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="Unit definitions for the multiplayer ruleset."
19 options="+Freeciv-ruleset-Devel-2017.Jan.02 web-compatible"
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 _("Horse"), _("Attack value halved when attacking Pikemen.")
34 _("Helicopter"), _("Defends very badly against Fighters.")
40 _("Infra"), _("Can build infrastructure.")
41 _("Paratroopers"), _("Can be paradropped from a friendly city or suitable base.")
42 _("Marines"), _("Can launch attack from non-native tiles.")
45 ; Names for custom unit class flags. There can be up to 8 of these.
46 ; name = rule name; In some circumstances user may see this
47 ; as part of some sentences, so try to make it descriptive
49 ; helptxt = displayed in the help for unit types belonging to a class
50 ; with this flag (optional)
53 _("AttFromNonNative"), _("Can launch attack from non-native tiles.")
57 ; What are the names of the levels?
58 veteran_names = _("green"), _("veteran"), _("hardened"), _("elite")
60 ; The percentage chance of increasing level through combat
61 veteran_raise_chance = 50, 33, 20, 0
63 ; The percentage chance of a settler/engineer increasing level through
64 ; performing useful work (per turn)
65 veteran_work_raise_chance = 0, 0, 0, 0
67 ; Power factors are as a percentage.
68 ; +50% is represented by 150
69 veteran_power_fact = 100, 150, 175, 200
71 ; The additional number of movement points granted for different veteran
72 ; levels. These are fractional move points as defined by move_fragments in
74 veteran_move_bonus = 0, 0, 0, 0
76 ; /* <-- avoid gettext warnings
79 ; The number can be variable, up to 32
80 ; When adding new classes, remember to check effects.ruleset also.
81 ; Eg. if you divide class 'Land' to two separate classes, you may
82 ; want add effect giving City Walls defence bonus against new class
85 ; The actual tag used (the * in [unitclass_*]) does not matter, except
86 ; it must be unique within this file, and it may be used in debug
87 ; output when reading this file.
91 ; name = translatable name as seen by user
92 ; rule_name = (optional) name for savegames, rulesets etc; if not
93 ; present, 'name' is used. Since the name used in savegames
94 ; must not change, use this when renaming a unit class after a
95 ; ruleset has been released.
96 ; min_speed = Minimum speed after damage and effects (whole movement points)
97 ; hp_loss_pct = Hitpoints lost each turn if unit not in city or native base
98 ; non_native_def_pct = Defense power percentage applying when defending on
99 ; non-native terrain (such as ship in harbour)
100 ; hut_behavior = What happens to huts when unit enters tile:
101 ; "Normal", "Nothing", or "Frighten"
102 ; flags = List of unit class flags (from the following list; you
103 ; cannot add custom unit class flags)
104 ; helptext = optional help text string; should escape all raw newlines
105 ; so that xgettext parsing works
107 ; ** Unit class Flags **
109 ; "TerrainSpeed" = Units use terrain specific speed
110 ; "TerrainDefense" = Units gain defense bonus from terrain
111 ; "DamageSlows" = Damaged units are slowed down
112 ; "CanOccupyCity" = Military units of this class can occupy enemy cities
113 ; "Missile" = Unit is destroyed when it attacks
114 ; "BuildAnywhere" = Unit can be built even in the middle of non-native terrain
115 ; "Unreachable" = Unit can be attacked only by units explicitly listing this
116 ; class in its 'targets', unless on a city or native base.
117 ; For class members which are transports, cargo cannot load/
118 ; unload except in a city or native base, unless that unit
119 ; explicitly lists this class in its 'embarks'/'disembarks'.
120 ; "CollectRansom" = Unit can collect ransom when killing lone barbarian leader
121 ; "ZOC" = Unit is subject to ZOC rules. Unit type flag "IgZOC" can
123 ; "CanFortify" = Unit can fortify at land tiles. Unit type flag
124 ; "Cant_Fortify" can override this
125 ; "CanPillage" = Unit can pillage tile infrastructure
126 ; "DoesntOccupyTile" = Even if this kind of enemy unit is on tile, cities can
127 ; still work that tile
128 ; "AttackNonNative" = Unit can attack units on non-native tiles. Unit type
129 ; flag "Only_Native_Attack" can override this
130 ; "KillCitizen" = Upon successful attack against a city, unit kills one
131 ; citizen. The effect "Unit_No_Lose_Pop" and the server
132 ; setting 'killcitizen' can disable this.
134 ; */ <-- avoid gettext warnings
137 ; /* TRANS: Unit class: used adjectivally */
138 name = _("?unitclass:Missile")
141 hut_behavior = "Frighten"
142 flags = "Missile", "Unreachable", "DoesntOccupyTile"
145 ; /* TRANS: Unit class: used adjectivally */
146 name = _("?unitclass:Land")
149 flags = "TerrainSpeed", "DamageSlows", "CanOccupyCity", "BuildAnywhere",
150 "CollectRansom", "ZOC", "CanFortify", "CanPillage",
151 "TerrainDefense", "KillCitizen"
153 * Can be airlifted from a suitable city.\
157 ; /* TRANS: Unit class: used adjectivally */
158 name = _("?unitclass:Sea")
161 flags = "DamageSlows", "AttackNonNative", "AttFromNonNative"
164 ; /* TRANS: Unit class: used adjectivally */
165 name = _("?unitclass:Trireme")
168 flags = "DamageSlows", "AttFromNonNative"
171 ; /* TRANS: Unit class: used adjectivally */
172 name = _("?unitclass:Helicopter")
175 flags = "CanOccupyCity", "CollectRansom"
178 ; /* TRANS: Unit class: used adjectivally */
179 name = _("?unitclass:Air")
182 hut_behavior = "Frighten"
183 flags = "Unreachable", "DoesntOccupyTile"
185 ; /* <-- avoid gettext warnings
187 ; Below: The individual unit types, one per section.
189 ; The number can be variable, up to 200.
190 ; However for the "official" rulesets, units should not be removed
191 ; because that would break backward compatability with savegames.
193 ; The order here matters: later units are considered "better" for
194 ; a given flag or role.
196 ; The actual tag used (the * in [unit_*]) does not matter, except
197 ; it must be unique within this file, and it may be used in debug
198 ; output when reading this file.
202 ; name = translatable name as seen by user
203 ; rule_name = (optional) name for savegames, rulesets etc; if not
204 ; present, 'name' is used. Since the name used in savegames
205 ; must not change, use this when renaming a unit after a
206 ; ruleset has been released.
207 ; graphic = tag specifying preferred graphic
208 ; graphic_alt = tag for alternate graphic if preferred graphic is not
209 ; present; especially if preferred graphic is non-standard,
210 ; this should be a standard tag. Otherwise can use eg "-"
211 ; for no alternate graphic.
