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-
- ; 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 "set buildings <mysubdir>" in the server to have freeciv
- ; use your new customized file.
-
- ; Note that the freeciv AI may not cope well with anything more
- ; than minor changes.
-
- [datafile]
- description="Default buildings data for Freeciv"
- options="1.10.1"
-
- ; /* <-- 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 = name as seen by user
- ; tech_req = advance required to build; special value "None"
- ; means no requirement, special value "Never"
- ; means building is never available
- ; bldg_req = another building in same city required to build;
- ; special value "None" means no requirement
- ; terr_gate = list of terrain types, one of which on or adjacent
- ; to city allows city to build improvement; empty
- ; list means always allowed to build
- ; spec_gate = list of special types, one of which on or adjacent
- ; to city allows city to build improvement; empty
- ; list means always allowed to build
- ; equiv_range = range for which this may be equivalent to another
- ; building; one of:
- ; "None", "Building", "City", "Island", "Player", "World"
- ; equiv_dupl = list of buildings that duplicate this building if
- ; this city is within that building's range (may
- ; still build this, but will have no effect)
- ; equiv_repl = list of buildings that replace this building if
- ; this city is within that building's range (not
- ; allowed to build this)
- ; obsolete_by = advance which makes building obsolete; special
- ; value "None" means does not become obsolete
- ; is_wonder = 1 for wonders (only one instance can ever be built)
- ; build_cost = production shields required to build
- ; upkeep = monetary upkeep value
- ; sabotage = percent chance of diplomat sabotage being successful
- ; effect { = list of named effects (and parameters thereto):
- ; .type = type of effect; one of:
- ; "Adv_Parasite" - gains advances known by AMOUNT other players
- ; "Airlift" - allows airlift of units to/from a city
- ; "Any_Government" - allows player to choose any government form
- ; "Barb_Attack" - multiplies attack by AMOUNT percent against
- ; barbarian units
- ; "Barb_Defend" - multiplies defense by AMOUNT percent against
- ; barbarian units
- ; "Capital_City" - marks the capital city of a nation (only one city
- ; may be the capital at any one time -- building a
- ; "Capital_City" improvement in a different city
- ; causes the destruction of a previously existing
- ; "Capital_City" improvement)
- ; "Capital_Exists" - indicates a capital city exists for a nation.
- ; "Enable_Nuke" - allows production of nuclear units
- ; "Enable_Space" - allows production of "Space_Part" improvements
- ; "Enemy_Peaceful" - enemies forced to offer cease-fire or peace
- ; "Food_Add_Tile" - each worked tile produces AMOUNT additional food
- ; "Food_Bonus" - food production is increased by AMOUNT percent
- ; (all Food_Bonus' are summed before being applied)
- ; "Food_Inc_Tile" - each worked tile that is already producing some
- ; food produces AMOUNT additional food
- ; "Food_Per_Tile" - increases food generated on each worked tile
- ; by AMOUNT percent
- ; "Give_Imm_Adv" - immediately gain AMOUNT advances when built
- ; "Growth_Food" - food left after cities grow or shrink is AMOUNT
- ; percent of the capacity of the city's foodbox
- ; "Have_Embassies" - like having embassies with all other players
- ; "Improve_Rep" - improves reputation by AMOUNT percent
- ; "Luxury_Bonus" - luxury production increased by AMOUNT percent
- ; (all Luxury_Bonus' are summed before being applied)
- ; "Luxury_Pct" - increases luxury production by AMOUNT percent
- ; "Make_Content" - makes AMOUNT unhappy citizens content
- ; "Make_Content_Mil"- makes AMOUNT per unit of unhappy citizens caused
- ; by units outside of a city content
- ; "Make_Content_Pct"- increase "Make_Content" by AMOUNT percent
- ; "Make_Happy" - makes AMOUNT content citizens happy
- ; "May_Declare_War" - allowed to declare war at least AMOUNT percent
- ; of the time
- ; "No_Anarchy" - eliminates anarchy period between governments
- ; "No_Sink_Deep" - prevent certain sea units from sinking in deep sea
- ; "Nuke_Proof" - nuclear attacks will fail within AMOUNT distance
- ; "Pollu_Adj" - multiplies pollution by AMOUNT percent
- ; (all Pollu_Adj's are summed before being applied)
- ; "Pollu_Adj_Pop" - multiplies pollution caused by population by AMOUNT
- ; percent
- ; (all Pollu_Adj_Pop's are summed before being applied)
- ; "Pollu_Adj_Prod" - multiplies pollution caused by shield production by
- ; AMOUNT percent
- ; (all Pollu_Adj_Prod's are summed before being applied)
- ; "Pollu_Decrease" - reduces pollution by AMOUNT
- ; "Prod_Add_Tile" - each worked tile produces AMOUNT additional shield
- ; production
- ; "Prod_Bonus" - shield production is increased by AMOUNT percent
- ; (all Prod_Bonus' are summed before being applied)
- ; "Prod_Inc_Tile" - each worked tile that is already producing some
- ; shields produces AMOUNT additional shields
- ; "Prod_Per_Tile" - increases shield production generated on each worked
- ; tile by AMOUNT percent
- ; "Prod_To_Gold" - convert production to gold at AMOUNT percent rate
- ; "Reduce_Corrupt" - reduces corruption by AMOUNT percent
- ; "Reduce_Waste" - reduces waste by AMOUNT percent
- ; "Reveal_Cities" - make all city tiles known
- ; "Reveal_Map" - make entire map known
- ; "Revolt_Dist" - multiplies effective distance to the capital by
- ; AMOUNT percent for purpose of computing revolt cost
- ; "Science_Bonus" - science research is increased by AMOUNT percent
- ; (all Science_Bonus' are summed before being applied)
- ; "Science_Pct" - increases science research by AMOUNT percent
- ; "Size_Unlimit" - cities not affected will not grow beyond AMOUNT
- ; "Slow_Global_Warm"- reduces the affect of polluted terrain within
- ; range on global warming by AMOUNT percent
- ; "Space_Part" - a part of a spaceship; per AMOUNT:
- ; 1 = structural, 2 = component, 3 = module
- ; "Spy_Resistant" - if a spy specifies a target for sabotage,
- ; then she has an AMOUNT percent chance to fail
- ; (all Spy_Resistant's are summed before being applied)
- ; "Tax_Bonus" - tax revenues are increased by AMOUNT percent
- ; (all Tax_Bonus' are summed before being applied)
- ; "Tax_Pct" - increases tax revenues by AMOUNT percent
