; 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="Multiplayer effects data for Freeciv"
options="+Freeciv-2.3-ruleset"

; /* <-- avoid gettext warnings
; */ <-- avoid gettext warnings

; Cheating AI effects are in separate file
*include "multiplayer/ai_effects.ruleset"

[effect_unhappysize]
name    = "City_Unhappy_Size"
value   = 4

; Barbarian effects

[effect_barb1]
name    = "No_Diplomacy"
value   = 1
reqs    =
    { "type",   "name", "range"
      "Nation", "Barbarian", "Player"
    }

[effect_barb2]
name    = "No_Diplomacy"
value   = 1
reqs    =
    { "type",   "name", "range"
      "Nation", "Pirate", "Player"
    }

; Specialist output bonuses

[effect_elvis]
name    = "Specialist_Output"
value   = 2
reqs    =
    { "type", "name", "range"
      "Specialist", "elvis", "Local"
      "OutputType", "luxury", "Local"
    }

[effect_scientist]
name    = "Specialist_Output"
value   = 3
reqs    =
    { "type", "name", "range"
      "Specialist", "scientist", "Local"
      "OutputType", "science", "Local"
    }

[effect_taxman]
name    = "Specialist_Output"
value   = 3
reqs    =
    { "type", "name", "range"
      "Specialist", "taxman", "Local"
      "OutputType", "gold", "Local"
    }


; Vision benefit from fortress watchtowers
[effect_fortress_vision]
name    = "Unit_Vision_Radius_Sq"
value   = 8
reqs    =
    { "type", "name", "range"
      "Base", "Fortress", "tile"
      "Tech", "Invention", "player"
      "UnitClass", "Land", "Local"
    }

; basic free tech upkeep
[effect_upkeep_tech_free]
name    = "Tech_Upkeep_Free"
value   = 3

; Fortress HP regen
[effect_fortress_hp_regen]
name    = "HP_Regen"
value   = 25
reqs    =
    { "type", "name", "range"
      "Base", "Fortress", "Tile"
      "UnitClass", "Land", "Local"
    }

; Base vision range - radius of vision is sqrt(5) = 2.24
[effect_city_vision]
name    = "City_Vision_Radius_Sq"
value   = 5


; Nuclear power gives +1 moves to sea units
[effect_nuclear_powered_boats]
name	= "Move_Bonus"
value	= 1
reqs	=
    { "type", "name", "range"
      "Tech", "Nuclear Power", "Player"
      "UnitClass", "Sea", "Local"
    }

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

[effect_anarchy_upkeep_tech_free]
name    = "Tech_Upkeep_Free"
value   = 9999
reqs    =
    { "type", "name", "range"
      "Gov", "Anarchy", "Player"
    }

[effect_republic]
name	= "Make_Content_Mil"
value	= 1
reqs	=
    { "type", "name", "range"
      "Gov", "Republic", "Player"
    }

[effect_corruption_anarchy0]
name	= "Output_Waste"
value	= 25
reqs	=
    { "type", "name", "range"
      "Gov", "Anarchy", "Player"
      "OutputType", "Trade", "Local"
    }

[effect_corruption_anarchy1]
name	= "Output_Waste_By_Distance"
value	= 2
reqs	=
    { "type", "name", "range"
      "Gov", "Anarchy", "Player"
      "OutputType", "Trade", "Local"
    }

[effect_corruption_despotism0]
name	= "Output_Waste"
value	= 37
reqs	=
    { "type", "name", "range"
      "Gov", "Despotism", "Player"
      "OutputType", "Trade", "Local"
    }

[effect_corruption_despotism1]
name	= "Output_Waste_By_Distance"
value	= 4
reqs	=
    { "type", "name", "range"
      "Gov", "Despotism", "Player"
      "OutputType", "Trade", "Local"
    }

[effect_corruption_monarchy0]
name	= "Output_Waste"
value	= 15
reqs	=
    { "type", "name", "range"
      "Gov", "Monarchy", "Player"
      "OutputType", "Trade", "Local"
    }

[effect_corruption_monarchy1]
name	= "Output_Waste_By_Distance"
value	= 2
reqs	=
    { "type", "name", "range"
      "Gov", "Monarchy", "Player"
      "OutputType", "Trade", "Local"
    }

[effect_corruption_communism0]
name	= "Output_Waste"
value	= 20
reqs	=
    { "type", "name", "range"
      "Gov", "Communism", "Player"
      "OutputType", "Trade", "Local"
    }

[effect_corruption_republic0]
name	= "Output_Waste"
value	= 15
reqs	=
    { "type", "name", "range"
      "Gov", "Republic", "Player"
      "OutputType", "Trade", "Local"
    }

[effect_corruption_republic1]
name	= "Output_Waste_By_Distance"
value	= 2
reqs	=
    { "type", "name", "range"
      "Gov", "Republic", "Player"
      "OutputType", "Trade", "Local"
    }

[effect_base_unit_upkeep]
name	= "Upkeep_Factor"
value	= 1

[effect_republic_unit_upkeep]
name	= "Upkeep_Factor"
value	= 1
reqs   =
    { "type", "name", "range"
      "Gov", "Republic", "Player"
      "OutputType", "Food", "Local"
    }

[effect_democracy_unit_upkeep]
name	= "Upkeep_Factor"
value	= 1
reqs   =
    { "type", "name", "range"
      "Gov", "Democracy", "Player"
      "OutputType", "Food", "Local"
    }

[effect_republic_unit_unhappiness]
name	= "Unhappy_Factor"
value	= 1
reqs   =
    { "type", "name", "range"
      "Gov", "Republic", "Player"
    }

[effect_democracy_unit_unhappiness]
name	= "Unhappy_Factor"
value	= 2
reqs   =
    { "type", "name", "range"
      "Gov", "Democracy", "Player"
    }

[effect_upkeep_free_units_anarchy]
name	= "Unit_Upkeep_Free_Per_City"
value	= 3
reqs   =
    { "type", "name", "range"
      "Gov", "Anarchy", "Player"
      "OutputType", "Shield", "Local"
    }

[effect_upkeep_free_units_despotism]
name	= "Unit_Upkeep_Free_Per_City"
value	= 3
reqs   =
    { "type", "name", "range"
      "Gov", "Despotism", "Player"
      "OutputType", "Shield", "Local"
    }

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

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

[effect_civil_war_0]
name    = "Civil_War_Chance"
value   = 90
reqs	=
    { "type",       "name",      "range"
      "Gov", "Anarchy",   "Player"
    }

[effect_civil_war_1]
name    = "Civil_War_Chance"
value   = 80
reqs	=
    { "type",       "name",      "range"
      "Gov", "Despotism", "Player"
    }

