2 ; You should not modify this file except to make bugfixes or
3 ; for other "maintenance". If you want to make custom changes,
4 ; you should create a new datadir subdirectory and copy this file
5 ; into that directory, and then modify that copy. Then use the
6 ; command "rulesetdir <mysubdir>" in the server to have freeciv
7 ; use your new customized file.
9 ; You should sort role units from worst to better, as often the best
10 ; available role unit of a given sort will be picked by choosing
11 ; the first available (not obsolete) such unit, or by picking the last
12 ; such unit directly. When determining starting units, the first
13 ; unit with the relevant role that the player can build will be chosen.
14 ; If no such unit can be found (eg Explorers that require Seafaring),
15 ; then the first unit with this role will be chosen.
18 description="Classic unit_type data for Freeciv"
19 options="+Freeciv-2.6-ruleset"
22 ; Names for custom unit type flags. There can be up to 32 of these.
23 ; name = rule name; In some circumstances user may see this
24 ; as part of some sentences, so try to make it descriptive
26 ; helptxt = displayed in the help for units with this flag (optional)
31 _("AirAttacker"), _("Very bad at attacking AEGIS.")
32 _("Horse"), _("Attack value halved when attacking Pikemen.")
33 _("Helicopter"), _("Defends very badly against Fighters.")
35 _("TradeRoute"), _("Can establish trade routes (must travel to target city).")
40 ; What are the names of the levels?
41 veteran_names = _("green"), _("veteran"), _("hardened"), _("elite")
43 ; The percentage chance of increasing level through combat
44 veteran_raise_chance = 50, 33, 20, 0
46 ; The percentage chance of a settler/engineer increasing level through
47 ; performing useful work (per turn)
48 veteran_work_raise_chance = 0, 0, 0, 0
50 ; Power factors are as a percentage.
51 ; +50% is represented by 150
52 veteran_power_fact = 100, 150, 175, 200
54 ; The additional number of movement points granted for different veteran
55 ; levels. These are fractional move points as defined by move_fragments in
57 veteran_move_bonus = 0, 0, 0, 0
59 ; /* <-- avoid gettext warnings
62 ; The number can be variable, up to 32
63 ; When adding new classes, remember to check effects.ruleset also.
64 ; Eg. if you divide class 'Land' to two separate classes, you may
65 ; want add effect giving City Walls defence bonus against new class
68 ; The actual tag used (the * in [unitclass_*]) does not matter, except
69 ; it must be unique within this file, and it may be used in debug
70 ; output when reading this file.
74 ; name = translatable name as seen by user
75 ; rule_name = (optional) name for savegames, rulesets etc; if not
76 ; present, 'name' is used. Since the name used in savegames
77 ; must not change, use this when renaming a unit class after a
78 ; ruleset has been released.
79 ; min_speed = Minimum speed after damage and effects (whole movement points)
80 ; hp_loss_pct = Hitpoints lost each turn if unit not in city or native base
81 ; non_native_def_pct = Defense power percentage applying when defending on
82 ; non-native terrain (such as ship in harbour)
83 ; hut_behavior = What happens to huts when unit enters tile:
84 ; "Normal", "Nothing" or "Frighten"
85 ; flags = List of unit class flags (from the following list; you
86 ; cannot add custom unit class flags)
87 ; helptext = optional help text string; should escape all raw newlines
88 ; so that xgettext parsing works
90 ; ** Unit class Flags **
92 ; "TerrainSpeed" = Units use terrain specific speed
93 ; "TerrainDefense" = Units gain defense bonus from terrain
94 ; "DamageSlows" = Damaged units are slowed down
95 ; "CanOccupyCity" = Military units of this class can occupy enemy cities
96 ; "Missile" = Unit is destroyed when it attacks
97 ; "BuildAnywhere" = Unit can be built even in the middle of non-native terrain
98 ; "Unreachable" = Unit can be attacked only by units explicitly listing this
99 ; class in its 'targets', unless on a city or native base.
100 ; For class members which are transports, cargo cannot load/
101 ; unload except in a city or native base, unless that unit
102 ; explicitly lists this class in its 'embarks'/'disembarks'.
103 ; "CollectRansom" = Unit can collect ransom when killing lone barbarian leader
104 ; "ZOC" = Unit is subject to ZOC rules. Unit type flag "IgZOC" can
106 ; "CanFortify" = Unit can fortify at land tiles. Unit type flag
107 ; "Cant_Fortify" can override this
108 ; "CanPillage" = Unit can pillage tile infrastructure
109 ; "DoesntOccupyTile" = Even if this kind of enemy unit is on tile, cities can
110 ; still work that tile
111 ; "AttackNonNative" = Unit can attack units on non-native tiles. Unit type
112 ; flag "Only_Native_Attack" can override this
113 ; "AttFromNonNative" = Unit can launch attack from non-native tile (against
115 ; This applies for both attacking from transport or
116 ; cities. If only some unit types of the class should
117 ; get this property, use type flag "Marines"
118 ; "KillCitizen" = Upon successful attack against a city, unit kills one
119 ; citizen. The effect "Unit_No_Lose_Pop" and the server
120 ; setting 'killcitizen' can disable this.
121 ; "Airliftable" = Unit may be airlifted
123 ; */ <-- avoid gettext warnings
126 ; /* TRANS: Unit class: used adjectivally */
127 name = _("?unitclass:Missile")
130 hut_behavior = "Frighten"
131 flags = "Missile", "Unreachable", "DoesntOccupyTile"
134 ; /* TRANS: Unit class: used adjectivally */
135 name = _("?unitclass:Land")
138 flags = "TerrainSpeed", "DamageSlows", "CanOccupyCity", "BuildAnywhere",
139 "CollectRansom", "ZOC", "CanFortify", "CanPillage",
140 "TerrainDefense", "KillCitizen", "Airliftable"
143 ; /* TRANS: Unit class: used adjectivally */
144 name = _("?unitclass:Sea")
147 flags = "DamageSlows", "AttackNonNative", "AttFromNonNative"
150 ; /* TRANS: Unit class: used adjectivally */
151 name = _("?unitclass:Trireme")
154 flags = "DamageSlows", "AttFromNonNative"
157 ; /* TRANS: Unit class: used adjectivally */
158 name = _("?unitclass:Helicopter")
161 flags = "CanOccupyCity", "CollectRansom"
164 ; /* TRANS: Unit class: used adjectivally */
165 name = _("?unitclass:Air")
168 hut_behavior = "Frighten"
169 flags = "Unreachable", "DoesntOccupyTile"
171 ; /* <-- avoid gettext warnings
173 ; Below: The individual units, one per section.
175 ; The number can be variable, up to 200.
176 ; However for the "official" rulesets, units should not be removed
177 ; because that would break backward compatability with savegames.
179 ; The order here matters: later units are considered "better" for
180 ; a given flag or role.
182 ; The actual tag used (the * in [unit_*]) does not matter, except
183 ; it must be unique within this file, and it may be used in debug
184 ; output when reading this file.
188 ; name = translatable name as seen by user
189 ; rule_name = (optional) name for savegames, rulesets etc; if not
190 ; present, 'name' is used. Since the name used in savegames
191 ; must not change, use this when renaming a unit after a
192 ; ruleset has been released.
