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
13 description="Sandbox effects data for Freeciv"
14 options="+Freeciv-ruleset-Devel-2017.Jan.02"
17 ; /* <-- avoid gettext warnings
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"
38 { "type", "name", "range"
39 "AI", "Hard", "Player"
42 [effect_ai_cheat_love]
46 { "type", "name", "range"
47 "AI", "Cheating", "Player"
51 type = "Output_Bonus_2"
54 { "type", "name", "range"
55 "AI", "Cheating", "Player"
56 "OutputType", "Science", "Local"
60 type = "Output_Bonus_2"
63 { "type", "name", "range"
64 "AI", "Cheating", "Player"
65 "OutputType", "Luxury", "Local"
68 [effect_ai_cheat_gold]
69 type = "Output_Bonus_2"
72 { "type", "name", "range"
73 "AI", "Cheating", "Player"
74 "OutputType", "Gold", "Local"
77 [effect_ai_cheat_shield]
78 type = "Output_Bonus_2"
81 { "type", "name", "range"
82 "AI", "Cheating", "Player"
83 "OutputType", "Shield", "Local"
86 [effect_ai_cheat_happiness]
90 { "type", "name", "range"
91 "AI", "Cheating", "Player"
94 [effect_ai_cheat_pollution]
95 type = "Pollu_Prod_Pct"
98 { "type", "name", "range"
99 "AI", "Cheating", "Player"
102 [effect_ai_cheat_veteran]
103 type = "Veteran_Combat"
106 { "type", "name", "range"
107 "AI", "Cheating", "Player"
110 [effect_ai_cheat_bribe_cost]
111 type = "Unit_Bribe_Cost_Pct"
114 { "type", "name", "range"
115 "AI", "Cheating", "Player"
118 [effect_ai_cheat_incite_cost]
119 type = "Incite_Cost_Pct"
122 { "type", "name", "range"
123 "AI", "Cheating", "Player"
126 [effect_ai_cheat_defense]
127 type = "Defend_Bonus"
130 { "type", "name", "range", "present"
131 "AI", "Cheating", "Player", TRUE
132 "CityTile", "Center", "Local", FALSE
133 "TerrainClass", "Oceanic", "Local", FALSE
136 [effect_ai_handicapped_science]
137 type = "Output_Bonus"
140 { "type", "name", "range"
141 "AI", "Handicapped", "Player"
142 "OutputType", "Science", "Local"
145 [effect_ai_handicapped_defense]
146 type = "Defend_Bonus"
149 { "type", "name", "range"
150 "AI", "Handicapped", "Player"
153 [effect_ai_handicapped_bribe_cost]
154 type = "Unit_Bribe_Cost_Pct"
157 { "type", "name", "range"
158 "AI", "Handicapped", "Player"
161 [effect_ai_handicapped_incite_cost]
162 type = "Incite_Cost_Pct"
165 { "type", "name", "range"
166 "AI", "Handicapped", "Player"
170 type = "City_Unhappy_Size"
176 type = "No_Diplomacy"
179 { "type", "name", "range"
180 "NationGroup", "Barbarian", "Player"
183 ; Barbarian no waste by distance
185 type = "Output_Waste_By_Distance"
188 { "type", "name", "range"
189 "NationGroup", "Barbarian", "Player"
192 ; Barbarian disappearance
194 [effect_barb_disappear]
198 { "type", "name", "range", "present"
199 "NationGroup", "Barbarian", "Player", TRUE
200 "Age", "5", "Local", TRUE
201 "CityTile", "Center", "Local", FALSE
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]
211 { "type", "name", "range"
212 "UnitType", "Barbarian Leader", "Local"
214 "TerrainClass", "Oceanic", "Adjacent"
215 "MaxUnitsOnTile", "1", "Local"
218 ; Specialist output bonuses
221 type = "Specialist_Output"
224 { "type", "name", "range"
225 "Specialist", "Elvis", "Local"
226 "OutputType", "Luxury", "Local"
230 type = "Specialist_Output"
233 { "type", "name", "range"
234 "Specialist", "Scientist", "Local"
235 "OutputType", "Science", "Local"
239 type = "Specialist_Output"
242 { "type", "name", "range"
243 "Specialist", "Taxman", "Local"
244 "OutputType", "Gold", "Local"
247 ; Vision benefit from fortress watchtowers
248 [effect_fortress_vision]
249 type = "Unit_Vision_Radius_Sq"
252 { "type", "name", "range"
253 "Extra", "Fortress", "Local"
254 "Tech", "Astronomy", "Player"
257 ; Fortress HP regen (Every Land units)
258 [effect_fortress_hp_regen]
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
275 [effect_fort_defense]
276 type = "Defend_Bonus"
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
292 ; Cumulative with fort
294 [effect_fortress_defense]
295 type = "Defend_Bonus"
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
311 ; Airstrip HP regen (Every Air unit)
312 [effect_airstrip_hp_regen]
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
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]
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
349 [effect_airstrip_defense]
350 type = "Defend_Bonus"
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
366 ; Cumulative with airstrip
368 [effect_airbase_defense]
369 type = "Defend_Bonus"
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
385 [effect_trade_routes]
386 type = "Max_Trade_Routes"
389 ; Base vision range - radius of vision is sqrt(5) = 2.24
391 type = "City_Vision_Radius_Sq"
395 [effect_city_vision_1]
396 type = "City_Vision_Radius_Sq"
399 { "type", "name", "range"
400 "Tech", "Electricity", "Player"
403 ; Vision benefit from mountains (for every land unit)
404 [effect_mountains_vision]
405 type = "Unit_Vision_Radius_Sq"
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
421 ; Movement penalty if ended turn at mountains (for every land unit)
422 [effect_mountains_movement]
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
440 ; Nuclear power gives +1 moves to sea units
441 [effect_nuclear_powered_boats]
445 { "type", "name", "range"
446 "Tech", "Nuclear Power", "Player"
447 "UnitClass", "Sea", "Local"
450 ; Advanced Flight enables movement of nuclear weapons
451 [effect_nuclear_bomber]
455 { "type", "name", "range"
456 "Tech", "Advanced Flight", "Player"
457 "UnitType", "Nuclear", "Local"
460 ; Rocketry doubles movement of nuclear weapons
461 [effect_nuclear_missile]
465 { "type", "name", "range"
466 "Tech", "Rocketry", "Player"
467 "UnitType", "Nuclear", "Local"
470 ; Invention halves unit upgrade prices
471 [effect_upgrade_price_halfed]
472 type = "Upgrade_Price_Pct"
475 { "type", "name", "range"
476 "Tech", "Invention", "Player"
479 ; Medicine increases city health
480 [effect_unit_recover_medicine]
484 { "type", "name", "range"
485 "Tech", "Medicine", "Player"
488 ; Base -1% food each 1 tile
489 [effect_food_waste_distance]
490 type = "Output_Waste_By_Distance"
493 { "type", "name", "range"
494 "OutputType", "Food", "Local"
497 ; Total -1% food each 2 tiles
498 [effect_food_waste_distance_1]
499 type = "Output_Waste_Pct"
502 { "type", "name", "range"
503 "OutputType", "Food", "Local"
506 ; Base 0% food waste with Anarchy
507 [effect_food_waste_distance_2]
508 type = "Output_Waste_By_Distance"
511 { "type", "name", "range"
512 "Gov", "Anarchy", "Player"
513 "OutputType", "Food", "Local"
516 ; base -1% trade each tile
517 [effect_corruption_distance]
518 type = "Output_Waste_By_Distance"
521 { "type", "name", "range", "present"
522 "OutputType", "Trade", "Local", TRUE
523 "Gov", "Republic", "Player", FALSE
526 ; 1 + 1 => -2% each tile without advanced tech / govs
527 [effect_corruption_distance_ancient]
528 type = "Output_Waste_By_Distance"
531 { "type", "name", "range", "present"
532 "OutputType", "Trade", "Local", TRUE
533 "Tech", "The Corporation", "Player", FALSE
534 "Gov", "Communism", "Player", FALSE
537 [effect_corruption_distance_republic]
538 type = "Output_Waste_By_Rel_Distance"
541 { "type", "name", "range"
542 "Gov", "Republic", "Player"
545 ; Total = 0 for Communism
546 [effect_corruption_distance_communism]
547 type = "Output_Waste_By_Distance"
550 { "type", "name", "range"
551 "Gov", "Communism", "Player"
552 "OutputType", "Trade", "Local"
555 ; Total = 0 for Federation with The Corporation, -1% for Federation alone
556 [effect_corruption_distance_federation]
557 type = "Output_Waste_By_Distance"
560 { "type", "name", "range"
561 "Gov", "Federation", "Player"
562 "OutputType", "Trade", "Local"
565 ; Corruption + waste = 30% for all govs
567 [effect_corruption_tribal]
568 type = "Output_Waste"
571 { "type", "name", "range"
572 "Gov", "Tribal", "Player"
573 "OutputType", "Trade", "Local"
576 [effect_corruption_despotism]
577 type = "Output_Waste"
580 { "type", "name", "range"
581 "Gov", "Despotism", "Player"
582 "OutputType", "Trade", "Local"
585 [effect_corruption_monarchy]
586 type = "Output_Waste"
589 { "type", "name", "range"
590 "Gov", "Monarchy", "Player"
591 "OutputType", "Trade", "Local"
594 [effect_corruption_communism]
595 type = "Output_Waste"
598 { "type", "name", "range"
599 "Gov", "Communism", "Player"
600 "OutputType", "Trade", "Local"
603 [effect_corruption_fundamentalism]
604 type = "Output_Waste"
607 { "type", "name", "range"
608 "Gov", "Fundamentalism", "Player"
609 "OutputType", "Trade", "Local"
