; 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="Variant2 multiplaying buildings data for Freeciv" options="+Freeciv-3.1-ruleset" format_version=20 ; /* <-- 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". ; "DisasterProof" = Disasters never destroy this building. Is meaningful ; only for genus "Improvement" buildings as others are ; automatically disaster proof. ; ; */ <-- 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 = 160 upkeep = 3 sabotage = 100 sound = "b_airport" sound_alt = "b_generic" helptext = _("\ With an Airport, each new air unit (including helicopters and missiles) \ built in a city will \ automatically gain two Veteran levels.\ "), _("\ Also, damaged air units 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. \ After discovery of Space Flight, city with airport can airlift two units.\ ") [building_aqueduct] name = _("Aqueduct") genus = "Improvement" reqs = { "type", "name", "range" "Tech", "Construction", "Player" } graphic = "b.aqueduct" graphic_alt = "-" obsolete_by = { "type", "name", "range" } build_cost = 80 upkeep = 2 sabotage = 100 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", "Banking", "Player" "Building", "Marketplace", "City" } graphic = "b.bank" graphic_alt = "-" obsolete_by = { "type", "name", "range" } build_cost = 120 upkeep = 3 sabotage = 100 sound = "b_bank" sound_alt = "b_generic" ; /* xgettext:no-c-format */ helptext = _("\ Together with the Marketplace improvement, a Bank increases the\ luxury and tax production within a city by 100%.\ ") [building_barracks] name = _("Barracks") genus = "Improvement" reqs = { "type", "name", "range" } graphic = "b.barracks_i" graphic_alt = "-" obsolete_by = { "type", "name", "range" "Tech", "Gunpowder", "Player" "Building", "Barracks II", "City" "Building", "Barracks III", "City" } build_cost = 40 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 gain two Veteran levels.\ "), _("\ 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 = { "type", "name", "range" "Tech", "Mobile Warfare", "Player" "Building", "Barracks III", "City" } build_cost = 40 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 gaint two Veteran levels.\ "), _("\ 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 = { "type", "name", "range" } build_cost = 40 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 gain two Veteran levels.\ "), _("\ Also, damaged land units which stay in town for one full turn\ without moving are completely restored.\ ") [building_blacksmith] name = _("Blacksmith") genus = "Improvement" reqs = { "type", "name", "range" "Tech", "Guild System", "Player" } graphic = "b.blacksmith" graphic_alt = "-" obsolete_by = { "type", "name", "range" } build_cost = 60 upkeep = 1 sabotage = 100 sound = "b_blacksmith" sound_alt = "b_generic" helptext = _("\ Gives +1 production from mined tiles, and +2 to city center tile. These \ bonuses are not cumulative with each other. They may\ also contribute to pollution.\ ") [building_cathedral] name = _("Cathedral") genus = "Improvement" reqs = { "type", "name", "range" "Tech", "Monotheism", "Player" } graphic = "b.cathedral" graphic_alt = "-" obsolete_by = { "type", "name", "range" } build_cost = 120 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 = { "type", "name", "range" } build_cost = 80 upkeep = 0 sabotage = 50 sound = "b_city_walls" sound_alt = "b_generic" helptext = _("\ City Walls make it easier to defend a city. They triple the defense\ strength of units within the city against land and helicopter\ units. They are ineffective against airborne and sea units as well\ as Howitzers. City Walls also prevent the loss of population which\ occurs when a defending unit is destroyed by a land unit.\ ") [building_coastal_defense] name = _("Coastal Defense") genus = "Improvement" reqs = { "type", "name", "range" "Tech", "Metallurgy", "Player" "TerrainClass", "Oceanic", "Adjacent" } graphic = "b.coastal_defense" graphic_alt = "-" obsolete_by = { "type", "name", "range" } build_cost = 80 upkeep = 1 sabotage = 100 sound = "b_coastal_defense" sound_alt = "b_generic" helptext = _("\ Increases the defense strength of units within a city by a factor\ of 2 when defending against bombardments from enemy ships.