webperimental: killstack decides stack protects.
[freeciv.git] / data / civ2 / buildings.ruleset
blob9cf61537e6f11d51a73b88ea9b9a1e86de857ddc
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="Civ2 buildings data for Freeciv (incomplete)"
15 options="+Freeciv-ruleset-Devel-2017.Jan.02"
16 format_version=20
18 ; /* <-- avoid gettext warnings
20 ; Below: The individual buildings, one per section.
21 ; (Buildings = City Improvements and Wonders)
23 ; The actual tag used (the * in [building_*]) does not matter, except
24 ; it must be unique within this file, and it may be used in debug
25 ; output when reading this file.
27 ; Notes:
29 ; name          = translatable name as seen by user
30 ; rule_name     = (optional) name for savegames, rulesets etc; if not
31 ;                 present, 'name' is used. Since the name used in savegames
32 ;                 must not change, use this when renaming a building after a
33 ;                 ruleset has been released.
34 ; genus         = genus; one of:
35 ;                 "GreatWonder", "SmallWonder", "Improvement", "Special".
36 ; reqs          = requirements to build the building (see effects.ruleset
37 ;                 and README.effects for help on requirements)
38 ; graphic       = icon of improvement (used in city dialog)
39 ; graphic_alt   = alternate icon of improvement
40 ; obsolete_by   = requirements for the building to become obsolete
41 ; build_cost    = production shields required to build
42 ; upkeep        = monetary upkeep value
43 ; sabotage      = percent chance of diplomat sabotage being successful
44 ; flags         = special flag strings
46 ; ** Building flags **
47 ; "VisibleByOthers"  = Anyone who can see your city knows whether it has
48 ;                      this improvement. (Great and small wonders are
49 ;                      always visible.)
50 ; "SaveSmallWonder"  = If you lose the city with this building in, and the
51 ;                      "savepalace" server setting is enabled, another will
52 ;                      be built for free in a random city.
53 ;                      Should only be used with genus "SmallWonder".
54 ; "Gold"             = Not a real building; production turned into gold
55 ;                      indefinitely (capitalization/coinage).
56 ;                      Genus should be "Special".
57 ; "DisasterProof"    = Disasters never destroy this building. Is meaningful
58 ;                      only for genus "Improvement" buildings as others are
59 ;                      automatically disaster proof.
61 ; */ <-- avoid gettext warnings
63 [building_airport]
64 name            = _("Airport")
65 genus           = "Improvement"
66 reqs    =
67     { "type", "name", "range"
68       "Tech", "Radio", "Player"
69     }
70 graphic         = "b.airport"
71 graphic_alt     = "-"
72 obsolete_by     =
73     { "type", "name", "range"
74     }
75 build_cost      = 160
76 upkeep          = 3
77 sabotage        = 100
78 sound           = "b_airport"
79 sound_alt       = "b_generic"
80 helptext        = _("\
81 Allows a city to produce veteran air units (including helicopters). \
82  Also, damaged air units (again, including helicopters) which stay in\
83  town for one full turn without moving are completely restored.\
84 "), _("\
85 Two cities with Airports can airlift one unit per turn. \
86  Airlifting instantly transports the unit from one city to another\
87  and will use all of the unit's movement points.  A unit must have\
88  some movement points left to be airlifted.\
91 [building_aqueduct]
92 name            = _("Aqueduct")
93 genus           = "Improvement"
94 reqs    =
95     { "type", "name", "range"
96       "Tech", "Construction", "Player"
97     }
98 graphic         = "b.aqueduct"
99 graphic_alt     = "-"
100 obsolete_by     =
101     { "type", "name", "range"
102     }
103 build_cost      = 80
104 upkeep          = 2
105 sabotage        = 100
106 sound           = "b_aqueduct"
107 sound_alt       = "b_generic"
108 helptext        = _("\
109 Allows a city to grow larger than size 8.  A Sewer System is also\
110  required for a city to grow larger than size 12.\
113 [building_bank]
114 name            = _("Bank")
115 genus           = "Improvement"
116 reqs    =
117     { "type", "name", "range"
118       "Tech", "Banking", "Player"
119       "Building", "Marketplace", "City"
120     }
121 graphic         = "b.bank"
122 graphic_alt     = "-"
123 obsolete_by     =
124     { "type", "name", "range"
125     }
126 build_cost      = 120
127 upkeep          = 3
128 sabotage        = 100
129 sound           = "b_bank"
130 sound_alt       = "b_generic"
131 ; /* xgettext:no-c-format */
132 helptext        = _("\
133 Together with the Marketplace improvement, a Bank increases the\
134  luxury and tax production within a city by 100%.\
137 [building_barracks]
138 name            = _("Barracks")
139 genus           = "Improvement"
140 reqs    =
141     { "type", "name", "range"
142 ; Nothing!
143     }
144 graphic         = "b.barracks_i"
145 graphic_alt     = "-"
146 obsolete_by     =
147     { "type", "name", "range"
148       "Tech", "Gunpowder", "Player"
149     }
150 build_cost      = 40
151 upkeep          = 1
152 sabotage        = 100
153 sound           = "b_barracks_i"
154 sound_alt       = "b_generic"
155 ; /* xgettext:no-c-format */
156 helptext        = _("\
157 With a Barracks, each new land unit built in a city will\
158  automatically have Veteran status, which means that its attack and\
159  defense strengths are increased by 50%.  Also, damaged land units\
160  which stay in town for one full turn without moving are completely\
161  restored.\
164 [building_barracks_ii]
165 name            = _("Barracks II")
166 genus           = "Improvement"
167 reqs    =
168     { "type", "name", "range"
169       "Tech", "Gunpowder", "Player"
170     }
171 graphic         = "b.barracks_ii"
172 graphic_alt     = "b.barracks_i"
173 obsolete_by     =
174     { "type", "name", "range"
175       "Tech", "Mobile Warfare", "Player"
176     }
177 build_cost      = 40
178 upkeep          = 1
179 sabotage        = 100
180 sound           = "b_barracks_ii"
181 sound_alt       = "b_generic"
182 ; /* xgettext:no-c-format */
183 helptext        = _("\
184 With a Barracks, each new land unit built in a city will\
185  automatically have Veteran status, which means that its attack and\
186  defense strengths are increased by 50%.  Also, damaged land units\
187  which stay in town for one full turn without moving are completely\
188  restored.\
191 [building_barracks_iii]
192 name            = _("Barracks III")
193 genus           = "Improvement"
194 reqs    =
195     { "type", "name", "range"
196       "Tech", "Mobile Warfare", "Player"
197     }
198 graphic         = "b.barracks_iii"
199 graphic_alt     = "b.barracks_i"
200 obsolete_by     =
201     { "type", "name", "range"
202     }
203 build_cost      = 40
204 upkeep          = 1
205 sabotage        = 100
206 sound           = "b_barracks_iii"
207 sound_alt       = "b_generic"
208 ; /* xgettext:no-c-format */
209 helptext        = _("\
210 With a Barracks, each new land unit built in a city will\
211  automatically have Veteran status, which means that its attack and\
212  defense strengths are increased by 50%.  Also, damaged land units\
213  which stay in town for one full turn without moving are completely\
214  restored.\
217 [building_cathedral]
218 name            = _("Cathedral")
219 genus           = "Improvement"
