Make nation help use translated plural name.
[freeciv.git] / data / civ2 / units.ruleset
blobdc9f57b2651f8b322e66d82d289fd251616ff8bc
2 ; Modifying this file:
3 ; You should not modify this file except to make bugfixes or
4 ; for other "maintenance".  If you want to make custom changes,
5 ; you should create a new datadir subdirectory and copy this file
6 ; into that directory, and then modify that copy.  Then use the
7 ; command "rulesetdir <mysubdir>" in the server to have freeciv
8 ; use your new customized file.
10 ; See classic/units.ruleset for more information.
12 [datafile]
13 description="Civ2 unit_type data for Freeciv (approximate)"
14 options="+Freeciv-2.5-ruleset"
16 [control]
17 ; Names for custom unit type flags. There can be up to 16 of these.
18 ; name          = rule name; not translateable, but may be displayed in
19 ;                 some circumstances
20 ; helptxt       = displayed in the help for units with this flag
21 flags =
22   { "name", "helptxt"
23     "Airbase", _("Can build Airbases.") 
24     "Transform", _("Can transform terrain.")
25     "AirAttacker", _("Very bad at attacking AEGIS.")
26     "Horse", _("Attack value halved when attacking Pikemen.")
27     "Helicopter", _("Defends very badly against Fighters.")
28   }
30 [veteran_system]
31 ; What are the names of the levels?
32 veteran_names = _("green"), _("veteran")
34 ; The percentage chance of increasing level through combat
35 veteran_raise_chance = 50, 0
37 ; Power factors are as a percentage.
38 ; +50% is represented by 150
39 veteran_power_fact = 100, 150
41 ; The percentage chance of a settler/engineer increasing level through
42 ; performing useful work (per turn)
43 veteran_work_raise_chance = 0, 0
45 ; The additional number of movement points granted for different veteran
46 ; levels. These are fractional move points as defined by move_fragments in
47 ; terrain.ruleset.
48 veteran_move_bonus = 0, 0
50 ; /* <-- avoid gettext warnings
52 ; Unit classes
53 ; The number can be variable, up to 32
54 ; When adding new classes, remember to check effects.ruleset also.
55 ; Eg. if you divide class 'Land' to two separate classes, you may
56 ; want add effect giving City Walls defence bonus against new class
57 ; too.
59 ; The actual tag used (the * in [unitclass_*]) does not matter, except 
60 ; it must be unique within this file, and it may be used in debug 
61 ; output when reading this file.
63 ; ** Fields **
65 ; name          = translatable name as seen by user
66 ; rule_name     = (optional) name for savegames, rulesets etc; if not
67 ;                 present, 'name' is used. Since the name used in savegames
68 ;                 must not change, use this when renaming a unit class after a
69 ;                 ruleset has been released.
70 ; move_type     = Where unit moves; "Land", "Sea", or "Both".
71 ;                 This is optional field. If it's not
72 ;                 given, move type is automatically determined from native
73 ;                 terrains. You need to set it only if you want to set move
74 ;                 type "Both" for unit that has no native Land terrains or
75 ;                 for unit that has no native Oceanic terrains.
76 ; min_speed     = Minimum speed after damage and effects (whole movement points)
77 ; hp_loss_pct   = Hitpoints lost each turn if unit not in city or native base
78 ; non_native_def_pct = Defense power percentage applying when defending on
79 ;                      non-native terrain (such as ship in harbour)
80 ; hut_behavior  = What happens to huts when unit enters tile:
81 ;                 "Normal", "Nothing" or "Frighten"
82 ; flags         = List of unit class flags (from the following list; you
83 ;                 cannot add custom unit class flags)
85 ; ** Unit class Flags **
87 ; "TerrainSpeed"   = Units use terrain specific speed
88 ; "TerrainDefense" = Units gain defense bonus from terrain
89 ; "DamageSlows"   = Damaged units are slowed down
90 ; "CanOccupyCity" = Military units of this class can occupy enemy cities
91 ; "Missile"       = Unit is destroyed when it attacks
92 ; "BuildAnywhere" = Unit can be built even in the middle of non-native terrain
93 ; "Unreachable"   = Unit can be attacked only by units explicitly listing this
94 ;                   class in its 'targets', unless on a city or native base.
95 ;                   For class members which are transports, cargo cannot load/
96 ;                   unload except in a city or native base, unless that unit
97 ;                   explicitly lists this class in its 'embarks'/'disembarks'.
98 ; "CollectRansom" = Unit can collect ransom when killing lone barbarian leader
99 ; "ZOC"           = Unit is subject to ZOC rules. Unit type flag "IgZOC" can
100 ;                   override this
101 ; "CanFortify"    = Unit can fortify at land tiles
102 ; "CanPillage"    = Unit can pillage tile infrastructure
103 ; "DoesntOccupyTile"  = Even if this kind of enemy unit is on tile, cities can
104 ;                       still work that tile
105 ; "AttackNonNative"   = Unit can attack units on non-native tiles. Unit type
106 ;                       flag "Only_Native_Attack" can override this
107 ; "AttFromNonNative"  = Unit can launch attach from non-native tile (against
108 ;                       native one)
109 ;                       This applies for both attacking from transport or
110 ;                       cities. If only some unit types of the class should
111 ;                       get this property, use type flag "Marines"
112 ; "KillCitizen"       = Upon successful attack against a city, unit kills one
113 ;                       citizen. The effect "Unit_No_Lose_Pop" and the server
114 ;                       setting 'killcitizen' can disable this.
116 ; */ <-- avoid gettext warnings
118 [unitclass_missile]
119 ; /* TRANS: Unit class: used adjectivally */
120 name          = _("?unitclass:Missile")
121 min_speed     = 1
122 hp_loss_pct   = 0
123 hut_behavior  = "Frighten"
124 flags         = "Missile", "Unreachable", "DoesntOccupyTile"
126 [unitclass_land]
127 ; /* TRANS: Unit class: used adjectivally */
128 name          = _("?unitclass:Land")
129 min_speed     = 1
130 hp_loss_pct   = 0
131 flags         = "TerrainSpeed", "DamageSlows", "CanOccupyCity", "BuildAnywhere",
132                 "CollectRansom", "ZOC", "CanFortify", "CanPillage",
133                 "TerrainDefense", "KillCitizen"
135 [unitclass_sea]
136 ; /* TRANS: Unit class: used adjectivally */
137 name          = _("?unitclass:Sea")
138 min_speed     = 2
139 hp_loss_pct   = 0
140 flags         = "DamageSlows", "AttackNonNative", "AttFromNonNative"
142 [unitclass_heli]
143 ; /* TRANS: Unit class: used adjectivally */
144 name          = _("?unitclass:Helicopter")
145 min_speed     = 1
146 hp_loss_pct   = 10
147 flags         = "CanOccupyCity", "CollectRansom"
149 [unitclass_air]
150 ; /* TRANS: Unit class: used adjectivally */
151 name          = _("?unitclass:Air")
152 min_speed     = 1
153 hp_loss_pct   = 0
154 hut_behavior  = "Frighten"
155 flags         = "Unreachable", "DoesntOccupyTile"
157 ; /* <-- avoid gettext warnings
159 ; Below: The individual units, one per section.
161 ; The number can be variable, up to 200.  
162 ; However for the "official" rulesets, units should not be removed 
163 ; because that would break backward compatability with savegames.
165 ; The order here matters: later units are considered "better" for
166 ; a given flag or role.  
168 ; The actual tag used (the * in [unit_*]) does not matter, except 
169 ; it must be unique within this file, and it may be used in debug 
170 ; output when reading this file.
172 ; ** Fields **
174 ; name          = translatable name as seen by user
175 ; rule_name     = (optional) name for savegames, rulesets etc; if not
176 ;                 present, 'name' is used. Since the name used in savegames
177 ;                 must not change, use this when renaming a unit after a
178 ;                 ruleset has been released.
179 ; graphic       = tag specifying preferred graphic
180 ; graphic_alt   = tag for alternate garphic if preferred graphic is not 
181 ;                 present; especially if preferred graphic is non-standard, 
182 ;                 this should be a standard tag.  Otherwise can use eg "-" 
183 ;                 for no alternate graphic.
184 ; tech_req      = required advance, names from techs.ruleset, or special:
185 ;                 "None" => available from start
186 ; obsolete_by   = can be upgraded to and made obsolete by another unit by name
187 ; build_cost    = production shields required to build
188 ; pop_cost      = population removed from city when built; for 'AddToCity'
189 ;                 units this is also the population added to the destination
190 ; attack        = base attack strength (0 = cannot attack)
191 ; defense       = base defense strength (0 = cannot defend)
192 ; hitpoints     = how much damage unit can withstand
193 ; firepower     = number of hitpoints removed per round of combat; at least 1
194 ; move_rate     = base move rate (whole movement points)
195 ; vision_radius_sq = base vision of unit: unit can see tile up to the square
196 ;                 root of this value away
197 ; convert_to    = can be converted to another type of unit by name
198 ; convert_time  = time it takes to convert to another unit type
199 ; class         = One of the classes listed above
200 ; transport_cap = Number of units (ground, or air/missiles, depending on flags)
201 ; fuel          = number of turns air units can fly before they crash. For
202 ;                 barbarians this is used as lifetime instead
203 ; uk_*          = upkeep costs, these are used as base values in the game
204 ; cargo         = Unit classes this unit can transport
205 ; city_size     = Initial size of the cities built by 'Cities' type units
206 ;                 (but 'AddToCity' uses pop_cost)
207 ; targets       = list of unit classes this unit can attack against even
208 ;                 if they have Unreachable unit class flag
209 ; embarks       = list of unit classes this unit may load into while not in
210 ;                 native base or city even if transporter has Unreachable unit
211 ;                 class flag
212 ; disembarks    = list of unit classes this unit may unload from while not in
213 ;                 native base or city even if transporter has Unreachable unit
214 ;                 class flag
215 ; bonuses       = definitions of combat bonuses against specific other units
216 ; bonuses.flag  = flag of the unit that bonus applies against
217 ; bonuses.type  = type of the bonus. See below
218 ; bonuses.value = value of the bonus. Sum of these is used if multiple apply.
