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="Classic buildings data for Freeciv"
15 options="+Freeciv-ruleset-Devel-2017.Jan.02 web-compatible"
18 ; /* <-- avoid gettext warnings
20 ; Below: The individual buildings, one per section.
21 ; (Buildings = City Improvements and Wonders)
23 ; The actual tag used (the * in [building_*]) does not matter, except
24 ; it must be unique within this file, and it may be used in debug
25 ; output when reading this file.
29 ; name = translatable name as seen by user
30 ; rule_name = (optional) name for savegames, rulesets etc; if not
31 ; present, 'name' is used. Since the name used in savegames
32 ; must not change, use this when renaming a building after a
33 ; ruleset has been released.
34 ; genus = genus; one of:
35 ; "GreatWonder", "SmallWonder", "Improvement", "Special".
36 ; reqs = requirements to build the building (see effects.ruleset
37 ; and README.effects for help on requirements)
38 ; graphic = icon of improvement (used in city dialog)
39 ; graphic_alt = alternate icon of improvement
40 ; obsolete_by = requirements for the building to become obsolete
41 ; build_cost = production shields required to build
42 ; upkeep = monetary upkeep value
43 ; sabotage = percent chance of diplomat sabotage being successful
44 ; flags = special flag strings
46 ; ** Building flags **
47 ; "VisibleByOthers" = Anyone who can see your city knows whether it has
48 ; this improvement. (Great and small wonders are
50 ; "SaveSmallWonder" = If you lose the city with this building in, and the
51 ; "savepalace" server setting is enabled, another will
52 ; be built for free in a random city.
53 ; Should only be used with genus "SmallWonder".
54 ; "Gold" = Not a real building; production turned into gold
55 ; indefinitely (capitalization/coinage).
56 ; Genus should be "Special".
57 ; "DisasterProof" = Disasters never destroy this building. Is meaningful
58 ; only for genus "Improvement" buildings as others are
59 ; automatically disaster proof.
61 ; */ <-- avoid gettext warnings
67 { "type", "name", "range"
68 "Tech", "Radio", "Player"
73 { "type", "name", "range"
79 sound_alt = "b_generic"
81 Allows a city to produce veteran air units (including helicopters). \
82 Also, damaged air units (again, including helicopters) which stay in\
83 town for one full turn without moving are completely restored.\
85 Two cities with Airports can airlift one unit per turn. \
86 Airlifting instantly transports the unit from one city to another\
87 and will use all of the unit's movement points. A unit must have\
88 some movement points left to be airlifted.\
95 { "type", "name", "range"
96 "Tech", "Construction", "Player"
98 graphic = "b.aqueduct"
101 { "type", "name", "range"
107 sound_alt = "b_generic"
109 Allows a city to grow larger than size 8. A Sewer System is also\
110 required for a city to grow larger than size 12.\
112 ; There is also an effect to reduce the chance of plague, but you have to
113 ; enable illness in game.ruleset for that to be relevant.
117 genus = "Improvement"
119 { "type", "name", "range"
120 "Tech", "Banking", "Player"
121 "Building", "Marketplace", "City"
126 { "type", "name", "range"
132 sound_alt = "b_generic"
133 ; /* xgettext:no-c-format */
135 Together with the Marketplace improvement, a Bank increases the\
136 luxury and tax production within a city by 100%.\
141 genus = "Improvement"
143 { "type", "name", "range"
146 graphic = "b.barracks_i"
149 { "type", "name", "range"
150 "Tech", "Gunpowder", "Player"
151 "Building", "Barracks II", "City"
152 "Building", "Barracks III", "City"
157 sound = "b_barracks_i"
158 sound_alt = "b_generic"
159 ; /* xgettext:no-c-format */
161 With a Barracks, each new land unit built in a city will\
162 automatically have Veteran status, which means that its attack and\
163 defense strengths are increased by 50%. Also, damaged land units\
164 which stay in town for one full turn without moving are completely\
168 [building_barracks_ii]
169 name = _("Barracks II")
170 genus = "Improvement"
172 { "type", "name", "range"
173 "Tech", "Gunpowder", "Player"
175 graphic = "b.barracks_ii"
176 graphic_alt = "b.barracks_i"
178 { "type", "name", "range"
179 "Tech", "Mobile Warfare", "Player"
180 "Building", "Barracks III", "City"
185 sound = "b_barracks_ii"
186 sound_alt = "b_generic"
187 ; /* xgettext:no-c-format */
189 With a Barracks, each new land unit built in a city will\
190 automatically have Veteran status, which means that its attack and\
191 defense strengths are increased by 50%. Also, damaged land units\
192 which stay in town for one full turn without moving are completely\
196 [building_barracks_iii]
197 name = _("Barracks III")
198 genus = "Improvement"
200 { "type", "name", "range"
201 "Tech", "Mobile Warfare", "Player"
203 graphic = "b.barracks_iii"
204 graphic_alt = "b.barracks_i"
206 { "type", "name", "range"
211 sound = "b_barracks_iii"
212 sound_alt = "b_generic"
213 ; /* xgettext:no-c-format */
215 With a Barracks, each new land unit built in a city will\
216 automatically have Veteran status, which means that its attack and\
217 defense strengths are increased by 50%. Also, damaged land units\
218 which stay in town for one full turn without moving are completely\
