3 ; You should not modify this file except to make bugfixes or
4 ; for other "maintenance". If you want to make custom changes,
5 ; you should create a new datadir subdirectory and copy this file
6 ; into that directory, and then modify that copy. Then use the
7 ; command "rulesetdir <mysubdir>" in the server to have freeciv
8 ; use your new customized file.
10 ; See classic/units.ruleset for more information.
13 description="Civ2 unit_type data for Freeciv (approximate)"
14 options="+Freeciv-2.6-ruleset"
17 ; Names for custom unit type flags. There can be up to 32 of these.
18 ; name = rule name; In some circumstances user may see this
19 ; as part of some sentences, so try to make it descriptive
21 ; helptxt = displayed in the help for units with this flag (optional)
26 _("AirAttacker"), _("Very bad at attacking AEGIS.")
27 _("Horse"), _("Attack value halved when attacking Pikemen.")
28 _("Helicopter"), _("Defends very badly against Fighters.")
29 _("TradeRoute"), _("Can establish trade routes (must travel to target city).")
34 ; What are the names of the levels?
35 veteran_names = _("green"), _("veteran")
37 ; The percentage chance of increasing level through combat
38 veteran_raise_chance = 50, 0
40 ; Power factors are as a percentage.
41 ; +50% is represented by 150
42 veteran_power_fact = 100, 150
44 ; The percentage chance of a settler/engineer increasing level through
45 ; performing useful work (per turn)
46 veteran_work_raise_chance = 0, 0
48 ; The additional number of movement points granted for different veteran
49 ; levels. These are fractional move points as defined by move_fragments in
51 veteran_move_bonus = 0, 0
53 ; /* <-- avoid gettext warnings
56 ; The number can be variable, up to 32
57 ; When adding new classes, remember to check effects.ruleset also.
58 ; Eg. if you divide class 'Land' to two separate classes, you may
59 ; want add effect giving City Walls defence bonus against new class
62 ; The actual tag used (the * in [unitclass_*]) does not matter, except
63 ; it must be unique within this file, and it may be used in debug
64 ; output when reading this file.
68 ; name = translatable name as seen by user
69 ; rule_name = (optional) name for savegames, rulesets etc; if not
70 ; present, 'name' is used. Since the name used in savegames
71 ; must not change, use this when renaming a unit class after a
72 ; ruleset has been released.
73 ; min_speed = Minimum speed after damage and effects (whole movement points)
74 ; hp_loss_pct = Hitpoints lost each turn if unit not in city or native base
75 ; non_native_def_pct = Defense power percentage applying when defending on
76 ; non-native terrain (such as ship in harbour)
77 ; hut_behavior = What happens to huts when unit enters tile:
78 ; "Normal", "Nothing" or "Frighten"
79 ; flags = List of unit class flags (from the following list; you
80 ; cannot add custom unit class flags)
81 ; helptext = optional help text string; should escape all raw newlines
82 ; so that xgettext parsing works
84 ; ** Unit class Flags **
86 ; "TerrainSpeed" = Units use terrain specific speed
87 ; "TerrainDefense" = Units gain defense bonus from terrain
88 ; "DamageSlows" = Damaged units are slowed down
89 ; "CanOccupyCity" = Military units of this class can occupy enemy cities
90 ; "Missile" = Unit is destroyed when it attacks
91 ; "BuildAnywhere" = Unit can be built even in the middle of non-native terrain
92 ; "Unreachable" = Unit can be attacked only by units explicitly listing this
93 ; class in its 'targets', unless on a city or native base.
94 ; For class members which are transports, cargo cannot load/
95 ; unload except in a city or native base, unless that unit
96 ; explicitly lists this class in its 'embarks'/'disembarks'.
97 ; "CollectRansom" = Unit can collect ransom when killing lone barbarian leader
98 ; "ZOC" = Unit is subject to ZOC rules. Unit type flag "IgZOC" can
100 ; "CanFortify" = Unit can fortify at land tiles. Unit type flag
101 ; "Cant_Fortify" can override this
102 ; "CanPillage" = Unit can pillage tile infrastructure
103 ; "DoesntOccupyTile" = Even if this kind of enemy unit is on tile, cities can
104 ; still work that tile
105 ; "AttackNonNative" = Unit can attack units on non-native tiles. Unit type
106 ; flag "Only_Native_Attack" can override this
107 ; "AttFromNonNative" = Unit can launch attack from non-native tile (against
109 ; This applies for both attacking from transport or
110 ; cities. If only some unit types of the class should
111 ; get this property, use type flag "Marines"
112 ; "KillCitizen" = Upon successful attack against a city, unit kills one
113 ; citizen. The effect "Unit_No_Lose_Pop" and the server
114 ; setting 'killcitizen' can disable this.
115 ; "Airliftable" = Unit may be airlifted
117 ; */ <-- avoid gettext warnings
120 ; /* TRANS: Unit class: used adjectivally */
121 name = _("?unitclass:Missile")
124 hut_behavior = "Frighten"
125 flags = "Missile", "Unreachable", "DoesntOccupyTile"
128 ; /* TRANS: Unit class: used adjectivally */
129 name = _("?unitclass:Land")
132 flags = "TerrainSpeed", "DamageSlows", "CanOccupyCity", "BuildAnywhere",
133 "CollectRansom", "ZOC", "CanFortify", "CanPillage",
134 "TerrainDefense", "KillCitizen", "Airliftable"
137 ; /* TRANS: Unit class: used adjectivally */
138 name = _("?unitclass:Sea")
141 flags = "DamageSlows", "AttackNonNative", "AttFromNonNative"
144 ; /* TRANS: Unit class: used adjectivally */
145 name = _("?unitclass:Helicopter")
148 flags = "CanOccupyCity", "CollectRansom"
151 ; /* TRANS: Unit class: used adjectivally */
152 name = _("?unitclass:Air")
155 hut_behavior = "Frighten"
156 flags = "Unreachable", "DoesntOccupyTile"
158 ; /* <-- avoid gettext warnings
160 ; Below: The individual units, one per section.
162 ; The number can be variable, up to 200.
163 ; However for the "official" rulesets, units should not be removed
164 ; because that would break backward compatability with savegames.
