DELTA 21460 46918 83855 SVN…Ž~…¦…¦€…¦; Modifying this file: ; You should not modify this file except to make bugfixes or ; for other "maintenance". If you want to make custom changes, ; you should create a new datadir subdirectory and copy this file ; into that directory, and then modify that copy. Then use the ; command "rulesetdir " in the server to have freeciv ; use your new customized file. ; Note that the freeciv AI may not cope well with anything more ; than minor changes. [datafile] description="Civ2Civ3 effects data for Freeciv" options="+Freeciv-ruleset-Devel-2014.September.14c" ; /* <-- avoid gettext warnings ; ; Effects ; ; type = What the effect does. Values of multiple active effects ; of the same type get summed for the total. ; See README.effects for list of possible types ; value = Value added for the effect type when this effect is active, ; i.e., all requirements are fulfilled ; reqs = Requirements for the effect to be active. ; See README.effects for help on requirements ; ; */ <-- avoid gettext warnings ; Lower chance of AI wars ; "Away" "Novice" "Easy" "Normal" "Hard" "Cheating" "Experimental" [effect_ai_hard_love] type = "Gain_AI_Love" value = 10 reqs = { "type", "name", "range" "AI", "Hard", "Player" } [effect_ai_cheat_love] type = "Gain_AI_Love" value = 20 reqs = { "type", "name", "range" "AI", "Cheating", "Player" } [effect_ai_cheat_sci] type = "Output_Bonus_2" value = 40 reqs = { "type", "name", "range" "AI", "Cheating", "Player" "OutputType", "Science", "Local" } [effect_ai_cheat_lux] type = "Output_Bonus_2" value = 40 reqs = { "type", "name", "range" "AI", "Cheating", "Player" "OutputType", "Luxury", "Local" } [effect_ai_cheat_gold] type = "Output_Bonus_2" value = 40 reqs = { "type", "name", "range" "AI", "Cheating", "Player" "OutputType", "Gold", "Local" } [effect_ai_cheat_shield] type = "Output_Bonus_2" value = 40 reqs = { "type", "name", "range" "AI", "Cheating", "Player" "OutputType", "Shield", "Local" } [effect_ai_cheat_pollution] type = "Pollu_Prod_Pct" value = -20 reqs = { "type", "name", "range" "AI", "Cheating", "Player" } [effect_ai_cheat_defense] type = "Defend_Bonus" value = 50 reqs = { "type", "name", "range", "present" "AI", "Cheating", "Player", TRUE "CityTile", "Center", "Local", FALSE "Extra", "Fortress", "Local", FALSE "Extra", "Airbase", "Local", FALSE "TerrainClass", "Oceanic", "Local"; FALSE } [effect_ai_handicap_science] type = "Output_Bonus" value = -25 reqs = { "type", "name", "range" "AI", "Handicapped", "Player" "OutputType", "Science", "Local" } [effect_ai_handicap_defense] type = "Defend_Bonus" value = -25 reqs = { "type", "name", "range" "AI", "Handicapped", "Player" } [effect_unhappysize] type = "City_Unhappy_Size" value = 4 ; Barbarian effects [effect_barb1] type = "No_Diplomacy" value = 1 reqs = { "type", "name", "range" "NationGroup", "Barbarian", "Player" } ; Barbarian no waste by distance [effect_barb2] type = "Output_Waste_By_Distance" value = -2 reqs = { "type", "name", "range" "NationGroup", "Barbarian", "Player" } ; Barbarian disappearance [effect_barb_disappear] type = "Retire_Pct" value = 10 reqs = { "type", "name", "range", "present" "NationGroup", "Barbarian", "Player", TRUE "Age", "5", "Local", TRUE "CityTile", "Center", "Local", FALSE } ; Lone Leader might escape on coast (33% chance) ; Complement of the two effects should be 0.9 * 0.66 = 0.594 ; (100 - 59) - 10 = 31 [effect_leader_escape] type = "Retire_Pct" value = 31 reqs = { "type", "name", "range" "UnitType", "Barbarian Leader", "Local" "Age", "5", "Local" "TerrainClass", "Oceanic", "Adjacent" "MaxUnitsOnTile", "1", "Local" } ; Specialist output bonuses [effect_elvis] type = "Specialist_Output" value = 2 reqs = { "type", "name", "range" "Specialist", "Elvis", "Local" "OutputType", "Luxury", "Local" } [effect_scientist] type = "Specialist_Output" value = 2 reqs = { "type", "name", "range" "Specialist", "Scientist", "Local" "OutputType", "Science", "Local" } [effect_taxman] type = "Specialist_Output" value = 2 reqs = { "type", "name", "range" "Specialist", "Taxman", "Local" "OutputType", "Gold", "Local" } ; Vision benefit from fortress watchtowers [effect_fortress_vision] type = "Unit_Vision_Radius_Sq" value = 8 reqs = { "type", "name", "range" "Extra", "Fortress", "Local" "Tech", "Astronomy", "Player" } ; Fortress HP regen (Every Land units) [effect_fortress_hp_regen] type = "HP_Regen" value = 25 reqs = { "type", "name", "range", "present" "Extra", "Fortress", "Local", TRUE ; "UnitClass", "Land", "Local", FALSE ; "UnitClass", "Small Land", "Local", FALSE ; "UnitClass", "Big Land", "Local", FALSE ; "UnitClass", "Merchant", "Local", FALSE "UnitClass", "Sea", "Local", FALSE "UnitClass", "Trireme", "Local", FALSE "UnitClass", "Helicopter", "Local", FALSE "UnitClass", "Air", "Local", FALSE "UnitClass", "Missile", "Local", FALSE } [effect_fortress_defense] type = "Defend_Bonus" value = 50 reqs = { "type", "name", "range", "present" "Extra", "Fortress", "Local", TRUE ; "UnitClass", "Land", "Local", FALSE ; "UnitClass", "Small Land", "Local", FALSE ; "UnitClass", "Big Land", "Local", FALSE ; "UnitClass", "Merchant", "Local", FALSE ; "UnitClass", "Sea", "Local", FALSE ; "UnitClass", "Trireme", "Local", FALSE "UnitClass", "Helicopter", "Local", FALSE "UnitClass", "Air", "Local", FALSE "UnitClass", "Missile", "Local", FALSE } [effect_fort_defense] type = "Defend_Bonus" value = 50 reqs = { "type", "name", "range", "present" "Extra", "Fort", "Local", TRUE ; "UnitClass", "Land", "Local", FALSE ; "UnitClass", "Small Land", "Local", FALSE ; "UnitClass", "Big Land", "Local", FALSE ; "UnitClass", "Merchant", "Local", FALSE ; "UnitClass", "Sea", "Local", FALSE ; "UnitClass", "Trireme", "Local", FALSE "UnitClass", "Helicopter", "Local", FALSE "UnitClass", "Air", "Local", FALSE "UnitClass", "Missile", "Local", FALSE } ; Airbase HP regen (Every Air units) [effect_airbase_hp_regen] type = "HP_Regen" value = 25 reqs = { "type", "name", "range", "present" "Extra", "Airbase", "Local", TRUE "UnitClass", "Land", "Local", FALSE "UnitClass", "Small Land", "Local", FALSE "UnitClass", "Big Land", "Local", FALSE "UnitClass", "Merchant", "Local", FALSE "UnitClass", "Sea", "Local", FALSE "UnitClass", "Trireme", "Local", FALSE ; "UnitClass", "Helicopter", "Local", FALSE ; "UnitClass", "Air", "Local", FALSE "UnitClass", "Missile", "Local", FALSE } [effect_airfield_hp_regen] type = "HP_Regen" value = 10 reqs = { "type", "name", "range", "present" "Extra", "Airstrip", "Local", TRUE "UnitClass", "Land", "Local", FALSE "UnitClass", "Small Land", "Local", FALSE "UnitClass", "Big Land", "Local", FALSE "UnitClass", "Merchant", "Local", FALSE "UnitClass", "Sea", "Local", FALSE "UnitClass", "Trireme", "Local", FALSE ; "UnitClass", "Helicopter", "Local", FALSE ; "UnitClass", "Air", "Local", FALSE "UnitClass", "Missile", "Local", FALSE } [effect_airbase_defense] type = "Defend_Bonus" value = 50 reqs = { "type", "name", "range", "present" "Extra", "Airbase", "Local", TRUE "UnitClass", "Land", "Local", FALSE "UnitClass", "Small Land", "Local", FALSE "UnitClass", "Big Land", "Local", FALSE "UnitClass", "Merchant", "Local", FALSE "UnitClass", "Sea", "Local", FALSE "UnitClass", "Trireme", "Local", FALSE ; "UnitClass", "Helicopter", "Local", FALSE ; "UnitClass", "Air", "Local", FALSE ; "UnitClass", "Missile", "Local", FALSE } [effect_airfield_defense] type = "Defend_Bonus" value = 50 reqs = { "type", "name", "range", "present" "Extra", "Airstrip", "Local", TRUE "UnitClass", "Land", "Local", FALSE "UnitClass", "Small Land", "Local", FALSE "UnitClass", "Big Land", "Local", FALSE "UnitClass", "Merchant", "Local", FALSE "UnitClass", "Sea", "Local", FALSE "UnitClass", "Trireme", "Local", FALSE ; "UnitClass", "Helicopter", "Local", FALSE ; "UnitClass", "Air", "Local", FALSE ; "UnitClass", "Missile", "Local", FALSE } [effect_trade_routes] type = "Max_Trade_Routes" value = 2 ; Base vision range - radius of vision is sqrt(5) = 2.24 [effect_city_vision] type = "City_Vision_Radius_Sq" value = 5 ; 5 + 5 = 10 [effect_city_vision_1] type = "City_Vision_Radius_Sq" value = 5 reqs = { "type", "name", "range" "Tech", "Electricity", "Player" } ; Vision benefit from mountains (for every land unit) [effect_mountains_vision] type = "Unit_Vision_Radius_Sq" value = 4 reqs = { "type", "name", "range", "present" "Terrain", "Mountains", "Local", TRUE ; "UnitClass", "Land", "Local", FALSE ; "UnitClass", "Small Land", "Local", FALSE ; "UnitClass", "Big Land", "Local", FALSE ; "UnitClass", "Merchant", "Local", FALSE "UnitClass", "Sea", "Local", FALSE "UnitClass", "Trireme", "Local", FALSE "UnitClass", "Helicopter", "Local", FALSE "UnitClass", "Air", "Local", FALSE "UnitClass", "Missile", "Local", FALSE } ; Movement penalty if ended turn at mountains (for every land unit) [effect_mountains_movement] type = "Move_Bonus" value = -1 reqs = { "type", "name", "range", "present" "Terrain", "Mountains", "Local", TRUE ; "UnitClass", "Land", "Local", FALSE ; "UnitClass", "Small Land", "Local", FALSE ; "UnitClass", "Big Land", "Local", FALSE ; "UnitClass", "Merchant", "Local", FALSE "UnitClass", "Sea", "Local", FALSE "UnitClass", "Trireme", "Local", FALSE "UnitClass", "Helicopter", "Local", FALSE "UnitClass", "Air", "Local", FALSE "UnitClass", "Missile", "Local", FALSE } ; Nuclear power gives +1 moves to sea units [effect_nuclear_powered_boats] type = "Move_Bonus" value = 1 reqs = { "type", "name", "range" "Tech", "Nuclear Power", "Player" "UnitClass", "Sea", "Local" } ; Advanced Flight enables movement of nuclear weapons [effect_nuclear_bomber] type = "Move_Bonus" value = 8 reqs = { "type", "name", "range" "Tech", "Advanced Flight", "Player" "UnitType", "Nuclear", "Local" } ; Rocketry doubles movement of nuclear weapons [effect_nuclear_missile] type = "Move_Bonus" value = 8 reqs = { "type", "name", "range" "Tech", "Rocketry", "Player" "UnitType", "Nuclear", "Local" } ; Invention halves unit upgrade prices [effect_upgrade_price_halfed] type = "Upgrade_Price_Pct" value = -50 reqs = { "type", "name", "range" "Tech", "Invention", "Player" } ; Medicine increases city health [effect_unit_recover_medicine] type = "Health_Pct" value = 30 reqs = { "type", "name", "range" "Tech", "Medicine", "Player" } ; Base -1% food each 1 tile [effect_food_waste_distance] type = "Output_Waste_By_Distance" value = 1 reqs = { "type", "name", "range" "OutputType", "Food", "Local" } ; Total -1% food each 2 tiles [effect_food_waste_distance_1] type = "Output_Waste_Pct" value = 50 reqs = { "type", "name", "range" "OutputType", "Food", "Local" } ; Base 0% food with Anarchy [effect_food_waste_distance_2] type = "Output_Waste_By_Distance" value = -1 reqs = { "type", "name", "range" "Gov", "Anarchy", "Player" "OutputType", "Food", "Local" } [effect_corruption_distance] type = "Output_Waste_By_Distance" value = 1 reqs = { "type", "name", "range" "OutputType", "Trade", "Local" } ; 1 + 1 = 2 [effect_corruption_distance_ancient] type = "Output_Waste_By_Distance" value = 1 reqs = { "type", "name", "range", "present" "OutputType", "Trade", "Local", TRUE "Tech", "The Corporation", "Player", FALSE "Gov", "Communism", "Player", FALSE } ; Total = 0 [effect_corruption_distance_communism] type = "Output_Waste_By_Distance" value = -1 reqs = { "type", "name", "range" "Gov", "Communism", "Player" "OutputType", "Trade", "Local" } ; Total = 0 [effect_corruption_distance_federation] type = "Output_Waste_By_Distance" value = -1 reqs = { "type", "name", "range" "Gov", "Federation", "Player" "OutputType", "Trade", "Local" } [effect_corruption_tribal] type = "Output_Waste" value = 30 reqs = { "type", "name", "range" "Gov", "Tribal", "Player" "OutputType", "Trade", "Local" } [effect_corruption_despotism] type = "Output_Waste" value = 20 reqs = { "type", "name", "range" "Gov", "Despotism", "Player" "OutputType", "Trade", "Local" } [effect_corruption_monarchy] type = "Output_Waste" value = 10 reqs = { "type", "name", "range" "Gov", "Monarchy", "Player" "OutputType", "Trade", "Local" } [effect_corruption_communism] type = "Output_Waste" value = 30 reqs = { "type", "name", "range" "Gov", "Communism", "Player" "OutputType", "Trade", "Local" } [effect_corruption_fundamentalism] type = "Output_Waste" value = 15 reqs = { "type", "name", "range" "Gov", "Fundamentalism", "Player" "OutputType", "Trade", "Local" } [effect_corruption_republic] type = "Output_Waste" value = 25 reqs = { "type", "name", "range" "Gov", "Republic", "Player" "OutputType", "Trade", "Local" } [effect_corruption_democracy] type = "Output_Waste" value = 5 reqs = { "type", "name", "range" "Gov", "Democracy", "Player" "OutputType", "Trade", "Local" } [effect_waste_distance] type = "Output_Waste_By_Distance" value = 1 reqs = { "type", "name", "range" "OutputType", "Shield", "Local" } ; 1 + 1 = 2 [effect_waste_distance_ancient] type = "Output_Waste_By_Distance" value = 1 reqs = { "type", "name", "range", "present" "OutputType", "Shield", "Local", TRUE "Tech", "Trade", "Player", FALSE } ; 1 - 1 = 0 [effect_waste_distance_communism] type = "Output_Waste_By_Distance" value = -1 reqs = { "type", "name", "range" "Gov", "Communism", "Player" "OutputType", "Shield", "Local" } ; 1 - 1 = 0 [effect_waste_distance_federation] type = "Output_Waste_By_Distance" value = -1 reqs = { "type", "name", "range" "Gov", "Federation", "Player" "OutputType", "Shield", "Local" } [effect_waste_anarchy] type = "Output_Waste" value = 30 reqs = { "type", "name", "range" "Gov", "Anarchy", "Player" "OutputType", "Shield", "Local" } [effect_waste_despotism] type = "Output_Waste" value = 10 reqs = { "type", "name", "range" "Gov", "Despotism", "Player" "OutputType", "Shield", "Local" } [effect_waste_monarchy] type = "Output_Waste" value = 20 reqs = { "type", "name", "range" "Gov", "Monarchy", "Player" "OutputType", "Shield", "Local" } [effect_waste_fundamentalism] type = "Output_Waste" value = 15 reqs = { "type", "name", "range" "Gov", "Fundamentalism", "Player" "OutputType", "Shield", "Local" } [effect_waste_federation] type = "Output_Waste" value = 30 reqs = { "type", "name", "range" "Gov", "Federation", "Player" "OutputType", "Shield", "Local" } [effect_waste_republic] type = "Output_Waste" value = 5 reqs = { "type", "name", "range" "Gov", "Republic", "Player" "OutputType", "Shield", "Local" } [effect_waste_democracy] type = "Output_Waste" value = 25 reqs = { "type", "name", "range" "Gov", "Democracy", "Player" "OutputType", "Shield", "Local" } [effect_tech_upkeep_anarchy] type = "Tech_Upkeep_Free" value = 99 reqs = { "type", "name", "range" "Gov", "Anarchy", "Player" } [effect_building_upkeep_anarchy] type = "Upkeep_Free" value = 99 reqs = { "type", "name", "range" "Gov", "Anarchy", "Player" } [effect_building_upkeep_communism] type = "Upkeep_Free" value = 1 reqs = { "type", "name", "range" "Gov", "Communism", "Player" } [effect_base_unit_upkeep_gold_1] type = "Upkeep_Factor" value = 1 reqs = { "type", "name", "range", "present" "OutputType", "Gold", "Local", TRUE "Gov", "Anarchy", "Player", FALSE "Gov", "Tribal", "Player", FALSE "Gov", "Communism", "Player", FALSE ; "Gov", "Despotism", "Player", FALSE ; "Gov", "Monarchy", "Player", FALSE ; "Gov", "Fundamentalism", "Player", FALSE ; "Gov", "Federation", "Player", FALSE "Gov", "Republic", "Player", FALSE ; "Gov", "Democracy", "Player", FALSE } [effect_base_unit_upkeep_gold_2] type = "Upkeep_Factor" value = 1 reqs = { "type", "name", "range", "present" "OutputType", "Gold", "Local", TRUE "Gov", "Anarchy", "Player", FALSE "Gov", "Tribal", "Player", FALSE "Gov", "Communism", "Player", FALSE "Gov", "Despotism", "Player", FALSE "Gov", "Monarchy", "Player", FALSE ; "Gov", "Fundamentalism", "Player", FALSE ; "Gov", "Federation", "Player", FALSE "Gov", "Republic", "Player", FALSE ; "Gov", "Democracy", "Player", FALSE } [effect_base_unit_upkeep_shield] type = "Upkeep_Factor" value = 1 reqs = { "type", "name", "range", "present" "OutputType", "Shield", "Local", TRUE ; "Gov", "Anarchy", "Player", FALSE ; "Gov", "Tribal", "Player", FALSE ; "Gov", "Communism", "Player", FALSE "Gov", "Despotism", "Player", FALSE "Gov", "Monarchy", "Player", FALSE "Gov", "Fundamentalism", "Player", FALSE "Gov", "Federation", "Player", FALSE ; "Gov", "Republic", "Player", FALSE "Gov", "Democracy", "Player", FALSE } [effect_base_unit_upkeep_food] type = "Upkeep_Factor" value = 1 reqs = { "type", "name", "range" "OutputType", "Food", "Local" } [effect_unit_unhappiness] type = "Unhappy_Factor" value = 1 reqs = { "type", "name", "range", "present" "Gov", "Anarchy", "Player", FALSE "Gov", "Tribal", "Player", FALSE ; "Gov", "Communism", "Player", FALSE "Gov", "Despotism", "Player", FALSE ; "Gov", "Monarchy", "Player", FALSE ; "Gov", "Fundamentalism", "Player", FALSE ; "Gov", "Federation", "Player", FALSE ; "Gov", "Republic", "Player", FALSE ; "Gov", "Democracy", "Player", FALSE } [effect_unit_unhappiness_democracy] type = "Unhappy_Factor" value = 1 reqs = { "type", "name", "range", "present" "Gov", "Democracy", "Player", TRUE "Building", "Women's Suffrage", "Player", FALSE } [effect_unit_unhappiness_democracy_1] type = "Make_Content_Mil" value = 1 reqs = { "type", "name", "range", "present" "Gov", "Democracy", "Player", TRUE "Building", "Women's Suffrage", "Player", FALSE } [effect_upkeep_free_mil_1] type = "Make_Content_Mil" value = 1 reqs = { "type", "name", "range", "present" "Gov", "Anarchy", "Player", FALSE "Gov", "Tribal", "Player", FALSE "Gov", "Communism", "Player", FALSE "Gov", "Despotism", "Player", FALSE "Gov", "Monarchy", "Player", FALSE "Gov", "Fundamentalism", "Player", FALSE "Gov", "Federation", "Player", FALSE ; "Gov", "Republic", "Player", FALSE ; "Gov", "Democracy", "Player", FALSE } [effect_upkeep_free_mil_2] type = "Make_Content_Mil" value = 2 reqs = { "type", "name", "range", "present" ; "Gov", "Anarchy", "Player", FALSE ; "Gov", "Tribal", "Player", FALSE "Gov", "Communism", "Player", FALSE ; "Gov", "Despotism", "Player", FALSE "Gov", "Monarchy", "Player", FALSE ; "Gov", "Fundamentalism", "Player", FALSE ; "Gov", "Federation", "Player", FALSE "Gov", "Republic", "Player", FALSE "Gov", "Democracy", "Player", FALSE } [effect_upkeep_free_mil_3] type = "Make_Content_Mil" value = 3 reqs = { "type", "name", "range", "present" "Gov", "Anarchy", "Player", FALSE "Gov", "Tribal", "Player", FALSE ; "Gov", "Communism", "Player", FALSE "Gov", "Despotism", "Player", FALSE ; "Gov", "Monarchy", "Player", FALSE "Gov", "Fundamentalism", "Player", FALSE "Gov", "Federation", "Player", FALSE "Gov", "Republic", "Player", FALSE "Gov", "Democracy", "Player", FALSE } [effect_upkeep_free_units_anarchy] type = "Unit_Upkeep_Free_Per_City" value = 2 reqs = { "type", "name", "range" "Gov", "Anarchy", "Player" "OutputType", "Shield", "Local" } [effect_upkeep_free_units_tribal] type = "Unit_Upkeep_Free_Per_City" value = 2 reqs = { "type", "name", "range" "Gov", "Tribal", "Player" "OutputType", "Shield", "Local" } [effect_upkeep_free_units_despotism] type = "Unit_Upkeep_Free_Per_City" value = 2 reqs = { "type", "name", "range" "Gov", "Despotism", "Player" "OutputType", "Gold", "Local" } [effect_upkeep_free_units_monarchy] type = "Unit_Upkeep_Free_Per_City" value = 3 reqs = { "type", "name", "range" "Gov", "Monarchy", "Player" "OutputType", "Gold", "Local" } [effect_upkeep_free_units_fundamentalism] type = "Unit_Upkeep_Free_Per_City" value = 4 reqs = { "type", "name", "range" "Gov", "Fundamentalism", "Player" "OutputType", "Gold", "Local" } [effect_upkeep_free_units_republic] type = "Unit_Upkeep_Free_Per_City" value = 1 reqs = { "type", "name", "range" "Gov", "Republic", "Player" "OutputType", "Shield", "Local" } [effect_upkeep_free_units_democracy] type = "Unit_Upkeep_Free_Per_City" value = 2 reqs = { "type", "name", "range" "Gov", "Democracy", "Player" "OutputType", "Gold", "Local" } [effect_upkeep_free_units_federation] type = "Unit_Upkeep_Free_Per_City" value = 4 reqs = { "type", "name", "range" "Gov", "Federation", "Player" "OutputType", "Gold", "Local" } [effect_upkeep_free_units_communism] type = "Unit_Upkeep_Free_Per_City" value = 3 reqs = { "type", "name", "range" "Gov", "Communism", "Player" "OutputType", "Shield", "Local" } [effect_upkeep_free_units_food_base] type = "Unit_Upkeep_Free_Per_City" value = 4 reqs = { "type", "name", "range" "OutputType", "Food", "Local" } [effect_upkeep_free_units_food_5] type = "Unit_Upkeep_Free_Per_City" value = 1 reqs = { "type", "name", "range" "OutputType", "Food", "Local" "MinSize", "5", "City" } [effect_upkeep_free_units_food_6] type = "Unit_Upkeep_Free_Per_City" value = 1 reqs = { "type", "name", "range" "OutputType", "Food", "Local" "MinSize", "6", "City" } [effect_upkeep_free_units_food_7] type = "Unit_Upkeep_Free_Per_City" value = 1 reqs = { "type", "name", "range" "OutputType", "Food", "Local" "MinSize", "7", "City" } [effect_upkeep_free_units_food_8] type = "Unit_Upkeep_Free_Per_City" value = 1 reqs = { "type", "name", "range" "OutputType", "Food", "Local" "MinSize", "8", "City" } [effect_upkeep_free_units_food_9] type = "Unit_Upkeep_Free_Per_City" value = 1 reqs = { "type", "name", "range" "OutputType", "Food", "Local" "MinSize", "9", "City" } [effect_upkeep_free_units_food_10] type = "Unit_Upkeep_Free_Per_City" value = 1 reqs = { "type", "name", "range" "OutputType", "Food", "Local" "MinSize", "10", "City" } [effect_upkeep_free_units_food_11] type = "Unit_Upkeep_Free_Per_City" value = 1 reqs = { "type", "name", "range" "OutputType", "Food", "Local" "MinSize", "11", "City" } [effect_upkeep_free_units_food_12] type = "Unit_Upkeep_Free_Per_City" value = 1 reqs = { "type", "name", "range" "OutputType", "Food", "Local" "MinSize", "12", "City" } [effect_upkeep_free_units_food_13] type = "Unit_Upkeep_Free_Per_City" value = 1 reqs = { "type", "name", "range" "OutputType", "Food", "Local" "MinSize", "13", "City" } [effect_upkeep_free_units_food_14] type = "Unit_Upkeep_Free_Per_City" value = 1 reqs = { "type", "name", "range" "OutputType", "Food", "Local" "MinSize", "14", "City" } [effect_upkeep_free_units_food_15] type = "Unit_Upkeep_Free_Per_City" value = 1 reqs = { "type", "name", "range" "OutputType", "Food", "Local" "MinSize", "15", "City" } [effect_upkeep_free_units_food_16] type = "Unit_Upkeep_Free_Per_City" value = 1 reqs = { "type", "name", "range" "OutputType", "Food", "Local" "MinSize", "16", "City" } [effect_upkeep_free_units_food_17] type = "Unit_Upkeep_Free_Per_City" value = 1 reqs = { "type", "name", "range" "OutputType", "Food", "Local" "MinSize", "17", "City" } [effect_upkeep_free_units_food_18] type = "Unit_Upkeep_Free_Per_City" value = 1 reqs = { "type", "name", "range" "OutputType", "Food", "Local" "MinSize", "18", "City" } [effect_upkeep_free_units_food_19] type = "Unit_Upkeep_Free_Per_City" value = 1 reqs = { "type", "name", "range" "OutputType", "Food", "Local" "MinSize", "19", "City" } [effect_upkeep_free_units_food_20] type = "Unit_Upkeep_Free_Per_City" value = 1 reqs = { "type", "name", "range" "OutputType", "Food", "Local" "MinSize", "20", "City" } [effect_civil_war_anarchy] type = "Civil_War_Chance" value = 99 reqs = { "type", "name", "range" "Gov", "Anarchy", "Player" } [effect_civil_war_tribal] type = "Civil_War_Chance" value = 90 reqs = { "type", "name", "range" "Gov", "Tribal", "Player" } [effect_civil_war_despotism] type = "Civil_War_Chance" value = 80 reqs = { "type", "name", "range" "Gov", "Despotism", "Player" } [effect_civil_war_monarchy] type = "Civil_War_Chance" value = 70 reqs = { "type", "name", "range" "Gov", "Monarchy", "Player" } [effect_civil_war_communism] type = "Civil_War_Chance" value = 50 reqs = { "type", "name", "range" "Gov", "Communism", "Player" } [effect_civil_war_fundamentalism] type = "Civil_War_Chance" value = 60 reqs = { "type", "name", "range" "Gov", "Fundamentalism", "Player" } [effect_civil_war_federation] type = "Civil_War_Chance" value = 20 reqs = { "type", "name", "range" "Gov", "Federation", "Player" } [effect_civil_war_republic] type = "Civil_War_Chance" value = 40 reqs = { "type", "name", "range" "Gov", "Republic", "Player" } [effect_civil_war_democracy] type = "Civil_War_Chance" value = 30 reqs = { "type", "name", "range" "Gov", "Democracy", "Player" } [effect_empire_size_base_tribal] type = "Empire_Size_Base" value = 14 reqs = { "type", "name", "range" "Gov", "Tribal", "Player" } [effect_empire_size_base_despotism] type = "Empire_Size_Base" value = 10 reqs = { "type", "name", "range" "Gov", "Despotism", "Player" } [effect_empire_size_base_monarchy] type = "Empire_Size_Base" value = 12 reqs = { "type", "name", "range" "Gov", "Monarchy", "Player" } [effect_empire_size_base_communism] type = "Empire_Size_Base" value = 28 reqs = { "type", "name", "range" "Gov", "Communism", "Player" } [effect_empire_size_base_fundamentalism] type = "Empire_Size_Base" value = 20 reqs = { "type", "name", "range" "Gov", "Fundamentalism", "Player" } [effect_empire_size_base_federation] type = "Empire_Size_Base" value = 24 reqs = { "type", "name", "range" "Gov", "Federation", "Player" } [effect_empire_size_base_republic] type = "Empire_Size_Base" value = 16 reqs = { "type", "name", "range" "Gov", "Republic", "Player" } [effect_empire_size_base_democracy] type = "Empire_Size_Base" value = 32 reqs = { "type", "name", "range" "Gov", "Democracy", "Player" } [effect_empire_size_step_tribal] type = "Empire_Size_Step" value = 14 reqs = { "type", "name", "range" "Gov", "Tribal", "Player" } [effect_empire_size_step_despotism] type = "Empire_Size_Step" value = 10 reqs = { "type", "name", "range" "Gov", "Despotism", "Player" } [effect_empire_size_step_monarchy] type = "Empire_Size_Step" value = 12 reqs = { "type", "name", "range" "Gov", "Monarchy", "Player" } [effect_empire_size_step_communism] type = "Empire_Size_Step" value = 28 reqs = { "type", "name", "range" "Gov", "Communism", "Player" } [effect_empire_size_step_fundamentalism] type = "Empire_Size_Step" value = 20 reqs = { "type", "name", "range" "Gov", "Fundamentalism", "Player" } [effect_empire_size_step_federation] type = "Empire_Size_Step" value = 24 reqs = { "type", "name", "range" "Gov", "Federation", "Player" } [effect_empire_size_step_republic] type = "Empire_Size_Step" value = 16 reqs = { "type", "name", "range" "Gov", "Republic", "Player" } [effect_empire_size_step_democracy] type = "Empire_Size_Step" value = 32 reqs = { "type", "name", "range" "Gov", "Democracy", "Player" } [effect_max_rates_anarchy] type = "Max_Rates" value = 100 reqs = { "type", "name", "range" "Gov", "Anarchy", "Player" } [effect_max_rates_tribal] type = "Max_Rates" value = 60 reqs = { "type", "name", "range" "Gov", "Tribal", "Player" } [effect_max_rates_despotism] type = "Max_Rates" value = 60 reqs = { "type", "name", "range" "Gov", "Despotism", "Player" } [effect_max_rates_monarchy] type = "Max_Rates" value = 70 reqs = { "type", "name", "range" "Gov", "Monarchy", "Player" } [effect_max_rates_communism] type = "Max_Rates" value = 80 reqs = { "type", "name", "range" "Gov", "Communism", "Player" } [effect_max_rates_fundamentalism] type = "Max_Rates" value = 70 reqs = { "type", "name", "range" "Gov", "Fundamentalism", "Player" } [effect_max_rates_federation] type = "Max_Rates" value = 90 reqs = { "type", "name", "range" "Gov", "Federation", "Player" } [effect_max_rates_republic] type = "Max_Rates" value = 80 reqs = { "type", "name", "range" "Gov", "Republic", "Player" } [effect_max_rates_democracy] type = "Max_Rates" value = 90 reqs = { "type", "name", "range" "Gov", "Democracy", "Player" } [effect_martial_law_each_anarchy] type = "Martial_Law_Each" value = 1 reqs = { "type", "name", "range" "Gov", "Anarchy", "Player" } [effect_martial_law_each_despotism] type = "Martial_Law_Each" value = 1 reqs = { "type", "name", "range" "Gov", "Despotism", "Player" } [effect_martial_law_each_monarchy] type = "Martial_Law_Each" value = 1 reqs = { "type", "name", "range" "Gov", "Monarchy", "Player" } [effect_martial_law_each_communism] type = "Martial_Law_Each" value = 2 reqs = { "type", "name", "range" "Gov", "Communism", "Player" } [effect_martial_law_max_anarchy] type = "Martial_Law_Max" value = 3 reqs = { "type", "name", "range" "Gov", "Anarchy", "Player" } [effect_martial_law_max_despotism] type = "Martial_Law_Max" value = 3 reqs = { "type", "name", "range" "Gov", "Despotism", "Player" } [effect_martial_law_max_monarchy] type = "Martial_Law_Max" value = 3 reqs = { "type", "name", "range" "Gov", "Monarchy", "Player" } [effect_martial_law_max_communism] type = "Martial_Law_Max" value = 3 reqs = { "type", "name", "range" "Gov", "Communism", "Player" } ; Railroad because makes Pyramids obsolete [effect_gov_tile_penalty_anarchy] type = "Output_Penalty_Tile" value = 2 reqs = { "type", "name", "range", "present" "Gov", "Anarchy", "Player", TRUE "Building", "Pyramids", "Player", FALSE "Tech", "Railroad", "Player", FALSE } [effect_gov_tile_penalty_tribal] type = "Output_Penalty_Tile" value = 2 reqs = { "type", "name", "range", "present" "Gov", "Tribal", "Player", TRUE "Building", "Pyramids", "Player", FALSE "Tech", "Railroad", "Player", FALSE } [effect_gov_tile_penalty_despotism] type = "Output_Penalty_Tile" value = 2 reqs = { "type", "name", "range", "present" "Gov", "Despotism", "Player", TRUE "Building", "Pyramids", "Player", FALSE "Tech", "Railroad", "Player", FALSE } [effect_gov_tile_bonus_republic] type = "Output_Inc_Tile" value = 1 reqs = { "type", "name", "range", "present" "Gov", "Republic", "Player", TRUE "OutputType", "Trade", "Local", TRUE "TerrainClass", "Oceanic", "Local", FALSE } [effect_gov_tile_bonus_democracy] type = "Output_Inc_Tile" value = 1 reqs = { "type", "name", "range", "present" "Gov", "Democracy", "Player", TRUE "OutputType", "Trade", "Local", TRUE "TerrainClass", "Oceanic", "Local", FALSE } [effect_gov_tile_bonus_celebrate] type = "Output_Inc_Tile_Celebrate" value = 1 reqs = { "type", "name", "range", "present" "OutputType", "Trade", "Local", TRUE "Gov", "Anarchy", "Player", FALSE "Gov", "Tribal", "Player", FALSE "Gov", "Communism", "Player", FALSE "Gov", "Despotism", "Player", FALSE ; "Gov", "Monarchy", "Player", FALSE "Gov", "Fundamentalism", "Player", FALSE ; "Gov", "Federation", "Player", FALSE ; "Gov", "Republic", "Player", FALSE ; "Gov", "Democracy", "Player", FALSE } [effect_combat_tribal] type = "Veteran_Combat" value = 50 reqs = { "type", "name", "range", "present" "Gov", "Tribal", "Player", TRUE "UnitClass", "Land", "Local", TRUE "UnitFlag", "NonMil", "Local", FALSE "UnitFlag", "NoVeteran", "Local", FALSE } [effect_revolution_republic] type = "Revolution_Unhappiness" value = 2 reqs = { "type", "name", "range" "Gov", "Republic", "Player" } [effect_revolution_democracy] type = "Revolution_Unhappiness" value = 2 reqs = { "type", "name", "range" "Gov", "Democracy", "Player" } [effect_senate_federation] type = "Has_Senate" value = 1 reqs = { "type", "name", "range", "present" "Gov", "Federation", "Player", TRUE "Building", "Statue of Liberty", "Player", FALSE } [effect_senate_democracy] type = "Has_Senate" value = 1 reqs = { "type", "name", "range", "present" "Gov", "Democracy", "Player", TRUE "Building", "Statue of Liberty", "Player", FALSE } [effect_veteran_communism] type = "Veteran_Build" value = 1 reqs = { "type", "name", "range" "Gov", "Communism", "Player" "UnitFlag", "Diplomat", "Local" } [effect_veteran_federation] type = "Veteran_Build" value = 1 reqs = { "type", "name", "range" "Gov", "Federation", "Player" "UnitFlag", "Diplomat", "Local" } [effect_partisan_communism] type = "Inspire_Partisans" value = 1 reqs = { "type", "name", "range", "present" "Gov", "Communism", "Player", TRUE "Tech", "Communism", "Player", TRUE "Tech", "Gunpowder", "Player", TRUE "Tech", "Guerilla Warfare", "World", TRUE "NationGroup", "Barbarian", "Player", FALSE } [effect_partisan_democracy] type = "Inspire_Partisans" value = 1 reqs = { "type", "name", "range", "present" "Gov", "Democracy", "Player", TRUE "Tech", "Communism", "Player", TRUE "Tech", "Gunpowder", "Player", TRUE "Tech", "Guerilla Warfare", "World", TRUE "NationGroup", "Barbarian", "Player", FALSE } [effect_lux_federation] type = "Output_Add_Tile" value = 1 reqs = { "type", "name", "range" "Gov", "Federation", "Player" "CityTile", "Center", "Local" "OutputType", "Luxury", "Local" } [effect_bad_lux_anarchy] type = "Output_Bonus" value = -50 reqs = { "type", "name", "range" "Gov", "Anarchy", "Player" "OutputType", "Luxury", "Local" } [effect_bad_sci_fundamentalism] type = "Output_Bonus" value = -50 reqs = { "type", "name", "range" "Gov", "Fundamentalism", "Player" "OutputType", "Science", "Local" } [effect_tithes_fundamentalism] type = "Happiness_To_Gold" value = 1 reqs = { "type", "name", "range" "Gov", "Fundamentalism", "Player" } [effect_fanatics_fundamentalism] type = "Fanatics" value = 1 reqs = { "type", "name", "range" "Gov", "Fundamentalism", "Player" } [effect_airport] type = "Veteran_Build" value = 1 reqs = { "type", "name", "range", "present" "Building", "Airport", "City", TRUE "UnitClass", "Air", "Local", TRUE "UnitFlag", "NonMil", "Local", FALSE "UnitFlag", "NoVeteran", "Local", FALSE } [effect_airport_0a] type = "Veteran_Build" value = 1 reqs = { "type", "name", "range", "present" "Building", "Airport", "City", TRUE "UnitClass", "Helicopter", "Local", TRUE "UnitFlag", "NonMil", "Local", FALSE "UnitFlag", "NoVeteran", "Local", FALSE } [effect_airport_0b] type = "Veteran_Build" value = 1 reqs = { "type", "name", "range", "present" "Building", "Airport", "City", TRUE "UnitClass", "Missile", "Local", TRUE "UnitFlag", "NonMil", "Local", FALSE "UnitFlag", "NoVeteran", "Local", FALSE } [effect_airport_1] type = "HP_Regen" value = 100 reqs = { "type", "name", "range" "Building", "Airport", "City" "UnitClass", "Air", "Local" } [effect_airport_1a] type = "HP_Regen" value = 100 reqs = { "type", "name", "range" "Building", "Airport", "City" "UnitClass", "Helicopter", "Local" } [effect_airport_2] type = "Airlift" value = 1 reqs = { "type", "name", "range" "Building", "Airport", "City" } ; Base max city size of 8 [effect_aqueduct_base] type = "Size_Adj" value = 8 ; Max city size 8 + 8 = 16 [effect_aqueduct] type = "Size_Adj" value = 8 reqs = { "type", "name", "range" "Building", "Aqueduct", "City" } [effect_aqueduct_1] type = "Health_Pct" value = 30 reqs = { "type", "name", "range" "Building", "Aqueduct", "City" } [effect_aqueduct_river] type = "Size_Adj" value = 8 reqs = { "type", "name", "range", "present" "Building", "Aqueduct, River", "City", TRUE "Building", "Aqueduct", "City", FALSE } [effect_aqueduct_river_1] type = "Health_Pct" value = 30 reqs = { "type", "name", "range", "present" "Building", "Aqueduct, River", "City", TRUE "Building", "Aqueduct", "City", FALSE } [effect_aqueduct_lake] type = "Size_Adj" value = 8 reqs = { "type", "name", "range", "present" "Building", "Aqueduct, Lake", "City", TRUE "Building", "Aqueduct", "City", FALSE "Building", "Aqueduct, River", "City", FALSE } [effect_aqueduct_lake_1] type = "Health_Pct" value = 30 reqs = { "type", "name", "range", "present" "Building", "Aqueduct, Lake", "City", TRUE "Building", "Aqueduct", "City", FALSE "Building", "Aqueduct, River", "City", FALSE } [effect_bank] type = "Output_Bonus" value = 50 reqs = { "type", "name", "range" "Building", "Bank", "City" "OutputType", "Gold", "Local" } [effect_bank_1] type = "Output_Bonus" value = 50 reqs = { "type", "name", "range" "Building", "Bank", "City" "OutputType", "Luxury", "Local" } [effect_barracks] type = "Veteran_Build" value = 1 reqs = { "type", "name", "range", "present" "Building", "Barracks", "City", TRUE "UnitClass", "Land", "Local", TRUE "Building", "Barracks II", "City", FALSE "Building", "Barracks III", "City", FALSE "UnitFlag", "NonMil", "Local", FALSE "UnitFlag", "NoVeteran", "Local", FALSE } [effect_barracks_b] type = "Veteran_Build" value = 1 reqs = { "type", "name", "range", "present" "Building", "Barracks", "City", TRUE "UnitClass", "Big Land", "Local", TRUE "Building", "Barracks II", "City", FALSE "Building", "Barracks III", "City", FALSE "UnitFlag", "NonMil", "Local", FALSE "UnitFlag", "NoVeteran", "Local", FALSE } [effect_barracks_hp] type = "HP_Regen" value = 100 reqs = { "type", "name", "range", "present" "Building", "Barracks", "City", TRUE "UnitClass", "Land", "Local", TRUE "Building", "Barracks II", "City", FALSE "Building", "Barracks III", "City", FALSE } [effect_barracks_b_hp] type = "HP_Regen" value = 100 reqs = { "type", "name", "range", "present" "Building", "Barracks", "City", TRUE "UnitClass", "Big Land", "Local", TRUE "Building", "Barracks II", "City", FALSE "Building", "Barracks III", "City", FALSE } [effect_barracks_ii] type = "Veteran_Build" value = 1 reqs = { "type", "name", "range", "present" "Building", "Barracks II", "City", TRUE "UnitClass", "Land", "Local", TRUE "Building", "Barracks III", "City", FALSE "UnitFlag", "NonMil", "Local", FALSE "UnitFlag", "NoVeteran", "Local", FALSE } [effect_barracks_ii_b] type = "Veteran_Build" value = 1 reqs = { "type", "name", "range", "present" "Building", "Barracks II", "City", TRUE "UnitClass", "Big Land", "Local", TRUE "Building", "Barracks III", "City", FALSE "UnitFlag", "NonMil", "Local", FALSE "UnitFlag", "NoVeteran", "Local", FALSE } [effect_barracks_ii_hp] type = "HP_Regen" value = 100 reqs = { "type", "name", "range", "present" "Building", "Barracks II", "City", TRUE "UnitClass", "Land", "Local", TRUE "Building", "Barracks III", "City", FALSE } [effect_barracks_ii_b_hp] type = "HP_Regen" value = 100 reqs = { "type", "name", "range", "present" "Building", "Barracks II", "City", TRUE "UnitClass", "Big Land", "Local", TRUE "Building", "Barracks III", "City", FALSE } [effect_barracks_iii] type = "Veteran_Build" value = 1 reqs = { "type", "name", "range", "present" "Building", "Barracks III", "City", TRUE "UnitClass", "Land", "Local", TRUE "UnitFlag", "NonMil", "Local", FALSE "UnitFlag", "NoVeteran", "Local", FALSE } [effect_barracks_iii_b] type = "Veteran_Build" value = 1 reqs = { "type", "name", "range", "present" "Building", "Barracks III", "City", TRUE "UnitClass", "Big Land", "Local", TRUE "UnitFlag", "NonMil", "Local", FALSE "UnitFlag", "NoVeteran", "Local", FALSE } [effect_barracks_iii_hp] type = "HP_Regen" value = 100 reqs = { "type", "name", "range" "Building", "Barracks III", "City" "UnitClass", "Land", "Local" } [effect_barracks_iii_b_hp] type = "HP_Regen" value = 100 reqs = { "type", "name", "range" "Building", "Barracks III", "City" "UnitClass", "Big Land", "Local" } [effect_cathedral] type = "Make_Content" value = 3 reqs = { "type", "name", "range" "Building", "Cathedral", "City" } [effect_cathedral_1] type = "Make_Content" value = 1 reqs = { "type", "name", "range", "present" "Tech", "Theology", "Player", TRUE "Building", "Cathedral", "City", TRUE "Gov", "Communism", "Player", FALSE } ; Every Land [effect_city_defense_0] type = "Defend_Bonus" value = 50 reqs = { "type", "name", "range", "present" "CityTile", "Center", "Local", TRUE ; "UnitClass", "Land", "Local", FALSE ; "UnitClass", "Small Land", "Local", FALSE ; "UnitClass", "Big Land", "Local", FALSE ; "UnitClass", "Merchant", "Local", FALSE "UnitClass", "Sea", "Local", FALSE "UnitClass", "Trireme", "Local", FALSE "UnitClass", "Helicopter", "Local", FALSE "UnitClass", "Air", "Local", FALSE "UnitClass", "Missile", "Local", FALSE } ; Every Land, Sea, Trireme [effect_city_defense_1] type = "Defend_Bonus" value = 50 reqs = { "type", "name", "range", "present" "MinSize", "8", "City", TRUE "CityTile", "Center", "Local", TRUE ; "UnitClass", "Land", "Local", FALSE ; "UnitClass", "Small Land", "Local", FALSE ; "UnitClass", "Big Land", "Local", FALSE ; "UnitClass", "Merchant", "Local", FALSE ; "UnitClass", "Sea", "Local", FALSE ; "UnitClass", "Trireme", "Local", FALSE "UnitClass", "Helicopter", "Local", FALSE "UnitClass", "Air", "Local", FALSE "UnitClass", "Missile", "Local", FALSE } ; Every Land [effect_city_walls_0] type = "Defend_Bonus" value = 100 reqs = { "type", "name", "range", "present" "Building", "City Walls", "City", TRUE ; "UnitClass", "Land", "Local", FALSE ; "UnitClass", "Small Land", "Local", FALSE ; "UnitClass", "Big Land", "Local", FALSE ; "UnitClass", "Merchant", "Local", FALSE "UnitClass", "Sea", "Local", FALSE "UnitClass", "Trireme", "Local", FALSE "UnitClass", "Helicopter", "Local", FALSE "UnitClass", "Air", "Local", FALSE "UnitClass", "Missile", "Local", FALSE } [effect_city_walls_1] type = "Unit_No_Lose_Pop" value = 1 reqs = { "type", "name", "range" "Building", "City Walls", "City" } [effect_city_walls_visible] type = "Visible_Walls" value = 1 reqs = { "type", "name", "range" "Building", "City Walls", "City" } [effect_coastal_defense] type = "Defend_Bonus" value = 100 reqs = { "type", "name", "range" "Building", "Coastal Defense", "City" "UnitClass", "Sea", "Local" } [effect_coastal_defense_trireme] type = "Defend_Bonus" value = 100 reqs = { "type", "name", "range" "Building", "Coastal Defense", "City" "UnitClass", "Trireme", "Local" } [effect_colosseum] type = "Make_Content" value = 3 reqs = { "type", "name", "range" "Building", "Colosseum", "City" } [effect_colosseum_1] type = "Make_Content" value = 1 reqs = { "type", "name", "range" "Tech", "Electricity", "Player" "Building", "Colosseum", "City" } [effect_courthouse] type = "Output_Waste_Pct" value = 50 reqs = { "type", "name", "range" "Building", "Courthouse", "City" "OutputType", "Trade", "Local" } [effect_courthouse_1] type = "Output_Waste_Pct" value = 50 reqs = { "type", "name", "range" "Building", "Courthouse", "City" "OutputType", "Shield", "local" } [effect_courthouse_2] type = "Output_Waste_Pct" value = 25 reqs = { "type", "name", "range" "Building", "Courthouse", "City" "OutputType", "Food", "local" } [effect_courthouse_3] type = "Make_Content" value = 1 reqs = { "type", "name", "range" "Building", "Courthouse", "City" } [effect_courthouse_incite] type = "Incite_Cost_Pct" value = 300 reqs = { "type", "name", "range", "present" "Building", "Courthouse", "City", TRUE "MaxUnitsOnTile", "0", "Local", FALSE } [effect_incite_cost_empty_courthouse] type = "Incite_Cost_Pct" value = 100 reqs = { "type", "name", "range", "present" "MaxUnitsOnTile", "0", "Local", TRUE "Building", "Courthouse", "City", TRUE } [effect_incite_cost_empty] type = "Incite_Cost_Pct" value = -50 reqs = { "type", "name", "range", "present" "MaxUnitsOnTile", "0", "Local", TRUE "Building", "Courthouse", "City", FALSE } [effect_factory] type = "Output_Bonus" value = 25 reqs = { "type", "name", "range" "Building", "Factory", "City" "OutputType", "Shield", "Local" } [effect_factory_1] type = "Pollu_Pop_Pct" value = 25 reqs = { "type", "name", "range" "Building", "Factory", "City" } [effect_granary] type = "Output_Waste_Pct" value = 25 reqs = { "type", "name", "range" "Building", "Granary", "City" "OutputType", "Food", "local" } ; Free Granary effect [effect_granary_base] type = "Growth_Food" value = 50 reqs = { "type", "name", "range", "present" "MinSize", "4", "City", FALSE } ; Granary size fixed to 10 [effect_granary_0] type = "Growth_Food" value = 50 reqs = { "type", "name", "range", "present" "Building", "Granary", "City", TRUE "MinSize", "4", "City", TRUE "MinSize", "5", "City", FALSE } ; Size adjusted when Foodbox increases [effect_granary_1] type = "Growth_Food" value = 34 reqs = { "type", "name", "range", "present" "Building", "Granary", "City", TRUE "MinSize", "5", "City", TRUE "MinSize", "7", "City", FALSE } ; Size adjusted when Foodbox increases [effect_granary_2] type = "Growth_Food" value = 25 reqs = { "type", "name", "range" "Building", "Granary", "City" "MinSize", "7", "City" } [effect_harbour] type = "Output_Add_Tile" value = 1 reqs = { "type", "name", "range", "present" "TerrainClass", "Oceanic", "Local", TRUE "Building", "Harbour", "City", TRUE "OutputType", "Food", "Local", TRUE "Terrain", "Lake", "Local", FALSE } [effect_hydro_plant] type = "Output_Bonus" value = 25 reqs = { "type", "name", "range", "present" "Building", "Factory", "City", TRUE "Building", "Hydro Plant", "City", TRUE "OutputType", "Shield", "Local", TRUE "Building", "Solar Plant", "City", FALSE "Building", "Hoover Dam", "City", FALSE } [effect_hydro_plant_1] type = "Output_Bonus" value = 25 reqs = { "type", "name", "range", "present" "Building", "Mfg. Plant", "City", TRUE "Building", "Hydro Plant", "City", TRUE "OutputType", "Shield", "Local", TRUE "Building", "Solar Plant", "City", FALSE "Building", "Hoover Dam", "City", FALSE } [effect_hydro_plant_2] type = "Pollu_Prod_Pct" value = -50 reqs = { "type", "name", "range", "present" "Building", "Hydro Plant", "City", TRUE "Building", "Solar Plant", "City", FALSE "Building", "Hoover Dam", "City", FALSE } [effect_hydro_plant_3] type = "Pollu_Prod_Pct" value = -25 reqs = { "type", "name", "range", "present" "Building", "Recycling Center", "City", TRUE "Building", "Hydro Plant", "City", TRUE "Building", "Solar Plant", "City", FALSE "Building", "Hoover Dam", "City", FALSE } [effect_hydro_plant_4] type = "Pollu_Prod_Pct" value = -25 reqs = { "type", "name", "range", "present" "Building", "Hoover Dam", "Player", TRUE "Building", "Hydro Plant", "City", TRUE "Building", "Solar Plant", "City", FALSE "Building", "Hoover Dam", "City", FALSE } [effect_library] type = "Output_Bonus" value = 50 reqs = { "type", "name", "range" "Building", "Library", "City" "OutputType", "Science", "Local" } [effect_marketplace] type = "Output_Bonus" value = 50 reqs = { "type", "name", "range" "Building", "Marketplace", "City" "OutputType", "Gold", "Local" } [effect_marketplace_1] type = "Output_Bonus" value = 50 reqs = { "type", "name", "range" "Building", "Marketplace", "City" "OutputType", "Luxury", "Local" } [effect_mass_transit] type = "Pollu_Pop_Pct" value = -50 reqs = { "type", "name", "range" "Building", "Mass Transit", "City" } [effect_mfg_plant] type = "Output_Bonus" value = 25 reqs = { "type", "name", "range" "Building", "Mfg. Plant", "City" "OutputType", "Shield", "Local" } [effect_mfg_plant_1] type = "Pollu_Pop_Pct" value = 25 reqs = { "type", "name", "range" "Building", "Mfg. Plant", "City" } [effect_nuclear_plant] type = "Output_Bonus" value = 25 reqs = { "type", "name", "range", "present" "Building", "Factory", "City", TRUE "Building", "Nuclear Plant", "City", TRUE "OutputType", "Shield", "Local", TRUE "Building", "Hydro Plant", "City", FALSE "Building", "Solar Plant", "City", FALSE "Building", "Hoover Dam", "City", FALSE } [effect_nuclear_plant_1] type = "Output_Bonus" value = 25 reqs = { "type", "name", "range", "present" "Building", "Mfg. Plant", "City", TRUE "Building", "Nuclear Plant", "City", TRUE "OutputType", "Shield", "Local", TRUE "Building", "Hydro Plant", "City", FALSE "Building", "Solar Plant", "City", FALSE "Building", "Hoover Dam", "City", FALSE } [effect_nuclear_plant_2] type = "Pollu_Prod_Pct" value = -50 reqs = { "type", "name", "range", "present" "Building", "Nuclear Plant", "City", TRUE "Building", "Hydro Plant", "City", FALSE "Building", "Solar Plant", "City", FALSE "Building", "Hoover Dam", "City", FALSE } [effect_nuclear_plant_3] type = "Pollu_Prod_Pct" value = -25 reqs = { "type", "name", "range", "present" "Building", "Recycling Center", "City", TRUE "Building", "Nuclear Plant", "City", TRUE "Building", "Hydro Plant", "City", FALSE "Building", "Solar Plant", "City", FALSE "Building", "Hoover Dam", "City", FALSE } [effect_offshore_platform] type = "Output_Add_Tile" value = 1 reqs = { "type", "name", "range" "Terrain", "Ocean", "Local" "Building", "Offshore Platform", "City" "OutputType", "Shield", "Local" } [effect_offshore_platform_1] type = "Output_Add_Tile" value = 1 reqs = { "type", "name", "range" "Terrain", "Deep Ocean", "Local" "Building", "Offshore Platform", "City" "Extra", "Oil Well", "Local" "OutputType", "Shield", "Local" } [effect_offshore_platform_2] type = "Pollu_Pop_Pct" value = 25 reqs = { "type", "name", "range" "Building", "Offshore Platform", "City" } [effect_palace] type = "Output_Waste_Pct" value = 50 reqs = { "type", "name", "range" "Building", "Palace", "City" "OutputType", "Trade", "Local" } [effect_palace_1] type = "Output_Waste_Pct" value = 50 reqs = { "type", "name", "range" "Building", "Palace", "City" "OutputType", "Shield", "local" } [effect_palace_2] type = "Spy_Resistant" value = 50 reqs = { "type", "name", "range" "Building", "Palace", "City" } [effect_palace_3] type = "Capital_City" value = 1 reqs = { "type", "name", "range" "Building", "Palace", "City" } [effect_palace_gov_center] type = "Gov_Center" value = 1 reqs = { "type", "name", "range" "Building", "Palace", "City" } [effect_palace_despotism] type = "Output_Bonus" value = 75 reqs = { "type", "name", "range" "Gov", "Despotism", "Player" "Building", "Palace", "City" "OutputType", "Gold", "Local" } [effect_palace_monarchy] type = "Output_Bonus" value = 50 reqs = { "type", "name", "range" "Gov", "Monarchy", "Player" "Building", "Palace", "City" "OutputType", "Gold", "Local" } [effect_police_station] type = "Make_Content" value = 2 reqs = { "type", "name", "range" "Building", "Police Station", "City" } [effect_police_station_1] type = "Make_Content_Mil" value = 1 reqs = { "type", "name", "range" "Building", "Police Station", "City" } [effect_police_station_democracy] type = "Make_Content_Mil" value = 1 reqs = { "type", "name", "range", "present" "Gov", "Democracy", "Player", TRUE "Building", "Police Station", "City", TRUE "Building", "Women's Suffrage", "Player", FALSE } [effect_port_facility] type = "Veteran_Build" value = 1 reqs = { "type", "name", "range", "present" "Building", "Port Facility", "City", TRUE "UnitClass", "Sea", "Local", TRUE "UnitFlag", "NonMil", "Local", FALSE "UnitFlag", "NoVeteran", "Local", FALSE } [effect_port_facility_1] type = "HP_Regen" value = 100 reqs = { "type", "name", "range" "Building", "Port Facility", "City" "UnitClass", "Sea", "Local" } [effect_port_facility_trireme] type = "Veteran_Build" value = 1 reqs = { "type", "name", "range", "present" "Building", "Port Facility", "City", TRUE "UnitClass", "Trireme", "Local", TRUE "UnitFlag", "NonMil", "Local", FALSE "UnitFlag", "NoVeteran", "Local", FALSE } [effect_port_facility_trireme_1] type = "HP_Regen" value = 100 reqs = { "type", "name", "range" "Building", "Port Facility", "City" "UnitClass", "Trireme", "Local" } [effect_power_plant] type = "Output_Bonus" value = 25 reqs = { "type", "name", "range", "present" "Building", "Factory", "City", TRUE "Building", "Power Plant", "City", TRUE "OutputType", "Shield", "Local", TRUE "Building", "Nuclear Plant", "City", FALSE "Building", "Hydro Plant", "City", FALSE "Building", "Solar Plant", "City", FALSE "Building", "Hoover Dam", "City", FALSE } [effect_power_plant_1] type = "Output_Bonus" value = 25 reqs = { "type", "name", "range", "present" "Building", "Mfg. Plant", "City", TRUE "Building", "Power Plant", "City", TRUE "OutputType", "Shield", "Local", TRUE "Building", "Nuclear Plant", "City", FALSE "Building", "Hydro Plant", "City", FALSE "Building", "Solar Plant", "City", FALSE "Building", "Hoover Dam", "City", FALSE } [effect_recycling_center] type = "Pollu_Prod_Pct" value = -50 reqs = { "type", "name", "range", "present" "Building", "Recycling Center", "City", TRUE "Building", "Nuclear Plant", "City", FALSE "Building", "Hydro Plant", "City", FALSE "Building", "Solar Plant", "City", FALSE "Building", "Hoover Dam", "City", FALSE } [effect_research_lab] type = "Output_Bonus" value = 50 reqs = { "type", "name", "range" "Building", "Research Lab", "City" "OutputType", "Science", "Local" } [effect_sam_battery] type = "Defend_Bonus" value = 100 reqs = { "type", "name", "range" "Building", "SAM Battery", "City" "UnitClass", "Air", "Local" } [effect_sam_battery_1] type = "Defend_Bonus" value = 100 reqs = { "type", "name", "range" "Building", "SAM Battery", "City" "UnitClass", "Helicopter", "Local" } [effect_sdi_defense] type = "Nuke_Proof" value = 100 reqs = { "type", "name", "range" "Building", "SDI Defense", "City" } [effect_sdi_defense_1] type = "Defend_Bonus" value = 100 reqs = { "type", "name", "range" "Building", "SDI Defense", "City" "UnitClass", "Missile", "Local" } [effect_sewer_system] type = "Size_Unlimit" value = 1 reqs = { "type", "name", "range" "Building", "Sewer System", "City" "Building", "Aqueduct", "City" } [effect_sewer_system_1] type = "Size_Unlimit" value = 1 reqs = { "type", "name", "range" "Building", "Sewer System", "City" "Building", "Aqueduct, Lake", "City" } [effect_sewer_system_2] type = "Size_Unlimit" value = 1 reqs = { "type", "name", "range" "Building", "Sewer System", "City" "Building", "Aqueduct, River", "City" } [effect_sewer_system_health] type = "Health_Pct" value = 30 reqs = { "type", "name", "range" "Building", "Sewer