- ; "Trade_Add_Tile" - each worked tile produces AMOUNT additional trade
- ; "Trade_Bonus" - trade generated is increased by AMOUNT percent
- ; (all Trade_Bonus' are summed before being applied)
- ; "Trade_Inc_Tile" - each worked tile that is already producing some
- ; trade produces AMOUNT additional trade
- ; "Trade_Per_Tile" - increases trade generated on each worked tile
- ; by AMOUNT percent
- ; "Trade_Route_Pct" - increases trade from trade routes by AMOUNT percent
- ; "Unit_Defend" - multiplies defense by AMOUNT percent against units
- ; of class .aff_unit
- ; "Unit_Move" - adds AMOUNT of movement points to units of class
- ; .aff_unit
- ; "Unit_No_Lose_Pop"- no population lost when a defending unit in a city
- ; is defeated by a unit of class .aff_unit
- ; "Unit_Recover" - units of class .aff_unit recover AMOUNT extra
- ; hitpoints per turn
- ; "Unit_Repair" - units of class .aff_unit that stay in a city for one
- ; turn without moving have all their hitpoints fully
- ; restored
- ; "Unit_Vet_Combat" - chance of units of class .aff_unit becoming veteran
- ; after a successful combat becomes AMOUNT percent
- ; "Unit_Veteran" - all units of class .aff_unit produced are veteran
- ; units
- ; "Upgrade_One_Step"- upgrade one obsolete unit per turn, stepping to each
- ; intermediate type; chance to upgrade each unit is
- ; AMOUNT percent
- ; "Upgrade_One_Leap"- upgrade one obsolete unit per turn, leaping to most
- ; advanced type; chance to upgrade each unit is AMOUNT
- ; percent
- ; "Upgrade_All_Step"- upgrade all obsolete units each turn, stepping to
- ; each intermediate type; chance to upgrade each unit
- ; is AMOUNT percent
- ; "Upgrade_All_Leap"- upgrade all obsolete units each turn, leaping to
- ; most advanced type; chance to upgrade each unit is
- ; AMOUNT percent
- ; "Upkeep_Free" - improvements with AMOUNT or less upkeep cost become
- ; free to upkeep (others are unaffected)
- ; .range = range of effect; one of:
- ; "None", "Building", "City", "Island", "Player", "World"
- ; .amount = integral AMOUNT parameter for many effects
- ; (must be in the range -32767 to 32767)
- ; .cond_bldg = must have this building in same city for effect
- ; (if unspecified, effect not conditional on building)
- ; .cond_gov = must be in this government for effect
- ; (if unspecified, effect not conditional on government)
- ; .cond_adv = must know this advance for effect
- ; (if unspecified, effect not conditional on advance)
- ; .cond_eff = must be affected by this effect for effect
- ; (if unspecified, effect not conditional on other effect)
- ; .aff_unit = affects only those units of this class; one of:
- ; "Air", "Helicopter", "Land", "Missile", "Nuclear", "Sea"
- ; (if unspecified, may affect units of all classes)
- ; .aff_terr = affects only those squares of this terrain type
- ; (if unspecified, may affect all squares; if "None",
- ; affects no squares (unless aff_spec allows it to))
- ; .aff_spec = affects only those squares with this special type
- ; (if unspecified, may affect all squares; if "None",
- ; affects no squares (unless aff_terr allows it to))
- ; } (All effects in list(s) are cumulative.)
- ; helptext = optional help text string; should escape all raw
- ; newlines so that xgettext parsing works
- ;
- ; */ <-- avoid gettext warnings
-
- [building_airport]
- name = _("Airport")
- tech_req = "Radio"
- bldg_req = "None"
- ;terr_gate =
- ;spec_gate =
- equiv_range = "City"
- ;equiv_dupl =
- ;equiv_repl =
- obsolete_by = "None"
- is_wonder = 0
- build_cost = 160
- upkeep = 3
- sabotage = 100
- effect =
- { "type", "range", "aff_unit"
- "Unit_Veteran", "City", "Air"
- "Unit_Repair", "City", "Air"
- "Airlift", "City"
- }
- helptext = _("\
- Allows a city to produce veteran air units. Also, damaged air units\
- which stay in town for one full turn without moving are completely\
- restored.\
- \n\n\
- Two cities with Airports can airlift one unit per turn. \
- Airlifting instantly transports the unit from one city to another\
- and will use all of the unit's movement points. A unit must have\
- some movement points left to be airlifted.\
- ")
-
- [building_aqueduct]
- name = _("Aqueduct")
- tech_req = "Construction"
- bldg_req = "None"
- ;terr_gate =
- ;spec_gate =
- equiv_range = "City"
- ;equiv_dupl =
- ;equiv_repl =
- obsolete_by = "None"
- is_wonder = 0
- build_cost = 80
- upkeep = 2
- sabotage = 100
- effect =
- { "type", "range", "amount"
- "Size_Unlimit", "City", 8
- }
- ; FIXME: use this help text when gen-impr implemented...
- ; 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")
- tech_req = "Banking"
- bldg_req = "Marketplace"
- ;terr_gate =
- ;spec_gate =
- equiv_range = "City"
- ;equiv_dupl =
- ;equiv_repl =
- obsolete_by = "None"
- is_wonder = 0
- build_cost = 120
- upkeep = 3
- sabotage = 100
- effect =
- { "type", "range", "amount", "cond_bldg"
- "Tax_Bonus", "City", 50, "Marketplace"
- "Luxury_Bonus", "City", 50, "Marketplace"
- }
- helptext = _("\
- Together with the Marketplace improvement, a Bank increases the\
- luxury and tax production within a city by 100%.\
- ")
-
- [building_barracks]
- name = _("Barracks")
- tech_req = "None"
- bldg_req = "None"
- ;terr_gate =
- ;spec_gate =
- equiv_range = "City"
- equiv_dupl = "Barracks II", "Barracks III"
- equiv_repl = "Sun Tzu's War Academy"
- obsolete_by = "Gunpowder"
- is_wonder = 0
- build_cost = 40
- upkeep = 1
- sabotage = 100
- effect =
- { "type", "range", "aff_unit"
- "Unit_Veteran", "City", "Land"
- "Unit_Repair", "City", "Land"
- }
- helptext = _("\
- With a Barracks, each new land unit built in a city will\
- automatically have Veteran status, which means that its attack and\
- defence strengths are increased by 50%. Also, damaged land units\
- which stay in town for one full turn without moving are completely\
- restored.\
- ")
-
- [building_barracks_ii]
- name = _("Barracks II")
- tech_req = "Gunpowder"
- bldg_req = "None"
- ;terr_gate =
- ;spec_gate =
- equiv_range = "City"
- equiv_dupl = "Barracks III"
- equiv_repl = "Sun Tzu's War Academy"
- obsolete_by = "Mobile Warfare"
- is_wonder = 0
- build_cost = 40
- upkeep = 1
- sabotage = 100
- effect =
- { "type", "range", "aff_unit"
- "Unit_Veteran", "City", "Land"
- "Unit_Repair", "City", "Land"
- }
- helptext = _("\
- With a Barracks, each new land unit built in a city will\
- automatically have Veteran status, which means that its attack and\
- defence strengths are increased by 50%. Also, damaged land units\
