Bonus[2][0] .. ' +3'
		Static_Bonus[2][28] = Static_Bonus[2][0] .. ' +3'
		Static_Bonus[2][29] = Static_Bonus[2][0] .. ' +3'
		Static_Bonus[2][30] = Static_Bonus[2][0] .. ' +4'
	
	elseif Wonder_Name == 'Cheops Pyramid' then
		Material1 = WWMod.main('Material1',Wonder_Name)
		Material2 = WWMod.main('Material2',Wonder_Name)
		Capital_Egypt = WWMod.main('Slot',Wonder_Name)
		
		Static_Bonus = {}
		Static_Bonus[1] = {}
		Static_Bonus[1][0] = GenMod.Icon('Egypt Crest') .. GenMod.Icon('Goods') --Optional: Index [0] used for header
		Static_Bonus[1][1] = Static_Bonus[1][0] .. ' ' .. Bonus[1][1]
		Static_Bonus[1][2] = Static_Bonus[1][0] .. ' ' .. Bonus[1][2]
		Static_Bonus[1][3] = Static_Bonus[1][0] .. ' ' .. Bonus[1][3]
		Static_Bonus[1][4] = Static_Bonus[1][0] .. ' ' .. Bonus[1][4]
		Static_Bonus[1][5] = Static_Bonus[1][0] .. ' ' .. Bonus[1][5]
		Static_Bonus[1][6] = Static_Bonus[1][0] .. ' ' .. Bonus[1][6]
		Static_Bonus[1][7] = Static_Bonus[1][0] .. ' ' .. Bonus[1][7]
		Static_Bonus[1][8] = Static_Bonus[1][0] .. ' ' .. Bonus[1][8]
		Static_Bonus[1][9] = Static_Bonus[1][0] .. ' ' .. Bonus[1][9]
		Static_Bonus[1][10] = Static_Bonus[1][0] .. ' ' .. Bonus[1][10]
		Static_Bonus[1][11] = Static_Bonus[1][0] .. ' ' .. Bonus[1][11]
		Static_Bonus[1][12] = Static_Bonus[1][0] .. ' ' .. Bonus[1][12]
		Static_Bonus[1][13] = Static_Bonus[1][0] .. ' ' .. Bonus[1][13]
		Static_Bonus[1][14] = Static_Bonus[1][0] .. ' ' .. Bonus[1][14]
		Static_Bonus[1][15] = Static_Bonus[1][0] .. ' ' .. Bonus[1][15]
		Static_Bonus[1][16] = Static_Bonus[1][0] .. ' ' .. Bonus[1][16]
		Static_Bonus[1][17] = Static_Bonus[1][0] .. ' ' .. Bonus[1][17]
		Static_Bonus[1][18] = Static_Bonus[1][0] .. ' ' .. Bonus[1][18]
		Static_Bonus[1][19] = Static_Bonus[1][0] .. ' ' .. Bonus[1][19]
		Static_Bonus[1][20] = Static_Bonus[1][0] .. ' ' .. Bonus[1][20]
		Static_Bonus[1][21] = Static_Bonus[1][0] .. ' ' .. Bonus[1][21]
		Static_Bonus[1][22] = Static_Bonus[1][0] .. ' ' .. Bonus[1][22]
		Static_Bonus[1][23] = Static_Bonus[1][0] .. ' ' .. Bonus[1][23]
		Static_Bonus[1][24] = Static_Bonus[1][0] .. ' ' .. Bonus[1][24]
		Static_Bonus[1][25] = Static_Bonus[1][0] .. ' ' .. Bonus[1][25]
		Static_Bonus[1][26] = Static_Bonus[1][0] .. ' ' .. Bonus[1][26]
		Static_Bonus[1][27] = Static_Bonus[1][0] .. ' ' .. Bonus[1][27]
		Static_Bonus[1][28] = Static_Bonus[1][0] .. ' ' .. Bonus[1][28]
		Static_Bonus[1][29] = Static_Bonus[1][0] .. ' ' .. Bonus[1][29]
		Static_Bonus[1][30] = Static_Bonus[1][0] .. ' ' .. Bonus[1][30]
		
		Static_Bonus[2] = {}
		Static_Bonus[2][0] = GenMod.Icon('Goods Chest') --Optional: Index [0] used for header
		Static_Bonus[2][1] = '100 previous era goods'
		Static_Bonus[2][2] = '110 previous era goods'
		Static_Bonus[2][3] = '120 previous era goods'
		Static_Bonus[2][4] = '130 previous era goods'
		Static_Bonus[2][5] = '140 previous era goods'
		Static_Bonus[2][6] = '150 previous era goods'
		Static_Bonus[2][7] = '160 previous era goods'
		Static_Bonus[2][8] = '170 previous era goods'
		Static_Bonus[2][9] = '180 previous era goods'
		Static_Bonus[2][10] = '190 previous era goods'
		Static_Bonus[2][11] = '200 previous era goods'
		Static_Bonus[2][12] = '210 previous era goods'
		Static_Bonus[2][13] = '220 previous era goods'
		Static_Bonus[2][14] = '230 previous era goods'
		Static_Bonus[2][15] = '240 previous era goods'
		Static_Bonus[2][16] = '250 previous era goods'
		Static_Bonus[2][17] = '260 previous era goods'
		Static_Bonus[2][18] = '270 previous era goods'
		Static_Bonus[2][19] = '280 previous era goods'
		Static_Bonus[2][20] = '290 previous era goods'
		Static_Bonus[2][21] = '300 previous era goods'
		Static_Bonus[2][22] = '310 previous era goods'
		Static_Bonus[2][23] = '320 previous era goods'
		Static_Bonus[2][24] = '330 previous era goods'
		Static_Bonus[2][25] = '340 previous era goods'
		Static_Bonus[2][26] = '350 previous era goods'
		Static_Bonus[2][27] = '360 previous era goods'
		Static_Bonus[2][28] = '370 previous era goods'
		Static_Bonus[2][29] = '380 previous era goods'
		Static_Bonus[2][30] = '390 previous era goods'
	
	elseif Wonder_Name == 'Great Sphinx' then
		Material2 = WWMod.main('Material2',Wonder_Name)
		Material1 = WWMod.main('Material1',Wonder_Name)
		Capital_Egypt = WWMod.main('Slot',Wonder_Name)
		
		Static_Bonus = {}
		Static_Bonus[1] = {}
		Static_Bonus[1][0] = GenMod.Icon('Unit Cavalry') .. GenMod.Icon('Stat Damage') --Optional: Index [0] used for header
		Static_Bonus[1][1] = Static_Bonus[1][0] .. ' ' .. Bonus[2][1]
		Static_Bonus[1][2] = Static_Bonus[1][0] .. ' ' .. Bonus[2][2]
		Static_Bonus[1][3] = Static_Bonus[1][0] .. ' ' .. Bonus[2][3]
		Static_Bonus[1][4] = Static_Bonus[1][0] .. ' ' .. Bonus[2][4]
		Static_Bonus[1][5] = Static_Bonus[1][0] .. ' ' .. Bonus[2][5]
		Static_Bonus[1][6] = Static_Bonus[1][0] .. ' ' .. Bonus[2][6]
		Static_Bonus[1][7] = Static_Bonus[1][0] .. ' ' .. Bonus[2][7]
		Static_Bonus[1][8] = Static_Bonus[1][0] .. ' ' .. Bonus[2][8]
		Static_Bonus[1][9] = Static_Bonus[1][0] .. ' ' .. Bonus[2][9]
		Static_Bonus[1][10] = Static_Bonus[1][0] .. ' ' .. Bonus[2][10]
		Static_Bonus[1][11] = Static_Bonus[1][0] .. ' ' .. Bonus[2][11]
		Static_Bonus[1][12] = Static_Bonus[1][0] .. ' ' .. Bonus[2][12]
		Static_Bonus[1][13] = Static_Bonus[1][0] .. ' ' .. Bonus[2][13]
		Static_Bonus[1][14] = Static_Bonus[1][0] .. ' ' .. Bonus[2][14]
		Static_Bonus[1][15] = Static_Bonus[1][0] .. ' ' .. Bonus[2][15]
		Static_Bonus[1][16] = Static_Bonus[1][0] .. ' ' .. Bonus[2][16]
		Static_Bonus[1][17] = Static_Bonus[1][0] .. ' ' .. Bonus[2][17]
		Static_Bonus[1][18] = Static_Bonus[1][0] .. ' ' .. Bonus[2][18]
		Static_Bonus[1][19] = Static_Bonus[1][0] .. ' ' .. Bonus[2][19]
		Static_Bonus[1][20] = Static_Bonus[1][0] .. ' ' .. Bonus[2][20]
		Static_Bonus[1][21] = Static_Bonus[1][0] .. ' ' .. Bonus[2][21]
		Static_Bonus[1][22] = Static_Bonus[1][0] .. ' ' .. Bonus[2][22]
		Static_Bonus[1][23] = Static_Bonus[1][0] .. ' ' .. Bonus[2][23]
		Static_Bonus[1][24] = Static_Bonus[1][0] .. ' ' .. Bonus[2][24]
		Static_Bonus[1][25] = Static_Bonus[1][0] .. ' ' .. Bonus[2][25]
		Static_Bonus[1][26] = Static_Bonus[1][0] .. ' ' .. Bonus[2][26]
		Static_Bonus[1][27] = Static_Bonus[1][0] .. ' ' .. Bonus[2][27]
		Static_Bonus[1][28] = Static_Bonus[1][0] .. ' ' .. Bonus[2][28]
		Static_Bonus[1][29] = Static_Bonus[1][0] .. ' ' .. Bonus[2][29]
		Static_Bonus[1][30] = Static_Bonus[1][0] .. ' ' .. Bonus[2][30]
		
