Cache target CityTile state action legality.
[freeciv.git] / data / webperimental / buildings.ruleset
blobab0356c06682da92430bcbdfd678733a91b84576
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="Experimental web-client 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 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\
89  carry cargo.\
90 "), _("\
91 Two cities with Airports can airlift medium and heavy weight units once\
92  Advanced Flight and Fusion Power are discovered.\
95 [building_aqueduct]
96 name            = _("Aqueduct")
97 genus           = "Improvement"
98 reqs    =
99     { "type", "name", "range"
100       "Tech", "Construction", "Player"
101     }
102 graphic = "b.aqueduct"
103 graphic_alt     = "-"
104 obsolete_by     =
105     { "type", "name", "range"
106     }
107 build_cost      = 60
108 upkeep          = 2
109 sabotage        = 100
110 sound           = "b_aqueduct"
111 sound_alt       = "b_generic"
112 helptext        = _("\
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.
119 [building_bank]
120 name            = _("Bank")
121 genus           = "Improvement"
122 reqs    =
123     { "type", "name", "range"
124       "Tech", "Banking", "Player"
125       "Building", "Marketplace", "City"
126     }
127 graphic = "b.bank"
128 graphic_alt     = "-"
129 obsolete_by     =
130     { "type", "name", "range"
131     }
132 build_cost      = 80
133 upkeep          = 2
134 sabotage        = 100
135 sound           = "b_bank"
136 sound_alt       = "b_generic"
137 ; /* xgettext:no-c-format */
138 helptext        = _("\
139 Together with the Marketplace improvement, a Bank increases the\
140  luxury and tax production within a city by 100%.\
143 [building_barracks]
144 name            = _("Barracks")
145 genus           = "Improvement"
146 reqs    =
147     { "type", "name", "range"
149     }
150 graphic = "b.barracks_i"
151 graphic_alt     = "-"
152 obsolete_by     =
153     { "type", "name", "range"
154       "Tech", "Gunpowder", "Player"
155       "Building", "Barracks II", "City"
156       "Building", "Barracks III", "City"
157     }
158 build_cost      = 30
159 upkeep          = 1
160 sabotage        = 100
161 sound           = "b_barracks_i"
162 sound_alt       = "b_generic"
163 ; /* xgettext:no-c-format */
164 helptext        = _("\
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\
169  restored.\
172 [building_barracks_ii]
173 name            = _("Barracks II")
174 genus           = "Improvement"
175 reqs    =
176     { "type", "name", "range"
177       "Tech", "Gunpowder", "Player"
178     }
179 graphic = "b.barracks_ii"
180 graphic_alt     = "b.barracks_i"
181 obsolete_by     =
182     { "type", "name", "range"
183       "Tech", "Mobile Warfare", "Player"
184       "Building", "Barracks III", "City"
185     }
186 build_cost      = 30
187 upkeep          = 1
188 sabotage        = 100
189 sound           = "b_barracks_ii"
190 sound_alt       = "b_generic"
191 ; /* xgettext:no-c-format */
192 helptext        = _("\
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\
197  restored.\
200 [building_barracks_iii]
201 name            = _("Barracks III")
202 genus           = "Improvement"
203 reqs    =
204     { "type", "name", "range"
205       "Tech", "Mobile Warfare", "Player"
206     }
207 graphic = "b.barracks_iii"
208 graphic_alt     = "b.barracks_i"
209 obsolete_by     =
210     { "type", "name", "range"
211     }
212 build_cost      = 30
213 upkeep          = 1
214 sabotage        = 100
215 sound           = "b_barracks_iii"
216 sound_alt       = "b_generic"
217 ; /* xgettext:no-c-format */
218 helptext        = _("\
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\
223  restored.\
226 [building_cathedral]
227 name            = _("Cathedral")
228 genus           = "Improvement"
229 reqs    =
230     { "type", "name", "range"
231       "Tech", "Monotheism", "Player"
232       "Building", "Temple", "City"
233     }
234 graphic = "b.cathedral"
235 graphic_alt     = "-"
236 obsolete_by     =
237     { "type", "name", "range"
238     }
239 build_cost      = 80
240 upkeep          = 3
241 sabotage        = 100
242 sound           = "b_cathedral"
243 sound_alt       = "b_generic"
244 helptext        = _("\
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\
251  content.\
254 [building_city_walls]
255 name            = _("City Walls")
256 genus           = "Improvement"
257 flags           = "VisibleByOthers"
258 reqs    =
259     { "type", "name", "range"
260       "Tech", "Masonry", "Player"
261     }
262 graphic = "b.city_walls"
263 graphic_alt     = "-"
264 obsolete_by     =
265     { "type", "name", "range"
266     }
267 build_cost      = 60
268 upkeep          = 0
269 sabotage        = 50
270 sound           = "b_city_walls"
271 sound_alt       = "b_generic"
272 helptext        = _("\