[effect_civil_war_2]
name    = "Civil_War_Chance"
value   = 70
reqs	=
    { "type",       "name",      "range"
      "Gov", "Monarchy",  "Player"
    }

[effect_civil_war_3]
name    = "Civil_War_Chance"
value   = 50
reqs	=
    { "type",       "name",      "range"
      "Gov", "Communism", "Player"
    }

[effect_civil_war_4]
name    = "Civil_War_Chance"
value   = 40
reqs	=
    { "type",       "name",      "range"
      "Gov", "Republic",  "Player"
    }

[effect_civil_war_5]
name    = "Civil_War_Chance"
value   = 30
reqs	=
    { "type",       "name",      "range"
      "Gov", "Democracy", "Player"
    }

[effect_empire_size_base_0]
name    = "Empire_Size_Base"
value   = 9
reqs	=
    { "type",       "name",      "range"
      "Gov", "Anarchy",   "Player"
    }

[effect_empire_size_base_1]
name    = "Empire_Size_Base"
value   = 10
reqs	=
    { "type",       "name",      "range"
      "Gov", "Despotism", "Player"
    }

[effect_empire_size_base_2]
name    = "Empire_Size_Base"
value   = 11
reqs	=
    { "type",       "name",      "range"
      "Gov", "Monarchy",  "Player"
    }

[effect_empire_size_base_3]
name    = "Empire_Size_Base"
value   = 12
reqs	=
    { "type",       "name",      "range"
      "Gov", "Communism", "Player"
    }

[effect_empire_size_base_4]
name    = "Empire_Size_Base"
value   = 13
reqs	=
    { "type",       "name",      "range"
      "Gov", "Republic",  "Player"
    }

[effect_empire_size_base_5]
name    = "Empire_Size_Base"
value   = 14
reqs	=
    { "type",       "name",      "range"
      "Gov", "Democracy",  "Player"
    }

[effect_empire_size_base_6]
name    = "Empire_Size_Base"
value   = 14
reqs    =
    { "type",       "name",      "range"
      "Gov", "Fundamentalism",  "Player"
    }

[effect_empire_size_step_0]
name    = "Empire_Size_Step"
value   = 6
reqs	=
    { "type",       "name",      "range"
      "Gov", "Anarchy", "Player"
    }

[effect_empire_size_step_1]
name    = "Empire_Size_Step"
value   = 10
reqs	=
    { "type",       "name",      "range"
      "Gov", "Despotism", "Player"
    }

[effect_empire_size_step_2]
name    = "Empire_Size_Step"
value   = 12
reqs	=
    { "type",       "name",      "range"
      "Gov", "Monarchy", "Player"
    }

; Empire_Size_Step disabled for Communism

[effect_empire_size_step_3]
name    = "Empire_Size_Step"
value   = 14
reqs	=
    { "type",       "name",      "range"
      "Gov", "Republic",  "Player"
    }

[effect_empire_size_step_4]
name    = "Empire_Size_Step"
value   = 16
reqs	=
    { "type",       "name",      "range"
      "Gov", "Democracy", "Player"
    }

[effect_empire_size_step_5]
name    = "Empire_Size_Step"
value   = 12
reqs    =
    { "type",       "name",      "range"
      "Gov", "Fundamentalism", "Player"
    }

[effect_max_rates_0]
name    = "Max_Rates"
value   = 100
reqs	=
    { "type",       "name",      "range"
      "Gov", "Anarchy",   "Player"
    }

[effect_max_rates_1]
name    = "Max_Rates"
value   = 60
reqs	=
    { "type",       "name",      "range"
      "Gov", "Despotism", "Player"
    }

[effect_max_rates_2]
name    = "Max_Rates"
value   = 70
reqs	=
    { "type",       "name",      "range"
      "Gov", "Monarchy",  "Player"
    }

[effect_max_rates_3]
name    = "Max_Rates"
value   = 80
reqs	=
    { "type",       "name",      "range"
      "Gov", "Communism", "Player"
    }

[effect_max_rates_4]
name    = "Max_Rates"
value   = 80
reqs	=
    { "type",       "name",      "range"
      "Gov", "Republic",  "Player"
    }

[effect_max_rates_5]
name    = "Max_Rates"
value   = 100
reqs	=
    { "type",       "name",      "range"
      "Gov", "Democracy", "Player"
    }

[effect_martial_law_each_0]
name    = "Martial_Law_Each"
value   = 1
reqs	=
    { "type",       "name",      "range"
      "Gov", "Anarchy",   "Player"
    }

[effect_martial_law_each_1]
name    = "Martial_Law_Each"
value   = 1
reqs	=
    { "type",       "name",      "range"
      "Gov", "Despotism", "Player"
    }

[effect_martial_law_each_2]
name    = "Martial_Law_Each"
value   = 1
reqs	=
    { "type",       "name",      "range"
      "Gov", "Monarchy",  "Player"
    }

[effect_martial_law_each_3]
name    = "Martial_Law_Each"
value   = 2
reqs	=
    { "type",       "name",      "range"
      "Gov", "Communism", "Player"
    }

[effect_martial_law_max_0]
name    = "Martial_Law_Max"
value   = 100
reqs	=
    { "type",       "name",      "range"
      "Gov", "Anarchy",   "Player"
    }

[effect_martial_law_max_1]
name    = "Martial_Law_Max"
value   = 100
reqs	=
    { "type",       "name",      "range"
      "Gov", "Despotism", "Player"
    }

[effect_martial_law_max_2]
name    = "Martial_Law_Max"
value   = 3
reqs	=
    { "type",       "name",      "range"
      "Gov", "Monarchy",  "Player"
    }

[effect_martial_law_max_3]
name    = "Martial_Law_Max"
value   = 3
reqs	=
    { "type",       "name",      "range"
      "Gov", "Communism", "Player"
    }

[effect_rapture_grow_0]
name    = "Rapture_Grow"
value   = 3
reqs	=
    { "type",       "name",      "range"
      "Gov", "Republic",  "Player"
    }

[effect_rapture_grow_1]
name    = "Rapture_Grow"
value   = 3
reqs	=
    { "type",       "name",      "range"
      "Gov", "Democracy", "Player"
    }

[effect_democracy_0]
name    = "Unbribable_Units"
value   = 1
reqs	=
    { "type",       "name",      "range"
      "Gov", "Democracy", "Player"
    }

[effect_democracy_1]
name    = "No_Incite"
value   = 1
reqs	=
    { "type",       "name",      "range"
      "Gov", "Democracy", "Player"
    }

[effect_communism_0]
name    = "Veteran_Build"
value   = 1
reqs	=
    { "type",       "name",      "range"
      "Gov", "Communism", "Player"
      "UnitFlag", "Diplomat", "Local"
    }

