/usr/share/games/freeciv/classic/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 2169 2170 2171 2172 2173 2174 2175 2176 2177 2178 2179 2180 2181 2182 2183 2184 2185 2186 2187 2188 2189 2190 2191 2192 2193 2194 2195 2196 2197 2198 2199 2200 2201 2202 2203 2204 2205 2206 2207 2208 2209 2210 2211 2212 2213 2214 2215 2216 2217 2218 2219 2220 2221 2222 2223 2224 2225 2226 2227 2228 2229 2230 2231 2232 2233 2234 2235 2236 2237 2238 2239 2240 2241 2242 2243 2244 2245 2246 2247 2248 2249 2250 2251 2252 2253 2254 2255 2256 2257 2258 2259 2260 2261 2262 2263 2264 2265 2266 2267 2268 2269 2270 2271 2272 2273 2274 2275 2276 2277 2278 2279 2280 2281 2282 2283 2284 2285 2286 2287 2288 2289 2290 2291 2292 2293 2294 2295 2296 2297 2298 2299 2300 2301 2302 2303 2304 2305 2306 2307 2308 2309 2310 2311 2312 2313 2314 2315 2316 2317 2318 2319 2320 2321 2322 2323 2324 2325 2326 2327 2328 2329 2330 2331 2332 2333 2334 2335 2336 2337 2338 2339 2340 2341 2342 2343 2344 2345 2346 2347 2348 2349 2350 | ; 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.
;
; You should sort role units from worst to better, as often the best
; available role unit of a given sort will be picked by choosing
; the first available (not obsolete) such unit, or by picking the last
; such unit directly. When determining starting units, the first
; unit with the relevant role that the player can build will be chosen.
; If no such unit can be found (eg Explorers that require Seafaring),
; then the first unit with this role will be chosen.
[datafile]
description="Classic unit_type data for Freeciv"
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"), _("hardened"), _("elite")
; The percentage chance of increasing level through combat
veteran_raise_chance = 50, 33, 20, 0
; The percentage chance of a settler/engineer increasing level through
; performing useful work (per turn)
veteran_work_raise_chance = 0, 0, 0, 0
; Power factors are as a percentage.
; +50% is represented by 150
veteran_power_fact = 100, 150, 175, 200
; 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, 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_trireme]
; /* TRANS: Unit class: used adjectivally */
name = _("?unitclass:Trireme")
min_speed = 2
hp_loss_pct = 0
flags = "DamageSlows", "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
; impr_req = required city improvement, names from buildings.ruleset
; gov_req = required government, names from governments.ruleset
; 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. If this is zero,
; the unit has unlimited fuel, despite flying.
; 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 described below
; 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.
;
;
; ** Flags **
;
; "HelpWonder" = can help build wonders
; "TradeRoute" = can establish trade routes
; "IgZOC" = ignore Zones of Control (ZOC) even if unit class has
; "ZOC" flag
; "NonMil" = a non-military unit: no attacks; no martial law; can enter
; peaceful borders; DoesntOccupyTile
; "IgTer" = use constant move cost defined in igter_cost (terrain.ruleset)
; rather than terrain/road etc cost, unless terrain cost is
; less
; "OneAttack" = can only make a single attack, regardless of movement points
; "IgWall" = ignore effect of city walls
; "FieldUnit" = cause unhappiness even when not being aggressive
; "Marines" = can attack from non-native tile (from transport or city)
; "Partial_Invis" = visible only to adjancent units; does not hide transported
; units other than missiles
; "Settlers" = can irrigate and build roads
; "Diplomat" = can do diplomat actions (see diplchance server option)
; "Spy" = can do poison and sabotage, _must_ be "Diplomat" also
; "Trireme" = (sea only) cannot leave shoreline
; "Nuclear" = nuke!
