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 ; See classic/units.ruleset for more information.
12 description="Civ2 unit_type data for Freeciv (approximate)"
13 options="+Freeciv-ruleset-Devel-2017.Jan.02"
17 ; Names for custom unit type flags. There can be up to 45 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 unit types 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 _("Infra"), _("Can build infrastructure.")
35 _("Paratroopers"), _("Can be paradropped from a friendly city or suitable base.")
36 _("Marines"), _("Can launch attack from non-native tiles.")
39 ; Names for custom unit class flags. There can be up to 8 of these.
40 ; name = rule name; In some circumstances user may see this
41 ; as part of some sentences, so try to make it descriptive
43 ; helptxt = displayed in the help for unit types belonging to a class
44 ; with this flag (optional)
50 ; What are the names of the levels?
51 veteran_names = _("green"), _("veteran")
53 ; The percentage chance of increasing level through combat
54 veteran_raise_chance = 50, 0
56 ; Power factors are as a percentage.
57 ; +50% is represented by 150
58 veteran_power_fact = 100, 150
60 ; The percentage chance of a settler/engineer increasing level through
61 ; performing useful work (per turn)
62 veteran_work_raise_chance = 0, 0
64 ; The additional number of movement points granted for different veteran
65 ; levels. These are fractional move points as defined by move_fragments in
67 veteran_move_bonus = 0, 0
69 ; /* <-- avoid gettext warnings
72 ; The number can be variable, up to 32
73 ; When adding new classes, remember to check effects.ruleset also.
74 ; Eg. if you divide class 'Land' to two separate classes, you may
75 ; want add effect giving City Walls defence bonus against new class
78 ; The actual tag used (the * in [unitclass_*]) does not matter, except
79 ; it must be unique within this file, and it may be used in debug
80 ; output when reading this file.
84 ; name = translatable name as seen by user
85 ; rule_name = (optional) name for savegames, rulesets etc; if not
86 ; present, 'name' is used. Since the name used in savegames
87 ; must not change, use this when renaming a unit class after a
88 ; ruleset has been released.
89 ; min_speed = Minimum speed after damage and effects (whole movement points)
90 ; hp_loss_pct = Hitpoints lost each turn if unit not in city or native base
91 ; non_native_def_pct = Defense power percentage applying when defending on
92 ; non-native terrain (such as ship in harbour)
93 ; hut_behavior = What happens to huts when unit enters tile:
94 ; "Normal", "Nothing", or "Frighten"
95 ; flags = List of unit class flags (from the following list; you
96 ; cannot add custom unit class flags)
97 ; helptext = optional help text string; should escape all raw newlines
98 ; so that xgettext parsing works
100 ; ** Unit class Flags **
102 ; "TerrainSpeed" = Units use terrain specific speed
103 ; "TerrainDefense" = Units gain defense bonus from terrain
104 ; "DamageSlows" = Damaged units are slowed down
105 ; "CanOccupyCity" = Military units of this class can occupy enemy cities
106 ; "Missile" = Unit is destroyed when it attacks
107 ; "BuildAnywhere" = Unit can be built even in the middle of non-native terrain
108 ; "Unreachable" = Unit can be attacked only by units explicitly listing this
109 ; class in its 'targets', unless on a city or native base.
110 ; For class members which are transports, cargo cannot load/
111 ; unload except in a city or native base, unless that unit
112 ; explicitly lists this class in its 'embarks'/'disembarks'.
113 ; "CollectRansom" = Unit can collect ransom when killing lone barbarian leader
114 ; "ZOC" = Unit is subject to ZOC rules. Unit type flag "IgZOC" can
116 ; "CanFortify" = Unit can fortify at land tiles. Unit type flag
117 ; "Cant_Fortify" can override this
118 ; "CanPillage" = Unit can pillage tile infrastructure
119 ; "DoesntOccupyTile" = Even if this kind of enemy unit is on tile, cities can
120 ; still work that tile
121 ; "AttackNonNative" = Unit can attack units on non-native tiles. Unit type
122 ; flag "Only_Native_Attack" can override this
123 ; "KillCitizen" = Upon successful attack against a city, unit kills one
124 ; citizen. The effect "Unit_No_Lose_Pop" and the server
125 ; setting 'killcitizen' can disable this.
127 ; */ <-- avoid gettext warnings
130 ; /* TRANS: Unit class: used adjectivally */
131 name = _("?unitclass:Missile")
134 hut_behavior = "Frighten"
135 flags = "Missile", "Unreachable", "DoesntOccupyTile"
138 ; /* TRANS: Unit class: used adjectivally */
139 name = _("?unitclass:Land")
142 flags = "TerrainSpeed", "DamageSlows", "CanOccupyCity", "BuildAnywhere",
143 "CollectRansom", "ZOC", "CanFortify", "CanPillage",
144 "TerrainDefense", "KillCitizen"
146 * Can be airlifted from a suitable city.\
150 ; /* TRANS: Unit class: used adjectivally */
151 name = _("?unitclass:Sea")
154 flags = "DamageSlows", "AttackNonNative"
156 Can launch attack from non-native tiles.\
160 ; /* TRANS: Unit class: used adjectivally */
161 name = _("?unitclass:Helicopter")
164 flags = "CanOccupyCity", "CollectRansom"
167 ; /* TRANS: Unit class: used adjectivally */
168 name = _("?unitclass:Air")
171 hut_behavior = "Frighten"
172 flags = "Unreachable", "DoesntOccupyTile"
174 ; /* <-- avoid gettext warnings
176 ; Below: The individual unit types, one per section.
178 ; The number can be variable, up to 200.
179 ; However for the "official" rulesets, units should not be removed
180 ; because that would break backward compatability with savegames.
182 ; The order here matters: later units are considered "better" for
183 ; a given flag or role.
185 ; The actual tag used (the * in [unit_*]) does not matter, except
186 ; it must be unique within this file, and it may be used in debug
187 ; output when reading this file.
191 ; name = translatable name as seen by user
192 ; rule_name = (optional) name for savegames, rulesets etc; if not
193 ; present, 'name' is used. Since the name used in savegames
194 ; must not change, use this when renaming a unit after a
195 ; ruleset has been released.
