; Use command "rulesetdir ancients" in the server to have freeciv ; use this file. [datafile] description="Ancients buildings data for Freeciv" options="+Freeciv-2.6-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) internal name for savegames, rulesets etc; if ; not present, "name" is used for this purpose too. Since ; the name used in savegames must not change, if you want ; to rename an item after a ruleset has been released, you ; should set "rule_name" to the original value of "name". ; 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 = requirements for the building to 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_aqueduct] name = _("Aqueduct") genus = "Improvement" reqs = { "type", "name", "range" "Tech", "Bridge Building", "Player" } graphic = "b.aqueduct" graphic_alt = "-" obsolete_by = { "type", "name", "range" "tech", "Dark Age", "Player" } build_cost = 80 upkeep = 2 sabotage = 50 sound = "b_aqueduct" sound_alt = "b_generic" helptext = _("\ Allows a city to grow larger than size 8. A Sewer System is also\ required for a city to grow larger than size 12.\ ") [building_bank] name = _("Bank") genus = "Improvement" reqs = { "type", "name", "range" "Tech", "Usury", "Player" "Building", "Caravanserai", "City" } graphic = "b.bank" graphic_alt = "-" obsolete_by = { "type", "name", "range" } build_cost = 120 upkeep = 3 sabotage = 50 sound = "b_bank" sound_alt = "b_generic" ; /* xgettext:no-c-format */ helptext = _("\ Together with the Caravanserai improvement, a Bank increases the\ luxury and tax production within a city by 100%.\ ") [building_barracks] name = _("Barracks") genus = "Improvement" reqs = { "type", "name", "range" "Tech", "Warrior Code", "Player" } graphic = "b.barracks_i" graphic_alt = "-" obsolete_by = { "type", "name", "range" "Tech", "Tactics", "Player" "Building", "Barracks II", "City" "Building", "Barracks III", "City" } build_cost = 40 upkeep = 1 sabotage = 10 sound = "b_barracks_i" sound_alt = "b_generic" helptext = _("\ With a Barracks, each new land unit built in a city will\ automatically have Veteran status, which means that its attack and\ defence 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", "Tactics", "Player" } graphic = "b.barracks_ii" graphic_alt = "b.barracks_i" obsolete_by = { "type", "name", "range" "Tech", "Dark Age", "Player" "Building", "Barracks III", "City" } build_cost = 40 upkeep = 1 sabotage = 10 sound = "b_barracks_ii" sound_alt = "b_generic" helptext = _("\ With a Barracks, each new land unit built in a city will\ automatically have Veteran status, which means that its attack and\ defence 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", "Chivalry", "Player" } graphic = "b.barracks_iii" graphic_alt = "b.barracks_i" obsolete_by = { "type", "name", "range" } build_cost = 40 upkeep = 1 sabotage = 10 sound = "b_barracks_iii" sound_alt = "b_generic" helptext = _("\ With a Barracks, each new land unit built in a city will\ automatically have Veteran status, which means that its attack and\ defence 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", "Dark Age", "Player" } graphic = "b.cathedral" graphic_alt = "-" obsolete_by = { "type", "name", "range" } build_cost = 120 upkeep = 3 sabotage = 50 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. 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 = { "type", "name", "range" } build_cost = 80 upkeep = 0 sabotage = 10 sound = "b_city_walls" sound_alt = "b_generic" helptext = _("\ Units in a walled city have their defence strengths tripled against\ attacks by most ground units.\ \n\n\ Whenever a unit in a walled city is lost to an attacker\ only that single unit is lost; any units stacked with it come away\ unscathed.\ \n\n\ In addition, whenever a unit in a walled city is lost to an attacker\ there is not an automatic loss of population, as there is in an\ un-walled city.\ \n\n\ Finally, walled cities provide a certain amount of resistance to spying.