text: -- 1. Buildings
  -- 1.1. No Prereq Techs
  UPDATE Buildings SET PrereqTech = NULL;
  -- 1.2. No Prereq Civics
  UPDATE Buildings SET PrereqCivic = NULL;
  -- 1.2. Cost 1 production
  UPDATE Buildings SET Cost = 1;
  -- 1.3. No obsolete Era (Wonders can be built at all Start Era)
  UPDATE Buildings SET ObsoleteEra = 'NO_ERA';
  -- 1.4. No TraitType (all players can build unique buildings)
  UPDATE Buildings SET TraitType = NULL;
  -- 1.5. No Building Replace (Ex: Film Studio does not replace Broadcast Center, just in case there is trouble with Removing TraitType)
  DELETE FROM BuildingReplaces;
  -- 1.6. No Building Prereqs (Ex: University can be built without Library)
  DELETE FROM BuildingPrereqs;
  -- 1.7. No Feature Requirements (Ex: Chichen Itza no longer requires Jungle)
  DELETE FROM Building_RequiredFeatures;
  -- 1.8. No Terrain Requirements (Ex: Alhambra no longer requires Hills)
  DELETE FROM Building_ValidTerrains;
  -- 1.9. Granary grants 1000 yields per turn (you can change the BuildingType if needed)
  INSERT OR REPLACE INTO Building_YieldChanges(BuildingType, YieldType, YieldChange) SELECT 'BUILDING_GRANARY', YieldType, 1000 FROM Yields;
  -- 1.10. Granry grants 1000 housing, 1000 Entertainment, 1000 Defense HP
  UPDATE Buildings SET Housing = 1000, Entertainment = 1000, OuterDefenseHitPoints = 1000 WHERE BuildingType = 'BUILDING_GRANARY';
  -- 1.11. Buildings with Regional Range increases to 100000
  UPDATE Buildings SET RegionalRange = 100000 WHERE RegionalRange > 0;
  
  -- 2. Districts
  -- 2.1. No Prereq Tech
  UPDATE Districts SET PrereqTech = NULL;
  -- 2.2. No Prereq Civics
  UPDATE Districts SET PrereqCivic = NULL;
  -- 2.3.a Cost 1 Production
  UPDATE Districts SET Cost = 1;
  -- 2.3.b No Progression Cost (next build does not increase cost)
  UPDATE Districts SET CostProgressionParam1 = 0;
  -- 2.4. Does not require/cost Population
  UPDATE Districts SET RequiresPopulation = 0;
  -- 2.5. No Trait Type (can be built by all players/no unique)
  UPDATE Districts SET TraitType = NULL;
  -- 2.6. No Replacement (should use with No TraitType to prevent problem of same replacement District)
  DELETE FROM DistrictReplaces;
  -- 2.7. No Feature requirements (Ex: Mbanza can be built anywhere, be careful with Dam)
  DELETE FROM District_RequiredFeatures;
  -- 2.8. No Terrain requirements (Ex: Acropolis can be built anywhere)
  DELETE FROM District_ValidTerrains;
  -- 2.9. GPP from Districts are 1000 per turns
  UPDATE District_GreatPersonPoints SET PointsPerTurn = 1000;
  -- 2.10. All Districts can be rushed 100% by Builders
  INSERT OR REPLACE INTO District_BuildChargeProductions(DistrictType, UnitType, PercentProductionPerCharge) SELECT DistrictType, 'UNIT_BUILDER', 100 FROM Districts;
  
  -- 3. Technologies
  -- 3.1. Pottery Cost 1 Science (to prevent messing up UI)
  UPDATE Technologies SET Cost = 1 WHERE TechnologyType = 'TECH_POTTERY';
  -- 3.2. No Prereq (All technologies can be researched immediately)
  DELETE FROM TechnologyPrereqs;
  -- 3.3. All bonuses unlocked by Pottery (Ex: Embarkment, Spy Slot, etc.)
  UPDATE OR IGNORE TechnologyModifiers SET TechnologyType = 'TECH_POTTERY';
  
  -- 4. Civics
  -- 4.1. Law of Code cost 1 Culture (to prevent messing up UI)
  UPDATE Civics SET Cost = 1 WHERE CivicType = 'CIVIC_CODE_OF_LAWS';
  -- 4.2. No Prereq (All civics can be researched immediately)
  DELETE FROM CivicPrereqs;
  -- 4.3. All bonuses unlocked by Code of Law (Ex: Governor Promotion, Spy Slot, etc.)
  UPDATE OR IGNORE CivicModifiers SET CivicType = 'CIVIC_CODE_OF_LAWS';
  