212 ; tech_req = required advance, names from techs.ruleset, or special:
213 ; "None" => available from start
214 ; impr_req = required city improvement, names from buildings.ruleset
215 ; gov_req = required government, names from governments.ruleset
216 ; obsolete_by = can be upgraded to and made obsolete by another unit by name
217 ; build_cost = production shields required to build
218 ; pop_cost = population removed from city when built; for 'Join City'
219 ; units this is also the population added to the destination
220 ; attack = base attack strength (0 = cannot attack)
221 ; defense = base defense strength (0 = cannot defend)
222 ; hitpoints = how much damage unit can withstand
223 ; firepower = number of hitpoints removed per round of combat; at least 1
224 ; move_rate = base move rate (whole movement points)
225 ; vision_radius_sq = base vision of unit: unit can see tile up to the square
226 ; root of this value away
227 ; convert_to = can be converted to another type of unit by name
228 ; convert_time = time it takes to convert to another unit type
229 ; class = One of the classes listed above
230 ; transport_cap = Number of units (ground, or air/missiles, depending on flags)
231 ; fuel = Number of turns unit can spend outside refuel points.
232 ; If more time passes without unit refueling over turn change,
233 ; they are lost. If this is zero, unit has no need to refuel
234 ; Units with "Coast" flag set consider any tile next to coast
236 ; uk_* = upkeep costs, these are used as base values in the game
237 ; cargo = Unit classes this unit can transport
238 ; city_slots = How many of homecity's unit maintenance slots unit takes
239 ; city_size = Initial size of the cities built by 'Found City' type units
240 ; (but 'Join City' uses pop_cost)
241 ; targets = list of unit classes this unit can attack against even
242 ; if they have Unreachable unit class flag
243 ; embarks = list of unit classes this unit may load into while not in
244 ; native base or city even if transporter has Unreachable unit
246 ; disembarks = list of unit classes this unit may unload from while not in
247 ; native base or city even if transporter has Unreachable unit
249 ; bonuses = definitions of combat bonuses against specific other units
250 ; bonuses.flag = flag of the unit that bonus applies against
251 ; bonuses.type = type of the bonus. See below
252 ; bonuses.value = value of the bonus. Sum of these is used if multiple apply.
253 ; bonuses.quiet = don't auto generate help text for this bonus. Use this if
254 ; the bonus is documented in the unit type's help text.
255 ; This is useful when the combination of a unit's bonuses
256 ; becomes complex enough to make the auto generated help
257 ; ugly or inaccurate.
258 ; flags = special flag strings; list of built-in flags described below
259 ; and/or user flags defined above
261 ; veteran_names = Special veteran level for this unit. See the definitions in
262 ; game.ruleset. All of the veteran_* entries have to have the
264 ; veteran_raise_chance =
265 ; veteran_work_raise_chance =
266 ; veteran_power_fact =
267 ; veteran_move_bonus =
269 ; roles = special role strings
270 ; sound_move = optional sound effect when the unit moves
271 ; sound_move_alt = optional alternative sound effect if above not
272 ; supported in client
273 ; sound_fight = optional sound effect when the unit fights
274 ; sound_fight_alt = optional alternative sound effect if above not
275 ; supported in client
276 ; helptext = optional help text string; should escape all raw newlines
277 ; so that xgettext parsing works
282 ; "DefenseMultiplier" = Multiply defense value (1 + 'value') times.
283 ; Value of 1 means multiplication by 2, value 2 by 3...
284 ; Bonus is defined in defenders entry.
285 ; "DefenseDivider" = Divide defense value with (1 + 'value').
286 ; Bonus is defined in attackers entry.
287 ; "FirePower1" = Defender firepower is reduced to value 1 when
288 ; ever this has non-zero value.
289 ; Bonus is defined in attackers entry.
294 ; "IgZOC" = ignore Zones of Control (ZOC) even if unit class has
296 ; "HasNoZOC" = unit has no Zone of Control (ZOC), thus any unit can move
298 ; "NonMil" = a non-military unit: no attacks; no martial law; can enter
299 ; peaceful borders; DoesntOccupyTile
300 ; "IgTer" = use constant move cost defined in igter_cost (terrain.ruleset)
301 ; rather than terrain/road etc cost, unless terrain cost is
303 ; "OneAttack" = can only make a single attack, regardless of movement points
304 ; "FieldUnit" = cause unhappiness even when not being aggressive
305 ; "BeachLander" = won't lose all its movement when moving from non-native
306 ; terrain to native terrain even if slow_invasions is on.
307 ; "Partial_Invis" = visible only to adjancent units; does not hide transported
308 ; units other than missiles
309 ; "Settlers" = can irrigate and build roads
310 ; "Diplomat" = can defend against diplomat actions (see diplchance
312 ; "Spy" = enhanced diplomat actions. _Must_ be "Diplomat" also
313 ; "CoastStrict" = (sea only) cannot leave coast
314 ; "Coast" = (sea only) can refuel on coast. Set fuel to force unit
315 ; to regularly end turn on coast
316 ; "Only_Native_Attack" = cannot attack targets on non-native tiles even if
318 ; "Cant_Fortify" = cannot fortify even if unit class has "CanFortify" flag
319 ; "Fanatic" = can only be built by governments that allow them
320 ; (see civ2/governments.ruleset, Fundamentalism government)
321 ; "Unique" = a player can only have one of these units in the game at
322 ; the same time; barbarians cannot use this at present
323 ; "GameLoss" = losing one of these units means you lose the game, but it
324 ; is produced without homecity and upkeep
325 ; "EvacuateFirst" = the game will try to rescue units with this flag before
326 ; it tries to rescue units without it when their transport
327 ; is destroyed. Think of the Birkenhead drill ("women and
328 ; children first"). Replace "women and children" with
329 ; "units with the EvacuateFirst unit type flag".
330 ; "SuperSpy" = this unit always wins diplomatic contests, that is, unless
331 ; it encounters another SuperSpy, in which case defender wins;
332 ; can also be used on non-diplomat units, in which case it can
333 ; protect cities from diplomats; also 100% spy survival chance
334 ; "NoHome" = this unit has no homecity and will be free of all upkeep, and
335 ; therefore will not revolt along with its city of origin should
337 ; "NoVeteran" = this unit cannot gain veteran levels through experience
338 ; (as if both raise_chance and work_raise_chance were zero);
339 ; it can still gain veterancy through Veteran_Build, etc
340 ; "CityBuster" = this unit has double firepower against cities
341 ; "NoBuild" = this unit cannot be built
342 ; "BadWallAttacker" = the firepower of this unit is set to 1 if
344 ; defended by a city wall (or other city building defense)
345 ; "BadCityDefender" = if attacked while in a city, firepower is set to 1
346 ; and firepower of attacker is doubled (the Pearl Harbour
348 ; "BarbarianOnly" = only barbarians can build this unit
349 ; "Shield2Gold" = Switch from shield upkeep to gold upkeep possible
350 ; "NewCityGamesOnly" = unit can't be built on scenarios where founding new cities
351 ; is not allowed. Give this flag to units that would make no sense
352 ; to have in a game with such a scenario
353 ; "CanEscape" = this unit has, given that certain conditions are
354 ; fulfilled, a 50% chance to escape rather than being
355 ; killed when killstack is enabled and the defender of its
356 ; tile is defeated. The conditions are that it has more move
357 ; points than required to move to an adjacent tile plus the
358 ; attackers move points and that the attacker doesn't have
359 ; the "CanKillEscaping" unit type flag.
360 ; "CanKillEscaping" = an attack from this unit ignores the "CanEscape" unit
362 ; "Provoking" = a unit considering to auto attack this unit will choose to
363 ; do so even if has better odds when defending against it
364 ; then when attacking it. Applies when the autoattack server
365 ; setting is enabled.
