Make AI less likely to stop building wonder
[freeciv.git] / data / civ1 / buildings.ruleset
blob5062396246fbe2a4f103c15fdfd384c5e16c0029
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="Civ1 buildings data for Freeciv (approximate)"
15 options="+Freeciv-2.6-ruleset"
17 ; Below: The individual buildings, one per section.
18 ; (Buildings = City Improvements and Wonders)
20 ; The actual tag used (the * in [building_*]) does not matter, except 
21 ; it must be unique within this file, and it may be used in debug 
22 ; output when reading this file.
24 ; /*** For details of this file's format, ***/
25 ; /*** see the classic buildings.ruleset. ***/
27 [building_aqueduct]
28 name            = _("Aqueduct")
29 genus           = "Improvement"
30 reqs    =
31     { "type", "name", "range"
32       "Tech", "Construction", "Player"
33     }
34 graphic         = "b.aqueduct"
35 graphic_alt     = "-"
36 obsolete_by     =
37     { "type", "name", "range"
38     }
39 build_cost      = 120
40 upkeep          = 2
41 sabotage        = 100
42 sound           = "b_aqueduct"
43 sound_alt       = "b_generic"
44 helptext        = _("\
45 Allows a city to grow larger than size 10.\
46 "), _("\
47 An Aqueduct also eliminates a city's risk of plague causing loss of\
48  population, and of fire causing loss of buildings.\
51 [building_bank]
52 name            = _("Bank")
53 genus           = "Improvement"
54 reqs    =
55     { "type", "name", "range"
56       "Tech", "Banking", "Player"
57       "Building", "Marketplace", "City"
58     }
59 graphic         = "b.bank"
60 graphic_alt     = "-"
61 obsolete_by     =
62     { "type", "name", "range"
63     }
64 build_cost      = 120
65 upkeep          = 3
66 sabotage        = 100
67 sound           = "b_bank"
68 sound_alt       = "b_generic"
69 ; /* xgettext:no-c-format */
70 helptext        = _("\
71 Together with the Marketplace improvement, a Bank increases the\
72  luxury and tax production within a city by 100%.\
75 [building_barracks]
76 name            = _("Barracks")
77 genus           = "Improvement"
78 reqs    =
79     { "type", "name", "range"
80 ; Nothing
81     }
82 graphic         = "b.barracks_i"
83 graphic_alt     = "-"
84 obsolete_by     =
85     { "type", "name", "range"
86       "Tech", "Gunpowder", "Player"
87     }
88 build_cost      = 40
89 upkeep          = 1
90 sabotage        = 100
91 sound           = "b_barracks_i"
92 sound_alt       = "b_generic"
93 ; /* xgettext:no-c-format */
94 helptext        = _("\
95 With a Barracks, each new unit built in a city will\
96  automatically have Veteran status, which means that its attack and\
97  defense strengths are increased by 50%.  Also, damaged units\
98  which stay in town for one full turn without moving are completely\
99  restored.\
100 "), _("\
101 Barracks also prevent stored food and goods in coastal cities being\
102  lost to piracy.\
105 [building_barracks_ii]
106 name            = _("Barracks II")
107 genus           = "Improvement"
108 reqs    =
109     { "type", "name", "range"
110       "Tech", "Gunpowder", "Player"
111     }
112 graphic         = "b.barracks_ii"
113 graphic_alt     = "b.barracks_i"
114 obsolete_by     =
115     { "type", "name", "range"
116       "Tech", "Combustion", "Player"
117     }
118 build_cost      = 40
119 upkeep          = 2
120 sabotage        = 100
121 sound           = "b_barracks_ii"
122 sound_alt       = "b_generic"
123 ; /* xgettext:no-c-format */
124 helptext        = _("\
125 With a Barracks, each new unit built in a city will\
126  automatically have Veteran status, which means that its attack and\
127  defense strengths are increased by 50%.  Also, damaged units\
128  which stay in town for one full turn without moving are completely\
129  restored.\
130 "), _("\
131 Barracks also prevent stored food and goods in coastal cities being\
132  lost to piracy.\
135 [building_barracks_iii]
136 name            = _("Barracks III")
137 genus           = "Improvement"
138 reqs    =
139     { "type", "name", "range"
140       "Tech", "Combustion", "Player"
141     }
142 graphic         = "b.barracks_iii"
143 graphic_alt     = "b.barracks_i"
144 obsolete_by     =
145     { "type", "name", "range"
146     }
147 build_cost      = 40
148 upkeep          = 3
149 sabotage        = 100
150 sound           = "b_barracks_iii"
151 sound_alt       = "b_generic"
152 ; /* xgettext:no-c-format */
153 helptext        = _("\
154 With a Barracks, each new unit built in a city will\
155  automatically have Veteran status, which means that its attack and\
156  defense strengths are increased by 50%.  Also, damaged units\
