1; Modifying this file: 2; You should not modify this file except to make bugfixes or 3; for other "maintenance". If you want to make custom changes, 4; you should create a new datadir subdirectory and copy this file 5; into that directory, and then modify that copy. Then use the 6; command "rulesetdir <mysubdir>" in the server to have freeciv 7; use your new customized file. 8 9; Note that the freeciv AI may not cope well with anything more 10; than minor changes. 11 12[datafile] 13description="Civ1 effects data for Freeciv (approximate)" 14options="+Freeciv-2.6-ruleset" 15 16; /* <-- avoid gettext warnings 17; 18; Effects 19; 20; type = What the effect does. Values of multiple active effects 21; of the same type get summed for the total. 22; See README.effects for list of possible types 23; value = Value added for the effect type when this effect is active, 24; i.e., all requirements are fulfilled 25; multiplier = Name of the policy that gives a multiplier for effect's value 26; reqs = Requirements for the effect to be active. 27; See README.effects for help on requirements 28; 29; */ <-- avoid gettext warnings 30 31; Cheating AI effects are in separate file 32*include "default/ai_effects.ruleset" 33 34[effect_unhappysize] 35type = "City_Unhappy_Size" 36value = 4 37 38; Specialist output bonuses 39 40[effect_gov_tile_bonus_0] 41type = "Output_Penalty_Tile" 42value = 2 43reqs = 44 { "type", "name", "range" 45 "Gov", "Anarchy", "Player" 46 } 47 48[effect_gov_tile_bonus_1] 49type = "Output_Penalty_Tile" 50value = 2 51reqs = 52 { "type", "name", "range" 53 "Gov", "Despotism", "Player" 54 } 55 56[effect_gov_tile_bonus_2] 57type = "Output_Inc_Tile_Celebrate" 58value = 1 59reqs = 60 { "type", "name", "range" 61 "OutputType", "Trade", "Local" 62 "Gov", "Monarchy", "Player" 63 } 64 65[effect_gov_tile_bonus_3] 66type = "Output_Inc_Tile_Celebrate" 67value = 1 68reqs = 69 { "type", "name", "range" 70 "OutputType", "Trade", "Local" 71 "Gov", "Communism", "Player" 72 } 73 74[effect_gov_tile_bonus_4] 75type = "Output_Inc_Tile" 76value = 1 77reqs = 78 { "type", "name", "range" 79 "Gov", "Republic", "Player" 80 "OutputType", "Trade", "Local" 81 } 82 83[effect_gov_tile_bonus_5] 84type = "Output_Inc_Tile" 85value = 1 86reqs = 87 { "type", "name", "range" 88 "Gov", "Democracy", "Player" 89 "OutputType", "Trade", "Local" 90 } 91 92[effect_corruption_anarchy0] 93type = "Output_Waste" 94value = 25 95reqs = 96 { "type", "name", "range" 97 "Gov", "Anarchy", "Player" 98 "OutputType", "Trade", "Local" 99 } 100 101[effect_corruption_anarchy1] 102type = "Output_Waste_By_Distance" 103value = 2 104reqs = 105 { "type", "name", "range" 106 "Gov", "Anarchy", "Player" 107 "OutputType", "Trade", "Local" 108 } 109 110[effect_corruption_despotism0] 111type = "Output_Waste" 112value = 37 113reqs = 114 { "type", "name", "range" 115 "Gov", "Despotism", "Player" 116 "OutputType", "Trade", "Local" 117 } 118 119[effect_corruption_despotism1] 120type = "Output_Waste_By_Distance" 121value = 4 122reqs = 123 { "type", "name", "range" 124 "Gov", "Despotism", "Player" 125 "OutputType", "Trade", "Local" 126 } 127 128[effect_corruption_monarchy0] 129type = "Output_Waste" 130value = 15 131reqs = 132 { "type", "name", "range" 133 "Gov", "Monarchy", "Player" 134 "OutputType", "Trade", "Local" 135 } 136 137[effect_corruption_monarchy1] 138type = "Output_Waste_By_Distance" 139value = 2 140reqs = 141 { "type", "name", "range" 142 "Gov", "Monarchy", "Player" 143 "OutputType", "Trade", "Local" 144 } 145 146[effect_corruption_communism0] 147type = "Output_Waste" 148value = 20 149reqs = 150 { "type", "name", "range" 151 "Gov", "Communism", "Player" 152 "OutputType", "Trade", "Local" 