System", "City" } [effect_solar_plant] type = "Output_Bonus" value = 25 reqs = { "type", "name", "range", "present" "Building", "Factory", "City", TRUE "Building", "Solar Plant", "City", TRUE "OutputType", "Shield", "Local", TRUE "Building", "Hoover Dam", "City", FALSE } [effect_solar_plant_1] type = "Output_Bonus" value = 25 reqs = { "type", "name", "range", "present" "Building", "Mfg. Plant", "City", TRUE "Building", "Solar Plant", "City", TRUE "OutputType", "Shield", "Local", TRUE "Building", "Hoover Dam", "City", FALSE } [effect_solar_plant_2] type = "Pollu_Prod_Pct" value = -75 reqs = { "type", "name", "range", "present" "Building", "Solar Plant", "City", TRUE "Building", "Hoover Dam", "City", FALSE } [effect_solar_plant_3] type = "Pollu_Prod_Pct" value = -25 reqs = { "type", "name", "range", "present" "Building", "Recycling Center", "City", TRUE "Building", "Solar Plant", "City", TRUE "Building", "Hoover Dam", "City", FALSE } [effect_space_component] type = "SS_Component" value = 1 reqs = { "type", "name", "range" "Building", "Space Component", "City" } [effect_space_module] type = "SS_Module" value = 1 reqs = { "type", "name", "range" "Building", "Space Module", "City" } [effect_space_structural] type = "SS_Structural" value = 1 reqs = { "type", "name", "range" "Building", "Space Structural", "City" } [effect_plastics_slowdown] type = "Slow_Down_Timeline" value = 1 reqs = { "type", "name", "range", "survives" "Tech", "Plastics", "World", TRUE } [effect_superconductor_slowdown] type = "Slow_Down_Timeline" value = 1 reqs = { "type", "name", "range", "survives" "Tech", "Superconductors", "World", TRUE } [effect_spaceflight_slowdown] type = "Slow_Down_Timeline" value = 1 reqs = { "type", "name", "range", "survives" "Tech", "Space Flight", "World", TRUE } [effect_stock_exchange] type = "Output_Bonus" value = 50 reqs = { "type", "name", "range" "Building", "Stock Exchange", "City" "OutputType", "Gold", "Local" } [effect_stock_exchange_1] type = "Output_Bonus" value = 50 reqs = { "type", "name", "range" "Building", "Stock Exchange", "City" "OutputType", "Luxury", "Local" } [effect_super_highways] type = "Output_Inc_Tile" value = 1 reqs = { "type", "name", "range", "present" "Extra", "Road", "Local", TRUE "Building", "Super Highways", "City", TRUE "OutputType", "Trade", "Local", TRUE "Extra", "Farmland", "Local", FALSE } [effect_super_highways_1] type = "Output_Bonus" value = 50 reqs = { "type", "name", "range" "Building", "Super Highways", "City" "Building", "Stock Exchange", "City" "OutputType", "Gold", "Local" } [effect_super_highways_2] type = "Output_Bonus" value = 50 reqs = { "type", "name", "range" "Building", "Super Highways", "City" "Building", "Stock Exchange", "City" "OutputType", "Luxury", "Local" } [effect_super_highways_3] type = "Pollu_Pop_Pct" value = 25 reqs = { "type", "name", "range" "Building", "Super Highways", "City" } [effect_mine] type = "Mining_Pct" value = 100 reqs = { "type", "name", "range" "Extra", "Mine", "Local" } [effect_oil_well] type = "Mining_Pct" value = 100 reqs = { "type", "name", "range" "Extra", "Oil Well", "Local" } [effect_irrigation] type = "Irrigation_Pct" value = 100 reqs = { "type", "name", "range", "present" "Extra", "Irrigation", "Local", TRUE "CityTile", "Center", "Local", FALSE } [effect_irrigation_2] type = "Irrigation_Pct" value = 100 reqs = { "type", "name", "range", "present" "CityTile", "Center", "Local", TRUE "TerrainAlter", "CanIrrigate", "Local", TRUE "Extra", "Mine", "Local", FALSE "Extra", "Oil Well", "Local", FALSE } [effect_supermarket] type = "Output_Per_Tile" value = 50 reqs = { "type", "name", "range", "present" "Extra", "Farmland", "Local", TRUE "Building", "Supermarket", "City", TRUE "OutputType", "Food", "Local", TRUE "CityTile", "Center", "Local", FALSE } [effect_supermarket_2] type = "Output_Per_Tile" value = 50 reqs = { "type", "name", "range", "present" "CityTile", "Center", "Local", TRUE "TerrainAlter", "CanIrrigate", "Local", TRUE "Building", "Supermarket", "City", TRUE "OutputType", "Food", "Local", TRUE "Extra", "Mine", "Local", FALSE "Extra", "Oil Well", "Local", FALSE } [effect_temple] type = "Make_Content" value = 1 reqs = { "type", "name", "range" "Building", "Temple", "City" } [effect_temple_1] type = "Make_Content" value = 1 reqs = { "type", "name", "range", "present" "Tech", "Mysticism", "Player", TRUE "Building", "Temple", "City", TRUE "Gov", "Communism", "Player", FALSE } [effect_university] type = "Output_Bonus" value = 50 reqs = { "type", "name", "range" "Building", "University", "City" "OutputType", "Science", "Local" } [effect_apollo_program] type = "Reveal_Map" value = 1 reqs = { "type", "name", "range" "Building", "Apollo Program", "Player" } [effect_apollo_program_1] type = "Enable_Space" value = 1 reqs = { "type", "name", "range", "survives" "Building", "Apollo Program", "World", TRUE } [effect_asmiths_trading_co] type = "Upkeep_Free" value = 1 reqs = { "type", "name", "range" "Building", "A.Smith's Trading Co.", "Player" "Building", "Stock Exchange", "City" } ;2 + 1 = 3 [effect_asmiths_trading_co_1] type = "Specialist_Output" value = 1 reqs = { "type", "name", "range", "survives" "Building", "A.Smith's Trading Co.", "World", TRUE "Specialist", "Taxman", "Local" "OutputType", "Gold", "Local" } [effect_colossus] type = "Output_Inc_Tile" value = 1 reqs = { "type", "name", "range" "Building", "Colossus", "City" "OutputType", "Trade", "Local" } [effect_copernicus_observatory] type = "Output_Add_Tile" value = 1 reqs = { "type", "name", "range" "Building", "Copernicus' Observatory", "City" "OutputType", "Science", "Local" } [effect_cure_for_cancer] type = "Output_Add_Tile" value = 2 reqs = { "type", "name", "range" "Building", "Cure For Cancer", "Player" "CityTile", "Center", "Local" "OutputType", "Luxury", "Local" } [effect_cure_for_cancer_health] type = "Health_Pct" value = 10 reqs = { "type", "name", "range" "Building", "Cure For Cancer", "Player" } [effect_darwins_voyage] type = "Output_Add_Tile" value = 1 reqs = { "type", "name", "range" "Building", "Darwin's Voyage", "Player" "CityTile", "Center", "Local" "OutputType", "Science", "Local" } ;2 + 1 = 3 [effect_darwins_voyage_1] type = "Specialist_Output" value = 1 reqs = { "type", "name", "range", "survives" "Building", "Darwin's Voyage", "World", TRUE "Specialist", "Scientist", "Local" "OutputType", "Science", "Local" } [effect_eiffel_tower] type = "Gain_AI_Love" value = 10 reqs = { "type", "name", "range", "present", "survives" "Building", "Eiffel Tower", "Player", TRUE, FALSE "Building", "Apollo Program", "World", FALSE, TRUE } [effect_eiffel_tower_1] type = "Pollu_Pop_Pct" value = -25 reqs = { "type", "name", "range" "Building", "Eiffel Tower", "Player" } [effect_great_library] type = "Output_Bonus" value = 50 reqs = { "type", "name", "range", "survives" "Building", "Great Library", "World", TRUE "Building", "Library", "City" "OutputType", "Science", "Local" } [effect_great_library_1] type = "Output_Add_Tile" value = 4 reqs = { "type", "name", "range" "Building", "Great Library", "City" "CityTile", "Center", "Local" "OutputType", "Science", "Local" } [effect_great_library_2] type = "Give_Imm_Tech" value = 1 reqs = { "type", "name", "range" "Building", "Great Library", "Player" } ; Every Land unit [effect_great_wall] type = "Defend_Bonus" value = 50 reqs = { "type", "name", "range", "present" "Building", "Great Wall", "Player", TRUE "CityTile", "Center", "Local", TRUE ; "UnitClass", "Land", "Local", FALSE ; "UnitClass", "Small Land", "Local", FALSE ; "UnitClass", "Big Land", "Local", FALSE ; "UnitClass", "Merchant", "Local", FALSE "UnitClass", "Sea", "Local", FALSE "UnitClass", "Trireme", "Local", FALSE "UnitClass", "Helicopter", "Local", FALSE "UnitClass", "Air", "Local", FALSE "UnitClass", "Missile", "Local", FALSE } [effect_great_wall_1] type = "Unit_No_Lose_Pop" value = 1 reqs = { "type", "name", "range" "Building", "Great Wall", "Player" } [effect_hanging_gardens] type = "Make_Content" value = 1 reqs = { "type", "name", "range" "Building", "Hanging Gardens", "Player" } [effect_hanging_gardens_1] type = "Output_Add_Tile" value = 4 reqs = { "type", "name", "range" "Building", "Hanging Gardens", "City" "CityTile", "Center", "Local" "OutputType", "Luxury", "Local" } [effect_hoover_dam] type = "Output_Bonus" value = 25 reqs = { "type", "name", "range" "Building", "Factory", "City" "Building", "Hoover Dam", "City" "OutputType", "Shield", "Local" } [effect_hoover_dam_1] type = "Output_Bonus" value = 25 reqs = { "type", "name", "range" "Building", "Mfg. Plant", "City" "Building", "Hoover Dam", "City" "OutputType", "Shield", "Local" } [effect_hoover_dam_2] type = "Pollu_Prod_Pct" value = -75 reqs = { "type", "name", "range" "Building", "Hoover Dam", "City" } [effect_hoover_dam_3] type = "Pollu_Prod_Pct" value = -25 reqs = { "type", "name", "range" "Building", "Recycling Center", "City" "Building", "Hoover Dam", "City" } [effect_isaac_newtons_college] type = "Output_Bonus" value = 50 reqs = { "type", "name", "range", "survives" "Building", "Isaac Newton's College", "World", TRUE "Building", "University", "City" "OutputType", "Science", "Local" } [effect_isaac_newtons_college_1] type = "Output_Add_Tile" value = 6 reqs = { "type", "name", "range" "Building", "Isaac Newton's College", "City" "CityTile", "Center", "Local" "OutputType", "Science", "Local" } [effect_isaac_newtons_college_2] type = "Give_Imm_Tech" value = 1 reqs = { "type", "name", "range" "Building", "Isaac Newton's College", "Player" } [effect_js_bachs_cathedral] type = "Output_Add_Tile" value = 2 reqs = { "type", "name", "range" "Building", "J.S. Bach's Cathedral", "Player" "CityTile", "Center", "Local" "OutputType", "Luxury", "Local" } [effect_king_richards_crusade] type = "Make_Content_Mil" value = 1 reqs = { "type", "name", "range" "Building", "King Richard's Crusade", "Player" } [effect_king_richards_crusade_1] type = "Unit_Upkeep_Free_Per_City" value = 2 reqs = { "type", "name", "range" "Building", "King Richard's Crusade", "Player" "OutputType", "Gold", "Local" } [effect_leonardos_workshop] type = "Upgrade_Unit" value = 1 reqs = { "type", "name", "range" "Building", "Leonardo's Workshop", "Player" } [effect_lighthouse_move] type = "Move_Bonus" value = 1 reqs = { "type", "name", "range" "Building", "Lighthouse", "Player" "UnitClass", "Sea", "Local" } [effect_lighthouse_veteran] type = "Veteran_Build" value = 1 reqs = { "type", "name", "range", "present" "Building", "Lighthouse", "Player", TRUE "UnitClass", "Sea", "Local", TRUE "UnitFlag", "NonMil", "Local", FALSE "UnitFlag", "NoVeteran", "Local", FALSE "Building", "Port Facility", "City", FALSE } [effect_lighthouse_trireme_move] type = "Move_Bonus" value = 1 reqs = { "type", "name", "range", "present" "Building", "Lighthouse", "Player", TRUE "UnitClass", "Trireme", "Local", TRUE ; No move bonus to Triremes starting their turn on rivers ; We also disable move bonus for city tiles in this clause... "Extra", "River", "Local", FALSE "CityTile", "Center", "Local", FALSE } ; ...so that we can use this one to avoid penalising Triremes which start ; in a perfectly legal coastal city which also happens to be on a river [effect_lighthouse_trireme_move_2] type = "Move_Bonus" value = 1 reqs = { "type", "name", "range" "Building", "Lighthouse", "Player" "UnitClass", "Trireme", "Local" "CityTile", "Center", "Local" "TerrainClass", "Oceanic", "Adjacent" } [effect_lighthouse_trireme_veteran] type = "Veteran_Build" value = 1 reqs = { "type", "name", "range", "present" "Building", "Lighthouse", "Player", TRUE "UnitClass", "Trireme", "Local", TRUE "UnitFlag", "NonMil", "Local", FALSE "UnitFlag", "NoVeteran", "Local", FALSE "Building", "Port Facility", "City", FALSE } [effect_magellans_expedition_move] type = "Move_Bonus" value = 1 reqs = { "type", "name", "range" "Building", "Magellan's Expedition", "Player" "UnitClass", "Sea", "Local" } [effect_magellans_expedition_veteran] type = "Veteran_Combat" value = 50 reqs = { "type", "name", "range", "present" "Building", "Magellan's Expedition", "Player", TRUE "UnitClass", "Sea", "Local", TRUE "UnitFlag", "NonMil", "Local", FALSE "UnitFlag", "NoVeteran", "Local", FALSE } [effect_manhattan_project] type = "Enable_Nuke" value = 1 reqs = { "type", "name", "range", "survives" "Building", "Manhattan Project", "World", TRUE } [effect_marco_polos_embassy] type = "Have_Embassies" value = 1 reqs = { "type", "name", "range" "Building", "Marco Polo's Embassy", "Player" } [effect_michelangelos_chapel] type = "Make_Content" value = 3 reqs = { "type", "name", "range" "Building", "Cathedral", "City" "Building", "Michelangelo's Chapel", "Player" } [effect_mausoleum_of_mausolos] type = "Make_Content" value = 1 reqs = { "type", "name", "range" "Building", "City Walls", "City" "Building", "Mausoleum of Mausolos", "Player" } [effect_mausoleum_of_mausolos_1] type = "Make_Content" value = 1 reqs = { "type", "name", "range" "Building", "Courthouse", "City" "Building", "Mausoleum of Mausolos", "Player" } [effect_statue_of_zeus] type = "Make_Content_Mil" value = 1 reqs = { "type", "name", "range" "Building", "Statue of Zeus", "Player" } [effect_statue_of_zeus_1] type = "Unit_Upkeep_Free_Per_City" value = 1 reqs = { "type", "name", "range" "Building", "Statue of Zeus", "Player" "OutputType", "Shield", "Local" } [effect_temple_of_artemis] type = "Make_Content" value = 2 reqs = { "type", "name", "range" "Building", "Temple", "City" "Building", "Temple of Artemis", "Player" } [effect_pyramids] type = "Output_Inc_Tile" value = 1 reqs = { "type", "name", "range" "Building", "Pyramids", "City" "OutputType", "Shield", "Local" } [effect_internet] type = "Output_Bonus" value = 50 reqs = { "type", "name", "range", "survives" "Building", "Internet", "World", TRUE "Building", "Research Lab", "City" "OutputType", "Science", "Local" } [effect_internet_1] type = "Reveal_Cities" value = 1 reqs = { "type", "name", "range" "Building", "Internet", "Player" } [effect_internet_2] type = "Give_Imm_Tech" value = 1 reqs = { "type", "name", "range" "Building", "Internet", "Player" } [effect_shakespeares_theatre] type = "Output_Add_Tile" value = 1 reqs = { "type", "name", "range" "Building", "Shakespeare's Theatre", "Player" "CityTile", "Center", "Local" "OutputType", "Luxury", "Local" } [effect_shakespeares_theatre_1] type = "Output_Add_Tile" value = 5 reqs = { "type", "name", "range" "Building", "Shakespeare's Theatre", "City" "CityTile", "Center", "Local" "OutputType", "Luxury", "Local" } ;2 + 1 = 3 [effect_shakespeares_theatre_2] type = "Specialist_Output" value = 1 reqs = { "type", "name", "range", "survives" "Building", "Shakespeare's Theatre", "World", TRUE "Specialist", "Elvis", "Local" "OutputType", "Luxury", "Local" } ; No_Anarchy includes no_senate effect [effect_statue_of_liberty] type = "No_Anarchy" value = 1 reqs = { "type", "name", "range" "Building", "Statue of Liberty", "Player" } [effect_statue_of_liberty_1] type = "Any_Government" value = 1 reqs = { "type", "name", "range" "Building", "Statue of Liberty", "Player" } [effect_sun_tzus_war_academy] type = "Veteran_Build" value = 1 reqs = { "type", "name", "range", "present" "Building", "Sun Tzu's War Academy", "Player", TRUE "UnitClass", "Land", "Local", TRUE "UnitFlag", "NonMil", "Local", FALSE "UnitFlag", "NoVeteran", "Local", FALSE } [effect_sun_tzus_war_academy_1] type = "Veteran_Build" value = 1 reqs = { "type", "name", "range", "present" "Building", "Sun Tzu's War Academy", "Player", TRUE "UnitClass", "Big Land", "Local", TRUE "UnitFlag", "NonMil", "Local", FALSE "UnitFlag", "NoVeteran", "Local", FALSE } [effect_sun_tzus_war_academy_2] type = "Veteran_Combat" value = 50 reqs = { "type", "name", "range", "present" "Building", "Sun Tzu's War Academy", "Player", TRUE "UnitClass", "Land", "Local", TRUE "UnitFlag", "NonMil", "Local", FALSE "UnitFlag", "NoVeteran", "Local", FALSE } [effect_sun_tzus_war_academy_3] type = "Veteran_Combat" value = 50 reqs = { "type", "name", "range", "present" "Building", "Sun Tzu's War Academy", "Player", TRUE "UnitClass", "Big Land", "Local", TRUE "UnitFlag", "NonMil", "Local", FALSE "UnitFlag", "NoVeteran", "Local", FALSE } [effect_united_nations] type = "Has_Senate" value = 1 reqs = { "type", "name", "range", "present", "survives" "Building", "United Nations", "World", TRUE, FALSE "Building", "Manhattan Project", "World", TRUE, TRUE "Tech", "Nuclear Fission", "Player", TRUE, FALSE "Building", "Apollo Program", "World", FALSE, TRUE } [effect_united_nations_1] type = "Revolution_Unhappiness" value = 2 reqs = { "type", "name", "range", "present" "Building", "United Nations", "World", TRUE ; Without negated req UN would make revolution less likely instead ; of enabling it with Democracy or Republic (value 2 -> 4 instead of 0 -> 2) "Gov", "Democracy", "Player", FALSE "Gov", "Republic", "Player", FALSE } [effect_united_nations_2] type = "Gain_AI_Love" value = 10 reqs = { "type", "name", "range", "present", "survives" "Building", "United Nations", "Player", TRUE, FALSE "Building", "Apollo Program", "World", FALSE, TRUE } [effect_womens_suffrage] type = "Make_Content_Mil" value = 1 reqs = { "type", "name", "range" "Building", "Women's Suffrage", "Player" } ;pow(2, value/1000) -> Base = 50% [effect_base_trade_revenue_reduce] type = "Trade_Revenue_Bonus" value = -1000 ;Total = 25% [effect_railroad_trade_revenue_reduce] type = "Trade_Revenue_Bonus" value = -1000 reqs = { "type", "name", "range" "Tech", "Railroad", "Player" } [effect_calendar_base] type = "Turn_Years" value = 50 ; 50 - 25 = 25 [effect_calendar_1] type = "Turn_Years" value = -25 reqs = { "type", "name", "range" "MinYear", "-1000", "World" } ; 25 - 5 = 20 [effect_calendar_2] type = "Turn_Years" value = -5 reqs = { "type", "name", "range" "MinYear", "0", "World" } ; 20 - 10 = 10 [effect_calendar_3] type = "Turn_Years" value = -10 reqs = { "type", "name", "range" "MinYear", "1000", "World" } ; 10 - 5 = 5 [effect_calendar_4] type = "Turn_Years" value = -5 reqs = { "type", "name", "range" "MinYear", "1500", "World" } ; 5 - 3 = 2 [effect_calendar_5] type = "Turn_Years" value = -3 reqs = { "type", "name", "range" "MinYear", "1750", "World" } ; 2 - 1 = 1 [effect_calendar_6] type = "Turn_Years" value = -1 reqs = { "type", "name", "range" "MinYear", "1900", "World" } [effect_river_food_desert] type = "Output_Inc_Tile" value = 1 reqs = { "type", "name", "range", "present" "Terrain", "Desert", "Local", TRUE "Extra", "River", "Local", TRUE "OutputType", "Food", "Local", TRUE "Resource", "Oasis", "Local", FALSE } [effect_city_shield] type = "Output_Add_Tile" value = 1 reqs = { "type", "name", "range" "CityTile", "Center", "Local" "OutputType", "Shield", "Local" } ; No base pop pollution; buildings will increase it [effect_pollu_pop] type = "Pollu_Pop_Pct" value = -100 ; tech_upkeep_divider = 6000, Max tech upkeep = 13 [effect_upkeep_tech_base] type = "Tech_Upkeep_Free" value = 3 [effect_tech_cost_base] type = "Tech_Cost_Factor" value = 3 ; Cities can always work tiles [effect_tile_workable] type = "Tile_Workable" value = 1 reqs = { "type", "name", "range", "present" "Terrain", "Inaccessible", "Local", FALSE } ; each city has at least one slot to build units [effect_city_build_slots_basic] type = "City_Build_Slots" value = 1 reqs = { "type", "name", "range", "present" "Building", "Mfg. Plant", "City", FALSE } [effect_city_build_slots_mfg_plant] type = "City_Build_Slots" value = 2 reqs = { "type", "name", "range" "Building", "Mfg. Plant", "City" } [effect_city_image_1] type = "City_Image" value = 1 reqs = { "type", "name", "range" "MinSize", "4", "City" } [effect_city_image_2] type = "City_Image" value = 1 reqs = { "type", "name", "range" "MinSize", "8", "City" } [effect_city_image_3] type = "City_Image" value = 1 reqs = { "type", "name", "range" "MinSize", "12", "City" } [effect_city_image_4] type = "City_Image" value = 1 reqs = { "type", "name", "range" "MinSize", "16", "City" } [effect_irrigate_src_tech] type = "Irrig_Possible" value = 1 reqs = { "type", "name", "range", "present" "Tech", "Electricity", "Player", TRUE "UnitClass", "Sea", "Local", FALSE } [effect_irrigate_src_ocean] type = "Irrig_Possible" value = 1 reqs = { "type", "name", "range", "present" "TerrainClass", "Oceanic", "CAdjacent", TRUE "UnitClass", "Sea", "Local", FALSE } [effect_irrigate_src_river] type = "Irrig_Possible" value = 1 reqs = { "type", "name", "range", "present" "Extra", "River", "CAdjacent", TRUE "UnitClass", "Sea", "Local", FALSE } [effect_irrigate_src_irrigation] type = "Irrig_Possible" value = 1 reqs = { "type", "name", "range", "present" "Extra", "Irrigation", "CAdjacent", TRUE "UnitClass", "Sea", "Local", FALSE } [effect_mining] type = "Mining_Possible" value = 1 reqs = { "type", "name", "range", "present" "Terrain", "Deep Ocean", "Local", FALSE "UnitClass", "Sea", "Local", FALSE } [effect_mining_ocean] type = "Mining_Possible" value = 1 reqs = { "type", "name", "range", "present" "Terrain", "Deep Ocean", "Local", TRUE "Tech", "Miniaturization", "Player", TRUE } [effect_irrig_tf] type = "Irrig_TF_Possible" value = 1 reqs = { "type", "name", "range", "present" "UnitClass", "Sea", "Local", FALSE } [effect_mining_tf] type = "Mining_TF_Possible" value = 1 reqs = { "type", "name", "range", "present" "UnitClass", "Sea", "Local", FALSE } [effect_transform] type = "Transform_Possible" value = 1 reqs = { "type", "name", "range" "Tech", "Fusion Power", "Player" "UnitFlag", "Transform", "Local" } [effect_pollution] type = "Output_Tile_Punish_Pct" value = 50 reqs = { "type", "name", "range", "present" "Extra", "Pollution", "Local", TRUE "Extra", "Fallout", "Local", FALSE } [effect_fallout] type = "Output_Tile_Punish_Pct" value = 50 reqs = { "type", "name", "range", "present" "Extra", "Fallout", "Local", TRUE "Extra", "Pollution", "Local", FALSE } [effect_pollution_fallout] type = "Output_Tile_Punish_Pct" value = 75 reqs = { "type", "name", "range" "Extra", "Fallout", "Local" "Extra", "Pollution", "Local" } [effect_unit_bribe_cost_settlers] type = "Unit_Bribe_Cost_Pct" value = -50 reqs = { "type", "name", "range" "UnitFlag", "Cities", "Local" } [effect_illegal_action_move_cost_base] type = "Illegal_Action_Move_Cost" value = 1 ENDREP DELTA 27285 240 2006 SVN‚Ήm‚½8mŠoΒy€†›>Θc•Fδ@…δ|¬‹hκJ€u‚Uχ_2φ0πϊ4€jƒκDŽ}ξ Œο6…kρ5…‹:σ ‚‚!