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="Experimental web-client buildings data for Freeciv"
15 options="+Freeciv-ruleset-Devel-2017.Jan.02 web-compatible"
18 ; /* <-- avoid gettext warnings
20 ; Below: The individual buildings, one per section.
21 ; (Buildings = City Improvements and Wonders)
23 ; The actual tag used (the * in [building_*]) does not matter, except
24 ; it must be unique within this file, and it may be used in debug
25 ; output when reading this file.
29 ; name = translatable name as seen by user
30 ; rule_name = (optional) name for savegames, rulesets etc; if not
31 ; present, 'name' is used. Since the name used in savegames
32 ; must not change, use this when renaming a building after a
33 ; ruleset has been released.
34 ; genus = genus; one of:
35 ; "GreatWonder", "SmallWonder", "Improvement", "Special".
36 ; reqs = requirements to build the building (see effects.ruleset
37 ; and README.effects for help on requirements)
38 ; graphic = icon of improvement (used in city dialog)
39 ; graphic_alt = alternate icon of improvement
40 ; obsolete_by = requirements for the building to become obsolete
41 ; build_cost = production shields required to build
42 ; upkeep = monetary upkeep value
43 ; sabotage = percent chance of diplomat sabotage being successful
44 ; flags = special flag strings
46 ; ** Building flags **
47 ; "VisibleByOthers" = Anyone who can see your city knows whether it has
48 ; this improvement. (Great and small wonders are
50 ; "SaveSmallWonder" = If you lose the city with this building in, and the
51 ; "savepalace" server setting is enabled, another will
52 ; be built for free in a random city.
53 ; Should only be used with genus "SmallWonder".
54 ; "Gold" = Not a real building; production turned into gold
55 ; indefinitely (capitalization/coinage).
56 ; Genus should be "Special".
57 ; "DisasterProof" = Disasters never destroy this building. Is meaningful
58 ; only for genus "Improvement" buildings as others are
59 ; automatically disaster proof.
61 ; */ <-- avoid gettext warnings
67 { "type", "name", "range"
68 "Tech", "Radio", "Player"
73 { "type", "name", "range"
79 sound_alt = "b_generic"
81 Allows a city to produce veteran air units (including helicopters). \
82 Also, damaged air units (again, including helicopters) which stay in\
83 town for one full turn without moving are completely restored.\
85 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"
100 "Tech", "Construction", "Player"
102 graphic = "b.aqueduct"
105 { "type", "name", "range"
111 sound_alt = "b_generic"
113 Allows a city to grow larger than size 8. A Sewer System is also\
114 required for a city to grow larger than size 12.\
116 ; There is also an effect to reduce the chance of plague, but you have to
117 ; enable illness in game.ruleset for that to be relevant.
121 genus = "Improvement"
123 { "type", "name", "range"
124 "Tech", "Banking", "Player"
125 "Building", "Marketplace", "City"
130 { "type", "name", "range"
136 sound_alt = "b_generic"
137 ; /* xgettext:no-c-format */
139 Together with the Marketplace improvement, a Bank increases the\
140 luxury and tax production within a city by 100%.\
145 genus = "Improvement"
147 { "type", "name", "range"
150 graphic = "b.barracks_i"
153 { "type", "name", "range"
154 "Tech", "Gunpowder", "Player"
155 "Building", "Barracks II", "City"
156 "Building", "Barracks III", "City"
161 sound = "b_barracks_i"
162 sound_alt = "b_generic"
163 ; /* xgettext:no-c-format */
165 With a Barracks, each new land unit built in a city will\
166 automatically have Veteran status, which means that its attack and\
167 defense strengths are increased by 50%. Also, damaged land units\
168 which stay in town for one full turn without moving are completely\
172 [building_barracks_ii]
173 name = _("Barracks II")
174 genus = "Improvement"
176 { "type", "name", "range"
177 "Tech", "Gunpowder", "Player"
179 graphic = "b.barracks_ii"
180 graphic_alt = "b.barracks_i"
182 { "type", "name", "range"
183 "Tech", "Mobile Warfare", "Player"
184 "Building", "Barracks III", "City"
189 sound = "b_barracks_ii"
190 sound_alt = "b_generic"
191 ; /* xgettext:no-c-format */
193 With a Barracks, each new land unit built in a city will\
194 automatically have Veteran status, which means that its attack and\
195 defense strengths are increased by 50%. Also, damaged land units\
196 which stay in town for one full turn without moving are completely\
200 [building_barracks_iii]
201 name = _("Barracks III")
202 genus = "Improvement"
204 { "type", "name", "range"
205 "Tech", "Mobile Warfare", "Player"
207 graphic = "b.barracks_iii"
208 graphic_alt = "b.barracks_i"
210 { "type", "name", "range"
215 sound = "b_barracks_iii"
216 sound_alt = "b_generic"
217 ; /* xgettext:no-c-format */
219 With a Barracks, each new land unit built in a city will\
220 automatically have Veteran status, which means that its attack and\
221 defense strengths are increased by 50%. Also, damaged land units\
222 which stay in town for one full turn without moving are completely\
227 name = _("Cathedral")
228 genus = "Improvement"
230 { "type", "name", "range"
