/usr/share/games/freeciv/experimental/buildings.ruleset is in freeciv-data 2.5.3-1.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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1622 1623 1624 1625 1626 1627 1628 1629 1630 1631 1632 1633 1634 1635 1636 1637 1638 1639 1640 1641 1642 1643 1644 1645 1646 1647 1648 1649 1650 1651 1652 1653 1654 1655 1656 1657 1658 1659 1660 1661 1662 1663 1664 1665 1666 1667 1668 1669 1670 1671 1672 1673 1674 1675 1676 1677 1678 1679 1680 1681 1682 1683 1684 1685 1686 1687 1688 1689 1690 1691 1692 1693 1694 1695 1696 1697 1698 1699 1700 1701 1702 1703 1704 1705 1706 1707 1708 1709 1710 1711 1712 1713 | ; This is the experimental ruleset. See doc/README.ruleset_experimental
; for a detailed description.
; Modifying this file:
; You should not modify this file except to make bugfixes or
; for other "maintenance". If you want to make custom changes,
; you should create a new datadir subdirectory and copy this file
; into that directory, and then modify that copy. Then use the
; command "rulesetdir <mysubdir>" in the server to have freeciv
; use your new customized file.
; Note that the freeciv AI may not cope well with anything more
; than minor changes.
[datafile]
description="Experimental buildings data for Freeciv"
options="+Freeciv-2.5-ruleset"
; /* <-- avoid gettext warnings
;
; Below: The individual buildings, one per section.
; (Buildings = City Improvements and Wonders)
;
; The actual tag used (the * in [building_*]) does not matter, except
; it must be unique within this file, and it may be used in debug
; output when reading this file.
;
; Notes:
;
; name = translatable name as seen by user
; rule_name = (optional) name for savegames, rulesets etc; if not
; present, 'name' is used. Since the name used in savegames
; must not change, use this when renaming a building after a
; ruleset has been released.
; genus = genus; one of:
; "GreatWonder", "SmallWonder", "Improvement", "Special".
; reqs = requirements to build the building (see effects.ruleset
; and README.effects for help on requirements)
; graphic = icon of improvement (used in city dialog)
; graphic_alt = alternate icon of improvement
; obsolete_by = advance which makes building obsolete; special
; value "None" means does not become obsolete
; build_cost = production shields required to build
; upkeep = monetary upkeep value
; sabotage = percent chance of diplomat sabotage being successful
; flags = special flag strings
;
; ** Building flags **
; "VisibleByOthers" = Anyone who can see your city knows whether it has
; this improvement. (Great and small wonders are
; always visible.)
; "SaveSmallWonder" = If you lose the city with this building in, and the
; "savepalace" server setting is enabled, another will
; be built for free in a random city.
; Should only be used with genus "SmallWonder".
; "Gold" = Not a real building; production turned into gold
; indefinitely (capitalization/coinage).
; Genus should be "Special".
;
; */ <-- avoid gettext warnings
[building_airport]
name = _("Airport")
genus = "Improvement"
reqs =
{ "type", "name", "range"
"Tech", "Radio", "Player"
}
graphic = "b.airport"
graphic_alt = "-"
obsolete_by = "None"
build_cost = 120
upkeep = 3
sabotage = 100
sound = "b_airport"
sound_alt = "b_generic"
helptext = _("\
Allows a city to produce veteran air units (including helicopters). \
Also, damaged air units (again, including helicopters) which stay in\
town for one full turn without moving are completely restored.\
"), _("\
Two cities with Airports can airlift one unit per turn. \
Airlifting instantly transports the unit from one city to another\
and will use all of the unit's movement points. A unit must have\
some movement points left to be airlifted.\
")
[building_aqueduct]
name = _("Aqueduct")
genus = "Improvement"
reqs =
{ "type", "name", "range"
"Tech", "Construction", "Player"
}
graphic = "b.aqueduct"
graphic_alt = "-"
obsolete_by = "None"
build_cost = 60
upkeep = 2
sabotage = 100
sound = "b_aqueduct"
sound_alt = "b_generic"
helptext = _("\
Allows a city to grow larger than size 8 and reduces the chance of plague\
within the city. After Industrialization is researched this effect of\
the Aqueduct is reduced.\
"), _("\
A Sewer System is required for a city to grow larger\
than size 12.\
")
; NB: plague (illness) has to be activated in the ruleset
[building_bank]
name = _("Bank")
genus = "Improvement"
reqs =
{ "type", "name", "range"
"Tech", "Banking", "Player"
"Building", "Marketplace", "City"
}
graphic = "b.bank"
graphic_alt = "-"
obsolete_by = "None"
build_cost = 80
upkeep = 2
sabotage = 100
sound = "b_bank"
sound_alt = "b_generic"
; /* xgettext:no-c-format */
helptext = _("\
Together with the Marketplace improvement, a Bank increases the\
luxury and tax production within a city by 100%.\
")
[building_barracks]
name = _("Barracks")
genus = "Improvement"
reqs =
{ "type", "name", "range"
}
graphic = "b.barracks_i"
graphic_alt = "-"
obsolete_by = "Gunpowder"
replaced_by = "Barracks II"
build_cost = 30
upkeep = 1
sabotage = 100
sound = "b_barracks_i"
sound_alt = "b_generic"
; /* xgettext:no-c-format */
helptext = _("\
With a Barracks, each new land unit built in a city will\
automatically have Veteran status, which means that its attack and\
defense strengths are increased by 50%. Also, damaged land units\
which stay in town for one full turn without moving are completely\