193 ; graphic = tag specifying preferred graphic
194 ; graphic_alt = tag for alternate graphic if preferred graphic is not
195 ; present; especially if preferred graphic is non-standard,
196 ; this should be a standard tag. Otherwise can use eg "-"
197 ; for no alternate graphic.
198 ; tech_req = required advance, names from techs.ruleset, or special:
199 ; "None" => available from start
200 ; impr_req = required city improvement, names from buildings.ruleset
201 ; gov_req = required government, names from governments.ruleset
202 ; obsolete_by = can be upgraded to and made obsolete by another unit by name
203 ; build_cost = production shields required to build
204 ; pop_cost = population removed from city when built; for 'AddToCity'
205 ; units this is also the population added to the destination
206 ; attack = base attack strength (0 = cannot attack)
207 ; defense = base defense strength (0 = cannot defend)
208 ; hitpoints = how much damage unit can withstand
209 ; firepower = number of hitpoints removed per round of combat; at least 1
210 ; move_rate = base move rate (whole movement points)
211 ; vision_radius_sq = base vision of unit: unit can see tile up to the square
212 ; root of this value away
213 ; convert_to = can be converted to another type of unit by name
214 ; convert_time = time it takes to convert to another unit type
215 ; class = One of the classes listed above
216 ; transport_cap = Number of units (ground, or air/missiles, depending on flags)
217 ; fuel = Number of turns unit can spend outside refuel points.
218 ; If more time passes without unit refueling over turn change,
219 ; they are lost. If this is zero, unit has no need to refuel
220 ; uk_* = upkeep costs, these are used as base values in the game
221 ; cargo = Unit classes this unit can transport
222 ; city_size = Initial size of the cities built by 'Cities' type units
223 ; (but 'AddToCity' uses pop_cost)
224 ; targets = list of unit classes this unit can attack against even
225 ; if they have Unreachable unit class flag
226 ; embarks = list of unit classes this unit may load into while not in
227 ; native base or city even if transporter has Unreachable unit
229 ; disembarks = list of unit classes this unit may unload from while not in
230 ; native base or city even if transporter has Unreachable unit
232 ; bonuses = definitions of combat bonuses against specific other units
233 ; bonuses.flag = flag of the unit that bonus applies against
234 ; bonuses.type = type of the bonus. See below
235 ; bonuses.value = value of the bonus. Sum of these is used if multiple apply.
236 ; bonuses.quiet = don't auto generate help text for this bonus. Use this if
237 ; the bonus is documented in the unit type's help text.
238 ; This is useful when the combination of a unit's bonuses
239 ; becomes complex enough to make the auto generated help
240 ; ugly or inaccurate.
241 ; flags = special flag strings; list of built-in flags described below
242 ; and/or user flags defined above
244 ; veteran_names = Special veteran level for this unit. See the definitions in
245 ; game.ruleset. All of the veteran_* entries have to have the
247 ; veteran_raise_chance =
248 ; veteran_work_raise_chance =
249 ; veteran_power_fact =
250 ; veteran_move_bonus =
252 ; roles = special role strings
253 ; sound_move = optional sound effect when the unit moves
254 ; sound_move_alt= optional alternative sound effect if above not
255 ; supported in client
256 ; sound_fight = optional sound effect when the unit fights
257 ; sound_fight_alt= optional alternative sound effect if above not
258 ; supported in client
259 ; helptext = optional help text string; should escape all raw newlines
260 ; so that xgettext parsing works
265 ; "DefenseMultiplier" = Multiply defense value (1 + 'value') times.
266 ; Value of 1 means multiplication by 2, value 2 by 3...
267 ; Bonus is defined in defenders entry.
268 ; "DefenseDivider" = Divide defense value with (1 + 'value').
269 ; Bonus is defined in attackers entry.
270 ; "FirePower1" = Defender firepower is reduced to value 1 when
271 ; ever this has non-zero value.
272 ; Bonus is defined in attackers entry.
277 ; "IgZOC" = ignore Zones of Control (ZOC) even if unit class has
279 ; "HasNoZOC" = unit has no Zone of Control (ZOC), thus any unit can move
281 ; "NonMil" = a non-military unit: no attacks; no martial law; can enter
282 ; peaceful borders; DoesntOccupyTile
283 ; "IgTer" = use constant move cost defined in igter_cost (terrain.ruleset)
284 ; rather than terrain/road etc cost, unless terrain cost is
286 ; "OneAttack" = can only make a single attack, regardless of movement points
287 ; "FieldUnit" = cause unhappiness even when not being aggressive
288 ; "Marines" = can attack from non-native tile (from transport or city)
289 ; "Partial_Invis" = visible only to adjancent units; does not hide transported
290 ; units other than missiles
291 ; "Settlers" = can irrigate and build roads
292 ; "Diplomat" = can defend against diplomat actions (see diplchance
294 ; "Spy" = enhanced diplomat actions. _Must_ be "Diplomat" also
295 ; "Trireme" = (sea only) cannot leave shoreline
297 ; "Paratroopers"= can paradrop
298 ; "Cities" = can disband to produce a city (initial population city_size)
299 ; "Only_Native_Attack" = cannot attack targets on non-native tiles even if
301 ; "Cant_Fortify" = cannot fortify even if unit class has "CanFortify" flag
302 ; "AddToCity" = can disband to add pop_cost population to a city
303 ; (see cities.ruleset for limitation of this ability)
304 ; "Fanatic" = can only be built by governments that allow them
305 ; (see civ2/governments.ruleset, Fundamentalism government)
306 ; "Unique" = a player can only have one of these units in the game at
307 ; the same time; barbarians cannot use this at present
308 ; "GameLoss" = losing one of these units means you lose the game, but it
309 ; is produced without homecity and upkeep
310 ; "Undisbandable" = this unit cannot be disbanded, will not drown, and will not
311 ; disband due to lack of shields to upkeep it in homecity;
312 ; if not given enough food to upkeep it, homecity will shrink
313 ; every turn it cannot do so, however
314 ; "SuperSpy" = this unit always wins diplomatic contests, that is, unless
315 ; it encounters another SuperSpy, in which case defender wins;
316 ; can also be used on non-diplomat units, in which case it can
317 ; protect cities from diplomats; also 100% spy survival chance
318 ; "NoHome" = this unit has no homecity and will be free of all upkeep, and
319 ; therefore will not revolt along with its city of origin should
321 ; "NoVeteran" = this unit cannot gain veteran levels through experience
322 ; (as if both raise_chance and work_raise_chance were zero);
323 ; it can still gain veterancy through Veteran_Build, etc
324 ; "Bombarder" = this unit cannot kill other units, only damage them, but
325 ; also is not harmed by return fire when attacking; the field
326 ; bombard_rate regulates its number of shots
327 ; "CityBuster" = this unit has double firepower against cities
328 ; "NoBuild" = this unit cannot be built
329 ; "BadWallAttacker" = the firepower of this unit is set to 1 if
331 ; defended by a city wall (or other city building defense)
332 ; "BadCityDefender" = if attacked while in a city, firepower is set to 1
333 ; and firepower of attacker is doubled (the Pearl Harbour
335 ; "BarbarianOnly" = only barbarians can build this unit
336 ; "Shield2Gold" = Switch from shield upkeep to gold upkeep possible
337 ; "Capturable" = can be captured by units with "Capturer" flag
338 ; "Capturer" = can capture units with flag "Capturable" instead of
340 ; "NewCityGamesOnly" = unit can't be built on scenarios where founding new cities
341 ; is not allowed. Give this flag to units that would make no sense
342 ; to have in a game with such a scenario
344 ; Following flag strings require extra fields:
346 ; paratroopers_range = the maximal range the unit can be paradropped to.
