3 ; You should not modify this file except to make bugfixes or
4 ; for other "maintenance". If you want to make custom changes,
5 ; you should create a new datadir subdirectory and copy this file
6 ; into that directory, and then modify that copy. Then use the
7 ; command "rulesetdir <mysubdir>" in the server to have freeciv
8 ; use your new customized file.
10 ; Note that the freeciv AI may not cope well with anything more
14 description="Civ1 buildings data for Freeciv (approximate)"
15 options="+Freeciv-2.6-ruleset"
17 ; Below: The individual buildings, one per section.
18 ; (Buildings = City Improvements and Wonders)
20 ; The actual tag used (the * in [building_*]) does not matter, except
21 ; it must be unique within this file, and it may be used in debug
22 ; output when reading this file.
24 ; /*** For details of this file's format, ***/
25 ; /*** see the classic buildings.ruleset. ***/
31 { "type", "name", "range"
32 "Tech", "Construction", "Player"
34 graphic = "b.aqueduct"
37 { "type", "name", "range"
43 sound_alt = "b_generic"
45 Allows a city to grow larger than size 10.\
47 An Aqueduct also eliminates a city's risk of plague causing loss of\
48 population, and of fire causing loss of buildings.\
55 { "type", "name", "range"
56 "Tech", "Banking", "Player"
57 "Building", "Marketplace", "City"
62 { "type", "name", "range"
68 sound_alt = "b_generic"
69 ; /* xgettext:no-c-format */
71 Together with the Marketplace improvement, a Bank increases the\
72 luxury and tax production within a city by 100%.\
79 { "type", "name", "range"
82 graphic = "b.barracks_i"
85 { "type", "name", "range"
86 "Tech", "Gunpowder", "Player"
91 sound = "b_barracks_i"
92 sound_alt = "b_generic"
93 ; /* xgettext:no-c-format */
95 With a Barracks, each new unit built in a city will\
96 automatically have Veteran status, which means that its attack and\
97 defense strengths are increased by 50%. Also, damaged units\
98 which stay in town for one full turn without moving are completely\
101 Barracks also prevent stored food and goods in coastal cities being\
105 [building_barracks_ii]
106 name = _("Barracks II")
107 genus = "Improvement"
109 { "type", "name", "range"
110 "Tech", "Gunpowder", "Player"
112 graphic = "b.barracks_ii"
113 graphic_alt = "b.barracks_i"
115 { "type", "name", "range"
116 "Tech", "Combustion", "Player"
121 sound = "b_barracks_ii"
122 sound_alt = "b_generic"
123 ; /* xgettext:no-c-format */
125 With a Barracks, each new unit built in a city will\
126 automatically have Veteran status, which means that its attack and\
127 defense strengths are increased by 50%. Also, damaged units\
128 which stay in town for one full turn without moving are completely\
131 Barracks also prevent stored food and goods in coastal cities being\
135 [building_barracks_iii]
136 name = _("Barracks III")
137 genus = "Improvement"
139 { "type", "name", "range"
140 "Tech", "Combustion", "Player"
142 graphic = "b.barracks_iii"
143 graphic_alt = "b.barracks_i"
145 { "type", "name", "range"
150 sound = "b_barracks_iii"
151 sound_alt = "b_generic"
152 ; /* xgettext:no-c-format */
154 With a Barracks, each new unit built in a city will\
155 automatically have Veteran status, which means that its attack and\
156 defense strengths are increased by 50%. Also, damaged units\
157 which stay in town for one full turn without moving are completely\
160 Barracks also prevent stored food and goods in coastal cities being\
165 name = _("Cathedral")
166 genus = "Improvement"
168 { "type", "name", "range"
169 "Tech", "Religion", "Player"
171 graphic = "b.cathedral"
174 { "type", "name", "range"
179 sound = "b_cathedral"
180 sound_alt = "b_generic"
182 A Cathedral makes 4 unhappy citizens content in a city, making it\
