; Modifying this file:
; You should not modify this file except to make bugfixes or
; for other "maintenance".  If you want to make custom changes,
; you should create a new datadir subdirectory and copy this file
; into that directory, and then modify that copy.  Then use the
; command "rulesetdir <mysubdir>" in the server to have freeciv
; use your new customized file.

; Note that the freeciv AI may not cope well with anything more
; than minor changes.

[datafile]
description="Civ2Civ3 effects data for Freeciv"
options="+Freeciv-2.6-ruleset"

; /* <-- avoid gettext warnings
;
; Effects
;
; type                    = What the effect does. Values of multiple active effects
;                           of the same type get summed for the total.
;                           See README.effects for list of possible types
; value                   = Value added for the effect type when this effect is active,
;                           i.e., all requirements are fulfilled
; multiplier              = Name of the policy that gives a multiplier for effect's value
; reqs                    = Requirements for the effect to be active.
;                           See README.effects for help on requirements
;
; */ <-- avoid gettext warnings

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

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

[effect_ai_cheat_sci]
type    = "Output_Bonus_2"
value   = 40
reqs    =
    { "type", "name", "range"
      "AI", "Cheating", "Player"
      "OutputType", "Science", "Local"
    }

[effect_ai_cheat_lux]
type    = "Output_Bonus_2"
value   = 40
reqs    =
    { "type", "name", "range"
      "AI", "Cheating", "Player"
      "OutputType", "Luxury", "Local"
    }

[effect_ai_cheat_gold]
type    = "Output_Bonus_2"
value   = 40
reqs    =
    { "type", "name", "range"
      "AI", "Cheating", "Player"
      "OutputType", "Gold", "Local"
    }

[effect_ai_cheat_shield]
type    = "Output_Bonus_2"
value   = 40
reqs    =
    { "type", "name", "range"
      "AI", "Cheating", "Player"
      "OutputType", "Shield", "Local"
    }

[effect_ai_cheat_happiness]
type    = "Make_Content"
value   = 1
reqs    =
    { "type", "name", "range"
      "AI", "Cheating", "Player"
    }

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

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

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

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

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

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

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

[effect_unhappysize]
type    = "City_Unhappy_Size"
value   = 4

; Barbarian effects

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

; Barbarian no waste by distance
[effect_barb2]
type    = "Output_Waste_By_Distance"
value   = -2
reqs    =
    { "type", "name", "range"
      "NationGroup", "Barbarian", "Player"
    }

; Barbarian disappearance

[effect_barb_disappear]
type    = "Retire_Pct"
value   = 10
reqs    =
    { "type", "name", "range", "present"
      "NationGroup", "Barbarian", "Player", TRUE
      "Age", "5", "Local", TRUE
      "CityTile", "Center", "Local", FALSE
    }

; Lone Leader might escape on coast (33% chance)
; Complement of the two effects should be 0.9 * 0.66 = 0.594
; (100 - 59) - 10 = 31
[effect_leader_escape]
type    = "Retire_Pct"
value   = 31
reqs    =
    { "type", "name", "range"
      "UnitType", "Barbarian Leader", "Local"
      "Age", "5", "Local"
      "TerrainClass", "Oceanic", "Adjacent"
      "MaxUnitsOnTile", "1", "Local"
    }

; Specialist output bonuses

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

[effect_scientist]
type    = "Specialist_Output"
value   = 2
reqs    =
    { "type", "name", "range"
      "Specialist", "Scientist", "Local"
      "OutputType", "Science", "Local"
    }

[effect_taxman]
type    = "Specialist_Output"
value   = 2
reqs    =
    { "type", "name", "range"
      "Specialist", "Taxman", "Local"
      "OutputType", "Gold", "Local"
    }

; Vision benefit from fortress watchtowers
[effect_fortress_vision]
type    = "Unit_Vision_Radius_Sq"
value   = 8
reqs    =
    { "type", "name", "range"
      "Extra", "Fortress", "Local"
      "Tech", "Astronomy", "Player"
    }

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

; Fortress HP regen (Every Land units)
[effect_fortress_hp_regen]
type    = "HP_Regen"
value   = 25
reqs    =
    { "type", "name", "range", "present"
      "Extra", "Fortress", "Local", TRUE
;      "UnitClass", "Land", "Local", FALSE
;      "UnitClass", "Small Land", "Local", FALSE
;      "UnitClass", "Big Land", "Local", FALSE
;      "UnitClass", "Merchant", "Local", FALSE
      "UnitClass", "Sea", "Local", FALSE
      "UnitClass", "Trireme", "Local", FALSE
      "UnitClass", "Helicopter", "Local", FALSE
      "UnitClass", "Air", "Local", FALSE
      "UnitClass", "Missile", "Local", FALSE
    }

[effect_fort_defense]
type    = "Defend_Bonus"
value   = 50
reqs    =
    { "type", "name", "range", "present"
      "Extra", "Fort", "Local", TRUE
;      "UnitClass", "Land", "Local", FALSE
;      "UnitClass", "Small Land", "Local", FALSE
;      "UnitClass", "Big Land", "Local", FALSE
;      "UnitClass", "Merchant", "Local", FALSE
;      "UnitClass", "Sea", "Local", FALSE
;      "UnitClass", "Trireme", "Local", FALSE
      "UnitClass", "Helicopter", "Local", FALSE
      "UnitClass", "Air", "Local", FALSE
      "UnitClass", "Missile", "Local", FALSE
    }

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

; Airstrip HP regen (Every Air unit)
[effect_airstrip_hp_regen]
type    = "HP_Regen"
value   = 10
reqs    =
    { "type", "name", "range", "present"
      "Extra", "Airstrip", "Local", TRUE
      "UnitClass", "Land", "Local", FALSE
      "UnitClass", "Small Land", "Local", FALSE
      "UnitClass", "Big Land", "Local", FALSE
      "UnitClass", "Merchant", "Local", FALSE
      "UnitClass", "Sea", "Local", FALSE
      "UnitClass", "Trireme", "Local", FALSE
;      "UnitClass", "Helicopter", "Local", FALSE
;      "UnitClass", "Air", "Local", FALSE
      "UnitClass", "Missile", "Local", FALSE
    }

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

[effect_airstrip_defense]
type    = "Defend_Bonus"
value   = 50
reqs    =
    { "type", "name", "range", "present"
      "Extra", "Airstrip", "Local", TRUE
      "UnitClass", "Land", "Local", FALSE
      "UnitClass", "Small Land", "Local", FALSE
      "UnitClass", "Big Land", "Local", FALSE
      "UnitClass", "Merchant", "Local", FALSE
      "UnitClass", "Sea", "Local", FALSE
      "UnitClass", "Trireme", "Local", FALSE
;      "UnitClass", "Helicopter", "Local", FALSE
;      "UnitClass", "Air", "Local", FALSE
;      "UnitClass", "Missile", "Local", FALSE
    }