196 ; graphic = tag specifying preferred graphic
197 ; graphic_alt = tag for alternate graphic if preferred graphic is not
198 ; present; especially if preferred graphic is non-standard,
199 ; this should be a standard tag. Otherwise can use eg "-"
200 ; for no alternate graphic.
201 ; tech_req = required advance, names from techs.ruleset, or special:
202 ; "None" => available from start
203 ; obsolete_by = can be upgraded to and made obsolete by another unit by name
204 ; build_cost = production shields required to build
205 ; pop_cost = population removed from city when built; for 'Join City'
206 ; units this is also the population added to the destination
207 ; attack = base attack strength (0 = cannot attack)
208 ; defense = base defense strength (0 = cannot defend)
209 ; hitpoints = how much damage unit can withstand
210 ; firepower = number of hitpoints removed per round of combat; at least 1
211 ; move_rate = base move rate (whole movement points)
212 ; vision_radius_sq = base vision of unit: unit can see tile up to the square
213 ; root of this value away
214 ; convert_to = can be converted to another type of unit by name
215 ; convert_time = time it takes to convert to another unit type
216 ; class = One of the classes listed above
217 ; transport_cap = Number of units (ground, or air/missiles, depending on flags)
218 ; fuel = Number of turns unit can spend outside refuel points.
219 ; If more time passes without unit refueling over turn change,
220 ; they are lost. If this is zero, unit has no need to refuel
221 ; Units with "Coast" flag set consider any tile next to coast
223 ; uk_* = upkeep costs, these are used as base values in the game
224 ; cargo = Unit classes this unit can transport
225 ; city_slots = How many of homecity's unit maintenance slots unit takes
226 ; city_size = Initial size of the cities built by 'Found City' type units
227 ; (but 'Join City' uses pop_cost)
228 ; targets = list of unit classes this unit can attack against even
229 ; if they have Unreachable unit class flag
230 ; embarks = list of unit classes this unit may load into while not in
231 ; native base or city even if transporter has Unreachable unit
233 ; disembarks = list of unit classes this unit may unload from while not in
234 ; native base or city even if transporter has Unreachable unit
236 ; bonuses = definitions of combat bonuses against specific other units
237 ; bonuses.flag = flag of the unit that bonus applies against
238 ; bonuses.type = type of the bonus. See below
239 ; bonuses.value = value of the bonus. Sum of these is used if multiple apply.
240 ; bonuses.quiet = don't auto generate help text for this bonus. Use this if
241 ; the bonus is documented in the unit type's help text.
242 ; This is useful when the combination of a unit's bonuses
243 ; becomes complex enough to make the auto generated help
244 ; ugly or inaccurate.
245 ; flags = special flag strings; list of built-in flags (see
246 ; classic/units.ruleset) and/or user flags defined above
248 ; veteran_names = Special veteran level for this unit. See the definitions in
249 ; game.ruleset. All of the veteran_* entries have to have the
251 ; veteran_raise_chance =
252 ; veteran_work_raise_chance =
253 ; veteran_power_fact =
254 ; veteran_move_bonus =
256 ; roles = special role strings
257 ; sound_move = optional sound effect when the unit moves
258 ; sound_move_alt = optional alternative sound effect if above not
259 ; supported in client
260 ; sound_fight = optional sound effect when the unit fights
261 ; sound_fight_alt = optional alternative sound effect if above not
262 ; supported in client
263 ; helptext = optional help text string; should escape all raw newlines
264 ; so that xgettext parsing works
269 ; "DefenseMultiplier" = Multiply defense value (1 + 'value') times.
270 ; Value of 1 means multiplication by 2, value 2 by 3...
271 ; Bonus is defined in defenders entry.
272 ; "DefenseDivider" = Divide defense value with (1 + 'value').
273 ; Bonus is defined in attackers entry.
274 ; "FirePower1" = Defender firepower is reduced to value 1 when
275 ; ever this has non-zero value.
276 ; Bonus is defined in attackers entry.
279 ; Following actions require extra fields:
281 ; attack = base attack strength
283 ; attack = base attack strength
284 ; bombard_rate = the number of shots fired at enemy units when attacking
286 ; pop_cost = the number of population added to the target city
288 ; paratroopers_range = the maximal range the unit can be paradropped to.
289 ; Max range is 65534.
290 ; paratroopers_mr_req = the move rate which is required at least for
291 ; paradropping (whole movement points)
292 ; paratroopers_mr_sub = the move rate which is subtracted after paradropping
293 ; (whole movement points)
295 ; obsolete_by = the unit type upgraded to.