[effect_gov_tile_bonus_0]
name    = "Output_Penalty_Tile"
value   = 2
reqs	=
    { "type",       "name",      "range"
      "Gov", "Anarchy", "Player"
    }

[effect_gov_tile_bonus_1]
name    = "Output_Penalty_Tile"
value   = 2
reqs	=
    { "type",       "name",      "range"
      "Gov", "Despotism", "Player"
    }

[effect_gov_tile_bonus_2]
name    = "Output_Inc_Tile_Celebrate"
value   = 1
reqs	=
    { "type",       "name",      "range"
      "OutputType", "Trade", "Local"
      "Gov", "Monarchy", "Player"
    }

[effect_gov_tile_bonus_3]
name    = "Output_Inc_Tile_Celebrate"
value   = 1
reqs	=
    { "type",       "name",      "range"
      "OutputType", "Trade", "Local"
      "Gov", "Communism", "Player"
    }

[effect_gov_tile_bonus_4]
name    = "Output_Inc_Tile"
value   = 1
reqs	=
    { "type",       "name",      "range"
      "Gov", "Republic", "Player"
      "OutputType", "Trade", "Local"
    }

[effect_gov_tile_bonus_5]
name    = "Output_Inc_Tile"
value   = 1
reqs	=
    { "type",       "name",      "range"
      "Gov", "Democracy", "Player"
      "OutputType", "Trade", "Local"
    }

[effect_gov_tile_bonus_6]
name    = "Output_Inc_Tile_Celebrate"
value   = 1
reqs  =
    { "type",       "name",      "range"
      "Gov", "Fundamentalism", "Player"
      "OutputType", "Trade", "Local"
    }

[effect_revolution_0]
name    = "Revolution_When_Unhappy"
value   = 1
reqs	=
    { "type",       "name",      "range"
      "Gov", "Democracy", "Player"
    }

[effect_senate_0]
name    = "Has_Senate"
value   = 1
reqs	=
    { "type",       "name",      "range"
      "Gov", "Republic",  "Player"
    }

[effect_senate_1]
name    = "Has_Senate"
value   = 1
reqs	=
    { "type",       "name",      "range"
      "Gov", "Democracy", "Player"
    }

[effect_partisan_0]
name    = "Inspire_Partisans"
value   = 1
reqs	=
    { "type",       "name",      "range"
      "Gov", "Communism", "Player"
      "Tech", "Communism", "Player"
      "Tech", "Gunpowder", "Player"
      "Tech", "Guerilla Warfare", "World"
    }

[effect_partisan_1]
name    = "Inspire_Partisans"
value   = 1
reqs	=
    { "type",       "name",      "range"
      "Gov", "Democracy", "Player"
      "Tech", "Communism", "Player"
      "Tech", "Gunpowder", "Player"
      "Tech", "Guerilla Warfare", "World"
    }

[effect_airport]
name	= "Veteran_Build"
value	= 1
reqs	=
    { "type", "name", "range"
      "Building", "Airport", "City"
      "UnitClass", "Air", "Local"
    }
nreqs   =
    { "type", "name", "range"
      "UnitFlag", "NonMil", "Local"
      "UnitFlag", "NoVeteran", "Local"
    }

[effect_airport_0a]
name	= "Veteran_Build"
value	= 1
reqs	=
    { "type", "name", "range"
      "Building", "Airport", "City"
      "UnitClass", "Helicopter", "Local"
    }
nreqs   =
    { "type", "name", "range"
      "UnitFlag", "NonMil", "Local"
      "UnitFlag", "NoVeteran", "Local"
    }

[effect_airport_0b]
name	= "Veteran_Build"
value	= 1
reqs	=
    { "type", "name", "range"
      "Building", "Airport", "City"
      "UnitClass", "Missile", "Local"
    }
nreqs   =
    { "type", "name", "range"
      "UnitFlag", "NonMil", "Local"
      "UnitFlag", "NoVeteran", "Local"
    }

[effect_airport_1]
name	= "HP_Regen"
value	= 100
reqs	=
    { "type", "name", "range"
      "Building", "Airport", "City"
      "UnitClass", "Air", "Local"
    }

[effect_airport_1a]
name	= "HP_Regen"
value	= 100
reqs	=
    { "type", "name", "range"
      "Building", "Airport", "City"
      "UnitClass", "Helicopter", "Local"
    }

[effect_airport_2]
name	= "Airlift"
value	= 1
reqs	=
    { "type", "name", "range"
      "Building", "Airport", "City"
    }

; Base max city size of 8
[effect_aqueduct_size]
name    = "Size_Adj"
value   = 8

[effect_aqueduct]
name	= "Size_Adj"
value	= 4
reqs	=
    { "type", "name", "range"
      "Building", "Aqueduct", "City"
    }

[effect_aqueduct_health]
name	= "Health_Pct"
value	= 50
reqs	=
    { "type", "name", "range"
      "Building", "Aqueduct", "City"
    }

[effect_bank]
name	= "Output_Bonus"
value	= 50
reqs	=
    { "type", "name", "range"
      "Building", "Marketplace", "City"
      "Building", "Bank", "City"
      "OutputType", "Gold", "Local"
    }

[effect_bank_1]
name	= "Output_Bonus"
value	= 50
reqs	=
    { "type", "name", "range"
      "Building", "Marketplace", "City"
      "Building", "Bank", "City"
      "OutputType", "Luxury", "Local"
    }

[effect_barracks]
name	= "Veteran_Build"
value	= 1
reqs	=
    { "type", "name", "range"
      "Building", "Barracks", "City"
      "UnitClass", "Land", "Local"
    }
nreqs   =
    { "type", "name", "range"
      "UnitFlag", "NonMil", "Local"
      "UnitFlag", "NoVeteran", "Local"
    }

[effect_barracks_1]
name	= "HP_Regen"
value	= 100
reqs	=
    { "type", "name", "range"
      "Building", "Barracks", "City"
      "UnitClass", "Land", "Local"
    }

[effect_barracks_ii]
name	= "Veteran_Build"
value	= 1
reqs	=
    { "type", "name", "range"
      "Building", "Barracks II", "City"
      "UnitClass", "Land", "Local"
    }
nreqs   =
    { "type", "name", "range"
      "UnitFlag", "NonMil", "Local"
      "UnitFlag", "NoVeteran", "Local"
    }

[effect_barracks_ii_1]
name	= "HP_Regen"
value	= 100
reqs	=
    { "type", "name", "range"
      "Building", "Barracks II", "City"
      "UnitClass", "Land", "Local"
    }

[effect_barracks_iii]
name	= "Veteran_Build"
value	= 1
reqs	=
    { "type", "name", "range"
      "Building", "Barracks III", "City"
      "UnitClass", "Land", "Local"
    }
nreqs   =
    { "type", "name", "range"
      "UnitFlag", "NonMil", "Local"
      "UnitFlag", "NoVeteran", "Local"
    }

