The flavor text never quite lined up 100% with the actual machinery in effects/units/buildings.ruleset(s), as there were some things I wanted to do but couldn't figure out, and others I was just testing or was tweaking on the fly without doubling back to update the flavor text.
Code: Select all
[nation_roman]
name=_("Roman (Agg/Ind)")
plural=_("?plural:Romans")
groups="Ancient", "European"
legend=_("Rome was, in legend, founded by Romulus in 753 BC. At its\
height, Rome controlled nearly all of Europe, northern Africa and\
Mesopotamia.")
leader=
; Full name/s in comment
"Caesar", ; full name "Gaius Julius Caesar"
"Augustus", ; born "Gaius Octavius Thurinus",
; name as despot "Gaius Julius Caesar Augustus"
"Vespasianus", ; born "Titus Flavius Vespasianus",
; name as emperor "Caesar Vespasianus Augustus"
; known in English as "Vespasian"
"Nero", ; born "Lucius Domitius Ahenobarbus",
; name as emperor
; "Nero Claudius Caesar Augustus Germanicus"
"Traianus", ; full name "Marcus Ulpius Nerva Traianus",
; known in English as "Trajan"
"Marcus Aurelius", ; born "Marcus Annius Catilius Severus",
; name as emperor "Marcus Aurelius Antonius"
"Tiberius", ; born "Tiberius Claudius Nero",
; name as emperor "Tiberius Caesar Augustus"
"Constantinus I", ; full name
; "Gaius Flavius Valerius Aurelius Constantinus"
; also known in English as "Constantine the Great"
"Livia", ; also known as "Livia Drusilla"
; as empress "Julia Augusta" or "Livia Drusa Augusta"
"Messalina" ; full name "Valeria Messalina"
leader_sex="Male", "Male", "Male", "Male", "Male", "Male", "Male", "Male",
"Female", "Female"
flag = "rome"
flag_alt = "italy"
city_style = "Classical"
ruler_titles = { "government", "male_title", "female_title"
"Despotism", _("Dictator"), _("Dictatrix")
"Monarchy", _("Imperator"), _("Imperatrix")
}
init_techs="Aggressive", "Industrious"
init_buildings=""
init_government="Despotism"
init_units=""
civilwar_nations = "italian", "spanish", "french"
cities =
"Roma", "Capua", "Veii", "Beneventum", "Corfinium", "Ancona",
"Tarentum", "Brundisium", "Ravenna", "Pisa", "Genova", "Mediolanum",
"Aquileia", "Florentia", "Bononia", "Verona", "Ostia", "Agrigentum",
"Syracusae", "Neapolis", "Pompeii", "Salernum", "Tarraco",
"Carthago", "Barcino", "Bracara", "Carthago Nova", "Baiae",
"Noviomagus", "Vindobona", "Atuatuca", "Caesarea", "Ierusalem",
"Trapezus", "Durocortorum", "Lutetia", "Burdigala", "Portus Namnetum",
"Utica", "Lugdunum", "Londinium", "Aquae Sulis", "Camulodunum", "Dubris",
"Eburacum", "Coriovallum", "Perusia", "Leptis Magna", "Corduba", "Edessa",
"Ariminum", "Narbo Martius", "Pergamum", "Vienna", "Hispalis",
"Salonae", "Cyrenae", "Dyrrachium", "Luni", "Noreia", "Ephesus",
"Panoramus", "Ancyra", "Caralis", "Patavium", "Petra", "Tolosa",
"Pisae", "Palmyra", "Tyrus", "Cortona", "Arenate", "Brigantium",
"Lix", "Sala", "Berytus", "Naissus", "Nicomedia", "Berenice",
"Sabrata", "Attalea", "Sinope", "Hippo Regius", "Gesoriacum",
"Velia", "Segesta", "Gaza", "Aleria", "Colonia Agrippina",
"Agentoracum", "Moguntiacum", "Arretium", "Thapsus", "Altinum", "Tarsus"
Code: Select all
; CIV TRAIT EFFECTS:
;
;
;
