0-31
1-8
2-9
3-8
4-10
5-7
6-27
7-13
8-27
9-14
10-14
11-29
12-19
14-15
16-19
17-20
18-30
19-31
20-32
21-33
22-30
23-32
24-25
25-26
26-31
27-30
29-35
30-36
31-34
32-33
33-34
35-36
37-63
38-55
39-40
40-49
41-65
42-56
43-58
44-56
45-56
46-49
47-60
48-54
49-53
50-53
51-52
52-65
54-61
55-60
56-61
57-58
58-60
59-64
60-65
61-65
62-65
63-65
14-15
15-16
##endmove

; 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="Civ2 buildings data for Freeciv (incomplete)"
options="1.10.1"

; 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.
;
; /*** For details of this file's format, ***/
; /*** see the default buildings.ruleset. ***/

##[building_airport]
[building_airport]
name		= _("##name##")
genus		= "##iswon##"
reqs	=
    { "type", "name", "range"
      "Tech", "##tech##", "Player"
    }
graphic		= "b.airport"
graphic_alt	= "-"
obsolete_by	= "##obs##"
build_cost	= ##build##
upkeep		= ##upk##
sabotage	= 100
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 ##bul0##s 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]
[building_aqueduct]
name		= _("##name##")
genus		= "##iswon##"
reqs	=
    { "type", "name", "range"
      "Tech", "##tech##", "Player"
    }
graphic		= "b.aqueduct"
graphic_alt	= "-"
obsolete_by	= "##obs##"
build_cost	= ##build##
upkeep		= ##upk##
sabotage	= 100
sound		= "b_aqueduct"
sound_alt	= "b_generic"
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]
[building_bank]
name		= _("##name##")
genus		= "##iswon##"
reqs	=
    { "type", "name", "range"
      "Tech", "##tech##", "Player"
    }
graphic		= "b.bank"
graphic_alt	= "-"
obsolete_by	= "##obs##"
build_cost	= ##build##
upkeep		= ##upk##
sabotage	= 100
sound		= "b_bank"
sound_alt	= "b_generic"
; /* xgettext:no-c-format */
helptext	= _("\
Together with the Marketplace improvement, a ##bul2## increases the\
 luxury and tax production within a city by 100%.\
")

##[building_barracks]
[building_barracks]
name		= _("##name##")
genus		= "##iswon##"
reqs	=
    { "type", "name", "range"
      "Tech", "##tech##", "Player"
    }
graphic		= "b.barracks"
graphic_alt	= "-"
obsolete_by	= "##obs##"
build_cost	= ##build##
upkeep		= ##upk##
sabotage	= 100
sound		= "b_barracks_i"
sound_alt	= "b_generic"
helptext	= _("\
With a ##bul3##, 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]
[building_barracks_ii]
name		= _("##name##")
genus		= "##iswon##"
reqs	=
    { "type", "name", "range"
      "Tech", "##tech##", "Player"
    }
graphic		= "b.barracks"
graphic_alt	= "-"
obsolete_by	= "##obs##"
build_cost	= ##build##
upkeep		= ##upk##
sabotage	= 100
sound		= "b_barracks_ii"
sound_alt	= "b_generic"
helptext	= _("\
With a ##bul3##, 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]
[building_barracks_iii]
name		= _("##name##")
genus		= "##iswon##"
reqs	=
    { "type", "name", "range"
      "Tech", "##tech##", "Player"
    }
graphic		= "b.barracks"
graphic_alt	= "-"
obsolete_by	= "##obs##"
build_cost	= ##build##
upkeep		= ##upk##
sabotage	= 100
sound		= "b_barracks_iii"
sound_alt	= "b_generic"
helptext	= _("\
With a ##bul3##, 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]
[building_cathedral]
name		= _("##name##")
genus		= "##iswon##"
reqs	=
    { "type", "name", "range"
      "Tech", "##tech##", "Player"
    }
graphic		= "b.cathedral"
graphic_alt	= "-"
obsolete_by	= "##obs##"
build_cost	= ##build##
upkeep		= ##upk##
sabotage	= 100
sound		= "b_cathedral"
sound_alt	= "b_generic"
helptext	= _("\
A ##bul4## makes 3 unhappy citizens content in a city, making it\
 easier to maintain order in that city.  The discovery of ##tech-The##\
 increases the effect of a ##bul4##, making an additional unhappy\
 citizen content.  The discovery of ##tech-Cmn## lessens the effect of\
 a ##bul4##, reducing by one the number of unhappy citizens made\
 content.\
")

