1 ; This is buildings ruleset for Alien World.
4 ; You should not modify this file except to make bugfixes or
5 ; for other "maintenance". If you want to make custom changes,
6 ; you should create a new datadir subdirectory and copy this file
7 ; into that directory, and then modify that copy. Then use the
8 ; command "rulesetdir <mysubdir>" in the server to have freeciv
9 ; use your new customized file.
11 ; Note that the freeciv AI may not cope well with anything more
15 description="Alien World buildings data for Freeciv"
16 options="+Freeciv-2.6-ruleset"
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".
58 ; */ <-- avoid gettext warnings
60 [building_antigrav_port]
61 name = _("Antigrav Port")
64 { "type", "name", "range"
65 "Tech", "Commercial Antigravity", "Player"
67 graphic = "b.antigrav_port"
68 graphic_alt = "b.airport"
70 { "type", "name", "range"
76 sound_alt = "b_generic"
77 ; /* xgettext:no-c-format */
79 Allows one unit airlift from and to city, increased to three once \
80 Low-Level Orbit is known.")
86 { "type", "name", "range"
87 "Tech", "Data Storage", "Player"
90 graphic_alt = "b.library"
92 { "type", "name", "range"
98 sound_alt = "b_generic"
99 ; /* xgettext:no-c-format */
101 Increases the science production of a city by 75%.")
103 [building_basic_infrastructure]
104 name = _("Basic Infrastructure")
105 genus = "Improvement"
106 graphic = "b.basic_infra"
107 graphic_alt = "b.super_highways"
109 { "type", "name", "range"
114 sound = "b_super_highways"
115 sound_alt = "b_generic"
116 ; /* xgettext:no-c-format */
118 Basic Infrastructure to the city. This improvement has no maintenance, and \
119 cannot be sabotaged by enemy Stealth Spy.\n\n\
120 Without this improvement city cannot grow bigger than size 2.\
125 genus = "Improvement"
128 "type", "name", "range"
129 "Tech", "Underground Habitat", "Player"
130 "TerrainClass", "Land", "Local"
133 graphic_alt = "b.sam_battery"
135 { "type", "name", "range"
140 sound = "b_sam_battery"
141 sound_alt = "b_generic"
142 ; /* xgettext:no-c-format */
144 Revolt cannot be incited in a city with bunker.\
147 [building_central_mine]
148 name = _("Central Mine")
149 genus = "Improvement"
151 { "type", "name", "range"
152 "Tech", "Mining", "Player"
153 "TerrainClass", "Land", "Local"
155 graphic = "b.central_mine"
156 graphic_alt = "b.mfg_plant"
158 { "type", "name", "range"
163 sound = "b_mfg_plant"
164 sound_alt = "b_generic"
165 ; /* xgettext:no-c-format */
167 City center tile produces three extra shields.\
170 [building_cyberpart_factory]
171 name = _("Cyberpart Factory")
172 genus = "Improvement"
174 { "type", "name", "range"
175 "Tech", "Cybermodules", "Player"
177 graphic = "b.cyberpart_factory"
178 graphic_alt = "b.marketplace"
180 { "type", "name", "range"
185 sound = "b_marketplace"
186 sound_alt = "b_generic"
187 ; /* xgettext:no-c-format */
189 Increases the tax output in a city by 75%.\
194 genus = "Improvement"
196 { "type", "name", "range"
197 "Tech", "Manufacturing", "Player"
199 graphic = "b.factory"
202 { "type", "name", "range"
208 sound_alt = "b_generic"
210 Factory produces spare parts for two units removing their production upkeep.\
215 genus = "Improvement"
217 { "type", "name", "range"
218 "Tech", "High-Tech Filtering", "Player"
219 "TerrainClass", "Oceanic", "Adjacent"
222 graphic_alt = "b.sewer_system"
224 { "type", "name", "range"
229 sound = "b_sewer_system"
230 sound_alt = "b_generic"
232 Filter System gets 1 extra food and 1 extra production from each oceanic tile.\
235 [building_force_walls]
236 name = _("Force Walls")
237 genus = "Improvement"
238 flags = "VisibleByOthers"
240 { "type", "name", "range"
241 "Tech", "City Defense", "Player"
243 graphic = "b.force_walls"
244 graphic_alt = "b.city_walls"
246 { "type", "name", "range"
251 sound = "b_city_walls"
252 sound_alt = "b_generic"
253 ; /* xgettext:no-c-format */
255 Force Walls doubles city defense against all kind of attacks. \
256 Bonus is increased to 150% when Strong Force technology is known.")
258 [building_headquarters]
259 name = _("Headquarters")
260 genus = "SmallWonder"
262 { "type", "name", "range"
264 graphic = "b.headquarters"
265 graphic_alt = "b.palace"
267 { "type", "name", "range"
273 sound_alt = "b_generic"
274 ; /* xgettext:no-c-format */
276 Headquarters building marks city as your capital. City with \
277 headquarters is also safe from enemy's incite revolt attacks.")