157  which stay in town for one full turn without moving are completely\
158  restored.\
159 "), _("\
160 Barracks also prevent stored food and goods in coastal cities being\
161  lost to piracy.\
164 [building_cathedral]
165 name            = _("Cathedral")
166 genus           = "Improvement"
167 reqs    =
168     { "type", "name", "range"
169       "Tech", "Religion", "Player"
170     }
171 graphic         = "b.cathedral"
172 graphic_alt     = "-"
173 obsolete_by     =
174     { "type", "name", "range"
175     }
176 build_cost      = 160
177 upkeep          = 3
178 sabotage        = 100
179 sound           = "b_cathedral"
180 sound_alt       = "b_generic"
181 helptext        = _("\
182 A Cathedral makes 4 unhappy citizens content in a city, making it\
183  easier to maintain order in that city; however, it does not affect\
184  citizens made unhappy by military activity.\
187 [building_city_walls]
188 name            = _("City Walls")
189 genus           = "Improvement"
190 flags           = "VisibleByOthers"
191 reqs    =
192     { "type", "name", "range"
193       "Tech", "Masonry", "Player"
194     }
195 graphic         = "b.city_walls"
196 graphic_alt     = "-"
197 obsolete_by     =
198     { "type", "name", "range"
199     }
200 build_cost      = 120
201 upkeep          = 2
202 sabotage        = 50
203 sound           = "b_city_walls"
204 sound_alt       = "b_generic"
205 helptext        = _("\
206 City Walls make it easier to defend a city.  They triple the defense\
207  strength of units within the city against land, sea, and helicopter\
208  units.  They are ineffective against non-helicopter airborne units as well\
209  as Artillery.  City Walls also prevent the loss of population which\
210  occurs when a defending unit is destroyed by a land unit.\
211 "), _("\
212 For cities near rivers, City Walls also eliminate the risk of population\
213  loss from flooding.\
216 [building_colosseum]
217 name            = _("Colosseum")
218 genus           = "Improvement"
219 reqs    =
220     { "type", "name", "range"
221       "Tech", "Construction", "Player"
222     }
223 graphic         = "b.colosseum"
224 graphic_alt     = "-"
225 obsolete_by     =
226     { "type", "name", "range"
227     }
228 build_cost      = 100
229 upkeep          = 4
230 sabotage        = 100
231 sound           = "b_colosseum"
232 sound_alt       = "b_generic"
233 helptext        = _("\
234 Entertains the citizens of a city, making 3 unhappy citizens content. \
235  However, it does not affect citizens made unhappy by military activity.\
238 [building_courthouse]
239 name            = _("Courthouse")
240 genus           = "Improvement"
241 reqs    =
242     { "type", "name", "range"
243       "Tech", "Code of Laws", "Player"
244     }
245 graphic         = "b.courthouse"
246 graphic_alt     = "-"
247 obsolete_by     =
248     { "type", "name", "range"
249     }
250 build_cost      = 80
251 upkeep          = 1
252 sabotage        = 100
253 sound           = "b_courthouse"
254 sound_alt       = "b_generic"
255 ; /* xgettext:no-c-format */
256 helptext        = _("\
257 Reduces the corruption in a city by 50%. Has no effect in your capital\
258  city.\
261 [building_factory]
262 name            = _("Factory")
263 genus           = "Improvement"
264 reqs    =
265     { "type", "name", "range"
266       "Tech", "Industrialization", "Player"
267     }
268 graphic         = "b.factory"
269 graphic_alt     = "-"
270 obsolete_by     =
271     { "type", "name", "range"
272     }
273 build_cost      = 200
274 upkeep          = 4
275 sabotage        = 100
276 sound           = "b_factory"
277 sound_alt       = "b_generic"
278 ; /* xgettext:no-c-format */
279 helptext        = _("\
280 Increases the shield production in a city by 50%.  This increase may\
281  also contribute significantly to pollution.\
284 [building_granary]
285 name            = _("Granary")
286 genus           = "Improvement"
287 reqs    =
288     { "type", "name", "range"
289       "Tech", "Pottery", "Player"
290     }
291 graphic         = "b.granary"
292 graphic_alt     = "-"
293 obsolete_by     =
294     { "type", "name", "range"
295     }
296 build_cost      = 60
297 upkeep          = 1
298 sabotage        = 100
299 sound           = "b_granary"
300 sound_alt       = "b_generic"
301 helptext        = _("\
302 The amount of stored food will be set to half full whenever a city\
303  with a Granary shrinks or grows. This helps a city to grow faster\
304  and more easily withstand famine.\
306 ; NOTE:
307 ; In Civ1, city size reduction does not generate food like this.
