Make AI less likely to stop building wonder
[freeciv.git] / data / alien / units.ruleset
blob79cd745c478e2bb415dd49b7432ff33f8abf520c
1 ; This is Alien World units ruleset.
3 ; Modifying this file:
4 ; You should not modify this file except to make bugfixes or
5 ; for other "maintenance".  If you want to make custom changes,
6 ; you should create a new datadir subdirectory and copy this file
7 ; into that directory, and then modify that copy.  Then use the
8 ; command "rulesetdir <mysubdir>" in the server to have freeciv
9 ; use your new customized file.
11 ; Note that the freeciv AI may not cope well with anything more
12 ; than minor changes.
14 [datafile]
15 description="Alien World unit data for Freeciv"
16 options="+Freeciv-2.6-ruleset"
18 [control]
19 ; Names for custom unit type flags. There can be up to 32 of these.
20 ; name          = rule name; In some circumstances user may see this
21 ;                 as part of some sentences, so try to make it descriptive
22 ;                 and sensible.
23 ; helptxt       = displayed in the help for units with this flag (optional)
24 flags =
25   { "name", "helptxt"
26     _("TradeRoute"), _("Can establish trade routes (must travel to target city).")
27     _("HelpWonder")
28   }
30 [veteran_system]
31 ; What are the names of the levels?
32 veteran_names = _("Regular"), _("Elite"), _("Superb")
34 ; The percentage chance of increasing level through combat
35 veteran_raise_chance = 10, 0, 0
37 ; The percentage chance of a settler/engineer increasing level through
38 ; performing useful work (per turn)
39 veteran_work_raise_chance = 0, 0, 0
41 ; Power factors are as a percentage.
42 ; +50% is represented by 150
43 veteran_power_fact = 100, 200, 350
45 ; The additional number of movement points granted for different veteran
46 ; levels. These are fractional move points as defined by move_fragments in
47 ; terrain.ruleset.
48 veteran_move_bonus = 0, 0, 0
50 ; /* <-- avoid gettext warnings
52 ; Unit classes
53 ; The number can be variable, up to 32
54 ; When adding new classes, remember to check effects.ruleset also.
55 ; Eg. if you divide class 'Land' to two separate classes, you may
56 ; want add effect giving City Walls defence bonus against new class
57 ; too.
59 ; The actual tag used (the * in [unitclass_*]) does not matter, except
60 ; it must be unique within this file, and it may be used in debug
61 ; output when reading this file.
63 ; ** Fields **
65 ; name          = translatable name as seen by user
66 ; rule_name     = (optional) name for savegames, rulesets etc; if not
67 ;                 present, 'name' is used. Since the name used in savegames
68 ;                 must not change, use this when renaming a unit class after a
69 ;                 ruleset has been released.
70 ; min_speed     = Minimum speed after damage and effects (whole movement points)
71 ; hp_loss_pct   = Hitpoints lost each turn if unit not in city or native base
72 ; non_native_def_pct = Defense power percentage applying when defending on
73 ;                      non-native terrain (such as ship in harbour)
74 ; hut_behavior  = What happens to huts when unit enters tile:
75 ;                 "Normal", "Nothing" or "Frighten"
76 ; flags         = List of unit class flags (from the following list; you
77 ;                 cannot add custom unit class flags)
78 ; helptext      = optional help text string; should escape all raw newlines
79 ;                 so that xgettext parsing works
81 ; ** Unit class Flags **
83 ; "TerrainSpeed"   = Units use terrain spesific speed
84 ; "TerrainDefense" = Units gain defense bonus from terrain
85 ; "DamageSlows"    = Damaged units are slowed down
86 ; "CanOccupyCity"  = Military units of this class can occupy enemy cities
87 ; "Missile"        = Unit is destroyed when it attacks
88 ; "BuildAnywhere"  = Unit can be built even in the middle of non-native terrain
89 ; "Unreachable"    = Unit can be attacked only by units explicitly listing this
90 ;                    class in its 'targets', unless on a city or native base.
91 ;                    For class members which are transports, cargo cannot load/
92 ;                    unload except in a city or native base, unless that unit
93 ;                    explicitly lists this class in its 'embarks'/'disembarks'.
94 ; "CollectRansom"  = Unit can collect ransom when killing lone barbarian leader
95 ; "ZOC"            = Unit is subject to ZOC rules. Unit type flag "IgZOC" can
96 ;                    override this
97 ; "CanFortify"     = Unit can fortify at land tiles. Unit type flag
98 ;                   "Cant_Fortify" can override this
99 ; "CanPillage"     = Unit can pillage tile infrastructure
100 ; "DoesntOccupyTile"  = Even if this kind of enemy unit is on tile, cities can
101 ;                       still work that tile
102 ; "AttackNonNative"   = Unit can attack units on non-native tiles. Unit type
103 ;                       flag "Only_Native_Attack" can override this
104 ; "AttFromNonNative"  = Unit can launch attack from non-native tile (against
105 ;                       native one)
106 ;                       This applies for both attacking from transport or
107 ;                       cities. If only some unit types of the class should
108 ;                       get this property, use type flag "Marines"
109 ; "KillCitizen"       = Upon successful attack against a city, unit kills one
110 ;                       citizen. The effect "Unit_No_Lose_Pop" and the server
111 ;                       setting 'killcitizen' can disable this.
112 ; "Airliftable"       = Unit may be airlifted
114 ; */ <-- avoid gettext warnings
116 [unitclass_earthly]
117 name          = _("?unitclass:Earthly")
118 min_speed     = 1
119 hp_loss_pct   = 0
120 flags         = "DamageSlows", "TerrainSpeed", "CanFortify", "ZOC",
121                 "CollectRansom", "BuildAnywhere", "CanOccupyCity",
122                 "CanPillage", "TerrainDefense", "KillCitizen","Airliftable"
124 [unitclass_native]
125 name          = _("?unitclass:Native")
126 min_speed     = 1
127 hp_loss_pct   = 0
128 flags         = "DamageSlows", "TerrainSpeed", "CanFortify", "ZOC",
129                 "CollectRansom", "BuildAnywhere", "CanOccupyCity",
130                 "CanPillage", "TerrainDefense", "KillCitizen","Airliftable"
132 [unitclass_sea]
133 name          = _("?unitclass:Sea")
134 min_speed     = 1
135 hp_loss_pct   = 0
136 flags         = "DamageSlows", "TerrainSpeed", "CanPillage", "AttackNonNative",
137                 "AttFromNonNative"
139 [unitclass_amphibious]
140 name          = _("?unitclass:Amphibious")
141 min_speed     = 1
142 hp_loss_pct   = 0
143 flags         = "DamageSlows", "TerrainSpeed", "CanFortify", "ZOC",
144                 "CollectRansom", "BuildAnywhere", "CanOccupyCity",
145                 "CanPillage", "TerrainDefense", "KillCitizen"
147 [unitclass_antigravity]
148 name          = _("?unitclass:Antigravity")
149 min_speed     = 1
150 hp_loss_pct   = 0
151 flags         = "Unreachable", "KillCitizen"
153 [unitclass_burrowing]
154 name          = _("?unitclass:Burrowing")
155 min_speed     = 1
156 hp_loss_pct   = 0
157 flags         = "Unreachable", "DamageSlows", "CanPillage","Airliftable"
159 [unitclass_missile]
160 name          = _("?unitclass:Missile")
161 min_speed     = 1
162 hp_loss_pct   = 0
163 flags         = "Missile", "DoesntOccupyTile"
165 ; /* <-- avoid gettext warnings
167 ; Below: The individual units, one per section.
