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  1.  
  2. ; Modifying this file:
  3. ; You should not modify this file except to make bugfixes or
  4. ; for other "maintenance".  If you want to make custom changes,
  5. ; you should create a new datadir subdirectory and copy this file
  6. ; into that directory, and then modify that copy.  Then use the
  7. ; command "rulesetdir <mysubdir>" in the server to have freeciv
  8. ; use your new customized file.
  9.  
  10. ; Note that the freeciv AI may not cope well with anything more
  11. ; than minor changes.
  12.  
  13. [datafile]
  14. description="Civ2 buildings data for Freeciv (incomplete)"
  15. options="1.10.1"
  16.  
  17. ; Below: The individual buildings, one per section.
  18. ; (Buildings = City Improvements and Wonders)
  19. ;
  20. ; The actual tag used (the * in [building_*]) does not matter, except 
  21. ; it must be unique within this file, and it may be used in debug 
  22. ; output when reading this file.
  23. ;
  24. ; /*** For details of this file's format, ***/
  25. ; /*** see the default buildings.ruleset. ***/
  26.  
  27. [group_cathedrals]
  28. name        = "Cathedrals"
  29. elements    =
  30.     { "building", "range"
  31.       "Michelangelo's Chapel", "Player"
  32.       "Cathedral", "City"
  33.     }
  34.  
  35. [group_granaries]
  36. name = "Granaries"
  37. elements =
  38.     { "building", "range"
  39.       "Pyramids", "Player"
  40.       "Granary", "City"
  41.     }
  42.  
  43. [group_labs]
  44. name        = "Labs"
  45. elements    =
  46.     { "building", "range"
  47.       "SETI Program", "Player"
  48.       "Research Lab", "City"
  49.     }
  50.  
  51. [group_generators]
  52. name        = "Generators"
  53. elements    =
  54.     { "building", "range"
  55.       "Hoover Dam", "Player"
  56.       "Nuclear Plant", "City"
  57.       "Hydro Plant", "City"
  58.       "Power Plant", "City"
  59.     }
  60.  
  61. [group_janitors]
  62. name            = "Janitors"
  63. elements    =
  64.     { "building", "range"
  65.       "Recycling Center", "City"
  66.       "Hoover Dam", "Player"
  67.       "Nuclear Plant", "City"
  68.       "Hydro Plant", "City"
  69.     }
  70.  
  71. [group_defenders]
  72. name        = "Defenders"
  73. elements    =
  74.     { "building", "range"
  75.       "Great Wall", "Player"
  76.       "City Walls", "City"
  77.     }
  78.  
  79. [group_peacekeepers]
  80. name        = "Peacekeepers"
  81. elements    =
  82.     { "building", "range"
  83.       "Women's Suffrage", "Player"
  84.       "Police Station", "City"
  85.     }
  86.  
  87. [group_purifiers]
  88. name        = "Purifiers"
  89. elements    =
  90.     { "building", "range"
  91.       "Palace", "City"
  92.       "Courthouse", "City"
  93.     }
  94.  
  95.  
  96. [building_airport]
  97. name        = _("Airport")
  98. tech_req    = "Radio"
  99. bldg_req    = "None"
  100. graphic        = "b.airport"
  101. graphic_alt    = "-"
  102. ;terr_gate    =
  103. ;spec_gate    =
  104. equiv_range    = "City"
  105. ;equiv_dupl    =
  106. ;equiv_repl    =
  107. obsolete_by    = "None"
  108. is_wonder    = 0
  109. build_cost    = 160
  110. upkeep        = 3
  111. sabotage    = 100
  112. effect        =
  113.     { "name"
  114.       "Air_Veteran"
  115.       "Air_Regen"
  116.       "Airlift"
  117.     }
  118. sound        = "b_airport"
  119. sound_alt    = "b_generic"
  120. helptext    = _("\
  121. Allows a city to produce veteran air units.  Also, damaged air units\
  122.  which stay in town for one full turn without moving are completely\
  123.  restored.\
  124. \n\n\
  125. Two cities with Airports can airlift one unit per turn. \
  126.  Airlifting instantly transports the unit from one city to another\
  127.  and will use all of the unit's movement points.  A unit must have\
  128.  some movement points left to be airlifted.\
  129. ")
  130.  
  131. [building_aqueduct]
  132. name        = _("Aqueduct")
  133. tech_req    = "Construction"
  134. bldg_req    = "None"
  135. graphic        = "b.airport"
  136. graphic_alt    = "-"
  137. ;terr_gate    =
  138. ;spec_gate    =
  139. equiv_range    = "City"
  140. ;equiv_dupl    =
  141. ;equiv_repl    =
  142. obsolete_by    = "None"
  143. is_wonder    = 0
  144. build_cost    = 80
  145. upkeep        = 2
  146. sabotage    = 100
  147. effect          =
  148.     { "name", "value"
  149.       "Size_Adj", 4
  150.     }
  151. sound        = "b_aqueduct"
  152. sound_alt    = "b_generic"
  153. helptext    = _("\
  154. Allows a city to grow larger than size 8.  A Sewer System is also\
  155.  required for a city to grow larger than size 12.\
  156. ")
  157.  
  158. [building_bank]
  159. name        = _("Bank")
  160. tech_req    = "Banking"
  161. bldg_req    = "Marketplace"
  162. graphic        = "b.bank"
  163. graphic_alt    = "-"
  164. ;terr_gate    =
  165. ;spec_gate    =
  166. equiv_range    = "City"
  167. ;equiv_dupl    =
  168. ;equiv_repl    =
  169. obsolete_by    = "None"
  170. is_wonder    = 0
  171. build_cost    = 120
  172. upkeep        = 3
  173. sabotage    = 100
  174. effect        =
  175.     { "name", "value", "req_type", "req"
  176.       "Tax_Bonus", 50, "Building", "Marketplace"
  177.       "Luxury_Bonus", 50, "Building", "Marketplace"
  178.     }
  179. sound        = "b_bank"
  180. sound_alt    = "b_generic"
  181. ; /* xgettext:no-c-format */
  182. helptext    = _("\
  183. Together with the Marketplace improvement, a Bank increases the\
  184.  luxury and tax production within a city by 100%.\
  185. ")
  186.  
  187. [building_barracks]
  188. name        = _("Barracks")
  189. tech_req    = "None"
  190. bldg_req    = "None"
  191. graphic        = "b.barracks"
  192. graphic_alt    = "-"
  193. ;terr_gate    =
  194. ;spec_gate    =
  195. equiv_range    = "City"
  196. ;equiv_dupl    = 
  197. equiv_repl    = "Sun Tzu's War Academy", "Barracks II", "Barracks III"
  198. obsolete_by    = "Gunpowder"
  199. is_wonder    = 0
  200. build_cost    = 40
  201. upkeep        = 1
  202. sabotage    = 100
  203. effect        =
  204.     { "name"
  205.       "Land_Veteran"
  206.       "Land_Regen"
  207.     }
  208. sound        = "b_barracks_i"
  209. sound_alt    = "b_generic"
  210. helptext    = _("\
  211. With a Barracks, each new land unit built in a city will\
  212.  automatically have Veteran status, which means that its attack and\
  213.  defence strengths are increased by 50%.  Also, damaged land units\
  214.  which stay in town for one full turn without moving are completely\
  215.  restored.\
  216. ")
  217.  
  218. [building_barracks_ii]
  219. name        = _("Barracks II")
  220. tech_req    = "Gunpowder"
  221. bldg_req    = "None"
  222. graphic        = "b.barracks"
  223. graphic_alt    = "-"
  224. ;terr_gate    =
  225. ;spec_gate    =
  226. equiv_range    = "City"
  227. ;equiv_dupl    = 
  228. equiv_repl    = "Sun Tzu's War Academy","Barracks III"
  229. obsolete_by    = "Mobile Warfare"
  230. is_wonder    = 0
  231. build_cost    = 40
  232. upkeep        = 1
  233. sabotage    = 100
  234. effect        =
  235.     { "name"
  236.       "Land_Veteran"
  237.       "Land_Regen"
  238.     }
  239. sound        = "b_barracks_ii"
  240. sound_alt    = "b_generic"
  241. helptext    = _("\
  242. With a Barracks, each new land unit built in a city will\
  243.  automatically have Veteran status, which means that its attack and\
  244.  defence strengths are increased by 50%.  Also, damaged land units\
  245.  which stay in town for one full turn without moving are completely\
  246.  restored.\
  247. ")
  248.  
  249. [building_barracks_iii]
  250. name        = _("Barracks III")
  251. tech_req    = "Mobile Warfare"
  252. bldg_req    = "None"
  253. graphic        = "b.barracks"
  254. graphic_alt    = "-"
  255. ;terr_gate    =
  256. ;spec_gate    =
  257. equiv_range    = "City"
  258. ;equiv_dupl    =
  259. equiv_repl    = "Sun Tzu's War Academy"
  260. obsolete_by    = "None"
  261. is_wonder    = 0
  262. build_cost    = 40
  263. upkeep        = 1
  264. sabotage    = 100
  265. effect        =
  266.     { "name"
  267.       "Land_Veteran"
  268.       "Land_Regen"
  269.     }
  270. sound        = "b_barracks_iii"
  271. sound_alt    = "b_generic"
  272. helptext    = _("\
  273. With a Barracks, each new land unit built in a city will\
  274.  automatically have Veteran status, which means that its attack and\
  275.  defence strengths are increased by 50%.  Also, damaged land units\
  276.  which stay in town for one full turn without moving are completely\
  277.  restored.\
  278. ")
  279.  
