3 ; You should not modify this file except to make bugfixes or
4 ; for other "maintenance". If you want to make custom changes,
5 ; you should create a new datadir subdirectory and copy this file
6 ; into that directory, and then modify that copy. Then use the
7 ; command "rulesetdir <mysubdir>" in the server to have freeciv
8 ; use your new customized file.
10 ; Note that the freeciv AI may not cope well with anything more
14 description="Civ2 buildings data for Freeciv (incomplete)"
15 options="+Freeciv-2.5-ruleset"
17 ; Below: The individual buildings, one per section.
18 ; (Buildings = City Improvements and Wonders)
20 ; The actual tag used (the * in [building_*]) does not matter, except
21 ; it must be unique within this file, and it may be used in debug
22 ; output when reading this file.
24 ; /*** For details of this file's format, ***/
25 ; /*** see the default buildings.ruleset. ***/
31 { "type", "name", "range"
32 "Tech", "Radio", "Player"
41 sound_alt = "b_generic"
43 Allows a city to produce veteran air units (including helicopters). \
44 Also, damaged air units (again, including helicopters) which stay in\
45 town for one full turn without moving are completely restored.\
47 Two cities with Airports can airlift one unit per turn. \
48 Airlifting instantly transports the unit from one city to another\
49 and will use all of the unit's movement points. A unit must have\
50 some movement points left to be airlifted.\
57 { "type", "name", "range"
58 "Tech", "Construction", "Player"
60 graphic = "b.aqueduct"
67 sound_alt = "b_generic"
69 Allows a city to grow larger than size 8. A Sewer System is also\
70 required for a city to grow larger than size 12.\
77 { "type", "name", "range"
78 "Tech", "Banking", "Player"
79 "Building", "Marketplace", "City"
88 sound_alt = "b_generic"
89 ; /* xgettext:no-c-format */
91 Together with the Marketplace improvement, a Bank increases the\
92 luxury and tax production within a city by 100%.\
99 { "type", "name", "range"
102 graphic = "b.barracks_i"
104 obsolete_by = "Gunpowder"
108 sound = "b_barracks_i"
109 sound_alt = "b_generic"
110 ; /* xgettext:no-c-format */
112 With a Barracks, each new land unit built in a city will\
113 automatically have Veteran status, which means that its attack and\
114 defense strengths are increased by 50%. Also, damaged land units\
115 which stay in town for one full turn without moving are completely\
119 [building_barracks_ii]
120 name = _("Barracks II")
121 genus = "Improvement"
123 { "type", "name", "range"
124 "Tech", "Gunpowder", "Player"
126 graphic = "b.barracks_ii"
127 graphic_alt = "b.barracks_i"
128 obsolete_by = "Mobile Warfare"
132 sound = "b_barracks_ii"
133 sound_alt = "b_generic"
134 ; /* xgettext:no-c-format */
136 With a Barracks, each new land unit built in a city will\
137 automatically have Veteran status, which means that its attack and\
138 defense strengths are increased by 50%. Also, damaged land units\
139 which stay in town for one full turn without moving are completely\
143 [building_barracks_iii]
144 name = _("Barracks III")
145 genus = "Improvement"
147 { "type", "name", "range"
148 "Tech", "Mobile Warfare", "Player"
150 graphic = "b.barracks_iii"
151 graphic_alt = "b.barracks_i"
156 sound = "b_barracks_iii"
157 sound_alt = "b_generic"
158 ; /* xgettext:no-c-format */
160 With a Barracks, each new land unit built in a city will\
161 automatically have Veteran status, which means that its attack and\
162 defense strengths are increased by 50%. Also, damaged land units\
163 which stay in town for one full turn without moving are completely\
168 name = _("Cathedral")
169 genus = "Improvement"
171 { "type", "name", "range"
172 "Tech", "Monotheism", "Player"
174 graphic = "b.cathedral"
180 sound = "b_cathedral"
181 sound_alt = "b_generic"
183 A Cathedral makes 3 unhappy citizens content in a city, making it\
184 easier to maintain order in that city; however, it does not affect\
185 citizens made unhappy by military activity. The discovery of Theology\
186 increases the effect of a Cathedral, making an additional unhappy\
187 citizen content. The discovery of Communism lessens the effect of\