restored.\
")
[building_barracks_ii]
name = _("Barracks II")
genus = "Improvement"
reqs =
{ "type", "name", "range"
"Tech", "Gunpowder", "Player"
}
graphic = "b.barracks_ii"
graphic_alt = "b.barracks_i"
obsolete_by = "Mobile Warfare"
replaced_by = "Barracks III"
build_cost = 30
upkeep = 1
sabotage = 100
sound = "b_barracks_ii"
sound_alt = "b_generic"
; /* xgettext:no-c-format */
helptext = _("\
With a Barracks, each new land unit built in a city will\
automatically have Veteran status, which means that its attack and\
defense strengths are increased by 50%. Also, damaged land units\
which stay in town for one full turn without moving are completely\
restored.\
")
[building_barracks_iii]
name = _("Barracks III")
genus = "Improvement"
reqs =
{ "type", "name", "range"
"Tech", "Mobile Warfare", "Player"
}
graphic = "b.barracks_iii"
graphic_alt = "b.barracks_i"
obsolete_by = "None"
build_cost = 30
upkeep = 1
sabotage = 100
sound = "b_barracks_iii"
sound_alt = "b_generic"
; /* xgettext:no-c-format */
helptext = _("\
With a Barracks, each new land unit built in a city will\
automatically have Veteran status, which means that its attack and\
defense strengths are increased by 50%. Also, damaged land units\
which stay in town for one full turn without moving are completely\
restored.\
")
[building_cathedral]
name = _("Cathedral")
genus = "Improvement"
reqs =
{ "type", "name", "range"
"Tech", "Monotheism", "Player"
"Building", "Temple", "City"
}
graphic = "b.cathedral"
graphic_alt = "-"
obsolete_by = "None"
build_cost = 80
upkeep = 3
sabotage = 100
sound = "b_cathedral"
sound_alt = "b_generic"
helptext = _("\
A Cathedral makes 3 unhappy citizens content in a city, making it\
easier to maintain order in that city; however, it does not affect\
citizens made unhappy by military activity. The discovery of Theology\
increases the effect of a Cathedral, making an additional unhappy\
citizen content. The discovery of Communism lessens the effect of\
a Cathedral, reducing by one the number of unhappy citizens made\
content.\
")
[building_city_walls]
name = _("City Walls")
genus = "Improvement"
flags = "VisibleByOthers"
reqs =
{ "type", "name", "range"
"Tech", "Masonry", "Player"
}
graphic = "b.city_walls"
graphic_alt = "-"
obsolete_by = "None"
build_cost = 60
upkeep = 0
sabotage = 50
sound = "b_city_walls"
sound_alt = "b_generic"
helptext = _("\
City Walls make it easier to defend a city. They triple the defense\
strength of units within the city against land and helicopter\
units. They are ineffective against airborne and sea units as well\
as Howitzers. City Walls also prevent the loss of population which\
occurs when a defending unit is destroyed by a land unit.\
")
[building_coastal_defense]
name = _("Coastal Defense")
genus = "Improvement"
reqs =
{ "type", "name", "range"
"Tech", "Gunpowder", "Player"
"TerrainClass", "Oceanic", "Adjacent"
}
graphic = "b.coastal_defense"
graphic_alt = "-"
obsolete_by = "None"
build_cost = 60
upkeep = 1
sabotage = 100
sound = "b_coastal_defense"
sound_alt = "b_generic"
helptext = _("\
Increases the defense strength of units within a city by a factor\
of 2 when defending against bombardments from enemy ships.\
")
[building_colosseum]
name = _("Colosseum")
genus = "Improvement"
reqs =
{ "type", "name", "range"
"Tech", "Construction", "Player"
}
graphic = "b.colosseum"
graphic_alt = "-"
obsolete_by = "None"
build_cost = 70
upkeep = 4
sabotage = 100
sound = "b_colosseum"
sound_alt = "b_generic"
helptext = _("\
Entertains the citizens of a city, making 3 unhappy citizens content. \
(Four after the discovery of Electricity.) However, it does not\
affect citizens made unhappy by military activity.\
")
; NOTE:
; For Civ2 the "Electricity" condition should be "Electronics"
[building_courthouse]
name = _("Courthouse")
genus = "Improvement"
reqs =
{ "type", "name", "range"
"Tech", "Code of Laws", "Player"
}
graphic = "b.courthouse"
graphic_alt = "-"
obsolete_by = "None"
build_cost = 60
upkeep = 1
sabotage = 100
sound = "b_courthouse"
sound_alt = "b_generic"
; /* xgettext:no-c-format */
helptext = _("\
Reduces the corruption in a city by 50%, and makes the revolt cost\
of the city 4 times bigger. (These effects are redundant in your\
capital city.)\
"), _("\
Under a Democracy, a Courthouse also makes 1 unhappy citizen content\
(unless that citizen is unhappy about military activity).\
")
[building_factory]
name = _("Factory")
genus = "Improvement"
reqs =
{ "type", "name", "range"
"Tech", "Industrialization", "Player"
}
graphic = "b.factory"
graphic_alt = "-"
obsolete_by = "None"
build_cost = 140
upkeep = 4
sabotage = 100
sound = "b_factory"
sound_alt = "b_generic"
; /* xgettext:no-c-format */
helptext = _("\
Increases the shield production in a city by 50%. This increase may\
also contribute significantly to pollution.\
")
[building_granary]
name = _("Granary")
genus = "Improvement"
reqs =
{ "type", "name", "range"
"Tech", "Pottery", "Player"
}
graphic = "b.granary"
graphic_alt = "-"
obsolete_by = "None"
build_cost = 40
upkeep = 1
sabotage = 100
sound = "b_granary"
sound_alt = "b_generic"
helptext = _("\
The amount of stored food will be set to half full whenever a city\
with a Granary shrinks or grows. This helps a city to grow faster\
and more easily withstand famine.\
")
; NOTE:
; In Civ2, city size reduction does not generate food like this.
