; 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-2.6-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_airport] name = _("Airport") genus = "Improvement" reqs = { "type", "name", "range" "Tech", "Radio", "Player" } graphic = "b.airport" graphic_alt = "-" obsolete_by = { "type", "name", "range" } 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 and \ missiles).\ Also, damaged air units (again, including helicopters) which stay in \ town for one full turn without moving are completely restored.\ "), _("\ The effect to restore hit points is halved if the resources required \ by the unit are not available in the city.\ "), _("\ Two cities with Airports can airlift one unit per turn (including \ aircraft). 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, and cannot \ carry cargo.\ ") [building_aqueduct] name = _("Aqueduct") genus = "Improvement" reqs = { "type", "name", "range", "present" "Tech", "Construction", "Player", TRUE "Extra", "River", "Adjacent", FALSE "Terrain", "Lake", "Adjacent", FALSE } graphic = "b.aqueduct" graphic_alt = "-" obsolete_by = { "type", "name", "range" } build_cost = 60 upkeep = 1 sabotage = 100 sound = "b_aqueduct" sound_alt = "b_generic" helptext = _("\ Allows a city to grow larger than size 8. (A Sewer System is required \ for a city to grow larger than size 16.)\ "), ; /* xgettext:no-c-format */ _("\ These larger cities enjoy increased defense (+50%) against both land and \ sea units; however, such large settlements have a small risk of fire, \ which can destroy buildings in the city.\ "), ; /* xgettext:no-c-format */ _("\ Starting at size 5, growing cities incur an increasing risk of plague \ due to overcrowding; an Aqueduct reduces that base chance by 30%.\ "), _("\ Building an Aqueduct in a city without access to a lake or river requires \ knowledge of Construction, and it costs more to build and maintain.\ ") [building_aqueduct_lake] name = _("Aqueduct, Lake") genus = "Improvement" reqs = { "type", "name", "range" "Terrain", "Lake", "Adjacent" } graphic = "b.aqueduct" graphic_alt = "-" obsolete_by = { "type", "name", "range" } build_cost = 20 upkeep = 0 sabotage = 100 sound = "b_aqueduct" sound_alt = "b_generic" helptext = _("\ Allows a city to grow larger than size 8. (A Sewer System is required \ for a city to grow larger than size 16.)\ "), ; /* xgettext:no-c-format */ _("\ These larger cities enjoy increased defense (+50%) against both land and \ sea units; however, such large settlements have a small risk of fire, \ which can destroy buildings in the city.\ "), ; /* xgettext:no-c-format */ _("\ Starting at size 5, growing cities incur an increasing risk of plague \ due to overcrowding; an Aqueduct reduces that base chance by 30%.\ "), _("\ Aqueducts in cities with access to a lake require no special technology and \ are cheap to build and maintain.\ ") [building_aqueduct_river] name = _("Aqueduct, River") genus = "Improvement" reqs = { "type", "name", "range", "present" "Extra", "River", "Adjacent", TRUE "Terrain", "Lake", "Adjacent", FALSE } graphic = "b.aqueduct" graphic_alt = "-" obsolete_by = { "type", "name", "range" } build_cost = 20 upkeep = 0 sabotage = 100 sound = "b_aqueduct" sound_alt = "b_generic" helptext = _("\ Allows a city to grow larger than size 8. (A Sewer System is required \ for a city to grow larger than size 16.)\ "), ; /* xgettext:no-c-format */ _("\ These larger cities enjoy increased defense (+50%) against both land and \ sea units; however, such large settlements have a small risk of fire, \ which can destroy buildings in the city.\ "), ; /* xgettext:no-c-format */ _("\ Starting at size 5, growing cities incur an increasing risk of plague \ due to overcrowding; an Aqueduct reduces that base chance by 30%.\ "), _("\ Aqueducts in cities with access to a river require no special technology and \ are cheap to build and maintain.\ ") [building_bank] name = _("Bank") genus = "Improvement" reqs = { "type", "name", "range" "Tech", "Banking", "Player" "Building", "Marketplace", "City" } graphic = "b.bank" graphic_alt = "-" obsolete_by = { "type", "name", "range" } build_cost = 80 upkeep = 1 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%. \ With both a Bank and a Marketplace in a city, the total bonus is 100%.\ ") [building_barracks] name = _("Barracks") genus = "Improvement" reqs = { "type", "name", "range" } graphic = "b.barracks_i" graphic_alt = "-" obsolete_by = { "type", "name", "range" "Tech", "Gunpowder", "Player" "Building", "Barracks II", "City" "Building", "Barracks III", "City" } 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.\ "), _("\ The effect to restore hit points is halved if the resources required \ by the unit are not available in the city.