- which stay in town for one full turn without moving are completely\
- restored.\
- ")
-
- [building_barracks_iii]
- name = _("Barracks III")
- tech_req = "Mobile Warfare"
- bldg_req = "None"
- ;terr_gate =
- ;spec_gate =
- equiv_range = "City"
- ;equiv_dupl =
- equiv_repl = "Sun Tzu's War Academy"
- obsolete_by = "None"
- is_wonder = 0
- build_cost = 40
- upkeep = 1
- sabotage = 100
- effect =
- { "type", "range", "aff_unit"
- "Unit_Veteran", "City", "Land"
- "Unit_Repair", "City", "Land"
- }
- helptext = _("\
- With a Barracks, each new land unit built in a city will\
- automatically have Veteran status, which means that its attack and\
- defence strengths are increased by 50%. Also, damaged land units\
- which stay in town for one full turn without moving are completely\
- restored.\
- ")
-
- [building_cathedral]
- name = _("Cathedral")
- tech_req = "Monotheism"
- bldg_req = "None"
- ;terr_gate =
- ;spec_gate =
- equiv_range = "City"
- ;equiv_dupl =
- equiv_repl = "Michelangelo's Chapel"
- obsolete_by = "None"
- is_wonder = 0
- build_cost = 120
- upkeep = 3
- sabotage = 100
- effect =
- { "type", "range", "amount", "cond_adv"
- "Make_Content", "City", 3
- "Make_Content", "City", 1, "Theology"
- "Make_Content", "City", -1, "Communism"
- }
- helptext = _("\
- A Cathedral makes 3 unhappy citizens content in a city, making it\
- easier to maintain order in that city. The discovery of Theology\
- increases the affect of a Cathedral, making an additional unhappy\
- citizen content. The discovery of Communism lessens the affect of\
- a Cathedral, reducing by one the number of unhappy citizens made\
- content.\
- ")
-
- [building_city_walls]
- name = _("City Walls")
- tech_req = "Masonry"
- bldg_req = "None"
- ;terr_gate =
- ;spec_gate =
- equiv_range = "City"
- ;equiv_dupl =
- equiv_repl = "Great Wall"
- obsolete_by = "None"
- is_wonder = 0
- build_cost = 80
- upkeep = 0
- sabotage = 100
- effect =
- { "type", "range", "amount", "cond_eff", "aff_unit"
- "Unit_Defend", "City", 300, "", "Land"
- "Unit_No_Lose_Pop", "City", 0, "", "Land"
- "Spy_Resistant", "Building", 50
- "Spy_Resistant", "Building", -50, "Capital_City"
- }
- helptext = _("\
- City Walls make it easier to defend a city. They triple the defence\
- strength of units within the city against ground 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")
- tech_req = "Metallurgy"
- bldg_req = "None"
- terr_gate = "Ocean"
- ;spec_gate =
- equiv_range = "City"
- ;equiv_dupl =
- ;equiv_repl =
- obsolete_by = "None"
- is_wonder = 0
- build_cost = 80
- upkeep = 1
- sabotage = 100
- effect =
- { "type", "range", "amount", "aff_unit"
- "Unit_Defend", "City", 200, "Sea"
- }
- helptext = _("\
- Increases the defence strength of units within a city by a factor\
- of 2 when defending against bombardments from enemy ships.\
- ")
-
- [building_colosseum]
- name = _("Colosseum")
- tech_req = "Construction"
- bldg_req = "None"
- ;terr_gate =
- ;spec_gate =
- equiv_range = "City"
- ;equiv_dupl =
- ;equiv_repl =
- obsolete_by = "None"
- is_wonder = 0
- build_cost = 100
- upkeep = 4
- sabotage = 100
- effect =
- { "type", "range", "amount", "cond_adv"
- "Make_Content", "City", 3
- "Make_Content", "City", 1, "Electricity"
- }
- helptext = _("\
- Entertains the citizens of a city, making 3 unhappy citizens content. \
- (Four after the discovery of Electricity.)\
- ")
- ; NOTE:
- ; For Civ2 the "Electricity" condition should be "Electronics"
-
- [building_courthouse]
- name = _("Courthouse")
- tech_req = "Code of Laws"
- bldg_req = "None"
- ;terr_gate =
- ;spec_gate =
- equiv_range = "City"
- ;equiv_dupl =
- ;equiv_repl =
- obsolete_by = "None"
- is_wonder = 0
- build_cost = 80
- upkeep = 1
- sabotage = 100
- effect =
- { "type", "range", "amount", "cond_gov"
- "Reduce_Corrupt", "City", 50
- "Make_Content", "City", 1, "Democracy"
- "Revolt_Dist", "City", 50
- }
- helptext = _("\
- Reduces the corruption in a city by 50%. Under a Democracy, a\
- Courthouse makes 1 unhappy citizen content. \
- Also halves the effective distance to the capital, for the purpose\
- of calculating revolt cost.\
- ")
-
- [building_factory]
- name = _("Factory")
- tech_req = "Industrialization"
- bldg_req = "None"
- ;terr_gate =
- ;spec_gate =
- equiv_range = "City"
- ;equiv_dupl =
- ;equiv_repl =
- obsolete_by = "None"
- is_wonder = 0
- build_cost = 200
- upkeep = 4
- sabotage = 100
- effect =
- { "type", "range", "amount"
- "Prod_Bonus", "City", 50
- }
- helptext = _("\
- Increases the shield production in a city by 50%. This increase may\
- also contribute significantly to pollution.\
- ")
-
- [building_granary]
- name = _("Granary")
- tech_req = "Pottery"
- bldg_req = "None"
- ;terr_gate =
- ;spec_gate =
- equiv_range = "City"
- ;equiv_dupl =
- equiv_repl = "Pyramids"
- obsolete_by = "None"
- is_wonder = 0
- build_cost = 60
- upkeep = 1
- sabotage = 100
- effect =
- { "type", "range", "amount"
- "Growth_Food", "City", 50
- }
- 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 = _("Harbour")
- tech_req = "Seafaring"
- bldg_req = "None"
- terr_gate = "Ocean"
- ;spec_gate =
- equiv_range = "City"
- ;equiv_dupl =
- ;equiv_repl =
- obsolete_by = "None"
- is_wonder = 0
- build_cost = 60
- upkeep = 1
- sabotage = 100
- effect =
- { "type", "range", "amount", "aff_terr", "aff_spec"
- "Food_Add_Tile", "City", 1, "Ocean", "None"
- }
- helptext = _("\
- Gives one extra food resource on all Ocean squares. The city needs\
- to be coastal to build this improvement.\
- ")
-
- [building_hydro_plant]
- name = _("Hydro Plant")
- tech_req = "Electronics"
- bldg_req = "None"
- terr_gate = "Mountains"
- spec_gate = "River"
- equiv_range = "City"
- equiv_dupl = "Power Plant", "Nuclear Plant", "Solar Plant"
- equiv_repl = "Hoover Dam"
- obsolete_by = "None"
- is_wonder = 0
- build_cost = 240
- upkeep = 4
- sabotage = 100
- effect =
- { "type", "range", "amount", "cond_bldg"
- "Prod_Bonus", "City", 25, "Factory"
- "Prod_Bonus", "City", 25, "Mfg. Plant"
- "Pollu_Adj_Prod", "City", 50
- "Pollu_Adj_Prod", "City", -50, "Recycling Center"
- }
- 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\
- A city can only have one Solar Plant, Hydro Plant, Power Plant, or\
- Nuclear Plant. A city can only build a Hydro Plant if it is next\
- to (or on) a Mountain or River tile.\
- ")
- ; NOTE:
- ; For Civ1/2 the first shield production number above should be 100%,
- ; but the above describes current freeciv rules.