299 ; "FirstBuild" = first to be built when city founded
300 ; "Explorer" = unit to use for exploring
301 ; "Hut" = can be found in a hut
302 ; "HutTech" = can be found in a hut, but its techs required
303 ; "Partisan" = can be created as a partisan (only one unit can have this
304 ; flag), see end of this file for its tech requirements option
305 ; "DefendOk" = AI hint: ok for defending with
306 ; "DefendGood" = AI hint: good for defending with
307 ; "Ferryboat" = AI hint: useful for ferrying
308 ; "Barbarian" = can be created as land barbarian
309 ; "BarbarianTech" = can be created as land barbarian, if someone has
310 ; researched its tech requirements
311 ; "BarbarianBoat" = can be created as boat for sea barbarian
312 ; "BarbarianBuild" = can be built by barbarians
313 ; "BarbarianBuildTech" = can be built by barbarians if someone has
314 ; researched its tech requirements
315 ; "BarbarianLeader" = this unit is the barbarian leader (only one)
316 ; "BarbarianSea" = can be created as a barbarian that disembarks from a barbarian boat
317 ; "BarbarianSeaTech" = can be created as a barbarian that disembarks from a barbarian boat
318 ; if someone has researched its tech requirements
319 ; "Settlers" = can irrigate and build roads
320 ; "Hunter" = AI hint: good for hunting other units
321 ; "CitiesStartUnit" = Gets granted as 'c' startunit
322 ; "WorkerStartUnit" = Gets granted as 'w' startunit
323 ; "ExplorerStartUnit" = Gets granted as 'x' startunit
324 ; "KingStartUnit" = Gets granted as 'k' startunit
325 ; "DiplomatStartUnit" = Gets granted as 's' startunit
326 ; "FerryStartUnit" = Gets granted as 'f' startunit
327 ; "DefendOkStartUnit" = Gets granted as 'd' startunit
328 ; "DefendGoodStartUnit" = Gets granted as 'D' startunit
329 ; "AttackFastStartUnit" = Gets granted as 'a' startunit
330 ; "AttackStrongStartUnit" = Gets granted as 'A' startunit
332 ; */ <-- avoid gettext warnings
338 obsolete_by = "Engineers"
339 graphic = "u.settlers"
341 sound_move = "m_settlers"
342 sound_move_alt = "m_generic"
343 sound_fight = "f_settlers"
344 sound_fight_alt = "f_generic"
359 flags = "Settlers", "Infra", "Cant_Fortify", "NonMil", "Airbase", "AddToCity", "Cities", "NoVeteran"
360 roles = "Settlers", "WorkerStartUnit", "CitiesStartUnit"
362 Settlers are one of the key units in the game, as they are your main \
363 means of founding new cities, and can also improve terrain.\
365 Building an irrigation system on a suitable tile causes it to \
366 produce some extra food each turn. This requires a nearby source of \
367 water: an ocean or river tile, or another tile with an \
368 irrigation system, must share an edge (not just a corner) with the \
369 target tile. Once irrigated, land remains so even if the water source \
370 is removed. When Refrigeration is known, irrigation systems can be \
371 upgraded to Farmland by irrigating them a second time; this provides \
372 more food to a city if it has a Supermarket.\
374 Building a mine on suitable terrain increases the \
375 number of production points produced by that tile. However, it is not \
376 possible to have an irrigation system and a mine on the same tile.\
378 On terrain unsuitable for irrigation systems or mines, issuing the \
379 \"irrigate\" or \"mine\" order may permanently convert the terrain \
380 to another type; this is usually more expensive. For instance, Swamp \
381 may be \"irrigated\" to yield Grassland. (Terrain conversion with \
382 the \"irrigate\" order does not require a water source.)\
384 See the help on Terrain and Terrain Alterations for the effects of \
387 Upkeep for Settlers is in food as well as production, and a Settler\
388 can die if its supporting city runs out of food. Settlers require\
389 twice as much food per turn under Republic, Democracy, Communism,\
394 name = _("Engineers")
396 tech_req = "Explosives"
398 graphic = "u.engineers"
400 sound_move = "m_engineers"
401 sound_move_alt = "m_generic"
402 sound_fight = "f_engineers"
403 sound_fight_alt = "f_generic"
418 flags = "Settlers", "Infra", "Cant_Fortify", "NonMil", "Transform", "Airbase", "AddToCity", "Cities", "NoVeteran"
419 roles = "Settlers", "WorkerStartUnit", "CitiesStartUnit"
421 Engineers are similar to Settlers, but they work twice as fast and\
422 move twice as fast. Engineers may also perform major terrain\
423 transformations (for example, converting Tundra into Desert) which\
424 are beyond the capabilities of Settlers; see the Terrain\
425 Alterations section for more details.\
427 TIP 1: Upgrade Settlers to Engineers when possible, as Engineers\
428 require the same resources as ordinary Settlers.\
430 TIP 2: If you manage to build Leonardo's Workshop, research\
431 Explosives before the Workshop becomes obsolete. This way,\
432 your Settler units will be upgraded for free.\
439 obsolete_by = "Pikemen"
440 graphic = "u.warriors"
442 sound_move = "m_warriors"
443 sound_move_alt = "m_generic"
444 sound_fight = "f_warriors"
445 sound_fight_alt = "f_generic"
461 roles = "DefendOk", "DefendOkStartUnit", "FirstBuild"
463 This unit may be built from the start of the game. It is the\
464 weakest offensive unit.\
470 tech_req = "Bronze Working"
471 obsolete_by = "Pikemen"
472 graphic = "u.phalanx"
474 sound_move = "m_phalanx"
475 sound_move_alt = "m_generic"
476 sound_fight = "f_phalanx"
477 sound_fight_alt = "f_generic"
493 roles = "DefendGood", "DefendGoodStartUnit", "FirstBuild"
495 The Phalanx is armored infantry, suitable for defending your cities.\
501 tech_req = "Warrior Code"
502 obsolete_by = "Musketeers"
503 graphic = "u.archers"
505 sound_move = "m_archers"
506 sound_move_alt = "m_generic"