612 [effect_corruption_republic]
613 type = "Output_Waste"
616 { "type", "name", "range"
617 "Gov", "Republic", "Player"
618 "OutputType", "Trade", "Local"
621 [effect_corruption_democracy]
622 type = "Output_Waste"
625 { "type", "name", "range"
626 "Gov", "Democracy", "Player"
627 "OutputType", "Trade", "Local"
630 ; base -1% shields each tile
631 [effect_waste_distance]
632 type = "Output_Waste_By_Distance"
635 { "type", "name", "range"
636 "OutputType", "Shield", "Local"
639 ; 1 + 1 => -2% each tile without Trade or advanced govs
640 [effect_waste_distance_ancient]
641 type = "Output_Waste_By_Distance"
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
651 ; 1 - 1 = 0% with Communism
652 [effect_waste_distance_communism]
653 type = "Output_Waste_By_Distance"
656 { "type", "name", "range"
657 "Gov", "Communism", "Player"
658 "OutputType", "Shield", "Local"
661 ; 1 - 1 = 0% with Federation
662 [effect_waste_distance_federation]
663 type = "Output_Waste_By_Distance"
666 { "type", "name", "range"
667 "Gov", "Federation", "Player"
668 "OutputType", "Shield", "Local"
671 [effect_waste_anarchy]
672 type = "Output_Waste"
675 { "type", "name", "range"
676 "Gov", "Anarchy", "Player"
677 "OutputType", "Shield", "Local"
680 [effect_waste_despotism]
681 type = "Output_Waste"
684 { "type", "name", "range"
685 "Gov", "Despotism", "Player"
686 "OutputType", "Shield", "Local"
689 [effect_waste_monarchy]
690 type = "Output_Waste"
693 { "type", "name", "range"
694 "Gov", "Monarchy", "Player"
695 "OutputType", "Shield", "Local"
698 [effect_waste_fundamentalism]
699 type = "Output_Waste"
702 { "type", "name", "range"
703 "Gov", "Fundamentalism", "Player"
704 "OutputType", "Shield", "Local"
707 [effect_waste_federation]
708 type = "Output_Waste"
711 { "type", "name", "range"
712 "Gov", "Federation", "Player"
713 "OutputType", "Shield", "Local"
716 [effect_waste_republic]
717 type = "Output_Waste"
720 { "type", "name", "range"
721 "Gov", "Republic", "Player"
722 "OutputType", "Shield", "Local"
725 [effect_waste_democracy]
726 type = "Output_Waste"
729 { "type", "name", "range"
730 "Gov", "Democracy", "Player"
731 "OutputType", "Shield", "Local"
734 [effect_tech_upkeep_anarchy]
735 type = "Tech_Upkeep_Free"
738 { "type", "name", "range"
739 "Gov", "Anarchy", "Player"
742 [effect_building_upkeep_anarchy]
746 { "type", "name", "range"
747 "Gov", "Anarchy", "Player"
750 [effect_building_upkeep_communism]
754 { "type", "name", "range"
755 "Gov", "Communism", "Player"
758 [effect_base_unit_upkeep_gold_1]
759 type = "Upkeep_Factor"
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
775 ; additive with previous => x2 for Fundamentalism, Federation, Democracy
776 [effect_base_unit_upkeep_gold_2]
777 type = "Upkeep_Factor"
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
793 [effect_base_unit_upkeep_shield]
794 type = "Upkeep_Factor"
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
810 [effect_base_unit_upkeep_food]
811 type = "Upkeep_Factor"
814 { "type", "name", "range"
815 "OutputType", "Food", "Local"
818 [effect_unit_unhappiness]
819 type = "Unhappy_Factor"
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
834 ; exclusive with above
835 [effect_unit_unhappiness_democracy]
836 type = "Unhappy_Factor"
839 { "type", "name", "range"
840 "Gov", "Democracy", "Player"
843 ; ...except Women's Suffrage reduces it back to Republic levels
844 [effect_womens_suffrage_1]
845 type = "Unhappy_Factor"
848 { "type", "name", "range"
849 "Building", "Women's Suffrage", "Player"
850 "Gov", "Democracy", "Player"
853 [effect_personal_freedom_unit_unhappiness]
854 type = "Unhappy_Factor"
856 multiplier = "Personal Freedom"
858 { "type", "name", "range"
861 [effect_personal_freedom_science_bonus]
862 type = "Output_Bonus_2"
864 multiplier = "Personal Freedom"
866 { "type", "name", "range"
867 "OutputType", "Science", "Local"
870 ; Govs with 1 free unit
871 [effect_upkeep_free_mil_1]
872 type = "Make_Content_Mil"
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
887 ; Govs with 2 free units (exclusive with previous)
888 [effect_upkeep_free_mil_2]
889 type = "Make_Content_Mil"
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
904 ; Govs with 3 free units (exclusive with previous)
905 [effect_upkeep_free_mil_3]
906 type = "Make_Content_Mil"
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
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"
927 { "type", "name", "range"
928 "Building", "Women's Suffrage", "Player"
929 "Gov", "Democracy", "Player"
932 [effect_upkeep_free_units_anarchy]
933 type = "Unit_Upkeep_Free_Per_City"
936 { "type", "name", "range"
937 "Gov", "Anarchy", "Player"
938 "OutputType", "Shield", "Local"
941 [effect_upkeep_free_units_tribal]
942 type = "Unit_Upkeep_Free_Per_City"
945 { "type", "name", "range"
946 "Gov", "Tribal", "Player"
947 "OutputType", "Shield", "Local"
950 [effect_upkeep_free_units_despotism]
951 type = "Unit_Upkeep_Free_Per_City"
954 { "type", "name", "range"
955 "Gov", "Despotism", "Player"
956 "OutputType", "Gold", "Local"
959 [effect_upkeep_free_units_monarchy]
960 type = "Unit_Upkeep_Free_Per_City"
963 { "type", "name", "range"
964 "Gov", "Monarchy", "Player"
965 "OutputType", "Gold", "Local"
968 [effect_upkeep_free_units_fundamentalism]
969 type = "Unit_Upkeep_Free_Per_City"
972 { "type", "name", "range"
973 "Gov", "Fundamentalism", "Player"
974 "OutputType", "Gold", "Local"
977 [effect_upkeep_free_units_republic]
978 type = "Unit_Upkeep_Free_Per_City"
981 { "type", "name", "range"
982 "Gov", "Republic", "Player"
983 "OutputType", "Shield", "Local"
986 [effect_upkeep_free_units_democracy]
987 type = "Unit_Upkeep_Free_Per_City"
990 { "type", "name", "range"
991 "Gov", "Democracy", "Player"
992 "OutputType", "Gold", "Local"
995 [effect_upkeep_free_units_federation]
996 type = "Unit_Upkeep_Free_Per_City"
999 { "type", "name", "range"
1000 "Gov", "Federation", "Player"
1001 "OutputType", "Gold", "Local"
1004 [effect_upkeep_free_units_communism]
1005 type = "Unit_Upkeep_Free_Per_City"
1008 { "type", "name", "range"
1009 "Gov", "Communism", "Player"
1010 "OutputType", "Shield", "Local"
1013 ; Any city can support up to four units...
1014 [effect_upkeep_free_units_food_base]
1015 type = "Unit_Upkeep_Free_Per_City"
1018 { "type", "name", "range"
1019 "OutputType", "Food", "Local"
1022 ; ...or its size, whichever is bigger. Units above this limit have a
1024 [effect_upkeep_free_units_food_5]
1025 type = "Unit_Upkeep_Free_Per_City"
1028 { "type", "name", "range"
1029 "OutputType", "Food", "Local"
1030 "MinSize", "5", "City"
1033 [effect_upkeep_free_units_food_6]
1034 type = "Unit_Upkeep_Free_Per_City"
1037 { "type", "name", "range"
1038 "OutputType", "Food", "Local"
1039 "MinSize", "6", "City"
1042 [effect_upkeep_free_units_food_7]
1043 type = "Unit_Upkeep_Free_Per_City"
1046 { "type", "name", "range"
1047 "OutputType", "Food", "Local"
1048 "MinSize", "7", "City"
1051 [effect_upkeep_free_units_food_8]
1052 type = "Unit_Upkeep_Free_Per_City"
1055 { "type", "name", "range"
1056 "OutputType", "Food", "Local"
1057 "MinSize", "8", "City"
1060 [effect_upkeep_free_units_food_9]
1061 type = "Unit_Upkeep_Free_Per_City"
1064 { "type", "name", "range"
1065 "OutputType", "Food", "Local"
1066 "MinSize", "9", "City"
1069 [effect_upkeep_free_units_food_10]
1070 type = "Unit_Upkeep_Free_Per_City"
1073 { "type", "name", "range"
1074 "OutputType", "Food", "Local"
1075 "MinSize", "10", "City"
1078 [effect_upkeep_free_units_food_11]
1079 type = "Unit_Upkeep_Free_Per_City"
1082 { "type", "name", "range"
1083 "OutputType", "Food", "Local"
1084 "MinSize", "11", "City"
1087 [effect_upkeep_free_units_food_12]
1088 type = "Unit_Upkeep_Free_Per_City"
1091 { "type", "name", "range"
1092 "OutputType", "Food", "Local"
1093 "MinSize", "12", "City"
1096 [effect_upkeep_free_units_food_13]
1097 type = "Unit_Upkeep_Free_Per_City"
1100 { "type", "name", "range"
1101 "OutputType", "Food", "Local"
1102 "MinSize", "13", "City"
1105 [effect_upkeep_free_units_food_14]
1106 type = "Unit_Upkeep_Free_Per_City"
1109 { "type", "name", "range"
1110 "OutputType", "Food", "Local"
1111 "MinSize", "14", "City"
1114 [effect_upkeep_free_units_food_15]
1115 type = "Unit_Upkeep_Free_Per_City"
1118 { "type", "name", "range"
1119 "OutputType", "Food", "Local"
1120 "MinSize", "15", "City"
1123 [effect_upkeep_free_units_food_16]
1124 type = "Unit_Upkeep_Free_Per_City"
1127 { "type", "name", "range"
1128 "OutputType", "Food", "Local"
1129 "MinSize", "16", "City"