;
;
;
; AGGRESSIVE *****************
;
;
;
;
;
;
;
;
;
;Aggression
[effect_trait.aggressive1]
name = "Veteran_Build"
value = 1
reqs =
{ "type", "name", "range"
"Tech", "Aggressive", "Player"
}
; Blitz(Land)
[effect_trait.aggressive2]
name = "Move_Bonus"
value = 1
reqs =
{ "type", "name", "range"
"Tech", "Aggressive", "Player"
"UnitClass", "Land", "Local"
}
nreqs =
{ "type", "name", "range"
"UnitFlag", "Foot", "Local"
}
; Blitz(Air)
[effect_trait.aggressive3]
name = "Move_Bonus"
value = 1
reqs =
{ "type", "name", "range"
"Tech", "Aggressive", "Player"
"UnitClass", "Air", "Local"
}
; Blitz(Helicopters)
[effect_trait.aggressive4]
name = "Move_Bonus"
value = 1
reqs =
{ "type", "name", "range"
"Tech", "Aggressive", "Player"
"UnitClass", "Helicopter", "Local"
}
; Blitz(Missiles)
[effect_trait.aggressive5]
name = "Move_Bonus"
value = 1
reqs =
{ "type", "name", "range"
"Tech", "Aggressive", "Player"
"UnitClass", "Missile", "Local"
}
; Grit (Land)
[effect_trait.aggressive6]
name = "HP_Regen"
value = 15
reqs =
{ "type", "name", "range"
"Tech", "Aggressive", "Player"
"UnitClass", "Land", "Local"
}
; Grit (Air)
[effect_trait.aggressive7]
name = "HP_Regen"
value = 15
reqs =
{ "type", "name", "range"
"Tech", "Aggressive", "Player"
"UnitClass", "Land", "Local"
}
; Grit (Helicopters)
[effect_trait.aggressive8]
name = "HP_Regen"
value = 15
reqs =
{ "type", "name", "range"
"Tech", "Aggressive", "Player"
"UnitClass", "Helicopter", "Local"
}
; Grit (Missiles)
[effect_trait.aggressive9]
name = "HP_Regen"
value = 15
reqs =
{ "type", "name", "range"
"Tech", "Aggressive", "Player"
"UnitClass", "Missile", "Local"
}
;
;
;
;
;
;
;
; AGRICULTURAL
;
;
;
;
;
;
[effect_trait.agricultural]
name = "Output_Bonus"
value = 25
reqs =
{ "type", "name", "range"
"Tech", "Agricultural", "Player"
"OutputType", "Food", "Local"
}
; DIPLOMATIC
;Scheming
[effect_trait.diplomatic1]
name = "Gain_AI_Love"
value = 10
reqs =
{ "type", "name", "range"
"Tech", "Diplomatic", "Player"
}
; Written Word
[effect_trait.diplomatic2]
name = "Move_Bonus"
value = 2
reqs =
{ "type", "name", "range"
"Tech", "Diplomatic", "Player"
"UnitFlag", "Diplomat", "Local"
}
; Crafty
[effect_trait.diplomatic3]
name = "Veteran_Build"
value = 1
reqs =
{ "type", "name", "range"
"Tech", "Diplomatic", "Player"
"UnitFlag", "Diplomat", "Local"
}
;
;
;
;
;
;
;
; EXPANSIONISTIC
;
;
;
;
;
;
; Organized (Corruption)
[effect_trait.expansionist1]
name = "Output_Waste_Pct"
value = 50
reqs =
{ "type", "name", "range"
"Tech", "Expansionistic", "Player"
"OutputType", "Trade", "Local"
}
nreqs =
{ "type", "name", "range"
"Building", "Palace", "City"
}
; Organized (Waste)
[effect_trait.expansionist2]
name = "Output_Waste_Pct"
value = 50
reqs =
{ "type", "name", "range"
"Tech", "Expansionistic", "Player"
"OutputType", "Shield", "Local"
}
nreqs =
{ "type", "name", "range"
"Building", "Palace", "City"
}
; Suppression (Base)
[effect_trait.expansionist3]
name = "Empire_Size_Base"
value = 18
reqs =
{ "type", "name", "range"
"Gov", "Anarchy", "Player"
"Tech", "Expansionistic", "Player"
}
; Suppression (Base)
[effect_trait.expansionist4]
name = "Empire_Size_Base"
value = 20