##[building_city_walls]
[building_city_walls]
name		= _("##name##")
genus		= "##iswon##"
flags		= "VisibleByOthers"
reqs	=
    { "type", "name", "range"
      "Tech", "##tech##", "Player"
    }
graphic		= "b.city_walls"
graphic_alt	= "-"
obsolete_by	= "##obs##"
build_cost	= ##build##
upkeep		= ##upk##
sabotage	= 100
sound		= "b_city_walls"
sound_alt	= "b_generic"
helptext	= _("\
##bul5## 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.  ##bul5## also prevent the loss of population which\
 occurs when a defending unit is destroyed by a land unit.\
")

##[building_coastal_fortress]
[building_coastal_fortress]
name		= _("##name##")
genus		= "##iswon##"
reqs	=
    { "type", "name", "range"
      "Tech", "##tech##", "Player"
      "Terrain", "##terr7##", "Adjacent"
    }
graphic		= "b.coastal_defense"
graphic_alt	= "-"
obsolete_by	= "##obs##"
build_cost	= ##build##
upkeep		= ##upk##
sabotage	= 100
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]
[building_colosseum]
name		= _("##name##")
genus		= "##iswon##"
reqs	=
    { "type", "name", "range"
      "Tech", "##tech##", "Player"
    }
graphic		= "b.colosseum"
graphic_alt	= "-"
obsolete_by	= "##obs##"
build_cost	= ##build##
upkeep		= ##upk##
sabotage	= 100
sound		= "b_colosseum"
sound_alt	= "b_generic"
helptext	= _("\
Entertains the citizens of a city, making 3 unhappy citizens content. \
 (Four after the discovery of Electronics.)\
")

##[building_courthouse]
[building_courthouse]
name		= _("##name##")
genus		= "##iswon##"
reqs	=
    { "type", "name", "range"
      "Tech", "##tech##", "Player"
    }
graphic		= "b.courthouse"
graphic_alt	= "-"
obsolete_by	= "##obs##"
build_cost	= ##build##
upkeep		= ##upk##
sabotage	= 100
sound		= "b_courthouse"
sound_alt	= "b_generic"
helptext	= _("\
Reduces the corruption in a city by 50%.  Under a Democracy, a\
 ##bul8## makes 1 unhappy citizen content. \
 Also halves the effective distance to the capital, for the purpose\
 of calculating revolt cost.\
")

##[building_factory]
[building_factory]
name		= _("##name##")
genus		= "##iswon##"
reqs	=
    { "type", "name", "range"
      "Tech", "##tech##", "Player"
    }
graphic		= "b.factory"
graphic_alt	= "-"
obsolete_by	= "##obs##"
build_cost	= ##build##
upkeep		= ##upk##
sabotage	= 100
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]
[building_granary]
name		= _("##name##")
genus		= "##iswon##"
reqs	=
    { "type", "name", "range"
      "Tech", "##tech##", "Player"
    }
graphic		= "b.granary"
graphic_alt	= "-"
obsolete_by	= "##obs##"
build_cost	= ##build##
upkeep		= ##upk##
sabotage	= 100
sound		= "b_granary"
sound_alt	= "b_generic"
helptext	= _("\
The amount of stored food will be set to half full whenever a city\
 with a ##bul10## 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_harbor]
[building_harbor]
name		= _("##name##")
genus		= "##iswon##"
reqs	=
    { "type", "name", "range"
      "Tech", "##tech##", "Player"
      "Terrain", "##terr7##", "Adjacent"
    }
graphic		= "b.harbour"
graphic_alt	= "-"
obsolete_by	= "##obs##"
build_cost	= ##build##
upkeep		= ##upk##
sabotage	= 100
sound		= "b_harbour"
sound_alt	= "b_generic"
helptext	= _("\
Gives one extra food resource on all ##terr7## squares.  The city needs\
 to be coastal to build this improvement.\
")

##[building_hydro_plant]
[building_hydro_plant]
name		= _("##name##")
genus		= "##iswon##"
reqs	=
    { "type", "name", "range"
      "Tech", "##tech##", "Player"
      "Terrain", "##terr6##", "Adjacent"
      "Special", "River", "Adjacent"
    }
graphic		= "b.hydro_plant"
graphic_alt	= "-"
obsolete_by	= "##obs##"
build_cost	= ##build##
upkeep		= ##upk##
sabotage	= 100
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 ##bul9## or Mfg. Plant in the\
 city: a ##bul9## and a ##bul12## together give a 100% production\
 bonus, and a ##bul9##, Mfg. Plant and ##bul12## together give\
 a 150% production bonus.\
\n\n\
A city can only have one ##bul12##, ##bul22##, or\
 ##bul17##.  A city can only build a ##bul12## if it is next\
 to (or on) a Mountain or River tile.\
")
; FIXME: add ##bul28## to "can have only one" helptext when Solar
; Plant added.

