Feature #65 » 0021-Add-second-alt-sound-tag-support-for-buildings.patch
| client/audio.c | ||
|---|---|---|
| /**********************************************************************//** | ||
|   Play an audio sample as suggested by sound tags | ||
| **************************************************************************/ | ||
| void audio_play_sound(const char *const tag, const char *const alt_tag) | ||
| void audio_play_sound(const char *const tag, const char *const alt_tag, | ||
|                       const char *const alt_tag2) | ||
| { | ||
|   const char *pretty_alt_tag = alt_tag ? alt_tag : "(null)"; | ||
|   const char *pretty_alt2_tag = alt_tag2 ? alt_tag2 : "(null)"; | ||
|   if (gui_options.sound_enable_effects) { | ||
|     fc_assert_ret(tag != NULL); | ||
|     log_debug("audio_play_sound('%s', '%s')", tag, pretty_alt_tag); | ||
|     log_debug("audio_play_sound('%s', '%s', '%s')", | ||
|               tag, pretty_alt_tag, pretty_alt2_tag); | ||
|     /* try playing primary tag first, if not go to alternative tag */ | ||
|     /* Try playing primary tag first, if not go to alternative tags */ | ||
|     if (!audio_play_sound_tag(tag, FALSE) | ||
|         && !audio_play_sound_tag(alt_tag, FALSE)) { | ||
|       log_verbose( "Neither of tags %s or %s found", tag, pretty_alt_tag); | ||
|         && !audio_play_sound_tag(alt_tag, FALSE) | ||
|         && !audio_play_sound_tag(alt_tag2, FALSE)) { | ||
|       log_verbose( "None of tags %s, %s, or %s found", | ||
|                    tag, pretty_alt_tag, pretty_alt2_tag); | ||
|     } | ||
|   } | ||
| } | ||
| ... | ... | |
|   audio_stop(); | ||
|   if (play_quit_tag) { | ||
|     audio_play_sound("e_client_quit", NULL); | ||
|     audio_play_sound("e_client_quit", NULL, NULL); | ||
|   } | ||
|   if (plugins[selected_plugin].initialized) { | ||
| client/audio.h | ||
|---|---|---|
| void audio_pause(void); | ||
| void audio_resume(void); | ||
| void audio_play_sound(const char *const tag, const char *const alt_tag); | ||
| void audio_play_sound(const char *const tag, const char *const alt_tag, | ||
|                       const char *const alt_tag2); | ||
| void audio_play_music(const char *const tag, char *const alt_tag, | ||
|                       enum music_usage usage); | ||
| void audio_play_track(const char *const tag, char *const alt_tag); | ||
| client/clinet.c | ||
|---|---|---|
|   output_window_append(ftc_client, _("Disconnected from server.")); | ||
|   if (leaving_sound) { | ||
|     audio_play_sound("e_leave_game", NULL); | ||
|     audio_play_sound("e_leave_game", NULL, NULL); | ||
|   } | ||
|   if (gui_options.save_options_on_exit) { | ||
| client/control.c | ||
|---|---|---|
|       && punit->activity != ACTIVITY_SENTRY | ||
|       && !unit_transported(punit)) { | ||
|     audio_play_sound(unit_type_get(punit)->sound_move, | ||
|                      unit_type_get(punit)->sound_move_alt); | ||
|                      unit_type_get(punit)->sound_move_alt, | ||
|                      NULL); | ||
|   } | ||
|   if (unit_owner(punit) == client.conn.playing | ||
| client/gui-qt/chatline.cpp | ||
|---|---|---|
|   if (str.contains(wakeup) && client_state() < C_S_RUNNING | ||
|       && !wakeup.isEmpty()) { | ||
|     qapp->alert(gui()->central_wdg); | ||
|     audio_play_sound("e_player_wake", nullptr); | ||
|     audio_play_sound("e_player_wake", nullptr, nullptr); | ||
|   } | ||
|   chat_listener::update_word_list(); | ||
| client/packhand.c | ||
|---|---|---|
|       int hp0 = packet->attacker_hp, hp1 = packet->defender_hp; | ||
|       audio_play_sound(unit_type_get(punit0)->sound_fight, | ||
|                        unit_type_get(punit0)->sound_fight_alt); | ||
|                        unit_type_get(punit0)->sound_fight_alt, | ||
|                        NULL); | ||
|       audio_play_sound(unit_type_get(punit1)->sound_fight, | ||
|                        unit_type_get(punit1)->sound_fight_alt); | ||
|                        unit_type_get(punit1)->sound_fight_alt, | ||
|                        NULL); | ||
|       if (gui_options.smooth_combat_step_msec > 0) { | ||
|         decrease_unit_hp_smooth(punit0, hp0, punit1, hp1); | ||
| ... | ... | |
|     if (have && !city_is_new | ||
|         && pcity->built[improvement_index(pimprove)].turn <= I_NEVER) { | ||
|       audio_play_sound(pimprove->soundtag, pimprove->soundtag_alt); | ||
|       audio_play_sound(pimprove->soundtag, pimprove->soundtag_alt, | ||
|                        pimprove->soundtag_alt2); | ||
|     } | ||
|     need_economy_dialog_update |= | ||
|         update_improvement_from_packet(pcity, pimprove, have); | ||
| ... | ... | |
|   const char *sound_tag = get_event_tag(type); | ||
|   if (sound_tag) { | ||
|     audio_play_sound(sound_tag, NULL); | ||
|     audio_play_sound(sound_tag, NULL, NULL); | ||
|   } | ||
| } | ||
| ... | ... | |
|   PACKET_STRVEC_EXTRACT(b->helptext, p->helptext); | ||
|   sz_strlcpy(b->soundtag, p->soundtag); | ||
|   sz_strlcpy(b->soundtag_alt, p->soundtag_alt); | ||
|   sz_strlcpy(b->soundtag_alt2, p->soundtag_alt2); | ||
| #ifdef FREECIV_DEBUG | ||
|   if (p->id == improvement_count() - 1) { | ||
| common/improvement.h | ||
|---|---|---|
|   struct strvec *helptext; | ||
|   char soundtag[MAX_LEN_NAME]; | ||
|   char soundtag_alt[MAX_LEN_NAME]; | ||
|   char soundtag_alt2[MAX_LEN_NAME]; | ||
|   /* Cache */ | ||
|   bool allows_units; | ||
| common/networking/packets.def | ||
|---|---|---|
|   BV_IMPR_FLAGS flags; | ||
|   STRING soundtag[MAX_LEN_NAME]; | ||
|   STRING soundtag_alt[MAX_LEN_NAME]; | ||
|   STRING soundtag_alt2[MAX_LEN_NAME]; | ||
|   STRVEC helptext[MAX_LEN_PACKET]; | ||
| end | ||
| data/alien/buildings.ruleset | ||
|---|---|---|
| sabotage	= 100 | ||
| sound		= "b_airport" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| ; /* xgettext:no-c-format */ | ||