  -- 5. Units
  -- 5.1.a. Cost 1 Production
  UPDATE Units SET Cost = 1;
  -- 5.1.b. No Cost Progression (further version does not increase cost)
  UPDATE Units SET CostProgressionParam1 = 0;
  -- 5.1.c. No Resource Cost, ignored by GS
  UPDATE Units SET StrategicResource = NULL;
  -- 5.1.d. No Gold Maintenance
  UPDATE Units SET Maintenance = 0;
  -- 5.1.e. No Resource Maintenance and Cost, for GS only
  UPDATE Units_XP2 SET ResourceMaintenanceAmount = 0, ResourceCost = 0;
  -- 5.2. No Population Cost (Settler can be built in 1-pop city)
  UPDATE Units SET PopulationCost = NULL, PrereqPopulation = NULL;
  -- 5.3. No Prereq Tech (should use with 5.5)
  UPDATE Units SET PrereqTech = NULL;
  -- 5.4. No Prereq Civic (should use with 5.5)
  UPDATE Units SET PrereqCivic = NULL;
  -- 5.5.a. No Unit Upgrades (Ex: can build Warrior + Swordman, useful for 5.3 and 5.4)
  DELETE FROM UnitUpgrades;
  -- 5.5.b. No Obsolete (Ex: Warrior after Gunpowder, Battering Ram after , useful for 5.3 and 5.4)
  UPDATE Units SET MandatoryObsoleteTech = NULL, MandatoryObsoleteCivic = NULL;
  -- 5.6. No Trait Type (no more unique units, all players can build, should use with 5.7)
  UPDATE Units SET TraitType = NULL;
  -- 5.7. No Unit Replacements (Ex: can build both Hoplite and Spearman, useful for 5.6)
  DELETE FROM UnitReplaces;
  -- 5.8.a. Units with charges have 999 charges (except National Park)
  UPDATE Units SET BuildCharges = 999 WHERE BuildCharges > 0;
  -- 5.8.b. Units with National Park charges have 999 charges
  UPDATE Units SET ParkCharges = 999 WHERE ParkCharges > 0;
  -- 5.9. All units start with 1 Promotion
  UPDATE Units SET InitialLevel = 2;
  -- 5.10. All have 10 Movement Point
  UPDATE Units SET BaseMoves = 10;
  -- 5.11. All have 10 Sight Range
  UPDATE Units SET BaseSightRange = 10;
  
  -- 6. Governments
  -- 6.1. No Required Policy
  UPDATE Governments SET PolicyToUnlock = NULL, PrereqCivic = NULL;
  -- 6.2. 999 Influence per turn
  UPDATE Governments SET InfluencePointsPerTurn = 999;
  -- 6.3. 999 Favor per turn (GS only)
  UPDATE Governments_XP2 SET Favor = 999;
  
  -- 7. Governors
  -- 7.1. No Trait Type (every Civ can have Ibrahim)
  UPDATE Governors SET TraitType = NULL;
  -- 7.2. Established in 0 turn (immediately)
  UPDATE GlobalParameters SET Value = 0 WHERE Name='GOVERNOR_BASE_TURNS_TO_ESTABLISH';
  UPDATE Governors SET TransitionStrength = 100;
  
  -- 8. Improvements
  -- 8.1. No Prereq Tech
  UPDATE Improvements SET PrereqTech = NULL;
  -- 8.2. No Prereq Civic
  UPDATE Improvements SET PrereqCivic = NULL;
  -- 8.3. No Trait Type (no unique, everyone can build, including Fishery)
  UPDATE Improvements SET TraitType = NULL;
  -- 8.4. Improvements can be built anywhere on land
  INSERT OR REPLACE INTO Improvement_ValidTerrains(ImprovementType, TerrainType, PrereqTech, PrereqCivic) SELECT ImprovementType, TerrainType, NULL, NULL FROM Improvements, Terrains WHERE Water = 0;
  -- 8.5. Builder can build everything
  UPDATE Improvements SET Buildable = 1;
  INSERT OR IGNORE INTO Improvement_ValidBuildUnits(ImprovementType, UnitType) SELECT ImprovementType, 'UNIT_BUILDER' FROM Improvements;
  -- 8.6. No Invalid Adjacent Feature (Ex: Moai can be built next to Jungle)
  DELETE FROM Improvement_InvalidAdjacentFeatures;
  
  -- 9. Policies
  -- 9.1. All Policies unlocks at Code of Laws
  UPDATE Policies SET PrereqCivic = 'CIVIC_CODE_OF_LAWS';
  -- 9.2. No Government Requirements (Ex: New Deal does not require Democracy), require GS
  DELETE FROM Policy_GovernmentExclusives_XP2;
  -- 9.3. No Dark Age Requirements (Ex: Monasticism can be equipped anywhere), require R&F
  DELETE FROM Policies_XP1;
  
  -- 10. Projects
  -- 10.1.a. Cost 1 Production
  UPDATE Projects SET Cost = 1;
  -- 10.1.b. No Progression Cost
  UPDATE Projects SET CostProgressionParam1 = 0;
  -- 10.1.c. No Resource Cost (Vanilla and R&F)
  UPDATE Projects SET PrereqResource = NULL;
  -- 10.1.d. No Resource Cost (GS)
  DELETE FROM Project_ResourceCosts;
  -- 10.2. No Prereq Tech
  UPDATE Projects SET PrereqTech = NULL;
  -- 10.3. No Prereq Civic
  UPDATE Projects SET PrereqCivic = NULL;
  -- 10.4. No District Requirements
  UPDATE Projects SET PrereqDistrict = NULL;