507 sound_fight = "f_archers"
508 sound_fight_alt = "f_generic"
524 roles = "DefendOk", "DefendOkStartUnit"
526 Archers fight with bows and arrows and have a good offensive\
527 value as well as decent defense.\
533 tech_req = "Iron Working"
534 obsolete_by = "Musketeers"
537 sound_move = "m_legion"
538 sound_move_alt = "m_generic"
539 sound_fight = "f_legion"
540 sound_fight_alt = "f_generic"
556 roles = "DefendOk", "DefendOkStartUnit", "Hut", "BarbarianBuild", "BarbarianSea"
558 Legions are heavily armed and well disciplined infantry\
559 units with an excellent offensive value.\
565 tech_req = "Feudalism"
566 obsolete_by = "Musketeers"
567 graphic = "u.pikemen"
569 sound_move = "m_pikemen"
570 sound_move_alt = "m_generic"
571 sound_fight = "f_pikemen"
572 sound_fight_alt = "f_generic"
588 { "flag", "type", "value"
589 "Horse", "DefenseMultiplier", 1
592 roles = "DefendGood", "DefendGoodStartUnit", "FirstBuild"
594 Equipped with long pikes, Pikemen replaces Phalanx\
595 as the preferred city defender.\
599 name = _("Musketeers")
601 tech_req = "Gunpowder"
602 obsolete_by = "Riflemen"
603 graphic = "u.musketeers"
605 sound_move = "m_musketeers"
606 sound_move_alt = "m_generic"
607 sound_fight = "f_musketeers"
608 sound_fight_alt = "f_generic"
624 roles = "DefendGood", "DefendGoodStartUnit", "FirstBuild", "HutTech",
625 "BarbarianTech", "BarbarianBuildTech", "BarbarianSeaTech"
627 Musketeers are infantry equipped with early\
628 firearms and replace Pikemen as the preferred\
635 tech_req = "Fundamentalism"
636 gov_req = "Fundamentalism"
638 graphic = "u.fanatics"
640 sound_move = "m_fanatics"
641 sound_move_alt = "m_generic"
642 sound_fight = "f_fanatics"
643 sound_fight_alt = "f_generic"
659 roles = "DefendGood", "DefendGoodStartUnit"
661 Fanatics are warriors extremely devoted to a higher cause.\
663 Fundamentalist nations can maintain Fanatic units without\
664 having to pay any shields for upkeep.\
670 tech_req = "Guerilla Warfare"
672 graphic = "u.partisan"
674 sound_move = "m_partisan"
675 sound_move_alt = "m_generic"
676 sound_fight = "f_partisan"
677 sound_fight_alt = "f_generic"
692 flags = "IgTer", "IgZOC"
693 roles = "DefendGood", "DefendGoodStartUnit", "Partisan", "BarbarianTech"
695 Partisans are guerilla fighters who are experts\
696 at using the terrain to their advantage.\
698 A number of Partisans are granted free when an enemy conquers your\
699 city -- they automatically assume defensive positions in the\
700 surrounding countryside -- but only under these conditions:\n\
701 - Guerilla Warfare must be known by at least one player.\n\
702 - You must be the player who originally built the city.\n\
703 - You must know about Communism and Gunpowder.\n\
704 - You must run either a Democracy or a Communist government.\
708 name = _("Alpine Troops")
712 graphic = "u.alpine_troops"
714 sound_move = "m_alpine_troops"
715 sound_move_alt = "m_generic"
716 sound_fight = "f_alpine_troops"
717 sound_fight_alt = "f_generic"
733 roles = "DefendGood", "DefendGoodStartUnit"
735 Alpine Troops are highly mobile units as well as\
736 excellent defenders.\
742 tech_req = "Conscription"
744 graphic = "u.riflemen"
746 sound_move = "m_riflemen"
747 sound_move_alt = "m_generic"
748 sound_fight = "f_riflemen"
749 sound_fight_alt = "f_generic"
765 roles = "DefendGood", "DefendGoodStartUnit", "FirstBuild"
767 Riflemen are World War-era infantry, very good\
768 at defending your cities.\
774 tech_req = "Amphibious Warfare"
776 graphic = "u.marines"
778 sound_move = "m_marines"
779 sound_move_alt = "m_generic"
780 sound_fight = "f_marines"
781 sound_fight_alt = "f_generic"
797 roles = "DefendOk", "DefendOkStartUnit", "BarbarianSeaTech"
799 Marines are infantry who are experts at marine warfare.\
803 name = _("Paratroopers")
805 tech_req = "Combined Arms"
807 graphic = "u.paratroopers"
809 sound_move = "m_paratroopers"
810 sound_move_alt = "m_generic"
811 sound_fight = "f_paratroopers"
812 sound_fight_alt = "f_generic"
827 flags = "Paratroopers"
828 roles = "DefendOk", "DefendOkStartUnit"
830 Paratroopers are experts at airborne attacks. \
831 From a friendly city or airbase, Paratroopers who have not expended any \
832 movement points can paradrop directly to any tile in range, and be \
833 immediately ready to act there. (Beware dropping into unseen territory, \
834 as Paratroopers landing on a tile occupied by enemy units are easy \
837 paratroopers_range = 10
838 paratroopers_mr_req = 1
839 paratroopers_mr_sub = 0
842 name = _("Mech. Inf.")
844 tech_req = "Labor Union"
846 graphic = "u.mech_inf"
848 sound_move = "m_mech_inf"
849 sound_move_alt = "m_generic"
850 sound_fight = "f_mech_inf"
851 sound_fight_alt = "f_generic"
867 roles = "DefendGood", "DefendGoodStartUnit"
869 The Mechanized Infantry has the strongest defensive strength\
870 of any land unit, but is only available near the end of the\
877 tech_req = "Horseback Riding"
878 obsolete_by = "Knights"
879 graphic = "u.horsemen"
881 sound_move = "m_horsemen"
882 sound_move_alt = "m_generic"
883 sound_fight = "f_horsemen"
884 sound_fight_alt = "f_generic"
900 roles = "AttackFastStartUnit", "Hut", "Barbarian", "Hunter"
902 Horsemen are mounted warriors and an early\
903 shock-troop that can penetrate deep into\
910 tech_req = "The Wheel"
911 obsolete_by = "Knights"
912 graphic = "u.chariot"
914 sound_move = "m_chariot"
915 sound_move_alt = "m_generic"
916 sound_fight = "f_chariot"
917 sound_fight_alt = "f_generic"
933 roles = "AttackFastStartUnit", "Hut", "Hunter"
935 Chariots are horse-pulled war wagons, stronger\
936 but more expensive than horsemen.\
940 name = _("Elephants")
942 tech_req = "Polytheism"