183 easier to maintain order in that city; however, it does not affect\
184 citizens made unhappy by military activity.\
187 [building_city_walls]
188 name = _("City Walls")
189 genus = "Improvement"
190 flags = "VisibleByOthers"
192 { "type", "name", "range"
193 "Tech", "Masonry", "Player"
195 graphic = "b.city_walls"
198 { "type", "name", "range"
203 sound = "b_city_walls"
204 sound_alt = "b_generic"
206 City Walls make it easier to defend a city. They triple the defense\
207 strength of units within the city against land, sea, and helicopter\
208 units. They are ineffective against non-helicopter airborne units as well\
209 as Artillery. City Walls also prevent the loss of population which\
210 occurs when a defending unit is destroyed by a land unit.\
212 For cities near rivers, City Walls also eliminate the risk of population\
217 name = _("Colosseum")
218 genus = "Improvement"
220 { "type", "name", "range"
221 "Tech", "Construction", "Player"
223 graphic = "b.colosseum"
226 { "type", "name", "range"
231 sound = "b_colosseum"
232 sound_alt = "b_generic"
234 Entertains the citizens of a city, making 3 unhappy citizens content. \
235 However, it does not affect citizens made unhappy by military activity.\
238 [building_courthouse]
239 name = _("Courthouse")
240 genus = "Improvement"
242 { "type", "name", "range"
243 "Tech", "Code of Laws", "Player"
245 graphic = "b.courthouse"
248 { "type", "name", "range"
253 sound = "b_courthouse"
254 sound_alt = "b_generic"
255 ; /* xgettext:no-c-format */
257 Reduces the corruption in a city by 50%. Has no effect in your capital\
263 genus = "Improvement"
265 { "type", "name", "range"
266 "Tech", "Industrialization", "Player"
268 graphic = "b.factory"
271 { "type", "name", "range"
277 sound_alt = "b_generic"
278 ; /* xgettext:no-c-format */
280 Increases the shield production in a city by 50%. This increase may\
281 also contribute significantly to pollution.\
286 genus = "Improvement"
288 { "type", "name", "range"
289 "Tech", "Pottery", "Player"
291 graphic = "b.granary"
294 { "type", "name", "range"
300 sound_alt = "b_generic"
302 The amount of stored food will be set to half full whenever a city\
303 with a Granary shrinks or grows. This helps a city to grow faster\
304 and more easily withstand famine.\
307 ; In Civ1, city size reduction does not generate food like this.
308 ; Dare I ask where this food comes from?? :-)
310 Famine can occur when food stock reaches zero due to a food deficit\
311 (which a Granary merely delays), in which case it leads to the loss\
312 of any Settlers consuming food, or of city population if there are\
313 none. Famine can also occur at any time due to random crop failure,\
314 in which case it causes loss of population and all stored food;\
315 a Granary eliminates this risk.\
318 [building_hydro_plant]
319 name = _("Hydro Plant")
320 genus = "Improvement"
322 { "type", "name", "range"
323 "Tech", "Electronics", "Player"
324 "Extra", "River", "Adjacent"
325 "Building", "Factory", "City"
327 graphic = "b.hydro_plant"
330 { "type", "name", "range"
335 sound = "b_hydro_plant"
336 sound_alt = "b_generic"
337 ; /* xgettext:no-c-format */
339 Reduces the amount of pollution generated by production in a city\
341 increases the shield production of a Factory or Mfg. Plant in the\
342 city: a Factory and a Hydro Plant together give a 100% production\
343 bonus, and a Factory, Mfg. Plant and Hydro Plant together give\
344 a 150% production bonus.\
346 A city can only have one Hydro Plant, Power Plant, or\
347 Nuclear Plant. A city can only build a Hydro Plant if it is next\
348 to (or on) a River tile.\
350 ; Civ1 would allow building Hydro Plant if there`s either River OR Mountains
351 ; but it is not possible to implement with current ruleset format.
