; This is Alien World techs ruleset.

; 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 = "Alien World technology data for Freeciv"
options = "+Freeciv-ruleset-3.2-Devel-2022.Feb.02"
format_version = 30

[control]
; Names for custom tech 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 advances with this flag (optional)
;flags =
;  { "name", "helptxt"
;  }

; /* <-- avoid gettext warnings
;
; Tech classes:
;
; First one is the default one.
; If there is none, tech classes feature is disabled
;
; 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".
; cost_pct                = how much techs of the class cost compared
;                           to normal. Default is 100%.
;
; */ <-- avoid gettext warnings

;[techclass_default]
;name =

; /* <-- avoid gettext warnings
;
; Below: The individual advances, one per section.
; The number can be variable, up to 250.
;
; The actual tag used (the * in [advance_*]) 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".
; class         = tech class this tech belongs to, if they have been defined.
;                 Default is first one defined above.
; req1, req2    = advances required before researching this one
; root_req      = tech required before acquiring this tech, by any means.
;                 All techs with any direct or indirect dependency on this
;                 one will *also* have this root_req, as well as their own
;                 and any others they inherit.
;                 Giving "None" explicitly here prevents a tech from
;                 inheriting root_reqs in this way, and stops root_req
;                 inheritance through that tech.
;                 Specifying a tech's root_req as itself means that the tech
;                 can only be acquired by special means (nation's init_techs,
;                 scripting, etc).
; research_reqs = requirements before researching this one. Can have non
;                 tech requirements because it is a requirement vector.
;                 See doc/README.effects to learn more about requirement
;                 vectors.
;                 Requiring a tech here instead of in req1, req2 or
;                 root_req is not supported yet.
;                 Requirements that may become fulfilled during the game
;                 when they weren't at the start of the game is not
;                 supported yet.
; flags         = special flag strings
; graphic       = icon for technology
; graphic_alt   = alternate icon
; helptext      = optional help text string (set units ruleset for examples)
; bonus_message = text seen when a player is the first to discover
;                 an bonus tech. Must contain '%s' to mark place of the tech
;                 gained.
; cost          = if tech_cost_style is set to "Classic+" or "Experimental+",
;                 this field is read for information on how much a tech
;                 costs.
;
; Special values for req1 and req2 are "None" (first section below)
; and "Never" (never available).  If only one tech is required,
; it should be listed as req1.
;
; As well as custom flags defined above, the following flag strings are
; possible:
;
; "Bonus_Tech"          = player gets extra tech if reached first
; "Bridge"              = "Settler" unit types can build extras that
;                         require bridge when occurring with some other
;                         extra. See "bridged_over" extra property in
;                         terrain.ruleset.
; "Build_Airborne"      = from now on can build air units (for use by AI)
; "Claim_Ocean"         = Player claims ocean tiles even if they are not
;                         adjacent to border source
; "Claim_Ocean_Limited" = Oceanic border sources claim ocean tiles even if
;                         they are not adjacent to border source
;
; */ <-- avoid gettext warnings

[advance_alien_rights]
name        = _("Alien Rights")
req1        = "Smart Aliens"
req2        = "Burrowing"
flags       = ""
graphic     = "a.alien_rights"
graphic_alt = "-"
helptext    = _("They're smart. Should they have rights too?\n\n\
Alien Forest tiles produce +1 production.\
")

[advance_alien_taming]
name        = _("Alien Taming")
req1        = "None"
req2        = "None"
flags       = ""
graphic     = "a.alien_taming"
graphic_alt = "-"
helptext    = _("Some of the Alien lifeforms now work for us.")

[advance_alien_training]
name        = _("Alien Training")
req1        = "War Monsters"
req2        = "Virtual Reality Training"
flags       = ""
graphic     = "a.alien_training"
graphic_alt = "-"
helptext    = _("Trained native lifeforms - deadly.")

[advance_amphibious_tactics]
name        = _("Amphibious Tactics")
req1        = "Ocean Cities"
req2        = "Modified Spitter"
flags       = ""
graphic     = "a.amphibious_tactics"
graphic_alt = "-"
helptext    = _("Warfare with amphibious units.")

