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="Civ2Civ3 unit_type data for Freeciv"
19 options="+Freeciv-2.5-ruleset"
22 ; Names for custom unit type flags. There can be up to 16 of these.
23 ; name = rule name; not translateable, but may be displayed in
25 ; helptxt = displayed in the help for units with this flag (optional)
28 "Airbase", _("Can build airbases and buoys.")
29 "Transform", _("Can transform terrain.")
30 "AirAttacker", _("Very bad at attacking AEGIS.")
31 "Submarine", _("Attack value halved when attacking Destroyer.")
35 ; What are the names of the levels?
36 veteran_names = _("green"), _("veteran"), _("hardened"), _("elite")
38 ; The percentage chance of increasing level through combat
39 veteran_raise_chance = 50, 33, 20, 0
41 ; The percentage chance of a settler/engineer increasing level through
42 ; performing useful work (per turn)
43 veteran_work_raise_chance = 5, 3, 1, 0
45 ; Power factors are as a percentage.
46 ; +50% is represented by 150
47 veteran_power_fact = 100, 150, 175, 200
49 ; The additional number of movement points granted for different veteran
50 ; levels. These are fractional move points as defined by move_fragments in
52 veteran_move_bonus = 0, 0, 0, 0
54 ; /* <-- avoid gettext warnings
57 ; The number can be variable, up to 32
58 ; When adding new classes, remember to check effects.ruleset also.
59 ; Eg. if you divide class 'Land' to two separate classes, you may
60 ; want add effect giving City Walls defence bonus against new class
63 ; The actual tag used (the * in [unitclass_*]) does not matter, except
64 ; it must be unique within this file, and it may be used in debug
65 ; output when reading this file.
69 ; name = translatable name as seen by user
70 ; rule_name = (optional) name for savegames, rulesets etc; if not
71 ; present, 'name' is used. Since the name used in savegames
72 ; must not change, use this when renaming a unit class after a
73 ; ruleset has been released.
74 ; move_type = Where unit moves; "Land", "Sea", or "Both".
75 ; This is optional field. If it's not
76 ; given, move type is automatically determined from native
77 ; terrains. You need to set it only if you want to set move
78 ; type "Both" for unit that has no native Land terrains or
79 ; for unit that has no native Oceanic terrains.
80 ; min_speed = Minimum speed after damage and effects (whole movement points)
81 ; hp_loss_pct = Hitpoints lost each turn if unit not in city or native base
82 ; non_native_def_pct = Defense power percentage applying when defending on
83 ; non-native terrain (such as ship in harbour)
84 ; hut_behavior = What happens to huts when unit enters tile:
85 ; "Normal", "Nothing" or "Frighten"
86 ; flags = List of unit class flags (from the following list; you
87 ; cannot add custom unit class flags)
89 ; ** Unit class Flags **
91 ; "TerrainSpeed" = Units use terrain specific speed
92 ; "TerrainDefense" = Units gain defense bonus from terrain
93 ; "DamageSlows" = Damaged units are slowed down
94 ; "CanOccupyCity" = Military units of this class can occupy enemy cities
95 ; "Missile" = Unit is destroyed when it attacks
96 ; "BuildAnywhere" = Unit can be built even in the middle of non-native terrain
97 ; "Unreachable" = Unit can be attacked only by units explicitly listing this
98 ; class in its 'targets', unless on a city or native base.
99 ; For class members which are transports, cargo cannot load/
100 ; unload except in a city or native base, unless that unit
101 ; explicitly lists this class in its 'embarks'/'disembarks'.
102 ; "CollectRansom" = Unit can collect ransom when killing lone barbarian leader
103 ; "ZOC" = Unit is subject to ZOC rules. Unit type flag "IgZOC" can
105 ; "CanFortify" = Unit can fortify at land tiles
106 ; "CanPillage" = Unit can pillage tile infrastructure
107 ; "DoesntOccupyTile" = Even if this kind of enemy unit is on tile, cities can
108 ; still work that tile
109 ; "AttackNonNative" = Unit can attack units on non-native tiles. Unit type
110 ; flag "Only_Native_Attack" can override this
111 ; "AttFromNonNative" = Unit can launch attach from non-native tile (against
113 ; This applies for both attacking from transport or
114 ; cities. If only some unit types of the class should
115 ; get this property, use type flag "Marines"
116 ; "KillCitizen" = Upon successful attack against a city, unit kills one
117 ; citizen. The effect "Unit_No_Lose_Pop" and the server
118 ; setting 'killcitizen' can disable this.
