Make enum type conversion explicit.
[freeciv.git] / data / sandbox / effects.ruleset
blob0d3b65247efa4d3910a88217fe2997a226f41422
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.
9 ; Note that the freeciv AI may not cope well with anything more
10 ; than minor changes.
12 [datafile]
13 description="Sandbox effects data for Freeciv"
14 options="+Freeciv-ruleset-Devel-2017.Jan.02"
15 format_version=20
17 ; /* <-- avoid gettext warnings
19 ; Effects
21 ; type                    = What the effect does. Values of multiple active effects
22 ;                           of the same type get summed for the total.
23 ;                           See README.effects for list of possible types
24 ; value                   = Value added for the effect type when this effect is active,
25 ;                           i.e., all requirements are fulfilled
26 ; multiplier              = Name of the policy that gives a multiplier for effect's value
27 ; reqs                    = Requirements for the effect to be active.
28 ;                           See README.effects for help on requirements
30 ; */ <-- avoid gettext warnings
32 ; Lower chance of AI wars
33 ; "Away" "Novice" "Easy" "Normal" "Hard" "Cheating" "Experimental"
34 [effect_ai_hard_love]
35 type    = "Gain_AI_Love"
36 value   = 10
37 reqs    =
38     { "type", "name", "range"
39       "AI", "Hard", "Player"
40     }
42 [effect_ai_cheat_love]
43 type    = "Gain_AI_Love"
44 value   = 20
45 reqs    =
46     { "type", "name", "range"
47       "AI", "Cheating", "Player"
48     }
50 [effect_ai_cheat_sci]
51 type    = "Output_Bonus_2"
52 value   = 40
53 reqs    =
54     { "type", "name", "range"
55       "AI", "Cheating", "Player"
56       "OutputType", "Science", "Local"
57     }
59 [effect_ai_cheat_lux]
60 type    = "Output_Bonus_2"
61 value   = 40
62 reqs    =
63     { "type", "name", "range"
64       "AI", "Cheating", "Player"
65       "OutputType", "Luxury", "Local"
66     }
68 [effect_ai_cheat_gold]
69 type    = "Output_Bonus_2"
70 value   = 40
71 reqs    =
72     { "type", "name", "range"
73       "AI", "Cheating", "Player"
74       "OutputType", "Gold", "Local"
75     }
77 [effect_ai_cheat_shield]
78 type    = "Output_Bonus_2"
79 value   = 40
80 reqs    =
81     { "type", "name", "range"
82       "AI", "Cheating", "Player"
83       "OutputType", "Shield", "Local"
84     }
86 [effect_ai_cheat_happiness]
87 type    = "Make_Content"
88 value   = 1
89 reqs    =
90     { "type", "name", "range"
91       "AI", "Cheating", "Player"
92     }
94 [effect_ai_cheat_pollution]
95 type    = "Pollu_Prod_Pct"
96 value   = -20
97 reqs    =
98     { "type", "name", "range"
99       "AI", "Cheating", "Player"
100     }
102 [effect_ai_cheat_veteran]
103 type    = "Veteran_Combat"
104 value   = 20
105 reqs    =
106     { "type", "name", "range"
107       "AI", "Cheating", "Player"
108     }
110 [effect_ai_cheat_bribe_cost]
111 type    = "Unit_Bribe_Cost_Pct"
112 value   = 20
113 reqs    =
114     { "type", "name", "range"
115       "AI", "Cheating", "Player"
116     }
118 [effect_ai_cheat_incite_cost]
119 type    = "Incite_Cost_Pct"
120 value   = 20
121 reqs    =
122     { "type", "name", "range"
123       "AI", "Cheating", "Player"
124     }
126 [effect_ai_cheat_defense]
127 type    = "Defend_Bonus"
128 value   = 50
129 reqs    =
130     { "type", "name", "range", "present"
131       "AI", "Cheating", "Player", TRUE
132       "CityTile", "Center", "Local", FALSE
133       "TerrainClass", "Oceanic", "Local", FALSE
134     }
136 [effect_ai_handicapped_science]
137 type    = "Output_Bonus"
138 value   = -25
139 reqs    =
140     { "type", "name", "range"
141       "AI", "Handicapped", "Player"
142       "OutputType", "Science", "Local"
143     }
145 [effect_ai_handicapped_defense]
146 type    = "Defend_Bonus"
147 value   = -25
148 reqs    =
149     { "type", "name", "range"
150       "AI", "Handicapped", "Player"
151     }
153 [effect_ai_handicapped_bribe_cost]
154 type    = "Unit_Bribe_Cost_Pct"
155 value   = -20
156 reqs    =
157     { "type", "name", "range"
158       "AI", "Handicapped", "Player"
159     }
161 [effect_ai_handicapped_incite_cost]
162 type    = "Incite_Cost_Pct"
163 value   = -20
164 reqs    =
165     { "type", "name", "range"
166       "AI", "Handicapped", "Player"
167     }
169 [effect_unhappysize]
170 type    = "City_Unhappy_Size"
171 value   = 4
173 ; Barbarian effects
175 [effect_barb1]
176 type    = "No_Diplomacy"
177 value   = 1
178 reqs    =
179     { "type", "name", "range"
180       "NationGroup", "Barbarian", "Player"
181     }
183 ; Barbarian no waste by distance
184 [effect_barb2]
185 type    = "Output_Waste_By_Distance"
186 value   = -2
187 reqs    =
188     { "type", "name", "range"
189       "NationGroup", "Barbarian", "Player"
190     }
192 ; Barbarian disappearance
194 [effect_barb_disappear]
195 type    = "Retire_Pct"
196 value   = 10
197 reqs    =
198     { "type", "name", "range", "present"
199       "NationGroup", "Barbarian", "Player", TRUE
200       "Age", "5", "Local", TRUE
201       "CityTile", "Center", "Local", FALSE
202     }
204 ; Lone Leader might escape on coast (33% chance)
205 ; Complement of the two effects should be 0.9 * 0.66 = 0.594
206 ; (100 - 59) - 10 = 31
207 [effect_leader_escape]
208 type    = "Retire_Pct"
209 value   = 31
210 reqs    =
211     { "type", "name", "range"
212       "UnitType", "Barbarian Leader", "Local"
213       "Age", "5", "Local"
214       "TerrainClass", "Oceanic", "Adjacent"
215       "MaxUnitsOnTile", "1", "Local"
216     }
218 ; Specialist output bonuses
220 [effect_elvis]
221 type    = "Specialist_Output"
222 value   = 2
223 reqs    =
224     { "type", "name", "range"
225       "Specialist", "Elvis", "Local"
226       "OutputType", "Luxury", "Local"
227     }
229 [effect_scientist]
230 type    = "Specialist_Output"
231 value   = 2
232 reqs    =
233     { "type", "name", "range"
234       "Specialist", "Scientist", "Local"
235       "OutputType", "Science", "Local"
236     }
238 [effect_taxman]
239 type    = "Specialist_Output"
240 value   = 2
241 reqs    =
242     { "type", "name", "range"
243       "Specialist", "Taxman", "Local"
244       "OutputType", "Gold", "Local"
245     }
247 ; Vision benefit from fortress watchtowers
248 [effect_fortress_vision]
249 type    = "Unit_Vision_Radius_Sq"
250 value   = 8
251 reqs    =
252     { "type", "name", "range"
253       "Extra", "Fortress", "Local"
254       "Tech", "Astronomy", "Player"
255     }
257 ; Fortress HP regen (Every Land units)
258 [effect_fortress_hp_regen]
259 type    = "HP_Regen"
260 value   = 25
261 reqs    =
262     { "type", "name", "range", "present"
263       "Extra", "Fortress", "Local", TRUE
264 ;      "UnitClass", "Land", "Local", FALSE
265 ;      "UnitClass", "Small Land", "Local", FALSE
266 ;      "UnitClass", "Big Land", "Local", FALSE
267 ;      "UnitClass", "Merchant", "Local", FALSE
268       "UnitClass", "Sea", "Local", FALSE
269       "UnitClass", "Trireme", "Local", FALSE
270       "UnitClass", "Helicopter", "Local", FALSE
271       "UnitClass", "Air", "Local", FALSE
272       "UnitClass", "Missile", "Local", FALSE
273     }
275 [effect_fort_defense]
276 type    = "Defend_Bonus"
277 value   = 50
278 reqs    =
279     { "type", "name", "range", "present"
280       "Extra", "Fort", "Local", TRUE
281 ;      "UnitClass", "Land", "Local", FALSE
282 ;      "UnitClass", "Small Land", "Local", FALSE
283 ;      "UnitClass", "Big Land", "Local", FALSE
284 ;      "UnitClass", "Merchant", "Local", FALSE
285 ;      "UnitClass", "Sea", "Local", FALSE
286 ;      "UnitClass", "Trireme", "Local", FALSE
287       "UnitClass", "Helicopter", "Local", FALSE
288       "UnitClass", "Air", "Local", FALSE
289       "UnitClass", "Missile", "Local", FALSE
290     }
292 ; Cumulative with fort
293 ; 50 + 50 = 100
294 [effect_fortress_defense]
295 type    = "Defend_Bonus"
296 value   = 50
297 reqs    =
298     { "type", "name", "range", "present"
299       "Extra", "Fortress", "Local", TRUE
300 ;      "UnitClass", "Land", "Local", FALSE
301 ;      "UnitClass", "Small Land", "Local", FALSE
302 ;      "UnitClass", "Big Land", "Local", FALSE
303 ;      "UnitClass", "Merchant", "Local", FALSE
304 ;      "UnitClass", "Sea", "Local", FALSE
305 ;      "UnitClass", "Trireme", "Local", FALSE
306       "UnitClass", "Helicopter", "Local", FALSE
307       "UnitClass", "Air", "Local", FALSE
308       "UnitClass", "Missile", "Local", FALSE
309     }
311 ; Airstrip HP regen (Every Air unit)
312 [effect_airstrip_hp_regen]
313 type    = "HP_Regen"
314 value   = 10
315 reqs    =
316     { "type", "name", "range", "present"
317       "Extra", "Airstrip", "Local", TRUE
318       "UnitClass", "Land", "Local", FALSE
319       "UnitClass", "Small Land", "Local", FALSE
320       "UnitClass", "Big Land", "Local", FALSE
321       "UnitClass", "Merchant", "Local", FALSE
322       "UnitClass", "Sea", "Local", FALSE
323       "UnitClass", "Trireme", "Local", FALSE
324 ;      "UnitClass", "Helicopter", "Local", FALSE
325 ;      "UnitClass", "Air", "Local", FALSE
326       "UnitClass", "Missile", "Local", FALSE
327     }
329 ; Airbase HP regen: cumulative with airstrip
330 ; 10 + 24 = 34% (this approximation to 1/3 is exact for units <50HP;
331 ; 1/3 is equivalent to a city without Airport)
332 [effect_airbase_hp_regen]
333 type    = "HP_Regen"
334 value   = 24
335 reqs    =
336     { "type", "name", "range", "present"
337       "Extra", "Airbase", "Local", TRUE
338       "UnitClass", "Land", "Local", FALSE
339       "UnitClass", "Small Land", "Local", FALSE
340       "UnitClass", "Big Land", "Local", FALSE
341       "UnitClass", "Merchant", "Local", FALSE
342       "UnitClass", "Sea", "Local", FALSE
343       "UnitClass", "Trireme", "Local", FALSE
344 ;      "UnitClass", "Helicopter", "Local", FALSE
345 ;      "UnitClass", "Air", "Local", FALSE
346       "UnitClass", "Missile", "Local", FALSE
347     }
349 [effect_airstrip_defense]
350 type    = "Defend_Bonus"
351 value   = 50
352 reqs    =
353     { "type", "name", "range", "present"
354       "Extra", "Airstrip", "Local", TRUE
355       "UnitClass", "Land", "Local", FALSE
356       "UnitClass", "Small Land", "Local", FALSE
357       "UnitClass", "Big Land", "Local", FALSE
358       "UnitClass", "Merchant", "Local", FALSE
359       "UnitClass", "Sea", "Local", FALSE
360       "UnitClass", "Trireme", "Local", FALSE
361 ;      "UnitClass", "Helicopter", "Local", FALSE
362 ;      "UnitClass", "Air", "Local", FALSE
363 ;      "UnitClass", "Missile", "Local", FALSE
364     }
366 ; Cumulative with airstrip
367 ; 50 + 50 = 100
368 [effect_airbase_defense]
369 type    = "Defend_Bonus"
370 value   = 50
371 reqs    =
372     { "type", "name", "range", "present"
373       "Extra", "Airbase", "Local", TRUE
374       "UnitClass", "Land", "Local", FALSE
375       "UnitClass", "Small Land", "Local", FALSE
376       "UnitClass", "Big Land", "Local", FALSE
377       "UnitClass", "Merchant", "Local", FALSE
378       "UnitClass", "Sea", "Local", FALSE
379       "UnitClass", "Trireme", "Local", FALSE
380 ;      "UnitClass", "Helicopter", "Local", FALSE
381 ;      "UnitClass", "Air", "Local", FALSE
382 ;      "UnitClass", "Missile", "Local", FALSE
383     }
385 [effect_trade_routes]
386 type    = "Max_Trade_Routes"
387 value   = 2
389 ; Base vision range - radius of vision is sqrt(5) = 2.24
390 [effect_city_vision]
391 type    = "City_Vision_Radius_Sq"
392 value   = 5
394 ; 5 + 5 = 10
395 [effect_city_vision_1]
396 type    = "City_Vision_Radius_Sq"
397 value   = 5
398 reqs    =
399     { "type", "name", "range"
400       "Tech", "Electricity", "Player"
401     }
403 ; Vision benefit from mountains (for every land unit)
404 [effect_mountains_vision]
405 type    = "Unit_Vision_Radius_Sq"
406 value   = 4
407 reqs    =
408     { "type", "name", "range", "present"
409       "Terrain", "Mountains", "Local", TRUE
410 ;      "UnitClass", "Land", "Local", FALSE
411 ;      "UnitClass", "Small Land", "Local", FALSE
412 ;      "UnitClass", "Big Land", "Local", FALSE
413 ;      "UnitClass", "Merchant", "Local", FALSE
414       "UnitClass", "Sea", "Local", FALSE
415       "UnitClass", "Trireme", "Local", FALSE
416       "UnitClass", "Helicopter", "Local", FALSE
417       "UnitClass", "Air", "Local", FALSE
418       "UnitClass", "Missile", "Local", FALSE
419     }
421 ; Movement penalty if ended turn at mountains (for every land unit)
422 [effect_mountains_movement]
423 type    = "Move_Bonus"
424 value   = -1
425 reqs    =
426     { "type", "name", "range", "present"
427       "Terrain", "Mountains", "Local", TRUE
428 ;      "UnitClass", "Land", "Local", FALSE
429 ;      "UnitClass", "Small Land", "Local", FALSE
430 ;      "UnitClass", "Big Land", "Local", FALSE
431 ;      "UnitClass", "Merchant", "Local", FALSE
432       "UnitClass", "Sea", "Local", FALSE
433       "UnitClass", "Trireme", "Local", FALSE
434       "UnitClass", "Helicopter", "Local", FALSE
435       "UnitClass", "Air", "Local", FALSE
436       "UnitClass", "Missile", "Local", FALSE
437       "Extra", "Road", "Local", FALSE
438     }
440 ; Nuclear power gives +1 moves to sea units
441 [effect_nuclear_powered_boats]
442 type    = "Move_Bonus"
443 value   = 1
444 reqs    =
445     { "type", "name", "range"
446       "Tech", "Nuclear Power", "Player"
447       "UnitClass", "Sea", "Local"
448     }
450 ; Advanced Flight enables movement of nuclear weapons
451 [effect_nuclear_bomber]
452 type    = "Move_Bonus"
453 value   = 8
454 reqs    =
455     { "type", "name", "range"
456       "Tech", "Advanced Flight", "Player"
457       "UnitType", "Nuclear", "Local"
458     }
460 ; Rocketry doubles movement of nuclear weapons
461 [effect_nuclear_missile]
462 type    = "Move_Bonus"
463 value   = 8
464 reqs    =
465     { "type", "name", "range"
466       "Tech", "Rocketry", "Player"
467       "UnitType", "Nuclear", "Local"
468     }
470 ; Invention halves unit upgrade prices
471 [effect_upgrade_price_halfed]
472 type    = "Upgrade_Price_Pct"
473 value   = -50
474 reqs    =
475     { "type", "name", "range"
476       "Tech", "Invention", "Player"
477     }
479 ; Medicine increases city health
480 [effect_unit_recover_medicine]
481 type    = "Health_Pct"
482 value   = 30
483 reqs    =
484     { "type", "name", "range"
485       "Tech", "Medicine", "Player"
486     }
488 ; Base -1% food each 1 tile
489 [effect_food_waste_distance]
490 type    = "Output_Waste_By_Distance"
491 value   = 1
492 reqs    =
493     { "type", "name", "range"
494       "OutputType", "Food", "Local"
495     }
497 ; Total -1% food each 2 tiles
498 [effect_food_waste_distance_1]
499 type    = "Output_Waste_Pct"
500 value   = 50
501 reqs    =
502     { "type", "name", "range"
503       "OutputType", "Food", "Local"
