; 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 <mysubdir>" 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-3.2-ruleset web-compatible"
format_version = 30

; /* <-- avoid gettext warnings
;
; User effect types
;
; type                    = Effect type to define. Must be one of user effects.
; ai_valued_as            = Hardcoded effect type that AI considers this to match
;
; */ <-- avoid gettext warnings

;[ueff_1]
;type         = "User_Effect_1"
;ai_valued_as = ""

; /* <-- avoid gettext warnings
;
; Effects
;
; type                    = What the effect does. Values of multiple active effects
;                           of the same type get summed for the total.
;                           See README.effects for list of possible types
; value                   = Value added for the effect type when this effect is active,
;                           i.e., all requirements are fulfilled
; multiplier              = Name of the policy that gives a multiplier for effect's value
; reqs                    = Requirements for the effect to be active.
;                           See README.effects for help on requirements
; comment                 = Comment for the benefit to someone examining the ruleset
;                           Not used by freeciv any other way.
;
; */ <-- avoid gettext warnings

; "Away" "Novice" "Easy" "Normal" "Hard" "Cheating" "Experimental"
[effect_ai_cheat_food]
type    = "Upkeep_Factor"
value   = -1
reqs    =
    { "type", "name", "range"
      "AI", "Cheating", "Player"
      "OutputType", "Food", "Local"
    }

[effect_ai_cheat_love]
type    = "Gain_AI_Love"
value   = 40
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_happiness]
type    = "Make_Content"
value   = 1
reqs    =
    { "type", "name", "range"
      "AI", "Cheating", "Player"
    }

[effect_ai_cheat_veteran]
type    = "Veteran_Combat"
value   = 40
reqs    =
    { "type", "name", "range"
      "AI", "Cheating", "Player"
    }

[effect_ai_cheat_bribe_cost]
type    = "Unit_Bribe_Cost_Pct"
value   = 40
reqs    =
    { "type", "name", "range"
      "AI", "Cheating", "Player"
    }

[effect_ai_cheat_incite_cost]
type    = "Incite_Cost_Pct"
value   = 40
reqs    =
    { "type", "name", "range"
      "AI", "Cheating", "Player"
    }

[effect_ai_cheat_pollution]
type    = "Pollu_Prod_Pct"
value   = -20
reqs    =
    { "type", "name", "range"
      "AI", "Cheating", "Player"
    }

[effect_ai_cheat_pollution_pop]
type    = "Pollu_Pop_Pct"
value   = -20
reqs    =
    { "type", "name", "range"
      "AI", "Cheating", "Player"
    }

[effect_ai_restricted_trade]
type    = "Output_Bonus"
value   = -25
reqs    =
    { "type", "name", "range"
      "AI", "Restricted", "Player"
      "OutputType", "Trade", "Local"
    }

[effect_ai_restricted_shield]
type    = "Output_Bonus"
value   = -25
reqs    =
    { "type", "name", "range"
      "AI", "Restricted", "Player"
      "OutputType", "Shield", "Local"
    }

[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   = -200
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", "Tile", 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", "Tile"
    }

; 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", "Tile"
      "Tech", "Astronomy", "Player"
    }

[effect_airbase_vision]
type    = "Unit_Vision_Radius_Sq"
value   = 8
reqs    =
    { "type", "name", "range"
      "Extra", "Airbase", "Tile"
    }

; Fortress HP regen (All Ground units)
[effect_fortress_hp_regen]
type    = "HP_Regen"
value   = 25
reqs    =
    { "type",          "name",     "range"
      "UnitClassFlag", "Ground",   "Local"
      "Extra",         "Fortress", "Tile"
    }

[effect_fort_defense]
type    = "Defend_Bonus"
value   = 50
reqs    =
    { "type",          "name",   "range", "present"
      "Extra",         "Fort",   "Tile",  TRUE
      "UnitClassFlag", "Aerial", "Local", FALSE
    }

; Cumulative with fort
; 50 + 50 = 100
[effect_fortress_defense]
type    = "Defend_Bonus"
value   = 50
reqs    =
    { "type", "name", "range", "present"
      "Extra", "Fortress", "Tile", TRUE
    }

; Airstrip HP regen (All Air units except Missiles)
[effect_airstrip_hp_regen]
type    = "HP_Regen"
value   = 10
reqs    =
    { "type",          "name",     "range", "present"
      "Extra",         "Airstrip", "Tile",  TRUE
      "UnitClassFlag", "Aerial",   "Local", TRUE
      "UnitClassFlag", "Missile",  "Local", FALSE
    }

; Airbase HP regen: cumulative with airstrip
; 10 + 24 = 34% (this approximation to 1/3 is exact for units <50HP;
; 1/3 is equivalent to a city without Airport)
[effect_airbase_hp_regen]
type    = "HP_Regen"
value   = 24
reqs    =
    { "type",          "name",    "range", "present"
      "Extra",         "Airbase", "Tile",  TRUE
      "UnitClassFlag", "Aerial",  "Local", TRUE
      "UnitClassFlag", "Missile", "Local", FALSE
    }

[effect_airstrip_defense]
type    = "Defend_Bonus"
value   = 50
reqs    =
    { "type",          "name",     "range"
      "Extra",         "Airstrip", "Tile"
      "UnitClassFlag", "Aerial",   "Local"
    }

; Cumulative with airstrip
; 50 + 50 = 100
[effect_airbase_defense]
type    = "Defend_Bonus"
value   = 50
reqs    =
    { "type", "name", "range", "present"
      "Extra", "Airbase", "Tile", TRUE
    }

[effect_fortified]
type    = "Fortify_Defense_Bonus"
value   = 50
reqs    =
    { "type", "name", "range"
      "Activity", "Fortified", "Local"
    }

[effect_city_fortified]
type    = "Fortify_Defense_Bonus"
value   = 50
reqs    =
    { "type",          "name",         "range", "present"
      "CityTile",      "Center",       "Tile",  TRUE
      "Activity",      "Fortified",    "Local", FALSE
      "UnitClassFlag", "CanFortify",   "Local", TRUE
      "UnitFlag",      "Cant_Fortify", "Local", FALSE
    }

[effect_city_min_hp]
type    = "Min_HP_Pct"
value   = 33
reqs    =
    { "type",     "name",   "range"
      "CityTile", "Center", "Tile"
    }

[effect_fortified_regen]
type    = "HP_Regen_2"
value   = 10
reqs    =
    { "type",     "name",      "range"
      "Activity", "Fortified", "Local"
    }

[effect_base_regen]
type    = "HP_Regen_2"
value   = 10
reqs    =
    { "type",      "name",       "range", "present"
      "UnitClass", "Helicopter", "Local", FALSE
      "UnitClass", "Air",        "Local", FALSE
    }

[effect_trade_routes]
type    = "Max_Trade_Routes"
value   = 2

[effect_conquest_tech]
type    = "Conquest_Tech_Pct"
value   = 100

; 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 (All Ground units)
[effect_mountains_vision]
type    = "Unit_Vision_Radius_Sq"
value   = 4
reqs    =
    { "type",          "name",      "range"
      "Terrain",       "Mountains", "Tile"
      "UnitClassFlag", "Ground",    "Local"
    }

; Movement penalty if ended turn at mountains (All Ground units)
[effect_mountains_movement]
type    = "Move_Bonus"
value   = -1
reqs    =
    { "type",          "name",      "range", "present"
      "Terrain",       "Mountains", "Tile",  TRUE
      "UnitClassFlag", "Ground",    "Local", TRUE
      "Extra",         "Road",      "Tile",  FALSE
      "Extra",         "River",     "Tile",  FALSE
    }

; Big Land units can't escape movement penalty via River
[effect_mountains_movement_big_on_river]
type    = "Move_Bonus"
value   = -1
reqs    =
    { "type",          "name",      "range", "present"
      "Terrain",       "Mountains", "Tile",  TRUE
      "UnitClass",     "Big Land",  "Local", TRUE
      "Extra",         "Road",      "Tile",  FALSE
      "Extra",         "River",     "Tile",  TRUE
    }

; 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   = 100
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 waste with Anarchy
[effect_food_waste_distance_2]
type    = "Output_Waste_By_Distance"
value   = -100
reqs    =
    { "type", "name", "range"
      "Gov", "Anarchy", "Player"
      "OutputType", "Food", "Local"
    }

; base -1% trade each tile
[effect_corruption_distance]
type    = "Output_Waste_By_Distance"
value   = 100
reqs    =
    { "type", "name", "range"
      "OutputType", "Trade", "Local"
    }

; 1 + 1 => -2% each tile without advanced tech / govs
[effect_corruption_distance_ancient]
type    = "Output_Waste_By_Distance"
value   = 100
reqs    =
    { "type", "name", "range", "present"
      "OutputType", "Trade", "Local", TRUE
      "Tech", "The Corporation", "Player", FALSE
      "Gov", "Communism", "Player", FALSE
    }