-
- [building_library]
- name = _("Library")
- tech_req = "Writing"
- bldg_req = "None"
- ;terr_gate =
- ;spec_gate =
- equiv_range = "City"
- ;equiv_dupl =
- ;equiv_repl =
- obsolete_by = "None"
- is_wonder = 0
- build_cost = 80
- upkeep = 1
- sabotage = 100
- effect =
- { "type", "range", "amount"
- "Science_Bonus", "City", 50
- }
- helptext = _("\
- Increases the science output in a city by 50%.\
- ")
-
- [building_marketplace]
- name = _("Marketplace")
- tech_req = "Currency"
- bldg_req = "None"
- ;terr_gate =
- ;spec_gate =
- equiv_range = "City"
- ;equiv_dupl =
- ;equiv_repl =
- obsolete_by = "None"
- is_wonder = 0
- build_cost = 80
- upkeep = 1
- sabotage = 100
- effect =
- { "type", "range", "amount"
- "Tax_Bonus", "City", 50
- "Luxury_Bonus", "City", 50
- }
- helptext = _("\
- Increases the luxury and tax output in a city by 50%.\
- ")
-
- [building_mass_transit]
- name = _("Mass Transit")
- tech_req = "Mass Production"
- bldg_req = "None"
- ;terr_gate =
- ;spec_gate =
- equiv_range = "City"
- ;equiv_dupl =
- ;equiv_repl =
- obsolete_by = "None"
- is_wonder = 0
- build_cost = 160
- upkeep = 4
- sabotage = 100
- effect =
- { "type", "range", "amount"
- "Pollu_Adj_Pop", "City", 0
- }
- 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")
- tech_req = "Robotics"
- bldg_req = "Factory"
- ;terr_gate =
- ;spec_gate =
- equiv_range = "City"
- ;equiv_dupl =
- ;equiv_repl =
- obsolete_by = "None"
- is_wonder = 0
- build_cost = 320
- upkeep = 6
- sabotage = 100
- effect =
- { "type", "range", "amount", "cond_bldg"
- "Prod_Bonus", "City", 50, "Factory"
- }
- helptext = _("\
- Together with a Factory, a Manufacturing Plant increases the shield\
- production in a city by 100%.\
- ")
-
- [building_nuclear_plant]
- name = _("Nuclear Plant")
- tech_req = "Nuclear Power"
- bldg_req = "None"
- ;terr_gate =
- ;spec_gate =
- equiv_range = "City"
- equiv_dupl = "Power Plant", "Hydro Plant", "Solar Plant"
- equiv_repl = "Hoover Dam"
- obsolete_by = "None"
- is_wonder = 0
- build_cost = 160
- upkeep = 2
- sabotage = 100
- effect =
- { "type", "range", "amount", "cond_bldg"
- "Prod_Bonus", "City", 25, "Factory"
- "Prod_Bonus", "City", 25, "Mfg. Plant"
- "Pollu_Adj_Prod", "City", 50
- "Pollu_Adj_Prod", "City", -50, "Recycling Center"
- }
- 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 Nuclear Plant together give a 75%\
- production bonus, and a Factory, Mfg. Plant and Nuclear Plant\
- together give a 150% production bonus.\
- \n\n\
- A city can only have one Solar Plant, Hydro Plant, Power Plant, or\
- Nuclear Plant.\
- ")
- ; 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")
- tech_req = "Miniaturization"
- bldg_req = "None"
- terr_gate = "Ocean"
- ;spec_gate =
- equiv_range = "City"
- ;equiv_dupl =
- ;equiv_repl =
- obsolete_by = "None"
- is_wonder = 0
- build_cost = 160
- upkeep = 3
- sabotage = 100
- effect =
- { "type", "range", "amount", "aff_terr", "aff_spec"
- "Prod_Add_Tile", "City", 1, "Ocean", "None"
- }
- helptext = _("\
- Adds 1 extra shield resource on all Ocean squares in a city. The\
- city needs to be coastal to build this improvement.\
- ")
-
- [building_palace]
- name = _("Palace")
- tech_req = "Masonry"
- bldg_req = "None"
- ;terr_gate =
- ;spec_gate =
- equiv_range = "Player"
- ;equiv_dupl =
- ;equiv_repl =
- obsolete_by = "None"
- is_wonder = 0
- build_cost = 100
- upkeep = 0
- sabotage = 0
- effect =
- { "type", "range", "amount"
- "Capital_City", "City"
- "Capital_Exists", "Player"
- "Spy_Resistant", "City", 50
- }
- helptext = _("\
- Makes a city the capital and the center of your government. \
- Corruption in other cities is related to how far away from the\
- capital they are, except when the government is Democracy or\
- Communism. The cost of inciting a revolt in a city also depends\
- upon the city's distance from the capital (under all forms of\
- government).\
- \n\n\
- Take good care of your capital, as it's loss may result in your\
- empire plunging into civil war.\
- ")
-
- [building_police_station]
- name = _("Police Station")
- tech_req = "Communism"
- bldg_req = "None"
- ;terr_gate =
- ;spec_gate =
- equiv_range = "City"
- ;equiv_dupl =
- ;equiv_repl =
- obsolete_by = "None"
- is_wonder = 0
- build_cost = 60
- upkeep = 2
- sabotage = 100
- effect =
- { "type", "range", "amount", "cond_gov"
- "Make_Content_Mil", "City", 1, "Republic"
- "Make_Content_Mil", "City", 2, "Democracy"
- }
- helptext = _("\
- Reduces the unhappiness caused by military units outside the city\
- by 2 under Democracy and 1 under Republic. 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")
- tech_req = "Amphibious Warfare"
- bldg_req = "None"
- terr_gate = "Ocean"
- ;spec_gate =
- equiv_range = "City"
- ;equiv_dupl =
- ;equiv_repl =
- obsolete_by = "None"
- is_wonder = 0
- build_cost = 80
- upkeep = 3
- sabotage = 100
- effect =
- { "type", "range", "aff_unit"
- "Unit_Veteran", "City", "Sea"
- "Unit_Repair", "City", "Sea"
- }
- helptext = _("\
- Allows a city to build veteran sea units. Also, damaged sea units\
- which stay in town for one full turn without moving are completely\
- restored.\
- ")
-
- [building_power_plant]
- name = _("Power Plant")
- tech_req = "Refining"
- bldg_req = "None"
- ;terr_gate =
- ;spec_gate =
- equiv_range = "City"
- equiv_dupl = "Nuclear Plant", "Hydro Plant"
- equiv_repl = "Hoover Dam"
- obsolete_by = "None"
- is_wonder = 0
- build_cost = 160
- upkeep = 4
- sabotage = 100
- effect =
- { "type", "range", "amount", "cond_bldg"
- "Prod_Bonus", "City", 25, "Factory"
- "Prod_Bonus", "City", 25, "Mfg. Plant"
- }
- 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\
- A city can only have one Hydro Plant, Power Plant, or\
- Nuclear Plant.\
- ")
- ; NOTE:
- ; For Civ1/2 the first number above should be 100%, but the above
- ; describes current freeciv rules.
