2 ; You should not modify this file except to make bugfixes or
3 ; for other "maintenance". If you want to make custom changes,
4 ; you should create a new datadir subdirectory and copy this file
5 ; into that directory, and then modify that copy. Then use the
6 ; command "rulesetdir <mysubdir>" in the server to have freeciv
7 ; use your new customized file.
9 ; You should sort role units from worst to better, as often the best
10 ; available role unit of a given sort will be picked by choosing
11 ; the first available (not obsolete) such unit, or by picking the last
12 ; such unit directly. When determining starting units, the first
13 ; unit with the relevant role that the player can build will be chosen.
14 ; If no such unit can be found (eg Explorers that require Seafaring),
15 ; then the first unit with this role will be chosen.
18 description="Sandbox Units data for Freeciv"
19 options="+Freeciv-ruleset-Devel-2017.Jan.02"
23 ; Names for custom unit type flags. There can be up to 45 of these.
24 ; name = rule name; In some circumstances user may see this
25 ; as part of some sentences, so try to make it descriptive
27 ; helptxt = displayed in the help for unit types with this flag (optional)
32 _("AirAttacker"), _("Very bad at attacking AEGIS.")
33 _("Submarine"), _("Attack value halved when attacking Destroyer.")
34 _("Consensus"), _("Undisbandable when your bureaucracy has a veto.")
36 _("TradeRoute"), _("Can establish trade routes (must travel to target city).")
38 _("Capturer"), _("Can capture some enemy units.")
39 _("Capturable"), _("Can be captured by some enemy units.")
44 _("Infra"), _("Can build infrastructure.")
45 _("Paratroopers"), _("Can be paradropped from a friendly city or suitable base.")
46 _("Marines"), _("Can launch attack from non-native tiles.")
49 ; Names for custom unit class flags. There can be up to 8 of these.
50 ; name = rule name; In some circumstances user may see this
51 ; as part of some sentences, so try to make it descriptive
53 ; helptxt = displayed in the help for unit types belonging to a class
54 ; with this flag (optional)
57 _("LightWeight"), _("Airliftable once you learn Flight.")
58 _("MediumWeight"), _("Airliftable from Airport after you learn Advanced Flight.")
59 _("HeavyWeight"), _("Airliftable from Airport after you learn Fusion Power.")
60 _("BorderPolice"), _("Can peacefully expel certain foreign units.")
61 _("Expellable"), _("Can be peacefully expelled from foreign tiles.")
62 _("AttFromNonNative"), _("Can launch attack from non-native tiles.")
66 ; What are the names of the levels?
67 veteran_names = _("green"), _("veteran"), _("hardened"), _("elite")
69 ; The percentage chance of increasing level through combat
70 veteran_raise_chance = 50, 33, 20, 0
72 ; The percentage chance of a settler/engineer increasing level through
73 ; performing useful work (per turn)
74 veteran_work_raise_chance = 3, 2, 1, 0
76 ; Power factors are as a percentage.
77 ; +50% is represented by 150
78 veteran_power_fact = 100, 150, 175, 200
80 ; The additional number of movement points granted for different veteran
81 ; levels. These are fractional move points as defined by move_fragments in
83 veteran_move_bonus = 0, 0, 0, 0
85 ; /* <-- avoid gettext warnings
88 ; The number can be variable, up to 32
89 ; When adding new classes, remember to check effects.ruleset also.
90 ; Eg. if you divide class 'Land' to two separate classes, you may
91 ; want add effect giving City Walls defence bonus against new class
94 ; The actual tag used (the * in [unitclass_*]) does not matter, except
95 ; it must be unique within this file, and it may be used in debug
96 ; output when reading this file.
100 ; name = translatable name as seen by user
101 ; rule_name = (optional) name for savegames, rulesets etc; if not
102 ; present, 'name' is used. Since the name used in savegames
103 ; must not change, use this when renaming a unit class after a
104 ; ruleset has been released.
105 ; min_speed = Minimum speed after damage and effects (whole movement points)
106 ; hp_loss_pct = Hitpoints lost each turn if unit not in city or native base
107 ; non_native_def_pct = Defense power percentage applying when defending on
108 ; non-native terrain (such as ship in harbour)
109 ; hut_behavior = What happens to huts when unit enters tile:
110 ; "Normal", "Nothing", or "Frighten"
111 ; flags = List of unit class flags (from the following list; you
112 ; cannot add custom unit class flags)
113 ; helptext = optional help text string; should escape all raw newlines
114 ; so that xgettext parsing works
116 ; ** Unit class Flags **
118 ; "TerrainSpeed" = Units use terrain specific speed
119 ; "TerrainDefense" = Units gain defense bonus from terrain
120 ; "DamageSlows" = Damaged units are slowed down
121 ; "CanOccupyCity" = Military units of this class can occupy enemy cities
122 ; "Missile" = Unit is destroyed when it attacks
123 ; "BuildAnywhere" = Unit can be built even in the middle of non-native terrain
124 ; "Unreachable" = Unit can be attacked only by units explicitly listing this
125 ; class in its 'targets', unless on a city or native base.
126 ; For class members which are transports, cargo cannot load/
127 ; unload except in a city or native base, unless that unit
128 ; explicitly lists this class in its 'embarks'/'disembarks'.
129 ; "CollectRansom" = Unit can collect ransom when killing lone barbarian leader
130 ; "ZOC" = Unit is subject to ZOC rules. Unit type flag "IgZOC" can
132 ; "CanFortify" = Unit can fortify at land tiles. Unit type flag
133 ; "Cant_Fortify" can override this
134 ; "CanPillage" = Unit can pillage tile infrastructure
135 ; "DoesntOccupyTile" = Even if this kind of enemy unit is on tile, cities can
136 ; still work that tile
137 ; "AttackNonNative" = Unit can attack units on non-native tiles. Unit type
138 ; flag "Only_Native_Attack" can override this
139 ; "KillCitizen" = Upon successful attack against a city, unit kills one
140 ; citizen. The effect "Unit_No_Lose_Pop" and the server
141 ; setting 'killcitizen' can disable this.
143 ; */ <-- avoid gettext warnings
146 ; /* TRANS: Unit class: used adjectivally */
147 name = _("?unitclass:Missile")
150 hut_behavior = "Frighten"
151 flags = "Missile", "Unreachable", "DoesntOccupyTile", "MediumWeight"
154 ; /* TRANS: Unit class: used adjectivally */
155 name = _("?unitclass:Land")
158 flags = "TerrainSpeed", "DamageSlows", "CanOccupyCity", "BuildAnywhere",
159 "CollectRansom", "ZOC", "CanFortify", "CanPillage",
160 "TerrainDefense", "LightWeight", "BorderPolice"
162 [unitclass_land_small]
163 ; /* TRANS: Unit class: used adjectivally */
164 name = _("?unitclass:Small Land")
167 flags = "TerrainSpeed", "DamageSlows", "BuildAnywhere", "CollectRansom",
168 "ZOC", "TerrainDefense", "DoesntOccupyTile", "LightWeight",
172 ; /* TRANS: Unit class: used adjectivally */
173 name = _("?unitclass:Big Land")
176 flags = "TerrainSpeed", "DamageSlows", "CanOccupyCity", "BuildAnywhere",
177 "CollectRansom","ZOC", "CanFortify", "KillCitizen", "MediumWeight"
180 ; /* TRANS: Unit class: used adjectivally */
181 name = _("?unitclass:Merchant")
184 flags = "BuildAnywhere", "DoesntOccupyTile",
185 "ZOC", "TerrainDefense", "TerrainSpeed", "MediumWeight",
189 ; /* TRANS: Unit class: used adjectivally */
190 name = _("?unitclass:Sea")
193 non_native_def_pct = 25
194 flags = "ZOC", "DamageSlows", "AttackNonNative", "AttFromNonNative",
198 ; /* TRANS: Unit class: used adjectivally */
199 name = _("?unitclass:Trireme")
202 non_native_def_pct = 25
203 flags = "ZOC", "DamageSlows", "AttFromNonNative", "MediumWeight"
206 ; /* TRANS: Unit class: used adjectivally */
207 name = _("?unitclass:Helicopter")
210 flags = "Unreachable", "DoesntOccupyTile", "CanOccupyCity", "CollectRansom", "MediumWeight"
213 ; /* TRANS: Unit class: used adjectivally */
214 name = _("?unitclass:Air")
217 hut_behavior = "Frighten"
218 flags = "Unreachable", "DoesntOccupyTile", "CanPillage", "MediumWeight"
220 ; /* <-- avoid gettext warnings
222 ; Below: The individual unit types, one per section.