223 name = _("Cathedral")
224 genus = "Improvement"
226 { "type", "name", "range"
227 "Tech", "Monotheism", "Player"
228 "Building", "Temple", "City"
230 graphic = "b.cathedral"
233 { "type", "name", "range"
238 sound = "b_cathedral"
239 sound_alt = "b_generic"
241 A Cathedral makes 3 unhappy citizens content in a city, making it\
242 easier to maintain order in that city; however, it does not affect\
243 citizens made unhappy by military activity. The discovery of Theology\
244 increases the effect of a Cathedral, making an additional unhappy\
245 citizen content. The discovery of Communism lessens the effect of\
246 a Cathedral, reducing by one the number of unhappy citizens made\
250 [building_city_walls]
251 name = _("City Walls")
252 genus = "Improvement"
253 flags = "VisibleByOthers"
255 { "type", "name", "range"
256 "Tech", "Masonry", "Player"
258 graphic = "b.city_walls"
261 { "type", "name", "range"
266 sound = "b_city_walls"
267 sound_alt = "b_generic"
269 City Walls make it easier to defend a city. They triple the defense\
270 strength of units within the city against land and helicopter\
271 units. They are ineffective against airborne and sea units as well\
272 as Howitzers. City Walls also prevent the loss of population which\
273 occurs when a defending unit is destroyed by a land unit.\
276 [building_coastal_defense]
277 name = _("Coastal Defense")
278 genus = "Improvement"
280 { "type", "name", "range"
281 "Tech", "Gunpowder", "Player"
282 "TerrainClass", "Oceanic", "Adjacent"
284 graphic = "b.coastal_defense"
287 { "type", "name", "range"
292 sound = "b_coastal_defense"
293 sound_alt = "b_generic"
295 Increases the defense strength of units within a city by a factor\
296 of 2 when defending against bombardments from enemy ships.\
300 name = _("Colosseum")
301 genus = "Improvement"
303 { "type", "name", "range"
304 "Tech", "Construction", "Player"
306 graphic = "b.colosseum"
309 { "type", "name", "range"
314 sound = "b_colosseum"
315 sound_alt = "b_generic"
317 Entertains the citizens of a city, making 3 unhappy citizens content. \
318 (Four after the discovery of Electricity.) However, it does not\
319 affect citizens made unhappy by military activity.\
322 ; For Civ2 the "Electricity" condition should be "Electronics"
324 [building_courthouse]
325 name = _("Courthouse")
326 genus = "Improvement"
328 { "type", "name", "range"
329 "Tech", "Code of Laws", "Player"
331 graphic = "b.courthouse"
334 { "type", "name", "range"
339 sound = "b_courthouse"
340 sound_alt = "b_generic"
341 ; /* xgettext:no-c-format */
343 Reduces the corruption in a city by 50%, and makes the revolt cost\
344 of the city 4 times bigger. (These effects are redundant in your\
347 Under a Democracy, a Courthouse also makes 1 unhappy citizen content\
348 (unless that citizen is unhappy about military activity).\
353 genus = "Improvement"
355 { "type", "name", "range"
356 "Tech", "Industrialization", "Player"
358 graphic = "b.factory"
361 { "type", "name", "range"
367 sound_alt = "b_generic"
368 ; /* xgettext:no-c-format */
370 Increases the shield production in a city by 50%. This increase may\
371 also contribute significantly to pollution.\
376 genus = "Improvement"
378 { "type", "name", "range"
379 "Tech", "Pottery", "Player"
381 graphic = "b.granary"
384 { "type", "name", "range"
390 sound_alt = "b_generic"
392 The amount of stored food will be set to half full whenever a city\
393 with a Granary shrinks or grows. This helps a city to grow faster\
394 and more easily withstand famine.\
397 ; In Civ2, city size reduction does not generate food like this.
398 ; Dare I ask where this food comes from?? :-)
402 rule_name = "Harbour" ; en_GB spelling used originally
403 genus = "Improvement"
405 { "type", "name", "range"
406 "Tech", "Seafaring", "Player"
407 "TerrainClass", "Oceanic", "Adjacent"
409 graphic = "b.harbour"
412 { "type", "name", "range"
418 sound_alt = "b_generic"
420 Gives one extra food resource on all Oceanic tiles. The city needs\
421 to be coastal to build this improvement.\
424 [building_hydro_plant]
425 name = _("Hydro Plant")
426 genus = "Improvement"
428 { "type", "name", "range"
429 "Tech", "Electronics", "Player"
430 "Building", "Factory", "City"
431 "Extra", "River", "Adjacent"
433 graphic = "b.hydro_plant"
436 { "type", "name", "range"
441 sound = "b_hydro_plant"
442 sound_alt = "b_generic"
443 ; /* xgettext:no-c-format */
445 Increases the effect of Factory and Mfg. Plant on the shield\
446 production of a city, and also reduces the amount of pollution\
447 generated by that production. A Hydro Plant in combination with\
448 either a Factory or Mfg. Plant gives a 75% production bonus over\
449 the level without any of these improvements, while giving pollution\
450 only 75% of the equivalent combination with a Power Plant; a\
451 Hydro Plant, Factory, and Mfg. Plant together give a 150%\
452 production bonus with pollution only 50% of the equivalent\
453 combination with a Power Plant.\
455 In each city, only one Power Plant, Hydro Plant, Nuclear Plant, or\
456 Solar Plant can take effect at any one time.\
459 ; For Civ1/2 the first shield production number above should be 100%,
460 ; but the above describes current freeciv rules.