943 obsolete_by = "Crusaders"
944 graphic = "u.elephants"
946 sound_move = "m_elephants"
947 sound_move_alt = "m_generic"
948 sound_fight = "f_elephants"
949 sound_fight_alt = "f_generic"
965 roles = "AttackFastStartUnit"
967 Elephants are towering animals trained for war that are often used as\
968 powerful shock troops, but defend poorly against most other units.\
972 name = _("Crusaders")
974 tech_req = "Monotheism"
975 obsolete_by = "Dragoons"
976 graphic = "u.crusaders"
978 sound_move = "m_crusaders"
979 sound_move_alt = "m_generic"
980 sound_fight = "f_crusaders"
981 sound_fight_alt = "f_generic"
997 roles = "AttackFastStartUnit"
999 Crusaders are highly disciplined mounted\
1000 warriors driven by a higher cause.\
1006 tech_req = "Chivalry"
1007 obsolete_by = "Dragoons"
1008 graphic = "u.knights"
1010 sound_move = "m_knights"
1011 sound_move_alt = "m_generic"
1012 sound_fight = "f_knights"
1013 sound_fight_alt = "f_generic"
1021 vision_radius_sq = 2
1029 roles = "AttackFastStartUnit", "HutTech", "BarbarianTech",
1030 "BarbarianBuildTech", "BarbarianSeaTech", "Hunter"
1032 Knights are mounted and heavily armored warriors.\
1036 name = _("Dragoons")
1038 tech_req = "Leadership"
1039 obsolete_by = "Cavalry"
1040 graphic = "u.dragoons"
1042 sound_move = "m_dragoons"
1043 sound_move_alt = "m_generic"
1044 sound_fight = "f_dragoons"
1045 sound_fight_alt = "f_generic"
1053 vision_radius_sq = 2
1061 roles = "AttackFastStartUnit", "BarbarianBuildTech", "BarbarianSeaTech",
1064 Dragoons are mounted warriors carrying early firearms.\
1070 tech_req = "Tactics"
1071 obsolete_by = "Armor"
1072 graphic = "u.cavalry"
1074 sound_move = "m_cavalry"
1075 sound_move_alt = "m_generic"
1076 sound_fight = "f_cavalry"
1077 sound_fight_alt = "f_generic"
1085 vision_radius_sq = 2
1093 roles = "AttackFastStartUnit", "Hunter"
1095 Cavalry are mounted and highly trained soldiers.\
1101 tech_req = "Mobile Warfare"
1102 obsolete_by = "None"
1105 sound_move = "m_armor"
1106 sound_move_alt = "m_generic"
1107 sound_fight = "f_armor"
1108 sound_fight_alt = "f_generic"
1116 vision_radius_sq = 2
1124 roles = "AttackFastStartUnit", "Hunter"
1126 Armors are motorized war wagons that are faster,\
1127 stronger, and can take more damage than any\
1132 name = _("Catapult")
1134 tech_req = "Mathematics"
1135 obsolete_by = "Cannon"
1136 graphic = "u.catapult"
1138 sound_move = "m_catapult"
1139 sound_move_alt = "m_generic"
1140 sound_fight = "f_catapult"
1141 sound_fight_alt = "f_generic"
1149 vision_radius_sq = 2
1157 roles = "AttackStrongStartUnit"
1159 Catapults are large rock-throwing machines of war.\
1160 They are very strong attackers but equally weak\
1161 defenders and will need an escort to be effective.\
1167 tech_req = "Metallurgy"
1168 obsolete_by = "Artillery"
1169 graphic = "u.cannon"
1171 sound_move = "m_cannon"
1172 sound_move_alt = "m_generic"
1173 sound_fight = "f_cannon"
1174 sound_fight_alt = "f_generic"
1182 vision_radius_sq = 2
1190 roles = "AttackStrongStartUnit", "BarbarianTech", "BarbarianBuildTech"
1192 Cannons are large firearms that can fire heavy\
1193 projectiles over long distances. They are very\
1194 strong attackers but equally weak defenders and\
1195 will need an escort to be effective.\
1199 name = _("Artillery")
1201 tech_req = "Machine Tools"
1202 obsolete_by = "Howitzer"
1203 graphic = "u.artillery"
1205 sound_move = "m_artillery"
1206 sound_move_alt = "m_generic"
1207 sound_fight = "f_artillery"
1208 sound_fight_alt = "f_generic"
1216 vision_radius_sq = 2
1224 roles = "AttackStrongStartUnit"
1226 The artillery is an upgraded cannon. It is a very\
1227 strong attacker but equally weak defender and\
1228 will need an escort to be effective.\
1232 name = _("Howitzer")
1234 tech_req = "Robotics"
1235 obsolete_by = "None"
1236 graphic = "u.howitzer"
1238 sound_move = "m_howitzer"
1239 sound_move_alt = "m_generic"
1240 sound_fight = "f_howitzer"
1241 sound_fight_alt = "f_generic"
1249 vision_radius_sq = 2
1257 roles = "AttackStrongStartUnit"
1259 Howitzers are upgraded artillery with improved\
1260 defensive as well as offensive capabilities.\
1261 They can shoot over city walls, ignoring their effect.\
1268 obsolete_by = "Stealth Fighter"
1269 graphic = "u.fighter"
1271 sound_move = "m_fighter"
1272 sound_move_alt = "m_generic"
1273 sound_fight = "f_fighter"
1274 sound_fight_alt = "f_generic"
1282 vision_radius_sq = 8
1289 targets = "Air", "Missile"
1291 { "flag", "type", "value"
1292 "Helicopter", "DefenseDivider", 1
1293 "Helicopter", "Firepower1", 1
1295 flags = "AirAttacker"
1298 Fighters are your first airborne units. They can\
1299 move anywhere and attack any unit.\
1305 tech_req = "Advanced Flight"
1306 obsolete_by = "Stealth Bomber"
1307 graphic = "u.bomber"
1309 sound_move = "m_bomber"
1310 sound_move_alt = "m_generic"
1311 sound_fight = "f_bomber"
1312 sound_fight_alt = "f_generic"
1320 vision_radius_sq = 8
1327 flags = "FieldUnit", "OneAttack", "AirAttacker"
1330 Bombers are specialized airborne units that may\
1331 only attack ground targets, not other airborne\
1336 ; /* TRANS: unit type */
1337 name = _("Helicopter")
1338 class = "Helicopter"
1339 tech_req = "Combined Arms"
1340 obsolete_by = "None"
1341 graphic = "u.helicopter"
1343 sound_move = "m_helicopter"
1344 sound_move_alt = "m_generic"
1345 sound_fight = "f_helicopter"
1346 sound_fight_alt = "f_generic"
1354 vision_radius_sq = 8
1361 flags = "FieldUnit", "OneAttack", "Helicopter", "AirAttacker"
1364 The Helicopter is a very powerful unit, as it can both fly and\
1365 conquer cities. Care must be exercised, because Helicopters lose a\
1366 small amount of health for every turn not spent in a city or airbase\
