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; 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 <mysubdir>" 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-2.5-ruleset"
; /* <-- 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
; reqs = Requirements for the effect to be active.
; See README.effects for help on requirements
;
; */ <-- avoid gettext warnings
; Lower chance of AI wars
; "Away" "Novice" "Easy" "Normal" "Hard" "Cheating" "Experimental"
[effect_ai_hard_love]
type = "Gain_AI_Love"
value = 10
reqs =
{ "type", "name", "range"
"AI", "Hard", "Player"
}
[effect_ai_cheat_love]
type = "Gain_AI_Love"
value = 20
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_pollution]
type = "Pollu_Prod_Pct"
value = -20
reqs =
{ "type", "name", "range"
"AI", "Cheating", "Player"
}
[effect_ai_cheat_veteran]
type = "Veteran_Combat"
value = 20
reqs =
{ "type", "name", "range"
"AI", "Cheating", "Player"
}
[effect_ai_cheat_incite_cost]
type = "Incite_Cost_Pct"
value = 20
reqs =
{ "type", "name", "range"
"AI", "Cheating", "Player"
}
[effect_ai_cheat_defense]
type = "Defend_Bonus"
value = 50
reqs =
{ "type", "name", "range"
"AI", "Cheating", "Player"
}
nreqs =
{ "type", "name", "range"
"CityTile", "Center", "Local"
"TerrainClass", "Oceanic", "Local"
}
[effect_unhappysize]
type = "City_Unhappy_Size"
value = 4
; Barbarian effects
[effect_barb1]
type = "No_Diplomacy"
value = 1
reqs =
{ "type", "name", "range"
"Nation", "Barbarian", "Player"
}
[effect_barb2]
type = "No_Diplomacy"
value = 1
reqs =
{ "type", "name", "range"
"Nation", "Pirate", "Player"
}
; Barbarian no waste by distance
[effect_barb3]
type = "Output_Waste_By_Distance"
value = -2
reqs =
{ "type", "name", "range"
"Nation", "Barbarian", "Player"
}
; Pirate no waste by distance
[effect_barb4]
type = "Output_Waste_By_Distance"
value = -2
reqs =
{ "type", "name", "range"
"Nation", "Pirate", "Player"
}
; 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"
"Base", "Fortress", "Local"
"Tech", "Astronomy", "Player"
}
; Fortress HP regen (Every Land units)
[effect_fortress_hp_regen]
type = "HP_Regen"
value = 25
reqs =
{ "type", "name", "range"
"Base", "Fortress", "Local"
}
nreqs =
{ "type", "name", "range"
; "UnitClass", "Land", "Local"
; "UnitClass", "Small Land", "Local"
; "UnitClass", "Big Land", "Local"
; "UnitClass", "Merchant", "Local"
"UnitClass", "Sea", "Local"
"UnitClass", "Trireme", "Local"
"UnitClass", "Helicopter", "Local"
"UnitClass", "Air", "Local"
"UnitClass", "Missile", "Local"
}
[effect_fortress_defense]
type = "Defend_Bonus"
value = 100
reqs =
{ "type", "name", "range"
"Base", "Fortress", "Local"
}
nreqs =
{ "type", "name", "range"
; "UnitClass", "Land", "Local"
; "UnitClass", "Small Land", "Local"
; "UnitClass", "Big Land", "Local"
; "UnitClass", "Merchant", "Local"
; "UnitClass", "Sea", "Local"
; "UnitClass", "Trireme", "Local"
"UnitClass", "Helicopter", "Local"
"UnitClass", "Air", "Local"
"UnitClass", "Missile", "Local"
}
; Airbase HP regen (Every Air units)
[effect_airbase_hp_regen]
type = "HP_Regen"
value = 25
reqs =
{ "type", "name", "range"
"Base", "Airbase", "Local"
}
nreqs =
{ "type", "name", "range"
"UnitClass", "Land", "Local"
"UnitClass", "Small Land", "Local"
"UnitClass", "Big Land", "Local"
"UnitClass", "Merchant", "Local"
"UnitClass", "Sea", "Local"
"UnitClass", "Trireme", "Local"
; "UnitClass", "Helicopter", "Local"
; "UnitClass", "Air", "Local"
"UnitClass", "Missile", "Local"
}
[effect_airbase_defense]
type = "Defend_Bonus"
value = 100
reqs =
{ "type", "name", "range"
"Base", "Airbase", "Local"
}
nreqs =
{ "type", "name", "range"
"UnitClass", "Land", "Local"
"UnitClass", "Small Land", "Local"
"UnitClass", "Big Land", "Local"
"UnitClass", "Merchant", "Local"
"UnitClass", "Sea", "Local"
"UnitClass", "Trireme", "Local"
; "UnitClass", "Helicopter", "Local"
; "UnitClass", "Air", "Local"
; "UnitClass", "Missile", "Local"
}
[effect_trade_routes]
type = "Max_Trade_Routes"
value = 2
; 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 (for every land unit)
[effect_mountains_vision]
type = "Unit_Vision_Radius_Sq"
value = 4
reqs =
{ "type", "name", "range"
"Terrain", "Mountains", "Local"
}
nreqs =
{ "type", "name", "range"
; "UnitClass", "Land", "Local"
; "UnitClass", "Small Land", "Local"
; "UnitClass", "Big Land", "Local"
; "UnitClass", "Merchant", "Local"
"UnitClass", "Sea", "Local"
"UnitClass", "Trireme", "Local"
"UnitClass", "Helicopter", "Local"
"UnitClass", "Air", "Local"
"UnitClass", "Missile", "Local"
}
; Movement penalty if ended turn at mountains (for every land unit)
[effect_mountains_movement]
type = "Move_Bonus"
value = -1
reqs =
{ "type", "name", "range"
"Terrain", "Mountains", "Local"
}
nreqs =
{ "type", "name", "range"
; "UnitClass", "Land", "Local"
; "UnitClass", "Small Land", "Local"
; "UnitClass", "Big Land", "Local"
; "UnitClass", "Merchant", "Local"
"UnitClass", "Sea", "Local"
"UnitClass", "Trireme", "Local"
"UnitClass", "Helicopter", "Local"
"UnitClass", "Air", "Local"
"UnitClass", "Missile", "Local"
"Road", "Road", "Local"
}
; 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 = 1
;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 = -1
reqs =
{ "type", "name", "range"
"Gov", "Anarchy", "Player"
"OutputType", "Food", "Local"
}
; base -1% trade each tile
;[effect_corruption_distance]
;type = "Output_Waste_By_Distance"
;value = 1
;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 = 1
;reqs =
; { "type", "name", "range"
; "OutputType", "Trade", "Local"
; }
;nreqs =
; { "type", "name", "range"
; "Tech", "The Corporation", "Player"
; "Gov", "Communism", "Player"
; }
; Total = 0 for Communism
;[effect_corruption_distance_communism]
;type = "Output_Waste_By_Distance"
;value = -1
;reqs =
; { "type", "name", "range"
; "Gov", "Communism", "Player"
; "OutputType", "Trade", "Local"
; }
; Total = 0 for Federation with The Corporation, -1% for Federation alone
;[effect_corruption_distance_federation]
;type = "Output_Waste_By_Distance"
;value = -1
;reqs =
; { "type", "name", "range"
; "Gov", "Federation", "Player"
; "OutputType", "Trade", "Local"
; }
; Corruption + waste = 30% for all govs - NOT ANYMORE
;[effect_corruption_tribal]
;type = "Output_Waste"
;value = 30
;reqs =
; { "type", "name", "range"
; "Gov", "Tribal", "Player"
; "OutputType", "Trade", "Local"
; }
[effect_corruption_despotism]
type = "Output_Waste"
value = 25
reqs =
{ "type", "name", "range"
"Gov", "Despotism", "Player"
"OutputType", "Trade", "Local"
}
[effect_corruption_monarchy]
type = "Output_Waste"
value = 25
reqs =
{ "type", "name", "range"
"Gov", "Monarchy", "Player"
"OutputType", "Trade", "Local"
}
[effect_corruption_communism]
type = "Output_Waste"
value = 50
reqs =
{ "type", "name", "range"
"Gov", "Communism", "Player"
"OutputType", "Trade", "Local"
}
[effect_corruption_fundamentalism]
type = "Output_Waste"
value = 25
reqs =
{ "type", "name", "range"
"Gov", "Fundamentalism", "Player"
"OutputType", "Trade", "Local"
}
[effect_corruption_republic]
type = "Output_Waste"
value = 30
reqs =
{ "type", "name", "range"
"Gov", "Republic", "Player"
"OutputType", "Trade", "Local"
}
[effect_corruption_democracy]
type = "Output_Waste"
value = 40
reqs =
{ "type", "name", "range"
"Gov", "Democracy", "Player"
"OutputType", "Trade", "Local"
}
; base -1% shields each tile
;[effect_waste_distance]
;type = "Output_Waste_By_Distance"
;value = 1
;reqs =
; { "type", "name", "range"
; "OutputType", "Shield", "Local"
; }
; 1 + 1 => -2% each tile without Trade or advanced govs - ONLY 1%, as previous effect is removed
;[effect_waste_distance_ancient]
;type = "Output_Waste_By_Distance"
;value = 1
;reqs =
; { "type", "name", "range"
; "OutputType", "Shield", "Local"
; }
;nreqs =
; { "type", "name", "range"