231 "Tech", "Monotheism", "Player"
232 "Building", "Temple", "City"
234 graphic = "b.cathedral"
237 { "type", "name", "range"
242 sound = "b_cathedral"
243 sound_alt = "b_generic"
245 A Cathedral makes 3 unhappy citizens content in a city, making it\
246 easier to maintain order in that city; however, it does not affect\
247 citizens made unhappy by military activity. The discovery of Theology\
248 increases the effect of a Cathedral, making an additional unhappy\
249 citizen content. The discovery of Communism lessens the effect of\
250 a Cathedral, reducing by one the number of unhappy citizens made\
254 [building_city_walls]
255 name = _("City Walls")
256 genus = "Improvement"
257 flags = "VisibleByOthers"
259 { "type", "name", "range"
260 "Tech", "Masonry", "Player"
262 graphic = "b.city_walls"
265 { "type", "name", "range"
270 sound = "b_city_walls"
271 sound_alt = "b_generic"
273 City Walls make it easier to defend a city. They triple the defense\
274 strength of units within the city against land and helicopter\
275 units. They are ineffective against airborne and sea units as well\
276 as Howitzers. City Walls also prevent the loss of population which\
277 occurs when a defending unit is destroyed by a land unit.\
280 [building_coastal_defense]
281 name = _("Coastal Defense")
282 genus = "Improvement"
284 { "type", "name", "range"
285 "Tech", "Gunpowder", "Player"
286 "TerrainClass", "Oceanic", "Adjacent"
288 graphic = "b.coastal_defense"
291 { "type", "name", "range"
296 sound = "b_coastal_defense"
297 sound_alt = "b_generic"
299 Increases the defense strength of units within a city by a factor\
300 of 2 when defending against bombardments from enemy ships.\
304 name = _("Colosseum")
305 genus = "Improvement"
307 { "type", "name", "range"
308 "Tech", "Construction", "Player"
310 graphic = "b.colosseum"
313 { "type", "name", "range"
318 sound = "b_colosseum"
319 sound_alt = "b_generic"
321 Entertains the citizens of a city, making 3 unhappy citizens content. \
322 (Four after the discovery of Electricity.) However, it does not\
323 affect citizens made unhappy by military activity.\
326 ; For Civ2 the "Electricity" condition should be "Electronics"
328 [building_courthouse]
329 name = _("Courthouse")
330 genus = "Improvement"
332 { "type", "name", "range"
333 "Tech", "Code of Laws", "Player"
335 graphic = "b.courthouse"
338 { "type", "name", "range"
343 sound = "b_courthouse"
344 sound_alt = "b_generic"
345 ; /* xgettext:no-c-format */
347 Reduces the corruption in a city by 50%, and makes the revolt cost\
348 of the city 4 times bigger. (These effects are redundant in your\
351 Under a Democracy, a Courthouse also makes 1 unhappy citizen content\
352 (unless that citizen is unhappy about military activity).\
357 genus = "Improvement"
359 { "type", "name", "range"
360 "Tech", "Industrialization", "Player"
362 graphic = "b.factory"
365 { "type", "name", "range"
371 sound_alt = "b_generic"
372 ; /* xgettext:no-c-format */
374 Increases the shield production in a city by 50%. This increase may\
375 also contribute significantly to pollution.\
380 genus = "Improvement"
382 { "type", "name", "range"
383 "Tech", "Pottery", "Player"
385 graphic = "b.granary"
388 { "type", "name", "range"
394 sound_alt = "b_generic"
396 The amount of stored food will be set to half full whenever a city\
397 with a Granary shrinks or grows. This helps a city to grow faster\
398 and more easily withstand famine.\
401 ; In Civ2, city size reduction does not generate food like this.
402 ; Dare I ask where this food comes from?? :-)
406 rule_name = "Harbour" ; en_GB spelling used originally
407 genus = "Improvement"
409 { "type", "name", "range"
410 "Tech", "Seafaring", "Player"
411 "TerrainClass", "Oceanic", "Adjacent"
413 graphic = "b.harbour"
416 { "type", "name", "range"
422 sound_alt = "b_generic"
424 Gives one extra food resource on all Oceanic tiles. The city needs\
425 to be coastal to build this improvement.\
428 [building_hydro_plant]
429 name = _("Hydro Plant")
430 genus = "Improvement"
432 { "type", "name", "range"
433 "Tech", "Electronics", "Player"
434 "Building", "Factory", "City"
435 "Extra", "River", "Adjacent"
437 graphic = "b.hydro_plant"
440 { "type", "name", "range"
445 sound = "b_hydro_plant"
446 sound_alt = "b_generic"
447 ; /* xgettext:no-c-format */
449 Increases the effect of Factory and Mfg. Plant on the shield\
450 production of a city, and also reduces the amount of pollution\
451 generated by that production. A Hydro Plant in combination with\
452 either a Factory or Mfg. Plant gives a 75% production bonus over\
453 the level without any of these improvements, while giving pollution\
454 only 75% of the equivalent combination with a Power Plant; a\
455 Hydro Plant, Factory, and Mfg. Plant together give a 150%\
456 production bonus with pollution only 50% of the equivalent\
457 combination with a Power Plant.\
459 In each city, only one Power Plant, Hydro Plant, Nuclear Plant, or\
460 Solar Plant can take effect at any one time.\
463 ; For Civ1/2 the first shield production number above should be 100%,
464 ; but the above describes current freeciv rules.
