From dca0ec2e24ae9aa56aec169ad27df97e8db61735 Mon Sep 17 00:00:00 2001 From: Marko Lindqvist Date: Sat, 6 Nov 2021 10:17:07 +0200 Subject: [PATCH 14/14] README.effects: Sort effects alphabetically Clear out trailing spaces. See osdn #43165 Signed-off-by: Marko Lindqvist --- doc/README.effects | 822 ++++++++++++++++++++++----------------------- 1 file changed, 411 insertions(+), 411 deletions(-) diff --git a/doc/README.effects b/doc/README.effects index b1fcf4830e..e155fe6821 100644 --- a/doc/README.effects +++ b/doc/README.effects @@ -1,5 +1,5 @@ -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 +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] @@ -14,21 +14,21 @@ reqs = "Building", "Nuclear Plant", "City", FALSE, FALSE } -The text in the brackets is the entry name, which just has to be unique, but +The text in the brackets is the entry name, which just has to be unique, but is otherwise not used. The type 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 +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. Requirements with present = TRUE must be present, those with present = FALSE must not be present. -Value is integral amount parameter for many effects (must be in the range +Value is integral amount parameter for many effects (must be in the range -32767 to 32767). Requirement range may be one of: "None", "Local", -"CAdjacent" (Cardinally Adjacent), "Adjacent", "City", -"Continent", "Player", "Allied, "World". Some requirement types may only work at -certain ranges; this is not yet documented. In particular, at present, +"CAdjacent" (Cardinally Adjacent), "Adjacent", "City", +"Continent", "Player", "Allied, "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 'TRUE', the effect @@ -127,12 +127,32 @@ visible to all players and affect the game rules. Effect types ============ -Tech_Parasite - Gain any advance known already by amount number of other teams, -if team_pooled_research is enabled, or amount number of other players -otherwise. 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). +Action_Odds_Pct + Modifies the odds of an action being successful. Some actions have a + risk: the actor may get caught before he can perform it. This effect + modifies the actor's odds. A positive value helps him. A negative value + makes it more probable that he will get caught. Currently supports the + actions "Incite City", "Incite City Escape", "Steal Gold", + "Steal Gold Escape", "Steal Maps", "Steal Maps Escape", "Suitcase Nuke", + "Suitcase Nuke Escape", "Sabotage City", "Sabotage City Escape", + "Targeted Sabotage City", "Targeted Sabotage City Escape", + "Sabotage City Production", "Sabotage City Production Escape", + "Surgical Strike Building", "Surgical Strike Production", + "Steal Tech", "Steal Tech Escape Expected", "Targeted Steal Tech", + "Targeted Steal Tech Escape Expected", "Spread Plague", "Poison City" and + "Poison City Escape". + +Action_Success_Actor_Move_Cost + The number of move fragments lost when a unit successfully performs an + action. Evaluated and done after the action is successfully completed. Added + on top of any movement fragments the action itself subtracts. + +Action_Success_Target_Move_Cost + The number of move fragments subtracted from a unit when someone + successfully performs an action on it. Evaluated and done after the action + is successfully completed. Added on top of any movement fragments the + action itself subtracts. Only supported for actions that targets an + individual unit. (See doc/README.actions) Airlift Allow airlift to/from a city. The value tells how many units per @@ -144,68 +164,149 @@ Airlift Any_Government Allow changing to any form of government regardless of tech prerequisites. +Attack_Bonus + Increases offensive bonuses of units. Unit requirements on this effect are + the attacking unit itself. Can be limited to only apply to some actions + via an Action requirement. + +Border_Strength_Pct + Percentage bonus to a border strength of the border source on + target city or tile. + +Border_Vision + Give vision on all tiles within the player's borders. Happens during + turn change. + Does nothing unless the borders setting is set to "Enabled". You can + lock it if border vision rules are important to your ruleset. + +Building_Build_Cost_Pct + Percentage added to building building cost. + +Building_Buy_Cost_Pct + Percentage added to building buy cost. + +Building_Saboteur_Resistant + If a spy specifies a target for sabotage, then she has an AMOUNT + percent chance to fail. + Capital_City The city with positive value is a capital city. Player's city