; "Tech", "Trade", "Player"
; "Gov", "Communism", "Player"
; "Gov", "Federation", "Player"
; }
; 1 - 1 = 0% with Communism
;[effect_waste_distance_communism]
;type = "Output_Waste_By_Distance"
;value = 0
;reqs =
; { "type", "name", "range"
; "Gov", "Communism", "Player"
; "OutputType", "Shield", "Local"
; }
; 1 - 1 = 0% with Federation
;[effect_waste_distance_federation]
;type = "Output_Waste_By_Distance"
;value = -1
;reqs =
; { "type", "name", "range"
; "Gov", "Federation", "Player"
; "OutputType", "Shield", "Local"
; }
[effect_waste_anarchy]
type = "Output_Waste"
value = 49
reqs =
{ "type", "name", "range"
"Gov", "Anarchy", "Player"
"OutputType", "Shield", "Local"
}
[effect_waste_despotism]
type = "Output_Waste"
value = 49
reqs =
{ "type", "name", "range"
"Gov", "Despotism", "Player"
"OutputType", "Shield", "Local"
}
[effect_waste_monarchy]
type = "Output_Waste"
value = 49
reqs =
{ "type", "name", "range"
"Gov", "Monarchy", "Player"
"OutputType", "Shield", "Local"
}
[effect_waste_fundamentalism]
type = "Output_Waste"
value = 49
reqs =
{ "type", "name", "range"
"Gov", "Fundamentalism", "Player"
"OutputType", "Shield", "Local"
}
;[effect_waste_federation]
;type = "Output_Waste"
;value = 49
;reqs =
; { "type", "name", "range"
; "Gov", "Federation", "Player"
; "OutputType", "Shield", "Local"
; }
[effect_waste_republic]
type = "Output_Waste"
value = 49
reqs =
{ "type", "name", "range"
"Gov", "Republic", "Player"
"OutputType", "Shield", "Local"
}
[effect_waste_democracy]
type = "Output_Waste"
value = 49
reqs =
{ "type", "name", "range"
"Gov", "Democracy", "Player"
"OutputType", "Shield", "Local"
}
[effect_tech_upkeep_anarchy]
type = "Tech_Upkeep_Free"
value = 99
reqs =
{ "type", "name", "range"
"Gov", "Anarchy", "Player"
}
[effect_building_upkeep_anarchy]
type = "Upkeep_Free"
value = 99
reqs =
{ "type", "name", "range"
"Gov", "Anarchy", "Player"
}
[effect_building_upkeep_communism]
type = "Upkeep_Free"
value = 1
reqs =
{ "type", "name", "range"
"Gov", "Communism", "Player"
}
[effect_base_unit_upkeep_gold_1]
type = "Upkeep_Factor"
value = 1
reqs =
{ "type", "name", "range"
"OutputType", "Gold", "Local"
}
;nreqs =
; { "type", "name", "range"
; "Gov", "Anarchy", "Player"
; "Gov", "Tribal", "Player"
; "Gov", "Communism", "Player"
; "Gov", "Despotism", "Player"
; "Gov", "Monarchy", "Player"
; "Gov", "Fundamentalism", "Player"
; "Gov", "Federation", "Player"
; "Gov", "Republic", "Player"
; "Gov", "Democracy", "Player"
; }
; additive with previous => x2 for Fundamentalism, Federation, Democracy
[effect_base_unit_upkeep_gold_2]
type = "Upkeep_Factor"
value = 1
reqs =
{ "type", "name", "range"
"OutputType", "Gold", "Local"
}
nreqs =
{ "type", "name", "range"
"Gov", "Anarchy", "Player"
; "Gov", "Tribal", "Player"
"Gov", "Communism", "Player"
"Gov", "Despotism", "Player"
"Gov", "Monarchy", "Player"
; "Gov", "Fundamentalism", "Player"
; "Gov", "Federation", "Player"
"Gov", "Republic", "Player"
; "Gov", "Democracy", "Player"
}
[effect_base_unit_upkeep_shield]
type = "Upkeep_Factor"
value = 1
reqs =
{ "type", "name", "range"
"OutputType", "Shield", "Local"
}
nreqs =
{ "type", "name", "range"
; "Gov", "Anarchy", "Player"
; "Gov", "Tribal", "Player"
; "Gov", "Communism", "Player"
"Gov", "Despotism", "Player"
"Gov", "Monarchy", "Player"
"Gov", "Fundamentalism", "Player"
; "Gov", "Federation", "Player"
; "Gov", "Republic", "Player"
"Gov", "Democracy", "Player"
}
[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
nreqs =
{ "type", "name", "range"
"Gov", "Anarchy", "Player"
; "Gov", "Tribal", "Player"
; "Gov", "Communism", "Player"
"Gov", "Despotism", "Player"
; "Gov", "Monarchy", "Player"
; "Gov", "Fundamentalism", "Player"
; "Gov", "Federation", "Player"
; "Gov", "Republic", "Player"
"Gov", "Democracy", "Player"
}
; exclusive with above
[effect_unit_unhappiness_democracy]
type = "Unhappy_Factor"
value = 2
reqs =
{ "type", "name", "range"
"Gov", "Democracy", "Player"
}
; ...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
nreqs =
{ "type", "name", "range"
"Gov", "Anarchy", "Player"
; "Gov", "Tribal", "Player"
"Gov", "Communism", "Player"
"Gov", "Despotism", "Player"
"Gov", "Monarchy", "Player"
"Gov", "Fundamentalism", "Player"
; "Gov", "Federation", "Player"
; "Gov", "Republic", "Player"
"Gov", "Democracy", "Player"
}
; Govs with 2 free units (exclusive with previous)
[effect_upkeep_free_mil_2]
type = "Make_Content_Mil"
value = 2
nreqs =
{ "type", "name", "range"
; "Gov", "Anarchy", "Player"
; "Gov", "Tribal", "Player"
"Gov", "Communism", "Player"
; "Gov", "Despotism", "Player"
"Gov", "Monarchy", "Player"
; "Gov", "Fundamentalism", "Player"
; "Gov", "Federation", "Player"
"Gov", "Republic", "Player"
; "Gov", "Democracy", "Player"
}
; Govs with 3 free units (exclusive with previous)
[effect_upkeep_free_mil_3]
type = "Make_Content_Mil"
value = 3
nreqs =
{ "type", "name", "range"
"Gov", "Anarchy", "Player"
; "Gov", "Tribal", "Player"
; "Gov", "Communism", "Player"
"Gov", "Despotism", "Player"
; "Gov", "Monarchy", "Player"
"Gov", "Fundamentalism", "Player"
; "Gov", "Federation", "Player"
"Gov", "Republic", "Player"
"Gov", "Democracy", "Player"
}
; 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_gold_base_anarchy]
type = "Unit_Upkeep_Free_Per_City"
value = 99
reqs =
{ "type", "name", "range"
"OutputType", "Gold", "Local"
"Gov", "Anarchy", "Player"
}
[effect_upkeep_free_units_gold_base_despotism_funda]
type = "Unit_Upkeep_Free_Per_City"
value = 2
reqs =
{ "type", "name", "range"
"OutputType", "Gold", "Local"
}
nreqs =
{ "Gov", "Anarchy", "Player"
"Gov", "Monarchy", "Player"
"Gov", "Republic", "Player"
"Gov", "Communism", "Player"
"Gov", "Democracy", "Player"
}
[effect_upkeep_free_units_gold_base_communism_monarchy]
type = "Unit_Upkeep_Free_Per_City"
value = 1
reqs =
{ "type", "name", "range"
"OutputType", "Gold", "Local"
}
nreqs =
{ "Gov", "Anarchy", "Player"
"Gov", "Despotism", "Player"
"Gov", "Republic", "Player"
"Gov", "Fundamentalism", "Player"
"Gov", "Democracy", "Player"
}
[effect_upkeep_free_units_shield_base_monarchy_communism_funda]
type = "Unit_Upkeep_Free_Per_City"
value = 1
reqs =
{ "type", "name", "range"
"OutputType", "Shield", "Local"
}
nreqs =
{ "Gov", "Anarchy", "Player"
"Gov", "Despotism", "Player"
"Gov", "Republic", "Player"
"Gov", "Democracy", "Player"
}
[effect_upkeep_free_units_shield_base_anarchy_despotism]
type = "Unit_Upkeep_Free_Per_City"
value = 2
reqs =
{ "type", "name", "range"
"OutputType", "Shield", "Local"
}
nreqs =
{ "Gov", "Republic", "Player"
"Gov", "Fundamentalism", "Player"
"Gov", "Communism", "Player"
"Gov", "Monarchy", "Player"
"Gov", "Democracy", "Player"
}
; Any city can support up to X units with FOOD...
[effect_upkeep_free_units_food_base_anarchy]
type = "Unit_Upkeep_Free_Per_City"
value = 99
reqs =
{ "type", "name", "range"
"OutputType", "Food", "Local"
"Gov", "Anarchy", "Player"
}
[effect_upkeep_free_units_food_base_despotism_funda]
type = "Unit_Upkeep_Free_Per_City"
value = 5
reqs =
{ "type", "name", "range"
"OutputType", "Food", "Local"
}
nreqs =
{
"Gov", "Anarchy", "Player"
"Gov", "Republic", "Player"
"Gov", "Monarchy", "Player"
"Gov", "Communism", "Player"
"Gov", "Democracy", "Player"
}
[effect_upkeep_free_units_food_base_monarchy]
type = "Unit_Upkeep_Free_Per_City"
value = 4
reqs =
{ "type", "name", "range"
"OutputType", "Food", "Local"
"Gov", "Monarchy", "Player"
}
[effect_upkeep_free_units_food_base_republic_communism_democracy]
type = "Unit_Upkeep_Free_Per_City"
value = 2
reqs =
{ "type", "name", "range"
"OutputType", "Food", "Local"
}
nreqs =
{
"Gov", "Anarchy", "Player"
"Gov", "Despotism", "Player"
"Gov", "Monarchy", "Player"
"Gov", "Fundamentalism", "Player"
}
; ...or its size, whichever is bigger. Units above this limit have a
; food penalty.