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

[effect_trade_routes]
type    = "Max_Trade_Routes"
value   = 2

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

; 5 + 5 = 10
[effect_city_vision_1]
type    = "City_Vision_Radius_Sq"
value   = 5
reqs    =
    { "type", "name", "range"
      "Tech", "Electricity", "Player"
    }

; Vision benefit from mountains (for every land unit)
[effect_mountains_vision]
type    = "Unit_Vision_Radius_Sq"
value   = 4
reqs    =
    { "type", "name", "range", "present"
      "Terrain", "Mountains", "Local", TRUE
;      "UnitClass", "Land", "Local", FALSE
;      "UnitClass", "Small Land", "Local", FALSE
;      "UnitClass", "Big Land", "Local", FALSE
;      "UnitClass", "Merchant", "Local", FALSE
      "UnitClass", "Sea", "Local", FALSE
      "UnitClass", "Trireme", "Local", FALSE
      "UnitClass", "Helicopter", "Local", FALSE
      "UnitClass", "Air", "Local", FALSE
      "UnitClass", "Missile", "Local", FALSE
    }

; Movement penalty if ended turn at mountains (for every land unit)
[effect_mountains_movement]
type    = "Move_Bonus"
value   = -1
reqs    =
    { "type", "name", "range", "present"
      "Terrain", "Mountains", "Local", TRUE
;      "UnitClass", "Land", "Local", FALSE
;      "UnitClass", "Small Land", "Local", FALSE
;      "UnitClass", "Big Land", "Local", FALSE
;      "UnitClass", "Merchant", "Local", FALSE
      "UnitClass", "Sea", "Local", FALSE
      "UnitClass", "Trireme", "Local", FALSE
      "UnitClass", "Helicopter", "Local", FALSE
      "UnitClass", "Air", "Local", FALSE
      "UnitClass", "Missile", "Local", FALSE
      "Extra", "Road", "Local", FALSE
    }

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

; Advanced Flight enables movement of nuclear weapons
[effect_nuclear_bomber]
type    = "Move_Bonus"
value   = 8
reqs    =
    { "type", "name", "range"
      "Tech", "Advanced Flight", "Player"
      "UnitType", "Nuclear", "Local"
    }

; Rocketry doubles movement of nuclear weapons
[effect_nuclear_missile]
type    = "Move_Bonus"
value   = 8
reqs    =
    { "type", "name", "range"
      "Tech", "Rocketry", "Player"
      "UnitType", "Nuclear", "Local"
    }

; Invention halves unit upgrade prices
[effect_upgrade_price_halfed]
type    = "Upgrade_Price_Pct"
value   = -50
reqs    =
    { "type", "name", "range"
      "Tech", "Invention", "Player"
    }

; Medicine increases city health
[effect_unit_recover_medicine]
type    = "Health_Pct"
value   = 30
reqs    =
    { "type", "name", "range"
      "Tech", "Medicine", "Player"
    }

; Base -1% food each 1 tile
[effect_food_waste_distance]
type    = "Output_Waste_By_Distance"
value   = 1
reqs    =
    { "type", "name", "range"
      "OutputType", "Food", "Local"
    }

; Total -1% food each 2 tiles
[effect_food_waste_distance_1]
type    = "Output_Waste_Pct"
value   = 50
reqs    =
    { "type", "name", "range"
      "OutputType", "Food", "Local"
    }

; Base 0% food waste with Anarchy
[effect_food_waste_distance_2]
type    = "Output_Waste_By_Distance"
value   = -1
reqs    =
    { "type", "name", "range"
      "Gov", "Anarchy", "Player"
      "OutputType", "Food", "Local"
    }

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

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

; Total = 0 for Communism
[effect_corruption_distance_communism]
type    = "Output_Waste_By_Distance"
value   = -1
reqs    =
    { "type", "name", "range", "quiet"
      "Gov", "Communism", "Player", TRUE
      "OutputType", "Trade", "Local", FALSE
    }

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

; Corruption + waste = 30% for all govs

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[effect_base_unit_upkeep_gold_1]
type    = "Upkeep_Factor"
value   = 1
reqs    =
    { "type", "name", "range", "present"
      "OutputType", "Gold", "Local", TRUE
      "Gov", "Anarchy", "Player", FALSE
      "Gov", "Tribal", "Player", FALSE
      "Gov", "Communism", "Player", FALSE
;      "Gov", "Despotism", "Player", FALSE
;      "Gov", "Monarchy", "Player", FALSE
;      "Gov", "Fundamentalism", "Player", FALSE
;      "Gov", "Federation", "Player", FALSE
      "Gov", "Republic", "Player", FALSE
;      "Gov", "Democracy", "Player", FALSE
    }

; additive with previous => x2 for Fundamentalism, Federation, Democracy
[effect_base_unit_upkeep_gold_2]
type    = "Upkeep_Factor"
value   = 1
reqs    =
    { "type", "name", "range", "present"
      "OutputType", "Gold", "Local", TRUE
      "Gov", "Anarchy", "Player", FALSE
      "Gov", "Tribal", "Player", FALSE
      "Gov", "Communism", "Player", FALSE
      "Gov", "Despotism", "Player", FALSE
      "Gov", "Monarchy", "Player", FALSE
;      "Gov", "Fundamentalism", "Player", FALSE
;      "Gov", "Federation", "Player", FALSE
      "Gov", "Republic", "Player", FALSE
;      "Gov", "Democracy", "Player", FALSE
    }

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

[effect_base_unit_upkeep_food]
type    = "Upkeep_Factor"
value   = 1
reqs    =
    { "type", "name", "range"
      "OutputType", "Food", "Local"
    }

[effect_unit_unhappiness]
type    = "Unhappy_Factor"
value   = 1
reqs   =
    { "type", "name", "range", "present"
      "Gov", "Anarchy", "Player", FALSE
      "Gov", "Tribal", "Player", FALSE
;      "Gov", "Communism", "Player", FALSE
      "Gov", "Despotism", "Player", FALSE
;      "Gov", "Monarchy", "Player", FALSE
;      "Gov", "Fundamentalism", "Player", FALSE
;      "Gov", "Federation", "Player", FALSE
;      "Gov", "Republic", "Player", FALSE
      "Gov", "Democracy", "Player", FALSE
    }

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

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

; Govs with 1 free unit
[effect_upkeep_free_mil_1]
type    = "Make_Content_Mil"
value   = 1
reqs   =
    { "type", "name", "range", "present"
      "Gov", "Anarchy", "Player", FALSE
      "Gov", "Tribal", "Player", FALSE
      "Gov", "Communism", "Player", FALSE
      "Gov", "Despotism", "Player", FALSE
      "Gov", "Monarchy", "Player", FALSE
      "Gov", "Fundamentalism", "Player", FALSE
      "Gov", "Federation", "Player", FALSE
;      "Gov", "Republic", "Player", FALSE
      "Gov", "Democracy", "Player", FALSE
    }