464 genus = "Improvement"
466 { "type", "name", "range"
467 "Tech", "Writing", "Player"
469 graphic = "b.library"
472 { "type", "name", "range"
478 sound_alt = "b_generic"
479 ; /* xgettext:no-c-format */
481 Increases the science output in a city by 100%.\
484 [building_marketplace]
485 name = _("Marketplace")
486 genus = "Improvement"
488 { "type", "name", "range"
489 "Tech", "Currency", "Player"
491 graphic = "b.marketplace"
494 { "type", "name", "range"
499 sound = "b_marketplace"
500 sound_alt = "b_generic"
501 ; /* xgettext:no-c-format */
503 Increases the luxury and tax output in a city by 50%.\
506 [building_mass_transit]
507 name = _("Mass Transit")
508 genus = "Improvement"
510 { "type", "name", "range"
511 "Tech", "Mass Production", "Player"
513 graphic = "b.mass_transit"
516 { "type", "name", "range"
521 sound = "b_mass_transit"
522 sound_alt = "b_generic"
524 Neutralizes the pollution generated by the population. \
525 The population simply has no effect on the pollution generated in\
530 name = _("Mfg. Plant")
531 genus = "Improvement"
533 { "type", "name", "range"
534 "Tech", "Robotics", "Player"
535 "Building", "Factory", "City"
537 graphic = "b.mfg_plant"
540 { "type", "name", "range"
545 sound = "b_mfg_plant"
546 sound_alt = "b_generic"
547 ; /* xgettext:no-c-format */
549 Together with a Factory, a Manufacturing Plant increases the shield\
550 production in a city by 100%. A Manufacturing Plant on its own\
551 increases shield production by 50%.\
553 A Manufacturing Plant also has a small risk of suffering an industrial\
554 accident, which can lead to pollution and reduce the city's population.\
557 [building_nuclear_plant]
558 name = _("Nuclear Plant")
559 genus = "Improvement"
561 { "type", "name", "range"
562 "Tech", "Nuclear Power", "Player"
563 "Building", "Factory", "City"
565 graphic = "b.nuclear_plant"
568 { "type", "name", "range"
573 sound = "b_nuclear_plant"
574 sound_alt = "b_generic"
575 ; /* xgettext:no-c-format */
577 Increases the effect of Factory and Mfg. Plant on the shield\
578 production of a city, and also reduces the amount of pollution\
579 generated by that production. A Nuclear Plant in combination with\
580 either a Factory or Mfg. Plant gives a 75% production bonus over\
581 the level without any of these improvements, while giving pollution\
582 only 75% of the equivalent combination with a Power Plant; a\
583 Nuclear Plant, Factory, and Mfg. Plant together give a 150%\
584 production bonus with pollution only 50% of the equivalent\
585 combination with a Power Plant.\
587 A Nuclear Plant has a small risk of suffering a nuclear accident, which\
588 can lead to fallout and reduce the city's population.\
590 In each city, only one Power Plant, Hydro Plant, Nuclear Plant, or\
591 Solar Plant can take effect at any one time.\
594 ; For Civ1/2 the first number above should be 100%, but the above
595 ; describes current freeciv rules.
596 ; There would also be a change of meltdown during civil disorder,
597 ; but that has not been implemented yet.
599 [building_offshore_platform]
600 name = _("Offshore Platform")
601 genus = "Improvement"
603 { "type", "name", "range"
604 "Tech", "Miniaturization", "Player"
605 "TerrainClass", "Oceanic", "Adjacent"
607 graphic = "b.offshore_platform"
610 { "type", "name", "range"
615 sound = "b_offshore_platform"
616 sound_alt = "b_generic"
618 Adds 1 extra shield resource on all Oceanic tiles worked by a city. The\
619 city needs to be coastal to build this improvement.\
624 genus = "SmallWonder"
625 flags = "SaveSmallWonder"
627 { "type", "name", "range"
628 "Tech", "Masonry", "Player"
633 { "type", "name", "range"
639 sound_alt = "b_generic"
641 Makes a city the capital and the center of your government.\
642 Corruption in other cities is related to how far away from the\
643 capital they are, except when the government is Democracy or\
644 Communism. On top of this, corruption in your capital itself is\
645 half of what it would otherwise be (as if it had a Courthouse).\
647 The cost to enemy Diplomats and Spies of inciting a revolt in a\
648 city also depends upon the city's distance from the capital\
649 (under all forms of government). Your capital city itself cannot\
650 be incited to revolt, and enjoys a bonus when enemy agents try\
651 to evade your own agents stationed in the city, or sabotage your\
654 Take good care of your capital, as its loss may result in your\
655 empire plunging into civil war. Losing your current palace also\
656 results in losing whatever spaceship you might have.\
658 If the capital is in a dangerous location, or a more central capital\
659 would give a better corruption distribution, you can move your palace\
660 by rebuilding it in another city.\
662 ; /* xgettext:no-c-format */
664 Under Despotism the city containing the palace gains a +75%\
665 production bonus, and under Monarchy a +50% production bonus.\
668 [building_police_station]
669 name = _("Police Station")
670 genus = "Improvement"
672 { "type", "name", "range"
673 "Tech", "Communism", "Player"
675 graphic = "b.police_station"
678 { "type", "name", "range"
683 sound = "b_police_station"
684 sound_alt = "b_generic"
686 Reduces the unhappiness caused by aggressively deployed military\
687 units owned by the city by 2 under Democracy and 1 under Republic\
688 -- in other words, it neutralizes the unhappiness caused by a single\
689 military unit. This improvement has no effect under other governments.\
692 ; For Civ2 this should reduce unhappiness by one for *each* unit
693 ; outside a city that is causing at least one unhappiness.
