3 ; You should not modify this file except to make bugfixes or
4 ; for other "maintenance". If you want to make custom changes,
5 ; you should create a new datadir subdirectory and copy this file
6 ; into that directory, and then modify that copy. Then use the
7 ; command "rulesetdir <mysubdir>" in the server to have freeciv
8 ; use your new customized file.
10 ; Note that the freeciv AI may not cope well with anything more
14 description="Civ1 buildings data for Freeciv (approximate)"
15 options="+Freeciv-ruleset-Devel-2017.Jan.02"
18 ; Below: The individual buildings, one per section.
19 ; (Buildings = City Improvements and Wonders)
21 ; The actual tag used (the * in [building_*]) does not matter, except
22 ; it must be unique within this file, and it may be used in debug
23 ; output when reading this file.
27 ; name = translatable name as seen by user
28 ; rule_name = (optional) name for savegames, rulesets etc; if not
29 ; present, 'name' is used. Since the name used in savegames
30 ; must not change, use this when renaming a building after a
31 ; ruleset has been released.
32 ; genus = genus; one of:
33 ; "GreatWonder", "SmallWonder", "Improvement", "Special".
34 ; reqs = requirements to build the building (see effects.ruleset
35 ; and README.effects for help on requirements)
36 ; graphic = icon of improvement (used in city dialog)
37 ; graphic_alt = alternate icon of improvement
38 ; obsolete_by = requirements for the building to become obsolete
39 ; build_cost = production shields required to build
40 ; upkeep = monetary upkeep value
41 ; sabotage = percent chance of diplomat sabotage being successful
42 ; flags = special flag strings
44 ; ** Building flags **
45 ; "VisibleByOthers" = Anyone who can see your city knows whether it has
46 ; this improvement. (Great and small wonders are
48 ; "SaveSmallWonder" = If you lose the city with this building in, and the
49 ; "savepalace" server setting is enabled, another will
50 ; be built for free in a random city.
51 ; Should only be used with genus "SmallWonder".
52 ; "Gold" = Not a real building; production turned into gold
53 ; indefinitely (capitalization/coinage).
54 ; Genus should be "Special".
55 ; "DisasterProof" = Disasters never destroy this building. Is meaningful
56 ; only for genus "Improvement" buildings as others are
57 ; automatically disaster proof.
59 ; */ <-- avoid gettext warnings
65 { "type", "name", "range"
66 "Tech", "Construction", "Player"
68 graphic = "b.aqueduct"
71 { "type", "name", "range"
77 sound_alt = "b_generic"
79 Allows a city to grow larger than size 10.\
81 An Aqueduct also eliminates a city's risk of plague causing loss of\
82 population, and of fire causing loss of buildings.\
89 { "type", "name", "range"
90 "Tech", "Banking", "Player"
91 "Building", "Marketplace", "City"
96 { "type", "name", "range"
102 sound_alt = "b_generic"
103 ; /* xgettext:no-c-format */
105 Together with the Marketplace improvement, a Bank increases the\
106 luxury and tax production within a city by 100%.\
111 genus = "Improvement"
113 { "type", "name", "range"
116 graphic = "b.barracks_i"
119 { "type", "name", "range"
120 "Tech", "Gunpowder", "Player"
125 sound = "b_barracks_i"
126 sound_alt = "b_generic"
127 ; /* xgettext:no-c-format */
129 With a Barracks, each new unit built in a city will\
130 automatically have Veteran status, which means that its attack and\
131 defense strengths are increased by 50%. Also, damaged units\
132 which stay in town for one full turn without moving are completely\
135 Barracks also prevent stored food and goods in coastal cities being\
139 [building_barracks_ii]
140 name = _("Barracks II")
141 genus = "Improvement"
143 { "type", "name", "range"
144 "Tech", "Gunpowder", "Player"
146 graphic = "b.barracks_ii"
147 graphic_alt = "b.barracks_i"