347 ; Max range is 65534.
348 ; paratroopers_mr_req = the move rate which is required at least for
349 ; paradropping (whole movement points)
350 ; paratroopers_mr_sub = the move rate which is subtracted after paradropping
351 ; (whole movement points)
353 ; bombard_rate = the number of shots fired at enemy units when attacking
357 ; "FirstBuild" = first to be built when city founded
358 ; "Explorer" = unit to use for exploring
359 ; "Hut" = can be found in a hut
360 ; "HutTech" = can be found in a hut, but its techs required
361 ; "Partisan" = can be created as a partisan (only one unit can have this
362 ; flag), see end of this file for its tech requirements option
363 ; "DefendOk" = AI hint: ok for defending with
364 ; "DefendGood" = AI hint: good for defending with
365 ; "Ferryboat" = AI hint: useful for ferrying
366 ; "Barbarian" = can be created as land barbarian
367 ; "BarbarianTech" = can be created as land barbarian, if someone has
368 ; researched its tech requirements
369 ; "BarbarianBoat" = can be created as boat for sea barbarian
370 ; "BarbarianBuild" = can be built by barbarians
371 ; "BarbarianBuildTech" = can be built by barbarians if someone has
372 ; researched its tech requirements
373 ; "BarbarianLeader" = this unit is the barbarian leader (only one)
374 ; "BarbarianSea" = can be created as a barbarian that disembarks from a barbarian boat
375 ; "BarbarianSeaTech" = can be created as a barbarian that disembarks from a barbarian boat
376 ; if someone has researched its tech requirements
377 ; "Settlers" = can irrigate and build roads
378 ; "Hunter" = AI hint: good for hunting other units
379 ; "CitiesStartUnit" = Gets granted as 'c' startunit
380 ; "WorkerStartUnit" = Gets granted as 'w' startunit
381 ; "ExplorerStartUnit" = Gets granted as 'x' startunit
382 ; "KingStartUnit" = Gets granted as 'k' startunit
383 ; "DiplomatStartUnit" = Gets granted as 's' startunit
384 ; "FerryStartUnit" = Gets granted as 'f' startunit
385 ; "DefendOkStartUnit" = Gets granted as 'd' startunit
386 ; "DefendGoodStartUnit" = Gets granted as 'D' startunit
387 ; "AttackFastStartUnit" = Gets granted as 'a' startunit
388 ; "AttackStrongStartUnit" = Gets granted as 'A' startunit
390 ; */ <-- avoid gettext warnings
397 graphic = "u.settlers"
399 sound_move = "m_settlers"
400 sound_move_alt = "m_generic"
401 sound_fight = "f_settlers"
402 sound_fight_alt = "f_generic"
417 flags = "Settlers", "Cant_Fortify", "NonMil", "HasNoZOC", "AddToCity", "Cities"
418 ; No veteran levels (level name is never displayed)
419 veteran_names = _("green")
420 veteran_raise_chance = 0
421 veteran_work_raise_chance = 0
422 veteran_power_fact = 100
423 veteran_move_bonus = 0
424 roles = "CitiesStartUnit"
426 Settlers are one of the key units in the game, as they are your main\
427 means of founding new cities.\
429 Settlers can also perform some of the same terrain alterations as\
432 Upkeep for Settlers is in food as well as production, and a Settler\
433 can die if its supporting city runs out of food. Settlers in a\
434 Republic or Democracy require twice as much food per turn.\
438 name = _("?unit:Workers")
441 obsolete_by = "Engineers"
443 graphic_alt = "u.engineers" ; for compatibility
444 sound_move = "m_worker"
445 sound_move_alt = "m_generic"
446 sound_fight = "f_worker"
447 sound_fight_alt = "f_generic"
462 flags = "Settlers", "Cant_Fortify", "NonMil", "HasNoZOC", "Airbase"
463 ; No veteran levels (level name is never displayed)
464 veteran_names = _("green")
465 veteran_raise_chance = 0
466 veteran_work_raise_chance = 0
467 veteran_power_fact = 100
468 veteran_move_bonus = 0
469 roles = "Settlers", "WorkerStartUnit"
471 Workers have the ability to improve terrain tiles.\
473 Building an irrigation system on a suitable tile causes it to \
474 produce some extra food each turn. This requires a nearby source of \
475 water: an ocean, lake, or river tile, or another tile with an \
476 irrigation system, must share an edge (not just a corner) with the \
477 target tile. Once irrigated, land remains so even if the water source \
478 is removed. When Refrigeration is known, irrigation systems can be \
479 upgraded to Farmland by irrigating them a second time; this provides \
480 more food to a city if it has a Supermarket.\
482 Building a mine on suitable terrain increases the \
483 number of production points produced by that tile. However, it is not \
484 possible to have an irrigation system and a mine on the same tile.\
486 On terrain unsuitable for irrigation systems or mines, issuing the \
487 \"irrigate\" or \"mine\" order may permanently convert the terrain \
488 to another type; this is usually more expensive. For instance, Swamp \
489 may be \"irrigated\" to yield Grassland. (Terrain conversion with \
490 the \"irrigate\" order does not require a water source.)\
492 Workers can build airbases and buoys, which Settlers cannot. \
493 Workers must be on board a ship to build buoys.\
495 See the help on Terrain and Terrain Alterations for the effects of \
500 name = _("Engineers")
502 tech_req = "Explosives"
504 graphic = "u.engineers"
506 sound_move = "m_engineers"
507 sound_move_alt = "m_generic"
508 sound_fight = "f_engineers"
509 sound_fight_alt = "f_generic"
524 flags = "Settlers", "Cant_Fortify", "NonMil", "HasNoZOC", "Transform", "Airbase"
525 ; No veteran levels (level name is never displayed)
526 veteran_names = _("green")
527 veteran_raise_chance = 0
528 veteran_work_raise_chance = 0
529 veteran_power_fact = 100
530 veteran_move_bonus = 0
531 roles = "Settlers", "WorkerStartUnit"
533 Engineers are similar to Workers, but they work twice as fast and\
