1 ; This is the experimental ruleset. See README.experimental
2 ; for a detailed description.
5 ; You should not modify this file except to make bugfixes or
6 ; for other "maintenance". If you want to make custom changes,
7 ; you should create a new datadir subdirectory and copy this file
8 ; into that directory, and then modify that copy. Then use the
9 ; command "rulesetdir <mysubdir>" in the server to have freeciv
10 ; use your new customized file.
12 ; Note that the freeciv AI may not cope well with anything more
16 description="Experimental buildings data for Freeciv"
17 options="+Freeciv-2.6-ruleset"
19 ; /* <-- avoid gettext warnings
21 ; Below: The individual buildings, one per section.
22 ; (Buildings = City Improvements and Wonders)
24 ; The actual tag used (the * in [building_*]) does not matter, except
25 ; it must be unique within this file, and it may be used in debug
26 ; output when reading this file.
30 ; name = translatable name as seen by user
31 ; rule_name = (optional) name for savegames, rulesets etc; if not
32 ; present, 'name' is used. Since the name used in savegames
33 ; must not change, use this when renaming a building after a
34 ; ruleset has been released.
35 ; genus = genus; one of:
36 ; "GreatWonder", "SmallWonder", "Improvement", "Special".
37 ; reqs = requirements to build the building (see effects.ruleset
38 ; and README.effects for help on requirements)
39 ; graphic = icon of improvement (used in city dialog)
40 ; graphic_alt = alternate icon of improvement
41 ; obsolete_by = requirements for the building to become obsolete
42 ; build_cost = production shields required to build
43 ; upkeep = monetary upkeep value
44 ; sabotage = percent chance of diplomat sabotage being successful
45 ; flags = special flag strings
47 ; ** Building flags **
48 ; "VisibleByOthers" = Anyone who can see your city knows whether it has
49 ; this improvement. (Great and small wonders are
51 ; "SaveSmallWonder" = If you lose the city with this building in, and the
52 ; "savepalace" server setting is enabled, another will
53 ; be built for free in a random city.
54 ; Should only be used with genus "SmallWonder".
55 ; "Gold" = Not a real building; production turned into gold
56 ; indefinitely (capitalization/coinage).
57 ; Genus should be "Special".
59 ; */ <-- avoid gettext warnings
65 { "type", "name", "range"
66 "Tech", "Radio", "Player"
71 { "type", "name", "range"
77 sound_alt = "b_generic"
79 Allows a city to produce veteran air units (including helicopters). \
80 Also, damaged air units (again, including helicopters) which stay in\
81 town for one full turn without moving are completely restored.\
83 Two cities with Airports can airlift one unit per turn. \
84 Airlifting instantly transports the unit from one city to another\
85 and will use all of the unit's movement points. A unit must have\
86 some movement points left to be airlifted.\
93 { "type", "name", "range"
94 "Tech", "Construction", "Player"
96 graphic = "b.aqueduct"
99 { "type", "name", "range"
105 sound_alt = "b_generic"
107 Allows a city to grow larger than size 8 and reduces the chance of plague\
108 within the city. After Industrialization is researched this effect of\
109 the Aqueduct is reduced.\
111 A Sewer System is required for a city to grow larger\
114 ; NB: plague (illness) has to be activated in the ruleset
118 genus = "Improvement"
120 { "type", "name", "range"
121 "Tech", "Banking", "Player"
122 "Building", "Marketplace", "City"
127 { "type", "name", "range"
133 sound_alt = "b_generic"
134 ; /* xgettext:no-c-format */
136 Together with the Marketplace improvement, a Bank increases the\
137 luxury and tax production within a city by 100%.\
142 genus = "Improvement"
144 { "type", "name", "range"
147 graphic = "b.barracks_i"
150 { "type", "name", "range"
151 "Tech", "Gunpowder", "Player"
152 "Building", "Barracks II", "City"
153 "Building", "Barracks III", "City"
158 sound = "b_barracks_i"
159 sound_alt = "b_generic"
160 ; /* xgettext:no-c-format */
162 With a Barracks, each new land unit built in a city will\
163 automatically have Veteran status, which means that its attack and\
164 defense strengths are increased by 50%. Also, damaged land units\
165 which stay in town for one full turn without moving are completely\
169 [building_barracks_ii]
170 name = _("Barracks II")
171 genus = "Improvement"
173 { "type", "name", "range"
174 "Tech", "Gunpowder", "Player"
176 graphic = "b.barracks_ii"
177 graphic_alt = "b.barracks_i"
179 { "type", "name", "range"
180 "Tech", "Mobile Warfare", "Player"
181 "Building", "Barracks III", "City"
186 sound = "b_barracks_ii"
187 sound_alt = "b_generic"
188 ; /* xgettext:no-c-format */
190 With a Barracks, each new land unit built in a city will\
191 automatically have Veteran status, which means that its attack and\
192 defense strengths are increased by 50%. Also, damaged land units\
193 which stay in town for one full turn without moving are completely\
197 [building_barracks_iii]
198 name = _("Barracks III")
199 genus = "Improvement"
201 { "type", "name", "range"
202 "Tech", "Mobile Warfare", "Player"
204 graphic = "b.barracks_iii"
205 graphic_alt = "b.barracks_i"
207 { "type", "name", "range"
212 sound = "b_barracks_iii"
213 sound_alt = "b_generic"
214 ; /* xgettext:no-c-format */
216 With a Barracks, each new land unit built in a city will\
217 automatically have Veteran status, which means that its attack and\
218 defense strengths are increased by 50%. Also, damaged land units\
219 which stay in town for one full turn without moving are completely\
