2263 lines
61 KiB
Plaintext
2263 lines
61 KiB
Plaintext
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; Modifying this file:
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; You should not modify this file except to make bugfixes or
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; for other "maintenance". If you want to make custom changes,
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; you should create a new datadir subdirectory and copy this file
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; into that directory, and then modify that copy. Then use the
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; command "rulesetdir <mysubdir>" in the server to have freeciv
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; use your new customized file.
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; Note that the freeciv AI may not cope well with anything more
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; than minor changes.
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[datafile]
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description = "Civ2Civ3 buildings data for Freeciv"
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options = "+Freeciv-3.2-ruleset web-compatible"
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format_version = 30
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[control]
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; Names for custom building flags. There can be up to 8 of these.
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; name = rule name; In some circumstances user may see this
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; as part of some sentences, so try to make it descriptive
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; and sensible.
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; helptxt = displayed in the help for building types with this flag
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; (optional)
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building_flags =
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{ "name", "helptxt"
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"Barracks"
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}
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; /* <-- avoid gettext warnings
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;
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; Below: The individual buildings, one per section.
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; (Buildings = City Improvements and Wonders)
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;
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; The actual tag used (the * in [building_*]) does not matter, except
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; it must be unique within this file, and it may be used in debug
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; output when reading this file.
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;
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; Notes:
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;
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; name = translatable name as seen by user
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; rule_name = (optional) internal name for savegames, rulesets etc; if
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; not present, "name" is used for this purpose too. Since
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; the name used in savegames must not change, if you want
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; to rename an item after a ruleset has been released, you
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; should set "rule_name" to the original value of "name".
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; genus = genus; one of:
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; "GreatWonder", "SmallWonder", "Improvement", "Special",
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; or "Convert".
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; reqs = requirements to build the building (see effects.ruleset
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; and README.effects for help on requirements)
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; graphic = icon of improvement (used in city dialog)
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; graphic_alt = alternate icon of improvement
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; graphic_alt2 = second alternative icon.
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; obsolete_by = requirements for the building to become obsolete
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; build_cost = production shields required to build
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; upkeep = monetary upkeep value
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; sabotage = percent chance of diplomat sabotage being successful
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; sound = tag of the sound to play when building finished
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; sound_alt = alternate sound tag
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; sound_alt2 = second alternative sound tag
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; flags = special flag strings
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;
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; ** Building flags **
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; "VisibleByOthers" = Anyone who can see your city knows whether it has
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; this improvement. (Great and small wonders are
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; always visible.)
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; "SaveSmallWonder" = If you lose the city with this building in, and the
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; "savepalace" server setting is enabled, another will
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; be built for free in a random city.
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; Should only be used with genus "SmallWonder".
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; "Gold" = Not a real building; production turned into gold
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; indefinitely (capitalization/coinage).
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; Genus should be "Convert".
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; "DisasterProof" = Disasters never destroy this building. Is meaningful
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; only for genus "Improvement" buildings as others are
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; automatically disaster proof.
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;
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; */ <-- avoid gettext warnings
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[building_airport]
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name = _("Airport")
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genus = "Improvement"
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reqs =
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{ "type", "name", "range"
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"Tech", "Radio", "Player"
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}
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graphic = "b.airport"
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graphic_alt = "-"
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graphic_alt2 = "-"
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obsolete_by =
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{ "type", "name", "range"
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}
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build_cost = 120
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upkeep = 3
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sabotage = 100
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sound = "b_airport"
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sound_alt = "b_generic"
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sound_alt2 = "-"
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helptext = _("\
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Allows a city to produce veteran air units (including helicopters and\
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missiles).\
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Also, damaged air units (again, including helicopters) which stay in\
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town for one full turn without moving are completely restored.\
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"), _("\
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Two cities with Airports can airlift one unit per turn (including\
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aircraft). Airlifting instantly transports the unit from one city\
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to another and will use all of the unit's movement points. A unit\
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must have some movement points left to be airlifted, and cannot\
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carry cargo.\
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")
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[building_aqueduct]
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name = _("Aqueduct")
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genus = "Improvement"
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reqs =
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{ "type", "name", "range", "present"
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"Tech", "Construction", "Player", TRUE
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"Extra", "River", "Adjacent", FALSE
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"Terrain", "Lake", "Adjacent", FALSE
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}
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graphic = "b.aqueduct"
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graphic_alt = "-"
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graphic_alt2 = "-"
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obsolete_by =
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{ "type", "name", "range"
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}
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build_cost = 60
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upkeep = 1
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sabotage = 100
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sound = "b_aqueduct"
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sound_alt = "b_generic"
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sound_alt2 = "-"
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helptext = _("\
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Allows a city to grow larger than size 8. (A Sewer System is required \
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for a city to grow larger than size 16.)\
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"),
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; /* xgettext:no-c-format */
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_("\
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These larger cities enjoy increased defense (+50%) against both land and \
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sea units; however, such large settlements have a small risk of fire, \
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which can destroy buildings in the city.\
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"),
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; /* xgettext:no-c-format */
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_("\
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Starting at size 5, growing cities incur an increasing risk of plague \
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due to overcrowding; an Aqueduct reduces that base chance by 30%.\
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"), _("\
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Building an Aqueduct in a city without access to a lake or river requires \
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knowledge of Construction, and it costs more to build and maintain.\
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")
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[building_aqueduct_lake]
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name = _("Aqueduct, Lake")
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genus = "Improvement"
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reqs =
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{ "type", "name", "range"
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"Terrain", "Lake", "Adjacent"
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}
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graphic = "b.aqueduct"
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graphic_alt = "-"
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graphic_alt2 = "-"
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obsolete_by =
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{ "type", "name", "range"
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}