		Static_Bonus[2] = {}
		Static_Bonus[2][0] = GenMod.Icon('icon_mystery_chest_gold') --Optional: Index [0] used for header
		Static_Bonus[2][1] = GenMod.Perc('20.0%') .. ' ' .. GenMod.Icon('Questgiver Menes') .. '<br>' .. GenMod.Perc('80.0%') .. ' ' .. GenMod.Icon('Chest2')
		Static_Bonus[2][2] = GenMod.Perc('23.0%') .. ' ' .. GenMod.Icon('Questgiver Menes') .. '<br>' .. GenMod.Perc('77.0%') .. ' ' .. GenMod.Icon('Chest2')
		Static_Bonus[2][3] = GenMod.Perc('25.0%') .. ' ' .. GenMod.Icon('Questgiver Menes') .. '<br>' .. GenMod.Perc('75.0%') .. ' ' .. GenMod.Icon('Chest2')
		Static_Bonus[2][4] = GenMod.Perc('26.5%') .. ' ' .. GenMod.Icon('Questgiver Menes') .. '<br>' .. GenMod.Perc('73.5%') .. ' ' .. GenMod.Icon('Chest2')
		Static_Bonus[2][5] = GenMod.Perc('28.0%') .. ' ' .. GenMod.Icon('Questgiver Menes') .. '<br>' .. GenMod.Perc('72.0%') .. ' ' .. GenMod.Icon('Chest2')
		Static_Bonus[2][6] = GenMod.Perc('29.5%') .. ' ' .. GenMod.Icon('Questgiver Menes') .. '<br>' .. GenMod.Perc('70.5%') .. ' ' .. GenMod.Icon('Chest2')
		Static_Bonus[2][7] = GenMod.Perc('30.5%') .. ' ' .. GenMod.Icon('Questgiver Menes') .. '<br>' .. GenMod.Perc('69.5%') .. ' ' .. GenMod.Icon('Chest2')
		Static_Bonus[2][8] = GenMod.Perc('32.0%') .. ' ' .. GenMod.Icon('Questgiver Menes') .. '<br>' .. GenMod.Perc('68.0%') .. ' ' .. GenMod.Icon('Chest2')
		Static_Bonus[2][9] = GenMod.Perc('33.0%') .. ' ' .. GenMod.Icon('Questgiver Menes') .. '<br>' .. GenMod.Perc('67.0%') .. ' ' .. GenMod.Icon('Chest2')
		Static_Bonus[2][10] = GenMod.Perc('34.0%') .. ' ' .. GenMod.Icon('Questgiver Menes') .. '<br>' .. GenMod.Perc('66.0%') .. ' ' .. GenMod.Icon('Chest2')
		Static_Bonus[2][11] = GenMod.Perc('34.5%') .. ' ' .. GenMod.Icon('Questgiver Menes') .. '<br>' .. GenMod.Perc('65.5%') .. ' ' .. GenMod.Icon('Chest2')
		Static_Bonus[2][12] = GenMod.Perc('35.5%') .. ' ' .. GenMod.Icon('Questgiver Menes') .. '<br>' .. GenMod.Perc('64.5%') .. ' ' .. GenMod.Icon('Chest2')
		Static_Bonus[2][13] = GenMod.Perc('36.5%') .. ' ' .. GenMod.Icon('Questgiver Menes') .. '<br>' .. GenMod.Perc('63.5%') .. ' ' .. GenMod.Icon('Chest2')
		Static_Bonus[2][14] = GenMod.Perc('37.0%') .. ' ' .. GenMod.Icon('Questgiver Menes') .. '<br>' .. GenMod.Perc('63.0%') .. ' ' .. GenMod.Icon('Chest2')
		Static_Bonus[2][15] = GenMod.Perc('38.0%') .. ' ' .. GenMod.Icon('Questgiver Menes') .. '<br>' .. GenMod.Perc('62.0%') .. ' ' .. GenMod.Icon('Chest2')
		Static_Bonus[2][16] = GenMod.Perc('38.5%') .. ' ' .. GenMod.Icon('Questgiver Menes') .. '<br>' .. GenMod.Perc('61.5%') .. ' ' .. GenMod.Icon('Chest2')
		Static_Bonus[2][17] = GenMod.Perc('39.0%') .. ' ' .. GenMod.Icon('Questgiver Menes') .. '<br>' .. GenMod.Perc('61.0%') .. ' ' .. GenMod.Icon('Chest2')
		Static_Bonus[2][18] = GenMod.Perc('40.0%') .. ' ' .. GenMod.Icon('Questgiver Menes') .. '<br>' .. GenMod.Perc('60.0%') .. ' ' .. GenMod.Icon('Chest2')
		Static_Bonus[2][19] = GenMod.Perc('40.5%') .. ' ' .. GenMod.Icon('Questgiver Menes') .. '<br>' .. GenMod.Perc('59.5%') .. ' ' .. GenMod.Icon('Chest2')
		Static_Bonus[2][20] = GenMod.Perc('41.0%') .. ' ' .. GenMod.Icon('Questgiver Menes') .. '<br>' .. GenMod.Perc('59.0%') .. ' ' .. GenMod.Icon('Chest2')
		Static_Bonus[2][21] = GenMod.Perc('41.5%') .. ' ' .. GenMod.Icon('Questgiver Menes') .. '<br>' .. GenMod.Perc('58.5%') .. ' ' .. GenMod.Icon('Chest2')
		Static_Bonus[2][22] = GenMod.Perc('42.5%') .. ' ' .. GenMod.Icon('Questgiver Menes') .. '<br>' .. GenMod.Perc('57.5%') .. ' ' .. GenMod.Icon('Chest2')
		Static_Bonus[2][23] = GenMod.Perc('43.0%') .. ' ' .. GenMod.Icon('Questgiver Menes') .. '<br>' .. GenMod.Perc('57.0%') .. ' ' .. GenMod.Icon('Chest2')
		Static_Bonus[2][24] = GenMod.Perc('43.5%') .. ' ' .. GenMod.Icon('Questgiver Menes') .. '<br>' .. GenMod.Perc('56.5%') .. ' ' .. GenMod.Icon('Chest2')
		Static_Bonus[2][25] = GenMod.Perc('44.0%') .. ' ' .. GenMod.Icon('Questgiver Menes') .. '<br>' .. GenMod.Perc('56.0%') .. ' ' .. GenMod.Icon('Chest2')
		Static_Bonus[2][26] = GenMod.Perc('44.5%') .. ' ' .. GenMod.Icon('Questgiver Menes') .. '<br>' .. GenMod.Perc('55.5%') .. ' ' .. GenMod.Icon('Chest2')
		Static_Bonus[2][27] = GenMod.Perc('45.0%') .. ' ' .. GenMod.Icon('Questgiver Menes') .. '<br>' .. GenMod.Perc('55.0%') .. ' ' .. GenMod.Icon('Chest2')
		Static_Bonus[2][28] = GenMod.Perc('45.5%') .. ' ' .. GenMod.Icon('Questgiver Menes') .. '<br>' .. GenMod.Perc('54.5%') .. ' ' .. GenMod.Icon('Chest2')
		Static_Bonus[2][29] = GenMod.Perc('46.0%') .. ' ' .. GenMod.Icon('Questgiver Menes') .. '<br>' .. GenMod.Perc('54.0%') .. ' ' .. GenMod.Icon('Chest2')
		Static_Bonus[2][30] = GenMod.Perc('46.5%') .. ' ' .. GenMod.Icon('Questgiver Menes') .. '<br>' .. GenMod.Perc('53.5%') .. ' ' .. GenMod.Icon('Chest2')
	
	elseif Wonder_Name == 'Abu Simbel' then
		Material1 = WWMod.main('Material1',Wonder_Name)
		Material2 = WWMod.main('Material2',Wonder_Name)
		Capital_Egypt = WWMod.main('Slot',Wonder_Name)
		
		Static_Bonus = {}
		Static_Bonus[1] = {}
		Static_Bonus[1][0] = GenMod.Icon('Stat Damage') --Optional: Index [0] used for header
		Static_Bonus[1][1] = Static_Bonus[1][0] .. ' ' .. Bonus[2][1]
		Static_Bonus[1][2] = Static_Bonus[1][0] .. ' ' .. Bonus[2][2]
		Static_Bonus[1][3] = Static_Bonus[1][0] .. ' ' .. Bonus[2][3]
		Static_Bonus[1][4] = Static_Bonus[1][0] .. ' ' .. Bonus[2][4]
		Static_Bonus[1][5] = Static_Bonus[1][0] .. ' ' .. Bonus[2][5]
		Static_Bonus[1][6] = Static_Bonus[1][0] .. ' ' .. Bonus[2][6]
		Static_Bonus[1][7] = Static_Bonus[1][0] .. ' ' .. Bonus[2][7]
		Static_Bonus[1][8] = Static_Bonus[1][0] .. ' ' .. Bonus[2][8]
		Static_Bonus[1][9] = Static_Bonus[1][0] .. ' ' .. Bonus[2][9]
		Static_Bonus[1][10] = Static_Bonus[1][0] .. ' ' .. Bonus[2][10]
		Static_Bonus[1][11] = Static_Bonus[1][0] .. ' ' .. Bonus[2][11]
		Static_Bonus[1][12] = Static_Bonus[1][0] .. ' ' .. Bonus[2][12]
		Static_Bonus[1][13] = Static_Bonus[1][0] .. ' ' .. Bonus[2][13]
		Static_Bonus[1][14] = Static_Bonus[1][0] .. ' ' .. Bonus[2][14]
		Static_Bonus[1][15] = Static_Bonus[1][0] .. ' ' .. Bonus[2][15]
		Static_Bonus[1][16] = Static_Bonus[1][0] .. ' ' .. Bonus[2][16]
		Static_Bonus[1][17] = Static_Bonus[1][0] .. ' ' .. Bonus[2][17]
		Static_Bonus[1][18] = Static_Bonus[1][0] .. ' ' .. Bonus[2][18]
		Static_Bonus[1][19] = Static_Bonus[1][0] .. ' ' .. Bonus[2][19]
		Static_Bonus[1][20] = Static_Bonus[1][0] .. ' ' .. Bonus[2][20]
		Static_Bonus[1][21] = Static_Bonus[1][0] .. ' ' .. Bonus[2][21]
		Static_Bonus[1][22] = Static_Bonus[1][0] .. ' ' .. Bonus[2][22]
		Static_Bonus[1][23] = Static_Bonus[1][0] .. ' ' .. Bonus[2][23]
		Static_Bonus[1][24] = Static_Bonus[1][0] .. ' ' .. Bonus[2][24]
		Static_Bonus[1][25] = Static_Bonus[1][0] .. ' ' .. Bonus[2][25]
		Static_Bonus[1][26] = Static_Bonus[1][0] .. ' ' .. Bonus[2][26]
		Static_Bonus[1][27] = Static_Bonus[1][0] .. ' ' .. Bonus[2][27]
		Static_Bonus[1][28] = Static_Bonus[1][0] .. ' ' .. Bonus[2][28]
		Static_Bonus[1][29] = Static_Bonus[1][0] .. ' ' .. Bonus[2][29]
		Static_Bonus[1][30] = Static_Bonus[1][0] .. ' ' .. Bonus[2][30]
		
		Static_Bonus[2] = {}
		Static_Bonus[2][0] = GenMod.Icon('Research') --Optional: Index [0] used for header
		Static_Bonus[2][1] = Static_Bonus[2][0] .. ' 1'
		Static_Bonus[2][2] = Static_Bonus[2][0] .. ' 1'
		Static_Bonus[2][3] = Static_Bonus[2][0] .. ' 1'
		Static_Bonus[2][4] = Static_Bonus[2][0] .. ' 1'
		Static_Bonus[2][5] = Static_Bonus[2][0] .. ' 1'
		Static_Bonus[2][6] = Static_Bonus[2][0] .. ' 1'
		Static_Bonus[2][7] = Static_Bonus[2][0] .. ' 1'
		Static_Bonus[2][8] = Static_Bonus[2][0] .. ' 1'
		Static_Bonus[2][9] = Static_Bonus[2][0] .. ' 1'
		Static_Bonus[2][10] = Static_Bonus[2][0] .. ' 2'
		Static_Bonus[2][11] = Static_Bonus[2][0] .. ' 2'
		Static_Bonus[2][12] = Static_Bonus[2][0] .. ' 2'
		Static_Bonus[2][13] = Static_Bonus[2][0] .. ' 2'
		Static_Bonus[2][14] = Static_Bonus[2][0] .. ' 2'
		Static_Bonus[2][15] = Static_Bonus[2][0] .. ' 2'
		Static_Bonus[2][16] = Static_Bonus[2][0] .. ' 2'
		Static_Bonus[2][17] = Static_Bonus[2][0] .. ' 2'
		Static_Bonus[2][18] = Static_Bonus[2][0] .. ' 2'
		Static_Bonus[2][19] = Static_Bonus[2][0] .. ' 2'
		Static_Bonus[2][20] = Static_Bonus[2][0] .. ' 3'
		Static_Bonus[2][21] = Static_Bonus[2][0] .. ' 3'
		Static_Bonus[2][22] = Static_Bonus[2][0] .. ' 3'
		Static_Bonus[2][23] = Static_Bonus[2][0] .. ' 3'
		Static_Bonus[2][24] = Static_Bonus[2][0] .. ' 3'
		Static_Bonus[2][25] = Static_Bonus[2][0] .. ' 3'
		Static_Bonus[2][26] = Static_Bonus[2][0] .. ' 3'
		Static_Bonus[2][27] = Static_Bonus[2][0] .. ' 3'
		Static_Bonus[2][28] = Static_Bonus[2][0] .. ' 3'
		Static_Bonus[2][29] = Static_Bonus[2][0] .. ' 3'
		Static_Bonus[2][30] = Static_Bonus[2][0] .. ' 4'
	
	elseif Wonder_Name == 'Tomb of Mausolus' then
		Material1 = WWMod.main('Material1',Wonder_Name)
		Material2 = WWMod.main('Material2',Wonder_Name)
		Capital_Egypt = WWMod.main('Slot',Wonder_Name)
		
		Static_Bonus = {}
		Static_Bonus[1] = {}
		Static_Bonus[1][0] = GenMod.Icon('Goods') --Optional: Index [0] used for header
		Static_Bonus[1][1] = Static_Bonus[1][0] .. ' ' .. GenMod.Num_Group(300)
		Static_Bonus[1][2] = Static_Bonus[1][0] .. ' ' .. GenMod.Num_Group(330)
		Static_Bonus[1][3] = Static_Bonus[1][0] .. ' ' .. GenMod.Num_Group(360)
		Static_Bonus[1][4] = Static_Bonus[1][0] .. ' ' .. GenMod.Num_Group(390)
		Static_Bonus[1][5] = Static_Bonus[1][0] .. ' ' .. GenMod.Num_Group(420)
		Static_Bonus[1][6] = Static_Bonus[1][0] .. ' ' .. GenMod.Num_Group(450)
		Static_Bonus[1][7] = Static_Bonus[1][0] .. ' ' .. GenMod.Num_Group(480)
		Static_Bonus[1][8] = Static_Bonus[1][0] .. ' ' .. GenMod.Num_Group(510)
		Static_Bonus[1][9] = Static_Bonus[1][0] .. ' ' .. GenMod.Num_Group(540)
		Static_Bonus[1][10] = Static_Bonus[1][0] .. ' ' .. GenMod.Num_Group(570)
		Static_Bonus[1][11] = Static_Bonus[1][0] .. ' ' .. GenMod.Num_Group(600)
		Static_Bonus[1][12] = Static_Bonus[1][0] .. ' ' .. GenMod.Num_Group(630)
		Static_Bonus[1][13] = Static_Bonus[1][0] .. ' ' .. GenMod.Num_Group(660)
		Static_Bonus[1][14] = Static_Bonus[1][0] .. ' ' .. GenMod.Num_Group(690)
		Static_Bonus[1][15] = Static_Bonus[1][0] .. ' ' .. GenMod.Num_Group(720)
		Static_Bonus[1][16] = Static_Bonus[1][0] .. ' ' .. GenMod.Num_Group(750)
		Static_Bonus[1][17] = Static_Bonus[1][0] .. ' ' .. GenMod.Num_Group(780)
		Static_Bonus[1][18] = Static_Bonus[1][0] .. ' ' .. GenMod.Num_Group(810)
		Static_Bonus[1][19] = Static_Bonus[1][0] .. ' ' .. GenMod.Num_Group(840)
		Static_Bonus[1][20] = Static_Bonus[1][0] .. ' ' .. GenMod.Num_Group(870)
		Static_Bonus[1][21] = Static_Bonus[1][0] .. ' ' .. GenMod.Num_Group(900)
		Static_Bonus[1][22] = Static_Bonus[1][0] .. ' ' .. GenMod.Num_Group(930)
		Static_Bonus[1][23] = Static_Bonus[1][0] .. ' ' .. GenMod.Num_Group(960)
		Static_Bonus[1][24] = Static_Bonus[1][0] .. ' ' .. GenMod.Num_Group(990)
		Static_Bonus[1][25] = Static_Bonus[1][0] .. ' ' .. GenMod.Num_Group(1020)
		Static_Bonus[1][26] = Static_Bonus[1][0] .. ' ' .. GenMod.Num_Group(1050)
		Static_Bonus[1][27] = Static_Bonus[1][0] .. ' ' .. GenMod.Num_Group(1080)
		Static_Bonus[1][28] = Static_Bonus[1][0] .. ' ' .. GenMod.Num_Group(1110)
		Static_Bonus[1][29] = Static_Bonus[1][0] .. ' ' .. GenMod.Num_Group(1140)
		Static_Bonus[1][30] = Static_Bonus[1][0] .. ' ' .. GenMod.Num_Group(1170)
		