  280. [building_cathedral]
  281. name        = _("Cathedral")
  282. tech_req    = "Monotheism"
  283. bldg_req    = "None"
  284. graphic        = "b.cathedral"
  285. graphic_alt    = "-"
  286. ;terr_gate    =
  287. ;spec_gate    =
  288. equiv_range    = "City"
  289. ;equiv_dupl    =
  290. equiv_repl    = "Michelangelo's Chapel"
  291. obsolete_by    = "None"
  292. is_wonder    = 0
  293. build_cost    = 120
  294. upkeep        = 3
  295. sabotage    = 100
  296. effect        =
  297.     { "name", "value", "equiv", "req_type", "req"
  298.       "Make_Content", 3, "Cathedrals"
  299.       "Make_Content", 1, "Cathedrals", "Tech", "Theology"
  300.       "Make_Content", -1, "Cathedrals", "Tech", "Communism"
  301.     }
  302. sound        = "b_cathedral"
  303. sound_alt    = "b_generic"
  304. helptext    = _("\
  305. A Cathedral makes 3 unhappy citizens content in a city, making it\
  306.  easier to maintain order in that city.  The discovery of Theology\
  307.  increases the effect of a Cathedral, making an additional unhappy\
  308.  citizen content.  The discovery of Communism lessens the effect of\
  309.  a Cathedral, reducing by one the number of unhappy citizens made\
  310.  content.\
  311. ")
  312.  
  313. [building_city_walls]
  314. name        = _("City Walls")
  315. tech_req    = "Masonry"
  316. bldg_req    = "None"
  317. graphic        = "b.city_walls"
  318. graphic_alt    = "-"
  319. ;terr_gate    =
  320. ;spec_gate    =
  321. equiv_range    = "City"
  322. equiv_dupl    = "Great Wall"
  323. ;equiv_repl    =
  324. obsolete_by    = "None"
  325. is_wonder    = 0
  326. build_cost    = 80
  327. upkeep        = 0
  328. sabotage    = 50
  329. effect        =
  330.     { "name", "value", "equiv"
  331.       "Land_Defend", 200, "Defenders"
  332.       "Unit_No_Lose_Pop"
  333.     }
  334. sound        = "b_city_walls"
  335. sound_alt    = "b_generic"
  336. helptext    = _("\
  337. City Walls make it easier to defend a city.  They triple the defence\
  338.  strength of units within the city against ground and helicopter\
  339.  units.  They are ineffective against airborne and sea units as well\
  340.  as Howitzers.  City Walls also prevent the loss of population which\
  341.  occurs when a defending unit is destroyed by a land unit.\
  342. ")
  343.  
  344. [building_coastal_defense]
  345. name        = _("Coastal Defense")
  346. tech_req    = "Metallurgy"
  347. bldg_req    = "None"
  348. graphic        = "b.coastal_defense"
  349. graphic_alt    = "-"
  350. terr_gate    = "Ocean"
  351. ;spec_gate    =
  352. equiv_range    = "City"
  353. ;equiv_dupl    =
  354. ;equiv_repl    =
  355. obsolete_by    = "None"
  356. is_wonder    = 0
  357. build_cost    = 80
  358. upkeep        = 1
  359. sabotage    = 100
  360. effect        =
  361.     { "name", "value"
  362.       "Sea_Defend", 100
  363.     }
  364. sound        = "b_coastal_defense"
  365. sound_alt    = "b_generic"
  366. helptext    = _("\
  367. Increases the defence strength of units within a city by a factor\
  368.  of 2 when defending against bombardments from enemy ships.\
  369. ")
  370.  
  371. [building_colosseum]
  372. name        = _("Colosseum")
  373. tech_req    = "Construction"
  374. bldg_req    = "None"
  375. graphic        = "b.colosseum"
  376. graphic_alt    = "-"
  377. ;terr_gate    =
  378. ;spec_gate    =
  379. equiv_range    = "City"
  380. ;equiv_dupl    =
  381. ;equiv_repl    =
  382. obsolete_by    = "None"
  383. is_wonder    = 0
  384. build_cost    = 100
  385. upkeep        = 4
  386. sabotage    = 100
  387. effect        =
  388.     { "name", "value", "req_type", "req"
  389.       "Make_Content", 3
  390.       "Make_Content", 1, "Tech", "Electricity"
  391.     }
  392. sound        = "b_colosseum"
  393. sound_alt    = "b_generic"
  394. helptext    = _("\
  395. Entertains the citizens of a city, making 3 unhappy citizens content. \
  396.  (Four after the discovery of Electronics.)\
  397. ")
  398.  
  399. [building_courthouse]
  400. name        = _("Courthouse")
  401. tech_req    = "Code of Laws"
  402. bldg_req    = "None"
  403. graphic        = "b.courthouse"
  404. graphic_alt    = "-"
  405. ;terr_gate    =
  406. ;spec_gate    =
  407. equiv_range    = "City"
  408. ;equiv_dupl    =
  409. ;equiv_repl    =
  410. obsolete_by    = "None"
  411. is_wonder    = 0
  412. build_cost    = 80
  413. upkeep        = 1
  414. sabotage    = 100
  415. effect        =
  416.     { "name", "value", "equiv", "req_type", "req"
  417.       "Corrupt_Pct", 50, "Purifiers"
  418.       "Waste_Pct", 50, "Purifiers"
  419.       "Make_Content", 1, "", "Gov", "Democracy"
  420.       "Incite_Dist_Pct", 75
  421.     }
  422. sound        = "b_courthouse"
  423. sound_alt    = "b_generic"
  424. helptext    = _("\
  425. Reduces the corruption and waste in a city by 50%.  Under a Democracy, a\
  426.  Courthouse makes 1 unhappy citizen content. \
  427.  Also halves the effective distance to the capital, for the purpose\
  428.  of calculating revolt cost.\
  429. ")
  430.  
  431. [building_factory]
  432. name        = _("Factory")
  433. tech_req    = "Industrialization"
  434. bldg_req    = "None"
  435. graphic        = "b.factory"
  436. graphic_alt    = "-"
  437. ;terr_gate    =
  438. ;spec_gate    =
  439. equiv_range    = "City"
  440. ;equiv_dupl    =
  441. ;equiv_repl    =
  442. obsolete_by    = "None"
  443. is_wonder    = 0
  444. build_cost    = 200
  445. upkeep        = 4
  446. sabotage    = 100
  447. effect        =
  448.     { "name", "value"
  449.       "Prod_Bonus", 50
  450.     }
  451. sound        = "b_factory"
  452. sound_alt    = "b_generic"
  453. helptext    = _("\
  454. Increases the shield production in a city by 50%.  This increase may\
  455.  also contribute significantly to pollution.\
  456. ")
  457.  
  458. [building_granary]
  459. name        = _("Granary")
  460. tech_req    = "Pottery"
  461. bldg_req    = "None"
  462. graphic        = "b.granary"
  463. graphic_alt    = "-"
  464. ;terr_gate    =
  465. ;spec_gate    =
  466. equiv_range    = "City"
  467. ;equiv_dupl    =
  468. equiv_repl    = "Pyramids"
  469. obsolete_by    = "None"
  470. is_wonder    = 0
  471. build_cost    = 60
  472. upkeep        = 1
  473. sabotage    = 100
  474. effect        =
  475.     { "name", "value", "equiv"
  476.       "Growth_Food", 50, "Granaries"
  477.     }
  478. sound        = "b_granary"
  479. sound_alt    = "b_generic"
  480. helptext    = _("\
  481. The amount of stored food will be set to half full whenever a city\
  482.  with a Granary shrinks or grows. This helps a city to grow faster\
  483.  and more easily withstand famine.\
  484. ")
  485. ; NOTE:
  486. ; In Civ2, city size reduction does not generate food like this.
  487. ; Dare I ask where this food comes from?? :-)
  488.  
  489. [building_harbour]
  490. name        = _("Harbour")
  491. tech_req    = "Seafaring"
  492. bldg_req    = "None"
  493. terr_gate    = "Ocean"
  494. graphic        = "b.harbour"
  495. graphic_alt    = "-"
  496. ;spec_gate    =
  497. equiv_range    = "City"
  498. ;equiv_dupl    =
  499. ;equiv_repl    =
  500. obsolete_by    = "None"
  501. is_wonder    = 0
  502. build_cost    = 60
  503. upkeep        = 1
  504. sabotage    = 100
  505. effect        =
  506.     { "name", "value", "req_type", "req"
  507.     "Food_Add_Tile", 1, "Terrain", "Ocean"
  508.     }
  509. sound        = "b_harbour"
  510. sound_alt    = "b_generic"
  511. helptext    = _("\
  512. Gives one extra food resource on all Ocean squares.  The city needs\
  513.  to be coastal to build this improvement.\
  514. ")
  515.  
  516. [building_hydro_plant]
  517. name        = _("Hydro Plant")
  518. tech_req    = "Electronics"
  519. bldg_req    = "None"
  520. graphic        = "b.hydro_plant"
  521. graphic_alt    = "-"
  522. terr_gate    = "Mountains"
  523. spec_gate    = "River"
  524. equiv_range    = "City"
  525. ;equiv_dupl    =
  526. equiv_repl    = "Hoover Dam", "Power Plant", "Nuclear Plant", "Solar Plant"
  527. obsolete_by    = "None"
  528. is_wonder    = 0
  529. build_cost    = 240
  530. upkeep        = 4
  531. sabotage    = 100
  532. effect        =
  533.     { "name", "value", "equiv", "req_type", "req"
  534.       "Prod_Bonus", 25, "Generators", "Building", "Factory"
  535.       "Prod_Bonus", 25, "Generators", "Building", "Mfg. Plant"
  536.       "Pollu_Prod_Pct", -50, "Janitors"
  537.     }
  538. sound        = "b_hydro_plant"
  539. sound_alt    = "b_generic"
  540. helptext    = _("\
  541. Reduces the amount of pollution generated by production in a city\
  542.  by 50%.  It also\
  543.  increases the shield production of a Factory or Mfg. Plant in the\
  544.  city: a Factory and a Hydro Plant together give a 100% production\
  545.  bonus, and a Factory, Mfg. Plant and Hydro Plant together give\
  546.  a 150% production bonus.\
  547. \n\n\
  548. A city can only have one Hydro Plant, Power Plant, or\
  549.  Nuclear Plant.  A city can only build a Hydro Plant if it is next\
  550.  to (or on) a Mountain or River tile.\
  551. ")
  552. ; FIXME: add Solar Plant to "can have only one" helptext when Solar
  553. ; Plant added.