149 { "type", "name", "range"
150 "Tech", "Combustion", "Player"
155 sound = "b_barracks_ii"
156 sound_alt = "b_generic"
157 ; /* xgettext:no-c-format */
159 With a Barracks, each new unit built in a city will\
160 automatically have Veteran status, which means that its attack and\
161 defense strengths are increased by 50%. Also, damaged units\
162 which stay in town for one full turn without moving are completely\
165 Barracks also prevent stored food and goods in coastal cities being\
169 [building_barracks_iii]
170 name = _("Barracks III")
171 genus = "Improvement"
173 { "type", "name", "range"
174 "Tech", "Combustion", "Player"
176 graphic = "b.barracks_iii"
177 graphic_alt = "b.barracks_i"
179 { "type", "name", "range"
184 sound = "b_barracks_iii"
185 sound_alt = "b_generic"
186 ; /* xgettext:no-c-format */
188 With a Barracks, each new unit built in a city will\
189 automatically have Veteran status, which means that its attack and\
190 defense strengths are increased by 50%. Also, damaged units\
191 which stay in town for one full turn without moving are completely\
194 Barracks also prevent stored food and goods in coastal cities being\
199 name = _("Cathedral")
200 genus = "Improvement"
202 { "type", "name", "range"
203 "Tech", "Religion", "Player"
205 graphic = "b.cathedral"
208 { "type", "name", "range"
213 sound = "b_cathedral"
214 sound_alt = "b_generic"
216 A Cathedral makes 4 unhappy citizens content in a city, making it\
217 easier to maintain order in that city; however, it does not affect\
218 citizens made unhappy by military activity.\
221 [building_city_walls]
222 name = _("City Walls")
223 genus = "Improvement"
224 flags = "VisibleByOthers"
226 { "type", "name", "range"
227 "Tech", "Masonry", "Player"
229 graphic = "b.city_walls"
232 { "type", "name", "range"
237 sound = "b_city_walls"
238 sound_alt = "b_generic"
240 City Walls make it easier to defend a city. They triple the defense\
241 strength of units within the city against land, sea, and helicopter\
242 units. They are ineffective against non-helicopter airborne units as well\
243 as Artillery. City Walls also prevent the loss of population which\
244 occurs when a defending unit is destroyed by a land unit.\
246 For cities near rivers, City Walls also eliminate the risk of population\
251 name = _("Colosseum")
252 genus = "Improvement"
254 { "type", "name", "range"
255 "Tech", "Construction", "Player"
257 graphic = "b.colosseum"
260 { "type", "name", "range"
265 sound = "b_colosseum"
266 sound_alt = "b_generic"
268 Entertains the citizens of a city, making 3 unhappy citizens content. \
269 However, it does not affect citizens made unhappy by military activity.\
272 [building_courthouse]
273 name = _("Courthouse")
274 genus = "Improvement"
276 { "type", "name", "range"
277 "Tech", "Code of Laws", "Player"
279 graphic = "b.courthouse"
282 { "type", "name", "range"
287 sound = "b_courthouse"
288 sound_alt = "b_generic"
289 ; /* xgettext:no-c-format */
291 Reduces the corruption in a city by 50%. Has no effect in your capital\
297 genus = "Improvement"
299 { "type", "name", "range"
300 "Tech", "Industrialization", "Player"
302 graphic = "b.factory"
305 { "type", "name", "range"
311 sound_alt = "b_generic"
312 ; /* xgettext:no-c-format */
314 Increases the shield production in a city by 50%. This increase may\
315 also contribute significantly to pollution.\
320 genus = "Improvement"
322 { "type", "name", "range"
323 "Tech", "Pottery", "Player"
325 graphic = "b.granary"
328 { "type", "name", "range"
334 sound_alt = "b_generic"
336 The amount of stored food will be set to half full whenever a city\
337 with a Granary shrinks or grows. This helps a city to grow faster\
338 and more easily withstand famine.\
341 ; In Civ1, city size reduction does not generate food like this.