with highest Capital_City value (or random among those with equal positive value) is the primary capital. Cities with lesser positive value are secondary capitals. -Gov_Center - The city with this effect is governmental center. Corruption and - waste depends on distance to nearest such city. +Casus_Belli_Caught + Checked when a player is caught trying to do an action. Will cause an + incident with the intended victim player if the value is 1 or higher. The + incident gives the intended victim a casus belli against the actor player. + A value of 1000 or higher is international outrage. International outrage + gives every other player a casus belli against the actor. -Enable_Nuke - Allows the production of nuclear weapons. +Casus_Belli_Complete + Checked when a player completes an action that takes several turns + against another player. Will cause an incident with the intended victim + player if the value is 1 or higher. The incident gives the intended victim + a casus belli against the actor player. A value of 1000 or higher is + international outrage. International outrage gives every other player a + casus belli against the actor. + Only "Pillage" is currently supported. -Enable_Space - Allows the production of space components. +Casus_Belli_Success + Checked when a player does an action to another player. Will cause an + incident with the intended victim player if the value is 1 or higher. The + incident gives the intended victim a casus belli against the actor player. + A value of 1000 or higher is international outrage. International outrage + gives every other player a casus belli against the actor. -Specialist_Output - Specify what outputs a specialist is producing. Should be used with an -OutputType requirement. +City_Build_Slots + Increase the number of units with no population cost a city can build in + a turn if there are enough shields. -Output_Bonus - City production is increased by amount percent. +City_Image + The index for the city image of the given city style. -Output_Bonus_2 - City production is increased by amount percent after Output_Bonus, so is -multiplicative with it. +City_Radius_Sq + Increase the squared city radius by amount. Currently, this can only + usefully have "MinSize", "Building", or "Tech" requirements. -Output_Add_Tile - Add amount to each worked tile. +City_Unhappy_Size + The maximum number of citizens in each city that are naturally content; + in larger cities, new citizens above this limit start out unhappy. (Before + Empire_Size_Base/Step are applied.) -Output_Inc_Tile - Add amount to each worked tile that already has at least 1 output. +City_Vision_Radius_Sq + Increase city vision radius in squared distance by amount tiles. -Output_Per_Tile - Increase tile output by amount percent. +Civil_War_Chance + Base chance in per cent of a nation being split by civil war when its + capital is captured is increased by this amount. This percentage is + increased by 5 for each city in civil disorder and reduced by 5 for + each one celebrating. -Output_Tile_Punish_Pct - Reduce the output of a tile by amount percent. The number of units to -remove is rounded down. Applied after everything except a city center's -minimal output. +Combat_Rounds + Maximum number of rounds combat lasts. Unit is the attacker. Zero and + negative values mean that combat continues until either side dies. -Output_Waste_Pct - Reduce waste by amount percent. +Conquest_Tech_Pct + Percent chance that a player conquering a city learns a tech from the + former owner. + +Defend_Bonus + Increases defensive bonuses of units. Any unit requirements on this effect + will be applied to the _attacking_ unit. Attackers with "BadWallAttacker" flag + will have their firepower set to 1. + +Empire_Size_Base + Once your civilization has more cities than the value of this effect, + each city gets one more unhappy citizen. If the sum of this effect and + Empire_Size_Step is zero, there is no such penalty. + +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 if Empire_Size_Base is zero. + +Enable_Nuke + Allows the production of nuclear weapons. + +Enable_Space + Allows the production of space components. + +Enemy_Citizen_Unhappy_Pct + There will be one extra unhappy citizen for each value/100 citizens + of enemy nationality in the city. + +Fanatics + Units with "Fanatics" flag incur no upkeep. Force_Content - Make amount' unhappy citizens content. Applied after martial law and unit -penalties. + Make amount' unhappy citizens content. Applied after martial law and unit + penalties. + +Fortify_Defense_Bonus + Percentage defense bonus