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build_cost = 20
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upkeep = 0
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sabotage = 100
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sound = "b_aqueduct"
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sound_alt = "b_generic"
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sound_alt2 = "-"
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helptext = _("\
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Allows a city to grow larger than size 8. (A Sewer System is required \
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for a city to grow larger than size 16.)\
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"),
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; /* xgettext:no-c-format */
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_("\
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These larger cities enjoy increased defense (+50%) against both land and \
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sea units; however, such large settlements have a small risk of fire, \
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which can destroy buildings in the city.\
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"),
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; /* xgettext:no-c-format */
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_("\
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Starting at size 5, growing cities incur an increasing risk of plague \
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due to overcrowding; an Aqueduct reduces that base chance by 30%.\
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"), _("\
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Aqueducts in cities with access to a lake require no special technology and \
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are cheap to build and maintain.\
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")
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[building_aqueduct_river]
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name = _("Aqueduct, River")
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genus = "Improvement"
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reqs =
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{ "type", "name", "range", "present"
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"Extra", "River", "Adjacent", TRUE
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"Terrain", "Lake", "Adjacent", FALSE
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}
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graphic = "b.aqueduct"
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graphic_alt = "-"
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graphic_alt2 = "-"
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obsolete_by =
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{ "type", "name", "range"
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}
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build_cost = 20
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upkeep = 0
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sabotage = 100
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sound = "b_aqueduct"
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sound_alt = "b_generic"
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sound_alt2 = "-"
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helptext = _("\
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Allows a city to grow larger than size 8. (A Sewer System is required \
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for a city to grow larger than size 16.)\
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"),
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; /* xgettext:no-c-format */
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_("\
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These larger cities enjoy increased defense (+50%) against both land and \
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sea units; however, such large settlements have a small risk of fire, \
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which can destroy buildings in the city.\
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"),
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; /* xgettext:no-c-format */
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_("\
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Starting at size 5, growing cities incur an increasing risk of plague \
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due to overcrowding; an Aqueduct reduces that base chance by 30%.\
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"), _("\
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Aqueducts in cities with access to a river require no special technology and \
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are cheap to build and maintain.\
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")
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[building_bank]
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name = _("Bank")
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genus = "Improvement"
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reqs =
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{ "type", "name", "range"
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"Tech", "Banking", "Player"
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"Building", "Marketplace", "City"
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}
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graphic = "b.bank"
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graphic_alt = "-"
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graphic_alt2 = "-"
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obsolete_by =
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{ "type", "name", "range"
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}
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build_cost = 80
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upkeep = 1
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sabotage = 100
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sound = "b_bank"
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sound_alt = "b_generic"
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sound_alt2 = "-"
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; /* xgettext:no-c-format */
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helptext = _("\
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Increases the luxury and tax output in a city by an additional 50%. \
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With both a Bank and a Marketplace in a city, the total bonus is 100%.\
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")
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[building_barracks]
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name = _("Barracks")
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genus = "Improvement"
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reqs =
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{ "type", "name", "range"
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}
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graphic = "b.barracks_i"
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graphic_alt = "-"
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graphic_alt2 = "-"
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obsolete_by =
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{ "type", "name", "range"
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"Tech", "Gunpowder", "Player"
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"Building", "Barracks II", "City"
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"Building", "Barracks III", "City"
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}
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build_cost = 30
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upkeep = 1
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sabotage = 100
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sound = "b_barracks_i"
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sound_alt = "b_generic"
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sound_alt2 = "-"
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flags = "Barracks"
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; /* xgettext:no-c-format */
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helptext = _("\
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With a Barracks, each new military land unit built in a city will\
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automatically have Veteran status, which means that its attack and\
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defense strengths are increased by 50%.\
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"), _("\
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Also, damaged land units which stay in town for one full turn\
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without moving are completely restored.\
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")
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[building_barracks_ii]
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name = _("Barracks II")
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genus = "Improvement"
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reqs =
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{ "type", "name", "range"
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"Tech", "Gunpowder", "Player"
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}
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graphic = "b.barracks_ii"
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graphic_alt = "b.barracks_i"
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graphic_alt2 = "-"
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obsolete_by =
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{ "type", "name", "range"
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"Tech", "Mobile Warfare", "Player"
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"Building", "Barracks III", "City"
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}
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build_cost = 30
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upkeep = 1
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sabotage = 100
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sound = "b_barracks_ii"
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sound_alt = "b_generic"
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sound_alt2 = "-"
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flags = "Barracks"
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; /* xgettext:no-c-format */
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helptext = _("\
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With a Barracks, each new military land unit built in a city will\
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automatically have Veteran status, which means that its attack and\
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defense strengths are increased by 50%.\
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"), _("\
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Also, damaged land units which stay in town for one full turn\
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without moving are completely restored.\
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")
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[building_barracks_iii]
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name = _("Barracks III")
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genus = "Improvement"
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reqs =
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{ "type", "name", "range"
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"Tech", "Mobile Warfare", "Player"
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}
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graphic = "b.barracks_iii"
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graphic_alt = "b.barracks_i"
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graphic_alt2 = "-"
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obsolete_by =
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{ "type", "name", "range"
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}
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build_cost = 30
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upkeep = 1
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sabotage = 100
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sound = "b_barracks_iii"
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sound_alt = "b_generic"
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sound_alt2 = "-"
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flags = "Barracks"
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; /* xgettext:no-c-format */
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helptext = _("\
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With a Barracks, each new military land unit built in a city will\
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automatically have Veteran status, which means that its attack and\
