/usr/share/games/freeciv/multiplayer/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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; 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="Multiplayer 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.\
")
; "Colosseum" renamed to "Amphitheater" as suggested by
; mrstarware (http://forum.freeciv.org/viewtopic.php?t=5813)
;
[building_amphitheatre]
name = _("Amphitheater")
rule_name = "Amphitheatre" ; en_GB used originally
genus = "Improvement"
reqs =
{ "type", "name", "range"
"Tech", "Construction", "Player"
}
graphic = "b.colosseum"
graphic_alt = "-"
obsolete_by = "None"
build_cost = 60
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.\
")
[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. 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_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 and waste 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.\
")
[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_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.\
")
[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.\
")
[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.\
")
[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 and waste 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 and waste 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 4 under Democracy and 2 under Republic\
-- in other words, it neutralizes the unhappiness caused by two\
military units. This improvement has no effect under other governments.\
")
[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.\
")
[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.\
")
[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, you must build the\
Apollo Program.\
")
[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, you must build the\
Apollo Program.\
")
[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, you must build the\
Apollo Program.\
")
[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.\
")
[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 100% 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.\
")
[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 = "SmallWonder"
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 = _("\
Allows you to start building spaceship parts in cities\
with factories (assuming you have researched the necessary\
technologies).\
")
[building_asmiths_trading_co]
name = _("A.Smith's Trading Co.")
genus = "SmallWonder"
reqs =
{ "type", "name", "range"
"Tech", "Economics", "Player"
}
graphic = "b.asmiths_trading_co"
graphic_alt = "-"
obsolete_by = "None"
build_cost = 300
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 on the same continent.\
")
[building_colossus]
name = _("Colossus")
genus = "SmallWonder"
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 = "SmallWonder"
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 = 400
upkeep = 0
sabotage = 0
sound = "w_cure_for_cancer"
sound_alt = "w_generic"
helptext = _("\
This stunning technological achievement makes two content citizens\
happy in all cities of all players who have researched Genetic\
Engineering. In the unlikely event where there are not enough\
content citizens to benefit from this effect in a city, the wonder\
applies to unhappy citizens (including those unhappy about military\
activity), making each content then happy.\
")
[building_darwins_voyage]
name = _("Darwin's Voyage")
genus = "SmallWonder"
reqs =
{ "type", "name", "range"
"Tech", "Railroad", "Player"
}
graphic = "b.darwins_voyage"
graphic_alt = "-"
obsolete_by = "None"
build_cost = 400
upkeep = 0
sabotage = 0
sound = "w_darwins_voyage"
sound_alt = "w_generic"
helptext = _("\
Gives two immediate technology advances the first time it is\
built by each player.\
")
[building_eiffel_tower]
name = _("Eiffel Tower")
genus = "SmallWonder"
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 = _("\
Each city on the same continent may support one unit free of\
shield upkeep.\
")
[building_great_library]
name = _("Great Library")
genus = "SmallWonder"
reqs =
{ "type", "name", "range"
"Tech", "Literacy", "Player"
}
graphic = "b.great_library"
graphic_alt = "-"
obsolete_by = "None"
build_cost = 200
upkeep = 0
sabotage = 0
sound = "w_great_library"
sound_alt = "w_generic"
; /* xgettext:no-c-format */
helptext = _("\
Reduces corruption by 50% in all cities on the same continent.\
")
[building_great_wall]
name = _("Great Wall")
genus = "SmallWonder"
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 on the same continent.\
")
[building_hanging_gardens]
name = _("Hanging Gardens")
genus = "SmallWonder"
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 two content citizens happy in every city on the same continent.\
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 = "SmallWonder"
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 on the same\
continent. (This reduces pollution and increases the effects\
of Factories and Mfg. Plants.)\
")
[building_isaac_newtons_college]
name = _("Isaac Newton's College")