| helptext	= _("\ | ||
| Allows one unit airlift from and to city, increased to three once \ | ||
| ... | ... | |
| sabotage	= 100 | ||
| sound		= "b_library" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| ; /* xgettext:no-c-format */ | ||
| helptext	= _("\ | ||
| Increases the science production of a city by 75%.") | ||
| ... | ... | |
| sabotage	= 0 | ||
| sound		= "b_super_highways" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| ; /* xgettext:no-c-format */ | ||
| helptext	= _("\ | ||
| Basic Infrastructure to the city. This improvement has no maintenance, and \ | ||
| ... | ... | |
| sabotage        = 15 | ||
| sound           = "b_sam_battery" | ||
| sound_alt       = "b_generic" | ||
| sound_alt2      = "-" | ||
| ; /* xgettext:no-c-format */ | ||
| helptext	= _("\ | ||
| Revolt cannot be incited in a city with bunker.\ | ||
| ... | ... | |
| sabotage        = 80 | ||
| sound           = "b_mfg_plant" | ||
| sound_alt       = "b_generic" | ||
| sound_alt2      = "-" | ||
| ; /* xgettext:no-c-format */ | ||
| helptext	= _("\ | ||
| City center tile produces three extra shields.\ | ||
| ... | ... | |
| sabotage	= 100 | ||
| sound		= "b_marketplace" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| ; /* xgettext:no-c-format */ | ||
| helptext	= _("\ | ||
| Increases the tax output in a city by 75%.\ | ||
| ... | ... | |
| sabotage        = 50 | ||
| sound           = "b_factory" | ||
| sound_alt       = "b_generic" | ||
| sound_alt2      = "-" | ||
| helptext        = _("\ | ||
| Factory produces spare parts for two units removing their production upkeep.\ | ||
| ") | ||
| ... | ... | |
| sabotage        = 30 | ||
| sound           = "b_sewer_system" | ||
| sound_alt       = "b_generic" | ||
| sound_alt2      = "-" | ||
| helptext        = _("\ | ||
| Filter System gets 1 extra food and 1 extra production from each oceanic tile.\ | ||
| ") | ||
| ... | ... | |
| sabotage        = 30 | ||
| sound           = "b_city_walls" | ||
| sound_alt       = "b_generic" | ||
| sound_alt2      = "-" | ||
| ; /* xgettext:no-c-format */ | ||
| helptext        = _("\ | ||
| Force Walls doubles city defense against all kind of attacks. \ | ||
| ... | ... | |
| sabotage	= 0 | ||
| sound		= "b_palace" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| ; /* xgettext:no-c-format */ | ||
| helptext	= _("\ | ||
| Headquarters building marks city as your capital. City with \ | ||
| ... | ... | |
| sabotage	= 100 | ||
| sound		= "b_aqueduct" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| ; /* xgettext:no-c-format */ | ||
| helptext	= _("\ | ||
| Damaged units which stay in city without moving, heal 50% of their hitpoints \ | ||
| ... | ... | |
| sabotage	= 100 | ||
| sound		= "w_isaac_newtons_college" | ||
| sound_alt	= "w_generic" | ||
| sound_alt2      = "-" | ||
| ; /* xgettext:no-c-format */ | ||
| helptext	= _("\ | ||
| Improved information gathering. Only 2 other factions needs to know \ | ||
| ... | ... | |
| sabotage	= 100 | ||
| sound		= "b_colosseum" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| ; /* xgettext:no-c-format */ | ||
| helptext	= _("\ | ||
| Makes 3 unhappy citizens content.\ | ||
| ... | ... | |
| sabotage	= 100 | ||
| sound		= "b_barracks_i" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| ; /* xgettext:no-c-format */ | ||
| helptext	= _("\ | ||
| All new units are built as Elite ones.\ | ||
| ... | ... | |
| sabotage	= 100 | ||
| sound		= "b_mass_transit" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| ; /* xgettext:no-c-format */ | ||
| helptext	= _("\ | ||
| City workers can travel further from city center to work and \ | ||
| ... | ... | |
| sabotage	= 100 | ||
| sound		= "b_coastal_defense" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| helptext	= _("\ | ||
| City with Radar Tower sees much further than one without.") | ||
| ... | ... | |
| sabotage	= 100 | ||
| sound		= "b_nuclear_plant" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| helptext	= _("\ | ||
| Radiation Resistor increases maximum city size by 3.\ | ||
| ") | ||
| ... | ... | |
| sabotage	= 100 | ||
| sound		= "b_university" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| ; /* xgettext:no-c-format */ | ||
| helptext	= _("\ | ||
| Increases the science production of a city by 100%.") | ||
| ... | ... | |
| sabotage        = 100 | ||
| sound           = "b_police_station" | ||
| sound_alt       = "b_generic" | ||
| sound_alt2      = "-" | ||
| helptext        = _("\ | ||
| Secret Police is good at leading army.\n\n\ | ||
| Makes martial law possible. Each military unit in city makes one unhappy \ | ||
| ... | ... | |
| sabotage        = 100 | ||
| sound           = "b_stock_exchange" | ||
| sound_alt       = "b_generic" | ||
| sound_alt2      = "-" | ||
| helptext        = _("\ | ||
| Radiation is weaker miles high. Top levels of really tall buildings can safely house \ | ||
| more people.\n\nCities can grow 5 sizes bigger.") | ||
| ... | ... | |
| sabotage	= 100 | ||
| sound		= "b_temple" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| ; /* xgettext:no-c-format */ | ||
| helptext	= _("\ | ||
| Makes two unhappy citizens content.\ | ||
| ... | ... | |
| sabotage	= 100 | ||
| sound		= "b_space_component" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| helptext	= _("\ | ||
| Space Components can be differentiated into Propulsion and Fuel\ | ||
|  Components.  Each pair of them reduces your spaceship's travel\ | ||
| ... | ... | |
| sabotage	= 100 | ||
| sound		= "b_space_module" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| helptext	= _("\ | ||
| Space Modules are the most expensive parts of spaceships.  There\ | ||
|  are three different types of Space Module:\ | ||
| ... | ... | |
| sabotage	= 100 | ||
