Make AI less likely to stop building wonder
[freeciv.git] / data / sandbox / effects.ruleset
blob29c62543763a17aa9ad0a10a5b21d0bc62ceb379
1 ; Modifying this file:
2 ; You should not modify this file except to make bugfixes or
3 ; for other "maintenance".  If you want to make custom changes,
4 ; you should create a new datadir subdirectory and copy this file
5 ; into that directory, and then modify that copy.  Then use the
6 ; command "rulesetdir <mysubdir>" in the server to have freeciv
7 ; use your new customized file.
9 ; Note that the freeciv AI may not cope well with anything more
10 ; than minor changes.
12 [datafile]
13 description="Sandbox effects data for Freeciv"
14 options="+Freeciv-2.6-ruleset"
16 ; /* <-- avoid gettext warnings
18 ; Effects
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"
33 [effect_ai_hard_love]
34 type    = "Gain_AI_Love"
35 value   = 10
36 reqs    =
37     { "type", "name", "range"
38       "AI", "Hard", "Player"
39     }
41 [effect_ai_cheat_love]
42 type    = "Gain_AI_Love"
43 value   = 20
44 reqs    =
45     { "type", "name", "range"
46       "AI", "Cheating", "Player"
47     }
49 [effect_ai_cheat_sci]
50 type    = "Output_Bonus_2"
51 value   = 40
52 reqs    =
53     { "type", "name", "range"
54       "AI", "Cheating", "Player"
55       "OutputType", "Science", "Local"
56     }
58 [effect_ai_cheat_lux]
59 type    = "Output_Bonus_2"
60 value   = 40
61 reqs    =
62     { "type", "name", "range"
63       "AI", "Cheating", "Player"
64       "OutputType", "Luxury", "Local"
65     }
67 [effect_ai_cheat_gold]
68 type    = "Output_Bonus_2"
69 value   = 40
70 reqs    =
71     { "type", "name", "range"
72       "AI", "Cheating", "Player"
73       "OutputType", "Gold", "Local"
74     }
76 [effect_ai_cheat_shield]
77 type    = "Output_Bonus_2"
78 value   = 40
79 reqs    =
80     { "type", "name", "range"
81       "AI", "Cheating", "Player"
82       "OutputType", "Shield", "Local"
83     }
85 [effect_ai_cheat_happiness]
86 type    = "Make_Content"
87 value   = 1
88 reqs    =
89     { "type", "name", "range"
90       "AI", "Cheating", "Player"
91     }
93 [effect_ai_cheat_pollution]
94 type    = "Pollu_Prod_Pct"
95 value   = -20
96 reqs    =
97     { "type", "name", "range"
98       "AI", "Cheating", "Player"
99     }
101 [effect_ai_cheat_veteran]
102 type    = "Veteran_Combat"
103 value   = 20
104 reqs    =
105     { "type", "name", "range"
106       "AI", "Cheating", "Player"
107     }
109 [effect_ai_cheat_bribe_cost]
110 type    = "Unit_Bribe_Cost_Pct"
111 value   = 20
112 reqs    =
113     { "type", "name", "range"
114       "AI", "Cheating", "Player"
115     }
117 [effect_ai_cheat_incite_cost]
118 type    = "Incite_Cost_Pct"
119 value   = 20
120 reqs    =
121     { "type", "name", "range"
122       "AI", "Cheating", "Player"
123     }
125 [effect_ai_cheat_defense]
126 type    = "Defend_Bonus"
127 value   = 50
128 reqs    =
129     { "type", "name", "range", "present"
130       "AI", "Cheating", "Player", TRUE
131       "CityTile", "Center", "Local", FALSE
132       "TerrainClass", "Oceanic", "Local", FALSE
133     }
135 [effect_ai_handicapped_science]
136 type    = "Output_Bonus"
137 value   = -25
138 reqs    =
139     { "type", "name", "range"
140       "AI", "Handicapped", "Player"
141       "OutputType", "Science", "Local"
142     }
144 [effect_ai_handicapped_defense]
145 type    = "Defend_Bonus"
146 value   = -25
147 reqs    =
148     { "type", "name", "range"
149       "AI", "Handicapped", "Player"
150     }
152 [effect_ai_handicapped_bribe_cost]
153 type    = "Unit_Bribe_Cost_Pct"
154 value   = -20
155 reqs    =
156     { "type", "name", "range"
157       "AI", "Handicapped", "Player"
158     }
160 [effect_ai_handicapped_incite_cost]
161 type    = "Incite_Cost_Pct"
162 value   = -20
163 reqs    =
164     { "type", "name", "range"
165       "AI", "Handicapped", "Player"
166     }
168 [effect_unhappysize]
169 type    = "City_Unhappy_Size"
170 value   = 4
172 ; Barbarian effects
174 [effect_barb1]
175 type    = "No_Diplomacy"
176 value   = 1
177 reqs    =
178     { "type", "name", "range"
179       "NationGroup", "Barbarian", "Player"
180     }
182 ; Barbarian no waste by distance
183 [effect_barb2]
184 type    = "Output_Waste_By_Distance"
185 value   = -2
186 reqs    =
187     { "type", "name", "range"
188       "NationGroup", "Barbarian", "Player"
189     }
191 ; Barbarian disappearance
193 [effect_barb_disappear]
194 type    = "Retire_Pct"
195 value   = 10
196 reqs    =
197     { "type", "name", "range", "present"
198       "NationGroup", "Barbarian", "Player", TRUE
199       "Age", "5", "Local", TRUE
200       "CityTile", "Center", "Local", FALSE
201     }
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]
207 type    = "Retire_Pct"
208 value   = 31
209 reqs    =
210     { "type", "name", "range"
211       "UnitType", "Barbarian Leader", "Local"
212       "Age", "5", "Local"
213       "TerrainClass", "Oceanic", "Adjacent"
214       "MaxUnitsOnTile", "1", "Local"
215     }
217 ; Specialist output bonuses
219 [effect_elvis]
220 type    = "Specialist_Output"
221 value   = 2
222 reqs    =
223     { "type", "name", "range"
224       "Specialist", "Elvis", "Local"
225       "OutputType", "Luxury", "Local"
226     }
228 [effect_scientist]
229 type    = "Specialist_Output"
230 value   = 2
231 reqs    =
232     { "type", "name", "range"
233       "Specialist", "Scientist", "Local"
234       "OutputType", "Science", "Local"
235     }
237 [effect_taxman]
238 type    = "Specialist_Output"
239 value   = 2
240 reqs    =
241     { "type", "name", "range"
242       "Specialist", "Taxman", "Local"
243       "OutputType", "Gold", "Local"
244     }
246 ; Vision benefit from fortress watchtowers
247 [effect_fortress_vision]
248 type    = "Unit_Vision_Radius_Sq"
249 value   = 8
250 reqs    =
251     { "type", "name", "range"
252       "Extra", "Fortress", "Local"
253       "Tech", "Astronomy", "Player"
254     }
256 [effect_airbase_vision]
257 type    = "Unit_Vision_Radius_Sq"
258 value   = 8
259 reqs    =
260     { "type", "name", "range"
261       "Extra", "Airbase", "Local"
262     }
264 ; Fortress HP regen (Every Land units)
265 [effect_fortress_hp_regen]
266 type    = "HP_Regen"
267 value   = 25
268 reqs    =
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
280     }
282 [effect_fort_defense]
283 type    = "Defend_Bonus"
284 value   = 50
285 reqs    =
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
297     }
299 ; Cumulative with fort
300 ; 50 + 50 = 100
301 [effect_fortress_defense]
302 type    = "Defend_Bonus"
303 value   = 50
304 reqs    =
305     { "type", "name", "range", "present"
306       "Extra", "Fortress", "Local", TRUE
307     }
309 ; Airstrip HP regen (Every Air unit)
310 [effect_airstrip_hp_regen]
311 type    = "HP_Regen"
312 value   = 10
313 reqs    =
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
325     }
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]
331 type    = "HP_Regen"
332 value   = 24
333 reqs    =
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
345     }
347 [effect_airstrip_defense]
348 type    = "Defend_Bonus"
349 value   = 50
350 reqs    =
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
362     }
364 ; Cumulative with airstrip
365 ; 50 + 50 = 100
366 [effect_airbase_defense]
367 type    = "Defend_Bonus"
368 value   = 50
369 reqs    =
370     { "type", "name", "range", "present"
371       "Extra", "Airbase", "Local", TRUE
372     }
374 [effect_trade_routes]
375 type    = "Max_Trade_Routes"
376 value   = 2
378 ; Base vision range - radius of vision is sqrt(5) = 2.24
379 [effect_city_vision]
380 type    = "City_Vision_Radius_Sq"
381 value   = 5
383 ; 5 + 5 = 10
384 [effect_city_vision_1]
385 type    = "City_Vision_Radius_Sq"
386 value   = 5
387 reqs    =
388     { "type", "name", "range"
389       "Tech", "Electricity", "Player"
390     }
392 ; Vision benefit from mountains (for every land unit)
393 [effect_mountains_vision]
394 type    = "Unit_Vision_Radius_Sq"
395 value   = 4
396 reqs    =
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
408     }
410 ; Movement penalty if ended turn at mountains (for every land unit)
411 [effect_mountains_movement]
412 type    = "Move_Bonus"
413 value   = -1
414 reqs    =
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
427     }
429 ; Nuclear power gives +1 moves to sea units
430 [effect_nuclear_powered_boats]
431 type    = "Move_Bonus"
432 value   = 1
433 reqs    =
434     { "type", "name", "range"
435       "Tech", "Nuclear Power", "Player"
436       "UnitClass", "Sea", "Local"
437     }
439 ; Advanced Flight enables movement of nuclear weapons
440 [effect_nuclear_bomber]
441 type    = "Move_Bonus"
442 value   = 8
443 reqs    =
444     { "type", "name", "range"
445       "Tech", "Advanced Flight", "Player"
446       "UnitType", "Nuclear", "Local"
447     }
449 ; Rocketry doubles movement of nuclear weapons
450 [effect_nuclear_missile]
451 type    = "Move_Bonus"
452 value   = 8
453 reqs    =
454     { "type", "name", "range"
455       "Tech", "Rocketry", "Player"
456       "UnitType", "Nuclear", "Local"
457     }
459 ; Invention halves unit upgrade prices
460 [effect_upgrade_price_halfed]
461 type    = "Upgrade_Price_Pct"
462 value   = -50
463 reqs    =
464     { "type", "name", "range"
465       "Tech", "Invention", "Player"
466     }
468 ; Medicine increases city health
469 [effect_unit_recover_medicine]
470 type    = "Health_Pct"
471 value   = 30
472 reqs    =
473     { "type", "name", "range"
474       "Tech", "Medicine", "Player"
475     }
477 ; Base -1% food each 1 tile
478 [effect_food_waste_distance]
479 type    = "Output_Waste_By_Distance"
480 value   = 1
481 reqs    =
482     { "type", "name", "range"
483       "OutputType", "Food", "Local"
484     }
486 ; Total -1% food each 2 tiles
487 [effect_food_waste_distance_1]
488 type    = "Output_Waste_Pct"
489 value   = 50
490 reqs    =
491     { "type", "name", "range"
492       "OutputType", "Food", "Local"
493     }
495 ; Base 0% food waste with Anarchy
496 [effect_food_waste_distance_2]
497 type    = "Output_Waste_By_Distance"
498 value   = -1
499 reqs    =
500     { "type", "name", "range"
501       "Gov", "Anarchy", "Player"
502       "OutputType", "Food", "Local"
503     }
505 ; base -1% trade each tile
506 [effect_corruption_distance]
507 type    = "Output_Waste_By_Distance"
508 value   = 1
509 reqs    =
510     { "type", "name", "range"
511       "OutputType", "Trade", "Local"
512     }
514 ; 1 + 1 => -2% each tile without advanced tech / govs
515 [effect_corruption_distance_ancient]
