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.
13 description="Civ2 unit_type data for Freeciv (approximate)"
14 options="+Freeciv-2.5-ruleset"
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
20 ; helptxt = displayed in the help for units with this flag
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.")
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
48 veteran_move_bonus = 0, 0
50 ; /* <-- avoid gettext warnings
53 ; The number can be variable, up to 32
54 ; When adding new classes, remember to check effects.ruleset also.
55 ; Eg. if you divide class 'Land' to two separate classes, you may
56 ; want add effect giving City Walls defence bonus against new class
59 ; The actual tag used (the * in [unitclass_*]) does not matter, except
60 ; it must be unique within this file, and it may be used in debug
61 ; output when reading this file.
65 ; name = translatable name as seen by user
66 ; rule_name = (optional) name for savegames, rulesets etc; if not
67 ; present, 'name' is used. Since the name used in savegames
68 ; must not change, use this when renaming a unit class after a
69 ; ruleset has been released.
70 ; 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
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
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
119 ; /* TRANS: Unit class: used adjectivally */
120 name = _("?unitclass:Missile")
123 hut_behavior = "Frighten"
124 flags = "Missile", "Unreachable", "DoesntOccupyTile"
127 ; /* TRANS: Unit class: used adjectivally */
128 name = _("?unitclass:Land")
131 flags = "TerrainSpeed", "DamageSlows", "CanOccupyCity", "BuildAnywhere",
132 "CollectRansom", "ZOC", "CanFortify", "CanPillage",
133 "TerrainDefense", "KillCitizen"
136 ; /* TRANS: Unit class: used adjectivally */
137 name = _("?unitclass:Sea")
140 flags = "DamageSlows", "AttackNonNative", "AttFromNonNative"
143 ; /* TRANS: Unit class: used adjectivally */
144 name = _("?unitclass:Helicopter")
147 flags = "CanOccupyCity", "CollectRansom"
150 ; /* TRANS: Unit class: used adjectivally */
151 name = _("?unitclass:Air")
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.
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
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
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
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
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:
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
267 obsolete_by = "Engineers"
268 graphic = "u.settlers"
270 sound_move = "m_settlers"
271 sound_move_alt = "m_generic"
272 sound_fight = "f_settlers"
273 sound_fight_alt = "f_generic"
288 flags = "Settlers", "NonMil", "Airbase", "AddToCity", "Cities", "NoVeteran"
289 roles = "Settlers", "Cities"
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.\
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,\
303 name = _("Engineers")
305 tech_req = "Explosives"
307 graphic = "u.engineers"
309 sound_move = "m_engineers"
310 sound_move_alt = "m_generic"
311 sound_fight = "f_engineers"
312 sound_fight_alt = "f_generic"
327 flags = "Settlers", "NonMil", "Transform", "Airbase", "AddToCity", "Cities", "NoVeteran"
328 roles = "Settlers", "Cities"
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.\
336 TIP 1: Upgrade Settlers to Engineers when possible, as Engineers\
337 require the same resources as ordinary Settlers.\
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.\
348 obsolete_by = "Pikemen"
349 graphic = "u.warriors"
351 sound_move = "m_warriors"
352 sound_move_alt = "m_generic"
353 sound_fight = "f_warriors"
354 sound_fight_alt = "f_generic"
370 roles = "DefendOk", "FirstBuild"
372 This unit may be built from the start of the game. It is the\
373 weakest offensive unit.\
379 tech_req = "Bronze Working"
380 obsolete_by = "Pikemen"
381 graphic = "u.phalanx"