166 ; The order here matters: later units are considered "better" for
167 ; a given flag or role.
169 ; The actual tag used (the * in [unit_*]) does not matter, except
170 ; it must be unique within this file, and it may be used in debug
171 ; output when reading this file.
175 ; name = translatable name as seen by user
176 ; rule_name = (optional) name for savegames, rulesets etc; if not
177 ; present, 'name' is used. Since the name used in savegames
178 ; must not change, use this when renaming a unit after a
179 ; ruleset has been released.
180 ; graphic = tag specifying preferred graphic
181 ; graphic_alt = tag for alternate graphic if preferred graphic is not
182 ; present; especially if preferred graphic is non-standard,
183 ; this should be a standard tag. Otherwise can use eg "-"
184 ; for no alternate graphic.
185 ; tech_req = required advance, names from techs.ruleset, or special:
186 ; "None" => available from start
187 ; obsolete_by = can be upgraded to and made obsolete by another unit by name
188 ; build_cost = production shields required to build
189 ; pop_cost = population removed from city when built; for 'AddToCity'
190 ; units this is also the population added to the destination
191 ; attack = base attack strength (0 = cannot attack)
192 ; defense = base defense strength (0 = cannot defend)
193 ; hitpoints = how much damage unit can withstand
194 ; firepower = number of hitpoints removed per round of combat; at least 1
195 ; move_rate = base move rate (whole movement points)
196 ; vision_radius_sq = base vision of unit: unit can see tile up to the square
197 ; root of this value away
198 ; convert_to = can be converted to another type of unit by name
199 ; convert_time = time it takes to convert to another unit type
200 ; class = One of the classes listed above
201 ; transport_cap = Number of units (ground, or air/missiles, depending on flags)
202 ; fuel = Number of turns unit can spend outside refuel points.
203 ; If more time passes without unit refueling over turn change,
204 ; they are lost. If this is zero, unit has no need to refuel
205 ; uk_* = upkeep costs, these are used as base values in the game
206 ; cargo = Unit classes this unit can transport
207 ; city_size = Initial size of the cities built by 'Cities' type units
208 ; (but 'AddToCity' uses pop_cost)
209 ; targets = list of unit classes this unit can attack against even
210 ; if they have Unreachable unit class flag
211 ; embarks = list of unit classes this unit may load into while not in
212 ; native base or city even if transporter has Unreachable unit
214 ; disembarks = list of unit classes this unit may unload from while not in
215 ; native base or city even if transporter has Unreachable unit
217 ; bonuses = definitions of combat bonuses against specific other units
218 ; bonuses.flag = flag of the unit that bonus applies against
219 ; bonuses.type = type of the bonus. See below
220 ; bonuses.value = value of the bonus. Sum of these is used if multiple apply.
221 ; bonuses.quiet = don't auto generate help text for this bonus. Use this if
222 ; the bonus is documented in the unit type's help text.
223 ; This is useful when the combination of a unit's bonuses
224 ; becomes complex enough to make the auto generated help
225 ; ugly or inaccurate.
226 ; flags = special flag strings; list of built-in flags (see
227 ; classic/units.ruleset) and/or user flags defined above
229 ; veteran_names = Special veteran level for this unit. See the definitions in
230 ; game.ruleset. All of the veteran_* entries have to have the
232 ; veteran_raise_chance =
233 ; veteran_work_raise_chance =
234 ; veteran_power_fact =
235 ; veteran_move_bonus =
237 ; roles = special role strings
238 ; sound_move = optional sound effect when the unit moves
239 ; sound_move_alt= optional alternative sound effect if above not
240 ; supported in client
241 ; sound_fight = optional sound effect when the unit fights
242 ; sound_fight_alt= optional alternative sound effect if above not
243 ; supported in client
244 ; helptext = optional help text string; should escape all raw newlines
245 ; so that xgettext parsing works
250 ; "DefenseMultiplier" = Multiply defense value (1 + 'value') times.
251 ; Value of 1 means multiplication by 2, value 2 by 3...
252 ; Bonus is defined in defenders entry.
253 ; "DefenseDivider" = Divide defense value with (1 + 'value').
254 ; Bonus is defined in attackers entry.
255 ; "FirePower1" = Defender firepower is reduced to value 1 when
256 ; ever this has non-zero value.
257 ; Bonus is defined in attackers entry.
260 ; Following flag strings require extra fields:
262 ; paratroopers_range = the maximal range the unit can be paradropped to.
263 ; Max range is 65534.
