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="Sandbox buildings data for Freeciv"
15 options="+Freeciv-ruleset-Devel-2017.Jan.02"
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 A city with an Airport can airlift an extra unit per turn. Airlifting \
86 instantly transports the unit from one city\
87 to another and will use all of the unit's movement points. A unit\
88 must have some movement points left to be airlifted, and cannot\
91 Two cities with Airports can airlift medium and heavy weight units once\
92 Advanced Flight and Fusion Power are discovered.\
99 { "type", "name", "range", "present"
100 "Tech", "Construction", "Player", TRUE
101 "Extra", "River", "Adjacent", FALSE
102 "Terrain", "Lake", "Adjacent", FALSE
104 graphic = "b.aqueduct"
107 { "type", "name", "range"
113 sound_alt = "b_generic"
115 Allows a city to grow larger than size 8. (A Sewer System is required \
116 for a city to grow larger than size 16.)\
118 ; /* xgettext:no-c-format */
120 These larger cities enjoy increased defense (+50%) against both land and \
121 sea units; however, such large settlements have a small risk of fire, \
122 which can destroy buildings in the city.\
124 ; /* xgettext:no-c-format */
126 Starting at size 5, growing cities incur an increasing risk of plague \
127 due to overcrowding; an Aqueduct reduces that base chance by 30%.\
129 Building an Aqueduct in a city without access to a lake or river requires \
130 knowledge of Construction, and it costs more to build and maintain.\
133 [building_aqueduct_lake]
134 name = _("Aqueduct, Lake")
135 genus = "Improvement"
137 { "type", "name", "range"
138 "Terrain", "Lake", "Adjacent"
140 graphic = "b.aqueduct"
143 { "type", "name", "range"
149 sound_alt = "b_generic"
151 Allows a city to grow larger than size 8. (A Sewer System is required \
152 for a city to grow larger than size 16.)\
154 ; /* xgettext:no-c-format */
156 These larger cities enjoy increased defense (+50%) against both land and \
157 sea units; however, such large settlements have a small risk of fire, \
158 which can destroy buildings in the city.\
160 ; /* xgettext:no-c-format */
162 Starting at size 5, growing cities incur an increasing risk of plague \
163 due to overcrowding; an Aqueduct reduces that base chance by 30%.\
165 Aqueducts in cities with access to a lake require no special technology and \
166 are cheap to build and maintain.\
169 [building_aqueduct_river]
170 name = _("Aqueduct, River")
171 genus = "Improvement"
173 { "type", "name", "range", "present"
174 "Extra", "River", "Adjacent", TRUE
175 "Terrain", "Lake", "Adjacent", FALSE
177 graphic = "b.aqueduct"
180 { "type", "name", "range"
186 sound_alt = "b_generic"
188 Allows a city to grow larger than size 8. (A Sewer System is required \
189 for a city to grow larger than size 16.)\
191 ; /* xgettext:no-c-format */
193 These larger cities enjoy increased defense (+50%) against both land and \
194 sea units; however, such large settlements have a small risk of fire, \
195 which can destroy buildings in the city.\
197 ; /* xgettext:no-c-format */
199 Starting at size 5, growing cities incur an increasing risk of plague \
200 due to overcrowding; an Aqueduct reduces that base chance by 30%.\
202 Aqueducts in cities with access to a river require no special technology and \
203 are cheap to build and maintain.\
208 genus = "Improvement"
210 { "type", "name", "range"
211 "Tech", "Banking", "Player"
212 "Building", "Marketplace", "City"
217 { "type", "name", "range"
223 sound_alt = "b_generic"
224 ; /* xgettext:no-c-format */
226 Increases the luxury and tax output in a city by an additional 50%. \
227 With both a Bank and a Marketplace in a city, the total bonus is 100%.\
232 genus = "Improvement"
234 { "type", "name", "range"
237 graphic = "b.barracks_i"
240 { "type", "name", "range"
241 "Tech", "Gunpowder", "Player"
242 "Building", "Barracks II", "City"
243 "Building", "Barracks III", "City"
248 sound = "b_barracks_i"
249 sound_alt = "b_generic"
250 ; /* xgettext:no-c-format */
252 With a Barracks, each new land unit built in a city will\
253 automatically have Veteran status, which means that its attack and\
254 defense strengths are increased by 50%. Also, damaged land units\
255 which stay in town for one full turn without moving are completely\
259 [building_barracks_ii]
260 name = _("Barracks II")
261 genus = "Improvement"
263 { "type", "name", "range"
264 "Tech", "Gunpowder", "Player"
266 graphic = "b.barracks_ii"
267 graphic_alt = "b.barracks_i"
269 { "type", "name", "range"
270 "Tech", "Mobile Warfare", "Player"
271 "Building", "Barracks III", "City"
276 sound = "b_barracks_ii"
277 sound_alt = "b_generic"
278 ; /* xgettext:no-c-format */
280 With a Barracks, each new land unit built in a city will\
281 automatically have Veteran status, which means that its attack and\
282 defense strengths are increased by 50%. Also, damaged land units\
283 which stay in town for one full turn without moving are completely\
287 [building_barracks_iii]
288 name = _("Barracks III")
289 genus = "Improvement"
291 { "type", "name", "range"
292 "Tech", "Mobile Warfare", "Player"
294 graphic = "b.barracks_iii"
295 graphic_alt = "b.barracks_i"
297 { "type", "name", "range"
302 sound = "b_barracks_iii"
303 sound_alt = "b_generic"
304 ; /* xgettext:no-c-format */
306 With a Barracks, each new land unit built in a city will\
307 automatically have Veteran status, which means that its attack and\
308 defense strengths are increased by 50%. Also, damaged land units\
309 which stay in town for one full turn without moving are completely\
314 name = _("Cathedral")
315 genus = "Improvement"
317 { "type", "name", "range"
318 "Tech", "Monotheism", "Player"
319 "Building", "Temple", "City"
321 graphic = "b.cathedral"
324 { "type", "name", "range"
329 sound = "b_cathedral"
330 sound_alt = "b_generic"
332 A Cathedral makes 3 unhappy citizens content in a city, making it \
333 easier to maintain order in that city; however, it does not affect \
334 citizens made unhappy by aggression. Knowledge of Theology \