224 name = _("Cathedral")
225 genus = "Improvement"
227 { "type", "name", "range"
228 "Tech", "Monotheism", "Player"
229 "Building", "Temple", "City"
231 graphic = "b.cathedral"
234 { "type", "name", "range"
239 sound = "b_cathedral"
240 sound_alt = "b_generic"
242 A Cathedral makes 3 unhappy citizens content in a city, making it\
243 easier to maintain order in that city; however, it does not affect\
244 citizens made unhappy by military activity. The discovery of Theology\
245 increases the effect of a Cathedral, making an additional unhappy\
246 citizen content. The discovery of Communism lessens the effect of\
247 a Cathedral, reducing by one the number of unhappy citizens made\
251 [building_city_walls]
252 name = _("City Walls")
253 genus = "Improvement"
254 flags = "VisibleByOthers"
256 { "type", "name", "range"
257 "Tech", "Masonry", "Player"
259 graphic = "b.city_walls"
262 { "type", "name", "range"
267 sound = "b_city_walls"
268 sound_alt = "b_generic"
270 City Walls make it easier to defend a city. They triple the defense\
271 strength of units within the city against land and helicopter\
272 units. They are ineffective against airborne and sea units as well\
273 as Howitzers. City Walls also prevent the loss of population which\
274 occurs when a defending unit is destroyed by a land unit.\
277 [building_coastal_defense]
278 name = _("Coastal Defense")
279 genus = "Improvement"
281 { "type", "name", "range"
282 "Tech", "Gunpowder", "Player"
283 "TerrainClass", "Oceanic", "Adjacent"
285 graphic = "b.coastal_defense"
288 { "type", "name", "range"
293 sound = "b_coastal_defense"
294 sound_alt = "b_generic"
296 Increases the defense strength of units within a city by a factor\
297 of 2 when defending against bombardments from enemy ships.\
301 name = _("Colosseum")
302 genus = "Improvement"
304 { "type", "name", "range"
305 "Tech", "Construction", "Player"
307 graphic = "b.colosseum"
310 { "type", "name", "range"
315 sound = "b_colosseum"
316 sound_alt = "b_generic"
318 Entertains the citizens of a city, making 3 unhappy citizens content. \
319 (Four after the discovery of Electricity.) However, it does not\
320 affect citizens made unhappy by military activity.\
322 _("Adds 2 points of culture each turn.")
324 ; For Civ2 the "Electricity" condition should be "Electronics"
326 [building_courthouse]
327 name = _("Courthouse")
328 genus = "Improvement"
330 { "type", "name", "range"
331 "Tech", "Code of Laws", "Player"
333 graphic = "b.courthouse"
336 { "type", "name", "range"
341 sound = "b_courthouse"
342 sound_alt = "b_generic"
343 ; /* xgettext:no-c-format */
345 Reduces the corruption in a city by 50%, and makes the revolt cost\
346 of the city 4 times bigger. (These effects are redundant in your\
349 Under a Democracy, a Courthouse also makes 1 unhappy citizen content\
350 (unless that citizen is unhappy about military activity).\
355 genus = "Improvement"
357 { "type", "name", "range"
358 "Tech", "Industrialization", "Player"
360 graphic = "b.factory"
363 { "type", "name", "range"
369 sound_alt = "b_generic"
370 ; /* xgettext:no-c-format */
372 Increases the shield production in a city by 50%. This increase may\
373 also contribute significantly to pollution.\
378 genus = "Improvement"
380 { "type", "name", "range"
381 "Tech", "Pottery", "Player"
383 graphic = "b.granary"
386 { "type", "name", "range"
392 sound_alt = "b_generic"
394 The amount of stored food will be set to half full whenever a city\
395 with a Granary shrinks or grows. This helps a city to grow faster\
396 and more easily withstand famine.\
399 ; In Civ2, city size reduction does not generate food like this.
400 ; Dare I ask where this food comes from?? :-)
404 rule_name = "Harbour" ; en_GB spelling used originally
405 genus = "Improvement"
407 { "type", "name", "range"
408 "Tech", "Seafaring", "Player"
409 "TerrainClass", "Oceanic", "Adjacent"
411 graphic = "b.harbour"
414 { "type", "name", "range"
420 sound_alt = "b_generic"
422 Gives one extra food resource on all Oceanic tiles. The city needs\
423 to be coastal to build this improvement.\
428 genus = "Improvement"
430 { "type", "name", "range"
431 "Tech", "Medicine", "Player"
436 { "type", "name", "range"
442 sound_alt = "b_generic"
444 A Hospital is used to treat the ill, and sometimes for medical research.\
445 A city with a Hospital is less likely to suffer from plagues.\
448 [building_hydro_plant]
449 name = _("Hydro Plant")
450 genus = "Improvement"
452 { "type", "name", "range"
453 "Tech", "Electronics", "Player"
454 "Building", "Factory", "City"
455 "Extra", "River", "Adjacent"
457 graphic = "b.hydro_plant"
460 { "type", "name", "range"
465 sound = "b_hydro_plant"
466 sound_alt = "b_generic"
467 ; /* xgettext:no-c-format */
469 Increases the effect of Factory and Mfg. Plant on the shield\
470 production of a city, and also reduces the amount of pollution\
471 generated by that production. A Hydro Plant in combination with\
472 either a Factory or Mfg. Plant gives a 75% production bonus over\
473 the level without any of these improvements, while giving pollution\
474 only 75% of the equivalent combination with a Power Plant; a\
475 Hydro Plant, Factory, and Mfg. Plant together give a 150%\
476 production bonus with pollution only 50% of the equivalent\
477 combination with a Power Plant.\
479 In each city, only one Power Plant, Hydro Plant, Nuclear Plant, or\
480 Solar Plant can take effect at any one time.\
483 ; For Civ1/2 the first shield production number above should be 100%,
484 ; but the above describes current freeciv rules.