120 ; */ <-- avoid gettext warnings
123 ; /* TRANS: Unit class: used adjectivally */
124 name = _("?unitclass:Missile")
127 hut_behavior = "Frighten"
128 flags = "Missile", "Unreachable", "DoesntOccupyTile"
131 ; /* TRANS: Unit class: used adjectivally */
132 name = _("?unitclass:Land")
135 flags = "TerrainSpeed", "DamageSlows", "CanOccupyCity", "BuildAnywhere",
136 "CollectRansom", "ZOC", "CanFortify", "CanPillage",
137 "TerrainDefense", "KillCitizen"
139 [unitclass_land_small]
140 ; /* TRANS: Unit class: used adjectivally */
141 name = _("?unitclass:Small Land")
144 flags = "TerrainSpeed", "DamageSlows", "BuildAnywhere", "CollectRansom",
145 "ZOC", "TerrainDefense", "DoesntOccupyTile"
148 ; /* TRANS: Unit class: used adjectivally */
149 name = _("?unitclass:Big Land")
152 flags = "TerrainSpeed", "DamageSlows", "CanOccupyCity", "BuildAnywhere",
153 "CollectRansom","ZOC", "CanFortify", "KillCitizen"
156 ; /* TRANS: Unit class: used adjectivally */
157 name = _("?unitclass:Merchant")
160 flags = "BuildAnywhere", "DoesntOccupyTile",
161 "TerrainDefense", "TerrainSpeed"
164 ; /* TRANS: Unit class: used adjectivally */
165 name = _("?unitclass:Sea")
168 flags = "DamageSlows", "AttackNonNative", "AttFromNonNative"
171 ; /* TRANS: Unit class: used adjectivally */
172 name = _("?unitclass:Trireme")
175 flags = "DamageSlows", "AttFromNonNative"
178 ; /* TRANS: Unit class: used adjectivally */
179 name = _("?unitclass:Helicopter")
182 flags = "Unreachable", "DoesntOccupyTile", "CanOccupyCity", "CollectRansom"
185 ; /* TRANS: Unit class: used adjectivally */
186 name = _("?unitclass:Air")
189 hut_behavior = "Frighten"
190 flags = "Unreachable", "DoesntOccupyTile", "CanPillage"
192 ; /* <-- avoid gettext warnings
194 ; Below: The individual units, one per section.
196 ; The number can be variable, up to 200.
197 ; However for the "official" rulesets, units should not be removed
198 ; because that would break backward compatability with savegames.
200 ; The order here matters: later units are considered "better" for
201 ; a given flag or role.
203 ; The actual tag used (the * in [unit_*]) does not matter, except
204 ; it must be unique within this file, and it may be used in debug
205 ; output when reading this file.
209 ; name = translatable name as seen by user
210 ; rule_name = (optional) name for savegames, rulesets etc; if not
211 ; present, 'name' is used. Since the name used in savegames
212 ; must not change, use this when renaming a unit after a
213 ; ruleset has been released.
214 ; graphic = tag specifying preferred graphic
215 ; graphic_alt = tag for alternate garphic if preferred graphic is not
216 ; present; especially if preferred graphic is non-standard,
217 ; this should be a standard tag. Otherwise can use eg "-"
218 ; for no alternate graphic.
219 ; tech_req = required advance, names from techs.ruleset, or special:
220 ; "None" => available from start
221 ; impr_req = required city improvement, names from buildings.ruleset
222 ; gov_req = required government, names from governments.ruleset
223 ; obsolete_by = can be upgraded to and made obsolete by another unit by name
224 ; build_cost = production shields required to build
225 ; pop_cost = population removed from city when built; for 'AddToCity'
226 ; units this is also the population added to the destination
227 ; attack = base attack strength (0 = cannot attack)
228 ; defense = base defense strength (0 = cannot defend)
229 ; hitpoints = how much damage unit can withstand
230 ; firepower = number of hitpoints removed per round of combat; at least 1
231 ; move_rate = base move rate (whole movement points)
232 ; vision_radius_sq = base vision of unit: unit can see tile up to the square
233 ; root of this value away
234 ; convert_to = can be converted to another type of unit by name
235 ; convert_time = time it takes to convert to another unit type
236 ; class = One of the classes listed above
237 ; transport_cap = Number of units (ground, or air/missiles, depending on flags)
238 ; fuel = number of turns air units can fly before they crash. For
239 ; barbarians this is used as lifetime instead. If this is zero,
240 ; the unit has unlimited fuel, despite flying.
241 ; uk_* = upkeep costs, these are used as base values in the game
242 ; cargo = Unit classes this unit can transport
243 ; city_size = Initial size of the cities built by 'Cities' type units
244 ; (but 'AddToCity' uses pop_cost)
245 ; targets = list of unit classes this unit can attack against even
246 ; if they have Unreachable unit class flag
247 ; embarks = list of unit classes this unit may load into while not in
248 ; native base or city even if transporter has Unreachable unit
250 ; disembarks = list of unit classes this unit may unload from while not in
251 ; native base or city even if transporter has Unreachable unit
253 ; bonuses = definitions of combat bonuses against specific other units
254 ; bonuses.flag = flag of the unit that bonus applies against
255 ; bonuses.type = type of the bonus. See below
256 ; bonuses.value = value of the bonus. Sum of these is used if multiple apply.
257 ; flags = special flag strings; list of built-in flags described below
258 ; and/or user flags defined above
260 ; veteran_names = Special veteran level for this unit. See the definitions in
261 ; game.ruleset. All of the veteran_* entries have to have the
263 ; veteran_raise_chance =
264 ; veteran_work_raise_chance =
265 ; veteran_power_fact =
266 ; veteran_move_bonus =
268 ; roles = special role strings
269 ; sound_move = optional sound effect when the unit moves
270 ; sound_move_alt= optional alternative sound effect if above not
271 ; supported in client
272 ; sound_fight = optional sound effect when the unit fights
273 ; sound_fight_alt= optional alternative sound effect if above not
274 ; supported in client
275 ; helptext = optional help text string; should escape all raw newlines
276 ; so that xgettext parsing works
281 ; "DefenseMultiplier" = Multiply defense value (1 + 'value') times.