383 sound_move = "m_phalanx"
384 sound_move_alt = "m_generic"
385 sound_fight = "f_phalanx"
386 sound_fight_alt = "f_generic"
402 roles = "DefendGood", "FirstBuild"
404 The Phalanx is armored infantry, suitable for defending your cities.\
410 tech_req = "Warrior Code"
411 obsolete_by = "Musketeers"
412 graphic = "u.archers"
414 sound_move = "m_archers"
415 sound_move_alt = "m_generic"
416 sound_fight = "f_archers"
417 sound_fight_alt = "f_generic"
435 Archers fight with bows and arrows and have a good offensive\
436 value as well as decent defense.\
442 tech_req = "Iron Working"
443 obsolete_by = "Musketeers"
446 sound_move = "m_legion"
447 sound_move_alt = "m_generic"
448 sound_fight = "f_legion"
449 sound_fight_alt = "f_generic"
465 roles = "DefendOk", "Hut", "BarbarianBuild", "BarbarianSea"
467 Legions are heavily armed and well disciplined infantry\
468 units with an excellent offensive value.\
474 tech_req = "Feudalism"
475 obsolete_by = "Musketeers"
476 graphic = "u.pikemen"
478 sound_move = "m_pikemen"
479 sound_move_alt = "m_generic"
480 sound_fight = "f_pikemen"
481 sound_fight_alt = "f_generic"
497 { "flag", "type", "value"
498 "Horse", "DefenseMultiplier", 1
501 roles = "DefendGood", "FirstBuild"
503 Equipped with long pikes, Pikemen replaces Phalanx\
504 as the preferred city defender.\
508 name = _("Musketeers")
510 tech_req = "Gunpowder"
511 obsolete_by = "Riflemen"
512 graphic = "u.musketeers"
514 sound_move = "m_musketeers"
515 sound_move_alt = "m_generic"
516 sound_fight = "f_musketeers"
517 sound_fight_alt = "f_generic"
533 roles = "DefendGood", "FirstBuild", "HutTech",
534 "BarbarianTech", "BarbarianBuildTech", "BarbarianSeaTech"
536 Musketeers are infantry equipped with early\
537 firearms and replace Pikemen as the preferred\
544 tech_req = "Fundamentalism"
545 gov_req = "Fundamentalism"
547 graphic = "u.fanatics"
549 sound_move = "m_fanatics"
550 sound_move_alt = "m_generic"
551 sound_fight = "f_fanatics"
552 sound_fight_alt = "f_generic"
570 Fanatics are warriors extremely devoted to a higher cause.\
572 Fundamentalist nations can maintain Fanatic units without\
573 having to pay any shields for upkeep.\
579 tech_req = "Guerilla Warfare"
581 graphic = "u.partisan"
583 sound_move = "m_partisan"
584 sound_move_alt = "m_generic"
585 sound_fight = "f_partisan"
586 sound_fight_alt = "f_generic"
601 flags = "IgTer", "IgZOC"
602 roles = "DefendGood", "Partisan", "BarbarianTech"
604 Partisans are guerilla fighters who are experts\
605 at using the terrain to their advantage.\
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.\
617 name = _("Alpine Troops")
621 graphic = "u.alpine_troops"
623 sound_move = "m_alpine_troops"
624 sound_move_alt = "m_generic"
625 sound_fight = "f_alpine_troops"
626 sound_fight_alt = "f_generic"
644 Alpine Troops are highly mobile units as well as\
645 excellent defenders.\
651 tech_req = "Conscription"
653 graphic = "u.riflemen"
655 sound_move = "m_riflemen"
656 sound_move_alt = "m_generic"
657 sound_fight = "f_riflemen"
658 sound_fight_alt = "f_generic"
674 roles = "DefendGood", "FirstBuild"
676 Riflemen are World War-era infantry, very good\
677 at defending your cities.\
683 tech_req = "Amphibious Warfare"
685 graphic = "u.marines"
687 sound_move = "m_marines"
688 sound_move_alt = "m_generic"
689 sound_fight = "f_marines"
690 sound_fight_alt = "f_generic"
706 roles = "DefendOk", "BarbarianSeaTech"
708 Marines are infantry who are experts at marine warfare.\
712 name = _("Paratroopers")
714 tech_req = "Combined Arms"
716 graphic = "u.paratroopers"
718 sound_move = "m_paratroopers"
719 sound_move_alt = "m_generic"
720 sound_fight = "f_paratroopers"
721 sound_fight_alt = "f_generic"
736 flags = "Paratroopers"
739 Paratroopers are experts at airborne attacks.\
742 paratroopers_range = 10
743 paratroopers_mr_req = 1
744 paratroopers_mr_sub = 0
747 name = _("Mech. Inf.")