; Dare I ask where this food comes from?? :-)
[building_harbour]
name = _("Harbor")
rule_name = "Harbour" ; en_GB spelling used originally
genus = "Improvement"
reqs =
{ "type", "name", "range"
"Tech", "Seafaring", "Player"
"TerrainClass", "Oceanic", "Adjacent"
}
graphic = "b.harbour"
graphic_alt = "-"
obsolete_by = "None"
build_cost = 40
upkeep = 1
sabotage = 100
sound = "b_harbour"
sound_alt = "b_generic"
helptext = _("\
Gives one extra food resource on all Oceanic tiles. The city needs\
to be coastal to build this improvement.\
")
[building_hospital]
name = _("Hospital")
genus = "Improvement"
reqs =
{ "type", "name", "range"
"Tech", "Medicine", "Player"
}
graphic = "-"
graphic_alt = "-"
obsolete_by = "None"
build_cost = 80
upkeep = 3
sabotage = 100
sound = "-"
sound_alt = "b_generic"
helptext = _("\
A Hospital is used to treat the ill, and sometimes for medical research.\
A city with a Hospital is less likely to suffer from plagues.\
")
[building_hydro_plant]
name = _("Hydro Plant")
genus = "Improvement"
reqs =
{ "type", "name", "range"
"Tech", "Electronics", "Player"
"Building", "Factory", "City"
"Road", "River", "Adjacent"
}
graphic = "b.hydro_plant"
graphic_alt = "-"
obsolete_by = "None"
build_cost = 180
upkeep = 4
sabotage = 100
sound = "b_hydro_plant"
sound_alt = "b_generic"
; /* xgettext:no-c-format */
helptext = _("\
Increases the effect of Factory and Mfg. Plant on the shield\
production of a city, and also reduces the amount of pollution\
generated by that production. A Hydro Plant in combination with\
either a Factory or Mfg. Plant gives a 75% production bonus over\
the level without any of these improvements, while giving pollution\
only 75% of the equivalent combination with a Power Plant; a\
Hydro Plant, Factory, and Mfg. Plant together give a 150%\
production bonus with pollution only 50% of the equivalent\
combination with a Power Plant.\
"), _("\
In each city, only one Power Plant, Hydro Plant, Nuclear Plant, or\
Solar Plant can take effect at any one time.\
")
; NOTE:
; For Civ1/2 the first shield production number above should be 100%,
; but the above describes current freeciv rules.
[building_genetic_lab]
name = _("Genetic Lab")
genus = "Improvement"
reqs =
{ "type", "name", "range"
"Tech", "Genetic Engineering", "Player"
}
graphic = "-"
graphic_alt = "-"
obsolete_by = "None"
build_cost = 80
upkeep = 3
sabotage = 100
sound = "-"
sound_alt = "b_generic"
; /* xgettext:no-c-format */
helptext = _("\
In a Genetic Laboratory medicaments can be researched. The possibility\
for plagues within the city is reduced.\
\n\
A Genetic Laboratory allows the genetic optimization of plants and animals.\
The food output is increased by 25% if the city size exceeds 20.\
")
[building_library]
name = _("Library")
genus = "Improvement"
reqs =
{ "type", "name", "range"
"Tech", "Writing", "Player"
}
graphic = "b.library"
graphic_alt = "-"
obsolete_by = "None"
build_cost = 60
upkeep = 1
sabotage = 100
sound = "b_library"
sound_alt = "b_generic"
; /* xgettext:no-c-format */
helptext = _("\
Increases the science output in a city by 100%.\
")
[building_marketplace]
name = _("Marketplace")
genus = "Improvement"
reqs =
{ "type", "name", "range"
"Tech", "Currency", "Player"
}
graphic = "b.marketplace"
graphic_alt = "-"
obsolete_by = "None"
build_cost = 60
upkeep = 0
sabotage = 100
sound = "b_marketplace"
sound_alt = "b_generic"
; /* xgettext:no-c-format */
helptext = _("\
Increases the luxury and tax output in a city by 50%.\
")
[building_mass_transit]
name = _("Mass Transit")
genus = "Improvement"
reqs =
{ "type", "name", "range"
"Tech", "Mass Production", "Player"
}
graphic = "b.mass_transit"
graphic_alt = "-"
obsolete_by = "None"
build_cost = 120
upkeep = 4
sabotage = 100
sound = "b_mass_transit"
sound_alt = "b_generic"
helptext = _("\
Neutralizes the pollution generated by the population. \
The population simply has no effect on the pollution generated in\
the city.\
"), _("\
If a metropolis (city size > 30) has a Mass Transit and a Super Highway\
the city radius is further increased.\
")
[building_mfg_plant]
name = _("Mfg. Plant")
genus = "Improvement"
reqs =
{ "type", "name", "range"
"Tech", "Robotics", "Player"
"Building", "Factory", "City"
}
graphic = "b.mfg_plant"
graphic_alt = "-"
obsolete_by = "None"
build_cost = 220
upkeep = 6
sabotage = 100
sound = "b_mfg_plant"
sound_alt = "b_generic"
; /* xgettext:no-c-format */
helptext = _("\
Together with a Factory, a Manufacturing Plant increases the shield\
production in a city by 100%. A Manufacturing Plant on its own\
increases shield production by 50%.\
")
[building_nuclear_plant]
name = _("Nuclear Plant")
genus = "Improvement"
reqs =
{ "type", "name", "range"
"Tech", "Nuclear Power", "Player"
"Building", "Factory", "City"
}
graphic = "b.nuclear_plant"
graphic_alt = "-"
obsolete_by = "None"
build_cost = 120
upkeep = 2
sabotage = 100
sound = "b_nuclear_plant"
sound_alt = "b_generic"
; /* xgettext:no-c-format */
helptext = _("\
Increases the effect of Factory and Mfg. Plant on the shield\
production of a city, and also reduces the amount of pollution\
generated by that production. A Nuclear Plant in combination with\
either a Factory or Mfg. Plant gives a 75% production bonus over\
the level without any of these improvements, while giving pollution\
only 75% of the equivalent combination with a Power Plant; a\
Nuclear Plant, Factory, and Mfg. Plant together give a 150%\
production bonus with pollution only 50% of the equivalent\
combination with a Power Plant.\
"), _("\
In each city, only one Power Plant, Hydro Plant, Nuclear Plant, or\
Solar Plant can take effect at any one time.\
")
; NOTE:
; For Civ1/2 the first number above should be 100%, but the above
; describes current freeciv rules.
; There would also be a change of meltdown during civil disorder,
; but that has not been implemented yet.