ώX…œ‚€y€‚ …F‚— ‚’cGrass(36) Lake *2/0/2 NO NO NO 2/0/2 2/0/2 Grass(36) Swamp 1/0/0 *+1(5) *NO +0(4) 2/0/0 3/0/0 *Grass(24) Glacier 0/0/0 NO +1(10) +0(4) 0/1/0 0/1/0 *Lake(24) Tundra 1/0/0 *NO *+1(5) *+1(2) 1/1/1 1/1/1 *Plains(24) Desert 0/1/0 +1(5) +1(5) +1(2) 0/2/1 0/3/1 Plains(24) Plains 1/1/0 +1(5) Forest(10) +1(2) 2/1/1 3/1/1 *Lake(36) Grassland 2/0/0 +1(5) Forest(15) +1(2) 3/0/1 4/0/1 *Lake(36) Jungle *1/1/0 *Swamp(10) *NO +0(4) 1/1/0 1/1/0 *Forest(24) Forest 1/2/0 Plain(10) *Grass(15) +0(4) 1/2/0 1/3/0 *Hills(24) Hills *1/1/0 +1(10) *+2(10) +0(4) 1/3/0 1/4/0 Plains(24) Mountains 0/1/0 NO +1(10) +0(6) 0/2/0 0/3/0 Hills(36)+Luxury +Partisan or when Railroad is researched by the playerSpies built under Communism or Federation will start at the first veteran level. Federation grants +1 Luxury per cityWonders become obsolete by techs researched by the owner (not affected by the researches of other players)Super HighwaysResearch Labthat that ththat - Wonders become obsolete by techs researched by the owner (not affected by the researches of other players). - A little boost to Federation (+1 Luxury per city, so it is easier to celebrate), and Fundamentalism (-50% to science, instead of total science output halvedENDREP id: fv1.5qi.r27740/88394 type: file pred: fv1.5ck.r27399/2314 count: 28 text: 27740 86852 1514 40632 4825392874270ca437007dbe59866cf4 cpath: /branches/S2_6/doc/README.ruleset_civ2civ3 copyroot: 27474 /branches/S2_6 PLAIN K 4 BUGS V 22 file 11m.5qi.r27653/58 K 11 CodingStyle V 24 file 11n.5ck.r27115/1173 K 3 FAQ V 24 file 4di.5ck.r25631/1876 K 7 HACKING V 25 file 11o.5ck.r26800/18874 K 9 HOWTOPLAY V 24 file 11p.5ck.r22102/1662 K 14 INSTALL.Cygwin V 24 file 19e.5ck.r24160/1792 K 11 Makefile.am V 23 file kb.5qi.r27477/6809 K 6 README V 23 file 11r.5ck.r27245/866 K 9 README.AI V 23 file 11s.5ck.r27045/984 K 17 README.AI_modules V 24 file m77.5ck.r27125/2754 K 19 README.achievements V 25 file qkn.5ck.r26758/14453 K 14 README.actions V 24 file ro2.5qi.r27732/1325 K 13 README.agents V 22 file 11t.5ck.r26622/49 K 17 README.attributes V 22 file 11u.5ck.r26625/49 K 10 README.cma V 23 file 11v.5ck.r19710/233 K 12 README.delta V 23 file 2f8.5ck.r23249/167 K 14 README.effects V 23 file 199.5qi.r27738/200 K 11 README.fcdb V 24 file 75c.5ck.r27303/9416 K 15 README.graphics V 24 file 11w.5ck.r27090/5662 K 14 README.nations V 23 file 36m.5ck.r27356/644 K 16 README.packaging V 22 file 4ra.5qi.r27739/82 K 20 README.ruleset_alien V 23 file k6v.5ck.r27244/212 K 23 README.ruleset_civ2civ3 V 25 file fv1.5qi.r27740/88394 K 27 README.ruleset_experimental V 24 file 4kj.5ck.r26672/1406 K 26 README.ruleset_multiplayer V 23 file 6hf.5ck.r22835/237 K 15 README.rulesets V 25 file 11x.5ck.r26800/18627 K 15 README.scorelog V 21 file 2lm.0.r8005/1124 K 12 README.sound V 22 file 13h.5ck.r26676/50 K 15 README.tilesets V 24 file 6gy.5ck.r22813/3494 K 4 TODO V 25 file 11y.5ck.r18113/18714 K 2 ca V 26 dir 4bn.5ck.r21487/1503622 K 2 de V 26 dir 11z.5ck.r21487/1500450 K 2 fr V 26 dir 128.5ck.r21487/1502367 K 15 freeciv.doxygen V 25 file 6pl.5ck.r27124/82750 K 15 generate_FAQ.pl V 24 file 6h2.5ck.r21771/8334 K 2 it V 24 dir 12c.5ck.r16872/77489 K 2 ja V 26 dir 12g.5ck.r21487/1501388 K 3 man V 23 dir 2j5.5qi.r27583/1452 K 2 nl V 24 dir 14d.5ck.r18113/17448 K 2 sv V 24 dir 12k.5ck.r18113/14432 END ENDREP id: k7.5qi.r27740/90493 type: dir pred: k7.5qi.r27739/2161 count: 761 text: 27740 88610 1870 1870 d20b6924d022fdcef199308e2a25760b props: 4431 2256 52 0 99ffa4e3e0608cced72bc06a75f6aece cpath: /branches/S2_6/doc copyroot: 27474 /branches/S2_6 id: fus.5qi.r27740/90737 type: file pred: fus.5qi.r27587/103 count: 64 text: 27740 0 86821 86802 5ff126187a11b9af0f844265b79aab82 props: 21614 268421 34 0 25e6c2f7558b7484000d4d090dea5b92 cpath: /branches/S2_6/data/civ2civ3/effects.ruleset copyroot: 27474 /branches/S2_6 PLAIN K 11 Makefile.am V 25 file fuo.5ck.r24528/35815 K 17 buildings.ruleset V 24 file fuq.5ck.r27320/3617 K 14 cities.ruleset V 25 file fur.5ck.r26543/72644 K 15 effects.ruleset V 25 file fus.5qi.r27740/90737 K 12 game.ruleset V 25 file fut.5qi.r27541/14229 K 19 governments.ruleset V 25 file fuu.5ck.r26403/91363 K 15 nations.ruleset V 25 file fuv.5ck.r26403/91884 K 10 script.lua V 24 file fuw.5ck.r26787/5934 K 14 styles.ruleset V 25 file zzl.5ck.r26403/90643 K 13 techs.ruleset V 25 file fux.5ck.r26403/91105 K 15 terrain.ruleset V 24 file fuy.5ck.r27399/4622 K 13 units.ruleset V 24 file fuz.5qi.r27520/5112 END ENDREP id: fum.5qi.r27740/91634 type: dir pred: fum.5qi.r27587/994 count: 331 text: 27740 91009 612 612 9f6947cd9391d66cdb3bc23a588ae729 props: 21472 647 47 0 bf36bdb5202732a1b9a911cc1234183c cpath: /branches/S2_6/data/civ2civ3 copyroot: 27474 /branches/S2_6 PLAIN K 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dir 4k5.5qi.r27541/7118 K 17 experimental.serv V 24 file 4ki.5ck.r20880/5702 K 5 flags V 25 dir 2gl.5qi.r27600/167823 K 5 fonts V 24 dir 2lv.5bk.r13978/23004 K 19 freeciv-client.icns V 24 file 3fa.0.r12705/354534 K 18 freeciv-client.png V 24 file 33s.0.r12705/351588 K 19 freeciv-server.icns V 24 file 3fc.0.r12705/355017 K 18 freeciv-server.png V 25 file 3fd.5bk.r13732/27487 K 10 freeciv.rc V 21 file 2yj.0.r10123/605 K 14 freeciv.rc-2.0 V 25 file 11h.5ck.r16281/11565 K 8 graphics V 25 dir 2x2.5qi.r27719/382022 K 13 gtk_menus.xml V 25 file 4hw.5ck.r26137/21048 K 12 helpdata.txt V 23 file y.5ck.r26139/10668 K 5 hex2t V 24 dir 3dv.5ck.r25100/56861 K 14 hex2t.tilespec V 24 file 3e7.5ck.r27090/8074 K 9 hexemplio V 24 dir 1dwq.5qi.r27684/1640 K 18 hexemplio.tilespec V 25 file 1dxl.5ck.r27321/2279 K 5 icons V 24 dir 4cb.5ck.r20125/42857 K 7 isophex V 24 dir 2pl.5ck.r25100/55852 K 16 isophex.tilespec V 24 file 2pz.5ck.r27090/9000 K 10 isotrident V 23 dir 13p.5ck.r26937/1442 K 19 isotrident.tilespec V 24 file 148.5ck.r27090/9247 K 4 misc V 24 dir jl.5qi.r27719/377826 K 11 multiplayer V 22 dir 89.5qo.r27541/8323 K 16 multiplayer.serv V 24 file 2xa.5et.r17702/1849 K 6 nation V 23 dir ot.5qi.r27492/38416 K 8 override V 23 dir 14ks.5ck.r25526/900 K 9 scenarios V 24 dir io.5g6.r27433/100453 K 8 stdmusic V 23 dir 146c.5ck.r25526/607 K 18 stdmusic.musicspec V 27 file 10u1.5ck.r25054/880190 K 9 stdsounds V 23 dir 32g.5ck.r26512/8768 K 19 stdsounds.soundspec V 25 file 32y.5ck.r26563/24772 K 4 stub V 23 dir 1556.5qi.r27704/928 K 9 stub.serv V 26 file 155p.5ck.r25199/65944 K 6 themes V 23 dir 2m6.5ck.r27396/9518 K 16 toonhex.tilespec V 25 file 1ef5.5ck.r27321/1654 K 7 trident V 22 dir eb.5ck.r27414/5506 K 16 trident.tilespec V 23 file k4.5ck.r27414/4090 K 7 wonders V 25 dir 3qc.5qi.r27719/384945 END ENDREP id: w.5qi.r27740/94710 type: dir pred: w.5qi.r27719/388023 count: 3305 text: 27740 91887 2810 2810 c0082e417a3c3cd68a0025e7308ef456 props: 11355 32945 104 0 b8b28eed1bd4d902aad8c746f9403748 cpath: /branches/S2_6/data copyroot: 27474 /branches/S2_6 PLAIN K 9 ABOUT-NLS V 24 file fu.5ck.r27270/69307 K 7 AUTHORS V 24 file 5u.5ck.r22143/14016 K 7 COPYING V 19 file 1h.0.r9643/400 K 9 ChangeLog V 26 file 6l.5ck.r27473/7455495 K 7 INSTALL V 21 file 6.5ck.r27423/865 K 11 Makefile.am V 22 file 59.5ck.r27213/499 K 4 NEWS V 24 file 6m.5ck.r25634/30702 K 6 README V 20 file 7.0.r4421/96382 K 2 ai V 21 dir 8.5qi.r27695/9122 K 10 autogen.sh V 24 file 12o.5ck.r25794/4003 K 9 bootstrap V 23 dir 2p5.5ck.r27114/4172 K 6 client V 21 dir d.5qi.r27715/4852 K 6 common V 21 dir p.5qi.r27733/5708 K 12 configure.ac V 23 file 149.5qi.r27699/341 K 4 data V 22 dir w.5qi.r27740/94710 K 12 dependencies V 23 dir 2yu.5qi.r27699/1161 K 3 doc V 23 dir k7.5qi.r27740/90493 K 10 fc_version V 25 file 2lo.5qj.r27612/39186 K 11 gen_headers V 24 dir 1hsw.5ck.r27335/5591 K 2 m4 V 23 dir 12p.5ck.r27413/2403 K 7 scripts V 23 dir 2yo.5ck.r27213/1366 K 6 server V 21 dir z.5qi.r27730/5456 K 5 tests V 22 dir 2g9.5ck.r27023/734 K 5 tools V 23 dir 4pj.5qp.r27676/3071 K 12 translations V 23 dir t0a.5qi.r27538/8562 K 7 utility V 22 dir 1c.5qi.r27680/5140 K 3 vms V 25 dir u9.5ck.r21528/1396085 K 5 win32 V 23 dir 2eu.5ck.r27378/3030 END ENDREP id: 3.5qi.r27740/96123 type: dir pred: 3.5qi.r27739/3566 count: 19003 text: 27740 94959 1151 1151 0a93c364246fdcb7c5ce6d9f5c8a19f8 props: 23244 4830 282 0 e4bb46e81629a60eef613b169b23a9ea cpath: /branches/S2_6 copyroot: 27474 /branches/S2_6 PLAIN K 5 S1_14 V 21 dir 3.21.r18109/18803 K 4 S2_0 V 21 dir 3.10x.r21862/4178 K 4 S2_1 V 22 dir 3.59e.r20026/11014 K 4 S2_2 V 21 dir 3.5cy.r21861/5036 K 4 S2_3 V 21 dir 3.5f2.r24391/5183 K 4 S2_4 V 21 dir 3.5ii.r27697/6256 K 4 S2_5 V 22 dir 3.5kv.r27726/13940 K 4 S2_6 V 22 dir 3.5qi.r27740/96123 K 11 freeciv-web V 22 dir 3.5bl.r13594/14918 END ENDREP id: 1.0.r27740/96719 type: dir pred: 1.0.r27739/4159 count: 8569 text: 27740 96365 341 341 dfd713dab06575aeab115fdc41af52a6 cpath: /branches copyroot: 0 / PLAIN K 8 branches V 20 dir 1.0.r27740/96719 K 4 tags V 19 dir 2.0.r27200/6414 K 5 trunk V 21 dir 3.5ck.r27736/8291 K 7 website V 21 dir 3ge.0.r22980/2263 END ENDREP id: 0.0.r27740/97041 type: dir pred: 0.0.r27739/4478 count: 27740 text: 27740 96875 153 153 d81c569d30e5589aab7cc50e5adf34ad cpath: / copyroot: 0 / fv1.5qi.t27739-1 modify true false /branches/S2_6/doc/README.ruleset_civ2civ3 fus.5qi.t27739-1 modify true false /branches/S2_6/data/civ2civ3/effects.ruleset 97041 97190