webperimental: killstack decides stack protects.
[freeciv.git] / data / civ1 / buildings.ruleset
blob24bf9720b4948e735daaf0a81a51d90a6c2cf5cb
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-ruleset-Devel-2017.Jan.02"
16 format_version=20
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.
25 ; Notes:
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
47 ;                      always visible.)
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
61 [building_aqueduct]
62 name            = _("Aqueduct")
63 genus           = "Improvement"
64 reqs    =
65     { "type", "name", "range"
66       "Tech", "Construction", "Player"
67     }
68 graphic         = "b.aqueduct"
69 graphic_alt     = "-"
70 obsolete_by     =
71     { "type", "name", "range"
72     }
73 build_cost      = 120
74 upkeep          = 2
75 sabotage        = 100
76 sound           = "b_aqueduct"
77 sound_alt       = "b_generic"
78 helptext        = _("\
79 Allows a city to grow larger than size 10.\
80 "), _("\
81 An Aqueduct also eliminates a city's risk of plague causing loss of\
82  population, and of fire causing loss of buildings.\
85 [building_bank]
86 name            = _("Bank")
87 genus           = "Improvement"
88 reqs    =
89     { "type", "name", "range"
90       "Tech", "Banking", "Player"
91       "Building", "Marketplace", "City"
92     }
93 graphic         = "b.bank"
94 graphic_alt     = "-"
95 obsolete_by     =
96     { "type", "name", "range"
97     }
98 build_cost      = 120
99 upkeep          = 3
100 sabotage        = 100
101 sound           = "b_bank"
102 sound_alt       = "b_generic"
103 ; /* xgettext:no-c-format */
104 helptext        = _("\
105 Together with the Marketplace improvement, a Bank increases the\
106  luxury and tax production within a city by 100%.\
109 [building_barracks]
110 name            = _("Barracks")
111 genus           = "Improvement"
112 reqs    =
113     { "type", "name", "range"
114 ; Nothing
115     }
116 graphic         = "b.barracks_i"
117 graphic_alt     = "-"
118 obsolete_by     =
119     { "type", "name", "range"
120       "Tech", "Gunpowder", "Player"
121     }
122 build_cost      = 40
123 upkeep          = 1
124 sabotage        = 100
125 sound           = "b_barracks_i"
126 sound_alt       = "b_generic"
127 ; /* xgettext:no-c-format */
128 helptext        = _("\
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\
133  restored.\
134 "), _("\
135 Barracks also prevent stored food and goods in coastal cities being\
136  lost to piracy.\
139 [building_barracks_ii]
140 name            = _("Barracks II")
141 genus           = "Improvement"
142 reqs    =
143     { "type", "name", "range"
144       "Tech", "Gunpowder", "Player"
145     }
146 graphic         = "b.barracks_ii"
147 graphic_alt     = "b.barracks_i"
148 obsolete_by     =
149     { "type", "name", "range"
150       "Tech", "Combustion", "Player"
151     }
152 build_cost      = 40
153 upkeep          = 2
154 sabotage        = 100
155 sound           = "b_barracks_ii"
156 sound_alt       = "b_generic"
157 ; /* xgettext:no-c-format */
158 helptext        = _("\
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\
163  restored.\
164 "), _("\
165 Barracks also prevent stored food and goods in coastal cities being\
166  lost to piracy.\
169 [building_barracks_iii]
170 name            = _("Barracks III")
171 genus           = "Improvement"
172 reqs    =
173     { "type", "name", "range"
174       "Tech", "Combustion", "Player"
175     }
176 graphic         = "b.barracks_iii"
177 graphic_alt     = "b.barracks_i"
178 obsolete_by     =
179     { "type", "name", "range"
180     }
181 build_cost      = 40
182 upkeep          = 3
183 sabotage        = 100
184 sound           = "b_barracks_iii"
185 sound_alt       = "b_generic"
186 ; /* xgettext:no-c-format */
187 helptext        = _("\
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\
192  restored.\
193 "), _("\
194 Barracks also prevent stored food and goods in coastal cities being\
195  lost to piracy.\
198 [building_cathedral]
199 name            = _("Cathedral")
200 genus           = "Improvement"
201 reqs    =
202     { "type", "name", "range"