695 [building_port_facility]
696 name = _("Port Facility")
697 genus = "Improvement"
699 { "type", "name", "range"
700 "Tech", "Amphibious Warfare", "Player"
701 "TerrainClass", "Oceanic", "Adjacent"
703 graphic = "b.port_facility"
706 { "type", "name", "range"
711 sound = "b_port_facility"
712 sound_alt = "b_generic"
714 Allows a city to build veteran sea units. Also, damaged sea units\
715 which stay in town for one full turn without moving are completely\
719 [building_power_plant]
720 name = _("Power Plant")
721 genus = "Improvement"
723 { "type", "name", "range"
724 "Tech", "Refining", "Player"
725 "Building", "Factory", "City"
727 graphic = "b.power_plant"
730 { "type", "name", "range"
735 sound = "b_power_plant"
736 sound_alt = "b_generic"
737 ; /* xgettext:no-c-format */
739 Increases the effect of Factory and Mfg. Plant on the shield\
740 production of a city. A Power Plant in combination with\
741 either a Factory or Mfg. Plant gives a 75% production bonus over\
742 the level without any of these improvements; a Power Plant,\
743 Factory, and Mfg. Plant together give a 150% production bonus.\
744 The extra production may lead to the city generating more\
747 In each city, only one Power Plant, Hydro Plant, Nuclear Plant, or\
748 Solar Plant can take effect at any one time.\
751 ; For Civ1/2 the first number above should be 100%, but the above
752 ; describes current freeciv rules.
754 [building_recycling_center]
755 name = _("Recycling Center")
756 genus = "Improvement"
758 { "type", "name", "range"
759 "Tech", "Recycling", "Player"
761 graphic = "b.recycling_center"
764 { "type", "name", "range"
769 sound = "b_recycling_center"
770 sound_alt = "b_generic"
771 ; /* xgettext:no-c-format */
773 Building a Recycling Center reduces the amount of pollution\
774 generated by production in a city by 66%.\
777 [building_research_lab]
778 name = _("Research Lab")
779 genus = "Improvement"
781 { "type", "name", "range"
782 "Tech", "Computers", "Player"
783 "Building", "University", "City"
785 graphic = "b.research_lab"
788 { "type", "name", "range"
793 sound = "b_research_lab"
794 sound_alt = "b_generic"
795 ; /* xgettext:no-c-format */
797 Together with a Library, a Research Lab increases the science\
798 production of a city by 200%. \
799 Together with a Library and a University, a Research Lab increases\
800 the science production of a city by 450%.\
803 [building_sam_battery]
804 name = _("SAM Battery")
805 genus = "Improvement"
807 { "type", "name", "range"
808 "Tech", "Rocketry", "Player"
810 graphic = "b.sam_battery"
813 { "type", "name", "range"
818 sound = "b_sam_battery"
819 sound_alt = "b_generic"
821 Doubles the defense of all units inside the city when attacked by\
822 aircraft (not including helicopters or missiles).\
825 [building_sdi_defense]
826 name = _("SDI Defense")
827 genus = "Improvement"
829 { "type", "name", "range"
830 "Tech", "Laser", "Player"
832 graphic = "b.sdi_defense"
835 { "type", "name", "range"
840 sound = "b_sdi_defense"
841 sound_alt = "b_generic"
843 Protects a city and its environs (up to 2 tiles away) from attacks\
844 by other nations' Nuclear units. A Nuclear unit not owned by you or a\
845 teammate which attacks a city with SDI Defense, or attacks a unit (or is\
846 deliberately exploded) within range, is shot down and simply has no effect.\
847 Also, doubles defense for units in the city against non-nuclear missiles.\
850 ; Civ2 does not document the "Unit_Defend"/"Missile" aspect; does it apply or not?
852 [building_sewer_system]
853 name = _("Sewer System")
854 genus = "Improvement"
856 { "type", "name", "range"
857 "Tech", "Sanitation", "Player"
858 "Building", "Aqueduct", "City"
860 graphic = "b.sewer_system"
863 { "type", "name", "range"
868 sound = "b_sewer_system"
869 sound_alt = "b_generic"
871 Allows a city to grow larger than size 12. An Aqueduct is first\
872 required for a city to grow larger than size 8.\
874 ; There is also an effect to reduce the chance of plague, but you have to
875 ; enable illness in game.ruleset for that to be relevant.