335 increases the effect of a Cathedral, making an additional unhappy \
336 citizen content, except under Communism.\
339 [building_city_walls]
340 name = _("City Walls")
341 genus = "Improvement"
342 flags = "VisibleByOthers"
344 { "type", "name", "range"
345 "Tech", "Masonry", "Player"
347 graphic = "b.city_walls"
350 { "type", "name", "range"
355 sound = "b_city_walls"
356 sound_alt = "b_generic"
357 ; /* xgettext:no-c-format */
359 City Walls make it easier to defend a city. They add a +100% bonus to the \
360 intrinsic defense strength of units within the city against land units \
361 (that is a two-thirds increase for small cities, or a one-half increase \
362 for cities larger than size 8), but are ineffective against airborne and \
363 sea units. City Walls also prevent the loss of population which occurs \
364 when a defending unit is defeated by a land unit.\
367 [building_coastal_defense]
368 name = _("Coastal Defense")
369 genus = "Improvement"
371 { "type", "name", "range"
372 "Tech", "Navigation", "Player"
373 "TerrainClass", "Oceanic", "Adjacent"
375 graphic = "b.coastal_defense"
378 { "type", "name", "range"
383 sound = "b_coastal_defense"
384 sound_alt = "b_generic"
385 ; /* xgettext:no-c-format */
387 Gives a +100% bonus to the intrinsic defense strength of units within \
388 a city when defending against enemy ships. For small cities the defense \
389 strength is doubled by this improvement; for cities larger than size 8, \
390 it is increased by two-thirds.\
394 name = _("Amphitheater")
395 rule_name = "Colosseum"
396 genus = "Improvement"
398 { "type", "name", "range"
399 "Tech", "Construction", "Player"
401 graphic = "b.colosseum"
404 { "type", "name", "range"
409 sound = "b_colosseum"
410 sound_alt = "b_generic"
412 Entertains the citizens of a city, making 3 unhappy citizens content. \
413 (Four after the discovery of Electricity.) However, it does not\
414 affect citizens made unhappy by military activity.\
417 [building_courthouse]
418 name = _("Courthouse")
419 genus = "Improvement"
421 { "type", "name", "range"
422 "Tech", "Code of Laws", "Player"
424 graphic = "b.courthouse"
427 { "type", "name", "range"
432 sound = "b_courthouse"
433 sound_alt = "b_generic"
435 Halves all kinds of waste in a city (corruption, production waste, and \
436 food waste). In your capital, corruption and production waste is \
437 eliminated. A Granary together with a Courthouse in a city will \
438 eliminate food waste.\
440 Also makes one unhappy citizen content (unless that citizen is unhappy \
441 about military activity), and makes the revolt cost of the city 4 times \
447 genus = "Improvement"
449 { "type", "name", "range"
450 "Tech", "Industrialization", "Player"
452 graphic = "b.factory"
455 { "type", "name", "range"
461 sound_alt = "b_generic"
462 ; /* xgettext:no-c-format */
464 Increases the shield production in a city by 25%, or 50% with an \
465 electrical plant of any kind in the same city.\
467 This increase in production may contribute significantly to \
468 pollution; a Factory also increases the pollution caused by the \
469 population of the city.\
474 genus = "Improvement"
476 { "type", "name", "range"
477 "Tech", "Pottery", "Player"
479 graphic = "b.granary"
482 { "type", "name", "range"
488 sound_alt = "b_generic"
490 When any small city grows or shrinks, 10 food points are saved; this \
491 helps cities to grow faster and more easily withstand famine. With a \
492 Granary this is extended to cities of size 4 and above. (10 food points \
493 is half what a small city needs to grow, but more points are needed \
494 for later growth steps.)\
496 A Granary also halves the food wasted in cities far from your capital. \
497 Together with a Courthouse it eliminates food waste.\
499 TIP: to maximise the speed with which a city grows, you should build a \
500 Granary before it grows larger than size 4.\
505 rule_name = "Harbour" ; en_GB spelling used originally
506 genus = "Improvement"
508 { "type", "name", "range"
509 "Tech", "Seafaring", "Player"
510 "TerrainFlag", "Sea", "Adjacent"
512 graphic = "b.harbour"
515 { "type", "name", "range"
521 sound_alt = "b_generic"
523 Gives one extra food resource on all Ocean or Deep Ocean tiles (but \
524 not Lakes). The city needs to be coastal (next to one of these tiles) \
525 to build this improvement.\
528 [building_hydro_plant]
529 name = _("Hydro Plant")
530 genus = "Improvement"
532 { "type", "name", "range"
533 "Tech", "Electronics", "Player"
534 "Building", "Factory", "City"
535 "Extra", "River", "Adjacent"
537 graphic = "b.hydro_plant"
540 { "type", "name", "range"
545 sound = "b_hydro_plant"
546 sound_alt = "b_generic"
547 ; /* xgettext:no-c-format */
549 Any kind of electrical plant increases the shield production \
550 effects of any Factory or Mfg. Plant in its city by 25% each. \
551 Thus, an electrical plant in combination with either a Factory \
552 or Mfg. Plant gives a 50% production bonus over \
553 the level without any of these improvements; an electrical plant, \
554 Factory, and Mfg. Plant together give a 100% production bonus. \
555 The extra production may lead to the city generating more \
558 ; /* xgettext:no-c-format */
560 However, a Hydro Plant also reduces the pollution associated with shield \
561 production to 50% of its normal value, or 25% in combination with a \
562 Recycling Center; pollution is reduced further for the player who owns \
563 the Hoover Dam. (A Hydro Plant's effect is the same as that of a \
564 Nuclear Plant; with the Hoover Dam, its effect is increased to that of \
567 In each city, only one Power Plant, Hydro Plant, Nuclear Plant, or \
568 Solar Plant can take effect at any one time.\
573 genus = "Improvement"
575 { "type", "name", "range"
576 "Tech", "Writing", "Player"
578 graphic = "b.library"
581 { "type", "name", "range"
587 sound_alt = "b_generic"
588 ; /* xgettext:no-c-format */
590 Increases the science output in a city by 50%, or by 100% once the \
591 Great Library has been built by any player.\
594 [building_marketplace]
595 name = _("Marketplace")
596 genus = "Improvement"
598 { "type", "name", "range"