[building_offshore_platform]
name = _("Offshore Platform")
genus = "Improvement"
reqs =
{ "type", "name", "range"
"Tech", "Miniaturization", "Player"
"TerrainClass", "Oceanic", "Adjacent"
}
graphic = "b.offshore_platform"
graphic_alt = "-"
obsolete_by = "None"
build_cost = 120
upkeep = 3
sabotage = 100
sound = "b_offshore_platform"
sound_alt = "b_generic"
helptext = _("\
Adds 1 extra shield resource on all Oceanic tiles worked by a city. The\
city needs to be coastal to build this improvement.\
")
[building_palace]
name = _("Palace")
genus = "SmallWonder"
flags = "SaveSmallWonder"
reqs =
{ "type", "name", "range"
"Tech", "Masonry", "Player"
}
graphic = "b.palace"
graphic_alt = "-"
obsolete_by = "None"
build_cost = 70
upkeep = 0
sabotage = 0
sound = "b_palace"
sound_alt = "b_generic"
helptext = _("\
Makes a city the capital and the center of your government.\
Corruption in other cities is related to how far away from the\
capital they are, except when the government is Democracy or\
Communism. On top of this, corruption in your capital itself is\
half of what it would otherwise be (as if it had a Courthouse).\
"), _("\
The cost to enemy Diplomats and Spies of inciting a revolt in a\
city also depends upon the city's distance from the capital\
(under all forms of government). Your capital city itself cannot\
be incited to revolt, and enjoys a bonus when enemy agents try\
to evade your own agents stationed in the city, or sabotage your\
buildings.\
"), _("\
Take good care of your capital, as its loss may result in your\
empire plunging into civil war. Losing your current palace also\
results in losing whatever spaceship you might have.\
"),
; /* xgettext:no-c-format */
_("\
Under Despotism the city containing the palace gains a +75%\
production bonus, and under Monarchy a +50% production bonus.\
")
[building_police_station]
name = _("Police Station")
genus = "Improvement"
reqs =
{ "type", "name", "range"
"Tech", "Communism", "Player"
}
graphic = "b.police_station"
graphic_alt = "-"
obsolete_by = "None"
build_cost = 50
upkeep = 2
sabotage = 100
sound = "b_police_station"
sound_alt = "b_generic"
helptext = _("\
Reduces the unhappiness caused by aggressively deployed military\
units owned by the city by 2 under Democracy and 1 under Republic\
-- in other words, it neutralizes the unhappiness caused by a single\
military unit. This improvement has no effect under other governments.\
")
; NOTE:
; For Civ2 this should reduce unhappiness by one for *each* unit
; outside a city that is causing at least one unhappiness.
[building_port_facility]
name = _("Port Facility")
genus = "Improvement"
reqs =
{ "type", "name", "range"
"Tech", "Amphibious Warfare", "Player"
"TerrainClass", "Oceanic", "Adjacent"
}
graphic = "b.port_facility"
graphic_alt = "-"
obsolete_by = "None"
build_cost = 60
upkeep = 3
sabotage = 100
sound = "b_port_facility"
sound_alt = "b_generic"
helptext = _("\
Allows a city to build veteran sea units. Also, damaged sea units\
which stay in town for one full turn without moving are completely\
restored.\
")
[building_power_plant]
name = _("Power Plant")
genus = "Improvement"
reqs =
{ "type", "name", "range"
"Tech", "Refining", "Player"
"Building", "Factory", "City"
}
graphic = "b.power_plant"
graphic_alt = "-"
obsolete_by = "None"
build_cost = 130
upkeep = 4
sabotage = 100
sound = "b_power_plant"
sound_alt = "b_generic"
; /* xgettext:no-c-format */
helptext = _("\
Increases the effect of Factory and Mfg. Plant on the shield\
production of a city. A Power Plant in combination with\
either a Factory or Mfg. Plant gives a 75% production bonus over\
the level without any of these improvements; a Power Plant,\
Factory, and Mfg. Plant together give a 150% production bonus.\
The extra production may lead to the city generating more\
pollution.\
"), _("\
In each city, only one Power Plant, Hydro Plant, Nuclear Plant, or\
Solar Plant can take effect at any one time.\
")
; NOTE:
; For Civ1/2 the first number above should be 100%, but the above
; describes current freeciv rules.
[building_recycling_center]
name = _("Recycling Center")
genus = "Improvement"
reqs =
{ "type", "name", "range"
"Tech", "Recycling", "Player"
}
graphic = "b.recycling_center"
graphic_alt = "-"
obsolete_by = "None"
build_cost = 140
upkeep = 2
sabotage = 100
sound = "b_recycling_center"
sound_alt = "b_generic"
; /* xgettext:no-c-format */
helptext = _("\
Building a Recycling Center reduces the amount of pollution\
generated by production in a city by 66%.\
")
[building_research_lab]
name = _("Research Lab")
genus = "Improvement"
reqs =
{ "type", "name", "range"
"Tech", "Computers", "Player"
"Building", "University", "City"
}
graphic = "b.research_lab"
graphic_alt = "-"
obsolete_by = "None"
build_cost = 120
upkeep = 3
sabotage = 100
sound = "b_research_lab"
sound_alt = "b_generic"
; /* xgettext:no-c-format */
helptext = _("\
Together with a Library, a Research Lab increases the science\
production of a city by 200%. \
Together with a Library and a University, a Research Lab increases\
the science production of a city by 450%.\
")
[building_sam_battery]
name = _("SAM Battery")
genus = "Improvement"
reqs =
{ "type", "name", "range"
"Tech", "Rocketry", "Player"
}
graphic = "b.sam_battery"
graphic_alt = "-"
obsolete_by = "None"
build_cost = 70
upkeep = 2
sabotage = 100
sound = "b_sam_battery"
sound_alt = "b_generic"
helptext = _("\
Doubles the defense of all units inside the city when attacked by\
aircraft (not including helicopters or missiles).\
")
[building_sdi_defense]
name = _("SDI Defense")
genus = "Improvement"
reqs =
{ "type", "name", "range"
"Tech", "Laser", "Player"
}
graphic = "b.sdi_defense"
graphic_alt = "-"
obsolete_by = "None"
build_cost = 140
upkeep = 4
sabotage = 100
sound = "b_sdi_defense"
sound_alt = "b_generic"
helptext = _("\
Protects a city and its environs (up to 2 tiles away) from attacks\
by Nuclear units. A Nuclear unit attacking a city with SDI Defense,\
or attacking a unit (or deliberately exploded) within range, is shot\
down and simply has no effect. Also, doubles defense for units in\
the city against non-nuclear missiles.\
")
; NOTE:
; Civ2 does not document the "Unit_Defend"/"Missile" aspect; does it apply or not?