[effect_barracks_iii_1]
name	= "HP_Regen"
value	= 100
reqs	=
    { "type", "name", "range"
      "Building", "Barracks III", "City"
      "UnitClass", "Land", "Local"
    }

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

[effect_cathedral_1]
name	= "Make_Content"
value	= 1
reqs	=
    { "type", "name", "range"
      "Tech", "Theology", "Player"
      "Building", "Cathedral", "City"
    }
nreqs	=
    { "type", "name", "range"
      "Building", "Michelangelo's Chapel", "Continent"
    }

[effect_cathedral_2]
name	= "Make_Content"
value	= -1
reqs	=
    { "type", "name", "range"
      "Tech", "Communism", "Player"
      "Building", "Cathedral", "City"
    }
nreqs	=
    { "type", "name", "range"
      "Building", "Michelangelo's Chapel", "Continent"
    }

[effect_city_walls]
name	= "Defend_Bonus"
value	= 200
reqs	=
    { "type", "name", "range"
      "Building", "City Walls", "City"
      "UnitClass", "Land", "Local"
    }
nreqs	=
    { "type", "name", "range"
      "Building", "Great Wall", "Continent"
    }

[effect_city_walls_0]
name	= "Defend_Bonus"
value	= 200
reqs	=
    { "type", "name", "range"
      "Building", "City Walls", "City"
      "UnitClass", "Helicopter", "Local"
    }
nreqs	=
    { "type", "name", "range"
      "Building", "Great Wall", "Continent"
    }

[effect_city_walls_1]
name	= "Unit_No_Lose_Pop"
value	= 1
reqs	=
    { "type", "name", "range"
      "Building", "City Walls", "City"
    }

[effect_city_walls_visible]
name	= "Visible_Walls"
value	= 1
reqs	=
    { "type", "name", "range"
      "Building", "City Walls", "City"
    }

[effect_coastal_defense]
name	= "Defend_Bonus"
value	= 100
reqs	=
    { "type", "name", "range"
      "Building", "Coastal Defense", "City"
      "UnitClass", "Sea", "Local"
    }

[effect_coastal_defense_trireme]
name	= "Defend_Bonus"
value	= 100
reqs	=
    { "type", "name", "range"
      "Building", "Coastal Defense", "City"
      "UnitClass", "Trireme", "Local"
    }

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

[effect_amphitheatre_1]
name	= "Make_Content"
value	= 1
reqs	=
    { "type", "name", "range"
      "Tech", "Electricity", "Player"
      "Building", "Amphitheatre", "City"
    }

[effect_courthouse]
name	= "Output_Waste_Pct"
value	= 50
reqs	=
    { "type", "name", "range"
      "Building", "Courthouse", "City"
      "OutputType", "Trade", "Local"
    }
nreqs	=
    { "type", "name", "range"
      "Building", "Palace", "City"
    }

[effect_courthouse_1]
name	= "Output_Waste_Pct"
value	= 50
reqs	=
    { "type", "name", "range"
      "Building", "Courthouse", "City"
      "OutputType", "shield", "local"
    }
nreqs	=
    { "type", "name", "range"
      "Building", "Palace", "City"
    }

[effect_courthouse_2]
name	= "Make_Content"
value	= 1
reqs	=
    { "type", "name", "range"
      "Gov", "Democracy", "Player"
      "Building", "Courthouse", "City"
    }

[effect_courthouse_3]
name	= "Incite_Cost_Pct"
value	= 300
reqs	=
    { "type", "name", "range"
      "Building", "Courthouse", "City"
    }

[effect_factory]
name	= "Output_Bonus"
value	= 50
reqs	=
    { "type", "name", "range"
      "Building", "Factory", "City"
      "OutputType", "Shield", "Local"
    }

[effect_granary]
name	= "Growth_Food"
value	= 50
reqs	=
    { "type", "name", "range"
      "Building", "Granary", "City"
    }

[effect_harbour]
name	= "Output_Add_Tile"
value	= 1
reqs	=
    { "type", "name", "range"
      "TerrainClass", "Oceanic", "Local"
      "Building", "Harbour", "City"
      "OutputType", "Food", "Local"
    }

[effect_hydro_plant]
name	= "Output_Bonus"
value	= 25
reqs	=
    { "type", "name", "range"
      "Building", "Factory", "City"
      "Building", "Hydro Plant", "City"
      "OutputType", "Shield", "Local"
    }
nreqs	=
    { "type", "name", "range"
      "Building", "Hoover Dam", "Continent"
      "Building", "Nuclear Plant", "City"
      "Building", "Solar Plant", "City"
    }

[effect_hydro_plant_1]
name	= "Output_Bonus"
value	= 25
reqs	=
    { "type", "name", "range"
      "Building", "Mfg. Plant", "City"
      "Building", "Hydro Plant", "City"
      "OutputType", "Shield", "Local"
    }
nreqs	=
    { "type", "name", "range"
      "Building", "Hoover Dam", "Continent"
      "Building", "Nuclear Plant", "City"
      "Building", "Solar Plant", "City"
    }

[effect_hydro_plant_2]
name	= "Pollu_Prod_Pct"
value	= -25
reqs	=
    { "type", "name", "range"
      "Building", "Factory", "City"
      "Building", "Hydro Plant", "City"
    }
nreqs	=
    { "type", "name", "range"
      "Building", "Recycling Center", "City"
      "Building", "Hoover Dam", "Continent"
      "Building", "Nuclear Plant", "City"
      "Building", "Solar Plant", "City"
    }

[effect_hydro_plant_3]
name	= "Pollu_Prod_Pct"
value	= -25
reqs	=
    { "type", "name", "range"
      "Building", "Mfg. Plant", "City"
      "Building", "Hydro Plant", "City"
    }
nreqs	=
    { "type", "name", "range"
      "Building", "Recycling Center", "City"
      "Building", "Hoover Dam", "Continent"
      "Building", "Nuclear Plant", "City"
      "Building", "Solar Plant", "City"
    }

[effect_library]
name	= "Output_Bonus"
value	= 100
reqs	=
    { "type", "name", "range"
      "Building", "Library", "City"
      "OutputType", "Science", "Local"
    }

[effect_marketplace]
name	= "Output_Bonus"
value	= 50
reqs	=
    { "type", "name", "range"
      "Building", "Marketplace", "City"
      "OutputType", "Gold", "Local"
    }

[effect_marketplace_1]
name	= "Output_Bonus"
value	= 50
reqs	=
    { "type", "name", "range"
      "Building", "Marketplace", "City"
      "OutputType", "Luxury", "Local"
    }