282 ; Value of 1 means multiplication by 2, value 2 by 3...
283 ; Bonus is defined in defenders entry.
284 ; "DefenseDivider" = Divide defense value with (1 + 'value').
285 ; Bonus is defined in attackers entry.
286 ; "FirePower1" = Defender firepower is reduced to value 1 when
287 ; ever this has non-zero value.
288 ; Bonus is defined in attackers entry.
293 ; "HelpWonder" = can help build wonders
294 ; "TradeRoute" = can establish trade routes
295 ; "IgZOC" = ignore Zones of Control (ZOC) even if unit class has
297 ; "NonMil" = a non-military unit: no attacks; no martial law; can enter
298 ; peaceful borders; DoesntOccupyTile
299 ; "IgTer" = use constant move cost defined in igter_cost (terrain.ruleset)
300 ; rather than terrain/road etc cost, unless terrain cost is
302 ; "OneAttack" = can only make a single attack, regardless of movement points
303 ; "IgWall" = ignore effect of city walls
304 ; "FieldUnit" = cause unhappiness even when not being aggressive
305 ; "Marines" = can attack from non-native tile (from transport or city)
306 ; "Partial_Invis" = visible only to adjancent units; does not hide transported
307 ; units other than missiles
308 ; "Settlers" = can irrigate and build roads
309 ; "Diplomat" = can do diplomat actions (see diplchance server option)
310 ; "Spy" = can do poison and sabotage, _must_ be "Diplomat" also
311 ; "Trireme" = (sea only) cannot leave shoreline
313 ; "Paratroopers"= can paradrop
314 ; "Cities" = can disband to produce a city (initial population city_size)
315 ; "Only_Native_Attack" = cannot attack targets on non-native tiles even if
317 ; "AddToCity" = can disband to add pop_cost population to a city
318 ; (see cities.ruleset for limitation of this ability)
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 ; "Unbribable" = this unit cannot be bribed
326 ; "Undisbandable" = this unit cannot be disbanded, will not drown, and will not
327 ; disband due to lack of shields to upkeep it in homecity;
328 ; if not given enough food to upkeep it, homecity will shrink
329 ; every turn it cannot do so, however
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 ; "Bombarder" = this unit cannot kill other units, only damage them, but
341 ; also is not harmed by return fire when attacking; the field
342 ; bombard_rate regulates its number of shots
343 ; "CityBuster" = this unit has double firepower against cities
344 ; "NoBuild" = this unit cannot be built
345 ; "BadWallAttacker" = the firepower of this unit is set to 1 if
347 ; defended by a city wall (or other city building defense)
348 ; "BadCityDefender" = if attacked while in a city, firepower is set to 1
349 ; and firepower of attacker is doubled (the Pearl Harbour
351 ; "BarbarianOnly" = only barbarians can build this unit
352 ; "Shield2Gold" = Switch from shield upkeep to gold upkeep possible
353 ; "Capturable" = can be captured by units with "Capturer" flag
354 ; "Capturer" = can capture units with flag "Capturable" instead of
357 ; Following flag strings require extra fields:
359 ; paratroopers_range = the maximal range the unit can be paradropped to
360 ; paratroopers_mr_req = the move rate which is required at least for
361 ; paradropping (whole movement points)
362 ; paratroopers_mr_sub = the move rate which is subtracted after paradropping
363 ; (whole movement points)
365 ; bombard_rate = the number of shots fired at enemy units when attacking
369 ; "FirstBuild" = first to be built when city founded
370 ; "Explorer" = initial explorer unit (only one unit can have this flag)
371 ; "Hut" = can be found in a hut
372 ; "HutTech" = can be found in a hut, but its techs required
373 ; "Partisan" = can be created as a partisan (only one unit can have this
374 ; flag), see end of this file for its tech requirements option
375 ; "DefendOk" = AI hint: ok for defending with
376 ; "DefendGood" = AI hint: good for defending with
377 ; "AttackFast" = AI hint: quick attacking unit (unused)
378 ; "AttackStrong"= AI hint: strong attacker (unused)
379 ; "Ferryboat" = AI hint: useful for ferrying
380 ; "Barbarian" = can be created as barbarian
381 ; "BarbarianTech" = can be created as barbarian, if someone has
382 ; researched its tech requirements
383 ; "BarbarianBoat" = can be created as barbarian
384 ; "BarbarianBuild" = can be built by barbarians
385 ; "BarbarianBuildTech" = can be built by barbarians if someone has
386 ; researched its tech requirements
387 ; "BarbarianLeader" = this unit is the barbarian leader (only one)
388 ; "BarbarianSea" = can be created as a sea barbarian
389 ; "BarbarianSeaTech" = can be created as a sea barbarian if someone
390 ; has researched its tech requirements
391 ; "Cities" = can disband to produce a city
392 ; "Settlers" = can irrigate and build roads
393 ; "GameLoss" = losing one of these units means you lose the game, but it