367 ; Following actions require extra fields:
369 ; attack = base attack strength
371 ; attack = base attack strength
372 ; bombard_rate = the number of shots fired at enemy units when attacking
374 ; pop_cost = the number of population added to the target city
376 ; paratroopers_range = the maximal range the unit can be paradropped to.
377 ; Max range is 65534.
378 ; paratroopers_mr_req = the move rate which is required at least for
379 ; paradropping (whole movement points)
380 ; paratroopers_mr_sub = the move rate which is subtracted after paradropping
381 ; (whole movement points)
383 ; obsolete_by = the unit type upgraded to.
387 ; "FirstBuild" = first to be built when city founded
388 ; "Explorer" = unit to use for exploring
389 ; "Hut" = can be found in a hut
390 ; "HutTech" = can be found in a hut, but its techs required
391 ; "Partisan" = can be created as a partisan (only one unit can have this
392 ; flag), see end of this file for its tech requirements option
393 ; "DefendOk" = AI hint: ok for defending with
394 ; "DefendGood" = AI hint: good for defending with
395 ; "Ferryboat" = AI hint: useful for ferrying
396 ; "Barbarian" = can be created as land barbarian
397 ; "BarbarianTech" = can be created as land barbarian, if someone has
398 ; researched its tech requirements
399 ; "BarbarianBoat" = can be created as boat for sea barbarian
400 ; "BarbarianBuild" = can be built by barbarians
401 ; "BarbarianBuildTech" = can be built by barbarians if someone has
402 ; researched its tech requirements
403 ; "BarbarianLeader" = this unit is the barbarian leader (only one)
404 ; "BarbarianSea" = can be created as a barbarian that disembarks from a barbarian boat
405 ; "BarbarianSeaTech" = can be created as a barbarian that disembarks from a barbarian boat
406 ; if someone has researched its tech requirements
407 ; "Settlers" = can irrigate and build roads
408 ; "Hunter" = AI hint: good for hunting other units
409 ; "CitiesStartUnit" = Gets granted as 'c' startunit
410 ; "WorkerStartUnit" = Gets granted as 'w' startunit
411 ; "ExplorerStartUnit" = Gets granted as 'x' startunit
412 ; "KingStartUnit" = Gets granted as 'k' startunit
413 ; "DiplomatStartUnit" = Gets granted as 's' startunit
414 ; "FerryStartUnit" = Gets granted as 'f' startunit
415 ; "DefendOkStartUnit" = Gets granted as 'd' startunit
416 ; "DefendGoodStartUnit" = Gets granted as 'D' startunit
417 ; "AttackFastStartUnit" = Gets granted as 'a' startunit
418 ; "AttackStrongStartUnit" = Gets granted as 'A' startunit
420 ; */ <-- avoid gettext warnings
427 graphic = "u.settlers"
429 sound_move = "m_settlers"
430 sound_move_alt = "m_generic"
431 sound_fight = "f_settlers"
432 sound_fight_alt = "f_generic"
447 flags = "Settlers", "Infra", "NonMil", "HasNoZOC", "AddToCity", "Cities", "Cant_Fortify"
448 ; No veteran levels (level name is never displayed)
449 veteran_names = _("green")
450 veteran_raise_chance = 0
451 veteran_work_raise_chance = 0
452 veteran_power_fact = 100
453 veteran_move_bonus = 0
454 roles = "CitiesStartUnit"
456 Settlers are one of the key units in the game, as they are your main\
457 means of founding new cities.\
459 Settlers can also perform some of the same terrain alterations as\
462 Upkeep for Settlers is in food as well as production, and a Settler\
463 can die if its supporting city runs out of food. Settlers in a\
464 Republic or Democracy require twice as much food per turn, and in\
465 Fundamentalist societies, three times as much.\
469 name = _("?unit:Workers")
472 obsolete_by = "Engineers"
474 graphic_alt = "u.engineers" ; for compatibility
475 sound_move = "m_worker"
476 sound_move_alt = "m_generic"
477 sound_fight = "f_worker"
478 sound_fight_alt = "f_generic"
493 flags = "Settlers", "Infra", "NonMil", "HasNoZOC", "Airbase", "Cant_Fortify"
494 ; No veteran levels (level name is never displayed)
495 veteran_names = _("green")
496 veteran_raise_chance = 0
497 veteran_work_raise_chance = 0
498 veteran_power_fact = 100
499 veteran_move_bonus = 0
500 roles = "Settlers", "WorkerStartUnit"
502 Workers have the ability to improve terrain tiles.\
504 Building an irrigation system on a suitable tile causes it to \
505 produce some extra food each turn. This requires a nearby source of \
506 water: an ocean, lake, or river tile, or another tile with an \
507 irrigation system, must share an edge (not just a corner) with the \
508 target tile. Once irrigated, land remains so even if the water source \
509 is removed. When Refrigeration is known, irrigation systems can be \
510 upgraded to Farmland by irrigating them a second time; this provides \
511 more food to a city if it has a Supermarket.\
513 Building a mine on suitable terrain increases the \
514 number of production points produced by that tile. However, it is not \
515 possible to have an irrigation system and a mine on the same tile.\
517 On terrain unsuitable for irrigation systems or mines, issuing the \
518 \"irrigate\" or \"mine\" order may permanently convert the terrain \
519 to another type; this is usually more expensive. For instance, Swamp \
520 may be \"irrigated\" to yield Grassland. (Terrain conversion with \
521 the \"irrigate\" order does not require a water source.)\
523 Workers can build airbases, which Settlers cannot.\
525 See the help on Terrain and Terrain Alterations for the effects of \
530 name = _("Engineers")
532 tech_req = "Explosives"
534 graphic = "u.engineers"
536 sound_move = "m_engineers"
537 sound_move_alt = "m_generic"
538 sound_fight = "f_engineers"
539 sound_fight_alt = "f_generic"
554 flags = "Settlers", "Infra", "NonMil", "HasNoZOC", "Transform", "Airbase", "Cant_Fortify"
555 ; No veteran levels (level name is never displayed)
556 veteran_names = _("green")
557 veteran_raise_chance = 0
558 veteran_work_raise_chance = 0
559 veteran_power_fact = 100
560 veteran_move_bonus = 0
561 roles = "Settlers", "WorkerStartUnit"
563 Engineers are similar to Workers, but they work twice as fast and\
564 move twice as fast. Engineers may also perform major terrain\
