This file is indexed.

/usr/share/games/freeciv/classic/buildings.ruleset is in freeciv-data 2.5.10-1.

This file is owned by root:root, with mode 0o644.

The actual contents of the file can be viewed below.

   1
   2
   3
   4
   5
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  31
  32
  33
  34
  35
  36
  37
  38
  39
  40
  41
  42
  43
  44
  45
  46
  47
  48
  49
  50
  51
  52
  53
  54
  55
  56
  57
  58
  59
  60
  61
  62
  63
  64
  65
  66
  67
  68
  69
  70
  71
  72
  73
  74
  75
  76
  77
  78
  79
  80
  81
  82
  83
  84
  85
  86
  87
  88
  89
  90
  91
  92
  93
  94
  95
  96
  97
  98
  99
 100
 101
 102
 103
 104
 105
 106
 107
 108
 109
 110
 111
 112
 113
 114
 115
 116
 117
 118
 119
 120
 121
 122
 123
 124
 125
 126
 127
 128
 129
 130
 131
 132
 133
 134
 135
 136
 137
 138
 139
 140
 141
 142
 143
 144
 145
 146
 147
 148
 149
 150
 151
 152
 153
 154
 155
 156
 157
 158
 159
 160
 161
 162
 163
 164
 165
 166
 167
 168
 169
 170
 171
 172
 173
 174
 175
 176
 177
 178
 179
 180
 181
 182
 183
 184
 185
 186
 187
 188
 189
 190
 191
 192
 193
 194
 195
 196
 197
 198
 199
 200
 201
 202
 203
 204
 205
 206
 207
 208
 209
 210
 211
 212
 213
 214
 215
 216
 217
 218
 219
 220
 221
 222
 223
 224
 225
 226
 227
 228
 229
 230
 231
 232
 233
 234
 235
 236
 237
 238
 239
 240
 241
 242
 243
 244
 245
 246
 247
 248
 249
 250
 251
 252
 253
 254
 255
 256
 257
 258
 259
 260
 261
 262
 263
 264
 265
 266
 267
 268
 269
 270
 271
 272
 273
 274
 275
 276
 277
 278
 279
 280
 281
 282
 283
 284
 285
 286
 287
 288
 289
 290
 291
 292
 293
 294
 295
 296
 297
 298
 299
 300
 301
 302
 303
 304
 305
 306
 307
 308
 309
 310
 311
 312
 313
 314
 315
 316
 317
 318
 319
 320
 321
 322
 323
 324
 325
 326
 327
 328
 329
 330
 331
 332
 333
 334
 335
 336
 337
 338
 339
 340
 341
 342
 343
 344
 345
 346
 347
 348
 349
 350
 351
 352
 353
 354
 355
 356
 357
 358
 359
 360
 361
 362
 363
 364
 365
 366
 367
 368
 369
 370
 371
 372
 373
 374
 375
 376
 377
 378
 379
 380
 381
 382
 383
 384
 385
 386
 387
 388
 389
 390
 391
 392
 393
 394
 395
 396
 397
 398
 399
 400
 401
 402
 403
 404
 405
 406
 407
 408
 409
 410
 411
 412
 413
 414
 415
 416
 417
 418
 419
 420
 421
 422
 423
 424
 425
 426
 427
 428
 429
 430
 431
 432
 433
 434
 435
 436
 437
 438
 439
 440
 441
 442
 443
 444
 445
 446
 447
 448
 449
 450
 451
 452
 453
 454
 455
 456
 457
 458
 459
 460
 461
 462
 463
 464
 465
 466
 467
 468
 469
 470
 471
 472
 473
 474
 475
 476
 477
 478
 479
 480
 481
 482
 483
 484
 485
 486
 487
 488
 489
 490
 491
 492
 493
 494
 495
 496
 497
 498
 499
 500
 501
 502
 503
 504
 505
 506
 507
 508
 509
 510
 511
 512
 513
 514
 515
 516
 517
 518
 519
 520
 521
 522
 523
 524
 525
 526
 527
 528
 529
 530
 531
 532
 533
 534
 535
 536
 537
 538
 539
 540
 541
 542
 543
 544
 545
 546
 547
 548
 549
 550
 551
 552
 553
 554
 555
 556
 557
 558
 559
 560
 561
 562
 563
 564
 565
 566
 567
 568
 569
 570
 571
 572
 573
 574
 575
 576
 577
 578
 579
 580
 581
 582
 583
 584
 585
 586
 587
 588
 589
 590
 591
 592
 593
 594
 595
 596
 597
 598
 599
 600
 601
 602
 603
 604
 605
 606
 607
 608
 609
 610
 611
 612
 613
 614
 615
 616
 617
 618
 619
 620
 621
 622
 623
 624
 625
 626
 627
 628
 629
 630
 631
 632
 633
 634
 635
 636
 637
 638
 639
 640
 641
 642
 643
 644
 645
 646
 647
 648
 649
 650
 651
 652
 653
 654
 655
 656
 657
 658
 659
 660
 661
 662
 663
 664
 665
 666
 667
 668
 669
 670
 671
 672
 673
 674
 675
 676
 677
 678
 679
 680
 681
 682
 683
 684
 685
 686
 687
 688
 689
 690
 691
 692
 693
 694
 695
 696
 697
 698
 699
 700
 701
 702
 703
 704
 705
 706
 707
 708
 709
 710
 711
 712
 713
 714
 715
 716
 717
 718
 719
 720
 721
 722
 723
 724
 725
 726
 727
 728
 729
 730
 731
 732
 733
 734
 735
 736
 737
 738
 739
 740
 741
 742
 743
 744
 745
 746
 747
 748
 749
 750
 751
 752
 753
 754
 755
 756
 757
 758
 759
 760
 761
 762
 763
 764
 765
 766
 767
 768
 769
 770
 771
 772
 773
 774
 775
 776
 777
 778
 779
 780
 781
 782
 783
 784
 785
 786
 787
 788
 789
 790
 791
 792
 793
 794
 795
 796
 797
 798
 799
 800
 801
 802
 803
 804
 805
 806
 807
 808
 809
 810
 811
 812
 813
 814
 815
 816
 817
 818
 819
 820
 821
 822
 823
 824
 825
 826
 827
 828
 829
 830
 831
 832
 833
 834
 835
 836
 837
 838
 839
 840
 841
 842
 843
 844
 845
 846
 847
 848
 849
 850
 851
 852
 853
 854
 855
 856
 857
 858
 859
 860
 861
 862
 863
 864
 865
 866
 867
 868
 869
 870
 871
 872
 873
 874
 875
 876
 877
 878
 879
 880
 881
 882
 883
 884
 885
 886
 887
 888
 889
 890
 891
 892
 893
 894
 895
 896
 897
 898
 899
 900
 901
 902
 903
 904
 905
 906
 907
 908
 909
 910
 911
 912
 913
 914
 915
 916
 917
 918
 919
 920
 921
 922
 923
 924
 925
 926
 927
 928
 929
 930
 931
 932
 933
 934
 935
 936
 937
 938
 939
 940
 941
 942
 943
 944
 945
 946
 947
 948
 949
 950
 951
 952
 953
 954
 955
 956
 957
 958
 959
 960
 961
 962
 963
 964
 965
 966
 967
 968
 969
 970
 971
 972
 973
 974
 975
 976
 977
 978
 979
 980
 981
 982
 983
 984
 985
 986
 987
 988
 989
 990
 991
 992
 993
 994
 995
 996
 997
 998
 999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
1601
1602
1603
1604
1605
1606
1607
1608
1609
1610
1611
1612
1613
1614
1615
1616
1617
1618
1619
1620
1621
1622
1623
1624
1625
1626
1627
1628
1629
1630
1631
1632
1633
1634
1635
1636
1637
1638
1639
1640
1641
1642
1643
1644
1645
1646
1647
1648
1649
1650
1651
1652
1653
1654
1655
1656
1657
1658
1659
1660
1661
1662
; 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="Classic buildings data for Freeciv"
options="+Freeciv-2.5-ruleset"

