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 = "-"
|