219 ; flags         = special flag strings; list of built-in flags (see
220 ;                 classic/units.ruleset) and/or user flags defined above
222 ; veteran_names = Special veteran level for this unit. See the definitions in
223 ;                 game.ruleset. All of the veteran_* entries have to have the
224 ;                 same length!
225 ; veteran_raise_chance =
226 ; veteran_work_raise_chance =
227 ; veteran_power_fact =
228 ; veteran_move_bonus =
230 ; roles         = special role strings
231 ; sound_move    = optional sound effect when the unit moves
232 ; sound_move_alt= optional alternative sound effect if above not
233 ;                 supported in client
234 ; sound_fight   = optional sound effect when the unit fights
235 ; sound_fight_alt= optional alternative sound effect if above not
236 ;                  supported in client
237 ; helptext      = optional help text string; should escape all raw newlines 
238 ;                 so that xgettext parsing works
241 ; ** Bonuses **
243 ; "DefenseMultiplier" = Multiply defense value (1 + 'value') times.
244 ;                       Value of 1 means multiplication by 2, value 2 by 3...
245 ;                       Bonus is defined in defenders entry.
246 ; "DefenseDivider"    = Divide defense value with (1 + 'value').
247 ;                       Bonus is defined in attackers entry.
248 ; "FirePower1"        = Defender firepower is reduced to value 1 when
249 ;                       ever this has non-zero value.
250 ;                       Bonus is defined in attackers entry.
253 ; Following flag strings require extra fields:
254 ;  "Paratroopers"
255 ;   paratroopers_range = the maximal range the unit can be paradropped to
256 ;   paratroopers_mr_req = the move rate which is required at least for
257 ;                         paradropping (whole movement points)
258 ;   paratroopers_mr_sub = the move rate which is subtracted after paradropping
259 ;                         (whole movement points)
261 ; */ <-- avoid gettext warnings
263 [unit_settlers]
264 name          = _("Settlers")
265 class         = "Land"
266 tech_req      = "None"
267 obsolete_by   = "Engineers"
268 graphic       = "u.settlers"
269 graphic_alt   = "-"
270 sound_move    = "m_settlers"
271 sound_move_alt = "m_generic"
272 sound_fight   = "f_settlers"
273 sound_fight_alt = "f_generic"
274 build_cost    = 40
275 pop_cost      = 1
276 attack        = 0
277 defense       = 1
278 hitpoints     = 20
279 firepower     = 1
280 move_rate     = 1
281 vision_radius_sq = 2
282 transport_cap = 0
283 fuel          = 0
284 uk_happy      = 0
285 uk_shield     = 1
286 uk_food       = 1
287 uk_gold       = 0
288 flags         = "Settlers", "NonMil", "Airbase", "AddToCity", "Cities", "NoVeteran"
289 roles         = "Settlers", "Cities"
290 helptext      = _("\
291 Settlers are one of the key units in the game. As well as building new\
292  cities, they can also improve terrain, for instance by building\
293  irrigation, mines, and roads. See the Terrain Alterations section of\
294  the help for more details.\
295 "), _("\
296 Upkeep for Settlers is in food as well as production, and a Settler\
297  can die if its supporting city runs out of food. Settlers require\
298  twice as much food per turn under Republic, Democracy, Communism,\
299  or Fundamentalism.\
302 [unit_engineers]
303 name          = _("Engineers")
304 class         = "Land"
305 tech_req      = "Explosives"
306 obsolete_by   = "None"
307 graphic       = "u.engineers"
308 graphic_alt   = "-"
309 sound_move    = "m_engineers"
310 sound_move_alt = "m_generic"
311 sound_fight   = "f_engineers"
312 sound_fight_alt = "f_generic"
313 build_cost    = 40
314 pop_cost      = 1
315 attack        = 0
316 defense       = 2
317 hitpoints     = 20
318 firepower     = 1
319 move_rate     = 2
320 vision_radius_sq = 2
321 transport_cap = 0
322 fuel          = 0
323 uk_happy      = 0
324 uk_shield     = 1
325 uk_food       = 1
326 uk_gold       = 0
327 flags         = "Settlers", "NonMil", "Transform", "Airbase", "AddToCity", "Cities", "NoVeteran"
328 roles         = "Settlers", "Cities"
329 helptext      = _("\
330 Engineers are similar to Settlers, but they work twice as fast and\
331  move twice as fast.  Engineers may also perform major terrain\
332  transformations (for example, converting Tundra into Desert) which\
333  are beyond the capabilities of Settlers; see the Terrain\
334  Alterations section for more details.\
335 "), _("\
336 TIP 1:  Upgrade Settlers to Engineers when possible, as Engineers\
337  require the same resources as ordinary Settlers.\
338 "), _("\
339 TIP 2:  If you manage to build Leonardo's Workshop, research\
340  Explosives before the Workshop becomes obsolete.  This way,\
341  your Settler units will be upgraded for free.\
344 [unit_warriors]
345 name          = _("Warriors")
346 class         = "Land"
347 tech_req      = "None"
348 obsolete_by   = "Pikemen"
349 graphic       = "u.warriors"
350 graphic_alt   = "-"
351 sound_move    = "m_warriors"
352 sound_move_alt = "m_generic"
353 sound_fight   = "f_warriors"
354 sound_fight_alt = "f_generic"
355 build_cost    = 10
356 pop_cost      = 0
357 attack        = 1
358 defense       = 1
359 hitpoints     = 10
360 firepower     = 1
361 move_rate     = 1
362 vision_radius_sq = 2
363 transport_cap = 0
364 fuel          = 0
365 uk_happy      = 1
366 uk_shield     = 1
367 uk_food       = 0
368 uk_gold       = 0
369 flags         = ""
370 roles         = "DefendOk", "FirstBuild"
371 helptext      = _("\
372 This unit may be built from the start of the game.  It is the\
373  weakest offensive unit.\
376 [unit_phalanx]
377 name          = _("Phalanx")
378 class         = "Land"
379 tech_req      = "Bronze Working"
380 obsolete_by   = "Pikemen"
381 graphic       = "u.phalanx"
382 graphic_alt   = "-"
383 sound_move    = "m_phalanx"
384 sound_move_alt = "m_generic"
385 sound_fight   = "f_phalanx"
386 sound_fight_alt = "f_generic"
387 build_cost    = 20
388 pop_cost      = 0
389 attack        = 1
390 defense       = 2
391 hitpoints     = 10
392 firepower     = 1
393 move_rate     = 1
394 vision_radius_sq = 2
395 transport_cap = 0
396 fuel          = 0
397 uk_happy      = 1
398 uk_shield     = 1
399 uk_food       = 0
400 uk_gold       = 0
401 flags         = ""
402 roles         = "DefendGood", "FirstBuild"
403 helptext      = _("\
404 The Phalanx is armored infantry, suitable for defending your cities.\
407 [unit_archers]
408 name          = _("Archers")
409 class         = "Land"
410 tech_req      = "Warrior Code"
411 obsolete_by   = "Musketeers"
412 graphic       = "u.archers"
413 graphic_alt   = "-"
414 sound_move    = "m_archers"
415 sound_move_alt = "m_generic"
416 sound_fight   = "f_archers"
417 sound_fight_alt = "f_generic"
418 build_cost    = 30
419 pop_cost      = 0
420 attack        = 3
421 defense       = 2
422 hitpoints     = 10
423 firepower     = 1
424 move_rate     = 1
425 vision_radius_sq = 2
426 transport_cap = 0
427 fuel          = 0
428 uk_happy      = 1
429 uk_shield     = 1
430 uk_food       = 0
431 uk_gold       = 0
432 flags         = ""
433 roles         = "DefendOk"
434 helptext      = _("\
435 Archers fight with bows and arrows and have a good offensive\
436  value as well as decent defense.\
439 [unit_legion]
440 name          = _("Legion")
441 class         = "Land"
442 tech_req      = "Iron Working"
443 obsolete_by   = "Musketeers"
444 graphic       = "u.legion"
445 graphic_alt   = "-"
446 sound_move    = "m_legion"
447 sound_move_alt = "m_generic"
448 sound_fight   = "f_legion"
449 sound_fight_alt = "f_generic"
450 build_cost    = 40
451 pop_cost      = 0
452 attack        = 4
453 defense       = 2
454 hitpoints     = 10
455 firepower     = 1
456 move_rate     = 1
457 vision_radius_sq = 2
458 transport_cap = 0
459 fuel          = 0
460 uk_happy      = 1
461 uk_shield     = 1
