This file is indexed.

/usr/share/games/freeciv/civ2/units.ruleset is in freeciv-data 2.5.3-1.

This file is owned by root:root, with mode 0o644.

The actual contents of the file can be viewed below.

   1
   2
   3
   4
   5
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  31
  32
  33
  34
  35
  36
  37
  38
  39
  40
  41
  42
  43
  44
  45
  46
  47
  48
  49
  50
  51
  52
  53
  54
  55
  56
  57
  58
  59
  60
  61
  62
  63
  64
  65
  66
  67
  68
  69
  70
  71
  72
  73
  74
  75
  76
  77
  78
  79
  80
  81
  82
  83
  84
  85
  86
  87
  88
  89
  90
  91
  92
  93
  94
  95
  96
  97
  98
  99
 100
 101
 102
 103
 104
 105
 106
 107
 108
 109
 110
 111
 112
 113
 114
 115
 116
 117
 118
 119
 120
 121
 122
 123
 124
 125
 126
 127
 128
 129
 130
 131
 132
 133
 134
 135
 136
 137
 138
 139
 140
 141
 142
 143
 144
 145
 146
 147
 148
 149
 150
 151
 152
 153
 154
 155
 156
 157
 158
 159
 160
 161
 162
 163
 164
 165
 166
 167
 168
 169
 170
 171
 172
 173
 174
 175
 176
 177
 178
 179
 180
 181
 182
 183
 184
 185
 186
 187
 188
 189
 190
 191
 192
 193
 194
 195
 196
 197
 198
 199
 200
 201
 202
 203
 204
 205
 206
 207
 208
 209
 210
 211
 212
 213
 214
 215
 216
 217
 218
 219
 220
 221
 222
 223
 224
 225
 226
 227
 228
 229
 230
 231
 232
 233
 234
 235
 236
 237
 238
 239
 240
 241
 242
 243
 244
 245
 246
 247
 248
 249
 250
 251
 252
 253
 254
 255
 256
 257
 258
 259
 260
 261
 262
 263
 264
 265
 266
 267
 268
 269
 270
 271
 272
 273
 274
 275
 276
 277
 278
 279
 280
 281
 282
 283
 284
 285
 286
 287
 288
 289
 290
 291
 292
 293
 294
 295
 296
 297
 298
 299
 300
 301
 302
 303
 304
 305
 306
 307
 308
 309
 310
 311
 312
 313
 314
 315
 316
 317
 318
 319
 320
 321
 322
 323
 324
 325
 326
 327
 328
 329
 330
 331
 332
 333
 334
 335
 336
 337
 338
 339
 340
 341
 342
 343
 344
 345
 346
 347
 348
 349
 350
 351
 352
 353
 354
 355
 356
 357
 358
 359
 360
 361
 362
 363
 364
 365
 366
 367
 368
 369
 370
 371
 372
 373
 374
 375
 376
 377
 378
 379
 380
 381
 382
 383
 384
 385
 386
 387
 388
 389
 390
 391
 392
 393
 394
 395
 396
 397
 398
 399
 400
 401
 402
 403
 404
 405
 406
 407
 408
 409
 410
 411
 412
 413
 414
 415
 416
 417
 418
 419
 420
 421
 422
 423
 424
 425
 426
 427
 428
 429
 430
 431
 432
 433
 434
 435
 436
 437
 438
 439
 440
 441
 442
 443
 444
 445
 446
 447
 448
 449
 450
 451
 452
 453
 454
 455
 456
 457
 458
 459
 460
 461
 462
 463
 464
 465
 466
 467
 468
 469
 470
 471
 472
 473
 474
 475
 476
 477
 478
 479
 480
 481
 482
 483
 484
 485
 486
 487
 488
 489
 490
 491
 492
 493
 494
 495
 496
 497
 498
 499
 500
 501
 502
 503
 504
 505
 506
 507
 508
 509
 510
 511
 512
 513
 514
 515
 516
 517
 518
 519
 520
 521
 522
 523
 524
 525
 526
 527
 528
 529
 530
 531
 532
 533
 534
 535
 536
 537
 538
 539
 540
 541
 542
 543
 544
 545
 546
 547
 548
 549
 550
 551
 552
 553
 554
 555
 556
 557
 558
 559
 560
 561
 562
 563
 564
 565
 566
 567
 568
 569
 570
 571
 572
 573
 574
 575
 576
 577
 578
 579
 580
 581
 582
 583
 584
 585
 586
 587
 588
 589
 590
 591
 592
 593
 594
 595
 596
 597
 598
 599
 600
 601
 602
 603
 604
 605
 606
 607
 608
 609
 610
 611
 612
 613
 614
 615
 616
 617
 618
 619
 620
 621
 622
 623
 624
 625
 626
 627
 628
 629
 630
 631
 632
 633
 634
 635
 636
 637
 638
 639
 640
 641
 642
 643
 644
 645
 646
 647
 648
 649
 650
 651
 652
 653
 654
 655
 656
 657
 658
 659
 660
 661
 662
 663
 664
 665
 666
 667
 668
 669
 670
 671
 672
 673
 674
 675
 676
 677
 678
 679
 680
 681
 682
 683
 684
 685
 686
 687
 688
 689
 690
 691
 692
 693
 694
 695
 696
 697
 698
 699
 700
 701
 702
 703
 704
 705
 706
 707
 708
 709
 710
 711
 712
 713
 714
 715
 716
 717
 718
 719
 720
 721
 722
 723
 724
 725
 726
 727
 728
 729
 730
 731
 732
 733
 734
 735
 736
 737
 738
 739
 740
 741
 742
 743
 744
 745
 746
 747
 748
 749
 750
 751
 752
 753
 754
 755
 756
 757
 758
 759
 760
 761
 762
 763
 764
 765
 766
 767
 768
 769
 770
 771
 772
 773
 774
 775
 776
 777
 778
 779
 780
 781
 782
 783
 784
 785
 786
 787
 788
 789
 790
 791
 792
 793
 794
 795
 796
 797
 798
 799
 800
 801
 802
 803
 804
 805
 806
 807
 808
 809
 810
 811
 812
 813
 814
 815
 816
 817
 818
 819
 820
 821
 822
 823
 824
 825
 826
 827
 828
 829
 830
 831
 832
 833
 834
 835
 836
 837
 838
 839
 840
 841
 842
 843
 844
 845
 846
 847
 848
 849
 850
 851
 852
 853
 854
 855
 856
 857
 858
 859
 860
 861
 862
 863
 864
 865
 866
 867
 868
 869
 870
 871
 872
 873
 874
 875
 876
 877
 878
 879
 880
 881
 882
 883
 884
 885
 886
 887
 888
 889
 890
 891
 892
 893
 894
 895
 896
 897
 898
 899
 900
 901
 902
 903
 904
 905
 906
 907
 908
 909
 910
 911
 912
 913
 914
 915
 916
 917
 918
 919
 920
 921
 922
 923
 924
 925
 926
 927
 928
 929
 930
 931
 932
 933
 934
 935
 936
 937
 938
 939
 940
 941
 942
 943
 944
 945
 946
 947
 948
 949
 950
 951
 952
 953
 954
 955
 956
 957
 958
 959
 960
 961
 962
 963
 964
 965
 966
 967
 968
 969
 970
 971
 972
 973
 974
 975
 976
 977
 978
 979
 980
 981
 982
 983
 984
 985
 986
 987
 988
 989
 990
 991
 992
 993
 994
 995
 996
 997
 998
 999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
1601
1602
1603
1604
1605
1606
1607
1608
1609
1610
1611
1612
1613
1614
1615
1616
1617
1618
1619
1620
1621
1622
1623
1624
1625
1626
1627
1628
1629
1630
1631
1632
1633
1634
1635
1636
1637
1638
1639
1640
1641
1642
1643
1644
1645
1646
1647
1648
1649
1650
1651
1652
1653
1654
1655
1656
1657
1658
1659
1660
1661
1662
1663
1664
1665
1666
1667
1668
1669
1670
1671
1672
1673
1674
1675
1676
1677
1678
1679
1680
1681
1682
1683
1684
1685
1686
1687
1688
1689
1690
1691
1692
1693
1694
1695
1696
1697
1698
1699
1700
1701
1702
1703
1704
1705
1706
1707
1708
1709
1710
1711
1712
1713
1714
1715
1716
1717
1718
1719
1720
1721
1722
1723
1724
1725
1726
1727
1728
1729
1730
1731
1732
1733
1734
1735
1736
1737
1738
1739
1740
1741
1742
1743
1744
1745
1746
1747
1748
1749
1750
1751
1752
1753
1754
1755
1756
1757
1758
1759
1760
1761
1762
1763
1764
1765
1766
1767
1768
1769
1770
1771
1772
1773
1774
1775
1776
1777
1778
1779
1780
1781
1782
1783
1784
1785
1786
1787
1788
1789
1790
1791
1792
1793
1794
1795
1796
1797
1798
1799
1800
1801
1802
1803
1804
1805
1806
1807
1808
1809
1810
1811
1812
1813
1814
1815
1816
1817
1818
1819
1820
1821
1822
1823
1824
1825
1826
1827
1828
1829
1830
1831
1832
1833
1834
1835
1836
1837
1838
1839
1840
1841
1842
1843
1844
1845
1846
1847
1848
1849
1850
1851
1852
1853
1854
1855
1856
1857
1858
1859
1860
1861
1862
1863
1864
1865
1866
1867
1868
1869
1870
1871
1872
1873
1874
1875
1876
1877
1878
1879
1880
1881
1882
1883
1884
1885
1886
1887
1888
1889
1890
1891
1892
1893
1894
1895
1896
1897
1898
1899
1900
1901
1902
1903
1904
1905
1906
1907
1908
1909
1910
1911
1912
1913
1914
1915
1916
1917
1918
1919
1920
1921
1922
1923
1924
1925
1926
1927
1928
1929
1930
1931
1932
1933
1934
1935
1936
1937
1938
1939
1940
1941
1942
1943
1944
1945
1946
1947
1948
1949
1950
1951
1952
1953
1954
1955
1956
1957
1958
1959
1960
1961
1962
1963
1964
1965
1966
1967
1968
1969
1970
1971
1972
1973
1974
1975
1976
1977
1978
1979
1980
1981
1982
1983
1984
1985
1986
1987
1988
1989
1990
1991
1992
1993
1994
1995
1996
1997
1998
1999
2000
2001
2002
2003
2004
2005
2006
2007
2008
2009
2010
2011
2012
2013
2014
2015
2016
2017
2018
2019
2020
2021
2022
2023
2024
2025
2026
2027
2028
2029
2030
2031
2032
2033
2034
2035
2036
2037
2038
2039
2040
2041
2042
2043
2044
2045
2046
2047
2048
2049
2050
2051
2052
2053
2054
2055
2056
2057
2058
2059
2060
2061
2062
2063
2064
2065
2066
2067
2068
2069
2070
2071
2072
2073
2074
2075
2076
2077
2078
2079
2080
2081
2082
2083
2084
2085
2086
2087
2088
2089
2090
2091
2092
2093
2094
2095
2096
2097
2098
2099
2100
2101
2102
2103
2104
2105
2106
2107
2108
2109
2110
2111
2112
2113
2114
2115
2116
2117
2118
2119
2120
2121
2122
2123
2124
2125
2126
2127
2128
2129
2130
2131
2132
2133
2134
2135
2136
2137
2138
2139
2140
2141
2142
2143
2144
2145
2146
2147
2148
2149
2150
2151
2152
2153
2154
2155
2156
2157
2158
2159
2160
2161
2162
2163
2164
2165
2166
2167
2168
; Modifying this file:
; You should not modify this file except to make bugfixes or
; for other "maintenance".  If you want to make custom changes,
; you should create a new datadir subdirectory and copy this file
; into that directory, and then modify that copy.  Then use the
; command "rulesetdir <mysubdir>" in the server to have freeciv
; use your new customized file.