342 ; Dare I ask where this food comes from?? :-)
344 Famine can occur when food stock reaches zero due to a food deficit\
345 (which a Granary merely delays), in which case it leads to the loss\
346 of any Settlers consuming food, or of city population if there are\
347 none. Famine can also occur at any time due to random crop failure,\
348 in which case it causes loss of population and all stored food;\
349 a Granary eliminates this risk.\
352 [building_hydro_plant]
353 name = _("Hydro Plant")
354 genus = "Improvement"
356 { "type", "name", "range"
357 "Tech", "Electronics", "Player"
358 "Extra", "River", "Adjacent"
359 "Building", "Factory", "City"
361 graphic = "b.hydro_plant"
364 { "type", "name", "range"
369 sound = "b_hydro_plant"
370 sound_alt = "b_generic"
371 ; /* xgettext:no-c-format */
373 Reduces the amount of pollution generated by production in a city\
375 increases the shield production of a Factory or Mfg. Plant in the\
376 city: a Factory and a Hydro Plant together give a 100% production\
377 bonus, and a Factory, Mfg. Plant and Hydro Plant together give\
378 a 150% production bonus.\
380 A city can only have one Hydro Plant, Power Plant, or\
381 Nuclear Plant. A city can only build a Hydro Plant if it is next\
382 to (or on) a River tile.\
384 ; Civ1 would allow building Hydro Plant if there`s either River OR Mountains
385 ; but it is not possible to implement with current ruleset format.
389 genus = "Improvement"
391 { "type", "name", "range"
392 "Tech", "Writing", "Player"
394 graphic = "b.library"
397 { "type", "name", "range"
403 sound_alt = "b_generic"
404 ; /* xgettext:no-c-format */
406 Increases the science output in a city by 50%.\
409 [building_marketplace]
410 name = _("Marketplace")
411 genus = "Improvement"
413 { "type", "name", "range"
414 "Tech", "Currency", "Player"
416 graphic = "b.marketplace"
419 { "type", "name", "range"
424 sound = "b_marketplace"
425 sound_alt = "b_generic"
426 ; /* xgettext:no-c-format */
428 Increases the luxury and tax output in a city by 50%.\
431 [building_mass_transit]
432 name = _("Mass Transit")
433 genus = "Improvement"
435 { "type", "name", "range"
436 "Tech", "Mass Production", "Player"
438 graphic = "b.mass_transit"
441 { "type", "name", "range"
446 sound = "b_mass_transit"
447 sound_alt = "b_generic"
449 Neutralizes the pollution generated by the population. \
450 The population simply has no effect on the pollution generated in\
455 name = _("Mfg. Plant")
456 genus = "Improvement"
458 { "type", "name", "range"
459 "Tech", "Robotics", "Player"
460 "Building", "Factory", "City"
462 graphic = "b.mfg_plant"
465 { "type", "name", "range"
470 sound = "b_mfg_plant"
471 sound_alt = "b_generic"
472 ; /* xgettext:no-c-format */
474 Together with a Factory, a Manufacturing Plant increases the shield\
475 production in a city by 100%.\
478 [building_nuclear_plant]
479 name = _("Nuclear Plant")
480 genus = "Improvement"
482 { "type", "name", "range"
483 "Tech", "Nuclear Power", "Player"
484 "Building", "Factory", "City"
486 graphic = "b.nuclear_plant"
489 { "type", "name", "range"
494 sound = "b_nuclear_plant"
495 sound_alt = "b_generic"
496 ; /* xgettext:no-c-format */
498 Reduces the amount of pollution generated by production in a city\
500 increases the shield production of a Factory or Mfg. Plant in\
501 the city: a Factory and a Nuclear Plant together give a 100%\
502 production bonus, and a Factory, Mfg. Plant and Nuclear Plant\
503 together give a 150% production bonus.\
505 A city can only have one Hydro Plant, Power Plant, or\
509 ; For Civ1/2 there should be a change of meltdown during
510 ; civil disorder, but that has not been implemented yet.