		Static_Bonus[2] = {}
		Static_Bonus[2][0] = GenMod.Icon('icon_mystery_chest_gold') --Optional: Index [0] used for header
		Static_Bonus[2][1] = GenMod.Perc('40%') .. ' ' .. GenMod.Icon('Research') .. ' 1<br>' .. GenMod.Perc('5%') .. ' ' .. GenMod.Icon('Research') .. ' 2<br>' .. GenMod.Perc('55%') .. ' ' .. GenMod.Icon('Food')
		Static_Bonus[2][2] = GenMod.Perc('40%') .. ' ' .. GenMod.Icon('Research') .. ' 1<br>' .. GenMod.Perc('8%') .. ' ' .. GenMod.Icon('Research') .. ' 2<br>' .. GenMod.Perc('52%') .. ' ' .. GenMod.Icon('Food')
		Static_Bonus[2][3] = GenMod.Perc('40%') .. ' ' .. GenMod.Icon('Research') .. ' 1<br>' .. GenMod.Perc('11%') .. ' ' .. GenMod.Icon('Research') .. ' 2<br>' .. GenMod.Perc('49%') .. ' ' .. GenMod.Icon('Food')
		Static_Bonus[2][4] = GenMod.Perc('40%') .. ' ' .. GenMod.Icon('Research') .. ' 1<br>' .. GenMod.Perc('13%') .. ' ' .. GenMod.Icon('Research') .. ' 2<br>' .. GenMod.Perc('47%') .. ' ' .. GenMod.Icon('Food')
		Static_Bonus[2][5] = GenMod.Perc('35%') .. ' ' .. GenMod.Icon('Research') .. ' 1<br>' .. GenMod.Perc('18%') .. ' ' .. GenMod.Icon('Research') .. ' 2<br>' .. GenMod.Perc('47%') .. ' ' .. GenMod.Icon('Food')
		Static_Bonus[2][6] = GenMod.Perc('35%') .. ' ' .. GenMod.Icon('Research') .. ' 1<br>' .. GenMod.Perc('20%') .. ' ' .. GenMod.Icon('Research') .. ' 2<br>' .. GenMod.Perc('45%') .. ' ' .. GenMod.Icon('Food')
		Static_Bonus[2][7] = GenMod.Perc('35%') .. ' ' .. GenMod.Icon('Research') .. ' 1<br>' .. GenMod.Perc('22%') .. ' ' .. GenMod.Icon('Research') .. ' 2<br>' .. GenMod.Perc('43%') .. ' ' .. GenMod.Icon('Food')
		Static_Bonus[2][8] = GenMod.Perc('35%') .. ' ' .. GenMod.Icon('Research') .. ' 1<br>' .. GenMod.Perc('24%') .. ' ' .. GenMod.Icon('Research') .. ' 2<br>' .. GenMod.Perc('41%') .. ' ' .. GenMod.Icon('Food')
		Static_Bonus[2][9] = GenMod.Perc('35%') .. ' ' .. GenMod.Icon('Research') .. ' 1<br>' .. GenMod.Perc('26%') .. ' ' .. GenMod.Icon('Research') .. ' 2<br>' .. GenMod.Perc('39%') .. ' ' .. GenMod.Icon('Food')
		Static_Bonus[2][10] = GenMod.Perc('30%') .. ' ' .. GenMod.Icon('Research') .. ' 1<br>' .. GenMod.Perc('30%') .. ' ' .. GenMod.Icon('Research') .. ' 2<br>' .. GenMod.Perc('40%') .. ' ' .. GenMod.Icon('Food')
		Static_Bonus[2][11] = GenMod.Perc('30%') .. ' ' .. GenMod.Icon('Research') .. ' 1<br>' .. GenMod.Perc('26%') .. ' ' .. GenMod.Icon('Research') .. ' 2<br>' .. GenMod.Perc('4%') .. ' ' .. GenMod.Icon('Research') .. ' 3<br>' .. GenMod.Perc('40%') .. ' ' .. GenMod.Icon('Food')
		Static_Bonus[2][12] = GenMod.Perc('26%') .. ' ' .. GenMod.Icon('Research') .. ' 1<br>' .. GenMod.Perc('27%') .. ' ' .. GenMod.Icon('Research') .. ' 2<br>' .. GenMod.Perc('6%') .. ' ' .. GenMod.Icon('Research') .. ' 3<br>' .. GenMod.Perc('41%') .. ' ' .. GenMod.Icon('Food')
		Static_Bonus[2][13] = GenMod.Perc('25%') .. ' ' .. GenMod.Icon('Research') .. ' 1<br>' .. GenMod.Perc('27%') .. ' ' .. GenMod.Icon('Research') .. ' 2<br>' .. GenMod.Perc('7%') .. ' ' .. GenMod.Icon('Research') .. ' 3<br>' .. GenMod.Perc('41%') .. ' ' .. GenMod.Icon('Food')
		Static_Bonus[2][14] = GenMod.Perc('25%') .. ' ' .. GenMod.Icon('Research') .. ' 1<br>' .. GenMod.Perc('29%') .. ' ' .. GenMod.Icon('Research') .. ' 2<br>' .. GenMod.Perc('7%') .. ' ' .. GenMod.Icon('Research') .. ' 3<br>' .. GenMod.Perc('39%') .. ' ' .. GenMod.Icon('Food')
		Static_Bonus[2][15] = GenMod.Perc('25%') .. ' ' .. GenMod.Icon('Research') .. ' 1<br>' .. GenMod.Perc('30%') .. ' ' .. GenMod.Icon('Research') .. ' 2<br>' .. GenMod.Perc('7%') .. ' ' .. GenMod.Icon('Research') .. ' 3<br>' .. GenMod.Perc('38%') .. ' ' .. GenMod.Icon('Food')
		Static_Bonus[2][16] = GenMod.Perc('25%') .. ' ' .. GenMod.Icon('Research') .. ' 1<br>' .. GenMod.Perc('30%') .. ' ' .. GenMod.Icon('Research') .. ' 2<br>' .. GenMod.Perc('8%') .. ' ' .. GenMod.Icon('Research') .. ' 3<br>' .. GenMod.Perc('37%') .. ' ' .. GenMod.Icon('Food')
		Static_Bonus[2][17] = GenMod.Perc('25%') .. ' ' .. GenMod.Icon('Research') .. ' 1<br>' .. GenMod.Perc('30%') .. ' ' .. GenMod.Icon('Research') .. ' 2<br>' .. GenMod.Perc('9%') .. ' ' .. GenMod.Icon('Research') .. ' 3<br>' .. GenMod.Perc('36%') .. ' ' .. GenMod.Icon('Food')
		Static_Bonus[2][18] = GenMod.Perc('25%') .. ' ' .. GenMod.Icon('Research') .. ' 1<br>' .. GenMod.Perc('32%') .. ' ' .. GenMod.Icon('Research') .. ' 2<br>' .. GenMod.Perc('9%') .. ' ' .. GenMod.Icon('Research') .. ' 3<br>' .. GenMod.Perc('34%') .. ' ' .. GenMod.Icon('Food')
		Static_Bonus[2][19] = GenMod.Perc('25%') .. ' ' .. GenMod.Icon('Research') .. ' 1<br>' .. GenMod.Perc('32%') .. ' ' .. GenMod.Icon('Research') .. ' 2<br>' .. GenMod.Perc('10%') .. ' ' .. GenMod.Icon('Research') .. ' 3<br>' .. GenMod.Perc('33%') .. ' ' .. GenMod.Icon('Food')
		Static_Bonus[2][20] = GenMod.Perc('25%') .. ' ' .. GenMod.Icon('Research') .. ' 1<br>' .. GenMod.Perc('33%') .. ' ' .. GenMod.Icon('Research') .. ' 2<br>' .. GenMod.Perc('10%') .. ' ' .. GenMod.Icon('Research') .. ' 3<br>' .. GenMod.Perc('32%') .. ' ' .. GenMod.Icon('Food')
		Static_Bonus[2][21] = GenMod.Perc('25%') .. ' ' .. GenMod.Icon('Research') .. ' 1<br>' .. GenMod.Perc('34%') .. ' ' .. GenMod.Icon('Research') .. ' 2<br>' .. GenMod.Perc('10%') .. ' ' .. GenMod.Icon('Research') .. ' 3<br>' .. GenMod.Perc('31%') .. ' ' .. GenMod.Icon('Food')
		Static_Bonus[2][22] = GenMod.Perc('25%') .. ' ' .. GenMod.Icon('Research') .. ' 1<br>' .. GenMod.Perc('36%') .. ' ' .. GenMod.Icon('Research') .. ' 2<br>' .. GenMod.Perc('10%') .. ' ' .. GenMod.Icon('Research') .. ' 3<br>' .. GenMod.Perc('29%') .. ' ' .. GenMod.Icon('Food')
		Static_Bonus[2][23] = GenMod.Perc('25%') .. ' ' .. GenMod.Icon('Research') .. ' 1<br>' .. GenMod.Perc('36%') .. ' ' .. GenMod.Icon('Research') .. ' 2<br>' .. GenMod.Perc('11%') .. ' ' .. GenMod.Icon('Research') .. ' 3<br>' .. GenMod.Perc('28%') .. ' ' .. GenMod.Icon('Food')
		Static_Bonus[2][24] = GenMod.Perc('25%') .. ' ' .. GenMod.Icon('Research') .. ' 1<br>' .. GenMod.Perc('36%') .. ' ' .. GenMod.Icon('Research') .. ' 2<br>' .. GenMod.Perc('12%') .. ' ' .. GenMod.Icon('Research') .. ' 3<br>' .. GenMod.Perc('27%') .. ' ' .. GenMod.Icon('Food')
		Static_Bonus[2][25] = GenMod.Perc('25%') .. ' ' .. GenMod.Icon('Research') .. ' 1<br>' .. GenMod.Perc('37%') .. ' ' .. GenMod.Icon('Research') .. ' 2<br>' .. GenMod.Perc('12%') .. ' ' .. GenMod.Icon('Research') .. ' 3<br>' .. GenMod.Perc('26%') .. ' ' .. GenMod.Icon('Food')
		Static_Bonus[2][26] = GenMod.Perc('25%') .. ' ' .. GenMod.Icon('Research') .. ' 1<br>' .. GenMod.Perc('37%') .. ' ' .. GenMod.Icon('Research') .. ' 2<br>' .. GenMod.Perc('13%') .. ' ' .. GenMod.Icon('Research') .. ' 3<br>' .. GenMod.Perc('25%') .. ' ' .. GenMod.Icon('Food')
		Static_Bonus[2][27] = GenMod.Perc('25%') .. ' ' .. GenMod.Icon('Research') .. ' 1<br>' .. GenMod.Perc('38%') .. ' ' .. GenMod.Icon('Research') .. ' 2<br>' .. GenMod.Perc('13%') .. ' ' .. GenMod.Icon('Research') .. ' 3<br>' .. GenMod.Perc('24%') .. ' ' .. GenMod.Icon('Food')
		Static_Bonus[2][28] = GenMod.Perc('25%') .. ' ' .. GenMod.Icon('Research') .. ' 1<br>' .. GenMod.Perc('38%') .. ' ' .. GenMod.Icon('Research') .. ' 2<br>' .. GenMod.Perc('14%') .. ' ' .. GenMod.Icon('Research') .. ' 3<br>' .. GenMod.Perc('23%') .. ' ' .. GenMod.Icon('Food')
		Static_Bonus[2][29] = GenMod.Perc('25%') .. ' ' .. GenMod.Icon('Research') .. ' 1<br>' .. GenMod.Perc('39%') .. ' ' .. GenMod.Icon('Research') .. ' 2<br>' .. GenMod.Perc('14%') .. ' ' .. GenMod.Icon('Research') .. ' 3<br>' .. GenMod.Perc('22%') .. ' ' .. GenMod.Icon('Food')
		Static_Bonus[2][30] = GenMod.Perc('25%') .. ' ' .. GenMod.Icon('Research') .. ' 1<br>' .. GenMod.Perc('39%') .. ' ' .. GenMod.Icon('Research') .. ' 2<br>' .. GenMod.Perc('15%') .. ' ' .. GenMod.Icon('Research') .. ' 3<br>' .. GenMod.Perc('21%') .. ' ' .. GenMod.Icon('Food')
	
	elseif Wonder_Name == 'Lighthouse of Alexandria' then 
		Material1 = WWMod.main('Material1',Wonder_Name)
		Material2 = WWMod.main('Material2',Wonder_Name)
		Capital_Egypt = WWMod.main('Slot',Wonder_Name)
		