\ ") [building_colosseum] name = _("Colosseum") genus = "Improvement" reqs = { "type", "name", "range" "Tech", "Engineering", "Player" } graphic = "b.colosseum" graphic_alt = "-" obsolete_by = { "type", "name", "range" } build_cost = 130 upkeep = 4 sabotage = 100 sound = "b_colosseum" sound_alt = "b_generic" helptext = _("\ Entertains the citizens of a city, making 3 unhappy citizens content. \ (Four after the discovery of Electricity.) However, it does not\ affect citizens made unhappy by military activity.\ "), _("\ Produces 1 point of History.\ ") ; 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 = { "type", "name", "range" } build_cost = 80 upkeep = 1 sabotage = 100 sound = "b_courthouse" sound_alt = "b_generic" helptext = _("\ Reduces the corruption and waste in a city by 50%.\ Also increases cost for enemy agents to incite revolt by 50%.\ ") [building_dumping_ground] name = _("Dumping Ground") genus = "Improvement" reqs = { "type", "name", "range" "Tech", "Industrialization", "Player" } graphic = "b.dumping_ground" graphic_alt = "-" obsolete_by = { "type", "name", "range" } build_cost = 80 upkeep = 1 sabotage = 100 sound = "b_dumping_ground" sound_alt = "b_generic" helptext = _("\ Reduces the pollution caused by population in a city by 20%,\ pollution caused by production by 6%.\ ") [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 = 200 upkeep = 4 sabotage = 100 sound = "b_factory" sound_alt = "b_generic" ; /* xgettext:no-c-format */ helptext = _("\ Increases the shield production in a city by 50%. This increase may\ also contribute significantly to pollution.\ ") [building_granary] name = _("Granary") genus = "Improvement" reqs = { "type", "name", "range" "Tech", "Pottery", "Player" } graphic = "b.granary" graphic_alt = "-" obsolete_by = { "type", "name", "range" } build_cost = 60 upkeep = 1 sabotage = 100 sound = "b_granary" sound_alt = "b_generic" helptext = _("\ The amount of stored food will be set to half full whenever a city\ with a Granary shrinks or grows. This helps a city to grow faster\ and more easily withstand famine.\ ") ; NOTE: ; In Civ2, city size reduction does not generate food like this. ; Dare I ask where this food comes from?? :-) [building_harbour] name = _("Harbor") rule_name = "Harbour" ; en_GB spelling used originally genus = "Improvement" reqs = { "type", "name", "range" "Tech", "Seafaring", "Player" "TerrainClass", "Oceanic", "Adjacent" } graphic = "b.harbour" graphic_alt = "-" obsolete_by = { "type", "name", "range" } build_cost = 60 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" "Extra", "River", "Adjacent" } graphic = "b.hydro_plant" graphic_alt = "-" obsolete_by = { "type", "name", "range" } build_cost = 240 upkeep = 4 sabotage = 100 sound = "b_hydro_plant" sound_alt = "b_generic" helptext = _("\ Reduces the amount of pollution generated by production in a city\ by 50%. It also\ increases the shield production of a Factory or Mfg. Plant in the\ city: a Factory and a Hydro Plant together give a 75% production\ bonus, and a Factory, Mfg. Plant and Hydro Plant together give\ a 150% production bonus.\ \n\n\ In each city, only one Power Plant, Hydro Plant, or Nuclear 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 = 80 upkeep = 1 sabotage = 100 sound = "b_library" sound_alt = "b_generic" ; /* xgettext:no-c-format */ helptext = _("\ Increases the science output in a city by 70%.\ "), _("\ Produces 2 points of History.\ ") [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 = 80 upkeep = 1 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 = 150 upkeep = 3 sabotage = 100 sound = "b_mass_transit" sound_alt = "b_generic" helptext = _("\ Reduces the pollution caused by population in a city by 60%.