514 genus = "SmallWonder"
515 flags = "SaveSmallWonder"
517 { "type", "name", "range"
518 "Tech", "Masonry", "Player"
523 { "type", "name", "range"
529 sound_alt = "b_generic"
531 Makes a city the capital and the center of your government.\
532 Corruption in other cities is related to how far away from the\
533 capital they are, except when the government is Democracy or\
534 Communism. On top of this, corruption in your capital itself is\
535 half of what it would otherwise be (as if it had a Courthouse).\
537 The cost to enemy Diplomats of inciting a revolt in a city also\
538 depends upon the city's distance from the capital (under all\
539 forms of government). Your capital city itself cannot be incited\
540 to revolt, and enjoys a bonus when enemy agents try to evade your\
541 own agents stationed in the city, or sabotage your buildings.\
543 Take good care of your capital, as its loss may result in your\
544 empire plunging into civil war. Losing your current palace also\
545 results in losing whatever spaceship you might have.\
547 If the capital is in a dangerous location, or a more central capital\
548 would give a better corruption distribution, you can move your palace\
549 by rebuilding it in another city.\
552 [building_power_plant]
553 name = _("Power Plant")
554 genus = "Improvement"
556 { "type", "name", "range"
557 "Tech", "Refining", "Player"
558 "Building", "Factory", "City"
560 graphic = "b.power_plant"
563 { "type", "name", "range"
568 sound = "b_power_plant"
569 sound_alt = "b_generic"
570 ; /* xgettext:no-c-format */
572 Increases the shield production of a Factory or Mfg. Plant in a\
573 city: a Factory and a Power Plant together give a 100% production\
574 bonus, and a Factory, Mfg. Plant and Power Plant together give\
575 a 150% production bonus. The extra production may lead to the city\
576 generating more pollution.\
578 A city can only have one Hydro Plant, Power Plant, or\
582 [building_recycling_center]
583 name = _("Recycling Center")
584 genus = "Improvement"
586 { "type", "name", "range"
587 "Tech", "Recycling", "Player"
589 graphic = "b.recycling_center"
592 { "type", "name", "range"
597 sound = "b_recycling_center"
598 sound_alt = "b_generic"
599 ; /* xgettext:no-c-format */
601 Building a Recycling Center reduces the amount of pollution\
602 generated by production in a city by 66%.\
605 [building_sdi_defense]
606 name = _("SDI Defense")
607 genus = "Improvement"
609 { "type", "name", "range"
610 "Tech", "Superconductors", "Player"
612 graphic = "b.sdi_defense"
615 { "type", "name", "range"
620 sound = "b_sdi_defense"
621 sound_alt = "b_generic"
623 Protects a city and its environs (up to 2 tiles away) from attacks\
624 by other nations' Nuclear units. A Nuclear unit not owned by you or a\
625 teammate which attacks a city with SDI Defense, or attacks a unit (or is\
626 deliberately exploded) within range, is shot down and simply has no effect.\
629 [building_space_component]
630 name = _("Space Component")
633 { "type", "name", "range"
634 "Tech", "Plastics", "Player"
636 graphic = "b.space_component"
639 { "type", "name", "range"
644 sound = "b_space_component"
645 sound_alt = "b_generic"
647 Space Components can be differentiated into Propulsion and Fuel\
648 Components. Each pair of them reduces your spaceship's travel\
649 time. You can build up to 8 pairs.\
651 Before you can build any spaceship parts, the Apollo Program wonder\
652 must have been built by any player.\
655 [building_space_module]
656 name = _("Space Module")
659 { "type", "name", "range"
660 "Tech", "Robotics", "Player"
662 graphic = "b.space_modules"
665 { "type", "name", "range"
670 sound = "b_space_module"
671 sound_alt = "b_generic"
673 Space Modules are the most expensive parts of spaceships. There\
674 are three different types of Space Module:\
676 - Habitation Module: provides living space for 10,000 people.\
678 - Life Support Module: provides food and water for the population of\
679 one Habitation Module.\
681 - Solar Panels: provides the energy needed for any two of the other\
684 You can build up to 4 Space Modules of each kind.\
686 Before you can build any spaceship parts, the Apollo Program wonder\
687 must have been built by any player.\
690 [building_space_structural]
691 name = _("Space Structural")
694 { "type", "name", "range"
695 "Tech", "Space Flight", "Player"
697 graphic = "b.space_structural"