504     }
506 ; Base 0% food waste with Anarchy
507 [effect_food_waste_distance_2]
508 type    = "Output_Waste_By_Distance"
509 value   = -1
510 reqs    =
511     { "type", "name", "range"
512       "Gov", "Anarchy", "Player"
513       "OutputType", "Food", "Local"
514     }
516 ; base -1% trade each tile
517 [effect_corruption_distance]
518 type    = "Output_Waste_By_Distance"
519 value   = 1
520 reqs    =
521     { "type", "name", "range", "present"
522       "OutputType", "Trade", "Local", TRUE
523       "Gov", "Republic", "Player", FALSE
524     }
526 ; 1 + 1 => -2% each tile without advanced tech / govs
527 [effect_corruption_distance_ancient]
528 type    = "Output_Waste_By_Distance"
529 value   = 1
530 reqs    =
531     { "type", "name", "range", "present"
532       "OutputType", "Trade", "Local", TRUE
533       "Tech", "The Corporation", "Player", FALSE
534       "Gov", "Communism", "Player", FALSE
535     }
537 [effect_corruption_distance_republic]
538 type    = "Output_Waste_By_Rel_Distance"
539 value   = 1
540 reqs    =
541     { "type", "name", "range"
542       "Gov", "Republic", "Player"
543     }
545 ; Total = 0 for Communism
546 [effect_corruption_distance_communism]
547 type    = "Output_Waste_By_Distance"
548 value   = -1
549 reqs    =
550     { "type", "name", "range"
551       "Gov", "Communism", "Player"
552       "OutputType", "Trade", "Local"
553     }
555 ; Total = 0 for Federation with The Corporation, -1% for Federation alone
556 [effect_corruption_distance_federation]
557 type    = "Output_Waste_By_Distance"
558 value   = -1
559 reqs    =
560     { "type", "name", "range"
561       "Gov", "Federation", "Player"
562       "OutputType", "Trade", "Local"
563     }
565 ; Corruption + waste = 30% for all govs
567 [effect_corruption_tribal]
568 type    = "Output_Waste"
569 value   = 30
570 reqs    =
571     { "type", "name", "range"
572       "Gov", "Tribal", "Player"
573       "OutputType", "Trade", "Local"
574     }
576 [effect_corruption_despotism]
577 type    = "Output_Waste"
578 value   = 20
579 reqs    =
580     { "type", "name", "range"
581       "Gov", "Despotism", "Player"
582       "OutputType", "Trade", "Local"
583     }
585 [effect_corruption_monarchy]
586 type    = "Output_Waste"
587 value   = 10
588 reqs    =
589     { "type", "name", "range"
590       "Gov", "Monarchy", "Player"
591       "OutputType", "Trade", "Local"
592     }
594 [effect_corruption_communism]
595 type    = "Output_Waste"
596 value   = 30
597 reqs    =
598     { "type", "name", "range"
599       "Gov", "Communism", "Player"
600       "OutputType", "Trade", "Local"
601     }
603 [effect_corruption_fundamentalism]
604 type    = "Output_Waste"
605 value   = 15
606 reqs    =
607     { "type", "name", "range"
608       "Gov", "Fundamentalism", "Player"
609       "OutputType", "Trade", "Local"
610     }
612 [effect_corruption_republic]
613 type    = "Output_Waste"
614 value   = 25
615 reqs    =
616     { "type", "name", "range"
617       "Gov", "Republic", "Player"
618       "OutputType", "Trade", "Local"
619     }
621 [effect_corruption_democracy]
622 type    = "Output_Waste"
623 value   = 5
624 reqs    =
625     { "type", "name", "range"
626       "Gov", "Democracy", "Player"
627       "OutputType", "Trade", "Local"
628     }
630 ; base -1% shields each tile
631 [effect_waste_distance]
632 type    = "Output_Waste_By_Distance"
633 value   = 1
634 reqs    =
635     { "type", "name", "range"
636       "OutputType", "Shield", "Local"
637     }
639 ; 1 + 1 => -2% each tile without Trade or advanced govs
640 [effect_waste_distance_ancient]
641 type    = "Output_Waste_By_Distance"
642 value   = 1
643 reqs    =
644     { "type", "name", "range", "present"
645       "OutputType", "Shield", "Local", TRUE
646       "Tech", "Trade", "Player", FALSE
647       "Gov", "Communism", "Player", FALSE
648       "Gov", "Federation", "Player", FALSE
649     }
651 ; 1 - 1 = 0% with Communism
652 [effect_waste_distance_communism]
653 type    = "Output_Waste_By_Distance"
654 value   = -1
655 reqs    =
656     { "type", "name", "range"
657       "Gov", "Communism", "Player"
658       "OutputType", "Shield", "Local"
659     }
661 ; 1 - 1 = 0% with Federation
662 [effect_waste_distance_federation]
663 type    = "Output_Waste_By_Distance"
664 value   = -1
665 reqs    =
666     { "type", "name", "range"
667       "Gov", "Federation", "Player"
668       "OutputType", "Shield", "Local"
669     }
671 [effect_waste_anarchy]
672 type    = "Output_Waste"
673 value   = 30
674 reqs    =
675     { "type", "name", "range"
676       "Gov", "Anarchy", "Player"
677       "OutputType", "Shield", "Local"
678     }
680 [effect_waste_despotism]
681 type    = "Output_Waste"
682 value   = 10
683 reqs    =
684     { "type", "name", "range"
685       "Gov", "Despotism", "Player"
686       "OutputType", "Shield", "Local"
687     }
689 [effect_waste_monarchy]
690 type    = "Output_Waste"
691 value   = 20
692 reqs    =
693     { "type", "name", "range"
694       "Gov", "Monarchy", "Player"
695       "OutputType", "Shield", "Local"
696     }
698 [effect_waste_fundamentalism]
699 type    = "Output_Waste"
700 value   = 15
701 reqs    =
702     { "type", "name", "range"
703       "Gov", "Fundamentalism", "Player"
704       "OutputType", "Shield", "Local"
705     }
707 [effect_waste_federation]
708 type    = "Output_Waste"
709 value   = 30
710 reqs    =
711     { "type", "name", "range"
712       "Gov", "Federation", "Player"
713       "OutputType", "Shield", "Local"
714     }
716 [effect_waste_republic]
717 type    = "Output_Waste"
718 value   = 5
719 reqs    =
720     { "type", "name", "range"
721       "Gov", "Republic", "Player"
722       "OutputType", "Shield", "Local"
723     }
725 [effect_waste_democracy]
726 type    = "Output_Waste"
727 value   = 25
728 reqs    =
729     { "type", "name", "range"
730       "Gov", "Democracy", "Player"
731       "OutputType", "Shield", "Local"
732     }
734 [effect_tech_upkeep_anarchy]
735 type    = "Tech_Upkeep_Free"
736 value   = 99
737 reqs    =
738     { "type", "name", "range"
739       "Gov", "Anarchy", "Player"
740     }
742 [effect_building_upkeep_anarchy]
743 type    = "Upkeep_Free"
744 value   = 99
745 reqs    =
746     { "type", "name", "range"
747       "Gov", "Anarchy", "Player"
748     }
750 [effect_building_upkeep_communism]
751 type    = "Upkeep_Free"
752 value   = 1
753 reqs    =
754     { "type", "name", "range"
755       "Gov", "Communism", "Player"
756     }
758 [effect_base_unit_upkeep_gold_1]
759 type    = "Upkeep_Factor"
760 value   = 1
761 reqs    =
762     { "type", "name", "range", "present"
763       "OutputType", "Gold", "Local", TRUE
764       "Gov", "Anarchy", "Player", FALSE
765       "Gov", "Tribal", "Player", FALSE
766       "Gov", "Communism", "Player", FALSE
767 ;      "Gov", "Despotism", "Player", FALSE
768 ;      "Gov", "Monarchy", "Player", FALSE
769 ;      "Gov", "Fundamentalism", "Player", FALSE
770 ;      "Gov", "Federation", "Player", FALSE
771       "Gov", "Republic", "Player", FALSE
772 ;      "Gov", "Democracy", "Player", FALSE
773     }
775 ; additive with previous => x2 for Fundamentalism, Federation, Democracy
776 [effect_base_unit_upkeep_gold_2]
777 type    = "Upkeep_Factor"
778 value   = 1
779 reqs    =
780     { "type", "name", "range", "present"
781       "OutputType", "Gold", "Local", TRUE
782       "Gov", "Anarchy", "Player", FALSE
783       "Gov", "Tribal", "Player", FALSE
784       "Gov", "Communism", "Player", FALSE
785       "Gov", "Despotism", "Player", FALSE
786       "Gov", "Monarchy", "Player", FALSE
787 ;      "Gov", "Fundamentalism", "Player", FALSE
788 ;      "Gov", "Federation", "Player", FALSE
789       "Gov", "Republic", "Player", FALSE
790 ;      "Gov", "Democracy", "Player", FALSE
791     }
793 [effect_base_unit_upkeep_shield]
794 type    = "Upkeep_Factor"
795 value   = 1
796 reqs    =
797     { "type", "name", "range", "present"
798       "OutputType", "Shield", "Local", TRUE
799 ;      "Gov", "Anarchy", "Player", FALSE
800 ;      "Gov", "Tribal", "Player", FALSE
801 ;      "Gov", "Communism", "Player", FALSE
802       "Gov", "Despotism", "Player", FALSE
803       "Gov", "Monarchy", "Player", FALSE
804       "Gov", "Fundamentalism", "Player", FALSE
805       "Gov", "Federation", "Player", FALSE
806 ;      "Gov", "Republic", "Player", FALSE
807       "Gov", "Democracy", "Player", FALSE
808     }
810 [effect_base_unit_upkeep_food]
811 type    = "Upkeep_Factor"
812 value   = 1
813 reqs    =
814     { "type", "name", "range"
815       "OutputType", "Food", "Local"
816     }
818 [effect_unit_unhappiness]
819 type    = "Unhappy_Factor"
820 value   = 1
821 reqs   =
822     { "type", "name", "range", "present"
823       "Gov", "Anarchy", "Player", FALSE
824       "Gov", "Tribal", "Player", FALSE
825 ;      "Gov", "Communism", "Player", FALSE
826       "Gov", "Despotism", "Player", FALSE
827 ;      "Gov", "Monarchy", "Player", FALSE
828 ;      "Gov", "Fundamentalism", "Player", FALSE
829 ;      "Gov", "Federation", "Player", FALSE
830 ;      "Gov", "Republic", "Player", FALSE
831       "Gov", "Democracy", "Player", FALSE
832     }
834 ; exclusive with above
835 [effect_unit_unhappiness_democracy]
836 type    = "Unhappy_Factor"
837 value   = 2
838 reqs    =
839     { "type", "name", "range"
840       "Gov", "Democracy", "Player"
841     }
843 ; ...except Women's Suffrage reduces it back to Republic levels
844 [effect_womens_suffrage_1]
845 type    = "Unhappy_Factor"
846 value   = -1
847 reqs    =
848     { "type", "name", "range"
849       "Building", "Women's Suffrage", "Player"
850       "Gov", "Democracy", "Player"
851     }
853 [effect_personal_freedom_unit_unhappiness]
854 type    = "Unhappy_Factor"
855 value   = 1
856 multiplier = "Personal Freedom"
857 reqs   =
858     { "type", "name", "range"
859     }
861 [effect_personal_freedom_science_bonus]
862 type    = "Output_Bonus_2"
863 value   = 10
864 multiplier = "Personal Freedom"
865 reqs   =
866     { "type", "name", "range"
867       "OutputType", "Science", "Local"
868     }
870 ; Govs with 1 free unit
871 [effect_upkeep_free_mil_1]
872 type    = "Make_Content_Mil"
873 value   = 1
874 reqs   =
875     { "type", "name", "range", "present"
876       "Gov", "Anarchy", "Player", FALSE
877       "Gov", "Tribal", "Player", FALSE
878       "Gov", "Communism", "Player", FALSE
879       "Gov", "Despotism", "Player", FALSE
880       "Gov", "Monarchy", "Player", FALSE
881       "Gov", "Fundamentalism", "Player", FALSE
882       "Gov", "Federation", "Player", FALSE
883 ;      "Gov", "Republic", "Player", FALSE
884       "Gov", "Democracy", "Player", FALSE
885     }
887 ; Govs with 2 free units (exclusive with previous)
888 [effect_upkeep_free_mil_2]
889 type    = "Make_Content_Mil"
890 value   = 2
891 reqs   =
892     { "type", "name", "range", "present"
893 ;      "Gov", "Anarchy", "Player", FALSE
894 ;      "Gov", "Tribal", "Player", FALSE
895       "Gov", "Communism", "Player", FALSE
896 ;      "Gov", "Despotism", "Player", FALSE
897       "Gov", "Monarchy", "Player", FALSE
898 ;      "Gov", "Fundamentalism", "Player", FALSE
899 ;      "Gov", "Federation", "Player", FALSE
900       "Gov", "Republic", "Player", FALSE
901 ;      "Gov", "Democracy", "Player", FALSE
902     }
904 ; Govs with 3 free units (exclusive with previous)
905 [effect_upkeep_free_mil_3]
906 type    = "Make_Content_Mil"
907 value   = 3
908 reqs   =
909     { "type", "name", "range", "present"
910       "Gov", "Anarchy", "Player", FALSE
911       "Gov", "Tribal", "Player", FALSE
912 ;      "Gov", "Communism", "Player", FALSE
913       "Gov", "Despotism", "Player", FALSE
914 ;      "Gov", "Monarchy", "Player", FALSE
915       "Gov", "Fundamentalism", "Player", FALSE
916       "Gov", "Federation", "Player", FALSE
917       "Gov", "Republic", "Player", FALSE
918       "Gov", "Democracy", "Player", FALSE
919     }
921 ; normally 2 for Democracy, but 1 of these not needed with Women's Suffrage
922 ; due to reduced Unhappy_Factor
923 [effect_womens_suffrage_2]
924 type    = "Make_Content_Mil"
925 value   = -1
926 reqs    =
927     { "type", "name", "range"
928       "Building", "Women's Suffrage", "Player"
929       "Gov", "Democracy", "Player"
930     }
932 [effect_upkeep_free_units_anarchy]
933 type    = "Unit_Upkeep_Free_Per_City"
934 value   = 2
935 reqs    =
936     { "type", "name", "range"
937       "Gov", "Anarchy", "Player"
938       "OutputType", "Shield", "Local"
939     }
941 [effect_upkeep_free_units_tribal]
942 type    = "Unit_Upkeep_Free_Per_City"
943 value   = 2
944 reqs    =
945     { "type", "name", "range"
946       "Gov", "Tribal", "Player"
947       "OutputType", "Shield", "Local"
948     }
950 [effect_upkeep_free_units_despotism]
951 type    = "Unit_Upkeep_Free_Per_City"
952 value   = 2
953 reqs    =
954     { "type", "name", "range"
955       "Gov", "Despotism", "Player"
956       "OutputType", "Gold", "Local"
957     }
959 [effect_upkeep_free_units_monarchy]
960 type    = "Unit_Upkeep_Free_Per_City"
961 value   = 3
962 reqs    =
963     { "type", "name", "range"
964       "Gov", "Monarchy", "Player"
965       "OutputType", "Gold", "Local"
966     }
968 [effect_upkeep_free_units_fundamentalism]
969 type    = "Unit_Upkeep_Free_Per_City"
970 value   = 4
971 reqs    =
972     { "type", "name", "range"
973       "Gov", "Fundamentalism", "Player"
974       "OutputType", "Gold", "Local"
975     }
977 [effect_upkeep_free_units_republic]
978 type    = "Unit_Upkeep_Free_Per_City"
979 value   = 1
980 reqs    =
981     { "type", "name", "range"
982       "Gov", "Republic", "Player"
983       "OutputType", "Shield", "Local"
984     }
986 [effect_upkeep_free_units_democracy]
987 type    = "Unit_Upkeep_Free_Per_City"
988 value   = 2
989 reqs    =
990     { "type", "name", "range"
991       "Gov", "Democracy", "Player"
992       "OutputType", "Gold", "Local"
993     }
995 [effect_upkeep_free_units_federation]
996 type    = "Unit_Upkeep_Free_Per_City"
997 value   = 4
998 reqs    =
999     { "type", "name", "range"
1000       "Gov", "Federation", "Player"
1001       "OutputType", "Gold", "Local"
1002     }
1004 [effect_upkeep_free_units_communism]
1005 type    = "Unit_Upkeep_Free_Per_City"
1006 value   = 3
1007 reqs    =
1008     { "type", "name", "range"
1009       "Gov", "Communism", "Player"
1010       "OutputType", "Shield", "Local"
1011     }
1013 ; Any city can support up to four units...
1014 [effect_upkeep_free_units_food_base]
1015 type    = "Unit_Upkeep_Free_Per_City"
1016 value   = 4
1017 reqs    =
1018     { "type", "name", "range"
1019       "OutputType", "Food", "Local"
1020     }
1022 ; ...or its size, whichever is bigger. Units above this limit have a
1023 ; food penalty.