599 "Tech", "Currency", "Player"
601 graphic = "b.marketplace"
604 { "type", "name", "range"
609 sound = "b_marketplace"
610 sound_alt = "b_generic"
611 ; /* xgettext:no-c-format */
613 Increases the luxury and tax output in a city by 50%.\
616 [building_mass_transit]
617 name = _("Mass Transit")
618 genus = "Improvement"
620 { "type", "name", "range"
621 "Tech", "Mass Production", "Player"
623 graphic = "b.mass_transit"
626 { "type", "name", "range"
631 sound = "b_mass_transit"
632 sound_alt = "b_generic"
634 Reduces the pollution generated by the population in a city; this \
635 building counteracts the additional pollution associated with any \
636 two other buildings.\
640 name = _("Mfg. Plant")
641 genus = "Improvement"
643 { "type", "name", "range"
644 "Tech", "Plastics", "Player"
645 "Building", "Factory", "City"
647 graphic = "b.mfg_plant"
650 { "type", "name", "range"
655 sound = "b_mfg_plant"
656 sound_alt = "b_generic"
657 ; /* xgettext:no-c-format */
659 Increases the shield production in a city by an additional 25%, or \
660 50% with an electrical plant of any kind in the same city; this \
661 effect is cumulative with that of a Factory.\
663 With sufficient shield production, cities with a Manufacturing Plant \
664 can produce up to two units each turn (but only single units of types \
665 which cost population).\
667 This increase in shield production may contribute significantly to \
668 pollution; a Manufacturing Plant also increases the pollution caused \
669 by the population of the city.\
671 A Manufacturing Plant also has a small risk of suffering an industrial \
672 accident, which can lead to pollution and reduce the city's population.\
675 [building_nuclear_plant]
676 name = _("Nuclear Plant")
677 genus = "Improvement"
679 { "type", "name", "range"
680 "Tech", "Nuclear Power", "Player"
681 "Building", "Factory", "City"
683 graphic = "b.nuclear_plant"
686 { "type", "name", "range"
691 sound = "b_nuclear_plant"
692 sound_alt = "b_generic"
693 ; /* xgettext:no-c-format */
695 Any kind of electrical plant increases the shield production \
696 effects of any Factory or Mfg. Plant in its city by 25% each. \
697 Thus, an electrical plant in combination with either a Factory \
698 or Mfg. Plant gives a 50% production bonus over \
699 the level without any of these improvements; an electrical plant, \
700 Factory, and Mfg. Plant together give a 100% production bonus. \
701 The extra production may lead to the city generating more \
704 ; /* xgettext:no-c-format */
706 However, a Nuclear Plant also reduces the pollution associated with shield \
707 production to 50% of its normal value, or 25% in combination with a \
708 Recycling Center. (Its effect is the same as that of a Hydro Plant.)\
710 A Nuclear Plant has a small risk of suffering a nuclear accident, which \
711 can lead to fallout and reduce the city's population.\
713 In each city, only one Power Plant, Hydro Plant, Nuclear Plant, or \
714 Solar Plant can take effect at any one time.\
717 [building_offshore_platform]
718 name = _("Offshore Platform")
719 genus = "Improvement"
721 { "type", "name", "range"
722 "Tech", "Miniaturization", "Player"
723 "TerrainClass", "Oceanic", "Adjacent"
725 graphic = "b.offshore_platform"
728 { "type", "name", "range"
733 sound = "b_offshore_platform"
734 sound_alt = "b_generic"
736 Every Ocean or Lake tile worked by the city yields one extra shield resource, \
737 as well as any Deep Ocean tile containing an oil platform. The city needs \
738 to be next to a water tile to build this improvement.\
740 Offshore Platforms also increase the pollution caused by the population \
746 genus = "SmallWonder"
747 flags = "SaveSmallWonder"
751 { "type", "name", "range"
757 sound_alt = "b_generic"
759 Makes a city the capital and the center of your government. \
760 Waste in other cities (corruption, production waste, and food waste) \
761 is often related to how far away from the capital they are. On top of \
762 this, corruption and production waste in your capital itself is half \
763 of what it would otherwise be (and a Courthouse will eliminate it \
766 The cost to enemy Diplomats and Spies of inciting a revolt in a \
767 city also depends upon the city's distance from the capital \
768 (under all forms of government). Your capital city itself cannot \
769 be incited to revolt, and enjoys a bonus when enemy agents try \
770 to evade your own agents stationed in the city, or sabotage your \
773 Take good care of your capital, as its loss may result in your \
774 empire plunging into civil war. Losing your current palace also \
775 results in losing whatever spaceship you might have.\
777 If the capital is in a dangerous location, or a more central capital\
778 would give a better corruption distribution, you can move your palace\
779 by rebuilding it in another city.\
781 ; /* xgettext:no-c-format */
783 Under Despotism the city containing the palace gains a +75% \
784 gold bonus, and under Monarchy a +50% gold bonus.\
787 [building_ecclesiastical_palace]
788 name = _("Ecclesiastical Palace")
789 genus = "SmallWonder"
791 { "type", "name", "range"
792 "Tech", "Theology", "Player"
794 graphic = "b.ecclesiastical_palace"
795 graphic_alt = "b.palace"
797 { "type", "name", "range"
803 sound_alt = "b_generic"
805 Makes a city the ecclesiastical capital, that acts as a second center \
808 Waste in other cities (corruption, production waste, and food waste) \
809 is related to how far away from the nearest capital they are. On top of \
810 this, corruption and production waste in the capital itself is half \
811 of what it would otherwise be (and a Courthouse will eliminate it \
814 The city where this palace is located cannot be incited to revolt, \
815 and enjoys a bonus when enemy agents try to evade your own agents \
816 stationed in the city, or sabotage your buildings.\
818 ; /* xgettext:no-c-format */
820 Under Despotism the city containing the palace gains a +75% \
821 gold bonus, and under Monarchy a +50% gold bonus.\
824 [building_police_station]
825 name = _("Police Station")