264 ; paratroopers_mr_req = the move rate which is required at least for
265 ; paradropping (whole movement points)
266 ; paratroopers_mr_sub = the move rate which is subtracted after paradropping
267 ; (whole movement points)
269 ; bombard_rate = the number of shots fired at enemy units when attacking
273 ; "FirstBuild" = first to be built when city founded
274 ; "Explorer" = unit to use for exploring
275 ; "Hut" = can be found in a hut
276 ; "HutTech" = can be found in a hut, but its techs required
277 ; "Partisan" = can be created as a partisan (only one unit can have this
278 ; flag), see end of this file for its tech requirements option
279 ; "DefendOk" = AI hint: ok for defending with
280 ; "DefendGood" = AI hint: good for defending with
281 ; "Ferryboat" = AI hint: useful for ferrying
282 ; "Barbarian" = can be created as land barbarian
283 ; "BarbarianTech" = can be created as land barbarian, if someone has
284 ; researched its tech requirements
285 ; "BarbarianBoat" = can be created as boat for sea barbarian
286 ; "BarbarianBuild" = can be built by barbarians
287 ; "BarbarianBuildTech" = can be built by barbarians if someone has
288 ; researched its tech requirements
289 ; "BarbarianLeader" = this unit is the barbarian leader (only one)
290 ; "BarbarianSea" = can be created as a barbarian that disembarks from a barbarian boat
291 ; "BarbarianSeaTech" = can be created as a barbarian that disembarks from a barbarian boat
292 ; if someone has researched its tech requirements
293 ; "Settlers" = can irrigate and build roads
294 ; "Hunter" = AI hint: good for hunting other units
295 ; "CitiesStartUnit" = Gets granted as 'c' startunit
296 ; "WorkerStartUnit" = Gets granted as 'w' startunit
297 ; "ExplorerStartUnit" = Gets granted as 'x' startunit
298 ; "KingStartUnit" = Gets granted as 'k' startunit
299 ; "DiplomatStartUnit" = Gets granted as 's' startunit
300 ; "FerryStartUnit" = Gets granted as 'f' startunit
301 ; "DefendOkStartUnit" = Gets granted as 'd' startunit
302 ; "DefendGoodStartUnit" = Gets granted as 'D' startunit
303 ; "AttackFastStartUnit" = Gets granted as 'a' startunit
304 ; "AttackStrongStartUnit" = Gets granted as 'A' startunit
306 ; */ <-- avoid gettext warnings
312 obsolete_by = "Engineers"
313 graphic = "u.settlers"
315 sound_move = "m_settlers"
316 sound_move_alt = "m_generic"
317 sound_fight = "f_settlers"
318 sound_fight_alt = "f_generic"
333 flags = "Settlers", "Cant_Fortify", "NonMil", "Airbase", "AddToCity", "Cities", "NoVeteran"
334 roles = "Settlers", "WorkerStartUnit", "CitiesStartUnit"
336 Settlers are one of the key units in the game, as they are your main \
337 means of founding new cities, and can also improve terrain.\
339 Building an irrigation system on a suitable tile causes it to \
340 produce some extra food each turn. This requires a nearby source of \
341 water: an ocean or river tile, or another tile with an \
342 irrigation system, must share an edge (not just a corner) with the \
343 target tile. Once irrigated, land remains so even if the water source \
344 is removed. When Refrigeration is known, irrigation systems can be \
345 upgraded to Farmland by irrigating them a second time; this provides \
346 more food to a city if it has a Supermarket.\
348 Building a mine on suitable terrain increases the \
349 number of production points produced by that tile. However, it is not \
350 possible to have an irrigation system and a mine on the same tile.\
352 On terrain unsuitable for irrigation systems or mines, issuing the \
353 \"irrigate\" or \"mine\" order may permanently convert the terrain \
354 to another type; this is usually more expensive. For instance, Swamp \
355 may be \"irrigated\" to yield Grassland. (Terrain conversion with \
356 the \"irrigate\" order does not require a water source.)\
358 See the help on Terrain and Terrain Alterations for the effects of \
361 Upkeep for Settlers is in food as well as production, and a Settler\
362 can die if its supporting city runs out of food. Settlers require\
363 twice as much food per turn under Republic, Democracy, Communism,\
368 name = _("Engineers")
370 tech_req = "Explosives"
372 graphic = "u.engineers"
374 sound_move = "m_engineers"
375 sound_move_alt = "m_generic"
376 sound_fight = "f_engineers"
377 sound_fight_alt = "f_generic"
392 flags = "Settlers", "Cant_Fortify", "NonMil", "Transform", "Airbase", "AddToCity", "Cities", "NoVeteran"
393 roles = "Settlers", "WorkerStartUnit", "CitiesStartUnit"
395 Engineers are similar to Settlers, but they work twice as fast and\
396 move twice as fast. Engineers may also perform major terrain\
397 transformations (for example, converting Tundra into Desert) which\
398 are beyond the capabilities of Settlers; see the Terrain\
399 Alterations section for more details.\
401 TIP 1: Upgrade Settlers to Engineers when possible, as Engineers\
402 require the same resources as ordinary Settlers.\
404 TIP 2: If you manage to build Leonardo's Workshop, research\
405 Explosives before the Workshop becomes obsolete. This way,\
406 your Settler units will be upgraded for free.\
413 obsolete_by = "Pikemen"
414 graphic = "u.warriors"
416 sound_move = "m_warriors"
417 sound_move_alt = "m_generic"
418 sound_fight = "f_warriors"
419 sound_fight_alt = "f_generic"
435 roles = "DefendOk", "DefendOkStartUnit", "FirstBuild"
437 This unit may be built from the start of the game. It is the\
438 weakest offensive unit.\
444 tech_req = "Bronze Working"
445 obsolete_by = "Pikemen"
446 graphic = "u.phalanx"
448 sound_move = "m_phalanx"
449 sound_move_alt = "m_generic"
450 sound_fight = "f_phalanx"
451 sound_fight_alt = "f_generic"