877 [building_solar_plant]
878 name = _("Solar Plant")
879 genus = "Improvement"
881 { "type", "name", "range"
882 "Tech", "Environmentalism", "Player"
883 "Building", "Factory", "City"
885 graphic = "b.solar_plant"
888 { "type", "name", "range"
893 sound = "b_solar_plant"
894 sound_alt = "b_generic"
895 ; /* xgettext:no-c-format */
897 Increases the effect of Factory and Mfg. Plant on the shield\
898 production of a city, and also greatly reduces the amount of pollution\
899 generated by that production. A Solar Plant in combination with\
900 either a Factory or Mfg. Plant gives a 75% production bonus over\
901 the level without any of these improvements, while giving pollution\
902 only 50% of the equivalent combination with a Power Plant; a\
903 Solar Plant, Factory, and Mfg. Plant together give a 150%\
904 production bonus, and eliminates all pollution generated by\
905 production in that city.\
907 In each city, only one Power Plant, Hydro Plant, Nuclear Plant, or\
908 Solar Plant can take effect at any one time.\
911 [building_space_component]
912 name = _("Space Component")
915 { "type", "name", "range"
916 "Tech", "Plastics", "Player"
917 "Building", "Factory", "City"
919 graphic = "b.space_component"
922 { "type", "name", "range"
927 sound = "b_space_component"
928 sound_alt = "b_generic"
930 Space Components can be differentiated into Propulsion and Fuel\
931 Components. Each pair of them reduces your spaceship's travel\
932 time. You can build up to 8 pairs.\
934 Before you can build any spaceship parts, the Apollo Program wonder\
935 must have been built by any player.\
938 [building_space_module]
939 name = _("Space Module")
942 { "type", "name", "range"
943 "Tech", "Superconductors", "Player"
944 "Building", "Factory", "City"
946 graphic = "b.space_modules"
949 { "type", "name", "range"
954 sound = "b_space_module"
955 sound_alt = "b_generic"
957 Space Modules are the most expensive parts of spaceships. There\
958 are three different types of Space Module:\
960 - Habitation Module: provides living space for 10,000 people.\
962 - Life Support Module: provides food and water for the population of\
963 one Habitation Module.\
965 - Solar Panels: provides the energy needed for any two of the other\
968 You can build up to 4 Space Modules of each kind.\
970 Before you can build any spaceship parts, the Apollo Program wonder\
971 must have been built by any player.\
974 [building_space_structural]
975 name = _("Space Structural")
978 { "type", "name", "range"
979 "Tech", "Space Flight", "Player"
980 "Building", "Factory", "City"
982 graphic = "b.space_structural"
985 { "type", "name", "range"
990 sound = "b_space_structural"
991 sound_alt = "b_generic"
993 Space Structurals form the base of your spaceship. All other\
994 spaceship parts need to be connected to Structurals in order to\
995 function. You can build up to 32 Space Structurals.\
997 Before you can build any spaceship parts, the Apollo Program wonder\
998 must have been built by any player.\
1001 [building_stock_exchange]
1002 name = _("Stock Exchange")
1003 genus = "Improvement"
1005 { "type", "name", "range"
1006 "Tech", "Economics", "Player"
1007 "Building", "Bank", "City"
1009 graphic = "b.stock_exchange"
1012 { "type", "name", "range"
1017 sound = "b_stock_exchange"
1018 sound_alt = "b_generic"
1019 ; /* xgettext:no-c-format */
1021 Together with a Bank, a Stock Exchange boosts tax and luxury\
1022 production in a city by 50%. \
1023 Together with a Marketplace and a Bank, a Stock Exchange boosts\
1024 tax and luxury production in a city by 150%.\
1027 [building_super_highways]
1028 name = _("Super Highways")
1029 genus = "Improvement"
1031 { "type", "name", "range"
1032 "Tech", "Automobile", "Player"
1034 graphic = "b.super_highways"
1037 { "type", "name", "range"
1042 sound = "b_super_highways"
1043 sound_alt = "b_generic"
1044 ; /* xgettext:no-c-format */
1046 Increases trade resources by 50% on all tiles with roads or\
1050 ; Civ2 help says Super Highways increase trade from trade routes.
1052 [building_supermarket]
1053 name = _("Supermarket")
1054 genus = "Improvement"
1056 { "type", "name", "range"
1057 "Tech", "Refrigeration", "Player"
1059 graphic = "b.supermarket"
1062 { "type", "name", "range"
1067 sound = "b_supermarket"
1068 sound_alt = "b_generic"
1069 ; /* xgettext:no-c-format */
1071 Increases the food resources by 50% on each farmland tile which\
1072 is being used around the city. Farmland tiles are those which\
1073 have been irrigated a second time.\
1078 genus = "Improvement"
1080 { "type", "name", "range"
1081 "Tech", "Ceremonial Burial", "Player"
1083 graphic = "b.temple"
1086 { "type", "name", "range"
1092 sound_alt = "b_generic"
1094 Makes one unhappy citizen content. The Mysticism advance doubles\
1095 this effect. With both Mysticism and the Oracle, 4 citizens are\
1096 made content. Does not affect citizens made unhappy by military\
1100 [building_university]
1101 name = _("University")
1102 genus = "Improvement"
1104 { "type", "name", "range"
1105 "Tech", "University", "Player"
1106 "Building", "Library", "City"
1108 graphic = "b.university"
1111 { "type", "name", "range"
1116 sound = "b_university"
1117 sound_alt = "b_generic"
1118 ; /* xgettext:no-c-format */
1120 Together with a Library, a University increases the science\
1121 production of a city by 250%.\
1124 [building_apollo_program]
1125 name = _("Apollo Program")
1126 genus = "GreatWonder"
1128 { "type", "name", "range"
1129 "Tech", "Space Flight", "Player"
1131 graphic = "b.apollo_program"
1134 { "type", "name", "range"
1139 sound = "w_apollo_program"
1140 sound_alt = "w_generic"
1142 The entire map becomes permanently visible to the player who owns it\
1143 -- the player always has up-to-date knowledge of all terrain and\
1144 cities (but not units) despite fog-of-war. It allows all players to\
1145 start building spaceship parts (assuming they have researched the\
1146 necessary technologies).\
1149 [building_asmiths_trading_co]
1150 name = _("A.Smith's Trading Co.")