\ ") [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 = { "type", "name", "range" "Tech", "Mobile Warfare", "Player" "Building", "Barracks III", "City" } 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.\ "), _("\ The effect to restore hit points is halved if the resources required \ by the unit are not available in the city.\ ") [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 = { "type", "name", "range" } 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.\ "), _("\ The effect to restore hit points is halved if the resources required \ by the unit are not available in the city.\ ") [building_cathedral] name = _("Cathedral") genus = "Improvement" reqs = { "type", "name", "range" "Tech", "Monotheism", "Player" "Building", "Temple", "City" } graphic = "b.cathedral" graphic_alt = "-" obsolete_by = { "type", "name", "range" } 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 aggression. Knowledge of Theology \ increases the effect of a Cathedral, making an additional unhappy \ citizen content, except under Communism.\ ") [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 = 30 upkeep = 0 sabotage = 50 sound = "b_city_walls" sound_alt = "b_generic" ; /* xgettext:no-c-format */ helptext = _("\ City Walls make it easier to defend a city. They add a +100% bonus to the \ intrinsic defense strength of units within the city against land units \ (that is a two-thirds increase for small cities, or a one-half increase \ for cities larger than size 8), but are ineffective against airborne and \ sea units. City Walls also prevent the loss of population which occurs \ when a defending unit is defeated by a land unit.\ ") [building_coastal_defense] name = _("Coastal Defense") genus = "Improvement" flags = "VisibleByOthers" reqs = { "type", "name", "range" "Tech", "Navigation", "Player" "TerrainClass", "Oceanic", "Adjacent" } graphic = "b.coastal_defense" graphic_alt = "-" obsolete_by = { "type", "name", "range" } build_cost = 60 upkeep = 1 sabotage = 100 sound = "b_coastal_defense" sound_alt = "b_generic" ; /* xgettext:no-c-format */ helptext = _("\ Gives a +100% bonus to the intrinsic defense strength of units within \ a city when defending against enemy ships (that is doubled defense for \ small cities, or a two-thirds increase for cities larger than size 8).\ ") [building_colosseum] name = _("Amphitheater") rule_name = "Colosseum" genus = "Improvement" reqs = { "type", "name", "range" "Tech", "Construction", "Player" } graphic = "b.colosseum" graphic_alt = "-" obsolete_by = { "type", "name", "range" } 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.\ ") [building_courthouse] name = _("Courthouse") genus = "Improvement" reqs = { "type", "name", "range" "Tech", "Code of Laws", "Player" } graphic = "b.courthouse" graphic_alt = "-" obsolete_by = { "type", "name", "range" } build_cost = 60 upkeep = 1 sabotage = 100 sound = "b_courthouse" sound_alt = "b_generic" helptext = _("\ Halves all kinds of waste in a city (corruption, production waste, and \ food waste). In your capital, corruption and production waste is \ eliminated. A Granary together with a Courthouse in a city will \ eliminate food waste.\ "), _("\ Also makes one unhappy citizen content (unless that citizen is unhappy \ about military activity).\ "), _("\ A city with a Courthouse cannot be incited to revolt.\ ") [building_factory] name = _("Factory") genus = "Improvement" reqs = { "type", "name", "range" "Tech", "Industrialization", "Player" } graphic = "b.factory" graphic_alt = "-" obsolete_by = { "type", "name", "range" } 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%, or 50% with an \ electrical plant of any kind in the same city.\ "), ; /* xgettext:no-c-format */ _("\ This increase in production may contribute significantly to \ pollution; a 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 = { "type", "name", "range" } build_cost = 40 upkeep = 1 sabotage = 100 sound = "b_granary" sound_alt = "b_generic" helptext = _("\ When any small city grows or shrinks, 10 food points are saved; this \ helps cities to grow faster and more easily withstand famine. With a \ Granary this is extended to cities of size 4 and above. (10 food points \ is half what a small city needs to grow, but more points are needed \ for later growth steps.)\ "), _("\ A Granary also halves the food wasted in cities far from your capital. \ Together with a Courthouse it eliminates food waste.\ "), _("\ TIP: to maximize the speed with which a city grows, you should build a \ Granary before it grows larger than size 4.