486 [building_genetic_lab]
487 name = _("Genetic Lab")
488 genus = "Improvement"
490 { "type", "name", "range"
491 "Tech", "Genetic Engineering", "Player"
496 { "type", "name", "range"
502 sound_alt = "b_generic"
503 ; /* xgettext:no-c-format */
505 In a Genetic Laboratory medicaments can be researched. The possibility\
506 for plagues within the city is reduced.\
508 A Genetic Laboratory allows the genetic optimization of plants and animals.\
509 The food output is increased by 25% if the city size exceeds 20.\
514 genus = "Improvement"
516 { "type", "name", "range"
517 "Tech", "Writing", "Player"
519 graphic = "b.library"
522 { "type", "name", "range"
528 sound_alt = "b_generic"
529 ; /* xgettext:no-c-format */
531 Increases the science output in a city by 100%.\
533 _("Adds 2 points of culture each turn.")
535 [building_marketplace]
536 name = _("Marketplace")
537 genus = "Improvement"
539 { "type", "name", "range"
540 "Tech", "Currency", "Player"
542 graphic = "b.marketplace"
545 { "type", "name", "range"
550 sound = "b_marketplace"
551 sound_alt = "b_generic"
552 ; /* xgettext:no-c-format */
554 Increases the luxury and tax output in a city by 50%.\
557 [building_mass_transit]
558 name = _("Mass Transit")
559 genus = "Improvement"
561 { "type", "name", "range"
562 "Tech", "Mass Production", "Player"
564 graphic = "b.mass_transit"
567 { "type", "name", "range"
572 sound = "b_mass_transit"
573 sound_alt = "b_generic"
575 Neutralizes the pollution generated by the population. \
576 The population simply has no effect on the pollution generated in\
579 If a metropolis (city size > 30) has a Mass Transit and a Super Highway\
580 the city radius is further increased.\
584 name = _("Mfg. Plant")
585 genus = "Improvement"
587 { "type", "name", "range"
588 "Tech", "Robotics", "Player"
589 "Building", "Factory", "City"
591 graphic = "b.mfg_plant"
594 { "type", "name", "range"
599 sound = "b_mfg_plant"
600 sound_alt = "b_generic"
601 ; /* xgettext:no-c-format */
603 Together with a Factory, a Manufacturing Plant increases the shield\
604 production in a city by 100%. A Manufacturing Plant on its own\
605 increases shield production by 50%.\
607 A Manufacturing Plant also has a small risk of suffering an industrial\
608 accident, which can lead to pollution and reduce the city's population.\
611 [building_nuclear_plant]
612 name = _("Nuclear Plant")
613 genus = "Improvement"
615 { "type", "name", "range"
616 "Tech", "Nuclear Power", "Player"
617 "Building", "Factory", "City"
619 graphic = "b.nuclear_plant"
622 { "type", "name", "range"
627 sound = "b_nuclear_plant"
628 sound_alt = "b_generic"
629 ; /* xgettext:no-c-format */
631 Increases the effect of Factory and Mfg. Plant on the shield\
632 production of a city, and also reduces the amount of pollution\
633 generated by that production. A Nuclear Plant in combination with\
634 either a Factory or Mfg. Plant gives a 75% production bonus over\
635 the level without any of these improvements, while giving pollution\
636 only 75% of the equivalent combination with a Power Plant; a\
637 Nuclear Plant, Factory, and Mfg. Plant together give a 150%\
638 production bonus with pollution only 50% of the equivalent\
639 combination with a Power Plant.\
641 In each city, only one Power Plant, Hydro Plant, Nuclear Plant, or\
642 Solar Plant can take effect at any one time.\
645 ; For Civ1/2 the first number above should be 100%, but the above
646 ; describes current freeciv rules.
647 ; There would also be a change of meltdown during civil disorder,
648 ; but that has not been implemented yet.
650 [building_offshore_platform]
651 name = _("Offshore Platform")
652 genus = "Improvement"
654 { "type", "name", "range"
655 "Tech", "Miniaturization", "Player"
656 "TerrainClass", "Oceanic", "Adjacent"
658 graphic = "b.offshore_platform"
661 { "type", "name", "range"
666 sound = "b_offshore_platform"
667 sound_alt = "b_generic"
669 Adds 1 extra shield resource on all Oceanic tiles worked by a city. The\
670 city needs to be coastal to build this improvement.\
675 genus = "SmallWonder"
676 flags = "SaveSmallWonder"
678 { "type", "name", "range"
679 "Tech", "Masonry", "Player"
684 { "type", "name", "range"
690 sound_alt = "b_generic"
692 Makes a city the capital and the center of your government.\
693 Corruption in other cities is related to how far away from the\
694 capital they are, except when the government is Democracy or\
695 Communism. On top of this, corruption in your capital itself is\
696 half of what it would otherwise be (as if it had a Courthouse).\
698 The cost to enemy Diplomats and Spies of inciting a revolt in a\
699 city also depends upon the city's distance from the capital\
700 (under all forms of government). Your capital city itself cannot\
701 be incited to revolt, and enjoys a bonus when enemy agents try\
702 to evade your own agents stationed in the city, or sabotage your\
705 Take good care of your capital, as its loss may result in your\
706 empire plunging into civil war. Losing your current palace also\
707 results in losing whatever spaceship you might have.\
709 If the capital is in a dangerous location, or a more central capital\
710 would give a better corruption distribution, you can move your palace\
711 by rebuilding it in another city.\
713 ; /* xgettext:no-c-format */
715 Under Despotism the city containing the palace gains a +75%\
716 production bonus, and under Monarchy a +50% production bonus.\
718 _("Adds 2 points of culture each turn.")