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defense strengths are increased by 50%.\
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"), _("\
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Also, damaged land units which stay in town for one full turn\
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without moving are completely restored.\
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")
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[building_cathedral]
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name = _("Cathedral")
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genus = "Improvement"
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reqs =
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{ "type", "name", "range"
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"Tech", "Monotheism", "Player"
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"Building", "Temple", "City"
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}
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graphic = "b.cathedral"
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graphic_alt = "-"
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graphic_alt2 = "-"
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obsolete_by =
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{ "type", "name", "range"
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}
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build_cost = 80
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upkeep = 3
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sabotage = 100
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sound = "b_cathedral"
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sound_alt = "b_generic"
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sound_alt2 = "-"
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helptext = _("\
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A Cathedral makes 3 unhappy citizens content in a city, making it \
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easier to maintain order in that city; however, it does not affect \
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citizens made unhappy by aggression. Knowledge of Theology \
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increases the effect of a Cathedral, making an additional unhappy \
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citizen content, except under Communism.\
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")
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[building_city_walls]
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name = _("City Walls")
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genus = "Improvement"
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flags = "VisibleByOthers"
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reqs =
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{ "type", "name", "range"
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"Tech", "Masonry", "Player"
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}
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graphic = "b.city_walls"
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graphic_alt = "-"
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graphic_alt2 = "-"
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obsolete_by =
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{ "type", "name", "range"
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}
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build_cost = 30
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upkeep = 0
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sabotage = 50
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sound = "b_city_walls"
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sound_alt = "b_generic"
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sound_alt2 = "-"
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; /* xgettext:no-c-format */
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helptext = _("\
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City Walls make it easier to defend a city. They add a +100% bonus to the \
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intrinsic defense strength of units within the city against land units \
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(that is a two-thirds increase for small cities, or a one-half increase \
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for cities larger than size 8), but are ineffective against airborne and \
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sea units. City Walls also prevent the loss of population which occurs \
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when a defending unit is defeated by a land unit.\
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")
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[building_coastal_defense]
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name = _("Coastal Defense")
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genus = "Improvement"
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reqs =
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{ "type", "name", "range"
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"Tech", "Navigation", "Player"
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"TerrainClass", "Oceanic", "Adjacent"
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}
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graphic = "b.coastal_defense"
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graphic_alt = "-"
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graphic_alt2 = "-"
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obsolete_by =
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{ "type", "name", "range"
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}
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build_cost = 60
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upkeep = 1
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sabotage = 100
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sound = "b_coastal_defense"
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sound_alt = "b_generic"
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sound_alt2 = "-"
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; /* xgettext:no-c-format */
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helptext = _("\
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Gives a +100% bonus to the intrinsic defense strength of units within \
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a city when defending against enemy ships. For small cities the defense \
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strength is doubled by this improvement; for cities larger than size 8, \
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it is increased by two-thirds.\
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")
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[building_colosseum]
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name = _("Amphitheater")
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rule_name = "Colosseum"
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genus = "Improvement"
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reqs =
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{ "type", "name", "range"
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"Tech", "Construction", "Player"
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}
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graphic = "b.colosseum"
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graphic_alt = "-"
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graphic_alt2 = "-"
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obsolete_by =
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{ "type", "name", "range"
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}
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build_cost = 70
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upkeep = 3
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sabotage = 100
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sound = "b_colosseum"
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sound_alt = "b_generic"
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sound_alt2 = "-"
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helptext = _("\
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Entertains the citizens of a city, making 3 unhappy citizens content. \
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(Four after the discovery of Electricity.) However, it does not\
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affect citizens made unhappy by military activity.\
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")
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[building_courthouse]
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name = _("Courthouse")
|
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genus = "Improvement"
|
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reqs =
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{ "type", "name", "range"
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"Tech", "Code of Laws", "Player"
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}
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graphic = "b.courthouse"
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graphic_alt = "-"
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graphic_alt2 = "-"
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obsolete_by =
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{ "type", "name", "range"
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}
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build_cost = 60
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upkeep = 1
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sabotage = 100
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sound = "b_courthouse"
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sound_alt = "b_generic"
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sound_alt2 = "-"
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helptext = _("\
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Halves all kinds of waste in a city (corruption, production waste, and \
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food waste). In your capital, corruption and production waste is \
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eliminated. A Granary together with a Courthouse in a city will \
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eliminate food waste.\
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|
"), _("\
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Also makes one unhappy citizen content (unless that citizen is unhappy \
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about military activity).\
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|
"), _("\
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A city with a Courthouse cannot be incited to revolt.\
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|
")
|
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[building_factory]
|
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name = _("Factory")
|
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genus = "Improvement"
|
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reqs =
|
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{ "type", "name", "range"
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"Tech", "Industrialization", "Player"
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}
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graphic = "b.factory"
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graphic_alt = "-"
|
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graphic_alt2 = "-"
|
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obsolete_by =
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{ "type", "name", "range"
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}
|
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build_cost = 140
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upkeep = 3
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sabotage = 100
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sound = "b_factory"
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sound_alt = "b_generic"
|
|
sound_alt2 = "-"
|
|
; /* xgettext:no-c-format */
|
|
helptext = _("\
|
|
Increases the shield production in a city by 25%, or 50% with an \
|
|
electrical plant of any kind in the same city.\
|
|
"), _("\
|
|
This increase in production may contribute significantly to \
|
|
pollution; a Factory also increases the pollution caused by the \
|
|
population of the city.\
|
|
")
|
|
|
|
[building_granary]
|
|
name = _("Granary")
|
|
genus = "Improvement"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Pottery", "Player"
|
|
}
|
|
graphic = "b.granary"
|
|
graphic_alt = "-"
|
|
graphic_alt2 = "-"
|
|
obsolete_by =
|
|
{ "type", "name", "range"
|
|
}
|
|
build_cost = 40
|
|
upkeep = 1
|
|
sabotage = 100
|
|
sound = "b_granary"
|
|
sound_alt = "b_generic"
|
|
sound_alt2 = "-"
|
|
helptext = _("\
|
|
When any small city grows or shrinks, 10 food points are saved; this \
|
|
helps cities to grow faster and more easily withstand famine. With a \
|
|
Granary this is extended to cities of size 4 and above. (10 food points \