\ ") [building_harbour] name = _("Harbor") rule_name = "Harbour" ; en_GB spelling used originally genus = "Improvement" reqs = { "type", "name", "range" "Tech", "Seafaring", "Player" "TerrainFlag", "Sea", "Adjacent" } graphic = "b.harbour" graphic_alt = "-" obsolete_by = { "type", "name", "range" } build_cost = 40 upkeep = 1 sabotage = 100 sound = "b_harbour" sound_alt = "b_generic" helptext = _("\ Gives one extra food resource on Ocean tiles (but not Lakes). Together \ with a Supermarket, it gives one extra food on Deep Ocean tiles too. \ The city needs to be coastal to build this improvement.\ "), _("\ Also, damaged sea units which stay in town for one full turn without \ moving recovers an additional quarter of its hit points (if the \ resources required by the unit are available in the city).\ ") [building_hospital] name = _("Hospital") genus = "Improvement" reqs = { "type", "name", "range" "Tech", "Medicine", "Player" } graphic = "b.hospital" graphic_alt = "-" obsolete_by = { "type", "name", "range" } build_cost = 70 upkeep = 2 sabotage = 100 sound = "-" sound_alt = "b_generic" ; /* xgettext:no-c-format */ helptext = _("\ A Hospital is used to treat the ill, and sometimes for medical \ research. A city with a Hospital is less likely to suffer from \ plagues (by 30% of the base chance).\ "), _("\ The effect of Barracks to restore hit points is halved for land \ units when there is no Hospital present in the city.\ ") [building_hydro_plant] name = _("Hydro Plant") genus = "Improvement" reqs = { "type", "name", "range" "Tech", "Electronics", "Player" "Building", "Factory", "City" "Extra", "River", "Adjacent" } graphic = "b.hydro_plant" graphic_alt = "-" obsolete_by = { "type", "name", "range" } build_cost = 180 upkeep = 4 sabotage = 100 sound = "b_hydro_plant" sound_alt = "b_generic" ; /* xgettext:no-c-format */ helptext = _("\ Any kind of electrical plant increases the shield production \ effects of any Factory or Mfg. Plant in its city by 25% each. \ Thus, an electrical plant in combination with either a Factory \ or Mfg. Plant gives a 50% production bonus over \ the level without any of these improvements; an electrical plant, \ Factory, and Mfg. Plant together give a 100% production bonus. \ The extra production may lead to the city generating more \ pollution.\ "), ; /* xgettext:no-c-format */ _("\ However, a Hydro Plant also reduces the pollution associated with shield \ production to 50% of its normal value, or 25% in combination with a \ Recycling Center; pollution is reduced further for the player who owns \ the Hoover Dam. (A Hydro Plant's effect is the same as that of a \ Nuclear Plant; with the Hoover Dam, its effect is increased to that of \ a Solar 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 = { "type", "name", "range" } 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%.\ ") [building_marketplace] name = _("Marketplace") genus = "Improvement" reqs = { "type", "name", "range" "Tech", "Currency", "Player" } graphic = "b.marketplace" graphic_alt = "-" obsolete_by = { "type", "name", "range" } 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 = { "type", "name", "range" } build_cost = 120 upkeep = 2 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", "Plastics", "Player" "Building", "Factory", "City" } graphic = "b.mfg_plant" graphic_alt = "-" obsolete_by = { "type", "name", "range" } build_cost = 220 upkeep = 4 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%, or \ 50% with an electrical plant of any kind in the same city; this \ effect is cumulative with that of a Factory.\ "), _("\ With sufficient shield production, cities with a Manufacturing Plant \ can produce up to two units each turn (but only single units of types \ which cost population).\ "), ; /* xgettext:no-c-format */ _("\ This increase in shield production may contribute significantly to \ pollution; a Manufacturing Plant also increases the pollution caused \ by the population of the city (25%).\ "), _("\ A Manufacturing Plant also has a small risk of suffering an industrial \ accident, which can lead to pollution and reduce the city's population.\ ") [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 = { "type", "name", "range" } build_cost = 240 upkeep = 2 sabotage = 100 sound = "b_nuclear_plant" sound_alt = "b_generic" ; /* xgettext:no-c-format */ helptext = _("\ Any kind of electrical plant increases the shield production \ effects of any Factory or Mfg. Plant in its city by 25% each. \ Thus, an electrical plant in combination with either a Factory \ or Mfg. Plant gives a 50% production bonus over \ the level without any of these improvements; an electrical plant, \ Factory, and Mfg. Plant together give a 100% production bonus. \ The extra production may lead to the city generating more \ pollution.\ "), ; /* xgettext:no-c-format */ _("\ However, a Nuclear Plant also reduces the pollution associated with shield \ production to 50% of its normal value, or 25% in combination with a \ Recycling Center. (Its effect is the same as that of a Hydro Plant.)