516 type    = "Output_Waste_By_Distance"
517 value   = 1
518 reqs    =
519     { "type", "name", "range", "present"
520       "OutputType", "Trade", "Local", TRUE
521       "Tech", "The Corporation", "Player", FALSE
522       "Gov", "Communism", "Player", FALSE
523     }
525 ; Total = 0 for Communism
526 [effect_corruption_distance_communism]
527 type    = "Output_Waste_By_Distance"
528 value   = -1
529 reqs    =
530     { "type", "name", "range"
531       "Gov", "Communism", "Player"
532       "OutputType", "Trade", "Local"
533     }
535 ; Total = 0 for Federation with The Corporation, -1% for Federation alone
536 [effect_corruption_distance_federation]
537 type    = "Output_Waste_By_Distance"
538 value   = -1
539 reqs    =
540     { "type", "name", "range"
541       "Gov", "Federation", "Player"
542       "OutputType", "Trade", "Local"
543     }
545 ; Corruption + waste = 30% for all govs
547 [effect_corruption_tribal]
548 type    = "Output_Waste"
549 value   = 30
550 reqs    =
551     { "type", "name", "range"
552       "Gov", "Tribal", "Player"
553       "OutputType", "Trade", "Local"
554     }
556 [effect_corruption_despotism]
557 type    = "Output_Waste"
558 value   = 20
559 reqs    =
560     { "type", "name", "range"
561       "Gov", "Despotism", "Player"
562       "OutputType", "Trade", "Local"
563     }
565 [effect_corruption_monarchy]
566 type    = "Output_Waste"
567 value   = 10
568 reqs    =
569     { "type", "name", "range"
570       "Gov", "Monarchy", "Player"
571       "OutputType", "Trade", "Local"
572     }
574 [effect_corruption_communism]
575 type    = "Output_Waste"
576 value   = 30
577 reqs    =
578     { "type", "name", "range"
579       "Gov", "Communism", "Player"
580       "OutputType", "Trade", "Local"
581     }
583 [effect_corruption_fundamentalism]
584 type    = "Output_Waste"
585 value   = 15
586 reqs    =
587     { "type", "name", "range"
588       "Gov", "Fundamentalism", "Player"
589       "OutputType", "Trade", "Local"
590     }
592 [effect_corruption_republic]
593 type    = "Output_Waste"
594 value   = 25
595 reqs    =
596     { "type", "name", "range"
597       "Gov", "Republic", "Player"
598       "OutputType", "Trade", "Local"
599     }
601 [effect_corruption_democracy]
602 type    = "Output_Waste"
603 value   = 5
604 reqs    =
605     { "type", "name", "range"
606       "Gov", "Democracy", "Player"
607       "OutputType", "Trade", "Local"
608     }
610 ; base -1% shields each tile
611 [effect_waste_distance]
612 type    = "Output_Waste_By_Distance"
613 value   = 1
614 reqs    =
615     { "type", "name", "range"
616       "OutputType", "Shield", "Local"
617     }
619 ; 1 + 1 => -2% each tile without Trade or advanced govs
620 [effect_waste_distance_ancient]
621 type    = "Output_Waste_By_Distance"
622 value   = 1
623 reqs    =
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
629     }
631 ; 1 - 1 = 0% with Communism
632 [effect_waste_distance_communism]
633 type    = "Output_Waste_By_Distance"
634 value   = -1
635 reqs    =
636     { "type", "name", "range"
637       "Gov", "Communism", "Player"
638       "OutputType", "Shield", "Local"
639     }
641 ; 1 - 1 = 0% with Federation
642 [effect_waste_distance_federation]
643 type    = "Output_Waste_By_Distance"
644 value   = -1
645 reqs    =
646     { "type", "name", "range"
647       "Gov", "Federation", "Player"
648       "OutputType", "Shield", "Local"
649     }
651 [effect_waste_anarchy]
652 type    = "Output_Waste"
653 value   = 30
654 reqs    =
655     { "type", "name", "range"
656       "Gov", "Anarchy", "Player"
657       "OutputType", "Shield", "Local"
658     }
660 [effect_waste_despotism]
661 type    = "Output_Waste"
662 value   = 10
663 reqs    =
664     { "type", "name", "range"
665       "Gov", "Despotism", "Player"
666       "OutputType", "Shield", "Local"
667     }
669 [effect_waste_monarchy]
670 type    = "Output_Waste"
671 value   = 20
672 reqs    =
673     { "type", "name", "range"
674       "Gov", "Monarchy", "Player"
675       "OutputType", "Shield", "Local"
676     }
678 [effect_waste_fundamentalism]
679 type    = "Output_Waste"
680 value   = 15
681 reqs    =
682     { "type", "name", "range"
683       "Gov", "Fundamentalism", "Player"
684       "OutputType", "Shield", "Local"
685     }
687 [effect_waste_federation]
688 type    = "Output_Waste"
689 value   = 30
690 reqs    =
691     { "type", "name", "range"
692       "Gov", "Federation", "Player"
693       "OutputType", "Shield", "Local"
694     }
696 [effect_waste_republic]
697 type    = "Output_Waste"
698 value   = 5
699 reqs    =
700     { "type", "name", "range"
701       "Gov", "Republic", "Player"
702       "OutputType", "Shield", "Local"
703     }
705 [effect_waste_democracy]
706 type    = "Output_Waste"
707 value   = 25
708 reqs    =
709     { "type", "name", "range"
710       "Gov", "Democracy", "Player"
711       "OutputType", "Shield", "Local"
712     }
714 [effect_tech_upkeep_anarchy]
715 type    = "Tech_Upkeep_Free"
716 value   = 99
717 reqs    =
718     { "type", "name", "range"
719       "Gov", "Anarchy", "Player"
720     }
722 [effect_building_upkeep_anarchy]
723 type    = "Upkeep_Free"
724 value   = 99
725 reqs    =
726     { "type", "name", "range"
727       "Gov", "Anarchy", "Player"
728     }
730 [effect_building_upkeep_communism]
731 type    = "Upkeep_Free"
732 value   = 1
733 reqs    =
734     { "type", "name", "range"
735       "Gov", "Communism", "Player"
736     }
738 [effect_base_unit_upkeep_gold_1]
739 type    = "Upkeep_Factor"
740 value   = 1
741 reqs    =
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
753     }
755 ; additive with previous => x2 for Fundamentalism, Federation, Democracy
756 [effect_base_unit_upkeep_gold_2]
757 type    = "Upkeep_Factor"
758 value   = 1
759 reqs    =
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
771     }
773 [effect_base_unit_upkeep_shield]
774 type    = "Upkeep_Factor"
775 value   = 1
776 reqs    =
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
788     }
790 [effect_base_unit_upkeep_food]
791 type    = "Upkeep_Factor"
792 value   = 1
793 reqs    =
794     { "type", "name", "range"
795       "OutputType", "Food", "Local"
796     }
798 [effect_unit_unhappiness]
799 type    = "Unhappy_Factor"
800 value   = 1
801 reqs   =
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
812     }
814 ; exclusive with above
815 [effect_unit_unhappiness_democracy]
816 type    = "Unhappy_Factor"
817 value   = 2
818 reqs    =
819     { "type", "name", "range"
820       "Gov", "Democracy", "Player"
821     }
823 ; ...except Women's Suffrage reduces it back to Republic levels
824 [effect_womens_suffrage_1]
825 type    = "Unhappy_Factor"
826 value   = -1
827 reqs    =
828     { "type", "name", "range"
829       "Building", "Women's Suffrage", "Player"
830       "Gov", "Democracy", "Player"
831     }
833 [effect_personal_freedom_unit_unhappiness]
834 type    = "Unhappy_Factor"
835 value   = 1
836 multiplier = "Personal Freedom"
837 reqs   =
838     { "type", "name", "range"
839     }
841 [effect_personal_freedom_science_bonus]
842 type    = "Output_Bonus_2"
843 value   = 10
844 multiplier = "Personal Freedom"
845 reqs   =
846     { "type", "name", "range"
847       "OutputType", "Science", "Local"
848     }
850 ; Govs with 1 free unit
851 [effect_upkeep_free_mil_1]
852 type    = "Make_Content_Mil"
853 value   = 1
854 reqs   =
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
865     }
867 ; Govs with 2 free units (exclusive with previous)
868 [effect_upkeep_free_mil_2]
869 type    = "Make_Content_Mil"
870 value   = 2
871 reqs   =
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
882     }
884 ; Govs with 3 free units (exclusive with previous)
885 [effect_upkeep_free_mil_3]
886 type    = "Make_Content_Mil"
887 value   = 3
888 reqs   =
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
899     }
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"
905 value   = -1
906 reqs    =
907     { "type", "name", "range"
908       "Building", "Women's Suffrage", "Player"
909       "Gov", "Democracy", "Player"
910     }
912 [effect_upkeep_free_units_anarchy]
913 type    = "Unit_Upkeep_Free_Per_City"
914 value   = 2
915 reqs    =
916     { "type", "name", "range"
917       "Gov", "Anarchy", "Player"
918       "OutputType", "Shield", "Local"
919     }
921 [effect_upkeep_free_units_tribal]
922 type    = "Unit_Upkeep_Free_Per_City"
923 value   = 2
924 reqs    =
925     { "type", "name", "range"
926       "Gov", "Tribal", "Player"
927       "OutputType", "Shield", "Local"
928     }
930 [effect_upkeep_free_units_despotism]
931 type    = "Unit_Upkeep_Free_Per_City"
932 value   = 2
933 reqs    =
934     { "type", "name", "range"
935       "Gov", "Despotism", "Player"
936       "OutputType", "Gold", "Local"
937     }
939 [effect_upkeep_free_units_monarchy]
940 type    = "Unit_Upkeep_Free_Per_City"
941 value   = 3
942 reqs    =
943     { "type", "name", "range"
944       "Gov", "Monarchy", "Player"
945       "OutputType", "Gold", "Local"
946     }
948 [effect_upkeep_free_units_fundamentalism]
949 type    = "Unit_Upkeep_Free_Per_City"
950 value   = 4
951 reqs    =
952     { "type", "name", "range"
953       "Gov", "Fundamentalism", "Player"
954       "OutputType", "Gold", "Local"
955     }
957 [effect_upkeep_free_units_republic]
958 type    = "Unit_Upkeep_Free_Per_City"
959 value   = 1
960 reqs    =
961     { "type", "name", "range"
962       "Gov", "Republic", "Player"
963       "OutputType", "Shield", "Local"
964     }
966 [effect_upkeep_free_units_democracy]
967 type    = "Unit_Upkeep_Free_Per_City"
968 value   = 2
969 reqs    =
970     { "type", "name", "range"
971       "Gov", "Democracy", "Player"
972       "OutputType", "Gold", "Local"
973     }
975 [effect_upkeep_free_units_federation]
976 type    = "Unit_Upkeep_Free_Per_City"
977 value   = 4
978 reqs    =
979     { "type", "name", "range"
980       "Gov", "Federation", "Player"
981       "OutputType", "Gold", "Local"
982     }
984 [effect_upkeep_free_units_communism]
985 type    = "Unit_Upkeep_Free_Per_City"
986 value   = 3
987 reqs    =
988     { "type", "name", "range"
989       "Gov", "Communism", "Player"
990       "OutputType", "Shield", "Local"
991     }
993 ; Any city can support up to four units...
994 [effect_upkeep_free_units_food_base]
995 type    = "Unit_Upkeep_Free_Per_City"
996 value   = 4
997 reqs    =
998     { "type", "name", "range"
999       "OutputType", "Food", "Local"
1000     }
1002 ; ...or its size, whichever is bigger. Units above this limit have a
1003 ; food penalty.