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"
283 reqs    =
284     { "type", "name", "range"
285       "Tech", "Gunpowder", "Player"
286       "TerrainClass", "Oceanic", "Adjacent"
287     }
288 graphic = "b.coastal_defense"
289 graphic_alt     = "-"
290 obsolete_by     =
291     { "type", "name", "range"
292     }
293 build_cost      = 60
294 upkeep          = 1
295 sabotage        = 100
296 sound           = "b_coastal_defense"
297 sound_alt       = "b_generic"
298 helptext        = _("\
299 Increases the defense strength of units within a city by a factor\
300  of 2 when defending against bombardments from enemy ships.\
303 [building_colosseum]
304 name            = _("Colosseum")
305 genus           = "Improvement"
306 reqs    =
307     { "type", "name", "range"
308       "Tech", "Construction", "Player"
309     }
310 graphic = "b.colosseum"
311 graphic_alt     = "-"
312 obsolete_by     =
313     { "type", "name", "range"
314     }
315 build_cost      = 70
316 upkeep          = 4
317 sabotage        = 100
318 sound           = "b_colosseum"
319 sound_alt       = "b_generic"
320 helptext        = _("\
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.\
325 ; NOTE:
326 ; For Civ2 the "Electricity" condition should be "Electronics"
328 [building_courthouse]
329 name            = _("Courthouse")
330 genus           = "Improvement"
331 reqs    =
332     { "type", "name", "range"
333       "Tech", "Code of Laws", "Player"
334     }
335 graphic = "b.courthouse"
336 graphic_alt     = "-"
337 obsolete_by     =
338     { "type", "name", "range"
339     }
340 build_cost      = 60
341 upkeep          = 1
342 sabotage        = 100
343 sound           = "b_courthouse"
344 sound_alt       = "b_generic"
345 ; /* xgettext:no-c-format */
346 helptext        = _("\
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\
349  capital city.)\
350 "), _("\
351 Under a Democracy, a Courthouse also makes 1 unhappy citizen content\
352  (unless that citizen is unhappy about military activity).\
355 [building_factory]
356 name            = _("Factory")
357 genus           = "Improvement"
358 reqs    =
359     { "type", "name", "range"
360       "Tech", "Industrialization", "Player"
361     }
362 graphic = "b.factory"
363 graphic_alt     = "-"
364 obsolete_by     =
365     { "type", "name", "range"
366     }
367 build_cost      = 140
368 upkeep          = 4
369 sabotage        = 100
370 sound           = "b_factory"
371 sound_alt       = "b_generic"
372 ; /* xgettext:no-c-format */
373 helptext        = _("\
374 Increases the shield production in a city by 50%.  This increase may\
375  also contribute significantly to pollution.\
378 [building_granary]
379 name            = _("Granary")
380 genus           = "Improvement"
381 reqs    =
382     { "type", "name", "range"
383       "Tech", "Pottery", "Player"
384     }
385 graphic = "b.granary"
386 graphic_alt     = "-"
387 obsolete_by     =
388     { "type", "name", "range"
389     }
390 build_cost      = 40
391 upkeep          = 1
392 sabotage        = 100
393 sound           = "b_granary"
394 sound_alt       = "b_generic"
395 helptext        = _("\
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.\
400 ; NOTE:
401 ; In Civ2, city size reduction does not generate food like this.
402 ; Dare I ask where this food comes from?? :-)
404 [building_harbour]
405 name            = _("Harbor")
406 rule_name       = "Harbour"     ; en_GB spelling used originally
407 genus           = "Improvement"
408 reqs    =
409     { "type", "name", "range"
410       "Tech", "Seafaring", "Player"
411       "TerrainClass", "Oceanic", "Adjacent"
412     }
413 graphic = "b.harbour"
414 graphic_alt     = "-"
415 obsolete_by     =
416     { "type", "name", "range"
417     }
418 build_cost      = 40
419 upkeep          = 1
420 sabotage        = 100
421 sound           = "b_harbour"
422 sound_alt       = "b_generic"
423 helptext        = _("\
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"
431 reqs    =
432     { "type", "name", "range"
433       "Tech", "Electronics", "Player"
434       "Building", "Factory", "City"
435       "Extra", "River", "Adjacent"
436     }
437 graphic = "b.hydro_plant"
438 graphic_alt     = "-"
439 obsolete_by     =
440     { "type", "name", "range"
441     }
442 build_cost      = 180
443 upkeep          = 4
444 sabotage        = 100
445 sound           = "b_hydro_plant"
446 sound_alt       = "b_generic"
447 ; /* xgettext:no-c-format */
448 helptext        = _("\
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.\
458 "), _("\
459 In each city, only one Power Plant, Hydro Plant, Nuclear Plant, or\
460  Solar Plant can take effect at any one time.\
462 ; NOTE:
463 ; For Civ1/2 the first shield production number above should be 100%,
464 ; but the above describes current freeciv rules.