  554.  
  555. [building_library]
  556. name        = _("Library")
  557. tech_req    = "Writing"
  558. bldg_req    = "None"
  559. graphic        = "b.library"
  560. graphic_alt    = "-"
  561. ;terr_gate    =
  562. ;spec_gate    =
  563. equiv_range    = "City"
  564. ;equiv_dupl    =
  565. ;equiv_repl    =
  566. obsolete_by    = "None"
  567. is_wonder    = 0
  568. build_cost    = 80
  569. upkeep        = 1
  570. sabotage    = 100
  571. effect        =
  572.     { "name", "value"
  573.       "Science_Bonus", 50
  574.     }
  575. sound        = "b_library"
  576. sound_alt    = "b_generic"
  577. ; /* xgettext:no-c-format */
  578. helptext    = _("\
  579. Increases the science output in a city by 50%.\
  580. ")
  581.  
  582. [building_marketplace]
  583. name        = _("Marketplace")
  584. tech_req    = "Currency"
  585. bldg_req    = "None"
  586. graphic        = "b.marketplace"
  587. graphic_alt    = "-"
  588. ;terr_gate    =
  589. ;spec_gate    =
  590. equiv_range    = "City"
  591. ;equiv_dupl    =
  592. ;equiv_repl    =
  593. obsolete_by    = "None"
  594. is_wonder    = 0
  595. build_cost    = 80
  596. upkeep        = 1
  597. sabotage    = 100
  598. effect        =
  599.     { "name", "value"
  600.       "Tax_Bonus", 50
  601.       "Luxury_Bonus", 50
  602.     }
  603. sound        = "b_marketplace"
  604. sound_alt    = "b_generic"
  605. ; /* xgettext:no-c-format */
  606. helptext    = _("\
  607. Increases the luxury and tax output in a city by 50%.\
  608. ")
  609.  
  610. [building_mass_transit]
  611. name        = _("Mass Transit")
  612. tech_req    = "Mass Production"
  613. bldg_req    = "None"
  614. graphic        = "b.mass_transit"
  615. graphic_alt    = "-"
  616. ;terr_gate    =
  617. ;spec_gate    =
  618. equiv_range    = "City"
  619. ;equiv_dupl    =
  620. ;equiv_repl    =
  621. obsolete_by    = "None"
  622. is_wonder    = 0
  623. build_cost    = 160
  624. upkeep        = 4
  625. sabotage    = 100
  626. effect        =
  627.     { "name", "value"
  628.       "Pollu_Pop_Pct", -100
  629.     }
  630. sound        = "b_mass_transit"
  631. sound_alt    = "b_generic"
  632. helptext    = _("\
  633. Neutralizes the pollution generated by the population. \
  634.  The population simply has no effect on the pollution generated in\
  635.  the city.\
  636. ")
  637.  
  638. [building_mfg_plant]
  639. name        = _("Mfg. Plant")
  640. tech_req    = "Robotics"
  641. bldg_req    = "Factory"
  642. graphic        = "b.mfg_plant"
  643. graphic_alt    = "-"
  644. ;terr_gate    =
  645. ;spec_gate    =
  646. equiv_range    = "City"
  647. ;equiv_dupl    =
  648. ;equiv_repl    =
  649. obsolete_by    = "None"
  650. is_wonder    = 0
  651. build_cost    = 320
  652. upkeep        = 6
  653. sabotage    = 100
  654. effect        =
  655.     { "name", "value", "req_type", "req"
  656.       "Prod_Bonus", 50, "Building", "Factory"
  657.     }
  658. sound        = "b_mfg_plant"
  659. sound_alt    = "b_generic"
  660. ; /* xgettext:no-c-format */
  661. helptext    = _("\
  662. Together with a Factory, a Manufacturing Plant increases the shield\
  663.  production in a city by 100%.\
  664. ")
  665.  
  666. [building_nuclear_plant]
  667. name        = _("Nuclear Plant")
  668. tech_req    = "Nuclear Power"
  669. bldg_req    = "None"
  670. graphic        = "b.nuclear_plant"
  671. graphic_alt    = "-"
  672. ;terr_gate    =
  673. ;spec_gate    =
  674. equiv_range    = "City"
  675. ;equiv_dupl    =
  676. equiv_repl    = "Hoover Dam", "Power Plant", "Hydro Plant", "Solar Plant"
  677. obsolete_by    = "None"
  678. is_wonder    = 0
  679. build_cost    = 160
  680. upkeep        = 2
  681. sabotage    = 100
  682. effect        =
  683.     { "name", "value", "equiv", "req_type", "req"
  684.       "Prod_Bonus", 25, "Generators", "Building", "Factory"
  685.       "Prod_Bonus", 25, "Generators", "Building", "Mfg. Plant"
  686.       "Pollu_Prod_Pct", -50, "Janitors"
  687.     }
  688. sound        = "b_nuclear_plant"
  689. sound_alt    = "b_generic"
  690. helptext    = _("\
  691. Reduces the amount of pollution generated by production in a city\
  692.  by 50%.  It also\
  693.  increases the shield production of a Factory or Mfg. Plant in\
  694.  the city: a Factory and a Nuclear Plant together give a 100%\
  695.  production bonus, and a Factory, Mfg. Plant and Nuclear Plant\
  696.  together give a 150% production bonus.\
  697. \n\n\
  698. A city can only have one Hydro Plant, Power Plant, or\
  699.  Nuclear Plant.\
  700. ")
  701. ; FIXME: add Solar Plant to "can have only one" helptext when Solar
  702. ; Plant added.
  703. ; NOTE:
  704. ; For Civ1/2 there should be a change of meltdown during
  705. ; civil disorder, but that has not been implemented yet.
  706.  
  707. [building_offshore_platform]
  708. name        = _("Offshore Platform")
  709. tech_req    = "Miniaturization"
  710. bldg_req    = "None"
  711. graphic        = "b.offshore_platform"
  712. graphic_alt    = "-"
  713. terr_gate    = "Ocean"
  714. ;spec_gate    =
  715. equiv_range    = "City"
  716. ;equiv_dupl    =
  717. ;equiv_repl    =
  718. obsolete_by    = "None"
  719. is_wonder    = 0
  720. build_cost    = 160
  721. upkeep        = 3
  722. sabotage    = 100
  723. effect        =
  724.     { "name", "value", "req_type", "req"
  725.       "Prod_Add_Tile", 1, "Terrain", "Ocean"
  726.     }
  727. sound        = "b_offshore_platform"
  728. sound_alt    = "b_generic"
  729. helptext    = _("\
  730. Adds 1 extra shield resource on all Ocean squares in a city.  The\
  731.  city needs to be coastal to build this improvement.\
  732. ")
  733.  
  734. [building_palace]
  735. name        = _("Palace")
  736. tech_req    = "Masonry"
  737. bldg_req    = "None"
  738. graphic        = "b.palace"
  739. graphic_alt    = "-"
  740. ;terr_gate    =
  741. ;spec_gate    =
  742. equiv_range    = "Player"
  743. ;equiv_dupl    =
  744. ;equiv_repl    =
  745. obsolete_by    = "None"
  746. is_wonder    = 0
  747. build_cost    = 100
  748. upkeep        = 0
  749. sabotage    = 0
  750. effect        =
  751.     { "name", "value", "equiv"
  752.       "Corrupt_Pct", 50, "Purifiers"
  753.       "Waste_Pct", 50, "Purifiers"
  754.       "Spy_Resistant", 50
  755.       "No_Incite"
  756.       "Capital_City"
  757.     }
  758. sound        = "b_palace"
  759. sound_alt    = "b_generic"
  760. helptext    = _("\
  761. Makes a city the capital and the center of your government. \
  762.  Corruption in other cities is related to how far away from the\
  763.  capital they are, except when the government is Democracy or\
  764.  Communism.  The cost of inciting a revolt in a city also depends\
  765.  upon the city's distance from the capital (under all forms of\
  766.  government).\
  767. \n\n\
  768. Take good care of your capital, as its loss may result in your\
  769.  empire plunging into civil war. Losing your current palace also\
  770.  results in losing whatever spaceship you might have.\
  771. ")
  772.  
  773. [building_police_station]
  774. name        = _("Police Station")
  775. tech_req    = "Communism"
  776. bldg_req    = "None"
  777. graphic        = "b.police_station"
  778. graphic_alt    = "-"
  779. ;terr_gate    =
  780. ;spec_gate    =
  781. equiv_range    = "City"
  782. ;equiv_dupl    =
  783. equiv_repl    = "Women's Suffrage"
  784. obsolete_by    = "None"
  785. is_wonder    = 0
  786. build_cost    = 60
  787. upkeep        = 2
  788. sabotage    = 100
  789. effect        =
  790.     { "name", "value", "equiv", "req_type", "req"
  791.       "Make_Content_Mil", 1, "Peacekeepers", "Gov", "Republic"
  792.       "Make_Content_Mil", 2, "Peacekeepers", "Gov", "Democracy"
  793.     }
  794. sound        = "b_police_station"
  795. sound_alt    = "b_generic"
  796. helptext    = _("\
  797. Reduces the unhappiness caused by military units outside the city\
  798.  by 2 under Democracy and 1 under Republic.  This improvement has no\
  799.  effect under other governments.\
  800. ")
  801.  
