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-2.6-ruleset"
16 ; /* <-- avoid gettext warnings
20 ; type = What the effect does. Values of multiple active effects
21 ; of the same type get summed for the total.
22 ; See README.effects for list of possible types
23 ; value = Value added for the effect type when this effect is active,
24 ; i.e., all requirements are fulfilled
25 ; multiplier = Name of the policy that gives a multiplier for effect's value
26 ; reqs = Requirements for the effect to be active.
27 ; See README.effects for help on requirements
29 ; */ <-- avoid gettext warnings
31 ; Lower chance of AI wars
32 ; "Away" "Novice" "Easy" "Normal" "Hard" "Cheating" "Experimental"
37 { "type", "name", "range"
38 "AI", "Hard", "Player"
41 [effect_ai_cheat_love]
45 { "type", "name", "range"
46 "AI", "Cheating", "Player"
50 type = "Output_Bonus_2"
53 { "type", "name", "range"
54 "AI", "Cheating", "Player"
55 "OutputType", "Science", "Local"
59 type = "Output_Bonus_2"
62 { "type", "name", "range"
63 "AI", "Cheating", "Player"
64 "OutputType", "Luxury", "Local"
67 [effect_ai_cheat_gold]
68 type = "Output_Bonus_2"
71 { "type", "name", "range"
72 "AI", "Cheating", "Player"
73 "OutputType", "Gold", "Local"
76 [effect_ai_cheat_shield]
77 type = "Output_Bonus_2"
80 { "type", "name", "range"
81 "AI", "Cheating", "Player"
82 "OutputType", "Shield", "Local"
85 [effect_ai_cheat_happiness]
89 { "type", "name", "range"
90 "AI", "Cheating", "Player"
93 [effect_ai_cheat_pollution]
94 type = "Pollu_Prod_Pct"
97 { "type", "name", "range"
98 "AI", "Cheating", "Player"
101 [effect_ai_cheat_veteran]
102 type = "Veteran_Combat"
105 { "type", "name", "range"
106 "AI", "Cheating", "Player"
109 [effect_ai_cheat_bribe_cost]
110 type = "Unit_Bribe_Cost_Pct"
113 { "type", "name", "range"
114 "AI", "Cheating", "Player"
117 [effect_ai_cheat_incite_cost]
118 type = "Incite_Cost_Pct"
121 { "type", "name", "range"
122 "AI", "Cheating", "Player"
125 [effect_ai_cheat_defense]
126 type = "Defend_Bonus"
129 { "type", "name", "range", "present"
130 "AI", "Cheating", "Player", TRUE
131 "CityTile", "Center", "Local", FALSE
132 "TerrainClass", "Oceanic", "Local", FALSE
135 [effect_ai_handicapped_science]
136 type = "Output_Bonus"
139 { "type", "name", "range"
140 "AI", "Handicapped", "Player"
141 "OutputType", "Science", "Local"
144 [effect_ai_handicapped_defense]
145 type = "Defend_Bonus"
148 { "type", "name", "range"
149 "AI", "Handicapped", "Player"
152 [effect_ai_handicapped_bribe_cost]
153 type = "Unit_Bribe_Cost_Pct"
156 { "type", "name", "range"
157 "AI", "Handicapped", "Player"
160 [effect_ai_handicapped_incite_cost]
161 type = "Incite_Cost_Pct"
164 { "type", "name", "range"
165 "AI", "Handicapped", "Player"
169 type = "City_Unhappy_Size"
175 type = "No_Diplomacy"
178 { "type", "name", "range"
179 "NationGroup", "Barbarian", "Player"
182 ; Barbarian no waste by distance
184 type = "Output_Waste_By_Distance"
187 { "type", "name", "range"
188 "NationGroup", "Barbarian", "Player"
191 ; Barbarian disappearance
193 [effect_barb_disappear]
197 { "type", "name", "range", "present"
198 "NationGroup", "Barbarian", "Player", TRUE
199 "Age", "5", "Local", TRUE
200 "CityTile", "Center", "Local", FALSE
203 ; Lone Leader might escape on coast (33% chance)
204 ; Complement of the two effects should be 0.9 * 0.66 = 0.594
205 ; (100 - 59) - 10 = 31
206 [effect_leader_escape]
210 { "type", "name", "range"
211 "UnitType", "Barbarian Leader", "Local"
213 "TerrainClass", "Oceanic", "Adjacent"
214 "MaxUnitsOnTile", "1", "Local"
217 ; Specialist output bonuses
220 type = "Specialist_Output"
223 { "type", "name", "range"
224 "Specialist", "Elvis", "Local"
225 "OutputType", "Luxury", "Local"
229 type = "Specialist_Output"
232 { "type", "name", "range"
233 "Specialist", "Scientist", "Local"
234 "OutputType", "Science", "Local"
238 type = "Specialist_Output"
241 { "type", "name", "range"
242 "Specialist", "Taxman", "Local"
243 "OutputType", "Gold", "Local"
246 ; Vision benefit from fortress watchtowers
247 [effect_fortress_vision]
248 type = "Unit_Vision_Radius_Sq"
251 { "type", "name", "range"
252 "Extra", "Fortress", "Local"
253 "Tech", "Astronomy", "Player"
256 [effect_airbase_vision]
257 type = "Unit_Vision_Radius_Sq"
260 { "type", "name", "range"
261 "Extra", "Airbase", "Local"
264 ; Fortress HP regen (Every Land units)
265 [effect_fortress_hp_regen]
269 { "type", "name", "range", "present"
270 "Extra", "Fortress", "Local", TRUE
271 ; "UnitClass", "Land", "Local", FALSE
272 ; "UnitClass", "Small Land", "Local", FALSE
273 ; "UnitClass", "Big Land", "Local", FALSE
274 ; "UnitClass", "Merchant", "Local", FALSE
275 "UnitClass", "Sea", "Local", FALSE
276 "UnitClass", "Trireme", "Local", FALSE
277 "UnitClass", "Helicopter", "Local", FALSE
278 "UnitClass", "Air", "Local", FALSE
279 "UnitClass", "Missile", "Local", FALSE
282 [effect_fort_defense]
283 type = "Defend_Bonus"
286 { "type", "name", "range", "present"
287 "Extra", "Fort", "Local", TRUE
288 ; "UnitClass", "Land", "Local", FALSE
289 ; "UnitClass", "Small Land", "Local", FALSE
290 ; "UnitClass", "Big Land", "Local", FALSE
291 ; "UnitClass", "Merchant", "Local", FALSE
292 ; "UnitClass", "Sea", "Local", FALSE
293 ; "UnitClass", "Trireme", "Local", FALSE
294 "UnitClass", "Helicopter", "Local", FALSE
295 "UnitClass", "Air", "Local", FALSE
296 "UnitClass", "Missile", "Local", FALSE
299 ; Cumulative with fort
301 [effect_fortress_defense]
302 type = "Defend_Bonus"
305 { "type", "name", "range", "present"
306 "Extra", "Fortress", "Local", TRUE
309 ; Airstrip HP regen (Every Air unit)
310 [effect_airstrip_hp_regen]
314 { "type", "name", "range", "present"
315 "Extra", "Airstrip", "Local", TRUE
316 "UnitClass", "Land", "Local", FALSE
317 "UnitClass", "Small Land", "Local", FALSE
318 "UnitClass", "Big Land", "Local", FALSE
319 "UnitClass", "Merchant", "Local", FALSE
320 "UnitClass", "Sea", "Local", FALSE
321 "UnitClass", "Trireme", "Local", FALSE
322 ; "UnitClass", "Helicopter", "Local", FALSE
323 ; "UnitClass", "Air", "Local", FALSE
324 "UnitClass", "Missile", "Local", FALSE
327 ; Airbase HP regen: cumulative with airstrip
328 ; 10 + 24 = 34% (this approximation to 1/3 is exact for units <50HP;
329 ; 1/3 is equivalent to a city without Airport)
330 [effect_airbase_hp_regen]
334 { "type", "name", "range", "present"
335 "Extra", "Airbase", "Local", TRUE
336 "UnitClass", "Land", "Local", FALSE
337 "UnitClass", "Small Land", "Local", FALSE
338 "UnitClass", "Big Land", "Local", FALSE
339 "UnitClass", "Merchant", "Local", FALSE
340 "UnitClass", "Sea", "Local", FALSE
341 "UnitClass", "Trireme", "Local", FALSE
342 ; "UnitClass", "Helicopter", "Local", FALSE
343 ; "UnitClass", "Air", "Local", FALSE
344 "UnitClass", "Missile", "Local", FALSE
347 [effect_airstrip_defense]
348 type = "Defend_Bonus"
351 { "type", "name", "range", "present"
352 "Extra", "Airstrip", "Local", TRUE
353 "UnitClass", "Land", "Local", FALSE
354 "UnitClass", "Small Land", "Local", FALSE
355 "UnitClass", "Big Land", "Local", FALSE
356 "UnitClass", "Merchant", "Local", FALSE
357 "UnitClass", "Sea", "Local", FALSE
358 "UnitClass", "Trireme", "Local", FALSE
359 ; "UnitClass", "Helicopter", "Local", FALSE
360 ; "UnitClass", "Air", "Local", FALSE
361 ; "UnitClass", "Missile", "Local", FALSE
364 ; Cumulative with airstrip
366 [effect_airbase_defense]
367 type = "Defend_Bonus"
370 { "type", "name", "range", "present"
371 "Extra", "Airbase", "Local", TRUE
374 [effect_trade_routes]
375 type = "Max_Trade_Routes"
378 ; Base vision range - radius of vision is sqrt(5) = 2.24
380 type = "City_Vision_Radius_Sq"
384 [effect_city_vision_1]
385 type = "City_Vision_Radius_Sq"
388 { "type", "name", "range"
389 "Tech", "Electricity", "Player"
392 ; Vision benefit from mountains (for every land unit)
393 [effect_mountains_vision]
394 type = "Unit_Vision_Radius_Sq"
397 { "type", "name", "range", "present"
398 "Terrain", "Mountains", "Local", TRUE
399 ; "UnitClass", "Land", "Local", FALSE
400 ; "UnitClass", "Small Land", "Local", FALSE
401 ; "UnitClass", "Big Land", "Local", FALSE
402 ; "UnitClass", "Merchant", "Local", FALSE
403 "UnitClass", "Sea", "Local", FALSE
404 "UnitClass", "Trireme", "Local", FALSE
405 "UnitClass", "Helicopter", "Local", FALSE
406 "UnitClass", "Air", "Local", FALSE
407 "UnitClass", "Missile", "Local", FALSE
410 ; Movement penalty if ended turn at mountains (for every land unit)
411 [effect_mountains_movement]
415 { "type", "name", "range", "present"
416 "Terrain", "Mountains", "Local", TRUE
417 ; "UnitClass", "Land", "Local", FALSE
418 ; "UnitClass", "Small Land", "Local", FALSE
419 ; "UnitClass", "Big Land", "Local", FALSE
420 ; "UnitClass", "Merchant", "Local", FALSE
421 "UnitClass", "Sea", "Local", FALSE
422 "UnitClass", "Trireme", "Local", FALSE
423 "UnitClass", "Helicopter", "Local", FALSE
424 "UnitClass", "Air", "Local", FALSE
425 "UnitClass", "Missile", "Local", FALSE
426 "Extra", "Road", "Local", FALSE
429 ; Nuclear power gives +1 moves to sea units
430 [effect_nuclear_powered_boats]
434 { "type", "name", "range"
435 "Tech", "Nuclear Power", "Player"
436 "UnitClass", "Sea", "Local"
439 ; Advanced Flight enables movement of nuclear weapons
440 [effect_nuclear_bomber]
444 { "type", "name", "range"
445 "Tech", "Advanced Flight", "Player"
446 "UnitType", "Nuclear", "Local"
449 ; Rocketry doubles movement of nuclear weapons
450 [effect_nuclear_missile]
454 { "type", "name", "range"
455 "Tech", "Rocketry", "Player"
456 "UnitType", "Nuclear", "Local"
459 ; Invention halves unit upgrade prices
460 [effect_upgrade_price_halfed]
461 type = "Upgrade_Price_Pct"
464 { "type", "name", "range"
465 "Tech", "Invention", "Player"
468 ; Medicine increases city health
469 [effect_unit_recover_medicine]
473 { "type", "name", "range"
474 "Tech", "Medicine", "Player"
477 ; Base -1% food each 1 tile
478 [effect_food_waste_distance]
479 type = "Output_Waste_By_Distance"
482 { "type", "name", "range"
483 "OutputType", "Food", "Local"
486 ; Total -1% food each 2 tiles
487 [effect_food_waste_distance_1]
488 type = "Output_Waste_Pct"
491 { "type", "name", "range"
492 "OutputType", "Food", "Local"
495 ; Base 0% food waste with Anarchy
496 [effect_food_waste_distance_2]
497 type = "Output_Waste_By_Distance"
500 { "type", "name", "range"
501 "Gov", "Anarchy", "Player"
502 "OutputType", "Food", "Local"
505 ; base -1% trade each tile
506 [effect_corruption_distance]
507 type = "Output_Waste_By_Distance"
510 { "type", "name", "range"
511 "OutputType", "Trade", "Local"
514 ; 1 + 1 => -2% each tile without advanced tech / govs