308 ; Dare I ask where this food comes from?? :-)
309 _("\
310 Famine can occur when food stock reaches zero due to a food deficit\
311  (which a Granary merely delays), in which case it leads to the loss\
312  of any Settlers consuming food, or of city population if there are\
313  none. Famine can also occur at any time due to random crop failure,\
314  in which case it causes loss of population and all stored food;\
315  a Granary eliminates this risk.\
318 [building_hydro_plant]
319 name            = _("Hydro Plant")
320 genus           = "Improvement"
321 reqs    =
322     { "type", "name", "range"
323       "Tech", "Electronics", "Player"
324       "Extra", "River", "Adjacent"
325       "Building", "Factory", "City"
326     }
327 graphic         = "b.hydro_plant"
328 graphic_alt     = "-"
329 obsolete_by     =
330     { "type", "name", "range"
331     }
332 build_cost      = 240
333 upkeep          = 4
334 sabotage        = 100
335 sound           = "b_hydro_plant"
336 sound_alt       = "b_generic"
337 ; /* xgettext:no-c-format */
338 helptext        = _("\
339 Reduces the amount of pollution generated by production in a city\
340  by 50%.  It also\
341  increases the shield production of a Factory or Mfg. Plant in the\
342  city: a Factory and a Hydro Plant together give a 100% production\
343  bonus, and a Factory, Mfg. Plant and Hydro Plant together give\
344  a 150% production bonus.\
345 "), _("\
346 A city can only have one Hydro Plant, Power Plant, or\
347  Nuclear Plant.  A city can only build a Hydro Plant if it is next\
348  to (or on) a River tile.\
350 ; Civ1 would allow building Hydro Plant if there`s either River OR Mountains
351 ; but it is not possible to implement with current ruleset format.
353 [building_library]
354 name            = _("Library")
355 genus           = "Improvement"
356 reqs    =
357     { "type", "name", "range"
358       "Tech", "Writing", "Player"
359     }
360 graphic         = "b.library"
361 graphic_alt     = "-"
362 obsolete_by     =
363     { "type", "name", "range"
364     }
365 build_cost      = 80
366 upkeep          = 1
367 sabotage        = 100
368 sound           = "b_library"
369 sound_alt       = "b_generic"
370 ; /* xgettext:no-c-format */
371 helptext        = _("\
372 Increases the science output in a city by 50%.\
375 [building_marketplace]
376 name            = _("Marketplace")
377 genus           = "Improvement"
378 reqs    =
379     { "type", "name", "range"
380       "Tech", "Currency", "Player"
381     }
382 graphic         = "b.marketplace"
383 graphic_alt     = "-"
384 obsolete_by     =
385     { "type", "name", "range"
386     }
387 build_cost      = 80
388 upkeep          = 1
389 sabotage        = 100
390 sound           = "b_marketplace"
391 sound_alt       = "b_generic"
392 ; /* xgettext:no-c-format */
393 helptext        = _("\
394 Increases the luxury and tax output in a city by 50%.\
397 [building_mass_transit]
398 name            = _("Mass Transit")
399 genus           = "Improvement"
400 reqs    =
401     { "type", "name", "range"
402       "Tech", "Mass Production", "Player"
403     }
404 graphic         = "b.mass_transit"
405 graphic_alt     = "-"
406 obsolete_by     =
407     { "type", "name", "range"
408     }
409 build_cost      = 160
410 upkeep          = 4
411 sabotage        = 100
412 sound           = "b_mass_transit"
413 sound_alt       = "b_generic"
414 helptext        = _("\
415 Neutralizes the pollution generated by the population. \
416  The population simply has no effect on the pollution generated in\
417  the city.\
420 [building_mfg_plant]
421 name            = _("Mfg. Plant")
422 genus           = "Improvement"
423 reqs    =
424     { "type", "name", "range"
425       "Tech", "Robotics", "Player"
426       "Building", "Factory", "City"
427     }
428 graphic         = "b.mfg_plant"
429 graphic_alt     = "-"
430 obsolete_by     =
431     { "type", "name", "range"
432     }
433 build_cost      = 320
434 upkeep          = 6
435 sabotage        = 100
436 sound           = "b_mfg_plant"
437 sound_alt       = "b_generic"
438 ; /* xgettext:no-c-format */
439 helptext        = _("\
440 Together with a Factory, a Manufacturing Plant increases the shield\
441  production in a city by 100%.\
444 [building_nuclear_plant]
445 name            = _("Nuclear Plant")
446 genus           = "Improvement"
447 reqs    =
448     { "type", "name", "range"
449       "Tech", "Nuclear Power", "Player"
450       "Building", "Factory", "City"
451     }
452 graphic         = "b.nuclear_plant"
453 graphic_alt     = "-"
454 obsolete_by     =
455     { "type", "name", "range"
456     }
457 build_cost      = 240
458 upkeep          = 2
459 sabotage        = 100
460 sound           = "b_nuclear_plant"
461 sound_alt       = "b_generic"
462 ; /* xgettext:no-c-format */
463 helptext        = _("\
464 Reduces the amount of pollution generated by production in a city\
465  by 50%.  It also\
466  increases the shield production of a Factory or Mfg. Plant in\
467  the city: a Factory and a Nuclear Plant together give a 100%\
468  production bonus, and a Factory, Mfg. Plant and Nuclear Plant\
469  together give a 150% production bonus.\
470 "), _("\
471 A city can only have one Hydro Plant, Power Plant, or\
472  Nuclear Plant.\
474 ; NOTE:
475 ; For Civ1/2 there should be a change of meltdown during
476 ; civil disorder, but that has not been implemented yet.