[building_sewer_system]
name = _("Sewer System")
genus = "Improvement"
reqs =
{ "type", "name", "range"
"Tech", "Sanitation", "Player"
"Building", "Aqueduct", "City"
}
graphic = "b.sewer_system"
graphic_alt = "-"
obsolete_by = "None"
build_cost = 80
upkeep = 2
sabotage = 100
sound = "b_sewer_system"
sound_alt = "b_generic"
helptext = _("\
Allows a city to grow larger than size 12. Pre-requirement is an Aqueduct\
for a city to grow larger than size 8. The Sewer System further reduces\
the chance of a plague.\
")
; NB: plague (illness) has to be activated in the ruleset
[building_solar_plant]
name = _("Solar Plant")
genus = "Improvement"
reqs =
{ "type", "name", "range"
"Tech", "Environmentalism", "Player"
"Building", "Factory", "City"
}
graphic = "b.solar_plant"
graphic_alt = "-"
obsolete_by = "None"
build_cost = 320
upkeep = 4
sabotage = 100
sound = "b_solar_plant"
sound_alt = "b_generic"
; /* xgettext:no-c-format */
helptext = _("\
Increases the effect of Factory and Mfg. Plant on the shield\
production of a city, and also greatly reduces the amount of pollution\
generated by that production. A Solar Plant in combination with\
either a Factory or Mfg. Plant gives a 75% production bonus over\
the level without any of these improvements, while giving pollution\
only 50% of the equivalent combination with a Power Plant; a\
Solar Plant, Factory, and Mfg. Plant together give a 150%\
production bonus, and eliminates all pollution generated by\
production in that city.\
"), _("\
In each city, only one Power Plant, Hydro Plant, Nuclear Plant, or\
Solar Plant can take effect at any one time.\
")
[building_space_component]
name = _("Space Component")
genus = "Special"
reqs =
{ "type", "name", "range"
"Tech", "Plastics", "Player"
"Building", "Factory", "City"
}
graphic = "b.space_component"
graphic_alt = "-"
obsolete_by = "None"
build_cost = 160
upkeep = 0
sabotage = 100
sound = "b_space_component"
sound_alt = "b_generic"
helptext = _("\
Space Components can be differentiated into Propulsion and Fuel\
Components. Each pair of them reduces your spaceship's travel\
time. You can build up to 8 pairs.\
"), _("\
Before you can build any spaceship parts, the Apollo Program wonder\
must have been built by any player.\
")
[building_space_module]
name = _("Space Module")
genus = "Special"
reqs =
{ "type", "name", "range"
"Tech", "Superconductors", "Player"
"Building", "Factory", "City"
}
graphic = "b.space_modules"
graphic_alt = "-"
obsolete_by = "None"
build_cost = 320
upkeep = 0
sabotage = 100
sound = "b_space_module"
sound_alt = "b_generic"
helptext = _("\
Space Modules are the most expensive parts of spaceships. There\
are three different types of Space Module:\
"), _("\
- Habitation Module: provides living space for 10,000 people.\
"), _("\
- Life Support Module: provides food and water for the population of\
one Habitation Module.\
"), _("\
- Solar Panels: provides the energy needed for any two of the other\
Modules.\
"), _("\
You can build up to 4 Space Modules of each kind.\
"), _("\
Before you can build any spaceship parts, the Apollo Program wonder\
must have been built by any player.\
")
[building_space_structural]
name = _("Space Structural")
genus = "Special"
reqs =
{ "type", "name", "range"
"Tech", "Space Flight", "Player"
"Building", "Factory", "City"
}
graphic = "b.space_structural"
graphic_alt = "-"
obsolete_by = "None"
build_cost = 80
upkeep = 0
sabotage = 100
sound = "b_space_structural"
sound_alt = "b_generic"
helptext = _("\
Space Structurals form the base of your spaceship. All other\
spaceship parts need to be connected to Structurals in order to\
function. You can build up to 32 Space Structurals.\
"), _("\
Before you can build any spaceship parts, the Apollo Program wonder\
must have been built by any player.\
")
[building_stock_exchange]
name = _("Stock Exchange")
genus = "Improvement"
reqs =
{ "type", "name", "range"
"Tech", "Economics", "Player"
"Building", "Bank", "City"
}
graphic = "b.stock_exchange"
graphic_alt = "-"
obsolete_by = "None"
build_cost = 120
upkeep = 3
sabotage = 100
sound = "b_stock_exchange"
sound_alt = "b_generic"
; /* xgettext:no-c-format */
helptext = _("\
Together with a Bank, a Stock Exchange boosts tax and luxury\
production in a city by 50%. \
Together with a Marketplace and a Bank, a Stock Exchange boosts\
tax and luxury production in a city by 150%.\
")
[building_super_highways]
name = _("Super Highways")
genus = "Improvement"
reqs =
{ "type", "name", "range"
"Tech", "Automobile", "Player"
}
graphic = "b.super_highways"
graphic_alt = "-"
obsolete_by = "None"
build_cost = 120
upkeep = 3
sabotage = 100
sound = "b_super_highways"
sound_alt = "b_generic"
; /* xgettext:no-c-format */
helptext = _("\
Increases trade resources by 50% on all tiles with roads or\
railroads.\
"), _("\
If a metropolis (city size > 30) has a Mass Transit and a Super Highway\
the city radius is further increased.\
")
; NOTE:
; Civ2 help says Super Highways increase trade from trade routes.