|
|
is half what a small city needs to grow, but more points are needed \
|
|
for later growth steps.)\
|
|
"), _("\
|
|
A Granary also halves the food wasted in cities far from your capital. \
|
|
Together with a Courthouse it eliminates food waste.\
|
|
"), _("\
|
|
TIP: to maximise the speed with which a city grows, you should build a \
|
|
Granary before it grows larger than size 4.\
|
|
")
|
|
|
|
[building_harbor]
|
|
name = _("Harbor")
|
|
rule_name = "Harbour" ; en_GB spelling used originally
|
|
genus = "Improvement"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Seafaring", "Player"
|
|
"TerrainFlag", "Sea", "Adjacent"
|
|
}
|
|
graphic = "b.harbor"
|
|
graphic_alt = "b.harbour"
|
|
graphic_alt2 = "-"
|
|
obsolete_by =
|
|
{ "type", "name", "range"
|
|
}
|
|
build_cost = 40
|
|
upkeep = 1
|
|
sabotage = 100
|
|
sound = "b_harbor"
|
|
sound_alt = "b_harbour"
|
|
sound_alt2 = "b_generic"
|
|
helptext = _("\
|
|
Gives one extra food resource on all Ocean or Deep Ocean tiles (but \
|
|
not Lakes). The city needs to be coastal (next to one of these tiles) \
|
|
to build this improvement.\
|
|
")
|
|
|
|
[building_hydro_plant]
|
|
name = _("Hydro Plant")
|
|
genus = "Improvement"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Electronics", "Player"
|
|
"Building", "Factory", "City"
|
|
"Extra", "River", "Adjacent"
|
|
}
|
|
graphic = "b.hydro_plant"
|
|
graphic_alt = "-"
|
|
graphic_alt2 = "-"
|
|
obsolete_by =
|
|
{ "type", "name", "range"
|
|
}
|
|
build_cost = 180
|
|
upkeep = 4
|
|
sabotage = 100
|
|
sound = "b_hydro_plant"
|
|
sound_alt = "b_generic"
|
|
sound_alt2 = "-"
|
|
; /* xgettext:no-c-format */
|
|
helptext = _("\
|
|
Any kind of electrical plant increases the shield production \
|
|
effects of any Factory or Mfg. Plant in its city by 25% each. \
|
|
Thus, an electrical plant in combination with either a Factory \
|
|
or Mfg. Plant gives a 50% production bonus over \
|
|
the level without any of these improvements; an electrical plant, \
|
|
Factory, and Mfg. Plant together give a 100% production bonus. \
|
|
The extra production may lead to the city generating more \
|
|
pollution.\
|
|
"),
|
|
; /* xgettext:no-c-format */
|
|
_("\
|
|
However, a Hydro Plant also reduces the pollution associated with shield \
|
|
production to 50% of its normal value, or 25% in combination with a \
|
|
Recycling Center; pollution is reduced further for the player who owns \
|
|
the Hoover Dam. (A Hydro Plant's effect is the same as that of a \
|
|
Nuclear Plant; with the Hoover Dam, its effect is increased to that of \
|
|
a Solar Plant.)\
|
|
"), _("\
|
|
In each city, only one Power Plant, Hydro Plant, Nuclear Plant, or \
|
|
Solar Plant can take effect at any one time.\
|
|
")
|
|
|
|
[building_library]
|
|
name = _("Library")
|
|
genus = "Improvement"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Writing", "Player"
|
|
}
|
|
graphic = "b.library"
|
|
graphic_alt = "-"
|
|
graphic_alt2 = "-"
|
|
obsolete_by =
|
|
{ "type", "name", "range"
|
|
}
|
|
build_cost = 60
|
|
upkeep = 1
|
|
sabotage = 100
|
|
sound = "b_library"
|
|
sound_alt = "b_generic"
|
|
sound_alt2 = "-"
|
|
; /* xgettext:no-c-format */
|
|
helptext = _("\
|
|
Increases the science output in a city by 50%, or by 100% once the \
|
|
Great Library has been built by any player.\
|
|
")
|
|
|
|
[building_marketplace]
|
|
name = _("Marketplace")
|
|
genus = "Improvement"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Currency", "Player"
|
|
}
|
|
graphic = "b.marketplace"
|
|
graphic_alt = "-"
|
|
graphic_alt2 = "-"
|
|
obsolete_by =
|
|
{ "type", "name", "range"
|
|
}
|
|
build_cost = 60
|
|
upkeep = 0
|
|
sabotage = 100
|
|
sound = "b_marketplace"
|
|
sound_alt = "b_generic"
|
|
sound_alt2 = "-"
|
|
; /* xgettext:no-c-format */
|
|
helptext = _("\
|
|
Increases the luxury and tax output in a city by 50%.\
|
|
")
|
|
|
|
[building_mass_transit]
|
|
name = _("Mass Transit")
|
|
genus = "Improvement"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Mass Production", "Player"
|
|
}
|
|
graphic = "b.mass_transit"
|
|
graphic_alt = "-"
|
|
graphic_alt2 = "-"
|
|
obsolete_by =
|
|
{ "type", "name", "range"
|
|
}
|
|
build_cost = 120
|
|
upkeep = 2
|
|
sabotage = 100
|
|
sound = "b_mass_transit"
|
|
sound_alt = "b_generic"
|
|
sound_alt2 = "-"
|
|
helptext = _("\
|
|
Reduces the pollution generated by the population in a city; this \
|
|
building counteracts the additional pollution associated with any \
|
|
two other buildings.\
|
|
")
|
|
|
|
[building_mfg_plant]
|
|
name = _("Mfg. Plant")
|
|
genus = "Improvement"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Plastics", "Player"
|
|
"Building", "Factory", "City"
|
|
}
|
|
graphic = "b.mfg_plant"
|
|
graphic_alt = "-"
|
|
graphic_alt2 = "-"
|
|
obsolete_by =
|
|
{ "type", "name", "range"
|
|
}
|
|
build_cost = 220
|
|
upkeep = 4
|
|
sabotage = 100
|
|
sound = "b_mfg_plant"
|
|
sound_alt = "b_generic"
|
|
sound_alt2 = "-"
|
|
; /* xgettext:no-c-format */
|
|
helptext = _("\
|
|
Increases the shield production in a city by an additional 25%, or \
|
|
50% with an electrical plant of any kind in the same city; this \
|
|
effect is cumulative with that of a Factory.\
|
|
"), _("\
|
|
With sufficient shield production, cities with a Manufacturing Plant \
|
|
can produce up to two units each turn (but only single units of types \
|
|
which cost population).\
|
|
"), _("\
|
|
This increase in shield production may contribute significantly to \
|
|
pollution; a Manufacturing Plant also increases the pollution caused \
|
|
by the population of the city.\
|
|
"), _("\
|
|
A Manufacturing Plant also has a small risk of suffering an industrial \
|
|
accident, which can lead to pollution and reduce the city's population.\
|
|
")
|
|
|
|
[building_nuclear_plant]
|
|
name = _("Nuclear Plant")
|
|
genus = "Improvement"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Nuclear Power", "Player"
|
|
"Building", "Factory", "City"
|
|
}
|
|
graphic = "b.nuclear_plant"
|
|
graphic_alt = "-"
|
|
graphic_alt2 = "-"
|
|
obsolete_by =
|
|
{ "type", "name", "range"
|
|
}
|
|
build_cost = 240
|
|
upkeep = 2
|
|
sabotage = 100
|
|
sound = "b_nuclear_plant"
|
|
sound_alt = "b_generic"
|
|
sound_alt2 = "-"
|
|
; /* xgettext:no-c-format */
|
|
helptext = _("\
|
|
Any kind of electrical plant increases the shield production \
|
|
effects of any Factory or Mfg. Plant in its city by 25% each. \
|
|
Thus, an electrical plant in combination with either a Factory \
|
|
or Mfg. Plant gives a 50% production bonus over \
|
|
the level without any of these improvements; an electrical plant, \
|
|
Factory, and Mfg. Plant together give a 100% production bonus. \
|
|
The extra production may lead to the city generating more \
|
|
pollution.\
|
|
"),
|
|
; /* xgettext:no-c-format */
|
|
_("\
|
|
However, a Nuclear Plant also reduces the pollution associated with shield \
|
|
production to 50% of its normal value, or 25% in combination with a \
|
|
Recycling Center. (Its effect is the same as that of a Hydro Plant.)\
|
|
"), _("\
|
|
A Nuclear Plant has a small risk of suffering a nuclear accident, which \
|
|
can lead to fallout and reduce the city's population.\
|
|
"), _("\
|
|
In each city, only one Power Plant, Hydro Plant, Nuclear Plant, or \
|
|
Solar Plant can take effect at any one time.\
|
|
")
|
|
|
|
[building_offshore_platform]
|
|
name = _("Offshore Platform")
|
|
genus = "Improvement"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Miniaturization", "Player"
|
|
"TerrainClass", "Oceanic", "Adjacent"
|
|
}
|
|
graphic = "b.offshore_platform"
|
|
graphic_alt = "-"
|
|
graphic_alt2 = "-"
|
|
obsolete_by =
|
|
{ "type", "name", "range"
|
|
}
|
|
build_cost = 120
|
|
upkeep = 3
|
|
sabotage = 100
|
|
sound = "b_offshore_platform"
|
|
sound_alt = "b_generic"
|
|
sound_alt2 = "-"
|
|
helptext = _("\
|
|
Every Ocean or Lake tile worked by the city yields one extra shield resource, \
|
|
as well as any Deep Ocean tile containing an oil platform. The city needs \
|
|
to be next to a water tile to build this improvement.\
|
|
"), _("\
|
|
Offshore Platforms also increase the pollution caused by the population \
|
|
of the city.\
|
|
")
|
|
|
|
[building_palace]
|
|
name = _("Palace")
|
|
genus = "SmallWonder"
|
|
flags = "SaveSmallWonder"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
}
|
|
graphic = "b.palace"
|
|
graphic_alt = "-"
|
|
graphic_alt2 = "-"
|
|
obsolete_by =
|
|
{ "type", "name", "range"
|
|
}
|
|
build_cost = 70
|
|
upkeep = 0
|
|
sabotage = 0
|
|
sound = "b_palace"
|
|
sound_alt = "b_generic"
|
|
sound_alt2 = "-"
|
|
helptext = _("\
|
|
Makes a city the capital and the center of your government. \
|
|
Waste in other cities (corruption, production waste, and food waste) \
|
|
is often related to how far away from the capital they are. On top of \
|
|
this, corruption and production waste in your capital itself is half \
|
|
of what it would otherwise be (and a Courthouse will eliminate it \
|
|
entirely).\
|
|
"), _("\
|
|
The cost to enemy Diplomats and Spies of inciting a revolt in a \
|
|
city also depends upon the city's distance from the capital \
|
|
(under all forms of government). Your capital city itself cannot \
|
|
be incited to revolt, and enjoys a bonus when enemy agents try \
|
|
to evade your own agents stationed in the city, or sabotage your \
|
|
buildings.\
|
|
"), _("\
|
|
Take good care of your capital, as its loss may result in your \
|
|
empire plunging into civil war. Losing your current palace also \
|
|
results in losing whatever spaceship you might have.\
|
|
"), _("\
|
|
If the capital is in a dangerous location, or a more central capital\
|
|
would give a better corruption distribution, you can move your palace\
|
|
by rebuilding it in another city.\
|
|
"),
|
|
; /* xgettext:no-c-format */
|
|
_("\
|
|
Under Despotism the city containing the palace gains a +75% \
|
|
gold bonus, and under Monarchy a +50% gold bonus.\
|
|
")
|
|
|
|
[building_ecclesiastical_palace]
|
|
name = _("Ecclesiastical Palace")
|
|
genus = "SmallWonder"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Theology", "Player"
|
|
}
|
|
graphic = "b.ecclesiastical_palace"
|
|
graphic_alt = "b.palace"
|
|
graphic_alt2 = "-"
|
|
obsolete_by =
|
|
{ "type", "name", "range"
|
|
}
|
|
build_cost = 140
|
|
upkeep = 0
|
|
sabotage = 0
|
|
sound = "b_palace"
|
|
sound_alt = "b_generic"
|
|
sound_alt2 = "-"
|
|
helptext = _("\
|
|
Makes a city the ecclesiastical capital, that acts as a second center \
|
|
of government.\
|
|
"), _("\
|
|
Waste in other cities (corruption, production waste, and food waste) \
|
|
is related to how far away from the nearest capital they are. On top of \
|
|
this, corruption and production waste in the capital itself is half \
|
|
of what it would otherwise be (and a Courthouse will eliminate it \
|
|
entirely).\
|
|
"), _("\
|
|
The city where this palace is located cannot be incited to revolt, \
|
|
and enjoys a bonus when enemy agents try to evade your own agents \
|
|
stationed in the city, or sabotage your buildings.\
|
|
"),
|
|
; /* xgettext:no-c-format */
|
|
_("\
|
|
Under Despotism the city containing the palace gains a +75% \
|
|
gold bonus, and under Monarchy a +50% gold bonus.\
|
|
")
|
|
|
|
[building_police_station]
|
|
name = _("Police Station")
|
|
genus = "Improvement"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Communism", "Player"
|
|
}
|
|
graphic = "b.police_station"
|
|
graphic_alt = "-"
|
|
graphic_alt2 = "-"
|
|
obsolete_by =
|
|
{ "type", "name", "range"
|
|
}
|
|
build_cost = 50
|
|
upkeep = 2
|
|
sabotage = 100
|
|
sound = "b_police_station"
|
|
sound_alt = "b_generic"
|
|
sound_alt2 = "-"
|
|
helptext = _("\
|
|
A Police Station neutralizes any unhappiness caused by one military \
|
|
unit in its city. It also makes up to 2 more unhappy citizens content \
|
|
provided they are not unhappy about aggression.\
|
|
")
|
|
|
|
[building_port_facility]
|
|
name = _("Port Facility")
|
|
genus = "Improvement"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Amphibious Warfare", "Player"
|
|
"TerrainClass", "Oceanic", "Adjacent"
|
|
}
|
|
graphic = "b.port_facility"
|
|
graphic_alt = "-"
|
|
graphic_alt2 = "-"
|
|
obsolete_by =
|
|
{ "type", "name", "range"
|
|
}
|
|
build_cost = 60
|
|
upkeep = 2
|
|
sabotage = 100
|
|
sound = "b_port_facility"
|
|
sound_alt = "b_generic"
|
|
sound_alt2 = "-"
|
|
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.\
|
|
")
|
|
; Includes Triremes, but not worth mentioning explicitly as unlikely
|
|
; to happen
|
|
|
|
[building_power_plant]
|
|
name = _("Power Plant")
|
|
genus = "Improvement"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Refining", "Player"
|
|
"Building", "Factory", "City"
|
|
}
|
|
graphic = "b.power_plant"
|
|
graphic_alt = "-"
|
|
graphic_alt2 = "-"
|
|
obsolete_by =
|
|
{ "type", "name", "range"
|
|
}
|
|
build_cost = 130
|
|
upkeep = 4
|
|
sabotage = 100
|
|
sound = "b_power_plant"
|
|
sound_alt = "b_generic"
|
|
sound_alt2 = "-"
|
|
; /* xgettext:no-c-format */
|
|
helptext = _("\
|
|
Any kind of electrical plant increases the shield production \
|
|
effects of any Factory or Mfg. Plant in its city by 25% each. \
|
|
Thus, an electrical plant in combination with either a Factory \
|
|
or Mfg. Plant gives a 50% production bonus over \
|
|
the level without any of these improvements; an electrical plant, \
|
|
Factory, and Mfg. Plant together give a 100% production bonus. \
|
|
The extra production may lead to the city generating more \
|
|
pollution.\
|
|
"), _("\
|
|
