; Use the command "rulesetdir ancients" in the server to have freeciv ; use this file. [datafile] description="Ancients effects data for Freeciv" options="+Freeciv-2.3-ruleset" ; /* <-- avoid gettext warnings ; */ <-- avoid gettext warnings ; Cheating AI effects are in separate file *include "default/ai_effects.ruleset" [effect_unhappysize] name = "City_Unhappy_Size" value = 4 ; Barbarian effects [effect_barb1] name = "No_Diplomacy" value = 1 reqs = { "type", "name", "range" "Nation", "Barbarian", "Player" } [effect_barb2] name = "No_Diplomacy" value = 1 reqs = { "type", "name", "range" "Nation", "Pirate", "Player" } ; Specialist output bonuses [effect_elvis] name = "Specialist_Output" value = 2 reqs = { "type", "name", "range" "Specialist", "elvis", "Local" "OutputType", "luxury", "Local" } [effect_scientist] name = "Specialist_Output" value = 3 reqs = { "type", "name", "range" "Specialist", "scientist", "Local" "OutputType", "science", "Local" } [effect_taxman] name = "Specialist_Output" value = 3 reqs = { "type", "name", "range" "Specialist", "taxman", "Local" "OutputType", "gold", "Local" } [effect_navigating_boats] name = "Move_Bonus" value = 1 reqs = { "type", "name", "range" "Tech", "Navigation", "Player" "UnitClass", "Sea", "Local" } ; Vision benefit from fortress watchtowers [effect_fortress_vision] name = "Unit_Vision_Radius_Sq" value = 8 reqs = { "type", "name", "range" "Base", "Fortress", "tile" "Tech", "Invention", "player" } ; basic free tech upkeep [effect_upkeep_tech_free] name = "Tech_Upkeep_Free" value = 3 ; Fortress HP regen [effect_fortress_hp_regen] name = "HP_Regen" value = 100 reqs = { "type", "name", "range" "Base", "Fortress", "Tile" "UnitClass", "Land", "Local" } ; Base vision range - radius of vision is sqrt(5) = 2.24 [effect_city_vision] name = "City_Vision_Radius_Sq" value = 5 [effect_civil_war_0] name = "Civil_War_Chance" value = 90 reqs = { "type", "name", "range" "Gov", "Anarchy", "Player" } [effect_civil_war_1] name = "Civil_War_Chance" value = 80 reqs = { "type", "name", "range" "Gov", "Despotism", "Player" } [effect_civil_war_2] name = "Civil_War_Chance" value = 70 reqs = { "type", "name", "range" "Gov", "Petty Monarchy", "Player" } [effect_civil_war_3] name = "Civil_War_Chance" value = 100 reqs = { "type", "name", "range" "Gov", "Imperial Monarchy", "Player" } [effect_civil_war_4] name = "Civil_War_Chance" value = 40 reqs = { "type", "name", "range" "Gov", "Republic", "Player" } [effect_civil_war_5] name = "Civil_War_Chance" value = 40 reqs = { "type", "name", "range" "Gov", "Principate", "Player" } [effect_civil_war_6] name = "Civil_War_Chance" value = 100 reqs = { "type", "name", "range" "Gov", "Ancient Democracy", "Player" } [effect_empire_size_base_0] name = "Empire_Size_Base" value = 9 reqs = { "type", "name", "range" "Gov", "Anarchy", "Player" } [effect_empire_base_1] name = "Empire_Size_Base" value = 10 reqs = { "type", "name", "range" "Gov", "Despotism", "Player" } [effect_empire_size_base_2] name = "Empire_Size_Base" value = 11 reqs = { "type", "name", "range" "Gov", "Petty Monarchy", "Player" } [effect_empire_size_base_3] name = "Empire_Size_Base" value = 14 reqs = { "type", "name", "range" "Gov", "Imperial Monarchy", "Player" } [effect_empire_size_base_4] name = "Empire_Size_Base" value = 11 reqs = { "type", "name", "range" "Gov", "Republic", "Player" } [effect_empire_size_base_5] name = "Empire_Size_Base" value = 14 reqs = { "type", "name", "range" "Gov", "Principate", "Player" } [effect_empire_size_base_6] name = "Empire_Size_Base" value = 9 reqs = { "type", "name", "range" "Gov", "Ancient Democracy", "Player" } [effect_empire_size_step_0] name = "Empire_Size_Step" value = 6 reqs = { "type", "name", "range" "Gov", "Anarchy", "Player" } [effect_empire_size_step_1] name = "Empire_Size_Step" value = 6 reqs = { "type", "name", "range" "Gov", "Despotism", "Player" } [effect_empire_size_step_2] name = "Empire_Size_Step" value = 7 reqs = { "type", "name", "range" "Gov", "Petty Monarchy", "Player" } [effect_empire_size_step_3] name = "Empire_Size_Step" value = 6 reqs = { "type", "name", "range" "Gov", "Imperial Monarchy", "Player" } [effect_empire_size_step_4] name = "Empire_Size_Step" value = 6 reqs = { "type", "name", "range" "Gov", "Republic", "Player" } [effect_empire_size_step_5] name = "Empire_Size_Step" value = 6 reqs = { "type", "name", "range" "Gov", "Principate", "Player" } [effect_empire_size_step_6] name = "Empire_Size_Step" value = 7 reqs = { "type", "name", "range" "Gov", "Ancient Democracy", "Player" } [effect_max_rates_0] name = "Max_Rates" value = 100 reqs = { "type", "name", "range" "Gov", "Anarchy", "Player" } [effect_max_rates_1] name = "Max_Rates" value = 50 reqs = { "type", "name", "range" "Gov", "Despotism", "Player" } [effect_max_rates_2] name = "Max_Rates" value = 60 reqs = { "type", "name", "range" "Gov", "Petty Monarchy", "Player" } [effect_max_rates_3] name = "Max_Rates" value = 70 reqs = { "type", "name", "range" "Gov", "Imperial Monarchy", "Player" } [effect_max_rates_4] name = "Max_Rates" value = 80 reqs = { "type", "name", "range" "Gov", "Republic", "Player" } [effect_max_rates_5] name = "Max_Rates" value = 80 reqs = { "type", "name", "range" "Gov", "Principate", "Player" } [effect_max_rates_6] name = "Max_Rates" value = 100 reqs = { "type", "name", "range" "Gov", "Ancient Democracy", "Player" } [effect_martial_law_each_0] name = "Martial_Law_Each" value = 1 reqs = { "type", "name", "range" "Gov", "Anarchy", "Player" } [effect_martial_law_each_1] name = "Martial_Law_Each" value = 1 reqs = { "type", "name", "range" "Gov", "Despotism", "Player" } [effect_martial_law_each_2] name = "Martial_Law_Each" value = 2 reqs = { "type", "name", "range" "Gov", "Petty Monarchy", "Player" } [effect_martial_law_each_3] name = "Martial_Law_Each" value = 1 reqs = { "type", "name", "range" "Gov", "Imperial Monarchy", "Player" } [effect_martial_law_each_4] name = "Martial_Law_Each" value = 1 reqs = { "type", "name", "range" "Gov", "Principate", "Player" } [effect_martial_law_max_0] name = "Martial_Law_Max" value = 100 reqs = { "type", "name", "range" "Gov", "Anarchy", "Player" } [effect_martial_law_max_1] name = "Martial_Law_Max" value = 100 reqs = { "type", "name", "range" "Gov", "Despotism", "Player" } [effect_martial_law_max_2] name = "Martial_Law_Max" value = 2 reqs = { "type", "name", "range" "Gov", "Petty Monarchy", "Player" } [effect_martial_law_max_3] name = "Martial_Law_Max" value = 5 reqs = { "type", "name", "range" "Gov", "Imperial Monarchy", "Player" } [effect_martial_law_max_4] name = "Martial_Law_Max" value = 5 reqs = { "type", "name", "range" "Gov", "Principate", "Player" } [effect_rapture_grow_0] name = "Rapture_Grow" value = 3 reqs = { "type", "name", "range" "Gov", "Imperial Monarchy", "Player" } [effect_rapture_grow_1] name = "Rapture_Grow" value = 3 reqs = { "type", "name", "range" "Gov", "Republic", "Player" } [effect_rapture_grow_2] name = "Rapture_Grow" value = 3 reqs = { "type", "name", "range" "Gov", "Principate", "Player" } [effect_rapture_grow_3] name = "Rapture_Grow" value = 3 reqs = { "type", "name", "range" "Gov", "Ancient Democracy", "Player" } [effect_revolution_0] name = "Revolution_When_Unhappy" value = 1 reqs = { "type", "name", "range" "Gov", "Imperial Monarchy", "Player" } [effect_revolution_1] name = "Revolution_When_Unhappy" value = 1 reqs = { "type", "name", "range" "Gov", "Ancient Democracy", "Player" } [effect_senate_0] name = "Has_Senate" value = 1 reqs = { "type", "name", "range" "Gov", "Republic", "Player" } [effect_senate_1] name = "Has_Senate" value = 1 reqs = { "type", "name", "range" "Gov", "Ancient Democracy", "Player" } [effect_partisan_0] name = "Inspire_Partisans" value = 1 reqs = { "type", "name", "range" "Gov", "Ancient Democracy", "Player" "Tech", "Leadership", "Player" "Tech", "Guerilla Warfare", "World" } ; upkeep (general) [effect_base_unit_upkeep] name = "Upkeep_Factor" value = 1 ; upkeep (shields) [effect_upkeep_free_units_0] name = "Unit_Upkeep_Free_Per_City" value = 3 reqs = { "type", "name", "range" "Gov", "Anarchy", "Player" "OutputType", "Shield", "Local" } [effect_upkeep_free_units_1] name = "Unit_Upkeep_Free_Per_City" value = 3 reqs = { "type", "name", "range" "Gov", "Despotism", "Player" "OutputType", "Shield", "Local" } [effect_upkeep_free_units_2] name = "Unit_Upkeep_Free_Per_City" value = 3 reqs = { "type", "name", "range" "Gov", "Petty Monarchy", "Player" "OutputType", "Shield", "Local" } [effect_upkeep_free_units_3] name = "Unit_Upkeep_Free_Per_City" value = 5 reqs = { "type", "name", "range" "Gov", "Imperial Monarchy", "Player" "OutputType", "Shield", "Local" } [effect_upkeep_free_units_4] name = "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] name = "Upkeep_Factor" value = -1 reqs = { "type", "name", "range" "Gov", "Anarchy", "Player" "OutputType", "Gold", "Local" } [effect_unit_upkeep_1] name = "Upkeep_Factor" value = 1 reqs = { "type", "name", "range" "Gov", "Republic", "Player" "OutputType", "Food", "Local" } [effect_unit_upkeep_2] name = "Upkeep_Factor" value = 1 reqs = { "type", "name", "range" "Gov", "Principate", "Player" "OutputType", "Food", "Local" } [effect_unit_upkeep_3] name = "Upkeep_Factor" value = 1 reqs = { "type", "name", "range" "Gov", "Ancient Democracy", "Player" "OutputType", "Food", "Local" } [effect_republic_unit_unhappiness] name = "Unhappy_Factor" value = 1 reqs = { "type", "name", "range" "Gov", "Republic", "Player" } [effect_principate_unit_unhappiness] name = "Unhappy_Factor" value = 1 reqs = { "type", "name", "range" "Gov", "Principate", "Player" } [effect_ancient_democracy_unit_unhappiness] name = "Unhappy_Factor" value = 2 reqs = { "type", "name", "range" "Gov", "Ancient Democracy", "Player" } [effect_republic_mil_content] name = "Make_Content_Mil" value = 3 reqs = { "type", "name", "range" "Gov", "Republic", "Player" } [effect_principate_mil_content] name = "Make_Content_Mil" value = 3 reqs = { "type", "name", "range" "Gov", "Principate", "Player" } [effect_ancient_democracy_mil_content] name = "Make_Content_Mil" value = 2 reqs = { "type", "name", "range" "Gov", "Ancient Democracy", "Player" } ; tile output modifiers [effect_gov_tile_penalty_0] name = "Output_Penalty_Tile" value = 2 reqs = { "type", "name", "range" "Gov", "Anarchy", "Player" } [effect_gov_tile_penalty_1] name = "Output_Penalty_Tile" value = 2 reqs = { "type", "name", "range" "Gov", "Despotism", "Player" } [effect_gov_tile_bonus_0] name = "Output_Inc_Tile" value = 1 reqs = { "type", "name", "range" "Gov", "Republic", "Player" "OutputType", "Trade", "Local" } [effect_gov_tile_bonus_1] name = "Output_Inc_Tile" value = 1 reqs = { "type", "name", "range" "Gov", "Principate", "Player" "OutputType", "Trade", "Local" } [effect_gov_tile_bonus_2] name = "Output_Inc_Tile" value = 2 reqs = { "type", "name", "range" "Gov", "Ancient Democracy", "Player" "OutputType", "Trade", "Local" } [effect_gov_tile_bonus_cel_0] name = "Output_Inc_Tile_Celebrate" value = 1 reqs = { "type", "name", "range" "OutputType", "Trade", "Local" "Gov", "Petty Monarchy", "Player" } [effect_gov_tile_bonus_cel_1] name = "Output_Inc_Tile_Celebrate" value = 1 reqs = { "type", "name", "range" "OutputType", "Trade", "Local" "Gov", "Imperial Monarchy", "Player" } [effect_gov_tile_bonus_cel_2] name = "Output_Inc_Tile_Celebrate" value = 1 reqs = { "type", "name", "range" "OutputType", "Trade", "Local" "Gov", "Republic", "Player" } [effect_gov_tile_bonus_cel_3] name = "Output_Inc_Tile_Celebrate" value = 1 reqs = { "type", "name", "range" "OutputType", "Trade", "Local" "Gov", "Principate", "Player" } [effect_gov_tile_bonus_cel_4] name = "Output_Inc_Tile_Celebrate" value = 1 reqs = { "type", "name", "range" "OutputType", "Trade", "Local" "Gov", "Ancient Democracy", "Player" } ; corruption [effect_corruption_anarchy0] name = "Output_Waste" value = 25 reqs = { "type", "name", "range" "Gov", "Anarchy", "Player" "OutputType", "Trade", "Local" } [effect_corruption_anarchy1] name = "Output_Waste_By_Distance" value = 2 reqs = { "type", "name", "range" "Gov", "Anarchy", "Player" "OutputType", "Trade", "Local" } [effect_corruption_despotism0] name = "Output_Waste" value = 37 reqs = { "type", "name", "range" "Gov", "Despotism", "Player" "OutputType", "Trade", "Local" } [effect_corruption_despotism1] name = "Output_Waste_By_Distance" value = 4 reqs = { "type", "name", "range" "Gov", "Despotism", "Player" "OutputType", "Trade", "Local" } [effect_corruption_petty_monarchy0] name = "Output_Waste" value = 15 reqs = { "type", "name", "range" "Gov", "Petty Monarchy", "Player" "OutputType", "Trade", "Local" } [effect_corruption_petty_monarchy1] name = "Output_Waste_By_Distance" value = 2 reqs = { "type", "name", "range" "Gov", "Petty Monarchy", "Player" "OutputType", "Trade", "Local" } [effect_corruption_imperial_monarchy0] name = "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] name = "Output_Waste_By_Distance" value = 0 reqs = { "type", "name", "range" "Gov", "Imperial Monarchy", "Player" "OutputType", "Trade", "Local" } [effect_corruption_republic0] name = "Output_Waste" value = 15 reqs = { "type", "name", "range" "Gov", "Republic", "Player" "OutputType", "Trade", "Local" } [effect_corruption_republic1] name = "Output_Waste_By_Distance" value = 1 reqs = { "type", "name", "range" "Gov", "Republic", "Player" "OutputType", "Trade", "Local" } [effect_corruption_principate0] name = "Output_Waste" value = 15 reqs = { "type", "name", "range" "Gov", "Principate", "Player" "OutputType", "Trade", "Local" } [effect_corruption_ancient_democracy0] name = "Output_Waste" value = 15 reqs = { "type", "name", "range" "Gov", "Ancient Democracy", "Player" "OutputType", "Trade", "Local" } [effect_corruption_ancient_democracy1] name = "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] name = "Size_Adj" value = 8 [effect_aqueduct] name = "Size_Adj" value = 4 reqs = { "type", "name", "range" "Building", "Aqueduct", "City" } [effect_bank] name = "Output_Bonus" value = 50 reqs = { "type", "name", "range" "Building", "Caravanserai", "City" "Building", "Bank", "City" "OutputType", "Gold", "Local" } [effect_bank_1] name = "Output_Bonus" value = 50 reqs = { "type", "name", "range" "Building", "Caravanserai", "City" "Building", "Bank", "City" "OutputType", "Luxury", "Local" } [effect_barracks] name = "Veteran_Build" value = 1 reqs = { "type", "name", "range" "Building", "Barracks", "City" "UnitClass", "Land", "Local" } nreqs = { "type", "name", "range" "UnitFlag", "Diplomat", "Local" } [effect_barracks_1] name = "HP_Regen" value = 100 reqs = { "type", "name", "range" "Building", "Barracks", "City" "UnitClass", "Land", "Local" } [effect_barracks_ii] name = "Veteran_Build" value = 1 reqs = { "type", "name", "range" "Building", "Barracks II", "City" "UnitClass", "Land", "Local" } nreqs = { "type", "name", "range" "UnitFlag", "Diplomat", "Local" } [effect_barracks_ii_1] name = "HP_Regen" value = 100 reqs = { "type", "name", "range" "Building", "Barracks II", "City" "UnitClass", "Land", "Local" } [effect_barracks_iii] name = "Veteran_Build" value = 1 reqs = { "type", "name", "range" "Building", "Barracks III", "City" "UnitClass", "Land", "Local" } nreqs = { "type", "name", "range" "UnitFlag", "Diplomat", "Local" } [effect_barracks_iii_1] name = "HP_Regen" value = 100 reqs = { "type", "name", "range" "Building", "Barracks III", "City" "UnitClass", "Land", "Local" } [effect_cathedral] name = "Make_Content" value = 3 reqs = { "type", "name", "range" "Building", "Cathedral", "City" } [effect_cathedral_1] name = "Make_Content" value = 1 reqs = { "type", "name", "range" "Tech", "Monasticism", "Player" "Building", "Cathedral", "City" } [effect_cathedral_2] name = "Make_Content" value = -1 reqs = { "type", "name", "range" "Tech", "University", "Player" "Building", "Cathedral", "City" } [effect_city_walls] name = "Defend_Bonus" value = 200 reqs = { "type", "name", "range" "Building", "City Walls", "City" "UnitClass", "Land", "Local" } nreqs = { "type", "name", "range" "Building", "Great Wall", "Continent" } [effect_city_walls_1] name = "Unit_No_Lose_Pop" value = 1 reqs = { "type", "name", "range" "Building", "City Walls", "City" } [effect_city_walls_2] name = "Spy_Resistant" value = 50 reqs = { "type", "name", "range" "Building", "City Walls", "City" "UnitClass", "Sea", "Local" } nreqs = { "type", "name", "range" "Building", "Palace", "City" "Building", "Great Wall", "Continent" } [effect_city_walls_visible] name = "Visible_Walls" value = 1 reqs = { "type", "name", "range" "Building", "City Walls", "City" } [effect_colosseum] name = "Make_Content" value = 3 reqs = { "type", "name", "range" "Building", "Colosseum", "City" } [effect_colosseum_1] name = "Make_Content" value = 1 reqs = { "type", "name", "range" "Tech", "Engineering", "Player" "Building", "Colosseum", "City" } [effect_courthouse] name = "Output_Waste_Pct" value = 50 reqs = { "type", "name", "range" "Building", "Courthouse", "City" "OutputType", "Trade", "Local" } nreqs = { "type", "name", "range" "Building", "Palace", "City" } ;[effect_courthouse_1] ;name = "Waste_Pct" ;value = 50 ;reqs = ; { "type", "name", "range" ; "Building", "Courthouse", "City" ; } ;nreqs = ; { "type", "name", "range" ; "Building", "Palace", "City" ; } [effect_courthouse_2] name = "Incite_Cost_Pct" value = 300 reqs = { "type", "name", "range" "Building", "Courthouse", "City" } [effect_courthouse_content_0] name = "Make_Content" value = 1 reqs = { "type", "name", "range" "Gov", "Republic", "Player" "Building", "Courthouse", "City" } [effect_courthouse_content_1] name = "Make_Content" value = 1 reqs = { "type", "name", "range" "Gov", "Principate", "Player" "Building", "Courthouse", "City" } [effect_courthouse_content_2] name = "Make_Content" value = 1 reqs = { "type", "name", "range" "Gov", "Imperial Monarchy", "Player" "Building", "Courthouse", "City" } [effect_courthouse_content_3] name = "Make_Content" value = 1 reqs = { "type", "name", "range" "Gov", "Ancient Democracy", "Player" "Building", "Courthouse", "City" } [effect_tannery] name = "Output_Bonus" value = 50 reqs = { "type", "name", "range" "Building", "Tannery", "City" "OutputType", "Shield", "Local" } [effect_granary] name = "Growth_Food" value = 50 reqs = { "type", "name", "range" "Building", "Granary", "City" } [effect_fish_market_ocean] name = "Output_Add_Tile" value = 1 reqs = { "type", "name", "range" "TerrainClass", "Oceanic", "Local" "Building", "Sea Fish Market", "City" "OutputType", "Food", "Local" } [effect_fish_market_river] name = "Output_Add_Tile" value = 1 reqs = { "type", "name", "range" "Special", "River", "Local" "Building", "River Fish Market", "City" "OutputType", "Food", "Local" } [effect_library] name = "Output_Bonus" value = 50 reqs = { "type", "name", "range" "Building", "Library", "City" "OutputType", "Science", "Local" } [effect_caravanserai] name = "Output_Bonus" value = 50 reqs = { "type", "name", "range" "Building", "Caravanserai", "City" "OutputType", "Gold", "Local" } [effect_caravanserai_1] name = "Output_Bonus" value = 50 reqs = { "type", "name", "range" "Building", "Caravanserai", "City" "OutputType", "Luxury", "Local" } [effect_harbour] name = "Output_Add_Tile" value = 1 reqs = { "type", "name", "range" "TerrainClass", "Oceanic", "Local" "Building", "Harbour", "City" "OutputType", "Shield", "Local" } [effect_palace] name = "Output_Waste_Pct" value = 50 reqs = { "type", "name", "range" "Building", "Palace", "City" "OutputType", "Trade", "Local" } ;[effect_palace_1] ;name = "Waste_Pct" ;value = 50 ;reqs = ; { "type", "name", "range" ; "Building", "Palace", "City" ; } [effect_palace_2] name = "Spy_Resistant" value = 50 reqs = { "type", "name", "range" "Building", "Palace", "City" } [effect_palace_3] name = "No_Incite" value = 1 reqs = { "type", "name", "range" "Building", "Palace", "City" } [effect_palace_4] name = "Capital_City" value = 1 reqs = { "type", "name", "range" "Building", "Palace", "City" } [effect_palace_5] name = "Output_Bonus" value = 75 reqs = { "type", "name", "range" "Gov", "Despotism", "Player" "Building", "Palace", "City" "OutputType", "Shield", "Local" } [effect_palace_6] name = "Output_Bonus" value = 50 reqs = { "type", "name", "range" "Gov", "Petty Monarchy", "Player" "Building", "Palace", "City" "OutputType", "Shield", "Local" } [effect_war_harbour] name = "Veteran_Build" value = 1 reqs = { "type", "name", "range" "Building", "War Harbour", "City" "UnitClass", "Sea", "Local" } [effect_war_harbour_1] name = "HP_Regen" value = 100 reqs = { "type", "name", "range" "Building", "War Harbour", "City" "UnitClass", "Sea", "Local" } [effect_sewer_system] name = "Size_Unlimit" value = 1 reqs = { "type", "name", "range" "Building", "Aqueduct", "City" "Building", "Sewer System", "City" } [effect_temple] name = "Make_Content" value = 1 reqs = { "type", "name", "range" "Building", "Temple", "City" } [effect_temple_1] name = "Make_Content" value = 1 reqs = { "type", "name", "range" "Tech", "Mysticism", "Player" "Building", "Temple", "City" } [effect_university] name = "Output_Bonus" value = 50 reqs = { "type", "name", "range" "Building", "University", "City" "OutputType", "Science", "Local" } [effect_colossus] name = "Output_Inc_Tile" value = 1 reqs = { "type", "name", "range" "Building", "Colossus", "City" "OutputType", "Trade", "Local" } [effect_great_library] name = "Tech_Parasite" value = 3 reqs = { "type", "name", "range" "Building", "Great Library", "Player" } [effect_great_wall] name = "Defend_Bonus" value = 200 reqs = { "type", "name", "range" "Building", "Great Wall", "Continent" "UnitClass", "Land", "Local" } [effect_great_wall_1] name = "Unit_No_Lose_Pop" value = 1 reqs = { "type", "name", "range" "Building", "Great Wall", "Continent" } [effect_great_wall_2] name = "Spy_Resistant" value = 50 reqs = { "type", "name", "range" "Building", "Great Wall", "Continent" } [effect_great_wall_visible] name = "Visible_Walls" value = 1 reqs = { "type", "name", "range" "Building", "Great Wall", "Continent" } [effect_hanging_gardens] name = "Make_Happy" value = 1 reqs = { "type", "name", "range" "Building", "Hanging Gardens", "Continent" } [effect_hanging_gardens_1] name = "Make_Happy" value = 2 reqs = { "type", "name", "range" "Building", "Hanging Gardens", "City" } [effect_pilgrimage site] name = "Force_Content" value = 2 reqs = { "type", "name", "range" "Building", "Pilgrimage Site", "Player" } [effect_lighthouse] name = "Move_Bonus" value = 1 reqs = { "type", "name", "range" "Building", "Lighthouse", "Player" "UnitClass", "Sea", "Local" } [effect_lighthouse_2] name = "Veteran_Build" value = 1 reqs = { "type", "name", "range" "Building", "Lighthouse", "Player" "UnitClass", "Sea", "Local" } [effect_sataspes_expedition] name = "Move_Bonus" value = 1 reqs = { "type", "name", "range" "Building", "Sataspes' Expedition", "Player" "UnitClass", "Sea", "Local" } [effect_oracle] name = "Make_Content" value = 2 reqs = { "type", "name", "range" "Building", "Temple", "City" "Building", "Oracle", "Player" } [effect_pyramids] name = "Growth_Food" value = 25 reqs = { "type", "name", "range" "Building", "Pyramids", "Continent" } ;[effect_coinage] ;name = "Prod_To_Gold" ;value = 1 ;reqs = ; { "type", "name", "range" ; "Building", "Coinage", "City" ; } ; experimentally: slow down time during play with techs ; enable by /set spacerace 1 [effect_slow_down0] name = "Slow_Down_Timeline" value = 1 reqs = { "type", "name", "range" "Tech", "Tactics", "World" } [effect_slow_down1] name = "Slow_Down_Timeline" value = -1 reqs = { "type", "name", "range" "Tech", "Dark Age", "World" } [effect_calendar_base] name = "Turn_Years" value = 25 ; 25 - 13 = 12 [effect_calendar_1] name = "Turn_Years" value = -13 reqs = { "type", "name", "range" "MinYear", "-1000", "World" } ; 13 - 3 = 10 [effect_calendar_2] name = "Turn_Years" value = -3 reqs = { "type", "name", "range" "MinYear", "0", "World" } ; 10 - 5 = 5 [effect_calendar_3] name = "Turn_Years" value = -5 reqs = { "type", "name", "range" "MinYear", "1000", "World" } ; 5 - 3 = 2 [effect_calendar_4] name = "Turn_Years" value = -3 reqs = { "type", "name", "range" "MinYear", "1500", "World" } ; 2 - 1 = 1 [effect_calendar_5] name = "Turn_Years" value = -1 reqs = { "type", "name", "range" "MinYear", "1750", "World" } [effect_tech_cost_base] name = "Tech_Cost_Factor" value = 1 ; Cities can always work tiles [effect_tile_workable] name = "Tile_Workable" value = 1 ; Each city has at least one slot to build units [effect_city_build_slots_basic] name = "City_Build_Slots" value = 1