355 genus = "Improvement"
357 { "type", "name", "range"
358 "Tech", "Writing", "Player"
360 graphic = "b.library"
363 { "type", "name", "range"
369 sound_alt = "b_generic"
370 ; /* xgettext:no-c-format */
372 Increases the science output in a city by 50%.\
375 [building_marketplace]
376 name = _("Marketplace")
377 genus = "Improvement"
379 { "type", "name", "range"
380 "Tech", "Currency", "Player"
382 graphic = "b.marketplace"
385 { "type", "name", "range"
390 sound = "b_marketplace"
391 sound_alt = "b_generic"
392 ; /* xgettext:no-c-format */
394 Increases the luxury and tax output in a city by 50%.\
397 [building_mass_transit]
398 name = _("Mass Transit")
399 genus = "Improvement"
401 { "type", "name", "range"
402 "Tech", "Mass Production", "Player"
404 graphic = "b.mass_transit"
407 { "type", "name", "range"
412 sound = "b_mass_transit"
413 sound_alt = "b_generic"
415 Neutralizes the pollution generated by the population. \
416 The population simply has no effect on the pollution generated in\
421 name = _("Mfg. Plant")
422 genus = "Improvement"
424 { "type", "name", "range"
425 "Tech", "Robotics", "Player"
426 "Building", "Factory", "City"
428 graphic = "b.mfg_plant"
431 { "type", "name", "range"
436 sound = "b_mfg_plant"
437 sound_alt = "b_generic"
438 ; /* xgettext:no-c-format */
440 Together with a Factory, a Manufacturing Plant increases the shield\
441 production in a city by 100%.\
444 [building_nuclear_plant]
445 name = _("Nuclear Plant")
446 genus = "Improvement"
448 { "type", "name", "range"
449 "Tech", "Nuclear Power", "Player"
450 "Building", "Factory", "City"
452 graphic = "b.nuclear_plant"
455 { "type", "name", "range"
460 sound = "b_nuclear_plant"
461 sound_alt = "b_generic"
462 ; /* xgettext:no-c-format */
464 Reduces the amount of pollution generated by production in a city\
466 increases the shield production of a Factory or Mfg. Plant in\
467 the city: a Factory and a Nuclear Plant together give a 100%\
468 production bonus, and a Factory, Mfg. Plant and Nuclear Plant\
469 together give a 150% production bonus.\
471 A city can only have one Hydro Plant, Power Plant, or\
475 ; For Civ1/2 there should be a change of meltdown during
476 ; civil disorder, but that has not been implemented yet.
480 genus = "SmallWonder"
481 flags = "SaveSmallWonder"
483 { "type", "name", "range"
484 "Tech", "Masonry", "Player"
489 { "type", "name", "range"
495 sound_alt = "b_generic"
497 Makes a city the capital and the center of your government.\
498 Corruption in other cities is related to how far away from the\
499 capital they are, except when the government is Democracy or\
500 Communism. On top of this, corruption in your capital itself is\
501 half of what it would otherwise be (as if it had a Courthouse).\
503 The cost to enemy Diplomats of inciting a revolt in a city also\
504 depends upon the city's distance from the capital (under all\
505 forms of government). Your capital city itself cannot be incited\
506 to revolt, and enjoys a bonus when enemy agents try to evade your\
507 own agents stationed in the city, or sabotage your buildings.\
509 Take good care of your capital, as its loss may result in your\
510 empire plunging into civil war. Losing your current palace also\
511 results in losing whatever spaceship you might have.\
513 If the capital is in a dangerous location, or a more central capital\
514 would give a better corruption distribution, you can move your palace\
515 by rebuilding it in another city.\
518 [building_power_plant]
519 name = _("Power Plant")
520 genus = "Improvement"
522 { "type", "name", "range"
523 "Tech", "Refining", "Player"
524 "Building", "Factory", "City"
526 graphic = "b.power_plant"
529 { "type", "name", "range"
534 sound = "b_power_plant"
535 sound_alt = "b_generic"
536 ; /* xgettext:no-c-format */
538 Increases the shield production of a Factory or Mfg. Plant in a\
539 city: a Factory and a Power Plant together give a 100% production\
540 bonus, and a Factory, Mfg. Plant and Power Plant together give\
541 a 150% production bonus. The extra production may lead to the city\
542 generating more pollution.\
544 A city can only have one Hydro Plant, Power Plant, or\
548 [building_recycling_center]
549 name = _("Recycling Center")
550 genus = "Improvement"
552 { "type", "name", "range"
553 "Tech", "Recycling", "Player"
555 graphic = "b.recycling_center"