  802. [building_port_facility]
  803. name        = _("Port Facility")
  804. tech_req    = "Amphibious Warfare"
  805. bldg_req    = "None"
  806. graphic        = "b.port_facility"
  807. graphic_alt    = "-"
  808. terr_gate    = "Ocean"
  809. ;spec_gate    =
  810. equiv_range    = "City"
  811. ;equiv_dupl    =
  812. ;equiv_repl    =
  813. obsolete_by    = "None"
  814. is_wonder    = 0
  815. build_cost    = 80
  816. upkeep        = 3
  817. sabotage    = 100
  818. effect        =
  819.     { "name"
  820.       "Sea_Veteran"
  821.       "Sea_Regen"
  822.     }
  823. sound        = "b_port_facility"
  824. sound_alt    = "b_generic"
  825. helptext    = _("\
  826. Allows a city to build veteran sea units.  Also, damaged sea units\
  827.  which stay in town for one full turn without moving are completely\
  828.  restored.\
  829. ")
  830.  
  831. [building_power_plant]
  832. name        = _("Power Plant")
  833. tech_req    = "Refining"
  834. bldg_req    = "None"
  835. graphic        = "b.power_plant"
  836. graphic_alt    = "-"
  837. ;terr_gate    =
  838. ;spec_gate    =
  839. equiv_range    = "City"
  840. ;equiv_dupl    =
  841. equiv_repl    = "Hoover Dam", "Nuclear Plant", "Hydro Plant", "Solar Plant"
  842. obsolete_by    = "None"
  843. is_wonder    = 0
  844. build_cost    = 160
  845. upkeep        = 4
  846. sabotage    = 100
  847. effect        =
  848.     { "name", "value", "equiv", "req_type", "req"
  849.       "Prod_Bonus", 25, "Generators", "Building", "Factory"
  850.       "Prod_Bonus", 25, "Generators", "Building", "Mfg. Plant"
  851.     }
  852. sound        = "b_power_plant"
  853. sound_alt    = "b_generic"
  854. ; /* xgettext:no-c-format */
  855. helptext    = _("\
  856. Increases the shield production of a Factory or Mfg. Plant in a\
  857.  city: a Factory and a Power Plant together give a 100% production\
  858.  bonus, and a Factory, Mfg. Plant and Power Plant together give\
  859.  a 150% production bonus.  The extra production may lead to the city\
  860.  generating more pollution.\
  861. \n\n\
  862. A city can only have one Hydro Plant, Power Plant, or\
  863.  Nuclear Plant.\
  864. ")
  865.  
  866. [building_recycling_center]
  867. name        = _("Recycling Center")
  868. tech_req    = "Recycling"
  869. bldg_req    = "None"
  870. graphic        = "b.recycling_center"
  871. graphic_alt    = "-"
  872. ;terr_gate    =
  873. ;spec_gate    =
  874. equiv_range    = "City"
  875. ;equiv_dupl    =
  876. ;equiv_repl    =
  877. obsolete_by    = "None"
  878. is_wonder    = 0
  879. build_cost    = 200
  880. upkeep        = 2
  881. sabotage    = 100
  882. effect        =
  883.     { "name", "value", "equiv"
  884.       "Pollu_Prod_Pct", -66, "Janitors"
  885.     }
  886. sound        = "b_recycling_center"
  887. sound_alt    = "b_generic"
  888. ; /* xgettext:no-c-format */
  889. helptext    = _("\
  890. Building a Recycling Center reduces the amount of pollution\
  891.  generated by production in a city by 66%.\
  892. ")
  893.  
  894. [building_research_lab]
  895. name        = _("Research Lab")
  896. tech_req    = "Computers"
  897. bldg_req    = "Library"
  898. graphic        = "b.research_lab"
  899. graphic_alt    = "-"
  900. ;terr_gate    =
  901. ;spec_gate    =
  902. equiv_range    = "City"
  903. ;equiv_dupl    =
  904. equiv_repl    = "SETI Program"
  905. obsolete_by    = "None"
  906. is_wonder    = 0
  907. build_cost    = 160
  908. upkeep        = 3
  909. sabotage    = 100
  910. effect        =
  911.     { "name", "value", "equiv", "req_type", "req"
  912.     "Science_Bonus", 50, "Labs", "Building", "Library"
  913.     }
  914. sound        = "b_research_lab"
  915. sound_alt    = "b_generic"
  916. helptext    = _("\
  917. Together with a Library, a Research Lab increases the science\
  918.  production of a city by 100%. \
  919. Together with a Library and a University, a Research Lab increases\
  920.  the science production of a city by 150%.\
  921. ")
  922.  
  923. [building_sam_battery]
  924. name        = _("SAM Battery")
  925. tech_req    = "Rocketry"
  926. bldg_req    = "None"
  927. graphic        = "b.sam_battery"
  928. graphic_alt    = "-"
  929. ;terr_gate    =
  930. ;spec_gate    =
  931. equiv_range    = "City"
  932. ;equiv_dupl    =
  933. ;equiv_repl    =
  934. obsolete_by    = "None"
  935. is_wonder    = 0
  936. build_cost    = 100
  937. upkeep        = 2
  938. sabotage    = 100
  939. effect        =
  940.     { "name", "value"
  941.       "Air_Defend", 100
  942.     }
  943. sound        = "b_sam_battery"
  944. sound_alt    = "b_generic"
  945. helptext    = _("\
  946. Doubles the defense of all units inside the city when attacked by\
  947.  non-nuclear air units.\
  948. ")
  949.  
  950. [building_sdi_defense]
  951. name        = _("SDI Defense")
  952. tech_req    = "Laser"
  953. bldg_req    = "None"
  954. graphic        = "b.sdi_defense"
  955. graphic_alt    = "-"
  956. ;terr_gate    =
  957. ;spec_gate    =
  958. equiv_range    = "City"
  959. ;equiv_dupl    =
  960. ;equiv_repl    =
  961. obsolete_by    = "None"
  962. is_wonder    = 0
  963. build_cost    = 200
  964. upkeep        = 4
  965. sabotage    = 100
  966. effect        =
  967.     { "name", "value"
  968.       "Nuke_Proof"
  969.       "Missile_Defend", 100
  970.     }
  971. sound        = "b_sdi_defense"
  972. sound_alt    = "b_generic"
  973. helptext    = _("\
  974. Protects a city from attacks from Nuclear units.  Nuclear attacks\
  975.  simply have no effect on the city.  Also, doubles defence against\
  976.  non-nuclear missiles.\
  977. ")
  978. ; NOTE:
  979. ; Civ2 does not document the "Unit_Defend"/"Missile" aspect; does it apply or not?
  980.  
  981. [building_sewer_system]
  982. name        = _("Sewer System")
  983. tech_req    = "Sanitation"
  984. bldg_req    = "Aqueduct"
  985. graphic        = "b.sewer_system"
  986. graphic_alt    = "-"
  987. ;terr_gate    =
  988. ;spec_gate    =
  989. equiv_range    = "City"
  990. ;equiv_dupl    =
  991. ;equiv_repl    =
  992. obsolete_by    = "None"
  993. is_wonder    = 0
  994. build_cost    = 120
  995. upkeep        = 2
  996. sabotage    = 100
  997. effect          =
  998.     { "name", "req_type", "req"
  999.       "Size_Unlimit", "Building", "Aqueduct"
  1000.     }
  1001. sound        = "b_sewer_system"
  1002. sound_alt    = "b_generic"
  1003. helptext    = _("\
  1004. Allows a city to grow larger than size 12.  An Aqueduct is first\
  1005.  required for a city to grow larger than size 8.\
  1006. ")
  1007.  
  1008. [building_solar_plant]
  1009. name        = _("Solar Plant")
  1010. tech_req    = "Never"        ; "Environmentalism"
  1011. bldg_req    = "None"
  1012. graphic        = "b.solar_plant"
  1013. graphic_alt    = "-"
  1014. ;terr_gate    =
  1015. ;spec_gate    =
  1016. equiv_range    = "City"
  1017. ;equiv_dupl    =
  1018. equiv_repl    = "Hoover Dam", "Power Plant", "Hydro Plant", "Nuclear Plant"
  1019. obsolete_by    = "None"
  1020. is_wonder    = 0
  1021. build_cost    = 320
  1022. upkeep        = 4
  1023. sabotage    = 100
  1024. sound        = "b_solar_plant"
  1025. sound_alt    = "b_generic"
  1026. ; /* xgettext:no-c-format */
  1027. helptext    = _("\
  1028. Eliminates all pollution generated by production in a city. \
  1029.  It also\
  1030.  increases the shield production of a Factory or Mfg. Plant in the\
  1031.  city: a Factory and a Solar Plant together give a 100% production\
  1032.  bonus, and a Factory, Mfg. Plant and Solar Plant together give\
  1033.  a 150% production bonus.\
  1034. \n\n\
  1035. A city can only have one Solar Plant, Hydro Plant, Power Plant, or\
  1036.  Nuclear Plant.\
  1037. ")
  1038. ; NOTE:
  1039. ; Not implemented.
  1040.  
  1041. [building_space_component]
  1042. name        = _("Space Component")
  1043. tech_req    = "Plastics"
  1044. bldg_req    = "None"
  1045. graphic        = "b.space_component"
  1046. graphic_alt    = "-"
  1047. ;terr_gate    =
  1048. ;spec_gate    =
  1049. equiv_range    = "None"
  1050. ;equiv_dupl    =
  1051. ;equiv_repl    =
  1052. obsolete_by    = "None"
  1053. is_wonder    = 0
  1054. build_cost    = 160
  1055. upkeep        = 0
  1056. sabotage    = 100
  1057. effect          =
  1058.     { "name"
  1059.       "SS_Component"
  1060.     }
  1061. sound        = "b_space_component"
  1062. sound_alt    = "b_generic"
  1063. helptext    = _("\
  1064. Space Components can be differentiated into Propulsion and Fuel\
  1065.  Components.  Each pair of them reduces your spaceship's travel\
  1066.  time.  You can build up to 8 pairs.\
  1067. \n\n\
  1068. Before you can build any spaceship parts, the Apollo Program wonder\
  1069.  must have been built by any player.\
  1070. ")
  1071.  