1132 [effect_upkeep_free_units_food_17]
1133 type = "Unit_Upkeep_Free_Per_City"
1136 { "type", "name", "range"
1137 "OutputType", "Food", "Local"
1138 "MinSize", "17", "City"
1141 [effect_upkeep_free_units_food_18]
1142 type = "Unit_Upkeep_Free_Per_City"
1145 { "type", "name", "range"
1146 "OutputType", "Food", "Local"
1147 "MinSize", "18", "City"
1150 [effect_upkeep_free_units_food_19]
1151 type = "Unit_Upkeep_Free_Per_City"
1154 { "type", "name", "range"
1155 "OutputType", "Food", "Local"
1156 "MinSize", "19", "City"
1159 [effect_upkeep_free_units_food_20]
1160 type = "Unit_Upkeep_Free_Per_City"
1163 { "type", "name", "range"
1164 "OutputType", "Food", "Local"
1165 "MinSize", "20", "City"
1168 [effect_civil_war_anarchy]
1169 type = "Civil_War_Chance"
1172 { "type", "name", "range"
1173 "Gov", "Anarchy", "Player"
1176 [effect_civil_war_tribal]
1177 type = "Civil_War_Chance"
1180 { "type", "name", "range"
1181 "Gov", "Tribal", "Player"
1184 [effect_civil_war_despotism]
1185 type = "Civil_War_Chance"
1188 { "type", "name", "range"
1189 "Gov", "Despotism", "Player"
1192 [effect_civil_war_monarchy]
1193 type = "Civil_War_Chance"
1196 { "type", "name", "range"
1197 "Gov", "Monarchy", "Player"
1200 [effect_civil_war_communism]
1201 type = "Civil_War_Chance"
1204 { "type", "name", "range"
1205 "Gov", "Communism", "Player"
1208 [effect_civil_war_fundamentalism]
1209 type = "Civil_War_Chance"
1212 { "type", "name", "range"
1213 "Gov", "Fundamentalism", "Player"
1216 [effect_civil_war_federation]
1217 type = "Civil_War_Chance"
1220 { "type", "name", "range"
1221 "Gov", "Federation", "Player"
1224 [effect_civil_war_republic]
1225 type = "Civil_War_Chance"
1228 { "type", "name", "range"
1229 "Gov", "Republic", "Player"
1232 [effect_civil_war_democracy]
1233 type = "Civil_War_Chance"
1236 { "type", "name", "range"
1237 "Gov", "Democracy", "Player"
1240 [effect_empire_size_base_tribal]
1241 type = "Empire_Size_Base"
1244 { "type", "name", "range"
1245 "Gov", "Tribal", "Player"
1248 [effect_empire_size_base_despotism]
1249 type = "Empire_Size_Base"
1252 { "type", "name", "range"
1253 "Gov", "Despotism", "Player"
1256 [effect_empire_size_base_monarchy]
1257 type = "Empire_Size_Base"
1260 { "type", "name", "range"
1261 "Gov", "Monarchy", "Player"
1264 [effect_empire_size_base_communism]
1265 type = "Empire_Size_Base"
1268 { "type", "name", "range"
1269 "Gov", "Communism", "Player"
1272 [effect_empire_size_base_fundamentalism]
1273 type = "Empire_Size_Base"
1276 { "type", "name", "range"
1277 "Gov", "Fundamentalism", "Player"
1280 [effect_empire_size_base_federation]
1281 type = "Empire_Size_Base"
1284 { "type", "name", "range"
1285 "Gov", "Federation", "Player"
1288 [effect_empire_size_base_republic]
1289 type = "Empire_Size_Base"
1292 { "type", "name", "range"
1293 "Gov", "Republic", "Player"
1296 [effect_empire_size_base_democracy]
1297 type = "Empire_Size_Base"
1300 { "type", "name", "range"
1301 "Gov", "Democracy", "Player"
1304 [effect_empire_size_step_tribal]
1305 type = "Empire_Size_Step"
1308 { "type", "name", "range"
1309 "Gov", "Tribal", "Player"
1312 [effect_empire_size_step_despotism]
1313 type = "Empire_Size_Step"
1316 { "type", "name", "range"
1317 "Gov", "Despotism", "Player"
1320 [effect_empire_size_step_monarchy]
1321 type = "Empire_Size_Step"
1324 { "type", "name", "range"
1325 "Gov", "Monarchy", "Player"
1328 [effect_empire_size_step_communism]
1329 type = "Empire_Size_Step"
1332 { "type", "name", "range"
1333 "Gov", "Communism", "Player"
1336 [effect_empire_size_step_fundamentalism]
1337 type = "Empire_Size_Step"
1340 { "type", "name", "range"
1341 "Gov", "Fundamentalism", "Player"
1344 [effect_empire_size_step_federation]
1345 type = "Empire_Size_Step"
1348 { "type", "name", "range"
1349 "Gov", "Federation", "Player"
1352 [effect_empire_size_step_republic]
1353 type = "Empire_Size_Step"
1356 { "type", "name", "range"
1357 "Gov", "Republic", "Player"
1360 [effect_empire_size_step_democracy]
1361 type = "Empire_Size_Step"
1364 { "type", "name", "range"
1365 "Gov", "Democracy", "Player"
1368 [effect_max_rates_anarchy]
1372 { "type", "name", "range"
1373 "Gov", "Anarchy", "Player"
1376 [effect_max_rates_tribal]
1380 { "type", "name", "range"
1381 "Gov", "Tribal", "Player"
1384 [effect_max_rates_despotism]
1388 { "type", "name", "range"
1389 "Gov", "Despotism", "Player"
1392 [effect_max_rates_monarchy]
1396 { "type", "name", "range"
1397 "Gov", "Monarchy", "Player"
1400 [effect_max_rates_communism]
1404 { "type", "name", "range"
1405 "Gov", "Communism", "Player"
1408 [effect_max_rates_fundamentalism]
1412 { "type", "name", "range"
1413 "Gov", "Fundamentalism", "Player"
1416 [effect_max_rates_federation]
1420 { "type", "name", "range"
1421 "Gov", "Federation", "Player"
1424 [effect_max_rates_republic]
1428 { "type", "name", "range"
1429 "Gov", "Republic", "Player"
1432 [effect_max_rates_democracy]
1436 { "type", "name", "range"
1437 "Gov", "Democracy", "Player"
1440 [effect_martial_law_each_anarchy]
1441 type = "Martial_Law_Each"
1444 { "type", "name", "range"
1445 "Gov", "Anarchy", "Player"
1448 [effect_martial_law_each_despotism]
1449 type = "Martial_Law_Each"
1452 { "type", "name", "range"
1453 "Gov", "Despotism", "Player"
1456 [effect_martial_law_each_monarchy]
1457 type = "Martial_Law_Each"
1460 { "type", "name", "range"
1461 "Gov", "Monarchy", "Player"
1464 [effect_martial_law_each_tribal]
1465 type = "Martial_Law_Each"
1468 { "type", "name", "range"
1469 "Gov", "Tribal", "Player"
1472 [effect_martial_law_each_communism]
1473 type = "Martial_Law_Each"
1476 { "type", "name", "range"
1477 "Gov", "Communism", "Player"
1480 [effect_martial_law_max]
1481 type = "Martial_Law_Max"
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
1496 ; Railroad because makes Pyramids obsolete
1497 [effect_gov_tile_penalty_anarchy]
1498 type = "Output_Penalty_Tile"
1501 { "type", "name", "range", "present"
1502 "Gov", "Anarchy", "Player", TRUE
1503 "Building", "Pyramids", "Player", FALSE
1504 "Tech", "Railroad", "Player", FALSE
1507 [effect_gov_tile_penalty_tribal]
1508 type = "Output_Penalty_Tile"
1511 { "type", "name", "range", "present"
1512 "Gov", "Tribal", "Player", TRUE
1513 "Building", "Pyramids", "Player", FALSE
1514 "Tech", "Railroad", "Player", FALSE
1517 [effect_gov_tile_penalty_despotism]
1518 type = "Output_Penalty_Tile"
1521 { "type", "name", "range", "present"
1522 "Gov", "Despotism", "Player", TRUE
1523 "Building", "Pyramids", "Player", FALSE
1524 "Tech", "Railroad", "Player", FALSE
1527 [effect_gov_tile_bonus_republic]
1528 type = "Output_Inc_Tile"
1531 { "type", "name", "range", "present"
1532 "Gov", "Republic", "Player", TRUE
1533 "OutputType", "Trade", "Local", TRUE
1534 "TerrainClass", "Oceanic", "Local", FALSE
1537 [effect_gov_tile_bonus_democracy]
1538 type = "Output_Inc_Tile"
1541 { "type", "name", "range", "present"
1542 "Gov", "Democracy", "Player", TRUE
1543 "OutputType", "Trade", "Local", TRUE
1544 "TerrainClass", "Oceanic", "Local", FALSE
1547 [effect_gov_tile_bonus_celebrate]
1548 type = "Output_Inc_Tile_Celebrate"
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
1564 [effect_combat_tribal]
1565 type = "Veteran_Combat"
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
1575 [effect_revolution_republic]
1576 type = "Revolution_Unhappiness"
1579 { "type", "name", "range"
1580 "Gov", "Republic", "Player"
1583 [effect_revolution_democracy]
1584 type = "Revolution_Unhappiness"
1587 { "type", "name", "range"
1588 "Gov", "Democracy", "Player"
1591 [effect_senate_federation]
1595 { "type", "name", "range", "present"
1596 "Gov", "Federation", "Player", TRUE
1597 "Building", "Statue of Liberty", "Player", FALSE
1600 [effect_senate_democracy]
1604 { "type", "name", "range", "present"
1605 "Gov", "Democracy", "Player", TRUE
1606 "Building", "Statue of Liberty", "Player", FALSE
1609 [effect_veteran_communism]
1610 type = "Veteran_Build"
1613 { "type", "name", "range"
1614 "Gov", "Communism", "Player"
1615 "UnitFlag", "Diplomat", "Local"
1618 [effect_veteran_federation]
1619 type = "Veteran_Build"
1622 { "type", "name", "range"
1623 "Gov", "Federation", "Player"
1624 "UnitFlag", "Diplomat", "Local"
1627 [effect_partisan_communism]
1628 type = "Inspire_Partisans"
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
1639 [effect_partisan_democracy]
1640 type = "Inspire_Partisans"
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
1651 [effect_lux_federation]
1652 type = "Output_Add_Tile"
1655 { "type", "name", "range"