558 { "type", "name", "range"
563 sound = "b_recycling_center"
564 sound_alt = "b_generic"
565 ; /* xgettext:no-c-format */
567 Building a Recycling Center reduces the amount of pollution\
568 generated by production in a city by 66%.\
571 [building_sdi_defense]
572 name = _("SDI Defense")
573 genus = "Improvement"
575 { "type", "name", "range"
576 "Tech", "Superconductors", "Player"
578 graphic = "b.sdi_defense"
581 { "type", "name", "range"
586 sound = "b_sdi_defense"
587 sound_alt = "b_generic"
589 Protects a city and its environs (up to 2 tiles away) from attacks\
590 by other nations' Nuclear units. A Nuclear unit not owned by you or a\
591 teammate which attacks a city with SDI Defense, or attacks a unit (or is\
592 deliberately exploded) within range, is shot down and simply has no effect.\
595 [building_space_component]
596 name = _("Space Component")
599 { "type", "name", "range"
600 "Tech", "Plastics", "Player"
602 graphic = "b.space_component"
605 { "type", "name", "range"
610 sound = "b_space_component"
611 sound_alt = "b_generic"
613 Space Components can be differentiated into Propulsion and Fuel\
614 Components. Each pair of them reduces your spaceship's travel\
615 time. You can build up to 8 pairs.\
617 Before you can build any spaceship parts, the Apollo Program wonder\
618 must have been built by any player.\
621 [building_space_module]
622 name = _("Space Module")
625 { "type", "name", "range"
626 "Tech", "Robotics", "Player"
628 graphic = "b.space_modules"
631 { "type", "name", "range"
636 sound = "b_space_module"
637 sound_alt = "b_generic"
639 Space Modules are the most expensive parts of spaceships. There\
640 are three different types of Space Module:\
642 - Habitation Module: provides living space for 10,000 people.\
644 - Life Support Module: provides food and water for the population of\
645 one Habitation Module.\
647 - Solar Panels: provides the energy needed for any two of the other\
650 You can build up to 4 Space Modules of each kind.\
652 Before you can build any spaceship parts, the Apollo Program wonder\
653 must have been built by any player.\
656 [building_space_structural]
657 name = _("Space Structural")
660 { "type", "name", "range"
661 "Tech", "Space Flight", "Player"
663 graphic = "b.space_structural"
666 { "type", "name", "range"
671 sound = "b_space_structural"
672 sound_alt = "b_generic"
674 Space Structurals form the base of your spaceship. All other\
675 spaceship parts need to be connected to Structurals in order to\
676 function. You can build up to 32 Space Structurals.\
678 Before you can build any spaceship parts, the Apollo Program wonder\
679 must have been built by any player.\
684 genus = "Improvement"
686 { "type", "name", "range"
687 "Tech", "Ceremonial Burial", "Player"
692 { "type", "name", "range"
698 sound_alt = "b_generic"
700 Makes one unhappy citizen content. The Mysticism advance doubles\
701 this effect, as does Oracle wonder. With both Mysticism and the Oracle,\
702 4 citizens are made content. Does not affect citizens made unhappy by military\
705 A Temple in a city near mountains additionally prevents population loss\
706 from volcanic activity.\
709 [building_university]
710 name = _("University")
711 genus = "Improvement"
713 { "type", "name", "range"
714 "Tech", "University", "Player"
715 "Building", "Library", "City"
717 graphic = "b.university"
720 { "type", "name", "range"
725 sound = "b_university"
726 sound_alt = "b_generic"
727 ; /* xgettext:no-c-format */
729 Together with a Library, a University increases the science\
730 production of a city by 100%.\
733 [building_apollo_program]
734 name = _("Apollo Program")
735 genus = "GreatWonder"
737 { "type", "name", "range"
738 "Tech", "Space Flight", "Player"
740 graphic = "b.apollo_program"
743 { "type", "name", "range"
749 All cities on the map become visible for the player who owns it --\
750 the player always has up-to-date knowledge of all tiles with cities\
751 despite fog-of-war. It allows all players to start building\
752 spaceship parts (assuming they have researched the necessary\
758 genus = "GreatWonder"
760 { "type", "name", "range"
761 "Tech", "Bronze Working", "Player"
763 graphic = "b.colossus"
766 { "type", "name", "range", "survives"
767 "Tech", "Electricity", "World", TRUE
773 sound_alt = "w_generic"
775 Each tile around the city where this wonder is built that is already\
