The preparedness center adds way too much in the way of resistance.
<!-- Begin Improvement -->
<Improvement>
<InternalName>TempleofEnlightenment</InternalName>
<DisplayName>TempleofEnlightenment_Name</DisplayName>
<ShortDescription>TempleofEnlightenment_ShortDec</ShortDescription>
<Description>TempleofEnlightenment_Dec</Description>
<Icon>TempleofEnlightenment.png</Icon>
<BuildIcon>TempleofEnlightenment_Build.png</BuildIcon>
<ListIcon>TempleofEnlightenment_Icon.png</ListIcon>
<ImprovementType>Approval</ImprovementType>
<PlacementType>ResearchUnique</PlacementType>
<IsPlayerWonder>true</IsPlayerWonder>
<!-- Stats -->
<Stats>
<EffectType>ManufacturingCost</EffectType>
<Scope>Queue</Scope>
<Target>
<TargetType>Improvement</TargetType>
</Target>
<BonusType>Flat</BonusType>
<Value>202</Value>
</Stats>
<Stats>
<EffectType>CulturePerTurnBenevolent</EffectType>
<Target>
<TargetType>Faction</TargetType>
</Target>
<BonusType>Flat</BonusType>
<Value>1</Value>
</Stats>
<Stats>
<EffectType>Research</EffectType>
<Target>
<TargetType>Colony</TargetType>
</Target>
<BonusType>Multiplier</BonusType>
<Value>2</Value>
</Stats>
<Stats>
<EffectType>Maintenance</EffectType>
<Target>
<TargetType>Improvement</TargetType>
</Target>
<BonusType>Flat</BonusType>
<Value>2</Value>
</Stats>
<!-- Triggers -->
<!-- Level Effect Trigers -->
<!-- Level Effect Stats -->
<LevelEffectStats>
<EffectType>Research</EffectType>
<Target>
<TargetType>Colony</TargetType>
</Target>
<BonusType>Multiplier</BonusType>
<Value>0.1</Value>
</LevelEffectStats>
<!-- Adjacency Bonuses -->
<NeighborBonuses>
<GiveBonusToNeighborType>Research</GiveBonusToNeighborType>
<NeighborBonusValue>3</NeighborBonusValue>
</NeighborBonuses>
<!-- Prerequisites -->
<Prerequ>
<Culture>
<Option>EnlightenmentTrait3</Option>
</Culture>
</Prerequ>
</Improvement>
<!-- End Improvement -->
<!-- Begin Improvement -->
<Improvement>
<InternalName>PreparednessCenter</InternalName>
<DisplayName>PreparednessCenter_Name</DisplayName>
<ShortDescription>PreparednessCenter_ShortDec</ShortDescription>
<Description>PreparednessCenter_Dec</Description>
<Icon>MediationCenter.png</Icon>
<BuildIcon>MediationCenter_Build.png</BuildIcon>
<ListIcon>MediationCenter_Icon.png</ListIcon>
<ImprovementType>Military</ImprovementType>
<PlacementType>Military</PlacementType>
<IsColonyUnique>true</IsColonyUnique>
<!-- Stats -->
<Stats>
<EffectType>ManufacturingCost</EffectType>
<Scope>Queue</Scope>
<Target>
<TargetType>Improvement</TargetType>
</Target>
<BonusType>Flat</BonusType>
<Value>67</Value>
</Stats>
<Stats>
<EffectType>CulturePerTurnNeutral</EffectType>
<Target>
<TargetType>Faction</TargetType>
</Target>
<BonusType>Flat</BonusType>
<Value>0.1</Value>
</Stats>
<Stats>
<EffectType>ResistanceBonus</EffectType>
<Target>
<TargetType>Colony</TargetType>
</Target>
<BonusType>Flat</BonusType>
<Value>0.25</Value>
</Stats>
<Stats>
<EffectType>Maintenance</EffectType>
<Target>
<TargetType>Improvement</TargetType>
</Target>
<BonusType>Flat</BonusType>
<Value>0.75</Value>
</Stats>
<!-- Triggers -->
<!-- Level Effect Trigers -->
<!-- Level Effect Stats -->
<LevelEffectStats>
<EffectType>ResistanceBonus</EffectType>
<Target>
<TargetType>Colony</TargetType>
</Target>
<BonusType>Flat</BonusType>
<Value>0.95</Value> <!-- I think this should be 0.05 -->
</LevelEffectStats>
<!-- Adjacency Bonuses -->
<NeighborBonuses>
<GiveBonusToNeighborType>Military</GiveBonusToNeighborType>
<NeighborBonusValue>2</NeighborBonusValue>
</NeighborBonuses>
<NeighborBonuses>
<GiveBonusToNeighborType>Approval</GiveBonusToNeighborType>
<NeighborBonusValue>2</NeighborBonusValue>
</NeighborBonuses>
<!-- Prerequisites -->
<Prerequ>
<Culture>
<Option>VigilantTrait1</Option>
</Culture>
</Prerequ>
</Improvement>
<!-- End Improvement -->