  1072. [building_space_module]
  1073. name        = _("Space Module")
  1074. tech_req    = "Superconductors"
  1075. bldg_req    = "None"
  1076. graphic        = "b.space_modules"
  1077. graphic_alt    = "-"
  1078. ;terr_gate    =
  1079. ;spec_gate    =
  1080. equiv_range    = "None"
  1081. ;equiv_dupl    =
  1082. ;equiv_repl    =
  1083. obsolete_by    = "None"
  1084. is_wonder    = 0
  1085. build_cost    = 320
  1086. upkeep        = 0
  1087. sabotage    = 100
  1088. effect          =
  1089.     { "name"
  1090.       "SS_Module"
  1091.     }
  1092. sound        = "b_space_module"
  1093. sound_alt    = "b_generic"
  1094. helptext    = _("\
  1095. Space Modules are the most expensive parts of spaceships.  There\
  1096.  are three different types of Space Module:\
  1097. \n\n\
  1098. - Habitation Module: provides living space for 10,000 people.\
  1099. \n\n\
  1100. - Life Support Module: provides food and water for the population of\
  1101.   one Habitation Module.\
  1102. \n\n\
  1103. - Solar Panels: provides the energy needed for any two of the other\
  1104.   Modules.\
  1105. \n\n\
  1106. You can build up to 4 Space Modules of each kind.\
  1107. \n\n\
  1108. Before you can build any spaceship parts, the Apollo Program wonder\
  1109.  must have been built by any player.\
  1110. ")
  1111.  
  1112. [building_space_structural]
  1113. name        = _("Space Structural")
  1114. tech_req    = "Space Flight"
  1115. bldg_req    = "None"
  1116. graphic        = "b.space_structural"
  1117. graphic_alt    = "-"
  1118. ;terr_gate    =
  1119. ;spec_gate    =
  1120. equiv_range    = "None"
  1121. ;equiv_dupl    =
  1122. ;equiv_repl    =
  1123. obsolete_by    = "None"
  1124. is_wonder    = 0
  1125. build_cost    = 80
  1126. upkeep        = 0
  1127. sabotage    = 100
  1128. effect          =
  1129.     { "name"
  1130.       "SS_Structural"
  1131.     }
  1132. sound        = "b_space_structural"
  1133. sound_alt    = "b_generic"
  1134. helptext    = _("\
  1135. Space Structurals form the base of your spaceship.  All other\
  1136.  spaceship parts need to be connected to Structurals in order to\
  1137.  function.  You can build up to 32 Space Structurals.\
  1138. \n\n\
  1139. Before you can build any spaceship parts, the Apollo Program wonder\
  1140.  must have been built by any player.\
  1141. ")
  1142.  
  1143. [building_stock_exchange]
  1144. name        = _("Stock Exchange")
  1145. tech_req    = "Economics"
  1146. bldg_req    = "Bank"
  1147. graphic        = "b.stock_exchange"
  1148. graphic_alt    = "-"
  1149. ;terr_gate    =
  1150. ;spec_gate    =
  1151. equiv_range    = "City"
  1152. ;equiv_dupl    =
  1153. ;equiv_repl    =
  1154. obsolete_by    = "None"
  1155. is_wonder    = 0
  1156. build_cost    = 160
  1157. upkeep        = 4
  1158. sabotage    = 100
  1159. effect        =
  1160.     { "name", "value", "req_type", "req"
  1161.       "Tax_Bonus", 50, "Building", "Bank"
  1162.       "Luxury_Bonus", 50, "Building", "Bank"
  1163.     }
  1164. sound        = "b_stock_exchange"
  1165. sound_alt    = "b_generic"
  1166. ; /* xgettext:no-c-format */
  1167. helptext    = _("\
  1168. Together with a Marketplace and a Bank, a Stock Exchange boosts\
  1169.  tax and luxury production in a city by 150%.\
  1170. ")
  1171.  
  1172. [building_super_highways]
  1173. name        = _("Super Highways")
  1174. tech_req    = "Automobile"
  1175. bldg_req    = "None"
  1176. graphic        = "b.super_highways"
  1177. graphic_alt    = "-"
  1178. ;terr_gate    =
  1179. ;spec_gate    =
  1180. equiv_range    = "City"
  1181. ;equiv_dupl    =
  1182. ;equiv_repl    =
  1183. obsolete_by    = "None"
  1184. is_wonder    = 0
  1185. build_cost    = 160
  1186. upkeep        = 3
  1187. sabotage    = 100
  1188. effect        =
  1189.     { "name", "value", "req_type", "req"
  1190.       "Trade_Per_Tile", 50, "Special", "Road"
  1191.     }
  1192. sound        = "b_super_highways"
  1193. sound_alt    = "b_generic"
  1194. ; /* xgettext:no-c-format */
  1195. helptext    = _("\
  1196. Increases trade resources by 50% on all squares with roads or\
  1197.  railroads.\
  1198. ")
  1199.  
  1200. [building_supermarket]
  1201. name        = _("Supermarket")
  1202. tech_req    = "Refrigeration"
  1203. bldg_req    = "None"
  1204. graphic        = "b.supermarket"
  1205. graphic_alt    = "-"
  1206. ;terr_gate    =
  1207. ;spec_gate    =
  1208. equiv_range    = "City"
  1209. ;equiv_dupl    =
  1210. ;equiv_repl    =
  1211. obsolete_by    = "None"
  1212. is_wonder    = 0
  1213. build_cost    = 120
  1214. upkeep        = 3
  1215. sabotage    = 100
  1216. effect        =
  1217.     { "name", "value", "req_type", "req"
  1218.       "Food_Per_Tile", 50, "Special", "Farmland"
  1219.     }
  1220. sound        = "b_supermarket"
  1221. sound_alt    = "b_generic"
  1222. ; /* xgettext:no-c-format */
  1223. helptext    = _("\
  1224. Increases the food resources by 50% on each farmland square which\
  1225.  is being used around the city.  Farmland squares are those which\
  1226.  have been irrigated a second time.\
  1227. ")
  1228.  
  1229. [building_temple]
  1230. name        = _("Temple")
  1231. tech_req    = "Ceremonial Burial"
  1232. bldg_req    = "None"
  1233. graphic        = "b.temple"
  1234. graphic_alt    = "-"
  1235. ;terr_gate    =
  1236. ;spec_gate    =
  1237. equiv_range    = "City"
  1238. ;equiv_dupl    =
  1239. ;equiv_repl    =
  1240. obsolete_by    = "None"
  1241. is_wonder    = 0
  1242. build_cost    = 40
  1243. upkeep        = 1
  1244. sabotage    = 100
  1245. effect        =
  1246.     { "name", "value", "req_type", "req"
  1247.       "Make_Content", 1
  1248.       "Make_Content", 1, "Tech", "Mysticism"
  1249.     }
  1250. sound        = "b_temple"
  1251. sound_alt    = "b_generic"
  1252. helptext    = _("\
  1253. Makes one unhappy citizen content.  Both the Mysticism advance\
  1254.  and the Oracle wonder double this effect.  With both Mysticism\
  1255.  and the Oracle, 4 citizens are made content.\
  1256. ")
  1257.  
  1258. [building_university]
  1259. name        = _("University")
  1260. tech_req    = "University"
  1261. bldg_req    = "Library"
  1262. graphic        = "b.university"
  1263. graphic_alt    = "-"
  1264. ;terr_gate    =
  1265. ;spec_gate    =
  1266. equiv_range    = "City"
  1267. ;equiv_dupl    =
  1268. ;equiv_repl    =
  1269. obsolete_by    = "None"
  1270. is_wonder    = 0
  1271. build_cost    = 160
  1272. upkeep        = 3
  1273. sabotage    = 100
  1274. effect        =
  1275.     { "name", "value", "req_type", "req"
  1276.       "Science_Bonus", 50, "Building", "Library"
  1277.     }
  1278. sound        = "b_university"
  1279. sound_alt    = "b_generic"
  1280. ; /* xgettext:no-c-format */
  1281. helptext    = _("\
  1282. Together with a Library, a University increases the science\
  1283.  production of a city by 100%.\
  1284. ")
  1285.  
  1286. [building_apollo_program]
  1287. name        = _("Apollo Program")
  1288. tech_req    = "Space Flight"
  1289. bldg_req    = "None"
  1290. graphic        = "b.apollo_program"
  1291. graphic_alt    = "-"
  1292. ;terr_gate    =
  1293. ;spec_gate    =
  1294. equiv_range    = "None"
  1295. ;equiv_dupl    =
  1296. ;equiv_repl    =
  1297. obsolete_by    = "None"
  1298. is_wonder    = 1
  1299. build_cost    = 600
  1300. upkeep        = 0
  1301. sabotage    = 0
  1302. effect        =
  1303.     { "name", "range", "survives"
  1304.       "Reveal_Map", "Player", 0
  1305.       "Enable_Space", "World", 1
  1306.     }
  1307. sound        = "w_apollo_program"
  1308. sound_alt    = "w_generic"
  1309. helptext    = _("\
  1310. Entire map becomes visible for the player who owns it. \
  1311.  It allows all players to start building spaceship parts (assuming\
  1312.  they have researched the necessary technologies).\
  1313. ")
  1314.  
  1315. [building_asmiths_trading_co]
  1316. name        = _("A.Smith's Trading Co.")
  1317. tech_req    = "Economics"
  1318. bldg_req    = "None"
  1319. graphic        = "b.asmiths_trading_co"
  1320. graphic_alt    = "-"
  1321. ;terr_gate    =
  1322. ;spec_gate    =
  1323. equiv_range    = "Player"
  1324. ;equiv_dupl    =
  1325. ;equiv_repl    =
  1326. obsolete_by    = "None"
  1327. is_wonder    = 1
  1328. build_cost    = 400
  1329. upkeep        = 0
  1330. sabotage    = 0
  1331. effect        =
  1332.     { "name", "range", "value"
  1333.       "Upkeep_Free", "Player", 1
  1334.     }
  1335. sound        = "w_asmiths_trading_co"
  1336. sound_alt    = "w_generic"
  1337. helptext    = _("\
  1338. City improvements which would normally have an upkeep of 1 are free\
  1339.  of upkeep, for all cities.\
  1340. ")
  1341.  
