
; 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="Civ1 buildings data for Freeciv (approximate)"
options="+Freeciv-3.0-ruleset"
format_version=10

; 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) internal name for savegames, rulesets etc; if
;                 not present, "name" is used for this purpose too. Since
;                 the name used in savegames must not change, if you want
;                 to rename an item after a ruleset has been released, you
;                 should set "rule_name" to the original value of "name".
; 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	= requirements for the building to 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".
; "DisasterProof"    = Disasters never destroy this building. Is meaningful
;                      only for genus "Improvement" buildings as others are
;                      automatically disaster proof.
;
; */ <-- avoid gettext warnings

[building_aqueduct]
name		= _("Aqueduct")
genus           = "Improvement"
reqs	=
    { "type", "name", "range"
      "Tech", "Construction", "Player"
    }
graphic		= "b.aqueduct"
graphic_alt	= "-"
obsolete_by	=
    { "type", "name", "range"
    }
build_cost	= 120
upkeep		= 2
sabotage	= 100
sound		= "b_aqueduct"
sound_alt	= "b_generic"
helptext	= _("\
Allows a city to grow larger than size 10.\
"), _("\
An Aqueduct also eliminates a city's risk of plague causing loss of\
 population, and of fire causing loss of buildings.\
")

[building_bank]
name		= _("Bank")
genus           = "Improvement"
reqs	=
    { "type", "name", "range"
      "Tech", "Banking", "Player"
      "Building", "Marketplace", "City"
    }
graphic		= "b.bank"
graphic_alt	= "-"
obsolete_by	=
    { "type", "name", "range"
    }
build_cost	= 120
upkeep		= 3
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"
; Nothing
    }
graphic		= "b.barracks_i"
graphic_alt	= "-"
obsolete_by	=
    { "type", "name", "range"
      "Tech", "Gunpowder", "Player"
    }
build_cost	= 40
upkeep		= 1
sabotage	= 100
sound		= "b_barracks_i"
sound_alt	= "b_generic"
; /* xgettext:no-c-format */
helptext	= _("\
With a Barracks, each new unit built in a city will\
 automatically have Veteran status, which means that its attack and\
 defense strengths are increased by 50%.\
"), _("\
Barracks also prevent stored food and goods in coastal cities being\
 lost to piracy.\
")

[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	=
    { "type", "name", "range"
      "Tech", "Combustion", "Player"
    }
build_cost	= 40
upkeep		= 2
sabotage	= 100
sound		= "b_barracks_ii"
sound_alt	= "b_generic"
; /* xgettext:no-c-format */
helptext	= _("\
With a Barracks, each new unit built in a city will\
 automatically have Veteran status, which means that its attack and\
 defense strengths are increased by 50%.\
"), _("\
Barracks also prevent stored food and goods in coastal cities being\
 lost to piracy.\
")

[building_barracks_iii]
name		= _("Barracks III")
genus           = "Improvement"
reqs	=
    { "type", "name", "range"
      "Tech", "Combustion", "Player"
    }
graphic		= "b.barracks_iii"
graphic_alt	= "b.barracks_i"
obsolete_by	=
    { "type", "name", "range"
    }
build_cost	= 40
upkeep		= 3
sabotage	= 100
sound		= "b_barracks_iii"
sound_alt	= "b_generic"
; /* xgettext:no-c-format */
helptext	= _("\
With a Barracks, each new unit built in a city will\
 automatically have Veteran status, which means that its attack and\
 defense strengths are increased by 50%.\
"), _("\
Barracks also prevent stored food and goods in coastal cities being\
 lost to piracy.\
")

[building_cathedral]
name		= _("Cathedral")
genus           = "Improvement"
reqs	=
    { "type", "name", "range"
      "Tech", "Religion", "Player"
    }
graphic		= "b.cathedral"
graphic_alt	= "-"
obsolete_by	=
    { "type", "name", "range"
    }
build_cost	= 160
upkeep		= 3
sabotage	= 100
sound		= "b_cathedral"
sound_alt	= "b_generic"
helptext	= _("\
A Cathedral makes 4 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.\
")