\ ") [building_mfg_plant] name = _("Mfg. Plant") genus = "Improvement" reqs = { "type", "name", "range" "Tech", "Robotics", "Player" "Building", "Factory", "City" } graphic = "b.mfg_plant" graphic_alt = "-" obsolete_by = { "type", "name", "range" } build_cost = 320 upkeep = 6 sabotage = 100 sound = "b_mfg_plant" sound_alt = "b_generic" ; /* xgettext:no-c-format */ helptext = _("\ Together with a Factory, a Manufacturing Plant increases the shield\ production in a city by 100%.\ ") [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 = 200 upkeep = 3 sabotage = 100 sound = "b_nuclear_plant" sound_alt = "b_generic" ; /* xgettext:no-c-format */ helptext = _("\ Reduces the amount of pollution generated by production in a city.\ With factory the reduction is 20%, with Factory and Mfg. Plant 40%.\ It also\ increases the shield production of a Factory or Mfg. Plant in\ the city: a Factory and a Nuclear Plant together give a 75%\ production bonus, and a Factory, Mfg. Plant and Nuclear Plant\ together give a 150% production bonus.\ \n\n\ In each city, only one Power Plant, Hydro Plant, or Nuclear Plant\ can take effect at any one time.\ ") ; NOTE: ; For Civ1/2 the first number above should be 100%, but the above ; describes current freeciv rules. ; There would also be a change of meltdown during civil disorder, ; but that has not been implemented yet. [building_offshore_platform] name = _("Offshore Platform") genus = "Improvement" reqs = { "type", "name", "range" "Tech", "Miniaturization", "Player" "TerrainClass", "Oceanic", "Adjacent" } graphic = "b.offshore_platform" graphic_alt = "-" obsolete_by = { "type", "name", "range" } build_cost = 160 upkeep = 3 sabotage = 100 sound = "b_offshore_platform" sound_alt = "b_generic" helptext = _("\ Adds 1 extra shield resource on all Oceanic tiles worked by a city. The\ city needs to be coastal to build this improvement.\ ") [building_palace] name = _("Palace") genus = "SmallWonder" flags = "SaveSmallWonder" reqs = { "type", "name", "range" "Tech", "Masonry", "Player" } graphic = "b.palace" graphic_alt = "-" obsolete_by = { "type", "name", "range" } build_cost = 100 upkeep = 0 sabotage = 0 sound = "b_palace" sound_alt = "b_generic" helptext = _("\ Makes a city the capital and the center of your government. \ Corruption in other cities is related to how far away from the\ capital they are, except when the government is Democracy or\ Communism. On top of this, corruption in your capital itself is\ half of what it would otherwise be (as if it had a Courthouse).\ "), _("\ The cost to enemy Diplomats and Spies of inciting a revolt in a\ city also depends upon the city's distance from the capital\ (under all forms of government). Your capital city itself cannot\ be incited to revolt, and enjoys a bonus when enemy agents try\ to evade your own agents stationed in the city, or sabotage your\ buildings.\ -"), _("\ Take good care of your capital, as its loss may result in your\ empire plunging into civil war. Losing your current palace also\ results in losing whatever spaceship you might have.\ "), _("\ 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.\ "),_("\ Produces 2 points of History.\ ") [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 = 60 upkeep = 2 sabotage = 100 sound = "b_police_station" sound_alt = "b_generic" helptext = _("\ Reduces the unhappiness caused by military units outside the city\ by 4 under Democracy and 2 under Republic. Under Democracy also\ allows city to remain in disorder one turn more before government\ falls. This improvement has no effect under other governments.\ ") ; NOTE: ; For Civ2 this should reduce unhappiness by one for *each* unit ; outside a city that is causing at least one unhappiness. [building_port_facility] name = _("Port Facility") genus = "Improvement" reqs = { "type", "name", "range" "Tech", "Amphibious Warfare", "Player" "TerrainClass", "Oceanic", "Adjacent" } graphic = "b.port_facility" graphic_alt = "-" obsolete_by = { "type", "name", "range" } build_cost = 80 upkeep = 3 sabotage = 100 sound = "b_port_facility" sound_alt = "b_generic" helptext = _("\ With a Port Facility, each new sea unit built in a city will \ automatically gain two Veteran levels.