462 uk_food       = 0
463 uk_gold       = 0
464 flags         = ""
465 roles         = "DefendOk", "Hut", "BarbarianBuild", "BarbarianSea"
466 helptext      = _("\
467 Legions are heavily armed and well disciplined infantry\
468  units with an excellent offensive value.\
471 [unit_pikemen]
472 name          = _("Pikemen")
473 class         = "Land"
474 tech_req      = "Feudalism"
475 obsolete_by   = "Musketeers"
476 graphic       = "u.pikemen"
477 graphic_alt   = "-"
478 sound_move    = "m_pikemen"
479 sound_move_alt = "m_generic"
480 sound_fight   = "f_pikemen"
481 sound_fight_alt = "f_generic"
482 build_cost    = 20
483 pop_cost      = 0
484 attack        = 1
485 defense       = 2
486 hitpoints     = 10
487 firepower     = 1
488 move_rate     = 1
489 vision_radius_sq = 2
490 transport_cap = 0
491 fuel          = 0
492 uk_happy      = 1
493 uk_shield     = 1
494 uk_food       = 0
495 uk_gold       = 0
496 bonuses       =
497    { "flag", "type", "value"
498      "Horse", "DefenseMultiplier", 1
499    }
500 flags         = ""
501 roles         = "DefendGood", "FirstBuild"
502 helptext      = _("\
503 Equipped with long pikes, Pikemen replaces Phalanx\
504  as the preferred city defender.\
507 [unit_musketeers]
508 name          = _("Musketeers")
509 class         = "Land"
510 tech_req      = "Gunpowder"
511 obsolete_by   = "Riflemen"
512 graphic       = "u.musketeers"
513 graphic_alt   = "-"
514 sound_move    = "m_musketeers"
515 sound_move_alt = "m_generic"
516 sound_fight   = "f_musketeers"
517 sound_fight_alt = "f_generic"
518 build_cost    = 30
519 pop_cost      = 0
520 attack        = 3
521 defense       = 3
522 hitpoints     = 20
523 firepower     = 1
524 move_rate     = 1
525 vision_radius_sq = 2
526 transport_cap = 0
527 fuel          = 0
528 uk_happy      = 1
529 uk_shield     = 1
530 uk_food       = 0
531 uk_gold       = 0
532 flags         = ""
533 roles         = "DefendGood", "FirstBuild", "HutTech",
534                 "BarbarianTech", "BarbarianBuildTech", "BarbarianSeaTech"
535 helptext      = _("\
536 Musketeers are infantry equipped with early\
537  firearms and replace Pikemen as the preferred\
538  city defender.\
541 [unit_fanatics]
542 name          = _("Fanatics")
543 class         = "Land"
544 tech_req      = "Fundamentalism"
545 gov_req       = "Fundamentalism"
546 obsolete_by   = "None"
547 graphic       = "u.fanatics"
548 graphic_alt   = "-"
549 sound_move    = "m_fanatics"
550 sound_move_alt = "m_generic"
551 sound_fight   = "f_fanatics"
552 sound_fight_alt = "f_generic"
553 build_cost    = 20
554 pop_cost      = 0
555 attack        = 4
556 defense       = 4
557 hitpoints     = 20
558 firepower     = 1
559 move_rate     = 1
560 vision_radius_sq = 2
561 transport_cap = 0
562 fuel          = 0
563 uk_happy      = 1
564 uk_shield     = 1
565 uk_food       = 0
566 uk_gold       = 0
567 flags         = "Fanatic"
568 roles         = "DefendGood"
569 helptext      = _("\
570 Fanatics are warriors extremely devoted to a higher cause.\
571 "), _("\
572 Fundamentalist nations can maintain Fanatic units without\
573  having to pay any shields for upkeep.\
576 [unit_partisan]
577 name          = _("Partisan")
578 class         = "Land"
579 tech_req      = "Guerilla Warfare"
580 obsolete_by   = "None"
581 graphic       = "u.partisan"
582 graphic_alt   = "-"
583 sound_move    = "m_partisan"
584 sound_move_alt = "m_generic"
585 sound_fight   = "f_partisan"
586 sound_fight_alt = "f_generic"
587 build_cost    = 50
588 pop_cost      = 0
589 attack        = 4
590 defense       = 4
591 hitpoints     = 20
592 firepower     = 1
593 move_rate     = 1
594 vision_radius_sq = 2
595 transport_cap = 0
596 fuel          = 0
597 uk_happy      = 1
598 uk_shield     = 1
599 uk_food       = 0
600 uk_gold       = 0
601 flags         = "IgTer", "IgZOC"
602 roles         = "DefendGood", "Partisan", "BarbarianTech"
603 helptext      = _("\
604 Partisans are guerilla fighters who are experts\
605  at using the terrain to their advantage.\
606 "), _("\
607 A number of Partisans are granted free when an enemy conquers your\
608  city -- they automatically assume defensive positions in the\
609  surrounding countryside -- but only under these conditions:\n\
610  - Guerilla Warfare must be known by at least one player.\n\
611  - You must be the player who originally built the city.\n\
612  - You must know about Communism and Gunpowder.\n\
613  - You must run either a Democracy or a Communist government.\
616 [unit_alpine_troops]
617 name          = _("Alpine Troops")
618 class         = "Land"
619 tech_req      = "Tactics"
620 obsolete_by   = "None"
621 graphic       = "u.alpine_troops"
622 graphic_alt   = "-"
623 sound_move    = "m_alpine_troops"
624 sound_move_alt = "m_generic"
625 sound_fight   = "f_alpine_troops"
626 sound_fight_alt = "f_generic"
627 build_cost    = 50
628 pop_cost      = 0
629 attack        = 5
630 defense       = 5
631 hitpoints     = 20
632 firepower     = 1
633 move_rate     = 1
634 vision_radius_sq = 2
635 transport_cap = 0
636 fuel          = 0
637 uk_happy      = 1
638 uk_shield     = 1
639 uk_food       = 0
640 uk_gold       = 0
641 flags         = "IgTer"
642 roles         = "DefendGood"
643 helptext      = _("\
644 Alpine Troops are highly mobile units as well as\
645  excellent defenders.\
648 [unit_riflemen]
649 name          = _("Riflemen")
650 class         = "Land"
651 tech_req      = "Conscription"
652 obsolete_by   = "None"
653 graphic       = "u.riflemen"
654 graphic_alt   = "-"
655 sound_move    = "m_riflemen"
656 sound_move_alt = "m_generic"
657 sound_fight   = "f_riflemen"
658 sound_fight_alt = "f_generic"
659 build_cost    = 40
660 pop_cost      = 0
661 attack        = 5
662 defense       = 4
663 hitpoints     = 20
664 firepower     = 1
665 move_rate     = 1
666 vision_radius_sq = 2
667 transport_cap = 0
668 fuel          = 0
669 uk_happy      = 1
670 uk_shield     = 1
671 uk_food       = 0
672 uk_gold       = 0
673 flags         = ""
674 roles         = "DefendGood", "FirstBuild"
675 helptext      = _("\
676 Riflemen are World War-era infantry, very good\
677  at defending your cities.\
680 [unit_marines]
681 name          = _("Marines")
682 class         = "Land"
683 tech_req      = "Amphibious Warfare"
684 obsolete_by   = "None"
685 graphic       = "u.marines"
686 graphic_alt   = "-"
687 sound_move    = "m_marines"
688 sound_move_alt = "m_generic"
689 sound_fight   = "f_marines"
690 sound_fight_alt = "f_generic"
691 build_cost    = 60
692 pop_cost      = 0
693 attack        = 8
694 defense       = 5
695 hitpoints     = 20
696 firepower     = 1
697 move_rate     = 1
698 vision_radius_sq = 2
699 transport_cap = 0
700 fuel          = 0
701 uk_happy      = 1
702 uk_shield     = 1
703 uk_food       = 0
704 uk_gold       = 0
705 flags         = "Marines"
706 roles         = "DefendOk", "BarbarianSeaTech"
707 helptext      = _("\
708 Marines are infantry who are experts at marine warfare.\
711 [unit_paratroopers]
712 name          = _("Paratroopers")
713 class         = "Land"
714 tech_req      = "Combined Arms"
715 obsolete_by   = "None"
716 graphic       = "u.paratroopers"
717 graphic_alt   = "-"
718 sound_move    = "m_paratroopers"
719 sound_move_alt = "m_generic"
720 sound_fight   = "f_paratroopers"
721 sound_fight_alt = "f_generic"
722 build_cost    = 60
723 pop_cost      = 0
724 attack        = 6
725 defense       = 4
726 hitpoints     = 20
727 firepower     = 1
728 move_rate     = 1
729 vision_radius_sq = 2
730 transport_cap = 0
731 fuel          = 0
732 uk_happy      = 1
733 uk_shield     = 1
734 uk_food       = 0
735 uk_gold       = 0
736 flags         = "Paratroopers"
737 roles         = "DefendOk"
738 helptext      = _("\
739 Paratroopers are experts at airborne attacks.\
742 paratroopers_range = 10
743 paratroopers_mr_req = 1
744 paratroopers_mr_sub = 0
746 [unit_mech_inf]
747 name          = _("Mech. Inf.")