; Total = 0 for Communism
[effect_corruption_distance_communism]
type    = "Output_Waste_By_Distance"
value   = -100
reqs    =
    { "type", "name", "range", "quiet"
      "Gov", "Communism", "Player", TRUE
      "OutputType", "Trade", "Local", FALSE
    }

; Total = 0 for Federation with The Corporation, -1% for Federation alone
[effect_corruption_distance_federation]
type    = "Output_Waste_By_Distance"
value   = -100
reqs    =
    { "type", "name", "range", "quiet"
      "Gov", "Federation", "Player", TRUE
      "OutputType", "Trade", "Local", FALSE
    }

; Corruption + waste = 30% for all govs

[effect_corruption_tribal]
type    = "Output_Waste"
value   = 30
reqs    =
    { "type", "name", "range", "quiet"
      "Gov", "Tribal", "Player", TRUE
      "OutputType", "Trade", "Local", FALSE
    }

[effect_corruption_despotism]
type    = "Output_Waste"
value   = 20
reqs    =
    { "type", "name", "range", "quiet"
      "Gov", "Despotism", "Player", TRUE
      "OutputType", "Trade", "Local", FALSE
    }

[effect_corruption_monarchy]
type    = "Output_Waste"
value   = 10
reqs    =
    { "type", "name", "range", "quiet"
      "Gov", "Monarchy", "Player", TRUE
      "OutputType", "Trade", "Local", FALSE
    }

[effect_corruption_communism]
type    = "Output_Waste"
value   = 30
reqs    =
    { "type", "name", "range", "quiet"
      "Gov", "Communism", "Player", TRUE
      "OutputType", "Trade", "Local", FALSE
    }

[effect_corruption_fundamentalism]
type    = "Output_Waste"
value   = 15
reqs    =
    { "type", "name", "range", "quiet"
      "Gov", "Fundamentalism", "Player", TRUE
      "OutputType", "Trade", "Local", FALSE
    }

[effect_corruption_republic]
type    = "Output_Waste"
value   = 25
reqs    =
    { "type", "name", "range", "quiet"
      "Gov", "Republic", "Player", TRUE
      "OutputType", "Trade", "Local", FALSE
    }

[effect_corruption_democracy]
type    = "Output_Waste"
value   = 5
reqs    =
    { "type", "name", "range", "quiet"
      "Gov", "Democracy", "Player", TRUE
      "OutputType", "Trade", "Local", FALSE
    }

; base -1% shields each tile
[effect_waste_distance]
type    = "Output_Waste_By_Distance"
value   = 100
reqs    =
    { "type", "name", "range"
      "OutputType", "Shield", "Local"
    }

; 1 + 1 => -2% each tile without Trade or advanced govs
[effect_waste_distance_ancient]
type    = "Output_Waste_By_Distance"
value   = 100
reqs    =
    { "type", "name", "range", "present"
      "OutputType", "Shield", "Local", TRUE
      "Tech", "Trade", "Player", FALSE
      "Gov", "Communism", "Player", FALSE
      "Gov", "Federation", "Player", FALSE
    }

; 1 - 1 = 0% with Communism
[effect_waste_distance_communism]
type    = "Output_Waste_By_Distance"
value   = -100
reqs    =
    { "type", "name", "range", "quiet"
      "Gov", "Communism", "Player", TRUE
      "OutputType", "Shield", "Local", FALSE
    }

; 1 - 1 = 0% with Federation
[effect_waste_distance_federation]
type    = "Output_Waste_By_Distance"
value   = -100
reqs    =
    { "type", "name", "range", "quiet"
      "Gov", "Federation", "Player", TRUE
      "OutputType", "Shield", "Local", FALSE
    }

[effect_waste_anarchy]
type    = "Output_Waste"
value   = 30
reqs    =
    { "type", "name", "range", "quiet"
      "Gov", "Anarchy", "Player", TRUE
      "OutputType", "Shield", "Local", FALSE
    }

[effect_waste_despotism]
type    = "Output_Waste"
value   = 10
reqs    =
    { "type", "name", "range", "quiet"
      "Gov", "Despotism", "Player", TRUE
      "OutputType", "Shield", "Local", FALSE
    }

[effect_waste_monarchy]
type    = "Output_Waste"
value   = 20
reqs    =
    { "type", "name", "range", "quiet"
      "Gov", "Monarchy", "Player", TRUE
      "OutputType", "Shield", "Local", FALSE
    }

[effect_waste_fundamentalism]
type    = "Output_Waste"
value   = 15
reqs    =
    { "type", "name", "range", "quiet"
      "Gov", "Fundamentalism", "Player", TRUE
      "OutputType", "Shield", "Local", FALSE
    }

[effect_waste_federation]
type    = "Output_Waste"
value   = 30
reqs    =
    { "type", "name", "range", "quiet"
      "Gov", "Federation", "Player", TRUE
      "OutputType", "Shield", "Local", FALSE
    }

[effect_waste_republic]
type    = "Output_Waste"
value   = 5
reqs    =
    { "type", "name", "range", "quiet"
      "Gov", "Republic", "Player", TRUE
      "OutputType", "Shield", "Local", FALSE
    }

[effect_waste_democracy]
type    = "Output_Waste"
value   = 25
reqs    =
    { "type", "name", "range", "quiet"
      "Gov", "Democracy", "Player", TRUE
      "OutputType", "Shield", "Local", FALSE
    }

[effect_tech_upkeep_anarchy]
type    = "Tech_Upkeep_Free"
value   = 99
reqs    =
    { "type", "name", "range", "quiet"
      "Gov", "Anarchy", "Player", TRUE
    }

[effect_building_upkeep_anarchy]
type    = "Upkeep_Free"
value   = 99
reqs    =
    { "type", "name", "range", "quiet"
      "Gov", "Anarchy", "Player", TRUE
    }

[effect_building_upkeep_communism]
type    = "Upkeep_Free"
value   = 1
reqs    =
    { "type", "name", "range", "quiet"
      "Gov", "Communism", "Player", TRUE
    }

[effect_shield2gold]
type    = "Shield2Gold_Factor"
value   = 100
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_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
    }

; additive with previous => x2 for Fundamentalism, Federation, Democracy
[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
    }

; exclusive with above
[effect_unit_unhappiness_democracy]
type    = "Unhappy_Factor"
value   = 2
reqs    =
    { "type", "name", "range", "quiet"
      "Gov", "Democracy", "Player", TRUE
    }

; ...except Women's Suffrage reduces it back to Republic levels
[effect_womens_suffrage_1]
type    = "Unhappy_Factor"
value   = -1
reqs    =
    { "type", "name", "range"
      "Building", "Women's Suffrage", "Player"
      "Gov", "Democracy", "Player"
    }

; Govs with 1 free unit
[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
    }

; Govs with 2 free units (exclusive with previous)
[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
    }

; Govs with 3 free units (exclusive with previous)
[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
    }

; normally 2 for Democracy, but 1 of these not needed with Women's Suffrage
; due to reduced Unhappy_Factor
[effect_womens_suffrage_2]
type    = "Make_Content_Mil"
value   = -1
reqs    =
    { "type", "name", "range"
      "Building", "Women's Suffrage", "Player"
      "Gov", "Democracy", "Player"
    }

[effect_upkeep_free_units_anarchy]
type    = "Unit_Upkeep_Free_Per_City"
value   = 2
reqs    =
    { "type", "name", "range", "quiet"
      "Gov", "Anarchy", "Player", TRUE
      "OutputType", "Shield", "Local", FALSE
    }

[effect_upkeep_free_units_tribal]
type    = "Unit_Upkeep_Free_Per_City"
value   = 2
reqs    =
    { "type", "name", "range", "quiet"
      "Gov", "Tribal", "Player", TRUE
      "OutputType", "Shield", "Local", FALSE
    }

[effect_upkeep_free_units_despotism]
type    = "Unit_Upkeep_Free_Per_City"
value   = 2
reqs    =
    { "type", "name", "range", "quiet"
      "Gov", "Despotism", "Player", TRUE
      "OutputType", "Gold", "Local", FALSE
    }

[effect_upkeep_free_units_monarchy]
type    = "Unit_Upkeep_Free_Per_City"
value   = 3
reqs    =
    { "type", "name", "range", "quiet"
      "Gov", "Monarchy", "Player", TRUE
      "OutputType", "Gold", "Local", FALSE
    }

[effect_upkeep_free_units_fundamentalism]
type    = "Unit_Upkeep_Free_Per_City"
value   = 4
reqs    =
    { "type", "name", "range", "quiet"
      "Gov", "Fundamentalism", "Player", TRUE
      "OutputType", "Gold", "Local", FALSE
    }