169 ; The number can be variable, up to 200.
170 ; However for the "official" rulesets, units should not be removed
171 ; because that would break backward compatability with savegames.
173 ; The order here matters: later units are considered "better" for
174 ; a given flag or role.
176 ; The actual tag used (the * in [unit_*]) does not matter, except
177 ; it must be unique within this file, and it may be used in debug
178 ; output when reading this file.
180 ; ** Fields **
182 ; name          = translatable name as seen by user
183 ; rule_name     = (optional) name for savegames, rulesets etc; if not
184 ;                 present, 'name' is used. Since the name used in savegames
185 ;                 must not change, use this when renaming a unit after a
186 ;                 ruleset has been released.
187 ; graphic       = tag specifying preferred graphic
188 ; graphic_alt   = tag for alternate graphic if preferred graphic is not
189 ;                 present; especially if preferred graphic is non-standard,
190 ;                 this should be a standard tag.  Otherwise can use eg "-"
191 ;                 for no alternate graphic.
192 ; tech_req      = required advance, names from techs.ruleset, or special:
193 ;                 "None" => available from start
194 ; impr_req      = required city improvement, names from buildings.ruleset
195 ; gov_req       = required government, names from governments.ruleset
196 ; obsolete_by   = can be upgraded to and made obsolete by another unit by name
197 ; build_cost    = production shields required to build
198 ; pop_cost      = population removed from city when built; for 'AddToCity'
199 ;                 units this is also the population added to the destination
200 ; attack        = base attack strength (0 = cannot attack)
201 ; defense       = base defense strength (0 = cannot defend)
202 ; hitpoints     = how much damage unit can withstand
203 ; firepower     = number of hitpoints removed per round of combat; at least 1
204 ; move_rate     = base move rate (whole movement points)
205 ; vision_radius_sq = base vision of unit: unit can see tile up to the square
206 ;                 root of this value away
207 ; convert_to    = can be converted to another type of unit by name
208 ; convert_time  = time it takes to convert to another unit type
209 ; class         = One of the classes listed above
210 ; transport_cap = Number of units (ground, or air/missiles, depending on flags)
211 ; fuel          = Number of turns unit can spend outside refuel points.
212 ;                 If more time passes without unit refueling over turn change,
213 ;                 they are lost. If this is zero, unit has no need to refuel
214 ; uk_*          = upkeep costs, these are used as base values in the game
215 ; cargo         = Unit classes this unit can transport
216 ; city_size     = Initial size of the cities built by 'Cities' type units
217 ;                 (but 'AddToCity' uses pop_cost)
218 ; targets       = list of unit classes this unit can attack against even
219 ;                 if they have Unreachable unit class flag
220 ; embarks       = list of unit classes this unit may load into while not in
221 ;                 native base or city even if transporter has Unreachable unit
222 ;                 class flag
223 ; disembarks    = list of unit classes this unit may unload from while not in
224 ;                 native base or city even if transporter has Unreachable unit
225 ;                 class flag
226 ; bonuses       = definitions of combat bonuses against specific other units
227 ; bonuses.flag  = flag of the unit that bonus applies against
228 ; bonuses.type  = type of the bonus. See below
229 ; bonuses.value = value of the bonus. Sum of these is used if multiple apply.
230 ; bonuses.quiet = don't auto generate help text for this bonus. Use this if
231 ;                 the bonus is documented in the unit type's help text.
232 ;                 This is useful when the combination of a unit's bonuses
233 ;                 becomes complex enough to make the auto generated help
234 ;                 ugly or inaccurate.
235 ; flags         = special flag strings; list of built-in flags described below
236 ;                 and/or user flags defined above
238 ; veteran_names = Special veteran level for this unit. See the definitions in
239 ;                 game.ruleset. All of the veteran_* entries have to have the
240 ;                 same length!
241 ; veteran_raise_chance =
242 ; veteran_work_raise_chance =
243 ; veteran_power_fact =
244 ; veteran_move_bonus =
246 ; roles         = special role strings
247 ; sound_move    = optional sound effect when the unit moves
248 ; sound_move_alt= optional alternative sound effect if above not
249 ;                 supported in client
250 ; sound_fight   = optional sound effect when the unit fights
251 ; sound_fight_alt= optional alternative sound effect if above not
252 ;                  supported in client
253 ; helptext      = optional help text string; should escape all raw newlines 
254 ;                 so that xgettext parsing works
257 ; ** Bonuses **
259 ; "DefenseMultiplier" = Multiply defense value (1 + 'value') times.
260 ;                       Value of 1 means multiplication by 2, value 2 by 3...
261 ;                       Bonus is defined in defenders entry.
262 ; "DefenseDivider"    = Divide defense value with (1 + 'value').
263 ;                       Bonus is defined in attackers entry.
264 ; "FirePower1"        = Defender firepower is reduced to value 1 when
265 ;                       ever this has non-zero value.
266 ;                       Bonus is defined in attackers entry.
269 ; ** Flags **
271 ; "IgZOC"       = ignore Zones of Control (ZOC) even if unit class has
272 ;                 "ZOC" flag
273 ; "HasNoZOC"    = unit has no Zone of Control (ZOC), thus any unit can move
274 ;                 around it freely
275 ; "NonMil"      = a non-military unit: no attacks; no martial law; can enter
276 ;                 peaceful borders; DoesntOccupyTile
277 ; "IgTer"       = use constant move cost defined in igter_cost (terrain.ruleset)
278 ;                 rather than terrain/road etc cost, unless terrain cost is
279 ;                 less
280 ; "OneAttack"   = can only make a single attack, regardless of movement points
281 ; "FieldUnit"   = cause unhappiness even when not being aggressive
282 ; "AttackAny"   = can attack unreachable units
283 ; "Marines"     = can attack from non-native tile (from transport or city)
284 ; "Partial_Invis" = visible only to adjancent units; does not hide transported
285 ;                 units other than missiles
286 ; "Settlers"    = can irrigate and build roads
287 ; "Diplomat"    = can defend against diplomat actions (see diplchance
288 ;                 server option)
289 ; "Spy"         = enhanced diplomat actions. _Must_ be "Diplomat" also
290 ; "Trireme"     = (sea only) cannot leave shoreline
291 ; "Nuclear"     = nuke!
