; 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 " 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="Civ2Civ3 buildings data for Freeciv" options="+Freeciv-2.4-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 ; ; */ <-- 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", "negated" "Tech", "Construction", "Player", 0 "Special", "River", "Adjacent", 1 "Terrain", "Lake", "Adjacent", 1 } 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 (-30%). A Sewer System is required for a city to grow larger\ than size 16.\ ") [building_aqueduct_lake] name = _("Aqueduct, near Lake") genus = "Improvement" reqs = { "type", "name", "range", "negated" "Terrain", "Lake", "Adjacent", 0 } graphic = "b.aqueduct" graphic_alt = "-" obsolete_by = "None" build_cost = 20 upkeep = 0 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 (-30%). A Sewer System is required for a city to grow larger\ than size 16.\ ") [building_aqueduct_river] name = _("Aqueduct, near River") genus = "Improvement" reqs = { "type", "name", "range", "negated" "Special", "River", "Adjacent", 0 "Terrain", "Lake", "Adjacent", 1 } graphic = "b.aqueduct" graphic_alt = "-" obsolete_by = "None" build_cost = 20 upkeep = 0 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 (-30%). A Sewer System is required for a city to grow larger\ than size 16.\ ") [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 = _("\ Increases the luxury and tax output in a city by an additional 50%. \ The total bonus is 100% if there are Marketplace and Bank together\ in the same city.\ ") [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.\ ") [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 = 30 upkeep = 0 sabotage = 50 sound = "b_city_walls" sound_alt = "b_generic" helptext = _("\ City Walls make it easier to defend a city. They double the defense\ strength of units within the city against land units. They are\ ineffective against aircraft, helicopter, missile and sea units.\ 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", "Navigation", "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 = _("Amphitheatre") rule_name = _("Colosseum") genus = "Improvement" reqs = { "type", "name", "range" "Tech", "Construction", "Player" } graphic = "b.colosseum" graphic_alt = "-" obsolete_by = "None" build_cost = 70 upkeep = 3 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 and waste in a city by 50%, it makes 1 unhappy\ citizen content (unless that citizen is unhappy about military activity),\ and it also makes the revolt cost of the city 4 times bigger. \ ") [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 = 3 sabotage = 100 sound = "b_factory" sound_alt = "b_generic" ; /* xgettext:no-c-format */ helptext = _("\ Increases the shield production in a city by 25%. This increase may\ contribute significantly to pollution caused by shield production. \ The Factory also increases the pollution caused by the population\ of the city (+25%).\ ") [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 = _("\ Whenever a city with a Granary shrinks or grows, the foodbox keeps\ 10 stored food. 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" "Terrain", "Ocean", "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" "Special", "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 by 25% the effect of a Factory and another 25% the effect\ of a Mfg. Plant, and also reduces the amount of pollution generated\ by shield production to 50%.\ "), ; /* xgettext:no-c-format */ _("\ A Hydro Plant, in combination with a Factory and Mfg. Plant together\ give a 100% production bonus, with pollution only 50% of the equivalent\ combination with a Power Plant. The pollution is reduced to 25% if\ combined with a Recycling Center.\ "), _("\ 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 50% (by 100% if the\ Great Library wonder was built by any player).\ ") [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 = 2 sabotage = 100 sound = "b_mass_transit" sound_alt = "b_generic" helptext = _("\ Reduces the pollution generated by the population\ in a city by 50%.\ ") [building_mfg_plant] name = _("Mfg. Plant") genus = "Improvement" reqs = { "type", "name", "range" "Tech", "Plastics", "Player" "Building", "Factory", "City" } graphic = "b.mfg_plant" graphic_alt = "-" obsolete_by = "None" build_cost = 220 upkeep = 5 sabotage = 100 sound = "b_mfg_plant" sound_alt = "b_generic" ; /* xgettext:no-c-format */ helptext = _("\ Increases the shield production in a city by an additional 25%. \ The bonus is 50% if there is any Power Plant in the same city.\ "), _("\ Manufacturing Plants also increase the pollution caused by the population\ of the city (+25%).