3 ; You should not modify this file except to make bugfixes or
4 ; for other "maintenance". If you want to make custom changes,
5 ; you should create a new datadir subdirectory and copy this file
6 ; into that directory, and then modify that copy. Then use the
7 ; command "rulesetdir <mysubdir>" in the server to have freeciv
8 ; use your new customized file.
10 ; Note that the freeciv AI may not cope well with anything more
14 description="Civ2 buildings data for Freeciv (incomplete)"
15 options="+Freeciv-ruleset-Devel-2017.Jan.02"
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.
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
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
67 { "type", "name", "range"
68 "Tech", "Radio", "Player"
73 { "type", "name", "range"
79 sound_alt = "b_generic"
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.\
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.\
95 { "type", "name", "range"
96 "Tech", "Construction", "Player"
98 graphic = "b.aqueduct"
101 { "type", "name", "range"
107 sound_alt = "b_generic"
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.\
115 genus = "Improvement"
117 { "type", "name", "range"
118 "Tech", "Banking", "Player"
119 "Building", "Marketplace", "City"
124 { "type", "name", "range"
130 sound_alt = "b_generic"
131 ; /* xgettext:no-c-format */
133 Together with the Marketplace improvement, a Bank increases the\
134 luxury and tax production within a city by 100%.\
139 genus = "Improvement"
141 { "type", "name", "range"
144 graphic = "b.barracks_i"
147 { "type", "name", "range"
148 "Tech", "Gunpowder", "Player"
153 sound = "b_barracks_i"
154 sound_alt = "b_generic"
155 ; /* xgettext:no-c-format */
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\
164 [building_barracks_ii]
165 name = _("Barracks II")
166 genus = "Improvement"
168 { "type", "name", "range"
169 "Tech", "Gunpowder", "Player"
171 graphic = "b.barracks_ii"
172 graphic_alt = "b.barracks_i"
174 { "type", "name", "range"
175 "Tech", "Mobile Warfare", "Player"
180 sound = "b_barracks_ii"
181 sound_alt = "b_generic"
182 ; /* xgettext:no-c-format */
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\
191 [building_barracks_iii]
192 name = _("Barracks III")
193 genus = "Improvement"
195 { "type", "name", "range"
196 "Tech", "Mobile Warfare", "Player"
198 graphic = "b.barracks_iii"
199 graphic_alt = "b.barracks_i"
201 { "type", "name", "range"
206 sound = "b_barracks_iii"
207 sound_alt = "b_generic"
208 ; /* xgettext:no-c-format */
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\
218 name = _("Cathedral")
219 genus = "Improvement"
221 { "type", "name", "range"
222 "Tech", "Monotheism", "Player"
224 graphic = "b.cathedral"
227 { "type", "name", "range"
232 sound = "b_cathedral"
233 sound_alt = "b_generic"
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\
244 [building_city_walls]
245 name = _("City Walls")
246 genus = "Improvement"
247 flags = "VisibleByOthers"
249 { "type", "name", "range"
250 "Tech", "Masonry", "Player"
252 graphic = "b.city_walls"
255 { "type", "name", "range"
260 sound = "b_city_walls"
261 sound_alt = "b_generic"
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"
274 { "type", "name", "range"
275 "Tech", "Metallurgy", "Player"
276 "TerrainClass", "Oceanic", "Adjacent"
278 graphic = "b.coastal_defense"
281 { "type", "name", "range"
286 sound = "b_coastal_defense"
287 sound_alt = "b_generic"
289 Increases the defense strength of units within a city by a factor\
290 of 2 when defending against bombardments from enemy ships.\
294 name = _("Colosseum")
295 genus = "Improvement"
297 { "type", "name", "range"
298 "Tech", "Construction", "Player"
300 graphic = "b.colosseum"
303 { "type", "name", "range"
308 sound = "b_colosseum"
309 sound_alt = "b_generic"
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"
320 { "type", "name", "range"
321 "Tech", "Code of Laws", "Player"
323 graphic = "b.courthouse"
326 { "type", "name", "range"
331 sound = "b_courthouse"
332 sound_alt = "b_generic"
333 ; /* xgettext:no-c-format */
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.)\
339 Under a Democracy, a Courthouse also makes 1 unhappy citizen content\
340 (unless that citizen is unhappy about military activity).\
345 genus = "Improvement"
347 { "type", "name", "range"
348 "Tech", "Industrialization", "Player"
350 graphic = "b.factory"
353 { "type", "name", "range"
359 sound_alt = "b_generic"
360 ; /* xgettext:no-c-format */
362 Increases the shield production in a city by 50%. This increase may\
363 also contribute significantly to pollution.\
368 genus = "Improvement"
370 { "type", "name", "range"
371 "Tech", "Pottery", "Player"
373 graphic = "b.granary"
376 { "type", "name", "range"
382 sound_alt = "b_generic"
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.\
389 ; In Civ2, city size reduction does not generate food like this.