565 transformations which are beyond the capabilities of Workers and\
566 Settlers, such as converting Tundra into Desert, or even Ocean into\
567 Swamp in some circumstances (when on board an ocean-going vessel,\
568 on a tile surrounded by sufficient existing land). See the\
569 Terrain Alterations section for more details.\
571 TIP 1: Upgrade Workers to Engineers when possible, as Engineers\
572 require the same resources as ordinary Workers.\
574 TIP 2: If you manage to build Leonardo's Workshop, research\
575 Explosives before the Workshop becomes obsolete. This way,\
576 your Workers units will be upgraded for free.\
583 obsolete_by = "Pikemen"
584 graphic = "u.warriors"
586 sound_move = "m_warriors"
587 sound_move_alt = "m_generic"
588 sound_fight = "f_warriors"
589 sound_fight_alt = "f_generic"
605 roles = "DefendOk", "DefendOkStartUnit", "FirstBuild"
607 This unit may be built from the start of the game. It is the\
608 weakest offensive unit.\
614 tech_req = "Bronze Working"
615 obsolete_by = "Pikemen"
616 graphic = "u.phalanx"
618 sound_move = "m_phalanx"
619 sound_move_alt = "m_generic"
620 sound_fight = "f_phalanx"
621 sound_fight_alt = "f_generic"
637 roles = "DefendGood", "DefendGoodStartUnit", "FirstBuild"
639 The Phalanx is armored infantry, suitable for defending your cities.\
645 tech_req = "Warrior Code"
646 obsolete_by = "Musketeers"
647 graphic = "u.archers"
649 sound_move = "m_archers"
650 sound_move_alt = "m_generic"
651 sound_fight = "f_archers"
652 sound_fight_alt = "f_generic"
668 roles = "DefendOk", "DefendOkStartUnit"
670 Archers fight with bows and arrows and have a good offensive\
671 value as well as decent defense.\
677 tech_req = "Iron Working"
678 obsolete_by = "Musketeers"
681 sound_move = "m_legion"
682 sound_move_alt = "m_generic"
683 sound_fight = "f_legion"
684 sound_fight_alt = "f_generic"
700 roles = "DefendOk", "DefendOkStartUnit", "Hut", "BarbarianBuild", "BarbarianSea"
702 Legions are heavily armed and well disciplined infantry\
703 units with an excellent offensive value.\
709 tech_req = "Feudalism"
710 obsolete_by = "Musketeers"
711 graphic = "u.pikemen"
713 sound_move = "m_pikemen"
714 sound_move_alt = "m_generic"
715 sound_fight = "f_pikemen"
716 sound_fight_alt = "f_generic"
732 { "flag", "type", "value"
733 "Horse", "DefenseMultiplier", 1
736 roles = "DefendGood", "DefendGoodStartUnit", "FirstBuild"
738 Equipped with long pikes, Pikemen replaces Phalanx\
739 as the preferred city defender.\
743 name = _("Musketeers")
745 tech_req = "Gunpowder"
746 obsolete_by = "Riflemen"
747 graphic = "u.musketeers"
749 sound_move = "m_musketeers"
750 sound_move_alt = "m_generic"
751 sound_fight = "f_musketeers"
752 sound_fight_alt = "f_generic"
768 roles = "DefendGood", "DefendGoodStartUnit", "FirstBuild", "HutTech",
769 "BarbarianTech", "BarbarianBuildTech", "BarbarianSeaTech"
771 Musketeers are infantry equipped with early\
772 firearms and replace Pikemen as the preferred\
779 tech_req = "Fundamentalism"
780 gov_req = "Fundamentalism"
782 graphic = "u.fanatics"
784 sound_move = "m_fanatics"
785 sound_move_alt = "m_generic"
786 sound_fight = "f_fanatics"
787 sound_fight_alt = "f_generic"
803 roles = "DefendGood", "DefendGoodStartUnit"
805 Fanatics are warriors extremely devoted to a higher cause.\
807 Fundamentalist nations can maintain Fanatic units without\
808 having to pay any shields for upkeep.\
814 tech_req = "Guerilla Warfare"
816 graphic = "u.partisan"
818 sound_move = "m_partisan"
819 sound_move_alt = "m_generic"
820 sound_fight = "f_partisan"
821 sound_fight_alt = "f_generic"
836 flags = "IgTer", "IgZOC"
837 roles = "DefendGood", "DefendGoodStartUnit", "Partisan", "BarbarianTech"
839 Partisans are guerilla fighters who are experts\
840 at using the terrain to their advantage.\
842 A number of Partisans are granted free when an enemy conquers your\
843 city -- they automatically assume defensive positions in the\
844 surrounding countryside -- but only under these conditions:\n\
845 - Guerilla Warfare must be known by at least one player.\n\
846 - You must be the player who originally built the city.\n\
847 - You must know about Communism and Gunpowder.\n\
848 - You must run either a Democracy or a Communist government.\
852 name = _("Alpine Troops")
856 graphic = "u.alpine_troops"
858 sound_move = "m_alpine_troops"
859 sound_move_alt = "m_generic"
860 sound_fight = "f_alpine_troops"
861 sound_fight_alt = "f_generic"
877 roles = "DefendGood", "DefendGoodStartUnit"
879 Alpine Troops are highly mobile units as well as\
880 excellent defenders.\
886 tech_req = "Conscription"
888 graphic = "u.riflemen"
890 sound_move = "m_riflemen"
891 sound_move_alt = "m_generic"
892 sound_fight = "f_riflemen"
893 sound_fight_alt = "f_generic"
909 roles = "DefendGood", "DefendGoodStartUnit", "FirstBuild"
911 Riflemen are World War-era infantry, very good\
912 at defending your cities.\
918 tech_req = "Amphibious Warfare"
920 graphic = "u.marines"
922 sound_move = "m_marines"
923 sound_move_alt = "m_generic"
924 sound_fight = "f_marines"
925 sound_fight_alt = "f_generic"
941 roles = "DefendOk", "DefendOkStartUnit", "BarbarianSeaTech"
943 Marines are infantry who are experts at marine warfare.\
947 name = _("Paratroopers")
949 tech_req = "Combined Arms"
951 graphic = "u.paratroopers"
953 sound_move = "m_paratroopers"
954 sound_move_alt = "m_generic"
955 sound_fight = "f_paratroopers"
956 sound_fight_alt = "f_generic"
971 flags = "Paratroopers"
972 roles = "DefendOk", "DefendOkStartUnit"
974 Paratroopers are experts at airborne attacks. \
975 From a friendly city or airbase, Paratroopers who have not expended any \
976 movement points can paradrop directly to any tile in range, and be \
977 immediately ready to act there. (Beware dropping into unseen territory, \
978 as Paratroopers landing on a tile occupied by enemy units are easy \
981 paratroopers_range = 10
982 paratroopers_mr_req = 1
983 paratroopers_mr_sub = 0
986 name = _("Mech. Inf.")