224 ; The number can be variable, up to 200.
225 ; However for the "official" rulesets, units should not be removed
226 ; because that would break backward compatability with savegames.
228 ; The order here matters: later units are considered "better" for
229 ; a given flag or role.
231 ; The actual tag used (the * in [unit_*]) does not matter, except
232 ; it must be unique within this file, and it may be used in debug
233 ; output when reading this file.
237 ; name = translatable name as seen by user
238 ; rule_name = (optional) name for savegames, rulesets etc; if not
239 ; present, 'name' is used. Since the name used in savegames
240 ; must not change, use this when renaming a unit after a
241 ; ruleset has been released.
242 ; graphic = tag specifying preferred graphic
243 ; graphic_alt = tag for alternate graphic if preferred graphic is not
244 ; present; especially if preferred graphic is non-standard,
245 ; this should be a standard tag. Otherwise can use eg "-"
246 ; for no alternate graphic.
247 ; tech_req = required advance, names from techs.ruleset, or special:
248 ; "None" => available from start
249 ; impr_req = required city improvement, names from buildings.ruleset
250 ; gov_req = required government, names from governments.ruleset
251 ; obsolete_by = can be upgraded to and made obsolete by another unit by name
252 ; build_cost = production shields required to build
253 ; pop_cost = population removed from city when built; for 'Join City'
254 ; units this is also the population added to the destination
255 ; attack = base attack strength (0 = cannot attack)
256 ; defense = base defense strength (0 = cannot defend)
257 ; hitpoints = how much damage unit can withstand
258 ; firepower = number of hitpoints removed per round of combat; at least 1
259 ; move_rate = base move rate (whole movement points)
260 ; vision_radius_sq = base vision of unit: unit can see tile up to the square
261 ; root of this value away
262 ; convert_to = can be converted to another type of unit by name
263 ; convert_time = time it takes to convert to another unit type
264 ; class = One of the classes listed above
265 ; transport_cap = Number of units (ground, or air/missiles, depending on flags)
266 ; fuel = Number of turns unit can spend outside refuel points.
267 ; If more time passes without unit refueling over turn change,
268 ; they are lost. If this is zero, unit has no need to refuel
269 ; Units with "Coast" flag set consider any tile next to coast
271 ; uk_* = upkeep costs, these are used as base values in the game
272 ; cargo = Unit classes this unit can transport
273 ; city_slots = How many of homecity's unit maintenance slots unit takes
274 ; city_size = Initial size of the cities built by 'Found City' type units
275 ; (but 'Join City' uses pop_cost)
276 ; targets = list of unit classes this unit can attack against even
277 ; if they have Unreachable unit class flag
278 ; embarks = list of unit classes this unit may load into while not in
279 ; native base or city even if transporter has Unreachable unit
281 ; disembarks = list of unit classes this unit may unload from while not in
282 ; native base or city even if transporter has Unreachable unit
284 ; bonuses = definitions of combat bonuses against specific other units
285 ; bonuses.flag = flag of the unit that bonus applies against
286 ; bonuses.type = type of the bonus. See below
287 ; bonuses.value = value of the bonus. Sum of these is used if multiple apply.
288 ; bonuses.quiet = don't auto generate help text for this bonus. Use this if
289 ; the bonus is documented in the unit type's help text.
290 ; This is useful when the combination of a unit's bonuses
291 ; becomes complex enough to make the auto generated help
292 ; ugly or inaccurate.
293 ; flags = special flag strings; list of built-in flags described below
294 ; and/or user flags defined above
296 ; veteran_names = Special veteran level for this unit. See the definitions in
297 ; game.ruleset. All of the veteran_* entries have to have the
299 ; veteran_raise_chance =
300 ; veteran_work_raise_chance =
301 ; veteran_power_fact =
302 ; veteran_move_bonus =
304 ; roles = special role strings
305 ; sound_move = optional sound effect when the unit moves
306 ; sound_move_alt = optional alternative sound effect if above not
307 ; supported in client
308 ; sound_fight = optional sound effect when the unit fights
309 ; sound_fight_alt = optional alternative sound effect if above not
310 ; supported in client
311 ; helptext = optional help text string; should escape all raw newlines
312 ; so that xgettext parsing works
317 ; "DefenseMultiplier" = Multiply defense value (1 + 'value') times.
318 ; Value of 1 means multiplication by 2, value 2 by 3...
319 ; Bonus is defined in defenders entry.
320 ; "DefenseDivider" = Divide defense value with (1 + 'value').
321 ; Bonus is defined in attackers entry.
322 ; "FirePower1" = Defender firepower is reduced to value 1 when
323 ; ever this has non-zero value.
324 ; Bonus is defined in attackers entry.
329 ; "IgZOC" = ignore Zones of Control (ZOC) even if unit class has
331 ; "HasNoZOC" = unit has no Zone of Control (ZOC), thus any unit can move
333 ; "NonMil" = a non-military unit: no attacks; no martial law; can enter
334 ; peaceful borders; DoesntOccupyTile
335 ; "IgTer" = use constant move cost defined in igter_cost (terrain.ruleset)
336 ; rather than terrain/road etc cost, unless terrain cost is
338 ; "OneAttack" = can only make a single attack, regardless of movement points
339 ; "FieldUnit" = cause unhappiness even when not being aggressive
340 ; "BeachLander" = won't lose all its movement when moving from non-native
341 ; terrain to native terrain even if slow_invasions is on.
342 ; "Partial_Invis" = visible only to adjancent units; does not hide transported
343 ; units other than missiles
344 ; "Settlers" = can irrigate and build roads
345 ; "Diplomat" = can defend against diplomat actions (see diplchance
347 ; "Spy" = enhanced diplomat actions. _Must_ be "Diplomat" also
348 ; "CoastStrict" = (sea only) cannot leave coast
349 ; "Coast" = (sea only) can refuel on coast. Set fuel to force unit
350 ; to regularly end turn on coast
351 ; "Only_Native_Attack" = cannot attack targets on non-native tiles even if
353 ; "Cant_Fortify" = cannot fortify even if unit class has "CanFortify" flag
354 ; "Fanatic" = can only be built by governments that allow them
355 ; (see civ2/governments.ruleset, Fundamentalism government)
356 ; "Unique" = a player can only have one of these units in the game at
357 ; the same time; barbarians cannot use this at present
358 ; "GameLoss" = losing one of these units means you lose the game, but it
359 ; is produced without homecity and upkeep
360 ; "EvacuateFirst" = the game will try to rescue units with this flag before
361 ; it tries to rescue units without it when their transport
362 ; is destroyed. Think of the Birkenhead drill ("women and
363 ; children first"). Replace "women and children" with
364 ; "units with the EvacuateFirst unit type flag".
365 ; "SuperSpy" = this unit always wins diplomatic contests, that is, unless
366 ; it encounters another SuperSpy, in which case defender wins;
367 ; can also be used on non-diplomat units, in which case it can
368 ; protect cities from diplomats; also 100% spy survival chance
369 ; "NoHome" = this unit has no homecity and will be free of all upkeep, and
370 ; therefore will not revolt along with its city of origin should
372 ; "NoVeteran" = this unit cannot gain veteran levels through experience
373 ; (as if both raise_chance and work_raise_chance were zero);
374 ; it can still gain veterancy through Veteran_Build, etc
375 ; "CityBuster" = this unit has double firepower against cities
376 ; "NoBuild" = this unit cannot be built
377 ; "BadWallAttacker" = the firepower of this unit is set to 1 if
379 ; defended by a city wall (or other city building defense)
380 ; "BadCityDefender" = if attacked while in a city, firepower is set to 1
381 ; and firepower of attacker is doubled (the Pearl Harbour
383 ; "BarbarianOnly" = only barbarians can build this unit
384 ; "Shield2Gold" = Switch from shield upkeep to gold upkeep possible
385 ; "NewCityGamesOnly" = unit can't be built on scenarios where founding new cities
386 ; is not allowed. Give this flag to units that would make no sense
387 ; to have in a game with such a scenario
388 ; "CanEscape" = this unit has, given that certain conditions are
389 ; fulfilled, a 50% chance to escape rather than being
390 ; killed when killstack is enabled and the defender of its
391 ; tile is defeated. The conditions are that it has more move
392 ; points than required to move to an adjacent tile plus the
393 ; attackers move points and that the attacker doesn't have
394 ; the "CanKillEscaping" unit type flag.