720 [building_police_station]
721 name = _("Police Station")
722 genus = "Improvement"
724 { "type", "name", "range"
725 "Tech", "Communism", "Player"
727 graphic = "b.police_station"
730 { "type", "name", "range"
735 sound = "b_police_station"
736 sound_alt = "b_generic"
738 Reduces the unhappiness caused by aggressively deployed military\
739 units owned by the city by 2 under Democracy and 1 under Republic\
740 -- in other words, it neutralizes the unhappiness caused by a single\
741 military unit. This improvement has no effect under other governments.\
744 ; For Civ2 this should reduce unhappiness by one for *each* unit
745 ; outside a city that is causing at least one unhappiness.
747 [building_port_facility]
748 name = _("Port Facility")
749 genus = "Improvement"
751 { "type", "name", "range"
752 "Tech", "Amphibious Warfare", "Player"
753 "TerrainClass", "Oceanic", "Adjacent"
755 graphic = "b.port_facility"
758 { "type", "name", "range"
763 sound = "b_port_facility"
764 sound_alt = "b_generic"
766 Allows a city to build veteran sea units. Also, damaged sea units\
767 which stay in town for one full turn without moving are completely\
771 [building_power_plant]
772 name = _("Power Plant")
773 genus = "Improvement"
775 { "type", "name", "range"
776 "Tech", "Refining", "Player"
777 "Building", "Factory", "City"
779 graphic = "b.power_plant"
782 { "type", "name", "range"
787 sound = "b_power_plant"
788 sound_alt = "b_generic"
789 ; /* xgettext:no-c-format */
791 Increases the effect of Factory and Mfg. Plant on the shield\
792 production of a city. A Power Plant in combination with\
793 either a Factory or Mfg. Plant gives a 75% production bonus over\
794 the level without any of these improvements; a Power Plant,\
795 Factory, and Mfg. Plant together give a 150% production bonus.\
796 The extra production may lead to the city generating more\
799 In each city, only one Power Plant, Hydro Plant, Nuclear Plant, or\
800 Solar Plant can take effect at any one time.\
803 ; For Civ1/2 the first number above should be 100%, but the above
804 ; describes current freeciv rules.
806 [building_recycling_center]
807 name = _("Recycling Center")
808 genus = "Improvement"
810 { "type", "name", "range"
811 "Tech", "Recycling", "Player"
813 graphic = "b.recycling_center"
816 { "type", "name", "range"
821 sound = "b_recycling_center"
822 sound_alt = "b_generic"
823 ; /* xgettext:no-c-format */
825 Building a Recycling Center reduces the amount of pollution\
826 generated by production in a city by 66%.\
829 [building_research_lab]
830 name = _("Research Lab")
831 genus = "Improvement"
833 { "type", "name", "range"
834 "Tech", "Computers", "Player"
835 "Building", "University", "City"
837 graphic = "b.research_lab"
840 { "type", "name", "range"
845 sound = "b_research_lab"
846 sound_alt = "b_generic"
847 ; /* xgettext:no-c-format */
849 Together with a Library, a Research Lab increases the science\
850 production of a city by 200%. \
851 Together with a Library and a University, a Research Lab increases\
852 the science production of a city by 450%.\
855 [building_sam_battery]
856 name = _("SAM Battery")
857 genus = "Improvement"
859 { "type", "name", "range"
860 "Tech", "Rocketry", "Player"
862 graphic = "b.sam_battery"
865 { "type", "name", "range"
870 sound = "b_sam_battery"
871 sound_alt = "b_generic"
873 Doubles the defense of all units inside the city when attacked by\
874 aircraft (not including helicopters or missiles).\
877 [building_sdi_defense]
878 name = _("SDI Defense")
879 genus = "Improvement"
881 { "type", "name", "range"
882 "Tech", "Laser", "Player"
884 graphic = "b.sdi_defense"
887 { "type", "name", "range"
892 sound = "b_sdi_defense"
893 sound_alt = "b_generic"
895 Protects a city and its environs (up to 2 tiles away) from attacks\
896 by other nations' Nuclear units. A Nuclear unit not owned by you or a\
897 teammate which attacks a city with SDI Defense, or attacks a unit (or is\
898 deliberately exploded) within range, is shot down and simply has no effect.\
899 Also, doubles defense for units in the city against non-nuclear missiles.\
902 ; Civ2 does not document the "Unit_Defend"/"Missile" aspect; does it apply or not?