478 [building_palace]
479 name            = _("Palace")
480 genus           = "SmallWonder"
481 flags           = "SaveSmallWonder"
482 reqs    =
483     { "type", "name", "range"
484       "Tech", "Masonry", "Player"
485     }
486 graphic         = "b.palace"
487 graphic_alt     = "-"
488 obsolete_by     =
489     { "type", "name", "range"
490     }
491 build_cost      = 200
492 upkeep          = 0
493 sabotage        = 0
494 sound           = "b_palace"
495 sound_alt       = "b_generic"
496 helptext        = _("\
497 Makes a city the capital and the center of your government.\
498  Corruption in other cities is related to how far away from the\
499  capital they are, except when the government is Democracy or\
500  Communism. On top of this, corruption in your capital itself is\
501  half of what it would otherwise be (as if it had a Courthouse).\
502 "), _("\
503 The cost to enemy Diplomats of inciting a revolt in a city also\
504  depends upon the city's distance from the capital (under all\
505  forms of government). Your capital city itself cannot be incited\
506  to revolt, and enjoys a bonus when enemy agents try to evade your\
507  own agents stationed in the city, or sabotage your buildings.\
508 "), _("\
509 Take good care of your capital, as its loss may result in your\
510  empire plunging into civil war. Losing your current palace also\
511  results in losing whatever spaceship you might have.\
512 "), _("\
513 If the capital is in a dangerous location, or a more central capital\
514  would give a better corruption distribution, you can move your palace\
515  by rebuilding it in another city.\
518 [building_power_plant]
519 name            = _("Power Plant")
520 genus           = "Improvement"
521 reqs    =
522     { "type", "name", "range"
523       "Tech", "Refining", "Player"
524       "Building", "Factory", "City"
525     }
526 graphic         = "b.power_plant"
527 graphic_alt     = "-"
528 obsolete_by     =
529     { "type", "name", "range"
530     }
531 build_cost      = 160
532 upkeep          = 4
533 sabotage        = 100
534 sound           = "b_power_plant"
535 sound_alt       = "b_generic"
536 ; /* xgettext:no-c-format */
537 helptext        = _("\
538 Increases the shield production of a Factory or Mfg. Plant in a\
539  city: a Factory and a Power Plant together give a 100% production\
540  bonus, and a Factory, Mfg. Plant and Power Plant together give\
541  a 150% production bonus.  The extra production may lead to the city\
542  generating more pollution.\
543 "), _("\
544 A city can only have one Hydro Plant, Power Plant, or\
545  Nuclear Plant.\
548 [building_recycling_center]
549 name            = _("Recycling Center")
550 genus           = "Improvement"
551 reqs    =
552     { "type", "name", "range"
553       "Tech", "Recycling", "Player"
554     }
555 graphic         = "b.recycling_center"
556 graphic_alt     = "-"
557 obsolete_by     =
558     { "type", "name", "range"
559     }
560 build_cost      = 200
561 upkeep          = 2
562 sabotage        = 100
563 sound           = "b_recycling_center"
564 sound_alt       = "b_generic"
565 ; /* xgettext:no-c-format */
566 helptext        = _("\
567 Building a Recycling Center reduces the amount of pollution\
568  generated by production in a city by 66%.\
571 [building_sdi_defense]
572 name            = _("SDI Defense")
573 genus           = "Improvement"
574 reqs    =
575     { "type", "name", "range"
576       "Tech", "Superconductors", "Player"
577     }
578 graphic         = "b.sdi_defense"
579 graphic_alt     = "-"
580 obsolete_by     =
581     { "type", "name", "range"
582     }
583 build_cost      = 200
584 upkeep          = 4
585 sabotage        = 100
586 sound           = "b_sdi_defense"
587 sound_alt       = "b_generic"
588 helptext        = _("\
589 Protects a city and its environs (up to 2 tiles away) from attacks\
590  by other nations' Nuclear units. A Nuclear unit not owned by you or a\
591  teammate which attacks a city with SDI Defense, or attacks a unit (or is\
592  deliberately exploded) within range, is shot down and simply has no effect.\
595 [building_space_component]
596 name            = _("Space Component")
597 genus           = "Special"
598 reqs    =
599     { "type", "name", "range"
600       "Tech", "Plastics", "Player"
601     }
602 graphic         = "b.space_component"
603 graphic_alt     = "-"
604 obsolete_by     =
605     { "type", "name", "range"
606     }