749 tech_req = "Labor Union"
751 graphic = "u.mech_inf"
753 sound_move = "m_mech_inf"
754 sound_move_alt = "m_generic"
755 sound_fight = "f_mech_inf"
756 sound_fight_alt = "f_generic"
774 The Mechanized Infantry has the strongest defensive strength\
775 of any land unit, but is only available near the end of the\
782 tech_req = "Horseback Riding"
783 obsolete_by = "Knights"
784 graphic = "u.horsemen"
786 sound_move = "m_horsemen"
787 sound_move_alt = "m_generic"
788 sound_fight = "f_horsemen"
789 sound_fight_alt = "f_generic"
805 roles = "AttackFast", "Hut", "Barbarian", "Hunter"
807 Horsemen are mounted warriors and an early\
808 shock-troop that can penetrate deep into\
815 tech_req = "The Wheel"
816 obsolete_by = "Knights"
817 graphic = "u.chariot"
819 sound_move = "m_chariot"
820 sound_move_alt = "m_generic"
821 sound_fight = "f_chariot"
822 sound_fight_alt = "f_generic"
838 roles = "AttackFast", "Hut", "Hunter"
840 Chariots are horse-pulled war wagons, stronger\
841 but more expensive than horsemen.\
845 name = _("Elephants")
847 tech_req = "Polytheism"
848 obsolete_by = "Crusaders"
849 graphic = "u.elephants"
851 sound_move = "m_elephants"
852 sound_move_alt = "m_generic"
853 sound_fight = "f_elephants"
854 sound_fight_alt = "f_generic"
872 Elephants are towering animals trained for war that are often used as\
873 powerful shock troops, but defend poorly against most other units.\
877 name = _("Crusaders")
879 tech_req = "Monotheism"
880 obsolete_by = "Dragoons"
881 graphic = "u.crusaders"
883 sound_move = "m_crusaders"
884 sound_move_alt = "m_generic"
885 sound_fight = "f_crusaders"
886 sound_fight_alt = "f_generic"
904 Crusaders are highly disciplined mounted\
905 warriors driven by a higher cause.\
911 tech_req = "Chivalry"
912 obsolete_by = "Dragoons"
913 graphic = "u.knights"
915 sound_move = "m_knights"
916 sound_move_alt = "m_generic"
917 sound_fight = "f_knights"
918 sound_fight_alt = "f_generic"
934 roles = "AttackFast", "HutTech", "BarbarianTech",
935 "BarbarianBuildTech", "BarbarianSeaTech", "Hunter"
937 Knights are mounted and heavily armored warriors.\
943 tech_req = "Leadership"
944 obsolete_by = "Cavalry"
945 graphic = "u.dragoons"
947 sound_move = "m_dragoons"
948 sound_move_alt = "m_generic"
949 sound_fight = "f_dragoons"
950 sound_fight_alt = "f_generic"
966 roles = "AttackFast", "BarbarianBuildTech", "BarbarianSeaTech",
969 Dragoons are mounted warriors carrying early firearms.\
976 obsolete_by = "Armor"
977 graphic = "u.cavalry"
979 sound_move = "m_cavalry"
980 sound_move_alt = "m_generic"
981 sound_fight = "f_cavalry"
982 sound_fight_alt = "f_generic"
998 roles = "AttackFast", "Hunter"
1000 Cavalry are mounted and highly trained soldiers.\
1006 tech_req = "Mobile Warfare"
1007 obsolete_by = "None"
1010 sound_move = "m_armor"
1011 sound_move_alt = "m_generic"
1012 sound_fight = "f_armor"
1013 sound_fight_alt = "f_generic"
1021 vision_radius_sq = 2
1029 roles = "AttackFast", "Hunter"
1031 Armors are motorized war wagons that are faster,\
1032 stronger, and can take more damage than any\
1037 name = _("Catapult")
1039 tech_req = "Mathematics"
1040 obsolete_by = "Cannon"
1041 graphic = "u.catapult"
1043 sound_move = "m_catapult"
1044 sound_move_alt = "m_generic"