[building_supermarket]
name = _("Supermarket")
genus = "Improvement"
reqs =
{ "type", "name", "range"
"Tech", "Refrigeration", "Player"
}
graphic = "b.supermarket"
graphic_alt = "-"
obsolete_by = "None"
build_cost = 80
upkeep = 3
sabotage = 100
sound = "b_supermarket"
sound_alt = "b_generic"
; /* xgettext:no-c-format */
helptext = _("\
Increases the food resources by 50% on each farmland tile which\
is being used around the city. Farmland tiles are those which\
have been irrigated a second time.\
")
[building_temple]
name = _("Temple")
genus = "Improvement"
reqs =
{ "type", "name", "range"
"Tech", "Ceremonial Burial", "Player"
}
graphic = "b.temple"
graphic_alt = "-"
obsolete_by = "None"
build_cost = 30
upkeep = 1
sabotage = 100
sound = "b_temple"
sound_alt = "b_generic"
helptext = _("\
Makes one unhappy citizen content. The Mysticism advance doubles\
this effect. With both Mysticism and the Oracle, 4 citizens are\
made content. Does not affect citizens made unhappy by military\
activity.\
"), _("\
The work of the priests also reduces the effect of plague in the city.\
")
[building_university]
name = _("University")
genus = "Improvement"
reqs =
{ "type", "name", "range"
"Tech", "University", "Player"
"Building", "Library", "City"
}
graphic = "b.university"
graphic_alt = "-"
obsolete_by = "None"
build_cost = 120
upkeep = 3
sabotage = 100
sound = "b_university"
sound_alt = "b_generic"
; /* xgettext:no-c-format */
helptext = _("\
Together with a Library, a University increases the science\
production of a city by 250%.\
")
[building_apollo_program]
name = _("Apollo Program")
genus = "GreatWonder"
reqs =
{ "type", "name", "range"
"Tech", "Space Flight", "Player"
}
graphic = "b.apollo_program"
graphic_alt = "-"
obsolete_by = "None"
build_cost = 600
upkeep = 0
sabotage = 0
sound = "w_apollo_program"
sound_alt = "w_generic"
helptext = _("\
The entire map becomes permanently visible to the player who owns it\
-- the player always has up-to-date knowledge of all terrain and\
cities (but not units) despite fog-of-war. It allows all players to\
start building spaceship parts (assuming they have researched the\
necessary technologies).\
")
[building_asmiths_trading_co]
name = _("A.Smith's Trading Co.")
genus = "GreatWonder"
reqs =
{ "type", "name", "range"
"Tech", "Economics", "Player"
}
graphic = "b.asmiths_trading_co"
graphic_alt = "-"
obsolete_by = "None"
build_cost = 400
upkeep = 0
sabotage = 0
sound = "w_asmiths_trading_co"
sound_alt = "w_generic"
helptext = _("\
City improvements which would normally have an upkeep of 1 are free\
of upkeep, for all your cities.\
")
[building_colossus]
name = _("Colossus")
genus = "GreatWonder"
reqs =
{ "type", "name", "range"
"Tech", "Bronze Working", "Player"
}
graphic = "b.colossus"
graphic_alt = "-"
obsolete_by = "Flight"
build_cost = 100
upkeep = 0
sabotage = 0
sound = "w_colossus"
sound_alt = "w_generic"
helptext = _("\
Each tile around the city where this wonder is built that is already\
generating some trade produces one extra trade resource.\
")
[building_copernicus_observatory]
name = _("Copernicus' Observatory")
genus = "GreatWonder"
reqs =
{ "type", "name", "range"
"Tech", "Astronomy", "Player"
}
graphic = "b.copernicus_observatory"
graphic_alt = "-"
obsolete_by = "None"
build_cost = 200
upkeep = 0
sabotage = 0
sound = "w_copernicus_observatory"
sound_alt = "w_generic"
; /* xgettext:no-c-format */
helptext = _("\
Boosts science production by 100% in the city where it is built.\
")
[building_cure_for_cancer]
name = _("Cure For Cancer")
genus = "GreatWonder"
reqs =
{ "type", "name", "range"
"Tech", "Genetic Engineering", "Player"
}
graphic = "b.cure_for_cancer"
graphic_alt = "-"
obsolete_by = "None"
build_cost = 600
upkeep = 0
sabotage = 0
sound = "w_cure_for_cancer"
sound_alt = "w_generic"
helptext = _("\
This stunning technological achievement makes one unhappy\
citizen content in each of your cities (including citizens unhappy\
about military activity). It further reduces the possibility for\
an illness in the city.\
")
; NB: In Civ2 this makes 1 content citizen happy in all cities.
; NB: plague (illness) has to be activated in the ruleset
[building_darwins_voyage]
name = _("Darwin's Voyage")
genus = "GreatWonder"
reqs =
{ "type", "name", "range"
"Tech", "Railroad", "Player"
}
graphic = "b.darwins_voyage"
graphic_alt = "-"
obsolete_by = "None"
build_cost = 300
upkeep = 0
sabotage = 0
sound = "w_darwins_voyage"
sound_alt = "w_generic"
helptext = _("\
Charles Darwin's voyage sparked the discovery of the evolution\
of the species, which inspired greater confidence in science.\
Gives two immediate technology advances.\
")
[building_eiffel_tower]
name = _("Eiffel Tower")
genus = "GreatWonder"
reqs =
{ "type", "name", "range"
"Tech", "Steam Engine", "Player"
}
graphic = "b.eiffel_tower"
graphic_alt = "-"
obsolete_by = "None"
build_cost = 100
upkeep = 0
sabotage = 0
sound = "w_eiffel_tower"
sound_alt = "w_generic"
; /* xgettext:no-c-format */
helptext = _("\
Your reputation and goodwill among other nations is recovered twice\
as fast.\
")
[building_great_library]
name = _("Great Library")
genus = "GreatWonder"
reqs =
{ "type", "name", "range"
"Tech", "Literacy", "Player"
}
graphic = "b.great_library"
graphic_alt = "-"
obsolete_by = "Electricity"
build_cost = 300
upkeep = 0
sabotage = 0
sound = "w_great_library"
sound_alt = "w_generic"
helptext = _("\
The civilization which builds the Great Library gets every advance\
that at least two other teams have achieved.\
")
[building_great_wall]
name = _("Great Wall")
genus = "GreatWonder"
reqs =
{ "type", "name", "range"
"Tech", "Masonry", "Player"
}
graphic = "b.great_wall"
graphic_alt = "-"
obsolete_by = "Metallurgy"
build_cost = 300
upkeep = 0
sabotage = 0
sound = "w_great_wall"
sound_alt = "w_generic"
helptext = _("\
Works as a City Wall in all your cities.\
")
; NOTE:
; Civ2 also doubles attack -vs- barbs,
; and enemies are forced to offer cease-fire or peace.