1024 [effect_upkeep_free_units_food_5]
1025 type    = "Unit_Upkeep_Free_Per_City"
1026 value   = 1
1027 reqs    =
1028     { "type", "name", "range"
1029       "OutputType", "Food", "Local"
1030       "MinSize", "5", "City"
1031     }
1033 [effect_upkeep_free_units_food_6]
1034 type    = "Unit_Upkeep_Free_Per_City"
1035 value   = 1
1036 reqs    =
1037     { "type", "name", "range"
1038       "OutputType", "Food", "Local"
1039       "MinSize", "6", "City"
1040     }
1042 [effect_upkeep_free_units_food_7]
1043 type    = "Unit_Upkeep_Free_Per_City"
1044 value   = 1
1045 reqs    =
1046     { "type", "name", "range"
1047       "OutputType", "Food", "Local"
1048       "MinSize", "7", "City"
1049     }
1051 [effect_upkeep_free_units_food_8]
1052 type    = "Unit_Upkeep_Free_Per_City"
1053 value   = 1
1054 reqs    =
1055     { "type", "name", "range"
1056       "OutputType", "Food", "Local"
1057       "MinSize", "8", "City"
1058     }
1060 [effect_upkeep_free_units_food_9]
1061 type    = "Unit_Upkeep_Free_Per_City"
1062 value   = 1
1063 reqs    =
1064     { "type", "name", "range"
1065       "OutputType", "Food", "Local"
1066       "MinSize", "9", "City"
1067     }
1069 [effect_upkeep_free_units_food_10]
1070 type    = "Unit_Upkeep_Free_Per_City"
1071 value   = 1
1072 reqs    =
1073     { "type", "name", "range"
1074       "OutputType", "Food", "Local"
1075       "MinSize", "10", "City"
1076     }
1078 [effect_upkeep_free_units_food_11]
1079 type    = "Unit_Upkeep_Free_Per_City"
1080 value   = 1
1081 reqs    =
1082     { "type", "name", "range"
1083       "OutputType", "Food", "Local"
1084       "MinSize", "11", "City"
1085     }
1087 [effect_upkeep_free_units_food_12]
1088 type    = "Unit_Upkeep_Free_Per_City"
1089 value   = 1
1090 reqs    =
1091     { "type", "name", "range"
1092       "OutputType", "Food", "Local"
1093       "MinSize", "12", "City"
1094     }
1096 [effect_upkeep_free_units_food_13]
1097 type    = "Unit_Upkeep_Free_Per_City"
1098 value   = 1
1099 reqs    =
1100     { "type", "name", "range"
1101       "OutputType", "Food", "Local"
1102       "MinSize", "13", "City"
1103     }
1105 [effect_upkeep_free_units_food_14]
1106 type    = "Unit_Upkeep_Free_Per_City"
1107 value   = 1
1108 reqs    =
1109     { "type", "name", "range"
1110       "OutputType", "Food", "Local"
1111       "MinSize", "14", "City"
1112     }
1114 [effect_upkeep_free_units_food_15]
1115 type    = "Unit_Upkeep_Free_Per_City"
1116 value   = 1
1117 reqs    =
1118     { "type", "name", "range"
1119       "OutputType", "Food", "Local"
1120       "MinSize", "15", "City"
1121     }
1123 [effect_upkeep_free_units_food_16]
1124 type    = "Unit_Upkeep_Free_Per_City"
1125 value   = 1
1126 reqs    =
1127     { "type", "name", "range"
1128       "OutputType", "Food", "Local"
1129       "MinSize", "16", "City"
1130     }
1132 [effect_upkeep_free_units_food_17]
1133 type    = "Unit_Upkeep_Free_Per_City"
1134 value   = 1
1135 reqs    =
1136     { "type", "name", "range"
1137       "OutputType", "Food", "Local"
1138       "MinSize", "17", "City"
1139     }
1141 [effect_upkeep_free_units_food_18]
1142 type    = "Unit_Upkeep_Free_Per_City"
1143 value   = 1
1144 reqs    =
1145     { "type", "name", "range"
1146       "OutputType", "Food", "Local"
1147       "MinSize", "18", "City"
1148     }
1150 [effect_upkeep_free_units_food_19]
1151 type    = "Unit_Upkeep_Free_Per_City"
1152 value   = 1
1153 reqs    =
1154     { "type", "name", "range"
1155       "OutputType", "Food", "Local"
1156       "MinSize", "19", "City"
1157     }
1159 [effect_upkeep_free_units_food_20]
1160 type    = "Unit_Upkeep_Free_Per_City"
1161 value   = 1
1162 reqs    =
1163     { "type", "name", "range"
1164       "OutputType", "Food", "Local"
1165       "MinSize", "20", "City"
1166     }
1168 [effect_civil_war_anarchy]
1169 type    = "Civil_War_Chance"
1170 value   = 99
1171 reqs    =
1172     { "type", "name", "range"
1173       "Gov", "Anarchy", "Player"
1174     }
1176 [effect_civil_war_tribal]
1177 type    = "Civil_War_Chance"
1178 value   = 90
1179 reqs    =
1180     { "type", "name", "range"
1181       "Gov", "Tribal", "Player"
1182     }
1184 [effect_civil_war_despotism]
1185 type    = "Civil_War_Chance"
1186 value   = 80
1187 reqs    =
1188     { "type", "name", "range"
1189       "Gov", "Despotism", "Player"
1190     }
1192 [effect_civil_war_monarchy]
1193 type    = "Civil_War_Chance"
1194 value   = 70
1195 reqs    =
1196     { "type", "name", "range"
1197       "Gov", "Monarchy", "Player"
1198     }
1200 [effect_civil_war_communism]
1201 type    = "Civil_War_Chance"
1202 value   = 50
1203 reqs    =
1204     { "type", "name", "range"
1205       "Gov", "Communism", "Player"
1206     }
1208 [effect_civil_war_fundamentalism]
1209 type    = "Civil_War_Chance"
1210 value   = 60
1211 reqs    =
1212     { "type", "name", "range"
1213       "Gov", "Fundamentalism", "Player"
1214     }
1216 [effect_civil_war_federation]
1217 type    = "Civil_War_Chance"
1218 value   = 20
1219 reqs    =
1220     { "type", "name", "range"
1221       "Gov", "Federation", "Player"
1222     }
1224 [effect_civil_war_republic]
1225 type    = "Civil_War_Chance"
1226 value   = 40
1227 reqs    =
1228     { "type", "name", "range"
1229       "Gov", "Republic", "Player"
1230     }
1232 [effect_civil_war_democracy]
1233 type    = "Civil_War_Chance"
1234 value   = 30
1235 reqs    =
1236     { "type", "name", "range"
1237       "Gov", "Democracy", "Player"
1238     }
1240 [effect_empire_size_base_tribal]
1241 type    = "Empire_Size_Base"
1242 value   = 14
1243 reqs    =
1244     { "type", "name", "range"
1245       "Gov", "Tribal", "Player"
1246     }
1248 [effect_empire_size_base_despotism]
1249 type    = "Empire_Size_Base"
1250 value   = 10
1251 reqs    =
1252     { "type", "name", "range"
1253       "Gov", "Despotism", "Player"
1254     }
1256 [effect_empire_size_base_monarchy]
1257 type    = "Empire_Size_Base"
1258 value   = 12
1259 reqs    =
1260     { "type", "name", "range"
1261       "Gov", "Monarchy", "Player"
1262     }
1264 [effect_empire_size_base_communism]
1265 type    = "Empire_Size_Base"
1266 value   = 28
1267 reqs    =
1268     { "type", "name", "range"
1269       "Gov", "Communism", "Player"
1270     }
1272 [effect_empire_size_base_fundamentalism]
1273 type    = "Empire_Size_Base"
1274 value   = 20
1275 reqs    =
1276     { "type", "name", "range"
1277       "Gov", "Fundamentalism", "Player"
1278     }
1280 [effect_empire_size_base_federation]
1281 type    = "Empire_Size_Base"
1282 value   = 24
1283 reqs    =
1284     { "type", "name", "range"
1285       "Gov", "Federation", "Player"
1286     }
1288 [effect_empire_size_base_republic]
1289 type    = "Empire_Size_Base"
1290 value   = 16
1291 reqs    =
1292     { "type", "name", "range"
1293       "Gov", "Republic", "Player"
1294     }
1296 [effect_empire_size_base_democracy]
1297 type    = "Empire_Size_Base"
1298 value   = 32
1299 reqs    =
1300     { "type", "name", "range"
1301       "Gov", "Democracy", "Player"
1302     }
1304 [effect_empire_size_step_tribal]
1305 type    = "Empire_Size_Step"
1306 value   = 14
1307 reqs    =
1308     { "type", "name", "range"
1309       "Gov", "Tribal", "Player"
1310     }
1312 [effect_empire_size_step_despotism]
1313 type    = "Empire_Size_Step"
1314 value   = 10
1315 reqs    =
1316     { "type", "name", "range"
1317       "Gov", "Despotism", "Player"
1318     }
1320 [effect_empire_size_step_monarchy]
1321 type    = "Empire_Size_Step"
1322 value   = 12
1323 reqs    =
1324     { "type", "name", "range"
1325       "Gov", "Monarchy", "Player"
1326     }
1328 [effect_empire_size_step_communism]
1329 type    = "Empire_Size_Step"
1330 value   = 28
1331 reqs    =
1332     { "type", "name", "range"
1333       "Gov", "Communism", "Player"
1334     }
1336 [effect_empire_size_step_fundamentalism]
1337 type    = "Empire_Size_Step"
1338 value   = 20
1339 reqs    =
1340     { "type", "name", "range"
1341       "Gov", "Fundamentalism", "Player"
1342     }
1344 [effect_empire_size_step_federation]
1345 type    = "Empire_Size_Step"
1346 value   = 24
1347 reqs    =
1348     { "type", "name", "range"
1349       "Gov", "Federation", "Player"
1350     }
1352 [effect_empire_size_step_republic]
1353 type    = "Empire_Size_Step"
1354 value   = 16
1355 reqs    =
1356     { "type", "name", "range"
1357       "Gov", "Republic", "Player"
1358     }
1360 [effect_empire_size_step_democracy]
1361 type    = "Empire_Size_Step"
1362 value   = 32
1363 reqs    =
1364     { "type", "name", "range"
1365       "Gov", "Democracy", "Player"
1366     }
1368 [effect_max_rates_anarchy]
1369 type    = "Max_Rates"
1370 value   = 100
1371 reqs    =
1372     { "type", "name", "range"
1373       "Gov", "Anarchy", "Player"
1374     }
1376 [effect_max_rates_tribal]
1377 type    = "Max_Rates"
1378 value   = 60
1379 reqs    =
1380     { "type", "name", "range"
1381       "Gov", "Tribal", "Player"
1382     }
1384 [effect_max_rates_despotism]
1385 type    = "Max_Rates"
1386 value   = 60
1387 reqs    =
1388     { "type", "name", "range"
1389       "Gov", "Despotism", "Player"
1390     }
1392 [effect_max_rates_monarchy]
1393 type    = "Max_Rates"
1394 value   = 70
1395 reqs    =
1396     { "type", "name", "range"
1397       "Gov", "Monarchy", "Player"
1398     }
1400 [effect_max_rates_communism]
1401 type    = "Max_Rates"
1402 value   = 80
1403 reqs    =
1404     { "type", "name", "range"
1405       "Gov", "Communism", "Player"
1406     }
1408 [effect_max_rates_fundamentalism]
1409 type    = "Max_Rates"
1410 value   = 70
1411 reqs    =
1412     { "type", "name", "range"
1413       "Gov", "Fundamentalism", "Player"
1414     }
1416 [effect_max_rates_federation]
1417 type    = "Max_Rates"
1418 value   = 90
1419 reqs    =
1420     { "type", "name", "range"
1421       "Gov", "Federation", "Player"
1422     }
1424 [effect_max_rates_republic]
1425 type    = "Max_Rates"
1426 value   = 80
1427 reqs    =
1428     { "type", "name", "range"
1429       "Gov", "Republic", "Player"
1430     }
1432 [effect_max_rates_democracy]
1433 type    = "Max_Rates"
1434 value   = 90
1435 reqs    =
1436     { "type", "name", "range"
1437       "Gov", "Democracy", "Player"
1438     }
1440 [effect_martial_law_each_anarchy]
1441 type    = "Martial_Law_Each"
1442 value   = 1
1443 reqs    =
1444     { "type", "name", "range"
1445       "Gov", "Anarchy", "Player"
1446     }
1448 [effect_martial_law_each_despotism]
1449 type    = "Martial_Law_Each"
1450 value   = 1
1451 reqs    =
1452     { "type", "name", "range"
1453       "Gov", "Despotism", "Player"
1454     }
1456 [effect_martial_law_each_monarchy]
1457 type    = "Martial_Law_Each"
1458 value   = 1
1459 reqs    =
1460     { "type", "name", "range"
1461       "Gov", "Monarchy", "Player"
1462     }
1464 [effect_martial_law_each_tribal]
1465 type    = "Martial_Law_Each"
1466 value   = 2
1467 reqs    =
1468     { "type", "name", "range"
1469       "Gov", "Tribal", "Player"
1470     }
1472 [effect_martial_law_each_communism]
1473 type    = "Martial_Law_Each"
1474 value   = 2
1475 reqs    =
1476     { "type", "name", "range"
1477       "Gov", "Communism", "Player"
1478     }
1480 [effect_martial_law_max]
1481 type    = "Martial_Law_Max"
1482 value   = 3
1483 reqs    =
1484     { "type", "name", "range", "present"
1485 ;      "Gov", "Anarchy", "Player", FALSE
1486 ;      "Gov", "Tribal", "Player", FALSE
1487 ;      "Gov", "Communism", "Player", FALSE
1488 ;      "Gov", "Despotism", "Player", FALSE
1489 ;      "Gov", "Monarchy", "Player", FALSE
1490       "Gov", "Fundamentalism", "Player", FALSE
1491       "Gov", "Federation", "Player", FALSE
1492       "Gov", "Republic", "Player", FALSE
1493       "Gov", "Democracy", "Player", FALSE
1494     }
1496 ; Railroad because makes Pyramids obsolete
1497 [effect_gov_tile_penalty_anarchy]
1498 type    = "Output_Penalty_Tile"
1499 value   = 2
1500 reqs    =
1501     { "type", "name", "range", "present"
1502       "Gov", "Anarchy", "Player", TRUE
1503       "Building", "Pyramids", "Player", FALSE
1504       "Tech", "Railroad", "Player", FALSE
1505     }
1507 [effect_gov_tile_penalty_tribal]
1508 type    = "Output_Penalty_Tile"
1509 value   = 2
1510 reqs    =
1511     { "type", "name", "range", "present"
1512       "Gov", "Tribal", "Player", TRUE
1513       "Building", "Pyramids", "Player", FALSE
1514       "Tech", "Railroad", "Player", FALSE
1515     }
1517 [effect_gov_tile_penalty_despotism]
1518 type    = "Output_Penalty_Tile"
1519 value   = 2
1520 reqs    =
1521     { "type", "name", "range", "present"
1522       "Gov", "Despotism", "Player", TRUE
1523       "Building", "Pyramids", "Player", FALSE
1524       "Tech", "Railroad", "Player", FALSE
1525     }
1527 [effect_gov_tile_bonus_republic]
1528 type    = "Output_Inc_Tile"
1529 value   = 1
1530 reqs    =
1531     { "type", "name", "range", "present"
1532       "Gov", "Republic", "Player", TRUE
1533       "OutputType", "Trade", "Local", TRUE
1534       "TerrainClass", "Oceanic", "Local", FALSE
1535     }
1537 [effect_gov_tile_bonus_democracy]
1538 type    = "Output_Inc_Tile"
1539 value   = 1
1540 reqs    =
1541     { "type", "name", "range", "present"
1542       "Gov", "Democracy", "Player", TRUE
1543       "OutputType", "Trade", "Local", TRUE
1544       "TerrainClass", "Oceanic", "Local", FALSE
1545     }
1547 [effect_gov_tile_bonus_celebrate]
1548 type    = "Output_Inc_Tile_Celebrate"
1549 value   = 1
1550 reqs    =
1551     { "type", "name", "range", "present"
1552       "OutputType", "Trade", "Local", TRUE
1553       "Gov", "Anarchy", "Player", FALSE
1554       "Gov", "Tribal", "Player", FALSE
1555       "Gov", "Communism", "Player", FALSE
1556       "Gov", "Despotism", "Player", FALSE
1557 ;      "Gov", "Monarchy", "Player", FALSE
1558       "Gov", "Fundamentalism", "Player", FALSE
1559 ;      "Gov", "Federation", "Player", FALSE
1560 ;      "Gov", "Republic", "Player", FALSE
1561 ;      "Gov", "Democracy", "Player", FALSE
1562     }
1564 [effect_combat_tribal]
1565 type    = "Veteran_Combat"
1566 value   = 50
1567 reqs    =
1568     { "type", "name", "range", "present"
1569       "Gov", "Tribal", "Player", TRUE
1570       "UnitClass", "Land", "Local", TRUE
1571       "UnitFlag", "NonMil", "Local", FALSE
1572       "UnitFlag", "NoVeteran", "Local", FALSE
1573     }
1575 [effect_revolution_republic]
1576 type    = "Revolution_Unhappiness"
1577 value   = 2
1578 reqs    =
1579     { "type", "name", "range"
1580       "Gov", "Republic", "Player"
1581     }
1583 [effect_revolution_democracy]
1584 type    = "Revolution_Unhappiness"
1585 value   = 2
1586 reqs    =
1587     { "type", "name", "range"
1588       "Gov", "Democracy", "Player"
1589     }
1591 [effect_senate_federation]
1592 type    = "Has_Senate"
1593 value   = 1
1594 reqs    =
1595     { "type", "name", "range", "present"
1596       "Gov", "Federation", "Player", TRUE
1597       "Building", "Statue of Liberty", "Player", FALSE
1598     }
1600 [effect_senate_democracy]
1601 type    = "Has_Senate"
1602 value   = 1
1603 reqs    =
1604     { "type", "name", "range", "present"
1605       "Gov", "Democracy", "Player", TRUE
1606       "Building", "Statue of Liberty", "Player", FALSE
1607     }
1609 [effect_veteran_communism]
1610 type    = "Veteran_Build"
1611 value   = 1
1612 reqs    =
1613     { "type", "name", "range"
1614       "Gov", "Communism", "Player"
1615       "UnitFlag", "Diplomat", "Local"
1616     }
1618 [effect_veteran_federation]
1619 type    = "Veteran_Build"
1620 value   = 1
1621 reqs    =
1622     { "type", "name", "range"
1623       "Gov", "Federation", "Player"
1624       "UnitFlag", "Diplomat", "Local"
1625     }
1627 [effect_partisan_communism]