1367 or on a Carrier, unless you have the United Nations wonder, and\
1368 Helicopters may be attacked by ground units.\
1371 [unit_stealth_fighter]
1372 name = _("Stealth Fighter")
1374 tech_req = "Stealth"
1375 obsolete_by = "None"
1376 graphic = "u.stealth_fighter"
1378 sound_move = "m_stealth_fighter"
1379 sound_move_alt = "m_generic"
1380 sound_fight = "f_stealth_fighter"
1381 sound_fight_alt = "f_generic"
1389 vision_radius_sq = 8
1396 targets = "Air", "Missile"
1398 { "flag", "type", "value"
1399 "Helicopter", "DefenseDivider", 1
1400 "Helicopter", "Firepower1", 1
1402 flags = "AirAttacker"
1405 An improved Fighter, with improved attack and a higher movement\
1409 [unit_stealth_bomber]
1410 name = _("Stealth Bomber")
1412 tech_req = "Stealth"
1413 obsolete_by = "None"
1414 graphic = "u.stealth_bomber"
1416 sound_move = "m_stealth_bomber"
1417 sound_move_alt = "m_generic"
1418 sound_fight = "f_stealth_bomber"
1419 sound_fight_alt = "f_generic"
1427 vision_radius_sq = 8
1434 flags = "FieldUnit", "OneAttack", "AirAttacker"
1437 An improved Bomber, with improved attack and a higher movement\
1442 ; /* TRANS: unit type */
1445 tech_req = "Map Making"
1446 obsolete_by = "Caravel"
1447 graphic = "u.trireme"
1449 sound_move = "m_trireme"
1450 sound_move_alt = "m_generic"
1451 sound_fight = "f_trireme"
1452 sound_fight_alt = "f_generic"
1460 vision_radius_sq = 2
1468 flags = "Coast", "BadCityDefender", "Provoking"
1469 roles = "Ferryboat", "FerryStartUnit"
1471 The Trireme is your first boat unit. It can act\
1472 as a transport ship and has rudimentary offensive\
1473 capabilities, but may not stray too far from the shore.\
1479 tech_req = "Navigation"
1480 obsolete_by = "Galleon"
1481 graphic = "u.caravel"
1483 sound_move = "m_caravel"
1484 sound_move_alt = "m_generic"
1485 sound_fight = "f_caravel"
1486 sound_fight_alt = "f_generic"
1494 vision_radius_sq = 2
1502 flags = "BadCityDefender", "Provoking"
1503 roles = "Ferryboat", "FerryStartUnit", "BarbarianBoat"
1505 The Caravel replaces the Trireme and is much\
1506 more reliable on the open seas.\
1512 tech_req = "Magnetism"
1513 obsolete_by = "Transport"
1514 graphic = "u.galleon"
1516 sound_move = "m_galleon"
1517 sound_move_alt = "m_generic"
1518 sound_fight = "f_galleon"
1519 sound_fight_alt = "f_generic"
1527 vision_radius_sq = 2
1535 flags = "BadCityDefender", "Provoking"
1536 roles = "Ferryboat", "FerryStartUnit", "BarbarianBoat"
1538 The Galleon is a pure transport ship and cannot\
1539 attack other ships, though it may still defend\
1540 itself when attacked.\
1546 tech_req = "Magnetism"
1547 obsolete_by = "Ironclad"
1548 graphic = "u.frigate"
1550 sound_move = "m_frigate"
1551 sound_move_alt = "m_generic"
1552 sound_fight = "f_frigate"
1553 sound_fight_alt = "f_generic"
1561 vision_radius_sq = 2
1569 flags = "BadCityDefender", "Provoking"
1572 The Frigate is a highly versatile boat unit,\
1573 that is both a strong offensive unit as well\
1574 as a decent transport ship.\
1578 name = _("Ironclad")
1580 tech_req = "Steam Engine"
1581 obsolete_by = "Destroyer"
1582 graphic = "u.ironclad"
1584 sound_move = "m_ironclad"
1585 sound_move_alt = "m_generic"
1586 sound_fight = "f_ironclad"
1587 sound_fight_alt = "f_generic"
1595 vision_radius_sq = 2
1602 flags = "BadCityDefender"
1605 The Ironclad is an armored ship that is\
1606 much more sturdy than the Frigate but\
1607 loses the latter's transport capability.\
1611 name = _("Destroyer")
1613 tech_req = "Electricity"
1614 obsolete_by = "None"
1615 graphic = "u.destroyer"
1617 sound_move = "m_destroyer"
1618 sound_move_alt = "m_generic"
1619 sound_fight = "f_destroyer"
1620 sound_fight_alt = "f_generic"
1628 vision_radius_sq = 8
1635 flags = "BadCityDefender"
1638 An improved Ironclad, with better move rate and vision.\
1640 TIP: A very fast unit, which is very useful for hunting down enemy\
1648 obsolete_by = "AEGIS Cruiser"
1649 graphic = "u.cruiser"
1651 sound_move = "m_cruiser"
1652 sound_move_alt = "m_generic"
1653 sound_fight = "f_cruiser"
1654 sound_fight_alt = "f_generic"
1662 vision_radius_sq = 8
1669 flags = "BadCityDefender"
1672 The Cruiser is a strong offensive boat unit.\
1675 [unit_aegis_cruiser]
1676 name = _("AEGIS Cruiser")
1678 tech_req = "Rocketry"
1679 obsolete_by = "None"
1680 graphic = "u.aegis_cruiser"
1682 sound_move = "m_aegis_cruiser"
1683 sound_move_alt = "m_generic"
1684 sound_fight = "f_aegis_cruiser"
1685 sound_fight_alt = "f_generic"
1693 vision_radius_sq = 8
1701 { "flag", "type", "value"
1702 "AirAttacker", "DefenseMultiplier", 4
1704 flags = "BadCityDefender"
1707 The AEGIS Cruiser is equipped with an advanced\
1708 defensive missile system.\
1712 name = _("Battleship")
1714 tech_req = "Automobile"
1715 obsolete_by = "None"
1716 graphic = "u.battleship"
1718 sound_move = "m_battleship"
1719 sound_move_alt = "m_generic"
1720 sound_fight = "f_battleship"
1721 sound_fight_alt = "f_generic"
1729 vision_radius_sq = 8
1736 flags = "BadCityDefender"
1739 The Battleship is the supreme naval unit with\
1740 excellent offensive and defensive values.\
1744 name = _("Submarine")
1746 tech_req = "Combustion"
1747 obsolete_by = "None"
1748 graphic = "u.submarine"
1750 sound_move = "m_submarine"
1751 sound_move_alt = "m_generic"
1752 sound_fight = "f_submarine"
1753 sound_fight_alt = "f_generic"
1761 vision_radius_sq = 8
1769 flags = "Partial_Invis", "BadCityDefender",
1770 "Only_Native_Attack", "Provoking"
1773 Traveling under the surface of the ocean, Submarines have\
1774 a very high strategic value, but a weak defense if caught\
1781 tech_req = "Advanced Flight"
1782 obsolete_by = "None"