220 reqs    =
221     { "type", "name", "range"
222       "Tech", "Monotheism", "Player"
223     }
224 graphic         = "b.cathedral"
225 graphic_alt     = "-"
226 obsolete_by     =
227     { "type", "name", "range"
228     }
229 build_cost      = 120
230 upkeep          = 3
231 sabotage        = 100
232 sound           = "b_cathedral"
233 sound_alt       = "b_generic"
234 helptext        = _("\
235 A Cathedral makes 3 unhappy citizens content in a city, making it\
236  easier to maintain order in that city; however, it does not affect\
237  citizens made unhappy by military activity.  The discovery of Theology\
238  increases the effect of a Cathedral, making an additional unhappy\
239  citizen content.  The discovery of Communism lessens the effect of\
240  a Cathedral, reducing by one the number of unhappy citizens made\
241  content.\
244 [building_city_walls]
245 name            = _("City Walls")
246 genus           = "Improvement"
247 flags           = "VisibleByOthers"
248 reqs    =
249     { "type", "name", "range"
250       "Tech", "Masonry", "Player"
251     }
252 graphic         = "b.city_walls"
253 graphic_alt     = "-"
254 obsolete_by     =
255     { "type", "name", "range"
256     }
257 build_cost      = 80
258 upkeep          = 0
259 sabotage        = 50
260 sound           = "b_city_walls"
261 sound_alt       = "b_generic"
262 helptext        = _("\
263 City Walls make it easier to defend a city.  They triple the defense\
264  strength of units within the city against land and helicopter\
265  units.  They are ineffective against airborne and sea units as well\
266  as Howitzers.  City Walls also prevent the loss of population which\
267  occurs when a defending unit is destroyed by a land unit.\
270 [building_coastal_defense]
271 name            = _("Coastal Defense")
272 genus           = "Improvement"
273 reqs    =
274     { "type", "name", "range"
275       "Tech", "Metallurgy", "Player"
276       "TerrainClass", "Oceanic", "Adjacent"
277     }
278 graphic         = "b.coastal_defense"
279 graphic_alt     = "-"
280 obsolete_by     =
281     { "type", "name", "range"
282     }
283 build_cost      = 80
284 upkeep          = 1
285 sabotage        = 100
286 sound           = "b_coastal_defense"
287 sound_alt       = "b_generic"
288 helptext        = _("\
289 Increases the defense strength of units within a city by a factor\
290  of 2 when defending against bombardments from enemy ships.\
293 [building_colosseum]
294 name            = _("Colosseum")
295 genus           = "Improvement"
296 reqs    =
297     { "type", "name", "range"
298       "Tech", "Construction", "Player"
299     }
300 graphic         = "b.colosseum"
301 graphic_alt     = "-"
302 obsolete_by     =
303     { "type", "name", "range"
304     }
305 build_cost      = 100
306 upkeep          = 4
307 sabotage        = 100
308 sound           = "b_colosseum"
309 sound_alt       = "b_generic"
310 helptext        = _("\
311 Entertains the citizens of a city, making 3 unhappy citizens content. \
312  (Four after the discovery of Electronics.)  However, it does not\
313  affect citizens made unhappy by military activity.\
316 [building_courthouse]
317 name            = _("Courthouse")
318 genus           = "Improvement"
319 reqs    =
320     { "type", "name", "range"
321       "Tech", "Code of Laws", "Player"
322     }
323 graphic         = "b.courthouse"
324 graphic_alt     = "-"
325 obsolete_by     =
326     { "type", "name", "range"
327     }
328 build_cost      = 80
329 upkeep          = 1
330 sabotage        = 100
331 sound           = "b_courthouse"
332 sound_alt       = "b_generic"
333 ; /* xgettext:no-c-format */
334 helptext        = _("\
335 Reduces the corruption and waste in a city by 50%, and makes the\
336  revolt cost of the city 4 times bigger. (These effects are redundant\
337  in your capital city.)\
338 "), _("\
339 Under a Democracy, a Courthouse also makes 1 unhappy citizen content\
340  (unless that citizen is unhappy about military activity).\
343 [building_factory]
344 name            = _("Factory")
345 genus           = "Improvement"
346 reqs    =
347     { "type", "name", "range"
348       "Tech", "Industrialization", "Player"
349     }
350 graphic         = "b.factory"
351 graphic_alt     = "-"
352 obsolete_by     =
353     { "type", "name", "range"
354     }
355 build_cost      = 200
356 upkeep          = 4
357 sabotage        = 100
358 sound           = "b_factory"
359 sound_alt       = "b_generic"
360 ; /* xgettext:no-c-format */
361 helptext        = _("\
362 Increases the shield production in a city by 50%.  This increase may\
363  also contribute significantly to pollution.\
366 [building_granary]
367 name            = _("Granary")
368 genus           = "Improvement"
369 reqs    =
370     { "type", "name", "range"
371       "Tech", "Pottery", "Player"
372     }
373 graphic         = "b.granary"
374 graphic_alt     = "-"
375 obsolete_by     =
376     { "type", "name", "range"
377     }
378 build_cost      = 60
379 upkeep          = 1
380 sabotage        = 100
381 sound           = "b_granary"
382 sound_alt       = "b_generic"
383 helptext        = _("\
384 The amount of stored food will be set to half full whenever a city\
385  with a Granary shrinks or grows. This helps a city to grow faster\
386  and more easily withstand famine.\
388 ; NOTE:
389 ; In Civ2, city size reduction does not generate food like this.
390 ; Dare I ask where this food comes from?? :-)
392 [building_harbour]
393 name            = _("Harbor")
394 rule_name       = "Harbour"     ; en_GB spelling used originally
395 genus           = "Improvement"
396 reqs    =
397     { "type", "name", "range"
398       "Tech", "Seafaring", "Player"
399       "TerrainClass", "Oceanic", "Adjacent"
400     }
401 graphic         = "b.harbour"
402 graphic_alt     = "-"
403 obsolete_by     =
404     { "type", "name", "range"
405     }
406 build_cost      = 60
407 upkeep          = 1
408 sabotage        = 100
409 sound           = "b_harbour"
410 sound_alt       = "b_generic"
411 helptext        = _("\
412 Gives one extra food resource on all Oceanic tiles.  The city needs\
413  to be coastal to build this improvement.\
416 [building_hydro_plant]
417 name            = _("Hydro Plant")
418 genus           = "Improvement"
419 reqs    =
420     { "type", "name", "range"
421       "Tech", "Electronics", "Player"
422       "Extra", "River", "Adjacent"
423       "Building", "Factory", "City"
424     }
425 graphic         = "b.hydro_plant"
426 graphic_alt     = "-"
427 obsolete_by     =
428     { "type", "name", "range"
429     }
430 build_cost      = 240
431 upkeep          = 4
432 sabotage        = 100
433 sound           = "b_hydro_plant"
434 sound_alt       = "b_generic"
435 ; /* xgettext:no-c-format */
436 helptext        = _("\
437 Reduces the amount of pollution generated by production in a city\
438  by 50%.  It also\
439  increases the shield production of a Factory or Mfg. Plant in the\
440  city: a Factory and a Hydro Plant together give a 100% production\
441  bonus, and a Factory, Mfg. Plant and Hydro Plant together give\
442  a 150% production bonus.\
443 "), _("\
444 A city can only have one Power Plant, Hydro Plant, Nuclear Plant, or\
445  Solar Plant.  A city can only build a Hydro Plant if it is next\
446  to (or on) a River tile.\
448 ; Civ2 would allow building Hydro Plant if there`s either River OR Mountains
449 ; but it is not possible to implement with current ruleset format.