; /* <-- 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          = translatable name as seen by user
; rule_name     = (optional) name for savegames, rulesets etc; if not
;                 present, 'name' is used. Since the name used in savegames
;                 must not change, use this when renaming a building after a
;                 ruleset has been released.
; genus	        = genus; one of:
;                 "GreatWonder", "SmallWonder", "Improvement", "Special".
; reqs		= requirements to build the building (see effects.ruleset
;		  and README.effects for help on requirements)
; graphic	= icon of improvement (used in city dialog)
; graphic_alt	= alternate icon of improvement
; obsolete_by	= advance which makes building obsolete; special
;		  value "None" means does not become obsolete
; build_cost	= production shields required to build
; upkeep	= monetary upkeep value
; sabotage	= percent chance of diplomat sabotage being successful
; flags         = special flag strings
;
; ** Building flags **
; "VisibleByOthers"  = Anyone who can see your city knows whether it has
;                      this improvement. (Great and small wonders are
;                      always visible.)
; "SaveSmallWonder"  = If you lose the city with this building in, and the
;                      "savepalace" server setting is enabled, another will
;                      be built for free in a random city.
;                      Should only be used with genus "SmallWonder".
; "Gold"             = Not a real building; production turned into gold
;                      indefinitely (capitalization/coinage).
;                      Genus should be "Special".
;
; */ <-- avoid gettext warnings

[building_airport]
name		= _("Airport")
genus		= "Improvement"
reqs	=
    { "type", "name", "range"
      "Tech", "Radio", "Player"
    }
graphic	= "b.airport"
graphic_alt	= "-"
obsolete_by	= "None"
build_cost	= 120
upkeep		= 3
sabotage	= 100
sound		= "b_airport"
sound_alt	= "b_generic"
helptext	= _("\
Allows a city to produce veteran air units (including helicopters). \
 Also, damaged air units (again, including helicopters) which stay in\
 town for one full turn without moving are completely restored.\
"), _("\
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")
genus		= "Improvement"
reqs	=
    { "type", "name", "range"
      "Tech", "Construction", "Player"
    }
graphic	= "b.aqueduct"
graphic_alt	= "-"
obsolete_by	= "None"
build_cost	= 60
upkeep		= 2
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.\
")
; There is also an effect to reduce the chance of plague, but you have to
; enable illness in game.ruleset for that to be relevant.

[building_bank]
name		= _("Bank")
genus		= "Improvement"
reqs	=
    { "type", "name", "range"
      "Tech", "Banking", "Player"
      "Building", "Marketplace", "City"
    }
graphic	= "b.bank"
graphic_alt	= "-"
obsolete_by	= "None"
build_cost	= 80
upkeep		= 2
sabotage	= 100
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")
genus		= "Improvement"
reqs	=
    { "type", "name", "range"