1151 genus = "GreatWonder"
1153 { "type", "name", "range"
1154 "Tech", "Economics", "Player"
1156 graphic = "b.asmiths_trading_co"
1159 { "type", "name", "range"
1164 sound = "w_asmiths_trading_co"
1165 sound_alt = "w_generic"
1167 City improvements which would normally have an upkeep of 1 are free\
1168 of upkeep, for all your cities.\
1172 name = _("Colossus")
1173 genus = "GreatWonder"
1175 { "type", "name", "range"
1176 "Tech", "Bronze Working", "Player"
1178 graphic = "b.colossus"
1181 { "type", "name", "range", "survives"
1182 "Tech", "Flight", "World", TRUE
1187 sound = "w_colossus"
1188 sound_alt = "w_generic"
1190 Each tile around the city where this wonder is built that is already\
1191 generating some trade produces one extra trade resource.\
1194 [building_copernicus_observatory]
1195 name = _("Copernicus' Observatory")
1196 genus = "GreatWonder"
1198 { "type", "name", "range"
1199 "Tech", "Astronomy", "Player"
1201 graphic = "b.copernicus_observatory"
1204 { "type", "name", "range"
1209 sound = "w_copernicus_observatory"
1210 sound_alt = "w_generic"
1211 ; /* xgettext:no-c-format */
1213 Boosts science production by 100% in the city where it is built.\
1216 [building_cure_for_cancer]
1217 name = _("Cure For Cancer")
1218 genus = "GreatWonder"
1220 { "type", "name", "range"
1221 "Tech", "Genetic Engineering", "Player"
1223 graphic = "b.cure_for_cancer"
1226 { "type", "name", "range"
1231 sound = "w_cure_for_cancer"
1232 sound_alt = "w_generic"
1234 This stunning technological achievement makes one unhappy\
1235 citizen content in each of your cities (including citizens unhappy\
1236 about military activity).\
1238 ; There is also an effect to reduce the chance of plague, but you have to
1239 ; enable illness in game.ruleset for that to be relevant.
1240 ; NB: In Civ2 this makes 1 content citizen happy in all cities.
1242 [building_darwins_voyage]
1243 name = _("Darwin's Voyage")
1244 genus = "GreatWonder"
1246 { "type", "name", "range"
1247 "Tech", "Railroad", "Player"
1249 graphic = "b.darwins_voyage"
1252 { "type", "name", "range"
1257 sound = "w_darwins_voyage"
1258 sound_alt = "w_generic"
1260 Charles Darwin's voyage sparked the discovery of the evolution\
1261 of the species, which inspired greater confidence in science.\
1262 Gives two immediate technology advances.\
1265 [building_eiffel_tower]
1266 name = _("Eiffel Tower")
1267 genus = "GreatWonder"
1269 { "type", "name", "range"
1270 "Tech", "Steam Engine", "Player"
1272 graphic = "b.eiffel_tower"
1275 { "type", "name", "range"
1280 sound = "w_eiffel_tower"
1281 sound_alt = "w_generic"
1282 ; /* xgettext:no-c-format */
1284 Your reputation and goodwill among other nations is recovered twice\
1288 [building_great_library]
1289 name = _("Great Library")
1290 genus = "GreatWonder"
1292 { "type", "name", "range"
1293 "Tech", "Literacy", "Player"
1295 graphic = "b.great_library"
1298 { "type", "name", "range", "survives"
1299 "Tech", "Electricity", "World", TRUE
1304 sound = "w_great_library"
1305 sound_alt = "w_generic"
1307 The civilization which builds the Great Library gets every advance\
1308 that at least two other teams have achieved.\
1311 [building_great_wall]
1312 name = _("Great Wall")
1313 genus = "GreatWonder"
1315 { "type", "name", "range"
1316 "Tech", "Masonry", "Player"
1318 graphic = "b.great_wall"
1321 { "type", "name", "range", "survives"
1322 "Tech", "Metallurgy", "World", TRUE
1327 sound = "w_great_wall"
1328 sound_alt = "w_generic"
1330 Works as a City Wall in all your cities.\
1333 ; Civ2 also doubles attack -vs- barbs,
1334 ; and enemies are forced to offer cease-fire or peace.