468 genus = "Improvement"
470 { "type", "name", "range"
471 "Tech", "Writing", "Player"
473 graphic = "b.library"
476 { "type", "name", "range"
482 sound_alt = "b_generic"
483 ; /* xgettext:no-c-format */
485 Increases the science output in a city by 100%.\
488 [building_marketplace]
489 name = _("Marketplace")
490 genus = "Improvement"
492 { "type", "name", "range"
493 "Tech", "Currency", "Player"
495 graphic = "b.marketplace"
498 { "type", "name", "range"
503 sound = "b_marketplace"
504 sound_alt = "b_generic"
505 ; /* xgettext:no-c-format */
507 Increases the luxury and tax output in a city by 50%.\
510 [building_mass_transit]
511 name = _("Mass Transit")
512 genus = "Improvement"
514 { "type", "name", "range"
515 "Tech", "Mass Production", "Player"
517 graphic = "b.mass_transit"
520 { "type", "name", "range"
525 sound = "b_mass_transit"
526 sound_alt = "b_generic"
528 Neutralizes the pollution generated by the population. \
529 The population simply has no effect on the pollution generated in\
534 name = _("Mfg. Plant")
535 genus = "Improvement"
537 { "type", "name", "range"
538 "Tech", "Robotics", "Player"
539 "Building", "Factory", "City"
541 graphic = "b.mfg_plant"
544 { "type", "name", "range"
549 sound = "b_mfg_plant"
550 sound_alt = "b_generic"
551 ; /* xgettext:no-c-format */
553 Together with a Factory, a Manufacturing Plant increases the shield\
554 production in a city by 100%. A Manufacturing Plant on its own\
555 increases shield production by 50%.\
557 A Manufacturing Plant also has a small risk of suffering an industrial\
558 accident, which can lead to pollution and reduce the city's population.\
561 [building_nuclear_plant]
562 name = _("Nuclear Plant")
563 genus = "Improvement"
565 { "type", "name", "range"
566 "Tech", "Nuclear Power", "Player"
567 "Building", "Factory", "City"
569 graphic = "b.nuclear_plant"
572 { "type", "name", "range"
577 sound = "b_nuclear_plant"
578 sound_alt = "b_generic"
579 ; /* xgettext:no-c-format */
581 Increases the effect of Factory and Mfg. Plant on the shield\
582 production of a city, and also reduces the amount of pollution\
583 generated by that production. A Nuclear Plant in combination with\
584 either a Factory or Mfg. Plant gives a 75% production bonus over\
585 the level without any of these improvements, while giving pollution\
586 only 75% of the equivalent combination with a Power Plant; a\
587 Nuclear Plant, Factory, and Mfg. Plant together give a 150%\
588 production bonus with pollution only 50% of the equivalent\
589 combination with a Power Plant.\
591 A Nuclear Plant has a small risk of suffering a nuclear accident, which\
592 can lead to fallout and reduce the city's population.\
594 In each city, only one Power Plant, Hydro Plant, Nuclear Plant, or\
595 Solar Plant can take effect at any one time.\
598 ; For Civ1/2 the first number above should be 100%, but the above
599 ; describes current freeciv rules.
600 ; There would also be a change of meltdown during civil disorder,
601 ; but that has not been implemented yet.
603 [building_offshore_platform]
604 name = _("Offshore Platform")
605 genus = "Improvement"
607 { "type", "name", "range"
608 "Tech", "Miniaturization", "Player"
609 "TerrainClass", "Oceanic", "Adjacent"
611 graphic = "b.offshore_platform"
614 { "type", "name", "range"
619 sound = "b_offshore_platform"
620 sound_alt = "b_generic"
622 Adds 1 extra shield resource on all Oceanic tiles worked by a city. The\
623 city needs to be coastal to build this improvement.\
628 genus = "SmallWonder"
629 flags = "SaveSmallWonder"
631 { "type", "name", "range"
632 "Tech", "Masonry", "Player"
637 { "type", "name", "range"
643 sound_alt = "b_generic"
645 Makes a city the capital and the center of your government.\
646 Corruption in other cities is related to how far away from the\
647 capital they are, except when the government is Democracy or\
648 Communism. On top of this, corruption in your capital itself is\
649 half of what it would otherwise be (as if it had a Courthouse).\
651 The cost to enemy Diplomats and Spies of inciting a revolt in a\
652 city also depends upon the city's distance from the capital\
653 (under all forms of government). Your capital city itself cannot\
654 be incited to revolt, and enjoys a bonus when enemy agents try\
655 to evade your own agents stationed in the city, or sabotage your\
658 Take good care of your capital, as its loss may result in your\
659 empire plunging into civil war. Losing your current palace also\
660 results in losing whatever spaceship you might have.\
662 If the capital is in a dangerous location, or a more central capital\
663 would give a better corruption distribution, you can move your palace\
664 by rebuilding it in another city.\
666 ; /* xgettext:no-c-format */
668 Under Despotism the city containing the palace gains a +75%\
669 production bonus, and under Monarchy a +50% production bonus.\
672 [building_police_station]
673 name = _("Police Station")
674 genus = "Improvement"
676 { "type", "name", "range"
677 "Tech", "Communism", "Player"
679 graphic = "b.police_station"
682 { "type", "name", "range"
687 sound = "b_police_station"
688 sound_alt = "b_generic"
690 Reduces the unhappiness caused by aggressively deployed military\
691 units owned by the city by 2 under Democracy and 1 under Republic\
692 -- in other words, it neutralizes the unhappiness caused by a single\
693 military unit. This improvement has no effect under other governments.\
696 ; For Civ2 this should reduce unhappiness by one for *each* unit
697 ; outside a city that is causing at least one unhappiness.