1004 [effect_upkeep_free_units_food_5]
1005 type    = "Unit_Upkeep_Free_Per_City"
1006 value   = 1
1007 reqs    =
1008     { "type", "name", "range"
1009       "OutputType", "Food", "Local"
1010       "MinSize", "5", "City"
1011     }
1013 [effect_upkeep_free_units_food_6]
1014 type    = "Unit_Upkeep_Free_Per_City"
1015 value   = 1
1016 reqs    =
1017     { "type", "name", "range"
1018       "OutputType", "Food", "Local"
1019       "MinSize", "6", "City"
1020     }
1022 [effect_upkeep_free_units_food_7]
1023 type    = "Unit_Upkeep_Free_Per_City"
1024 value   = 1
1025 reqs    =
1026     { "type", "name", "range"
1027       "OutputType", "Food", "Local"
1028       "MinSize", "7", "City"
1029     }
1031 [effect_upkeep_free_units_food_8]
1032 type    = "Unit_Upkeep_Free_Per_City"
1033 value   = 1
1034 reqs    =
1035     { "type", "name", "range"
1036       "OutputType", "Food", "Local"
1037       "MinSize", "8", "City"
1038     }
1040 [effect_upkeep_free_units_food_9]
1041 type    = "Unit_Upkeep_Free_Per_City"
1042 value   = 1
1043 reqs    =
1044     { "type", "name", "range"
1045       "OutputType", "Food", "Local"
1046       "MinSize", "9", "City"
1047     }
1049 [effect_upkeep_free_units_food_10]
1050 type    = "Unit_Upkeep_Free_Per_City"
1051 value   = 1
1052 reqs    =
1053     { "type", "name", "range"
1054       "OutputType", "Food", "Local"
1055       "MinSize", "10", "City"
1056     }
1058 [effect_upkeep_free_units_food_11]
1059 type    = "Unit_Upkeep_Free_Per_City"
1060 value   = 1
1061 reqs    =
1062     { "type", "name", "range"
1063       "OutputType", "Food", "Local"
1064       "MinSize", "11", "City"
1065     }
1067 [effect_upkeep_free_units_food_12]
1068 type    = "Unit_Upkeep_Free_Per_City"
1069 value   = 1
1070 reqs    =
1071     { "type", "name", "range"
1072       "OutputType", "Food", "Local"
1073       "MinSize", "12", "City"
1074     }
1076 [effect_upkeep_free_units_food_13]
1077 type    = "Unit_Upkeep_Free_Per_City"
1078 value   = 1
1079 reqs    =
1080     { "type", "name", "range"
1081       "OutputType", "Food", "Local"
1082       "MinSize", "13", "City"
1083     }
1085 [effect_upkeep_free_units_food_14]
1086 type    = "Unit_Upkeep_Free_Per_City"
1087 value   = 1
1088 reqs    =
1089     { "type", "name", "range"
1090       "OutputType", "Food", "Local"
1091       "MinSize", "14", "City"
1092     }
1094 [effect_upkeep_free_units_food_15]
1095 type    = "Unit_Upkeep_Free_Per_City"
1096 value   = 1
1097 reqs    =
1098     { "type", "name", "range"
1099       "OutputType", "Food", "Local"
1100       "MinSize", "15", "City"
1101     }
1103 [effect_upkeep_free_units_food_16]
1104 type    = "Unit_Upkeep_Free_Per_City"
1105 value   = 1
1106 reqs    =
1107     { "type", "name", "range"
1108       "OutputType", "Food", "Local"
1109       "MinSize", "16", "City"
1110     }
1112 [effect_upkeep_free_units_food_17]
1113 type    = "Unit_Upkeep_Free_Per_City"
1114 value   = 1
1115 reqs    =
1116     { "type", "name", "range"
1117       "OutputType", "Food", "Local"
1118       "MinSize", "17", "City"
1119     }
1121 [effect_upkeep_free_units_food_18]
1122 type    = "Unit_Upkeep_Free_Per_City"
1123 value   = 1
1124 reqs    =
1125     { "type", "name", "range"
1126       "OutputType", "Food", "Local"
1127       "MinSize", "18", "City"
1128     }
1130 [effect_upkeep_free_units_food_19]
1131 type    = "Unit_Upkeep_Free_Per_City"
1132 value   = 1
1133 reqs    =
1134     { "type", "name", "range"
1135       "OutputType", "Food", "Local"
1136       "MinSize", "19", "City"
1137     }
1139 [effect_upkeep_free_units_food_20]
1140 type    = "Unit_Upkeep_Free_Per_City"
1141 value   = 1
1142 reqs    =
1143     { "type", "name", "range"
1144       "OutputType", "Food", "Local"
1145       "MinSize", "20", "City"
1146     }
1148 [effect_civil_war_anarchy]
1149 type    = "Civil_War_Chance"
1150 value   = 99
1151 reqs    =
1152     { "type", "name", "range"
1153       "Gov", "Anarchy", "Player"
1154     }
1156 [effect_civil_war_tribal]
1157 type    = "Civil_War_Chance"
1158 value   = 90
1159 reqs    =
1160     { "type", "name", "range"
1161       "Gov", "Tribal", "Player"
1162     }
1164 [effect_civil_war_despotism]
1165 type    = "Civil_War_Chance"
1166 value   = 80
1167 reqs    =
1168     { "type", "name", "range"
1169       "Gov", "Despotism", "Player"
1170     }
1172 [effect_civil_war_monarchy]
1173 type    = "Civil_War_Chance"
1174 value   = 70
1175 reqs    =
1176     { "type", "name", "range"
1177       "Gov", "Monarchy", "Player"
1178     }
1180 [effect_civil_war_communism]
1181 type    = "Civil_War_Chance"
1182 value   = 50
1183 reqs    =
1184     { "type", "name", "range"
1185       "Gov", "Communism", "Player"
1186     }
1188 [effect_civil_war_fundamentalism]
1189 type    = "Civil_War_Chance"
1190 value   = 60
1191 reqs    =
1192     { "type", "name", "range"
1193       "Gov", "Fundamentalism", "Player"
1194     }
1196 [effect_civil_war_federation]
1197 type    = "Civil_War_Chance"
1198 value   = 20
1199 reqs    =
1200     { "type", "name", "range"
1201       "Gov", "Federation", "Player"
1202     }
1204 [effect_civil_war_republic]
1205 type    = "Civil_War_Chance"
1206 value   = 40
1207 reqs    =
1208     { "type", "name", "range"
1209       "Gov", "Republic", "Player"
1210     }
1212 [effect_civil_war_democracy]
1213 type    = "Civil_War_Chance"
1214 value   = 30
1215 reqs    =
1216     { "type", "name", "range"
1217       "Gov", "Democracy", "Player"
1218     }
1220 [effect_empire_size_base_tribal]
1221 type    = "Empire_Size_Base"
1222 value   = 14
1223 reqs    =
1224     { "type", "name", "range"
1225       "Gov", "Tribal", "Player"
1226     }
1228 [effect_empire_size_base_despotism]
1229 type    = "Empire_Size_Base"
1230 value   = 10
1231 reqs    =
1232     { "type", "name", "range"
1233       "Gov", "Despotism", "Player"
1234     }
1236 [effect_empire_size_base_monarchy]
1237 type    = "Empire_Size_Base"
1238 value   = 12
1239 reqs    =
1240     { "type", "name", "range"
1241       "Gov", "Monarchy", "Player"
1242     }
1244 [effect_empire_size_base_communism]
1245 type    = "Empire_Size_Base"
1246 value   = 28
1247 reqs    =
1248     { "type", "name", "range"
1249       "Gov", "Communism", "Player"
1250     }
1252 [effect_empire_size_base_fundamentalism]
1253 type    = "Empire_Size_Base"
1254 value   = 20
1255 reqs    =
1256     { "type", "name", "range"
1257       "Gov", "Fundamentalism", "Player"
1258     }
1260 [effect_empire_size_base_federation]
1261 type    = "Empire_Size_Base"
1262 value   = 24
1263 reqs    =
1264     { "type", "name", "range"
1265       "Gov", "Federation", "Player"
1266     }
1268 [effect_empire_size_base_republic]
1269 type    = "Empire_Size_Base"
1270 value   = 16
1271 reqs    =
1272     { "type", "name", "range"
1273       "Gov", "Republic", "Player"
1274     }
1276 [effect_empire_size_base_democracy]
1277 type    = "Empire_Size_Base"
1278 value   = 32
1279 reqs    =
1280     { "type", "name", "range"
1281       "Gov", "Democracy", "Player"
1282     }
1284 [effect_empire_size_step_tribal]
1285 type    = "Empire_Size_Step"
1286 value   = 14
1287 reqs    =
1288     { "type", "name", "range"
1289       "Gov", "Tribal", "Player"
1290     }
1292 [effect_empire_size_step_despotism]
1293 type    = "Empire_Size_Step"
1294 value   = 10
1295 reqs    =
1296     { "type", "name", "range"
1297       "Gov", "Despotism", "Player"
1298     }
1300 [effect_empire_size_step_monarchy]
1301 type    = "Empire_Size_Step"
1302 value   = 12
1303 reqs    =
1304     { "type", "name", "range"
1305       "Gov", "Monarchy", "Player"
1306     }
1308 [effect_empire_size_step_communism]
1309 type    = "Empire_Size_Step"
1310 value   = 28
1311 reqs    =
1312     { "type", "name", "range"
1313       "Gov", "Communism", "Player"
1314     }
1316 [effect_empire_size_step_fundamentalism]
1317 type    = "Empire_Size_Step"
1318 value   = 20
1319 reqs    =
1320     { "type", "name", "range"
1321       "Gov", "Fundamentalism", "Player"
1322     }
1324 [effect_empire_size_step_federation]
1325 type    = "Empire_Size_Step"
1326 value   = 24
1327 reqs    =
1328     { "type", "name", "range"
1329       "Gov", "Federation", "Player"
1330     }
1332 [effect_empire_size_step_republic]
1333 type    = "Empire_Size_Step"
1334 value   = 16
1335 reqs    =
1336     { "type", "name", "range"
1337       "Gov", "Republic", "Player"
1338     }
1340 [effect_empire_size_step_democracy]
1341 type    = "Empire_Size_Step"
1342 value   = 32
1343 reqs    =
1344     { "type", "name", "range"
1345       "Gov", "Democracy", "Player"
1346     }
1348 [effect_max_rates_anarchy]
1349 type    = "Max_Rates"
1350 value   = 100
1351 reqs    =
1352     { "type", "name", "range"
1353       "Gov", "Anarchy", "Player"
1354     }
1356 [effect_max_rates_tribal]
1357 type    = "Max_Rates"
1358 value   = 60
1359 reqs    =
1360     { "type", "name", "range"
1361       "Gov", "Tribal", "Player"
1362     }
1364 [effect_max_rates_despotism]
1365 type    = "Max_Rates"
1366 value   = 60
1367 reqs    =
1368     { "type", "name", "range"
1369       "Gov", "Despotism", "Player"
1370     }
1372 [effect_max_rates_monarchy]
1373 type    = "Max_Rates"
1374 value   = 70
1375 reqs    =
1376     { "type", "name", "range"
1377       "Gov", "Monarchy", "Player"
1378     }
1380 [effect_max_rates_communism]
1381 type    = "Max_Rates"
1382 value   = 80
1383 reqs    =
1384     { "type", "name", "range"
1385       "Gov", "Communism", "Player"
1386     }
1388 [effect_max_rates_fundamentalism]
1389 type    = "Max_Rates"
1390 value   = 70
1391 reqs    =
1392     { "type", "name", "range"
1393       "Gov", "Fundamentalism", "Player"
1394     }
1396 [effect_max_rates_federation]
1397 type    = "Max_Rates"
1398 value   = 90
1399 reqs    =
1400     { "type", "name", "range"
1401       "Gov", "Federation", "Player"
1402     }
1404 [effect_max_rates_republic]
1405 type    = "Max_Rates"
1406 value   = 80
1407 reqs    =
1408     { "type", "name", "range"
1409       "Gov", "Republic", "Player"
1410     }
1412 [effect_max_rates_democracy]
1413 type    = "Max_Rates"
1414 value   = 90
1415 reqs    =
1416     { "type", "name", "range"
1417       "Gov", "Democracy", "Player"
1418     }
1420 [effect_martial_law_each_anarchy]
1421 type    = "Martial_Law_Each"
1422 value   = 1
1423 reqs    =
1424     { "type", "name", "range"
1425       "Gov", "Anarchy", "Player"
1426     }
1428 [effect_martial_law_each_despotism]
1429 type    = "Martial_Law_Each"
1430 value   = 1
1431 reqs    =
1432     { "type", "name", "range"
1433       "Gov", "Despotism", "Player"
1434     }
1436 [effect_martial_law_each_monarchy]
1437 type    = "Martial_Law_Each"
1438 value   = 1
1439 reqs    =
1440     { "type", "name", "range"
1441       "Gov", "Monarchy", "Player"
1442     }
1444 [effect_martial_law_each_tribal]
1445 type    = "Martial_Law_Each"
1446 value   = 2
1447 reqs    =
1448     { "type", "name", "range"
1449       "Gov", "Tribal", "Player"
1450     }
1452 [effect_martial_law_each_communism]
1453 type    = "Martial_Law_Each"
1454 value   = 2
1455 reqs    =
1456     { "type", "name", "range"
1457       "Gov", "Communism", "Player"
1458     }
1460 [effect_martial_law_max]
1461 type    = "Martial_Law_Max"
1462 value   = 3
1463 reqs    =
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
1474     }
1476 ; Railroad because makes Pyramids obsolete
1477 [effect_gov_tile_penalty_anarchy]
1478 type    = "Output_Penalty_Tile"
1479 value   = 2
1480 reqs    =
1481     { "type", "name", "range", "present"
1482       "Gov", "Anarchy", "Player", TRUE
1483       "Building", "Pyramids", "Player", FALSE
1484       "Tech", "Railroad", "Player", FALSE
1485     }
1487 [effect_gov_tile_penalty_tribal]
1488 type    = "Output_Penalty_Tile"
1489 value   = 2
1490 reqs    =
1491     { "type", "name", "range", "present"
1492       "Gov", "Tribal", "Player", TRUE
1493       "Building", "Pyramids", "Player", FALSE
1494       "Tech", "Railroad", "Player", FALSE
1495     }
1497 [effect_gov_tile_penalty_despotism]
1498 type    = "Output_Penalty_Tile"
