Make nation help use translated plural name.
[freeciv.git] / data / civ2 / buildings.ruleset
blob830bd9c34b045ab6c1e10e6265afdda1d8b0eb4a
2 ; Modifying this file:
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
11 ; than minor changes.
13 [datafile]
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. ***/
27 [building_airport]
28 name            = _("Airport")
29 genus           = "Improvement"
30 reqs    =
31     { "type", "name", "range"
32       "Tech", "Radio", "Player"
33     }
34 graphic         = "b.airport"
35 graphic_alt     = "-"
36 obsolete_by     = "None"
37 build_cost      = 160
38 upkeep          = 3
39 sabotage        = 100
40 sound           = "b_airport"
41 sound_alt       = "b_generic"
42 helptext        = _("\
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.\
46 "), _("\
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.\
53 [building_aqueduct]
54 name            = _("Aqueduct")
55 genus           = "Improvement"
56 reqs    =
57     { "type", "name", "range"
58       "Tech", "Construction", "Player"
59     }
60 graphic         = "b.aqueduct"
61 graphic_alt     = "-"
62 obsolete_by     = "None"
63 build_cost      = 80
64 upkeep          = 2
65 sabotage        = 100
66 sound           = "b_aqueduct"
67 sound_alt       = "b_generic"
68 helptext        = _("\
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.\
73 [building_bank]
74 name            = _("Bank")
75 genus           = "Improvement"
76 reqs    =
77     { "type", "name", "range"
78       "Tech", "Banking", "Player"
79       "Building", "Marketplace", "City"
80     }
81 graphic         = "b.bank"
82 graphic_alt     = "-"
83 obsolete_by     = "None"
84 build_cost      = 120
85 upkeep          = 3
86 sabotage        = 100
87 sound           = "b_bank"
88 sound_alt       = "b_generic"
89 ; /* xgettext:no-c-format */
90 helptext        = _("\
91 Together with the Marketplace improvement, a Bank increases the\
92  luxury and tax production within a city by 100%.\
95 [building_barracks]
96 name            = _("Barracks")
97 genus           = "Improvement"
98 reqs    =
99     { "type", "name", "range"
100 ; Nothing!
101     }
102 graphic         = "b.barracks_i"
103 graphic_alt     = "-"
104 obsolete_by     = "Gunpowder"
105 build_cost      = 40
106 upkeep          = 1
107 sabotage        = 100
108 sound           = "b_barracks_i"
109 sound_alt       = "b_generic"
110 ; /* xgettext:no-c-format */
111 helptext        = _("\
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\
116  restored.\
119 [building_barracks_ii]
120 name            = _("Barracks II")
121 genus           = "Improvement"
122 reqs    =
123     { "type", "name", "range"
124       "Tech", "Gunpowder", "Player"
125     }
126 graphic         = "b.barracks_ii"
127 graphic_alt     = "b.barracks_i"
128 obsolete_by     = "Mobile Warfare"
129 build_cost      = 40
130 upkeep          = 1
131 sabotage        = 100
132 sound           = "b_barracks_ii"
133 sound_alt       = "b_generic"
134 ; /* xgettext:no-c-format */
135 helptext        = _("\
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\
140  restored.\
143 [building_barracks_iii]
144 name            = _("Barracks III")
145 genus           = "Improvement"
146 reqs    =
147     { "type", "name", "range"
148       "Tech", "Mobile Warfare", "Player"
149     }
150 graphic         = "b.barracks_iii"
151 graphic_alt     = "b.barracks_i"
152 obsolete_by     = "None"
153 build_cost      = 40
154 upkeep          = 1
155 sabotage        = 100
156 sound           = "b_barracks_iii"
157 sound_alt       = "b_generic"
158 ; /* xgettext:no-c-format */
159 helptext        = _("\
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\
164  restored.\
167 [building_cathedral]
168 name            = _("Cathedral")
169 genus           = "Improvement"
170 reqs    =
171     { "type", "name", "range"
172       "Tech", "Monotheism", "Player"
173     }
174 graphic         = "b.cathedral"
175 graphic_alt     = "-"
176 obsolete_by     = "None"
177 build_cost      = 120
178 upkeep          = 3
179 sabotage        = 100
180 sound           = "b_cathedral"
181 sound_alt       = "b_generic"
182 helptext        = _("\
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\
189  content.\
192 [building_city_walls]
193 name            = _("City Walls")
194 genus           = "Improvement"
195 flags           = "VisibleByOthers"
196 reqs    =
197     { "type", "name", "range"
198       "Tech", "Masonry", "Player"