; Govs with 2 free units (exclusive with previous)
[effect_upkeep_free_mil_2]
type    = "Make_Content_Mil"
value   = 2
reqs   =
    { "type", "name", "range", "present"
;      "Gov", "Anarchy", "Player", FALSE
;      "Gov", "Tribal", "Player", FALSE
      "Gov", "Communism", "Player", FALSE
;      "Gov", "Despotism", "Player", FALSE
      "Gov", "Monarchy", "Player", FALSE
;      "Gov", "Fundamentalism", "Player", FALSE
;      "Gov", "Federation", "Player", FALSE
      "Gov", "Republic", "Player", FALSE
;      "Gov", "Democracy", "Player", FALSE
    }

; Govs with 3 free units (exclusive with previous)
[effect_upkeep_free_mil_3]
type    = "Make_Content_Mil"
value   = 3
reqs   =
    { "type", "name", "range", "present"
      "Gov", "Anarchy", "Player", FALSE
      "Gov", "Tribal", "Player", FALSE
;      "Gov", "Communism", "Player", FALSE
      "Gov", "Despotism", "Player", FALSE
;      "Gov", "Monarchy", "Player", FALSE
      "Gov", "Fundamentalism", "Player", FALSE
      "Gov", "Federation", "Player", FALSE
      "Gov", "Republic", "Player", FALSE
      "Gov", "Democracy", "Player", FALSE
    }

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

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

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

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

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

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

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

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

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

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

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

; ...or its size, whichever is bigger. Units above this limit have a
; food penalty.
[effect_upkeep_free_units_food_5]
type    = "Unit_Upkeep_Free_Per_City"
value   = 1
reqs    =
    { "type", "name", "range"
      "OutputType", "Food", "Local"
      "MinSize", "5", "City"
    }

[effect_upkeep_free_units_food_6]
type    = "Unit_Upkeep_Free_Per_City"
value   = 1
reqs    =
    { "type", "name", "range"
      "OutputType", "Food", "Local"
      "MinSize", "6", "City"
    }

[effect_upkeep_free_units_food_7]
type    = "Unit_Upkeep_Free_Per_City"
value   = 1
reqs    =
    { "type", "name", "range"
      "OutputType", "Food", "Local"
      "MinSize", "7", "City"
    }

[effect_upkeep_free_units_food_8]
type    = "Unit_Upkeep_Free_Per_City"
value   = 1
reqs    =
    { "type", "name", "range"
      "OutputType", "Food", "Local"
      "MinSize", "8", "City"
    }

[effect_upkeep_free_units_food_9]
type    = "Unit_Upkeep_Free_Per_City"
value   = 1
reqs    =
    { "type", "name", "range"
      "OutputType", "Food", "Local"
      "MinSize", "9", "City"
    }

[effect_upkeep_free_units_food_10]
type    = "Unit_Upkeep_Free_Per_City"
value   = 1
reqs    =
    { "type", "name", "range"
      "OutputType", "Food", "Local"
      "MinSize", "10", "City"
    }

[effect_upkeep_free_units_food_11]
type    = "Unit_Upkeep_Free_Per_City"
value   = 1
reqs    =
    { "type", "name", "range"
      "OutputType", "Food", "Local"
      "MinSize", "11", "City"
    }

[effect_upkeep_free_units_food_12]
type    = "Unit_Upkeep_Free_Per_City"
value   = 1
reqs    =
    { "type", "name", "range"
      "OutputType", "Food", "Local"
      "MinSize", "12", "City"
    }

[effect_upkeep_free_units_food_13]
type    = "Unit_Upkeep_Free_Per_City"
value   = 1
reqs    =
    { "type", "name", "range"
      "OutputType", "Food", "Local"
      "MinSize", "13", "City"
    }

[effect_upkeep_free_units_food_14]
type    = "Unit_Upkeep_Free_Per_City"
value   = 1
reqs    =
    { "type", "name", "range"
      "OutputType", "Food", "Local"
      "MinSize", "14", "City"
    }

[effect_upkeep_free_units_food_15]
type    = "Unit_Upkeep_Free_Per_City"
value   = 1
reqs    =
    { "type", "name", "range"
      "OutputType", "Food", "Local"
      "MinSize", "15", "City"
    }

[effect_upkeep_free_units_food_16]
type    = "Unit_Upkeep_Free_Per_City"
value   = 1
reqs    =
    { "type", "name", "range"
      "OutputType", "Food", "Local"
      "MinSize", "16", "City"
    }

[effect_upkeep_free_units_food_17]
type    = "Unit_Upkeep_Free_Per_City"
value   = 1
reqs    =
    { "type", "name", "range"
      "OutputType", "Food", "Local"
      "MinSize", "17", "City"
    }

[effect_upkeep_free_units_food_18]
type    = "Unit_Upkeep_Free_Per_City"
value   = 1
reqs    =
    { "type", "name", "range"
      "OutputType", "Food", "Local"
      "MinSize", "18", "City"
    }

[effect_upkeep_free_units_food_19]
type    = "Unit_Upkeep_Free_Per_City"
value   = 1
reqs    =
    { "type", "name", "range"
      "OutputType", "Food", "Local"
      "MinSize", "19", "City"
    }

[effect_upkeep_free_units_food_20]
type    = "Unit_Upkeep_Free_Per_City"
value   = 1
reqs    =
    { "type", "name", "range"
      "OutputType", "Food", "Local"
      "MinSize", "20", "City"
    }

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

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

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

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

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

[effect_civil_war_fundamentalism]
type    = "Civil_War_Chance"
value   = 60
reqs    =
    { "type", "name", "range"
      "Gov", "Fundamentalism", "Player"
    }

[effect_civil_war_federation]
type    = "Civil_War_Chance"
value   = 20
reqs    =
    { "type", "name", "range"
      "Gov", "Federation", "Player"
    }

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

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

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

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

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

[effect_empire_size_base_communism]
type    = "Empire_Size_Base"
value   = 28
reqs    =
    { "type", "name", "range"
      "Gov", "Communism", "Player"
    }

[effect_empire_size_base_fundamentalism]
type    = "Empire_Size_Base"
value   = 20
reqs    =
    { "type", "name", "range"
      "Gov", "Fundamentalism", "Player"
    }

[effect_empire_size_base_federation]
type    = "Empire_Size_Base"
value   = 24
reqs    =
    { "type", "name", "range"
      "Gov", "Federation", "Player"
    }

[effect_empire_size_base_republic]
type    = "Empire_Size_Base"
value   = 16
reqs    =
    { "type", "name", "range"
      "Gov", "Republic", "Player"
    }

[effect_empire_size_base_democracy]
type    = "Empire_Size_Base"
value   = 32
reqs    =
    { "type", "name", "range"
      "Gov", "Democracy", "Player"
    }

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

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

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

[effect_empire_size_step_communism]
type    = "Empire_Size_Step"
value   = 28
reqs    =
    { "type", "name", "range"
      "Gov", "Communism", "Player"
    }

[effect_empire_size_step_fundamentalism]
type    = "Empire_Size_Step"
value   = 20
reqs    =
    { "type", "name", "range"
      "Gov", "Fundamentalism", "Player"
    }