1336 [building_hanging_gardens]
1337 name = _("Hanging Gardens")
1338 genus = "GreatWonder"
1340 { "type", "name", "range"
1341 "Tech", "Pottery", "Player"
1343 graphic = "b.hanging_gardens"
1346 { "type", "name", "range", "survives"
1347 "Tech", "Railroad", "World", TRUE
1352 sound = "w_hanging_gardens"
1353 sound_alt = "w_generic"
1355 Makes one content citizen happy in every city. Makes two extra\
1356 content citizens happy in the city containing the Hanging Gardens\
1357 (that is, a total of 3). In the unlikely event where there are no\
1358 content citizens to get the effect of Hanging Gardens, the wonder\
1359 applies to unhappy citizens (including those unhappy about military\
1360 activity), making each content then happy.\
1363 [building_hoover_dam]
1364 name = _("Hoover Dam")
1365 genus = "GreatWonder"
1367 { "type", "name", "range"
1368 "Tech", "Electronics", "Player"
1369 "Extra", "River", "Adjacent"
1371 graphic = "b.hoover_dam"
1374 { "type", "name", "range"
1379 sound = "w_hoover_dam"
1380 sound_alt = "w_generic"
1382 Works as if you had a Hydro Plant in every city. (This reduces\
1383 pollution and increases the effects of Factories and Mfg. Plants.)\
1386 [building_isaac_newtons_college]
1387 name = _("Isaac Newton's College")
1388 genus = "GreatWonder"
1390 { "type", "name", "range"
1391 "Tech", "Theory of Gravity", "Player"
1393 graphic = "b.isaac_newtons_college"
1396 { "type", "name", "range"
1401 sound = "w_isaac_newtons_college"
1402 sound_alt = "w_generic"
1403 ; /* xgettext:no-c-format */
1405 Boosts science production by 100% in every city you control that\
1409 [building_js_bachs_cathedral]
1410 name = _("J.S. Bach's Cathedral")
1411 genus = "GreatWonder"
1413 { "type", "name", "range"
1414 "Tech", "Theology", "Player"
1416 graphic = "b.js_bachs_cathedral"
1419 { "type", "name", "range"
1424 sound = "w_js_bachs_cathedral"
1425 sound_alt = "w_generic"
1427 Makes two unhappy citizens content in every city (including citizens\
1428 unhappy about military activity).\
1431 [building_king_richards_crusade]
1432 name = _("King Richard's Crusade")
1433 genus = "GreatWonder"
1435 { "type", "name", "range"
1436 "Tech", "Engineering", "Player"
1438 graphic = "b.king_richards_crusade"
1441 { "type", "name", "range", "survives"
1442 "Tech", "Robotics", "World", TRUE
1447 sound = "w_king_richards_crusade"
1448 sound_alt = "w_generic"
1450 Adds one extra shield resource on every tile around the city\
1454 [building_leonardos_workshop]
1455 name = _("Leonardo's Workshop")
1456 genus = "GreatWonder"
1458 { "type", "name", "range"
1459 "Tech", "Invention", "Player"
1461 graphic = "b.leonardos_workshop"
1464 { "type", "name", "range", "survives"
1465 "Tech", "Automobile", "World", TRUE
1470 sound = "w_leonardos_workshop"
1471 sound_alt = "w_generic"
1473 Upgrades one obsolete unit per game turn.\
1476 [building_lighthouse]
1477 name = _("Lighthouse")
1478 genus = "GreatWonder"
1480 { "type", "name", "range"
1481 "Tech", "Map Making", "Player"
1482 "TerrainClass", "Oceanic", "Adjacent"
1484 graphic = "b.lighthouse"
1487 { "type", "name", "range", "survives"
1488 "Tech", "Magnetism", "World", TRUE
1493 sound = "w_lighthouse"
1494 sound_alt = "w_generic"
1496 Gives all your sea units 1 additional movement point. Makes all your\
1497 new military sea units veterans (for all your cities).\
1500 [building_magellans_expedition]
1501 name = _("Magellan's Expedition")
1502 genus = "GreatWonder"
1504 { "type", "name", "range"
1505 "Tech", "Navigation", "Player"
1506 "TerrainClass", "Oceanic", "Adjacent"
1508 graphic = "b.magellans_expedition"
1511 { "type", "name", "range"
1516 sound = "w_magellans_expedition"
1517 sound_alt = "w_generic"
1519 Gives all your sea units 2 additional movement points.\
1522 [building_manhattan_project]
1523 name = _("Manhattan Project")
1524 genus = "GreatWonder"
1526 { "type", "name", "range"
1527 "Tech", "Nuclear Fission", "Player"
1529 graphic = "b.manhattan_project"
1532 { "type", "name", "range"
1537 sound = "w_manhattan_project"
1538 sound_alt = "w_generic"
1539 ;helptext is set in client/helpdata.c:helptext_wonder()
1542 [building_marco_polos_embassy]
1543 name = _("Marco Polo's Embassy")
1544 genus = "GreatWonder"
1546 { "type", "name", "range"
1547 "Tech", "Trade", "Player"
1549 graphic = "b.marco_polos_embassy"
1552 { "type", "name", "range", "survives"
1553 "Tech", "Communism", "World", TRUE
1558 sound = "w_marco_polos_embassy"
1559 sound_alt = "w_generic"
1561 The player who owns it gets an embassy with all players.\
1564 [building_michelangelos_chapel]
1565 name = _("Michelangelo's Chapel")
1566 genus = "GreatWonder"
1568 { "type", "name", "range"
1569 "Tech", "Monotheism", "Player"
1571 graphic = "b.michelangelos_chapel"
1574 { "type", "name", "range"
1579 sound = "w_michelangelos_chapel"
1580 sound_alt = "w_generic"
1582 Counts as having a Cathedral in each of your cities. This makes 3\
1583 unhappy citizens content in each city; however, it does not affect\
1584 citizens made unhappy by military activity. The discovery of Theology\
1585 increases the effect of a Cathedral, making an additional unhappy\