292 ; "Paratroopers"= can paradrop
293 ; "Cities"      = can disband to produce a city (initial population city_size)
294 ; "Only_Native_Attack" = cannot attack targets on non-native tiles even if
295 ;                 unit class can
296 ; "Cant_Fortify" =  cannot fortify even if unit class has "CanFortify" flag
297 ; "AddToCity"   = can disband to add pop_cost population to a city
298 ;                 (see cities.ruleset for limitation of this ability)
299 ; "Fanatic"     = can only be built by governments that allow them
300 ;                 (see civ2/governments.ruleset, Fundamentalism government)
301 ; "Unique"      = a player can only have one of these units in the game at
302 ;                 the same time; barbarians cannot use this at present
303 ; "GameLoss"    = losing one of these units means you lose the game, but it
304 ;                 is produced without homecity and upkeep
305 ; "Undisbandable" = this unit cannot be disbanded, will not drown, and will not
306 ;                 disband due to lack of shields to upkeep it in homecity;
307 ;                 if not given enough food to upkeep it, homecity will shrink 
308 ;                 every turn it cannot do so, however
309 ; "SuperSpy"    = this unit always wins diplomatic contests, that is, unless
310 ;                 it encounters another SuperSpy, in which case defender wins;
311 ;                 can also be used on non-diplomat units, in which case it can
312 ;                 protect cities from diplomats; also 100% spy survival chance
313 ; "NoHome"      = this unit has no homecity and will be free of all upkeep, and
314 ;                 therefore will not revolt along with its city of origin should
315 ;                 it be incited
316 ; "NoVeteran"   = this unit cannot gain veteran levels through experience
317 ;                 (as if both raise_chance and work_raise_chance were zero);
318 ;                 it can still gain veterancy through Veteran_Build, etc
319 ; "Bombarder"   = this unit cannot kill other units, only damage them, but
320 ;                 also is not harmed by return fire when attacking; the field
321 ;                 bombard_rate regulates its number of shots
322 ; "CityBuster"  = this unit has double firepower against cities
323 ; "NoBuild"     = this unit cannot be built
324 ; "BadWallAttacker"     = the firepower of this unit is set to 1 if
325 ;                 attacking a city
326 ;                 defended by a city wall (or other city building defense)
327 ; "BadCityDefender"     = if attacked while in a city, firepower is set to 1
328 ;                 and firepower of attacker is doubled (the Pearl Harbour
329 ;                 rule)
330 ; "BarbarianOnly" = only barbarians can build this unit
331 ; "Shield2Gold" = Switch from shield upkeep to gold upkeep possible
332 ; "Capturable"  = can be captured by units with "Capturer" flag
333 ; "Capturer"    = can capture units with flag "Capturable" instead of
334 ;                 fighting them
335 ; "NewCityGamesOnly" = unit can't be built on scenarios where founding new cities
336 ;                 is not allowed. Give this flag to units that would make no sense
337 ;                 to have in a game with such a scenario
339 ; Following flag strings require extra fields:
340 ;  "Paratroopers"
341 ;   paratroopers_range  = the maximal range the unit can be paradropped to.
342 ;                         Max range is 65534.
343 ;   paratroopers_mr_req = the move rate which is required at least for
344 ;                         paradropping (whole movement points)
345 ;   paratroopers_mr_sub = the move rate which is subtracted after paradropping
346 ;                         (whole movement points)
347 ;  "Bombarder"
348 ;   bombard_rate = the number of shots fired at enemy units when attacking
350 ; ** Roles **
352 ; "FirstBuild"  = first to be built when city founded
353 ; "Explorer"    = unit to use for exploring
354 ; "Hut"         = can be found in a hut
355 ; "HutTech"     = can be found in a hut, but its techs required
356 ; "Partisan"    = can be created as a partisan (only one unit can have this 
357 ;                 flag), see end of this file for its tech requirements option
358 ; "DefendOk"    = AI hint: ok for defending with
359 ; "DefendGood"  = AI hint: good for defending with
360 ; "Ferryboat"   = AI hint: useful for ferrying
361 ; "Barbarian"          = can be created as land barbarian
362 ; "BarbarianTech"      = can be created as land barbarian, if someone has
363 ;                        researched its tech requirements
364 ; "BarbarianBoat"      = can be created as boat for sea barbarian
365 ; "BarbarianBuild"     = can be built by barbarians
366 ; "BarbarianBuildTech" = can be built by barbarians if someone has
367 ;                        researched its tech requirements
368 ; "BarbarianLeader"    = this unit is the barbarian leader (only one)
369 ; "BarbarianSea"       = can be created as a barbarian that disembarks from a barbarian boat
370 ; "BarbarianSeaTech"   = can be created as a barbarian that disembarks from a barbarian boat
371 ;                        if someone has researched its tech requirements
372 ; "Settlers"    = can irrigate and build roads
373 ; "Hunter"      = AI hint: good for hunting other units
374 ; "CitiesStartUnit"       = Gets granted as 'c' startunit
375 ; "WorkerStartUnit"       = Gets granted as 'w' startunit
376 ; "ExplorerStartUnit"     = Gets granted as 'x' startunit
377 ; "KingStartUnit"         = Gets granted as 'k' startunit
378 ; "DiplomatStartUnit"     = Gets granted as 's' startunit
379 ; "FerryStartUnit"        = Gets granted as 'f' startunit
380 ; "DefendOkStartUnit"     = Gets granted as 'd' startunit
381 ; "DefendGoodStartUnit"   = Gets granted as 'D' startunit
382 ; "AttackFastStartUnit"   = Gets granted as 'a' startunit
383 ; "AttackStrongStartUnit" = Gets granted as 'A' startunit
385 ; */ <-- avoid gettext warnings
387 [unit_settlers]
388 name          = _("Settlers")
389 class         = "Earthly"
390 tech_req      = "None"
391 obsolete_by   = "Native Settlers"
392 graphic       = "u.settlers"
393 graphic_alt   = "-"
394 sound_move    = "m_settlers"
