Make AI less likely to stop building wonder
[freeciv.git] / data / experimental / buildings.ruleset
blobd206e17299c03fe0119a9baa3df53be7936bc6d2
1 ; This is the experimental ruleset. See README.experimental
2 ; for a detailed description.
4 ; Modifying this file:
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
13 ; than minor changes.
15 [datafile]
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.
28 ; Notes:
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
50 ;                      always visible.)
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
61 [building_airport]
62 name            = _("Airport")
63 genus           = "Improvement"
64 reqs    =
65     { "type", "name", "range"
66       "Tech", "Radio", "Player"
67     }
68 graphic = "b.airport"
69 graphic_alt     = "-"
70 obsolete_by     =
71     { "type", "name", "range"
72     }
73 build_cost      = 120
74 upkeep          = 3
75 sabotage        = 100
76 sound           = "b_airport"
77 sound_alt       = "b_generic"
78 helptext        = _("\
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.\
82 "), _("\
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.\
89 [building_aqueduct]
90 name            = _("Aqueduct")
91 genus           = "Improvement"
92 reqs    =
93     { "type", "name", "range"
94       "Tech", "Construction", "Player"
95     }
96 graphic = "b.aqueduct"
97 graphic_alt     = "-"
98 obsolete_by     =
99     { "type", "name", "range"
100     }
101 build_cost      = 60
102 upkeep          = 2
103 sabotage        = 100
104 sound           = "b_aqueduct"
105 sound_alt       = "b_generic"
106 helptext        = _("\
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.\
110 "), _("\
111 A Sewer System is required for a city to grow larger\
112  than size 12.\
114 ; NB: plague (illness) has to be activated in the ruleset
116 [building_bank]
117 name            = _("Bank")
118 genus           = "Improvement"
119 reqs    =
120     { "type", "name", "range"
121       "Tech", "Banking", "Player"
122       "Building", "Marketplace", "City"
123     }
124 graphic = "b.bank"
125 graphic_alt     = "-"
126 obsolete_by     =
127     { "type", "name", "range"
128     }
129 build_cost      = 80
130 upkeep          = 2
131 sabotage        = 100
132 sound           = "b_bank"
133 sound_alt       = "b_generic"
134 ; /* xgettext:no-c-format */
135 helptext        = _("\
136 Together with the Marketplace improvement, a Bank increases the\
137  luxury and tax production within a city by 100%.\
140 [building_barracks]
141 name            = _("Barracks")
142 genus           = "Improvement"
143 reqs    =
144     { "type", "name", "range"
146     }
147 graphic = "b.barracks_i"
148 graphic_alt     = "-"
149 obsolete_by     =
150     { "type", "name", "range"
151       "Tech", "Gunpowder", "Player"
152       "Building", "Barracks II", "City"
153       "Building", "Barracks III", "City"
154     }
155 build_cost      = 30
156 upkeep          = 1
157 sabotage        = 100
158 sound           = "b_barracks_i"
159 sound_alt       = "b_generic"
160 ; /* xgettext:no-c-format */
161 helptext        = _("\
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\
166  restored.\
169 [building_barracks_ii]
170 name            = _("Barracks II")
171 genus           = "Improvement"
172 reqs    =
173     { "type", "name", "range"
174       "Tech", "Gunpowder", "Player"
175     }
176 graphic = "b.barracks_ii"
177 graphic_alt     = "b.barracks_i"
178 obsolete_by     =
179     { "type", "name", "range"
180       "Tech", "Mobile Warfare", "Player"
181       "Building", "Barracks III", "City"
182     }
183 build_cost      = 30
184 upkeep          = 1
185 sabotage        = 100
186 sound           = "b_barracks_ii"
187 sound_alt       = "b_generic"
188 ; /* xgettext:no-c-format */
189 helptext        = _("\
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\
194  restored.\
197 [building_barracks_iii]
198 name            = _("Barracks III")
199 genus           = "Improvement"
200 reqs    =
201     { "type", "name", "range"
202       "Tech", "Mobile Warfare", "Player"
203     }
204 graphic = "b.barracks_iii"
205 graphic_alt     = "b.barracks_i"
206 obsolete_by     =
207     { "type", "name", "range"
208     }
209 build_cost      = 30
210 upkeep          = 1
211 sabotage        = 100
212 sound           = "b_barracks_iii"
213 sound_alt       = "b_generic"
214 ; /* xgettext:no-c-format */
215 helptext        = _("\
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\
220  restored.\
223 [building_cathedral]
224 name            = _("Cathedral")
225 genus           = "Improvement"
226 reqs    =
227     { "type", "name", "range"
228       "Tech", "Monotheism", "Player"
229       "Building", "Temple", "City"
230     }
231 graphic = "b.cathedral"
232 graphic_alt     = "-"
233 obsolete_by     =
234     { "type", "name", "range"
235     }
236 build_cost      = 80
237 upkeep          = 3
238 sabotage        = 100
239 sound           = "b_cathedral"
240 sound_alt       = "b_generic"
241 helptext        = _("\
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\
248  content.\
251 [building_city_walls]
252 name            = _("City Walls")
253 genus           = "Improvement"
254 flags           = "VisibleByOthers"
255 reqs    =
256     { "type", "name", "range"
257       "Tech", "Masonry", "Player"
258     }
259 graphic = "b.city_walls"
260 graphic_alt     = "-"
261 obsolete_by     =
262     { "type", "name", "range"
263     }
264 build_cost      = 60
265 upkeep          = 0
266 sabotage        = 50
267 sound           = "b_city_walls"
268 sound_alt       = "b_generic"
269 helptext        = _("\
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"
280 reqs    =
281     { "type", "name", "range"
282       "Tech", "Gunpowder", "Player"
283       "TerrainClass", "Oceanic", "Adjacent"
284     }
285 graphic = "b.coastal_defense"
286 graphic_alt     = "-"
287 obsolete_by     =
288     { "type", "name", "range"
289     }
290 build_cost      = 60
291 upkeep          = 1
292 sabotage        = 100
293 sound           = "b_coastal_defense"
294 sound_alt       = "b_generic"
295 helptext        = _("\
296 Increases the defense strength of units within a city by a factor\
297  of 2 when defending against bombardments from enemy ships.\
300 [building_colosseum]
301 name            = _("Colosseum")
302 genus           = "Improvement"
303 reqs    =
304     { "type", "name", "range"
305       "Tech", "Construction", "Player"
306     }
307 graphic = "b.colosseum"
308 graphic_alt     = "-"
309 obsolete_by     =
310     { "type", "name", "range"
311     }
312 build_cost      = 70
313 upkeep          = 4
314 sabotage        = 100
315 sound           = "b_colosseum"
316 sound_alt       = "b_generic"
317 helptext        = _("\
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.")