467 roles = "DefendGood", "DefendGoodStartUnit", "FirstBuild"
469 The Phalanx is armored infantry, suitable for defending your cities.\
475 tech_req = "Warrior Code"
476 obsolete_by = "Musketeers"
477 graphic = "u.archers"
479 sound_move = "m_archers"
480 sound_move_alt = "m_generic"
481 sound_fight = "f_archers"
482 sound_fight_alt = "f_generic"
498 roles = "DefendOk", "DefendOkStartUnit"
500 Archers fight with bows and arrows and have a good offensive\
501 value as well as decent defense.\
507 tech_req = "Iron Working"
508 obsolete_by = "Musketeers"
511 sound_move = "m_legion"
512 sound_move_alt = "m_generic"
513 sound_fight = "f_legion"
514 sound_fight_alt = "f_generic"
530 roles = "DefendOk", "DefendOkStartUnit", "Hut", "BarbarianBuild", "BarbarianSea"
532 Legions are heavily armed and well disciplined infantry\
533 units with an excellent offensive value.\
539 tech_req = "Feudalism"
540 obsolete_by = "Musketeers"
541 graphic = "u.pikemen"
543 sound_move = "m_pikemen"
544 sound_move_alt = "m_generic"
545 sound_fight = "f_pikemen"
546 sound_fight_alt = "f_generic"
562 { "flag", "type", "value"
563 "Horse", "DefenseMultiplier", 1
566 roles = "DefendGood", "DefendGoodStartUnit", "FirstBuild"
568 Equipped with long pikes, Pikemen replaces Phalanx\
569 as the preferred city defender.\
573 name = _("Musketeers")
575 tech_req = "Gunpowder"
576 obsolete_by = "Riflemen"
577 graphic = "u.musketeers"
579 sound_move = "m_musketeers"
580 sound_move_alt = "m_generic"
581 sound_fight = "f_musketeers"
582 sound_fight_alt = "f_generic"
598 roles = "DefendGood", "DefendGoodStartUnit", "FirstBuild", "HutTech",
599 "BarbarianTech", "BarbarianBuildTech", "BarbarianSeaTech"
601 Musketeers are infantry equipped with early\
602 firearms and replace Pikemen as the preferred\
609 tech_req = "Fundamentalism"
610 gov_req = "Fundamentalism"
612 graphic = "u.fanatics"
614 sound_move = "m_fanatics"
615 sound_move_alt = "m_generic"
616 sound_fight = "f_fanatics"
617 sound_fight_alt = "f_generic"
633 roles = "DefendGood", "DefendGoodStartUnit"
635 Fanatics are warriors extremely devoted to a higher cause.\
637 Fundamentalist nations can maintain Fanatic units without\
638 having to pay any shields for upkeep.\
644 tech_req = "Guerilla Warfare"
646 graphic = "u.partisan"
648 sound_move = "m_partisan"
649 sound_move_alt = "m_generic"
650 sound_fight = "f_partisan"
651 sound_fight_alt = "f_generic"
666 flags = "IgTer", "IgZOC"
667 roles = "DefendGood", "DefendGoodStartUnit", "Partisan", "BarbarianTech"
669 Partisans are guerilla fighters who are experts\
670 at using the terrain to their advantage.\
672 A number of Partisans are granted free when an enemy conquers your\
673 city -- they automatically assume defensive positions in the\
674 surrounding countryside -- but only under these conditions:\n\
675 - Guerilla Warfare must be known by at least one player.\n\
676 - You must be the player who originally built the city.\n\
677 - You must know about Communism and Gunpowder.\n\
678 - You must run either a Democracy or a Communist government.\
682 name = _("Alpine Troops")
686 graphic = "u.alpine_troops"
688 sound_move = "m_alpine_troops"
689 sound_move_alt = "m_generic"
690 sound_fight = "f_alpine_troops"
691 sound_fight_alt = "f_generic"
707 roles = "DefendGood", "DefendGoodStartUnit"
709 Alpine Troops are highly mobile units as well as\
710 excellent defenders.\
716 tech_req = "Conscription"
718 graphic = "u.riflemen"
720 sound_move = "m_riflemen"
721 sound_move_alt = "m_generic"
722 sound_fight = "f_riflemen"
723 sound_fight_alt = "f_generic"
739 roles = "DefendGood", "DefendGoodStartUnit", "FirstBuild"
741 Riflemen are World War-era infantry, very good\
742 at defending your cities.\
748 tech_req = "Amphibious Warfare"
750 graphic = "u.marines"
752 sound_move = "m_marines"
753 sound_move_alt = "m_generic"
754 sound_fight = "f_marines"
755 sound_fight_alt = "f_generic"
771 roles = "DefendOk", "DefendOkStartUnit", "BarbarianSeaTech"
773 Marines are infantry who are experts at marine warfare.\
777 name = _("Paratroopers")
779 tech_req = "Combined Arms"
781 graphic = "u.paratroopers"
783 sound_move = "m_paratroopers"
784 sound_move_alt = "m_generic"
785 sound_fight = "f_paratroopers"
786 sound_fight_alt = "f_generic"
801 flags = "Paratroopers"
802 roles = "DefendOk", "DefendOkStartUnit"
804 Paratroopers are experts at airborne attacks. \
805 From a friendly city or airbase, Paratroopers who have not expended any \
806 movement points can paradrop directly to any tile in range, and be \
807 immediately ready to act there. (Beware dropping into unseen territory, \
808 as Paratroopers landing on a tile occupied by enemy units are easy \
811 paratroopers_range = 10
812 paratroopers_mr_req = 1
813 paratroopers_mr_sub = 0
816 name = _("Mech. Inf.")
818 tech_req = "Labor Union"
820 graphic = "u.mech_inf"
822 sound_move = "m_mech_inf"
823 sound_move_alt = "m_generic"
824 sound_fight = "f_mech_inf"
825 sound_fight_alt = "f_generic"
841 roles = "DefendGood", "DefendGoodStartUnit"
843 The Mechanized Infantry has the strongest defensive strength\
844 of any land unit, but is only available near the end of the\
851 tech_req = "Horseback Riding"
852 obsolete_by = "Knights"
853 graphic = "u.horsemen"
855 sound_move = "m_horsemen"
856 sound_move_alt = "m_generic"
857 sound_fight = "f_horsemen"
858 sound_fight_alt = "f_generic"
874 roles = "AttackFastStartUnit", "Hut", "Barbarian", "Hunter"
876 Horsemen are mounted warriors and an early\
877 shock-troop that can penetrate deep into\
884 tech_req = "The Wheel"
885 obsolete_by = "Knights"
886 graphic = "u.chariot"
888 sound_move = "m_chariot"
889 sound_move_alt = "m_generic"
890 sound_fight = "f_chariot"