395 sound_move_alt = "m_generic"
396 sound_fight   = "f_settlers"
397 sound_fight_alt = "f_generic"
398 build_cost    = 40
399 pop_cost      = 1
400 attack        = 0
401 defense       = 0
402 hitpoints     = 10
403 firepower     = 1
404 move_rate     = 1
405 vision_radius_sq = 2
406 transport_cap = 0
407 fuel          = 0
408 uk_happy      = 0
409 uk_shield     = 0
410 uk_food       = 0
411 uk_gold       = 0
412 flags         = "Cities", "Capturable"
413 roles         = "CitiesStartUnit"
414 helptext      = _("\
415 This is Earth technology settler. \
416 Most military enemy units can capture it instead of killing it.\
419 [unit_native_settlers]
420 name          = _("Native Settlers")
421 class         = "Native"
422 tech_req      = "Organic Structures"
423 obsolete_by   = "None"
424 graphic       = "u.native_settlers"
425 graphic_alt   = "u.worker"
426 sound_move    = "m_worker"
427 sound_move_alt = "m_generic"
428 sound_fight   = "f_worker"
429 sound_fight_alt = "f_generic"
430 build_cost    = 40
431 pop_cost      = 1
432 attack        = 0
433 defense       = 0
434 hitpoints     = 10
435 firepower     = 1
436 move_rate     = 1
437 vision_radius_sq = 2
438 transport_cap = 0
439 fuel          = 0
440 uk_happy      = 0
441 uk_shield     = 0
442 uk_food       = 0
443 uk_gold       = 0
444 flags         = "Cities", "Capturable"
445 helptext      = _("\
446 This is native Settler that can enter radiating areas. \
447 Most military enemy units can capture it instead of killing it.\
450 [unit_engineer]
451 name          = _("Engineer")
452 class         = "Earthly"
453 tech_req      = "None"
454 obsolete_by   = "Native Engineer"
455 graphic       = "u.engineer"
456 graphic_alt   = "u.engineers"
457 sound_move    = "m_engineers"
458 sound_move_alt = "m_generic"
459 sound_fight   = "f_engineers"
460 sound_fight_alt = "f_generic"
461 build_cost    = 20
462 pop_cost      = 0
463 attack        = 0
464 defense       = 1
465 hitpoints     = 10
466 firepower     = 1
467 move_rate     = 1
468 vision_radius_sq = 2
469 transport_cap = 0
470 fuel          = 0
471 uk_happy      = 0
472 uk_shield     = 1
473 uk_food       = 0
474 uk_gold       = 0
475 flags         = "Settlers", "Cant_Fortify", "NonMil"
476 roles         = "Settlers", "WorkerStartUnit"
477 helptext      = _("\
478 This is Earth technology engineer.\
481 [unit_native_engineer]
482 name          = _("Native Engineer")
483 class         = "Native"
484 tech_req      = "Smart Aliens"
485 obsolete_by   = "None"
486 graphic       = "u.native_engineer"
487 graphic_alt   = "u.archers"
488 sound_move    = "m_archers"
489 sound_move_alt = "m_generic"
490 sound_fight   = "f_archers"
491 sound_fight_alt = "f_generic"
492 build_cost    = 20
493 pop_cost      = 0
494 attack        = 0
495 defense       = 3
496 hitpoints     = 20
497 firepower     = 1
498 move_rate     = 2
499 vision_radius_sq = 2
500 transport_cap = 0
501 fuel          = 0
502 uk_happy      = 0
503 uk_shield     = 1
504 uk_food       = 0
505 uk_gold       = 0
506 flags         = "Settlers", "Cant_Fortify", "NonMil"
507 roles         = "Settlers"
508 helptext      = _("\
509 Native version of the Engineer unit.\
512 [unit_water_engineer]
513 name          = _("Water Engineer")
514 class         = "Amphibious"
515 tech_req      = "Ocean Cities"
516 obsolete_by   = "None"
517 graphic       = "u.water_engineer"
518 graphic_alt   = "u.legion"
519 sound_move    = "m_legion"
520 sound_move_alt = "m_generic"
521 sound_fight   = "f_legion"
522 sound_fight_alt = "f_generic"
523 build_cost    = 40
524 pop_cost      = 1
525 attack        = 0
526 defense       = 3
527 hitpoints     = 20
528 firepower     = 1
529 move_rate     = 2
530 vision_radius_sq = 2
531 transport_cap = 0
532 fuel          = 0
533 uk_happy      = 0
534 uk_shield     = 1
535 uk_food       = 0
536 uk_gold       = 0
537 city_size     = 2
538 flags         = "Cities", "Settlers", "Cant_Fortify", "NonMil"
539 roles         = "Settlers"
540 helptext      = _("\
541 Amphibious Engineer that can also establish new cities on Ocean. \
542 Cities cannot be located on Boiling Ocean.\
545 [unit_star_marines]
546 name          = _("Star Marines")
547 class         = "Earthly"
548 tech_req      = "None"
549 obsolete_by   = "None"
550 graphic       = "u.star_marines"
551 graphic_alt   = "u.marines"
552 sound_move    = "m_marines"
553 sound_move_alt = "m_generic"
554 sound_fight   = "f_marines"
555 sound_fight_alt = "f_generic"
556 build_cost    = 10
557 pop_cost      = 0
558 attack        = 1
559 defense       = 1
560 hitpoints     = 10
561 firepower     = 1
562 move_rate     = 1
563 vision_radius_sq = 2
564 transport_cap = 0
565 fuel          = 0
566 uk_happy      = 0
567 uk_shield     = 1
568 uk_food       = 0
569 uk_gold       = 0
570 flags         = "Capturer"
571 roles         = "DefendOk", "DefendOkStartUnit", "FirstBuild", "Barbarian", "BarbarianSea"
572 helptext      = _("\
573 This unit may be built from the start of the game.  It is the\
574  weakest military unit.\
577 [unit_cyborgs]
578 name          = _("Cyborgs")
579 class         = "Earthly"
580 tech_req      = "Cybernetics"
581 obsolete_by   = "None"
582 graphic       = "u.cyborgs"
583 graphic_alt   = "u.pikemen"
584 sound_move    = "m_pikemen"
585 sound_move_alt = "m_generic"
586 sound_fight   = "f_pikemen"
587 sound_fight_alt = "f_generic"
588 build_cost    = 20
589 pop_cost      = 0
590 attack        = 2
591 defense       = 1
592 hitpoints     = 10
593 firepower     = 1
594 move_rate     = 1
595 vision_radius_sq = 2
596 transport_cap = 0
597 fuel          = 0
598 uk_happy      = 0
599 uk_shield     = 1
600 uk_food       = 0
601 uk_gold       = 0
602 flags         = "Capturer"
603 roles         = "DefendOk", "Barbarian", "BarbarianSea", "BarbarianLeader"
604 helptext      = _("\
605 Attack power to the early game.\
608 [unit_tank]
609 name          = _("Tank")
610 class         = "Earthly"
611 tech_req      = "Brute Force"
612 obsolete_by   = "None"
613 graphic       = "u.tank"
614 graphic_alt   = "u.armor"
615 sound_move    = "m_armor"
616 sound_move_alt = "m_generic"
617 sound_fight   = "f_armor"
618 sound_fight_alt = "f_generic"
619 build_cost    = 20
620 pop_cost      = 0
