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[Freeciv-Dev] (PR#8606) Some adjustments for buildings.ruleset
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To: undisclosed-recipients: ;
Subject: [Freeciv-Dev] (PR#8606) Some adjustments for buildings.ruleset
From: "Per I. Mathisen" <per@xxxxxxxxxxx>
Date: Tue, 27 Apr 2004 02:03:29 -0700
Reply-to: rt@xxxxxxxxxxx

<URL: http://rt.freeciv.org/Ticket/Display.html?id=8606 >

Patch #1: Reduce all building costs by approx. 30% (not including wonders
and space items). Also reduce upkeep on marketplace, bank and stock
exchange by one. This to make it more attractive to build city
improvements.

Patch #2: Make some single-city, quickly-obsoleted and/or rarely built
wonders much cheaper. Colossus 200 -> 100. Copernicus 300 -> 200. Newton
400 -> 300. Richard 300 -> 150. Oracle 300 -> 100. Shakespeare 300 -> 200.

Comments?

  - Per

Index: data/default/buildings.ruleset
===================================================================
RCS file: /home/freeciv/CVS/freeciv/data/default/buildings.ruleset,v
retrieving revision 1.42
diff -u -r1.42 buildings.ruleset
--- data/default/buildings.ruleset      30 Sep 2003 23:20:10 -0000      1.42
+++ data/default/buildings.ruleset      27 Apr 2004 08:04:10 -0000
@@ -84,7 +84,7 @@
 ;equiv_repl    =
 obsolete_by    = "None"
 is_wonder      = 0
-build_cost     = 160
+build_cost     = 120
 upkeep         = 3
 sabotage       = 100
 effect         =
@@ -119,7 +119,7 @@
 ;equiv_repl    =
 obsolete_by    = "None"
 is_wonder      = 0
-build_cost     = 80
+build_cost     = 60
 upkeep         = 2
 sabotage       = 100
 effect         =
@@ -149,8 +149,8 @@
 ;equiv_repl    =
 obsolete_by    = "None"
 is_wonder      = 0
-build_cost     = 120
-upkeep         = 3
+build_cost     = 80
+upkeep         = 2
 sabotage       = 100
 effect         =
     { "type", "range", "amount", "cond_bldg"
@@ -178,7 +178,7 @@
 equiv_repl     = "Sun Tzu's War Academy","Barracks II", "Barracks III"
 obsolete_by    = "Gunpowder"
 is_wonder      = 0
-build_cost     = 40
+build_cost     = 30
 upkeep         = 1
 sabotage       = 100
 effect         =
@@ -209,7 +209,7 @@
 equiv_repl     = "Sun Tzu's War Academy", "Barracks III"
 obsolete_by    = "Mobile Warfare"
 is_wonder      = 0
-build_cost     = 40
+build_cost     = 30
 upkeep         = 1
 sabotage       = 100
 effect         =
@@ -240,7 +240,7 @@
 equiv_repl     = "Sun Tzu's War Academy"
 obsolete_by    = "None"
 is_wonder      = 0
-build_cost     = 40
+build_cost     = 30
 upkeep         = 1
 sabotage       = 100
 effect         =
@@ -271,7 +271,7 @@
 equiv_repl     = "Michelangelo's Chapel"
 obsolete_by    = "None"
 is_wonder      = 0
-build_cost     = 120
+build_cost     = 80
 upkeep         = 3
 sabotage       = 100
 effect         =
@@ -304,7 +304,7 @@
 ;equiv_repl    =
 obsolete_by    = "None"
 is_wonder      = 0
-build_cost     = 80
+build_cost     = 60
 upkeep         = 0
 sabotage       = 100
 effect         =
@@ -337,7 +337,7 @@
 ;equiv_repl    =
 obsolete_by    = "None"
 is_wonder      = 0
-build_cost     = 80
+build_cost     = 60
 upkeep         = 1
 sabotage       = 100
 effect         =
@@ -364,7 +364,7 @@
 ;equiv_repl    =
 obsolete_by    = "None"
 is_wonder      = 0
-build_cost     = 100
+build_cost     = 70
 upkeep         = 4
 sabotage       = 100
 effect         =
@@ -394,7 +394,7 @@
 ;equiv_repl    =
 obsolete_by    = "None"
 is_wonder      = 0
-build_cost     = 80
+build_cost     = 60
 upkeep         = 1
 sabotage       = 100
 effect         =
@@ -425,7 +425,7 @@
 ;equiv_repl    =
 obsolete_by    = "None"
 is_wonder      = 0
-build_cost     = 200
+build_cost     = 140
 upkeep         = 4
 sabotage       = 100
 effect         =
@@ -452,7 +452,7 @@
 equiv_repl     = "Pyramids"
 obsolete_by    = "None"
 is_wonder      = 0
-build_cost     = 60
+build_cost     = 40
 upkeep         = 1
 sabotage       = 100
 effect         =
@@ -483,7 +483,7 @@
 ;equiv_repl    =
 obsolete_by    = "None"
 is_wonder      = 0
-build_cost     = 60
+build_cost     = 40
 upkeep         = 1
 sabotage       = 100
 effect         =
@@ -510,7 +510,7 @@
 equiv_repl     = "Hoover Dam", "Power Plant", "Nuclear Plant", "Solar Plant"
 obsolete_by    = "None"
 is_wonder      = 0
-build_cost     = 240
+build_cost     = 180
 upkeep         = 4
 sabotage       = 100
 effect         =
@@ -553,7 +553,7 @@
 ;equiv_repl    =
 obsolete_by    = "None"
 is_wonder      = 0
-build_cost     = 80
+build_cost     = 60
 upkeep         = 1
 sabotage       = 100
 effect         =
@@ -580,8 +580,8 @@
 ;equiv_repl    =
 obsolete_by    = "None"
 is_wonder      = 0
-build_cost     = 80
-upkeep         = 1
+build_cost     = 60
+upkeep         = 0
 sabotage       = 100
 effect         =
     { "type", "range", "amount"
@@ -608,7 +608,7 @@
 ;equiv_repl    =
 obsolete_by    = "None"
 is_wonder      = 0
-build_cost     = 160
+build_cost     = 120
 upkeep         = 4
 sabotage       = 100
 effect         =
@@ -636,7 +636,7 @@
 ;equiv_repl    =
 obsolete_by    = "None"
 is_wonder      = 0
-build_cost     = 320
+build_cost     = 220
 upkeep         = 6
 sabotage       = 100
 effect         =
@@ -664,7 +664,7 @@
 equiv_repl     = "Hoover Dam", "Power Plant", "Hydro Plant", "Solar Plant"
 obsolete_by    = "None"
 is_wonder      = 0
-build_cost     = 160
+build_cost     = 120
 upkeep         = 2
 sabotage       = 100
 effect         =
@@ -708,7 +708,7 @@
 ;equiv_repl    =
 obsolete_by    = "None"
 is_wonder      = 0
-build_cost     = 160
+build_cost     = 120
 upkeep         = 3
 sabotage       = 100
 effect         =
@@ -735,7 +735,7 @@
 ;equiv_repl    =
 obsolete_by    = "None"
 is_wonder      = 0
-build_cost     = 100
+build_cost     = 70
 upkeep         = 0
 sabotage       = 0
 effect         =
@@ -772,7 +772,7 @@
 equiv_repl     = "Women's Suffrage"
 obsolete_by    = "None"
 is_wonder      = 0
-build_cost     = 60
+build_cost     = 50
 upkeep         = 2
 sabotage       = 100
 effect         =
@@ -804,7 +804,7 @@
 ;equiv_repl    =
 obsolete_by    = "None"
 is_wonder      = 0
-build_cost     = 80
+build_cost     = 60
 upkeep         = 3
 sabotage       = 100
 effect         =
@@ -833,7 +833,7 @@
 equiv_repl     = "Hoover Dam", "Nuclear Plant", "Hydro Plant", "Solar Plant"
 obsolete_by    = "None"
 is_wonder      = 0
-build_cost     = 160
+build_cost     = 130
 upkeep         = 4
 sabotage       = 100
 effect         =
@@ -871,7 +871,7 @@
 ;equiv_repl    =
 obsolete_by    = "None"
 is_wonder      = 0
-build_cost     = 200
+build_cost     = 140
 upkeep         = 2
 sabotage       = 100
 effect         =
@@ -899,7 +899,7 @@
 equiv_repl     = "SETI Program"
 obsolete_by    = "None"
 is_wonder      = 0
-build_cost     = 160
+build_cost     = 120
 upkeep         = 3
 sabotage       = 100
 effect         =
@@ -928,7 +928,7 @@
 ;equiv_repl    =
 obsolete_by    = "None"
 is_wonder      = 0
-build_cost     = 100
+build_cost     = 70
 upkeep         = 2
 sabotage       = 100
 effect         =
@@ -956,7 +956,7 @@
 ;equiv_repl    =
 obsolete_by    = "None"
 is_wonder      = 0
-build_cost     = 200
+build_cost     = 140
 upkeep         = 4
 sabotage       = 100
 effect         =
@@ -987,7 +987,7 @@
 ;equiv_repl    =
 obsolete_by    = "None"
 is_wonder      = 0
-build_cost     = 120
+build_cost     = 80
 upkeep         = 2
 sabotage       = 100
 effect         =
@@ -1017,7 +1017,7 @@
 equiv_repl     = "Hoover Dam", "Power Plant", "Hydro Plant", "Nuclear Plant"
 obsolete_by    = "None"
 is_wonder      = 0
-build_cost     = 320
+build_cost     = 220
 upkeep         = 4
 sabotage       = 100
 effect         =
@@ -1162,8 +1162,8 @@
 ;equiv_repl    =
 obsolete_by    = "None"
 is_wonder      = 0
-build_cost     = 160
-upkeep         = 4
+build_cost     = 120
+upkeep         = 3
 sabotage       = 100
 effect         =
     { "type", "range", "amount", "cond_bldg"
@@ -1191,7 +1191,7 @@
 ;equiv_repl    =
 obsolete_by    = "None"
 is_wonder      = 0
-build_cost     = 160
+build_cost     = 120
 upkeep         = 3
 sabotage       = 100
 effect         =
@@ -1221,7 +1221,7 @@
 ;equiv_repl    =
 obsolete_by    = "None"
 is_wonder      = 0
-build_cost     = 120
+build_cost     = 80
 upkeep         = 3
 sabotage       = 100
 effect         =
@@ -1250,7 +1250,7 @@
 ;equiv_repl    =
 obsolete_by    = "None"
 is_wonder      = 0
-build_cost     = 40
+build_cost     = 30
 upkeep         = 1
 sabotage       = 100
 effect         =
@@ -1279,7 +1279,7 @@
 ;equiv_repl    =
 obsolete_by    = "None"
 is_wonder      = 0
-build_cost     = 160
+build_cost     = 120
 upkeep         = 3
 sabotage       = 100
 effect         =
? adj1.diff
? adj2.diff
? barb2.diff
? barb3.diff
? barb3_full.diff
? bombard.ruleset.diff
? cmt.pl
? dir1.diff
? gccpoison2.diff
? genlist.py
? genpy.tar.gz
? genpy1.diff
? multi.serv
? test
? test.log
? test.serv
? testrun.sh
? transferunit1.diff
? worker2.diff
? ai/vetfix1.diff
? client/clientlists.h
? client/gui-fs
? client/gui-opengl
? client/lists.def
? client/agents/cmalists.h
? client/agents/lists.def
? client/gui-gtk/citydlg.c2
? client/gui-gtk-2.0/gtk2lists.h
? client/gui-gtk-2.0/lists.def
? common/commonlists.h
? common/commonpy.diff
? common/lists.def
? data/bombard
? data/fonts
? data/perrin
? data/stdfont.ttf
? data/stdsounds
? data/stdsounds.soundspec
? data/strange
? data/themes
? server/lists.def
? server/serverlists.h
Index: data/default/buildings.ruleset
===================================================================
RCS file: /home/freeciv/CVS/freeciv/data/default/buildings.ruleset,v
retrieving revision 1.42
diff -u -r1.42 buildings.ruleset
--- data/default/buildings.ruleset      30 Sep 2003 23:20:10 -0000      1.42
+++ data/default/buildings.ruleset      27 Apr 2004 08:16:17 -0000
@@ -1,2147 +0,0 @@
-
-; Modifying this file:
-; You should not modify this file except to make bugfixes or
-; for other "maintenance".  If you want to make custom changes,
-; you should create a new datadir subdirectory and copy this file
-; into that directory, and then modify that copy.  Then use the
-; command "rulesetdir <mysubdir>" in the server to have freeciv
-; use your new customized file.