[effect_upkeep_free_units_food_2]
type = "Unit_Upkeep_Free_Per_City"
value = 1
reqs =
{ "type", "name", "range"
"OutputType", "Food", "Local"
"MinSize", "2", "City"
}
[effect_upkeep_free_units_food_4]
type = "Unit_Upkeep_Free_Per_City"
value = 1
reqs =
{ "type", "name", "range"
"OutputType", "Food", "Local"
"MinSize", "4", "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_8]
type = "Unit_Upkeep_Free_Per_City"
value = 1
reqs =
{ "type", "name", "range"
"OutputType", "Food", "Local"
"MinSize", "8", "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_12]
type = "Unit_Upkeep_Free_Per_City"
value = 1
reqs =
{ "type", "name", "range"
"OutputType", "Food", "Local"
"MinSize", "12", "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_16]
type = "Unit_Upkeep_Free_Per_City"
value = 1
reqs =
{ "type", "name", "range"
"OutputType", "Food", "Local"
"MinSize", "16", "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_20]
type = "Unit_Upkeep_Free_Per_City"
value = 1
reqs =
{ "type", "name", "range"
"OutputType", "Food", "Local"
"MinSize", "20", "City"
}
[effect_upkeep_free_units_food_22]
type = "Unit_Upkeep_Free_Per_City"
value = 1
reqs =
{ "type", "name", "range"
"OutputType", "Food", "Local"
"MinSize", "22", "City"
}
[effect_upkeep_free_units_food_24]
type = "Unit_Upkeep_Free_Per_City"
value = 1
reqs =
{ "type", "name", "range"
"OutputType", "Food", "Local"
"MinSize", "24", "City"
}
[effect_upkeep_free_units_food_26]
type = "Unit_Upkeep_Free_Per_City"
value = 1
reqs =
{ "type", "name", "range"
"OutputType", "Food", "Local"
"MinSize", "26", "City"
}
[effect_upkeep_free_units_food_28]
type = "Unit_Upkeep_Free_Per_City"
value = 1
reqs =
{ "type", "name", "range"
"OutputType", "Food", "Local"
"MinSize", "28", "City"
}
[effect_upkeep_free_units_food_30]
type = "Unit_Upkeep_Free_Per_City"
value = 1
reqs =
{ "type", "name", "range"
"OutputType", "Food", "Local"
"MinSize", "30", "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 = 14
;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 = 12
;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 = 14
;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 = 12
;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"
"Gov", "Anarchy", "Player"
}
;[effect_max_rates_tribal]
;type = "Max_Rates"
;value = 60
;reqs =
; { "type", "name", "range"
; "Gov", "Tribal", "Player"
; }
[effect_max_rates_despotism]
type = "Max_Rates"
value = 100
reqs =
{ "type", "name", "range"
"Gov", "Despotism", "Player"
}
[effect_max_rates_monarchy]
type = "Max_Rates"
value = 80
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 = 60
reqs =
{ "type", "name", "range"
"Gov", "Republic", "Player"
}
[effect_max_rates_democracy]
type = "Max_Rates"
value = 50
reqs =
{ "type", "name", "range"
"Gov", "Democracy", "Player"
}
[effect_martial_law_each_anarchy]
type = "Martial_Law_Each"
value = 1
reqs =
{ "type", "name", "range"
"Gov", "Anarchy", "Player"
}
[effect_martial_law_each_despotism]
type = "Martial_Law_Each"
value = 1
reqs =
{ "type", "name", "range"
"Gov", "Despotism", "Player"
}
[effect_martial_law_each_monarchy]
type = "Martial_Law_Each"
value = 1
reqs =
{ "type", "name", "range"
"Gov", "Monarchy", "Player"
}
;[effect_martial_law_each_tribal]
;type = "Martial_Law_Each"
;value = 2
;reqs =
; { "type", "name", "range"
; "Gov", "Tribal", "Player"
; }
[effect_martial_law_each_communism]
type = "Martial_Law_Each"
value = 2
reqs =
{ "type", "name", "range"
"Gov", "Communism", "Player"
}
[effect_martial_law_max_anarchy]
type = "Martial_Law_Max"
value = 3
reqs =
{ "type", "name", "range"
"Gov", "Anarchy", "Player"
}
[effect_martial_law_max_despotism]
type = "Martial_Law_Max"
value = 3
reqs =
{ "type", "name", "range"
"Gov", "Despotism", "Player"
}
[effect_martial_law_max_monarchy]
type = "Martial_Law_Max"
value = 3
reqs =
{ "type", "name", "range"
"Gov", "Monarchy", "Player"
}
;[effect_martial_law_max_tribal]
;type = "Martial_Law_Max"
;value = 3
;reqs =
; { "type", "name", "range"
; "Gov", "Tribal", "Player"
; }
[effect_martial_law_max_communism]
type = "Martial_Law_Max"
value = 3
reqs =
{ "type", "name", "range"
"Gov", "Communism", "Player"
}
; Railroad because makes Pyramids obsolete
[effect_gov_tile_penalty_anarchy]
type = "Output_Penalty_Tile"
value = 2
reqs =
{ "type", "name", "range"
"Gov", "Anarchy", "Player"
}
nreqs =
{ "type", "name", "range"
"Building", "Pyramids", "Player"
"Tech", "Railroad", "World"
}
; Railroad because makes Pyramids obsolete
;[effect_gov_tile_penalty_tribal]
;type = "Output_Penalty_Tile"
;value = 2
;reqs =
; { "type", "name", "range"
; "Gov", "Tribal", "Player"
; }
;nreqs =
; { "type", "name", "range"
; "Building", "Pyramids", "Player"
; "Tech", "Railroad", "World"
; }
; Railroad because makes Pyramids obsolete
[effect_gov_tile_penalty_despotism]
type = "Output_Penalty_Tile"
value = 2
reqs =
{ "type", "name", "range"
"Gov", "Despotism", "Player"
}
nreqs =
{ "type", "name", "range"
"Building", "Pyramids", "Player"
"Tech", "Railroad", "World"
}
[effect_gov_tile_bonus_republic]
type = "Output_Inc_Tile"
value = 1
reqs =
{ "type", "name", "range"
"Gov", "Republic", "Player"
"OutputType", "Trade", "Local"
}
nreqs =
{ "type", "name", "range"
"TerrainClass", "Oceanic", "Local"
}
[effect_gov_tile_bonus_democracy]
type = "Output_Inc_Tile"
value = 1
reqs =
{ "type", "name", "range"
"Gov", "Democracy", "Player"
"OutputType", "Trade", "Local"
}
nreqs =
{ "type", "name", "range"
"TerrainClass", "Oceanic", "Local"
}
[effect_gov_tile_bonus_celebrate]
type = "Output_Inc_Tile_Celebrate"
value = 1
reqs =
{ "type", "name", "range"
"OutputType", "Trade", "Local"
}
nreqs =
{ "type", "name", "range"
"Gov", "Anarchy", "Player"
; "Gov", "Tribal", "Player"
"Gov", "Communism", "Player"
"Gov", "Despotism", "Player"
; "Gov", "Monarchy", "Player"
"Gov", "Fundamentalism", "Player"
; "Gov", "Federation", "Player"
; "Gov", "Republic", "Player"
; "Gov", "Democracy", "Player"
}
;[effect_combat_tribal]
;type = "Veteran_Combat"
;value = 50
;reqs =
; { "type", "name", "range"
; "Gov", "Tribal", "Player"
; "UnitClass", "Land", "Local"
; }
;nreqs =
; { "type", "name", "range"
; "UnitFlag", "NonMil", "Local"
; "UnitFlag", "NoVeteran", "Local"
; }
[effect_unbribable_republic]
type = "Unbribable_Units"
value = 1
reqs =
{ "type", "name", "range"
"Gov", "Republic", "Player"
}
[effect_unbribable_democracy]
type = "Unbribable_Units"
value = 1
reqs =
{ "type", "name", "range"
"Gov", "Democracy", "Player"
}
[effect_revolution_republic]
type = "Revolution_When_Unhappy"
value = 1
reqs =
{ "type", "name", "range"
"Gov", "Republic", "Player"
}
[effect_revolution_democracy]
type = "Revolution_When_Unhappy"
value = 1
reqs =
{ "type", "name", "range"
"Gov", "Democracy", "Player"
}
;[effect_incite_federation]
;type = "No_Incite"
;value = 1
;reqs =
; { "type", "name", "range"
; "Gov", "Federation", "Player"
; }
[effect_incite_democracy]
type = "No_Incite"
value = 1
reqs =
{ "type", "name", "range"
"Gov", "Democracy", "Player"
}
;[effect_senate_federation]
;type = "Has_Senate"
;value = 1
;reqs =
; { "type", "name", "range"
; "Gov", "Federation", "Player"
; }
;nreqs =
; { "type", "name", "range"
; "Building", "Statue of Liberty", "Player"
; }
;[effect_senate_democracy]
;type = "Has_Senate"
;value = 1
;reqs =
; { "type", "name", "range"
; "Gov", "Democracy", "Player"
; }
;nreqs =
; { "type", "name", "range"
; "Building", "Statue of Liberty", "Player"
; }
[effect_veteran_communism_diplomat]
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"
"Gov", "Communism", "Player"
"Tech", "Communism", "Player"
"Tech", "Gunpowder", "Player"
"Tech", "Guerilla Warfare", "World"
}
nreqs =
{ "type", "name", "range"
"Nation", "Barbarian", "Player"
"Nation", "Pirate", "Player"
}
[effect_partisan_democracy]
type = "Inspire_Partisans"
value = 1
reqs =
{ "type", "name", "range"
"Gov", "Democracy", "Player"
"Tech", "Communism", "Player"
"Tech", "Gunpowder", "Player"
"Tech", "Guerilla Warfare", "World"
}
nreqs =
{ "type", "name", "range"
"Nation", "Barbarian", "Player"
"Nation", "Pirate", "Player"
}
[effect_bad_lux_anarchy]
type = "Output_Bonus_2"
value = -50
reqs =
{ "type", "name", "range"
"Gov", "Anarchy", "Player"
"OutputType", "Luxury", "Local"
}
[effect_bad_sci_fundamentalism]
