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- The effects.ruleset file contains all effects in play in a Freeciv scenario.
- They have the following form (this is perhaps the most complicated example I
- could find):
-
- [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", "Player"
- "Building", "Nuclear Plant", "City"
- }
-
- The text in the brackets is the entry name, which just has to be unique, but
- is otherwise not used. The name field tells Freeciv which effect you are
- defining. The value is the effect's value, which depends on which effect it
- is. The reqs table contain a list of requirements for this effect being in
- effect. You need to satisfy all requirements listed here for this effect to
- take effect in the game. Lastly there is the nreqs table which is the
- opposite of the reqs field, these are conditions which prevent the effect from
- taking place. Any one of the nreq conditions will prevent the effect from
- taking effect.
-
- Value is integral amount parameter for many effects (must be in the range
- -32767 to 32767).
-
- Requirement range may be one of: "None", "Local", "Adjacent", "City",
- "Continent", "Player", "World". Some requirement types may only work at
- certain ranges; this is not yet documented. In particular, at present,
- "Continent" effects can affect only cities and units in cities.
-
- A requirement may have a survives field, and if this is '1', the effect
- survives destruction (wonders only).
-
- A requirement type is the type of the requirement and can be one of "None"
- (default), "Tech", "Gov", "Building", "Special", "Terrain", "UnitType",
- "UnitFlag", "UnitClass", "Nation", "OutputType" and "MinSize". MinSize is the
- minimum size of a city required.
-
- Effect types
- ============
-
- Tech_Parasite
- Gain any advance known already by amount number of other players. Note
- that if you have two such effects, they combine into one much worse effect
- (the number of players required to gain an advance is increased).
-
- Airlift
- Allow airlift to/from a city.
-
- Any_Government
- Allow instant government changes.
-
- Capital_City
- The city with this effect is the capital city.
-
- Enable_Nuke
- Allows the production of nuclear weapons.
-
- Enable_Space
- Allows the production of space components.
-
- Specialist_Output
- Specify what outputs a specialist is producing. Should be used with an
- OutputType requirement.
-
- Output_Bonus
- City production is increased by amount percent.
-
- Output_Bonus_2
- City production is increased by amount percent after Output_Bonus, so is
- multiplicative with it.
-
- Output_Add_Tile
- Add amount to each worked tile.
-
- Output_Inc_Tile
- Add amount to each worked tile that already has at least 1 output.
-
- Output_Per_Tile
- Increase tile output by amount percent.
-
- Output_Waste_Pct
- Reduce waste by amount percent.
-
- Force_Content
- Make amount' unhappy citizens content. Applied after martial law and unit
- penalties.
-
- Give_Imm_Tech
- Give amount techs immediately.
-
- Growth_Food
- Food left after cities grow or shrink is amount percent of the capacity of
- the city's foodbox.
-
- Have_Embassies
- Like having embassies with all other players.
-
- Make_Content
- Make amount unhappy citizens content. Applied before martial law and unit
- penalties.
-
- Make_Content_Mil
- Make amount unhappy citizens caused by units outside of a city content.
-
- Make_Content_Mil_Per
- Make amount per unit of unhappy citizens caused by units outside of a city
- content.
-
- Make_Happy
- Make amount citizens happy.
-
- No_Anarchy
- No period of anarchy between government changes.
-
- No_Sink_Deep
- Triremes no longer sink when on dangerous seas.
-
- Nuke_Proof
- City is nuke proof.
-
- Pollu_Pop_Pct
- Increases pollution caused by population by amount percent.
-
- Pollu_Prod_Pct
- Increases pollution caused by shields by amount percent.
-
- Reveal_Cities
- Immediately make all cities known.
-
- Reveal_Map
- Immediately make entire map known.
-
- Incite_Cost_Pct
- Increases revolt cost by amount percent.
-
- Size_Adj
- Increase maximum size of a city by amount.
-
- Size_Unlimit
- Make the size of a city unlimited.
-
- SS_Structural, SS_Component and SS_Module
- A part of a spaceship; this is a "Local" ranged effect. It (for now)
- applies to improvements which cannot be built unless "Enable_Space" is felt.
- Buildings which have this effect should probably not be given any other
- effects.
-
- Spy_Resistant
- If a spy specifies a target for sabotage, then she has an AMOUNT percent
- chance to fail. Also in diplomatic combat defending diplomatic units in cities
- will get an AMOUNT percent bonus. All Spy_Resistant's are summed before being
- applied.