multiplicative with Defend_Bonus, usually given + to fortified units. Unit requirements on this effect are the defending unit + itself. + +Gain_AI_Love + Gain amount points of "AI love" with AI(s). Give_Imm_Tech Give amount techs immediately. -Conquest_Tech_Pct - Percent chance that a player conquering a city learns a tech from the - former owner. +Gov_Center + The city with this effect is governmental center. Corruption and + waste depends on distance to nearest such city. Growth_Food - Food left after cities grow or shrink is amount percent of the capacity of -the city's foodbox. This also affects the 'aqueductloss' penalty. + Food left after cities grow or shrink is amount percent of the capacity of + the city's foodbox. This also affects the 'aqueductloss' penalty. -Popcost_Free - Ignore amount points of unit's population cost when shrinking the city that - built it. +Happiness_To_Gold + Make all Make_Content and Force_Content effects instead generate gold. + +Has_Senate + Has a senate that prevents declarations of war in most cases. Have_Contact If value > 0, gives contact to all the other players. @@ -214,346 +315,275 @@ Have_Embassies If value > 0, gives an embassy with all the other players owner has ever had contact with. +Heal_Unit_Pct + The amount of the units full health the heal unit action will restore. + Will not "heal" the unit to more than 100% of its health. + Default value: 100% + +Health_Pct + Reduces possibility of illness (plague) in a city by amount percent. + +History + Value is how much history type (cumulative) culture city produces. + +HP_Regen + Units that do not move recover amount percentage of their full hitpoints + per turn. + +Illegal_Action_HP_Cost + The number of hit points lost when the player tries to do an action + that turns out to be illegal. Only applied when the player wasn't aware that + the action was illegal and its illegality therefore reveals new information. + Can kill the unit. + If the action always causes the actor unit to end up at the target tile two + consolation prizes are given. An area with the radius of the actor unit's + vision_radius_sq tiles is revealed. The player may also get contact with the + owners of units and cites adjacent to the target tile. + +Illegal_Action_Move_Cost + The number of move fragments lost when the player tries to do an action + that turns out to be illegal. Only applied when the player wasn't aware that + the action was illegal and its illegality therefore reveals new information. + +Incite_Cost_Pct + Increases revolt cost by amount percent. + +Infra_Points + City increases owner's infra points by value each turn. If overall points + are negative after all cities have been processed, they are set to 0. + +Inspire_Partisans + Partisan units (defined in units.ruleset) may spring up when this player's + cities are taken. + Irrigation_Pct The tile gets value % of its terrain's irrigation_food_incr bonus. -(This is how irrigation-like extras have an effect.) - -Mining_Pct - The tile gets value % of its terrain's mining_shield_incr bonus. -(This is how mine-like extras have an effect.) + (This is how irrigation-like extras have an effect.) Make_Content - Make amount unhappy citizens content. Applied before martial law and unit -penalties. + 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 amount per unit of unhappy citizens caused by units outside of a city + content. Make_Happy Make amount citizens happy. -Enemy_Citizen_Unhappy_Pct - There will be one extra unhappy citizen for each value/100 citizens - of enemy nationality in the city. - -No_Anarchy - No period of anarchy between government changes. (This also neuters -the Has_Senate effect.) - -Nuke_Proof - City is nuke proof. +Maps_Stolen_Pct + The probability (in percent) that the map of a tile is stolen in the + actions "Steal Maps" and "Steal Maps Escape". + DiplRel reqs are unit owner to city owner. + Requirements evaluated against tile or city not supported. + Default value: 100% -Pollu_Pop_Pct - Increases pollution caused by each unit of population by amount -percent (adds to baseline of 100%, i.e. 1 pollution per citizen). +Martial_Law_Each + The amount of citizens pacified by each military unit giving martial law. -Pollu_Pop_Pct_2 - Increases pollution caused by each unit of population by amount -percent (adds to baseline of 100%, i.e. 1 pollution per citizen). -This factor is applied after Pollu_Pop_Pct, so is multiplicative with it. +Martial_Law_Max + The maximum amount of units that will give martial law in city. -Pollu_Prod_Pct - Increases pollution caused by shields