type = "Output_Bonus_2"
value = -50
reqs =
{ "type", "name", "range"
"Gov", "Fundamentalism", "Player"
"OutputType", "Science", "Local"
}
[effect_tithes_fundamentalism]
type = "Happiness_To_Gold"
value = 1
reqs =
{ "type", "name", "range"
"Gov", "Fundamentalism", "Player"
}
[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"
"Building", "Airport", "City"
"UnitClass", "Air", "Local"
}
nreqs =
{ "type", "name", "range"
"UnitFlag", "NonMil", "Local"
"UnitFlag", "NoVeteran", "Local"
}
[effect_airport_0a]
type = "Veteran_Build"
value = 1
reqs =
{ "type", "name", "range"
"Building", "Airport", "City"
"UnitClass", "Helicopter", "Local"
}
nreqs =
{ "type", "name", "range"
"UnitFlag", "NonMil", "Local"
"UnitFlag", "NoVeteran", "Local"
}
[effect_airport_0b]
type = "Veteran_Build"
value = 1
reqs =
{ "type", "name", "range"
"Building", "Airport", "City"
"UnitClass", "Missile", "Local"
}
nreqs =
{ "type", "name", "range"
"UnitFlag", "NonMil", "Local"
"UnitFlag", "NoVeteran", "Local"
}
[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"
"Building", "Aqueduct, River", "City"
}
nreqs =
{ "type", "name", "range"
"Building", "Aqueduct", "City"
}
[effect_aqueduct_river_1]
type = "Health_Pct"
value = 30
reqs =
{ "type", "name", "range"
"Building", "Aqueduct, River", "City"
}
nreqs =
{ "type", "name", "range"
"Building", "Aqueduct", "City"
}
[effect_aqueduct_lake]
type = "Size_Adj"
value = 8
reqs =
{ "type", "name", "range"
"Building", "Aqueduct, Lake", "City"
}
nreqs =
{ "type", "name", "range"
"Building", "Aqueduct", "City"
"Building", "Aqueduct, River", "City"
}
[effect_aqueduct_lake_1]
type = "Health_Pct"
value = 30
reqs =
{ "type", "name", "range"
"Building", "Aqueduct, Lake", "City"
}
nreqs =
{ "type", "name", "range"
"Building", "Aqueduct", "City"
"Building", "Aqueduct, River", "City"
}
[effect_bank]
type = "Output_Bonus"
value = 50
reqs =
{ "type", "name", "range", "negated"
"Building", "Bank", "City", FALSE
"OutputType", "Gold", "Local", FALSE
}
[effect_bank_1]
type = "Output_Bonus"
value = 50
reqs =
{ "type", "name", "range", "negated"
"Building", "Bank", "City", FALSE
"OutputType", "Luxury", "Local", FALSE
"Gov", "Communism", "Player", TRUE
}
[effect_barracks]
type = "Veteran_Build"
value = 3
reqs =
{ "type", "name", "range"
"Building", "Barracks", "City"
"UnitClass", "Land", "Local"
}
nreqs =
{ "type", "name", "range"
"Building", "Barracks II", "City"
"Building", "Barracks III", "City"
"UnitFlag", "NonMil", "Local"
"UnitFlag", "NoVeteran", "Local"
}
[effect_barracks_b]
type = "Veteran_Build"
value = 1
reqs =
{ "type", "name", "range"
"Building", "Barracks", "City"
"UnitClass", "Big Land", "Local"
}
nreqs =
{ "type", "name", "range"
"Building", "Barracks II", "City"
"Building", "Barracks III", "City"
"UnitFlag", "NonMil", "Local"
"UnitFlag", "NoVeteran", "Local"
}
[effect_barracks_hp]
type = "HP_Regen"
value = 100
reqs =
{ "type", "name", "range"
"Building", "Barracks", "City"
"UnitClass", "Land", "Local"
}
nreqs =
{ "type", "name", "range"
"Building", "Barracks II", "City"
"Building", "Barracks III", "City"
}
[effect_barracks_b_hp]
type = "HP_Regen"
value = 100
reqs =
{ "type", "name", "range"
"Building", "Barracks", "City"
"UnitClass", "Big Land", "Local"
}
nreqs =
{ "type", "name", "range"
"Building", "Barracks II", "City"
"Building", "Barracks III", "City"
}
[effect_barracks_ii]
type = "Veteran_Build"
value = 3
reqs =
{ "type", "name", "range"
"Building", "Barracks II", "City"
"UnitClass", "Land", "Local"
}
nreqs =
{ "type", "name", "range"
"Building", "Barracks III", "City"
"UnitFlag", "NonMil", "Local"
"UnitFlag", "NoVeteran", "Local"
}
[effect_barracks_ii_b]
type = "Veteran_Build"
value = 1
reqs =
{ "type", "name", "range"
"Building", "Barracks II", "City"
"UnitClass", "Big Land", "Local"
}
nreqs =
{ "type", "name", "range"
"Building", "Barracks III", "City"
"UnitFlag", "NonMil", "Local"
"UnitFlag", "NoVeteran", "Local"
}
[effect_barracks_ii_hp]
type = "HP_Regen"
value = 100
reqs =
{ "type", "name", "range"
"Building", "Barracks II", "City"
"UnitClass", "Land", "Local"
}
nreqs =
{ "type", "name", "range"
"Building", "Barracks III", "City"
}
[effect_barracks_ii_b_hp]
type = "HP_Regen"
value = 100
reqs =
{ "type", "name", "range"
"Building", "Barracks II", "City"
"UnitClass", "Big Land", "Local"
}
nreqs =
{ "type", "name", "range"
"Building", "Barracks III", "City"
}
[effect_barracks_iii]
type = "Veteran_Build"
value = 3
reqs =
{ "type", "name", "range"
"Building", "Barracks III", "City"
"UnitClass", "Land", "Local"
}
nreqs =
{ "type", "name", "range"
"UnitFlag", "NonMil", "Local"
"UnitFlag", "NoVeteran", "Local"
}
[effect_barracks_iii_b]
type = "Veteran_Build"
value = 1
reqs =
{ "type", "name", "range"
"Building", "Barracks III", "City"
"UnitClass", "Big Land", "Local"
}
nreqs =
{ "type", "name", "range"
"UnitFlag", "NonMil", "Local"
"UnitFlag", "NoVeteran", "Local"
}
[effect_barracks_iii_hp]
type = "HP_Regen"
value = 100
reqs =
{ "type", "name", "range"
"Building", "Barracks III", "City"
"UnitClass", "Land", "Local"
}
[effect_barracks_iii_b_hp]
type = "HP_Regen"
value = 100
reqs =
{ "type", "name", "range"
"Building", "Barracks III", "City"
"UnitClass", "Big Land", "Local"
}
[effect_cathedral]
type = "Make_Content"
value = 3
reqs =
{ "type", "name", "range"
"Building", "Cathedral", "City"
}
[effect_cathedral_1]
type = "Make_Content"
value = 1
reqs =
{ "type", "name", "range"
"Tech", "Theology", "Player"
"Building", "Cathedral", "City"
}
nreqs =
{ "type", "name", "range"
"Gov", "Communism", "Player"
}
; Every Land
[effect_city_defense_0]
type = "Defend_Bonus"
value = 50
reqs =
{ "type", "name", "range"
"CityTile", "Center", "Local"
}
nreqs =
{ "type", "name", "range"
; "UnitClass", "Land", "Local"
; "UnitClass", "Small Land", "Local"
; "UnitClass", "Big Land", "Local"
; "UnitClass", "Merchant", "Local"
"UnitClass", "Sea", "Local"
"UnitClass", "Trireme", "Local"
"UnitClass", "Helicopter", "Local"
"UnitClass", "Air", "Local"
"UnitClass", "Missile", "Local"
}
; Every Land, Sea, Trireme
[effect_city_defense_1]
type = "Defend_Bonus"
value = 50
reqs =
{ "type", "name", "range"
"MinSize", "9", "City"
"CityTile", "Center", "Local"
}
nreqs =
{ "type", "name", "range"
; "UnitClass", "Land", "Local"
; "UnitClass", "Small Land", "Local"
; "UnitClass", "Big Land", "Local"
; "UnitClass", "Merchant", "Local"
; "UnitClass", "Sea", "Local"
; "UnitClass", "Trireme", "Local"
"UnitClass", "Helicopter", "Local"
"UnitClass", "Air", "Local"
"UnitClass", "Missile", "Local"
}
; Every Land
[effect_city_walls_0]
type = "Defend_Bonus"
value = 100
reqs =
{ "type", "name", "range"
"Building", "City Walls", "City"
}
nreqs =
{ "type", "name", "range"
; "UnitClass", "Land", "Local"
; "UnitClass", "Small Land", "Local"
; "UnitClass", "Big Land", "Local"
; "UnitClass", "Merchant", "Local"
"UnitClass", "Sea", "Local"
"UnitClass", "Trireme", "Local"
"UnitClass", "Helicopter", "Local"
"UnitClass", "Air", "Local"
"UnitClass", "Missile", "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_courthouse] - SEE BOTTOM OF FILE
;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"
}
[effect_courthouse_incite]
type = "Incite_Cost_Pct"
value = 300
reqs =
{ "type", "name", "range"
"Building", "Courthouse", "City"
}
[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 = 100
reqs =
{ "type", "name", "range"
"Building", "Factory", "City"
}
[effect_factory_MF]
type = "Output_Bonus"
value = 25
reqs =
{ "type", "name", "range"
"Building", "Factory, MF", "City"
"OutputType", "Shield", "Local"
}
[effect_factory__MF_1]
type = "Pollu_Pop_Pct"
value = 100
reqs =
{ "type", "name", "range"
"Building", "Factory, MF", "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"
}
[effect_granary_1]
type = "Growth_Food"
value = 17
reqs =
{ "type", "name", "range"
"MinSize", "1", "City"
}
nreqs =
{ "type", "name", "range"
"MinSize", "2", "City"
}
[effect_granary_2]
type = "Growth_Food"
value = 27
reqs =
{ "type", "name", "range"
"MinSize", "2", "City"
}
nreqs =
{ "type", "name", "range"
"MinSize", "3", "City"
}
[effect_granary_3]
type = "Growth_Food"
value = 34
reqs =
{ "type", "name", "range"
"MinSize", "3", "City"
}
nreqs =
{ "type", "name", "range"
"MinSize", "4", "City"
}
[effect_granary_4]
type = "Growth_Food"
