; Modifying this file: ; You should not modify this file except to make bugfixes or ; for other "maintenance". If you want to make custom changes, ; you should create a new datadir subdirectory and copy this file ; into that directory, and then modify that copy. Then use the ; command "rulesetdir " in the server to have freeciv ; use your new customized file. ; Note that the freeciv AI may not cope well with anything more ; than minor changes. [datafile] description = "Civ2Civ3 effects data for Freeciv" options = "+Freeciv-3.2-ruleset web-compatible" format_version = 30 ; /* <-- avoid gettext warnings ; ; User effect types ; ; type = Effect type to define. Must be one of user effects. ; ai_valued_as = Hardcoded effect type that AI considers this to match ; ; */ <-- avoid gettext warnings ;[ueff_1] ;type = "User_Effect_1" ;ai_valued_as = "" ; /* <-- avoid gettext warnings ; ; Effects ; ; type = What the effect does. Values of multiple active effects ; of the same type get summed for the total. ; See README.effects for list of possible types ; value = Value added for the effect type when this effect is active, ; i.e., all requirements are fulfilled ; multiplier = Name of the policy that gives a multiplier for effect's value ; reqs = Requirements for the effect to be active. ; See README.effects for help on requirements ; comment = Comment for the benefit to someone examining the ruleset ; Not used by freeciv any other way. ; ; */ <-- avoid gettext warnings ; "Away" "Novice" "Easy" "Normal" "Hard" "Cheating" "Experimental" [effect_ai_cheat_food] type = "Upkeep_Factor" value = -1 reqs = { "type", "name", "range" "AI", "Cheating", "Player" "OutputType", "Food", "Local" } [effect_ai_cheat_love] type = "Gain_AI_Love" value = 40 reqs = { "type", "name", "range" "AI", "Cheating", "Player" } [effect_ai_cheat_sci] type = "Output_Bonus_2" value = 40 reqs = { "type", "name", "range" "AI", "Cheating", "Player" "OutputType", "Science", "Local" } [effect_ai_cheat_lux] type = "Output_Bonus_2" value = 40 reqs = { "type", "name", "range" "AI", "Cheating", "Player" "OutputType", "Luxury", "Local" } [effect_ai_cheat_gold] type = "Output_Bonus_2" value = 40 reqs = { "type", "name", "range" "AI", "Cheating", "Player" "OutputType", "Gold", "Local" } [effect_ai_cheat_shield] type = "Output_Bonus_2" value = 40 reqs = { "type", "name", "range" "AI", "Cheating", "Player" "OutputType", "Shield", "Local" } [effect_ai_cheat_happiness] type = "Make_Content" value = 1 reqs = { "type", "name", "range" "AI", "Cheating", "Player" } [effect_ai_cheat_veteran] type = "Veteran_Combat" value = 40 reqs = { "type", "name", "range" "AI", "Cheating", "Player" } [effect_ai_cheat_bribe_cost] type = "Unit_Bribe_Cost_Pct" value = 40 reqs = { "type", "name", "range" "AI", "Cheating", "Player" } [effect_ai_cheat_incite_cost] type = "Incite_Cost_Pct" value = 40 reqs = { "type", "name", "range" "AI", "Cheating", "Player" } [effect_ai_cheat_pollution] type = "Pollu_Prod_Pct" value = -20 reqs = { "type", "name", "range" "AI", "Cheating", "Player" } [effect_ai_cheat_pollution_pop] type = "Pollu_Pop_Pct" value = -20 reqs = { "type", "name", "range" "AI", "Cheating", "Player" } [effect_ai_restricted_trade] type = "Output_Bonus" value = -25 reqs = { "type", "name", "range" "AI", "Restricted", "Player" "OutputType", "Trade", "Local" } [effect_ai_restricted_shield] type = "Output_Bonus" value = -25 reqs = { "type", "name", "range" "AI", "Restricted", "Player" "OutputType", "Shield", "Local" } [effect_unhappysize] type = "City_Unhappy_Size" value = 4 ; Barbarian effects [effect_barb1] type = "No_Diplomacy" value = 1 reqs = { "type", "name", "range" "NationGroup", "Barbarian", "Player" } ; Barbarian no waste by distance [effect_barb2] type = "Output_Waste_By_Distance" value = -200 reqs = { "type", "name", "range" "NationGroup", "Barbarian", "Player" } ; Barbarian disappearance [effect_barb_disappear] type = "Retire_Pct" value = 10 reqs = { "type", "name", "range", "present" "NationGroup", "Barbarian", "Player", TRUE "Age", "5", "Local", TRUE "CityTile", "Center", "Tile", FALSE } ; Lone Leader might escape on coast (33% chance) ; Complement of the two effects should be 0.9 * 0.66 = 0.594 ; (100 - 59) - 10 = 31 [effect_leader_escape] type = "Retire_Pct" value = 31 reqs = { "type", "name", "range" "UnitType", "Barbarian Leader", "Local" "Age", "5", "Local" "TerrainClass", "Oceanic", "Adjacent" "MaxUnitsOnTile", "1", "Tile" } ; Specialist output bonuses [effect_elvis] type = "Specialist_Output" value = 2 reqs = { "type", "name", "range" "Specialist", "Elvis", "Local" "OutputType", "Luxury", "Local" } [effect_scientist] type = "Specialist_Output" value = 2 reqs = { "type", "name", "range" "Specialist", "Scientist", "Local" "OutputType", "Science", "Local" } [effect_taxman] type = "Specialist_Output" value = 2 reqs = { "type", "name", "range" "Specialist", "Taxman", "Local" "OutputType", "Gold", "Local" } ; Vision benefit from fortress watchtowers [effect_fortress_vision] type = "Unit_Vision_Radius_Sq" value = 8 reqs = { "type", "name", "range" "Extra", "Fortress", "Tile" "Tech", "Astronomy", "Player" } [effect_airbase_vision] type = "Unit_Vision_Radius_Sq" value = 8 reqs = { "type", "name", "range" "Extra", "Airbase", "Tile" } ; Fortress HP regen (All Ground units) [effect_fortress_hp_regen] type = "HP_Regen" value = 25 reqs = { "type", "name", "range" "UnitClassFlag", "Ground", "Local" "Extra", "Fortress", "Tile" } [effect_fort_defense] type = "Defend_Bonus" value = 50 reqs = { "type", "name", "range", "present" "Extra", "Fort", "Tile", TRUE "UnitClassFlag", "Aerial", "Local", FALSE } ; Cumulative with fort ; 50 + 50 = 100 [effect_fortress_defense] type = "Defend_Bonus" value = 50 reqs = { "type", "name", "range", "present" "Extra", "Fortress", "Tile", TRUE } ; Airstrip HP regen (All Air units except Missiles) [effect_airstrip_hp_regen] type = "HP_Regen" value = 10 reqs = { "type", "name", "range", "present" "Extra", "Airstrip", "Tile", TRUE "UnitClassFlag", "Aerial", "Local", TRUE "UnitClassFlag", "Missile", "Local", FALSE } ; Airbase HP regen: cumulative with airstrip ; 10 + 24 = 34% (this approximation to 1/3 is exact for units <50HP; ; 1/3 is equivalent to a city without Airport) [effect_airbase_hp_regen] type = "HP_Regen" value = 24 reqs = { "type", "name", "range", "present" "Extra", "Airbase", "Tile", TRUE "UnitClassFlag", "Aerial", "Local", TRUE "UnitClassFlag", "Missile", "Local", FALSE } [effect_airstrip_defense] type = "Defend_Bonus" value = 50 reqs = { "type", "name", "range" "Extra", "Airstrip", "Tile" "UnitClassFlag", "Aerial", "Local" } ; Cumulative with airstrip ; 50 + 50 = 100 [effect_airbase_defense] type = "Defend_Bonus" value = 50 reqs = { "type", "name", "range", "present" "Extra", "Airbase", "Tile", TRUE } [effect_fortified] type = "Fortify_Defense_Bonus" value = 50 reqs = { "type", "name", "range" "Activity", "Fortified", "Local" } [effect_city_fortified] type = "Fortify_Defense_Bonus" value = 50 reqs = { "type", "name", "range", "present" "CityTile", "Center", "Tile", TRUE "Activity", "Fortified", "Local", FALSE "UnitClassFlag", "CanFortify", "Local", TRUE "UnitFlag", "Cant_Fortify", "Local", FALSE } [effect_city_min_hp] type = "Min_HP_Pct" value = 33 reqs = { "type", "name", "range" "CityTile", "Center", "Tile" } [effect_fortified_regen] type = "HP_Regen_2" value = 10 reqs = { "type", "name", "range" "Activity", "Fortified", "Local" } [effect_base_regen] type = "HP_Regen_2" value = 10 reqs = { "type", "name", "range", "present" "UnitClass", "Helicopter", "Local", FALSE "UnitClass", "Air", "Local", FALSE } [effect_trade_routes] type = "Max_Trade_Routes" value = 2 [effect_conquest_tech] type = "Conquest_Tech_Pct" value = 100 ; Base vision range - radius of vision is sqrt(5) = 2.24 [effect_city_vision] type = "City_Vision_Radius_Sq" value = 5 ; 5 + 5 = 10 [effect_city_vision_1] type = "City_Vision_Radius_Sq" value = 5 reqs = { "type", "name", "range" "Tech", "Electricity", "Player" } ; Vision benefit from mountains (All Ground units) [effect_mountains_vision] type = "Unit_Vision_Radius_Sq" value = 4 reqs = { "type", "name", "range" "Terrain", "Mountains", "Tile" "UnitClassFlag", "Ground", "Local" } ; Movement penalty if ended turn at mountains (All Ground units) [effect_mountains_movement] type = "Move_Bonus" value = -1 reqs = { "type", "name", "range", "present" "Terrain", "Mountains", "Tile", TRUE "UnitClassFlag", "Ground", "Local", TRUE "Extra", "Road", "Tile", FALSE "Extra", "River", "Tile", FALSE } ; Big Land units can't escape movement penalty via River [effect_mountains_movement_big_on_river] type = "Move_Bonus" value = -1 reqs = { "type", "name", "range", "present" "Terrain", "Mountains", "Tile", TRUE "UnitClass", "Big Land", "Local", TRUE "Extra", "Road", "Tile", FALSE "Extra", "River", "Tile", TRUE } ; Nuclear power gives +1 moves to sea units [effect_nuclear_powered_boats] type = "Move_Bonus" value = 1 reqs = { "type", "name", "range" "Tech", "Nuclear Power", "Player" "UnitClass", "Sea", "Local" } ; Advanced Flight enables movement of nuclear weapons [effect_nuclear_bomber] type = "Move_Bonus" value = 8 reqs = { "type", "name", "range" "Tech", "Advanced Flight", "Player" "UnitType", "Nuclear", "Local" } ; Rocketry doubles movement of nuclear weapons [effect_nuclear_missile] type = "Move_Bonus" value = 8 reqs = { "type", "name", "range" "Tech", "Rocketry", "Player" "UnitType", "Nuclear", "Local" } ; Invention halves unit upgrade prices [effect_upgrade_price_halfed] type = "Upgrade_Price_Pct" value = -50 reqs = { "type", "name", "range" "Tech", "Invention", "Player" } ; Medicine increases city health [effect_unit_recover_medicine] type = "Health_Pct" value = 30 reqs = { "type", "name", "range" "Tech", "Medicine", "Player" } ; Base -1% food each 1 tile [effect_food_waste_distance] type = "Output_Waste_By_Distance" value = 100 reqs = { "type", "name", "range" "OutputType", "Food", "Local" } ; Total -1% food each 2 tiles [effect_food_waste_distance_1] type = "Output_Waste_Pct" value = 50 reqs = { "type", "name", "range" "OutputType", "Food", "Local" } ; Base 0% food waste with Anarchy [effect_food_waste_distance_2] type = "Output_Waste_By_Distance" value = -100 reqs = { "type", "name", "range" "Gov", "Anarchy", "Player" "OutputType", "Food", "Local" } ; base -1% trade each tile [effect_corruption_distance] type = "Output_Waste_By_Distance" value = 100 reqs = { "type", "name", "range" "OutputType", "Trade", "Local" } ; 1 + 1 => -2% each tile without advanced tech / govs [effect_corruption_distance_ancient] type = "Output_Waste_By_Distance" value = 100 reqs = { "type", "name", "range", "present" "OutputType", "Trade", "Local", TRUE "Tech", "The Corporation", "Player", FALSE "Gov", "Communism", "Player", FALSE } ; Total = 0 for Communism [effect_corruption_distance_communism] type = "Output_Waste_By_Distance" value = -100 reqs = { "type", "name", "range", "quiet" "Gov", "Communism", "Player", TRUE "OutputType", "Trade", "Local", FALSE } ; Total = 0 for Federation with The Corporation, -1% for Federation alone [effect_corruption_distance_federation] type = "Output_Waste_By_Distance" value = -100 reqs = { "type", "name", "range", "quiet" "Gov", "Federation", "Player", TRUE "OutputType", "Trade", "Local", FALSE } ; Corruption + waste = 30% for all govs [effect_corruption_tribal] type = "Output_Waste" value = 30 reqs = { "type", "name", "range", "quiet" "Gov", "Tribal", "Player", TRUE "OutputType", "Trade", "Local", FALSE } [effect_corruption_despotism] type = "Output_Waste" value = 20 reqs = { "type", "name", "range", "quiet" "Gov", "Despotism", "Player", TRUE "OutputType", "Trade", "Local", FALSE } [effect_corruption_monarchy] type = "Output_Waste" value = 10 reqs = { "type", "name", "range", "quiet" "Gov", "Monarchy", "Player", TRUE "OutputType", "Trade", "Local", FALSE } [effect_corruption_communism] type = "Output_Waste" value = 30 reqs = { "type", "name", "range", "quiet" "Gov", "Communism", "Player", TRUE "OutputType", "Trade", "Local", FALSE } [effect_corruption_fundamentalism] type = "Output_Waste" value = 15 reqs = { "type", "name", "range", "quiet" "Gov", "Fundamentalism", "Player", TRUE "OutputType", "Trade", "Local", FALSE } [effect_corruption_republic] type = "Output_Waste" value = 25 reqs = { "type", "name", "range", "quiet" "Gov", "Republic", "Player", TRUE "OutputType", "Trade", "Local", FALSE } [effect_corruption_democracy] type = "Output_Waste" value = 5 reqs = { "type", "name", "range", "quiet" "Gov", "Democracy", "Player", TRUE "OutputType", "Trade", "Local", FALSE } ; base -1% shields each tile [effect_waste_distance] type = "Output_Waste_By_Distance" value = 100 reqs = { "type", "name", "range" "OutputType", "Shield", "Local" } ; 1 + 1 => -2% each tile without Trade or advanced govs [effect_waste_distance_ancient] type = "Output_Waste_By_Distance" value = 100 reqs = { "type", "name", "range", "present" "OutputType", "Shield", "Local", TRUE "Tech", "Trade", "Player", FALSE "Gov", "Communism", "Player", FALSE "Gov", "Federation", "Player", FALSE } ; 1 - 1 = 0% with Communism [effect_waste_distance_communism] type = "Output_Waste_By_Distance" value = -100 reqs = { "type", "name", "range", "quiet" "Gov", "Communism", "Player", TRUE "OutputType", "Shield", "Local", FALSE } ; 1 - 1 = 0% with Federation [effect_waste_distance_federation] type = "Output_Waste_By_Distance" value = -100 reqs = { "type", "name", "range", "quiet" "Gov", "Federation", "Player", TRUE "OutputType", "Shield", "Local", FALSE } [effect_waste_anarchy] type = "Output_Waste" value = 30 reqs = { "type", "name", "range", "quiet" "Gov", "Anarchy", "Player", TRUE "OutputType", "Shield", "Local", FALSE } [effect_waste_despotism] type = "Output_Waste" value = 10 reqs = { "type", "name", "range", "quiet" "Gov", "Despotism", "Player", TRUE "OutputType", "Shield", "Local", FALSE } [effect_waste_monarchy] type = "Output_Waste" value = 20 reqs = { "type", "name", "range", "quiet" "Gov", "Monarchy", "Player", TRUE "OutputType", "Shield", "Local", FALSE } [effect_waste_fundamentalism] type = "Output_Waste" value = 15 reqs = { "type", "name", "range", "quiet" "Gov", "Fundamentalism", "Player", TRUE "OutputType", "Shield", "Local", FALSE } [effect_waste_federation] type = "Output_Waste" value = 30 reqs = { "type", "name", "range", "quiet" "Gov", "Federation", "Player", TRUE "OutputType", "Shield", "Local", FALSE } [effect_waste_republic] type = "Output_Waste" value = 5 reqs = { "type", "name", "range", "quiet" "Gov", "Republic", "Player", TRUE "OutputType", "Shield", "Local", FALSE } [effect_waste_democracy] type = "Output_Waste" value = 25 reqs = { "type", "name", "range", "quiet" "Gov", "Democracy", "Player", TRUE "OutputType", "Shield", "Local", FALSE } [effect_tech_upkeep_anarchy] type = "Tech_Upkeep_Free" value = 99 reqs = { "type", "name", "range", "quiet" "Gov", "Anarchy", "Player", TRUE } [effect_building_upkeep_anarchy] type = "Upkeep_Free" value = 99 reqs = { "type", "name", "range", "quiet" "Gov", "Anarchy", "Player", TRUE } [effect_building_upkeep_communism] type = "Upkeep_Free" value = 1 reqs = { "type", "name", "range", "quiet" "Gov", "Communism", "Player", TRUE } [effect_base_unit_upkeep_gold_1] type = "Upkeep_Factor" value = 1 reqs = { "type", "name", "range", "present" "OutputType", "Gold", "Local", TRUE "Gov", "Anarchy", "Player", FALSE "Gov", "Tribal", "Player", FALSE "Gov", "Communism", "Player", FALSE ; "Gov", "Despotism", "Player", FALSE ; "Gov", "Monarchy", "Player", FALSE ; "Gov", "Fundamentalism", "Player", FALSE ; "Gov", "Federation", "Player", FALSE "Gov", "Republic", "Player", FALSE ; "Gov", "Democracy", "Player", FALSE } ; additive with previous => x2 for Fundamentalism, Federation, Democracy [effect_base_unit_upkeep_gold_2] type = "Upkeep_Factor" value = 1 reqs = { "type", "name", "range", "present" "OutputType", "Gold", "Local", TRUE "Gov", "Anarchy", "Player", FALSE "Gov", "Tribal", "Player", FALSE "Gov", "Communism", "Player", FALSE "Gov", "Despotism", "Player", FALSE "Gov", "Monarchy", "Player", FALSE ; "Gov", "Fundamentalism", "Player", FALSE ; "Gov", "Federation", "Player", FALSE "Gov", "Republic", "Player", FALSE ; "Gov", "Democracy", "Player", FALSE } [effect_base_unit_upkeep_shield] type = "Upkeep_Factor" value = 1 reqs = { "type", "name", "range", "present" "OutputType", "Shield", "Local", TRUE ; "Gov", "Anarchy", "Player", FALSE ; "Gov", "Tribal", "Player", FALSE ; "Gov", "Communism", "Player", FALSE "Gov", "Despotism", "Player", FALSE "Gov", "Monarchy", "Player", FALSE "Gov", "Fundamentalism", "Player", FALSE "Gov", "Federation", "Player", FALSE ; "Gov", "Republic", "Player", FALSE "Gov", "Democracy", "Player", FALSE } [effect_base_unit_upkeep_food] type = "Upkeep_Factor" value = 1 reqs = { "type", "name", "range" "OutputType", "Food", "Local" } [effect_unit_unhappiness] type = "Unhappy_Factor" value = 1 reqs = { "type", "name", "range", "present" "Gov", "Anarchy", "Player", FALSE "Gov", "Tribal", "Player", FALSE ; "Gov", "Communism", "Player", FALSE "Gov", "Despotism", "Player", FALSE ; "Gov", "Monarchy", "Player", FALSE ; "Gov", "Fundamentalism", "Player", FALSE ; "Gov", "Federation", "Player", FALSE ; "Gov", "Republic", "Player", FALSE "Gov", "Democracy", "Player", FALSE } ; exclusive with above [effect_unit_unhappiness_democracy] type = "Unhappy_Factor" value = 2 reqs = { "type", "name", "range", "quiet" "Gov", "Democracy", "Player", TRUE } ; ...except Women's Suffrage reduces it back to Republic levels [effect_womens_suffrage_1] type = "Unhappy_Factor" value = -1 reqs = { "type", "name", "range" "Building", "Women's Suffrage", "Player" "Gov", "Democracy", "Player" } ; Govs with 1 free unit [effect_upkeep_free_mil_1] type = "Make_Content_Mil" value = 1 reqs = { "type", "name", "range", "present" "Gov", "Anarchy", "Player", FALSE "Gov", "Tribal", "Player", FALSE "Gov", "Communism", "Player", FALSE "Gov", "Despotism", "Player", FALSE "Gov", "Monarchy", "Player", FALSE "Gov", "Fundamentalism", "Player", FALSE "Gov", "Federation", "Player", FALSE ; "Gov", "Republic", "Player", FALSE "Gov", "Democracy", "Player", FALSE } ; Govs with 2 free units (exclusive with previous) [effect_upkeep_free_mil_2] type = "Make_Content_Mil" value = 2 reqs = { "type", "name", "range", "present" ; "Gov", "Anarchy", "Player", FALSE ; "Gov", "Tribal", "Player", FALSE "Gov", "Communism", "Player", FALSE ; "Gov", "Despotism", "Player", FALSE "Gov", "Monarchy", "Player", FALSE ; "Gov", "Fundamentalism", "Player", FALSE ; "Gov", "Federation", "Player", FALSE "Gov", "Republic", "Player", FALSE ; "Gov", "Democracy", "Player", FALSE } ; Govs with 3 free units (exclusive with previous) [effect_upkeep_free_mil_3] type = "Make_Content_Mil" value = 3 reqs = { "type", "name", "range", "present" "Gov", "Anarchy", "Player", FALSE "Gov", "Tribal", "Player", FALSE ; "Gov", "Communism", "Player", FALSE "Gov", "Despotism", "Player", FALSE ; "Gov", "Monarchy", "Player", FALSE "Gov", "Fundamentalism", "Player", FALSE "Gov", "Federation", "Player", FALSE "Gov", "Republic", "Player", FALSE "Gov", "Democracy", "Player", FALSE } ; normally 2 for Democracy, but 1 of these not needed with Women's Suffrage ; due to reduced Unhappy_Factor [effect_womens_suffrage_2] type = "Make_Content_Mil" value = -1 reqs = { "type", "name", "range" "Building", "Women's Suffrage", "Player" "Gov", "Democracy", "Player" } [effect_upkeep_free_units_anarchy] type = "Unit_Upkeep_Free_Per_City" value = 2 reqs = { "type", "name", "range", "quiet" "Gov", "Anarchy", "Player", TRUE "OutputType", "Shield", "Local", FALSE } [effect_upkeep_free_units_tribal] type = "Unit_Upkeep_Free_Per_City" value = 2 reqs = { "type", "name", "range", "quiet" "Gov", "Tribal", "Player", TRUE "OutputType", "Shield", "Local", FALSE } [effect_upkeep_free_units_despotism] type = "Unit_Upkeep_Free_Per_City" value = 2 reqs = { "type", "name", "range", "quiet" "Gov", "Despotism", "Player", TRUE "OutputType", "Gold", "Local", FALSE } [effect_upkeep_free_units_monarchy] type = "Unit_Upkeep_Free_Per_City" value = 3 reqs = { "type", "name", "range", "quiet" "Gov", "Monarchy", "Player", TRUE "OutputType", "Gold", "Local", FALSE } [effect_upkeep_free_units_fundamentalism] type = "Unit_Upkeep_Free_Per_City" value = 4 reqs = { "type", "name", "range", "quiet" "Gov", "Fundamentalism", "Player", TRUE "OutputType", "Gold", "Local", FALSE } [effect_upkeep_free_units_republic] type = "Unit_Upkeep_Free_Per_City" value = 1 reqs = { "type", "name", "range", "quiet" "Gov", "Republic", "Player", TRUE "OutputType", "Shield", "Local", FALSE } [effect_upkeep_free_units_democracy] type = "Unit_Upkeep_Free_Per_City" value = 2 reqs = { "type", "name", "range", "quiet" "Gov", "Democracy", "Player", TRUE "OutputType", "Gold", "Local", FALSE } [effect_upkeep_free_units_federation] type = "Unit_Upkeep_Free_Per_City" value = 4 reqs = { "type", "name", "range", "quiet" "Gov", "Federation", "Player", TRUE "OutputType", "Gold", "Local", FALSE } [effect_upkeep_free_units_communism] type = "Unit_Upkeep_Free_Per_City" value = 3 reqs = { "type", "name", "range", "quiet" "Gov", "Communism", "Player", TRUE "OutputType", "Shield", "Local", FALSE } ; Any city can support up to four units... [effect_upkeep_free_units_food_base] type = "Unit_Upkeep_Free_Per_City" value = 4 reqs = { "type", "name", "range" "OutputType", "Food", "Local" } ; ...or its size, whichever is bigger. Units above this limit have a ; food penalty. [effect_upkeep_free_units_food_5] type = "Unit_Upkeep_Free_Per_City" value = 1 reqs = { "type", "name", "range" "OutputType", "Food", "Local" "MinSize", "5", "City" } [effect_upkeep_free_units_food_6] type = "Unit_Upkeep_Free_Per_City" value = 1 reqs = { "type", "name", "range" "OutputType", "Food", "Local" "MinSize", "6", "City" } [effect_upkeep_free_units_food_7] type = "Unit_Upkeep_Free_Per_City" value = 1 reqs = { "type", "name", "range" "OutputType", "Food", "Local" "MinSize", "7", "City" } [effect_upkeep_free_units_food_8] type = "Unit_Upkeep_Free_Per_City" value = 1 reqs = { "type", "name", "range" "OutputType", "Food", "Local" "MinSize", "8", "City" } [effect_upkeep_free_units_food_9] type = "Unit_Upkeep_Free_Per_City" value = 1 reqs = { "type", "name", "range" "OutputType", "Food", "Local" "MinSize", "9", "City" } [effect_upkeep_free_units_food_10] type = "Unit_Upkeep_Free_Per_City" value = 1 reqs = { "type", "name", "range" "OutputType", "Food", "Local" "MinSize", "10", "City" } [effect_upkeep_free_units_food_11] type = "Unit_Upkeep_Free_Per_City" value = 1 reqs = { "type", "name", "range" "OutputType", "Food", "Local" "MinSize", "11", "City" } [effect_upkeep_free_units_food_12] type = "Unit_Upkeep_Free_Per_City" value = 1 reqs = { "type", "name", "range" "OutputType", "Food", "Local" "MinSize", "12", "City" } [effect_upkeep_free_units_food_13] type = "Unit_Upkeep_Free_Per_City" value = 1 reqs = { "type", "name", "range" "OutputType", "Food", "Local" "MinSize", "13", "City" } [effect_upkeep_free_units_food_14] type = "Unit_Upkeep_Free_Per_City" value = 1 reqs = { "type", "name", "range" "OutputType", "Food", "Local" "MinSize", "14", "City" } [effect_upkeep_free_units_food_15] type = "Unit_Upkeep_Free_Per_City" value = 1 reqs = { "type", "name", "range" "OutputType", "Food", "Local" "MinSize", "15", "City" } [effect_upkeep_free_units_food_16] type = "Unit_Upkeep_Free_Per_City" value = 1 reqs = { "type", "name", "range" "OutputType", "Food", "Local" "MinSize", "16", "City" } [effect_upkeep_free_units_food_17] type = "Unit_Upkeep_Free_Per_City" value = 1 reqs = { "type", "name", "range" "OutputType", "Food", "Local" "MinSize", "17", "City" } [effect_upkeep_free_units_food_18] type = "Unit_Upkeep_Free_Per_City" value = 1 reqs = { "type", "name", "range" "OutputType", "Food", "Local" "MinSize", "18", "City" } [effect_upkeep_free_units_food_19] type = "Unit_Upkeep_Free_Per_City" value = 1 reqs = { "type", "name", "range" "OutputType", "Food", "Local" "MinSize", "19", "City" } [effect_upkeep_free_units_food_20] type = "Unit_Upkeep_Free_Per_City" value = 1 reqs = { "type", "name", "range" "OutputType", "Food", "Local" "MinSize", "20", "City" } [effect_civil_war_anarchy] type = "Civil_War_Chance" value = 99 reqs = { "type", "name", "range" "Gov", "Anarchy", "Player" } [effect_civil_war_tribal] type = "Civil_War_Chance" value = 90 reqs = { "type", "name", "range" "Gov", "Tribal", "Player" } [effect_civil_war_despotism] type = "Civil_War_Chance" value = 80 reqs = { "type", "name", "range" "Gov", "Despotism", "Player" } [effect_civil_war_monarchy] type = "Civil_War_Chance" value = 70 reqs = { "type", "name", "range" "Gov", "Monarchy", "Player" } [effect_civil_war_communism] type = "Civil_War_Chance" value = 50 reqs = { "type", "name", "range" "Gov", "Communism", "Player" } [effect_civil_war_fundamentalism] type = "Civil_War_Chance" value = 60 reqs = { "type", "name", "range" "Gov", "Fundamentalism", "Player" } [effect_civil_war_federation] type = "Civil_War_Chance" value = 20 reqs = { "type", "name", "range" "Gov", "Federation", "Player" } [effect_civil_war_republic] type = "Civil_War_Chance" value = 40 reqs = { "type", "name", "range" "Gov", "Republic", "Player" } [effect_civil_war_democracy] type = "Civil_War_Chance" value = 30 reqs = { "type", "name", "range" "Gov", "Democracy", "Player" } [effect_empire_size_base_tribal] type = "Empire_Size_Base" value = 12 reqs = { "type", "name", "range" "Gov", "Tribal", "Player" } [effect_empire_size_base_despotism] type = "Empire_Size_Base" value = 10 reqs = { "type", "name", "range" "Gov", "Despotism", "Player" } [effect_empire_size_base_monarchy] type = "Empire_Size_Base" value = 14 reqs = { "type", "name", "range" "Gov", "Monarchy", "Player" } [effect_empire_size_base_communism] type = "Empire_Size_Base" value = 28 reqs = { "type", "name", "range" "Gov", "Communism", "Player" } [effect_empire_size_base_fundamentalism] type = "Empire_Size_Base" value = 20 reqs = { "type", "name", "range" "Gov", "Fundamentalism", "Player" } [effect_empire_size_base_federation] type = "Empire_Size_Base" value = 24 reqs = { "type", "name", "range" "Gov", "Federation", "Player" } [effect_empire_size_base_republic] type = "Empire_Size_Base" value = 16 reqs = { "type", "name", "range" "Gov", "Republic", "Player" } [effect_empire_size_base_democracy] type = "Empire_Size_Base" value = 32 reqs = { "type", "name", "range" "Gov", "Democracy", "Player" } [effect_empire_size_step_tribal] type = "Empire_Size_Step" value = 12 reqs = { "type", "name", "range" "Gov", "Tribal", "Player" } [effect_empire_size_step_despotism] type = "Empire_Size_Step" value = 10 reqs = { "type", "name", "range" "Gov", "Despotism", "Player" } [effect_empire_size_step_monarchy] type = "Empire_Size_Step" value = 14 reqs = { "type", "name", "range" "Gov", "Monarchy", "Player" } [effect_empire_size_step_communism] type = "Empire_Size_Step" value = 28 reqs = { "type", "name", "range" "Gov", "Communism", "Player" } [effect_empire_size_step_fundamentalism] type = "Empire_Size_Step" value = 20 reqs = { "type", "name", "range" "Gov", "Fundamentalism", "Player" } [effect_empire_size_step_federation] type = "Empire_Size_Step" value = 24 reqs = { "type", "name", "range" "Gov", "Federation", "Player" } [effect_empire_size_step_republic] type = "Empire_Size_Step" value = 16 reqs = { "type", "name", "range" "Gov", "Republic", "Player" } [effect_empire_size_step_democracy] type = "Empire_Size_Step" value = 32 reqs = { "type", "name", "range" "Gov", "Democracy", "Player" } [effect_max_rates_anarchy] type = "Max_Rates" value = 100 reqs = { "type", "name", "range", "quiet" "Gov", "Anarchy", "Player", TRUE } [effect_max_rates_tribal] type = "Max_Rates" value = 60 reqs = { "type", "name", "range" "Gov", "Tribal", "Player" } [effect_max_rates_despotism] type = "Max_Rates" value = 60 reqs = { "type", "name", "range" "Gov", "Despotism", "Player" } [effect_max_rates_monarchy] type = "Max_Rates" value = 70 reqs = { "type", "name", "range" "Gov", "Monarchy", "Player" } [effect_max_rates_communism] type = "Max_Rates" value = 80 reqs = { "type", "name", "range" "Gov", "Communism", "Player" } [effect_max_rates_fundamentalism] type = "Max_Rates" value = 70 reqs = { "type", "name", "range" "Gov", "Fundamentalism", "Player" } [effect_max_rates_federation] type = "Max_Rates" value = 90 reqs = { "type", "name", "range" "Gov", "Federation", "Player" } [effect_max_rates_republic] type = "Max_Rates" value = 80 reqs = { "type", "name", "range" "Gov", "Republic", "Player" } [effect_max_rates_democracy] type = "Max_Rates" value = 90 reqs = { "type", "name", "range" "Gov", "Democracy", "Player" } [effect_martial_law_each_anarchy] type = "Martial_Law_Each" value = 1 reqs = { "type", "name", "range", "quiet" "Gov", "Anarchy", "Player", TRUE } [effect_martial_law_each_despotism] type = "Martial_Law_Each" value = 1 reqs = { "type", "name", "range", "quiet" "Gov", "Despotism", "Player", TRUE } [effect_martial_law_each_monarchy] type = "Martial_Law_Each" value = 1 reqs = { "type", "name", "range", "quiet" "Gov", "Monarchy", "Player", TRUE } [effect_martial_law_each_communism] type = "Martial_Law_Each" value = 2 reqs = { "type", "name", "range", "quiet" "Gov", "Communism", "Player", TRUE } [effect_martial_law_max] type = "Martial_Law_Max" value = 3 reqs = { "type", "name", "range", "present" ; "Gov", "Anarchy", "Player", FALSE "Gov", "Tribal", "Player", FALSE ; "Gov", "Communism", "Player", FALSE ; "Gov", "Despotism", "Player", FALSE ; "Gov", "Monarchy", "Player", FALSE "Gov", "Fundamentalism", "Player", FALSE "Gov", "Federation", "Player", FALSE "Gov", "Republic", "Player", FALSE "Gov", "Democracy", "Player", FALSE } ; Railroad because makes Pyramids obsolete [effect_gov_tile_penalty_anarchy] type = "Output_Penalty_Tile" value = 2 reqs = { "type", "name", "range", "present", "quiet" "Gov", "Anarchy", "Player", TRUE, TRUE "Building", "Pyramids", "Player", FALSE, FALSE "Tech", "Railroad", "Player", FALSE, FALSE "OutputType", "Gold", "Local", FALSE, TRUE "OutputType", "Luxury", "Local", FALSE, TRUE "OutputType", "Science", "Local", FALSE, TRUE "CityStatus", "Celebration", "City", FALSE, FALSE } [effect_gov_tile_penalty_tribal] type = "Output_Penalty_Tile" value = 2 reqs = { "type", "name", "range", "present", "quiet" "Gov", "Tribal", "Player", TRUE, TRUE "Building", "Pyramids", "Player", FALSE, FALSE "Tech", "Railroad", "Player", FALSE, FALSE "OutputType", "Gold", "Local", FALSE, TRUE "OutputType", "Luxury", "Local", FALSE, TRUE "OutputType", "Science", "Local", FALSE, TRUE "CityStatus", "Celebration", "City", FALSE, FALSE } [effect_gov_tile_penalty_despotism] type = "Output_Penalty_Tile" value = 2 reqs = { "type", "name", "range", "present", "quiet" "Gov", "Despotism", "Player", TRUE, TRUE "Building", "Pyramids", "Player", FALSE, FALSE "Tech", "Railroad", "Player", FALSE, FALSE "OutputType", "Gold", "Local", FALSE, TRUE "OutputType", "Luxury", "Local", FALSE, TRUE "OutputType", "Science", "Local", FALSE, TRUE "CityStatus", "Celebration", "City", FALSE, FALSE } [effect_gov_tile_bonus_republic] type = "Output_Inc_Tile" value = 1 reqs = { "type", "name", "range", "present", "quiet" "Gov", "Republic", "Player", TRUE, TRUE "OutputType", "Trade", "Local", TRUE, FALSE "TerrainClass", "Oceanic", "Tile", FALSE, FALSE } [effect_gov_tile_bonus_democracy] type = "Output_Inc_Tile" value = 1 reqs = { "type", "name", "range", "present", "quiet" "Gov", "Democracy", "Player", TRUE, TRUE "OutputType", "Trade", "Local", TRUE, FALSE "TerrainClass", "Oceanic", "Tile", FALSE, FALSE } [effect_gov_tile_bonus_celebrate] type = "Output_Inc_Tile_Celebrate" value = 1 reqs = { "type", "name", "range", "present", "quiet" "OutputType", "Trade", "Local", TRUE, TRUE "Gov", "Anarchy", "Player", FALSE, FALSE "Gov", "Tribal", "Player", FALSE, FALSE "Gov", "Communism", "Player", FALSE, FALSE "Gov", "Despotism", "Player", FALSE, FALSE ; "Gov", "Monarchy", "Player", FALSE, FALSE "Gov", "Fundamentalism", "Player", FALSE, FALSE ; "Gov", "Federation", "Player", FALSE, FALSE ; "Gov", "Republic", "Player", FALSE, FALSE ; "Gov", "Democracy", "Player", FALSE, FALSE } [effect_content_tribal] type = "Make_Content" value = 1 reqs = { "type", "name", "range", "quiet" "Gov", "Tribal", "Player", TRUE } [effect_combat_tribal] type = "Veteran_Combat" value = 50 reqs = { "type", "name", "range", "present", "quiet" "Gov", "Tribal", "Player", TRUE, TRUE "UnitClass", "Land", "Local", TRUE, FALSE "UnitFlag", "NonMil", "Local", FALSE, FALSE "UnitFlag", "NoVeteran", "Local", FALSE, FALSE } [effect_revolution_republic] type = "Revolution_Unhappiness" value = 2 reqs = { "type", "name", "range" "Gov", "Republic", "Player" } [effect_revolution_democracy] type = "Revolution_Unhappiness" value = 2 reqs = { "type", "name", "range" "Gov", "Democracy", "Player" } [effect_senate_federation] type = "Has_Senate" value = 1 reqs = { "type", "name", "range", "present" "Gov", "Federation", "Player", TRUE "Building", "Statue of Liberty", "Player", FALSE } [effect_senate_democracy] type = "Has_Senate" value = 1 reqs = { "type", "name", "range", "present" "Gov", "Democracy", "Player", TRUE "Building", "Statue of Liberty", "Player", FALSE } [effect_veteran_communism] type = "Veteran_Build" value = 1 reqs = { "type", "name", "range" "Gov", "Communism", "Player" "UnitFlag", "Diplomat", "Local" } [effect_veteran_federation] type = "Veteran_Build" value = 1 reqs = { "type", "name", "range" "Gov", "Federation", "Player" "UnitFlag", "Diplomat", "Local" } [effect_partisan_communism] type = "Inspire_Partisans" value = 1 reqs = { "type", "name", "range", "present" "Gov", "Communism", "Player", TRUE "Tech", "Communism", "Player", TRUE "Tech", "Gunpowder", "Player", TRUE "Tech", "Guerilla Warfare", "World", TRUE "NationGroup", "Barbarian", "Player", FALSE } [effect_partisan_democracy] type = "Inspire_Partisans" value = 1 reqs = { "type", "name", "range", "present" "Gov", "Democracy", "Player", TRUE "Tech", "Communism", "Player", TRUE "Tech", "Gunpowder", "Player", TRUE "Tech", "Guerilla Warfare", "World", TRUE "NationGroup", "Barbarian", "Player", FALSE } [effect_lux_federation] type = "Output_Add_Tile" value = 2 reqs = { "type", "name", "range", "quiet" "Gov", "Federation", "Player", TRUE "CityTile", "Center", "Tile", FALSE "OutputType", "Luxury", "Local", FALSE } [effect_bad_lux_anarchy] type = "Output_Bonus" value = -50 reqs = { "type", "name", "range", "quiet" "Gov", "Anarchy", "Player", TRUE "OutputType", "Luxury", "Local", FALSE } [effect_bad_sci_fundamentalism] type = "Output_Bonus" value = -50 reqs = { "type", "name", "range", "quiet" "Gov", "Fundamentalism", "Player", TRUE "OutputType", "Science", "Local", FALSE } [effect_tithes_fundamentalism] type = "Happiness_To_Gold" value = 1 reqs = { "type", "name", "range", "quiet" "Gov", "Fundamentalism", "Player", TRUE } [effect_fanatics_fundamentalism] type = "Fanatics" value = 1 reqs = { "type", "name", "range" "Gov", "Fundamentalism", "Player" } [effect_airport] type = "Veteran_Build" value = 1 reqs = { "type", "name", "range", "present" "Building", "Airport", "City", TRUE "UnitClass", "Air", "Local", TRUE "UnitFlag", "NonMil", "Local", FALSE "UnitFlag", "NoVeteran", "Local", FALSE } [effect_airport_0a] type = "Veteran_Build" value = 1 reqs = { "type", "name", "range", "present" "Building", "Airport", "City", TRUE "UnitClass", "Helicopter", "Local", TRUE "UnitFlag", "NonMil", "Local", FALSE "UnitFlag", "NoVeteran", "Local", FALSE } [effect_airport_0b] type = "Veteran_Build" value = 1 reqs = { "type", "name", "range", "present" "Building", "Airport", "City", TRUE "UnitClass", "Missile", "Local", TRUE "UnitFlag", "NonMil", "Local", FALSE "UnitFlag", "NoVeteran", "Local", FALSE } [effect_airport_1] type = "HP_Regen" value = 100 reqs = { "type", "name", "range" "Building", "Airport", "City" "UnitClass", "Air", "Local" } [effect_airport_1a] type = "HP_Regen" value = 100 reqs = { "type", "name", "range" "Building", "Airport", "City" "UnitClass", "Helicopter", "Local" } [effect_airport_2] type = "Airlift" value = 1 reqs = { "type", "name", "range" "Building", "Airport", "City" } ; Base max city size of 8 [effect_aqueduct_base] type = "Size_Adj" value = 8 ; Max city size 8 + 8 = 16 [effect_aqueduct] type = "Size_Adj" value = 8 reqs = { "type", "name", "range" "Building", "Aqueduct", "City" } [effect_aqueduct_1] type = "Health_Pct" value = 30 reqs = { "type", "name", "range" "Building", "Aqueduct", "City" } [effect_aqueduct_river] type = "Size_Adj" value = 8 reqs = { "type", "name", "range", "present" "Building", "Aqueduct, River", "City", TRUE "Building", "Aqueduct", "City", FALSE } [effect_aqueduct_river_1] type = "Health_Pct" value = 30 reqs = { "type", "name", "range", "present" "Building", "Aqueduct, River", "City", TRUE "Building", "Aqueduct", "City", FALSE } [effect_aqueduct_lake] type = "Size_Adj" value = 8 reqs = { "type", "name", "range", "present" "Building", "Aqueduct, Lake", "City", TRUE "Building", "Aqueduct", "City", FALSE "Building", "Aqueduct, River", "City", FALSE } [effect_aqueduct_lake_1] type = "Health_Pct" value = 30 reqs = { "type", "name", "range", "present" "Building", "Aqueduct, Lake", "City", TRUE "Building", "Aqueduct", "City", FALSE "Building", "Aqueduct, River", "City", FALSE } [effect_bank] type = "Output_Bonus" value = 50 reqs = { "type", "name", "range" "Building", "Bank", "City" "OutputType", "Gold", "Local" } [effect_bank_1] type = "Output_Bonus" value = 50 reqs = { "type", "name", "range" "Building", "Bank", "City" "OutputType", "Luxury", "Local" } [effect_barracks_veteran] type = "Veteran_Build" value = 1 reqs = { "type", "name", "range", "present" "BuildingFlag", "Barracks", "City", TRUE "UnitClassFlag", "Barracks", "Local", TRUE "UnitFlag", "NonMil", "Local", FALSE "UnitFlag", "NoVeteran", "Local", FALSE } [effect_barracks_regen] type = "HP_Regen" value = 100 reqs = { "type", "name", "range", "present" "BuildingFlag", "Barracks", "City", TRUE "UnitClassFlag", "Barracks", "Local", TRUE } [effect_cathedral] type = "Make_Content" value = 3 reqs = { "type", "name", "range" "Building", "Cathedral", "City" } [effect_cathedral_culture] type = "History" value = 3 reqs = { "type", "name", "range" "Building", "Cathedral", "City" } [effect_cathedral_1] type = "Make_Content" value = 1 reqs = { "type", "name", "range", "present" "Tech", "Theology", "Player", TRUE "Building", "Cathedral", "City", TRUE "Gov", "Communism", "Player", FALSE } ; All Ground units [effect_city_defense_0] type = "Defend_Bonus" value = 50 reqs = { "type", "name", "range" "UnitClassFlag", "Ground", "Local" "CityTile", "Center", "Tile" } ; All Ground and Naval units [effect_city_defense_1] type = "Defend_Bonus" value = 50 reqs = { "type", "name", "range", "present" "MinSize", "9", "City", TRUE "CityTile", "Center", "Tile", TRUE "UnitClassFlag", "Aerial", "Local", FALSE } ; Every Land [effect_city_walls_0] type = "Defend_Bonus" value = 100 reqs = { "type", "name", "range" "Building", "City Walls", "City" "UnitClassFlag", "Ground", "Local" } [effect_city_walls_1] type = "Unit_No_Lose_Pop" value = 1 reqs = { "type", "name", "range" "Building", "City Walls", "City" } [effect_city_walls_visible] type = "Visible_Walls" value = 1 reqs = { "type", "name", "range" "Building", "City Walls", "City" } [effect_coastal_defense] type = "Defend_Bonus" value = 100 reqs = { "type", "name", "range" "Building", "Coastal Defense", "City" "UnitClass", "Sea", "Local" } [effect_coastal_defense_trireme] type = "Defend_Bonus" value = 100 reqs = { "type", "name", "range" "Building", "Coastal Defense", "City" "UnitClass", "Trireme", "Local" } [effect_colosseum] type = "Make_Content" value = 3 reqs = { "type", "name", "range" "Building", "Colosseum", "City" } [effect_colosseum_1] type = "Make_Content" value = 1 reqs = { "type", "name", "range" "Tech", "Electricity", "Player" "Building", "Colosseum", "City" } [effect_colosseum_culture] type = "History" value = 2 reqs = { "type", "name", "range" "Building", "Colosseum", "City" } [effect_courthouse] type = "Output_Waste_Pct" value = 50 reqs = { "type", "name", "range" "Building", "Courthouse", "City" "OutputType", "Trade", "Local" } [effect_courthouse_1] type = "Output_Waste_Pct" value = 50 reqs = { "type", "name", "range" "Building", "Courthouse", "City" "OutputType", "Shield", "local" } ; effect always has value>=50, so this halves food waste [effect_courthouse_2] type = "Output_Waste_Pct" value = 25 reqs = { "type", "name", "range" "Building", "Courthouse", "City" "OutputType", "Food", "local" } [effect_courthouse_3] type = "Make_Content" value = 1 reqs = { "type", "name", "range" "Building", "Courthouse", "City" } ; Any city with Courthouse immune to incite (see actions.ruleset) ; Any non empty city gets +100% incite cost [effect_incite_cost_not_empty] type = "Incite_Cost_Pct" value = 100 reqs = { "type", "name", "range", "present" "MaxUnitsOnTile", "0", "Tile", FALSE } [effect_factory] type = "Output_Bonus" value = 25 reqs = { "type", "name", "range" "Building", "Factory", "City" "OutputType", "Shield", "Local" } [effect_factory_1] type = "Pollu_Pop_Pct" value = 25 reqs = { "type", "name", "range" "Building", "Factory", "City" } ; effect always has value>=50, so this halves food waste [effect_granary] type = "Output_Waste_Pct" value = 25 reqs = { "type", "name", "range" "Building", "Granary", "City" "OutputType", "Food", "local" } ; Free Granary effects in small cities [effect_granary_base_grow] type = "Growth_Food" value = 50 reqs = { "type", "name", "range", "present" "MinSize", "4", "City", FALSE } [effect_granary_base_shrink] type = "Shrink_Food" value = 50 reqs = { "type", "name", "range", "present" "MinSize", "4", "City", FALSE } ; Granary size fixed to 10 [effect_granary_0_grow] type = "Growth_Food" value = 50 reqs = { "type", "name", "range", "present" "Building", "Granary", "City", TRUE "MinSize", "4", "City", TRUE "MinSize", "5", "City", FALSE } [effect_granary_0_shrink] type = "Shrink_Food" value = 50 reqs = { "type", "name", "range", "present" "Building", "Granary", "City", TRUE "MinSize", "4", "City", TRUE "MinSize", "5", "City", FALSE } ; Size adjusted when Foodbox increases [effect_granary_1_grow] type = "Growth_Food" value = 34 reqs = { "type", "name", "range", "present" "Building", "Granary", "City", TRUE "MinSize", "5", "City", TRUE "MinSize", "7", "City", FALSE } [effect_granary_1_shrink] type = "Shrink_Food" value = 34 reqs = { "type", "name", "range", "present" "Building", "Granary", "City", TRUE "MinSize", "5", "City", TRUE "MinSize", "7", "City", FALSE } ; Size adjusted when Foodbox increases [effect_granary_2_grow] type = "Growth_Food" value = 25 reqs = { "type", "name", "range" "Building", "Granary", "City" "MinSize", "7", "City" } [effect_granary_2_shrink] type = "Shrink_Food" value = 25 reqs = { "type", "name", "range" "Building", "Granary", "City" "MinSize", "7", "City" } [effect_harbor] type = "Output_Add_Tile" value = 1 reqs = { "type", "name", "range", "present" "TerrainFlag", "Sea", "Tile", TRUE "Building", "Harbour", "City", TRUE "OutputType", "Food", "Local", TRUE } [effect_hydro_plant] type = "Output_Bonus" value = 25 reqs = { "type", "name", "range", "present" "Building", "Factory", "City", TRUE "Building", "Hydro Plant", "City", TRUE "OutputType", "Shield", "Local", TRUE "Building", "Solar Plant", "City", FALSE "Building", "Hoover Dam", "City", FALSE } [effect_hydro_plant_1] type = "Output_Bonus" value = 25 reqs = { "type", "name", "range", "present" "Building", "Mfg. Plant", "City", TRUE "Building", "Hydro Plant", "City", TRUE "OutputType", "Shield", "Local", TRUE "Building", "Solar Plant", "City", FALSE "Building", "Hoover Dam", "City", FALSE } [effect_hydro_plant_2] type = "Pollu_Prod_Pct" value = -50 reqs = { "type", "name", "range", "present" "Building", "Hydro Plant", "City", TRUE "Building", "Solar Plant", "City", FALSE "Building", "Hoover Dam", "City", FALSE } [effect_hydro_plant_3] type = "Pollu_Prod_Pct" value = -25 reqs = { "type", "name", "range", "present" "Building", "Recycling Center", "City", TRUE "Building", "Hydro Plant", "City", TRUE "Building", "Solar Plant", "City", FALSE "Building", "Hoover Dam", "City", FALSE } [effect_hydro_plant_4] type = "Pollu_Prod_Pct" value = -25 reqs = { "type", "name", "range", "present" "Building", "Hoover Dam", "Player", TRUE "Building", "Hydro Plant", "City", TRUE "Building", "Solar Plant", "City", FALSE "Building", "Hoover Dam", "City", FALSE } [effect_library] type = "Output_Bonus" value = 50 reqs = { "type", "name", "range" "Building", "Library", "City" "OutputType", "Science", "Local" } [effect_library_culture] type = "History" value = 1 reqs = { "type", "name", "range" "Building", "Library", "City" } [effect_marketplace] type = "Output_Bonus" value = 50 reqs = { "type", "name", "range" "Building", "Marketplace", "City" "OutputType", "Gold", "Local" } [effect_marketplace_1] type = "Output_Bonus" value = 50 reqs = { "type", "name", "range" "Building", "Marketplace", "City" "OutputType", "Luxury", "Local" } ; Counteracts population pollution from any 2 other buildings [effect_mass_transit] type = "Pollu_Pop_Pct" value = -50 reqs = { "type", "name", "range" "Building", "Mass Transit", "City" } [effect_mfg_plant] type = "Output_Bonus" value = 25 reqs = { "type", "name", "range" "Building", "Mfg. Plant", "City" "OutputType", "Shield", "Local" } [effect_mfg_plant_1] type = "Pollu_Pop_Pct" value = 25 reqs = { "type", "name", "range" "Building", "Mfg. Plant", "City" } [effect_nuclear_plant] type = "Output_Bonus" value = 25 reqs = { "type", "name", "range", "present" "Building", "Factory", "City", TRUE "Building", "Nuclear Plant", "City", TRUE "OutputType", "Shield", "Local", TRUE "Building", "Hydro Plant", "City", FALSE "Building", "Solar Plant", "City", FALSE "Building", "Hoover Dam", "City", FALSE } [effect_nuclear_plant_1] type = "Output_Bonus" value = 25 reqs = { "type", "name", "range", "present" "Building", "Mfg. Plant", "City", TRUE "Building", "Nuclear Plant", "City", TRUE "OutputType", "Shield", "Local", TRUE "Building", "Hydro Plant", "City", FALSE "Building", "Solar Plant", "City", FALSE "Building", "Hoover Dam", "City", FALSE } [effect_nuclear_plant_2] type = "Pollu_Prod_Pct" value = -50 reqs = { "type", "name", "range", "present" "Building", "Nuclear Plant", "City", TRUE "Building", "Hydro Plant", "City", FALSE "Building", "Solar Plant", "City", FALSE "Building", "Hoover Dam", "City", FALSE } [effect_nuclear_plant_3] type = "Pollu_Prod_Pct" value = -25 reqs = { "type", "name", "range", "present" "Building", "Recycling Center", "City", TRUE "Building", "Nuclear Plant", "City", TRUE "Building", "Hydro Plant", "City", FALSE "Building", "Solar Plant", "City", FALSE "Building", "Hoover Dam", "City", FALSE } [effect_offshore_platform] type = "Output_Add_Tile" value = 1 reqs = { "type", "name", "range" "TerrainClass", "Oceanic", "Tile" "Building", "Offshore Platform", "City" "OutputType", "Shield", "Local" } [effect_offshore_platform_1] type = "Output_Add_Tile" value = -1 reqs = { "type", "name", "range", "present" "Terrain", "Deep Ocean", "Tile", TRUE "Building", "Offshore Platform", "City", TRUE "Extra", "Oil