515 [effect_corruption_distance_ancient]
516 type = "Output_Waste_By_Distance"
519 { "type", "name", "range", "present"
520 "OutputType", "Trade", "Local", TRUE
521 "Tech", "The Corporation", "Player", FALSE
522 "Gov", "Communism", "Player", FALSE
525 ; Total = 0 for Communism
526 [effect_corruption_distance_communism]
527 type = "Output_Waste_By_Distance"
530 { "type", "name", "range"
531 "Gov", "Communism", "Player"
532 "OutputType", "Trade", "Local"
535 ; Total = 0 for Federation with The Corporation, -1% for Federation alone
536 [effect_corruption_distance_federation]
537 type = "Output_Waste_By_Distance"
540 { "type", "name", "range"
541 "Gov", "Federation", "Player"
542 "OutputType", "Trade", "Local"
545 ; Corruption + waste = 30% for all govs
547 [effect_corruption_tribal]
548 type = "Output_Waste"
551 { "type", "name", "range"
552 "Gov", "Tribal", "Player"
553 "OutputType", "Trade", "Local"
556 [effect_corruption_despotism]
557 type = "Output_Waste"
560 { "type", "name", "range"
561 "Gov", "Despotism", "Player"
562 "OutputType", "Trade", "Local"
565 [effect_corruption_monarchy]
566 type = "Output_Waste"
569 { "type", "name", "range"
570 "Gov", "Monarchy", "Player"
571 "OutputType", "Trade", "Local"
574 [effect_corruption_communism]
575 type = "Output_Waste"
578 { "type", "name", "range"
579 "Gov", "Communism", "Player"
580 "OutputType", "Trade", "Local"
583 [effect_corruption_fundamentalism]
584 type = "Output_Waste"
587 { "type", "name", "range"
588 "Gov", "Fundamentalism", "Player"
589 "OutputType", "Trade", "Local"
592 [effect_corruption_republic]
593 type = "Output_Waste"
596 { "type", "name", "range"
597 "Gov", "Republic", "Player"
598 "OutputType", "Trade", "Local"
601 [effect_corruption_democracy]
602 type = "Output_Waste"
605 { "type", "name", "range"
606 "Gov", "Democracy", "Player"
607 "OutputType", "Trade", "Local"
610 ; base -1% shields each tile
611 [effect_waste_distance]
612 type = "Output_Waste_By_Distance"
615 { "type", "name", "range"
616 "OutputType", "Shield", "Local"
619 ; 1 + 1 => -2% each tile without Trade or advanced govs
620 [effect_waste_distance_ancient]
621 type = "Output_Waste_By_Distance"
624 { "type", "name", "range", "present"
625 "OutputType", "Shield", "Local", TRUE
626 "Tech", "Trade", "Player", FALSE
627 "Gov", "Communism", "Player", FALSE
628 "Gov", "Federation", "Player", FALSE
631 ; 1 - 1 = 0% with Communism
632 [effect_waste_distance_communism]
633 type = "Output_Waste_By_Distance"
636 { "type", "name", "range"
637 "Gov", "Communism", "Player"
638 "OutputType", "Shield", "Local"
641 ; 1 - 1 = 0% with Federation
642 [effect_waste_distance_federation]
643 type = "Output_Waste_By_Distance"
646 { "type", "name", "range"
647 "Gov", "Federation", "Player"
648 "OutputType", "Shield", "Local"
651 [effect_waste_anarchy]
652 type = "Output_Waste"
655 { "type", "name", "range"
656 "Gov", "Anarchy", "Player"
657 "OutputType", "Shield", "Local"
660 [effect_waste_despotism]
661 type = "Output_Waste"
664 { "type", "name", "range"
665 "Gov", "Despotism", "Player"
666 "OutputType", "Shield", "Local"
669 [effect_waste_monarchy]
670 type = "Output_Waste"
673 { "type", "name", "range"
674 "Gov", "Monarchy", "Player"
675 "OutputType", "Shield", "Local"
678 [effect_waste_fundamentalism]
679 type = "Output_Waste"
682 { "type", "name", "range"
683 "Gov", "Fundamentalism", "Player"
684 "OutputType", "Shield", "Local"
687 [effect_waste_federation]
688 type = "Output_Waste"
691 { "type", "name", "range"
692 "Gov", "Federation", "Player"
693 "OutputType", "Shield", "Local"
696 [effect_waste_republic]
697 type = "Output_Waste"
700 { "type", "name", "range"
701 "Gov", "Republic", "Player"
702 "OutputType", "Shield", "Local"
705 [effect_waste_democracy]
706 type = "Output_Waste"
709 { "type", "name", "range"
710 "Gov", "Democracy", "Player"
711 "OutputType", "Shield", "Local"
714 [effect_tech_upkeep_anarchy]
715 type = "Tech_Upkeep_Free"
718 { "type", "name", "range"
719 "Gov", "Anarchy", "Player"
722 [effect_building_upkeep_anarchy]
726 { "type", "name", "range"
727 "Gov", "Anarchy", "Player"
730 [effect_building_upkeep_communism]
734 { "type", "name", "range"
735 "Gov", "Communism", "Player"
738 [effect_base_unit_upkeep_gold_1]
739 type = "Upkeep_Factor"
742 { "type", "name", "range", "present"
743 "OutputType", "Gold", "Local", TRUE
744 "Gov", "Anarchy", "Player", FALSE
745 "Gov", "Tribal", "Player", FALSE
746 "Gov", "Communism", "Player", FALSE
747 ; "Gov", "Despotism", "Player", FALSE
748 ; "Gov", "Monarchy", "Player", FALSE
749 ; "Gov", "Fundamentalism", "Player", FALSE
750 ; "Gov", "Federation", "Player", FALSE
751 "Gov", "Republic", "Player", FALSE
752 ; "Gov", "Democracy", "Player", FALSE
755 ; additive with previous => x2 for Fundamentalism, Federation, Democracy
756 [effect_base_unit_upkeep_gold_2]
757 type = "Upkeep_Factor"
760 { "type", "name", "range", "present"
761 "OutputType", "Gold", "Local", TRUE
762 "Gov", "Anarchy", "Player", FALSE
763 "Gov", "Tribal", "Player", FALSE
764 "Gov", "Communism", "Player", FALSE
765 "Gov", "Despotism", "Player", FALSE
766 "Gov", "Monarchy", "Player", FALSE
767 ; "Gov", "Fundamentalism", "Player", FALSE
768 ; "Gov", "Federation", "Player", FALSE
769 "Gov", "Republic", "Player", FALSE
770 ; "Gov", "Democracy", "Player", FALSE
773 [effect_base_unit_upkeep_shield]
774 type = "Upkeep_Factor"
777 { "type", "name", "range", "present"
778 "OutputType", "Shield", "Local", TRUE
779 ; "Gov", "Anarchy", "Player", FALSE
780 ; "Gov", "Tribal", "Player", FALSE
781 ; "Gov", "Communism", "Player", FALSE
782 "Gov", "Despotism", "Player", FALSE
783 "Gov", "Monarchy", "Player", FALSE
784 "Gov", "Fundamentalism", "Player", FALSE
785 "Gov", "Federation", "Player", FALSE
786 ; "Gov", "Republic", "Player", FALSE
787 "Gov", "Democracy", "Player", FALSE
790 [effect_base_unit_upkeep_food]
791 type = "Upkeep_Factor"
794 { "type", "name", "range"
795 "OutputType", "Food", "Local"
798 [effect_unit_unhappiness]
799 type = "Unhappy_Factor"
802 { "type", "name", "range", "present"
803 "Gov", "Anarchy", "Player", FALSE
804 "Gov", "Tribal", "Player", FALSE
805 ; "Gov", "Communism", "Player", FALSE
806 "Gov", "Despotism", "Player", FALSE
807 ; "Gov", "Monarchy", "Player", FALSE
808 ; "Gov", "Fundamentalism", "Player", FALSE
809 ; "Gov", "Federation", "Player", FALSE
810 ; "Gov", "Republic", "Player", FALSE
811 "Gov", "Democracy", "Player", FALSE
814 ; exclusive with above
815 [effect_unit_unhappiness_democracy]
816 type = "Unhappy_Factor"
819 { "type", "name", "range"
820 "Gov", "Democracy", "Player"
823 ; ...except Women's Suffrage reduces it back to Republic levels
824 [effect_womens_suffrage_1]
825 type = "Unhappy_Factor"
828 { "type", "name", "range"
829 "Building", "Women's Suffrage", "Player"
830 "Gov", "Democracy", "Player"
833 [effect_personal_freedom_unit_unhappiness]
834 type = "Unhappy_Factor"
836 multiplier = "Personal Freedom"
838 { "type", "name", "range"
841 [effect_personal_freedom_science_bonus]
842 type = "Output_Bonus_2"
844 multiplier = "Personal Freedom"
846 { "type", "name", "range"
847 "OutputType", "Science", "Local"
850 ; Govs with 1 free unit
851 [effect_upkeep_free_mil_1]
852 type = "Make_Content_Mil"
855 { "type", "name", "range", "present"
856 "Gov", "Anarchy", "Player", FALSE
857 "Gov", "Tribal", "Player", FALSE
858 "Gov", "Communism", "Player", FALSE
859 "Gov", "Despotism", "Player", FALSE
860 "Gov", "Monarchy", "Player", FALSE
861 "Gov", "Fundamentalism", "Player", FALSE
862 "Gov", "Federation", "Player", FALSE
863 ; "Gov", "Republic", "Player", FALSE
864 "Gov", "Democracy", "Player", FALSE
867 ; Govs with 2 free units (exclusive with previous)
868 [effect_upkeep_free_mil_2]
869 type = "Make_Content_Mil"
872 { "type", "name", "range", "present"
873 ; "Gov", "Anarchy", "Player", FALSE
874 ; "Gov", "Tribal", "Player", FALSE
875 "Gov", "Communism", "Player", FALSE
876 ; "Gov", "Despotism", "Player", FALSE
877 "Gov", "Monarchy", "Player", FALSE
878 ; "Gov", "Fundamentalism", "Player", FALSE
879 ; "Gov", "Federation", "Player", FALSE
880 "Gov", "Republic", "Player", FALSE
881 ; "Gov", "Democracy", "Player", FALSE
884 ; Govs with 3 free units (exclusive with previous)
885 [effect_upkeep_free_mil_3]
886 type = "Make_Content_Mil"
889 { "type", "name", "range", "present"
890 "Gov", "Anarchy", "Player", FALSE
891 "Gov", "Tribal", "Player", FALSE
892 ; "Gov", "Communism", "Player", FALSE
893 "Gov", "Despotism", "Player", FALSE
894 ; "Gov", "Monarchy", "Player", FALSE
895 "Gov", "Fundamentalism", "Player", FALSE
896 "Gov", "Federation", "Player", FALSE
897 "Gov", "Republic", "Player", FALSE
898 "Gov", "Democracy", "Player", FALSE
901 ; normally 2 for Democracy, but 1 of these not needed with Women's Suffrage
902 ; due to reduced Unhappy_Factor
903 [effect_womens_suffrage_2]
904 type = "Make_Content_Mil"
907 { "type", "name", "range"
908 "Building", "Women's Suffrage", "Player"
909 "Gov", "Democracy", "Player"
912 [effect_upkeep_free_units_anarchy]
913 type = "Unit_Upkeep_Free_Per_City"
916 { "type", "name", "range"
917 "Gov", "Anarchy", "Player"
918 "OutputType", "Shield", "Local"
921 [effect_upkeep_free_units_tribal]
922 type = "Unit_Upkeep_Free_Per_City"
925 { "type", "name", "range"
926 "Gov", "Tribal", "Player"
927 "OutputType", "Shield", "Local"
930 [effect_upkeep_free_units_despotism]
931 type = "Unit_Upkeep_Free_Per_City"
934 { "type", "name", "range"
935 "Gov", "Despotism", "Player"
936 "OutputType", "Gold", "Local"
939 [effect_upkeep_free_units_monarchy]
940 type = "Unit_Upkeep_Free_Per_City"
943 { "type", "name", "range"
944 "Gov", "Monarchy", "Player"
945 "OutputType", "Gold", "Local"
948 [effect_upkeep_free_units_fundamentalism]
949 type = "Unit_Upkeep_Free_Per_City"
952 { "type", "name", "range"
953 "Gov", "Fundamentalism", "Player"
954 "OutputType", "Gold", "Local"
957 [effect_upkeep_free_units_republic]
958 type = "Unit_Upkeep_Free_Per_City"
961 { "type", "name", "range"
962 "Gov", "Republic", "Player"
963 "OutputType", "Shield", "Local"
966 [effect_upkeep_free_units_democracy]
967 type = "Unit_Upkeep_Free_Per_City"
970 { "type", "name", "range"
971 "Gov", "Democracy", "Player"
972 "OutputType", "Gold", "Local"
975 [effect_upkeep_free_units_federation]
976 type = "Unit_Upkeep_Free_Per_City"
979 { "type", "name", "range"
980 "Gov", "Federation", "Player"
981 "OutputType", "Gold", "Local"
984 [effect_upkeep_free_units_communism]
985 type = "Unit_Upkeep_Free_Per_City"
988 { "type", "name", "range"
989 "Gov", "Communism", "Player"
990 "OutputType", "Shield", "Local"
993 ; Any city can support up to four units...
