Nation_Intelligence
New in version 3.0: Add the +Nation_Intelligence
option to effects.ruleset
.
Changed in version 3.1: Removed support for Infra Points
.
The Nation_Intelligence
effect controls what kind of information about a foreign nation is visible in the
Nations View. A value of 0
or lower hides the information,
while it becomes visible when the effect evaluates to 1
or bigger. For instance, the following effect
repurposes the United Nations to reveal everyone’s secrets to everyone else:
[effect_united_nations_intelligence]
type = "Nation_Intelligence"
value = 1
reqs =
{ "type", "name", "range", "present"
"Building", "United Nations", "World", TRUE
}
The true power of Nation_Intelligence
, however, comes from its combined use with NationalIntelligence
requirements. NationalIntelligence
lets you select precisely what is visible to a player. Let us say that
we want a player owning the Marco Polo Embassy to know the wonders built by any other player it has
ever met. This could be achieved as follows:
[effect_marco_polo_intelligence]
type = "Nation_Intelligence"
value = 1
reqs =
{ "type", "name", "range", "present"
"NationalIntelligence", "Wonders", "Local", TRUE
"Building", "Marco Polo's Embassy", "Player", TRUE
"DiplRel", "Never met", "Local", FALSE
}
It is important to note that the effect works from the point of view of the player who sees the information.
It cannot depend on what the other player does (except when using DiplRel
requirements).
Note
Note the Local
range used in the DiplRel
requirement above. This is very important: if we had used
Player
, the effect would be enabled only once the player has met every other player in the game (no
player satisfies Never met
).
The possible values for NationalIntelligence
requirements are as follows:
|
The amount of culture accumulated by a player. Not yet shown in the user interface. |
|
Diplomatic agreements such as Peace, Alliance, and shared vision. |
|
The amount of gold in the treasury. |
|
The other player’s government. |
|
The history accumulated by a player. Not yet shown in the user interface. |
|
The value of multipliers selected by the other player. Not yet shown in the user interface. |
|
For an AI player, whether it is currently farming or building up an army. Not yet shown in the user interface. |
|
The game score. |
|
The rates of gold, science and luxury in the national budget. |
|
The techs discovered by a player as well as the current research. |
|
The list of wonders owned by the player (see also the
|
Compatibility
For legacy rulesets, the traditional rules are added automatically if the Nation_Intelligence
option is
not requested in effects.ruleset
. They are rather complicated; to facilitate porting rulesets, we provide
a ready-made file implementing them. It can be imported directly from within effects.ruleset
:
*include "default/nation_intelligence_effects.ruleset"
Most shipped rulesets use this technique.