699 [building_port_facility]
700 name = _("Port Facility")
701 genus = "Improvement"
703 { "type", "name", "range"
704 "Tech", "Amphibious Warfare", "Player"
705 "TerrainClass", "Oceanic", "Adjacent"
707 graphic = "b.port_facility"
710 { "type", "name", "range"
715 sound = "b_port_facility"
716 sound_alt = "b_generic"
718 Allows a city to build veteran sea units. Also, damaged sea units\
719 which stay in town for one full turn without moving are completely\
723 [building_power_plant]
724 name = _("Power Plant")
725 genus = "Improvement"
727 { "type", "name", "range"
728 "Tech", "Refining", "Player"
729 "Building", "Factory", "City"
731 graphic = "b.power_plant"
734 { "type", "name", "range"
739 sound = "b_power_plant"
740 sound_alt = "b_generic"
741 ; /* xgettext:no-c-format */
743 Increases the effect of Factory and Mfg. Plant on the shield\
744 production of a city. A Power Plant in combination with\
745 either a Factory or Mfg. Plant gives a 75% production bonus over\
746 the level without any of these improvements; a Power Plant,\
747 Factory, and Mfg. Plant together give a 150% production bonus.\
748 The extra production may lead to the city generating more\
751 In each city, only one Power Plant, Hydro Plant, Nuclear Plant, or\
752 Solar Plant can take effect at any one time.\
755 ; For Civ1/2 the first number above should be 100%, but the above
756 ; describes current freeciv rules.
758 [building_recycling_center]
759 name = _("Recycling Center")
760 genus = "Improvement"
762 { "type", "name", "range"
763 "Tech", "Recycling", "Player"
765 graphic = "b.recycling_center"
768 { "type", "name", "range"
773 sound = "b_recycling_center"
774 sound_alt = "b_generic"
775 ; /* xgettext:no-c-format */
777 Building a Recycling Center reduces the amount of pollution\
778 generated by production in a city by 66%.\
781 [building_research_lab]
782 name = _("Research Lab")
783 genus = "Improvement"
785 { "type", "name", "range"
786 "Tech", "Computers", "Player"
787 "Building", "University", "City"
789 graphic = "b.research_lab"
792 { "type", "name", "range"
797 sound = "b_research_lab"
798 sound_alt = "b_generic"
799 ; /* xgettext:no-c-format */
801 Together with a Library, a Research Lab increases the science\
802 production of a city by 200%. \
803 Together with a Library and a University, a Research Lab increases\
804 the science production of a city by 450%.\
807 [building_sam_battery]
808 name = _("SAM Battery")
809 genus = "Improvement"
811 { "type", "name", "range"
812 "Tech", "Rocketry", "Player"
814 graphic = "b.sam_battery"
817 { "type", "name", "range"
822 sound = "b_sam_battery"
823 sound_alt = "b_generic"
825 Doubles the defense of all units inside the city when attacked by\
826 aircraft (not including helicopters or missiles).\
829 [building_sdi_defense]
830 name = _("SDI Defense")
831 genus = "Improvement"
833 { "type", "name", "range"
834 "Tech", "Laser", "Player"
836 graphic = "b.sdi_defense"
839 { "type", "name", "range"
844 sound = "b_sdi_defense"
845 sound_alt = "b_generic"
847 Protects a city and its environs (up to 2 tiles away) from attacks\
848 by other nations' Nuclear units. A Nuclear unit not owned by you or a\
849 teammate which attacks a city with SDI Defense, or attacks a unit (or is\
850 deliberately exploded) within range, is shot down and simply has no effect.\
851 Also, doubles defense for units in the city against non-nuclear missiles.\
854 ; Civ2 does not document the "Unit_Defend"/"Missile" aspect; does it apply or not?
856 [building_sewer_system]
857 name = _("Sewer System")
858 genus = "Improvement"
860 { "type", "name", "range"
861 "Tech", "Sanitation", "Player"
862 "Building", "Aqueduct", "City"
864 graphic = "b.sewer_system"
867 { "type", "name", "range"
872 sound = "b_sewer_system"
873 sound_alt = "b_generic"
875 Allows a city to grow larger than size 12. An Aqueduct is first\
876 required for a city to grow larger than size 8.\
878 ; There is also an effect to reduce the chance of plague, but you have to
879 ; enable illness in game.ruleset for that to be relevant.