\ "), _("\ 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 = { "type", "name", "range" } build_cost = 160 upkeep = 4 sabotage = 100 sound = "b_power_plant" sound_alt = "b_generic" ; /* xgettext:no-c-format */ helptext = _("\ Increases the shield production of a Factory or Mfg. Plant in a\ city: a Factory and a Power Plant together give a 75% production\ bonus, and a Factory, Mfg. Plant and Power Plant together give\ a 150% production bonus. The extra production may lead to the city\ generating more pollution.\ \n\n\ In each city, only one Power Plant, Hydro Plant, or Nuclear Plant\ can take effect at any one time.\ ") ; NOTE: ; For Civ1/2 the first number above should be 100%, but the above ; describes current freeciv rules. [building_recycling_center] name = _("Recycling Center") genus = "Improvement" reqs = { "type", "name", "range" "Tech", "Recycling", "Player" } graphic = "b.recycling_center" graphic_alt = "-" obsolete_by = { "type", "name", "range" } build_cost = 200 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 40%.\ ") [building_research_lab] name = _("Research Lab") genus = "Improvement" reqs = { "type", "name", "range" "Tech", "Computers", "Player" "Building", "Library", "City" } graphic = "b.research_lab" graphic_alt = "-" obsolete_by = { "type", "name", "range" } build_cost = 160 upkeep = 3 sabotage = 100 sound = "b_research_lab" sound_alt = "b_generic" ; /* xgettext:no-c-format */ helptext = _("\ Together with a Library, a Research Lab increases the science\ production of a city by 140%. \ Together with a Library and a University, a Research Lab increases\ the science production of a city by 210%.\ ") [building_sam_battery] name = _("SAM Battery") genus = "Improvement" reqs = { "type", "name", "range" "Tech", "Rocketry", "Player" } graphic = "b.sam_battery" graphic_alt = "-" obsolete_by = { "type", "name", "range" } build_cost = 100 upkeep = 2 sabotage = 100 sound = "b_sam_battery" sound_alt = "b_generic" helptext = _("\ Doubles the defense of all units inside the city when attacked by\ aircraft (not including helicopters or missiles).\ ") [building_satellite_network] name = _("Satellite Network") genus = "SmallWonder" reqs = { "type", "name", "range", "present" "Tech", "Orbital Flight", "Player", TRUE "Building", "Satellite Network", "Player", FALSE } graphic = "b.satellite_network" graphic_alt = "b.palace" obsolete_by = { "type", "name", "range" } build_cost = 500 upkeep = 0 sabotage = 0 sound = "b_satellite_network" sound_alt = "b_generic" helptext = _("\ Gives player's all units 20% defense bonus. \ ") [building_sdi_defense] name = _("SDI Defense") genus = "Improvement" reqs = { "type", "name", "range" "Tech", "Laser", "Player" } graphic = "b.sdi_defense" graphic_alt = "-" obsolete_by = { "type", "name", "range" } build_cost = 200 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 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 defense for units in the city against non-nuclear missiles.\ ") ; NOTE: ; Civ2 does not document the "Unit_Defend"/"Missile" aspect; does it apply or not? [building_sewer_system] name = _("Sewer System") genus = "Improvement" reqs = { "type", "name", "range" "Tech", "Sanitation", "Player" "Building", "Aqueduct", "City" } graphic = "b.sewer_system" graphic_alt = "-" obsolete_by = { "type", "name", "range" } build_cost = 120 upkeep = 2 sabotage = 100 sound = "b_sewer_system" sound_alt = "b_generic" helptext = _("\ Allows a city to grow larger than size 12. Pre-requirement is an Aqueduct\ for a city to grow larger than size 8.\ ") [building_solar_plant] name = _("Solar Plant") genus = "Improvement" reqs = { "type", "name", "range" "Tech", "Solar Power", "Player" "Building", "Factory", "City" } graphic = "b.solar_plant" graphic_alt = "-" obsolete_by = { "type", "name", "range" } build_cost = 320 upkeep = 3 sabotage = 100 sound = "b_solar_plant" sound_alt = "b_generic" ; /* xgettext:no-c-format */ helptext = _("\ Increases the shield production of a Factory or Mfg. Plant in the\ city: a Factory and a Solar Plant together give a 65% production\ bonus, and a Factory, Mfg. Plant and Solar Plant together give\ a 130% production bonus.