203       "Tech", "Religion", "Player"
204     }
205 graphic         = "b.cathedral"
206 graphic_alt     = "-"
207 obsolete_by     =
208     { "type", "name", "range"
209     }
210 build_cost      = 160
211 upkeep          = 3
212 sabotage        = 100
213 sound           = "b_cathedral"
214 sound_alt       = "b_generic"
215 helptext        = _("\
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"
225 reqs    =
226     { "type", "name", "range"
227       "Tech", "Masonry", "Player"
228     }
229 graphic         = "b.city_walls"
230 graphic_alt     = "-"
231 obsolete_by     =
232     { "type", "name", "range"
233     }
234 build_cost      = 120
235 upkeep          = 2
236 sabotage        = 50
237 sound           = "b_city_walls"
238 sound_alt       = "b_generic"
239 helptext        = _("\
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.\
245 "), _("\
246 For cities near rivers, City Walls also eliminate the risk of population\
247  loss from flooding.\
250 [building_colosseum]
251 name            = _("Colosseum")
252 genus           = "Improvement"
253 reqs    =
254     { "type", "name", "range"
255       "Tech", "Construction", "Player"
256     }
257 graphic         = "b.colosseum"
258 graphic_alt     = "-"
259 obsolete_by     =
260     { "type", "name", "range"
261     }
262 build_cost      = 100
263 upkeep          = 4
264 sabotage        = 100
265 sound           = "b_colosseum"
266 sound_alt       = "b_generic"
267 helptext        = _("\
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"
275 reqs    =
276     { "type", "name", "range"
277       "Tech", "Code of Laws", "Player"
278     }
279 graphic         = "b.courthouse"
280 graphic_alt     = "-"
281 obsolete_by     =
282     { "type", "name", "range"
283     }
284 build_cost      = 80
285 upkeep          = 1
286 sabotage        = 100
287 sound           = "b_courthouse"
288 sound_alt       = "b_generic"
289 ; /* xgettext:no-c-format */
290 helptext        = _("\
291 Reduces the corruption in a city by 50%. Has no effect in your capital\
292  city.\
295 [building_factory]
296 name            = _("Factory")
297 genus           = "Improvement"
298 reqs    =
299     { "type", "name", "range"
300       "Tech", "Industrialization", "Player"
301     }
302 graphic         = "b.factory"
303 graphic_alt     = "-"
304 obsolete_by     =
305     { "type", "name", "range"
306     }
307 build_cost      = 200
308 upkeep          = 4
309 sabotage        = 100
310 sound           = "b_factory"
311 sound_alt       = "b_generic"
312 ; /* xgettext:no-c-format */
313 helptext        = _("\
314 Increases the shield production in a city by 50%.  This increase may\
315  also contribute significantly to pollution.\
318 [building_granary]
319 name            = _("Granary")
320 genus           = "Improvement"
321 reqs    =
322     { "type", "name", "range"
323       "Tech", "Pottery", "Player"
324     }
325 graphic         = "b.granary"
326 graphic_alt     = "-"
327 obsolete_by     =
328     { "type", "name", "range"
329     }
330 build_cost      = 60
331 upkeep          = 1
332 sabotage        = 100
333 sound           = "b_granary"
334 sound_alt       = "b_generic"
335 helptext        = _("\
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.\
340 ; NOTE:
341 ; In Civ1, city size reduction does not generate food like this.
342 ; Dare I ask where this food comes from?? :-)
343 _("\
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"
355 reqs    =
356     { "type", "name", "range"
357       "Tech", "Electronics", "Player"
358       "Extra", "River", "Adjacent"
359       "Building", "Factory", "City"
360     }
361 graphic         = "b.hydro_plant"
362 graphic_alt     = "-"
363 obsolete_by     =
364     { "type", "name", "range"
365     }
366 build_cost      = 240
367 upkeep          = 4
368 sabotage        = 100
369 sound           = "b_hydro_plant"
370 sound_alt       = "b_generic"
371 ; /* xgettext:no-c-format */
372 helptext        = _("\
373 Reduces the amount of pollution generated by production in a city\
374  by 50%.  It also\
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.\
379 "), _("\
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.