-
-; Note that the freeciv AI may not cope well with anything more
-; than minor changes.
-
-[datafile]
-description="Default buildings data for Freeciv"
-options="1.10.1"
-
-; /* <-- avoid gettext warnings
-;
-; Below: The individual buildings, one per section.
-; (Buildings = City Improvements and Wonders)
-;
-; The actual tag used (the * in [building_*]) does not matter, except 
-; it must be unique within this file, and it may be used in debug 
-; output when reading this file.
-;
-; Notes:
-;
-; name         = name as seen by user 
-; tech_req     = advance required to build; special value "None"
-;                means no requirement, special value "Never"
-;                means building is never available
-; bldg_req     = another building in same city required to build;
-;                special value "None" means no requirement
-; graphic      = icon of improvement (used in city dialog)
-; graphic_alt  = alternate icon of improvement
-; terr_gate    = list of terrain types, one of which on or adjacent
-;                to city allows city to build improvement; empty
-;                list means always allowed to build if nothing in spec_gate
-;                is given (that means only if both terr_gate and spec_gate
-;                are empty the building can be bulit everywhere)
-; spec_gate    = list of special types, one of which on or adjacent
-;                to city allows city to build improvement; empty
-;                list means always allowed to build if nothing in terr_gate
-;                is given (that means only if both terr_gate and spec_gate
-;                are empty the building can be built everywhere)
-; equiv_range  = range for which this may be equivalent to another
-;                building; one of:
-;                  "None", "Local", "City", "Island", "Player", "World"
-; equiv_dupl   = list of buildings that duplicate this building if
-;                this city is within that building's range (may
-;                still build this, but will have no effect)
-; equiv_repl   = list of buildings that replace this building if
-;                this city is within that building's range (not
-;                allowed to build this)
-; obsolete_by  = advance which makes building obsolete; special
-;                value "None" means does not become obsolete
-; is_wonder    = 1 for wonders (only one instance can ever be built)
-; build_cost   = production shields required to build
-; upkeep       = monetary upkeep value
-; sabotage     = percent chance of diplomat sabotage being successful
-; effect {     = list of named effects (and parameters thereto):
-;
-;   ( See doc/README.effects for information and a listing of effects. )
-;
-; }              (All effects in list(s) are cumulative.)
-; sound                = optional sound effect associated
-; sound_alt    = optional alternative sound effect if above not
-;                supported in client
-; helptext     = optional help text string; should escape all raw
-;                newlines so that xgettext parsing works
-;
-; */ <-- avoid gettext warnings
-
-[building_airport]
-name           = _("Airport")
-tech_req       = "Radio"
-bldg_req       = "None"
-graphic        = "b.airport"
-graphic_alt    = "-"
-;terr_gate     =
-;spec_gate     =
-equiv_range    = "City"
-;equiv_dupl    =
-;equiv_repl    =
-obsolete_by    = "None"
-is_wonder      = 0
-build_cost     = 160
-upkeep         = 3
-sabotage       = 100
-effect         =
-    { "type", "range", "aff_unit"
-       "Unit_Veteran", "City", "Air"
-       "Unit_Repair", "City", "Air"
-       "Airlift", "City"
-    }
-sound          = "b_airport"
-sound_alt      = "b_generic"
-helptext       = _("\
-Allows a city to produce veteran air units.  Also, damaged air units\
- which stay in town for one full turn without moving are completely\
- restored.\
-\n\n\
-Two cities with Airports can airlift one unit per turn. \
- Airlifting instantly transports the unit from one city to another\
- and will use all of the unit's movement points.  A unit must have\
- some movement points left to be airlifted.\
-")
-
-[building_aqueduct]
-name           = _("Aqueduct")
-tech_req       = "Construction"
-bldg_req       = "None"
-graphic        = "b.aqueduct"
-graphic_alt    = "-"
-;terr_gate     =
-;spec_gate     =
-equiv_range    = "City"
-;equiv_dupl    =
-;equiv_repl    =
-obsolete_by    = "None"
-is_wonder      = 0
-build_cost     = 80
-upkeep         = 2
-sabotage       = 100
-effect         =
-    { "type", "range", "amount"
-       "Size_Unlimit", "City", 8
-    }
-sound          = "b_aqueduct"
-sound_alt      = "b_generic"
-; FIXME: use this help text when gen-impr implemented...
-; /* (ignore for gettext until fixed)
-; helptext     = _("\
-; Allows a city to grow larger than size 8.  A Sewer System is also\
-;  required for a city to grow larger than size 12.\
-; ")
-; */
-
-[building_bank]
-name           = _("Bank")
-tech_req       = "Banking"
-bldg_req       = "Marketplace"
-graphic        = "b.bank"
-graphic_alt    = "-"
-;terr_gate     =
-;spec_gate     =
-equiv_range    = "City"
-;equiv_dupl    =
-;equiv_repl    =
-obsolete_by    = "None"
-is_wonder      = 0
-build_cost     = 120
-upkeep         = 3
-sabotage       = 100
-effect         =
-    { "type", "range", "amount", "cond_bldg"
-       "Tax_Bonus", "City", 50, "Marketplace"
-       "Luxury_Bonus", "City", 50, "Marketplace"
-    }
-sound          = "b_bank"
-sound_alt      = "b_generic"
-; /* xgettext:no-c-format */
-helptext       = _("\
-Together with the Marketplace improvement, a Bank increases the\
- luxury and tax production within a city by 100%.\
-")
-
-[building_barracks]
-name           = _("Barracks")
-tech_req       = "None"
-bldg_req       = "None"
-graphic        = "b.barracks"
-graphic_alt    = "-"
-;terr_gate     =
-;spec_gate     =
-equiv_range    = "City"
-;equiv_dupl    = 
-equiv_repl     = "Sun Tzu's War Academy","Barracks II", "Barracks III"
-obsolete_by    = "Gunpowder"
-is_wonder      = 0
-build_cost     = 40
-upkeep         = 1
-sabotage       = 100
-effect         =
-    { "type", "range", "aff_unit"
-       "Unit_Veteran", "City", "Land"
-       "Unit_Repair", "City", "Land"
-    }
-sound          = "b_barracks_i"
-sound_alt      = "b_generic"
-helptext       = _("\
-With a Barracks, each new land unit built in a city will\
- automatically have Veteran status, which means that its attack and\
- defence strengths are increased by 50%.  Also, damaged land units\
- which stay in town for one full turn without moving are completely\
- restored.\
-")
-
-[building_barracks_ii]
-name           = _("Barracks II")
-tech_req       = "Gunpowder"
-bldg_req       = "None"
-graphic        = "b.barracks"
-graphic_alt    = "-"
-;terr_gate     =
-;spec_gate     =
-equiv_range    = "City"
-;equiv_dupl    =
-equiv_repl     = "Sun Tzu's War Academy", "Barracks III"
-obsolete_by    = "Mobile Warfare"
-is_wonder      = 0
-build_cost     = 40
-upkeep         = 1
-sabotage       = 100
-effect         =
-    { "type", "range", "aff_unit"
-       "Unit_Veteran", "City", "Land"
-       "Unit_Repair", "City", "Land"
-    }
-sound          = "b_barracks_ii"
-sound_alt      = "b_generic"
-helptext       = _("\
-With a Barracks, each new land unit built in a city will\
- automatically have Veteran status, which means that its attack and\
- defence strengths are increased by 50%.  Also, damaged land units\
- which stay in town for one full turn without moving are completely\
- restored.\
-")
-
-[building_barracks_iii]
-name           = _("Barracks III")
-tech_req       = "Mobile Warfare"
-bldg_req       = "None"
-graphic        = "b.barracks"
-graphic_alt    = "-"
-;terr_gate     =
-;spec_gate     =
-equiv_range    = "City"
-;equiv_dupl    =
-equiv_repl     = "Sun Tzu's War Academy"
-obsolete_by    = "None"
-is_wonder      = 0
-build_cost     = 40
-upkeep         = 1
-sabotage       = 100
-effect         =
-    { "type", "range", "aff_unit"
-       "Unit_Veteran", "City", "Land"
-       "Unit_Repair", "City", "Land"
-    }
-sound          = "b_barracks_iii"
-sound_alt      = "b_generic"
-helptext       = _("\
-With a Barracks, each new land unit built in a city will\
- automatically have Veteran status, which means that its attack and\