466 [building_library]
467 name            = _("Library")
468 genus           = "Improvement"
469 reqs    =
470     { "type", "name", "range"
471       "Tech", "Writing", "Player"
472     }
473 graphic = "b.library"
474 graphic_alt     = "-"
475 obsolete_by     =
476     { "type", "name", "range"
477     }
478 build_cost      = 60
479 upkeep          = 1
480 sabotage        = 100
481 sound           = "b_library"
482 sound_alt       = "b_generic"
483 ; /* xgettext:no-c-format */
484 helptext        = _("\
485 Increases the science output in a city by 100%.\
488 [building_marketplace]
489 name            = _("Marketplace")
490 genus           = "Improvement"
491 reqs    =
492     { "type", "name", "range"
493       "Tech", "Currency", "Player"
494     }
495 graphic = "b.marketplace"
496 graphic_alt     = "-"
497 obsolete_by     =
498     { "type", "name", "range"
499     }
500 build_cost      = 60
501 upkeep          = 0
502 sabotage        = 100
503 sound           = "b_marketplace"
504 sound_alt       = "b_generic"
505 ; /* xgettext:no-c-format */
506 helptext        = _("\
507 Increases the luxury and tax output in a city by 50%.\
510 [building_mass_transit]
511 name            = _("Mass Transit")
512 genus           = "Improvement"
513 reqs    =
514     { "type", "name", "range"
515       "Tech", "Mass Production", "Player"
516     }
517 graphic = "b.mass_transit"
518 graphic_alt     = "-"
519 obsolete_by     =
520     { "type", "name", "range"
521     }
522 build_cost      = 120
523 upkeep          = 4
524 sabotage        = 100
525 sound           = "b_mass_transit"
526 sound_alt       = "b_generic"
527 helptext        = _("\
528 Neutralizes the pollution generated by the population. \
529  The population simply has no effect on the pollution generated in\
530  the city.\
533 [building_mfg_plant]
534 name            = _("Mfg. Plant")
535 genus           = "Improvement"
536 reqs    =
537     { "type", "name", "range"
538       "Tech", "Robotics", "Player"
539       "Building", "Factory", "City"
540     }
541 graphic = "b.mfg_plant"
542 graphic_alt     = "-"
543 obsolete_by     =
544     { "type", "name", "range"
545     }
546 build_cost      = 220
547 upkeep          = 6
548 sabotage        = 100
549 sound           = "b_mfg_plant"
550 sound_alt       = "b_generic"
551 ; /* xgettext:no-c-format */
552 helptext        = _("\
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%.\
556 "), _("\
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"
564 reqs    =
565     { "type", "name", "range"
566       "Tech", "Nuclear Power", "Player"
567       "Building", "Factory", "City"
568     }
569 graphic = "b.nuclear_plant"
570 graphic_alt     = "-"
571 obsolete_by     =
572     { "type", "name", "range"
573     }
574 build_cost      = 120
575 upkeep          = 2
576 sabotage        = 100
577 sound           = "b_nuclear_plant"
578 sound_alt       = "b_generic"
579 ; /* xgettext:no-c-format */
580 helptext        = _("\
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.\
590 "), _("\
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.\
593 "), _("\
594 In each city, only one Power Plant, Hydro Plant, Nuclear Plant, or\
595  Solar Plant can take effect at any one time.\
597 ; NOTE:
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"
606 reqs    =
607     { "type", "name", "range"
608       "Tech", "Miniaturization", "Player"
609       "TerrainClass", "Oceanic", "Adjacent"
610     }
611 graphic = "b.offshore_platform"
612 graphic_alt     = "-"
613 obsolete_by     =
614     { "type", "name", "range"
615     }
616 build_cost      = 120
617 upkeep          = 3
618 sabotage        = 100
619 sound           = "b_offshore_platform"
620 sound_alt       = "b_generic"
621 helptext        = _("\
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.\
626 [building_palace]
627 name            = _("Palace")
628 genus           = "SmallWonder"
629 flags           = "SaveSmallWonder"
630 reqs    =
631     { "type", "name", "range"
632       "Tech", "Masonry", "Player"
633     }
634 graphic = "b.palace"
635 graphic_alt     = "-"
636 obsolete_by     =
637     { "type", "name", "range"
638     }
639 build_cost      = 70
640 upkeep          = 0
641 sabotage        = 0
642 sound           = "b_palace"
643 sound_alt       = "b_generic"
644 helptext        = _("\
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).\
650 "), _("\
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\
656  buildings.\
657 "), _("\
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.\
661 "), _("\
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 */
667 _("\
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"
675 reqs    =
676     { "type", "name", "range"
677       "Tech", "Communism", "Player"
678     }
679 graphic = "b.police_station"
680 graphic_alt     = "-"
681 obsolete_by     =
682     { "type", "name", "range"
683     }
684 build_cost      = 50
685 upkeep          = 2
686 sabotage        = 100
687 sound           = "b_police_station"
688 sound_alt       = "b_generic"
689 helptext        = _("\
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.\
695 ; NOTE:
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"
702 reqs    =
703     { "type", "name", "range"
704       "Tech", "Amphibious Warfare", "Player"
705       "TerrainClass", "Oceanic", "Adjacent"
706     }
707 graphic = "b.port_facility"
708 graphic_alt     = "-"
709 obsolete_by     =
710     { "type", "name", "range"
711     }
712 build_cost      = 60
713 upkeep          = 3
714 sabotage        = 100
715 sound           = "b_port_facility"
716 sound_alt       = "b_generic"
717 helptext        = _("\
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\
720  restored.\
723 [building_power_plant]
724 name            = _("Power Plant")
725 genus           = "Improvement"
726 reqs    =
727     { "type", "name", "range"
728       "Tech", "Refining", "Player"
729       "Building", "Factory", "City"
730     }
731 graphic = "b.power_plant"
732 graphic_alt     = "-"
733 obsolete_by     =
734     { "type", "name", "range"
735     }
736 build_cost      = 130
737 upkeep          = 4
738 sabotage        = 100
739 sound           = "b_power_plant"
740 sound_alt       = "b_generic"
741 ; /* xgettext:no-c-format */
742 helptext        = _("\
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\
749  pollution.\
750 "), _("\
751 In each city, only one Power Plant, Hydro Plant, Nuclear Plant, or\
752  Solar Plant can take effect at any one time.\
754 ; NOTE:
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"
761 reqs    =
762     { "type", "name", "range"
763       "Tech", "Recycling", "Player"
764     }
765 graphic = "b.recycling_center"
766 graphic_alt     = "-"
767 obsolete_by     =
768     { "type", "name", "range"
769     }
770 build_cost      = 140
771 upkeep          = 2
772 sabotage        = 100
773 sound           = "b_recycling_center"
774 sound_alt       = "b_generic"
775 ; /* xgettext:no-c-format */
776 helptext        = _("\
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"
784 reqs    =
785     { "type", "name", "range"
786       "Tech", "Computers", "Player"
787       "Building", "University", "City"
788     }
789 graphic = "b.research_lab"
790 graphic_alt     = "-"
791 obsolete_by     =
792     { "type", "name", "range"
793     }
794 build_cost      = 120
795 upkeep          = 3
796 sabotage        = 100
797 sound           = "b_research_lab"
798 sound_alt       = "b_generic"
799 ; /* xgettext:no-c-format */
800 helptext        = _("\
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"
810 reqs    =
811     { "type", "name", "range"
812       "Tech", "Rocketry", "Player"
813     }
814 graphic = "b.sam_battery"
815 graphic_alt     = "-"
816 obsolete_by     =
817     { "type", "name", "range"
818     }
819 build_cost      = 70
820 upkeep          = 2
821 sabotage        = 100
822 sound           = "b_sam_battery"
823 sound_alt       = "b_generic"
824 helptext        = _("\
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"
832 reqs    =
833     { "type", "name", "range"
834       "Tech", "Laser", "Player"
835     }
836 graphic = "b.sdi_defense"
837 graphic_alt     = "-"
838 obsolete_by     =
839     { "type", "name", "range"
840     }
841 build_cost      = 140
842 upkeep          = 4
843 sabotage        = 100
844 sound           = "b_sdi_defense"
845 sound_alt       = "b_generic"
846 helptext        = _("\
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.\
853 ; NOTE:
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"
859 reqs    =
860     { "type", "name", "range"
861       "Tech", "Sanitation", "Player"
862       "Building", "Aqueduct", "City"
863     }
864 graphic = "b.sewer_system"
865 graphic_alt     = "-"
866 obsolete_by     =
867     { "type", "name", "range"
868     }
869 build_cost      = 80
870 upkeep          = 2
871 sabotage        = 100
872 sound           = "b_sewer_system"
873 sound_alt       = "b_generic"
874 helptext        = _("\
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"
884 reqs    =
885     { "type", "name", "range"
886       "Tech", "Environmentalism", "Player"
887       "Building", "Factory", "City"
888     }
889 graphic = "b.solar_plant"
890 graphic_alt     = "-"
891 obsolete_by     =
892     { "type", "name", "range"
893     }
894 build_cost      = 320
895 upkeep          = 4
896 sabotage        = 100
897 sound           = "b_solar_plant"
898 sound_alt       = "b_generic"
899 ; /* xgettext:no-c-format */
900 helptext        = _("\
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.\
910 "), _("\
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")
917 genus           = "Special"
918 reqs    =
919     { "type", "name", "range"
920       "Tech", "Plastics", "Player"
921       "Building", "Factory", "City"
922     }
923 graphic = "b.space_component"
924 graphic_alt     = "-"
925 obsolete_by     =
926     { "type", "name", "range"
927     }
928 build_cost      = 160
929 upkeep          = 0
930 sabotage        = 100
931 sound           = "b_space_component"
932 sound_alt       = "b_generic"
933 helptext        = _("\
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.\
937 "), _("\
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")
944 genus           = "Special"
945 reqs    =
946     { "type", "name", "range"
947       "Tech", "Superconductors", "Player"
948       "Building", "Factory", "City"
949     }
950 graphic = "b.space_modules"
951 graphic_alt     = "-"
952 obsolete_by     =
953     { "type", "name", "range"
954     }
955 build_cost      = 320
956 upkeep          = 0
957 sabotage        = 100
958 sound           = "b_space_module"
959 sound_alt       = "b_generic"
960 helptext        = _("\
961 Space Modules are the most expensive parts of spaceships.  There\
962  are three different types of Space Module:\
963 "), _("\
964 - Habitation Module: provides living space for 10,000 people.\
965 "), _("\
966 - Life Support Module: provides food and water for the population of\
967  one Habitation Module.\
968 "), _("\
969 - Solar Panels: provides the energy needed for any two of the other\
970  Modules.\
971 "), _("\
972 You can build up to 4 Space Modules of each kind.\
973 "), _("\
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")
980 genus           = "Special"
981 reqs    =
982     { "type", "name", "range"
983       "Tech", "Space Flight", "Player"
984       "Building", "Factory", "City"
985     }
986 graphic = "b.space_structural"
987 graphic_alt     = "-"
988 obsolete_by     =
989     { "type", "name", "range"
990     }
991 build_cost      = 80
992 upkeep          = 0
993 sabotage        = 100
994 sound           = "b_space_structural"
995 sound_alt       = "b_generic"
996 helptext        = _("\
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.\
1000 "), _("\
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"
1008 reqs    =
1009     { "type", "name", "range"
1010       "Tech", "Economics", "Player"
1011       "Building", "Bank", "City"
1012     }
1013 graphic = "b.stock_exchange"
1014 graphic_alt     = "-"
1015 obsolete_by     =
1016     { "type", "name", "range"
1017     }
1018 build_cost      = 120
1019 upkeep          = 3
1020 sabotage        = 100
1021 sound           = "b_stock_exchange"
1022 sound_alt       = "b_generic"
1023 ; /* xgettext:no-c-format */
1024 helptext        = _("\
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"
1034 reqs    =
1035     { "type", "name", "range"
1036       "Tech", "Automobile", "Player"
1037     }
1038 graphic = "b.super_highways"
1039 graphic_alt     = "-"
1040 obsolete_by     =
1041     { "type", "name", "range"
1042     }
1043 build_cost      = 120
1044 upkeep          = 3
1045 sabotage        = 100
1046 sound           = "b_super_highways"
1047 sound_alt       = "b_generic"
1048 ; /* xgettext:no-c-format */
1049 helptext        = _("\
1050 Increases trade resources by 50% on all tiles with roads or\
1051  railroads.\
1053 ; NOTE:
1054 ; Civ2 help says Super Highways increase trade from trade routes.