387 [building_library]
388 name            = _("Library")
389 genus           = "Improvement"
390 reqs    =
391     { "type", "name", "range"
392       "Tech", "Writing", "Player"
393     }
394 graphic         = "b.library"
395 graphic_alt     = "-"
396 obsolete_by     =
397     { "type", "name", "range"
398     }
399 build_cost      = 80
400 upkeep          = 1
401 sabotage        = 100
402 sound           = "b_library"
403 sound_alt       = "b_generic"
404 ; /* xgettext:no-c-format */
405 helptext        = _("\
406 Increases the science output in a city by 50%.\
409 [building_marketplace]
410 name            = _("Marketplace")
411 genus           = "Improvement"
412 reqs    =
413     { "type", "name", "range"
414       "Tech", "Currency", "Player"
415     }
416 graphic         = "b.marketplace"
417 graphic_alt     = "-"
418 obsolete_by     =
419     { "type", "name", "range"
420     }
421 build_cost      = 80
422 upkeep          = 1
423 sabotage        = 100
424 sound           = "b_marketplace"
425 sound_alt       = "b_generic"
426 ; /* xgettext:no-c-format */
427 helptext        = _("\
428 Increases the luxury and tax output in a city by 50%.\
431 [building_mass_transit]
432 name            = _("Mass Transit")
433 genus           = "Improvement"
434 reqs    =
435     { "type", "name", "range"
436       "Tech", "Mass Production", "Player"
437     }
438 graphic         = "b.mass_transit"
439 graphic_alt     = "-"
440 obsolete_by     =
441     { "type", "name", "range"
442     }
443 build_cost      = 160
444 upkeep          = 4
445 sabotage        = 100
446 sound           = "b_mass_transit"
447 sound_alt       = "b_generic"
448 helptext        = _("\
449 Neutralizes the pollution generated by the population. \
450  The population simply has no effect on the pollution generated in\
451  the city.\
454 [building_mfg_plant]
455 name            = _("Mfg. Plant")
456 genus           = "Improvement"
457 reqs    =
458     { "type", "name", "range"
459       "Tech", "Robotics", "Player"
460       "Building", "Factory", "City"
461     }
462 graphic         = "b.mfg_plant"
463 graphic_alt     = "-"
464 obsolete_by     =
465     { "type", "name", "range"
466     }
467 build_cost      = 320
468 upkeep          = 6
469 sabotage        = 100
470 sound           = "b_mfg_plant"
471 sound_alt       = "b_generic"
472 ; /* xgettext:no-c-format */
473 helptext        = _("\
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"
481 reqs    =
482     { "type", "name", "range"
483       "Tech", "Nuclear Power", "Player"
484       "Building", "Factory", "City"
485     }
486 graphic         = "b.nuclear_plant"
487 graphic_alt     = "-"
488 obsolete_by     =
489     { "type", "name", "range"
490     }
491 build_cost      = 240
492 upkeep          = 2
493 sabotage        = 100
494 sound           = "b_nuclear_plant"
495 sound_alt       = "b_generic"
496 ; /* xgettext:no-c-format */
497 helptext        = _("\
498 Reduces the amount of pollution generated by production in a city\
499  by 50%.  It also\
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.\
504 "), _("\
505 A city can only have one Hydro Plant, Power Plant, or\
506  Nuclear Plant.\
508 ; NOTE:
509 ; For Civ1/2 there should be a change of meltdown during
510 ; civil disorder, but that has not been implemented yet.