451 [building_library]
452 name            = _("Library")
453 genus           = "Improvement"
454 reqs    =
455     { "type", "name", "range"
456       "Tech", "Writing", "Player"
457     }
458 graphic         = "b.library"
459 graphic_alt     = "-"
460 obsolete_by     =
461     { "type", "name", "range"
462     }
463 build_cost      = 80
464 upkeep          = 1
465 sabotage        = 100
466 sound           = "b_library"
467 sound_alt       = "b_generic"
468 ; /* xgettext:no-c-format */
469 helptext        = _("\
470 Increases the science output in a city by 50%.\
473 [building_marketplace]
474 name            = _("Marketplace")
475 genus           = "Improvement"
476 reqs    =
477     { "type", "name", "range"
478       "Tech", "Currency", "Player"
479     }
480 graphic         = "b.marketplace"
481 graphic_alt     = "-"
482 obsolete_by     =
483     { "type", "name", "range"
484     }
485 build_cost      = 80
486 upkeep          = 1
487 sabotage        = 100
488 sound           = "b_marketplace"
489 sound_alt       = "b_generic"
490 ; /* xgettext:no-c-format */
491 helptext        = _("\
492 Increases the luxury and tax output in a city by 50%.\
495 [building_mass_transit]
496 name            = _("Mass Transit")
497 genus           = "Improvement"
498 reqs    =
499     { "type", "name", "range"
500       "Tech", "Mass Production", "Player"
501     }
502 graphic         = "b.mass_transit"
503 graphic_alt     = "-"
504 obsolete_by     =
505     { "type", "name", "range"
506     }
507 build_cost      = 160
508 upkeep          = 4
509 sabotage        = 100
510 sound           = "b_mass_transit"
511 sound_alt       = "b_generic"
512 helptext        = _("\
513 Neutralizes the pollution generated by the population. \
514  The population simply has no effect on the pollution generated in\
515  the city.\
518 [building_mfg_plant]
519 name            = _("Mfg. Plant")
520 genus           = "Improvement"
521 reqs    =
522     { "type", "name", "range"
523       "Tech", "Robotics", "Player"
524       "Building", "Factory", "City"
525     }
526 graphic         = "b.mfg_plant"
527 graphic_alt     = "-"
528 obsolete_by     =
529     { "type", "name", "range"
530     }
531 build_cost      = 320
532 upkeep          = 6
533 sabotage        = 100
534 sound           = "b_mfg_plant"
535 sound_alt       = "b_generic"
536 ; /* xgettext:no-c-format */
537 helptext        = _("\
538 Together with a Factory, a Manufacturing Plant increases the shield\
539  production in a city by 100%. A Manufacturing Plant on its own\
540  increases shield production by 50%.\
543 [building_nuclear_plant]
544 name            = _("Nuclear Plant")
545 genus           = "Improvement"
546 reqs    =
547     { "type", "name", "range"
548       "Tech", "Nuclear Power", "Player"
549       "Building", "Factory", "City"
550     }
551 graphic         = "b.nuclear_plant"
552 graphic_alt     = "-"
553 obsolete_by     =
554     { "type", "name", "range"
555     }
556 build_cost      = 160
557 upkeep          = 2
558 sabotage        = 100
559 sound           = "b_nuclear_plant"
560 sound_alt       = "b_generic"
561 ; /* xgettext:no-c-format */
562 helptext        = _("\
563 Reduces the amount of pollution generated by production in a city\
564  by 50%.  It also\
565  increases the shield production of a Factory or Mfg. Plant in\
566  the city: a Factory and a Nuclear Plant together give a 100%\
567  production bonus, and a Factory, Mfg. Plant and Nuclear Plant\
568  together give a 150% production bonus.\
569 "), _("\
570 A city can only have one Power Plant, Hydro Plant,\
571  Nuclear Plant, or Solar Plant.\
573 ; NOTE:
574 ; For Civ1/2 there should be a change of meltdown during
575 ; civil disorder, but that has not been implemented yet.
577 [building_offshore_platform]
578 name            = _("Offshore Platform")
579 genus           = "Improvement"
580 reqs    =
581     { "type", "name", "range"
582       "Tech", "Miniaturization", "Player"
583       "TerrainClass", "Oceanic", "Adjacent"
584     }
585 graphic         = "b.offshore_platform"
586 graphic_alt     = "-"
587 obsolete_by     =
588     { "type", "name", "range"
589     }
590 build_cost      = 160
591 upkeep          = 3
592 sabotage        = 100
593 sound           = "b_offshore_platform"
594 sound_alt       = "b_generic"
595 helptext        = _("\
596 Adds 1 extra shield resource on all Oceanic tiles worked by a city.  The\
597  city needs to be coastal to build this improvement.\
600 [building_palace]
601 name            = _("Palace")
602 genus           = "SmallWonder"
603 flags           = "SaveSmallWonder"
604 reqs    =
605     { "type", "name", "range"
606       "Tech", "Masonry", "Player"
607     }
608 graphic         = "b.palace"
609 graphic_alt     = "-"
610 obsolete_by     =
611     { "type", "name", "range"
612     }
613 build_cost      = 100
614 upkeep          = 0
615 sabotage        = 0
616 sound           = "b_palace"
617 sound_alt       = "b_generic"
618 helptext        = _("\
619 Makes a city the capital and the center of your government.\
620  Corruption and waste in other cities is related to how far away\
621  from the capital they are, except when the government is Democracy or\
622  Communism. On top of this, corruption and waste in your capital\
623  itself is half of what it would otherwise be (as if it had a\
624  Courthouse).\
625 "), _("\
626 The cost to enemy Diplomats and Spies of inciting a revolt in a\
627  city also depends upon the city's distance from the capital\
628  (under all forms of government). Your capital city itself cannot\
629  be incited to revolt, and enjoys a bonus when enemy agents try\
630  to evade your own agents stationed in the city, or sabotage your\
631  buildings.\
632 "), _("\
633 Take good care of your capital, as its loss may result in your\
634  empire plunging into civil war. Losing your current palace also\
635  results in losing whatever spaceship you might have.\
636 "), _("\
637 If the capital is in a dangerous location, or a more central capital\
638  would give a better corruption distribution, you can move your palace\
639  by rebuilding it in another city.\
642 [building_police_station]
643 name            = _("Police Station")
644 genus           = "Improvement"
645 reqs    =
646     { "type", "name", "range"
647       "Tech", "Communism", "Player"
648     }
649 graphic         = "b.police_station"
650 graphic_alt     = "-"
651 obsolete_by     =
652     { "type", "name", "range"
653     }
654 build_cost      = 60
655 upkeep          = 2
656 sabotage        = 100
657 sound           = "b_police_station"
658 sound_alt       = "b_generic"
659 helptext        = _("\
660 Reduces the unhappiness caused by aggressively deployed military\
661  units owned by the city by 2 under Democracy and 1 under Republic\
662  -- in other words, it neutralizes the unhappiness caused by a single\
663  military unit. This improvement has no effect under other governments.\