- defence strengths are increased by 50%.  Also, damaged land units\
- which stay in town for one full turn without moving are completely\
- restored.\
-")
-
-[building_cathedral]
-name           = _("Cathedral")
-tech_req       = "Monotheism"
-bldg_req       = "None"
-graphic        = "b.cathedral"
-graphic_alt    = "-"
-;terr_gate     =
-;spec_gate     =
-equiv_range    = "City"
-;equiv_dupl    =
-equiv_repl     = "Michelangelo's Chapel"
-obsolete_by    = "None"
-is_wonder      = 0
-build_cost     = 120
-upkeep         = 3
-sabotage       = 100
-effect         =
-    { "type", "range", "amount", "cond_adv"
-       "Make_Content", "City", 3
-       "Make_Content", "City", 1, "Theology"
-       "Make_Content", "City", -1, "Communism"
-    }
-sound          = "b_cathedral"
-sound_alt      = "b_generic"
-helptext       = _("\
-A Cathedral makes 3 unhappy citizens content in a city, making it\
- easier to maintain order in that city.  The discovery of Theology\
- increases the effect of a Cathedral, making an additional unhappy\
- citizen content.  The discovery of Communism lessens the effect of\
- a Cathedral, reducing by one the number of unhappy citizens made\
- content.\
-")
-
-[building_city_walls]
-name           = _("City Walls")
-tech_req       = "Masonry"
-bldg_req       = "None"
-graphic        = "b.city_walls"
-graphic_alt    = "-"
-;terr_gate     =
-;spec_gate     =
-equiv_range    = "City"
-equiv_dupl     = "Great Wall"
-;equiv_repl    =
-obsolete_by    = "None"
-is_wonder      = 0
-build_cost     = 80
-upkeep         = 0
-sabotage       = 100
-effect         =
-    { "type", "range", "amount", "cond_bldg", "aff_unit"
-       "Unit_Defend", "City", 300, "", "Land"
-       "Unit_No_Lose_Pop", "City", 0, "", "Land"
-       "Spy_Resistant", "Local", 50
-       "Spy_Resistant", "Local", -50, "Palace"
-    }
-sound          = "b_city_walls"
-sound_alt      = "b_generic"
-helptext       = _("\
-City Walls make it easier to defend a city.  They triple the defence\
- strength of units within the city against ground and helicopter\
- units.  They are ineffective against airborne and sea units as well\
- as Howitzers.  City Walls also prevent the loss of population which\
- occurs when a defending unit is destroyed by a land unit.\
-")
-
-[building_coastal_defense]
-name           = _("Coastal Defense")
-tech_req       = "Metallurgy"
-bldg_req       = "None"
-graphic        = "b.coastal_defense"
-graphic_alt    = "-"
-terr_gate      = "Ocean"
-;spec_gate     =
-equiv_range    = "City"
-;equiv_dupl    =
-;equiv_repl    =
-obsolete_by    = "None"
-is_wonder      = 0
-build_cost     = 80
-upkeep         = 1
-sabotage       = 100
-effect         =
-    { "type", "range", "amount", "aff_unit"
-       "Unit_Defend", "City", 200, "Sea"
-    }
-sound          = "b_coastal_defense"
-sound_alt      = "b_generic"
-helptext       = _("\
-Increases the defence strength of units within a city by a factor\
- of 2 when defending against bombardments from enemy ships.\
-")
-
-[building_colosseum]
-name           = _("Colosseum")
-tech_req       = "Construction"
-bldg_req       = "None"
-graphic        = "b.colosseum"
-graphic_alt    = "-"
-;terr_gate     =
-;spec_gate     =
-equiv_range    = "City"
-;equiv_dupl    =
-;equiv_repl    =
-obsolete_by    = "None"
-is_wonder      = 0
-build_cost     = 100
-upkeep         = 4
-sabotage       = 100
-effect         =
-    { "type", "range", "amount", "cond_adv"
-       "Make_Content", "City", 3
-       "Make_Content", "City", 1, "Electricity"
-    }
-sound          = "b_colosseum"
-sound_alt      = "b_generic"
-helptext       = _("\
-Entertains the citizens of a city, making 3 unhappy citizens content. \
- (Four after the discovery of Electricity.)\
-")
-; NOTE:
-; For Civ2 the "Electricity" condition should be "Electronics"
-
-[building_courthouse]
-name           = _("Courthouse")
-tech_req       = "Code of Laws"
-bldg_req       = "None"
-graphic        = "b.courthouse"
-graphic_alt    = "-"
-;terr_gate     =
-;spec_gate     =
-equiv_range    = "City"
-;equiv_dupl    =
-;equiv_repl    =
-obsolete_by    = "None"
-is_wonder      = 0
-build_cost     = 80
-upkeep         = 1
-sabotage       = 100
-effect         =
-    { "type", "range", "amount", "cond_gov"
-       "Corrupt_Pct", "City", 50
-       "Make_Content", "City", 1, "Democracy"
-       "Revolt_Dist_Pct", "City", 50
-    }
-sound          = "b_courthouse"
-sound_alt      = "b_generic"
-helptext       = _("\
-Reduces the corruption and waste in a city by 50%.  Under a Democracy, a\
- Courthouse makes 1 unhappy citizen content. \
- Also halves the effective distance to the capital, for the purpose\
- of calculating revolt cost.\
-")
-
-[building_factory]
-name           = _("Factory")
-tech_req       = "Industrialization"
-bldg_req       = "None"
-graphic        = "b.factory"
-graphic_alt    = "-"
-;terr_gate     =
-;spec_gate     =
-equiv_range    = "City"
-;equiv_dupl    =
-;equiv_repl    =
-obsolete_by    = "None"
-is_wonder      = 0
-build_cost     = 200
-upkeep         = 4
-sabotage       = 100
-effect         =
-    { "type", "range", "amount"
-       "Prod_Bonus", "City", 50
-    }
-sound          = "b_factory"
-sound_alt      = "b_generic"
-helptext       = _("\
-Increases the shield production in a city by 50%.  This increase may\
- also contribute significantly to pollution.\
-")
-
-[building_granary]
-name           = _("Granary")
-tech_req       = "Pottery"
-bldg_req       = "None"
-graphic        = "b.granary"
-graphic_alt    = "-"
-;terr_gate     =
-;spec_gate     =
-equiv_range    = "City"
-;equiv_dupl    =
-equiv_repl     = "Pyramids"
-obsolete_by    = "None"
-is_wonder      = 0
-build_cost     = 60
-upkeep         = 1
-sabotage       = 100
-effect         =
-    { "type", "range", "amount"
-       "Growth_Food", "City", 50
-    }
-sound          = "b_granary"
-sound_alt      = "b_generic"
-helptext       = _("\
-The amount of stored food will be set to half full whenever a city\
- with a Granary shrinks or grows. This helps a city to grow faster\
- and more easily withstand famine.\
-")
-; NOTE:
-; In Civ2, city size reduction does not generate food like this.
-; Dare I ask where this food comes from?? :-)
-
-[building_harbour]
-name           = _("Harbour")
-tech_req       = "Seafaring"
-bldg_req       = "None"
-graphic        = "b.harbour"
-graphic_alt    = "-"
-terr_gate      = "Ocean"
-;spec_gate     =
-equiv_range    = "City"
-;equiv_dupl    =
-;equiv_repl    =
-obsolete_by    = "None"
-is_wonder      = 0
-build_cost     = 60
-upkeep         = 1
-sabotage       = 100
-effect         =
-    { "type", "range", "amount", "aff_terr", "aff_spec"
-       "Food_Add_Tile", "City", 1, "Ocean", "None"
-    }
-sound          = "b_harbour"
-sound_alt      = "b_generic"
-helptext       = _("\
-Gives one extra food resource on all Ocean squares.  The city needs\
- to be coastal to build this improvement.\
-")
-
-[building_hydro_plant]
-name           = _("Hydro Plant")
-tech_req       = "Electronics"
-bldg_req       = "None"
-graphic        = "b.hydro_plant"
-graphic_alt    = "-"
-terr_gate      = "Mountains"
-spec_gate      = "River"
-equiv_range    = "City"
-;equiv_dupl    =
-equiv_repl     = "Hoover Dam", "Power Plant", "Nuclear Plant", "Solar Plant"
-obsolete_by    = "None"
-is_wonder      = 0
-build_cost     = 240
-upkeep         = 4
-sabotage       = 100
-effect         =
-    { "type", "range", "amount", "cond_bldg"
-       "Prod_Bonus", "City", 25, "Factory"
-       "Prod_Bonus", "City", 25, "Mfg. Plant"
-       "Pollu_Prod_Pct", "City", 50
-       "Pollu_Prod_Pct", "City", -50, "Recycling Center"
-    }
-sound          = "b_hydro_plant"
-sound_alt      = "b_generic"
-helptext       = _("\
-Reduces the amount of pollution generated by production in a city\
- by 50%.  It also\
- increases the shield production of a Factory or Mfg. Plant in the\
- city: a Factory and a Hydro Plant together give a 75% production\
- bonus, and a Factory, Mfg. Plant and Hydro Plant together give\
- a 150% production bonus.\
-\n\n\
-A city can only have one Hydro Plant, Power Plant, or\
- Nuclear Plant.  A city can only build a Hydro Plant if it is next\
- to (or on) a Mountain or River tile.\
-")
-; FIXME: add Solar Plant to "can have only one" helptext when Solar
-; Plant added.