##[building_library]
[building_library]
name		= _("##name##")
genus		= "##iswon##"
reqs	=
    { "type", "name", "range"
      "Tech", "##tech##", "Player"
    }
graphic		= "b.library"
graphic_alt	= "-"
obsolete_by	= "##obs##"
build_cost	= ##build##
upkeep		= ##upk##
sabotage	= 100
sound		= "b_library"
sound_alt	= "b_generic"
; /* xgettext:no-c-format */
helptext	= _("\
Increases the science output in a city by 50%.\
")

##[building_marketplace]
[building_marketplace]
name		= _("##name##")
genus		= "##iswon##"
reqs	=
    { "type", "name", "range"
      "Tech", "##tech##", "Player"
    }
graphic		= "b.marketplace"
graphic_alt	= "-"
obsolete_by	= "##obs##"
build_cost	= ##build##
upkeep		= ##upk##
sabotage	= 100
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]
[building_mass_transit]
name		= _("##name##")
genus		= "##iswon##"
reqs	=
    { "type", "name", "range"
      "Tech", "##tech##", "Player"
    }
graphic		= "b.mass_transit"
graphic_alt	= "-"
obsolete_by	= "##obs##"
build_cost	= ##build##
upkeep		= ##upk##
sabotage	= 100
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_manufacturing_plant]
[building_manufacturing_plant]
name		= _("##name##")
genus		= "##iswon##"
reqs	=
    { "type", "name", "range"
      "Tech", "##tech##", "Player"
    }
graphic		= "b.mfg_plant"
graphic_alt	= "-"
obsolete_by	= "##obs##"
build_cost	= ##build##
upkeep		= ##upk##
sabotage	= 100
sound		= "b_mfg_plant"
sound_alt	= "b_generic"
; /* xgettext:no-c-format */
helptext	= _("\
Together with a ##bul9##, a ##bul16## increases the shield\
 production in a city by 100%.\
")

##[building_nuclear_plant]
[building_nuclear_plant]
name		= _("##name##")
genus		= "##iswon##"
reqs	=
    { "type", "name", "range"
      "Tech", "##tech##", "Player"
    }
graphic		= "b.nuclear_plant"
graphic_alt	= "-"
obsolete_by	= "##obs##"
build_cost	= ##build##
upkeep		= ##upk##
sabotage	= 100
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 ##bul9## or Mfg. Plant in\
 the city: a ##bul9## and a ##bul17## together give a 100%\
 production bonus, and a ##bul9##, Mfg. Plant and ##bul17##\
 together give a 150% production bonus.\
\n\n\
A city can only have one ##bul12##, ##bul22##, or\
 ##bul17##.\
")
; FIXME: add ##bul28## to "can have only one" helptext when Solar
; Plant added.
; NOTE:
; For Civ1/2 there should be a change of meltdown during
; civil disorder, but that has not been implemented yet.

##[building_offshore_platform]
[building_offshore_platform]
name		= _("##name##")
genus		= "##iswon##"
reqs	=
    { "type", "name", "range"
      "Tech", "##tech##", "Player"
      "Terrain", "##terr7##", "Adjacent"
    }
graphic		= "b.offshore_platform"
graphic_alt	= "-"
obsolete_by	= "##obs##"
build_cost	= ##build##
upkeep		= ##upk##
sabotage	= 100
sound		= "b_offshore_platform"
sound_alt	= "b_generic"
helptext	= _("\
Adds 1 extra shield resource on all ##terr7## squares in a city.  The\
 city needs to be coastal to build this improvement.\
")

##[building_palace]
[building_palace]
name		= _("##name##")
genus		= "SmallWonder"
flags		= "SaveSmallWonder"
reqs	=
    { "type", "name", "range"
      "Tech", "##tech##", "Player"
    }
graphic		= "b.palace"
graphic_alt	= "-"
obsolete_by	= "##obs##"
build_cost	= ##build##
upkeep		= ##upk##
sabotage	= 0
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 ##gov6## or\
 ##gov3##.  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]
[building_police_station]
name		= _("##name##")
genus		= "##iswon##"
reqs	=
    { "type", "name", "range"
      "Tech", "##tech##", "Player"
    }
graphic		= "b.police_station"
graphic_alt	= "-"
obsolete_by	= "##obs##"
build_cost	= ##build##
upkeep		= ##upk##
sabotage	= 100
sound		= "b_police_station"
sound_alt	= "b_generic"
helptext	= _("\
Reduces the unhappiness caused by military units outside the city\
 by 2 under ##gov6## and 1 under ##gov5##.  This improvement has no\
 effect under other governments.\
")