; "Paratroopers"= can paradrop
; "Cities" = can disband to produce a city (initial population city_size)
; "Only_Native_Attack" = cannot attack targets on non-native tiles even if
; unit class can
; "AddToCity" = can disband to add pop_cost population to a city
; (see cities.ruleset for limitation of this ability)
; "Fanatic" = can only be built by governments that allow them
; (see civ2/governments.ruleset, Fundamentalism government)
; "Unique" = a player can only have one of these units in the game at
; the same time; barbarians cannot use this at present
; "GameLoss" = losing one of these units means you lose the game, but it
; is produced without homecity and upkeep
; "Unbribable" = this unit cannot be bribed
; "Undisbandable" = this unit cannot be disbanded, will not drown, and will not
; disband due to lack of shields to upkeep it in homecity;
; if not given enough food to upkeep it, homecity will shrink
; every turn it cannot do so, however
; "SuperSpy" = this unit always wins diplomatic contests, that is, unless
; it encounters another SuperSpy, in which case defender wins;
; can also be used on non-diplomat units, in which case it can
; protect cities from diplomats; also 100% spy survival chance
; "NoHome" = this unit has no homecity and will be free of all upkeep, and
; therefore will not revolt along with its city of origin should
; it be incited
; "NoVeteran" = this unit cannot gain veteran levels through experience
; (as if both raise_chance and work_raise_chance were zero);
; it can still gain veterancy through Veteran_Build, etc
; "Bombarder" = this unit cannot kill other units, only damage them, but
; also is not harmed by return fire when attacking; the field
; bombard_rate regulates its number of shots
; "CityBuster" = this unit has double firepower against cities
; "NoBuild" = this unit cannot be built
; "BadWallAttacker" = the firepower of this unit is set to 1 if
; attacking a city
; defended by a city wall (or other city building defense)
; "BadCityDefender" = if attacked while in a city, firepower is set to 1
; and firepower of attacker is doubled (the Pearl Harbour
; rule)
; "BarbarianOnly" = only barbarians can build this unit
; "Shield2Gold" = Switch from shield upkeep to gold upkeep possible
; "Capturable" = can be captured by units with "Capturer" flag
; "Capturer" = can capture units with flag "Capturable" instead of
; fighting them
;
; 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)
; "Bombarder"
; bombard_rate = the number of shots fired at enemy units when attacking
;
; ** Roles **
;
; "FirstBuild" = first to be built when city founded
; "Explorer" = initial explorer unit (only one unit can have this flag)
; "Hut" = can be found in a hut
; "HutTech" = can be found in a hut, but its techs required
; "Partisan" = can be created as a partisan (only one unit can have this
; flag), see end of this file for its tech requirements option
; "DefendOk" = AI hint: ok for defending with
; "DefendGood" = AI hint: good for defending with
; "AttackFast" = AI hint: quick attacking unit (unused)
; "AttackStrong"= AI hint: strong attacker (unused)
; "Ferryboat" = AI hint: useful for ferrying
; "Barbarian" = can be created as land barbarian
; "BarbarianTech" = can be created as land barbarian, if someone has
; researched its tech requirements
; "BarbarianBoat" = can be created as boat for sea barbarian
; "BarbarianBuild" = can be built by barbarians
; "BarbarianBuildTech" = can be built by barbarians if someone has
; researched its tech requirements
; "BarbarianLeader" = this unit is the barbarian leader (only one)
; "BarbarianSea" = can be created as a barbarian that disembarks from a barbarian boat
; "BarbarianSeaTech" = can be created as a barbarian that disembarks from a barbarian boat
; if someone has researched its tech requirements
; "Cities" = can disband to produce a city
; "Settlers" = can irrigate and build roads
; "GameLoss" = losing one of these units means you lose the game, but it
; is produced without homecity and upkeep