1783 graphic = "u.carrier"
1785 sound_move = "m_carrier"
1786 sound_move_alt = "m_generic"
1787 sound_fight = "f_carrier"
1788 sound_fight_alt = "f_generic"
1796 vision_radius_sq = 8
1803 cargo = "Air", "Missile", "Helicopter"
1807 The Carrier is a mobile airport.\
1809 TIP: Guard Carriers with a handful of fast-moving ships and a\
1810 battleship, as losing a fully-equipped Carrier is VERY\
1811 painful and expensive.\
1815 name = _("Transport")
1817 tech_req = "Industrialization"
1818 obsolete_by = "None"
1819 graphic = "u.transport"
1821 sound_move = "m_transport"
1822 sound_move_alt = "m_generic"
1823 sound_fight = "f_transport"
1824 sound_fight_alt = "f_generic"
1832 vision_radius_sq = 8
1840 flags = "BadCityDefender", "Provoking"
1841 roles = "Ferryboat", "FerryStartUnit"
1843 The Transport cannot attack on its own but\
1844 may defend itself when under attack.\
1847 [unit_cruise_missile]
1848 name = _("Cruise Missile")
1850 tech_req = "Rocketry"
1851 obsolete_by = "None"
1852 graphic = "u.cruise_missile"
1854 sound_move = "m_cruise_missile"
1855 sound_move_alt = "m_generic"
1856 sound_fight = "f_cruise_missile"
1857 sound_fight_alt = "f_generic"
1865 vision_radius_sq = 2
1872 flags = "FieldUnit", "OneAttack", "AirAttacker"
1875 The Cruise Missile is a long-distance missile\
1876 that can strike deep into enemy territory.\
1878 TIP: A handful of these can successfully keep the waters around\
1879 your treasured homeland free of enemy ships.\
1885 tech_req = "Rocketry"
1886 obsolete_by = "None"
1887 graphic = "u.nuclear"
1889 sound_move = "m_nuclear"
1890 sound_move_alt = "m_generic"
1891 sound_fight = "f_nuclear"
1892 sound_fight_alt = "f_generic"
1900 vision_radius_sq = 2
1907 flags = "FieldUnit", "OneAttack", "Nuclear"
1910 You can build Nuclear units when you have the required advance, and\
1911 the Manhattan Project wonder has been built by any player.\
1913 On impact, the blast will destroy any unit in an area 3 tiles wide\
1914 (3x3 squares for rectangular grids), including friendly units.\
1915 Any city within the blast area loses half its population, and\
1916 land tiles within the blast area are subject to nuclear fallout.\
1918 Similar to pollution and global warming, the risk of global nuclear\
1919 winter increases with fallout. If nuclear winter occurs, terrain\
1920 across the globe changes into desert, tundra, and ice. Settlers\
1921 and Engineers can clean up nuclear fallout.\
1923 TIP 1: Nuking the ocean will not generate fallout, and is a most\
1924 effective (but expensive!!) way of getting rid of enemy\
1927 TIP 2: You may be involved in a situation where you've invaded an\
1928 enemy country en masse, but the enemy cities are too strong.\
1929 Before using a Nuclear unit, assemble a gang of Settlers\
1930 and/or Engineers next to the city and have them ready to fix\
1931 the fallout on the same turn it occurs! This minimizes the\
1932 chance of nuclear winter. Eco-friendly nukes!\
1936 name = _("Diplomat")
1938 tech_req = "Writing"
1940 graphic = "u.diplomat"
1942 sound_move = "m_diplomat"
1943 sound_move_alt = "m_generic"
1944 sound_fight = "f_diplomat"
1945 sound_fight_alt = "f_generic"
1953 vision_radius_sq = 2
1960 flags = "Diplomat", "IgZOC", "NonMil", "NoVeteran", "Provoking"
1961 veteran_names = _("green"), _("veteran")
1962 veteran_raise_chance = 0, 0
1963 veteran_work_raise_chance = 0, 0
1964 veteran_power_fact = 100, 110
1965 veteran_move_bonus = 0, 0
1966 roles = "DiplomatStartUnit"
1968 A Diplomat is an official that carries your dispatches and\
1969 is authorized to deal with foreign dignitaries. He may\
1970 also undertake various covert operations with the intent of\
1971 harming your opponents; Diplomats in your own cities defend\
1972 them against such actions.\
1974 Many covert actions may be attempted even in peacetime, but the more\
1975 aggressive actions will be discovered and cause diplomatic incidents,\
1976 which can allow Republics and Democracies to break treaties.\
1978 If a foreign unit is alone on a tile, you may attempt to bribe it\
1979 with your Diplomat. By paying a sum of gold the unit will immediately\
1980 become yours; the exact sum depends on the status of the unit and\
1981 that of the civilization owning it. However, units belonging to\
1982 Democratic governments cannot be bribed. Bribery when not at war\
1983 will cause a diplomatic incident.\
1985 Diplomats can also perform a number of actions in another player's\
1986 city, although each Diplomat may attempt only one action. Most of\
1987 these actions have a chance of failure. Also, any enemy Diplomats or\
1988 Spies in the city will oppose hostile actions; in this case, either\
1989 your unit or the defending unit will die. If the defending unit dies,\
1990 you lose one movement point and may try again.\
1992 The actions available to Diplomats in a city are:\
1994 - \"Establish Embassy\": This action always succeeds, and gives\
1995 permanent contact with the city's owner, as well as intelligence\
1996 on their tax rates and technology.\
1998 - \"Investigate City\": Your unit attempts to report detailed\
1999 information about the city: its status, what buildings and units are\
2000 within, and what it is currently producing.\
2002 - \"Sabotage City\": Your unit attempts either to disrupt all the\
2003 city's work so far towards its current project, or to destroy an\
2004 existing building in the city, at random. Once built, Palaces and\
2005 Wonders cannot be sabotaged, and attempts to sabotage City Walls\
2006 or any building in a capital each halve the chance of success.\
2007 Sabotage may only be attempted when openly at war.\