881 [building_solar_plant]
882 name = _("Solar Plant")
883 genus = "Improvement"
885 { "type", "name", "range"
886 "Tech", "Environmentalism", "Player"
887 "Building", "Factory", "City"
889 graphic = "b.solar_plant"
892 { "type", "name", "range"
897 sound = "b_solar_plant"
898 sound_alt = "b_generic"
899 ; /* xgettext:no-c-format */
901 Increases the effect of Factory and Mfg. Plant on the shield\
902 production of a city, and also greatly reduces the amount of pollution\
903 generated by that production. A Solar Plant in combination with\
904 either a Factory or Mfg. Plant gives a 75% production bonus over\
905 the level without any of these improvements, while giving pollution\
906 only 50% of the equivalent combination with a Power Plant; a\
907 Solar Plant, Factory, and Mfg. Plant together give a 150%\
908 production bonus, and eliminates all pollution generated by\
909 production in that city.\
911 In each city, only one Power Plant, Hydro Plant, Nuclear Plant, or\
912 Solar Plant can take effect at any one time.\
915 [building_space_component]
916 name = _("Space Component")
919 { "type", "name", "range"
920 "Tech", "Plastics", "Player"
921 "Building", "Factory", "City"
923 graphic = "b.space_component"
926 { "type", "name", "range"
931 sound = "b_space_component"
932 sound_alt = "b_generic"
934 Space Components can be differentiated into Propulsion and Fuel\
935 Components. Each pair of them reduces your spaceship's travel\
936 time. You can build up to 8 pairs.\
938 Before you can build any spaceship parts, the Apollo Program wonder\
939 must have been built by any player.\
942 [building_space_module]
943 name = _("Space Module")
946 { "type", "name", "range"
947 "Tech", "Superconductors", "Player"
948 "Building", "Factory", "City"
950 graphic = "b.space_modules"
953 { "type", "name", "range"
958 sound = "b_space_module"
959 sound_alt = "b_generic"
961 Space Modules are the most expensive parts of spaceships. There\
962 are three different types of Space Module:\
964 - Habitation Module: provides living space for 10,000 people.\
966 - Life Support Module: provides food and water for the population of\
967 one Habitation Module.\
969 - Solar Panels: provides the energy needed for any two of the other\
972 You can build up to 4 Space Modules of each kind.\
974 Before you can build any spaceship parts, the Apollo Program wonder\
975 must have been built by any player.\
978 [building_space_structural]
979 name = _("Space Structural")
982 { "type", "name", "range"
983 "Tech", "Space Flight", "Player"
984 "Building", "Factory", "City"
986 graphic = "b.space_structural"
989 { "type", "name", "range"
994 sound = "b_space_structural"
995 sound_alt = "b_generic"
997 Space Structurals form the base of your spaceship. All other\
998 spaceship parts need to be connected to Structurals in order to\
999 function. You can build up to 32 Space Structurals.\
1001 Before you can build any spaceship parts, the Apollo Program wonder\
1002 must have been built by any player.\
1005 [building_stock_exchange]
1006 name = _("Stock Exchange")
1007 genus = "Improvement"
1009 { "type", "name", "range"
1010 "Tech", "Economics", "Player"
1011 "Building", "Bank", "City"
1013 graphic = "b.stock_exchange"
1016 { "type", "name", "range"
1021 sound = "b_stock_exchange"
1022 sound_alt = "b_generic"
1023 ; /* xgettext:no-c-format */
1025 Together with a Bank, a Stock Exchange boosts tax and luxury\
1026 production in a city by 50%. \
1027 Together with a Marketplace and a Bank, a Stock Exchange boosts\
1028 tax and luxury production in a city by 150%.\
1031 [building_super_highways]
1032 name = _("Super Highways")
1033 genus = "Improvement"
1035 { "type", "name", "range"
1036 "Tech", "Automobile", "Player"
1038 graphic = "b.super_highways"
1041 { "type", "name", "range"
1046 sound = "b_super_highways"
1047 sound_alt = "b_generic"
1048 ; /* xgettext:no-c-format */
1050 Increases trade resources by 50% on all tiles with roads or\
1054 ; Civ2 help says Super Highways increase trade from trade routes.
1056 [building_supermarket]
1057 name = _("Supermarket")
1058 genus = "Improvement"
1060 { "type", "name", "range"
1061 "Tech", "Refrigeration", "Player"
1063 graphic = "b.supermarket"
1066 { "type", "name", "range"
1071 sound = "b_supermarket"
1072 sound_alt = "b_generic"
1073 ; /* xgettext:no-c-format */
1075 Increases the food resources by 50% on each farmland tile which\
1076 is being used around the city. Farmland tiles are those which\
1077 have been irrigated a second time.\
1082 genus = "Improvement"
1084 { "type", "name", "range"
1085 "Tech", "Ceremonial Burial", "Player"
1087 graphic = "b.temple"
1090 { "type", "name", "range"
1096 sound_alt = "b_generic"
1098 Makes one unhappy citizen content. The Mysticism advance doubles\
1099 this effect. With both Mysticism and the Oracle, 4 citizens are\
1100 made content. Does not affect citizens made unhappy by military\
1104 [building_university]
1105 name = _("University")
1106 genus = "Improvement"
1108 { "type", "name", "range"
1109 "Tech", "University", "Player"
1110 "Building", "Library", "City"
1112 graphic = "b.university"
1115 { "type", "name", "range"
1120 sound = "b_university"
1121 sound_alt = "b_generic"
1122 ; /* xgettext:no-c-format */
1124 Together with a Library, a University increases the science\
1125 production of a city by 250%.\
1128 [building_apollo_program]
1129 name = _("Apollo Program")
1130 genus = "GreatWonder"
1132 { "type", "name", "range"
1133 "Tech", "Space Flight", "Player"
1135 graphic = "b.apollo_program"
1138 { "type", "name", "range"
1143 sound = "w_apollo_program"
1144 sound_alt = "w_generic"
1146 The entire map becomes permanently visible to the player who owns it\
1147 -- the player always has up-to-date knowledge of all terrain and\
1148 cities (but not units) despite fog-of-war. It allows all players to\
1149 start building spaceship parts (assuming they have researched the\
1150 necessary technologies).\
1153 [building_asmiths_trading_co]
1154 name = _("A.Smith's Trading Co.")
