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- Effects can currently be assigned (via rulesets) to buildings.
-
- Some effects are not suitable for certain assignments.
-
- If you have multiple effects of one type their AMOUNTs will be additively
- cumulative. For many effects this is undesirable.
-
-
- .name may be one of:
-
- "Tech_Parasite" - gains advances known by AMOUNT other players.
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- "Airlift" - allows airlift of units to/from a city (one per turn)
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- "Any_Government"- allows the choice of any government form
- This must be either a "Player" or "World" ranged effect.
-
- "Capital_City" - marks the capital city of a nation (many special cases)
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- "Corrupt_Pct" - Decreases corruption by AMOUNT percent
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- "Waste_Pct" - Decreases waste by AMOUNT percent
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- "Enable_Nuke" - allows production of nuclear units
- This must be either a "Player" or "World" ranged effect.
-
- "Enable_Space" - allows production of "Space_Part" improvements
- This must be either a "Player" or "World" ranged effect.
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- "Food_Add_Tile" - each worked tile produces AMOUNT additional food
-
- "Food_Inc_Tile" - each worked tile that is already producing some
- food produces AMOUNT additional food (applied after
- Food_Add_Tile)
-
- "Food_Per_Tile" - increases food generated on each worked tile
- by AMOUNT percent
-
- "Force_Content" - makes AMOUNT unhappy citizens content
- (applied *after* martial law and aggressive units;
- all Force_Content's are summed before being applied)
-
- "Give_Imm_Tech" - immediately gain AMOUNT advances when built
-
- "Growth_Food" - food left after cities grow or shrink is AMOUNT
- percent of the capacity of the city's foodbox
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- "Have_Embassies"- like having embassies with all other players
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- "Luxury_Bonus" - luxury production increased by AMOUNT percent
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- "Make_Content" - makes AMOUNT unhappy citizens content
- (applied *before* martial law and aggressive units;
- all Make_Content's are summed before being applied)
-
- "Make_Content_Mil" - makes AMOUNT unhappy citizens caused
- by units outside of a city content
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- "Make_Content_Mil_Per" - makes AMOUNT _per unit_ of unhappy citizens
- caused by units outside of a city content
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- "Make_Happy" - makes AMOUNT content citizens happy
- (all Make_Happy's are summed before being applied)
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- "No_Anarchy" - eliminates anarchy period between governments
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- "No_Sink_Deep" - prevent certain sea units from sinking in deep sea
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- "Nuke_Proof" - nuclear attacks will fail within AMOUNT distance
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- "Pollu_Pop_Pct" - increases pollution caused by population by AMOUNT percent
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- "Pollu_Prod_Pct"- increases pollution caused by shields by AMOUNT percent
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- "Prod_Add_Tile" - each worked tile produces AMOUNT additional shield
- production
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- "Prod_Inc_Tile" - each worked tile that is already producing some
- shields produces AMOUNT additional shields
-
- "Prod_Per_Tile" - increases shield production generated on each worked
- tile by AMOUNT percent
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- "Prod_Bonus" - shield production is increased by AMOUNT percent
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- "Prod_To_Gold" - convert production to gold at 1:1 ratio
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- "Reveal_Cities" - make all city tiles known
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- "Reveal_Map" - make entire map known
-
- "Incite_Dist_Pct" - multiplies effective distance to the capital by
- AMOUNT percent for purpose of computing revolt cost
-
- "Science_Bonus" - science research is increased by AMOUNT percent
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- "Size_Adj" - Increases maximum city size by AMOUNT
-
- "Size_Unlimit" - Removes maximum city size limitation
-
- "SS_Structural"
- "SS_Component"
- "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)
-
- "Tax_Bonus" - tax revenues are increased by AMOUNT percent
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- "Trade_Add_Tile"- each worked tile produces AMOUNT additional trade
-
- "Trade_Inc_Tile" - each worked tile that is already producing some
- trade produces AMOUNT additional trade
-
- "Trade_Per_Tile" - increases trade generated on each worked tile
- by AMOUNT percent
-
- "Trade_Bonus" - trade generated is increased by AMOUNT percent
-
- "Sea_Move" - adds AMOUNT of movement points to sea units
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- "Unit_No_Lose_Pop" - no population lost when a city's defender is lost
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- "Unit_Recover" - units recover AMOUNT extra hitpoints per turn
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- "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
-
- "Land_Veteran"
- "Sea_Veteran"
- "Air_Veteran" - New land units of this type have veteran class 1
-
- "Land_Vet_Combat"
- "Sea_Vet_Combat"
- "Air_Vet_Combat"- Increases the chance of units of this type becoming veteran
- after combat by AMOUNT percent
-
- "Gain_AI_Love" - Increase AI's love for you by AMOUNT units (out of 1000)
- per turn
-
- "Regen_Reputation" - Increase your reputation by AMOUNT units (out of 1000)
- per turn
-
-
- .range may be one of:
- "None", "Local", "City", "Continent", "Player", "World"
- .value = integral AMOUNT parameter for many effects
- (must be in the range -32767 to 32767)
- .survives = 1 if effect survives destruction (wonders only)
- (if unspecified, 0 (doesn't survive) is assumed)
- .req_type = The type of the requirement; one of:
- "None" (default), "Tech", "Gov", "Building", "Special", "Terrain"
- .req = The requirement. The effect will not be active unless this
- requirement is met. This is a string containing the name of
- the technology, government, building, tile special, or tile
- terrain that is required. The requirement applies to the
- target of the effect (not the source).
-
- See data/default/buildings.ruleset for examples.
-