700 { "type", "name", "range"
705 sound = "b_space_structural"
706 sound_alt = "b_generic"
708 Space Structurals form the base of your spaceship. All other\
709 spaceship parts need to be connected to Structurals in order to\
710 function. You can build up to 32 Space Structurals.\
712 Before you can build any spaceship parts, the Apollo Program wonder\
713 must have been built by any player.\
718 genus = "Improvement"
720 { "type", "name", "range"
721 "Tech", "Ceremonial Burial", "Player"
726 { "type", "name", "range"
732 sound_alt = "b_generic"
734 Makes one unhappy citizen content. The Mysticism advance doubles\
735 this effect, as does Oracle wonder. With both Mysticism and the Oracle,\
736 4 citizens are made content. Does not affect citizens made unhappy by military\
739 A Temple in a city near mountains additionally prevents population loss\
740 from volcanic activity.\
743 [building_university]
744 name = _("University")
745 genus = "Improvement"
747 { "type", "name", "range"
748 "Tech", "University", "Player"
749 "Building", "Library", "City"
751 graphic = "b.university"
754 { "type", "name", "range"
759 sound = "b_university"
760 sound_alt = "b_generic"
761 ; /* xgettext:no-c-format */
763 Together with a Library, a University increases the science\
764 production of a city by 100%.\
767 [building_apollo_program]
768 name = _("Apollo Program")
769 genus = "GreatWonder"
771 { "type", "name", "range"
772 "Tech", "Space Flight", "Player"
774 graphic = "b.apollo_program"
777 { "type", "name", "range"
783 All cities on the map become visible for the player who owns it --\
784 the player always has up-to-date knowledge of all tiles with cities\
785 despite fog-of-war. It allows all players to start building\
786 spaceship parts (assuming they have researched the necessary\
792 genus = "GreatWonder"
794 { "type", "name", "range"
795 "Tech", "Bronze Working", "Player"
797 graphic = "b.colossus"
800 { "type", "name", "range", "survives"
801 "Tech", "Electricity", "World", TRUE
807 sound_alt = "w_generic"
809 Each tile around the city where this wonder is built that is already\
810 generating some trade produces one extra trade resource.\
813 [building_copernicus_observatory]
814 name = _("Copernicus' Observatory")
815 genus = "GreatWonder"
817 { "type", "name", "range"
818 "Tech", "Astronomy", "Player"
820 graphic = "b.copernicus_observatory"
823 { "type", "name", "range", "survives"
824 "Tech", "Automobile", "World", TRUE
829 sound = "w_copernicus_observatory"
830 sound_alt = "w_generic"
831 ; /* xgettext:no-c-format */
833 Boosts science production by 50% in the city where it is built.\
836 [building_cure_for_cancer]
837 name = _("Cure For Cancer")
838 genus = "GreatWonder"
840 { "type", "name", "range"
841 "Tech", "Genetic Engineering", "Player"
843 graphic = "b.cure_for_cancer"
846 { "type", "name", "range"
851 sound = "w_cure_for_cancer"
852 sound_alt = "w_generic"
854 This stunning technological achievement makes one unhappy\
855 citizen content in each of your cities (including citizens unhappy\
856 about military activity).\
859 [building_darwins_voyage]
860 name = _("Darwin's Voyage")
861 genus = "GreatWonder"
863 { "type", "name", "range"
864 "Tech", "Railroad", "Player"
866 graphic = "b.darwins_voyage"
869 { "type", "name", "range"
874 sound = "w_darwins_voyage"
875 sound_alt = "w_generic"
877 Charles Darwin's voyage sparked the discovery of the evolution\
878 of the species, which inspired greater confidence in science.\
879 Gives two immediate technology advances.\
882 [building_great_library]
883 name = _("Great Library")
884 genus = "GreatWonder"
886 { "type", "name", "range"
887 "Tech", "Literacy", "Player"
889 graphic = "b.great_library"
892 { "type", "name", "range", "survives"
893 "Tech", "Electronics", "World", TRUE
898 sound = "w_great_library"
899 sound_alt = "w_generic"
901 The civilization which builds the Great Library gets every advance\
902 that at least two other teams have achieved.\
905 [building_great_wall]
906 name = _("Great Wall")
907 genus = "GreatWonder"
909 { "type", "name", "range"
910 "Tech", "Masonry", "Player"
912 graphic = "b.great_wall"
915 { "type", "name", "range", "survives"
916 "Tech", "Gunpowder", "World", TRUE
921 sound = "w_great_wall"
922 sound_alt = "w_generic"
924 Works as a City Wall in all your cities.\
927 ; In Civ1 enemies are forced to offer cease-fire or peace.
