
; Modifying this file:
; You should not modify this file except to make bugfixes or
; for other "maintenance". If you want to make custom changes,
; you should create a new datadir subdirectory and copy this file
; into that directory, and then modify that copy. Then use the
; command "rulesetdir <mysubdir>" in the server to have freeciv
; use your new customized file.

; Note that the freeciv AI may not cope well with anything more
; than minor changes.

[datafile]
description = "Granularity buildings data for Freeciv"
options = "+Freeciv-ruleset-3.3-Devel-2023.Feb.24"
format_version = 40

[control]

; Names for custom building flags. There can be up to 8 of these.
; name          = rule name; In some circumstances user may see this
;                 as part of some sentences, so try to make it descriptive
;                 and sensible.
; helptxt       = displayed in the help for building types with this flag
;                 (optional)
;building_flags =
;  { "name", "helptxt"
;  }

; /* <-- avoid gettext warnings
;
; Below: The individual buildings, one per section.
; (Buildings = City Improvements and Wonders)
;
; The actual tag used (the * in [building_*]) does not matter, except
; it must be unique within this file, and it may be used in debug
; output when reading this file.
;
; Notes:
;
; name          = translatable name as seen by user
; rule_name     = (optional) internal name for savegames, rulesets etc; if
;                 not present, "name" is used for this purpose too. Since
;                 the name used in savegames must not change, if you want
;                 to rename an item after a ruleset has been released, you
;                 should set "rule_name" to the original value of "name".
; genus	        = genus; one of:
;                 "GreatWonder", "SmallWonder", "Improvement", "Special",
;                 or "Convert".
; reqs		= requirements to build the building (see effects.ruleset
;		  and README.effects for help on requirements)
; graphic       = icon of improvement (used in city dialog)
; graphic_alt   = alternate icon of improvement
; graphic_alt2  = second alternative icon.
; obsolete_by	= requirements for the building to become obsolete
; build_cost	= production shields required to build
; upkeep	= monetary upkeep value
; sabotage	= percent chance of diplomat sabotage being successful
; sound         = tag of the sound to play when building finished
; sound_alt     = alternate sound tag
; sound_alt2    = second alternative sound tag
; flags         = special flag strings
;
; ** Building flags **
; "VisibleByOthers"  = Anyone who can see your city knows whether it has
;                      this improvement. (Great and small wonders are
;                      always visible.)
; "SaveSmallWonder"  = If you lose the city with this building in, and the
;                      "savepalace" server setting is enabled, another will
;                      be built for free in a random city.
;                      Should only be used with genus "SmallWonder".
; "Gold"             = Not a real building; production turned into gold
;                      indefinitely (capitalization/coinage).
;                      Genus should be "Convert".
; "Infra"            = Not a real building; production turned into infrapoints
;                      indefinitely. Genus should be "Convert".
; "DisasterProof"    = Disasters never destroy this building. Is meaningful
;                      only for genus "Improvement" buildings as others are
;                      automatically disaster proof.
; "Indestructible"   = Surgical strike can never destroy this building.
;
; */ <-- avoid gettext warnings

[building_barracks]
name		= _("Barracks")
genus		= "Improvement"
reqs	=
    { "type", "name", "range"
      "Tech", "Combat Practice", "Player"
    }
graphic         = "b.barracks"
graphic_alt     = "b.barracks_i"
graphic_alt2    = "-"
obsolete_by	=
    { "type", "name", "range"
    }
build_cost	= 1100
upkeep		= 5
sabotage	= 50
sound		= "b_barracks"
sound_alt	= "b_barracks_i"
sound_alt2      = "b_generic"
helptext	= _("\
With a Barracks, each new land unit built in a city will \
automatically have Veteran status. \
Units in a city with Barracks heal additional 20% of their \
maximum hitpoints each turn.\
")

[building_city_walls]
name		= _("City Walls")
genus		= "Improvement"
flags		= "VisibleByOthers"
reqs	=
    { "type", "name", "range"
      "Tech", "Masonry", "Player"
    }
graphic         = "b.city_walls"
graphic_alt     = "-"
graphic_alt2    = "-"
obsolete_by	=
    { "type", "name", "range"
    }
build_cost	= 1200
upkeep		= 0
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 units.\
")