[effect_empire_size_step_federation]
type    = "Empire_Size_Step"
value   = 24
reqs    =
    { "type", "name", "range"
      "Gov", "Federation", "Player"
    }

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

[effect_empire_size_step_democracy]
type    = "Empire_Size_Step"
value   = 32
reqs    =
    { "type", "name", "range"
      "Gov", "Democracy", "Player"
    }

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

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

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

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

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

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

[effect_max_rates_federation]
type    = "Max_Rates"
value   = 90
reqs    =
    { "type", "name", "range"
      "Gov", "Federation", "Player"
    }

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

[effect_max_rates_democracy]
type    = "Max_Rates"
value   = 90
reqs    =
    { "type", "name", "range"
      "Gov", "Democracy", "Player"
    }

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

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

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

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

[effect_martial_law_max]
type    = "Martial_Law_Max"
value   = 3
reqs    =
    { "type", "name", "range", "present"
;      "Gov", "Anarchy", "Player", FALSE
      "Gov", "Tribal", "Player", FALSE
;      "Gov", "Communism", "Player", FALSE
;      "Gov", "Despotism", "Player", FALSE
;      "Gov", "Monarchy", "Player", FALSE
      "Gov", "Fundamentalism", "Player", FALSE
      "Gov", "Federation", "Player", FALSE
      "Gov", "Republic", "Player", FALSE
      "Gov", "Democracy", "Player", FALSE
    }

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

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

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

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

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

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

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

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

[effect_revolution_republic]
type    = "Revolution_Unhappiness"
value   = 2
reqs    =
    { "type", "name", "range"
      "Gov", "Republic", "Player"
    }

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

[effect_senate_federation]
type    = "Has_Senate"
value   = 1
reqs    =
    { "type", "name", "range", "present"
      "Gov", "Federation", "Player", TRUE
      "Building", "Statue of Liberty", "Player", FALSE
    }

[effect_senate_democracy]
type    = "Has_Senate"
value   = 1
reqs    =
    { "type", "name", "range", "present"
      "Gov", "Democracy", "Player", TRUE
      "Building", "Statue of Liberty", "Player", FALSE
    }

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

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

[effect_partisan_communism]
type    = "Inspire_Partisans"
value   = 1
reqs    =
    { "type", "name", "range", "present"
      "Gov", "Communism", "Player", TRUE
      "Tech", "Communism", "Player", TRUE
      "Tech", "Gunpowder", "Player", TRUE
      "Tech", "Guerilla Warfare", "World", TRUE
      "NationGroup", "Barbarian", "Player", FALSE
    }

[effect_partisan_democracy]
type    = "Inspire_Partisans"
value   = 1
reqs    =
    { "type", "name", "range", "present"
      "Gov", "Democracy", "Player", TRUE
      "Tech", "Communism", "Player", TRUE
      "Tech", "Gunpowder", "Player", TRUE
      "Tech", "Guerilla Warfare", "World", TRUE
      "NationGroup", "Barbarian", "Player", FALSE
    }

[effect_lux_federation]
type    = "Output_Add_Tile"
value   = 2
reqs    =
    { "type", "name", "range", "quiet"
      "Gov", "Federation", "Player", TRUE
      "CityTile", "Center", "Local", FALSE
      "OutputType", "Luxury", "Local", FALSE
    }

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

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

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

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

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

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

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

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

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

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

; Base max city size of 8
[effect_aqueduct_base]
type    = "Size_Adj"
value   = 8

; Max city size 8 + 8 = 16
[effect_aqueduct]
type    = "Size_Adj"
value   = 8
reqs    =
    { "type", "name", "range"
      "Building", "Aqueduct", "City"
    }

[effect_aqueduct_1]
type    = "Health_Pct"
value   = 30
reqs    =
    { "type", "name", "range"
      "Building", "Aqueduct", "City"
    }

[effect_aqueduct_river]
type    = "Size_Adj"
value   = 8
reqs    =
    { "type", "name", "range", "present"
      "Building", "Aqueduct, River", "City", TRUE
      "Building", "Aqueduct", "City", FALSE
    }

[effect_aqueduct_river_1]
type    = "Health_Pct"
value   = 30
reqs    =
    { "type", "name", "range", "present"
      "Building", "Aqueduct, River", "City", TRUE
      "Building", "Aqueduct", "City", FALSE
    }

[effect_aqueduct_lake]
type    = "Size_Adj"
value   = 8
reqs    =
    { "type", "name", "range", "present"
      "Building", "Aqueduct, Lake", "City", TRUE
      "Building", "Aqueduct", "City", FALSE
      "Building", "Aqueduct, River", "City", FALSE
    }

[effect_aqueduct_lake_1]
type    = "Health_Pct"
value   = 30
reqs    =
    { "type", "name", "range", "present"
      "Building", "Aqueduct, Lake", "City", TRUE
      "Building", "Aqueduct", "City", FALSE
      "Building", "Aqueduct, River", "City", FALSE
    }

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

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

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

[effect_barracks_b]
type    = "Veteran_Build"
value   = 1
reqs    =
    { "type", "name", "range", "present"
      "Building", "Barracks", "City", TRUE
      "UnitClass", "Big Land", "Local", TRUE
      "UnitFlag", "NonMil", "Local", FALSE
      "UnitFlag", "NoVeteran", "Local", FALSE
    }

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

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

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

[effect_barracks_ii_b]
type    = "Veteran_Build"
value   = 1
reqs    =
    { "type", "name", "range", "present"
      "Building", "Barracks II", "City", TRUE
      "UnitClass", "Big Land", "Local", TRUE
      "UnitFlag", "NonMil", "Local", FALSE
      "UnitFlag", "NoVeteran", "Local", FALSE
    }

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

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

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

[effect_barracks_iii_b]
type    = "Veteran_Build"
value   = 1
reqs    =
    { "type", "name", "range", "present"
      "Building", "Barracks III", "City", TRUE
      "UnitClass", "Big Land", "Local", TRUE
      "UnitFlag", "NonMil", "Local", FALSE
      "UnitFlag", "NoVeteran", "Local", FALSE
    }

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

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

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

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

[effect_cathedral_1]
type    = "Make_Content"
value   = 1
reqs    =
    { "type", "name", "range", "present"
      "Tech", "Theology", "Player", TRUE
      "Building", "Cathedral", "City", TRUE
      "Gov", "Communism", "Player", FALSE
    }

; Every Land
[effect_city_defense_0]
type    = "Defend_Bonus"
value   = 50
reqs    =
    { "type", "name", "range", "present"
      "CityTile", "Center", "Local", TRUE
;      "UnitClass", "Land", "Local", FALSE
;      "UnitClass", "Small Land", "Local", FALSE
;      "UnitClass", "Big Land", "Local", FALSE
;      "UnitClass", "Merchant", "Local", FALSE
      "UnitClass", "Sea", "Local", FALSE
      "UnitClass", "Trireme", "Local", FALSE
      "UnitClass", "Helicopter", "Local", FALSE
      "UnitClass", "Air", "Local", FALSE
      "UnitClass", "Missile", "Local", FALSE
    }