666 [building_port_facility]
667 name            = _("Port Facility")
668 genus           = "Improvement"
669 reqs    =
670     { "type", "name", "range"
671       "Tech", "Amphibious Warfare", "Player"
672       "TerrainClass", "Oceanic", "Adjacent"
673     }
674 graphic         = "b.port_facility"
675 graphic_alt     = "-"
676 obsolete_by     =
677     { "type", "name", "range"
678     }
679 build_cost      = 80
680 upkeep          = 3
681 sabotage        = 100
682 sound           = "b_port_facility"
683 sound_alt       = "b_generic"
684 helptext        = _("\
685 Allows a city to build veteran sea units.  Also, damaged sea units\
686  which stay in town for one full turn without moving are completely\
687  restored.\
690 [building_power_plant]
691 name            = _("Power Plant")
692 genus           = "Improvement"
693 reqs    =
694     { "type", "name", "range"
695       "Tech", "Refining", "Player"
696       "Building", "Factory", "City"
697     }
698 graphic         = "b.power_plant"
699 graphic_alt     = "-"
700 obsolete_by     =
701     { "type", "name", "range"
702     }
703 build_cost      = 160
704 upkeep          = 4
705 sabotage        = 100
706 sound           = "b_power_plant"
707 sound_alt       = "b_generic"
708 ; /* xgettext:no-c-format */
709 helptext        = _("\
710 Increases the shield production of a Factory or Mfg. Plant in a\
711  city: a Factory and a Power Plant together give a 100% production\
712  bonus, and a Factory, Mfg. Plant and Power Plant together give\
713  a 150% production bonus.  The extra production may lead to the city\
714  generating more pollution.\
715 "), _("\
716 A city can only have one Power Plant, Hydro Plant,\
717  Nuclear Plant, or Solar Plant.\
720 [building_recycling_center]
721 name            = _("Recycling Center")
722 genus           = "Improvement"
723 reqs    =
724     { "type", "name", "range"
725       "Tech", "Recycling", "Player"
726     }
727 graphic         = "b.recycling_center"
728 graphic_alt     = "-"
729 obsolete_by     =
730     { "type", "name", "range"
731     }
732 build_cost      = 200
733 upkeep          = 2
734 sabotage        = 100
735 sound           = "b_recycling_center"
736 sound_alt       = "b_generic"
737 ; /* xgettext:no-c-format */
738 helptext        = _("\
739 Building a Recycling Center reduces the amount of pollution\
740  generated by production in a city by 66%.\
743 [building_research_lab]
744 name            = _("Research Lab")
745 genus           = "Improvement"
746 reqs    =
747     { "type", "name", "range"
748       "Tech", "Computers", "Player"
749       "Building", "University", "City"
750     }
751 graphic         = "b.research_lab"
752 graphic_alt     = "-"
753 obsolete_by     =
754     { "type", "name", "range"
755     }
756 build_cost      = 160
757 upkeep          = 3
758 sabotage        = 100
759 sound           = "b_research_lab"
760 sound_alt       = "b_generic"
761 ; /* xgettext:no-c-format */
762 helptext        = _("\
763 Together with a Library, a Research Lab increases the science\
764  production of a city by 100%. \
765 Together with a Library and a University, a Research Lab increases\
766  the science production of a city by 150%.\
769 [building_sam_battery]
770 name            = _("SAM Battery")
771 genus           = "Improvement"
772 reqs    =
773     { "type", "name", "range"
774       "Tech", "Rocketry", "Player"
775     }
776 graphic         = "b.sam_battery"
777 graphic_alt     = "-"
778 obsolete_by     =
779     { "type", "name", "range"
780     }
781 build_cost      = 100
782 upkeep          = 2
783 sabotage        = 100
784 sound           = "b_sam_battery"
785 sound_alt       = "b_generic"
786 helptext        = _("\
787 Doubles the defense of all units inside the city when attacked by\
788  aircraft (not including helicopters or missiles).\
791 [building_sdi_defense]
792 name            = _("SDI Defense")
793 genus           = "Improvement"
794 reqs    =
795     { "type", "name", "range"
796       "Tech", "Laser", "Player"
797     }
798 graphic         = "b.sdi_defense"
799 graphic_alt     = "-"
800 obsolete_by     =
801     { "type", "name", "range"
802     }
803 build_cost      = 200
804 upkeep          = 4
805 sabotage        = 100
806 sound           = "b_sdi_defense"
807 sound_alt       = "b_generic"
808 helptext        = _("\
809 Protects a city and its environs (up to 2 tiles away) from attacks\
810  by other nations' Nuclear units. A Nuclear unit not owned by you or a\
811  teammate which attacks a city with SDI Defense, or attacks a unit (or is\
812  deliberately exploded) within range, is shot down and simply has no effect.\
813  Also, doubles defense for units in the city against non-nuclear missiles.\
815 ; NOTE:
816 ; Civ2 does not document the "Unit_Defend"/"Missile" aspect; does it apply or not?
818 [building_sewer_system]
819 name            = _("Sewer System")
820 genus           = "Improvement"
821 reqs    =
822     { "type", "name", "range"
823       "Tech", "Sanitation", "Player"
824       "Building", "Aqueduct", "City"
825     }
826 graphic         = "b.sewer_system"
827 graphic_alt     = "-"
828 obsolete_by     =
829     { "type", "name", "range"
830     }
831 build_cost      = 120
832 upkeep          = 2
833 sabotage        = 100
834 sound           = "b_sewer_system"
835 sound_alt       = "b_generic"
836 helptext        = _("\
837 Allows a city to grow larger than size 12.  An Aqueduct is first\
838  required for a city to grow larger than size 8.\
841 [building_solar_plant]
842 name            = _("Solar Plant")
843 genus           = "Improvement"
844 reqs    =
845     { "type", "name", "range"
846       "Tech", "Environmentalism", "Player"
847       "Building", "Factory", "City"
848     }
849 graphic         = "b.solar_plant"
850 graphic_alt     = "-"
851 obsolete_by     =
852     { "type", "name", "range"
853     }
854 build_cost      = 320
855 upkeep          = 4
856 sabotage        = 100
857 sound           = "b_solar_plant"
858 sound_alt       = "b_generic"
859 ; /* xgettext:no-c-format */
860 helptext        = _("\
861 Eliminates all pollution generated by production in a city. It also\
862  increases the shield production of a Factory or Mfg. Plant in the\
863  city: a Factory and a Solar Plant together give a 100% production\
864  bonus, and a Factory, Mfg. Plant and Solar Plant together give\
865  a 150% production bonus.\
866 "), _("\
867 A city can only have one Power Plant, Hydro Plant,\
868  Nuclear Plant, or Solar Plant.\
871 [building_space_component]
872 name            = _("Space Component")
873 genus           = "Special"
874 reqs    =
875     { "type", "name", "range"
876       "Tech", "Plastics", "Player"
877     }
878 graphic         = "b.space_component"
879 graphic_alt     = "-"
880 obsolete_by     =
881     { "type", "name", "range"
882     }
883 build_cost      = 160
884 upkeep          = 0
885 sabotage        = 100
886 sound           = "b_space_component"
