Make enum type conversion explicit.
[freeciv.git] / data / classic / buildings.ruleset
blobdc00094df4e2d0c2d0859d233f7c5d6c6bceaad4
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="Classic buildings data for Freeciv"
15 options="+Freeciv-ruleset-Devel-2017.Jan.02 web-compatible"
16 format_version=20
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.
27 ; Notes:
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
49 ;                      always visible.)
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
63 [building_airport]
64 name            = _("Airport")
65 genus           = "Improvement"
66 reqs    =
67     { "type", "name", "range"
68       "Tech", "Radio", "Player"
69     }
70 graphic = "b.airport"
71 graphic_alt     = "-"
72 obsolete_by     =
73     { "type", "name", "range"
74     }
75 build_cost      = 120
76 upkeep          = 3
77 sabotage        = 100
78 sound           = "b_airport"
79 sound_alt       = "b_generic"
80 helptext        = _("\
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.\
84 "), _("\
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.\
91 [building_aqueduct]
92 name            = _("Aqueduct")
93 genus           = "Improvement"
94 reqs    =
95     { "type", "name", "range"
96       "Tech", "Construction", "Player"
97     }
98 graphic = "b.aqueduct"
99 graphic_alt     = "-"
100 obsolete_by     =
101     { "type", "name", "range"
102     }
103 build_cost      = 60
104 upkeep          = 2
105 sabotage        = 100
106 sound           = "b_aqueduct"
107 sound_alt       = "b_generic"
108 helptext        = _("\
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.
115 [building_bank]
116 name            = _("Bank")
117 genus           = "Improvement"
118 reqs    =
119     { "type", "name", "range"
120       "Tech", "Banking", "Player"
121       "Building", "Marketplace", "City"
122     }
123 graphic = "b.bank"
124 graphic_alt     = "-"
125 obsolete_by     =
126     { "type", "name", "range"
127     }
128 build_cost      = 80
129 upkeep          = 2
130 sabotage        = 100
131 sound           = "b_bank"
132 sound_alt       = "b_generic"
133 ; /* xgettext:no-c-format */
134 helptext        = _("\
135 Together with the Marketplace improvement, a Bank increases the\
136  luxury and tax production within a city by 100%.\
139 [building_barracks]
140 name            = _("Barracks")
141 genus           = "Improvement"
142 reqs    =
143     { "type", "name", "range"
145     }
146 graphic = "b.barracks_i"
147 graphic_alt     = "-"
148 obsolete_by     =
149     { "type", "name", "range"
150       "Tech", "Gunpowder", "Player"
151       "Building", "Barracks II", "City"
152       "Building", "Barracks III", "City"
153     }
154 build_cost      = 30
155 upkeep          = 1
156 sabotage        = 100
157 sound           = "b_barracks_i"
158 sound_alt       = "b_generic"
159 ; /* xgettext:no-c-format */
160 helptext        = _("\
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\
165  restored.\
168 [building_barracks_ii]
169 name            = _("Barracks II")
170 genus           = "Improvement"
171 reqs    =
172     { "type", "name", "range"
173       "Tech", "Gunpowder", "Player"
174     }
175 graphic = "b.barracks_ii"
176 graphic_alt     = "b.barracks_i"
177 obsolete_by     =
178     { "type", "name", "range"
179       "Tech", "Mobile Warfare", "Player"
180       "Building", "Barracks III", "City"
181     }
182 build_cost      = 30
183 upkeep          = 1
184 sabotage        = 100
185 sound           = "b_barracks_ii"
186 sound_alt       = "b_generic"
187 ; /* xgettext:no-c-format */
188 helptext        = _("\
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\
193  restored.\
196 [building_barracks_iii]
197 name            = _("Barracks III")
198 genus           = "Improvement"
199 reqs    =
200     { "type", "name", "range"
201       "Tech", "Mobile Warfare", "Player"
202     }
203 graphic = "b.barracks_iii"
204 graphic_alt     = "b.barracks_i"
205 obsolete_by     =
206     { "type", "name", "range"
207     }
208 build_cost      = 30
209 upkeep          = 1
210 sabotage        = 100
211 sound           = "b_barracks_iii"
212 sound_alt       = "b_generic"
213 ; /* xgettext:no-c-format */
214 helptext        = _("\
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\
219  restored.\
222 [building_cathedral]
223 name            = _("Cathedral")
224 genus           = "Improvement"
225 reqs    =
226     { "type", "name", "range"
227       "Tech", "Monotheism", "Player"
228       "Building", "Temple", "City"
229     }
230 graphic = "b.cathedral"
231 graphic_alt     = "-"
232 obsolete_by     =
233     { "type", "name", "range"
234     }
235 build_cost      = 80
236 upkeep          = 3
237 sabotage        = 100
238 sound           = "b_cathedral"
239 sound_alt       = "b_generic"
240 helptext        = _("\
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\
247  content.\
250 [building_city_walls]
251 name            = _("City Walls")
252 genus           = "Improvement"
253 flags           = "VisibleByOthers"
254 reqs    =
255     { "type", "name", "range"
256       "Tech", "Masonry", "Player"