genus = "SmallWonder"
reqs =
{ "type", "name", "range"
"Tech", "Theory of Gravity", "Player"
}
graphic = "b.isaac_newtons_college"
graphic_alt = "-"
obsolete_by = "None"
build_cost = 400
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 on the same\
continent that has a University.\
")
[building_js_bachs_cathedral]
name = _("J.S. Bach's Cathedral")
genus = "SmallWonder"
reqs =
{ "type", "name", "range"
"Tech", "Theology", "Player"
}
graphic = "b.js_bachs_cathedral"
graphic_alt = "-"
obsolete_by = "None"
build_cost = 300
upkeep = 0
sabotage = 0
sound = "w_js_bachs_cathedral"
sound_alt = "w_generic"
helptext = _("\
Makes two unhappy citizens content in every city on the same continent\
(including citizens unhappy about military activity).\
")
[building_king_richards_crusade]
name = _("King Richard's Crusade")
genus = "SmallWonder"
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 = "SmallWonder"
reqs =
{ "type", "name", "range"
"Tech", "Invention", "Player"
}
graphic = "b.leonardos_workshop"
graphic_alt = "-"
obsolete_by = "Automobile"
build_cost = 300
upkeep = 0
sabotage = 0
sound = "w_leonardos_workshop"
sound_alt = "w_generic"
helptext = _("\
Upgrades two obsolete units per game turn.\
")
[building_lighthouse]
name = _("Lighthouse")
genus = "SmallWonder"
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.\
")
[building_magellans_expedition]
name = _("Magellan's Expedition")
genus = "SmallWonder"
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 = _("\
All your new sea units built in cities on the same continent start with\
an additional veteran level (this is cumulative with any Port Facility\
in a city; with both, units are created as Hardened).\
")
[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 = "SmallWonder"
reqs =
{ "type", "name", "range"
"Tech", "Trade", "Player"
}
graphic = "b.marco_polos_embassy"
graphic_alt = "-"
obsolete_by = "None"
build_cost = 400
upkeep = 0
sabotage = 0
sound = "w_marco_polos_embassy"
sound_alt = "w_generic"
; /* xgettext:no-c-format */
helptext = _("\
Increases trade output by 40% in all cities on the same\
continent.\
")
[building_michelangelos_chapel]
name = _("Michelangelo's Chapel")
genus = "SmallWonder"
reqs =
{ "type", "name", "range"
"Tech", "Monotheism", "Player"
}
graphic = "b.michelangelos_chapel"
graphic_alt = "-"
obsolete_by = "None"
build_cost = 300
upkeep = 0
sabotage = 0
sound = "w_michelangelos_chapel"
sound_alt = "w_generic"
helptext = _("\
Counts as having a Cathedral in each of your cities on the same\
continent. 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 = "SmallWonder"
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 of your unhappy citizens content in every city\
with a Temple on the same continent. Does not affect citizens made\
unhappy by military activity.\
")
[building_pyramids]
name = _("Pyramids")
genus = "SmallWonder"
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 city where this wonder is built will experience\
rapture growth when celebrating.\
")
[building_internet]
name = _("The Internet")
genus = "SmallWonder"
reqs =
{ "type", "name", "range"
"Tech", "Computers", "Player"
}
graphic = "b.internet"
graphic_alt = "b.seti_program"
obsolete_by = "None"
build_cost = 600
upkeep = 0
sabotage = 0
sound = "w_internet"
sound_alt = "w_generic"
; /* xgettext:no-c-format */
helptext = _("\
Boosts science production in each city on the\
same continent with a Research Lab by 100%.\
")
[building_shakespeares_theatre]
name = _("Shakespeare's Theater")
rule_name = "Shakespeare's Theatre" ; en_GB used originally
genus = "SmallWonder"
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 = "SmallWonder"
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 = "SmallWonder"
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 produced in cities on the same continent\
start with an additional veteran level (this is cumulative with any\
Barracks building in a city; with both, units are created as Hardened).\
")
[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 = _("\
Creates a world senate that may prevent declarations of\
war in some circumstances. If any player's city is in revolt\
for more than two turns, that player's government falls.\
")
[building_womens_suffrage]
name = _("Women's Suffrage")
genus = "SmallWonder"
reqs =
{ "type", "name", "range"
"Tech", "Industrialization", "Player"
}
graphic = "b.womens_suffrage"
graphic_alt = "-"
obsolete_by = "None"
build_cost = 300
upkeep = 0
sabotage = 0
sound = "w_womens_suffrage"
sound_alt = "w_generic"
helptext = _("\
Counts as a Police Station in every city on the same continent.\
(That is, for each city, it reduces the unhappiness caused by\
aggressively deployed military units owned by that city by 4 under\
Democracy and 2 under Republic -- in other words, it neutralizes\
the unhappiness caused by two military units per city. This wonder\
has no effect under other governments.)\
")
[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
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!).\
")
|