reqs =
{ "type", "name", "range"
"Gov", "Despotism", "Player"
"Tech", "Expansionistic", "Player"
}
; Suppression (Base)
[effect_trait.expansionist5]
name = "Empire_Size_Base"
value = 22
reqs =
{ "type", "name", "range"
"Gov", "Monarchy", "Player"
"Tech", "Expansionistic", "Player"
}
; Suppression (Base)
[effect_trait.expansionist6]
name = "Empire_Size_Base"
value = 24
reqs =
{ "type", "name", "range"
"Gov", "Communism", "Player"
"Tech", "Expansionistic", "Player"
}
; Suppression (Base)
[effect_trait.expansionist7]
name = "Empire_Size_Base"
value = 26
reqs =
{ "type", "name", "range"
"Gov", "Republic", "Player"
"Tech", "Expansionistic", "Player"
}
; Suppression (Step)
[effect_trait.expasionist8]
name = "Empire_Size_Step"
value = 12
reqs =
{ "type", "name", "range"
"Gov", "Anarchy", "Player"
"Tech", "Expansionistic", "Player"
}
; Suppression (Step)
[effect_trait.expasionist9]
name = "Empire_Size_Step"
value = 20
reqs =
{ "type", "name", "range"
"Gov", "Despotism", "Player"
"Tech", "Expansionistic", "Player"
}
; Suppression (Step)
[effect_trait.expasionist10]
name = "Empire_Size_Step"
value = 24
reqs =
{ "type", "name", "range"
"Gov", "Monarchy", "Player"
"Tech", "Expansionistic", "Player"
}
; Suppression (Step)
[effect_trait.expasionist11]
name = "Empire_Size_Step"
value = 28
reqs =
{ "type", "name", "range"
"Gov", "Republic", "Player"
"Tech", "Expansionistic", "Player"
}
; Suppression (Step)
[effect_trait.expasionist12]
name = "Empire_Size_Step"
value = 32
reqs =
{ "type", "name", "range"
"Gov", "Democracy", "Player"
"Tech", "Expansionistic", "Player"
}
; Suppression (Base)
[effect_trait.expansionist13]
name = "Empire_Size_Base"
value = 28
reqs =
{ "type", "name", "range"
"Gov", "Democracy", "Player"
"Tech", "Expansionistic", "Player"
}
; INDUSTRIOUS ++++++++++++++++++
; Industrious
[effect_trait.industrious1]
name = "Output_Bonus"
value = 25
reqs =
{ "type", "name", "range"
"Tech", "Industrious", "Player"
"OutputType", "Shield", "Local"
}
;
;
;
;
;
;
;
; PROTECTIVE +++++++++++++++++++++
;
;
;
;
;
; Isolated (Land)
[effect_trait.protective1]
name = "Defend_Bonus"
value = 25
reqs =
{ "type", "name", "range"
"Tech", "Protective", "Player"
"UnitFlag", "Foot", "Local"
}
; Isolated (Air)
[effect_trait.protective2]
name = "Defend_Bonus"
value = 25
reqs =
{ "type", "name", "range"
"Tech", "Protective", "Player"
"UnitClass", "Air", "Local"
}
; Isolated (Helicopter)
[effect_trait.protective3]
name = "Defend_Bonus"
value = 25
reqs =
{ "type", "name", "range"
"Tech", "Protective", "Player"
"UnitClass", "Helicopter", "Local"
}
; Focused
[effect_trait.protective4]
name = "Veteran_Combat"
value = 25
reqs =
{ "type", "name", "range"
"Tech", "Protective", "Player"
}
; Devoted (Incite)
[effect_trait.protective5]
name = "Incite_Cost_Pct"
value = 200
reqs =
{ "type", "name", "range"
"Tech", "Protective", "Player"
}
; Devoted (Un-Bribeable)
[effect_trait.protective6]
name = "Unbribable_Units"
value = 1
reqs =
{ "type", "name", "range"
"Tech", "Protective", "Player"
}
;
;
;
;
;
;
;
;
; MARITIME +++++++++++++++++++++
;
;
;
;
;
;
;
;
; Mariners
[effect_trait.maritime2]
name = "Veteran_Build"
value = 1