390 ; Dare I ask where this food comes from?? :-)
394 rule_name = "Harbour" ; en_GB spelling used originally
395 genus = "Improvement"
397 { "type", "name", "range"
398 "Tech", "Seafaring", "Player"
399 "TerrainClass", "Oceanic", "Adjacent"
401 graphic = "b.harbour"
404 { "type", "name", "range"
410 sound_alt = "b_generic"
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"
420 { "type", "name", "range"
421 "Tech", "Electronics", "Player"
422 "Extra", "River", "Adjacent"
423 "Building", "Factory", "City"
425 graphic = "b.hydro_plant"
428 { "type", "name", "range"
433 sound = "b_hydro_plant"
434 sound_alt = "b_generic"
435 ; /* xgettext:no-c-format */
437 Reduces the amount of pollution generated by production in a city\
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.\
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.
453 genus = "Improvement"
455 { "type", "name", "range"
456 "Tech", "Writing", "Player"
458 graphic = "b.library"
461 { "type", "name", "range"
467 sound_alt = "b_generic"
468 ; /* xgettext:no-c-format */
470 Increases the science output in a city by 50%.\
473 [building_marketplace]
474 name = _("Marketplace")
475 genus = "Improvement"
477 { "type", "name", "range"
478 "Tech", "Currency", "Player"
480 graphic = "b.marketplace"
483 { "type", "name", "range"
488 sound = "b_marketplace"
489 sound_alt = "b_generic"
490 ; /* xgettext:no-c-format */
492 Increases the luxury and tax output in a city by 50%.\
495 [building_mass_transit]
496 name = _("Mass Transit")
497 genus = "Improvement"
499 { "type", "name", "range"
500 "Tech", "Mass Production", "Player"
502 graphic = "b.mass_transit"
505 { "type", "name", "range"
510 sound = "b_mass_transit"
511 sound_alt = "b_generic"
513 Neutralizes the pollution generated by the population. \
514 The population simply has no effect on the pollution generated in\
519 name = _("Mfg. Plant")
520 genus = "Improvement"
522 { "type", "name", "range"
523 "Tech", "Robotics", "Player"
524 "Building", "Factory", "City"
526 graphic = "b.mfg_plant"
529 { "type", "name", "range"
534 sound = "b_mfg_plant"
535 sound_alt = "b_generic"
536 ; /* xgettext:no-c-format */
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"
547 { "type", "name", "range"
548 "Tech", "Nuclear Power", "Player"
549 "Building", "Factory", "City"
551 graphic = "b.nuclear_plant"
554 { "type", "name", "range"
559 sound = "b_nuclear_plant"
560 sound_alt = "b_generic"
561 ; /* xgettext:no-c-format */
563 Reduces the amount of pollution generated by production in a city\
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.\
570 A city can only have one Power Plant, Hydro Plant,\
571 Nuclear Plant, or Solar Plant.\
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"
581 { "type", "name", "range"
582 "Tech", "Miniaturization", "Player"
583 "TerrainClass", "Oceanic", "Adjacent"
585 graphic = "b.offshore_platform"
588 { "type", "name", "range"
593 sound = "b_offshore_platform"
594 sound_alt = "b_generic"
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.\
602 genus = "SmallWonder"
603 flags = "SaveSmallWonder"
605 { "type", "name", "range"
606 "Tech", "Masonry", "Player"
611 { "type", "name", "range"
617 sound_alt = "b_generic"
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\
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\
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.\
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"
646 { "type", "name", "range"
647 "Tech", "Communism", "Player"
649 graphic = "b.police_station"
652 { "type", "name", "range"
657 sound = "b_police_station"
658 sound_alt = "b_generic"
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"
670 { "type", "name", "range"
671 "Tech", "Amphibious Warfare", "Player"
672 "TerrainClass", "Oceanic", "Adjacent"
674 graphic = "b.port_facility"
677 { "type", "name", "range"
682 sound = "b_port_facility"
683 sound_alt = "b_generic"