1056 [building_supermarket]
1057 name            = _("Supermarket")
1058 genus           = "Improvement"
1059 reqs    =
1060     { "type", "name", "range"
1061       "Tech", "Refrigeration", "Player"
1062     }
1063 graphic = "b.supermarket"
1064 graphic_alt     = "-"
1065 obsolete_by     =
1066     { "type", "name", "range"
1067     }
1068 build_cost      = 80
1069 upkeep          = 3
1070 sabotage        = 100
1071 sound           = "b_supermarket"
1072 sound_alt       = "b_generic"
1073 ; /* xgettext:no-c-format */
1074 helptext        = _("\
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.\
1080 [building_temple]
1081 name            = _("Temple")
1082 genus           = "Improvement"
1083 reqs    =
1084     { "type", "name", "range"
1085       "Tech", "Ceremonial Burial", "Player"
1086     }
1087 graphic = "b.temple"
1088 graphic_alt     = "-"
1089 obsolete_by     =
1090     { "type", "name", "range"
1091     }
1092 build_cost      = 30
1093 upkeep          = 1
1094 sabotage        = 100
1095 sound           = "b_temple"
1096 sound_alt       = "b_generic"
1097 helptext        = _("\
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\
1101  activity.\
1104 [building_university]
1105 name            = _("University")
1106 genus           = "Improvement"
1107 reqs    =
1108     { "type", "name", "range"
1109       "Tech", "University", "Player"
1110       "Building", "Library", "City"
1111     }
1112 graphic = "b.university"
1113 graphic_alt     = "-"
1114 obsolete_by     =
1115     { "type", "name", "range"
1116     }
1117 build_cost      = 120
1118 upkeep          = 3
1119 sabotage        = 100
1120 sound           = "b_university"
1121 sound_alt       = "b_generic"
1122 ; /* xgettext:no-c-format */
1123 helptext        = _("\
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"
1131 reqs    =
1132     { "type", "name", "range"
1133       "Tech", "Space Flight", "Player"
1134     }
1135 graphic = "b.apollo_program"
1136 graphic_alt     = "-"
1137 obsolete_by     =
1138     { "type", "name", "range"
1139     }
1140 build_cost      = 600
1141 upkeep          = 0
1142 sabotage        = 0
1143 sound           = "w_apollo_program"
1144 sound_alt       = "w_generic"
1145 helptext        = _("\
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"
1156 reqs    =
1157     { "type", "name", "range"
1158       "Tech", "Economics", "Player"
1159     }
1160 graphic = "b.asmiths_trading_co"
1161 graphic_alt     = "-"
1162 obsolete_by     =
1163     { "type", "name", "range"
1164     }
1165 build_cost      = 400
1166 upkeep          = 0
1167 sabotage        = 0
1168 sound           = "w_asmiths_trading_co"
1169 sound_alt       = "w_generic"
1170 helptext        = _("\
1171 City improvements which would normally have an upkeep of 1 are free\
1172  of upkeep, for all your cities.\
1175 [building_colossus]
1176 name            = _("Colossus")
1177 genus           = "GreatWonder"
1178 reqs    =
1179     { "type", "name", "range"
1180       "Tech", "Bronze Working", "Player"
1181     }
1182 graphic = "b.colossus"
1183 graphic_alt     = "-"
1184 obsolete_by     =
1185     { "type", "name", "range", "survives"
1186       "Tech", "Flight", "World", TRUE
1187     }
1188 build_cost      = 100
1189 upkeep          = 0
1190 sabotage        = 0
1191 sound           = "w_colossus"
1192 sound_alt       = "w_generic"
1193 helptext        = _("\
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"
1201 reqs    =
1202     { "type", "name", "range"
1203       "Tech", "Astronomy", "Player"
1204     }
1205 graphic = "b.copernicus_observatory"
1206 graphic_alt     = "-"
1207 obsolete_by     =
1208     { "type", "name", "range"
1209     }
1210 build_cost      = 200
1211 upkeep          = 0
1212 sabotage        = 0
1213 sound           = "w_copernicus_observatory"
1214 sound_alt       = "w_generic"
1215 ; /* xgettext:no-c-format */
1216 helptext        = _("\
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"
1223 reqs    =
1224     { "type", "name", "range"
1225       "Tech", "Genetic Engineering", "Player"
1226     }
1227 graphic = "b.cure_for_cancer"
1228 graphic_alt     = "-"
1229 obsolete_by     =
1230     { "type", "name", "range"
1231     }
1232 build_cost      = 600
1233 upkeep          = 0
1234 sabotage        = 0
1235 sound           = "w_cure_for_cancer"
1236 sound_alt       = "w_generic"
1237 helptext        = _("\
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"
1249 reqs    =
1250     { "type", "name", "range"
1251       "Tech", "Railroad", "Player"
1252     }
1253 graphic = "b.darwins_voyage"
1254 graphic_alt     = "-"
1255 obsolete_by     =