by amount percent. +Max_Rates + The maximum setting for each tax rate is amount. -Health_Pct - Reduces possibility of illness (plague) in a city by amount percent. +Max_Stolen_Gold_Pm + The upper limit on the permille of the players gold that may be + stolen by a unit doing the "Steal Gold" and the "Steal Gold Escape" + actions. Evaluated against the city stolen from. -Reveal_Cities - Immediately make all cities known. +Max_Trade_Routes + Number of trade routes that city can establish. + This is forced on trade route creation only. Existing trade routes + are never removed due to reduction of effect value. This is to + avoid micro-management, need to create same trade routes again + after their max number has been temporarily down. -Reveal_Map - Immediately make entire map known. +Migration_Pct + Increase the calculated migration score for the a city by amount in + percent. -Border_Vision - Give vision on all tiles within the player's borders. Happens during - turn change. - Does nothing unless the borders setting is set to "Enabled". You can - lock it if border vision rules are important to your ruleset. +Mining_Pct + The tile gets value % of its terrain's mining_shield_incr bonus. + (This is how mine-like extras have an effect.) -Border_Strength_Pct - Percentage bonus to a border strength of the border source on - target city or tile. +Move_Bonus + Add amount movement to units. Use UnitClass' requirement with range of + 'Local' to give it a specific class of units only. -Incite_Cost_Pct - Increases revolt cost by amount percent. +No_Anarchy + No period of anarchy between government changes. (This also neuters + the Has_Senate effect.) -Unit_Bribe_Cost_Pct - Increases unit bribe cost by amount percent. Requirements are from the -point of view of the target unit, not the briber. +National_History + Value is how much history type (cumulative) culture, not tied to any any + specific city, nation produces. -Max_Stolen_Gold_Pm - The upper limit on the permille of the players gold that may be -stolen by a unit doing the "Steal Gold" and the "Steal Gold Escape" -actions. Evaluated against the city stolen from. +National_Performance + Value is how much performance type culture, not tied to any specific city, + nation produces. -Thiefs_Share_Pm - The permille of the gold stolen by a unit doing the "Steal Gold" and the -"Steal Gold Escape" actions that is lost before it reaches the player -ordering it. Evaluated against the actor unit. +No_Diplomacy + Cannot use any diplomacy. -Maps_Stolen_Pct - The probability (in percent) that the map of a tile is stolen in the -actions "Steal Maps" and "Steal Maps Escape". -DiplRel reqs are unit owner to city owner. -Requirements evaluated against tile or city not supported. -Default value: 100% +No_Unhappy + No citizens in the city are ever unhappy. -Heal_Unit_Pct - The amount of the units full health the heal unit action will restore. -Will not "heal" the unit to more than 100% of its health. -Default value: 100% +Not_Tech_Source + Tech cannot be received from this player by any means. Nuke_Blast_Radius_1_Sq The size of the radius of the blast area in squared distance from ground -zero in amount tiles. + zero in amount tiles. -Illegal_Action_Move_Cost - The number of move fragments lost when the player tries to do an action -that turns out to be illegal. Only applied when the player wasn't aware that -the action was illegal and its illegality therefore reveals new information. +Nuke_Proof + City is nuke proof. -Illegal_Action_HP_Cost - The number of hit points lost when the player tries to do an action -that turns out to be illegal. Only applied when the player wasn't aware that -the action was illegal and its illegality therefore reveals new information. -Can kill the unit. -If the action always causes the actor unit to end up at the target tile two -consolation prizes are given. An area with the radius of the actor unit's -vision_radius_sq tiles is revealed. The player may also get contact with the -owners of units and cites adjacent to the target tile. +Output_Add_Tile + Add amount to each worked tile. -Action_Success_Actor_Move_Cost - The number of move fragments lost when a unit successfully performs an -action. Evaluated and done after the action is successfully completed. Added -on top of any movement fragments the action itself subtracts. +Output_Bonus + City production is increased by amount percent. -Action_Success_Target_Move_Cost - The number of move fragments subtracted from a unit when someone -successfully performs an action on it. Evaluated and done after the action -is