[building_hanging_gardens]
name = _("Hanging Gardens")
genus = "GreatWonder"
reqs =
{ "type", "name", "range"
"Tech", "Pottery", "Player"
}
graphic = "b.hanging_gardens"
graphic_alt = "-"
obsolete_by = "Railroad"
build_cost = 200
upkeep = 0
sabotage = 0
sound = "w_hanging_gardens"
sound_alt = "w_generic"
helptext = _("\
Makes one content citizen happy in every city. Makes two extra\
content citizens happy in the city containing the Hanging Gardens\
(that is, a total of 3). In the unlikely event where there are no\
content citizens to get the effect of Hanging Gardens, the wonder\
applies to unhappy citizens (including those unhappy about military\
activity), making each content then happy.\
")
[building_hoover_dam]
name = _("Hoover Dam")
genus = "GreatWonder"
reqs =
{ "type", "name", "range"
"Tech", "Electronics", "Player"
"Road", "River", "Adjacent"
}
graphic = "b.hoover_dam"
graphic_alt = "-"
obsolete_by = "None"
build_cost = 600
upkeep = 0
sabotage = 0
sound = "w_hoover_dam"
sound_alt = "w_generic"
helptext = _("\
Works as if you had a Hydro Plant in every city. (This reduces\
pollution and increases the effects of Factories and Mfg. Plants.)\
")
[building_isaac_newtons_college]
name = _("Isaac Newton's College")
genus = "GreatWonder"
reqs =
{ "type", "name", "range"
"Tech", "Theory of Gravity", "Player"
}
graphic = "b.isaac_newtons_college"
graphic_alt = "-"
obsolete_by = "None"
build_cost = 300
upkeep = 0
sabotage = 0
sound = "w_isaac_newtons_college"
sound_alt = "w_generic"
; /* xgettext:no-c-format */
helptext = _("\
Boosts science production by 100% in every city you control that\
has a University.\
")
[building_js_bachs_cathedral]
name = _("J.S. Bach's Cathedral")
genus = "GreatWonder"
reqs =
{ "type", "name", "range"
"Tech", "Theology", "Player"
}
graphic = "b.js_bachs_cathedral"
graphic_alt = "-"
obsolete_by = "None"
build_cost = 400
upkeep = 0
sabotage = 0
sound = "w_js_bachs_cathedral"
sound_alt = "w_generic"
helptext = _("\
Makes two unhappy citizens content in every city (including citizens\
unhappy about military activity).\
")
[building_king_richards_crusade]
name = _("King Richard's Crusade")
genus = "GreatWonder"
reqs =
{ "type", "name", "range"
"Tech", "Engineering", "Player"
}
graphic = "b.king_richards_crusade"
graphic_alt = "-"
obsolete_by = "Robotics"
build_cost = 150
upkeep = 0
sabotage = 0
sound = "w_king_richards_crusade"
sound_alt = "w_generic"
helptext = _("\
Adds one extra shield resource on every tile around the city\
where it is built.\
")
[building_leonardos_workshop]
name = _("Leonardo's Workshop")
genus = "GreatWonder"
reqs =
{ "type", "name", "range"
"Tech", "Invention", "Player"
}
graphic = "b.leonardos_workshop"
graphic_alt = "-"
obsolete_by = "Automobile"
build_cost = 400
upkeep = 0
sabotage = 0
sound = "w_leonardos_workshop"
sound_alt = "w_generic"
helptext = _("\
Upgrades one obsolete unit per game turn.\
")
[building_lighthouse]
name = _("Lighthouse")
genus = "GreatWonder"
reqs =
{ "type", "name", "range"
"Tech", "Map Making", "Player"
"TerrainClass", "Oceanic", "Adjacent"
}
graphic = "b.lighthouse"
graphic_alt = "-"
obsolete_by = "Magnetism"
build_cost = 200
upkeep = 0
sabotage = 0
sound = "w_lighthouse"
sound_alt = "w_generic"
helptext = _("\
Gives all your sea units 1 additional movement point. Makes all your\
new military sea units veterans (for all your cities).\
")
[building_magellans_expedition]
name = _("Magellan's Expedition")
genus = "GreatWonder"
reqs =
{ "type", "name", "range"
"Tech", "Navigation", "Player"
"TerrainClass", "Oceanic", "Adjacent"
}
graphic = "b.magellans_expedition"
graphic_alt = "-"
obsolete_by = "None"
build_cost = 400
upkeep = 0
sabotage = 0
sound = "w_magellans_expedition"
sound_alt = "w_generic"
helptext = _("\
Gives all your sea units 2 additional movement points.\
")
[building_manhattan_project]
name = _("Manhattan Project")
genus = "GreatWonder"
reqs =
{ "type", "name", "range"
"Tech", "Nuclear Fission", "Player"
}
graphic = "b.manhattan_project"
graphic_alt = "-"
obsolete_by = "None"
build_cost = 600
upkeep = 0
sabotage = 0
sound = "w_manhattan_project"
sound_alt = "w_generic"
;helptext is set in client/helpdata.c:helptext_wonder()
;helptext =
[building_marco_polos_embassy]
name = _("Marco Polo's Embassy")
genus = "GreatWonder"
reqs =
{ "type", "name", "range"
"Tech", "Trade", "Player"
}
graphic = "b.marco_polos_embassy"
graphic_alt = "-"
obsolete_by = "Communism"
build_cost = 200
upkeep = 0
sabotage = 0
sound = "w_marco_polos_embassy"
sound_alt = "w_generic"
helptext = _("\
The player who owns it gets an embassy with all players.\
")
[building_michelangelos_chapel]
name = _("Michelangelo's Chapel")
genus = "GreatWonder"
reqs =
{ "type", "name", "range"
"Tech", "Monotheism", "Player"
}
graphic = "b.michelangelos_chapel"
graphic_alt = "-"
obsolete_by = "None"
build_cost = 400
upkeep = 0
sabotage = 0
sound = "w_michelangelos_chapel"
sound_alt = "w_generic"
helptext = _("\
Counts as having a Cathedral in each of your cities. This makes 3\
unhappy citizens content in each city; however, it does not affect\
citizens made unhappy by military activity. The discovery of Theology\
increases the effect of a Cathedral, making an additional unhappy\
citizen content. The discovery of Communism lessens the effect of\
a Cathedral, reducing by one the number of unhappy citizens made\