1499 value   = 2
1500 reqs    =
1501     { "type", "name", "range", "present"
1502       "Gov", "Despotism", "Player", TRUE
1503       "Building", "Pyramids", "Player", FALSE
1504       "Tech", "Railroad", "Player", FALSE
1505     }
1507 [effect_gov_tile_bonus_republic]
1508 type    = "Output_Inc_Tile"
1509 value   = 1
1510 reqs    =
1511     { "type", "name", "range", "present"
1512       "Gov", "Republic", "Player", TRUE
1513       "OutputType", "Trade", "Local", TRUE
1514       "TerrainClass", "Oceanic", "Local", FALSE
1515     }
1517 [effect_gov_tile_bonus_democracy]
1518 type    = "Output_Inc_Tile"
1519 value   = 1
1520 reqs    =
1521     { "type", "name", "range", "present"
1522       "Gov", "Democracy", "Player", TRUE
1523       "OutputType", "Trade", "Local", TRUE
1524       "TerrainClass", "Oceanic", "Local", FALSE
1525     }
1527 [effect_gov_tile_bonus_celebrate]
1528 type    = "Output_Inc_Tile_Celebrate"
1529 value   = 1
1530 reqs    =
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
1542     }
1544 [effect_combat_tribal]
1545 type    = "Veteran_Combat"
1546 value   = 50
1547 reqs    =
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
1553     }
1555 [effect_revolution_republic]
1556 type    = "Revolution_Unhappiness"
1557 value   = 2
1558 reqs    =
1559     { "type", "name", "range"
1560       "Gov", "Republic", "Player"
1561     }
1563 [effect_revolution_democracy]
1564 type    = "Revolution_Unhappiness"
1565 value   = 2
1566 reqs    =
1567     { "type", "name", "range"
1568       "Gov", "Democracy", "Player"
1569     }
1571 [effect_senate_federation]
1572 type    = "Has_Senate"
1573 value   = 1
1574 reqs    =
1575     { "type", "name", "range", "present"
1576       "Gov", "Federation", "Player", TRUE
1577       "Building", "Statue of Liberty", "Player", FALSE
1578     }
1580 [effect_senate_democracy]
1581 type    = "Has_Senate"
1582 value   = 1
1583 reqs    =
1584     { "type", "name", "range", "present"
1585       "Gov", "Democracy", "Player", TRUE
1586       "Building", "Statue of Liberty", "Player", FALSE
1587     }
1589 [effect_veteran_communism]
1590 type    = "Veteran_Build"
1591 value   = 1
1592 reqs    =
1593     { "type", "name", "range"
1594       "Gov", "Communism", "Player"
1595       "UnitFlag", "Diplomat", "Local"
1596     }
1598 [effect_veteran_federation]
1599 type    = "Veteran_Build"
1600 value   = 1
1601 reqs    =
1602     { "type", "name", "range"
1603       "Gov", "Federation", "Player"
1604       "UnitFlag", "Diplomat", "Local"
1605     }
1607 [effect_partisan_communism]
1608 type    = "Inspire_Partisans"
1609 value   = 1
1610 reqs    =
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
1617     }
1619 [effect_partisan_democracy]
1620 type    = "Inspire_Partisans"
1621 value   = 1
1622 reqs    =
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
1629     }
1631 [effect_lux_federation]
1632 type    = "Output_Add_Tile"
1633 value   = 3
1634 reqs    =
1635     { "type", "name", "range"
1636       "Gov", "Federation", "Player"
1637       "CityTile", "Center", "Local"
1638       "OutputType", "Luxury", "Local"
1639     }
1641 [effect_bad_lux_anarchy]
1642 type    = "Output_Bonus"
1643 value   = -50
1644 reqs    =
1645     { "type", "name", "range"
1646       "Gov", "Anarchy", "Player"
1647       "OutputType", "Luxury", "Local"
1648     }
1650 [effect_bad_sci_fundamentalism]
1651 type    = "Output_Bonus"
1652 value   = -50
1653 reqs    =
1654     { "type", "name", "range"
1655       "Gov", "Fundamentalism", "Player"
1656       "OutputType", "Science", "Local"
1657     }
1659 [effect_tithes_fundamentalism]
1660 type    = "Happiness_To_Gold" 
1661 value   = 1 
1662 reqs    = 
1663     { "type", "name", "range" 
1664       "Gov", "Fundamentalism", "Player" 
1665     }
1667 [effect_fanatics_fundamentalism]
1668 type    = "Fanatics"
1669 value   = 1
1670 reqs    =
1671     { "type", "name", "range"
1672       "Gov", "Fundamentalism", "Player"
1673     }
1675 [effect_airport]
1676 type    = "Veteran_Build"
1677 value   = 1
1678 reqs    =
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
1684     }
1686 [effect_airport_0a]
1687 type    = "Veteran_Build"
1688 value   = 1
1689 reqs    =
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
1695     }
1697 [effect_airport_0b]
1698 type    = "Veteran_Build"
1699 value   = 1
1700 reqs    =
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
1706     }
1708 [effect_airport_1]
1709 type    = "HP_Regen"
1710 value   = 100
1711 reqs    =
1712     { "type", "name", "range"
1713       "Building", "Airport", "City"
1714       "UnitClass", "Air", "Local"
1715     }
1717 [effect_airport_1a]
1718 type    = "HP_Regen"
1719 value   = 100
1720 reqs    =
1721     { "type", "name", "range"
1722       "Building", "Airport", "City"
1723       "UnitClass", "Helicopter", "Local"
1724     }
1726 [effect_airport_2]
1727 type    = "Airlift"
1728 value   = 1
1729 reqs    =
1730     { "type", "name", "range"
1731       "Building", "Airport", "City"
1732     }
1734 ; Base max city size of 8
1735 [effect_aqueduct_base]
1736 type    = "Size_Adj"
1737 value   = 8
1739 ; Max city size 8 + 8 = 16
1740 [effect_aqueduct]
1741 type    = "Size_Adj"
1742 value   = 8
1743 reqs    =
1744     { "type", "name", "range"
1745       "Building", "Aqueduct", "City"
1746     }
1748 [effect_aqueduct_1]
1749 type    = "Health_Pct"
1750 value   = 30
1751 reqs    =
1752     { "type", "name", "range"
1753       "Building", "Aqueduct", "City"
1754     }
1756 [effect_aqueduct_river]
1757 type    = "Size_Adj"
1758 value   = 8
1759 reqs    =
1760     { "type", "name", "range", "present"
1761       "Building", "Aqueduct, River", "City", TRUE
1762       "Building", "Aqueduct", "City", FALSE
1763     }
1765 [effect_aqueduct_river_1]
1766 type    = "Health_Pct"
1767 value   = 30
1768 reqs    =
1769     { "type", "name", "range", "present"
1770       "Building", "Aqueduct, River", "City", TRUE
1771       "Building", "Aqueduct", "City", FALSE
1772     }
1774 [effect_aqueduct_lake]
1775 type    = "Size_Adj"
1776 value   = 8
1777 reqs    =
1778     { "type", "name", "range", "present"
1779       "Building", "Aqueduct, Lake", "City", TRUE
1780       "Building", "Aqueduct", "City", FALSE
1781       "Building", "Aqueduct, River", "City", FALSE
1782     }
1784 [effect_aqueduct_lake_1]
1785 type    = "Health_Pct"
1786 value   = 30
1787 reqs    =
1788     { "type", "name", "range", "present"
1789       "Building", "Aqueduct, Lake", "City", TRUE
1790       "Building", "Aqueduct", "City", FALSE
1791       "Building", "Aqueduct, River", "City", FALSE
1792     }
1794 [effect_bank]
1795 type    = "Output_Bonus"
1796 value   = 50
1797 reqs    =
1798     { "type", "name", "range"
1799       "Building", "Bank", "City"
1800       "OutputType", "Gold", "Local"
1801     }
1803 [effect_bank_1]
1804 type    = "Output_Bonus"
1805 value   = 50
1806 reqs    =
1807     { "type", "name", "range"
1808       "Building", "Bank", "City"
1809       "OutputType", "Luxury", "Local"
1810     }
1812 [effect_barracks]
1813 type    = "Veteran_Build"
1814 value   = 1
1815 reqs    =
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
1821     }
1823 [effect_barracks_b]
1824 type    = "Veteran_Build"
1825 value   = 1
1826 reqs    =
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
1832     }
1834 [effect_barracks_hp]
1835 type    = "HP_Regen"
1836 value   = 100
1837 reqs    =
1838     { "type", "name", "range", "present"
1839       "Building", "Barracks", "City", TRUE
1840       "UnitClass", "Land", "Local", TRUE
1841     }
1843 [effect_barracks_b_hp]
1844 type    = "HP_Regen"
1845 value   = 100
1846 reqs    =
1847     { "type", "name", "range", "present"
1848       "Building", "Barracks", "City", TRUE
1849       "UnitClass", "Big Land", "Local", TRUE
1850     }
1852 [effect_barracks_ii]
1853 type    = "Veteran_Build"
1854 value   = 1
1855 reqs    =
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
1861     }
1863 [effect_barracks_ii_b]
1864 type    = "Veteran_Build"
1865 value   = 1
1866 reqs    =
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
1872     }
1874 [effect_barracks_ii_hp]
1875 type    = "HP_Regen"
1876 value   = 100
1877 reqs    =
1878     { "type", "name", "range", "present"
1879       "Building", "Barracks II", "City", TRUE
1880       "UnitClass", "Land", "Local", TRUE
1881     }
1883 [effect_barracks_ii_b_hp]
1884 type    = "HP_Regen"
1885 value   = 100
1886 reqs    =
1887     { "type", "name", "range", "present"
1888       "Building", "Barracks II", "City", TRUE
1889       "UnitClass", "Big Land", "Local", TRUE
1890     }
1892 [effect_barracks_iii]
1893 type    = "Veteran_Build"
1894 value   = 1
1895 reqs    =
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
1901     }
1903 [effect_barracks_iii_b]
1904 type    = "Veteran_Build"
1905 value   = 1
1906 reqs    =
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
1912     }
1914 [effect_barracks_iii_hp]
1915 type    = "HP_Regen"
1916 value   = 100
1917 reqs    =
1918     { "type", "name", "range"
1919       "Building", "Barracks III", "City"
1920       "UnitClass", "Land", "Local"
1921     }
1923 [effect_barracks_iii_b_hp]
1924 type    = "HP_Regen"
1925 value   = 100
1926 reqs    =
1927     { "type", "name", "range"
1928       "Building", "Barracks III", "City"
1929       "UnitClass", "Big Land", "Local"
1930     }
1932 [effect_cathedral]
1933 type    = "Make_Content"
1934 value   = 3
1935 reqs    =
1936     { "type", "name", "range"
1937       "Building", "Cathedral", "City"
1938     }
1940 [effect_cathedral_culture]
1941 type    = "History"
1942 value   = 3
1943 reqs    =
1944     { "type", "name", "range"
1945       "Building", "Cathedral", "City"
1946     }
1948 [effect_cathedral_1]
1949 type    = "Make_Content"
1950 value   = 1
1951 reqs    =
1952     { "type", "name", "range", "present"
1953       "Tech", "Theology", "Player", TRUE
1954       "Building", "Cathedral", "City", TRUE
1955       "Gov", "Communism", "Player", FALSE
1956     }
1958 ; Every Land
1959 [effect_city_defense_0]
1960 type    = "Defend_Bonus"
1961 value   = 50
1962 reqs    =
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
1974     }
1976 ; Every Land, Sea, Trireme
1977 [effect_city_defense_1]
1978 type    = "Defend_Bonus"
1979 value   = 50
1980 reqs    =
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
1993     }
1995 ; Every Land
1996 [effect_city_walls_0]
1997 type    = "Defend_Bonus"
1998 value   = 100
1999 reqs    =
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
2011     }
2013 [effect_city_walls_1]
2014 type    = "Unit_No_Lose_Pop"
2015 value   = 1
2016 reqs    =
2017     { "type", "name", "range"
2018       "Building", "City Walls", "City"
2019     }
2021 [effect_city_walls_visible]
2022 type    = "Visible_Walls"
2023 value   = 1
2024 reqs    =
2025     { "type", "name", "range"
2026       "Building", "City Walls", "City"
2027     }
2029 [effect_coastal_defense]
2030 type    = "Defend_Bonus"
2031 value   = 100
2032 reqs    =
2033     { "type", "name", "range"
2034       "Building", "Coastal Defense", "City"
2035       "UnitClass", "Sea", "Local"
2036     }
2038 [effect_coastal_defense_trireme]
2039 type    = "Defend_Bonus"
2040 value   = 100
2041 reqs    =
2042     { "type", "name", "range"
2043       "Building", "Coastal Defense", "City"
2044       "UnitClass", "Trireme", "Local"
2045     }
2047 [effect_colosseum]
2048 type    = "Make_Content"
2049 value   = 3
2050 reqs    =
2051     { "type", "name", "range"
2052       "Building", "Colosseum", "City"
2053     }
2055 [effect_colosseum_1]
2056 type    = "Make_Content"
2057 value   = 1
2058 reqs    =
2059     { "type", "name", "range"
2060       "Tech", "Electricity", "Player"
2061       "Building", "Colosseum", "City"
2062     }
2064 [effect_colosseum_culture]
2065 type    = "History"
2066 value   = 2
2067 reqs    =
2068     { "type", "name", "range"
2069       "Building", "Colosseum", "City"
2070     }
2072 [effect_courthouse]
2073 type    = "Output_Waste_Pct"
