1 ; This is Alien World units ruleset.
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
15 description="Alien World unit data for Freeciv"
16 options="+Freeciv-2.6-ruleset"
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
23 ; helptxt = displayed in the help for units with this flag (optional)
26 _("TradeRoute"), _("Can establish trade routes (must travel to target city).")
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
48 veteran_move_bonus = 0, 0, 0
50 ; /* <-- avoid gettext warnings
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
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.
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
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
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
117 name = _("?unitclass:Earthly")
120 flags = "DamageSlows", "TerrainSpeed", "CanFortify", "ZOC",
121 "CollectRansom", "BuildAnywhere", "CanOccupyCity",
122 "CanPillage", "TerrainDefense", "KillCitizen","Airliftable"
125 name = _("?unitclass:Native")
128 flags = "DamageSlows", "TerrainSpeed", "CanFortify", "ZOC",
129 "CollectRansom", "BuildAnywhere", "CanOccupyCity",
130 "CanPillage", "TerrainDefense", "KillCitizen","Airliftable"
133 name = _("?unitclass:Sea")
136 flags = "DamageSlows", "TerrainSpeed", "CanPillage", "AttackNonNative",
139 [unitclass_amphibious]
140 name = _("?unitclass:Amphibious")
143 flags = "DamageSlows", "TerrainSpeed", "CanFortify", "ZOC",
144 "CollectRansom", "BuildAnywhere", "CanOccupyCity",
145 "CanPillage", "TerrainDefense", "KillCitizen"
147 [unitclass_antigravity]
148 name = _("?unitclass:Antigravity")
151 flags = "Unreachable", "KillCitizen"
153 [unitclass_burrowing]
154 name = _("?unitclass:Burrowing")
157 flags = "Unreachable", "DamageSlows", "CanPillage","Airliftable"
160 name = _("?unitclass:Missile")
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.
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
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
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
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
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.
271 ; "IgZOC" = ignore Zones of Control (ZOC) even if unit class has
273 ; "HasNoZOC" = unit has no Zone of Control (ZOC), thus any unit can move
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
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
289 ; "Spy" = enhanced diplomat actions. _Must_ be "Diplomat" also
290 ; "Trireme" = (sea only) cannot leave shoreline
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
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
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
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
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
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:
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)
348 ; bombard_rate = the number of shots fired at enemy units when attacking
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
391 obsolete_by = "Native Settlers"
392 graphic = "u.settlers"
394 sound_move = "m_settlers"
395 sound_move_alt = "m_generic"
396 sound_fight = "f_settlers"
397 sound_fight_alt = "f_generic"
412 flags = "Cities", "Capturable"
413 roles = "CitiesStartUnit"
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")
422 tech_req = "Organic Structures"
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"
444 flags = "Cities", "Capturable"
446 This is native Settler that can enter radiating areas. \
447 Most military enemy units can capture it instead of killing it.\
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"
475 flags = "Settlers", "Cant_Fortify", "NonMil"
476 roles = "Settlers", "WorkerStartUnit"
478 This is Earth technology engineer.\
481 [unit_native_engineer]
482 name = _("Native Engineer")
484 tech_req = "Smart Aliens"
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"
506 flags = "Settlers", "Cant_Fortify", "NonMil"
509 Native version of the Engineer unit.\
512 [unit_water_engineer]
513 name = _("Water Engineer")
515 tech_req = "Ocean Cities"
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"
538 flags = "Cities", "Settlers", "Cant_Fortify", "NonMil"
541 Amphibious Engineer that can also establish new cities on Ocean. \
542 Cities cannot be located on Boiling Ocean.\
546 name = _("Star Marines")
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"
571 roles = "DefendOk", "DefendOkStartUnit", "FirstBuild", "Barbarian", "BarbarianSea"
573 This unit may be built from the start of the game. It is the\
574 weakest military unit.\
580 tech_req = "Cybernetics"
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"
603 roles = "DefendOk", "Barbarian", "BarbarianSea", "BarbarianLeader"
605 Attack power to the early game.\
611 tech_req = "Brute Force"
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"
634 roles = "DefendOk", "BarbarianBuild"
636 This is the most powerful Earth technology unit.\
640 name = _("War Monster")
642 tech_req = "War Monsters"
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"
667 As a native unit, this can move and fight on radiating areas too.\
673 tech_req = "Alien Training"
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"
698 Alien lifeform trained to be fast.\
702 name = _("Cyber Alien")
704 tech_req = "Cyber Aliens"
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"
729 Alien lifeform with cybernetic implants. Good in combat, and has better \
730 vision than any purely organic unit.")