\ "), _("\ A Nuclear Plant has a small risk of suffering a nuclear accident, which \ can lead to fallout and reduce the city's population.\ "), _("\ The bonus to shield production is doubled if there is uranium resource \ available in the city.\ "), _("\ 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 = { "type", "name", "range" } build_cost = 120 upkeep = 3 sabotage = 100 sound = "b_offshore_platform" sound_alt = "b_generic" helptext = _("\ Every Ocean or Lake tile worked by the city yields one extra shield resource, \ as well as any Deep Ocean tile containing an oil platform. The city needs \ to be next to a water tile to build this improvement.\ "), ; /* xgettext:no-c-format */ _("\ Offshore Platforms also increase the pollution caused by the population \ of the city (25%).\ ") [building_palace] name = _("Palace") genus = "SmallWonder" flags = "SaveSmallWonder" graphic = "b.palace" graphic_alt = "-" obsolete_by = { "type", "name", "range" } 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. \ Waste in other cities (corruption, production waste, and food waste) \ is often related to how far away from the capital they are. On top of \ this, corruption and production waste in your capital itself is half \ of what it would otherwise be (and a Courthouse will eliminate it \ entirely).\ "), _("\ 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.\ "), _("\ 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.\ "), ; /* xgettext:no-c-format */ _("\ Under Despotism the city containing the palace gains a +75% \ gold bonus, and under Monarchy a +50% gold bonus.\ ") [building_ecclesiastical_palace] name = _("Ecclesiastical Palace") genus = "SmallWonder" reqs = { "type", "name", "range" "Tech", "Theology", "Player" } graphic = "b.ecclesiastical_palace" graphic_alt = "b.palace" obsolete_by = { "type", "name", "range" } build_cost = 140 upkeep = 0 sabotage = 0 sound = "b_palace" sound_alt = "b_generic" helptext = _("\ Makes a city the ecclesiastical capital, that acts as a second center \ of government.\ "), _("\ Waste in other cities (corruption, production waste, and food waste) \ is related to how far away from the nearest capital they are. On top of \ this, corruption and production waste in the capital itself is half \ of what it would otherwise be (and a Courthouse will eliminate it \ entirely).\ "), _("\ The city where this palace is located 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.\ "), ; /* 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 = { "type", "name", "range" } build_cost = 50 upkeep = 2 sabotage = 100 sound = "b_police_station" sound_alt = "b_generic" helptext = _("\ A Police Station neutralizes any unhappiness caused by one military \ unit in its city. It also makes up to 2 more unhappy citizens content \ provided they are not unhappy about aggression.\ ") [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 = { "type", "name", "range" } build_cost = 60 upkeep = 2 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.\ "), _("\ The effect to restore hit points is halved if the resources required \ by the unit are not available in the city.\ ") ; Includes Galleys, but not worth mentioning explicitly as unlikely ; to happen [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 = { "type", "name", "range" } build_cost = 130 upkeep = 4 sabotage = 100 sound = "b_power_plant" sound_alt = "b_generic" ; /* xgettext:no-c-format */ helptext = _("\ Any kind of electrical plant increases the shield production \ effects of any Factory or Mfg. Plant in its city by 25% each. \ Thus, an electrical plant in combination with either a Factory \ or Mfg. Plant gives a 50% production bonus over \ the level without any of these improvements; an electrical 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 = { "type", "name", "range" } 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 shield production in a city by 50%, or by an additional \ 25% in cities with another building which reduces pollution \ (Nuclear Plant, Hydro Plant, or Solar Plant).\ ") [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 = { "type", "name", "range" } build_cost = 120 upkeep = 3 sabotage = 100 sound = "b_research_lab" sound_alt = "b_generic" ; /* xgettext:no-c-format */ helptext = _("\ Increases the science output in a city by an additional 50%.\ "), ; /* 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.\ ") [building_sam_battery] name = _("SAM Battery") genus = "Improvement" flags = "VisibleByOthers" reqs = { "type", "name", "range" "Tech", "Rocketry", "Player" } graphic = "b.sam_battery" graphic_alt = "-" obsolete_by = { "type", "name", "range" } build_cost = 70 upkeep = 2 sabotage = 100 sound = "b_sam_battery" sound_alt = "b_generic" helptext = _("\ Doubles the intrinsic defense strength of units within a city \ when defending against aircraft (including helicopters).