887 sound_alt       = "b_generic"
888 helptext        = _("\
889 Space Components can be differentiated into Propulsion and Fuel\
890  Components.  Each pair of them reduces your spaceship's travel\
891  time.  You can build up to 8 pairs.\
892 "), _("\
893 Before you can build any spaceship parts, the Apollo Program wonder\
894  must have been built by any player.\
897 [building_space_module]
898 name            = _("Space Module")
899 genus           = "Special"
900 reqs    =
901     { "type", "name", "range"
902       "Tech", "Superconductors", "Player"
903     }
904 graphic         = "b.space_modules"
905 graphic_alt     = "-"
906 obsolete_by     =
907     { "type", "name", "range"
908     }
909 build_cost      = 320
910 upkeep          = 0
911 sabotage        = 100
912 sound           = "b_space_module"
913 sound_alt       = "b_generic"
914 helptext        = _("\
915 Space Modules are the most expensive parts of spaceships.  There\
916  are three different types of Space Module:\
917 "), _("\
918 - Habitation Module: provides living space for 10,000 people.\
919 "), _("\
920 - Life Support Module: provides food and water for the population of\
921  one Habitation Module.\
922 "), _("\
923 - Solar Panels: provides the energy needed for any two of the other\
924  Modules.\
925 "), _("\
926 You can build up to 4 Space Modules of each kind.\
927 "), _("\
928 Before you can build any spaceship parts, the Apollo Program wonder\
929  must have been built by any player.\
932 [building_space_structural]
933 name            = _("Space Structural")
934 genus           = "Special"
935 reqs    =
936     { "type", "name", "range"
937       "Tech", "Space Flight", "Player"
938     }
939 graphic         = "b.space_structural"
940 graphic_alt     = "-"
941 obsolete_by     =
942     { "type", "name", "range"
943     }
944 build_cost      = 80
945 upkeep          = 0
946 sabotage        = 100
947 sound           = "b_space_structural"
948 sound_alt       = "b_generic"
949 helptext        = _("\
950 Space Structurals form the base of your spaceship.  All other\
951  spaceship parts need to be connected to Structurals in order to\
952  function.  You can build up to 32 Space Structurals.\
953 "), _("\
954 Before you can build any spaceship parts, the Apollo Program wonder\
955  must have been built by any player.\
958 [building_stock_exchange]
959 name            = _("Stock Exchange")
960 genus           = "Improvement"
961 reqs    =
962     { "type", "name", "range"
963       "Tech", "Economics", "Player"
964       "Building", "Bank", "City"
965     }
966 graphic         = "b.stock_exchange"
967 graphic_alt     = "-"
968 obsolete_by     =
969     { "type", "name", "range"
970     }
971 build_cost      = 160
972 upkeep          = 4
973 sabotage        = 100
974 sound           = "b_stock_exchange"
975 sound_alt       = "b_generic"
976 ; /* xgettext:no-c-format */
977 helptext        = _("\
978 Together with a Bank, a Stock Exchange boosts tax and luxury\
979  production in a city by 50%. \
980 Together with a Marketplace and a Bank, a Stock Exchange boosts\
981  tax and luxury production in a city by 150%.\
984 [building_super_highways]
985 name            = _("Super Highways")
986 genus           = "Improvement"
987 reqs    =
988     { "type", "name", "range"
989       "Tech", "Automobile", "Player"
990     }
991 graphic         = "b.super_highways"
992 graphic_alt     = "-"
993 obsolete_by     =
994     { "type", "name", "range"
995     }
996 build_cost      = 160
997 upkeep          = 3
998 sabotage        = 100
999 sound           = "b_super_highways"
1000 sound_alt       = "b_generic"
1001 ; /* xgettext:no-c-format */
1002 helptext        = _("\
1003 Increases trade resources by 50% on all tiles with roads or\
1004  railroads.\
1007 [building_supermarket]
1008 name            = _("Supermarket")
1009 genus           = "Improvement"
1010 reqs    =
1011     { "type", "name", "range"
1012       "Tech", "Refrigeration", "Player"
1013     }
1014 graphic         = "b.supermarket"
1015 graphic_alt     = "-"
1016 obsolete_by     =
1017     { "type", "name", "range"
1018     }
1019 build_cost      = 120
1020 upkeep          = 3
1021 sabotage        = 100
1022 sound           = "b_supermarket"
1023 sound_alt       = "b_generic"
1024 ; /* xgettext:no-c-format */
1025 helptext        = _("\
1026 Increases the food resources by 50% on each farmland tile which\
1027  is being used around the city.  Farmland tiles are those which\
1028  have been irrigated a second time.\
1031 [building_temple]
1032 name            = _("Temple")
1033 genus           = "Improvement"
1034 reqs    =
1035     { "type", "name", "range"
1036       "Tech", "Ceremonial Burial", "Player"
1037     }
1038 graphic         = "b.temple"
1039 graphic_alt     = "-"
1040 obsolete_by     =
1041     { "type", "name", "range"
1042     }
1043 build_cost      = 40
1044 upkeep          = 1
1045 sabotage        = 100
1046 sound           = "b_temple"
1047 sound_alt       = "b_generic"
1048 helptext        = _("\
1049 Makes one unhappy citizen content.  The Mysticism advance doubles\
1050  this effect, as does Oracle wonder.  With both Mysticism and the Oracle,\
1051  4 citizens are made content.  Does not affect citizens made unhappy by military\
1052  activity.\
1055 [building_university]
1056 name            = _("University")
1057 genus           = "Improvement"
1058 reqs    =
1059     { "type", "name", "range"
1060       "Tech", "University", "Player"
1061       "Building", "Library", "City"
1062     }
1063 graphic         = "b.university"
1064 graphic_alt     = "-"
1065 obsolete_by     =
1066     { "type", "name", "range"
1067     }
1068 build_cost      = 160
1069 upkeep          = 3
1070 sabotage        = 100
1071 sound           = "b_university"
1072 sound_alt       = "b_generic"
1073 ; /* xgettext:no-c-format */
1074 helptext        = _("\
1075 Together with a Library, a University increases the science\
1076  production of a city by 100%.\
1079 [building_apollo_program]
1080 name            = _("Apollo Program")
1081 genus           = "GreatWonder"
1082 reqs    =
1083     { "type", "name", "range"
1084       "Tech", "Space Flight", "Player"
1085     }
1086 graphic         = "b.apollo_program"
1087 graphic_alt     = "-"
1088 obsolete_by     =
1089     { "type", "name", "range"
1090     }
1091 build_cost      = 600
1092 upkeep          = 0
1093 sabotage        = 0
1094 sound           = "w_apollo_program"
1095 sound_alt       = "w_generic"
1096 helptext        = _("\
1097 The entire map becomes permanently visible to the player who owns it\
1098  -- the player always has up-to-date knowledge of all terrain and\
1099  cities (but not units) despite fog-of-war. It allows all players to\
1100  start building spaceship parts (assuming they have researched the\
1101  necessary technologies).\
1104 [building_asmiths_trading_co]
1105 name            = _("A.Smith's Trading Co.")