534 move twice as fast. Engineers may also perform major terrain\
535 transformations which are beyond the capabilities of Workers and\
536 Settlers, such as converting Tundra into Desert, or even Ocean into\
537 Swamp in some circumstances (when on board an ocean-going vessel,\
538 on a tile surrounded by sufficient existing land). See the\
539 Terrain Alterations section for more details.\
541 TIP 1: Upgrade Workers to Engineers when possible, as Engineers\
542 require the same resources as ordinary Workers.\
544 TIP 2: If you manage to build Leonardo's Workshop, research\
545 Explosives before the Workshop becomes obsolete. This way,\
546 your Workers units will be upgraded for free.\
553 obsolete_by = "Pikemen"
554 graphic = "u.warriors"
556 sound_move = "m_warriors"
557 sound_move_alt = "m_generic"
558 sound_fight = "f_warriors"
559 sound_fight_alt = "f_generic"
575 roles = "DefendOk", "DefendOkStartUnit", "FirstBuild"
577 This unit may be built from the start of the game. It is the\
578 weakest offensive unit.\
584 tech_req = "Bronze Working"
585 obsolete_by = "Pikemen"
586 graphic = "u.phalanx"
588 sound_move = "m_phalanx"
589 sound_move_alt = "m_generic"
590 sound_fight = "f_phalanx"
591 sound_fight_alt = "f_generic"
607 roles = "DefendGood", "DefendGoodStartUnit", "FirstBuild"
609 The Phalanx is armored infantry, suitable for defending your cities.\
615 tech_req = "Warrior Code"
616 obsolete_by = "Musketeers"
617 graphic = "u.archers"
619 sound_move = "m_archers"
620 sound_move_alt = "m_generic"
621 sound_fight = "f_archers"
622 sound_fight_alt = "f_generic"
638 roles = "DefendOk", "DefendOkStartUnit"
640 Archers fight with bows and arrows and have a good offensive\
641 value as well as decent defense.\
647 tech_req = "Iron Working"
648 obsolete_by = "Musketeers"
651 sound_move = "m_legion"
652 sound_move_alt = "m_generic"
653 sound_fight = "f_legion"
654 sound_fight_alt = "f_generic"
670 roles = "DefendOk", "DefendOkStartUnit", "Hut", "BarbarianBuild", "BarbarianSea"
672 Legions are heavily armed and well disciplined infantry\
673 units with an excellent offensive value.\
679 tech_req = "Feudalism"
680 obsolete_by = "Musketeers"
681 graphic = "u.pikemen"
683 sound_move = "m_pikemen"
684 sound_move_alt = "m_generic"
685 sound_fight = "f_pikemen"
686 sound_fight_alt = "f_generic"
702 { "flag", "type", "value"
703 "Horse", "DefenseMultiplier", 1
706 roles = "DefendGood", "DefendGoodStartUnit", "FirstBuild"
708 Equipped with long pikes, Pikemen replaces Phalanx\
709 as the preferred city defender.\
713 name = _("Musketeers")
715 tech_req = "Gunpowder"
716 obsolete_by = "Riflemen"
717 graphic = "u.musketeers"
719 sound_move = "m_musketeers"
720 sound_move_alt = "m_generic"
721 sound_fight = "f_musketeers"
722 sound_fight_alt = "f_generic"
738 roles = "DefendGood", "DefendGoodStartUnit", "FirstBuild", "HutTech",
739 "BarbarianTech", "BarbarianBuildTech", "BarbarianSeaTech"
741 Musketeers are infantry equipped with early\
742 firearms and replace Pikemen as the preferred\
749 tech_req = "Guerilla Warfare"
751 graphic = "u.partisan"
753 sound_move = "m_partisan"
754 sound_move_alt = "m_generic"
755 sound_fight = "f_partisan"
756 sound_fight_alt = "f_generic"
771 flags = "IgTer", "IgZOC"
772 roles = "DefendGood", "DefendGoodStartUnit", "Partisan", "BarbarianTech"
774 Partisans are guerilla fighters who are experts\
775 at using the terrain to their advantage.\
777 A number of Partisans are granted free when an enemy conquers your\
778 city -- they automatically assume defensive positions in the\
779 surrounding countryside -- but only under these conditions:\n\
780 - Guerilla Warfare must be known by at least one player.\n\
781 - You must be the player who originally built the city.\n\
782 - You must know about Communism and Gunpowder.\n\
783 - You must run either a Democracy or a Communist government.\
787 name = _("Alpine Troops")
791 graphic = "u.alpine_troops"
793 sound_move = "m_alpine_troops"
794 sound_move_alt = "m_generic"
795 sound_fight = "f_alpine_troops"
796 sound_fight_alt = "f_generic"
812 roles = "DefendGood", "DefendGoodStartUnit"
814 Alpine Troops are highly mobile units as well as\
815 excellent defenders.\
821 tech_req = "Conscription"
823 graphic = "u.riflemen"
825 sound_move = "m_riflemen"
826 sound_move_alt = "m_generic"
827 sound_fight = "f_riflemen"
828 sound_fight_alt = "f_generic"
844 roles = "DefendGood", "DefendGoodStartUnit", "FirstBuild"
846 Riflemen are World War-era infantry, very good\
847 at defending your cities.\
853 tech_req = "Amphibious Warfare"
855 graphic = "u.marines"
857 sound_move = "m_marines"
858 sound_move_alt = "m_generic"
859 sound_fight = "f_marines"
860 sound_fight_alt = "f_generic"
876 roles = "DefendOk", "DefendOkStartUnit", "BarbarianSeaTech"
878 Marines are infantry who are experts at marine warfare.\
882 name = _("Paratroopers")
884 tech_req = "Combined Arms"
886 graphic = "u.paratroopers"
888 sound_move = "m_paratroopers"
889 sound_move_alt = "m_generic"
890 sound_fight = "f_paratroopers"
891 sound_fight_alt = "f_generic"
906 flags = "Paratroopers"
907 roles = "DefendOk", "DefendOkStartUnit"
909 Paratroopers are experts at airborne attacks. \
910 From a friendly city or airbase, Paratroopers who have not expended any \
911 movement points can paradrop directly to any tile in range, and be \
912 immediately ready to act there. (Beware dropping into unseen territory, \
913 as Paratroopers landing on a tile occupied by enemy units are easy \
916 paratroopers_range = 10
917 paratroopers_mr_req = 1
918 paratroopers_mr_sub = 0
921 name = _("Mech. Inf.")