607 build_cost      = 160
608 upkeep          = 0
609 sabotage        = 100
610 sound           = "b_space_component"
611 sound_alt       = "b_generic"
612 helptext        = _("\
613 Space Components can be differentiated into Propulsion and Fuel\
614  Components.  Each pair of them reduces your spaceship's travel\
615  time.  You can build up to 8 pairs.\
616 "), _("\
617 Before you can build any spaceship parts, the Apollo Program wonder\
618  must have been built by any player.\
621 [building_space_module]
622 name            = _("Space Module")
623 genus           = "Special"
624 reqs    =
625     { "type", "name", "range"
626       "Tech", "Robotics", "Player"
627     }
628 graphic         = "b.space_modules"
629 graphic_alt     = "-"
630 obsolete_by     =
631     { "type", "name", "range"
632     }
633 build_cost      = 320
634 upkeep          = 0
635 sabotage        = 100
636 sound           = "b_space_module"
637 sound_alt       = "b_generic"
638 helptext        = _("\
639 Space Modules are the most expensive parts of spaceships.  There\
640  are three different types of Space Module:\
641 "), _("\
642 - Habitation Module: provides living space for 10,000 people.\
643 "), _("\
644 - Life Support Module: provides food and water for the population of\
645  one Habitation Module.\
646 "), _("\
647 - Solar Panels: provides the energy needed for any two of the other\
648  Modules.\
649 "), _("\
650 You can build up to 4 Space Modules of each kind.\
651 "), _("\
652 Before you can build any spaceship parts, the Apollo Program wonder\
653  must have been built by any player.\
656 [building_space_structural]
657 name            = _("Space Structural")
658 genus           = "Special"
659 reqs    =
660     { "type", "name", "range"
661       "Tech", "Space Flight", "Player"
662     }
663 graphic         = "b.space_structural"
664 graphic_alt     = "-"
665 obsolete_by     =
666     { "type", "name", "range"
667     }
668 build_cost      = 80
669 upkeep          = 0
670 sabotage        = 100
671 sound           = "b_space_structural"
672 sound_alt       = "b_generic"
673 helptext        = _("\
674 Space Structurals form the base of your spaceship.  All other\
675  spaceship parts need to be connected to Structurals in order to\
676  function.  You can build up to 32 Space Structurals.\
677 "), _("\
678 Before you can build any spaceship parts, the Apollo Program wonder\
679  must have been built by any player.\
682 [building_temple]
683 name            = _("Temple")
684 genus           = "Improvement"
685 reqs    =
686     { "type", "name", "range"
687       "Tech", "Ceremonial Burial", "Player"
688     }
689 graphic         = "b.temple"
690 graphic_alt     = "-"
691 obsolete_by     =
692     { "type", "name", "range"
693     }
694 build_cost      = 40
695 upkeep          = 1
696 sabotage        = 100
697 sound           = "b_temple"
698 sound_alt       = "b_generic"
699 helptext        = _("\
700 Makes one unhappy citizen content.  The Mysticism advance doubles\
701  this effect, as does Oracle wonder.  With both Mysticism and the Oracle,\
702  4 citizens are made content.  Does not affect citizens made unhappy by military\
703  activity.\
704 "), _("\
705 A Temple in a city near mountains additionally prevents population loss\
706  from volcanic activity.\
709 [building_university]
710 name            = _("University")
711 genus           = "Improvement"
712 reqs    =
713     { "type", "name", "range"
714       "Tech", "University", "Player"
715       "Building", "Library", "City"
716     }
717 graphic         = "b.university"
718 graphic_alt     = "-"
719 obsolete_by     =
720     { "type", "name", "range"
721     }
722 build_cost      = 160
723 upkeep          = 3
724 sabotage        = 100
725 sound           = "b_university"
726 sound_alt       = "b_generic"
727 ; /* xgettext:no-c-format */
728 helptext        = _("\
729 Together with a Library, a University increases the science\
730  production of a city by 100%.\
733 [building_apollo_program]
734 name            = _("Apollo Program")
735 genus           = "GreatWonder"
736 reqs    =
737     { "type", "name", "range"
738       "Tech", "Space Flight", "Player"
739     }
740 graphic         = "b.apollo_program"
741 graphic_alt     = "-"
742 obsolete_by     =
743     { "type", "name", "range"
744     }
745 build_cost      = 600
746 upkeep          = 0
747 sabotage        = 0
748 helptext        = _("\