904 [building_sewer_system]
905 name = _("Sewer System")
906 genus = "Improvement"
908 { "type", "name", "range"
909 "Tech", "Sanitation", "Player"
910 "Building", "Aqueduct", "City"
912 graphic = "b.sewer_system"
915 { "type", "name", "range"
920 sound = "b_sewer_system"
921 sound_alt = "b_generic"
923 Allows a city to grow larger than size 12. Pre-requirement is an Aqueduct\
924 for a city to grow larger than size 8. The Sewer System further reduces\
925 the chance of a plague.\
927 ; NB: plague (illness) has to be activated in the ruleset
929 [building_solar_plant]
930 name = _("Solar Plant")
931 genus = "Improvement"
933 { "type", "name", "range"
934 "Tech", "Environmentalism", "Player"
935 "Building", "Factory", "City"
937 graphic = "b.solar_plant"
940 { "type", "name", "range"
945 sound = "b_solar_plant"
946 sound_alt = "b_generic"
947 ; /* xgettext:no-c-format */
949 Increases the effect of Factory and Mfg. Plant on the shield\
950 production of a city, and also greatly reduces the amount of pollution\
951 generated by that production. A Solar Plant in combination with\
952 either a Factory or Mfg. Plant gives a 75% production bonus over\
953 the level without any of these improvements, while giving pollution\
954 only 50% of the equivalent combination with a Power Plant; a\
955 Solar Plant, Factory, and Mfg. Plant together give a 150%\
956 production bonus, and eliminates all pollution generated by\
957 production in that city.\
959 In each city, only one Power Plant, Hydro Plant, Nuclear Plant, or\
960 Solar Plant can take effect at any one time.\
963 [building_space_component]
964 name = _("Space Component")
967 { "type", "name", "range"
968 "Tech", "Plastics", "Player"
969 "Building", "Factory", "City"
971 graphic = "b.space_component"
974 { "type", "name", "range"
979 sound = "b_space_component"
980 sound_alt = "b_generic"
982 Space Components can be differentiated into Propulsion and Fuel\
983 Components. Each pair of them reduces your spaceship's travel\
984 time. You can build up to 8 pairs.\
986 Before you can build any spaceship parts, the Apollo Program wonder\
987 must have been built by any player.\
990 [building_space_module]
991 name = _("Space Module")
994 { "type", "name", "range"
995 "Tech", "Superconductors", "Player"
996 "Building", "Factory", "City"
998 graphic = "b.space_modules"
1001 { "type", "name", "range"
1006 sound = "b_space_module"
1007 sound_alt = "b_generic"
1009 Space Modules are the most expensive parts of spaceships. There\
1010 are three different types of Space Module:\
1012 - Habitation Module: provides living space for 10,000 people.\
1014 - Life Support Module: provides food and water for the population of\
1015 one Habitation Module.\
1017 - Solar Panels: provides the energy needed for any two of the other\
1020 You can build up to 4 Space Modules of each kind.\
1022 Before you can build any spaceship parts, the Apollo Program wonder\
1023 must have been built by any player.\
1026 [building_space_structural]
1027 name = _("Space Structural")
1030 { "type", "name", "range"
1031 "Tech", "Space Flight", "Player"
1032 "Building", "Factory", "City"
1034 graphic = "b.space_structural"
1037 { "type", "name", "range"
1042 sound = "b_space_structural"
1043 sound_alt = "b_generic"
1045 Space Structurals form the base of your spaceship. All other\
1046 spaceship parts need to be connected to Structurals in order to\
1047 function. You can build up to 32 Space Structurals.\
1049 Before you can build any spaceship parts, the Apollo Program wonder\
1050 must have been built by any player.\
1053 [building_stock_exchange]
1054 name = _("Stock Exchange")
1055 genus = "Improvement"
1057 { "type", "name", "range"
1058 "Tech", "Economics", "Player"
1059 "Building", "Bank", "City"
1061 graphic = "b.stock_exchange"
1064 { "type", "name", "range"
1069 sound = "b_stock_exchange"
1070 sound_alt = "b_generic"
1071 ; /* xgettext:no-c-format */
1073 Together with a Bank, a Stock Exchange boosts tax and luxury\
1074 production in a city by 50%. \
1075 Together with a Marketplace and a Bank, a Stock Exchange boosts\
1076 tax and luxury production in a city by 150%.\
1079 [building_super_highways]
1080 name = _("Super Highways")
1081 genus = "Improvement"
1083 { "type", "name", "range"
1084 "Tech", "Automobile", "Player"
1086 graphic = "b.super_highways"
1089 { "type", "name", "range"
1094 sound = "b_super_highways"
1095 sound_alt = "b_generic"
1096 ; /* xgettext:no-c-format */
1098 Increases trade resources by 50% on all tiles with roads or\
1101 If a metropolis (city size > 30) has a Mass Transit and a Super Highway\
1102 the city radius is further increased.\
1105 ; Civ2 help says Super Highways increase trade from trade routes.
1107 [building_supermarket]
1108 name = _("Supermarket")
1109 genus = "Improvement"
1111 { "type", "name", "range"
1112 "Tech", "Refrigeration", "Player"
1114 graphic = "b.supermarket"
1117 { "type", "name", "range"
1122 sound = "b_supermarket"
1123 sound_alt = "b_generic"
1124 ; /* xgettext:no-c-format */
1126 Increases the food resources by 50% on each farmland tile which\
1127 is being used around the city. Farmland tiles are those which\
1128 have been irrigated a second time.\
1133 genus = "Improvement"
1135 { "type", "name", "range"
1136 "Tech", "Ceremonial Burial", "Player"
1138 graphic = "b.temple"
1141 { "type", "name", "range"
1147 sound_alt = "b_generic"
1149 Makes one unhappy citizen content. The Mysticism advance doubles\
1150 this effect. With both Mysticism and the Oracle, 4 citizens are\
1151 made content. Does not affect citizens made unhappy by military\
1154 The work of the priests also reduces the effect of plague in the city.\
1157 [building_university]
1158 name = _("University")
1159 genus = "Improvement"
1161 { "type", "name", "range"
1162 "Tech", "University", "Player"
1163 "Building", "Library", "City"
1165 graphic = "b.university"
1168 { "type", "name", "range"
1173 sound = "b_university"
1174 sound_alt = "b_generic"
1175 ; /* xgettext:no-c-format */
1177 Together with a Library, a University increases the science\
1178 production of a city by 250%.\
1180 _("Adds 1 point of culture each turn.")