1656 "Gov", "Federation", "Player"
1657 "CityTile", "Center", "Local"
1658 "OutputType", "Luxury", "Local"
1661 [effect_bad_lux_anarchy]
1662 type = "Output_Bonus"
1665 { "type", "name", "range"
1666 "Gov", "Anarchy", "Player"
1667 "OutputType", "Luxury", "Local"
1670 [effect_bad_sci_fundamentalism]
1671 type = "Output_Bonus"
1674 { "type", "name", "range"
1675 "Gov", "Fundamentalism", "Player"
1676 "OutputType", "Science", "Local"
1679 [effect_tithes_fundamentalism]
1680 type = "Happiness_To_Gold"
1683 { "type", "name", "range"
1684 "Gov", "Fundamentalism", "Player"
1687 [effect_fanatics_fundamentalism]
1691 { "type", "name", "range"
1692 "Gov", "Fundamentalism", "Player"
1696 type = "Veteran_Build"
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
1707 type = "Veteran_Build"
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
1718 type = "Veteran_Build"
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
1732 { "type", "name", "range"
1733 "Building", "Airport", "City"
1734 "UnitClass", "Air", "Local"
1741 { "type", "name", "range"
1742 "Building", "Airport", "City"
1743 "UnitClass", "Helicopter", "Local"
1750 { "type", "name", "range"
1751 "Building", "Airport", "City"
1754 [effect_airlift_basic]
1758 { "type", "name", "range"
1759 "Tech", "Flight", "Player"
1762 ; Base max city size of 8
1763 [effect_aqueduct_base]
1767 ; Max city size 8 + 8 = 16
1772 { "type", "name", "range"
1773 "Building", "Aqueduct", "City"
1780 { "type", "name", "range"
1781 "Building", "Aqueduct", "City"
1784 [effect_aqueduct_river]
1788 { "type", "name", "range", "present"
1789 "Building", "Aqueduct, River", "City", TRUE
1790 "Building", "Aqueduct", "City", FALSE
1793 [effect_aqueduct_river_1]
1797 { "type", "name", "range", "present"
1798 "Building", "Aqueduct, River", "City", TRUE
1799 "Building", "Aqueduct", "City", FALSE
1802 [effect_aqueduct_lake]
1806 { "type", "name", "range", "present"
1807 "Building", "Aqueduct, Lake", "City", TRUE
1808 "Building", "Aqueduct", "City", FALSE
1809 "Building", "Aqueduct, River", "City", FALSE
1812 [effect_aqueduct_lake_1]
1816 { "type", "name", "range", "present"
1817 "Building", "Aqueduct, Lake", "City", TRUE
1818 "Building", "Aqueduct", "City", FALSE
1819 "Building", "Aqueduct, River", "City", FALSE
1823 type = "Output_Bonus"
1826 { "type", "name", "range"
1827 "Building", "Bank", "City"
1828 "OutputType", "Gold", "Local"
1832 type = "Output_Bonus"
1835 { "type", "name", "range"
1836 "Building", "Bank", "City"
1837 "OutputType", "Luxury", "Local"
1841 type = "Veteran_Build"
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
1852 type = "Veteran_Build"
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
1862 [effect_barracks_hp]
1866 { "type", "name", "range", "present"
1867 "Building", "Barracks", "City", TRUE
1868 "UnitClass", "Land", "Local", TRUE
1871 [effect_barracks_b_hp]
1875 { "type", "name", "range", "present"
1876 "Building", "Barracks", "City", TRUE
1877 "UnitClass", "Big Land", "Local", TRUE
1880 [effect_barracks_ii]
1881 type = "Veteran_Build"
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
1891 [effect_barracks_ii_b]
1892 type = "Veteran_Build"
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
1902 [effect_barracks_ii_hp]
1906 { "type", "name", "range", "present"
1907 "Building", "Barracks II", "City", TRUE
1908 "UnitClass", "Land", "Local", TRUE
1911 [effect_barracks_ii_b_hp]
1915 { "type", "name", "range", "present"
1916 "Building", "Barracks II", "City", TRUE
1917 "UnitClass", "Big Land", "Local", TRUE
1920 [effect_barracks_iii]
1921 type = "Veteran_Build"
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
1931 [effect_barracks_iii_b]
1932 type = "Veteran_Build"
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
1942 [effect_barracks_iii_hp]
1946 { "type", "name", "range"
1947 "Building", "Barracks III", "City"
1948 "UnitClass", "Land", "Local"
1951 [effect_barracks_iii_b_hp]
1955 { "type", "name", "range"
1956 "Building", "Barracks III", "City"
1957 "UnitClass", "Big Land", "Local"
1961 type = "Make_Content"
1964 { "type", "name", "range"
1965 "Building", "Cathedral", "City"
1968 [effect_cathedral_culture]
1972 { "type", "name", "range"
1973 "Building", "Cathedral", "City"
1976 [effect_cathedral_1]
1977 type = "Make_Content"
1980 { "type", "name", "range", "present"
1981 "Tech", "Theology", "Player", TRUE
1982 "Building", "Cathedral", "City", TRUE
1983 "Gov", "Communism", "Player", FALSE
1987 [effect_city_defense_0]
1988 type = "Defend_Bonus"
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
2004 ; Every Land, Sea, Trireme
2005 [effect_city_defense_1]
2006 type = "Defend_Bonus"
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
2024 [effect_city_walls_0]
2025 type = "Defend_Bonus"
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
2041 [effect_city_walls_1]
2042 type = "Unit_No_Lose_Pop"
2045 { "type", "name", "range"
2046 "Building", "City Walls", "City"
2049 [effect_city_walls_visible]
2050 type = "Visible_Walls"
2053 { "type", "name", "range"
2054 "Building", "City Walls", "City"
2057 [effect_coastal_defense]
2058 type = "Defend_Bonus"
2061 { "type", "name", "range"
2062 "Building", "Coastal Defense", "City"
2063 "UnitClass", "Sea", "Local"
2066 [effect_coastal_defense_trireme]
2067 type = "Defend_Bonus"
2070 { "type", "name", "range"
2071 "Building", "Coastal Defense", "City"
2072 "UnitClass", "Trireme", "Local"
2076 type = "Make_Content"
2079 { "type", "name", "range"
2080 "Building", "Colosseum", "City"
2083 [effect_colosseum_1]
2084 type = "Make_Content"
2087 { "type", "name", "range"
2088 "Tech", "Electricity", "Player"
2089 "Building", "Colosseum", "City"
2092 [effect_colosseum_culture]
2096 { "type", "name", "range"
2097 "Building", "Colosseum", "City"
2101 type = "Output_Waste_Pct"
2104 { "type", "name", "range"
2105 "Building", "Courthouse", "City"
2106 "OutputType", "Trade", "Local"
2109 [effect_courthouse_1]
2110 type = "Output_Waste_Pct"
2113 { "type", "name", "range"
2114 "Building", "Courthouse", "City"
2115 "OutputType", "Shield", "local"
2118 ; effect always has value>=50, so this halves food waste
2119 [effect_courthouse_2]
2120 type = "Output_Waste_Pct"
2123 { "type", "name", "range"
2124 "Building", "Courthouse", "City"
2125 "OutputType", "Food", "local"
2128 [effect_courthouse_3]
2129 type = "Make_Content"
2132 { "type", "name", "range"
2133 "Building", "Courthouse", "City"
2136 [effect_courthouse_incite]
2137 type = "Incite_Cost_Pct"
2140 { "type", "name", "range", "present"
2141 "Building", "Courthouse", "City", TRUE
2142 "MaxUnitsOnTile", "0", "Local", FALSE
2145 [effect_incite_cost_empty_courthouse]
2146 type = "Incite_Cost_Pct"
2149 { "type", "name", "range", "present"
2150 "MaxUnitsOnTile", "0", "Local", TRUE
2151 "Building", "Courthouse", "City", TRUE
2154 [effect_diplomat_defense_extra]
2155 type = "Spy_Resistant"
2158 { "type", "name", "range"
2159 "ExtraFlag", "DiplomatDefense", "Local"
2162 [effect_incite_cost_empty]
2163 type = "Incite_Cost_Pct"
2166 { "type", "name", "range", "present"
2167 "MaxUnitsOnTile", "0", "Local", TRUE
2168 "Building", "Courthouse", "City", FALSE
2172 type = "Output_Bonus"
2175 { "type", "name", "range"
2176 "Building", "Factory", "City"
2177 "OutputType", "Shield", "Local"
2181 type = "Pollu_Pop_Pct"
2184 { "type", "name", "range"
2185 "Building", "Factory", "City"
2188 ; effect always has value>=50, so this halves food waste
2190 type = "Output_Waste_Pct"
2193 { "type", "name", "range"
2194 "Building", "Granary", "City"
2195 "OutputType", "Food", "local"
2198 ; Free Granary effect in small cities
2199 [effect_granary_base]
2200 type = "Growth_Food"
2203 { "type", "name", "range", "present"
2204 "MinSize", "4", "City", FALSE
2207 ; Granary size fixed to 10
2209 type = "Growth_Food"
2212 { "type", "name", "range", "present"
2213 "Building", "Granary", "City", TRUE
2214 "MinSize", "4", "City", TRUE
2215 "MinSize", "5", "City", FALSE
2218 ; Size adjusted when Foodbox increases
2220 type = "Growth_Food"
2223 { "type", "name", "range", "present"
2224 "Building", "Granary", "City", TRUE
2225 "MinSize", "5", "City", TRUE
2226 "MinSize", "7", "City", FALSE
2229 ; Size adjusted when Foodbox increases
2231 type = "Growth_Food"
2234 { "type", "name", "range"
2235 "Building", "Granary", "City"
2236 "MinSize", "7", "City"
2240 type = "Output_Add_Tile"
2243 { "type", "name", "range", "present"
2244 "TerrainFlag", "Sea", "Local", TRUE
2245 "Building", "Harbour", "City", TRUE