[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	=
    { "type", "name", "range"
    }
build_cost	= 120
upkeep		= 2
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. They are ineffective against\
 Artillery and Bombers.\
 City Walls also prevent the loss of population which\
 occurs when a defending unit is destroyed by a land unit.\
"), _("\
For cities near rivers, City Walls also eliminate the risk of population\
 loss from flooding.\
")

[building_colosseum]
name		= _("Colosseum")
genus           = "Improvement"
reqs	=
    { "type", "name", "range"
      "Tech", "Construction", "Player"
    }
graphic		= "b.colosseum"
graphic_alt	= "-"
obsolete_by	=
    { "type", "name", "range"
    }
build_cost	= 100
upkeep		= 4
sabotage	= 100
sound		= "b_colosseum"
sound_alt	= "b_generic"
helptext	= _("\
Entertains the citizens of a city, making 3 unhappy citizens content. \
 However, it does not affect citizens made unhappy by military activity.\
")

[building_courthouse]
name		= _("Courthouse")
genus           = "Improvement"
reqs	=
    { "type", "name", "range"
      "Tech", "Code of Laws", "Player"
    }
graphic		= "b.courthouse"
graphic_alt	= "-"
obsolete_by	=
    { "type", "name", "range"
    }
build_cost	= 80
upkeep		= 1
sabotage	= 100
sound		= "b_courthouse"
sound_alt	= "b_generic"
; /* xgettext:no-c-format */
helptext	= _("\
Reduces the corruption in a city by 50%. Has no effect in your capital\
 city.\
")

[building_factory]
name		= _("Factory")
genus           = "Improvement"
reqs	=
    { "type", "name", "range"
      "Tech", "Industrialization", "Player"
    }
graphic		= "b.factory"
graphic_alt	= "-"
obsolete_by	=
    { "type", "name", "range"
    }
build_cost	= 200
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	=
    { "type", "name", "range"
    }
build_cost	= 60
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 Civ1, city size reduction does not generate food like this.
; Dare I ask where this food comes from?? :-)
_("\
Famine can occur when food stock reaches zero due to a food deficit\
 (which a Granary merely delays), in which case it leads to the loss\
 of any Settlers consuming food, or of city population if there are\
 none. Famine can also occur at any time due to random crop failure,\
 in which case it causes loss of population and all stored food;\
 a Granary eliminates this risk.\
")

[building_hydro_plant]
name		= _("Hydro Plant")
genus           = "Improvement"
reqs	=
    { "type", "name", "range"
      "Tech", "Electronics", "Player"
      "Extra", "River", "Adjacent"
      "Building", "Factory", "City"
    }
graphic		= "b.hydro_plant"
graphic_alt	= "-"
obsolete_by	=
    { "type", "name", "range"
    }
build_cost	= 240
upkeep		= 4
sabotage	= 100
sound		= "b_hydro_plant"
sound_alt	= "b_generic"
; /* xgettext:no-c-format */
helptext	= _("\
Reduces the amount of pollution generated by production in a city\
 by 50%.  It also\
 increases the shield production of a Factory or Mfg. Plant in the\
 city: a Factory and a Hydro Plant together give a 100% production\
 bonus, and a Factory, Mfg. Plant and Hydro Plant together give\
 a 150% production bonus.\
"), _("\
A city can only have one Hydro Plant, Power Plant, or\
 Nuclear Plant.  A city can only build a Hydro Plant if it is next\
 to (or on) a River tile.\
")
; Civ1 would allow building Hydro Plant if there`s either River OR Mountains
; but it is not possible to implement with current ruleset format.