988 tech_req = "Labor Union"
990 graphic = "u.mech_inf"
992 sound_move = "m_mech_inf"
993 sound_move_alt = "m_generic"
994 sound_fight = "f_mech_inf"
995 sound_fight_alt = "f_generic"
1003 vision_radius_sq = 2
1011 roles = "DefendGood", "DefendGoodStartUnit"
1013 The Mechanized Infantry has the strongest defensive strength\
1014 of any land unit, but is only available near the end of the\
1019 name = _("Horsemen")
1021 tech_req = "Horseback Riding"
1022 obsolete_by = "Knights"
1023 graphic = "u.horsemen"
1025 sound_move = "m_horsemen"
1026 sound_move_alt = "m_generic"
1027 sound_fight = "f_horsemen"
1028 sound_fight_alt = "f_generic"
1036 vision_radius_sq = 2
1044 roles = "AttackFastStartUnit", "Hut", "Barbarian", "Hunter"
1046 Horsemen are mounted warriors and an early\
1047 shock-troop that can penetrate deep into\
1054 tech_req = "The Wheel"
1055 obsolete_by = "Knights"
1056 graphic = "u.chariot"
1058 sound_move = "m_chariot"
1059 sound_move_alt = "m_generic"
1060 sound_fight = "f_chariot"
1061 sound_fight_alt = "f_generic"
1069 vision_radius_sq = 2
1077 roles = "AttackFastStartUnit", "Hut", "Hunter"
1079 Chariots are horse-pulled war wagons, stronger\
1080 but more expensive than horsemen.\
1084 name = _("Elephants")
1086 tech_req = "Polytheism"
1087 obsolete_by = "Crusaders"
1088 graphic = "u.elephants"
1090 sound_move = "m_elephants"
1091 sound_move_alt = "m_generic"
1092 sound_fight = "f_elephants"
1093 sound_fight_alt = "f_generic"
1101 vision_radius_sq = 2
1109 roles = "AttackFastStartUnit"
1111 Elephants are towering animals trained for war that are often used as\
1112 powerful shock troops, but defend poorly against most other units.\
1116 name = _("Crusaders")
1118 tech_req = "Monotheism"
1119 obsolete_by = "Dragoons"
1120 graphic = "u.crusaders"
1122 sound_move = "m_crusaders"
1123 sound_move_alt = "m_generic"
1124 sound_fight = "f_crusaders"
1125 sound_fight_alt = "f_generic"
1133 vision_radius_sq = 2
1141 roles = "AttackFastStartUnit"
1143 Crusaders are highly disciplined mounted\
1144 warriors driven by a higher cause.\
1150 tech_req = "Chivalry"
1151 obsolete_by = "Dragoons"
1152 graphic = "u.knights"
1154 sound_move = "m_knights"
1155 sound_move_alt = "m_generic"
1156 sound_fight = "f_knights"
1157 sound_fight_alt = "f_generic"
1165 vision_radius_sq = 2
1173 roles = "AttackFastStartUnit", "HutTech", "BarbarianTech",
1174 "BarbarianBuildTech", "BarbarianSeaTech", "Hunter"
1176 Knights are mounted and heavily armored warriors.\
1180 name = _("Dragoons")
1182 tech_req = "Leadership"
1183 obsolete_by = "Cavalry"
1184 graphic = "u.dragoons"
1186 sound_move = "m_dragoons"
1187 sound_move_alt = "m_generic"
1188 sound_fight = "f_dragoons"
1189 sound_fight_alt = "f_generic"
1197 vision_radius_sq = 2
1205 roles = "AttackFastStartUnit", "BarbarianBuildTech", "BarbarianSeaTech",
1208 Dragoons are mounted warriors carrying early firearms.\
1214 tech_req = "Tactics"
1215 obsolete_by = "Armor"
1216 graphic = "u.cavalry"
1218 sound_move = "m_cavalry"
1219 sound_move_alt = "m_generic"
1220 sound_fight = "f_cavalry"
1221 sound_fight_alt = "f_generic"
1229 vision_radius_sq = 2
1237 roles = "AttackFastStartUnit", "Hunter"
1239 Cavalry are mounted and highly trained soldiers.\
1245 tech_req = "Mobile Warfare"
1246 obsolete_by = "None"
1249 sound_move = "m_armor"
1250 sound_move_alt = "m_generic"
1251 sound_fight = "f_armor"
1252 sound_fight_alt = "f_generic"
1260 vision_radius_sq = 2
1268 roles = "AttackFastStartUnit", "Hunter"
1270 Armors are motorized war wagons that are faster,\
1271 stronger, and can take more damage than any\
1276 name = _("Catapult")
1278 tech_req = "Mathematics"
1279 obsolete_by = "Cannon"
1280 graphic = "u.catapult"
1282 sound_move = "m_catapult"
1283 sound_move_alt = "m_generic"
1284 sound_fight = "f_catapult"
1285 sound_fight_alt = "f_generic"
1293 vision_radius_sq = 2
1301 roles = "AttackStrongStartUnit"
1303 Catapults are large rock-throwing machines of war.\
1304 They are very strong attackers but equally weak\
1305 defenders and will need an escort to be effective.\
1311 tech_req = "Metallurgy"
1312 obsolete_by = "Artillery"
1313 graphic = "u.cannon"
1315 sound_move = "m_cannon"
1316 sound_move_alt = "m_generic"
1317 sound_fight = "f_cannon"
1318 sound_fight_alt = "f_generic"
1326 vision_radius_sq = 2
1334 roles = "AttackStrongStartUnit", "BarbarianTech", "BarbarianBuildTech"
1336 Cannons are large firearms that can fire heavy\
1337 projectiles over long distances. They are very\
1338 strong attackers but equally weak defenders and\
1339 will need an escort to be effective.\
1343 name = _("Artillery")
1345 tech_req = "Machine Tools"
1346 obsolete_by = "Howitzer"
1347 graphic = "u.artillery"
1349 sound_move = "m_artillery"
1350 sound_move_alt = "m_generic"
1351 sound_fight = "f_artillery"
1352 sound_fight_alt = "f_generic"
1360 vision_radius_sq = 2
1368 roles = "AttackStrongStartUnit"
1370 The artillery is an upgraded cannon. It is a very\
1371 strong attacker but equally weak defender and\
1372 will need an escort to be effective.\
1376 name = _("Howitzer")
1378 tech_req = "Robotics"
1379 obsolete_by = "None"
1380 graphic = "u.howitzer"
1382 sound_move = "m_howitzer"
1383 sound_move_alt = "m_generic"
1384 sound_fight = "f_howitzer"
1385 sound_fight_alt = "f_generic"
1393 vision_radius_sq = 2
1401 roles = "AttackStrongStartUnit"
1403 Howitzers are upgraded artillery with improved\
1404 defensive as well as offensive capabilities.\
1405 They can shoot over city walls, ignoring their effect.\
1412 obsolete_by = "Stealth Fighter"
1413 graphic = "u.fighter"
1415 sound_move = "m_fighter"
1416 sound_move_alt = "m_generic"
1417 sound_fight = "f_fighter"
1418 sound_fight_alt = "f_generic"
1426 vision_radius_sq = 8
1433 targets = "Air", "Missile"
1435 { "flag", "type", "value"
1436 "Helicopter", "DefenseDivider", 1
1437 "Helicopter", "Firepower1", 1
1439 flags = "AirAttacker"
1442 Fighters are your first airborne units. They can\
1443 move anywhere and attack any unit.\
1449 tech_req = "Advanced Flight"
1450 obsolete_by = "Stealth Bomber"
1451 graphic = "u.bomber"
1453 sound_move = "m_bomber"
1454 sound_move_alt = "m_generic"
1455 sound_fight = "f_bomber"
1456 sound_fight_alt = "f_generic"
1464 vision_radius_sq = 8
1471 flags = "FieldUnit", "OneAttack", "AirAttacker", "HasNoZOC"
1474 Bombers are specialized airborne units that may\
1475 only attack ground targets, not other airborne\
1480 ; /* TRANS: unit type */
1481 name = _("Helicopter")