\ ") ; NOTE: ; For Civ1/2 the first shield production number above should be 100%, ; but the above describes current freeciv rules. [building_space_component] name = _("Space Component") genus = "Special" reqs = { "type", "name", "range" "Tech", "Plastics", "Player" } graphic = "b.space_component" graphic_alt = "-" obsolete_by = { "type", "name", "range" } 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.\ \n\n\ Before you can build any spaceship parts, the Apollo Program wonder\ must have been built by any player.\ ") [building_space_module] name = _("Space Module") genus = "Special" reqs = { "type", "name", "range" "Tech", "Superconductors", "Player" } graphic = "b.space_modules" graphic_alt = "-" obsolete_by = { "type", "name", "range" } 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" } graphic = "b.space_structural" graphic_alt = "-" obsolete_by = { "type", "name", "range" } 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.\ \n\n\ 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 = 160 upkeep = 4 sabotage = 100 sound = "b_stock_exchange" sound_alt = "b_generic" ; /* xgettext:no-c-format */ helptext = _("\ Together with a Bank, a Stock Exchange boosts tax and luxury\ production in a city by 50%. \ Together with a Marketplace and a Bank, a Stock Exchange boosts\ tax and luxury production in a city by 150%.\ ") [building_super_highways] name = _("Super Highways") genus = "Improvement" reqs = { "type", "name", "range" "Tech", "Automobile", "Player" } graphic = "b.super_highways" graphic_alt = "-" obsolete_by = { "type", "name", "range" } build_cost = 160 upkeep = 3 sabotage = 100 sound = "b_super_highways" sound_alt = "b_generic" ; /* xgettext:no-c-format */ helptext = _("\ Gives +1 trade on all tiles with roads already producing some trade.\ ") ; NOTE: ; Civ2 help says Super Highways increase trade from trade routes. [building_supermarket] name = _("Supermarket") genus = "Improvement" reqs = { "type", "name", "range" "Tech", "Refrigeration", "Player" } graphic = "b.supermarket" graphic_alt = "-" obsolete_by = { "type", "name", "range" } build_cost = 120 upkeep = 3 sabotage = 100 sound = "b_supermarket" sound_alt = "b_generic" ; /* xgettext:no-c-format */ helptext = _("\ Increases the food resources by 35% on each tile which\ is being used around the city.\ ") [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 = 40 upkeep = 1 sabotage = 100 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_townhall] name = _("Town Hall") genus = "Improvement" reqs = { "type", "name", "range" "Tech", "Code of Laws", "Player" } graphic = "b.townhall" graphic_alt = "-" obsolete_by = { "type", "name", "range" } build_cost = 80 upkeep = 1 sabotage = 100 sound = "b_townhall" sound_alt = "b_generic" helptext = _("\ Makes city government more efficient granting bonuses to several buildings.\n\ - Together with Courthouse reduces corruption and waste by 60%\n\ - Together with Courthouse increases revolt cost by 60%\n\ - Together with Marketplace increases tax and luxury income by 60%\n\ - Together with Library increases science income by 80%\n\ - Together with Factory increases production by 60%\n\ - Together with Aqueduct makes max city size 13\n\ - Together with Granary saves 55% of food when city grows\n\ ") [building_tvstation] name = _("TV Station") genus = "Improvement" reqs = { "type", "name", "range" "Tech", "Television", "Player" } graphic = "b.tvstation" graphic_alt = "-" obsolete_by = { "type", "name", "range" } build_cost = 160 upkeep = 3 sabotage = 100 sound = "b_tvstation" sound_alt = "b_tvstation" helptext = _("\ Makes entertainers in the city twice as effective.\ ") [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 = 160 upkeep = 3 sabotage = 100 sound = "b_university" sound_alt = "b_generic" ; /* xgettext:no-c-format */ helptext = _("\ Together with a Library, a University increases the science\ production of a city by 140%.\ "), _("\ Produces 1 point of History.