891 sound_fight_alt = "f_generic"
907 roles = "AttackFastStartUnit", "Hut", "Hunter"
909 Chariots are horse-pulled war wagons, stronger\
910 but more expensive than horsemen.\
914 name = _("Elephants")
916 tech_req = "Polytheism"
917 obsolete_by = "Crusaders"
918 graphic = "u.elephants"
920 sound_move = "m_elephants"
921 sound_move_alt = "m_generic"
922 sound_fight = "f_elephants"
923 sound_fight_alt = "f_generic"
939 roles = "AttackFastStartUnit"
941 Elephants are towering animals trained for war that are often used as\
942 powerful shock troops, but defend poorly against most other units.\
946 name = _("Crusaders")
948 tech_req = "Monotheism"
949 obsolete_by = "Dragoons"
950 graphic = "u.crusaders"
952 sound_move = "m_crusaders"
953 sound_move_alt = "m_generic"
954 sound_fight = "f_crusaders"
955 sound_fight_alt = "f_generic"
971 roles = "AttackFastStartUnit"
973 Crusaders are highly disciplined mounted\
974 warriors driven by a higher cause.\
980 tech_req = "Chivalry"
981 obsolete_by = "Dragoons"
982 graphic = "u.knights"
984 sound_move = "m_knights"
985 sound_move_alt = "m_generic"
986 sound_fight = "f_knights"
987 sound_fight_alt = "f_generic"
1003 roles = "AttackFastStartUnit", "HutTech", "BarbarianTech",
1004 "BarbarianBuildTech", "BarbarianSeaTech", "Hunter"
1006 Knights are mounted and heavily armored warriors.\
1010 name = _("Dragoons")
1012 tech_req = "Leadership"
1013 obsolete_by = "Cavalry"
1014 graphic = "u.dragoons"
1016 sound_move = "m_dragoons"
1017 sound_move_alt = "m_generic"
1018 sound_fight = "f_dragoons"
1019 sound_fight_alt = "f_generic"
1027 vision_radius_sq = 2
1035 roles = "AttackFastStartUnit", "BarbarianBuildTech", "BarbarianSeaTech",
1038 Dragoons are mounted warriors carrying early firearms.\
1044 tech_req = "Tactics"
1045 obsolete_by = "Armor"
1046 graphic = "u.cavalry"
1048 sound_move = "m_cavalry"
1049 sound_move_alt = "m_generic"
1050 sound_fight = "f_cavalry"
1051 sound_fight_alt = "f_generic"
1059 vision_radius_sq = 2
1067 roles = "AttackFastStartUnit", "Hunter"
1069 Cavalry are mounted and highly trained soldiers.\
1075 tech_req = "Mobile Warfare"
1076 obsolete_by = "None"
1079 sound_move = "m_armor"
1080 sound_move_alt = "m_generic"
1081 sound_fight = "f_armor"
1082 sound_fight_alt = "f_generic"
1090 vision_radius_sq = 2
1098 roles = "AttackFastStartUnit", "Hunter"
1100 Armors are motorized war wagons that are faster,\
1101 stronger, and can take more damage than any\
1106 name = _("Catapult")
1108 tech_req = "Mathematics"
1109 obsolete_by = "Cannon"
1110 graphic = "u.catapult"
1112 sound_move = "m_catapult"
1113 sound_move_alt = "m_generic"
1114 sound_fight = "f_catapult"
1115 sound_fight_alt = "f_generic"
1123 vision_radius_sq = 2
1131 roles = "AttackStrongStartUnit"
1133 Catapults are large rock-throwing machines of war.\
1134 They are very strong attackers but equally weak\
1135 defenders and will need an escort to be effective.\
1141 tech_req = "Metallurgy"
1142 obsolete_by = "Artillery"
1143 graphic = "u.cannon"
1145 sound_move = "m_cannon"
1146 sound_move_alt = "m_generic"
1147 sound_fight = "f_cannon"
1148 sound_fight_alt = "f_generic"
1156 vision_radius_sq = 2
1164 roles = "AttackStrongStartUnit", "BarbarianTech", "BarbarianBuildTech"
1166 Cannons are large firearms that can fire heavy\
1167 projectiles over long distances. They are very\
1168 strong attackers but equally weak defenders and\
1169 will need an escort to be effective.\
1173 name = _("Artillery")
1175 tech_req = "Machine Tools"
1176 obsolete_by = "Howitzer"
1177 graphic = "u.artillery"
1179 sound_move = "m_artillery"
1180 sound_move_alt = "m_generic"
1181 sound_fight = "f_artillery"
1182 sound_fight_alt = "f_generic"
1190 vision_radius_sq = 2
1198 roles = "AttackStrongStartUnit"
1200 The artillery is an upgraded cannon. It is a very\
1201 strong attacker but equally weak defender and\
1202 will need an escort to be effective.\
1206 name = _("Howitzer")
1208 tech_req = "Robotics"
1209 obsolete_by = "None"
1210 graphic = "u.howitzer"
1212 sound_move = "m_howitzer"
1213 sound_move_alt = "m_generic"
1214 sound_fight = "f_howitzer"
1215 sound_fight_alt = "f_generic"
1223 vision_radius_sq = 2
1231 roles = "AttackStrongStartUnit"
1233 Howitzers are upgraded artillery with improved\
1234 defensive as well as offensive capabilities.\
1235 They can shoot over city walls, ignoring their effect.\
1242 obsolete_by = "Stealth Fighter"
1243 graphic = "u.fighter"
1245 sound_move = "m_fighter"
1246 sound_move_alt = "m_generic"
1247 sound_fight = "f_fighter"
1248 sound_fight_alt = "f_generic"
1256 vision_radius_sq = 8
1263 targets = "Air", "Missile"
1265 { "flag", "type", "value"
1266 "Helicopter", "DefenseDivider", 1
1267 "Helicopter", "Firepower1", 1
1269 flags = "AirAttacker"
1272 Fighters are your first airborne units. They can\
1273 move anywhere and attack any unit.\
1279 tech_req = "Advanced Flight"
1280 obsolete_by = "Stealth Bomber"
1281 graphic = "u.bomber"
1283 sound_move = "m_bomber"
1284 sound_move_alt = "m_generic"
1285 sound_fight = "f_bomber"
1286 sound_fight_alt = "f_generic"
1294 vision_radius_sq = 8
1301 flags = "FieldUnit", "OneAttack", "AirAttacker"
1304 Bombers are specialized airborne units that may\
1305 only attack ground targets, not other airborne\
1310 ; /* TRANS: unit type */
1311 name = _("Helicopter")
1312 class = "Helicopter"
1313 tech_req = "Combined Arms"
1314 obsolete_by = "None"
1315 graphic = "u.helicopter"
1317 sound_move = "m_helicopter"
1318 sound_move_alt = "m_generic"
1319 sound_fight = "f_helicopter"
1320 sound_fight_alt = "f_generic"
1328 vision_radius_sq = 8
1335 flags = "FieldUnit", "OneAttack", "Helicopter", "AirAttacker"