748 class         = "Land"
749 tech_req      = "Labor Union"
750 obsolete_by   = "None"
751 graphic       = "u.mech_inf"
752 graphic_alt   = "-"
753 sound_move    = "m_mech_inf"
754 sound_move_alt = "m_generic"
755 sound_fight   = "f_mech_inf"
756 sound_fight_alt = "f_generic"
757 build_cost    = 50
758 pop_cost      = 0
759 attack        = 6
760 defense       = 6
761 hitpoints     = 30
762 firepower     = 1
763 move_rate     = 3
764 vision_radius_sq = 2
765 transport_cap = 0
766 fuel          = 0
767 uk_happy      = 1
768 uk_shield     = 1
769 uk_food       = 0
770 uk_gold       = 0
771 flags         = ""
772 roles         = "DefendGood"
773 helptext      = _("\
774 The Mechanized Infantry has the strongest defensive strength\
775  of any land unit, but is only available near the end of the\
776  technology tree.\
779 [unit_horsemen]
780 name          = _("Horsemen")
781 class         = "Land"
782 tech_req      = "Horseback Riding"
783 obsolete_by   = "Knights"
784 graphic       = "u.horsemen"
785 graphic_alt   = "-"
786 sound_move    = "m_horsemen"
787 sound_move_alt = "m_generic"
788 sound_fight   = "f_horsemen"
789 sound_fight_alt = "f_generic"
790 build_cost    = 20
791 pop_cost      = 0
792 attack        = 2
793 defense       = 1
794 hitpoints     = 10
795 firepower     = 1
796 move_rate     = 2
797 vision_radius_sq = 2
798 transport_cap = 0
799 fuel          = 0
800 uk_happy      = 1
801 uk_shield     = 1
802 uk_food       = 0
803 uk_gold       = 0
804 flags         = "Horse"
805 roles         = "AttackFast", "Hut", "Barbarian", "Hunter"
806 helptext      = _("\
807 Horsemen are mounted warriors and an early\
808  shock-troop that can penetrate deep into\
809  enemy territory.\
812 [unit_chariot]
813 name          = _("Chariot")
814 class         = "Land"
815 tech_req      = "The Wheel"
816 obsolete_by   = "Knights"
817 graphic       = "u.chariot"
818 graphic_alt   = "-"
819 sound_move    = "m_chariot"
820 sound_move_alt = "m_generic"
821 sound_fight   = "f_chariot"
822 sound_fight_alt = "f_generic"
823 build_cost    = 30
824 pop_cost      = 0
825 attack        = 3
826 defense       = 1
827 hitpoints     = 10
828 firepower     = 1
829 move_rate     = 2
830 vision_radius_sq = 2
831 transport_cap = 0
832 fuel          = 0
833 uk_happy      = 1
834 uk_shield     = 1
835 uk_food       = 0
836 uk_gold       = 0
837 flags         = "Horse"
838 roles         = "AttackFast", "Hut", "Hunter"
839 helptext      = _("\
840 Chariots are horse-pulled war wagons, stronger\
841  but more expensive than horsemen.\
844 [unit_elephants]
845 name          = _("Elephants")
846 class         = "Land"
847 tech_req      = "Polytheism"
848 obsolete_by   = "Crusaders"
849 graphic       = "u.elephants"
850 graphic_alt   = "-"
851 sound_move    = "m_elephants"
852 sound_move_alt = "m_generic"
853 sound_fight   = "f_elephants"
854 sound_fight_alt = "f_generic"
855 build_cost    = 40
856 pop_cost      = 0
857 attack        = 4
858 defense       = 1
859 hitpoints     = 10
860 firepower     = 1
861 move_rate     = 2
862 vision_radius_sq = 2
863 transport_cap = 0
864 fuel          = 0
865 uk_happy      = 1
866 uk_shield     = 1
867 uk_food       = 0
868 uk_gold       = 0
869 flags         = "Horse"
870 roles         = "AttackFast"
871 helptext      = _("\
872 Elephants are towering animals trained for war that are often used as\
873  powerful shock troops, but defend poorly against most other units.\
876 [unit_crusaders]
877 name          = _("Crusaders")
878 class         = "Land"
879 tech_req      = "Monotheism"
880 obsolete_by   = "Dragoons"
881 graphic       = "u.crusaders"
882 graphic_alt   = "-"
883 sound_move    = "m_crusaders"
884 sound_move_alt = "m_generic"
885 sound_fight   = "f_crusaders"
886 sound_fight_alt = "f_generic"
887 build_cost    = 40
888 pop_cost      = 0
889 attack        = 5
890 defense       = 1
891 hitpoints     = 10
892 firepower     = 1
893 move_rate     = 2
894 vision_radius_sq = 2
895 transport_cap = 0
896 fuel          = 0
897 uk_happy      = 1
898 uk_shield     = 1
899 uk_food       = 0
900 uk_gold       = 0
901 flags         = "Horse"
902 roles         = "AttackFast"
903 helptext      = _("\
904 Crusaders are highly disciplined mounted\
905  warriors driven by a higher cause.\
908 [unit_knights]
909 name          = _("Knights")
910 class         = "Land"
911 tech_req      = "Chivalry"
912 obsolete_by   = "Dragoons"
913 graphic       = "u.knights"
914 graphic_alt   = "-"
915 sound_move    = "m_knights"
916 sound_move_alt = "m_generic"
917 sound_fight   = "f_knights"
918 sound_fight_alt = "f_generic"
919 build_cost    = 40
920 pop_cost      = 0
921 attack        = 4
922 defense       = 2
923 hitpoints     = 10
924 firepower     = 1
925 move_rate     = 2
926 vision_radius_sq = 2
927 transport_cap = 0
928 fuel          = 0
929 uk_happy      = 1
930 uk_shield     = 1
931 uk_food       = 0
932 uk_gold       = 0
933 flags         = "Horse"
934 roles         = "AttackFast", "HutTech", "BarbarianTech",
935                 "BarbarianBuildTech", "BarbarianSeaTech", "Hunter"
936 helptext      = _("\
937 Knights are mounted and heavily armored warriors.\
940 [unit_dragoons]
941 name          = _("Dragoons")
942 class         = "Land"
943 tech_req      = "Leadership"
944 obsolete_by   = "Cavalry"
945 graphic       = "u.dragoons"
946 graphic_alt   = "-"
947 sound_move    = "m_dragoons"
948 sound_move_alt = "m_generic"
949 sound_fight   = "f_dragoons"
950 sound_fight_alt = "f_generic"
951 build_cost    = 50
952 pop_cost      = 0
953 attack        = 5
954 defense       = 2
955 hitpoints     = 20
956 firepower     = 1
957 move_rate     = 2
958 vision_radius_sq = 2
959 transport_cap = 0
960 fuel          = 0
961 uk_happy      = 1
962 uk_shield     = 1
963 uk_food       = 0
964 uk_gold       = 0
965 flags         = "Horse"
966 roles         = "AttackFast", "BarbarianBuildTech", "BarbarianSeaTech",
967                 "Hunter"
968 helptext      = _("\
969 Dragoons are mounted warriors carrying early firearms.\
972 [unit_cavalry]
973 name          = _("Cavalry")
974 class         = "Land"
975 tech_req      = "Tactics"
976 obsolete_by   = "Armor"
977 graphic       = "u.cavalry"
978 graphic_alt   = "-"
979 sound_move    = "m_cavalry"
980 sound_move_alt = "m_generic"
981 sound_fight   = "f_cavalry"
982 sound_fight_alt = "f_generic"
983 build_cost    = 60
984 pop_cost      = 0
985 attack        = 8
986 defense       = 3
987 hitpoints     = 20
988 firepower     = 1
989 move_rate     = 2
990 vision_radius_sq = 2
991 transport_cap = 0
992 fuel          = 0
993 uk_happy      = 1
994 uk_shield     = 1
995 uk_food       = 0
996 uk_gold       = 0
997 flags         = ""
998 roles         = "AttackFast", "Hunter"
999 helptext      = _("\
1000 Cavalry are mounted and highly trained soldiers.\
1003 [unit_armor]
1004 name          = _("Armor")
1005 class         = "Land"
1006 tech_req      = "Mobile Warfare"
1007 obsolete_by   = "None"
1008 graphic       = "u.armor"
1009 graphic_alt   = "-"
1010 sound_move    = "m_armor"
1011 sound_move_alt = "m_generic"
1012 sound_fight   = "f_armor"
1013 sound_fight_alt = "f_generic"
1014 build_cost    = 80
1015 pop_cost      = 0
1016 attack        = 10
1017 defense       = 5
1018 hitpoints     = 30
1019 firepower     = 1
1020 move_rate     = 3
1021 vision_radius_sq = 2
1022 transport_cap = 0
1023 fuel          = 0
1024 uk_happy      = 1
1025 uk_shield     = 1
1026 uk_food       = 0
1027 uk_gold       = 0
1028 flags         = ""
1029 roles         = "AttackFast", "Hunter"
1030 helptext      = _("\
1031 Armors are motorized war wagons that are faster,\
1032  stronger, and can take more damage than any\
1033  mounted unit.\
1036 [unit_catapult]
1037 name          = _("Catapult")
1038 class         = "Land"
1039 tech_req      = "Mathematics"
1040 obsolete_by   = "Cannon"
1041 graphic       = "u.catapult"
1042 graphic_alt   = "-"
1043 sound_move    = "m_catapult"
1044 sound_move_alt = "m_generic"
1045 sound_fight   = "f_catapult"
1046 sound_fight_alt = "f_generic"
1047 build_cost    = 40
1048 pop_cost      = 0
1049 attack        = 6
1050 defense       = 1
1051 hitpoints     = 10
1052 firepower     = 1
1053 move_rate     = 1
1054 vision_radius_sq = 2
1055 transport_cap = 0
1056 fuel          = 0
1057 uk_happy      = 1
1058 uk_shield     = 1
1059 uk_food       = 0