\ ") [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 = 240 upkeep = 2 sabotage = 100 sound = "b_nuclear_plant" sound_alt = "b_generic" ; /* xgettext:no-c-format */ helptext = _("\ Increases by 25% the effect of a Factory and another 25% the effect\ of a Mfg. Plant, and also reduces the amount of pollution generated\ by shield production to 50%.\ "), ; /* xgettext:no-c-format */ _("\ A Nuclear Plant, in combination with a Factory and Mfg. Plant together\ give a 100% production bonus, with pollution only 50% of the equivalent\ combination with a Power Plant. The pollution is reduced to 25% if\ combined with a Recycling Center.\ "), _("\ 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" "Terrain", "Ocean", "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. Deep ocean tiles\ need a buoy placed in the tile to take advantage of the shield bonus\ (buoys are tile improvements available with the discovery of Radar).\ "), _("\ Offshore Platforms also increase the pollution caused by the population\ of the city (+25%).\ ") [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" ; /* xgettext:no-c-format */ 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. The cost of inciting a revolt in a city also depends\ upon the city's distance from the capital (under all forms of\ government).\ "), _("\ 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%\ gold bonus, and under Monarchy a +50% gold 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 = _("\ Makes 2 unhappy citizens content. And it neutralises\ the unhappiness caused by 1 military unit.\ ") ; 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 by 25% the effect of a Factory and another 25% the\ effect of a Mfg. Plant. A Power Plant in combination with\ either a Factory or Mfg. Plant gives a 50% production bonus over\ the level without any of these improvements; a Power Plant,\ Factory, and Mfg. Plant together give a 100% 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 50%.\ ") [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 = _("\ Increases the luxury and tax output in a city by an additional 50%\ (by 100% if the Internet wonder was built by any player).\ "), ; /* xgettext:no-c-format */ _("\ The total bonus is 150% if a Library, a University and a\ Research Lab are all present in the same city. (300% if Great Library,\ Isaac Newton's College, and Internet were already built.)\ ") [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\ aircrafts (including helicopters).\ ") [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" "MinSize", "9", "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 16. Pre-requirement is an\ Aqueduct for a city to grow larger than size 8. The Sewer System\ further reduces the chance of a plague (-30%).\ ") [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 by 25% the effect of a Factory and another 25% the effect\ of a Mfg. Plant, and also reduces the amount of pollution generated\ by shield production to 25%.\ "), ; /* xgettext:no-c-format */ _("\ A Solar Plant, in combination with a Factory and Mfg. Plant together\ give a 100% production bonus, with pollution only 25% of the equivalent\ combination with a Power Plant. The Solar Plant eliminates all pollution\ generated by production in the city if combined with a Recycling Center.\ "), _("\ 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", "Superconductors", "Player" "Building", "Factory", "City" "Building", "Mfg. Plant", "City" "Building", "Library", "City" "Building", "University", "City" "Building", "Research Lab", "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", "Environmentalism", "Player" "Building", "Factory", "City" "Building", "Mfg. Plant", "City" "Building", "Library", "City" "Building", "University", "City" "Building", "Research Lab", "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" "Building", "Library", "City" "Building", "University", "City" "Building", "Research Lab", "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 = _("\ Increases the luxury and tax output in a city by an additional 50%. \ The total bonus is 150% if there are Marketplace, Bank, and\ Stock Exchange together in the same city.\ ") [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 the luxury and tax output in a city by an additional 50%.\ "), _("\ Each tile around the city with roads, and without farmlands, that\ is already generating some trade, produces one extra trade resource.\ "), _("\ Super Highways also increase the pollution caused by the population\ of the city (+25%).\ ") [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 Temple of Artemis,\ 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 = 2 sabotage = 100 sound = "b_university" sound_alt = "b_generic" ; /* xgettext:no-c-format */ helptext = _("\ Increases the luxury and tax output in a city by an additional 50%\ (by 100% if the Great Library wonder was built by any player).\ "), ; /* xgettext:no-c-format */ _("\ The total bonus is 100% if a Library and a University are present\ together in the same city (200% if Great Library and Isaac\ Newton's College were already built.)