188 a Cathedral, reducing by one the number of unhappy citizens made\
192 [building_city_walls]
193 name = _("City Walls")
194 genus = "Improvement"
195 flags = "VisibleByOthers"
197 { "type", "name", "range"
198 "Tech", "Masonry", "Player"
200 graphic = "b.city_walls"
206 sound = "b_city_walls"
207 sound_alt = "b_generic"
209 City Walls make it easier to defend a city. They triple the defense\
210 strength of units within the city against land and helicopter\
211 units. They are ineffective against airborne and sea units as well\
212 as Howitzers. City Walls also prevent the loss of population which\
213 occurs when a defending unit is destroyed by a land unit.\
216 [building_coastal_defense]
217 name = _("Coastal Defense")
218 genus = "Improvement"
220 { "type", "name", "range"
221 "Tech", "Metallurgy", "Player"
222 "TerrainClass", "Oceanic", "Adjacent"
224 graphic = "b.coastal_defense"
230 sound = "b_coastal_defense"
231 sound_alt = "b_generic"
233 Increases the defense strength of units within a city by a factor\
234 of 2 when defending against bombardments from enemy ships.\
238 name = _("Colosseum")
239 genus = "Improvement"
241 { "type", "name", "range"
242 "Tech", "Construction", "Player"
244 graphic = "b.colosseum"
250 sound = "b_colosseum"
251 sound_alt = "b_generic"
253 Entertains the citizens of a city, making 3 unhappy citizens content. \
254 (Four after the discovery of Electronics.) However, it does not\
255 affect citizens made unhappy by military activity.\
258 [building_courthouse]
259 name = _("Courthouse")
260 genus = "Improvement"
262 { "type", "name", "range"
263 "Tech", "Code of Laws", "Player"
265 graphic = "b.courthouse"
271 sound = "b_courthouse"
272 sound_alt = "b_generic"
273 ; /* xgettext:no-c-format */
275 Reduces the corruption and waste in a city by 50%. Under a Democracy, a\
276 Courthouse also makes 1 unhappy citizen content (unless that citizen is\
277 unhappy about military activity). \
278 Also halves the effective distance to the capital, for the purpose\
279 of calculating revolt cost.\
284 genus = "Improvement"
286 { "type", "name", "range"
287 "Tech", "Industrialization", "Player"
289 graphic = "b.factory"
296 sound_alt = "b_generic"
297 ; /* xgettext:no-c-format */
299 Increases the shield production in a city by 50%. This increase may\
300 also contribute significantly to pollution.\
305 genus = "Improvement"
307 { "type", "name", "range"
308 "Tech", "Pottery", "Player"
310 graphic = "b.granary"
317 sound_alt = "b_generic"
319 The amount of stored food will be set to half full whenever a city\
320 with a Granary shrinks or grows. This helps a city to grow faster\
321 and more easily withstand famine.\
324 ; In Civ2, city size reduction does not generate food like this.
325 ; Dare I ask where this food comes from?? :-)
329 rule_name = "Harbour" ; en_GB spelling used originally
330 genus = "Improvement"
332 { "type", "name", "range"
333 "Tech", "Seafaring", "Player"
334 "TerrainClass", "Oceanic", "Adjacent"
336 graphic = "b.harbour"
343 sound_alt = "b_generic"
345 Gives one extra food resource on all Oceanic tiles. The city needs\
346 to be coastal to build this improvement.\
349 [building_hydro_plant]
350 name = _("Hydro Plant")
351 genus = "Improvement"
353 { "type", "name", "range"
354 "Tech", "Electronics", "Player"
355 "Road", "River", "Adjacent"
356 "Building", "Factory", "City"
358 graphic = "b.hydro_plant"
364 sound = "b_hydro_plant"
365 sound_alt = "b_generic"
366 ; /* xgettext:no-c-format */
368 Reduces the amount of pollution generated by production in a city\
370 increases the shield production of a Factory or Mfg. Plant in the\
371 city: a Factory and a Hydro Plant together give a 100% production\
372 bonus, and a Factory, Mfg. Plant and Hydro Plant together give\
373 a 150% production bonus.\
375 A city can only have one Power Plant, Hydro Plant, Nuclear Plant, or\
376 Solar Plant. A city can only build a Hydro Plant if it is next\
377 to (or on) a River tile.\
379 ; Civ2 would allow building Hydro Plant if there`s either River OR Mountains
380 ; but it is not possible to implement with current ruleset format.
