; Modifying this file: ; You should not modify this file except to make bugfixes or ; for other "maintenance". If you want to make custom changes, ; you should create a new datadir subdirectory and copy this file ; into that directory, and then modify that copy. Then use the ; command "set buildings " in the server to have freeciv ; use your new customized file. ; Note that the freeciv AI may not cope well with anything more ; than minor changes. [datafile] description="Default buildings data for Freeciv" options="1.10.1" ; /* <-- avoid gettext warnings ; ; Below: The individual buildings, one per section. ; (Buildings = City Improvements and Wonders) ; ; The actual tag used (the * in [building_*]) does not matter, except ; it must be unique within this file, and it may be used in debug ; output when reading this file. ; ; Notes: ; ; name = name as seen by user ; tech_req = advance required to build; special value "None" ; means no requirement, special value "Never" ; means building is never available ; bldg_req = another building in same city required to build; ; special value "None" means no requirement ; terr_gate = list of terrain types, one of which on or adjacent ; to city allows city to build improvement; empty ; list means always allowed to build ; spec_gate = list of special types, one of which on or adjacent ; to city allows city to build improvement; empty ; list means always allowed to build ; equiv_range = range for which this may be equivalent to another ; building; one of: ; "None", "Building", "City", "Island", "Player", "World" ; equiv_dupl = list of buildings that duplicate this building if ; this city is within that building's range (may ; still build this, but will have no effect) ; equiv_repl = list of buildings that replace this building if ; this city is within that building's range (not ; allowed to build this) ; obsolete_by = advance which makes building obsolete; special ; value "None" means does not become obsolete ; is_wonder = 1 for wonders (only one instance can ever be built) ; build_cost = production shields required to build ; upkeep = monetary upkeep value ; sabotage = percent chance of diplomat sabotage being successful ; effect { = list of named effects (and parameters thereto): ; .type = type of effect; one of: ; "Adv_Parasite" - gains advances known by AMOUNT other players ; "Airlift" - allows airlift of units to/from a city ; "Any_Government" - allows player to choose any government form ; "Barb_Attack" - multiplies attack by AMOUNT percent against ; barbarian units ; "Barb_Defend" - multiplies defense by AMOUNT percent against ; barbarian units ; "Capital_City" - marks the capital city of a nation (only one city ; may be the capital at any one time -- building a ; "Capital_City" improvement in a different city ; causes the destruction of a previously existing ; "Capital_City" improvement) ; "Capital_Exists" - indicates a capital city exists for a nation. ; "Enable_Nuke" - allows production of nuclear units ; "Enable_Space" - allows production of "Space_Part" improvements ; "Enemy_Peaceful" - enemies forced to offer cease-fire or peace ; "Food_Add_Tile" - each worked tile produces AMOUNT additional food ; "Food_Bonus" - food production is increased by AMOUNT percent ; (all Food_Bonus' are summed before being applied) ; "Food_Inc_Tile" - each worked tile that is already producing some ; food produces AMOUNT additional food ; "Food_Per_Tile" - increases food generated on each worked tile ; by AMOUNT percent ; "Give_Imm_Adv" - immediately gain AMOUNT advances when built ; "Growth_Food" - food left after cities grow or shrink is AMOUNT ; percent of the capacity of the city's foodbox ; "Have_Embassies" - like having embassies with all other players ; "Improve_Rep" - improves reputation by AMOUNT percent ; "Luxury_Bonus" - luxury production increased by AMOUNT percent ; (all Luxury_Bonus' are summed before being applied) ; "Luxury_Pct" - increases luxury production by AMOUNT percent ; "Make_Content" - makes AMOUNT unhappy citizens content ; "Make_Content_Mil"- makes AMOUNT per unit of unhappy citizens caused ; by units outside of a city content ; "Make_Content_Pct"- increase "Make_Content" by AMOUNT percent ; "Make_Happy" - makes AMOUNT content citizens happy ; "May_Declare_War" - allowed to declare war at least AMOUNT percent ; of the time ; "No_Anarchy" - eliminates anarchy period between governments ; "No_Sink_Deep" - prevent certain sea units from sinking in deep sea ; "Nuke_Proof" - nuclear attacks will fail within AMOUNT distance ; "Pollu_Adj" - multiplies pollution by AMOUNT percent ; (all Pollu_Adj's are summed before being applied) ; "Pollu_Adj_Pop" - multiplies pollution caused by population by AMOUNT ; percent ; (all Pollu_Adj_Pop's are summed before being applied) ; "Pollu_Adj_Prod" - multiplies pollution caused by shield production by ; AMOUNT percent ; (all Pollu_Adj_Prod's are summed before being applied) ; "Pollu_Decrease" - reduces pollution by AMOUNT ; "Prod_Add_Tile" - each worked tile produces AMOUNT additional shield ; production ; "Prod_Bonus" - shield production is increased by AMOUNT percent ; (all Prod_Bonus' are summed before being applied) ; "Prod_Inc_Tile" - each worked tile that is already producing some ; shields produces AMOUNT additional shields ; "Prod_Per_Tile" - increases shield production generated on each worked ; tile by AMOUNT percent ; "Prod_To_Gold" - convert production to gold at AMOUNT percent rate ; "Reduce_Corrupt" - reduces corruption by AMOUNT percent ; "Reduce_Waste" - reduces waste by AMOUNT percent ; "Reveal_Cities" - make all city tiles known ; "Reveal_Map" - make entire map known ; "Revolt_Dist" - multiplies effective distance to the capital by ; AMOUNT percent for purpose of computing revolt cost ; "Science_Bonus" - science research is increased by AMOUNT percent ; (all Science_Bonus' are summed before being applied) ; "Science_Pct" - increases science research by AMOUNT percent ; "Size_Unlimit" - cities not affected will not grow beyond AMOUNT ; "Slow_Nuke_Winter"- reduces the affect of terrain with fallout within ; range on nuclear winter by AMOUNT percent ; "Slow_Global_Warm"- reduces