In each city, only one Power Plant, Hydro Plant, Nuclear Plant, or \
|
|
Solar Plant can take effect at any one time.\
|
|
")
|
|
|
|
[building_recycling_center]
|
|
name = _("Recycling Center")
|
|
genus = "Improvement"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Recycling", "Player"
|
|
}
|
|
graphic = "b.recycling_center"
|
|
graphic_alt = "-"
|
|
graphic_alt2 = "-"
|
|
obsolete_by =
|
|
{ "type", "name", "range"
|
|
}
|
|
build_cost = 140
|
|
upkeep = 2
|
|
sabotage = 100
|
|
sound = "b_recycling_center"
|
|
sound_alt = "b_generic"
|
|
sound_alt2 = "-"
|
|
; /* xgettext:no-c-format */
|
|
helptext = _("\
|
|
Building a Recycling Center reduces the amount of pollution \
|
|
generated by shield production in a city by 50%, or by an additional \
|
|
25% in cities with another building which reduces pollution \
|
|
(Nuclear Plant, Hydro Plant, or Solar Plant).\
|
|
")
|
|
|
|
[building_research_lab]
|
|
name = _("Research Lab")
|
|
genus = "Improvement"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Computers", "Player"
|
|
"Building", "University", "City"
|
|
}
|
|
graphic = "b.research_lab"
|
|
graphic_alt = "-"
|
|
graphic_alt2 = "-"
|
|
obsolete_by =
|
|
{ "type", "name", "range"
|
|
}
|
|
build_cost = 120
|
|
upkeep = 3
|
|
sabotage = 100
|
|
sound = "b_research_lab"
|
|
sound_alt = "b_generic"
|
|
sound_alt2 = "-"
|
|
; /* xgettext:no-c-format */
|
|
helptext = _("\
|
|
Increases the science output in a city by an additional 50%, or \
|
|
by 100% once the Internet wonder has been built by any player.\
|
|
"),
|
|
; /* xgettext:no-c-format */
|
|
_("\
|
|
The total bonus is 150% if a Library, a University and a \
|
|
Research Lab are all present in the same city, increasing to 300% \
|
|
once the Great Library, Isaac Newton's College, and the Internet have \
|
|
all been built.\
|
|
")
|
|
|
|
[building_sam_battery]
|
|
name = _("SAM Battery")
|
|
genus = "Improvement"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Rocketry", "Player"
|
|
}
|
|
graphic = "b.sam_battery"
|
|
graphic_alt = "-"
|
|
graphic_alt2 = "-"
|
|
obsolete_by =
|
|
{ "type", "name", "range"
|
|
}
|
|
build_cost = 70
|
|
upkeep = 2
|
|
sabotage = 100
|
|
sound = "b_sam_battery"
|
|
sound_alt = "b_generic"
|
|
sound_alt2 = "-"
|
|
helptext = _("\
|
|
Doubles the intrinsic defense strength of units within a city \
|
|
when defending against aircraft (including helicopters).\
|
|
")
|
|
|
|
[building_sdi_defense]
|
|
name = _("SDI Defense")
|
|
genus = "Improvement"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Laser", "Player"
|
|
}
|
|
graphic = "b.sdi_defense"
|
|
graphic_alt = "-"
|
|
graphic_alt2 = "-"
|
|
obsolete_by =
|
|
{ "type", "name", "range"
|
|
}
|
|
build_cost = 140
|
|
upkeep = 3
|
|
sabotage = 100
|
|
sound = "b_sdi_defense"
|
|
sound_alt = "b_generic"
|
|
sound_alt2 = "-"
|
|
helptext = _("\
|
|
Protects a city and its environs (up to 2 tiles away) from attacks \
|
|
by other nations' Nuclear units. A Nuclear unit not owned by you or a \
|
|
teammate which attacks a city with SDI Defense, or attacks a unit (or is \
|
|
deliberately exploded) within range, is shot down and simply has no effect. \
|
|
Also, doubles the intrinsic defense strength of units in the city when \
|
|
defending against conventional missiles.\
|
|
")
|
|
|
|
[building_sewer_system]
|
|
name = _("Sewer System")
|
|
genus = "Improvement"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Sanitation", "Player"
|
|
"MinSize", "9", "City"
|
|
}
|
|
graphic = "b.sewer_system"
|
|
graphic_alt = "-"
|
|
graphic_alt2 = "-"
|
|
obsolete_by =
|
|
{ "type", "name", "range"
|
|
}
|
|
build_cost = 80
|
|
upkeep = 2
|
|
sabotage = 100
|
|
sound = "b_sewer_system"
|
|
sound_alt = "b_generic"
|
|
sound_alt2 = "-"
|
|
; /* xgettext:no-c-format */
|
|
helptext = _("\
|
|
Together with an Aqueduct, allows a city to grow larger than size 16, \
|
|
and further reduces the chance of a plague (by 30% of the base chance).\
|
|
")
|
|
|
|
[building_solar_plant]
|
|
name = _("Solar Plant")
|
|
genus = "Improvement"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Environmentalism", "Player"
|
|
"Building", "Factory", "City"
|
|
}
|
|
graphic = "b.solar_plant"
|
|
graphic_alt = "-"
|
|
graphic_alt2 = "-"
|
|
obsolete_by =
|
|
{ "type", "name", "range"
|
|
}
|
|
build_cost = 320
|
|
upkeep = 4
|
|
sabotage = 100
|
|
sound = "b_solar_plant"
|
|
sound_alt = "b_generic"
|
|
sound_alt2 = "-"
|
|
; /* xgettext:no-c-format */
|
|
helptext = _("\
|
|
Any kind of electrical plant increases the shield production \
|
|
effects of any Factory or Mfg. Plant in its city by 25% each. \
|
|
Thus, an electrical plant in combination with either a Factory \
|
|
or Mfg. Plant gives a 50% production bonus over \
|
|
the level without any of these improvements; an electrical plant, \
|
|
Factory, and Mfg. Plant together give a 100% production bonus. \
|
|
The extra production may lead to the city generating more \
|
|
pollution.\
|
|
"),
|
|
; /* xgettext:no-c-format */
|
|
_("\
|
|
However, a Solar Plant also reduces the pollution associated with shield \
|
|
production to 25% of its normal value, or eliminates it entirely in \
|
|
combination with a Recycling Center.\
|
|
"), _("\
|
|
In each city, only one Power Plant, Hydro Plant, Nuclear Plant, or \
|
|
Solar Plant can take effect at any one time.\
|
|
")
|
|
|
|
[building_space_component]
|
|
name = _("Space Component")
|
|
genus = "Special"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Superconductors", "Player"
|
|
"Building", "Factory", "City"
|
|
"Building", "Library", "City"
|
|
"Building", "University", "City"
|
|
"Building", "Research Lab", "City"
|
|
}
|
|
graphic = "b.space_component"
|
|
graphic_alt = "-"
|
|
graphic_alt2 = "-"
|
|
obsolete_by =
|
|
{ "type", "name", "range"
|
|
}
|
|
build_cost = 300
|
|
upkeep = 0
|
|
sabotage = 100
|
|
sound = "b_space_component"
|
|
sound_alt = "b_generic"
|
|
sound_alt2 = "-"
|
|
helptext = _("\
|
|
Space Components can be differentiated into Propulsion and Fuel\
|
|
Components. Each pair of them reduces your spaceship's travel\
|
|
time. You can build up to 8 pairs.\
|
|
"), _("\
|
|
Before you can build any spaceship parts, the Apollo Program wonder\
|
|
must have been built by any player.\
|
|
")
|
|
|
|
[building_space_module]
|
|
name = _("Space Module")
|
|
genus = "Special"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Environmentalism", "Player"
|
|
"Building", "Factory", "City"
|
|
"Building", "Library", "City"
|
|
"Building", "University", "City"
|
|
"Building", "Research Lab", "City"
|
|
}
|
|
graphic = "b.space_modules"
|
|
graphic_alt = "-"
|
|
graphic_alt2 = "-"
|
|
obsolete_by =
|
|
{ "type", "name", "range"
|
|
}
|
|
build_cost = 600
|
|
upkeep = 0
|
|
sabotage = 100
|
|
sound = "b_space_module"
|
|
sound_alt = "b_generic"
|
|
sound_alt2 = "-"
|
|
helptext = _("\
|
|
Space Modules are the most expensive parts of spaceships. There\
|
|
are three different types of Space Module:\
|
|
"), _("\
|
|
- Habitation Module: provides living space for 10,000 people.\
|
|
"), _("\
|
|
- Life Support Module: provides food and water for the population of\
|
|
one Habitation Module.\
|
|
"), _("\
|
|
- Solar Panels: provides the energy needed for any two of the other\
|
|
Modules.\
|
|
"), _("\
|
|
You can build up to 4 Space Modules of each kind.\
|
|
"), _("\
|
|
Before you can build any spaceship parts, the Apollo Program wonder\
|
|
must have been built by any player.\
|
|
")
|
|
|
|
[building_space_structural]
|
|
name = _("Space Structural")
|
|
genus = "Special"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Space Flight", "Player"
|
|
"Building", "Factory", "City"
|
|
"Building", "Library", "City"
|
|
"Building", "University", "City"
|
|
"Building", "Research Lab", "City"
|
|
}
|
|
graphic = "b.space_structural"
|
|
graphic_alt = "-"
|
|
graphic_alt2 = "-"
|
|
obsolete_by =
|
|
{ "type", "name", "range"
|
|
}
|
|
build_cost = 150
|
|
upkeep = 0
|
|
sabotage = 100
|
|
sound = "b_space_structural"
|
|
sound_alt = "b_generic"
|
|
sound_alt2 = "-"
|
|
helptext = _("\
|
|
Space Structurals form the base of your spaceship. All other\
|
|
spaceship parts need to be connected to Structurals in order to\
|
|
function. You can build up to 32 Space Structurals.\
|
|
"), _("\
|
|
Before you can build any spaceship parts, the Apollo Program wonder\
|
|
must have been built by any player.\
|
|
")
|
|
|
|
[building_stock_exchange]
|
|
name = _("Stock Exchange")
|
|
genus = "Improvement"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Economics", "Player"
|
|
"Building", "Bank", "City"
|
|
}
|
|
graphic = "b.stock_exchange"
|
|
graphic_alt = "-"
|
|
graphic_alt2 = "-"
|
|
obsolete_by =
|
|
{ "type", "name", "range"
|
|
}
|
|
build_cost = 120
|
|
upkeep = 2
|
|
sabotage = 100
|
|
sound = "b_stock_exchange"
|
|
sound_alt = "b_generic"
|
|
sound_alt2 = "-"
|
|
; /* xgettext:no-c-format */
|
|
helptext = _("\
|
|
Increases the luxury and tax output in a city by an additional 50%, \
|
|
or 100% if Super Highways are also in the city. A Marketplace, Bank, \
|
|
and Stock Exchange together in a city yield a total bonus of 150%; \
|
|
adding Super Highways yields a total of 200%.\
|
|
")
|
|
|
|
[building_super_highways]
|
|
name = _("Super Highways")
|
|
genus = "Improvement"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Automobile", "Player"
|
|
}
|
|
graphic = "b.super_highways"
|
|
graphic_alt = "-"
|
|
graphic_alt2 = "-"
|
|
obsolete_by =
|
|
{ "type", "name", "range"
|
|
}
|
|
build_cost = 120
|
|
upkeep = 3
|
|
sabotage = 100
|
|
sound = "b_super_highways"
|
|
sound_alt = "b_generic"
|
|
sound_alt2 = "-"
|
|
helptext = _("\
|
|
Each tile around the city with roads and without farmland, that\
|
|
is already generating some trade, produces one extra trade resource.\
|
|
The same applies to the city center tile (even if it is receiving a\
|
|
farmland bonus).\
|
|
"),
|
|
; /* xgettext:no-c-format */
|
|
_("\
|
|
Also doubles the effect of any Stock Exchange in the city (increasing\
|
|
luxury and tax output by an additional 50%).\
|
|
"), _("\
|
|
Super Highways also increase the pollution caused by the population\
|
|
of the city.\
|
|
")
|
|
|
|
[building_supermarket]
|
|
name = _("Supermarket")
|
|
genus = "Improvement"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Refrigeration", "Player"
|
|
}
|
|
graphic = "b.supermarket"
|
|
graphic_alt = "-"
|
|
graphic_alt2 = "-"
|
|
obsolete_by =
|
|
{ "type", "name", "range"
|
|
}
|
|
build_cost = 80
|
|
upkeep = 3
|
|
sabotage = 100
|
|
sound = "b_supermarket"
|
|
sound_alt = "b_generic"
|
|
sound_alt2 = "-"
|
|
; /* xgettext:no-c-format */
|
|
helptext = _("\
|
|
Increases the food resources by 50% on each farmland tile which\
|
|
is being used around the city. Farmland tiles are those which\
|
|
have been irrigated a second time.\
|
|
")
|
|
|
|
[building_temple]
|
|
name = _("Temple")
|
|
genus = "Improvement"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Ceremonial Burial", "Player"
|
|
}
|
|
graphic = "b.temple"
|
|
graphic_alt = "-"
|
|
graphic_alt2 = "-"
|
|
obsolete_by =
|
|
{ "type", "name", "range"
|
|
}
|
|
build_cost = 30
|
|
upkeep = 1
|
|
sabotage = 100
|
|
sound = "b_temple"
|
|
sound_alt = "b_generic"
|
|
sound_alt2 = "-"
|
|
helptext = _("\
|
|
Makes one unhappy citizen content. The Mysticism advance doubles \
|
|
this effect (except under a Communist government). With both Mysticism \
|
|
and the Temple of Artemis, 4 citizens are made content (3 under \
|
|
Communism). Does not affect citizens made unhappy by aggression.\
|
|
")
|
|
|
|
[building_university]
|
|
name = _("University")
|
|
genus = "Improvement"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "University", "Player"
|
|
"Building", "Library", "City"
|
|
}
|
|
graphic = "b.university"
|
|
graphic_alt = "-"
|
|
graphic_alt2 = "-"
|
|
obsolete_by =
|
|
{ "type", "name", "range"
|
|
}
|
|
build_cost = 120
|
|
upkeep = 2
|
|
sabotage = 100
|
|
sound = "b_university"
|
|
sound_alt = "b_generic"
|
|
sound_alt2 = "-"
|
|
; /* xgettext:no-c-format */
|
|
helptext = _("\
|
|
Increases the science output in a city by an additional 50%, or \
|
|
by 100% once Isaac Newton's College has been built by any player.\
|
|
"),
|
|
; /* xgettext:no-c-format */
|
|
_("\
|
|
The total bonus is 100% if a Library and a University are present \
|
|
together in the same city, increasing to 200% once the Great Library and \
|
|
Isaac Newton's College have both been built.\
|
|
")
|
|
|
|
[building_apollo_program]
|
|
name = _("Apollo Program")
|
|
genus = "GreatWonder"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Space Flight", "Player"
|
|
}
|
|
graphic = "b.apollo_program"
|
|
graphic_alt = "-"
|
|
graphic_alt2 = "-"
|
|
obsolete_by =
|
|
{ "type", "name", "range"
|
|
}
|
|
build_cost = 600
|
|
upkeep = 0
|
|
sabotage = 0
|
|
sound = "w_apollo_program"
|
|
sound_alt = "w_generic"
|
|
sound_alt2 = "-"
|
|
helptext = _("\
|
|
The entire map becomes permanently visible to the player who owns it \
|
|
-- the player always has up-to-date knowledge of all terrain and \
|
|
cities (but not units) despite fog-of-war. It allows all players to \
|
|
start building spaceship parts (assuming they have researched the \
|
|
necessary technologies).\
|
|
"), _("\
|
|
Completion of the Apollo Program also allows nuclear-armed powers to \
|
|
declare war without provocation, regardless of the existence of the \
|
|
United Nations, and AI players will no longer be friendly towards the \
|
|
owner of the United Nations or the Eiffel Tower.\
|
|
")
|
|
|
|
[building_asmiths_trading_co]
|
|
name = _("A.Smith's Trading Co.")