733 ; /* TRANS: Alien lifeform. Name refers to Tyrannosaurus Rex, not "King" role */
736 tech_req = "Synthetic Food"
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"
760 Most powerful alien lifeform, like one from Earth's Jurassic period.\
764 name = _("Paradropper")
766 tech_req = "Paradrop"
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"
788 flags = "Paratroopers", "Capturer"
789 paratroopers_range = 10
790 paratroopers_mr_req = 1
791 paratroopers_mr_sub = 1
793 Alien lifeform able to paradrop.\
797 name = _("Turtle Defender")
799 tech_req = "Composites"
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"
822 roles = "DefendGood", "DefendGoodStartUnit"
824 This is excellent defense vehicle.\
828 name = _("Earth Sub")
830 tech_req = "Burrowing"
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"
852 targets = "Burrowing"
855 Burrow through earth. Only some special units can attack against Earth Sub. \
856 These can pass ocean tiles only through Burrow Tubes.")
861 tech_req = "Supermodule"
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"
883 targets = "Antigravity", "Burrowing"
884 flags = "Settlers", "Capturer"
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 \
893 name = _("Light Saucer")
894 class = "Antigravity"
895 tech_req = "Antigravity"
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"
917 targets = "Antigravity"
920 Nobody, but some of the other Antigravity units and Hunters can attack this unit. \
921 This unit itself can attack other Antigravity units.")
924 name = _("Bomb Saucer")
925 class = "Antigravity"
926 tech_req = "Unified Theory"
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"
948 flags = "Bombarder", "Capturer"
951 Nobody, but some of the other Antigravity and Hunters units can attack this unit.")
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"
981 This alien lifeform is first bombarding unit.\
985 name = _("Heavy Spitter")
987 tech_req = "Modified Spitter"
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"
1002 vision_radius_sq = 2
1013 This improved spitter can both make bombard attacks, and transport missiles \
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"
1034 vision_radius_sq = 2
1041 cargo = "Earthly", "Amphibious"
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.")
1048 name = _("Explorer")
1051 obsolete_by = "Scout Animal"
1052 graphic = "u.explorer"
1054 sound_move = "m_explorer"
1055 sound_move_alt = "m_generic"
1056 sound_fight = "f_explorer"
1057 sound_fight_alt = "f_generic"
1065 vision_radius_sq = 2
1072 flags = "IgZOC", "NonMil"
1073 roles = "Explorer", "ExplorerStartUnit"
1075 Like all Earthly units, Explorer are unable to enter radiating tiles. \
1076 They can maintain themselves, no upkeep cost to homecity.\
1080 name = _("Scout Animal")
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"
1097 vision_radius_sq = 2
1104 flags = "IgZOC", "NonMil"
1107 This is native scout animal that can enter any land terrain.\
1114 obsolete_by = "None"
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"
1128 vision_radius_sq = 2
1135 cargo = "Earthly", "Native"
1137 roles = "Ferryboat", "FerryStartUnit"
1139 This vessel allows coastal travel, but not on Boiling Seas.\
1146 obsolete_by = "None"
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"
1160 vision_radius_sq = 2
1167 cargo = "Earthly", "Native"
1169 roles = "Ferryboat", "BarbarianBoat"
1171 This is basic ship type. It has no any special equipment, so \
1172 it cannot enter boiling seas.\
1176 name = _("Destroyer")
1178 tech_req = "Naval Superiority"
1179 obsolete_by = "Battle Unit"
1180 graphic = "u.destroyer"
1182 sound_move = "m_destroyer"
1183 sound_move_alt = "m_generic"
1184 sound_fight = "f_destroyer"
1185 sound_fight_alt = "f_generic"
1193 vision_radius_sq = 2
1202 This vessel is for battle! Too bad it cannot enter boiling oceans.\
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"
1223 vision_radius_sq = 5
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"
1252 vision_radius_sq = 2
1259 cargo = "Earthly", "Native"
1263 This is first unit that can enter boiling oceans - and more.\
1269 tech_req = "Faction Politics"
1270 obsolete_by = "Caravan"
1271 graphic = "u.freight"
1273 sound_move = "m_freight"
1274 sound_move_alt = "m_generic"
1275 sound_fight = "f_freight"
1276 sound_fight_alt = "f_generic"
1284 vision_radius_sq = 2
1291 flags = "HelpWonder", "TradeRoute", "IgZOC", "NonMil"
1294 Earth technology unit that can establish trade routes and transfer goods \
1295 to help build wonders in other cities.\
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 \
1305 tech_req = "Smart Aliens"
1306 obsolete_by = "None"
1307 graphic = "u.caravan"
1309 sound_move = "m_caravan"
1310 sound_move_alt = "m_generic"
1311 sound_fight = "f_caravan"
1312 sound_fight_alt = "f_generic"
1320 vision_radius_sq = 2
1327 flags = "HelpWonder", "TradeRoute", "IgZOC", "NonMil"
1330 Native caravan unit, that can move on all land terrains.\
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 \
1338 name = _("Stealth Spy")
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"
1355 vision_radius_sq = 2
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"
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")
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"
1391 vision_radius_sq = 2
1399 Teleporting Missile can teleport and attack to neighbour tile.")
1401 [unit_antiburrow_missile]
1402 name = _("Antiburrow 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"
1419 vision_radius_sq = 2
1426 targets = "Burrowing"
1428 Missile that can attack also against burrowing units. \
1429 Since more expensive than normal Teleporting Missile, does not \
1430 completely replace it.")