1338 The Helicopter is a very powerful unit, as it can both fly and\
1339 conquer cities. Care must be exercised, because Helicopters lose a\
1340 small amount of health for every turn not spent in a city or airbase\
1341 or on a Carrier, unless you have the United Nations wonder, and\
1342 Helicopters may be attacked by ground units.\
1345 [unit_stealth_fighter]
1346 name = _("Stealth Fighter")
1348 tech_req = "Stealth"
1349 obsolete_by = "None"
1350 graphic = "u.stealth_fighter"
1352 sound_move = "m_stealth_fighter"
1353 sound_move_alt = "m_generic"
1354 sound_fight = "f_stealth_fighter"
1355 sound_fight_alt = "f_generic"
1363 vision_radius_sq = 8
1370 targets = "Air", "Missile"
1372 { "flag", "type", "value"
1373 "Helicopter", "DefenseDivider", 1
1374 "Helicopter", "Firepower1", 1
1376 flags = "AirAttacker"
1379 An improved Fighter, with improved attack and a higher movement\
1383 [unit_stealth_bomber]
1384 name = _("Stealth Bomber")
1386 tech_req = "Stealth"
1387 obsolete_by = "None"
1388 graphic = "u.stealth_bomber"
1390 sound_move = "m_stealth_bomber"
1391 sound_move_alt = "m_generic"
1392 sound_fight = "f_stealth_bomber"
1393 sound_fight_alt = "f_generic"
1401 vision_radius_sq = 8
1408 flags = "FieldUnit", "OneAttack", "AirAttacker"
1411 An improved Bomber, with improved attack and a higher movement\
1416 ; /* TRANS: unit type */
1419 tech_req = "Map Making"
1420 obsolete_by = "Caravel"
1421 graphic = "u.trireme"
1423 sound_move = "m_trireme"
1424 sound_move_alt = "m_generic"
1425 sound_fight = "f_trireme"
1426 sound_fight_alt = "f_generic"
1434 vision_radius_sq = 2
1442 flags = "Trireme", "BadCityDefender"
1443 roles = "Ferryboat", "FerryStartUnit"
1445 The Trireme is your first boat unit. It can act\
1446 as a transport ship and has rudimentary offensive\
1447 capabilities, but may not stray too far from the shore.\
1453 tech_req = "Navigation"
1454 obsolete_by = "Galleon"
1455 graphic = "u.caravel"
1457 sound_move = "m_caravel"
1458 sound_move_alt = "m_generic"
1459 sound_fight = "f_caravel"
1460 sound_fight_alt = "f_generic"
1468 vision_radius_sq = 2
1476 flags = "BadCityDefender"
1477 roles = "Ferryboat", "FerryStartUnit", "BarbarianBoat"
1479 The Caravel replaces the Trireme and is much\
1480 more reliable on the open seas.\
1486 tech_req = "Magnetism"
1487 obsolete_by = "Transport"
1488 graphic = "u.galleon"
1490 sound_move = "m_galleon"
1491 sound_move_alt = "m_generic"
1492 sound_fight = "f_galleon"
1493 sound_fight_alt = "f_generic"
1501 vision_radius_sq = 2
1509 flags = "BadCityDefender"
1510 roles = "Ferryboat", "FerryStartUnit", "BarbarianBoat"
1512 The Galleon is a pure transport ship and cannot\
1513 attack other ships, though it may still defend\
1514 itself when attacked.\
1520 tech_req = "Magnetism"
1521 obsolete_by = "Ironclad"
1522 graphic = "u.frigate"
1524 sound_move = "m_frigate"
1525 sound_move_alt = "m_generic"
1526 sound_fight = "f_frigate"
1527 sound_fight_alt = "f_generic"
1535 vision_radius_sq = 2
1543 flags = "BadCityDefender"
1546 The Frigate is a highly versatile boat unit,\
1547 that is both a strong offensive unit as well\
1548 as a decent transport ship.\
1552 name = _("Ironclad")
1554 tech_req = "Steam Engine"
1555 obsolete_by = "Destroyer"
1556 graphic = "u.ironclad"
1558 sound_move = "m_ironclad"
1559 sound_move_alt = "m_generic"
1560 sound_fight = "f_ironclad"
1561 sound_fight_alt = "f_generic"
1569 vision_radius_sq = 2
1576 flags = "BadCityDefender"
1579 The Ironclad is an armored ship that is\
1580 much more sturdy than the Frigate but\
1581 loses the latter's transport capability.\
1585 name = _("Destroyer")
1587 tech_req = "Electricity"
1588 obsolete_by = "None"
1589 graphic = "u.destroyer"
1591 sound_move = "m_destroyer"
1592 sound_move_alt = "m_generic"
1593 sound_fight = "f_destroyer"
1594 sound_fight_alt = "f_generic"
1602 vision_radius_sq = 8
1609 flags = "BadCityDefender"
1612 An improved Ironclad, with better move rate and vision.\
1614 TIP: A very fast unit, which is very useful for hunting down enemy\
1622 obsolete_by = "AEGIS Cruiser"
1623 graphic = "u.cruiser"
1625 sound_move = "m_cruiser"
1626 sound_move_alt = "m_generic"
1627 sound_fight = "f_cruiser"
1628 sound_fight_alt = "f_generic"
1636 vision_radius_sq = 8
1643 flags = "BadCityDefender"
1646 The Cruiser is a strong offensive boat unit.\
1649 [unit_aegis_cruiser]
1650 name = _("AEGIS Cruiser")
1652 tech_req = "Rocketry"
1653 obsolete_by = "None"
1654 graphic = "u.aegis_cruiser"
1656 sound_move = "m_aegis_cruiser"
1657 sound_move_alt = "m_generic"
1658 sound_fight = "f_aegis_cruiser"
1659 sound_fight_alt = "f_generic"
1667 vision_radius_sq = 8
1675 { "flag", "type", "value"
1676 "AirAttacker", "DefenseMultiplier", 4
1678 flags = "BadCityDefender"
1681 The AEGIS Cruiser is equipped with an advanced\
1682 defensive missile system.\
1686 name = _("Battleship")
1688 tech_req = "Automobile"
1689 obsolete_by = "None"
1690 graphic = "u.battleship"
1692 sound_move = "m_battleship"
1693 sound_move_alt = "m_generic"
1694 sound_fight = "f_battleship"
1695 sound_fight_alt = "f_generic"
1703 vision_radius_sq = 8
1710 flags = "BadCityDefender"
1713 The Battleship is the supreme naval unit with\
1714 excellent offensive and defensive values.\
1718 name = _("Submarine")
1720 tech_req = "Combustion"
1721 obsolete_by = "None"
1722 graphic = "u.submarine"
1724 sound_move = "m_submarine"
1725 sound_move_alt = "m_generic"
1726 sound_fight = "f_submarine"
1727 sound_fight_alt = "f_generic"
1735 vision_radius_sq = 8
1743 flags = "Partial_Invis", "BadCityDefender",
1744 "Only_Native_Attack"
1747 Traveling under the surface of the ocean, Submarines have\
1748 a very high strategic value, but a weak defense if caught\