value = 37
reqs =
{ "type", "name", "range"
"MinSize", "4", "City"
"Building", "Granary", "City"
}
nreqs =
{ "type", "name", "range"
"MinSize", "5", "City"
}
[effect_granary_5]
type = "Growth_Food"
value = 39
reqs =
{ "type", "name", "range"
"MinSize", "5", "City"
"Building", "Granary", "City"
}
nreqs =
{ "type", "name", "range"
"MinSize", "6", "City"
}
[effect_granary_6]
type = "Growth_Food"
value = 40
reqs =
{ "type", "name", "range"
"MinSize", "6", "City"
"Building", "Granary", "City"
}
nreqs =
{ "type", "name", "range"
"MinSize", "7", "City"
}
[effect_granary_7]
type = "Growth_Food"
value = 44
reqs =
{ "type", "name", "range"
"MinSize", "7", "City"
"Building", "Granary", "City"
}
nreqs =
{ "type", "name", "range"
"MinSize", "8", "City"
}
[effect_granary_8]
type = "Growth_Food"
value = 50
reqs =
{ "type", "name", "range"
"MinSize", "8", "City"
"Building", "Granary", "City"
}
; Size adjusted when Foodbox increases
;[effect_granary_2]
;type = "Growth_Food"
;value = 50
;reqs =
; { "type", "name", "range"
; "Building", "Granary", "City"
; "MinSize", "7", "City"
; }
[effect_harbour]
type = "Output_Add_Tile"
value = 1
reqs =
{ "type", "name", "range"
"TerrainClass", "Oceanic", "Local"
"Building", "Harbour", "City"
"OutputType", "Food", "Local"
}
nreqs =
{ "type", "name", "range"
"Terrain", "Lake", "Local"
}
[effect_hydro_plant]
type = "Output_Bonus"
value = 25
reqs =
{ "type", "name", "range"
"Building", "Factory", "City"
"Building", "Hydro Plant", "City"
"OutputType", "Shield", "Local"
}
nreqs =
{ "type", "name", "range"
"Building", "Solar Plant", "City"
"Building", "Hoover Dam", "City"
}
[effect_hydro_plant_MF]
type = "Output_Bonus"
value = 25
reqs =
{ "type", "name", "range"
"Building", "Factory, MF", "City"
"Building", "Hydro Plant", "City"
"OutputType", "Shield", "Local"
}
nreqs =
{ "type", "name", "range"
"Building", "Solar Plant", "City"
"Building", "Hoover Dam", "City"
}
[effect_hydro_plant_1]
type = "Output_Bonus"
value = 25
reqs =
{ "type", "name", "range"
"Building", "Mfg. Plant", "City"
"Building", "Hydro Plant", "City"
"OutputType", "Shield", "Local"
}
nreqs =
{ "type", "name", "range"
"Building", "Solar Plant", "City"
"Building", "Hoover Dam", "City"
}
[effect_hydro_plant_2]
type = "Pollu_Prod_Pct"
value = -50
reqs =
{ "type", "name", "range"
"Building", "Hydro Plant", "City"
}
nreqs =
{ "type", "name", "range"
"Building", "Solar Plant", "City"
"Building", "Hoover Dam", "City"
}
[effect_hydro_plant_3]
type = "Pollu_Prod_Pct"
value = -25
reqs =
{ "type", "name", "range"
"Building", "Recycling Center", "City"
"Building", "Hydro Plant", "City"
}
nreqs =
{ "type", "name", "range"
"Building", "Solar Plant", "City"
"Building", "Hoover Dam", "City"
}
[effect_hydro_plant_4]
type = "Pollu_Prod_Pct"
value = -25
reqs =
{ "type", "name", "range"
"Building", "Hoover Dam", "Player"
"Building", "Hydro Plant", "City"
}
nreqs =
{ "type", "name", "range"
"Building", "Solar Plant", "City"
"Building", "Hoover Dam", "City"
}
[effect_library]
type = "Output_Bonus"
value = 50
reqs =
{ "type", "name", "range"
"Building", "Library", "City"
"OutputType", "Science", "Local"
}
[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 = -200
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 = 100
reqs =
{ "type", "name", "range"
"Building", "Mfg. Plant", "City"
}
[effect_nuclear_plant_MF]
type = "Output_Bonus"
value = 25
reqs =
{ "type", "name", "range"
"Building", "Factory", "City"
"Building", "Nuclear Plant", "City"
"OutputType", "Shield", "Local"
}
nreqs =
{ "type", "name", "range"
"Building", "Hydro Plant", "City"
"Building", "Solar Plant", "City"
"Building", "Hoover Dam", "City"
}
[effect_nuclear_plant]
type = "Output_Bonus"
value = 25
reqs =
{ "type", "name", "range"
"Building", "Factory, MF", "City"
"Building", "Nuclear Plant", "City"
"OutputType", "Shield", "Local"
}
nreqs =
{ "type", "name", "range"
"Building", "Hydro Plant", "City"
"Building", "Solar Plant", "City"
"Building", "Hoover Dam", "City"
}
[effect_nuclear_plant_1]
type = "Output_Bonus"
value = 25
reqs =
{ "type", "name", "range"
"Building", "Mfg. Plant", "City"
"Building", "Nuclear Plant", "City"
"OutputType", "Shield", "Local"
}
nreqs =
{ "type", "name", "range"
"Building", "Hydro Plant", "City"
"Building", "Solar Plant", "City"
"Building", "Hoover Dam", "City"
}
[effect_nuclear_plant_2]
type = "Pollu_Prod_Pct"
value = -50
reqs =
{ "type", "name", "range"
"Building", "Nuclear Plant", "City"
}
nreqs =
{ "type", "name", "range"
"Building", "Hydro Plant", "City"
"Building", "Solar Plant", "City"
"Building", "Hoover Dam", "City"
}
[effect_nuclear_plant_3]
type = "Pollu_Prod_Pct"
value = -25
reqs =
{ "type", "name", "range"
"Building", "Recycling Center", "City"
"Building", "Nuclear Plant", "City"
}
nreqs =
{ "type", "name", "range"
"Building", "Hydro Plant", "City"
"Building", "Solar Plant", "City"
"Building", "Hoover Dam", "City"
}
;[effect_offshore_platform]
;type = "Output_Add_Tile"
;value = 1
;reqs =
; { "type", "name", "range"
; "Terrain", "Ocean", "Local"
; "Building", "Offshore Platform", "City"
; "OutputType", "Shield", "Local"
; }
[effect_port_terminal]
type = "Output_Add_Tile"
value = 1
reqs =
{ "type", "name", "range"
"Terrain", "Ocean", "Local"
"Building", "Port Terminal Facility", "City"
"OutputType", "Trade", "Local"
}
[effect_mountain_resort]
type = "Output_Add_Tile"
value = 1
reqs =
{ "type", "name", "range"
"Terrain", "Mountains", "Local"
"Base", "Resort", "Local"
"OutputType", "Trade", "Local"
}
[effect_RR_hills_trade]
type = "Output_Add_Tile"
value = 1
reqs =
{ "type", "name", "range"
"Terrain", "Hills", "Local"
"Road", "Railroad", "Local"
"OutputType", "Trade", "Local"
}
[effect_RR_mountains_trade]
type = "Output_Add_Tile"
value = 1
reqs =
{ "type", "name", "range"
"Terrain", "Mountains", "Local"
"Road", "Railroad", "Local"
"OutputType", "Trade", "Local"
}
;[effect_offshore_platform_1]
;type = "Output_Add_Tile"
;value = 1
;reqs =
; { "type", "name", "range"
; "Terrain", "Deep Ocean", "Local"
; "Building", "Offshore Platform", "City"
; "Base", "Buoy", "Local"
; "OutputType", "Shield", "Local"
; }
;[effect_offshore_platform_2]
;type = "Pollu_Pop_Pct"
;value = 100
;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_3]
type = "No_Incite"
value = 1
reqs =
{ "type", "name", "range"
"Building", "Palace", "City"
}
[effect_palace_4]
type = "Capital_City"
value = 1
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"
"Gov", "Despotism", "Player"
"Building", "Palace", "City"
"OutputType", "Gold", "Local"
}
[effect_palace_monarchy]
type = "Output_Bonus"
value = 50
reqs =
{ "type", "name", "range"
"Gov", "Monarchy", "Player"
"Building", "Palace", "City"
"OutputType", "Gold", "Local"
}
[effect_second_gov_center]
type = "Gov_Center"
value = 1
reqs =
{ "type", "name", "range"
"Building", "Second Palace", "City"
}
[effect_2_second_gov_center]
type = "Spy_Resistant"
value = 50
reqs =
{ "type", "name", "range"
"Building", "Second Palace", "City"
}
[effect_3_second_gov_center]
type = "No_Incite"
value = 1
reqs =
{ "type", "name", "range"
"Building", "Second Palace", "City"
}
[effect_4_second_gov_center]
type = "Make_Content_Mil"
value = 4
reqs =
{ "type", "name", "range"
"Building", "Second Palace", "City"
}
[effect_second_palace_despotism]
type = "Output_Bonus"
value = 75
reqs =
{ "type", "name", "range"
"Gov", "Despotism", "Player"
"Building", "Second Palace", "City"
"OutputType", "Gold", "Local"
}
[effect_second_palace_monarchy]
type = "Output_Bonus"
value = 50
reqs =
{ "type", "name", "range"
"Gov", "Monarchy", "Player"
"Building", "Second Palace", "City"
"OutputType", "Gold", "Local"
}
[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"
; "Gov", "Democracy", "Player"
; "Building", "Police Station", "City"
; }
;nreqs =
; { "type", "name", "range"
; "Building", "Women's Suffrage", "Player"
; }
[effect_port_facility]
type = "Veteran_Build"
value = 1
reqs =
{ "type", "name", "range"
"Building", "Naval Base", "City"
"UnitClass", "Sea", "Local"
}
nreqs =
{ "type", "name", "range"
"UnitFlag", "NonMil", "Local"
"UnitFlag", "NoVeteran", "Local"
}
[effect_port_facility_1]
type = "HP_Regen"
value = 100
reqs =
{ "type", "name", "range"
"Building", "Naval Base", "City"
"UnitClass", "Sea", "Local"