[effect_upkeep_free_units_republic]
type    = "Unit_Upkeep_Free_Per_City"
value   = 1
reqs    =
    { "type", "name", "range", "quiet"
      "Gov", "Republic", "Player", TRUE
      "OutputType", "Shield", "Local", FALSE
    }

[effect_upkeep_free_units_democracy]
type    = "Unit_Upkeep_Free_Per_City"
value   = 2
reqs    =
    { "type", "name", "range", "quiet"
      "Gov", "Democracy", "Player", TRUE
      "OutputType", "Gold", "Local", FALSE
    }

[effect_upkeep_free_units_federation]
type    = "Unit_Upkeep_Free_Per_City"
value   = 4
reqs    =
    { "type", "name", "range", "quiet"
      "Gov", "Federation", "Player", TRUE
      "OutputType", "Gold", "Local", FALSE
    }

[effect_upkeep_free_units_communism]
type    = "Unit_Upkeep_Free_Per_City"
value   = 3
reqs    =
    { "type", "name", "range", "quiet"
      "Gov", "Communism", "Player", TRUE
      "OutputType", "Shield", "Local", FALSE
    }

; Any city can support up to four units...
[effect_upkeep_free_units_food_base]
type    = "Unit_Upkeep_Free_Per_City"
value   = 4
reqs    =
    { "type", "name", "range"
      "OutputType", "Food", "Local"
    }

; ...or its size, whichever is bigger. Units above this limit have a
; food penalty.
[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   = 12
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   = 14
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   = 12
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   = 14
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", "quiet"
      "Gov", "Anarchy", "Player", TRUE
    }

[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", "quiet"
      "Gov", "Anarchy", "Player", TRUE
    }

[effect_martial_law_each_despotism]
type    = "Martial_Law_Each"
value   = 1
reqs    =
    { "type", "name", "range", "quiet"
      "Gov", "Despotism", "Player", TRUE
    }

[effect_martial_law_each_monarchy]
type    = "Martial_Law_Each"
value   = 1
reqs    =
    { "type", "name", "range", "quiet"
      "Gov", "Monarchy", "Player", TRUE
    }

[effect_martial_law_each_communism]
type    = "Martial_Law_Each"
value   = 2
reqs    =
    { "type", "name", "range", "quiet"
      "Gov", "Communism", "Player", TRUE
    }

[effect_martial_law_max]
type    = "Martial_Law_Max"
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
    }

; Railroad because makes Pyramids obsolete
[effect_gov_tile_penalty_anarchy]
type    = "Output_Penalty_Tile"
value   = 2
reqs    =
    { "type",       "name",        "range", "present", "quiet"
      "Gov",        "Anarchy",     "Player", TRUE,     TRUE
      "Building",   "Pyramids",    "Player", FALSE,    FALSE
      "Tech",       "Railroad",    "Player", FALSE,    FALSE
      "OutputType", "Gold",        "Local",  FALSE,    TRUE
      "OutputType", "Luxury",      "Local",  FALSE,    TRUE
      "OutputType", "Science",     "Local",  FALSE,    TRUE
      "CityStatus", "Celebration", "City",   FALSE,    FALSE
    }

[effect_gov_tile_penalty_tribal]
type    = "Output_Penalty_Tile"
value   = 2
reqs    =
    { "type",       "name",        "range",  "present", "quiet"
      "Gov",        "Tribal",      "Player", TRUE,      TRUE
      "Building",   "Pyramids",    "Player", FALSE,     FALSE
      "Tech",       "Railroad",    "Player", FALSE,     FALSE
      "OutputType", "Gold",        "Local",  FALSE,     TRUE
      "OutputType", "Luxury",      "Local",  FALSE,     TRUE
      "OutputType", "Science",     "Local",  FALSE,     TRUE
      "CityStatus", "Celebration", "City",   FALSE,     FALSE
    }

[effect_gov_tile_penalty_despotism]
type    = "Output_Penalty_Tile"
value   = 2
reqs    =
    { "type",       "name",        "range", "present", "quiet"
      "Gov",        "Despotism",   "Player", TRUE,     TRUE
      "Building",   "Pyramids",    "Player", FALSE,    FALSE
      "Tech",       "Railroad",    "Player", FALSE,    FALSE
      "OutputType", "Gold",        "Local",  FALSE,    TRUE
      "OutputType", "Luxury",      "Local",  FALSE,    TRUE
      "OutputType", "Science",     "Local",  FALSE,    TRUE
      "CityStatus", "Celebration", "City",   FALSE,    FALSE
    }

[effect_gov_tile_bonus_republic]
type    = "Output_Inc_Tile"
value   = 1
reqs    =
    { "type", "name", "range", "present", "quiet"
      "Gov", "Republic", "Player", TRUE, TRUE
      "OutputType", "Trade", "Local", TRUE, FALSE
      "TerrainClass", "Oceanic", "Tile", FALSE, FALSE
    }

[effect_gov_tile_bonus_democracy]
type    = "Output_Inc_Tile"
value   = 1
reqs    =
    { "type", "name", "range", "present", "quiet"
      "Gov", "Democracy", "Player", TRUE, TRUE
      "OutputType", "Trade", "Local", TRUE, FALSE
      "TerrainClass", "Oceanic", "Tile", FALSE, FALSE
    }

[effect_gov_tile_bonus_celebrate]
type    = "Output_Inc_Tile_Celebrate"
value   = 1
reqs    =
    { "type", "name", "range", "present", "quiet"
      "OutputType", "Trade", "Local", TRUE, TRUE
      "Gov", "Anarchy", "Player", FALSE, FALSE
      "Gov", "Tribal", "Player", FALSE, FALSE
      "Gov", "Communism", "Player", FALSE, FALSE
      "Gov", "Despotism", "Player", FALSE, FALSE
;      "Gov", "Monarchy", "Player", FALSE, FALSE
      "Gov", "Fundamentalism", "Player", FALSE, FALSE
;      "Gov", "Federation", "Player", FALSE, FALSE
;      "Gov", "Republic", "Player", FALSE, FALSE
;      "Gov", "Democracy", "Player", FALSE, FALSE
    }

[effect_content_tribal]
type    = "Make_Content"
value   = 1
reqs    =
    { "type", "name", "range", "quiet"
      "Gov", "Tribal", "Player", TRUE
    }

[effect_combat_tribal]
type    = "Veteran_Combat"
value   = 50
reqs    =
    { "type", "name", "range", "present", "quiet"
      "Gov", "Tribal", "Player", TRUE, TRUE
      "UnitClass", "Land", "Local", TRUE, FALSE
      "UnitFlag", "NonMil", "Local", FALSE, FALSE
      "UnitFlag", "NoVeteran", "Local", FALSE, 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   = 2
reqs    =
    { "type", "name", "range", "quiet"
      "Gov", "Federation", "Player", TRUE
      "CityTile", "Center", "Tile", FALSE
      "OutputType", "Luxury", "Local", FALSE
    }

[effect_bad_lux_anarchy]
type    = "Output_Bonus"
value   = -50
reqs    =
    { "type", "name", "range", "quiet"
      "Gov", "Anarchy", "Player", TRUE
      "OutputType", "Luxury", "Local", FALSE
    }

[effect_bad_sci_fundamentalism]
type    = "Output_Bonus"
value   = -50
reqs    =
    { "type", "name", "range", "quiet"
      "Gov", "Fundamentalism", "Player", TRUE
      "OutputType", "Science", "Local", FALSE
    }

[effect_tithes_fundamentalism]
type    = "Happiness_To_Gold"
value   = 1
reqs    =
    { "type", "name", "range", "quiet"
      "Gov", "Fundamentalism", "Player", TRUE
    }

[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_veteran]
type    = "Veteran_Build"
value   = 1
reqs    =
    { "type",          "name",      "range", "present"
      "BuildingFlag",  "Barracks",  "City",  TRUE
      "UnitClassFlag", "Barracks",  "Local", TRUE
      "UnitFlag",      "NonMil",    "Local", FALSE
      "UnitFlag",      "NoVeteran", "Local", FALSE
    }

[effect_barracks_regen]
type    = "HP_Regen"
value   = 100
reqs    =
    { "type",          "name",     "range", "present"
      "BuildingFlag",  "Barracks", "City",  TRUE
      "UnitClassFlag", "Barracks", "Local", TRUE
    }

[effect_cathedral]
type    = "Make_Content"
value   = 3
reqs    =
    { "type", "name", "range"
      "Building", "Cathedral", "City"
    }

[effect_cathedral_culture]
type    = "History"
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
    }

; All Ground units
[effect_city_defense_0]
type    = "Defend_Bonus"
value   = 50
reqs    =
    { "type",          "name",   "range"
      "UnitClassFlag", "Ground", "Local"
      "CityTile",      "Center", "Tile"
    }