successfully completed. Added on top of any movement fragments the -action itself subtracts. Only supported for actions that targets an -individual unit. (See doc/README.actions) +Output_Bonus_2 + City production is increased by amount percent after Output_Bonus, so is + multiplicative with it. -Casus_Belli_Caught - Checked when a player is caught trying to do an action. Will cause an -incident with the intended victim player if the value is 1 or higher. The -incident gives the intended victim a casus belli against the actor player. -A value of 1000 or higher is international outrage. International outrage -gives every other player a casus belli against the actor. +Output_Inc_Tile + Add amount to each worked tile that already has at least 1 output. -Casus_Belli_Success - Checked when a player does an action to another player. Will cause an -incident with the intended victim player if the value is 1 or higher. The -incident gives the intended victim a casus belli against the actor player. -A value of 1000 or higher is international outrage. International outrage -gives every other player a casus belli against the actor. +Output_Inc_Tile_Celebrate + Tiles get amount extra output when city working them is celebrating. -Casus_Belli_Complete - Checked when a player completes an action that takes several turns -against another player. Will cause an incident with the intended victim -player if the value is 1 or higher. The incident gives the intended victim -a casus belli against the actor player. A value of 1000 or higher is -international outrage. International outrage gives every other player a -casus belli against the actor. -Only "Pillage" is currently supported. - -Action_Odds_Pct - Modifies the odds of an action being successful. Some actions have a -risk: the actor may get caught before he can perform it. This effect -modifies the actor's odds. A positive value helps him. A negative value -makes it more probable that he will get caught. Currently supports the -actions "Incite City", "Incite City Escape", "Steal Gold", -"Steal Gold Escape", "Steal Maps", "Steal Maps Escape", "Suitcase Nuke", -"Suitcase Nuke Escape", "Sabotage City", "Sabotage City Escape", -"Targeted Sabotage City", "Targeted Sabotage City Escape", -"Sabotage City Production", "Sabotage City Production Escape", -"Surgical Strike Building", "Surgical Strike Production", -"Steal Tech", "Steal Tech Escape Expected", "Targeted Steal Tech", -"Targeted Steal Tech Escape Expected", "Spread Plague", "Poison City" and -"Poison City Escape". - -Size_Adj - Increase maximum size of a city by amount. - -Size_Unlimit - Make the size of a city unlimited. - -Unit_Slots - Number of unit slots city can have units in. New units cannot be built, - nor can homecity be changed so that maintained units would use more slots - than this. Single unit does not necessarily use single slot - that's defined - separately for each unit type. - -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 - In diplomatic combat defending diplomatic units will get an AMOUNT -percent bonus. All Spy_Resistant's are summed before being applied. - -Building_Saboteur_Resistant - If a spy specifies a target for sabotage, then she has an AMOUNT -percent chance to fail. - -Stealings_Ignore - When determining how difficult it is to steal a tech from enemy, AMOUNT -previous times tech has been stolen from the city is ignored. Negative amount -means that number of times tech has already been stolen from target city does -not affect current attempt at all. With this effect it's possible to allow -diplomats to steal tech multiple times from the same city, or make it easier -for spies. +Output_Penalty_Tile + When a tile yields more output than amount, it gets a penalty of -1. -Move_Bonus - Add amount movement to units. Use UnitClass' requirement with range of -'Local' to give it a specific class of units only. +Output_Per_Tile + Increase tile output by amount percent. -Unit_No_Lose_Pop - No population lost when a city's defender is lost. Can be limited to -only apply to some actions via an Action requirement. Unit requirements are -evaluated against the attacker. +Output_Tile_Punish_Pct + Reduce the output of a tile by amount percent. The number of units to + remove is rounded down. Applied after everything except a city center's + minimal output. -Unit_Recover - Units recover amount extra hitpoints per turn. +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. -Upgrade_Unit - Upgrade amount obsolete units per turn. +Output_Waste_By_Distance + For each tile in real distance that a city is from nearest + Government Center, it gets amount / 100 of extra waste. -Upkeep_Free - Improvements with amount or less upkeep cost become free to upkeep (others -are unaffected). +Output_Waste_By_Rel_Distance + City gets extra waste based on distance to nearest Government Center, relative + to world size. The amount of this extra waste is (distance * amount / 100 / max_distance) -Tech_Upkeep_Free - If this value is greater than 0, the tech upkeep is reduced by this value. - For tech upkeep style "Basic" this is total reduction, for tech upkeep - style "Cities" this reduction is applied to every city. +Output_Waste_Pct + Reduce waste by amount percent. -No_Unhappy - No citizens in the city are ever unhappy. +Performance + Value is how much performance type culture city produces. -Veteran_Build - Increases the veteran class of newly created units of this type. The -total amount determines the veteran class (clipped at the maximum for the -unit). +Pollu_Pop_Pct + Increases pollution caused by each unit of population by amount + percent (adds to baseline of 100%, i.e. 1 pollution per citizen). -Veteran_Combat - Increases the chance of units of this type becoming veteran after combat -by amount percent. +Pollu_Pop_Pct_2 + Increases pollution caused by each unit of population by amount + percent (adds to baseline of 100%, i.e. 1 pollution per citizen). + This factor is applied after Pollu_Pop_Pct, so is multiplicative with it. -Combat_Rounds - Maximum number of rounds combat lasts. Unit is the attacker. Zero and - negative values mean that combat continues until either side dies. +Pollu_Prod_Pct + Increases pollution caused by shields by amount percent. -HP_Regen - Units that do not move recover amount percentage of their full hitpoints -per turn. +Popcost_Free + Ignore amount points of unit's population cost when shrinking the city that + built it. -City_Vision_Radius_Sq - Increase city vision radius in squared distance by amount tiles. +Rapture_Grow + Can rapture grow cities. -Unit_Vision_Radius_Sq - Increase unit vision radius in squared distance by amount tiles. +Retire_Pct + The chance that unit gets retired (removed) when turn changes. + Retirement only happens if there are no enemy units or cities within + a few tiles. (This exists mainly to implement barbarian behavior.) -Defend_Bonus - Increases defensive bonuses of units. Any unit requirements on this effect - will be applied to the _attacking_ unit. Attackers with "BadWallAttacker" flag - will have their firepower set to 1. +Reveal_Cities + Immediately make all cities known. -Attack_Bonus - Increases offensive bonuses of units. Unit requirements on this effect are - the attacking unit itself. Can be limited to only apply to some actions - via an Action requirement. +Reveal_Map + Immediately make entire map known. -Fortify_Defense_Bonus - Percentage defense bonus multiplicative with Defend_Bonus, usually given - to fortified units. Unit requirements on this effect are the defending unit - itself. +Revolution_Unhappiness + If value is greater than zero, it tells how many turns citizens + will tolerate city disorder before government falls. If value is + zero, government never falls. -Gain_AI_Love - Gain amount points of "AI love" with AI(s). +Shield2Gold_Factor + Factor in percent for the conversion of unit shield upkeep to gold upkeep. + A value of 200 would transfer 1 shield upkeep to 2 gold upkeep. The range + of this effect must be player or world. Note that only units with the + "Shield2Gold" flag will be affected by this. -Turn_Years - Year advances by AMOUNT each turn unless Slow_Down_Timeline causes it - to be less. +Size_Adj + Increase maximum size of a city by amount. -Turn_Fragments - Year fragments advance by AMOUNT each turn. +Size_Unlimit + Make the size of a city unlimited. Slow_Down_Timeline - Slow down the timeline based on the AMOUNT. If AMOUNT >= 3 the timeline -will be max 1 year/turn; with AMOUNT == 2 it is max 2 years/turn; -with AMOUNT == 1 it is max 5 years/turn; with AMOUNT <= 0 the timeline is -unaffected. The effect will be ignored if game.spacerace isn't set. - -Civil_War_Chance - Base chance in per cent of a nation being split by civil war when its -capital is captured is increased by this amount. This percentage is in- -creased by 5 for each city in civil disorder and reduced by 5 for each one -celebrating. - -City_Unhappy_Size - The maximum number of citizens in each city that are naturally content; -in larger cities, new citizens above this limit start out unhappy. (Before -Empire_Size_Base/Step are applied.) - -Empire_Size_Base - Once your