1256     { "type", "name", "range"
1257     }
1258 build_cost      = 300
1259 upkeep          = 0
1260 sabotage        = 0
1261 sound           = "w_darwins_voyage"
1262 sound_alt       = "w_generic"
1263 helptext        = _("\
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"
1272 reqs    =
1273     { "type", "name", "range"
1274       "Tech", "Steam Engine", "Player"
1275     }
1276 graphic = "b.eiffel_tower"
1277 graphic_alt     = "-"
1278 obsolete_by     =
1279     { "type", "name", "range"
1280     }
1281 build_cost      = 100
1282 upkeep          = 0
1283 sabotage        = 0
1284 sound           = "w_eiffel_tower"
1285 sound_alt       = "w_generic"
1286 ; /* xgettext:no-c-format */
1287 helptext        = _("\
1288 Your reputation and goodwill among other nations is recovered twice\
1289  as fast.\
1292 [building_great_library]
1293 name            = _("Great Library")
1294 genus           = "GreatWonder"
1295 reqs    =
1296     { "type", "name", "range"
1297       "Tech", "Literacy", "Player"
1298     }
1299 graphic = "b.great_library"
1300 graphic_alt     = "-"
1301 obsolete_by     =
1302     { "type", "name", "range", "survives"
1303       "Tech", "Electricity", "World", TRUE
1304     }
1305 build_cost      = 300
1306 upkeep          = 0
1307 sabotage        = 0
1308 sound           = "w_great_library"
1309 sound_alt       = "w_generic"
1310 helptext        = _("\
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"
1318 reqs    =
1319     { "type", "name", "range"
1320       "Tech", "Masonry", "Player"
1321     }
1322 graphic = "b.great_wall"
1323 graphic_alt     = "-"
1324 obsolete_by     =
1325     { "type", "name", "range", "survives"
1326       "Tech", "Metallurgy", "World", TRUE
1327     }
1328 build_cost      = 300
1329 upkeep          = 0
1330 sabotage        = 0
1331 sound           = "w_great_wall"
1332 sound_alt       = "w_generic"
1333 helptext        = _("\
1334 Works as a City Wall in all your cities.\
1336 ; NOTE:
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"
1343 reqs    =
1344     { "type", "name", "range"
1345       "Tech", "Pottery", "Player"
1346     }
1347 graphic = "b.hanging_gardens"
1348 graphic_alt     = "-"
1349 obsolete_by     =
1350     { "type", "name", "range", "survives"
1351       "Tech", "Railroad", "World", TRUE
1352     }
1353 build_cost      = 200
1354 upkeep          = 0
1355 sabotage        = 0
1356 sound           = "w_hanging_gardens"
1357 sound_alt       = "w_generic"
1358 helptext        = _("\
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"
1370 reqs    =
1371     { "type", "name", "range"
1372       "Tech", "Electronics", "Player"
1373       "Extra", "River", "Adjacent"
1374     }
1375 graphic = "b.hoover_dam"
1376 graphic_alt     = "-"
1377 obsolete_by     =
1378     { "type", "name", "range"
1379     }
1380 build_cost      = 600
1381 upkeep          = 0
1382 sabotage        = 0
1383 sound           = "w_hoover_dam"
1384 sound_alt       = "w_generic"
1385 helptext        = _("\
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"
1393 reqs    =
1394     { "type", "name", "range"
1395       "Tech", "Theory of Gravity", "Player"
1396     }
1397 graphic = "b.isaac_newtons_college"
1398 graphic_alt     = "-"
1399 obsolete_by     =
1400     { "type", "name", "range"
1401     }
1402 build_cost      = 300
1403 upkeep          = 0
1404 sabotage        = 0
1405 sound           = "w_isaac_newtons_college"
1406 sound_alt       = "w_generic"
1407 ; /* xgettext:no-c-format */
1408 helptext        = _("\
1409 Boosts science production by 100% in every city you control that\
1410  has a University.\
1413 [building_js_bachs_cathedral]
1414 name            = _("J.S. Bach's Cathedral")
1415 genus           = "GreatWonder"
1416 reqs    =
1417     { "type", "name", "range"
1418       "Tech", "Theology", "Player"
1419     }
1420 graphic = "b.js_bachs_cathedral"
1421 graphic_alt     = "-"
1422 obsolete_by     =
1423     { "type", "name", "range"
1424     }
1425 build_cost      = 400
1426 upkeep          = 0
1427 sabotage        = 0
1428 sound           = "w_js_bachs_cathedral"
1429 sound_alt       = "w_generic"
1430 helptext        = _("\
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"
1438 reqs    =
1439     { "type", "name", "range"
1440       "Tech", "Engineering", "Player"
1441     }
1442 graphic = "b.king_richards_crusade"
1443 graphic_alt     = "-"
1444 obsolete_by     =
1445     { "type", "name", "range", "survives"
1446       "Tech", "Robotics", "World", TRUE
1447     }
1448 build_cost      = 150
1449 upkeep          = 0
1450 sabotage        = 0
1451 sound           = "w_king_richards_crusade"