153 } 154 155[effect_corruption_republic0] 156type = "Output_Waste" 157value = 15 158reqs = 159 { "type", "name", "range" 160 "Gov", "Republic", "Player" 161 "OutputType", "Trade", "Local" 162 } 163 164[effect_corruption_republic1] 165type = "Output_Waste_By_Distance" 166value = 2 167reqs = 168 { "type", "name", "range" 169 "Gov", "Republic", "Player" 170 "OutputType", "Trade", "Local" 171 } 172 173[effect_elvis] 174type = "Specialist_Output" 175value = 2 176reqs = 177 { "type", "name", "range" 178 "Specialist", "elvis", "Local" 179 "OutputType", "luxury", "Local" 180 } 181 182[effect_scientist] 183type = "Specialist_Output" 184value = 2 185reqs = 186 { "type", "name", "range" 187 "Specialist", "scientist", "Local" 188 "OutputType", "science", "Local" 189 } 190 191[effect_taxman] 192type = "Specialist_Output" 193value = 2 194reqs = 195 { "type", "name", "range" 196 "Specialist", "taxman", "Local" 197 "OutputType", "gold", "Local" 198 } 199 200; Barbarian effects 201 202[effect_barb1] 203type = "No_Diplomacy" 204value = 1 205reqs = 206 { "type", "name", "range" 207 "NationGroup", "Barbarian", "Player" 208 } 209 210; Barbarian disappearance 211 212[effect_barb_disappear] 213type = "Retire_Pct" 214value = 10 215reqs = 216 { "type", "name", "range", "present" 217 "NationGroup", "Barbarian", "Player", TRUE 218 "Age", "5", "Local", TRUE 219 "CityTile", "Center", "Local", FALSE 220 } 221 222; Lone Leader might escape on coast (33% chance) 223; Complement of the two effects should be 0.9 * 0.66 = 0.594 224; (100 - 59) - 10 = 31 225[effect_leader_escape] 226type = "Retire_Pct" 227value = 31 228reqs = 229 { "type", "name", "range" 230 "UnitType", "Barbarian Leader", "Local" 231 "Age", "5", "Local" 232 "TerrainClass", "Oceanic", "Adjacent" 233 "MaxUnitsOnTile", "1", "Local" 234 } 235 236; Base vision range - radius of vision is sqrt(5) = 2.24 237[effect_city_vision] 238type = "City_Vision_Radius_Sq" 239value = 5 240 241[effect_trade_routes] 242type = "Max_Trade_Routes" 243value = 3 244 245[effect_max_rates] 246type = "Max_Rates" 247value = 100 248 249[effect_base_unit_upkeep] 250type = "Upkeep_Factor" 251value = 1 252 253[effect_republic_unit_upkeep] 254type = "Upkeep_Factor" 255value = 1 256reqs = 257 { "type", "name", "range" 258 "Gov", "Republic", "Player" 259 "OutputType", "Food", "Local" 260 } 261 262[effect_democracy_unit_upkeep] 263type = "Upkeep_Factor" 264value = 1 265reqs = 266 { "type", "name", "range" 267 "Gov", "Democracy", "Player" 268 "OutputType", "Food", "Local" 269 } 270 271[effect_republic_unit_unhappiness] 272type = "Unhappy_Factor" 273value = 1 274reqs = 275 { "type", "name", "range" 276 "Gov", "Republic", "Player" 277 } 278 279[effect_democracy_unit_unhappiness] 280type = "Unhappy_Factor" 281value = 2 282reqs = 283 { "type", "name", "range" 284 "Gov", "Democracy", "Player" 285 } 286 287[effect_upkeep_free_units_anarchy] 288type = "Unit_Upkeep_Free_Per_City" 289value = 3 290reqs = 291 { "type", "name", "range" 292 "Gov", "Anarchy", "Player" 293 "OutputType", "Shield", "Local" 294 } 295 296[effect_upkeep_free_units_despotism] 297type = "Unit_Upkeep_Free_Per_City" 298value = 3 299reqs = 300 { "type", "name", "range" 301 "Gov", "Despotism", "Player" 302 "OutputType", "Shield", "Local" 303 } 304 305[effect_civil_war_0] 306type = "Civil_War_Chance" 307value = 90 308reqs = 309 { "type", "name", "range" 310 "Gov", "Anarchy", "Player" 311 } 312 313[effect_civil_war_1] 314type = "Civil_War_Chance" 315value = 80 316reqs = 317 { "type", "name", "range" 318 "Gov", "Despotism", "Player" 319 } 320 321[effect_civil_war_2] 322type = "Civil_War_Chance" 323value = 70 324reqs = 325 { "type", "name", "range" 