1755 tech_req = "Advanced Flight"
1756 obsolete_by = "None"
1757 graphic = "u.carrier"
1759 sound_move = "m_carrier"
1760 sound_move_alt = "m_generic"
1761 sound_fight = "f_carrier"
1762 sound_fight_alt = "f_generic"
1770 vision_radius_sq = 8
1777 cargo = "Air", "Missile", "Helicopter"
1781 The Carrier is a mobile airport.\
1783 TIP: Guard Carriers with a handful of fast-moving ships and a\
1784 battleship, as losing a fully-equipped Carrier is VERY\
1785 painful and expensive.\
1789 name = _("Transport")
1791 tech_req = "Industrialization"
1792 obsolete_by = "None"
1793 graphic = "u.transport"
1795 sound_move = "m_transport"
1796 sound_move_alt = "m_generic"
1797 sound_fight = "f_transport"
1798 sound_fight_alt = "f_generic"
1806 vision_radius_sq = 8
1814 flags = "BadCityDefender"
1815 roles = "Ferryboat", "FerryStartUnit"
1817 The Transport cannot attack on its own but\
1818 may defend itself when under attack.\
1821 [unit_cruise_missile]
1822 name = _("Cruise Missile")
1824 tech_req = "Rocketry"
1825 obsolete_by = "None"
1826 graphic = "u.cruise_missile"
1828 sound_move = "m_cruise_missile"
1829 sound_move_alt = "m_generic"
1830 sound_fight = "f_cruise_missile"
1831 sound_fight_alt = "f_generic"
1839 vision_radius_sq = 2
1846 flags = "FieldUnit", "OneAttack", "AirAttacker"
1849 The Cruise Missile is a long-distance missile\
1850 that can strike deep into enemy territory.\
1852 TIP: A handful of these can successfully keep the waters around\
1853 your treasured homeland free of enemy ships.\
1859 tech_req = "Rocketry"
1860 obsolete_by = "None"
1861 graphic = "u.nuclear"
1863 sound_move = "m_nuclear"
1864 sound_move_alt = "m_generic"
1865 sound_fight = "f_nuclear"
1866 sound_fight_alt = "f_generic"
1874 vision_radius_sq = 2
1881 flags = "FieldUnit", "OneAttack", "Nuclear"
1884 You can build Nuclear units when you have the required advance, and\
1885 the Manhattan Project wonder has been built by any player.\
1887 On impact, the blast will destroy any unit in an area 3 tiles wide\
1888 (3x3 squares for rectangular grids), including friendly units.\
1889 Any city within the blast area loses half its population, and\
1890 land tiles within the blast area are subject to nuclear fallout.\
1892 Similar to pollution and global warming, the risk of global nuclear\
1893 winter increases with fallout. If nuclear winter occurs, terrain\
1894 across the globe changes into desert, tundra, and ice. Settlers\
1895 and Engineers can clean up nuclear fallout.\
1897 TIP 1: Nuking the ocean will not generate fallout, and is a most\
1898 effective (but expensive!!) way of getting rid of enemy\
1901 TIP 2: You may be involved in a situation where you've invaded an\
1902 enemy country en masse, but the enemy cities are too strong.\
1903 Before using a Nuclear unit, assemble a gang of Settlers\
1904 and/or Engineers next to the city and have them ready to fix\
1905 the fallout on the same turn it occurs! This minimizes the\
1906 chance of nuclear winter. Eco-friendly nukes!\
1910 name = _("Diplomat")
1912 tech_req = "Writing"
1914 graphic = "u.diplomat"
1916 sound_move = "m_diplomat"
1917 sound_move_alt = "m_generic"
1918 sound_fight = "f_diplomat"
1919 sound_fight_alt = "f_generic"
1927 vision_radius_sq = 2
1934 flags = "Diplomat", "IgZOC", "NonMil", "NoVeteran"
1935 veteran_names = _("green"), _("veteran")
1936 veteran_raise_chance = 0, 0
1937 veteran_work_raise_chance = 0, 0
1938 veteran_power_fact = 100, 110
1939 veteran_move_bonus = 0, 0
1940 roles = "DiplomatStartUnit"
1942 A Diplomat is an official that carries your dispatches and\
1943 is authorized to deal with foreign dignitaries. He may\
1944 also undertake various covert operations with the intent of\
1945 harming your opponents; Diplomats in your own cities defend\
1946 them against such actions.\
1948 Many covert actions may be attempted even in peacetime, but the more\
1949 aggressive actions will be discovered and cause diplomatic incidents,\
1950 which can allow Republics and Democracies to break treaties.\
1952 If a foreign unit is alone on a tile, you may attempt to bribe it\
1953 with your Diplomat. By paying a sum of gold the unit will immediately\
1954 become yours; the exact sum depends on the status of the unit and\
1955 that of the civilization owning it. However, units belonging to\
1956 Democratic governments cannot be bribed. Bribery when not at war\
1957 will cause a diplomatic incident.\
1959 Diplomats can also perform a number of actions in another player's\
1960 city, although each Diplomat may attempt only one action. Most of\
1961 these actions have a chance of failure. Also, any enemy Diplomats or\
1962 Spies in the city will oppose hostile actions; in this case, either\
1963 your unit or the defending unit will die. If the defending unit dies,\
1964 you lose one movement point and may try again.\
1966 The actions available to Diplomats in a city are:\
1968 - \"Establish Embassy\": This action always succeeds, and gives\
1969 permanent contact with the city's owner, as well as intelligence\
1970 on their tax rates and technology.\
1972 - \"Investigate City\": Your unit attempts to report detailed\
1973 information about the city: its status, what buildings and units are\
1974 within, and what it is currently producing.\
1976 - \"Sabotage City\": Your unit attempts either to disrupt all the\
1977 city's work so far towards its current project, or to destroy an\
1978 existing building in the city, at random. Once built, Palaces and\
1979 Wonders cannot be sabotaged, and attempts to sabotage City Walls\
1980 or any building in a capital each halve the chance of success.\