2246 "OutputType", "Food", "Local", TRUE
2249 [effect_hydro_plant]
2250 type = "Output_Bonus"
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
2261 [effect_hydro_plant_1]
2262 type = "Output_Bonus"
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
2273 [effect_hydro_plant_2]
2274 type = "Pollu_Prod_Pct"
2277 { "type", "name", "range", "present"
2278 "Building", "Hydro Plant", "City", TRUE
2279 "Building", "Solar Plant", "City", FALSE
2280 "Building", "Hoover Dam", "City", FALSE
2283 [effect_hydro_plant_3]
2284 type = "Pollu_Prod_Pct"
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
2294 [effect_hydro_plant_4]
2295 type = "Pollu_Prod_Pct"
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
2306 type = "Output_Bonus"
2309 { "type", "name", "range"
2310 "Building", "Library", "City"
2311 "OutputType", "Science", "Local"
2314 [effect_library_culture]
2318 { "type", "name", "range"
2319 "Building", "Library", "City"
2322 [effect_marketplace]
2323 type = "Output_Bonus"
2326 { "type", "name", "range"
2327 "Building", "Marketplace", "City"
2328 "OutputType", "Gold", "Local"
2331 [effect_marketplace_1]
2332 type = "Output_Bonus"
2335 { "type", "name", "range"
2336 "Building", "Marketplace", "City"
2337 "OutputType", "Luxury", "Local"
2340 ; Counteracts population pollution from any 2 other buildings
2341 [effect_mass_transit]
2342 type = "Pollu_Pop_Pct"
2345 { "type", "name", "range"
2346 "Building", "Mass Transit", "City"
2350 type = "Output_Bonus"
2353 { "type", "name", "range"
2354 "Building", "Mfg. Plant", "City"
2355 "OutputType", "Shield", "Local"
2358 [effect_mfg_plant_1]
2359 type = "Pollu_Pop_Pct"
2362 { "type", "name", "range"
2363 "Building", "Mfg. Plant", "City"
2366 [effect_nuclear_plant]
2367 type = "Output_Bonus"
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
2379 [effect_nuclear_plant_1]
2380 type = "Output_Bonus"
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
2392 [effect_nuclear_plant_2]
2393 type = "Pollu_Prod_Pct"
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
2403 [effect_nuclear_plant_3]
2404 type = "Pollu_Prod_Pct"
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
2415 [effect_offshore_platform]
2416 type = "Output_Add_Tile"
2419 { "type", "name", "range"
2420 "TerrainClass", "Oceanic", "Local"
2421 "Building", "Offshore Platform", "City"
2422 "OutputType", "Shield", "Local"
2425 [effect_offshore_platform_1]
2426 type = "Output_Add_Tile"
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
2436 [effect_offshore_platform_2]
2437 type = "Pollu_Pop_Pct"
2440 { "type", "name", "range"
2441 "Building", "Offshore Platform", "City"
2445 type = "Output_Waste_Pct"
2448 { "type", "name", "range"
2449 "Building", "Palace", "City"
2450 "OutputType", "Trade", "Local"
2454 type = "Output_Waste_Pct"
2457 { "type", "name", "range"
2458 "Building", "Palace", "City"
2459 "OutputType", "Shield", "local"
2463 type = "Spy_Resistant"
2466 { "type", "name", "range"
2467 "Building", "Palace", "City"
2470 [effect_palace_2_sabotage]
2471 type = "Building_Saboteur_Resistant"
2474 { "type", "name", "range"
2475 "Building", "Palace", "City"
2479 type = "Capital_City"
2482 { "type", "name", "range"
2483 "Building", "Palace", "City"
2486 [effect_palace_gov_center]
2490 { "type", "name", "range"
2491 "Building", "Palace", "City"
2494 [effect_palace_despotism]
2495 type = "Output_Bonus"
2498 { "type", "name", "range"
2499 "Gov", "Despotism", "Player"
2500 "Building", "Palace", "City"
2501 "OutputType", "Gold", "Local"
2504 [effect_palace_monarchy]
2505 type = "Output_Bonus"
2508 { "type", "name", "range"
2509 "Gov", "Monarchy", "Player"
2510 "Building", "Palace", "City"
2511 "OutputType", "Gold", "Local"
2514 [effect_palace_culture]
2518 { "type", "name", "range"
2519 "Building", "Palace", "City"
2522 [effect_ecclesiastical_palace]
2523 type = "Output_Waste_Pct"
2526 { "type", "name", "range", "present"
2527 "Building", "Ecclesiastical Palace", "City", TRUE
2528 "OutputType", "Trade", "Local", TRUE
2529 "Building", "Palace", "City", FALSE
2532 [effect_ecclesiastical_palace_1]
2533 type = "Output_Waste_Pct"
2536 { "type", "name", "range", "present"
2537 "Building", "Ecclesiastical Palace", "City", TRUE
2538 "OutputType", "Shield", "local", TRUE
2539 "Building", "Palace", "City", FALSE
2542 [effect_ecclesiastical_palace_2]
2543 type = "Spy_Resistant"
2546 { "type", "name", "range", "present"
2547 "Building", "Ecclesiastical Palace", "City", TRUE
2548 "Building", "Palace", "City", FALSE
2551 [effect_ecclesiastical_palace_2_sabotage]
2552 type = "Building_Saboteur_Resistant"
2555 { "type", "name", "range", "present"
2556 "Building", "Ecclesiastical Palace", "City", TRUE
2557 "Building", "Palace", "City", FALSE
2560 [effect_ecclesiastical_palace_gov_center]
2564 { "type", "name", "range", "present"
2565 "Building", "Ecclesiastical Palace", "City", TRUE
2566 "Building", "Palace", "City", FALSE
2569 [effect_ecclesiastical_palace_despotism]
2570 type = "Output_Bonus"
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
2580 [effect_ecclesiastical_palace_monarchy]
2581 type = "Output_Bonus"
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
2591 [effect_ecclesiastical_palace_culture]
2595 { "type", "name", "range", "present"
2596 "Building", "Ecclesiastical Palace", "City", TRUE
2597 "Building", "Palace", "City", FALSE
2600 [effect_police_station]
2601 type = "Make_Content"
2604 { "type", "name", "range"
2605 "Building", "Police Station", "City"
2608 [effect_police_station_1]
2609 type = "Make_Content_Mil"
2612 { "type", "name", "range"
2613 "Building", "Police Station", "City"
2616 ; Net effect is to neutralize one unit's unhappiness
2617 [effect_police_station_democracy]
2618 type = "Make_Content_Mil"
2621 { "type", "name", "range", "present"
2622 "Gov", "Democracy", "Player", TRUE
2623 "Building", "Police Station", "City", TRUE
2624 "Building", "Women's Suffrage", "Player", FALSE
2627 [effect_port_facility]
2628 type = "Veteran_Build"
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
2638 [effect_port_facility_1]
2642 { "type", "name", "range"
2643 "Building", "Port Facility", "City"
2644 "UnitClass", "Sea", "Local"
2647 [effect_port_facility_trireme]
2648 type = "Veteran_Build"
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
2658 [effect_port_facility_trireme_1]
2662 { "type", "name", "range"
2663 "Building", "Port Facility", "City"
2664 "UnitClass", "Trireme", "Local"
2667 [effect_power_plant]
2668 type = "Output_Bonus"
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
2681 [effect_power_plant_1]
2682 type = "Output_Bonus"
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
2695 ; Recycling Center gives a lesser additional bonus with plants
2696 [effect_recycling_center]
2697 type = "Pollu_Prod_Pct"
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
2708 [effect_research_lab]
2709 type = "Output_Bonus"
2712 { "type", "name", "range"
2713 "Building", "Research Lab", "City"
2714 "OutputType", "Science", "Local"
2717 [effect_research_lab_culture]
2721 { "type", "name", "range"
2722 "Building", "Research Lab", "City"
2725 [effect_sam_battery]
2726 type = "Defend_Bonus"
2729 { "type", "name", "range"
2730 "Building", "SAM Battery", "City"
2731 "UnitClass", "Air", "Local"
2734 [effect_sam_battery_1]
2735 type = "Defend_Bonus"
2738 { "type", "name", "range"
2739 "Building", "SAM Battery", "City"
2740 "UnitClass", "Helicopter", "Local"
2743 [effect_sdi_defense]
2747 { "type", "name", "range", "present"
2748 "Building", "SDI Defense", "City", TRUE
2749 "DiplRel", "Foreign", "Local", TRUE
2750 "DiplRel", "Team", "Local", FALSE
2753 [effect_sdi_defense_1]
2754 type = "Defend_Bonus"
2757 { "type", "name", "range"
2758 "Building", "SDI Defense", "City"
2759 "UnitClass", "Missile", "Local"
2762 [effect_sewer_system]
2763 type = "Size_Unlimit"
2766 { "type", "name", "range"
2767 "Building", "Sewer System", "City"
2768 "Building", "Aqueduct", "City"
2771 [effect_sewer_system_1]
2772 type = "Size_Unlimit"
2775 { "type", "name", "range"
2776 "Building", "Sewer System", "City"
2777 "Building", "Aqueduct, Lake", "City"
2780 [effect_sewer_system_2]
2781 type = "Size_Unlimit"
2784 { "type", "name", "range"
2785 "Building", "Sewer System", "City"
2786 "Building", "Aqueduct, River", "City"
2789 [effect_sewer_system_health]
2793 { "type", "name", "range"
2794 "Building", "Sewer System", "City"
2797 [effect_solar_plant]
2798 type = "Output_Bonus"
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