257     }
258 graphic = "b.city_walls"
259 graphic_alt     = "-"
260 obsolete_by     =
261     { "type", "name", "range"
262     }
263 build_cost      = 60
264 upkeep          = 0
265 sabotage        = 50
266 sound           = "b_city_walls"
267 sound_alt       = "b_generic"
268 helptext        = _("\
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"
279 reqs    =
280     { "type", "name", "range"
281       "Tech", "Gunpowder", "Player"
282       "TerrainClass", "Oceanic", "Adjacent"
283     }
284 graphic = "b.coastal_defense"
285 graphic_alt     = "-"
286 obsolete_by     =
287     { "type", "name", "range"
288     }
289 build_cost      = 60
290 upkeep          = 1
291 sabotage        = 100
292 sound           = "b_coastal_defense"
293 sound_alt       = "b_generic"
294 helptext        = _("\
295 Increases the defense strength of units within a city by a factor\
296  of 2 when defending against bombardments from enemy ships.\
299 [building_colosseum]
300 name            = _("Colosseum")
301 genus           = "Improvement"
302 reqs    =
303     { "type", "name", "range"
304       "Tech", "Construction", "Player"
305     }
306 graphic = "b.colosseum"
307 graphic_alt     = "-"
308 obsolete_by     =
309     { "type", "name", "range"
310     }
311 build_cost      = 70
312 upkeep          = 4
313 sabotage        = 100
314 sound           = "b_colosseum"
315 sound_alt       = "b_generic"
316 helptext        = _("\
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.\
321 ; NOTE:
322 ; For Civ2 the "Electricity" condition should be "Electronics"
324 [building_courthouse]
325 name            = _("Courthouse")
326 genus           = "Improvement"
327 reqs    =
328     { "type", "name", "range"
329       "Tech", "Code of Laws", "Player"
330     }
331 graphic = "b.courthouse"
332 graphic_alt     = "-"
333 obsolete_by     =
334     { "type", "name", "range"
335     }
336 build_cost      = 60
337 upkeep          = 1
338 sabotage        = 100
339 sound           = "b_courthouse"
340 sound_alt       = "b_generic"
341 ; /* xgettext:no-c-format */
342 helptext        = _("\
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\
345  capital city.)\
346 "), _("\
347 Under a Democracy, a Courthouse also makes 1 unhappy citizen content\
348  (unless that citizen is unhappy about military activity).\
351 [building_factory]
352 name            = _("Factory")
353 genus           = "Improvement"
354 reqs    =
355     { "type", "name", "range"
356       "Tech", "Industrialization", "Player"
357     }
358 graphic = "b.factory"
359 graphic_alt     = "-"
360 obsolete_by     =
361     { "type", "name", "range"
362     }
363 build_cost      = 140
364 upkeep          = 4
365 sabotage        = 100
366 sound           = "b_factory"
367 sound_alt       = "b_generic"
368 ; /* xgettext:no-c-format */
369 helptext        = _("\
370 Increases the shield production in a city by 50%.  This increase may\
371  also contribute significantly to pollution.\
374 [building_granary]
375 name            = _("Granary")
376 genus           = "Improvement"
377 reqs    =
378     { "type", "name", "range"
379       "Tech", "Pottery", "Player"
380     }
381 graphic = "b.granary"
382 graphic_alt     = "-"
383 obsolete_by     =
384     { "type", "name", "range"
385     }
386 build_cost      = 40
387 upkeep          = 1
388 sabotage        = 100
389 sound           = "b_granary"
390 sound_alt       = "b_generic"
391 helptext        = _("\
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.\
396 ; NOTE:
397 ; In Civ2, city size reduction does not generate food like this.
398 ; Dare I ask where this food comes from?? :-)
400 [building_harbour]
401 name            = _("Harbor")
402 rule_name       = "Harbour"     ; en_GB spelling used originally
403 genus           = "Improvement"
404 reqs    =
405     { "type", "name", "range"
406       "Tech", "Seafaring", "Player"
407       "TerrainClass", "Oceanic", "Adjacent"
408     }
409 graphic = "b.harbour"
410 graphic_alt     = "-"
411 obsolete_by     =
412     { "type", "name", "range"
413     }
414 build_cost      = 40
415 upkeep          = 1
416 sabotage        = 100
417 sound           = "b_harbour"
418 sound_alt       = "b_generic"
419 helptext        = _("\
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"
427 reqs    =
428     { "type", "name", "range"
429       "Tech", "Electronics", "Player"
430       "Building", "Factory", "City"
431       "Extra", "River", "Adjacent"
432     }
433 graphic = "b.hydro_plant"
434 graphic_alt     = "-"
435 obsolete_by     =
436     { "type", "name", "range"
437     }
438 build_cost      = 180
439 upkeep          = 4
440 sabotage        = 100
441 sound           = "b_hydro_plant"
442 sound_alt       = "b_generic"
443 ; /* xgettext:no-c-format */
444 helptext        = _("\
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.\
454 "), _("\
455 In each city, only one Power Plant, Hydro Plant, Nuclear Plant, or\
456  Solar Plant can take effect at any one time.\
458 ; NOTE:
459 ; For Civ1/2 the first shield production number above should be 100%,
460 ; but the above describes current freeciv rules.