-; NOTE:
-; For Civ1/2 the first shield production number above should be 100%,
-; but the above describes current freeciv rules.
-
-[building_library]
-name           = _("Library")
-tech_req       = "Writing"
-bldg_req       = "None"
-graphic        = "b.library"
-graphic_alt    = "-"
-;terr_gate     =
-;spec_gate     =
-equiv_range    = "City"
-;equiv_dupl    =
-;equiv_repl    =
-obsolete_by    = "None"
-is_wonder      = 0
-build_cost     = 80
-upkeep         = 1
-sabotage       = 100
-effect         =
-    { "type", "range", "amount"
-       "Science_Bonus", "City", 50
-    }
-sound          = "b_library"
-sound_alt      = "b_generic"
-; /* xgettext:no-c-format */
-helptext       = _("\
-Increases the science output in a city by 50%.\
-")
-
-[building_marketplace]
-name           = _("Marketplace")
-tech_req       = "Currency"
-bldg_req       = "None"
-graphic        = "b.marketplace"
-graphic_alt    = "-"
-;terr_gate     =
-;spec_gate     =
-equiv_range    = "City"
-;equiv_dupl    =
-;equiv_repl    =
-obsolete_by    = "None"
-is_wonder      = 0
-build_cost     = 80
-upkeep         = 1
-sabotage       = 100
-effect         =
-    { "type", "range", "amount"
-       "Tax_Bonus", "City", 50
-       "Luxury_Bonus", "City", 50
-    }
-sound          = "b_marketplace"
-sound_alt      = "b_generic"
-; /* xgettext:no-c-format */
-helptext       = _("\
-Increases the luxury and tax output in a city by 50%.\
-")
-
-[building_mass_transit]
-name           = _("Mass Transit")
-tech_req       = "Mass Production"
-bldg_req       = "None"
-graphic        = "b.mass_transit"
-graphic_alt    = "-"
-;terr_gate     =
-;spec_gate     =
-equiv_range    = "City"
-;equiv_dupl    =
-;equiv_repl    =
-obsolete_by    = "None"
-is_wonder      = 0
-build_cost     = 160
-upkeep         = 4
-sabotage       = 100
-effect         =
-    { "type", "range", "amount"
-       "Pollu_Pop_Pct", "City", 0
-    }
-sound          = "b_mass_transit"
-sound_alt      = "b_generic"
-helptext       = _("\
-Neutralizes the pollution generated by the population. \
- The population simply has no effect on the pollution generated in\
- the city.\
-")
-
-[building_mfg_plant]
-name           = _("Mfg. Plant")
-tech_req       = "Robotics"
-bldg_req       = "Factory"
-graphic        = "b.mfg_plant"
-graphic_alt    = "-"
-;terr_gate     =
-;spec_gate     =
-equiv_range    = "City"
-;equiv_dupl    =
-;equiv_repl    =
-obsolete_by    = "None"
-is_wonder      = 0
-build_cost     = 320
-upkeep         = 6
-sabotage       = 100
-effect         =
-    { "type", "range", "amount", "cond_bldg"
-       "Prod_Bonus", "City", 50, "Factory"
-    }
-sound          = "b_mfg_plant"
-sound_alt      = "b_generic"
-; /* xgettext:no-c-format */
-helptext       = _("\
-Together with a Factory, a Manufacturing Plant increases the shield\
- production in a city by 100%.\
-")
-
-[building_nuclear_plant]
-name           = _("Nuclear Plant")
-tech_req       = "Nuclear Power"
-bldg_req       = "None"
-graphic        = "b.nuclear_plant"
-graphic_alt    = "-"
-;terr_gate     =
-;spec_gate     =
-equiv_range    = "City"
-;equiv_dupl    =
-equiv_repl     = "Hoover Dam", "Power Plant", "Hydro Plant", "Solar Plant"
-obsolete_by    = "None"
-is_wonder      = 0
-build_cost     = 160
-upkeep         = 2
-sabotage       = 100
-effect         =
-    { "type", "range", "amount", "cond_bldg"
-       "Prod_Bonus", "City", 25, "Factory"
-       "Prod_Bonus", "City", 25, "Mfg. Plant"
-       "Pollu_Prod_Pct", "City", 50
-       "Pollu_Prod_Pct", "City", -50, "Recycling Center"
-    }
-sound          = "b_nuclear_plant"
-sound_alt      = "b_generic"
-helptext       = _("\
-Reduces the amount of pollution generated by production in a city\
- by 50%.  It also\
- increases the shield production of a Factory or Mfg. Plant in\
- the city: a Factory and a Nuclear Plant together give a 75%\
- production bonus, and a Factory, Mfg. Plant and Nuclear Plant\
- together give a 150% production bonus.\
-\n\n\
-A city can only have one Hydro Plant, Power Plant, or\
- Nuclear Plant.\
-")
-; FIXME: add Solar Plant to "can have only one" helptext when Solar
-; Plant added.
-; NOTE:
-; For Civ1/2 the first number above should be 100%, but the above
-; describes current freeciv rules.
-; There would also be a change of meltdown during civil disorder,
-; but that has not been implemented yet.
-
-[building_offshore_platform]
-name           = _("Offshore Platform")
-tech_req       = "Miniaturization"
-bldg_req       = "None"
-graphic        = "b.offshore_platform"
-graphic_alt    = "-"
-terr_gate      = "Ocean"
-;spec_gate     =
-equiv_range    = "City"
-;equiv_dupl    =
-;equiv_repl    =
-obsolete_by    = "None"
-is_wonder      = 0
-build_cost     = 160
-upkeep         = 3
-sabotage       = 100
-effect         =
-    { "type", "range", "amount", "aff_terr", "aff_spec"
-       "Prod_Add_Tile", "City", 1, "Ocean", "None"
-    }
-sound          = "b_offshore_platform"
-sound_alt      = "b_generic"
-helptext       = _("\
-Adds 1 extra shield resource on all Ocean squares in a city.  The\
- city needs to be coastal to build this improvement.\
-")
-
-[building_palace]
-name           = _("Palace")
-tech_req       = "Masonry"
-bldg_req       = "None"
-graphic        = "b.palace"
-graphic_alt    = "-"
-;terr_gate     =
-;spec_gate     =
-equiv_range    = "Player"
-;equiv_dupl    =
-;equiv_repl    =
-obsolete_by    = "None"
-is_wonder      = 0
-build_cost     = 100
-upkeep         = 0
-sabotage       = 0
-effect         =
-    { "type", "range", "amount"
-       "Capital_City", "City"
-       "Capital_Exists", "Player"
-       "Spy_Resistant", "City", 50
-    }
-sound          = "b_palace"
-sound_alt      = "b_generic"
-helptext       = _("\
-Makes a city the capital and the center of your government. \
- Corruption in other cities is related to how far away from the\
- capital they are, except when the government is Democracy or\
- Communism.  The cost of inciting a revolt in a city also depends\
- upon the city's distance from the capital (under all forms of\
- government).\
-\n\n\
-Take good care of your capital, as its loss may result in your\
- empire plunging into civil war. Losing your current palace also\
- results in losing whatever spaceship you might have.\
-")
-
-[building_police_station]
-name           = _("Police Station")
-tech_req       = "Communism"
-bldg_req       = "None"
-graphic        = "b.police_station"
-graphic_alt    = "-"
-;terr_gate     =
-;spec_gate     =
-equiv_range    = "City"
-;equiv_dupl    =
-equiv_repl     = "Women's Suffrage"
-obsolete_by    = "None"
-is_wonder      = 0
-build_cost     = 60
-upkeep         = 2
-sabotage       = 100
-effect         =
-    { "type", "range", "amount", "cond_gov"
-       "Make_Content_Mil", "City", 1, "Republic"
-       "Make_Content_Mil", "City", 2, "Democracy"
-    }
-sound          = "b_police_station"
-sound_alt      = "b_generic"
-helptext       = _("\
-Reduces the unhappiness caused by military units outside the city\
- by 2 under Democracy and 1 under Republic.  This improvement has no\
- effect under other governments.\
-")
-; NOTE:
-; For Civ2 this should reduce unhappiness by one for *each* unit
-; outside a city that is causing at least one unhappiness.
-
-[building_port_facility]
-name           = _("Port Facility")
-tech_req       = "Amphibious Warfare"
-bldg_req       = "None"
-graphic        = "b.port_facility"
-graphic_alt    = "-"
-terr_gate      = "Ocean"
-;spec_gate     =
-equiv_range    = "City"
-;equiv_dupl    =
-;equiv_repl    =
-obsolete_by    = "None"
-is_wonder      = 0
-build_cost     = 80
-upkeep         = 3
-sabotage       = 100
-effect         =
-    { "type", "range", "aff_unit"
-       "Unit_Veteran", "City", "Sea"
-       "Unit_Repair", "City", "Sea"
-    }
-sound          = "b_port_facility"
-sound_alt      = "b_generic"
-helptext       = _("\
-Allows a city to build veteran sea units.  Also, damaged sea units\
- which stay in town for one full turn without moving are completely\
- restored.\
-")
-
-[building_power_plant]
-name           = _("Power Plant")
-tech_req       = "Refining"
-bldg_req       = "None"
-graphic        = "b.power_plant"
-graphic_alt    = "-"
-;terr_gate     =
-;spec_gate     =
-equiv_range    = "City"
-;equiv_dupl    = 
-equiv_repl     = "Hoover Dam", "Nuclear Plant", "Hydro Plant", "Solar Plant"
-obsolete_by    = "None"
-is_wonder      = 0
-build_cost     = 160
-upkeep         = 4
-sabotage       = 100
-effect         =
-    { "type", "range", "amount", "cond_bldg"
-       "Prod_Bonus", "City", 25, "Factory"
-       "Prod_Bonus", "City", 25, "Mfg. Plant"
-    }
-sound          = "b_power_plant"
-sound_alt      = "b_generic"
-; /* xgettext:no-c-format */
-helptext       = _("\
-Increases the shield production of a Factory or Mfg. Plant in a\
- city: a Factory and a Power Plant together give a 75% production\
- bonus, and a Factory, Mfg. Plant and Power Plant together give\
- a 150% production bonus.  The extra production may lead to the city\
- generating more pollution.\
-\n\n\
-A city can only have one Hydro Plant, Power Plant, or\
- Nuclear Plant.\
-")
-; NOTE:
-; For Civ1/2 the first number above should be 100%, but the above
-; describes current freeciv rules.