394 ; is produced without homecity and upkeep
395 ; "Diplomat" = can do diplomat actions (see diplchance server option)
396 ; "Hunter" = AI hint: good for hunting other units
398 ; */ <-- avoid gettext warnings
405 graphic = "u.settlers"
407 sound_move = "m_settlers"
408 sound_move_alt = "m_generic"
409 sound_fight = "f_settlers"
410 sound_fight_alt = "f_generic"
425 flags = "Settlers", "NonMil", "AddToCity", "Cities"
426 ; No veteran levels (level name is never displayed)
427 veteran_names = _("green")
428 veteran_raise_chance = 0
429 veteran_work_raise_chance = 0
430 veteran_power_fact = 100
431 veteran_move_bonus = 0
434 Settlers are one of the key units in the game, as they are your main\
435 means of founding new cities.\
437 Settlers can also perform the same terrain alterations as Workers,\
438 except for building airbases or buoys.\
446 graphic = "u.refugee"
447 graphic_alt = "u.worker"
448 sound_move = "m_worker"
449 sound_move_alt = "m_generic"
450 sound_fight = "f_worker"
451 sound_fight_alt = "f_generic"
466 flags = "Settlers", "NonMil", "AddToCity", "Capturable"
467 ; No veteran levels (level name is never displayed)
468 veteran_names = _("green")
469 veteran_raise_chance = 0
470 veteran_work_raise_chance = 0
471 veteran_power_fact = 100
472 veteran_move_bonus = 0
475 Migrants can be used to transfer population to other cities, but \
476 may not found new cities. They can also perform the same terrain \
477 alterations as Settlers.\
481 name = _("?unit:Workers")
484 obsolete_by = "Engineers"
486 graphic_alt = "u.engineers" ; for compatibility
487 sound_move = "m_worker"
488 sound_move_alt = "m_generic"
489 sound_fight = "f_worker"
490 sound_fight_alt = "f_generic"
505 flags = "Settlers", "NonMil", "Airbase"
506 ; No veteran levels (level name is never displayed)
507 veteran_names = _("green")
508 veteran_raise_chance = 0
509 veteran_work_raise_chance = 0
510 veteran_power_fact = 100
511 veteran_move_bonus = 0
514 Workers have the ability to improve terrain tiles.\
516 On terrain which supports it, they may build an irrigation system to \
517 produce some extra food each turn. Without knowledge of Electricity, \
518 this requires a nearby source of water: an ocean, lake, or river tile, \
519 or another tile with an irrigation system, must share an edge (not \
520 just a corner) with the target tile. Once Electricity is known, \
521 irrigation systems may be built without a water source. Once \
522 irrigated, land remains so even if the water source is removed. \
523 When Refrigeration is known, irrigation systems can be upgraded to \
524 Farmland by irrigating them a second time; this provides more food \
525 to a city if it has a Supermarket.\
527 Workers can build mines on some types of terrain, which increases the \
528 number of production points produced by that tile. However, it is not \
529 possible to have an irrigation system and a mine on the same tile.\
531 On terrain unsuitable for irrigation systems or mines, issuing the \
532 \"irrigate\" or \"mine\" order may permanently convert the terrain \
533 to another type; this is usually more expensive. For instance, Forest \
534 may be \"irrigated\" to yield Plains. (Terrain conversion with \
535 the \"irrigate\" order does not require a water source.)\
537 Workers can also build roads, railroads, fortresses, airbases, or \
538 buoys (when on board a ship).\
540 See the help on Terrain and Terrain Alterations for the effects of \
545 name = _("Engineers")
547 tech_req = "Explosives"
549 graphic = "u.engineers"
551 sound_move = "m_engineers"
552 sound_move_alt = "m_generic"
553 sound_fight = "f_engineers"
554 sound_fight_alt = "f_generic"
569 flags = "Settlers", "NonMil", "Airbase", "Transform"
572 Engineers are similar to Workers, but they work twice as fast, \
573 move twice as fast, and may gain experience from work enabling \
574 them to work even faster.\
576 With knowledge of Fusion Power, Engineers may also perform more \
577 radical terrain transformations than Workers, Settlers, and Migrants, \
578 with the \"transform\"\ order. Examples include conversion of \
579 Tundra into Plains, or even Ocean into Swamp in some circumstances \
580 (when on board an ocean-going vessel, on a tile surrounded by \
581 sufficient existing land). See the Terrain Alterations section \
589 obsolete_by = "Musketeers"
590 graphic = "u.warriors"
592 sound_move = "m_warriors"
593 sound_move_alt = "m_generic"
594 sound_fight = "f_warriors"
595 sound_fight_alt = "f_generic"
611 roles = "DefendOk", "FirstBuild"
613 This unit may be built from the start of the game. It is the\
614 weakest offensive unit.\
620 tech_req = "Bronze Working"
621 obsolete_by = "Pikemen"
622 graphic = "u.phalanx"
624 sound_move = "m_phalanx"