621 attack        = 4
622 defense       = 2
623 hitpoints     = 10
624 firepower     = 1
625 move_rate     = 1
626 vision_radius_sq = 2
627 transport_cap = 0
628 fuel          = 0
629 uk_happy      = 0
630 uk_shield     = 1
631 uk_food       = 0
632 uk_gold       = 0
633 flags         = "Capturer"
634 roles         = "DefendOk", "BarbarianBuild"
635 helptext      = _("\
636 This is the most powerful Earth technology unit.\
639 [unit_warmonster]
640 name          = _("War Monster")
641 class         = "Native"
642 tech_req      = "War Monsters"
643 obsolete_by   = "None"
644 graphic       = "u.war_monster"
645 graphic_alt   = "u.alpine_troops"
646 sound_move    = "m_alpine_troops"
647 sound_move_alt = "m_generic"
648 sound_fight   = "f_alpine_troops"
649 sound_fight_alt = "f_generic"
650 build_cost    = 30
651 pop_cost      = 0
652 attack        = 3
653 defense       = 3
654 hitpoints     = 10
655 firepower     = 1
656 move_rate     = 1
657 vision_radius_sq = 2
658 transport_cap = 0
659 fuel          = 0
660 uk_happy      = 0
661 uk_shield     = 1
662 uk_food       = 0
663 uk_gold       = 0
664 flags         = "Capturer"
665 roles         = "DefendOk"
666 helptext      = _("\
667 As a native unit, this can move and fight on radiating areas too.\
670 [unit_crusher]
671 name          = _("Crusher")
672 class         = "Native"
673 tech_req      = "Alien Training"
674 obsolete_by   = "None"
675 graphic       = "u.crusher"
676 graphic_alt   = "u.horsemen"
677 sound_move    = "m_horsemen"
678 sound_move_alt = "m_generic"
679 sound_fight   = "f_horsemen"
680 sound_fight_alt = "f_generic"
681 build_cost    = 20
682 pop_cost      = 0
683 attack        = 3
684 defense       = 3
685 hitpoints     = 10
686 firepower     = 1
687 move_rate     = 3
688 vision_radius_sq = 2
689 transport_cap = 0
690 fuel          = 0
691 uk_happy      = 0
692 uk_shield     = 1
693 uk_food       = 0
694 uk_gold       = 0
695 flags         = "Capturer"
696 roles         = "DefendOk"
697 helptext      = _("\
698 Alien lifeform trained to be fast.\
701 [unit_cyber_alien]
702 name          = _("Cyber Alien")
703 class         = "Native"
704 tech_req      = "Cyber Aliens"
705 obsolete_by   = "None"
706 graphic       = "u.cyber_alien"
707 graphic_alt   = "u.musketeers"
708 sound_move    = "m_musketeers"
709 sound_move_alt = "m_generic"
710 sound_fight   = "f_musketeers"
711 sound_fight_alt = "f_generic"
712 build_cost    = 30
713 pop_cost      = 0
714 attack        = 4
715 defense       = 3
716 hitpoints     = 10
717 firepower     = 1
718 move_rate     = 2
719 vision_radius_sq = 5
720 transport_cap = 0
721 fuel          = 0
722 uk_happy      = 0
723 uk_shield     = 1
724 uk_food       = 0
725 uk_gold       = 0
726 flags         = "Capturer"
727 roles         = "DefendOk"
728 helptext      = _("\
729 Alien lifeform with cybernetic implants. Good in combat, and has better \
730 vision than any purely organic unit.")
732 [unit_rex]
733 ; /* TRANS: Alien lifeform. Name refers to Tyrannosaurus Rex, not "King" role */
734 name          = _("Rex")
735 class         = "Native"
736 tech_req      = "Synthetic Food"
737 obsolete_by   = "None"
738 graphic       = "u.rex"
739 graphic_alt   = "u.knights"
740 sound_move    = "m_knights"
741 sound_move_alt = "m_generic"
742 sound_fight   = "f_knights"
743 sound_fight_alt = "f_generic"
744 build_cost    = 50
745 pop_cost      = 0
746 attack        = 8
747 defense       = 4
748 hitpoints     = 20
749 firepower     = 1
750 move_rate     = 3
751 vision_radius_sq = 2
752 transport_cap = 0
753 fuel          = 0
754 uk_happy      = 0
755 uk_shield     = 1
756 uk_food       = 0
757 uk_gold       = 0
758 flags         = "Capturer"
759 helptext      = _("\
760 Most powerful alien lifeform, like one from Earth's Jurassic period.\
763 [unit_paradropper]
764 name          = _("Paradropper")
765 class         = "Native"
766 tech_req      = "Paradrop"
767 obsolete_by   = "None"
768 graphic       = "u.paradropper"
769 graphic_alt   = "u.paratroopers"
770 sound_move    = "m_paratroopers"
771 sound_move_alt = "m_generic"
772 sound_fight   = "f_paratroopers"
773 sound_fight_alt = "f_generic"
774 build_cost    = 50
775 pop_cost      = 0
776 attack        = 6
777 defense       = 3
778 hitpoints     = 20
779 firepower     = 1
780 move_rate     = 3
781 vision_radius_sq = 2
782 transport_cap = 0
783 fuel          = 0
784 uk_happy      = 0
785 uk_shield     = 1
786 uk_food       = 0
787 uk_gold       = 0
788 flags         = "Paratroopers", "Capturer"
789 paratroopers_range  = 10
790 paratroopers_mr_req = 1
791 paratroopers_mr_sub = 1
792 helptext      = _("\
793 Alien lifeform able to paradrop.\
796 [unit_turtle]
797 name          = _("Turtle Defender")
798 class         = "Earthly"
799 tech_req      = "Composites"
800 obsolete_by   = "None"
801 graphic       = "u.turtle_defender"
802 graphic_alt   = "u.mech_inf"
803 sound_move    = "m_mech_inf"
804 sound_move_alt = "m_generic"
805 sound_fight   = "f_mech_inf"
806 sound_fight_alt = "f_generic"
807 build_cost    = 20
808 pop_cost      = 0
809 attack        = 1
810 defense       = 3
811 hitpoints     = 10
812 firepower     = 1
813 move_rate     = 1
814 vision_radius_sq = 2
815 transport_cap = 0
816 fuel          = 0
817 uk_happy      = 0
818 uk_shield     = 1
819 uk_food       = 0
820 uk_gold       = 0
821 flags         = "Capturer"
822 roles         = "DefendGood", "DefendGoodStartUnit"
823 helptext      = _("\
824 This is excellent defense vehicle.\
827 [unit_earth_sub]
828 name          = _("Earth Sub")
829 class         = "Burrowing"
830 tech_req      = "Burrowing"
831 obsolete_by   = "None"
832 graphic       = "u.earth_sub"
833 graphic_alt   = "u.submarine"
834 sound_move    = "m_submarine"
835 sound_move_alt = "m_generic"
836 sound_fight   = "f_submarine"
837 sound_fight_alt = "f_generic"
838 build_cost    = 60
839 pop_cost      = 0
840 attack        = 4
841 defense       = 2
842 hitpoints     = 20
843 firepower     = 1
844 move_rate     = 1
845 vision_radius_sq = 2
846 transport_cap = 0
847 fuel          = 0
848 uk_happy      = 0
849 uk_shield     = 1
850 uk_food       = 0
851 uk_gold       = 0
852 targets       = "Burrowing"
853 flags         = "Capturer"