-
- Move_Bonus
- Add amount movement to units. Use UnitClass' requirement with range of
- 'Local' to give it a specific class of units only.
-
- Unit_No_Lose_Pop
- No population lost when a city's defender is lost.
-
- Unit_Recover
- Units recover amount extra hitpoints per turn.
-
- Upgrade_Unit
- Upgrade amount obsolete units per turn.
-
- Upkeep_Free
- Improvements with amount or less upkeep cost become free to upkeep (others
- are unaffected).
-
- No_Unhappy
- No citizens in the city are ever unhappy.
-
- Veteran_Build
- New land units of this type have veteran class 1. The amount value is
- ignored, so that you can have multiple Veteran_Build effects, and units will
- only get 1 free veterancy level. This is considered a feature at the moment.
-
- Veteran_Combat
- Increases the chance of units of this type becoming veteran after combat
- by amount percent.
-
- HP_Regen
- Units that do not move recover amount percentage of their full hitpoints
- per turn.
-
- City_Vision_Radius_Sq
- Increase city vision radius in squared distance by amount tiles.
-
- Unit_Vision_Radius_Sq
- Increase unit vision radius in squared distance by amount tiles.
-
- Defend_Bonus
- Increases defensive bonuses of units. Any unit requirements on this effect
- will be applied to the _attacking_ unit.
-
- No_Incite
- City cannot be incited.
-
- Gain_AI_Love
- Gain amount points of "AI love" with AI(s).
-
- Slow_Down_Timeline
- Slow down the timeline based on the AMOUNT. If AMOUNT >= 3 the timeline
- will be 1 year/turn; with AMOUNT == 2 it is 2 years/turn; with AMOUNT == 1 it
- is 5 years/turn; with AMOUNT <= 0 the timeline is unaffected. The effect will
- be ignored if game.spacerace isn't set.
-
- Civil_War_Chance
- Chance of player splitting due to civil war when capital captured is
- increased by amount.
-
- Empire_Size_Mod
- Once your civilization has more cities than amount + the server setting
- 'cityfactor', each city gets one more unhappy citizen.
-
- Empire_Size_Step
- After your civilization reaches Empire_Size_Base size, it gets one more
- unhappy citizen for each amount of cities it gets above that. Set to zero to
- disable. You can use Empire_Size_Step even though Empire_Size_Base is zero.
-
- Max_Rates
- The maximum setting for each tax rate is amount.
-
- Martial_Law_Each
- The amount of citizens pacified by each military unit giving martial law.
-
- Martial_Law_Max
- The maximum amount of units that will give martial law in city.
-
- Rapture_Grow
- Can rapture grow cities.
-
- Unbribable_Units
- Units cannot be bribed.
-
- Revolution_When_Unhappy
- If a city owned by this player is in revolt for more than two turns,
- government falls.
-
- Has_Senate
- Has a senate that prevents declarations of war in most cases.
-
- Inspire_Partisans
- Partisan units (defined in units.ruleset) may spring up when this player's
- cities are taken.
-
- Happiness_To_Gold
- Make all Make_Content and Force_Content effects instead generate gold.
-
- Fanatics
- Special case for Fanatics unit only.
-
- No_Diplomacy
- Cannot use any diplomacy.
-
- Trade_Revenue_Bonus
- Trade revenue is multiplied by pow(2, amount/1000). The amount value is
- taken from the caravan's home city.
-
- Unhappy_Factor
- Multiply unhappy unit upkeep by amount.
-
- Upkeep_Factor
- Multiply unit upkeep by amount.
-
- Unit_Upkeep_Free_Per_City
- In each city amount of units are free from upkeep. As usual, you can use
- with OutputType requirement to specify which kind of upkeep this should be.
-
- Output_Waste
- Base amount in percentage that each city has in waste. Waste can be used
- with any output type, use an OutputType requirement to specify which.
-
- Output_Waste_By_Distance
- For each tile in real distance that a city is from your capital, it gets
- amount of extra waste.
-
- Output_Penalty_Tile
- When a tile yields more output than amount, it gets a penalty of -1.
-
- Output_Inc_Tile_Celebrate
- Tiles get amount extra output when city working them is celebrating.
-
- Visible_Wall
- Positive amount only instructs clients to use wall graphics for city.
-