199     }
200 graphic         = "b.city_walls"
201 graphic_alt     = "-"
202 obsolete_by     = "None"
203 build_cost      = 80
204 upkeep          = 0
205 sabotage        = 50
206 sound           = "b_city_walls"
207 sound_alt       = "b_generic"
208 helptext        = _("\
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"
219 reqs    =
220     { "type", "name", "range"
221       "Tech", "Metallurgy", "Player"
222       "TerrainClass", "Oceanic", "Adjacent"
223     }
224 graphic         = "b.coastal_defense"
225 graphic_alt     = "-"
226 obsolete_by     = "None"
227 build_cost      = 80
228 upkeep          = 1
229 sabotage        = 100
230 sound           = "b_coastal_defense"
231 sound_alt       = "b_generic"
232 helptext        = _("\
233 Increases the defense strength of units within a city by a factor\
234  of 2 when defending against bombardments from enemy ships.\
237 [building_colosseum]
238 name            = _("Colosseum")
239 genus           = "Improvement"
240 reqs    =
241     { "type", "name", "range"
242       "Tech", "Construction", "Player"
243     }
244 graphic         = "b.colosseum"
245 graphic_alt     = "-"
246 obsolete_by     = "None"
247 build_cost      = 100
248 upkeep          = 4
249 sabotage        = 100
250 sound           = "b_colosseum"
251 sound_alt       = "b_generic"
252 helptext        = _("\
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"
261 reqs    =
262     { "type", "name", "range"
263       "Tech", "Code of Laws", "Player"
264     }
265 graphic         = "b.courthouse"
266 graphic_alt     = "-"
267 obsolete_by     = "None"
268 build_cost      = 80
269 upkeep          = 1
270 sabotage        = 100
271 sound           = "b_courthouse"
272 sound_alt       = "b_generic"
273 ; /* xgettext:no-c-format */
274 helptext        = _("\
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.\
282 [building_factory]
283 name            = _("Factory")
284 genus           = "Improvement"
285 reqs    =
286     { "type", "name", "range"
287       "Tech", "Industrialization", "Player"
288     }
289 graphic         = "b.factory"
290 graphic_alt     = "-"
291 obsolete_by     = "None"
292 build_cost      = 200
293 upkeep          = 4
294 sabotage        = 100
295 sound           = "b_factory"
296 sound_alt       = "b_generic"
297 ; /* xgettext:no-c-format */
298 helptext        = _("\
299 Increases the shield production in a city by 50%.  This increase may\
300  also contribute significantly to pollution.\
303 [building_granary]
304 name            = _("Granary")
305 genus           = "Improvement"
306 reqs    =
307     { "type", "name", "range"
308       "Tech", "Pottery", "Player"
309     }
310 graphic         = "b.granary"
311 graphic_alt     = "-"
312 obsolete_by     = "None"
313 build_cost      = 60
314 upkeep          = 1
315 sabotage        = 100
316 sound           = "b_granary"
317 sound_alt       = "b_generic"
318 helptext        = _("\
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.\
323 ; NOTE:
324 ; In Civ2, city size reduction does not generate food like this.
325 ; Dare I ask where this food comes from?? :-)
327 [building_harbour]
328 name            = _("Harbor")
329 rule_name       = "Harbour"     ; en_GB spelling used originally
330 genus           = "Improvement"
331 reqs    =
332     { "type", "name", "range"
333       "Tech", "Seafaring", "Player"
334       "TerrainClass", "Oceanic", "Adjacent"
335     }
336 graphic         = "b.harbour"
337 graphic_alt     = "-"
338 obsolete_by     = "None"
339 build_cost      = 60
340 upkeep          = 1
341 sabotage        = 100
342 sound           = "b_harbour"
343 sound_alt       = "b_generic"
344 helptext        = _("\
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"
352 reqs    =
353     { "type", "name", "range"
354       "Tech", "Electronics", "Player"
355       "Road", "River", "Adjacent"
356       "Building", "Factory", "City"
357     }
358 graphic         = "b.hydro_plant"
359 graphic_alt     = "-"
360 obsolete_by     = "None"
361 build_cost      = 240
362 upkeep          = 4
363 sabotage        = 100
364 sound           = "b_hydro_plant"
365 sound_alt       = "b_generic"
366 ; /* xgettext:no-c-format */
367 helptext        = _("\
368 Reduces the amount of pollution generated by production in a city\
369  by 50%.  It also\
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.\
374 "), _("\
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.