reqs =
{ "type", "name", "range"
"Tech", "Maritime", "Player"
"UnitClass", "Sea", "Local"
}
; Mariners (Triremes)
[effect_trait.maritime3]
name = "Veteran_Build"
value = 1
reqs =
{ "type", "name", "range"
"Tech", "Maritime", "Player"
"UnitClass", "Trireme", "Local"
}
; Technique (Steel)
[effect_trait.maritime4]
name = "Move_Bonus"
value = 1
reqs =
{ "type", "name", "range"
"Tech", "Maritime", "Player"
"UnitClass", "Sea", "Local"
}
nreqs =
{ "type", "name", "range"
"UnitFlag", "Sail", "Local"
}
; Technique (Sailing)
[effect_trait.maritime14]
name = "Move_Bonus"
value = 1
reqs =
{ "type", "name", "range"
"Tech", "Maritime", "Player"
"UnitFlag", "Sail", "Local"
}
; Sea-Repair (Steel)
[effect_trait.maritime5]
name = "Unit_Recover"
value = 6
reqs =
{ "type", "name", "range"
"Tech", "Maritime", "Player"
"UnitClass", "Sea", "Local"
}
nreqs =
{ "type", "name", "range"
"UnitFlag", "Sail", "Local"
}
; Sea-Repair (Trireme)
[effect_trait.maritime6]
name = "Unit_Recover"
value = 2
reqs =
{ "type", "name", "range"
"Tech", "Maritime", "Player"
"UnitClass", "Trireme", "Local"
}
; Sea-Repair (Sail)
[effect_trait.maritime7]
name = "Unit_Recover"
value = 4
reqs =
{ "type", "name", "range"
"Tech", "Maritime", "Player"
"UnitFlag", "Sail", "Local"
}
nreqs =
{ "type", "name", "range"
"UnitClass", "Trireme", "Local"
}
;
;
;
;
;
;
;
; MERCANTILE +++++++++++++++++++++++++++++++++++
;
;
;
;
;
;
;
; Financial (Gold)
[effect_trait.mercantile1]
name = "Output_Bonus"
value = 25
reqs =
{ "type", "name", "range"
"Tech", "Mercantile", "Player"
"OutputType", "Gold", "Local"
}
; Financial (Luxury)
[effect_trait.mercantile2]
name = "Output_Bonus"
value = 25
reqs =
{ "type", "name", "range"
"Tech", "Mercantile", "Player"
"OutputType", "Luxury", "Local"
}
;
;
;
;
;
;
;
;
;
; NATURALISTIC ++++++++++++++++++++++++++++++++++
;
;
;
;
;
;
;
;
;
;
; Pathfinder Forest
[effect_trait.naturalistic1]
name = "Move_Bonus"
value = 1
reqs =
{ "type", "name", "range"
"Tech", "Naturalistic", "Player"
"Terrain", "Forest", "Local"
"UnitFlag", "Foot", "Local"
}
; Pathfinder Jungle
[effect_trait.naturalistic2]
name = "Move_Bonus"
value = 1
reqs =
{ "type", "name", "range"
"Tech", "Naturalistic", "Player"
"Terrain", "Jungle", "Local"
"UnitFlag", "Foot", "Local"
}
; Pathfinder Swamp
[effect_trait.naturalistic3]
name = "Move_Bonus"
value = 1
reqs =
{ "type", "name", "range"
"Tech", "Naturalistic", "Player"
"Terrain", "Swamp", "Local"
"UnitFlag", "Foot", "Local"
}
; Pathfinder Desert
[effect_trait.naturalistic4]
name = "Move_Bonus"
value = 1
reqs =
{ "type", "name", "range"
"Tech", "Naturalistic", "Player"
"Terrain", "Desert", "Local"
"UnitFlag", "Foot", "Local"
}
; Pathfinder Glacier
[effect_trait.naturalistic5]
name = "Move_Bonus"
value = 1
reqs =
{ "type", "name", "range"
"Tech", "Naturalistic", "Player"
"Terrain", "Glacier", "Local"
"UnitFlag", "Foot", "Local"
}
; Camouflage Forest
[effect_trait.naturalistic6]
name = "Defend_Bonus"
value = 25
reqs =
{ "type", "name", "range"
"Tech", "Naturalistic", "Player"
"Terrain", "Forest", "Local"
"UnitFlag", "Foot", "Local"
}
; Camouflage Jungle
[effect_trait.naturalistic7]
name = "Defend_Bonus"