281 genus = "Improvement"
283 { "type", "name", "range"
284 "Tech", "Regeneration", "Player"
286 graphic = "b.hospital"
287 graphic_alt = "b.aqueduct"
289 { "type", "name", "range"
295 sound_alt = "b_generic"
296 ; /* xgettext:no-c-format */
298 Damaged units which stay in city without moving, heal 50% of their hitpoints \
301 [building_information_distillery]
302 name = _("Information Distillery")
303 genus = "SmallWonder"
305 { "type", "name", "range"
306 "Tech", "Global Knowledge", "Player"
308 graphic = "b.information_distillery"
309 graphic_alt = "b.isaac_newtons_college"
311 { "type", "name", "range"
316 sound = "w_isaac_newtons_college"
317 sound_alt = "w_generic"
318 ; /* xgettext:no-c-format */
320 Improved information gathering. Only 2 other civilizations needs to know \
321 given technology before we gain access to it.")
323 [building_mood_center]
324 name = _("Mood Center")
325 genus = "Improvement"
327 { "type", "name", "range"
328 "Tech", "Mood Manipulation", "Player"
330 graphic = "b.mood_center"
331 graphic_alt = "b.colosseum"
333 { "type", "name", "range"
338 sound = "b_colosseum"
339 sound_alt = "b_generic"
340 ; /* xgettext:no-c-format */
342 Makes 3 unhappy citizens content.\
345 [building_training_facility]
346 name = _("Training Facility")
347 genus = "Improvement"
349 { "type", "name", "range"
350 "Tech", "Virtual Reality Training", "Player"
352 graphic = "b.training_facility"
353 graphic_alt = "b.barracks_i"
355 { "type", "name", "range"
360 sound = "b_barracks_i"
361 sound_alt = "b_generic"
362 ; /* xgettext:no-c-format */
364 All new units are built as Elite ones.\
367 [building_transportation]
368 name = _("Transportation")
369 genus = "Improvement"
371 { "type", "name", "range"
372 "Tech", "Travel", "Player"
374 graphic = "b.transportation"
375 graphic_alt = "b.mass_transit"
377 { "type", "name", "range"
382 sound = "b_mass_transit"
383 sound_alt = "b_generic"
384 ; /* xgettext:no-c-format */
386 City workers can travel further from city center to work and \
387 goods can be transported from further away to city center. \
388 On hex maps city radius grows to 2 tiles. \
389 On square based maps increases city area by 8 tiles.\
392 [building_radar_tower]
393 name = _("Radar Tower")
394 genus = "Improvement"
396 { "type", "name", "range"
397 "Tech", "Deneb Radar", "Player"
399 graphic = "b.radar_tower"
400 graphic_alt = "b.coastal_defense"
402 { "type", "name", "range"
407 sound = "b_coastal_defense"
408 sound_alt = "b_generic"
410 City with Radar Tower sees much further than one without.")
412 [building_radiation_resistor]
413 name = _("Radiation Resistor")
414 genus = "Improvement"
416 { "type", "name", "range"
417 "Tech", "Radiation Resistance", "Player"
419 graphic = "b.radiation_resistor"
420 graphic_alt = "b.nuclear_plant"
422 { "type", "name", "range"
427 sound = "b_nuclear_plant"
428 sound_alt = "b_generic"
430 Radiation Resistor increases maximum city size by 3.\
433 [building_research_nest]
434 name = _("Research Nest")
435 genus = "Improvement"
437 { "type", "name", "range"
438 "Tech", "Brain Development", "Player"
440 graphic = "b.research_nest"
441 graphic_alt = "b.university"
443 { "type", "name", "range"
448 sound = "b_university"
449 sound_alt = "b_generic"
450 ; /* xgettext:no-c-format */
452 Increases the science production of a city by 100%.")
454 [building_secret_police]
455 name = _("Secret Police")
456 genus = "Improvement"
458 { "type", "name", "range"
459 "Tech", "Brute Force", "Player"
461 graphic = "b.secret_police"
462 graphic_alt = "b.police_station"
464 { "type", "name", "range"
469 sound = "b_police_station"
470 sound_alt = "b_generic"
472 Secret Police is good at leading army.\n\n\
473 Makes martial law possible. Each military unit in city makes one unhappy \
474 citizen content, to the maximum of 2.")
476 [building_skyscraper]
477 name = _("Skyscraper")
478 genus = "Improvement"
480 { "type", "name", "range"
481 "Tech", "Gravity Manipulation", "Player"
483 graphic = "b.skyscraper"
484 graphic_alt = "b.stock_exchange"
486 { "type", "name", "range"
491 sound = "b_stock_exchange"
492 sound_alt = "b_generic"
494 Radiation is weaker miles high. Top levels of really tall buildings can safely house \
495 more people.\n\nCities can grow 5 sizes bigger.")