382 [building_library]
383 name            = _("Library")
384 genus           = "Improvement"
385 reqs    =
386     { "type", "name", "range"
387       "Tech", "Writing", "Player"
388     }
389 graphic         = "b.library"
390 graphic_alt     = "-"
391 obsolete_by     = "None"
392 build_cost      = 80
393 upkeep          = 1
394 sabotage        = 100
395 sound           = "b_library"
396 sound_alt       = "b_generic"
397 ; /* xgettext:no-c-format */
398 helptext        = _("\
399 Increases the science output in a city by 50%.\
402 [building_marketplace]
403 name            = _("Marketplace")
404 genus           = "Improvement"
405 reqs    =
406     { "type", "name", "range"
407       "Tech", "Currency", "Player"
408     }
409 graphic         = "b.marketplace"
410 graphic_alt     = "-"
411 obsolete_by     = "None"
412 build_cost      = 80
413 upkeep          = 1
414 sabotage        = 100
415 sound           = "b_marketplace"
416 sound_alt       = "b_generic"
417 ; /* xgettext:no-c-format */
418 helptext        = _("\
419 Increases the luxury and tax output in a city by 50%.\
422 [building_mass_transit]
423 name            = _("Mass Transit")
424 genus           = "Improvement"
425 reqs    =
426     { "type", "name", "range"
427       "Tech", "Mass Production", "Player"
428     }
429 graphic         = "b.mass_transit"
430 graphic_alt     = "-"
431 obsolete_by     = "None"
432 build_cost      = 160
433 upkeep          = 4
434 sabotage        = 100
435 sound           = "b_mass_transit"
436 sound_alt       = "b_generic"
437 helptext        = _("\
438 Neutralizes the pollution generated by the population. \
439  The population simply has no effect on the pollution generated in\
440  the city.\
443 [building_mfg_plant]
444 name            = _("Mfg. Plant")
445 genus           = "Improvement"
446 reqs    =
447     { "type", "name", "range"
448       "Tech", "Robotics", "Player"
449       "Building", "Factory", "City"
450     }
451 graphic         = "b.mfg_plant"
452 graphic_alt     = "-"
453 obsolete_by     = "None"
454 build_cost      = 320
455 upkeep          = 6
456 sabotage        = 100
457 sound           = "b_mfg_plant"
458 sound_alt       = "b_generic"
459 ; /* xgettext:no-c-format */
460 helptext        = _("\
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"
469 reqs    =
470     { "type", "name", "range"
471       "Tech", "Nuclear Power", "Player"
472       "Building", "Factory", "City"
473     }
474 graphic         = "b.nuclear_plant"
475 graphic_alt     = "-"
476 obsolete_by     = "None"
477 build_cost      = 160
478 upkeep          = 2
479 sabotage        = 100
480 sound           = "b_nuclear_plant"
481 sound_alt       = "b_generic"
482 ; /* xgettext:no-c-format */
483 helptext        = _("\
484 Reduces the amount of pollution generated by production in a city\
485  by 50%.  It also\
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.\
490 "), _("\
491 A city can only have one Power Plant, Hydro Plant,\
492  Nuclear Plant, or Solar Plant.\
494 ; NOTE:
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"
501 reqs    =
502     { "type", "name", "range"
503       "Tech", "Miniaturization", "Player"
504       "TerrainClass", "Oceanic", "Adjacent"
505     }
506 graphic         = "b.offshore_platform"
507 graphic_alt     = "-"
508 obsolete_by     = "None"
509 build_cost      = 160
510 upkeep          = 3
511 sabotage        = 100
512 sound           = "b_offshore_platform"
513 sound_alt       = "b_generic"
514 helptext        = _("\
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.\
519 [building_palace]
520 name            = _("Palace")
521 genus           = "SmallWonder"
522 flags           = "SaveSmallWonder"
523 reqs    =
524     { "type", "name", "range"
525       "Tech", "Masonry", "Player"
526     }
527 graphic         = "b.palace"
528 graphic_alt     = "-"
529 obsolete_by     = "None"
530 build_cost      = 100
531 upkeep          = 0
532 sabotage        = 0
533 sound           = "b_palace"
534 sound_alt       = "b_generic"
535 helptext        = _("\
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\
541  government).\
542 "), _("\
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"
551 reqs    =
552     { "type", "name", "range"
553       "Tech", "Communism", "Player"
554     }
555 graphic         = "b.police_station"
556 graphic_alt     = "-"
557 obsolete_by     = "None"
558 build_cost      = 60
559 upkeep          = 2
560 sabotage        = 100
561 sound           = "b_police_station"
562 sound_alt       = "b_generic"
563 helptext        = _("\
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"
573 reqs    =
574     { "type", "name", "range"
575       "Tech", "Amphibious Warfare", "Player"
576       "TerrainClass", "Oceanic", "Adjacent"