| sound		= "b_space_structural" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| helptext	= _("\ | ||
| Space Structurals form the base of your spaceship.  All other\ | ||
|  spaceship parts need to be connected to Structurals in order to\ | ||
| ... | ... | |
| sabotage	= 0 | ||
| sound		= "w_colossus" | ||
| sound_alt	= "w_generic" | ||
| sound_alt2      = "-" | ||
| helptext	= _("\ | ||
| Monument to celebrate our true home planet, Earth.\n\n\ | ||
| Each square around the city where this wonder is built that is already \ | ||
| ... | ... | |
| sabotage	= 0 | ||
| sound		= "w_king_richards_crusade" | ||
| sound_alt	= "w_generic" | ||
| sound_alt2      = "-" | ||
| helptext	= _("\ | ||
| Real deep mining.\n\n\ | ||
| Each square around the city where this wonder is built that is already \ | ||
| ... | ... | |
| sabotage	= 0 | ||
| sound		= "w_eiffel_tower" | ||
| sound_alt	= "w_generic" | ||
| sound_alt2      = "-" | ||
| ; /* xgettext:no-c-format */ | ||
| helptext	= _("\ | ||
| All player's antigravity units will regenerate 50% of their hitpoints each \ | ||
| ... | ... | |
| sabotage	= 0 | ||
| sound		= "w_asmiths_trading_co" | ||
| sound_alt	= "w_generic" | ||
| sound_alt2      = "-" | ||
| helptext	= _("\ | ||
| Each oceanic city center generates 3 points more trade and production.\ | ||
| ") | ||
| ... | ... | |
| sabotage	= 0 | ||
| sound		= "w_womens_suffrage" | ||
| sound_alt	= "w_generic" | ||
| sound_alt2      = "-" | ||
| ; /* xgettext:no-c-format */ | ||
| helptext	= _("\ | ||
| All player's native alien units will regenerate 50% of their hitpoints each \ | ||
| ... | ... | |
| sabotage	= 0 | ||
| sound		= "w_great_wall" | ||
| sound_alt	= "w_generic" | ||
| sound_alt2      = "-" | ||
| helptext	= _("\ | ||
| Provides additional protection against radiation making it possible for \ | ||
| all cities player owns to grow 2 sizes bigger, unless growth is blocked by \ | ||
| data/civ1/buildings.ruleset | ||
|---|---|---|
| sabotage	= 100 | ||
| sound		= "b_aqueduct" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| helptext	= _("\ | ||
| Allows a city to grow larger than size 10.\ | ||
| "), _("\ | ||
| ... | ... | |
| sabotage	= 100 | ||
| sound		= "b_bank" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| ; /* xgettext:no-c-format */ | ||
| helptext	= _("\ | ||
| Together with the Marketplace improvement, a Bank increases the\ | ||
| ... | ... | |
| sabotage	= 100 | ||
| sound		= "b_barracks_i" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| flags           = "Barracks" | ||
| ; /* xgettext:no-c-format */ | ||
| helptext	= _("\ | ||
| ... | ... | |
| sabotage	= 100 | ||
| sound		= "b_barracks_ii" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| flags           = "Barracks" | ||
| ; /* xgettext:no-c-format */ | ||
| helptext	= _("\ | ||
| ... | ... | |
| sabotage	= 100 | ||
| sound		= "b_barracks_iii" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| flags           = "Barracks" | ||
| ; /* xgettext:no-c-format */ | ||
| helptext	= _("\ | ||
| ... | ... | |
| sabotage	= 100 | ||
| sound		= "b_cathedral" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| 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\ | ||
| ... | ... | |
| sabotage	= 50 | ||
| sound		= "b_city_walls" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| helptext	= _("\ | ||
| City Walls make it easier to defend a city.  They triple the defense\ | ||
|  strength of units within the city. They are ineffective against\ | ||
| ... | ... | |
| sabotage	= 100 | ||
| sound		= "b_colosseum" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| helptext	= _("\ | ||
| Entertains the citizens of a city, making 3 unhappy citizens content. \ | ||
|  However, it does not affect citizens made unhappy by military activity.\ | ||
| ... | ... | |
| sabotage	= 100 | ||
| sound		= "b_courthouse" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| ; /* xgettext:no-c-format */ | ||
| helptext	= _("\ | ||
| Reduces the corruption in a city by 50%. Has no effect in your capital\ | ||
| ... | ... | |
| sabotage	= 100 | ||
| sound		= "b_factory" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| ; /* xgettext:no-c-format */ | ||
| helptext	= _("\ | ||
| Increases the shield production in a city by 50%.  This increase may\ | ||
| ... | ... | |
| sabotage	= 100 | ||
| sound		= "b_granary" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| 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\ | ||
| ... | ... | |
| sabotage	= 100 | ||
| sound		= "b_hydro_plant" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| ; /* xgettext:no-c-format */ | ||
| helptext	= _("\ | ||
| Reduces the amount of pollution generated by production in a city\ | ||
| ... | ... | |
| sabotage	= 100 | ||
| sound		= "b_library" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| ; /* xgettext:no-c-format */ | ||
| helptext	= _("\ | ||
| Increases the science output in a city by 50%.\ | ||
| ... | ... | |
| sabotage	= 100 | ||
| sound		= "b_marketplace" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| ; /* xgettext:no-c-format */ | ||
| helptext	= _("\ | ||
| Increases the luxury and tax output in a city by 50%.\ | ||
| ... | ... | |
| sabotage	= 100 | ||
| sound		= "b_mass_transit" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| helptext	= _("\ | ||
| Neutralizes the pollution generated by the population. \ | ||
|  The population simply has no effect on the pollution generated in\ | ||
| ... | ... | |
| sabotage	= 100 | ||
| sound		= "b_mfg_plant" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| ; /* xgettext:no-c-format */ | ||
| helptext	= _("\ | ||
| Together with a Factory, a Manufacturing Plant increases the shield\ | ||
| ... | ... | |
| sabotage	= 100 | ||
