After some basic testing I've added this to the Guide...
==============
Notes on format...
Effects should be coded with a stand-alone "bonus" added before the integer even when there is a "bonus" in the effect's name itself. E.G. population_growth_bonus bonus 1. However, population_growth_bonus bonus +1 also works. Sometimes omitting the "bonus" does work but can cause problems - for example, the building scroll may not display the actual bonus (even though it works), and no negative number can be introduced because the engine looks for either an integer (not a number with a "+" or "-" before it in this case) or the word "bonus".
Negative effects...
population_growth_bonus bonus -5 displayed the expected -2.5 in the building scroll but seemed not to affect the settlement population growth indicator on the settlement scroll.
==========
Bottom line: use bonus; but it does make you wonder why it's there at all? Was there a "penalty" at one time or abandoned?
UPDATE: I meant effects with the "_bonus" element in their name take the stand-alone bonus too. I've added this to explain the other effects...
Farming_level and the armour and various weapon effects sometimes carry the stand-alone "bonus" and sometimes do not.
Trade_fleet, mine_resource, road_level, and the games, races and the four defensive effects carry no stand-alone "bonus" in the EDB file.
Bookmarks