\ ") [building_colosseum] name = _("Colosseum") genus = "Improvement" reqs = { "type", "name", "range" "Tech", "Construction", "Player" } graphic = "b.colosseum" graphic_alt = "-" obsolete_by = { "type", "name", "range" "tech", "Monotheism", "Player" } build_cost = 100 upkeep = 4 sabotage = 50 sound = "b_colosseum" sound_alt = "b_generic" helptext = _("\ Entertains the citizens of a city, making 3 unhappy citizens content. \ ") [building_courthouse] name = _("Courthouse") genus = "Improvement" reqs = { "type", "name", "range" "Tech", "Principate", "Player" } graphic = "b.courthouse" graphic_alt = "-" obsolete_by = { "type", "name", "range" "tech", "Dark Age", "Player" } build_cost = 80 upkeep = 1 sabotage = 50 sound = "b_courthouse" sound_alt = "b_generic" helptext = _("\ Reduces the corruption and waste in a city by 50%, except when city \ already has a palace to do that. \ Under a Republic, Principate, Ancient Democracy, or Imperial Monarchy, a\ Courthouse makes 1 unhappy citizen content. \ Also makes the revolt cost of the city 4 times bigger.\ ") [building_tannery] name = _("Tannery") genus = "Improvement" reqs = { "type", "name", "range" "Tech", "Engineering", "Player" } graphic = "b.factory" graphic_alt = "-" obsolete_by = { "type", "name", "range" } build_cost = 200 upkeep = 4 sabotage = 50 sound = "b_tannery" sound_alt = "b_factory" 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", "Bookkeeping", "Player" } graphic = "b.granary" graphic_alt = "-" obsolete_by = { "type", "name", "range" } build_cost = 60 upkeep = 1 sabotage = 50 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_fish_market_river] name = _("River Fish Market") genus = "Improvement" reqs = { "type", "name", "range" "Tech", "Sailing", "Player" "Extra", "River", "Adjacent" } graphic = "b.fish_market" graphic_alt = "b.harbour" obsolete_by = { "type", "name", "range" } build_cost = 20 upkeep = 1 sabotage = 50 sound = "b_fish_harbour" sound_alt = "b_harbour" helptext = _("\ Gives one extra food resource on all River tiles. The city needs\ to be riverine to build this improvement.\ ") [building_fish_market_ocean] name = _("Sea Fish Market") genus = "Improvement" reqs = { "type", "name", "range" "Tech", "Sailing", "Player" "TerrainClass", "Oceanic", "Adjacent" } graphic = "b.fish_market" graphic_alt = "b.harbour" obsolete_by = { "type", "name", "range" } build_cost = 50 upkeep = 1 sabotage = 50 sound = "b_fish_harbour" sound_alt = "b_harbour" helptext = _("\ Gives one extra food resource on all Ocean tiles. The city needs\ to be coastal to build this improvement.\ ") [building_library] name = _("Library") genus = "Improvement" reqs = { "type", "name", "range" "Tech", "Papyrus", "Player" } graphic = "b.library" graphic_alt = "-" obsolete_by = { "type", "name", "range" "tech", "Dark Age", "Player" } build_cost = 80 upkeep = 1 sabotage = 50 sound = "b_library" sound_alt = "b_generic" ; /* xgettext:no-c-format */ helptext = _("\ Increases the science output in a city by 50%.\ ") [building_caravanserai] name = _("Caravanserai") genus = "Improvement" reqs = { "type", "name", "range" "Tech", "Caravan", "Player" } graphic = "b.caravanserai" graphic_alt = "b.marketplace" obsolete_by = { "type", "name", "range" } build_cost = 80 upkeep = 1 sabotage = 50 sound = "b_caravanserai" sound_alt = "b_generic" ; /* xgettext:no-c-format */ helptext = _("\ Increases the luxury and tax output in a city by 50%.\ ") [building_harbour] name = _("Harbour") genus = "Improvement" reqs = { "type", "name", "range" "Tech", "Navigation", "Player" "TerrainClass", "Oceanic", "Adjacent" } graphic = "b.harbour" graphic_alt = "b.offshore_platform" obsolete_by = { "type", "name", "range" } build_cost = 160 upkeep = 3 sabotage = 50 sound = "b_harbour" sound_alt = "b_generic" helptext = _("\ Adds 1 extra shield resource on all Ocean squares in 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 = { "type", "name", "range" } build_cost = 100 upkeep = 0 sabotage = 1 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 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.