##[building_port_facility]
[building_port_facility]
name		= _("##name##")
genus		= "##iswon##"
reqs	=
    { "type", "name", "range"
      "Tech", "##tech##", "Player"
      "Terrain", "##terr7##", "Adjacent"
    }
graphic		= "b.port_facility"
graphic_alt	= "-"
obsolete_by	= "##obs##"
build_cost	= ##build##
upkeep		= ##upk##
sabotage	= 100
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]
[building_power_plant]
name		= _("##name##")
genus		= "##iswon##"
reqs	=
    { "type", "name", "range"
      "Tech", "##tech##", "Player"
    }
graphic		= "b.power_plant"
graphic_alt	= "-"
obsolete_by	= "##obs##"
build_cost	= ##build##
upkeep		= ##upk##
sabotage	= 100
sound		= "b_power_plant"
sound_alt	= "b_generic"
; /* xgettext:no-c-format */
helptext	= _("\
Increases the shield production of a ##bul9## or Mfg. Plant in a\
 city: a ##bul9## and a ##bul22## together give a 100% production\
 bonus, and a ##bul9##, Mfg. Plant and ##bul22## 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 ##bul12##, ##bul22##, or\
 ##bul17##.\
")

##[building_recycling_center]
[building_recycling_center]
name		= _("##name##")
genus		= "##iswon##"
reqs	=
    { "type", "name", "range"
      "Tech", "##tech##", "Player"
    }
graphic		= "b.recycling_center"
graphic_alt	= "-"
obsolete_by	= "##obs##"
build_cost	= ##build##
upkeep		= ##upk##
sabotage	= 100
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]
[building_research_lab]
name		= _("##name##")
genus		= "##iswon##"
reqs	=
    { "type", "name", "range"
      "Tech", "##tech##", "Player"
    }
graphic		= "b.research_lab"
graphic_alt	= "-"
obsolete_by	= "##obs##"
build_cost	= ##build##
upkeep		= ##upk##
sabotage	= 100
sound		= "b_research_lab"
sound_alt	= "b_generic"
helptext	= _("\
Together with a ##bul13## , a ##bul24## increases the science\
 production of a city by 100%. \
Together with a ##bul13## and a ##bul36##, a ##bul24## increases\
 the science production of a city by 150%.\
")

##[building_sam_missile_battery]
[building_sam_missile_battery]
name		= _("##name##")
genus		= "##iswon##"
reqs	=
    { "type", "name", "range"
      "Tech", "##tech##", "Player"
    }
graphic		= "b.sam_battery"
graphic_alt	= "-"
obsolete_by	= "##obs##"
build_cost	= ##build##
upkeep		= ##upk##
sabotage	= 100
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]
[building_sdi_defense]
name		= _("##name##")
genus		= "##iswon##"
reqs	=
    { "type", "name", "range"
      "Tech", "##tech##", "Player"
    }
graphic		= "b.sdi_defense"
graphic_alt	= "-"
obsolete_by	= "##obs##"
build_cost	= ##build##
upkeep		= ##upk##
sabotage	= 100
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]
[building_sewer_system]
name		= _("##name##")
genus		= "##iswon##"
reqs	=
    { "type", "name", "range"
      "Tech", "##tech##", "Player"
       "Building", "##bul1##", "City"
    }
graphic		= "b.sewer_system"
graphic_alt	= "-"
obsolete_by	= "##obs##"
build_cost	= ##build##
upkeep		= ##upk##
sabotage	= 100
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 ##bul1## is first\
;  required for a city to grow larger than size 8.\
; ")
; */

##[building_solar_plant]
[building_solar_plant]
name		= _("##name##")
genus		= "##iswon##"
reqs	=
    { "type", "name", "range"
      "Tech", "##tech##", "Player"
    }
graphic		= "b.solar_plant"
graphic_alt	= "-"
obsolete_by	= "##obs##"
build_cost	= ##build##
upkeep		= ##upk##
sabotage	= 100
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 ##bul9## or Mfg. Plant in the\
 city: a ##bul9## and a ##bul28## together give a 100% production\
 bonus, and a ##bul9##, Mfg. Plant and ##bul28## together give\
 a 150% production bonus.\
\n\n\
A city can only have one ##bul28##, ##bul12##, ##bul22##, or\
 ##bul17##.\
")
; NOTE:
; Not implemented.