326 "Gov", "Monarchy", "Player" 327 } 328 329[effect_civil_war_3] 330type = "Civil_War_Chance" 331value = 50 332reqs = 333 { "type", "name", "range" 334 "Gov", "Communism", "Player" 335 } 336 337[effect_civil_war_4] 338type = "Civil_War_Chance" 339value = 40 340reqs = 341 { "type", "name", "range" 342 "Gov", "Republic", "Player" 343 } 344 345[effect_civil_war_5] 346type = "Civil_War_Chance" 347value = 30 348reqs = 349 { "type", "name", "range" 350 "Gov", "Democracy", "Player" 351 } 352 353[effect_empire_size_base_0] 354type = "Empire_Size_Base" 355value = 9 356reqs = 357 { "type", "name", "range" 358 "Gov", "Anarchy", "Player" 359 } 360 361[effect_empire_size_base_1] 362type = "Empire_Size_Base" 363value = 10 364reqs = 365 { "type", "name", "range" 366 "Gov", "Despotism", "Player" 367 } 368 369[effect_empire_size_base_2] 370type = "Empire_Size_Base" 371value = 11 372reqs = 373 { "type", "name", "range" 374 "Gov", "Monarchy", "Player" 375 } 376 377[effect_empire_size_base_3] 378type = "Empire_Size_Base" 379value = 12 380reqs = 381 { "type", "name", "range" 382 "Gov", "Communism", "Player" 383 } 384 385[effect_empire_size_base_4] 386type = "Empire_Size_Base" 387value = 13 388reqs = 389 { "type", "name", "range" 390 "Gov", "Republic", "Player" 391 } 392 393[effect_empire_size_base_5] 394type = "Empire_Size_Base" 395value = 14 396reqs = 397 { "type", "name", "range" 398 "Gov", "Democracy", "Player" 399 } 400 401; FIXME: How this should work in Civ1? 402; This just makes it playable. 403[effect_empire_size_step] 404type = "Empire_Size_Step" 405value = 10 406 407[effect_martial_law_each_0] 408type = "Martial_Law_Each" 409value = 1 410reqs = 411 { "type", "name", "range" 412 "Gov", "Anarchy", "Player" 413 } 414 415[effect_martial_law_each_1] 416type = "Martial_Law_Each" 417value = 1 418reqs = 419 { "type", "name", "range" 420 "Gov", "Despotism", "Player" 421 } 422 423[effect_martial_law_each_2] 424type = "Martial_Law_Each" 425value = 1 426reqs = 427 { "type", "name", "range" 428 "Gov", "Monarchy", "Player" 429 } 430 431[effect_martial_law_each_3] 432type = "Martial_Law_Each" 433value = 1 434reqs = 435 { "type", "name", "range" 436 "Gov", "Communism", "Player" 437 } 438 439[effect_martial_law_max_0] 440type = "Martial_Law_Max" 441value = 100 442reqs = 443 { "type", "name", "range" 444 "Gov", "Anarchy", "Player" 445 } 446 447[effect_martial_law_max_1] 448type = "Martial_Law_Max" 449value = 100 450reqs = 451 { "type", "name", "range" 452 "Gov", "Despotism", "Player" 453 } 454 455[effect_martial_law_max_2] 456type = "Martial_Law_Max" 457value = 3 458reqs = 459 460 { "type", "name", "range" 461 "Gov", "Monarchy", "Player" 462 } 463 464[effect_martial_law_max_3] 465type = "Martial_Law_Max" 466value = 100 467reqs = 468 { "type", "name", "range" 469 "Gov", "Communism", "Player" 470 } 471 472[effect_rapture_grow_0] 473type = "Rapture_Grow" 474value = 1 475reqs = 476 { "type", "name", "range" 477 "Gov", "Republic", "Player" 478 } 479 480[effect_rapture_grow_1] 481type = "Rapture_Grow" 482value = 1 483reqs = 484 { "type", "name", "range" 485 "Gov", "Democracy", "Player" 486 } 487 488[effect_revolution_0] 489type = "Revolution_Unhappiness" 490value = 2 491reqs = 492 { "type", "name", "range" 493 "Gov", "Democracy", "Player" 494 } 495 496[effect_senate_0] 497type = "Has_Senate" 498value = 1 499reqs = 500 { "type", "name", "range" 501 "Gov", "Republic", "Player" 502 } 503 504[effect_senate_1] 505type = "Has_Senate" 506value = 1 507reqs = 508 { "type", "name", "range" 509 "Gov", "Democracy", "Player" 510 } 511 512; Base max city size of 10 513[effect_aqueduct_size] 514type = "Size_Adj" 515value = 10 516 517[effect_aqueduct] 