462 [building_library]
463 name            = _("Library")
464 genus           = "Improvement"
465 reqs    =
466     { "type", "name", "range"
467       "Tech", "Writing", "Player"
468     }
469 graphic = "b.library"
470 graphic_alt     = "-"
471 obsolete_by     =
472     { "type", "name", "range"
473     }
474 build_cost      = 60
475 upkeep          = 1
476 sabotage        = 100
477 sound           = "b_library"
478 sound_alt       = "b_generic"
479 ; /* xgettext:no-c-format */
480 helptext        = _("\
481 Increases the science output in a city by 100%.\
484 [building_marketplace]
485 name            = _("Marketplace")
486 genus           = "Improvement"
487 reqs    =
488     { "type", "name", "range"
489       "Tech", "Currency", "Player"
490     }
491 graphic = "b.marketplace"
492 graphic_alt     = "-"
493 obsolete_by     =
494     { "type", "name", "range"
495     }
496 build_cost      = 60
497 upkeep          = 0
498 sabotage        = 100
499 sound           = "b_marketplace"
500 sound_alt       = "b_generic"
501 ; /* xgettext:no-c-format */
502 helptext        = _("\
503 Increases the luxury and tax output in a city by 50%.\
506 [building_mass_transit]
507 name            = _("Mass Transit")
508 genus           = "Improvement"
509 reqs    =
510     { "type", "name", "range"
511       "Tech", "Mass Production", "Player"
512     }
513 graphic = "b.mass_transit"
514 graphic_alt     = "-"
515 obsolete_by     =
516     { "type", "name", "range"
517     }
518 build_cost      = 120
519 upkeep          = 4
520 sabotage        = 100
521 sound           = "b_mass_transit"
522 sound_alt       = "b_generic"
523 helptext        = _("\
524 Neutralizes the pollution generated by the population. \
525  The population simply has no effect on the pollution generated in\
526  the city.\
529 [building_mfg_plant]
530 name            = _("Mfg. Plant")
531 genus           = "Improvement"
532 reqs    =
533     { "type", "name", "range"
534       "Tech", "Robotics", "Player"
535       "Building", "Factory", "City"
536     }
537 graphic = "b.mfg_plant"
538 graphic_alt     = "-"
539 obsolete_by     =
540     { "type", "name", "range"
541     }
542 build_cost      = 220
543 upkeep          = 6
544 sabotage        = 100
545 sound           = "b_mfg_plant"
546 sound_alt       = "b_generic"
547 ; /* xgettext:no-c-format */
548 helptext        = _("\
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%.\
552 "), _("\
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"
560 reqs    =
561     { "type", "name", "range"
562       "Tech", "Nuclear Power", "Player"
563       "Building", "Factory", "City"
564     }
565 graphic = "b.nuclear_plant"
566 graphic_alt     = "-"
567 obsolete_by     =
568     { "type", "name", "range"
569     }
570 build_cost      = 120
571 upkeep          = 2
572 sabotage        = 100
573 sound           = "b_nuclear_plant"
574 sound_alt       = "b_generic"
575 ; /* xgettext:no-c-format */
576 helptext        = _("\
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.\
586 "), _("\
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.\
589 "), _("\
590 In each city, only one Power Plant, Hydro Plant, Nuclear Plant, or\
591  Solar Plant can take effect at any one time.\
593 ; NOTE:
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"
602 reqs    =
603     { "type", "name", "range"
604       "Tech", "Miniaturization", "Player"
605       "TerrainClass", "Oceanic", "Adjacent"
606     }
607 graphic = "b.offshore_platform"
608 graphic_alt     = "-"
609 obsolete_by     =
610     { "type", "name", "range"
611     }
612 build_cost      = 120
613 upkeep          = 3
614 sabotage        = 100
615 sound           = "b_offshore_platform"
616 sound_alt       = "b_generic"
617 helptext        = _("\
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.\
622 [building_palace]
623 name            = _("Palace")
624 genus           = "SmallWonder"
625 flags           = "SaveSmallWonder"
626 reqs    =
627     { "type", "name", "range"
628       "Tech", "Masonry", "Player"
629     }
630 graphic = "b.palace"
631 graphic_alt     = "-"
632 obsolete_by     =
633     { "type", "name", "range"
634     }
635 build_cost      = 70
636 upkeep          = 0
637 sabotage        = 0
638 sound           = "b_palace"
639 sound_alt       = "b_generic"
640 helptext        = _("\
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).\
646 "), _("\
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\
652  buildings.\
653 "), _("\
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.\
657 "), _("\
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 */
663 _("\
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"
671 reqs    =
672     { "type", "name", "range"
673       "Tech", "Communism", "Player"
674     }
675 graphic = "b.police_station"
676 graphic_alt     = "-"
677 obsolete_by     =
678     { "type", "name", "range"
679     }
680 build_cost      = 50
681 upkeep          = 2
682 sabotage        = 100
683 sound           = "b_police_station"
684 sound_alt       = "b_generic"
685 helptext        = _("\
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.\
691 ; NOTE:
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"
698 reqs    =
699     { "type", "name", "range"
700       "Tech", "Amphibious Warfare", "Player"
701       "TerrainClass", "Oceanic", "Adjacent"
702     }
703 graphic = "b.port_facility"
704 graphic_alt     = "-"
705 obsolete_by     =
706     { "type", "name", "range"
707     }
708 build_cost      = 60
709 upkeep          = 3
710 sabotage        = 100
711 sound           = "b_port_facility"
712 sound_alt       = "b_generic"
713 helptext        = _("\
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\
716  restored.\
719 [building_power_plant]
720 name            = _("Power Plant")
721 genus           = "Improvement"
722 reqs    =
723     { "type", "name", "range"
724       "Tech", "Refining", "Player"
725       "Building", "Factory", "City"
726     }
727 graphic = "b.power_plant"
728 graphic_alt     = "-"
729 obsolete_by     =
730     { "type", "name", "range"
731     }
732 build_cost      = 130
733 upkeep          = 4
734 sabotage        = 100
735 sound           = "b_power_plant"
736 sound_alt       = "b_generic"
737 ; /* xgettext:no-c-format */
738 helptext        = _("\
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\
745  pollution.\
746 "), _("\
747 In each city, only one Power Plant, Hydro Plant, Nuclear Plant, or\
748  Solar Plant can take effect at any one time.\
750 ; NOTE:
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"
757 reqs    =
758     { "type", "name", "range"
759       "Tech", "Recycling", "Player"
760     }
761 graphic = "b.recycling_center"
762 graphic_alt     = "-"
763 obsolete_by     =
764     { "type", "name", "range"
765     }
766 build_cost      = 140
767 upkeep          = 2
768 sabotage        = 100
769 sound           = "b_recycling_center"
770 sound_alt       = "b_generic"
771 ; /* xgettext:no-c-format */
772 helptext        = _("\
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"
780 reqs    =
781     { "type", "name", "range"
782       "Tech", "Computers", "Player"
783       "Building", "University", "City"
784     }
785 graphic = "b.research_lab"
786 graphic_alt     = "-"
787 obsolete_by     =
788     { "type", "name", "range"
789     }
790 build_cost      = 120
791 upkeep          = 3
792 sabotage        = 100
793 sound           = "b_research_lab"
794 sound_alt       = "b_generic"
795 ; /* xgettext:no-c-format */
796 helptext        = _("\
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"
806 reqs    =
807     { "type", "name", "range"
808       "Tech", "Rocketry", "Player"
809     }
810 graphic = "b.sam_battery"
811 graphic_alt     = "-"
812 obsolete_by     =
813     { "type", "name", "range"
814     }
815 build_cost      = 70
816 upkeep          = 2
817 sabotage        = 100
818 sound           = "b_sam_battery"
819 sound_alt       = "b_generic"
820 helptext        = _("\
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"
828 reqs    =
829     { "type", "name", "range"
830       "Tech", "Laser", "Player"
831     }
832 graphic = "b.sdi_defense"
833 graphic_alt     = "-"
834 obsolete_by     =
835     { "type", "name", "range"
836     }
837 build_cost      = 140
838 upkeep          = 4
839 sabotage        = 100
840 sound           = "b_sdi_defense"
841 sound_alt       = "b_generic"
842 helptext        = _("\
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.\
849 ; NOTE:
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"
855 reqs    =
856     { "type", "name", "range"
857       "Tech", "Sanitation", "Player"
858       "Building", "Aqueduct", "City"
859     }
860 graphic = "b.sewer_system"
861 graphic_alt     = "-"
862 obsolete_by     =
863     { "type", "name", "range"
864     }
865 build_cost      = 80
866 upkeep          = 2
867 sabotage        = 100
868 sound           = "b_sewer_system"
869 sound_alt       = "b_generic"
870 helptext        = _("\
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"
880 reqs    =
881     { "type", "name", "range"
882       "Tech", "Environmentalism", "Player"
883       "Building", "Factory", "City"
884     }
885 graphic = "b.solar_plant"
886 graphic_alt     = "-"
887 obsolete_by     =
888     { "type", "name", "range"
889     }
890 build_cost      = 320
891 upkeep          = 4
892 sabotage        = 100
893 sound           = "b_solar_plant"
894 sound_alt       = "b_generic"
895 ; /* xgettext:no-c-format */
896 helptext        = _("\
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.\
906 "), _("\
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")
913 genus           = "Special"
914 reqs    =
915     { "type", "name", "range"
916       "Tech", "Plastics", "Player"
917       "Building", "Factory", "City"
918     }
919 graphic = "b.space_component"
920 graphic_alt     = "-"
921 obsolete_by     =
922     { "type", "name", "range"
923     }
924 build_cost      = 160
925 upkeep          = 0
926 sabotage        = 100
927 sound           = "b_space_component"
928 sound_alt       = "b_generic"
929 helptext        = _("\
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.\
933 "), _("\
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")
940 genus           = "Special"
941 reqs    =
942     { "type", "name", "range"
943       "Tech", "Superconductors", "Player"
944       "Building", "Factory", "City"
945     }
946 graphic = "b.space_modules"
947 graphic_alt     = "-"
948 obsolete_by     =
949     { "type", "name", "range"
950     }
951 build_cost      = 320
952 upkeep          = 0
953 sabotage        = 100
954 sound           = "b_space_module"
955 sound_alt       = "b_generic"
956 helptext        = _("\
957 Space Modules are the most expensive parts of spaceships.  There\
958  are three different types of Space Module:\
959 "), _("\
960 - Habitation Module: provides living space for 10,000 people.\
961 "), _("\
962 - Life Support Module: provides food and water for the population of\
963  one Habitation Module.\
964 "), _("\
965 - Solar Panels: provides the energy needed for any two of the other\
966  Modules.\
967 "), _("\
968 You can build up to 4 Space Modules of each kind.\
969 "), _("\
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")
976 genus           = "Special"
977 reqs    =
978     { "type", "name", "range"
979       "Tech", "Space Flight", "Player"
980       "Building", "Factory", "City"
981     }
982 graphic = "b.space_structural"
983 graphic_alt     = "-"
984 obsolete_by     =
985     { "type", "name", "range"
986     }
987 build_cost      = 80
988 upkeep          = 0
989 sabotage        = 100
990 sound           = "b_space_structural"
991 sound_alt       = "b_generic"
992 helptext        = _("\
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.\
996 "), _("\
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"
1004 reqs    =
1005     { "type", "name", "range"
1006       "Tech", "Economics", "Player"
1007       "Building", "Bank", "City"
1008     }
1009 graphic = "b.stock_exchange"
1010 graphic_alt     = "-"
1011 obsolete_by     =
1012     { "type", "name", "range"
1013     }
1014 build_cost      = 120
1015 upkeep          = 3
1016 sabotage        = 100
1017 sound           = "b_stock_exchange"
1018 sound_alt       = "b_generic"
1019 ; /* xgettext:no-c-format */
1020 helptext        = _("\
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"
1030 reqs    =
1031     { "type", "name", "range"
1032       "Tech", "Automobile", "Player"
1033     }
1034 graphic = "b.super_highways"
1035 graphic_alt     = "-"
1036 obsolete_by     =
1037     { "type", "name", "range"
1038     }
1039 build_cost      = 120
1040 upkeep          = 3
1041 sabotage        = 100
1042 sound           = "b_super_highways"
1043 sound_alt       = "b_generic"
1044 ; /* xgettext:no-c-format */
1045 helptext        = _("\
1046 Increases trade resources by 50% on all tiles with roads or\
1047  railroads.\
1049 ; NOTE:
1050 ; Civ2 help says Super Highways increase trade from trade routes.