		Static_Bonus = {}
		Static_Bonus[1] = {}
		Static_Bonus[1][0] = GenMod.Icon('Goods') --Optional: Index [0] used for header
		Static_Bonus[1][1] = Static_Bonus[1][0] .. ' ' .. GenMod.Perc('5.0%')
		Static_Bonus[1][2] = Static_Bonus[1][0] .. ' ' .. GenMod.Perc('7.0%')
		Static_Bonus[1][3] = Static_Bonus[1][0] .. ' ' .. GenMod.Perc('8.3%')
		Static_Bonus[1][4] = Static_Bonus[1][0] .. ' ' .. GenMod.Perc('9.4%')
		Static_Bonus[1][5] = Static_Bonus[1][0] .. ' ' .. GenMod.Perc('10.3%')
		Static_Bonus[1][6] = Static_Bonus[1][0] .. ' ' .. GenMod.Perc('11.1%')
		Static_Bonus[1][7] = Static_Bonus[1][0] .. ' ' .. GenMod.Perc('11.8%')
		Static_Bonus[1][8] = Static_Bonus[1][0] .. ' ' .. GenMod.Perc('12.4%')
		Static_Bonus[1][9] = Static_Bonus[1][0] .. ' ' .. GenMod.Perc('12.9%')
		Static_Bonus[1][10] = Static_Bonus[1][0] .. ' ' .. GenMod.Perc('13.5%')
		Static_Bonus[1][11] = Static_Bonus[1][0] .. ' ' .. GenMod.Perc('14.0%')
		Static_Bonus[1][12] = Static_Bonus[1][0] .. ' ' .. GenMod.Perc('14.4%')
		Static_Bonus[1][13] = Static_Bonus[1][0] .. ' ' .. GenMod.Perc('14.8%')
		Static_Bonus[1][14] = Static_Bonus[1][0] .. ' ' .. GenMod.Perc('15.2%')
		Static_Bonus[1][15] = Static_Bonus[1][0] .. ' ' .. GenMod.Perc('15.6%')
		Static_Bonus[1][16] = Static_Bonus[1][0] .. ' ' .. GenMod.Perc('16.0%')
		Static_Bonus[1][17] = Static_Bonus[1][0] .. ' ' .. GenMod.Perc('16.4%')
		Static_Bonus[1][18] = Static_Bonus[1][0] .. ' ' .. GenMod.Perc('16.7%')
		Static_Bonus[1][19] = Static_Bonus[1][0] .. ' ' .. GenMod.Perc('17.0%')
		Static_Bonus[1][20] = Static_Bonus[1][0] .. ' ' .. GenMod.Perc('17.3%')
		Static_Bonus[1][21] = Static_Bonus[1][0] .. ' ' .. GenMod.Perc('17.6%')
		Static_Bonus[1][22] = Static_Bonus[1][0] .. ' ' .. GenMod.Perc('17.9%')
		Static_Bonus[1][23] = Static_Bonus[1][0] .. ' ' .. GenMod.Perc('18.2%')
		Static_Bonus[1][24] = Static_Bonus[1][0] .. ' ' .. GenMod.Perc('18.5%')
		Static_Bonus[1][25] = Static_Bonus[1][0] .. ' ' .. GenMod.Perc('18.7%')
		Static_Bonus[1][26] = Static_Bonus[1][0] .. ' ' .. GenMod.Perc('19.0%')
		Static_Bonus[1][27] = Static_Bonus[1][0] .. ' ' .. GenMod.Perc('19.3%')
		Static_Bonus[1][28] = Static_Bonus[1][0] .. ' ' .. GenMod.Perc('19.5%')
		Static_Bonus[1][29] = Static_Bonus[1][0] .. ' ' .. GenMod.Perc('19.7%')
		Static_Bonus[1][30] = Static_Bonus[1][0] .. ' ' .. GenMod.Perc('20.0%')
		
		Static_Bonus[2] = {}
		Static_Bonus[2][0] = GenMod.Icon('Trade Worker') --Optional: Index [0] used for header
		Static_Bonus[2][1] = Static_Bonus[2][0] .. ' +1'
		Static_Bonus[2][2] = Static_Bonus[2][0] .. ' +1'
		Static_Bonus[2][3] = Static_Bonus[2][0] .. ' +1'
		Static_Bonus[2][4] = Static_Bonus[2][0] .. ' +1'
		Static_Bonus[2][5] = Static_Bonus[2][0] .. ' +1'
		Static_Bonus[2][6] = Static_Bonus[2][0] .. ' +1'
		Static_Bonus[2][7] = Static_Bonus[2][0] .. ' +1'
		Static_Bonus[2][8] = Static_Bonus[2][0] .. ' +1'
		Static_Bonus[2][9] = Static_Bonus[2][0] .. ' +1'
		Static_Bonus[2][10] = Static_Bonus[2][0] .. ' +1'
		Static_Bonus[2][11] = Static_Bonus[2][0] .. ' +1'
		Static_Bonus[2][12] = Static_Bonus[2][0] .. ' +1'
		Static_Bonus[2][13] = Static_Bonus[2][0] .. ' +1'
		Static_Bonus[2][14] = Static_Bonus[2][0] .. ' +1'
		Static_Bonus[2][15] = Static_Bonus[2][0] .. ' +2'
		Static_Bonus[2][16] = Static_Bonus[2][0] .. ' +2'
		Static_Bonus[2][17] = Static_Bonus[2][0] .. ' +2'
		Static_Bonus[2][18] = Static_Bonus[2][0] .. ' +2'
		Static_Bonus[2][19] = Static_Bonus[2][0] .. ' +2'
		Static_Bonus[2][20] = Static_Bonus[2][0] .. ' +2'
		Static_Bonus[2][21] = Static_Bonus[2][0] .. ' +2'
		Static_Bonus[2][22] = Static_Bonus[2][0] .. ' +2'
		Static_Bonus[2][23] = Static_Bonus[2][0] .. ' +2'
		Static_Bonus[2][24] = Static_Bonus[2][0] .. ' +2'
		Static_Bonus[2][25] = Static_Bonus[2][0] .. ' +2'
		Static_Bonus[2][26] = Static_Bonus[2][0] .. ' +2'
		Static_Bonus[2][27] = Static_Bonus[2][0] .. ' +2'
		Static_Bonus[2][28] = Static_Bonus[2][0] .. ' +2'
		Static_Bonus[2][29] = Static_Bonus[2][0] .. ' +2'
		Static_Bonus[2][30] = Static_Bonus[2][0] .. ' +3'
	
	elseif Wonder_Name == 'Colossus of Rhodes' then
		Material1 = WWMod.main('Material1',Wonder_Name)
		Material2 = WWMod.main('Material2',Wonder_Name)
		Capital_Egypt = WWMod.main('Slot',Wonder_Name)
		
		Static_Bonus = {}
		Static_Bonus[1] = {}
		Static_Bonus[1][0] = GenMod.Icon('Gears') --Optional: Index [0] used for header
		Static_Bonus[1][1] = Static_Bonus[1][0] .. ' ' .. GenMod.Perc('5%')
		Static_Bonus[1][2] = Static_Bonus[1][0] .. ' ' .. GenMod.Perc('9%')
		Static_Bonus[1][3] = Static_Bonus[1][0] .. ' ' .. GenMod.Perc('12%')
		Static_Bonus[1][4] = Static_Bonus[1][0] .. ' ' .. GenMod.Perc('15%')
		Static_Bonus[1][5] = Static_Bonus[1][0] .. ' ' .. GenMod.Perc('17%')
		Static_Bonus[1][6] = Static_Bonus[1][0] .. ' ' .. GenMod.Perc('18%')
		Static_Bonus[1][7] = Static_Bonus[1][0] .. ' ' .. GenMod.Perc('19%')
		Static_Bonus[1][8] = Static_Bonus[1][0] .. ' ' .. GenMod.Perc('20%')
		Static_Bonus[1][9] = Static_Bonus[1][0] .. ' ' .. GenMod.Perc('21%')
		Static_Bonus[1][10] = Static_Bonus[1][0] .. ' ' .. GenMod.Perc('22%')
		Static_Bonus[1][11] = Static_Bonus[1][0] .. ' ' .. GenMod.Perc('23%')
		Static_Bonus[1][12] = Static_Bonus[1][0] .. ' ' .. GenMod.Perc('24%')
		Static_Bonus[1][13] = Static_Bonus[1][0] .. ' ' .. GenMod.Perc('25%')
		Static_Bonus[1][14] = Static_Bonus[1][0] .. ' ' .. GenMod.Perc('26%')
		Static_Bonus[1][15] = Static_Bonus[1][0] .. ' ' .. GenMod.Perc('27%')
		Static_Bonus[1][16] = Static_Bonus[1][0] .. ' ' .. GenMod.Perc('28%')
		Static_Bonus[1][17] = Static_Bonus[1][0] .. ' ' .. GenMod.Perc('29%')
		Static_Bonus[1][18] = Static_Bonus[1][0] .. ' ' .. GenMod.Perc('30%')
		Static_Bonus[1][19] = Static_Bonus[1][0] .. ' ' .. GenMod.Perc('31%')
		Static_Bonus[1][20] = Static_Bonus[1][0] .. ' ' .. GenMod.Perc('32%')
		Static_Bonus[1][21] = Static_Bonus[1][0] .. ' ' .. GenMod.Perc('33%')
		Static_Bonus[1][22] = Static_Bonus[1][0] .. ' ' .. GenMod.Perc('34%')
		Static_Bonus[1][23] = Static_Bonus[1][0] .. ' ' .. GenMod.Perc('35%')
		Static_Bonus[1][24] = Static_Bonus[1][0] .. ' ' .. GenMod.Perc('36%')
		Static_Bonus[1][25] = Static_Bonus[1][0] .. ' ' .. GenMod.Perc('37%')
		Static_Bonus[1][26] = Static_Bonus[1][0] .. ' ' .. GenMod.Perc('38%')
		Static_Bonus[1][27] = Static_Bonus[1][0] .. ' ' .. GenMod.Perc('39%')
		Static_Bonus[1][28] = Static_Bonus[1][0] .. ' ' .. GenMod.Perc('40%')
		Static_Bonus[1][29] = Static_Bonus[1][0] .. ' ' .. GenMod.Perc('41%')
		Static_Bonus[1][30] = Static_Bonus[1][0] .. ' ' .. GenMod.Perc('42%')
		
		Static_Bonus[2] = {}
		Static_Bonus[2][0] = GenMod.Icon('Compass') --Optional: Index [0] used for header
		Static_Bonus[2][1] = Static_Bonus[2][0] .. ' 1'
		Static_Bonus[2][2] = Static_Bonus[2][0] .. ' 1'
		Static_Bonus[2][3] = Static_Bonus[2][0] .. ' 1'
		Static_Bonus[2][4] = Static_Bonus[2][0] .. ' 1'
		Static_Bonus[2][5] = Static_Bonus[2][0] .. ' 1'
		Static_Bonus[2][6] = Static_Bonus[2][0] .. ' 1'
		Static_Bonus[2][7] = Static_Bonus[2][0] .. ' 1'
		Static_Bonus[2][8] = Static_Bonus[2][0] .. ' 1'
		Static_Bonus[2][9] = Static_Bonus[2][0] .. ' 1'
		Static_Bonus[2][10] = Static_Bonus[2][0] .. ' 2'
		Static_Bonus[2][11] = Static_Bonus[2][0] .. ' 2'
		Static_Bonus[2][12] = Static_Bonus[2][0] .. ' 2'
		Static_Bonus[2][13] = Static_Bonus[2][0] .. ' 2'
		Static_Bonus[2][14] = Static_Bonus[2][0] .. ' 2'
		Static_Bonus[2][15] = Static_Bonus[2][0] .. ' 2'
		Static_Bonus[2][16] = Static_Bonus[2][0] .. ' 2'
		Static_Bonus[2][17] = Static_Bonus[2][0] .. ' 2'
		Static_Bonus[2][18] = Static_Bonus[2][0] .. ' 2'
		Static_Bonus[2][19] = Static_Bonus[2][0] .. ' 2'
		Static_Bonus[2][20] = Static_Bonus[2][0] .. ' 3'
		Static_Bonus[2][21] = Static_Bonus[2][0] .. ' 3'
		Static_Bonus[2][22] = Static_Bonus[2][0] .. ' 3'
		Static_Bonus[2][23] = Static_Bonus[2][0] .. ' 3'
		Static_Bonus[2][24] = Static_Bonus[2][0] .. ' 3'
		Static_Bonus[2][25] = Static_Bonus[2][0] .. ' 3'
		Static_Bonus[2][26] = Static_Bonus[2][0] .. ' 3'
		Static_Bonus[2][27] = Static_Bonus[2][0] .. ' 3'
		Static_Bonus[2][28] = Static_Bonus[2][0] .. ' 3'
		Static_Bonus[2][29] = Static_Bonus[2][0] .. ' 3'
		Static_Bonus[2][30] = Static_Bonus[2][0] .. ' 4'
	
	elseif Wonder_Name == 'Carcassonne' then
		Material1 = WWMod.main('Material1',Wonder_Name)
		Material2 = WWMod.main('Material2',Wonder_Name)
		Capital_Egypt = WWMod.main('Slot',Wonder_Name)
		