323 ; NOTE:
324 ; For Civ2 the "Electricity" condition should be "Electronics"
326 [building_courthouse]
327 name            = _("Courthouse")
328 genus           = "Improvement"
329 reqs    =
330     { "type", "name", "range"
331       "Tech", "Code of Laws", "Player"
332     }
333 graphic = "b.courthouse"
334 graphic_alt     = "-"
335 obsolete_by     =
336     { "type", "name", "range"
337     }
338 build_cost      = 60
339 upkeep          = 1
340 sabotage        = 100
341 sound           = "b_courthouse"
342 sound_alt       = "b_generic"
343 ; /* xgettext:no-c-format */
344 helptext        = _("\
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\
347  capital city.)\
348 "), _("\
349 Under a Democracy, a Courthouse also makes 1 unhappy citizen content\
350  (unless that citizen is unhappy about military activity).\
353 [building_factory]
354 name            = _("Factory")
355 genus           = "Improvement"
356 reqs    =
357     { "type", "name", "range"
358       "Tech", "Industrialization", "Player"
359     }
360 graphic = "b.factory"
361 graphic_alt     = "-"
362 obsolete_by     =
363     { "type", "name", "range"
364     }
365 build_cost      = 140
366 upkeep          = 4
367 sabotage        = 100
368 sound           = "b_factory"
369 sound_alt       = "b_generic"
370 ; /* xgettext:no-c-format */
371 helptext        = _("\
372 Increases the shield production in a city by 50%.  This increase may\
373  also contribute significantly to pollution.\
376 [building_granary]
377 name            = _("Granary")
378 genus           = "Improvement"
379 reqs    =
380     { "type", "name", "range"
381       "Tech", "Pottery", "Player"
382     }
383 graphic = "b.granary"
384 graphic_alt     = "-"
385 obsolete_by     =
386     { "type", "name", "range"
387     }
388 build_cost      = 40
389 upkeep          = 1
390 sabotage        = 100
391 sound           = "b_granary"
392 sound_alt       = "b_generic"
393 helptext        = _("\
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.\
398 ; NOTE:
399 ; In Civ2, city size reduction does not generate food like this.
400 ; Dare I ask where this food comes from?? :-)
402 [building_harbour]
403 name            = _("Harbor")
404 rule_name       = "Harbour"     ; en_GB spelling used originally
405 genus           = "Improvement"
406 reqs    =
407     { "type", "name", "range"
408       "Tech", "Seafaring", "Player"
409       "TerrainClass", "Oceanic", "Adjacent"
410     }
411 graphic = "b.harbour"
412 graphic_alt     = "-"
413 obsolete_by     =
414     { "type", "name", "range"
415     }
416 build_cost      = 40
417 upkeep          = 1
418 sabotage        = 100
419 sound           = "b_harbour"
420 sound_alt       = "b_generic"
421 helptext        = _("\
422 Gives one extra food resource on all Oceanic tiles.  The city needs\
423  to be coastal to build this improvement.\
426 [building_hospital]
427 name            = _("Hospital")
428 genus           = "Improvement"
429 reqs    =
430     { "type", "name", "range"
431       "Tech", "Medicine", "Player"
432     }
433 graphic = "-"
434 graphic_alt     = "-"
435 obsolete_by     =
436     { "type", "name", "range"
437     }
438 build_cost      = 80
439 upkeep          = 3
440 sabotage        = 100
441 sound           = "-"
442 sound_alt       = "b_generic"
443 helptext        = _("\
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"
451 reqs    =
452     { "type", "name", "range"
453       "Tech", "Electronics", "Player"
454       "Building", "Factory", "City"
455       "Extra", "River", "Adjacent"
456     }
457 graphic = "b.hydro_plant"
458 graphic_alt     = "-"
459 obsolete_by     =
460     { "type", "name", "range"
461     }
462 build_cost      = 180
463 upkeep          = 4
464 sabotage        = 100
465 sound           = "b_hydro_plant"
466 sound_alt       = "b_generic"
467 ; /* xgettext:no-c-format */
468 helptext        = _("\
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.\
478 "), _("\
479 In each city, only one Power Plant, Hydro Plant, Nuclear Plant, or\
480  Solar Plant can take effect at any one time.\
482 ; NOTE:
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"
489 reqs    =
490     { "type", "name", "range"
491       "Tech", "Genetic Engineering", "Player"
492     }
493 graphic = "-"
494 graphic_alt     = "-"
495 obsolete_by     =
496     { "type", "name", "range"
497     }
498 build_cost      = 80
499 upkeep          = 3
500 sabotage        = 100
501 sound           = "-"
502 sound_alt       = "b_generic"
503 ; /* xgettext:no-c-format */
504 helptext        = _("\
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.\
512 [building_library]
513 name            = _("Library")
514 genus           = "Improvement"
515 reqs    =
516     { "type", "name", "range"
517       "Tech", "Writing", "Player"
518     }
519 graphic = "b.library"
520 graphic_alt     = "-"
521 obsolete_by     =
522     { "type", "name", "range"
523     }
524 build_cost      = 60
525 upkeep          = 1
526 sabotage        = 100
527 sound           = "b_library"
528 sound_alt       = "b_generic"
529 ; /* xgettext:no-c-format */
530 helptext        = _("\
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"
538 reqs    =