; All Ground and Naval units
[effect_city_defense_1]
type    = "Defend_Bonus"
value   = 50
reqs    =
    { "type",          "name",   "range", "present"
      "MinSize",       "9",      "City",  TRUE
      "CityTile",      "Center", "Tile",  TRUE
      "UnitClassFlag", "Aerial", "Local", FALSE
    }

; Every Land
[effect_city_walls_0]
type    = "Defend_Bonus"
value   = 100
reqs    =
    { "type",          "name",       "range"
      "Building",      "City Walls", "City"
      "UnitClassFlag", "Ground",     "Local"
    }

[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_colosseum_culture]
type    = "History"
value	= 2
reqs	=
    { "type", "name", "range"
      "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 always has value>=50, so this halves food waste
[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"
    }

; Any city with Courthouse immune to incite (see actions.ruleset)
; Any non empty city gets +100% incite cost
[effect_incite_cost_not_empty]
type    = "Incite_Cost_Pct"
value   = 100
reqs    =
    { "type",           "name", "range", "present"
      "MaxUnitsOnTile", "0",    "Tile",  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 always has value>=50, so this halves food waste
[effect_granary]
type    = "Output_Waste_Pct"
value   = 25
reqs    =
    { "type", "name", "range"
      "Building", "Granary", "City"
      "OutputType", "Food", "local"
    }

; Free Granary effects in small cities
[effect_granary_base_grow]
type    = "Growth_Food"
value   = 50
reqs   =
    { "type", "name", "range", "present"
      "MinSize", "4", "City", FALSE
    }

[effect_granary_base_shrink]
type    = "Shrink_Food"
value   = 50
reqs   =
    { "type", "name", "range", "present"
      "MinSize", "4", "City", FALSE
    }

; Granary size fixed to 10
[effect_granary_0_grow]
type    = "Growth_Food"
value   = 50
reqs    =
    { "type", "name", "range", "present"
      "Building", "Granary", "City", TRUE
      "MinSize", "4", "City", TRUE
      "MinSize", "5", "City", FALSE
    }

[effect_granary_0_shrink]
type    = "Shrink_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_grow]
type    = "Growth_Food"
value   = 34
reqs    =
    { "type", "name", "range", "present"
      "Building", "Granary", "City", TRUE
      "MinSize", "5", "City", TRUE
      "MinSize", "7", "City", FALSE
    }

[effect_granary_1_shrink]
type    = "Shrink_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_grow]
type    = "Growth_Food"
value   = 25
reqs    =
    { "type", "name", "range"
      "Building", "Granary", "City"
      "MinSize", "7", "City"
    }

[effect_granary_2_shrink]
type    = "Shrink_Food"
value   = 25
reqs    =
    { "type", "name", "range"
      "Building", "Granary", "City"
      "MinSize", "7", "City"
    }

[effect_harbor]
type    = "Output_Add_Tile"
value   = 1
reqs    =
    { "type", "name", "range", "present"
      "TerrainFlag", "Sea", "Tile", TRUE
      "Building", "Harbour", "City", TRUE
      "OutputType", "Food", "Local", TRUE
    }

[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_library_culture]
type    = "History"
value	= 1
reqs	=
    { "type", "name", "range"
      "Building", "Library", "City"
    }

[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"
    }

; Counteracts population pollution from any 2 other buildings
[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"
      "TerrainClass", "Oceanic", "Tile"
      "Building", "Offshore Platform", "City"
      "OutputType", "Shield", "Local"
    }

[effect_offshore_platform_1]
type    = "Output_Add_Tile"
value   = -1
reqs    =
    { "type", "name", "range", "present"
      "Terrain", "Deep Ocean", "Tile", TRUE
      "Building", "Offshore Platform", "City", TRUE
      "Extra", "Oil Platform", "Tile", FALSE
      "OutputType", "Shield", "Local", TRUE
    }

[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_2_sabotage]
type    = "Building_Saboteur_Resistant"
value   = 50
reqs    =
    { "type", "name", "range"
      "Building", "Palace", "City"
    }

; Make it main capital -> value higher than that of Ecclesiastical Palace
[effect_palace_3]
type    = "Capital_City"
value   = 2
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", "quiet"
      "Gov", "Despotism", "Player", TRUE
      "Building", "Palace", "City", FALSE
      "OutputType", "Gold", "Local", FALSE
    }

[effect_palace_monarchy]
type    = "Output_Bonus"
value   = 50
reqs    =
    { "type", "name", "range", "quiet"
      "Gov", "Monarchy", "Player", TRUE
      "Building", "Palace", "City", FALSE
      "OutputType", "Gold", "Local", FALSE
    }

[effect_palace_culture]
type    = "History"
value	= 1
reqs	=
    { "type", "name", "range"
      "Building", "Palace", "City"
    }

[effect_ecclesiastical_palace]
type    = "Output_Waste_Pct"
value   = 50
reqs    =
    { "type", "name", "range", "present"
      "Building", "Ecclesiastical Palace", "City", TRUE
      "OutputType", "Trade", "Local", TRUE
      "Building", "Palace", "City", FALSE
    }

[effect_ecclesiastical_palace_1]
type    = "Output_Waste_Pct"
value   = 50
reqs    =
    { "type", "name", "range", "present"
      "Building", "Ecclesiastical Palace", "City", TRUE
      "OutputType", "Shield", "local", TRUE
      "Building", "Palace", "City", FALSE
    }

[effect_ecclesiastical_palace_2]
type    = "Spy_Resistant"
value   = 50
reqs    =
    { "type", "name", "range", "present"
      "Building", "Ecclesiastical Palace", "City", TRUE
      "Building", "Palace", "City", FALSE
    }

[effect_ecclesiastical_palace_2_sabotage]
type    = "Building_Saboteur_Resistant"
value   = 50
reqs    =
    { "type", "name", "range", "present"
      "Building", "Ecclesiastical Palace", "City", TRUE
      "Building", "Palace", "City", FALSE
    }

[effect_ecclesiastical_palace_gov_center]
type    = "Gov_Center"
value	= 1
reqs	=
    { "type", "name", "range", "present"
      "Building", "Ecclesiastical Palace", "City", TRUE
      "Building", "Palace", "City", FALSE
    }

[effect_ecclesiastical_palace_secondary_capital]
type    = "Capital_City"
value	= 1
reqs	=
    { "type", "name", "range", "present"
      "Building", "Ecclesiastical Palace", "City", TRUE
      "Building", "Palace", "City", FALSE
    }

[effect_ecclesiastical_palace_despotism]
type    = "Output_Bonus"
value   = 75
reqs    =
    { "type", "name", "range", "present", "quiet"
      "Gov", "Despotism", "Player", TRUE, TRUE
      "Building", "Ecclesiastical Palace", "City", TRUE, FALSE
      "OutputType", "Gold", "Local", TRUE, FALSE
      "Building", "Palace", "City", FALSE, FALSE
    }

[effect_ecclesiastical_palace_monarchy]
type    = "Output_Bonus"
value   = 50
reqs    =
    { "type", "name", "range", "present", "quiet"
      "Gov", "Monarchy", "Player", TRUE, TRUE
      "Building", "Ecclesiastical Palace", "City", TRUE, FALSE
      "OutputType", "Gold", "Local", TRUE, FALSE
      "Building", "Palace", "City", FALSE, FALSE
    }

[effect_ecclesiastical_palace_culture]
type    = "History"
value	= 1
reqs	=
    { "type", "name", "range", "present"
      "Building", "Ecclesiastical Palace", "City", TRUE
      "Building", "Palace", "City", FALSE
    }

[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"
    }

; Net effect is to neutralize one unit's unhappiness
[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
    }

; Recycling Center gives a lesser additional bonus with plants
[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_research_lab_culture]
type    = "History"
value	= 3
reqs	=
    { "type", "name", "range"
      "Building", "Research Lab", "City"
    }

[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", "present"
      "Building", "SDI Defense", "City", TRUE
      "DiplRel", "Foreign", "Local", TRUE
      "DiplRel", "Team", "Local", FALSE
    }

[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"
    }

; Tiles with farmland don't get Super Highways + road trade bonus
[effect_super_highways]
type    = "Output_Inc_Tile"
value   = 1
reqs    =
    { "type", "name", "range", "present"
      "Extra", "Road", "Tile", TRUE
      "Building", "Super Highways", "City", TRUE
      "OutputType", "Trade", "Local", TRUE
      "Extra", "Farmland", "Tile", FALSE
      "CityTile", "Center", "Tile", FALSE
    }

; City center tiles do get the Super Highways + road trade bonus, even
; if they are already receiving a (possibly 'automatic') farmland bonus
[effect_super_highways_city_center_1]
type    = "Output_Inc_Tile"
value   = 1
reqs    =
    { "type", "name", "range", "present"
      "Extra", "Road", "Tile", TRUE
      "Building", "Super Highways", "City", TRUE
      "OutputType", "Trade", "Local", TRUE
      "CityTile", "Center", "Tile", TRUE
    }