[advance_antigravity]
name        = _("Antigravity")
req1        = "Gravity Manipulation"
req2        = "Brain Development"
flags       = "Build_Airborne"
graphic     = "a.antigravity"
graphic_alt = "-"
helptext    = _("Even if normal method of flying is impossible in this world\
 antigravity works. We just need to master it.")

[advance_burrowing]
name        = _("Burrowing")
req1        = "Thermal Module"
req2        = "Cyber Aliens"
flags       = ""
graphic     = "a.burrowing"
graphic_alt = "-"
helptext    = _("\
Since it seems to be impossible to fly in this world, we\
 focus on opposite direction. Burrowing through earth is possible.\n\n\
 In addition to making first burrowing units available, knowledge of this\
 tech allows mining of Thick Mountains.\
")

[advance_brain_development]
name        = _("Brain Development")
req1        = "Smart Aliens"
req2        = "None"
flags       = ""
graphic     = "a.brain_development"
graphic_alt = "-"

[advance_brute_force]
name        = _("Brute Force")
req1        = "Faction Politics"
req2        = "Mining"
flags       = ""
graphic     = "a.brute_force"
graphic_alt = "-"
helptext    = _("It's time to make more powerful weapons than ever before.")

[advance_city_defense]
name        = _("City Defense")
req1        = "Force Channeling"
req2        = "Manufacturing"
flags       = ""
graphic     = "a.city_defense"
graphic_alt = "-"
helptext    = _("Advanced form of force channeling allows us to protect \
city size objects with channeled radiation energy.")

[advance_commercial_antigravity]
name        = _("Commercial Antigravity")
req1        = "Antigravity"
req2        = "None"
flags       = ""
graphic     = "a.comm_antigrav"
graphic_alt = "-"
helptext    = _("Antigravity is not only for military. It has commercial \
applications as well.")

[advance_communication]
name        = _("Communication")
req1        = "City Defense"
req2        = "Data Storage"
flags       = ""
graphic     = "a.communication"
graphic_alt = "-"
helptext    = _("Conventional radio does not work here. Develop working alternative \
that takes advantage of the local radiation. You'll get contact to other factions and \
much more information about them.\n\n\
Also your own bases can communicate more efficiently with each other, so number of \
bases you have is not causing as much unhappiness as before.")

[advance_composites]
name        = _("Composites")
req1        = "None"
req2        = "None"
flags       = ""
graphic     = "a.composites"
graphic_alt = "-"
helptext    = _("Stronger materials mean stronger armors.")

[advance_controlled_biomass]
name        = _("Controlled Biomass")
req1        = "Spitter Control"
req2        = "None"
flags       = ""
graphic     = "a.controlled_biomass"
graphic_alt = "-"
helptext    = _("Bugs, Slimes, Molds. We can drive masses of them together and then\
 control movement of that biomass to act like a one being.")

[advance_crust_defense]
name        = _("Crust Defense")
req1        = "Modified Spitter"
req2        = "Strong Force"
flags       = ""
graphic     = "a.crust_defense"
graphic_alt = "-"
helptext    = _("Defense against burrowing units.")

[advance_cyber_aliens]
name        = _("Cyber Aliens")
req1        = "Protein Modifications"
req2        = "Alien Training"
flags       = ""
graphic     = "a.cyber_aliens"
graphic_alt = "-"
helptext    = _("Alliance of the machine and alien organisms.")

[advance_cybermodules]
name        = _("Cybermodules")
req1        = "Cybernetics"
req2        = "Composites"
flags       = ""
graphic     = "a.cybermodules"
graphic_alt = "-"
helptext    = _("Standardized cyber units save money - or make money to those \
producing them.")

[advance_cybernetics]
name        = _("Cybernetics")
req1        = "None"
req2        = "None"
flags       = ""
graphic     = "a.cybernetics"
graphic_alt = "-"
helptext    = _("Making old Earth technology better than before is relatively easy \
task to do. For small investment, cybernetics gives us much better attack units.")

[advance_data_storage]
name        = _("Data Storage")
req1        = "Cybermodules"
req2        = "Faction Politics"
flags       = ""
graphic     = "a.data_storage"
graphic_alt = "-"
helptext    = _("Needs to archive all the media produced for and by politics \
drive development of better data storage methods.")