577     }
578 graphic         = "b.port_facility"
579 graphic_alt     = "-"
580 obsolete_by     = "None"
581 build_cost      = 80
582 upkeep          = 3
583 sabotage        = 100
584 sound           = "b_port_facility"
585 sound_alt       = "b_generic"
586 helptext        = _("\
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\
589  restored.\
592 [building_power_plant]
593 name            = _("Power Plant")
594 genus           = "Improvement"
595 reqs    =
596     { "type", "name", "range"
597       "Tech", "Refining", "Player"
598       "Building", "Factory", "City"
599     }
600 graphic         = "b.power_plant"
601 graphic_alt     = "-"
602 obsolete_by     = "None"
603 build_cost      = 160
604 upkeep          = 4
605 sabotage        = 100
606 sound           = "b_power_plant"
607 sound_alt       = "b_generic"
608 ; /* xgettext:no-c-format */
609 helptext        = _("\
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.\
615 "), _("\
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"
623 reqs    =
624     { "type", "name", "range"
625       "Tech", "Recycling", "Player"
626     }
627 graphic         = "b.recycling_center"
628 graphic_alt     = "-"
629 obsolete_by     = "None"
630 build_cost      = 200
631 upkeep          = 2
632 sabotage        = 100
633 sound           = "b_recycling_center"
634 sound_alt       = "b_generic"
635 ; /* xgettext:no-c-format */
636 helptext        = _("\
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"
644 reqs    =
645     { "type", "name", "range"
646       "Tech", "Computers", "Player"
647       "Building", "University", "City"
648     }
649 graphic         = "b.research_lab"
650 graphic_alt     = "-"
651 obsolete_by     = "None"
652 build_cost      = 160
653 upkeep          = 3
654 sabotage        = 100
655 sound           = "b_research_lab"
656 sound_alt       = "b_generic"
657 ; /* xgettext:no-c-format */
658 helptext        = _("\
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"
668 reqs    =
669     { "type", "name", "range"
670       "Tech", "Rocketry", "Player"
671     }
672 graphic         = "b.sam_battery"
673 graphic_alt     = "-"
674 obsolete_by     = "None"
675 build_cost      = 100
676 upkeep          = 2
677 sabotage        = 100
678 sound           = "b_sam_battery"
679 sound_alt       = "b_generic"
680 helptext        = _("\
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"
688 reqs    =
689     { "type", "name", "range"
690       "Tech", "Laser", "Player"
691     }
692 graphic         = "b.sdi_defense"
693 graphic_alt     = "-"
694 obsolete_by     = "None"
695 build_cost      = 200
696 upkeep          = 4
697 sabotage        = 100
698 sound           = "b_sdi_defense"
699 sound_alt       = "b_generic"
700 helptext        = _("\
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.\
707 ; NOTE:
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"
713 reqs    =
714     { "type", "name", "range"
715       "Tech", "Sanitation", "Player"
716       "Building", "Aqueduct", "City"
717     }
718 graphic         = "b.sewer_system"
719 graphic_alt     = "-"
720 obsolete_by     = "None"
721 build_cost      = 120
722 upkeep          = 2
723 sabotage        = 100
724 sound           = "b_sewer_system"
725 sound_alt       = "b_generic"
726 helptext        = _("\
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"
734 reqs    =
735     { "type", "name", "range"
736       "Tech", "Environmentalism", "Player"
737       "Building", "Factory", "City"
738     }
739 graphic         = "b.solar_plant"
740 graphic_alt     = "-"
741 obsolete_by     = "None"
742 build_cost      = 320
743 upkeep          = 4
744 sabotage        = 100
745 sound           = "b_solar_plant"
746 sound_alt       = "b_generic"
747 ; /* xgettext:no-c-format */
748 helptext        = _("\
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.\
754 "), _("\
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")
761 genus           = "Special"
762 reqs    =
763     { "type", "name", "range"
764       "Tech", "Plastics", "Player"
765     }
766 graphic         = "b.space_component"
767 graphic_alt     = "-"
768 obsolete_by     = "None"
769 build_cost      = 160
770 upkeep          = 0
771 sabotage        = 100
772 sound           = "b_space_component"
773 sound_alt       = "b_generic"
774 helptext        = _("\
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.\
778 "), _("\
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")
785 genus           = "Special"
786 reqs    =
787     { "type", "name", "range"
788       "Tech", "Superconductors", "Player"
789     }
790 graphic         = "b.space_modules"
791 graphic_alt     = "-"
792 obsolete_by     = "None"
793 build_cost      = 320
794 upkeep          = 0