1182 [building_apollo_program]
1183 name = _("Apollo Program")
1184 genus = "GreatWonder"
1186 { "type", "name", "range"
1187 "Tech", "Space Flight", "Player"
1189 graphic = "b.apollo_program"
1192 { "type", "name", "range"
1197 sound = "w_apollo_program"
1198 sound_alt = "w_generic"
1200 The entire map becomes permanently visible to the player who owns it\
1201 -- the player always has up-to-date knowledge of all terrain and\
1202 cities (but not units) despite fog-of-war. It allows all players to\
1203 start building spaceship parts (assuming they have researched the\
1204 necessary technologies).\
1207 [building_asmiths_trading_co]
1208 name = _("A.Smith's Trading Co.")
1209 genus = "GreatWonder"
1211 { "type", "name", "range"
1212 "Tech", "Economics", "Player"
1214 graphic = "b.asmiths_trading_co"
1217 { "type", "name", "range"
1222 sound = "w_asmiths_trading_co"
1223 sound_alt = "w_generic"
1225 City improvements which would normally have an upkeep of 1 are free\
1226 of upkeep, for all your cities.\
1230 name = _("Colossus")
1231 genus = "GreatWonder"
1233 { "type", "name", "range"
1234 "Tech", "Bronze Working", "Player"
1236 graphic = "b.colossus"
1239 { "type", "name", "range", "survives"
1240 "Tech", "Flight", "World", TRUE
1245 sound = "w_colossus"
1246 sound_alt = "w_generic"
1248 Each tile around the city where this wonder is built that is already\
1249 generating some trade produces one extra trade resource.\
1252 [building_copernicus_observatory]
1253 name = _("Copernicus' Observatory")
1254 genus = "GreatWonder"
1256 { "type", "name", "range"
1257 "Tech", "Astronomy", "Player"
1259 graphic = "b.copernicus_observatory"
1262 { "type", "name", "range"
1267 sound = "w_copernicus_observatory"
1268 sound_alt = "w_generic"
1269 ; /* xgettext:no-c-format */
1271 Boosts science production by 100% in the city where it is built.\
1274 [building_cure_for_cancer]
1275 name = _("Cure For Cancer")
1276 genus = "GreatWonder"
1278 { "type", "name", "range"
1279 "Tech", "Genetic Engineering", "Player"
1281 graphic = "b.cure_for_cancer"
1284 { "type", "name", "range"
1289 sound = "w_cure_for_cancer"
1290 sound_alt = "w_generic"
1292 This stunning technological achievement makes one unhappy\
1293 citizen content in each of your cities (including citizens unhappy\
1294 about military activity). It further reduces the possibility for\
1295 an illness in the city.\
1297 ; NB: In Civ2 this makes 1 content citizen happy in all cities.
1298 ; NB: plague (illness) has to be activated in the ruleset
1300 [building_darwins_voyage]
1301 name = _("Darwin's Voyage")
1302 genus = "GreatWonder"
1304 { "type", "name", "range"
1305 "Tech", "Railroad", "Player"
1307 graphic = "b.darwins_voyage"
1310 { "type", "name", "range"
1315 sound = "w_darwins_voyage"
1316 sound_alt = "w_generic"
1318 Charles Darwin's voyage sparked the discovery of the evolution\
1319 of the species, which inspired greater confidence in science.\
1320 Gives two immediate technology advances.\
1323 [building_eiffel_tower]
1324 name = _("Eiffel Tower")
1325 genus = "GreatWonder"
1327 { "type", "name", "range"
1328 "Tech", "Steam Engine", "Player"
1330 graphic = "b.eiffel_tower"
1333 { "type", "name", "range"
1338 sound = "w_eiffel_tower"
1339 sound_alt = "w_generic"
1340 ; /* xgettext:no-c-format */
1342 Your reputation and goodwill among other nations is recovered twice\
1346 [building_great_library]
1347 name = _("Great Library")
1348 genus = "GreatWonder"
1350 { "type", "name", "range"
1351 "Tech", "Literacy", "Player"
1353 graphic = "b.great_library"
1356 { "type", "name", "range", "survives"
1357 "Tech", "Electricity", "World", TRUE
1362 sound = "w_great_library"
1363 sound_alt = "w_generic"
1365 The civilization which builds the Great Library gets every advance\
1366 that at least two other teams have achieved.\
1369 [building_great_wall]
1370 name = _("Great Wall")
1371 genus = "GreatWonder"
1373 { "type", "name", "range"
1374 "Tech", "Masonry", "Player"
1376 graphic = "b.great_wall"
1379 { "type", "name", "range", "survives"
1380 "Tech", "Metallurgy", "World", TRUE
1385 sound = "w_great_wall"
1386 sound_alt = "w_generic"
1388 Works as a City Wall in all your cities.\
1391 ; Civ2 also doubles attack -vs- barbs,
1392 ; and enemies are forced to offer cease-fire or peace.