2074 value   = 50
2075 reqs    =
2076     { "type", "name", "range"
2077       "Building", "Courthouse", "City"
2078       "OutputType", "Trade", "Local"
2079     }
2081 [effect_courthouse_1]
2082 type    = "Output_Waste_Pct"
2083 value   = 50
2084 reqs    =
2085     { "type", "name", "range"
2086       "Building", "Courthouse", "City"
2087       "OutputType", "Shield", "local"
2088     }
2090 ; effect always has value>=50, so this halves food waste
2091 [effect_courthouse_2]
2092 type    = "Output_Waste_Pct"
2093 value   = 25
2094 reqs    =
2095     { "type", "name", "range"
2096       "Building", "Courthouse", "City"
2097       "OutputType", "Food", "local"
2098     }
2100 [effect_courthouse_3]
2101 type    = "Make_Content"
2102 value   = 1
2103 reqs    =
2104     { "type", "name", "range"
2105       "Building", "Courthouse", "City"
2106     }
2108 [effect_courthouse_incite]
2109 type    = "Incite_Cost_Pct"
2110 value   = 300
2111 reqs    =
2112     { "type", "name", "range", "present"
2113       "Building", "Courthouse", "City", TRUE
2114       "MaxUnitsOnTile", "0", "Local", FALSE
2115     }
2117 [effect_incite_cost_empty_courthouse]
2118 type = "Incite_Cost_Pct"
2119 value = 100
2120 reqs    =
2121     { "type", "name", "range", "present"
2122       "MaxUnitsOnTile", "0", "Local", TRUE
2123       "Building", "Courthouse", "City", TRUE
2124     }
2126 [effect_incite_cost_empty]
2127 type = "Incite_Cost_Pct"
2128 value = -50
2129 reqs    =
2130     { "type", "name", "range", "present"
2131       "MaxUnitsOnTile", "0", "Local", TRUE
2132       "Building", "Courthouse", "City", FALSE
2133     }
2135 [effect_factory]
2136 type    = "Output_Bonus"
2137 value   = 25
2138 reqs    =
2139     { "type", "name", "range"
2140       "Building", "Factory", "City"
2141       "OutputType", "Shield", "Local"
2142     }
2144 [effect_factory_1]
2145 type    = "Pollu_Pop_Pct"
2146 value   = 25
2147 reqs    =
2148     { "type", "name", "range"
2149       "Building", "Factory", "City"
2150     }
2152 ; effect always has value>=50, so this halves food waste
2153 [effect_granary]
2154 type    = "Output_Waste_Pct"
2155 value   = 25
2156 reqs    =
2157     { "type", "name", "range"
2158       "Building", "Granary", "City"
2159       "OutputType", "Food", "local"
2160     }
2162 ; Free Granary effect in small cities
2163 [effect_granary_base]
2164 type    = "Growth_Food"
2165 value   = 50
2166 reqs   =
2167     { "type", "name", "range", "present"
2168       "MinSize", "4", "City", FALSE
2169     }
2171 ; Granary size fixed to 10
2172 [effect_granary_0]
2173 type    = "Growth_Food"
2174 value   = 50
2175 reqs    =
2176     { "type", "name", "range", "present"
2177       "Building", "Granary", "City", TRUE
2178       "MinSize", "4", "City", TRUE
2179       "MinSize", "5", "City", FALSE
2180     }
2182 ; Size adjusted when Foodbox increases
2183 [effect_granary_1]
2184 type    = "Growth_Food"
2185 value   = 34
2186 reqs    =
2187     { "type", "name", "range", "present"
2188       "Building", "Granary", "City", TRUE
2189       "MinSize", "5", "City", TRUE
2190       "MinSize", "7", "City", FALSE
2191     }
2193 ; Size adjusted when Foodbox increases
2194 [effect_granary_2]
2195 type    = "Growth_Food"
2196 value   = 25
2197 reqs    =
2198     { "type", "name", "range"
2199       "Building", "Granary", "City"
2200       "MinSize", "7", "City"
2201     }
2203 [effect_harbour]
2204 type    = "Output_Add_Tile"
2205 value   = 1
2206 reqs    =
2207     { "type", "name", "range", "present"
2208       "TerrainFlag", "Sea", "Local", TRUE
2209       "Building", "Harbour", "City", TRUE
2210       "OutputType", "Food", "Local", TRUE
2211     }
2213 [effect_hydro_plant]
2214 type    = "Output_Bonus"
2215 value   = 25
2216 reqs    =
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
2223     }
2225 [effect_hydro_plant_1]
2226 type    = "Output_Bonus"
2227 value   = 25
2228 reqs    =
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
2235     }
2237 [effect_hydro_plant_2]
2238 type    = "Pollu_Prod_Pct"
2239 value   = -50
2240 reqs    =
2241     { "type", "name", "range", "present"
2242       "Building", "Hydro Plant", "City", TRUE
2243       "Building", "Solar Plant", "City", FALSE
2244       "Building", "Hoover Dam", "City", FALSE
2245     }
2247 [effect_hydro_plant_3]
2248 type    = "Pollu_Prod_Pct"
2249 value   = -25
2250 reqs    =
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
2256     }
2258 [effect_hydro_plant_4]
2259 type    = "Pollu_Prod_Pct"
2260 value   = -25
2261 reqs    =
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
2267     }
2269 [effect_library]
2270 type    = "Output_Bonus"
2271 value   = 50
2272 reqs    =
2273     { "type", "name", "range"
2274       "Building", "Library", "City"
2275       "OutputType", "Science", "Local"
2276     }
2278 [effect_library_culture]
2279 type    = "History"
2280 value   = 1
2281 reqs    =
2282     { "type", "name", "range"
2283       "Building", "Library", "City"
2284     }
2286 [effect_marketplace]
2287 type    = "Output_Bonus"
2288 value   = 50
2289 reqs    =
2290     { "type", "name", "range"
2291       "Building", "Marketplace", "City"
2292       "OutputType", "Gold", "Local"
2293     }
2295 [effect_marketplace_1]
2296 type    = "Output_Bonus"
2297 value   = 50
2298 reqs    =
2299     { "type", "name", "range"
2300       "Building", "Marketplace", "City"
2301       "OutputType", "Luxury", "Local"
2302     }
2304 ; Counteracts population pollution from any 2 other buildings
2305 [effect_mass_transit]
2306 type    = "Pollu_Pop_Pct"
2307 value   = -50
2308 reqs    =
2309     { "type", "name", "range"
2310       "Building", "Mass Transit", "City"
2311     }
2313 [effect_mfg_plant]
2314 type    = "Output_Bonus"
2315 value   = 25
2316 reqs    =
2317     { "type", "name", "range"
2318       "Building", "Mfg. Plant", "City"
2319       "OutputType", "Shield", "Local"
2320     }
2322 [effect_mfg_plant_1]
2323 type    = "Pollu_Pop_Pct"
2324 value   = 25
2325 reqs    =
2326     { "type", "name", "range"
2327       "Building", "Mfg. Plant", "City"
2328     }
2330 [effect_nuclear_plant]
2331 type    = "Output_Bonus"
2332 value   = 25
2333 reqs    =
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
2341     }
2343 [effect_nuclear_plant_1]
2344 type    = "Output_Bonus"
2345 value   = 25
2346 reqs    =
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
2354     }
2356 [effect_nuclear_plant_2]
2357 type    = "Pollu_Prod_Pct"
2358 value   = -50
2359 reqs    =
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
2365     }
2367 [effect_nuclear_plant_3]
2368 type    = "Pollu_Prod_Pct"
2369 value   = -25
2370 reqs    =
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
2377     }
2379 [effect_offshore_platform]
2380 type    = "Output_Add_Tile"
2381 value   = 1
2382 reqs    =
2383     { "type", "name", "range"
2384       "TerrainClass", "Oceanic", "Local"
2385       "Building", "Offshore Platform", "City"
2386       "OutputType", "Shield", "Local"
2387     }
2389 [effect_offshore_platform_1]
2390 type    = "Output_Add_Tile"
2391 value   = -1
2392 reqs    =
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
2398     }
2400 [effect_offshore_platform_2]
2401 type    = "Pollu_Pop_Pct"
2402 value   = 25
2403 reqs    =
2404     { "type", "name", "range"
2405       "Building", "Offshore Platform", "City"
2406     }
2408 [effect_palace]
2409 type    = "Output_Waste_Pct"
2410 value   = 50
2411 reqs    =
2412     { "type", "name", "range"
2413       "Building", "Palace", "City"
2414       "OutputType", "Trade", "Local"
2415     }
2417 [effect_palace_1]
2418 type    = "Output_Waste_Pct"
2419 value   = 50
2420 reqs    =
2421     { "type", "name", "range"
2422       "Building", "Palace", "City"
2423       "OutputType", "Shield", "local"
2424     }
2426 [effect_palace_2]
2427 type    = "Spy_Resistant"
2428 value   = 50
2429 reqs    =
2430     { "type", "name", "range"
2431       "Building", "Palace", "City"
2432     }
2434 [effect_palace_3]
2435 type    = "Capital_City"
2436 value   = 1
2437 reqs    =
2438     { "type", "name", "range"
2439       "Building", "Palace", "City"
2440     }
2442 [effect_palace_gov_center]
2443 type    = "Gov_Center"
2444 value   = 1
2445 reqs    =
2446     { "type", "name", "range"
2447       "Building", "Palace", "City"
2448     }
2450 [effect_palace_despotism]
2451 type    = "Output_Bonus"
2452 value   = 75
2453 reqs    =
2454     { "type", "name", "range"
2455       "Gov", "Despotism", "Player"
2456       "Building", "Palace", "City"
2457       "OutputType", "Gold", "Local"
2458     }
2460 [effect_palace_monarchy]
2461 type    = "Output_Bonus"
2462 value   = 50
2463 reqs    =
2464     { "type", "name", "range"
2465       "Gov", "Monarchy", "Player"
2466       "Building", "Palace", "City"
2467       "OutputType", "Gold", "Local"
2468     }
2470 [effect_palace_culture]
2471 type    = "History"
2472 value   = 1
2473 reqs    =
2474     { "type", "name", "range"
2475       "Building", "Palace", "City"
2476     }
2478 [effect_ecclesiastical_palace]
2479 type    = "Output_Waste_Pct"
2480 value   = 50
2481 reqs    =
2482     { "type", "name", "range", "present"
2483       "Building", "Ecclesiastical Palace", "City", TRUE
2484       "OutputType", "Trade", "Local", TRUE
2485       "Building", "Palace", "City", FALSE
2486     }
2488 [effect_ecclesiastical_palace_1]
2489 type    = "Output_Waste_Pct"
2490 value   = 50
2491 reqs    =
2492     { "type", "name", "range", "present"
2493       "Building", "Ecclesiastical Palace", "City", TRUE
2494       "OutputType", "Shield", "local", TRUE
2495       "Building", "Palace", "City", FALSE
2496     }
2498 [effect_ecclesiastical_palace_2]
2499 type    = "Spy_Resistant"
2500 value   = 50
2501 reqs    =
2502     { "type", "name", "range", "present"
2503       "Building", "Ecclesiastical Palace", "City", TRUE
2504       "Building", "Palace", "City", FALSE
2505     }
2507 [effect_ecclesiastical_palace_gov_center]
2508 type    = "Gov_Center"
2509 value   = 1
2510 reqs    =
2511     { "type", "name", "range", "present"
2512       "Building", "Ecclesiastical Palace", "City", TRUE
2513       "Building", "Palace", "City", FALSE
2514     }
2516 [effect_ecclesiastical_palace_despotism]
2517 type    = "Output_Bonus"
2518 value   = 75
2519 reqs    =
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
2525     }
2527 [effect_ecclesiastical_palace_monarchy]
2528 type    = "Output_Bonus"
2529 value   = 50
2530 reqs    =
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
2536     }
2538 [effect_ecclesiastical_palace_culture]
2539 type    = "History"
2540 value   = 1
2541 reqs    =
2542     { "type", "name", "range", "present"
2543       "Building", "Ecclesiastical Palace", "City", TRUE
2544       "Building", "Palace", "City", FALSE
2545     }
2547 [effect_police_station]
2548 type    = "Make_Content"
2549 value   = 2
2550 reqs    =
2551     { "type", "name", "range"
2552       "Building", "Police Station", "City"
2553     }
2555 [effect_police_station_1]
2556 type    = "Make_Content_Mil"
2557 value   = 1
2558 reqs    =
2559     { "type", "name", "range"
2560       "Building", "Police Station", "City"
2561     }
2563 ; Net effect is to neutralize one unit's unhappiness
2564 [effect_police_station_democracy]
2565 type    = "Make_Content_Mil"
2566 value   = 1
2567 reqs    =
2568     { "type", "name", "range", "present"
2569       "Gov", "Democracy", "Player", TRUE
2570       "Building", "Police Station", "City", TRUE
2571       "Building", "Women's Suffrage", "Player", FALSE
2572     }
2574 [effect_port_facility]
2575 type    = "Veteran_Build"
2576 value   = 1
2577 reqs    =
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
2583     }
2585 [effect_port_facility_1]
2586 type    = "HP_Regen"
2587 value   = 100
2588 reqs    =
2589     { "type", "name", "range"
2590       "Building", "Port Facility", "City"
2591       "UnitClass", "Sea", "Local"
2592     }
2594 [effect_port_facility_trireme]
2595 type    = "Veteran_Build"
2596 value   = 1