1052 [building_supermarket]
1053 name            = _("Supermarket")
1054 genus           = "Improvement"
1055 reqs    =
1056     { "type", "name", "range"
1057       "Tech", "Refrigeration", "Player"
1058     }
1059 graphic = "b.supermarket"
1060 graphic_alt     = "-"
1061 obsolete_by     =
1062     { "type", "name", "range"
1063     }
1064 build_cost      = 80
1065 upkeep          = 3
1066 sabotage        = 100
1067 sound           = "b_supermarket"
1068 sound_alt       = "b_generic"
1069 ; /* xgettext:no-c-format */
1070 helptext        = _("\
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.\
1076 [building_temple]
1077 name            = _("Temple")
1078 genus           = "Improvement"
1079 reqs    =
1080     { "type", "name", "range"
1081       "Tech", "Ceremonial Burial", "Player"
1082     }
1083 graphic = "b.temple"
1084 graphic_alt     = "-"
1085 obsolete_by     =
1086     { "type", "name", "range"
1087     }
1088 build_cost      = 30
1089 upkeep          = 1
1090 sabotage        = 100
1091 sound           = "b_temple"
1092 sound_alt       = "b_generic"
1093 helptext        = _("\
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\
1097  activity.\
1100 [building_university]
1101 name            = _("University")
1102 genus           = "Improvement"
1103 reqs    =
1104     { "type", "name", "range"
1105       "Tech", "University", "Player"
1106       "Building", "Library", "City"
1107     }
1108 graphic = "b.university"
1109 graphic_alt     = "-"
1110 obsolete_by     =
1111     { "type", "name", "range"
1112     }
1113 build_cost      = 120
1114 upkeep          = 3
1115 sabotage        = 100
1116 sound           = "b_university"
1117 sound_alt       = "b_generic"
1118 ; /* xgettext:no-c-format */
1119 helptext        = _("\
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"
1127 reqs    =
1128     { "type", "name", "range"
1129       "Tech", "Space Flight", "Player"
1130     }
1131 graphic = "b.apollo_program"
1132 graphic_alt     = "-"
1133 obsolete_by     =
1134     { "type", "name", "range"
1135     }
1136 build_cost      = 600
1137 upkeep          = 0
1138 sabotage        = 0
1139 sound           = "w_apollo_program"
1140 sound_alt       = "w_generic"
1141 helptext        = _("\
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"
1152 reqs    =
1153     { "type", "name", "range"
1154       "Tech", "Economics", "Player"
1155     }
1156 graphic = "b.asmiths_trading_co"
1157 graphic_alt     = "-"
1158 obsolete_by     =
1159     { "type", "name", "range"
1160     }
1161 build_cost      = 400
1162 upkeep          = 0
1163 sabotage        = 0
1164 sound           = "w_asmiths_trading_co"
1165 sound_alt       = "w_generic"
1166 helptext        = _("\
1167 City improvements which would normally have an upkeep of 1 are free\
1168  of upkeep, for all your cities.\
1171 [building_colossus]
1172 name            = _("Colossus")
1173 genus           = "GreatWonder"
1174 reqs    =
1175     { "type", "name", "range"
1176       "Tech", "Bronze Working", "Player"
1177     }
1178 graphic = "b.colossus"
1179 graphic_alt     = "-"
1180 obsolete_by     =
1181     { "type", "name", "range", "survives"
1182       "Tech", "Flight", "World", TRUE
1183     }
1184 build_cost      = 100
1185 upkeep          = 0
1186 sabotage        = 0
1187 sound           = "w_colossus"
1188 sound_alt       = "w_generic"
1189 helptext        = _("\
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"
1197 reqs    =
1198     { "type", "name", "range"
1199       "Tech", "Astronomy", "Player"
1200     }
1201 graphic = "b.copernicus_observatory"
1202 graphic_alt     = "-"
1203 obsolete_by     =
1204     { "type", "name", "range"
1205     }
1206 build_cost      = 200
1207 upkeep          = 0
1208 sabotage        = 0
1209 sound           = "w_copernicus_observatory"
1210 sound_alt       = "w_generic"
1211 ; /* xgettext:no-c-format */
1212 helptext        = _("\
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"
1219 reqs    =
1220     { "type", "name", "range"
1221       "Tech", "Genetic Engineering", "Player"
1222     }
1223 graphic = "b.cure_for_cancer"
1224 graphic_alt     = "-"
1225 obsolete_by     =
1226     { "type", "name", "range"
1227     }
1228 build_cost      = 600
1229 upkeep          = 0
1230 sabotage        = 0
1231 sound           = "w_cure_for_cancer"
1232 sound_alt       = "w_generic"
1233 helptext        = _("\
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"
1245 reqs    =
1246     { "type", "name", "range"
1247       "Tech", "Railroad", "Player"
1248     }
1249 graphic = "b.darwins_voyage"
1250 graphic_alt     = "-"
1251 obsolete_by     =