; See classic/units.ruleset for more information.

[datafile]
description="Civ2 unit_type data for Freeciv (approximate)"
options="+Freeciv-2.5-ruleset"

[control]
; Names for custom unit type flags. There can be up to 16 of these.
; name          = rule name; not translateable, but may be displayed in
;                 some circumstances
; helptxt       = displayed in the help for units with this flag (optional)
flags =
  { "name", "helptxt"
    _("Airbase")
    _("Transform")
    _("AirAttacker"), _("Very bad at attacking AEGIS.")
    _("Horse"), _("Attack value halved when attacking Pikemen.")
    _("Helicopter"), _("Defends very badly against Fighters.")
  }

[veteran_system]
; What are the names of the levels?
veteran_names = _("green"), _("veteran")

; The percentage chance of increasing level through combat
veteran_raise_chance = 50, 0

; Power factors are as a percentage.
; +50% is represented by 150
veteran_power_fact = 100, 150

; The percentage chance of a settler/engineer increasing level through
; performing useful work (per turn)
veteran_work_raise_chance = 0, 0

; The additional number of movement points granted for different veteran
; levels. These are fractional move points as defined by move_fragments in
; terrain.ruleset.
veteran_move_bonus = 0, 0

; /* <-- avoid gettext warnings
;
; Unit classes
; The number can be variable, up to 32
; When adding new classes, remember to check effects.ruleset also.
; Eg. if you divide class 'Land' to two separate classes, you may
; want add effect giving City Walls defence bonus against new class
; too.
;
; The actual tag used (the * in [unitclass_*]) does not matter, except 
; it must be unique within this file, and it may be used in debug 
; output when reading this file.
;
; ** Fields **
;
; name          = translatable name as seen by user
; rule_name     = (optional) name for savegames, rulesets etc; if not
;                 present, 'name' is used. Since the name used in savegames
;                 must not change, use this when renaming a unit class after a
;                 ruleset has been released.
; move_type     = Where unit moves; "Land", "Sea", or "Both".
;                 This is optional field. If it's not
;                 given, move type is automatically determined from native
;                 terrains. You need to set it only if you want to set move
;                 type "Both" for unit that has no native Land terrains or
;                 for unit that has no native Oceanic terrains.
; min_speed     = Minimum speed after damage and effects (whole movement points)
; hp_loss_pct   = Hitpoints lost each turn if unit not in city or native base
; non_native_def_pct = Defense power percentage applying when defending on
;                      non-native terrain (such as ship in harbour)
; hut_behavior  = What happens to huts when unit enters tile:
;                 "Normal", "Nothing" or "Frighten"
; flags         = List of unit class flags (from the following list; you
;                 cannot add custom unit class flags)
;
; ** Unit class Flags **
;
; "TerrainSpeed"   = Units use terrain specific speed
; "TerrainDefense" = Units gain defense bonus from terrain
; "DamageSlows"   = Damaged units are slowed down
; "CanOccupyCity" = Military units of this class can occupy enemy cities
; "Missile"       = Unit is destroyed when it attacks
; "BuildAnywhere" = Unit can be built even in the middle of non-native terrain
; "Unreachable"   = Unit can be attacked only by units explicitly listing this
;                   class in its 'targets', unless on a city or native base.
;                   For class members which are transports, cargo cannot load/
;                   unload except in a city or native base, unless that unit
;                   explicitly lists this class in its 'embarks'/'disembarks'.
; "CollectRansom" = Unit can collect ransom when killing lone barbarian leader
; "ZOC"           = Unit is subject to ZOC rules. Unit type flag "IgZOC" can
;                   override this
; "CanFortify"    = Unit can fortify at land tiles
; "CanPillage"    = Unit can pillage tile infrastructure
; "DoesntOccupyTile"  = Even if this kind of enemy unit is on tile, cities can
;                       still work that tile
; "AttackNonNative"   = Unit can attack units on non-native tiles. Unit type
;                       flag "Only_Native_Attack" can override this
; "AttFromNonNative"  = Unit can launch attach from non-native tile (against
;                       native one)
;                       This applies for both attacking from transport or
;                       cities. If only some unit types of the class should
;                       get this property, use type flag "Marines"
; "KillCitizen"       = Upon successful attack against a city, unit kills one
;                       citizen. The effect "Unit_No_Lose_Pop" and the server
;                       setting 'killcitizen' can disable this.
;
; */ <-- avoid gettext warnings

[unitclass_missile]
; /* TRANS: Unit class: used adjectivally */
name          = _("?unitclass:Missile")
min_speed     = 1
hp_loss_pct   = 0
hut_behavior  = "Frighten"
flags         = "Missile", "Unreachable", "DoesntOccupyTile"

[unitclass_land]
; /* TRANS: Unit class: used adjectivally */
name          = _("?unitclass:Land")
min_speed     = 1
hp_loss_pct   = 0
flags         = "TerrainSpeed", "DamageSlows", "CanOccupyCity", "BuildAnywhere",
                "CollectRansom", "ZOC", "CanFortify", "CanPillage",
                "TerrainDefense", "KillCitizen"

[unitclass_sea]
; /* TRANS: Unit class: used adjectivally */
name          = _("?unitclass:Sea")
min_speed     = 2
hp_loss_pct   = 0
flags         = "DamageSlows", "AttackNonNative", "AttFromNonNative"

[unitclass_heli]
; /* TRANS: Unit class: used adjectivally */
name          = _("?unitclass:Helicopter")
min_speed     = 1
hp_loss_pct   = 10
flags         = "CanOccupyCity", "CollectRansom"

[unitclass_air]
; /* TRANS: Unit class: used adjectivally */
name          = _("?unitclass:Air")
min_speed     = 1
hp_loss_pct   = 0
hut_behavior  = "Frighten"
flags         = "Unreachable", "DoesntOccupyTile"