-
- [building_recycling_center]
- name = _("Recycling Center")
- tech_req = "Recycling"
- bldg_req = "None"
- ;terr_gate =
- ;spec_gate =
- equiv_range = "City"
- ;equiv_dupl =
- ;equiv_repl =
- obsolete_by = "None"
- is_wonder = 0
- build_cost = 200
- upkeep = 2
- sabotage = 100
- effect =
- { "type", "range", "amount"
- "Pollu_Adj_Prod", "City", 34
- }
- helptext = _("\
- Building a recycling center reduces the amount of pollution\
- generated by production in a city by 66%.\
- ")
-
- [building_research_lab]
- name = _("Research Lab")
- tech_req = "Computers"
- bldg_req = "Library"
- ;terr_gate =
- ;spec_gate =
- equiv_range = "City"
- ;equiv_dupl =
- equiv_repl = "SETI Program"
- obsolete_by = "None"
- is_wonder = 0
- build_cost = 160
- upkeep = 3
- sabotage = 100
- effect =
- { "type", "range", "amount", "cond_bldg"
- "Science_Bonus", "City", 50, "Library"
- }
- helptext = _("\
- Together with a Library , a Research Lab increases the science\
- production of a city by 100%. \
- Together with a Library and a University, a Research Lab increases\
- the science production of a city by 150%.\
- ")
-
- [building_sam_battery]
- name = _("SAM Battery")
- tech_req = "Rocketry"
- bldg_req = "None"
- ;terr_gate =
- ;spec_gate =
- equiv_range = "City"
- ;equiv_dupl =
- ;equiv_repl =
- obsolete_by = "None"
- is_wonder = 0
- build_cost = 100
- upkeep = 2
- sabotage = 100
- effect =
- { "type", "range", "amount", "aff_unit"
- "Unit_Defend", "City", 200, "Air"
- "Unit_Defend", "City", 200, "Missile"
- }
- helptext = _("\
- Doubles the defense of all units inside the city when attacked by\
- non-nuclear air units.\
- ")
-
- [building_sdi_defense]
- name = _("SDI Defense")
- tech_req = "Laser"
- bldg_req = "None"
- ;terr_gate =
- ;spec_gate =
- equiv_range = "City"
- ;equiv_dupl =
- ;equiv_repl =
- obsolete_by = "None"
- is_wonder = 0
- build_cost = 200
- upkeep = 4
- sabotage = 100
- effect =
- { "type", "range", "amount", "aff_unit"
- "Nuke_Proof", "City", 3
- "Unit_Defend", "City", 200, "Missile"
- }
- helptext = _("\
- Protects a city from attacks from Nuclear units. Nuclear attacks\
- simply have no effect on the city. Also, doubles defence 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")
- tech_req = "Sanitation"
- bldg_req = "Aqueduct"
- ;terr_gate =
- ;spec_gate =
- equiv_range = "City"
- ;equiv_dupl =
- ;equiv_repl =
- obsolete_by = "None"
- is_wonder = 0
- build_cost = 120
- upkeep = 2
- sabotage = 100
- effect =
- { "type", "range", "amount", "cond_bldg"
- "Size_Unlimit", "City", 12, "Aqueduct"
- }
- ; FIXME: use this help text when gen-impr implemented...
- ; helptext = _("\
- ; Allows a city to grow larger than size 12. An Aqueduct is first\
- ; required for a city to grow larger than size 8.\
- ; ")
-
- [building_solar_plant]
- name = _("Solar Plant")
- tech_req = "Never" ; "Environmentalism"
- bldg_req = "None"
- ;terr_gate =
- ;spec_gate =
- equiv_range = "City"
- equiv_dupl = "Power Plant", "Hydro Plant", "Nuclear Plant"
- equiv_repl = "Hoover Dam"
- obsolete_by = "None"
- is_wonder = 0
- build_cost = 320
- upkeep = 4
- sabotage = 100
- effect =
- { "type", "range", "amount", "cond_bldg"
- "Prod_Bonus", "City", 25, "Factory"
- "Prod_Bonus", "City", 25, "Mfg. Plant"
- "Pollu_Adj_Prod", "City", 0
- "Slow_Global_Warm", "World", 10
- }
- helptext = _("\
- Eliminates all pollution generated by production in a city. \
- It also\
- increases the shield production of a Factory or Mfg. Plant in the\
- city: a Factory and a Solar Plant together give a 75% production\
- bonus, and a Factory, Mfg. Plant and Solar Plant together give\
- a 150% production bonus.\
- \n\n\
- A city can only have one Solar Plant, Hydro Plant, Power Plant, or\
- Nuclear Plant.\
- ")
- ; NOTE:
- ; For Civ1/2 the first shield production number above should be 100%,
- ; but the above describes current freeciv rules.
- ; NOTE:
- ; Not implemented.
-
- [building_space_component]
- name = _("Space Component")
- tech_req = "Plastics"
- bldg_req = "None"
- ;terr_gate =
- ;spec_gate =
- equiv_range = "None"
- ;equiv_dupl =
- ;equiv_repl =
- obsolete_by = "None"
- is_wonder = 0
- build_cost = 160
- upkeep = 0
- sabotage = 100
- effect =
- { "type", "range", "amount"
- "Space_Part", "None", 2
- }
- 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")
- tech_req = "Superconductors"
- bldg_req = "None"
- ;terr_gate =
- ;spec_gate =
- equiv_range = "None"
- ;equiv_dupl =
- ;equiv_repl =
- obsolete_by = "None"
- is_wonder = 0
- build_cost = 320
- upkeep = 0
- sabotage = 100
- effect =
- { "type", "range", "amount"
- "Space_Part", "None", 3
- }
- helptext = _("\
- Space Modules are the most expensive parts of spaceships. There\
- are three different types of Space Module:\
- \n\n\
- - Habitation Module: provides living space for 10,000 people.\
- \n\n\
- - Life Support Module: provides food and water for the population of\
- one Habitation Module.\
- \n\n\
- - Solar Panels: provides the energy needed for any two of the other\
- Modules.\
- \n\n\
- You can build up to 4 Space Modules of each kind.\
- \n\n\
- Before you can build any spaceship parts, the Apollo Program wonder\
- must have been built by any player.\
- ")
-
- [building_space_structural]
- name = _("Space Structural")
- tech_req = "Space Flight"
- bldg_req = "None"
- ;terr_gate =
- ;spec_gate =
- equiv_range = "None"
- ;equiv_dupl =
- ;equiv_repl =
- obsolete_by = "None"
- is_wonder = 0
- build_cost = 80
- upkeep = 0
- sabotage = 100
- effect =
- { "type", "range", "amount"
- "Space_Part", "None", 1
- }
- 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")
- tech_req = "Economics"
- bldg_req = "Bank"
- ;terr_gate =
- ;spec_gate =
- equiv_range = "City"
- ;equiv_dupl =
- ;equiv_repl =
- obsolete_by = "None"
- is_wonder = 0
- build_cost = 160
- upkeep = 4
- sabotage = 100
- effect =
- { "type", "range", "amount", "cond_bldg"
- "Tax_Bonus", "City", 50, "Bank"
- "Luxury_Bonus", "City", 50, "Bank"
- }
- helptext = _("\
- 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")
- tech_req = "Automobile"
- bldg_req = "None"
- ;terr_gate =
- ;spec_gate =
- equiv_range = "City"
- ;equiv_dupl =
- ;equiv_repl =
- obsolete_by = "None"
- is_wonder = 0
- build_cost = 160
- upkeep = 3
- sabotage = 100
- effect =
- { "type", "range", "amount", "aff_terr", "aff_spec"
- "Trade_Per_Tile", "City", 50, "None", "Road"
- }
- helptext = _("\
- Increases trade resources by 50% on all squares with roads or\
- railroads.\
- ")
- ; NOTE:
- ; Civ2 help says Super Highways increase trade from trade routes.