2808 [effect_solar_plant_1]
2809 type = "Output_Bonus"
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
2819 [effect_solar_plant_2]
2820 type = "Pollu_Prod_Pct"
2823 { "type", "name", "range", "present"
2824 "Building", "Solar Plant", "City", TRUE
2825 "Building", "Hoover Dam", "City", FALSE
2828 [effect_solar_plant_3]
2829 type = "Pollu_Prod_Pct"
2832 { "type", "name", "range", "present"
2833 "Building", "Recycling Center", "City", TRUE
2834 "Building", "Solar Plant", "City", TRUE
2835 "Building", "Hoover Dam", "City", FALSE
2838 [effect_space_component]
2839 type = "SS_Component"
2842 { "type", "name", "range"
2843 "Building", "Space Component", "City"
2846 [effect_space_module]
2850 { "type", "name", "range"
2851 "Building", "Space Module", "City"
2854 [effect_space_structural]
2855 type = "SS_Structural"
2858 { "type", "name", "range"
2859 "Building", "Space Structural", "City"
2862 [effect_plastics_slowdown]
2863 type = "Slow_Down_Timeline"
2866 { "type", "name", "range", "survives"
2867 "Tech", "Plastics", "World", TRUE
2870 [effect_superconductor_slowdown]
2871 type = "Slow_Down_Timeline"
2874 { "type", "name", "range", "survives"
2875 "Tech", "Superconductors", "World", TRUE
2878 [effect_spaceflight_slowdown]
2879 type = "Slow_Down_Timeline"
2882 { "type", "name", "range", "survives"
2883 "Tech", "Space Flight", "World", TRUE
2886 [effect_stock_exchange]
2887 type = "Output_Bonus"
2890 { "type", "name", "range"
2891 "Building", "Stock Exchange", "City"
2892 "OutputType", "Gold", "Local"
2895 [effect_stock_exchange_1]
2896 type = "Output_Bonus"
2899 { "type", "name", "range"
2900 "Building", "Stock Exchange", "City"
2901 "OutputType", "Luxury", "Local"
2904 ; Tiles with farmland don't get Super Highways trade bonus
2905 [effect_super_highways]
2906 type = "Output_Inc_Tile"
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
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"
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
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"
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
2951 [effect_super_highways_city_center_3]
2952 type = "Output_Inc_Tile"
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
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"
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
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"
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
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"
3010 { "type", "name", "range"
3011 "Building", "Super Highways", "City"
3012 "Building", "Stock Exchange", "City"
3013 "OutputType", "Gold", "Local"
3016 [effect_super_highways_2]
3017 type = "Output_Bonus"
3020 { "type", "name", "range"
3021 "Building", "Super Highways", "City"
3022 "Building", "Stock Exchange", "City"
3023 "OutputType", "Luxury", "Local"
3026 [effect_super_highways_3]
3027 type = "Pollu_Pop_Pct"
3030 { "type", "name", "range"
3031 "Building", "Super Highways", "City"
3034 [effect_supermarket]
3035 type = "Output_Per_Tile"
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
3045 ; Automatic farmland on city center
3046 ; Note, terms are duplicated in Super Highways rules
3047 [effect_supermarket_2]
3048 type = "Output_Per_Tile"
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
3061 type = "Make_Content"
3064 { "type", "name", "range"
3065 "Building", "Temple", "City"
3069 type = "Make_Content"
3072 { "type", "name", "range", "present"
3073 "Tech", "Mysticism", "Player", TRUE
3074 "Building", "Temple", "City", TRUE
3075 "Gov", "Communism", "Player", FALSE
3078 [effect_temple_culture]
3082 { "type", "name", "range"
3083 "Building", "Temple", "City"
3087 type = "Output_Bonus"
3090 { "type", "name", "range"
3091 "Building", "University", "City"
3092 "OutputType", "Science", "Local"
3095 [effect_university_culture]
3099 { "type", "name", "range"
3100 "Building", "University", "City"
3103 [effect_telegraph_border_vision]
3104 type = "Border_Vision"
3107 { "type", "name", "range"
3108 "Tech", "Electricity", "Player"
3111 [effect_apollo_program]
3115 { "type", "name", "range"
3116 "Building", "Apollo Program", "Player"
3119 [effect_apollo_program_1]
3120 type = "Enable_Space"
3123 { "type", "name", "range", "survives"
3124 "Building", "Apollo Program", "World", TRUE
3127 [effect_apollo_program_culture]
3131 { "type", "name", "range"
3132 "Building", "Apollo Program", "City"
3135 [effect_asmiths_trading_co]
3136 type = "Upkeep_Free"
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
3146 [effect_asmiths_trading_co_1]
3147 type = "Specialist_Output"
3150 { "type", "name", "range", "survives"
3151 "Building", "A.Smith's Trading Co.", "World", TRUE
3152 "Specialist", "Taxman", "Local"
3153 "OutputType", "Gold", "Local"
3156 [effect_asmiths_trading_co_culture]
3160 { "type", "name", "range"
3161 "Building", "A.Smith's Trading Co.", "City"
3165 type = "Output_Inc_Tile"
3168 { "type", "name", "range"
3169 "Building", "Colossus", "City"
3170 "OutputType", "Trade", "Local"
3173 [effect_colossus_culture]
3177 { "type", "name", "range"
3178 "Building", "Colossus", "City"
3181 [effect_copernicus_observatory]
3182 type = "Output_Add_Tile"
3185 { "type", "name", "range"
3186 "Building", "Copernicus' Observatory", "City"
3187 "OutputType", "Science", "Local"
3190 [effect_copernicus_observatory_culture]
3194 { "type", "name", "range"
3195 "Building", "Copernicus' Observatory", "City"
3198 [effect_cure_for_cancer]
3199 type = "Output_Add_Tile"
3202 { "type", "name", "range"
3203 "Building", "Cure For Cancer", "Player"
3204 "CityTile", "Center", "Local"
3205 "OutputType", "Luxury", "Local"
3208 [effect_cure_for_cancer_health]
3212 { "type", "name", "range"
3213 "Building", "Cure For Cancer", "Player"
3216 [effect_cure_for_cancer_culture]
3220 { "type", "name", "range"
3221 "Building", "Cure For Cancer", "City"
3224 [effect_darwins_voyage]
3225 type = "Output_Add_Tile"
3228 { "type", "name", "range"
3229 "Building", "Darwin's Voyage", "Player"
3230 "CityTile", "Center", "Local"
3231 "OutputType", "Science", "Local"
3235 [effect_darwins_voyage_1]
3236 type = "Specialist_Output"
3239 { "type", "name", "range", "survives"
3240 "Building", "Darwin's Voyage", "World", TRUE
3241 "Specialist", "Scientist", "Local"
3242 "OutputType", "Science", "Local"
3245 [effect_darwins_voyage_culture]
3249 { "type", "name", "range"
3250 "Building", "Darwin's Voyage", "City"
3253 [effect_eiffel_tower]
3254 type = "Gain_AI_Love"
3257 { "type", "name", "range", "present", "survives"
3258 "Building", "Eiffel Tower", "Player", TRUE, FALSE
3259 "Building", "Apollo Program", "World", FALSE, TRUE
3262 [effect_eiffel_tower_1]
3263 type = "Pollu_Pop_Pct"
3266 { "type", "name", "range"
3267 "Building", "Eiffel Tower", "Player"
3270 [effect_eiffel_tower_culture]
3274 { "type", "name", "range"
3275 "Building", "Eiffel Tower", "City"
3278 [effect_great_library]
3279 type = "Output_Bonus"
3282 { "type", "name", "range", "survives"
3283 "Building", "Great Library", "World", TRUE
3284 "Building", "Library", "City"
3285 "OutputType", "Science", "Local"
3288 [effect_great_library_1]
3289 type = "Output_Add_Tile"
3292 { "type", "name", "range"
3293 "Building", "Great Library", "City"
3294 "CityTile", "Center", "Local"
3295 "OutputType", "Science", "Local"
3298 [effect_great_library_2]
3299 type = "Give_Imm_Tech"
3302 { "type", "name", "range"
3303 "Building", "Great Library", "Player"
3306 [effect_great_library_culture]
3310 { "type", "name", "range"
3311 "Building", "Great Library", "City"
3316 type = "Defend_Bonus"
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
3333 [effect_great_wall_1]
3334 type = "Unit_No_Lose_Pop"
3337 { "type", "name", "range"
3338 "Building", "Great Wall", "Player"
3341 [effect_great_wall_culture]
3345 { "type", "name", "range"
3346 "Building", "Great Wall", "City"
3349 [effect_hanging_gardens]
3350 type = "Make_Content"
3353 { "type", "name", "range"
3354 "Building", "Hanging Gardens", "Player"
3357 [effect_hanging_gardens_1]
3358 type = "Output_Add_Tile"
3361 { "type", "name", "range"
3362 "Building", "Hanging Gardens", "City"
3363 "CityTile", "Center", "Local"
3364 "OutputType", "Luxury", "Local"
3367 [effect_hanging_gardens_culture]
3371 { "type", "name", "range"
3372 "Building", "Hanging Gardens", "City"
3375 ; Hoover Dam behaves like a (self-enhanced) Hydro Plant in its own city
3377 type = "Output_Bonus"
3380 { "type", "name", "range"
3381 "Building", "Factory", "City"