826 genus = "Improvement"
828 { "type", "name", "range"
829 "Tech", "Communism", "Player"
831 graphic = "b.police_station"
834 { "type", "name", "range"
839 sound = "b_police_station"
840 sound_alt = "b_generic"
842 A Police Station neutralizes any unhappiness caused by one military \
843 unit in its city. It also makes up to 2 more unhappy citizens content \
844 provided they are not unhappy about aggression.\
847 [building_port_facility]
848 name = _("Port Facility")
849 genus = "Improvement"
851 { "type", "name", "range"
852 "Tech", "Amphibious Warfare", "Player"
853 "TerrainClass", "Oceanic", "Adjacent"
855 graphic = "b.port_facility"
858 { "type", "name", "range"
863 sound = "b_port_facility"
864 sound_alt = "b_generic"
866 Allows a city to build veteran sea units. Also, damaged sea units\
867 which stay in town for one full turn without moving are completely\
870 ; Includes Triremes, but not worth mentioning explicitly as unlikely
873 [building_power_plant]
874 name = _("Power Plant")
875 genus = "Improvement"
877 { "type", "name", "range"
878 "Tech", "Refining", "Player"
879 "Building", "Factory", "City"
881 graphic = "b.power_plant"
884 { "type", "name", "range"
889 sound = "b_power_plant"
890 sound_alt = "b_generic"
891 ; /* xgettext:no-c-format */
893 Any kind of electrical plant increases the shield production \
894 effects of any Factory or Mfg. Plant in its city by 25% each. \
895 Thus, an electrical plant in combination with either a Factory \
896 or Mfg. Plant gives a 50% production bonus over \
897 the level without any of these improvements; an electrical plant, \
898 Factory, and Mfg. Plant together give a 100% production bonus. \
899 The extra production may lead to the city generating more \
902 In each city, only one Power Plant, Hydro Plant, Nuclear Plant, or \
903 Solar Plant can take effect at any one time.\
906 [building_recycling_center]
907 name = _("Recycling Center")
908 genus = "Improvement"
910 { "type", "name", "range"
911 "Tech", "Recycling", "Player"
913 graphic = "b.recycling_center"
916 { "type", "name", "range"
921 sound = "b_recycling_center"
922 sound_alt = "b_generic"
923 ; /* xgettext:no-c-format */
925 Building a Recycling Center reduces the amount of pollution \
926 generated by shield production in a city by 50%, or by an additional \
927 25% in cities with another building which reduces pollution \
928 (Nuclear Plant, Hydro Plant, or Solar Plant).\
931 [building_research_lab]
932 name = _("Research Lab")
933 genus = "Improvement"
935 { "type", "name", "range"
936 "Tech", "Computers", "Player"
937 "Building", "University", "City"
939 graphic = "b.research_lab"
942 { "type", "name", "range"
947 sound = "b_research_lab"
948 sound_alt = "b_generic"
949 ; /* xgettext:no-c-format */
951 Increases the science output in a city by an additional 50%, or \
952 by 100% once the Internet wonder has been built by any player.\
954 ; /* xgettext:no-c-format */
956 The total bonus is 150% if a Library, a University and a \
957 Research Lab are all present in the same city, increasing to 300% \
958 once the Great Library, Isaac Newton's College, and the Internet have \
962 [building_sam_battery]
963 name = _("SAM Battery")
964 genus = "Improvement"
966 { "type", "name", "range"
967 "Tech", "Rocketry", "Player"
969 graphic = "b.sam_battery"
972 { "type", "name", "range"
977 sound = "b_sam_battery"
978 sound_alt = "b_generic"
980 Doubles the intrinsic defense strength of units within a city \
981 when defending against aircraft (including helicopters).\
984 [building_sdi_defense]
985 name = _("SDI Defense")
986 genus = "Improvement"
988 { "type", "name", "range"
989 "Tech", "Laser", "Player"
991 graphic = "b.sdi_defense"
994 { "type", "name", "range"
999 sound = "b_sdi_defense"
1000 sound_alt = "b_generic"
1002 Protects a city and its environs (up to 2 tiles away) from attacks \
1003 by other nations' Nuclear units. A Nuclear unit not owned by you or a \
1004 teammate which attacks a city with SDI Defense, or attacks a unit (or is \
1005 deliberately exploded) within range, is shot down and simply has no effect. \
1006 Also, doubles the intrinsic defense strength of units in the city when \
1007 defending against conventional missiles.\
1010 [building_sewer_system]
1011 name = _("Sewer System")
1012 genus = "Improvement"
1014 { "type", "name", "range"
1015 "Tech", "Sanitation", "Player"
1016 "MinSize", "9", "City"
1018 graphic = "b.sewer_system"
1021 { "type", "name", "range"
1026 sound = "b_sewer_system"
1027 sound_alt = "b_generic"
1028 ; /* xgettext:no-c-format */
1030 Together with an Aqueduct, allows a city to grow larger than size 16, \
1031 and further reduces the chance of a plague (by 30% of the base chance).\
1034 [building_solar_plant]
1035 name = _("Solar Plant")
1036 genus = "Improvement"
1038 { "type", "name", "range"
1039 "Tech", "Environmentalism", "Player"
1040 "Building", "Factory", "City"
1042 graphic = "b.solar_plant"
1045 { "type", "name", "range"
1050 sound = "b_solar_plant"
1051 sound_alt = "b_generic"
1052 ; /* xgettext:no-c-format */
1054 Any kind of electrical plant increases the shield production \
1055 effects of any Factory or Mfg. Plant in its city by 25% each. \
1056 Thus, an electrical plant in combination with either a Factory \
1057 or Mfg. Plant gives a 50% production bonus over \
1058 the level without any of these improvements; an electrical plant, \
1059 Factory, and Mfg. Plant together give a 100% production bonus. \
1060 The extra production may lead to the city generating more \
1063 ; /* xgettext:no-c-format */
1065 However, a Solar Plant also reduces the pollution associated with shield \
1066 production to 25% of its normal value, or eliminates it entirely in \
1067 combination with a Recycling Center.\
1069 In each city, only one Power Plant, Hydro Plant, Nuclear Plant, or \
1070 Solar Plant can take effect at any one time.\
1073 [building_space_component]
1074 name = _("Space Component")
1077 { "type", "name", "range"
1078 "Tech", "Superconductors", "Player"
1079 "Building", "Factory", "City"
1080 "Building", "Library", "City"