the affect of polluted terrain within ; range on global warming by AMOUNT percent ; "Space_Part" - a part of a spaceship; per AMOUNT: ; 1 = structural, 2 = component, 3 = module ; "Spy_Resistant" - if a spy specifies a target for sabotage, ; then she has an AMOUNT percent chance to fail ; (all Spy_Resistant's are summed before being applied) ; "Tax_Bonus" - tax revenues are increased by AMOUNT percent ; (all Tax_Bonus' are summed before being applied) ; "Tax_Pct" - increases tax revenues by AMOUNT percent ; "Trade_Add_Tile" - each worked tile produces AMOUNT additional trade ; "Trade_Bonus" - trade generated is increased by AMOUNT percent ; (all Trade_Bonus' are summed before being applied) ; "Trade_Inc_Tile" - each worked tile that is already producing some ; trade produces AMOUNT additional trade ; "Trade_Per_Tile" - increases trade generated on each worked tile ; by AMOUNT percent ; "Trade_Route_Pct" - increases trade from trade routes by AMOUNT percent ; "Unit_Defend" - multiplies defense by AMOUNT percent against units ; of class .aff_unit ; "Unit_Move" - adds AMOUNT of movement points to units of class ; .aff_unit ; "Unit_No_Lose_Pop"- no population lost when a defending unit in a city ; is defeated by a unit of class .aff_unit ; "Unit_Recover" - units of class .aff_unit recover AMOUNT extra ; hitpoints per turn ; "Unit_Repair" - units of class .aff_unit that stay in a city for one ; turn without moving have all their hitpoints fully ; restored ; "Unit_Vet_Combat" - chance of units of class .aff_unit becoming veteran ; after a successful combat becomes AMOUNT percent ; "Unit_Veteran" - all units of class .aff_unit produced are veteran ; units ; "Upgrade_One_Step"- upgrade one obsolete unit per turn, stepping to each ; intermediate type; chance to upgrade each unit is ; AMOUNT percent ; "Upgrade_One_Leap"- upgrade one obsolete unit per turn, leaping to most ; advanced type; chance to upgrade each unit is AMOUNT ; percent ; "Upgrade_All_Step"- upgrade all obsolete units each turn, stepping to ; each intermediate type; chance to upgrade each unit ; is AMOUNT percent ; "Upgrade_All_Leap"- upgrade all obsolete units each turn, leaping to ; most advanced type; chance to upgrade each unit is ; AMOUNT percent ; "Upkeep_Free" - improvements with AMOUNT or less upkeep cost become ; free to upkeep (others are unaffected) ; .range = range of effect; one of: ; "None", "Building", "City", "Island", "Player", "World" ; .amount = integral AMOUNT parameter for many effects ; (must be in the range -32767 to 32767) ; .cond_bldg = must have this building in same city for effect ; (if unspecified, effect not conditional on building) ; .cond_gov = must be in this government for effect ; (if unspecified, effect not conditional on government) ; .cond_adv = must know this advance for effect ; (if unspecified, effect not conditional on advance) ; .cond_eff = must be affected by this effect for effect ; (if unspecified, effect not conditional on other effect) ; .aff_unit = affects only those units of this class; one of: ; "Air", "Helicopter", "Land", "Missile", "Nuclear", "Sea" ; (if unspecified, may affect units of all classes) ; .aff_terr = affects only those squares of this terrain type ; (if unspecified, may affect all squares; if "None", ; affects no squares (unless aff_spec allows it to)) ; .aff_spec = affects only those squares with this special type ; (if unspecified, may affect all squares; if "None", ; affects no squares (unless aff_terr allows it to)) ; } (All effects in list(s) are cumulative.) ; helptext = optional help text string; should escape all raw ; newlines so that xgettext parsing works ; ; */ <-- avoid gettext warnings [building_airport] name = _("Airport") tech_req = "Radio" bldg_req = "None" ;terr_gate = ;spec_gate = equiv_range = "City" ;equiv_dupl = ;equiv_repl = obsolete_by = "None" is_wonder = 0 build_cost = 160 upkeep = 3 sabotage = 100 effect = { "type", "range", "aff_unit" "Unit_Veteran", "City", "Air" "Unit_Repair", "City", "Air" "Airlift", "City" } helptext = _("\ Allows a city to produce veteran air units. Also, damaged air units\ which stay in town for one full turn without moving are completely\ restored.\ \n\n\ Two cities with Airports can airlift one unit per turn. \ Airlifting instantly transports the unit from one city to another\ and will use all of the unit's movement points. A unit must have\ some movement points left to be airlifted.\ ") [building_aqueduct] name = _("Aqueduct") tech_req = "Construction" bldg_req = "None" ;terr_gate = ;spec_gate = equiv_range = "City" ;equiv_dupl = ;equiv_repl = obsolete_by = "None" is_wonder = 0 build_cost = 80 upkeep = 2 sabotage = 100 effect = { "type", "range", "amount" "Size_Unlimit", "City", 8 } ; FIXME: use this help text when gen-impr implemented... ; helptext = _("\ ; Allows a city to grow larger than size 8. A Sewer System is also\ ; required for a city to grow larger than size 12.\ ; ") [building_bank] name = _("Bank") tech_req = "Banking" bldg_req = "Marketplace" ;terr_gate = ;spec_gate = equiv_range = "City" ;equiv_dupl = ;equiv_repl = obsolete_by = "None" is_wonder = 0 build_cost = 120 upkeep = 3 sabotage = 100 effect = { "type", "range", "amount", "cond_bldg" "Tax_Bonus", "City", 50, "Marketplace" "Luxury_Bonus", "City", 50, "Marketplace" } helptext = _("\ Together with the Marketplace improvement, a Bank increases the\ luxury and tax production within a city by 100%.\ ") [building_barracks] name = _("Barracks") tech_req = "None" bldg_req = "None" ;terr_gate = ;spec_gate = equiv_range = "City" equiv_dupl = "Barracks II", "Barracks III" equiv_repl = "Sun Tzu's War Academy" obsolete_by = "Gunpowder" is_wonder = 0 build_cost = 40 upkeep = 1 sabotage = 100 effect = { "type", "range", "aff_unit" "Unit_Veteran", "City", "Land" "Unit_Repair", "City", "Land" } helptext = _("\ With a Barracks, each new land unit built in a city will\ automatically have Veteran status, which means that its attack and\ defence strengths are increased by 50%. Also, damaged land units\ which stay in town for one full turn without moving are completely\ restored.