2009 - \"Steal Technology\": Your unit attempts to learn the secrets of a\
2010 random technology known to the city's owner but not to you. Technology\
2011 may only be stolen once from a given enemy city by Diplomats. This\
2012 action may be attempted even when not at war, but will cause a\
2013 diplomatic incident.\
2015 - \"Incite a Revolt\": In return for gold a foreign city will change\
2016 allegiance and join your empire, bringing along all nearby units that\
2017 call it home, but reducing its size by 1. Units in other cities\
2018 remain in the enemy's control, but units outside cities are lost to\
2019 both players. The exact sum depends on the status of the city and\
2020 that of the civilization that owns it. It is not possible to incite\
2021 a rebellion in a capital, or in any city governed by a democracy.\
2022 Incitement may be attempted in peacetime, but will cause a\
2023 diplomatic incident.\
2025 In some game strategies, hordes of Diplomats can be used to wreak\
2026 havoc on the enemy. Little wonder that Diplomats are often\
2027 viewed with suspicion and fear!\
2033 tech_req = "Espionage"
2034 obsolete_by = "None"
2037 sound_move = "m_spy"
2038 sound_move_alt = "m_generic"
2039 sound_fight = "f_spy"
2040 sound_fight_alt = "f_generic"
2048 vision_radius_sq = 8
2055 flags = "Diplomat", "IgZOC", "NonMil", "Spy", "Provoking"
2056 veteran_names = _("green"), _("veteran")
2057 veteran_raise_chance = 50, 0
2058 veteran_work_raise_chance = 0, 0
2059 veteran_power_fact = 100, 110
2060 veteran_move_bonus = 0, 0
2061 roles = "DiplomatStartUnit"
2063 A Spy is more skilled in the arts of espionage than her Diplomat predecessor.\
2065 She can perform all the functions of the Diplomat; refer to the Diplomat\
2066 entry for more details. Unlike a Diplomat, a Spy may also survive an\
2067 operation in a foreign city and become more experienced as a result.\
2068 Spies are also more effective than Diplomats at defending cities\
2069 against foreign Diplomats and Spies.\
2071 A Spy can also be used to:\n\
2072 - sabotage an enemy unit (reducing its hit points to half), if it is\
2073 alone on a tile and the players are at war;\n\
2074 - poison the water supply of an enemy city (reducing the population\
2076 - steal specific technology (with a reduced chance of success);\n\
2077 - steal further technologies from a city which has already been\
2078 stolen from (although cities become more resistant each time they\
2079 are stolen from);\n\
2080 - sabotage predetermined city targets (with a reduced chance of\
2083 A Spy that survives the more aggressive actions (sabotage, theft,\
2084 inciting rebellion, and poisoning) escapes to the safety of the\
2085 nearest friendly city.\
2087 Spies built under a Communist government will be built as veteran.\
2094 obsolete_by = "Freight"
2095 graphic = "u.caravan"
2097 sound_move = "m_caravan"
2098 sound_move_alt = "m_generic"
2099 sound_fight = "f_caravan"
2100 sound_fight_alt = "f_generic"
2108 vision_radius_sq = 2
2115 flags = "TradeRoute", "HelpWonder", "IgZOC", "NonMil"
2118 A Caravan carries goods or material for trading with distant cities\
2119 and foreign countries, or to help build wonders in your cities.\
2121 Caravans can establish trade routes with your own cities or those of other\
2122 nations (even enemies) by traveling to them. A route's ongoing revenue\
2123 is doubled if the two cities involved are on different continents, and\
2124 doubled again if the cities are from different civilizations. This last\
2125 condition means the net benefit to your civilization of a trade route\
2126 is the same regardless of whether you own both cities or only one of\
2127 them; if you only own one city, trade in each city is doubled, but you\
2128 only get the benefit from one end of the route. Each city can support a\
2129 maximum of three trade routes.\
2131 Every Caravan that is used to build a wonder will add 50 shields\
2132 towards the production of the wonder.\
2134 TIP: You can stockpile a stack of Caravans in advance and bring\
2135 them all into a city where you have started to build a wonder,\
2136 and finish it in only one turn!\
2142 tech_req = "The Corporation"
2143 obsolete_by = "None"
2144 graphic = "u.freight"
2146 sound_move = "m_freight"
2147 sound_move_alt = "m_generic"
2148 sound_fight = "f_freight"
2149 sound_fight_alt = "f_generic"
2157 vision_radius_sq = 2
2164 flags = "TradeRoute", "HelpWonder", "IgZOC", "NonMil"
2167 The Freight unit replaces the Caravan, and moves at twice the speed.\
2171 name = _("Explorer")
2173 tech_req = "Seafaring"
2174 obsolete_by = "Partisan"
2175 graphic = "u.explorer"
2177 sound_move = "m_explorer"
2178 sound_move_alt = "m_generic"
2179 sound_fight = "f_explorer"
2180 sound_fight_alt = "f_generic"
2188 vision_radius_sq = 2
2195 flags = "IgTer", "IgZOC", "NonMil"
2196 roles = "Explorer", "ExplorerStartUnit"
2198 Explorers are brave individuals that are very useful for\
2199 mapping unknown territory.\
2202 [unit_barbarian_leader]
2203 name = _("Barbarian Leader")
2206 obsolete_by = "None"
2207 graphic = "u.barbarian_leader"
2208 graphic_alt = "u.diplomat"
2209 sound_move = "m_barbarian_leader"
2210 sound_move_alt = "m_generic"
2211 sound_fight = "f_barbarian_leader"
2212 sound_fight_alt = "f_generic"
2220 vision_radius_sq = 2
2227 flags = "IgZOC", "NonMil", "NoBuild"
2228 roles = "BarbarianLeader"
2230 One Barbarian Leader appears every time there is a barbarian uprising\
2231 somewhere in the world.\
2233 When a Barbarian Leader is killed on a tile without any defending units,\
2234 the 100 gold ransom is paid, but only to land units and helicopters.\