\ ") [building_apollo_program] name = _("Apollo Program") genus = "GreatWonder" reqs = { "type", "name", "range" "Tech", "Space Flight", "Player" } 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 = _("\ Entire map becomes visible for the player who owns it. \ 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", , "Player" ; } ;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 = _("\ ;City improvements which would normally have an upkeep of 1 are free\ ; of upkeep, for all your cities.\ ;") [building_colossus] name = _("Colossus") genus = "GreatWonder" reqs = { "type", "name", "range" "Tech", "Bronze Working", "Player" } graphic = "b.colossus" graphic_alt = "-" obsolete_by = { "type", "name", "range", "survives" "Tech", "Flight", "World", TRUE } 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" } build_cost = 300 upkeep = 0 sabotage = 0 sound = "w_copernicus_observatory" sound_alt = "w_generic" ; /* xgettext:no-c-format */ helptext = _("\ Boosts science production by 70% in the city where it is built.\ ") [building_cure_for_cancer] name = _("Cure For Cancer") genus = "GreatWonder" reqs = { "type", "name", "range" "Tech", "Genetic Engineering", "Player" } graphic = "b.cure_for_cancer" graphic_alt = "-" obsolete_by = { "type", "name", "range" } build_cost = 600 upkeep = 0 sabotage = 0 sound = "w_cure_for_cancer" sound_alt = "w_generic" helptext = _("\ This stunning technological achievement makes one unhappy\ citizen content in all allied cities.\ ") ; NOTE: ; 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", "Railroad", "Player" } graphic = "b.darwins_voyage" graphic_alt = "-" obsolete_by = { "type", "name", "range" } build_cost = 500 upkeep = 0 sabotage = 0 sound = "w_darwins_voyage" sound_alt = "w_generic" helptext = _("\ Charles Darwin's voyage sparked the discovery of the evolution\ of the species, which inspired greater confidence in science.\ Gives two immediate technology advances.\ ") [building_eiffel_tower] name = _("Eiffel Tower") genus = "GreatWonder" reqs = { "type", "name", "range" "Tech", "Steam Engine", "Player" } graphic = "b.eiffel_tower" graphic_alt = "-" obsolete_by = { "type", "name", "range" } build_cost = 400 upkeep = 0 sabotage = 0 sound = "w_eiffel_tower" sound_alt = "w_generic" ; /* xgettext:no-c-format */ helptext = _("\ All allied cities are more attractive when one has this wonder. \ They gain 50% bonus to their migration score.\ ") [building_great_library] name = _("Great Library") genus = "SmallWonder" ;flags = "SaveSmallWonder" reqs = { "type", "name", "range", "present" "Tech", "Literacy", "Player", TRUE "Building", "Great Library", "Player", FALSE } graphic = "b.great_library" graphic_alt = "-" obsolete_by = { "type", "name", "range" "Tech", "Electricity", "Player" } build_cost = 200 upkeep = 0 sabotage = 0 sound = "w_great_library" sound_alt = "w_generic" helptext = _("\ Civilizations with the Great Library get every advance\ that at least five other teams have achieved.\ ") ;[building_great_wall] ;name = _("Great Wall") ;genus = "GreatWonder" ;reqs = ; { "type", "name", "range" ; "Tech", , "Player" ; } ;graphic = "b.great_wall" ;graphic_alt = "-" ;obsolete_by = ; { "type", "name", "range", "survives" ; "Tech", "Metallurgy", "World", TRUE ; } ;build_cost = 300 ;upkeep = 0 ;sabotage = 0 ;sound = "w_great_wall" ;sound_alt = "w_generic" ;helptext = _("\ ;Works as a City Wall in all your cities.\ ;") ; NOTE: ; Civ2 also doubles attack -vs- barbs, ; and enemies are forced to offer cease-fire or peace. [building_hanging_gardens] name = _("Hanging Gardens") genus = "GreatWonder" reqs = { "type", "name", "range", "present" "Tech", "Pottery", "Player", TRUE "Building", "Oracle", "Player", FALSE } graphic = "b.hanging_gardens" graphic_alt = "-" obsolete_by = { "type", "name", "range", "survives" "Tech", "Railroad", "World", TRUE } build_cost = 200 upkeep = 0 sabotage = 0 sound = "w_hanging_gardens" sound_alt = "w_generic" helptext = _("\ Makes one content citizen happy in every allied city. Makes two extra\ content citizens happy in the city containing the Hanging Gardens\ (that is, a total of 3). In the unlikely event where there are no\ content citizens to get the effect of Hanging Gardens, the wonder\ applies to unhappy citizens (including those unhappy about military\ activity), making each content then happy.