| sound		= "b_nuclear_plant" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| ; /* xgettext:no-c-format */ | ||
| helptext	= _("\ | ||
| Reduces the amount of pollution generated by production in a city\ | ||
| ... | ... | |
| sabotage	= 0 | ||
| sound		= "b_palace" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| helptext	= _("\ | ||
| Makes a city the capital and the center of your government.\ | ||
|  Corruption in other cities is related to how far away from the\ | ||
| ... | ... | |
| sabotage	= 100 | ||
| sound		= "b_power_plant" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| ; /* xgettext:no-c-format */ | ||
| helptext	= _("\ | ||
| Increases the shield production of a Factory or Mfg. Plant in a\ | ||
| ... | ... | |
| sabotage	= 100 | ||
| sound		= "b_recycling_center" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| ; /* xgettext:no-c-format */ | ||
| helptext	= _("\ | ||
| Building a Recycling Center reduces the amount of pollution\ | ||
| ... | ... | |
| sabotage	= 100 | ||
| sound		= "b_sdi_defense" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| 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\ | ||
| ... | ... | |
| sabotage	= 100 | ||
| sound		= "b_space_component" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| helptext	= _("\ | ||
| Space Components can be differentiated into Propulsion and Fuel\ | ||
|  Components.  Each pair of them reduces your spaceship's travel\ | ||
| ... | ... | |
| sabotage	= 100 | ||
| sound		= "b_space_module" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| helptext	= _("\ | ||
| Space Modules are the most expensive parts of spaceships.  There\ | ||
|  are three different types of Space Module:\ | ||
| ... | ... | |
| sabotage	= 100 | ||
| sound		= "b_space_structural" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| helptext	= _("\ | ||
| Space Structurals form the base of your spaceship.  All other\ | ||
|  spaceship parts need to be connected to Structurals in order to\ | ||
| ... | ... | |
| sabotage	= 100 | ||
| sound		= "b_temple" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| helptext	= _("\ | ||
| Makes one unhappy citizen content.  The Mysticism advance doubles\ | ||
|  this effect, as does the Oracle wonder.  With both Mysticism and the Oracle,\ | ||
| ... | ... | |
| sabotage	= 100 | ||
| sound		= "b_university" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| ; /* xgettext:no-c-format */ | ||
| helptext	= _("\ | ||
| Together with a Library, a University increases the science\ | ||
| ... | ... | |
| sabotage	= 0 | ||
| sound		= "w_colossus" | ||
| sound_alt	= "w_generic" | ||
| sound_alt2      = "-" | ||
| helptext	= _("\ | ||
| Each tile around the city where this wonder is built that is already\ | ||
|  generating some trade produces one extra trade resource.\ | ||
| ... | ... | |
| sabotage	= 0 | ||
| sound		= "w_copernicus_observatory" | ||
| sound_alt	= "w_generic" | ||
| sound_alt2      = "-" | ||
| ; /* xgettext:no-c-format */ | ||
| helptext	= _("\ | ||
| Boosts science production by 50% in the city where it is built.\ | ||
| ... | ... | |
| sabotage	= 0 | ||
| sound		= "w_cure_for_cancer" | ||
| sound_alt	= "w_generic" | ||
| sound_alt2      = "-" | ||
| helptext	= _("\ | ||
| This stunning technological achievement makes one unhappy\ | ||
|  citizen content in each of your cities (including citizens unhappy\ | ||
| ... | ... | |
| sabotage	= 0 | ||
| sound		= "w_darwins_voyage" | ||
| sound_alt	= "w_generic" | ||
| sound_alt2      = "-" | ||
| helptext	= _("\ | ||
| Charles Darwin's voyage sparked the discovery of the evolution\ | ||
|  of the species, which inspired greater confidence in science.\ | ||
| ... | ... | |
| sabotage	= 0 | ||
| sound		= "w_great_library" | ||
| sound_alt	= "w_generic" | ||
| sound_alt2      = "-" | ||
| helptext	= _("\ | ||
| The civilization which builds the Great Library gets every advance\ | ||
|  that at least two other teams have achieved.\ | ||
| ... | ... | |
| sabotage	= 0 | ||
| sound		= "w_great_wall" | ||
| sound_alt	= "w_generic" | ||
| sound_alt2      = "-" | ||
| helptext	= _("\ | ||
| Works as a City Wall in all your cities.\ | ||
| ") | ||
| ... | ... | |
| sabotage	= 0 | ||
| sound		= "w_hanging_gardens" | ||
| sound_alt	= "w_generic" | ||
| sound_alt2      = "-" | ||
| 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\ | ||
| ... | ... | |
| sabotage	= 0 | ||
| sound		= "w_hoover_dam" | ||
| sound_alt	= "w_generic" | ||
| sound_alt2      = "-" | ||
| helptext	= _("\ | ||
| Works as if you had a Hydro Plant in every city\ | ||
|  on the same continent where the wonder is built. \ | ||
| ... | ... | |
| sabotage	= 0 | ||
| sound		= "w_isaac_newtons_college" | ||
| sound_alt	= "w_generic" | ||
| sound_alt2      = "-" | ||
| ; /* xgettext:no-c-format */ | ||
| helptext	= _("\ | ||
| Boosts science production by 100% in the city where it is built.\ | ||
| ... | ... | |
| sabotage	= 0 | ||
| sound		= "w_js_bachs_cathedral" | ||
| sound_alt	= "w_generic" | ||
| sound_alt2      = "-" | ||
| helptext	= _("\ | ||
| Makes two unhappy citizens content in every city of yours\ | ||
|  on the same continent where the wonder is built (including citizens\ | ||
| ... | ... | |
| sabotage	= 0 | ||
| sound		= "w_lighthouse" | ||
| sound_alt	= "w_generic" | ||
| sound_alt2      = "-" | ||
| helptext	= _("\ | ||
| Gives all your sea units 1 additional movement point.\ | ||
| ") | ||
| ... | ... | |
| sabotage	= 0 | ||
| sound		= "w_magellans_expedition" | ||
| sound_alt	= "w_generic" | ||
| sound_alt2      = "-" | ||
| helptext	= _("\ | ||
| Gives all sea units 1 additional movement point.\ | ||
| ") | ||
| ... | ... | |
| sabotage	= 0 | ||
| sound		= "w_manhattan_project" | ||
| sound_alt	= "w_generic" | ||
| sound_alt2      = "-" | ||
| ;helptext is set in client/helpdata.c:helptext_wonder() | ||
| ;helptext	= | ||