1106 genus           = "GreatWonder"
1107 reqs    =
1108     { "type", "name", "range"
1109       "Tech", "Economics", "Player"
1110     }
1111 graphic         = "b.asmiths_trading_co"
1112 graphic_alt     = "-"
1113 obsolete_by     =
1114     { "type", "name", "range"
1115     }
1116 build_cost      = 400
1117 upkeep          = 0
1118 sabotage        = 0
1119 sound           = "w_asmiths_trading_co"
1120 sound_alt       = "w_generic"
1121 helptext        = _("\
1122 City improvements which would normally have an upkeep of 1 are free\
1123  of upkeep, for all cities.\
1126 [building_colossus]
1127 name            = _("Colossus")
1128 genus           = "GreatWonder"
1129 reqs    =
1130     { "type", "name", "range"
1131       "Tech", "Bronze Working", "Player"
1132     }
1133 graphic         = "b.colossus"
1134 graphic_alt     = "-"
1135 obsolete_by     =
1136     { "type", "name", "range", "survives"
1137       "Tech", "Flight", "World", TRUE
1138     }
1139 build_cost      = 200
1140 upkeep          = 0
1141 sabotage        = 0
1142 sound           = "w_colossus"
1143 sound_alt       = "w_generic"
1144 helptext        = _("\
1145 Each tile around the city where this wonder is built that is already\
1146  generating some trade produces one extra trade resource.\
1149 [building_copernicus_observatory]
1150 name            = _("Copernicus' Observatory")
1151 genus           = "GreatWonder"
1152 reqs    =
1153     { "type", "name", "range"
1154       "Tech", "Astronomy", "Player"
1155     }
1156 graphic         = "b.copernicus_observatory"
1157 graphic_alt     = "-"
1158 obsolete_by     =
1159     { "type", "name", "range"
1160     }
1161 build_cost      = 300
1162 upkeep          = 0
1163 sabotage        = 0
1164 sound           = "w_copernicus_observatory"
1165 sound_alt       = "w_generic"
1166 ; /* xgettext:no-c-format */
1167 helptext        = _("\
1168 Boosts science production by 50% in the city where it is built.\
1171 [building_cure_for_cancer]
1172 name            = _("Cure For Cancer")
1173 genus           = "GreatWonder"
1174 reqs    =
1175     { "type", "name", "range"
1176       "Tech", "Genetic Engineering", "Player"
1177     }
1178 graphic         = "b.cure_for_cancer"
1179 graphic_alt     = "-"
1180 obsolete_by     =
1181     { "type", "name", "range"
1182     }
1183 build_cost      = 600
1184 upkeep          = 0
1185 sabotage        = 0
1186 sound           = "w_cure_for_cancer"
1187 sound_alt       = "w_generic"
1188 helptext        = _("\
1189 This stunning technological achievement makes one unhappy\
1190  citizen content in each of your cities (including citizens unhappy\
1191  about military activity).\
1194 [building_darwins_voyage]
1195 name            = _("Darwin's Voyage")
1196 genus           = "GreatWonder"
1197 reqs    =
1198     { "type", "name", "range"
1199       "Tech", "Railroad", "Player"
1200     }
1201 graphic         = "b.darwins_voyage"
1202 graphic_alt     = "-"
1203 obsolete_by     =
1204     { "type", "name", "range"
1205     }
1206 build_cost      = 300
1207 upkeep          = 0
1208 sabotage        = 0
1209 sound           = "w_darwins_voyage"
1210 sound_alt       = "w_generic"
1211 helptext        = _("\
1212 Charles Darwin's voyage sparked the discovery of the evolution\
1213  of the species, which inspired greater confidence in science.\
1214  Gives two immediate technology advances.\
1217 [building_eiffel_tower]
1218 name            = _("Eiffel Tower")
1219 genus           = "GreatWonder"
1220 reqs    =
1221     { "type", "name", "range"
1222       "Tech", "Steam Engine", "Player"
1223     }
1224 graphic         = "b.eiffel_tower"
1225 graphic_alt     = "-"
1226 obsolete_by     =
1227     { "type", "name", "range"
1228     }
1229 build_cost      = 300
1230 upkeep          = 0
1231 sabotage        = 0
1232 sound           = "w_eiffel_tower"
1233 sound_alt       = "w_generic"
1234 ; /* xgettext:no-c-format */
1235 helptext        = _("\
1236 Your reputation and goodwill among other nations is recovered four times\
1237  as fast.\
1240 [building_great_library]
1241 name            = _("Great Library")
1242 genus           = "GreatWonder"
1243 reqs    =
1244     { "type", "name", "range"
1245       "Tech", "Literacy", "Player"
1246     }
1247 graphic         = "b.great_library"
1248 graphic_alt     = "-"
1249 obsolete_by     =
1250     { "type", "name", "range", "survives"
1251       "Tech", "Electricity", "World", TRUE
1252     }
1253 build_cost      = 300
1254 upkeep          = 0
1255 sabotage        = 0
1256 sound           = "w_great_library"
1257 sound_alt       = "w_generic"
1258 helptext        = _("\
1259 The civilization which builds the Great Library gets every advance\
1260  that at least two other teams have achieved.\
1263 [building_great_wall]
1264 name            = _("Great Wall")
1265 genus           = "GreatWonder"
1266 reqs    =
1267     { "type", "name", "range"
1268       "Tech", "Masonry", "Player"
1269     }
1270 graphic         = "b.great_wall"
1271 graphic_alt     = "-"
1272 obsolete_by     =
1273     { "type", "name", "range", "survives"
1274       "Tech", "Metallurgy", "World", TRUE
1275     }
1276 build_cost      = 300
1277 upkeep          = 0
1278 sabotage        = 0
1279 sound           = "w_great_wall"
1280 sound_alt       = "w_generic"
1281 helptext        = _("\
1282 Works as a City Wall in all your cities.\
1284 ; NOTE:
1285 ; In Civ2 enemies are forced to offer cease-fire or peace.