[advance_deep_pumping]
name        = _("Deep Pumping")
req1        = "Water Flow"
req2        = "Crust Defense"
flags       = ""
graphic     = "a.deep_pumping"
graphic_alt = "-"
helptext    = _("We can pump water from the depths of the crust. We no longer \
need any of the adjacent tiles to have water in order to build Greenhouses.")

[advance_deneb_radar]
name        = _("Deneb Radar")
req1        = "Communication"
req2        = "None"
flags       = ""
graphic     = "a.deneb_radar"
graphic_alt = "-"
helptext    = _("Not really an conventional radar, but named so as it fills similar role. \
It's based on Deneb 7 radiation and works on this planet.")

[advance_dual_government]
name        = _("Dual Government")
req1        = "Alien Rights"
req2        = "None"
flags       = ""
graphic     = "a.dual_gov"
graphic_alt = "-"
helptext    = _("Government should consider both Humans and Native \
aliens.")

[advance_escape]
name        = _("Escape")
req1        = "Supermodule"
req2        = "Martial Law"
flags       = ""
graphic     = "a.escape"
graphic_alt = "-"
helptext    = _("We are finally able to escape force field surrounding \
Deneb 7. In addition to technical insight it requires correct attitude.")

[advance_faction_government]
name        = _("Faction Government")
req1        = "None"
req2        = "None"
flags       = ""
graphic     = "a.fact_gov"
graphic_alt = "-"
helptext    = _("Familiar government types adjusted to local environment.")

[advance_faction_politics]
name        = _("Faction Politics")
req1        = "Faction Government"
req2        = "Research Methods"
flags       = ""
graphic     = "a.fact_politics"
graphic_alt = "-"
helptext    = _("Human relations in this situation, where various factions \
have been forced to this strange planet, are quite unlike anything seen \
before. It very well deserves small study. Maybe we then can co-operate \
with other factions.")

[advance_food_regeneration]
name        = _("Food Regeneration")
req1        = "Regeneration"
req2        = "High-Tech Filtering"
flags       = ""
graphic     = "a.food_regen"
graphic_alt = "-"
; /* xgettext:no-c-format */
helptext    = _("If what we harvest grows back faster, we get more food. \
It's simple as that.\n\n\
Protein Houses tiles get additional 50% food production bonus.")

[advance_force_channeling]
name        = _("Force Channeling")
req1        = "Radiation Resistance"
req2        = "None"
flags       = ""
graphic     = "a.force_channel"
graphic_alt = "-"
helptext    = _("Radiation is obstacle for us, but now also an resource. \
We know how to channel Deneb 7's power to our own use.\n\n\
Engineers can build Force Fortresses.")

[advance_gravity_manipulation]
name        = _("Gravity Manipulation")
req1        = "Burrowing"
req2        = "Teleportation"
flags       = ""
graphic     = "a.grav_manip"
graphic_alt = "-"
helptext    = _("From inside the crust we gather information required to \
understand how gravity works and what one can do with it.")

[advance_global_knowledge]
name        = _("Global Knowledge")
req1        = "Dual Government"
req2        = "Antigravity"
flags       = ""
graphic     = "a.glob_knowledge"
graphic_alt = "-"
helptext    = _("Information flows to us. We learn any tech known by \
four other factions.")

[advance_high_tech_filtering]
name        = _("High-Tech Filtering")
req1        = "Water Flow"
req2        = "Stealth Module"
flags       = ""
graphic     = "a.ht_filter"
graphic_alt = "-"
helptext    = _("You can get a lot of things from ocean if you know how.")

[advance_happiness]
name        = _("Happiness")
req1        = "Mood Manipulation"
req2        = "Mental Powers"
flags       = ""
graphic     = "a.happiness"
graphic_alt = "-"
helptext    = _("Simply knowing this tech makes two content citizens happy \
in each city.")