1045 sound_fight = "f_catapult"
1046 sound_fight_alt = "f_generic"
1054 vision_radius_sq = 2
1062 roles = "AttackStrong"
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.\
1072 tech_req = "Metallurgy"
1073 obsolete_by = "Artillery"
1074 graphic = "u.cannon"
1076 sound_move = "m_cannon"
1077 sound_move_alt = "m_generic"
1078 sound_fight = "f_cannon"
1079 sound_fight_alt = "f_generic"
1087 vision_radius_sq = 2
1095 roles = "AttackStrong", "BarbarianTech", "BarbarianBuildTech"
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.\
1104 name = _("Artillery")
1106 tech_req = "Machine Tools"
1107 obsolete_by = "Howitzer"
1108 graphic = "u.artillery"
1110 sound_move = "m_artillery"
1111 sound_move_alt = "m_generic"
1112 sound_fight = "f_artillery"
1113 sound_fight_alt = "f_generic"
1121 vision_radius_sq = 2
1129 roles = "AttackStrong"
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.\
1137 name = _("Howitzer")
1139 tech_req = "Robotics"
1140 obsolete_by = "None"
1141 graphic = "u.howitzer"
1143 sound_move = "m_howitzer"
1144 sound_move_alt = "m_generic"
1145 sound_fight = "f_howitzer"
1146 sound_fight_alt = "f_generic"
1154 vision_radius_sq = 2
1162 roles = "AttackStrong"
1164 Howitzers are upgraded artillery with improved\
1165 defensive as well as offensive capabilities.\
1172 obsolete_by = "Stealth Fighter"
1173 graphic = "u.fighter"
1175 sound_move = "m_fighter"
1176 sound_move_alt = "m_generic"
1177 sound_fight = "f_fighter"
1178 sound_fight_alt = "f_generic"
1186 vision_radius_sq = 8
1193 targets = "Air", "Missile"
1195 { "flag", "type", "value"
1196 "Helicopter", "DefenseDivider", 1
1197 "Helicopter", "Firepower1", 1
1199 flags = "AirAttacker"
1202 Fighters are your first airborne units. They can\
1203 move anywhere and attack any unit.\
1209 tech_req = "Advanced Flight"
1210 obsolete_by = "Stealth Bomber"
1211 graphic = "u.bomber"
1213 sound_move = "m_bomber"
1214 sound_move_alt = "m_generic"
1215 sound_fight = "f_bomber"
1216 sound_fight_alt = "f_generic"
1224 vision_radius_sq = 8
1231 flags = "FieldUnit", "OneAttack", "AirAttacker"
1234 Bombers are specialized airborne units that may\
1235 only attack ground targets, not other airborne\
1240 ; /* TRANS: unit type */
1241 name = _("Helicopter")
1242 class = "Helicopter"
1243 tech_req = "Combined Arms"
1244 obsolete_by = "None"
1245 graphic = "u.helicopter"
1247 sound_move = "m_helicopter"
1248 sound_move_alt = "m_generic"
1249 sound_fight = "f_helicopter"
1250 sound_fight_alt = "f_generic"
1258 vision_radius_sq = 8
1265 flags = "FieldUnit", "OneAttack", "Helicopter", "AirAttacker"
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")
1278 tech_req = "Stealth"
1279 obsolete_by = "None"
1280 graphic = "u.stealth_fighter"
1282 sound_move = "m_stealth_fighter"
1283 sound_move_alt = "m_generic"
1284 sound_fight = "f_stealth_fighter"
1285 sound_fight_alt = "f_generic"
1293 vision_radius_sq = 8
1300 targets = "Air", "Missile"
1302 { "flag", "type", "value"
1303 "Helicopter", "DefenseDivider", 1
1304 "Helicopter", "Firepower1", 1
1306 flags = "AirAttacker"
1309 An improved Fighter, with improved attack and a higher movement\
1313 [unit_stealth_bomber]
1314 name = _("Stealth Bomber")
1316 tech_req = "Stealth"
1317 obsolete_by = "None"
1318 graphic = "u.stealth_bomber"