}
[effect_port_facility_trireme]
type = "Veteran_Build"
value = 1
reqs =
{ "type", "name", "range"
"Building", "Naval Base", "City"
"UnitClass", "Trireme", "Local"
}
nreqs =
{ "type", "name", "range"
"UnitFlag", "NonMil", "Local"
"UnitFlag", "NoVeteran", "Local"
}
[effect_port_facility_trireme_1]
type = "HP_Regen"
value = 100
reqs =
{ "type", "name", "range"
"Building", "Naval Base", "City"
"UnitClass", "Trireme", "Local"
}
[effect_power_plant]
type = "Output_Bonus"
value = 25
reqs =
{ "type", "name", "range"
"Building", "Factory", "City"
"Building", "Power Plant", "City"
"OutputType", "Shield", "Local"
}
nreqs =
{ "type", "name", "range"
"Building", "Nuclear Plant", "City"
"Building", "Hydro Plant", "City"
"Building", "Solar Plant", "City"
"Building", "Hoover Dam", "City"
}
[effect_power_plant_MF]
type = "Output_Bonus"
value = 25
reqs =
{ "type", "name", "range"
"Building", "Factory, MF", "City"
"Building", "Power Plant", "City"
"OutputType", "Shield", "Local"
}
nreqs =
{ "type", "name", "range"
"Building", "Nuclear Plant", "City"
"Building", "Hydro Plant", "City"
"Building", "Solar Plant", "City"
"Building", "Hoover Dam", "City"
}
[effect_power_plant_1]
type = "Output_Bonus"
value = 25
reqs =
{ "type", "name", "range"
"Building", "Mfg. Plant", "City"
"Building", "Power Plant", "City"
"OutputType", "Shield", "Local"
}
nreqs =
{ "type", "name", "range"
"Building", "Nuclear Plant", "City"
"Building", "Hydro Plant", "City"
"Building", "Solar Plant", "City"
"Building", "Hoover Dam", "City"
}
; Recycling Center gives a lesser additional bonus with plants
[effect_recycling_center]
type = "Pollu_Prod_Pct"
value = -50
reqs =
{ "type", "name", "range"
"Building", "Recycling Center", "City"
}
nreqs =
{ "type", "name", "range"
"Building", "Nuclear Plant", "City"
"Building", "Hydro Plant", "City"
"Building", "Solar Plant", "City"
"Building", "Hoover Dam", "City"
}
[effect_research_lab]
type = "Output_Bonus"
value = 50
reqs =
{ "type", "name", "range"
"Building", "Research Lab", "City"
"OutputType", "Science", "Local"
}
[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"
"Building", "SDI Defense", "City"
}
[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"
"Building", "Factory", "City"
"Building", "Solar Plant", "City"
"OutputType", "Shield", "Local"
}
nreqs =
{ "type", "name", "range"
"Building", "Hoover Dam", "City"
}
[effect_solar_plant_MF]
type = "Output_Bonus"
value = 25
reqs =
{ "type", "name", "range"
"Building", "Factory, MF", "City"
"Building", "Solar Plant", "City"
"OutputType", "Shield", "Local"
}
nreqs =
{ "type", "name", "range"
"Building", "Hoover Dam", "City"
}
[effect_solar_plant_1]
type = "Output_Bonus"
value = 25
reqs =
{ "type", "name", "range"
"Building", "Mfg. Plant", "City"
"Building", "Solar Plant", "City"
"OutputType", "Shield", "Local"
}
nreqs =
{ "type", "name", "range"
"Building", "Hoover Dam", "City"
}
[effect_solar_plant_2]
type = "Pollu_Prod_Pct"
value = -75
reqs =
{ "type", "name", "range"
"Building", "Solar Plant", "City"
}
nreqs =
{ "type", "name", "range"
"Building", "Hoover Dam", "City"
}
[effect_solar_plant_3]
type = "Pollu_Prod_Pct"
value = -25
reqs =
{ "type", "name", "range"
"Building", "Recycling Center", "City"
"Building", "Solar Plant", "City"
}
nreqs =
{ "type", "name", "range"
"Building", "Hoover Dam", "City"
}
[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"
"Tech", "Plastics", "World"
}
[effect_superconductor_slowdown]
type = "Slow_Down_Timeline"
value = 1
reqs =
{ "type", "name", "range"
"Tech", "Superconductors", "World"
}
[effect_spaceflight_slowdown]
type = "Slow_Down_Timeline"
value = 1
reqs =
{ "type", "name", "range"
"Tech", "Space Flight", "World"
}
[effect_stock_exchange]
type = "Output_Bonus"
value = 50
reqs =
{ "type", "name", "range", "negated"
"Building", "Stock Exchange", "City", FALSE
"OutputType", "Gold", "Local", FALSE
"Gov", "Communism", "Player", TRUE
}
[effect_stock_exchange_1]
type = "Output_Bonus"
value = 50
reqs =
{ "type", "name", "range", "negated"
"Building", "Stock Exchange", "City", FALSE
"OutputType", "Luxury", "Local", FALSE
"Gov", "Communism", "Player", TRUE
}
; Tiles with farmland don't get Super Highways trade bonus
[effect_super_highways]
type = "Output_Inc_Tile"
value = 1
reqs =
{ "type", "name", "range"
"Road", "Road", "Local"
"Building", "Super Highways", "City"
"OutputType", "Trade", "Local"
}
nreqs =
{ "type", "name", "range"
"Special", "Farmland", "Local"
"CityTile", "Center", "Local"
}
; City center tiles only get the trade bonus if they aren't benefiting from
; 'automatic' farmland (the following clauses duplicate terms from
; Supermarket and Irrig_Possible rules)
; City without Supermarket doesn't get farmland bonus => can get trade bonus
[effect_super_highways_city_center_1]
type = "Output_Inc_Tile"
value = 1
reqs =
{ "type", "name", "range"
"Road", "Road", "Local"
"Building", "Super Highways", "City"
"OutputType", "Trade", "Local"
"CityTile", "Center", "Local"
}
nreqs =
{ "type", "name", "range"
"Building", "Supermarket", "City"
"Special", "Farmland", "Local"
}
; Otherwise, city has Supermarket
; ...but if it has a mine, it still can't get farmland bonus
[effect_super_highways_city_center_2]
type = "Output_Inc_Tile"
value = 1
reqs =
{ "type", "name", "range"
"Road", "Road", "Local"
"Building", "Super Highways", "City"
"OutputType", "Trade", "Local"
"CityTile", "Center", "Local"
"Building", "Supermarket", "City"
"Special", "Mine", "Local"
}
; Can't have farmland with mine, so no need for farmland in nreqs
; Otherwise, it can't get farmland bonus if terrain can't be irrigated
; (desert terrain can be irrigated so will not match this clause)
[effect_super_highways_city_center_3]
type = "Output_Inc_Tile"
value = 1
reqs =
{ "type", "name", "range"
"Road", "Road", "Local"
"Building", "Super Highways", "City"
"OutputType", "Trade", "Local"
"CityTile", "Center", "Local"
"Building", "Supermarket", "City"
}
nreqs =
{ "type", "name", "range"
"Special", "Mine", "Local"
"TerrainAlter", "CanIrrigate", "Local"
"Special", "Farmland", "Local"
}
; Otherwise, it can't get farmland bonus if underlying terrain is bare
; desert on which building farmland is prohibited (see Irrig_Possible rules)
[effect_super_highways_city_center_4]
type = "Output_Inc_Tile"
value = 1
reqs =
{ "type", "name", "range"
"Road", "Road", "Local"
"Building", "Super Highways", "City"
"OutputType", "Trade", "Local"
"CityTile", "Center", "Local"
"Building", "Supermarket", "City"
"Terrain", "Desert", "Local"
}
nreqs =
{ "type", "name", "range"
"Resource", "Oasis", "Local"
"Road", "River", "Local"
"Special", "Mine", "Local"
"Special", "Farmland", "Local"
}
; Otherwise, city center tile is benefiting from farmland bonus (or has
; explicit farmland special) so doesn't get trade bonus
[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 = 100
reqs =
{ "type", "name", "range"
"Building", "Super Highways", "City"
}
[effect_supermarket]
type = "Output_Per_Tile"
value = 50
reqs =
{ "type", "name", "range"
"Special", "Farmland", "Local"
"Building", "Supermarket", "City"
"OutputType", "Food", "Local"
}
nreqs =
{ "type", "name", "range"
"CityTile", "Center", "Local"
}
; Automatic farmland on city center
; Note, terms are duplicated in Super Highways rules
[effect_supermarket_2]
type = "Output_Per_Tile"
value = 50
reqs =
{ "type", "name", "range"
"CityTile", "Center", "Local"
"TerrainAlter", "CanIrrigate", "Local"
"Building", "Supermarket", "City"
"OutputType", "Food", "Local"
}
nreqs =
{ "type", "name", "range"
"Special", "Mine", "Local"
}
[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"
"Tech", "Mysticism", "Player"
"Building", "Temple", "City"
}
nreqs =
{ "type", "name", "range"
"Gov", "Communism", "Player"
}
[effect_university]
type = "Output_Bonus"
value = 50
reqs =
{ "type", "name", "range"
"Building", "University", "City"
"OutputType", "Science", "Local"
}
[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_asmiths_trading_co]
type = "Upkeep_Free"
value = 1
reqs =
{ "type", "name", "range"
"Building", "A.Smith's Trading Co.", "Player"
"Building", "Stock Exchange", "City"
}
nreqs =
{ "type", "name", "range"
"Gov", "Communism", "Player"
}
;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_colossus]