; "Diplomat" = can do diplomat actions (see diplchance server option)
; "Hunter" = AI hint: good for hunting other units
;
; */ <-- avoid gettext warnings
[unit_settlers]
name = _("Settlers")
class = "Land"
tech_req = "None"
obsolete_by = "None"
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", "AddToCity", "Cities"
; No veteran levels (level name is never displayed)
veteran_names = _("green")
veteran_raise_chance = 0
veteran_work_raise_chance = 0
veteran_power_fact = 100
veteran_move_bonus = 0
roles = "Cities"
helptext = _("\
Settlers are one of the key units in the game, as they are your main\
means of founding new cities.\
"), _("\
Settlers can also perform some of the same terrain alterations as\
Workers.\
"), _("\
Upkeep for Settlers is in food as well as production, and a Settler\
can die if its supporting city runs out of food. Settlers in a\
Republic or Democracy require twice as much food per turn.\
")
[unit_worker]
name = _("?unit:Workers")
class = "Land"
tech_req = "Pottery"
obsolete_by = "Engineers"
graphic = "u.worker"
graphic_alt = "u.engineers" ; for compatibility
sound_move = "m_worker"
sound_move_alt = "m_generic"
sound_fight = "f_worker"
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 = 1
uk_food = 0
uk_gold = 0
flags = "Settlers", "NonMil", "Airbase"
; No veteran levels (level name is never displayed)
veteran_names = _("green")
veteran_raise_chance = 0
veteran_work_raise_chance = 0
veteran_power_fact = 100
veteran_move_bonus = 0
roles = "Settlers"
helptext = _("\
Workers have the ability to improve terrain tiles.\
"), _("\
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, lake, 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.)\
"), _("\
Workers can build airbases and buoys, which Settlers cannot. \
Workers must be on board a ship to build buoys.\
"), _("\
See the help on Terrain and Terrain Alterations for the effects of \
these actions.\
")
[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 = 0
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 = 0
uk_gold = 0
flags = "Settlers", "NonMil", "Transform", "Airbase"
; No veteran levels (level name is never displayed)
veteran_names = _("green")
veteran_raise_chance = 0
veteran_work_raise_chance = 0
veteran_power_fact = 100
veteran_move_bonus = 0
roles = "Settlers"
helptext = _("\
Engineers are similar to Workers, but they work twice as fast and\
move twice as fast. Engineers may also perform major terrain\
transformations which are beyond the capabilities of Workers and\
Settlers, such as converting Tundra into Desert, or even Ocean into\
Swamp in some circumstances (when on board an ocean-going vessel,\
on a tile surrounded by sufficient existing land). See the\
Terrain Alterations section for more details.\
"), _("\
TIP 1: Upgrade Workers to Engineers when possible, as Engineers\
require the same resources as ordinary Workers.\
"), _("\
TIP 2: If you manage to build Leonardo's Workshop, research\
Explosives before the Workshop becomes obsolete. This way,\
your Workers 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_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_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 = "Partial_Invis", "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 = 18
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 = "Partial_Invis", "FieldUnit", "OneAttack", "AirAttacker"
roles = ""
helptext = _("\
An improved Bomber, with improved attack and a higher movement\
radius.\
")
[unit_trireme]
; /* TRANS: unit type */
name = _("Trireme")
class = "Trireme"
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 = "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 enter deep ocean tiles.\
")
[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 can enter\
any ocean tile.\
")
[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 = "DefendGood"
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 = "DefendGood"
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 = 50
pop_cost = 0
attack = 12
defense = 2
hitpoints = 30