1452 sound_alt       = "w_generic"
1453 helptext        = _("\
1454 Adds one extra shield resource on every tile around the city\
1455  where it is built.\
1458 [building_leonardos_workshop]
1459 name            = _("Leonardo's Workshop")
1460 genus           = "GreatWonder"
1461 reqs    =
1462     { "type", "name", "range"
1463       "Tech", "Invention", "Player"
1464     }
1465 graphic = "b.leonardos_workshop"
1466 graphic_alt     = "-"
1467 obsolete_by     =
1468     { "type", "name", "range", "survives"
1469       "Tech", "Automobile", "World", TRUE
1470     }
1471 build_cost      = 400
1472 upkeep          = 0
1473 sabotage        = 0
1474 sound           = "w_leonardos_workshop"
1475 sound_alt       = "w_generic"
1476 helptext        = _("\
1477 Upgrades one obsolete unit per game turn.\
1480 [building_lighthouse]
1481 name            = _("Lighthouse")
1482 genus           = "GreatWonder"
1483 reqs    =
1484     { "type", "name", "range"
1485       "Tech", "Map Making", "Player"
1486       "TerrainClass", "Oceanic", "Adjacent"
1487     }
1488 graphic = "b.lighthouse"
1489 graphic_alt     = "-"
1490 obsolete_by     =
1491     { "type", "name", "range", "survives"
1492       "Tech", "Magnetism", "World", TRUE
1493     }
1494 build_cost      = 200
1495 upkeep          = 0
1496 sabotage        = 0
1497 sound           = "w_lighthouse"
1498 sound_alt       = "w_generic"
1499 helptext        = _("\
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"
1507 reqs    =
1508     { "type", "name", "range"
1509       "Tech", "Navigation", "Player"
1510       "TerrainClass", "Oceanic", "Adjacent"
1511     }
1512 graphic = "b.magellans_expedition"
1513 graphic_alt     = "-"
1514 obsolete_by     =
1515     { "type", "name", "range"
1516     }
1517 build_cost      = 400
1518 upkeep          = 0
1519 sabotage        = 0
1520 sound           = "w_magellans_expedition"
1521 sound_alt       = "w_generic"
1522 helptext        = _("\
1523 Gives all your sea units 2 additional movement points.\
1526 [building_manhattan_project]
1527 name            = _("Manhattan Project")
1528 genus           = "GreatWonder"
1529 reqs    =
1530     { "type", "name", "range"
1531       "Tech", "Nuclear Fission", "Player"
1532     }
1533 graphic = "b.manhattan_project"
1534 graphic_alt     = "-"
1535 obsolete_by     =
1536     { "type", "name", "range"
1537     }
1538 build_cost      = 600
1539 upkeep          = 0
1540 sabotage        = 0
1541 sound           = "w_manhattan_project"
1542 sound_alt       = "w_generic"
1543 ;helptext is set in client/helpdata.c:helptext_wonder()
1544 ;helptext       =
1546 [building_marco_polos_embassy]
1547 name            = _("Marco Polo's Embassy")
1548 genus           = "GreatWonder"
1549 reqs    =
1550     { "type", "name", "range"
1551       "Tech", "Trade", "Player"
1552     }
1553 graphic = "b.marco_polos_embassy"
1554 graphic_alt     = "-"
1555 obsolete_by     =
1556     { "type", "name", "range", "survives"
1557       "Tech", "Communism", "World", TRUE
1558     }
1559 build_cost      = 200
1560 upkeep          = 0
1561 sabotage        = 0
1562 sound           = "w_marco_polos_embassy"
1563 sound_alt       = "w_generic"
1564 helptext        = _("\
1565 The player who owns it gets an embassy with all players.\
1568 [building_michelangelos_chapel]
1569 name            = _("Michelangelo's Chapel")
1570 genus           = "GreatWonder"
1571 reqs    =
1572     { "type", "name", "range"
1573       "Tech", "Monotheism", "Player"
1574     }
1575 graphic = "b.michelangelos_chapel"
1576 graphic_alt     = "-"
1577 obsolete_by     =
1578     { "type", "name", "range"
1579     }
1580 build_cost      = 400
1581 upkeep          = 0
1582 sabotage        = 0
1583 sound           = "w_michelangelos_chapel"
1584 sound_alt       = "w_generic"
1585 helptext        = _("\
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\
1592  content.\
1595 [building_oracle]
1596 name            = _("Oracle")
1597 genus           = "GreatWonder"
1598 reqs    =
1599     { "type", "name", "range"
1600       "Tech", "Mysticism", "Player"
1601     }
1602 graphic = "b.oracle"
1603 graphic_alt     = "-"
1604 obsolete_by     =
1605     { "type", "name", "range", "survives"
1606       "Tech", "Theology", "World", TRUE
1607     }
1608 build_cost      = 100
1609 upkeep          = 0
1610 sabotage        = 0
1611 sound           = "w_oracle"
1612 sound_alt       = "w_generic"
1613 helptext        = _("\
1614 Makes two additional unhappy citizens content in every city with\
1615  a Temple.  Does not affect citizens made unhappy by military\
1616  activity.\
1619 [building_pyramids]