[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_supermarket]
type    = "Output_Per_Tile"
value   = 50
reqs    =
    { "type", "name", "range"
      "Extra", "Farmland", "Tile"
      "Building", "Supermarket", "City"
      "OutputType", "Food", "Local"
    }

; Automatic farmland on city center
[effect_supermarket_center]
type    = "Output_Per_Tile"
value   = 50
reqs    =
    { "type", "name", "range", "present"
      "CityTile", "Center", "Tile", TRUE
      "Extra", "Farmland", "Tile", FALSE
      "TerrainAlter", "CanIrrigate", "Tile", TRUE
      "Building", "Supermarket", "City", TRUE
      "OutputType", "Food", "Local", TRUE
      "Extra", "Mine", "Tile", FALSE
      "Extra", "Oil Well", "Tile", 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_temple_culture]
type    = "History"
value	= 1
reqs	=
    { "type", "name", "range"
      "Building", "Temple", "City"
    }

[effect_university]
type    = "Output_Bonus"
value   = 50
reqs    =
    { "type", "name", "range"
      "Building", "University", "City"
      "OutputType", "Science", "Local"
    }

[effect_university_culture]
type    = "History"
value	= 2
reqs	=
    { "type", "name", "range"
      "Building", "University", "City"
    }

[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_apollo_program_culture]
type    = "History"
value	= 6
reqs	=
    { "type", "name", "range"
      "Building", "Apollo Program", "City"
    }

[effect_asmiths_trading_co]
type    = "Upkeep_Free"
value   = 1
reqs    =
    { "type", "name", "range", "present"
      "Building", "A.Smith's Trading Co.", "Player", TRUE
      "Building", "Stock Exchange", "City", TRUE
      "Gov", "Communism", "Player", FALSE
    }

;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_asmiths_trading_co_culture]
type    = "History"
value	= 4
reqs	=
    { "type", "name", "range"
      "Building", "A.Smith's Trading Co.", "City"
    }

[effect_colossus]
type    = "Output_Inc_Tile"
value   = 1
reqs    =
    { "type", "name", "range"
      "Building", "Colossus", "City"
      "OutputType", "Trade", "Local"
    }

[effect_colossus_culture]
type    = "History"
value	= 2
reqs	=
    { "type", "name", "range"
      "Building", "Colossus", "City"
    }

[effect_copernicus_observatory]
type    = "Output_Add_Tile"
value   = 1
reqs    =
    { "type", "name", "range"
      "Building", "Copernicus' Observatory", "City"
      "OutputType", "Science", "Local"
    }

[effect_copernicus_observatory_culture]
type    = "History"
value	= 3
reqs	=
    { "type", "name", "range"
      "Building", "Copernicus' Observatory", "City"
    }

[effect_cure_for_cancer]
type    = "Output_Add_Tile"
value   = 2
reqs    =
    { "type", "name", "range"
      "Building", "Cure For Cancer", "Player"
      "CityTile", "Center", "Tile"
      "OutputType", "Luxury", "Local"
    }

[effect_cure_for_cancer_health]
type    = "Health_Pct"
value   = 10
reqs    =
    { "type", "name", "range"
      "Building", "Cure For Cancer", "Player"
    }

[effect_cure_for_cancer_culture]
type    = "History"
value	= 6
reqs	=
    { "type", "name", "range"
      "Building", "Cure For Cancer", "City"
    }

[effect_darwins_voyage]
type    = "Output_Add_Tile"
value   = 1
reqs    =
    { "type", "name", "range"
      "Building", "Darwin's Voyage", "Player"
      "CityTile", "Center", "Tile"
      "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_darwins_voyage_culture]
type    = "History"
value	= 4
reqs	=
    { "type", "name", "range"
      "Building", "Darwin's Voyage", "City"
    }

[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_eiffel_tower_culture]
type    = "History"
value	= 3
reqs	=
    { "type", "name", "range"
      "Building", "Eiffel Tower", "City"
    }

[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", "Tile"
      "OutputType", "Science", "Local"
    }

[effect_great_library_2]
type    = "Give_Imm_Tech"
value   = 1
reqs    =
    { "type", "name", "range"
      "Building", "Great Library", "Player"
    }

[effect_great_library_culture]
type    = "History"
value	= 3
reqs	=
    { "type", "name", "range"
      "Building", "Great Library", "City"
    }

; All Ground units
[effect_great_wall]
type    = "Defend_Bonus"
value   = 50
reqs    =
    { "type",          "name",       "range"
      "Building",      "Great Wall", "Player"
      "CityTile",      "Center",     "Tile"
      "UnitClassFlag", "Ground",     "Local"
    }

[effect_great_wall_1]
type    = "Unit_No_Lose_Pop"
value   = 1
reqs    =
    { "type", "name", "range"
      "Building", "Great Wall", "Player"
    }

[effect_great_wall_culture]
type    = "History"
value	= 3
reqs	=
    { "type", "name", "range"
      "Building", "Great Wall", "City"
    }

[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", "Tile"
      "OutputType", "Luxury", "Local"
    }

[effect_hanging_gardens_culture]
type    = "History"
value	= 2
reqs	=
    { "type", "name", "range"
      "Building", "Hanging Gardens", "City"
    }

; Hoover Dam behaves like a (self-enhanced) Hydro Plant in its own city
[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_hoover_dam_culture]
type    = "History"
value	= 6
reqs	=
    { "type", "name", "range"
      "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", "Tile"
      "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_isaac_newtons_college_culture]
type    = "History"
value	= 4
reqs	=
    { "type", "name", "range"
      "Building", "Isaac Newton's College", "City"
    }

[effect_js_bachs_cathedral]
type    = "Output_Add_Tile"
value   = 2
reqs    =
    { "type", "name", "range"
      "Building", "J.S. Bach's Cathedral", "Player"
      "CityTile", "Center", "Tile"
      "OutputType", "Luxury", "Local"
    }

[effect_js_bachs_cathedral_culture]
type    = "History"
value	= 4
reqs	=
    { "type", "name", "range"
      "Building", "J.S. Bach's Cathedral", "City"
    }

[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_king_richards_crusade_culture]
type    = "History"
value	= 3
reqs	=
    { "type", "name", "range"
      "Building", "King Richard's Crusade", "City"
    }

[effect_leonardos_workshop]
type    = "Upgrade_Unit"
value   = 1
reqs    =
    { "type", "name", "range"
      "Building", "Leonardo's Workshop", "Player"
    }

[effect_leonardos_workshop_culture]
type    = "History"
value	= 4
reqs	=
    { "type", "name", "range"
      "Building", "Leonardo's Workshop", "City"
    }

[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", "Tile", FALSE
      "CityTile", "Center", "Tile", 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", "Tile"
      "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_lighthouse_culture]
type    = "History"
value	= 2
reqs	=
    { "type", "name", "range"
      "Building", "Lighthouse", "City"
    }

[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_magellans_expedition_culture]
type    = "History"
value	= 4
reqs	=
    { "type", "name", "range"
      "Building", "Magellan's Expedition", "City"
    }

[effect_manhattan_project]
type    = "Enable_Nuke"
value   = 1
reqs    =
    { "type", "name", "range", "survives"
      "Building", "Manhattan Project", "World", TRUE
    }

[effect_marco_polos_contact]
type    = "Have_Contacts"
value   = 1
reqs    =
    { "type", "name", "range"
      "Building", "Marco Polo's Embassy", "Player"
    }

[effect_manhattan_project_culture]
type    = "History"
value	= 6
reqs	=
    { "type", "name", "range"
      "Building", "Manhattan Project", "City"
    }

[effect_marco_polos_embassy]
type    = "Have_Embassies"
value   = 1
reqs    =
    { "type", "name", "range"
      "Building", "Marco Polo's Embassy", "Player"
    }

[effect_marco_polos_embassy_culture]
type    = "History"
value	= 2
reqs	=
    { "type", "name", "range"
      "Building", "Marco Polo's Embassy", "City"
    }

[effect_michelangelos_chapel]
type    = "Make_Content"
value   = 3
reqs    =
    { "type", "name", "range"
      "Building", "Cathedral", "City"
      "Building", "Michelangelo's Chapel", "Player"
    }

[effect_michelangelos_chapel_culture]
type    = "History"
value	= 4
reqs	=
    { "type", "name", "range"
      "Building", "Michelangelo's Chapel", "City"
    }

[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_mausoleum_of_mausolos_culture]
type    = "History"
value	= 2
reqs	=
    { "type", "name", "range"
      "Building", "Mausoleum of Mausolos", "City"
    }

; Note that this doesn't cancel a whole unit's unhappiness in Democracy
[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_statue_of_zeus_culture]
type    = "History"
value	= 2
reqs	=
    { "type", "name", "range"
      "Building", "Statue of Zeus", "City"
    }