923 tech_req = "Labor Union"
925 graphic = "u.mech_inf"
927 sound_move = "m_mech_inf"
928 sound_move_alt = "m_generic"
929 sound_fight = "f_mech_inf"
930 sound_fight_alt = "f_generic"
946 roles = "DefendGood", "DefendGoodStartUnit"
948 The Mechanized Infantry has the strongest defensive strength\
949 of any land unit, but is only available near the end of the\
956 tech_req = "Horseback Riding"
957 obsolete_by = "Knights"
958 graphic = "u.horsemen"
960 sound_move = "m_horsemen"
961 sound_move_alt = "m_generic"
962 sound_fight = "f_horsemen"
963 sound_fight_alt = "f_generic"
979 roles = "AttackFastStartUnit", "Hut", "Barbarian", "Hunter"
981 Horsemen are mounted warriors and an early\
982 shock-troop that can penetrate deep into\
989 tech_req = "The Wheel"
990 obsolete_by = "Knights"
991 graphic = "u.chariot"
993 sound_move = "m_chariot"
994 sound_move_alt = "m_generic"
995 sound_fight = "f_chariot"
996 sound_fight_alt = "f_generic"
1004 vision_radius_sq = 2
1012 roles = "AttackFastStartUnit", "Hut", "Hunter"
1014 Chariots are horse-pulled war wagons, stronger\
1015 but more expensive than horsemen.\
1021 tech_req = "Chivalry"
1022 obsolete_by = "Dragoons"
1023 graphic = "u.knights"
1025 sound_move = "m_knights"
1026 sound_move_alt = "m_generic"
1027 sound_fight = "f_knights"
1028 sound_fight_alt = "f_generic"
1036 vision_radius_sq = 2
1044 roles = "AttackFastStartUnit", "HutTech", "BarbarianTech",
1045 "BarbarianBuildTech", "BarbarianSeaTech", "Hunter"
1047 Knights are mounted and heavily armored warriors.\
1051 name = _("Dragoons")
1053 tech_req = "Leadership"
1054 obsolete_by = "Cavalry"
1055 graphic = "u.dragoons"
1057 sound_move = "m_dragoons"
1058 sound_move_alt = "m_generic"
1059 sound_fight = "f_dragoons"
1060 sound_fight_alt = "f_generic"
1068 vision_radius_sq = 2
1076 roles = "AttackFastStartUnit", "BarbarianBuildTech", "BarbarianSeaTech",
1079 Dragoons are mounted warriors carrying early firearms.\
1085 tech_req = "Tactics"
1086 obsolete_by = "Armor"
1087 graphic = "u.cavalry"
1089 sound_move = "m_cavalry"
1090 sound_move_alt = "m_generic"
1091 sound_fight = "f_cavalry"
1092 sound_fight_alt = "f_generic"
1100 vision_radius_sq = 2
1108 roles = "AttackFastStartUnit", "Hunter"
1110 Cavalry are mounted and highly trained soldiers.\
1116 tech_req = "Mobile Warfare"
1117 obsolete_by = "None"
1120 sound_move = "m_armor"
1121 sound_move_alt = "m_generic"
1122 sound_fight = "f_armor"
1123 sound_fight_alt = "f_generic"
1131 vision_radius_sq = 2
1139 roles = "AttackFastStartUnit", "Hunter"
1141 Armors are motorized war wagons that are faster,\
1142 stronger, and can take more damage than any\
1147 name = _("Catapult")
1149 tech_req = "Mathematics"
1150 obsolete_by = "Cannon"
1151 graphic = "u.catapult"
1153 sound_move = "m_catapult"
1154 sound_move_alt = "m_generic"
1155 sound_fight = "f_catapult"
1156 sound_fight_alt = "f_generic"
1164 vision_radius_sq = 2
1172 roles = "AttackStrongStartUnit"
1174 Catapults are large rock-throwing machines of war.\
1175 They are very strong attackers but equally weak\
1176 defenders and will need an escort to be effective.\
1182 tech_req = "Metallurgy"
1183 obsolete_by = "Artillery"
1184 graphic = "u.cannon"
1186 sound_move = "m_cannon"
1187 sound_move_alt = "m_generic"
1188 sound_fight = "f_cannon"
1189 sound_fight_alt = "f_generic"
1197 vision_radius_sq = 2
1205 roles = "AttackStrongStartUnit", "BarbarianTech", "BarbarianBuildTech"
1207 Cannons are large firearms that can fire heavy\
1208 projectiles over long distances. They are very\
1209 strong attackers but equally weak defenders and\
1210 will need an escort to be effective.\
1214 name = _("Artillery")
1216 tech_req = "Machine Tools"
1217 obsolete_by = "Howitzer"
1218 graphic = "u.artillery"
1220 sound_move = "m_artillery"
1221 sound_move_alt = "m_generic"
1222 sound_fight = "f_artillery"
1223 sound_fight_alt = "f_generic"
1231 vision_radius_sq = 2
1239 roles = "AttackStrongStartUnit"
1241 The artillery is an upgraded cannon. It is a very\
1242 strong attacker but equally weak defender and\
1243 will need an escort to be effective.\
1247 name = _("Howitzer")
1249 tech_req = "Robotics"
1250 obsolete_by = "None"
1251 graphic = "u.howitzer"
1253 sound_move = "m_howitzer"
1254 sound_move_alt = "m_generic"
1255 sound_fight = "f_howitzer"
1256 sound_fight_alt = "f_generic"
1264 vision_radius_sq = 2
1272 roles = "AttackStrongStartUnit"
1274 Howitzers are upgraded artillery with improved\
1275 defensive as well as offensive capabilities.\
1276 They can shoot over city walls, ignoring their effect.\
1283 obsolete_by = "Stealth Fighter"
1284 graphic = "u.fighter"
1286 sound_move = "m_fighter"
1287 sound_move_alt = "m_generic"
1288 sound_fight = "f_fighter"
1289 sound_fight_alt = "f_generic"
1297 vision_radius_sq = 8
1304 targets = "Air", "Missile"
1306 { "flag", "type", "value"
1307 "Helicopter", "DefenseDivider", 1
1308 "Helicopter", "Firepower1", 1
1310 flags = "AirAttacker"
1313 Fighters are your first airborne units. They can\
1314 move anywhere and attack any unit.\
1320 tech_req = "Advanced Flight"
1321 obsolete_by = "Stealth Bomber"
1322 graphic = "u.bomber"
1324 sound_move = "m_bomber"
1325 sound_move_alt = "m_generic"
1326 sound_fight = "f_bomber"
1327 sound_fight_alt = "f_generic"
1335 vision_radius_sq = 8
1342 flags = "FieldUnit", "OneAttack", "AirAttacker", "HasNoZOC"
1345 Bombers are specialized airborne units that may\
1346 only attack ground targets, not other airborne\
1351 ; /* TRANS: unit type */
1352 name = _("Helicopter")
1353 class = "Helicopter"
1354 tech_req = "Combined Arms"
1355 obsolete_by = "None"
1356 graphic = "u.helicopter"
1358 sound_move = "m_helicopter"
1359 sound_move_alt = "m_generic"
1360 sound_fight = "f_helicopter"
1361 sound_fight_alt = "f_generic"
1369 vision_radius_sq = 8
1376 flags = "FieldUnit", "OneAttack", "Helicopter", "AirAttacker"
1379 The Helicopter is a very powerful unit, as it can both fly and\
1380 conquer cities. Care must be exercised, because Helicopters lose a\
1381 small amount of health for every turn not spent in a city or airbase\
1382 or on a Carrier, unless you have the United Nations wonder, and\
1383 Helicopters may be attacked by ground units.\
1386 [unit_stealth_fighter]
1387 name = _("Stealth Fighter")
1389 tech_req = "Stealth"
1390 obsolete_by = "None"
1391 graphic = "u.stealth_fighter"
1393 sound_move = "m_stealth_fighter"
1394 sound_move_alt = "m_generic"