[advance_low_level_orbit]
name        = _("Low-Level Orbit")
req1        = "Unified Theory"
req2        = "Global Knowledge"
flags       = ""
graphic     = "a.low_level_orbit"
graphic_alt = "-"
helptext    = _("With further advances in antigravitics we are able to enter \
orbit even if we still are prisoners of the force field surronding Deneb 7.\n\n\
Makes Antigrav Ports more efficient. They can airlift three units instead of \
just one.")

[advance_maglev]
name        = _("Maglev")
req1        = "Strong Force"
req2        = "Gravity Manipulation"
flags       = ""
graphic     = "a.maglev"
graphic_alt = "-"
helptext    = _("Using Deneb 7's own power available everywhere land travel\
 speeds can reach levels never seen before.")

[advance_manufacturing]
name        = _("Manufacturing")
req1        = "None"
req2        = "None"
flags       = ""
graphic     = "a.manufacturing"
graphic_alt = "-"
helptext    = _("It takes some research to even make basic manufacturing\
 in this alien world.")

[advance_martial_law]
name        = _("Martial Law")
req1        = "Happiness"
req2        = "Paradrop"
flags       = ""
graphic     = "a.martial_law"
graphic_alt = "-"
helptext    = _("Effective martial law requires that we can react quickly, \
to immediately send forces where they are needed.\n\n\
Maximum martial law for cities with Secret Police is increased \
from two to five.")

[advance_mental_powers]
name        = _("Mental Powers")
req1        = "Soul"
req2        = "Specialist Training"
flags       = ""
graphic     = "a.mental_powers"
graphic_alt = "-"
helptext    = _("I WANT\n\n\
One way to resist radiation is willpower.\n\n\
Simply knowing this tech allows cities to grow 3 sizes bigger.")

[advance_mining]
name        = _("?tech:Mining")
req1        = "Manufacturing"
req2        = "Cybernetics"
flags       = ""
graphic     = "a.mining"
graphic_alt = "-"
helptext    = _("Earthly mining technologies were not sufficient for heavy \
scale mining on this planet.")

[advance_modified_spitter]
name        = _("Modified Spitter")
req1        = "Smart Aliens"
req2        = "Teleportation"
flags       = ""
graphic     = "a.mod_spitter"
graphic_alt = "-"
helptext    = _("We already know how to make modifications to alien \
lifeforms. Let's improve spitters.")

[advance_mood_manipulation]
name        = _("Mood Manipulation")
req1        = "Dual Government"
req2        = "Regeneration"
flags       = ""
graphic     = "a.mood_manip"
graphic_alt = "-"
helptext    = _("People are happy if they believe that they are happy.")

[advance_naval_superiority]
name        = _("Naval Superiority")
req1        = "Travel"
req2        = "Brute Force"
flags       = ""
graphic     = "a.naval_superiority"
graphic_alt = "-"
helptext    = _("It's no longer enough to replicate old Earth technologies. We \
want superiority.")

[advance_new_frontier]
name        = _("New Frontier")
req1        = "Naval Superiority"
req2        = "War Monsters"
flags       = ""
graphic     = "a.new_frontier"
graphic_alt = "-"
; /* xgettext:no-c-format */
helptext    = _("We finally fully realize that we are not limited to what \
we had as part of Earth empire.\n\n\
Increases max tax/science/lux rate by 10%.")

[advance_ocean_cities]
name        = _("Ocean Cities")
req1        = "Deneb Radar"
req2        = "Thermal Module"
flags       = "Claim_Ocean"
graphic     = "a.ocean_cities"
graphic_alt = "-"
helptext    = _("Cities on ocean. Why not?")

[advance_organic_structures]
name        = _("Organic Structures")
req1        = "Radiation Resistance"
req2        = "Composites"
flags       = ""
graphic     = "a.organic_struct"
graphic_alt = "-"
helptext    = _("The art of making armor from alien organisms resistant to \
Deneb 7's strange radiation allows us to enter new areas.\n\n\
Cities can work radiating tiles.")

[advance_paradrop]
name        = _("Paradrop")
req1        = "Low-Level Orbit"
req2        = "Mental Powers"
graphic     = "a.paradrop"
graphic_alt = "-"
helptext    = _("It's easy to fall all the way from orbit, but to hit \
small target and to be ready to act immediately after landing are hard \
for aliens. They need extra mental powers for that.")