625 sound_move_alt = "m_generic"
626 sound_fight = "f_phalanx"
627 sound_fight_alt = "f_generic"
643 roles = "DefendGood", "FirstBuild"
645 The Phalanx is armored infantry, suitable for defending your cities.\
651 tech_req = "Warrior Code"
652 obsolete_by = "Musketeers"
653 graphic = "u.archers"
655 sound_move = "m_archers"
656 sound_move_alt = "m_generic"
657 sound_fight = "f_archers"
658 sound_fight_alt = "f_generic"
674 roles = "DefendOk", "Hut"
676 Archers fight with bows and arrows and have a good offensive\
683 tech_req = "Iron Working"
684 obsolete_by = "Musketeers"
687 sound_move = "m_legion"
688 sound_move_alt = "m_generic"
689 sound_fight = "f_legion"
690 sound_fight_alt = "f_generic"
705 flags = "Marines", "Capturer"
706 roles = "DefendOk", "BarbarianBuild", "BarbarianSea"
708 Legions are heavily armed and well disciplined infantry\
709 units with an excellent offensive value.\
715 tech_req = "Feudalism"
716 obsolete_by = "Musketeers"
717 graphic = "u.pikemen"
719 sound_move = "m_pikemen"
720 sound_move_alt = "m_generic"
721 sound_fight = "f_pikemen"
722 sound_fight_alt = "f_generic"
738 roles = "DefendGood", "FirstBuild"
740 Equipped with long pikes, Pikemen replaces Phalanx\
741 as the preferred city defender.\
745 name = _("Musketeers")
747 tech_req = "Gunpowder"
748 obsolete_by = "Riflemen"
749 graphic = "u.musketeers"
751 sound_move = "m_musketeers"
752 sound_move_alt = "m_generic"
753 sound_fight = "f_musketeers"
754 sound_fight_alt = "f_generic"
769 flags = "Marines", "Capturer"
770 roles = "DefendGood", "FirstBuild", "HutTech",
771 "BarbarianTech", "BarbarianBuildTech", "BarbarianSeaTech"
773 Musketeers are infantry equipped with early\
774 firearms and replace Pikemen as the preferred\
781 tech_req = "Conscription"
782 obsolete_by = "Marines"
783 graphic = "u.riflemen"
785 sound_move = "m_riflemen"
786 sound_move_alt = "m_generic"
787 sound_fight = "f_riflemen"
788 sound_fight_alt = "f_generic"
803 flags = "Marines", "Capturer"
804 roles = "DefendGood", "FirstBuild"
806 Riflemen are World War-era infantry, very good\
807 at defending your cities.\
811 name = _("Alpine Troops")
815 graphic = "u.alpine_troops"
817 sound_move = "m_alpine_troops"
818 sound_move_alt = "m_generic"
819 sound_fight = "f_alpine_troops"
820 sound_fight_alt = "f_generic"
835 embarks = "Helicopter"
836 disembarks = "Helicopter"
837 flags = "IgTer", "Capturer"
840 Alpine Troops are highly mobile units as well as\
841 excellent defenders.\
847 tech_req = "Guerilla Warfare"
849 graphic = "u.partisan"
851 sound_move = "m_partisan"
852 sound_move_alt = "m_generic"
853 sound_fight = "f_partisan"
854 sound_fight_alt = "f_generic"
869 embarks = "Helicopter"
870 disembarks = "Helicopter"
871 flags = "IgTer", "IgZOC", "Capturer"
872 roles = "DefendGood", "Partisan", "BarbarianTech"
874 Partisans are guerilla fighters who are experts\
875 at using the terrain to their advantage.\
877 A number of Partisans are granted free when an enemy conquers your\
878 city -- they automatically assume defensive positions in the\
879 surrounding countryside -- but only under these conditions:\n\
880 - Guerilla Warfare must be known by at least one player.\n\
881 - You must be the player who originally built the city.\n\
882 - You must know about Communism and Gunpowder.\n\
883 - You must run either a Democracy or a Communist government.\
889 tech_req = "Guerilla Warfare"
890 gov_req = "Fundamentalism"
892 graphic = "u.fanatics"
894 sound_move = "m_fanatics"
895 sound_move_alt = "m_generic"
896 sound_fight = "f_fanatics"
897 sound_fight_alt = "f_generic"
912 embarks = "Helicopter"
913 disembarks = "Helicopter"
914 flags = "Fanatic", "AddToCity", "Capturer"
917 Fanatics are warriors extremely devoted to a higher cause.\
919 Fundamentalist nations can maintain Fanatic units without\
920 having to pay any upkeep nor causing military unhappiness. \
921 Instead, each unit reduces the population by 1.\
927 tech_req = "Amphibious Warfare"
929 graphic = "u.marines"
931 sound_move = "m_marines"
932 sound_move_alt = "m_generic"
933 sound_fight = "f_marines"
934 sound_fight_alt = "f_generic"
949 embarks = "Helicopter"
950 disembarks = "Helicopter"
951 flags = "Marines", "Capturer"
952 roles = "DefendGood", "FirstBuild", "BarbarianSeaTech"
954 Marines are infantry who are experts at marine warfare.\
958 name = _("Paratroopers")
960 tech_req = "Combined Arms"
962 graphic = "u.paratroopers"
964 sound_move = "m_paratroopers"
965 sound_move_alt = "m_generic"
966 sound_fight = "f_paratroopers"
967 sound_fight_alt = "f_generic"
982 embarks = "Helicopter"
983 disembarks = "Helicopter"
984 flags = "Paratroopers", "Capturer"
987 Paratroopers are experts at airborne attacks.\
990 paratroopers_range = 10
991 paratroopers_mr_req = 1
992 paratroopers_mr_sub = 0
995 name = _("Mech. Inf.")