-
- [building_supermarket]
- name = _("Supermarket")
- tech_req = "Refrigeration"
- bldg_req = "None"
- ;terr_gate =
- ;spec_gate =
- equiv_range = "City"
- ;equiv_dupl =
- ;equiv_repl =
- obsolete_by = "None"
- is_wonder = 0
- build_cost = 120
- upkeep = 3
- sabotage = 100
- effect =
- { "type", "range", "amount", "aff_terr", "aff_spec"
- "Food_Per_Tile", "City", 50, "None", "Farmland"
- }
- helptext = _("\
- Increases the food resources by 50% on each farmland square which\
- is being used around the city. Farmland squares are those which\
- have been irrigated a second time.\
- ")
-
- [building_temple]
- name = _("Temple")
- tech_req = "Ceremonial Burial"
- bldg_req = "None"
- ;terr_gate =
- ;spec_gate =
- equiv_range = "City"
- ;equiv_dupl =
- ;equiv_repl =
- obsolete_by = "None"
- is_wonder = 0
- build_cost = 40
- upkeep = 1
- sabotage = 100
- effect =
- { "type", "range", "amount", "cond_adv"
- "Make_Content", "City", 1
- "Make_Content", "City", 1, "Mysticism"
- }
- helptext = _("\
- Makes one unhappy citizen content. Both the Mysticism advance\
- and the Oracle wonder double this effect. With both Mysticism\
- and the Oracle, 4 citizens are made content.\
- ")
-
- [building_university]
- name = _("University")
- tech_req = "University"
- bldg_req = "Library"
- ;terr_gate =
- ;spec_gate =
- equiv_range = "City"
- ;equiv_dupl =
- ;equiv_repl =
- obsolete_by = "None"
- is_wonder = 0
- build_cost = 160
- upkeep = 3
- sabotage = 100
- effect =
- { "type", "range", "amount", "cond_bldg"
- "Science_Bonus", "City", 50, "Library"
- }
- helptext = _("\
- Together with a Library, a University increases the science\
- production of a city by 100%.\
- ")
-
- [building_apollo_program]
- name = _("Apollo Program")
- tech_req = "Space Flight"
- bldg_req = "None"
- ;terr_gate =
- ;spec_gate =
- equiv_range = "None"
- ;equiv_dupl =
- ;equiv_repl =
- obsolete_by = "None"
- is_wonder = 1
- build_cost = 600
- upkeep = 0
- sabotage = 0
- effect =
- { "type", "range"
- "Reveal_Map", "None"
- "Enable_Space", "World"
- }
- 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.")
- tech_req = "Economics"
- bldg_req = "None"
- ;terr_gate =
- ;spec_gate =
- equiv_range = "Player"
- ;equiv_dupl =
- ;equiv_repl =
- obsolete_by = "None"
- is_wonder = 1
- build_cost = 400
- upkeep = 0
- sabotage = 0
- effect =
- { "type", "range", "amount"
- "Upkeep_Free", "Player", 1
- }
- helptext = _("\
- City improvements which would normally have an upkeep of 1 are free\
- of upkeep, for all cities.\
- ")
-
- [building_colossus]
- name = _("Colossus")
- tech_req = "Bronze Working"
- bldg_req = "None"
- ;terr_gate =
- ;spec_gate =
- equiv_range = "City"
- ;equiv_dupl =
- ;equiv_repl =
- obsolete_by = "Flight"
- is_wonder = 1
- build_cost = 200
- upkeep = 0
- sabotage = 0
- effect =
- { "type", "range", "amount"
- "Trade_Inc_Tile", "City", 1
- }
- helptext = _("\
- Each square 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")
- tech_req = "Astronomy"
- bldg_req = "None"
- ;terr_gate =
- ;spec_gate =
- equiv_range = "City"
- ;equiv_dupl =
- ;equiv_repl =
- obsolete_by = "None"
- is_wonder = 1
- build_cost = 300
- upkeep = 0
- sabotage = 0
- effect =
- { "type", "range", "amount"
- "Science_Bonus", "City", 50
- }
- helptext = _("\
- Boosts science production by 50% in the city where it is built.\
- ")
-
- [building_cure_for_cancer]
- name = _("Cure For Cancer")
- tech_req = "Genetic Engineering"
- bldg_req = "None"
- ;terr_gate =
- ;spec_gate =
- equiv_range = "Player"
- ;equiv_dupl =
- ;equiv_repl =
- obsolete_by = "None"
- is_wonder = 1
- build_cost = 600
- upkeep = 0
- sabotage = 0
- effect =
- { "type", "range", "amount"
- "Make_Content", "Player", 1
- }
- helptext = _("\
- This stunning technological achievement makes one unhappy\
- citizen content in all cities.\
- ")
- ; NOTE:
- ; In Civ2 this makes 1 content citizen happy in all cities.
-
- [building_darwins_voyage]
- name = _("Darwin's Voyage")
- tech_req = "Railroad"
- bldg_req = "None"
- ;terr_gate =
- ;spec_gate =
- equiv_range = "None"
- ;equiv_dupl =
- ;equiv_repl =
- obsolete_by = "None"
- is_wonder = 1
- build_cost = 300
- upkeep = 0
- sabotage = 0
- effect =
- { "type", "range", "amount"
- "Give_Imm_Adv", "None", 2
- }
- 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")
- tech_req = "Never" ; "Steam Engine"
- bldg_req = "None"
- ;terr_gate =
- ;spec_gate =
- equiv_range = "None"
- ;equiv_dupl =
- ;equiv_repl =
- obsolete_by = "None"
- is_wonder = 1
- build_cost = 300
- upkeep = 0
- sabotage = 0
- effect =
- { "type", "range", "amount"
- "Improve_Rep", "None", 25
- }
- helptext = _("\
- When built, every civilization's attitude toward you is improved\
- by 25%.\
- ")
- ; NOTE:
- ; Not implemented.
-
- [building_great_library]
- name = _("Great Library")
- tech_req = "Literacy"
- bldg_req = "None"
- ;terr_gate =
- ;spec_gate =
- equiv_range = "None"
- ;equiv_dupl =
- ;equiv_repl =
- obsolete_by = "Electricity"
- is_wonder = 1
- build_cost = 300
- upkeep = 0
- sabotage = 0
- effect =
- { "type", "range", "amount"
- "Adv_Parasite", "None", 2
- }
- helptext = _("\
- The civilization which builds the Great Library gets every advance\
- that at least two other civilizations have achieved.\
- ")
-
- [building_great_wall]
- name = _("Great Wall")
- tech_req = "Masonry"
- bldg_req = "None"
- ;terr_gate =
- ;spec_gate =
- equiv_range = "Player"
- ;equiv_dupl =
- ;equiv_repl =
- obsolete_by = "Metallurgy"
- is_wonder = 1
- build_cost = 300
- upkeep = 0
- sabotage = 0
- effect =
- { "type", "range", "amount", "aff_unit"
- "Unit_Defend", "Player", 300, "Land"
- "Unit_No_Lose_Pop", "Player", 0, "Land"
- }
- helptext = _("\
- Works as a City Wall in all cities.\
- ")
- ; NOTE:
- ; Civ2 also doubles attack -vs- barbs,
- ; and enemies are forced to offer cease-fire or peace.