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\
690 [building_power_plant]
691 name = _("Power Plant")
692 genus = "Improvement"
694 { "type", "name", "range"
695 "Tech", "Refining", "Player"
696 "Building", "Factory", "City"
698 graphic = "b.power_plant"
701 { "type", "name", "range"
706 sound = "b_power_plant"
707 sound_alt = "b_generic"
708 ; /* xgettext:no-c-format */
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.\
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"
724 { "type", "name", "range"
725 "Tech", "Recycling", "Player"
727 graphic = "b.recycling_center"
730 { "type", "name", "range"
735 sound = "b_recycling_center"
736 sound_alt = "b_generic"
737 ; /* xgettext:no-c-format */
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"
747 { "type", "name", "range"
748 "Tech", "Computers", "Player"
749 "Building", "University", "City"
751 graphic = "b.research_lab"
754 { "type", "name", "range"
759 sound = "b_research_lab"
760 sound_alt = "b_generic"
761 ; /* xgettext:no-c-format */
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"
773 { "type", "name", "range"
774 "Tech", "Rocketry", "Player"
776 graphic = "b.sam_battery"
779 { "type", "name", "range"
784 sound = "b_sam_battery"
785 sound_alt = "b_generic"
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"
795 { "type", "name", "range"
796 "Tech", "Laser", "Player"
798 graphic = "b.sdi_defense"
801 { "type", "name", "range"
806 sound = "b_sdi_defense"
807 sound_alt = "b_generic"
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.\
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"
822 { "type", "name", "range"
823 "Tech", "Sanitation", "Player"
824 "Building", "Aqueduct", "City"
826 graphic = "b.sewer_system"
829 { "type", "name", "range"
834 sound = "b_sewer_system"
835 sound_alt = "b_generic"
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"
845 { "type", "name", "range"
846 "Tech", "Environmentalism", "Player"
847 "Building", "Factory", "City"
849 graphic = "b.solar_plant"
852 { "type", "name", "range"
857 sound = "b_solar_plant"
858 sound_alt = "b_generic"
859 ; /* xgettext:no-c-format */
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.\
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")
875 { "type", "name", "range"
876 "Tech", "Plastics", "Player"
878 graphic = "b.space_component"
881 { "type", "name", "range"
886 sound = "b_space_component"
887 sound_alt = "b_generic"
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.\
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")
901 { "type", "name", "range"
902 "Tech", "Superconductors", "Player"
904 graphic = "b.space_modules"
907 { "type", "name", "range"
912 sound = "b_space_module"
913 sound_alt = "b_generic"
915 Space Modules are the most expensive parts of spaceships. There\
916 are three different types of Space Module:\
918 - Habitation Module: provides living space for 10,000 people.\
920 - Life Support Module: provides food and water for the population of\
921 one Habitation Module.\
923 - Solar Panels: provides the energy needed for any two of the other\
926 You can build up to 4 Space Modules of each kind.\
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")
936 { "type", "name", "range"
937 "Tech", "Space Flight", "Player"
939 graphic = "b.space_structural"
942 { "type", "name", "range"
947 sound = "b_space_structural"
948 sound_alt = "b_generic"
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.\
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"
962 { "type", "name", "range"
963 "Tech", "Economics", "Player"
964 "Building", "Bank", "City"
966 graphic = "b.stock_exchange"
969 { "type", "name", "range"
974 sound = "b_stock_exchange"
975 sound_alt = "b_generic"
976 ; /* xgettext:no-c-format */
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"
988 { "type", "name", "range"
989 "Tech", "Automobile", "Player"
991 graphic = "b.super_highways"