type = "Output_Inc_Tile"
value = 1
reqs =
{ "type", "name", "range"
"Building", "Colossus", "City"
"OutputType", "Trade", "Local"
}
[effect_copernicus_observatory]
type = "Output_Add_Tile"
value = 1
reqs =
{ "type", "name", "range"
"Building", "Copernicus' Observatory", "City"
"OutputType", "Science", "Local"
}
[effect_cure_for_cancer]
type = "Output_Add_Tile"
value = 2
reqs =
{ "type", "name", "range"
"Building", "Cure For Cancer", "Player"
"CityTile", "Center", "Local"
"OutputType", "Luxury", "Local"
}
[effect_cure_for_cancer_health]
type = "Health_Pct"
value = 10
reqs =
{ "type", "name", "range"
"Building", "Cure For Cancer", "Player"
}
[effect_darwins_voyage]
type = "Output_Add_Tile"
value = 1
reqs =
{ "type", "name", "range"
"Building", "Darwin's Voyage", "Player"
"CityTile", "Center", "Local"
"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_eiffel_tower]
type = "Gain_AI_Love"
value = 10
reqs =
{ "type", "name", "range"
"Building", "Eiffel Tower", "Player"
}
nreqs =
{ "type", "name", "range", "survives"
"Building", "Apollo Program", "World", TRUE
}
[effect_eiffel_tower_1]
type = "Pollu_Pop_Pct"
value = -100
reqs =
{ "type", "name", "range"
"Building", "Eiffel Tower", "Player"
}
[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", "Local"
"OutputType", "Science", "Local"
}
[effect_great_library_2]
type = "Give_Imm_Tech"
value = 1
reqs =
{ "type", "name", "range"
"Building", "Great Library", "Player"
}
; Every Land unit
[effect_great_wall]
type = "Defend_Bonus"
value = 50
reqs =
{ "type", "name", "range"
"Building", "Great Wall", "Player"
"CityTile", "Center", "Local"
}
nreqs =
{ "type", "name", "range"
; "UnitClass", "Land", "Local"
; "UnitClass", "Small Land", "Local"
; "UnitClass", "Big Land", "Local"
; "UnitClass", "Merchant", "Local"
"UnitClass", "Sea", "Local"
"UnitClass", "Trireme", "Local"
"UnitClass", "Helicopter", "Local"
"UnitClass", "Air", "Local"
"UnitClass", "Missile", "Local"
}
[effect_great_wall_1]
type = "Unit_No_Lose_Pop"
value = 1
reqs =
{ "type", "name", "range"
"Building", "Great Wall", "Player"
}
[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", "Local"
"OutputType", "Luxury", "Local"
}
; 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_MF]
type = "Output_Bonus"
value = 25
reqs =
{ "type", "name", "range"
"Building", "Factory, MF", "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_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", "Local"
"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_js_bachs_cathedral]
type = "Output_Add_Tile"
value = 2
reqs =
{ "type", "name", "range"
"Building", "J.S. Bach's Cathedral", "Player"
"CityTile", "Center", "Local"
"OutputType", "Luxury", "Local"
}
[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_leonardos_workshop]
type = "Upgrade_Unit"
value = 2
reqs =
{ "type", "name", "range"
"Building", "Leonardo's Workshop", "Player"
}
[effect_leonardos_automatic]
type = "Upgrade_Unit"
value = 1
reqs =
{ "type", "name", "range"
}
[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"
"Building", "Lighthouse", "Player"
"UnitClass", "Sea", "Local"
}
nreqs =
{ "type", "name", "range"
"UnitFlag", "NonMil", "Local"
"UnitFlag", "NoVeteran", "Local"
"Building", "Naval Base", "City"
}
[effect_lighthouse_trireme_move]
type = "Move_Bonus"
value = 1
reqs =
{ "type", "name", "range"
"Building", "Lighthouse", "Player"
"UnitClass", "Trireme", "Local"
}
; No move bonus to Triremes starting their turn on rivers
; We also disable move bonus for city tiles in this clause...
nreqs =
{ "type", "name", "range"
"Road", "River", "Local"
"CityTile", "Center", "Local"
}
; ...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", "Local"
"TerrainClass", "Oceanic", "Adjacent"
}
[effect_lighthouse_trireme_veteran]
type = "Veteran_Build"
value = 1
reqs =
{ "type", "name", "range"
"Building", "Lighthouse", "Player"
"UnitClass", "Trireme", "Local"
}
nreqs =
{ "type", "name", "range"
"UnitFlag", "NonMil", "Local"
"UnitFlag", "NoVeteran", "Local"
"Building", "Naval Base", "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"
"Building", "Magellan's Expedition", "Player"
"UnitClass", "Sea", "Local"
}
nreqs =
{ "type", "name", "range"
"UnitFlag", "NonMil", "Local"
"UnitFlag", "NoVeteran", "Local"
}
[effect_manhattan_project]
type = "Enable_Nuke"
value = 1
reqs =
{ "type", "name", "range", "survives"
"Building", "Manhattan Project", "World", TRUE
}
[effect_Marco_Polo]
type = "Have_Embassies"
value = 1
reqs =
{ "type", "name", "range"
"Building", "Marco Polo's Embassy", "Player"
}
[effect_electricity_embassies]
type = "Have_Embassies"
value = 1
reqs =
{ "type", "name", "range"
"Tech", "Electricity", "Player"
}
[effect_michelangelos_chapel]
type = "Make_Content"
value = 3
reqs =
{ "type", "name", "range"
"Building", "Cathedral", "City"
"Building", "Michelangelo's Chapel", "Player"
}
[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_2]
type = "No_Incite"
value = 1
reqs =
{ "type", "name", "range"
"Building", "Mausoleum of Mausolos", "Player"
}
; 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_temple_of_artemis]
type = "Make_Content"
value = 2
reqs =
{ "type", "name", "range"
"Building", "Temple", "City"
"Building", "Temple of Artemis", "Player"
}
[effect_pyramids]
type = "Output_Inc_Tile"
value = 1
reqs =
{ "type", "name", "range"
"Building", "Pyramids", "City"
"OutputType", "Shield", "Local"
}
[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_shakespeares_theatre]
type = "Output_Add_Tile"
value = 1
reqs =
{ "type", "name", "range"
"Building", "Shakespeare's Theatre", "Player"
"CityTile", "Center", "Local"
"OutputType", "Luxury", "Local"
}
[effect_shakespeares_theatre_1]
type = "Output_Add_Tile"
value = 5
reqs =
{ "type", "name", "range"
"Building", "Shakespeare's Theatre", "City"
"CityTile", "Center", "Local"
"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"
}
; 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_provisional_government]
;type = "No_Anarchy"
;value = 1
;reqs =
; { "type", "name", "range"
; "Building", "Provisional Government", "Player"
; }
[effect_veteran_republic]
type = "Veteran_Build"
value = 1
reqs =
{ "type", "name", "range"
"Gov", "Republic", "Player"
}
nreqs =
{ "type", "name", "range"
"UnitFlag", "NonMil", "Local"
"UnitFlag", "NoVeteran", "Local"
}
[effect_veteran_monarchy]
type = "Veteran_Build"
value = 2
reqs =
{ "type", "name", "range"
"Gov", "Monarchy", "Player"
}
nreqs =
{ "type", "name", "range"
"UnitFlag", "NonMil", "Local"
"UnitFlag", "NoVeteran", "Local"
}
[effect_veteran_communism]
type = "Veteran_Build"
value = 2
reqs =
{ "type", "name", "range"
"Gov", "Communism", "Player"
}
nreqs =
{ "type", "name", "range"
"UnitFlag", "NonMil", "Local"
"UnitFlag", "NoVeteran", "Local"
}
[effect_veteran_despotism]
type = "Veteran_Build"
value = 2
reqs =
{ "type", "name", "range"
"Gov", "Despotism", "Player"
}
nreqs =
{ "type", "name", "range"
"UnitFlag", "NonMil", "Local"
"UnitFlag", "NoVeteran", "Local"
}
[effect_veteran_fundamentalism]
type = "Veteran_Build"
value = 1
reqs =
{ "type", "name", "range"
"Gov", "Fundamentalism", "Player"
}
nreqs =
{ "type", "name", "range"
"UnitFlag", "NonMil", "Local"
"UnitFlag", "NoVeteran", "Local"
}
[effect_veteran_anarchy]
type = "Veteran_Build"
value = 2
reqs =
{ "type", "name", "range"
"Gov", "Anarchy", "Player"
}
nreqs =
{ "type", "name", "range"
"UnitFlag", "NonMil", "Local"
"UnitFlag", "NoVeteran", "Local"
}
[effect_sun_tzus_war_academy]
type = "Veteran_Build"
value = 1
reqs =
{ "type", "name", "range"
"Building", "Sun Tzu's War Academy", "Player"
"UnitClass", "Land", "Local"
}
nreqs =
{ "type", "name", "range"
"UnitFlag", "NonMil", "Local"
"UnitFlag", "NoVeteran", "Local"
}
[effect_sun_tzus_war_academy_1]
type = "Veteran_Build"
value = 1
reqs =
{ "type", "name", "range"
"Building", "Sun Tzu's War Academy", "Player"
"UnitClass", "Big Land", "Local"
}
nreqs =
{ "type", "name", "range"
"UnitFlag", "NonMil", "Local"
"UnitFlag", "NoVeteran", "Local"
}
[effect_united_nations]
type = "Has_Senate"
value = 1
reqs =
{ "type", "name", "range", "survives"
"Building", "United Nations", "World", FALSE
"Building", "Manhattan Project", "World", TRUE
"Tech", "Nuclear Fission", "Player", FALSE
}
nreqs =