		Static_Bonus = {}
		Static_Bonus[1] = {}
		Static_Bonus[1][0] = GenMod.Icon('Unit Heavy Infantry') .. GenMod.Icon('Stat Crit Boost') --Optional: Index [0] used for header
		Static_Bonus[1][1] = Static_Bonus[1][0] .. ' 30'
		Static_Bonus[1][2] = Static_Bonus[1][0] .. ' 44'
		Static_Bonus[1][3] = Static_Bonus[1][0] .. ' 55'
		Static_Bonus[1][4] = Static_Bonus[1][0] .. ' 65'
		Static_Bonus[1][5] = Static_Bonus[1][0] .. ' 74'
		Static_Bonus[1][6] = Static_Bonus[1][0] .. ' 82'
		Static_Bonus[1][7] = Static_Bonus[1][0] .. ' 89'
		Static_Bonus[1][8] = Static_Bonus[1][0] .. ' 96'
		Static_Bonus[1][9] = Static_Bonus[1][0] .. ' 102'
		Static_Bonus[1][10] = Static_Bonus[1][0] .. ' 108'
		Static_Bonus[1][11] = Static_Bonus[1][0] .. ' 114'
		Static_Bonus[1][12] = Static_Bonus[1][0] .. ' 120'
		Static_Bonus[1][13] = Static_Bonus[1][0] .. ' 126'
		Static_Bonus[1][14] = Static_Bonus[1][0] .. ' 131'
		Static_Bonus[1][15] = Static_Bonus[1][0] .. ' 136'
		Static_Bonus[1][16] = Static_Bonus[1][0] .. ' 141'
		Static_Bonus[1][17] = Static_Bonus[1][0] .. ' 146'
		Static_Bonus[1][18] = Static_Bonus[1][0] .. ' 150'
		Static_Bonus[1][19] = Static_Bonus[1][0] .. ' 155'
		Static_Bonus[1][20] = Static_Bonus[1][0] .. ' 160'
		Static_Bonus[1][21] = Static_Bonus[1][0] .. ' 164'
		Static_Bonus[1][22] = Static_Bonus[1][0] .. ' 168'
		Static_Bonus[1][23] = Static_Bonus[1][0] .. ' 173'
		Static_Bonus[1][24] = Static_Bonus[1][0] .. ' 177'
		Static_Bonus[1][25] = Static_Bonus[1][0] .. ' 181'
		Static_Bonus[1][26] = Static_Bonus[1][0] .. ' 185'
		Static_Bonus[1][27] = Static_Bonus[1][0] .. ' 189'
		Static_Bonus[1][28] = Static_Bonus[1][0] .. ' 193'
		Static_Bonus[1][29] = Static_Bonus[1][0] .. ' 196'
		Static_Bonus[1][30] = Static_Bonus[1][0] .. ' 200'
		
		Static_Bonus[2] = {}
		Static_Bonus[2][0] = GenMod.Icon('Unit Heavy Infantry') --Optional: Index [0] used for header
		Static_Bonus[2][1] = Static_Bonus[2][0] .. ' ' .. GenMod.Perc('5.0%') .. '<br>(' .. math.floor(120 * (1 - 0.05)/60) .. 'h ' .. math.floor(120 * (1 - 0.05)%60) .. 'm)'
		Static_Bonus[2][2] = Static_Bonus[2][0] .. ' ' .. GenMod.Perc('11.2%') .. '<br>(' .. math.floor(120 * (1 - 0.112)/60) .. 'h ' .. math.floor(120 * (1 - 0.112)%60) .. 'm)'
		Static_Bonus[2][3] = Static_Bonus[2][0] .. ' ' .. GenMod.Perc('14.8%') .. '<br>(' .. math.floor(120 * (1 - 0.148)/60) .. 'h ' .. math.floor(120 * (1 - 0.148)%60) .. 'm)'
		Static_Bonus[2][4] = Static_Bonus[2][0] .. ' ' .. GenMod.Perc('17.4%') .. '<br>(' .. math.floor(120 * (1 - 0.174)/60) .. 'h ' .. math.floor(120 * (1 - 0.174)%60) .. 'm)'
		Static_Bonus[2][5] = Static_Bonus[2][0] .. ' ' .. GenMod.Perc('19.3%') .. '<br>(' .. math.floor(120 * (1 - 0.193)/60) .. 'h ' .. math.floor(120 * (1 - 0.193)%60) .. 'm)'
		Static_Bonus[2][6] = Static_Bonus[2][0] .. ' ' .. GenMod.Perc('21.0%') .. '<br>(' .. math.floor(120 * (1 - 0.21)/60) .. 'h ' .. math.floor(120 * (1 - 0.21)%60) .. 'm)'
		Static_Bonus[2][7] = Static_Bonus[2][0] .. ' ' .. GenMod.Perc('22.3%') .. '<br>(' .. math.floor(120 * (1 - 0.223)/60) .. 'h ' .. math.floor(120 * (1 - 0.223)%60) .. 'm)'
		Static_Bonus[2][8] = Static_Bonus[2][0] .. ' ' .. GenMod.Perc('23.6%') .. '<br>(' .. math.floor(120 * (1 - 0.236)/60) .. 'h ' .. math.floor(120 * (1 - 0.236)%60) .. 'm)'
		Static_Bonus[2][9] = Static_Bonus[2][0] .. ' ' .. GenMod.Perc('24.9%') .. '<br>(' .. math.floor(120 * (1 - 0.249)/60) .. 'h ' .. math.floor(120 * (1 - 0.249)%60) .. 'm)'
		Static_Bonus[2][10] = Static_Bonus[2][0] .. ' ' .. GenMod.Perc('26.2%') .. '<br>(' .. math.floor(120 * (1 - 0.262)/60) .. 'h ' .. math.floor(120 * (1 - 0.262)%60) .. 'm)'
		Static_Bonus[2][11] = Static_Bonus[2][0] .. ' ' .. GenMod.Perc('27.5%') .. '<br>(' .. math.floor(120 * (1 - 0.275)/60) .. 'h ' .. math.floor(120 * (1 - 0.275)%60) .. 'm)'
		Static_Bonus[2][12] = Static_Bonus[2][0] .. ' ' .. GenMod.Perc('28.8%') .. '<br>(' .. math.floor(120 * (1 - 0.288)/60) .. 'h ' .. math.floor(120 * (1 - 0.288)%60) .. 'm)'
		Static_Bonus[2][13] = Static_Bonus[2][0] .. ' ' .. GenMod.Perc('30.1%') .. '<br>(' .. math.floor(120 * (1 - 0.301)/60) .. 'h ' .. math.floor(120 * (1 - 0.301)%60) .. 'm)'
		Static_Bonus[2][14] = Static_Bonus[2][0] .. ' ' .. GenMod.Perc('31.4%') .. '<br>(' .. math.floor(120 * (1 - 0.314)/60) .. 'h ' .. math.floor(120 * (1 - 0.314)%60) .. 'm)'
		Static_Bonus[2][15] = Static_Bonus[2][0] .. ' ' .. GenMod.Perc('32.7%') .. '<br>(' .. math.floor(120 * (1 - 0.327)/60) .. 'h ' .. math.floor(120 * (1 - 0.327)%60) .. 'm)'
		Static_Bonus[2][16] = Static_Bonus[2][0] .. ' ' .. GenMod.Perc('34.0%') .. '<br>(' .. math.floor(120 * (1 - 0.34)/60) .. 'h ' .. math.floor(120 * (1 - 0.34)%60) .. 'm)'
		Static_Bonus[2][17] = Static_Bonus[2][0] .. ' ' .. GenMod.Perc('35.3%') .. '<br>(' .. math.floor(120 * (1 - 0.353)/60) .. 'h ' .. math.floor(120 * (1 - 0.353)%60) .. 'm)'
		Static_Bonus[2][18] = Static_Bonus[2][0] .. ' ' .. GenMod.Perc('36.6%') .. '<br>(' .. math.floor(120 * (1 - 0.366)/60) .. 'h ' .. math.floor(120 * (1 - 0.366)%60) .. 'm)'
		Static_Bonus[2][19] = Static_Bonus[2][0] .. ' ' .. GenMod.Perc('37.9%') .. '<br>(' .. math.floor(120 * (1 - 0.379)/60) .. 'h ' .. math.floor(120 * (1 - 0.379)%60) .. 'm)'
		Static_Bonus[2][20] = Static_Bonus[2][0] .. ' ' .. GenMod.Perc('39.2%') .. '<br>(' .. math.floor(120 * (1 - 0.392)/60) .. 'h ' .. math.floor(120 * (1 - 0.392)%60) .. 'm)'
		Static_Bonus[2][21] = Static_Bonus[2][0] .. ' ' .. GenMod.Perc('40.5%') .. '<br>(' .. math.floor(120 * (1 - 0.405)/60) .. 'h ' .. math.floor(120 * (1 - 0.405)%60) .. 'm)'
		Static_Bonus[2][22] = Static_Bonus[2][0] .. ' ' .. GenMod.Perc('40.9%') .. '<br>(' .. math.floor(120 * (1 - 0.409)/60) .. 'h ' .. math.floor(120 * (1 - 0.409)%60) .. 'm)'
		Static_Bonus[2][23] = Static_Bonus[2][0] .. ' ' .. GenMod.Perc('41.4%') .. '<br>(' .. math.floor(120 * (1 - 0.414)/60) .. 'h ' .. math.floor(120 * (1 - 0.414)%60) .. 'm)'
		Static_Bonus[2][24] = Static_Bonus[2][0] .. ' ' .. GenMod.Perc('41.8%') .. '<br>(' .. math.floor(120 * (1 - 0.418)/60) .. 'h ' .. math.floor(120 * (1 - 0.418)%60) .. 'm)'
		Static_Bonus[2][25] = Static_Bonus[2][0] .. ' ' .. GenMod.Perc('42.3%') .. '<br>(' .. math.floor(120 * (1 - 0.423)/60) .. 'h ' .. math.floor(120 * (1 - 0.423)%60) .. 'm)'
		Static_Bonus[2][26] = Static_Bonus[2][0] .. ' ' .. GenMod.Perc('42.7%') .. '<br>(' .. math.floor(120 * (1 - 0.427)/60) .. 'h ' .. math.floor(120 * (1 - 0.427)%60) .. 'm)'
		Static_Bonus[2][27] = Static_Bonus[2][0] .. ' ' .. GenMod.Perc('43.2%') .. '<br>(' .. math.floor(120 * (1 - 0.432)/60) .. 'h ' .. math.floor(120 * (1 - 0.432)%60) .. 'm)'
		Static_Bonus[2][28] = Static_Bonus[2][0] .. ' ' .. GenMod.Perc('43.6%') .. '<br>(' .. math.floor(120 * (1 - 0.436)/60) .. 'h ' .. math.floor(120 * (1 - 0.436)%60) .. 'm)'
		Static_Bonus[2][29] = Static_Bonus[2][0] .. ' ' .. GenMod.Perc('44.1%') .. '<br>(' .. math.floor(120 * (1 - 0.441)/60) .. 'h ' .. math.floor(120 * (1 - 0.441)%60) .. 'm)'
		Static_Bonus[2][30] = Static_Bonus[2][0] .. ' ' .. GenMod.Perc('44.5%') .. '<br>(' .. math.floor(120 * (1 - 0.445)/60) .. 'h ' .. math.floor(120 * (1 - 0.445)%60) .. 'm)'

	else
		return 'Wonder not recognised (' .. Wonder_Name .. '). Module might need updating.'
	end


Blueprint = {}
Blueprint[0] = GenMod.Icon(Wonder_Name .. ' Blueprint') --Required: Index [0] used for header
Blueprint[1] = Blueprint[0] .. ' 1 (200)'
Blueprint[2] = ''
Blueprint[3] = ''
Blueprint[4] = ''
Blueprint[5] = Blueprint[0] .. ' 1 (200)'
Blueprint[6] = ''
Blueprint[7] = ''
Blueprint[8] = ''
Blueprint[9] = ''
Blueprint[10] = Blueprint[0] .. ' 1 (200)'
Blueprint[11] = ''
Blueprint[12] = ''
Blueprint[13] = ''
Blueprint[14] = ''
Blueprint[15] = Blueprint[0] .. ' 1 (200)'
Blueprint[16] = ''
Blueprint[17] = ''
Blueprint[18] = ''
Blueprint[19] = ''
Blueprint[20] = Blueprint[0] .. ' 1 (200)'
Blueprint[21] = ''
Blueprint[22] = ''
Blueprint[23] = ''
Blueprint[24] = ''
Blueprint[25] = Blueprint[0] .. ' 1 (200)'
Blueprint[26] = ''
Blueprint[27] = ''
Blueprint[28] = ''
Blueprint[29] = ''
Blueprint[30] = Blueprint[0] .. ' 1 (200)'