539     { "type", "name", "range"
540       "Tech", "Currency", "Player"
541     }
542 graphic = "b.marketplace"
543 graphic_alt     = "-"
544 obsolete_by     =
545     { "type", "name", "range"
546     }
547 build_cost      = 60
548 upkeep          = 0
549 sabotage        = 100
550 sound           = "b_marketplace"
551 sound_alt       = "b_generic"
552 ; /* xgettext:no-c-format */
553 helptext        = _("\
554 Increases the luxury and tax output in a city by 50%.\
557 [building_mass_transit]
558 name            = _("Mass Transit")
559 genus           = "Improvement"
560 reqs    =
561     { "type", "name", "range"
562       "Tech", "Mass Production", "Player"
563     }
564 graphic = "b.mass_transit"
565 graphic_alt     = "-"
566 obsolete_by     =
567     { "type", "name", "range"
568     }
569 build_cost      = 120
570 upkeep          = 4
571 sabotage        = 100
572 sound           = "b_mass_transit"
573 sound_alt       = "b_generic"
574 helptext        = _("\
575 Neutralizes the pollution generated by the population. \
576  The population simply has no effect on the pollution generated in\
577  the city.\
578 "), _("\
579 If a metropolis (city size > 30) has a Mass Transit and a Super Highway\
580  the city radius is further increased.\
583 [building_mfg_plant]
584 name            = _("Mfg. Plant")
585 genus           = "Improvement"
586 reqs    =
587     { "type", "name", "range"
588       "Tech", "Robotics", "Player"
589       "Building", "Factory", "City"
590     }
591 graphic = "b.mfg_plant"
592 graphic_alt     = "-"
593 obsolete_by     =
594     { "type", "name", "range"
595     }
596 build_cost      = 220
597 upkeep          = 6
598 sabotage        = 100
599 sound           = "b_mfg_plant"
600 sound_alt       = "b_generic"
601 ; /* xgettext:no-c-format */
602 helptext        = _("\
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%.\
606 "), _("\
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"
614 reqs    =
615     { "type", "name", "range"
616       "Tech", "Nuclear Power", "Player"
617       "Building", "Factory", "City"
618     }
619 graphic = "b.nuclear_plant"
620 graphic_alt     = "-"
621 obsolete_by     =
622     { "type", "name", "range"
623     }
624 build_cost      = 120
625 upkeep          = 2
626 sabotage        = 100
627 sound           = "b_nuclear_plant"
628 sound_alt       = "b_generic"
629 ; /* xgettext:no-c-format */
630 helptext        = _("\
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.\
640 "), _("\
641 In each city, only one Power Plant, Hydro Plant, Nuclear Plant, or\
642  Solar Plant can take effect at any one time.\
644 ; NOTE:
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"
653 reqs    =
654     { "type", "name", "range"
655       "Tech", "Miniaturization", "Player"
656       "TerrainClass", "Oceanic", "Adjacent"
657     }
658 graphic = "b.offshore_platform"
659 graphic_alt     = "-"
660 obsolete_by     =
661     { "type", "name", "range"
662     }
663 build_cost      = 120
664 upkeep          = 3
665 sabotage        = 100
666 sound           = "b_offshore_platform"
667 sound_alt       = "b_generic"
668 helptext        = _("\
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.\
673 [building_palace]
674 name            = _("Palace")
675 genus           = "SmallWonder"
676 flags           = "SaveSmallWonder"
677 reqs    =
678     { "type", "name", "range"
679       "Tech", "Masonry", "Player"
680     }
681 graphic = "b.palace"
682 graphic_alt     = "-"
683 obsolete_by     =
684     { "type", "name", "range"
685     }
686 build_cost      = 70
687 upkeep          = 0
688 sabotage        = 0
689 sound           = "b_palace"
690 sound_alt       = "b_generic"
691 helptext        = _("\
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).\
697 "), _("\
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\
703  buildings.\
704 "), _("\
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.\
708 "), _("\
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 */
714 _("\
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"
723 reqs    =
724     { "type", "name", "range"
725       "Tech", "Communism", "Player"
726     }
727 graphic = "b.police_station"
728 graphic_alt     = "-"
729 obsolete_by     =
730     { "type", "name", "range"
731     }
732 build_cost      = 50
733 upkeep          = 2
734 sabotage        = 100
735 sound           = "b_police_station"
736 sound_alt       = "b_generic"
737 helptext        = _("\
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.\
743 ; NOTE:
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"
750 reqs    =
751     { "type", "name", "range"
752       "Tech", "Amphibious Warfare", "Player"
753       "TerrainClass", "Oceanic", "Adjacent"
754     }
755 graphic = "b.port_facility"
756 graphic_alt     = "-"
757 obsolete_by     =
758     { "type", "name", "range"
759     }
760 build_cost      = 60
761 upkeep          = 3
762 sabotage        = 100
763 sound           = "b_port_facility"
764 sound_alt       = "b_generic"
765 helptext        = _("\
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\
768  restored.\
771 [building_power_plant]
772 name            = _("Power Plant")
773 genus           = "Improvement"
774 reqs    =