; Every Land, Sea, Trireme
[effect_city_defense_1]
type    = "Defend_Bonus"
value   = 50
reqs    =
    { "type", "name", "range", "present"
      "MinSize", "9", "City", TRUE
      "CityTile", "Center", "Local", TRUE
;      "UnitClass", "Land", "Local", FALSE
;      "UnitClass", "Small Land", "Local", FALSE
;      "UnitClass", "Big Land", "Local", FALSE
;      "UnitClass", "Merchant", "Local", FALSE
;      "UnitClass", "Sea", "Local", FALSE
;      "UnitClass", "Trireme", "Local", FALSE
      "UnitClass", "Helicopter", "Local", FALSE
      "UnitClass", "Air", "Local", FALSE
      "UnitClass", "Missile", "Local", FALSE
    }

; Every Land
[effect_city_walls_0]
type    = "Defend_Bonus"
value   = 100
reqs    =
    { "type", "name", "range", "present"
      "Building", "City Walls", "City", TRUE
;      "UnitClass", "Land", "Local", FALSE
;      "UnitClass", "Small Land", "Local", FALSE
;      "UnitClass", "Big Land", "Local", FALSE
;      "UnitClass", "Merchant", "Local", FALSE
      "UnitClass", "Sea", "Local", FALSE
      "UnitClass", "Trireme", "Local", FALSE
      "UnitClass", "Helicopter", "Local", FALSE
      "UnitClass", "Air", "Local", FALSE
      "UnitClass", "Missile", "Local", FALSE
    }

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

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

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

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

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

[effect_colosseum_1]
type    = "Make_Content"
value   = 1
reqs    =
    { "type", "name", "range"
      "Tech", "Electricity", "Player"
      "Building", "Colosseum", "City"
    }

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

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

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

; effect always has value>=50, so this halves food waste
[effect_courthouse_2]
type    = "Output_Waste_Pct"
value   = 25
reqs    =
    { "type", "name", "range"
      "Building", "Courthouse", "City"
      "OutputType", "Food", "local"
    }

[effect_courthouse_3]
type    = "Make_Content"
value   = 1
reqs    =
    { "type", "name", "range"
      "Building", "Courthouse", "City"
    }

[effect_courthouse_incite]
type    = "Incite_Cost_Pct"
value	= 300
reqs	=
    { "type", "name", "range", "present"
      "Building", "Courthouse", "City", TRUE
      "MaxUnitsOnTile", "0", "Local", FALSE
    }

[effect_incite_cost_empty_courthouse]
type = "Incite_Cost_Pct"
value = 100
reqs	=
    { "type", "name", "range", "present"
      "MaxUnitsOnTile", "0", "Local", TRUE
      "Building", "Courthouse", "City", TRUE
    }

[effect_incite_cost_empty]
type = "Incite_Cost_Pct"
value = -50
reqs	=
    { "type", "name", "range", "present"
      "MaxUnitsOnTile", "0", "Local", TRUE
      "Building", "Courthouse", "City", FALSE
    }

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

[effect_factory_1]
type    = "Pollu_Pop_Pct"
value   = 25
reqs    =
    { "type", "name", "range"
      "Building", "Factory", "City"
    }

; effect always has value>=50, so this halves food waste
[effect_granary]
type    = "Output_Waste_Pct"
value   = 25
reqs    =
    { "type", "name", "range"
      "Building", "Granary", "City"
      "OutputType", "Food", "local"
    }

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

; Granary size fixed to 10
[effect_granary_0]
type    = "Growth_Food"
value   = 50
reqs    =
    { "type", "name", "range", "present"
      "Building", "Granary", "City", TRUE
      "MinSize", "4", "City", TRUE
      "MinSize", "5", "City", FALSE
    }

; Size adjusted when Foodbox increases
[effect_granary_1]
type    = "Growth_Food"
value   = 34
reqs    =
    { "type", "name", "range", "present"
      "Building", "Granary", "City", TRUE
      "MinSize", "5", "City", TRUE
      "MinSize", "7", "City", FALSE
    }

; Size adjusted when Foodbox increases
[effect_granary_2]
type    = "Growth_Food"
value   = 25
reqs    =
    { "type", "name", "range"
      "Building", "Granary", "City"
      "MinSize", "7", "City"
    }

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

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

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

[effect_hydro_plant_2]
type    = "Pollu_Prod_Pct"
value   = -50
reqs    =
    { "type", "name", "range", "present"
      "Building", "Hydro Plant", "City", TRUE
      "Building", "Solar Plant", "City", FALSE
      "Building", "Hoover Dam", "City", FALSE
    }

[effect_hydro_plant_3]
type    = "Pollu_Prod_Pct"
value   = -25
reqs    =
    { "type", "name", "range", "present"
      "Building", "Recycling Center", "City", TRUE
      "Building", "Hydro Plant", "City", TRUE
      "Building", "Solar Plant", "City", FALSE
      "Building", "Hoover Dam", "City", FALSE
    }

[effect_hydro_plant_4]
type    = "Pollu_Prod_Pct"
value   = -25
reqs    =
    { "type", "name", "range", "present"
      "Building", "Hoover Dam", "Player", TRUE
      "Building", "Hydro Plant", "City", TRUE
      "Building", "Solar Plant", "City", FALSE
      "Building", "Hoover Dam", "City", FALSE
    }

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

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

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

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

; Counteracts population pollution from any 2 other buildings
[effect_mass_transit]
type    = "Pollu_Pop_Pct"
value   = -50
reqs    =
    { "type", "name", "range"
      "Building", "Mass Transit", "City"
    }

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

[effect_mfg_plant_1]
type    = "Pollu_Pop_Pct"
value   = 25
reqs    =
    { "type", "name", "range"
      "Building", "Mfg. Plant", "City"
    }

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

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

[effect_nuclear_plant_2]
type    = "Pollu_Prod_Pct"
value   = -50
reqs    =
    { "type", "name", "range", "present"
      "Building", "Nuclear Plant", "City", TRUE
      "Building", "Hydro Plant", "City", FALSE
      "Building", "Solar Plant", "City", FALSE
      "Building", "Hoover Dam", "City", FALSE
    }

[effect_nuclear_plant_3]
type    = "Pollu_Prod_Pct"
value   = -25
reqs    =
    { "type", "name", "range", "present"
      "Building", "Recycling Center", "City", TRUE
      "Building", "Nuclear Plant", "City", TRUE
      "Building", "Hydro Plant", "City", FALSE
      "Building", "Solar Plant", "City", FALSE
      "Building", "Hoover Dam", "City", FALSE
    }

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

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

[effect_offshore_platform_2]
type    = "Pollu_Pop_Pct"
value   = 25
reqs    =
    { "type", "name", "range"
      "Building", "Offshore Platform", "City"
    }