1081 "Building", "University", "City"
1082 "Building", "Research Lab", "City"
1084 graphic = "b.space_component"
1087 { "type", "name", "range"
1092 sound = "b_space_component"
1093 sound_alt = "b_generic"
1095 Space Components can be differentiated into Propulsion and Fuel\
1096 Components. Each pair of them reduces your spaceship's travel\
1097 time. You can build up to 8 pairs.\
1099 Before you can build any spaceship parts, the Apollo Program wonder\
1100 must have been built by any player.\
1103 [building_space_module]
1104 name = _("Space Module")
1107 { "type", "name", "range"
1108 "Tech", "Environmentalism", "Player"
1109 "Building", "Factory", "City"
1110 "Building", "Library", "City"
1111 "Building", "University", "City"
1112 "Building", "Research Lab", "City"
1114 graphic = "b.space_modules"
1117 { "type", "name", "range"
1122 sound = "b_space_module"
1123 sound_alt = "b_generic"
1125 Space Modules are the most expensive parts of spaceships. There\
1126 are three different types of Space Module:\
1128 - Habitation Module: provides living space for 10,000 people.\
1130 - Life Support Module: provides food and water for the population of\
1131 one Habitation Module.\
1133 - Solar Panels: provides the energy needed for any two of the other\
1136 You can build up to 4 Space Modules of each kind.\
1138 Before you can build any spaceship parts, the Apollo Program wonder\
1139 must have been built by any player.\
1142 [building_space_structural]
1143 name = _("Space Structural")
1146 { "type", "name", "range"
1147 "Tech", "Space Flight", "Player"
1148 "Building", "Factory", "City"
1149 "Building", "Library", "City"
1150 "Building", "University", "City"
1151 "Building", "Research Lab", "City"
1153 graphic = "b.space_structural"
1156 { "type", "name", "range"
1161 sound = "b_space_structural"
1162 sound_alt = "b_generic"
1164 Space Structurals form the base of your spaceship. All other\
1165 spaceship parts need to be connected to Structurals in order to\
1166 function. You can build up to 32 Space Structurals.\
1168 Before you can build any spaceship parts, the Apollo Program wonder\
1169 must have been built by any player.\
1172 [building_stock_exchange]
1173 name = _("Stock Exchange")
1174 genus = "Improvement"
1176 { "type", "name", "range"
1177 "Tech", "Economics", "Player"
1178 "Building", "Bank", "City"
1180 graphic = "b.stock_exchange"
1183 { "type", "name", "range"
1188 sound = "b_stock_exchange"
1189 sound_alt = "b_generic"
1190 ; /* xgettext:no-c-format */
1192 Increases the luxury and tax output in a city by an additional 50%, \
1193 or 100% if Super Highways are also in the city. A Marketplace, Bank, \
1194 and Stock Exchange together in a city yield a total bonus of 150%; \
1195 adding Super Highways yields a total of 200%.\
1198 [building_super_highways]
1199 name = _("Super Highways")
1200 genus = "Improvement"
1202 { "type", "name", "range"
1203 "Tech", "Automobile", "Player"
1205 graphic = "b.super_highways"
1208 { "type", "name", "range"
1213 sound = "b_super_highways"
1214 sound_alt = "b_generic"
1216 Each tile around the city with roads, and without farmlands, that\
1217 is already generating some trade, produces one extra trade resource.\
1219 ; /* xgettext:no-c-format */
1221 Also doubles the effect of any Stock Exchange in the city (increasing\
1222 luxury and tax output by an additional 50%).\
1224 Super Highways also increase the pollution caused by the population\
1228 [building_supermarket]
1229 name = _("Supermarket")
1230 genus = "Improvement"
1232 { "type", "name", "range"
1233 "Tech", "Refrigeration", "Player"
1235 graphic = "b.supermarket"
1238 { "type", "name", "range"
1243 sound = "b_supermarket"
1244 sound_alt = "b_generic"
1245 ; /* xgettext:no-c-format */
1247 Increases the food resources by 50% on each farmland tile which\
1248 is being used around the city. Farmland tiles are those which\
1249 have been irrigated a second time.\
1254 genus = "Improvement"
1256 { "type", "name", "range"
1257 "Tech", "Ceremonial Burial", "Player"
1259 graphic = "b.temple"
1262 { "type", "name", "range"
1268 sound_alt = "b_generic"
1270 Makes one unhappy citizen content. The Mysticism advance doubles \
1271 this effect (except under a Communist government). With both Mysticism \
1272 and the Temple of Artemis, 4 citizens are made content (3 under \
1273 Communism). Does not affect citizens made unhappy by aggression.\
1276 [building_university]
1277 name = _("University")
1278 genus = "Improvement"
1280 { "type", "name", "range"
1281 "Tech", "University", "Player"
1282 "Building", "Library", "City"
1284 graphic = "b.university"
1287 { "type", "name", "range"
1292 sound = "b_university"
1293 sound_alt = "b_generic"
1294 ; /* xgettext:no-c-format */
1296 Increases the science output in a city by an additional 50%, or \
1297 by 100% once Isaac Newton's College has been built by any player.\
1299 ; /* xgettext:no-c-format */
1301 The total bonus is 100% if a Library and a University are present \
1302 together in the same city, increasing to 200% once the Great Library and \
1303 Isaac Newton's College have both been built.\
1306 [building_apollo_program]
1307 name = _("Apollo Program")
1308 genus = "GreatWonder"
1310 { "type", "name", "range"
1311 "Tech", "Space Flight", "Player"
1313 graphic = "b.apollo_program"
1316 { "type", "name", "range"
1321 sound = "w_apollo_program"
1322 sound_alt = "w_generic"
1324 The entire map becomes permanently visible to the player who owns it \
1325 -- the player always has up-to-date knowledge of all terrain and \
1326 cities (but not units) despite fog-of-war. It allows all players to \
1327 start building spaceship parts (assuming they have researched the \
1328 necessary technologies).\
1330 Completion of the Apollo Program also allows nuclear-armed powers to \
1331 declare war without provocation, regardless of the existence of the \
1332 United Nations, and AI players will no longer be friendly towards the \
1333 owner of the United Nations or the Eiffel Tower.\
1336 [building_asmiths_trading_co]
1337 name = _("A.Smith's Trading Co.")