    }
graphic	= "b.barracks_i"
graphic_alt	= "-"
obsolete_by	= "Gunpowder"
replaced_by	= "Barracks II"
build_cost	= 30
upkeep		= 1
sabotage	= 100
sound		= "b_barracks_i"
sound_alt	= "b_generic"
; /* xgettext:no-c-format */
helptext	= _("\
With a Barracks, each new land unit built in a city will\
 automatically have Veteran status, which means that its attack and\
 defense 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")
genus		= "Improvement"
reqs	=
    { "type", "name", "range"
      "Tech", "Gunpowder", "Player"
    }
graphic	= "b.barracks_ii"
graphic_alt	= "b.barracks_i"
obsolete_by	= "Mobile Warfare"
replaced_by	= "Barracks III"
build_cost	= 30
upkeep		= 1
sabotage	= 100
sound		= "b_barracks_ii"
sound_alt	= "b_generic"
; /* xgettext:no-c-format */
helptext	= _("\
With a Barracks, each new land unit built in a city will\
 automatically have Veteran status, which means that its attack and\
 defense 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")
genus		= "Improvement"
reqs	=
    { "type", "name", "range"
      "Tech", "Mobile Warfare", "Player"
    }
graphic	= "b.barracks_iii"
graphic_alt	= "b.barracks_i"
obsolete_by	= "None"
build_cost	= 30
upkeep		= 1
sabotage	= 100
sound		= "b_barracks_iii"
sound_alt	= "b_generic"
; /* xgettext:no-c-format */
helptext	= _("\
With a Barracks, each new land unit built in a city will\
 automatically have Veteran status, which means that its attack and\
 defense 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")
genus		= "Improvement"
reqs	=
    { "type", "name", "range"
      "Tech", "Monotheism", "Player"
      "Building", "Temple", "City"
    }
graphic	= "b.cathedral"
graphic_alt	= "-"
obsolete_by	= "None"
build_cost	= 80
upkeep		= 3
sabotage	= 100
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; however, it does not affect\
 citizens made unhappy by military activity.  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")
genus		= "Improvement"
flags		= "VisibleByOthers"
reqs	=
    { "type", "name", "range"
      "Tech", "Masonry", "Player"
    }
graphic	= "b.city_walls"
graphic_alt	= "-"
obsolete_by	= "None"
build_cost	= 60
upkeep		= 0
sabotage	= 50
sound		= "b_city_walls"
sound_alt	= "b_generic"
helptext	= _("\
City Walls make it easier to defend a city.  They triple the defense\
 strength of units within the city against land 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")
genus		= "Improvement"
reqs	=
    { "type", "name", "range"
      "Tech", "Gunpowder", "Player"
      "TerrainClass", "Oceanic", "Adjacent"
    }
graphic	= "b.coastal_defense"
graphic_alt	= "-"
obsolete_by	= "None"
build_cost	= 60
upkeep		= 1
sabotage	= 100
sound		= "b_coastal_defense"
sound_alt	= "b_generic"
helptext	= _("\
Increases the defense strength of units within a city by a factor\
 of 2 when defending against bombardments from enemy ships.\
")

[building_colosseum]
name		= _("Colosseum")
genus		= "Improvement"
reqs	=
    { "type", "name", "range"
      "Tech", "Construction", "Player"
    }
graphic	= "b.colosseum"
graphic_alt	= "-"
obsolete_by	= "None"
build_cost	= 70
upkeep		= 4
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 Electricity.)  However, it does not\
 affect citizens made unhappy by military activity.\
")
; NOTE:
; For Civ2 the "Electricity" condition should be "Electronics"

[building_courthouse]
name		= _("Courthouse")
genus		= "Improvement"
reqs	=
    { "type", "name", "range"
      "Tech", "Code of Laws", "Player"
    }
graphic	= "b.courthouse"
graphic_alt	= "-"
obsolete_by	= "None"
build_cost	= 60
upkeep		= 1
sabotage	= 100
sound		= "b_courthouse"
sound_alt	= "b_generic"
; /* xgettext:no-c-format */
helptext	= _("\
Reduces the corruption in a city by 50%, and makes the revolt cost\
 of the city 4 times bigger. (These effects are redundant in your\
 capital city.)\
"), _("\
Under a Democracy, a Courthouse also makes 1 unhappy citizen content\
 (unless that citizen is unhappy about military activity).\
")

[building_factory]
name		= _("Factory")
genus		= "Improvement"
reqs	=
    { "type", "name", "range"
      "Tech", "Industrialization", "Player"
    }
graphic	= "b.factory"
graphic_alt	= "-"
obsolete_by	= "None"
build_cost	= 140
upkeep		= 4
sabotage	= 100
sound		= "b_factory"
sound_alt	= "b_generic"
; /* xgettext:no-c-format */
helptext	= _("\
Increases the shield production in a city by 50%.  This increase may\
 also contribute significantly to pollution.\
")

[building_granary]
name		= _("Granary")
genus		= "Improvement"
reqs	=
    { "type", "name", "range"
      "Tech", "Pottery", "Player"
    }
graphic	= "b.granary"
graphic_alt	= "-"
obsolete_by	= "None"
build_cost	= 40
upkeep		= 1
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 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            = _("Harbor")
rule_name       = "Harbour"     ; en_GB spelling used originally
genus		= "Improvement"
reqs	=
    { "type", "name", "range"
      "Tech", "Seafaring", "Player"
      "TerrainClass", "Oceanic", "Adjacent"
    }
graphic	= "b.harbour"
graphic_alt	= "-"
obsolete_by	= "None"
build_cost	= 40
upkeep		= 1
sabotage	= 100
sound		= "b_harbour"
sound_alt	= "b_generic"
helptext	= _("\
Gives one extra food resource on all Oceanic tiles.  The city needs\
 to be coastal to build this improvement.\
")

[building_hydro_plant]
name		= _("Hydro Plant")
genus		= "Improvement"
reqs	=
    { "type", "name", "range"
      "Tech", "Electronics", "Player"
      "Building", "Factory", "City"
      "Road", "River", "Adjacent"
    }
graphic	= "b.hydro_plant"
graphic_alt	= "-"
obsolete_by	= "None"
build_cost	= 180
upkeep		= 4
sabotage	= 100
sound		= "b_hydro_plant"
sound_alt	= "b_generic"
; /* xgettext:no-c-format */
helptext	= _("\
Increases the effect of Factory and Mfg. Plant on the shield\
 production of a city, and also reduces the amount of pollution\
 generated by that production.  A Hydro Plant in combination with\
 either a Factory or Mfg. Plant gives a 75% production bonus over\
 the level without any of these improvements, while giving pollution\
 only 75% of the equivalent combination with a Power Plant; a\
 Hydro Plant, Factory, and Mfg. Plant together give a 150%\
 production bonus with pollution only 50% of the equivalent\
 combination with a Power Plant.\
"), _("\
In each city, only one Power Plant, Hydro Plant, Nuclear Plant, or\
 Solar Plant can take effect at any one time.\
")
; NOTE:
; For Civ1/2 the first shield production number above should be 100%,
; but the above describes current freeciv rules.