##[building_ss_component]
[building_ss_component]
name		= _("##name##")
genus		= "Special"
reqs	=
    { "type", "name", "range"
      "Tech", "##tech##", "Player"
    }
graphic		= "b.space_component"
graphic_alt	= "-"
obsolete_by	= "##obs##"
build_cost	= ##build##
upkeep		= ##upk##
sabotage	= 100
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 ##bul37## wonder\
 must have been built by any player.\
")

##[building_ss_module]
[building_ss_module]
name		= _("##name##")
genus		= "Special"
reqs	=
    { "type", "name", "range"
      "Tech", "##tech##", "Player"
    }
graphic		= "b.space_modules"
graphic_alt	= "-"
obsolete_by	= "##obs##"
build_cost	= ##build##
upkeep		= ##upk##
sabotage	= 100
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 ##bul37## wonder\
 must have been built by any player.\
")

##[building_ss_structural]
[building_ss_structural]
name		= _("##name##")
genus		= "Special"
reqs	=
    { "type", "name", "range"
      "Tech", "##tech##", "Player"
    }
graphic		= "b.space_structural"
graphic_alt	= "-"
obsolete_by	= "##obs##"
build_cost	= ##build##
upkeep		= ##upk##
sabotage	= 100
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 ##bul37## wonder\
 must have been built by any player.\
")

##[building_stock_exchange]
[building_stock_exchange]
name		= _("##name##")
genus		= "##iswon##"
reqs	=
    { "type", "name", "range"
      "Tech", "##tech##", "Player"
    }
graphic		= "b.stock_exchange"
graphic_alt	= "-"
obsolete_by	= "##obs##"
build_cost	= ##build##
upkeep		= ##upk##
sabotage	= 100
sound		= "b_stock_exchange"
sound_alt	= "b_generic"
; /* xgettext:no-c-format */
helptext	= _("\
Together with a Marketplace and a ##bul2##, a ##bul32## boosts\
 tax and luxury production in a city by 150%.\
")

##[building_superhighways]
[building_superhighways]
name		= _("##name##")
genus		= "##iswon##"
reqs	=
    { "type", "name", "range"
      "Tech", "##tech##", "Player"
    }
graphic		= "b.super_highways"
graphic_alt	= "-"
obsolete_by	= "##obs##"
build_cost	= ##build##
upkeep		= ##upk##
sabotage	= 100
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.\
")

##[building_supermarket]
[building_supermarket]
name		= _("##name##")
genus		= "##iswon##"
reqs	=
    { "type", "name", "range"
      "Tech", "##tech##", "Player"
    }
graphic		= "b.supermarket"
graphic_alt	= "-"
obsolete_by	= "##obs##"
build_cost	= ##build##
upkeep		= ##upk##
sabotage	= 100
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]
[building_temple]
name		= _("##name##")
genus		= "##iswon##"
reqs	=
    { "type", "name", "range"
      "Tech", "##tech##", "Player"
    }
graphic		= "b.temple"
graphic_alt	= "-"
obsolete_by	= "##obs##"
build_cost	= ##build##
upkeep		= ##upk##
sabotage	= 100
sound		= "b_temple"
sound_alt	= "b_generic"
helptext	= _("\
Makes one unhappy citizen content.  Both the ##tech-Mys## advance\
 and the ##bul57## wonder double this effect.  With both ##tech-Mys##\
 and the ##bul57##, 4 citizens are made content.\
")

##[building_university]
[building_university]
name		= _("##name##")
genus		= "##iswon##"
reqs	=
    { "type", "name", "range"
      "Tech", "##tech##", "Player"
    }
graphic		= "b.university"
graphic_alt	= "-"
obsolete_by	= "##obs##"
build_cost	= ##build##
upkeep		= ##upk##
sabotage	= 100
sound		= "b_university"
sound_alt	= "b_generic"
; /* xgettext:no-c-format */
helptext	= _("\
Together with a ##bul13##, a ##bul36## increases the science\
 production of a city by 100%.\
")

