Code: Select all
[effect_city_walls]
type    = "Defend_Bonus"
value	= 200
reqs	=
    { "type", "name", "range", "present"
      "Building", "City Walls", "City", TRUE
      "UnitClass", "Land", "Local", TRUE
      "Building", "Great Wall", "Player", FALSE
      "UnitType", "Artillery", "Local", FALSE
    }
[effect_city_walls_1]
type    = "Defend_Bonus"
value	= 200
reqs	=
    { "type", "name", "range", "present"
      "Building", "City Walls", "City", TRUE
      "UnitClass", "Sea", "Local", TRUE
      "Building", "Great Wall", "Player", FALSE
    }
Code: Select all
[effect_city_walls]
type    = "Defend_Bonus"
value	= 200
reqs	=
    { "type", "name", "range", "present"
      "Building", "City Walls", "City", TRUE
      "Building", "Great Wall", "Player", FALSE
      "UnitType", "Artillery", "Local", FALSE
      "UnitType", "Bomber", "Local", FALSE
    }
Code: Select all
[effect_great_wall]
type    = "Defend_Bonus"
value	= 200
reqs	=
    { "type", "name", "range", "present"
      "Building", "Great Wall", "Player", TRUE
      "CityTile", "Center", "Local", TRUE
      "UnitType", "Artillery", "Local", FALSE
      "UnitType", "Bomber", "Local", FALSE
    }
The changes load but I have not tested the actual effects mostly because I have not yet been able to get far enough into (any) fc2.6 game.
The Effect "Unit_No_Lose_Pop" is not invoked for the GW so the supplied ruleset is inconsistent.
Concerning the GW - the fc2.5 ruleset has the (almost correct) comment:
; NOTE:
; In Civ1 enemies are forced to offer cease-fire or peace.
There appears to be no current facility to implement this but:
a) caz is obviously thinking about it; and
b) maybe something in LUA may help (any ideas?).
Perhaps something a little more relevant may be the effects "Have_Embassies" and/or "Gain_AI_Love"