1482 class = "Helicopter"
1483 tech_req = "Combined Arms"
1484 obsolete_by = "None"
1485 graphic = "u.helicopter"
1487 sound_move = "m_helicopter"
1488 sound_move_alt = "m_generic"
1489 sound_fight = "f_helicopter"
1490 sound_fight_alt = "f_generic"
1498 vision_radius_sq = 8
1505 flags = "FieldUnit", "OneAttack", "Helicopter", "AirAttacker"
1508 The Helicopter is a very powerful unit, as it can both fly and\
1509 conquer cities. Care must be exercised, because Helicopters lose a\
1510 small amount of health for every turn not spent in a city or airbase\
1511 or on a Carrier, and they may be attacked by ground units.\
1514 [unit_stealth_fighter]
1515 name = _("Stealth Fighter")
1517 tech_req = "Stealth"
1518 obsolete_by = "None"
1519 graphic = "u.stealth_fighter"
1521 sound_move = "m_stealth_fighter"
1522 sound_move_alt = "m_generic"
1523 sound_fight = "f_stealth_fighter"
1524 sound_fight_alt = "f_generic"
1532 vision_radius_sq = 8
1539 targets = "Air", "Missile"
1541 { "flag", "type", "value"
1542 "Helicopter", "DefenseDivider", 1
1543 "Helicopter", "Firepower1", 1
1545 flags = "Partial_Invis", "AirAttacker"
1548 An improved Fighter, with improved attack and a higher movement\
1552 [unit_stealth_bomber]
1553 name = _("Stealth Bomber")
1555 tech_req = "Stealth"
1556 obsolete_by = "None"
1557 graphic = "u.stealth_bomber"
1559 sound_move = "m_stealth_bomber"
1560 sound_move_alt = "m_generic"
1561 sound_fight = "f_stealth_bomber"
1562 sound_fight_alt = "f_generic"
1570 vision_radius_sq = 8
1577 flags = "Partial_Invis", "FieldUnit", "OneAttack", "AirAttacker",
1581 An improved Bomber, with improved attack and a higher movement\
1586 ; /* TRANS: unit type */
1589 tech_req = "Map Making"
1590 obsolete_by = "Caravel"
1591 graphic = "u.trireme"
1593 sound_move = "m_trireme"
1594 sound_move_alt = "m_generic"
1595 sound_fight = "f_trireme"
1596 sound_fight_alt = "f_generic"
1604 vision_radius_sq = 2
1612 flags = "BadCityDefender", "Provoking"
1613 roles = "Ferryboat", "FerryStartUnit"
1615 The Trireme is your first boat unit. It can act\
1616 as a transport ship and has rudimentary offensive\
1617 capabilities, but may not enter deep ocean tiles.\
1623 tech_req = "Navigation"
1624 obsolete_by = "Galleon"
1625 graphic = "u.caravel"
1627 sound_move = "m_caravel"
1628 sound_move_alt = "m_generic"
1629 sound_fight = "f_caravel"
1630 sound_fight_alt = "f_generic"
1638 vision_radius_sq = 2
1646 flags = "BadCityDefender", "Provoking"
1647 roles = "Ferryboat", "FerryStartUnit", "BarbarianBoat"
1649 The Caravel replaces the Trireme and can enter\
1656 tech_req = "Magnetism"
1657 obsolete_by = "Transport"
1658 graphic = "u.galleon"
1660 sound_move = "m_galleon"
1661 sound_move_alt = "m_generic"
1662 sound_fight = "f_galleon"
1663 sound_fight_alt = "f_generic"
1671 vision_radius_sq = 2
1679 flags = "BadCityDefender", "Provoking"
1680 roles = "Ferryboat", "FerryStartUnit", "BarbarianBoat"
1682 The Galleon is a pure transport ship and cannot\
1683 attack other ships, though it may still defend\
1684 itself when attacked.\
1690 tech_req = "Magnetism"
1691 obsolete_by = "Ironclad"
1692 graphic = "u.frigate"
1694 sound_move = "m_frigate"
1695 sound_move_alt = "m_generic"
1696 sound_fight = "f_frigate"
1697 sound_fight_alt = "f_generic"
1705 vision_radius_sq = 2
1713 flags = "BadCityDefender", "Provoking"
1716 The Frigate is a highly versatile boat unit,\
1717 that is both a strong offensive unit as well\
1718 as a decent transport ship.\
1722 name = _("Ironclad")
1724 tech_req = "Steam Engine"
1725 obsolete_by = "Destroyer"
1726 graphic = "u.ironclad"
1728 sound_move = "m_ironclad"
1729 sound_move_alt = "m_generic"
1730 sound_fight = "f_ironclad"
1731 sound_fight_alt = "f_generic"
1739 vision_radius_sq = 2
1746 flags = "BadCityDefender"
1749 The Ironclad is an armored ship that is\
1750 much more sturdy than the Frigate but\
1751 loses the latter's transport capability.\
1755 name = _("Destroyer")
1757 tech_req = "Electricity"
1758 obsolete_by = "None"
1759 graphic = "u.destroyer"
1761 sound_move = "m_destroyer"
1762 sound_move_alt = "m_generic"
1763 sound_fight = "f_destroyer"
1764 sound_fight_alt = "f_generic"
1772 vision_radius_sq = 8
1779 flags = "BadCityDefender"
1782 An improved Ironclad, with better move rate and vision.\
1784 TIP: A very fast unit, which is very useful for hunting down enemy\
1792 obsolete_by = "AEGIS Cruiser"
1793 graphic = "u.cruiser"
1795 sound_move = "m_cruiser"
1796 sound_move_alt = "m_generic"
1797 sound_fight = "f_cruiser"
1798 sound_fight_alt = "f_generic"
1806 vision_radius_sq = 8
1813 flags = "BadCityDefender"
1814 roles = "DefendGood", "DefendGoodStartUnit"
1816 The Cruiser is a strong offensive boat unit.\
1819 [unit_aegis_cruiser]
1820 name = _("AEGIS Cruiser")
1822 tech_req = "Rocketry"
1823 obsolete_by = "None"
1824 graphic = "u.aegis_cruiser"
1826 sound_move = "m_aegis_cruiser"
1827 sound_move_alt = "m_generic"
1828 sound_fight = "f_aegis_cruiser"
1829 sound_fight_alt = "f_generic"
1837 vision_radius_sq = 8
1845 { "flag", "type", "value"
1846 "AirAttacker", "DefenseMultiplier", 4
1848 flags = "BadCityDefender"
1849 roles = "DefendGood", "DefendGoodStartUnit"
1851 The AEGIS Cruiser is equipped with an advanced\
1852 defensive missile system.\
1856 name = _("Battleship")
1858 tech_req = "Automobile"
1859 obsolete_by = "None"
1860 graphic = "u.battleship"
1862 sound_move = "m_battleship"
1863 sound_move_alt = "m_generic"
1864 sound_fight = "f_battleship"
1865 sound_fight_alt = "f_generic"
1873 vision_radius_sq = 8
1880 flags = "BadCityDefender"
1883 The Battleship is the supreme naval unit with\
1884 excellent offensive and defensive values.\
1888 name = _("Submarine")
1890 tech_req = "Combustion"
1891 obsolete_by = "None"
1892 graphic = "u.submarine"
1894 sound_move = "m_submarine"
1895 sound_move_alt = "m_generic"
1896 sound_fight = "f_submarine"
1897 sound_fight_alt = "f_generic"
1905 vision_radius_sq = 8
1913 flags = "Partial_Invis", "BadCityDefender", "Provoking",
1914 "Only_Native_Attack"
1917 Traveling under the surface of the ocean, Submarines have\
1918 a very high strategic value, but a weak defense if caught\
1925 tech_req = "Advanced Flight"
1926 obsolete_by = "None"
1927 graphic = "u.carrier"
1929 sound_move = "m_carrier"
1930 sound_move_alt = "m_generic"
1931 sound_fight = "f_carrier"
1932 sound_fight_alt = "f_generic"
1940 vision_radius_sq = 8
1947 cargo = "Air", "Missile", "Helicopter"
1948 flags = "BadCityDefender", "Only_Native_Attack", "Provoking"