\ ") [building_barracks_ii] name = _("Barracks II") tech_req = "Gunpowder" bldg_req = "None" ;terr_gate = ;spec_gate = equiv_range = "City" equiv_dupl = "Barracks III" equiv_repl = "Sun Tzu's War Academy" obsolete_by = "Mobile Warfare" is_wonder = 0 build_cost = 40 upkeep = 1 sabotage = 100 effect = { "type", "range", "aff_unit" "Unit_Veteran", "City", "Land" "Unit_Repair", "City", "Land" } helptext = _("\ With a Barracks, each new land unit built in a city will\ automatically have Veteran status, which means that its attack and\ defence strengths are increased by 50%. Also, damaged land units\ which stay in town for one full turn without moving are completely\ restored.\ ") [building_barracks_iii] name = _("Barracks III") tech_req = "Mobile Warfare" bldg_req = "None" ;terr_gate = ;spec_gate = equiv_range = "City" ;equiv_dupl = equiv_repl = "Sun Tzu's War Academy" obsolete_by = "None" is_wonder = 0 build_cost = 40 upkeep = 1 sabotage = 100 effect = { "type", "range", "aff_unit" "Unit_Veteran", "City", "Land" "Unit_Repair", "City", "Land" } helptext = _("\ With a Barracks, each new land unit built in a city will\ automatically have Veteran status, which means that its attack and\ defence strengths are increased by 50%. Also, damaged land units\ which stay in town for one full turn without moving are completely\ restored.\ ") [building_cathedral] name = _("Cathedral") tech_req = "Monotheism" bldg_req = "None" ;terr_gate = ;spec_gate = equiv_range = "City" ;equiv_dupl = equiv_repl = "Michelangelo's Chapel" obsolete_by = "None" is_wonder = 0 build_cost = 120 upkeep = 3 sabotage = 100 effect = { "type", "range", "amount", "cond_adv" "Make_Content", "City", 3 "Make_Content", "City", 1, "Theology" "Make_Content", "City", -1, "Communism" } helptext = _("\ A Cathedral makes 3 unhappy citizens content in a city, making it\ easier to maintain order in that city. The discovery of Theology\ increases the affect of a Cathedral, making an additional unhappy\ citizen content. The discovery of Communism lessens the affect of\ a Cathedral, reducing by one the number of unhappy citizens made\ content.\ ") [building_city_walls] name = _("City Walls") tech_req = "Masonry" bldg_req = "None" ;terr_gate = ;spec_gate = equiv_range = "City" ;equiv_dupl = equiv_repl = "Great Wall" obsolete_by = "None" is_wonder = 0 build_cost = 80 upkeep = 0 sabotage = 100 effect = { "type", "range", "amount", "cond_eff", "aff_unit" "Unit_Defend", "City", 300, "", "Land" "Unit_No_Lose_Pop", "City", 0, "", "Land" "Spy_Resistant", "Building", 50 "Spy_Resistant", "Building", -50, "Capital_City" } helptext = _("\ City Walls make it easier to defend a city. They triple the defence\ strength of units within the city against ground and helicopter\ units. They are ineffective against airborne and sea units as well\ as Howitzers. City Walls also prevent the loss of population which\ occurs when a defending unit is destroyed by a land unit.\ ") [building_coastal_defense] name = _("Coastal Defense") tech_req = "Metallurgy" bldg_req = "None" terr_gate = "Ocean" ;spec_gate = equiv_range = "City" ;equiv_dupl = ;equiv_repl = obsolete_by = "None" is_wonder = 0 build_cost = 80 upkeep = 1 sabotage = 100 effect = { "type", "range", "amount", "aff_unit" "Unit_Defend", "City", 200, "Sea" } helptext = _("\ Increases the defence strength of units within a city by a factor\ of 2 when defending against bombardments from enemy ships.\ ") [building_colosseum] name = _("Colosseum") tech_req = "Construction" bldg_req = "None" ;terr_gate = ;spec_gate = equiv_range = "City" ;equiv_dupl = ;equiv_repl = obsolete_by = "None" is_wonder = 0 build_cost = 100 upkeep = 4 sabotage = 100 effect = { "type", "range", "amount", "cond_adv" "Make_Content", "City", 3 "Make_Content", "City", 1, "Electricity" } helptext = _("\ Entertains the citizens of a city, making 3 unhappy citizens content. \ (Four after the discovery of Electricity.)\ ") ; NOTE: ; For Civ2 the "Electricity" condition should be "Electronics" [building_courthouse] name = _("Courthouse") tech_req = "Code of Laws" bldg_req = "None" ;terr_gate = ;spec_gate = equiv_range = "City" ;equiv_dupl = ;equiv_repl = obsolete_by = "None" is_wonder = 0 build_cost = 80 upkeep = 1 sabotage = 100 effect = { "type", "range", "amount", "cond_gov" "Reduce_Corrupt", "City", 50 "Make_Content", "City", 1, "Democracy" "Revolt_Dist", "City", 50 } helptext = _("\ Reduces the corruption in a city by 50%. Under a Democracy, a\ Courthouse makes 1 unhappy citizen content. \ Also halves the effective distance to the capital, for the purpose\ of calculating revolt cost.\ ") [building_factory] name = _("Factory") tech_req = "Industrialization" bldg_req = "None" ;terr_gate = ;spec_gate = equiv_range = "City" ;equiv_dupl = ;equiv_repl = obsolete_by = "None" is_wonder = 0 build_cost = 200 upkeep = 4 sabotage = 100 effect = { "type", "range", "amount" "Prod_Bonus", "City", 50 } helptext = _("\ Increases the shield production in a city by 50%. This increase may\ also contribute significantly to pollution.\ ") [building_granary] name = _("Granary") tech_req = "Pottery" bldg_req = "None" ;terr_gate = ;spec_gate = equiv_range = "City" ;equiv_dupl = equiv_repl = "Pyramids" obsolete_by = "None" is_wonder = 0 build_cost = 60 upkeep = 1 sabotage = 100 effect = { "type", "range", "amount" "Growth_Food", "City", 50 } helptext = _("\ The amount of stored food will be set to half full whenever a city\ with a Granary shrinks or grows. This helps a city to grow faster\ and more easily withstand famine.\ ") ; NOTE: ; In Civ2, city size reduction does not generate food like this. ; Dare I ask where this food comes from?? :-) [building_harbour] name = _("Harbour") tech_req = "Seafaring" bldg_req = "None" terr_gate = "Ocean" ;spec_gate = equiv_range = "City" ;equiv_dupl = ;equiv_repl = obsolete_by = "None" is_wonder = 0 build_cost = 60 upkeep = 1 sabotage = 100 effect = { "type", "range", "amount", "aff_terr", "aff_spec" "Food_Add_Tile", "City", 1, "Ocean", "None" } helptext = _("\ Gives one extra food resource on all Ocean squares. The city needs\ to be coastal to build this improvement.