512 [building_palace]
513 name            = _("Palace")
514 genus           = "SmallWonder"
515 flags           = "SaveSmallWonder"
516 reqs    =
517     { "type", "name", "range"
518       "Tech", "Masonry", "Player"
519     }
520 graphic         = "b.palace"
521 graphic_alt     = "-"
522 obsolete_by     =
523     { "type", "name", "range"
524     }
525 build_cost      = 200
526 upkeep          = 0
527 sabotage        = 0
528 sound           = "b_palace"
529 sound_alt       = "b_generic"
530 helptext        = _("\
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).\
536 "), _("\
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.\
542 "), _("\
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.\
546 "), _("\
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"
555 reqs    =
556     { "type", "name", "range"
557       "Tech", "Refining", "Player"
558       "Building", "Factory", "City"
559     }
560 graphic         = "b.power_plant"
561 graphic_alt     = "-"
562 obsolete_by     =
563     { "type", "name", "range"
564     }
565 build_cost      = 160
566 upkeep          = 4
567 sabotage        = 100
568 sound           = "b_power_plant"
569 sound_alt       = "b_generic"
570 ; /* xgettext:no-c-format */
571 helptext        = _("\
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.\
577 "), _("\
578 A city can only have one Hydro Plant, Power Plant, or\
579  Nuclear Plant.\
582 [building_recycling_center]
583 name            = _("Recycling Center")
584 genus           = "Improvement"
585 reqs    =
586     { "type", "name", "range"
587       "Tech", "Recycling", "Player"
588     }
589 graphic         = "b.recycling_center"
590 graphic_alt     = "-"
591 obsolete_by     =
592     { "type", "name", "range"
593     }
594 build_cost      = 200
595 upkeep          = 2
596 sabotage        = 100
597 sound           = "b_recycling_center"
598 sound_alt       = "b_generic"
599 ; /* xgettext:no-c-format */
600 helptext        = _("\
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"
608 reqs    =
609     { "type", "name", "range"
610       "Tech", "Superconductors", "Player"
611     }
612 graphic         = "b.sdi_defense"
613 graphic_alt     = "-"
614 obsolete_by     =
615     { "type", "name", "range"
616     }
617 build_cost      = 200
618 upkeep          = 4
619 sabotage        = 100
620 sound           = "b_sdi_defense"
621 sound_alt       = "b_generic"
622 helptext        = _("\
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")
631 genus           = "Special"
632 reqs    =
633     { "type", "name", "range"
634       "Tech", "Plastics", "Player"
635     }
636 graphic         = "b.space_component"
637 graphic_alt     = "-"
638 obsolete_by     =
639     { "type", "name", "range"
640     }
641 build_cost      = 160
642 upkeep          = 0
643 sabotage        = 100
644 sound           = "b_space_component"
645 sound_alt       = "b_generic"
646 helptext        = _("\
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.\
650 "), _("\
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")
657 genus           = "Special"
658 reqs    =
659     { "type", "name", "range"
660       "Tech", "Robotics", "Player"
661     }
662 graphic         = "b.space_modules"
663 graphic_alt     = "-"
664 obsolete_by     =
665     { "type", "name", "range"
666     }
667 build_cost      = 320
668 upkeep          = 0
669 sabotage        = 100
670 sound           = "b_space_module"
671 sound_alt       = "b_generic"
672 helptext        = _("\
673 Space Modules are the most expensive parts of spaceships.  There\
674  are three different types of Space Module:\
675 "), _("\
676 - Habitation Module: provides living space for 10,000 people.\
677 "), _("\
678 - Life Support Module: provides food and water for the population of\
679  one Habitation Module.\
680 "), _("\
681 - Solar Panels: provides the energy needed for any two of the other\
682  Modules.\
683 "), _("\
684 You can build up to 4 Space Modules of each kind.\
685 "), _("\
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")
692 genus           = "Special"
693 reqs    =
694     { "type", "name", "range"
695       "Tech", "Space Flight", "Player"
696     }
697 graphic         = "b.space_structural"
698 graphic_alt     = "-"
699 obsolete_by     =
700     { "type", "name", "range"
701     }
702 build_cost      = 80
703 upkeep          = 0
704 sabotage        = 100
705 sound           = "b_space_structural"
706 sound_alt       = "b_generic"
707 helptext        = _("\
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.\
711 "), _("\
712 Before you can build any spaceship parts, the Apollo Program wonder\
713  must have been built by any player.\
716 [building_temple]
717 name            = _("Temple")