1628 type    = "Inspire_Partisans"
1629 value   = 1
1630 reqs    =
1631     { "type", "name", "range", "present"
1632       "Gov", "Communism", "Player", TRUE
1633       "Tech", "Communism", "Player", TRUE
1634       "Tech", "Gunpowder", "Player", TRUE
1635       "Tech", "Guerilla Warfare", "World", TRUE
1636       "NationGroup", "Barbarian", "Player", FALSE
1637     }
1639 [effect_partisan_democracy]
1640 type    = "Inspire_Partisans"
1641 value   = 1
1642 reqs    =
1643     { "type", "name", "range", "present"
1644       "Gov", "Democracy", "Player", TRUE
1645       "Tech", "Communism", "Player", TRUE
1646       "Tech", "Gunpowder", "Player", TRUE
1647       "Tech", "Guerilla Warfare", "World", TRUE
1648       "NationGroup", "Barbarian", "Player", FALSE
1649     }
1651 [effect_lux_federation]
1652 type    = "Output_Add_Tile"
1653 value   = 3
1654 reqs    =
1655     { "type", "name", "range"
1656       "Gov", "Federation", "Player"
1657       "CityTile", "Center", "Local"
1658       "OutputType", "Luxury", "Local"
1659     }
1661 [effect_bad_lux_anarchy]
1662 type    = "Output_Bonus"
1663 value   = -50
1664 reqs    =
1665     { "type", "name", "range"
1666       "Gov", "Anarchy", "Player"
1667       "OutputType", "Luxury", "Local"
1668     }
1670 [effect_bad_sci_fundamentalism]
1671 type    = "Output_Bonus"
1672 value   = -50
1673 reqs    =
1674     { "type", "name", "range"
1675       "Gov", "Fundamentalism", "Player"
1676       "OutputType", "Science", "Local"
1677     }
1679 [effect_tithes_fundamentalism]
1680 type    = "Happiness_To_Gold" 
1681 value   = 1 
1682 reqs    = 
1683     { "type", "name", "range" 
1684       "Gov", "Fundamentalism", "Player" 
1685     }
1687 [effect_fanatics_fundamentalism]
1688 type    = "Fanatics"
1689 value   = 1
1690 reqs    =
1691     { "type", "name", "range"
1692       "Gov", "Fundamentalism", "Player"
1693     }
1695 [effect_airport]
1696 type    = "Veteran_Build"
1697 value   = 1
1698 reqs    =
1699     { "type", "name", "range", "present"
1700       "Building", "Airport", "City", TRUE
1701       "UnitClass", "Air", "Local", TRUE
1702       "UnitFlag", "NonMil", "Local", FALSE
1703       "UnitFlag", "NoVeteran", "Local", FALSE
1704     }
1706 [effect_airport_0a]
1707 type    = "Veteran_Build"
1708 value   = 1
1709 reqs    =
1710     { "type", "name", "range", "present"
1711       "Building", "Airport", "City", TRUE
1712       "UnitClass", "Helicopter", "Local", TRUE
1713       "UnitFlag", "NonMil", "Local", FALSE
1714       "UnitFlag", "NoVeteran", "Local", FALSE
1715     }
1717 [effect_airport_0b]
1718 type    = "Veteran_Build"
1719 value   = 1
1720 reqs    =
1721     { "type", "name", "range", "present"
1722       "Building", "Airport", "City", TRUE
1723       "UnitClass", "Missile", "Local", TRUE
1724       "UnitFlag", "NonMil", "Local", FALSE
1725       "UnitFlag", "NoVeteran", "Local", FALSE
1726     }
1728 [effect_airport_1]
1729 type    = "HP_Regen"
1730 value   = 100
1731 reqs    =
1732     { "type", "name", "range"
1733       "Building", "Airport", "City"
1734       "UnitClass", "Air", "Local"
1735     }
1737 [effect_airport_1a]
1738 type    = "HP_Regen"
1739 value   = 100
1740 reqs    =
1741     { "type", "name", "range"
1742       "Building", "Airport", "City"
1743       "UnitClass", "Helicopter", "Local"
1744     }
1746 [effect_airport_2]
1747 type    = "Airlift"
1748 value   = 1
1749 reqs    =
1750     { "type", "name", "range"
1751       "Building", "Airport", "City"
1752     }
1754 [effect_airlift_basic]
1755 type    = "Airlift"
1756 value   = 1
1757 reqs    =
1758     { "type", "name",   "range"
1759       "Tech", "Flight", "Player"
1760     }
1762 ; Base max city size of 8
1763 [effect_aqueduct_base]
1764 type    = "Size_Adj"
1765 value   = 8
1767 ; Max city size 8 + 8 = 16
1768 [effect_aqueduct]
1769 type    = "Size_Adj"
1770 value   = 8
1771 reqs    =
1772     { "type", "name", "range"
1773       "Building", "Aqueduct", "City"
1774     }
1776 [effect_aqueduct_1]
1777 type    = "Health_Pct"
1778 value   = 30
1779 reqs    =
1780     { "type", "name", "range"
1781       "Building", "Aqueduct", "City"
1782     }
1784 [effect_aqueduct_river]
1785 type    = "Size_Adj"
1786 value   = 8
1787 reqs    =
1788     { "type", "name", "range", "present"
1789       "Building", "Aqueduct, River", "City", TRUE
1790       "Building", "Aqueduct", "City", FALSE
1791     }
1793 [effect_aqueduct_river_1]
1794 type    = "Health_Pct"
1795 value   = 30
1796 reqs    =
1797     { "type", "name", "range", "present"
1798       "Building", "Aqueduct, River", "City", TRUE
1799       "Building", "Aqueduct", "City", FALSE
1800     }
1802 [effect_aqueduct_lake]
1803 type    = "Size_Adj"
1804 value   = 8
1805 reqs    =
1806     { "type", "name", "range", "present"
1807       "Building", "Aqueduct, Lake", "City", TRUE
1808       "Building", "Aqueduct", "City", FALSE
1809       "Building", "Aqueduct, River", "City", FALSE
1810     }
1812 [effect_aqueduct_lake_1]
1813 type    = "Health_Pct"
1814 value   = 30
1815 reqs    =
1816     { "type", "name", "range", "present"
1817       "Building", "Aqueduct, Lake", "City", TRUE
1818       "Building", "Aqueduct", "City", FALSE
1819       "Building", "Aqueduct, River", "City", FALSE
1820     }
1822 [effect_bank]
1823 type    = "Output_Bonus"
1824 value   = 50
1825 reqs    =
1826     { "type", "name", "range"
1827       "Building", "Bank", "City"
1828       "OutputType", "Gold", "Local"
1829     }
1831 [effect_bank_1]
1832 type    = "Output_Bonus"
1833 value   = 50
1834 reqs    =
1835     { "type", "name", "range"
1836       "Building", "Bank", "City"
1837       "OutputType", "Luxury", "Local"
1838     }
1840 [effect_barracks]
1841 type    = "Veteran_Build"
1842 value   = 1
1843 reqs    =
1844     { "type", "name", "range", "present"
1845       "Building", "Barracks", "City", TRUE
1846       "UnitClass", "Land", "Local", TRUE
1847       "UnitFlag", "NonMil", "Local", FALSE
1848       "UnitFlag", "NoVeteran", "Local", FALSE
1849     }
1851 [effect_barracks_b]
1852 type    = "Veteran_Build"
1853 value   = 1
1854 reqs    =
1855     { "type", "name", "range", "present"
1856       "Building", "Barracks", "City", TRUE
1857       "UnitClass", "Big Land", "Local", TRUE
1858       "UnitFlag", "NonMil", "Local", FALSE
1859       "UnitFlag", "NoVeteran", "Local", FALSE
1860     }
1862 [effect_barracks_hp]
1863 type    = "HP_Regen"
1864 value   = 100
1865 reqs    =
1866     { "type", "name", "range", "present"
1867       "Building", "Barracks", "City", TRUE
1868       "UnitClass", "Land", "Local", TRUE
1869     }
1871 [effect_barracks_b_hp]
1872 type    = "HP_Regen"
1873 value   = 100
1874 reqs    =
1875     { "type", "name", "range", "present"
1876       "Building", "Barracks", "City", TRUE
1877       "UnitClass", "Big Land", "Local", TRUE
1878     }
1880 [effect_barracks_ii]
1881 type    = "Veteran_Build"
1882 value   = 1
1883 reqs    =
1884     { "type", "name", "range", "present"
1885       "Building", "Barracks II", "City", TRUE
1886       "UnitClass", "Land", "Local", TRUE
1887       "UnitFlag", "NonMil", "Local", FALSE
1888       "UnitFlag", "NoVeteran", "Local", FALSE
1889     }
1891 [effect_barracks_ii_b]
1892 type    = "Veteran_Build"
1893 value   = 1
1894 reqs    =
1895     { "type", "name", "range", "present"
1896       "Building", "Barracks II", "City", TRUE
1897       "UnitClass", "Big Land", "Local", TRUE
1898       "UnitFlag", "NonMil", "Local", FALSE
1899       "UnitFlag", "NoVeteran", "Local", FALSE
1900     }
1902 [effect_barracks_ii_hp]
1903 type    = "HP_Regen"
1904 value   = 100
1905 reqs    =
1906     { "type", "name", "range", "present"
1907       "Building", "Barracks II", "City", TRUE
1908       "UnitClass", "Land", "Local", TRUE
1909     }
1911 [effect_barracks_ii_b_hp]
1912 type    = "HP_Regen"
1913 value   = 100
1914 reqs    =
1915     { "type", "name", "range", "present"
1916       "Building", "Barracks II", "City", TRUE
1917       "UnitClass", "Big Land", "Local", TRUE
1918     }
1920 [effect_barracks_iii]
1921 type    = "Veteran_Build"
1922 value   = 1
1923 reqs    =
1924     { "type", "name", "range", "present"
1925       "Building", "Barracks III", "City", TRUE
1926       "UnitClass", "Land", "Local", TRUE
1927       "UnitFlag", "NonMil", "Local", FALSE
1928       "UnitFlag", "NoVeteran", "Local", FALSE
1929     }
1931 [effect_barracks_iii_b]
1932 type    = "Veteran_Build"
1933 value   = 1
1934 reqs    =
1935     { "type", "name", "range", "present"
1936       "Building", "Barracks III", "City", TRUE
1937       "UnitClass", "Big Land", "Local", TRUE
1938       "UnitFlag", "NonMil", "Local", FALSE
1939       "UnitFlag", "NoVeteran", "Local", FALSE
1940     }
1942 [effect_barracks_iii_hp]
1943 type    = "HP_Regen"
1944 value   = 100
1945 reqs    =
1946     { "type", "name", "range"
1947       "Building", "Barracks III", "City"
1948       "UnitClass", "Land", "Local"
1949     }
1951 [effect_barracks_iii_b_hp]
1952 type    = "HP_Regen"
1953 value   = 100
1954 reqs    =
1955     { "type", "name", "range"
1956       "Building", "Barracks III", "City"
1957       "UnitClass", "Big Land", "Local"
1958     }
1960 [effect_cathedral]
1961 type    = "Make_Content"
1962 value   = 3
1963 reqs    =
1964     { "type", "name", "range"
1965       "Building", "Cathedral", "City"
1966     }
1968 [effect_cathedral_culture]
1969 type    = "History"
1970 value   = 3
1971 reqs    =
1972     { "type", "name", "range"
1973       "Building", "Cathedral", "City"
1974     }
1976 [effect_cathedral_1]
1977 type    = "Make_Content"
1978 value   = 1
1979 reqs    =
1980     { "type", "name", "range", "present"
1981       "Tech", "Theology", "Player", TRUE
1982       "Building", "Cathedral", "City", TRUE
1983       "Gov", "Communism", "Player", FALSE
1984     }
1986 ; Every Land
1987 [effect_city_defense_0]
1988 type    = "Defend_Bonus"
1989 value   = 50
1990 reqs    =
1991     { "type", "name", "range", "present"
1992       "CityTile", "Center", "Local", TRUE
1993 ;      "UnitClass", "Land", "Local", FALSE
1994 ;      "UnitClass", "Small Land", "Local", FALSE
1995 ;      "UnitClass", "Big Land", "Local", FALSE
1996 ;      "UnitClass", "Merchant", "Local", FALSE
1997       "UnitClass", "Sea", "Local", FALSE
1998       "UnitClass", "Trireme", "Local", FALSE
1999       "UnitClass", "Helicopter", "Local", FALSE
2000       "UnitClass", "Air", "Local", FALSE
2001       "UnitClass", "Missile", "Local", FALSE
2002     }
2004 ; Every Land, Sea, Trireme
2005 [effect_city_defense_1]
2006 type    = "Defend_Bonus"
2007 value   = 50
2008 reqs    =
2009     { "type", "name", "range", "present"
2010       "MinSize", "9", "City", TRUE
2011       "CityTile", "Center", "Local", TRUE
2012 ;      "UnitClass", "Land", "Local", FALSE
2013 ;      "UnitClass", "Small Land", "Local", FALSE
2014 ;      "UnitClass", "Big Land", "Local", FALSE
2015 ;      "UnitClass", "Merchant", "Local", FALSE
2016 ;      "UnitClass", "Sea", "Local", FALSE
2017 ;      "UnitClass", "Trireme", "Local", FALSE
2018       "UnitClass", "Helicopter", "Local", FALSE
2019       "UnitClass", "Air", "Local", FALSE
2020       "UnitClass", "Missile", "Local", FALSE
2021     }
2023 ; Every Land
2024 [effect_city_walls_0]
2025 type    = "Defend_Bonus"
2026 value   = 100
2027 reqs    =
2028     { "type", "name", "range", "present"
2029       "Building", "City Walls", "City", TRUE
2030 ;      "UnitClass", "Land", "Local", FALSE
2031 ;      "UnitClass", "Small Land", "Local", FALSE
2032 ;      "UnitClass", "Big Land", "Local", FALSE
2033 ;      "UnitClass", "Merchant", "Local", FALSE
2034       "UnitClass", "Sea", "Local", FALSE
2035       "UnitClass", "Trireme", "Local", FALSE
2036       "UnitClass", "Helicopter", "Local", FALSE
2037       "UnitClass", "Air", "Local", FALSE
2038       "UnitClass", "Missile", "Local", FALSE
2039     }
2041 [effect_city_walls_1]
2042 type    = "Unit_No_Lose_Pop"
2043 value   = 1
2044 reqs    =
2045     { "type", "name", "range"
2046       "Building", "City Walls", "City"
2047     }
2049 [effect_city_walls_visible]
2050 type    = "Visible_Walls"
2051 value   = 1
2052 reqs    =
2053     { "type", "name", "range"
2054       "Building", "City Walls", "City"
2055     }
2057 [effect_coastal_defense]
2058 type    = "Defend_Bonus"
2059 value   = 100
2060 reqs    =
2061     { "type", "name", "range"
2062       "Building", "Coastal Defense", "City"
2063       "UnitClass", "Sea", "Local"
2064     }
2066 [effect_coastal_defense_trireme]
2067 type    = "Defend_Bonus"
2068 value   = 100
2069 reqs    =
2070     { "type", "name", "range"
2071       "Building", "Coastal Defense", "City"
2072       "UnitClass", "Trireme", "Local"
2073     }
2075 [effect_colosseum]
2076 type    = "Make_Content"
2077 value   = 3
2078 reqs    =
2079     { "type", "name", "range"
2080       "Building", "Colosseum", "City"
2081     }
2083 [effect_colosseum_1]
2084 type    = "Make_Content"
2085 value   = 1
2086 reqs    =
2087     { "type", "name", "range"
2088       "Tech", "Electricity", "Player"
2089       "Building", "Colosseum", "City"
2090     }
2092 [effect_colosseum_culture]
2093 type    = "History"
2094 value   = 2
2095 reqs    =
2096     { "type", "name", "range"
2097       "Building", "Colosseum", "City"
2098     }
2100 [effect_courthouse]
2101 type    = "Output_Waste_Pct"
2102 value   = 50
2103 reqs    =
2104     { "type", "name", "range"
2105       "Building", "Courthouse", "City"
2106       "OutputType", "Trade", "Local"
2107     }
2109 [effect_courthouse_1]
2110 type    = "Output_Waste_Pct"
2111 value   = 50
2112 reqs    =
2113     { "type", "name", "range"
2114       "Building", "Courthouse", "City"
2115       "OutputType", "Shield", "local"
2116     }
2118 ; effect always has value>=50, so this halves food waste
2119 [effect_courthouse_2]
2120 type    = "Output_Waste_Pct"
2121 value   = 25
2122 reqs    =
2123     { "type", "name", "range"
2124       "Building", "Courthouse", "City"
2125       "OutputType", "Food", "local"
2126     }
2128 [effect_courthouse_3]
2129 type    = "Make_Content"
2130 value   = 1
2131 reqs    =
2132     { "type", "name", "range"
2133       "Building", "Courthouse", "City"
2134     }
2136 [effect_courthouse_incite]
2137 type    = "Incite_Cost_Pct"
2138 value   = 300
2139 reqs    =
2140     { "type", "name", "range", "present"
2141       "Building", "Courthouse", "City", TRUE
2142       "MaxUnitsOnTile", "0", "Local", FALSE
2143     }
2145 [effect_incite_cost_empty_courthouse]
2146 type = "Incite_Cost_Pct"
2147 value = 100
2148 reqs    =
2149     { "type", "name", "range", "present"
2150       "MaxUnitsOnTile", "0", "Local", TRUE
2151       "Building", "Courthouse", "City", TRUE
2152     }
2154 [effect_diplomat_defense_extra]
2155 type    = "Spy_Resistant"
2156 value   = 25
2157 reqs    =
2158     { "type",      "name",            "range"
2159       "ExtraFlag", "DiplomatDefense", "Local"
2160     }
2162 [effect_incite_cost_empty]
2163 type = "Incite_Cost_Pct"
2164 value = -50
2165 reqs    =
2166     { "type", "name", "range", "present"
2167       "MaxUnitsOnTile", "0", "Local", TRUE
2168       "Building", "Courthouse", "City", FALSE
2169     }
2171 [effect_factory]
2172 type    = "Output_Bonus"
2173 value   = 25
2174 reqs    =
2175     { "type", "name", "range"
2176       "Building", "Factory", "City"
2177       "OutputType", "Shield", "Local"
2178     }
2180 [effect_factory_1]
2181 type    = "Pollu_Pop_Pct"
2182 value   = 25
2183 reqs    =
2184     { "type", "name", "range"
2185       "Building", "Factory", "City"
2186     }
2188 ; effect always has value>=50, so this halves food waste
2189 [effect_granary]
2190 type    = "Output_Waste_Pct"