\ ") [building_hydro_plant] name = _("Hydro Plant") tech_req = "Electronics" bldg_req = "None" terr_gate = "Mountains" spec_gate = "River" equiv_range = "City" equiv_dupl = "Power Plant", "Nuclear Plant", "Solar Plant" equiv_repl = "Hoover Dam" obsolete_by = "None" is_wonder = 0 build_cost = 240 upkeep = 4 sabotage = 100 effect = { "type", "range", "amount", "cond_bldg" "Prod_Bonus", "City", 25, "Factory" "Prod_Bonus", "City", 25, "Mfg. Plant" "Pollu_Adj_Prod", "City", 50 "Pollu_Adj_Prod", "City", -50, "Recycling Center" } helptext = _("\ Reduces the amount of pollution generated by production in a city\ by 50%. It also\ increases the shield production of a Factory or Mfg. Plant in the\ city: a Factory and a Hydro Plant together give a 75% production\ bonus, and a Factory, Mfg. Plant and Hydro Plant together give\ a 150% production bonus.\ \n\n\ A city can only have one Solar Plant, Hydro Plant, Power Plant, or\ Nuclear Plant. A city can only build a Hydro Plant if it is next\ to (or on) a Mountain or River tile.\ ") ; NOTE: ; For Civ1/2 the first shield production number above should be 100%, ; but the above describes current freeciv rules. [building_library] name = _("Library") tech_req = "Writing" bldg_req = "None" ;terr_gate = ;spec_gate = equiv_range = "City" ;equiv_dupl = ;equiv_repl = obsolete_by = "None" is_wonder = 0 build_cost = 80 upkeep = 1 sabotage = 100 effect = { "type", "range", "amount" "Science_Bonus", "City", 50 } helptext = _("\ Increases the science output in a city by 50%.\ ") [building_marketplace] name = _("Marketplace") tech_req = "Currency" bldg_req = "None" ;terr_gate = ;spec_gate = equiv_range = "City" ;equiv_dupl = ;equiv_repl = obsolete_by = "None" is_wonder = 0 build_cost = 80 upkeep = 1 sabotage = 100 effect = { "type", "range", "amount" "Tax_Bonus", "City", 50 "Luxury_Bonus", "City", 50 } helptext = _("\ Increases the luxury and tax output in a city by 50%.\ ") [building_mass_transit] name = _("Mass Transit") tech_req = "Mass Production" bldg_req = "None" ;terr_gate = ;spec_gate = equiv_range = "City" ;equiv_dupl = ;equiv_repl = obsolete_by = "None" is_wonder = 0 build_cost = 160 upkeep = 4 sabotage = 100 effect = { "type", "range", "amount" "Pollu_Adj_Pop", "City", 0 } helptext = _("\ Neutralizes the pollution generated by the population. \ The population simply has no effect on the pollution generated in\ the city.\ ") [building_mfg_plant] name = _("Mfg. Plant") tech_req = "Robotics" bldg_req = "Factory" ;terr_gate = ;spec_gate = equiv_range = "City" ;equiv_dupl = ;equiv_repl = obsolete_by = "None" is_wonder = 0 build_cost = 320 upkeep = 6 sabotage = 100 effect = { "type", "range", "amount", "cond_bldg" "Prod_Bonus", "City", 50, "Factory" } helptext = _("\ Together with a Factory, a Manufacturing Plant increases the shield\ production in a city by 100%.\ ") [building_nuclear_plant] name = _("Nuclear Plant") tech_req = "Nuclear Power" bldg_req = "None" ;terr_gate = ;spec_gate = equiv_range = "City" equiv_dupl = "Power Plant", "Hydro Plant", "Solar Plant" equiv_repl = "Hoover Dam" obsolete_by = "None" is_wonder = 0 build_cost = 160 upkeep = 2 sabotage = 100 effect = { "type", "range", "amount", "cond_bldg" "Prod_Bonus", "City", 25, "Factory" "Prod_Bonus", "City", 25, "Mfg. Plant" "Pollu_Adj_Prod", "City", 50 "Pollu_Adj_Prod", "City", -50, "Recycling Center" } helptext = _("\ Reduces the amount of pollution generated by production in a city\ by 50%. It also\ increases the shield production of a Factory or Mfg. Plant in\ the city: a Factory and a Nuclear Plant together give a 75%\ production bonus, and a Factory, Mfg. Plant and Nuclear Plant\ together give a 150% production bonus.\ \n\n\ A city can only have one Solar Plant, Hydro Plant, Power Plant, or\ Nuclear Plant.\ ") ; NOTE: ; For Civ1/2 the first number above should be 100%, but the above ; describes current freeciv rules. ; There would also be a change of meltdown during civil disorder, ; but that has not been implemented yet. [building_offshore_platform] name = _("Offshore Platform") tech_req = "Miniaturization" bldg_req = "None" terr_gate = "Ocean" ;spec_gate = equiv_range = "City" ;equiv_dupl = ;equiv_repl = obsolete_by = "None" is_wonder = 0 build_cost = 160 upkeep = 3 sabotage = 100 effect = { "type", "range", "amount", "aff_terr", "aff_spec" "Prod_Add_Tile", "City", 1, "Ocean", "None" } helptext = _("\ Adds 1 extra shield resource on all Ocean squares in a city. The\ city needs to be coastal to build this improvement.\ ") [building_palace] name = _("Palace") tech_req = "Masonry" bldg_req = "None" ;terr_gate = ;spec_gate = equiv_range = "Player" ;equiv_dupl = ;equiv_repl = obsolete_by = "None" is_wonder = 0 build_cost = 100 upkeep = 0 sabotage = 0 effect = { "type", "range", "amount" "Capital_City", "City" "Capital_Exists", "Player" "Spy_Resistant", "City", 50 } helptext = _("\ Makes a city the capital and the center of your government. \ Corruption in other cities is related to how far away from the\ capital they are, except when the government is Democracy or\ Communism. The cost of inciting a revolt in a city also depends\ upon the city's distance from the capital (under all forms of\ government).\ \n\n\ Take good care of your capital, as it's loss may result in your\ empire plunging into civil war.\ ") [building_police_station] name = _("Police Station") tech_req = "Communism" bldg_req = "None" ;terr_gate = ;spec_gate = equiv_range = "City" ;equiv_dupl = ;equiv_repl = obsolete_by = "None" is_wonder = 0 build_cost = 60 upkeep = 2 sabotage = 100 effect = { "type", "range", "amount", "cond_gov" "Make_Content_Mil", "City", 1, "Republic" "Make_Content_Mil", "City", 2, "Democracy" } helptext = _("\ Reduces the unhappiness caused by military units outside the city\ by 2 under Democracy and 1 under Republic. This improvement has no\ effect under other governments.\ ") ; NOTE: ; For Civ2 this should reduce unhappiness by one for *each* unit ; outside a city that is causing at least one unhappiness. [building_port_facility] name = _("Port Facility") tech_req = "Amphibious Warfare" bldg_req = "None" terr_gate = "Ocean" ;spec_gate = equiv_range = "City" ;equiv_dupl = ;equiv_repl = obsolete_by = "None" is_wonder = 0 build_cost = 80 upkeep = 3 sabotage = 100 effect = { "type", "range", "aff_unit" "Unit_Veteran", "City", "Sea" "Unit_Repair", "City", "Sea" } helptext = _("\ Allows a city to build veteran sea units. Also, damaged sea units\ which stay in town for one full turn without moving are completely\ restored.