\ ") ;[building_hoover_dam] ;name = _("Hoover Dam") ;genus = "GreatWonder" ;reqs = ; { "type", "name", "range" ; "Tech", "Electronics", "Player" ; } ;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" ;helptext = _("\ ;Works as if you had a Hydro Plant in every city. (This reduces\ ; pollution and increases the effects of Factories and Mfg. Plants.)\ ;") [building_isaac_newtons_college] name = _("Isaac Newton's College") genus = "GreatWonder" reqs = { "type", "name", "range" "Tech", "Theory of Gravity", "Player" } graphic = "b.isaac_newtons_college" graphic_alt = "-" obsolete_by = { "type", "name", "range" } build_cost = 400 upkeep = 0 sabotage = 0 sound = "w_isaac_newtons_college" sound_alt = "w_generic" ; /* xgettext:no-c-format */ helptext = _("\ Boosts science production by 120% in the city where it is built.\ ") [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 = _("\ Makes two unhappy citizens content in every allied city (including citizens\ unhappy about military activity).\ ") [building_king_richards_crusade] name = _("King Richard's Crusade") genus = "GreatWonder" reqs = { "type", "name", "range" "Tech", "Engineering", "Player" } graphic = "b.king_richards_crusade" graphic_alt = "-" obsolete_by = { "type", "name", "range", "survives" "Tech", "Industrialization", "World", TRUE } build_cost = 300 upkeep = 0 sabotage = 0 sound = "w_king_richards_crusade" sound_alt = "w_generic" helptext = _("\ Adds one extra shield resource on every tile around the city\ where it is built.\ ") [building_leonardos_workshop] name = _("Leonardo's Workshop") genus = "GreatWonder" reqs = { "type", "name", "range" "Tech", "Physics", "Player" } graphic = "b.leonardos_workshop" graphic_alt = "-" obsolete_by = { "type", "name", "range", "survives" "Tech", "Automobile", "World", TRUE } build_cost = 400 upkeep = 0 sabotage = 0 sound = "w_leonardos_workshop" sound_alt = "w_generic" helptext = _("\ Upgrades one obsolete unit per game turn for each allied player.\ ") [building_lighthouse] name = _("Lighthouse") genus = "GreatWonder" reqs = { "type", "name", "range" "Tech", "Seafaring", "Player" "TerrainClass", "Oceanic", "Adjacent" } graphic = "b.lighthouse" graphic_alt = "-" obsolete_by = { "type", "name", "range", "survives" "Tech", "Physics", "World", TRUE } build_cost = 150 upkeep = 0 sabotage = 0 sound = "w_lighthouse" sound_alt = "w_generic" helptext = _("\ Makes all new sea units veterans (for all allied cities).\ Can only be built on coast.\ ") [building_magellans_expedition] name = _("Magellan's Expedition") genus = "GreatWonder" reqs = { "type", "name", "range" "Tech", "Navigation", "Player" "TerrainClass", "Oceanic", "Adjacent" } graphic = "b.magellans_expedition" graphic_alt = "-" obsolete_by = { "type", "name", "range" } build_cost = 400 upkeep = 0 sabotage = 0 sound = "w_magellans_expedition" sound_alt = "w_generic" helptext = _("\ Gives all allied sea units additional movement point.\ Can only be built on coast.\ ") [building_manhattan_project] name = _("Manhattan Project") genus = "GreatWonder" reqs = { "type", "name", "range" "Tech", "Nuclear Fission", "Player" } 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", "Communism", "World", TRUE } build_cost = 300 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 one has ever met.\ ") ;[building_michelangelos_chapel] ;name = _("Michelangelo's Chapel") ;reqs = ; { "type", "name", "range" ; "Tech", , "Player" ; } ;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 = _("\ ;Counts as having a Cathedral in each of your cities. This makes 3\ ; unhappy citizens content in each city. The discovery of Theology\ ; increases the effect of a Cathedral, making an additional unhappy\ ; citizen content. The discovery of Communism lessens the effect of\ ; a Cathedral, reducing by one the number of unhappy citizens made\ ; content.