1252     { "type", "name", "range"
1253     }
1254 build_cost      = 300
1255 upkeep          = 0
1256 sabotage        = 0
1257 sound           = "w_darwins_voyage"
1258 sound_alt       = "w_generic"
1259 helptext        = _("\
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"
1268 reqs    =
1269     { "type", "name", "range"
1270       "Tech", "Steam Engine", "Player"
1271     }
1272 graphic = "b.eiffel_tower"
1273 graphic_alt     = "-"
1274 obsolete_by     =
1275     { "type", "name", "range"
1276     }
1277 build_cost      = 100
1278 upkeep          = 0
1279 sabotage        = 0
1280 sound           = "w_eiffel_tower"
1281 sound_alt       = "w_generic"
1282 ; /* xgettext:no-c-format */
1283 helptext        = _("\
1284 Your reputation and goodwill among other nations is recovered twice\
1285  as fast.\
1288 [building_great_library]
1289 name            = _("Great Library")
1290 genus           = "GreatWonder"
1291 reqs    =
1292     { "type", "name", "range"
1293       "Tech", "Literacy", "Player"
1294     }
1295 graphic = "b.great_library"
1296 graphic_alt     = "-"
1297 obsolete_by     =
1298     { "type", "name", "range", "survives"
1299       "Tech", "Electricity", "World", TRUE
1300     }
1301 build_cost      = 300
1302 upkeep          = 0
1303 sabotage        = 0
1304 sound           = "w_great_library"
1305 sound_alt       = "w_generic"
1306 helptext        = _("\
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"
1314 reqs    =
1315     { "type", "name", "range"
1316       "Tech", "Masonry", "Player"
1317     }
1318 graphic = "b.great_wall"
1319 graphic_alt     = "-"
1320 obsolete_by     =
1321     { "type", "name", "range", "survives"
1322       "Tech", "Metallurgy", "World", TRUE
1323     }
1324 build_cost      = 300
1325 upkeep          = 0
1326 sabotage        = 0
1327 sound           = "w_great_wall"
1328 sound_alt       = "w_generic"
1329 helptext        = _("\
1330 Works as a City Wall in all your cities.\
1332 ; NOTE:
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"
1339 reqs    =
1340     { "type", "name", "range"
1341       "Tech", "Pottery", "Player"
1342     }
1343 graphic = "b.hanging_gardens"
1344 graphic_alt     = "-"
1345 obsolete_by     =
1346     { "type", "name", "range", "survives"
1347       "Tech", "Railroad", "World", TRUE
1348     }
1349 build_cost      = 200
1350 upkeep          = 0
1351 sabotage        = 0
1352 sound           = "w_hanging_gardens"
1353 sound_alt       = "w_generic"
1354 helptext        = _("\
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"
1366 reqs    =
1367     { "type", "name", "range"
1368       "Tech", "Electronics", "Player"
1369       "Extra", "River", "Adjacent"
1370     }
1371 graphic = "b.hoover_dam"
1372 graphic_alt     = "-"
1373 obsolete_by     =
1374     { "type", "name", "range"
1375     }
1376 build_cost      = 600
1377 upkeep          = 0
1378 sabotage        = 0
1379 sound           = "w_hoover_dam"
1380 sound_alt       = "w_generic"
1381 helptext        = _("\
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"
1389 reqs    =
1390     { "type", "name", "range"
1391       "Tech", "Theory of Gravity", "Player"
1392     }
1393 graphic = "b.isaac_newtons_college"
1394 graphic_alt     = "-"
1395 obsolete_by     =
1396     { "type", "name", "range"
1397     }
1398 build_cost      = 300
1399 upkeep          = 0
1400 sabotage        = 0
1401 sound           = "w_isaac_newtons_college"
1402 sound_alt       = "w_generic"
1403 ; /* xgettext:no-c-format */
1404 helptext        = _("\
1405 Boosts science production by 100% in every city you control that\
1406  has a University.\
1409 [building_js_bachs_cathedral]
1410 name            = _("J.S. Bach's Cathedral")
1411 genus           = "GreatWonder"
1412 reqs    =
1413     { "type", "name", "range"
1414       "Tech", "Theology", "Player"
1415     }
1416 graphic = "b.js_bachs_cathedral"
1417 graphic_alt     = "-"
1418 obsolete_by     =
1419     { "type", "name", "range"
1420     }
1421 build_cost      = 400
1422 upkeep          = 0
1423 sabotage        = 0
1424 sound           = "w_js_bachs_cathedral"
1425 sound_alt       = "w_generic"
1426 helptext        = _("\
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"
1434 reqs    =
1435     { "type", "name", "range"
1436       "Tech", "Engineering", "Player"
1437     }
1438 graphic = "b.king_richards_crusade"
1439 graphic_alt     = "-"
1440 obsolete_by     =
1441     { "type", "name", "range", "survives"
1442       "Tech", "Robotics", "World", TRUE
1443     }
1444 build_cost      = 150
1445 upkeep          = 0
1446 sabotage        = 0
1447 sound           = "w_king_richards_crusade"