\ ") [building_sdi_defense] name = _("SDI Defense") genus = "Improvement" flags = "VisibleByOthers" reqs = { "type", "name", "range" "Tech", "Laser", "Player" } graphic = "b.sdi_defense" graphic_alt = "-" obsolete_by = { "type", "name", "range" } build_cost = 140 upkeep = 3 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 other nations' Nuclear units. A Nuclear unit not owned by you or a \ teammate which attacks a city with SDI Defense, or attacks a unit (or is \ deliberately exploded) within range, is shot down and simply has no effect. \ Also, doubles the intrinsic defense strength of units in the city when \ defending against conventional missiles.\ ") [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 = { "type", "name", "range" } build_cost = 80 upkeep = 2 sabotage = 100 sound = "b_sewer_system" sound_alt = "b_generic" ; /* xgettext:no-c-format */ helptext = _("\ Together with an Aqueduct, allows a city to grow larger than size 16, \ and further reduces the chance of a plague (by 30% of the base chance).\ ") [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 = { "type", "name", "range" } build_cost = 320 upkeep = 4 sabotage = 100 sound = "b_solar_plant" sound_alt = "b_generic" ; /* xgettext:no-c-format */ helptext = _("\ Any kind of electrical plant increases the shield production \ effects of any Factory or Mfg. Plant in its city by 25% each. \ Thus, an electrical plant in combination with either a Factory \ or Mfg. Plant gives a 50% production bonus over \ the level without any of these improvements; an electrical plant, \ Factory, and Mfg. Plant together give a 100% production bonus. \ The extra production may lead to the city generating more \ pollution.\ "), ; /* xgettext:no-c-format */ _("\ However, a Solar Plant also reduces the pollution associated with shield \ production to 25% of its normal value, or eliminates it entirely in \ combination 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", "Library", "City" "Building", "University", "City" "Building", "Research Lab", "City" } graphic = "b.space_component" graphic_alt = "-" obsolete_by = { "type", "name", "range" } build_cost = 300 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", "Library", "City" "Building", "University", "City" "Building", "Research Lab", "City" } graphic = "b.space_modules" graphic_alt = "-" obsolete_by = { "type", "name", "range" } build_cost = 600 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 = { "type", "name", "range" } build_cost = 150 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 = { "type", "name", "range" } build_cost = 120 upkeep = 2 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%, \ or 100% if Super Highways are also in the city. A Marketplace, Bank, \ and Stock Exchange together in a city yield a total bonus of 150%; \ adding Super Highways yields a total of 200%.\ ") [building_super_highways] name = _("Super Highways") genus = "Improvement" reqs = { "type", "name", "range" "Tech", "Automobile", "Player" } graphic = "b.super_highways" graphic_alt = "-" obsolete_by = { "type", "name", "range" } build_cost = 120 upkeep = 3 sabotage = 100 sound = "b_super_highways" sound_alt = "b_generic" helptext = _("\ Each tile around the city with roads, and without farmlands, that \ is already generating some trade, produces one extra trade resource. \ The same applies to the city center tile (even if it is receiving a\ farmland bonus).\ "), ; /* xgettext:no-c-format */ _("\ Also doubles the effect of any Stock Exchange in the city (increasing \ luxury and tax output by an additional 50%).\ "), ; /* xgettext:no-c-format */ _("\ 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 = { "type", "name", "range" } 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.\ "), _("\ Supermarket, together with a Harbor, gives one extra food resource on \ all Deep Ocean tiles.\ ") [building_temple] name = _("Temple") genus = "Improvement" reqs = { "type", "name", "range" "Tech", "Ceremonial Burial", "Player" } graphic = "b.temple" graphic_alt = "-" obsolete_by = { "type", "name", "range" } 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 (except under a Communist government). With both Mysticism \ and the Temple of Artemis, 4 citizens are made content (3 under \ Communism). Does not affect citizens made unhappy by aggression.\ ") [building_university] name = _("University") genus = "Improvement" reqs = { "type", "name", "range" "Tech", "University", "Player" "Building", "Library", "City" } graphic = "b.university" graphic_alt = "-" obsolete_by = { "type", "name", "range" } build_cost = 120 upkeep = 2 sabotage = 100 sound = "b_university" sound_alt = "b_generic" ; /* xgettext:no-c-format */ helptext = _("\ Increases the science output in a city by an additional 50%.