[building_library]
name		= _("Library")
genus		= "Improvement"
reqs	=
    { "type", "name", "range"
      "Tech", "Writing", "Player"
    }
graphic	= "b.library"
graphic_alt	= "-"
obsolete_by	= "None"
build_cost	= 60
upkeep		= 1
sabotage	= 100
sound		= "b_library"
sound_alt	= "b_generic"
; /* xgettext:no-c-format */
helptext	= _("\
Increases the science output in a city by 100%.\
")

[building_marketplace]
name		= _("Marketplace")
genus		= "Improvement"
reqs	=
    { "type", "name", "range"
      "Tech", "Currency", "Player"
    }
graphic	= "b.marketplace"
graphic_alt	= "-"
obsolete_by	= "None"
build_cost	= 60
upkeep		= 0
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]
name		= _("Mass Transit")
genus		= "Improvement"
reqs	=
    { "type", "name", "range"
      "Tech", "Mass Production", "Player"
    }
graphic	= "b.mass_transit"
graphic_alt	= "-"
obsolete_by	= "None"
build_cost	= 120
upkeep		= 4
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_mfg_plant]
name		= _("Mfg. Plant")
genus		= "Improvement"
reqs	=
    { "type", "name", "range"
      "Tech", "Robotics", "Player"
      "Building", "Factory", "City"
    }
graphic	= "b.mfg_plant"
graphic_alt	= "-"
obsolete_by	= "None"
build_cost	= 220
upkeep		= 6
sabotage	= 100
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%. A Manufacturing Plant on its own\
 increases shield production by 50%.\
")

[building_nuclear_plant]
name		= _("Nuclear Plant")
genus		= "Improvement"
reqs	=
    { "type", "name", "range"
      "Tech", "Nuclear Power", "Player"
      "Building", "Factory", "City"
    }
graphic	= "b.nuclear_plant"
graphic_alt	= "-"
obsolete_by	= "None"
build_cost	= 120
upkeep		= 2
sabotage	= 100
sound		= "b_nuclear_plant"
sound_alt	= "b_generic"
; /* xgettext:no-c-format */
helptext	= _("\
Increases the effect of Factory and Mfg. Plant on the shield\
 production of a city, and also reduces the amount of pollution\
 generated by that production.  A Nuclear Plant in combination with\
 either a Factory or Mfg. Plant gives a 75% production bonus over\
 the level without any of these improvements, while giving pollution\
 only 75% of the equivalent combination with a Power Plant; a\
 Nuclear Plant, Factory, and Mfg. Plant together give a 150%\
 production bonus with pollution only 50% of the equivalent\
 combination with a Power Plant.\
"), _("\
A Nuclear Plant has a small risk of suffering a nuclear accident, which\
 can lead to fallout and reduce the city's population.\
"), _("\
In each city, only one Power Plant, Hydro Plant, Nuclear Plant, or\
 Solar Plant can take effect at any one time.\
")
; 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")
genus		= "Improvement"
reqs	=
    { "type", "name", "range"
      "Tech", "Miniaturization", "Player"
      "TerrainClass", "Oceanic", "Adjacent"
    }
graphic	= "b.offshore_platform"
graphic_alt	= "-"
obsolete_by	= "None"
build_cost	= 120
upkeep		= 3
sabotage	= 100
sound		= "b_offshore_platform"
sound_alt	= "b_generic"
helptext	= _("\
Adds 1 extra shield resource on all Oceanic tiles worked by a city.  The\
 city needs to be coastal to build this improvement.\
")

[building_palace]
name		= _("Palace")
genus		= "SmallWonder"
flags		= "SaveSmallWonder"
reqs	=
    { "type", "name", "range"
      "Tech", "Masonry", "Player"
    }
graphic	= "b.palace"
graphic_alt	= "-"
obsolete_by	= "None"
build_cost	= 70
upkeep		= 0
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 Democracy or\
 Communism. On top of this, corruption in your capital itself is\
 half of what it would otherwise be (as if it had a Courthouse).\
"), _("\
The cost to enemy Diplomats and Spies of inciting a revolt in a\
 city also depends upon the city's distance from the capital\
 (under all forms of government). Your capital city itself cannot\
 be incited to revolt, and enjoys a bonus when enemy agents try\
 to evade your own agents stationed in the city, or sabotage your\
 buildings.\
"), _("\
Take good care of your capital, as its loss may result in your\
 empire plunging into civil war. Losing your current palace also\
 results in losing whatever spaceship you might have.\
"), _("\
If the capital is in a dangerous location, or a more central capital\
 would give a better corruption distribution, you can move your palace\
 by rebuilding it in another city.\
"),
; /* xgettext:no-c-format */
_("\
Under Despotism the city containing the palace gains a +75%\
 production bonus, and under Monarchy a +50% production bonus.\
")

[building_police_station]
name		= _("Police Station")
genus		= "Improvement"
reqs	=
    { "type", "name", "range"
      "Tech", "Communism", "Player"
    }
graphic	= "b.police_station"
graphic_alt	= "-"
obsolete_by	= "None"
build_cost	= 50
upkeep		= 2
sabotage	= 100
sound		= "b_police_station"
sound_alt	= "b_generic"
helptext	= _("\
Reduces the unhappiness caused by aggressively deployed military\
 units owned by the city by 2 under Democracy and 1 under Republic\
 -- in other words, it neutralizes the unhappiness caused by a single\
 military unit. 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")
genus		= "Improvement"
reqs	=
    { "type", "name", "range"
      "Tech", "Amphibious Warfare", "Player"
      "TerrainClass", "Oceanic", "Adjacent"
    }
graphic	= "b.port_facility"
graphic_alt	= "-"
obsolete_by	= "None"
build_cost	= 60
upkeep		= 3
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]
name		= _("Power Plant")
genus		= "Improvement"
reqs	=
    { "type", "name", "range"
      "Tech", "Refining", "Player"
      "Building", "Factory", "City"
    }
graphic	= "b.power_plant"
graphic_alt	= "-"
obsolete_by	= "None"
build_cost	= 130
upkeep		= 4
sabotage	= 100
sound		= "b_power_plant"
sound_alt	= "b_generic"
; /* xgettext:no-c-format */
helptext	= _("\
Increases the effect of Factory and Mfg. Plant on the shield\
 production of a city.  A Power Plant in combination with\
 either a Factory or Mfg. Plant gives a 75% production bonus over\
 the level without any of these improvements; a Power Plant,\
 Factory, and Mfg. Plant together give a 150% production bonus.\
 The extra production may lead to the city generating more\
 pollution.\
"), _("\
In each city, only one Power Plant, Hydro Plant, Nuclear Plant, or\
 Solar Plant can take effect at any one time.\
")
; NOTE:
; For Civ1/2 the first number above should be 100%, but the above
; describes current freeciv rules.