929 [building_hanging_gardens]
930 name = _("Hanging Gardens")
931 genus = "GreatWonder"
933 { "type", "name", "range"
934 "Tech", "Pottery", "Player"
936 graphic = "b.hanging_gardens"
939 { "type", "name", "range", "survives"
940 "Tech", "Invention", "World", TRUE
945 sound = "w_hanging_gardens"
946 sound_alt = "w_generic"
948 Makes one content citizen happy in every city. In the unlikely event\
949 where there are no content citizens to get the effect of Hanging\
950 Gardens, the wonder applies to unhappy citizens instead (including\
951 those unhappy about military activity), making each content.\
954 [building_hoover_dam]
955 name = _("Hoover Dam")
956 genus = "GreatWonder"
958 { "type", "name", "range"
959 "Tech", "Electronics", "Player"
961 graphic = "b.hoover_dam"
964 { "type", "name", "range"
969 sound = "w_hoover_dam"
970 sound_alt = "w_generic"
972 Works as if you had a Hydro Plant in every city\
973 on the same continent where the wonder is built. \
974 (This reduces pollution and increases the effects of\
975 Factories and Mfg. Plants.)\
978 [building_isaac_newtons_college]
979 name = _("Isaac Newton's College")
980 genus = "GreatWonder"
982 { "type", "name", "range"
983 "Tech", "Theory of Gravity", "Player"
985 graphic = "b.isaac_newtons_college"
988 { "type", "name", "range", "survives"
989 "Tech", "Nuclear Fission", "World", TRUE
994 sound = "w_isaac_newtons_college"
995 sound_alt = "w_generic"
996 ; /* xgettext:no-c-format */
998 Boosts science production by 100% in the city where it is built.\
1001 [building_js_bachs_cathedral]
1002 name = _("J.S. Bach's Cathedral")
1003 genus = "GreatWonder"
1005 { "type", "name", "range"
1006 "Tech", "Religion", "Player"
1008 graphic = "b.js_bachs_cathedral"
1011 { "type", "name", "range"
1016 sound = "w_js_bachs_cathedral"
1017 sound_alt = "w_generic"
1019 Makes two unhappy citizens content in every city of yours\
1020 on the same continent where the wonder is built (including citizens\
1021 unhappy about military activity).\
1024 [building_lighthouse]
1025 name = _("Lighthouse")
1026 genus = "GreatWonder"
1028 { "type", "name", "range"
1029 "Tech", "Map Making", "Player"
1031 graphic = "b.lighthouse"
1034 { "type", "name", "range", "survives"
1035 "Tech", "Magnetism", "World", TRUE
1040 sound = "w_lighthouse"
1041 sound_alt = "w_generic"
1043 Gives all your sea units 1 additional movement point.\
1046 [building_magellans_expedition]
1047 name = _("Magellan's Expedition")
1048 genus = "GreatWonder"
1050 { "type", "name", "range"
1051 "Tech", "Navigation", "Player"
1053 graphic = "b.magellans_expedition"
1056 { "type", "name", "range"
1061 sound = "w_magellans_expedition"
1062 sound_alt = "w_generic"
1064 Gives all sea units 1 additional movement point.\
1067 [building_manhattan_project]
1068 name = _("Manhattan Project")
1069 genus = "GreatWonder"
1071 { "type", "name", "range"
1072 "Tech", "Nuclear Fission", "Player"
1074 graphic = "b.manhattan_project"
1077 { "type", "name", "range"
1082 sound = "w_manhattan_project"
1083 sound_alt = "w_generic"
1084 ;helptext is set in client/helpdata.c:helptext_wonder()
1087 [building_michelangelos_chapel]
1088 name = _("Michelangelo's Chapel")
1089 genus = "GreatWonder"