994 { "type", "name", "range"
999 sound = "b_super_highways"
1000 sound_alt = "b_generic"
1001 ; /* xgettext:no-c-format */
1003 Increases trade resources by 50% on all tiles with roads or\
1007 [building_supermarket]
1008 name = _("Supermarket")
1009 genus = "Improvement"
1011 { "type", "name", "range"
1012 "Tech", "Refrigeration", "Player"
1014 graphic = "b.supermarket"
1017 { "type", "name", "range"
1022 sound = "b_supermarket"
1023 sound_alt = "b_generic"
1024 ; /* xgettext:no-c-format */
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.\
1033 genus = "Improvement"
1035 { "type", "name", "range"
1036 "Tech", "Ceremonial Burial", "Player"
1038 graphic = "b.temple"
1041 { "type", "name", "range"
1047 sound_alt = "b_generic"
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\
1055 [building_university]
1056 name = _("University")
1057 genus = "Improvement"
1059 { "type", "name", "range"
1060 "Tech", "University", "Player"
1061 "Building", "Library", "City"
1063 graphic = "b.university"
1066 { "type", "name", "range"
1071 sound = "b_university"
1072 sound_alt = "b_generic"
1073 ; /* xgettext:no-c-format */
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"
1083 { "type", "name", "range"
1084 "Tech", "Space Flight", "Player"
1086 graphic = "b.apollo_program"
1089 { "type", "name", "range"
1094 sound = "w_apollo_program"
1095 sound_alt = "w_generic"
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"
1108 { "type", "name", "range"
1109 "Tech", "Economics", "Player"
1111 graphic = "b.asmiths_trading_co"
1114 { "type", "name", "range"
1119 sound = "w_asmiths_trading_co"
1120 sound_alt = "w_generic"
1122 City improvements which would normally have an upkeep of 1 are free\
1123 of upkeep, for all cities.\
1127 name = _("Colossus")
1128 genus = "GreatWonder"
1130 { "type", "name", "range"
1131 "Tech", "Bronze Working", "Player"
1133 graphic = "b.colossus"
1136 { "type", "name", "range", "survives"
1137 "Tech", "Flight", "World", TRUE
1142 sound = "w_colossus"
1143 sound_alt = "w_generic"
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"
1153 { "type", "name", "range"
1154 "Tech", "Astronomy", "Player"
1156 graphic = "b.copernicus_observatory"
1159 { "type", "name", "range"
1164 sound = "w_copernicus_observatory"
1165 sound_alt = "w_generic"
1166 ; /* xgettext:no-c-format */
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"
1175 { "type", "name", "range"
1176 "Tech", "Genetic Engineering", "Player"
1178 graphic = "b.cure_for_cancer"
1181 { "type", "name", "range"
1186 sound = "w_cure_for_cancer"
1187 sound_alt = "w_generic"
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"
1198 { "type", "name", "range"
1199 "Tech", "Railroad", "Player"
1201 graphic = "b.darwins_voyage"
1204 { "type", "name", "range"
1209 sound = "w_darwins_voyage"
1210 sound_alt = "w_generic"
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"
1221 { "type", "name", "range"
1222 "Tech", "Steam Engine", "Player"
1224 graphic = "b.eiffel_tower"
1227 { "type", "name", "range"
1232 sound = "w_eiffel_tower"
1233 sound_alt = "w_generic"
1234 ; /* xgettext:no-c-format */
1236 Your reputation and goodwill among other nations is recovered four times\
1240 [building_great_library]
1241 name = _("Great Library")
1242 genus = "GreatWonder"
1244 { "type", "name", "range"
1245 "Tech", "Literacy", "Player"
1247 graphic = "b.great_library"
1250 { "type", "name", "range", "survives"
1251 "Tech", "Electricity", "World", TRUE
1256 sound = "w_great_library"
1257 sound_alt = "w_generic"
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"
1267 { "type", "name", "range"
1268 "Tech", "Masonry", "Player"
1270 graphic = "b.great_wall"
1273 { "type", "name", "range", "survives"
1274 "Tech", "Metallurgy", "World", TRUE
1279 sound = "w_great_wall"
1280 sound_alt = "w_generic"
1282 Works as a City Wall in all your cities.\
1285 ; In Civ2 enemies are forced to offer cease-fire or peace.