1394 [building_hanging_gardens]
1395 name = _("Hanging Gardens")
1396 genus = "GreatWonder"
1398 { "type", "name", "range"
1399 "Tech", "Pottery", "Player"
1401 graphic = "b.hanging_gardens"
1404 { "type", "name", "range", "survives"
1405 "Tech", "Railroad", "World", TRUE
1410 sound = "w_hanging_gardens"
1411 sound_alt = "w_generic"
1413 Makes one content citizen happy in every city. Makes two extra\
1414 content citizens happy in the city containing the Hanging Gardens\
1415 (that is, a total of 3). In the unlikely event where there are no\
1416 content citizens to get the effect of Hanging Gardens, the wonder\
1417 applies to unhappy citizens (including those unhappy about military\
1418 activity), making each content then happy.\
1421 [building_hoover_dam]
1422 name = _("Hoover Dam")
1423 genus = "GreatWonder"
1425 { "type", "name", "range"
1426 "Tech", "Electronics", "Player"
1427 "Extra", "River", "Adjacent"
1429 graphic = "b.hoover_dam"
1432 { "type", "name", "range"
1437 sound = "w_hoover_dam"
1438 sound_alt = "w_generic"
1440 Works as if you had a Hydro Plant in every city. (This reduces\
1441 pollution and increases the effects of Factories and Mfg. Plants.)\
1444 [building_isaac_newtons_college]
1445 name = _("Isaac Newton's College")
1446 genus = "GreatWonder"
1448 { "type", "name", "range"
1449 "Tech", "Theory of Gravity", "Player"
1451 graphic = "b.isaac_newtons_college"
1454 { "type", "name", "range"
1459 sound = "w_isaac_newtons_college"
1460 sound_alt = "w_generic"
1461 ; /* xgettext:no-c-format */
1463 Boosts science production by 100% in every city you control that\
1467 [building_js_bachs_cathedral]
1468 name = _("J.S. Bach's Cathedral")
1469 genus = "GreatWonder"
1471 { "type", "name", "range"
1472 "Tech", "Theology", "Player"
1474 graphic = "b.js_bachs_cathedral"
1477 { "type", "name", "range"
1482 sound = "w_js_bachs_cathedral"
1483 sound_alt = "w_generic"
1485 Makes two unhappy citizens content in every city (including citizens\
1486 unhappy about military activity).\
1489 [building_king_richards_crusade]
1490 name = _("King Richard's Crusade")
1491 genus = "GreatWonder"
1493 { "type", "name", "range"
1494 "Tech", "Engineering", "Player"
1496 graphic = "b.king_richards_crusade"
1499 { "type", "name", "range", "survives"
1500 "Tech", "Robotics", "World", TRUE
1505 sound = "w_king_richards_crusade"
1506 sound_alt = "w_generic"
1508 Adds one extra shield resource on every tile around the city\
1512 [building_leonardos_workshop]
1513 name = _("Leonardo's Workshop")
1514 genus = "GreatWonder"
1516 { "type", "name", "range"
1517 "Tech", "Invention", "Player"
1519 graphic = "b.leonardos_workshop"
1522 { "type", "name", "range", "survives"
1523 "Tech", "Automobile", "World", TRUE
1528 sound = "w_leonardos_workshop"
1529 sound_alt = "w_generic"
1531 Upgrades one obsolete unit per game turn.\
1534 [building_lighthouse]
1535 name = _("Lighthouse")
1536 genus = "GreatWonder"
1538 { "type", "name", "range"
1539 "Tech", "Map Making", "Player"
1540 "TerrainClass", "Oceanic", "Adjacent"
1542 graphic = "b.lighthouse"
1545 { "type", "name", "range", "survives"
1546 "Tech", "Magnetism", "World", TRUE
1551 sound = "w_lighthouse"
1552 sound_alt = "w_generic"
1554 Gives all your sea units 1 additional movement point. Makes all your\
1555 new military sea units veterans (for all your cities).\
1558 [building_magellans_expedition]
1559 name = _("Magellan's Expedition")
1560 genus = "GreatWonder"
1562 { "type", "name", "range"
1563 "Tech", "Navigation", "Player"
1564 "TerrainClass", "Oceanic", "Adjacent"
1566 graphic = "b.magellans_expedition"
1569 { "type", "name", "range"
1574 sound = "w_magellans_expedition"
1575 sound_alt = "w_generic"
1577 Gives all your sea units 2 additional movement points.\
1580 [building_manhattan_project]
1581 name = _("Manhattan Project")
1582 genus = "GreatWonder"
1584 { "type", "name", "range"
1585 "Tech", "Nuclear Fission", "Player"
1587 graphic = "b.manhattan_project"
1590 { "type", "name", "range"
1595 sound = "w_manhattan_project"
1596 sound_alt = "w_generic"
1597 ;helptext is set in client/helpdata.c:helptext_wonder()
1600 [building_marco_polos_embassy]
1601 name = _("Marco Polo's Embassy")
1602 genus = "GreatWonder"
1604 { "type", "name", "range"
1605 "Tech", "Trade", "Player"
1607 graphic = "b.marco_polos_embassy"
1610 { "type", "name", "range", "survives"
1611 "Tech", "Communism", "World", TRUE
1616 sound = "w_marco_polos_embassy"
1617 sound_alt = "w_generic"
1619 The player who owns it gets an embassy with all players.\
1622 [building_michelangelos_chapel]
1623 name = _("Michelangelo's Chapel")
1624 genus = "GreatWonder"
1626 { "type", "name", "range"
1627 "Tech", "Monotheism", "Player"
1629 graphic = "b.michelangelos_chapel"
1632 { "type", "name", "range"
1637 sound = "w_michelangelos_chapel"
1638 sound_alt = "w_generic"
1640 Counts as having a Cathedral in each of your cities. This makes 3\
1641 unhappy citizens content in each city; however, it does not affect\
1642 citizens made unhappy by military activity. The discovery of Theology\
1643 increases the effect of a Cathedral, making an additional unhappy\