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[effect_police_station]
type    = "Make_Content"
value   = 2
reqs    =
    { "type", "name", "range"
      "Building", "Police Station", "City"
    }

[effect_police_station_1]
type    = "Make_Content_Mil"
value   = 1
reqs    =
    { "type", "name", "range"
      "Building", "Police Station", "City"
    }

; Net effect is to neutralize one unit's unhappiness
[effect_police_station_democracy]
type    = "Make_Content_Mil"
value   = 1
reqs    =
    { "type", "name", "range", "present"
      "Gov", "Democracy", "Player", TRUE
      "Building", "Police Station", "City", TRUE
      "Building", "Women's Suffrage", "Player", FALSE
    }

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

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

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

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

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

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

; Recycling Center gives a lesser additional bonus with plants
[effect_recycling_center]
type    = "Pollu_Prod_Pct"
value   = -50
reqs    =
    { "type", "name", "range", "present"
      "Building", "Recycling Center", "City", TRUE
      "Building", "Nuclear Plant", "City", FALSE
      "Building", "Hydro Plant", "City", FALSE
      "Building", "Solar Plant", "City", FALSE
      "Building", "Hoover Dam", "City", FALSE
    }

[effect_research_lab]
type    = "Output_Bonus"
value   = 50
reqs    =
    { "type", "name", "range"
      "Building", "Research Lab", "City"
      "OutputType", "Science", "Local"
    }

[effect_research_lab_culture]
type    = "History"
value	= 3
reqs	=
    { "type", "name", "range"
      "Building", "Research Lab", "City"
    }

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

[effect_sam_battery_1]
type    = "Defend_Bonus"
value   = 100
reqs    =
    { "type", "name", "range"
      "Building", "SAM Battery", "City"
      "UnitClass", "Helicopter", "Local"
    }

[effect_sdi_defense]
type    = "Nuke_Proof"
value   = 100
reqs    =
    { "type", "name", "range", "present"
      "Building", "SDI Defense", "City", TRUE
      "DiplRel", "Is foreign", "Local", TRUE
      "DiplRel", "Team", "Local", FALSE
    }

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

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

[effect_sewer_system_1]
type    = "Size_Unlimit"
value   = 1
reqs    =
    { "type", "name", "range"
      "Building", "Sewer System", "City"
      "Building", "Aqueduct, Lake", "City"
    }

[effect_sewer_system_2]
type    = "Size_Unlimit"
value   = 1
reqs    =
    { "type", "name", "range"
      "Building", "Sewer System", "City"
      "Building", "Aqueduct, River", "City"
    }

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

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

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

[effect_solar_plant_2]
type    = "Pollu_Prod_Pct"
value   = -75
reqs    =
    { "type", "name", "range", "present"
      "Building", "Solar Plant", "City", TRUE
      "Building", "Hoover Dam", "City", FALSE
    }

[effect_solar_plant_3]
type    = "Pollu_Prod_Pct"
value   = -25
reqs    =
    { "type", "name", "range", "present"
      "Building", "Recycling Center", "City", TRUE
      "Building", "Solar Plant", "City", TRUE
      "Building", "Hoover Dam", "City", FALSE
    }

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

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

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

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

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

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

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

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

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

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

[effect_super_highways_1]
type    = "Output_Bonus"
value   = 50
reqs    =
    { "type", "name", "range"
      "Building", "Super Highways", "City"
      "Building", "Stock Exchange", "City"
      "OutputType", "Gold", "Local"
    }

[effect_super_highways_2]
type    = "Output_Bonus"
value   = 50
reqs    =
    { "type", "name", "range"
      "Building", "Super Highways", "City"
      "Building", "Stock Exchange", "City"
      "OutputType", "Luxury", "Local"
    }

[effect_super_highways_3]
type    = "Pollu_Pop_Pct"
value   = 25
reqs    =
    { "type", "name", "range"
      "Building", "Super Highways", "City"
    }

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

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

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

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

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

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

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

[effect_apollo_program]
type    = "Reveal_Map"
value   = 1
reqs    =
    { "type", "name", "range"
      "Building", "Apollo Program", "Player"
    }

[effect_apollo_program_1]
type    = "Enable_Space"
value   = 1
reqs    =
    { "type", "name", "range", "survives"
      "Building", "Apollo Program", "World", TRUE
    }

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

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

;2 + 1 = 3
[effect_asmiths_trading_co_1]
type    = "Specialist_Output"
value   = 1
reqs    =
    { "type", "name", "range", "survives"
      "Building", "A.Smith's Trading Co.", "World", TRUE
      "Specialist", "Taxman", "Local"
      "OutputType", "Gold", "Local"
    }

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

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

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

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

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

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

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

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

[effect_darwins_voyage]
type    = "Output_Add_Tile"
value   = 1
reqs    =
    { "type", "name", "range"
      "Building", "Darwin's Voyage", "Player"
      "CityTile", "Center", "Local"
      "OutputType", "Science", "Local"
    }

;2 + 1 = 3
[effect_darwins_voyage_1]
type    = "Specialist_Output"
value   = 1
reqs    =
    { "type", "name", "range", "survives"
      "Building", "Darwin's Voyage", "World", TRUE
      "Specialist", "Scientist", "Local"
      "OutputType", "Science", "Local"
    }

[effect_darwins_voyage_culture]
type    = "History"
value	= 4
reqs	=
    { "type", "name", "range"
      "Building", "Darwin's Voyage", "City"
    }

[effect_eiffel_tower]
type    = "Gain_AI_Love"
value   = 10
reqs    =
    { "type", "name", "range", "present", "survives"
      "Building", "Eiffel Tower", "Player", TRUE, FALSE
      "Building", "Apollo Program", "World", FALSE, TRUE
    }

[effect_eiffel_tower_1]
type    = "Pollu_Pop_Pct"
value   = -25
reqs    =
    { "type", "name", "range"
      "Building", "Eiffel Tower", "Player"
    }

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

[effect_great_library]
type    = "Output_Bonus"
value   = 50
reqs    =
    { "type", "name", "range", "survives"
      "Building", "Great Library", "World", TRUE
      "Building", "Library", "City"
      "OutputType", "Science", "Local"
    }

[effect_great_library_1]
type    = "Output_Add_Tile"
value   = 4
reqs    =
    { "type", "name", "range"
      "Building", "Great Library", "City"
      "CityTile", "Center", "Local"
      "OutputType", "Science", "Local"
    }

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

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

; Every Land unit
[effect_great_wall]
type    = "Defend_Bonus"
value   = 50
reqs    =
    { "type", "name", "range", "present"
      "Building", "Great Wall", "Player", TRUE
      "CityTile", "Center", "Local", TRUE
;      "UnitClass", "Land", "Local", FALSE
;      "UnitClass", "Small Land", "Local", FALSE
;      "UnitClass", "Big Land", "Local", FALSE
;      "UnitClass", "Merchant", "Local", FALSE
      "UnitClass", "Sea", "Local", FALSE
      "UnitClass", "Trireme", "Local", FALSE
      "UnitClass", "Helicopter", "Local", FALSE
      "UnitClass", "Air", "Local", FALSE
      "UnitClass", "Missile", "Local", FALSE
    }