[effect_mass_transit]
name	= "Pollu_Pop_Pct"
value	= -100
reqs	=
    { "type", "name", "range"
      "Building", "Mass Transit", "City"
    }

[effect_mfg_plant]
name	= "Output_Bonus"
value	= 50
reqs	=
    { "type", "name", "range"
      "Building", "Mfg. Plant", "City"
      "OutputType", "Shield", "Local"
    }

[effect_nuclear_plant]
name	= "Output_Bonus"
value	= 25
reqs	=
    { "type", "name", "range"
      "Building", "Factory", "City"
      "Building", "Nuclear Plant", "City"
      "OutputType", "Shield", "Local"
    }
nreqs	=
    { "type", "name", "range"
      "Building", "Hoover Dam", "Continent"
      "Building", "Solar Plant", "City"
    }

[effect_nuclear_plant_1]
name	= "Output_Bonus"
value	= 25
reqs	=
    { "type", "name", "range"
      "Building", "Mfg. Plant", "City"
      "Building", "Nuclear Plant", "City"
      "OutputType", "Shield", "Local"
    }
nreqs	=
    { "type", "name", "range"
      "Building", "Hoover Dam", "Continent"
      "Building", "Solar Plant", "City"
    }

[effect_nuclear_plant_2]
name	= "Pollu_Prod_Pct"
value	= -25
reqs	=
    { "type", "name", "range"
      "Building", "Factory", "City"
      "Building", "Nuclear Plant", "City"
    }
nreqs	=
    { "type", "name", "range"
      "Building", "Recycling Center", "City"
      "Building", "Hoover Dam", "Continent"
      "Building", "Solar Plant", "City"
    }

[effect_nuclear_plant_3]
name	= "Pollu_Prod_Pct"
value	= -25
reqs	=
    { "type", "name", "range"
      "Building", "Mfg. Plant", "City"
      "Building", "Nuclear Plant", "City"
    }
nreqs	=
    { "type", "name", "range"
      "Building", "Recycling Center", "City"
      "Building", "Hoover Dam", "Continent"
      "Building", "Solar Plant", "City"
    }

[effect_offshore_platform]
name	= "Output_Add_Tile"
value	= 1
reqs	=
    { "type", "name", "range"
      "TerrainClass", "Oceanic", "Local"
      "Building", "Offshore Platform", "City"
      "OutputType", "Shield", "Local"
    }

[effect_palace]
name	= "Output_Waste_Pct"
value	= 50
reqs	=
    { "type", "name", "range"
      "Building", "Palace", "City"
      "OutputType", "Trade", "Local"
    }

[effect_palace_1]
name	= "Output_Waste_Pct"
value	= 50
reqs	=
    { "type", "name", "range"
      "Building", "Palace", "City"
      "OutputType", "shield", "local"
    }

[effect_palace_2]
name	= "Spy_Resistant"
value	= 50
reqs	=
    { "type", "name", "range"
      "Building", "Palace", "City"
    }

[effect_palace_3]
name	= "No_Incite"
value	= 1
reqs	=
    { "type", "name", "range"
      "Building", "Palace", "City"
    }

[effect_palace_4]
name	= "Capital_City"
value	= 1
reqs	=
    { "type", "name", "range"
      "Building", "Palace", "City"
    }

[effect_palace_5]
name = "Output_Bonus"
value  = 75
reqs =
    { "type", "name", "range"
      "Gov", "Despotism", "Player"
      "Building", "Palace", "City"
      "OutputType", "Shield", "Local"
    }

[effect_palace_6]
name = "Output_Bonus"
value  = 50
reqs =
    { "type", "name", "range"
      "Gov", "Monarchy", "Player"
      "Building", "Palace", "City"
      "OutputType", "Shield", "Local"
    }

[effect_police_station]
name	= "Make_Content_Mil"
value	= 2
reqs	=
    { "type", "name", "range"
      "Gov", "Republic", "Player"
      "Building", "Police Station", "City"
    }
nreqs	=
    { "type", "name", "range"
      "Building", "Women's Suffrage", "Continent"
    }

[effect_police_station_1]
name	= "Make_Content_Mil"
value	= 4
reqs	=
    { "type", "name", "range"
      "Gov", "Democracy", "Player"
      "Building", "Police Station", "City"
    }
nreqs	=
    { "type", "name", "range"
      "Building", "Women's Suffrage", "Continent"
    }

[effect_port_facility]
name	= "Veteran_Build"
value	= 1
reqs	=
    { "type", "name", "range"
      "Building", "Port Facility", "City"
      "UnitClass", "Sea", "Local"
    }
nreqs   =
    { "type", "name", "range"
      "UnitFlag", "NonMil", "Local"
      "UnitFlag", "NoVeteran", "Local"
    }

[effect_port_facility_1]
name	= "HP_Regen"
value	= 100
reqs	=
    { "type", "name", "range"
      "Building", "Port Facility", "City"
      "UnitClass", "Sea", "Local"
    }

[effect_port_facility_trireme]
name	= "Veteran_Build"
value	= 1
reqs	=
    { "type", "name", "range"
      "Building", "Port Facility", "City"
      "UnitClass", "Trireme", "Local"
    }
nreqs   =
    { "type", "name", "range"
      "UnitFlag", "NonMil", "Local"
      "UnitFlag", "NoVeteran", "Local"
    }

[effect_port_facility_trireme_1]
name	= "HP_Regen"
value	= 100
reqs	=
    { "type", "name", "range"
      "Building", "Port Facility", "City"
      "UnitClass", "Trireme", "Local"
    }

[effect_power_plant]
name	= "Output_Bonus"
value	= 25
reqs	=
    { "type", "name", "range"
      "Building", "Factory", "City"
      "Building", "Power Plant", "City"
      "OutputType", "Shield", "Local"
    }
nreqs	=
    { "type", "name", "range"
      "Building", "Hoover Dam", "Continent"
      "Building", "Nuclear Plant", "City"
      "Building", "Hydro Plant", "City"
      "Building", "Solar Plant", "City"
    }

[effect_power_plant_1]
name	= "Output_Bonus"
value	= 25
reqs	=
    { "type", "name", "range"
      "Building", "Mfg. Plant", "City"
      "Building", "Power Plant", "City"
      "OutputType", "Shield", "Local"
    }
nreqs	=
    { "type", "name", "range"
      "Building", "Hoover Dam", "Continent"
      "Building", "Nuclear Plant", "City"
      "Building", "Hydro Plant", "City"
      "Building", "Solar Plant", "City"
    }

[effect_recycling_center]
name	= "Pollu_Prod_Pct"
value	= -66
reqs	=
    { "type", "name", "range"
      "Building", "Recycling Center", "City"
    }
nreqs	=
    { "type", "name", "range"
; A Solar Plant can give a stronger effect than a Recycling Center, in which
; case we want only the Solar Plant's effect (not the addition of the two).
      "Building", "Solar Plant", "City"
    }

; Nasty special cases: where a Solar Plant is present but its effect is less
; than that of a Recycling Center, top up so that the net effect is that of the
; Recycling Center.
; (This would be so much easier if effects could be combined by functions
; other than addition...)