[building_recycling_center]
name		= _("Recycling Center")
genus		= "Improvement"
reqs	=
    { "type", "name", "range"
      "Tech", "Recycling", "Player"
    }
graphic	= "b.recycling_center"
graphic_alt	= "-"
obsolete_by	= "None"
build_cost	= 140
upkeep		= 2
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]
name		= _("Research Lab")
genus		= "Improvement"
reqs	=
    { "type", "name", "range"
      "Tech", "Computers", "Player"
      "Building", "University", "City"
    }
graphic	= "b.research_lab"
graphic_alt	= "-"
obsolete_by	= "None"
build_cost	= 120
upkeep		= 3
sabotage	= 100
sound		= "b_research_lab"
sound_alt	= "b_generic"
; /* xgettext:no-c-format */
helptext	= _("\
Together with a Library, a Research Lab increases the science\
 production of a city by 200%. \
Together with a Library and a University, a Research Lab increases\
 the science production of a city by 450%.\
")

[building_sam_battery]
name		= _("SAM Battery")
genus		= "Improvement"
reqs	=
    { "type", "name", "range"
      "Tech", "Rocketry", "Player"
    }
graphic	= "b.sam_battery"
graphic_alt	= "-"
obsolete_by	= "None"
build_cost	= 70
upkeep		= 2
sabotage	= 100
sound		= "b_sam_battery"
sound_alt	= "b_generic"
helptext	= _("\
Doubles the defense of all units inside the city when attacked by\
 aircraft (not including helicopters or missiles).\
")

[building_sdi_defense]
name		= _("SDI Defense")
genus		= "Improvement"
reqs	=
    { "type", "name", "range"
      "Tech", "Laser", "Player"
    }
graphic	= "b.sdi_defense"
graphic_alt	= "-"
obsolete_by	= "None"
build_cost	= 140
upkeep		= 4
sabotage	= 100
sound		= "b_sdi_defense"
sound_alt	= "b_generic"
helptext	= _("\
Protects a city and its environs (up to 2 tiles away) from attacks\
 by enemy Nuclear units. A Nuclear unit not owned by you or an ally\
 which attacks a city with SDI Defense, or attacks a unit (or is\
 deliberately exploded) within range, is shot down and simply has no effect.\
 Also, doubles defense for units in the city 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")
genus		= "Improvement"
reqs	=
    { "type", "name", "range"
      "Tech", "Sanitation", "Player"
      "Building", "Aqueduct", "City"
    }
graphic	= "b.sewer_system"
graphic_alt	= "-"
obsolete_by	= "None"
build_cost	= 80
upkeep		= 2
sabotage	= 100
sound		= "b_sewer_system"
sound_alt	= "b_generic"
helptext	= _("\
Allows a city to grow larger than size 12.  An Aqueduct is first\
 required for a city to grow larger than size 8.\
")
; There is also an effect to reduce the chance of plague, but you have to
; enable illness in game.ruleset for that to be relevant.

[building_solar_plant]
name		= _("Solar Plant")
genus		= "Improvement"
reqs	=
    { "type", "name", "range"
      "Tech", "Environmentalism", "Player"
      "Building", "Factory", "City"
    }
graphic	= "b.solar_plant"
graphic_alt	= "-"
obsolete_by	= "None"
build_cost	= 320
upkeep		= 4
sabotage	= 100
sound		= "b_solar_plant"
sound_alt	= "b_generic"
; /* xgettext:no-c-format */
helptext	= _("\
Increases the effect of Factory and Mfg. Plant on the shield\
 production of a city, and also greatly reduces the amount of pollution\
 generated by that production.  A Solar Plant in combination with\
 either a Factory or Mfg. Plant gives a 75% production bonus over\
 the level without any of these improvements, while giving pollution\
 only 50% of the equivalent combination with a Power Plant; a\
 Solar Plant, Factory, and Mfg. Plant together give a 150%\
 production bonus, and eliminates all pollution generated by\
 production in that city.\
"), _("\
In each city, only one Power Plant, Hydro Plant, Nuclear Plant, or\
 Solar Plant can take effect at any one time.\
")

[building_space_component]
name		= _("Space Component")
genus		= "Special"
reqs	=
    { "type", "name", "range"
      "Tech", "Plastics", "Player"
      "Building", "Factory", "City"
    }
graphic	= "b.space_component"
graphic_alt	= "-"
obsolete_by	= "None"
build_cost	= 160
upkeep		= 0
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.\
"), _("\
Before you can build any spaceship parts, the Apollo Program wonder\
 must have been built by any player.\
")

[building_space_module]
name		= _("Space Module")
genus		= "Special"
reqs	=
    { "type", "name", "range"
      "Tech", "Superconductors", "Player"
      "Building", "Factory", "City"
    }
graphic	= "b.space_modules"
graphic_alt	= "-"
obsolete_by	= "None"
build_cost	= 320
upkeep		= 0
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:\
"), _("\
- Habitation Module: provides living space for 10,000 people.\
"), _("\
- Life Support Module: provides food and water for the population of\
 one Habitation Module.\
"), _("\
- Solar Panels: provides the energy needed for any two of the other\
 Modules.\
"), _("\
You can build up to 4 Space Modules of each kind.\
"), _("\
Before you can build any spaceship parts, the Apollo Program wonder\
 must have been built by any player.\
")

[building_space_structural]
name		= _("Space Structural")
genus		= "Special"
reqs	=
    { "type", "name", "range"
      "Tech", "Space Flight", "Player"
      "Building", "Factory", "City"
    }
graphic	= "b.space_structural"
graphic_alt	= "-"
obsolete_by	= "None"
build_cost	= 80
upkeep		= 0
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.\
"), _("\
Before you can build any spaceship parts, the Apollo Program wonder\
 must have been built by any player.\
")