2191 value   = 25
2192 reqs    =
2193     { "type", "name", "range"
2194       "Building", "Granary", "City"
2195       "OutputType", "Food", "local"
2196     }
2198 ; Free Granary effect in small cities
2199 [effect_granary_base]
2200 type    = "Growth_Food"
2201 value   = 50
2202 reqs   =
2203     { "type", "name", "range", "present"
2204       "MinSize", "4", "City", FALSE
2205     }
2207 ; Granary size fixed to 10
2208 [effect_granary_0]
2209 type    = "Growth_Food"
2210 value   = 50
2211 reqs    =
2212     { "type", "name", "range", "present"
2213       "Building", "Granary", "City", TRUE
2214       "MinSize", "4", "City", TRUE
2215       "MinSize", "5", "City", FALSE
2216     }
2218 ; Size adjusted when Foodbox increases
2219 [effect_granary_1]
2220 type    = "Growth_Food"
2221 value   = 34
2222 reqs    =
2223     { "type", "name", "range", "present"
2224       "Building", "Granary", "City", TRUE
2225       "MinSize", "5", "City", TRUE
2226       "MinSize", "7", "City", FALSE
2227     }
2229 ; Size adjusted when Foodbox increases
2230 [effect_granary_2]
2231 type    = "Growth_Food"
2232 value   = 25
2233 reqs    =
2234     { "type", "name", "range"
2235       "Building", "Granary", "City"
2236       "MinSize", "7", "City"
2237     }
2239 [effect_harbour]
2240 type    = "Output_Add_Tile"
2241 value   = 1
2242 reqs    =
2243     { "type", "name", "range", "present"
2244       "TerrainFlag", "Sea", "Local", TRUE
2245       "Building", "Harbour", "City", TRUE
2246       "OutputType", "Food", "Local", TRUE
2247     }
2249 [effect_hydro_plant]
2250 type    = "Output_Bonus"
2251 value   = 25
2252 reqs    =
2253     { "type", "name", "range", "present"
2254       "Building", "Factory", "City", TRUE
2255       "Building", "Hydro Plant", "City", TRUE
2256       "OutputType", "Shield", "Local", TRUE
2257       "Building", "Solar Plant", "City", FALSE
2258       "Building", "Hoover Dam", "City", FALSE
2259     }
2261 [effect_hydro_plant_1]
2262 type    = "Output_Bonus"
2263 value   = 25
2264 reqs    =
2265     { "type", "name", "range", "present"
2266       "Building", "Mfg. Plant", "City", TRUE
2267       "Building", "Hydro Plant", "City", TRUE
2268       "OutputType", "Shield", "Local", TRUE
2269       "Building", "Solar Plant", "City", FALSE
2270       "Building", "Hoover Dam", "City", FALSE
2271     }
2273 [effect_hydro_plant_2]
2274 type    = "Pollu_Prod_Pct"
2275 value   = -50
2276 reqs    =
2277     { "type", "name", "range", "present"
2278       "Building", "Hydro Plant", "City", TRUE
2279       "Building", "Solar Plant", "City", FALSE
2280       "Building", "Hoover Dam", "City", FALSE
2281     }
2283 [effect_hydro_plant_3]
2284 type    = "Pollu_Prod_Pct"
2285 value   = -25
2286 reqs    =
2287     { "type", "name", "range", "present"
2288       "Building", "Recycling Center", "City", TRUE
2289       "Building", "Hydro Plant", "City", TRUE
2290       "Building", "Solar Plant", "City", FALSE
2291       "Building", "Hoover Dam", "City", FALSE
2292     }
2294 [effect_hydro_plant_4]
2295 type    = "Pollu_Prod_Pct"
2296 value   = -25
2297 reqs    =
2298     { "type", "name", "range", "present"
2299       "Building", "Hoover Dam", "Player", TRUE
2300       "Building", "Hydro Plant", "City", TRUE
2301       "Building", "Solar Plant", "City", FALSE
2302       "Building", "Hoover Dam", "City", FALSE
2303     }
2305 [effect_library]
2306 type    = "Output_Bonus"
2307 value   = 50
2308 reqs    =
2309     { "type", "name", "range"
2310       "Building", "Library", "City"
2311       "OutputType", "Science", "Local"
2312     }
2314 [effect_library_culture]
2315 type    = "History"
2316 value   = 1
2317 reqs    =
2318     { "type", "name", "range"
2319       "Building", "Library", "City"
2320     }
2322 [effect_marketplace]
2323 type    = "Output_Bonus"
2324 value   = 50
2325 reqs    =
2326     { "type", "name", "range"
2327       "Building", "Marketplace", "City"
2328       "OutputType", "Gold", "Local"
2329     }
2331 [effect_marketplace_1]
2332 type    = "Output_Bonus"
2333 value   = 50
2334 reqs    =
2335     { "type", "name", "range"
2336       "Building", "Marketplace", "City"
2337       "OutputType", "Luxury", "Local"
2338     }
2340 ; Counteracts population pollution from any 2 other buildings
2341 [effect_mass_transit]
2342 type    = "Pollu_Pop_Pct"
2343 value   = -50
2344 reqs    =
2345     { "type", "name", "range"
2346       "Building", "Mass Transit", "City"
2347     }
2349 [effect_mfg_plant]
2350 type    = "Output_Bonus"
2351 value   = 25
2352 reqs    =
2353     { "type", "name", "range"
2354       "Building", "Mfg. Plant", "City"
2355       "OutputType", "Shield", "Local"
2356     }
2358 [effect_mfg_plant_1]
2359 type    = "Pollu_Pop_Pct"
2360 value   = 25
2361 reqs    =
2362     { "type", "name", "range"
2363       "Building", "Mfg. Plant", "City"
2364     }
2366 [effect_nuclear_plant]
2367 type    = "Output_Bonus"
2368 value   = 25
2369 reqs    =
2370     { "type", "name", "range", "present"
2371       "Building", "Factory", "City", TRUE
2372       "Building", "Nuclear Plant", "City", TRUE
2373       "OutputType", "Shield", "Local", TRUE
2374       "Building", "Hydro Plant", "City", FALSE
2375       "Building", "Solar Plant", "City", FALSE
2376       "Building", "Hoover Dam", "City", FALSE
2377     }
2379 [effect_nuclear_plant_1]
2380 type    = "Output_Bonus"
2381 value   = 25
2382 reqs    =
2383     { "type", "name", "range", "present"
2384       "Building", "Mfg. Plant", "City", TRUE
2385       "Building", "Nuclear Plant", "City", TRUE
2386       "OutputType", "Shield", "Local", TRUE
2387       "Building", "Hydro Plant", "City", FALSE
2388       "Building", "Solar Plant", "City", FALSE
2389       "Building", "Hoover Dam", "City", FALSE
2390     }
2392 [effect_nuclear_plant_2]
2393 type    = "Pollu_Prod_Pct"
2394 value   = -50
2395 reqs    =
2396     { "type", "name", "range", "present"
2397       "Building", "Nuclear Plant", "City", TRUE
2398       "Building", "Hydro Plant", "City", FALSE
2399       "Building", "Solar Plant", "City", FALSE
2400       "Building", "Hoover Dam", "City", FALSE
2401     }
2403 [effect_nuclear_plant_3]
2404 type    = "Pollu_Prod_Pct"
2405 value   = -25
2406 reqs    =
2407     { "type", "name", "range", "present"
2408       "Building", "Recycling Center", "City", TRUE
2409       "Building", "Nuclear Plant", "City", TRUE
2410       "Building", "Hydro Plant", "City", FALSE
2411       "Building", "Solar Plant", "City", FALSE
2412       "Building", "Hoover Dam", "City", FALSE
2413     }
2415 [effect_offshore_platform]
2416 type    = "Output_Add_Tile"
2417 value   = 1
2418 reqs    =
2419     { "type", "name", "range"
2420       "TerrainClass", "Oceanic", "Local"
2421       "Building", "Offshore Platform", "City"
2422       "OutputType", "Shield", "Local"
2423     }
2425 [effect_offshore_platform_1]
2426 type    = "Output_Add_Tile"
2427 value   = -1
2428 reqs    =
2429     { "type", "name", "range", "present"
2430       "Terrain", "Deep Ocean", "Local", TRUE
2431       "Building", "Offshore Platform", "City", TRUE
2432       "Extra", "Oil Platform", "Local", FALSE
2433       "OutputType", "Shield", "Local", TRUE
2434     }
2436 [effect_offshore_platform_2]
2437 type    = "Pollu_Pop_Pct"
2438 value   = 25
2439 reqs    =
2440     { "type", "name", "range"
2441       "Building", "Offshore Platform", "City"
2442     }
2444 [effect_palace]
2445 type    = "Output_Waste_Pct"
2446 value   = 50
2447 reqs    =
2448     { "type", "name", "range"
2449       "Building", "Palace", "City"
2450       "OutputType", "Trade", "Local"
2451     }
2453 [effect_palace_1]
2454 type    = "Output_Waste_Pct"
2455 value   = 50
2456 reqs    =
2457     { "type", "name", "range"
2458       "Building", "Palace", "City"
2459       "OutputType", "Shield", "local"
2460     }
2462 [effect_palace_2]
2463 type    = "Spy_Resistant"
2464 value   = 50
2465 reqs    =
2466     { "type", "name", "range"
2467       "Building", "Palace", "City"
2468     }
2470 [effect_palace_2_sabotage]
2471 type    = "Building_Saboteur_Resistant"
2472 value   = 50
2473 reqs    =
2474     { "type", "name", "range"
2475       "Building", "Palace", "City"
2476     }
2478 [effect_palace_3]
2479 type    = "Capital_City"
2480 value   = 1
2481 reqs    =
2482     { "type", "name", "range"
2483       "Building", "Palace", "City"
2484     }
2486 [effect_palace_gov_center]
2487 type    = "Gov_Center"
2488 value   = 1
2489 reqs    =
2490     { "type", "name", "range"
2491       "Building", "Palace", "City"
2492     }
2494 [effect_palace_despotism]
2495 type    = "Output_Bonus"
2496 value   = 75
2497 reqs    =
2498     { "type", "name", "range"
2499       "Gov", "Despotism", "Player"
2500       "Building", "Palace", "City"
2501       "OutputType", "Gold", "Local"
2502     }
2504 [effect_palace_monarchy]
2505 type    = "Output_Bonus"
2506 value   = 50
2507 reqs    =
2508     { "type", "name", "range"
2509       "Gov", "Monarchy", "Player"
2510       "Building", "Palace", "City"
2511       "OutputType", "Gold", "Local"
2512     }
2514 [effect_palace_culture]
2515 type    = "History"
2516 value   = 1
2517 reqs    =
2518     { "type", "name", "range"
2519       "Building", "Palace", "City"
2520     }
2522 [effect_ecclesiastical_palace]
2523 type    = "Output_Waste_Pct"
2524 value   = 50
2525 reqs    =
2526     { "type", "name", "range", "present"
2527       "Building", "Ecclesiastical Palace", "City", TRUE
2528       "OutputType", "Trade", "Local", TRUE
2529       "Building", "Palace", "City", FALSE
2530     }
2532 [effect_ecclesiastical_palace_1]
2533 type    = "Output_Waste_Pct"
2534 value   = 50
2535 reqs    =
2536     { "type", "name", "range", "present"
2537       "Building", "Ecclesiastical Palace", "City", TRUE
2538       "OutputType", "Shield", "local", TRUE
2539       "Building", "Palace", "City", FALSE
2540     }
2542 [effect_ecclesiastical_palace_2]
2543 type    = "Spy_Resistant"
2544 value   = 50
2545 reqs    =
2546     { "type", "name", "range", "present"
2547       "Building", "Ecclesiastical Palace", "City", TRUE
2548       "Building", "Palace", "City", FALSE
2549     }
2551 [effect_ecclesiastical_palace_2_sabotage]
2552 type    = "Building_Saboteur_Resistant"
2553 value   = 50
2554 reqs    =
2555     { "type", "name", "range", "present"
2556       "Building", "Ecclesiastical Palace", "City", TRUE
2557       "Building", "Palace", "City", FALSE
2558     }
2560 [effect_ecclesiastical_palace_gov_center]
2561 type    = "Gov_Center"
2562 value   = 1
2563 reqs    =
2564     { "type", "name", "range", "present"
2565       "Building", "Ecclesiastical Palace", "City", TRUE
2566       "Building", "Palace", "City", FALSE
2567     }
2569 [effect_ecclesiastical_palace_despotism]
2570 type    = "Output_Bonus"
2571 value   = 75
2572 reqs    =
2573     { "type", "name", "range", "present"
2574       "Gov", "Despotism", "Player", TRUE
2575       "Building", "Ecclesiastical Palace", "City", TRUE
2576       "OutputType", "Gold", "Local", TRUE
2577       "Building", "Palace", "City", FALSE
2578     }
2580 [effect_ecclesiastical_palace_monarchy]
2581 type    = "Output_Bonus"
2582 value   = 50
2583 reqs    =
2584     { "type", "name", "range", "present"
2585       "Gov", "Monarchy", "Player", TRUE
2586       "Building", "Ecclesiastical Palace", "City", TRUE
2587       "OutputType", "Gold", "Local", TRUE
2588       "Building", "Palace", "City", FALSE
2589     }
2591 [effect_ecclesiastical_palace_culture]
2592 type    = "History"
2593 value   = 1
2594 reqs    =
2595     { "type", "name", "range", "present"
2596       "Building", "Ecclesiastical Palace", "City", TRUE
2597       "Building", "Palace", "City", FALSE
2598     }
2600 [effect_police_station]
2601 type    = "Make_Content"
2602 value   = 2
2603 reqs    =
2604     { "type", "name", "range"
2605       "Building", "Police Station", "City"
2606     }
2608 [effect_police_station_1]
2609 type    = "Make_Content_Mil"
2610 value   = 1
2611 reqs    =
2612     { "type", "name", "range"
2613       "Building", "Police Station", "City"
2614     }
2616 ; Net effect is to neutralize one unit's unhappiness
2617 [effect_police_station_democracy]
2618 type    = "Make_Content_Mil"
2619 value   = 1
2620 reqs    =
2621     { "type", "name", "range", "present"
2622       "Gov", "Democracy", "Player", TRUE
2623       "Building", "Police Station", "City", TRUE
2624       "Building", "Women's Suffrage", "Player", FALSE
2625     }
2627 [effect_port_facility]
2628 type    = "Veteran_Build"
2629 value   = 1
2630 reqs    =
2631     { "type", "name", "range", "present"
2632       "Building", "Port Facility", "City", TRUE
2633       "UnitClass", "Sea", "Local", TRUE
2634       "UnitFlag", "NonMil", "Local", FALSE
2635       "UnitFlag", "NoVeteran", "Local", FALSE
2636     }
2638 [effect_port_facility_1]
2639 type    = "HP_Regen"
2640 value   = 100
2641 reqs    =
2642     { "type", "name", "range"
2643       "Building", "Port Facility", "City"
2644       "UnitClass", "Sea", "Local"
2645     }
2647 [effect_port_facility_trireme]
2648 type    = "Veteran_Build"
2649 value   = 1
2650 reqs    =
2651     { "type", "name", "range", "present"
2652       "Building", "Port Facility", "City", TRUE
2653       "UnitClass", "Trireme", "Local", TRUE
2654       "UnitFlag", "NonMil", "Local", FALSE
2655       "UnitFlag", "NoVeteran", "Local", FALSE
2656     }
2658 [effect_port_facility_trireme_1]
2659 type    = "HP_Regen"
2660 value   = 100
2661 reqs    =
2662     { "type", "name", "range"
2663       "Building", "Port Facility", "City"
2664       "UnitClass", "Trireme", "Local"
2665     }
2667 [effect_power_plant]
2668 type    = "Output_Bonus"
2669 value   = 25
2670 reqs    =
2671     { "type", "name", "range", "present"
2672       "Building", "Factory", "City", TRUE
2673       "Building", "Power Plant", "City", TRUE
2674       "OutputType", "Shield", "Local", TRUE
2675       "Building", "Nuclear Plant", "City", FALSE
2676       "Building", "Hydro Plant", "City", FALSE
2677       "Building", "Solar Plant", "City", FALSE
2678       "Building", "Hoover Dam", "City", FALSE
2679     }
2681 [effect_power_plant_1]
2682 type    = "Output_Bonus"
2683 value   = 25
2684 reqs    =
2685     { "type", "name", "range", "present"
2686       "Building", "Mfg. Plant", "City", TRUE
2687       "Building", "Power Plant", "City", TRUE
2688       "OutputType", "Shield", "Local", TRUE
2689       "Building", "Nuclear Plant", "City", FALSE
2690       "Building", "Hydro Plant", "City", FALSE
2691       "Building", "Solar Plant", "City", FALSE
2692       "Building", "Hoover Dam", "City", FALSE
2693     }
2695 ; Recycling Center gives a lesser additional bonus with plants
2696 [effect_recycling_center]
2697 type    = "Pollu_Prod_Pct"
2698 value   = -50
2699 reqs    =
2700     { "type", "name", "range", "present"
2701       "Building", "Recycling Center", "City", TRUE
2702       "Building", "Nuclear Plant", "City", FALSE
2703       "Building", "Hydro Plant", "City", FALSE
2704       "Building", "Solar Plant", "City", FALSE
2705       "Building", "Hoover Dam", "City", FALSE
2706     }
2708 [effect_research_lab]
2709 type    = "Output_Bonus"
2710 value   = 50
2711 reqs    =
2712     { "type", "name", "range"
2713       "Building", "Research Lab", "City"
2714       "OutputType", "Science", "Local"
2715     }
2717 [effect_research_lab_culture]
2718 type    = "History"
2719 value   = 3
2720 reqs    =
2721     { "type", "name", "range"
2722       "Building", "Research Lab", "City"
2723     }
2725 [effect_sam_battery]
2726 type    = "Defend_Bonus"
2727 value   = 100
2728 reqs    =
2729     { "type", "name", "range"
2730       "Building", "SAM Battery", "City"