  1342. [building_colossus]
  1343. name        = _("Colossus")
  1344. tech_req    = "Bronze Working"
  1345. bldg_req    = "None"
  1346. graphic        = "b.colossus"
  1347. graphic_alt    = "-"
  1348. ;terr_gate    =
  1349. ;spec_gate    =
  1350. equiv_range    = "City"
  1351. ;equiv_dupl    =
  1352. ;equiv_repl    =
  1353. obsolete_by    = "Flight"
  1354. is_wonder    = 1
  1355. build_cost    = 200
  1356. upkeep        = 0
  1357. sabotage    = 0
  1358. effect        =
  1359.     { "name", "value"
  1360.       "Trade_Inc_Tile", 1
  1361.     }
  1362. sound        = "w_colossus"
  1363. sound_alt    = "w_generic"
  1364. helptext    = _("\
  1365. Each square around the city where this wonder is built that is already\
  1366.  generating some trade produces one extra trade resource.\
  1367. ")
  1368.  
  1369. [building_copernicus_observatory]
  1370. name        = _("Copernicus' Observatory")
  1371. tech_req    = "Astronomy"
  1372. bldg_req    = "None"
  1373. graphic        = "b.copernicus_observatory"
  1374. graphic_alt    = "-"
  1375. ;terr_gate    =
  1376. ;spec_gate    =
  1377. equiv_range    = "City"
  1378. ;equiv_dupl    =
  1379. ;equiv_repl    =
  1380. obsolete_by    = "None"
  1381. is_wonder    = 1
  1382. build_cost    = 300
  1383. upkeep        = 0
  1384. sabotage    = 0
  1385. effect        =
  1386.     { "name", "value"
  1387.       "Science_Bonus", 50
  1388.     }
  1389. sound        = "w_copernicus_observatory"
  1390. sound_alt    = "w_generic"
  1391. ; /* xgettext:no-c-format */
  1392. helptext    = _("\
  1393. Boosts science production by 50% in the city where it is built.\
  1394. ")
  1395.  
  1396. [building_cure_for_cancer]
  1397. name        = _("Cure For Cancer")
  1398. tech_req    = "Genetic Engineering"
  1399. bldg_req    = "None"
  1400. graphic        = "b.cure_for_cancer"
  1401. graphic_alt    = "-"
  1402. ;terr_gate    =
  1403. ;spec_gate    =
  1404. equiv_range    = "Player"
  1405. ;equiv_dupl    =
  1406. ;equiv_repl    =
  1407. obsolete_by    = "None"
  1408. is_wonder    = 1
  1409. build_cost    = 600
  1410. upkeep        = 0
  1411. sabotage    = 0
  1412. effect        =
  1413.     { "name", "range", "value"
  1414.       "Force_Content", "Player", 1
  1415.     }
  1416. sound        = "w_cure_for_cancer"
  1417. sound_alt    = "w_generic"
  1418. helptext    = _("\
  1419. This stunning technological achievement makes one unhappy\
  1420.  citizen content in all cities.\
  1421. ")
  1422.  
  1423. [building_darwins_voyage]
  1424. name        = _("Darwin's Voyage")
  1425. tech_req    = "Railroad"
  1426. bldg_req    = "None"
  1427. graphic        = "b.darwins_voyage"
  1428. graphic_alt    = "-"
  1429. ;terr_gate    =
  1430. ;spec_gate    =
  1431. equiv_range    = "None"
  1432. ;equiv_dupl    =
  1433. ;equiv_repl    =
  1434. obsolete_by    = "None"
  1435. is_wonder    = 1
  1436. build_cost    = 300
  1437. upkeep        = 0
  1438. sabotage    = 0
  1439. effect        =
  1440.     { "name", "range", "value"
  1441.       "Give_Imm_Tech", "Player", 2
  1442.     }
  1443. sound        = "w_darwins_voyage"
  1444. sound_alt    = "w_generic"
  1445. helptext    = _("\
  1446. Charles Darwin's voyage sparked the discovery of the evolution\
  1447.  of the species, which inspired greater confidence in science.\
  1448.  Gives two immediate technology advances.\
  1449. ")
  1450.  
  1451. [building_eiffel_tower]
  1452. name        = _("Eiffel Tower")
  1453. tech_req    = "Never"        ; "Steam Engine"
  1454. bldg_req    = "None"
  1455. graphic        = "b.eiffel_tower"
  1456. graphic_alt    = "-"
  1457. ;terr_gate    =
  1458. ;spec_gate    =
  1459. equiv_range    = "None"
  1460. ;equiv_dupl    =
  1461. ;equiv_repl    =
  1462. obsolete_by    = "None"
  1463. is_wonder    = 1
  1464. build_cost    = 300
  1465. upkeep        = 0
  1466. sabotage    = 0
  1467. sound        = "w_eiffel_tower"
  1468. sound_alt    = "w_generic"
  1469. ; /* xgettext:no-c-format */
  1470. helptext    = _("\
  1471. When built, every civilization's attitude toward you is improved\
  1472.  by 25%.\
  1473. ")
  1474. ; NOTE:
  1475. ; Not implemented.
  1476.  
  1477. [building_great_library]
  1478. name        = _("Great Library")
  1479. tech_req    = "Literacy"
  1480. bldg_req    = "None"
  1481. graphic        = "b.great_library"
  1482. graphic_alt    = "-"
  1483. ;terr_gate    =
  1484. ;spec_gate    =
  1485. equiv_range    = "None"
  1486. ;equiv_dupl    =
  1487. ;equiv_repl    =
  1488. obsolete_by    = "Electricity"
  1489. is_wonder    = 1
  1490. build_cost    = 300
  1491. upkeep        = 0
  1492. sabotage    = 0
  1493. effect        =
  1494.     { "name", "range", "value"
  1495.       "Tech_Parasite", "Player", 2
  1496.     }
  1497. sound        = "w_great_library"
  1498. sound_alt    = "w_generic"
  1499. helptext    = _("\
  1500. The civilization which builds the Great Library gets every advance\
  1501.  that at least two other civilizations have achieved.\
  1502. ")
  1503.  
  1504. [building_great_wall]
  1505. name        = _("Great Wall")
  1506. tech_req    = "Masonry"
  1507. bldg_req    = "None"
  1508. graphic        = "b.great_wall"
  1509. graphic_alt    = "-"
  1510. ;terr_gate    =
  1511. ;spec_gate    =
  1512. equiv_range    = "Player"
  1513. ;equiv_dupl    =
  1514. ;equiv_repl    =
  1515. obsolete_by    = "Metallurgy"
  1516. is_wonder    = 1
  1517. build_cost    = 300
  1518. upkeep        = 0
  1519. sabotage    = 0
  1520. effect        =
  1521.     { "name", "range", "value", "equiv"
  1522.       "Land_Defend", "Player", 200, "Defenders"
  1523.       "Unit_No_Lose_Pop", "Player"
  1524.     }
  1525. sound        = "w_great_wall"
  1526. sound_alt    = "w_generic"
  1527. helptext    = _("\
  1528. Works as a City Wall in all cities.\
  1529. ")
  1530. ; NOTE:
  1531. ; In Civ2 enemies are forced to offer cease-fire or peace.
  1532.  
  1533. [building_hanging_gardens]
  1534. name        = _("Hanging Gardens")
  1535. tech_req    = "Pottery"
  1536. bldg_req    = "None"
  1537. graphic        = "b.hanging_gardens"
  1538. graphic_alt    = "-"
  1539. ;terr_gate    =
  1540. ;spec_gate    =
  1541. equiv_range    = "Player"
  1542. ;equiv_dupl    =
  1543. ;equiv_repl    =
  1544. obsolete_by    = "Railroad"
  1545. is_wonder    = 1
  1546. build_cost    = 200
  1547. upkeep        = 0
  1548. sabotage    = 0
  1549. effect        =
  1550.     { "name", "range", "value"
  1551.       "Make_Happy", "Player", 1
  1552.       "Make_Happy", "City", 2
  1553.     }
  1554. sound        = "w_hanging_gardens"
  1555. sound_alt    = "w_generic"
  1556. helptext    = _("\
  1557. Makes one content citizen happy in every city. Makes two extra\
  1558.  content citizens happy in the city containing the Hanging Gardens\
  1559.  (that is, a total of 3).  In the unlikely event where there are no\
  1560.  content citizens to get the effect of Hanging Gardens, the wonder\
  1561.  applies to unhappy citizens (making them content instead).\
  1562. ")
  1563.  
  1564. [building_hoover_dam]
  1565. name        = _("Hoover Dam")
  1566. tech_req    = "Electronics"
  1567. bldg_req    = "None"
  1568. graphic        = "b.hoover_dam"
  1569. graphic_alt    = "-"
  1570. ;terr_gate    =
  1571. ;spec_gate    =
  1572. equiv_range    = "Player"
  1573. ;equiv_dupl    =
  1574. ;equiv_repl    =
  1575. obsolete_by    = "None"
  1576. is_wonder    = 1
  1577. build_cost    = 600
  1578. upkeep        = 0
  1579. sabotage    = 0
  1580. effect        =
  1581.     { "name", "range", "value", "equiv", "req_type", "req"
  1582.       "Prod_Bonus", "Player", 25, "Generators", "Building", "Factory"
  1583.       "Prod_Bonus", "Player", 25, "Generators", "Building", "Mfg. Plant"
  1584.       "Pollu_Prod_Pct", "Player", -50, "Janitors"
  1585.     }
  1586. sound        = "w_hoover_dam"
  1587. sound_alt    = "w_generic"
  1588. helptext    = _("\
  1589. Works as if you had a Hydro Plant in every city.  (This reduces\
  1590.  pollution and increases the effects of Factories and Mfg. Plants.)\
  1591. ")
  1592.  