-
-[building_recycling_center]
-name           = _("Recycling Center")
-tech_req       = "Recycling"
-bldg_req       = "None"
-graphic        = "b.recycling_center"
-graphic_alt    = "-"
-;terr_gate     =
-;spec_gate     =
-equiv_range    = "City"
-;equiv_dupl    =
-;equiv_repl    =
-obsolete_by    = "None"
-is_wonder      = 0
-build_cost     = 200
-upkeep         = 2
-sabotage       = 100
-effect         =
-    { "type", "range", "amount"
-       "Pollu_Prod_Pct", "City", 34
-    }
-sound          = "b_recycling_center"
-sound_alt      = "b_generic"
-; /* xgettext:no-c-format */
-helptext       = _("\
-Building a Recycling Center reduces the amount of pollution\
- generated by production in a city by 66%.\
-")
-
-[building_research_lab]
-name           = _("Research Lab")
-tech_req       = "Computers"
-bldg_req       = "Library"
-graphic        = "b.research_lab"
-graphic_alt    = "-"
-;terr_gate     =
-;spec_gate     =
-equiv_range    = "City"
-;equiv_dupl    =
-equiv_repl     = "SETI Program"
-obsolete_by    = "None"
-is_wonder      = 0
-build_cost     = 160
-upkeep         = 3
-sabotage       = 100
-effect         =
-    { "type", "range", "amount", "cond_bldg"
-       "Science_Bonus", "City", 50, "Library"
-    }
-sound          = "b_research_lab"
-sound_alt      = "b_generic"
-helptext       = _("\
-Together with a Library, a Research Lab increases the science\
- production of a city by 100%. \
-Together with a Library and a University, a Research Lab increases\
- the science production of a city by 150%.\
-")
-
-[building_sam_battery]
-name           = _("SAM Battery")
-tech_req       = "Rocketry"
-bldg_req       = "None"
-graphic        = "b.sam_battery"
-graphic_alt    = "-"
-;terr_gate     =
-;spec_gate     =
-equiv_range    = "City"
-;equiv_dupl    =
-;equiv_repl    =
-obsolete_by    = "None"
-is_wonder      = 0
-build_cost     = 100
-upkeep         = 2
-sabotage       = 100
-effect         =
-    { "type", "range", "amount", "aff_unit"
-       "Unit_Defend", "City", 200, "Air"
-       "Unit_Defend", "City", 200, "Missile"
-    }
-sound          = "b_sam_battery"
-sound_alt      = "b_generic"
-helptext       = _("\
-Doubles the defense of all units inside the city when attacked by\
- non-nuclear air units.\
-")
-
-[building_sdi_defense]
-name           = _("SDI Defense")
-tech_req       = "Laser"
-bldg_req       = "None"
-graphic        = "b.sdi_defense"
-graphic_alt    = "-"
-;terr_gate     =
-;spec_gate     =
-equiv_range    = "City"
-;equiv_dupl    =
-;equiv_repl    =
-obsolete_by    = "None"
-is_wonder      = 0
-build_cost     = 200
-upkeep         = 4
-sabotage       = 100
-effect         =
-    { "type", "range", "amount", "aff_unit"
-       "Nuke_Proof", "City", 3
-       "Unit_Defend", "City", 200, "Missile"
-    }
-sound          = "b_sdi_defense"
-sound_alt      = "b_generic"
-helptext       = _("\
-Protects a city from attacks from Nuclear units.  Nuclear attacks\
- simply have no effect on the city.  Also, doubles defence against\
- non-nuclear missiles.\
-")
-; NOTE:
-; Civ2 does not document the "Unit_Defend"/"Missile" aspect; does it apply or 
not?
-
-[building_sewer_system]
-name           = _("Sewer System")
-tech_req       = "Sanitation"
-bldg_req       = "Aqueduct"
-graphic        = "b.sewer_system"
-graphic_alt    = "-"
-;terr_gate     =
-;spec_gate     =
-equiv_range    = "City"
-;equiv_dupl    =
-;equiv_repl    =
-obsolete_by    = "None"
-is_wonder      = 0
-build_cost     = 120
-upkeep         = 2
-sabotage       = 100
-effect         =
-    { "type", "range", "amount", "cond_bldg"
-       "Size_Unlimit", "City", 12, "Aqueduct"
-    }
-sound          = "b_sewer_system"
-sound_alt      = "b_generic"
-; FIXME: use this help text when gen-impr implemented...
-; /* (ignore for gettext until fixed)
-; helptext     = _("\
-; Allows a city to grow larger than size 12.  An Aqueduct is first\
-;  required for a city to grow larger than size 8.\
-; ")
-; */
-
-[building_solar_plant]
-name           = _("Solar Plant")
-tech_req       = "Never"               ; "Environmentalism"
-bldg_req       = "None"
-graphic        = "b.solar_plant"
-graphic_alt    = "-"
-;terr_gate     =
-;spec_gate     =
-equiv_range    = "City"
-;equiv_dupl    =
-equiv_repl     = "Hoover Dam", "Power Plant", "Hydro Plant", "Nuclear Plant"
-obsolete_by    = "None"
-is_wonder      = 0
-build_cost     = 320
-upkeep         = 4
-sabotage       = 100
-effect         =
-    { "type", "range", "amount", "cond_bldg"
-       "Prod_Bonus", "City", 25, "Factory"
-       "Prod_Bonus", "City", 25, "Mfg. Plant"
-       "Pollu_Prod_Pct", "City", 0
-       "Slow_Global_Warm", "World", 10
-    }
-sound          = "b_solar_plant"
-sound_alt      = "b_generic"
-; /* xgettext:no-c-format */
-helptext       = _("\
-Eliminates all pollution generated by production in a city. \
- It also\
- increases the shield production of a Factory or Mfg. Plant in the\
- city: a Factory and a Solar Plant together give a 75% production\
- bonus, and a Factory, Mfg. Plant and Solar Plant together give\
- a 150% production bonus.\
-\n\n\
-A city can only have one Solar Plant, Hydro Plant, Power Plant, or\
- Nuclear Plant.\
-")
-; NOTE:
-; For Civ1/2 the first shield production number above should be 100%,
-; but the above describes current freeciv rules.
-; NOTE:
-; Not implemented.
-
-[building_space_component]
-name           = _("Space Component")
-tech_req       = "Plastics"
-bldg_req       = "None"
-graphic        = "b.space_component"
-graphic_alt    = "-"
-;terr_gate     =
-;spec_gate     =
-equiv_range    = "None"
-;equiv_dupl    =
-;equiv_repl    =
-obsolete_by    = "None"
-is_wonder      = 0
-build_cost     = 160
-upkeep         = 0
-sabotage       = 100
-effect         =
-    { "type", "range", "amount"
-       "Space_Part", "Local", 2
-    }
-sound          = "b_space_component"
-sound_alt      = "b_generic"
-helptext       = _("\
-Space Components can be differentiated into Propulsion and Fuel\
- Components.  Each pair of them reduces your spaceship's travel\
- time.  You can build up to 8 pairs.\
-\n\n\
-Before you can build any spaceship parts, the Apollo Program wonder\
- must have been built by any player.\
-")
-
-[building_space_module]
-name           = _("Space Module")
-tech_req       = "Superconductors"
-bldg_req       = "None"
-graphic        = "b.space_modules"
-graphic_alt    = "-"
-;terr_gate     =
-;spec_gate     =
-equiv_range    = "None"
-;equiv_dupl    =
-;equiv_repl    =
-obsolete_by    = "None"
-is_wonder      = 0
-build_cost     = 320
-upkeep         = 0
-sabotage       = 100
-effect         =
-    { "type", "range", "amount"
-       "Space_Part", "Local", 3
-    }
-sound          = "b_space_module"
-sound_alt      = "b_generic"
-helptext       = _("\
-Space Modules are the most expensive parts of spaceships.  There\
- are three different types of Space Module:\
-\n\n\
-- Habitation Module: provides living space for 10,000 people.\
-\n\n\
-- Life Support Module: provides food and water for the population of\
-  one Habitation Module.\
-\n\n\
-- Solar Panels: provides the energy needed for any two of the other\
-  Modules.\
-\n\n\
-You can build up to 4 Space Modules of each kind.\
-\n\n\
-Before you can build any spaceship parts, the Apollo Program wonder\
- must have been built by any player.\
-")
-
-[building_space_structural]
-name           = _("Space Structural")
-tech_req       = "Space Flight"
-bldg_req       = "None"
-graphic        = "b.space_structural"
-graphic_alt    = "-"
-;terr_gate     =
-;spec_gate     =
-equiv_range    = "None"
-;equiv_dupl    =
-;equiv_repl    =
-obsolete_by    = "None"
-is_wonder      = 0
-build_cost     = 80
-upkeep         = 0
-sabotage       = 100
-effect         =
-    { "type", "range", "amount"
-       "Space_Part", "Local", 1
-    }
-sound          = "b_space_structural"
-sound_alt      = "b_generic"
-helptext       = _("\
-Space Structurals form the base of your spaceship.  All other\
- spaceship parts need to be connected to Structurals in order to\
- function.  You can build up to 32 Space Structurals.\
-\n\n\
-Before you can build any spaceship parts, the Apollo Program wonder\
- must have been built by any player.\
-")
-
-[building_stock_exchange]
-name           = _("Stock Exchange")
-tech_req       = "Economics"
-bldg_req       = "Bank"
-graphic        = "b.stock_exchange"
-graphic_alt    = "-"
-;terr_gate     =
-;spec_gate     =
-equiv_range    = "City"
-;equiv_dupl    =
-;equiv_repl    =
-obsolete_by    = "None"
-is_wonder      = 0
-build_cost     = 160
-upkeep         = 4
-sabotage       = 100
-effect         =
-    { "type", "range", "amount", "cond_bldg"
-       "Tax_Bonus", "City", 50, "Bank"
-       "Luxury_Bonus", "City", 50, "Bank"
-    }
-sound          = "b_stock_exchange"
-sound_alt      = "b_generic"
-; /* xgettext:no-c-format */
-helptext       = _("\
-Together with a Marketplace and a Bank, a Stock Exchange boosts\
- tax and luxury production in a city by 150%.\
-")
-
-[building_super_highways]
-name           = _("Super Highways")
-tech_req       = "Automobile"
-bldg_req       = "None"
-graphic        = "b.super_highways"
-graphic_alt    = "-"
-;terr_gate     =
-;spec_gate     =
-equiv_range    = "City"
-;equiv_dupl    =
-;equiv_repl    =
-obsolete_by    = "None"
-is_wonder      = 0
-build_cost     = 160
-upkeep         = 3
-sabotage       = 100
-effect         =
-    { "type", "range", "amount", "aff_terr", "aff_spec"
-       "Trade_Per_Tile", "City", 50, "None", "Road"
-    }
-sound          = "b_super_highways"
-sound_alt      = "b_generic"
-; /* xgettext:no-c-format */
-helptext       = _("\
-Increases trade resources by 50% on all squares with roads or\
- railroads.\
-")
-; NOTE:
-; Civ2 help says Super Highways increase trade from trade routes.