395 ; "CanKillEscaping" = an attack from this unit ignores the "CanEscape" unit
397 ; "Provoking" = a unit considering to auto attack this unit will choose to
398 ; do so even if has better odds when defending against it
399 ; then when attacking it. Applies when the autoattack server
400 ; setting is enabled.
402 ; Following actions require extra fields:
404 ; attack = base attack strength
406 ; attack = base attack strength
407 ; bombard_rate = the number of shots fired at enemy units when attacking
409 ; pop_cost = the number of population added to the target city
411 ; paratroopers_range = the maximal range the unit can be paradropped to.
412 ; Max range is 65534.
413 ; paratroopers_mr_req = the move rate which is required at least for
414 ; paradropping (whole movement points)
415 ; paratroopers_mr_sub = the move rate which is subtracted after paradropping
416 ; (whole movement points)
418 ; obsolete_by = the unit type upgraded to.
422 ; "FirstBuild" = first to be built when city founded
423 ; "Explorer" = unit to use for exploring
424 ; "Hut" = can be found in a hut
425 ; "HutTech" = can be found in a hut, but its techs required
426 ; "Partisan" = can be created as a partisan (only one unit can have this
427 ; flag), see end of this file for its tech requirements option
428 ; "DefendOk" = AI hint: ok for defending with
429 ; "DefendGood" = AI hint: good for defending with
430 ; "Ferryboat" = AI hint: useful for ferrying
431 ; "Barbarian" = can be created as land barbarian
432 ; "BarbarianTech" = can be created as land barbarian, if someone has
433 ; researched its tech requirements
434 ; "BarbarianBoat" = can be created as boat for sea barbarian
435 ; "BarbarianBuild" = can be built by barbarians
436 ; "BarbarianBuildTech" = can be built by barbarians if someone has
437 ; researched its tech requirements
438 ; "BarbarianLeader" = this unit is the barbarian leader (only one)
439 ; "BarbarianSea" = can be created as a barbarian that disembarks from a barbarian boat
440 ; "BarbarianSeaTech" = can be created as a barbarian that disembarks from a barbarian boat
441 ; if someone has researched its tech requirements
442 ; "Settlers" = can irrigate and build roads
443 ; "Hunter" = AI hint: good for hunting other units
444 ; "CitiesStartUnit" = Gets granted as 'c' startunit
445 ; "WorkerStartUnit" = Gets granted as 'w' startunit
446 ; "ExplorerStartUnit" = Gets granted as 'x' startunit
447 ; "KingStartUnit" = Gets granted as 'k' startunit
448 ; "DiplomatStartUnit" = Gets granted as 's' startunit
449 ; "FerryStartUnit" = Gets granted as 'f' startunit
450 ; "DefendOkStartUnit" = Gets granted as 'd' startunit
451 ; "DefendGoodStartUnit" = Gets granted as 'D' startunit
452 ; "AttackFastStartUnit" = Gets granted as 'a' startunit
453 ; "AttackStrongStartUnit" = Gets granted as 'A' startunit
455 ; */ <-- avoid gettext warnings
462 graphic = "u.settlers"
464 sound_move = "m_settlers"
465 sound_move_alt = "m_generic"
466 sound_fight = "f_settlers"
467 sound_fight_alt = "f_generic"
482 flags = "Settlers", "Infra", "Cant_Fortify", "NonMil", "HasNoZOC", "AddToCity", "Cities"
483 ; No veteran levels (level name is never displayed)
484 veteran_names = _("green")
485 veteran_raise_chance = 0
486 veteran_work_raise_chance = 0
487 veteran_power_fact = 100
488 veteran_move_bonus = 0
489 roles = "CitiesStartUnit"
491 Settlers are one of the key units in the game, as they are your main \
492 means of founding new cities.\
494 Settlers can also perform some of the same terrain alterations as \
497 TIP: optimal production of Settlers occurs in cities of at most \
498 size 4, or cities with a Granary of at most size 6.\
506 graphic = "u.migrants"
507 graphic_alt = "u.worker"
508 sound_move = "m_worker"
509 sound_move_alt = "m_generic"
510 sound_fight = "f_worker"
511 sound_fight_alt = "f_generic"
526 flags = "Settlers", "Infra", "Cant_Fortify", "NonMil", "HasNoZOC", "AddToCity", "Capturable"
527 ; No veteran levels (level name is never displayed)
528 veteran_names = _("green")
529 veteran_raise_chance = 0
530 veteran_work_raise_chance = 0
531 veteran_power_fact = 100
532 veteran_move_bonus = 0
535 Migrants can be used to transfer population to other cities, but \
536 may not found new cities. They can also perform some of the same \
537 terrain alterations as Workers.\
541 name = _("?unit:Workers")
544 obsolete_by = "Engineers"
546 graphic_alt = "u.engineers" ; for compatibility
547 sound_move = "m_worker"
548 sound_move_alt = "m_generic"
549 sound_fight = "f_worker"
550 sound_fight_alt = "f_generic"
565 flags = "Settlers", "Infra", "Cant_Fortify", "NonMil", "HasNoZOC", "Airbase"
566 ; No veteran levels (level name is never displayed)
567 veteran_names = _("green")
568 veteran_raise_chance = 0
569 veteran_work_raise_chance = 0
570 veteran_power_fact = 100
571 veteran_move_bonus = 0
572 roles = "Settlers", "WorkerStartUnit"
574 Workers have the ability to improve terrain tiles.\
576 Building an irrigation system on a suitable tile causes it to \
577 produce some extra food each turn. Without knowledge of Electricity, \
578 this requires a nearby source of water: an ocean, lake, or river tile, \
579 or another tile with an irrigation system, must share an edge (not \
580 just a corner) with the target tile. Once Electricity is known, \
581 irrigation systems may be built without a water source. Once \
582 irrigated, land remains so even if the water source is removed. \
583 When Refrigeration is known, irrigation systems can be upgraded to \
584 Farmland by irrigating them a second time; this provides more food \
585 to a city if it has a Supermarket.\
587 Building a mine on suitable terrain increases the \
588 number of production points produced by that tile. However, it is not \
589 possible to have an irrigation system and a mine on the same tile.\
591 On terrain unsuitable for irrigation systems or mines, issuing the \
592 \"irrigate\" or \"mine\" order may permanently convert the terrain \
593 to another type; this is usually more expensive. For instance, Forest \
594 may be \"irrigated\" to yield Plains. (Terrain conversion with \
595 the \"irrigate\" order does not require a water source.)\
597 Workers can build airstrips, airbases, and buoys, which Settlers \
598 and Migrants cannot. Workers must be on board a ship to build buoys.\
600 See the help on Terrain and Terrain Alterations for the effects of \
605 name = _("Engineers")
607 tech_req = "Explosives"
609 graphic = "u.engineers"
611 sound_move = "m_engineers"
612 sound_move_alt = "m_generic"
613 sound_fight = "f_engineers"
614 sound_fight_alt = "f_generic"
629 flags = "Settlers", "Infra", "Cant_Fortify", "NonMil", "HasNoZOC", "Airbase", "Transform"
630 veteran_names = _("beginner"), _("seasoned"), _("senior"), _("expert")
631 veteran_raise_chance = 50, 33, 20, 0