[effect_temple_of_artemis]
type    = "Make_Content"
value   = 2
reqs    =
    { "type", "name", "range"
      "Building", "Temple", "City"
      "Building", "Temple of Artemis", "Player"
    }

[effect_temple_of_artemis_culture]
type    = "History"
value	= 2
reqs	=
    { "type", "name", "range"
      "Building", "Temple of Artemis", "City"
    }

[effect_pyramids]
type    = "Output_Inc_Tile"
value   = 1
reqs    =
    { "type", "name", "range"
      "Building", "Pyramids", "City"
      "OutputType", "Shield", "Local"
    }

[effect_pyramids_culture]
type    = "History"
value	= 2
reqs	=
    { "type", "name", "range"
      "Building", "Pyramids", "City"
    }

[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_internet_culture]
type    = "History"
value	= 6
reqs	=
    { "type", "name", "range"
      "Building", "Internet", "City"
    }

[effect_shakespeares_theatre]
type    = "Output_Add_Tile"
value   = 1
reqs    =
    { "type", "name", "range"
      "Building", "Shakespeare's Theatre", "Player"
      "CityTile", "Center", "Tile"
      "OutputType", "Luxury", "Local"
    }

[effect_shakespeares_theatre_1]
type    = "Output_Add_Tile"
value   = 5
reqs    =
    { "type", "name", "range"
      "Building", "Shakespeare's Theatre", "City"
      "CityTile", "Center", "Tile"
      "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"
    }

[effect_shakespeares_theatre_culture]
type    = "History"
value	= 3
reqs	=
    { "type", "name", "range"
      "Building", "Shakespeare's Theatre", "City"
    }

; 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_statue_of_liberty_culture]
type    = "History"
value	= 4
reqs	=
    { "type", "name", "range"
      "Building", "Statue of Liberty", "City"
    }

[effect_sun_tzus_war_academy]
type    = "Veteran_Build"
value   = 1
reqs    =
    { "type",          "name",                  "range", "present"
      "Building",      "Sun Tzu's War Academy", "Player", TRUE
      "UnitClassFlag", "Barracks",              "Local", TRUE
      "UnitFlag",      "NonMil",                "Local", FALSE
      "UnitFlag",      "NoVeteran",             "Local", FALSE
    }

[effect_sun_tzus_war_academy_culture]
type    = "History"
value	= 3
reqs	=
    { "type", "name", "range"
      "Building", "Sun Tzu's War Academy", "City"
    }

[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_united_nations_culture]
type    = "History"
value	= 6
reqs	=
    { "type", "name", "range"
      "Building", "United Nations", "City"
    }

[effect_womens_suffrage]
type    = "Make_Content_Mil"
value   = 1
reqs    =
    { "type", "name", "range"
      "Building", "Women's Suffrage", "Player"
    }

[effect_womens_suffrage_culture]
type    = "History"
value	= 6
reqs	=
    { "type", "name", "range"
      "Building", "Women's Suffrage", "City"
    }
;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"
    }

; Fudge factor to more closely approximate Civ2 behavior. (Civ2 is
; really very different -- this just fakes it a little better)
[effect_bonus_fudge_factor]
type	= "Trade_Revenue_Bonus"
value	= 1585

[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"
    }

; 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", "Tile", 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
    }

; Mfg. Plant => 2 slots total
[effect_city_build_slots_mfg_plant]
type    = "City_Build_Slots"
value   = 2
reqs    =
    { "type", "name", "range"
      "Building", "Mfg. Plant", "City"
    }

; free granary, etc, runs out
[effect_city_image_1]
type    = "City_Image"
value   = 1
reqs    =
    { "type", "name", "range"
      "MinSize", "5", "City"
    }

; needs Aqueduct
[effect_city_image_2]
type    = "City_Image"
value   = 1
reqs    =
    { "type", "name", "range"
      "MinSize", "9", "City"
    }

[effect_city_image_3]
type    = "City_Image"
value   = 1
reqs    =
    { "type", "name", "range"
      "MinSize", "13", "City"
    }

; needs Sewer System
[effect_city_image_4]
type    = "City_Image"
value   = 1
reqs    =
    { "type", "name", "range"
      "MinSize", "17", "City"
    }

[effect_city_shield]
type    = "Output_Add_Tile"
value   = 1
reqs    =
    { "type", "name", "range"
      "CityTile", "Center", "Tile"
      "OutputType", "Shield", "Local"
    }

; Make Mine extra do something
[effect_mine]
type    = "Mining_Pct"
value   = 100
reqs    =
    { "type", "name", "range"
      "Extra", "Mine", "Tile"
    }

[effect_oil_well]
type    = "Mining_Pct"
value   = 100
reqs    =
    { "type", "name", "range"
      "Extra", "Oil Well", "Tile"
    }

; Make Irrigation extra do something
[effect_irrigation]
type    = "Irrigation_Pct"
value   = 100
reqs    =
    { "type", "name", "range"
      "Extra", "Irrigation", "Tile"
    }

; Simulate presence of irrigation extra in unirrigated city centers
[effect_irrigation_center]
type    = "Irrigation_Pct"
value   = 100
reqs    =
    { "type", "name", "range", "present"
      "CityTile", "Center", "Tile", TRUE
      "Extra", "Irrigation", "Tile", FALSE
      "TerrainAlter", "CanIrrigate", "Tile", TRUE
      "Extra", "Mine", "Tile", FALSE
      ; Oil Well also prevents irrigation, but requires Mine so not needed here
    }

; Desert with river (and no Oasis) gets 1 extra food from irrigation (total 2)
; ("Nile floods" effect)
[effect_irrigation_2]
type    = "Irrigation_Pct"
value   = 100
reqs    =
    { "type", "name", "range", "present"
      "Terrain", "Desert", "Tile", TRUE
      "Extra", "River", "Tile", TRUE
      "Extra", "Oasis", "Tile", FALSE
      "Extra", "Irrigation", "Tile", TRUE
    }

; ...same for city centers
[effect_irrigation_3]
type    = "Irrigation_Pct"
value   = 100
reqs    =
    { "type", "name", "range", "present"
      "Terrain", "Desert", "Tile", TRUE
      "Extra", "River", "Tile", TRUE
      "Extra", "Oasis", "Tile", FALSE
      "CityTile", "Center", "Tile", TRUE
      "Extra", "Irrigation", "Tile", FALSE
      "TerrainAlter", "CanIrrigate", "Tile", TRUE
      "Extra", "Mine", "Tile", FALSE
      ; Oil Well also prevents irrigation, but requires Mine so not needed here
    }

[effect_pollution]
type	= "Output_Tile_Punish_Pct"
value	= 50
reqs	=
    { "type", "name", "range", "present", "quiet"
      "Extra", "Pollution", "Tile", TRUE, FALSE
      "Extra", "Fallout", "Tile", FALSE, FALSE
      "OutputType", "Gold", "Local", FALSE, TRUE
      "OutputType", "Luxury", "Local", FALSE, TRUE
      "OutputType", "Science", "Local", FALSE, TRUE
    }

[effect_fallout]
type	= "Output_Tile_Punish_Pct"
value	= 50
reqs	=
    { "type", "name", "range", "present", "quiet"
      "Extra", "Fallout", "Tile", TRUE, FALSE
      "Extra", "Pollution", "Tile", FALSE, FALSE
      "OutputType", "Gold", "Local", FALSE, TRUE
      "OutputType", "Luxury", "Local", FALSE, TRUE
      "OutputType", "Science", "Local", FALSE, TRUE
    }

[effect_pollution_fallout]
type	= "Output_Tile_Punish_Pct"
value	= 75
reqs	=
    { "type", "name", "range", "present", "quiet"
      "Extra", "Fallout", "Tile", TRUE, FALSE
      "Extra", "Pollution", "Tile", TRUE, FALSE
      "OutputType", "Gold", "Local", FALSE, TRUE
      "OutputType", "Luxury", "Local", FALSE, TRUE
      "OutputType", "Science", "Local", FALSE, TRUE
    }

[effect_attack_bombard_no_city_destruction]
type    = "Unit_No_Lose_Pop"
value   = 1
reqs    =
    { "type",    "name",  "range", "present"
      "MinSize", "2",     "City",  FALSE
    }

[effect_incident_caught_steal_tech]
type	= "Casus_Belli_Caught"
value	= 1
reqs	=
    { "type",    "name",       "range", "present"
      "Action",  "Steal Tech", "Local", TRUE
      "DiplRel", "War",        "Local", FALSE
    }

[effect_incident_success_steal_tech]
type	= "Casus_Belli_Success"
value	= 1
reqs	=
    { "type",    "name",       "range", "present"
      "Action",  "Steal Tech", "Local", TRUE
      "DiplRel", "War",        "Local", FALSE
    }