value = 25
reqs =
{ "type", "name", "range"
"Tech", "Naturalistic", "Player"
"Terrain", "Forest", "Local"
"UnitFlag", "Foot", "Local"
}
; Camouflage Desert
[effect_trait.naturalistic8]
name = "Defend_Bonus"
value = 25
reqs =
{ "type", "name", "range"
"Tech", "Naturalistic", "Player"
"Terrain", "Forest", "Local"
"UnitFlag", "Foot", "Local"
}
; Camouflage Hills
[effect_trait.naturalistic9]
name = "Defend_Bonus"
value = 25
reqs =
{ "type", "name", "range"
"Tech", "Naturalistic", "Player"
"Terrain", "Forest", "Local"
"UnitFlag", "Foot", "Local"
}
; Camouflage Glacier
[effect_trait.naturalistic10]
name = "Defend_Bonus"
value = 25
reqs =
{ "type", "name", "range"
"Tech", "Naturalistic", "Player"
"Terrain", "Glacier", "Local"
"UnitFlag", "Foot", "Local"
}
; Camouflage Swamp
[effect_trait.naturalistic11]
name = "Defend_Bonus"
value = 25
reqs =
{ "type", "name", "range"
"Tech", "Naturalistic", "Player"
"Terrain", "Swamp", "Local"
"UnitFlag", "Foot", "Local"
}
; Indigenous Jungle Food
[effect_trait.naturalistic12]
name = "Output_Add_Tile"
value = 1
reqs =
{ "type", "name", "range"
"Tech", "Naturalistic", "Player"
"OutputType", "Food", "Local"
"Terrain", "Jungle", "Local"
}
; Indigenous Jungle Production
[effect_trait.naturalistic13]
name = "Output_Add_Tile"
value = 1
reqs =
{ "type", "name", "range"
"Tech", "Naturalistic", "Player"
"OutputType", "Shield", "Local"
"Terrain", "Jungle", "Local"
}
; Indigenous Swamp Food
[effect_trait.naturalistic14]
name = "Output_Add_Tile"
value = 1
reqs =
{ "type", "name", "range"
"Tech", "Naturalistic", "Player"
"OutputType", "Food", "Local"
"Terrain", "Swamp", "Local"
}
; Indigenous Swamp Production
[effect_trait.naturalistic15]
name = "Output_Add_Tile"
value = 1
reqs =
{ "type", "name", "range"
"Tech", "Naturalistic", "Player"
"OutputType", "Shield", "Local"
"Terrain", "Swamp", "Local"
}
; Indigenous Desert Food
[effect_trait.naturalistic16]
name = "Output_Add_Tile"
value = 1
reqs =
{ "type", "name", "range"
"Tech", "Naturalistic", "Player"
"OutputType", "Food", "Local"
"Terrain", "Desert", "Local"
}
; Indigenous Desert Production
[effect_trait.naturalistic17]
name = "Output_Add_Tile"
value = 1
reqs =
{ "type", "name", "range"
"Tech", "Naturalistic", "Player"
"OutputType", "Shield", "Local"
"Terrain", "Desert", "Local"
}
; Indigenous Tundra Food
[effect_trait.naturalistic18]
name = "Output_Add_Tile"
value = 1
reqs =
{ "type", "name", "range"
"Tech", "Naturalistic", "Player"
"OutputType", "Food", "Local"
"Terrain", "Tundra", "Local"
}
; Indigenous Tundra Production
[effect_trait.naturalistic19]
name = "Output_Add_Tile"
value = 1
reqs =
{ "type", "name", "range"
"Tech", "Naturalistic", "Player"
"OutputType", "Shield", "Local"
"Terrain", "Tundra", "Local"
}
;
;
;
;
;
;
;
;
;
;
;
; NOMADIC ++++++++++++++++++++++++
;
;
;
;
;
;
;
;
; Restlessness
[effect_trait.nomadic1]
name = "Move_Bonus"
value = 1
reqs =
{ "type", "name", "range"
"Tech", "Nomadic", "Player"
"UnitFlag", "Foot", "Local"
}
; Improvisation
[effect_trait.nomadic2]
name = "Unit_Recover"
value = 2
reqs =
{ "type", "name", "range"
"Tech", "Nomadic", "Player"
"UnitClass", "Land", "Local"