civilization has more cities than the value of this effect, -each city gets one more unhappy citizen. If the sum of this effect and -Empire_Size_Step is zero, there is no such penalty. - -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 if Empire_Size_Base is zero. + Slow down the timeline based on the AMOUNT. If AMOUNT >= 3 the timeline + will be max 1 year/turn; with AMOUNT == 2 it is max 2 years/turn; + with AMOUNT == 1 it is max 5 years/turn; with AMOUNT <= 0 the timeline is + unaffected. The effect will be ignored if game.spacerace isn't set. -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. +Specialist_Output + Specify what outputs a specialist is producing. Should be used with an + OutputType requirement. -Revolution_Unhappiness - If value is greater than zero, it tells how many turns citizens - will tolerate city disorder before government falls. If value is - zero, government never falls. +Spy_Resistant + In diplomatic combat defending diplomatic units will get an AMOUNT + percent bonus. All Spy_Resistant's are summed before being applied. -Has_Senate - Has a senate that prevents declarations of war in most cases. +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. -Inspire_Partisans - Partisan units (defined in units.ruleset) may spring up when this player's -cities are taken. +Stealings_Ignore + When determining how difficult it is to steal a tech from enemy, AMOUNT + previous times tech has been stolen from the city is ignored. Negative amount + means that number of times tech has already been stolen from target city does + not affect current attempt at all. With this effect it's possible to allow + diplomats to steal tech multiple times from the same city, or make it easier + for spies. -Happiness_To_Gold - Make all Make_Content and Force_Content effects instead generate gold. +Tech_Cost_Factor + Factor for research costs. -Max_Trade_Routes - Number of trade routes that city can establish. - This is forced on trade route creation only. Existing trade routes - are never removed due to reduction of effect value. This is to - avoid micro-management, need to create same trade routes again - after their max number has been temporarily down. +Tech_Parasite + Gain any advance known already by amount number of other teams, + if team_pooled_research is enabled, or amount number of other players + otherwise. 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). -Fanatics - Units with "Fanatics" flag incur no upkeep. +Tech_Upkeep_Free + If this value is greater than 0, the tech upkeep is reduced by this value. + For tech upkeep style "Basic" this is total reduction, for tech upkeep + style "Cities" this reduction is applied to every city. -No_Diplomacy - Cannot use any diplomacy. +Thiefs_Share_Pm + The permille of the gold stolen by a unit doing the "Steal Gold" and the + "Steal Gold Escape" actions that is lost before it reaches the player + ordering it. Evaluated against the actor unit. -Not_Tech_Source - Tech cannot be received from this player by any means. +Tile_Workable + If value > 0, city can work target tile. Trade_Revenue_Bonus One time trade revenue bonus is multiplied by pow(2, amount/1000). @@ -564,114 +594,84 @@ Traderoute_Pct the value of the traderoute is already calculated. It affects one end of the traderoute only. -Unhappy_Factor - Multiply unhappy unit upkeep by amount. - -Upkeep_Factor - Multiply unit upkeep by amount. +Turn_Fragments + Year fragments advance by AMOUNT each turn. -Unit_Upkeep_Free_Per_City - In each city unit upkeep is deducted by this amount. As usual, you can use -with OutputType requirement to specify which kind of upkeep this should be. +Turn_Years + Year advances by AMOUNT each turn unless Slow_Down_Timeline causes it + to be less. -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. +Unhappy_Factor + Multiply unhappy unit upkeep by amount. -Output_Waste_By_Distance - For each tile in real distance that a city is from nearest -Government Center, it gets amount / 100 of extra waste. +Unit_Bribe_Cost_Pct + Increases unit bribe cost by amount percent. Requirements are from the + point of view of the target unit, not the briber. -Output_Waste_By_Rel_Distance - City gets extra waste based on distance to nearest Government Center, relative - to world size. The amount of this extra waste is (distance * amount / 100 / max_distance) +Unit_Build_Cost_Pct + Percentage added to unit building cost. -Output_Penalty_Tile - When a tile yields more output than amount, it gets a penalty of -1. +Unit_Buy_Cost_Pct + Percentage added to unit buy cost. -Output_Inc_Tile_Celebrate - Tiles get amount extra output when city working them is celebrating. +Unit_No_Lose_Pop + No population lost when a city's defender is lost. Can be limited to + only apply to some actions via an Action requirement. Unit requirements are + evaluated against the attacker. -Upgrade_Price_Pct - Increases unit upgrade cost by amount percent. This effect works at - player level. You cannot adjust upgrade costs for certain unit type or - for units upgraded in certain city. +Unit_Recover + Units recover amount extra hitpoints per turn. Unit_Shield_Value_Pct Increase the unit's value in shields by amount percent. When this effect -is used to determine how many shields the player gets for the actions -"Recycle Unit" and "Help Wonder" it gets access to unit state. When it is -used to influence the gold cost of "Upgrade Unit" it only has access to unit -type. - -Retire_Pct - The chance that unit gets retired (removed) when turn changes. - Retirement only happens if there are no enemy units or cities within - a few tiles. (This exists mainly to implement barbarian behavior.) + is used to determine how many shields the player gets for the actions + "Recycle Unit" and "Help Wonder" it gets access to unit state. When it is + used to influence the gold cost of "Upgrade Unit" it only has access to unit + type. -Visible_Wall - Instruct client to show specific buildings version of the city graphics. - Zero or below are considered normal city graphics. - -Tech_Cost_Factor - Factor for research costs. - -Building_Build_Cost_Pct - Percentage added to building building cost. - -Building_Buy_Cost_Pct - Percentage added to building buy cost. +Unit_Slots + Number of unit slots city can have units in. New units cannot be built, + nor can homecity be changed so that maintained units would use more slots + than this. Single unit does not necessarily use single slot - that's defined + separately for each unit type. -Unit_Build_Cost_Pct - Percentage added to unit building cost. +Unit_Upkeep_Free_Per_City + In each city unit upkeep is deducted by this amount. As usual, you can use + with OutputType requirement to specify which kind of upkeep this should be. -Unit_Buy_Cost_Pct - Percentage added to unit buy cost. +Unit_Vision_Radius_Sq + Increase unit vision radius in squared distance by amount tiles. -Shield2Gold_Factor - Factor in percent for the conversion of unit shield upkeep to gold upkeep. - A value of 200 would transfer 1 shield upkeep to 2 gold upkeep. The range - of this effect must be player or world. Note that only units with the - "Shield2Gold" flag will be affected by this. +Upgrade_Price_Pct + Increases unit upgrade cost by amount percent. This effect works at + player level. You cannot adjust upgrade costs for certain unit type or + for units upgraded in certain city. -Tile_Workable - If value > 0, city can work target tile. +Upgrade_Unit + Upgrade amount obsolete units per turn. -Migration_Pct - Increase the calculated migration score for the a city by amount in - percent. +Upkeep_Factor + Multiply unit upkeep by amount. -City_Radius_Sq - Increase the squared city radius by amount. Currently, this can only - usefully have "MinSize", "Building", or "Tech" requirements. +Upkeep_Free + Improvements with amount or less upkeep cost become free to upkeep (others + are unaffected). -City_Build_Slots - Increase the number of units with no population cost a city can build in - a turn if there are enough shields. +Veteran_Build + Increases the veteran class of newly created units of this type. The + total amount determines the veteran class (clipped at the maximum for the + unit). -City_Image - The index for the city image of the given city style. +Veteran_Combat + Increases the chance of units of this type becoming veteran after combat + by amount percent. Victory Positive value means that player wins the game. -Performance - Value is how much performance type culture city produces. - -History - Value is how much history type (cumulative) culture city produces. - -National_Performance - Value is how much performance type culture, not tied to any specific city, - nation produces. - -National_History - Value is how much history type (cumulative) culture, not tied to any any - specific city, nation produces. - -Infra_Points - City increases owner's infra points by value each turn. If overall points - are negative after all cities have been processed, they are set to 0. +Visible_Wall + Instruct client to show specific buildings version of the city graphics. + Zero or below are considered normal city graphics. Ruleset defined effects -- 2.30.2