997 tech_req = "Labor Union"
999 graphic = "u.mech_inf"
1001 sound_move = "m_mech_inf"
1002 sound_move_alt = "m_generic"
1003 sound_fight = "f_mech_inf"
1004 sound_fight_alt = "f_generic"
1012 vision_radius_sq = 2
1020 roles = "DefendGood", "FirstBuild"
1022 The Mechanized Infantry has the strongest defensive strength\
1023 of any land unit, but is only available near the end of the\
1028 name = _("Horsemen")
1030 tech_req = "Horseback Riding"
1031 obsolete_by = "Knights"
1032 graphic = "u.horsemen"
1034 sound_move = "m_horsemen"
1035 sound_move_alt = "m_generic"
1036 sound_fight = "f_horsemen"
1037 sound_fight_alt = "f_generic"
1045 vision_radius_sq = 2
1053 roles = "AttackFast", "Hut", "Barbarian", "Hunter"
1055 Horsemen are mounted warriors and an early\
1056 shock-troop that can penetrate deep into\
1063 tech_req = "The Wheel"
1064 obsolete_by = "Dragoons"
1065 graphic = "u.chariot"
1067 sound_move = "m_chariot"
1068 sound_move_alt = "m_generic"
1069 sound_fight = "f_chariot"
1070 sound_fight_alt = "f_generic"
1078 vision_radius_sq = 2
1086 roles = "AttackFast"
1088 Chariots are horse-pulled war wagons, stronger\
1089 but more expensive than horsemen.\
1093 name = _("Elephants")
1095 tech_req = "Polytheism"
1096 obsolete_by = "Dragoons"
1097 graphic = "u.elephants"
1098 graphic_alt = "u.chariot"
1099 sound_move = "m_elephants"
1100 sound_move_alt = "m_generic"
1101 sound_fight = "f_elephants"
1102 sound_fight_alt = "f_generic"
1110 vision_radius_sq = 2
1118 roles = "DefendOk", "AttackFast", "Hunter"
1120 Elephants are towering animals trained for war that are often used as\
1121 powerful shock troops.\
1125 name = _("Crusaders")
1127 tech_req = "Monotheism"
1128 obsolete_by = "Dragoons"
1129 graphic = "u.crusaders"
1130 graphic_alt = "u.knights"
1131 sound_move = "m_crusaders"
1132 sound_move_alt = "m_generic"
1133 sound_fight = "f_crusaders"
1134 sound_fight_alt = "f_generic"
1142 vision_radius_sq = 2
1150 roles = "AttackFast", "Hunter"
1152 Crusaders are highly disciplined mounted\
1153 warriors driven by a higher cause.\
1159 tech_req = "Chivalry"
1160 obsolete_by = "Dragoons"
1161 graphic = "u.knights"
1163 sound_move = "m_knights"
1164 sound_move_alt = "m_generic"
1165 sound_fight = "f_knights"
1166 sound_fight_alt = "f_generic"
1174 vision_radius_sq = 2
1182 roles = "DefendOk", "AttackFast", "HutTech","BarbarianTech",
1183 "BarbarianBuildTech", "Hunter"
1185 Knights are mounted and heavily armored warriors.\
1189 name = _("Dragoons")
1191 tech_req = "Leadership"
1192 obsolete_by = "Cavalry"
1193 graphic = "u.dragoons"
1195 sound_move = "m_dragoons"
1196 sound_move_alt = "m_generic"
1197 sound_fight = "f_dragoons"
1198 sound_fight_alt = "f_generic"
1206 vision_radius_sq = 2
1214 roles = "AttackFast", "BarbarianBuildTech", "Hunter"
1216 Dragoons are mounted warriors carrying early firearms.\
1222 tech_req = "Tactics"
1223 obsolete_by = "Armor"
1224 graphic = "u.cavalry"
1226 sound_move = "m_cavalry"
1227 sound_move_alt = "m_generic"
1228 sound_fight = "f_cavalry"
1229 sound_fight_alt = "f_generic"
1237 vision_radius_sq = 2
1245 roles = "AttackFast", "Hunter"
1247 Cavalry are mounted and highly trained soldiers.\
1253 tech_req = "Mobile Warfare"
1254 obsolete_by = "None"
1257 sound_move = "m_armor"
1258 sound_move_alt = "m_generic"
1259 sound_fight = "f_armor"
1260 sound_fight_alt = "f_generic"
1268 vision_radius_sq = 2
1276 roles = "DefendOk", "AttackFast", "Hunter"
1278 Armors are motorized war wagons that are faster,\
1279 stronger, and can take more damage than any\
1284 name = _("Catapult")
1286 tech_req = "Mathematics"
1287 obsolete_by = "Cannon"
1288 graphic = "u.catapult"
1290 sound_move = "m_catapult"
1291 sound_move_alt = "m_generic"
1292 sound_fight = "f_catapult"
1293 sound_fight_alt = "f_generic"
1301 vision_radius_sq = 2
1309 roles = "AttackStrong"
1311 Catapults are large rock-throwing machines of war.\
1312 They are very strong attackers but equally weak\
1313 defenders and will need an escort to be effective.\
1319 tech_req = "Metallurgy"
1320 obsolete_by = "Artillery"
1321 graphic = "u.cannon"