1287 [building_hanging_gardens]
1288 name = _("Hanging Gardens")
1289 genus = "GreatWonder"
1291 { "type", "name", "range"
1292 "Tech", "Pottery", "Player"
1294 graphic = "b.hanging_gardens"
1297 { "type", "name", "range", "survives"
1298 "Tech", "Railroad", "World", TRUE
1303 sound = "w_hanging_gardens"
1304 sound_alt = "w_generic"
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"
1318 { "type", "name", "range"
1319 "Tech", "Electronics", "Player"
1321 graphic = "b.hoover_dam"
1324 { "type", "name", "range"
1329 sound = "w_hoover_dam"
1330 sound_alt = "w_generic"
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"
1340 { "type", "name", "range"
1341 "Tech", "Theory of Gravity", "Player"
1343 graphic = "b.isaac_newtons_college"
1346 { "type", "name", "range"
1351 sound = "w_isaac_newtons_college"
1352 sound_alt = "w_generic"
1353 ; /* xgettext:no-c-format */
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"
1362 { "type", "name", "range"
1363 "Tech", "Theology", "Player"
1365 graphic = "b.js_bachs_cathedral"
1368 { "type", "name", "range"
1373 sound = "w_js_bachs_cathedral"
1374 sound_alt = "w_generic"
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"
1384 { "type", "name", "range"
1385 "Tech", "Engineering", "Player"
1387 graphic = "b.king_richards_crusade"
1390 { "type", "name", "range", "survives"
1391 "Tech", "Industrialization", "World", TRUE
1396 sound = "w_king_richards_crusade"
1397 sound_alt = "w_generic"
1399 Adds one extra shield resource on every tile around the city\
1403 [building_leonardos_workshop]
1404 name = _("Leonardo's Workshop")
1405 genus = "GreatWonder"
1407 { "type", "name", "range"
1408 "Tech", "Invention", "Player"
1410 graphic = "b.leonardos_workshop"
1413 { "type", "name", "range", "survives"
1414 "Tech", "Automobile", "World", TRUE
1419 sound = "w_leonardos_workshop"
1420 sound_alt = "w_generic"
1422 Upgrades one obsolete unit per game turn.\
1425 [building_lighthouse]
1426 name = _("Lighthouse")
1427 genus = "GreatWonder"
1429 { "type", "name", "range"
1430 "Tech", "Map Making", "Player"
1432 graphic = "b.lighthouse"
1435 { "type", "name", "range", "survives"
1436 "Tech", "Magnetism", "World", TRUE
1441 sound = "w_lighthouse"
1442 sound_alt = "w_generic"
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"
1452 { "type", "name", "range"
1453 "Tech", "Navigation", "Player"
1455 graphic = "b.magellans_expedition"
1458 { "type", "name", "range"
1463 sound = "w_magellans_expedition"
1464 sound_alt = "w_generic"
1466 Gives all sea units 2 additional movement points.\
1469 [building_manhattan_project]
1470 name = _("Manhattan Project")
1471 genus = "GreatWonder"
1473 { "type", "name", "range"
1474 "Tech", "Nuclear Fission", "Player"
1476 graphic = "b.manhattan_project"
1479 { "type", "name", "range"
1484 sound = "w_manhattan_project"
1485 sound_alt = "w_generic"
1486 ;helptext is set in client/helpdata.c:helptext_wonder()
1489 [building_marco_polos_embassy]
1490 name = _("Marco Polo's Embassy")
1491 genus = "GreatWonder"
1493 { "type", "name", "range"
1494 "Tech", "Trade", "Player"
1496 graphic = "b.marco_polos_embassy"
1499 { "type", "name", "range", "survives"
1500 "Tech", "Communism", "World", TRUE
1505 sound = "w_marco_polos_embassy"
1506 sound_alt = "w_generic"
1508 The player who owns it gets an embassy with all players.\
1511 [building_michelangelos_chapel]