1951 The Carrier is a mobile airport.\
1953 TIP: Guard Carriers with a handful of fast-moving ships and a\
1954 battleship, as losing a fully-equipped Carrier is VERY\
1955 painful and expensive.\
1959 name = _("Transport")
1961 tech_req = "Industrialization"
1962 obsolete_by = "None"
1963 graphic = "u.transport"
1965 sound_move = "m_transport"
1966 sound_move_alt = "m_generic"
1967 sound_fight = "f_transport"
1968 sound_fight_alt = "f_generic"
1976 vision_radius_sq = 8
1984 flags = "BadCityDefender", "Provoking"
1985 roles = "Ferryboat", "FerryStartUnit"
1987 The Transport cannot attack on its own but\
1988 may defend itself when under attack.\
1991 [unit_cruise_missile]
1992 name = _("Cruise Missile")
1994 tech_req = "Rocketry"
1995 obsolete_by = "None"
1996 graphic = "u.cruise_missile"
1998 sound_move = "m_cruise_missile"
1999 sound_move_alt = "m_generic"
2000 sound_fight = "f_cruise_missile"
2001 sound_fight_alt = "f_generic"
2009 vision_radius_sq = 2
2016 flags = "FieldUnit", "OneAttack", "AirAttacker", "HasNoZOC"
2019 The Cruise Missile is a long-distance missile\
2020 that can strike deep into enemy territory.\
2022 TIP: A handful of these can successfully keep the waters around\
2023 your treasured homeland free of enemy ships.\
2029 tech_req = "Rocketry"
2030 obsolete_by = "None"
2031 graphic = "u.nuclear"
2033 sound_move = "m_nuclear"
2034 sound_move_alt = "m_generic"
2035 sound_fight = "f_nuclear"
2036 sound_fight_alt = "f_generic"
2044 vision_radius_sq = 2
2051 flags = "FieldUnit", "OneAttack", "Nuclear", "HasNoZOC"
2052 ; No veteran levels (level name is never displayed)
2053 veteran_names = _("green")
2054 veteran_raise_chance = 0
2055 veteran_work_raise_chance = 0
2056 veteran_power_fact = 100
2057 veteran_move_bonus = 0
2060 You can build Nuclear units when you have the required advance, and\
2061 the Manhattan Project wonder has been built by any player.\
2063 On impact, the blast will destroy any unit in an area 3 tiles wide\
2064 (3x3 squares for rectangular grids), including friendly units.\
2065 Any city within the blast area loses half its population, and\
2066 land tiles within the blast area are subject to nuclear fallout.\
2068 Similar to pollution and global warming, the risk of global nuclear\
2069 winter increases with fallout. If nuclear winter occurs, terrain\
2070 across the globe changes into desert, tundra, and ice. Settlers,\
2071 Workers, and Engineers can clean up nuclear fallout.\
2073 TIP 1: Nuking the ocean will not generate fallout, and is a most\
2074 effective (but expensive!!) way of getting rid of enemy\
2077 TIP 2: You may be involved in a situation where you've invaded an\
2078 enemy country en masse, but the enemy cities are too strong.\
2079 Before using a Nuclear unit, assemble a gang of Settlers, Workers,\
2080 and/or Engineers next to the city and have them ready to fix\
2081 the fallout on the same turn it occurs! This minimizes the\
2082 chance of nuclear winter. Eco-friendly nukes!\
2086 name = _("Diplomat")
2088 tech_req = "Writing"
2090 graphic = "u.diplomat"
2092 sound_move = "m_diplomat"
2093 sound_move_alt = "m_generic"
2094 sound_fight = "f_diplomat"
2095 sound_fight_alt = "f_generic"
2103 vision_radius_sq = 2
2110 flags = "Diplomat", "IgZOC", "NonMil", "HasNoZOC", "Provoking"
2112 ; /* TRANS: diplomatic rank. */
2113 _("?diplomatic_rank:attaché"),
2114 ; /* TRANS: diplomatic rank */
2115 _("?diplomatic_rank:secretary"),
2116 ; /* TRANS: diplomatic rank */
2117 _("?diplomatic_rank:envoy"),
2118 ; /* TRANS: diplomatic rank */
2119 _("?diplomatic_rank:ambassador")
2120 veteran_raise_chance = 50, 33, 20, 0
2121 veteran_work_raise_chance = 0, 0, 0, 0
2122 veteran_power_fact = 100, 105, 110, 115
2123 veteran_move_bonus = 0, 0, 0, 0
2124 roles = "DiplomatStartUnit"
2126 A Diplomat is an official that carries your dispatches and\
2127 is authorized to deal with foreign dignitaries. He may\
2128 also undertake various covert operations with the intent of\
2129 harming your opponents; Diplomats in your own cities defend\
2130 them against such actions.\
2132 Many covert actions may be attempted even in peacetime, but the more\
2133 aggressive actions will be discovered and cause diplomatic incidents,\
2134 which can allow Republics and Democracies to break treaties.\
2136 If a foreign unit is alone on a tile, you may attempt to bribe it\
2137 with your Diplomat. By paying a sum of gold the unit will immediately\
2138 become yours; the exact sum depends on the status of the unit and\
2139 that of the civilization owning it. However, units belonging to\
2140 Democratic governments cannot be bribed. Bribery when not at war\
2141 will cause a diplomatic incident.\
2143 Diplomats can also perform a number of actions in another player's\
2144 city, although each Diplomat may attempt only one action. Most of\
2145 these actions have a chance of failure. Also, any enemy Diplomats or\
2146 Spies in the city will oppose hostile actions, as will the enemy Leader\
2147 in games with leaders; in this case, either your unit or the defending\
2148 unit will die (if you go up against the Leader you will always die). If\
2149 the defending unit dies, you lose one movement point and may try again.\
2151 The actions available to Diplomats in a city are:\
2153 - \"Establish Embassy\": This action always succeeds, and gives\
2154 permanent contact with the city's owner, as well as intelligence\
2155 on their tax rates and technology.\
2157 - \"Investigate City\": Your unit attempts to report detailed\
2158 information about the city: its status, what buildings and units are\
2159 within, and what it is currently producing.\
2161 - \"Sabotage City\": Your unit attempts either to disrupt all the\
2162 city's work so far towards its current project, or to destroy an\
2163 existing building in the city, at random. Once built, Palaces and\
2164 Wonders cannot be sabotaged, and attempts to sabotage City Walls\
2165 or any building in a capital each halve the chance of success.\
2166 Sabotage may only be attempted when openly at war.\
2168 - \"Steal Technology\": Your unit attempts to learn the secrets of a\
2169 random technology known to the city's owner but not to you. Technology\
2170 may only be stolen once from a given enemy city by Diplomats. This\
2171 action may be attempted even when not at war, but will cause a\
2172 diplomatic incident.\
2174 - \"Incite a Revolt\": In return for gold a foreign city will change\
