; 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="Civ1 effects data for Freeciv (approximate)"
options="+Freeciv-2.3-ruleset"

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

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

[effect_unhappysize]
name    = "City_Unhappy_Size"
value   = 4

; Specialist output bonuses

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

; Barbarian effects

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

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

[effect_base_unit_upkeep]
name  = "Upkeep_Factor"
value = 1

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

; FIXME: How this should work in Civ1?
;        This just makes it playable.
[effect_empire_size_step]
name    = "Empire_Size_Step"
value   = 10

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

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

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

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

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

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

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

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

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

[effect_martial_law_each_3]
name    = "Martial_Law_Each"
value   = 1
reqs    =
    { "type",       "name",      "range"
      "Gov", "Communism", "Player"
    }

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

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

[effect_martial_law_max_2]
name    = "Martial_Law_Max"
value   = 3
reqs    =

    { "type",       "name",      "range"
      "Gov", "Monarchy",  "Player"
    }

[effect_martial_law_max_3]
name    = "Martial_Law_Max"
value   = 100
reqs    =
    { "type",       "name",      "range"
      "Gov", "Communism", "Player"
    }

[effect_rapture_grow_0]
name    = "Rapture_Grow"
value   = 1
reqs    =
    { "type",       "name",      "range"
      "Gov", "Republic",  "Player"
    }

[effect_rapture_grow_1]
name    = "Rapture_Grow"
value   = 1
reqs    =
    { "type",       "name",      "range"
      "Gov", "Democracy", "Player"
    }

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

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

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

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

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

; Base max city size of 10
[effect_aqueduct_size]
name    = "Size_Adj"
value   = 10

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

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

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

[effect_barracks]
name	= "Veteran_Build"
value	= 1
reqs	=
    { "type", "name", "range"
      "Building", "Barracks", "City"
    }

[effect_barracks_ii]
name	= "Veteran_Build"
value	= 1
reqs	=
    { "type", "name", "range"
      "Building", "Barracks II", "City"
    }

[effect_barracks_iii]
name	= "Veteran_Build"
value	= 1
reqs	=
    { "type", "name", "range"
      "Building", "Barracks III", "City"
    }

[effect_cathedral]
name	= "Make_Content"
value	= 4
reqs	=
    { "type", "name", "range"
      "Building", "Cathedral", "City"
    }

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

[effect_city_walls_1]
name	= "Defend_Bonus"
value	= 200
reqs	=
    { "type", "name", "range"
      "Building", "City Walls", "City"
      "UnitClass", "Sea", "Local"
    }
nreqs	=
    { "type", "name", "range"
      "Building", "Great Wall", "Player"
    }

[effect_city_walls_2]
name	= "Unit_No_Lose_Pop"
value	= 1
reqs	=
    { "type", "name", "range"
      "Building", "City Walls", "City"
    }

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

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

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

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

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

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

[effect_hydro_plant]
name	= "Output_Bonus"
value	= 50
reqs	=
    { "type", "name", "range"
      "Building", "Hydro Plant", "City"
      "OutputType", "shield", "local"
    }
nreqs	=
    { "type", "name", "range"
      "Building", "Hoover Dam", "Player"
      "Building", "Nuclear Plant", "City"
    }

[effect_hydro_plant_1]
name	= "Pollu_Prod_Pct"
value	= -50
reqs	=
    { "type", "name", "range"
      "Building", "Hydro Plant", "City"
    }
nreqs	=
    { "type", "name", "range"
      "Building", "Recycling Center", "City"
      "Building", "Hoover Dam", "Player"
      "Building", "Nuclear Plant", "City"
    }

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

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

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

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

[effect_mfg_plant]
name	= "Output_Bonus"
value	= 100
reqs	=
    { "type", "name", "range"
      "Building", "Mfg. Plant", "City"
      "OutputType", "shield", "local"
    }

[effect_nuclear_plant]
name	= "Output_Bonus"
value	= 50
reqs	=
    { "type", "name", "range"
      "Building", "Nuclear Plant", "City"
      "OutputType", "shield", "local"
    }
nreqs	=
    { "type", "name", "range"
      "Building", "Hoover Dam", "Player"
    }

[effect_nuclear_plant_1]
name	= "Pollu_Prod_Pct"
value	= -50
reqs	=
    { "type", "name", "range"
      "Building", "Nuclear Plant", "City"
    }
nreqs	=
    { "type", "name", "range"
      "Building", "Recycling Center", "City"
      "Building", "Hoover Dam", "Player"
    }

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

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

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

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

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

[effect_power_plant]
name	= "Output_Bonus"
value	= 50
reqs	=
    { "type", "name", "range"
      "Building", "Power Plant", "City"
      "OutputType", "shield", "local"
    }
nreqs	=
    { "type", "name", "range"
      "Building", "Hoover Dam", "Player"
      "Building", "Nuclear Plant", "City"
      "Building", "Hydro Plant", "City"
    }