\ "), ; /* xgettext:no-c-format */ _("\ The total bonus is 100% if a Library and a University are present \ together in the same city.\ ") [building_apollo_program] name = _("Apollo Program") genus = "GreatWonder" reqs = { "type", "name", "range" "Tech", "Space Flight", "Player" "Extra", "Aluminum", "Traderoute" } graphic = "b.apollo_program" graphic_alt = "-" obsolete_by = { "type", "name", "range" } 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).\ "), _("\ Completion of the Apollo Program also allows nuclear-armed powers to \ declare war without provocation, regardless of the existence of the \ United Nations.\ ") [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 = { "type", "name", "range" } build_cost = 400 upkeep = 0 sabotage = 0 sound = "w_asmiths_trading_co" sound_alt = "w_generic" helptext = _("\ Citizens produce 2 extra gold in every city with a Stock Exchange.\ "), _("\ The city where it is built can establish one extra trade route.\ "), _("\ Upon completion of this wonder, tax collector specialists' gold output \ increases to 3 permanently for every nation.\ ") [building_colossus] name = _("Colossus") genus = "GreatWonder" reqs = { "type", "name", "range" "Tech", "Bronze Working", "Player" } graphic = "b.colossus" graphic_alt = "-" obsolete_by = { "type", "name", "range", "survives" "Tech", "Automobile", "Player", FALSE } 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 = { "type", "name", "range", "survives" "Tech", "Rocketry", "Player", FALSE } build_cost = 300 upkeep = 0 sabotage = 0 sound = "w_copernicus_observatory" sound_alt = "w_generic" helptext = _("\ Each tile worked by the city where this wonder is built produces \ one extra research point.\ ") [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 = { "type", "name", "range" } build_cost = 600 upkeep = 0 sabotage = 0 sound = "w_cure_for_cancer" sound_alt = "w_generic" ; /* xgettext:no-c-format */ helptext = _("\ This stunning technological achievement makes one content citizen \ happy in each of your cities (2 extra luxury per city). It further \ reduces the risk of plague in all your cities (by 10% of the base \ chance); together with an Aqueduct, a Sewer System, and an Hospital, \ it entirely eliminates the risk of plague.\ ") [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 = { "type", "name", "range" } 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.\ "), _("\ Upon completion of this wonder, scientist specialists' research output \ increases to 3 permanently 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 = { "type", "name", "range" } build_cost = 300 upkeep = 0 sabotage = 0 sound = "w_eiffel_tower" sound_alt = "w_generic" helptext = _("\ With the discovery of Guerilla Warfare, a number of Partisans are \ granted free when an enemy conquers one of your cities, providing \ that at least three quarters of the citizens have your nationality.\ "), _("\ It also reduces the pollution caused by the population -- it counteracts \ the pollution associated with a single building in each of 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 = { "type", "name", "range", "survives" "Tech", "Computers", "Player", FALSE } build_cost = 300 upkeep = 0 sabotage = 0 sound = "w_great_library" sound_alt = "w_generic" helptext = _("\ Citizens produce 1 extra research point in every city with a Library, \ or 4 research points in the city where this wonder is located.\ ") [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", "Flight", "Player", FALSE } build_cost = 300 upkeep = 0 sabotage = 0 sound = "w_great_wall" sound_alt = "w_generic" ; /* xgettext:no-c-format */ helptext = _("\ Increases the defense of all your cities by adding a +50% bonus to \ its units' intrinsic defense strength against land units (this is cumulative \ with any City Walls), and preventing the loss of population which occurs \ when a defending unit is defeated by a land unit.\ ") [building_hanging_gardens] name = _("Hanging Gardens") genus = "GreatWonder" reqs = { "type", "name", "range" "Tech", "Pottery", "Player" } graphic = "b.hanging_gardens" graphic_alt = "-" obsolete_by = { "type", "name", "range", "survives" "Tech", "Electricity", "Player", FALSE } build_cost = 200 upkeep = 0 sabotage = 0 sound = "w_hanging_gardens" sound_alt = "w_generic" helptext = _("\ Makes one unhappy citizen content in every city of the player that \ owns it (not including citizens unhappy about aggression). This wonder \ also makes two content citizens happy in the city where it is located \ (4 extra luxury points).