\ ") [building_power_plant] name = _("Power Plant") tech_req = "Refining" bldg_req = "None" ;terr_gate = ;spec_gate = equiv_range = "City" equiv_dupl = "Nuclear Plant", "Hydro Plant" equiv_repl = "Hoover Dam" obsolete_by = "None" is_wonder = 0 build_cost = 160 upkeep = 4 sabotage = 100 effect = { "type", "range", "amount", "cond_bldg" "Prod_Bonus", "City", 25, "Factory" "Prod_Bonus", "City", 25, "Mfg. Plant" } helptext = _("\ Increases the shield production of a Factory or Mfg. Plant in a\ city: a Factory and a Power Plant together give a 75% production\ bonus, and a Factory, Mfg. Plant and Power Plant together give\ a 150% production bonus. The extra production may lead to the city\ generating more pollution.\ \n\n\ A city can only have one Hydro Plant, Power Plant, or\ Nuclear Plant.\ ") ; NOTE: ; For Civ1/2 the first number above should be 100%, but the above ; describes current freeciv rules. [building_recycling_center] name = _("Recycling Center") tech_req = "Recycling" bldg_req = "None" ;terr_gate = ;spec_gate = equiv_range = "City" ;equiv_dupl = ;equiv_repl = obsolete_by = "None" is_wonder = 0 build_cost = 200 upkeep = 2 sabotage = 100 effect = { "type", "range", "amount" "Pollu_Adj_Prod", "City", 34 } helptext = _("\ Building a recycling center reduces the amount of pollution\ generated by production in a city by 66%.\ ") [building_research_lab] name = _("Research Lab") tech_req = "Computers" bldg_req = "Library" ;terr_gate = ;spec_gate = equiv_range = "City" ;equiv_dupl = equiv_repl = "SETI Program" obsolete_by = "None" is_wonder = 0 build_cost = 160 upkeep = 3 sabotage = 100 effect = { "type", "range", "amount", "cond_bldg" "Science_Bonus", "City", 50, "Library" } helptext = _("\ Together with a Library , a Research Lab increases the science\ production of a city by 100%. \ Together with a Library and a University, a Research Lab increases\ the science production of a city by 150%.\ ") [building_sam_battery] name = _("SAM Battery") tech_req = "Rocketry" bldg_req = "None" ;terr_gate = ;spec_gate = equiv_range = "City" ;equiv_dupl = ;equiv_repl = obsolete_by = "None" is_wonder = 0 build_cost = 100 upkeep = 2 sabotage = 100 effect = { "type", "range", "amount", "aff_unit" "Unit_Defend", "City", 200, "Air" "Unit_Defend", "City", 200, "Missile" } helptext = _("\ Doubles the defense of all units inside the city when attacked by\ non-nuclear air units.\ ") [building_sdi_defense] name = _("SDI Defense") tech_req = "Laser" bldg_req = "None" ;terr_gate = ;spec_gate = equiv_range = "City" ;equiv_dupl = ;equiv_repl = obsolete_by = "None" is_wonder = 0 build_cost = 200 upkeep = 4 sabotage = 100 effect = { "type", "range", "amount", "aff_unit" "Nuke_Proof", "City", 3 "Unit_Defend", "City", 200, "Missile" } helptext = _("\ Protects a city from attacks from Nuclear units. Nuclear attacks\ simply have no effect on the city. Also, doubles defence against\ non-nuclear missiles.\ ") ; NOTE: ; Civ2 does not document the "Unit_Defend"/"Missile" aspect; does it apply or not? [building_sewer_system] name = _("Sewer System") tech_req = "Sanitation" bldg_req = "Aqueduct" ;terr_gate = ;spec_gate = equiv_range = "City" ;equiv_dupl = ;equiv_repl = obsolete_by = "None" is_wonder = 0 build_cost = 120 upkeep = 2 sabotage = 100 effect = { "type", "range", "amount", "cond_bldg" "Size_Unlimit", "City", 12, "Aqueduct" } ; FIXME: use this help text when gen-impr implemented... ; helptext = _("\ ; Allows a city to grow larger than size 12. An Aqueduct is first\ ; required for a city to grow larger than size 8.\ ; ") [building_solar_plant] name = _("Solar Plant") tech_req = "Never" ; "Environmentalism" bldg_req = "None" ;terr_gate = ;spec_gate = equiv_range = "City" equiv_dupl = "Power Plant", "Hydro Plant", "Nuclear Plant" equiv_repl = "Hoover Dam" obsolete_by = "None" is_wonder = 0 build_cost = 320 upkeep = 4 sabotage = 100 effect = { "type", "range", "amount", "cond_bldg" "Prod_Bonus", "City", 25, "Factory" "Prod_Bonus", "City", 25, "Mfg. Plant" "Pollu_Adj_Prod", "City", 0 "Slow_Global_Warm", "World", 10 } helptext = _("\ Eliminates all pollution generated by production in a city. \ It also\ increases the shield production of a Factory or Mfg. Plant in the\ city: a Factory and a Solar Plant together give a 75% production\ bonus, and a Factory, Mfg. Plant and Solar Plant together give\ a 150% production bonus.\ \n\n\ A city can only have one Solar Plant, Hydro Plant, Power Plant, or\ Nuclear Plant.\ ") ; NOTE: ; For Civ1/2 the first shield production number above should be 100%, ; but the above describes current freeciv rules. ; NOTE: ; Not implemented. [building_space_component] name = _("Space Component") tech_req = "Plastics" bldg_req = "None" ;terr_gate = ;spec_gate = equiv_range = "None" ;equiv_dupl = ;equiv_repl = obsolete_by = "None" is_wonder = 0 build_cost = 160 upkeep = 0 sabotage = 100 effect = { "type", "range", "amount" "Space_Part", "None", 2 } helptext = _("\ Space Components can be differentiated into Propulsion and Fuel\ Components. Each pair of them reduces your spaceship's travel\ time. You can build up to 8 pairs.\ \n\n\ Before you can build any spaceship parts, the Apollo Program wonder\ must have been built by any player.\ ") [building_space_module] name = _("Space Module") tech_req = "Superconductors" bldg_req = "None" ;terr_gate = ;spec_gate = equiv_range = "None" ;equiv_dupl = ;equiv_repl = obsolete_by = "None" is_wonder = 0 build_cost = 320 upkeep = 0 sabotage = 100 effect = { "type", "range", "amount" "Space_Part", "None", 3 } helptext = _("\ Space Modules are the most expensive parts of spaceships. There\ are three different types of Space Module:\ \n\n\ - Habitation Module: provides living space for 10,000 people.\ \n\n\ - Life Support Module: provides food and water for the population of\ one Habitation Module.\ \n\n\ - Solar Panels: provides the energy needed for any two of the other\ Modules.\ \n\n\ You can build up to 4 Space Modules of each kind.