; /* <-- avoid gettext warnings
;
; Below: The individual units, one per section.
;
; The number can be variable, up to 200.  
; However for the "official" rulesets, units should not be removed 
; because that would break backward compatability with savegames.
;
; The order here matters: later units are considered "better" for
; a given flag or role.  
;
; The actual tag used (the * in [unit_*]) does not matter, except 
; it must be unique within this file, and it may be used in debug 
; output when reading this file.
;
; ** Fields **
;
; name          = translatable name as seen by user
; rule_name     = (optional) name for savegames, rulesets etc; if not
;                 present, 'name' is used. Since the name used in savegames
;                 must not change, use this when renaming a unit after a
;                 ruleset has been released.
; graphic       = tag specifying preferred graphic
; graphic_alt	= tag for alternate garphic if preferred graphic is not 
;		  present; especially if preferred graphic is non-standard, 
;		  this should be a standard tag.  Otherwise can use eg "-" 
;		  for no alternate graphic.
; tech_req      = required advance, names from techs.ruleset, or special:
;                 "None" => available from start
; obsolete_by   = can be upgraded to and made obsolete by another unit by name
; build_cost    = production shields required to build
; pop_cost      = population removed from city when built; for 'AddToCity'
;                 units this is also the population added to the destination
; attack        = base attack strength (0 = cannot attack)
; defense       = base defense strength (0 = cannot defend)
; hitpoints     = how much damage unit can withstand
; firepower     = number of hitpoints removed per round of combat; at least 1
; move_rate     = base move rate (whole movement points)
; vision_radius_sq = base vision of unit: unit can see tile up to the square
;                 root of this value away
; convert_to    = can be converted to another type of unit by name
; convert_time  = time it takes to convert to another unit type
; class         = One of the classes listed above
; transport_cap = Number of units (ground, or air/missiles, depending on flags)
; fuel          = number of turns air units can fly before they crash. For
;                 barbarians this is used as lifetime instead
; uk_*          = upkeep costs, these are used as base values in the game
; cargo         = Unit classes this unit can transport
; city_size     = Initial size of the cities built by 'Cities' type units
;                 (but 'AddToCity' uses pop_cost)
; targets       = list of unit classes this unit can attack against even
;                 if they have Unreachable unit class flag
; embarks       = list of unit classes this unit may load into while not in
;                 native base or city even if transporter has Unreachable unit
;                 class flag
; disembarks    = list of unit classes this unit may unload from while not in
;                 native base or city even if transporter has Unreachable unit
;                 class flag
; bonuses       = definitions of combat bonuses against specific other units
; bonuses.flag  = flag of the unit that bonus applies against
; bonuses.type  = type of the bonus. See below
; bonuses.value = value of the bonus. Sum of these is used if multiple apply.
; flags         = special flag strings; list of built-in flags (see
;                 classic/units.ruleset) and/or user flags defined above
;
; veteran_names = Special veteran level for this unit. See the definitions in
;                 game.ruleset. All of the veteran_* entries have to have the
;                 same length!
; veteran_raise_chance =
; veteran_work_raise_chance =
; veteran_power_fact =
; veteran_move_bonus =
;
; roles         = special role strings
; sound_move	= optional sound effect when the unit moves
; sound_move_alt= optional alternative sound effect if above not
;		  supported in client
; sound_fight	= optional sound effect when the unit fights
; sound_fight_alt= optional alternative sound effect if above not
;		   supported in client
; helptext	= optional help text string; should escape all raw newlines 
;		  so that xgettext parsing works
;
;
; ** Bonuses **
;
; "DefenseMultiplier" = Multiply defense value (1 + 'value') times.
;                       Value of 1 means multiplication by 2, value 2 by 3...
;                       Bonus is defined in defenders entry.
; "DefenseDivider"    = Divide defense value with (1 + 'value').
;                       Bonus is defined in attackers entry.
; "FirePower1"        = Defender firepower is reduced to value 1 when
;                       ever this has non-zero value.
;                       Bonus is defined in attackers entry.
;
;
; Following flag strings require extra fields:
;  "Paratroopers"
;   paratroopers_range = the maximal range the unit can be paradropped to
;   paratroopers_mr_req = the move rate which is required at least for
;                         paradropping (whole movement points)
;   paratroopers_mr_sub = the move rate which is subtracted after paradropping
;                         (whole movement points)
;
; */ <-- avoid gettext warnings

[unit_settlers]
name          = _("Settlers")
class         = "Land"
tech_req      = "None"
obsolete_by   = "Engineers"
graphic       = "u.settlers"
graphic_alt   = "-"
sound_move    = "m_settlers"
sound_move_alt = "m_generic"
sound_fight   = "f_settlers"
sound_fight_alt = "f_generic"
build_cost    = 40
pop_cost      = 1
attack        = 0
defense       = 1
hitpoints     = 20
firepower     = 1
move_rate     = 1
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 0
uk_shield     = 1
uk_food       = 1
uk_gold       = 0
flags         = "Settlers", "NonMil", "Airbase", "AddToCity", "Cities", "NoVeteran"
roles         = "Settlers", "Cities"
helptext      = _("\
Settlers are one of the key units in the game, as they are your main \
means of founding new cities, and can also improve terrain.\
"), _("\
Building an irrigation system on a suitable tile causes it to \
produce some extra food each turn. This requires a nearby source of \
water: an ocean or river tile, or another tile with an \
irrigation system, must share an edge (not just a corner) with the \
target tile. Once irrigated, land remains so even if the water source \
is removed. When Refrigeration is known, irrigation systems can be \
upgraded to Farmland by irrigating them a second time; this provides \
more food to a city if it has a Supermarket.\
"), _("\
Building a mine on suitable terrain increases the \
number of production points produced by that tile. However, it is not \
possible to have an irrigation system and a mine on the same tile.\
"), _("\
On terrain unsuitable for irrigation systems or mines, issuing the \
\"irrigate\" or \"mine\" order may permanently convert the terrain \
to another type; this is usually more expensive. For instance, Swamp \
may be \"irrigated\" to yield Grassland. (Terrain conversion with \
the \"irrigate\" order does not require a water source.)\
"), _("\
See the help on Terrain and Terrain Alterations for the effects of \
these actions.\
"), _("\
Upkeep for Settlers is in food as well as production, and a Settler\
 can die if its supporting city runs out of food. Settlers require\
 twice as much food per turn under Republic, Democracy, Communism,\
 or Fundamentalism.\
")

[unit_engineers]
name          = _("Engineers")
class         = "Land"
tech_req      = "Explosives"
obsolete_by   = "None"
graphic       = "u.engineers"
graphic_alt   = "-"
sound_move    = "m_engineers"
sound_move_alt = "m_generic"
sound_fight   = "f_engineers"
sound_fight_alt = "f_generic"
build_cost    = 40
pop_cost      = 1
attack        = 0
defense       = 2
hitpoints     = 20
firepower     = 1
move_rate     = 2
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 0
uk_shield     = 1
uk_food       = 1
uk_gold       = 0
flags         = "Settlers", "NonMil", "Transform", "Airbase", "AddToCity", "Cities", "NoVeteran"
roles         = "Settlers", "Cities"
helptext      = _("\
Engineers are similar to Settlers, but they work twice as fast and\
 move twice as fast.  Engineers may also perform major terrain\
 transformations (for example, converting Tundra into Desert) which\
 are beyond the capabilities of Settlers; see the Terrain\
 Alterations section for more details.\
"), _("\
TIP 1:  Upgrade Settlers to Engineers when possible, as Engineers\
 require the same resources as ordinary Settlers.\
"), _("\
TIP 2:  If you manage to build Leonardo's Workshop, research\
 Explosives before the Workshop becomes obsolete.  This way,\
 your Settler units will be upgraded for free.\
")

[unit_warriors]
name          = _("Warriors")
class         = "Land"
tech_req      = "None"
obsolete_by   = "Pikemen"
graphic       = "u.warriors"
graphic_alt   = "-"
sound_move    = "m_warriors"
sound_move_alt = "m_generic"
sound_fight   = "f_warriors"
sound_fight_alt = "f_generic"
build_cost    = 10
pop_cost      = 0
attack        = 1
defense       = 1
hitpoints     = 10
firepower     = 1
move_rate     = 1
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = ""
roles         = "DefendOk", "FirstBuild"
helptext      = _("\
This unit may be built from the start of the game.  It is the\
 weakest offensive unit.\
")