[effect_recycling_center]
name	= "Pollu_Prod_Pct"
value	= -66
reqs	=
    { "type", "name", "range"
      "Building", "Recycling Center", "City"
    }

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

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

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

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

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

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

[effect_university]
name	= "Output_Bonus"
value	= 50
reqs	=
    { "type", "name", "range"
      "Building", "Library", "City"
      "Building", "University", "City"
      "OutputType", "science", "local"
    }

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

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

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

[effect_copernicus_observatory]
name	= "Output_Bonus"
value	= 50
reqs	=
    { "type", "name", "range"
      "Building", "Library", "City"
      "Building", "Copernicus' Observatory", "City"
      "OutputType", "science", "local"
    }

[effect_copernicus_observatory_1]
name	= "Output_Bonus"
value	= 50
reqs	=
    { "type", "name", "range"
      "Building", "University", "City"
      "Building", "Copernicus' Observatory", "City"
      "OutputType", "science", "local"
    }

[effect_copernicus_observatory_2]
name	= "Output_Bonus"
value	= 100
reqs	=
    { "type", "name", "range"
      "Building", "Copernicus' Observatory", "City"
      "OutputType", "science", "local"
    }

[effect_cure_for_cancer]
name	= "Force_Content"
value	= 1
reqs	=
    { "type", "name", "range"
      "Building", "Cure For Cancer", "Player"
    }

[effect_darwins_voyage]
name	= "Give_Imm_Tech"
value	= 2
reqs	=
    { "type", "name", "range"
      "Building", "Darwin's Voyage", "Player"
    }

[effect_great_library]
name	= "Tech_Parasite"
value	= 2
reqs	=
    { "type", "name", "range"
      "Building", "Great Library", "Player"
    }

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

[effect_great_wall_1]
name	= "Defend_Bonus"
value	= 200
reqs	=
    { "type", "name", "range"
      "Building", "Great Wall", "Player"
      "UnitClass", "Sea", "Local"
      "CityTile", "Center", "Local"
    }

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

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

[effect_hoover_dam]
name	= "Output_Bonus"
value	= 50
reqs	=
    { "type", "name", "range"
      "Building", "Hoover Dam", "Continent"
      "OutputType", "shield", "local"
    }

[effect_hoover_dam_1]
name	= "Pollu_Prod_Pct"
value	= -50
reqs	=
    { "type", "name", "range"
      "Building", "Hoover Dam", "Continent"
    }
nreqs	=
    { "type", "name", "range"
      "Building", "Recycling Center", "City"
    }

[effect_isaac_newtons_college]
name	= "Output_Bonus"
value	= 50
reqs	=
    { "type", "name", "range"
      "Building", "Library", "City"
      "Building", "Isaac Newton's College", "City"
      "OutputType", "science", "local"
    }

[effect_isaac_newtons_college_1]
name	= "Output_Bonus"
value	= 50
reqs	=
    { "type", "name", "range"
      "Building", "University", "City"
      "Building", "Isaac Newton's College", "Player"
      "OutputType", "science", "local"
    }

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

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

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

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

[effect_michelangelos_chapel]
name	= "Make_Content"
value	= 4
reqs	=
    { "type", "name", "range"
      "Building", "Cathedral", "City"
      "Building", "Michelangelo's Chapel", "City"
    }

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

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

[effect_pyramids_1]
name	= "No_Anarchy"
value	= 1
reqs	=
    { "type", "name", "range"
      "Building", "Pyramids", "Player"
    }

[effect_seti_program]
name	= "Output_Bonus"
value	= 50
reqs	=
    { "type", "name", "range"
      "Building", "SETI Program", "Player"
      "OutputType", "science", "local"
    }

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

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

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

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

[effect_flight_trade_revenue_reduce]
name    = "Trade_Revenue_Bonus"
value   = -585
reqs    =
    { "type", "name", "range"
      "Tech", "Flight", "Player"
    }
    
[effect_railroad_trade_revenue_reduce]
name    = "Trade_Revenue_Bonus"
value   = -585
reqs    =
    { "type", "name", "range"
      "Tech", "Railroad", "Player"
    }

; FIXME: Calendar effects are copied from default rulesets and are
; probably wrong for civ1 ruleset.
[effect_calendar_base]
name    = "Turn_Years"
value   = 50

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

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

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

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

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

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

[effect_tech_cost_base]
name    = "Tech_Cost_Factor"
value   = 1

[effect_tech_cost_double]
name    = "Tech_Cost_Factor"
value   = 1
reqs    =
    { "type", "name", "range"
      "MinYear", "1", "World"
    }

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

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