497 [building_virtual_reality_theatre]
498 name = _("Virtual Reality Theatre")
499 genus = "Improvement"
501 { "type", "name", "range"
502 "Tech", "Virtual Entertainment", "Player"
504 graphic = "b.vr_theatre"
505 graphic_alt = "b.temple"
507 { "type", "name", "range"
513 sound_alt = "b_generic"
514 ; /* xgettext:no-c-format */
516 Makes two unhappy citizens content.\
524 { "type", "name", "range"
527 graphic = "b.coinage"
528 graphic_alt = "b.capitalization"
530 { "type", "name", "range"
536 This is not a normal improvement. Instead, setting a city's\
537 production to Coinage means its shield production is\
538 converted to tax output (money, coins!).\
542 [building_space_component]
543 name = _("Space Component")
546 { "type", "name", "range"
547 "Tech", "Escape", "Player"
549 graphic = "b.space_component"
552 { "type", "name", "range"
557 sound = "b_space_component"
558 sound_alt = "b_generic"
560 Space Components can be differentiated into Propulsion and Fuel\
561 Components. Each pair of them reduces your spaceship's travel\
562 time. You can build up to 8 pairs.\
565 [building_space_module]
566 name = _("Space Module")
569 { "type", "name", "range"
570 "Tech", "Escape", "Player"
572 graphic = "b.space_modules"
575 { "type", "name", "range"
580 sound = "b_space_module"
581 sound_alt = "b_generic"
583 Space Modules are the most expensive parts of spaceships. There\
584 are three different types of Space Module:\
586 - Habitation Module: provides living space for 10,000 people.\
588 - Life Support Module: provides food and water for the population of\
589 one Habitation Module.\
591 - Solar Panels: provides the energy needed for any two of the other\
594 You can build up to 4 Space Modules of each kind.\
597 [building_space_structural]
598 name = _("Space Structural")
601 { "type", "name", "range"
602 "Tech", "Escape", "Player"
604 graphic = "b.space_structural"
607 { "type", "name", "range"
612 sound = "b_space_structural"
613 sound_alt = "b_generic"
615 Space Structurals form the base of your spaceship. All other\
616 spaceship parts need to be connected to Structurals in order to\
617 function. You can build up to 32 Space Structurals.\
620 [building_earth_monument]
621 name = _("Earth Monument")
622 genus = "GreatWonder"
624 { "type", "name", "range"
626 graphic = "b.earth_monument"
627 graphic_alt = "b.colossus"
629 { "type", "name", "range"
635 sound_alt = "w_generic"
637 Monument to celebrate our true home planet, Earth.\n\n\
638 Each square around the city where this wonder is built that is already \
639 generating some trade produces one extra trade resource.\
642 [building_great_tunnel]
643 name = _("Great Tunnel")
644 genus = "GreatWonder"
646 { "type", "name", "range"
647 "Tech", "Burrowing", "Player"
649 graphic = "b.great_tunnel"
650 graphic_alt = "b.king_richards_crusade"
652 { "type", "name", "range"
657 sound = "w_king_richards_crusade"
658 sound_alt = "w_generic"
660 Real deep mining.\n\n\
661 Each square around the city where this wonder is built that is already \
662 generating some production produces one extra shield resource.\
665 [building_antigrav_control_center]
666 name = _("Antigrav Control Center")
667 genus = "GreatWonder"
669 { "type", "name", "range"
670 "Tech", "Antigravity", "Player"
672 graphic = "b.antigrav_ctrl_center"
673 graphic_alt = "b.eiffel_tower"
675 { "type", "name", "range"
680 sound = "w_eiffel_tower"
681 sound_alt = "w_generic"
682 ; /* xgettext:no-c-format */
684 All player's antigravity units will regenerate 50% of their hitpoints each \
688 [building_oceanic_downtown]
689 name = _("Oceanic Downtown")
690 genus = "GreatWonder"
692 { "type", "name", "range"
693 "Tech", "Ocean Cities", "Player"
694 "TerrainClass", "Oceanic", "Local"
696 graphic = "b.oceanic_downtown"
697 graphic_alt = "b.asmiths_trading_co"
699 { "type", "name", "range"
704 sound = "w_asmiths_trading_co"
705 sound_alt = "w_generic"
707 Each oceanic city center generates 3 points more trade and production.\
710 [building_monument_of_cooperation]
711 name = _("Monument of Co-operation")
712 genus = "GreatWonder"
714 { "type", "name", "range"
715 "Tech", "Alien Rights", "Player"
717 graphic = "b.monument_co_op"
718 graphic_alt = "b.womens_suffrage"
720 { "type", "name", "range"
725 sound = "w_womens_suffrage"
726 sound_alt = "w_generic"
727 ; /* xgettext:no-c-format */
729 All player's native alien units will regenerate 50% of their hitpoints each \
734 name = _("Protector")
735 genus = "GreatWonder"
737 { "type", "name", "range"
738 "Tech", "City Defense", "Player"
740 graphic = "b.protector"
741 graphic_alt = "b.great_wall"
743 { "type", "name", "range"
748 sound = "w_great_wall"
749 sound_alt = "w_generic"
751 Provides additional protection against radiation making it possible for \
752 all cities player owns to grow 2 sizes bigger.\