775     { "type", "name", "range"
776       "Tech", "Refining", "Player"
777       "Building", "Factory", "City"
778     }
779 graphic = "b.power_plant"
780 graphic_alt     = "-"
781 obsolete_by     =
782     { "type", "name", "range"
783     }
784 build_cost      = 130
785 upkeep          = 4
786 sabotage        = 100
787 sound           = "b_power_plant"
788 sound_alt       = "b_generic"
789 ; /* xgettext:no-c-format */
790 helptext        = _("\
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\
797  pollution.\
798 "), _("\
799 In each city, only one Power Plant, Hydro Plant, Nuclear Plant, or\
800  Solar Plant can take effect at any one time.\
802 ; NOTE:
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"
809 reqs    =
810     { "type", "name", "range"
811       "Tech", "Recycling", "Player"
812     }
813 graphic = "b.recycling_center"
814 graphic_alt     = "-"
815 obsolete_by     =
816     { "type", "name", "range"
817     }
818 build_cost      = 140
819 upkeep          = 2
820 sabotage        = 100
821 sound           = "b_recycling_center"
822 sound_alt       = "b_generic"
823 ; /* xgettext:no-c-format */
824 helptext        = _("\
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"
832 reqs    =
833     { "type", "name", "range"
834       "Tech", "Computers", "Player"
835       "Building", "University", "City"
836     }
837 graphic = "b.research_lab"
838 graphic_alt     = "-"
839 obsolete_by     =
840     { "type", "name", "range"
841     }
842 build_cost      = 120
843 upkeep          = 3
844 sabotage        = 100
845 sound           = "b_research_lab"
846 sound_alt       = "b_generic"
847 ; /* xgettext:no-c-format */
848 helptext        = _("\
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"
858 reqs    =
859     { "type", "name", "range"
860       "Tech", "Rocketry", "Player"
861     }
862 graphic = "b.sam_battery"
863 graphic_alt     = "-"
864 obsolete_by     =
865     { "type", "name", "range"
866     }
867 build_cost      = 70
868 upkeep          = 2
869 sabotage        = 100
870 sound           = "b_sam_battery"
871 sound_alt       = "b_generic"
872 helptext        = _("\
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"
880 reqs    =
881     { "type", "name", "range"
882       "Tech", "Laser", "Player"
883     }
884 graphic = "b.sdi_defense"
885 graphic_alt     = "-"
886 obsolete_by     =
887     { "type", "name", "range"
888     }
889 build_cost      = 140
890 upkeep          = 4
891 sabotage        = 100
892 sound           = "b_sdi_defense"
893 sound_alt       = "b_generic"
894 helptext        = _("\
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.\
901 ; NOTE:
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"
907 reqs    =
908     { "type", "name", "range"
909       "Tech", "Sanitation", "Player"
910       "Building", "Aqueduct", "City"
911     }
912 graphic = "b.sewer_system"
913 graphic_alt     = "-"
914 obsolete_by     =
915     { "type", "name", "range"
916     }
917 build_cost      = 80
918 upkeep          = 2
919 sabotage        = 100
920 sound           = "b_sewer_system"
921 sound_alt       = "b_generic"
922 helptext        = _("\
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"
932 reqs    =
933     { "type", "name", "range"
934       "Tech", "Environmentalism", "Player"
935       "Building", "Factory", "City"
936     }
937 graphic = "b.solar_plant"
938 graphic_alt     = "-"
939 obsolete_by     =
940     { "type", "name", "range"
941     }
942 build_cost      = 320
943 upkeep          = 4
944 sabotage        = 100
945 sound           = "b_solar_plant"
946 sound_alt       = "b_generic"
947 ; /* xgettext:no-c-format */
948 helptext        = _("\
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.\
958 "), _("\
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")
965 genus           = "Special"
966 reqs    =
967     { "type", "name", "range"
968       "Tech", "Plastics", "Player"
969       "Building", "Factory", "City"
970     }
971 graphic = "b.space_component"
972 graphic_alt     = "-"
973 obsolete_by     =
974     { "type", "name", "range"
975     }
976 build_cost      = 160
977 upkeep          = 0
978 sabotage        = 100
979 sound           = "b_space_component"
980 sound_alt       = "b_generic"
981 helptext        = _("\
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.\
985 "), _("\
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")
992 genus           = "Special"
993 reqs    =
994     { "type", "name", "range"
995       "Tech", "Superconductors", "Player"
996       "Building", "Factory", "City"
997     }
998 graphic = "b.space_modules"
999 graphic_alt     = "-"
1000 obsolete_by     =
1001     { "type", "name", "range"
1002     }
1003 build_cost      = 320
1004 upkeep          = 0
1005 sabotage        = 100
1006 sound           = "b_space_module"
1007 sound_alt       = "b_generic"
1008 helptext        = _("\
1009 Space Modules are the most expensive parts of spaceships.  There\
1010  are three different types of Space Module:\
1011 "), _("\
1012 - Habitation Module: provides living space for 10,000 people.\
1013 "), _("\
1014 - Life Support Module: provides food and water for the population of\
1015  one Habitation Module.\