|
|
genus = "GreatWonder"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Economics", "Player"
|
|
"Building", "Stock Exchange", "City"
|
|
}
|
|
graphic = "b.asmiths_trading_co"
|
|
graphic_alt = "-"
|
|
graphic_alt2 = "-"
|
|
obsolete_by =
|
|
{ "type", "name", "range"
|
|
}
|
|
build_cost = 400
|
|
upkeep = 0
|
|
sabotage = 0
|
|
sound = "w_asmiths_trading_co"
|
|
sound_alt = "w_generic"
|
|
sound_alt2 = "-"
|
|
helptext = _("\
|
|
In every city with a Stock Exchange, city improvements which would \
|
|
normally have an upkeep of 1 become free of upkeep. (Communist \
|
|
governments inherently give this benefit, so there is no bonus under \
|
|
Communism.)\
|
|
"), _("\
|
|
Upon completion of this wonder, tax collector specialists' gold output \
|
|
increases to 3 permanently for every nation.\
|
|
")
|
|
|
|
[building_colossus]
|
|
name = _("Colossus")
|
|
genus = "GreatWonder"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Bronze Working", "Player"
|
|
}
|
|
graphic = "b.colossus"
|
|
graphic_alt = "-"
|
|
graphic_alt2 = "-"
|
|
obsolete_by =
|
|
{ "type", "name", "range", "survives"
|
|
"Tech", "Automobile", "Player", FALSE
|
|
}
|
|
build_cost = 200
|
|
upkeep = 0
|
|
sabotage = 0
|
|
sound = "w_colossus"
|
|
sound_alt = "w_generic"
|
|
sound_alt2 = "-"
|
|
helptext = _("\
|
|
Each tile around the city where this wonder is built that is already\
|
|
generating some trade produces one extra trade resource.\
|
|
")
|
|
|
|
[building_copernicus_observatory]
|
|
name = _("Copernicus' Observatory")
|
|
genus = "GreatWonder"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Astronomy", "Player"
|
|
}
|
|
graphic = "b.copernicus_observatory"
|
|
graphic_alt = "-"
|
|
graphic_alt2 = "-"
|
|
obsolete_by =
|
|
{ "type", "name", "range", "survives"
|
|
"Tech", "Computers", "Player", FALSE
|
|
}
|
|
build_cost = 300
|
|
upkeep = 0
|
|
sabotage = 0
|
|
sound = "w_copernicus_observatory"
|
|
sound_alt = "w_generic"
|
|
sound_alt2 = "-"
|
|
helptext = _("\
|
|
Each tile worked by the city where this wonder is built produces \
|
|
one extra research point.\
|
|
")
|
|
|
|
[building_cure_for_cancer]
|
|
name = _("Cure For Cancer")
|
|
genus = "GreatWonder"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Genetic Engineering", "Player"
|
|
}
|
|
graphic = "b.cure_for_cancer"
|
|
graphic_alt = "-"
|
|
graphic_alt2 = "-"
|
|
obsolete_by =
|
|
{ "type", "name", "range"
|
|
}
|
|
build_cost = 600
|
|
upkeep = 0
|
|
sabotage = 0
|
|
sound = "w_cure_for_cancer"
|
|
sound_alt = "w_generic"
|
|
sound_alt2 = "-"
|
|
; /* xgettext:no-c-format */
|
|
helptext = _("\
|
|
This stunning technological achievement makes one content citizen \
|
|
happy in each of your cities (2 extra luxury per city). It further \
|
|
reduces your risk of plague (by 10% of the base chance); with \
|
|
knowledge of Medicine, any of your cities with an Aqueduct and a \
|
|
Sewer System will be entirely free of plague.\
|
|
")
|
|
|
|
[building_darwins_voyage]
|
|
name = _("Darwin's Voyage")
|
|
genus = "GreatWonder"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Steam Engine", "Player"
|
|
}
|
|
graphic = "b.darwins_voyage"
|
|
graphic_alt = "-"
|
|
graphic_alt2 = "-"
|
|
obsolete_by =
|
|
{ "type", "name", "range"
|
|
}
|
|
build_cost = 300
|
|
upkeep = 0
|
|
sabotage = 0
|
|
sound = "w_darwins_voyage"
|
|
sound_alt = "w_generic"
|
|
sound_alt2 = "-"
|
|
helptext = _("\
|
|
Charles Darwin's voyage sparked the discovery of the evolution \
|
|
of the species, which inspired greater confidence in science. \
|
|
All your cities generate 1 extra science bulb.\
|
|
"), _("\
|
|
Upon completion of this wonder, scientist specialists' research output \
|
|
increases to 3 permanently for every nation.\
|
|
")
|
|
|
|
[building_eiffel_tower]
|
|
name = _("Eiffel Tower")
|
|
genus = "GreatWonder"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Railroad", "Player"
|
|
}
|
|
graphic = "b.eiffel_tower"
|
|
graphic_alt = "-"
|
|
graphic_alt2 = "-"
|
|
obsolete_by =
|
|
{ "type", "name", "range"
|
|
}
|
|
build_cost = 300
|
|
upkeep = 0
|
|
sabotage = 0
|
|
sound = "w_eiffel_tower"
|
|
sound_alt = "w_generic"
|
|
sound_alt2 = "-"
|
|
helptext = _("\
|
|
AI nations are more inclined to be friendly and forgiving toward the \
|
|
owner of this wonder (until the Apollo Program is completed). It also \
|
|
reduces the pollution caused by the population; it counteracts the \
|
|
pollution associated with a single building in each of your cities.\
|
|
")
|
|
|
|
[building_great_library]
|
|
name = _("Great Library")
|
|
genus = "GreatWonder"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Literacy", "Player"
|
|
"Building", "Library", "City"
|
|
}
|
|
graphic = "b.great_library"
|
|
graphic_alt = "-"
|
|
graphic_alt2 = "-"
|
|
obsolete_by =
|
|
{ "type", "name", "range"
|
|
}
|
|
build_cost = 300
|
|
upkeep = 0
|
|
sabotage = 0
|
|
sound = "w_great_library"
|
|
sound_alt = "w_generic"
|
|
sound_alt2 = "-"
|
|
helptext = _("\
|
|
Gives an immediate technology advance to the player that builds it, \
|
|
and thereafter 4 extra research points every turn to its city.\
|
|
"), _("\
|
|
Completion of this wonder permanently doubles the effect of Libraries \
|
|
for every player.\
|
|
")
|
|
|
|
[building_great_wall]
|
|
name = _("Great Wall")
|
|
genus = "GreatWonder"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Construction", "Player"
|
|
}
|
|
graphic = "b.great_wall"
|
|
graphic_alt = "-"
|
|
graphic_alt2 = "-"
|
|
obsolete_by =
|
|
{ "type", "name", "range", "survives"
|
|
"Tech", "Machine Tools", "Player", FALSE
|
|
}
|
|
build_cost = 300
|
|
upkeep = 0
|
|
sabotage = 0
|
|
sound = "w_great_wall"
|
|
sound_alt = "w_generic"
|
|
sound_alt2 = "-"
|
|
; /* xgettext:no-c-format */
|
|
helptext = _("\
|
|
Increases the defense of all your cities by adding a +50% bonus to \
|
|
its units' intrinsic defense strength against land units (this is cumulative \
|
|
with any City Walls), and preventing the loss of population which occurs \
|
|
when a defending unit is defeated by a land unit.\
|
|
")
|
|
|
|
[building_hanging_gardens]
|
|
name = _("Hanging Gardens")
|
|
genus = "GreatWonder"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Pottery", "Player"
|
|
}
|
|
graphic = "b.hanging_gardens"
|
|
graphic_alt = "-"
|
|
graphic_alt2 = "-"
|
|
obsolete_by =
|
|
{ "type", "name", "range", "survives"
|
|
"Tech", "Electricity", "Player", FALSE
|
|
}
|
|
build_cost = 200
|
|
upkeep = 0
|
|
sabotage = 0
|
|
sound = "w_hanging_gardens"
|
|
sound_alt = "w_generic"
|
|
sound_alt2 = "-"
|
|
helptext = _("\
|
|
Makes one unhappy citizen content in every city of the player that \
|
|
owns it (not including citizens unhappy about aggression). This wonder \
|
|
also makes two content citizens happy in the city where it is located \
|
|
(4 extra luxury points).\
|
|
")
|
|
|
|
[building_hoover_dam]
|
|
name = _("Hoover Dam")
|
|
genus = "GreatWonder"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Electronics", "Player"
|
|
"Extra", "River", "Adjacent"
|
|
"Building", "Factory", "City"
|
|
}
|
|
graphic = "b.hoover_dam"
|
|
graphic_alt = "-"
|
|
graphic_alt2 = "-"
|
|
obsolete_by =
|
|
{ "type", "name", "range"
|
|
}
|
|
build_cost = 600
|
|
upkeep = 0
|
|
sabotage = 0
|
|
sound = "w_hoover_dam"
|
|
sound_alt = "w_generic"
|
|
sound_alt2 = "-"
|
|
; /* xgettext:no-c-format */
|
|
helptext = _("\
|
|
Acts as a Hydro Plant in the city where it is built, and reduces \
|
|
pollution from shield production by a further 25% in all cities \
|
|
with Hydro Plants, making them equivalent to Solar Plants.\
|
|
")
|
|
|
|
[building_isaac_newtons_college]