1060 uk_gold       = 0
1061 flags         = ""
1062 roles         = "AttackStrong"
1063 helptext      = _("\
1064 Catapults are large rock-throwing machines of war.\
1065  They are very strong attackers but equally weak\
1066  defenders and will need an escort to be effective.\
1069 [unit_cannon]
1070 name          = _("Cannon")
1071 class         = "Land"
1072 tech_req      = "Metallurgy"
1073 obsolete_by   = "Artillery"
1074 graphic       = "u.cannon"
1075 graphic_alt   = "-"
1076 sound_move    = "m_cannon"
1077 sound_move_alt = "m_generic"
1078 sound_fight   = "f_cannon"
1079 sound_fight_alt = "f_generic"
1080 build_cost    = 40
1081 pop_cost      = 0
1082 attack        = 8
1083 defense       = 1
1084 hitpoints     = 20
1085 firepower     = 1
1086 move_rate     = 1
1087 vision_radius_sq = 2
1088 transport_cap = 0
1089 fuel          = 0
1090 uk_happy      = 1
1091 uk_shield     = 1
1092 uk_food       = 0
1093 uk_gold       = 0
1094 flags         = ""
1095 roles         = "AttackStrong", "BarbarianTech", "BarbarianBuildTech"
1096 helptext      = _("\
1097 Cannons are large firearms that can fire heavy\
1098  projectiles over long distances. They are very\
1099  strong attackers but equally weak defenders and\
1100  will need an escort to be effective.\
1103 [unit_artillery]
1104 name          = _("Artillery")
1105 class         = "Land"
1106 tech_req      = "Machine Tools"
1107 obsolete_by   = "Howitzer"
1108 graphic       = "u.artillery"
1109 graphic_alt   = "-"
1110 sound_move    = "m_artillery"
1111 sound_move_alt = "m_generic"
1112 sound_fight   = "f_artillery"
1113 sound_fight_alt = "f_generic"
1114 build_cost    = 50
1115 pop_cost      = 0
1116 attack        = 10
1117 defense       = 1
1118 hitpoints     = 20
1119 firepower     = 2
1120 move_rate     = 1
1121 vision_radius_sq = 2
1122 transport_cap = 0
1123 fuel          = 0
1124 uk_happy      = 1
1125 uk_shield     = 1
1126 uk_food       = 0
1127 uk_gold       = 0
1128 flags         = ""
1129 roles         = "AttackStrong"
1130 helptext      = _("\
1131 The artillery is an upgraded cannon. It is a very\
1132  strong attacker but equally weak defender and\
1133  will need an escort to be effective.\
1136 [unit_howitzer]
1137 name          = _("Howitzer")
1138 class         = "Land"
1139 tech_req      = "Robotics"
1140 obsolete_by   = "None"
1141 graphic       = "u.howitzer"
1142 graphic_alt   = "-"
1143 sound_move    = "m_howitzer"
1144 sound_move_alt = "m_generic"
1145 sound_fight   = "f_howitzer"
1146 sound_fight_alt = "f_generic"
1147 build_cost    = 70
1148 pop_cost      = 0
1149 attack        = 12
1150 defense       = 2
1151 hitpoints     = 30
1152 firepower     = 2
1153 move_rate     = 2
1154 vision_radius_sq = 2
1155 transport_cap = 0
1156 fuel          = 0
1157 uk_happy      = 1
1158 uk_shield     = 1
1159 uk_food       = 0
1160 uk_gold       = 0
1161 flags         = "IgWall"
1162 roles         = "AttackStrong"
1163 helptext      = _("\
1164 Howitzers are upgraded artillery with improved\
1165  defensive as well as offensive capabilities.\
1168 [unit_fighter]
1169 name          = _("Fighter")
1170 class         = "Air"
1171 tech_req      = "Flight"
1172 obsolete_by   = "Stealth Fighter"
1173 graphic       = "u.fighter"
1174 graphic_alt   = "-"
1175 sound_move    = "m_fighter"
1176 sound_move_alt = "m_generic"
1177 sound_fight   = "f_fighter"
1178 sound_fight_alt = "f_generic"
1179 build_cost    = 60
1180 pop_cost      = 0
1181 attack        = 4
1182 defense       = 3
1183 hitpoints     = 20
1184 firepower     = 2
1185 move_rate     = 10
1186 vision_radius_sq = 8
1187 transport_cap = 0
1188 fuel          = 1
1189 uk_happy      = 0
1190 uk_shield     = 1
1191 uk_food       = 0
1192 uk_gold       = 0
1193 targets       = "Air", "Missile"
1194 bonuses       =
1195    { "flag", "type", "value"
1196      "Helicopter", "DefenseDivider", 1
1197      "Helicopter", "Firepower1", 1
1198    }
1199 flags         = "AirAttacker"
1200 roles         = ""
1201 helptext      = _("\
1202 Fighters are your first airborne units. They can\
1203  move anywhere and attack any unit.\
1206 [unit_bomber]
1207 name          = _("Bomber")
1208 class         = "Air"
1209 tech_req      = "Advanced Flight"
1210 obsolete_by   = "Stealth Bomber"
1211 graphic       = "u.bomber"
1212 graphic_alt   = "-"
1213 sound_move    = "m_bomber"
1214 sound_move_alt = "m_generic"
1215 sound_fight   = "f_bomber"
1216 sound_fight_alt = "f_generic"
1217 build_cost    = 120
1218 pop_cost      = 0
1219 attack        = 12
1220 defense       = 1
1221 hitpoints     = 20
1222 firepower     = 2
1223 move_rate     = 8
1224 vision_radius_sq = 8
1225 transport_cap = 0
1226 fuel          = 2
1227 uk_happy      = 1
1228 uk_shield     = 1
1229 uk_food       = 0
1230 uk_gold       = 0
1231 flags         = "FieldUnit", "OneAttack", "AirAttacker"
1232 roles         = ""
1233 helptext      = _("\
1234 Bombers are specialized airborne units that may\
1235  only attack ground targets, not other airborne\
1236  units.\
1239 [unit_helicopter]
1240 ; /* TRANS: unit type */
1241 name          = _("Helicopter")
1242 class         = "Helicopter"
1243 tech_req      = "Combined Arms"
1244 obsolete_by   = "None"
1245 graphic       = "u.helicopter"
1246 graphic_alt   = "-"
1247 sound_move    = "m_helicopter"
1248 sound_move_alt = "m_generic"
1249 sound_fight   = "f_helicopter"
1250 sound_fight_alt = "f_generic"
1251 build_cost    = 100
1252 pop_cost      = 0
1253 attack        = 10
1254 defense       = 3
1255 hitpoints     = 20
1256 firepower     = 2
1257 move_rate     = 6
1258 vision_radius_sq = 8
1259 transport_cap = 0
1260 fuel          = 0
1261 uk_happy      = 1
1262 uk_shield     = 1
1263 uk_food       = 0
1264 uk_gold       = 0
1265 flags         = "FieldUnit", "OneAttack", "Helicopter", "AirAttacker"
1266 roles         = ""
1267 helptext      = _("\
1268 The Helicopter is a very powerful unit, as it can both fly and\
1269  conquer cities.  Care must be exercised, because Helicopters lose a\
1270  small amount of health for every turn not spent in a city or airbase\
1271  or on a Carrier, unless you have the United Nations wonder, and\
1272  Helicopters may be attacked by ground units.\
1275 [unit_stealth_fighter]
1276 name          = _("Stealth Fighter")
1277 class         = "Air"
1278 tech_req      = "Stealth"
1279 obsolete_by   = "None"
1280 graphic       = "u.stealth_fighter"
1281 graphic_alt   = "-"
1282 sound_move    = "m_stealth_fighter"
1283 sound_move_alt = "m_generic"
1284 sound_fight   = "f_stealth_fighter"
1285 sound_fight_alt = "f_generic"
1286 build_cost    = 80
1287 pop_cost      = 0
1288 attack        = 8
1289 defense       = 4
1290 hitpoints     = 20
1291 firepower     = 2
1292 move_rate     = 14
1293 vision_radius_sq = 8
1294 transport_cap = 0
1295 fuel          = 1
1296 uk_happy      = 0
1297 uk_shield     = 1
1298 uk_food       = 0
1299 uk_gold       = 0
1300 targets       = "Air", "Missile"
1301 bonuses       =
1302    { "flag", "type", "value"
1303      "Helicopter", "DefenseDivider", 1
1304      "Helicopter", "Firepower1", 1
1305    }
1306 flags         = "AirAttacker"
1307 roles         = ""
1308 helptext      = _("\
1309 An improved Fighter, with improved attack and a higher movement\
1310  radius.\
1313 [unit_stealth_bomber]
1314 name          = _("Stealth Bomber")
1315 class         = "Air"
1316 tech_req      = "Stealth"
1317 obsolete_by   = "None"
1318 graphic       = "u.stealth_bomber"
1319 graphic_alt   = "-"
1320 sound_move    = "m_stealth_bomber"
1321 sound_move_alt = "m_generic"
1322 sound_fight   = "f_stealth_bomber"
1323 sound_fight_alt = "f_generic"
1324 build_cost    = 160
1325 pop_cost      = 0
1326 attack        = 14
1327 defense       = 5
1328 hitpoints     = 20
1329 firepower     = 2
1330 move_rate     = 12
1331 vision_radius_sq = 8
1332 transport_cap = 0
1333 fuel          = 2
1334 uk_happy      = 1
1335 uk_shield     = 1
1336 uk_food       = 0
1337 uk_gold       = 0
1338 flags         = "FieldUnit", "OneAttack", "AirAttacker"
1339 roles         = ""
1340 helptext      = _("\
1341 An improved Bomber, with improved attack and a higher movement\
1342  radius.\
1345 [unit_trireme]
1346 ; /* TRANS: unit type */
1347 name          = _("Trireme")
1348 class         = "Sea"
1349 tech_req      = "Map Making"
1350 obsolete_by   = "Caravel"