| ... | ... | |
| sabotage	= 0 | ||
| sound		= "w_michelangelos_chapel" | ||
| sound_alt	= "w_generic" | ||
| sound_alt2      = "-" | ||
| helptext	= _("\ | ||
| Double effects of Cathedrals, in all cities.\ | ||
| ") | ||
| ... | ... | |
| sabotage	= 0 | ||
| sound		= "w_oracle" | ||
| sound_alt	= "w_generic" | ||
| sound_alt2      = "-" | ||
| helptext	= _("\ | ||
| Doubles the effect of a Temple in every city.\ | ||
|  Does not affect citizens made unhappy by military activity.\ | ||
| ... | ... | |
| sabotage	= 0 | ||
| sound		= "w_pyramids" | ||
| sound_alt	= "w_generic" | ||
| sound_alt2      = "-" | ||
| helptext	= _("\ | ||
| Allows you to choose any government, including those that have not yet\ | ||
|  been researched by your civilization, and without the transition\ | ||
| ... | ... | |
| sabotage	= 0 | ||
| sound		= "w_seti_program" | ||
| sound_alt	= "w_generic" | ||
| sound_alt2      = "-" | ||
| ; /* xgettext:no-c-format */ | ||
| helptext	= _("\ | ||
| Boosts science production in each city by 50%.\ | ||
| ... | ... | |
| sabotage	= 0 | ||
| sound		= "w_shakespeares_theatre" | ||
| sound_alt	= "w_generic" | ||
| sound_alt2      = "-" | ||
| helptext	= _("\ | ||
| Makes all angry and unhappy citizens content in the city where it\ | ||
|  is located, including citizens unhappy about military activity.\ | ||
| ... | ... | |
| sabotage	= 0 | ||
| sound		= "w_united_nations" | ||
| sound_alt	= "w_generic" | ||
| sound_alt2      = "-" | ||
| helptext	= _("\ | ||
| Allows you to choose any government, including those that have not yet\ | ||
|  been researched by your civilization, and without the transition\ | ||
| ... | ... | |
| sabotage	= 0 | ||
| sound		= "w_womens_suffrage" | ||
| sound_alt	= "w_generic" | ||
| sound_alt2      = "-" | ||
| 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\ | ||
| data/civ2/buildings.ruleset | ||
|---|---|---|
| sabotage	= 100 | ||
| sound		= "b_airport" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| helptext	= _("\ | ||
| Allows a city to produce veteran air units (including helicopters and\ | ||
|  missiles).\ | ||
| ... | ... | |
| sabotage	= 100 | ||
| sound		= "b_aqueduct" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| 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.\ | ||
| ... | ... | |
| sabotage	= 100 | ||
| sound		= "b_bank" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| ; /* xgettext:no-c-format */ | ||
| helptext	= _("\ | ||
| Together with the Marketplace improvement, a Bank increases the\ | ||
| ... | ... | |
| sabotage	= 100 | ||
| sound		= "b_barracks_i" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| flags           = "Barracks" | ||
| ; /* xgettext:no-c-format */ | ||
| helptext	= _("\ | ||
| ... | ... | |
| sabotage	= 100 | ||
| sound		= "b_barracks_ii" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| flags           = "Barracks" | ||
| ; /* xgettext:no-c-format */ | ||
| helptext	= _("\ | ||
| ... | ... | |
| sabotage	= 100 | ||
| sound		= "b_barracks_iii" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| flags           = "Barracks" | ||
| ; /* xgettext:no-c-format */ | ||
| helptext	= _("\ | ||
| ... | ... | |
| sabotage	= 100 | ||
| sound		= "b_cathedral" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| 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\ | ||
| ... | ... | |
| sabotage	= 50 | ||
| sound		= "b_city_walls" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| helptext	= _("\ | ||
| City Walls make it easier to defend a city.  They triple the defense\ | ||
|  strength of units within the city against land and helicopter\ | ||
| ... | ... | |
| sabotage	= 100 | ||
| sound		= "b_coastal_defense" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| helptext	= _("\ | ||
| Increases the defense strength of units within a city by a factor\ | ||
|  of 2 when defending against bombardments from enemy ships.\ | ||
| ... | ... | |
| sabotage	= 100 | ||
| sound		= "b_colosseum" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| helptext	= _("\ | ||
| Entertains the citizens of a city, making 3 unhappy citizens content. \ | ||
|  (Four after the discovery of Electronics.)  However, it does not\ | ||
| ... | ... | |
| sabotage	= 100 | ||
| sound		= "b_courthouse" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| ; /* xgettext:no-c-format */ | ||
| helptext	= _("\ | ||
| Reduces the corruption and waste in a city by 50%, and makes the\ | ||
| ... | ... | |
| sabotage	= 100 | ||
| sound		= "b_factory" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| ; /* xgettext:no-c-format */ | ||
| helptext	= _("\ | ||
| Increases the shield production in a city by 50%.  This increase may\ | ||
| ... | ... | |
| sabotage	= 100 | ||
| sound		= "b_granary" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| 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\ | ||
| ... | ... | |
| sabotage	= 100 | ||
| sound		= "b_harbour" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| helptext	= _("\ | ||
| Gives one extra food resource on all Oceanic tiles. The city needs\ | ||
|  to be coastal to build this improvement.\ | ||
| ... | ... | |
| sabotage	= 100 | ||
| sound		= "b_hydro_plant" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| ; /* xgettext:no-c-format */ | ||
| helptext	= _("\ | ||
| Reduces the amount of pollution generated by production in a city\ | ||
| ... | ... | |
| sabotage	= 100 | ||
| sound		= "b_library" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| ; /* xgettext:no-c-format */ | ||
| helptext	= _("\ | ||
| Increases the science output in a city by 50%.\ | ||
| ... | ... | |
| sabotage	= 100 | ||
| sound		= "b_marketplace" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| ; /* xgettext:no-c-format */ | ||
| helptext	= _("\ | ||