|
|
name = _("Isaac Newton's College")
|
|
genus = "GreatWonder"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Theory of Gravity", "Player"
|
|
"Building", "University", "City"
|
|
}
|
|
graphic = "b.isaac_newtons_college"
|
|
graphic_alt = "-"
|
|
graphic_alt2 = "-"
|
|
obsolete_by =
|
|
{ "type", "name", "range"
|
|
}
|
|
build_cost = 400
|
|
upkeep = 0
|
|
sabotage = 0
|
|
sound = "w_isaac_newtons_college"
|
|
sound_alt = "w_generic"
|
|
sound_alt2 = "-"
|
|
helptext = _("\
|
|
Gives an immediate technology advance to the player that builds it, \
|
|
and thereafter 6 extra research points every turn to its city.\
|
|
"), _("\
|
|
Completion of this wonder permanently doubles the effect of \
|
|
Universities for every player.\
|
|
")
|
|
|
|
[building_js_bachs_cathedral]
|
|
name = _("J.S. Bach's Cathedral")
|
|
genus = "GreatWonder"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Theology", "Player"
|
|
}
|
|
graphic = "b.js_bachs_cathedral"
|
|
graphic_alt = "-"
|
|
graphic_alt2 = "-"
|
|
obsolete_by =
|
|
{ "type", "name", "range"
|
|
}
|
|
build_cost = 400
|
|
upkeep = 0
|
|
sabotage = 0
|
|
sound = "w_js_bachs_cathedral"
|
|
sound_alt = "w_generic"
|
|
sound_alt2 = "-"
|
|
helptext = _("\
|
|
Makes one content citizen happy in every city of the player that owns \
|
|
it (2 extra luxury points per city).\
|
|
")
|
|
|
|
[building_king_richards_crusade]
|
|
name = _("King Richard's Crusade")
|
|
genus = "GreatWonder"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Chivalry", "Player"
|
|
}
|
|
graphic = "b.king_richards_crusade"
|
|
graphic_alt = "-"
|
|
graphic_alt2 = "-"
|
|
obsolete_by =
|
|
{ "type", "name", "range", "survives"
|
|
"Tech", "Communism", "Player", FALSE
|
|
}
|
|
build_cost = 300
|
|
upkeep = 0
|
|
sabotage = 0
|
|
sound = "w_king_richards_crusade"
|
|
sound_alt = "w_generic"
|
|
sound_alt2 = "-"
|
|
helptext = _("\
|
|
Reduces the unhappiness caused by aggressively deployed military \
|
|
units owned by the city by 1 -- in other words, it neutralizes the \
|
|
unhappiness caused by a single military unit (except under Democracy, \
|
|
where a single unit makes two citizens unhappy). Under governments \
|
|
where unit upkeep is paid in gold, it gives two free gold per city \
|
|
towards upkeep every turn.\
|
|
")
|
|
|
|
[building_leonardos_workshop]
|
|
name = _("Leonardo's Workshop")
|
|
genus = "GreatWonder"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Invention", "Player"
|
|
}
|
|
graphic = "b.leonardos_workshop"
|
|
graphic_alt = "-"
|
|
graphic_alt2 = "-"
|
|
obsolete_by =
|
|
{ "type", "name", "range", "survives"
|
|
"Tech", "Combustion", "Player", FALSE
|
|
}
|
|
build_cost = 400
|
|
upkeep = 0
|
|
sabotage = 0
|
|
sound = "w_leonardos_workshop"
|
|
sound_alt = "w_generic"
|
|
sound_alt2 = "-"
|
|
helptext = _("\
|
|
Upgrades one obsolete unit per game turn.\
|
|
")
|
|
|
|
[building_lighthouse]
|
|
name = _("Lighthouse")
|
|
genus = "GreatWonder"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Map Making", "Player"
|
|
"TerrainFlag", "Sea", "Adjacent"
|
|
}
|
|
graphic = "b.lighthouse"
|
|
graphic_alt = "-"
|
|
graphic_alt2 = "-"
|
|
obsolete_by =
|
|
{ "type", "name", "range", "survives"
|
|
"Tech", "Engineering", "Player", FALSE
|
|
}
|
|
build_cost = 200
|
|
upkeep = 0
|
|
sabotage = 0
|
|
sound = "w_lighthouse"
|
|
sound_alt = "w_generic"
|
|
sound_alt2 = "-"
|
|
helptext = _("\
|
|
Gives all your sea units 1 additional movement point (except Triremes \
|
|
while moving on rivers). Makes all your new sea units veterans (for all \
|
|
your cities).\
|
|
")
|
|
|
|
[building_magellans_expedition]
|
|
name = _("Magellan's Expedition")
|
|
genus = "GreatWonder"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Magnetism", "Player"
|
|
"TerrainFlag", "Sea", "Adjacent"
|
|
}
|
|
graphic = "b.magellans_expedition"
|
|
graphic_alt = "-"
|
|
graphic_alt2 = "-"
|
|
obsolete_by =
|
|
{ "type", "name", "range", "survives"
|
|
"Tech", "Nuclear Power", "Player", FALSE
|
|
}
|
|
build_cost = 400
|
|
upkeep = 0
|
|
sabotage = 0
|
|
sound = "w_magellans_expedition"
|
|
sound_alt = "w_generic"
|
|
sound_alt2 = "-"
|
|
helptext = _("\
|
|
Gives all your sea units 1 additional movement point. The chance\
|
|
of a sea unit getting the next veteran level after a battle\
|
|
increases by half.\
|
|
")
|
|
|
|
[building_manhattan_project]
|
|
name = _("Manhattan Project")
|
|
genus = "GreatWonder"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Nuclear Fission", "Player"
|
|
}
|
|
graphic = "b.manhattan_project"
|
|
graphic_alt = "-"
|
|
graphic_alt2 = "-"
|
|
obsolete_by =
|
|
{ "type", "name", "range"
|
|
}
|
|
build_cost = 600
|
|
upkeep = 0
|
|
sabotage = 0
|
|
sound = "w_manhattan_project"
|
|
sound_alt = "w_generic"
|
|
sound_alt2 = "-"
|
|
;helptext is set in client/helpdata.c:helptext_wonder()
|
|
;helptext =
|
|
|
|
[building_marco_polos_embassy]
|
|
name = _("Marco Polo's Embassy")
|
|
genus = "GreatWonder"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Trade", "Player"
|
|
}
|
|
graphic = "b.marco_polos_embassy"
|
|
graphic_alt = "-"
|
|
graphic_alt2 = "-"
|
|
obsolete_by =
|
|
{ "type", "name", "range", "survives"
|
|
"Tech", "Democracy", "Player", FALSE
|
|
}
|
|
build_cost = 200
|
|
upkeep = 0
|
|
sabotage = 0
|
|
sound = "w_marco_polos_embassy"
|
|
sound_alt = "w_generic"
|
|
sound_alt2 = "-"
|
|
helptext = _("\
|
|
The player who owns it gets an embassy with all players.\
|
|
"), _("\
|
|
TIP: if you're behind in research, this can help you catch up, by \
|
|
reducing the cost of technologies that other players already know.\
|
|
")
|
|
|
|
[building_michelangelos_chapel]
|
|
name = _("Michelangelo's Chapel")
|
|
genus = "GreatWonder"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Monotheism", "Player"
|
|
"Building", "Cathedral", "City"
|
|
}
|
|
graphic = "b.michelangelos_chapel"
|
|
graphic_alt = "-"
|
|
graphic_alt2 = "-"
|
|
obsolete_by =
|
|
{ "type", "name", "range"
|
|
}
|
|
build_cost = 400
|
|
upkeep = 0
|
|
sabotage = 0
|
|
sound = "w_michelangelos_chapel"
|
|
sound_alt = "w_generic"
|
|
sound_alt2 = "-"
|
|
helptext = _("\
|
|
Doubles the base effect of Cathedrals. This makes 3 additional unhappy \
|
|
citizens content in each city with a Cathedral; however, it does \
|
|
not affect citizens made unhappy by aggression.\
|
|
")
|
|
|
|
[building_mausoleum_of_mausolos]
|
|
name = _("Mausoleum of Mausolos")
|
|
genus = "GreatWonder"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Ceremonial Burial", "Player"
|
|
}
|
|
graphic = "b.mausoleum"
|
|
graphic_alt = "b.oracle"
|
|
graphic_alt2 = "-"
|
|
obsolete_by =
|
|
{ "type", "name", "range", "survives"
|
|
"Tech", "Sanitation", "Player", FALSE
|
|
}
|
|
build_cost = 200
|
|
upkeep = 0
|
|
sabotage = 0
|
|
sound = "w_oracle"
|
|
sound_alt = "w_generic"
|
|
sound_alt2 = "-"
|
|
helptext = _("\
|
|
With this wonder, City Walls and Courthouses each make one unhappy \
|
|
citizen content in their city, unless that citizen is unhappy about \
|
|
aggression. Also, none of the owner's cities can be incited to revolt.\
|
|
")
|
|
|
|
[building_statue_of_zeus]
|
|
name = _("Statue of Zeus")
|
|
genus = "GreatWonder"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Polytheism", "Player"
|
|
}
|
|
graphic = "b.statue_of_zeus"
|
|
graphic_alt = "b.oracle"
|
|
graphic_alt2 = "-"
|
|
obsolete_by =
|
|
{ "type", "name", "range", "survives"
|
|
"Tech", "Conscription", "Player", FALSE
|
|
}
|
|
build_cost = 200
|
|
upkeep = 0
|
|
sabotage = 0
|
|
sound = "w_oracle"
|
|
sound_alt = "w_generic"
|
|
sound_alt2 = "-"
|
|
helptext = _("\
|
|