2597 reqs    =
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
2603     }
2605 [effect_port_facility_trireme_1]
2606 type    = "HP_Regen"
2607 value   = 100
2608 reqs    =
2609     { "type", "name", "range"
2610       "Building", "Port Facility", "City"
2611       "UnitClass", "Trireme", "Local"
2612     }
2614 [effect_power_plant]
2615 type    = "Output_Bonus"
2616 value   = 25
2617 reqs    =
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
2626     }
2628 [effect_power_plant_1]
2629 type    = "Output_Bonus"
2630 value   = 25
2631 reqs    =
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
2640     }
2642 ; Recycling Center gives a lesser additional bonus with plants
2643 [effect_recycling_center]
2644 type    = "Pollu_Prod_Pct"
2645 value   = -50
2646 reqs    =
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
2653     }
2655 [effect_research_lab]
2656 type    = "Output_Bonus"
2657 value   = 50
2658 reqs    =
2659     { "type", "name", "range"
2660       "Building", "Research Lab", "City"
2661       "OutputType", "Science", "Local"
2662     }
2664 [effect_research_lab_culture]
2665 type    = "History"
2666 value   = 3
2667 reqs    =
2668     { "type", "name", "range"
2669       "Building", "Research Lab", "City"
2670     }
2672 [effect_sam_battery]
2673 type    = "Defend_Bonus"
2674 value   = 100
2675 reqs    =
2676     { "type", "name", "range"
2677       "Building", "SAM Battery", "City"
2678       "UnitClass", "Air", "Local"
2679     }
2681 [effect_sam_battery_1]
2682 type    = "Defend_Bonus"
2683 value   = 100
2684 reqs    =
2685     { "type", "name", "range"
2686       "Building", "SAM Battery", "City"
2687       "UnitClass", "Helicopter", "Local"
2688     }
2690 [effect_sdi_defense]
2691 type    = "Nuke_Proof"
2692 value   = 100
2693 reqs    =
2694     { "type", "name", "range", "present"
2695       "Building", "SDI Defense", "City", TRUE
2696       "DiplRel", "Is foreign", "Local", TRUE
2697       "DiplRel", "Team", "Local", FALSE
2698     }
2700 [effect_sdi_defense_1]
2701 type    = "Defend_Bonus"
2702 value   = 100
2703 reqs    =
2704     { "type", "name", "range"
2705       "Building", "SDI Defense", "City"
2706       "UnitClass", "Missile", "Local"
2707     }
2709 [effect_sewer_system]
2710 type    = "Size_Unlimit"
2711 value   = 1
2712 reqs    =
2713     { "type", "name", "range"
2714       "Building", "Sewer System", "City"
2715       "Building", "Aqueduct", "City"
2716     }
2718 [effect_sewer_system_1]
2719 type    = "Size_Unlimit"
2720 value   = 1
2721 reqs    =
2722     { "type", "name", "range"
2723       "Building", "Sewer System", "City"
2724       "Building", "Aqueduct, Lake", "City"
2725     }
2727 [effect_sewer_system_2]
2728 type    = "Size_Unlimit"
2729 value   = 1
2730 reqs    =
2731     { "type", "name", "range"
2732       "Building", "Sewer System", "City"
2733       "Building", "Aqueduct, River", "City"
2734     }
2736 [effect_sewer_system_health]
2737 type    = "Health_Pct"
2738 value   = 30
2739 reqs    =
2740     { "type", "name", "range"
2741       "Building", "Sewer System", "City"
2742     }
2744 [effect_solar_plant]
2745 type    = "Output_Bonus"
2746 value   = 25
2747 reqs    =
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
2753     }
2755 [effect_solar_plant_1]
2756 type    = "Output_Bonus"
2757 value   = 25
2758 reqs    =
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
2764     }
2766 [effect_solar_plant_2]
2767 type    = "Pollu_Prod_Pct"
2768 value   = -75
2769 reqs    =
2770     { "type", "name", "range", "present"
2771       "Building", "Solar Plant", "City", TRUE
2772       "Building", "Hoover Dam", "City", FALSE
2773     }
2775 [effect_solar_plant_3]
2776 type    = "Pollu_Prod_Pct"
2777 value   = -25
2778 reqs    =
2779     { "type", "name", "range", "present"
2780       "Building", "Recycling Center", "City", TRUE
2781       "Building", "Solar Plant", "City", TRUE
2782       "Building", "Hoover Dam", "City", FALSE
2783     }
2785 [effect_space_component]
2786 type    = "SS_Component"
2787 value   = 1
2788 reqs    =
2789     { "type", "name", "range"
2790       "Building", "Space Component", "City"
2791     }
2793 [effect_space_module]
2794 type    = "SS_Module"
2795 value   = 1
2796 reqs    =
2797     { "type", "name", "range"
2798       "Building", "Space Module", "City"
2799     }
2801 [effect_space_structural]
2802 type    = "SS_Structural"
2803 value   = 1
2804 reqs    =
2805     { "type", "name", "range"
2806       "Building", "Space Structural", "City"
2807     }
2809 [effect_plastics_slowdown]
2810 type    = "Slow_Down_Timeline"
2811 value   = 1
2812 reqs    =
2813     { "type", "name", "range", "survives"
2814       "Tech", "Plastics", "World", TRUE
2815     }
2817 [effect_superconductor_slowdown]
2818 type    = "Slow_Down_Timeline"
2819 value   = 1
2820 reqs    =
2821     { "type", "name", "range", "survives"
2822       "Tech", "Superconductors", "World", TRUE
2823     }
2825 [effect_spaceflight_slowdown]
2826 type    = "Slow_Down_Timeline"
2827 value   = 1
2828 reqs    =
2829     { "type", "name", "range", "survives"
2830       "Tech", "Space Flight", "World", TRUE
2831     }
2833 [effect_stock_exchange]
2834 type    = "Output_Bonus"
2835 value   = 50
2836 reqs    =
2837     { "type", "name", "range"
2838       "Building", "Stock Exchange", "City"
2839       "OutputType", "Gold", "Local"
2840     }
2842 [effect_stock_exchange_1]
2843 type    = "Output_Bonus"
2844 value   = 50
2845 reqs    =
2846     { "type", "name", "range"
2847       "Building", "Stock Exchange", "City"
2848       "OutputType", "Luxury", "Local"
2849     }
2851 ; Tiles with farmland don't get Super Highways trade bonus
2852 [effect_super_highways]
2853 type    = "Output_Inc_Tile"
2854 value   = 1
2855 reqs    =
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
2862     }
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"
2871 value   = 1
2872 reqs    =
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
2880     }
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"
2886 value   = 1
2887 reqs    =
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
2896     }
2898 [effect_super_highways_city_center_3]
2899 type    = "Output_Inc_Tile"
2900 value   = 1
2901 reqs    =
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
2910     }
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"
2916 value   = 1
2917 reqs    =
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
2928     }
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"
2934 value   = 1
2935 reqs    =
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
2948     }
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"
2955 value   = 50
2956 reqs    =
2957     { "type", "name", "range"
2958       "Building", "Super Highways", "City"
2959       "Building", "Stock Exchange", "City"
2960       "OutputType", "Gold", "Local"
2961     }
2963 [effect_super_highways_2]
2964 type    = "Output_Bonus"
2965 value   = 50
2966 reqs    =
2967     { "type", "name", "range"
2968       "Building", "Super Highways", "City"
2969       "Building", "Stock Exchange", "City"
2970       "OutputType", "Luxury", "Local"
2971     }
2973 [effect_super_highways_3]
2974 type    = "Pollu_Pop_Pct"
2975 value   = 25
2976 reqs    =
2977     { "type", "name", "range"
2978       "Building", "Super Highways", "City"
2979     }
2981 [effect_supermarket]
2982 type    = "Output_Per_Tile"
2983 value   = 50
2984 reqs    =
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
2990     }
2992 ; Automatic farmland on city center
2993 ; Note, terms are duplicated in Super Highways rules
2994 [effect_supermarket_2]
2995 type    = "Output_Per_Tile"
2996 value   = 50
2997 reqs    =
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
3005     }
3007 [effect_temple]
3008 type    = "Make_Content"
3009 value   = 1
3010 reqs    =
3011     { "type", "name", "range"
3012       "Building", "Temple", "City"
3013     }
3015 [effect_temple_1]
3016 type    = "Make_Content"
3017 value   = 1
3018 reqs    =
3019     { "type", "name", "range", "present"
3020       "Tech", "Mysticism", "Player", TRUE
3021       "Building", "Temple", "City", TRUE
3022       "Gov", "Communism", "Player", FALSE
3023     }
3025 [effect_temple_culture]
3026 type    = "History"
3027 value   = 1
3028 reqs    =
3029     { "type", "name", "range"
3030       "Building", "Temple", "City"
3031     }
3033 [effect_university]
3034 type    = "Output_Bonus"
3035 value   = 50
3036 reqs    =
3037     { "type", "name", "range"
3038       "Building", "University", "City"
3039       "OutputType", "Science", "Local"
3040     }
3042 [effect_university_culture]
3043 type    = "History"
3044 value   = 2
3045 reqs    =
3046     { "type", "name", "range"
3047       "Building", "University", "City"
3048     }
3050 [effect_apollo_program]
3051 type    = "Reveal_Map"
3052 value   = 1
3053 reqs    =
3054     { "type", "name", "range"
3055       "Building", "Apollo Program", "Player"
3056     }
3058 [effect_apollo_program_1]
3059 type    = "Enable_Space"
3060 value   = 1
3061 reqs    =
3062     { "type", "name", "range", "survives"
3063       "Building", "Apollo Program", "World", TRUE
3064     }
3066 [effect_apollo_program_culture]
3067 type    = "History"
3068 value   = 6
3069 reqs    =
3070     { "type", "name", "range"
3071       "Building", "Apollo Program", "City"
3072     }
3074 [effect_asmiths_trading_co]
3075 type    = "Upkeep_Free"
3076 value   = 1
3077 reqs    =
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
3082     }
3084 ;2 + 1 = 3
3085 [effect_asmiths_trading_co_1]
3086 type    = "Specialist_Output"
3087 value   = 1
3088 reqs    =
3089     { "type", "name", "range", "survives"
3090       "Building", "A.Smith's Trading Co.", "World", TRUE
3091       "Specialist", "Taxman", "Local"
3092       "OutputType", "Gold", "Local"
3093     }
3095 [effect_asmiths_trading_co_culture]
3096 type    = "History"
3097 value   = 4
3098 reqs    =
3099     { "type", "name", "range"
3100       "Building", "A.Smith's Trading Co.", "City"
3101     }
3103 [effect_colossus]
3104 type    = "Output_Inc_Tile"
3105 value   = 1
3106 reqs    =
3107     { "type", "name", "range"
3108       "Building", "Colossus", "City"
3109       "OutputType", "Trade", "Local"
3110     }
3112 [effect_colossus_culture]
3113 type    = "History"
3114 value   = 2
3115 reqs    =
3116     { "type", "name", "range"
3117       "Building", "Colossus", "City"
3118     }
3120 [effect_copernicus_observatory]
3121 type    = "Output_Add_Tile"
3122 value   = 1
3123 reqs    =
3124     { "type", "name", "range"
3125       "Building", "Copernicus' Observatory", "City"
3126       "OutputType", "Science", "Local"
3127     }
3129 [effect_copernicus_observatory_culture]
3130 type    = "History"
3131 value   = 3
3132 reqs    =
3133     { "type", "name", "range"
3134       "Building", "Copernicus' Observatory", "City"
3135     }
3137 [effect_cure_for_cancer]
3138 type    = "Output_Add_Tile"
3139 value   = 2
3140 reqs    =
3141     { "type", "name", "range"
3142       "Building", "Cure For Cancer", "Player"
3143       "CityTile", "Center", "Local"
3144       "OutputType", "Luxury", "Local"
3145     }
3147 [effect_cure_for_cancer_health]
3148 type    = "Health_Pct"
3149 value   = 10
3150 reqs    =
3151     { "type", "name", "range"
3152       "Building", "Cure For Cancer", "Player"
3153     }
3155 [effect_cure_for_cancer_culture]
3156 type    = "History"
3157 value   = 6
3158 reqs    =
3159     { "type", "name", "range"
3160       "Building", "Cure For Cancer", "City"
3161     }
3163 [effect_darwins_voyage]
3164 type    = "Output_Add_Tile"
3165 value   = 1
3166 reqs    =
3167     { "type", "name", "range"
3168       "Building", "Darwin's Voyage", "Player"
3169       "CityTile", "Center", "Local"
3170       "OutputType", "Science", "Local"
3171     }
3173 ;2 + 1 = 3
3174 [effect_darwins_voyage_1]
3175 type    = "Specialist_Output"
3176 value   = 1
3177 reqs    =
3178     { "type", "name", "range", "survives"