[unit_phalanx]
name          = _("Phalanx")
class         = "Land"
tech_req      = "Bronze Working"
obsolete_by   = "Pikemen"
graphic       = "u.phalanx"
graphic_alt   = "-"
sound_move    = "m_phalanx"
sound_move_alt = "m_generic"
sound_fight   = "f_phalanx"
sound_fight_alt = "f_generic"
build_cost    = 20
pop_cost      = 0
attack        = 1
defense       = 2
hitpoints     = 10
firepower     = 1
move_rate     = 1
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = ""
roles         = "DefendGood", "FirstBuild"
helptext      = _("\
The Phalanx is armored infantry, suitable for defending your cities.\
")

[unit_archers]
name          = _("Archers")
class         = "Land"
tech_req      = "Warrior Code"
obsolete_by   = "Musketeers"
graphic       = "u.archers"
graphic_alt   = "-"
sound_move    = "m_archers"
sound_move_alt = "m_generic"
sound_fight   = "f_archers"
sound_fight_alt = "f_generic"
build_cost    = 30
pop_cost      = 0
attack        = 3
defense       = 2
hitpoints     = 10
firepower     = 1
move_rate     = 1
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = ""
roles         = "DefendOk"
helptext      = _("\
Archers fight with bows and arrows and have a good offensive\
 value as well as decent defense.\
")

[unit_legion]
name          = _("Legion")
class         = "Land"
tech_req      = "Iron Working"
obsolete_by   = "Musketeers"
graphic       = "u.legion"
graphic_alt   = "-"
sound_move    = "m_legion"
sound_move_alt = "m_generic"
sound_fight   = "f_legion"
sound_fight_alt = "f_generic"
build_cost    = 40
pop_cost      = 0
attack        = 4
defense       = 2
hitpoints     = 10
firepower     = 1
move_rate     = 1
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = ""
roles         = "DefendOk", "Hut", "BarbarianBuild", "BarbarianSea"
helptext      = _("\
Legions are heavily armed and well disciplined infantry\
 units with an excellent offensive value.\
")

[unit_pikemen]
name          = _("Pikemen")
class         = "Land"
tech_req      = "Feudalism"
obsolete_by   = "Musketeers"
graphic       = "u.pikemen"
graphic_alt   = "-"
sound_move    = "m_pikemen"
sound_move_alt = "m_generic"
sound_fight   = "f_pikemen"
sound_fight_alt = "f_generic"
build_cost    = 20
pop_cost      = 0
attack        = 1
defense       = 2
hitpoints     = 10
firepower     = 1
move_rate     = 1
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
bonuses       =
   { "flag", "type", "value"
     "Horse", "DefenseMultiplier", 1
   }
flags         = ""
roles         = "DefendGood", "FirstBuild"
helptext      = _("\
Equipped with long pikes, Pikemen replaces Phalanx\
 as the preferred city defender. Pikemen get double defense when\
 attacked by mounted units (except Cavalry).\
")

[unit_musketeers]
name          = _("Musketeers")
class         = "Land"
tech_req      = "Gunpowder"
obsolete_by   = "Riflemen"
graphic       = "u.musketeers"
graphic_alt   = "-"
sound_move    = "m_musketeers"
sound_move_alt = "m_generic"
sound_fight   = "f_musketeers"
sound_fight_alt = "f_generic"
build_cost    = 30
pop_cost      = 0
attack        = 3
defense       = 3
hitpoints     = 20
firepower     = 1
move_rate     = 1
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = ""
roles         = "DefendGood", "FirstBuild", "HutTech",
                "BarbarianTech", "BarbarianBuildTech", "BarbarianSeaTech"
helptext      = _("\
Musketeers are infantry equipped with early\
 firearms and replace Pikemen as the preferred\
 city defender.\
")

[unit_fanatics]
name          = _("Fanatics")
class         = "Land"
tech_req      = "Fundamentalism"
gov_req       = "Fundamentalism"
obsolete_by   = "None"
graphic       = "u.fanatics"
graphic_alt   = "-"
sound_move    = "m_fanatics"
sound_move_alt = "m_generic"
sound_fight   = "f_fanatics"
sound_fight_alt = "f_generic"
build_cost    = 20
pop_cost      = 0
attack        = 4
defense       = 4
hitpoints     = 20
firepower     = 1
move_rate     = 1
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = "Fanatic"
roles         = "DefendGood"
helptext      = _("\
Fanatics are warriors extremely devoted to a higher cause.\
"), _("\
Fundamentalist nations can maintain Fanatic units without\
 having to pay any shields for upkeep.\
")

[unit_partisan]
name          = _("Partisan")
class         = "Land"
tech_req      = "Guerilla Warfare"
obsolete_by   = "None"
graphic       = "u.partisan"
graphic_alt   = "-"
sound_move    = "m_partisan"
sound_move_alt = "m_generic"
sound_fight   = "f_partisan"
sound_fight_alt = "f_generic"
build_cost    = 50
pop_cost      = 0
attack        = 4
defense       = 4
hitpoints     = 20
firepower     = 1
move_rate     = 1
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = "IgTer", "IgZOC"
roles         = "DefendGood", "Partisan", "BarbarianTech"
helptext      = _("\
Partisans are guerilla fighters who are experts\
 at using the terrain to their advantage.\
"), _("\
A number of Partisans are granted free when an enemy conquers your\
 city -- they automatically assume defensive positions in the\
 surrounding countryside -- but only under these conditions:\n\
 - Guerilla Warfare must be known by at least one player.\n\
 - You must be the player who originally built the city.\n\
 - You must know about Communism and Gunpowder.\n\
 - You must run either a Democracy or a Communist government.\
")

[unit_alpine_troops]
name          = _("Alpine Troops")
class         = "Land"
tech_req      = "Tactics"
obsolete_by   = "None"
graphic       = "u.alpine_troops"
graphic_alt   = "-"
sound_move    = "m_alpine_troops"
sound_move_alt = "m_generic"
sound_fight   = "f_alpine_troops"
sound_fight_alt = "f_generic"
build_cost    = 50
pop_cost      = 0
attack        = 5
defense       = 5
hitpoints     = 20
firepower     = 1
move_rate     = 1
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = "IgTer"
roles         = "DefendGood"
helptext      = _("\
Alpine Troops are highly mobile units as well as\
 excellent defenders.\
")

[unit_riflemen]
name          = _("Riflemen")
class         = "Land"
tech_req      = "Conscription"
obsolete_by   = "None"
graphic       = "u.riflemen"
graphic_alt   = "-"
sound_move    = "m_riflemen"
sound_move_alt = "m_generic"
sound_fight   = "f_riflemen"
sound_fight_alt = "f_generic"
build_cost    = 40
pop_cost      = 0
attack        = 5
defense       = 4
hitpoints     = 20
firepower     = 1
move_rate     = 1
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = ""
roles         = "DefendGood", "FirstBuild"
helptext      = _("\
Riflemen are World War-era infantry, very good\
 at defending your cities.\
")

[unit_marines]
name          = _("Marines")
class         = "Land"
tech_req      = "Amphibious Warfare"
obsolete_by   = "None"
graphic       = "u.marines"
graphic_alt   = "-"
sound_move    = "m_marines"
sound_move_alt = "m_generic"
sound_fight   = "f_marines"
sound_fight_alt = "f_generic"
build_cost    = 60
pop_cost      = 0
attack        = 8
defense       = 5
hitpoints     = 20
firepower     = 1
move_rate     = 1
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = "Marines"
roles         = "DefendOk", "BarbarianSeaTech"
helptext      = _("\
Marines are infantry who are experts at marine warfare.\
")

[unit_paratroopers]
name          = _("Paratroopers")
class         = "Land"
tech_req      = "Combined Arms"
obsolete_by   = "None"
graphic       = "u.paratroopers"
graphic_alt   = "-"
sound_move    = "m_paratroopers"
sound_move_alt = "m_generic"
sound_fight   = "f_paratroopers"
sound_fight_alt = "f_generic"
build_cost    = 60
pop_cost      = 0
attack        = 6
defense       = 4
hitpoints     = 20
firepower     = 1
move_rate     = 1
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = "Paratroopers"
roles         = "DefendOk"
helptext      = _("\
Paratroopers are experts at airborne attacks. \
From a friendly city or airbase, Paratroopers who have not expended any \
movement points can paradrop directly to any tile in range, and be \
immediately ready to act there. (Beware dropping into unseen territory, \
as Paratroopers landing on a tile occupied by enemy units are easy \
targets!)\
")

paratroopers_range = 10
paratroopers_mr_req = 1
paratroopers_mr_sub = 0

[unit_mech_inf]
name          = _("Mech. Inf.")
class         = "Land"
tech_req      = "Labor Union"
obsolete_by   = "None"
graphic       = "u.mech_inf"
graphic_alt   = "-"
sound_move    = "m_mech_inf"
sound_move_alt = "m_generic"
sound_fight   = "f_mech_inf"
sound_fight_alt = "f_generic"
build_cost    = 50
pop_cost      = 0
attack        = 6
defense       = 6
hitpoints     = 30
firepower     = 1
move_rate     = 3
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = ""
roles         = "DefendGood"
helptext      = _("\
The Mechanized Infantry has the strongest defensive strength\
 of any land unit, but is only available near the end of the\
 technology tree.\
")