1351 graphic       = "u.trireme"
1352 graphic_alt   = "-"
1353 sound_move    = "m_trireme"
1354 sound_move_alt = "m_generic"
1355 sound_fight   = "f_trireme"
1356 sound_fight_alt = "f_generic"
1357 build_cost    = 40
1358 pop_cost      = 0
1359 attack        = 1
1360 defense       = 1
1361 hitpoints     = 10
1362 firepower     = 1
1363 move_rate     = 3
1364 vision_radius_sq = 2
1365 transport_cap = 2
1366 fuel          = 0
1367 uk_happy      = 1
1368 uk_shield     = 1
1369 uk_food       = 0
1370 uk_gold       = 0
1371 cargo         = "Land"
1372 flags         = "Trireme", "BadCityDefender"
1373 roles         = "Ferryboat"
1374 helptext      = _("\
1375 The Trireme is your first boat unit. It can act\
1376  as a transport ship and has rudimentary offensive\
1377  capabilities, but may not stray too far from the shore.\
1380 [unit_caravel]
1381 name          = _("Caravel")
1382 class         = "Sea"
1383 tech_req      = "Navigation"
1384 obsolete_by   = "Galleon"
1385 graphic       = "u.caravel"
1386 graphic_alt   = "-"
1387 sound_move    = "m_caravel"
1388 sound_move_alt = "m_generic"
1389 sound_fight   = "f_caravel"
1390 sound_fight_alt = "f_generic"
1391 build_cost    = 40
1392 pop_cost      = 0
1393 attack        = 2
1394 defense       = 1
1395 hitpoints     = 10
1396 firepower     = 1
1397 move_rate     = 3
1398 vision_radius_sq = 2
1399 transport_cap = 3
1400 fuel          = 0
1401 uk_happy      = 1
1402 uk_shield     = 1
1403 uk_food       = 0
1404 uk_gold       = 0
1405 cargo         = "Land"
1406 flags         = "BadCityDefender"
1407 roles         = "Ferryboat", "BarbarianBoat"
1408 helptext      = _("\
1409 The Caravel replaces the Trireme and is much\
1410  more reliable on the open seas.\
1413 [unit_galleon]
1414 name          = _("Galleon")
1415 class         = "Sea"
1416 tech_req      = "Magnetism"
1417 obsolete_by   = "Transport"
1418 graphic       = "u.galleon"
1419 graphic_alt   = "-"
1420 sound_move    = "m_galleon"
1421 sound_move_alt = "m_generic"
1422 sound_fight   = "f_galleon"
1423 sound_fight_alt = "f_generic"
1424 build_cost    = 40
1425 pop_cost      = 0
1426 attack        = 0
1427 defense       = 2
1428 hitpoints     = 20
1429 firepower     = 1
1430 move_rate     = 4
1431 vision_radius_sq = 2
1432 transport_cap = 4
1433 fuel          = 0
1434 uk_happy      = 1
1435 uk_shield     = 1
1436 uk_food       = 0
1437 uk_gold       = 0
1438 cargo         = "Land"
1439 flags         = "BadCityDefender"
1440 roles         = "Ferryboat", "BarbarianBoat"
1441 helptext      = _("\
1442 The Galleon is a pure transport ship and cannot\
1443  attack other ships, though it may still defend\
1444  itself when attacked.\
1447 [unit_frigate]
1448 name          = _("Frigate")
1449 class         = "Sea"
1450 tech_req      = "Magnetism"
1451 obsolete_by   = "Ironclad"
1452 graphic       = "u.frigate"
1453 graphic_alt   = "-"
1454 sound_move    = "m_frigate"
1455 sound_move_alt = "m_generic"
1456 sound_fight   = "f_frigate"
1457 sound_fight_alt = "f_generic"
1458 build_cost    = 50
1459 pop_cost      = 0
1460 attack        = 4
1461 defense       = 2
1462 hitpoints     = 20
1463 firepower     = 1
1464 move_rate     = 4
1465 vision_radius_sq = 2
1466 transport_cap = 2
1467 fuel          = 0
1468 uk_happy      = 1
1469 uk_shield     = 1
1470 uk_food       = 0
1471 uk_gold       = 0
1472 cargo         = "Land"
1473 flags         = "BadCityDefender"
1474 roles         = "Hunter"
1475 helptext      = _("\
1476 The Frigate is a highly versatile boat unit,\
1477  that is both a strong offensive unit as well\
1478  as a decent transport ship.\
1481 [unit_ironclad]
1482 name          = _("Ironclad")
1483 class         = "Sea"
1484 tech_req      = "Steam Engine"
1485 obsolete_by   = "Destroyer"
1486 graphic       = "u.ironclad"
1487 graphic_alt   = "-"
1488 sound_move    = "m_ironclad"
1489 sound_move_alt = "m_generic"
1490 sound_fight   = "f_ironclad"
1491 sound_fight_alt = "f_generic"
1492 build_cost    = 60
1493 pop_cost      = 0
1494 attack        = 4
1495 defense       = 4
1496 hitpoints     = 30
1497 firepower     = 1
1498 move_rate     = 4
1499 vision_radius_sq = 2
1500 transport_cap = 0
1501 fuel          = 0
1502 uk_happy      = 1
1503 uk_shield     = 1
1504 uk_food       = 0
1505 uk_gold       = 0
1506 flags         = "BadCityDefender"
1507 roles         = "Hunter"
1508 helptext      = _("\
1509 The Ironclad is an armored ship that is\
1510  much more sturdy than the Frigate but\
1511  loses the latter's transport capability.\
1514 [unit_destroyer]
1515 name          = _("Destroyer")
1516 class         = "Sea"
1517 tech_req      = "Electricity"
1518 obsolete_by   = "None"
1519 graphic       = "u.destroyer"
1520 graphic_alt   = "-"
1521 sound_move    = "m_destroyer"
1522 sound_move_alt = "m_generic"
1523 sound_fight   = "f_destroyer"
1524 sound_fight_alt = "f_generic"
1525 build_cost    = 60
1526 pop_cost      = 0
1527 attack        = 4
1528 defense       = 4
1529 hitpoints     = 30
1530 firepower     = 1
1531 move_rate     = 6
1532 vision_radius_sq = 8
1533 transport_cap = 0
1534 fuel          = 0
1535 uk_happy      = 1
1536 uk_shield     = 1
1537 uk_food       = 0
1538 uk_gold       = 0
1539 flags         = "BadCityDefender"
1540 roles         = "Hunter"
1541 helptext      = _("\
1542 An improved Ironclad, with better move rate and vision.\
1543 "), _("\
1544 TIP:  A very fast unit, which is very useful for hunting down enemy\
1545  Transports.\
1548 [unit_cruiser]
1549 name          = _("Cruiser")
1550 class         = "Sea"
1551 tech_req      = "Steel"
1552 obsolete_by   = "AEGIS Cruiser"
1553 graphic       = "u.cruiser"
1554 graphic_alt   = "-"
1555 sound_move    = "m_cruiser"
1556 sound_move_alt = "m_generic"
1557 sound_fight   = "f_cruiser"
1558 sound_fight_alt = "f_generic"
1559 build_cost    = 80
1560 pop_cost      = 0
1561 attack        = 6
1562 defense       = 6
1563 hitpoints     = 30
1564 firepower     = 2
1565 move_rate     = 5
1566 vision_radius_sq = 8
1567 transport_cap = 0
1568 fuel          = 0
1569 uk_happy      = 1
1570 uk_shield     = 1
1571 uk_food       = 0
1572 uk_gold       = 0
1573 flags         = "BadCityDefender"
1574 roles         = ""
1575 helptext      = _("\
1576 The Cruiser is a strong offensive boat unit.\
1579 [unit_aegis_cruiser]
1580 name          = _("AEGIS Cruiser")
1581 class         = "Sea"
1582 tech_req      = "Rocketry"
1583 obsolete_by   = "None"
1584 graphic       = "u.aegis_cruiser"
1585 graphic_alt   = "-"
1586 sound_move    = "m_aegis_cruiser"
1587 sound_move_alt = "m_generic"
1588 sound_fight   = "f_aegis_cruiser"
1589 sound_fight_alt = "f_generic"
1590 build_cost    = 100
1591 pop_cost      = 0
1592 attack        = 8
1593 defense       = 8
1594 hitpoints     = 30
1595 firepower     = 2
1596 move_rate     = 5
1597 vision_radius_sq = 8
1598 transport_cap = 0
1599 fuel          = 0
1600 uk_happy      = 1
1601 uk_shield     = 1
1602 uk_food       = 0
1603 uk_gold       = 0
1604 bonuses       =
1605    { "flag", "type", "value"
1606      "AirAttacker", "DefenseMultiplier", 4
1607    }
1608 flags         = "BadCityDefender"
1609 roles         = ""
1610 helptext      = _("\
1611 The AEGIS Cruiser is equipped with an advanced\
1612  defensive missile system.\
1615 [unit_battleship]
1616 name          = _("Battleship")
1617 class         = "Sea"
1618 tech_req      = "Automobile"
1619 obsolete_by   = "None"
1620 graphic       = "u.battleship"
1621 graphic_alt   = "-"
1622 sound_move    = "m_battleship"
1623 sound_move_alt = "m_generic"
1624 sound_fight   = "f_battleship"
1625 sound_fight_alt = "f_generic"
1626 build_cost    = 160
1627 pop_cost      = 0
1628 attack        = 12
1629 defense       = 12
1630 hitpoints     = 40
1631 firepower     = 2
1632 move_rate     = 4
1633 vision_radius_sq = 8
1634 transport_cap = 0
1635 fuel          = 0
1636 uk_happy      = 1
1637 uk_shield     = 1
1638 uk_food       = 0
1639 uk_gold       = 0
1640 flags         = "BadCityDefender"
1641 roles         = ""
1642 helptext      = _("\
1643 The Battleship is the supreme naval unit with\
1644  excellent offensive and defensive values.\
1647 [unit_submarine]
1648 name          = _("Submarine")
1649 class         = "Sea"
1650 tech_req      = "Combustion"
1651 obsolete_by   = "None"
1652 graphic       = "u.submarine"
1653 graphic_alt   = "-"