854 helptext      = _("\
855 Burrow through earth. Only some special units can attack against Earth Sub. \
856 These can pass ocean tiles only through Burrow Tubes.")
858 [unit_hunter]
859 name          = _("Hunter")
860 class         = "Burrowing"
861 tech_req      = "Supermodule"
862 obsolete_by   = "None"
863 graphic       = "u.hunter"
864 graphic_alt   = "u.frigate"
865 sound_move    = "m_frigate"
866 sound_move_alt = "m_generic"
867 sound_fight   = "f_frigate"
868 sound_fight_alt = "f_generic"
869 build_cost    = 160
870 pop_cost      = 0
871 attack        = 7
872 defense       = 3
873 hitpoints     = 30
874 firepower     = 1
875 move_rate     = 1
876 vision_radius_sq = 2
877 transport_cap = 0
878 fuel          = 0
879 uk_happy      = 0
880 uk_shield     = 1
881 uk_food       = 0
882 uk_gold       = 0
883 targets       = "Antigravity", "Burrowing"
884 flags         = "Settlers", "Capturer"
885 roles         = "Hunter"
886 helptext      = _("\
887 Burrowing unit that also has capability to attack Antigravity units with \
888 its own minimissiles.\n\n\
889 It's also an settler type unit for hostile areas, well capable of defending \
890 itself.")
892 [unit_light_saucer]
893 name          = _("Light Saucer")
894 class         = "Antigravity"
895 tech_req      = "Antigravity"
896 obsolete_by   = "None"
897 graphic       = "u.light_saucer"
898 graphic_alt   = "u.fighter"
899 sound_move    = "m_fighter"
900 sound_move_alt = "m_generic"
901 sound_fight   = "f_fighter"
902 sound_fight_alt = "f_generic"
903 build_cost    = 80
904 pop_cost      = 0
905 attack        = 4
906 defense       = 2
907 hitpoints     = 20
908 firepower     = 1
909 move_rate     = 3
910 vision_radius_sq = 4
911 transport_cap = 0
912 fuel          = 0
913 uk_happy      = 0
914 uk_shield     = 1
915 uk_food       = 0
916 uk_gold       = 0
917 targets       = "Antigravity"
918 flags         = "Capturer"
919 helptext      = _("\
920 Nobody, but some of the other Antigravity units and Hunters can attack this unit. \
921 This unit itself can attack other Antigravity units.")
923 [unit_bomb_saucer]
924 name          = _("Bomb Saucer")
925 class         = "Antigravity"
926 tech_req      = "Unified Theory"
927 obsolete_by   = "None"
928 graphic       = "u.bomb_saucer"
929 graphic_alt   = "u.bomber"
930 sound_move    = "m_bomber"
931 sound_move_alt = "m_generic"
932 sound_fight   = "f_bomber"
933 sound_fight_alt = "f_generic"
934 build_cost    = 90
935 pop_cost      = 0
936 attack        = 8
937 defense       = 3
938 hitpoints     = 20
939 firepower     = 1
940 move_rate     = 2
941 vision_radius_sq = 4
942 transport_cap = 0
943 fuel          = 0
944 uk_happy      = 0
945 uk_shield     = 1
946 uk_food       = 0
947 uk_gold       = 0
948 flags         = "Bombarder", "Capturer"
949 bombard_rate  = 5
950 helptext      = _("\
951 Nobody, but some of the other Antigravity and Hunters units can attack this unit.")
953 [unit_spitter]
954 name          = _("Spitter")
955 class         = "Native"
956 tech_req      = "Spitter Control"
957 obsolete_by   = "Heavy Spitter"
958 graphic       = "u.spitter"
959 graphic_alt   = "u.catapult"
960 sound_move    = "m_catapult"
961 sound_move_alt = "m_generic"
962 sound_fight   = "f_catapult"
963 sound_fight_alt = "f_generic"
964 build_cost    = 10
965 pop_cost      = 0
966 attack        = 2
967 defense       = 1
968 hitpoints     = 10
969 firepower     = 1
970 move_rate     = 1
971 vision_radius_sq = 2
972 transport_cap = 0
973 fuel          = 0
974 uk_happy      = 0
975 uk_shield     = 1
976 uk_food       = 0
977 uk_gold       = 0
978 flags         = "Bombarder"
979 bombard_rate  = 3
980 helptext      = _("\
981 This alien lifeform is first bombarding unit.\
984 [unit_heavy_spitter]
985 name          = _("Heavy Spitter")
986 class         = "Native"
987 tech_req      = "Modified Spitter"
988 obsolete_by   = "None"
989 graphic       = "u.heavy_spitter"
990 graphic_alt   = "u.cannon"
991 sound_move    = "m_cannon"
992 sound_move_alt = "m_generic"
993 sound_fight   = "f_cannon"
994 sound_fight_alt = "f_generic"
995 build_cost    = 20
996 pop_cost      = 0
997 attack        = 4
998 defense       = 2
999 hitpoints     = 20
1000 firepower     = 1
1001 move_rate     = 1
1002 vision_radius_sq = 2
1003 transport_cap = 3
1004 fuel          = 0
1005 uk_happy      = 0
1006 uk_shield     = 1
1007 uk_food       = 0
1008 uk_gold       = 0
1009 cargo         = "Missile"
1010 flags         = "Bombarder"
1011 bombard_rate  = 5
1012 helptext      = _("\
1013 This improved spitter can both make bombard attacks, and transport missiles \
1014 next to targets.")
1016 [unit_biomass]
1017 name          = _("Biomass")
1018 class         = "Native"
1019 tech_req      = "Controlled Biomass"
1020 obsolete_by   = "None"
1021 graphic       = "u.biomass"
1022 graphic_alt   = "u.transport"
1023 sound_move    = "m_transport"
1024 sound_move_alt = "m_generic"
1025 sound_fight   = "f_transport"
1026 sound_fight_alt = "f_generic"
1027 build_cost    = 20
1028 pop_cost      = 0
1029 attack        = 0
1030 defense       = 2
1031 hitpoints     = 20
1032 firepower     = 1
1033 move_rate     = 1
1034 vision_radius_sq = 2
1035 transport_cap = 1
1036 fuel          = 0
1037 uk_happy      = 0
1038 uk_shield     = 1
1039 uk_food       = 0
1040 uk_gold       = 0
1041 cargo         = "Earthly", "Amphibious"
1042 flags         = ""
1043 helptext      = _("\
1044 Just let the biomass to engulf your tank and pick it up, then enjoy \
1045 the ride in the radiation-safe inside of the slimy being.")