Research_Icon = GenMod.Icon('Research')
RP3 = {}
RP3[0] = '3 ' .. Research_Icon --Required: Index [0] used for header
RP3[1] = ''
RP3[2] = Research_Icon .. ' 2 (15)'
RP3[3] = Research_Icon .. ' 4 (15)'
RP3[4] = Research_Icon .. ' 10 (15)'
RP3[5] = Research_Icon .. ' 23 (15)'
RP3[6] = Research_Icon .. ' 17 (15)'
RP3[7] = Research_Icon .. ' 22 (15)'
RP3[8] = Research_Icon .. ' 28 (15)'
RP3[9] = Research_Icon .. ' 34 (15)'
RP3[10] = Research_Icon .. ' 42 (15)'
RP3[11] = Research_Icon .. ' 47 (15)'
RP3[12] = Research_Icon .. ' 48 (15)'
RP3[13] = Research_Icon .. ' 51 (15)'
RP3[14] = Research_Icon .. ' 53 (15)'
RP3[15] = Research_Icon .. ' 55 (15)'
RP3[16] = Research_Icon .. ' 38 (15)'
RP3[17] = Research_Icon .. ' 40 (15)'
RP3[18] = Research_Icon .. ' 41 (15)'
RP3[19] = Research_Icon .. ' 42 (15)'
RP3[20] = Research_Icon .. ' 44 (15)'
RP3[21] = Research_Icon .. ' 46 (15)'
RP3[22] = Research_Icon .. ' 47 (15)'
RP3[23] = Research_Icon .. ' 49 (15)'
RP3[24] = Research_Icon .. ' 51 (15)'
RP3[25] = Research_Icon .. ' 52 (15)'
RP3[26] = Research_Icon .. ' 54 (15)'
RP3[27] = Research_Icon .. ' 55 (15)'
RP3[28] = Research_Icon .. ' 57 (15)'
RP3[29] = Research_Icon .. ' 58 (15)'
RP3[30] = Research_Icon .. ' 61 (15)'

RP5 = {}
RP5[0] = '5 ' .. Research_Icon --Required: Index [0] used for header
RP5[1] = ''
RP5[2] = ''
RP5[3] = ''
RP5[4] = ''
RP5[5] = ''
RP5[6] = Research_Icon .. ' 10 (20)'
RP5[7] = Research_Icon .. ' 13 (20)'
RP5[8] = Research_Icon .. ' 17 (20)'
RP5[9] = Research_Icon .. ' 21 (20)'
RP5[10] = Research_Icon .. ' 25 (20)'
RP5[11] = Research_Icon .. ' 28 (20)'
RP5[12] = Research_Icon .. ' 29 (20)'
RP5[13] = Research_Icon .. ' 31 (20)'
RP5[14] = Research_Icon .. ' 32 (20)'
RP5[15] = Research_Icon .. ' 33 (20)'
RP5[16] = Research_Icon .. ' 23 (20)'
RP5[17] = Research_Icon .. ' 24 (20)'
RP5[18] = Research_Icon .. ' 24 (20)'
RP5[19] = Research_Icon .. ' 25 (20)'
RP5[20] = Research_Icon .. ' 26 (20)'
RP5[21] = Research_Icon .. ' 27 (20)'
RP5[22] = Research_Icon .. ' 28 (20)'
RP5[23] = Research_Icon .. ' 29 (20)'
RP5[24] = Research_Icon .. ' 30 (20)'
RP5[25] = Research_Icon .. ' 31 (20)'
RP5[26] = Research_Icon .. ' 32 (20)'
RP5[27] = Research_Icon .. ' 33 (20)'
RP5[28] = Research_Icon .. ' 34 (20)'
RP5[29] = Research_Icon .. ' 35 (20)'
RP5[30] = Research_Icon .. ' 36 (20)'

RP10 = {}
RP10[0] = '10 ' .. Research_Icon --Required: Index [0] used for header
RP10[1] = ''
RP10[2] = ''
RP10[3] = ''
RP10[4] = ''
RP10[5] = ''
RP10[6] = ''
RP10[7] = ''
RP10[8] = ''
RP10[9] = ''
RP10[10] = ''
RP10[11] = ''
RP10[12] = ''
RP10[13] = ''
RP10[14] = ''
RP10[15] = ''
RP10[16] = Research_Icon .. ' 11 (35)'
RP10[17] = Research_Icon .. ' 12 (35)'
RP10[18] = Research_Icon .. ' 12 (35)'
RP10[19] = Research_Icon .. ' 13 (35)'
RP10[20] = Research_Icon .. ' 13 (35)'
RP10[21] = Research_Icon .. ' 14 (35)'
RP10[22] = Research_Icon .. ' 14 (35)'
RP10[23] = Research_Icon .. ' 15 (35)'
RP10[24] = Research_Icon .. ' 15 (35)'
RP10[25] = Research_Icon .. ' 16 (35)'
RP10[26] = Research_Icon .. ' 16 (35)'
RP10[27] = Research_Icon .. ' 17 (35)'
RP10[28] = Research_Icon .. ' 17 (35)'
RP10[29] = Research_Icon .. ' 17 (35)'
RP10[30] = Research_Icon .. ' 18 (35)'

Material = {}
Material[0] = GenMod.Icon(Material1 .. ' Material') .. GenMod.Icon(Material2 .. ' Material') --Required: Index [0] used for header
Material[1] = ''
Material[2] = GenMod.Icon(Material1 .. ' Material') .. ' 1 (25)<br>' .. GenMod.Icon(Material2 .. ' Material') .. ' 1 (25)'
Material[3] = GenMod.Icon(Material1 .. ' Material') .. ' 1 (25)<br>' .. GenMod.Icon(Material2 .. ' Material') .. ' 1 (25)'
Material[4] = GenMod.Icon(Material1 .. ' Material') .. ' 1 (25)<br>' .. GenMod.Icon(Material2 .. ' Material') .. ' 1 (25)'
Material[5] = GenMod.Icon(Material1 .. ' Material') .. ' 1 (25)<br>' .. GenMod.Icon(Material2 .. ' Material') .. ' 2 (50)'
Material[6] = GenMod.Icon(Material1 .. ' Material') .. ' 2 (50)<br>' .. GenMod.Icon(Material2 .. ' Material') .. ' 1 (25)'
Material[7] = GenMod.Icon(Material1 .. ' Material') .. ' 1 (25)<br>' .. GenMod.Icon(Material2 .. ' Material') .. ' 2 (50)'
Material[8] = GenMod.Icon(Material1 .. ' Material') .. ' 2 (50)<br>' .. GenMod.Icon(Material2 .. ' Material') .. ' 2 (50)'
Material[9] = GenMod.Icon(Material1 .. ' Material') .. ' 2 (50)<br>' .. GenMod.Icon(Material2 .. ' Material') .. ' 2 (50)'
Material[10] = GenMod.Icon(Material1 .. ' Material') .. ' 2 (50)<br>' .. GenMod.Icon(Material2 .. ' Material') .. ' 2 (50)'
Material[11] = GenMod.Icon(Material1 .. ' Material') .. ' 2 (50)<br>' .. GenMod.Icon(Material2 .. ' Material') .. ' 2 (50)'
Material[12] = GenMod.Icon(Material1 .. ' Material') .. ' 2 (50)<br>' .. GenMod.Icon(Material2 .. ' Material') .. ' 2 (50)'
Material[13] = GenMod.Icon(Material1 .. ' Material') .. ' 2 (50)<br>' .. GenMod.Icon(Material2 .. ' Material') .. ' 3 (75)'
Material[14] = GenMod.Icon(Material1 .. ' Material') .. ' 3 (75)<br>' .. GenMod.Icon(Material2 .. ' Material') .. ' 2 (50)'
Material[15] = GenMod.Icon(Material1 .. ' Material') .. ' 2 (50)<br>' .. GenMod.Icon(Material2 .. ' Material') .. ' 3 (75)'
Material[16] = GenMod.Icon(Material1 .. ' Material') .. ' 3 (75)<br>' .. GenMod.Icon(Material2 .. ' Material') .. ' 2 (50)'
Material[17] = GenMod.Icon(Material1 .. ' Material') .. ' 2 (50)<br>' .. GenMod.Icon(Material2 .. ' Material') .. ' 3 (75)'
Material[18] = GenMod.Icon(Material1 .. ' Material') .. ' 3 (75)<br>' .. GenMod.Icon(Material2 .. ' Material') .. ' 3 (75)'
Material[19] = GenMod.Icon(Material1 .. ' Material') .. ' 3 (75)<br>' .. GenMod.Icon(Material2 .. ' Material') .. ' 3 (75)'
Material[20] = GenMod.Icon(Material1 .. ' Material') .. ' 3 (75)<br>' .. GenMod.Icon(Material2 .. ' Material') .. ' 3 (75)'
Material[21] = GenMod.Icon(Material1 .. ' Material') .. ' 3 (75)<br>' .. GenMod.Icon(Material2 .. ' Material') .. ' 3 (75)'
Material[22] = GenMod.Icon(Material1 .. ' Material') .. ' 3 (75)<br>' .. GenMod.Icon(Material2 .. ' Material') .. ' 3 (75)'
Material[23] = GenMod.Icon(Material1 .. ' Material') .. ' 3 (75)<br>' .. GenMod.Icon(Material2 .. ' Material') .. ' 4 (100)'
Material[24] = GenMod.Icon(Material1 .. ' Material') .. ' 4 (100)<br>' .. GenMod.Icon(Material2 .. ' Material') .. ' 3 (75)'
Material[25] = GenMod.Icon(Material1 .. ' Material') .. ' 3 (75)<br>' .. GenMod.Icon(Material2 .. ' Material') .. ' 4 (100)'
Material[26] = GenMod.Icon(Material1 .. ' Material') .. ' 4 (100)<br>' .. GenMod.Icon(Material2 .. ' Material') .. ' 3 (75)'
Material[27] = GenMod.Icon(Material1 .. ' Material') .. ' 3 (75)<br>' .. GenMod.Icon(Material2 .. ' Material') .. ' 4 (100)'
Material[28] = GenMod.Icon(Material1 .. ' Material') .. ' 4 (100)<br>' .. GenMod.Icon(Material2 .. ' Material') .. ' 4 (100)'
Material[29] = GenMod.Icon(Material1 .. ' Material') .. ' 4 (100)<br>' .. GenMod.Icon(Material2 .. ' Material') .. ' 4 (100)'
Material[30] = GenMod.Icon(Material1 .. ' Material') .. ' 4 (100)<br>' .. GenMod.Icon(Material2 .. ' Material') .. ' 4 (100)'