  1593. [building_isaac_newtons_college]
  1594. name        = _("Isaac Newton's College")
  1595. tech_req    = "Theory of Gravity"
  1596. bldg_req    = "None"
  1597. graphic        = "b.isaac_newtons_college"
  1598. graphic_alt    = "-"
  1599. ;terr_gate    =
  1600. ;spec_gate    =
  1601. equiv_range    = "City"
  1602. ;equiv_dupl    =
  1603. ;equiv_repl    =
  1604. obsolete_by    = "None"
  1605. is_wonder    = 1
  1606. build_cost    = 400
  1607. upkeep        = 0
  1608. sabotage    = 0
  1609. effect        =
  1610.     { "name", "value"
  1611.       "Science_Bonus", 100
  1612.     }
  1613. sound        = "w_isaac_newtons_college"
  1614. sound_alt    = "w_generic"
  1615. ; /* xgettext:no-c-format */
  1616. helptext    = _("\
  1617. Boosts science production by 100% in the city where it is built.\
  1618. ")
  1619.  
  1620. [building_js_bachs_cathedral]
  1621. name        = _("J.S. Bach's Cathedral")
  1622. tech_req    = "Theology"
  1623. bldg_req    = "None"
  1624. graphic        = "b.js_bachs_cathedral"
  1625. graphic_alt    = "-"
  1626. ;terr_gate    =
  1627. ;spec_gate    =
  1628. equiv_range    = "Player"
  1629. ;equiv_dupl    =
  1630. ;equiv_repl    =
  1631. obsolete_by    = "None"
  1632. is_wonder    = 1
  1633. build_cost    = 400
  1634. upkeep        = 0
  1635. sabotage    = 0
  1636. effect        =
  1637.     { "name", "range", "value"
  1638.       "Force_Content", "Player", 2
  1639.     }
  1640. sound        = "w_js_bachs_cathedral"
  1641. sound_alt    = "w_generic"
  1642. helptext    = _("\
  1643. Makes two unhappy citizens content in every city.\
  1644. ")
  1645.  
  1646. [building_king_richards_crusade]
  1647. name        = _("King Richard's Crusade")
  1648. tech_req    = "Engineering"
  1649. bldg_req    = "None"
  1650. graphic        = "b.king_richards_crusade"
  1651. graphic_alt    = "-"
  1652. ;terr_gate    =
  1653. ;spec_gate    =
  1654. equiv_range    = "City"
  1655. ;equiv_dupl    =
  1656. ;equiv_repl    =
  1657. obsolete_by    = "Industrialization"
  1658. is_wonder    = 1
  1659. build_cost    = 300
  1660. upkeep        = 0
  1661. sabotage    = 0
  1662. effect        =
  1663.     { "name", "value"
  1664.       "Prod_Add_Tile", 1
  1665.     }
  1666. sound        = "w_king_richards_crusade"
  1667. sound_alt    = "w_generic"
  1668. helptext    = _("\
  1669. Adds one extra shield resource on every square around the city\
  1670.  where it is built.\
  1671. ")
  1672.  
  1673. [building_leonardos_workshop]
  1674. name        = _("Leonardo's Workshop")
  1675. tech_req    = "Invention"
  1676. bldg_req    = "None"
  1677. graphic        = "b.leonardos_workshop"
  1678. graphic_alt    = "-"
  1679. ;terr_gate    =
  1680. ;spec_gate    =
  1681. equiv_range    = "Player"
  1682. ;equiv_dupl    =
  1683. ;equiv_repl    =
  1684. obsolete_by    = "Automobile"
  1685. is_wonder    = 1
  1686. build_cost    = 400
  1687. upkeep        = 0
  1688. sabotage    = 0
  1689. effect        =
  1690.     { "name", "range", "value"
  1691.       "Upgrade_Unit", "Player", 1
  1692.     }
  1693. sound        = "w_leonardos_workshop"
  1694. sound_alt    = "w_generic"
  1695. helptext    = _("\
  1696. Upgrades one obsolete unit per game turn.\
  1697. ")
  1698.  
  1699. [building_lighthouse]
  1700. name        = _("Lighthouse")
  1701. tech_req    = "Map Making"
  1702. bldg_req    = "None"
  1703. graphic        = "b.lighthouse"
  1704. graphic_alt    = "-"
  1705. ;terr_gate    =
  1706. ;spec_gate    =
  1707. equiv_range    = "Player"
  1708. ;equiv_dupl    =
  1709. ;equiv_repl    =
  1710. obsolete_by    = "Magnetism"
  1711. is_wonder    = 1
  1712. build_cost    = 200
  1713. upkeep        = 0
  1714. sabotage    = 0
  1715. effect        =
  1716.     { "name", "range", "value"
  1717.       "Sea_Move", "Player", 1
  1718.       "No_Sink_Deep", "Player"
  1719.       "Sea_Veteran", "Player"
  1720.     }
  1721. sound        = "w_lighthouse"
  1722. sound_alt    = "w_generic"
  1723. helptext    = _("\
  1724. Gives all sea units 1 additional movement point and eliminates the\
  1725.  risk of losing Triremes on the high seas.  Makes all new sea units\
  1726.  veterans (for all cities).\
  1727. ")
  1728.  
  1729. [building_magellans_expedition]
  1730. name        = _("Magellan's Expedition")
  1731. tech_req    = "Navigation"
  1732. bldg_req    = "None"
  1733. graphic        = "b.magellans_expedition"
  1734. graphic_alt    = "-"
  1735. ;terr_gate    =
  1736. ;spec_gate    =
  1737. equiv_range    = "Player"
  1738. ;equiv_dupl    =
  1739. ;equiv_repl    =
  1740. obsolete_by    = "None"
  1741. is_wonder    = 1
  1742. build_cost    = 400
  1743. upkeep        = 0
  1744. sabotage    = 0
  1745. effect        =
  1746.     { "name", "range", "value"
  1747.       "Sea_Move", "Player", 2
  1748.     }
  1749. sound        = "w_magellans_expedition"
  1750. sound_alt    = "w_generic"
  1751. helptext    = _("\
  1752. Gives all sea units 2 additional movement points.\
  1753. ")
  1754.  
  1755. [building_manhattan_project]
  1756. name        = _("Manhattan Project")
  1757. tech_req    = "Nuclear Fission"
  1758. bldg_req    = "None"
  1759. graphic        = "b.manhattan_project"
  1760. graphic_alt    = "-"
  1761. ;terr_gate    =
  1762. ;spec_gate    =
  1763. equiv_range    = "None"
  1764. ;equiv_dupl    =
  1765. ;equiv_repl    =
  1766. obsolete_by    = "None"
  1767. is_wonder    = 1
  1768. build_cost    = 600
  1769. upkeep        = 0
  1770. sabotage    = 0
  1771. effect        =
  1772.     { "name", "range", "survives"
  1773.       "Enable_Nuke", "World", 1
  1774.     }
  1775. sound        = "w_manhattan_project"
  1776. sound_alt    = "w_generic"
  1777. ;helptext is set in client/helpdata.c:helptext_wonder()
  1778. ;helptext    =
  1779.  
  1780. [building_marco_polos_embassy]
  1781. name        = _("Marco Polo's Embassy")
  1782. tech_req    = "Trade"
  1783. bldg_req    = "None"
  1784. graphic        = "b.marco_polos_embassy"
  1785. graphic_alt    = "-"
  1786. ;terr_gate    =
  1787. ;spec_gate    =
  1788. equiv_range    = "None"
  1789. ;equiv_dupl    =
  1790. ;equiv_repl    =
  1791. obsolete_by    = "Communism"
  1792. is_wonder    = 1
  1793. build_cost    = 200
  1794. upkeep        = 0
  1795. sabotage    = 0
  1796. effect        =
  1797.     { "name", "range"
  1798.       "Have_Embassies", "Player"
  1799.     }
  1800. sound        = "w_marco_polos_embassy"
  1801. sound_alt    = "w_generic"
  1802. helptext    = _("\
  1803. The player who owns it gets an embassy with all players.\
  1804. ")
  1805.  
  1806. [building_michelangelos_chapel]
  1807. name        = _("Michelangelo's Chapel")
  1808. tech_req    = "Monotheism"
  1809. bldg_req    = "None"
  1810. graphic        = "b.michelangelos_chapel"
  1811. graphic_alt    = "-"
  1812. ;terr_gate    =
  1813. ;spec_gate    =
  1814. equiv_range    = "Player"
  1815. ;equiv_dupl    =
  1816. ;equiv_repl    =
  1817. obsolete_by    = "None"
  1818. is_wonder    = 1
  1819. build_cost    = 400
  1820. upkeep        = 0
  1821. sabotage    = 0
  1822. effect        =
  1823.     { "name", "range", "value", "equiv", "req_type", "req"
  1824.       "Make_Content", "Player", 3, "Cathedrals"
  1825.       "Make_Content", "Player", 1, "Cathedrals", "Tech", "Theology"
  1826.       "Make_Content", "Player", -1, "Cathedrals", "Tech", "Communism"
  1827.     }
  1828. sound        = "w_michelangelos_chapel"
  1829. sound_alt    = "w_generic"
  1830. helptext    = _("\
  1831. Counts as having a Cathedral in each of your cities.  This makes 3\
  1832.  unhappy citizens content in each city.  The discovery of Theology\
  1833.  increases the effect of a Cathedral, making an additional unhappy\
  1834.  citizen content.  The discovery of Communism lessens the effect of\
  1835.  a Cathedral, reducing by one the number of unhappy citizens made\
  1836.  content.\
  1837. ")
  1838.  