718 genus           = "Improvement"
719 reqs    =
720     { "type", "name", "range"
721       "Tech", "Ceremonial Burial", "Player"
722     }
723 graphic         = "b.temple"
724 graphic_alt     = "-"
725 obsolete_by     =
726     { "type", "name", "range"
727     }
728 build_cost      = 40
729 upkeep          = 1
730 sabotage        = 100
731 sound           = "b_temple"
732 sound_alt       = "b_generic"
733 helptext        = _("\
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\
737  activity.\
738 "), _("\
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"
746 reqs    =
747     { "type", "name", "range"
748       "Tech", "University", "Player"
749       "Building", "Library", "City"
750     }
751 graphic         = "b.university"
752 graphic_alt     = "-"
753 obsolete_by     =
754     { "type", "name", "range"
755     }
756 build_cost      = 160
757 upkeep          = 3
758 sabotage        = 100
759 sound           = "b_university"
760 sound_alt       = "b_generic"
761 ; /* xgettext:no-c-format */
762 helptext        = _("\
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"
770 reqs    =
771     { "type", "name", "range"
772       "Tech", "Space Flight", "Player"
773     }
774 graphic         = "b.apollo_program"
775 graphic_alt     = "-"
776 obsolete_by     =
777     { "type", "name", "range"
778     }
779 build_cost      = 600
780 upkeep          = 0
781 sabotage        = 0
782 helptext        = _("\
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\
787  technologies).\
790 [building_colossus]
791 name            = _("Colossus")
792 genus           = "GreatWonder"
793 reqs    =
794     { "type", "name", "range"
795       "Tech", "Bronze Working", "Player"
796     }
797 graphic         = "b.colossus"
798 graphic_alt     = "-"
799 obsolete_by     =
800     { "type", "name", "range", "survives"
801       "Tech", "Electricity", "World", TRUE
802     }
803 build_cost      = 200
804 upkeep          = 0
805 sabotage        = 0
806 sound           = "w_colossus"
807 sound_alt       = "w_generic"
808 helptext        = _("\
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"
816 reqs    =
817     { "type", "name", "range"
818       "Tech", "Astronomy", "Player"
819     }
820 graphic         = "b.copernicus_observatory"
821 graphic_alt     = "-"
822 obsolete_by     =
823     { "type", "name", "range", "survives"
824       "Tech", "Automobile", "World", TRUE
825     }
826 build_cost      = 300
827 upkeep          = 0
828 sabotage        = 0
829 sound           = "w_copernicus_observatory"
830 sound_alt       = "w_generic"
831 ; /* xgettext:no-c-format */
832 helptext        = _("\
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"
839 reqs    =
840     { "type", "name", "range"
841       "Tech", "Genetic Engineering", "Player"
842     }
843 graphic         = "b.cure_for_cancer"
844 graphic_alt     = "-"
845 obsolete_by     =
846     { "type", "name", "range"
847     }
848 build_cost      = 600
849 upkeep          = 0
850 sabotage        = 0
851 sound           = "w_cure_for_cancer"
852 sound_alt       = "w_generic"
853 helptext        = _("\
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"
862 reqs    =
863     { "type", "name", "range"
864       "Tech", "Railroad", "Player"
865     }
866 graphic         = "b.darwins_voyage"
867 graphic_alt     = "-"
868 obsolete_by     =
869     { "type", "name", "range"
870     }
871 build_cost      = 300
872 upkeep          = 0
873 sabotage        = 0
874 sound           = "w_darwins_voyage"
875 sound_alt       = "w_generic"
876 helptext        = _("\
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"
885 reqs    =
886     { "type", "name", "range"
887       "Tech", "Literacy", "Player"
888     }
889 graphic         = "b.great_library"
890 graphic_alt     = "-"
891 obsolete_by     =
892     { "type", "name", "range", "survives"
893       "Tech", "Electronics", "World", TRUE
894     }
895 build_cost      = 300
896 upkeep          = 0
897 sabotage        = 0
898 sound           = "w_great_library"
899 sound_alt       = "w_generic"
900 helptext        = _("\
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"
908 reqs    =
909     { "type", "name", "range"
910       "Tech", "Masonry", "Player"
911     }
912 graphic         = "b.great_wall"
913 graphic_alt     = "-"
914 obsolete_by     =
915     { "type", "name", "range", "survives"
916       "Tech", "Gunpowder", "World", TRUE
917     }
918 build_cost      = 300
919 upkeep          = 0
920 sabotage        = 0
921 sound           = "w_great_wall"
922 sound_alt       = "w_generic"
923 helptext        = _("\
924 Works as a City Wall in all your cities.\
926 ; NOTE:
927 ; In Civ1 enemies are forced to offer cease-fire or peace.