{ "type", "name", "range", "survives"
"Building", "Apollo Program", "World", TRUE
}
[effect_united_nations_democracy]
type = "Has_Senate"
value = 1
reqs =
{ "type", "name", "range"
"Gov", "Democracy", "Player"
}
nreqs =
{ "type", "name", "range"
"Building", "United Nations", "Player"
}
[effect_united_nations_1]
type = "Revolution_When_Unhappy"
value = 1
reqs =
{ "type", "name", "range"
"Building", "United Nations", "World"
}
[effect_united_nations_2]
type = "Gain_AI_Love"
value = 10
reqs =
{ "type", "name", "range"
"Building", "United Nations", "Player"
}
nreqs =
{ "type", "name", "range", "survives"
"Building", "Apollo Program", "World", TRUE
}
;[effect_womens_suffrage]
;type = "Make_Content_Mil"
;value = 1
;reqs =
; { "type", "name", "range"
; "Building", "Women's Suffrage", "Player"
; }
;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"
}
[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"
}
[effect_river_food_desert]
type = "Output_Inc_Tile"
value = 1
reqs =
{ "type", "name", "range"
"Terrain", "Desert", "Local"
"Road", "River", "Local"
"OutputType", "Food", "Local"
}
nreqs =
{ "type", "name", "range"
"Resource", "Oasis", "Local"
}
[effect_city_shield]
type = "Output_Add_Tile"
value = 1
reqs =
{ "type", "name", "range"
"CityTile", "Center", "Local"
"OutputType", "Shield", "Local"
}
; Pop pollution increased by buildings, instead of techs
; 100 = 25% (400 = 100%)
[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
nreqs =
{ "type", "name", "range"
"Terrain", "Inaccessible", "Local"
}
; each city has at least one slot to build units
[effect_city_build_slots_basic]
type = "City_Build_Slots"
value = 1
nreqs =
{ "type", "name", "range"
"Building", "Mfg. Plant", "City"
}
; 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"
}
; "Sea" nreq is for Transports, which are only supposed to clean pollution
[effect_irrigate_src_tech]
type = "Irrig_Possible"
value = 1
reqs =
{ "type", "name", "range"
"Tech", "Electricity", "Player"
}
nreqs =
{ "type", "name", "range"
"UnitClass", "Sea", "Local"
}
[effect_irrigate_src_ocean]
type = "Irrig_Possible"
value = 1
reqs =
{ "type", "name", "range"
"TerrainClass", "Oceanic", "CAdjacent"
}
nreqs =
{ "type", "name", "range"
"UnitClass", "Sea", "Local"
}
[effect_irrigate_src_river]
type = "Irrig_Possible"
value = 1
reqs =
{ "type", "name", "range"
"Road", "River", "CAdjacent"
}
nreqs =
{ "type", "name", "range"
"UnitClass", "Sea", "Local"
}
[effect_irrigate_src_irrigation]
type = "Irrig_Possible"
value = 1
reqs =
{ "type", "name", "range"
"Special", "Irrigation", "CAdjacent"
}
nreqs =
{ "type", "name", "range"
"UnitClass", "Sea", "Local"
}
; Prevent building farmland on bare deserts. It does not yield any bonus
; over irrigation, and prevents any Super Highways trade bonus, so it
; would be a waste of time.
; (Note that it is still possible to end up with farmland on such terrain
; through climate change.)
; Deserts with food bonuses _are_ allowed farmland (hence nreqs).
; -4 counterbalances all the above positive Irrig_Possible effects
[effect_no_desert_farmland_1]
type = "Irrig_Possible"
value = -4
reqs =
{ "type", "name", "range"
"Terrain", "Desert", "Local"
"Special", "Irrigation", "Local"
}
nreqs =
{ "type", "name", "range"
"Resource", "Oasis", "Local"
"Road", "River", "Local"
}
[effect_mining]
type = "Mining_Possible"
value = 1
nreqs =
{ "type", "name", "range"
"UnitClass", "Sea", "Local"
}
[effect_irrig_tf]
type = "Irrig_TF_Possible"
value = 1
nreqs =
{ "type", "name", "range"
"UnitClass", "Sea", "Local"
}
[effect_mining_tf]
type = "Mining_TF_Possible"
value = 1
nreqs =
{ "type", "name", "range"
"UnitClass", "Sea", "Local"
}
[effect_transform]
type = "Transform_Possible"
value = 1
reqs =
{ "type", "name", "range"
"Tech", "Fusion Power", "Player"
"UnitFlag", "Transform", "Local"
}
[effect_manufaktur]
type = "Output_Add_Tile"
value = 2
reqs =
{ "type", "name", "range", "negated"
"CityTile", "Center", "Local", FALSE
"OutputType", "Shield", "Local", FALSE
"Building", "Manufaktur", "City", FALSE
"Tech", "Industrialization", "Player", TRUE
}
[effect_manufaktur2]
type = "Output_Add_Tile"
value = 2
reqs =
{ "type", "name", "range"
"CityTile", "Center", "Local"
"OutputType", "Trade", "Local"
"Building", "Manufaktur", "City"
"Tech", "Industrialization", "Player"
}
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;; CORRUPTION - DESPOTISM ;;;
[effect_corruption_distance_despotism]
type = "Output_Waste_By_Distance"
value = 5
reqs =
{ "type", "name", "range"
"OutputType", "Trade", "Local"
"Gov", "Despotism", "Player"
}
[effect_temple_despotism]
type = "Output_Waste_Pct"
value = 25
reqs =
{ "type", "name", "range"
"Building", "Temple", "City"
"Gov", "Despotism", "Player"
"OutputType", "Trade", "Local"
}
[effect_courthouse_despotism]
type = "Output_Waste_Pct"
value = 30
reqs =
{ "type", "name", "range"
"Building", "Courthouse", "City"
"OutputType", "Trade", "Local"
"Gov", "Despotism", "Player"
}
[effect_cathedral_despotism]
type = "Output_Waste_Pct"
value = 25
reqs =
{ "type", "name", "range"
"Building", "Cathedral", "City"
"OutputType", "Trade", "Local"
"Gov", "Despotism", "Player"
}
[effect_police_despotism]
type = "Output_Waste_Pct"
value = 10
reqs =
{ "type", "name", "range"
"Building", "Police Station", "City"
"OutputType", "Trade", "Local"
"Gov", "Despotism", "Player"
}
;;; CORRUPTION - MONARCHY ;;;
[effect_corruption_distance_monarchy]
type = "Output_Waste_By_Distance"
value = 4
reqs =
{ "type", "name", "range"
"OutputType", "Trade", "Local"
"Gov", "Monarchy", "Player"
}
[effect_temple_monarchy]
type = "Output_Waste_Pct"
value = 15
reqs =
{ "type", "name", "range"
"Building", "Temple", "City"
"OutputType", "Trade", "Local"
"Gov", "Monarchy", "Player"
}
[effect_courthouse_monarchy]
type = "Output_Waste_Pct"
value = 40
reqs =
{ "type", "name", "range"
"Building", "Courthouse", "City"
"OutputType", "Trade", "Local"
"Gov", "Monarchy", "Player"
}
[effect_cathedral_monarchy]
type = "Output_Waste_Pct"
value = 20
reqs =
{ "type", "name", "range"
"Building", "Cathedral", "City"
"OutputType", "Trade", "Local"
"Gov", "Monarchy", "Player"
}
[effect_police_monarchy]
type = "Output_Waste_Pct"
value = 20
reqs =
{ "type", "name", "range"
"Building", "Police Station", "City"
"OutputType", "Trade", "Local"
"Gov", "Monarchy", "Player"
}
;;; CORRUPTION - FUNDAMENTALISM ;;;
[effect_corruption_distance_fundamentalism]
type = "Output_Waste_By_Distance"
value = 4
reqs =
{ "type", "name", "range"
"OutputType", "Trade", "Local"
"Gov", "Fundamentalism", "Player"
}
[effect_temple_fundamentalism]
type = "Output_Waste_Pct"
value = 30
reqs =
{ "type", "name", "range"
"Building", "Temple", "City"
"OutputType", "Trade", "Local"
"Gov", "Fundamentalism", "Player"
}
[effect_courthouse_fundamentalism]
type = "Output_Waste_Pct"
value = 10
reqs =
{ "type", "name", "range"
"Building", "Courthouse", "City"
"OutputType", "Trade", "Local"
"Gov", "Fundamentalism", "Player"
}
[effect_cathedral_fundamentalism]
type = "Output_Waste_Pct"
value = 30
reqs =
{ "type", "name", "range"
"Building", "Cathedral", "City"
"OutputType", "Trade", "Local"
"Gov", "Fundamentalism", "Player"
}
[effect_police_fundamentalism]
type = "Output_Waste_Pct"
value = 20
reqs =
{ "type", "name", "range"
"Building", "Police Station", "City"
"OutputType", "Trade", "Local"
"Gov", "Fundamentalism", "Player"
}
;;; CORRUPTION - REPUBLIC ;;;
[effect_corruption_distance_republic]
type = "Output_Waste_By_Distance"
value = 2
reqs =
{ "type", "name", "range"
"OutputType", "Trade", "Local"
"Gov", "Republic", "Player"
}
[effect_temple_republic]
type = "Output_Waste_Pct"
value = 5
reqs =
{ "type", "name", "range"
"Building", "Temple", "City"
"OutputType", "Trade", "Local"
"Gov", "Republic", "Player"
}
[effect_courthouse_republic]
type = "Output_Waste_Pct"
value = 30
reqs =
{ "type", "name", "range"
"Building", "Courthouse", "City"
"OutputType", "Trade", "Local"
"Gov", "Republic", "Player"
}
[effect_cathedral_republic]
type = "Output_Waste_Pct"
value = 20
reqs =
{ "type", "name", "range"
"Building", "Cathedral", "City"
"OutputType", "Trade", "Local"
"Gov", "Republic", "Player"
}
[effect_police_republic]
type = "Output_Waste_Pct"
value = 20
reqs =
{ "type", "name", "range"
"Building", "Police Station", "City"