[unit_horsemen]
name          = _("Horsemen")
class         = "Land"
tech_req      = "Horseback Riding"
obsolete_by   = "Knights"
graphic       = "u.horsemen"
graphic_alt   = "-"
sound_move    = "m_horsemen"
sound_move_alt = "m_generic"
sound_fight   = "f_horsemen"
sound_fight_alt = "f_generic"
build_cost    = 20
pop_cost      = 0
attack        = 2
defense       = 1
hitpoints     = 10
firepower     = 1
move_rate     = 2
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = "Horse"
roles         = "AttackFast", "Hut", "Barbarian", "Hunter"
helptext      = _("\
Horsemen are mounted warriors and an early\
 shock-troop that can penetrate deep into\
 enemy territory.\
")

[unit_chariot]
name          = _("Chariot")
class         = "Land"
tech_req      = "The Wheel"
obsolete_by   = "Knights"
graphic       = "u.chariot"
graphic_alt   = "-"
sound_move    = "m_chariot"
sound_move_alt = "m_generic"
sound_fight   = "f_chariot"
sound_fight_alt = "f_generic"
build_cost    = 30
pop_cost      = 0
attack        = 3
defense       = 1
hitpoints     = 10
firepower     = 1
move_rate     = 2
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = "Horse"
roles         = "AttackFast", "Hut", "Hunter"
helptext      = _("\
Chariots are horse-pulled war wagons, stronger\
 but more expensive than horsemen.\
")

[unit_elephants]
name          = _("Elephants")
class         = "Land"
tech_req      = "Polytheism"
obsolete_by   = "Crusaders"
graphic       = "u.elephants"
graphic_alt   = "-"
sound_move    = "m_elephants"
sound_move_alt = "m_generic"
sound_fight   = "f_elephants"
sound_fight_alt = "f_generic"
build_cost    = 40
pop_cost      = 0
attack        = 4
defense       = 1
hitpoints     = 10
firepower     = 1
move_rate     = 2
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = "Horse"
roles         = "AttackFast"
helptext      = _("\
Elephants are towering animals trained for war that are often used as\
 powerful shock troops, but defend poorly against most other units.\
")

[unit_crusaders]
name          = _("Crusaders")
class         = "Land"
tech_req      = "Monotheism"
obsolete_by   = "Dragoons"
graphic       = "u.crusaders"
graphic_alt   = "-"
sound_move    = "m_crusaders"
sound_move_alt = "m_generic"
sound_fight   = "f_crusaders"
sound_fight_alt = "f_generic"
build_cost    = 40
pop_cost      = 0
attack        = 5
defense       = 1
hitpoints     = 10
firepower     = 1
move_rate     = 2
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = "Horse"
roles         = "AttackFast"
helptext      = _("\
Crusaders are highly disciplined mounted\
 warriors driven by a higher cause.\
")

[unit_knights]
name          = _("Knights")
class         = "Land"
tech_req      = "Chivalry"
obsolete_by   = "Dragoons"
graphic       = "u.knights"
graphic_alt   = "-"
sound_move    = "m_knights"
sound_move_alt = "m_generic"
sound_fight   = "f_knights"
sound_fight_alt = "f_generic"
build_cost    = 40
pop_cost      = 0
attack        = 4
defense       = 2
hitpoints     = 10
firepower     = 1
move_rate     = 2
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = "Horse"
roles         = "AttackFast", "HutTech", "BarbarianTech",
                "BarbarianBuildTech", "BarbarianSeaTech", "Hunter"
helptext      = _("\
Knights are mounted and heavily armored warriors.\
")

[unit_dragoons]
name          = _("Dragoons")
class         = "Land"
tech_req      = "Leadership"
obsolete_by   = "Cavalry"
graphic       = "u.dragoons"
graphic_alt   = "-"
sound_move    = "m_dragoons"
sound_move_alt = "m_generic"
sound_fight   = "f_dragoons"
sound_fight_alt = "f_generic"
build_cost    = 50
pop_cost      = 0
attack        = 5
defense       = 2
hitpoints     = 20
firepower     = 1
move_rate     = 2
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = "Horse"
roles         = "AttackFast", "BarbarianBuildTech", "BarbarianSeaTech",
                "Hunter"
helptext      = _("\
Dragoons are mounted warriors carrying early firearms.\
")

[unit_cavalry]
name          = _("Cavalry")
class         = "Land"
tech_req      = "Tactics"
obsolete_by   = "Armor"
graphic       = "u.cavalry"
graphic_alt   = "-"
sound_move    = "m_cavalry"
sound_move_alt = "m_generic"
sound_fight   = "f_cavalry"
sound_fight_alt = "f_generic"
build_cost    = 60
pop_cost      = 0
attack        = 8
defense       = 3
hitpoints     = 20
firepower     = 1
move_rate     = 2
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = ""
roles         = "AttackFast", "Hunter"
helptext      = _("\
Cavalry are mounted and highly trained soldiers.\
")

[unit_armor]
name          = _("Armor")
class         = "Land"
tech_req      = "Mobile Warfare"
obsolete_by   = "None"
graphic       = "u.armor"
graphic_alt   = "-"
sound_move    = "m_armor"
sound_move_alt = "m_generic"
sound_fight   = "f_armor"
sound_fight_alt = "f_generic"
build_cost    = 80
pop_cost      = 0
attack        = 10
defense       = 5
hitpoints     = 30
firepower     = 1
move_rate     = 3
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = ""
roles         = "AttackFast", "Hunter"
helptext      = _("\
Armors are motorized war wagons that are faster,\
 stronger, and can take more damage than any\
 mounted unit.\
")

[unit_catapult]
name          = _("Catapult")
class         = "Land"
tech_req      = "Mathematics"
obsolete_by   = "Cannon"
graphic       = "u.catapult"
graphic_alt   = "-"
sound_move    = "m_catapult"
sound_move_alt = "m_generic"
sound_fight   = "f_catapult"
sound_fight_alt = "f_generic"
build_cost    = 40
pop_cost      = 0
attack        = 6
defense       = 1
hitpoints     = 10
firepower     = 1
move_rate     = 1
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = ""
roles         = "AttackStrong"
helptext      = _("\
Catapults are large rock-throwing machines of war.\
 They are very strong attackers but equally weak\
 defenders and will need an escort to be effective.\
")

[unit_cannon]
name          = _("Cannon")
class         = "Land"
tech_req      = "Metallurgy"
obsolete_by   = "Artillery"
graphic       = "u.cannon"
graphic_alt   = "-"
sound_move    = "m_cannon"
sound_move_alt = "m_generic"
sound_fight   = "f_cannon"
sound_fight_alt = "f_generic"
build_cost    = 40
pop_cost      = 0
attack        = 8
defense       = 1
hitpoints     = 20
firepower     = 1
move_rate     = 1
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = ""
roles         = "AttackStrong", "BarbarianTech", "BarbarianBuildTech"
helptext      = _("\
Cannons are large firearms that can fire heavy\
 projectiles over long distances. They are very\
 strong attackers but equally weak defenders and\
 will need an escort to be effective.\
")

[unit_artillery]
name          = _("Artillery")
class         = "Land"
tech_req      = "Machine Tools"
obsolete_by   = "Howitzer"
graphic       = "u.artillery"
graphic_alt   = "-"
sound_move    = "m_artillery"
sound_move_alt = "m_generic"
sound_fight   = "f_artillery"
sound_fight_alt = "f_generic"
build_cost    = 50
pop_cost      = 0
attack        = 10
defense       = 1
hitpoints     = 20
firepower     = 2
move_rate     = 1
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = ""
roles         = "AttackStrong"
helptext      = _("\
The artillery is an upgraded cannon. It is a very\
 strong attacker but equally weak defender and\
 will need an escort to be effective.\
")

[unit_howitzer]
name          = _("Howitzer")
class         = "Land"
tech_req      = "Robotics"
obsolete_by   = "None"
graphic       = "u.howitzer"
graphic_alt   = "-"
sound_move    = "m_howitzer"
sound_move_alt = "m_generic"
sound_fight   = "f_howitzer"
sound_fight_alt = "f_generic"
build_cost    = 70
pop_cost      = 0
attack        = 12
defense       = 2
hitpoints     = 30
firepower     = 2
move_rate     = 2
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = "IgWall"
roles         = "AttackStrong"
helptext      = _("\
Howitzers are upgraded artillery with improved\
 defensive as well as offensive capabilities.\
")