-
- [building_hanging_gardens]
- name = _("Hanging Gardens")
- tech_req = "Pottery"
- bldg_req = "None"
- ;terr_gate =
- ;spec_gate =
- equiv_range = "Player"
- ;equiv_dupl =
- ;equiv_repl =
- obsolete_by = "Railroad"
- is_wonder = 1
- build_cost = 200
- upkeep = 0
- sabotage = 0
- effect =
- { "type", "range", "amount"
- "Make_Happy", "Player", 1
- "Make_Happy", "City", 2
- }
- helptext = _("\
- Makes one content citizen happy in every 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 (making them content instead).\
- ")
-
- [building_hoover_dam]
- name = _("Hoover Dam")
- tech_req = "Electronics"
- bldg_req = "None"
- ;terr_gate =
- ;spec_gate =
- equiv_range = "Player"
- ;equiv_dupl =
- ;equiv_repl =
- obsolete_by = "None"
- is_wonder = 1
- build_cost = 600
- upkeep = 0
- sabotage = 0
- effect =
- { "type", "range", "amount", "cond_bldg"
- "Prod_Bonus", "Player", 25, "Factory"
- "Prod_Bonus", "Player", 25, "Mfg. Plant"
- "Pollu_Adj_Prod", "Player", 50
- "Pollu_Adj_Prod", "Player", -50, "Recycling Center"
- }
- helptext = _("\
- Works as if you had a Hydro Plant in every city. (This reduces\
- pollution and increases the effects of Factories and Mfg. Plants.)\
- \n\n\
- Like a Hydro Plant, the Hoover Dam can only be built in a city\
- which is next to (or on) a Mountain or River tile. However, its\
- effect is applicable to the whole of your civilization (regardless\
- of whether a city is next to, or on, a Mountain or River tile).\
- ")
-
- [building_isaac_newtons_college]
- name = _("Isaac Newton's College")
- tech_req = "Theory of Gravity"
- bldg_req = "None"
- ;terr_gate =
- ;spec_gate =
- equiv_range = "City"
- ;equiv_dupl =
- ;equiv_repl =
- obsolete_by = "None"
- is_wonder = 1
- build_cost = 400
- upkeep = 0
- sabotage = 0
- effect =
- { "type", "range", "amount"
- "Science_Bonus", "City", 100
- }
- helptext = _("\
- Boosts science production by 100% in the city where it is built.\
- ")
-
- [building_js_bachs_cathedral]
- name = _("J.S. Bach's Cathedral")
- tech_req = "Theology"
- bldg_req = "None"
- ;terr_gate =
- ;spec_gate =
- equiv_range = "Player"
- ;equiv_dupl =
- ;equiv_repl =
- obsolete_by = "None"
- is_wonder = 1
- build_cost = 400
- upkeep = 0
- sabotage = 0
- effect =
- { "type", "range", "amount"
- "Make_Content", "Player", 2
- }
- helptext = _("\
- Makes two unhappy citizens content in every city.\
- ")
-
- [building_king_richards_crusade]
- name = _("King Richard's Crusade")
- tech_req = "Engineering"
- bldg_req = "None"
- ;terr_gate =
- ;spec_gate =
- equiv_range = "City"
- ;equiv_dupl =
- ;equiv_repl =
- obsolete_by = "Industrialization"
- is_wonder = 1
- build_cost = 300
- upkeep = 0
- sabotage = 0
- effect =
- { "type", "range", "amount"
- "Prod_Add_Tile", "City", 1
- }
- helptext = _("\
- Adds one extra shield resource on every square around the city\
- where it is built.\
- ")
-
- [building_leonardos_workshop]
- name = _("Leonardo's Workshop")
- tech_req = "Invention"
- bldg_req = "None"
- ;terr_gate =
- ;spec_gate =
- equiv_range = "Player"
- ;equiv_dupl =
- ;equiv_repl =
- obsolete_by = "Automobile"
- is_wonder = 1
- build_cost = 400
- upkeep = 0
- sabotage = 0
- effect =
- { "type", "range", "amount"
- "Upgrade_One_Leap", "Player", 100
- }
- helptext = _("\
- Upgrades one obsolete unit per game turn.\
- ")
-
- [building_lighthouse]
- name = _("Lighthouse")
- tech_req = "Map Making"
- bldg_req = "None"
- ;terr_gate =
- ;spec_gate =
- equiv_range = "Player"
- ;equiv_dupl =
- ;equiv_repl =
- obsolete_by = "Magnetism"
- is_wonder = 1
- build_cost = 200
- upkeep = 0
- sabotage = 0
- effect =
- { "type", "range", "amount", "aff_unit"
- "Unit_Move", "Player", 1, "Sea"
- "No_Sink_Deep", "Player"
- "Unit_Veteran", "Player", 0, "Sea"
- }
- helptext = _("\
- Gives all sea units 1 additional movement point and eliminates the\
- risk of losing Triremes on the high seas. Makes all new sea units\
- veterans (for all cities).\
- ")
-
- [building_magellans_expedition]
- name = _("Magellan's Expedition")
- tech_req = "Navigation"
- bldg_req = "None"
- ;terr_gate =
- ;spec_gate =
- equiv_range = "Player"
- ;equiv_dupl =
- ;equiv_repl =
- obsolete_by = "None"
- is_wonder = 1
- build_cost = 400
- upkeep = 0
- sabotage = 0
- effect =
- { "type", "range", "amount", "aff_unit"
- "Unit_Move", "Player", 2, "Sea"
- }
- helptext = _("\
- Gives all sea units 2 additional movement points.\
- ")
-
- [building_manhattan_project]
- name = _("Manhattan Project")
- tech_req = "Nuclear Fission"
- bldg_req = "None"
- ;terr_gate =
- ;spec_gate =
- equiv_range = "None"
- ;equiv_dupl =
- ;equiv_repl =
- obsolete_by = "None"
- is_wonder = 1
- build_cost = 600
- upkeep = 0
- sabotage = 0
- effect =
- { "type", "range"
- "Enable_Nuke", "World"
- }
- helptext = _("\
- Allows all players with knowledge of Rocketry to build Nuclear units.\
- ")
-
- [building_marco_polos_embassy]
- name = _("Marco Polo's Embassy")
- tech_req = "Trade"
- bldg_req = "None"
- ;terr_gate =
- ;spec_gate =
- equiv_range = "None"
- ;equiv_dupl =
- ;equiv_repl =
- obsolete_by = "Communism"
- is_wonder = 1
- build_cost = 200
- upkeep = 0
- sabotage = 0
- effect =
- { "type", "range"
- "Have_Embassies", "None"
- }
- helptext = _("\
- The player who owns it gets an embassy with all players.\
- ")
-
- [building_michelangelos_chapel]
- name = _("Michelangelo's Chapel")
- tech_req = "Monotheism"
- bldg_req = "None"
- ;terr_gate =
- ;spec_gate =
- equiv_range = "Player"
- ;equiv_dupl =
- ;equiv_repl =
- obsolete_by = "None"
- is_wonder = 1
- build_cost = 400
- upkeep = 0
- sabotage = 0
- effect =
- { "type", "range", "amount", "cond_adv"
- "Make_Content", "Player", 3