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 = "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 = "BadCityDefender", "Only_Native_Attack"
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"
; No veteran levels (level name is never displayed)
veteran_names = _("green")
veteran_raise_chance = 0
veteran_work_raise_chance = 0
veteran_power_fact = 100
veteran_move_bonus = 0
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,\
Workers, 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, Workers,\
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"
veteran_names =
; /* TRANS: diplomatic rank. */
; /* TRANS: Unless translated, the last character in "attache" should be */
; /* TRANS: U+00E9 LATIN SMALL LETTER E WITH ACUTE if available in your */
; /* TRANS: charset. In ISO-8859-1 (ISO Latin 1) this is 233. */
_("?diplomatic_rank:attache"),
; /* TRANS: diplomatic rank */
_("?diplomatic_rank:secretary"),
; /* TRANS: diplomatic rank */
_("?diplomatic_rank:envoy"),
; /* TRANS: diplomatic rank */
_("?diplomatic_rank:ambassador")
veteran_raise_chance = 50, 33, 20, 0
veteran_work_raise_chance = 0, 0, 0, 0
veteran_power_fact = 100, 105, 110, 115
veteran_move_bonus = 0, 0, 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!\
"), _("\
Diplomats built under a Communist government will start at the first\
veteran level (secretary).\
")
[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 =
; /* TRANS: Spy veteran level */
_("?spy_level:informant"),
; /* TRANS: Spy veteran level */
_("?spy_level:handler"),
; /* TRANS: Spy veteran level */
_("?spy_level:agent"),
; /* TRANS: Spy veteran level */
_("?spy_level:spymaster")
veteran_raise_chance = 50, 33, 20, 0
veteran_work_raise_chance = 0, 0, 0, 0
veteran_power_fact = 100, 105, 110, 115
veteran_move_bonus = 0, 0, 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 start at the first\
veteran level (handler).\
")
[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.\
"), _("\
Initially cities can support a maximum of two trade routes. Knowledge of\
the technologies Magnetism and The Corporation each increase this limit\
by one; knowing both allows cities to support four trade routes each.\
"), _("\
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_leader]
name = _("?unit:Leader")
class = "Land"
tech_req = "None"
obsolete_by = "None"
graphic = "u.leader"
graphic_alt = "u.explorer"
sound_move = "m_leader"
sound_move_alt = "m_generic"
sound_fight = "f_leader"
sound_fight_alt = "f_generic"
build_cost = 10
pop_cost = 0
attack = 0
defense = 2
hitpoints = 20
firepower = 1
move_rate = 2
vision_radius_sq = 8
transport_cap = 0
fuel = 0
uk_happy = 0
uk_shield = 0
uk_food = 0
uk_gold = 0
flags = "IgZOC", "NonMil", "NoBuild", "NoHome", "SuperSpy",
"Undisbandable", "Unbribable", "GameLoss", "Unique"
; No veteran levels (level name is never displayed)
veteran_names = _("green")
veteran_raise_chance = 0
veteran_work_raise_chance = 0
veteran_power_fact = 100
veteran_move_bonus = 0
roles = "GameLoss"
helptext = _("\
This is you. If you lose this unit, you lose the game. So don't.\
")
[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", "Unbribable",
"Undisbandable", "SuperSpy", "NoHome", "NoBuild"
; No veteran levels (level name is never displayed)
veteran_names = _("green")
veteran_raise_chance = 0
veteran_work_raise_chance = 0
veteran_power_fact = 100
veteran_move_bonus = 0
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.\
")
[unit_awacs]
name = _("AWACS")
class = "Air"
tech_req = "Advanced Flight"
obsolete_by = "None"
graphic = "u.awacs"
graphic_alt = "u.bomber" ; backwards compatibility
sound_move = "m_awacs"
sound_move_alt = "m_generic"
sound_fight = "f_awacs"
sound_fight_alt = "f_generic"
build_cost = 140
pop_cost = 0
attack = 0
defense = 1
hitpoints = 20
firepower = 1
move_rate = 16
vision_radius_sq = 26
transport_cap = 0
fuel = 2
uk_happy = 1
uk_shield = 1
uk_food = 0
uk_gold = 0
flags = ""
roles = ""
helptext = _("\
The AWACS (Airborne Warning and Control System) is an airplane with an \
advanced radar that can determine the location of enemy units over a \
wide area.\
")
|