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Available out of the box. Usable from Lua in the unmodified game.

Effects (modifier system)

An effect is what a modifier does. A database modifier names one effect type, one subject collection and optional requirements; the engine calls the effect's Apply when the modifier becomes active for an object and Remove when it stops.

Names, arguments and availability follow the community list (see Credits on the home page); the DLL provides the C++ class, the addresses and the engine functions each effect calls. Engine functions come from the static call graph of the symbol build (direct calls only) and are inferred, not observed in a running game. A function in plain code font has no entry on the native functions pages; a linked one has.

Entries without addresses are listed in the community list but have no class in this build (removed or from another game version). The group "Other" holds entries this build's DLL implements that the community list does not have.

Subject class Effects With engine calls
ANY 118 89
CITIES 174 99
COMBATS 6 6
DISTRICTS 22 11
GOVERNORS 7 5
PLAYERS 317 245
PLOTS 2 2
TRADE ROUTES 1 1
UNITS 141 63