; Factory and no Mfg. Plant: Solar Plant saves 50%, less than 66%; add 16%
[effect_recycling_center_1]
name	= "Pollu_Prod_Pct"
value	= -16
reqs	=
    { "type", "name", "range"
      "Building", "Recycling Center", "City"
      "Building", "Solar Plant", "City"
      "Building", "Factory", "City"
    }
nreqs	=
    { "type", "name", "range"
      "Building", "Mfg. Plant", "City"
    }

; Mfg. Plant and no Factory: Solar Plant saves 50%, less than 66%; add 16%
[effect_recycling_center_2]
name	= "Pollu_Prod_Pct"
value	= -16
reqs	=
    { "type", "name", "range"
      "Building", "Recycling Center", "City"
      "Building", "Solar Plant", "City"
      "Building", "Mfg. Plant", "City"
    }
nreqs	=
    { "type", "name", "range"
      "Building", "Factory", "City"
    }

; Neither Factory nor Mfg. Plant: Solar Plant saves 0%; add 66%
[effect_recycling_center_3]
name	= "Pollu_Prod_Pct"
value	= -66
reqs	=
    { "type", "name", "range"
      "Building", "Recycling Center", "City"
      "Building", "Solar Plant", "City"
    }
nreqs	=
    { "type", "name", "range"
      "Building", "Factory", "City"
      "Building", "Mfg. Plant", "City"
    }

[effect_research_lab]
name	= "Output_Bonus"
value	= 100
reqs	=
    { "type", "name", "range"
      "Building", "Library", "City"
      "Building", "Research Lab", "City"
      "OutputType", "Science", "Local"
    }

[effect_research_lab_1]
name	= "Output_Bonus"
value	= 100
reqs	=
    { "type", "name", "range"
      "Building", "University", "City"
      "Building", "Research Lab", "City"
      "OutputType", "Science", "Local"
    }

[effect_sam_battery]
name	= "Defend_Bonus"
value	= 100
reqs	=
    { "type", "name", "range"
      "Building", "SAM Battery", "City"
      "UnitClass", "Air", "Local"
    }

[effect_sdi_defense]
name	= "Nuke_Proof"
value	= 100
reqs	=
    { "type", "name", "range"
      "Building", "SDI Defense", "City"
    }

[effect_sdi_defense_1]
name	= "Defend_Bonus"
value	= 100
reqs	=
    { "type", "name", "range"
      "Building", "SDI Defense", "City"
      "UnitClass", "Missile", "Local"
    }

[effect_sewer_system]
name	= "Size_Unlimit"
value	= 1
reqs	=
    { "type", "name", "range"
      "Building", "Aqueduct", "City"
      "Building", "Sewer System", "City"
    }

[effect_sewer_system_health]
name	= "Health_Pct"
value	= 30
reqs	=
    { "type", "name", "range"
      "Building", "Aqueduct", "City"
      "Building", "Sewer System", "City"
    }

[effect_solar_plant]
name	= "Output_Bonus"
value	= 25
reqs	=
    { "type", "name", "range"
      "Building", "Factory", "City"
      "Building", "Solar Plant", "City"
      "OutputType", "Shield", "Local"
    }

[effect_solar_plant_1]
name	= "Output_Bonus"
value	= 25
reqs	=
    { "type", "name", "range"
      "Building", "Mfg. Plant", "City"
      "Building", "Solar Plant", "City"
      "OutputType", "Shield", "Local"
    }

[effect_solar_plant_2]
name	= "Pollu_Prod_Pct"
value	= -50
reqs	=
    { "type", "name", "range"
      "Building", "Factory", "City"
      "Building", "Solar Plant", "City"
    }

[effect_solar_plant_3]
name	= "Pollu_Prod_Pct"
value	= -50
reqs	=
    { "type", "name", "range"
      "Building", "Mfg. Plant", "City"
      "Building", "Solar Plant", "City"
    }

[effect_space_component]
name	= "SS_Component"
value	= 1
reqs	=
    { "type", "name", "range"
      "Building", "Space Component", "City"
    }

[effect_space_module]
name	= "SS_Module"
value	= 1
reqs	=
    { "type", "name", "range"
      "Building", "Space Module", "City"
    }

[effect_space_structural]
name	= "SS_Structural"
value	= 1
reqs	=
    { "type", "name", "range"
      "Building", "Space Structural", "City"
    }

[effect_plastics_slowdown]
name    = "Slow_Down_Timeline"
value   = 1
reqs    =
    { "type", "name", "range"
      "Tech", "Plastics", "World"
    }

[effect_superconductor_slowdown]
name    = "Slow_Down_Timeline"
value   = 1
reqs    =
    { "type", "name", "range"
      "Tech", "Superconductors", "World"
    }

[effect_spaceflight_slowdown]
name    = "Slow_Down_Timeline"
value   = 1
reqs    =
    { "type", "name", "range"
      "Tech", "Space Flight", "World"
    }

[effect_stock_exchange]
name	= "Output_Bonus"
value	= 50
reqs	=
    { "type", "name", "range"
      "Building", "Bank", "City"
      "Building", "Stock Exchange", "City"
      "OutputType", "Gold", "Local"
    }

[effect_stock_exchange_1]
name	= "Output_Bonus"
value	= 50
reqs	=
    { "type", "name", "range"
      "Building", "Bank", "City"
      "Building", "Stock Exchange", "City"
      "OutputType", "Luxury", "Local"
    }

[effect_super_highways]
name	= "Output_Per_Tile"
value	= 50
reqs	=
    { "type", "name", "range"
      "Special", "Road", "Local"
      "Building", "Super Highways", "City"
      "OutputType", "Trade", "Local"
    }

[effect_supermarket]
name	= "Output_Per_Tile"
value	= 100
reqs	=
    { "type", "name", "range"
      "Special", "Farmland", "Local"
      "Building", "Supermarket", "City"
      "OutputType", "Food", "Local"
    }
nreqs   =
    { "type", "name", "range"
      "CityTile", "Center", "Local"
    }

[effect_supermarket_2]
name	= "Output_Per_Tile"
value	= 50
reqs	=
    { "type", "name", "range"
      "CityTile", "Center", "Local"
      "TerrainAlter", "CanIrrigate", "Local"
      "Building", "Supermarket", "City"
      "OutputType", "Food", "Local"
    }

[effect_temple]
name	= "Make_Content"
value	= 1
reqs	=
    { "type", "name", "range"
      "Building", "Temple", "City"
    }