3179       "Building", "Darwin's Voyage", "World", TRUE
3180       "Specialist", "Scientist", "Local"
3181       "OutputType", "Science", "Local"
3182     }
3184 [effect_darwins_voyage_culture]
3185 type    = "History"
3186 value   = 4
3187 reqs    =
3188     { "type", "name", "range"
3189       "Building", "Darwin's Voyage", "City"
3190     }
3192 [effect_eiffel_tower]
3193 type    = "Gain_AI_Love"
3194 value   = 10
3195 reqs    =
3196     { "type", "name", "range", "present", "survives"
3197       "Building", "Eiffel Tower", "Player", TRUE, FALSE
3198       "Building", "Apollo Program", "World", FALSE, TRUE
3199     }
3201 [effect_eiffel_tower_1]
3202 type    = "Pollu_Pop_Pct"
3203 value   = -25
3204 reqs    =
3205     { "type", "name", "range"
3206       "Building", "Eiffel Tower", "Player"
3207     }
3209 [effect_eiffel_tower_culture]
3210 type    = "History"
3211 value   = 3
3212 reqs    =
3213     { "type", "name", "range"
3214       "Building", "Eiffel Tower", "City"
3215     }
3217 [effect_great_library]
3218 type    = "Output_Bonus"
3219 value   = 50
3220 reqs    =
3221     { "type", "name", "range", "survives"
3222       "Building", "Great Library", "World", TRUE
3223       "Building", "Library", "City"
3224       "OutputType", "Science", "Local"
3225     }
3227 [effect_great_library_1]
3228 type    = "Output_Add_Tile"
3229 value   = 4
3230 reqs    =
3231     { "type", "name", "range"
3232       "Building", "Great Library", "City"
3233       "CityTile", "Center", "Local"
3234       "OutputType", "Science", "Local"
3235     }
3237 [effect_great_library_2]
3238 type    = "Give_Imm_Tech"
3239 value   = 1
3240 reqs    =
3241     { "type", "name", "range"
3242       "Building", "Great Library", "Player"
3243     }
3245 [effect_great_library_culture]
3246 type    = "History"
3247 value   = 3
3248 reqs    =
3249     { "type", "name", "range"
3250       "Building", "Great Library", "City"
3251     }
3253 ; Every Land unit
3254 [effect_great_wall]
3255 type    = "Defend_Bonus"
3256 value   = 50
3257 reqs    =
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
3270     }
3272 [effect_great_wall_1]
3273 type    = "Unit_No_Lose_Pop"
3274 value   = 1
3275 reqs    =
3276     { "type", "name", "range"
3277       "Building", "Great Wall", "Player"
3278     }
3280 [effect_great_wall_culture]
3281 type    = "History"
3282 value   = 3
3283 reqs    =
3284     { "type", "name", "range"
3285       "Building", "Great Wall", "City"
3286     }
3288 [effect_hanging_gardens]
3289 type    = "Make_Content"
3290 value   = 1
3291 reqs    =
3292     { "type", "name", "range"
3293       "Building", "Hanging Gardens", "Player"
3294     }
3296 [effect_hanging_gardens_1]
3297 type    = "Output_Add_Tile"
3298 value   = 4
3299 reqs    =
3300     { "type", "name", "range"
3301       "Building", "Hanging Gardens", "City"
3302       "CityTile", "Center", "Local"
3303       "OutputType", "Luxury", "Local"
3304     }
3306 [effect_hanging_gardens_culture]
3307 type    = "History"
3308 value   = 2
3309 reqs    =
3310     { "type", "name", "range"
3311       "Building", "Hanging Gardens", "City"
3312     }
3314 ; Hoover Dam behaves like a (self-enhanced) Hydro Plant in its own city
3315 [effect_hoover_dam]
3316 type    = "Output_Bonus"
3317 value   = 25
3318 reqs    =
3319     { "type", "name", "range"
3320       "Building", "Factory", "City"
3321       "Building", "Hoover Dam", "City"
3322       "OutputType", "Shield", "Local"
3323     }
3325 [effect_hoover_dam_1]
3326 type    = "Output_Bonus"
3327 value   = 25
3328 reqs    =
3329     { "type", "name", "range"
3330       "Building", "Mfg. Plant", "City"
3331       "Building", "Hoover Dam", "City"
3332       "OutputType", "Shield", "Local"
3333     }
3335 [effect_hoover_dam_2]
3336 type    = "Pollu_Prod_Pct"
3337 value   = -75
3338 reqs    =
3339     { "type", "name", "range"
3340       "Building", "Hoover Dam", "City"
3341     }
3343 [effect_hoover_dam_3]
3344 type    = "Pollu_Prod_Pct"
3345 value   = -25
3346 reqs    =
3347     { "type", "name", "range"
3348       "Building", "Recycling Center", "City"
3349       "Building", "Hoover Dam", "City"
3350     }
3352 [effect_hoover_dam_culture]
3353 type    = "History"
3354 value   = 6
3355 reqs    =
3356     { "type", "name", "range"
3357       "Building", "Hoover Dam", "City"
3358     }
3360 [effect_isaac_newtons_college]
3361 type    = "Output_Bonus"
3362 value   = 50
3363 reqs    =
3364     { "type", "name", "range", "survives"
3365       "Building", "Isaac Newton's College", "World", TRUE
3366       "Building", "University", "City"
3367       "OutputType", "Science", "Local"
3368     }
3370 [effect_isaac_newtons_college_1]
3371 type    = "Output_Add_Tile"
3372 value   = 6
3373 reqs    =
3374     { "type", "name", "range"
3375       "Building", "Isaac Newton's College", "City"
3376       "CityTile", "Center", "Local"
3377       "OutputType", "Science", "Local"
3378     }
3380 [effect_isaac_newtons_college_2]
3381 type    = "Give_Imm_Tech"
3382 value   = 1
3383 reqs    =
3384     { "type", "name", "range"
3385       "Building", "Isaac Newton's College", "Player"
3386     }
3388 [effect_isaac_newtons_college_culture]
3389 type    = "History"
3390 value   = 4
3391 reqs    =
3392     { "type", "name", "range"
3393       "Building", "Isaac Newton's College", "City"
3394     }
3396 [effect_js_bachs_cathedral]
3397 type    = "Output_Add_Tile"
3398 value   = 2
3399 reqs    =
3400     { "type", "name", "range"
3401       "Building", "J.S. Bach's Cathedral", "Player"
3402       "CityTile", "Center", "Local"
3403       "OutputType", "Luxury", "Local"
3404     }
3406 [effect_js_bachs_cathedral_culture]
3407 type    = "History"
3408 value   = 4
3409 reqs    =
3410     { "type", "name", "range"
3411       "Building", "J.S. Bach's Cathedral", "City"
3412     }
3414 [effect_king_richards_crusade]
3415 type    = "Make_Content_Mil"
3416 value   = 1
3417 reqs    =
3418     { "type", "name", "range"
3419       "Building", "King Richard's Crusade", "Player"
3420     }
3422 [effect_king_richards_crusade_1]
3423 type    = "Unit_Upkeep_Free_Per_City"
3424 value   = 2
3425 reqs    =
3426     { "type", "name", "range"
3427       "Building", "King Richard's Crusade", "Player"
3428       "OutputType", "Gold", "Local"
3429     }
3431 [effect_king_richards_crusade_culture]
3432 type    = "History"
3433 value   = 3
3434 reqs    =
3435     { "type", "name", "range"
3436       "Building", "King Richard's Crusade", "City"
3437     }
3439 [effect_leonardos_workshop]
3440 type    = "Upgrade_Unit"
3441 value   = 1
3442 reqs    =
3443     { "type", "name", "range"
3444       "Building", "Leonardo's Workshop", "Player"
3445     }
3447 [effect_leonardos_workshop_culture]
3448 type    = "History"
3449 value   = 4
3450 reqs    =
3451     { "type", "name", "range"
3452       "Building", "Leonardo's Workshop", "City"
3453     }
3455 [effect_lighthouse_move]
3456 type    = "Move_Bonus"
3457 value   = 1
3458 reqs    =
3459     { "type", "name", "range"
3460       "Building", "Lighthouse", "Player"
3461       "UnitClass", "Sea", "Local"
3462     }
3464 [effect_lighthouse_veteran]
3465 type    = "Veteran_Build"
3466 value   = 1
3467 reqs    =
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
3474     }
3476 [effect_lighthouse_trireme_move]
3477 type    = "Move_Bonus"
3478 value   = 1
3479 reqs    =
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
3487     }
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]
3492 type    = "Move_Bonus"
3493 value   = 1
3494 reqs    =
3495     { "type", "name", "range"
3496       "Building", "Lighthouse", "Player"
3497       "UnitClass", "Trireme", "Local"
3498       "CityTile", "Center", "Local"
3499       "TerrainClass", "Oceanic", "Adjacent"
3500     }
3502 [effect_lighthouse_trireme_veteran]
3503 type    = "Veteran_Build"
3504 value   = 1
3505 reqs    =
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
3512     }
3514 [effect_lighthouse_culture]
3515 type    = "History"
3516 value   = 2
3517 reqs    =
3518     { "type", "name", "range"
3519       "Building", "Lighthouse", "City"
3520     }
3522 [effect_magellans_expedition_move]
3523 type    = "Move_Bonus"
3524 value   = 1
3525 reqs    =
3526     { "type", "name", "range"
3527       "Building", "Magellan's Expedition", "Player"
3528       "UnitClass", "Sea", "Local"
3529     }
3531 [effect_magellans_expedition_veteran]
3532 type    = "Veteran_Combat"
3533 value   = 50
3534 reqs    =
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
3540     }
3542 [effect_magellans_expedition_culture]
3543 type    = "History"
3544 value   = 4
3545 reqs    =
3546     { "type", "name", "range"
3547       "Building", "Magellan's Expedition", "City"
3548     }
3550 [effect_manhattan_project]
3551 type    = "Enable_Nuke"
3552 value   = 1
3553 reqs    =
3554     { "type", "name", "range", "survives"
3555       "Building", "Manhattan Project", "World", TRUE
3556     }
3558 [effect_manhattan_project_culture]
3559 type    = "History"
3560 value   = 6
3561 reqs    =
3562     { "type", "name", "range"
3563       "Building", "Manhattan Project", "City"
3564     }
3566 [effect_marco_polos_embassy]
3567 type    = "Have_Embassies"
3568 value   = 1
3569 reqs    =
3570     { "type", "name", "range"
3571       "Building", "Marco Polo's Embassy", "Player"
3572     }
3574 [effect_marco_polos_embassy_culture]
3575 type    = "History"
3576 value   = 2
3577 reqs    =
3578     { "type", "name", "range"
3579       "Building", "Marco Polo's Embassy", "City"
3580     }
3582 [effect_michelangelos_chapel]
3583 type    = "Make_Content"
3584 value   = 3
3585 reqs    =
3586     { "type", "name", "range"
3587       "Building", "Cathedral", "City"
3588       "Building", "Michelangelo's Chapel", "Player"
3589     }
3591 [effect_michelangelos_chapel_culture]
3592 type    = "History"
3593 value   = 4
3594 reqs    =
3595     { "type", "name", "range"
3596       "Building", "Michelangelo's Chapel", "City"
3597     }
3599 [effect_mausoleum_of_mausolos]
3600 type    = "Make_Content"
3601 value   = 1
3602 reqs    =
3603     { "type", "name", "range"
3604       "Building", "City Walls", "City"
3605       "Building", "Mausoleum of Mausolos", "Player"
3606     }
3608 [effect_mausoleum_of_mausolos_1]
3609 type    = "Make_Content"
3610 value   = 1
3611 reqs    =
3612     { "type", "name", "range"
3613       "Building", "Courthouse", "City"
3614       "Building", "Mausoleum of Mausolos", "Player"
3615     }
3617 [effect_mausoleum_of_mausolos_culture]
3618 type    = "History"
3619 value   = 2
3620 reqs    =
3621     { "type", "name", "range"
3622       "Building", "Mausoleum of Mausolos", "City"
3623     }
3625 ; Note that this doesn't cancel a whole unit's unhappiness in Democracy
3626 [effect_statue_of_zeus]
3627 type    = "Make_Content_Mil"
3628 value   = 1
3629 reqs    =
3630     { "type", "name", "range"
3631       "Building", "Statue of Zeus", "Player"
3632     }
3634 [effect_statue_of_zeus_1]
3635 type    = "Unit_Upkeep_Free_Per_City"
3636 value   = 1
3637 reqs    =
3638     { "type", "name", "range"
3639       "Building", "Statue of Zeus", "Player"
3640       "OutputType", "Shield", "Local"
3641     }
3643 [effect_statue_of_zeus_culture]
3644 type    = "History"
3645 value   = 2
3646 reqs    =
3647     { "type", "name", "range"
3648       "Building", "Statue of Zeus", "City"
3649     }
3651 [effect_temple_of_artemis]
3652 type    = "Make_Content"
3653 value   = 2
3654 reqs    =
3655     { "type", "name", "range"
3656       "Building", "Temple", "City"
3657       "Building", "Temple of Artemis", "Player"
3658     }
3660 [effect_temple_of_artemis_culture]
3661 type    = "History"
3662 value   = 2
3663 reqs    =
3664     { "type", "name", "range"
3665       "Building", "Temple of Artemis", "City"
3666     }
3668 [effect_pyramids]
3669 type    = "Output_Inc_Tile"
3670 value   = 1
3671 reqs    =
3672     { "type", "name", "range"
3673       "Building", "Pyramids", "City"
3674       "OutputType", "Shield", "Local"
3675     }
3677 [effect_pyramids_culture]