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

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

[effect_hanging_gardens]
type    = "Make_Content"
value   = 1
reqs    =
    { "type", "name", "range"
      "Building", "Hanging Gardens", "Player"
    }

[effect_hanging_gardens_1]
type    = "Output_Add_Tile"
value   = 4
reqs    =
    { "type", "name", "range"
      "Building", "Hanging Gardens", "City"
      "CityTile", "Center", "Local"
      "OutputType", "Luxury", "Local"
    }

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

; Hoover Dam behaves like a (self-enhanced) Hydro Plant in its own city
[effect_hoover_dam]
type    = "Output_Bonus"
value   = 25
reqs    =
    { "type", "name", "range"
      "Building", "Factory", "City"
      "Building", "Hoover Dam", "City"
      "OutputType", "Shield", "Local"
    }

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

[effect_hoover_dam_2]
type    = "Pollu_Prod_Pct"
value   = -75
reqs    =
    { "type", "name", "range"
      "Building", "Hoover Dam", "City"
    }

[effect_hoover_dam_3]
type    = "Pollu_Prod_Pct"
value   = -25
reqs    =
    { "type", "name", "range"
      "Building", "Recycling Center", "City"
      "Building", "Hoover Dam", "City"
    }

[effect_hoover_dam_culture]
type    = "History"
value	= 6
reqs	=
    { "type", "name", "range"
      "Building", "Hoover Dam", "City"
    }

[effect_isaac_newtons_college]
type    = "Output_Bonus"
value   = 50
reqs    =
    { "type", "name", "range", "survives"
      "Building", "Isaac Newton's College", "World", TRUE
      "Building", "University", "City"
      "OutputType", "Science", "Local"
    }

[effect_isaac_newtons_college_1]
type    = "Output_Add_Tile"
value   = 6
reqs    =
    { "type", "name", "range"
      "Building", "Isaac Newton's College", "City"
      "CityTile", "Center", "Local"
      "OutputType", "Science", "Local"
    }

[effect_isaac_newtons_college_2]
type    = "Give_Imm_Tech"
value   = 1
reqs    =
    { "type", "name", "range"
      "Building", "Isaac Newton's College", "Player"
    }

[effect_isaac_newtons_college_culture]
type    = "History"
value	= 4
reqs	=
    { "type", "name", "range"
      "Building", "Isaac Newton's College", "City"
    }

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

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

[effect_king_richards_crusade]
type    = "Make_Content_Mil"
value   = 1
reqs    =
    { "type", "name", "range"
      "Building", "King Richard's Crusade", "Player"
    }

[effect_king_richards_crusade_1]
type    = "Unit_Upkeep_Free_Per_City"
value   = 2
reqs    =
    { "type", "name", "range"
      "Building", "King Richard's Crusade", "Player"
      "OutputType", "Gold", "Local"
    }

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

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

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

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

[effect_lighthouse_veteran]
type    = "Veteran_Build"
value   = 1
reqs    =
    { "type", "name", "range", "present"
      "Building", "Lighthouse", "Player", TRUE
      "UnitClass", "Sea", "Local", TRUE
      "UnitFlag", "NonMil", "Local", FALSE
      "UnitFlag", "NoVeteran", "Local", FALSE
      "Building", "Port Facility", "City", FALSE
    }

[effect_lighthouse_trireme_move]
type    = "Move_Bonus"
value   = 1
reqs    =
    { "type", "name", "range", "present"
      "Building", "Lighthouse", "Player", TRUE
      "UnitClass", "Trireme", "Local", TRUE
; No move bonus to Triremes starting their turn on rivers
; We also disable move bonus for city tiles in this clause...
      "Extra", "River", "Local", FALSE
      "CityTile", "Center", "Local", FALSE
    }

; ...so that we can use this one to avoid penalising Triremes which start
; in a perfectly legal coastal city which also happens to be on a river
[effect_lighthouse_trireme_move_2]
type    = "Move_Bonus"
value   = 1
reqs    =
    { "type", "name", "range"
      "Building", "Lighthouse", "Player"
      "UnitClass", "Trireme", "Local"
      "CityTile", "Center", "Local"
      "TerrainClass", "Oceanic", "Adjacent"
    }

[effect_lighthouse_trireme_veteran]
type    = "Veteran_Build"
value   = 1
reqs    =
    { "type", "name", "range", "present"
      "Building", "Lighthouse", "Player", TRUE
      "UnitClass", "Trireme", "Local", TRUE
      "UnitFlag", "NonMil", "Local", FALSE
      "UnitFlag", "NoVeteran", "Local", FALSE
      "Building", "Port Facility", "City", FALSE
    }

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

[effect_magellans_expedition_move]
type    = "Move_Bonus"
value   = 1
reqs    =
    { "type", "name", "range"
      "Building", "Magellan's Expedition", "Player"
      "UnitClass", "Sea", "Local"
    }

[effect_magellans_expedition_veteran]
type    = "Veteran_Combat"
value   = 50
reqs    =
    { "type", "name", "range", "present"
      "Building", "Magellan's Expedition", "Player", TRUE
      "UnitClass", "Sea", "Local", TRUE
      "UnitFlag", "NonMil", "Local", FALSE
      "UnitFlag", "NoVeteran", "Local", FALSE
    }

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

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

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

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

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

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

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

[effect_mausoleum_of_mausolos]
type    = "Make_Content"
value   = 1
reqs    =
    { "type", "name", "range"
      "Building", "City Walls", "City"
      "Building", "Mausoleum of Mausolos", "Player"
    }

[effect_mausoleum_of_mausolos_1]
type    = "Make_Content"
value   = 1
reqs    =
    { "type", "name", "range"
      "Building", "Courthouse", "City"
      "Building", "Mausoleum of Mausolos", "Player"
    }

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

; Note that this doesn't cancel a whole unit's unhappiness in Democracy
[effect_statue_of_zeus]
type    = "Make_Content_Mil"
value   = 1
reqs    =
    { "type", "name", "range"
      "Building", "Statue of Zeus", "Player"
    }

[effect_statue_of_zeus_1]
type    = "Unit_Upkeep_Free_Per_City"
value   = 1
reqs    =
    { "type", "name", "range"
      "Building", "Statue of Zeus", "Player"
      "OutputType", "Shield", "Local"
    }

[effect_statue_of_zeus_culture]
type    = "History"
value	= 2
reqs	=
    { "type", "name", "range"
      "Building", "Statue of Zeus", "City"
    }

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

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

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

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

[effect_internet]
type    = "Output_Bonus"
value   = 50
reqs    =
    { "type", "name", "range", "survives"
      "Building", "Internet", "World", TRUE
      "Building", "Research Lab", "City"
      "OutputType", "Science", "Local"
    }