994 [effect_upkeep_free_units_food_base]
995 type = "Unit_Upkeep_Free_Per_City"
998 { "type", "name", "range"
999 "OutputType", "Food", "Local"
1002 ; ...or its size, whichever is bigger. Units above this limit have a
1004 [effect_upkeep_free_units_food_5]
1005 type = "Unit_Upkeep_Free_Per_City"
1008 { "type", "name", "range"
1009 "OutputType", "Food", "Local"
1010 "MinSize", "5", "City"
1013 [effect_upkeep_free_units_food_6]
1014 type = "Unit_Upkeep_Free_Per_City"
1017 { "type", "name", "range"
1018 "OutputType", "Food", "Local"
1019 "MinSize", "6", "City"
1022 [effect_upkeep_free_units_food_7]
1023 type = "Unit_Upkeep_Free_Per_City"
1026 { "type", "name", "range"
1027 "OutputType", "Food", "Local"
1028 "MinSize", "7", "City"
1031 [effect_upkeep_free_units_food_8]
1032 type = "Unit_Upkeep_Free_Per_City"
1035 { "type", "name", "range"
1036 "OutputType", "Food", "Local"
1037 "MinSize", "8", "City"
1040 [effect_upkeep_free_units_food_9]
1041 type = "Unit_Upkeep_Free_Per_City"
1044 { "type", "name", "range"
1045 "OutputType", "Food", "Local"
1046 "MinSize", "9", "City"
1049 [effect_upkeep_free_units_food_10]
1050 type = "Unit_Upkeep_Free_Per_City"
1053 { "type", "name", "range"
1054 "OutputType", "Food", "Local"
1055 "MinSize", "10", "City"
1058 [effect_upkeep_free_units_food_11]
1059 type = "Unit_Upkeep_Free_Per_City"
1062 { "type", "name", "range"
1063 "OutputType", "Food", "Local"
1064 "MinSize", "11", "City"
1067 [effect_upkeep_free_units_food_12]
1068 type = "Unit_Upkeep_Free_Per_City"
1071 { "type", "name", "range"
1072 "OutputType", "Food", "Local"
1073 "MinSize", "12", "City"
1076 [effect_upkeep_free_units_food_13]
1077 type = "Unit_Upkeep_Free_Per_City"
1080 { "type", "name", "range"
1081 "OutputType", "Food", "Local"
1082 "MinSize", "13", "City"
1085 [effect_upkeep_free_units_food_14]
1086 type = "Unit_Upkeep_Free_Per_City"
1089 { "type", "name", "range"
1090 "OutputType", "Food", "Local"
1091 "MinSize", "14", "City"
1094 [effect_upkeep_free_units_food_15]
1095 type = "Unit_Upkeep_Free_Per_City"
1098 { "type", "name", "range"
1099 "OutputType", "Food", "Local"
1100 "MinSize", "15", "City"
1103 [effect_upkeep_free_units_food_16]
1104 type = "Unit_Upkeep_Free_Per_City"
1107 { "type", "name", "range"
1108 "OutputType", "Food", "Local"
1109 "MinSize", "16", "City"
1112 [effect_upkeep_free_units_food_17]
1113 type = "Unit_Upkeep_Free_Per_City"
1116 { "type", "name", "range"
1117 "OutputType", "Food", "Local"
1118 "MinSize", "17", "City"
1121 [effect_upkeep_free_units_food_18]
1122 type = "Unit_Upkeep_Free_Per_City"
1125 { "type", "name", "range"
1126 "OutputType", "Food", "Local"
1127 "MinSize", "18", "City"
1130 [effect_upkeep_free_units_food_19]
1131 type = "Unit_Upkeep_Free_Per_City"
1134 { "type", "name", "range"
1135 "OutputType", "Food", "Local"
1136 "MinSize", "19", "City"
1139 [effect_upkeep_free_units_food_20]
1140 type = "Unit_Upkeep_Free_Per_City"
1143 { "type", "name", "range"
1144 "OutputType", "Food", "Local"
1145 "MinSize", "20", "City"
1148 [effect_civil_war_anarchy]
1149 type = "Civil_War_Chance"
1152 { "type", "name", "range"
1153 "Gov", "Anarchy", "Player"
1156 [effect_civil_war_tribal]
1157 type = "Civil_War_Chance"
1160 { "type", "name", "range"
1161 "Gov", "Tribal", "Player"
1164 [effect_civil_war_despotism]
1165 type = "Civil_War_Chance"
1168 { "type", "name", "range"
1169 "Gov", "Despotism", "Player"
1172 [effect_civil_war_monarchy]
1173 type = "Civil_War_Chance"
1176 { "type", "name", "range"
1177 "Gov", "Monarchy", "Player"
1180 [effect_civil_war_communism]
1181 type = "Civil_War_Chance"
1184 { "type", "name", "range"
1185 "Gov", "Communism", "Player"
1188 [effect_civil_war_fundamentalism]
1189 type = "Civil_War_Chance"
1192 { "type", "name", "range"
1193 "Gov", "Fundamentalism", "Player"
1196 [effect_civil_war_federation]
1197 type = "Civil_War_Chance"
1200 { "type", "name", "range"
1201 "Gov", "Federation", "Player"
1204 [effect_civil_war_republic]
1205 type = "Civil_War_Chance"
1208 { "type", "name", "range"
1209 "Gov", "Republic", "Player"
1212 [effect_civil_war_democracy]
1213 type = "Civil_War_Chance"
1216 { "type", "name", "range"
1217 "Gov", "Democracy", "Player"
1220 [effect_empire_size_base_tribal]
1221 type = "Empire_Size_Base"
1224 { "type", "name", "range"
1225 "Gov", "Tribal", "Player"
1228 [effect_empire_size_base_despotism]
1229 type = "Empire_Size_Base"
1232 { "type", "name", "range"
1233 "Gov", "Despotism", "Player"
1236 [effect_empire_size_base_monarchy]
1237 type = "Empire_Size_Base"
1240 { "type", "name", "range"
1241 "Gov", "Monarchy", "Player"
1244 [effect_empire_size_base_communism]
1245 type = "Empire_Size_Base"
1248 { "type", "name", "range"
1249 "Gov", "Communism", "Player"
1252 [effect_empire_size_base_fundamentalism]
1253 type = "Empire_Size_Base"
1256 { "type", "name", "range"
1257 "Gov", "Fundamentalism", "Player"
1260 [effect_empire_size_base_federation]
1261 type = "Empire_Size_Base"
1264 { "type", "name", "range"
1265 "Gov", "Federation", "Player"
1268 [effect_empire_size_base_republic]
1269 type = "Empire_Size_Base"
1272 { "type", "name", "range"
1273 "Gov", "Republic", "Player"
1276 [effect_empire_size_base_democracy]
1277 type = "Empire_Size_Base"
1280 { "type", "name", "range"
1281 "Gov", "Democracy", "Player"
1284 [effect_empire_size_step_tribal]
1285 type = "Empire_Size_Step"
1288 { "type", "name", "range"
1289 "Gov", "Tribal", "Player"
1292 [effect_empire_size_step_despotism]
1293 type = "Empire_Size_Step"
1296 { "type", "name", "range"
1297 "Gov", "Despotism", "Player"
1300 [effect_empire_size_step_monarchy]
1301 type = "Empire_Size_Step"
1304 { "type", "name", "range"
1305 "Gov", "Monarchy", "Player"
1308 [effect_empire_size_step_communism]
1309 type = "Empire_Size_Step"
1312 { "type", "name", "range"
1313 "Gov", "Communism", "Player"
1316 [effect_empire_size_step_fundamentalism]
1317 type = "Empire_Size_Step"
1320 { "type", "name", "range"
1321 "Gov", "Fundamentalism", "Player"
1324 [effect_empire_size_step_federation]
1325 type = "Empire_Size_Step"
1328 { "type", "name", "range"
1329 "Gov", "Federation", "Player"
1332 [effect_empire_size_step_republic]
1333 type = "Empire_Size_Step"
1336 { "type", "name", "range"
1337 "Gov", "Republic", "Player"
1340 [effect_empire_size_step_democracy]
1341 type = "Empire_Size_Step"
1344 { "type", "name", "range"
1345 "Gov", "Democracy", "Player"
1348 [effect_max_rates_anarchy]
1352 { "type", "name", "range"
1353 "Gov", "Anarchy", "Player"
1356 [effect_max_rates_tribal]
1360 { "type", "name", "range"
1361 "Gov", "Tribal", "Player"
1364 [effect_max_rates_despotism]
1368 { "type", "name", "range"
1369 "Gov", "Despotism", "Player"
1372 [effect_max_rates_monarchy]
1376 { "type", "name", "range"
1377 "Gov", "Monarchy", "Player"
1380 [effect_max_rates_communism]
1384 { "type", "name", "range"
1385 "Gov", "Communism", "Player"
1388 [effect_max_rates_fundamentalism]
1392 { "type", "name", "range"
1393 "Gov", "Fundamentalism", "Player"
1396 [effect_max_rates_federation]
1400 { "type", "name", "range"
1401 "Gov", "Federation", "Player"
1404 [effect_max_rates_republic]
1408 { "type", "name", "range"
1409 "Gov", "Republic", "Player"
1412 [effect_max_rates_democracy]
1416 { "type", "name", "range"
1417 "Gov", "Democracy", "Player"
1420 [effect_martial_law_each_anarchy]
1421 type = "Martial_Law_Each"
1424 { "type", "name", "range"
1425 "Gov", "Anarchy", "Player"
1428 [effect_martial_law_each_despotism]
1429 type = "Martial_Law_Each"
1432 { "type", "name", "range"
1433 "Gov", "Despotism", "Player"
1436 [effect_martial_law_each_monarchy]
1437 type = "Martial_Law_Each"
1440 { "type", "name", "range"
1441 "Gov", "Monarchy", "Player"
1444 [effect_martial_law_each_tribal]
1445 type = "Martial_Law_Each"
1448 { "type", "name", "range"
1449 "Gov", "Tribal", "Player"
1452 [effect_martial_law_each_communism]
1453 type = "Martial_Law_Each"
1456 { "type", "name", "range"
1457 "Gov", "Communism", "Player"
1460 [effect_martial_law_max]
1461 type = "Martial_Law_Max"
1464 { "type", "name", "range", "present"
1465 ; "Gov", "Anarchy", "Player", FALSE
1466 ; "Gov", "Tribal", "Player", FALSE
1467 ; "Gov", "Communism", "Player", FALSE
1468 ; "Gov", "Despotism", "Player", FALSE
1469 ; "Gov", "Monarchy", "Player", FALSE
1470 "Gov", "Fundamentalism", "Player", FALSE
1471 "Gov", "Federation", "Player", FALSE
1472 "Gov", "Republic", "Player", FALSE
1473 "Gov", "Democracy", "Player", FALSE
1476 ; Railroad because makes Pyramids obsolete
1477 [effect_gov_tile_penalty_anarchy]
1478 type = "Output_Penalty_Tile"
1481 { "type", "name", "range", "present"
1482 "Gov", "Anarchy", "Player", TRUE
1483 "Building", "Pyramids", "Player", FALSE
1484 "Tech", "Railroad", "Player", FALSE
1487 [effect_gov_tile_penalty_tribal]
1488 type = "Output_Penalty_Tile"
1491 { "type", "name", "range", "present"
1492 "Gov", "Tribal", "Player", TRUE
1493 "Building", "Pyramids", "Player", FALSE
1494 "Tech", "Railroad", "Player", FALSE
1497 [effect_gov_tile_penalty_despotism]
1498 type = "Output_Penalty_Tile"
1501 { "type", "name", "range", "present"
1502 "Gov", "Despotism", "Player", TRUE
1503 "Building", "Pyramids", "Player", FALSE
1504 "Tech", "Railroad", "Player", FALSE
1507 [effect_gov_tile_bonus_republic]
1508 type = "Output_Inc_Tile"
1511 { "type", "name", "range", "present"
1512 "Gov", "Republic", "Player", TRUE
1513 "OutputType", "Trade", "Local", TRUE
1514 "TerrainClass", "Oceanic", "Local", FALSE
1517 [effect_gov_tile_bonus_democracy]
1518 type = "Output_Inc_Tile"
1521 { "type", "name", "range", "present"
1522 "Gov", "Democracy", "Player", TRUE
1523 "OutputType", "Trade", "Local", TRUE
1524 "TerrainClass", "Oceanic", "Local", FALSE
1527 [effect_gov_tile_bonus_celebrate]
1528 type = "Output_Inc_Tile_Celebrate"
1531 { "type", "name", "range", "present"
1532 "OutputType", "Trade", "Local", TRUE
1533 "Gov", "Anarchy", "Player", FALSE
1534 "Gov", "Tribal", "Player", FALSE
1535 "Gov", "Communism", "Player", FALSE
1536 "Gov", "Despotism", "Player", FALSE
1537 ; "Gov", "Monarchy", "Player", FALSE