[effect_temple_1]
name	= "Make_Content"
value	= 1
reqs	=
    { "type", "name", "range"
      "Tech", "Mysticism", "Player"
      "Building", "Temple", "City"
    }

[effect_university]
name	= "Output_Bonus"
value	= 150
reqs	=
    { "type", "name", "range"
      "Building", "Library", "City"
      "Building", "University", "City"
      "OutputType", "Science", "Local"
    }

[effect_apollo_program]
name	= "Enable_Space"
value	= 1
reqs	=
; Ideally we'd want this to be a "surviving" effect, but these aren't
; currently supported for small wonders. Instead we use SaveSmallWonder.
    { "type", "name", "range"
      "Building", "Apollo Program", "Player"
    }

[effect_asmiths_trading_co]
name	= "Upkeep_Free"
value	= 1
reqs	=
    { "type", "name", "range"
      "Building", "A.Smith's Trading Co.", "Continent"
    }

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

[effect_copernicus_observatory]
name	= "Output_Bonus"
value	= 100
reqs	=
    { "type", "name", "range"
      "Building", "Copernicus' Observatory", "City"
      "OutputType", "Science", "Local"
    }

[effect_cure_for_cancer]
name	= "Make_Happy"
value	= 2
 reqs	=
     { "type", "name", "range"
      "Building", "Cure For Cancer", "World"
      "Tech", "Genetic Engineering", "Player"
     }

; This effect is here only to prevent is_building_replaced()
; in common/effects.c from returning TRUE for Darwin's
; Voyage (and consequently having the city production list
; draw it with strike-through).
;
; The actual giving of techs is done in the lua script, so
; that players cannot get the bonus again when rebuliding
; the small wonder.
[effect_darwins_voyage]
name	= "Give_Imm_Tech"
value	= 2
reqs	=
    { "type", "name", "range"
      "Building", "Darwin's Voyage", "Player"
    }

[effect_eiffel_tower]
name	= "Unit_Upkeep_Free_Per_City"
value	= 1
 reqs	=
    { "type", "name", "range"
      "Building", "Eiffel Tower", "Continent"
      "OutputType", "Shield", "Local"
    }

[effect_great_library]
name	= "Output_Waste_Pct"
value	= 50
 reqs	=
    { "type", "name", "range"
      "Building", "Great Library", "Continent"
      "OutputType", "Trade", "Local"
    }

[effect_great_wall]
name	= "Defend_Bonus"
value	= 200
reqs	=
    { "type", "name", "range"
      "Building", "Great Wall", "Continent"
      "UnitClass", "Land", "Local"
      "CityTile", "Center", "Local"
    }

[effect_great_wall_0]
name	= "Defend_Bonus"
value	= 200
reqs	=
    { "type", "name", "range"
      "Building", "Great Wall", "Continent"
      "UnitClass", "Helicopter", "Local"
      "CityTile", "Center", "Local"
    }

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

[effect_great_wall_visible]
name	= "Visible_Walls"
value	= 1
reqs	=
    { "type", "name", "range"
      "Building", "Great Wall", "Continent"
    }

[effect_hanging_gardens]
name	= "Make_Happy"
value	= 2
reqs	=
    { "type", "name", "range"
      "Building", "Hanging Gardens", "Continent"
    }

[effect_hoover_dam]
name	= "Output_Bonus"
value	= 25
reqs	=
    { "type", "name", "range"
      "Building", "Factory", "City"
      "Building", "Hoover Dam", "Continent"
      "OutputType", "Shield", "Local"
    }
nreqs	=
    { "type", "name", "range"
      "Building", "Solar Plant", "City"
    }

[effect_hoover_dam_1]
name	= "Output_Bonus"
value	= 25
reqs	=
    { "type", "name", "range"
      "Building", "Mfg. Plant", "City"
      "Building", "Hoover Dam", "Continent"
      "OutputType", "Shield", "Local"
    }
nreqs	=
    { "type", "name", "range"
      "Building", "Solar Plant", "City"
    }

[effect_hoover_dam_2]
name	= "Pollu_Prod_Pct"
value	= -25
reqs	=
    { "type", "name", "range"
      "Building", "Factory", "City"
      "Building", "Hoover Dam", "Continent"
    }
nreqs	=
    { "type", "name", "range"
      "Building", "Recycling Center", "City"
      "Building", "Solar Plant", "City"
    }

[effect_hoover_dam_3]
name	= "Pollu_Prod_Pct"
value	= -25
reqs	=
    { "type", "name", "range"
      "Building", "Mfg. Plant", "City"
      "Building", "Hoover Dam", "Continent"
    }
nreqs	=
    { "type", "name", "range"
      "Building", "Recycling Center", "City"
      "Building", "Solar Plant", "City"
    }

[effect_isaac_newtons_college]
name	= "Output_Bonus"
value	= 100
reqs	=
    { "type", "name", "range"
      "Building", "University", "City"
      "Building", "Isaac Newton's College", "Continent"
      "OutputType", "Science", "Local"
    }

[effect_js_bachs_cathedral]
name	= "Force_Content"
value	= 2
reqs	=
    { "type", "name", "range"
      "Building", "J.S. Bach's Cathedral", "Continent"
    }

[effect_king_richards_crusade]
name	= "Output_Add_Tile"
value	= 1
reqs	=
    { "type", "name", "range"
      "Building", "King Richard's Crusade", "City"
      "OutputType", "Shield", "Local"
    }

[effect_leonardos_workshop]
name	= "Upgrade_Unit"
value	= 2
reqs	=
    { "type", "name", "range"
      "Building", "Leonardo's Workshop", "Player"
    }

[effect_lighthouse]
name	= "Move_Bonus"
value	= 1
reqs	=
    { "type", "name", "range"
      "Building", "Lighthouse", "Player"
      "UnitClass", "Sea", "Local"
    }

[effect_lighthouse_1]
name	= "Move_Bonus"
value	= 1
reqs	=
    { "type", "name", "range"
      "Building", "Lighthouse", "Player"
      "UnitClass", "Trireme", "Local"
    }

[effect_magellans_expedition]
name	= "Veteran_Build"
value	= 1
reqs	=
    { "type", "name", "range"
      "Building", "Magellan's Expedition", "Continent"
      "UnitClass", "Sea", "Local"
    }

; Should be quite useless, just in case:
[effect_magellans_expedition_1]
name	= "Veteran_Build"
value	= 1
reqs	=
    { "type", "name", "range"
      "Building", "Magellan's Expedition", "Continent"
      "UnitClass", "Trireme", "Local"
    }

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

[effect_marco_polos_embassy]
name	= "Output_Bonus"
value	= 40
reqs	=
    { "type", "name", "range"
      "Building", "Marco Polo's Embassy", "Continent"
      "OutputType", "Trade", "Local"
    }