\ "), _("\ If the capital is in a dangerous location, or a more central capital\ would give a better corruption distribution, you can move your palace\ by rebuilding it in another city.\ "), _("\ Under Despotism the palace gives you a +75% production bonus,\ and under Petty Monarchy a +50% production bonus.\ ") [building_war_harbour] name = _("War Harbour") genus = "Improvement" reqs = { "type", "name", "range" "Tech", "Construction", "Player" "TerrainClass", "Oceanic", "Adjacent" } graphic = "b.war_harbour" graphic_alt = "b.port_facility" obsolete_by = { "type", "name", "range" "tech", "Dark Age", "Player" } build_cost = 80 upkeep = 3 sabotage = 10 sound = "b_war_harbour" sound_alt = "b_port_facility" helptext = _("\ Allows a city to build veteran sea units. \ If city has also Lighthouse wonder, sea units are produced Hardened. \ Also, damaged sea units which stay in town for one full turn without \ moving have their hitpoints completely restored.\ ") [building_sewer_system] name = _("Sewer System") genus = "Improvement" reqs = { "type", "name", "range" "Tech", "Sanitation", "Player" "Building", "Aqueduct", "City" "Extra", "River", "Adjacent" } graphic = "b.sewer_system" graphic_alt = "-" obsolete_by = { "type", "name", "range" "tech", "Dark Age", "Player" } build_cost = 120 upkeep = 2 sabotage = 50 sound = "b_sewer_system" sound_alt = "b_generic" helptext = _("\ Allows a city to grow larger than size 12. An Aqueduct is first\ required for a city to grow larger than size 8.\ ") [building_temple] name = _("Temple") genus = "Improvement" reqs = { "type", "name", "range" "Tech", "Polytheism", "Player" } graphic = "b.temple" graphic_alt = "-" obsolete_by = { "type", "name", "range" "tech", "Dark Age", "Player" } build_cost = 40 upkeep = 1 sabotage = 50 sound = "b_temple" sound_alt = "b_generic" helptext = _("\ Makes one unhappy citizen content. Both the Mysticism advance\ and the Oracle wonder double this effect. With both Mysticism\ and the Oracle, 4 citizens are made content.\ ") [building_university] name = _("University") genus = "Improvement" reqs = { "type", "name", "range" "Tech", "University", "Player" } graphic = "b.university" graphic_alt = "-" obsolete_by = { "type", "name", "range" } build_cost = 120 upkeep = 3 sabotage = 50 sound = "b_university" sound_alt = "b_generic" ; /* xgettext:no-c-format */ helptext = _("\ A University increases the science\ production of a city by 50%.\ ") [building_colossus] name = _("Colossus") genus = "GreatWonder" reqs = { "type", "name", "range" "Tech", "Siegecraft", "Player" } graphic = "b.colossus" graphic_alt = "-" obsolete_by = { "type", "name", "range", "survives" "tech", "Dark Age", "World", TRUE } build_cost = 200 upkeep = 0 sabotage = 1 sound = "w_colossus" sound_alt = "w_generic" helptext = _("\ Each square around the city where this wonder is built that is already\ generating some trade produces one extra trade resource.\ \n\n\ Historical Note: The reason Siegecraft is listed as the required \ technology for this wonder is that historically the Colossus of \ Rhodes was built from the proceeds of auctioning off the remnants \ of siege engines left behind after an attempt to take Rhodes was \ abandoned. ") [building_great_library] name = _("Great Library") genus = "GreatWonder" reqs = { "type", "name", "range" "Tech", "Papyrus", "Player" "Building", "Library", "City" } graphic = "b.great_library" graphic_alt = "-" obsolete_by = { "type", "name", "range", "survives" "tech", "Dark Age", "World", TRUE } build_cost = 300 upkeep = 0 sabotage = 1 sound = "w_great_library" sound_alt = "w_generic" helptext = _("\ The civilization which builds the Great Library gets every advance\ that at least three other civilizations have achieved.