1538 "Gov", "Fundamentalism", "Player", FALSE
1539 ; "Gov", "Federation", "Player", FALSE
1540 ; "Gov", "Republic", "Player", FALSE
1541 ; "Gov", "Democracy", "Player", FALSE
1544 [effect_combat_tribal]
1545 type = "Veteran_Combat"
1548 { "type", "name", "range", "present"
1549 "Gov", "Tribal", "Player", TRUE
1550 "UnitClass", "Land", "Local", TRUE
1551 "UnitFlag", "NonMil", "Local", FALSE
1552 "UnitFlag", "NoVeteran", "Local", FALSE
1555 [effect_revolution_republic]
1556 type = "Revolution_Unhappiness"
1559 { "type", "name", "range"
1560 "Gov", "Republic", "Player"
1563 [effect_revolution_democracy]
1564 type = "Revolution_Unhappiness"
1567 { "type", "name", "range"
1568 "Gov", "Democracy", "Player"
1571 [effect_senate_federation]
1575 { "type", "name", "range", "present"
1576 "Gov", "Federation", "Player", TRUE
1577 "Building", "Statue of Liberty", "Player", FALSE
1580 [effect_senate_democracy]
1584 { "type", "name", "range", "present"
1585 "Gov", "Democracy", "Player", TRUE
1586 "Building", "Statue of Liberty", "Player", FALSE
1589 [effect_veteran_communism]
1590 type = "Veteran_Build"
1593 { "type", "name", "range"
1594 "Gov", "Communism", "Player"
1595 "UnitFlag", "Diplomat", "Local"
1598 [effect_veteran_federation]
1599 type = "Veteran_Build"
1602 { "type", "name", "range"
1603 "Gov", "Federation", "Player"
1604 "UnitFlag", "Diplomat", "Local"
1607 [effect_partisan_communism]
1608 type = "Inspire_Partisans"
1611 { "type", "name", "range", "present"
1612 "Gov", "Communism", "Player", TRUE
1613 "Tech", "Communism", "Player", TRUE
1614 "Tech", "Gunpowder", "Player", TRUE
1615 "Tech", "Guerilla Warfare", "World", TRUE
1616 "NationGroup", "Barbarian", "Player", FALSE
1619 [effect_partisan_democracy]
1620 type = "Inspire_Partisans"
1623 { "type", "name", "range", "present"
1624 "Gov", "Democracy", "Player", TRUE
1625 "Tech", "Communism", "Player", TRUE
1626 "Tech", "Gunpowder", "Player", TRUE
1627 "Tech", "Guerilla Warfare", "World", TRUE
1628 "NationGroup", "Barbarian", "Player", FALSE
1631 [effect_lux_federation]
1632 type = "Output_Add_Tile"
1635 { "type", "name", "range"
1636 "Gov", "Federation", "Player"
1637 "CityTile", "Center", "Local"
1638 "OutputType", "Luxury", "Local"
1641 [effect_bad_lux_anarchy]
1642 type = "Output_Bonus"
1645 { "type", "name", "range"
1646 "Gov", "Anarchy", "Player"
1647 "OutputType", "Luxury", "Local"
1650 [effect_bad_sci_fundamentalism]
1651 type = "Output_Bonus"
1654 { "type", "name", "range"
1655 "Gov", "Fundamentalism", "Player"
1656 "OutputType", "Science", "Local"
1659 [effect_tithes_fundamentalism]
1660 type = "Happiness_To_Gold"
1663 { "type", "name", "range"
1664 "Gov", "Fundamentalism", "Player"
1667 [effect_fanatics_fundamentalism]
1671 { "type", "name", "range"
1672 "Gov", "Fundamentalism", "Player"
1676 type = "Veteran_Build"
1679 { "type", "name", "range", "present"
1680 "Building", "Airport", "City", TRUE
1681 "UnitClass", "Air", "Local", TRUE
1682 "UnitFlag", "NonMil", "Local", FALSE
1683 "UnitFlag", "NoVeteran", "Local", FALSE
1687 type = "Veteran_Build"
1690 { "type", "name", "range", "present"
1691 "Building", "Airport", "City", TRUE
1692 "UnitClass", "Helicopter", "Local", TRUE
1693 "UnitFlag", "NonMil", "Local", FALSE
1694 "UnitFlag", "NoVeteran", "Local", FALSE
1698 type = "Veteran_Build"
1701 { "type", "name", "range", "present"
1702 "Building", "Airport", "City", TRUE
1703 "UnitClass", "Missile", "Local", TRUE
1704 "UnitFlag", "NonMil", "Local", FALSE
1705 "UnitFlag", "NoVeteran", "Local", FALSE
1712 { "type", "name", "range"
1713 "Building", "Airport", "City"
1714 "UnitClass", "Air", "Local"
1721 { "type", "name", "range"
1722 "Building", "Airport", "City"
1723 "UnitClass", "Helicopter", "Local"
1730 { "type", "name", "range"
1731 "Building", "Airport", "City"
1734 ; Base max city size of 8
1735 [effect_aqueduct_base]
1739 ; Max city size 8 + 8 = 16
1744 { "type", "name", "range"
1745 "Building", "Aqueduct", "City"
1752 { "type", "name", "range"
1753 "Building", "Aqueduct", "City"
1756 [effect_aqueduct_river]
1760 { "type", "name", "range", "present"
1761 "Building", "Aqueduct, River", "City", TRUE
1762 "Building", "Aqueduct", "City", FALSE
1765 [effect_aqueduct_river_1]
1769 { "type", "name", "range", "present"
1770 "Building", "Aqueduct, River", "City", TRUE
1771 "Building", "Aqueduct", "City", FALSE
1774 [effect_aqueduct_lake]
1778 { "type", "name", "range", "present"
1779 "Building", "Aqueduct, Lake", "City", TRUE
1780 "Building", "Aqueduct", "City", FALSE
1781 "Building", "Aqueduct, River", "City", FALSE
1784 [effect_aqueduct_lake_1]
1788 { "type", "name", "range", "present"
1789 "Building", "Aqueduct, Lake", "City", TRUE
1790 "Building", "Aqueduct", "City", FALSE
1791 "Building", "Aqueduct, River", "City", FALSE
1795 type = "Output_Bonus"
1798 { "type", "name", "range"
1799 "Building", "Bank", "City"
1800 "OutputType", "Gold", "Local"
1804 type = "Output_Bonus"
1807 { "type", "name", "range"
1808 "Building", "Bank", "City"
1809 "OutputType", "Luxury", "Local"
1813 type = "Veteran_Build"
1816 { "type", "name", "range", "present"
1817 "Building", "Barracks", "City", TRUE
1818 "UnitClass", "Land", "Local", TRUE
1819 "UnitFlag", "NonMil", "Local", FALSE
1820 "UnitFlag", "NoVeteran", "Local", FALSE
1824 type = "Veteran_Build"
1827 { "type", "name", "range", "present"
1828 "Building", "Barracks", "City", TRUE
1829 "UnitClass", "Big Land", "Local", TRUE
1830 "UnitFlag", "NonMil", "Local", FALSE
1831 "UnitFlag", "NoVeteran", "Local", FALSE
1834 [effect_barracks_hp]
1838 { "type", "name", "range", "present"
1839 "Building", "Barracks", "City", TRUE
1840 "UnitClass", "Land", "Local", TRUE
1843 [effect_barracks_b_hp]
1847 { "type", "name", "range", "present"
1848 "Building", "Barracks", "City", TRUE
1849 "UnitClass", "Big Land", "Local", TRUE
1852 [effect_barracks_ii]
1853 type = "Veteran_Build"
1856 { "type", "name", "range", "present"
1857 "Building", "Barracks II", "City", TRUE
1858 "UnitClass", "Land", "Local", TRUE
1859 "UnitFlag", "NonMil", "Local", FALSE
1860 "UnitFlag", "NoVeteran", "Local", FALSE
1863 [effect_barracks_ii_b]
1864 type = "Veteran_Build"
1867 { "type", "name", "range", "present"
1868 "Building", "Barracks II", "City", TRUE
1869 "UnitClass", "Big Land", "Local", TRUE
1870 "UnitFlag", "NonMil", "Local", FALSE
1871 "UnitFlag", "NoVeteran", "Local", FALSE
1874 [effect_barracks_ii_hp]
1878 { "type", "name", "range", "present"
1879 "Building", "Barracks II", "City", TRUE
1880 "UnitClass", "Land", "Local", TRUE
1883 [effect_barracks_ii_b_hp]
1887 { "type", "name", "range", "present"
1888 "Building", "Barracks II", "City", TRUE
1889 "UnitClass", "Big Land", "Local", TRUE
1892 [effect_barracks_iii]
1893 type = "Veteran_Build"
1896 { "type", "name", "range", "present"
1897 "Building", "Barracks III", "City", TRUE
1898 "UnitClass", "Land", "Local", TRUE
1899 "UnitFlag", "NonMil", "Local", FALSE
1900 "UnitFlag", "NoVeteran", "Local", FALSE
1903 [effect_barracks_iii_b]
1904 type = "Veteran_Build"
1907 { "type", "name", "range", "present"
1908 "Building", "Barracks III", "City", TRUE
1909 "UnitClass", "Big Land", "Local", TRUE
1910 "UnitFlag", "NonMil", "Local", FALSE
1911 "UnitFlag", "NoVeteran", "Local", FALSE
1914 [effect_barracks_iii_hp]
1918 { "type", "name", "range"
1919 "Building", "Barracks III", "City"
1920 "UnitClass", "Land", "Local"
1923 [effect_barracks_iii_b_hp]
1927 { "type", "name", "range"
1928 "Building", "Barracks III", "City"
1929 "UnitClass", "Big Land", "Local"
1933 type = "Make_Content"
1936 { "type", "name", "range"
1937 "Building", "Cathedral", "City"
1940 [effect_cathedral_culture]
1944 { "type", "name", "range"
1945 "Building", "Cathedral", "City"
1948 [effect_cathedral_1]
1949 type = "Make_Content"
1952 { "type", "name", "range", "present"
1953 "Tech", "Theology", "Player", TRUE
1954 "Building", "Cathedral", "City", TRUE
1955 "Gov", "Communism", "Player", FALSE
1959 [effect_city_defense_0]
1960 type = "Defend_Bonus"
1963 { "type", "name", "range", "present"
1964 "CityTile", "Center", "Local", TRUE
1965 ; "UnitClass", "Land", "Local", FALSE
1966 ; "UnitClass", "Small Land", "Local", FALSE
1967 ; "UnitClass", "Big Land", "Local", FALSE
1968 ; "UnitClass", "Merchant", "Local", FALSE
1969 "UnitClass", "Sea", "Local", FALSE
1970 "UnitClass", "Trireme", "Local", FALSE
1971 "UnitClass", "Helicopter", "Local", FALSE
1972 "UnitClass", "Air", "Local", FALSE
1973 "UnitClass", "Missile", "Local", FALSE
1976 ; Every Land, Sea, Trireme
1977 [effect_city_defense_1]
1978 type = "Defend_Bonus"
1981 { "type", "name", "range", "present"
1982 "MinSize", "9", "City", TRUE
1983 "CityTile", "Center", "Local", TRUE
1984 ; "UnitClass", "Land", "Local", FALSE
1985 ; "UnitClass", "Small Land", "Local", FALSE
1986 ; "UnitClass", "Big Land", "Local", FALSE
1987 ; "UnitClass", "Merchant", "Local", FALSE
1988 ; "UnitClass", "Sea", "Local", FALSE
1989 ; "UnitClass", "Trireme", "Local", FALSE
1990 "UnitClass", "Helicopter", "Local", FALSE
1991 "UnitClass", "Air", "Local", FALSE
1992 "UnitClass", "Missile", "Local", FALSE
1996 [effect_city_walls_0]
1997 type = "Defend_Bonus"
2000 { "type", "name", "range", "present"
2001 "Building", "City Walls", "City", TRUE
2002 ; "UnitClass", "Land", "Local", FALSE
2003 ; "UnitClass", "Small Land", "Local", FALSE
2004 ; "UnitClass", "Big Land", "Local", FALSE
2005 ; "UnitClass", "Merchant", "Local", FALSE
2006 "UnitClass", "Sea", "Local", FALSE
2007 "UnitClass", "Trireme", "Local", FALSE
2008 "UnitClass", "Helicopter", "Local", FALSE
2009 "UnitClass", "Air", "Local", FALSE
2010 "UnitClass", "Missile", "Local", FALSE
2013 [effect_city_walls_1]
2014 type = "Unit_No_Lose_Pop"
2017 { "type", "name", "range"
2018 "Building", "City Walls", "City"
2021 [effect_city_walls_visible]
2022 type = "Visible_Walls"
2025 { "type", "name", "range"
2026 "Building", "City Walls", "City"
2029 [effect_coastal_defense]
2030 type = "Defend_Bonus"
2033 { "type", "name", "range"
2034 "Building", "Coastal Defense", "City"
2035 "UnitClass", "Sea", "Local"
2038 [effect_coastal_defense_trireme]