  1839. [building_oracle]
  1840. name        = _("Oracle")
  1841. tech_req    = "Mysticism"
  1842. bldg_req    = "None"
  1843. graphic        = "b.oracle"
  1844. graphic_alt    = "-"
  1845. ;terr_gate    =
  1846. ;spec_gate    =
  1847. equiv_range    = "Player"
  1848. ;equiv_dupl    =
  1849. ;equiv_repl    =
  1850. obsolete_by    = "Theology"
  1851. is_wonder    = 1
  1852. build_cost    = 300
  1853. upkeep        = 0
  1854. sabotage    = 0
  1855. effect        =
  1856.     { "name", "range", "value", "req_type", "req"
  1857. ; BUG: this will give the wrong results if the player has oracle but not
  1858. ; Mysticism
  1859.       "Make_Content", "Player", 2, "Building", "Temple"
  1860.     }
  1861. sound        = "w_oracle"
  1862. sound_alt    = "w_generic"
  1863. helptext    = _("\
  1864. Doubles the effect of Temples, in all cities.\
  1865. ")
  1866.  
  1867. [building_pyramids]
  1868. name        = _("Pyramids")
  1869. tech_req    = "Masonry"
  1870. bldg_req    = "None"
  1871. graphic        = "b.pyramids"
  1872. graphic_alt    = "-"
  1873. ;terr_gate    =
  1874. ;spec_gate    =
  1875. equiv_range    = "Player"
  1876. ;equiv_dupl    =
  1877. ;equiv_repl    =
  1878. obsolete_by    = "None"
  1879. is_wonder    = 1
  1880. build_cost    = 200
  1881. upkeep        = 0
  1882. sabotage    = 0
  1883. effect        =
  1884.     { "name", "value", "range", "equiv"
  1885.       "Growth_Food", 50, "Player", "Granaries"
  1886.     }
  1887. sound        = "w_pyramids"
  1888. sound_alt    = "w_generic"
  1889. helptext    = _("\
  1890. Counts as having a Granary in every city.\
  1891. ")
  1892.  
  1893. [building_seti_program]
  1894. name        = _("SETI Program")
  1895. tech_req    = "Computers"
  1896. bldg_req    = "None"
  1897. graphic        = "b.seti_program"
  1898. graphic_alt    = "-"
  1899. ;terr_gate    =
  1900. ;spec_gate    =
  1901. equiv_range    = "Player"
  1902. ;equiv_dupl    =
  1903. ;equiv_repl    =
  1904. obsolete_by    = "None"
  1905. is_wonder    = 1
  1906. build_cost    = 600
  1907. upkeep        = 0
  1908. sabotage    = 0
  1909. effect        =
  1910.     { "name", "range", "value", "equiv", "req_type", "req"
  1911.       "Science_Bonus", "Player", 50, "Labs", "Building", "Library"
  1912.     }
  1913. sound        = "w_seti_program"
  1914. sound_alt    = "w_generic"
  1915. helptext    = _("\
  1916. Boosts science production in each city with a Library by 50%. \
  1917.  (Counts as having a Research Lab in all of your cities.)\
  1918. ")
  1919.  
  1920. [building_shakespeares_theatre]
  1921. name        = _("Shakespeare's Theatre")
  1922. tech_req    = "Medicine"
  1923. bldg_req    = "None"
  1924. graphic        = "b.shakespeares_theatre"
  1925. graphic_alt    = "-"
  1926. ;terr_gate    =
  1927. ;spec_gate    =
  1928. equiv_range    = "City"
  1929. ;equiv_dupl    =
  1930. ;equiv_repl    =
  1931. obsolete_by    = "None"
  1932. is_wonder    = 1
  1933. build_cost    = 300
  1934. upkeep        = 0
  1935. sabotage    = 0
  1936. effect        =
  1937.     { "name"
  1938.       "No_Unhappy"
  1939.     }
  1940. sound        = "w_shakespeares_theatre"
  1941. sound_alt    = "w_generic"
  1942. helptext    = _("\
  1943. Makes all unhappy citizens content, in the city where it is located.\
  1944. ")
  1945.  
  1946. [building_statue_of_liberty]
  1947. name        = _("Statue of Liberty")
  1948. tech_req    = "Democracy"
  1949. bldg_req    = "None"
  1950. graphic        = "b.statue_of_liberty"
  1951. graphic_alt    = "-"
  1952. ;terr_gate    =
  1953. ;spec_gate    =
  1954. equiv_range    = "None"
  1955. ;equiv_dupl    =
  1956. ;equiv_repl    =
  1957. obsolete_by    = "None"
  1958. is_wonder    = 1
  1959. build_cost    = 400
  1960. upkeep        = 0
  1961. sabotage    = 0
  1962. effect        =
  1963.     { "name", "range"
  1964.       "Any_Government", "Player"
  1965.       "No_Anarchy", "Player"
  1966.     }
  1967. sound        = "w_statue_of_liberty"
  1968. sound_alt    = "w_generic"
  1969. helptext    = _("\
  1970. Allows you to choose any government, including those that have not yet\
  1971.  been researched by your civilization, and without the transition\
  1972.  period of Anarchy.\
  1973. ")
  1974.  
  1975. [building_sun_tzus_war_academy]
  1976. name        = _("Sun Tzu's War Academy")
  1977. tech_req    = "Feudalism"
  1978. bldg_req    = "None"
  1979. graphic        = "b.sun_tzus_war_academy"
  1980. graphic_alt    = "-"
  1981. ;terr_gate    =
  1982. ;spec_gate    =
  1983. equiv_range    = "Player"
  1984. ;equiv_dupl    =
  1985. ;equiv_repl    =
  1986. obsolete_by    = "Mobile Warfare"
  1987. is_wonder    = 1
  1988. build_cost    = 300
  1989. upkeep        = 0
  1990. sabotage    = 0
  1991. effect        =
  1992.     { "name", "range", "value"
  1993.       "Land_Veteran", "Player"
  1994.       "Land_Vet_Combat", "Player", 100
  1995.     }
  1996. sound        = "w_sun_tzus_war_academy"
  1997. sound_alt    = "w_generic"
  1998. helptext    = _("\
  1999. All your new ground units become veterans (for all cities). \
  2000.  The chance of a unit becoming a veteran after a battle increases\
  2001.  from 50% to 100%.\
  2002. ")
  2003.  
  2004. [building_united_nations]
  2005. name        = _("United Nations")
  2006. tech_req    = "Communism"
  2007. bldg_req    = "None"
  2008. graphic        = "b.united_nations"
  2009. graphic_alt    = "-"
  2010. ;terr_gate    =
  2011. ;spec_gate    =
  2012. equiv_range    = "Player"
  2013. ;equiv_dupl    =
  2014. ;equiv_repl    =
  2015. obsolete_by    = "None"
  2016. is_wonder    = 1
  2017. build_cost    = 600
  2018. upkeep        = 0
  2019. sabotage    = 0
  2020. effect        =
  2021.     { "name", "range", "value"
  2022.       "Unit_Recover", "Player", 2
  2023.     }
  2024. sound        = "w_united_nations"
  2025. sound_alt    = "w_generic"
  2026. helptext    = _("\
  2027. Units regain two extra hitpoints per turn.\
  2028. ")
  2029. ; NOTE: 
  2030. ; This does not match Civ1 or Civ2, but diplomatic effects are 
  2031. ; not very effective in multiplayer, and hitpoints effects do not
  2032. ; apply for Civ1.  Note in Civ1 Pyramids have a gov-change effect,
  2033. ; but become obsolete, and the Statue of Liberty does not exist.
  2034. ; NOTE:
  2035. ; In Civ2 this provides embassies, forces peaceful enemies and
  2036. ; allows Democracy to declare war 50% of the time.
  2037.  
  2038. [building_womens_suffrage]
  2039. name        = _("Women's Suffrage")
  2040. tech_req    = "Industrialization"
  2041. bldg_req    = "None"
  2042. graphic        = "b.womens_suffrage"
  2043. graphic_alt    = "-"
  2044. ;terr_gate    =
  2045. ;spec_gate    =
  2046. equiv_range    = "Player"
  2047. ;equiv_dupl    =
  2048. ;equiv_repl    =
  2049. obsolete_by    = "None"
  2050. is_wonder    = 1
  2051. build_cost    = 600
  2052. upkeep        = 0
  2053. sabotage    = 0
  2054. effect        =
  2055.     { "name", "range", "value", "equiv", "req_type", "req"
  2056.       "Make_Content_Mil", "Player", 1, "Peacekeepers", "Gov", "Republic"
  2057.       "Make_Content_Mil", "Player", 2, "Peacekeepers", "Gov", "Democracy"
  2058.     }
  2059. sound        = "w_womens_suffrage"
  2060. sound_alt    = "w_generic"
  2061. helptext    = _("\
  2062. Counts as a Police Station in every city.  (That is, for each city,\
  2063.  reduces unhappiness for military units outside the city by 2 under\
  2064.  Democracy and 1 under Republic.  This wonder has no effect under\
  2065.  other governments.)\
  2066. ")
  2067.  
  2068. [building_capitalization]
  2069. name        = _("Capitalization")
  2070. tech_req    = "The Corporation"
  2071. bldg_req    = "None"
  2072. graphic        = "b.capitalization"
  2073. graphic_alt    = "-"
  2074. ;terr_gate    =
  2075. ;spec_gate    =
  2076. equiv_range    = "City"
  2077. ;equiv_dupl    =
  2078. ;equiv_repl    =
  2079. obsolete_by    = "None"
  2080. is_wonder    = 0
  2081. build_cost    = 999
  2082. upkeep        = 0
  2083. sabotage    = 0
  2084. effect        =
  2085.     { "name"
  2086.       "Prod_To_Gold"
  2087.     }
  2088. helptext    = _("\
  2089. This is not a normal improvement.  Instead, setting a city's\
  2090.  production to Capitalization means its shield production is\
  2091.  converted to tax output (money).\
  2092. ")
  2093.  
  2094.  
  2095. [b_special]
  2096.  
  2097. ; Special values:
  2098.  
  2099. aqueduct_size=8;
  2100. default="Capitalization"
  2101.  
  2102. ; FIXME: remove all of the following when gen-impr implemented...
  2103.  
  2104. ; Techs which modify building effects:
  2105.  
  2106. cathedral_plus="Theology"
  2107. cathedral_minus="Communism"
  2108. colosseum_plus="Electricity"
  2109. temple_plus="Mysticism"
  2110.