749 All cities on the map become visible for the player who owns it --\
750  the player always has up-to-date knowledge of all tiles with cities\
751  despite fog-of-war. It allows all players to start building\
752  spaceship parts (assuming they have researched the necessary\
753  technologies).\
756 [building_colossus]
757 name            = _("Colossus")
758 genus           = "GreatWonder"
759 reqs    =
760     { "type", "name", "range"
761       "Tech", "Bronze Working", "Player"
762     }
763 graphic         = "b.colossus"
764 graphic_alt     = "-"
765 obsolete_by     =
766     { "type", "name", "range", "survives"
767       "Tech", "Electricity", "World", TRUE
768     }
769 build_cost      = 200
770 upkeep          = 0
771 sabotage        = 0
772 sound           = "w_colossus"
773 sound_alt       = "w_generic"
774 helptext        = _("\
775 Each tile around the city where this wonder is built that is already\
776  generating some trade produces one extra trade resource.\
779 [building_copernicus_observatory]
780 name            = _("Copernicus' Observatory")
781 genus           = "GreatWonder"
782 reqs    =
783     { "type", "name", "range"
784       "Tech", "Astronomy", "Player"
785     }
786 graphic         = "b.copernicus_observatory"
787 graphic_alt     = "-"
788 obsolete_by     =
789     { "type", "name", "range", "survives"
790       "Tech", "Automobile", "World", TRUE
791     }
792 build_cost      = 300
793 upkeep          = 0
794 sabotage        = 0
795 sound           = "w_copernicus_observatory"
796 sound_alt       = "w_generic"
797 ; /* xgettext:no-c-format */
798 helptext        = _("\
799 Boosts science production by 50% in the city where it is built.\
802 [building_cure_for_cancer]
803 name            = _("Cure For Cancer")
804 genus           = "GreatWonder"
805 reqs    =
806     { "type", "name", "range"
807       "Tech", "Genetic Engineering", "Player"
808     }
809 graphic         = "b.cure_for_cancer"
810 graphic_alt     = "-"
811 obsolete_by     =
812     { "type", "name", "range"
813     }
814 build_cost      = 600
815 upkeep          = 0
816 sabotage        = 0
817 sound           = "w_cure_for_cancer"
818 sound_alt       = "w_generic"
819 helptext        = _("\
820 This stunning technological achievement makes one unhappy\
821  citizen content in each of your cities (including citizens unhappy\
822  about military activity).\
825 [building_darwins_voyage]
826 name            = _("Darwin's Voyage")
827 genus           = "GreatWonder"
828 reqs    =
829     { "type", "name", "range"
830       "Tech", "Railroad", "Player"
831     }
832 graphic         = "b.darwins_voyage"
833 graphic_alt     = "-"
834 obsolete_by     =
835     { "type", "name", "range"
836     }
837 build_cost      = 300
838 upkeep          = 0
839 sabotage        = 0
840 sound           = "w_darwins_voyage"
841 sound_alt       = "w_generic"
842 helptext        = _("\
843 Charles Darwin's voyage sparked the discovery of the evolution\
844  of the species, which inspired greater confidence in science.\
845  Gives two immediate technology advances.\
848 [building_great_library]
849 name            = _("Great Library")
850 genus           = "GreatWonder"
851 reqs    =
852     { "type", "name", "range"
853       "Tech", "Literacy", "Player"
854     }
855 graphic         = "b.great_library"
856 graphic_alt     = "-"
857 obsolete_by     =
858     { "type", "name", "range", "survives"
859       "Tech", "Electronics", "World", TRUE
860     }
861 build_cost      = 300
862 upkeep          = 0
863 sabotage        = 0
864 sound           = "w_great_library"
865 sound_alt       = "w_generic"
866 helptext        = _("\
867 The civilization which builds the Great Library gets every advance\
868  that at least two other teams have achieved.\
871 [building_great_wall]
872 name            = _("Great Wall")
873 genus           = "GreatWonder"
874 reqs    =
875     { "type", "name", "range"
876       "Tech", "Masonry", "Player"
877     }
878 graphic         = "b.great_wall"
879 graphic_alt     = "-"
880 obsolete_by     =
881     { "type", "name", "range", "survives"
882       "Tech", "Gunpowder", "World", TRUE
883     }
884 build_cost      = 300
885 upkeep          = 0
886 sabotage        = 0
887 sound           = "w_great_wall"
888 sound_alt       = "w_generic"
889 helptext        = _("\
890 Works as a City Wall in all your cities.\
892 ; NOTE:
893 ; In Civ1 enemies are forced to offer cease-fire or peace.