2039 type = "Defend_Bonus"
2042 { "type", "name", "range"
2043 "Building", "Coastal Defense", "City"
2044 "UnitClass", "Trireme", "Local"
2048 type = "Make_Content"
2051 { "type", "name", "range"
2052 "Building", "Colosseum", "City"
2055 [effect_colosseum_1]
2056 type = "Make_Content"
2059 { "type", "name", "range"
2060 "Tech", "Electricity", "Player"
2061 "Building", "Colosseum", "City"
2064 [effect_colosseum_culture]
2068 { "type", "name", "range"
2069 "Building", "Colosseum", "City"
2073 type = "Output_Waste_Pct"
2076 { "type", "name", "range"
2077 "Building", "Courthouse", "City"
2078 "OutputType", "Trade", "Local"
2081 [effect_courthouse_1]
2082 type = "Output_Waste_Pct"
2085 { "type", "name", "range"
2086 "Building", "Courthouse", "City"
2087 "OutputType", "Shield", "local"
2090 ; effect always has value>=50, so this halves food waste
2091 [effect_courthouse_2]
2092 type = "Output_Waste_Pct"
2095 { "type", "name", "range"
2096 "Building", "Courthouse", "City"
2097 "OutputType", "Food", "local"
2100 [effect_courthouse_3]
2101 type = "Make_Content"
2104 { "type", "name", "range"
2105 "Building", "Courthouse", "City"
2108 [effect_courthouse_incite]
2109 type = "Incite_Cost_Pct"
2112 { "type", "name", "range", "present"
2113 "Building", "Courthouse", "City", TRUE
2114 "MaxUnitsOnTile", "0", "Local", FALSE
2117 [effect_incite_cost_empty_courthouse]
2118 type = "Incite_Cost_Pct"
2121 { "type", "name", "range", "present"
2122 "MaxUnitsOnTile", "0", "Local", TRUE
2123 "Building", "Courthouse", "City", TRUE
2126 [effect_incite_cost_empty]
2127 type = "Incite_Cost_Pct"
2130 { "type", "name", "range", "present"
2131 "MaxUnitsOnTile", "0", "Local", TRUE
2132 "Building", "Courthouse", "City", FALSE
2136 type = "Output_Bonus"
2139 { "type", "name", "range"
2140 "Building", "Factory", "City"
2141 "OutputType", "Shield", "Local"
2145 type = "Pollu_Pop_Pct"
2148 { "type", "name", "range"
2149 "Building", "Factory", "City"
2152 ; effect always has value>=50, so this halves food waste
2154 type = "Output_Waste_Pct"
2157 { "type", "name", "range"
2158 "Building", "Granary", "City"
2159 "OutputType", "Food", "local"
2162 ; Free Granary effect in small cities
2163 [effect_granary_base]
2164 type = "Growth_Food"
2167 { "type", "name", "range", "present"
2168 "MinSize", "4", "City", FALSE
2171 ; Granary size fixed to 10
2173 type = "Growth_Food"
2176 { "type", "name", "range", "present"
2177 "Building", "Granary", "City", TRUE
2178 "MinSize", "4", "City", TRUE
2179 "MinSize", "5", "City", FALSE
2182 ; Size adjusted when Foodbox increases
2184 type = "Growth_Food"
2187 { "type", "name", "range", "present"
2188 "Building", "Granary", "City", TRUE
2189 "MinSize", "5", "City", TRUE
2190 "MinSize", "7", "City", FALSE
2193 ; Size adjusted when Foodbox increases
2195 type = "Growth_Food"
2198 { "type", "name", "range"
2199 "Building", "Granary", "City"
2200 "MinSize", "7", "City"
2204 type = "Output_Add_Tile"
2207 { "type", "name", "range", "present"
2208 "TerrainFlag", "Sea", "Local", TRUE
2209 "Building", "Harbour", "City", TRUE
2210 "OutputType", "Food", "Local", TRUE
2213 [effect_hydro_plant]
2214 type = "Output_Bonus"
2217 { "type", "name", "range", "present"
2218 "Building", "Factory", "City", TRUE
2219 "Building", "Hydro Plant", "City", TRUE
2220 "OutputType", "Shield", "Local", TRUE
2221 "Building", "Solar Plant", "City", FALSE
2222 "Building", "Hoover Dam", "City", FALSE
2225 [effect_hydro_plant_1]
2226 type = "Output_Bonus"
2229 { "type", "name", "range", "present"
2230 "Building", "Mfg. Plant", "City", TRUE
2231 "Building", "Hydro Plant", "City", TRUE
2232 "OutputType", "Shield", "Local", TRUE
2233 "Building", "Solar Plant", "City", FALSE
2234 "Building", "Hoover Dam", "City", FALSE
2237 [effect_hydro_plant_2]
2238 type = "Pollu_Prod_Pct"
2241 { "type", "name", "range", "present"
2242 "Building", "Hydro Plant", "City", TRUE
2243 "Building", "Solar Plant", "City", FALSE
2244 "Building", "Hoover Dam", "City", FALSE
2247 [effect_hydro_plant_3]
2248 type = "Pollu_Prod_Pct"
2251 { "type", "name", "range", "present"
2252 "Building", "Recycling Center", "City", TRUE
2253 "Building", "Hydro Plant", "City", TRUE
2254 "Building", "Solar Plant", "City", FALSE
2255 "Building", "Hoover Dam", "City", FALSE
2258 [effect_hydro_plant_4]
2259 type = "Pollu_Prod_Pct"
2262 { "type", "name", "range", "present"
2263 "Building", "Hoover Dam", "Player", TRUE
2264 "Building", "Hydro Plant", "City", TRUE
2265 "Building", "Solar Plant", "City", FALSE
2266 "Building", "Hoover Dam", "City", FALSE
2270 type = "Output_Bonus"
2273 { "type", "name", "range"
2274 "Building", "Library", "City"
2275 "OutputType", "Science", "Local"
2278 [effect_library_culture]
2282 { "type", "name", "range"
2283 "Building", "Library", "City"
2286 [effect_marketplace]
2287 type = "Output_Bonus"
2290 { "type", "name", "range"
2291 "Building", "Marketplace", "City"
2292 "OutputType", "Gold", "Local"
2295 [effect_marketplace_1]
2296 type = "Output_Bonus"
2299 { "type", "name", "range"
2300 "Building", "Marketplace", "City"
2301 "OutputType", "Luxury", "Local"
2304 ; Counteracts population pollution from any 2 other buildings
2305 [effect_mass_transit]
2306 type = "Pollu_Pop_Pct"
2309 { "type", "name", "range"
2310 "Building", "Mass Transit", "City"
2314 type = "Output_Bonus"
2317 { "type", "name", "range"
2318 "Building", "Mfg. Plant", "City"
2319 "OutputType", "Shield", "Local"
2322 [effect_mfg_plant_1]
2323 type = "Pollu_Pop_Pct"
2326 { "type", "name", "range"
2327 "Building", "Mfg. Plant", "City"
2330 [effect_nuclear_plant]
2331 type = "Output_Bonus"
2334 { "type", "name", "range", "present"
2335 "Building", "Factory", "City", TRUE
2336 "Building", "Nuclear Plant", "City", TRUE
2337 "OutputType", "Shield", "Local", TRUE
2338 "Building", "Hydro Plant", "City", FALSE
2339 "Building", "Solar Plant", "City", FALSE
2340 "Building", "Hoover Dam", "City", FALSE
2343 [effect_nuclear_plant_1]
2344 type = "Output_Bonus"
2347 { "type", "name", "range", "present"
2348 "Building", "Mfg. Plant", "City", TRUE
2349 "Building", "Nuclear Plant", "City", TRUE
2350 "OutputType", "Shield", "Local", TRUE
2351 "Building", "Hydro Plant", "City", FALSE
2352 "Building", "Solar Plant", "City", FALSE
2353 "Building", "Hoover Dam", "City", FALSE
2356 [effect_nuclear_plant_2]
2357 type = "Pollu_Prod_Pct"
2360 { "type", "name", "range", "present"
2361 "Building", "Nuclear Plant", "City", TRUE
2362 "Building", "Hydro Plant", "City", FALSE
2363 "Building", "Solar Plant", "City", FALSE
2364 "Building", "Hoover Dam", "City", FALSE
2367 [effect_nuclear_plant_3]
2368 type = "Pollu_Prod_Pct"
2371 { "type", "name", "range", "present"
2372 "Building", "Recycling Center", "City", TRUE
2373 "Building", "Nuclear Plant", "City", TRUE
2374 "Building", "Hydro Plant", "City", FALSE
2375 "Building", "Solar Plant", "City", FALSE
2376 "Building", "Hoover Dam", "City", FALSE
2379 [effect_offshore_platform]
2380 type = "Output_Add_Tile"
2383 { "type", "name", "range"
2384 "TerrainClass", "Oceanic", "Local"
2385 "Building", "Offshore Platform", "City"
2386 "OutputType", "Shield", "Local"
2389 [effect_offshore_platform_1]
2390 type = "Output_Add_Tile"
2393 { "type", "name", "range", "present"
2394 "Terrain", "Deep Ocean", "Local", TRUE
2395 "Building", "Offshore Platform", "City", TRUE
2396 "Extra", "Oil Platform", "Local", FALSE
2397 "OutputType", "Shield", "Local", TRUE
2400 [effect_offshore_platform_2]
2401 type = "Pollu_Pop_Pct"
2404 { "type", "name", "range"
2405 "Building", "Offshore Platform", "City"
2409 type = "Output_Waste_Pct"
2412 { "type", "name", "range"
2413 "Building", "Palace", "City"
2414 "OutputType", "Trade", "Local"
2418 type = "Output_Waste_Pct"
2421 { "type", "name", "range"
2422 "Building", "Palace", "City"
2423 "OutputType", "Shield", "local"
2427 type = "Spy_Resistant"
2430 { "type", "name", "range"
2431 "Building", "Palace", "City"
2435 type = "Capital_City"
2438 { "type", "name", "range"
2439 "Building", "Palace", "City"
2442 [effect_palace_gov_center]
2446 { "type", "name", "range"
2447 "Building", "Palace", "City"
2450 [effect_palace_despotism]
2451 type = "Output_Bonus"
2454 { "type", "name", "range"
2455 "Gov", "Despotism", "Player"
2456 "Building", "Palace", "City"
2457 "OutputType", "Gold", "Local"
2460 [effect_palace_monarchy]
2461 type = "Output_Bonus"
2464 { "type", "name", "range"
2465 "Gov", "Monarchy", "Player"
2466 "Building", "Palace", "City"
2467 "OutputType", "Gold", "Local"
2470 [effect_palace_culture]
2474 { "type", "name", "range"
2475 "Building", "Palace", "City"
2478 [effect_ecclesiastical_palace]
2479 type = "Output_Waste_Pct"
2482 { "type", "name", "range", "present"
2483 "Building", "Ecclesiastical Palace", "City", TRUE
2484 "OutputType", "Trade", "Local", TRUE
2485 "Building", "Palace", "City", FALSE
2488 [effect_ecclesiastical_palace_1]
2489 type = "Output_Waste_Pct"
2492 { "type", "name", "range", "present"
2493 "Building", "Ecclesiastical Palace", "City", TRUE
2494 "OutputType", "Shield", "local", TRUE
2495 "Building", "Palace", "City", FALSE
2498 [effect_ecclesiastical_palace_2]
2499 type = "Spy_Resistant"
2502 { "type", "name", "range", "present"
2503 "Building", "Ecclesiastical Palace", "City", TRUE
2504 "Building", "Palace", "City", FALSE
2507 [effect_ecclesiastical_palace_gov_center]
2511 { "type", "name", "range", "present"
2512 "Building", "Ecclesiastical Palace", "City", TRUE
2513 "Building", "Palace", "City", FALSE
2516 [effect_ecclesiastical_palace_despotism]
2517 type = "Output_Bonus"
2520 { "type", "name", "range", "present"
2521 "Gov", "Despotism", "Player", TRUE
2522 "Building", "Ecclesiastical Palace", "City", TRUE
2523 "OutputType", "Gold", "Local", TRUE
2524 "Building", "Palace", "City", FALSE
2527 [effect_ecclesiastical_palace_monarchy]
2528 type = "Output_Bonus"
2531 { "type", "name", "range", "present"
2532 "Gov", "Monarchy", "Player", TRUE
2533 "Building", "Ecclesiastical Palace", "City", TRUE
2534 "OutputType", "Gold", "Local", TRUE
2535 "Building", "Palace", "City", FALSE