1047 [unit_explorer]
1048 name          = _("Explorer")
1049 class         = "Earthly"
1050 tech_req      = "None"
1051 obsolete_by   = "Scout Animal"
1052 graphic       = "u.explorer"
1053 graphic_alt   = "-"
1054 sound_move    = "m_explorer"
1055 sound_move_alt = "m_generic"
1056 sound_fight   = "f_explorer"
1057 sound_fight_alt = "f_generic"
1058 build_cost    = 20
1059 pop_cost      = 0
1060 attack        = 0
1061 defense       = 1
1062 hitpoints     = 10
1063 firepower     = 1
1064 move_rate     = 2
1065 vision_radius_sq = 2
1066 transport_cap = 0
1067 fuel          = 0
1068 uk_happy      = 0
1069 uk_shield     = 0
1070 uk_food       = 0
1071 uk_gold       = 0
1072 flags         = "IgZOC", "NonMil"
1073 roles         = "Explorer", "ExplorerStartUnit"
1074 helptext      = _("\
1075 Like all Earthly units, Explorer are unable to enter radiating tiles. \
1076 They can maintain themselves, no upkeep cost to homecity.\
1079 [unit_native_scout]
1080 name          = _("Scout Animal")
1081 class         = "Native"
1082 tech_req      = "Alien Taming"
1083 obsolete_by   = "None"
1084 graphic       = "u.scout_animal"
1085 graphic_alt   = "u.warriors"
1086 sound_move    = "m_warriors"
1087 sound_move_alt = "m_generic"
1088 sound_fight   = "f_warriors"
1089 sound_fight_alt = "f_generic"
1090 build_cost    = 10
1091 pop_cost      = 0
1092 attack        = 0
1093 defense       = 1
1094 hitpoints     = 10
1095 firepower     = 1
1096 move_rate     = 2
1097 vision_radius_sq = 2
1098 transport_cap = 0
1099 fuel          = 0
1100 uk_happy      = 0
1101 uk_shield     = 0
1102 uk_food       = 0
1103 uk_gold       = 0
1104 flags         = "IgZOC", "NonMil"
1105 roles         = "Explorer"
1106 helptext      = _("\
1107 This is native scout animal that can enter any land terrain.\
1110 [unit_raft]
1111 name          = _("Raft")
1112 class         = "Sea"
1113 tech_req      = "None"
1114 obsolete_by   = "None"
1115 graphic       = "u.raft"
1116 graphic_alt   = "u.trireme"
1117 sound_move    = "m_trireme"
1118 sound_move_alt = "m_generic"
1119 sound_fight   = "f_trireme"
1120 sound_fight_alt = "f_generic"
1121 build_cost    = 20
1122 pop_cost      = 0
1123 attack        = 0
1124 defense       = 1
1125 hitpoints     = 10
1126 firepower     = 1
1127 move_rate     = 2
1128 vision_radius_sq = 2
1129 transport_cap = 2
1130 fuel          = 0
1131 uk_happy      = 0
1132 uk_shield     = 0
1133 uk_food       = 0
1134 uk_gold       = 0
1135 cargo         = "Earthly", "Native"
1136 flags         = "Trireme"
1137 roles         = "Ferryboat", "FerryStartUnit"
1138 helptext      = _("\
1139   This vessel allows coastal travel, but not on Boiling Seas.\
1142 [unit_ship]
1143 name          = _("Ship")
1144 class         = "Sea"
1145 tech_req      = "Travel"
1146 obsolete_by   = "None"
1147 graphic       = "u.ship"
1148 graphic_alt   = "u.caravel"
1149 sound_move    = "m_caravel"
1150 sound_move_alt = "m_generic"
1151 sound_fight   = "f_caravel"
1152 sound_fight_alt = "f_generic"
1153 build_cost    = 30
1154 pop_cost      = 0
1155 attack        = 1
1156 defense       = 1
1157 hitpoints     = 10
1158 firepower     = 1
1159 move_rate     = 3
1160 vision_radius_sq = 2
1161 transport_cap = 2
1162 fuel          = 0
1163 uk_happy      = 0
1164 uk_shield     = 0
1165 uk_food       = 0
1166 uk_gold       = 0
1167 cargo         = "Earthly", "Native"
1168 flags         = ""
1169 roles         = "Ferryboat", "BarbarianBoat"
1170 helptext      = _("\
1171   This is basic ship type. It has no any special equipment, so \
1172 it cannot enter boiling seas.\
1175 [unit_destroyer]
1176 name          = _("Destroyer")
1177 class         = "Sea"
1178 tech_req      = "Naval Superiority"
1179 obsolete_by   = "Battle Unit"
1180 graphic       = "u.destroyer"
1181 graphic_alt   = "-"
1182 sound_move    = "m_destroyer"
1183 sound_move_alt = "m_generic"
1184 sound_fight   = "f_destroyer"
1185 sound_fight_alt = "f_generic"
1186 build_cost    = 40
1187 pop_cost      = 0
1188 attack        = 5
1189 defense       = 2
1190 hitpoints     = 10
1191 firepower     = 1
1192 move_rate     = 4
1193 vision_radius_sq = 2
1194 transport_cap = 0
1195 fuel          = 0
1196 uk_happy      = 0
1197 uk_shield     = 0
1198 uk_food       = 0
1199 uk_gold       = 0
1200 flags         = ""
1201 helptext      = _("\
1202 This vessel is for battle! Too bad it cannot enter boiling oceans.\
1205 [unit_battle_unit]
1206 name          = _("Battle Unit")
1207 class         = "Amphibious"
1208 tech_req      = "Amphibious Tactics"
1209 obsolete_by   = "None"
1210 graphic       = "u.battle_unit"
1211 graphic_alt   = "u.battleship"
1212 sound_move    = "m_battleship"
1213 sound_move_alt = "m_generic"
1214 sound_fight   = "f_battleship"
1215 sound_fight_alt = "f_generic"
1216 build_cost    = 60
1217 pop_cost      = 0
1218 attack        = 7
1219 defense       = 3
1220 hitpoints     = 20
1221 firepower     = 1
1222 move_rate     = 3
1223 vision_radius_sq = 5
1224 transport_cap = 0
1225 fuel          = 0
1226 uk_happy      = 0
1227 uk_shield     = 0
1228 uk_food       = 0
1229 uk_gold       = 0
1230 flags         = "Capturer"