1155 genus = "GreatWonder"
1157 { "type", "name", "range"
1158 "Tech", "Economics", "Player"
1160 graphic = "b.asmiths_trading_co"
1163 { "type", "name", "range"
1168 sound = "w_asmiths_trading_co"
1169 sound_alt = "w_generic"
1171 City improvements which would normally have an upkeep of 1 are free\
1172 of upkeep, for all your cities.\
1176 name = _("Colossus")
1177 genus = "GreatWonder"
1179 { "type", "name", "range"
1180 "Tech", "Bronze Working", "Player"
1182 graphic = "b.colossus"
1185 { "type", "name", "range", "survives"
1186 "Tech", "Flight", "World", TRUE
1191 sound = "w_colossus"
1192 sound_alt = "w_generic"
1194 Each tile around the city where this wonder is built that is already\
1195 generating some trade produces one extra trade resource.\
1198 [building_copernicus_observatory]
1199 name = _("Copernicus' Observatory")
1200 genus = "GreatWonder"
1202 { "type", "name", "range"
1203 "Tech", "Astronomy", "Player"
1205 graphic = "b.copernicus_observatory"
1208 { "type", "name", "range"
1213 sound = "w_copernicus_observatory"
1214 sound_alt = "w_generic"
1215 ; /* xgettext:no-c-format */
1217 Boosts science production by 100% in the city where it is built.\
1220 [building_cure_for_cancer]
1221 name = _("Cure For Cancer")
1222 genus = "GreatWonder"
1224 { "type", "name", "range"
1225 "Tech", "Genetic Engineering", "Player"
1227 graphic = "b.cure_for_cancer"
1230 { "type", "name", "range"
1235 sound = "w_cure_for_cancer"
1236 sound_alt = "w_generic"
1238 This stunning technological achievement makes one unhappy\
1239 citizen content in each of your cities (including citizens unhappy\
1240 about military activity).\
1242 ; There is also an effect to reduce the chance of plague, but you have to
1243 ; enable illness in game.ruleset for that to be relevant.
1244 ; NB: In Civ2 this makes 1 content citizen happy in all cities.
1246 [building_darwins_voyage]
1247 name = _("Darwin's Voyage")
1248 genus = "GreatWonder"
1250 { "type", "name", "range"
1251 "Tech", "Railroad", "Player"
1253 graphic = "b.darwins_voyage"
1256 { "type", "name", "range"
1261 sound = "w_darwins_voyage"
1262 sound_alt = "w_generic"
1264 Charles Darwin's voyage sparked the discovery of the evolution\
1265 of the species, which inspired greater confidence in science.\
1266 Gives two immediate technology advances.\
1269 [building_eiffel_tower]
1270 name = _("Eiffel Tower")
1271 genus = "GreatWonder"
1273 { "type", "name", "range"
1274 "Tech", "Steam Engine", "Player"
1276 graphic = "b.eiffel_tower"
1279 { "type", "name", "range"
1284 sound = "w_eiffel_tower"
1285 sound_alt = "w_generic"
1286 ; /* xgettext:no-c-format */
1288 Your reputation and goodwill among other nations is recovered twice\
1292 [building_great_library]
1293 name = _("Great Library")
1294 genus = "GreatWonder"
1296 { "type", "name", "range"
1297 "Tech", "Literacy", "Player"
1299 graphic = "b.great_library"
1302 { "type", "name", "range", "survives"
1303 "Tech", "Electricity", "World", TRUE
1308 sound = "w_great_library"
1309 sound_alt = "w_generic"
1311 The civilization which builds the Great Library gets every advance\
1312 that at least two other teams have achieved.\
1315 [building_great_wall]
1316 name = _("Great Wall")
1317 genus = "GreatWonder"
1319 { "type", "name", "range"
1320 "Tech", "Masonry", "Player"
1322 graphic = "b.great_wall"
1325 { "type", "name", "range", "survives"
1326 "Tech", "Metallurgy", "World", TRUE
1331 sound = "w_great_wall"
1332 sound_alt = "w_generic"
1334 Works as a City Wall in all your cities.\
1337 ; Civ2 also doubles attack -vs- barbs,
1338 ; and enemies are forced to offer cease-fire or peace.