2538 [effect_ecclesiastical_palace_culture]
2542 { "type", "name", "range", "present"
2543 "Building", "Ecclesiastical Palace", "City", TRUE
2544 "Building", "Palace", "City", FALSE
2547 [effect_police_station]
2548 type = "Make_Content"
2551 { "type", "name", "range"
2552 "Building", "Police Station", "City"
2555 [effect_police_station_1]
2556 type = "Make_Content_Mil"
2559 { "type", "name", "range"
2560 "Building", "Police Station", "City"
2563 ; Net effect is to neutralize one unit's unhappiness
2564 [effect_police_station_democracy]
2565 type = "Make_Content_Mil"
2568 { "type", "name", "range", "present"
2569 "Gov", "Democracy", "Player", TRUE
2570 "Building", "Police Station", "City", TRUE
2571 "Building", "Women's Suffrage", "Player", FALSE
2574 [effect_port_facility]
2575 type = "Veteran_Build"
2578 { "type", "name", "range", "present"
2579 "Building", "Port Facility", "City", TRUE
2580 "UnitClass", "Sea", "Local", TRUE
2581 "UnitFlag", "NonMil", "Local", FALSE
2582 "UnitFlag", "NoVeteran", "Local", FALSE
2585 [effect_port_facility_1]
2589 { "type", "name", "range"
2590 "Building", "Port Facility", "City"
2591 "UnitClass", "Sea", "Local"
2594 [effect_port_facility_trireme]
2595 type = "Veteran_Build"
2598 { "type", "name", "range", "present"
2599 "Building", "Port Facility", "City", TRUE
2600 "UnitClass", "Trireme", "Local", TRUE
2601 "UnitFlag", "NonMil", "Local", FALSE
2602 "UnitFlag", "NoVeteran", "Local", FALSE
2605 [effect_port_facility_trireme_1]
2609 { "type", "name", "range"
2610 "Building", "Port Facility", "City"
2611 "UnitClass", "Trireme", "Local"
2614 [effect_power_plant]
2615 type = "Output_Bonus"
2618 { "type", "name", "range", "present"
2619 "Building", "Factory", "City", TRUE
2620 "Building", "Power Plant", "City", TRUE
2621 "OutputType", "Shield", "Local", TRUE
2622 "Building", "Nuclear Plant", "City", FALSE
2623 "Building", "Hydro Plant", "City", FALSE
2624 "Building", "Solar Plant", "City", FALSE
2625 "Building", "Hoover Dam", "City", FALSE
2628 [effect_power_plant_1]
2629 type = "Output_Bonus"
2632 { "type", "name", "range", "present"
2633 "Building", "Mfg. Plant", "City", TRUE
2634 "Building", "Power Plant", "City", TRUE
2635 "OutputType", "Shield", "Local", TRUE
2636 "Building", "Nuclear Plant", "City", FALSE
2637 "Building", "Hydro Plant", "City", FALSE
2638 "Building", "Solar Plant", "City", FALSE
2639 "Building", "Hoover Dam", "City", FALSE
2642 ; Recycling Center gives a lesser additional bonus with plants
2643 [effect_recycling_center]
2644 type = "Pollu_Prod_Pct"
2647 { "type", "name", "range", "present"
2648 "Building", "Recycling Center", "City", TRUE
2649 "Building", "Nuclear Plant", "City", FALSE
2650 "Building", "Hydro Plant", "City", FALSE
2651 "Building", "Solar Plant", "City", FALSE
2652 "Building", "Hoover Dam", "City", FALSE
2655 [effect_research_lab]
2656 type = "Output_Bonus"
2659 { "type", "name", "range"
2660 "Building", "Research Lab", "City"
2661 "OutputType", "Science", "Local"
2664 [effect_research_lab_culture]
2668 { "type", "name", "range"
2669 "Building", "Research Lab", "City"
2672 [effect_sam_battery]
2673 type = "Defend_Bonus"
2676 { "type", "name", "range"
2677 "Building", "SAM Battery", "City"
2678 "UnitClass", "Air", "Local"
2681 [effect_sam_battery_1]
2682 type = "Defend_Bonus"
2685 { "type", "name", "range"
2686 "Building", "SAM Battery", "City"
2687 "UnitClass", "Helicopter", "Local"
2690 [effect_sdi_defense]
2694 { "type", "name", "range", "present"
2695 "Building", "SDI Defense", "City", TRUE
2696 "DiplRel", "Is foreign", "Local", TRUE
2697 "DiplRel", "Team", "Local", FALSE
2700 [effect_sdi_defense_1]
2701 type = "Defend_Bonus"
2704 { "type", "name", "range"
2705 "Building", "SDI Defense", "City"
2706 "UnitClass", "Missile", "Local"
2709 [effect_sewer_system]
2710 type = "Size_Unlimit"
2713 { "type", "name", "range"
2714 "Building", "Sewer System", "City"
2715 "Building", "Aqueduct", "City"
2718 [effect_sewer_system_1]
2719 type = "Size_Unlimit"
2722 { "type", "name", "range"
2723 "Building", "Sewer System", "City"
2724 "Building", "Aqueduct, Lake", "City"
2727 [effect_sewer_system_2]
2728 type = "Size_Unlimit"
2731 { "type", "name", "range"
2732 "Building", "Sewer System", "City"
2733 "Building", "Aqueduct, River", "City"
2736 [effect_sewer_system_health]
2740 { "type", "name", "range"
2741 "Building", "Sewer System", "City"
2744 [effect_solar_plant]
2745 type = "Output_Bonus"
2748 { "type", "name", "range", "present"
2749 "Building", "Factory", "City", TRUE
2750 "Building", "Solar Plant", "City", TRUE
2751 "OutputType", "Shield", "Local", TRUE
2752 "Building", "Hoover Dam", "City", FALSE
2755 [effect_solar_plant_1]
2756 type = "Output_Bonus"
2759 { "type", "name", "range", "present"
2760 "Building", "Mfg. Plant", "City", TRUE
2761 "Building", "Solar Plant", "City", TRUE
2762 "OutputType", "Shield", "Local", TRUE
2763 "Building", "Hoover Dam", "City", FALSE
2766 [effect_solar_plant_2]
2767 type = "Pollu_Prod_Pct"
2770 { "type", "name", "range", "present"
2771 "Building", "Solar Plant", "City", TRUE
2772 "Building", "Hoover Dam", "City", FALSE
2775 [effect_solar_plant_3]
2776 type = "Pollu_Prod_Pct"
2779 { "type", "name", "range", "present"
2780 "Building", "Recycling Center", "City", TRUE
2781 "Building", "Solar Plant", "City", TRUE
2782 "Building", "Hoover Dam", "City", FALSE
2785 [effect_space_component]
2786 type = "SS_Component"
2789 { "type", "name", "range"
2790 "Building", "Space Component", "City"
2793 [effect_space_module]
2797 { "type", "name", "range"
2798 "Building", "Space Module", "City"
2801 [effect_space_structural]
2802 type = "SS_Structural"
2805 { "type", "name", "range"
2806 "Building", "Space Structural", "City"
2809 [effect_plastics_slowdown]
2810 type = "Slow_Down_Timeline"
2813 { "type", "name", "range", "survives"
2814 "Tech", "Plastics", "World", TRUE
2817 [effect_superconductor_slowdown]
2818 type = "Slow_Down_Timeline"
2821 { "type", "name", "range", "survives"
2822 "Tech", "Superconductors", "World", TRUE
2825 [effect_spaceflight_slowdown]
2826 type = "Slow_Down_Timeline"
2829 { "type", "name", "range", "survives"
2830 "Tech", "Space Flight", "World", TRUE
2833 [effect_stock_exchange]
2834 type = "Output_Bonus"
2837 { "type", "name", "range"
2838 "Building", "Stock Exchange", "City"
2839 "OutputType", "Gold", "Local"
2842 [effect_stock_exchange_1]
2843 type = "Output_Bonus"
2846 { "type", "name", "range"
2847 "Building", "Stock Exchange", "City"
2848 "OutputType", "Luxury", "Local"
2851 ; Tiles with farmland don't get Super Highways trade bonus
2852 [effect_super_highways]
2853 type = "Output_Inc_Tile"
2856 { "type", "name", "range", "present"
2857 "Extra", "Road", "Local", TRUE
2858 "Building", "Super Highways", "City", TRUE
2859 "OutputType", "Trade", "Local", TRUE
2860 "Extra", "Farmland", "Local", FALSE
2861 "CityTile", "Center", "Local", FALSE
2864 ; City center tiles only get the trade bonus if they aren't benefiting from
2865 ; 'automatic' farmland (the following clauses duplicate terms from
2866 ; Supermarket and Irrig_Possible rules)
2868 ; City without Supermarket doesn't get farmland bonus => can get trade bonus
2869 [effect_super_highways_city_center_1]
2870 type = "Output_Inc_Tile"
2873 { "type", "name", "range", "present"
2874 "Extra", "Road", "Local", TRUE
2875 "Building", "Super Highways", "City", TRUE
2876 "OutputType", "Trade", "Local", TRUE
2877 "CityTile", "Center", "Local", TRUE
2878 "Building", "Supermarket", "City", FALSE
2879 "Extra", "Farmland", "Local", FALSE
2882 ; Otherwise, city has Supermarket
2883 ; ...but if it has a mine or oil well, it still can't get farmland bonus
2884 [effect_super_highways_city_center_2]
2885 type = "Output_Inc_Tile"
2888 { "type", "name", "range"
2889 "Extra", "Road", "Local"
2890 "Building", "Super Highways", "City"
2891 "OutputType", "Trade", "Local"
2892 "CityTile", "Center", "Local"
2893 "Building", "Supermarket", "City"
2894 "Extra", "Mine", "Local"
2895 ; Can't have farmland with mine, so no need for present=FALSE farmland
2898 [effect_super_highways_city_center_3]
2899 type = "Output_Inc_Tile"
2902 { "type", "name", "range"
2903 "Extra", "Road", "Local"
2904 "Building", "Super Highways", "City"
2905 "OutputType", "Trade", "Local"
2906 "CityTile", "Center", "Local"
2907 "Building", "Supermarket", "City"
2908 "Extra", "Oil Well", "Local"
2909 ; Can't have farmland with well, so no need for present=FALSE farmland
2912 ; Otherwise, it can't get farmland bonus if terrain can't be irrigated
2913 ; (desert terrain can be irrigated so will not match this clause)
2914 [effect_super_highways_city_center_4]
2915 type = "Output_Inc_Tile"
2918 { "type", "name", "range", "present"
2919 "Extra", "Road", "Local", TRUE
2920 "Building", "Super Highways", "City", TRUE
2921 "OutputType", "Trade", "Local", TRUE
2922 "CityTile", "Center", "Local", TRUE
2923 "Building", "Supermarket", "City", TRUE
2924 "Extra", "Mine", "Local", FALSE
2925 "Extra", "Oil Well", "Local", FALSE
2926 "TerrainAlter", "CanIrrigate", "Local", FALSE
2927 "Extra", "Farmland", "Local", FALSE
2930 ; Otherwise, it can't get farmland bonus if underlying terrain is bare
2931 ; desert on which building farmland is prohibited (see Irrig_Possible rules)
2932 [effect_super_highways_city_center_5]
2933 type = "Output_Inc_Tile"
2936 { "type", "name", "range", "present"
2937 "Extra", "Road", "Local", TRUE
2938 "Building", "Super Highways", "City", TRUE
2939 "OutputType", "Trade", "Local", TRUE
2940 "CityTile", "Center", "Local", TRUE
2941 "Building", "Supermarket", "City", TRUE
2942 "Terrain", "Desert", "Local", TRUE
2943 "Resource", "Oasis", "Local", FALSE
2944 "Extra", "River", "Local", FALSE
2945 ; Desert cannot have mine, only oil well
2946 "Extra", "Oil Well", "Local", FALSE
2947 "Extra", "Farmland", "Local", FALSE
2950 ; Otherwise, city center tile is benefiting from farmland bonus (or has
2951 ; explicit farmland special) so doesn't get trade bonus
2953 [effect_super_highways_1]
2954 type = "Output_Bonus"
2957 { "type", "name", "range"