2175 allegiance and join your empire, bringing along all nearby units that\
2176 call it home, but reducing its size by 1. Units in other cities\
2177 remain in the enemy's control, but units outside cities are lost to\
2178 both players. The exact sum depends on the status of the city and\
2179 that of the civilization that owns it. It is not possible to incite\
2180 a rebellion in a capital, or in any city governed by a democracy.\
2181 Incitement may be attempted in peacetime, but will cause a\
2182 diplomatic incident.\
2184 In some game strategies, hordes of Diplomats can be used to wreak\
2185 havoc on the enemy. Little wonder that Diplomats are often\
2186 viewed with suspicion and fear!\
2188 Diplomats built under a Communist government will start at the first\
2189 veteran level (secretary).\
2195 tech_req = "Espionage"
2196 obsolete_by = "None"
2199 sound_move = "m_spy"
2200 sound_move_alt = "m_generic"
2201 sound_fight = "f_spy"
2202 sound_fight_alt = "f_generic"
2210 vision_radius_sq = 8
2217 flags = "Diplomat", "IgZOC", "NonMil", "HasNoZOC", "Spy",
2220 ; /* TRANS: Spy veteran level */
2221 _("?spy_level:informant"),
2222 ; /* TRANS: Spy veteran level */
2223 _("?spy_level:handler"),
2224 ; /* TRANS: Spy veteran level */
2225 _("?spy_level:agent"),
2226 ; /* TRANS: Spy veteran level */
2227 _("?spy_level:spymaster")
2228 veteran_raise_chance = 50, 33, 20, 0
2229 veteran_work_raise_chance = 0, 0, 0, 0
2230 veteran_power_fact = 100, 105, 110, 115
2231 veteran_move_bonus = 0, 0, 0, 0
2232 roles = "DiplomatStartUnit"
2234 A Spy is more skilled in the arts of espionage than her Diplomat predecessor.\
2236 She can perform all the functions of the Diplomat; refer to the Diplomat\
2237 entry for more details. Unlike a Diplomat, a Spy may also survive an\
2238 operation in a foreign city and become more experienced as a result.\
2239 Spies are also more effective than Diplomats at defending cities\
2240 against foreign Diplomats and Spies.\
2242 A Spy can also be used to:\n\
2243 - sabotage an enemy unit (reducing its hit points to half), if it is\
2244 alone on a tile and the players are at war;\n\
2245 - poison the water supply of an enemy city (reducing the population\
2247 - steal specific technology (with a reduced chance of success);\n\
2248 - steal further technologies from a city which has already been\
2249 stolen from (although cities become more resistant each time they\
2250 are stolen from);\n\
2251 - sabotage predetermined city targets (with a reduced chance of\
2254 A Spy that survives the more aggressive actions (sabotage, theft,\
2255 inciting rebellion, and poisoning) escapes to the safety of the\
2256 nearest friendly city.\
2258 Spies built under a Communist government will start at the first\
2259 veteran level (handler).\
2266 obsolete_by = "Freight"
2267 graphic = "u.caravan"
2269 sound_move = "m_caravan"
2270 sound_move_alt = "m_generic"
2271 sound_fight = "f_caravan"
2272 sound_fight_alt = "f_generic"
2280 vision_radius_sq = 2
2287 flags = "HelpWonder", "IgZOC", "NonMil", "HasNoZOC"
2290 A Caravan carries goods or material to help build wonders in your\
2293 Every Caravan that is used to build a wonder will add 30 shields\
2294 towards the production of the wonder.\
2296 TIP: You can stockpile a stack of Caravans in advance and bring\
2297 them all into a city where you have started to build a wonder,\
2298 and finish it in only one turn!\
2304 tech_req = "The Corporation"
2305 obsolete_by = "None"
2306 graphic = "u.freight"
2308 sound_move = "m_freight"
2309 sound_move_alt = "m_generic"
2310 sound_fight = "f_freight"
2311 sound_fight_alt = "f_generic"
2319 vision_radius_sq = 2
2326 flags = "HelpWonder", "IgZOC", "NonMil", "HasNoZOC"
2329 The Freight unit replaces the Caravan, and moves at twice the speed.\
2330 Each Freight used to build a wonder will add 50 shields.\
2334 name = _("Explorer")
2336 tech_req = "Seafaring"
2337 obsolete_by = "Partisan"
2338 graphic = "u.explorer"
2340 sound_move = "m_explorer"
2341 sound_move_alt = "m_generic"
2342 sound_fight = "f_explorer"
2343 sound_fight_alt = "f_generic"
2351 vision_radius_sq = 2
2358 flags = "IgTer", "IgZOC", "NonMil", "HasNoZOC"
2359 roles = "Explorer", "ExplorerStartUnit"
2361 Explorers are brave individuals that are very useful for\
2362 mapping unknown territory.\
2366 name = _("?unit:Leader")
2369 obsolete_by = "None"
2370 graphic = "u.leader"
2371 graphic_alt = "u.explorer"
2372 sound_move = "m_leader"
2373 sound_move_alt = "m_generic"
2374 sound_fight = "f_leader"
2375 sound_fight_alt = "f_generic"
2383 vision_radius_sq = 8
2390 flags = "IgZOC", "NonMil", "HasNoZOC", "NoBuild", "NoHome", "SuperSpy",
2391 "EvacuateFirst", "Unbribable", "GameLoss", "Unique",
2393 ; No veteran levels (level name is never displayed)
2394 veteran_names = _("green")
2395 veteran_raise_chance = 0
2396 veteran_work_raise_chance = 0
2397 veteran_power_fact = 100
2398 veteran_move_bonus = 0
2399 roles = "KingStartUnit"
2401 This is you. If you lose this unit, you lose the game. So don't.\
2403 Won't unleash barbarians from huts.\
2406 [unit_barbarian_leader]
2407 name = _("Barbarian Leader")
2410 obsolete_by = "None"
2411 graphic = "u.barbarian_leader"
2412 graphic_alt = "u.diplomat"
2413 sound_move = "m_barbarian_leader"
2414 sound_move_alt = "m_generic"
2415 sound_fight = "f_barbarian_leader"
2416 sound_fight_alt = "f_generic"
2424 vision_radius_sq = 2
2431 flags = "IgZOC", "NonMil", "HasNoZOC", "Unbribable",
2432 "EvacuateFirst", "SuperSpy", "NoHome", "NoBuild"
2433 ; No veteran levels (level name is never displayed)
2434 veteran_names = _("green")
2435 veteran_raise_chance = 0
2436 veteran_work_raise_chance = 0
2437 veteran_power_fact = 100
2438 veteran_move_bonus = 0
2439 roles = "BarbarianLeader"
2441 One Barbarian Leader appears every time there is a barbarian uprising\
2442 somewhere in the world.\
2444 When a Barbarian Leader is killed on a tile without any defending units,\
2445 the 100 gold ransom is paid, but only to land units and helicopters.\
2451 tech_req = "Advanced Flight"
2452 obsolete_by = "None"
2454 graphic_alt = "u.bomber" ; backwards compatibility
2455 sound_move = "m_awacs"
2456 sound_move_alt = "m_generic"
2457 sound_fight = "f_awacs"
2458 sound_fight_alt = "f_generic"
2466 vision_radius_sq = 26
2476 The AWACS (Airborne Warning and Control System) is an airplane with an \
2477 advanced radar that can determine the location of enemy units over a \