[advance_personal_contact]
name        = _("Personal Contact")
req1        = "Virtual Entertainment"
req2        = "Teleportation"
graphic     = "a.personal_contact"
graphic_alt = "-"
; /* xgettext:no-c-format */
helptext    = _("With Virtual Reality it's like actor actually was there \
with you. When you allow actors to teleport to meet their audience, maybe \
she is.\n\n\
Stealth Spies protecting your cities against enemy Spies will get 40% bonus. \
It also gets 40% harder for enemies to sabotage specific buildings.")

[advance_protein_modifications]
name        = _("Protein Modifications")
req1        = "Organic Structures"
req2        = "Controlled Biomass"
graphic     = "a.protein_mod"
graphic_alt = "-"
; /* xgettext:no-c-format */
helptext    = _("Turns out we can make alien lifeforms edible.\n\n\
Engineers can build Protein Houses, which increases tile food production by 50%.")
flags       = ""

[advance_radiation_resistance]
name        = _("Radiation Resistance")
req1        = "Alien Taming"
req2        = "None"
flags       = ""
graphic     = "a.rad_resist"
graphic_alt = "-"
helptext    = _("By closely examining alien lifeform and how they survive \
the radiation, we are able to build some radiation resistance to our cities. \
\n\nSimply knowing this tech allows cities to grow 1 size bigger.")

[advance_regeneration]
name        = _("Regeneration")
req1        = "Protein Modifications"
req2        = "New Frontier"
flags       = ""
graphic     = "a.regeneration"
graphic_alt = "-"
helptext    = _("We know how aliens regenerate, we know how self-repairing machines \
regenerate, we know how Earth organisms regenerate.")

[advance_research_methods]
name        = _("Research Methods")
req1        = "None"
req2        = "None"
flags       = ""
graphic     = "a.research_methods"
graphic_alt = "-"
; /* xgettext:no-c-format */
helptext    = _("Research methods suitable for tackling challenges here \
allow us to gain knowledge much faster.\n\n\
Simply knowing this tech increases science output by 35%.")

[advance_smart_aliens]
name        = _("Smart Aliens")
req1        = "Cyber Aliens"
req2        = "Communication"
flags       = ""
graphic     = "a.smart_aliens"
graphic_alt = "-"
helptext    = _("Once we have given some smarts, backed with some remote \
control, to them, they can work on more demanding tasks.")

[advance_soul]
name        = _("Soul")
req1        = "Alien Rights"
req2        = "Personal Contact"
flags       = ""
graphic     = "a.soul"
graphic_alt = "-"
helptext    = _("By combining our knowledge about humans and aliens \
we finally understand universal concept of soul.\n\n\
We can cause terror in our enemies. Once somebody knows Soul, two content \
citizens is converted to unhappy in every city in the world unless \
owner of the city also knows Soul.")

[advance_specialist_training]
name        = _("Specialist Training")
req1        = "Brain Development"
req2        = "Amphibious Tactics"
flags       = ""
graphic     = "a.spec_training"
graphic_alt = "-"
helptext    = _("Based on our Tactics teaching techniques, we can teach our \
specialists trick or two.\n\n\
Output of all specialists doubles.")

[advance_spitter_control]
name        = _("Spitter Control")
req1        = "Research Methods"
req2        = "Alien Taming"
flags       = ""
graphic     = "a.spitter_ctrl"
graphic_alt = "-"
helptext    = _("Alien lifeforms spitting solid objects are interesting research \
subject.")

[advance_stealth_module]
name        = _("Stealth Module")
req1        = "Thermal Module"
req2        = "Communication"
flags       = ""
graphic     = "a.stealth_module"
graphic_alt = "-"
helptext    = _("Even when we know this technology making our units invisible, it's \
far too expensive to be used for armies. It's perfect for individuals in espionage \
mission.")

[advance_strong_force]
name        = _("Strong Force")
req1        = "Deneb Radar"
req2        = "Burrowing"
flags       = ""
graphic     = "a.strong_force"
graphic_alt = "-"
helptext    = _("We are quite capable of making different energy fields out of \
radiation. We can still improve, though.\n\n\
Allows Engineers to build Towers instead of Force Fortresses.")