1586 citizen content. The discovery of Communism lessens the effect of\
1587 a Cathedral, reducing by one the number of unhappy citizens made\
1593 genus = "GreatWonder"
1595 { "type", "name", "range"
1596 "Tech", "Mysticism", "Player"
1598 graphic = "b.oracle"
1601 { "type", "name", "range", "survives"
1602 "Tech", "Theology", "World", TRUE
1608 sound_alt = "w_generic"
1610 Makes two additional unhappy citizens content in every city with\
1611 a Temple. Does not affect citizens made unhappy by military\
1616 name = _("Pyramids")
1617 genus = "GreatWonder"
1619 { "type", "name", "range"
1620 "Tech", "Masonry", "Player"
1622 graphic = "b.pyramids"
1625 { "type", "name", "range"
1630 sound = "w_pyramids"
1631 sound_alt = "w_generic"
1632 ; /* xgettext:no-c-format */
1634 The amount of stored food lost when one of your cities grows or shrinks\
1635 is reduced by 25%. This helps a city to grow faster and more easily\
1636 withstand famine. Cumulative with Granary.\
1639 [building_seti_program]
1640 name = _("SETI Program")
1641 genus = "GreatWonder"
1643 { "type", "name", "range"
1644 "Tech", "Computers", "Player"
1646 graphic = "b.seti_program"
1649 { "type", "name", "range"
1654 sound = "w_seti_program"
1655 sound_alt = "w_generic"
1656 ; /* xgettext:no-c-format */
1658 Boosts science production in each city with a Research Lab by 100%.\
1661 [building_shakespeares_theatre]
1662 name = _("Shakespeare's Theater")
1663 rule_name = "Shakespeare's Theatre" ; en_GB used originally
1664 genus = "GreatWonder"
1666 { "type", "name", "range"
1667 "Tech", "Medicine", "Player"
1669 graphic = "b.shakespeares_theatre"
1672 { "type", "name", "range"
1677 sound = "w_shakespeares_theatre"
1678 sound_alt = "w_generic"
1680 Makes all angry and unhappy citizens content in the city where it\
1681 is located, including citizens unhappy about military activity.\
1684 [building_statue_of_liberty]
1685 name = _("Statue of Liberty")
1686 genus = "GreatWonder"
1688 { "type", "name", "range"
1689 "Tech", "Democracy", "Player"
1691 graphic = "b.statue_of_liberty"
1694 { "type", "name", "range"
1699 sound = "w_statue_of_liberty"
1700 sound_alt = "w_generic"
1702 Allows you to choose any government, including those that have not yet\
1703 been researched by your civilization, and without the transition\
1707 [building_sun_tzus_war_academy]
1708 name = _("Sun Tzu's War Academy")
1709 genus = "GreatWonder"
1711 { "type", "name", "range"
1712 "Tech", "Feudalism", "Player"
1714 graphic = "b.sun_tzus_war_academy"
1717 { "type", "name", "range", "survives"
1718 "Tech", "Mobile Warfare", "World", TRUE
1723 sound = "w_sun_tzus_war_academy"
1724 sound_alt = "w_generic"
1726 All your new military land units start with an additional veteran level\
1727 (this is cumulative with any Barracks building in a city; with both, units\
1728 are created as Hardened). The chance of a land unit getting the next\
1729 veteran level after a battle increases by half.\
1732 [building_united_nations]
1733 name = _("United Nations")
1734 genus = "GreatWonder"
1736 { "type", "name", "range"
1737 "Tech", "Communism", "Player"
1739 graphic = "b.united_nations"
1742 { "type", "name", "range"
1747 sound = "w_united_nations"
1748 sound_alt = "w_generic"
1750 All your units regain two extra hitpoints per turn.\
1753 ; This does not match Civ1 or Civ2, but diplomatic effects are
1754 ; not very effective in multiplayer, and hitpoints effects do not
1755 ; apply for Civ1. Note in Civ1 Pyramids have a gov-change effect,
1756 ; but become obsolete, and the Statue of Liberty does not exist.
1758 ; In Civ2 this provides embassies, forces peaceful enemies and
1759 ; allows Democracy to declare war 50% of the time.
1761 [building_womens_suffrage]
1762 name = _("Women's Suffrage")
1763 genus = "GreatWonder"
1765 { "type", "name", "range"
1766 "Tech", "Industrialization", "Player"
1768 graphic = "b.womens_suffrage"
1771 { "type", "name", "range"
1776 sound = "w_womens_suffrage"
1777 sound_alt = "w_generic"
1779 Counts as a Police Station in every city. (That is, for each city, it\
1780 reduces the unhappiness caused by aggressively deployed military\
1781 units owned by that city by 2 under Democracy and 1 under Republic --\
1782 in other words, it neutralizes the unhappiness caused by a single\
1783 military unit per city. This wonder has no effect under other\
1787 ; For Civ2 this should reduce unhappiness by one for *each* unit
1788 ; outside a city that is causing at least one unhappiness.
1790 [building_capitalization]
1795 { "type", "name", "range"
1798 graphic = "b.capitalization"
1801 { "type", "name", "range"
1806 ; FIXME: this is the real helptext; restore when have a subordnate analogue
1807 ; /* (ignore for gettext until fixed)
1809 ;This is not a normal improvement. Instead, setting a city's\
1810 ; production to Capitalization means its shield production is\
1811 ; converted to tax output (money).\
1815 This is not a normal improvement. Instead, setting a city's\
1816 production to Coinage means its shield production is\
1817 converted to tax output (money, coins!).\