\ ") [building_hoover_dam] name = _("Hoover Dam") genus = "GreatWonder" reqs = { "type", "name", "range" "Tech", "Electronics", "Player" "Extra", "River", "Adjacent" "Building", "Hydro Plant", "City" } graphic = "b.hoover_dam" graphic_alt = "-" obsolete_by = { "type", "name", "range" } build_cost = 600 upkeep = 0 sabotage = 0 sound = "w_hoover_dam" sound_alt = "w_generic" ; /* xgettext:no-c-format */ helptext = _("\ Doubles the bonus to production of a Hydro Plant in the city where \ it is built, and reduces pollution from shield production by a \ further 25% in your cities with Hydro Plants, making them equivalent \ to Solar Plants.\ ") [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 = { "type", "name", "range" } build_cost = 400 upkeep = 0 sabotage = 0 sound = "w_isaac_newtons_college" sound_alt = "w_generic" helptext = _("\ Citizens produce 2 extra research points in every city with a University, \ or 6 research points in the city where this wonder is located.\ ") [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 = { "type", "name", "range" } build_cost = 400 upkeep = 0 sabotage = 0 sound = "w_js_bachs_cathedral" sound_alt = "w_generic" helptext = _("\ Citizens produce 2 extra luxury points in every city of the player \ that owns it.\ ") [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 = { "type", "name", "range", "survives" "Tech", "Radio", "Player", FALSE } build_cost = 300 upkeep = 0 sabotage = 0 sound = "w_king_richards_crusade" sound_alt = "w_generic" helptext = _("\ Increases by 100 the number of cities that your empire can support \ before the empire size starts causing unhappiness in your citizens.\ "), _("\ The chance of a land unit getting the next veteran level after a battle \ increases by half.\ ") [building_leonardos_workshop] name = _("Leonardo's Workshop") genus = "GreatWonder" reqs = { "type", "name", "range" "Tech", "Invention", "Player" } graphic = "b.leonardos_workshop" graphic_alt = "-" obsolete_by = { "type", "name", "range", "survives" "Tech", "Combustion", "Player", FALSE } 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" "TerrainFlag", "Sea", "Adjacent" } graphic = "b.lighthouse" graphic_alt = "-" obsolete_by = { "type", "name", "range", "survives" "Tech", "Engineering", "Player", FALSE } 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 sea units veterans (for all your cities).\ ") [building_magellans_expedition] name = _("Magellan's Expedition") genus = "GreatWonder" reqs = { "type", "name", "range" "Tech", "Magnetism", "Player" "TerrainFlag", "Sea", "Adjacent" } graphic = "b.magellans_expedition" graphic_alt = "-" obsolete_by = { "type", "name", "range", "survives" "Tech", "Nuclear Power", "Player", FALSE } 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" "Extra", "Uranium", "Traderoute" } graphic = "b.manhattan_project" graphic_alt = "-" obsolete_by = { "type", "name", "range" } 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 = { "type", "name", "range", "survives" "Tech", "The Corporation", "Player" } 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.\ "), _("\ The city where it is built can establish one extra trade route.\ ") ;(If tech leakage was enabled) ;TIP: if you're behind in research, this can help you catch up, by \ ;reducing the cost of technologies that other players already know.\ [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 = { "type", "name", "range" } build_cost = 400 upkeep = 0 sabotage = 0 sound = "w_michelangelos_chapel" sound_alt = "w_generic" helptext = _("\ Doubles the base effect of Cathedrals. This makes 3 additional unhappy \ citizens content in each city with a Cathedral; however, it does \ not affect citizens made unhappy by aggression.\ ") [building_mausoleum_of_mausolos] name = _("Mausoleum of Mausolos") genus = "GreatWonder" reqs = { "type", "name", "range" "Tech", "Ceremonial Burial", "Player" } graphic = "b.mausoleum" graphic_alt = "b.oracle" obsolete_by = { "type", "name", "range", "survives" "Tech", "Communism", "Player", FALSE } build_cost = 200 upkeep = 0 sabotage = 0 sound = "w_oracle" sound_alt = "w_generic" helptext = _("\ With this wonder, City Walls and Courthouses each make one unhappy \ citizen content in their city, unless that citizen is unhappy about \ aggression. Also, none of the owner's 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.statue_of_zeus" graphic_alt = "b.oracle" obsolete_by = { "type", "name", "range", "survives" "Tech", "Conscription", "Player", FALSE } build_cost = 200 upkeep = 0 sabotage = 0 sound = "w_oracle" sound_alt = "w_generic" helptext = _("\ Neutralizes the unhappiness caused by one aggressively deployed \ military unit per city.\ "), _("\ Each city also avoids 2 shields or 2 gold of upkeep for units.