-
-[building_supermarket]
-name           = _("Supermarket")
-tech_req       = "Refrigeration"
-bldg_req       = "None"
-graphic        = "b.supermarket"
-graphic_alt    = "-"
-;terr_gate     =
-;spec_gate     =
-equiv_range    = "City"
-;equiv_dupl    =
-;equiv_repl    =
-obsolete_by    = "None"
-is_wonder      = 0
-build_cost     = 120
-upkeep         = 3
-sabotage       = 100
-effect         =
-    { "type", "range", "amount", "aff_terr", "aff_spec"
-       "Food_Per_Tile", "City", 50, "None", "Farmland"
-    }
-sound          = "b_supermarket"
-sound_alt      = "b_generic"
-; /* xgettext:no-c-format */
-helptext       = _("\
-Increases the food resources by 50% on each farmland square which\
- is being used around the city.  Farmland squares are those which\
- have been irrigated a second time.\
-")
-
-[building_temple]
-name           = _("Temple")
-tech_req       = "Ceremonial Burial"
-bldg_req       = "None"
-graphic        = "b.temple"
-graphic_alt    = "-"
-;terr_gate     =
-;spec_gate     =
-equiv_range    = "City"
-;equiv_dupl    =
-;equiv_repl    =
-obsolete_by    = "None"
-is_wonder      = 0
-build_cost     = 40
-upkeep         = 1
-sabotage       = 100
-effect         =
-    { "type", "range", "amount", "cond_adv"
-       "Make_Content", "City", 1
-       "Make_Content", "City", 1, "Mysticism"
-    }
-sound          = "b_temple"
-sound_alt      = "b_generic"
-helptext       = _("\
-Makes one unhappy citizen content.  Both the Mysticism advance\
- and the Oracle wonder double this effect.  With both Mysticism\
- and the Oracle, 4 citizens are made content.\
-")
-
-[building_university]
-name           = _("University")
-tech_req       = "University"
-bldg_req       = "Library"
-graphic        = "b.university"
-graphic_alt    = "-"
-;terr_gate     =
-;spec_gate     =
-equiv_range    = "City"
-;equiv_dupl    =
-;equiv_repl    =
-obsolete_by    = "None"
-is_wonder      = 0
-build_cost     = 160
-upkeep         = 3
-sabotage       = 100
-effect         =
-    { "type", "range", "amount", "cond_bldg"
-       "Science_Bonus", "City", 50, "Library"
-    }
-sound          = "b_university"
-sound_alt      = "b_generic"
-; /* xgettext:no-c-format */
-helptext       = _("\
-Together with a Library, a University increases the science\
- production of a city by 100%.\
-")
-
-[building_apollo_program]
-name           = _("Apollo Program")
-tech_req       = "Space Flight"
-bldg_req       = "None"
-graphic        = "b.apollo_program"
-graphic_alt    = "-"
-;terr_gate     =
-;spec_gate     =
-equiv_range    = "None"
-;equiv_dupl    =
-;equiv_repl    =
-obsolete_by    = "None"
-is_wonder      = 1
-build_cost     = 600
-upkeep         = 0
-sabotage       = 0
-effect         =
-    { "type", "range", "survives"
-       "Reveal_Map", "Player", 0
-       "Enable_Space", "World", 1
-    }
-sound          = "w_apollo_program"
-sound_alt      = "w_generic"
-helptext       = _("\
-Entire map becomes visible for the player who owns it. \
- It allows all players to start building spaceship parts (assuming\
- they have researched the necessary technologies).\
-")
-
-[building_asmiths_trading_co]
-name           = _("A.Smith's Trading Co.")
-tech_req       = "Economics"
-bldg_req       = "None"
-graphic        = "b.asmiths_trading_co"
-graphic_alt    = "-"
-;terr_gate     =
-;spec_gate     =
-equiv_range    = "Player"
-;equiv_dupl    =
-;equiv_repl    =
-obsolete_by    = "None"
-is_wonder      = 1
-build_cost     = 400
-upkeep         = 0
-sabotage       = 0
-effect         =
-    { "type", "range", "amount"
-       "Upkeep_Free", "Player", 1
-    }
-sound          = "w_asmiths_trading_co"
-sound_alt      = "w_generic"
-helptext       = _("\
-City improvements which would normally have an upkeep of 1 are free\
- of upkeep, for all cities.\
-")
-
-[building_colossus]
-name           = _("Colossus")
-tech_req       = "Bronze Working"
-bldg_req       = "None"
-graphic        = "b.colossus"
-graphic_alt    = "-"
-;terr_gate     =
-;spec_gate     =
-equiv_range    = "City"
-;equiv_dupl    =
-;equiv_repl    =
-obsolete_by    = "Flight"
-is_wonder      = 1
-build_cost     = 200
-upkeep         = 0
-sabotage       = 0
-effect         =
-    { "type", "range", "amount"
-       "Trade_Inc_Tile", "City", 1
-    }
-sound          = "w_colossus"
-sound_alt      = "w_generic"
-helptext       = _("\
-Each square around the city where this wonder is built that is already\
- generating some trade produces one extra trade resource.\
-")
-
-[building_copernicus_observatory]
-name           = _("Copernicus' Observatory")
-tech_req       = "Astronomy"
-bldg_req       = "None"
-graphic        = "b.copernicus_observatory"
-graphic_alt    = "-"
-;terr_gate     =
-;spec_gate     =
-equiv_range    = "City"
-;equiv_dupl    =
-;equiv_repl    =
-obsolete_by    = "None"
-is_wonder      = 1
-build_cost     = 300
-upkeep         = 0
-sabotage       = 0
-effect         =
-    { "type", "range", "amount"
-       "Science_Bonus", "City", 50
-    }
-sound          = "w_copernicus_observatory"
-sound_alt      = "w_generic"
-; /* xgettext:no-c-format */
-helptext       = _("\
-Boosts science production by 50% in the city where it is built.\
-")
-
-[building_cure_for_cancer]
-name           = _("Cure For Cancer")
-tech_req       = "Genetic Engineering"
-bldg_req       = "None"
-graphic        = "b.cure_for_cancer"
-graphic_alt    = "-"
-;terr_gate     =
-;spec_gate     =
-equiv_range    = "Player"
-;equiv_dupl    =
-;equiv_repl    =
-obsolete_by    = "None"
-is_wonder      = 1
-build_cost     = 600
-upkeep         = 0
-sabotage       = 0
-effect         =
-    { "type", "range", "amount"
-       "Make_Content", "Player", 1
-    }
-sound          = "w_cure_for_cancer"
-sound_alt      = "w_generic"
-helptext       = _("\
-This stunning technological achievement makes one unhappy\
- citizen content in all cities.\
-")
-; NOTE:
-; In Civ2 this makes 1 content citizen happy in all cities.
-
-[building_darwins_voyage]
-name           = _("Darwin's Voyage")
-tech_req       = "Railroad"
-bldg_req       = "None"
-graphic        = "b.darwins_voyage"
-graphic_alt    = "-"
-;terr_gate     =
-;spec_gate     =
-equiv_range    = "None"
-;equiv_dupl    =
-;equiv_repl    =
-obsolete_by    = "None"
-is_wonder      = 1
-build_cost     = 300
-upkeep         = 0
-sabotage       = 0
-effect         =
-    { "type", "range", "amount"
-       "Give_Imm_Adv", "Player", 2
-    }
-sound          = "w_darwins_voyage"
-sound_alt      = "w_generic"
-helptext       = _("\
-Charles Darwin's voyage sparked the discovery of the evolution\
- of the species, which inspired greater confidence in science.\
- Gives two immediate technology advances.\
-")
-
-[building_eiffel_tower]
-name           = _("Eiffel Tower")
-tech_req       = "Never"               ; "Steam Engine"
-bldg_req       = "None"
-graphic        = "b.eiffel_tower"
-graphic_alt    = "-"
-;terr_gate     =
-;spec_gate     =
-equiv_range    = "None"
-;equiv_dupl    =
-;equiv_repl    =
-obsolete_by    = "None"
-is_wonder      = 1
-build_cost     = 300
-upkeep         = 0
-sabotage       = 0
-effect         =
-    { "type", "range", "amount"
-       "Improve_Rep", "Player", 25
-    }
-sound          = "w_eiffel_tower"
-sound_alt      = "w_generic"
-; /* xgettext:no-c-format */
-helptext       = _("\
-When built, every civilization's attitude toward you is improved\
- by 25%.\
-")
-; NOTE:
-; Not implemented.