1320 sound_move = "m_stealth_bomber"
1321 sound_move_alt = "m_generic"
1322 sound_fight = "f_stealth_bomber"
1323 sound_fight_alt = "f_generic"
1331 vision_radius_sq = 8
1338 flags = "FieldUnit", "OneAttack", "AirAttacker"
1341 An improved Bomber, with improved attack and a higher movement\
1346 ; /* TRANS: unit type */
1349 tech_req = "Map Making"
1350 obsolete_by = "Caravel"
1351 graphic = "u.trireme"
1353 sound_move = "m_trireme"
1354 sound_move_alt = "m_generic"
1355 sound_fight = "f_trireme"
1356 sound_fight_alt = "f_generic"
1364 vision_radius_sq = 2
1372 flags = "Trireme", "BadCityDefender"
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.\
1383 tech_req = "Navigation"
1384 obsolete_by = "Galleon"
1385 graphic = "u.caravel"
1387 sound_move = "m_caravel"
1388 sound_move_alt = "m_generic"
1389 sound_fight = "f_caravel"
1390 sound_fight_alt = "f_generic"
1398 vision_radius_sq = 2
1406 flags = "BadCityDefender"
1407 roles = "Ferryboat", "BarbarianBoat"
1409 The Caravel replaces the Trireme and is much\
1410 more reliable on the open seas.\
1416 tech_req = "Magnetism"
1417 obsolete_by = "Transport"
1418 graphic = "u.galleon"
1420 sound_move = "m_galleon"
1421 sound_move_alt = "m_generic"
1422 sound_fight = "f_galleon"
1423 sound_fight_alt = "f_generic"
1431 vision_radius_sq = 2
1439 flags = "BadCityDefender"
1440 roles = "Ferryboat", "BarbarianBoat"
1442 The Galleon is a pure transport ship and cannot\
1443 attack other ships, though it may still defend\
1444 itself when attacked.\
1450 tech_req = "Magnetism"
1451 obsolete_by = "Ironclad"
1452 graphic = "u.frigate"
1454 sound_move = "m_frigate"
1455 sound_move_alt = "m_generic"
1456 sound_fight = "f_frigate"
1457 sound_fight_alt = "f_generic"
1465 vision_radius_sq = 2
1473 flags = "BadCityDefender"
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.\
1482 name = _("Ironclad")
1484 tech_req = "Steam Engine"
1485 obsolete_by = "Destroyer"
1486 graphic = "u.ironclad"
1488 sound_move = "m_ironclad"
1489 sound_move_alt = "m_generic"
1490 sound_fight = "f_ironclad"
1491 sound_fight_alt = "f_generic"
1499 vision_radius_sq = 2
1506 flags = "BadCityDefender"
1509 The Ironclad is an armored ship that is\
1510 much more sturdy than the Frigate but\
1511 loses the latter's transport capability.\
1515 name = _("Destroyer")
1517 tech_req = "Electricity"
1518 obsolete_by = "None"
1519 graphic = "u.destroyer"
1521 sound_move = "m_destroyer"
1522 sound_move_alt = "m_generic"
1523 sound_fight = "f_destroyer"
1524 sound_fight_alt = "f_generic"
1532 vision_radius_sq = 8
1539 flags = "BadCityDefender"
1542 An improved Ironclad, with better move rate and vision.\
1544 TIP: A very fast unit, which is very useful for hunting down enemy\
1552 obsolete_by = "AEGIS Cruiser"
1553 graphic = "u.cruiser"
1555 sound_move = "m_cruiser"
1556 sound_move_alt = "m_generic"
1557 sound_fight = "f_cruiser"
1558 sound_fight_alt = "f_generic"
1566 vision_radius_sq = 8
1573 flags = "BadCityDefender"
1576 The Cruiser is a strong offensive boat unit.\
1579 [unit_aegis_cruiser]
1580 name = _("AEGIS Cruiser")
1582 tech_req = "Rocketry"
1583 obsolete_by = "None"
1584 graphic = "u.aegis_cruiser"
1586 sound_move = "m_aegis_cruiser"
1587 sound_move_alt = "m_generic"