384 genus = "Improvement"
386 { "type", "name", "range"
387 "Tech", "Writing", "Player"
389 graphic = "b.library"
396 sound_alt = "b_generic"
397 ; /* xgettext:no-c-format */
399 Increases the science output in a city by 50%.\
402 [building_marketplace]
403 name = _("Marketplace")
404 genus = "Improvement"
406 { "type", "name", "range"
407 "Tech", "Currency", "Player"
409 graphic = "b.marketplace"
415 sound = "b_marketplace"
416 sound_alt = "b_generic"
417 ; /* xgettext:no-c-format */
419 Increases the luxury and tax output in a city by 50%.\
422 [building_mass_transit]
423 name = _("Mass Transit")
424 genus = "Improvement"
426 { "type", "name", "range"
427 "Tech", "Mass Production", "Player"
429 graphic = "b.mass_transit"
435 sound = "b_mass_transit"
436 sound_alt = "b_generic"
438 Neutralizes the pollution generated by the population. \
439 The population simply has no effect on the pollution generated in\
444 name = _("Mfg. Plant")
445 genus = "Improvement"
447 { "type", "name", "range"
448 "Tech", "Robotics", "Player"
449 "Building", "Factory", "City"
451 graphic = "b.mfg_plant"
457 sound = "b_mfg_plant"
458 sound_alt = "b_generic"
459 ; /* xgettext:no-c-format */
461 Together with a Factory, a Manufacturing Plant increases the shield\
462 production in a city by 100%. A Manufacturing Plant on its own\
463 increases shield production by 50%.\
466 [building_nuclear_plant]
467 name = _("Nuclear Plant")
468 genus = "Improvement"
470 { "type", "name", "range"
471 "Tech", "Nuclear Power", "Player"
472 "Building", "Factory", "City"
474 graphic = "b.nuclear_plant"
480 sound = "b_nuclear_plant"
481 sound_alt = "b_generic"
482 ; /* xgettext:no-c-format */
484 Reduces the amount of pollution generated by production in a city\
486 increases the shield production of a Factory or Mfg. Plant in\
487 the city: a Factory and a Nuclear Plant together give a 100%\
488 production bonus, and a Factory, Mfg. Plant and Nuclear Plant\
489 together give a 150% production bonus.\
491 A city can only have one Power Plant, Hydro Plant,\
492 Nuclear Plant, or Solar Plant.\
495 ; For Civ1/2 there should be a change of meltdown during
496 ; civil disorder, but that has not been implemented yet.
498 [building_offshore_platform]
499 name = _("Offshore Platform")
500 genus = "Improvement"
502 { "type", "name", "range"
503 "Tech", "Miniaturization", "Player"
504 "TerrainClass", "Oceanic", "Adjacent"
506 graphic = "b.offshore_platform"
512 sound = "b_offshore_platform"
513 sound_alt = "b_generic"
515 Adds 1 extra shield resource on all Oceanic tiles worked by a city. The\
516 city needs to be coastal to build this improvement.\
521 genus = "SmallWonder"
522 flags = "SaveSmallWonder"
524 { "type", "name", "range"
525 "Tech", "Masonry", "Player"
534 sound_alt = "b_generic"
536 Makes a city the capital and the center of your government. \
537 Corruption in other cities is related to how far away from the\
538 capital they are, except when the government is Democracy or\
539 Communism. The cost of inciting a revolt in a city also depends\
540 upon the city's distance from the capital (under all forms of\
543 Take good care of your capital, as its loss may result in your\
544 empire plunging into civil war. Losing your current palace also\
545 results in losing whatever spaceship you might have.\
548 [building_police_station]
549 name = _("Police Station")
550 genus = "Improvement"
552 { "type", "name", "range"
553 "Tech", "Communism", "Player"
555 graphic = "b.police_station"
561 sound = "b_police_station"
562 sound_alt = "b_generic"
564 Reduces the unhappiness caused by aggressively deployed military\
565 units owned by the city by 2 under Democracy and 1 under Republic\
566 -- in other words, it neutralizes the unhappiness caused by a single\
567 military unit. This improvement has no effect under other governments.\
570 [building_port_facility]
571 name = _("Port Facility")
572 genus = "Improvement"
574 { "type", "name", "range"
575 "Tech", "Amphibious Warfare", "Player"
576 "TerrainClass", "Oceanic", "Adjacent"
578 graphic = "b.port_facility"
584 sound = "b_port_facility"
585 sound_alt = "b_generic"