895 [building_hanging_gardens]
896 name            = _("Hanging Gardens")
897 genus           = "GreatWonder"
898 reqs    =
899     { "type", "name", "range"
900       "Tech", "Pottery", "Player"
901     }
902 graphic         = "b.hanging_gardens"
903 graphic_alt     = "-"
904 obsolete_by     =
905     { "type", "name", "range", "survives"
906       "Tech", "Invention", "World", TRUE
907     }
908 build_cost      = 300
909 upkeep          = 0
910 sabotage        = 0
911 sound           = "w_hanging_gardens"
912 sound_alt       = "w_generic"
913 helptext        = _("\
914 Makes one content citizen happy in every city. In the unlikely event\
915  where there are no content citizens to get the effect of Hanging\
916  Gardens, the wonder applies to unhappy citizens instead (including\
917  those unhappy about military activity), making each content.\
920 [building_hoover_dam]
921 name            = _("Hoover Dam")
922 genus           = "GreatWonder"
923 reqs    =
924     { "type", "name", "range"
925       "Tech", "Electronics", "Player"
926     }
927 graphic         = "b.hoover_dam"
928 graphic_alt     = "-"
929 obsolete_by     =
930     { "type", "name", "range"
931     }
932 build_cost      = 600
933 upkeep          = 0
934 sabotage        = 0
935 sound           = "w_hoover_dam"
936 sound_alt       = "w_generic"
937 helptext        = _("\
938 Works as if you had a Hydro Plant in every city\
939  on the same continent where the wonder is built. \
940  (This reduces pollution and increases the effects of\
941  Factories and Mfg. Plants.)\
944 [building_isaac_newtons_college]
945 name            = _("Isaac Newton's College")
946 genus           = "GreatWonder"
947 reqs    =
948     { "type", "name", "range"
949       "Tech", "Theory of Gravity", "Player"
950     }
951 graphic         = "b.isaac_newtons_college"
952 graphic_alt     = "-"
953 obsolete_by     =
954     { "type", "name", "range", "survives"
955       "Tech", "Nuclear Fission", "World", TRUE
956     }
957 build_cost      = 400
958 upkeep          = 0
959 sabotage        = 0
960 sound           = "w_isaac_newtons_college"
961 sound_alt       = "w_generic"
962 ; /* xgettext:no-c-format */
963 helptext        = _("\
964 Boosts science production by 100% in the city where it is built.\
967 [building_js_bachs_cathedral]
968 name            = _("J.S. Bach's Cathedral")
969 genus           = "GreatWonder"
970 reqs    =
971     { "type", "name", "range"
972       "Tech", "Religion", "Player"
973     }
974 graphic         = "b.js_bachs_cathedral"
975 graphic_alt     = "-"
976 obsolete_by     =
977     { "type", "name", "range"
978     }
979 build_cost      = 400
980 upkeep          = 0
981 sabotage        = 0
982 sound           = "w_js_bachs_cathedral"
983 sound_alt       = "w_generic"
984 helptext        = _("\
985 Makes two unhappy citizens content in every city of yours\
986  on the same continent where the wonder is built (including citizens\
987  unhappy about military activity).\
990 [building_lighthouse]
991 name            = _("Lighthouse")
992 genus           = "GreatWonder"
993 reqs    =
994     { "type", "name", "range"
995       "Tech", "Map Making", "Player"
996     }
997 graphic         = "b.lighthouse"
998 graphic_alt     = "-"
999 obsolete_by     =
1000     { "type", "name", "range", "survives"
1001       "Tech", "Magnetism", "World", TRUE
1002     }
1003 build_cost      = 200
1004 upkeep          = 0
1005 sabotage        = 0
1006 sound           = "w_lighthouse"
1007 sound_alt       = "w_generic"
1008 helptext        = _("\
1009 Gives all your sea units 1 additional movement point.\
1012 [building_magellans_expedition]
1013 name            = _("Magellan's Expedition")
1014 genus           = "GreatWonder"
1015 reqs    =
1016     { "type", "name", "range"
1017       "Tech", "Navigation", "Player"
1018     }
1019 graphic         = "b.magellans_expedition"
1020 graphic_alt     = "-"
1021 obsolete_by     =
1022     { "type", "name", "range"
1023     }
1024 build_cost      = 400
1025 upkeep          = 0
1026 sabotage        = 0
1027 sound           = "w_magellans_expedition"
1028 sound_alt       = "w_generic"
1029 helptext        = _("\
1030 Gives all sea units 1 additional movement point.\
1033 [building_manhattan_project]
1034 name            = _("Manhattan Project")
1035 genus           = "GreatWonder"
1036 reqs    =
1037     { "type", "name", "range"
1038       "Tech", "Nuclear Fission", "Player"
1039     }
1040 graphic         = "b.manhattan_project"
1041 graphic_alt     = "-"
1042 obsolete_by     =
1043     { "type", "name", "range"
1044     }
1045 build_cost      = 600
1046 upkeep          = 0
1047 sabotage        = 0
1048 sound           = "w_manhattan_project"
1049 sound_alt       = "w_generic"
1050 ;helptext is set in client/helpdata.c:helptext_wonder()
1051 ;helptext       =
1053 [building_michelangelos_chapel]
1054 name            = _("Michelangelo's Chapel")
1055 genus           = "GreatWonder"
1056 reqs    =
1057     { "type", "name", "range"
1058       "Tech", "Religion", "Player"
1059     }