Capital_Goods = {}
Capital_Goods[0] = GenMod.Icon('Goods') --Required: Index [0] used for header
Capital_Goods[1] = ''
Capital_Goods[2] = EraMod.Goods('BA','GOODS1') .. ' 100 (8)'
Capital_Goods[3] = EraMod.Goods('BA','GOODS1') .. ' 100 (8)'
Capital_Goods[4] = EraMod.Goods('BA','GOODS1') .. ' 200 (15)'
Capital_Goods[5] = EraMod.Goods('BA','GOODS1') .. ' 200 (15)<br>' .. EraMod.Goods('BA','GOODS2') .. '  100 (8)'
Capital_Goods[6] = EraMod.Goods('BA','GOODS1') .. ' 200 (15)<br>' .. EraMod.Goods('BA','GOODS2') .. '  200 (15)<br>' .. EraMod.Goods('BA','GOODS3') .. ' 100 (8)'
Capital_Goods[7] = EraMod.Goods('BA','GOODS1') .. ' 200 (15)<br>' .. EraMod.Goods('BA','GOODS2') .. '  200 (15)<br>' .. EraMod.Goods('BA','GOODS3') .. ' 200 (15)'
Capital_Goods[8] = EraMod.Goods('BA','GOODS1') .. ' 500 (20)<br>' .. EraMod.Goods('BA','GOODS2') .. '  200 (15)<br>' .. EraMod.Goods('BA','GOODS3') .. ' 200 (15)'
Capital_Goods[9] = EraMod.Goods('BA','GOODS1') .. ' 500 (20)<br>' .. EraMod.Goods('BA','GOODS2') .. '  500 (20)<br>' .. EraMod.Goods('BA','GOODS3') .. ' 200 (15)'
Capital_Goods[10] = EraMod.Goods('BA','GOODS1') .. ' 500 (20)<br>' .. EraMod.Goods('BA','GOODS2') .. '  500 (20)<br>' .. EraMod.Goods('BA','GOODS3') .. ' 500 (20)'
Capital_Goods[11] = EraMod.Goods('BA','GOODS1') .. ' 1,000 (25)<br>' .. EraMod.Goods('BA','GOODS2') .. '  500 (20)<br>' .. EraMod.Goods('BA','GOODS3') .. ' 500 (20)'
Capital_Goods[12] = EraMod.Goods('ME','GOODS1') .. ' 1,000 (25)<br>' .. EraMod.Goods('ME','GOODS2') .. '  500 (20)<br>' .. EraMod.Goods('ME','GOODS3') .. ' 500 (20)'
Capital_Goods[13] = EraMod.Goods('ME','GOODS1') .. ' 1,000 (25)<br>' .. EraMod.Goods('ME','GOODS2') .. '  1,000 (25)<br>' .. EraMod.Goods('ME','GOODS3') .. ' 500 (20)'
Capital_Goods[14] = EraMod.Goods('ME','GOODS1') .. ' 1,000 (25)<br>' .. EraMod.Goods('ME','GOODS2') .. '  1,000 (25)<br>' .. EraMod.Goods('ME','GOODS3') .. ' 500 (20)'
Capital_Goods[15] = EraMod.Goods('ME','GOODS1') .. ' 1,000 (25)<br>' .. EraMod.Goods('ME','GOODS2') .. '  1,000 (25)<br>' .. EraMod.Goods('ME','GOODS3') .. ' 1,000 (25)'
Capital_Goods[16] = EraMod.Goods('ME','GOODS1') .. ' 1,000 (25)<br>' .. EraMod.Goods('ME','GOODS2') .. '  1,000 (25)<br>' .. EraMod.Goods('ME','GOODS3') .. ' 1,000 (25)'
Capital_Goods[17] = EraMod.Goods('ME','GOODS1') .. ' 2,000 (30)<br>' .. EraMod.Goods('ME','GOODS2') .. '  1,000 (25)<br>' .. EraMod.Goods('ME','GOODS3') .. ' 1,000 (25)'
Capital_Goods[18] = EraMod.Goods('ME','GOODS1') .. ' 2,000 (30)<br>' .. EraMod.Goods('ME','GOODS2') .. '  1,000 (25)<br>' .. EraMod.Goods('ME','GOODS3') .. ' 1,000 (25)'
Capital_Goods[19] = EraMod.Goods('ME','GOODS1') .. ' 2,000 (30)<br>' .. EraMod.Goods('ME','GOODS2') .. '  1,000 (25)<br>' .. EraMod.Goods('ME','GOODS3') .. ' 1,000 (25)'
Capital_Goods[20] = EraMod.Goods('ME','GOODS1') .. ' 2,000 (30)<br>' .. EraMod.Goods('ME','GOODS2') .. '  2,000 (30)<br>' .. EraMod.Goods('ME','GOODS3') .. ' 1,000 (25)'
Capital_Goods[21] = EraMod.Goods('ME','GOODS1') .. ' 2,000 (30)<br>' .. EraMod.Goods('ME','GOODS2') .. '  2,000 (30)<br>' .. EraMod.Goods('ME','GOODS3') .. ' 1,000 (25)'
Capital_Goods[22] = EraMod.Goods('CG','GOODS1') .. ' 2,000 (30)<br>' .. EraMod.Goods('CG','GOODS2') .. '  2,000 (30)<br>' .. EraMod.Goods('CG','GOODS3') .. ' 1,000 (25)'
Capital_Goods[23] = EraMod.Goods('CG','GOODS1') .. ' 2,000 (30)<br>' .. EraMod.Goods('CG','GOODS2') .. '  2,000 (30)<br>' .. EraMod.Goods('CG','GOODS3') .. ' 2,000 (30)'
Capital_Goods[24] = EraMod.Goods('CG','GOODS1') .. ' 2,000 (30)<br>' .. EraMod.Goods('CG','GOODS2') .. '  2,000 (30)<br>' .. EraMod.Goods('CG','GOODS3') .. ' 2,000 (30)'
Capital_Goods[25] = EraMod.Goods('CG','GOODS1') .. ' 2,000 (30)<br>' .. EraMod.Goods('CG','GOODS2') .. '  2,000 (30)<br>' .. EraMod.Goods('CG','GOODS3') .. ' 2,000 (30)'
Capital_Goods[26] = EraMod.Goods('CG','GOODS1') .. ' 2,000 (30)<br>' .. EraMod.Goods('CG','GOODS2') .. '  2,000 (30)<br>' .. EraMod.Goods('CG','GOODS3') .. ' 2,000 (30)'
Capital_Goods[27] = EraMod.Goods('CG','GOODS1') .. ' 3,000 (40)<br>' .. EraMod.Goods('CG','GOODS2') .. '  2,000 (30)<br>' .. EraMod.Goods('CG','GOODS3') .. ' 2,000 (30)'
Capital_Goods[28] = EraMod.Goods('CG','GOODS1') .. ' 3,000 (40)<br>' .. EraMod.Goods('CG','GOODS2') .. '  2,000 (30)<br>' .. EraMod.Goods('CG','GOODS3') .. ' 2,000 (30)'
Capital_Goods[29] = EraMod.Goods('CG','GOODS1') .. ' 3,000 (40)<br>' .. EraMod.Goods('CG','GOODS2') .. '  2,000 (30)<br>' .. EraMod.Goods('CG','GOODS3') .. ' 2,000 (30)'
Capital_Goods[30] = EraMod.Goods('CG','GOODS1') .. ' 3,000 (40)<br>' .. EraMod.Goods('CG','GOODS2') .. '  2,000 (30)<br>' .. EraMod.Goods('CG','GOODS3') .. ' 2,000 (30)'

Egypt_Goods = {}
Egypt_Goods[0] = GenMod.Icon('Goods') --Required: Index [0] used for header
Egypt_Goods[1] = ''
Egypt_Goods[2] = GenMod.Icon('Papyrus Scroll') .. ' 50 (5)<br>' .. GenMod.Icon('Ankh') .. ' 50 (5)'
Egypt_Goods[3] = GenMod.Icon('Papyrus Scroll') .. ' 100 (8)<br>' .. GenMod.Icon('Ankh') .. ' 50 (5)'
Egypt_Goods[4] = GenMod.Icon('Papyrus Scroll') .. ' 100 (8)<br>' .. GenMod.Icon('Ankh') .. ' 100 (8)'
Egypt_Goods[5] = GenMod.Icon('Papyrus Scroll') .. ' 200 (15)<br>' .. GenMod.Icon('Ankh') .. ' 100 (8)'
Egypt_Goods[6] = GenMod.Icon('Papyrus Scroll') .. ' 200 (15)<br>' .. GenMod.Icon('Ankh') .. ' 200 (15)'
Egypt_Goods[7] = GenMod.Icon('Papyrus Scroll') .. ' 200 (15)<br>' .. GenMod.Icon('Ankh') .. ' 200 (15)'
Egypt_Goods[8] = GenMod.Icon('Papyrus Scroll') .. ' 500 (20)<br>' .. GenMod.Icon('Ankh') .. ' 200 (15)'
Egypt_Goods[9] = GenMod.Icon('Papyrus Scroll') .. ' 500 (20)<br>' .. GenMod.Icon('Ankh') .. ' 500 (20)'
Egypt_Goods[10] = GenMod.Icon('Papyrus Scroll') .. ' 500 (20)<br>' .. GenMod.Icon('Ankh') .. ' 500 (20)'
Egypt_Goods[11] = GenMod.Icon('Papyrus Scroll') .. ' 500 (20)<br>' .. GenMod.Icon('Ankh') .. ' 500 (20)'
Egypt_Goods[12] = GenMod.Icon('Papyrus Scroll') .. ' 1,000 (25)<br>' .. GenMod.Icon('Ankh') .. ' 500 (20)'
Egypt_Goods[13] = GenMod.Icon('Papyrus Scroll') .. ' 1,000 (25)<br>' .. GenMod.Icon('Ankh') .. ' 1,000 (25)'
Egypt_Goods[14] = GenMod.Icon('Papyrus Scroll') .. ' 1,000 (25)<br>' .. GenMod.Icon('Ankh') .. ' 1,000 (25)'
Egypt_Goods[15] = GenMod.Icon('Papyrus Scroll') .. ' 1,000 (25)<br>' .. GenMod.Icon('Ankh') .. ' 1,000 (25)'
Egypt_Goods[16] = GenMod.Icon('Papyrus Scroll') .. ' 1,000 (25)<br>' .. GenMod.Icon('Ankh') .. ' 1,000 (25)<br>' .. GenMod.Icon('Ceremonial Dress') .. ' 50' .. GenMod.Icon('Golden Mask') .. ' 50 (5)'
Egypt_Goods[17] = GenMod.Icon('Papyrus Scroll') .. ' 1,000 (25)<br>' .. GenMod.Icon('Ankh') .. ' 1,000 (25)<br>' .. GenMod.Icon('Ceremonial Dress') .. ' 100 (8)<br>' .. GenMod.Icon('Golden Mask') .. ' 50 (5)'
Egypt_Goods[18] = GenMod.Icon('Papyrus Scroll') .. ' 2,000 (30)<br>' .. GenMod.Icon('Ankh') .. ' 1,000 (25)<br>' .. GenMod.Icon('Ceremonial Dress') .. ' 100 (8)<br>' .. GenMod.Icon('Golden Mask') .. ' 100 (8)'
Egypt_Goods[19] = GenMod.Icon('Papyrus Scroll') .. ' 2,000 (30)<br>' .. GenMod.Icon('Ankh') .. ' 2,000 (30)<br>' .. GenMod.Icon('Ceremonial Dress') .. ' 200 (15)<br>' .. GenMod.Icon('Golden Mask') .. ' 100 (8)'
Egypt_Goods[20] = GenMod.Icon('Papyrus Scroll') .. ' 2,000 (30)<br>' .. GenMod.Icon('Ankh') .. ' 2,000 (30)<br>' .. GenMod.Icon('Ceremonial Dress') .. ' 200 (15)<br>' .. GenMod.Icon('Golden Mask') .. ' 200 (15)'
Egypt_Goods[21] = GenMod.Icon('Papyrus Scroll') .. ' 2,000 (30)<br>' .. GenMod.Icon('Ankh') .. ' 2,000 (30)<br>' .. GenMod.Icon('Ceremonial Dress') .. ' 500 (20)<br>' .. GenMod.Icon('Golden Mask') .. ' 200 (15)'
Egypt_Goods[22] = GenMod.Icon('Papyrus Scroll') .. ' 2,000 (30)<br>' .. GenMod.Icon('Ankh') .. ' 2,000 (30)<br>' .. GenMod.Icon('Ceremonial Dress') .. ' 500 (20)<br>' .. GenMod.Icon('Golden Mask') .. ' 500 (20)'
Egypt_Goods[23] = GenMod.Icon('Papyrus Scroll') .. ' 2,000 (30)<br>' .. GenMod.Icon('Ankh') .. ' 2,000 (30)<br>' .. GenMod.Icon('Ceremonial Dress') .. ' 500 (20)<br>' .. GenMod.Icon('Golden Mask') .. ' 500 (20)'
Egypt_Goods[24] = GenMod.Icon('Papyrus Scroll') .. ' 2,000 (30)<br>' .. GenMod.Icon('Ankh') .. ' 2,000 (30)<br>' .. GenMod.Icon('Ceremonial Dress') .. ' 1,000 (25)<br>' .. GenMod.Icon('Golden Mask') .. ' 500 (20)'
Egypt_Goods[25] = GenMod.Icon('Papyrus Scroll') .. ' 3,000 (40)<br>' .. GenMod.Icon('Ankh') .. ' 2,000 (30)<br>' .. GenMod.Icon('Ceremonial Dress') .. ' 1,000 (25)<br>' .. GenMod.Icon('Golden Mask') .. ' 1,000 (25)'
Egypt_Goods[26] = GenMod.Icon('Papyrus Scroll') .. ' 3,000 (40)<br>' .. GenMod.Icon('Ankh') .. ' 3,000 (40)<br>' .. GenMod.Icon('Ceremonial Dress') .. ' 1,000 (25)<br>' .. GenMod.Icon('Golden Mask') .. ' 1,000 (25)'
Egypt_Goods[27] = GenMod.Icon('Papyrus Scroll') .. ' 3,000 (40)<br>' .. GenMod.Icon('Ankh') .. ' 3,000 (40)<br>' .. GenMod.Icon('Ceremonial Dress') .. ' 2,000 (30)<br>' .. GenMod.Icon('Golden Mask') .. ' 1,000 (25)'
Egypt_Goods[28] = GenMod.Icon('Papyrus Scroll') .. ' 3,000 (40)<br>' .. GenMod.Icon('Ankh') .. ' 3,000 (40)<br>' .. GenMod.Icon('Ceremonial Dress') .. ' 2,000 (30)<br>' .. GenMod.Icon('Golden Mask') .. ' 2,000 (30)'
Egypt_Goods[29] = GenMod.Icon('Papyrus Scroll') .. ' 3,000 (40)<br>' .. GenMod.Icon('Ankh') .. ' 3,000 (40)<br>' .. GenMod.Icon('Ceremonial Dress') .. ' 3,000 (40)<br>' .. GenMod.Icon('Golden Mask') .. ' 2,000 (30)'
Egypt_Goods[30] = GenMod.Icon('Papyrus Scroll') .. ' 3,000 (40)<br>' .. GenMod.Icon('Ankh') .. ' 3,000 (40)<br>' .. GenMod.Icon('Ceremonial Dress') .. ' 3,000 (40)<br>' .. GenMod.Icon('Golden Mask') .. ' 3,000 (40)'