795 sabotage        = 100
796 sound           = "b_space_module"
797 sound_alt       = "b_generic"
798 helptext        = _("\
799 Space Modules are the most expensive parts of spaceships.  There\
800  are three different types of Space Module:\
801 "), _("\
802 - Habitation Module: provides living space for 10,000 people.\
803 "), _("\
804 - Life Support Module: provides food and water for the population of\
805  one Habitation Module.\
806 "), _("\
807 - Solar Panels: provides the energy needed for any two of the other\
808  Modules.\
809 "), _("\
810 You can build up to 4 Space Modules of each kind.\
811 "), _("\
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")
818 genus           = "Special"
819 reqs    =
820     { "type", "name", "range"
821       "Tech", "Space Flight", "Player"
822     }
823 graphic         = "b.space_structural"
824 graphic_alt     = "-"
825 obsolete_by     = "None"
826 build_cost      = 80
827 upkeep          = 0
828 sabotage        = 100
829 sound           = "b_space_structural"
830 sound_alt       = "b_generic"
831 helptext        = _("\
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.\
835 "), _("\
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"
843 reqs    =
844     { "type", "name", "range"
845       "Tech", "Economics", "Player"
846       "Building", "Bank", "City"
847     }
848 graphic         = "b.stock_exchange"
849 graphic_alt     = "-"
850 obsolete_by     = "None"
851 build_cost      = 160
852 upkeep          = 4
853 sabotage        = 100
854 sound           = "b_stock_exchange"
855 sound_alt       = "b_generic"
856 ; /* xgettext:no-c-format */
857 helptext        = _("\
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"
867 reqs    =
868     { "type", "name", "range"
869       "Tech", "Automobile", "Player"
870     }
871 graphic         = "b.super_highways"
872 graphic_alt     = "-"
873 obsolete_by     = "None"
874 build_cost      = 160
875 upkeep          = 3
876 sabotage        = 100
877 sound           = "b_super_highways"
878 sound_alt       = "b_generic"
879 ; /* xgettext:no-c-format */
880 helptext        = _("\
881 Increases trade resources by 50% on all tiles with roads or\
882  railroads.\
885 [building_supermarket]
886 name            = _("Supermarket")
887 genus           = "Improvement"
888 reqs    =
889     { "type", "name", "range"
890       "Tech", "Refrigeration", "Player"
891     }
892 graphic         = "b.supermarket"
893 graphic_alt     = "-"
894 obsolete_by     = "None"
895 build_cost      = 120
896 upkeep          = 3
897 sabotage        = 100
898 sound           = "b_supermarket"
899 sound_alt       = "b_generic"
900 ; /* xgettext:no-c-format */
901 helptext        = _("\
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.\
907 [building_temple]
908 name            = _("Temple")
909 genus           = "Improvement"
910 reqs    =
911     { "type", "name", "range"
912       "Tech", "Ceremonial Burial", "Player"
913     }
914 graphic         = "b.temple"
915 graphic_alt     = "-"
916 obsolete_by     = "None"
917 build_cost      = 40
918 upkeep          = 1
919 sabotage        = 100
920 sound           = "b_temple"
921 sound_alt       = "b_generic"
922 helptext        = _("\
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\
926  activity.\
929 [building_university]
930 name            = _("University")
931 genus           = "Improvement"
932 reqs    =
933     { "type", "name", "range"
934       "Tech", "University", "Player"
935       "Building", "Library", "City"
936     }
937 graphic         = "b.university"
938 graphic_alt     = "-"
939 obsolete_by     = "None"
940 build_cost      = 160
941 upkeep          = 3
942 sabotage        = 100
943 sound           = "b_university"
944 sound_alt       = "b_generic"
945 ; /* xgettext:no-c-format */
946 helptext        = _("\
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"
954 reqs    =
955     { "type", "name", "range"
956       "Tech", "Space Flight", "Player"
957     }
958 graphic         = "b.apollo_program"
959 graphic_alt     = "-"
960 obsolete_by     = "None"
961 build_cost      = 600
962 upkeep          = 0
963 sabotage        = 0
964 sound           = "w_apollo_program"
965 sound_alt       = "w_generic"
966 helptext        = _("\
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"
977 reqs    =
978     { "type", "name", "range"
979       "Tech", "Economics", "Player"
980     }
981 graphic         = "b.asmiths_trading_co"
982 graphic_alt     = "-"
983 obsolete_by     = "None"
984 build_cost      = 400
985 upkeep          = 0
986 sabotage        = 0
987 sound           = "w_asmiths_trading_co"
988 sound_alt       = "w_generic"
989 helptext        = _("\
990 City improvements which would normally have an upkeep of 1 are free\