1395 sound_fight = "f_stealth_fighter"
1396 sound_fight_alt = "f_generic"
1404 vision_radius_sq = 8
1411 targets = "Air", "Missile"
1413 { "flag", "type", "value"
1414 "Helicopter", "DefenseDivider", 1
1415 "Helicopter", "Firepower1", 1
1417 flags = "Partial_Invis", "AirAttacker"
1420 An improved Fighter, with improved attack and a higher movement\
1424 [unit_stealth_bomber]
1425 name = _("Stealth Bomber")
1427 tech_req = "Stealth"
1428 obsolete_by = "None"
1429 graphic = "u.stealth_bomber"
1431 sound_move = "m_stealth_bomber"
1432 sound_move_alt = "m_generic"
1433 sound_fight = "f_stealth_bomber"
1434 sound_fight_alt = "f_generic"
1442 vision_radius_sq = 8
1449 flags = "Partial_Invis", "FieldUnit", "OneAttack", "AirAttacker",
1453 An improved Bomber, with improved attack and a higher movement\
1458 ; /* TRANS: unit type */
1461 tech_req = "Map Making"
1462 obsolete_by = "Caravel"
1463 graphic = "u.trireme"
1465 sound_move = "m_trireme"
1466 sound_move_alt = "m_generic"
1467 sound_fight = "f_trireme"
1468 sound_fight_alt = "f_generic"
1476 vision_radius_sq = 2
1484 flags = "BadCityDefender"
1485 roles = "Ferryboat", "FerryStartUnit"
1487 The Trireme is your first boat unit. It can act\
1488 as a transport ship and has rudimentary offensive\
1489 capabilities, but may not enter deep ocean tiles.\
1495 tech_req = "Navigation"
1496 obsolete_by = "Galleon"
1497 graphic = "u.caravel"
1499 sound_move = "m_caravel"
1500 sound_move_alt = "m_generic"
1501 sound_fight = "f_caravel"
1502 sound_fight_alt = "f_generic"
1510 vision_radius_sq = 2
1518 flags = "BadCityDefender"
1519 roles = "Ferryboat", "FerryStartUnit", "BarbarianBoat"
1521 The Caravel replaces the Trireme and can enter\
1528 tech_req = "Magnetism"
1529 obsolete_by = "Transport"
1530 graphic = "u.galleon"
1532 sound_move = "m_galleon"
1533 sound_move_alt = "m_generic"
1534 sound_fight = "f_galleon"
1535 sound_fight_alt = "f_generic"
1543 vision_radius_sq = 2
1551 flags = "BadCityDefender"
1552 roles = "Ferryboat", "FerryStartUnit", "BarbarianBoat"
1554 The Galleon is a pure transport ship and cannot\
1555 attack other ships, though it may still defend\
1556 itself when attacked.\
1562 tech_req = "Magnetism"
1563 obsolete_by = "Ironclad"
1564 graphic = "u.frigate"
1566 sound_move = "m_frigate"
1567 sound_move_alt = "m_generic"
1568 sound_fight = "f_frigate"
1569 sound_fight_alt = "f_generic"
1577 vision_radius_sq = 2
1585 flags = "BadCityDefender"
1588 The Frigate is a highly versatile boat unit,\
1589 that is both a strong offensive unit as well\
1590 as a decent transport ship.\
1594 name = _("Ironclad")
1596 tech_req = "Steam Engine"
1597 obsolete_by = "Destroyer"
1598 graphic = "u.ironclad"
1600 sound_move = "m_ironclad"
1601 sound_move_alt = "m_generic"
1602 sound_fight = "f_ironclad"
1603 sound_fight_alt = "f_generic"
1611 vision_radius_sq = 2
1618 flags = "BadCityDefender"
1621 The Ironclad is an armored ship that is\
1622 much more sturdy than the Frigate but\
1623 loses the latter's transport capability.\
1627 name = _("Destroyer")
1629 tech_req = "Electricity"
1630 obsolete_by = "None"
1631 graphic = "u.destroyer"
1633 sound_move = "m_destroyer"
1634 sound_move_alt = "m_generic"
1635 sound_fight = "f_destroyer"
1636 sound_fight_alt = "f_generic"
1644 vision_radius_sq = 8
1651 flags = "BadCityDefender"
1654 An improved Ironclad, with better move rate and vision.\
1656 TIP: A very fast unit, which is very useful for hunting down enemy\
1664 obsolete_by = "AEGIS Cruiser"
1665 graphic = "u.cruiser"
1667 sound_move = "m_cruiser"
1668 sound_move_alt = "m_generic"
1669 sound_fight = "f_cruiser"
1670 sound_fight_alt = "f_generic"
1678 vision_radius_sq = 8
1685 flags = "BadCityDefender"
1686 roles = "DefendGood", "DefendGoodStartUnit"
1688 The Cruiser is a strong offensive boat unit.\
1691 [unit_aegis_cruiser]
1692 name = _("AEGIS Cruiser")
1694 tech_req = "Rocketry"
1695 obsolete_by = "None"
1696 graphic = "u.aegis_cruiser"
1698 sound_move = "m_aegis_cruiser"
1699 sound_move_alt = "m_generic"
1700 sound_fight = "f_aegis_cruiser"
1701 sound_fight_alt = "f_generic"
1709 vision_radius_sq = 8
1717 { "flag", "type", "value"
1718 "AirAttacker", "DefenseMultiplier", 4
1720 flags = "BadCityDefender"
1721 roles = "DefendGood", "DefendGoodStartUnit"
1723 The AEGIS Cruiser is equipped with an advanced\
1724 defensive missile system.\
1728 name = _("Battleship")
1730 tech_req = "Automobile"
1731 obsolete_by = "None"
1732 graphic = "u.battleship"
1734 sound_move = "m_battleship"
1735 sound_move_alt = "m_generic"
1736 sound_fight = "f_battleship"
1737 sound_fight_alt = "f_generic"
1745 vision_radius_sq = 8
1752 flags = "BadCityDefender"
1755 The Battleship is the supreme naval unit with\
1756 excellent offensive and defensive values.\
1760 name = _("Submarine")
1762 tech_req = "Combustion"
1763 obsolete_by = "None"
1764 graphic = "u.submarine"
1766 sound_move = "m_submarine"
1767 sound_move_alt = "m_generic"
1768 sound_fight = "f_submarine"
1769 sound_fight_alt = "f_generic"
1777 vision_radius_sq = 8
1785 flags = "Partial_Invis", "BadCityDefender",
1786 "Only_Native_Attack"
1789 Traveling under the surface of the ocean, Submarines have\
1790 a very high strategic value, but a weak defense if caught\
1797 tech_req = "Advanced Flight"
1798 obsolete_by = "None"
1799 graphic = "u.carrier"
1801 sound_move = "m_carrier"
1802 sound_move_alt = "m_generic"
1803 sound_fight = "f_carrier"
1804 sound_fight_alt = "f_generic"
1812 vision_radius_sq = 8
1819 cargo = "Air", "Missile", "Helicopter"
1820 flags = "BadCityDefender", "Only_Native_Attack"
1823 The Carrier is a mobile airport.\
1825 TIP: Guard Carriers with a handful of fast-moving ships and a\
1826 battleship, as losing a fully-equipped Carrier is VERY\
1827 painful and expensive.\
1831 name = _("Transport")
1833 tech_req = "Industrialization"
1834 obsolete_by = "None"
1835 graphic = "u.transport"
1837 sound_move = "m_transport"
1838 sound_move_alt = "m_generic"
1839 sound_fight = "f_transport"
1840 sound_fight_alt = "f_generic"
1848 vision_radius_sq = 8
1856 flags = "BadCityDefender"
1857 roles = "Ferryboat", "FerryStartUnit"
1859 The Transport cannot attack on its own but\
1860 may defend itself when under attack.\
1863 [unit_cruise_missile]
1864 name = _("Cruise Missile")
1866 tech_req = "Rocketry"
1867 obsolete_by = "None"
1868 graphic = "u.cruise_missile"
1870 sound_move = "m_cruise_missile"
1871 sound_move_alt = "m_generic"
1872 sound_fight = "f_cruise_missile"