1016 "), _("\
1017 - Solar Panels: provides the energy needed for any two of the other\
1018  Modules.\
1019 "), _("\
1020 You can build up to 4 Space Modules of each kind.\
1021 "), _("\
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")
1028 genus           = "Special"
1029 reqs    =
1030     { "type", "name", "range"
1031       "Tech", "Space Flight", "Player"
1032       "Building", "Factory", "City"
1033     }
1034 graphic = "b.space_structural"
1035 graphic_alt     = "-"
1036 obsolete_by     =
1037     { "type", "name", "range"
1038     }
1039 build_cost      = 80
1040 upkeep          = 0
1041 sabotage        = 100
1042 sound           = "b_space_structural"
1043 sound_alt       = "b_generic"
1044 helptext        = _("\
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.\
1048 "), _("\
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"
1056 reqs    =
1057     { "type", "name", "range"
1058       "Tech", "Economics", "Player"
1059       "Building", "Bank", "City"
1060     }
1061 graphic = "b.stock_exchange"
1062 graphic_alt     = "-"
1063 obsolete_by     =
1064     { "type", "name", "range"
1065     }
1066 build_cost      = 120
1067 upkeep          = 3
1068 sabotage        = 100
1069 sound           = "b_stock_exchange"
1070 sound_alt       = "b_generic"
1071 ; /* xgettext:no-c-format */
1072 helptext        = _("\
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"
1082 reqs    =
1083     { "type", "name", "range"
1084       "Tech", "Automobile", "Player"
1085     }
1086 graphic = "b.super_highways"
1087 graphic_alt     = "-"
1088 obsolete_by     =
1089     { "type", "name", "range"
1090     }
1091 build_cost      = 120
1092 upkeep          = 3
1093 sabotage        = 100
1094 sound           = "b_super_highways"
1095 sound_alt       = "b_generic"
1096 ; /* xgettext:no-c-format */
1097 helptext        = _("\
1098 Increases trade resources by 50% on all tiles with roads or\
1099  railroads.\
1100 "), _("\
1101 If a metropolis (city size > 30) has a Mass Transit and a Super Highway\
1102  the city radius is further increased.\
1104 ; NOTE:
1105 ; Civ2 help says Super Highways increase trade from trade routes.
1107 [building_supermarket]
1108 name            = _("Supermarket")
1109 genus           = "Improvement"
1110 reqs    =
1111     { "type", "name", "range"
1112       "Tech", "Refrigeration", "Player"
1113     }
1114 graphic = "b.supermarket"
1115 graphic_alt     = "-"
1116 obsolete_by     =
1117     { "type", "name", "range"
1118     }
1119 build_cost      = 80
1120 upkeep          = 3
1121 sabotage        = 100
1122 sound           = "b_supermarket"
1123 sound_alt       = "b_generic"
1124 ; /* xgettext:no-c-format */
1125 helptext        = _("\
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.\
1131 [building_temple]
1132 name            = _("Temple")
1133 genus           = "Improvement"
1134 reqs    =
1135     { "type", "name", "range"
1136       "Tech", "Ceremonial Burial", "Player"
1137     }
1138 graphic = "b.temple"
1139 graphic_alt     = "-"
1140 obsolete_by     =
1141     { "type", "name", "range"
1142     }
1143 build_cost      = 30
1144 upkeep          = 1
1145 sabotage        = 100
1146 sound           = "b_temple"
1147 sound_alt       = "b_generic"
1148 helptext        = _("\
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\
1152  activity.\
1153 "), _("\
1154 The work of the priests also reduces the effect of plague in the city.\
1157 [building_university]
1158 name            = _("University")
1159 genus           = "Improvement"
1160 reqs    =
1161     { "type", "name", "range"
1162       "Tech", "University", "Player"
1163       "Building", "Library", "City"
1164     }
1165 graphic = "b.university"
1166 graphic_alt     = "-"
1167 obsolete_by     =
1168     { "type", "name", "range"
1169     }
1170 build_cost      = 120
1171 upkeep          = 3
1172 sabotage        = 100
1173 sound           = "b_university"
1174 sound_alt       = "b_generic"
1175 ; /* xgettext:no-c-format */
1176 helptext        = _("\
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"
1185 reqs    =
1186     { "type", "name", "range"
1187       "Tech", "Space Flight", "Player"
1188     }
1189 graphic = "b.apollo_program"
1190 graphic_alt     = "-"
1191 obsolete_by     =
1192     { "type", "name", "range"
1193     }
1194 build_cost      = 600
1195 upkeep          = 0
1196 sabotage        = 0
1197 sound           = "w_apollo_program"
1198 sound_alt       = "w_generic"
1199 helptext        = _("\
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"
1210 reqs    =
1211     { "type", "name", "range"
1212       "Tech", "Economics", "Player"
1213     }
1214 graphic = "b.asmiths_trading_co"
1215 graphic_alt     = "-"
1216 obsolete_by     =
1217     { "type", "name", "range"
1218     }
1219 build_cost      = 400
1220 upkeep          = 0
1221 sabotage        = 0
1222 sound           = "w_asmiths_trading_co"
1223 sound_alt       = "w_generic"
1224 helptext        = _("\
1225 City improvements which would normally have an upkeep of 1 are free\
1226  of upkeep, for all your cities.\
1229 [building_colossus]
1230 name            = _("Colossus")
1231 genus           = "GreatWonder"
1232 reqs    =