Platform", "Tile", FALSE "OutputType", "Shield", "Local", TRUE } [effect_offshore_platform_2] type = "Pollu_Pop_Pct" value = 25 reqs = { "type", "name", "range" "Building", "Offshore Platform", "City" } [effect_palace] type = "Output_Waste_Pct" value = 50 reqs = { "type", "name", "range" "Building", "Palace", "City" "OutputType", "Trade", "Local" } [effect_palace_1] type = "Output_Waste_Pct" value = 50 reqs = { "type", "name", "range" "Building", "Palace", "City" "OutputType", "Shield", "local" } [effect_palace_2] type = "Spy_Resistant" value = 50 reqs = { "type", "name", "range" "Building", "Palace", "City" } [effect_palace_2_sabotage] type = "Building_Saboteur_Resistant" value = 50 reqs = { "type", "name", "range" "Building", "Palace", "City" } ; Make it main capital -> value higher than that of Ecclesiastical Palace [effect_palace_3] type = "Capital_City" value = 2 reqs = { "type", "name", "range" "Building", "Palace", "City" } [effect_palace_gov_center] type = "Gov_Center" value = 1 reqs = { "type", "name", "range" "Building", "Palace", "City" } [effect_palace_despotism] type = "Output_Bonus" value = 75 reqs = { "type", "name", "range", "quiet" "Gov", "Despotism", "Player", TRUE "Building", "Palace", "City", FALSE "OutputType", "Gold", "Local", FALSE } [effect_palace_monarchy] type = "Output_Bonus" value = 50 reqs = { "type", "name", "range", "quiet" "Gov", "Monarchy", "Player", TRUE "Building", "Palace", "City", FALSE "OutputType", "Gold", "Local", FALSE } [effect_palace_culture] type = "History" value = 1 reqs = { "type", "name", "range" "Building", "Palace", "City" } [effect_ecclesiastical_palace] type = "Output_Waste_Pct" value = 50 reqs = { "type", "name", "range", "present" "Building", "Ecclesiastical Palace", "City", TRUE "OutputType", "Trade", "Local", TRUE "Building", "Palace", "City", FALSE } [effect_ecclesiastical_palace_1] type = "Output_Waste_Pct" value = 50 reqs = { "type", "name", "range", "present" "Building", "Ecclesiastical Palace", "City", TRUE "OutputType", "Shield", "local", TRUE "Building", "Palace", "City", FALSE } [effect_ecclesiastical_palace_2] type = "Spy_Resistant" value = 50 reqs = { "type", "name", "range", "present" "Building", "Ecclesiastical Palace", "City", TRUE "Building", "Palace", "City", FALSE } [effect_ecclesiastical_palace_2_sabotage] type = "Building_Saboteur_Resistant" value = 50 reqs = { "type", "name", "range", "present" "Building", "Ecclesiastical Palace", "City", TRUE "Building", "Palace", "City", FALSE } [effect_ecclesiastical_palace_gov_center] type = "Gov_Center" value = 1 reqs = { "type", "name", "range", "present" "Building", "Ecclesiastical Palace", "City", TRUE "Building", "Palace", "City", FALSE } [effect_ecclesiastical_palace_secondary_capital] type = "Capital_City" value = 1 reqs = { "type", "name", "range", "present" "Building", "Ecclesiastical Palace", "City", TRUE "Building", "Palace", "City", FALSE } [effect_ecclesiastical_palace_despotism] type = "Output_Bonus" value = 75 reqs = { "type", "name", "range", "present", "quiet" "Gov", "Despotism", "Player", TRUE, TRUE "Building", "Ecclesiastical Palace", "City", TRUE, FALSE "OutputType", "Gold", "Local", TRUE, FALSE "Building", "Palace", "City", FALSE, FALSE } [effect_ecclesiastical_palace_monarchy] type = "Output_Bonus" value = 50 reqs = { "type", "name", "range", "present", "quiet" "Gov", "Monarchy", "Player", TRUE, TRUE "Building", "Ecclesiastical Palace", "City", TRUE, FALSE "OutputType", "Gold", "Local", TRUE, FALSE "Building", "Palace", "City", FALSE, FALSE } [effect_ecclesiastical_palace_culture] type = "History" value = 1 reqs = { "type", "name", "range", "present" "Building", "Ecclesiastical Palace", "City", TRUE "Building", "Palace", "City", FALSE } [effect_police_station] type = "Make_Content" value = 2 reqs = { "type", "name", "range" "Building", "Police Station", "City" } [effect_police_station_1] type = "Make_Content_Mil" value = 1 reqs = { "type", "name", "range" "Building", "Police Station", "City" } ; Net effect is to neutralize one unit's unhappiness [effect_police_station_democracy] type = "Make_Content_Mil" value = 1 reqs = { "type", "name", "range", "present" "Gov", "Democracy", "Player", TRUE "Building", "Police Station", "City", TRUE "Building", "Women's Suffrage", "Player", FALSE } [effect_port_facility] type = "Veteran_Build" value = 1 reqs = { "type", "name", "range", "present" "Building", "Port Facility", "City", TRUE "UnitClass", "Sea", "Local", TRUE "UnitFlag", "NonMil", "Local", FALSE "UnitFlag", "NoVeteran", "Local", FALSE } [effect_port_facility_1] type = "HP_Regen" value = 100 reqs = { "type", "name", "range" "Building", "Port Facility", "City" "UnitClass", "Sea", "Local" } [effect_port_facility_trireme] type = "Veteran_Build" value = 1 reqs = { "type", "name", "range", "present" "Building", "Port Facility", "City", TRUE "UnitClass", "Trireme", "Local", TRUE "UnitFlag", "NonMil", "Local", FALSE "UnitFlag", "NoVeteran", "Local", FALSE } [effect_port_facility_trireme_1] type = "HP_Regen" value = 100 reqs = { "type", "name", "range" "Building", "Port Facility", "City" "UnitClass", "Trireme", "Local" } [effect_power_plant] type = "Output_Bonus" value = 25 reqs = { "type", "name", "range", "present" "Building", "Factory", "City", TRUE "Building", "Power Plant", "City", TRUE "OutputType", "Shield", "Local", TRUE "Building", "Nuclear Plant", "City", FALSE "Building", "Hydro Plant", "City", FALSE "Building", "Solar Plant", "City", FALSE "Building", "Hoover Dam", "City", FALSE } [effect_power_plant_1] type = "Output_Bonus" value = 25 reqs = { "type", "name", "range", "present" "Building", "Mfg. Plant", "City", TRUE "Building", "Power Plant", "City", TRUE "OutputType", "Shield", "Local", TRUE "Building", "Nuclear Plant", "City", FALSE "Building", "Hydro Plant", "City", FALSE "Building", "Solar Plant", "City", FALSE "Building", "Hoover Dam", "City", FALSE } ; Recycling Center gives a lesser additional bonus with plants [effect_recycling_center] type = "Pollu_Prod_Pct" value = -50 reqs = { "type", "name", "range", "present" "Building", "Recycling Center", "City", TRUE "Building", "Nuclear Plant", "City", FALSE "Building", "Hydro Plant", "City", FALSE "Building", "Solar Plant", "City", FALSE "Building", "Hoover Dam", "City", FALSE } [effect_research_lab] type = "Output_Bonus" value = 50 reqs = { "type", "name", "range" "Building", "Research Lab", "City" "OutputType", "Science", "Local" } [effect_research_lab_culture] type = "History" value = 3 reqs = { "type", "name", "range" "Building", "Research Lab", "City" } [effect_sam_battery] type = "Defend_Bonus" value = 100 reqs = { "type", "name", "range" "Building", "SAM Battery", "City" "UnitClass", "Air", "Local" } [effect_sam_battery_1] type = "Defend_Bonus" value = 100 reqs = { "type", "name", "range" "Building", "SAM Battery", "City" "UnitClass", "Helicopter", "Local" } [effect_sdi_defense] type = "Nuke_Proof" value = 100 reqs = { "type", "name", "range", "present" "Building", "SDI Defense", "City", TRUE "DiplRel", "Foreign", "Local", TRUE "DiplRel", "Team", "Local", FALSE } [effect_sdi_defense_1] type = "Defend_Bonus" value = 100 reqs = { "type", "name", "range" "Building", "SDI Defense", "City" "UnitClass", "Missile", "Local" } [effect_sewer_system] type = "Size_Unlimit" value = 1 reqs = { "type", "name", "range" "Building", "Sewer System", "City" "Building", "Aqueduct", "City" } [effect_sewer_system_1] type = "Size_Unlimit" value = 1 reqs = { "type", "name", "range" "Building", "Sewer System", "City" "Building", "Aqueduct, Lake", "City" } [effect_sewer_system_2] type = "Size_Unlimit" value = 1 reqs = { "type", "name", "range" "Building", "Sewer System", "City" "Building", "Aqueduct, River", "City" } [effect_sewer_system_health] type = "Health_Pct" value = 30 reqs = { "type", "name", "range" "Building", "Sewer System", "City" } [effect_solar_plant] type = "Output_Bonus" value = 25 reqs = { "type", "name", "range", "present" "Building", "Factory", "City", TRUE "Building", "Solar Plant", "City", TRUE "OutputType", "Shield", "Local", TRUE "Building", "Hoover Dam", "City", FALSE } [effect_solar_plant_1] type = "Output_Bonus" value = 25 reqs = { "type", "name", "range", "present" "Building", "Mfg. Plant", "City", TRUE "Building", "Solar Plant", "City", TRUE "OutputType", "Shield", "Local", TRUE "Building", "Hoover Dam", "City", FALSE } [effect_solar_plant_2] type = "Pollu_Prod_Pct" value = -75 reqs = { "type", "name", "range", "present" "Building", "Solar Plant", "City", TRUE "Building", "Hoover Dam", "City", FALSE } [effect_solar_plant_3] type = "Pollu_Prod_Pct" value = -25 reqs = { "type", "name", "range", "present" "Building", "Recycling Center", "City", TRUE "Building", "Solar Plant", "City", TRUE "Building", "Hoover Dam", "City", FALSE } [effect_space_component] type = "SS_Component" value = 1 reqs = { "type", "name", "range" "Building", "Space Component", "City" } [effect_space_module] type = "SS_Module" value = 1 reqs = { "type", "name", "range" "Building", "Space Module", "City" } [effect_space_structural] type = "SS_Structural" value = 1 reqs = { "type", "name", "range" "Building", "Space Structural", "City" } [effect_plastics_slowdown] type = "Slow_Down_Timeline" value = 1 reqs = { "type", "name", "range", "survives" "Tech", "Plastics", "World", TRUE } [effect_superconductor_slowdown] type = "Slow_Down_Timeline" value = 1 reqs = { "type", "name", "range", "survives" "Tech", "Superconductors", "World", TRUE } [effect_spaceflight_slowdown] type = "Slow_Down_Timeline" value = 1 reqs = { "type", "name", "range", "survives" "Tech", "Space Flight", "World", TRUE } [effect_stock_exchange] type = "Output_Bonus" value = 50 reqs = { "type", "name", "range" "Building", "Stock Exchange", "City" "OutputType", "Gold", "Local" } [effect_stock_exchange_1] type = "Output_Bonus" value = 50 reqs = { "type", "name", "range" "Building", "Stock Exchange", "City" "OutputType", "Luxury", "Local" } ; Tiles with farmland don't get Super Highways + road trade bonus [effect_super_highways] type = "Output_Inc_Tile" value = 1 reqs = { "type", "name", "range", "present" "Extra", "Road", "Tile", TRUE "Building", "Super Highways", "City", TRUE "OutputType", "Trade", "Local", TRUE "Extra", "Farmland", "Tile", FALSE "CityTile", "Center", "Tile", FALSE } ; City center tiles do get the Super Highways + road trade bonus, even ; if they are already receiving a (possibly 'automatic') farmland bonus [effect_super_highways_city_center_1] type = "Output_Inc_Tile" value = 1 reqs = { "type", "name", "range", "present" "Extra", "Road", "Tile", TRUE "Building", "Super Highways", "City", TRUE "OutputType", "Trade", "Local", TRUE "CityTile", "Center", "Tile", TRUE } [effect_super_highways_1] type = "Output_Bonus" value = 50 reqs = { "type", "name", "range" "Building", "Super Highways", "City" "Building", "Stock Exchange", "City" "OutputType", "Gold", "Local" } [effect_super_highways_2] type = "Output_Bonus" value = 50 reqs = { "type", "name", "range" "Building", "Super Highways", "City" "Building", "Stock Exchange", "City" "OutputType", "Luxury", "Local" } [effect_super_highways_3] type = "Pollu_Pop_Pct" value = 25 reqs = { "type", "name", "range" "Building", "Super Highways", "City" } [effect_supermarket] type = "Output_Per_Tile" value = 50 reqs = { "type", "name", "range" "Extra", "Farmland", "Tile" "Building", "Supermarket", "City" "OutputType", "Food", "Local" } ; Automatic farmland on city center [effect_supermarket_center] type = "Output_Per_Tile" value = 50 reqs = { "type", "name", "range", "present" "CityTile", "Center", "Tile", TRUE "Extra", "Farmland", "Tile", FALSE "TerrainAlter", "CanIrrigate", "Tile", TRUE "Building", "Supermarket", "City", TRUE "OutputType", "Food", "Local", TRUE "Extra", "Mine", "Tile", FALSE "Extra", "Oil