\ \n\n\ Before you can build any spaceship parts, the Apollo Program wonder\ must have been built by any player.\ ") [building_space_structural] name = _("Space Structural") tech_req = "Space Flight" bldg_req = "None" ;terr_gate = ;spec_gate = equiv_range = "None" ;equiv_dupl = ;equiv_repl = obsolete_by = "None" is_wonder = 0 build_cost = 80 upkeep = 0 sabotage = 100 effect = { "type", "range", "amount" "Space_Part", "None", 1 } helptext = _("\ Space Structurals form the base of your spaceship. All other\ spaceship parts need to be connected to Structurals in order to\ function. You can build up to 32 Space Structurals.\ \n\n\ Before you can build any spaceship parts, the Apollo Program wonder\ must have been built by any player.\ ") [building_stock_exchange] name = _("Stock Exchange") tech_req = "Economics" bldg_req = "Bank" ;terr_gate = ;spec_gate = equiv_range = "City" ;equiv_dupl = ;equiv_repl = obsolete_by = "None" is_wonder = 0 build_cost = 160 upkeep = 4 sabotage = 100 effect = { "type", "range", "amount", "cond_bldg" "Tax_Bonus", "City", 50, "Bank" "Luxury_Bonus", "City", 50, "Bank" } helptext = _("\ Together with a Marketplace and a Bank, a Stock Exchange boosts\ tax and luxury production in a city by 150%.\ ") [building_super_highways] name = _("Super Highways") tech_req = "Automobile" bldg_req = "None" ;terr_gate = ;spec_gate = equiv_range = "City" ;equiv_dupl = ;equiv_repl = obsolete_by = "None" is_wonder = 0 build_cost = 160 upkeep = 3 sabotage = 100 effect = { "type", "range", "amount", "aff_terr", "aff_spec" "Trade_Per_Tile", "City", 50, "None", "Road" } helptext = _("\ Increases trade resources by 50% on all squares with roads or\ railroads.\ ") ; NOTE: ; Civ2 help says Super Highways increase trade from trade routes. [building_supermarket] name = _("Supermarket") tech_req = "Refrigeration" bldg_req = "None" ;terr_gate = ;spec_gate = equiv_range = "City" ;equiv_dupl = ;equiv_repl = obsolete_by = "None" is_wonder = 0 build_cost = 120 upkeep = 3 sabotage = 100 effect = { "type", "range", "amount", "aff_terr", "aff_spec" "Food_Per_Tile", "City", 50, "None", "Farmland" } helptext = _("\ Increases the food resources by 50% on each farmland square which\ is being used around the city. Farmland squares are those which\ have been irrigated a second time.\ ") [building_temple] name = _("Temple") tech_req = "Ceremonial Burial" bldg_req = "None" ;terr_gate = ;spec_gate = equiv_range = "City" ;equiv_dupl = ;equiv_repl = obsolete_by = "None" is_wonder = 0 build_cost = 40 upkeep = 1 sabotage = 100 effect = { "type", "range", "amount", "cond_adv" "Make_Content", "City", 1 "Make_Content", "City", 1, "Mysticism" } helptext = _("\ Makes one unhappy citizen content. Both the Mysticism advance\ and the Oracle wonder double this effect. With both Mysticism\ and the Oracle, 4 citizens are made content.\ ") [building_university] name = _("University") tech_req = "University" bldg_req = "Library" ;terr_gate = ;spec_gate = equiv_range = "City" ;equiv_dupl = ;equiv_repl = obsolete_by = "None" is_wonder = 0 build_cost = 160 upkeep = 3 sabotage = 100 effect = { "type", "range", "amount", "cond_bldg" "Science_Bonus", "City", 50, "Library" } helptext = _("\ Together with a Library, a University increases the science\ production of a city by 100%.\ ") [building_apollo_program] name = _("Apollo Program") tech_req = "Space Flight" bldg_req = "None" ;terr_gate = ;spec_gate = equiv_range = "None" ;equiv_dupl = ;equiv_repl = obsolete_by = "None" is_wonder = 1 build_cost = 600 upkeep = 0 sabotage = 0 effect = { "type", "range" "Reveal_Map", "None" "Enable_Space", "World" } helptext = _("\ Entire map becomes visible for the player who owns it. \ It allows all players to start building spaceship parts (assuming\ they have researched the necessary technologies).\ ") [building_asmiths_trading_co] name = _("A.Smith's Trading Co.") tech_req = "Economics" bldg_req = "None" ;terr_gate = ;spec_gate = equiv_range = "Player" ;equiv_dupl = ;equiv_repl = obsolete_by = "None" is_wonder = 1 build_cost = 400 upkeep = 0 sabotage = 0 effect = { "type", "range", "amount" "Upkeep_Free", "Player", 1 } helptext = _("\ City improvements which would normally have an upkeep of 1 are free\ of upkeep, for all cities.\ ") [building_colossus] name = _("Colossus") tech_req = "Bronze Working" bldg_req = "None" ;terr_gate = ;spec_gate = equiv_range = "City" ;equiv_dupl = ;equiv_repl = obsolete_by = "Flight" is_wonder = 1 build_cost = 200 upkeep = 0 sabotage = 0 effect = { "type", "range", "amount" "Trade_Inc_Tile", "City", 1 } helptext = _("\ Each square around the city where this wonder is built that is already\ generating some trade produces one extra trade resource.\ ") [building_copernicus_observatory] name = _("Copernicus' Observatory") tech_req = "Astronomy" bldg_req = "None" ;terr_gate = ;spec_gate = equiv_range = "City" ;equiv_dupl = ;equiv_repl = obsolete_by = "None" is_wonder = 1 build_cost = 300 upkeep = 0 sabotage = 0 effect = { "type", "range", "amount" "Science_Bonus", "City", 50 } helptext = _("\ Boosts science production by 50% in the city where it is built.\ ") [building_cure_for_cancer] name = _("Cure For Cancer") tech_req = "Genetic Engineering" bldg_req = "None" ;terr_gate = ;spec_gate = equiv_range = "Player" ;equiv_dupl = ;equiv_repl = obsolete_by = "None" is_wonder = 1 build_cost = 600 upkeep = 0 sabotage = 0 effect = { "type", "range", "amount" "Make_Content", "Player", 1 } helptext = _("\ This stunning technological achievement makes one unhappy\ citizen content in all cities.\ ") ; NOTE: ; In Civ2 this makes 1 content citizen happy in all cities. [building_darwins_voyage] name = _("Darwin's Voyage") tech_req = "Railroad" bldg_req = "None" ;terr_gate = ;spec_gate = equiv_range = "None" ;equiv_dupl = ;equiv_repl = obsolete_by = "None" is_wonder = 1 build_cost = 300 upkeep = 0 sabotage = 0 effect = { "type", "range", "amount" "Give_Imm_Adv", "None", 2 } helptext = _("\ Charles Darwin's voyage sparked the discovery of the evolution\ of the species, which inspired greater confidence in science.\ Gives two immediate technology advances.