1233     { "type", "name", "range"
1234       "Tech", "Bronze Working", "Player"
1235     }
1236 graphic = "b.colossus"
1237 graphic_alt     = "-"
1238 obsolete_by     =
1239     { "type", "name", "range", "survives"
1240       "Tech", "Flight", "World", TRUE
1241     }
1242 build_cost      = 100
1243 upkeep          = 0
1244 sabotage        = 0
1245 sound           = "w_colossus"
1246 sound_alt       = "w_generic"
1247 helptext        = _("\
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"
1255 reqs    =
1256     { "type", "name", "range"
1257       "Tech", "Astronomy", "Player"
1258     }
1259 graphic = "b.copernicus_observatory"
1260 graphic_alt     = "-"
1261 obsolete_by     =
1262     { "type", "name", "range"
1263     }
1264 build_cost      = 200
1265 upkeep          = 0
1266 sabotage        = 0
1267 sound           = "w_copernicus_observatory"
1268 sound_alt       = "w_generic"
1269 ; /* xgettext:no-c-format */
1270 helptext        = _("\
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"
1277 reqs    =
1278     { "type", "name", "range"
1279       "Tech", "Genetic Engineering", "Player"
1280     }
1281 graphic = "b.cure_for_cancer"
1282 graphic_alt     = "-"
1283 obsolete_by     =
1284     { "type", "name", "range"
1285     }
1286 build_cost      = 600
1287 upkeep          = 0
1288 sabotage        = 0
1289 sound           = "w_cure_for_cancer"
1290 sound_alt       = "w_generic"
1291 helptext        = _("\
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"
1303 reqs    =
1304     { "type", "name", "range"
1305       "Tech", "Railroad", "Player"
1306     }
1307 graphic = "b.darwins_voyage"
1308 graphic_alt     = "-"
1309 obsolete_by     =
1310     { "type", "name", "range"
1311     }
1312 build_cost      = 300
1313 upkeep          = 0
1314 sabotage        = 0
1315 sound           = "w_darwins_voyage"
1316 sound_alt       = "w_generic"
1317 helptext        = _("\
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"
1326 reqs    =
1327     { "type", "name", "range"
1328       "Tech", "Steam Engine", "Player"
1329     }
1330 graphic = "b.eiffel_tower"
1331 graphic_alt     = "-"
1332 obsolete_by     =
1333     { "type", "name", "range"
1334     }
1335 build_cost      = 100
1336 upkeep          = 0
1337 sabotage        = 0
1338 sound           = "w_eiffel_tower"
1339 sound_alt       = "w_generic"
1340 ; /* xgettext:no-c-format */
1341 helptext        = _("\
1342 Your reputation and goodwill among other nations is recovered twice\
1343  as fast.\
1346 [building_great_library]
1347 name            = _("Great Library")
1348 genus           = "GreatWonder"
1349 reqs    =
1350     { "type", "name", "range"
1351       "Tech", "Literacy", "Player"
1352     }
1353 graphic = "b.great_library"
1354 graphic_alt     = "-"
1355 obsolete_by     =
1356     { "type", "name", "range", "survives"
1357       "Tech", "Electricity", "World", TRUE
1358     }
1359 build_cost      = 300
1360 upkeep          = 0
1361 sabotage        = 0
1362 sound           = "w_great_library"
1363 sound_alt       = "w_generic"
1364 helptext        = _("\
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"
1372 reqs    =
1373     { "type", "name", "range"
1374       "Tech", "Masonry", "Player"
1375     }
1376 graphic = "b.great_wall"
1377 graphic_alt     = "-"
1378 obsolete_by     =
1379     { "type", "name", "range", "survives"
1380       "Tech", "Metallurgy", "World", TRUE
1381     }
1382 build_cost      = 300
1383 upkeep          = 0
1384 sabotage        = 0
1385 sound           = "w_great_wall"
1386 sound_alt       = "w_generic"
1387 helptext        = _("\
1388 Works as a City Wall in all your cities.\
1390 ; NOTE:
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"
1397 reqs    =
1398     { "type", "name", "range"
1399       "Tech", "Pottery", "Player"
1400     }
1401 graphic = "b.hanging_gardens"
1402 graphic_alt     = "-"
1403 obsolete_by     =
1404     { "type", "name", "range", "survives"
1405       "Tech", "Railroad", "World", TRUE
1406     }
1407 build_cost      = 200
1408 upkeep          = 0
1409 sabotage        = 0
1410 sound           = "w_hanging_gardens"
1411 sound_alt       = "w_generic"
1412 helptext        = _("\
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"
1424 reqs    =
1425     { "type", "name", "range"
1426       "Tech", "Electronics", "Player"
1427       "Extra", "River", "Adjacent"
1428     }
1429 graphic = "b.hoover_dam"
1430 graphic_alt     = "-"
1431 obsolete_by     =
1432     { "type", "name", "range"
1433     }
1434 build_cost      = 600
1435 upkeep          = 0
1436 sabotage        = 0
1437 sound           = "w_hoover_dam"
1438 sound_alt       = "w_generic"
1439 helptext        = _("\
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"
1447 reqs    =
1448     { "type", "name", "range"
1449       "Tech", "Theory of Gravity", "Player"
1450     }
1451 graphic = "b.isaac_newtons_college"
1452 graphic_alt     = "-"
1453 obsolete_by     =
1454     { "type", "name", "range"
1455     }
1456 build_cost      = 300
1457 upkeep          = 0
1458 sabotage        = 0
1459 sound           = "w_isaac_newtons_college"
1460 sound_alt       = "w_generic"
1461 ; /* xgettext:no-c-format */