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

[effect_michelangelos_chapel_1]
name	= "Make_Content"
value	= 1
reqs	=
    { "type", "name", "range"
      "Tech", "Theology", "Player"
      "Building", "Michelangelo's Chapel", "Continent"
    }

[effect_michelangelos_chapel_2]
name	= "Make_Content"
value	= -1
reqs	=
    { "type", "name", "range"
      "Tech", "Communism", "Player"
      "Building", "Michelangelo's Chapel", "Continent"
    }

[effect_oracle]
name	= "Make_Content"
value	= 2
reqs	=
    { "type", "name", "range"
      "Building", "Temple", "City"
      "Building", "Oracle", "Continent"
    }

[effect_pyramids]
name	= "Rapture_Grow"
value	= 1
reqs	=
    { "type", "name", "range"
      "Building", "Pyramids", "City"
    }

[effect_internet]
name	= "Output_Bonus"
value	= 100
reqs	=
    { "type", "name", "range"
      "Building", "Research Lab", "City"
      "Building", "The Internet", "Continent"
      "OutputType", "Science", "Local"
    }

[effect_shakespeares_theatre]
name	= "No_Unhappy"
value	= 1
reqs	=
    { "type", "name", "range"
      "Building", "Shakespeare's Theatre", "City"
    }

[effect_statue_of_liberty]
name	= "Any_Government"
value	= 1
reqs	=
    { "type", "name", "range"
      "Building", "Statue of Liberty", "Player"
    }

[effect_statue_of_liberty_1]
name	= "No_Anarchy"
value	= 1
reqs	=
    { "type", "name", "range"
      "Building", "Statue of Liberty", "Player"
    }

[effect_sun_tzus_war_academy]
name	= "Veteran_Build"
value	= 1
reqs	=
    { "type", "name", "range"
      "Building", "Sun Tzu's War Academy", "Continent"
      "UnitClass", "Land", "Local"
    }
nreqs   =
    { "type", "name", "range"
      "UnitFlag", "NonMil", "Local"
      "UnitFlag", "NoVeteran", "Local"
    }

[effect_united_nations]
name	= "Has_Senate"
value	= 1
reqs	=
    { "type", "name", "range"
      "Building", "United Nations", "World"
    }

[effect_united_nations_1]
name	= "Revolution_When_Unhappy"
value	= 1
reqs	=
    { "type", "name", "range"
      "Building", "United Nations", "World"
    }

[effect_womens_suffrage]
name	= "Make_Content_Mil"
value	= 2
reqs	=
    { "type", "name", "range"
      "Gov", "Republic", "Player"
      "Building", "Women's Suffrage", "Continent"
    }

[effect_womens_suffrage_1]
name	= "Make_Content_Mil"
value	= 4
reqs	=
    { "type", "name", "range"
      "Gov", "Democracy", "Player"
      "Building", "Women's Suffrage", "Continent"
    }

[effect_fanatics_fundamentalism]
name  = "Fanatics"
value = 1
reqs  =
    { "type", "name", "range"
      "Gov", "Fundamentalism", "Player"
    }

[effect_corruption_fundamentalism0]
name  = "Output_Waste"
value = 2
reqs  =
    { "type", "name", "range"
      "Gov", "Fundamentalism", "Player"
      "OutputType", "Trade", "Local"
    }

[effect_corruption_fundamentalism1]
name  = "Output_Waste_By_Distance"
value = 2
reqs  =
    { "type", "name", "range"
      "Gov", "Fundamentalism", "Player"
      "OutputType", "Trade", "Local"
    }

[effect_waste_fundamentalism0]
name  = "Output_Waste"
value = 2
reqs  =
    { "type", "name", "range"
      "Gov", "Fundamentalism", "Player"
      "OutputType", "Shield", "Local"
    }

[effect_waste_fundamentalism1]
name  = "Output_Waste_By_Distance"
value = 1
reqs  =
    { "type", "name", "range"
      "Gov", "Fundamentalism", "Player"
      "OutputType", "Shield", "Local"
    }

[effect_fundamentalism_unit_upkeep]
name  = "Upkeep_Factor"
value = 2
reqs   =
    { "type", "name", "range"
      "Gov", "Fundamentalism", "Player"
      "OutputType", "Food", "Local"
    }

[effect_upkeep_free_units_fundamentalism]
name  = "Unit_Upkeep_Free_Per_City"
value = 10
reqs   =
    { "type", "name", "range"
      "Gov", "Fundamentalism", "Player"
      "OutputType", "Shield", "Local"
    }

[effect_bad_sci_fundamentalism]
name    = "Output_Bonus_2"
value   = -50
reqs    =
    { "type", "name", "range"
      "Gov", "Fundamentalism", "Player"
      "OutputType", "science", "local"
    }

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

[effect_max_rates_fundamentalism]
name    = "Max_Rates"
value   = 80
reqs	=
    { "type",       "name",      "range"
      "Gov", "Fundamentalism",  "Player"
    }

[effect_enviromentalism]
name    = "Pollu_Prod_Pct"
value   = -50
reqs    =
    { "type", "name", "range"
      "Tech", "Environmentalism", "Player"
    }

[effect_calendar_base]
name    = "Turn_Years"
value   = 50

; 50 - 25 = 25
[effect_calendar_1]
name    = "Turn_Years"
value   = -25
reqs    =
    { "type", "name", "range"
      "MinYear", "-1000", "World"
    }

; 25 - 5 = 20
[effect_calendar_2]
name    = "Turn_Years"
value   = -5
reqs    =
    { "type", "name", "range"
      "MinYear", "0", "World"
    }

; 20 - 10 = 10
[effect_calendar_3]
name    = "Turn_Years"
value   = -10
reqs    =
    { "type", "name", "range"
      "MinYear", "1000", "World"
    }

; 10 - 5 = 5
[effect_calendar_4]
name    = "Turn_Years"
value   = -5
reqs    =
    { "type", "name", "range"
      "MinYear", "1500", "World"
    }

; 5 - 3 = 2
[effect_calendar_5]
name    = "Turn_Years"
value   = -3
reqs    =
    { "type", "name", "range"
      "MinYear", "1750", "World"
    }

; 2 - 1 = 1
[effect_calendar_6]
name    = "Turn_Years"
value   = -1
reqs    =
    { "type", "name", "range"
      "MinYear", "1900", "World"
    }

[effect_tech_cost_base]
name    = "Tech_Cost_Factor"
value   = 1

; Cities can always work tiles
[effect_tile_workable]
name    = "Tile_Workable"
value   = 1

; each city has at least one slot to build units
[effect_city_build_slots_basic]
name    = "City_Build_Slots"
value   = 1