587 Allows a city to build veteran sea units. Also, damaged sea units\
588 which stay in town for one full turn without moving are completely\
592 [building_power_plant]
593 name = _("Power Plant")
594 genus = "Improvement"
596 { "type", "name", "range"
597 "Tech", "Refining", "Player"
598 "Building", "Factory", "City"
600 graphic = "b.power_plant"
606 sound = "b_power_plant"
607 sound_alt = "b_generic"
608 ; /* xgettext:no-c-format */
610 Increases the shield production of a Factory or Mfg. Plant in a\
611 city: a Factory and a Power Plant together give a 100% production\
612 bonus, and a Factory, Mfg. Plant and Power Plant together give\
613 a 150% production bonus. The extra production may lead to the city\
614 generating more pollution.\
616 A city can only have one Power Plant, Hydro Plant,\
617 Nuclear Plant, or Solar Plant.\
620 [building_recycling_center]
621 name = _("Recycling Center")
622 genus = "Improvement"
624 { "type", "name", "range"
625 "Tech", "Recycling", "Player"
627 graphic = "b.recycling_center"
633 sound = "b_recycling_center"
634 sound_alt = "b_generic"
635 ; /* xgettext:no-c-format */
637 Building a Recycling Center reduces the amount of pollution\
638 generated by production in a city by 66%.\
641 [building_research_lab]
642 name = _("Research Lab")
643 genus = "Improvement"
645 { "type", "name", "range"
646 "Tech", "Computers", "Player"
647 "Building", "University", "City"
649 graphic = "b.research_lab"
655 sound = "b_research_lab"
656 sound_alt = "b_generic"
657 ; /* xgettext:no-c-format */
659 Together with a Library, a Research Lab increases the science\
660 production of a city by 100%. \
661 Together with a Library and a University, a Research Lab increases\
662 the science production of a city by 150%.\
665 [building_sam_battery]
666 name = _("SAM Battery")
667 genus = "Improvement"
669 { "type", "name", "range"
670 "Tech", "Rocketry", "Player"
672 graphic = "b.sam_battery"
678 sound = "b_sam_battery"
679 sound_alt = "b_generic"
681 Doubles the defense of all units inside the city when attacked by\
682 aircraft (not including helicopters or missiles).\
685 [building_sdi_defense]
686 name = _("SDI Defense")
687 genus = "Improvement"
689 { "type", "name", "range"
690 "Tech", "Laser", "Player"
692 graphic = "b.sdi_defense"
698 sound = "b_sdi_defense"
699 sound_alt = "b_generic"
701 Protects a city and its environs (up to 2 tiles away) from attacks\
702 by Nuclear units. A Nuclear unit attacking a city with SDI Defense,\
703 or attacking a unit (or deliberately exploded) within range, is shot\
704 down and simply has no effect. Also, doubles defense for units in\
705 the city against non-nuclear missiles.\
708 ; Civ2 does not document the "Unit_Defend"/"Missile" aspect; does it apply or not?
710 [building_sewer_system]
711 name = _("Sewer System")
712 genus = "Improvement"
714 { "type", "name", "range"
715 "Tech", "Sanitation", "Player"
716 "Building", "Aqueduct", "City"
718 graphic = "b.sewer_system"
724 sound = "b_sewer_system"
725 sound_alt = "b_generic"
727 Allows a city to grow larger than size 12. An Aqueduct is first\
728 required for a city to grow larger than size 8.\
731 [building_solar_plant]
732 name = _("Solar Plant")
733 genus = "Improvement"
735 { "type", "name", "range"
736 "Tech", "Environmentalism", "Player"
737 "Building", "Factory", "City"
739 graphic = "b.solar_plant"
745 sound = "b_solar_plant"
746 sound_alt = "b_generic"
747 ; /* xgettext:no-c-format */
749 Eliminates all pollution generated by production in a city. It also\
750 increases the shield production of a Factory or Mfg. Plant in the\
751 city: a Factory and a Solar Plant together give a 100% production\
752 bonus, and a Factory, Mfg. Plant and Solar Plant together give\
753 a 150% production bonus.\
755 A city can only have one Power Plant, Hydro Plant,\
756 Nuclear Plant, or Solar Plant.\
759 [building_space_component]
760 name = _("Space Component")
763 { "type", "name", "range"
764 "Tech", "Plastics", "Player"
766 graphic = "b.space_component"
772 sound = "b_space_component"
773 sound_alt = "b_generic"
775 Space Components can be differentiated into Propulsion and Fuel\