[building_courthouse]
name		= _("Courthouse")
genus		= "Improvement"
reqs	=
    { "type", "name", "range"
      "Tech", "Code of Laws", "Player"
    }
graphic         = "b.courthouse"
graphic_alt     = "-"
graphic_alt2    = "-"
obsolete_by	=
    { "type", "name", "range"
    }
build_cost	= 1700
upkeep		= 50
sabotage	= 50
sound		= "b_courthouse"
sound_alt	= "b_generic"
sound_alt2      = "-"
helptext	= _("\
Reduces corruption by 30% - \
from the computational total, that might be over 100% of all trade.\
")

[building_granary]
name		= _("Granary")
genus		= "Improvement"
reqs	=
    { "type", "name", "range"
      "Tech", "Food Preservation", "Player"
    }
graphic         = "b.granary"
graphic_alt     = "-"
graphic_alt2    = "-"
obsolete_by	=
    { "type", "name", "range"
    }
build_cost	= 1200
upkeep		= 50
sabotage	= 50
sound		= "b_granary"
sound_alt	= "b_generic"
sound_alt2      = "-"
helptext	= _("\
Granary reduces famine speed by making city food storage half full \
after city shrinks, and speeds up city growth by making the food storage \
10% full after city grows.\
")

[building_housing]
name		= _("Housing")
genus		= "Improvement"
reqs	=
    { "type", "name", "range"
    }
graphic         = "b.housing"
graphic_alt     = "-"
graphic_alt2    = "-"
obsolete_by	=
    { "type", "name", "range"
    }
build_cost	= 800
upkeep		= 0
sabotage	= 50
sound		= "b_housing"
sound_alt	= "b_generic"
sound_alt2      = "-"
helptext	= _("\
Space for people to live allows settlements to grow one size bigger.\
")

[building_library]
name		= _("Library")
genus		= "Improvement"
reqs	=
    { "type", "name", "range"
      "Tech", "Writing", "Player"
    }
graphic         = "b.library"
graphic_alt     = "-"
graphic_alt2    = "-"
obsolete_by	=
    { "type", "name", "range"
    }
build_cost	= 2000
upkeep		= 100
sabotage	= 50
sound		= "b_library"
sound_alt	= "b_generic"
sound_alt2      = "-"
helptext	= _("\
Increases science output by 50%, 75% if Science known. \
Produces two points of history each turn, three points \
if Literature known.\
")

[building_marketplace]
name		= _("Marketplace")
genus		= "Improvement"
reqs	=
    { "type", "name", "range"
      "Tech", "Currency", "Player"
    }
graphic         = "b.marketplace"
graphic_alt     = "-"
graphic_alt2    = "-"
obsolete_by	=
    { "type", "name", "range"
    }
build_cost	= 2000
upkeep		= 100
sabotage	= 50
sound		= "b_marketplace"
sound_alt	= "b_generic"
sound_alt2      = "-"
helptext	= _("\
Increases gold output by 50%. \
Increases luxury output by 30%.\
")

[building_sacred_grove]
name		= _("Sacred Grove")
genus		= "Improvement"
reqs	=
    { "type", "name", "range"
      "Tech", "Spirits", "Player"
    }
graphic         = "b.sacred_grove"
graphic_alt     = "b.temple"
graphic_alt2    = "-"
obsolete_by	=
    { "type", "name", "range"
    }
build_cost	= 1100
upkeep		= 80
sabotage	= 100
sound		= "b_sacred_grove"
sound_alt	= "b_generic"
sound_alt2      = "-"
helptext	= _("\
Makes one unhappy citizen content. \
Does not affect citizens made unhappy by military activity.\
"), _("\
Produces one point of history each turn.\
")