[unit_fighter]
name          = _("Fighter")
class         = "Air"
tech_req      = "Flight"
obsolete_by   = "Stealth Fighter"
graphic       = "u.fighter"
graphic_alt   = "-"
sound_move    = "m_fighter"
sound_move_alt = "m_generic"
sound_fight   = "f_fighter"
sound_fight_alt = "f_generic"
build_cost    = 60
pop_cost      = 0
attack        = 4
defense       = 3
hitpoints     = 20
firepower     = 2
move_rate     = 10
vision_radius_sq = 8
transport_cap = 0
fuel          = 1
uk_happy      = 0
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
targets       = "Air", "Missile"
bonuses       =
   { "flag", "type", "value"
     "Helicopter", "DefenseDivider", 1
     "Helicopter", "Firepower1", 1
   }
flags         = "AirAttacker"
roles         = ""
helptext      = _("\
Fighters are your first airborne units. They can\
 move anywhere and attack any unit.\
"), _("\
Fighters are particularly effective when attacking Helicopters; the\
 Helicopter's defense and firepower are both halved.\
")

[unit_bomber]
name          = _("Bomber")
class         = "Air"
tech_req      = "Advanced Flight"
obsolete_by   = "Stealth Bomber"
graphic       = "u.bomber"
graphic_alt   = "-"
sound_move    = "m_bomber"
sound_move_alt = "m_generic"
sound_fight   = "f_bomber"
sound_fight_alt = "f_generic"
build_cost    = 120
pop_cost      = 0
attack        = 12
defense       = 1
hitpoints     = 20
firepower     = 2
move_rate     = 8
vision_radius_sq = 8
transport_cap = 0
fuel          = 2
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = "FieldUnit", "OneAttack", "AirAttacker"
roles         = ""
helptext      = _("\
Bombers are specialized airborne units that may\
 only attack ground targets, not other airborne\
 units.\
")

[unit_helicopter]
; /* TRANS: unit type */
name          = _("Helicopter")
class         = "Helicopter"
tech_req      = "Combined Arms"
obsolete_by   = "None"
graphic       = "u.helicopter"
graphic_alt   = "-"
sound_move    = "m_helicopter"
sound_move_alt = "m_generic"
sound_fight   = "f_helicopter"
sound_fight_alt = "f_generic"
build_cost    = 100
pop_cost      = 0
attack        = 10
defense       = 3
hitpoints     = 20
firepower     = 2
move_rate     = 6
vision_radius_sq = 8
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = "FieldUnit", "OneAttack", "Helicopter", "AirAttacker"
roles         = ""
helptext      = _("\
The Helicopter is a very powerful unit, as it can both fly and\
 conquer cities.  Care must be exercised, because Helicopters lose a\
 small amount of health for every turn not spent in a city or airbase\
 or on a Carrier, unless you have the United Nations wonder, and\
 Helicopters may be attacked by ground units.\
")

[unit_stealth_fighter]
name          = _("Stealth Fighter")
class         = "Air"
tech_req      = "Stealth"
obsolete_by   = "None"
graphic       = "u.stealth_fighter"
graphic_alt   = "-"
sound_move    = "m_stealth_fighter"
sound_move_alt = "m_generic"
sound_fight   = "f_stealth_fighter"
sound_fight_alt = "f_generic"
build_cost    = 80
pop_cost      = 0
attack        = 8
defense       = 4
hitpoints     = 20
firepower     = 2
move_rate     = 14
vision_radius_sq = 8
transport_cap = 0
fuel          = 1
uk_happy      = 0
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
targets       = "Air", "Missile"
bonuses       =
   { "flag", "type", "value"
     "Helicopter", "DefenseDivider", 1
     "Helicopter", "Firepower1", 1
   }
flags         = "AirAttacker"
roles         = ""
helptext      = _("\
An improved Fighter, with improved attack and a higher movement\
 radius.\
")

[unit_stealth_bomber]
name          = _("Stealth Bomber")
class         = "Air"
tech_req      = "Stealth"
obsolete_by   = "None"
graphic       = "u.stealth_bomber"
graphic_alt   = "-"
sound_move    = "m_stealth_bomber"
sound_move_alt = "m_generic"
sound_fight   = "f_stealth_bomber"
sound_fight_alt = "f_generic"
build_cost    = 160
pop_cost      = 0
attack        = 14
defense       = 5
hitpoints     = 20
firepower     = 2
move_rate     = 12
vision_radius_sq = 8
transport_cap = 0
fuel          = 2
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = "FieldUnit", "OneAttack", "AirAttacker"
roles         = ""
helptext      = _("\
An improved Bomber, with improved attack and a higher movement\
 radius.\
")

[unit_trireme]
; /* TRANS: unit type */
name          = _("Trireme")
class         = "Sea"
tech_req      = "Map Making"
obsolete_by   = "Caravel"
graphic       = "u.trireme"
graphic_alt   = "-"
sound_move    = "m_trireme"
sound_move_alt = "m_generic"
sound_fight   = "f_trireme"
sound_fight_alt = "f_generic"
build_cost    = 40
pop_cost      = 0
attack        = 1
defense       = 1
hitpoints     = 10
firepower     = 1
move_rate     = 3
vision_radius_sq = 2
transport_cap = 2
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
cargo         = "Land"
flags         = "Trireme", "BadCityDefender"
roles         = "Ferryboat"
helptext      = _("\
The Trireme is your first boat unit. It can act\
 as a transport ship and has rudimentary offensive\
 capabilities, but may not stray too far from the shore.\
")

[unit_caravel]
name          = _("Caravel")
class         = "Sea"
tech_req      = "Navigation"
obsolete_by   = "Galleon"
graphic       = "u.caravel"
graphic_alt   = "-"
sound_move    = "m_caravel"
sound_move_alt = "m_generic"
sound_fight   = "f_caravel"
sound_fight_alt = "f_generic"
build_cost    = 40
pop_cost      = 0
attack        = 2
defense       = 1
hitpoints     = 10
firepower     = 1
move_rate     = 3
vision_radius_sq = 2
transport_cap = 3
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
cargo         = "Land"
flags         = "BadCityDefender"
roles         = "Ferryboat", "BarbarianBoat"
helptext      = _("\
The Caravel replaces the Trireme and is much\
 more reliable on the open seas.\
")

[unit_galleon]
name          = _("Galleon")
class         = "Sea"
tech_req      = "Magnetism"
obsolete_by   = "Transport"
graphic       = "u.galleon"
graphic_alt   = "-"
sound_move    = "m_galleon"
sound_move_alt = "m_generic"
sound_fight   = "f_galleon"
sound_fight_alt = "f_generic"
build_cost    = 40
pop_cost      = 0
attack        = 0
defense       = 2
hitpoints     = 20
firepower     = 1
move_rate     = 4
vision_radius_sq = 2
transport_cap = 4
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
cargo         = "Land"
flags         = "BadCityDefender"
roles         = "Ferryboat", "BarbarianBoat"
helptext      = _("\
The Galleon is a pure transport ship and cannot\
 attack other ships, though it may still defend\
 itself when attacked.\
")

[unit_frigate]
name          = _("Frigate")
class         = "Sea"
tech_req      = "Magnetism"
obsolete_by   = "Ironclad"
graphic       = "u.frigate"
graphic_alt   = "-"
sound_move    = "m_frigate"
sound_move_alt = "m_generic"
sound_fight   = "f_frigate"
sound_fight_alt = "f_generic"
build_cost    = 50
pop_cost      = 0
attack        = 4
defense       = 2
hitpoints     = 20
firepower     = 1
move_rate     = 4
vision_radius_sq = 2
transport_cap = 2
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
cargo         = "Land"
flags         = "BadCityDefender"
roles         = "Hunter"
helptext      = _("\
The Frigate is a highly versatile boat unit,\
 that is both a strong offensive unit as well\
 as a decent transport ship.\
")

[unit_ironclad]
name          = _("Ironclad")
class         = "Sea"
tech_req      = "Steam Engine"
obsolete_by   = "Destroyer"
graphic       = "u.ironclad"
graphic_alt   = "-"
sound_move    = "m_ironclad"
sound_move_alt = "m_generic"
sound_fight   = "f_ironclad"
sound_fight_alt = "f_generic"
build_cost    = 60
pop_cost      = 0
attack        = 4
defense       = 4
hitpoints     = 30
firepower     = 1
move_rate     = 4
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = "BadCityDefender"
roles         = "Hunter"
helptext      = _("\
The Ironclad is an armored ship that is\
 much more sturdy than the Frigate but\
 loses the latter's transport capability.\
")

[unit_destroyer]
name          = _("Destroyer")
class         = "Sea"
tech_req      = "Electricity"
obsolete_by   = "None"
graphic       = "u.destroyer"
graphic_alt   = "-"
sound_move    = "m_destroyer"
sound_move_alt = "m_generic"
sound_fight   = "f_destroyer"
sound_fight_alt = "f_generic"
build_cost    = 60
pop_cost      = 0
attack        = 4
defense       = 4
hitpoints     = 30
firepower     = 1
move_rate     = 6
vision_radius_sq = 8
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = "BadCityDefender"
roles         = "Hunter"
helptext      = _("\
An improved Ironclad, with better move rate and vision.\
"), _("\
TIP:  A very fast unit, which is very useful for hunting down enemy\
 Transports.\
")