776 Components. Each pair of them reduces your spaceship's travel\
777 time. You can build up to 8 pairs.\
779 Before you can build any spaceship parts, the Apollo Program wonder\
780 must have been built by any player.\
783 [building_space_module]
784 name = _("Space Module")
787 { "type", "name", "range"
788 "Tech", "Superconductors", "Player"
790 graphic = "b.space_modules"
796 sound = "b_space_module"
797 sound_alt = "b_generic"
799 Space Modules are the most expensive parts of spaceships. There\
800 are three different types of Space Module:\
802 - Habitation Module: provides living space for 10,000 people.\
804 - Life Support Module: provides food and water for the population of\
805 one Habitation Module.\
807 - Solar Panels: provides the energy needed for any two of the other\
810 You can build up to 4 Space Modules of each kind.\
812 Before you can build any spaceship parts, the Apollo Program wonder\
813 must have been built by any player.\
816 [building_space_structural]
817 name = _("Space Structural")
820 { "type", "name", "range"
821 "Tech", "Space Flight", "Player"
823 graphic = "b.space_structural"
829 sound = "b_space_structural"
830 sound_alt = "b_generic"
832 Space Structurals form the base of your spaceship. All other\
833 spaceship parts need to be connected to Structurals in order to\
834 function. You can build up to 32 Space Structurals.\
836 Before you can build any spaceship parts, the Apollo Program wonder\
837 must have been built by any player.\
840 [building_stock_exchange]
841 name = _("Stock Exchange")
842 genus = "Improvement"
844 { "type", "name", "range"
845 "Tech", "Economics", "Player"
846 "Building", "Bank", "City"
848 graphic = "b.stock_exchange"
854 sound = "b_stock_exchange"
855 sound_alt = "b_generic"
856 ; /* xgettext:no-c-format */
858 Together with a Bank, a Stock Exchange boosts tax and luxury\
859 production in a city by 50%. \
860 Together with a Marketplace and a Bank, a Stock Exchange boosts\
861 tax and luxury production in a city by 150%.\
864 [building_super_highways]
865 name = _("Super Highways")
866 genus = "Improvement"
868 { "type", "name", "range"
869 "Tech", "Automobile", "Player"
871 graphic = "b.super_highways"
877 sound = "b_super_highways"
878 sound_alt = "b_generic"
879 ; /* xgettext:no-c-format */
881 Increases trade resources by 50% on all tiles with roads or\
885 [building_supermarket]
886 name = _("Supermarket")
887 genus = "Improvement"
889 { "type", "name", "range"
890 "Tech", "Refrigeration", "Player"
892 graphic = "b.supermarket"
898 sound = "b_supermarket"
899 sound_alt = "b_generic"
900 ; /* xgettext:no-c-format */
902 Increases the food resources by 50% on each farmland tile which\
903 is being used around the city. Farmland tiles are those which\
904 have been irrigated a second time.\
909 genus = "Improvement"
911 { "type", "name", "range"
912 "Tech", "Ceremonial Burial", "Player"
921 sound_alt = "b_generic"
923 Makes one unhappy citizen content. The Mysticism advance doubles\
924 this effect, as does Oracle wonder. With both Mysticism and the Oracle,\
925 4 citizens are made content. Does not affect citizens made unhappy by military\
929 [building_university]
930 name = _("University")
931 genus = "Improvement"
933 { "type", "name", "range"
934 "Tech", "University", "Player"
935 "Building", "Library", "City"
937 graphic = "b.university"
943 sound = "b_university"
944 sound_alt = "b_generic"
945 ; /* xgettext:no-c-format */
947 Together with a Library, a University increases the science\
948 production of a city by 100%.\
951 [building_apollo_program]
952 name = _("Apollo Program")
953 genus = "GreatWonder"
955 { "type", "name", "range"
956 "Tech", "Space Flight", "Player"
958 graphic = "b.apollo_program"
964 sound = "w_apollo_program"
965 sound_alt = "w_generic"
967 The entire map becomes permanently visible to the player who owns it\
968 -- the player always has up-to-date knowledge of all terrain and\
969 cities (but not units) despite fog-of-war. It allows all players to\
970 start building spaceship parts (assuming they have researched the\
971 necessary technologies).\
974 [building_asmiths_trading_co]
975 name = _("A.Smith's Trading Co.")