}
; Dousing (Desert Food)
[effect_trait.nomadic3]
name = "Output_Add_Tile"
value = 1
reqs =
{ "type", "name", "range"
"Tech", "Nomadic", "Player"
"OutputType", "Food", "Local"
"Terrain", "Desert", "Local"
}
; Resourceful (Desert Production)
[effect_trait.nomadic4]
name = "Output_Add_Tile"
value = 1
reqs =
{ "type", "name", "range"
"Tech", "Nomadic", "Player"
"OutputType", "Shield", "Local"
"Terrain", "Desert", "Local"
}
;
;
;
;
;
;
;
;
;
; PHILOSOPHICAL
;
;
;
;
;
;
;
;
;
;
[effect_trait.philosophical1]
name = "Output_Bonus"
value = 15
reqs =
{ "type", "name", "range"
"Tech", "Philosophical", "Player"
"OutputType", "Science", "Local"
}
[effect_trait.philosophical2]
name = "Force_Content"
value = 1
reqs =
{ "type", "name", "range"
"Tech", "Philosophical", "Player"
}
;
;
;
;
;
;
;
;
; SCIENTIFIC ++++++++++++++++++++++++++++++
;
;
;
;
;
;
;
;
;
[effect_trait.scientific1]
name = "Output_Bonus"
value = 25
reqs =
{ "type", "name", "range"
"Tech", "Scientific", "Player"
"OutputType", "Science", "Local"
}
;
;
;
;
;
;
;
;
;
;
;
; SPIRITUAL +++++++++++++++++++++++++++++++
;
;
;
;
;
;
;
;
;
;
[effect_trait.spiritual1]
name = "Force_Content"
value = 1
reqs =
{ "type", "name", "range"
"Tech", "Spiritual", "Player"
}
[effect_trait.spiritual2]
name = "Make_Happy"
value = 1
reqs =
{ "type", "name", "range"
"Tech", "Spiritual", "Player"
}
[effect_trait.spiritual3]
name = "No_Anarchy"
value = 1
reqs =
{ "type", "name", "range"
"Tech", "Spiritual", "Player"
}
[effect_trait.spiritual4]
name = "Make_Content_Mil_Per"
value = 1
reqs =
{ "type", "name", "range"
"Gov", "Republic", "Player"
"Tech", "Spiritual", "Player"
}
[effect_trait.spiritual5]
name = "Make_Content_Mil_Per"
value = 1
reqs =
{ "type", "name", "range"
"Gov", "Democracy", "Player"
"Tech", "Spiritual", "Player"
}
[effect_trait.spiritual6]
name = "Output_Bonus"
value = -10
reqs =
{ "type", "name", "range"
"Tech", "Spiritual", "Player"
"OutputType", "Science", "Local"
}
;
;
;
;
;
;
;
;
; 888888888888888888888888888888888888888888888888888888888888
; 888888888888888888888888888888888888888888888888888888888888
;
; UNIQUE BUILDINGS
;
; 888888888888888888888888888888888888888888888888888888888888
; 888888888888888888888888888888888888888888888888888888888888
;
;
;
; Silos
[effect_silos]
name = "Growth_Food"
value = 50
reqs =
{ "type", "name", "range"
"Building", "Silos", "City"
}
; Forge
[effect_forge]
name = "Output_Bonus"
value = 50
reqs =
{ "type", "name", "range"
"Building", "Forge", "City"
"OutputType", "Shield", "Local"
}
; Commune
[effect_commune1]
name = "Output_Waste_Pct"
value = 50
reqs =
{ "type", "name", "range"
"Building", "Commune", "City"
"OutputType", "Trade", "Local"
}
nreqs =
{ "type", "name", "range"
"Building", "Palace", "City"
}
;[effect_commune2]
;name = "Waste_Pct"
;value = 50
;reqs =
; { "type", "name", "range"
; "Building", "Commune", "City"
; }
;nreqs =
; { "type", "name", "range"
; "Building", "Palace", "City"
; }
[effect_commune3]
name = "Make_Content"
value = 1
reqs =
{ "type", "name", "range"
"Gov", "Democracy", "Player"
"Building", "Commune", "City"
}
[effect_commune4]
name = "Incite_Cost_Pct"
value = 200