929 [building_hanging_gardens]
930 name            = _("Hanging Gardens")
931 genus           = "GreatWonder"
932 reqs    =
933     { "type", "name", "range"
934       "Tech", "Pottery", "Player"
935     }
936 graphic         = "b.hanging_gardens"
937 graphic_alt     = "-"
938 obsolete_by     =
939     { "type", "name", "range", "survives"
940       "Tech", "Invention", "World", TRUE
941     }
942 build_cost      = 300
943 upkeep          = 0
944 sabotage        = 0
945 sound           = "w_hanging_gardens"
946 sound_alt       = "w_generic"
947 helptext        = _("\
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"
957 reqs    =
958     { "type", "name", "range"
959       "Tech", "Electronics", "Player"
960     }
961 graphic         = "b.hoover_dam"
962 graphic_alt     = "-"
963 obsolete_by     =
964     { "type", "name", "range"
965     }
966 build_cost      = 600
967 upkeep          = 0
968 sabotage        = 0
969 sound           = "w_hoover_dam"
970 sound_alt       = "w_generic"
971 helptext        = _("\
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"
981 reqs    =
982     { "type", "name", "range"
983       "Tech", "Theory of Gravity", "Player"
984     }
985 graphic         = "b.isaac_newtons_college"
986 graphic_alt     = "-"
987 obsolete_by     =
988     { "type", "name", "range", "survives"
989       "Tech", "Nuclear Fission", "World", TRUE
990     }
991 build_cost      = 400
992 upkeep          = 0
993 sabotage        = 0
994 sound           = "w_isaac_newtons_college"
995 sound_alt       = "w_generic"
996 ; /* xgettext:no-c-format */
997 helptext        = _("\
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"
1004 reqs    =
1005     { "type", "name", "range"
1006       "Tech", "Religion", "Player"
1007     }
1008 graphic         = "b.js_bachs_cathedral"
1009 graphic_alt     = "-"
1010 obsolete_by     =
1011     { "type", "name", "range"
1012     }
1013 build_cost      = 400
1014 upkeep          = 0
1015 sabotage        = 0
1016 sound           = "w_js_bachs_cathedral"
1017 sound_alt       = "w_generic"
1018 helptext        = _("\
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"
1027 reqs    =
1028     { "type", "name", "range"
1029       "Tech", "Map Making", "Player"
1030     }
1031 graphic         = "b.lighthouse"
1032 graphic_alt     = "-"
1033 obsolete_by     =
1034     { "type", "name", "range", "survives"
1035       "Tech", "Magnetism", "World", TRUE
1036     }
1037 build_cost      = 200
1038 upkeep          = 0
1039 sabotage        = 0
1040 sound           = "w_lighthouse"
1041 sound_alt       = "w_generic"
1042 helptext        = _("\
1043 Gives all your sea units 1 additional movement point.\
1046 [building_magellans_expedition]
1047 name            = _("Magellan's Expedition")
1048 genus           = "GreatWonder"
1049 reqs    =
1050     { "type", "name", "range"
1051       "Tech", "Navigation", "Player"
1052     }
1053 graphic         = "b.magellans_expedition"
1054 graphic_alt     = "-"
1055 obsolete_by     =
1056     { "type", "name", "range"
1057     }
1058 build_cost      = 400
1059 upkeep          = 0
1060 sabotage        = 0
1061 sound           = "w_magellans_expedition"
1062 sound_alt       = "w_generic"
1063 helptext        = _("\
1064 Gives all sea units 1 additional movement point.\
1067 [building_manhattan_project]
1068 name            = _("Manhattan Project")
1069 genus           = "GreatWonder"
1070 reqs    =
1071     { "type", "name", "range"
1072       "Tech", "Nuclear Fission", "Player"
1073     }
1074 graphic         = "b.manhattan_project"
1075 graphic_alt     = "-"
1076 obsolete_by     =
1077     { "type", "name", "range"
1078     }
1079 build_cost      = 600
1080 upkeep          = 0
1081 sabotage        = 0
1082 sound           = "w_manhattan_project"
1083 sound_alt       = "w_generic"
1084 ;helptext is set in client/helpdata.c:helptext_wonder()
1085 ;helptext       =
1087 [building_michelangelos_chapel]
1088 name            = _("Michelangelo's Chapel")
1089 genus           = "GreatWonder"
1090 reqs    =
1091     { "type", "name", "range"
1092       "Tech", "Religion", "Player"
1093     }