991  of upkeep, for all cities.\
994 [building_colossus]
995 name            = _("Colossus")
996 genus           = "GreatWonder"
997 reqs    =
998     { "type", "name", "range"
999       "Tech", "Bronze Working", "Player"
1000     }
1001 graphic         = "b.colossus"
1002 graphic_alt     = "-"
1003 obsolete_by     = "Flight"
1004 build_cost      = 200
1005 upkeep          = 0
1006 sabotage        = 0
1007 sound           = "w_colossus"
1008 sound_alt       = "w_generic"
1009 helptext        = _("\
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"
1017 reqs    =
1018     { "type", "name", "range"
1019       "Tech", "Astronomy", "Player"
1020     }
1021 graphic         = "b.copernicus_observatory"
1022 graphic_alt     = "-"
1023 obsolete_by     = "None"
1024 build_cost      = 300
1025 upkeep          = 0
1026 sabotage        = 0
1027 sound           = "w_copernicus_observatory"
1028 sound_alt       = "w_generic"
1029 ; /* xgettext:no-c-format */
1030 helptext        = _("\
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"
1037 reqs    =
1038     { "type", "name", "range"
1039       "Tech", "Genetic Engineering", "Player"
1040     }
1041 graphic         = "b.cure_for_cancer"
1042 graphic_alt     = "-"
1043 obsolete_by     = "None"
1044 build_cost      = 600
1045 upkeep          = 0
1046 sabotage        = 0
1047 sound           = "w_cure_for_cancer"
1048 sound_alt       = "w_generic"
1049 helptext        = _("\
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"
1058 reqs    =
1059     { "type", "name", "range"
1060       "Tech", "Railroad", "Player"
1061     }
1062 graphic         = "b.darwins_voyage"
1063 graphic_alt     = "-"
1064 obsolete_by     = "None"
1065 build_cost      = 300
1066 upkeep          = 0
1067 sabotage        = 0
1068 sound           = "w_darwins_voyage"
1069 sound_alt       = "w_generic"
1070 helptext        = _("\
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"
1079 reqs    =
1080     { "type", "name", "range"
1081       "Tech", "Steam Engine", "Player"
1082     }
1083 graphic         = "b.eiffel_tower"
1084 graphic_alt     = "-"
1085 obsolete_by     = "None"
1086 build_cost      = 300
1087 upkeep          = 0
1088 sabotage        = 0
1089 sound           = "w_eiffel_tower"
1090 sound_alt       = "w_generic"
1091 ; /* xgettext:no-c-format */
1092 helptext        = _("\
1093 Your reputation and goodwill among other nations is recovered four times\
1094  as fast.\
1097 [building_great_library]
1098 name            = _("Great Library")
1099 genus           = "GreatWonder"
1100 reqs    =
1101     { "type", "name", "range"
1102       "Tech", "Literacy", "Player"
1103     }
1104 graphic         = "b.great_library"
1105 graphic_alt     = "-"
1106 obsolete_by     = "Electricity"
1107 build_cost      = 300
1108 upkeep          = 0
1109 sabotage        = 0
1110 sound           = "w_great_library"
1111 sound_alt       = "w_generic"
1112 helptext        = _("\
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"
1120 reqs    =
1121     { "type", "name", "range"
1122       "Tech", "Masonry", "Player"
1123     }
1124 graphic         = "b.great_wall"
1125 graphic_alt     = "-"
1126 obsolete_by     = "Metallurgy"
1127 build_cost      = 300
1128 upkeep          = 0
1129 sabotage        = 0
1130 sound           = "w_great_wall"
1131 sound_alt       = "w_generic"
1132 helptext        = _("\
1133 Works as a City Wall in all your cities.\
1135 ; NOTE:
1136 ; In Civ2 enemies are forced to offer cease-fire or peace.
1138 [building_hanging_gardens]
1139 name            = _("Hanging Gardens")
1140 genus           = "GreatWonder"
1141 reqs    =
1142     { "type", "name", "range"
1143       "Tech", "Pottery", "Player"
1144     }
1145 graphic         = "b.hanging_gardens"
1146 graphic_alt     = "-"
1147 obsolete_by     = "Railroad"
1148 build_cost      = 200
1149 upkeep          = 0
1150 sabotage        = 0
1151 sound           = "w_hanging_gardens"
1152 sound_alt       = "w_generic"
1153 helptext        = _("\
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"
1165 reqs    =
1166     { "type", "name", "range"
1167       "Tech", "Electronics", "Player"
1168     }
1169 graphic         = "b.hoover_dam"
1170 graphic_alt     = "-"
1171 obsolete_by     = "None"
1172 build_cost      = 600
1173 upkeep          = 0
1174 sabotage        = 0
1175 sound           = "w_hoover_dam"
1176 sound_alt       = "w_generic"
1177 helptext        = _("\
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"
1185 reqs    =
1186     { "type", "name", "range"
1187       "Tech", "Theory of Gravity", "Player"
1188     }
1189 graphic         = "b.isaac_newtons_college"
1190 graphic_alt     = "-"
1191 obsolete_by     = "None"
1192 build_cost      = 400