976 genus = "GreatWonder"
978 { "type", "name", "range"
979 "Tech", "Economics", "Player"
981 graphic = "b.asmiths_trading_co"
987 sound = "w_asmiths_trading_co"
988 sound_alt = "w_generic"
990 City improvements which would normally have an upkeep of 1 are free\
991 of upkeep, for all cities.\
996 genus = "GreatWonder"
998 { "type", "name", "range"
999 "Tech", "Bronze Working", "Player"
1001 graphic = "b.colossus"
1003 obsolete_by = "Flight"
1007 sound = "w_colossus"
1008 sound_alt = "w_generic"
1010 Each tile around the city where this wonder is built that is already\
1011 generating some trade produces one extra trade resource.\
1014 [building_copernicus_observatory]
1015 name = _("Copernicus' Observatory")
1016 genus = "GreatWonder"
1018 { "type", "name", "range"
1019 "Tech", "Astronomy", "Player"
1021 graphic = "b.copernicus_observatory"
1023 obsolete_by = "None"
1027 sound = "w_copernicus_observatory"
1028 sound_alt = "w_generic"
1029 ; /* xgettext:no-c-format */
1031 Boosts science production by 50% in the city where it is built.\
1034 [building_cure_for_cancer]
1035 name = _("Cure For Cancer")
1036 genus = "GreatWonder"
1038 { "type", "name", "range"
1039 "Tech", "Genetic Engineering", "Player"
1041 graphic = "b.cure_for_cancer"
1043 obsolete_by = "None"
1047 sound = "w_cure_for_cancer"
1048 sound_alt = "w_generic"
1050 This stunning technological achievement makes one unhappy\
1051 citizen content in each of your cities (including citizens unhappy\
1052 about military activity).\
1055 [building_darwins_voyage]
1056 name = _("Darwin's Voyage")
1057 genus = "GreatWonder"
1059 { "type", "name", "range"
1060 "Tech", "Railroad", "Player"
1062 graphic = "b.darwins_voyage"
1064 obsolete_by = "None"
1068 sound = "w_darwins_voyage"
1069 sound_alt = "w_generic"
1071 Charles Darwin's voyage sparked the discovery of the evolution\
1072 of the species, which inspired greater confidence in science.\
1073 Gives two immediate technology advances.\
1076 [building_eiffel_tower]
1077 name = _("Eiffel Tower")
1078 genus = "GreatWonder"
1080 { "type", "name", "range"
1081 "Tech", "Steam Engine", "Player"
1083 graphic = "b.eiffel_tower"
1085 obsolete_by = "None"
1089 sound = "w_eiffel_tower"
1090 sound_alt = "w_generic"
1091 ; /* xgettext:no-c-format */
1093 Your reputation and goodwill among other nations is recovered four times\
1097 [building_great_library]
1098 name = _("Great Library")
1099 genus = "GreatWonder"
1101 { "type", "name", "range"
1102 "Tech", "Literacy", "Player"
1104 graphic = "b.great_library"
1106 obsolete_by = "Electricity"
1110 sound = "w_great_library"
1111 sound_alt = "w_generic"
1113 The civilization which builds the Great Library gets every advance\
1114 that at least two other teams have achieved.\
1117 [building_great_wall]
1118 name = _("Great Wall")
1119 genus = "GreatWonder"
1121 { "type", "name", "range"
1122 "Tech", "Masonry", "Player"
1124 graphic = "b.great_wall"
1126 obsolete_by = "Metallurgy"
1130 sound = "w_great_wall"
1131 sound_alt = "w_generic"
1133 Works as a City Wall in all your cities.\
1136 ; In Civ2 enemies are forced to offer cease-fire or peace.
1138 [building_hanging_gardens]
1139 name = _("Hanging Gardens")
1140 genus = "GreatWonder"
1142 { "type", "name", "range"
1143 "Tech", "Pottery", "Player"
1145 graphic = "b.hanging_gardens"
1147 obsolete_by = "Railroad"
1151 sound = "w_hanging_gardens"
1152 sound_alt = "w_generic"
1154 Makes one content citizen happy in every city. Makes two extra\
1155 content citizens happy in the city containing the Hanging Gardens\
1156 (that is, a total of 3). In the unlikely event where there are no\
1157 content citizens to get the effect of Hanging Gardens, the wonder\
1158 applies to unhappy citizens (including those unhappy about military\
1159 activity), making each content then happy.\
1162 [building_hoover_dam]
1163 name = _("Hoover Dam")
1164 genus = "GreatWonder"
1166 { "type", "name", "range"
1167 "Tech", "Electronics", "Player"
1169 graphic = "b.hoover_dam"
1171 obsolete_by = "None"
1175 sound = "w_hoover_dam"