1448 sound_alt       = "w_generic"
1449 helptext        = _("\
1450 Adds one extra shield resource on every tile around the city\
1451  where it is built.\
1454 [building_leonardos_workshop]
1455 name            = _("Leonardo's Workshop")
1456 genus           = "GreatWonder"
1457 reqs    =
1458     { "type", "name", "range"
1459       "Tech", "Invention", "Player"
1460     }
1461 graphic = "b.leonardos_workshop"
1462 graphic_alt     = "-"
1463 obsolete_by     =
1464     { "type", "name", "range", "survives"
1465       "Tech", "Automobile", "World", TRUE
1466     }
1467 build_cost      = 400
1468 upkeep          = 0
1469 sabotage        = 0
1470 sound           = "w_leonardos_workshop"
1471 sound_alt       = "w_generic"
1472 helptext        = _("\
1473 Upgrades one obsolete unit per game turn.\
1476 [building_lighthouse]
1477 name            = _("Lighthouse")
1478 genus           = "GreatWonder"
1479 reqs    =
1480     { "type", "name", "range"
1481       "Tech", "Map Making", "Player"
1482       "TerrainClass", "Oceanic", "Adjacent"
1483     }
1484 graphic = "b.lighthouse"
1485 graphic_alt     = "-"
1486 obsolete_by     =
1487     { "type", "name", "range", "survives"
1488       "Tech", "Magnetism", "World", TRUE
1489     }
1490 build_cost      = 200
1491 upkeep          = 0
1492 sabotage        = 0
1493 sound           = "w_lighthouse"
1494 sound_alt       = "w_generic"
1495 helptext        = _("\
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"
1503 reqs    =
1504     { "type", "name", "range"
1505       "Tech", "Navigation", "Player"
1506       "TerrainClass", "Oceanic", "Adjacent"
1507     }
1508 graphic = "b.magellans_expedition"
1509 graphic_alt     = "-"
1510 obsolete_by     =
1511     { "type", "name", "range"
1512     }
1513 build_cost      = 400
1514 upkeep          = 0
1515 sabotage        = 0
1516 sound           = "w_magellans_expedition"
1517 sound_alt       = "w_generic"
1518 helptext        = _("\
1519 Gives all your sea units 2 additional movement points.\
1522 [building_manhattan_project]
1523 name            = _("Manhattan Project")
1524 genus           = "GreatWonder"
1525 reqs    =
1526     { "type", "name", "range"
1527       "Tech", "Nuclear Fission", "Player"
1528     }
1529 graphic = "b.manhattan_project"
1530 graphic_alt     = "-"
1531 obsolete_by     =
1532     { "type", "name", "range"
1533     }
1534 build_cost      = 600
1535 upkeep          = 0
1536 sabotage        = 0
1537 sound           = "w_manhattan_project"
1538 sound_alt       = "w_generic"
1539 ;helptext is set in client/helpdata.c:helptext_wonder()
1540 ;helptext       =
1542 [building_marco_polos_embassy]
1543 name            = _("Marco Polo's Embassy")
1544 genus           = "GreatWonder"
1545 reqs    =
1546     { "type", "name", "range"
1547       "Tech", "Trade", "Player"
1548     }
1549 graphic = "b.marco_polos_embassy"
1550 graphic_alt     = "-"
1551 obsolete_by     =
1552     { "type", "name", "range", "survives"
1553       "Tech", "Communism", "World", TRUE
1554     }
1555 build_cost      = 200
1556 upkeep          = 0
1557 sabotage        = 0
1558 sound           = "w_marco_polos_embassy"
1559 sound_alt       = "w_generic"
1560 helptext        = _("\
1561 The player who owns it gets an embassy with all players.\
1564 [building_michelangelos_chapel]
1565 name            = _("Michelangelo's Chapel")
1566 genus           = "GreatWonder"
1567 reqs    =
1568     { "type", "name", "range"
1569       "Tech", "Monotheism", "Player"
1570     }
1571 graphic = "b.michelangelos_chapel"
1572 graphic_alt     = "-"
1573 obsolete_by     =
1574     { "type", "name", "range"
1575     }
1576 build_cost      = 400
1577 upkeep          = 0
1578 sabotage        = 0
1579 sound           = "w_michelangelos_chapel"
1580 sound_alt       = "w_generic"
1581 helptext        = _("\
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\
1588  content.\
1591 [building_oracle]
1592 name            = _("Oracle")
1593 genus           = "GreatWonder"
1594 reqs    =
1595     { "type", "name", "range"
1596       "Tech", "Mysticism", "Player"
1597     }
1598 graphic = "b.oracle"
1599 graphic_alt     = "-"
1600 obsolete_by     =
1601     { "type", "name", "range", "survives"
1602       "Tech", "Theology", "World", TRUE
1603     }
1604 build_cost      = 100
1605 upkeep          = 0
1606 sabotage        = 0
1607 sound           = "w_oracle"
1608 sound_alt       = "w_generic"
1609 helptext        = _("\
1610 Makes two additional unhappy citizens content in every city with\
1611  a Temple.  Does not affect citizens made unhappy by military\
1612  activity.\
1615 [building_pyramids]