##[building_apollo_program]
[building_apollo_program]
name		= _("##name##")
genus		= "##iswon##"
reqs	=
    { "type", "name", "range"
      "Tech", "##tech##", "Player"
    }
graphic		= "b.apollo_program"
graphic_alt	= "-"
obsolete_by	= "##obs##"
build_cost	= ##build##
upkeep		= ##upk##
sabotage	= 0
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_adam_smiths_trading_co]
[building_adam_smiths_trading_co]
name		= _("##name##")
genus		= "##iswon##"
reqs	=
    { "type", "name", "range"
      "Tech", "##tech##", "Player"
    }
graphic		= "b.asmiths_trading_co"
graphic_alt	= "-"
obsolete_by	= "##obs##"
build_cost	= ##build##
upkeep		= ##upk##
sabotage	= 0
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]
[building_colossus]
name		= _("##name##")
genus		= "##iswon##"
reqs	=
    { "type", "name", "range"
      "Tech", "##tech##", "Player"
    }
graphic		= "b.colossus"
graphic_alt	= "-"
obsolete_by	= "##obs##"
build_cost	= ##build##
upkeep		= ##upk##
sabotage	= 0
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]
[building_copernicus_observatory]
name		= _("##name##")
genus		= "##iswon##"
reqs	=
    { "type", "name", "range"
      "Tech", "##tech##", "Player"
    }
graphic		= "b.copernicus_observatory"
graphic_alt	= "-"
obsolete_by	= "##obs##"
build_cost	= ##build##
upkeep		= ##upk##
sabotage	= 0
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]
[building_cure_for_cancer]
name		= _("##name##")
genus		= "##iswon##"
reqs	=
    { "type", "name", "range"
      "Tech", "##tech##", "Player"
    }
graphic		= "b.cure_for_cancer"
graphic_alt	= "-"
obsolete_by	= "##obs##"
build_cost	= ##build##
upkeep		= ##upk##
sabotage	= 0
sound		= "w_cure_for_cancer"
sound_alt	= "w_generic"
helptext	= _("\
This stunning technological achievement makes one unhappy\
 citizen content in all cities.\
")

##[building_darwins_voyage]
[building_darwins_voyage]
name		= _("##name##")
genus		= "##iswon##"
reqs	=
    { "type", "name", "range"
      "Tech", "##tech##", "Player"
    }
graphic		= "b.darwins_voyage"
graphic_alt	= "-"
obsolete_by	= "##obs##"
build_cost	= ##build##
upkeep		= ##upk##
sabotage	= 0
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]
[building_eiffel_tower]
name		= _("##name##")
genus		= "##iswon##"
reqs	=
    { "type", "name", "range"
      "Tech", "##tech##", "Player"
    }
graphic		= "b.eiffel_tower"
graphic_alt	= "-"
obsolete_by	= "##obs##"
build_cost	= ##build##
upkeep		= ##upk##
sabotage	= 0
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]
[building_great_library]
name		= _("##name##")
genus		= "##iswon##"
reqs	=
    { "type", "name", "range"
      "Tech", "##tech##", "Player"
    }
graphic		= "b.great_library"
graphic_alt	= "-"
obsolete_by	= "##obs##"
build_cost	= ##build##
upkeep		= ##upk##
sabotage	= 0
sound		= "w_great_library"
sound_alt	= "w_generic"
helptext	= _("\
The civilization which builds the Great ##bul13## gets every advance\
 that at least two other civilizations have achieved.\
")

##[building_great_wall]
[building_great_wall]
name		= _("##name##")
genus		= "##iswon##"
reqs	=
    { "type", "name", "range"
      "Tech", "##tech##", "Player"
    }
graphic		= "b.great_wall"
graphic_alt	= "-"
obsolete_by	= "##obs##"
build_cost	= ##build##
upkeep		= ##upk##
sabotage	= 0
sound		= "w_great_wall"
sound_alt	= "w_generic"
helptext	= _("\
Works as a City Wall in all cities.\
")
; NOTE:
; In Civ2 enemies are forced to offer cease-fire or peace.

##[building_hanging_gardens]
[building_hanging_gardens]
name		= _("##name##")
genus		= "##iswon##"
reqs	=
    { "type", "name", "range"
      "Tech", "##tech##", "Player"
    }
graphic		= "b.hanging_gardens"
graphic_alt	= "-"
obsolete_by	= "##obs##"
build_cost	= ##build##
upkeep		= ##upk##
sabotage	= 0
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 ##bul46##\
 (that is, a total of 3).  In the unlikely event where there are no\
 content citizens to get the effect of ##bul46##, the wonder\
 applies to unhappy citizens (making them content instead).\
")

##[building_hoover_dam]
[building_hoover_dam]
name		= _("##name##")
genus		= "##iswon##"
reqs	=
    { "type", "name", "range"
      "Tech", "##tech##", "Player"
    }
graphic		= "b.hoover_dam"
graphic_alt	= "-"
obsolete_by	= "##obs##"
build_cost	= ##build##
upkeep		= ##upk##
sabotage	= 0
sound		= "w_hoover_dam"
sound_alt	= "w_generic"
helptext	= _("\
Works as if you had a ##bul12## in every city.  (This reduces\
 pollution and increases the effects of Factories and Mfg. Plants.)\
")