632 veteran_work_raise_chance = 3, 2, 1, 0
633 veteran_power_fact = 100, 150, 175, 200
634 veteran_move_bonus = 0, 0, 0, 0
635 roles = "Settlers", "WorkerStartUnit"
637 Engineers are similar to Workers, but they work twice as fast, \
638 move twice as fast, and may gain experience from work enabling \
639 them to work even faster.\
641 With knowledge of Fusion Power, Engineers may also perform more \
642 radical terrain transformations than Workers, Settlers, or Migrants, \
643 with the \"transform\" order. Examples include conversion of \
644 Tundra into Plains, or even Ocean into Swamp in some circumstances \
645 (when on board an ocean-going vessel, on a tile surrounded by \
646 sufficient existing land). See the Terrain Alterations section \
654 obsolete_by = "Musketeers"
655 graphic = "u.warriors"
657 sound_move = "m_warriors"
658 sound_move_alt = "m_generic"
659 sound_fight = "f_warriors"
660 sound_fight_alt = "f_generic"
676 roles = "DefendOk", "DefendOkStartUnit", "FirstBuild"
678 This unit may be built from the start of the game. It is the\
679 weakest offensive unit.\
685 tech_req = "Bronze Working"
686 obsolete_by = "Pikemen"
687 graphic = "u.phalanx"
689 sound_move = "m_phalanx"
690 sound_move_alt = "m_generic"
691 sound_fight = "f_phalanx"
692 sound_fight_alt = "f_generic"
708 roles = "DefendGood", "DefendGoodStartUnit", "FirstBuild"
710 The Phalanx is armored infantry, suitable for defending your cities.\
716 tech_req = "Warrior Code"
717 obsolete_by = "Musketeers"
718 graphic = "u.archers"
720 sound_move = "m_archers"
721 sound_move_alt = "m_generic"
722 sound_fight = "f_archers"
723 sound_fight_alt = "f_generic"
739 roles = "DefendOk", "DefendOkStartUnit", "Hut"
741 Archers fight with bows and arrows and have a good offensive\
748 tech_req = "Iron Working"
749 obsolete_by = "Musketeers"
752 sound_move = "m_legion"
753 sound_move_alt = "m_generic"
754 sound_fight = "f_legion"
755 sound_fight_alt = "f_generic"
770 flags = "Marines", "Capturer"
771 roles = "DefendOk", "DefendOkStartUnit", "BarbarianBuild", "BarbarianSea"
773 Legions are heavily armed and well disciplined infantry\
774 units with an excellent offensive value.\
780 tech_req = "Feudalism"
781 obsolete_by = "Musketeers"
782 graphic = "u.pikemen"
784 sound_move = "m_pikemen"
785 sound_move_alt = "m_generic"
786 sound_fight = "f_pikemen"
787 sound_fight_alt = "f_generic"
803 roles = "DefendGood", "DefendGoodStartUnit", "FirstBuild"
805 Equipped with long pikes, Pikemen replaces Phalanx\
806 as the preferred city defender.\
810 name = _("Musketeers")
812 tech_req = "Gunpowder"
813 obsolete_by = "Riflemen"
814 graphic = "u.musketeers"
816 sound_move = "m_musketeers"
817 sound_move_alt = "m_generic"
818 sound_fight = "f_musketeers"
819 sound_fight_alt = "f_generic"
834 flags = "Marines", "Capturer"
835 roles = "DefendGood", "DefendGoodStartUnit", "FirstBuild", "HutTech",
836 "BarbarianTech", "BarbarianBuildTech", "BarbarianSeaTech"
838 Musketeers are infantry equipped with early\
839 firearms and replace Pikemen as the preferred\
846 tech_req = "Conscription"
847 obsolete_by = "Marines"
848 graphic = "u.riflemen"
850 sound_move = "m_riflemen"
851 sound_move_alt = "m_generic"
852 sound_fight = "f_riflemen"
853 sound_fight_alt = "f_generic"
868 flags = "Marines", "Capturer"
869 roles = "DefendGood", "DefendGoodStartUnit", "FirstBuild"
871 Riflemen are World War-era infantry, very good\
872 at defending your cities.\
876 name = _("Alpine Troops")
880 graphic = "u.alpine_troops"
882 sound_move = "m_alpine_troops"
883 sound_move_alt = "m_generic"
884 sound_fight = "f_alpine_troops"
885 sound_fight_alt = "f_generic"
900 embarks = "Helicopter"
901 disembarks = "Helicopter"
902 flags = "IgTer", "Capturer"
903 roles = "DefendOk", "DefendOkStartUnit"
905 Alpine Troops are highly mobile units as well as\
906 excellent defenders.\
912 tech_req = "Guerilla Warfare"
914 graphic = "u.partisan"
916 sound_move = "m_partisan"
917 sound_move_alt = "m_generic"
918 sound_fight = "f_partisan"
919 sound_fight_alt = "f_generic"
934 embarks = "Helicopter"
935 disembarks = "Helicopter"
936 flags = "IgTer", "IgZOC", "Capturer"
937 roles = "DefendGood", "DefendGoodStartUnit", "Partisan", "BarbarianTech"
939 Partisans are guerilla fighters who are experts\
940 at using the terrain to their advantage.\
942 A number of Partisans are granted free when an enemy conquers your\
943 city -- they automatically assume defensive positions in the\
944 surrounding countryside -- but only under these conditions:\n\
945 - Guerilla Warfare must be known by at least one player.\n\
946 - At least three quarters of the citizens must have your nationality.\n\
947 - You must know about Communism and Gunpowder.\n\
948 - You must run either a Democracy or a Communist government.\
954 tech_req = "Guerilla Warfare"
955 gov_req = "Fundamentalism"
957 graphic = "u.fanatics"
959 sound_move = "m_fanatics"
960 sound_move_alt = "m_generic"
961 sound_fight = "f_fanatics"
962 sound_fight_alt = "f_generic"
977 embarks = "Helicopter"
978 disembarks = "Helicopter"
979 flags = "Fanatic", "AddToCity", "Capturer"
980 roles = "DefendGood", "DefendGoodStartUnit"
982 Fanatics are warriors extremely devoted to a higher cause.\
984 Fundamentalist nations can maintain Fanatic units without\
985 having to pay any upkeep nor causing military unhappiness. \
986 Instead, each unit reduces the population by 1.\
992 tech_req = "Amphibious Warfare"
994 graphic = "u.marines"
996 sound_move = "m_marines"
997 sound_move_alt = "m_generic"
998 sound_fight = "f_marines"
999 sound_fight_alt = "f_generic"
1007 vision_radius_sq = 2
1014 embarks = "Helicopter"
1015 disembarks = "Helicopter"
1016 flags = "Marines", "Capturer"
1017 roles = "DefendGood", "DefendGoodStartUnit", "FirstBuild", "BarbarianSeaTech"
1019 Marines are infantry who are experts at marine warfare.\
1023 name = _("Paratroopers")
1025 tech_req = "Combined Arms"
1026 obsolete_by = "None"
1027 graphic = "u.paratroopers"
1029 sound_move = "m_paratroopers"
1030 sound_move_alt = "m_generic"
1031 sound_fight = "f_paratroopers"
1032 sound_fight_alt = "f_generic"
1040 vision_radius_sq = 2
1047 embarks = "Helicopter"
1048 disembarks = "Helicopter"
1049 flags = "Paratroopers", "Capturer"
1050 roles = "DefendOk", "DefendOkStartUnit"
1052 Paratroopers are experts at airborne attacks. From a friendly city, \
1053 airbase, or airstrip, Paratroopers who have not expended any \
1054 movement points can paradrop directly to any tile in range, and be \
1055 immediately ready to act there. (Beware dropping into unseen territory, \
1056 as Paratroopers landing on a tile occupied by enemy units are easy \
1058 "), _("Veteran Paratroopers can land on forest and jungle tiles.")
1059 paratroopers_range = 10
1060 paratroopers_mr_req = 1
1061 paratroopers_mr_sub = 0
1064 name = _("Mech. Inf.")