[building_library]
name		= _("Library")
genus           = "Improvement"
reqs	=
    { "type", "name", "range"
      "Tech", "Writing", "Player"
    }
graphic		= "b.library"
graphic_alt	= "-"
obsolete_by	=
    { "type", "name", "range"
    }
build_cost	= 80
upkeep		= 1
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]
name		= _("Marketplace")
genus           = "Improvement"
reqs	=
    { "type", "name", "range"
      "Tech", "Currency", "Player"
    }
graphic		= "b.marketplace"
graphic_alt	= "-"
obsolete_by	=
    { "type", "name", "range"
    }
build_cost	= 80
upkeep		= 1
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	=
    { "type", "name", "range"
    }
build_cost	= 160
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	=
    { "type", "name", "range"
    }
build_cost	= 320
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%.\
")

[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	=
    { "type", "name", "range"
    }
build_cost	= 240
upkeep		= 2
sabotage	= 100
sound		= "b_nuclear_plant"
sound_alt	= "b_generic"
; /* xgettext:no-c-format */
helptext	= _("\
Reduces the amount of pollution generated by production in a city\
 by 50%.  It also\
 increases the shield production of a Factory or Mfg. Plant in\
 the city: a Factory and a Nuclear Plant together give a 100%\
 production bonus, and a Factory, Mfg. Plant and Nuclear Plant\
 together give a 150% production bonus.\
"), _("\
A city can only have one Hydro Plant, Power Plant, or\
 Nuclear Plant.\
")
; NOTE:
; For Civ1/2 there should be a change of meltdown during
; civil disorder, but that has not been implemented yet.

[building_palace]
name		= _("Palace")
genus           = "SmallWonder"
flags		= "SaveSmallWonder"
reqs	=
    { "type", "name", "range"
      "Tech", "Masonry", "Player"
    }
graphic		= "b.palace"
graphic_alt	= "-"
obsolete_by	=
    { "type", "name", "range"
    }
build_cost	= 200
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 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.\
")

[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	=
    { "type", "name", "range"
    }
build_cost	= 160
upkeep		= 4
sabotage	= 100
sound		= "b_power_plant"
sound_alt	= "b_generic"
; /* xgettext:no-c-format */
helptext	= _("\
Increases the shield production of a Factory or Mfg. Plant in a\
 city: a Factory and a Power Plant together give a 100% production\
 bonus, and a Factory, Mfg. Plant and Power Plant together give\
 a 150% production bonus.  The extra production may lead to the city\
 generating more pollution.\
"), _("\
A city can only have one Hydro Plant, Power Plant, or\
 Nuclear Plant.\
")

[building_recycling_center]
name		= _("Recycling Center")
genus           = "Improvement"
reqs	=
    { "type", "name", "range"
      "Tech", "Recycling", "Player"
    }
graphic		= "b.recycling_center"
graphic_alt	= "-"
obsolete_by	=
    { "type", "name", "range"
    }
build_cost	= 200
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_sdi_defense]
name		= _("SDI Defense")
genus           = "Improvement"
reqs	=
    { "type", "name", "range"
      "Tech", "Superconductors", "Player"
    }
graphic		= "b.sdi_defense"
graphic_alt	= "-"
obsolete_by	=
    { "type", "name", "range"
    }
build_cost	= 200
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 other nations' Nuclear units. A Nuclear unit not owned by you or a\
 teammate which attacks a city with SDI Defense, or attacks a unit (or is\
 deliberately exploded) within range, is shot down and simply has no effect.\
")

[building_space_component]
name		= _("Space Component")
genus           = "Special"
reqs	=
    { "type", "name", "range"
      "Tech", "Plastics", "Player"
    }
graphic		= "b.space_component"
graphic_alt	= "-"
obsolete_by	=
    { "type", "name", "range"
    }
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", "Robotics", "Player"
    }
graphic		= "b.space_modules"
graphic_alt	= "-"
obsolete_by	=
    { "type", "name", "range"
    }
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"
    }
graphic		= "b.space_structural"
graphic_alt	= "-"
obsolete_by	=
    { "type", "name", "range"
    }
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_temple]
name		= _("Temple")
genus           = "Improvement"
reqs	=
    { "type", "name", "range"
      "Tech", "Ceremonial Burial", "Player"
    }
graphic		= "b.temple"
graphic_alt	= "-"
obsolete_by	=
    { "type", "name", "range"
    }
build_cost	= 40
upkeep		= 1
sabotage	= 100
sound		= "b_temple"
sound_alt	= "b_generic"
helptext	= _("\
Makes one unhappy citizen content.  The Mysticism advance doubles\
 this effect, as does the Oracle wonder.  With both Mysticism and the Oracle,\
 4 citizens are made content.  Does not affect citizens made unhappy by military\
 activity.\
"), _("\
A Temple in a city near mountains additionally prevents population loss\
 from volcanic activity.\
")