1060 graphic         = "b.michelangelos_chapel"
1061 graphic_alt     = "-"
1062 obsolete_by     =
1063     { "type", "name", "range", "survives"
1064       "Tech", "Communism", "World", TRUE
1065     }
1066 build_cost      = 300
1067 upkeep          = 0
1068 sabotage        = 0
1069 sound           = "w_michelangelos_chapel"
1070 sound_alt       = "w_generic"
1071 helptext        = _("\
1072 Double effects of Cathedrals, in all cities.\
1075 [building_oracle]
1076 name            = _("Oracle")
1077 genus           = "GreatWonder"
1078 reqs    =
1079     { "type", "name", "range"
1080       "Tech", "Mysticism", "Player"
1081     }
1082 graphic         = "b.oracle"
1083 graphic_alt     = "-"
1084 obsolete_by     =
1085     { "type", "name", "range", "survives"
1086       "Tech", "Religion", "World", TRUE
1087     }
1088 build_cost      = 300
1089 upkeep          = 0
1090 sabotage        = 0
1091 sound           = "w_oracle"
1092 sound_alt       = "w_generic"
1093 helptext        = _("\
1094 Doubles the effect of a Temple in every city.\
1095  Does not affect citizens made unhappy by military activity.\
1098 [building_pyramids]
1099 name            = _("Pyramids")
1100 genus           = "GreatWonder"
1101 reqs    =
1102     { "type", "name", "range"
1103       "Tech", "Masonry", "Player"
1104     }
1105 graphic         = "b.pyramids"
1106 graphic_alt     = "-"
1107 obsolete_by     =
1108     { "type", "name", "range", "survives"
1109       "Tech", "Communism", "World", TRUE
1110     }
1111 build_cost      = 300
1112 upkeep          = 0
1113 sabotage        = 0
1114 sound           = "w_pyramids"
1115 sound_alt       = "w_generic"
1116 helptext        = _("\
1117 Allows you to choose any government, including those that have not yet\
1118  been researched by your civilization, and without the transition\
1119  period of Anarchy.\
1122 [building_seti_program]
1123 name            = _("SETI Program")
1124 genus           = "GreatWonder"
1125 reqs    =
1126     { "type", "name", "range"
1127       "Tech", "Computers", "Player"
1128     }
1129 graphic         = "b.seti_program"
1130 graphic_alt     = "-"
1131 obsolete_by     =
1132     { "type", "name", "range"
1133     }
1134 build_cost      = 600
1135 upkeep          = 0
1136 sabotage        = 0
1137 sound           = "w_seti_program"
1138 sound_alt       = "w_generic"
1139 ; /* xgettext:no-c-format */
1140 helptext        = _("\
1141 Boosts science production in each city by 50%.\
1144 [building_shakespeares_theatre]
1145 name            = _("Shakespeare's Theater")
1146 rule_name       = "Shakespeare's Theatre"       ; en_GB used originally
1147 genus           = "GreatWonder"
1148 reqs    =
1149     { "type", "name", "range"
1150       "Tech", "Medicine", "Player"
1151     }
1152 graphic         = "b.shakespeares_theatre"
1153 graphic_alt     = "-"
1154 obsolete_by     =
1155     { "type", "name", "range", "survives"
1156       "Tech", "Electronics", "World", TRUE
1157     }
1158 build_cost      = 400
1159 upkeep          = 0
1160 sabotage        = 0
1161 sound           = "w_shakespeares_theatre"
1162 sound_alt       = "w_generic"
1163 helptext        = _("\
1164 Makes all angry and unhappy citizens content in the city where it\
1165  is located, including citizens unhappy about military activity.\
1168 [building_united_nations]
1169 name            = _("United Nations")
1170 genus           = "GreatWonder"
1171 reqs    =
1172     { "type", "name", "range"
1173       "Tech", "Communism", "Player"
1174     }
1175 graphic         = "b.united_nations"
1176 graphic_alt     = "-"
1177 obsolete_by     =
1178     { "type", "name", "range"
1179     }
1180 build_cost      = 600
1181 upkeep          = 0
1182 sabotage        = 0
1183 sound           = "w_united_nations"
1184 sound_alt       = "w_generic"
1185 helptext        = _("\
1186 Allows you to choose any government, including those that have not yet\
1187  been researched by your civilization, and without the transition\
1188  period of Anarchy.\
1190 ; NOTE: 
1191 ; This does not match Civ1 or Civ2, but diplomatic effects are 
1192 ; not very effective in multiplayer, and hitpoints effects do not
1193 ; apply for Civ1.  Note in Civ1 Pyramids have a gov-change effect,
1194 ; but become obsolete, and the Statue of Liberty does not exist.
1196 [building_womens_suffrage]
1197 name            = _("Women's Suffrage")
1198 genus           = "GreatWonder"
1199 reqs    =
1200     { "type", "name", "range"
1201       "Tech", "Industrialization", "Player"
1202     }
1203 graphic         = "b.womens_suffrage"
1204 graphic_alt     = "-"
1205 obsolete_by     =
1206     { "type", "name", "range"
1207     }
1208 build_cost      = 600
1209 upkeep          = 0
1210 sabotage        = 0
1211 sound           = "w_womens_suffrage"
1212 sound_alt       = "w_generic"
1213 helptext        = _("\
1214 In all cities, the unhappiness effect of every unit is reduced by 1.\
1215  This means that in a Republic, units do not cause unhappiness, and in\
1216  a Democracy, aggressive units cause only 1 unhappy citizen each.\