1338 genus = "GreatWonder"
1340 { "type", "name", "range"
1341 "Tech", "Economics", "Player"
1342 "Building", "Stock Exchange", "City"
1344 graphic = "b.asmiths_trading_co"
1347 { "type", "name", "range"
1352 sound = "w_asmiths_trading_co"
1353 sound_alt = "w_generic"
1355 In every city with a Stock Exchange, city improvements which would \
1356 normally have an upkeep of 1 become free of upkeep. (Communist \
1357 governments inherently give this benefit, so there is no bonus under \
1360 Upon completion of this wonder, tax collector specialists' gold output \
1361 increases to 3 permanently for every nation.\
1365 name = _("Colossus")
1366 genus = "GreatWonder"
1368 { "type", "name", "range"
1369 "Tech", "Bronze Working", "Player"
1371 graphic = "b.colossus"
1374 { "type", "name", "range", "survives"
1375 "Tech", "Automobile", "Player", FALSE
1380 sound = "w_colossus"
1381 sound_alt = "w_generic"
1383 Each tile around the city where this wonder is built that is already\
1384 generating some trade produces one extra trade resource.\
1387 [building_copernicus_observatory]
1388 name = _("Copernicus' Observatory")
1389 genus = "GreatWonder"
1391 { "type", "name", "range"
1392 "Tech", "Astronomy", "Player"
1394 graphic = "b.copernicus_observatory"
1397 { "type", "name", "range", "survives"
1398 "Tech", "Computers", "Player", FALSE
1403 sound = "w_copernicus_observatory"
1404 sound_alt = "w_generic"
1406 Each tile worked by the city where this wonder is built produces \
1407 one extra research point.\
1410 [building_cure_for_cancer]
1411 name = _("Cure For Cancer")
1412 genus = "GreatWonder"
1414 { "type", "name", "range"
1415 "Tech", "Genetic Engineering", "Player"
1417 graphic = "b.cure_for_cancer"
1420 { "type", "name", "range"
1425 sound = "w_cure_for_cancer"
1426 sound_alt = "w_generic"
1427 ; /* xgettext:no-c-format */
1429 This stunning technological achievement makes one content citizen \
1430 happy in each of your cities (2 extra luxury per city). It further \
1431 reduces the risk of plague in the city (by 10% of the base chance); \
1432 together with an Aqueduct, a Sewer System, and knowledge of Medicine, \
1433 it entirely eliminates the risk of plague.\
1436 [building_darwins_voyage]
1437 name = _("Darwin's Voyage")
1438 genus = "GreatWonder"
1440 { "type", "name", "range"
1441 "Tech", "Steam Engine", "Player"
1443 graphic = "b.darwins_voyage"
1446 { "type", "name", "range"
1451 sound = "w_darwins_voyage"
1452 sound_alt = "w_generic"
1454 Charles Darwin's voyage sparked the discovery of the evolution \
1455 of the species, which inspired greater confidence in science. \
1456 All your cities generate 1 extra science bulb.\
1458 Upon completion of this wonder, scientist specialists' research output \
1459 increases to 3 permanently for every nation.\
1462 [building_eiffel_tower]
1463 name = _("Eiffel Tower")
1464 genus = "GreatWonder"
1466 { "type", "name", "range"
1467 "Tech", "Railroad", "Player"
1469 graphic = "b.eiffel_tower"
1472 { "type", "name", "range"
1477 sound = "w_eiffel_tower"
1478 sound_alt = "w_generic"
1480 AI nations are more inclined to be friendly and forgiving toward the \
1481 owner of this wonder (until the Apollo Program is completed). It also \
1482 reduces the pollution caused by the population; it counteracts the \
1483 pollution associated with a single building in each of your cities.\
1486 [building_great_library]
1487 name = _("Great Library")
1488 genus = "GreatWonder"
1490 { "type", "name", "range"
1491 "Tech", "Literacy", "Player"
1492 "Building", "Library", "City"
1494 graphic = "b.great_library"
1497 { "type", "name", "range"
1502 sound = "w_great_library"
1503 sound_alt = "w_generic"
1505 Gives an immediate technology advance to the player that builds it, \
1506 and thereafter 4 extra research points every turn to its city.\
1508 Completion of this wonder permanently doubles the effect of Libraries \
1512 [building_great_wall]
1513 name = _("Great Wall")
1514 genus = "GreatWonder"
1516 { "type", "name", "range"
1517 "Tech", "Construction", "Player"
1519 graphic = "b.great_wall"
1522 { "type", "name", "range", "survives"
1523 "Tech", "Machine Tools", "Player", FALSE
1528 sound = "w_great_wall"
1529 sound_alt = "w_generic"
1530 ; /* xgettext:no-c-format */
1532 Increases the defense of all your cities by adding a +50% bonus to \
1533 its units' intrinsic defense strength against land units (this is cumulative \
1534 with any City Walls), and preventing the loss of population which occurs \
1535 when a defending unit is defeated by a land unit.\
1538 [building_hanging_gardens]
1539 name = _("Hanging Gardens")
1540 genus = "GreatWonder"
1542 { "type", "name", "range"
1543 "Tech", "Pottery", "Player"
1545 graphic = "b.hanging_gardens"
1548 { "type", "name", "range", "survives"
1549 "Tech", "Electricity", "Player", FALSE
1554 sound = "w_hanging_gardens"
1555 sound_alt = "w_generic"
1557 Makes one unhappy citizen content in every city of the player that \
1558 owns it (not including citizens unhappy about aggression). This wonder \
1559 also makes two content citizens happy in the city where it is located \
1560 (4 extra luxury points).\
1563 [building_hoover_dam]
1564 name = _("Hoover Dam")
1565 genus = "GreatWonder"
1567 { "type", "name", "range"
1568 "Tech", "Electronics", "Player"
1569 "Extra", "River", "Adjacent"
1570 "Building", "Factory", "City"
1572 graphic = "b.hoover_dam"
1575 { "type", "name", "range"
1580 sound = "w_hoover_dam"
1581 sound_alt = "w_generic"
1582 ; /* xgettext:no-c-format */
1584 Acts as a Hydro Plant in the city where it is built, and reduces \
1585 pollution from shield production by a further 25% in all cities \
1586 with Hydro Plants, making them equivalent to Solar Plants.\