\ ;") [building_oracle] name = _("Oracle") genus = "GreatWonder" reqs = { "type", "name", "range", "present" "Tech", "Mysticism", "Player", TRUE "Building", "Hanging Gardens", "Player", FALSE } graphic = "b.oracle" graphic_alt = "-" obsolete_by = { "type", "name", "range", "survives" "Tech", "Theology", "World", TRUE } build_cost = 300 upkeep = 0 sabotage = 0 sound = "w_oracle" sound_alt = "w_generic" helptext = _("\ Doubles the effect of Temples, in all allied cities.\ ") [building_pentagon] name = _("Pentagon") genus = "GreatWonder" reqs = { "type", "name", "range" "Tech", "Espionage", "Player" } graphic = "b.pentagon" graphic_alt = "-" obsolete_by = { "type", "name", "range" } build_cost = 500 upkeep = 0 sabotage = 0 sound = "w_pentagon" sound_alt = "w_generic" helptext = _("\ Enemy spies fail 50% of sabotage missions against allied players.\ ") [building_pyramids] name = _("Pyramids") genus = "GreatWonder" reqs = { "type", "name", "range" "Tech", "Masonry", "Player" } graphic = "b.pyramids" graphic_alt = "-" obsolete_by = { "type", "name", "range" } build_cost = 200 upkeep = 0 sabotage = 0 sound = "w_pyramids" sound_alt = "w_generic" ; /* xgettext:no-c-format */ helptext = _("\ Without Granary adds 25% to granary.\n\ With Granary adds 15% to granary. \ Affects all allied players.\ ") ;[building_seti_program] ;name = _("SETI Program") ;genus = "GreatWonder" ;reqs = ; { "type", "name", "range" ; "Tech", , "Player" ; } ;graphic = "b.seti_program" ;graphic_alt = "-" ;obsolete_by = ; { "type", "name", "range" ; } ;build_cost = 600 ;upkeep = 0 ;sabotage = 0 ;sound = "w_seti_program" ;sound_alt = "w_generic" ;helptext = _("\ ;Counts as having a Research Lab in all of your cities.\ ;") [building_shakespeares_theatre] name = _("Shakespeare's Theater") rule_name = "Shakespeare's Theatre" ; en_GB used originally genus = "GreatWonder" reqs = { "type", "name", "range" "Tech", "Medicine", "Player" } graphic = "b.shakespeares_theatre" graphic_alt = "-" obsolete_by = { "type", "name", "range" } build_cost = 300 upkeep = 0 sabotage = 0 sound = "w_shakespeares_theatre" sound_alt = "w_generic" helptext = _("\ Makes all angry and unhappy citizens content in the city where it\ is located, including citizens unhappy about military activity.\ ") [building_statue_of_liberty] name = _("Statue of Liberty") genus = "GreatWonder" reqs = { "type", "name", "range" "Tech", "Democracy", "Player" } graphic = "b.statue_of_liberty" graphic_alt = "-" obsolete_by = { "type", "name", "range" } build_cost = 250 upkeep = 0 sabotage = 0 sound = "w_statue_of_liberty" sound_alt = "w_generic" helptext = _("\ Allows allied players to choose 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 = { "type", "name", "range" } build_cost = 300 upkeep = 0 sabotage = 0 sound = "w_sun_tzus_war_academy" sound_alt = "w_generic" helptext = _("\ Newly built land units in all allied cities gain one veterancy level. \ This is cumulative with barracks effect.\n\n\ The chance of allied land units getting the next veteran level after a battle\ is doubled.\ ") [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 = _("\ All allied units regain two extra hitpoints per turn.\ ") ;[building_womens_suffrage] ;name = _("Women's Suffrage") ;genus = "GreatWonder" ;reqs = ; { "type", "name", "range" ; "Tech", "Industrialization", "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 = _("\ ;Counts as a Police Station in every city. (That is, for each city,\ ; reduces unhappiness for military units outside the city by 2 under\ ; Democracy and 1 under Republic. This wonder has no effect under\ ; other governments.)\ ;") ; NOTE: ; For Civ2 this should reduce unhappiness by one for *each* unit ; outside a city that is causing at least one unhappiness. [building_coinage] name = _("Coinage") genus = "Special" flags = "Gold" reqs = { "type", "name", "range" ; "Tech", "The Corporation", "Player" } graphic = "b.capitalization" graphic_alt = "-" obsolete_by = { "type", "name", "range" } build_cost = 999 upkeep = 0 sabotage = 0 helptext = _("\ This is not a normal improvement. Instead, setting a city's\ production to Coinage means its shield production is\ converted to tax output (money, coins!).\ ")