| Increases the luxury and tax output in a city by 50%.\ | ||
| ... | ... | |
| sabotage	= 100 | ||
| sound		= "b_mass_transit" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| helptext	= _("\ | ||
| Neutralizes the pollution generated by the population. \ | ||
|  The population simply has no effect on the pollution generated in\ | ||
| ... | ... | |
| sabotage	= 100 | ||
| sound		= "b_mfg_plant" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| ; /* xgettext:no-c-format */ | ||
| helptext	= _("\ | ||
| Together with a Factory, a Manufacturing Plant increases the shield\ | ||
| ... | ... | |
| sabotage	= 100 | ||
| sound		= "b_nuclear_plant" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| ; /* xgettext:no-c-format */ | ||
| helptext	= _("\ | ||
| Reduces the amount of pollution generated by production in a city\ | ||
| ... | ... | |
| sabotage	= 100 | ||
| sound		= "b_offshore_platform" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| helptext	= _("\ | ||
| Adds 1 extra shield resource on all Oceanic tiles worked by a city.  The\ | ||
|  city needs to be coastal to build this improvement.\ | ||
| ... | ... | |
| sabotage	= 0 | ||
| sound		= "b_palace" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| helptext	= _("\ | ||
| Makes a city the capital and the center of your government.\ | ||
|  Corruption and waste in other cities is related to how far away\ | ||
| ... | ... | |
| sabotage	= 100 | ||
| sound		= "b_police_station" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| helptext	= _("\ | ||
| Reduces the unhappiness caused by aggressively deployed military\ | ||
|  units owned by the city by 2 under Democracy and 1 under Republic\ | ||
| ... | ... | |
| sabotage	= 100 | ||
| sound		= "b_port_facility" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| 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\ | ||
| ... | ... | |
| sabotage	= 100 | ||
| sound		= "b_power_plant" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| ; /* xgettext:no-c-format */ | ||
| helptext	= _("\ | ||
| Increases the shield production of a Factory or Mfg. Plant in a\ | ||
| ... | ... | |
| sabotage	= 100 | ||
| sound		= "b_recycling_center" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| ; /* xgettext:no-c-format */ | ||
| helptext	= _("\ | ||
| Building a Recycling Center reduces the amount of pollution\ | ||
| ... | ... | |
| sabotage	= 100 | ||
| sound		= "b_research_lab" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| ; /* xgettext:no-c-format */ | ||
| helptext	= _("\ | ||
| Together with a Library, a Research Lab increases the science\ | ||
| ... | ... | |
| sabotage	= 100 | ||
| sound		= "b_sam_battery" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| helptext	= _("\ | ||
| Doubles the defense of all units inside the city when attacked by\ | ||
|  aircraft (not including helicopters or missiles).\ | ||
| ... | ... | |
| sabotage	= 100 | ||
| sound		= "b_sdi_defense" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| 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\ | ||
| ... | ... | |
| sabotage	= 100 | ||
| sound		= "b_sewer_system" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| helptext	= _("\ | ||
| Allows a city to grow larger than size 12.  An Aqueduct is first\ | ||
|  required for a city to grow larger than size 8.\ | ||
| ... | ... | |
| sabotage	= 100 | ||
| sound		= "b_solar_plant" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| ; /* xgettext:no-c-format */ | ||
| helptext	= _("\ | ||
| Eliminates all pollution generated by production in a city. It also\ | ||
| ... | ... | |
| sabotage	= 100 | ||
| sound		= "b_space_component" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| helptext	= _("\ | ||
| Space Components can be differentiated into Propulsion and Fuel\ | ||
|  Components.  Each pair of them reduces your spaceship's travel\ | ||
| ... | ... | |
| sabotage	= 100 | ||
| sound		= "b_space_module" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| helptext	= _("\ | ||
| Space Modules are the most expensive parts of spaceships.  There\ | ||
|  are three different types of Space Module:\ | ||
| ... | ... | |
| sabotage	= 100 | ||
| sound		= "b_space_structural" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| helptext	= _("\ | ||
| Space Structurals form the base of your spaceship.  All other\ | ||
|  spaceship parts need to be connected to Structurals in order to\ | ||
| ... | ... | |
| sabotage	= 100 | ||
| sound		= "b_stock_exchange" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| ; /* xgettext:no-c-format */ | ||
| helptext	= _("\ | ||
| Together with a Bank, a Stock Exchange boosts tax and luxury\ | ||
| ... | ... | |
| sabotage	= 100 | ||
| sound		= "b_super_highways" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| ; /* xgettext:no-c-format */ | ||
| helptext	= _("\ | ||
| Increases trade resources by 50% on all tiles with roads or\ | ||
| ... | ... | |
| sabotage	= 100 | ||
| sound		= "b_supermarket" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| ; /* xgettext:no-c-format */ | ||
| helptext	= _("\ | ||
| Increases the food resources by 50% on each farmland tile which\ | ||
| ... | ... | |
| sabotage	= 100 | ||
| sound		= "b_temple" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| helptext	= _("\ | ||
| Makes one unhappy citizen content.  The Mysticism advance doubles\ | ||
|  this effect, as does Oracle wonder.  With both Mysticism and the Oracle,\ | ||
| ... | ... | |
| sabotage	= 100 | ||
| sound		= "b_university" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| ; /* xgettext:no-c-format */ | ||
| helptext	= _("\ | ||
| Together with a Library, a University increases the science\ | ||
| ... | ... | |
| sabotage	= 0 | ||
| sound		= "w_apollo_program" | ||
| sound_alt	= "w_generic" | ||
| sound_alt2      = "-" | ||