[building_university]
name		= _("University")
genus           = "Improvement"
reqs	=
    { "type", "name", "range"
      "Tech", "University", "Player"
      "Building", "Library", "City"
    }
graphic		= "b.university"
graphic_alt	= "-"
obsolete_by	=
    { "type", "name", "range"
    }
build_cost	= 160
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 100%.\
")

[building_apollo_program]
name		= _("Apollo Program")
genus           = "GreatWonder"
reqs	=
    { "type", "name", "range"
      "Tech", "Space Flight", "Player"
    }
graphic		= "b.apollo_program"
graphic_alt	= "-"
obsolete_by	=
    { "type", "name", "range"
    }
build_cost	= 600
upkeep		= 0
sabotage	= 0
helptext	= _("\
All cities on the map become visible for the player who owns it --\
 the player always has up-to-date knowledge of all tiles with cities\
 despite fog-of-war. It allows all players to start building\
 spaceship parts (assuming they have researched the necessary\
 technologies).\
")

[building_colossus]
name		= _("Colossus")
genus           = "GreatWonder"
reqs	=
    { "type", "name", "range"
      "Tech", "Bronze Working", "Player"
    }
graphic		= "b.colossus"
graphic_alt	= "-"
obsolete_by	=
    { "type", "name", "range", "survives"
      "Tech", "Electricity", "World", TRUE
    }
build_cost	= 200
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	=
    { "type", "name", "range", "survives"
      "Tech", "Automobile", "World", TRUE
    }
build_cost	= 300
upkeep		= 0
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]
name		= _("Cure For Cancer")
genus           = "GreatWonder"
reqs	=
    { "type", "name", "range"
      "Tech", "Genetic Engineering", "Player"
    }
graphic		= "b.cure_for_cancer"
graphic_alt	= "-"
obsolete_by	=
    { "type", "name", "range"
    }
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).\
")

[building_darwins_voyage]
name		= _("Darwin's Voyage")
genus           = "GreatWonder"
reqs	=
    { "type", "name", "range"
      "Tech", "Railroad", "Player"
    }
graphic		= "b.darwins_voyage"
graphic_alt	= "-"
obsolete_by	=
    { "type", "name", "range"
    }
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_great_library]
name		= _("Great Library")
genus           = "GreatWonder"
reqs	=
    { "type", "name", "range"
      "Tech", "Literacy", "Player"
    }
graphic		= "b.great_library"
graphic_alt	= "-"
obsolete_by	=
    { "type", "name", "range", "survives"
      "Tech", "Electronics", "World", TRUE
    }
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	=
    { "type", "name", "range", "survives"
      "Tech", "Gunpowder", "World", TRUE
    }
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:
; In Civ1 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	=
    { "type", "name", "range", "survives"
      "Tech", "Invention", "World", TRUE
    }
build_cost	= 300
upkeep		= 0
sabotage	= 0
sound		= "w_hanging_gardens"
sound_alt	= "w_generic"
helptext	= _("\
Makes one content citizen happy in every city. In the unlikely event\
 where there are no content citizens to get the effect of Hanging\
 Gardens, the wonder applies to unhappy citizens instead (including\
 those unhappy about military activity), making each content.\
")

[building_hoover_dam]
name		= _("Hoover Dam")
genus           = "GreatWonder"
reqs	=
    { "type", "name", "range"
      "Tech", "Electronics", "Player"
    }
graphic		= "b.hoover_dam"
graphic_alt	= "-"
obsolete_by	=
    { "type", "name", "range"
    }
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\
 on the same continent where the wonder is built. \
 (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	=
    { "type", "name", "range", "survives"
      "Tech", "Nuclear Fission", "World", TRUE
    }
build_cost	= 400
upkeep		= 0
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_js_bachs_cathedral]
name		= _("J.S. Bach's Cathedral")
genus           = "GreatWonder"
reqs	=
    { "type", "name", "range"
      "Tech", "Religion", "Player"
    }
graphic		= "b.js_bachs_cathedral"
graphic_alt	= "-"
obsolete_by	=
    { "type", "name", "range"
    }
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 of yours\
 on the same continent where the wonder is built (including citizens\
 unhappy about military activity).\
")