1176 sound_alt = "w_generic"
1178 Works as if you had a Hydro Plant in every city. (This reduces\
1179 pollution and increases the effects of Factories and Mfg. Plants.)\
1182 [building_isaac_newtons_college]
1183 name = _("Isaac Newton's College")
1184 genus = "GreatWonder"
1186 { "type", "name", "range"
1187 "Tech", "Theory of Gravity", "Player"
1189 graphic = "b.isaac_newtons_college"
1191 obsolete_by = "None"
1195 sound = "w_isaac_newtons_college"
1196 sound_alt = "w_generic"
1197 ; /* xgettext:no-c-format */
1199 Boosts science production by 100% in the city where it is built.\
1202 [building_js_bachs_cathedral]
1203 name = _("J.S. Bach's Cathedral")
1204 genus = "GreatWonder"
1206 { "type", "name", "range"
1207 "Tech", "Theology", "Player"
1209 graphic = "b.js_bachs_cathedral"
1211 obsolete_by = "None"
1215 sound = "w_js_bachs_cathedral"
1216 sound_alt = "w_generic"
1218 Makes two unhappy citizens content in every city (including citizens\
1219 unhappy about military activity).\
1222 [building_king_richards_crusade]
1223 name = _("King Richard's Crusade")
1224 genus = "GreatWonder"
1226 { "type", "name", "range"
1227 "Tech", "Engineering", "Player"
1229 graphic = "b.king_richards_crusade"
1231 obsolete_by = "Industrialization"
1235 sound = "w_king_richards_crusade"
1236 sound_alt = "w_generic"
1238 Adds one extra shield resource on every tile around the city\
1242 [building_leonardos_workshop]
1243 name = _("Leonardo's Workshop")
1244 genus = "GreatWonder"
1246 { "type", "name", "range"
1247 "Tech", "Invention", "Player"
1249 graphic = "b.leonardos_workshop"
1251 obsolete_by = "Automobile"
1255 sound = "w_leonardos_workshop"
1256 sound_alt = "w_generic"
1258 Upgrades one obsolete unit per game turn.\
1261 [building_lighthouse]
1262 name = _("Lighthouse")
1263 genus = "GreatWonder"
1265 { "type", "name", "range"
1266 "Tech", "Map Making", "Player"
1268 graphic = "b.lighthouse"
1270 obsolete_by = "Magnetism"
1274 sound = "w_lighthouse"
1275 sound_alt = "w_generic"
1277 Gives all your sea units 1 additional movement point. Makes all your\
1278 new military sea units veterans (for all cities).\
1281 [building_magellans_expedition]
1282 name = _("Magellan's Expedition")
1283 genus = "GreatWonder"
1285 { "type", "name", "range"
1286 "Tech", "Navigation", "Player"
1288 graphic = "b.magellans_expedition"
1290 obsolete_by = "None"
1294 sound = "w_magellans_expedition"
1295 sound_alt = "w_generic"
1297 Gives all sea units 2 additional movement points.\
1300 [building_manhattan_project]
1301 name = _("Manhattan Project")
1302 genus = "GreatWonder"
1304 { "type", "name", "range"
1305 "Tech", "Nuclear Fission", "Player"
1307 graphic = "b.manhattan_project"
1309 obsolete_by = "None"
1313 sound = "w_manhattan_project"
1314 sound_alt = "w_generic"
1315 ;helptext is set in client/helpdata.c:helptext_wonder()
1318 [building_marco_polos_embassy]
1319 name = _("Marco Polo's Embassy")
1320 genus = "GreatWonder"
1322 { "type", "name", "range"
1323 "Tech", "Trade", "Player"
1325 graphic = "b.marco_polos_embassy"
1327 obsolete_by = "Communism"
1331 sound = "w_marco_polos_embassy"
1332 sound_alt = "w_generic"
1334 The player who owns it gets an embassy with all players.\
1337 [building_michelangelos_chapel]
1338 name = _("Michelangelo's Chapel")
1339 genus = "GreatWonder"
1341 { "type", "name", "range"
1342 "Tech", "Monotheism", "Player"
1344 graphic = "b.michelangelos_chapel"
1346 obsolete_by = "None"
1350 sound = "w_michelangelos_chapel"
1351 sound_alt = "w_generic"
1353 Counts as having a Cathedral in each of your cities. This makes 3\
1354 unhappy citizens content in each city; however, it does not affect\
1355 citizens made unhappy by military activity. The discovery of Theology\
1356 increases the effect of a Cathedral, making an additional unhappy\
1357 citizen content. The discovery of Communism lessens the effect of\
1358 a Cathedral, reducing by one the number of unhappy citizens made\
1364 genus = "GreatWonder"
1366 { "type", "name", "range"
1367 "Tech", "Mysticism", "Player"
1369 graphic = "b.oracle"