1589 [building_isaac_newtons_college]
1590 name = _("Isaac Newton's College")
1591 genus = "GreatWonder"
1593 { "type", "name", "range"
1594 "Tech", "Theory of Gravity", "Player"
1595 "Building", "University", "City"
1597 graphic = "b.isaac_newtons_college"
1600 { "type", "name", "range"
1605 sound = "w_isaac_newtons_college"
1606 sound_alt = "w_generic"
1608 Gives an immediate technology advance to the player that builds it, \
1609 and thereafter 6 extra research points every turn to its city.\
1611 Completion of this wonder permanently doubles the effect of \
1612 Universities for every player.\
1615 [building_js_bachs_cathedral]
1616 name = _("J.S. Bach's Cathedral")
1617 genus = "GreatWonder"
1619 { "type", "name", "range"
1620 "Tech", "Theology", "Player"
1622 graphic = "b.js_bachs_cathedral"
1625 { "type", "name", "range"
1630 sound = "w_js_bachs_cathedral"
1631 sound_alt = "w_generic"
1633 Makes one content citizen happy in every city of the player that owns \
1634 it (2 extra luxury points per city).\
1637 [building_king_richards_crusade]
1638 name = _("King Richard's Crusade")
1639 genus = "GreatWonder"
1641 { "type", "name", "range"
1642 "Tech", "Chivalry", "Player"
1644 graphic = "b.king_richards_crusade"
1647 { "type", "name", "range", "survives"
1648 "Tech", "Communism", "Player", FALSE
1653 sound = "w_king_richards_crusade"
1654 sound_alt = "w_generic"
1656 Reduces the unhappiness caused by aggressively deployed military \
1657 units owned by the city by 1 -- in other words, it neutralizes the \
1658 unhappiness caused by a single military unit (except under Democracy, \
1659 where a single unit makes two citizens unhappy). Under governments \
1660 where unit upkeep is paid in gold, it gives two free gold per city \
1661 towards upkeep every turn.\
1664 [building_leonardos_workshop]
1665 name = _("Leonardo's Workshop")
1666 genus = "GreatWonder"
1668 { "type", "name", "range"
1669 "Tech", "Invention", "Player"
1671 graphic = "b.leonardos_workshop"
1674 { "type", "name", "range", "survives"
1675 "Tech", "Combustion", "Player", FALSE
1680 sound = "w_leonardos_workshop"
1681 sound_alt = "w_generic"
1683 Upgrades one obsolete unit per game turn.\
1686 [building_lighthouse]
1687 name = _("Lighthouse")
1688 genus = "GreatWonder"
1690 { "type", "name", "range"
1691 "Tech", "Map Making", "Player"
1692 "TerrainFlag", "Sea", "Adjacent"
1694 graphic = "b.lighthouse"
1697 { "type", "name", "range", "survives"
1698 "Tech", "Engineering", "Player", FALSE
1703 sound = "w_lighthouse"
1704 sound_alt = "w_generic"
1706 Gives all your sea units 1 additional movement point (except Triremes \
1707 while moving on rivers). Makes all your new sea units veterans (for all \
1711 [building_magellans_expedition]
1712 name = _("Magellan's Expedition")
1713 genus = "GreatWonder"
1715 { "type", "name", "range"
1716 "Tech", "Magnetism", "Player"
1717 "TerrainFlag", "Sea", "Adjacent"
1719 graphic = "b.magellans_expedition"
1722 { "type", "name", "range", "survives"
1723 "Tech", "Nuclear Power", "Player", FALSE
1728 sound = "w_magellans_expedition"
1729 sound_alt = "w_generic"
1731 Gives all your sea units 1 additional movement point. The chance\
1732 of a sea unit getting the next veteran level after a battle\
1736 [building_manhattan_project]
1737 name = _("Manhattan Project")
1738 genus = "GreatWonder"
1740 { "type", "name", "range"
1741 "Tech", "Nuclear Fission", "Player"
1743 graphic = "b.manhattan_project"
1746 { "type", "name", "range"
1751 sound = "w_manhattan_project"
1752 sound_alt = "w_generic"
1753 ;helptext is set in client/helpdata.c:helptext_wonder()
1756 [building_marco_polos_embassy]
1757 name = _("Marco Polo's Embassy")
1758 genus = "GreatWonder"
1760 { "type", "name", "range"
1761 "Tech", "Trade", "Player"
1763 graphic = "b.marco_polos_embassy"
1766 { "type", "name", "range", "survives"
1767 "Tech", "Democracy", "Player", FALSE
1772 sound = "w_marco_polos_embassy"
1773 sound_alt = "w_generic"
1775 The player who owns it gets an embassy with all players.\
1777 TIP: if you're behind in research, this can help you catch up, by \
1778 reducing the cost of technologies that other players already know.\
1781 [building_michelangelos_chapel]
1782 name = _("Michelangelo's Chapel")
1783 genus = "GreatWonder"
1785 { "type", "name", "range"
1786 "Tech", "Monotheism", "Player"
1787 "Building", "Cathedral", "City"
1789 graphic = "b.michelangelos_chapel"
1792 { "type", "name", "range"
1797 sound = "w_michelangelos_chapel"
1798 sound_alt = "w_generic"
1800 Doubles the base effect of Cathedrals. This makes 3 additional unhappy \
1801 citizens content in each city with a Cathedral; however, it does \
1802 not affect citizens made unhappy by aggression.\
1805 [building_mausoleum_of_mausolos]
1806 name = _("Mausoleum of Mausolos")
1807 genus = "GreatWonder"
1809 { "type", "name", "range"
1810 "Tech", "Ceremonial Burial", "Player"
1812 graphic = "b.mausoleum"
1813 graphic_alt = "b.oracle"
1815 { "type", "name", "range", "survives"
1816 "Tech", "Sanitation", "Player", FALSE
1822 sound_alt = "w_generic"
1824 With this wonder, City Walls and Courthouses each make one unhappy \
1825 citizen content in their city, unless that citizen is unhappy about \
1826 aggression. Also, none of the owner's cities can be incited to revolt.\
1829 [building_statue_of_zeus]
1830 name = _("Statue of Zeus")
1831 genus = "GreatWonder"
1833 { "type", "name", "range"
1834 "Tech", "Polytheism", "Player"
1836 graphic = "b.statue_of_zeus"
1837 graphic_alt = "b.oracle"
1839 { "type", "name", "range", "survives"
1840 "Tech", "Conscription", "Player", FALSE
1846 sound_alt = "w_generic"
1848 Reduces the unhappiness caused by aggressively deployed military \
1849 units owned by the city by 1 -- in other words, it neutralizes the \