3678 type    = "History"
3679 value   = 2
3680 reqs    =
3681     { "type", "name", "range"
3682       "Building", "Pyramids", "City"
3683     }
3685 [effect_internet]
3686 type    = "Output_Bonus"
3687 value   = 50
3688 reqs    =
3689     { "type", "name", "range", "survives"
3690       "Building", "Internet", "World", TRUE
3691       "Building", "Research Lab", "City"
3692       "OutputType", "Science", "Local"
3693     }
3695 [effect_internet_1]
3696 type    = "Reveal_Cities"
3697 value   = 1
3698 reqs    =
3699     { "type", "name", "range"
3700       "Building", "Internet", "Player"
3701     }
3703 [effect_internet_2]
3704 type    = "Give_Imm_Tech"
3705 value   = 1
3706 reqs    =
3707     { "type", "name", "range"
3708       "Building", "Internet", "Player"
3709     }
3711 [effect_internet_culture]
3712 type    = "History"
3713 value   = 6
3714 reqs    =
3715     { "type", "name", "range"
3716       "Building", "Internet", "City"
3717     }
3719 [effect_shakespeares_theatre]
3720 type    = "Output_Add_Tile"
3721 value   = 1
3722 reqs    =
3723     { "type", "name", "range"
3724       "Building", "Shakespeare's Theatre", "Player"
3725       "CityTile", "Center", "Local"
3726       "OutputType", "Luxury", "Local"
3727     }
3729 [effect_shakespeares_theatre_1]
3730 type    = "Output_Add_Tile"
3731 value   = 5
3732 reqs    =
3733     { "type", "name", "range"
3734       "Building", "Shakespeare's Theatre", "City"
3735       "CityTile", "Center", "Local"
3736       "OutputType", "Luxury", "Local"
3737     }
3739 ;2 + 1 = 3
3740 [effect_shakespeares_theatre_2]
3741 type    = "Specialist_Output"
3742 value   = 1
3743 reqs    =
3744     { "type", "name", "range", "survives"
3745       "Building", "Shakespeare's Theatre", "World", TRUE
3746       "Specialist", "Elvis", "Local"
3747       "OutputType", "Luxury", "Local"
3748     }
3750 [effect_shakespeares_theatre_culture]
3751 type    = "History"
3752 value   = 3
3753 reqs    =
3754     { "type", "name", "range"
3755       "Building", "Shakespeare's Theatre", "City"
3756     }
3758 ; No_Anarchy includes no_senate effect
3759 [effect_statue_of_liberty]
3760 type    = "No_Anarchy"
3761 value   = 1
3762 reqs    =
3763     { "type", "name", "range"
3764       "Building", "Statue of Liberty", "Player"
3765     }
3767 [effect_statue_of_liberty_1]
3768 type    = "Any_Government"
3769 value   = 1
3770 reqs    =
3771     { "type", "name", "range"
3772       "Building", "Statue of Liberty", "Player"
3773     }
3775 [effect_statue_of_liberty_culture]
3776 type    = "History"
3777 value   = 4
3778 reqs    =
3779     { "type", "name", "range"
3780       "Building", "Statue of Liberty", "City"
3781     }
3783 [effect_sun_tzus_war_academy]
3784 type    = "Veteran_Build"
3785 value   = 1
3786 reqs    =
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
3792     }
3794 [effect_sun_tzus_war_academy_1]
3795 type    = "Veteran_Build"
3796 value   = 1
3797 reqs    =
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
3803     }
3805 [effect_sun_tzus_war_academy_culture]
3806 type    = "History"
3807 value   = 3
3808 reqs    =
3809     { "type", "name", "range"
3810       "Building", "Sun Tzu's War Academy", "City"
3811     }
3813 [effect_united_nations]
3814 type    = "Has_Senate"
3815 value   = 1
3816 reqs    =
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
3822     }
3824 [effect_united_nations_1]
3825 type    = "Revolution_Unhappiness"
3826 value   = 2
3827 reqs    =
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
3834     }
3836 [effect_united_nations_2]
3837 type    = "Gain_AI_Love"
3838 value   = 10
3839 reqs    =
3840     { "type", "name", "range", "present", "survives"
3841       "Building", "United Nations", "Player", TRUE, FALSE
3842       "Building", "Apollo Program", "World", FALSE, TRUE
3843     }
3845 [effect_united_nations_culture]
3846 type    = "History"
3847 value   = 6
3848 reqs    =
3849     { "type", "name", "range"
3850       "Building", "United Nations", "City"
3851     }
3853 [effect_womens_suffrage]
3854 type    = "Make_Content_Mil"
3855 value   = 1
3856 reqs    =
3857     { "type", "name", "range"
3858       "Building", "Women's Suffrage", "Player"
3859     }
3861 [effect_womens_suffrage_culture]
3862 type    = "History"
3863 value   = 6
3864 reqs    =
3865     { "type", "name", "range"
3866       "Building", "Women's Suffrage", "City"
3867     }
3868 ;pow(2, value/1000) -> Base = 50% 
3869 [effect_base_trade_revenue_reduce]
3870 type    = "Trade_Revenue_Bonus"
3871 value   = -1000
3873 ;Total = 25%
3874 [effect_railroad_trade_revenue_reduce]
3875 type    = "Trade_Revenue_Bonus"
3876 value   = -1000
3877 reqs    =
3878     { "type", "name", "range"
3879       "Tech", "Railroad", "Player"
3880     }
3882 [effect_calendar_base]
3883 type    = "Turn_Years"
3884 value   = 50
3886 ; 50 - 25 = 25
3887 [effect_calendar_1]
3888 type    = "Turn_Years"
3889 value   = -25
3890 reqs    =
3891     { "type", "name", "range"
3892       "MinYear", "-1000", "World"
3893     }
3895 ; 25 - 5 = 20
3896 [effect_calendar_2]
3897 type    = "Turn_Years"
3898 value   = -5
3899 reqs    =
3900     { "type", "name", "range"
3901       "MinYear", "0", "World"
3902     }
3904 ; 20 - 10 = 10
3905 [effect_calendar_3]
3906 type    = "Turn_Years"
3907 value   = -10
3908 reqs    =
3909     { "type", "name", "range"
3910       "MinYear", "1000", "World"
3911     }
3913 ; 10 - 5 = 5
3914 [effect_calendar_4]
3915 type    = "Turn_Years"
3916 value   = -5
3917 reqs    =
3918     { "type", "name", "range"
3919       "MinYear", "1500", "World"
3920     }
3922 ; 5 - 3 = 2
3923 [effect_calendar_5]
3924 type    = "Turn_Years"
3925 value   = -3
3926 reqs    =
3927     { "type", "name", "range"
3928       "MinYear", "1750", "World"
3929     }
3931 ; 2 - 1 = 1
3932 [effect_calendar_6]
3933 type    = "Turn_Years"
3934 value   = -1
3935 reqs    =
3936     { "type", "name", "range"
3937       "MinYear", "1900", "World"
3938     }
3940 ; No base pop pollution; buildings will increase it
3941 [effect_pollu_pop]
3942 type    = "Pollu_Pop_Pct"
3943 value   = -100
3945 ; tech_upkeep_divider = 6000, Max tech upkeep = 13
3946 [effect_upkeep_tech_base]
3947 type    = "Tech_Upkeep_Free"
3948 value   = 3
3950 [effect_tech_cost_base]
3951 type    = "Tech_Cost_Factor"
3952 value   = 3
3954 ; Cities can always work tiles
3955 [effect_tile_workable]
3956 type    = "Tile_Workable"
3957 value   = 1
3958 reqs    =
3959     { "type", "name", "range", "present"
3960       "Terrain", "Inaccessible", "Local", FALSE
3961     }
3963 ; each city has at least one slot to build units
3964 [effect_city_build_slots_basic]
3965 type    = "City_Build_Slots"
3966 value   = 1
3967 reqs   =
3968     { "type", "name", "range", "present"
3969       "Building", "Mfg. Plant", "City", FALSE
3970     }
3972 ; Mfg. Plant => 2 slots total
3973 [effect_city_build_slots_mfg_plant]
3974 type    = "City_Build_Slots"
3975 value   = 2
3976 reqs    =
3977     { "type", "name", "range"
3978       "Building", "Mfg. Plant", "City"
3979     }
3981 ; free granary, etc, runs out
3982 [effect_city_image_1]
3983 type    = "City_Image"
3984 value   = 1
3985 reqs    =
3986     { "type", "name", "range"
3987       "MinSize", "5", "City"
3988     }
3990 ; needs Aqueduct
3991 [effect_city_image_2]
3992 type    = "City_Image"
3993 value   = 1
3994 reqs    =
3995     { "type", "name", "range"
3996       "MinSize", "9", "City"
3997     }
3999 [effect_city_image_3]
4000 type    = "City_Image"
4001 value   = 1
4002 reqs    =
4003     { "type", "name", "range"
4004       "MinSize", "13", "City"
4005     }
4007 ; needs Sewer System
4008 [effect_city_image_4]
4009 type    = "City_Image"
4010 value   = 1
4011 reqs    =
4012     { "type", "name", "range"
4013       "MinSize", "17", "City"
4014     }
4016 [effect_city_shield]
4017 type    = "Output_Add_Tile"
4018 value   = 1
4019 reqs    =
4020     { "type", "name", "range"
4021       "CityTile", "Center", "Local"
4022       "OutputType", "Shield", "Local"
4023     }
4025 [effect_river_food_desert]
4026 type    = "Output_Inc_Tile"
4027 value   = 1
4028 reqs    =
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
4034     }
4036 [effect_oil_well]
4037 type    = "Output_Inc_Tile"
4038 value   = 1
4039 reqs    =
4040     { "type", "name", "range"
4041       "Extra", "Oil Well", "Local"
4042       "OutputType", "Shield", "Local"
4043     }
4045 [effect_mine]
4046 type    = "Mining_Pct"
4047 value   = 100
4048 reqs    =
4049     { "type", "name", "range"
4050       "Extra", "Mine", "Local"
4051     }
4053 [effect_irrigation]
4054 type    = "Irrigation_Pct"
4055 value   = 100
4056 reqs    =
4057     { "type", "name", "range", "present"
4058       "Extra", "Irrigation", "Local", TRUE
4059       "CityTile", "Center", "Local", FALSE
4060     }
4062 [effect_irrigation_2]
4063 type    = "Irrigation_Pct"
4064 value   = 100
4065 reqs    =
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
4071     }
4073 ; "Sea" nreq is for Transports, which are only supposed to clean pollution
4074 [effect_irrigate_src_tech]
4075 type    = "Irrig_Possible"
4076 value   = 1
4077 reqs    =
4078     { "type", "name", "range", "present"
4079       "Tech", "Electricity", "Player", TRUE
4080       "UnitClass", "Sea", "Local", FALSE
4081     }
4083 [effect_irrigate_src_ocean]
4084 type    = "Irrig_Possible"
4085 value   = 1
4086 reqs    =
4087     { "type", "name", "range", "present"
4088       "TerrainClass", "Oceanic", "CAdjacent", TRUE
4089       "UnitClass", "Sea", "Local", FALSE
4090     }
4092 [effect_irrigate_src_river]
4093 type    = "Irrig_Possible"
4094 value   = 1
4095 reqs    =
4096     { "type", "name", "range", "present"
4097       "Extra", "River", "CAdjacent", TRUE
4098       "UnitClass", "Sea", "Local", FALSE
4099     }
4101 [effect_irrigate_src_irrigation]
4102 type    = "Irrig_Possible"
4103 value   = 1
4104 reqs    =
4105     { "type", "name", "range", "present"
4106       "Extra", "Irrigation", "CAdjacent", TRUE
4107       "UnitClass", "Sea", "Local", FALSE
4108     }
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"
4119 value   = -4
4120 reqs    =
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
4126     }
4128 [effect_mining]
4129 type    = "Mining_Possible"
4130 value   = 1
4131 reqs    =
4132     { "type", "name", "range", "present"
4133       "Terrain", "Deep Ocean", "Local", FALSE
4134       "UnitClass", "Sea", "Local", FALSE
4135     }
4137 [effect_mining_ocean]
4138 type    = "Mining_Possible"
4139 value   = 1
4140 reqs    =
4141     { "type", "name", "range", "present"
4142       "Terrain", "Deep Ocean", "Local", TRUE
4143       "Tech", "Miniaturization", "Player", TRUE
4144     }
4146 [effect_irrig_tf]
4147 type    = "Irrig_TF_Possible"
4148 value   = 1
4149 reqs    =
4150     { "type", "name", "range", "present"
4151       "UnitClass", "Sea", "Local", FALSE
4152     }
4154 [effect_mining_tf]
4155 type    = "Mining_TF_Possible"
4156 value   = 1
4157 reqs    =
4158     { "type", "name", "range", "present"
4159       "UnitClass", "Sea", "Local", FALSE
4160     }
4162 [effect_transform]
4163 type    = "Transform_Possible"
4164 value   = 1
4165 reqs    =
4166     { "type", "name", "range"
4167       "Tech", "Fusion Power", "Player"
4168       "UnitFlag", "Transform", "Local"
4169     }
4171 [effect_pollution]
4172 type    = "Output_Tile_Punish_Pct"
4173 value   = 50
4174 reqs    =
4175     { "type", "name", "range", "present"
4176       "Extra", "Pollution", "Local", TRUE
4177       "Extra", "Fallout", "Local", FALSE
4178     }
4180 [effect_fallout]
4181 type    = "Output_Tile_Punish_Pct"
4182 value   = 50
4183 reqs    =
4184     { "type", "name", "range", "present"
4185       "Extra", "Fallout", "Local", TRUE
4186       "Extra", "Pollution", "Local", FALSE
4187     }
4189 [effect_pollution_fallout]
4190 type    = "Output_Tile_Punish_Pct"
4191 value   = 75
4192 reqs    =
4193     { "type", "name", "range"
4194       "Extra", "Fallout", "Local"
4195       "Extra", "Pollution", "Local"
4196     }