3382 "Building", "Hoover Dam", "City"
3383 "OutputType", "Shield", "Local"
3386 [effect_hoover_dam_1]
3387 type = "Output_Bonus"
3390 { "type", "name", "range"
3391 "Building", "Mfg. Plant", "City"
3392 "Building", "Hoover Dam", "City"
3393 "OutputType", "Shield", "Local"
3396 [effect_hoover_dam_2]
3397 type = "Pollu_Prod_Pct"
3400 { "type", "name", "range"
3401 "Building", "Hoover Dam", "City"
3404 [effect_hoover_dam_3]
3405 type = "Pollu_Prod_Pct"
3408 { "type", "name", "range"
3409 "Building", "Recycling Center", "City"
3410 "Building", "Hoover Dam", "City"
3413 [effect_hoover_dam_culture]
3417 { "type", "name", "range"
3418 "Building", "Hoover Dam", "City"
3421 [effect_isaac_newtons_college]
3422 type = "Output_Bonus"
3425 { "type", "name", "range", "survives"
3426 "Building", "Isaac Newton's College", "World", TRUE
3427 "Building", "University", "City"
3428 "OutputType", "Science", "Local"
3431 [effect_isaac_newtons_college_1]
3432 type = "Output_Add_Tile"
3435 { "type", "name", "range"
3436 "Building", "Isaac Newton's College", "City"
3437 "CityTile", "Center", "Local"
3438 "OutputType", "Science", "Local"
3441 [effect_isaac_newtons_college_2]
3442 type = "Give_Imm_Tech"
3445 { "type", "name", "range"
3446 "Building", "Isaac Newton's College", "Player"
3449 [effect_isaac_newtons_college_culture]
3453 { "type", "name", "range"
3454 "Building", "Isaac Newton's College", "City"
3457 [effect_js_bachs_cathedral]
3458 type = "Output_Add_Tile"
3461 { "type", "name", "range"
3462 "Building", "J.S. Bach's Cathedral", "Player"
3463 "CityTile", "Center", "Local"
3464 "OutputType", "Luxury", "Local"
3467 [effect_js_bachs_cathedral_culture]
3471 { "type", "name", "range"
3472 "Building", "J.S. Bach's Cathedral", "City"
3475 [effect_king_richards_crusade]
3476 type = "Make_Content_Mil"
3479 { "type", "name", "range"
3480 "Building", "King Richard's Crusade", "Player"
3483 [effect_king_richards_crusade_1]
3484 type = "Unit_Upkeep_Free_Per_City"
3487 { "type", "name", "range"
3488 "Building", "King Richard's Crusade", "Player"
3489 "OutputType", "Gold", "Local"
3492 [effect_king_richards_crusade_culture]
3496 { "type", "name", "range"
3497 "Building", "King Richard's Crusade", "City"
3500 [effect_leonardos_workshop]
3501 type = "Upgrade_Unit"
3504 { "type", "name", "range"
3505 "Building", "Leonardo's Workshop", "Player"
3508 [effect_leonardos_workshop_culture]
3512 { "type", "name", "range"
3513 "Building", "Leonardo's Workshop", "City"
3516 [effect_lighthouse_move]
3520 { "type", "name", "range"
3521 "Building", "Lighthouse", "Player"
3522 "UnitClass", "Sea", "Local"
3525 [effect_lighthouse_veteran]
3526 type = "Veteran_Build"
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
3537 [effect_lighthouse_trireme_move]
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
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]
3556 { "type", "name", "range"
3557 "Building", "Lighthouse", "Player"
3558 "UnitClass", "Trireme", "Local"
3559 "CityTile", "Center", "Local"
3560 "TerrainClass", "Oceanic", "Adjacent"
3563 [effect_lighthouse_trireme_veteran]
3564 type = "Veteran_Build"
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
3575 [effect_lighthouse_culture]
3579 { "type", "name", "range"
3580 "Building", "Lighthouse", "City"
3583 [effect_magellans_expedition_move]
3587 { "type", "name", "range"
3588 "Building", "Magellan's Expedition", "Player"
3589 "UnitClass", "Sea", "Local"
3592 [effect_magellans_expedition_veteran]
3593 type = "Veteran_Combat"
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
3603 [effect_magellans_expedition_culture]
3607 { "type", "name", "range"
3608 "Building", "Magellan's Expedition", "City"
3611 [effect_manhattan_project]
3612 type = "Enable_Nuke"
3615 { "type", "name", "range", "survives"
3616 "Building", "Manhattan Project", "World", TRUE
3619 [effect_marco_polos_contact]
3620 type = "Have_Contacts"
3623 { "type", "name", "range"
3624 "Building", "Marco Polo's Embassy", "Player"
3627 [effect_manhattan_project_culture]
3631 { "type", "name", "range"
3632 "Building", "Manhattan Project", "City"
3635 [effect_marco_polos_embassy]
3636 type = "Have_Embassies"
3639 { "type", "name", "range"
3640 "Building", "Marco Polo's Embassy", "Player"
3643 [effect_marco_polos_embassy_culture]
3647 { "type", "name", "range"
3648 "Building", "Marco Polo's Embassy", "City"
3651 [effect_michelangelos_chapel]
3652 type = "Make_Content"
3655 { "type", "name", "range"
3656 "Building", "Cathedral", "City"
3657 "Building", "Michelangelo's Chapel", "Player"
3660 [effect_michelangelos_chapel_culture]
3664 { "type", "name", "range"
3665 "Building", "Michelangelo's Chapel", "City"
3668 [effect_mausoleum_of_mausolos]
3669 type = "Make_Content"
3672 { "type", "name", "range"
3673 "Building", "City Walls", "City"
3674 "Building", "Mausoleum of Mausolos", "Player"
3677 [effect_mausoleum_of_mausolos_1]
3678 type = "Make_Content"
3681 { "type", "name", "range"
3682 "Building", "Courthouse", "City"
3683 "Building", "Mausoleum of Mausolos", "Player"
3686 [effect_mausoleum_of_mausolos_culture]
3690 { "type", "name", "range"
3691 "Building", "Mausoleum of Mausolos", "City"
3694 ; Note that this doesn't cancel a whole unit's unhappiness in Democracy
3695 [effect_statue_of_zeus]
3696 type = "Make_Content_Mil"
3699 { "type", "name", "range"
3700 "Building", "Statue of Zeus", "Player"
3703 [effect_statue_of_zeus_1]
3704 type = "Unit_Upkeep_Free_Per_City"
3707 { "type", "name", "range"
3708 "Building", "Statue of Zeus", "Player"
3709 "OutputType", "Shield", "Local"
3712 [effect_statue_of_zeus_culture]
3716 { "type", "name", "range"
3717 "Building", "Statue of Zeus", "City"
3720 [effect_temple_of_artemis]
3721 type = "Make_Content"
3724 { "type", "name", "range"
3725 "Building", "Temple", "City"
3726 "Building", "Temple of Artemis", "Player"
3729 [effect_temple_of_artemis_culture]
3733 { "type", "name", "range"
3734 "Building", "Temple of Artemis", "City"
3738 type = "Output_Inc_Tile"
3741 { "type", "name", "range"
3742 "Building", "Pyramids", "City"
3743 "OutputType", "Shield", "Local"
3746 [effect_pyramids_culture]
3750 { "type", "name", "range"
3751 "Building", "Pyramids", "City"
3755 type = "Output_Bonus"
3758 { "type", "name", "range", "survives"
3759 "Building", "Internet", "World", TRUE
3760 "Building", "Research Lab", "City"
3761 "OutputType", "Science", "Local"
3765 type = "Reveal_Cities"
3768 { "type", "name", "range"
3769 "Building", "Internet", "Player"
3773 type = "Give_Imm_Tech"
3776 { "type", "name", "range"
3777 "Building", "Internet", "Player"
3780 [effect_internet_culture]
3784 { "type", "name", "range"
3785 "Building", "Internet", "City"
3788 [effect_shakespeares_theatre]
3789 type = "Output_Add_Tile"
3792 { "type", "name", "range"
3793 "Building", "Shakespeare's Theatre", "Player"
3794 "CityTile", "Center", "Local"
3795 "OutputType", "Luxury", "Local"
3798 [effect_shakespeares_theatre_1]
3799 type = "Output_Add_Tile"
3802 { "type", "name", "range"
3803 "Building", "Shakespeare's Theatre", "City"
3804 "CityTile", "Center", "Local"
3805 "OutputType", "Luxury", "Local"
3809 [effect_shakespeares_theatre_2]
3810 type = "Specialist_Output"
3813 { "type", "name", "range", "survives"
3814 "Building", "Shakespeare's Theatre", "World", TRUE
3815 "Specialist", "Elvis", "Local"
3816 "OutputType", "Luxury", "Local"
3819 [effect_shakespeares_theatre_culture]
3823 { "type", "name", "range"
3824 "Building", "Shakespeare's Theatre", "City"
3827 ; No_Anarchy includes no_senate effect
3828 [effect_statue_of_liberty]
3832 { "type", "name", "range"
3833 "Building", "Statue of Liberty", "Player"
3836 [effect_statue_of_liberty_1]
3837 type = "Any_Government"
3840 { "type", "name", "range"
3841 "Building", "Statue of Liberty", "Player"
3844 [effect_statue_of_liberty_culture]
3848 { "type", "name", "range"
3849 "Building", "Statue of Liberty", "City"
3852 [effect_sun_tzus_war_academy]
3853 type = "Veteran_Build"
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
3863 [effect_sun_tzus_war_academy_1]
3864 type = "Veteran_Build"
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
3874 [effect_sun_tzus_war_academy_culture]
3878 { "type", "name", "range"
3879 "Building", "Sun Tzu's War Academy", "City"
3882 [effect_united_nations]
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
3893 [effect_united_nations_1]
3894 type = "Revolution_Unhappiness"
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
3905 [effect_united_nations_2]