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

[building_magellans_expedition]
name		= _("Magellan's Expedition")
genus           = "GreatWonder"
reqs	=
    { "type", "name", "range"
      "Tech", "Navigation", "Player"
    }
graphic		= "b.magellans_expedition"
graphic_alt	= "-"
obsolete_by	=
    { "type", "name", "range"
    }
build_cost	= 400
upkeep		= 0
sabotage	= 0
sound		= "w_magellans_expedition"
sound_alt	= "w_generic"
helptext	= _("\
Gives all sea units 1 additional movement point.\
")

[building_manhattan_project]
name		= _("Manhattan Project")
genus           = "GreatWonder"
reqs	=
    { "type", "name", "range"
      "Tech", "Nuclear Fission", "Player"
    }
graphic		= "b.manhattan_project"
graphic_alt	= "-"
obsolete_by	=
    { "type", "name", "range"
    }
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_michelangelos_chapel]
name		= _("Michelangelo's Chapel")
genus           = "GreatWonder"
reqs	=
    { "type", "name", "range"
      "Tech", "Religion", "Player"
    }
graphic		= "b.michelangelos_chapel"
graphic_alt	= "-"
obsolete_by	=
    { "type", "name", "range", "survives"
      "Tech", "Communism", "World", TRUE
    }
build_cost	= 300
upkeep		= 0
sabotage	= 0
sound		= "w_michelangelos_chapel"
sound_alt	= "w_generic"
helptext	= _("\
Double effects of Cathedrals, in all cities.\
")

[building_oracle]
name		= _("Oracle")
genus           = "GreatWonder"
reqs	=
    { "type", "name", "range"
      "Tech", "Mysticism", "Player"
    }
graphic		= "b.oracle"
graphic_alt	= "-"
obsolete_by	=
    { "type", "name", "range", "survives"
      "Tech", "Religion", "World", TRUE
    }
build_cost	= 300
upkeep		= 0
sabotage	= 0
sound		= "w_oracle"
sound_alt	= "w_generic"
helptext	= _("\
Doubles the effect of a Temple in every city.\
 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	=
    { "type", "name", "range", "survives"
      "Tech", "Communism", "World", TRUE
    }
build_cost	= 300
upkeep		= 0
sabotage	= 0
sound		= "w_pyramids"
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_seti_program]
name		= _("SETI Program")
genus           = "GreatWonder"
reqs	=
    { "type", "name", "range"
      "Tech", "Computers", "Player"
    }
graphic		= "b.seti_program"
graphic_alt	= "-"
obsolete_by	=
    { "type", "name", "range"
    }
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 by 50%.\
")

[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	=
    { "type", "name", "range", "survives"
      "Tech", "Electronics", "World", TRUE
    }
build_cost	= 400
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_united_nations]
name		= _("United Nations")
genus           = "GreatWonder"
reqs	=
    { "type", "name", "range"
      "Tech", "Communism", "Player"
    }
graphic		= "b.united_nations"
graphic_alt	= "-"
obsolete_by	=
    { "type", "name", "range"
    }
build_cost	= 600
upkeep		= 0
sabotage	= 0
sound		= "w_united_nations"
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.\
")
; 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.

[building_womens_suffrage]
name		= _("Women's Suffrage")
genus           = "GreatWonder"
reqs	=
    { "type", "name", "range"
      "Tech", "Industrialization", "Player"
    }
graphic		= "b.womens_suffrage"
graphic_alt	= "-"
obsolete_by	=
    { "type", "name", "range"
    }
build_cost	= 600
upkeep		= 0
sabotage	= 0
sound		= "w_womens_suffrage"
sound_alt	= "w_generic"
helptext	= _("\
In all cities, the unhappiness effect of every unit is reduced by 1.\
 This means that in a Republic, units do not cause unhappiness, and in\
 a Democracy, aggressive units cause only 1 unhappy citizen each.\
")