1287 [building_hanging_gardens]
1288 name            = _("Hanging Gardens")
1289 genus           = "GreatWonder"
1290 reqs    =
1291     { "type", "name", "range"
1292       "Tech", "Pottery", "Player"
1293     }
1294 graphic         = "b.hanging_gardens"
1295 graphic_alt     = "-"
1296 obsolete_by     =
1297     { "type", "name", "range", "survives"
1298       "Tech", "Railroad", "World", TRUE
1299     }
1300 build_cost      = 200
1301 upkeep          = 0
1302 sabotage        = 0
1303 sound           = "w_hanging_gardens"
1304 sound_alt       = "w_generic"
1305 helptext        = _("\
1306 Makes one content citizen happy in every city. Makes two extra\
1307  content citizens happy in the city containing the Hanging Gardens\
1308  (that is, a total of 3). In the unlikely event where there are no\
1309  content citizens to get the effect of Hanging Gardens, the wonder\
1310  applies to unhappy citizens (including those unhappy about military\
1311  activity), making each content then happy.\
1314 [building_hoover_dam]
1315 name            = _("Hoover Dam")
1316 genus           = "GreatWonder"
1317 reqs    =
1318     { "type", "name", "range"
1319       "Tech", "Electronics", "Player"
1320     }
1321 graphic         = "b.hoover_dam"
1322 graphic_alt     = "-"
1323 obsolete_by     =
1324     { "type", "name", "range"
1325     }
1326 build_cost      = 600
1327 upkeep          = 0
1328 sabotage        = 0
1329 sound           = "w_hoover_dam"
1330 sound_alt       = "w_generic"
1331 helptext        = _("\
1332 Works as if you had a Hydro Plant in every city.  (This reduces\
1333  pollution and increases the effects of Factories and Mfg. Plants.)\
1336 [building_isaac_newtons_college]
1337 name            = _("Isaac Newton's College")
1338 genus           = "GreatWonder"
1339 reqs    =
1340     { "type", "name", "range"
1341       "Tech", "Theory of Gravity", "Player"
1342     }
1343 graphic         = "b.isaac_newtons_college"
1344 graphic_alt     = "-"
1345 obsolete_by     =
1346     { "type", "name", "range"
1347     }
1348 build_cost      = 400
1349 upkeep          = 0
1350 sabotage        = 0
1351 sound           = "w_isaac_newtons_college"
1352 sound_alt       = "w_generic"
1353 ; /* xgettext:no-c-format */
1354 helptext        = _("\
1355 Boosts science production by 100% in the city where it is built.\
1358 [building_js_bachs_cathedral]
1359 name            = _("J.S. Bach's Cathedral")
1360 genus           = "GreatWonder"
1361 reqs    =
1362     { "type", "name", "range"
1363       "Tech", "Theology", "Player"
1364     }
1365 graphic         = "b.js_bachs_cathedral"
1366 graphic_alt     = "-"
1367 obsolete_by     =
1368     { "type", "name", "range"
1369     }
1370 build_cost      = 400
1371 upkeep          = 0
1372 sabotage        = 0
1373 sound           = "w_js_bachs_cathedral"
1374 sound_alt       = "w_generic"
1375 helptext        = _("\
1376 Makes two unhappy citizens content in every city (including citizens\
1377  unhappy about military activity).\
1380 [building_king_richards_crusade]
1381 name            = _("King Richard's Crusade")
1382 genus           = "GreatWonder"
1383 reqs    =
1384     { "type", "name", "range"
1385       "Tech", "Engineering", "Player"
1386     }
1387 graphic         = "b.king_richards_crusade"
1388 graphic_alt     = "-"
1389 obsolete_by     =
1390     { "type", "name", "range", "survives"
1391       "Tech", "Industrialization", "World", TRUE
1392     }
1393 build_cost      = 300
1394 upkeep          = 0
1395 sabotage        = 0
1396 sound           = "w_king_richards_crusade"
1397 sound_alt       = "w_generic"
1398 helptext        = _("\
1399 Adds one extra shield resource on every tile around the city\
1400  where it is built.\
1403 [building_leonardos_workshop]
1404 name            = _("Leonardo's Workshop")
1405 genus           = "GreatWonder"
1406 reqs    =
1407     { "type", "name", "range"
1408       "Tech", "Invention", "Player"
1409     }
1410 graphic         = "b.leonardos_workshop"
1411 graphic_alt     = "-"
1412 obsolete_by     =
1413     { "type", "name", "range", "survives"
1414       "Tech", "Automobile", "World", TRUE
1415     }
1416 build_cost      = 400
1417 upkeep          = 0
1418 sabotage        = 0
1419 sound           = "w_leonardos_workshop"
1420 sound_alt       = "w_generic"
1421 helptext        = _("\
1422 Upgrades one obsolete unit per game turn.\
1425 [building_lighthouse]
1426 name            = _("Lighthouse")
1427 genus           = "GreatWonder"
1428 reqs    =
1429     { "type", "name", "range"
1430       "Tech", "Map Making", "Player"
1431     }
1432 graphic         = "b.lighthouse"
1433 graphic_alt     = "-"
1434 obsolete_by     =
1435     { "type", "name", "range", "survives"
1436       "Tech", "Magnetism", "World", TRUE
1437     }
1438 build_cost      = 200
1439 upkeep          = 0
1440 sabotage        = 0
1441 sound           = "w_lighthouse"
1442 sound_alt       = "w_generic"
1443 helptext        = _("\
1444 Gives all your sea units 1 additional movement point. Makes all your\
1445  new military sea units veterans (for all cities).\
1448 [building_magellans_expedition]
1449 name            = _("Magellan's Expedition")
1450 genus           = "GreatWonder"
1451 reqs    =
1452     { "type", "name", "range"
1453       "Tech", "Navigation", "Player"
1454     }
1455 graphic         = "b.magellans_expedition"
1456 graphic_alt     = "-"
1457 obsolete_by     =
1458     { "type", "name", "range"
1459     }
1460 build_cost      = 400
1461 upkeep          = 0
1462 sabotage        = 0
1463 sound           = "w_magellans_expedition"
1464 sound_alt       = "w_generic"
1465 helptext        = _("\
1466 Gives all sea units 2 additional movement points.\
1469 [building_manhattan_project]
1470 name            = _("Manhattan Project")
1471 genus           = "GreatWonder"
1472 reqs    =
1473     { "type", "name", "range"
1474       "Tech", "Nuclear Fission", "Player"
1475     }
1476 graphic         = "b.manhattan_project"
1477 graphic_alt     = "-"
1478 obsolete_by     =
1479     { "type", "name", "range"
1480     }
1481 build_cost      = 600
1482 upkeep          = 0
1483 sabotage        = 0
1484 sound           = "w_manhattan_project"
1485 sound_alt       = "w_generic"
1486 ;helptext is set in client/helpdata.c:helptext_wonder()
1487 ;helptext       =
1489 [building_marco_polos_embassy]
1490 name            = _("Marco Polo's Embassy")
1491 genus           = "GreatWonder"
1492 reqs    =
1493     { "type", "name", "range"
1494       "Tech", "Trade", "Player"
1495     }
1496 graphic         = "b.marco_polos_embassy"
1497 graphic_alt     = "-"
1498 obsolete_by     =
1499     { "type", "name", "range", "survives"
1500       "Tech", "Communism", "World", TRUE
1501     }
1502 build_cost      = 200
1503 upkeep          = 0
1504 sabotage        = 0
1505 sound           = "w_marco_polos_embassy"
1506 sound_alt       = "w_generic"
1507 helptext        = _("\
1508 The player who owns it gets an embassy with all players.\
1511 [building_michelangelos_chapel]
1512 name            = _("Michelangelo's Chapel")
1513 genus           = "GreatWonder"
1514 reqs    =
1515     { "type", "name", "range"
1516       "Tech", "Monotheism", "Player"
1517     }
1518 graphic         = "b.michelangelos_chapel"
1519 graphic_alt     = "-"
1520 obsolete_by     =
1521     { "type", "name", "range"
1522     }
1523 build_cost      = 400
1524 upkeep          = 0
1525 sabotage        = 0