\ ") [building_temple_of_artemis] name = _("Temple of Artemis") genus = "GreatWonder" reqs = { "type", "name", "range" "Tech", "Mysticism", "Player" "Building", "Temple", "City" } graphic = "b.temple_of_artemis" graphic_alt = "b.oracle" obsolete_by = { "type", "name", "range", "survives" "Tech", "Theology", "Player", FALSE } 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 aggression.\ ") [building_pyramids] name = _("Pyramids") genus = "GreatWonder" reqs = { "type", "name", "range" "Tech", "Masonry", "Player" } graphic = "b.pyramids" graphic_alt = "-" obsolete_by = { "type", "name", "range", "survives" "Tech", "Railroad", "Player", FALSE } build_cost = 200 upkeep = 0 sabotage = 0 sound = "w_pyramids" sound_alt = "w_generic" helptext = _("\ Each tile around the city where this wonder is built that is already \ generating some shield output produces one extra shield resource. \ Under Despotism or Tribal governments, the Pyramids cancel the penalty \ to worked tiles with output greater than 2 (for all kinds of output), \ as if all your cities were always celebrating.\ ") [building_internet] name = _("Internet") genus = "GreatWonder" reqs = { "type", "name", "range" "Tech", "Computers", "Player" "Building", "Research Lab", "City" } graphic = "b.internet" graphic_alt = "b.seti_program" obsolete_by = { "type", "name", "range" } build_cost = 600 upkeep = 0 sabotage = 0 sound = "w_seti_program" sound_alt = "w_generic" helptext = _("\ Citizens produce 3 extra research points in every city with a \ Research Lab.\ "), _("\ The owner of this wonder gets every advance that at least two other \ teams have achieved.\ "), _("\ All cities on the map are continuously visible to every player \ despite fog-of-war.\ ") [building_shakespeares_theatre] name = _("Shakespeare's Theater") rule_name = "Shakespeare's Theatre" ; en_GB spelling used originally genus = "GreatWonder" reqs = { "type", "name", "range" "Tech", "Sanitation", "Player" } graphic = "b.shakespeares_theatre" graphic_alt = "-" obsolete_by = { "type", "name", "range" } build_cost = 300 upkeep = 0 sabotage = 0 sound = "w_shakespeares_theatre" sound_alt = "w_generic" helptext = _("\ Citizens produce 1 extra luxury in every city, or 6 luxuries in the \ city where it is located.\ "), _("\ Upon completion of this wonder, entertainer specialists' luxury \ output increases to 3 permanently 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 = { "type", "name", "range" } 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. It also allows unprovoked declaration of war \ regardless of any senate instituted by a Democracy or Federation \ government or by the United Nations.\ "), _("\ Gives 1 additional movement point to your Caravan, Freight, Diplomat \ and Spy units.\ ") [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 = { "type", "name", "range", "survives" "Tech", "Mobile Warfare", "Player", FALSE } build_cost = 300 upkeep = 0 sabotage = 0 sound = "w_sun_tzus_war_academy" sound_alt = "w_generic" helptext = _("\ All your new military land units start with an additional veteran level \ (this is cumulative with any Barracks building in a city; with both, units \ are created as Hardened).\ ") [building_united_nations] name = _("United Nations") genus = "GreatWonder" reqs = { "type", "name", "range" "Tech", "Communism", "Player" } graphic = "b.united_nations" graphic_alt = "-" obsolete_by = { "type", "name", "range" } build_cost = 600 upkeep = 0 sabotage = 0 sound = "w_united_nations" sound_alt = "w_generic" helptext = _("\ Creates a world senate that prevents unprovoked declaration of war by \ any nuclear-capable nation (that is, any nation with knowledge of \ Nuclear Fission, once the Manhattan Project has been built). This effect \ last until the Apollo Program is completed.\ "), _("\ Also, if any player's city is in disorder for more than two turns in \ a row, that player's government falls (even for governments other than \ Republic and Democracy).\ "), _("\ Every player gets an embassy with every other player.\ "), _("\ The city where it is built produces Diplomats and Spies with an \ additional veteran level.\ ") [building_womens_suffrage] name = _("Women's Suffrage") genus = "GreatWonder" reqs = { "type", "name", "range" "Tech", "Conscription", "Player" } graphic = "b.womens_suffrage" graphic_alt = "-" obsolete_by = { "type", "name", "range" } build_cost = 600 upkeep = 0 sabotage = 0 sound = "w_womens_suffrage" sound_alt = "w_generic" helptext = _("\ Neutralizes the unhappiness caused by one aggressively deployed \ military unit per city.\ "), _("\ Under Democracy, it additionally halves the unhappiness caused by \ military units (reducing it to the same level as a Republic).\ ") [building_capitalization] name = _("Coinage") genus = "Special" flags = "Gold" reqs = { "type", "name", "range" } 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!).\ ")