[effect_incident_caught_steal_tech_esc]
type	= "Casus_Belli_Caught"
value	= 1
reqs	=
    { "type",    "name",                       "range", "present"
      "Action",  "Steal Tech Escape Expected", "Local", TRUE
      "DiplRel", "War",                        "Local", FALSE
    }

[effect_incident_success_steal_tech_esc]
type	= "Casus_Belli_Success"
value	= 1
reqs	=
    { "type",    "name",                       "range", "present"
      "Action",  "Steal Tech Escape Expected", "Local", TRUE
      "DiplRel", "War",                        "Local", FALSE
    }

[effect_incident_caught_tgt_steal_tech]
type	= "Casus_Belli_Caught"
value	= 1
reqs	=
    { "type",    "name",                                "range", "present"
      "Action",  "Targeted Steal Tech Escape Expected", "Local", TRUE
      "DiplRel", "War",                                 "Local", FALSE
    }

[effect_incident_success_tgt_steal_tech]
type	= "Casus_Belli_Success"
value	= 1
reqs	=
    { "type",    "name",                                "range", "present"
      "Action",  "Targeted Steal Tech Escape Expected", "Local", TRUE
      "DiplRel", "War",                                 "Local", FALSE
    }

[effect_incident_caught_bribe_unit]
type	= "Casus_Belli_Caught"
value	= 1
reqs	=
    { "type", "name", "range", "present"
      "Action", "Bribe Unit", "Local", TRUE
      "DiplRel", "War", "Local", FALSE
    }

[effect_incident_success_bribe_unit]
type	= "Casus_Belli_Success"
value	= 1
reqs	=
    { "type", "name", "range", "present"
      "Action", "Bribe Unit", "Local", TRUE
      "DiplRel", "War", "Local", FALSE
    }

[effect_incident_caught_spy_attack]
type	= "Casus_Belli_Caught"
value	= 1
reqs	=
    { "type", "name", "range", "present"
      "Action", "Spy Attack", "Local", TRUE
      "DiplRel", "War", "Local", FALSE
    }

[effect_incident_success_spy_attack]
type	= "Casus_Belli_Success"
value	= 1
reqs	=
    { "type", "name", "range", "present"
      "Action", "Spy Attack", "Local", TRUE
      "DiplRel", "War", "Local", FALSE
    }

[effect_incident_caught_incite]
type	= "Casus_Belli_Caught"
value	= 1
reqs	=
    { "type", "name", "range", "present"
      "Action", "Incite City", "Local", TRUE
      "DiplRel", "War", "Local", FALSE
    }

[effect_incident_success_incite]
type	= "Casus_Belli_Success"
value	= 1
reqs	=
    { "type", "name", "range", "present"
      "Action", "Incite City", "Local", TRUE
      "DiplRel", "War", "Local", FALSE
    }

[effect_incident_caught_incite_esc]
type	= "Casus_Belli_Caught"
value	= 1
reqs	=
    { "type", "name", "range", "present"
      "Action", "Incite City Escape", "Local", TRUE
      "DiplRel", "War", "Local", FALSE
    }

[effect_incident_success_incite_esc]
type	= "Casus_Belli_Success"
value	= 1
reqs	=
    { "type", "name", "range", "present"
      "Action", "Incite City Escape", "Local", TRUE
      "DiplRel", "War", "Local", FALSE
    }

[effect_tgt_sabotage_city_half_chance]
type	= "Action_Odds_Pct"
value	= -50
reqs	=
    { "type", "name", "range", "present"
      "Action", "Targeted Sabotage City Escape", "Local", TRUE
    }

[effect_sabotage_city_production_city_half_chance]
type	= "Action_Odds_Pct"
value	= -50
reqs	=
    { "type", "name", "range", "present"
      "Action", "Sabotage City Production Escape", "Local", TRUE
    }

[effect_incident_success_explode_nuke]
type	= "Casus_Belli_Success"
value	= 1
reqs	=
    { "type", "name", "range", "present"
      "Action", "Explode Nuclear", "Local", TRUE
    }

[effect_explode_nuke_blast_radius]
type	= "Nuke_Blast_Radius_1_Sq"
value	= 2
reqs	=
    { "type", "name", "range", "present"
      "Action", "Explode Nuclear", "Local", TRUE
    }

[effect_incident_success_explode_nuke_city]
type	= "Casus_Belli_Success"
value	= 1
reqs	=
    { "type", "name", "range", "present"
      "Action", "Nuke City", "Local", TRUE
    }

[effect_nuke_city_blast_radius]
type	= "Nuke_Blast_Radius_1_Sq"
value	= 2
reqs	=
    { "type", "name", "range", "present"
      "Action", "Nuke City", "Local", TRUE
    }

[effect_incident_success_explode_nuke_units]
type	= "Casus_Belli_Success"
value	= 1
reqs	=
    { "type", "name", "range", "present"
      "Action", "Nuke Units", "Local", TRUE
    }

[effect_nuke_units_blast_radius]
type	= "Nuke_Blast_Radius_1_Sq"
value	= 2
reqs	=
    { "type", "name", "range", "present"
      "Action", "Nuke Units", "Local", TRUE
    }

[effect_diplomat_defense_extra]
type    = "Spy_Resistant"
value   = 25
reqs    =
    { "type", "name", "range"
      "ExtraFlag", "DiplomatDefense", "Tile"
    }

; Spy resistant: +5% for each 100 culture points of the city
[effect_culture_spy_resistant_1]
type    = "Spy_Resistant"
value   = 5
reqs    =
    { "type", "name", "range"
      "MinCulture", "100", "City"
    }

[effect_culture_spy_resistant_2]
type    = "Spy_Resistant"
value   = 5
reqs    =
    { "type", "name", "range"
      "MinCulture", "200", "City"
    }

[effect_culture_spy_resistant_3]
type    = "Spy_Resistant"
value   = 5
reqs    =
    { "type", "name", "range"
      "MinCulture", "300", "City"
    }

[effect_culture_spy_resistant_4]
type    = "Spy_Resistant"
value   = 5
reqs    =
    { "type", "name", "range"
      "MinCulture", "400", "City"
    }

[effect_culture_spy_resistant_5]
type    = "Spy_Resistant"
value   = 5
reqs    =
    { "type", "name", "range"
      "MinCulture", "500", "City"
    }

[effect_culture_spy_resistant_6]
type    = "Spy_Resistant"
value   = 5
reqs    =
    { "type", "name", "range"
      "MinCulture", "600", "City"
    }

[effect_culture_spy_resistant_7]
type    = "Spy_Resistant"
value   = 5
reqs    =
    { "type", "name", "range"
      "MinCulture", "700", "City"
    }

[effect_culture_spy_resistant_8]
type    = "Spy_Resistant"
value   = 5
reqs    =
    { "type", "name", "range"
      "MinCulture", "800", "City"
    }

[effect_culture_spy_resistant_9]
type    = "Spy_Resistant"
value   = 5
reqs    =
    { "type", "name", "range"
      "MinCulture", "900", "City"
    }

; 5 * 10 = +50%
[effect_culture_spy_resistant_10]
type    = "Spy_Resistant"
value   = 5
reqs    =
    { "type", "name", "range"
      "MinCulture", "1000", "City"
    }

; Cost to bribe: +50% for each 1000 culture points of the player
[effect_culture_bribe_1]
type    = "Unit_Bribe_Cost_Pct"
value   = 50
reqs    =
    { "type", "name", "range"
      "MinCulture", "1000", "Player"
    }

[effect_culture_bribe_2]
type    = "Unit_Bribe_Cost_Pct"
value   = 50
reqs    =
    { "type", "name", "range"
      "MinCulture", "2000", "Player"
    }

[effect_culture_bribe_3]
type    = "Unit_Bribe_Cost_Pct"
value   = 50
reqs    =
    { "type", "name", "range"
      "MinCulture", "3000", "Player"
    }

[effect_culture_bribe_4]
type    = "Unit_Bribe_Cost_Pct"
value   = 50
reqs    =
    { "type", "name", "range"
      "MinCulture", "4000", "Player"
    }

[effect_culture_bribe_5]
type    = "Unit_Bribe_Cost_Pct"
value   = 50
reqs    =
    { "type", "name", "range"
      "MinCulture", "5000", "Player"
    }

[effect_culture_bribe_6]
type    = "Unit_Bribe_Cost_Pct"
value   = 50
reqs    =
    { "type", "name", "range"
      "MinCulture", "6000", "Player"
    }

[effect_culture_bribe_7]
type    = "Unit_Bribe_Cost_Pct"
value   = 50
reqs    =
    { "type", "name", "range"
      "MinCulture", "7000", "Player"
    }

[effect_culture_bribe_8]
type    = "Unit_Bribe_Cost_Pct"
value   = 50
reqs    =
    { "type", "name", "range"
      "MinCulture", "8000", "Player"
    }