1340 [building_hanging_gardens]
1341 name = _("Hanging Gardens")
1342 genus = "GreatWonder"
1344 { "type", "name", "range"
1345 "Tech", "Pottery", "Player"
1347 graphic = "b.hanging_gardens"
1350 { "type", "name", "range", "survives"
1351 "Tech", "Railroad", "World", TRUE
1356 sound = "w_hanging_gardens"
1357 sound_alt = "w_generic"
1359 Makes one content citizen happy in every city. Makes two extra\
1360 content citizens happy in the city containing the Hanging Gardens\
1361 (that is, a total of 3). In the unlikely event where there are no\
1362 content citizens to get the effect of Hanging Gardens, the wonder\
1363 applies to unhappy citizens (including those unhappy about military\
1364 activity), making each content then happy.\
1367 [building_hoover_dam]
1368 name = _("Hoover Dam")
1369 genus = "GreatWonder"
1371 { "type", "name", "range"
1372 "Tech", "Electronics", "Player"
1373 "Extra", "River", "Adjacent"
1375 graphic = "b.hoover_dam"
1378 { "type", "name", "range"
1383 sound = "w_hoover_dam"
1384 sound_alt = "w_generic"
1386 Works as if you had a Hydro Plant in every city. (This reduces\
1387 pollution and increases the effects of Factories and Mfg. Plants.)\
1390 [building_isaac_newtons_college]
1391 name = _("Isaac Newton's College")
1392 genus = "GreatWonder"
1394 { "type", "name", "range"
1395 "Tech", "Theory of Gravity", "Player"
1397 graphic = "b.isaac_newtons_college"
1400 { "type", "name", "range"
1405 sound = "w_isaac_newtons_college"
1406 sound_alt = "w_generic"
1407 ; /* xgettext:no-c-format */
1409 Boosts science production by 100% in every city you control that\
1413 [building_js_bachs_cathedral]
1414 name = _("J.S. Bach's Cathedral")
1415 genus = "GreatWonder"
1417 { "type", "name", "range"
1418 "Tech", "Theology", "Player"
1420 graphic = "b.js_bachs_cathedral"
1423 { "type", "name", "range"
1428 sound = "w_js_bachs_cathedral"
1429 sound_alt = "w_generic"
1431 Makes two unhappy citizens content in every city (including citizens\
1432 unhappy about military activity).\
1435 [building_king_richards_crusade]
1436 name = _("King Richard's Crusade")
1437 genus = "GreatWonder"
1439 { "type", "name", "range"
1440 "Tech", "Engineering", "Player"
1442 graphic = "b.king_richards_crusade"
1445 { "type", "name", "range", "survives"
1446 "Tech", "Robotics", "World", TRUE
1451 sound = "w_king_richards_crusade"
1452 sound_alt = "w_generic"
1454 Adds one extra shield resource on every tile around the city\
1458 [building_leonardos_workshop]
1459 name = _("Leonardo's Workshop")
1460 genus = "GreatWonder"
1462 { "type", "name", "range"
1463 "Tech", "Invention", "Player"
1465 graphic = "b.leonardos_workshop"
1468 { "type", "name", "range", "survives"
1469 "Tech", "Automobile", "World", TRUE
1474 sound = "w_leonardos_workshop"
1475 sound_alt = "w_generic"
1477 Upgrades one obsolete unit per game turn.\
1480 [building_lighthouse]
1481 name = _("Lighthouse")
1482 genus = "GreatWonder"
1484 { "type", "name", "range"
1485 "Tech", "Map Making", "Player"
1486 "TerrainClass", "Oceanic", "Adjacent"
1488 graphic = "b.lighthouse"
1491 { "type", "name", "range", "survives"
1492 "Tech", "Magnetism", "World", TRUE
1497 sound = "w_lighthouse"
1498 sound_alt = "w_generic"
1500 Gives all your sea units 1 additional movement point. Makes all your\
1501 new military sea units veterans (for all your cities).\
1504 [building_magellans_expedition]
1505 name = _("Magellan's Expedition")
1506 genus = "GreatWonder"
1508 { "type", "name", "range"
1509 "Tech", "Navigation", "Player"
1510 "TerrainClass", "Oceanic", "Adjacent"
1512 graphic = "b.magellans_expedition"
1515 { "type", "name", "range"
1520 sound = "w_magellans_expedition"
1521 sound_alt = "w_generic"
1523 Gives all your sea units 2 additional movement points.\
1526 [building_manhattan_project]
1527 name = _("Manhattan Project")
1528 genus = "GreatWonder"
1530 { "type", "name", "range"
1531 "Tech", "Nuclear Fission", "Player"
1533 graphic = "b.manhattan_project"
1536 { "type", "name", "range"
1541 sound = "w_manhattan_project"
1542 sound_alt = "w_generic"
1543 ;helptext is set in client/helpdata.c:helptext_wonder()
1546 [building_marco_polos_embassy]
1547 name = _("Marco Polo's Embassy")
1548 genus = "GreatWonder"
1550 { "type", "name", "range"
1551 "Tech", "Trade", "Player"
1553 graphic = "b.marco_polos_embassy"
1556 { "type", "name", "range", "survives"
1557 "Tech", "Communism", "World", TRUE
1562 sound = "w_marco_polos_embassy"
1563 sound_alt = "w_generic"
1565 The player who owns it gets an embassy with all players.\
1568 [building_michelangelos_chapel]
1569 name = _("Michelangelo's Chapel")
1570 genus = "GreatWonder"
1572 { "type", "name", "range"
1573 "Tech", "Monotheism", "Player"
1575 graphic = "b.michelangelos_chapel"
1578 { "type", "name", "range"
1583 sound = "w_michelangelos_chapel"
1584 sound_alt = "w_generic"
1586 Counts as having a Cathedral in each of your cities. This makes 3\
1587 unhappy citizens content in each city; however, it does not affect\
1588 citizens made unhappy by military activity. The discovery of Theology\
1589 increases the effect of a Cathedral, making an additional unhappy\