[advance_strong_resistance]
name        = _("Strong Resistance")
req1        = "Strong Force"
req2        = "None"
flags       = ""
graphic     = "a.strong_resistance"
graphic_alt = "-"
helptext    = _("We get better at building resistance against radiation.\n\n\
Simply knowing this tech allows cities to grow 2 sizes bigger.")

[advance_supermodule]
name        = _("Supermodule")
req1        = "Underground Habitat"
req2        = "Low-Level Orbit"
flags       = ""
graphic     = "a.supermodule"
graphic_alt = "-"
helptext    = _("Supermodule combines lesser modules in one extremely efficient \
pack.")

[advance_synthetic_food]
name        = _("Synthetic Food")
req1        = "Food Regeneration"
req2        = "Soul"
flags       = ""
graphic     = "a.synth_food"
graphic_alt = "-"
helptext    = _("This is completely new, and extremely efficient, way of \
making synthetic food.\n\n\
As their food consumption is no longer an problem, we can grow bigger, meaner, \
aliens.")

[advance_teleportation]
name        = _("Teleportation")
req1        = "New Frontier"
req2        = "Stealth Module"
flags       = ""
graphic     = "a.teleportation"
graphic_alt = "-"
helptext    = _("We can teleport relatively small objects relatively short \
distances. This reduces problem of not being able to fly.")

[advance_thermal_control]
name        = _("Thermal Module")
req1        = "Naval Superiority"
req2        = "Force Channeling"
flags       = ""
graphic     = "a.thermal_ctrl"
graphic_alt = "-"
helptext    = _("To be competent in boiling waters requires good control of \
temperature surrounding vessels. Also, knowledge about basic module \
technology allows more advanced modules in the future.\n\n\
Cities can work Boiling Ocean tiles.")

[advance_underground_habitat]
name        = _("Underground Habitat")
req1        = "Deep Pumping"
req2        = "Synthetic Food"
flags       = ""
graphic     = "a.underground_habitat"
graphic_alt = "-"
helptext    = _("If needed, we can produce everything we need without \
ever leaving underground bunker.")

[advance_travel]
name        = _("Travel")
req1        = "Manufacturing"
req2        = "None"
flags       = ""
graphic     = "a.travel"
graphic_alt = "-"
helptext    = _("Once we master ship manufacturing, traveling more \
hospitable seas of Deneb 7 proved to be no different from \
other planets.")

[advance_unified_theory]
name        = _("Unified Theory")
req1        = "Strong Resistance"
req2        = "Commercial Antigravity"
flags       = ""
graphic     = "a.unified_theory"
graphic_alt = "-"
helptext    = _("We now understand that radiation and antigravity are two \
sides of the same phenomenom.")

[advance_virtual_reality]
name        = _("Virtual Entertainment")
req1        = "Virtual Reality Training"
req2        = "None"
flags       = ""
graphic     = "a.virt_entertain"
graphic_alt = "-"
helptext    = _("Another tech that Earth has long been close to mastering.")

[advance_virtual_reality_training]
name        = _("Virtual Reality Training")
req1        = "Data Storage"
req2        = "Travel"
flags       = ""
graphic     = "a.vr_training"
graphic_alt = "-"
helptext    = _("Virtual Reality provides excellent way to train our forces, both \
infantry and naval forces.")

[advance_warmonsters]
name        = _("War Monsters")
req1        = "Spitter Control"
req2        = "Brute Force"
flags       = ""
graphic     = "a.war_monsters"
graphic_alt = "-"
helptext    = _("We can tame monsters suitable for war. These might be relatively \
weak, but they are the only thing that can wage war on radiating areas for the time \
being.")

[advance_water_flow]
name        = _("Water Flow")
req1        = "Ocean Cities"
req2        = "None"
flags       = ""
graphic     = "a.water_flow"
graphic_alt = "-"
helptext    = _("We understand Deneb 7 fluid dynamics and can get water to flow \
where we want. Building Greenhouses becomes possible in tiles adjacent to cities \
and rivers.")