content.\
")
[building_oracle]
name = _("Oracle")
genus = "GreatWonder"
reqs =
{ "type", "name", "range"
"Tech", "Mysticism", "Player"
}
graphic = "b.oracle"
graphic_alt = "-"
obsolete_by = "Theology"
build_cost = 100
upkeep = 0
sabotage = 0
sound = "w_oracle"
sound_alt = "w_generic"
helptext = _("\
Makes two additional unhappy citizens content in every city with\
a Temple. Does not affect citizens made unhappy by military\
activity.\
")
[building_pyramids]
name = _("Pyramids")
genus = "GreatWonder"
reqs =
{ "type", "name", "range"
"Tech", "Masonry", "Player"
}
graphic = "b.pyramids"
graphic_alt = "-"
obsolete_by = "None"
build_cost = 200
upkeep = 0
sabotage = 0
sound = "w_pyramids"
sound_alt = "w_generic"
; /* xgettext:no-c-format */
helptext = _("\
The amount of stored food lost when one of your cities grows or shrinks\
is reduced by 25%. This helps a city to grow faster and more easily\
withstand famine. Cumulative with Granary.\
")
[building_seti_program]
name = _("SETI Program")
genus = "GreatWonder"
reqs =
{ "type", "name", "range"
"Tech", "Computers", "Player"
}
graphic = "b.seti_program"
graphic_alt = "-"
obsolete_by = "None"
build_cost = 600
upkeep = 0
sabotage = 0
sound = "w_seti_program"
sound_alt = "w_generic"
; /* xgettext:no-c-format */
helptext = _("\
Boosts science production in each city with a Research Lab by 100%.\
")
[building_shakespeares_theatre]
name = _("Shakespeare's Theater")
rule_name = "Shakespeare's Theatre" ; en_GB used originally
genus = "GreatWonder"
reqs =
{ "type", "name", "range"
"Tech", "Medicine", "Player"
}
graphic = "b.shakespeares_theatre"
graphic_alt = "-"
obsolete_by = "None"
build_cost = 200
upkeep = 0
sabotage = 0
sound = "w_shakespeares_theatre"
sound_alt = "w_generic"
helptext = _("\
Makes all angry and unhappy citizens content in the city where it\
is located, including citizens unhappy about military activity.\
")
[building_statue_of_liberty]
name = _("Statue of Liberty")
genus = "GreatWonder"
reqs =
{ "type", "name", "range"
"Tech", "Democracy", "Player"
}
graphic = "b.statue_of_liberty"
graphic_alt = "-"
obsolete_by = "None"
build_cost = 400
upkeep = 0
sabotage = 0
sound = "w_statue_of_liberty"
sound_alt = "w_generic"
helptext = _("\
Allows you to choose any government, including those that have not yet\
been researched by your civilization, and without the transition\
period of Anarchy.\
")
[building_sun_tzus_war_academy]
name = _("Sun Tzu's War Academy")
genus = "GreatWonder"
reqs =
{ "type", "name", "range"
"Tech", "Feudalism", "Player"
}
graphic = "b.sun_tzus_war_academy"
graphic_alt = "-"
obsolete_by = "Mobile Warfare"
build_cost = 300
upkeep = 0
sabotage = 0
sound = "w_sun_tzus_war_academy"
sound_alt = "w_generic"
helptext = _("\
All your new military land units start with an additional veteran level\
(this is cumulative with any Barracks building in a city; with both, units\
are created as Hardened). The chance of a land unit getting the next\
veteran level after a battle increases by half.\
")
[building_united_nations]
name = _("United Nations")
genus = "GreatWonder"
reqs =
{ "type", "name", "range"
"Tech", "Communism", "Player"
}
graphic = "b.united_nations"
graphic_alt = "-"
obsolete_by = "None"
build_cost = 600
upkeep = 0
sabotage = 0
sound = "w_united_nations"
sound_alt = "w_generic"
helptext = _("\
All your units regain two extra hitpoints per turn.\
")
; NOTE:
; This does not match Civ1 or Civ2, but diplomatic effects are
; not very effective in multiplayer, and hitpoints effects do not
; apply for Civ1. Note in Civ1 Pyramids have a gov-change effect,
; but become obsolete, and the Statue of Liberty does not exist.
; NOTE:
; In Civ2 this provides embassies, forces peaceful enemies and
; allows Democracy to declare war 50% of the time.
[building_womens_suffrage]
name = _("Women's Suffrage")
genus = "GreatWonder"
reqs =
{ "type", "name", "range"
"Tech", "Industrialization", "Player"
}
graphic = "b.womens_suffrage"
graphic_alt = "-"
obsolete_by = "None"
build_cost = 600
upkeep = 0
sabotage = 0
sound = "w_womens_suffrage"
sound_alt = "w_generic"
helptext = _("\
Counts as a Police Station in every city. (That is, for each city, it\
reduces the unhappiness caused by aggressively deployed military\
units owned by that city by 2 under Democracy and 1 under Republic --\
in other words, it neutralizes the unhappiness caused by a single\
military unit per city. This wonder has no effect under other\
governments.)\
")
; NOTE:
; For Civ2 this should reduce unhappiness by one for *each* unit
; outside a city that is causing at least one unhappiness.
[building_capitalization]
name = _("Coinage")
genus = "Special"
flags = "Gold"
reqs =
{ "type", "name", "range"
}
graphic = "b.capitalization"
graphic_alt = "-"
obsolete_by = "None"
build_cost = 999
upkeep = 0
sabotage = 0
; FIXME: this is the real helptext; restore when have a subordnate analogue
; /* (ignore for gettext until fixed)
;helptext = _("\
;This is not a normal improvement. Instead, setting a city's\
; production to Capitalization means its shield production is\
; converted to tax output (money).\
;")
; */
helptext = _("\
This is not a normal improvement. Instead, setting a city's\
production to Coinage means its shield production is\
converted to tax output (money, coins!).\
")
|