##[building_isaac_newtons_college]
[building_isaac_newtons_college]
name		= _("##name##")
genus		= "##iswon##"
reqs	=
    { "type", "name", "range"
      "Tech", "##tech##", "Player"
    }
graphic		= "b.isaac_newtons_college"
graphic_alt	= "-"
obsolete_by	= "##obs##"
build_cost	= ##build##
upkeep		= ##upk##
sabotage	= 0
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_j_s_bachs_cathedral]
[building_j_s_bachs_cathedral]
name		= _("##name##")
genus		= "##iswon##"
reqs	=
    { "type", "name", "range"
      "Tech", "##tech##", "Player"
    }
graphic		= "b.js_bachs_cathedral"
graphic_alt	= "-"
obsolete_by	= "##obs##"
build_cost	= ##build##
upkeep		= ##upk##
sabotage	= 0
sound		= "w_js_bachs_cathedral"
sound_alt	= "w_generic"
helptext	= _("\
Makes two unhappy citizens content in every city.\
")

##[building_king_richards_crusade]
[building_king_richards_crusade]
name		= _("##name##")
genus		= "##iswon##"
reqs	=
    { "type", "name", "range"
      "Tech", "##tech##", "Player"
    }
graphic		= "b.king_richards_crusade"
graphic_alt	= "-"
obsolete_by	= "##obs##"
build_cost	= ##build##
upkeep		= ##upk##
sabotage	= 0
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]
[building_leonardos_workshop]
name		= _("##name##")
genus		= "##iswon##"
reqs	=
    { "type", "name", "range"
      "Tech", "##tech##", "Player"
    }
graphic		= "b.leonardos_workshop"
graphic_alt	= "-"
obsolete_by	= "##obs##"
build_cost	= ##build##
upkeep		= ##upk##
sabotage	= 0
sound		= "w_leonardos_workshop"
sound_alt	= "w_generic"
helptext	= _("\
Upgrades one obsolete unit per game turn.\
")

##[building_lighthouse]
[building_lighthouse]
name		= _("##name##")
genus		= "##iswon##"
reqs	=
    { "type", "name", "range"
      "Tech", "##tech##", "Player"
    }
graphic		= "b.lighthouse"
graphic_alt	= "-"
obsolete_by	= "##obs##"
build_cost	= ##build##
upkeep		= ##upk##
sabotage	= 0
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]
[building_magellans_expedition]
name		= _("##name##")
genus		= "##iswon##"
reqs	=
    { "type", "name", "range"
      "Tech", "##tech##", "Player"
    }
graphic		= "b.magellans_expedition"
graphic_alt	= "-"
obsolete_by	= "##obs##"
build_cost	= ##build##
upkeep		= ##upk##
sabotage	= 0
sound		= "w_magellans_expedition"
sound_alt	= "w_generic"
helptext	= _("\
Gives all sea units 2 additional movement points.\
")

##[building_manhattan_project]
[building_manhattan_project]
name		= _("##name##")
genus		= "##iswon##"
reqs	=
    { "type", "name", "range"
      "Tech", "##tech##", "Player"
    }
graphic		= "b.manhattan_project"
graphic_alt	= "-"
obsolete_by	= "##obs##"
build_cost	= ##build##
upkeep		= ##upk##
sabotage	= 0
sound		= "w_manhattan_project"
sound_alt	= "w_generic"
;helptext is set in client/helpdata.c:helptext_wonder()
;helptext	=

##[building_marco_polos_embassy]
[building_marco_polos_embassy]
name		= _("##name##")
genus		= "##iswon##"
reqs	=
    { "type", "name", "range"
      "Tech", "##tech##", "Player"
    }
graphic		= "b.marco_polos_embassy"
graphic_alt	= "-"
obsolete_by	= "##obs##"
build_cost	= ##build##
upkeep		= ##upk##
sabotage	= 0
sound		= "w_marco_polos_embassy"
sound_alt	= "w_generic"
helptext	= _("\
The player who owns it gets an embassy with all players.\
")

##[building_michelangelos_chapel]
[building_michelangelos_chapel]
name		= _("##name##")
genus		= "##iswon##"
reqs	=
    { "type", "name", "range"
      "Tech", "##tech##", "Player"
    }
graphic		= "b.michelangelos_chapel"
graphic_alt	= "-"
obsolete_by	= "##obs##"
build_cost	= ##build##
upkeep		= ##upk##
sabotage	= 0
sound		= "w_michelangelos_chapel"
sound_alt	= "w_generic"
helptext	= _("\
Counts as having a ##bul4## in each of your cities.  This makes 3\
 unhappy citizens content in each city.  The discovery of ##tech-The##\
 increases the effect of a ##bul4##, making an additional unhappy\
 citizen content.  The discovery of ##tech-Cmn## lessens the effect of\
 a ##bul4##, reducing by one the number of unhappy citizens made\
 content.\
")