776 generating some trade produces one extra trade resource.\
779 [building_copernicus_observatory]
780 name = _("Copernicus' Observatory")
781 genus = "GreatWonder"
783 { "type", "name", "range"
784 "Tech", "Astronomy", "Player"
786 graphic = "b.copernicus_observatory"
789 { "type", "name", "range", "survives"
790 "Tech", "Automobile", "World", TRUE
795 sound = "w_copernicus_observatory"
796 sound_alt = "w_generic"
797 ; /* xgettext:no-c-format */
799 Boosts science production by 50% in the city where it is built.\
802 [building_cure_for_cancer]
803 name = _("Cure For Cancer")
804 genus = "GreatWonder"
806 { "type", "name", "range"
807 "Tech", "Genetic Engineering", "Player"
809 graphic = "b.cure_for_cancer"
812 { "type", "name", "range"
817 sound = "w_cure_for_cancer"
818 sound_alt = "w_generic"
820 This stunning technological achievement makes one unhappy\
821 citizen content in each of your cities (including citizens unhappy\
822 about military activity).\
825 [building_darwins_voyage]
826 name = _("Darwin's Voyage")
827 genus = "GreatWonder"
829 { "type", "name", "range"
830 "Tech", "Railroad", "Player"
832 graphic = "b.darwins_voyage"
835 { "type", "name", "range"
840 sound = "w_darwins_voyage"
841 sound_alt = "w_generic"
843 Charles Darwin's voyage sparked the discovery of the evolution\
844 of the species, which inspired greater confidence in science.\
845 Gives two immediate technology advances.\
848 [building_great_library]
849 name = _("Great Library")
850 genus = "GreatWonder"
852 { "type", "name", "range"
853 "Tech", "Literacy", "Player"
855 graphic = "b.great_library"
858 { "type", "name", "range", "survives"
859 "Tech", "Electronics", "World", TRUE
864 sound = "w_great_library"
865 sound_alt = "w_generic"
867 The civilization which builds the Great Library gets every advance\
868 that at least two other teams have achieved.\
871 [building_great_wall]
872 name = _("Great Wall")
873 genus = "GreatWonder"
875 { "type", "name", "range"
876 "Tech", "Masonry", "Player"
878 graphic = "b.great_wall"
881 { "type", "name", "range", "survives"
882 "Tech", "Gunpowder", "World", TRUE
887 sound = "w_great_wall"
888 sound_alt = "w_generic"
890 Works as a City Wall in all your cities.\
893 ; In Civ1 enemies are forced to offer cease-fire or peace.
895 [building_hanging_gardens]
896 name = _("Hanging Gardens")
897 genus = "GreatWonder"
899 { "type", "name", "range"
900 "Tech", "Pottery", "Player"
902 graphic = "b.hanging_gardens"
905 { "type", "name", "range", "survives"
906 "Tech", "Invention", "World", TRUE
911 sound = "w_hanging_gardens"
912 sound_alt = "w_generic"
914 Makes one content citizen happy in every city. In the unlikely event\
915 where there are no content citizens to get the effect of Hanging\
916 Gardens, the wonder applies to unhappy citizens instead (including\
917 those unhappy about military activity), making each content.\
920 [building_hoover_dam]
921 name = _("Hoover Dam")
922 genus = "GreatWonder"
924 { "type", "name", "range"
925 "Tech", "Electronics", "Player"
927 graphic = "b.hoover_dam"
930 { "type", "name", "range"
935 sound = "w_hoover_dam"
936 sound_alt = "w_generic"
938 Works as if you had a Hydro Plant in every city\
939 on the same continent where the wonder is built. \
940 (This reduces pollution and increases the effects of\
941 Factories and Mfg. Plants.)\
944 [building_isaac_newtons_college]
945 name = _("Isaac Newton's College")
946 genus = "GreatWonder"
948 { "type", "name", "range"
949 "Tech", "Theory of Gravity", "Player"
951 graphic = "b.isaac_newtons_college"
954 { "type", "name", "range", "survives"
955 "Tech", "Nuclear Fission", "World", TRUE
960 sound = "w_isaac_newtons_college"
961 sound_alt = "w_generic"
962 ; /* xgettext:no-c-format */
964 Boosts science production by 100% in the city where it is built.\
967 [building_js_bachs_cathedral]
968 name = _("J.S. Bach's Cathedral")
969 genus = "GreatWonder"
971 { "type", "name", "range"
972 "Tech", "Religion", "Player"
974 graphic = "b.js_bachs_cathedral"
977 { "type", "name", "range"
982 sound = "w_js_bachs_cathedral"
983 sound_alt = "w_generic"
985 Makes two unhappy citizens content in every city of yours\
986 on the same continent where the wonder is built (including citizens\
987 unhappy about military activity).\
990 [building_lighthouse]
991 name = _("Lighthouse")