2731       "UnitClass", "Air", "Local"
2732     }
2734 [effect_sam_battery_1]
2735 type    = "Defend_Bonus"
2736 value   = 100
2737 reqs    =
2738     { "type", "name", "range"
2739       "Building", "SAM Battery", "City"
2740       "UnitClass", "Helicopter", "Local"
2741     }
2743 [effect_sdi_defense]
2744 type    = "Nuke_Proof"
2745 value   = 100
2746 reqs    =
2747     { "type", "name", "range", "present"
2748       "Building", "SDI Defense", "City", TRUE
2749       "DiplRel", "Foreign", "Local", TRUE
2750       "DiplRel", "Team", "Local", FALSE
2751     }
2753 [effect_sdi_defense_1]
2754 type    = "Defend_Bonus"
2755 value   = 100
2756 reqs    =
2757     { "type", "name", "range"
2758       "Building", "SDI Defense", "City"
2759       "UnitClass", "Missile", "Local"
2760     }
2762 [effect_sewer_system]
2763 type    = "Size_Unlimit"
2764 value   = 1
2765 reqs    =
2766     { "type", "name", "range"
2767       "Building", "Sewer System", "City"
2768       "Building", "Aqueduct", "City"
2769     }
2771 [effect_sewer_system_1]
2772 type    = "Size_Unlimit"
2773 value   = 1
2774 reqs    =
2775     { "type", "name", "range"
2776       "Building", "Sewer System", "City"
2777       "Building", "Aqueduct, Lake", "City"
2778     }
2780 [effect_sewer_system_2]
2781 type    = "Size_Unlimit"
2782 value   = 1
2783 reqs    =
2784     { "type", "name", "range"
2785       "Building", "Sewer System", "City"
2786       "Building", "Aqueduct, River", "City"
2787     }
2789 [effect_sewer_system_health]
2790 type    = "Health_Pct"
2791 value   = 30
2792 reqs    =
2793     { "type", "name", "range"
2794       "Building", "Sewer System", "City"
2795     }
2797 [effect_solar_plant]
2798 type    = "Output_Bonus"
2799 value   = 25
2800 reqs    =
2801     { "type", "name", "range", "present"
2802       "Building", "Factory", "City", TRUE
2803       "Building", "Solar Plant", "City", TRUE
2804       "OutputType", "Shield", "Local", TRUE
2805       "Building", "Hoover Dam", "City", FALSE
2806     }
2808 [effect_solar_plant_1]
2809 type    = "Output_Bonus"
2810 value   = 25
2811 reqs    =
2812     { "type", "name", "range", "present"
2813       "Building", "Mfg. Plant", "City", TRUE
2814       "Building", "Solar Plant", "City", TRUE
2815       "OutputType", "Shield", "Local", TRUE
2816       "Building", "Hoover Dam", "City", FALSE
2817     }
2819 [effect_solar_plant_2]
2820 type    = "Pollu_Prod_Pct"
2821 value   = -75
2822 reqs    =
2823     { "type", "name", "range", "present"
2824       "Building", "Solar Plant", "City", TRUE
2825       "Building", "Hoover Dam", "City", FALSE
2826     }
2828 [effect_solar_plant_3]
2829 type    = "Pollu_Prod_Pct"
2830 value   = -25
2831 reqs    =
2832     { "type", "name", "range", "present"
2833       "Building", "Recycling Center", "City", TRUE
2834       "Building", "Solar Plant", "City", TRUE
2835       "Building", "Hoover Dam", "City", FALSE
2836     }
2838 [effect_space_component]
2839 type    = "SS_Component"
2840 value   = 1
2841 reqs    =
2842     { "type", "name", "range"
2843       "Building", "Space Component", "City"
2844     }
2846 [effect_space_module]
2847 type    = "SS_Module"
2848 value   = 1
2849 reqs    =
2850     { "type", "name", "range"
2851       "Building", "Space Module", "City"
2852     }
2854 [effect_space_structural]
2855 type    = "SS_Structural"
2856 value   = 1
2857 reqs    =
2858     { "type", "name", "range"
2859       "Building", "Space Structural", "City"
2860     }
2862 [effect_plastics_slowdown]
2863 type    = "Slow_Down_Timeline"
2864 value   = 1
2865 reqs    =
2866     { "type", "name", "range", "survives"
2867       "Tech", "Plastics", "World", TRUE
2868     }
2870 [effect_superconductor_slowdown]
2871 type    = "Slow_Down_Timeline"
2872 value   = 1
2873 reqs    =
2874     { "type", "name", "range", "survives"
2875       "Tech", "Superconductors", "World", TRUE
2876     }
2878 [effect_spaceflight_slowdown]
2879 type    = "Slow_Down_Timeline"
2880 value   = 1
2881 reqs    =
2882     { "type", "name", "range", "survives"
2883       "Tech", "Space Flight", "World", TRUE
2884     }
2886 [effect_stock_exchange]
2887 type    = "Output_Bonus"
2888 value   = 50
2889 reqs    =
2890     { "type", "name", "range"
2891       "Building", "Stock Exchange", "City"
2892       "OutputType", "Gold", "Local"
2893     }
2895 [effect_stock_exchange_1]
2896 type    = "Output_Bonus"
2897 value   = 50
2898 reqs    =
2899     { "type", "name", "range"
2900       "Building", "Stock Exchange", "City"
2901       "OutputType", "Luxury", "Local"
2902     }
2904 ; Tiles with farmland don't get Super Highways trade bonus
2905 [effect_super_highways]
2906 type    = "Output_Inc_Tile"
2907 value   = 1
2908 reqs    =
2909     { "type", "name", "range", "present"
2910       "Extra", "Road", "Local", TRUE
2911       "Building", "Super Highways", "City", TRUE
2912       "OutputType", "Trade", "Local", TRUE
2913       "Extra", "Farmland", "Local", FALSE
2914       "CityTile", "Center", "Local", FALSE
2915     }
2917 ; City center tiles only get the trade bonus if they aren't benefiting from
2918 ; 'automatic' farmland (the following clauses duplicate terms from
2919 ; Supermarket and Irrig_Possible rules)
2921 ; City without Supermarket doesn't get farmland bonus => can get trade bonus
2922 [effect_super_highways_city_center_1]
2923 type    = "Output_Inc_Tile"
2924 value   = 1
2925 reqs    =
2926     { "type", "name", "range", "present"
2927       "Extra", "Road", "Local", TRUE
2928       "Building", "Super Highways", "City", TRUE
2929       "OutputType", "Trade", "Local", TRUE
2930       "CityTile", "Center", "Local", TRUE
2931       "Building", "Supermarket", "City", FALSE
2932       "Extra", "Farmland", "Local", FALSE
2933     }
2935 ; Otherwise, city has Supermarket
2936 ; ...but if it has a mine or oil well, it still can't get farmland bonus
2937 [effect_super_highways_city_center_2]
2938 type    = "Output_Inc_Tile"
2939 value   = 1
2940 reqs    =
2941     { "type", "name", "range"
2942       "Extra", "Road", "Local"
2943       "Building", "Super Highways", "City"
2944       "OutputType", "Trade", "Local"
2945       "CityTile", "Center", "Local"
2946       "Building", "Supermarket", "City"
2947       "Extra", "Mine", "Local"
2948       ; Can't have farmland with mine, so no need for present=FALSE farmland
2949     }
2951 [effect_super_highways_city_center_3]
2952 type    = "Output_Inc_Tile"
2953 value   = 1
2954 reqs    =
2955     { "type", "name", "range"
2956       "Extra", "Road", "Local"
2957       "Building", "Super Highways", "City"
2958       "OutputType", "Trade", "Local"
2959       "CityTile", "Center", "Local"
2960       "Building", "Supermarket", "City"
2961       "Extra", "Oil Well", "Local"
2962       ; Can't have farmland with well, so no need for present=FALSE farmland
2963     }
2965 ; Otherwise, it can't get farmland bonus if terrain can't be irrigated
2966 ; (desert terrain can be irrigated so will not match this clause)
2967 [effect_super_highways_city_center_4]
2968 type    = "Output_Inc_Tile"
2969 value   = 1
2970 reqs    =
2971     { "type", "name", "range", "present"
2972       "Extra", "Road", "Local", TRUE
2973       "Building", "Super Highways", "City", TRUE
2974       "OutputType", "Trade", "Local", TRUE
2975       "CityTile", "Center", "Local", TRUE
2976       "Building", "Supermarket", "City", TRUE
2977       "Extra", "Mine", "Local", FALSE
2978       "Extra", "Oil Well", "Local", FALSE
2979       "TerrainAlter", "CanIrrigate", "Local", FALSE
2980       "Extra", "Farmland", "Local", FALSE
2981     }
2983 ; Otherwise, it can't get farmland bonus if underlying terrain is bare
2984 ; desert on which building farmland is prohibited (see Irrig_Possible rules)
2985 [effect_super_highways_city_center_5]
2986 type    = "Output_Inc_Tile"
2987 value   = 1
2988 reqs    =
2989     { "type", "name", "range", "present"
2990       "Extra", "Road", "Local", TRUE
2991       "Building", "Super Highways", "City", TRUE
2992       "OutputType", "Trade", "Local", TRUE
2993       "CityTile", "Center", "Local", TRUE
2994       "Building", "Supermarket", "City", TRUE
2995       "Terrain", "Desert", "Local", TRUE
2996       "Extra", "Oasis", "Local", FALSE
2997       "Extra", "River", "Local", FALSE
2998       ; Desert cannot have mine, only oil well
2999       "Extra", "Oil Well", "Local", FALSE
3000       "Extra", "Farmland", "Local", FALSE
3001     }
3003 ; Otherwise, city center tile is benefiting from farmland bonus (or has
3004 ; explicit farmland special) so doesn't get trade bonus
3006 [effect_super_highways_1]
3007 type    = "Output_Bonus"
3008 value   = 50
3009 reqs    =
3010     { "type", "name", "range"
3011       "Building", "Super Highways", "City"
3012       "Building", "Stock Exchange", "City"
3013       "OutputType", "Gold", "Local"
3014     }
3016 [effect_super_highways_2]
3017 type    = "Output_Bonus"
3018 value   = 50
3019 reqs    =
3020     { "type", "name", "range"
3021       "Building", "Super Highways", "City"
3022       "Building", "Stock Exchange", "City"
3023       "OutputType", "Luxury", "Local"
3024     }
3026 [effect_super_highways_3]
3027 type    = "Pollu_Pop_Pct"
3028 value   = 25
3029 reqs    =
3030     { "type", "name", "range"
3031       "Building", "Super Highways", "City"
3032     }
3034 [effect_supermarket]
3035 type    = "Output_Per_Tile"
3036 value   = 50
3037 reqs    =
3038     { "type", "name", "range", "present"
3039       "Extra", "Farmland", "Local", TRUE
3040       "Building", "Supermarket", "City", TRUE
3041       "OutputType", "Food", "Local", TRUE
3042       "CityTile", "Center", "Local", FALSE
3043     }
3045 ; Automatic farmland on city center
3046 ; Note, terms are duplicated in Super Highways rules
3047 [effect_supermarket_2]
3048 type    = "Output_Per_Tile"
3049 value   = 50
3050 reqs    =
3051     { "type", "name", "range", "present"
3052       "CityTile", "Center", "Local", TRUE
3053       "TerrainAlter", "CanIrrigate", "Local", TRUE
3054       "Building", "Supermarket", "City", TRUE
3055       "OutputType", "Food", "Local", TRUE
3056       "Extra", "Mine", "Local", FALSE
3057       "Extra", "Oil Well", "Local", FALSE
3058     }
3060 [effect_temple]
3061 type    = "Make_Content"
3062 value   = 1
3063 reqs    =
3064     { "type", "name", "range"
3065       "Building", "Temple", "City"
3066     }
3068 [effect_temple_1]
3069 type    = "Make_Content"
3070 value   = 1
3071 reqs    =
3072     { "type", "name", "range", "present"
3073       "Tech", "Mysticism", "Player", TRUE
3074       "Building", "Temple", "City", TRUE
3075       "Gov", "Communism", "Player", FALSE
3076     }
3078 [effect_temple_culture]
3079 type    = "History"
3080 value   = 1
3081 reqs    =
3082     { "type", "name", "range"
3083       "Building", "Temple", "City"
3084     }
3086 [effect_university]
3087 type    = "Output_Bonus"
3088 value   = 50
3089 reqs    =
3090     { "type", "name", "range"
3091       "Building", "University", "City"
3092       "OutputType", "Science", "Local"
3093     }
3095 [effect_university_culture]
3096 type    = "History"
3097 value   = 2
3098 reqs    =
3099     { "type", "name", "range"
3100       "Building", "University", "City"
3101     }
3103 [effect_telegraph_border_vision]
3104 type    = "Border_Vision"
3105 value   = 1
3106 reqs   =
3107     { "type", "name", "range"
3108       "Tech", "Electricity", "Player"
3109     }
3111 [effect_apollo_program]
3112 type    = "Reveal_Map"
3113 value   = 1
3114 reqs    =
3115     { "type", "name", "range"
3116       "Building", "Apollo Program", "Player"
3117     }
3119 [effect_apollo_program_1]
3120 type    = "Enable_Space"
3121 value   = 1
3122 reqs    =
3123     { "type", "name", "range", "survives"
3124       "Building", "Apollo Program", "World", TRUE
3125     }
3127 [effect_apollo_program_culture]
3128 type    = "History"
3129 value   = 6
3130 reqs    =
3131     { "type", "name", "range"
3132       "Building", "Apollo Program", "City"
3133     }
3135 [effect_asmiths_trading_co]
3136 type    = "Upkeep_Free"
3137 value   = 1
3138 reqs    =
3139     { "type", "name", "range", "present"
3140       "Building", "A.Smith's Trading Co.", "Player", TRUE
3141       "Building", "Stock Exchange", "City", TRUE
3142       "Gov", "Communism", "Player", FALSE
3143     }
3145 ;2 + 1 = 3
3146 [effect_asmiths_trading_co_1]
3147 type    = "Specialist_Output"
3148 value   = 1
3149 reqs    =
3150     { "type", "name", "range", "survives"
3151       "Building", "A.Smith's Trading Co.", "World", TRUE
3152       "Specialist", "Taxman", "Local"
3153       "OutputType", "Gold", "Local"
3154     }
3156 [effect_asmiths_trading_co_culture]
3157 type    = "History"
3158 value   = 4
3159 reqs    =
3160     { "type", "name", "range"
3161       "Building", "A.Smith's Trading Co.", "City"
3162     }
3164 [effect_colossus]
3165 type    = "Output_Inc_Tile"
3166 value   = 1
3167 reqs    =
3168     { "type", "name", "range"
3169       "Building", "Colossus", "City"
3170       "OutputType", "Trade", "Local"
3171     }
3173 [effect_colossus_culture]
3174 type    = "History"
3175 value   = 2
3176 reqs    =
3177     { "type", "name", "range"
3178       "Building", "Colossus", "City"
3179     }
3181 [effect_copernicus_observatory]
3182 type    = "Output_Add_Tile"
3183 value   = 1
3184 reqs    =
3185     { "type", "name", "range"
3186       "Building", "Copernicus' Observatory", "City"
3187       "OutputType", "Science", "Local"
3188     }
3190 [effect_copernicus_observatory_culture]
3191 type    = "History"
3192 value   = 3
3193 reqs    =
3194     { "type", "name", "range"
3195       "Building", "Copernicus' Observatory", "City"
3196     }
3198 [effect_cure_for_cancer]
3199 type    = "Output_Add_Tile"
3200 value   = 2
3201 reqs    =
3202     { "type", "name", "range"
3203       "Building", "Cure For Cancer", "Player"
3204       "CityTile", "Center", "Local"
3205       "OutputType", "Luxury", "Local"
3206     }
3208 [effect_cure_for_cancer_health]
3209 type    = "Health_Pct"
3210 value   = 10
3211 reqs    =
3212     { "type", "name", "range"
3213       "Building", "Cure For Cancer", "Player"
3214     }
3216 [effect_cure_for_cancer_culture]
3217 type    = "History"
3218 value   = 6
3219 reqs    =
3220     { "type", "name", "range"
3221       "Building", "Cure For Cancer", "City"
3222     }
3224 [effect_darwins_voyage]
3225 type    = "Output_Add_Tile"
3226 value   = 1
3227 reqs    =
3228     { "type", "name", "range"
3229       "Building", "Darwin's Voyage", "Player"
3230       "CityTile", "Center", "Local"
3231       "OutputType", "Science", "Local"
3232     }
3234 ;2 + 1 = 3
3235 [effect_darwins_voyage_1]
3236 type    = "Specialist_Output"
3237 value   = 1
3238 reqs    =
3239     { "type", "name", "range", "survives"
3240       "Building", "Darwin's Voyage", "World", TRUE
3241       "Specialist", "Scientist", "Local"
3242       "OutputType", "Science", "Local"
3243     }
3245 [effect_darwins_voyage_culture]
3246 type    = "History"
3247 value   = 4
3248 reqs    =
3249     { "type", "name", "range"
3250       "Building", "Darwin's Voyage", "City"
3251     }
3253 [effect_eiffel_tower]
3254 type    = "Gain_AI_Love"
3255 value   = 10
3256 reqs    =
3257     { "type", "name", "range", "present", "survives"
3258       "Building", "Eiffel Tower", "Player", TRUE, FALSE
3259       "Building", "Apollo Program", "World", FALSE, TRUE
3260     }
3262 [effect_eiffel_tower_1]
3263 type    = "Pollu_Pop_Pct"
3264 value   = -25
3265 reqs    =
3266     { "type", "name", "range"
3267       "Building", "Eiffel Tower", "Player"
3268     }
3270 [effect_eiffel_tower_culture]
3271 type    = "History"