1512 name = _("Michelangelo's Chapel")
1513 genus = "GreatWonder"
1515 { "type", "name", "range"
1516 "Tech", "Monotheism", "Player"
1518 graphic = "b.michelangelos_chapel"
1521 { "type", "name", "range"
1526 sound = "w_michelangelos_chapel"
1527 sound_alt = "w_generic"
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\
1540 genus = "GreatWonder"
1542 { "type", "name", "range"
1543 "Tech", "Mysticism", "Player"
1545 graphic = "b.oracle"
1548 { "type", "name", "range", "survives"
1549 "Tech", "Theology", "World", TRUE
1555 sound_alt = "w_generic"
1557 Doubles the effect of a Temple in every city.\
1558 Does not affect citizens made unhappy by military activity.\
1562 name = _("Pyramids")
1563 genus = "GreatWonder"
1565 { "type", "name", "range"
1566 "Tech", "Masonry", "Player"
1568 graphic = "b.pyramids"
1571 { "type", "name", "range"
1576 sound = "w_pyramids"
1577 sound_alt = "w_generic"
1579 Counts as having a Granary in every city.\
1582 [building_seti_program]
1583 name = _("SETI Program")
1584 genus = "GreatWonder"
1586 { "type", "name", "range"
1587 "Tech", "Computers", "Player"
1589 graphic = "b.seti_program"
1592 { "type", "name", "range"
1597 sound = "w_seti_program"
1598 sound_alt = "w_generic"
1599 ; /* xgettext:no-c-format */
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"
1610 { "type", "name", "range"
1611 "Tech", "Medicine", "Player"
1613 graphic = "b.shakespeares_theatre"
1616 { "type", "name", "range"
1621 sound = "w_shakespeares_theatre"
1622 sound_alt = "w_generic"
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"
1632 { "type", "name", "range"
1633 "Tech", "Democracy", "Player"
1635 graphic = "b.statue_of_liberty"
1638 { "type", "name", "range"
1643 sound = "w_statue_of_liberty"
1644 sound_alt = "w_generic"
1646 Allows you to choose any government, including those that have not yet\
1647 been researched by your civilization, and without the transition\
1651 [building_sun_tzus_war_academy]
1652 name = _("Sun Tzu's War Academy")
1653 genus = "GreatWonder"
1655 { "type", "name", "range"
1656 "Tech", "Feudalism", "Player"
1658 graphic = "b.sun_tzus_war_academy"
1661 { "type", "name", "range", "survives"
1662 "Tech", "Mobile Warfare", "World", TRUE
1667 sound = "w_sun_tzus_war_academy"
1668 sound_alt = "w_generic"
1669 ; /* xgettext:no-c-format */
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\
1676 [building_united_nations]
1677 name = _("United Nations")
1678 genus = "GreatWonder"
1680 { "type", "name", "range"
1681 "Tech", "Communism", "Player"
1683 graphic = "b.united_nations"
1686 { "type", "name", "range"
1691 sound = "w_united_nations"
1692 sound_alt = "w_generic"
1694 All your units regain two extra hitpoints per turn.\
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.
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"
1709 { "type", "name", "range"
1710 "Tech", "Industrialization", "Player"
1712 graphic = "b.womens_suffrage"
1715 { "type", "name", "range"
1720 sound = "w_womens_suffrage"
1721 sound_alt = "w_generic"
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\
1731 [building_capitalization]
1732 name = _("Capitalization")
1736 { "type", "name", "range"
1737 "Tech", "The Corporation", "Player"
1739 graphic = "b.capitalization"
1742 { "type", "name", "range"
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).\