1620 name            = _("Pyramids")
1621 genus           = "GreatWonder"
1622 reqs    =
1623     { "type", "name", "range"
1624       "Tech", "Masonry", "Player"
1625     }
1626 graphic = "b.pyramids"
1627 graphic_alt     = "-"
1628 obsolete_by     =
1629     { "type", "name", "range"
1630     }
1631 build_cost      = 200
1632 upkeep          = 0
1633 sabotage        = 0
1634 sound           = "w_pyramids"
1635 sound_alt       = "w_generic"
1636 ; /* xgettext:no-c-format */
1637 helptext        = _("\
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"
1646 reqs    =
1647     { "type", "name", "range"
1648       "Tech", "Computers", "Player"
1649     }
1650 graphic = "b.seti_program"
1651 graphic_alt     = "-"
1652 obsolete_by     =
1653     { "type", "name", "range"
1654     }
1655 build_cost      = 600
1656 upkeep          = 0
1657 sabotage        = 0
1658 sound           = "w_seti_program"
1659 sound_alt       = "w_generic"
1660 ; /* xgettext:no-c-format */
1661 helptext        = _("\
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"
1669 reqs    =
1670     { "type", "name", "range"
1671       "Tech", "Medicine", "Player"
1672     }
1673 graphic = "b.shakespeares_theatre"
1674 graphic_alt     = "-"
1675 obsolete_by     =
1676     { "type", "name", "range"
1677     }
1678 build_cost      = 200
1679 upkeep          = 0
1680 sabotage        = 0
1681 sound           = "w_shakespeares_theatre"
1682 sound_alt       = "w_generic"
1683 helptext        = _("\
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"
1691 reqs    =
1692     { "type", "name", "range"
1693       "Tech", "Democracy", "Player"
1694     }
1695 graphic = "b.statue_of_liberty"
1696 graphic_alt     = "-"
1697 obsolete_by     =
1698     { "type", "name", "range"
1699     }
1700 build_cost      = 400
1701 upkeep          = 0
1702 sabotage        = 0
1703 sound           = "w_statue_of_liberty"
1704 sound_alt       = "w_generic"
1705 helptext        = _("\
1706 Allows you to choose any government, including those that have not yet\
1707  been researched by your civilization, and without the transition\
1708  period of Anarchy.\
1711 [building_sun_tzus_war_academy]
1712 name            = _("Sun Tzu's War Academy")
1713 genus           = "GreatWonder"
1714 reqs    =
1715     { "type", "name", "range"
1716       "Tech", "Feudalism", "Player"
1717     }
1718 graphic = "b.sun_tzus_war_academy"
1719 graphic_alt     = "-"
1720 obsolete_by     =
1721     { "type", "name", "range", "survives"
1722       "Tech", "Mobile Warfare", "World", TRUE
1723     }
1724 build_cost      = 300
1725 upkeep          = 0
1726 sabotage        = 0
1727 sound           = "w_sun_tzus_war_academy"
1728 sound_alt       = "w_generic"
1729 helptext        = _("\
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"
1739 reqs    =
1740     { "type", "name", "range"
1741       "Tech", "Communism", "Player"
1742     }
1743 graphic = "b.united_nations"
1744 graphic_alt     = "-"
1745 obsolete_by     =
1746     { "type", "name", "range"
1747     }
1748 build_cost      = 600
1749 upkeep          = 0
1750 sabotage        = 0
1751 sound           = "w_united_nations"
1752 sound_alt       = "w_generic"
1753 helptext        = _("\
1754 All your units regain two extra hitpoints per turn.\
1756 ; NOTE: 
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.
1761 ; NOTE:
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"
1768 reqs    =
1769     { "type", "name", "range"
1770       "Tech", "Industrialization", "Player"
1771     }
1772 graphic = "b.womens_suffrage"
1773 graphic_alt     = "-"
1774 obsolete_by     =
1775     { "type", "name", "range"
1776     }
1777 build_cost      = 600
1778 upkeep          = 0
1779 sabotage        = 0
1780 sound           = "w_womens_suffrage"
1781 sound_alt       = "w_generic"
1782 helptext        = _("\
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\
1788  governments.)\
1790 ; NOTE:
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]
1795 name            = _("Coinage")
1796 genus           = "Special"
1797 flags           = "Gold"
1798 reqs    =
1799     { "type", "name", "range"
1801     }
1802 graphic = "b.capitalization"
1803 graphic_alt     = "-"
1804 obsolete_by     =
1805     { "type", "name", "range"
1806     }
1807 build_cost      = 999
1808 upkeep          = 0
1809 sabotage        = 0
1810 ; FIXME: this is the real helptext; restore when have a subordnate analogue
1811 ; /* (ignore for gettext until fixed)
1812 ;helptext       = _("\
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).\
1817 ; */
1818 helptext        = _("\
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!).\