\ ") [building_eiffel_tower] name = _("Eiffel Tower") tech_req = "Never" ; "Steam Engine" bldg_req = "None" ;terr_gate = ;spec_gate = equiv_range = "None" ;equiv_dupl = ;equiv_repl = obsolete_by = "None" is_wonder = 1 build_cost = 300 upkeep = 0 sabotage = 0 effect = { "type", "range", "amount" "Improve_Rep", "None", 25 } helptext = _("\ When built, every civilization's attitude toward you is improved\ by 25%.\ ") ; NOTE: ; Not implemented. [building_great_library] name = _("Great Library") tech_req = "Literacy" bldg_req = "None" ;terr_gate = ;spec_gate = equiv_range = "None" ;equiv_dupl = ;equiv_repl = obsolete_by = "Electricity" is_wonder = 1 build_cost = 300 upkeep = 0 sabotage = 0 effect = { "type", "range", "amount" "Adv_Parasite", "None", 2 } helptext = _("\ The civilization which builds the Great Library gets every advance\ that at least two other civilizations have achieved.\ ") [building_great_wall] name = _("Great Wall") tech_req = "Masonry" bldg_req = "None" ;terr_gate = ;spec_gate = equiv_range = "Player" ;equiv_dupl = ;equiv_repl = obsolete_by = "Metallurgy" is_wonder = 1 build_cost = 300 upkeep = 0 sabotage = 0 effect = { "type", "range", "amount", "aff_unit" "Unit_Defend", "Player", 300, "Land" "Unit_No_Lose_Pop", "Player", 0, "Land" } helptext = _("\ Works as a City Wall in all cities.\ ") ; NOTE: ; Civ2 also doubles attack -vs- barbs, ; and enemies are forced to offer cease-fire or peace. [building_hanging_gardens] name = _("Hanging Gardens") tech_req = "Pottery" bldg_req = "None" ;terr_gate = ;spec_gate = equiv_range = "Player" ;equiv_dupl = ;equiv_repl = obsolete_by = "Railroad" is_wonder = 1 build_cost = 200 upkeep = 0 sabotage = 0 effect = { "type", "range", "amount" "Make_Happy", "Player", 1 "Make_Happy", "City", 2 } helptext = _("\ Makes one content citizen happy in every city. Makes two extra\ content citizens happy in the city containing the Hanging Gardens\ (that is, a total of 3). In the unlikely event where there are no\ content citizens to get the effect of Hanging Gardens, the wonder\ applies to unhappy citizens (making them content instead).\ ") [building_hoover_dam] name = _("Hoover Dam") tech_req = "Electronics" bldg_req = "None" ;terr_gate = ;spec_gate = equiv_range = "Player" ;equiv_dupl = ;equiv_repl = obsolete_by = "None" is_wonder = 1 build_cost = 600 upkeep = 0 sabotage = 0 effect = { "type", "range", "amount", "cond_bldg" "Prod_Bonus", "Player", 25, "Factory" "Prod_Bonus", "Player", 25, "Mfg. Plant" "Pollu_Adj_Prod", "Player", 50 "Pollu_Adj_Prod", "Player", -50, "Recycling Center" } helptext = _("\ Works as if you had a Hydro Plant in every city. (This reduces\ pollution and increases the effects of Factories and Mfg. Plants.)\ \n\n\ Like a Hydro Plant, the Hoover Dam can only be built in a city\ which is next to (or on) a Mountain or River tile. However, its\ effect is applicable to the whole of your civilization (regardless\ of whether a city is next to, or on, a Mountain or River tile).\ ") [building_isaac_newtons_college] name = _("Isaac Newton's College") tech_req = "Theory of Gravity" bldg_req = "None" ;terr_gate = ;spec_gate = equiv_range = "City" ;equiv_dupl = ;equiv_repl = obsolete_by = "None" is_wonder = 1 build_cost = 400 upkeep = 0 sabotage = 0 effect = { "type", "range", "amount" "Science_Bonus", "City", 100 } helptext = _("\ Boosts science production by 100% in the city where it is built.\ ") [building_js_bachs_cathedral] name = _("J.S. Bach's Cathedral") tech_req = "Theology" bldg_req = "None" ;terr_gate = ;spec_gate = equiv_range = "Player" ;equiv_dupl = ;equiv_repl = obsolete_by = "None" is_wonder = 1 build_cost = 400 upkeep = 0 sabotage = 0 effect = { "type", "range", "amount" "Make_Content", "Player", 2 } helptext = _("\ Makes two unhappy citizens content in every city.\ ") [building_king_richards_crusade] name = _("King Richard's Crusade") tech_req = "Engineering" bldg_req = "None" ;terr_gate = ;spec_gate = equiv_range = "City" ;equiv_dupl = ;equiv_repl = obsolete_by = "Industrialization" is_wonder = 1 build_cost = 300 upkeep = 0 sabotage = 0 effect = { "type", "range", "amount" "Prod_Add_Tile", "City", 1 } helptext = _("\ Adds one extra shield resource on every square around the city\ where it is built.\ ") [building_leonardos_workshop] name = _("Leonardo's Workshop") tech_req = "Invention" bldg_req = "None" ;terr_gate = ;spec_gate = equiv_range = "Player" ;equiv_dupl = ;equiv_repl = obsolete_by = "Automobile" is_wonder = 1 build_cost = 400 upkeep = 0 sabotage = 0 effect = { "type", "range", "amount" "Upgrade_One_Leap", "Player", 100 } helptext = _("\ Upgrades one obsolete unit per game turn.\ ") [building_lighthouse] name = _("Lighthouse") tech_req = "Map Making" bldg_req = "None" ;terr_gate = ;spec_gate = equiv_range = "Player" ;equiv_dupl = ;equiv_repl = obsolete_by = "Magnetism" is_wonder = 1 build_cost = 200 upkeep = 0 sabotage = 0 effect = { "type", "range", "amount", "aff_unit" "Unit_Move", "Player", 1, "Sea" "No_Sink_Deep", "Player" "Unit_Veteran", "Player", 0, "Sea" } helptext = _("\ Gives all sea units 1 additional movement point and eliminates the\ risk of losing Triremes on the high seas. Makes all new sea units\ veterans (for all cities).\ ") [building_magellans_expedition] name = _("Magellan's Expedition") tech_req = "Navigation" bldg_req = "None" ;terr_gate = ;spec_gate = equiv_range = "Player" ;equiv_dupl = ;equiv_repl = obsolete_by = "None" is_wonder = 1 build_cost = 400 upkeep = 0 sabotage = 0 effect = { "type", "range", "amount", "aff_unit" "Unit_Move", "Player", 2, "Sea" } helptext = _("\ Gives all sea units 2 additional movement points.\ ") [building_manhattan_project] name = _("Manhattan Project") tech_req = "Nuclear Fission" bldg_req = "None" ;terr_gate = ;spec_gate = equiv_range = "None" ;equiv_dupl = ;equiv_repl = obsolete_by = "None" is_wonder = 1 build_cost = 600 upkeep = 0 sabotage = 0 effect = { "type", "range" "Enable_Nuke", "World" } helptext = _("\ Allows all players with knowledge of Rocketry to build Nuclear units.\ ") [building_marco_polos_embassy] name = _("Marco Polo's Embassy") tech_req = "Trade" bldg_req = "None" ;terr_gate = ;spec_gate = equiv_range = "None" ;equiv_dupl = ;equiv_repl = obsolete_by = "Communism" is_wonder = 1 build_cost = 200 upkeep = 0 sabotage = 0 effect = { "type", "range" "Have_Embassies", "None" } helptext = _("\ The player who owns it gets an embassy with all players.