- "Make_Content", "Player", 1, "Theology"
- "Make_Content", "Player", -1, "Communism"
- }
- 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 affect of a Cathedral, making an additional unhappy\
- citizen content. The discovery of Communism lessens the affect of\
- a Cathedral, reducing by one the number of unhappy citizens made\
- content.\
- ")
-
- [building_oracle]
- name = _("Oracle")
- tech_req = "Mysticism"
- bldg_req = "None"
- ;terr_gate =
- ;spec_gate =
- equiv_range = "Player"
- ;equiv_dupl =
- ;equiv_repl =
- obsolete_by = "Theology"
- is_wonder = 1
- build_cost = 300
- upkeep = 0
- sabotage = 0
- effect =
- { "type", "range", "amount", "cond_bldg", "cond_adv"
- "Make_Content", "Player", 1, "Temple"
- "Make_Content", "Player", 1, "Temple", "Mysticism"
- }
- helptext = _("\
- Doubles the effect of Temples, in all cities.\
- ")
-
- [building_pyramids]
- name = _("Pyramids")
- tech_req = "Masonry"
- bldg_req = "None"
- ;terr_gate =
- ;spec_gate =
- equiv_range = "Player"
- ;equiv_dupl =
- ;equiv_repl =
- obsolete_by = "None"
- is_wonder = 1
- build_cost = 200
- upkeep = 0
- sabotage = 0
- effect =
- { "type", "range", "amount"
- "Growth_Food", "Player", 50
- }
- helptext = _("\
- Counts as having a Granary in every city.\
- ")
-
- [building_seti_program]
- name = _("SETI Program")
- tech_req = "Computers"
- bldg_req = "None"
- ;terr_gate =
- ;spec_gate =
- equiv_range = "Player"
- ;equiv_dupl =
- ;equiv_repl =
- obsolete_by = "None"
- is_wonder = 1
- build_cost = 600
- upkeep = 0
- sabotage = 0
- effect =
- { "type", "range", "amount", "cond_bldg"
- "Science_Bonus", "Player", 50, "Library"
- }
- helptext = _("\
- Boosts science production in each city with a Library by 50%. \
- (Counts as having a Research Lab in all of your cities.)\
- ")
-
- [building_shakespeares_theatre]
- name = _("Shakespeare's Theatre")
- tech_req = "Medicine"
- bldg_req = "None"
- ;terr_gate =
- ;spec_gate =
- equiv_range = "City"
- ;equiv_dupl =
- ;equiv_repl =
- obsolete_by = "None"
- is_wonder = 1
- build_cost = 300
- upkeep = 0
- sabotage = 0
- effect =
- { "type", "range", "amount"
- "Make_Content", "City", 99
- }
- helptext = _("\
- Makes all unhappy citizens content, in the city where it is located.\
- ")
-
- [building_statue_of_liberty]
- name = _("Statue of Liberty")
- tech_req = "Democracy"
- bldg_req = "None"
- ;terr_gate =
- ;spec_gate =
- equiv_range = "None"
- ;equiv_dupl =
- ;equiv_repl =
- obsolete_by = "None"
- is_wonder = 1
- build_cost = 400
- upkeep = 0
- sabotage = 0
- effect =
- { "type", "range"
- "Any_Government", "None"
- "No_Anarchy", "None"
- }
- helptext = _("\
- Allows you to choose any government, including those that have not yet\
- been researched by your civilization, and without the transition\
- period of Anarchy.\
- ")
-
- [building_sun_tzus_war_academy]
- name = _("Sun Tzu's War Academy")
- tech_req = "Feudalism"
- bldg_req = "None"
- ;terr_gate =
- ;spec_gate =
- equiv_range = "Player"
- ;equiv_dupl =
- ;equiv_repl =
- obsolete_by = "Mobile Warfare"
- is_wonder = 1
- build_cost = 300
- upkeep = 0
- sabotage = 0
- effect =
- { "type", "range", "amount", "aff_unit"
- "Unit_Veteran", "Player", 0, "Land"
- "Unit_Vet_Combat", "Player", 100, "Land"
- }
- helptext = _("\
- All your new ground units become veterans (for all cities). \
- The chance of a unit becoming a veteran after a battle increases\
- from 50% to 100%.\
- ")
-
- [building_united_nations]
- name = _("United Nations")
- tech_req = "Communism"
- bldg_req = "None"
- ;terr_gate =
- ;spec_gate =
- equiv_range = "Player"
- ;equiv_dupl =
- ;equiv_repl =
- obsolete_by = "None"
- is_wonder = 1
- build_cost = 600
- upkeep = 0
- sabotage = 0
- effect =
- { "type", "range", "amount", "aff_unit"
- "Unit_Recover", "Player", 2, "Air"
- "Unit_Recover", "Player", 2, "Helicopter"
- "Unit_Recover", "Player", 2, "Land"
- "Unit_Recover", "Player", 2, "Missile"
- "Unit_Recover", "Player", 2, "Sea"
- }
- helptext = _("\
- Units regain two extra hitpoints per turn.\
- ")
- ; NOTE:
- ; This does not match Civ1 or Civ2, but diplomatic effects are
- ; not very effective in multiplayer, and hitpoints effects do not
- ; apply for Civ1. Note in Civ1 Pyramids have a gov-change effect,
- ; but become obsolete, and the Statue of Liberty does not exist.
- ; NOTE:
- ; In Civ2 this provides embassies, forces peaceful enemies and
- ; allows Democracy to declare war 50% of the time.
-
- [building_womens_suffrage]
- name = _("Women's Suffrage")
- tech_req = "Industrialization"
- bldg_req = "None"
- ;terr_gate =
- ;spec_gate =
- equiv_range = "Player"
- ;equiv_dupl =
- ;equiv_repl =
- obsolete_by = "None"
- is_wonder = 1
- build_cost = 600
- upkeep = 0
- sabotage = 0
- effect =
- { "type", "range", "amount", "cond_gov"
- "Make_Content_Mil", "Player", 1, "Republic"
- "Make_Content_Mil", "Player", 2, "Democracy"
- }
- 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_capitalization]
- name = _("Capitalization")
- tech_req = "The Corporation"
- bldg_req = "None"
- ;terr_gate =
- ;spec_gate =
- equiv_range = "City"
- ;equiv_dupl =
- ;equiv_repl =
- obsolete_by = "None"
- is_wonder = 0
- build_cost = 999
- upkeep = 0
- sabotage = 0
- effect =
- { "type", "range", "amount"
- "Prod_To_Gold", "City", 100
- }
- 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).\
- ")
-
-
- ; FIXME: remove all of the following when gen-impr implemented...
-
- [b_special]
-
- ; Special values:
-
- aqueduct_size=8;
- sewer_size=12;
-
- ; Techs which modify building effects:
-
- cathedral_plus="Theology"
- cathedral_minus="Communism"
- colosseum_plus="Electricity"
- temple_plus="Mysticism"
-