1066 tech_req = "Labor Union"
1067 obsolete_by = "None"
1068 graphic = "u.mech_inf"
1070 sound_move = "m_mech_inf"
1071 sound_move_alt = "m_generic"
1072 sound_fight = "f_mech_inf"
1073 sound_fight_alt = "f_generic"
1081 vision_radius_sq = 2
1089 roles = "DefendGood", "DefendGoodStartUnit", "FirstBuild"
1091 The Mechanized Infantry has the strongest inherent defensive strength \
1092 of any land unit, and is very fast on roads and easy terrain, but it is \
1093 hindered rather than helped by rough terrain (it cannot move into \
1094 mountains, swamps, or jungles), and it is only available near the end \
1095 of the technology tree.\
1099 name = _("Horsemen")
1101 tech_req = "Horseback Riding"
1102 obsolete_by = "Knights"
1103 graphic = "u.horsemen"
1105 sound_move = "m_horsemen"
1106 sound_move_alt = "m_generic"
1107 sound_fight = "f_horsemen"
1108 sound_fight_alt = "f_generic"
1116 vision_radius_sq = 2
1124 roles = "AttackFastStartUnit", "Hut", "Barbarian", "Hunter"
1126 Horsemen are mounted warriors and an early\
1127 shock-troop that can penetrate deep into\
1134 tech_req = "The Wheel"
1135 obsolete_by = "Dragoons"
1136 graphic = "u.chariot"
1138 sound_move = "m_chariot"
1139 sound_move_alt = "m_generic"
1140 sound_fight = "f_chariot"
1141 sound_fight_alt = "f_generic"
1149 vision_radius_sq = 2
1157 roles = "AttackFastStartUnit"
1159 Chariots are horse-pulled war wagons. They have a stronger attack than \
1160 Horsemen, but their speed comes at a cost: they are more expensive \
1161 to build, they cannot take advantage of terrain to defend themselves, \
1162 they cannot move in rough terrain (mountains, swamps, and jungles) \
1163 without roads, and they cannot be transported by sea using early ships \
1164 (Triremes and Caravels).\
1168 name = _("Elephants")
1170 tech_req = "Polytheism"
1171 obsolete_by = "Dragoons"
1172 graphic = "u.elephants"
1173 graphic_alt = "u.chariot"
1174 sound_move = "m_elephants"
1175 sound_move_alt = "m_generic"
1176 sound_fight = "f_elephants"
1177 sound_fight_alt = "f_generic"
1185 vision_radius_sq = 2
1193 roles = "DefendOk", "DefendOkStartUnit", "AttackFastStartUnit", "Hunter"
1195 Elephants are towering animals trained for war that are often used as\
1196 powerful shock troops.\
1200 name = _("Crusaders")
1202 tech_req = "Monotheism"
1203 obsolete_by = "Dragoons"
1204 graphic = "u.crusaders"
1205 graphic_alt = "u.knights"
1206 sound_move = "m_crusaders"
1207 sound_move_alt = "m_generic"
1208 sound_fight = "f_crusaders"
1209 sound_fight_alt = "f_generic"
1217 vision_radius_sq = 2
1225 roles = "AttackFastStartUnit", "Hunter"
1227 Crusaders are highly disciplined mounted\
1228 warriors driven by a higher cause.\
1234 tech_req = "Chivalry"
1235 obsolete_by = "Dragoons"
1236 graphic = "u.knights"
1238 sound_move = "m_knights"
1239 sound_move_alt = "m_generic"
1240 sound_fight = "f_knights"
1241 sound_fight_alt = "f_generic"
1249 vision_radius_sq = 2
1257 roles = "DefendOk", "DefendOkStartUnit", "AttackFastStartUnit",
1258 "HutTech","BarbarianTech", "BarbarianBuildTech", "Hunter"
1260 Knights are mounted and heavily armored warriors.\
1264 name = _("Dragoons")
1266 tech_req = "Leadership"
1267 obsolete_by = "Cavalry"
1268 graphic = "u.dragoons"
1270 sound_move = "m_dragoons"
1271 sound_move_alt = "m_generic"
1272 sound_fight = "f_dragoons"
1273 sound_fight_alt = "f_generic"
1281 vision_radius_sq = 2
1289 roles = "AttackFastStartUnit", "BarbarianBuildTech", "Hunter"
1291 Dragoons are mounted warriors carrying early firearms.\
1297 tech_req = "Tactics"
1298 obsolete_by = "Armor"
1299 graphic = "u.cavalry"
1301 sound_move = "m_cavalry"
1302 sound_move_alt = "m_generic"
1303 sound_fight = "f_cavalry"
1304 sound_fight_alt = "f_generic"
1312 vision_radius_sq = 2
1320 roles = "AttackFastStartUnit", "Hunter"
1322 Cavalry are mounted and highly trained soldiers.\
1328 tech_req = "Mobile Warfare"
1329 obsolete_by = "None"
1332 sound_move = "m_armor"
1333 sound_move_alt = "m_generic"
1334 sound_fight = "f_armor"
1335 sound_fight_alt = "f_generic"
1343 vision_radius_sq = 2
1351 roles = "DefendOk", "DefendOkStartUnit", "AttackFastStartUnit", "Hunter"
1353 Armors are motorized war wagons that are faster, stronger, and can take \
1354 more damage than any mounted unit. However, they are less adaptable to \
1355 very rough terrain (they cannot move into mountains, swamps, or jungles \
1356 without roads), and unable to use less rough terrain to improve their \
1361 name = _("Catapult")
1363 tech_req = "Mathematics"
1364 obsolete_by = "Cannon"
1365 graphic = "u.catapult"
1367 sound_move = "m_catapult"
1368 sound_move_alt = "m_generic"
1369 sound_fight = "f_catapult"
1370 sound_fight_alt = "f_generic"
1378 vision_radius_sq = 2
1386 roles = "AttackStrongStartUnit"
1388 Catapults are large rock-throwing machines of war.\
1389 They are very strong attackers but equally weak\
1390 defenders and will need an escort to be effective.\
1392 While powerful, Catapults (and their successors) are bulky and awkward; \
1393 they require roads to move in rough terrain (mountains, swamps, and \
1394 jungles), are difficult to defend, and are too big for early ships \
1395 (Triremes and Caravels).\
1401 tech_req = "Metallurgy"
1402 obsolete_by = "Artillery"
1403 graphic = "u.cannon"
1405 sound_move = "m_cannon"
1406 sound_move_alt = "m_generic"
1407 sound_fight = "f_cannon"
1408 sound_fight_alt = "f_generic"
1416 vision_radius_sq = 2
1424 roles = "AttackStrongStartUnit", "BarbarianTech", "BarbarianBuildTech"
1426 Cannons are large firearms that can fire heavy projectiles over long \
1427 distances. As with the catapults they replace, they are very strong \
1428 attackers but equally weak defenders and will need an escort to be \
1429 effective, and have limited mobility.\
1433 name = _("Artillery")
1435 tech_req = "Machine Tools"
1436 obsolete_by = "Howitzer"
1437 graphic = "u.artillery"
1439 sound_move = "m_artillery"
1440 sound_move_alt = "m_generic"
1441 sound_fight = "f_artillery"
1442 sound_fight_alt = "f_generic"
1450 vision_radius_sq = 2
1457 flags = "CityBuster"
1458 roles = "AttackStrongStartUnit"
1460 The artillery is an upgraded cannon. As with its predecessors, it is a \
1461 very strong attacker but equally weak defender and will need an escort \
1462 to be effective, and has limited mobility.\
1466 name = _("Howitzer")
1468 tech_req = "Robotics"
1469 obsolete_by = "None"
1470 graphic = "u.howitzer"
1472 sound_move = "m_howitzer"
1473 sound_move_alt = "m_generic"
1474 sound_fight = "f_howitzer"
1475 sound_fight_alt = "f_generic"
1483 vision_radius_sq = 2
1490 flags = "CityBuster"
1491 roles = "AttackStrongStartUnit"
1493 Howitzers are upgraded artillery with improved defensive as well as \
1494 offensive capabilities. However, they still have the limited mobility \
1495 of their predecessors.\
1502 obsolete_by = "Stealth Fighter"
1503 graphic = "u.fighter"
1505 sound_move = "m_fighter"
1506 sound_move_alt = "m_generic"
1507 sound_fight = "f_fighter"
1508 sound_fight_alt = "f_generic"
1516 vision_radius_sq = 8
1523 targets = "Air", "Missile", "Helicopter"
1524 flags = "AirAttacker", "HasNoZOC"
1525 roles = "DefendOk", "DefendOkStartUnit"
1527 Fighters are your first airborne units. They can\
1528 move anywhere and attack any unit.\
1530 ; /* xgettext:no-c-format */
1532 Fighters and other aircraft lose 10% of their hitpoints for every \
1533 turn not spent in a city, airstrip, or airbase, or on a Carrier.\
1539 tech_req = "Advanced Flight"
1540 obsolete_by = "Stealth Bomber"
1541 graphic = "u.bomber"
1543 sound_move = "m_bomber"
1544 sound_move_alt = "m_generic"
1545 sound_fight = "f_bomber"
1546 sound_fight_alt = "f_generic"
1554 vision_radius_sq = 8
1561 flags = "FieldUnit", "OneAttack", "AirAttacker", "Bombarder", "HasNoZOC"
1564 Bombers are specialized airborne units that may\
1565 only attack ground targets, not other airborne\