##[building_oracle]
[building_oracle]
name		= _("##name##")
genus		= "##iswon##"
reqs	=
    { "type", "name", "range"
      "Tech", "##tech##", "Player"
    }
graphic		= "b.oracle"
graphic_alt	= "-"
obsolete_by	= "##obs##"
build_cost	= ##build##
upkeep		= ##upk##
sabotage	= 0
sound		= "w_oracle"
sound_alt	= "w_generic"
helptext	= _("\
Doubles the effect of ##bul35##s, in all cities.\
")

##[building_pyramids]
[building_pyramids]
name		= _("##name##")
genus		= "##iswon##"
reqs	=
    { "type", "name", "range"
      "Tech", "##tech##", "Player"
    }
graphic		= "b.pyramids"
graphic_alt	= "-"
obsolete_by	= "##obs##"
build_cost	= ##build##
upkeep		= ##upk##
sabotage	= 0
sound		= "w_pyramids"
sound_alt	= "w_generic"
helptext	= _("\
Counts as having a ##bul10## in every city.\
")

##[building_seti_program]
[building_seti_program]
name		= _("##name##")
genus		= "##iswon##"
reqs	=
    { "type", "name", "range"
      "Tech", "##tech##", "Player"
    }
graphic		= "b.seti_program"
graphic_alt	= "-"
obsolete_by	= "##obs##"
build_cost	= ##build##
upkeep		= ##upk##
sabotage	= 0
sound		= "w_seti_program"
sound_alt	= "w_generic"
helptext	= _("\
Boosts science production in each city with a ##bul13## by 50%. \
 (Counts as having a ##bul24## in all of your cities.)\
")

##[building_shakespeares_theatre]
[building_shakespeares_theatre]
name		= _("##name##")
genus		= "##iswon##"
reqs	=
    { "type", "name", "range"
      "Tech", "##tech##", "Player"
    }
graphic		= "b.shakespeares_theatre"
graphic_alt	= "-"
obsolete_by	= "##obs##"
build_cost	= ##build##
upkeep		= ##upk##
sabotage	= 0
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]
[building_statue_of_liberty]
name		= _("##name##")
genus		= "##iswon##"
reqs	=
    { "type", "name", "range"
      "Tech", "##tech##", "Player"
    }
graphic		= "b.statue_of_liberty"
graphic_alt	= "-"
obsolete_by	= "##obs##"
build_cost	= ##build##
upkeep		= ##upk##
sabotage	= 0
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 ##gov0##.\
")

##[building_sun_tzus_war_academy]
[building_sun_tzus_war_academy]
name		= _("##name##")
genus		= "##iswon##"
reqs	=
    { "type", "name", "range"
      "Tech", "##tech##", "Player"
    }
graphic		= "b.sun_tzus_war_academy"
graphic_alt	= "-"
obsolete_by	= "##obs##"
build_cost	= ##build##
upkeep		= ##upk##
sabotage	= 0
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]
[building_united_nations]
name		= _("##name##")
genus		= "##iswon##"
reqs	=
    { "type", "name", "range"
      "Tech", "##tech##", "Player"
    }
graphic		= "b.united_nations"
graphic_alt	= "-"
obsolete_by	= "##obs##"
build_cost	= ##build##
upkeep		= ##upk##
sabotage	= 0
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 ##bul58## have a gov-change effect,
; but become obsolete, and the ##bul61## does not exist.
; NOTE:
; In Civ2 this provides embassies, forces peaceful enemies and
; allows ##gov6## to declare war 50% of the time.

##[building_womens_suffrage]
[building_womens_suffrage]
name		= _("##name##")
genus		= "##iswon##"
reqs	=
    { "type", "name", "range"
      "Tech", "##tech##", "Player"
    }
graphic		= "b.womens_suffrage"
graphic_alt	= "-"
obsolete_by	= "##obs##"
build_cost	= ##build##
upkeep		= ##upk##
sabotage	= 0
sound		= "w_womens_suffrage"
sound_alt	= "w_generic"
helptext	= _("\
Counts as a ##bul20## in every city.  (That is, for each city,\
 reduces unhappiness for military units outside the city by 2 under\
 ##gov6## and 1 under ##gov5##.  This wonder has no effect under\
 other governments.)\
")

##[building_capitalization]
[building_capitalization]
name		= _("##name##")
genus		= "Special"
reqs	=
    { "type", "name", "range"
      "Tech", "##tech##", "Player"
    }
graphic		= "b.capitalization"
graphic_alt	= "-"
obsolete_by	= "##obs##"
build_cost	= ##build##
upkeep		= ##upk##
sabotage	= 0
helptext	= _("\
This is not a normal improvement.  Instead, setting a city's\
 production to ##bul65## means its shield production is\
 converted to tax output (money).\
")


; FIXME: remove all of the following when gen-impr implemented...

[b_special]

default="##bul65##"