1526 sound           = "w_michelangelos_chapel"
1527 sound_alt       = "w_generic"
1528 helptext        = _("\
1529 Counts as having a Cathedral in each of your cities.  This makes 3\
1530  unhappy citizens content in each city; however, it does not affect\
1531  citizens made unhappy by military activity.  The discovery of Theology\
1532  increases the effect of a Cathedral, making an additional unhappy\
1533  citizen content.  The discovery of Communism lessens the effect of\
1534  a Cathedral, reducing by one the number of unhappy citizens made\
1535  content.\
1538 [building_oracle]
1539 name            = _("Oracle")
1540 genus           = "GreatWonder"
1541 reqs    =
1542     { "type", "name", "range"
1543       "Tech", "Mysticism", "Player"
1544     }
1545 graphic         = "b.oracle"
1546 graphic_alt     = "-"
1547 obsolete_by     =
1548     { "type", "name", "range", "survives"
1549       "Tech", "Theology", "World", TRUE
1550     }
1551 build_cost      = 300
1552 upkeep          = 0
1553 sabotage        = 0
1554 sound           = "w_oracle"
1555 sound_alt       = "w_generic"
1556 helptext        = _("\
1557 Doubles the effect of a Temple in every city.\
1558  Does not affect citizens made unhappy by military activity.\
1561 [building_pyramids]
1562 name            = _("Pyramids")
1563 genus           = "GreatWonder"
1564 reqs    =
1565     { "type", "name", "range"
1566       "Tech", "Masonry", "Player"
1567     }
1568 graphic         = "b.pyramids"
1569 graphic_alt     = "-"
1570 obsolete_by     =
1571     { "type", "name", "range"
1572     }
1573 build_cost      = 200
1574 upkeep          = 0
1575 sabotage        = 0
1576 sound           = "w_pyramids"
1577 sound_alt       = "w_generic"
1578 helptext        = _("\
1579 Counts as having a Granary in every city.\
1582 [building_seti_program]
1583 name            = _("SETI Program")
1584 genus           = "GreatWonder"
1585 reqs    =
1586     { "type", "name", "range"
1587       "Tech", "Computers", "Player"
1588     }
1589 graphic         = "b.seti_program"
1590 graphic_alt     = "-"
1591 obsolete_by     =
1592     { "type", "name", "range"
1593     }
1594 build_cost      = 600
1595 upkeep          = 0
1596 sabotage        = 0
1597 sound           = "w_seti_program"
1598 sound_alt       = "w_generic"
1599 ; /* xgettext:no-c-format */
1600 helptext        = _("\
1601 Boosts science production in each city with a Library by 50%. \
1602  (Counts as having a Research Lab in all of your cities.)\
1605 [building_shakespeares_theatre]
1606 name            = _("Shakespeare's Theater")
1607 rule_name       = "Shakespeare's Theatre"       ; en_GB used originally
1608 genus           = "GreatWonder"
1609 reqs    =
1610     { "type", "name", "range"
1611       "Tech", "Medicine", "Player"
1612     }
1613 graphic         = "b.shakespeares_theatre"
1614 graphic_alt     = "-"
1615 obsolete_by     =
1616     { "type", "name", "range"
1617     }
1618 build_cost      = 300
1619 upkeep          = 0
1620 sabotage        = 0
1621 sound           = "w_shakespeares_theatre"
1622 sound_alt       = "w_generic"
1623 helptext        = _("\
1624 Makes all angry and unhappy citizens content in the city where it\
1625  is located, including citizens unhappy about military activity.\
1628 [building_statue_of_liberty]
1629 name            = _("Statue of Liberty")
1630 genus           = "GreatWonder"
1631 reqs    =
1632     { "type", "name", "range"
1633       "Tech", "Democracy", "Player"
1634     }
1635 graphic         = "b.statue_of_liberty"
1636 graphic_alt     = "-"
1637 obsolete_by     =
1638     { "type", "name", "range"
1639     }
1640 build_cost      = 400
1641 upkeep          = 0
1642 sabotage        = 0
1643 sound           = "w_statue_of_liberty"
1644 sound_alt       = "w_generic"
1645 helptext        = _("\
1646 Allows you to choose any government, including those that have not yet\
1647  been researched by your civilization, and without the transition\
1648  period of Anarchy.\
1651 [building_sun_tzus_war_academy]
1652 name            = _("Sun Tzu's War Academy")
1653 genus           = "GreatWonder"
1654 reqs    =
1655     { "type", "name", "range"
1656       "Tech", "Feudalism", "Player"
1657     }
1658 graphic         = "b.sun_tzus_war_academy"
1659 graphic_alt     = "-"
1660 obsolete_by     =
1661     { "type", "name", "range", "survives"
1662       "Tech", "Mobile Warfare", "World", TRUE
1663     }
1664 build_cost      = 300
1665 upkeep          = 0
1666 sabotage        = 0
1667 sound           = "w_sun_tzus_war_academy"
1668 sound_alt       = "w_generic"
1669 ; /* xgettext:no-c-format */
1670 helptext        = _("\
1671 All your new military land units become veterans (for all cities). \
1672  The chance of a land unit becoming a veteran after a battle increases\
1673  from 50% to 100%.\
1676 [building_united_nations]
1677 name            = _("United Nations")
1678 genus           = "GreatWonder"
1679 reqs    =
1680     { "type", "name", "range"
1681       "Tech", "Communism", "Player"
1682     }
1683 graphic         = "b.united_nations"
1684 graphic_alt     = "-"
1685 obsolete_by     =
1686     { "type", "name", "range"
1687     }
1688 build_cost      = 600
1689 upkeep          = 0
1690 sabotage        = 0
1691 sound           = "w_united_nations"
1692 sound_alt       = "w_generic"
1693 helptext        = _("\
1694 All your units regain two extra hitpoints per turn.\
1696 ; NOTE: 
1697 ; This does not match Civ1 or Civ2, but diplomatic effects are 
1698 ; not very effective in multiplayer, and hitpoints effects do not
1699 ; apply for Civ1.  Note in Civ1 Pyramids have a gov-change effect,
1700 ; but become obsolete, and the Statue of Liberty does not exist.
1701 ; NOTE:
1702 ; In Civ2 this provides embassies, forces peaceful enemies and
1703 ; allows Democracy to declare war 50% of the time.
1705 [building_womens_suffrage]
1706 name            = _("Women's Suffrage")
1707 genus           = "GreatWonder"
1708 reqs    =
1709     { "type", "name", "range"
1710       "Tech", "Industrialization", "Player"
1711     }
1712 graphic         = "b.womens_suffrage"
1713 graphic_alt     = "-"
1714 obsolete_by     =
1715     { "type", "name", "range"
1716     }
1717 build_cost      = 600
1718 upkeep          = 0
1719 sabotage        = 0
1720 sound           = "w_womens_suffrage"
1721 sound_alt       = "w_generic"
1722 helptext        = _("\
1723 Counts as a Police Station in every city. (That is, for each city, it\
1724  reduces the unhappiness caused by aggressively deployed military\
1725  units owned by that city by 2 under Democracy and 1 under Republic --\
1726  in other words, it neutralizes the unhappiness caused by a single\
1727  military unit per city. This wonder has no effect under other\
1728  governments.)\
1731 [building_capitalization]
1732 name            = _("Capitalization")
1733 genus           = "Special"
1734 flags           = "Gold"
1735 reqs    =
1736     { "type", "name", "range"
1737       "Tech", "The Corporation", "Player"
1738     }
1739 graphic         = "b.capitalization"
1740 graphic_alt     = "-"
1741 obsolete_by     =
1742     { "type", "name", "range"
1743     }
1744 build_cost      = 999
1745 upkeep          = 0
1746 sabotage        = 0
1747 helptext        = _("\
1748 This is not a normal improvement.  Instead, setting a city's\
1749  production to Capitalization means its shield production is\
1750  converted to tax output (money).\