1981 Sabotage may only be attempted when openly at war.\
1983 - \"Steal Technology\": Your unit attempts to learn the secrets of a\
1984 random technology known to the city's owner but not to you. Technology\
1985 may only be stolen once from a given enemy city by Diplomats. This\
1986 action may be attempted even when not at war, but will cause a\
1987 diplomatic incident.\
1989 - \"Incite a Revolt\": In return for gold a foreign city will change\
1990 allegiance and join your empire, bringing along all nearby units that\
1991 call it home, but reducing its size by 1. Units in other cities\
1992 remain in the enemy's control, but units outside cities are lost to\
1993 both players. The exact sum depends on the status of the city and\
1994 that of the civilization that owns it. It is not possible to incite\
1995 a rebellion in a capital, or in any city governed by a democracy.\
1996 Incitement may be attempted in peacetime, but will cause a\
1997 diplomatic incident.\
1999 In some game strategies, hordes of Diplomats can be used to wreak\
2000 havoc on the enemy. Little wonder that Diplomats are often\
2001 viewed with suspicion and fear!\
2007 tech_req = "Espionage"
2008 obsolete_by = "None"
2011 sound_move = "m_spy"
2012 sound_move_alt = "m_generic"
2013 sound_fight = "f_spy"
2014 sound_fight_alt = "f_generic"
2022 vision_radius_sq = 8
2029 flags = "Diplomat", "IgZOC", "NonMil", "Spy"
2030 veteran_names = _("green"), _("veteran")
2031 veteran_raise_chance = 50, 0
2032 veteran_work_raise_chance = 0, 0
2033 veteran_power_fact = 100, 110
2034 veteran_move_bonus = 0, 0
2035 roles = "DiplomatStartUnit"
2037 A Spy is more skilled in the arts of espionage than her Diplomat predecessor.\
2039 She can perform all the functions of the Diplomat; refer to the Diplomat\
2040 entry for more details. Unlike a Diplomat, a Spy may also survive an\
2041 operation in a foreign city and become more experienced as a result.\
2042 Spies are also more effective than Diplomats at defending cities\
2043 against foreign Diplomats and Spies.\
2045 A Spy can also be used to:\n\
2046 - sabotage an enemy unit (reducing its hit points to half), if it is\
2047 alone on a tile and the players are at war;\n\
2048 - poison the water supply of an enemy city (reducing the population\
2050 - steal specific technology (with a reduced chance of success);\n\
2051 - steal further technologies from a city which has already been\
2052 stolen from (although cities become more resistant each time they\
2053 are stolen from);\n\
2054 - sabotage predetermined city targets (with a reduced chance of\
2057 A Spy that survives the more aggressive actions (sabotage, theft,\
2058 inciting rebellion, and poisoning) escapes to the safety of the\
2059 nearest friendly city.\
2061 Spies built under a Communist government will be built as veteran.\
2068 obsolete_by = "Freight"
2069 graphic = "u.caravan"
2071 sound_move = "m_caravan"
2072 sound_move_alt = "m_generic"
2073 sound_fight = "f_caravan"
2074 sound_fight_alt = "f_generic"
2082 vision_radius_sq = 2
2089 flags = "TradeRoute", "HelpWonder", "IgZOC", "NonMil"
2092 A Caravan carries goods or material for trading with distant cities\
2093 and foreign countries, or to help build wonders in your cities.\
2095 Caravans can establish trade routes with your own cities or those of other\
2096 nations (even enemies) by traveling to them. A route's ongoing revenue\
2097 is doubled if the two cities involved are on different continents, and\
2098 doubled again if the cities are from different civilizations. This last\
2099 condition means the net benefit to your civilization of a trade route\
2100 is the same regardless of whether you own both cities or only one of\
2101 them; if you only own one city, trade in each city is doubled, but you\
2102 only get the benefit from one end of the route. Each city can support a\
2103 maximum of three trade routes.\
2105 Every Caravan that is used to build a wonder will add 50 shields\
2106 towards the production of the wonder.\
2108 TIP: You can stockpile a stack of Caravans in advance and bring\
2109 them all into a city where you have started to build a wonder,\
2110 and finish it in only one turn!\
2116 tech_req = "The Corporation"
2117 obsolete_by = "None"
2118 graphic = "u.freight"
2120 sound_move = "m_freight"
2121 sound_move_alt = "m_generic"
2122 sound_fight = "f_freight"
2123 sound_fight_alt = "f_generic"
2131 vision_radius_sq = 2
2138 flags = "TradeRoute", "HelpWonder", "IgZOC", "NonMil"
2141 The Freight unit replaces the Caravan, and moves at twice the speed.\
2145 name = _("Explorer")
2147 tech_req = "Seafaring"
2148 obsolete_by = "Partisan"
2149 graphic = "u.explorer"
2151 sound_move = "m_explorer"
2152 sound_move_alt = "m_generic"
2153 sound_fight = "f_explorer"
2154 sound_fight_alt = "f_generic"
2162 vision_radius_sq = 2
2169 flags = "IgTer", "IgZOC", "NonMil"
2170 roles = "Explorer", "ExplorerStartUnit"
2172 Explorers are brave individuals that are very useful for\
2173 mapping unknown territory.\
2176 [unit_barbarian_leader]
2177 name = _("Barbarian Leader")
2180 obsolete_by = "None"
2181 graphic = "u.barbarian_leader"
2182 graphic_alt = "u.diplomat"
2183 sound_move = "m_barbarian_leader"
2184 sound_move_alt = "m_generic"
2185 sound_fight = "f_barbarian_leader"
2186 sound_fight_alt = "f_generic"
2194 vision_radius_sq = 2
2201 flags = "IgZOC", "NonMil", "NoBuild"
2202 roles = "BarbarianLeader"
2204 One Barbarian Leader appears every time there is a barbarian uprising\
2205 somewhere in the world.\
2207 When a Barbarian Leader is killed on a tile without any defending units,\
2208 the 100 gold ransom is paid, but only to land units and helicopters.\