1094 graphic         = "b.michelangelos_chapel"
1095 graphic_alt     = "-"
1096 obsolete_by     =
1097     { "type", "name", "range", "survives"
1098       "Tech", "Communism", "World", TRUE
1099     }
1100 build_cost      = 300
1101 upkeep          = 0
1102 sabotage        = 0
1103 sound           = "w_michelangelos_chapel"
1104 sound_alt       = "w_generic"
1105 helptext        = _("\
1106 Double effects of Cathedrals, in all cities.\
1109 [building_oracle]
1110 name            = _("Oracle")
1111 genus           = "GreatWonder"
1112 reqs    =
1113     { "type", "name", "range"
1114       "Tech", "Mysticism", "Player"
1115     }
1116 graphic         = "b.oracle"
1117 graphic_alt     = "-"
1118 obsolete_by     =
1119     { "type", "name", "range", "survives"
1120       "Tech", "Religion", "World", TRUE
1121     }
1122 build_cost      = 300
1123 upkeep          = 0
1124 sabotage        = 0
1125 sound           = "w_oracle"
1126 sound_alt       = "w_generic"
1127 helptext        = _("\
1128 Doubles the effect of a Temple in every city.\
1129  Does not affect citizens made unhappy by military activity.\
1132 [building_pyramids]
1133 name            = _("Pyramids")
1134 genus           = "GreatWonder"
1135 reqs    =
1136     { "type", "name", "range"
1137       "Tech", "Masonry", "Player"
1138     }
1139 graphic         = "b.pyramids"
1140 graphic_alt     = "-"
1141 obsolete_by     =
1142     { "type", "name", "range", "survives"
1143       "Tech", "Communism", "World", TRUE
1144     }
1145 build_cost      = 300
1146 upkeep          = 0
1147 sabotage        = 0
1148 sound           = "w_pyramids"
1149 sound_alt       = "w_generic"
1150 helptext        = _("\
1151 Allows you to choose any government, including those that have not yet\
1152  been researched by your civilization, and without the transition\
1153  period of Anarchy.\
1156 [building_seti_program]
1157 name            = _("SETI Program")
1158 genus           = "GreatWonder"
1159 reqs    =
1160     { "type", "name", "range"
1161       "Tech", "Computers", "Player"
1162     }
1163 graphic         = "b.seti_program"
1164 graphic_alt     = "-"
1165 obsolete_by     =
1166     { "type", "name", "range"
1167     }
1168 build_cost      = 600
1169 upkeep          = 0
1170 sabotage        = 0
1171 sound           = "w_seti_program"
1172 sound_alt       = "w_generic"
1173 ; /* xgettext:no-c-format */
1174 helptext        = _("\
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"
1182 reqs    =
1183     { "type", "name", "range"
1184       "Tech", "Medicine", "Player"
1185     }
1186 graphic         = "b.shakespeares_theatre"
1187 graphic_alt     = "-"
1188 obsolete_by     =
1189     { "type", "name", "range", "survives"
1190       "Tech", "Electronics", "World", TRUE
1191     }
1192 build_cost      = 400
1193 upkeep          = 0
1194 sabotage        = 0
1195 sound           = "w_shakespeares_theatre"
1196 sound_alt       = "w_generic"
1197 helptext        = _("\
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"
1205 reqs    =
1206     { "type", "name", "range"
1207       "Tech", "Communism", "Player"
1208     }
1209 graphic         = "b.united_nations"
1210 graphic_alt     = "-"
1211 obsolete_by     =
1212     { "type", "name", "range"
1213     }
1214 build_cost      = 600
1215 upkeep          = 0
1216 sabotage        = 0
1217 sound           = "w_united_nations"
1218 sound_alt       = "w_generic"
1219 helptext        = _("\
1220 Allows you to choose any government, including those that have not yet\
1221  been researched by your civilization, and without the transition\
1222  period of Anarchy.\
1224 ; NOTE: 
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"
1233 reqs    =
1234     { "type", "name", "range"
1235       "Tech", "Industrialization", "Player"
1236     }
1237 graphic         = "b.womens_suffrage"
1238 graphic_alt     = "-"
1239 obsolete_by     =
1240     { "type", "name", "range"
1241     }
1242 build_cost      = 600
1243 upkeep          = 0
1244 sabotage        = 0
1245 sound           = "w_womens_suffrage"
1246 sound_alt       = "w_generic"
1247 helptext        = _("\
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.\