\ ") [building_great_wall] name = _("Great Wall") genus = "GreatWonder" reqs = { "type", "name", "range" "Tech", "Construction", "Player" } graphic = "b.great_wall" graphic_alt = "-" obsolete_by = { "type", "name", "range", "survives" "tech", "Dark Age", "World", TRUE } build_cost = 300 upkeep = 0 sabotage = 1 sound = "w_great_wall" sound_alt = "w_generic" helptext = _("\ Works as a City Wall in all your cities\ on that island or continent.\ ") [building_hanging_gardens] name = _("Hanging Gardens") genus = "GreatWonder" reqs = { "type", "name", "range" "Tech", "Masonry", "Player" "Extra", "River", "Adjacent" } graphic = "b.hanging_gardens" graphic_alt = "-" obsolete_by = { "type", "name", "range", "survives" "tech", "Dark Age", "World", TRUE } build_cost = 200 upkeep = 0 sabotage = 1 sound = "w_hanging_gardens" sound_alt = "w_generic" helptext = _("\ Makes one content citizen happy in every city\ on the island that has it. 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 (making them content instead).\ ") [building_pilgrimage site] name = _("Pilgrimage Site") genus = "GreatWonder" reqs = { "type", "name", "range" "Tech", "Theology", "Player" "Building", "Cathedral", "City" } graphic = "b.pilgrimage_site" graphic_alt = "b.cathedral" obsolete_by = { "type", "name", "range" } build_cost = 400 upkeep = 0 sabotage = 1 sound = "w_pilgrimage_site" sound_alt = "w_generic" helptext = _("\ Makes two unhappy citizens content in every city.\ ") [building_lighthouse] name = _("Lighthouse") genus = "GreatWonder" reqs = { "type", "name", "range" "Tech", "Sailing", "Player" "TerrainClass", "Oceanic", "Adjacent" } graphic = "b.lighthouse" graphic_alt = "-" obsolete_by = { "type", "name", "range" } build_cost = 200 upkeep = 0 sabotage = 1 sound = "w_lighthouse" sound_alt = "w_generic" helptext = _("\ Allows a city to build veteran sea units and gives all your sea units \ 1 additional movement point. \ If city has also War Harbour, sea units are produced Hardened. \ ") [building_sataspes_expedition] name = _("Sataspes' Expedition") genus = "GreatWonder" reqs = { "type", "name", "range" "Tech", "Navigation", "Player" "TerrainClass", "Oceanic", "Adjacent" } graphic = "b.sataspes_expedition" graphic_alt = "b.magellans_expedition" obsolete_by = { "type", "name", "range", "survives" "tech", "Dark Age", "World", TRUE } build_cost = 400 upkeep = 0 sabotage = 1 sound = "w_sataspes_expedition" sound_alt = "w_magellans_expedition" helptext = _("\ Gives all your sea units 1 additional movement points.\ \n\n\ Historical Note: Satapses was a Persian navigator who sailed well \ down the coast of Africa during the reign of Xerxes (5th Century \ BCE), though he was not able to complete a circumnavigation of the \ continent. ") [building_oracle] name = _("Oracle") genus = "GreatWonder" reqs = { "type", "name", "range" "Tech", "Polytheism", "Player" "Building", "Temple", "City" } graphic = "b.oracle" graphic_alt = "-" obsolete_by = { "type", "name", "range", "survives" "tech", "Dark Age", "World", TRUE } build_cost = 300 upkeep = 0 sabotage = 1 sound = "w_oracle" sound_alt = "w_generic" helptext = _("\ Makes two of your unhappy citizens content in every city with a temple.\ ") [building_pyramids] name = _("Pyramids") genus = "GreatWonder" reqs = { "type", "name", "range" "Tech", "Geometry", "Player" "Extra", "River", "Adjacent" } graphic = "b.pyramids" graphic_alt = "-" obsolete_by = { "type", "name", "range", "survives" "tech", "Constitution", "World", TRUE } build_cost = 200 upkeep = 0 sabotage = 1 sound = "w_pyramids" sound_alt = "w_generic" 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_capitalization] name = _("Coinage") genus = "Special" flags = "Gold" reqs = { "type", "name", "range" "Tech", "Coinage", "Player" } graphic = "b.capitalization" graphic_alt = "-" obsolete_by = { "type", "name", "range" } 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!).\ ")