1568 A Bomber's attack against units on land is a bombard attack; against\
1569 units on water it has a regular attack.\
1571 ; /* xgettext:no-c-format */
1573 As with other aircraft, Bombers lose 10% of their hitpoints for every \
1574 turn not spent in a city, airstrip, or airbase, or on a Carrier.\
1579 name = _("Helicopter")
1580 class = "Helicopter"
1581 tech_req = "Combined Arms"
1582 obsolete_by = "None"
1583 graphic = "u.helicopter"
1585 sound_move = "m_helicopter"
1586 sound_move_alt = "m_generic"
1587 sound_fight = "f_helicopter"
1588 sound_fight_alt = "f_generic"
1596 vision_radius_sq = 8
1604 flags = "OneAttack", "AirAttacker", "Bombarder", "HasNoZOC",
1608 A Helicopter's attack against units on land is a bombard attack; against \
1609 units on water it has a regular attack.\
1611 Helicopters can also transport one unit of infantry; while most troops \
1612 must load or unload in a city or airbase units specializing in mobility \
1613 (Paratroopers, Alpine Troops, Marines, Partisans, and Fanatics) can \
1614 embark or disembark at any time.\
1616 Unlike other aircraft, Helicopters are not required to return to a city, \
1617 base, or Carrier to refuel after a set number of turns; however, care \
1618 must be exercised, due to the health they lose every turn.\
1622 [unit_stealth_fighter]
1623 name = _("Stealth Fighter")
1625 tech_req = "Stealth"
1626 obsolete_by = "None"
1627 graphic = "u.stealth_fighter"
1629 sound_move = "m_stealth_fighter"
1630 sound_move_alt = "m_generic"
1631 sound_fight = "f_stealth_fighter"
1632 sound_fight_alt = "f_generic"
1640 vision_radius_sq = 8
1647 targets = "Air", "Missile", "Helicopter"
1648 flags = "Partial_Invis", "AirAttacker", "HasNoZOC"
1649 roles = "DefendGood", "DefendGoodStartUnit"
1651 An improved Fighter, with improved attack and a higher movement\
1655 [unit_stealth_bomber]
1656 name = _("Stealth Bomber")
1658 tech_req = "Stealth"
1659 obsolete_by = "None"
1660 graphic = "u.stealth_bomber"
1662 sound_move = "m_stealth_bomber"
1663 sound_move_alt = "m_generic"
1664 sound_fight = "f_stealth_bomber"
1665 sound_fight_alt = "f_generic"
1673 vision_radius_sq = 8
1680 flags = "Partial_Invis", "FieldUnit", "OneAttack", "AirAttacker", "Bombarder", "HasNoZOC"
1681 roles = "DefendOk", "DefendOkStartUnit"
1683 An improved Bomber, with improved attack and a higher movement\
1691 tech_req = "Map Making"
1692 obsolete_by = "Transport"
1693 graphic = "u.trireme"
1695 sound_move = "m_trireme"
1696 sound_move_alt = "m_generic"
1697 sound_fight = "f_trireme"
1698 sound_fight_alt = "f_generic"
1706 vision_radius_sq = 2
1713 cargo = "Land", "Small Land", "Merchant"
1714 flags = "BadCityDefender", "HasNoZOC", "Provoking"
1715 roles = "Ferryboat", "FerryStartUnit"
1717 The Trireme is your first boat unit. It can act\
1718 as a transport ship and has rudimentary offensive\
1719 capabilities, and unlike later boats can travel on\
1720 rivers, but it may not enter deep ocean tiles.\
1726 tech_req = "Magnetism"
1727 obsolete_by = "Galleon"
1728 graphic = "u.caravel"
1730 sound_move = "m_caravel"
1731 sound_move_alt = "m_generic"
1732 sound_fight = "f_caravel"
1733 sound_fight_alt = "f_generic"
1741 vision_radius_sq = 2
1748 cargo = "Land", "Small Land", "Merchant"
1749 flags = "BadCityDefender", "Only_Native_Attack", "HasNoZOC",
1751 roles = "Ferryboat", "FerryStartUnit", "BarbarianBoat"
1753 The Caravel is a sailing ship that can enter\
1760 tech_req = "Navigation"
1761 obsolete_by = "Transport"
1762 graphic = "u.galleon"
1764 sound_move = "m_galleon"
1765 sound_move_alt = "m_generic"
1766 sound_fight = "f_galleon"
1767 sound_fight_alt = "f_generic"
1775 vision_radius_sq = 2
1782 cargo = "Land", "Small Land", "Big Land", "Merchant"
1783 flags = "BadCityDefender", "HasNoZOC", "Provoking"
1784 roles = "Ferryboat", "FerryStartUnit", "BarbarianBoat"
1786 The Galleon is a pure transport ship, the first which can\
1787 transport large wheeled units. It cannot attack other ships, though\
1788 it may still defend itself when attacked.\
1794 tech_req = "Navigation"
1795 obsolete_by = "Ironclad"
1796 graphic = "u.frigate"
1798 sound_move = "m_frigate"
1799 sound_move_alt = "m_generic"
1800 sound_fight = "f_frigate"
1801 sound_fight_alt = "f_generic"
1809 vision_radius_sq = 2
1816 flags = "BadCityDefender"
1819 The Frigate is a specialized ship with a strong offensive value,\
1820 and can attack units on land, but it cannot transport units.\
1824 name = _("Ironclad")
1826 tech_req = "Steam Engine"
1827 obsolete_by = "Destroyer"
1828 graphic = "u.ironclad"
1830 sound_move = "m_ironclad"
1831 sound_move_alt = "m_generic"
1832 sound_fight = "f_ironclad"
1833 sound_fight_alt = "f_generic"
1841 vision_radius_sq = 2
1848 flags = "BadCityDefender"
1851 The Ironclad is an armored ship,\
1852 more sturdy than the Frigate.\
1856 name = _("Destroyer")
1858 tech_req = "Engineering"
1859 obsolete_by = "None"
1860 graphic = "u.destroyer"
1862 sound_move = "m_destroyer"
1863 sound_move_alt = "m_generic"
1864 sound_fight = "f_destroyer"
1865 sound_fight_alt = "f_generic"
1873 vision_radius_sq = 8
1881 { "flag", "type", "value"
1882 "Submarine", "DefenseMultiplier", 1
1884 flags = "BadCityDefender"
1887 An improved Ironclad, with better move rate and vision.\
1888 Anti-submarine weapons double its defense against Submarines.\
1890 TIP: A very fast unit, which is very useful for hunting down enemy\
1891 Transports and Submarines.\
1898 obsolete_by = "AEGIS Cruiser"
1899 graphic = "u.cruiser"
1901 sound_move = "m_cruiser"
1902 sound_move_alt = "m_generic"
1903 sound_fight = "f_cruiser"
1904 sound_fight_alt = "f_generic"
1912 vision_radius_sq = 8
1919 flags = "BadCityDefender"
1920 roles = "DefendOk", "DefendOkStartUnit"
1922 The Cruiser is a strong offensive boat unit.\
1925 [unit_aegis_cruiser]
1926 name = _("AEGIS Cruiser")
1928 tech_req = "Rocketry"
1929 obsolete_by = "None"
1930 graphic = "u.aegis_cruiser"
1932 sound_move = "m_aegis_cruiser"
1933 sound_move_alt = "m_generic"
1934 sound_fight = "f_aegis_cruiser"
1935 sound_fight_alt = "f_generic"
1943 vision_radius_sq = 8
1951 { "flag", "type", "value"
1952 "AirAttacker", "DefenseMultiplier", 4
1954 flags = "BadCityDefender"
1955 roles = "DefendGood", "DefendGoodStartUnit"
1957 The AEGIS Cruiser is equipped with an advanced\
1958 defensive missile system.\
1962 name = _("Battleship")
1964 tech_req = "Mass Production"
1965 obsolete_by = "None"
1966 graphic = "u.battleship"
1968 sound_move = "m_battleship"
1969 sound_move_alt = "m_generic"
1970 sound_fight = "f_battleship"
1971 sound_fight_alt = "f_generic"
1979 vision_radius_sq = 8
1986 ; /* <-- avoid gettext warnings
1987 ; Consensus historical article: "Airplanes Sink a Battleship?
1988 ; No, Sir! Declares President" Chicago Daily Tribune, Feb. 26, 1938.
1989 ; */ <-- avoid gettext warnings
1990 flags = "BadCityDefender", "Consensus"
1991 roles = "DefendOk", "DefendOkStartUnit"
1993 The Battleship is the supreme naval unit with\
1994 excellent offensive and defensive values.\
1998 name = _("Submarine")
2000 tech_req = "Combustion"
2001 obsolete_by = "None"
2002 graphic = "u.submarine"
2004 sound_move = "m_submarine"
2005 sound_move_alt = "m_generic"
2006 sound_fight = "f_submarine"
2007 sound_fight_alt = "f_generic"
2015 vision_radius_sq = 8
2023 flags = "Partial_Invis", "BadCityDefender", "Only_Native_Attack",
2024 "Submarine", "Provoking"
2027 Traveling under the surface of the ocean, Submarines have\
2028 a very high strategic value, but a weak defense if caught\
2035 tech_req = "Advanced Flight"
2036 obsolete_by = "None"
2037 graphic = "u.carrier"
2039 sound_move = "m_carrier"
2040 sound_move_alt = "m_generic"
2041 sound_fight = "f_carrier"
2042 sound_fight_alt = "f_generic"
2050 vision_radius_sq = 8
2057 cargo = "Air", "Missile", "Helicopter"
2058 ; Consensus historical article: Julian Borger. "Wake-up call"
2059 ; The Guardian, Sep. 6, 2002.