1371 obsolete_by = "Theology"
1376 sound_alt = "w_generic"
1378 Doubles the effect of a Temple in every city.\
1379 Does not affect citizens made unhappy by military activity.\
1383 name = _("Pyramids")
1384 genus = "GreatWonder"
1386 { "type", "name", "range"
1387 "Tech", "Masonry", "Player"
1389 graphic = "b.pyramids"
1391 obsolete_by = "None"
1395 sound = "w_pyramids"
1396 sound_alt = "w_generic"
1398 Counts as having a Granary in every city.\
1401 [building_seti_program]
1402 name = _("SETI Program")
1403 genus = "GreatWonder"
1405 { "type", "name", "range"
1406 "Tech", "Computers", "Player"
1408 graphic = "b.seti_program"
1410 obsolete_by = "None"
1414 sound = "w_seti_program"
1415 sound_alt = "w_generic"
1416 ; /* xgettext:no-c-format */
1418 Boosts science production in each city with a Library by 50%. \
1419 (Counts as having a Research Lab in all of your cities.)\
1422 [building_shakespeares_theatre]
1423 name = _("Shakespeare's Theater")
1424 rule_name = "Shakespeare's Theatre" ; en_GB used originally
1425 genus = "GreatWonder"
1427 { "type", "name", "range"
1428 "Tech", "Medicine", "Player"
1430 graphic = "b.shakespeares_theatre"
1432 obsolete_by = "None"
1436 sound = "w_shakespeares_theatre"
1437 sound_alt = "w_generic"
1439 Makes all angry and unhappy citizens content in the city where it\
1440 is located, including citizens unhappy about military activity.\
1443 [building_statue_of_liberty]
1444 name = _("Statue of Liberty")
1445 genus = "GreatWonder"
1447 { "type", "name", "range"
1448 "Tech", "Democracy", "Player"
1450 graphic = "b.statue_of_liberty"
1452 obsolete_by = "None"
1456 sound = "w_statue_of_liberty"
1457 sound_alt = "w_generic"
1459 Allows you to choose any government, including those that have not yet\
1460 been researched by your civilization, and without the transition\
1464 [building_sun_tzus_war_academy]
1465 name = _("Sun Tzu's War Academy")
1466 genus = "GreatWonder"
1468 { "type", "name", "range"
1469 "Tech", "Feudalism", "Player"
1471 graphic = "b.sun_tzus_war_academy"
1473 obsolete_by = "Mobile Warfare"
1477 sound = "w_sun_tzus_war_academy"
1478 sound_alt = "w_generic"
1479 ; /* xgettext:no-c-format */
1481 All your new military land units become veterans (for all cities). \
1482 The chance of a land unit becoming a veteran after a battle increases\
1486 [building_united_nations]
1487 name = _("United Nations")
1488 genus = "GreatWonder"
1490 { "type", "name", "range"
1491 "Tech", "Communism", "Player"
1493 graphic = "b.united_nations"
1495 obsolete_by = "None"
1499 sound = "w_united_nations"
1500 sound_alt = "w_generic"
1502 All your units regain two extra hitpoints per turn.\
1505 ; This does not match Civ1 or Civ2, but diplomatic effects are
1506 ; not very effective in multiplayer, and hitpoints effects do not
1507 ; apply for Civ1. Note in Civ1 Pyramids have a gov-change effect,
1508 ; but become obsolete, and the Statue of Liberty does not exist.
1510 ; In Civ2 this provides embassies, forces peaceful enemies and
1511 ; allows Democracy to declare war 50% of the time.
1513 [building_womens_suffrage]
1514 name = _("Women's Suffrage")
1515 genus = "GreatWonder"
1517 { "type", "name", "range"
1518 "Tech", "Industrialization", "Player"
1520 graphic = "b.womens_suffrage"
1522 obsolete_by = "None"
1526 sound = "w_womens_suffrage"
1527 sound_alt = "w_generic"
1529 Counts as a Police Station in every city. (That is, for each city, it\
1530 reduces the unhappiness caused by aggressively deployed military\
1531 units owned by that city by 2 under Democracy and 1 under Republic --\
1532 in other words, it neutralizes the unhappiness caused by a single\
1533 military unit per city. This wonder has no effect under other\
1537 [building_capitalization]
1538 name = _("Capitalization")
1542 { "type", "name", "range"
1543 "Tech", "The Corporation", "Player"
1545 graphic = "b.capitalization"
1547 obsolete_by = "None"
1552 This is not a normal improvement. Instead, setting a city's\
1553 production to Capitalization means its shield production is\
1554 converted to tax output (money).\