Reduces by 1 the unhappiness caused by one aggressively deployed \
|
|
military unit per city -- in other words, in each city it neutralizes \
|
|
the unhappiness caused by a single military unit (except under \
|
|
Democracy, where it just halves the unhappiness from that unit). \
|
|
Each city also avoids one shield of upkeep for units.\
|
|
")
|
|
|
|
[building_temple_of_artemis]
|
|
name = _("Temple of Artemis")
|
|
genus = "GreatWonder"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Mysticism", "Player"
|
|
"Building", "Temple", "City"
|
|
}
|
|
graphic = "b.temple_of_artemis"
|
|
graphic_alt = "b.oracle"
|
|
graphic_alt2 = "-"
|
|
obsolete_by =
|
|
{ "type", "name", "range", "survives"
|
|
"Tech", "Theology", "Player", FALSE
|
|
}
|
|
build_cost = 200
|
|
upkeep = 0
|
|
sabotage = 0
|
|
sound = "w_oracle"
|
|
sound_alt = "w_generic"
|
|
sound_alt2 = "-"
|
|
helptext = _("\
|
|
Makes 2 additional unhappy citizens content in every city with \
|
|
a Temple. Does not affect citizens made unhappy by aggression.\
|
|
")
|
|
|
|
[building_pyramids]
|
|
name = _("Pyramids")
|
|
genus = "GreatWonder"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Masonry", "Player"
|
|
}
|
|
graphic = "b.pyramids"
|
|
graphic_alt = "-"
|
|
graphic_alt2 = "-"
|
|
obsolete_by =
|
|
{ "type", "name", "range", "survives"
|
|
"Tech", "Railroad", "Player", FALSE
|
|
}
|
|
build_cost = 200
|
|
upkeep = 0
|
|
sabotage = 0
|
|
sound = "w_pyramids"
|
|
sound_alt = "w_generic"
|
|
sound_alt2 = "-"
|
|
helptext = _("\
|
|
Each tile around the city where this wonder is built that is already \
|
|
generating some shield output produces one extra shield resource. \
|
|
Under Despotism or Tribal governments, the Pyramids cancel the penalty \
|
|
to worked tiles with output greater than 2 (for all kinds of output), \
|
|
as if all your cities were always celebrating.\
|
|
")
|
|
|
|
[building_internet]
|
|
name = _("Internet")
|
|
genus = "GreatWonder"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Computers", "Player"
|
|
"Building", "Research Lab", "City"
|
|
}
|
|
graphic = "b.internet"
|
|
graphic_alt = "b.seti_program"
|
|
graphic_alt2 = "-"
|
|
obsolete_by =
|
|
{ "type", "name", "range"
|
|
}
|
|
build_cost = 600
|
|
upkeep = 0
|
|
sabotage = 0
|
|
sound = "w_seti_program"
|
|
sound_alt = "w_generic"
|
|
sound_alt2 = "-"
|
|
helptext = _("\
|
|
Gives an immediate technology advance to the player that builds it, \
|
|
and thereafter all cities on the map are continuously visible to its \
|
|
owner despite fog-of-war.\
|
|
"), _("\
|
|
Completion of this wonder permanently doubles the effect of \
|
|
Research Labs for every player.\
|
|
")
|
|
|
|
[building_shakespeares_theatre]
|
|
name = _("Shakespeare's Theater")
|
|
rule_name = "Shakespeare's Theatre" ; en_GB spelling used originally
|
|
genus = "GreatWonder"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Sanitation", "Player"
|
|
}
|
|
graphic = "b.shakespeares_theatre"
|
|
graphic_alt = "-"
|
|
graphic_alt2 = "-"
|
|
obsolete_by =
|
|
{ "type", "name", "range"
|
|
}
|
|
build_cost = 300
|
|
upkeep = 0
|
|
sabotage = 0
|
|
sound = "w_shakespeares_theatre"
|
|
sound_alt = "w_generic"
|
|
sound_alt2 = "-"
|
|
helptext = _("\
|
|
Gives 1 additional luxury to every city, and 6 luxuries to the city \
|
|
where it is located.\
|
|
"), _("\
|
|
Upon completion of this wonder, entertainer specialists' luxury \
|
|
output increases to 3 permanently for every nation.\
|
|
")
|
|
|
|
[building_statue_of_liberty]
|
|
name = _("Statue of Liberty")
|
|
genus = "GreatWonder"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Democracy", "Player"
|
|
}
|
|
graphic = "b.statue_of_liberty"
|
|
graphic_alt = "-"
|
|
graphic_alt2 = "-"
|
|
obsolete_by =
|
|
{ "type", "name", "range"
|
|
}
|
|
build_cost = 400
|
|
upkeep = 0
|
|
sabotage = 0
|
|
sound = "w_statue_of_liberty"
|
|
sound_alt = "w_generic"
|
|
sound_alt2 = "-"
|
|
helptext = _("\
|
|
Allows you to choose any government, including those that have not yet \
|
|
been researched by your civilization, and without the transition \
|
|
period of Anarchy. It also allows unprovoked declaration of war \
|
|
regardless of any senate instituted by a Democracy or Federation \
|
|
government or by the United Nations.\
|
|
")
|
|
|
|
[building_sun_tzus_war_academy]
|
|
name = _("Sun Tzu's War Academy")
|
|
genus = "GreatWonder"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Feudalism", "Player"
|
|
}
|
|
graphic = "b.sun_tzus_war_academy"
|
|
graphic_alt = "-"
|
|
graphic_alt2 = "-"
|
|
obsolete_by =
|
|
{ "type", "name", "range", "survives"
|
|
"Tech", "Mobile Warfare", "Player", FALSE
|
|
}
|
|
build_cost = 300
|
|
upkeep = 0
|
|
sabotage = 0
|
|
sound = "w_sun_tzus_war_academy"
|
|
sound_alt = "w_generic"
|
|
sound_alt2 = "-"
|
|
helptext = _("\
|
|
All your new military land units start with an additional veteran level \
|
|
(this is cumulative with any Barracks building in a city; with both, units \
|
|
are created as Hardened).\
|
|
")
|
|
|
|
[building_united_nations]
|
|
name = _("United Nations")
|
|
genus = "GreatWonder"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Communism", "Player"
|
|
}
|
|
graphic = "b.united_nations"
|
|
graphic_alt = "-"
|
|
graphic_alt2 = "-"
|
|
obsolete_by =
|
|
{ "type", "name", "range"
|
|
}
|
|
build_cost = 600
|
|
upkeep = 0
|
|
sabotage = 0
|
|
sound = "w_united_nations"
|
|
sound_alt = "w_generic"
|
|
sound_alt2 = "-"
|
|
helptext = _("\
|
|
Creates a world senate that prevents unprovoked declaration of war by \
|
|
any nuclear-capable nation (that is, any nation with knowledge of \
|
|
Nuclear Fission, once the Manhattan Project has been built). \
|
|
AI players are more inclined to be friendly and forgiving toward the \
|
|
owner of this wonder. These effects last until the Apollo Program \
|
|
is completed.\
|
|
"), _("\
|
|
Also, if any player's city is in disorder for more than two turns in \
|
|
a row, that player's government falls (even for governments other than \
|
|
Republic and Democracy).\
|
|
")
|
|
|
|
[building_womens_suffrage]
|
|
name = _("Women's Suffrage")
|
|
genus = "GreatWonder"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Conscription", "Player"
|
|
}
|
|
graphic = "b.womens_suffrage"
|
|
graphic_alt = "-"
|
|
graphic_alt2 = "-"
|
|
obsolete_by =
|
|
{ "type", "name", "range"
|
|
}
|
|
build_cost = 600
|
|
upkeep = 0
|
|
sabotage = 0
|
|
sound = "w_womens_suffrage"
|
|
sound_alt = "w_generic"
|
|
sound_alt2 = "-"
|
|
helptext = _("\
|
|
Neutralizes the unhappiness caused by one aggressively \
|
|
deployed military unit per city. Under Democracy, it additionally \
|
|
halves the unhappiness caused by military units (reducing it to the \
|
|
same level as a Republic).\
|
|
")
|
|
|
|
[building_capitalization]
|
|
name = _("Coinage")
|
|
genus = "Convert"
|
|
flags = "Gold"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
|
|
}
|
|
graphic = "b.capitalization"
|
|
graphic_alt = "-"
|
|
graphic_alt2 = "-"
|
|
obsolete_by =
|
|
{ "type", "name", "range"
|
|
}
|
|
build_cost = 999
|
|
upkeep = 0
|
|
sabotage = 0
|
|
; FIXME: this is the real helptext; restore when have a subordnate analogue
|
|
; /* (ignore for gettext until fixed)
|
|
;helptext = _("\
|
|
;This is not a normal improvement. Instead, setting a city's\
|
|
; production to Capitalization means its shield production is\
|
|
; converted to tax output (money).\
|
|
;")
|
|
; */
|
|
helptext = _("\
|
|
This is not a normal improvement. Instead, setting a city's\
|
|
production to Coinage means its shield production is\
|
|
converted to tax output (money, coins!).\
|
|
")
|