| 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\ | ||
| ... | ... | |
| sabotage	= 0 | ||
| sound		= "w_asmiths_trading_co" | ||
| sound_alt	= "w_generic" | ||
| sound_alt2      = "-" | ||
| helptext	= _("\ | ||
| City improvements which would normally have an upkeep of 1 are free\ | ||
|  of upkeep, for all cities.\ | ||
| ... | ... | |
| sabotage	= 0 | ||
| sound		= "w_colossus" | ||
| sound_alt	= "w_generic" | ||
| sound_alt2      = "-" | ||
| helptext	= _("\ | ||
| Each tile around the city where this wonder is built that is already\ | ||
|  generating some trade produces one extra trade resource.\ | ||
| ... | ... | |
| sabotage	= 0 | ||
| sound		= "w_copernicus_observatory" | ||
| sound_alt	= "w_generic" | ||
| sound_alt2      = "-" | ||
| ; /* xgettext:no-c-format */ | ||
| helptext	= _("\ | ||
| Boosts science production by 50% in the city where it is built.\ | ||
| ... | ... | |
| sabotage	= 0 | ||
| sound		= "w_cure_for_cancer" | ||
| sound_alt	= "w_generic" | ||
| sound_alt2      = "-" | ||
| helptext	= _("\ | ||
| This stunning technological achievement makes one unhappy\ | ||
|  citizen content in each of your cities (including citizens unhappy\ | ||
| ... | ... | |
| sabotage	= 0 | ||
| sound		= "w_darwins_voyage" | ||
| sound_alt	= "w_generic" | ||
| sound_alt2      = "-" | ||
| helptext	= _("\ | ||
| Charles Darwin's voyage sparked the discovery of the evolution\ | ||
|  of the species, which inspired greater confidence in science.\ | ||
| ... | ... | |
| sabotage	= 0 | ||
| sound		= "w_eiffel_tower" | ||
| sound_alt	= "w_generic" | ||
| sound_alt2      = "-" | ||
| ; /* xgettext:no-c-format */ | ||
| helptext	= _("\ | ||
| Your reputation and goodwill among other nations is recovered four times\ | ||
| ... | ... | |
| sabotage	= 0 | ||
| sound		= "w_great_library" | ||
| sound_alt	= "w_generic" | ||
| sound_alt2      = "-" | ||
| helptext	= _("\ | ||
| The civilization which builds the Great Library gets every advance\ | ||
|  that at least two other teams have achieved.\ | ||
| ... | ... | |
| sabotage	= 0 | ||
| sound		= "w_great_wall" | ||
| sound_alt	= "w_generic" | ||
| sound_alt2      = "-" | ||
| helptext	= _("\ | ||
| Works as a City Wall in all your cities.\ | ||
| ") | ||
| ... | ... | |
| sabotage	= 0 | ||
| sound		= "w_hanging_gardens" | ||
| sound_alt	= "w_generic" | ||
| sound_alt2      = "-" | ||
| helptext	= _("\ | ||
| Makes one content citizen happy in every city. Makes two extra\ | ||
|  content citizens happy in the city containing the Hanging Gardens\ | ||
| ... | ... | |
| sabotage	= 0 | ||
| sound		= "w_hoover_dam" | ||
| sound_alt	= "w_generic" | ||
| sound_alt2      = "-" | ||
| helptext	= _("\ | ||
| Works as if you had a Hydro Plant in every city.  (This reduces\ | ||
|  pollution and increases the effects of Factories and Mfg. Plants.)\ | ||
| ... | ... | |
| sabotage	= 0 | ||
| sound		= "w_isaac_newtons_college" | ||
| sound_alt	= "w_generic" | ||
| sound_alt2      = "-" | ||
| ; /* xgettext:no-c-format */ | ||
| helptext	= _("\ | ||
| Boosts science production by 100% in the city where it is built.\ | ||
| ... | ... | |
| sabotage	= 0 | ||
| sound		= "w_js_bachs_cathedral" | ||
| sound_alt	= "w_generic" | ||
| sound_alt2      = "-" | ||
| helptext	= _("\ | ||
| Makes two unhappy citizens content in every city (including citizens\ | ||
|  unhappy about military activity).\ | ||
| ... | ... | |
| sabotage	= 0 | ||
| sound		= "w_king_richards_crusade" | ||
| sound_alt	= "w_generic" | ||
| sound_alt2      = "-" | ||
| helptext	= _("\ | ||
| Adds one extra shield resource on every tile around the city\ | ||
|  where it is built.\ | ||
| ... | ... | |
| sabotage	= 0 | ||
| sound		= "w_leonardos_workshop" | ||
| sound_alt	= "w_generic" | ||
| sound_alt2      = "-" | ||
| helptext	= _("\ | ||
| Upgrades one obsolete unit per game turn.\ | ||
| ") | ||
| ... | ... | |
| sabotage	= 0 | ||
| sound		= "w_lighthouse" | ||
| sound_alt	= "w_generic" | ||
| sound_alt2      = "-" | ||
| helptext	= _("\ | ||
| Gives all your sea units 1 additional movement point. Makes all your\ | ||
|  new military sea units veterans (for all cities).\ | ||
| ... | ... | |
| sabotage	= 0 | ||
| sound		= "w_magellans_expedition" | ||
| sound_alt	= "w_generic" | ||
| sound_alt2      = "-" | ||
| helptext	= _("\ | ||
| Gives all sea units 2 additional movement points.\ | ||
| ") | ||
| ... | ... | |
| sabotage	= 0 | ||
| sound		= "w_manhattan_project" | ||
| sound_alt	= "w_generic" | ||
| sound_alt2      = "-" | ||
| ;helptext is set in client/helpdata.c:helptext_wonder() | ||
| ;helptext	= | ||
| ... | ... | |
| sabotage	= 0 | ||
| sound		= "w_marco_polos_embassy" | ||
| sound_alt	= "w_generic" | ||
| sound_alt2      = "-" | ||
| helptext	= _("\ | ||
| The player who owns it gets an embassy with all players.\ | ||
| ") | ||
| ... | ... | |
| sabotage	= 0 | ||
| sound		= "w_michelangelos_chapel" | ||
| sound_alt	= "w_generic" | ||
| sound_alt2      = "-" | ||
| 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\ | ||
| ... | ... | |
| sabotage	= 0 | ||
| sound		= "w_oracle" | ||
| sound_alt	= "w_generic" | ||
| sound_alt2      = "-" | ||
| helptext	= _("\ | ||
| Doubles the effect of a Temple in every city.\ | ||
|  Does not affect citizens made unhappy by military activity.\ | ||
| ... | ... | |
| sabotage	= 0 | ||
| sound		= "w_pyramids" | ||
| sound_alt	= "w_generic" | ||
| sound_alt2      = "-" | ||
| helptext	= _("\ | ||
| Counts as having a Granary in every city.\ | ||
| ") | ||
| ... | ... | |
| sabotage	= 0 | ||
| sound		= "w_seti_program" | ||
| sound_alt	= "w_generic" | ||
| sound_alt2      = "-" | ||
| ; /* xgettext:no-c-format */ | ||
| helptext	= _("\ | ||
| Boosts science production in each city with a Library by 50%. \ | ||
| ... | ... | |
| sabotage	= 0 | ||