1323 sound_move = "m_cannon"
1324 sound_move_alt = "m_generic"
1325 sound_fight = "f_cannon"
1326 sound_fight_alt = "f_generic"
1334 vision_radius_sq = 2
1342 roles = "AttackStrong", "BarbarianTech", "BarbarianBuildTech"
1344 Cannons are large firearms that can fire heavy\
1345 projectiles over long distances. They are very\
1346 strong attackers but equally weak defenders and\
1347 will need an escort to be effective.\
1351 name = _("Artillery")
1353 tech_req = "Machine Tools"
1354 obsolete_by = "Howitzer"
1355 graphic = "u.artillery"
1357 sound_move = "m_artillery"
1358 sound_move_alt = "m_generic"
1359 sound_fight = "f_artillery"
1360 sound_fight_alt = "f_generic"
1368 vision_radius_sq = 2
1375 flags = "CityBuster"
1376 roles = "AttackStrong"
1378 The artillery is an upgraded cannon. It is a very\
1379 strong attacker but equally weak defender and\
1380 will need an escort to be effective.\
1384 name = _("Howitzer")
1386 tech_req = "Robotics"
1387 obsolete_by = "None"
1388 graphic = "u.howitzer"
1390 sound_move = "m_howitzer"
1391 sound_move_alt = "m_generic"
1392 sound_fight = "f_howitzer"
1393 sound_fight_alt = "f_generic"
1401 vision_radius_sq = 2
1408 flags = "CityBuster"
1409 roles = "AttackStrong"
1411 Howitzers are upgraded artillery with improved\
1412 defensive as well as offensive capabilities.\
1419 obsolete_by = "Stealth Fighter"
1420 graphic = "u.fighter"
1422 sound_move = "m_fighter"
1423 sound_move_alt = "m_generic"
1424 sound_fight = "f_fighter"
1425 sound_fight_alt = "f_generic"
1433 vision_radius_sq = 8
1440 targets = "Air", "Missile", "Helicopter"
1441 flags = "AirAttacker"
1444 Fighters are your first airborne units. They can\
1445 move anywhere and attack any unit.\
1451 tech_req = "Advanced Flight"
1452 obsolete_by = "Stealth Bomber"
1453 graphic = "u.bomber"
1455 sound_move = "m_bomber"
1456 sound_move_alt = "m_generic"
1457 sound_fight = "f_bomber"
1458 sound_fight_alt = "f_generic"
1466 vision_radius_sq = 8
1473 flags = "FieldUnit", "OneAttack", "AirAttacker", "Bombarder"
1476 Bombers are specialized airborne units that may\
1477 only attack ground targets, not other airborne\
1483 name = _("Helicopter")
1484 class = "Helicopter"
1485 tech_req = "Combined Arms"
1486 obsolete_by = "None"
1487 graphic = "u.helicopter"
1489 sound_move = "m_helicopter"
1490 sound_move_alt = "m_generic"
1491 sound_fight = "f_helicopter"
1492 sound_fight_alt = "f_generic"
1500 vision_radius_sq = 8
1508 flags = "OneAttack", "AirAttacker", "Bombarder"
1511 The Helicopter can transport one unit of infantry, and it can bombard\
1512 to enemy units. Care must be exercised, because Helicopters lose\
1513 a small amount of health for every turn not spent in a city or airbase\
1518 [unit_stealth_fighter]
1519 name = _("Stealth Fighter")
1521 tech_req = "Stealth"
1522 obsolete_by = "None"
1523 graphic = "u.stealth_fighter"
1525 sound_move = "m_stealth_fighter"
1526 sound_move_alt = "m_generic"
1527 sound_fight = "f_stealth_fighter"
1528 sound_fight_alt = "f_generic"
1536 vision_radius_sq = 8
1543 targets = "Air", "Missile", "Helicopter"
1544 flags = "Partial_Invis", "AirAttacker"
1545 roles = "DefendGood"
1547 An improved Fighter, with improved attack and a higher movement\
1551 [unit_stealth_bomber]
1552 name = _("Stealth Bomber")
1554 tech_req = "Stealth"
1555 obsolete_by = "None"
1556 graphic = "u.stealth_bomber"
1558 sound_move = "m_stealth_bomber"
1559 sound_move_alt = "m_generic"
1560 sound_fight = "f_stealth_bomber"
1561 sound_fight_alt = "f_generic"
1569 vision_radius_sq = 8
1576 flags = "Partial_Invis", "FieldUnit", "OneAttack", "AirAttacker", "Bombarder"
1579 An improved Bomber, with improved attack and a higher movement\
1587 tech_req = "Map Making"
1588 obsolete_by = "Transport"
1589 graphic = "u.trireme"
1591 sound_move = "m_trireme"
1592 sound_move_alt = "m_generic"
1593 sound_fight = "f_trireme"
1594 sound_fight_alt = "f_generic"
1602 vision_radius_sq = 2
1609 cargo = "Land", "Small Land", "Merchant"
1610 flags = "BadCityDefender"
1613 The Trireme is your first boat unit. It can act\
1614 as a transport ship and has rudimentary offensive\