1231 helptext      = _("\
1232 Amphibious battle machine.")
1234 [unit_amphibious_transport]
1235 name          = _("Amphibious Transport")
1236 class         = "Amphibious"
1237 tech_req      = "Thermal Module"
1238 obsolete_by   = "None"
1239 graphic       = "u.amphi_transport"
1240 graphic_alt   = "u.ironclad"
1241 sound_move    = "m_ironclad"
1242 sound_move_alt = "m_generic"
1243 sound_fight   = "f_ironclad"
1244 sound_fight_alt = "f_generic"
1245 build_cost    = 40
1246 pop_cost      = 0
1247 attack        = 0
1248 defense       = 2
1249 hitpoints     = 10
1250 firepower     = 1
1251 move_rate     = 3
1252 vision_radius_sq = 2
1253 transport_cap = 3
1254 fuel          = 0
1255 uk_happy      = 0
1256 uk_shield     = 0
1257 uk_food       = 0
1258 uk_gold       = 0
1259 cargo         = "Earthly", "Native"
1260 flags         = ""
1261 roles         = "Ferryboat"
1262 helptext      = _("\
1263 This is first unit that can enter boiling oceans - and more.\
1266 [unit_freight]
1267 name          = _("Freight")
1268 class         = "Earthly"
1269 tech_req      = "Faction Politics"
1270 obsolete_by   = "Caravan"
1271 graphic       = "u.freight"
1272 graphic_alt   = "-"
1273 sound_move    = "m_freight"
1274 sound_move_alt = "m_generic"
1275 sound_fight   = "f_freight"
1276 sound_fight_alt = "f_generic"
1277 build_cost    = 50
1278 pop_cost      = 0
1279 attack        = 0
1280 defense       = 1
1281 hitpoints     = 10
1282 firepower     = 1
1283 move_rate     = 3
1284 vision_radius_sq = 2
1285 transport_cap = 0
1286 fuel          = 0
1287 uk_happy      = 0
1288 uk_shield     = 0
1289 uk_food       = 0
1290 uk_gold       = 0
1291 flags         = "HelpWonder", "TradeRoute", "IgZOC", "NonMil"
1292 roles         = ""
1293 helptext      = _("\
1294 Earth technology unit that can establish trade routes and transfer goods \
1295 to help build wonders in other cities.\
1296 "), _("\
1297 Trade routes with other factions provide three times as much ongoing \
1298 trade as routes within your faction. Each city can support up to four \
1299 trade routes.\
1302 [unit_caravan]
1303 name          = _("Caravan")
1304 class         = "Native"
1305 tech_req      = "Smart Aliens"
1306 obsolete_by   = "None"
1307 graphic       = "u.caravan"
1308 graphic_alt   = "-"
1309 sound_move    = "m_caravan"
1310 sound_move_alt = "m_generic"
1311 sound_fight   = "f_caravan"
1312 sound_fight_alt = "f_generic"
1313 build_cost    = 50
1314 pop_cost      = 0
1315 attack        = 0
1316 defense       = 1
1317 hitpoints     = 10
1318 firepower     = 1
1319 move_rate     = 3
1320 vision_radius_sq = 2
1321 transport_cap = 0
1322 fuel          = 0
1323 uk_happy      = 0
1324 uk_shield     = 0
1325 uk_food       = 0
1326 uk_gold       = 0
1327 flags         = "HelpWonder", "TradeRoute", "IgZOC", "NonMil"
1328 roles         = ""
1329 helptext      = _("\
1330 Native caravan unit, that can move on all land terrains.\
1331 "), _("\
1332 Trade routes with other factions provide three times as much ongoing \
1333 trade as routes within your faction. Each city can support up to four \
1334 trade routes.\
1337 [unit_stealth_spy]
1338 name          = _("Stealth Spy")
1339 class         = "Earthly"
1340 tech_req      = "Stealth Module"
1341 obsolete_by   = "None"
1342 graphic       = "u.stealth_spy"
1343 graphic_alt   = "u.diplomat"
1344 sound_move    = "m_diplomat"
1345 sound_move_alt = "m_generic"
1346 sound_fight   = "f_diplomat"
1347 sound_fight_alt = "f_generic"
1348 build_cost    = 30
1349 pop_cost      = 0
1350 attack        = 0
1351 defense       = 0
1352 hitpoints     = 10
1353 firepower     = 1
1354 move_rate     = 2
1355 vision_radius_sq = 2
1356 transport_cap = 0
1357 fuel          = 0
1358 uk_happy      = 0
1359 uk_shield     = 0
1360 uk_food       = 0
1361 uk_gold       = 0
1362 flags         = "Diplomat", "IgZOC", "NonMil", "Partial_Invis"
1363 veteran_names = _("Regular"), _("Elite"), _("Superb")
1364 veteran_raise_chance = 10, 0, 0
1365 veteran_work_raise_chance = 0, 0, 0
1366 veteran_power_fact = 100, 110, 125
1367 veteran_move_bonus = 0, 0, 0
1368 roles         = "DiplomatStartUnit"
1369 helptext      = _("\
1370 Stealth Spy can make diplomatic actions, and is invisible until \
1371 next to enemy unit or city.");
1373 [unit_teleporting_missile]
1374 name          = _("Teleporting Missile")
1375 class         = "Missile"
1376 tech_req      = "Teleportation"
1377 obsolete_by   = "None"
1378 graphic       = "u.telep_missile"
1379 graphic_alt   = "u.cruise_missile"
1380 sound_move    = "m_cruise_missile"
1381 sound_move_alt = "m_generic"
1382 sound_fight   = "f_cruise_missile"
1383 sound_fight_alt = "f_generic"
1384 build_cost    = 60
1385 pop_cost      = 0
1386 attack        = 11
1387 defense       = 0
1388 hitpoints     = 10
1389 firepower     = 3
1390 move_rate     = 1
1391 vision_radius_sq = 2
1392 transport_cap = 0
1393 fuel          = 1
1394 uk_happy      = 1
1395 uk_shield     = 1
1396 uk_food       = 0
1397 uk_gold       = 0
1398 helptext      = _("\
1399 Teleporting Missile can teleport and attack to neighbour tile.")
1401 [unit_antiburrow_missile]
1402 name          = _("Antiburrow Missile")
1403 class         = "Missile"
1404 tech_req      = "Crust Defense"
1405 obsolete_by   = "None"
1406 graphic       = "u.antib_missile"
1407 graphic_alt   = "u.nuclear"
1408 sound_move    = "m_nuclear"
1409 sound_move_alt = "m_generic"
1410 sound_fight   = "f_nuclear"
1411 sound_fight_alt = "f_generic"
1412 build_cost    = 80
1413 pop_cost      = 0
1414 attack        = 11
1415 defense       = 0
1416 hitpoints     = 10
1417 firepower     = 3
1418 move_rate     = 1
1419 vision_radius_sq = 2
1420 transport_cap = 0
1421 fuel          = 1
1422 uk_happy      = 1
1423 uk_shield     = 1
1424 uk_food       = 0
1425 uk_gold       = 0
1426 targets       = "Burrowing"
1427 helptext      = _("\
1428 Missile that can attack also against burrowing units. \
1429 Since more expensive than normal Teleporting Missile, does not \
1430 completely replace it.")