-
-[building_great_library]
-name           = _("Great Library")
-tech_req       = "Literacy"
-bldg_req       = "None"
-graphic        = "b.great_library"
-graphic_alt    = "-"
-;terr_gate     =
-;spec_gate     =
-equiv_range    = "None"
-;equiv_dupl    =
-;equiv_repl    =
-obsolete_by    = "Electricity"
-is_wonder      = 1
-build_cost     = 300
-upkeep         = 0
-sabotage       = 0
-effect         =
-    { "type", "range", "amount"
-       "Adv_Parasite", "Player", 2
-    }
-sound          = "w_great_library"
-sound_alt      = "w_generic"
-helptext       = _("\
-The civilization which builds the Great Library gets every advance\
- that at least two other civilizations have achieved.\
-")
-
-[building_great_wall]
-name           = _("Great Wall")
-tech_req       = "Masonry"
-bldg_req       = "None"
-graphic        = "b.great_wall"
-graphic_alt    = "-"
-;terr_gate     =
-;spec_gate     =
-equiv_range    = "Player"
-;equiv_dupl    =
-;equiv_repl    =
-obsolete_by    = "Metallurgy"
-is_wonder      = 1
-build_cost     = 300
-upkeep         = 0
-sabotage       = 0
-effect         =
-    { "type", "range", "amount", "aff_unit"
-       "Unit_Defend", "Player", 300, "Land"
-       "Unit_No_Lose_Pop", "Player", 0, "Land"
-    }
-sound          = "w_great_wall"
-sound_alt      = "w_generic"
-helptext       = _("\
-Works as a City Wall in all cities.\
-")
-; NOTE:
-; Civ2 also doubles attack -vs- barbs,
-; and enemies are forced to offer cease-fire or peace.
-
-[building_hanging_gardens]
-name           = _("Hanging Gardens")
-tech_req       = "Pottery"
-bldg_req       = "None"
-graphic        = "b.hanging_gardens"
-graphic_alt    = "-"
-;terr_gate     =
-;spec_gate     =
-equiv_range    = "Player"
-;equiv_dupl    =
-;equiv_repl    =
-obsolete_by    = "Railroad"
-is_wonder      = 1
-build_cost     = 200
-upkeep         = 0
-sabotage       = 0
-effect         =
-    { "type", "range", "amount"
-       "Make_Happy", "Player", 1
-       "Make_Happy", "City", 2
-    }
-sound          = "w_hanging_gardens"
-sound_alt      = "w_generic"
-helptext       = _("\
-Makes one content citizen happy in every city. Makes two extra\
- content citizens happy in the city containing the Hanging Gardens\
- (that is, a total of 3).  In the unlikely event where there are no\
- content citizens to get the effect of Hanging Gardens, the wonder\
- applies to unhappy citizens (making them content instead).\
-")
-
-[building_hoover_dam]
-name           = _("Hoover Dam")
-tech_req       = "Electronics"
-bldg_req       = "None"
-graphic        = "b.hoover_dam"
-graphic_alt    = "-"
-;terr_gate     =
-;spec_gate     =
-equiv_range    = "Player"
-;equiv_dupl    =
-;equiv_repl    =
-obsolete_by    = "None"
-is_wonder      = 1
-build_cost     = 600
-upkeep         = 0
-sabotage       = 0
-effect         =
-    { "type", "range", "amount", "cond_bldg"
-       "Prod_Bonus", "Player", 25, "Factory"
-       "Prod_Bonus", "Player", 25, "Mfg. Plant"
-       "Pollu_Prod_Pct", "Player", 50
-       "Pollu_Prod_Pct", "Player", -50, "Recycling Center"
-    }
-sound          = "w_hoover_dam"
-sound_alt      = "w_generic"
-helptext       = _("\
-Works as if you had a Hydro Plant in every city.  (This reduces\
- pollution and increases the effects of Factories and Mfg. Plants.)\
-")
-
-[building_isaac_newtons_college]
-name           = _("Isaac Newton's College")
-tech_req       = "Theory of Gravity"
-bldg_req       = "None"
-graphic        = "b.isaac_newtons_college"
-graphic_alt    = "-"
-;terr_gate     =
-;spec_gate     =
-equiv_range    = "City"
-;equiv_dupl    =
-;equiv_repl    =
-obsolete_by    = "None"
-is_wonder      = 1
-build_cost     = 400
-upkeep         = 0
-sabotage       = 0
-effect         =
-    { "type", "range", "amount"
-       "Science_Bonus", "City", 100
-    }
-sound          = "w_isaac_newtons_college"
-sound_alt      = "w_generic"
-; /* xgettext:no-c-format */
-helptext       = _("\
-Boosts science production by 100% in the city where it is built.\
-")
-
-[building_js_bachs_cathedral]
-name           = _("J.S. Bach's Cathedral")
-tech_req       = "Theology"
-bldg_req       = "None"
-graphic        = "b.js_bachs_cathedral"
-graphic_alt    = "-"
-;terr_gate     =
-;spec_gate     =
-equiv_range    = "Player"
-;equiv_dupl    =
-;equiv_repl    =
-obsolete_by    = "None"
-is_wonder      = 1
-build_cost     = 400
-upkeep         = 0
-sabotage       = 0
-effect         =
-    { "type", "range", "amount"
-       "Make_Content", "Player", 2
-    }
-sound          = "w_js_bachs_cathedral"
-sound_alt      = "w_generic"
-helptext       = _("\
-Makes two unhappy citizens content in every city.\
-")
-
-[building_king_richards_crusade]
-name           = _("King Richard's Crusade")
-tech_req       = "Engineering"
-bldg_req       = "None"
-graphic        = "b.king_richards_crusade"
-graphic_alt    = "-"
-;terr_gate     =
-;spec_gate     =
-equiv_range    = "City"
-;equiv_dupl    =
-;equiv_repl    =
-obsolete_by    = "Industrialization"
-is_wonder      = 1
-build_cost     = 300
-upkeep         = 0
-sabotage       = 0
-effect         =
-    { "type", "range", "amount"
-       "Prod_Add_Tile", "City", 1
-    }
-sound          = "w_king_richards_crusade"
-sound_alt      = "w_generic"
-helptext       = _("\
-Adds one extra shield resource on every square around the city\
- where it is built.\
-")
-
-[building_leonardos_workshop]
-name           = _("Leonardo's Workshop")
-tech_req       = "Invention"
-bldg_req       = "None"
-graphic        = "b.leonardos_workshop"
-graphic_alt    = "-"
-;terr_gate     =
-;spec_gate     =
-equiv_range    = "Player"
-;equiv_dupl    =
-;equiv_repl    =
-obsolete_by    = "Automobile"
-is_wonder      = 1
-build_cost     = 400
-upkeep         = 0
-sabotage       = 0
-effect         =
-    { "type", "range", "amount"
-       "Upgrade_One_Leap", "Player", 100
-    }
-sound          = "w_leonardos_workshop"
-sound_alt      = "w_generic"
-helptext       = _("\
-Upgrades one obsolete unit per game turn.\
-")
-
-[building_lighthouse]
-name           = _("Lighthouse")
-tech_req       = "Map Making"
-bldg_req       = "None"
-graphic        = "b.lighthouse"
-graphic_alt    = "-"
-;terr_gate     =
-;spec_gate     =
-equiv_range    = "Player"
-;equiv_dupl    =
-;equiv_repl    =
-obsolete_by    = "Magnetism"
-is_wonder      = 1
-build_cost     = 200
-upkeep         = 0
-sabotage       = 0
-effect         =
-    { "type", "range", "amount", "aff_unit"
-       "Unit_Move", "Player", 1, "Sea"
-       "No_Sink_Deep", "Player"
-       "Unit_Veteran", "Player", 0, "Sea"
-    }
-sound          = "w_lighthouse"
-sound_alt      = "w_generic"
-helptext       = _("\
-Gives all sea units 1 additional movement point and eliminates the\
- risk of losing Triremes on the high seas.  Makes all new sea units\
- veterans (for all cities).\
-")
-
-[building_magellans_expedition]
-name           = _("Magellan's Expedition")
-tech_req       = "Navigation"
-bldg_req       = "None"
-graphic        = "b.magellans_expedition"
-graphic_alt    = "-"
-;terr_gate     =
-;spec_gate     =
-equiv_range    = "Player"
-;equiv_dupl    =
-;equiv_repl    =
-obsolete_by    = "None"
-is_wonder      = 1
-build_cost     = 400
-upkeep         = 0
-sabotage       = 0
-effect         =
-    { "type", "range", "amount", "aff_unit"
-       "Unit_Move", "Player", 2, "Sea"
-    }
-sound          = "w_magellans_expedition"
-sound_alt      = "w_generic"
-helptext       = _("\
-Gives all sea units 2 additional movement points.\
-")
-
-[building_manhattan_project]
-name           = _("Manhattan Project")
-tech_req       = "Nuclear Fission"
-bldg_req       = "None"
-graphic        = "b.manhattan_project"
-graphic_alt    = "-"
-;terr_gate     =
-;spec_gate     =
-equiv_range    = "None"
-;equiv_dupl    =
-;equiv_repl    =
-obsolete_by    = "None"
-is_wonder      = 1
-build_cost     = 600
-upkeep         = 0
-sabotage       = 0
-effect         =
-    { "type", "range", "survives"
-       "Enable_Nuke", "World", 1
-    }
-sound          = "w_manhattan_project"
-sound_alt      = "w_generic"
-;helptext is set in client/helpdata.c:helptext_wonder()
-;helptext      =
-
-[building_marco_polos_embassy]
-name           = _("Marco Polo's Embassy")
-tech_req       = "Trade"
-bldg_req       = "None"
-graphic        = "b.marco_polos_embassy"
-graphic_alt    = "-"
-;terr_gate     =
-;spec_gate     =
-equiv_range    = "None"
-;equiv_dupl    =
-;equiv_repl    =
-obsolete_by    = "Communism"
-is_wonder      = 1
-build_cost     = 200
-upkeep         = 0
-sabotage       = 0
-effect         =
-    { "type", "range"
-       "Have_Embassies", "Player"
-    }
-sound          = "w_marco_polos_embassy"
-sound_alt      = "w_generic"
-helptext       = _("\
-The player who owns it gets an embassy with all players.\
-")