1873 sound_fight_alt = "f_generic"
1881 vision_radius_sq = 2
1888 flags = "FieldUnit", "OneAttack", "AirAttacker", "HasNoZOC"
1891 The Cruise Missile is a long-distance missile\
1892 that can strike deep into enemy territory.\
1894 TIP: A handful of these can successfully keep the waters around\
1895 your treasured homeland free of enemy ships.\
1901 tech_req = "Rocketry"
1902 obsolete_by = "None"
1903 graphic = "u.nuclear"
1905 sound_move = "m_nuclear"
1906 sound_move_alt = "m_generic"
1907 sound_fight = "f_nuclear"
1908 sound_fight_alt = "f_generic"
1916 vision_radius_sq = 2
1923 flags = "FieldUnit", "OneAttack", "Nuclear", "HasNoZOC"
1924 ; No veteran levels (level name is never displayed)
1925 veteran_names = _("green")
1926 veteran_raise_chance = 0
1927 veteran_work_raise_chance = 0
1928 veteran_power_fact = 100
1929 veteran_move_bonus = 0
1932 You can build Nuclear units when you have the required advance, and\
1933 the Manhattan Project wonder has been built by any player.\
1935 On impact, the blast will destroy any unit in an area 3 tiles wide\
1936 (3x3 squares for rectangular grids), including friendly units.\
1937 Any city within the blast area loses half its population, and\
1938 land tiles within the blast area are subject to nuclear fallout.\
1940 Similar to pollution and global warming, the risk of global nuclear\
1941 winter increases with fallout. If nuclear winter occurs, terrain\
1942 across the globe changes into desert, tundra, and ice. Settlers,\
1943 Workers, and Engineers can clean up nuclear fallout.\
1945 TIP 1: Nuking the ocean will not generate fallout, and is a most\
1946 effective (but expensive!!) way of getting rid of enemy\
1949 TIP 2: You may be involved in a situation where you've invaded an\
1950 enemy country en masse, but the enemy cities are too strong.\
1951 Before using a Nuclear unit, assemble a gang of Settlers, Workers,\
1952 and/or Engineers next to the city and have them ready to fix\
1953 the fallout on the same turn it occurs! This minimizes the\
1954 chance of nuclear winter. Eco-friendly nukes!\
1958 name = _("Diplomat")
1960 tech_req = "Writing"
1962 graphic = "u.diplomat"
1964 sound_move = "m_diplomat"
1965 sound_move_alt = "m_generic"
1966 sound_fight = "f_diplomat"
1967 sound_fight_alt = "f_generic"
1975 vision_radius_sq = 2
1982 flags = "Diplomat", "IgZOC", "NonMil", "HasNoZOC"
1984 ; /* TRANS: diplomatic rank. */
1985 _("?diplomatic_rank:attaché"),
1986 ; /* TRANS: diplomatic rank */
1987 _("?diplomatic_rank:secretary"),
1988 ; /* TRANS: diplomatic rank */
1989 _("?diplomatic_rank:envoy"),
1990 ; /* TRANS: diplomatic rank */
1991 _("?diplomatic_rank:ambassador")
1992 veteran_raise_chance = 50, 33, 20, 0
1993 veteran_work_raise_chance = 0, 0, 0, 0
1994 veteran_power_fact = 100, 105, 110, 115
1995 veteran_move_bonus = 0, 0, 0, 0
1996 roles = "DiplomatStartUnit"
1998 A Diplomat is an official that carries your dispatches and\
1999 is authorized to deal with foreign dignitaries. He may\
2000 also undertake various covert operations with the intent of\
2001 harming your opponents; Diplomats in your own cities defend\
2002 them against such actions.\
2004 Many covert actions may be attempted even in peacetime, but the more\
2005 aggressive actions will be discovered and cause diplomatic incidents,\
2006 which can allow Republics and Democracies to break treaties.\
2008 If a foreign unit is alone on a tile, you may attempt to bribe it\
2009 with your Diplomat. By paying a sum of gold the unit will immediately\
2010 become yours; the exact sum depends on the status of the unit and\
2011 that of the civilization owning it. However, units belonging to\
2012 Democratic governments cannot be bribed. Bribery when not at war\
2013 will cause a diplomatic incident.\
2015 Diplomats can also perform a number of actions in another player's\
2016 city, although each Diplomat may attempt only one action. Most of\
2017 these actions have a chance of failure. Also, any enemy Diplomats or\
2018 Spies in the city will oppose hostile actions, as will the enemy Leader\
2019 in games with leaders; in this case, either your unit or the defending\
2020 unit will die (if you go up against the Leader you will always die). If\
2021 the defending unit dies, you lose one movement point and may try again.\
2023 The actions available to Diplomats in a city are:\
2025 - \"Establish Embassy\": This action always succeeds, and gives\
2026 permanent contact with the city's owner, as well as intelligence\
2027 on their tax rates and technology.\
2029 - \"Investigate City\": Your unit attempts to report detailed\
2030 information about the city: its status, what buildings and units are\
2031 within, and what it is currently producing.\
2033 - \"Sabotage City\": Your unit attempts either to disrupt all the\
2034 city's work so far towards its current project, or to destroy an\
2035 existing building in the city, at random. Once built, Palaces and\
2036 Wonders cannot be sabotaged, and attempts to sabotage City Walls\
2037 or any building in a capital each halve the chance of success.\
2038 Sabotage may only be attempted when openly at war.\
2040 - \"Steal Technology\": Your unit attempts to learn the secrets of a\
2041 random technology known to the city's owner but not to you. Technology\
2042 may only be stolen once from a given enemy city by Diplomats. This\
2043 action may be attempted even when not at war, but will cause a\
2044 diplomatic incident.\
2046 - \"Incite a Revolt\": In return for gold a foreign city will change\
2047 allegiance and join your empire, bringing along all nearby units that\
2048 call it home, but reducing its size by 1. Units in other cities\
2049 remain in the enemy's control, but units outside cities are lost to\
2050 both players. The exact sum depends on the status of the city and\
2051 that of the civilization that owns it. It is not possible to incite\
2052 a rebellion in a capital, or in any city governed by a democracy.\
2053 Incitement may be attempted in peacetime, but will cause a\
2054 diplomatic incident.\
2056 In some game strategies, hordes of Diplomats can be used to wreak\
2057 havoc on the enemy. Little wonder that Diplomats are often\
2058 viewed with suspicion and fear!\
2060 Diplomats built under a Communist government will start at the first\
2061 veteran level (secretary).\
2067 tech_req = "Espionage"
2068 obsolete_by = "None"