1193 upkeep          = 0
1194 sabotage        = 0
1195 sound           = "w_isaac_newtons_college"
1196 sound_alt       = "w_generic"
1197 ; /* xgettext:no-c-format */
1198 helptext        = _("\
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"
1205 reqs    =
1206     { "type", "name", "range"
1207       "Tech", "Theology", "Player"
1208     }
1209 graphic         = "b.js_bachs_cathedral"
1210 graphic_alt     = "-"
1211 obsolete_by     = "None"
1212 build_cost      = 400
1213 upkeep          = 0
1214 sabotage        = 0
1215 sound           = "w_js_bachs_cathedral"
1216 sound_alt       = "w_generic"
1217 helptext        = _("\
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"
1225 reqs    =
1226     { "type", "name", "range"
1227       "Tech", "Engineering", "Player"
1228     }
1229 graphic         = "b.king_richards_crusade"
1230 graphic_alt     = "-"
1231 obsolete_by     = "Industrialization"
1232 build_cost      = 300
1233 upkeep          = 0
1234 sabotage        = 0
1235 sound           = "w_king_richards_crusade"
1236 sound_alt       = "w_generic"
1237 helptext        = _("\
1238 Adds one extra shield resource on every tile around the city\
1239  where it is built.\
1242 [building_leonardos_workshop]
1243 name            = _("Leonardo's Workshop")
1244 genus           = "GreatWonder"
1245 reqs    =
1246     { "type", "name", "range"
1247       "Tech", "Invention", "Player"
1248     }
1249 graphic         = "b.leonardos_workshop"
1250 graphic_alt     = "-"
1251 obsolete_by     = "Automobile"
1252 build_cost      = 400
1253 upkeep          = 0
1254 sabotage        = 0
1255 sound           = "w_leonardos_workshop"
1256 sound_alt       = "w_generic"
1257 helptext        = _("\
1258 Upgrades one obsolete unit per game turn.\
1261 [building_lighthouse]
1262 name            = _("Lighthouse")
1263 genus           = "GreatWonder"
1264 reqs    =
1265     { "type", "name", "range"
1266       "Tech", "Map Making", "Player"
1267     }
1268 graphic         = "b.lighthouse"
1269 graphic_alt     = "-"
1270 obsolete_by     = "Magnetism"
1271 build_cost      = 200
1272 upkeep          = 0
1273 sabotage        = 0
1274 sound           = "w_lighthouse"
1275 sound_alt       = "w_generic"
1276 helptext        = _("\
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"
1284 reqs    =
1285     { "type", "name", "range"
1286       "Tech", "Navigation", "Player"
1287     }
1288 graphic         = "b.magellans_expedition"
1289 graphic_alt     = "-"
1290 obsolete_by     = "None"
1291 build_cost      = 400
1292 upkeep          = 0
1293 sabotage        = 0
1294 sound           = "w_magellans_expedition"
1295 sound_alt       = "w_generic"
1296 helptext        = _("\
1297 Gives all sea units 2 additional movement points.\
1300 [building_manhattan_project]
1301 name            = _("Manhattan Project")
1302 genus           = "GreatWonder"
1303 reqs    =
1304     { "type", "name", "range"
1305       "Tech", "Nuclear Fission", "Player"
1306     }
1307 graphic         = "b.manhattan_project"
1308 graphic_alt     = "-"
1309 obsolete_by     = "None"
1310 build_cost      = 600
1311 upkeep          = 0
1312 sabotage        = 0
1313 sound           = "w_manhattan_project"
1314 sound_alt       = "w_generic"
1315 ;helptext is set in client/helpdata.c:helptext_wonder()
1316 ;helptext       =
1318 [building_marco_polos_embassy]
1319 name            = _("Marco Polo's Embassy")
1320 genus           = "GreatWonder"
1321 reqs    =
1322     { "type", "name", "range"
1323       "Tech", "Trade", "Player"
1324     }
1325 graphic         = "b.marco_polos_embassy"
1326 graphic_alt     = "-"
1327 obsolete_by     = "Communism"
1328 build_cost      = 200
1329 upkeep          = 0
1330 sabotage        = 0
1331 sound           = "w_marco_polos_embassy"
1332 sound_alt       = "w_generic"
1333 helptext        = _("\
1334 The player who owns it gets an embassy with all players.\
1337 [building_michelangelos_chapel]
1338 name            = _("Michelangelo's Chapel")
1339 genus           = "GreatWonder"
1340 reqs    =
1341     { "type", "name", "range"
1342       "Tech", "Monotheism", "Player"
1343     }
1344 graphic         = "b.michelangelos_chapel"
1345 graphic_alt     = "-"
1346 obsolete_by     = "None"
1347 build_cost      = 400
1348 upkeep          = 0
1349 sabotage        = 0
1350 sound           = "w_michelangelos_chapel"
1351 sound_alt       = "w_generic"
1352 helptext        = _("\
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\
1359  content.\
1362 [building_oracle]
1363 name            = _("Oracle")
1364 genus           = "GreatWonder"
1365 reqs    =
1366     { "type", "name", "range"
1367       "Tech", "Mysticism", "Player"
1368     }
1369 graphic         = "b.oracle"
1370 graphic_alt     = "-"