-
-[building_michelangelos_chapel]
-name           = _("Michelangelo's Chapel")
-tech_req       = "Monotheism"
-bldg_req       = "None"
-graphic        = "b.michelangelos_chapel"
-graphic_alt    = "-"
-;terr_gate     =
-;spec_gate     =
-equiv_range    = "Player"
-;equiv_dupl    =
-;equiv_repl    =
-obsolete_by    = "None"
-is_wonder      = 1
-build_cost     = 400
-upkeep         = 0
-sabotage       = 0
-effect         =
-    { "type", "range", "amount", "cond_adv"
-       "Make_Content", "Player", 3
-       "Make_Content", "Player", 1, "Theology"
-       "Make_Content", "Player", -1, "Communism"
-    }
-sound          = "w_michelangelos_chapel"
-sound_alt      = "w_generic"
-helptext       = _("\
-Counts as having a Cathedral in each of your cities.  This makes 3\
- unhappy citizens content in each city.  The discovery of Theology\
- increases the effect of a Cathedral, making an additional unhappy\
- citizen content.  The discovery of Communism lessens the effect of\
- a Cathedral, reducing by one the number of unhappy citizens made\
- content.\
-")
-
-[building_oracle]
-name           = _("Oracle")
-tech_req       = "Mysticism"
-bldg_req       = "None"
-graphic        = "b.oracle"
-graphic_alt    = "-"
-;terr_gate     =
-;spec_gate     =
-equiv_range    = "Player"
-;equiv_dupl    =
-;equiv_repl    =
-obsolete_by    = "Theology"
-is_wonder      = 1
-build_cost     = 300
-upkeep         = 0
-sabotage       = 0
-effect         =
-    { "type", "range", "amount", "cond_bldg", "cond_adv"
-       "Make_Content", "Player", 1, "Temple"
-       "Make_Content", "Player", 1, "Temple", "Mysticism"
-    }
-sound          = "w_oracle"
-sound_alt      = "w_generic"
-helptext       = _("\
-Doubles the effect of Temples, in all cities.\
-")
-
-[building_pyramids]
-name           = _("Pyramids")
-tech_req       = "Masonry"
-bldg_req       = "None"
-graphic        = "b.pyramids"
-graphic_alt    = "-"
-;terr_gate     =
-;spec_gate     =
-equiv_range    = "Player"
-;equiv_dupl    =
-;equiv_repl    =
-obsolete_by    = "None"
-is_wonder      = 1
-build_cost     = 200
-upkeep         = 0
-sabotage       = 0
-effect         =
-    { "type", "range", "amount"
-       "Growth_Food", "Player", 50
-    }
-sound          = "w_pyramids"
-sound_alt      = "w_generic"
-helptext       = _("\
-Counts as having a Granary in every city.\
-")
-
-[building_seti_program]
-name           = _("SETI Program")
-tech_req       = "Computers"
-bldg_req       = "None"
-graphic        = "b.seti_program"
-graphic_alt    = "-"
-;terr_gate     =
-;spec_gate     =
-equiv_range    = "Player"
-;equiv_dupl    =
-;equiv_repl    =
-obsolete_by    = "None"
-is_wonder      = 1
-build_cost     = 600
-upkeep         = 0
-sabotage       = 0
-effect         =
-    { "type", "range", "amount", "cond_bldg"
-       "Science_Bonus", "Player", 50, "Library"
-    }
-sound          = "w_seti_program"
-sound_alt      = "w_generic"
-helptext       = _("\
-Boosts science production in each city with a Library by 50%. \
- (Counts as having a Research Lab in all of your cities.)\
-")
-
-[building_shakespeares_theatre]
-name           = _("Shakespeare's Theatre")
-tech_req       = "Medicine"
-bldg_req       = "None"
-graphic        = "b.shakespeares_theatre"
-graphic_alt    = "-"
-;terr_gate     =
-;spec_gate     =
-equiv_range    = "City"
-;equiv_dupl    =
-;equiv_repl    =
-obsolete_by    = "None"
-is_wonder      = 1
-build_cost     = 300
-upkeep         = 0
-sabotage       = 0
-effect         =
-    { "type", "range", "amount"
-       "Make_Content", "City", 99
-    }
-sound          = "w_shakespeares_theatre"
-sound_alt      = "w_generic"
-helptext       = _("\
-Makes all unhappy citizens content, in the city where it is located.\
-")
-
-[building_statue_of_liberty]
-name           = _("Statue of Liberty")
-tech_req       = "Democracy"
-bldg_req       = "None"
-graphic        = "b.statue_of_liberty"
-graphic_alt    = "-"
-;terr_gate     =
-;spec_gate     =
-equiv_range    = "None"
-;equiv_dupl    =
-;equiv_repl    =
-obsolete_by    = "None"
-is_wonder      = 1
-build_cost     = 400
-upkeep         = 0
-sabotage       = 0
-effect         =
-    { "type", "range"
-       "Any_Government", "Player"
-       "No_Anarchy", "Player"
-    }
-sound          = "w_statue_of_liberty"
-sound_alt      = "w_generic"
-helptext       = _("\
-Allows you to choose any government, including those that have not yet\
- been researched by your civilization, and without the transition\
- period of Anarchy.\
-")
-
-[building_sun_tzus_war_academy]
-name           = _("Sun Tzu's War Academy")
-tech_req       = "Feudalism"
-bldg_req       = "None"
-graphic        = "b.sun_tzus_war_academy"
-graphic_alt    = "-"
-;terr_gate     =
-;spec_gate     =
-equiv_range    = "Player"
-;equiv_dupl    =
-;equiv_repl    =
-obsolete_by    = "Mobile Warfare"
-is_wonder      = 1
-build_cost     = 300
-upkeep         = 0
-sabotage       = 0
-effect         =
-    { "type", "range", "amount", "aff_unit"
-       "Unit_Veteran", "Player", 0, "Land"
-       "Unit_Vet_Combat", "Player", 100, "Land"
-    }
-sound          = "w_sun_tzus_war_academy"
-sound_alt      = "w_generic"
-helptext       = _("\
-All your new ground units become veterans (for all cities). \
- The chance of a unit becoming a veteran after a battle increases\
- from 50% to 100%.\
-")
-
-[building_united_nations]
-name           = _("United Nations")
-tech_req       = "Communism"
-bldg_req       = "None"
-graphic        = "b.united_nations"
-graphic_alt    = "-"
-;terr_gate     =
-;spec_gate     =
-equiv_range    = "Player"
-;equiv_dupl    =
-;equiv_repl    =
-obsolete_by    = "None"
-is_wonder      = 1
-build_cost     = 600
-upkeep         = 0
-sabotage       = 0
-effect         =
-    { "type", "range", "amount", "aff_unit"
-       "Unit_Recover", "Player", 2, "Air"
-       "Unit_Recover", "Player", 2, "Helicopter"
-       "Unit_Recover", "Player", 2, "Land"
-       "Unit_Recover", "Player", 2, "Missile"
-       "Unit_Recover", "Player", 2, "Sea"
-    }
-sound          = "w_united_nations"
-sound_alt      = "w_generic"
-helptext       = _("\
-Units regain two extra hitpoints per turn.\
-")
-; NOTE: 
-; This does not match Civ1 or Civ2, but diplomatic effects are 
-; not very effective in multiplayer, and hitpoints effects do not
-; apply for Civ1.  Note in Civ1 Pyramids have a gov-change effect,
-; but become obsolete, and the Statue of Liberty does not exist.
-; NOTE:
-; In Civ2 this provides embassies, forces peaceful enemies and
-; allows Democracy to declare war 50% of the time.
-
-[building_womens_suffrage]
-name           = _("Women's Suffrage")
-tech_req       = "Industrialization"
-bldg_req       = "None"
-graphic        = "b.womens_suffrage"
-graphic_alt    = "-"
-;terr_gate     =
-;spec_gate     =
-equiv_range    = "Player"
-;equiv_dupl    =
-;equiv_repl    =
-obsolete_by    = "None"
-is_wonder      = 1
-build_cost     = 600
-upkeep         = 0
-sabotage       = 0
-effect         =
-    { "type", "range", "amount", "cond_gov"
-       "Make_Content_Mil", "Player", 1, "Republic"
-       "Make_Content_Mil", "Player", 2, "Democracy"
-    }
-sound          = "w_womens_suffrage"
-sound_alt      = "w_generic"
-helptext       = _("\
-Counts as a Police Station in every city.  (That is, for each city,\
- reduces unhappiness for military units outside the city by 2 under\
- Democracy and 1 under Republic.  This wonder has no effect under\
- other governments.)\
-")
-; NOTE:
-; For Civ2 this should reduce unhappiness by one for *each* unit
-; outside a city that is causing at least one unhappiness.
-
-[building_capitalization]
-; FIXME: these are the real name/tech_req; restore when have a subordnate 
analogue
-; /* (ignore for gettext until fixed)
-;name          = _("Capitalization")
-;tech_req      = "The Corporation"
-; */
-name           = _("Coinage")
-tech_req       = "None"
-bldg_req       = "None"
-graphic        = "b.capitalization"
-graphic_alt    = "-"
-;terr_gate     =
-;spec_gate     =
-equiv_range    = "City"
-;equiv_dupl    =
-;equiv_repl    =
-obsolete_by    = "None"
-is_wonder      = 0
-build_cost     = 999
-upkeep         = 0
-sabotage       = 0
-effect         =
-    { "type", "range", "amount"
-       "Prod_To_Gold", "City", 100
-    }
-; 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!).\
-")
-
-
-; FIXME: remove all of the following when gen-impr implemented...
-
-[b_special]
-
-; Special values:
-
-aqueduct_size=8;
-sewer_size=12;
-
-; Techs which modify building effects:
-
-cathedral_plus="Theology"
-cathedral_minus="Communism"
-colosseum_plus="Electricity"
-temple_plus="Mysticism"

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  • [Freeciv-Dev] (PR#8606) Some adjustments for buildings.ruleset, Per I. Mathisen <=