[unit_cruiser]
name          = _("Cruiser")
class         = "Sea"
tech_req      = "Steel"
obsolete_by   = "AEGIS Cruiser"
graphic       = "u.cruiser"
graphic_alt   = "-"
sound_move    = "m_cruiser"
sound_move_alt = "m_generic"
sound_fight   = "f_cruiser"
sound_fight_alt = "f_generic"
build_cost    = 80
pop_cost      = 0
attack        = 6
defense       = 6
hitpoints     = 30
firepower     = 2
move_rate     = 5
vision_radius_sq = 8
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = "BadCityDefender"
roles         = ""
helptext      = _("\
The Cruiser is a strong offensive boat unit.\
")

[unit_aegis_cruiser]
name          = _("AEGIS Cruiser")
class         = "Sea"
tech_req      = "Rocketry"
obsolete_by   = "None"
graphic       = "u.aegis_cruiser"
graphic_alt   = "-"
sound_move    = "m_aegis_cruiser"
sound_move_alt = "m_generic"
sound_fight   = "f_aegis_cruiser"
sound_fight_alt = "f_generic"
build_cost    = 100
pop_cost      = 0
attack        = 8
defense       = 8
hitpoints     = 30
firepower     = 2
move_rate     = 5
vision_radius_sq = 8
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
bonuses       =
   { "flag", "type", "value"
     "AirAttacker", "DefenseMultiplier", 4
   }
flags         = "BadCityDefender"
roles         = ""
helptext      = _("\
The AEGIS Cruiser is equipped with an advanced\
 defensive missile system, giving it quintuple defense against\
 all (non-nuclear) air attacks.\
")

[unit_battleship]
name          = _("Battleship")
class         = "Sea"
tech_req      = "Automobile"
obsolete_by   = "None"
graphic       = "u.battleship"
graphic_alt   = "-"
sound_move    = "m_battleship"
sound_move_alt = "m_generic"
sound_fight   = "f_battleship"
sound_fight_alt = "f_generic"
build_cost    = 160
pop_cost      = 0
attack        = 12
defense       = 12
hitpoints     = 40
firepower     = 2
move_rate     = 4
vision_radius_sq = 8
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = "BadCityDefender"
roles         = ""
helptext      = _("\
The Battleship is the supreme naval unit with\
 excellent offensive and defensive values.\
")

[unit_submarine]
name          = _("Submarine")
class         = "Sea"
tech_req      = "Combustion"
obsolete_by   = "None"
graphic       = "u.submarine"
graphic_alt   = "-"
sound_move    = "m_submarine"
sound_move_alt = "m_generic"
sound_fight   = "f_submarine"
sound_fight_alt = "f_generic"
build_cost    = 60
pop_cost      = 0
attack        = 10
defense       = 2
hitpoints     = 30
firepower     = 2
move_rate     = 3
vision_radius_sq = 8
transport_cap = 8
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
cargo         = "Missile"
flags         = "Partial_Invis", "BadCityDefender",
	        "Only_Native_Attack"
roles         = "Hunter"
helptext      = _("\
Traveling under the surface of the ocean, Submarines have\
 a very high strategic value, but a weak defense if caught\
 off guard.\
")

[unit_carrier]
name          = _("Carrier")
class         = "Sea"
tech_req      = "Advanced Flight"
obsolete_by   = "None"
graphic       = "u.carrier"
graphic_alt   = "-"
sound_move    = "m_carrier"
sound_move_alt = "m_generic"
sound_fight   = "f_carrier"
sound_fight_alt = "f_generic"
build_cost    = 160
pop_cost      = 0
attack        = 1
defense       = 9
hitpoints     = 40
firepower     = 2
move_rate     = 5
vision_radius_sq = 8
transport_cap = 8
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
cargo         = "Air", "Missile", "Helicopter"
flags         = ""
roles         = ""
helptext      = _("\
The Carrier is a mobile airport.\
"), _("\
TIP:  Guard Carriers with a handful of fast-moving ships and a\
 battleship, as losing a fully-equipped Carrier is VERY\
 painful and expensive.\
")

[unit_transport]
name          = _("Transport")
class         = "Sea"
tech_req      = "Industrialization"
obsolete_by   = "None"
graphic       = "u.transport"
graphic_alt   = "-"
sound_move    = "m_transport"
sound_move_alt = "m_generic"
sound_fight   = "f_transport"
sound_fight_alt = "f_generic"
build_cost    = 50
pop_cost      = 0
attack        = 0
defense       = 3
hitpoints     = 30
firepower     = 1
move_rate     = 5
vision_radius_sq = 8
transport_cap = 8
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
cargo         = "Land"
flags         = "BadCityDefender"
roles         = "Ferryboat"
helptext      = _("\
The Transport cannot attack on its own but\
 may defend itself when under attack.\
")

[unit_cruise_missile]
name          = _("Cruise Missile")
class         = "Missile"
tech_req      = "Rocketry"
obsolete_by   = "None"
graphic       = "u.cruise_missile"
graphic_alt   = "-"
sound_move    = "m_cruise_missile"
sound_move_alt = "m_generic"
sound_fight   = "f_cruise_missile"
sound_fight_alt = "f_generic"
build_cost    = 60
pop_cost      = 0
attack        = 18
defense       = 0
hitpoints     = 10
firepower     = 3
move_rate     = 12
vision_radius_sq = 2
transport_cap = 0
fuel          = 1
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = "FieldUnit", "OneAttack", "AirAttacker"
roles         = ""
helptext      = _("\
The Cruise Missile is a long-distance missile\
 that can strike deep into enemy territory.\
"), _("\
TIP:  A handful of these can successfully keep the waters around\
 your treasured homeland free of enemy ships.\
")

[unit_nuclear]
name          = _("Nuclear")
class         = "Missile"
tech_req      = "Rocketry"
obsolete_by   = "None"
graphic       = "u.nuclear"
graphic_alt   = "-"
sound_move    = "m_nuclear"
sound_move_alt = "m_generic"
sound_fight   = "f_nuclear"
sound_fight_alt = "f_generic"
build_cost    = 160
pop_cost      = 0
attack        = 99
defense       = 0
hitpoints     = 10
firepower     = 1
move_rate     = 16
vision_radius_sq = 2
transport_cap = 0
fuel          = 1
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = "FieldUnit", "OneAttack", "Nuclear"
roles         = ""
helptext      = _("\
You can build Nuclear units when you have the required advance, and\
 the Manhattan Project wonder has been built by any player.\
"), _("\
On impact, the blast will destroy any unit in an area 3 tiles wide\
 (3x3 squares for rectangular grids), including friendly units.\
 Any city within the blast area loses half its population, and\
 land tiles within the blast area are subject to nuclear fallout.\
"), _("\
Similar to pollution and global warming, the risk of global nuclear\
 winter increases with fallout. If nuclear winter occurs, terrain\
 across the globe changes into desert, tundra, and ice. Settlers\
 and Engineers can clean up nuclear fallout.\
"), _("\
TIP 1:  Nuking the ocean will not generate fallout, and is a most\
 effective (but expensive!!) way of getting rid of enemy\
 ships.\
"), _("\
TIP 2:  You may be involved in a situation where you've invaded an\
 enemy country en masse, but the enemy cities are too strong.\
 Before using a Nuclear unit, assemble a gang of Settlers\
 and/or Engineers next to the city and have them ready to fix\
 the fallout on the same turn it occurs!  This minimizes the\
 chance of nuclear winter.  Eco-friendly nukes!\
")