[building_stock_exchange]
name		= _("Stock Exchange")
genus		= "Improvement"
reqs	=
    { "type", "name", "range"
      "Tech", "Economics", "Player"
      "Building", "Bank", "City"
    }
graphic	= "b.stock_exchange"
graphic_alt	= "-"
obsolete_by	= "None"
build_cost	= 120
upkeep		= 3
sabotage	= 100
sound		= "b_stock_exchange"
sound_alt	= "b_generic"
; /* xgettext:no-c-format */
helptext	= _("\
Together with a Bank, a Stock Exchange boosts tax and luxury\
 production in a city by 50%. \
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")
genus		= "Improvement"
reqs	=
    { "type", "name", "range"
      "Tech", "Automobile", "Player"
    }
graphic	= "b.super_highways"
graphic_alt	= "-"
obsolete_by	= "None"
build_cost	= 120
upkeep		= 3
sabotage	= 100
sound		= "b_super_highways"
sound_alt	= "b_generic"
; /* xgettext:no-c-format */
helptext	= _("\
Increases trade resources by 50% on all tiles with roads or\
 railroads.\
")
; NOTE:
; Civ2 help says Super Highways increase trade from trade routes.

[building_supermarket]
name		= _("Supermarket")
genus		= "Improvement"
reqs	=
    { "type", "name", "range"
      "Tech", "Refrigeration", "Player"
    }
graphic	= "b.supermarket"
graphic_alt	= "-"
obsolete_by	= "None"
build_cost	= 80
upkeep		= 3
sabotage	= 100
sound		= "b_supermarket"
sound_alt	= "b_generic"
; /* xgettext:no-c-format */
helptext	= _("\
Increases the food resources by 50% on each farmland tile which\
 is being used around the city.  Farmland tiles are those which\
 have been irrigated a second time.\
")

[building_temple]
name		= _("Temple")
genus		= "Improvement"
reqs	=
    { "type", "name", "range"
      "Tech", "Ceremonial Burial", "Player"
    }
graphic	= "b.temple"
graphic_alt	= "-"
obsolete_by	= "None"
build_cost	= 30
upkeep		= 1
sabotage	= 100
sound		= "b_temple"
sound_alt	= "b_generic"
helptext	= _("\
Makes one unhappy citizen content.  The Mysticism advance doubles\
 this effect.  With both Mysticism and the Oracle, 4 citizens are\
 made content.  Does not affect citizens made unhappy by military\
 activity.\
")

[building_university]
name		= _("University")
genus		= "Improvement"
reqs	=
    { "type", "name", "range"
      "Tech", "University", "Player"
      "Building", "Library", "City"
    }
graphic	= "b.university"
graphic_alt	= "-"
obsolete_by	= "None"
build_cost	= 120
upkeep		= 3
sabotage	= 100
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 250%.\
")

[building_apollo_program]
name		= _("Apollo Program")
genus		= "GreatWonder"
reqs	=
    { "type", "name", "range"
      "Tech", "Space Flight", "Player"
    }
graphic	= "b.apollo_program"
graphic_alt	= "-"
obsolete_by	= "None"
build_cost	= 600
upkeep		= 0
sabotage	= 0
sound		= "w_apollo_program"
sound_alt	= "w_generic"
helptext	= _("\
The entire map becomes permanently visible to the player who owns it\
 -- the player always has up-to-date knowledge of all terrain and\
 cities (but not units) despite fog-of-war. It allows all players to\
 start building spaceship parts (assuming they have researched the\
 necessary technologies).\
")

[building_asmiths_trading_co]
name		= _("A.Smith's Trading Co.")
genus		= "GreatWonder"
reqs	=
    { "type", "name", "range"
      "Tech", "Economics", "Player"
    }
graphic	= "b.asmiths_trading_co"
graphic_alt	= "-"
obsolete_by	= "None"
build_cost	= 400
upkeep		= 0
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 your cities.\
")

[building_colossus]
name		= _("Colossus")
genus		= "GreatWonder"
reqs	=
    { "type", "name", "range"
      "Tech", "Bronze Working", "Player"
    }
graphic	= "b.colossus"
graphic_alt	= "-"
obsolete_by	= "Flight"
build_cost	= 100
upkeep		= 0
sabotage	= 0
sound		= "w_colossus"
sound_alt	= "w_generic"
helptext	= _("\
Each tile around the city where this wonder is built that is already\
 generating some trade produces one extra trade resource.\
")

[building_copernicus_observatory]
name		= _("Copernicus' Observatory")
genus		= "GreatWonder"
reqs	=
    { "type", "name", "range"
      "Tech", "Astronomy", "Player"
    }
graphic	= "b.copernicus_observatory"
graphic_alt	= "-"
obsolete_by	= "None"
build_cost	= 200
upkeep		= 0
sabotage	= 0
sound		= "w_copernicus_observatory"
sound_alt	= "w_generic"
; /* xgettext:no-c-format */
helptext	= _("\
Boosts science production by 100% in the city where it is built.\
")

[building_cure_for_cancer]
name		= _("Cure For Cancer")
genus		= "GreatWonder"
reqs	=
    { "type", "name", "range"
      "Tech", "Genetic Engineering", "Player"
    }
graphic	= "b.cure_for_cancer"
graphic_alt	= "-"
obsolete_by	= "None"
build_cost	= 600
upkeep		= 0
sabotage	= 0
sound		= "w_cure_for_cancer"
sound_alt	= "w_generic"
helptext	= _("\
This stunning technological achievement makes one unhappy\
 citizen content in each of your cities (including citizens unhappy\
 about military activity).\
")
; There is also an effect to reduce the chance of plague, but you have to
; enable illness in game.ruleset for that to be relevant.
; NB: In Civ2 this makes 1 content citizen happy in all cities.