[building_temple]
name		= _("Temple")
genus		= "Improvement"
reqs	=
    { "type", "name",         "range"
      "Tech", "Construction", "Player"
    }
graphic         = "b.temple"
graphic_alt     = "-"
graphic_alt2    = "-"
obsolete_by	=
    { "type", "name", "range"
    }
build_cost	= 2200
upkeep		= 150
sabotage	= 100
sound		= "b_temple"
sound_alt	= "b_generic"
sound_alt2      = "-"
helptext	= _("\
Makes one unhappy citizen content. \
Does not affect citizens made unhappy by military activity.\
"), _("\
Produces two points of history each turn.\
")

[building_rock_pile]
name		= _("Central Rock Pile")
genus		= "SmallWonder"
reqs	=
    { "type",     "name",              "range",  "present"
      "Building", "Central Rock Pile", "Player", FALSE
    }
graphic         = "b.rock_pile"
graphic_alt	= "b.palace"
graphic_alt2    = "-"
obsolete_by     =
    { "type", "name", "range"
    }
build_cost	= 500
upkeep		= 0
sabotage	= 100
sound		= "b_rock_pile"
sound_alt	= "b_generic"
sound_alt2      = "-"
helptext	= _("\
This Rock Pile marks the spot where your people first settled, and found a city. \
Increases city center food production by 100. \
It marks your capital city until you have more fitting building to do so.\
")

[building_throne]
name		= _("Throne")
genus		= "SmallWonder"
reqs	=
    { "type", "name", "range"
; No requirements
    }
graphic         = "b.throne"
graphic_alt	= "b.palace"
graphic_alt2    = "-"
obsolete_by     =
    { "type",     "name",   "range"
    }
build_cost	= 1000
upkeep		= 0
sabotage	= 100
sound		= "b_palace"
sound_alt	= "b_generic"
sound_alt2      = "-"
helptext	= _("\
City with your throne is your capital city.\
")

[building_palace]
name		= _("Palace")
genus		= "SmallWonder"
reqs	=
    { "type",     "name",         "range"
      "Tech",     "Architecture", "Player"
      "Building", "Throne",       "City"
    }
graphic         = "b.palace"
graphic_alt	= "-"
graphic_alt2    = "-"
obsolete_by     =
    { "type",     "name",   "range"
    }
build_cost	= 3000
upkeep		= 0
sabotage	= 100
sound		= "b_palace"
sound_alt	= "b_generic"
sound_alt2      = "-"
helptext	= _("\
Palace reduces corruption in the empire and gives +3 history each turn.\
")

[building_quarry]
name		= _("Quarry")
genus		= "Improvement"
reqs	=
    { "type", "name", "range"
      "Tech", "Geometry", "Player"
    }
graphic         = "b.quarry"
graphic_alt	= "b.barracks_ii"
graphic_alt2    = "-"
obsolete_by     =
    { "type", "name", "range"
    }
build_cost	= 1250
upkeep		= 2
sabotage	= 100
sound		= "b_quarry"
sound_alt	= "b_generic"
sound_alt2      = "-"
helptext	= _("\
Quarry produces 300 infrapoints per turn.\
")

[building_stone_circle]
name		= _("Stone Circle")
genus		= "SmallWonder"
reqs	=
    { "type", "name",      "range"
      "Tech", "Astronomy", "Player"
    }
graphic         = "b.stone_circle"
graphic_alt	= "b.great_wall"
graphic_alt2    = "-"
obsolete_by     =
    { "type", "name", "range"
    }
build_cost	= 3500
upkeep		= 0
sabotage	= 100
sound		= "b_stone_circle"
sound_alt	= "b_generic"
sound_alt2      = "-"
helptext	= _("\
Stone Circle produces two points of history per turn for each city, \
five points for the city its located at.\
")

[building_gather_wood]
name		= _("Gather Wood")
genus		= "Convert"
flags		= "Infra"
reqs	=
    { "type", "name", "range"
    }
graphic         = "b.gather_wood"
graphic_alt     = "-"
graphic_alt2    = "-"
obsolete_by	=
    { "type", "name", "range"
    }
build_cost	= 999
upkeep		= 0
sabotage	= 0
helptext	= _("\
This is not a normal improvement. Instead, setting a city's\
 production to this means its shield production is\
 converted to infra points.\
")