[unit_diplomat]
name          = _("Diplomat")
class         = "Land"
tech_req      = "Writing"
obsolete_by   = "Spy"
graphic       = "u.diplomat"
graphic_alt   = "-"
sound_move    = "m_diplomat"
sound_move_alt = "m_generic"
sound_fight   = "f_diplomat"
sound_fight_alt = "f_generic"
build_cost    = 30
pop_cost      = 0
attack        = 0
defense       = 0
hitpoints     = 10
firepower     = 1
move_rate     = 2
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 0
uk_shield     = 0
uk_food       = 0
uk_gold       = 0
flags         = "Diplomat", "IgZOC", "NonMil", "NoVeteran"
veteran_names = _("green"), _("veteran")
veteran_raise_chance = 0, 0
veteran_work_raise_chance = 0, 0
veteran_power_fact = 100, 110
veteran_move_bonus = 0, 0
roles         = "Diplomat"
helptext      = _("\
A Diplomat is an official that carries your dispatches and\
 is authorized to deal with foreign dignitaries. He may\
 also undertake various covert operations with the intent of\
 harming your opponents; Diplomats in your own cities defend\
 them against such actions.\
"), _("\
Many covert actions may be attempted even in peacetime, but the more\
 aggressive actions will be discovered and cause diplomatic incidents,\
 which can allow Republics and Democracies to break treaties.\
"), _("\
If a foreign unit is alone on a tile, you may attempt to bribe it\
 with your Diplomat. By paying a sum of gold the unit will immediately\
 become yours; the exact sum depends on the status of the unit and\
 that of the civilization owning it. However, units belonging to\
 Democratic governments cannot be bribed. Bribery when not at war\
 will cause a diplomatic incident.\
"), _("\
Diplomats can also perform a number of actions in another player's\
 city, although each Diplomat may attempt only one action. Most of\
 these actions have a chance of failure. Also, any enemy Diplomats or\
 Spies in the city will oppose hostile actions; in this case, either\
 your unit or the defending unit will die. If the defending unit dies,\
 you lose one movement point and may try again.\
"), _("\
The actions available to Diplomats in a city are:\
"), _("\
 - \"Establish Embassy\": This action always succeeds, and gives\
 permanent contact with the city's owner, as well as intelligence\
 on their tax rates and technology.\
"), _("\
 - \"Investigate City\": Your unit attempts to report detailed\
 information about the city: its status, what buildings and units are\
 within, and what it is currently producing.\
"), _("\
 - \"Sabotage City\": Your unit attempts either to disrupt all the\
 city's work so far towards its current project, or to destroy an\
 existing building in the city, at random. Once built, Palaces and\
 Wonders cannot be sabotaged, and attempts to sabotage City Walls\
 or any building in a capital each halve the chance of success.\
 Sabotage may only be attempted when openly at war.\
"), _("\
 - \"Steal Technology\": Your unit attempts to learn the secrets of a\
 random technology known to the city's owner but not to you. Technology\
 may only be stolen once from a given enemy city by Diplomats. This\
 action may be attempted even when not at war, but will cause a\
 diplomatic incident.\
"), _("\
 - \"Incite a Revolt\": In return for gold a foreign city will change\
 allegiance and join your empire, bringing along all nearby units that\
 call it home, but reducing its size by 1. Units in other cities\
 remain in the enemy's control, but units outside cities are lost to\
 both players. The exact sum depends on the status of the city and\
 that of the civilization that owns it. It is not possible to incite\
 a rebellion in a capital, or in any city governed by a democracy.\
 Incitement may be attempted in peacetime, but will cause a\
 diplomatic incident.\
"), _("\
In some game strategies, hordes of Diplomats can be used to wreak\
 havoc on the enemy.  Little wonder that Diplomats are often\
 viewed with suspicion and fear!\
")

[unit_spy]
name          = _("Spy")
class         = "Land"
tech_req      = "Espionage"
obsolete_by   = "None"
graphic       = "u.spy"
graphic_alt   = "-"
sound_move    = "m_spy"
sound_move_alt = "m_generic"
sound_fight   = "f_spy"
sound_fight_alt = "f_generic"
build_cost    = 30
pop_cost      = 0
attack        = 0
defense       = 0
hitpoints     = 10
firepower     = 1
move_rate     = 3
vision_radius_sq = 8
transport_cap = 0
fuel          = 0
uk_happy      = 0
uk_shield     = 0
uk_food       = 0
uk_gold       = 0
flags         = "Diplomat", "IgZOC", "NonMil", "Spy"
veteran_names = _("green"), _("veteran")
veteran_raise_chance = 50, 0
veteran_work_raise_chance = 0, 0
veteran_power_fact = 100, 110
veteran_move_bonus = 0, 0
roles         = "Diplomat"
helptext      = _("\
A Spy is more skilled in the arts of espionage than her Diplomat predecessor.\
"), _("\
She can perform all the functions of the Diplomat; refer to the Diplomat\
 entry for more details. Unlike a Diplomat, a Spy may also survive an\
 operation in a foreign city and become more experienced as a result.\
 Spies are also more effective than Diplomats at defending cities\
 against foreign Diplomats and Spies.\
"), _("\
A Spy can also be used to:\n\
 - sabotage an enemy unit (reducing its hit points to half), if it is\
 alone on a tile and the players are at war;\n\
 - poison the water supply of an enemy city (reducing the population\
 by one and emptying the granary);\n\
 - steal specific technology (with a reduced chance of success);\n\
 - steal further technologies from a city which has already been\
 stolen from (although cities become more resistant each time they\
 are stolen from);\n\
 - sabotage predetermined city targets (with a reduced chance of\
 success).\
"), _("\
A Spy that survives the more aggressive actions (sabotage, theft,\
 inciting rebellion, and poisoning) escapes to the safety of the\
 nearest friendly city.\
"), _("\
Spies built under a Communist government will be built as veteran.\
")

[unit_caravan]
name          = _("Caravan")
class         = "Land"
tech_req      = "Trade"
obsolete_by   = "Freight"
graphic       = "u.caravan"
graphic_alt   = "-"
sound_move    = "m_caravan"
sound_move_alt = "m_generic"
sound_fight   = "f_caravan"
sound_fight_alt = "f_generic"
build_cost    = 50
pop_cost      = 0
attack        = 0
defense       = 1
hitpoints     = 10
firepower     = 1
move_rate     = 1
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 0
uk_shield     = 0
uk_food       = 0
uk_gold       = 0
flags         = "TradeRoute", "HelpWonder", "IgZOC", "NonMil"
roles         = ""
helptext      = _("\
A Caravan carries goods or material for trading with distant cities\
 and foreign countries, or to help build wonders in your cities.\
"), _("\
Caravans can establish trade routes with your own cities or those of other\
 nations (even enemies) by traveling to them. A route's ongoing revenue\
 is doubled if the two cities involved are on different continents, and\
 doubled again if the cities are from different civilizations. This last\
 condition means the net benefit to your civilization of a trade route\
 is the same regardless of whether you own both cities or only one of\
 them; if you only own one city, trade in each city is doubled, but you\
 only get the benefit from one end of the route. Each city can support a\
 maximum of three trade routes.\
"), _("\
Every Caravan that is used to build a wonder will add 50 shields\
 towards the production of the wonder.\
"), _("\
TIP:  You can stockpile a stack of Caravans in advance and bring\
 them all into a city where you have started to build a wonder,\
 and finish it in only one turn!\
")

[unit_freight]
name          = _("Freight")
class         = "Land"
tech_req      = "The Corporation"
obsolete_by   = "None"
graphic       = "u.freight"
graphic_alt   = "-"
sound_move    = "m_freight"
sound_move_alt = "m_generic"
sound_fight   = "f_freight"
sound_fight_alt = "f_generic"
build_cost    = 50
pop_cost      = 0
attack        = 0
defense       = 1
hitpoints     = 10
firepower     = 1
move_rate     = 2
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 0
uk_shield     = 0
uk_food       = 0
uk_gold       = 0
flags         = "TradeRoute", "HelpWonder", "IgZOC", "NonMil"
roles         = ""
helptext      = _("\
The Freight unit replaces the Caravan, and moves at twice the speed.\
")

[unit_explorer]
name          = _("Explorer")
class         = "Land"
tech_req      = "Seafaring"
obsolete_by   = "Partisan"
graphic       = "u.explorer"
graphic_alt   = "-"
sound_move    = "m_explorer"
sound_move_alt = "m_generic"
sound_fight   = "f_explorer"
sound_fight_alt = "f_generic"
build_cost    = 30
pop_cost      = 0
attack        = 0
defense       = 1
hitpoints     = 10
firepower     = 1
move_rate     = 1
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 0
uk_shield     = 0
uk_food       = 0
uk_gold       = 0
flags         = "IgTer", "IgZOC", "NonMil"
roles         = "Explorer"
helptext      = _("\
Explorers are brave individuals that are very useful for\
 mapping unknown territory.\
")

[unit_barbarian_leader]
name          = _("Barbarian Leader")
class         = "Land"
tech_req      = "None"
obsolete_by   = "None"
graphic       = "u.barbarian_leader"
graphic_alt   = "u.diplomat"
sound_move    = "m_barbarian_leader"
sound_move_alt = "m_generic"
sound_fight   = "f_barbarian_leader"
sound_fight_alt = "f_generic"
build_cost    = 40
pop_cost      = 0
attack        = 0
defense       = 0
hitpoints     = 10
firepower     = 1
move_rate     = 2
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 0
uk_shield     = 0
uk_food       = 0
uk_gold       = 0
flags         = "IgZOC", "NonMil", "NoBuild"
roles         = "BarbarianLeader"
helptext      = _("\
One Barbarian Leader appears every time there is a barbarian uprising\
 somewhere in the world.\
"), _("\
When a Barbarian Leader is killed on a tile without any defending units,\
 the 100 gold ransom is paid, but only to land units and helicopters.\
")