1588 sound_fight = "f_aegis_cruiser"
1589 sound_fight_alt = "f_generic"
1597 vision_radius_sq = 8
1605 { "flag", "type", "value"
1606 "AirAttacker", "DefenseMultiplier", 4
1608 flags = "BadCityDefender"
1611 The AEGIS Cruiser is equipped with an advanced\
1612 defensive missile system.\
1616 name = _("Battleship")
1618 tech_req = "Automobile"
1619 obsolete_by = "None"
1620 graphic = "u.battleship"
1622 sound_move = "m_battleship"
1623 sound_move_alt = "m_generic"
1624 sound_fight = "f_battleship"
1625 sound_fight_alt = "f_generic"
1633 vision_radius_sq = 8
1640 flags = "BadCityDefender"
1643 The Battleship is the supreme naval unit with\
1644 excellent offensive and defensive values.\
1648 name = _("Submarine")
1650 tech_req = "Combustion"
1651 obsolete_by = "None"
1652 graphic = "u.submarine"
1654 sound_move = "m_submarine"
1655 sound_move_alt = "m_generic"
1656 sound_fight = "f_submarine"
1657 sound_fight_alt = "f_generic"
1665 vision_radius_sq = 8
1673 flags = "Partial_Invis", "BadCityDefender",
1674 "Only_Native_Attack"
1677 Traveling under the surface of the ocean, Submarines have\
1678 a very high strategic value, but a weak defense if caught\
1685 tech_req = "Advanced Flight"
1686 obsolete_by = "None"
1687 graphic = "u.carrier"
1689 sound_move = "m_carrier"
1690 sound_move_alt = "m_generic"
1691 sound_fight = "f_carrier"
1692 sound_fight_alt = "f_generic"
1700 vision_radius_sq = 8
1707 cargo = "Air", "Missile", "Helicopter"
1711 The Carrier is a mobile airport.\
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.\
1719 name = _("Transport")
1721 tech_req = "Industrialization"
1722 obsolete_by = "None"
1723 graphic = "u.transport"
1725 sound_move = "m_transport"
1726 sound_move_alt = "m_generic"
1727 sound_fight = "f_transport"
1728 sound_fight_alt = "f_generic"
1736 vision_radius_sq = 8
1744 flags = "BadCityDefender"
1747 The Transport cannot attack on its own but\
1748 may defend itself when under attack.\
1751 [unit_cruise_missile]
1752 name = _("Cruise Missile")
1754 tech_req = "Rocketry"
1755 obsolete_by = "None"
1756 graphic = "u.cruise_missile"
1758 sound_move = "m_cruise_missile"
1759 sound_move_alt = "m_generic"
1760 sound_fight = "f_cruise_missile"
1761 sound_fight_alt = "f_generic"
1769 vision_radius_sq = 2
1776 flags = "FieldUnit", "OneAttack", "AirAttacker"
1779 The Cruise Missile is a long-distance missile\
1780 that can strike deep into enemy territory.\
1782 TIP: A handful of these can successfully keep the waters around\
1783 your treasured homeland free of enemy ships.\
1789 tech_req = "Rocketry"
1790 obsolete_by = "None"
1791 graphic = "u.nuclear"
1793 sound_move = "m_nuclear"
1794 sound_move_alt = "m_generic"
1795 sound_fight = "f_nuclear"
1796 sound_fight_alt = "f_generic"
1804 vision_radius_sq = 2
1811 flags = "FieldUnit", "OneAttack", "Nuclear", "AirAttacker"
1814 You can build Nuclear units when you have the required advance, and\
1815 the Manhattan Project wonder has been built by any player.\
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.\
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.\
1827 TIP 1: Nuking the ocean will not generate fallout, and is a most\
1828 effective (but expensive!!) way of getting rid of enemy\
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!\