2071 sound_move = "m_spy"
2072 sound_move_alt = "m_generic"
2073 sound_fight = "f_spy"
2074 sound_fight_alt = "f_generic"
2082 vision_radius_sq = 8
2089 flags = "Diplomat", "IgZOC", "NonMil", "HasNoZOC", "Spy"
2091 ; /* TRANS: Spy veteran level */
2092 _("?spy_level:informant"),
2093 ; /* TRANS: Spy veteran level */
2094 _("?spy_level:handler"),
2095 ; /* TRANS: Spy veteran level */
2096 _("?spy_level:agent"),
2097 ; /* TRANS: Spy veteran level */
2098 _("?spy_level:spymaster")
2099 veteran_raise_chance = 50, 33, 20, 0
2100 veteran_work_raise_chance = 0, 0, 0, 0
2101 veteran_power_fact = 100, 105, 110, 115
2102 veteran_move_bonus = 0, 0, 0, 0
2103 roles = "DiplomatStartUnit"
2105 A Spy is more skilled in the arts of espionage than her Diplomat predecessor.\
2107 She can perform all the functions of the Diplomat; refer to the Diplomat\
2108 entry for more details. Unlike a Diplomat, a Spy may also survive an\
2109 operation in a foreign city and become more experienced as a result.\
2110 Spies are also more effective than Diplomats at defending cities\
2111 against foreign Diplomats and Spies.\
2113 A Spy can also be used to:\n\
2114 - sabotage an enemy unit (reducing its hit points to half), if it is\
2115 alone on a tile and the players are at war;\n\
2116 - poison the water supply of an enemy city (reducing the population\
2118 - steal specific technology (with a reduced chance of success);\n\
2119 - steal further technologies from a city which has already been\
2120 stolen from (although cities become more resistant each time they\
2121 are stolen from);\n\
2122 - sabotage predetermined city targets (with a reduced chance of\
2125 A Spy that survives the more aggressive actions (sabotage, theft,\
2126 inciting rebellion, and poisoning) escapes to the safety of the\
2127 nearest friendly city.\
2129 Spies built under a Communist government will start at the first\
2130 veteran level (handler).\
2137 obsolete_by = "Freight"
2138 graphic = "u.caravan"
2140 sound_move = "m_caravan"
2141 sound_move_alt = "m_generic"
2142 sound_fight = "f_caravan"
2143 sound_fight_alt = "f_generic"
2151 vision_radius_sq = 2
2158 flags = "TradeRoute", "HelpWonder", "IgZOC", "NonMil", "HasNoZOC"
2161 A Caravan carries goods or material for trading with distant cities\
2162 and foreign countries, or to help build wonders in your cities.\
2164 Caravans can establish trade routes with your own cities or those of other\
2165 nations (even enemies) by traveling to them. A route's ongoing revenue\
2166 is doubled if the two cities involved are on different continents, and\
2167 doubled again if the cities are from different civilizations. This last\
2168 condition means the net benefit to your civilization of a trade route\
2169 is the same regardless of whether you own both cities or only one of\
2170 them; if you only own one city, trade in each city is doubled, but you\
2171 only get the benefit from one end of the route.\
2173 Initially cities can support a maximum of two trade routes. Knowledge of\
2174 the technologies Magnetism and The Corporation each increase this limit\
2175 by one; knowing both allows cities to support four trade routes each.\
2177 Every Caravan that is used to build a wonder will add 50 shields\
2178 towards the production of the wonder.\
2180 TIP: You can stockpile a stack of Caravans in advance and bring\
2181 them all into a city where you have started to build a wonder,\
2182 and finish it in only one turn!\
2188 tech_req = "The Corporation"
2189 obsolete_by = "None"
2190 graphic = "u.freight"
2192 sound_move = "m_freight"
2193 sound_move_alt = "m_generic"
2194 sound_fight = "f_freight"
2195 sound_fight_alt = "f_generic"
2203 vision_radius_sq = 2
2210 flags = "TradeRoute", "HelpWonder", "IgZOC", "NonMil", "HasNoZOC"
2213 The Freight unit replaces the Caravan, and moves at twice the speed.\
2217 name = _("Explorer")
2219 tech_req = "Seafaring"
2220 obsolete_by = "Partisan"
2221 graphic = "u.explorer"
2223 sound_move = "m_explorer"
2224 sound_move_alt = "m_generic"
2225 sound_fight = "f_explorer"
2226 sound_fight_alt = "f_generic"
2234 vision_radius_sq = 2
2241 flags = "IgTer", "IgZOC", "NonMil", "HasNoZOC"
2242 roles = "Explorer", "ExplorerStartUnit"
2244 Explorers are brave individuals that are very useful for\
2245 mapping unknown territory.\
2249 name = _("?unit:Leader")
2252 obsolete_by = "None"
2253 graphic = "u.leader"
2254 graphic_alt = "u.explorer"
2255 sound_move = "m_leader"
2256 sound_move_alt = "m_generic"
2257 sound_fight = "f_leader"
2258 sound_fight_alt = "f_generic"
2266 vision_radius_sq = 8
2273 flags = "IgZOC", "NonMil", "HasNoZOC", "NoBuild", "NoHome", "SuperSpy",
2274 "Undisbandable", "Unbribable", "GameLoss", "Unique"
2275 ; No veteran levels (level name is never displayed)
2276 veteran_names = _("green")
2277 veteran_raise_chance = 0
2278 veteran_work_raise_chance = 0
2279 veteran_power_fact = 100
2280 veteran_move_bonus = 0
2281 roles = "KingStartUnit"
2283 This is you. If you lose this unit, you lose the game. So don't.\
2285 Won't unleash barbarians from huts.\
2288 [unit_barbarian_leader]
2289 name = _("Barbarian Leader")
2292 obsolete_by = "None"
2293 graphic = "u.barbarian_leader"
2294 graphic_alt = "u.diplomat"
2295 sound_move = "m_barbarian_leader"
2296 sound_move_alt = "m_generic"
2297 sound_fight = "f_barbarian_leader"
2298 sound_fight_alt = "f_generic"
2306 vision_radius_sq = 2
2313 flags = "IgZOC", "NonMil", "HasNoZOC", "Unbribable",
2314 "Undisbandable", "SuperSpy", "NoHome", "NoBuild"
2315 ; No veteran levels (level name is never displayed)
2316 veteran_names = _("green")
2317 veteran_raise_chance = 0
2318 veteran_work_raise_chance = 0
2319 veteran_power_fact = 100
2320 veteran_move_bonus = 0
2321 roles = "BarbarianLeader"
2323 One Barbarian Leader appears every time there is a barbarian uprising\
2324 somewhere in the world.\
2326 When a Barbarian Leader is killed on a tile without any defending units,\
2327 the 100 gold ransom is paid, but only to land units and helicopters.\
2333 tech_req = "Advanced Flight"
2334 obsolete_by = "None"
2336 graphic_alt = "u.bomber" ; backwards compatibility
2337 sound_move = "m_awacs"
2338 sound_move_alt = "m_generic"
2339 sound_fight = "f_awacs"
2340 sound_fight_alt = "f_generic"
2348 vision_radius_sq = 26
2358 The AWACS (Airborne Warning and Control System) is an airplane with an \
2359 advanced radar that can determine the location of enemy units over a \