2060 flags = "BadCityDefender", "HasNoZOC", "Consensus", "Provoking"
2061 roles = "DefendGood", "DefendGoodStartUnit"
2063 The Carrier is a mobile airport.\
2065 TIP: Guard Carriers with a handful of fast-moving ships and a\
2066 battleship, as losing a fully-equipped Carrier is VERY\
2067 painful and expensive.\
2071 name = _("Transport")
2073 tech_req = "Engineering"
2074 obsolete_by = "None"
2075 graphic = "u.transport"
2077 sound_move = "m_transport"
2078 sound_move_alt = "m_generic"
2079 sound_fight = "f_transport"
2080 sound_fight_alt = "f_generic"
2088 vision_radius_sq = 8
2095 cargo = "Land", "Small Land", "Big Land", "Merchant"
2096 flags = "Settlers", "Infra", "BadCityDefender", "HasNoZOC",
2098 veteran_names = _("green"), _("veteran"), _("hardened"), _("elite")
2099 veteran_raise_chance = 50, 33, 20, 0
2100 veteran_work_raise_chance = 0, 0, 0, 0
2101 veteran_power_fact = 100, 150, 175, 200
2102 veteran_move_bonus = 0, 0, 0, 0
2103 roles = "Ferryboat", "FerryStartUnit"
2105 The Transport cannot attack on its own but\
2106 may defend itself when under attack.\
2108 Transports can also clean pollution and fallout on water tiles, and \
2109 with knowledge of Miniaturization, may build Oil Platforms on deep ocean \
2110 tiles (for use by Offshore Platforms).\
2112 ; FIXME: also cleans pollution/fallout in coastal cities (and faster
2115 [unit_cruise_missile]
2116 name = _("Cruise Missile")
2118 tech_req = "Rocketry"
2119 obsolete_by = "None"
2120 graphic = "u.cruise_missile"
2122 sound_move = "m_cruise_missile"
2123 sound_move_alt = "m_generic"
2124 sound_fight = "f_cruise_missile"
2125 sound_fight_alt = "f_generic"
2133 vision_radius_sq = 2
2140 targets = "Air", "Missile", "Helicopter"
2141 flags = "OneAttack", "AirAttacker", "CityBuster", "HasNoZOC"
2144 The Cruise Missile is a long-distance missile\
2145 that can strike deep into enemy territory.\
2147 TIP: A handful of these can successfully keep the waters around\
2148 your treasured homeland free of enemy ships.\
2154 tech_req = "Nuclear Fission"
2155 obsolete_by = "None"
2156 graphic = "u.nuclear"
2158 sound_move = "m_nuclear"
2159 sound_move_alt = "m_generic"
2160 sound_fight = "f_nuclear"
2161 sound_fight_alt = "f_generic"
2169 vision_radius_sq = 2
2176 flags = "FieldUnit", "OneAttack", "Nuclear", "HasNoZOC"
2177 ; No veteran levels (level name is never displayed)
2178 veteran_names = _("green")
2179 veteran_raise_chance = 0
2180 veteran_work_raise_chance = 0
2181 veteran_power_fact = 100
2182 veteran_move_bonus = 0
2185 You can build Nuclear units when you have the required advance, and\
2186 the Manhattan Project wonder has been built by any player.\
2187 However, without further technology they cannot move on their own.\
2189 With Advanced Flight, all Nuclear units (including those already\
2190 built) gain a range of 8 movement points, and Rocketry increases\
2193 On impact, the blast will destroy any unit in an area 3 tiles wide\
2194 (3x3 squares for rectangular grids), including friendly units.\
2195 Any city within the blast area loses half its population, and\
2196 land tiles within the blast area are subject to nuclear fallout.\
2198 Similar to pollution and global warming, the risk of global nuclear\
2199 winter increases with fallout. If nuclear winter occurs, terrain\
2200 across the globe changes into desert, tundra, and ice. Settlers,\
2201 Migrants, Workers, and Engineers and (for fallout on water)\
2202 Transports can clean up nuclear fallout.\
2204 Make sure that the upkeep (gold and shield) of your Nuclear is payed.\
2205 A non maintained nuke will detonate in place.\
2207 TIP: You may be involved in a situation where you've invaded an\
2208 enemy country en masse, but the enemy cities are too strong.\
2209 Before using a Nuclear unit, assemble a gang of cleanup units\
2210 next to the city and have them ready to fix the fallout on the\
2211 same turn it occurs! This minimizes the chance of nuclear winter.\
2212 Eco-friendly nukes!\
2216 name = _("Diplomat")
2217 class = "Small Land"
2218 tech_req = "Alphabet"
2220 graphic = "u.diplomat"
2222 sound_move = "m_diplomat"
2223 sound_move_alt = "m_generic"
2224 sound_fight = "f_diplomat"
2225 sound_fight_alt = "f_generic"
2233 vision_radius_sq = 2
2240 flags = "Partial_Invis", "Diplomat", "IgZOC", "NonMil", "HasNoZOC",
2243 ; /* TRANS: diplomatic rank. */
2244 _("?diplomatic_rank:attaché"),
2245 ; /* TRANS: diplomatic rank */
2246 _("?diplomatic_rank:secretary"),
2247 ; /* TRANS: diplomatic rank */
2248 _("?diplomatic_rank:envoy"),
2249 ; /* TRANS: diplomatic rank */
2250 _("?diplomatic_rank:ambassador")
2251 veteran_raise_chance = 50, 33, 20, 0
2252 veteran_work_raise_chance = 0, 0, 0, 0
2253 veteran_power_fact = 100, 105, 110, 115
2254 veteran_move_bonus = 0, 0, 0, 0
2255 roles = "DiplomatStartUnit"
2257 A Diplomat is an official that carries your dispatches and\
2258 is authorized to deal with foreign dignitaries. He may\
2259 also undertake various covert operations with the intent of\
2260 harming your opponents; Diplomats in your own cities defend\
2261 them against such actions.\
2263 Many covert actions may be attempted even in peacetime, but the more\
2264 aggressive actions will be discovered and cause diplomatic incidents,\
2265 giving an excuse for the breaking of treaties by a Federation or\
2266 Democracy, or a nuclear-armed regime otherwise restrained by the\
2269 If a foreign unit is alone on a tile, you may attempt to bribe it\
2270 with your Diplomat. By paying a sum of gold the unit will immediately\
2271 become yours; the exact sum depends on the status of the unit and\
2272 that of the civilization owning it. However, units belonging to\
2273 Republican or Democratic governments cannot be bribed. Bribery when\
2274 not at war will cause a diplomatic incident.\
2276 Diplomats can also perform a number of actions in another player's\
2277 city, although each Diplomat may attempt only one action. Most of\
2278 these actions have a chance of failure. Also, any enemy Diplomats or\
2279 Spies in the city will oppose hostile actions, as will the enemy Leader\
2280 in games with leaders; in this case, either your unit or the defending\
2281 unit will die (if you go up against the Leader you will always die). If\
2282 the defending unit dies, you lose one movement point and may try again.\
2284 The actions available to Diplomats in a city are:\
2286 - \"Establish Embassy\": This action always succeeds, and gives\
2287 permanent contact with the city's owner, as well as intelligence\
2288 on their tax rates and technology. Each player you have an embassy\
2289 with that knows a technology reduces that technology's research\
2292 - \"Investigate City\": Your unit attempts to report detailed\
2293 information about the city: its status, what buildings and units are\
2294 within, and what it is currently producing.\
2296 - \"Sabotage City\": Your unit attempts either to disrupt all the\
2297 city's work so far towards its current project, or to destroy an\
2298 existing building in the city, at random. Once built, Palaces and\
2299 Wonders cannot be sabotaged, and attempts to sabotage City Walls\
2300 or any building in a capital each halve the chance of success.\
2301 Sabotage may only be attempted when openly at war.\
2303 - \"Steal Technology\": Your unit attempts to learn the secrets of a\
2304 random technology known to the city's owner but not to you. Technology\
2305 may only be stolen once from a given enemy city by Diplomats. This\
2306 action may be attempted even when not at war, but will cause a\
2307 diplomatic incident.\
2309 - \"Incite a Revolt\": In return for gold a foreign city will change\