[effect_culture_bribe_9]
type    = "Unit_Bribe_Cost_Pct"
value   = 50
reqs    =
    { "type", "name", "range"
      "MinCulture", "9000", "Player"
    }

; 50 * 10 = +500%
[effect_culture_bribe_10]
type    = "Unit_Bribe_Cost_Pct"
value   = 50
reqs    =
    { "type", "name", "range"
      "MinCulture", "10000", "Player"
    }

; Cost to incite: +50% for each 1000 culture points of the player
[effect_culture_incite_1]
type    = "Incite_Cost_Pct"
value   = 50
reqs    =
    { "type", "name", "range"
      "MinCulture", "1000", "Player"
    }

[effect_culture_incite_2]
type    = "Incite_Cost_Pct"
value   = 50
reqs    =
    { "type", "name", "range"
      "MinCulture", "2000", "Player"
    }

[effect_culture_incite_3]
type    = "Incite_Cost_Pct"
value   = 50
reqs    =
    { "type", "name", "range"
      "MinCulture", "3000", "Player"
    }

[effect_culture_incite_4]
type    = "Incite_Cost_Pct"
value   = 50
reqs    =
    { "type", "name", "range"
      "MinCulture", "4000", "Player"
    }

[effect_culture_incite_5]
type    = "Incite_Cost_Pct"
value   = 50
reqs    =
    { "type", "name", "range"
      "MinCulture", "5000", "Player"
    }

[effect_culture_incite_6]
type    = "Incite_Cost_Pct"
value   = 50
reqs    =
    { "type", "name", "range"
      "MinCulture", "6000", "Player"
    }

[effect_culture_incite_7]
type    = "Incite_Cost_Pct"
value   = 50
reqs    =
    { "type", "name", "range"
      "MinCulture", "7000", "Player"
    }

[effect_culture_incite_8]
type    = "Incite_Cost_Pct"
value   = 50
reqs    =
    { "type", "name", "range"
      "MinCulture", "8000", "Player"
    }

[effect_culture_incite_9]
type    = "Incite_Cost_Pct"
value   = 50
reqs    =
    { "type", "name", "range"
      "MinCulture", "9000", "Player"
    }

; 50 * 10 = +500%
[effect_culture_incite_10]
type    = "Incite_Cost_Pct"
value   = 50
reqs    =
    { "type", "name", "range"
      "MinCulture", "10000", "Player"
    }

; Double (+100%) buy cost for Great Wonders
[effect_great_wonder_buy_cost]
type    = "Building_Buy_Cost_Pct"
value   = 100
reqs    =
    { "type", "name", "range"
      "BuildingGenus", "GreatWonder", "Local"
    }

[effect_action_establish_embassy_success_move_cost]
type    = "Action_Success_Actor_Move_Cost"
value   = 1
reqs    =
    { "type",   "name",              "range", "quiet"
      "Action", "Establish Embassy", "Local", TRUE
    }

[effect_action_success_poison_city_escape]
type    = "Action_Success_Actor_Move_Cost"
value   = 65535
reqs    =
    { "type",   "name",               "range", "quiet"
      "Action", "Poison City Escape", "Local", TRUE
    }

[effect_action_success_sabotage_city_escape]
type    = "Action_Success_Actor_Move_Cost"
value   = 65535
reqs    =
    { "type",   "name",                 "range", "quiet"
      "Action", "Sabotage City Escape", "Local", TRUE
    }

[effect_action_success_targeted_sabotage_city_escape]
type    = "Action_Success_Actor_Move_Cost"
value   = 65535
reqs    =
    { "type",   "name",                          "range", "quiet"
      "Action", "Targeted Sabotage City Escape", "Local", TRUE
    }

[effect_action_success_sabotage_city_production_escape]
type    = "Action_Success_Actor_Move_Cost"
value   = 65535
reqs    =
    { "type",   "name",                            "range", "quiet"
      "Action", "Sabotage City Production Escape", "Local", TRUE
    }

[effect_action_success_steal_tech_escape_expected]
type    = "Action_Success_Actor_Move_Cost"
value   = 65535
reqs    =
    { "type",   "name",                       "range", "quiet"
      "Action", "Steal Tech Escape Expected", "Local", TRUE
    }

[effect_action_success_targeted_steal_tech_escape_expected]
type    = "Action_Success_Actor_Move_Cost"
value   = 65535
reqs    =
    { "type",   "name",                                "range", "quiet"
      "Action", "Targeted Steal Tech Escape Expected", "Local", TRUE
    }

[effect_action_success_incite_city_escape]
type    = "Action_Success_Actor_Move_Cost"
value   = 65535
reqs    =
    { "type",   "name",               "range", "quiet"
      "Action", "Incite City Escape", "Local", TRUE
    }

[effect_action_success_sabotage_unit_escape]
type    = "Action_Success_Actor_Move_Cost"
value   = 65535
reqs    =
    { "type",   "name",                 "range", "quiet"
      "Action", "Sabotage Unit Escape", "Local", TRUE
    }

[effect_action_success_move_cost_investigate]
type    = "Action_Success_Actor_Move_Cost"
value   = 1
reqs    =
    { "type", "name", "range", "present"
      "Action", "Investigate City", "Local", TRUE
    }

[effect_action_success_move_cost_capture]
type    = "Action_Success_Actor_Move_Cost"
value   = 6
reqs    =
    { "type", "name", "range", "present"
      "Action", "Capture Units", "Local", TRUE
    }

[effect_action_success_move_cost_bombard]
type    = "Action_Success_Actor_Move_Cost"
value   = 65535
reqs    =
    { "type", "name", "range", "present"
      "Action", "Bombard", "Local", TRUE
    }

[effect_action_success_move_cost_from_non_native]
type    = "Action_Success_Actor_Move_Cost"
value   = 65535
reqs    =
    { "type",          "name",                  "range", "present"
      "Action",        "Transport Disembark 2", "Local", TRUE
      "UnitState",     "OnNativeTile",          "Local", TRUE
      "UnitClassFlag", "TerrainSpeed",          "Local", TRUE
    }

[effect_action_success_conquer_cost_from_non_native]
type    = "Action_Success_Actor_Move_Cost"
value   = 65535
reqs    =
    { "type",          "name",                  "range", "present"
      "Action",        "Conquer City 2",        "Local", TRUE
      "UnitState",     "OnNativeTile",          "Local", TRUE
      "UnitClassFlag", "TerrainSpeed",          "Local", TRUE
    }

[effect_action_success_move_cost_hut_entry_from_non_native]
type    = "Action_Success_Actor_Move_Cost"
value   = 65535
reqs    =
    { "type",          "name",                  "range", "present"
      "Action",        "Enter Hut 2",           "Local", TRUE
      "UnitState",     "OnNativeTile",          "Local", TRUE
      "UnitClassFlag", "TerrainSpeed",          "Local", TRUE
    }

[effect_action_success_move_cost_hut_frighten_from_non_native]
type    = "Action_Success_Actor_Move_Cost"
value   = 65535
reqs    =
    { "type",          "name",                  "range", "present"
      "Action",        "Frighten Hut 2",        "Local", TRUE
      "UnitState",     "OnNativeTile",          "Local", TRUE
      "UnitClassFlag", "TerrainSpeed",          "Local", TRUE
    }

[effect_action_success_attack_one_attack]
type    = "Action_Success_Actor_Move_Cost"
value   = 65535
reqs    =
    { "type",     "name",      "range", "quiet"
      "Action",   "Attack",    "Local", TRUE
      "UnitFlag", "OneAttack", "Local", TRUE
    }

[effect_action_success_attack_normal]
type    = "Action_Success_Actor_Move_Cost"
value   = 6
reqs    =
    { "type",     "name",      "range", "present"
      "Action",   "Attack",    "Local", TRUE
      "UnitFlag", "OneAttack", "Local", FALSE
    }

[effect_action_success_ransom_one_attack]
type    = "Action_Success_Actor_Move_Cost"
value   = 65535
reqs    =
    { "type",     "name",           "range", "quiet"
      "Action",   "Collect Ransom", "Local", TRUE
      "UnitFlag", "OneAttack",      "Local", TRUE
    }

[effect_action_success_ransom]
type    = "Action_Success_Actor_Move_Cost"
value   = 6
reqs    =
    { "type",     "name",           "range", "present"
      "Action",   "Collect Ransom", "Local", TRUE
      "UnitFlag", "OneAttack",      "Local", FALSE
    }

[effect_unit_shield_value_recycle]
type    = "Unit_Shield_Value_Pct"
value   = -50
reqs    =
    { "type",   "name",                 "range", "present"
      "Action", "Disband Unit Recover", "Local", TRUE
    }

[effect_unit_shield_value_in_upgrade_price_calc]
type    = "Unit_Shield_Value_Pct"
value   = -50
reqs    =
    { "type",   "name",         "range", "present"
      "Action", "Upgrade Unit", "Local", TRUE
    }