| sound		= "w_shakespeares_theatre" | ||
| sound_alt	= "w_generic" | ||
| sound_alt2      = "-" | ||
| helptext	= _("\ | ||
| Makes all angry and unhappy citizens content in the city where it\ | ||
|  is located, including citizens unhappy about military activity.\ | ||
| ... | ... | |
| sabotage	= 0 | ||
| sound		= "w_statue_of_liberty" | ||
| sound_alt	= "w_generic" | ||
| sound_alt2      = "-" | ||
| helptext	= _("\ | ||
| Allows you to choose any government, including those that have not yet\ | ||
|  been researched by your civilization, and without the transition\ | ||
| ... | ... | |
| sabotage	= 0 | ||
| sound		= "w_sun_tzus_war_academy" | ||
| sound_alt	= "w_generic" | ||
| sound_alt2      = "-" | ||
| ; /* xgettext:no-c-format */ | ||
| helptext	= _("\ | ||
| All your new military land units become veterans (for all cities). \ | ||
| ... | ... | |
| sabotage	= 0 | ||
| sound		= "w_united_nations" | ||
| sound_alt	= "w_generic" | ||
| sound_alt2      = "-" | ||
| helptext	= _("\ | ||
| All your units regain two extra hitpoints per turn.\ | ||
| ") | ||
| ... | ... | |
| sabotage	= 0 | ||
| sound		= "w_womens_suffrage" | ||
| sound_alt	= "w_generic" | ||
| sound_alt2      = "-" | ||
| helptext	= _("\ | ||
| Counts as a Police Station in every city. (That is, for each city, it\ | ||
|  reduces the unhappiness caused by aggressively deployed military\ | ||
| data/civ2civ3/buildings.ruleset | ||
|---|---|---|
| sabotage	= 100 | ||
| sound		= "b_airport" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| helptext	= _("\ | ||
| Allows a city to produce veteran air units (including helicopters and\ | ||
|  missiles).\ | ||
| ... | ... | |
| sabotage	= 100 | ||
| sound		= "b_aqueduct" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| helptext	= _("\ | ||
| Allows a city to grow larger than size 8. (A Sewer System is required \ | ||
| for a city to grow larger than size 16.)\ | ||
| ... | ... | |
| sabotage	= 100 | ||
| sound		= "b_aqueduct" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| helptext	= _("\ | ||
| Allows a city to grow larger than size 8. (A Sewer System is required \ | ||
| for a city to grow larger than size 16.)\ | ||
| ... | ... | |
| sabotage	= 100 | ||
| sound		= "b_aqueduct" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| helptext	= _("\ | ||
| Allows a city to grow larger than size 8. (A Sewer System is required \ | ||
| for a city to grow larger than size 16.)\ | ||
| ... | ... | |
| sabotage	= 100 | ||
| sound		= "b_bank" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| ; /* xgettext:no-c-format */ | ||
| helptext	= _("\ | ||
| Increases the luxury and tax output in a city by an additional 50%. \ | ||
| ... | ... | |
| sabotage	= 100 | ||
| sound		= "b_barracks_i" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| flags           = "Barracks" | ||
| ; /* xgettext:no-c-format */ | ||
| helptext	= _("\ | ||
| ... | ... | |
| sabotage	= 100 | ||
| sound		= "b_barracks_ii" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| flags           = "Barracks" | ||
| ; /* xgettext:no-c-format */ | ||
| helptext	= _("\ | ||
| ... | ... | |
| sabotage	= 100 | ||
| sound		= "b_barracks_iii" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| flags           = "Barracks" | ||
| ; /* xgettext:no-c-format */ | ||
| helptext	= _("\ | ||
| ... | ... | |
| sabotage	= 100 | ||
| sound		= "b_cathedral" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| 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 \ | ||
| ... | ... | |
| sabotage	= 50 | ||
| sound		= "b_city_walls" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| ; /* xgettext:no-c-format */ | ||
| helptext	= _("\ | ||
| City Walls make it easier to defend a city. They add a +100% bonus to the \ | ||
| ... | ... | |
| sabotage	= 100 | ||
| sound		= "b_coastal_defense" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| ; /* xgettext:no-c-format */ | ||
| helptext	= _("\ | ||
| Gives a +100% bonus to the intrinsic defense strength of units within \ | ||
| ... | ... | |
| sabotage	= 100 | ||
| sound		= "b_colosseum" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| helptext	= _("\ | ||
| Entertains the citizens of a city, making 3 unhappy citizens content. \ | ||
|  (Four after the discovery of Electricity.)  However, it does not\ | ||
| ... | ... | |
| sabotage	= 100 | ||
| sound		= "b_courthouse" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| helptext	= _("\ | ||
| Halves all kinds of waste in a city (corruption, production waste, and \ | ||
| food waste). In your capital, corruption and production waste is \ | ||
| ... | ... | |
| sabotage	= 100 | ||
| sound		= "b_factory" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| ; /* xgettext:no-c-format */ | ||
| helptext	= _("\ | ||
| Increases the shield production in a city by 25%, or 50% with an \ | ||
| ... | ... | |
| sabotage	= 100 | ||
| sound		= "b_granary" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| helptext	= _("\ | ||
| When any small city grows or shrinks, 10 food points are saved; this \ | ||
| helps cities to grow faster and more easily withstand famine. With a \ | ||
| ... | ... | |
| sabotage	= 100 | ||
| sound		= "b_harbour" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| helptext	= _("\ | ||
| Gives one extra food resource on all Ocean or Deep Ocean tiles (but \ | ||
| not Lakes). The city needs to be coastal (next to one of these tiles) \ | ||
| ... | ... | |
| sabotage	= 100 | ||
| sound		= "b_hydro_plant" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||
| ; /* xgettext:no-c-format */ | ||
| helptext	= _("\ | ||
| Any kind of electrical plant increases the shield production \ | ||
| ... | ... | |
| sabotage	= 100 | ||
| sound		= "b_library" | ||
| sound_alt	= "b_generic" | ||
| sound_alt2      = "-" | ||