2958 "Building", "Super Highways", "City"
2959 "Building", "Stock Exchange", "City"
2960 "OutputType", "Gold", "Local"
2963 [effect_super_highways_2]
2964 type = "Output_Bonus"
2967 { "type", "name", "range"
2968 "Building", "Super Highways", "City"
2969 "Building", "Stock Exchange", "City"
2970 "OutputType", "Luxury", "Local"
2973 [effect_super_highways_3]
2974 type = "Pollu_Pop_Pct"
2977 { "type", "name", "range"
2978 "Building", "Super Highways", "City"
2981 [effect_supermarket]
2982 type = "Output_Per_Tile"
2985 { "type", "name", "range", "present"
2986 "Extra", "Farmland", "Local", TRUE
2987 "Building", "Supermarket", "City", TRUE
2988 "OutputType", "Food", "Local", TRUE
2989 "CityTile", "Center", "Local", FALSE
2992 ; Automatic farmland on city center
2993 ; Note, terms are duplicated in Super Highways rules
2994 [effect_supermarket_2]
2995 type = "Output_Per_Tile"
2998 { "type", "name", "range", "present"
2999 "CityTile", "Center", "Local", TRUE
3000 "TerrainAlter", "CanIrrigate", "Local", TRUE
3001 "Building", "Supermarket", "City", TRUE
3002 "OutputType", "Food", "Local", TRUE
3003 "Extra", "Mine", "Local", FALSE
3004 "Extra", "Oil Well", "Local", FALSE
3008 type = "Make_Content"
3011 { "type", "name", "range"
3012 "Building", "Temple", "City"
3016 type = "Make_Content"
3019 { "type", "name", "range", "present"
3020 "Tech", "Mysticism", "Player", TRUE
3021 "Building", "Temple", "City", TRUE
3022 "Gov", "Communism", "Player", FALSE
3025 [effect_temple_culture]
3029 { "type", "name", "range"
3030 "Building", "Temple", "City"
3034 type = "Output_Bonus"
3037 { "type", "name", "range"
3038 "Building", "University", "City"
3039 "OutputType", "Science", "Local"
3042 [effect_university_culture]
3046 { "type", "name", "range"
3047 "Building", "University", "City"
3050 [effect_apollo_program]
3054 { "type", "name", "range"
3055 "Building", "Apollo Program", "Player"
3058 [effect_apollo_program_1]
3059 type = "Enable_Space"
3062 { "type", "name", "range", "survives"
3063 "Building", "Apollo Program", "World", TRUE
3066 [effect_apollo_program_culture]
3070 { "type", "name", "range"
3071 "Building", "Apollo Program", "City"
3074 [effect_asmiths_trading_co]
3075 type = "Upkeep_Free"
3078 { "type", "name", "range", "present"
3079 "Building", "A.Smith's Trading Co.", "Player", TRUE
3080 "Building", "Stock Exchange", "City", TRUE
3081 "Gov", "Communism", "Player", FALSE
3085 [effect_asmiths_trading_co_1]
3086 type = "Specialist_Output"
3089 { "type", "name", "range", "survives"
3090 "Building", "A.Smith's Trading Co.", "World", TRUE
3091 "Specialist", "Taxman", "Local"
3092 "OutputType", "Gold", "Local"
3095 [effect_asmiths_trading_co_culture]
3099 { "type", "name", "range"
3100 "Building", "A.Smith's Trading Co.", "City"
3104 type = "Output_Inc_Tile"
3107 { "type", "name", "range"
3108 "Building", "Colossus", "City"
3109 "OutputType", "Trade", "Local"
3112 [effect_colossus_culture]
3116 { "type", "name", "range"
3117 "Building", "Colossus", "City"
3120 [effect_copernicus_observatory]
3121 type = "Output_Add_Tile"
3124 { "type", "name", "range"
3125 "Building", "Copernicus' Observatory", "City"
3126 "OutputType", "Science", "Local"
3129 [effect_copernicus_observatory_culture]
3133 { "type", "name", "range"
3134 "Building", "Copernicus' Observatory", "City"
3137 [effect_cure_for_cancer]
3138 type = "Output_Add_Tile"
3141 { "type", "name", "range"
3142 "Building", "Cure For Cancer", "Player"
3143 "CityTile", "Center", "Local"
3144 "OutputType", "Luxury", "Local"
3147 [effect_cure_for_cancer_health]
3151 { "type", "name", "range"
3152 "Building", "Cure For Cancer", "Player"
3155 [effect_cure_for_cancer_culture]
3159 { "type", "name", "range"
3160 "Building", "Cure For Cancer", "City"
3163 [effect_darwins_voyage]
3164 type = "Output_Add_Tile"
3167 { "type", "name", "range"
3168 "Building", "Darwin's Voyage", "Player"
3169 "CityTile", "Center", "Local"
3170 "OutputType", "Science", "Local"
3174 [effect_darwins_voyage_1]
3175 type = "Specialist_Output"
3178 { "type", "name", "range", "survives"
3179 "Building", "Darwin's Voyage", "World", TRUE
3180 "Specialist", "Scientist", "Local"
3181 "OutputType", "Science", "Local"
3184 [effect_darwins_voyage_culture]
3188 { "type", "name", "range"
3189 "Building", "Darwin's Voyage", "City"
3192 [effect_eiffel_tower]
3193 type = "Gain_AI_Love"
3196 { "type", "name", "range", "present", "survives"
3197 "Building", "Eiffel Tower", "Player", TRUE, FALSE
3198 "Building", "Apollo Program", "World", FALSE, TRUE
3201 [effect_eiffel_tower_1]
3202 type = "Pollu_Pop_Pct"
3205 { "type", "name", "range"
3206 "Building", "Eiffel Tower", "Player"
3209 [effect_eiffel_tower_culture]
3213 { "type", "name", "range"
3214 "Building", "Eiffel Tower", "City"
3217 [effect_great_library]
3218 type = "Output_Bonus"
3221 { "type", "name", "range", "survives"
3222 "Building", "Great Library", "World", TRUE
3223 "Building", "Library", "City"
3224 "OutputType", "Science", "Local"
3227 [effect_great_library_1]
3228 type = "Output_Add_Tile"
3231 { "type", "name", "range"
3232 "Building", "Great Library", "City"
3233 "CityTile", "Center", "Local"
3234 "OutputType", "Science", "Local"
3237 [effect_great_library_2]
3238 type = "Give_Imm_Tech"
3241 { "type", "name", "range"
3242 "Building", "Great Library", "Player"
3245 [effect_great_library_culture]
3249 { "type", "name", "range"
3250 "Building", "Great Library", "City"
3255 type = "Defend_Bonus"
3258 { "type", "name", "range", "present"
3259 "Building", "Great Wall", "Player", TRUE
3260 "CityTile", "Center", "Local", TRUE
3261 ; "UnitClass", "Land", "Local", FALSE
3262 ; "UnitClass", "Small Land", "Local", FALSE
3263 ; "UnitClass", "Big Land", "Local", FALSE
3264 ; "UnitClass", "Merchant", "Local", FALSE
3265 "UnitClass", "Sea", "Local", FALSE
3266 "UnitClass", "Trireme", "Local", FALSE
3267 "UnitClass", "Helicopter", "Local", FALSE
3268 "UnitClass", "Air", "Local", FALSE
3269 "UnitClass", "Missile", "Local", FALSE
3272 [effect_great_wall_1]
3273 type = "Unit_No_Lose_Pop"
3276 { "type", "name", "range"
3277 "Building", "Great Wall", "Player"
3280 [effect_great_wall_culture]
3284 { "type", "name", "range"
3285 "Building", "Great Wall", "City"
3288 [effect_hanging_gardens]
3289 type = "Make_Content"
3292 { "type", "name", "range"
3293 "Building", "Hanging Gardens", "Player"
3296 [effect_hanging_gardens_1]
3297 type = "Output_Add_Tile"
3300 { "type", "name", "range"
3301 "Building", "Hanging Gardens", "City"
3302 "CityTile", "Center", "Local"
3303 "OutputType", "Luxury", "Local"
3306 [effect_hanging_gardens_culture]
3310 { "type", "name", "range"
3311 "Building", "Hanging Gardens", "City"
3314 ; Hoover Dam behaves like a (self-enhanced) Hydro Plant in its own city
3316 type = "Output_Bonus"
3319 { "type", "name", "range"
3320 "Building", "Factory", "City"
3321 "Building", "Hoover Dam", "City"
3322 "OutputType", "Shield", "Local"
3325 [effect_hoover_dam_1]
3326 type = "Output_Bonus"
3329 { "type", "name", "range"
3330 "Building", "Mfg. Plant", "City"
3331 "Building", "Hoover Dam", "City"
3332 "OutputType", "Shield", "Local"
3335 [effect_hoover_dam_2]
3336 type = "Pollu_Prod_Pct"
3339 { "type", "name", "range"
3340 "Building", "Hoover Dam", "City"
3343 [effect_hoover_dam_3]
3344 type = "Pollu_Prod_Pct"
3347 { "type", "name", "range"
3348 "Building", "Recycling Center", "City"
3349 "Building", "Hoover Dam", "City"
3352 [effect_hoover_dam_culture]
3356 { "type", "name", "range"
3357 "Building", "Hoover Dam", "City"
3360 [effect_isaac_newtons_college]
3361 type = "Output_Bonus"
3364 { "type", "name", "range", "survives"
3365 "Building", "Isaac Newton's College", "World", TRUE
3366 "Building", "University", "City"
3367 "OutputType", "Science", "Local"
3370 [effect_isaac_newtons_college_1]
3371 type = "Output_Add_Tile"
3374 { "type", "name", "range"
3375 "Building", "Isaac Newton's College", "City"
3376 "CityTile", "Center", "Local"
3377 "OutputType", "Science", "Local"
3380 [effect_isaac_newtons_college_2]
3381 type = "Give_Imm_Tech"
3384 { "type", "name", "range"
3385 "Building", "Isaac Newton's College", "Player"
3388 [effect_isaac_newtons_college_culture]
3392 { "type", "name", "range"
3393 "Building", "Isaac Newton's College", "City"
3396 [effect_js_bachs_cathedral]
3397 type = "Output_Add_Tile"
3400 { "type", "name", "range"
3401 "Building", "J.S. Bach's Cathedral", "Player"
3402 "CityTile", "Center", "Local"
3403 "OutputType", "Luxury", "Local"
3406 [effect_js_bachs_cathedral_culture]
3410 { "type", "name", "range"
3411 "Building", "J.S. Bach's Cathedral", "City"
3414 [effect_king_richards_crusade]
3415 type = "Make_Content_Mil"
3418 { "type", "name", "range"
3419 "Building", "King Richard's Crusade", "Player"
3422 [effect_king_richards_crusade_1]
3423 type = "Unit_Upkeep_Free_Per_City"
3426 { "type", "name", "range"
3427 "Building", "King Richard's Crusade", "Player"
3428 "OutputType", "Gold", "Local"
3431 [effect_king_richards_crusade_culture]
3435 { "type", "name", "range"
3436 "Building", "King Richard's Crusade", "City"
3439 [effect_leonardos_workshop]
3440 type = "Upgrade_Unit"
3443 { "type", "name", "range"
3444 "Building", "Leonardo's Workshop", "Player"
3447 [effect_leonardos_workshop_culture]
3451 { "type", "name", "range"
3452 "Building", "Leonardo's Workshop", "City"
3455 [effect_lighthouse_move]
3459 { "type", "name", "range"
3460 "Building", "Lighthouse", "Player"
3461 "UnitClass", "Sea", "Local"
3464 [effect_lighthouse_veteran]
3465 type = "Veteran_Build"
3468 { "type", "name", "range", "present"
3469 "Building", "Lighthouse", "Player", TRUE
3470 "UnitClass", "Sea", "Local", TRUE
3471 "UnitFlag", "NonMil", "Local", FALSE
3472 "UnitFlag", "NoVeteran", "Local", FALSE
3473 "Building", "Port Facility", "City", FALSE
3476 [effect_lighthouse_trireme_move]
3480 { "type", "name", "range", "present"
3481 "Building", "Lighthouse", "Player", TRUE
3482 "UnitClass", "Trireme", "Local", TRUE
3483 ; No move bonus to Triremes starting their turn on rivers
3484 ; We also disable move bonus for city tiles in this clause...