\ ") [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" "Building", "Stock Exchange", "City" } 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 every city with a Stock Exchange. It also increases\ to 3 the output of Taxman specialists for every nation.\ ") [building_colossus] name = _("Colossus") genus = "GreatWonder" reqs = { "type", "name", "range" "Tech", "Bronze Working", "Player" } graphic = "b.colossus" graphic_alt = "-" obsolete_by = "Automobile" build_cost = 200 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 = "Computers" build_cost = 300 upkeep = 0 sabotage = 0 sound = "w_copernicus_observatory" sound_alt = "w_generic" ; /* xgettext:no-c-format */ helptext = _("\ Each worked tile in the city where this wonder is built produces\ one extra science bulb.\ ") [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 content\ citizen happy in each of your cities (2 extra luxury per\ city). It further reduces the possibility for an illness\ in the city (-10%).\ ") ; NB: In Civ2 this makes 1 content citizen happy in all cities. [building_darwins_voyage] name = _("Darwin's Voyage") genus = "GreatWonder" reqs = { "type", "name", "range" "Tech", "Steam Engine", "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. \ All your cities generate 1 extra science bulb. It also increases\ to 3 the output of Scientist specialists for every nation.\ ") [building_eiffel_tower] name = _("Eiffel Tower") genus = "GreatWonder" reqs = { "type", "name", "range" "Tech", "Railroad", "Player" } graphic = "b.eiffel_tower" graphic_alt = "-" obsolete_by = "None" build_cost = 300 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. It also reduces the pollution caused by the population\ (-25% pollution) in all your cities.\ ") [building_great_library] name = _("Great Library") genus = "GreatWonder" reqs = { "type", "name", "range" "Tech", "Literacy", "Player" "Building", "Library", "City" } graphic = "b.great_library" graphic_alt = "-" obsolete_by = "None" build_cost = 300 upkeep = 0 sabotage = 0 sound = "w_great_library" sound_alt = "w_generic" helptext = _("\ Gives an immediate technology advance. And 4 extra science bulbs\ in the city where it is built. \ It also doubles the effect of Libraries for every nation.\ ") [building_great_wall] name = _("Great Wall") genus = "GreatWonder" reqs = { "type", "name", "range" "Tech", "Construction", "Player" } graphic = "b.great_wall" graphic_alt = "-" obsolete_by = "Machine Tools" build_cost = 300 upkeep = 0 sabotage = 0 sound = "w_great_wall" sound_alt = "w_generic" ; /* xgettext:no-c-format */ helptext = _("\ Works as an extra City Wall (+50% defense bonus) 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 = "Electricity" build_cost = 200 upkeep = 0 sabotage = 0 sound = "w_hanging_gardens" sound_alt = "w_generic" helptext = _("\ Makes one unhappy citizen content in every city. \ And creates 4 extra luxuries in the city where it is located.\ ") [building_hoover_dam] name = _("Hoover Dam") genus = "GreatWonder" reqs = { "type", "name", "range" "Tech", "Electronics", "Player" "Special", "River", "Adjacent" "Building", "Factory", "City" } graphic = "b.hoover_dam" graphic_alt = "-" obsolete_by = "None" build_cost = 600 upkeep = 0 sabotage = 0 sound = "w_hoover_dam" sound_alt = "w_generic" ; /* xgettext:no-c-format */ helptext = _("\ Works as if you had a Hydro Plant in the city where it is placed,\ and reduces the pollution caused by Hydro Plants in all your cities\ to the same level as Solar Plants (-25% pollution).\ ") [building_isaac_newtons_college] name = _("Isaac Newton's College") genus = "GreatWonder" reqs = { "type", "name", "range" "Tech", "Theory of Gravity", "Player" "Building", "University", "City" } 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 = _("\ Gives an immediate technology advance. And 6 extra science bulbs\ in the city where it is built. \ It also doubles the effect of Universities for every nation.\ ") [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 one content citizen happy in every city (2 extra luxury\ per city).\ ") [building_king_richards_crusade] name = _("King Richard's Crusade") genus = "GreatWonder" reqs = { "type", "name", "range" "Tech", "Chivalry", "Player" } graphic = "b.king_richards_crusade" graphic_alt = "-" obsolete_by = "Communism" build_cost = 300 upkeep = 0 sabotage = 0 sound = "w_king_richards_crusade" sound_alt = "w_generic" helptext = _("\ It neutralises the unhappiness caused by 1 aggressively\ deployed military unit per city. Under Monarchy government,\ it neutralises all the unhappiness caused by military units.