2310 allegiance and join your empire, bringing along all nearby units that\
2311 call it home, but reducing its size by 1. Units in other cities\
2312 remain in the enemy's control, but units outside cities are lost to\
2313 both players. The exact sum depends on the status of the city and\
2314 that of the civilization that owns it. It is not possible to incite\
2315 a rebellion in a capital, or in any city governed by a Federation or\
2316 Democracy. Incitement may be attempted in peacetime, but will cause a\
2317 diplomatic incident.\
2319 In some game strategies, hordes of Diplomats can be used to wreak\
2320 havoc on the enemy. Little wonder that Diplomats are often\
2321 viewed with suspicion and fear!\
2323 Diplomats built under Communist or Federation governments will\
2324 start at the first veteran level (secretary).\
2329 class = "Small Land"
2330 tech_req = "Espionage"
2331 obsolete_by = "None"
2334 sound_move = "m_spy"
2335 sound_move_alt = "m_generic"
2336 sound_fight = "f_spy"
2337 sound_fight_alt = "f_generic"
2345 vision_radius_sq = 8
2352 flags = "Partial_Invis", "Diplomat", "IgZOC", "NonMil", "HasNoZOC",
2355 ; /* TRANS: Spy veteran level */
2356 _("?spy_level:informant"),
2357 ; /* TRANS: Spy veteran level */
2358 _("?spy_level:handler"),
2359 ; /* TRANS: Spy veteran level */
2360 _("?spy_level:agent"),
2361 ; /* TRANS: Spy veteran level */
2362 _("?spy_level:spymaster")
2363 veteran_raise_chance = 50, 33, 20, 0
2364 veteran_work_raise_chance = 0, 0, 0, 0
2365 veteran_power_fact = 100, 105, 110, 115
2366 veteran_move_bonus = 0, 0, 0, 0
2367 roles = "DiplomatStartUnit"
2369 A Spy is more skilled in the arts of espionage than her Diplomat predecessor.\
2371 She can perform all the functions of the Diplomat; refer to the Diplomat\
2372 entry for more details. Unlike a Diplomat, a Spy may also survive an\
2373 operation in a foreign city and become more experienced as a result.\
2374 Spies are also more effective than Diplomats at defending cities\
2375 against foreign Diplomats and Spies.\
2377 A Spy can also be used to:\n\
2378 - sabotage an enemy unit (reducing its hit points to half), if it is\
2379 alone on a tile and the players are at war;\n\
2380 - poison the water supply of an enemy city (reducing the population\
2382 - steal specific technology (with a reduced chance of success);\n\
2383 - steal further technologies from a city which has already been\
2384 stolen from (although cities become more resistant each time they\
2385 are stolen from);\n\
2386 - sabotage predetermined city targets (with a reduced chance of\
2389 A Spy that survives the more aggressive actions (sabotage, theft,\
2390 inciting rebellion, and poisoning) escapes to the safety of the\
2391 nearest friendly city.\
2393 Spies built under Communist or Federation governments will start\
2394 at the first veteran level (handler).\
2401 obsolete_by = "Freight"
2402 graphic = "u.caravan"
2404 sound_move = "m_caravan"
2405 sound_move_alt = "m_generic"
2406 sound_fight = "f_caravan"
2407 sound_fight_alt = "f_generic"
2415 vision_radius_sq = 2
2422 flags = "TradeRoute", "HelpWonder", "NonMil", "HasNoZOC", "Capturable"
2425 A Caravan carries goods or material for trading with other nations,\
2426 or to help build wonders in your own cities.\
2428 Caravans can only travel on roads, railroads, rivers or ships.\
2429 (Caravans cannot take advantage of maglevs, but may travel on\
2430 the railroads that accompany them.)\
2432 A Caravan sent to a foreign city (one not owned by an enemy) can\
2433 establish a trade route. The route's ongoing revenue is doubled\
2434 if the two cities involved are on different continents. Each city\
2435 can support a maximum of two trade routes.\
2437 A Caravan sent to one of your own cities that is building a wonder\
2438 can add 50 shields towards its production. If your city is not\
2439 building a wonder, the Caravan can take no special action.\
2441 TIP: You can stockpile a stack of Caravans in advance and bring\
2442 them all into a city where you have started to build a wonder,\
2443 and finish it in only one turn!\
2449 tech_req = "The Corporation"
2450 obsolete_by = "None"
2451 graphic = "u.freight"
2453 sound_move = "m_freight"
2454 sound_move_alt = "m_generic"
2455 sound_fight = "f_freight"
2456 sound_fight_alt = "f_generic"
2464 vision_radius_sq = 2
2471 flags = "TradeRoute", "HelpWonder", "NonMil", "HasNoZOC", "Capturable"
2474 The Freight unit replaces the Caravan, and moves at twice the speed.\
2475 It has the same behavior and movement restrictions.\
2479 name = _("Explorer")
2480 class = "Small Land"
2481 tech_req = "Seafaring"
2482 obsolete_by = "None"
2483 graphic = "u.explorer"
2485 sound_move = "m_explorer"
2486 sound_move_alt = "m_generic"
2487 sound_fight = "f_explorer"
2488 sound_fight_alt = "f_generic"
2496 vision_radius_sq = 6
2503 flags = "IgTer", "IgZOC", "NonMil", "HasNoZOC"
2504 roles = "Explorer", "ExplorerStartUnit"
2506 Explorers are brave individuals that are very useful for\
2507 mapping unknown territory.\
2509 Explorers can also perform some actions in another player's city, although\
2510 the unit disappears after the action is complete.\
2512 - \"Establish Embassy\": This action always succeeds, and gives\
2513 permanent contact with the city's owner, as well as intelligence\
2514 on their tax rates and technology. Each player you have an embassy\
2515 with that knows a technology reduces that technology's research\
2518 - \"Investigate City\": Your unit attempts to report detailed\
2519 information about the city: its status, what buildings and units are\
2520 within, and what it is currently producing.\
2524 name = _("?unit:Leader")
2527 obsolete_by = "None"
2528 graphic = "u.leader"
2529 graphic_alt = "u.explorer"
2530 sound_move = "m_leader"
2531 sound_move_alt = "m_generic"
2532 sound_fight = "f_leader"
2533 sound_fight_alt = "f_generic"
2541 vision_radius_sq = 8
2548 flags = "IgZOC", "NonMil", "NoBuild", "NoHome", "SuperSpy",
2549 "EvacuateFirst", "Unbribable", "GameLoss", "Unique",
2551 ; No veteran levels (level name is never displayed)
2552 veteran_names = _("green")
2553 veteran_raise_chance = 0
2554 veteran_work_raise_chance = 0
2555 veteran_power_fact = 100
2556 veteran_move_bonus = 0
2557 roles = "KingStartUnit"
2559 This is you. If you lose this unit, you lose the game. So don't.\
2561 Won't unleash barbarians from huts.\
2564 [unit_barbarian_leader]
2565 name = _("Barbarian Leader")
2568 obsolete_by = "None"
2569 graphic = "u.barbarian_leader"
2570 graphic_alt = "u.diplomat"
2571 sound_move = "m_barbarian_leader"
2572 sound_move_alt = "m_generic"
2573 sound_fight = "f_barbarian_leader"
2574 sound_fight_alt = "f_generic"
2582 vision_radius_sq = 2
2589 flags = "IgZOC", "NonMil", "Unbribable",
2590 "EvacuateFirst", "SuperSpy", "NoHome", "NoBuild"
2591 ; No veteran levels (level name is never displayed)
2592 veteran_names = _("green")
2593 veteran_raise_chance = 0
2594 veteran_work_raise_chance = 0
2595 veteran_power_fact = 100
2596 veteran_move_bonus = 0
2597 roles = "BarbarianLeader"
2599 One Barbarian Leader appears every time there is a barbarian uprising\
2600 somewhere in the world.\
2602 When a Barbarian Leader is killed on a tile without any defending units,\
2603 the 100 gold ransom is paid, but only to land units and helicopters.\
2609 tech_req = "Advanced Flight"
2610 obsolete_by = "None"
2612 graphic_alt = "u.bomber" ; backwards compatibility
2613 sound_move = "m_awacs"
2614 sound_move_alt = "m_generic"
2615 sound_fight = "f_awacs"
2616 sound_fight_alt = "f_generic"
2624 vision_radius_sq = 26
2634 The AWACS (Airborne Warning and Control System) is an airplane with an \
2635 advanced radar that can determine the location of enemy units over a \