3485 "Extra", "River", "Local", FALSE
3486 "CityTile", "Center", "Local", FALSE
3489 ; ...so that we can use this one to avoid penalising Triremes which start
3490 ; in a perfectly legal coastal city which also happens to be on a river
3491 [effect_lighthouse_trireme_move_2]
3495 { "type", "name", "range"
3496 "Building", "Lighthouse", "Player"
3497 "UnitClass", "Trireme", "Local"
3498 "CityTile", "Center", "Local"
3499 "TerrainClass", "Oceanic", "Adjacent"
3502 [effect_lighthouse_trireme_veteran]
3503 type = "Veteran_Build"
3506 { "type", "name", "range", "present"
3507 "Building", "Lighthouse", "Player", TRUE
3508 "UnitClass", "Trireme", "Local", TRUE
3509 "UnitFlag", "NonMil", "Local", FALSE
3510 "UnitFlag", "NoVeteran", "Local", FALSE
3511 "Building", "Port Facility", "City", FALSE
3514 [effect_lighthouse_culture]
3518 { "type", "name", "range"
3519 "Building", "Lighthouse", "City"
3522 [effect_magellans_expedition_move]
3526 { "type", "name", "range"
3527 "Building", "Magellan's Expedition", "Player"
3528 "UnitClass", "Sea", "Local"
3531 [effect_magellans_expedition_veteran]
3532 type = "Veteran_Combat"
3535 { "type", "name", "range", "present"
3536 "Building", "Magellan's Expedition", "Player", TRUE
3537 "UnitClass", "Sea", "Local", TRUE
3538 "UnitFlag", "NonMil", "Local", FALSE
3539 "UnitFlag", "NoVeteran", "Local", FALSE
3542 [effect_magellans_expedition_culture]
3546 { "type", "name", "range"
3547 "Building", "Magellan's Expedition", "City"
3550 [effect_manhattan_project]
3551 type = "Enable_Nuke"
3554 { "type", "name", "range", "survives"
3555 "Building", "Manhattan Project", "World", TRUE
3558 [effect_manhattan_project_culture]
3562 { "type", "name", "range"
3563 "Building", "Manhattan Project", "City"
3566 [effect_marco_polos_embassy]
3567 type = "Have_Embassies"
3570 { "type", "name", "range"
3571 "Building", "Marco Polo's Embassy", "Player"
3574 [effect_marco_polos_embassy_culture]
3578 { "type", "name", "range"
3579 "Building", "Marco Polo's Embassy", "City"
3582 [effect_michelangelos_chapel]
3583 type = "Make_Content"
3586 { "type", "name", "range"
3587 "Building", "Cathedral", "City"
3588 "Building", "Michelangelo's Chapel", "Player"
3591 [effect_michelangelos_chapel_culture]
3595 { "type", "name", "range"
3596 "Building", "Michelangelo's Chapel", "City"
3599 [effect_mausoleum_of_mausolos]
3600 type = "Make_Content"
3603 { "type", "name", "range"
3604 "Building", "City Walls", "City"
3605 "Building", "Mausoleum of Mausolos", "Player"
3608 [effect_mausoleum_of_mausolos_1]
3609 type = "Make_Content"
3612 { "type", "name", "range"
3613 "Building", "Courthouse", "City"
3614 "Building", "Mausoleum of Mausolos", "Player"
3617 [effect_mausoleum_of_mausolos_culture]
3621 { "type", "name", "range"
3622 "Building", "Mausoleum of Mausolos", "City"
3625 ; Note that this doesn't cancel a whole unit's unhappiness in Democracy
3626 [effect_statue_of_zeus]
3627 type = "Make_Content_Mil"
3630 { "type", "name", "range"
3631 "Building", "Statue of Zeus", "Player"
3634 [effect_statue_of_zeus_1]
3635 type = "Unit_Upkeep_Free_Per_City"
3638 { "type", "name", "range"
3639 "Building", "Statue of Zeus", "Player"
3640 "OutputType", "Shield", "Local"
3643 [effect_statue_of_zeus_culture]
3647 { "type", "name", "range"
3648 "Building", "Statue of Zeus", "City"
3651 [effect_temple_of_artemis]
3652 type = "Make_Content"
3655 { "type", "name", "range"
3656 "Building", "Temple", "City"
3657 "Building", "Temple of Artemis", "Player"
3660 [effect_temple_of_artemis_culture]
3664 { "type", "name", "range"
3665 "Building", "Temple of Artemis", "City"
3669 type = "Output_Inc_Tile"
3672 { "type", "name", "range"
3673 "Building", "Pyramids", "City"
3674 "OutputType", "Shield", "Local"
3677 [effect_pyramids_culture]
3681 { "type", "name", "range"
3682 "Building", "Pyramids", "City"
3686 type = "Output_Bonus"
3689 { "type", "name", "range", "survives"
3690 "Building", "Internet", "World", TRUE
3691 "Building", "Research Lab", "City"
3692 "OutputType", "Science", "Local"
3696 type = "Reveal_Cities"
3699 { "type", "name", "range"
3700 "Building", "Internet", "Player"
3704 type = "Give_Imm_Tech"
3707 { "type", "name", "range"
3708 "Building", "Internet", "Player"
3711 [effect_internet_culture]
3715 { "type", "name", "range"
3716 "Building", "Internet", "City"
3719 [effect_shakespeares_theatre]
3720 type = "Output_Add_Tile"
3723 { "type", "name", "range"
3724 "Building", "Shakespeare's Theatre", "Player"
3725 "CityTile", "Center", "Local"
3726 "OutputType", "Luxury", "Local"
3729 [effect_shakespeares_theatre_1]
3730 type = "Output_Add_Tile"
3733 { "type", "name", "range"
3734 "Building", "Shakespeare's Theatre", "City"
3735 "CityTile", "Center", "Local"
3736 "OutputType", "Luxury", "Local"
3740 [effect_shakespeares_theatre_2]
3741 type = "Specialist_Output"
3744 { "type", "name", "range", "survives"
3745 "Building", "Shakespeare's Theatre", "World", TRUE
3746 "Specialist", "Elvis", "Local"
3747 "OutputType", "Luxury", "Local"
3750 [effect_shakespeares_theatre_culture]
3754 { "type", "name", "range"
3755 "Building", "Shakespeare's Theatre", "City"
3758 ; No_Anarchy includes no_senate effect
3759 [effect_statue_of_liberty]
3763 { "type", "name", "range"
3764 "Building", "Statue of Liberty", "Player"
3767 [effect_statue_of_liberty_1]
3768 type = "Any_Government"
3771 { "type", "name", "range"
3772 "Building", "Statue of Liberty", "Player"
3775 [effect_statue_of_liberty_culture]
3779 { "type", "name", "range"
3780 "Building", "Statue of Liberty", "City"
3783 [effect_sun_tzus_war_academy]
3784 type = "Veteran_Build"
3787 { "type", "name", "range", "present"
3788 "Building", "Sun Tzu's War Academy", "Player", TRUE
3789 "UnitClass", "Land", "Local", TRUE
3790 "UnitFlag", "NonMil", "Local", FALSE
3791 "UnitFlag", "NoVeteran", "Local", FALSE
3794 [effect_sun_tzus_war_academy_1]
3795 type = "Veteran_Build"
3798 { "type", "name", "range", "present"
3799 "Building", "Sun Tzu's War Academy", "Player", TRUE
3800 "UnitClass", "Big Land", "Local", TRUE
3801 "UnitFlag", "NonMil", "Local", FALSE
3802 "UnitFlag", "NoVeteran", "Local", FALSE
3805 [effect_sun_tzus_war_academy_culture]
3809 { "type", "name", "range"
3810 "Building", "Sun Tzu's War Academy", "City"
3813 [effect_united_nations]
3817 { "type", "name", "range", "present", "survives"
3818 "Building", "United Nations", "World", TRUE, FALSE
3819 "Building", "Manhattan Project", "World", TRUE, TRUE
3820 "Tech", "Nuclear Fission", "Player", TRUE, FALSE
3821 "Building", "Apollo Program", "World", FALSE, TRUE
3824 [effect_united_nations_1]
3825 type = "Revolution_Unhappiness"
3828 { "type", "name", "range", "present"
3829 "Building", "United Nations", "World", TRUE
3830 ; Without negated req UN would make revolution less likely instead
3831 ; of enabling it with Democracy or Republic (value 2 -> 4 instead of 0 -> 2)
3832 "Gov", "Democracy", "Player", FALSE
3833 "Gov", "Republic", "Player", FALSE
3836 [effect_united_nations_2]
3837 type = "Gain_AI_Love"
3840 { "type", "name", "range", "present", "survives"
3841 "Building", "United Nations", "Player", TRUE, FALSE
3842 "Building", "Apollo Program", "World", FALSE, TRUE
3845 [effect_united_nations_culture]
3849 { "type", "name", "range"
3850 "Building", "United Nations", "City"
3853 [effect_womens_suffrage]
3854 type = "Make_Content_Mil"
3857 { "type", "name", "range"
3858 "Building", "Women's Suffrage", "Player"
3861 [effect_womens_suffrage_culture]
3865 { "type", "name", "range"
3866 "Building", "Women's Suffrage", "City"
3868 ;pow(2, value/1000) -> Base = 50%
3869 [effect_base_trade_revenue_reduce]
3870 type = "Trade_Revenue_Bonus"
3874 [effect_railroad_trade_revenue_reduce]
3875 type = "Trade_Revenue_Bonus"
3878 { "type", "name", "range"
3879 "Tech", "Railroad", "Player"
3882 [effect_calendar_base]
3891 { "type", "name", "range"
3892 "MinYear", "-1000", "World"
3900 { "type", "name", "range"
3901 "MinYear", "0", "World"
3909 { "type", "name", "range"
3910 "MinYear", "1000", "World"
3918 { "type", "name", "range"
3919 "MinYear", "1500", "World"
3927 { "type", "name", "range"
3928 "MinYear", "1750", "World"
3936 { "type", "name", "range"
3937 "MinYear", "1900", "World"
3940 ; No base pop pollution; buildings will increase it
3942 type = "Pollu_Pop_Pct"
3945 ; tech_upkeep_divider = 6000, Max tech upkeep = 13
3946 [effect_upkeep_tech_base]
3947 type = "Tech_Upkeep_Free"
3950 [effect_tech_cost_base]
3951 type = "Tech_Cost_Factor"
3954 ; Cities can always work tiles
3955 [effect_tile_workable]
3956 type = "Tile_Workable"
3959 { "type", "name", "range", "present"
3960 "Terrain", "Inaccessible", "Local", FALSE
3963 ; each city has at least one slot to build units
3964 [effect_city_build_slots_basic]
3965 type = "City_Build_Slots"
3968 { "type", "name", "range", "present"
3969 "Building", "Mfg. Plant", "City", FALSE
3972 ; Mfg. Plant => 2 slots total
3973 [effect_city_build_slots_mfg_plant]
3974 type = "City_Build_Slots"
3977 { "type", "name", "range"
3978 "Building", "Mfg. Plant", "City"
3981 ; free granary, etc, runs out
3982 [effect_city_image_1]
3986 { "type", "name", "range"
3987 "MinSize", "5", "City"
3991 [effect_city_image_2]
3995 { "type", "name", "range"
3996 "MinSize", "9", "City"
3999 [effect_city_image_3]
4003 { "type", "name", "range"
4004 "MinSize", "13", "City"
4007 ; needs Sewer System
4008 [effect_city_image_4]
4012 { "type", "name", "range"
4013 "MinSize", "17", "City"
4016 [effect_city_shield]
4017 type = "Output_Add_Tile"
4020 { "type", "name", "range"
4021 "CityTile", "Center", "Local"
4022 "OutputType", "Shield", "Local"
4025 [effect_river_food_desert]
4026 type = "Output_Inc_Tile"
4029 { "type", "name", "range", "present"
4030 "Terrain", "Desert", "Local", TRUE
4031 "Extra", "River", "Local", TRUE
4032 "OutputType", "Food", "Local", TRUE
4033 "Resource", "Oasis", "Local", FALSE
4037 type = "Output_Inc_Tile"
4040 { "type", "name", "range"
4041 "Extra", "Oil Well", "Local"
4042 "OutputType", "Shield", "Local"
4049 { "type", "name", "range"
4050 "Extra", "Mine", "Local"
4054 type = "Irrigation_Pct"
4057 { "type", "name", "range", "present"
4058 "Extra", "Irrigation", "Local", TRUE
4059 "CityTile", "Center", "Local", FALSE
4062 [effect_irrigation_2]
4063 type = "Irrigation_Pct"
4066 { "type", "name", "range", "present"
4067 "CityTile", "Center", "Local", TRUE
4068 "TerrainAlter", "CanIrrigate", "Local", TRUE
4069 "Extra", "Mine", "Local", FALSE
4070 "Extra", "Oil Well", "Local", FALSE
4073 ; "Sea" nreq is for Transports, which are only supposed to clean pollution
4074 [effect_irrigate_src_tech]
4075 type = "Irrig_Possible"
4078 { "type", "name", "range", "present"
4079 "Tech", "Electricity", "Player", TRUE
4080 "UnitClass", "Sea", "Local", FALSE
4083 [effect_irrigate_src_ocean]
4084 type = "Irrig_Possible"
4087 { "type", "name", "range", "present"
4088 "TerrainClass", "Oceanic", "CAdjacent", TRUE
4089 "UnitClass", "Sea", "Local", FALSE
4092 [effect_irrigate_src_river]
4093 type = "Irrig_Possible"
4096 { "type", "name", "range", "present"
4097 "Extra", "River", "CAdjacent", TRUE
4098 "UnitClass", "Sea", "Local", FALSE
4101 [effect_irrigate_src_irrigation]
4102 type = "Irrig_Possible"
4105 { "type", "name", "range", "present"
4106 "Extra", "Irrigation", "CAdjacent", TRUE
4107 "UnitClass", "Sea", "Local", FALSE
4110 ; Prevent building farmland on bare deserts. It does not yield any bonus
4111 ; over irrigation, and prevents any Super Highways trade bonus, so it
4112 ; would be a waste of time.
4113 ; (Note that it is still possible to end up with farmland on such terrain
4114 ; through climate change.)
4115 ; Deserts with food bonuses _are_ allowed farmland (hence exceptions).
4116 ; -4 counterbalances all the above positive Irrig_Possible effects
4117 [effect_no_desert_farmland_1]
4118 type = "Irrig_Possible"
4121 { "type", "name", "range", "present"
4122 "Terrain", "Desert", "Local", TRUE
4123 "Extra", "Irrigation", "Local", TRUE
4124 "Resource", "Oasis", "Local", FALSE
4125 "Extra", "River", "Local", FALSE
4129 type = "Mining_Possible"
4132 { "type", "name", "range", "present"
4133 "Terrain", "Deep Ocean", "Local", FALSE
4134 "UnitClass", "Sea", "Local", FALSE
4137 [effect_mining_ocean]
4138 type = "Mining_Possible"
4141 { "type", "name", "range", "present"
4142 "Terrain", "Deep Ocean", "Local", TRUE
4143 "Tech", "Miniaturization", "Player", TRUE
4147 type = "Irrig_TF_Possible"
4150 { "type", "name", "range", "present"
4151 "UnitClass", "Sea", "Local", FALSE
4155 type = "Mining_TF_Possible"
4158 { "type", "name", "range", "present"
4159 "UnitClass", "Sea", "Local", FALSE
4163 type = "Transform_Possible"
4166 { "type", "name", "range"
4167 "Tech", "Fusion Power", "Player"
4168 "UnitFlag", "Transform", "Local"
4172 type = "Output_Tile_Punish_Pct"
4175 { "type", "name", "range", "present"
4176 "Extra", "Pollution", "Local", TRUE
4177 "Extra", "Fallout", "Local", FALSE
4181 type = "Output_Tile_Punish_Pct"
4184 { "type", "name", "range", "present"
4185 "Extra", "Fallout", "Local", TRUE
4186 "Extra", "Pollution", "Local", FALSE
4189 [effect_pollution_fallout]
4190 type = "Output_Tile_Punish_Pct"
4193 { "type", "name", "range"
4194 "Extra", "Fallout", "Local"
4195 "Extra", "Pollution", "Local"