\ ") [building_leonardos_workshop] name = _("Leonardo's Workshop") genus = "GreatWonder" reqs = { "type", "name", "range" "Tech", "Invention", "Player" } graphic = "b.leonardos_workshop" graphic_alt = "-" obsolete_by = "Combustion" 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" "Terrain", "Ocean", "Adjacent" } graphic = "b.lighthouse" graphic_alt = "-" obsolete_by = "Engineering" 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", "Magnetism", "Player" "Terrain", "Ocean", "Adjacent" } graphic = "b.magellans_expedition" graphic_alt = "-" obsolete_by = "Nuclear Power" build_cost = 400 upkeep = 0 sabotage = 0 sound = "w_magellans_expedition" sound_alt = "w_generic" helptext = _("\ Gives all your sea units 1 additional movement point. The chance\ of a sea unit getting the next veteran level after a battle\ increases by half.\ ") [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 = "None" 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" "Building", "Cathedral", "City" } 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 = _("\ Doubles the effect of Cathedrals. This makes 3 additional unhappy\ citizens content in each city; however, it does not affect citizens\ made unhappy by military activity.\ ") [building_mausoleum_of_mausolos] name = _("Mausoleum of Mausolos") genus = "GreatWonder" reqs = { "type", "name", "range" "Tech", "Ceremonial Burial", "Player" } graphic = "b.oracle" graphic_alt = "-" obsolete_by = "Explosives" build_cost = 200 upkeep = 0 sabotage = 0 sound = "w_oracle" sound_alt = "w_generic" helptext = _("\ Makes one unhappy citizen content in every city with Walls. \ And 3 additional unhappy citizen content in the city where it is built. \ No one of your cities can be incited to revolt.\ ") [building_statue_of_zeus] name = _("Statue of Zeus") genus = "GreatWonder" reqs = { "type", "name", "range" "Tech", "Polytheism", "Player" } graphic = "b.oracle" graphic_alt = "-" obsolete_by = "Conscription" build_cost = 200 upkeep = 0 sabotage = 0 sound = "w_oracle" sound_alt = "w_generic" helptext = _("\ It neutralises the unhappiness caused by 1 military unit per city,\ and it increases by 1 the units free of upkeep per city.\ ") [building_temple_of_artemis] name = _("Temple of Artemis") genus = "GreatWonder" reqs = { "type", "name", "range" "Tech", "Mysticism", "Player" "Building", "Temple", "City" } graphic = "b.oracle" graphic_alt = "-" obsolete_by = "Theology" build_cost = 200 upkeep = 0 sabotage = 0 sound = "w_oracle" sound_alt = "w_generic" helptext = _("\ Makes 2 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 = "Railroad" build_cost = 200 upkeep = 0 sabotage = 0 sound = "w_pyramids" sound_alt = "w_generic" ; /* xgettext:no-c-format */ helptext = _("\ Each tile around the city where this wonder is built that is already\ generating some shield produces one extra shield resource. \ Under Despotism or Tribal governments, the Pyramids cancel the penalty\ from worked tiles with output greater than 2.\ ") [building_internet] name = _("Internet") genus = "GreatWonder" reqs = { "type", "name", "range" "Tech", "Computers", "Player" "Building", "Research Lab", "City" } 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 = _("\ Reveals all cities in the map. Gives an immediate technology\ advance. And doubles the effect of Research Labs for every nation.\ ") [building_shakespeares_theatre] name = _("Shakespeare's Theatre") genus = "GreatWonder" reqs = { "type", "name", "range" "Tech", "Sanitation", "Player" } graphic = "b.shakespeares_theatre" graphic_alt = "-" obsolete_by = "None" build_cost = 300 upkeep = 0 sabotage = 0 sound = "w_shakespeares_theatre" sound_alt = "w_generic" helptext = _("\ Gives 1 additional luxury to every city, and 6 luxuries to the city\ where it is located. It also increases to 3 the output of Elvis\ specialists for every nation.\ ") [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 = _("\ Gives you freedom to break any diplomatic agreement even if your government\ has a senate. It also allows to change the government 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 at the first veteran level. 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 = _("\ Creates a world senate that may prevent declarations of\ war in some circumstances. It allows to every nation\ to choose any government, including those that have not\ yet been researched. If any player's city is in revolt\ for more than two turns, that player's government falls. \ Also, your reputation and goodwill among other nations is\ recovered twice as fast.\ ") ; 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", "Conscription", "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 = _("\ It reduces the unhappiness caused by aggressively deployed military\ units owned by that city by 2 under Democracy and 1 under Republic\ or Federation -- in other words, it neutralises the unhappiness\ caused by a single military unit per city.\ ") ; 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!).\ ")