Coin = {}
Coin[0] = GenMod.Icon('Coin') --Required: Index [0] used for header
Coin[1] = ''
Coin[2] = Coin[0] .. ' 2,500 (2)'
Coin[3] = Coin[0] .. ' 10,000 (3)'
Coin[4] = Coin[0] .. ' 10,000 (3)'
Coin[5] = Coin[0] .. ' 100.0 K (5)'
Coin[6] = Coin[0] .. ' 100.0 K (5)<br>' .. Coin[0] .. ' 100.0 K (5)'
Coin[7] = Coin[0] .. ' 250.0 K (8)'
Coin[8] = Coin[0] .. ' 100.0 K (5)<br>' .. Coin[0] .. ' 250.0 K (8)'
Coin[9] = Coin[0] .. ' 100.0 K (5)<br>' .. Coin[0] .. ' 100.0 K (5)<br>' .. Coin[0] .. ' 250.0 K (8)'
Coin[10] = Coin[0] .. ' 100.0 K (5)<br>' .. Coin[0] .. ' 250.0 K (8)<br>' .. Coin[0] .. ' 250.0 K (8)'
Coin[11] = Coin[0] .. ' 100.0 K (5)<br>' .. Coin[0] .. ' 100.0 K (5)<br>' .. Coin[0] .. ' 500.0 K (10)'
Coin[12] = Coin[0] .. ' 250.0 K (8)<br>' .. Coin[0] .. ' 500.0 K (10)'
Coin[13] = Coin[0] .. ' 100.0 K (5)<br>' .. Coin[0] .. ' 250.0 K (8)<br>' .. Coin[0] .. ' 500.0 K (10)'
Coin[14] = Coin[0] .. ' 250.0 K (8)<br>' .. Coin[0] .. ' 250.0 K (8)<br>' .. Coin[0] .. ' 500.0 K (10)'
Coin[15] = Coin[0] .. ' 100.0 K (5)<br>' .. Coin[0] .. ' 500.0 K (10)<br>' .. Coin[0] .. ' 500.0 K (10)'
Coin[16] = Coin[0] .. ' 250.0 K (8)<br>' .. Coin[0] .. ' 500.0 K (10)<br>' .. Coin[0] .. ' 500.0 K (10)'
Coin[17] = Coin[0] .. ' 100.0 K (5)<br>' .. Coin[0] .. ' 250.0 K (8)<br>' .. Coin[0] .. ' 1.0 M (12)'
Coin[18] = Coin[0] .. ' 500.0 K (10)<br>' .. Coin[0] .. ' 1.0 M (12)'
Coin[19] = Coin[0] .. ' 100.0 K (5)<br>' .. Coin[0] .. ' 500.0 K (10)<br>' .. Coin[0] .. ' 1.0 M (12)'
Coin[20] = Coin[0] .. ' 250.0 K (8)<br>' .. Coin[0] .. ' 500.0 K (10)<br>' .. Coin[0] .. ' 1.0 M (12)'
Coin[21] = Coin[0] .. ' 500.0 K (10)<br>' .. Coin[0] .. ' 500.0 K (10)<br>' .. Coin[0] .. ' 1.0 M (12)'
Coin[22] = Coin[0] .. ' 100.0 K (5)<br>' .. Coin[0] .. ' 1.0 M (12)<br>' .. Coin[0] .. ' 1.0 M (12)'
Coin[23] = Coin[0] .. ' 250.0 K (8)<br>' .. Coin[0] .. ' 1.0 M (12)<br>' .. Coin[0] .. ' 1.0 M (12)'
Coin[24] = Coin[0] .. ' 500.0 K (10)<br>' .. Coin[0] .. ' 1.0 M (12)<br>' .. Coin[0] .. ' 1.0 M (12)'
Coin[25] = Coin[0] .. ' 250.0 K (8)<br>' .. Coin[0] .. ' 2.5 M (15)'
Coin[26] = Coin[0] .. ' 100.0 K (5)<br>' .. Coin[0] .. ' 500.0 K (10)<br>' .. Coin[0] .. ' 2.5 M (15)'
Coin[27] = Coin[0] .. ' 250.0 K (8)<br>' .. Coin[0] .. ' 500.0 K (10)<br>' .. Coin[0] .. ' 2.5 M (15)'
Coin[28] = Coin[0] .. ' 1.0 M (12)<br>' .. Coin[0] .. ' 2.5 M (15)'
Coin[29] = Coin[0] .. ' 250.0 K (8)<br>' .. Coin[0] .. ' 1.0 M (12)<br>' .. Coin[0] .. ' 2.5 M (15)'
Coin[30] = Coin[0] .. ' 500.0 K (10)<br>' .. Coin[0] .. ' 1.0 M (12)<br>' .. Coin[0] .. ' 2.5 M (15)'

Food = {}
Food[0] = GenMod.Icon('Food') --Required: Index [0] used for header
Food[1] = ''
Food[2] = Food[0] .. ' 5,000 (2)'
Food[3] = Food[0] .. ' 20,000 (3)'
Food[4] = Food[0] .. ' 20,000 (3)'
Food[5] = Food[0] .. ' 140.0 K (5)'
Food[6] = Food[0] .. ' 140.0 K (5)<br>' .. Food[0] .. ' 140.0 K (5)'
Food[7] = Food[0] .. ' 350.0 K (8)'
Food[8] = Food[0] .. ' 140.0 K (5)<br>' .. Food[0] .. ' 350.0 K (8)'
Food[9] = Food[0] .. ' 140.0 K (5)<br>' .. Food[0] .. ' 140.0 K (5)<br>' .. Food[0] .. ' 350.0 K (8)'
Food[10] = Food[0] .. ' 140.0 K (5)<br>' .. Food[0] .. ' 350.0 K (8)<br>' .. Food[0] .. ' 350.0 K (8)'
Food[11] = Food[0] .. ' 140.0 K (5)<br>' .. Food[0] .. ' 140.0 K (5)<br>' .. Food[0] .. ' 700.0 K (10)'
Food[12] = Food[0] .. ' 350.0 K (8)<br>' .. Food[0] .. ' 700.0 K (10)'
Food[13] = Food[0] .. ' 140.0 K (5)<br>' .. Food[0] .. ' 350.0 K (8)<br>' .. Food[0] .. ' 700.0 K (10)'
Food[14] = Food[0] .. ' 350.0 K (8)<br>' .. Food[0] .. ' 350.0 K (8)<br>' .. Food[0] .. ' 700.0 K (10)'
Food[15] = Food[0] .. ' 140.0 K (5)<br>' .. Food[0] .. ' 700.0 K (10)<br>' .. Food[0] .. ' 700.0 K (10)'
Food[16] = Food[0] .. ' 350.0 K (8)<br>' .. Food[0] .. ' 700.0 K (10)<br>' .. Food[0] .. ' 700.0 K (10)'
Food[17] = Food[0] .. ' 140.0 K (5)<br>' .. Food[0] .. ' 350.0 K (8)<br>' .. Food[0] .. ' 1.4 M (12)'
Food[18] = Food[0] .. ' 700.0 K (10)<br>' .. Food[0] .. ' 1.4 M (12)'
Food[19] = Food[0] .. ' 140.0 K (5)<br>' .. Food[0] .. ' 700.0 K (10)<br>' .. Food[0] .. ' 1.4 M (12)'
Food[20] = Food[0] .. ' 350.0 K (8)<br>' .. Food[0] .. ' 700.0 K (10)<br>' .. Food[0] .. ' 1.4 M (12)'
Food[21] = Food[0] .. ' 700.0 K (10)<br>' .. Food[0] .. ' 700.0 K (10)<br>' .. Food[0] .. ' 1.4 M (12)'
Food[22] = Food[0] .. ' 140.0 K (5)<br>' .. Food[0] .. ' 1.4 M (12)<br>' .. Food[0] .. ' 1.4 M (12)'
Food[23] = Food[0] .. ' 350.0 K (8)<br>' .. Food[0] .. ' 1.4 M (12)<br>' .. Food[0] .. ' 1.4 M (12)'
Food[24] = Food[0] .. ' 700.0 K (10)<br>' .. Food[0] .. ' 1.4 M (12)<br>' .. Food[0] .. ' 1.4 M (12)'
Food[25] = Food[0] .. ' 350.0 K (8)<br>' .. Food[0] .. ' 3.5 M (15)'
Food[26] = Food[0] .. ' 140.0 K (5)<br>' .. Food[0] .. ' 700.0 K (10)<br>' .. Food[0] .. ' 3.5 M (15)'
Food[27] = Food[0] .. ' 350.0 K (8)<br>' .. Food[0] .. ' 700.0 K (10)<br>' .. Food[0] .. ' 3.5 M (15)'
Food[28] = Food[0] .. ' 1.4 M (12)<br>' .. Food[0] .. ' 3.5 M (15)'
Food[29] = Food[0] .. ' 350.0 K (8)<br>' .. Food[0] .. ' 1.4 M (12)<br>' .. Food[0] .. ' 3.5 M (15)'
Food[30] = Food[0] .. ' 700.0 K (10)<br>' .. Food[0] .. ' 1.4 M (12)<br>' .. Food[0] .. ' 3.5 M (15)'

Capital_Worker = {}
Capital_Worker[0] = GenMod.Icon('Worker') --Required: Index [0] used for header
Capital_Worker[1] = ''
Capital_Worker[2] = Capital_Worker[0] .. ' ' .. 5
Capital_Worker[3] = Capital_Worker[0] .. ' ' .. 5
Capital_Worker[4] = Capital_Worker[0] .. ' ' .. 5
Capital_Worker[5] = Capital_Worker[0] .. ' ' .. 5
Capital_Worker[6] = Capital_Worker[0] .. ' ' .. 5
Capital_Worker[7] = Capital_Worker[0] .. ' ' .. 5
Capital_Worker[8] = Capital_Worker[0] .. ' ' .. 5
Capital_Worker[9] = Capital_Worker[0] .. ' ' .. 5
Capital_Worker[10] = Capital_Worker[0] .. ' ' .. 5
Capital_Worker[11] = Capital_Worker[0] .. ' ' .. 5
Capital_Worker[12] = Capital_Worker[0] .. ' ' .. 6
Capital_Worker[13] = Capital_Worker[0] .. ' ' .. 6
Capital_Worker[14] = Capital_Worker[0] .. ' ' .. 7
Capital_Worker[15] = Capital_Worker[0] .. ' ' .. 7
Capital_Worker[16] = Capital_Worker[0] .. ' ' .. 8
Capital_Worker[17] = Capital_Worker[0] .. ' ' .. 8
Capital_Worker[18] = Capital_Worker[0] .. ' ' .. 9
Capital_Worker[19] = Capital_Worker[0] .. ' ' .. 9
Capital_Worker[20] = Capital_Worker[0] .. ' ' .. 10
Capital_Worker[21] = Capital_Worker[0] .. ' ' .. 10
Capital_Worker[22] = Capital_Worker[0] .. ' ' .. 11
Capital_Worker[23] = Capital_Worker[0] .. ' ' .. 11
Capital_Worker[24] = Capital_Worker[0] .. ' ' .. 12
Capital_Worker[25] = Capital_Worker[0] .. ' ' .. 12
Capital_Worker[26] = Capital_Worker[0] .. ' ' .. 13
Capital_Worker[27] = Capital_Worker[0] .. ' ' .. 13
Capital_Worker[28] = Capital_Worker[0] .. ' ' .. 14
Capital_Worker[29] = Capital_Worker[0] .. ' ' .. 14
Capital_Worker[30] = Capital_Worker[0] .. ' ' .. 15


--Create a table of data
String = 'Numbers in brackets will show the amount of ' .. GenMod.Icon('Gears') .. ' gears that a donor will receive for those materials.<br><table class="article-table" style="white-space: nowrap; text-align: center;"><tr class="bg-th">'

	for i = 0, 30, 1 do
		
		if Capital_Egypt == 'Capital City' then
			Goods = Capital_Goods[i]
		elseif Capital_Egypt == 'Egypt' then
			Goods = Egypt_Goods[i]
		else
			if Capital_Egypt == nil then return 'Capital_Egypt returns nil' end
			return 'Incorrect resource variable (' .. Capital_Egypt .. ').'
		end
		
		for j = 1, #Static_Bonus, 1 do
			String = String .. '<td class="bg-th-bonus" style="white-space: normal;'
			if i == 0 then String = String .. ' min-width: 80px; width: 80px;' end
				String = String .. '">' .. Static_Bonus[j][i] .. '</td>'
		end
		
		if i == 0 then
			String = String .. '<td style="min-width: 80px;">Level</td><td style="min-width: 80px;">' .. Blueprint[i] .. '</td><td style="min-width: 80px;">' .. RP3[i] .. '</td><td style="min-width: 80px;">' .. RP5[i] .. '</td><td style="min-width: 80px;">' .. RP10[i] .. '</td><td style="min-width: 80px;">' .. Material[i] .. '</td><td style="min-width: 80px;">' .. Goods .. '</td><td style="min-width: 80px;">' .. Coin[i] .. '</td><td style="min-width: 80px;">' .. Food[i] .. '</td>'
			if Capital_Egypt == 'Capital City' then String = String .. '<td style="min-width: 80px;">' .. Capital_Worker[i] .. '</td>' end
			String = String .. '</tr>'
		else
			--Apply colour and formatting to numbers in brackets for values that represent gears
			Blueprint[i] = string.gsub(Blueprint[i], '(%(%d+%))', '<span style="font-style: italic;">%1</span>')
			RP3[i] = string.gsub(RP3[i], '(%(%d+%))', '<span style="font-style: italic;">%1</span>')
			RP5[i] = string.gsub(RP5[i], '(%(%d+%))', '<span style="font-style: italic;">%1</span>')
			RP10[i] = string.gsub(RP10[i], '(%(%d+%))', '<span style="font-style: italic;">%1</span>')
			Material[i] = string.gsub(Material[i], '(%(%d+%))', '<span style="font-style: italic;">%1</span>')
			Goods = string.gsub(Goods, '(%(%d+%))', '<span style="font-style: italic;">%1</span>')
			Coin[i] = string.gsub(Coin[i], '(%(%d+%))', '<span style="font-style: italic;">%1</span>')
			Food[i] = string.gsub(Food[i], '(%(%d+%))', '<span style="font-style: italic;">%1</span>')

			 String = String .. '<td style="font-weight: bold;">' .. i .. '</td><td>' .. Blueprint[i] .. '</td><td>' .. RP3[i] .. '</td><td>' .. RP5[i] .. '</td><td>' .. RP10[i] .. '</td><td>' .. Material[i] .. '</td><td>' .. Goods .. '</td><td>' .. Coin[i] .. '</td><td>' .. Food[i] .. '</td>'
			 if Capital_Egypt == 'Capital City' then String = String .. '<td>' .. Capital_Worker[i] .. '</td>' end
			 String = String .. '</tr>'
		end
	
	end
	String = String .. '</table>'
	return String
end

return p