[building_darwins_voyage]
name		= _("Darwin's Voyage")
genus		= "GreatWonder"
reqs	=
    { "type", "name", "range"
      "Tech", "Railroad", "Player"
    }
graphic	= "b.darwins_voyage"
graphic_alt	= "-"
obsolete_by	= "None"
build_cost	= 300
upkeep		= 0
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]
name		= _("Eiffel Tower")
genus		= "GreatWonder"
reqs	=
    { "type", "name", "range"
      "Tech", "Steam Engine", "Player"
    }
graphic	= "b.eiffel_tower"
graphic_alt	= "-"
obsolete_by	= "None"
build_cost	= 100
upkeep		= 0
sabotage	= 0
sound		= "w_eiffel_tower"
sound_alt	= "w_generic"
; /* xgettext:no-c-format */
helptext	= _("\
Your reputation and goodwill among other nations is recovered twice\
 as fast.\
")

[building_great_library]
name		= _("Great Library")
genus		= "GreatWonder"
reqs	=
    { "type", "name", "range"
      "Tech", "Literacy", "Player"
    }
graphic	= "b.great_library"
graphic_alt	= "-"
obsolete_by	= "Electricity"
build_cost	= 300
upkeep		= 0
sabotage	= 0
sound		= "w_great_library"
sound_alt	= "w_generic"
helptext	= _("\
The civilization which builds the Great Library gets every advance\
 that at least two other teams have achieved.\
")

[building_great_wall]
name		= _("Great Wall")
genus		= "GreatWonder"
reqs	=
    { "type", "name", "range"
      "Tech", "Masonry", "Player"
    }
graphic	= "b.great_wall"
graphic_alt	= "-"
obsolete_by	= "Metallurgy"
build_cost	= 300
upkeep		= 0
sabotage	= 0
sound		= "w_great_wall"
sound_alt	= "w_generic"
helptext	= _("\
Works as a City Wall in all your cities.\
")
; NOTE:
; Civ2 also doubles attack -vs- barbs,
; and enemies are forced to offer cease-fire or peace.

[building_hanging_gardens]
name		= _("Hanging Gardens")
genus		= "GreatWonder"
reqs	=
    { "type", "name", "range"
      "Tech", "Pottery", "Player"
    }
graphic	= "b.hanging_gardens"
graphic_alt	= "-"
obsolete_by	= "Railroad"
build_cost	= 200
upkeep		= 0
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 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 (including those unhappy about military\
 activity), making each content then happy.\
")

[building_hoover_dam]
name		= _("Hoover Dam")
genus		= "GreatWonder"
reqs	=
    { "type", "name", "range"
      "Tech", "Electronics", "Player"
      "Road", "River", "Adjacent"
    }
graphic	= "b.hoover_dam"
graphic_alt	= "-"
obsolete_by	= "None"
build_cost	= 600
upkeep		= 0
sabotage	= 0
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")
genus		= "GreatWonder"
reqs	=
    { "type", "name", "range"
      "Tech", "Theory of Gravity", "Player"
    }
graphic	= "b.isaac_newtons_college"
graphic_alt	= "-"
obsolete_by	= "None"
build_cost	= 300
upkeep		= 0
sabotage	= 0
sound		= "w_isaac_newtons_college"
sound_alt	= "w_generic"
; /* xgettext:no-c-format */
helptext	= _("\
Boosts science production by 100% in every city you control that\
 has a University.\
")

[building_js_bachs_cathedral]
name		= _("J.S. Bach's Cathedral")
genus		= "GreatWonder"
reqs	=
    { "type", "name", "range"
      "Tech", "Theology", "Player"
    }
graphic	= "b.js_bachs_cathedral"
graphic_alt	= "-"
obsolete_by	= "None"
build_cost	= 400
upkeep		= 0
sabotage	= 0
sound		= "w_js_bachs_cathedral"
sound_alt	= "w_generic"
helptext	= _("\
Makes two unhappy citizens content in every city (including citizens\
 unhappy about military activity).\
")

[building_king_richards_crusade]
name		= _("King Richard's Crusade")
genus		= "GreatWonder"
reqs	=
    { "type", "name", "range"
      "Tech", "Engineering", "Player"
    }
graphic	= "b.king_richards_crusade"
graphic_alt	= "-"
obsolete_by	= "Robotics"
build_cost	= 150
upkeep		= 0
sabotage	= 0
sound		= "w_king_richards_crusade"
sound_alt	= "w_generic"
helptext	= _("\
Adds one extra shield resource on every tile around the city\
 where it is built.\
")

[building_leonardos_workshop]
name		= _("Leonardo's Workshop")
genus		= "GreatWonder"
reqs	=
    { "type", "name", "range"
      "Tech", "Invention", "Player"
    }
graphic	= "b.leonardos_workshop"
graphic_alt	= "-"
obsolete_by	= "Automobile"
build_cost	= 400
upkeep		= 0
sabotage	= 0
sound		= "w_leonardos_workshop"
sound_alt	= "w_generic"
helptext	= _("\
Upgrades one obsolete unit per game turn.\
")

[building_lighthouse]
name		= _("Lighthouse")
genus		= "GreatWonder"
reqs	=
    { "type", "name", "range"
      "Tech", "Map Making", "Player"
      "TerrainClass", "Oceanic", "Adjacent"
    }
graphic	= "b.lighthouse"
graphic_alt	= "-"
obsolete_by	= "Magnetism"
build_cost	= 200
upkeep		= 0
sabotage	= 0
sound		= "w_lighthouse"
sound_alt	= "w_generic"
helptext	= _("\
Gives all your sea units 1 additional movement point. Makes all your\
 new military sea units veterans (for all your cities).\
")

[building_magellans_expedition]
name		= _("Magellan's Expedition")
genus		= "GreatWonder"
reqs	=
    { "type", "name", "range"
      "Tech", "Navigation", "Player"
      "TerrainClass", "Oceanic", "Adjacent"
    }
graphic	= "b.magellans_expedition"
graphic_alt	= "-"
obsolete_by	= "None"
build_cost	= 400
upkeep		= 0
sabotage	= 0
sound		= "w_magellans_expedition"
sound_alt	= "w_generic"
helptext	= _("\
Gives all your sea units 2 additional movement points.\
")

