; Use the command "rulesetdir ancients" in the server to have freeciv ; use this file. [datafile] description="Ancients effects data for Freeciv" options="+Freeciv-2.6-ruleset" ; /* <-- avoid gettext warnings ; ; Effects ; ; type = What the effect does. Values of multiple active effects ; of the same type get summed for the total. ; See README.effects for list of possible types ; value = Value added for the effect type when this effect is active, ; i.e., all requirements are fulfilled ; multiplier = Name of the policy that gives a multiplier for effect's value ; reqs = Requirements for the effect to be active. ; See README.effects for help on requirements ; ; */ <-- avoid gettext warnings ; Cheating AI effects are in separate file *include "default/ai_effects.ruleset" [effect_unhappysize] type = "City_Unhappy_Size" value = 4 ; Barbarian effects [effect_barb1] type = "No_Diplomacy" value = 1 reqs = { "type", "name", "range" "NationGroup", "Barbarian", "Player" } ; Barbarian disappearance [effect_barb_disappear] type = "Retire_Pct" value = 10 reqs = { "type", "name", "range", "present" "NationGroup", "Barbarian", "Player", TRUE "Age", "5", "Local", TRUE "CityTile", "Center", "Local", FALSE } ; Lone Leader might escape on coast (33% chance) ; Complement of the two effects should be 0.9 * 0.66 = 0.594 ; (100 - 59) - 10 = 31 [effect_leader_escape] type = "Retire_Pct" value = 31 reqs = { "type", "name", "range" "UnitType", "Barbarian Leader", "Local" "Age", "5", "Local" "TerrainClass", "Oceanic", "Adjacent" "MaxUnitsOnTile", "1", "Local" } ; Specialist output bonuses [effect_elvis] type = "Specialist_Output" value = 2 reqs = { "type", "name", "range" "Specialist", "elvis", "Local" "OutputType", "luxury", "Local" } [effect_scientist] type = "Specialist_Output" value = 3 reqs = { "type", "name", "range" "Specialist", "scientist", "Local" "OutputType", "science", "Local" } [effect_taxman] type = "Specialist_Output" value = 3 reqs = { "type", "name", "range" "Specialist", "taxman", "Local" "OutputType", "gold", "Local" } [effect_navigating_boats] type = "Move_Bonus" value = 1 reqs = { "type", "name", "range" "Tech", "Navigation", "Player" "UnitClass", "Sea", "Local" } ; Vision benefit from fortress watchtowers [effect_fortress_vision] type = "Unit_Vision_Radius_Sq" value = 8 reqs = { "type", "name", "range" "Extra", "Fortress", "tile" "Tech", "Invention", "player" "UnitClass", "Land", "Local" } ; basic free tech upkeep [effect_upkeep_tech_free] type = "Tech_Upkeep_Free" value = 3 ; Fortress HP regen [effect_fortress_hp_regen] type = "HP_Regen" value = 100 reqs = { "type", "name", "range" "Extra", "Fortress", "Tile" "UnitClass", "Land", "Local" } ; Base vision range - radius of vision is sqrt(5) = 2.24 [effect_city_vision] type = "City_Vision_Radius_Sq" value = 5 [effect_civil_war_0] type = "Civil_War_Chance" value = 90 reqs = { "type", "name", "range" "Gov", "Anarchy", "Player" } [effect_civil_war_1] type = "Civil_War_Chance" value = 80 reqs = { "type", "name", "range" "Gov", "Despotism", "Player" } [effect_civil_war_2] type = "Civil_War_Chance" value = 70 reqs = { "type", "name", "range" "Gov", "Petty Monarchy", "Player" } [effect_civil_war_3] type = "Civil_War_Chance" value = 100 reqs = { "type", "name", "range" "Gov", "Imperial Monarchy", "Player" } [effect_civil_war_4] type = "Civil_War_Chance" value = 40 reqs = { "type", "name", "range" "Gov", "Republic", "Player" } [effect_civil_war_5] type = "Civil_War_Chance" value = 40 reqs = { "type", "name", "range" "Gov", "Principate", "Player" } [effect_civil_war_6] type = "Civil_War_Chance" value = 100 reqs = { "type", "name", "range" "Gov", "Ancient Democracy", "Player" } [effect_empire_size_base_0] type = "Empire_Size_Base" value = 9 reqs = { "type", "name", "range" "Gov", "Anarchy", "Player" } [effect_empire_base_1] type = "Empire_Size_Base" value = 10 reqs = { "type", "name", "range" "Gov", "Despotism", "Player" } [effect_empire_size_base_2] type = "Empire_Size_Base" value = 11 reqs = { "type", "name", "range" "Gov", "Petty Monarchy", "Player" } [effect_empire_size_base_3] type = "Empire_Size_Base" value = 14 reqs = { "type", "name", "range" "Gov", "Imperial Monarchy", "Player" } [effect_empire_size_base_4] type = "Empire_Size_Base" value = 11 reqs = { "type", "name", "range" "Gov", "Republic", "Player" } [effect_empire_size_base_5] type = "Empire_Size_Base" value = 14 reqs = { "type", "name", "range" "Gov", "Principate", "Player" } [effect_empire_size_base_6] type = "Empire_Size_Base" value = 9 reqs = { "type", "name", "range" "Gov", "Ancient Democracy", "Player" } [effect_empire_size_step_0] type = "Empire_Size_Step" value = 6 reqs = { "type", "name", "range" "Gov", "Anarchy", "Player" } [effect_empire_size_step_1] type = "Empire_Size_Step" value = 6 reqs = { "type", "name", "range" "Gov", "Despotism", "Player" } [effect_empire_size_step_2] type = "Empire_Size_Step" value = 7 reqs = { "type", "name", "range" "Gov", "Petty Monarchy", "Player" } [effect_empire_size_step_3] type = "Empire_Size_Step" value = 6 reqs = { "type", "name", "range" "Gov", "Imperial Monarchy", "Player" } [effect_empire_size_step_4] type = "Empire_Size_Step" value = 6 reqs = { "type", "name", "range" "Gov", "Republic", "Player" } [effect_empire_size_step_5] type = "Empire_Size_Step" value = 6 reqs = { "type", "name", "range" "Gov", "Principate", "Player" } [effect_empire_size_step_6] type = "Empire_Size_Step" value = 7 reqs = { "type", "name", "range" "Gov", "Ancient Democracy", "Player" } [effect_max_rates_0] type = "Max_Rates" value = 100 reqs = { "type", "name", "range" "Gov", "Anarchy", "Player" } [effect_max_rates_1] type = "Max_Rates" value = 50 reqs = { "type", "name", "range" "Gov", "Despotism", "Player" } [effect_max_rates_2] type = "Max_Rates" value = 60 reqs = { "type", "name", "range" "Gov", "Petty Monarchy", "Player" } [effect_max_rates_3] type = "Max_Rates" value = 70 reqs = { "type", "name", "range" "Gov", "Imperial Monarchy", "Player" } [effect_max_rates_4] type = "Max_Rates" value = 80 reqs = { "type", "name", "range" "Gov", "Republic", "Player" } [effect_max_rates_5] type = "Max_Rates" value = 80 reqs = { "type", "name", "range" "Gov", "Principate", "Player" } [effect_max_rates_6] type = "Max_Rates" value = 100 reqs = { "type", "name", "range" "Gov", "Ancient Democracy", "Player" } [effect_martial_law_each_0] type = "Martial_Law_Each" value = 1 reqs = { "type", "name", "range" "Gov", "Anarchy", "Player" } [effect_martial_law_each_1] type = "Martial_Law_Each" value = 1 reqs = { "type", "name", "range" "Gov", "Despotism", "Player" } [effect_martial_law_each_2] type = "Martial_Law_Each" value = 2 reqs = { "type", "name", "range" "Gov", "Petty Monarchy", "Player" } [effect_martial_law_each_3] type = "Martial_Law_Each" value = 1 reqs = { "type", "name", "range" "Gov", "Imperial Monarchy", "Player" } [effect_martial_law_each_4] type = "Martial_Law_Each" value = 1 reqs = { "type", "name", "range" "Gov", "Principate", "Player" } [effect_martial_law_max_0] type = "Martial_Law_Max" value = 100 reqs = { "type", "name", "range" "Gov", "Anarchy", "Player" } [effect_martial_law_max_1] type = "Martial_Law_Max" value = 100 reqs = { "type", "name", "range" "Gov", "Despotism", "Player" } [effect_martial_law_max_2] type = "Martial_Law_Max" value = 2 reqs = { "type", "name", "range" "Gov", "Petty Monarchy", "Player" } [effect_martial_law_max_3] type = "Martial_Law_Max" value = 5 reqs = { "type", "name", "range" "Gov", "Imperial Monarchy", "Player" } [effect_martial_law_max_4] type = "Martial_Law_Max" value = 5 reqs = { "type", "name", "range" "Gov", "Principate", "Player" } [effect_rapture_grow_0] type = "Rapture_Grow" value = 3 reqs = { "type", "name", "range" "Gov", "Imperial Monarchy", "Player" } [effect_rapture_grow_1] type = "Rapture_Grow" value = 3 reqs = { "type", "name", "range" "Gov", "Republic", "Player" } [effect_rapture_grow_2] type = "Rapture_Grow" value = 3 reqs = { "type", "name", "range" "Gov", "Principate", "Player" } [effect_rapture_grow_3] type = "Rapture_Grow" value = 3 reqs = { "type", "name", "range" "Gov", "Ancient Democracy", "Player" } [effect_revolution_0] type = "Revolution_Unhappiness" value = 2 reqs = { "type", "name", "range" "Gov", "Imperial Monarchy", "Player" } [effect_revolution_1] type = "Revolution_Unhappiness" value = 2 reqs = { "type", "name", "range" "Gov", "Ancient Democracy", "Player" } [effect_senate_0] type = "Has_Senate" value = 1 reqs = { "type", "name", "range" "Gov", "Republic", "Player" } [effect_senate_1] type = "Has_Senate" value = 1 reqs = { "type", "name", "range" "Gov", "Ancient Democracy", "Player" } [effect_partisan_0] type = "Inspire_Partisans" value = 1 reqs = { "type", "name", "range", "present" "Gov", "Ancient Democracy", "Player", TRUE "Tech", "Leadership", "Player", TRUE "Tech", "Guerilla Warfare", "World", TRUE "NationGroup", "Barbarian", "Player", FALSE } ; upkeep (general) [effect_base_unit_upkeep] type = "Upkeep_Factor" value = 1 ; upkeep (shields) [effect_upkeep_free_units_0] type = "Unit_Upkeep_Free_Per_City" value = 3 reqs = { "type", "name", "range" "Gov", "Anarchy", "Player" "OutputType", "Shield", "Local" } [effect_upkeep_free_units_1] type = "Unit_Upkeep_Free_Per_City" value = 3 reqs = { "type", "name", "range" "Gov", "Despotism", "Player" "OutputType", "Shield", "Local" } [effect_upkeep_free_units_2] type = "Unit_Upkeep_Free_Per_City" value = 3 reqs = { "type", "name", "range" "Gov", "Petty Monarchy", "Player" "OutputType", "Shield", "Local" } [effect_upkeep_free_units_3] type = "Unit_Upkeep_Free_Per_City" value = 5 reqs = { "type", "name", "range" "Gov", "Imperial Monarchy", "Player" "OutputType", "Shield", "Local" } [effect_upkeep_free_units_4] type = "Unit_Upkeep_Free_Per_City" value = 5 reqs = { "type", "name", "range" "Gov", "Principate", "Player" "OutputType", "Shield", "Local" } ; upkeep factors ; from old ruleset: '??' needed for anarchy? [effect_unit_upkeep_0] type = "Upkeep_Factor" value = -1 reqs = { "type", "name", "range" "Gov", "Anarchy", "Player" "OutputType", "Gold", "Local" } [effect_unit_upkeep_1] type = "Upkeep_Factor" value = 1 reqs = { "type", "name", "range" "Gov", "Republic", "Player" "OutputType", "Food", "Local" } [effect_unit_upkeep_2] type = "Upkeep_Factor" value = 1 reqs = { "type", "name", "range" "Gov", "Principate", "Player" "OutputType", "Food", "Local" } [effect_unit_upkeep_3] type = "Upkeep_Factor" value = 1 reqs = { "type", "name", "range" "Gov", "Ancient Democracy", "Player" "OutputType", "Food", "Local" } [effect_republic_unit_unhappiness] type = "Unhappy_Factor" value = 1 reqs = { "type", "name", "range" "Gov", "Republic", "Player" } [effect_principate_unit_unhappiness] type = "Unhappy_Factor" value = 1 reqs = { "type", "name", "range" "Gov", "Principate", "Player" } [effect_ancient_democracy_unit_unhappiness] type = "Unhappy_Factor" value = 2 reqs = { "type", "name", "range" "Gov", "Ancient Democracy", "Player" } [effect_republic_mil_content] type = "Make_Content_Mil" value = 3 reqs = { "type", "name", "range" "Gov", "Republic", "Player" } [effect_principate_mil_content] type = "Make_Content_Mil" value = 3 reqs = { "type", "name", "range" "Gov", "Principate", "Player" } [effect_ancient_democracy_mil_content] type = "Make_Content_Mil" value = 2 reqs = { "type", "name", "range" "Gov", "Ancient Democracy", "Player" } ; tile output modifiers [effect_gov_tile_penalty_0] type = "Output_Penalty_Tile" value = 2 reqs = { "type", "name", "range" "Gov", "Anarchy", "Player" } [effect_gov_tile_penalty_1] type = "Output_Penalty_Tile" value = 2 reqs = { "type", "name", "range" "Gov", "Despotism", "Player" } [effect_gov_tile_bonus_0] type = "Output_Inc_Tile" value = 1 reqs = { "type", "name", "range" "Gov", "Republic", "Player" "OutputType", "Trade", "Local" } [effect_gov_tile_bonus_1] type = "Output_Inc_Tile" value = 1 reqs = { "type", "name", "range" "Gov", "Principate", "Player" "OutputType", "Trade", "Local" } [effect_gov_tile_bonus_2] type = "Output_Inc_Tile" value = 2 reqs = { "type", "name", "range" "Gov", "Ancient Democracy", "Player" "OutputType", "Trade", "Local" } [effect_gov_tile_bonus_cel_0] type = "Output_Inc_Tile_Celebrate" value = 1 reqs = { "type", "name", "range" "OutputType", "Trade", "Local" "Gov", "Petty Monarchy", "Player" } [effect_gov_tile_bonus_cel_1] type = "Output_Inc_Tile_Celebrate" value = 1 reqs = { "type", "name", "range" "OutputType", "Trade", "Local" "Gov", "Imperial Monarchy", "Player" } [effect_gov_tile_bonus_cel_2] type = "Output_Inc_Tile_Celebrate" value = 1 reqs = { "type", "name", "range" "OutputType", "Trade", "Local" "Gov", "Republic", "Player" } [effect_gov_tile_bonus_cel_3] type = "Output_Inc_Tile_Celebrate" value = 1 reqs = { "type", "name", "range" "OutputType", "Trade", "Local" "Gov", "Principate", "Player" } [effect_gov_tile_bonus_cel_4] type = "Output_Inc_Tile_Celebrate" value = 1 reqs = { "type", "name", "range" "OutputType", "Trade", "Local" "Gov", "Ancient Democracy", "Player" } ; corruption [effect_corruption_anarchy0] type = "Output_Waste" value = 25 reqs = { "type", "name", "range" "Gov", "Anarchy", "Player" "OutputType", "Trade", "Local" } [effect_corruption_anarchy1] type = "Output_Waste_By_Distance" value = 2 reqs = { "type", "name", "range" "Gov", "Anarchy", "Player" "OutputType", "Trade", "Local" } [effect_corruption_despotism0] type = "Output_Waste" value = 37 reqs = { "type", "name", "range" "Gov", "Despotism", "Player" "OutputType", "Trade", "Local" } [effect_corruption_despotism1] type = "Output_Waste_By_Distance" value = 4 reqs = { "type", "name", "range" "Gov", "Despotism", "Player" "OutputType", "Trade", "Local" } [effect_corruption_petty_monarchy0] type = "Output_Waste" value = 15 reqs = { "type", "name", "range" "Gov", "Petty Monarchy", "Player" "OutputType", "Trade", "Local" } [effect_corruption_petty_monarchy1] type = "Output_Waste_By_Distance" value = 2 reqs = { "type", "name", "range" "Gov", "Petty Monarchy", "Player" "OutputType", "Trade", "Local" } [effect_corruption_imperial_monarchy0] type = "Output_Waste" value = 15 reqs = { "type", "name", "range" "Gov", "Imperial Monarchy", "Player" "OutputType", "Trade", "Local" } ; might not be possible with const distance? [effect_corruption_imperial_monarchy1] type = "Output_Waste_By_Distance" value = 0 reqs = { "type", "name", "range" "Gov", "Imperial Monarchy", "Player" "OutputType", "Trade", "Local" } [effect_corruption_republic0] type = "Output_Waste" value = 15 reqs = { "type", "name", "range" "Gov", "Republic", "Player" "OutputType", "Trade", "Local" } [effect_corruption_republic1] type = "Output_Waste_By_Distance" value = 1 reqs = { "type", "name", "range" "Gov", "Republic", "Player" "OutputType", "Trade", "Local" } [effect_corruption_principate0] type = "Output_Waste" value = 15 reqs = { "type", "name", "range" "Gov", "Principate", "Player" "OutputType", "Trade", "Local" } [effect_corruption_ancient_democracy0] type = "Output_Waste" value = 15 reqs = { "type", "name", "range" "Gov", "Ancient Democracy", "Player" "OutputType", "Trade", "Local" } [effect_corruption_ancient_democracy1] type = "Output_Waste_By_Distance" value = 3 reqs = { "type", "name", "range" "Gov", "Ancient Democracy", "Player" "OutputType", "Trade", "Local" } ; Base max city size of 8 [effect_aqueduct_size] type = "Size_Adj" value = 8 [effect_aqueduct] type = "Size_Adj" value = 4 reqs = { "type", "name", "range" "Building", "Aqueduct", "City" } [effect_bank] type = "Output_Bonus" value = 50 reqs = { "type", "name", "range" "Building", "Caravanserai", "City" "Building", "Bank", "City" "OutputType", "Gold", "Local" } [effect_bank_1] type = "Output_Bonus" value = 50 reqs = { "type", "name", "range" "Building", "Caravanserai", "City" "Building", "Bank", "City" "OutputType", "Luxury", "Local" } [effect_barracks] type = "Veteran_Build" value = 1 reqs = { "type", "name", "range", "present" "Building", "Barracks", "City", TRUE "UnitClass", "Land", "Local", TRUE "UnitFlag", "Diplomat", "Local", FALSE } [effect_barracks_1] type = "HP_Regen" value = 100 reqs = { "type", "name", "range" "Building", "Barracks", "City" "UnitClass", "Land", "Local" } [effect_barracks_ii] type = "Veteran_Build" value = 1 reqs = { "type", "name", "range", "present" "Building", "Barracks II", "City", TRUE "UnitClass", "Land", "Local", TRUE "UnitFlag", "Diplomat", "Local", FALSE } [effect_barracks_ii_1] type = "HP_Regen" value = 100 reqs = { "type", "name", "range" "Building", "Barracks II", "City" "UnitClass", "Land", "Local" } [effect_barracks_iii] type = "Veteran_Build" value = 1 reqs = { "type", "name", "range", "present" "Building", "Barracks III", "City", TRUE "UnitClass", "Land", "Local", TRUE "UnitFlag", "Diplomat", "Local", FALSE } [effect_barracks_iii_1] type = "HP_Regen" value = 100 reqs = { "type", "name", "range" "Building", "Barracks III", "City" "UnitClass", "Land", "Local" } [effect_cathedral] type = "Make_Content" value = 3 reqs = { "type", "name", "range" "Building", "Cathedral", "City" } [effect_cathedral_1] type = "Make_Content" value = 1 reqs = { "type", "name", "range" "Tech", "Monasticism", "Player" "Building", "Cathedral", "City" } [effect_cathedral_2] type = "Make_Content" value = -1 reqs = { "type", "name", "range" "Tech", "University", "Player" "Building", "Cathedral", "City" } [effect_city_walls] type = "Defend_Bonus" value = 200 reqs = { "type", "name", "range", "present" "Building", "City Walls", "City", TRUE "UnitClass", "Land", "Local", TRUE "Building", "Great Wall", "Continent", FALSE "UnitType", "Onager", "Local", FALSE } [effect_city_walls_1] type = "Unit_No_Lose_Pop" value = 1 reqs = { "type", "name", "range" "Building", "City Walls", "City" } [effect_city_walls_2] type = "Spy_Resistant" value = 50 reqs = { "type", "name", "range", "present" "Building", "City Walls", "City", TRUE "UnitClass", "Sea", "Local", TRUE "Building", "Palace", "City", FALSE "Building", "Great Wall", "Continent", FALSE } [effect_city_walls_visible] type = "Visible_Walls" value = 1 reqs = { "type", "name", "range", "present" "Building", "City Walls", "City", TRUE "Building", "Great Wall", "Continent", FALSE } [effect_colosseum] type = "Make_Content" value = 3 reqs = { "type", "name", "range" "Building", "Colosseum", "City" } [effect_colosseum_1] type = "Make_Content" value = 1 reqs = { "type", "name", "range" "Tech", "Engineering", "Player" "Building", "Colosseum", "City" } [effect_courthouse] type = "Output_Waste_Pct" value = 50 reqs = { "type", "name", "range", "present" "Building", "Courthouse", "City", TRUE "OutputType", "Trade", "Local", TRUE "Building", "Palace", "City", FALSE } ;[effect_courthouse_1] ;type = "Waste_Pct" ;value = 50 ;reqs = ; { "type", "name", "range", "present" ; "Building", "Courthouse", "City", TRUE ; "Building", "Palace", "City", FALSE ; } [effect_courthouse_incite_cost] type = "Incite_Cost_Pct" value = 300 reqs = { "type", "name", "range", "present" "Building", "Courthouse", "City", TRUE "MaxUnitsOnTile", "0", "Local", FALSE } [effect_incite_cost_empty_courthouse] type = "Incite_Cost_Pct" value = 100 reqs = { "type", "name", "range", "present" "MaxUnitsOnTile", "0", "Local", TRUE "Building", "Courthouse", "City", TRUE } [effect_incite_cost_empty] type = "Incite_Cost_Pct" value = -50 reqs = { "type", "name", "range", "present" "MaxUnitsOnTile", "0", "Local", TRUE "Building", "Courthouse", "City", FALSE } [effect_courthouse_content_0] type = "Make_Content" value = 1 reqs = { "type", "name", "range" "Gov", "Republic", "Player" "Building", "Courthouse", "City" } [effect_courthouse_content_1] type = "Make_Content" value = 1 reqs = { "type", "name", "range" "Gov", "Principate", "Player" "Building", "Courthouse", "City" } [effect_courthouse_content_2] type = "Make_Content" value = 1 reqs = { "type", "name", "range" "Gov", "Imperial Monarchy", "Player" "Building", "Courthouse", "City" } [effect_courthouse_content_3] type = "Make_Content" value = 1 reqs = { "type", "name", "range" "Gov", "Ancient Democracy", "Player" "Building", "Courthouse", "City" } [effect_tannery] type = "Output_Bonus" value = 50 reqs = { "type", "name", "range" "Building", "Tannery", "City" "OutputType", "Shield", "Local" } [effect_granary] type = "Growth_Food" value = 50 reqs = { "type", "name", "range" "Building", "Granary", "City" } [effect_fish_market_ocean] type = "Output_Add_Tile" value = 1 reqs = { "type", "name", "range" "TerrainClass", "Oceanic", "Local" "Building", "Sea Fish Market", "City" "OutputType", "Food", "Local" } [effect_fish_market_river] type = "Output_Add_Tile" value = 1 reqs = { "type", "name", "range" "Extra", "River", "Local" "Building", "River Fish Market", "City" "OutputType", "Food", "Local" } [effect_library] type = "Output_Bonus" value = 50 reqs = { "type", "name", "range" "Building", "Library", "City" "OutputType", "Science", "Local" } [effect_caravanserai] type = "Output_Bonus" value = 50 reqs = { "type", "name", "range" "Building", "Caravanserai", "City" "OutputType", "Gold", "Local" } [effect_caravanserai_1] type = "Output_Bonus" value = 50 reqs = { "type", "name", "range" "Building", "Caravanserai", "City" "OutputType", "Luxury", "Local" } [effect_harbour] type = "Output_Add_Tile" value = 1 reqs = { "type", "name", "range" "TerrainClass", "Oceanic", "Local" "Building", "Harbour", "City" "OutputType", "Shield", "Local" } [effect_palace] type = "Output_Waste_Pct" value = 50 reqs = { "type", "name", "range" "Building", "Palace", "City" "OutputType", "Trade", "Local" } ;[effect_palace_1] ;type = "Waste_Pct" ;value = 50 ;reqs = ; { "type", "name", "range" ; "Building", "Palace", "City" ; } [effect_palace_2] type = "Spy_Resistant" value = 50 reqs = { "type", "name", "range" "Building", "Palace", "City" } [effect_palace_4] type = "Capital_City" value = 1 reqs = { "type", "name", "range" "Building", "Palace", "City" } [effect_palace_gov_center] type = "Gov_Center" value = 1 reqs = { "type", "name", "range" "Building", "Palace", "City" } [effect_palace_5] type = "Output_Bonus" value = 75 reqs = { "type", "name", "range" "Gov", "Despotism", "Player" "Building", "Palace", "City" "OutputType", "Shield", "Local" } [effect_palace_6] type = "Output_Bonus" value = 50 reqs = { "type", "name", "range" "Gov", "Petty Monarchy", "Player" "Building", "Palace", "City" "OutputType", "Shield", "Local" } [effect_war_harbour] type = "Veteran_Build" value = 1 reqs = { "type", "name", "range", "present" "Building", "War Harbour", "City", TRUE "UnitClass", "Sea", "Local", TRUE "Building", "Lighthouse", "Player", FALSE } [effect_war_harbour_1] type = "HP_Regen" value = 100 reqs = { "type", "name", "range" "Building", "War Harbour", "City" "UnitClass", "Sea", "Local" } [effect_sewer_system] type = "Size_Unlimit" value = 1 reqs = { "type", "name", "range" "Building", "Aqueduct", "City" "Building", "Sewer System", "City" } [effect_temple] type = "Make_Content" value = 1 reqs = { "type", "name", "range" "Building", "Temple", "City" } [effect_temple_1] type = "Make_Content" value = 1 reqs = { "type", "name", "range" "Tech", "Mysticism", "Player" "Building", "Temple", "City" } [effect_university] type = "Output_Bonus" value = 50 reqs = { "type", "name", "range" "Building", "University", "City" "OutputType", "Science", "Local" } [effect_colossus] type = "Output_Inc_Tile" value = 1 reqs = { "type", "name", "range" "Building", "Colossus", "City" "OutputType", "Trade", "Local" } [effect_great_library] type = "Tech_Parasite" value = 3 reqs = { "type", "name", "range" "Building", "Great Library", "Player" } [effect_great_wall] type = "Defend_Bonus" value = 200 reqs = { "type", "name", "range", "present" "Building", "Great Wall", "Continent", TRUE "UnitClass", "Land", "Local", TRUE "UnitType", "Onager", "Local", FALSE } [effect_great_wall_1] type = "Unit_No_Lose_Pop" value = 1 reqs = { "type", "name", "range" "Building", "Great Wall", "Continent" } [effect_great_wall_2] type = "Spy_Resistant" value = 50 reqs = { "type", "name", "range" "Building", "Great Wall", "Continent" } [effect_great_wall_visible] type = "Visible_Walls" value = 1 reqs = { "type", "name", "range" "Building", "Great Wall", "Continent" } [effect_hanging_gardens] type = "Make_Happy" value = 1 reqs = { "type", "name", "range" "Building", "Hanging Gardens", "Continent" } [effect_hanging_gardens_1] type = "Make_Happy" value = 2 reqs = { "type", "name", "range" "Building", "Hanging Gardens", "City" } [effect_pilgrimage site] type = "Force_Content" value = 2 reqs = { "type", "name", "range" "Building", "Pilgrimage Site", "Player" } [effect_lighthouse] type = "Move_Bonus" value = 1 reqs = { "type", "name", "range" "Building", "Lighthouse", "Player" "UnitClass", "Sea", "Local" } [effect_lighthouse_2] type = "Veteran_Build" value = 1 reqs = { "type", "name", "range" "Building", "Lighthouse", "Player" "UnitClass", "Sea", "Local" } [effect_sataspes_expedition] type = "Move_Bonus" value = 1 reqs = { "type", "name", "range" "Building", "Sataspes' Expedition", "Player" "UnitClass", "Sea", "Local" } [effect_oracle] type = "Make_Content" value = 2 reqs = { "type", "name", "range" "Building", "Temple", "City" "Building", "Oracle", "Player" } [effect_pyramids] type = "Growth_Food" value = 25 reqs = { "type", "name", "range" "Building", "Pyramids", "Continent" } ;[effect_coinage] ;type = "Prod_To_Gold" ;value = 1 ;reqs = ; { "type", "name", "range" ; "Building", "Coinage", "City" ; } ; experimentally: slow down time during play with techs ; enable by /set victories spacerace [effect_slow_down0] type = "Slow_Down_Timeline" value = 1 reqs = { "type", "name", "range", "survives" "Tech", "Tactics", "World", TRUE } [effect_slow_down1] type = "Slow_Down_Timeline" value = -1 reqs = { "type", "name", "range", "survives" "Tech", "Dark Age", "World", TRUE } [effect_calendar_base] type = "Turn_Years" value = 25 ; 25 - 13 = 12 [effect_calendar_1] type = "Turn_Years" value = -13 reqs = { "type", "name", "range" "MinYear", "-1000", "World" } ; 13 - 3 = 10 [effect_calendar_2] type = "Turn_Years" value = -3 reqs = { "type", "name", "range" "MinYear", "0", "World" } ; 10 - 5 = 5 [effect_calendar_3] type = "Turn_Years" value = -5 reqs = { "type", "name", "range" "MinYear", "1000", "World" } ; 5 - 3 = 2 [effect_calendar_4] type = "Turn_Years" value = -3 reqs = { "type", "name", "range" "MinYear", "1500", "World" } ; 2 - 1 = 1 [effect_calendar_5] type = "Turn_Years" value = -1 reqs = { "type", "name", "range" "MinYear", "1750", "World" } [effect_tech_cost_base] type = "Tech_Cost_Factor" value = 1 ; Cities can always work tiles [effect_tile_workable] type = "Tile_Workable" value = 1 ; Each city has at least one slot to build units [effect_city_build_slots_basic] type = "City_Build_Slots" value = 1 [effect_irrigate_src_ocean] type = "Irrig_Possible" value = 1 reqs = { "type", "name", "range" "TerrainClass", "Oceanic", "CAdjacent" } [effect_irrigate_src_river] type = "Irrig_Possible" value = 1 reqs = { "type", "name", "range" "Extra", "River", "CAdjacent" } [effect_irrigate_src_irrigation] type = "Irrig_Possible" value = 1 reqs = { "type", "name", "range" "Extra", "Irrigation", "CAdjacent" } [effect_mining] type = "Mining_Possible" value = 1 [effect_irrig_tf] type = "Irrig_TF_Possible" value = 1 [effect_mining_tf] type = "Mining_TF_Possible" value = 1 [effect_mine] type = "Mining_Pct" value = 100 reqs = { "type", "name", "range" "Extra", "Mine", "Local" } [effect_irrigation] type = "Irrigation_Pct" value = 100 reqs = { "type", "name", "range" "Extra", "Irrigation", "Local" } [effect_irrigation_center] type = "Irrigation_Pct" value = 100 reqs = { "type", "name", "range", "present" "CityTile", "Center", "Local", TRUE "Extra", "Irrigation", "Local", FALSE "TerrainAlter", "CanIrrigate", "Local", TRUE "Extra", "Mine", "Local", FALSE } [effect_trade_routes] type = "Max_Trade_Routes" value = 4 [effect_pollution] type = "Output_Tile_Punish_Pct" value = 50 reqs = { "type", "name", "range", "present" "Extra", "Pollution", "Local", TRUE } [effect_unit_bribe_cost_settlers] type = "Unit_Bribe_Cost_Pct" value = -50 reqs = { "type", "name", "range" "UnitFlag", "Cities", "Local" } [effect_illegal_action_move_cost_base] type = "Illegal_Action_Move_Cost" value = 1