Well", "Tile", FALSE } [effect_temple] type = "Make_Content" value = 1 reqs = { "type", "name", "range" "Building", "Temple", "City" } [effect_temple_1] type = "Make_Content" value = 1 reqs = { "type", "name", "range", "present" "Tech", "Mysticism", "Player", TRUE "Building", "Temple", "City", TRUE "Gov", "Communism", "Player", FALSE } [effect_temple_culture] type = "History" value = 1 reqs = { "type", "name", "range" "Building", "Temple", "City" } [effect_university] type = "Output_Bonus" value = 50 reqs = { "type", "name", "range" "Building", "University", "City" "OutputType", "Science", "Local" } [effect_university_culture] type = "History" value = 2 reqs = { "type", "name", "range" "Building", "University", "City" } [effect_apollo_program] type = "Reveal_Map" value = 1 reqs = { "type", "name", "range" "Building", "Apollo Program", "Player" } [effect_apollo_program_1] type = "Enable_Space" value = 1 reqs = { "type", "name", "range", "survives" "Building", "Apollo Program", "World", TRUE } [effect_apollo_program_culture] type = "History" value = 6 reqs = { "type", "name", "range" "Building", "Apollo Program", "City" } [effect_asmiths_trading_co] type = "Upkeep_Free" value = 1 reqs = { "type", "name", "range", "present" "Building", "A.Smith's Trading Co.", "Player", TRUE "Building", "Stock Exchange", "City", TRUE "Gov", "Communism", "Player", FALSE } ;2 + 1 = 3 [effect_asmiths_trading_co_1] type = "Specialist_Output" value = 1 reqs = { "type", "name", "range", "survives" "Building", "A.Smith's Trading Co.", "World", TRUE "Specialist", "Taxman", "Local" "OutputType", "Gold", "Local" } [effect_asmiths_trading_co_culture] type = "History" value = 4 reqs = { "type", "name", "range" "Building", "A.Smith's Trading Co.", "City" } [effect_colossus] type = "Output_Inc_Tile" value = 1 reqs = { "type", "name", "range" "Building", "Colossus", "City" "OutputType", "Trade", "Local" } [effect_colossus_culture] type = "History" value = 2 reqs = { "type", "name", "range" "Building", "Colossus", "City" } [effect_copernicus_observatory] type = "Output_Add_Tile" value = 1 reqs = { "type", "name", "range" "Building", "Copernicus' Observatory", "City" "OutputType", "Science", "Local" } [effect_copernicus_observatory_culture] type = "History" value = 3 reqs = { "type", "name", "range" "Building", "Copernicus' Observatory", "City" } [effect_cure_for_cancer] type = "Output_Add_Tile" value = 2 reqs = { "type", "name", "range" "Building", "Cure For Cancer", "Player" "CityTile", "Center", "Tile" "OutputType", "Luxury", "Local" } [effect_cure_for_cancer_health] type = "Health_Pct" value = 10 reqs = { "type", "name", "range" "Building", "Cure For Cancer", "Player" } [effect_cure_for_cancer_culture] type = "History" value = 6 reqs = { "type", "name", "range" "Building", "Cure For Cancer", "City" } [effect_darwins_voyage] type = "Output_Add_Tile" value = 1 reqs = { "type", "name", "range" "Building", "Darwin's Voyage", "Player" "CityTile", "Center", "Tile" "OutputType", "Science", "Local" } ;2 + 1 = 3 [effect_darwins_voyage_1] type = "Specialist_Output" value = 1 reqs = { "type", "name", "range", "survives" "Building", "Darwin's Voyage", "World", TRUE "Specialist", "Scientist", "Local" "OutputType", "Science", "Local" } [effect_darwins_voyage_culture] type = "History" value = 4 reqs = { "type", "name", "range" "Building", "Darwin's Voyage", "City" } [effect_eiffel_tower] type = "Gain_AI_Love" value = 10 reqs = { "type", "name", "range", "present", "survives" "Building", "Eiffel Tower", "Player", TRUE, FALSE "Building", "Apollo Program", "World", FALSE, TRUE } [effect_eiffel_tower_1] type = "Pollu_Pop_Pct" value = -25 reqs = { "type", "name", "range" "Building", "Eiffel Tower", "Player" } [effect_eiffel_tower_culture] type = "History" value = 3 reqs = { "type", "name", "range" "Building", "Eiffel Tower", "City" } [effect_great_library] type = "Output_Bonus" value = 50 reqs = { "type", "name", "range", "survives" "Building", "Great Library", "World", TRUE "Building", "Library", "City" "OutputType", "Science", "Local" } [effect_great_library_1] type = "Output_Add_Tile" value = 4 reqs = { "type", "name", "range" "Building", "Great Library", "City" "CityTile", "Center", "Tile" "OutputType", "Science", "Local" } [effect_great_library_2] type = "Give_Imm_Tech" value = 1 reqs = { "type", "name", "range" "Building", "Great Library", "Player" } [effect_great_library_culture] type = "History" value = 3 reqs = { "type", "name", "range" "Building", "Great Library", "City" } ; All Ground units [effect_great_wall] type = "Defend_Bonus" value = 50 reqs = { "type", "name", "range" "Building", "Great Wall", "Player" "CityTile", "Center", "Tile" "UnitClassFlag", "Ground", "Local" } [effect_great_wall_1] type = "Unit_No_Lose_Pop" value = 1 reqs = { "type", "name", "range" "Building", "Great Wall", "Player" } [effect_great_wall_culture] type = "History" value = 3 reqs = { "type", "name", "range" "Building", "Great Wall", "City" } [effect_hanging_gardens] type = "Make_Content" value = 1 reqs = { "type", "name", "range" "Building", "Hanging Gardens", "Player" } [effect_hanging_gardens_1] type = "Output_Add_Tile" value = 4 reqs = { "type", "name", "range" "Building", "Hanging Gardens", "City" "CityTile", "Center", "Tile" "OutputType", "Luxury", "Local" } [effect_hanging_gardens_culture] type = "History" value = 2 reqs = { "type", "name", "range" "Building", "Hanging Gardens", "City" } ; Hoover Dam behaves like a (self-enhanced) Hydro Plant in its own city [effect_hoover_dam] type = "Output_Bonus" value = 25 reqs = { "type", "name", "range" "Building", "Factory", "City" "Building", "Hoover Dam", "City" "OutputType", "Shield", "Local" } [effect_hoover_dam_1] type = "Output_Bonus" value = 25 reqs = { "type", "name", "range" "Building", "Mfg. Plant", "City" "Building", "Hoover Dam", "City" "OutputType", "Shield", "Local" } [effect_hoover_dam_2] type = "Pollu_Prod_Pct" value = -75 reqs = { "type", "name", "range" "Building", "Hoover Dam", "City" } [effect_hoover_dam_3] type = "Pollu_Prod_Pct" value = -25 reqs = { "type", "name", "range" "Building", "Recycling Center", "City" "Building", "Hoover Dam", "City" } [effect_hoover_dam_culture] type = "History" value = 6 reqs = { "type", "name", "range" "Building", "Hoover Dam", "City" } [effect_isaac_newtons_college] type = "Output_Bonus" value = 50 reqs = { "type", "name", "range", "survives" "Building", "Isaac Newton's College", "World", TRUE "Building", "University", "City" "OutputType", "Science", "Local" } [effect_isaac_newtons_college_1] type = "Output_Add_Tile" value = 6 reqs = { "type", "name", "range" "Building", "Isaac Newton's College", "City" "CityTile", "Center", "Tile" "OutputType", "Science", "Local" } [effect_isaac_newtons_college_2] type = "Give_Imm_Tech" value = 1 reqs = { "type", "name", "range" "Building", "Isaac Newton's College", "Player" } [effect_isaac_newtons_college_culture] type = "History" value = 4 reqs = { "type", "name", "range" "Building", "Isaac Newton's College", "City" } [effect_js_bachs_cathedral] type = "Output_Add_Tile" value = 2 reqs = { "type", "name", "range" "Building", "J.S. Bach's Cathedral", "Player" "CityTile", "Center", "Tile" "OutputType", "Luxury", "Local" } [effect_js_bachs_cathedral_culture] type = "History" value = 4 reqs = { "type", "name", "range" "Building", "J.S. Bach's Cathedral", "City" } [effect_king_richards_crusade] type = "Make_Content_Mil" value = 1 reqs = { "type", "name", "range" "Building", "King Richard's Crusade", "Player" } [effect_king_richards_crusade_1] type = "Unit_Upkeep_Free_Per_City" value = 2 reqs = { "type", "name", "range" "Building", "King Richard's Crusade", "Player" "OutputType", "Gold", "Local" } [effect_king_richards_crusade_culture] type = "History" value = 3 reqs = { "type", "name", "range" "Building", "King Richard's Crusade", "City" } [effect_leonardos_workshop] type = "Upgrade_Unit" value = 1 reqs = { "type", "name", "range" "Building", "Leonardo's Workshop", "Player" } [effect_leonardos_workshop_culture] type = "History" value = 4 reqs = { "type", "name", "range" "Building", "Leonardo's Workshop", "City" } [effect_lighthouse_move] type = "Move_Bonus" value = 1 reqs = { "type", "name", "range" "Building", "Lighthouse", "Player" "UnitClass", "Sea", "Local" } [effect_lighthouse_veteran] type = "Veteran_Build" value = 1 reqs = { "type", "name", "range", "present" "Building", "Lighthouse", "Player", TRUE "UnitClass", "Sea", "Local", TRUE "UnitFlag", "NonMil", "Local", FALSE "UnitFlag", "NoVeteran", "Local", FALSE "Building", "Port Facility", "City", FALSE } [effect_lighthouse_trireme_move] type = "Move_Bonus" value = 1 reqs = { "type", "name", "range", "present" "Building", "Lighthouse", "Player", TRUE "UnitClass", "Trireme", "Local", TRUE ; No move bonus to Triremes starting their turn on rivers ; We also disable move bonus for city tiles in this clause... "Extra", "River", "Tile", FALSE "CityTile", "Center", "Tile", FALSE } ; ...so that we can use this one to avoid penalising Triremes which start ; in a perfectly legal coastal city which also happens to be on a river [effect_lighthouse_trireme_move_2] type = "Move_Bonus" value = 1 reqs = { "type", "name", "range" "Building", "Lighthouse", "Player" "UnitClass", "Trireme", "Local" "CityTile", "Center", "Tile" "TerrainClass", "Oceanic", "Adjacent" } [effect_lighthouse_trireme_veteran] type = "Veteran_Build" value = 1 reqs = { "type", "name", "range", "present" "Building", "Lighthouse", "Player", TRUE "UnitClass", "Trireme", "Local", TRUE "UnitFlag", "NonMil", "Local", FALSE "UnitFlag", "NoVeteran", "Local", FALSE "Building", "Port Facility", "City", FALSE } [effect_lighthouse_culture] type = "History" value = 2 reqs = { "type", "name", "range" "Building", "Lighthouse", "City" } [effect_magellans_expedition_move] type = "Move_Bonus" value = 1 reqs = { "type", "name", "range" "Building", "Magellan's Expedition", "Player" "UnitClass", "Sea", "Local" } [effect_magellans_expedition_veteran] type = "Veteran_Combat" value = 50 reqs = { "type", "name", "range", "present" "Building", "Magellan's Expedition", "Player", TRUE "UnitClass", "Sea", "Local", TRUE "UnitFlag", "NonMil", "Local", FALSE "UnitFlag", "NoVeteran", "Local", FALSE } [effect_magellans_expedition_culture] type = "History" value = 4 reqs = { "type", "name", "range" "Building", "Magellan's Expedition", "City" } [effect_manhattan_project] type = "Enable_Nuke" value = 1 reqs = { "type", "name", "range", "survives" "Building", "Manhattan Project", "World", TRUE } [effect_marco_polos_contact] type = "Have_Contacts" value = 1 reqs = { "type", "name", "range" "Building", "Marco Polo's Embassy", "Player" } [effect_manhattan_project_culture] type = "History" value = 6 reqs = { "type", "name", "range" "Building", "Manhattan Project", "City" } [effect_marco_polos_embassy] type = "Have_Embassies" value = 1 reqs = { "type", "name", "range" "Building", "Marco Polo's Embassy", "Player" } [effect_marco_polos_embassy_culture] type = "History" value = 2 reqs = { "type", "name", "range" "Building", "Marco Polo's Embassy", "City" } [effect_michelangelos_chapel] type = "Make_Content" value = 3 reqs = { "type", "name", "range" "Building", "Cathedral", "City" "Building", "Michelangelo's Chapel", "Player" } [effect_michelangelos_chapel_culture] type = "History" value = 4 reqs = { "type", "name", "range" "Building", "Michelangelo's Chapel", "City" } [effect_mausoleum_of_mausolos] type = "Make_Content" value = 1 reqs = { "type", "name", "range" "Building", "City Walls", "City" "Building", "Mausoleum of Mausolos", "Player" } [effect_mausoleum_of_mausolos_1] type = "Make_Content" value = 1 reqs = { "type", "name", "range" "Building", "Courthouse", "City" "Building", "Mausoleum of Mausolos", "Player" } [effect_mausoleum_of_mausolos_culture] type = "History" value = 2 reqs = { "type", "name", "range" "Building", "Mausoleum of Mausolos", "City" } ; Note that this doesn't cancel a whole unit's unhappiness in Democracy [effect_statue_of_zeus] type = "Make_Content_Mil" value = 1 reqs = { "type", "name", "range" "Building", "Statue of Zeus", "Player" } [effect_statue_of_zeus_1] type = "Unit_Upkeep_Free_Per_City" value = 1 reqs = { "type", "name", "range" "Building", "Statue of Zeus", "Player" "OutputType", "Shield", "Local" } [effect_statue_of_zeus_culture] type = "History" value = 2 reqs = { "type", "name", "range" "Building", "Statue of Zeus", "City" } [effect_temple_of_artemis] type = "Make_Content" value = 2 reqs = { "type", "name", "range" "Building", "Temple", "City" "Building", "Temple of Artemis", "Player" } [effect_temple_of_artemis_culture] type = "History" value = 2 reqs = { "type", "name", "range" "Building", "Temple of Artemis", "City" } [effect_pyramids] type = "Output_Inc_Tile" value = 1 reqs = { "type", "name", "range" "Building", "Pyramids", "City" "OutputType", "Shield", "Local" } [effect_pyramids_culture] type = "History" value = 2 reqs = { "type", "name", "range" "Building", "Pyramids", "City" } [effect_internet] type = "Output_Bonus" value = 50 reqs = { "type", "name", "range", "survives" "Building", "Internet", "World", TRUE "Building", "Research Lab", "City" "OutputType", "Science", "Local" } [effect_internet_1] type = "Reveal_Cities" value = 1 reqs = { "type", "name", "range" "Building", "Internet", "Player" } [effect_internet_2] type = "Give_Imm_Tech" value = 1 reqs = { "type", "name", "range" "Building", "Internet", "Player" } [effect_internet_culture] type = "History" value = 6 reqs = { "type", "name", "range" "Building", "Internet", "City" } [effect_shakespeares_theatre] type = "Output_Add_Tile" value = 1 reqs = { "type", "name", "range" "Building", "Shakespeare's Theatre", "Player" "CityTile", "Center", "Tile" "OutputType", "Luxury", "Local" } [effect_shakespeares_theatre_1] type = "Output_Add_Tile" value = 5 reqs = { "type", "name", "range" "Building", "Shakespeare's Theatre", "City" "CityTile", "Center", "Tile" "OutputType", "Luxury", "Local" } ;2 + 1 = 3 [effect_shakespeares_theatre_2] type = "Specialist_Output" value = 1 reqs = { "type", "name", "range", "survives" "Building", "Shakespeare's Theatre", "World", TRUE "Specialist", "Elvis", "Local" "OutputType", "Luxury", "Local" } [effect_shakespeares_theatre_culture] type = "History" value = 3 reqs = { "type", "name", "range" "Building", "Shakespeare's Theatre", "City" } ; No_Anarchy includes no_senate effect [effect_statue_of_liberty] type = "No_Anarchy" value = 1 reqs = { "type", "name", "range" "Building", "Statue of Liberty", "Player" } [effect_statue_of_liberty_1] type = "Any_Government" value = 1 reqs = { "type", "name", "range" "Building", "Statue of Liberty", "Player" } [effect_statue_of_liberty_culture] type = "History" value = 4 reqs = { "type", "name", "range" "Building", "Statue of Liberty", "City" } [effect_sun_tzus_war_academy] type = "Veteran_Build" value = 1 reqs = { "type", "name", "range", "present" "Building", "Sun Tzu's War Academy", "Player", TRUE "UnitClassFlag", "Barracks", "Local", TRUE "UnitFlag", "NonMil", "Local", FALSE "UnitFlag", "NoVeteran", "Local", FALSE } [effect_sun_tzus_war_academy_culture] type = "History" value = 3 reqs = { "type", "name", "range" "Building", "Sun Tzu's War Academy", "City" } [effect_united_nations] type = "Has_Senate" value = 1 reqs = { "type", "name", "range", "present", "survives" "Building", "United Nations", "World", TRUE, FALSE "Building", "Manhattan Project", "World", TRUE, TRUE "Tech", "Nuclear Fission", "Player", TRUE, FALSE "Building", "Apollo Program", "World", FALSE, TRUE } [effect_united_nations_1] type = "Revolution_Unhappiness" value = 2 reqs = { "type", "name", "range", "present" "Building", "United Nations", "World", TRUE ; Without negated req UN would make revolution less likely instead ; of enabling it with Democracy or Republic (value 2 -> 4 instead of 0 -> 2) "Gov", "Democracy", "Player", FALSE "Gov", "Republic", "Player", FALSE } [effect_united_nations_2] type = "Gain_AI_Love" value = 10 reqs = { "type", "name", "range", "present", "survives" "Building", "United Nations", "Player", TRUE, FALSE "Building", "Apollo Program", "World", FALSE, TRUE } [effect_united_nations_culture] type = "History" value = 6 reqs = { "type", "name", "range" "Building", "United Nations", "City" } [effect_womens_suffrage] type = "Make_Content_Mil" value = 1 reqs = { "type", "name", "range" "Building", "Women's Suffrage", "Player" } [effect_womens_suffrage_culture] type = "History" value = 6 reqs = { "type", "name", "range" "Building", "Women's Suffrage", "City" } ;pow(2, value/1000) -> Base = 50% [effect_base_trade_revenue_reduce] type = "Trade_Revenue_Bonus" value = -1000 ;Total = 25% [effect_railroad_trade_revenue_reduce] type = "Trade_Revenue_Bonus" value = -1000 reqs = { "type", "name", "range" "Tech", "Railroad", "Player" } ; Fudge factor to more closely approximate Civ2 behavior. (Civ2 is ; really very different -- this just fakes it a little better) [effect_bonus_fudge_factor] type = "Trade_Revenue_Bonus" value = 1585 [effect_calendar_base] type = "Turn_Years" value = 50 ; 50 - 25 = 25 [effect_calendar_1] type = "Turn_Years" value = -25 reqs = { "type", "name", "range" "MinYear", "-1000", "World" } ; 25 - 5 = 20 [effect_calendar_2] type = "Turn_Years" value = -5 reqs = { "type", "name", "range" "MinYear", "0", "World" } ; 20 - 10 = 10 [effect_calendar_3] type = "Turn_Years" value = -10 reqs = { "type", "name", "range" "MinYear", "1000", "World" } ; 10 - 5 = 5 [effect_calendar_4] type = "Turn_Years" value = -5 reqs = { "type", "name", "range" "MinYear", "1500", "World" } ; 5 - 3 = 2 [effect_calendar_5] type = "Turn_Years" value = -3 reqs = { "type", "name", "range" "MinYear", "1750", "World" } ; 2 - 1 = 1 [effect_calendar_6] type = "Turn_Years" value = -1 reqs = { "type", "name", "range" "MinYear", "1900", "World" } ; No base pop pollution; buildings will increase it [effect_pollu_pop] type = "Pollu_Pop_Pct" value = -100 ; tech_upkeep_divider = 6000, Max tech upkeep = 13 [effect_upkeep_tech_base] type = "Tech_Upkeep_Free" value = 3 [effect_tech_cost_base] type = "Tech_Cost_Factor" value = 3 ; Cities can always work tiles [effect_tile_workable] type = "Tile_Workable" value = 1 reqs = { "type", "name", "range", "present" "Terrain", "Inaccessible", "Tile", FALSE } ; each city has at least one slot to build units [effect_city_build_slots_basic] type = "City_Build_Slots" value = 1 reqs = { "type", "name", "range", "present" "Building", "Mfg. Plant", "City", FALSE } ; Mfg. Plant => 2 slots total [effect_city_build_slots_mfg_plant] type = "City_Build_Slots" value = 2 reqs = { "type", "name", "range" "Building", "Mfg. Plant", "City" } ; free granary, etc, runs out [effect_city_image_1] type = "City_Image" value = 1 reqs = { "type", "name", "range" "MinSize", "5", "City" } ; needs Aqueduct [effect_city_image_2] type = "City_Image" value = 1 reqs = { "type", "name", "range" "MinSize", "9", "City" } [effect_city_image_3] type = "City_Image" value = 1 reqs = { "type", "name", "range" "MinSize", "13", "City" } ; needs Sewer System [effect_city_image_4] type = "City_Image" value = 1 reqs = { "type", "name", "range" "MinSize", "17", "City" } [effect_city_shield] type = "Output_Add_Tile" value = 1 reqs = { "type", "name", "range" "CityTile", "Center", "Tile" "OutputType", "Shield", "Local" } ; Make Mine extra do something [effect_mine] type = "Mining_Pct" value = 100 reqs = { "type", "name", "range" "Extra", "Mine", "Tile" } [effect_oil_well] type = "Mining_Pct" value = 100 reqs = { "type", "name", "range" "Extra", "Oil Well", "Tile" } ; Make Irrigation extra do something [effect_irrigation] type = "Irrigation_Pct" value = 100 reqs = { "type", "name", "range" "Extra", "Irrigation", "Tile" } ; Simulate presence of irrigation extra in unirrigated city centers [effect_irrigation_center] type = "Irrigation_Pct" value = 100 reqs = { "type", "name", "range", "present" "CityTile", "Center", "Tile", TRUE "Extra", "Irrigation", "Tile", FALSE "TerrainAlter", "CanIrrigate", "Tile", TRUE "Extra", "Mine", "Tile", FALSE ; Oil Well also prevents irrigation, but requires Mine so not needed here } ; Desert with river (and no Oasis) gets 1 extra food from irrigation (total 2) ; ("Nile floods" effect) [effect_irrigation_2] type = "Irrigation_Pct" value = 100 reqs = { "type", "name", "range", "present" "Terrain", "Desert", "Tile", TRUE "Extra", "River", "Tile", TRUE "Extra", "Oasis", "Tile", FALSE "Extra", "Irrigation", "Tile", TRUE } ; ...same for city centers [effect_irrigation_3] type = "Irrigation_Pct" value = 100 reqs = { "type", "name", "range", "present" "Terrain", "Desert", "Tile", TRUE "Extra", "River", "Tile", TRUE "Extra", "Oasis", "Tile", FALSE "CityTile", "Center", "Tile", TRUE "Extra", "Irrigation", "Tile", FALSE "TerrainAlter", "CanIrrigate", "Tile", TRUE "Extra", "Mine", "Tile", FALSE ; Oil Well also prevents irrigation, but requires Mine so not needed here } [effect_pollution] type = "Output_Tile_Punish_Pct" value = 50 reqs = { "type", "name", "range", "present", "quiet" "Extra", "Pollution", "Tile", TRUE, FALSE "Extra", "Fallout", "Tile", FALSE, FALSE "OutputType", "Gold", "Local", FALSE, TRUE "OutputType", "Luxury", "Local", FALSE, TRUE "OutputType", "Science", "Local", FALSE, TRUE } [effect_fallout] type = "Output_Tile_Punish_Pct" value = 50 reqs = { "type", "name", "range", "present", "quiet" "Extra", "Fallout", "Tile", TRUE, FALSE "Extra", "Pollution", "Tile", FALSE, FALSE "OutputType", "Gold", "Local", FALSE, TRUE "OutputType", "Luxury", "Local", FALSE, TRUE "OutputType", "Science", "Local", FALSE, TRUE } [effect_pollution_fallout] type = "Output_Tile_Punish_Pct" value = 75 reqs = { "type", "name", "range", "present", "quiet" "Extra", "Fallout", "Tile", TRUE, FALSE "Extra", "Pollution", "Tile", TRUE, FALSE "OutputType", "Gold", "Local", FALSE, TRUE "OutputType", "Luxury", "Local", FALSE, TRUE "OutputType", "Science", "Local", FALSE, TRUE } [effect_attack_bombard_no_city_destruction] type = "Unit_No_Lose_Pop" value = 1 reqs = { "type", "name", "range", "present" "MinSize", "2", "City", FALSE } [effect_incident_caught_steal_tech] type = "Casus_Belli_Caught" value = 1 reqs = { "type", "name", "range", "present" "Action", "Steal Tech", "Local", TRUE "DiplRel", "War", "Local", FALSE } [effect_incident_success_steal_tech] type = "Casus_Belli_Success" value = 1 reqs = { "type", "name", "range", "present" "Action", "Steal Tech", "Local", TRUE "DiplRel", "War", "Local", FALSE } [effect_incident_caught_steal_tech_esc] type = "Casus_Belli_Caught" value = 1 reqs = { "type", "name", "range", "present" "Action", "Steal Tech Escape Expected", "Local", TRUE "DiplRel", "War", "Local", FALSE } [effect_incident_success_steal_tech_esc] type = "Casus_Belli_Success" value = 1 reqs = { "type", "name", "range", "present" "Action", "Steal Tech Escape Expected", "Local", TRUE "DiplRel", "War", "Local", FALSE } [effect_incident_caught_tgt_steal_tech] type = "Casus_Belli_Caught" value = 1 reqs = { "type", "name", "range", "present" "Action", "Targeted Steal Tech Escape Expected", "Local", TRUE "DiplRel", "War", "Local", FALSE } [effect_incident_success_tgt_steal_tech] type = "Casus_Belli_Success" value = 1 reqs = { "type", "name", "range", "present" "Action", "Targeted Steal Tech Escape Expected", "Local", TRUE "DiplRel", "War", "Local", FALSE } [effect_incident_caught_bribe_unit] type = "Casus_Belli_Caught" value = 1 reqs = { "type", "name", "range", "present" "Action", "Bribe Unit", "Local", TRUE "DiplRel", "War", "Local", FALSE } [effect_incident_success_bribe_unit] type = "Casus_Belli_Success" value = 1 reqs = { "type", "name", "range", "present" "Action", "Bribe Unit", "Local", TRUE "DiplRel", "War", "Local", FALSE } [effect_incident_caught_spy_attack] type = "Casus_Belli_Caught" value = 1 reqs = { "type", "name", "range", "present" "Action", "Spy Attack", "Local", TRUE "DiplRel", "War", "Local", FALSE } [effect_incident_success_spy_attack] type = "Casus_Belli_Success" value = 1 reqs = { "type", "name", "range", "present" "Action", "Spy Attack", "Local", TRUE "DiplRel", "War", "Local", FALSE } [effect_incident_caught_incite] type = "Casus_Belli_Caught" value = 1 reqs = { "type", "name", "range", "present" "Action", "Incite City", "Local", TRUE "DiplRel", "War", "Local", FALSE } [effect_incident_success_incite] type = "Casus_Belli_Success" value = 1 reqs = { "type", "name", "range", "present" "Action", "Incite City", "Local", TRUE "DiplRel", "War", "Local", FALSE } [effect_incident_caught_incite_esc] type = "Casus_Belli_Caught" value = 1 reqs = { "type", "name", "range", "present" "Action", "Incite City Escape", "Local", TRUE "DiplRel", "War", "Local", FALSE } [effect_incident_success_incite_esc] type = "Casus_Belli_Success" value = 1 reqs = { "type", "name", "range", "present" "Action", "Incite City Escape", "Local", TRUE "DiplRel", "War", "Local", FALSE } [effect_tgt_sabotage_city_half_chance] type = "Action_Odds_Pct" value = -50 reqs = { "type", "name", "range", "present" "Action", "Targeted Sabotage City Escape", "Local", TRUE } [effect_sabotage_city_production_city_half_chance] type = "Action_Odds_Pct" value = -50 reqs = { "type", "name", "range", "present" "Action", "Sabotage City Production Escape", "Local", TRUE } [effect_incident_success_explode_nuke] type = "Casus_Belli_Success" value = 1 reqs = { "type", "name", "range", "present" "Action", "Explode Nuclear", "Local", TRUE } [effect_explode_nuke_blast_radius] type = "Nuke_Blast_Radius_1_Sq" value = 2 reqs = { "type", "name", "range", "present" "Action", "Explode Nuclear", "Local", TRUE } [effect_incident_success_explode_nuke_city] type = "Casus_Belli_Success" value = 1 reqs = { "type", "name", "range", "present" "Action", "Nuke City", "Local", TRUE } [effect_nuke_city_blast_radius] type = "Nuke_Blast_Radius_1_Sq" value = 2 reqs = { "type", "name", "range", "present" "Action", "Nuke City", "Local", TRUE } [effect_incident_success_explode_nuke_units] type = "Casus_Belli_Success" value = 1 reqs = { "type", "name", "range", "present" "Action", "Nuke Units", "Local", TRUE } [effect_nuke_units_blast_radius] type = "Nuke_Blast_Radius_1_Sq" value = 2 reqs = { "type", "name", "range", "present" "Action", "Nuke Units", "Local", TRUE } [effect_diplomat_defense_extra] type = "Spy_Resistant" value = 25 reqs = { "type", "name", "range" "ExtraFlag", "DiplomatDefense", "Tile" } ; Spy resistant: +5% for each 100 culture points of the city [effect_culture_spy_resistant_1] type = "Spy_Resistant" value = 5 reqs = { "type", "name", "range" "MinCulture", "100", "City" } [effect_culture_spy_resistant_2] type = "Spy_Resistant" value = 5 reqs = { "type", "name", "range" "MinCulture", "200", "City" } [effect_culture_spy_resistant_3] type = "Spy_Resistant" value = 5 reqs = { "type", "name", "range" "MinCulture", "300", "City" } [effect_culture_spy_resistant_4] type = "Spy_Resistant" value = 5 reqs = { "type", "name", "range" "MinCulture", "400", "City" } [effect_culture_spy_resistant_5] type = "Spy_Resistant" value = 5 reqs = { "type", "name", "range" "MinCulture", "500", "City" } [effect_culture_spy_resistant_6] type = "Spy_Resistant" value = 5 reqs = { "type", "name", "range" "MinCulture", "600", "City" } [effect_culture_spy_resistant_7] type = "Spy_Resistant" value = 5 reqs = { "type", "name", "range" "MinCulture", "700", "City" } [effect_culture_spy_resistant_8] type = "Spy_Resistant" value = 5 reqs = { "type", "name", "range" "MinCulture", "800", "City" } [effect_culture_spy_resistant_9] type = "Spy_Resistant" value = 5 reqs = { "type", "name", "range" "MinCulture", "900", "City" } ; 5 * 10 = +50% [effect_culture_spy_resistant_10] type = "Spy_Resistant" value = 5 reqs = { "type", "name", "range" "MinCulture", "1000", "City" } ; Cost to bribe: +50% for each 1000 culture points of the player [effect_culture_bribe_1] type = "Unit_Bribe_Cost_Pct" value = 50 reqs = { "type", "name", "range" "MinCulture", "1000", "Player" } [effect_culture_bribe_2] type = "Unit_Bribe_Cost_Pct" value = 50 reqs = { "type", "name", "range" "MinCulture", "2000", "Player" } [effect_culture_bribe_3] type = "Unit_Bribe_Cost_Pct" value = 50 reqs = { "type", "name", "range" "MinCulture", "3000", "Player" } [effect_culture_bribe_4] type = "Unit_Bribe_Cost_Pct" value = 50 reqs = { "type", "name", "range" "MinCulture", "4000", "Player" } [effect_culture_bribe_5] type = "Unit_Bribe_Cost_Pct" value = 50 reqs = { "type", "name", "range" "MinCulture", "5000", "Player" } [effect_culture_bribe_6] type = "Unit_Bribe_Cost_Pct" value = 50 reqs = { "type", "name", "range" "MinCulture", "6000", "Player" } [effect_culture_bribe_7] type = "Unit_Bribe_Cost_Pct" value = 50 reqs = { "type", "name", "range" "MinCulture", "7000", "Player" } [effect_culture_bribe_8] type = "Unit_Bribe_Cost_Pct" value = 50 reqs = { "type", "name", "range" "MinCulture", "8000", "Player" } [effect_culture_bribe_9] type = "Unit_Bribe_Cost_Pct" value = 50 reqs = { "type", "name", "range" "MinCulture", "9000", "Player" } ; 50 * 10 = +500% [effect_culture_bribe_10] type = "Unit_Bribe_Cost_Pct" value = 50 reqs = { "type", "name", "range" "MinCulture", "10000", "Player" } ; Cost to incite: +50% for each 1000 culture points of the player [effect_culture_incite_1] type = "Incite_Cost_Pct" value = 50 reqs = { "type", "name", "range" "MinCulture", "1000", "Player" } [effect_culture_incite_2] type = "Incite_Cost_Pct" value = 50 reqs = { "type", "name", "range" "MinCulture", "2000", "Player" } [effect_culture_incite_3] type = "Incite_Cost_Pct" value = 50 reqs = { "type", "name", "range" "MinCulture", "3000", "Player" } [effect_culture_incite_4] type = "Incite_Cost_Pct" value = 50 reqs = { "type", "name", "range" "MinCulture", "4000", "Player" } [effect_culture_incite_5] type = "Incite_Cost_Pct" value = 50 reqs = { "type", "name", "range" "MinCulture", "5000", "Player" } [effect_culture_incite_6] type = "Incite_Cost_Pct" value = 50 reqs = { "type", "name", "range" "MinCulture", "6000", "Player" } [effect_culture_incite_7] type = "Incite_Cost_Pct" value = 50 reqs = { "type", "name", "range" "MinCulture", "7000", "Player" } [effect_culture_incite_8] type = "Incite_Cost_Pct" value = 50 reqs = { "type", "name", "range" "MinCulture", "8000", "Player" } [effect_culture_incite_9] type = "Incite_Cost_Pct" value = 50 reqs = { "type", "name", "range" "MinCulture", "9000", "Player" } ; 50 * 10 = +500% [effect_culture_incite_10] type = "Incite_Cost_Pct" value = 50 reqs = { "type", "name", "range" "MinCulture", "10000", "Player" } ; Double (+100%) buy cost for Great Wonders [effect_great_wonder_buy_cost] type = "Building_Buy_Cost_Pct" value = 100 reqs = { "type", "name", "range" "BuildingGenus", "GreatWonder", "Local" } [effect_action_establish_embassy_success_move_cost] type = "Action_Success_Actor_Move_Cost" value = 1 reqs = { "type", "name", "range", "quiet" "Action", "Establish Embassy", "Local", TRUE } [effect_action_success_poison_city_escape] type = "Action_Success_Actor_Move_Cost" value = 65535 reqs = { "type", "name", "range", "quiet" "Action", "Poison City Escape", "Local", TRUE } [effect_action_success_sabotage_city_escape] type = "Action_Success_Actor_Move_Cost" value = 65535 reqs = { "type", "name", "range", "quiet" "Action", "Sabotage City Escape", "Local", TRUE } [effect_action_success_targeted_sabotage_city_escape] type = "Action_Success_Actor_Move_Cost" value = 65535 reqs = { "type", "name", "range", "quiet" "Action", "Targeted Sabotage City Escape", "Local", TRUE } [effect_action_success_sabotage_city_production_escape] type = "Action_Success_Actor_Move_Cost" value = 65535 reqs = { "type", "name", "range", "quiet" "Action", "Sabotage City Production Escape", "Local", TRUE } [effect_action_success_steal_tech_escape_expected] type = "Action_Success_Actor_Move_Cost" value = 65535 reqs = { "type", "name", "range", "quiet" "Action", "Steal Tech Escape Expected", "Local", TRUE } [effect_action_success_targeted_steal_tech_escape_expected] type = "Action_Success_Actor_Move_Cost" value = 65535 reqs = { "type", "name", "range", "quiet" "Action", "Targeted Steal Tech Escape Expected", "Local", TRUE } [effect_action_success_incite_city_escape] type = "Action_Success_Actor_Move_Cost" value = 65535 reqs = { "type", "name", "range", "quiet" "Action", "Incite City Escape", "Local", TRUE } [effect_action_success_sabotage_unit_escape] type = "Action_Success_Actor_Move_Cost" value = 65535 reqs = { "type", "name", "range", "quiet" "Action", "Sabotage Unit Escape", "Local", TRUE } [effect_action_success_move_cost_investigate] type = "Action_Success_Actor_Move_Cost" value = 1 reqs = { "type", "name", "range", "present" "Action", "Investigate City", "Local", TRUE } [effect_action_success_move_cost_capture] type = "Action_Success_Actor_Move_Cost" value = 6 reqs = { "type", "name", "range", "present" "Action", "Capture Units", "Local", TRUE } [effect_action_success_move_cost_bombard] type = "Action_Success_Actor_Move_Cost" value = 65535 reqs = { "type", "name", "range", "present" "Action", "Bombard", "Local", TRUE } [effect_action_success_move_cost_from_non_native] type = "Action_Success_Actor_Move_Cost" value = 65535 reqs = { "type", "name", "range", "present" "Action", "Transport Disembark 2", "Local", TRUE "UnitState", "OnNativeTile", "Local", TRUE "UnitClassFlag", "TerrainSpeed", "Local", TRUE } [effect_action_success_conquer_cost_from_non_native] type = "Action_Success_Actor_Move_Cost" value = 65535 reqs = { "type", "name", "range", "present" "Action", "Conquer City 2", "Local", TRUE "UnitState", "OnNativeTile", "Local", TRUE "UnitClassFlag", "TerrainSpeed", "Local", TRUE } [effect_action_success_move_cost_hut_entry_from_non_native] type = "Action_Success_Actor_Move_Cost" value = 65535 reqs = { "type", "name", "range", "present" "Action", "Enter Hut 2", "Local", TRUE "UnitState", "OnNativeTile", "Local", TRUE "UnitClassFlag", "TerrainSpeed", "Local", TRUE } [effect_action_success_move_cost_hut_frighten_from_non_native] type = "Action_Success_Actor_Move_Cost" value = 65535 reqs = { "type", "name", "range", "present" "Action", "Frighten Hut 2", "Local", TRUE "UnitState", "OnNativeTile", "Local", TRUE "UnitClassFlag", "TerrainSpeed", "Local", TRUE } [effect_action_success_attack_one_attack] type = "Action_Success_Actor_Move_Cost" value = 65535 reqs = { "type", "name", "range", "quiet" "Action", "Attack", "Local", TRUE "UnitFlag", "OneAttack", "Local", TRUE } [effect_action_success_attack_normal] type = "Action_Success_Actor_Move_Cost" value = 6 reqs = { "type", "name", "range", "present" "Action", "Attack", "Local", TRUE "UnitFlag", "OneAttack", "Local", FALSE } [effect_action_success_ransom_one_attack] type = "Action_Success_Actor_Move_Cost" value = 65535 reqs = { "type", "name", "range", "quiet" "Action", "Collect Ransom", "Local", TRUE "UnitFlag", "OneAttack", "Local", TRUE } [effect_action_success_ransom] type = "Action_Success_Actor_Move_Cost" value = 6 reqs = { "type", "name", "range", "present" "Action", "Collect Ransom", "Local", TRUE "UnitFlag", "OneAttack", "Local", FALSE } [effect_unit_shield_value_recycle] type = "Unit_Shield_Value_Pct" value = -50 reqs = { "type", "name", "range", "present" "Action", "Disband Unit Recover", "Local", TRUE } [effect_unit_shield_value_in_upgrade_price_calc] type = "Unit_Shield_Value_Pct" value = -50 reqs = { "type", "name", "range", "present" "Action", "Upgrade Unit", "Local", TRUE }