[building_manhattan_project]
name		= _("Manhattan Project")
genus		= "GreatWonder"
reqs	=
    { "type", "name", "range"
      "Tech", "Nuclear Fission", "Player"
    }
graphic	= "b.manhattan_project"
graphic_alt	= "-"
obsolete_by	= "None"
build_cost	= 600
upkeep		= 0
sabotage	= 0
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")
genus		= "GreatWonder"
reqs	=
    { "type", "name", "range"
      "Tech", "Trade", "Player"
    }
graphic	= "b.marco_polos_embassy"
graphic_alt	= "-"
obsolete_by	= "Communism"
build_cost	= 200
upkeep		= 0
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]
name		= _("Michelangelo's Chapel")
genus		= "GreatWonder"
reqs	=
    { "type", "name", "range"
      "Tech", "Monotheism", "Player"
    }
graphic	= "b.michelangelos_chapel"
graphic_alt	= "-"
obsolete_by	= "None"
build_cost	= 400
upkeep		= 0
sabotage	= 0
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; however, it does not affect\
 citizens made unhappy by military activity.  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")
genus		= "GreatWonder"
reqs	=
    { "type", "name", "range"
      "Tech", "Mysticism", "Player"
    }
graphic	= "b.oracle"
graphic_alt	= "-"
obsolete_by	= "Theology"
build_cost	= 100
upkeep		= 0
sabotage	= 0
sound		= "w_oracle"
sound_alt	= "w_generic"
helptext	= _("\
Makes two additional unhappy citizens content in every city with\
 a Temple.  Does not affect citizens made unhappy by military\
 activity.\
")

[building_pyramids]
name		= _("Pyramids")
genus		= "GreatWonder"
reqs	=
    { "type", "name", "range"
      "Tech", "Masonry", "Player"
    }
graphic	= "b.pyramids"
graphic_alt	= "-"
obsolete_by	= "None"
build_cost	= 200
upkeep		= 0
sabotage	= 0
sound		= "w_pyramids"
sound_alt	= "w_generic"
; /* xgettext:no-c-format */
helptext	= _("\
The amount of stored food lost when one of your cities grows or shrinks\
 is reduced by 25%.  This helps a city to grow faster and more easily\
 withstand famine.  Cumulative with Granary.\
")

[building_seti_program]
name		= _("SETI Program")
genus		= "GreatWonder"
reqs	=
    { "type", "name", "range"
      "Tech", "Computers", "Player"
    }
graphic	= "b.seti_program"
graphic_alt	= "-"
obsolete_by	= "None"
build_cost	= 600
upkeep		= 0
sabotage	= 0
sound		= "w_seti_program"
sound_alt	= "w_generic"
; /* xgettext:no-c-format */
helptext	= _("\
Boosts science production in each city with a Research Lab by 100%.\
")

[building_shakespeares_theatre]
name            = _("Shakespeare's Theater")
rule_name       = "Shakespeare's Theatre"       ; en_GB used originally
genus		= "GreatWonder"
reqs	=
    { "type", "name", "range"
      "Tech", "Medicine", "Player"
    }
graphic	= "b.shakespeares_theatre"
graphic_alt	= "-"
obsolete_by	= "None"
build_cost	= 200
upkeep		= 0
sabotage	= 0
sound		= "w_shakespeares_theatre"
sound_alt	= "w_generic"
helptext	= _("\
Makes all angry and unhappy citizens content in the city where it\
 is located, including citizens unhappy about military activity.\
")

[building_statue_of_liberty]
name		= _("Statue of Liberty")
genus		= "GreatWonder"
reqs	=
    { "type", "name", "range"
      "Tech", "Democracy", "Player"
    }
graphic	= "b.statue_of_liberty"
graphic_alt	= "-"
obsolete_by	= "None"
build_cost	= 400
upkeep		= 0
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 Anarchy.\
")

[building_sun_tzus_war_academy]
name		= _("Sun Tzu's War Academy")
genus		= "GreatWonder"
reqs	=
    { "type", "name", "range"
      "Tech", "Feudalism", "Player"
    }
graphic	= "b.sun_tzus_war_academy"
graphic_alt	= "-"
obsolete_by	= "Mobile Warfare"
build_cost	= 300
upkeep		= 0
sabotage	= 0
sound		= "w_sun_tzus_war_academy"
sound_alt	= "w_generic"
helptext	= _("\
All your new military land units start with an additional veteran level\
 (this is cumulative with any Barracks building in a city; with both, units\
 are created as Hardened). The chance of a land unit getting the next\
 veteran level after a battle increases by half.\
")

[building_united_nations]
name		= _("United Nations")
genus		= "GreatWonder"
reqs	=
    { "type", "name", "range"
      "Tech", "Communism", "Player"
    }
graphic	= "b.united_nations"
graphic_alt	= "-"
obsolete_by	= "None"
build_cost	= 600
upkeep		= 0
sabotage	= 0
sound		= "w_united_nations"
sound_alt	= "w_generic"
helptext	= _("\
All your 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")
genus		= "GreatWonder"
reqs	=
    { "type", "name", "range"
      "Tech", "Industrialization", "Player"
    }
graphic	= "b.womens_suffrage"
graphic_alt	= "-"
obsolete_by	= "None"
build_cost	= 600
upkeep		= 0
sabotage	= 0
sound		= "w_womens_suffrage"
sound_alt	= "w_generic"
helptext	= _("\
Counts as a Police Station in every city. (That is, for each city, it\
 reduces the unhappiness caused by aggressively deployed military\
 units owned by that city by 2 under Democracy and 1 under Republic --\
 in other words, it neutralizes the unhappiness caused by a single\
 military unit per city. 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		= _("Coinage")
genus		= "Special"
flags		= "Gold"
reqs	=
    { "type", "name", "range"

    }
graphic	= "b.capitalization"
graphic_alt	= "-"
obsolete_by	= "None"
build_cost	= 999
upkeep		= 0
sabotage	= 0
; FIXME: this is the real helptext; restore when have a subordnate analogue
; /* (ignore for gettext until fixed)
;helptext	= _("\
;This is not a normal improvement.  Instead, setting a city's\
; production to Capitalization means its shield production is\
; converted to tax output (money).\
;")
; */
helptext	= _("\
This is not a normal improvement.  Instead, setting a city's\
 production to Coinage means its shield production is\
 converted to tax output (money, coins!).\
")