3906 type = "Gain_AI_Love"
3909 { "type", "name", "range", "present", "survives"
3910 "Building", "United Nations", "Player", TRUE, FALSE
3911 "Building", "Apollo Program", "World", FALSE, TRUE
3914 [effect_united_nations_culture]
3918 { "type", "name", "range"
3919 "Building", "United Nations", "City"
3922 [effect_womens_suffrage]
3923 type = "Make_Content_Mil"
3926 { "type", "name", "range"
3927 "Building", "Women's Suffrage", "Player"
3930 [effect_womens_suffrage_culture]
3934 { "type", "name", "range"
3935 "Building", "Women's Suffrage", "City"
3937 ;pow(2, value/1000) -> Base = 50%
3938 [effect_base_trade_revenue_reduce]
3939 type = "Trade_Revenue_Bonus"
3943 [effect_railroad_trade_revenue_reduce]
3944 type = "Trade_Revenue_Bonus"
3947 { "type", "name", "range"
3948 "Tech", "Railroad", "Player"
3951 [effect_enter_marketplace_bonus_reduction]
3952 type = "Trade_Revenue_Bonus"
3955 { "type", "name", "range"
3956 "Action", "Enter Marketplace", "Local"
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"
3965 [effect_calendar_base]
3974 { "type", "name", "range"
3975 "MinYear", "-1000", "World"
3983 { "type", "name", "range"
3984 "MinYear", "0", "World"
3992 { "type", "name", "range"
3993 "MinYear", "1000", "World"
4001 { "type", "name", "range"
4002 "MinYear", "1500", "World"
4010 { "type", "name", "range"
4011 "MinYear", "1750", "World"
4019 { "type", "name", "range"
4020 "MinYear", "1900", "World"
4023 ; No base pop pollution; buildings will increase it
4025 type = "Pollu_Pop_Pct"
4028 ; tech_upkeep_divider = 6000, Max tech upkeep = 13
4029 [effect_upkeep_tech_base]
4030 type = "Tech_Upkeep_Free"
4033 [effect_tech_cost_base]
4034 type = "Tech_Cost_Factor"
4037 ; Cities can always work tiles
4038 [effect_tile_workable]
4039 type = "Tile_Workable"
4042 { "type", "name", "range", "present"
4043 "Terrain", "Inaccessible", "Local", FALSE
4046 ; each city has at least one slot to build units
4047 [effect_city_build_slots_basic]
4048 type = "City_Build_Slots"
4051 { "type", "name", "range", "present"
4052 "Building", "Mfg. Plant", "City", FALSE
4055 ; Mfg. Plant => 2 slots total
4056 [effect_city_build_slots_mfg_plant]
4057 type = "City_Build_Slots"
4060 { "type", "name", "range"
4061 "Building", "Mfg. Plant", "City"
4064 ; free granary, etc, runs out
4065 [effect_city_image_1]
4069 { "type", "name", "range"
4070 "MinSize", "5", "City"
4074 [effect_city_image_2]
4078 { "type", "name", "range"
4079 "MinSize", "9", "City"
4082 [effect_city_image_3]
4086 { "type", "name", "range"
4087 "MinSize", "13", "City"
4090 ; needs Sewer System
4091 [effect_city_image_4]
4095 { "type", "name", "range"
4096 "MinSize", "17", "City"
4099 [effect_city_shield]
4100 type = "Output_Add_Tile"
4103 { "type", "name", "range"
4104 "CityTile", "Center", "Local"
4105 "OutputType", "Shield", "Local"
4108 [effect_river_food_desert]
4109 type = "Output_Inc_Tile"
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
4120 type = "Output_Inc_Tile"
4123 { "type", "name", "range"
4124 "Extra", "Oil Well", "Local"
4125 "OutputType", "Shield", "Local"
4132 { "type", "name", "range"
4133 "Extra", "Mine", "Local"
4137 type = "Irrigation_Pct"
4140 { "type", "name", "range", "present"
4141 "Extra", "Irrigation", "Local", TRUE
4142 "CityTile", "Center", "Local", FALSE
4145 [effect_irrigation_2]
4146 type = "Irrigation_Pct"
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
4156 ; "Sea" nreq is for Transports, which are only supposed to clean pollution
4157 [effect_irrigate_src_tech]
4158 type = "Irrig_Possible"
4161 { "type", "name", "range", "present"
4162 "Tech", "Electricity", "Player", TRUE
4163 "UnitClass", "Sea", "Local", FALSE
4166 [effect_irrigate_src_ocean]
4167 type = "Irrig_Possible"
4170 { "type", "name", "range", "present"
4171 "TerrainClass", "Oceanic", "CAdjacent", TRUE
4172 "UnitClass", "Sea", "Local", FALSE
4175 [effect_irrigate_src_river]
4176 type = "Irrig_Possible"
4179 { "type", "name", "range", "present"
4180 "Extra", "River", "CAdjacent", TRUE
4181 "UnitClass", "Sea", "Local", FALSE
4184 [effect_irrigate_src_irrigation]
4185 type = "Irrig_Possible"
4188 { "type", "name", "range", "present"
4189 "Extra", "Irrigation", "CAdjacent", TRUE
4190 "UnitClass", "Sea", "Local", FALSE
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"
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
4212 type = "Mining_Possible"
4215 { "type", "name", "range", "present"
4216 "Terrain", "Deep Ocean", "Local", FALSE
4217 "UnitClass", "Sea", "Local", FALSE
4220 [effect_mining_ocean]
4221 type = "Mining_Possible"
4224 { "type", "name", "range", "present"
4225 "Terrain", "Deep Ocean", "Local", TRUE
4226 "Tech", "Miniaturization", "Player", TRUE
4230 type = "Irrig_TF_Possible"
4233 { "type", "name", "range", "present"
4234 "UnitClass", "Sea", "Local", FALSE
4238 type = "Mining_TF_Possible"
4241 { "type", "name", "range", "present"
4242 "UnitClass", "Sea", "Local", FALSE
4246 type = "Transform_Possible"
4249 { "type", "name", "range"
4250 "Tech", "Fusion Power", "Player"
4251 "UnitFlag", "Transform", "Local"
4255 type = "Output_Tile_Punish_Pct"
4258 { "type", "name", "range", "present"
4259 "Extra", "Pollution", "Local", TRUE
4260 "Extra", "Fallout", "Local", FALSE
4264 type = "Output_Tile_Punish_Pct"
4267 { "type", "name", "range", "present"
4268 "Extra", "Fallout", "Local", TRUE
4269 "Extra", "Pollution", "Local", FALSE
4272 [effect_pollution_fallout]
4273 type = "Output_Tile_Punish_Pct"
4276 { "type", "name", "range"
4277 "Extra", "Fallout", "Local"
4278 "Extra", "Pollution", "Local"
4281 [effect_incident_caught_steal_maps]
4282 type = "Casus_Belli_Caught"
4285 { "type", "name", "range", "present"
4286 "Action", "Steal Maps", "Local", TRUE
4287 "DiplRel", "War", "Local", FALSE
4290 [effect_incident_success_steal_maps]
4291 type = "Casus_Belli_Success"
4294 { "type", "name", "range", "present"
4295 "Action", "Steal Maps", "Local", TRUE
4296 "DiplRel", "War", "Local", FALSE
4299 [effect_half_chance_steal_maps]
4300 type = "Action_Odds_Pct"
4303 { "type", "name", "range", "present"
4304 "Action", "Steal Maps", "Local", TRUE
4307 [effect_incident_caught_steal_tech]
4308 type = "Casus_Belli_Caught"
4311 { "type", "name", "range", "present"
4312 "Action", "Steal Tech", "Local", TRUE
4313 "DiplRel", "War", "Local", FALSE
4316 [effect_incident_success_steal_tech]
4317 type = "Casus_Belli_Success"
4320 { "type", "name", "range", "present"
4321 "Action", "Steal Tech", "Local", TRUE
4322 "DiplRel", "War", "Local", FALSE
4325 [effect_incident_caught_tgt_steal_tech]
4326 type = "Casus_Belli_Caught"
4329 { "type", "name", "range", "present"
4330 "Action", "Targeted Steal Tech", "Local", TRUE
4331 "DiplRel", "War", "Local", FALSE
4334 [effect_incident_success_tgt_steal_tech]
4335 type = "Casus_Belli_Success"
4338 { "type", "name", "range", "present"
4339 "Action", "Targeted Steal Tech", "Local", TRUE
4340 "DiplRel", "War", "Local", FALSE
4343 [effect_incident_success_bribe_unit]
4344 type = "Casus_Belli_Success"
4347 { "type", "name", "range", "present"
4348 "Action", "Bribe Unit", "Local", TRUE
4349 "DiplRel", "War", "Local", FALSE
4352 [effect_incident_success_sabotage_unit]
4353 type = "Casus_Belli_Success"
4356 { "type", "name", "range", "present"
4357 "Action", "Sabotage Unit", "Local", TRUE
4358 "DiplRel", "War", "Local", FALSE
4361 [effect_incident_success_incite]
4362 type = "Casus_Belli_Success"
4365 { "type", "name", "range", "present"
4366 "Action", "Incite City", "Local", TRUE
4367 "DiplRel", "War", "Local", FALSE
4370 [effect_incident_success_poison]
4371 type = "Casus_Belli_Success"
4374 { "type", "name", "range", "present"
4375 "Action", "Poison City", "Local", TRUE
4376 "DiplRel", "War", "Local", FALSE
4379 [effect_incident_success_sabotage_city]
4380 type = "Casus_Belli_Success"
4383 { "type", "name", "range", "present"
4384 "Action", "Sabotage City", "Local", TRUE
4385 "DiplRel", "War", "Local", FALSE
4388 [effect_incident_success_tgt_sabotage_city]
4389 type = "Casus_Belli_Success"
4392 { "type", "name", "range", "present"
4393 "Action", "Targeted Sabotage City", "Local", TRUE
4394 "DiplRel", "War", "Local", FALSE
4397 [effect_tgt_sabotage_city_half_chance]
4398 type = "Action_Odds_Pct"
4401 { "type", "name", "range", "present"
4402 "Action", "Targeted Sabotage City", "Local", TRUE
4405 [effect_incident_success_explode_nuke]
4406 type = "Casus_Belli_Success"
4409 { "type", "name", "range", "present"
4410 "Action", "Explode Nuclear", "Local", TRUE