1371 obsolete_by     = "Theology"
1372 build_cost      = 300
1373 upkeep          = 0
1374 sabotage        = 0
1375 sound           = "w_oracle"
1376 sound_alt       = "w_generic"
1377 helptext        = _("\
1378 Doubles the effect of a Temple in every city.\
1379  Does not affect citizens made unhappy by military activity.\
1382 [building_pyramids]
1383 name            = _("Pyramids")
1384 genus           = "GreatWonder"
1385 reqs    =
1386     { "type", "name", "range"
1387       "Tech", "Masonry", "Player"
1388     }
1389 graphic         = "b.pyramids"
1390 graphic_alt     = "-"
1391 obsolete_by     = "None"
1392 build_cost      = 200
1393 upkeep          = 0
1394 sabotage        = 0
1395 sound           = "w_pyramids"
1396 sound_alt       = "w_generic"
1397 helptext        = _("\
1398 Counts as having a Granary in every city.\
1401 [building_seti_program]
1402 name            = _("SETI Program")
1403 genus           = "GreatWonder"
1404 reqs    =
1405     { "type", "name", "range"
1406       "Tech", "Computers", "Player"
1407     }
1408 graphic         = "b.seti_program"
1409 graphic_alt     = "-"
1410 obsolete_by     = "None"
1411 build_cost      = 600
1412 upkeep          = 0
1413 sabotage        = 0
1414 sound           = "w_seti_program"
1415 sound_alt       = "w_generic"
1416 ; /* xgettext:no-c-format */
1417 helptext        = _("\
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"
1426 reqs    =
1427     { "type", "name", "range"
1428       "Tech", "Medicine", "Player"
1429     }
1430 graphic         = "b.shakespeares_theatre"
1431 graphic_alt     = "-"
1432 obsolete_by     = "None"
1433 build_cost      = 300
1434 upkeep          = 0
1435 sabotage        = 0
1436 sound           = "w_shakespeares_theatre"
1437 sound_alt       = "w_generic"
1438 helptext        = _("\
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"
1446 reqs    =
1447     { "type", "name", "range"
1448       "Tech", "Democracy", "Player"
1449     }
1450 graphic         = "b.statue_of_liberty"
1451 graphic_alt     = "-"
1452 obsolete_by     = "None"
1453 build_cost      = 400
1454 upkeep          = 0
1455 sabotage        = 0
1456 sound           = "w_statue_of_liberty"
1457 sound_alt       = "w_generic"
1458 helptext        = _("\
1459 Allows you to choose any government, including those that have not yet\
1460  been researched by your civilization, and without the transition\
1461  period of Anarchy.\
1464 [building_sun_tzus_war_academy]
1465 name            = _("Sun Tzu's War Academy")
1466 genus           = "GreatWonder"
1467 reqs    =
1468     { "type", "name", "range"
1469       "Tech", "Feudalism", "Player"
1470     }
1471 graphic         = "b.sun_tzus_war_academy"
1472 graphic_alt     = "-"
1473 obsolete_by     = "Mobile Warfare"
1474 build_cost      = 300
1475 upkeep          = 0
1476 sabotage        = 0
1477 sound           = "w_sun_tzus_war_academy"
1478 sound_alt       = "w_generic"
1479 ; /* xgettext:no-c-format */
1480 helptext        = _("\
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\
1483  from 50% to 100%.\
1486 [building_united_nations]
1487 name            = _("United Nations")
1488 genus           = "GreatWonder"
1489 reqs    =
1490     { "type", "name", "range"
1491       "Tech", "Communism", "Player"
1492     }
1493 graphic         = "b.united_nations"
1494 graphic_alt     = "-"
1495 obsolete_by     = "None"
1496 build_cost      = 600
1497 upkeep          = 0
1498 sabotage        = 0
1499 sound           = "w_united_nations"
1500 sound_alt       = "w_generic"
1501 helptext        = _("\
1502 All your units regain two extra hitpoints per turn.\
1504 ; NOTE: 
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.
1509 ; NOTE:
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"
1516 reqs    =
1517     { "type", "name", "range"
1518       "Tech", "Industrialization", "Player"
1519     }
1520 graphic         = "b.womens_suffrage"
1521 graphic_alt     = "-"
1522 obsolete_by     = "None"
1523 build_cost      = 600
1524 upkeep          = 0
1525 sabotage        = 0
1526 sound           = "w_womens_suffrage"
1527 sound_alt       = "w_generic"
1528 helptext        = _("\
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\
1534  governments.)\
1537 [building_capitalization]
1538 name            = _("Capitalization")
1539 genus           = "Special"
1540 flags           = "Gold"
1541 reqs    =
1542     { "type", "name", "range"
1543       "Tech", "The Corporation", "Player"
1544     }
1545 graphic         = "b.capitalization"
1546 graphic_alt     = "-"
1547 obsolete_by     = "None"
1548 build_cost      = 999
1549 upkeep          = 0
1550 sabotage        = 0
1551 helptext        = _("\
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).\