1091 { "type", "name", "range"
1092 "Tech", "Religion", "Player"
1094 graphic = "b.michelangelos_chapel"
1097 { "type", "name", "range", "survives"
1098 "Tech", "Communism", "World", TRUE
1103 sound = "w_michelangelos_chapel"
1104 sound_alt = "w_generic"
1106 Double effects of Cathedrals, in all cities.\
1111 genus = "GreatWonder"
1113 { "type", "name", "range"
1114 "Tech", "Mysticism", "Player"
1116 graphic = "b.oracle"
1119 { "type", "name", "range", "survives"
1120 "Tech", "Religion", "World", TRUE
1126 sound_alt = "w_generic"
1128 Doubles the effect of a Temple in every city.\
1129 Does not affect citizens made unhappy by military activity.\
1133 name = _("Pyramids")
1134 genus = "GreatWonder"
1136 { "type", "name", "range"
1137 "Tech", "Masonry", "Player"
1139 graphic = "b.pyramids"
1142 { "type", "name", "range", "survives"
1143 "Tech", "Communism", "World", TRUE
1148 sound = "w_pyramids"
1149 sound_alt = "w_generic"
1151 Allows you to choose any government, including those that have not yet\
1152 been researched by your civilization, and without the transition\
1156 [building_seti_program]
1157 name = _("SETI Program")
1158 genus = "GreatWonder"
1160 { "type", "name", "range"
1161 "Tech", "Computers", "Player"
1163 graphic = "b.seti_program"
1166 { "type", "name", "range"
1171 sound = "w_seti_program"
1172 sound_alt = "w_generic"
1173 ; /* xgettext:no-c-format */
1175 Boosts science production in each city by 50%.\
1178 [building_shakespeares_theatre]
1179 name = _("Shakespeare's Theater")
1180 rule_name = "Shakespeare's Theatre" ; en_GB used originally
1181 genus = "GreatWonder"
1183 { "type", "name", "range"
1184 "Tech", "Medicine", "Player"
1186 graphic = "b.shakespeares_theatre"
1189 { "type", "name", "range", "survives"
1190 "Tech", "Electronics", "World", TRUE
1195 sound = "w_shakespeares_theatre"
1196 sound_alt = "w_generic"
1198 Makes all angry and unhappy citizens content in the city where it\
1199 is located, including citizens unhappy about military activity.\
1202 [building_united_nations]
1203 name = _("United Nations")
1204 genus = "GreatWonder"
1206 { "type", "name", "range"
1207 "Tech", "Communism", "Player"
1209 graphic = "b.united_nations"
1212 { "type", "name", "range"
1217 sound = "w_united_nations"
1218 sound_alt = "w_generic"
1220 Allows you to choose any government, including those that have not yet\
1221 been researched by your civilization, and without the transition\
1225 ; This does not match Civ1 or Civ2, but diplomatic effects are
1226 ; not very effective in multiplayer, and hitpoints effects do not
1227 ; apply for Civ1. Note in Civ1 Pyramids have a gov-change effect,
1228 ; but become obsolete, and the Statue of Liberty does not exist.
1230 [building_womens_suffrage]
1231 name = _("Women's Suffrage")
1232 genus = "GreatWonder"
1234 { "type", "name", "range"
1235 "Tech", "Industrialization", "Player"
1237 graphic = "b.womens_suffrage"
1240 { "type", "name", "range"
1245 sound = "w_womens_suffrage"
1246 sound_alt = "w_generic"
1248 In all cities, the unhappiness effect of every unit is reduced by 1.\
1249 This means that in a Republic, units do not cause unhappiness, and in\
1250 a Democracy, aggressive units cause only 1 unhappy citizen each.\