1462 helptext        = _("\
1463 Boosts science production by 100% in every city you control that\
1464  has a University.\
1467 [building_js_bachs_cathedral]
1468 name            = _("J.S. Bach's Cathedral")
1469 genus           = "GreatWonder"
1470 reqs    =
1471     { "type", "name", "range"
1472       "Tech", "Theology", "Player"
1473     }
1474 graphic = "b.js_bachs_cathedral"
1475 graphic_alt     = "-"
1476 obsolete_by     =
1477     { "type", "name", "range"
1478     }
1479 build_cost      = 400
1480 upkeep          = 0
1481 sabotage        = 0
1482 sound           = "w_js_bachs_cathedral"
1483 sound_alt       = "w_generic"
1484 helptext        = _("\
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"
1492 reqs    =
1493     { "type", "name", "range"
1494       "Tech", "Engineering", "Player"
1495     }
1496 graphic = "b.king_richards_crusade"
1497 graphic_alt     = "-"
1498 obsolete_by     =
1499     { "type", "name", "range", "survives"
1500       "Tech", "Robotics", "World", TRUE
1501     }
1502 build_cost      = 150
1503 upkeep          = 0
1504 sabotage        = 0
1505 sound           = "w_king_richards_crusade"
1506 sound_alt       = "w_generic"
1507 helptext        = _("\
1508 Adds one extra shield resource on every tile around the city\
1509  where it is built.\
1512 [building_leonardos_workshop]
1513 name            = _("Leonardo's Workshop")
1514 genus           = "GreatWonder"
1515 reqs    =
1516     { "type", "name", "range"
1517       "Tech", "Invention", "Player"
1518     }
1519 graphic = "b.leonardos_workshop"
1520 graphic_alt     = "-"
1521 obsolete_by     =
1522     { "type", "name", "range", "survives"
1523       "Tech", "Automobile", "World", TRUE
1524     }
1525 build_cost      = 400
1526 upkeep          = 0
1527 sabotage        = 0
1528 sound           = "w_leonardos_workshop"
1529 sound_alt       = "w_generic"
1530 helptext        = _("\
1531 Upgrades one obsolete unit per game turn.\
1534 [building_lighthouse]
1535 name            = _("Lighthouse")
1536 genus           = "GreatWonder"
1537 reqs    =
1538     { "type", "name", "range"
1539       "Tech", "Map Making", "Player"
1540       "TerrainClass", "Oceanic", "Adjacent"
1541     }
1542 graphic = "b.lighthouse"
1543 graphic_alt     = "-"
1544 obsolete_by     =
1545     { "type", "name", "range", "survives"
1546       "Tech", "Magnetism", "World", TRUE
1547     }
1548 build_cost      = 200
1549 upkeep          = 0
1550 sabotage        = 0
1551 sound           = "w_lighthouse"
1552 sound_alt       = "w_generic"
1553 helptext        = _("\
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"
1561 reqs    =
1562     { "type", "name", "range"
1563       "Tech", "Navigation", "Player"
1564       "TerrainClass", "Oceanic", "Adjacent"
1565     }
1566 graphic = "b.magellans_expedition"
1567 graphic_alt     = "-"
1568 obsolete_by     =
1569     { "type", "name", "range"
1570     }
1571 build_cost      = 400
1572 upkeep          = 0
1573 sabotage        = 0
1574 sound           = "w_magellans_expedition"
1575 sound_alt       = "w_generic"
1576 helptext        = _("\
1577 Gives all your sea units 2 additional movement points.\
1580 [building_manhattan_project]
1581 name            = _("Manhattan Project")
1582 genus           = "GreatWonder"
1583 reqs    =
1584     { "type", "name", "range"
1585       "Tech", "Nuclear Fission", "Player"
1586     }
1587 graphic = "b.manhattan_project"
1588 graphic_alt     = "-"
1589 obsolete_by     =
1590     { "type", "name", "range"
1591     }
1592 build_cost      = 600
1593 upkeep          = 0
1594 sabotage        = 0
1595 sound           = "w_manhattan_project"
1596 sound_alt       = "w_generic"
1597 ;helptext is set in client/helpdata.c:helptext_wonder()
1598 ;helptext       =
1600 [building_marco_polos_embassy]
1601 name            = _("Marco Polo's Embassy")
1602 genus           = "GreatWonder"
1603 reqs    =
1604     { "type", "name", "range"
1605       "Tech", "Trade", "Player"
1606     }
1607 graphic = "b.marco_polos_embassy"
1608 graphic_alt     = "-"
1609 obsolete_by     =
1610     { "type", "name", "range", "survives"
1611       "Tech", "Communism", "World", TRUE
1612     }
1613 build_cost      = 200
1614 upkeep          = 0
1615 sabotage        = 0
1616 sound           = "w_marco_polos_embassy"
1617 sound_alt       = "w_generic"
1618 helptext        = _("\
1619 The player who owns it gets an embassy with all players.\
1622 [building_michelangelos_chapel]
1623 name            = _("Michelangelo's Chapel")
1624 genus           = "GreatWonder"
1625 reqs    =
1626     { "type", "name", "range"
1627       "Tech", "Monotheism", "Player"
1628     }
1629 graphic = "b.michelangelos_chapel"
1630 graphic_alt     = "-"
1631 obsolete_by     =
1632     { "type", "name", "range"
1633     }
1634 build_cost      = 400
1635 upkeep          = 0
1636 sabotage        = 0
1637 sound           = "w_michelangelos_chapel"
1638 sound_alt       = "w_generic"
1639 helptext        = _("\
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\
1646  content.\
1649 [building_oracle]
1650 name            = _("Oracle")
1651 genus           = "GreatWonder"
1652 reqs    =
1653     { "type", "name", "range"
1654       "Tech", "Mysticism", "Player"