3272 value   = 3
3273 reqs    =
3274     { "type", "name", "range"
3275       "Building", "Eiffel Tower", "City"
3276     }
3278 [effect_great_library]
3279 type    = "Output_Bonus"
3280 value   = 50
3281 reqs    =
3282     { "type", "name", "range", "survives"
3283       "Building", "Great Library", "World", TRUE
3284       "Building", "Library", "City"
3285       "OutputType", "Science", "Local"
3286     }
3288 [effect_great_library_1]
3289 type    = "Output_Add_Tile"
3290 value   = 4
3291 reqs    =
3292     { "type", "name", "range"
3293       "Building", "Great Library", "City"
3294       "CityTile", "Center", "Local"
3295       "OutputType", "Science", "Local"
3296     }
3298 [effect_great_library_2]
3299 type    = "Give_Imm_Tech"
3300 value   = 1
3301 reqs    =
3302     { "type", "name", "range"
3303       "Building", "Great Library", "Player"
3304     }
3306 [effect_great_library_culture]
3307 type    = "History"
3308 value   = 3
3309 reqs    =
3310     { "type", "name", "range"
3311       "Building", "Great Library", "City"
3312     }
3314 ; Every Land unit
3315 [effect_great_wall]
3316 type    = "Defend_Bonus"
3317 value   = 50
3318 reqs    =
3319     { "type", "name", "range", "present"
3320       "Building", "Great Wall", "Player", TRUE
3321       "CityTile", "Center", "Local", TRUE
3322 ;      "UnitClass", "Land", "Local", FALSE
3323 ;      "UnitClass", "Small Land", "Local", FALSE
3324 ;      "UnitClass", "Big Land", "Local", FALSE
3325 ;      "UnitClass", "Merchant", "Local", FALSE
3326       "UnitClass", "Sea", "Local", FALSE
3327       "UnitClass", "Trireme", "Local", FALSE
3328       "UnitClass", "Helicopter", "Local", FALSE
3329       "UnitClass", "Air", "Local", FALSE
3330       "UnitClass", "Missile", "Local", FALSE
3331     }
3333 [effect_great_wall_1]
3334 type    = "Unit_No_Lose_Pop"
3335 value   = 1
3336 reqs    =
3337     { "type", "name", "range"
3338       "Building", "Great Wall", "Player"
3339     }
3341 [effect_great_wall_culture]
3342 type    = "History"
3343 value   = 3
3344 reqs    =
3345     { "type", "name", "range"
3346       "Building", "Great Wall", "City"
3347     }
3349 [effect_hanging_gardens]
3350 type    = "Make_Content"
3351 value   = 1
3352 reqs    =
3353     { "type", "name", "range"
3354       "Building", "Hanging Gardens", "Player"
3355     }
3357 [effect_hanging_gardens_1]
3358 type    = "Output_Add_Tile"
3359 value   = 4
3360 reqs    =
3361     { "type", "name", "range"
3362       "Building", "Hanging Gardens", "City"
3363       "CityTile", "Center", "Local"
3364       "OutputType", "Luxury", "Local"
3365     }
3367 [effect_hanging_gardens_culture]
3368 type    = "History"
3369 value   = 2
3370 reqs    =
3371     { "type", "name", "range"
3372       "Building", "Hanging Gardens", "City"
3373     }
3375 ; Hoover Dam behaves like a (self-enhanced) Hydro Plant in its own city
3376 [effect_hoover_dam]
3377 type    = "Output_Bonus"
3378 value   = 25
3379 reqs    =
3380     { "type", "name", "range"
3381       "Building", "Factory", "City"
3382       "Building", "Hoover Dam", "City"
3383       "OutputType", "Shield", "Local"
3384     }
3386 [effect_hoover_dam_1]
3387 type    = "Output_Bonus"
3388 value   = 25
3389 reqs    =
3390     { "type", "name", "range"
3391       "Building", "Mfg. Plant", "City"
3392       "Building", "Hoover Dam", "City"
3393       "OutputType", "Shield", "Local"
3394     }
3396 [effect_hoover_dam_2]
3397 type    = "Pollu_Prod_Pct"
3398 value   = -75
3399 reqs    =
3400     { "type", "name", "range"
3401       "Building", "Hoover Dam", "City"
3402     }
3404 [effect_hoover_dam_3]
3405 type    = "Pollu_Prod_Pct"
3406 value   = -25
3407 reqs    =
3408     { "type", "name", "range"
3409       "Building", "Recycling Center", "City"
3410       "Building", "Hoover Dam", "City"
3411     }
3413 [effect_hoover_dam_culture]
3414 type    = "History"
3415 value   = 6
3416 reqs    =
3417     { "type", "name", "range"
3418       "Building", "Hoover Dam", "City"
3419     }
3421 [effect_isaac_newtons_college]
3422 type    = "Output_Bonus"
3423 value   = 50
3424 reqs    =
3425     { "type", "name", "range", "survives"
3426       "Building", "Isaac Newton's College", "World", TRUE
3427       "Building", "University", "City"
3428       "OutputType", "Science", "Local"
3429     }
3431 [effect_isaac_newtons_college_1]
3432 type    = "Output_Add_Tile"
3433 value   = 6
3434 reqs    =
3435     { "type", "name", "range"
3436       "Building", "Isaac Newton's College", "City"
3437       "CityTile", "Center", "Local"
3438       "OutputType", "Science", "Local"
3439     }
3441 [effect_isaac_newtons_college_2]
3442 type    = "Give_Imm_Tech"
3443 value   = 1
3444 reqs    =
3445     { "type", "name", "range"
3446       "Building", "Isaac Newton's College", "Player"
3447     }
3449 [effect_isaac_newtons_college_culture]
3450 type    = "History"
3451 value   = 4
3452 reqs    =
3453     { "type", "name", "range"
3454       "Building", "Isaac Newton's College", "City"
3455     }
3457 [effect_js_bachs_cathedral]
3458 type    = "Output_Add_Tile"
3459 value   = 2
3460 reqs    =
3461     { "type", "name", "range"
3462       "Building", "J.S. Bach's Cathedral", "Player"
3463       "CityTile", "Center", "Local"
3464       "OutputType", "Luxury", "Local"
3465     }
3467 [effect_js_bachs_cathedral_culture]
3468 type    = "History"
3469 value   = 4
3470 reqs    =
3471     { "type", "name", "range"
3472       "Building", "J.S. Bach's Cathedral", "City"
3473     }
3475 [effect_king_richards_crusade]
3476 type    = "Make_Content_Mil"
3477 value   = 1
3478 reqs    =
3479     { "type", "name", "range"
3480       "Building", "King Richard's Crusade", "Player"
3481     }
3483 [effect_king_richards_crusade_1]
3484 type    = "Unit_Upkeep_Free_Per_City"
3485 value   = 2
3486 reqs    =
3487     { "type", "name", "range"
3488       "Building", "King Richard's Crusade", "Player"
3489       "OutputType", "Gold", "Local"
3490     }
3492 [effect_king_richards_crusade_culture]
3493 type    = "History"
3494 value   = 3
3495 reqs    =
3496     { "type", "name", "range"
3497       "Building", "King Richard's Crusade", "City"
3498     }
3500 [effect_leonardos_workshop]
3501 type    = "Upgrade_Unit"
3502 value   = 1
3503 reqs    =
3504     { "type", "name", "range"
3505       "Building", "Leonardo's Workshop", "Player"
3506     }
3508 [effect_leonardos_workshop_culture]
3509 type    = "History"
3510 value   = 4
3511 reqs    =
3512     { "type", "name", "range"
3513       "Building", "Leonardo's Workshop", "City"
3514     }
3516 [effect_lighthouse_move]
3517 type    = "Move_Bonus"
3518 value   = 1
3519 reqs    =
3520     { "type", "name", "range"
3521       "Building", "Lighthouse", "Player"
3522       "UnitClass", "Sea", "Local"
3523     }
3525 [effect_lighthouse_veteran]
3526 type    = "Veteran_Build"
3527 value   = 1
3528 reqs    =
3529     { "type", "name", "range", "present"
3530       "Building", "Lighthouse", "Player", TRUE
3531       "UnitClass", "Sea", "Local", TRUE
3532       "UnitFlag", "NonMil", "Local", FALSE
3533       "UnitFlag", "NoVeteran", "Local", FALSE
3534       "Building", "Port Facility", "City", FALSE
3535     }
3537 [effect_lighthouse_trireme_move]
3538 type    = "Move_Bonus"
3539 value   = 1
3540 reqs    =
3541     { "type", "name", "range", "present"
3542       "Building", "Lighthouse", "Player", TRUE
3543       "UnitClass", "Trireme", "Local", TRUE
3544 ; No move bonus to Triremes starting their turn on rivers
3545 ; We also disable move bonus for city tiles in this clause...
3546       "Extra", "River", "Local", FALSE
3547       "CityTile", "Center", "Local", FALSE
3548     }
3550 ; ...so that we can use this one to avoid penalising Triremes which start
3551 ; in a perfectly legal coastal city which also happens to be on a river
3552 [effect_lighthouse_trireme_move_2]
3553 type    = "Move_Bonus"
3554 value   = 1
3555 reqs    =
3556     { "type", "name", "range"
3557       "Building", "Lighthouse", "Player"
3558       "UnitClass", "Trireme", "Local"
3559       "CityTile", "Center", "Local"
3560       "TerrainClass", "Oceanic", "Adjacent"
3561     }
3563 [effect_lighthouse_trireme_veteran]
3564 type    = "Veteran_Build"
3565 value   = 1
3566 reqs    =
3567     { "type", "name", "range", "present"
3568       "Building", "Lighthouse", "Player", TRUE
3569       "UnitClass", "Trireme", "Local", TRUE
3570       "UnitFlag", "NonMil", "Local", FALSE
3571       "UnitFlag", "NoVeteran", "Local", FALSE
3572       "Building", "Port Facility", "City", FALSE
3573     }
3575 [effect_lighthouse_culture]
3576 type    = "History"
3577 value   = 2
3578 reqs    =
3579     { "type", "name", "range"
3580       "Building", "Lighthouse", "City"
3581     }
3583 [effect_magellans_expedition_move]
3584 type    = "Move_Bonus"
3585 value   = 1
3586 reqs    =
3587     { "type", "name", "range"
3588       "Building", "Magellan's Expedition", "Player"
3589       "UnitClass", "Sea", "Local"
3590     }
3592 [effect_magellans_expedition_veteran]
3593 type    = "Veteran_Combat"
3594 value   = 50
3595 reqs    =
3596     { "type", "name", "range", "present"
3597       "Building", "Magellan's Expedition", "Player", TRUE
3598       "UnitClass", "Sea", "Local", TRUE
3599       "UnitFlag", "NonMil", "Local", FALSE
3600       "UnitFlag", "NoVeteran", "Local", FALSE
3601     }
3603 [effect_magellans_expedition_culture]
3604 type    = "History"
3605 value   = 4
3606 reqs    =
3607     { "type", "name", "range"
3608       "Building", "Magellan's Expedition", "City"
3609     }
3611 [effect_manhattan_project]
3612 type    = "Enable_Nuke"
3613 value   = 1
3614 reqs    =
3615     { "type", "name", "range", "survives"
3616       "Building", "Manhattan Project", "World", TRUE
3617     }
3619 [effect_marco_polos_contact]
3620 type    = "Have_Contacts"
3621 value   = 1
3622 reqs    =
3623     { "type", "name", "range"
3624       "Building", "Marco Polo's Embassy", "Player"
3625     }
3627 [effect_manhattan_project_culture]
3628 type    = "History"
3629 value   = 6
3630 reqs    =
3631     { "type", "name", "range"
3632       "Building", "Manhattan Project", "City"
3633     }
3635 [effect_marco_polos_embassy]
3636 type    = "Have_Embassies"
3637 value   = 1
3638 reqs    =
3639     { "type", "name", "range"
3640       "Building", "Marco Polo's Embassy", "Player"
3641     }
3643 [effect_marco_polos_embassy_culture]
3644 type    = "History"
3645 value   = 2
3646 reqs    =
3647     { "type", "name", "range"
3648       "Building", "Marco Polo's Embassy", "City"
3649     }
3651 [effect_michelangelos_chapel]
3652 type    = "Make_Content"
3653 value   = 3
3654 reqs    =
3655     { "type", "name", "range"
3656       "Building", "Cathedral", "City"
3657       "Building", "Michelangelo's Chapel", "Player"
3658     }
3660 [effect_michelangelos_chapel_culture]
3661 type    = "History"
3662 value   = 4
3663 reqs    =
3664     { "type", "name", "range"
3665       "Building", "Michelangelo's Chapel", "City"
3666     }
3668 [effect_mausoleum_of_mausolos]
3669 type    = "Make_Content"
3670 value   = 1
3671 reqs    =
3672     { "type", "name", "range"
3673       "Building", "City Walls", "City"
3674       "Building", "Mausoleum of Mausolos", "Player"
3675     }
3677 [effect_mausoleum_of_mausolos_1]
3678 type    = "Make_Content"
3679 value   = 1
3680 reqs    =
3681     { "type", "name", "range"
3682       "Building", "Courthouse", "City"
3683       "Building", "Mausoleum of Mausolos", "Player"
3684     }
3686 [effect_mausoleum_of_mausolos_culture]
3687 type    = "History"
3688 value   = 2
3689 reqs    =
3690     { "type", "name", "range"
3691       "Building", "Mausoleum of Mausolos", "City"
3692     }
3694 ; Note that this doesn't cancel a whole unit's unhappiness in Democracy
3695 [effect_statue_of_zeus]
3696 type    = "Make_Content_Mil"
3697 value   = 1
3698 reqs    =
3699     { "type", "name", "range"
3700       "Building", "Statue of Zeus", "Player"
3701     }
3703 [effect_statue_of_zeus_1]
3704 type    = "Unit_Upkeep_Free_Per_City"
3705 value   = 1
3706 reqs    =
3707     { "type", "name", "range"
3708       "Building", "Statue of Zeus", "Player"
3709       "OutputType", "Shield", "Local"
3710     }
3712 [effect_statue_of_zeus_culture]
3713 type    = "History"
3714 value   = 2
3715 reqs    =
3716     { "type", "name", "range"
3717       "Building", "Statue of Zeus", "City"
3718     }
3720 [effect_temple_of_artemis]
3721 type    = "Make_Content"
3722 value   = 2
3723 reqs    =
3724     { "type", "name", "range"
3725       "Building", "Temple", "City"
3726       "Building", "Temple of Artemis", "Player"
3727     }
3729 [effect_temple_of_artemis_culture]
3730 type    = "History"
3731 value   = 2
3732 reqs    =
3733     { "type", "name", "range"
3734       "Building", "Temple of Artemis", "City"
3735     }
3737 [effect_pyramids]
3738 type    = "Output_Inc_Tile"
3739 value   = 1
3740 reqs    =
3741     { "type", "name", "range"
3742       "Building", "Pyramids", "City"
3743       "OutputType", "Shield", "Local"
3744     }
3746 [effect_pyramids_culture]
3747 type    = "History"
3748 value   = 2
3749 reqs    =
3750     { "type", "name", "range"
3751       "Building", "Pyramids", "City"
3752     }
3754 [effect_internet]
3755 type    = "Output_Bonus"
3756 value   = 50
3757 reqs    =
3758     { "type", "name", "range", "survives"
3759       "Building", "Internet", "World", TRUE
3760       "Building", "Research Lab", "City"
3761       "OutputType", "Science", "Local"
3762     }
3764 [effect_internet_1]
3765 type    = "Reveal_Cities"
3766 value   = 1
3767 reqs    =
3768     { "type", "name", "range"
3769       "Building", "Internet", "Player"
3770     }
3772 [effect_internet_2]
3773 type    = "Give_Imm_Tech"
3774 value   = 1
3775 reqs    =
3776     { "type", "name", "range"
3777       "Building", "Internet", "Player"
3778     }
3780 [effect_internet_culture]
3781 type    = "History"
3782 value   = 6
3783 reqs    =
3784     { "type", "name", "range"
3785       "Building", "Internet", "City"
3786     }
3788 [effect_shakespeares_theatre]
3789 type    = "Output_Add_Tile"
3790 value   = 1
3791 reqs    =
3792     { "type", "name", "range"
3793       "Building", "Shakespeare's Theatre", "Player"
3794       "CityTile", "Center", "Local"
3795       "OutputType", "Luxury", "Local"
3796     }
3798 [effect_shakespeares_theatre_1]
3799 type    = "Output_Add_Tile"
3800 value   = 5
3801 reqs    =
3802     { "type", "name", "range"
3803       "Building", "Shakespeare's Theatre", "City"
3804       "CityTile", "Center", "Local"
3805       "OutputType", "Luxury", "Local"
3806     }
3808 ;2 + 1 = 3
3809 [effect_shakespeares_theatre_2]
3810 type    = "Specialist_Output"
3811 value   = 1
3812 reqs    =
3813     { "type", "name", "range", "survives"
3814       "Building", "Shakespeare's Theatre", "World", TRUE
3815       "Specialist", "Elvis", "Local"
3816       "OutputType", "Luxury", "Local"
3817     }
3819 [effect_shakespeares_theatre_culture]
3820 type    = "History"
3821 value   = 3
3822 reqs    =
3823     { "type", "name", "range"
3824       "Building", "Shakespeare's Theatre", "City"
3825     }
3827 ; No_Anarchy includes no_senate effect
3828 [effect_statue_of_liberty]
3829 type    = "No_Anarchy"
3830 value   = 1
3831 reqs    =
3832     { "type", "name", "range"
3833       "Building", "Statue of Liberty", "Player"
3834     }
3836 [effect_statue_of_liberty_1]
3837 type    = "Any_Government"
3838 value   = 1
3839 reqs    =
3840     { "type", "name", "range"
3841       "Building", "Statue of Liberty", "Player"
3842     }
3844 [effect_statue_of_liberty_culture]
3845 type    = "History"
3846 value   = 4
3847 reqs    =