[effect_internet_1]
type    = "Reveal_Cities"
value   = 1
reqs    =
    { "type", "name", "range"
      "Building", "Internet", "Player"
    }

[effect_internet_2]
type    = "Give_Imm_Tech"
value   = 1
reqs    =
    { "type", "name", "range"
      "Building", "Internet", "Player"
    }

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

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

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

;2 + 1 = 3
[effect_shakespeares_theatre_2]
type    = "Specialist_Output"
value   = 1
reqs    =
    { "type", "name", "range", "survives"
      "Building", "Shakespeare's Theatre", "World", TRUE
      "Specialist", "Elvis", "Local"
      "OutputType", "Luxury", "Local"
    }

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

; No_Anarchy includes no_senate effect
[effect_statue_of_liberty]
type    = "No_Anarchy"
value   = 1
reqs    =
    { "type", "name", "range"
      "Building", "Statue of Liberty", "Player"
    }

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

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

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

[effect_sun_tzus_war_academy_1]
type    = "Veteran_Build"
value   = 1
reqs    =
    { "type", "name", "range", "present"
      "Building", "Sun Tzu's War Academy", "Player", TRUE
      "UnitClass", "Big Land", "Local", TRUE
      "UnitFlag", "NonMil", "Local", FALSE
      "UnitFlag", "NoVeteran", "Local", FALSE
    }

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

[effect_united_nations]
type    = "Has_Senate"
value   = 1
reqs    =
    { "type", "name", "range", "present", "survives"
      "Building", "United Nations", "World", TRUE, FALSE
      "Building", "Manhattan Project", "World", TRUE, TRUE
      "Tech", "Nuclear Fission", "Player", TRUE, FALSE
      "Building", "Apollo Program", "World", FALSE, TRUE
    }

[effect_united_nations_1]
type    = "Revolution_Unhappiness"
value   = 2
reqs    =
    { "type", "name", "range", "present"
      "Building", "United Nations", "World", TRUE
; Without negated req UN would make revolution less likely instead
; of enabling it with Democracy or Republic (value 2 -> 4 instead of 0 -> 2)
      "Gov", "Democracy", "Player", FALSE
      "Gov", "Republic", "Player", FALSE
    }

[effect_united_nations_2]
type    = "Gain_AI_Love"
value   = 10
reqs    =
    { "type", "name", "range", "present", "survives"
      "Building", "United Nations", "Player", TRUE, FALSE
      "Building", "Apollo Program", "World", FALSE, TRUE
    }

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

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

[effect_womens_suffrage_culture]
type    = "History"
value	= 6
reqs	=
    { "type", "name", "range"
      "Building", "Women's Suffrage", "City"
    }
;pow(2, value/1000) -> Base = 50% 
[effect_base_trade_revenue_reduce]
type    = "Trade_Revenue_Bonus"
value   = -1000

;Total = 25%
[effect_railroad_trade_revenue_reduce]
type    = "Trade_Revenue_Bonus"
value   = -1000
reqs    =
    { "type", "name", "range"
      "Tech", "Railroad", "Player"
    }

[effect_calendar_base]
type    = "Turn_Years"
value   = 50

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

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

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

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

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

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

; No base pop pollution; buildings will increase it
[effect_pollu_pop]
type    = "Pollu_Pop_Pct"
value   = -100

; tech_upkeep_divider = 6000, Max tech upkeep = 13
[effect_upkeep_tech_base]
type    = "Tech_Upkeep_Free"
value   = 3

[effect_tech_cost_base]
type    = "Tech_Cost_Factor"
value   = 3

; Cities can always work tiles
[effect_tile_workable]
type    = "Tile_Workable"
value   = 1
reqs    =
    { "type", "name", "range", "present"
      "Terrain", "Inaccessible", "Local", FALSE
    }

; each city has at least one slot to build units
[effect_city_build_slots_basic]
type    = "City_Build_Slots"
value   = 1
reqs   =
    { "type", "name", "range", "present"
      "Building", "Mfg. Plant", "City", FALSE
    }

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

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

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

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

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

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

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

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

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

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

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

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

; "Sea" nreq is for Transports, which are only supposed to clean pollution
[effect_irrigate_src_tech]
type    = "Irrig_Possible"
value   = 1
reqs    =
    { "type", "name", "range", "present"
      "Tech", "Electricity", "Player", TRUE
      "UnitClass", "Sea", "Local", FALSE
    }

[effect_irrigate_src_ocean]
type    = "Irrig_Possible"
value   = 1
reqs    =
    { "type", "name", "range", "present"
      "TerrainClass", "Oceanic", "CAdjacent", TRUE
      "UnitClass", "Sea", "Local", FALSE
    }

[effect_irrigate_src_river]
type    = "Irrig_Possible"
value   = 1
reqs    =
    { "type", "name", "range", "present"
      "Extra", "River", "CAdjacent", TRUE
      "UnitClass", "Sea", "Local", FALSE
    }

[effect_irrigate_src_irrigation]
type    = "Irrig_Possible"
value   = 1
reqs    =
    { "type", "name", "range", "present"
      "Extra", "Irrigation", "CAdjacent", TRUE
      "UnitClass", "Sea", "Local", FALSE
    }

; Prevent building farmland on bare deserts. It does not yield any bonus
; over irrigation, and prevents any Super Highways trade bonus, so it
; would be a waste of time.
; (Note that it is still possible to end up with farmland on such terrain
; through climate change.)
; Deserts with food bonuses _are_ allowed farmland (hence exceptions).
; -4 counterbalances all the above positive Irrig_Possible effects
[effect_no_desert_farmland_1]
type    = "Irrig_Possible"
value   = -4
reqs    =
    { "type", "name", "range", "present"
      "Terrain", "Desert", "Local", TRUE
      "Extra", "Irrigation", "Local", TRUE
      "Resource", "Oasis", "Local", FALSE
      "Extra", "River", "Local", FALSE
    }

[effect_mining]
type    = "Mining_Possible"
value   = 1
reqs    =
    { "type", "name", "range", "present"
      "Terrain", "Deep Ocean", "Local", FALSE
      "UnitClass", "Sea", "Local", FALSE
    }

[effect_mining_ocean]
type    = "Mining_Possible"
value   = 1
reqs    =
    { "type", "name", "range", "present"
      "Terrain", "Deep Ocean", "Local", TRUE
      "Tech", "Miniaturization", "Player", TRUE
    }

[effect_irrig_tf]
type    = "Irrig_TF_Possible"
value   = 1
reqs    =
    { "type", "name", "range", "present"
      "UnitClass", "Sea", "Local", FALSE
    }

[effect_mining_tf]
type    = "Mining_TF_Possible"
value   = 1
reqs    =
    { "type", "name", "range", "present"
      "UnitClass", "Sea", "Local", FALSE
    }

[effect_transform]
type    = "Transform_Possible"
value   = 1
reqs    =
    { "type", "name", "range"
      "Tech", "Fusion Power", "Player"
      "UnitFlag", "Transform", "Local"
    }

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

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

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