1654 sound_move    = "m_submarine"
1655 sound_move_alt = "m_generic"
1656 sound_fight   = "f_submarine"
1657 sound_fight_alt = "f_generic"
1658 build_cost    = 60
1659 pop_cost      = 0
1660 attack        = 10
1661 defense       = 2
1662 hitpoints     = 30
1663 firepower     = 2
1664 move_rate     = 3
1665 vision_radius_sq = 8
1666 transport_cap = 8
1667 fuel          = 0
1668 uk_happy      = 1
1669 uk_shield     = 1
1670 uk_food       = 0
1671 uk_gold       = 0
1672 cargo         = "Missile"
1673 flags         = "Partial_Invis", "BadCityDefender",
1674                 "Only_Native_Attack"
1675 roles         = "Hunter"
1676 helptext      = _("\
1677 Traveling under the surface of the ocean, Submarines have\
1678  a very high strategic value, but a weak defense if caught\
1679  off guard.\
1682 [unit_carrier]
1683 name          = _("Carrier")
1684 class         = "Sea"
1685 tech_req      = "Advanced Flight"
1686 obsolete_by   = "None"
1687 graphic       = "u.carrier"
1688 graphic_alt   = "-"
1689 sound_move    = "m_carrier"
1690 sound_move_alt = "m_generic"
1691 sound_fight   = "f_carrier"
1692 sound_fight_alt = "f_generic"
1693 build_cost    = 160
1694 pop_cost      = 0
1695 attack        = 1
1696 defense       = 9
1697 hitpoints     = 40
1698 firepower     = 2
1699 move_rate     = 5
1700 vision_radius_sq = 8
1701 transport_cap = 8
1702 fuel          = 0
1703 uk_happy      = 1
1704 uk_shield     = 1
1705 uk_food       = 0
1706 uk_gold       = 0
1707 cargo         = "Air", "Missile", "Helicopter"
1708 flags         = ""
1709 roles         = ""
1710 helptext      = _("\
1711 The Carrier is a mobile airport.\
1712 "), _("\
1713 TIP:  Guard Carriers with a handful of fast-moving ships and a\
1714  battleship, as losing a fully-equipped Carrier is VERY\
1715  painful and expensive.\
1718 [unit_transport]
1719 name          = _("Transport")
1720 class         = "Sea"
1721 tech_req      = "Industrialization"
1722 obsolete_by   = "None"
1723 graphic       = "u.transport"
1724 graphic_alt   = "-"
1725 sound_move    = "m_transport"
1726 sound_move_alt = "m_generic"
1727 sound_fight   = "f_transport"
1728 sound_fight_alt = "f_generic"
1729 build_cost    = 50
1730 pop_cost      = 0
1731 attack        = 0
1732 defense       = 3
1733 hitpoints     = 30
1734 firepower     = 1
1735 move_rate     = 5
1736 vision_radius_sq = 8
1737 transport_cap = 8
1738 fuel          = 0
1739 uk_happy      = 1
1740 uk_shield     = 1
1741 uk_food       = 0
1742 uk_gold       = 0
1743 cargo         = "Land"
1744 flags         = "BadCityDefender"
1745 roles         = "Ferryboat"
1746 helptext      = _("\
1747 The Transport cannot attack on its own but\
1748  may defend itself when under attack.\
1751 [unit_cruise_missile]
1752 name          = _("Cruise Missile")
1753 class         = "Missile"
1754 tech_req      = "Rocketry"
1755 obsolete_by   = "None"
1756 graphic       = "u.cruise_missile"
1757 graphic_alt   = "-"
1758 sound_move    = "m_cruise_missile"
1759 sound_move_alt = "m_generic"
1760 sound_fight   = "f_cruise_missile"
1761 sound_fight_alt = "f_generic"
1762 build_cost    = 60
1763 pop_cost      = 0
1764 attack        = 18
1765 defense       = 0
1766 hitpoints     = 10
1767 firepower     = 3
1768 move_rate     = 12
1769 vision_radius_sq = 2
1770 transport_cap = 0
1771 fuel          = 1
1772 uk_happy      = 1
1773 uk_shield     = 1
1774 uk_food       = 0
1775 uk_gold       = 0
1776 flags         = "FieldUnit", "OneAttack", "AirAttacker"
1777 roles         = ""
1778 helptext      = _("\
1779 The Cruise Missile is a long-distance missile\
1780  that can strike deep into enemy territory.\
1781 "), _("\
1782 TIP:  A handful of these can successfully keep the waters around\
1783  your treasured homeland free of enemy ships.\
1786 [unit_nuclear]
1787 name          = _("Nuclear")
1788 class         = "Missile"
1789 tech_req      = "Rocketry"
1790 obsolete_by   = "None"
1791 graphic       = "u.nuclear"
1792 graphic_alt   = "-"
1793 sound_move    = "m_nuclear"
1794 sound_move_alt = "m_generic"
1795 sound_fight   = "f_nuclear"
1796 sound_fight_alt = "f_generic"
1797 build_cost    = 160
1798 pop_cost      = 0
1799 attack        = 99
1800 defense       = 0
1801 hitpoints     = 10
1802 firepower     = 1
1803 move_rate     = 16
1804 vision_radius_sq = 2
1805 transport_cap = 0
1806 fuel          = 1
1807 uk_happy      = 1
1808 uk_shield     = 1
1809 uk_food       = 0
1810 uk_gold       = 0
1811 flags         = "FieldUnit", "OneAttack", "Nuclear", "AirAttacker"
1812 roles         = ""
1813 helptext      = _("\
1814 You can build Nuclear units when you have the required advance, and\
1815  the Manhattan Project wonder has been built by any player.\
1816 "), _("\
1817 On impact, the blast will destroy any unit in an area 3 tiles wide\
1818  (3x3 squares for rectangular grids), including friendly units.\
1819  Any city within the blast area loses half its population, and\
1820  land tiles within the blast area are subject to nuclear fallout.\
1821 "), _("\
1822 Similar to pollution and global warming, the risk of global nuclear\
1823  winter increases with fallout. If nuclear winter occurs, terrain\
1824  across the globe changes into desert, tundra, and ice. Settlers\
1825  and Engineers can clean up nuclear fallout.\
1826 "), _("\
1827 TIP 1:  Nuking the ocean will not generate fallout, and is a most\
1828  effective (but expensive!!) way of getting rid of enemy\
1829  ships.\
1830 "), _("\
1831 TIP 2:  You may be involved in a situation where you've invaded an\
1832  enemy country en masse, but the enemy cities are too strong.\
1833  Before using a Nuclear unit, assemble a gang of Settlers\
1834  and/or Engineers next to the city and have them ready to fix\
1835  the fallout on the same turn it occurs!  This minimizes the\
1836  chance of nuclear winter.  Eco-friendly nukes!\
1839 [unit_diplomat]
1840 name          = _("Diplomat")
1841 class         = "Land"
1842 tech_req      = "Writing"
1843 obsolete_by   = "Spy"
1844 graphic       = "u.diplomat"
1845 graphic_alt   = "-"
1846 sound_move    = "m_diplomat"
1847 sound_move_alt = "m_generic"
1848 sound_fight   = "f_diplomat"
1849 sound_fight_alt = "f_generic"
1850 build_cost    = 30
1851 pop_cost      = 0
1852 attack        = 0
1853 defense       = 0
1854 hitpoints     = 10
1855 firepower     = 1
1856 move_rate     = 2
1857 vision_radius_sq = 2
1858 transport_cap = 0
1859 fuel          = 0
1860 uk_happy      = 0
1861 uk_shield     = 0
1862 uk_food       = 0
1863 uk_gold       = 0
1864 flags         = "Diplomat", "IgZOC", "NonMil", "NoVeteran"
1865 veteran_names = _("green"), _("veteran")
1866 veteran_raise_chance = 0, 0
1867 veteran_work_raise_chance = 0, 0
1868 veteran_power_fact = 100, 110
1869 veteran_move_bonus = 0, 0
1870 roles         = "Diplomat"
1871 helptext      = _("\
1872 A Diplomat is an official that carries your dispatches and\
1873  is authorized to deal with foreign dignitaries. He may\
1874  also undertake various covert operations with the intent of\
1875  harming your opponents; Diplomats in your own cities defend\
1876  them against such actions.\
1877 "), _("\
1878 Many covert actions may be attempted even in peacetime, but the more\
1879  aggressive actions will be discovered and cause diplomatic incidents,\
1880  which can allow Republics and Democracies to break treaties.\
1881 "), _("\
1882 If a foreign unit is alone on a tile, you may attempt to bribe it\
1883  with your Diplomat. By paying a sum of gold the unit will immediately\
1884  become yours; the exact sum depends on the status of the unit and\
1885  that of the civilization owning it. However, units belonging to\
1886  Democratic governments cannot be bribed. Bribery when not at war\
1887  will cause a diplomatic incident.\
1888 "), _("\
1889 Diplomats can also perform a number of actions in another player's\
1890  city, although each Diplomat may attempt only one action. Most of\
1891  these actions have a chance of failure. Also, any enemy Diplomats or\
1892  Spies in the city will oppose hostile actions; in this case, either\
1893  your unit or the defending unit will die. If the defending unit dies,\
1894  you lose one movement point and may try again.\
1895 "), _("\
1896 The actions available to Diplomats in a city are:\
1897 "), _("\
1898  - \"Establish Embassy\": This action always succeeds, and gives\