1644 citizen content. The discovery of Communism lessens the effect of\
1645 a Cathedral, reducing by one the number of unhappy citizens made\
1651 genus = "GreatWonder"
1653 { "type", "name", "range"
1654 "Tech", "Mysticism", "Player"
1656 graphic = "b.oracle"
1659 { "type", "name", "range", "survives"
1660 "Tech", "Theology", "World", TRUE
1666 sound_alt = "w_generic"
1668 Makes two additional unhappy citizens content in every city with\
1669 a Temple. Does not affect citizens made unhappy by military\
1674 name = _("Pyramids")
1675 genus = "GreatWonder"
1677 { "type", "name", "range"
1678 "Tech", "Masonry", "Player"
1680 graphic = "b.pyramids"
1683 { "type", "name", "range"
1688 sound = "w_pyramids"
1689 sound_alt = "w_generic"
1690 ; /* xgettext:no-c-format */
1692 The amount of stored food lost when one of your cities grows or shrinks\
1693 is reduced by 25%. This helps a city to grow faster and more easily\
1694 withstand famine. Cumulative with Granary.\
1697 [building_seti_program]
1698 name = _("SETI Program")
1699 genus = "GreatWonder"
1701 { "type", "name", "range"
1702 "Tech", "Computers", "Player"
1704 graphic = "b.seti_program"
1707 { "type", "name", "range"
1712 sound = "w_seti_program"
1713 sound_alt = "w_generic"
1714 ; /* xgettext:no-c-format */
1716 Boosts science production in each city with a Research Lab by 100%.\
1719 [building_shakespeares_theatre]
1720 name = _("Shakespeare's Theater")
1721 rule_name = "Shakespeare's Theatre" ; en_GB used originally
1722 genus = "GreatWonder"
1724 { "type", "name", "range"
1725 "Tech", "Medicine", "Player"
1727 graphic = "b.shakespeares_theatre"
1730 { "type", "name", "range"
1735 sound = "w_shakespeares_theatre"
1736 sound_alt = "w_generic"
1738 Makes all angry and unhappy citizens content in the city where it\
1739 is located, including citizens unhappy about military activity.\
1742 [building_statue_of_liberty]
1743 name = _("Statue of Liberty")
1744 genus = "GreatWonder"
1746 { "type", "name", "range"
1747 "Tech", "Democracy", "Player"
1749 graphic = "b.statue_of_liberty"
1752 { "type", "name", "range"
1757 sound = "w_statue_of_liberty"
1758 sound_alt = "w_generic"
1760 Allows you to choose any government, including those that have not yet\
1761 been researched by your civilization, and without the transition\
1765 [building_sun_tzus_war_academy]
1766 name = _("Sun Tzu's War Academy")
1767 genus = "GreatWonder"
1769 { "type", "name", "range"
1770 "Tech", "Feudalism", "Player"
1772 graphic = "b.sun_tzus_war_academy"
1775 { "type", "name", "range", "survives"
1776 "Tech", "Mobile Warfare", "World", TRUE
1781 sound = "w_sun_tzus_war_academy"
1782 sound_alt = "w_generic"
1784 All your new military land units start with an additional veteran level\
1785 (this is cumulative with any Barracks building in a city; with both, units\
1786 are created as Hardened). The chance of a land unit getting the next\
1787 veteran level after a battle increases by half.\
1790 [building_united_nations]
1791 name = _("United Nations")
1792 genus = "GreatWonder"
1794 { "type", "name", "range"
1795 "Tech", "Communism", "Player"
1797 graphic = "b.united_nations"
1800 { "type", "name", "range"
1805 sound = "w_united_nations"
1806 sound_alt = "w_generic"
1808 All your units regain two extra hitpoints per turn.\
1811 ; This does not match Civ1 or Civ2, but diplomatic effects are
1812 ; not very effective in multiplayer, and hitpoints effects do not
1813 ; apply for Civ1. Note in Civ1 Pyramids have a gov-change effect,
1814 ; but become obsolete, and the Statue of Liberty does not exist.
1816 ; In Civ2 this provides embassies, forces peaceful enemies and
1817 ; allows Democracy to declare war 50% of the time.
1819 [building_womens_suffrage]
1820 name = _("Women's Suffrage")
1821 genus = "GreatWonder"
1823 { "type", "name", "range"
1824 "Tech", "Industrialization", "Player"
1826 graphic = "b.womens_suffrage"
1829 { "type", "name", "range"
1834 sound = "w_womens_suffrage"
1835 sound_alt = "w_generic"
1837 Counts as a Police Station in every city. (That is, for each city, it\
1838 reduces the unhappiness caused by aggressively deployed military\
1839 units owned by that city by 2 under Democracy and 1 under Republic --\
1840 in other words, it neutralizes the unhappiness caused by a single\
1841 military unit per city. This wonder has no effect under other\
1845 ; For Civ2 this should reduce unhappiness by one for *each* unit
1846 ; outside a city that is causing at least one unhappiness.
1848 [building_capitalization]
1853 { "type", "name", "range"
1856 graphic = "b.capitalization"
1859 { "type", "name", "range"
1864 ; FIXME: this is the real helptext; restore when have a subordnate analogue
1865 ; /* (ignore for gettext until fixed)
1867 ;This is not a normal improvement. Instead, setting a city's\
1868 ; production to Capitalization means its shield production is\
1869 ; converted to tax output (money).\
1873 This is not a normal improvement. Instead, setting a city's\
1874 production to Coinage means its shield production is\
1875 converted to tax output (money, coins!).\