1850 unhappiness caused by a single military unit (except under Democracy, \
1851 where a single unit makes two citizens unhappy). Each city also avoids \
1852 one shield of upkeep for units.\
1855 [building_temple_of_artemis]
1856 name = _("Temple of Artemis")
1857 genus = "GreatWonder"
1859 { "type", "name", "range"
1860 "Tech", "Mysticism", "Player"
1861 "Building", "Temple", "City"
1863 graphic = "b.temple_of_artemis"
1864 graphic_alt = "b.oracle"
1866 { "type", "name", "range", "survives"
1867 "Tech", "Theology", "Player", FALSE
1873 sound_alt = "w_generic"
1875 Makes 2 additional unhappy citizens content in every city with \
1876 a Temple. Does not affect citizens made unhappy by aggression.\
1880 name = _("Pyramids")
1881 genus = "GreatWonder"
1883 { "type", "name", "range"
1884 "Tech", "Masonry", "Player"
1886 graphic = "b.pyramids"
1889 { "type", "name", "range", "survives"
1890 "Tech", "Railroad", "Player", FALSE
1895 sound = "w_pyramids"
1896 sound_alt = "w_generic"
1898 Each tile around the city where this wonder is built that is already \
1899 generating some shield output produces one extra shield resource. \
1900 Under Despotism or Tribal governments, the Pyramids cancel the penalty \
1901 to worked tiles with output greater than 2 (for all kinds of output), \
1902 as if all your cities were always celebrating.\
1906 name = _("Internet")
1907 genus = "GreatWonder"
1909 { "type", "name", "range"
1910 "Tech", "Computers", "Player"
1911 "Building", "Research Lab", "City"
1913 graphic = "b.internet"
1914 graphic_alt = "b.seti_program"
1916 { "type", "name", "range"
1921 sound = "w_seti_program"
1922 sound_alt = "w_generic"
1924 Gives an immediate technology advance to the player that builds it, \
1925 and thereafter all cities on the map are continuously visible to its \
1926 owner despite fog-of-war.\
1928 Completion of this wonder permanently doubles the effect of \
1929 Research Labs for every player.\
1932 [building_shakespeares_theatre]
1933 name = _("Shakespeare's Theater")
1934 rule_name = "Shakespeare's Theatre" ; en_GB spelling used originally
1935 genus = "GreatWonder"
1937 { "type", "name", "range"
1938 "Tech", "Sanitation", "Player"
1940 graphic = "b.shakespeares_theatre"
1943 { "type", "name", "range"
1948 sound = "w_shakespeares_theatre"
1949 sound_alt = "w_generic"
1951 Gives 1 additional luxury to every city, and 6 luxuries to the city \
1952 where it is located.\
1954 Upon completion of this wonder, entertainer specialists' luxury \
1955 output increases to 3 permanently for every nation.\
1958 [building_statue_of_liberty]
1959 name = _("Statue of Liberty")
1960 genus = "GreatWonder"
1962 { "type", "name", "range"
1963 "Tech", "Democracy", "Player"
1965 graphic = "b.statue_of_liberty"
1968 { "type", "name", "range"
1973 sound = "w_statue_of_liberty"
1974 sound_alt = "w_generic"
1976 Allows you to choose any government, including those that have not yet \
1977 been researched by your civilization, and without the transition \
1978 period of Anarchy. It also allows unprovoked declaration of war \
1979 regardless of any senate instituted by a Democracy or Federation \
1980 government or by the United Nations.\
1983 [building_sun_tzus_war_academy]
1984 name = _("Sun Tzu's War Academy")
1985 genus = "GreatWonder"
1987 { "type", "name", "range"
1988 "Tech", "Feudalism", "Player"
1990 graphic = "b.sun_tzus_war_academy"
1993 { "type", "name", "range", "survives"
1994 "Tech", "Mobile Warfare", "Player", FALSE
1999 sound = "w_sun_tzus_war_academy"
2000 sound_alt = "w_generic"
2002 All your new military land units start with an additional veteran level \
2003 (this is cumulative with any Barracks building in a city; with both, units \
2004 are created as Hardened).\
2007 [building_united_nations]
2008 name = _("United Nations")
2009 genus = "GreatWonder"
2011 { "type", "name", "range"
2012 "Tech", "Communism", "Player"
2014 graphic = "b.united_nations"
2017 { "type", "name", "range"
2022 sound = "w_united_nations"
2023 sound_alt = "w_generic"
2025 Creates a world senate that prevents unprovoked declaration of war by \
2026 any nuclear-capable nation (that is, any nation with knowledge of \
2027 Nuclear Fission, once the Manhattan Project has been built). \
2028 AI players are more inclined to be friendly and forgiving toward the \
2029 owner of this wonder. These effects last until the Apollo Program \
2032 Also, if any player's city is in disorder for more than two turns in \
2033 a row, that player's government falls (even for governments other than \
2034 Republic and Democracy).\
2037 [building_womens_suffrage]
2038 name = _("Women's Suffrage")
2039 genus = "GreatWonder"
2041 { "type", "name", "range"
2042 "Tech", "Conscription", "Player"
2044 graphic = "b.womens_suffrage"
2047 { "type", "name", "range"
2052 sound = "w_womens_suffrage"
2053 sound_alt = "w_generic"
2055 Neutralizes the unhappiness caused by one aggressively \
2056 deployed military unit per city. Under Democracy, it additionally \
2057 halves the unhappiness caused by military units (reducing it to the \
2058 same level as a Republic).\
2061 [building_capitalization]
2066 { "type", "name", "range"
2069 graphic = "b.capitalization"
2072 { "type", "name", "range"
2077 ; FIXME: this is the real helptext; restore when have a subordnate analogue
2078 ; /* (ignore for gettext until fixed)
2080 ;This is not a normal improvement. Instead, setting a city's\
2081 ; production to Capitalization means its shield production is\
2082 ; converted to tax output (money).\
2086 This is not a normal improvement. Instead, setting a city's\
2087 production to Coinage means its shield production is\
2088 converted to tax output (money, coins!).\