992 genus = "GreatWonder"
994 { "type", "name", "range"
995 "Tech", "Map Making", "Player"
997 graphic = "b.lighthouse"
1000 { "type", "name", "range", "survives"
1001 "Tech", "Magnetism", "World", TRUE
1006 sound = "w_lighthouse"
1007 sound_alt = "w_generic"
1009 Gives all your sea units 1 additional movement point.\
1012 [building_magellans_expedition]
1013 name = _("Magellan's Expedition")
1014 genus = "GreatWonder"
1016 { "type", "name", "range"
1017 "Tech", "Navigation", "Player"
1019 graphic = "b.magellans_expedition"
1022 { "type", "name", "range"
1027 sound = "w_magellans_expedition"
1028 sound_alt = "w_generic"
1030 Gives all sea units 1 additional movement point.\
1033 [building_manhattan_project]
1034 name = _("Manhattan Project")
1035 genus = "GreatWonder"
1037 { "type", "name", "range"
1038 "Tech", "Nuclear Fission", "Player"
1040 graphic = "b.manhattan_project"
1043 { "type", "name", "range"
1048 sound = "w_manhattan_project"
1049 sound_alt = "w_generic"
1050 ;helptext is set in client/helpdata.c:helptext_wonder()
1053 [building_michelangelos_chapel]
1054 name = _("Michelangelo's Chapel")
1055 genus = "GreatWonder"
1057 { "type", "name", "range"
1058 "Tech", "Religion", "Player"
1060 graphic = "b.michelangelos_chapel"
1063 { "type", "name", "range", "survives"
1064 "Tech", "Communism", "World", TRUE
1069 sound = "w_michelangelos_chapel"
1070 sound_alt = "w_generic"
1072 Double effects of Cathedrals, in all cities.\
1077 genus = "GreatWonder"
1079 { "type", "name", "range"
1080 "Tech", "Mysticism", "Player"
1082 graphic = "b.oracle"
1085 { "type", "name", "range", "survives"
1086 "Tech", "Religion", "World", TRUE
1092 sound_alt = "w_generic"
1094 Doubles the effect of a Temple in every city.\
1095 Does not affect citizens made unhappy by military activity.\
1099 name = _("Pyramids")
1100 genus = "GreatWonder"
1102 { "type", "name", "range"
1103 "Tech", "Masonry", "Player"
1105 graphic = "b.pyramids"
1108 { "type", "name", "range", "survives"
1109 "Tech", "Communism", "World", TRUE
1114 sound = "w_pyramids"
1115 sound_alt = "w_generic"
1117 Allows you to choose any government, including those that have not yet\
1118 been researched by your civilization, and without the transition\
1122 [building_seti_program]
1123 name = _("SETI Program")
1124 genus = "GreatWonder"
1126 { "type", "name", "range"
1127 "Tech", "Computers", "Player"
1129 graphic = "b.seti_program"
1132 { "type", "name", "range"
1137 sound = "w_seti_program"
1138 sound_alt = "w_generic"
1139 ; /* xgettext:no-c-format */
1141 Boosts science production in each city by 50%.\
1144 [building_shakespeares_theatre]
1145 name = _("Shakespeare's Theater")
1146 rule_name = "Shakespeare's Theatre" ; en_GB used originally
1147 genus = "GreatWonder"
1149 { "type", "name", "range"
1150 "Tech", "Medicine", "Player"
1152 graphic = "b.shakespeares_theatre"
1155 { "type", "name", "range", "survives"
1156 "Tech", "Electronics", "World", TRUE
1161 sound = "w_shakespeares_theatre"
1162 sound_alt = "w_generic"
1164 Makes all angry and unhappy citizens content in the city where it\
1165 is located, including citizens unhappy about military activity.\
1168 [building_united_nations]
1169 name = _("United Nations")
1170 genus = "GreatWonder"
1172 { "type", "name", "range"
1173 "Tech", "Communism", "Player"
1175 graphic = "b.united_nations"
1178 { "type", "name", "range"
1183 sound = "w_united_nations"
1184 sound_alt = "w_generic"
1186 Allows you to choose any government, including those that have not yet\
1187 been researched by your civilization, and without the transition\
1191 ; This does not match Civ1 or Civ2, but diplomatic effects are
1192 ; not very effective in multiplayer, and hitpoints effects do not
1193 ; apply for Civ1. Note in Civ1 Pyramids have a gov-change effect,
1194 ; but become obsolete, and the Statue of Liberty does not exist.
1196 [building_womens_suffrage]
1197 name = _("Women's Suffrage")
1198 genus = "GreatWonder"
1200 { "type", "name", "range"
1201 "Tech", "Industrialization", "Player"
1203 graphic = "b.womens_suffrage"
1206 { "type", "name", "range"
1211 sound = "w_womens_suffrage"
1212 sound_alt = "w_generic"
1214 In all cities, the unhappiness effect of every unit is reduced by 1.\
1215 This means that in a Republic, units do not cause unhappiness, and in\
1216 a Democracy, aggressive units cause only 1 unhappy citizen each.\