reqs =
{ "type", "name", "range"
"Building", "Commune", "City"
}
; Bazaar
[effect_bazaar1]
name = "Output_Bonus"
value = 50
reqs =
{ "type", "name", "range"
"Building", "Bazaar", "City"
"OutputType", "Gold", "Local"
}
[effect_bazaar2]
name = "Output_Bonus"
value = 50
reqs =
{ "type", "name", "range"
"Building", "Bazaar", "City"
"OutputType", "Luxury", "Local"
}
; Forum
[effect_forum1]
name = "Output_Bonus"
value = 35
reqs =
{ "type", "name", "range"
"Building", "Forum", "City"
"OutputType", "Science", "Local"
}
[effect_forum2]
name = "Make_Content"
value = 1
reqs =
{ "type", "name", "range"
"Building", "Forum", "City"
}
[effect_forum3]
name = "Output_Bonus"
value = 35
reqs =
{ "type", "name", "range"
"Building", "Forum", "City"
"OutputType", "Gold", "Local"
}
[effect_forum4]
name = "Output_Bonus"
value = 35
reqs =
{ "type", "name", "range"
"Building", "Forum", "City"
"OutputType", "Luxury", "Local"
}
; Archives
[effect_archives]
name = "Output_Bonus"
value = 50
reqs =
{ "type", "name", "range"
"Building", "Archives", "City"
"OutputType", "Science", "Local"
}
; Altar
[effect_altar]
name = "Make_Content"
value = 1
reqs =
{ "type", "name", "range"
"Building", "Altar", "City"
}
;
;
;
;
;
;
;
; 888888888888888888888888888888888888888888888888888888888888
; 888888888888888888888888888888888888888888888888888888888888
;
; GREAT PEOPLE
;
; 888888888888888888888888888888888888888888888888888888888888
; 888888888888888888888888888888888888888888888888888888888888
;
;
;
;
;
;
;
;
;
;
;
;
; Great Industrialist
[effect_people.industrialist]
name = "Output_Bonus"
value = 50
reqs =
{ "type", "name", "range"
"Building", "Great Industrialist", "City"
"OutputType", "Shield", "Local"
}
; Great Philosopher
[effect_people.philosopher1]
name = "Output_Bonus"
value = 25
reqs =
{ "type", "name", "range"
"Building", "Great Philosopher", "City"
"OutputType", "Shield", "Local"
}
[effect_people.philosopher2]
name = "Output_Bonus"
value = 25
reqs =
{ "type", "name", "range"
"Building", "Great Philosopher", "City"
"OutputType", "Science", "Local"
}
[effect_people.philosopher3]
name = "Make_Content"
value = 1
reqs =
{ "type", "name", "range"
"Building", "Great Philosopher", "City"
}
[effect_people.philosopher4]
name = "Output_Bonus"
value = 25
reqs =
{ "type", "name", "range"
"Building", "Great Philosopher", "City"
"OutputType", "Gold", "Local"
}
[effect_people.philosopher5]
name = "Output_Bonus"
value = 25
reqs =
{ "type", "name", "range"
"Building", "Great Philosopher", "City"
"OutputType", "Luxury", "Local"
}
; Great Prophet
[effect_people.prophet]
name = "Make_Content"
value = 2
reqs =
{ "type", "name", "range"
"Building", "Great Prophet", "City"
}
; Great Prophet Vision benefit
[effect_people.prophet2]
name = "City_Vision_Radius_Sq"
value = 25
reqs =
{ "type", "name", "range"
"Building", "Great Prophet", "City"
}
; Great Scientist
[effect_people.scientist]
name = "Output_Bonus"
value = 50
reqs =
{ "type", "name", "range"
"Building", "Great Scientist", "City"
"OutputType", "Science", "Local"
}
;
;
;
;
;
;
;
;
;
;
The Unit table and image file that was attached to this post has been moved to the
thread.