Skip to content

Latest commit

 

History

History
103 lines (78 loc) · 4.09 KB

Nation_Intelligence.rst

File metadata and controls

103 lines (78 loc) · 4.09 KB

Nation_Intelligence

.. versionadded:: 3.0
    Add the ``+Nation_Intelligence`` option to ``effects.ruleset``.
.. versionchanged:: 3.1
    Removed support for ``Infra Points``.

The Nation_Intelligence effect controls what kind of information about a foreign nation is visible in the :ref:`Nations View <game-manual-nations-and-diplomacy-view>`. A value of 0 or lower hides the information, while it becomes visible when the effect evaluates to 1 or bigger. For instance, the following effect repurposes the United Nations to reveal everyone's secrets to everyone else:

[effect_united_nations_intelligence]
type  = "Nation_Intelligence"
value = 1
reqs  =
    { "type",     "name",           "range",  "present"
      "Building", "United Nations", "World",  TRUE
    }

The true power of Nation_Intelligence, however, comes from its combined use with NationalIntelligence requirements. NationalIntelligence lets you select precisely what is visible to a player. Let us say that we want a player owning the Marco Polo Embassy to know the wonders built by any other player it has ever met. This could be achieved as follows:

[effect_marco_polo_intelligence]
type  = "Nation_Intelligence"
value = 1
reqs  =
    { "type",                 "name",                 "range",  "present"
      "NationalIntelligence", "Wonders",              "Local",  TRUE
      "Building",             "Marco Polo's Embassy", "Player", TRUE
      "DiplRel",              "Never met",            "Local",  FALSE
    }

It is important to note that the effect works from the point of view of the player who sees the information. It cannot depend on what the other player does (except when using DiplRel requirements).

Note

Note the Local range used in the DiplRel requirement above. This is very important: if we had used Player, the effect would be enabled only once the player has met every other player in the game (no player satisfies Never met).

The possible values for NationalIntelligence requirements are as follows:

National Intelligence Requirements
Culture The amount of culture accumulated by a player. Not yet shown in the user interface.
Diplomacy Diplomatic agreements such as Peace, Alliance, and shared vision.
Gold The amount of gold in the treasury.
Government The other player's government.
History The history accumulated by a player. Not yet shown in the user interface.
Multipliers The value of multipliers selected by the other player. Not yet shown in the user interface.
Mood For an AI player, whether it is currently farming or building up an army. Not yet shown in the user interface.
Score The game score.
Tax Rates The rates of gold, science and luxury in the national budget.
Techs The techs discovered by a player as well as the current research.
Wonders The list of wonders owned by the player (see also the Wonder_Visible effect).

 

Compatibility

For legacy rulesets, the traditional rules are added automatically if the Nation_Intelligence option is not requested in effects.ruleset. They are rather complicated; to facilitate porting rulesets, we provide a ready-made file implementing them. It can be imported directly from within effects.ruleset:

*include "default/nation_intelligence_effects.ruleset"

Most shipped rulesets use this technique.