1899  permanent contact with the city's owner, as well as intelligence\
1900  on their tax rates and technology.\
1901 "), _("\
1902  - \"Investigate City\": Your unit attempts to report detailed\
1903  information about the city: its status, what buildings and units are\
1904  within, and what it is currently producing.\
1905 "), _("\
1906  - \"Sabotage City\": Your unit attempts either to disrupt all the\
1907  city's work so far towards its current project, or to destroy an\
1908  existing building in the city, at random. Once built, Palaces and\
1909  Wonders cannot be sabotaged, and attempts to sabotage City Walls\
1910  or any building in a capital each halve the chance of success.\
1911  Sabotage may only be attempted when openly at war.\
1912 "), _("\
1913  - \"Steal Technology\": Your unit attempts to learn the secrets of a\
1914  random technology known to the city's owner but not to you. Technology\
1915  may only be stolen once from a given enemy city by Diplomats. This\
1916  action may be attempted even when not at war, but will cause a\
1917  diplomatic incident.\
1918 "), _("\
1919  - \"Incite a Revolt\": In return for gold a foreign city will change\
1920  allegiance and join your empire, bringing along all nearby units that\
1921  call it home, but reducing its size by 1. Units in other cities\
1922  remain in the enemy's control, but units outside cities are lost to\
1923  both players. The exact sum depends on the status of the city and\
1924  that of the civilization that owns it. It is not possible to incite\
1925  a rebellion in a capital, or in any city governed by a democracy.\
1926  Incitement may be attempted in peacetime, but will cause a\
1927  diplomatic incident.\
1928 "), _("\
1929 In some game strategies, hordes of Diplomats can be used to wreak\
1930  havoc on the enemy.  Little wonder that Diplomats are often\
1931  viewed with suspicion and fear!\
1934 [unit_spy]
1935 name          = _("Spy")
1936 class         = "Land"
1937 tech_req      = "Espionage"
1938 obsolete_by   = "None"
1939 graphic       = "u.spy"
1940 graphic_alt   = "-"
1941 sound_move    = "m_spy"
1942 sound_move_alt = "m_generic"
1943 sound_fight   = "f_spy"
1944 sound_fight_alt = "f_generic"
1945 build_cost    = 30
1946 pop_cost      = 0
1947 attack        = 0
1948 defense       = 0
1949 hitpoints     = 10
1950 firepower     = 1
1951 move_rate     = 3
1952 vision_radius_sq = 8
1953 transport_cap = 0
1954 fuel          = 0
1955 uk_happy      = 0
1956 uk_shield     = 0
1957 uk_food       = 0
1958 uk_gold       = 0
1959 flags         = "Diplomat", "IgZOC", "NonMil", "Spy"
1960 veteran_names = _("green"), _("veteran")
1961 veteran_raise_chance = 50, 0
1962 veteran_work_raise_chance = 0, 0
1963 veteran_power_fact = 100, 110
1964 veteran_move_bonus = 0, 0
1965 roles         = "Diplomat"
1966 helptext      = _("\
1967 A Spy is more skilled in the arts of espionage than her Diplomat predecessor.\
1968 "), _("\
1969 She can perform all the functions of the Diplomat; refer to the Diplomat\
1970  entry for more details. Unlike a Diplomat, a Spy may also survive an\
1971  operation in a foreign city and become more experienced as a result.\
1972  Spies are also more effective than Diplomats at defending cities\
1973  against foreign Diplomats and Spies.\
1974 "), _("\
1975 A Spy can also be used to:\n\
1976  - sabotage an enemy unit (reducing its hit points to half), if it is\
1977  alone on a tile and the players are at war;\n\
1978  - poison the water supply of an enemy city (reducing the population\
1979  by one and emptying the granary);\n\
1980  - steal specific technology (with a reduced chance of success);\n\
1981  - steal further technologies from a city which has already been\
1982  stolen from (although cities become more resistant each time they\
1983  are stolen from);\n\
1984  - sabotage predetermined city targets (with a reduced chance of\
1985  success).\
1986 "), _("\
1987 A Spy that survives the more aggressive actions (sabotage, theft,\
1988  inciting rebellion, and poisoning) escapes to the safety of the\
1989  nearest friendly city.\
1990 "), _("\
1991 Spies built under a Communist government will be built as veteran.\
1994 [unit_caravan]
1995 name          = _("Caravan")
1996 class         = "Land"
1997 tech_req      = "Trade"
1998 obsolete_by   = "Freight"
1999 graphic       = "u.caravan"
2000 graphic_alt   = "-"
2001 sound_move    = "m_caravan"
2002 sound_move_alt = "m_generic"
2003 sound_fight   = "f_caravan"
2004 sound_fight_alt = "f_generic"
2005 build_cost    = 50
2006 pop_cost      = 0
2007 attack        = 0
2008 defense       = 1
2009 hitpoints     = 10
2010 firepower     = 1
2011 move_rate     = 1
2012 vision_radius_sq = 2
2013 transport_cap = 0
2014 fuel          = 0
2015 uk_happy      = 0
2016 uk_shield     = 0
2017 uk_food       = 0
2018 uk_gold       = 0
2019 flags         = "TradeRoute", "HelpWonder", "IgZOC", "NonMil"
2020 roles         = ""
2021 helptext      = _("\
2022 A Caravan carries goods or material for trading with distant cities\
2023  and foreign countries, or to help build wonders in your cities.\
2024 "), _("\
2025 Every Caravan that is used to build a wonder will add 50 shields\
2026  towards the production of the wonder.\
2027 "), _("\
2028 TIP:  You can stockpile a stack of Caravans in advance and bring\
2029  them all into a city where you have started to build a wonder,\
2030  and finish it in only one turn!\
2033 [unit_freight]
2034 name          = _("Freight")
2035 class         = "Land"
2036 tech_req      = "The Corporation"
2037 obsolete_by   = "None"
2038 graphic       = "u.freight"
2039 graphic_alt   = "-"
2040 sound_move    = "m_freight"
2041 sound_move_alt = "m_generic"
2042 sound_fight   = "f_freight"
2043 sound_fight_alt = "f_generic"
2044 build_cost    = 50
2045 pop_cost      = 0
2046 attack        = 0
2047 defense       = 1
2048 hitpoints     = 10
2049 firepower     = 1
2050 move_rate     = 2
2051 vision_radius_sq = 2
2052 transport_cap = 0
2053 fuel          = 0
2054 uk_happy      = 0
2055 uk_shield     = 0
2056 uk_food       = 0
2057 uk_gold       = 0
2058 flags         = "TradeRoute", "HelpWonder", "IgZOC", "NonMil"
2059 roles         = ""
2060 helptext      = _("\
2061 The Freight unit replaces the Caravan, and moves at twice the speed.\
2064 [unit_explorer]
2065 name          = _("Explorer")
2066 class         = "Land"
2067 tech_req      = "Seafaring"
2068 obsolete_by   = "Partisan"
2069 graphic       = "u.explorer"
2070 graphic_alt   = "-"
2071 sound_move    = "m_explorer"
2072 sound_move_alt = "m_generic"
2073 sound_fight   = "f_explorer"
2074 sound_fight_alt = "f_generic"
2075 build_cost    = 30
2076 pop_cost      = 0
2077 attack        = 0
2078 defense       = 1
2079 hitpoints     = 10
2080 firepower     = 1
2081 move_rate     = 1
2082 vision_radius_sq = 2
2083 transport_cap = 0
2084 fuel          = 0
2085 uk_happy      = 0
2086 uk_shield     = 0
2087 uk_food       = 0
2088 uk_gold       = 0
2089 flags         = "IgTer", "IgZOC", "NonMil"
2090 roles         = "Explorer"
2091 helptext      = _("\
2092 Explorers are brave individuals that are very useful for\
2093  mapping unknown territory.\
2096 [unit_barbarian_leader]
2097 name          = _("Barbarian Leader")
2098 class         = "Land"
2099 tech_req      = "None"
2100 obsolete_by   = "None"
2101 graphic       = "u.barbarian_leader"
2102 graphic_alt   = "u.diplomat"
2103 sound_move    = "m_barbarian_leader"
2104 sound_move_alt = "m_generic"
2105 sound_fight   = "f_barbarian_leader"
2106 sound_fight_alt = "f_generic"
2107 build_cost    = 40
2108 pop_cost      = 0
2109 attack        = 0
2110 defense       = 0
2111 hitpoints     = 10
2112 firepower     = 1
2113 move_rate     = 2
2114 vision_radius_sq = 2
2115 transport_cap = 0
2116 fuel          = 0
2117 uk_happy      = 0
2118 uk_shield     = 0
2119 uk_food       = 0
2120 uk_gold       = 0
2121 flags         = "IgZOC", "NonMil", "NoBuild"
2122 roles         = "BarbarianLeader"
2123 helptext      = _("\
2124 One Barbarian Leader appears every time there is a barbarian uprising\
2125  somewhere in the world.\
2126 "), _("\
2127 When a Barbarian Leader is killed on a tile without any defending units,\
2128  the 100 gold ransom is paid, but only to land units and helicopters.\