1840 name = _("Diplomat")
1842 tech_req = "Writing"
1844 graphic = "u.diplomat"
1846 sound_move = "m_diplomat"
1847 sound_move_alt = "m_generic"
1848 sound_fight = "f_diplomat"
1849 sound_fight_alt = "f_generic"
1857 vision_radius_sq = 2
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
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.\
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.\
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.\
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.\
1896 The actions available to Diplomats in a city are:\
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.\
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.\
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.\
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.\
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.\
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!\
1937 tech_req = "Espionage"
1938 obsolete_by = "None"
1941 sound_move = "m_spy"
1942 sound_move_alt = "m_generic"
1943 sound_fight = "f_spy"
1944 sound_fight_alt = "f_generic"
1952 vision_radius_sq = 8
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
1967 A Spy is more skilled in the arts of espionage than her Diplomat predecessor.\
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.\
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\
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.\
1991 Spies built under a Communist government will be built as veteran.\
1998 obsolete_by = "Freight"
1999 graphic = "u.caravan"
2001 sound_move = "m_caravan"
2002 sound_move_alt = "m_generic"
2003 sound_fight = "f_caravan"
2004 sound_fight_alt = "f_generic"
2012 vision_radius_sq = 2
2019 flags = "TradeRoute", "HelpWonder", "IgZOC", "NonMil"
2022 A Caravan carries goods or material for trading with distant cities\
2023 and foreign countries, or to help build wonders in your cities.\
2025 Every Caravan that is used to build a wonder will add 50 shields\
2026 towards the production of the wonder.\
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!\
2036 tech_req = "The Corporation"
2037 obsolete_by = "None"
2038 graphic = "u.freight"
2040 sound_move = "m_freight"
2041 sound_move_alt = "m_generic"
2042 sound_fight = "f_freight"
2043 sound_fight_alt = "f_generic"
2051 vision_radius_sq = 2
2058 flags = "TradeRoute", "HelpWonder", "IgZOC", "NonMil"
2061 The Freight unit replaces the Caravan, and moves at twice the speed.\
2065 name = _("Explorer")
2067 tech_req = "Seafaring"
2068 obsolete_by = "Partisan"
2069 graphic = "u.explorer"
2071 sound_move = "m_explorer"
2072 sound_move_alt = "m_generic"
2073 sound_fight = "f_explorer"
2074 sound_fight_alt = "f_generic"
2082 vision_radius_sq = 2
2089 flags = "IgTer", "IgZOC", "NonMil"
2092 Explorers are brave individuals that are very useful for\
2093 mapping unknown territory.\
2096 [unit_barbarian_leader]
2097 name = _("Barbarian Leader")
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"
2114 vision_radius_sq = 2
2121 flags = "IgZOC", "NonMil", "NoBuild"
2122 roles = "BarbarianLeader"
2124 One Barbarian Leader appears every time there is a barbarian uprising\
2125 somewhere in the world.\
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.\