1590 citizen content. The discovery of Communism lessens the effect of\
1591 a Cathedral, reducing by one the number of unhappy citizens made\
1597 genus = "GreatWonder"
1599 { "type", "name", "range"
1600 "Tech", "Mysticism", "Player"
1602 graphic = "b.oracle"
1605 { "type", "name", "range", "survives"
1606 "Tech", "Theology", "World", TRUE
1612 sound_alt = "w_generic"
1614 Makes two additional unhappy citizens content in every city with\
1615 a Temple. Does not affect citizens made unhappy by military\
1620 name = _("Pyramids")
1621 genus = "GreatWonder"
1623 { "type", "name", "range"
1624 "Tech", "Masonry", "Player"
1626 graphic = "b.pyramids"
1629 { "type", "name", "range"
1634 sound = "w_pyramids"
1635 sound_alt = "w_generic"
1636 ; /* xgettext:no-c-format */
1638 The amount of stored food lost when one of your cities grows or shrinks\
1639 is reduced by 25%. This helps a city to grow faster and more easily\
1640 withstand famine. Cumulative with Granary.\
1643 [building_seti_program]
1644 name = _("SETI Program")
1645 genus = "GreatWonder"
1647 { "type", "name", "range"
1648 "Tech", "Computers", "Player"
1650 graphic = "b.seti_program"
1653 { "type", "name", "range"
1658 sound = "w_seti_program"
1659 sound_alt = "w_generic"
1660 ; /* xgettext:no-c-format */
1662 Boosts science production in each city with a Research Lab by 100%.\
1665 [building_shakespeares_theatre]
1666 name = _("Shakespeare's Theater")
1667 rule_name = "Shakespeare's Theatre" ; en_GB used originally
1668 genus = "GreatWonder"
1670 { "type", "name", "range"
1671 "Tech", "Medicine", "Player"
1673 graphic = "b.shakespeares_theatre"
1676 { "type", "name", "range"
1681 sound = "w_shakespeares_theatre"
1682 sound_alt = "w_generic"
1684 Makes all angry and unhappy citizens content in the city where it\
1685 is located, including citizens unhappy about military activity.\
1688 [building_statue_of_liberty]
1689 name = _("Statue of Liberty")
1690 genus = "GreatWonder"
1692 { "type", "name", "range"
1693 "Tech", "Democracy", "Player"
1695 graphic = "b.statue_of_liberty"
1698 { "type", "name", "range"
1703 sound = "w_statue_of_liberty"
1704 sound_alt = "w_generic"
1706 Allows you to choose any government, including those that have not yet\
1707 been researched by your civilization, and without the transition\
1711 [building_sun_tzus_war_academy]
1712 name = _("Sun Tzu's War Academy")
1713 genus = "GreatWonder"
1715 { "type", "name", "range"
1716 "Tech", "Feudalism", "Player"
1718 graphic = "b.sun_tzus_war_academy"
1721 { "type", "name", "range", "survives"
1722 "Tech", "Mobile Warfare", "World", TRUE
1727 sound = "w_sun_tzus_war_academy"
1728 sound_alt = "w_generic"
1730 All your new military land units start with an additional veteran level\
1731 (this is cumulative with any Barracks building in a city; with both, units\
1732 are created as Hardened). The chance of a land unit getting the next\
1733 veteran level after a battle increases by half.\
1736 [building_united_nations]
1737 name = _("United Nations")
1738 genus = "GreatWonder"
1740 { "type", "name", "range"
1741 "Tech", "Communism", "Player"
1743 graphic = "b.united_nations"
1746 { "type", "name", "range"
1751 sound = "w_united_nations"
1752 sound_alt = "w_generic"
1754 All your units regain two extra hitpoints per turn.\
1757 ; This does not match Civ1 or Civ2, but diplomatic effects are
1758 ; not very effective in multiplayer, and hitpoints effects do not
1759 ; apply for Civ1. Note in Civ1 Pyramids have a gov-change effect,
1760 ; but become obsolete, and the Statue of Liberty does not exist.
1762 ; In Civ2 this provides embassies, forces peaceful enemies and
1763 ; allows Democracy to declare war 50% of the time.
1765 [building_womens_suffrage]
1766 name = _("Women's Suffrage")
1767 genus = "GreatWonder"
1769 { "type", "name", "range"
1770 "Tech", "Industrialization", "Player"
1772 graphic = "b.womens_suffrage"
1775 { "type", "name", "range"
1780 sound = "w_womens_suffrage"
1781 sound_alt = "w_generic"
1783 Counts as a Police Station in every city. (That is, for each city, it\
1784 reduces the unhappiness caused by aggressively deployed military\
1785 units owned by that city by 2 under Democracy and 1 under Republic --\
1786 in other words, it neutralizes the unhappiness caused by a single\
1787 military unit per city. This wonder has no effect under other\
1791 ; For Civ2 this should reduce unhappiness by one for *each* unit
1792 ; outside a city that is causing at least one unhappiness.
1794 [building_capitalization]
1799 { "type", "name", "range"
1802 graphic = "b.capitalization"
1805 { "type", "name", "range"
1810 ; FIXME: this is the real helptext; restore when have a subordnate analogue
1811 ; /* (ignore for gettext until fixed)
1813 ;This is not a normal improvement. Instead, setting a city's\
1814 ; production to Capitalization means its shield production is\
1815 ; converted to tax output (money).\
1819 This is not a normal improvement. Instead, setting a city's\
1820 production to Coinage means its shield production is\
1821 converted to tax output (money, coins!).\