3848     { "type", "name", "range"
3849       "Building", "Statue of Liberty", "City"
3850     }
3852 [effect_sun_tzus_war_academy]
3853 type    = "Veteran_Build"
3854 value   = 1
3855 reqs    =
3856     { "type", "name", "range", "present"
3857       "Building", "Sun Tzu's War Academy", "Player", TRUE
3858       "UnitClass", "Land", "Local", TRUE
3859       "UnitFlag", "NonMil", "Local", FALSE
3860       "UnitFlag", "NoVeteran", "Local", FALSE
3861     }
3863 [effect_sun_tzus_war_academy_1]
3864 type    = "Veteran_Build"
3865 value   = 1
3866 reqs    =
3867     { "type", "name", "range", "present"
3868       "Building", "Sun Tzu's War Academy", "Player", TRUE
3869       "UnitClass", "Big Land", "Local", TRUE
3870       "UnitFlag", "NonMil", "Local", FALSE
3871       "UnitFlag", "NoVeteran", "Local", FALSE
3872     }
3874 [effect_sun_tzus_war_academy_culture]
3875 type    = "History"
3876 value   = 3
3877 reqs    =
3878     { "type", "name", "range"
3879       "Building", "Sun Tzu's War Academy", "City"
3880     }
3882 [effect_united_nations]
3883 type    = "Has_Senate"
3884 value   = 1
3885 reqs    =
3886     { "type", "name", "range", "present", "survives"
3887       "Building", "United Nations", "World", TRUE, FALSE
3888       "Building", "Manhattan Project", "World", TRUE, TRUE
3889       "Tech", "Nuclear Fission", "Player", TRUE, FALSE
3890       "Building", "Apollo Program", "World", FALSE, TRUE
3891     }
3893 [effect_united_nations_1]
3894 type    = "Revolution_Unhappiness"
3895 value   = 2
3896 reqs    =
3897     { "type", "name", "range", "present"
3898       "Building", "United Nations", "World", TRUE
3899 ; Without negated req UN would make revolution less likely instead
3900 ; of enabling it with Democracy or Republic (value 2 -> 4 instead of 0 -> 2)
3901       "Gov", "Democracy", "Player", FALSE
3902       "Gov", "Republic", "Player", FALSE
3903     }
3905 [effect_united_nations_2]
3906 type    = "Gain_AI_Love"
3907 value   = 10
3908 reqs    =
3909     { "type", "name", "range", "present", "survives"
3910       "Building", "United Nations", "Player", TRUE, FALSE
3911       "Building", "Apollo Program", "World", FALSE, TRUE
3912     }
3914 [effect_united_nations_culture]
3915 type    = "History"
3916 value   = 6
3917 reqs    =
3918     { "type", "name", "range"
3919       "Building", "United Nations", "City"
3920     }
3922 [effect_womens_suffrage]
3923 type    = "Make_Content_Mil"
3924 value   = 1
3925 reqs    =
3926     { "type", "name", "range"
3927       "Building", "Women's Suffrage", "Player"
3928     }
3930 [effect_womens_suffrage_culture]
3931 type    = "History"
3932 value   = 6
3933 reqs    =
3934     { "type", "name", "range"
3935       "Building", "Women's Suffrage", "City"
3936     }
3937 ;pow(2, value/1000) -> Base = 50% 
3938 [effect_base_trade_revenue_reduce]
3939 type    = "Trade_Revenue_Bonus"
3940 value   = -1000
3942 ;Total = 25%
3943 [effect_railroad_trade_revenue_reduce]
3944 type    = "Trade_Revenue_Bonus"
3945 value   = -1000
3946 reqs    =
3947     { "type", "name", "range"
3948       "Tech", "Railroad", "Player"
3949     }
3951 [effect_enter_marketplace_bonus_reduction]
3952 type    = "Trade_Revenue_Bonus"
3953 value   = -1585
3954 reqs    =
3955     { "type", "name", "range"
3956       "Action", "Enter Marketplace", "Local"
3957     }
3959 ; Fudge factor to more closely approximate Civ2 behavior. (Civ2 is
3960 ; really very different -- this just fakes it a little better)
3961 [effect_bonus_fudge_factor]
3962 type    = "Trade_Revenue_Bonus"
3963 value   = 1585
3965 [effect_calendar_base]
3966 type    = "Turn_Years"
3967 value   = 50
3969 ; 50 - 25 = 25
3970 [effect_calendar_1]
3971 type    = "Turn_Years"
3972 value   = -25
3973 reqs    =
3974     { "type", "name", "range"
3975       "MinYear", "-1000", "World"
3976     }
3978 ; 25 - 5 = 20
3979 [effect_calendar_2]
3980 type    = "Turn_Years"
3981 value   = -5
3982 reqs    =
3983     { "type", "name", "range"
3984       "MinYear", "0", "World"
3985     }
3987 ; 20 - 10 = 10
3988 [effect_calendar_3]
3989 type    = "Turn_Years"
3990 value   = -10
3991 reqs    =
3992     { "type", "name", "range"
3993       "MinYear", "1000", "World"
3994     }
3996 ; 10 - 5 = 5
3997 [effect_calendar_4]
3998 type    = "Turn_Years"
3999 value   = -5
4000 reqs    =
4001     { "type", "name", "range"
4002       "MinYear", "1500", "World"
4003     }
4005 ; 5 - 3 = 2
4006 [effect_calendar_5]
4007 type    = "Turn_Years"
4008 value   = -3
4009 reqs    =
4010     { "type", "name", "range"
4011       "MinYear", "1750", "World"
4012     }
4014 ; 2 - 1 = 1
4015 [effect_calendar_6]
4016 type    = "Turn_Years"
4017 value   = -1
4018 reqs    =
4019     { "type", "name", "range"
4020       "MinYear", "1900", "World"
4021     }
4023 ; No base pop pollution; buildings will increase it
4024 [effect_pollu_pop]
4025 type    = "Pollu_Pop_Pct"
4026 value   = -100
4028 ; tech_upkeep_divider = 6000, Max tech upkeep = 13
4029 [effect_upkeep_tech_base]
4030 type    = "Tech_Upkeep_Free"
4031 value   = 3
4033 [effect_tech_cost_base]
4034 type    = "Tech_Cost_Factor"
4035 value   = 3
4037 ; Cities can always work tiles
4038 [effect_tile_workable]
4039 type    = "Tile_Workable"
4040 value   = 1
4041 reqs    =
4042     { "type", "name", "range", "present"
4043       "Terrain", "Inaccessible", "Local", FALSE
4044     }
4046 ; each city has at least one slot to build units
4047 [effect_city_build_slots_basic]
4048 type    = "City_Build_Slots"
4049 value   = 1
4050 reqs   =
4051     { "type", "name", "range", "present"
4052       "Building", "Mfg. Plant", "City", FALSE
4053     }
4055 ; Mfg. Plant => 2 slots total
4056 [effect_city_build_slots_mfg_plant]
4057 type    = "City_Build_Slots"
4058 value   = 2
4059 reqs    =
4060     { "type", "name", "range"
4061       "Building", "Mfg. Plant", "City"
4062     }
4064 ; free granary, etc, runs out
4065 [effect_city_image_1]
4066 type    = "City_Image"
4067 value   = 1
4068 reqs    =
4069     { "type", "name", "range"
4070       "MinSize", "5", "City"
4071     }
4073 ; needs Aqueduct
4074 [effect_city_image_2]
4075 type    = "City_Image"
4076 value   = 1
4077 reqs    =
4078     { "type", "name", "range"
4079       "MinSize", "9", "City"
4080     }
4082 [effect_city_image_3]
4083 type    = "City_Image"
4084 value   = 1
4085 reqs    =
4086     { "type", "name", "range"
4087       "MinSize", "13", "City"
4088     }
4090 ; needs Sewer System
4091 [effect_city_image_4]
4092 type    = "City_Image"
4093 value   = 1
4094 reqs    =
4095     { "type", "name", "range"
4096       "MinSize", "17", "City"
4097     }
4099 [effect_city_shield]
4100 type    = "Output_Add_Tile"
4101 value   = 1
4102 reqs    =
4103     { "type", "name", "range"
4104       "CityTile", "Center", "Local"
4105       "OutputType", "Shield", "Local"
4106     }
4108 [effect_river_food_desert]
4109 type    = "Output_Inc_Tile"
4110 value   = 1
4111 reqs    =
4112     { "type", "name", "range", "present"
4113       "Terrain", "Desert", "Local", TRUE
4114       "Extra", "River", "Local", TRUE
4115       "OutputType", "Food", "Local", TRUE
4116       "Extra", "Oasis", "Local", FALSE
4117     }
4119 [effect_oil_well]
4120 type    = "Output_Inc_Tile"
4121 value   = 1
4122 reqs    =
4123     { "type", "name", "range"
4124       "Extra", "Oil Well", "Local"
4125       "OutputType", "Shield", "Local"
4126     }
4128 [effect_mine]
4129 type    = "Mining_Pct"
4130 value   = 100
4131 reqs    =
4132     { "type", "name", "range"
4133       "Extra", "Mine", "Local"
4134     }
4136 [effect_irrigation]
4137 type    = "Irrigation_Pct"
4138 value   = 100
4139 reqs    =
4140     { "type", "name", "range", "present"
4141       "Extra", "Irrigation", "Local", TRUE
4142       "CityTile", "Center", "Local", FALSE
4143     }
4145 [effect_irrigation_2]
4146 type    = "Irrigation_Pct"
4147 value   = 100
4148 reqs    =
4149     { "type", "name", "range", "present"
4150       "CityTile", "Center", "Local", TRUE
4151       "TerrainAlter", "CanIrrigate", "Local", TRUE
4152       "Extra", "Mine", "Local", FALSE
4153       "Extra", "Oil Well", "Local", FALSE
4154     }
4156 ; "Sea" nreq is for Transports, which are only supposed to clean pollution
4157 [effect_irrigate_src_tech]
4158 type    = "Irrig_Possible"
4159 value   = 1
4160 reqs    =
4161     { "type", "name", "range", "present"
4162       "Tech", "Electricity", "Player", TRUE
4163       "UnitClass", "Sea", "Local", FALSE
4164     }
4166 [effect_irrigate_src_ocean]
4167 type    = "Irrig_Possible"
4168 value   = 1
4169 reqs    =
4170     { "type", "name", "range", "present"
4171       "TerrainClass", "Oceanic", "CAdjacent", TRUE
4172       "UnitClass", "Sea", "Local", FALSE
4173     }
4175 [effect_irrigate_src_river]
4176 type    = "Irrig_Possible"
4177 value   = 1
4178 reqs    =
4179     { "type", "name", "range", "present"
4180       "Extra", "River", "CAdjacent", TRUE
4181       "UnitClass", "Sea", "Local", FALSE
4182     }
4184 [effect_irrigate_src_irrigation]
4185 type    = "Irrig_Possible"
4186 value   = 1
4187 reqs    =
4188     { "type", "name", "range", "present"
4189       "Extra", "Irrigation", "CAdjacent", TRUE
4190       "UnitClass", "Sea", "Local", FALSE
4191     }
4193 ; Prevent building farmland on bare deserts. It does not yield any bonus
4194 ; over irrigation, and prevents any Super Highways trade bonus, so it
4195 ; would be a waste of time.
4196 ; (Note that it is still possible to end up with farmland on such terrain
4197 ; through climate change.)
4198 ; Deserts with food bonuses _are_ allowed farmland (hence exceptions).
4199 ; -4 counterbalances all the above positive Irrig_Possible effects
4200 [effect_no_desert_farmland_1]
4201 type    = "Irrig_Possible"
4202 value   = -4
4203 reqs    =
4204     { "type", "name", "range", "present"
4205       "Terrain", "Desert", "Local", TRUE
4206       "Extra", "Irrigation", "Local", TRUE
4207       "Extra", "Oasis", "Local", FALSE
4208       "Extra", "River", "Local", FALSE
4209     }
4211 [effect_mining]
4212 type    = "Mining_Possible"
4213 value   = 1
4214 reqs    =
4215     { "type", "name", "range", "present"
4216       "Terrain", "Deep Ocean", "Local", FALSE
4217       "UnitClass", "Sea", "Local", FALSE
4218     }
4220 [effect_mining_ocean]
4221 type    = "Mining_Possible"
4222 value   = 1
4223 reqs    =
4224     { "type", "name", "range", "present"
4225       "Terrain", "Deep Ocean", "Local", TRUE
4226       "Tech", "Miniaturization", "Player", TRUE
4227     }
4229 [effect_irrig_tf]
4230 type    = "Irrig_TF_Possible"
4231 value   = 1
4232 reqs    =
4233     { "type", "name", "range", "present"
4234       "UnitClass", "Sea", "Local", FALSE
4235     }
4237 [effect_mining_tf]
4238 type    = "Mining_TF_Possible"
4239 value   = 1
4240 reqs    =
4241     { "type", "name", "range", "present"
4242       "UnitClass", "Sea", "Local", FALSE
4243     }
4245 [effect_transform]
4246 type    = "Transform_Possible"
4247 value   = 1
4248 reqs    =
4249     { "type", "name", "range"
4250       "Tech", "Fusion Power", "Player"
4251       "UnitFlag", "Transform", "Local"
4252     }
4254 [effect_pollution]
4255 type    = "Output_Tile_Punish_Pct"
4256 value   = 50
4257 reqs    =
4258     { "type", "name", "range", "present"
4259       "Extra", "Pollution", "Local", TRUE
4260       "Extra", "Fallout", "Local", FALSE
4261     }
4263 [effect_fallout]
4264 type    = "Output_Tile_Punish_Pct"
4265 value   = 50
4266 reqs    =
4267     { "type", "name", "range", "present"
4268       "Extra", "Fallout", "Local", TRUE
4269       "Extra", "Pollution", "Local", FALSE
4270     }
4272 [effect_pollution_fallout]
4273 type    = "Output_Tile_Punish_Pct"
4274 value   = 75
4275 reqs    =
4276     { "type", "name", "range"
4277       "Extra", "Fallout", "Local"
4278       "Extra", "Pollution", "Local"
4279     }
4281 [effect_incident_caught_steal_maps]
4282 type    = "Casus_Belli_Caught"
4283 value   = 1
4284 reqs    =
4285     { "type", "name", "range", "present"
4286       "Action", "Steal Maps", "Local", TRUE
4287       "DiplRel", "War", "Local", FALSE
4288     }
4290 [effect_incident_success_steal_maps]
4291 type    = "Casus_Belli_Success"
4292 value   = 1
4293 reqs    =
4294     { "type", "name", "range", "present"
4295       "Action", "Steal Maps", "Local", TRUE
4296       "DiplRel", "War", "Local", FALSE
4297     }
4299 [effect_half_chance_steal_maps]
4300 type    = "Action_Odds_Pct"
4301 value   = -50
4302 reqs    =
4303     { "type", "name", "range", "present"
4304       "Action", "Steal Maps", "Local", TRUE
4305     }
4307 [effect_incident_caught_steal_tech]
4308 type    = "Casus_Belli_Caught"
4309 value   = 1
4310 reqs    =
4311     { "type", "name", "range", "present"
4312       "Action", "Steal Tech", "Local", TRUE
4313       "DiplRel", "War", "Local", FALSE
4314     }
4316 [effect_incident_success_steal_tech]
4317 type    = "Casus_Belli_Success"
4318 value   = 1
4319 reqs    =
4320     { "type", "name", "range", "present"
4321       "Action", "Steal Tech", "Local", TRUE
4322       "DiplRel", "War", "Local", FALSE
4323     }
4325 [effect_incident_caught_tgt_steal_tech]
4326 type    = "Casus_Belli_Caught"
4327 value   = 1
4328 reqs    =
4329     { "type", "name", "range", "present"
4330       "Action", "Targeted Steal Tech", "Local", TRUE
4331       "DiplRel", "War", "Local", FALSE
4332     }
4334 [effect_incident_success_tgt_steal_tech]
4335 type    = "Casus_Belli_Success"
4336 value   = 1
4337 reqs    =
4338     { "type", "name", "range", "present"
4339       "Action", "Targeted Steal Tech", "Local", TRUE
4340       "DiplRel", "War", "Local", FALSE
4341     }
4343 [effect_incident_success_bribe_unit]
4344 type    = "Casus_Belli_Success"
4345 value   = 1
4346 reqs    =
4347     { "type", "name", "range", "present"
4348       "Action", "Bribe Unit", "Local", TRUE
4349       "DiplRel", "War", "Local", FALSE
4350     }
4352 [effect_incident_success_sabotage_unit]
4353 type    = "Casus_Belli_Success"
4354 value   = 1
4355 reqs    =
4356     { "type", "name", "range", "present"
4357       "Action", "Sabotage Unit", "Local", TRUE
4358       "DiplRel", "War", "Local", FALSE
4359     }
4361 [effect_incident_success_incite]
4362 type    = "Casus_Belli_Success"
4363 value   = 1
4364 reqs    =
4365     { "type", "name", "range", "present"
4366       "Action", "Incite City", "Local", TRUE
4367       "DiplRel", "War", "Local", FALSE
4368     }
4370 [effect_incident_success_poison]
4371 type    = "Casus_Belli_Success"
4372 value   = 1
4373 reqs    =
4374     { "type", "name", "range", "present"
4375       "Action", "Poison City", "Local", TRUE
4376       "DiplRel", "War", "Local", FALSE
4377     }
4379 [effect_incident_success_sabotage_city]
4380 type    = "Casus_Belli_Success"
4381 value   = 1
4382 reqs    =
4383     { "type", "name", "range", "present"
4384       "Action", "Sabotage City", "Local", TRUE
4385       "DiplRel", "War", "Local", FALSE
4386     }
4388 [effect_incident_success_tgt_sabotage_city]
4389 type    = "Casus_Belli_Success"
4390 value   = 1
4391 reqs    =
4392     { "type", "name", "range", "present"
4393       "Action", "Targeted Sabotage City", "Local", TRUE
4394       "DiplRel", "War", "Local", FALSE
4395     }
4397 [effect_tgt_sabotage_city_half_chance]
4398 type    = "Action_Odds_Pct"
4399 value   = -50
4400 reqs    =
4401     { "type", "name", "range", "present"
4402       "Action", "Targeted Sabotage City", "Local", TRUE
4403     }
4405 [effect_incident_success_explode_nuke]
4406 type    = "Casus_Belli_Success"
4407 value   = 1
4408 reqs    =
4409     { "type", "name", "range", "present"
4410       "Action", "Explode Nuclear", "Local", TRUE
4411     }