\ ") [building_michelangelos_chapel] name = _("Michelangelo's Chapel") tech_req = "Monotheism" bldg_req = "None" ;terr_gate = ;spec_gate = equiv_range = "Player" ;equiv_dupl = ;equiv_repl = obsolete_by = "None" is_wonder = 1 build_cost = 400 upkeep = 0 sabotage = 0 effect = { "type", "range", "amount", "cond_adv" "Make_Content", "Player", 3 "Make_Content", "Player", 1, "Theology" "Make_Content", "Player", -1, "Communism" } helptext = _("\ Counts as having a Cathedral in each of your cities. (This makes 3\ unhappy citizens content in each city. The discovery of Theology\ increases the affect of a Cathedral, making an additional unhappy\ citizen content. The discovery of Communism lessens the affect of\ a Cathedral, reducing by one the number of unhappy citizens made\ content.\ ") [building_oracle] name = _("Oracle") tech_req = "Mysticism" bldg_req = "None" ;terr_gate = ;spec_gate = equiv_range = "Player" ;equiv_dupl = ;equiv_repl = obsolete_by = "Theology" is_wonder = 1 build_cost = 300 upkeep = 0 sabotage = 0 effect = { "type", "range", "amount", "cond_bldg", "cond_adv" "Make_Content", "Player", 1, "Temple" "Make_Content", "Player", 1, "Temple", "Mysticism" } helptext = _("\ Doubles the effect of Temples, in all cities.\ ") [building_pyramids] name = _("Pyramids") tech_req = "Masonry" bldg_req = "None" ;terr_gate = ;spec_gate = equiv_range = "Player" ;equiv_dupl = ;equiv_repl = obsolete_by = "None" is_wonder = 1 build_cost = 200 upkeep = 0 sabotage = 0 effect = { "type", "range", "amount" "Growth_Food", "Player", 50 } helptext = _("\ Counts as having a Granary in every city.\ ") [building_seti_program] name = _("SETI Program") tech_req = "Computers" bldg_req = "None" ;terr_gate = ;spec_gate = equiv_range = "Player" ;equiv_dupl = ;equiv_repl = obsolete_by = "None" is_wonder = 1 build_cost = 600 upkeep = 0 sabotage = 0 effect = { "type", "range", "amount", "cond_bldg" "Science_Bonus", "Player", 50, "Library" } helptext = _("\ Boosts science production in each city with a Library by 50%. \ (Counts as having a Research Lab in all of your cities.)\ ") [building_shakespeares_theatre] name = _("Shakespeare's Theatre") tech_req = "Medicine" bldg_req = "None" ;terr_gate = ;spec_gate = equiv_range = "City" ;equiv_dupl = ;equiv_repl = obsolete_by = "None" is_wonder = 1 build_cost = 300 upkeep = 0 sabotage = 0 effect = { "type", "range", "amount" "Make_Content", "City", 99 } helptext = _("\ Makes all unhappy citizens content, in the city where it is located.\ ") [building_statue_of_liberty] name = _("Statue of Liberty") tech_req = "Democracy" bldg_req = "None" ;terr_gate = ;spec_gate = equiv_range = "None" ;equiv_dupl = ;equiv_repl = obsolete_by = "None" is_wonder = 1 build_cost = 400 upkeep = 0 sabotage = 0 effect = { "type", "range" "Any_Government", "None" "No_Anarchy", "None" } helptext = _("\ Allows you to choose any government, including those that have not yet\ been researched by your civilization, and without the transition\ period of Anarchy.\ ") [building_sun_tzus_war_academy] name = _("Sun Tzu's War Academy") tech_req = "Feudalism" bldg_req = "None" ;terr_gate = ;spec_gate = equiv_range = "Player" ;equiv_dupl = ;equiv_repl = obsolete_by = "Mobile Warfare" is_wonder = 1 build_cost = 300 upkeep = 0 sabotage = 0 effect = { "type", "range", "amount", "aff_unit" "Unit_Veteran", "Player", 0, "Land" "Unit_Vet_Combat", "Player", 100, "Land" } helptext = _("\ All your new ground units become veterans (for all cities). \ The chance of a unit becoming a veteran after a battle increases\ from 50% to 100%.\ ") [building_united_nations] name = _("United Nations") tech_req = "Communism" bldg_req = "None" ;terr_gate = ;spec_gate = equiv_range = "Player" ;equiv_dupl = ;equiv_repl = obsolete_by = "None" is_wonder = 1 build_cost = 600 upkeep = 0 sabotage = 0 effect = { "type", "range", "amount", "aff_unit" "Unit_Recover", "Player", 2, "Air" "Unit_Recover", "Player", 2, "Helicopter" "Unit_Recover", "Player", 2, "Land" "Unit_Recover", "Player", 2, "Missile" "Unit_Recover", "Player", 2, "Sea" } helptext = _("\ Units regain two extra hitpoints per turn.\ ") ; NOTE: ; This does not match Civ1 or Civ2, but diplomatic effects are ; not very effective in multiplayer, and hitpoints effects do not ; apply for Civ1. Note in Civ1 Pyramids have a gov-change effect, ; but become obsolete, and the Statue of Liberty does not exist. ; NOTE: ; In Civ2 this provides embassies, forces peaceful enemies and ; allows Democracy to declare war 50% of the time. [building_womens_suffrage] name = _("Women's Suffrage") tech_req = "Industrialization" bldg_req = "None" ;terr_gate = ;spec_gate = equiv_range = "Player" ;equiv_dupl = ;equiv_repl = obsolete_by = "None" is_wonder = 1 build_cost = 600 upkeep = 0 sabotage = 0 effect = { "type", "range", "amount", "cond_gov" "Make_Content_Mil", "Player", 1, "Republic" "Make_Content_Mil", "Player", 2, "Democracy" } helptext = _("\ Counts as a Police Station in every city. (That is, for each city,\ reduces unhappiness for military units outside the city by 2 under\ Democracy and 1 under Republic. This wonder has no effect under\ other governments.)\ ") ; NOTE: ; For Civ2 this should reduce unhappiness by one for *each* unit ; outside a city that is causing at least one unhappiness. [building_capitalization] name = _("Capitalization") tech_req = "None" bldg_req = "None" ;terr_gate = ;spec_gate = equiv_range = "City" ;equiv_dupl = ;equiv_repl = obsolete_by = "None" is_wonder = 0 build_cost = 999 upkeep = 0 sabotage = 0 effect = { "type", "range", "amount" "Prod_To_Gold", "City", 100 } helptext = _("\ This is not a normal improvement. Instead, setting a city's\ production to Capitalization means its shield production is\ converted to tax output (money).\ ") ; FIXME: remove all of the following when gen-impr implemented... [b_special] ; Special values: aqueduct_size=8; sewer_size=12; ; Techs which modify building effects: cathedral_plus="Theology" cathedral_minus="Communism" colosseum_plus="Electricity" temple_plus="Mysticism"