1616 name            = _("Pyramids")
1617 genus           = "GreatWonder"
1618 reqs    =
1619     { "type", "name", "range"
1620       "Tech", "Masonry", "Player"
1621     }
1622 graphic = "b.pyramids"
1623 graphic_alt     = "-"
1624 obsolete_by     =
1625     { "type", "name", "range"
1626     }
1627 build_cost      = 200
1628 upkeep          = 0
1629 sabotage        = 0
1630 sound           = "w_pyramids"
1631 sound_alt       = "w_generic"
1632 ; /* xgettext:no-c-format */
1633 helptext        = _("\
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"
1642 reqs    =
1643     { "type", "name", "range"
1644       "Tech", "Computers", "Player"
1645     }
1646 graphic = "b.seti_program"
1647 graphic_alt     = "-"
1648 obsolete_by     =
1649     { "type", "name", "range"
1650     }
1651 build_cost      = 600
1652 upkeep          = 0
1653 sabotage        = 0
1654 sound           = "w_seti_program"
1655 sound_alt       = "w_generic"
1656 ; /* xgettext:no-c-format */
1657 helptext        = _("\
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"
1665 reqs    =
1666     { "type", "name", "range"
1667       "Tech", "Medicine", "Player"
1668     }
1669 graphic = "b.shakespeares_theatre"
1670 graphic_alt     = "-"
1671 obsolete_by     =
1672     { "type", "name", "range"
1673     }
1674 build_cost      = 200
1675 upkeep          = 0
1676 sabotage        = 0
1677 sound           = "w_shakespeares_theatre"
1678 sound_alt       = "w_generic"
1679 helptext        = _("\
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"
1687 reqs    =
1688     { "type", "name", "range"
1689       "Tech", "Democracy", "Player"
1690     }
1691 graphic = "b.statue_of_liberty"
1692 graphic_alt     = "-"
1693 obsolete_by     =
1694     { "type", "name", "range"
1695     }
1696 build_cost      = 400
1697 upkeep          = 0
1698 sabotage        = 0
1699 sound           = "w_statue_of_liberty"
1700 sound_alt       = "w_generic"
1701 helptext        = _("\
1702 Allows you to choose any government, including those that have not yet\
1703  been researched by your civilization, and without the transition\
1704  period of Anarchy.\
1707 [building_sun_tzus_war_academy]
1708 name            = _("Sun Tzu's War Academy")
1709 genus           = "GreatWonder"
1710 reqs    =
1711     { "type", "name", "range"
1712       "Tech", "Feudalism", "Player"
1713     }
1714 graphic = "b.sun_tzus_war_academy"
1715 graphic_alt     = "-"
1716 obsolete_by     =
1717     { "type", "name", "range", "survives"
1718       "Tech", "Mobile Warfare", "World", TRUE
1719     }
1720 build_cost      = 300
1721 upkeep          = 0
1722 sabotage        = 0
1723 sound           = "w_sun_tzus_war_academy"
1724 sound_alt       = "w_generic"
1725 helptext        = _("\
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"
1735 reqs    =
1736     { "type", "name", "range"
1737       "Tech", "Communism", "Player"
1738     }
1739 graphic = "b.united_nations"
1740 graphic_alt     = "-"
1741 obsolete_by     =
1742     { "type", "name", "range"
1743     }
1744 build_cost      = 600
1745 upkeep          = 0
1746 sabotage        = 0
1747 sound           = "w_united_nations"
1748 sound_alt       = "w_generic"
1749 helptext        = _("\
1750 All your units regain two extra hitpoints per turn.\
1752 ; NOTE: 
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.
1757 ; NOTE:
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"
1764 reqs    =
1765     { "type", "name", "range"
1766       "Tech", "Industrialization", "Player"
1767     }
1768 graphic = "b.womens_suffrage"
1769 graphic_alt     = "-"
1770 obsolete_by     =
1771     { "type", "name", "range"
1772     }
1773 build_cost      = 600
1774 upkeep          = 0
1775 sabotage        = 0
1776 sound           = "w_womens_suffrage"
1777 sound_alt       = "w_generic"
1778 helptext        = _("\
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\
1784  governments.)\
1786 ; NOTE:
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]
1791 name            = _("Coinage")
1792 genus           = "Special"
1793 flags           = "Gold"
1794 reqs    =
1795     { "type", "name", "range"
1797     }
1798 graphic = "b.capitalization"
1799 graphic_alt     = "-"
1800 obsolete_by     =
1801     { "type", "name", "range"
1802     }
1803 build_cost      = 999
1804 upkeep          = 0
1805 sabotage        = 0
1806 ; FIXME: this is the real helptext; restore when have a subordnate analogue
1807 ; /* (ignore for gettext until fixed)
1808 ;helptext       = _("\
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).\
1813 ; */
1814 helptext        = _("\
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!).\