518type = "Size_Unlimit" 519value = 1 520reqs = 521 { "type", "name", "range" 522 "Building", "Aqueduct", "City" 523 } 524 525[effect_bank] 526type = "Output_Bonus" 527value = 50 528reqs = 529 { "type", "name", "range" 530 "Building", "Marketplace", "City" 531 "Building", "Bank", "City" 532 "OutputType", "Gold", "Local" 533 } 534 535[effect_bank_1] 536type = "Output_Bonus" 537value = 50 538reqs = 539 { "type", "name", "range" 540 "Building", "Marketplace", "City" 541 "Building", "Bank", "City" 542 "OutputType", "Luxury", "Local" 543 } 544 545[effect_barracks] 546type = "Veteran_Build" 547value = 1 548reqs = 549 { "type", "name", "range", "present" 550 "Building", "Barracks", "City", TRUE 551 "Building", "Barracks II", "City", FALSE 552 "Building", "Barracks III", "City", FALSE 553 } 554 555[effect_barracks_ii] 556type = "Veteran_Build" 557value = 1 558reqs = 559 { "type", "name", "range", "present" 560 "Building", "Barracks II", "City", TRUE 561 "Building", "Barracks III", "City", FALSE 562 } 563 564[effect_barracks_iii] 565type = "Veteran_Build" 566value = 1 567reqs = 568 { "type", "name", "range" 569 "Building", "Barracks III", "City" 570 } 571 572[effect_cathedral] 573type = "Make_Content" 574value = 4 575reqs = 576 { "type", "name", "range" 577 "Building", "Cathedral", "City" 578 } 579 580[effect_city_walls] 581type = "Defend_Bonus" 582value = 200 583reqs = 584 { "type", "name", "range", "present" 585 "Building", "City Walls", "City", TRUE 586 "UnitType", "Artillery", "Local", FALSE 587 "UnitType", "Bomber", "Local", FALSE 588 "Building", "Great Wall", "Player", FALSE 589 } 590 591[effect_city_walls_2] 592type = "Unit_No_Lose_Pop" 593value = 1 594reqs = 595 { "type", "name", "range" 596 "Building", "City Walls", "City" 597 } 598 599[effect_city_walls_visible] 600type = "Visible_Walls" 601value = 1 602reqs = 603 { "type", "name", "range", "present" 604 "Building", "City Walls", "City", TRUE 605 "Building", "Great Wall", "Player", FALSE 606 } 607 608[effect_colosseum] 609type = "Make_Content" 610value = 3 611reqs = 612 { "type", "name", "range" 613 "Building", "Colosseum", "City" 614 } 615 616[effect_courthouse] 617type = "Output_Waste_Pct" 618value = 50 619reqs = 620 { "type", "name", "range", "present" 621 "Building", "Courthouse", "City", TRUE 622 "OutputType", "Trade", "Local", TRUE 623 "Building", "Palace", "City", FALSE 624 } 625 626[effect_factory] 627type = "Output_Bonus" 628value = 50 629reqs = 630 { "type", "name", "range", "present" 631 "Building", "Factory", "City", TRUE 632 "OutputType", "Shield", "Local", TRUE 633 "Building", "Mfg. Plant", "City", FALSE 634 } 635 636[effect_granary] 637type = "Growth_Food" 638value = 50 639reqs = 640 { "type", "name", "range" 641 "Building", "Granary", "City" 642 } 643 644[effect_hydro_plant] 645type = "Output_Bonus" 646value = 50 647reqs = 648 { "type", "name", "range", "present" 649 "Building", "Hydro Plant", "City", TRUE 650 "OutputType", "shield", "local", TRUE 651 "Building", "Hoover Dam", "Player", FALSE 652 "Building", "Nuclear Plant", "City", FALSE 653 } 654 655[effect_hydro_plant_1] 656type = "Pollu_Prod_Pct" 657value = -50 658reqs = 659 { "type", "name", "range", "present" 660 "Building", "Hydro Plant", "City", TRUE 661 "Building", "Recycling Center", "City", FALSE 662 "Building", "Hoover Dam", "Player", FALSE 663 "Building", "Nuclear Plant", "City", FALSE 664 } 665 666[effect_library] 667type = "Output_Bonus" 668value = 50 669reqs = 670 { "type", "name", "range" 671 "Building", "Library", "City" 672 "OutputType", "science", "local" 673 } 674 675[effect_marketplace] 676type = "Output_Bonus" 677value = 50 678reqs = 679 { "type", "name", "range" 680 "Building", "Marketplace", "City" 681 "OutputType", "gold", "local" 682 } 683 684[effect_marketplace_1] 685type = "Output_Bonus" 686value = 50 687reqs = 688 { "type", "name", "range" 689 "Building", "Marketplace", "City" 690 "OutputType", "luxury", "local" 691 } 692 693; No population pollution until certain techs researched 694[effect_pollu_pop_base] 695type = "Pollu_Pop_Pct_2" 696value = -100 697 698[effect_pollu_pop_automobile] 699type = "Pollu_Pop_Pct_2" 700value = 25 701reqs = 702 { "type", "name", "range" 703 "Tech", "Automobile", "Player" 704 } 705 706[effect_pollu_pop_industrialization] 707type = "Pollu_Pop_Pct_2" 708value = 25 709reqs = 710 { "type", "name", "range" 711 "Tech", "Industrialization", "Player" 712 } 713 714[effect_pollu_pop_mass_production] 715type = "Pollu_Pop_Pct_2" 716value = 25 717reqs = 718 { "type", "name", "range" 719 "Tech", "Mass Production", "Player" 720 } 721 722[effect_pollu_pop_plastics] 723type = "Pollu_Pop_Pct_2" 724value = 25 725reqs = 726 { "type", "name", "range" 727 "Tech", "Plastics", "Player" 728 } 729 730[effect_mass_transit] 731type = "Pollu_Pop_Pct" 732value = -100 733reqs = 734 { "type", "name", "range" 735 "Building", "Mass Transit", "City" 736 } 737 738[effect_mfg_plant] 739type = "Output_Bonus" 740value = 100 741reqs = 742 { "type", "name", "range" 743 "Building", "Mfg. Plant", "City" 744 "OutputType", "shield", "local" 745 } 746 747[effect_nuclear_plant] 748type = "Output_Bonus" 749value = 50 750reqs = 751 { "type", "name", "range", "present" 752 "Building", "Nuclear Plant", "City", TRUE 753 "OutputType", "shield", "local", TRUE 754 "Building", "Hoover Dam", "Player", FALSE 755 } 756 757[effect_nuclear_plant_1] 758type = "Pollu_Prod_Pct" 759value = -50 760reqs = 761 { "type", "name", "range", "present" 762 "Building", "Nuclear Plant", "City", TRUE 763 "Building", "Recycling Center", "City", FALSE 764 "Building", "Hoover Dam", "Player", FALSE 765 } 766 767[effect_palace] 768type = "Output_Waste_Pct" 769value = 50 770reqs = 771 { "type", "name", "range" 772 "Building", "Palace", "City" 773 "OutputType", "trade", "local" 774 } 775 776[effect_palace_1] 777type = "Output_Waste_Pct" 778value = 50 779reqs = 780 { "type", "name", "range" 781 "Building", "Palace", "City" 782 "OutputType", "shield", "local" 783 } 784 785[effect_palace_2] 786type = "Spy_Resistant" 787value = 50 788reqs = 789 { "type", "name", "range" 790 "Building", "Palace", "City" 791 } 792 793[effect_palace_3] 794type = "Capital_City" 795value = 1 796reqs = 797 { "type", "name", "range" 798 "Building", "Palace", "City" 799 } 800 801[effect_palace_gov_center] 802type = "Gov_Center" 803value = 1 804reqs = 805 { "type", "name", "range" 806 "Building", "Palace", "City" 807 } 808 809[effect_power_plant] 810type = "Output_Bonus" 811value = 50 812reqs = 813 { "type", "name", "range", "present" 814 "Building", "Power Plant", "City", TRUE 815 "OutputType", "shield", "local", TRUE 816 "Building", "Hoover Dam", "Player", FALSE 817 "Building", "Nuclear Plant", "City", FALSE 818 "Building", "Hydro Plant", "City", FALSE 819 } 820 821[effect_recycling_center] 822type = "Pollu_Prod_Pct" 823value = -66 824reqs = 825 { "type", "name", "range" 826 "Building", "Recycling Center", "City" 827 } 828 829[effect_sdi_defense] 830type = "Nuke_Proof" 831value = 100 832reqs = 833 { "type", "name", "range", "present" 834 "Building", "SDI Defense", "City", TRUE 835 "DiplRel", "Is foreign", "Local", TRUE 836 "DiplRel", "Team", "Local", FALSE 837 } 838 839[effect_space_component] 840type = "SS_Component" 841value = 1 842reqs = 843 { "type", "name", "range" 844 "Building", "Space Component", "City" 845 } 846 847[effect_space_module] 848type = "SS_Module" 849value = 1 850reqs = 851 { "type", "name", "range" 852 "Building", "Space Module", "City" 853 } 854 855[effect_space_structural] 856type = "SS_Structural" 857value = 1 858reqs = 859 { "type", "name", "range" 860 "Building", "Space Structural", "City" 861 } 862 863[effect_temple] 864type = "Make_Content" 865value = 1 866reqs = 867 { "type", "name", "range" 868 "Building", "Temple", "City" 869 } 870 871[effect_temple_1] 872type = "Make_Content" 873value = 1 874reqs = 875 { "type", "name", "range" 876 "Tech", "Mysticism", "Player" 877 "Building", "Temple", "City" 878 } 879 880[effect_university] 881type = "Output_Bonus" 882value = 50 883reqs = 884 { "type", "name", "range" 885 "Building", "Library", "City" 886 "Building", "University", "City" 887 "OutputType", "science", "local" 888 } 889 890[effect_apollo_program] 891type = "Reveal_Cities" 892value = 1 893reqs = 894 { "type", "name", "range" 895 "Building", "Apollo Program", "Player" 896 } 897 898[effect_apollo_program_1] 899type = "Enable_Space" 900value = 1 901reqs = 902 { "type", "name", "range", "survives" 903 "Building", "Apollo Program", "World", TRUE 904 } 905 906[effect_colossus] 907type = "Output_Inc_Tile" 908value = 1 909reqs = 910 { "type", "name", "range" 911 "Building", "Colossus", "City" 912 "OutputType", "trade", "local" 913 } 914 915[effect_copernicus_observatory] 916type = "Output_Bonus" 917value = 50 918reqs = 919 { "type", "name", "range" 920 "Building", "Library", "City" 921 "Building", "Copernicus' Observatory", "City" 922 "OutputType", "science", "local" 923 } 924 925[effect_copernicus_observatory_1] 926type = "Output_Bonus" 927value = 50 928reqs = 929 { "type", "name", "range" 930 "Building", "University", "City" 931 "Building", "Copernicus' Observatory", "City" 932 "OutputType", "science", "local" 933 } 934 935[effect_copernicus_observatory_2] 936type = "Output_Bonus" 937value = 100 938reqs = 939 { "type", "name", "range" 940 "Building", "Copernicus' Observatory", "City" 941 "OutputType", "science", "local" 942 } 943 944[effect_cure_for_cancer] 945type = "Force_Content" 946value = 1 947reqs = 948 { "type", "name", "range" 949 "Building", "Cure For Cancer", "Player" 950 } 951 952[effect_darwins_voyage] 953type = "Give_Imm_Tech" 954value = 2 955reqs = 956 { "type", "name", "range" 957 "Building", "Darwin's Voyage", "Player" 958 } 959 960[effect_great_library] 961type = "Tech_Parasite" 962value = 2 963reqs = 964 { "type", "name", "range" 965 "Building", "Great Library", "Player" 966 } 967 968[effect_great_wall] 969type = "Defend_Bonus" 970value = 200 971reqs = 972 { "type", "name", "range", "present" 973 "Building", "Great Wall", "Player", TRUE 974 "CityTile", "Center", "Local", TRUE 975 "UnitType", "Artillery", "Local", FALSE 976 "UnitType", "Bomber", "Local", FALSE 977 } 978 979[effect_great_wall_protect_pop] 980type = "Unit_No_Lose_Pop" 981value = 1 982reqs = 983 { "type", "name", "range" 984 "Building", "Great Wall", "City" 985 } 986 987[effect_great_wall_visible] 988type = "Visible_Walls" 989value = 1 990reqs = 991 { "type", "name", "range" 992 "Building", "Great Wall", "Player" 993 } 994 995[effect_hanging_gardens] 996type = "Make_Happy" 997value = 1 998reqs = 999 { "type", "name", "range" 1000 "Building", "Hanging Gardens", "Player" 1001 } 1002 1003[effect_hoover_dam] 1004type = "Output_Bonus" 1005value = 50 1006reqs = 1007 { "type", "name", "range" 1008 "Building", "Hoover Dam", "Continent" 1009 "OutputType", "shield", "local" 1010 } 1011 1012[effect_hoover_dam_1] 1013type = "Pollu_Prod_Pct" 1014value = -50 1015reqs = 1016 { "type", "name", "range", "present" 1017 "Building", "Hoover Dam", "Continent", TRUE 1018 "Building", "Recycling Center", "City", FALSE 1019 } 1020 1021[effect_isaac_newtons_college] 1022type = "Output_Bonus" 1023value = 50 1024reqs = 1025 { "type", "name", "range" 1026 "Building", "Library", "City" 1027 "Building", "Isaac Newton's College", "City" 1028 "OutputType", "science", "local" 1029 } 1030 1031[effect_isaac_newtons_college_1] 1032type = "Output_Bonus" 1033value = 50 1034reqs = 1035 { "type", "name", "range" 1036 "Building", "University", "City" 1037 "Building", "Isaac Newton's College", "Player" 1038 "OutputType", "science", "local" 1039 } 1040 1041[effect_js_bachs_cathedral] 1042type = "Force_Content" 1043value = 2 1044reqs = 1045 { "type", "name", "range" 1046 "Building", "J.S. Bach's Cathedral", "Continent" 1047 } 1048 1049[effect_lighthouse] 1050type = "Move_Bonus" 1051value = 1 1052reqs = 1053 { "type", "name", "range" 1054 "Building", "Lighthouse", "Player" 1055 "UnitClass", "Sea", "Local" 1056 } 1057 1058[effect_magellans_expedition] 1059type = "Move_Bonus" 1060value = 1 1061reqs = 1062 { "type", "name", "range" 1063 "Building", "Magellan's Expedition", "Player" 1064 "UnitClass", "Sea", "Local" 1065 } 1066 1067[effect_manhattan_project] 1068type = "Enable_Nuke" 1069value = 1 1070reqs = 1071 { "type", "name", "range", "survives" 1072 "Building", "Manhattan Project", "World", TRUE 1073 } 1074 1075[effect_michelangelos_chapel] 1076type = "Make_Content" 1077value = 4 1078reqs = 1079 { "type", "name", "range" 1080 "Building", "Cathedral", "City" 1081 "Building", "Michelangelo's Chapel", "City" 1082 } 1083 1084[effect_oracle] 1085type = "Make_Content" 1086value = 1 1087reqs = 1088 { "type", "name", "range" 1089 "Building", "Temple", "City" 1090 "Building", "Oracle", "Player" 1091 } 1092 1093[effect_oracle_mysticism] 1094type = "Make_Content" 1095value = 1 1096reqs = 1097 { "type", "name", "range" 1098 "Building", "Temple", "City" 1099 "Building", "Oracle", "Player" 1100 "Tech", "Mysticism", "Player" 1101 } 1102 1103[effect_pyramids] 1104type = "Any_Government" 1105value = 1 1106reqs = 1107 { "type", "name", "range" 1108 "Building", "Pyramids", "Player" 1109 } 1110 1111[effect_pyramids_1] 1112type = "No_Anarchy" 1113value = 1 1114reqs = 1115 { "type", "name", "range" 1116 "Building", "Pyramids", "Player" 1117 } 1118 1119[effect_seti_program] 1120type = "Output_Bonus" 1121value = 50 1122reqs = 1123 { "type", "name", "range" 1124 "Building", "SETI Program", "Player" 1125 "OutputType", "science", "local" 1126 } 1127 1128[effect_shakespeares_theatre] 1129type = "No_Unhappy" 1130value = 1 1131reqs = 1132 { "type", "name", "range" 1133 "Building", "Shakespeare's Theatre", "City" 1134 } 1135 1136[effect_united_nations] 1137type = "Any_Government" 1138value = 1 1139reqs = 1140 { "type", "name", "range" 1141 "Building", "United Nations", "Player" 1142 } 1143 1144[effect_united_nations_1] 1145type = "No_Anarchy" 1146value = 1 1147reqs = 1148 { "type", "name", "range" 1149 "Building", "United Nations", "Player" 1150 } 1151 1152[effect_womens_suffrage] 1153type = "Make_Content_Mil_Per" 1154value = 1 1155reqs = 1156 { "type", "name", "range" 1157 "Building", "Women's Suffrage", "Player" 1158 } 1159 1160[effect_flight_trade_revenue_reduce] 1161type = "Trade_Revenue_Bonus" 1162value = -585 1163reqs = 1164 { "type", "name", "range" 1165 "Tech", "Flight", "Player" 1166 } 1167 1168[effect_railroad_trade_revenue_reduce] 1169type = "Trade_Revenue_Bonus" 1170value = -585 1171reqs = 1172 { "type", "name", "range" 1173 "Tech", "Railroad", "Player" 1174 } 1175 1176[effect_calendar_base] 1177type = "Turn_Years" 1178value = 20 1179 1180; 20 - 10 = 10 1181[effect_calendar_1] 1182type = "Turn_Years" 1183value = -10 1184reqs = 1185 { "type", "name", "range" 1186 "MinYear", "1000", "World" 1187 } 1188 1189; 10 - 5 = 5 1190[effect_calendar_2] 1191type = "Turn_Years" 1192value = -5 1193reqs = 1194 { "type", "name", "range" 1195 "MinYear", "1500", "World" 1196 } 1197 1198; 5 - 3 = 2 1199[effect_calendar_3] 1200type = "Turn_Years" 1201value = -3 1202reqs = 1203 { "type", "name", "range" 1204 "MinYear", "1750", "World" 1205 } 1206 1207; 2 - 1 = 1 1208[effect_calendar_4] 1209type = "Turn_Years" 1210value = -1 1211reqs = 1212 { "type", "name", "range" 1213 "MinYear", "1850", "World" 1214 } 1215 1216[effect_tech_cost_base] 1217type = "Tech_Cost_Factor" 1218value = 1 1219 1220[effect_tech_cost_double] 1221type = "Tech_Cost_Factor" 1222value = 1 1223reqs = 1224 { "type", "name", "range" 1225 "MinYear", "1", "World" 1226 } 1227 1228; Cities can always work tiles 1229[effect_tile_workable] 1230type = "Tile_Workable" 1231value = 1 1232 1233; each city has at least one slot to build units 1234[effect_city_build_slots_basic] 1235type = "City_Build_Slots" 1236value = 1 1237 1238[effect_city_image_1] 1239type = "City_Image" 1240value = 1 1241reqs = 1242 { "type", "name", "range" 1243 "MinSize", "4", "City" 1244 } 1245 1246[effect_city_image_2] 1247type = "City_Image" 1248value = 1 1249reqs = 1250 { "type", "name", "range" 1251 "MinSize", "8", "City" 1252 } 1253 1254[effect_city_image_3] 1255type = "City_Image" 1256value = 1 1257reqs = 1258 { "type", "name", "range" 1259 "MinSize", "12", "City" 1260 } 1261 1262[effect_city_image_4] 1263type = "City_Image" 1264value = 1 1265reqs = 1266 { "type", "name", "range" 1267 "MinSize", "16", "City" 1268 } 1269 1270[effect_mine] 1271type = "Mining_Pct" 1272value = 100 1273reqs = 1274 { "type", "name", "range" 1275 "Extra", "Mine", "Local" 1276 } 1277 1278[effect_irrigation] 1279type = "Irrigation_Pct" 1280value = 100 1281reqs = 1282 { "type", "name", "range" 1283 "Extra", "Irrigation", "Local" 1284 } 1285 1286[effect_irrigation_center] 1287type = "Irrigation_Pct" 1288value = 100 1289reqs = 1290 { "type", "name", "range", "present" 1291 "CityTile", "Center", "Local", TRUE 1292 "Extra", "Irrigation", "Local", FALSE 1293 "TerrainAlter", "CanIrrigate", "Local", TRUE 1294 "Extra", "Mine", "Local", FALSE 1295 } 1296 1297[effect_irrigate_src_ocean] 1298type = "Irrig_Possible" 1299value = 1 1300reqs = 1301 { "type", "name", "range" 1302 "TerrainClass", "Oceanic", "CAdjacent" 1303 } 1304 1305[effect_irrigate_src_river] 1306type = "Irrig_Possible" 1307value = 1 1308reqs = 1309 { "type", "name", "range" 1310 "Extra", "River", "CAdjacent" 1311 } 1312 1313[effect_irrigate_src_irrigation] 1314type = "Irrig_Possible" 1315value = 1 1316reqs = 1317 { "type", "name", "range" 1318 "Extra", "Irrigation", "CAdjacent" 1319 } 1320 1321[effect_mining] 1322type = "Mining_Possible" 1323value = 1 1324 1325[effect_irrig_tf] 1326type = "Irrig_TF_Possible" 1327value = 1 1328 1329[effect_mining_tf] 1330type = "Mining_TF_Possible" 1331value = 1 1332reqs = 1333 { "type", "name", "range", "present" 1334 "Extra", "River", "Local", FALSE 1335 } 1336 1337[effect_pollution] 1338type = "Output_Tile_Punish_Pct" 1339value = 50 1340reqs = 1341 { "type", "name", "range" 1342 "Extra", "Pollution", "Local" 1343 } 1344 1345[effect_incite_cost_empty] 1346type = "Incite_Cost_Pct" 1347value = -50 1348reqs = 1349 { "type", "name", "range" 1350 "MaxUnitsOnTile", "0", "Local" 1351 } 1352 1353[effect_unit_bribe_cost_settlers] 1354type = "Unit_Bribe_Cost_Pct" 1355value = -50 1356reqs = 1357 { "type", "name", "range" 1358 "UnitFlag", "Cities", "Local" 1359 } 1360 1361[effect_illegal_action_move_cost_base] 1362type = "Illegal_Action_Move_Cost" 1363value = 1 1364