1655     }
1656 graphic = "b.oracle"
1657 graphic_alt     = "-"
1658 obsolete_by     =
1659     { "type", "name", "range", "survives"
1660       "Tech", "Theology", "World", TRUE
1661     }
1662 build_cost      = 100
1663 upkeep          = 0
1664 sabotage        = 0
1665 sound           = "w_oracle"
1666 sound_alt       = "w_generic"
1667 helptext        = _("\
1668 Makes two additional unhappy citizens content in every city with\
1669  a Temple.  Does not affect citizens made unhappy by military\
1670  activity.\
1673 [building_pyramids]
1674 name            = _("Pyramids")
1675 genus           = "GreatWonder"
1676 reqs    =
1677     { "type", "name", "range"
1678       "Tech", "Masonry", "Player"
1679     }
1680 graphic = "b.pyramids"
1681 graphic_alt     = "-"
1682 obsolete_by     =
1683     { "type", "name", "range"
1684     }
1685 build_cost      = 200
1686 upkeep          = 0
1687 sabotage        = 0
1688 sound           = "w_pyramids"
1689 sound_alt       = "w_generic"
1690 ; /* xgettext:no-c-format */
1691 helptext        = _("\
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"
1700 reqs    =
1701     { "type", "name", "range"
1702       "Tech", "Computers", "Player"
1703     }
1704 graphic = "b.seti_program"
1705 graphic_alt     = "-"
1706 obsolete_by     =
1707     { "type", "name", "range"
1708     }
1709 build_cost      = 600
1710 upkeep          = 0
1711 sabotage        = 0
1712 sound           = "w_seti_program"
1713 sound_alt       = "w_generic"
1714 ; /* xgettext:no-c-format */
1715 helptext        = _("\
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"
1723 reqs    =
1724     { "type", "name", "range"
1725       "Tech", "Medicine", "Player"
1726     }
1727 graphic = "b.shakespeares_theatre"
1728 graphic_alt     = "-"
1729 obsolete_by     =
1730     { "type", "name", "range"
1731     }
1732 build_cost      = 200
1733 upkeep          = 0
1734 sabotage        = 0
1735 sound           = "w_shakespeares_theatre"
1736 sound_alt       = "w_generic"
1737 helptext        = _("\
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"
1745 reqs    =
1746     { "type", "name", "range"
1747       "Tech", "Democracy", "Player"
1748     }
1749 graphic = "b.statue_of_liberty"
1750 graphic_alt     = "-"
1751 obsolete_by     =
1752     { "type", "name", "range"
1753     }
1754 build_cost      = 400
1755 upkeep          = 0
1756 sabotage        = 0
1757 sound           = "w_statue_of_liberty"
1758 sound_alt       = "w_generic"
1759 helptext        = _("\
1760 Allows you to choose any government, including those that have not yet\
1761  been researched by your civilization, and without the transition\
1762  period of Anarchy.\
1765 [building_sun_tzus_war_academy]
1766 name            = _("Sun Tzu's War Academy")
1767 genus           = "GreatWonder"
1768 reqs    =
1769     { "type", "name", "range"
1770       "Tech", "Feudalism", "Player"
1771     }
1772 graphic = "b.sun_tzus_war_academy"
1773 graphic_alt     = "-"
1774 obsolete_by     =
1775     { "type", "name", "range", "survives"
1776       "Tech", "Mobile Warfare", "World", TRUE
1777     }
1778 build_cost      = 300
1779 upkeep          = 0
1780 sabotage        = 0
1781 sound           = "w_sun_tzus_war_academy"
1782 sound_alt       = "w_generic"
1783 helptext        = _("\
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"
1793 reqs    =
1794     { "type", "name", "range"
1795       "Tech", "Communism", "Player"
1796     }
1797 graphic = "b.united_nations"
1798 graphic_alt     = "-"
1799 obsolete_by     =
1800     { "type", "name", "range"
1801     }
1802 build_cost      = 600
1803 upkeep          = 0
1804 sabotage        = 0
1805 sound           = "w_united_nations"
1806 sound_alt       = "w_generic"
1807 helptext        = _("\
1808 All your units regain two extra hitpoints per turn.\
1810 ; NOTE: 
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.
1815 ; NOTE:
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"
1822 reqs    =
1823     { "type", "name", "range"
1824       "Tech", "Industrialization", "Player"
1825     }
1826 graphic = "b.womens_suffrage"
1827 graphic_alt     = "-"
1828 obsolete_by     =
1829     { "type", "name", "range"
1830     }
1831 build_cost      = 600
1832 upkeep          = 0
1833 sabotage        = 0
1834 sound           = "w_womens_suffrage"
1835 sound_alt       = "w_generic"
1836 helptext        = _("\
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\
1842  governments.)\
1844 ; NOTE:
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]
1849 name            = _("Coinage")
1850 genus           = "Special"
1851 flags           = "Gold"
1852 reqs    =
1853     { "type", "name", "range"
1855     }
1856 graphic = "b.capitalization"
1857 graphic_alt     = "-"
1858 obsolete_by     =
1859     { "type", "name", "range"
1860     }
1861 build_cost      = 999
1862 upkeep          = 0
1863 sabotage        = 0
1864 ; FIXME: this is the real helptext; restore when have a subordnate analogue
1865 ; /* (ignore for gettext until fixed)
1866 ;helptext       = _("\
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).\
1871 ; */
1872 helptext        = _("\
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!).\