1615 capabilities, but may not enter deep ocean tiles.\
1621 tech_req = "Magnetism"
1622 obsolete_by = "Galleon"
1623 graphic = "u.caravel"
1625 sound_move = "m_caravel"
1626 sound_move_alt = "m_generic"
1627 sound_fight = "f_caravel"
1628 sound_fight_alt = "f_generic"
1636 vision_radius_sq = 2
1643 cargo = "Land", "Small Land", "Merchant"
1644 flags = "BadCityDefender", "Only_Native_Attack"
1645 roles = "Ferryboat", "BarbarianBoat"
1647 The Caravel is a sailing ship that can enter\
1654 tech_req = "Navigation"
1655 obsolete_by = "Transport"
1656 graphic = "u.galleon"
1658 sound_move = "m_galleon"
1659 sound_move_alt = "m_generic"
1660 sound_fight = "f_galleon"
1661 sound_fight_alt = "f_generic"
1669 vision_radius_sq = 2
1676 cargo = "Land", "Small Land", "Big Land", "Merchant"
1677 flags = "BadCityDefender"
1678 roles = "Ferryboat", "BarbarianBoat"
1680 The Galleon is a pure transport ship and cannot\
1681 attack other ships, though it may still defend\
1682 itself when attacked.\
1688 tech_req = "Navigation"
1689 obsolete_by = "Ironclad"
1690 graphic = "u.frigate"
1692 sound_move = "m_frigate"
1693 sound_move_alt = "m_generic"
1694 sound_fight = "f_frigate"
1695 sound_fight_alt = "f_generic"
1703 vision_radius_sq = 2
1710 flags = "BadCityDefender"
1713 The Frigate is a strong offensive ship,\
1714 but it can not transport any unit.\
1718 name = _("Ironclad")
1720 tech_req = "Steam Engine"
1721 obsolete_by = "Destroyer"
1722 graphic = "u.ironclad"
1724 sound_move = "m_ironclad"
1725 sound_move_alt = "m_generic"
1726 sound_fight = "f_ironclad"
1727 sound_fight_alt = "f_generic"
1735 vision_radius_sq = 2
1742 flags = "BadCityDefender"
1745 The Ironclad is an armored ship,\
1746 more sturdy than the Frigate.\
1750 name = _("Destroyer")
1752 tech_req = "Engineering"
1753 obsolete_by = "None"
1754 graphic = "u.destroyer"
1756 sound_move = "m_destroyer"
1757 sound_move_alt = "m_generic"
1758 sound_fight = "f_destroyer"
1759 sound_fight_alt = "f_generic"
1767 vision_radius_sq = 8
1775 { "flag", "type", "value"
1776 "Submarine", "DefenseMultiplier", 1
1778 flags = "BadCityDefender"
1781 An improved Ironclad, with better move rate and vision.\
1782 Equiped with anti-submarine weapons.\
1784 TIP: A very fast unit, which is very useful for hunting down enemy\
1785 Transports and Submarines.\
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"
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"
1851 The AEGIS Cruiser is equipped with an advanced\
1852 defensive missile system.\
1856 name = _("Battleship")
1858 tech_req = "Mass Production"
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", "Only_Native_Attack", "Submarine"
1916 Traveling under the surface of the ocean, Submarines have\
1917 a very high strategic value, but a weak defense if caught\
1924 tech_req = "Advanced Flight"
1925 obsolete_by = "None"
1926 graphic = "u.carrier"
1928 sound_move = "m_carrier"
1929 sound_move_alt = "m_generic"
1930 sound_fight = "f_carrier"
1931 sound_fight_alt = "f_generic"
1939 vision_radius_sq = 8
1946 cargo = "Air", "Missile", "Helicopter"
1947 flags = "BadCityDefender"
1948 roles = "DefendGood"
1950 The Carrier is a mobile airport.\
1952 TIP: Guard Carriers with a handful of fast-moving ships and a\
1953 battleship, as losing a fully-equipped Carrier is VERY\
1954 painful and expensive.\
1958 name = _("Transport")
1960 tech_req = "Engineering"
1961 obsolete_by = "None"
1962 graphic = "u.transport"
1964 sound_move = "m_transport"
1965 sound_move_alt = "m_generic"
1966 sound_fight = "f_transport"
1967 sound_fight_alt = "f_generic"
1975 vision_radius_sq = 8
1982 cargo = "Land", "Small Land", "Big Land", "Merchant"
1983 flags = "Settlers", "BadCityDefender"
1986 The Transport cannot attack on its own but\
1987 may defend itself when under attack.\
1990 [unit_cruise_missile]
1991 name = _("Cruise Missile")
1993 tech_req = "Rocketry"
1994 obsolete_by = "None"
1995 graphic = "u.cruise_missile"
1997 sound_move = "m_cruise_missile"
1998 sound_move_alt = "m_generic"
1999 sound_fight = "f_cruise_missile"
2000 sound_fight_alt = "f_generic"
2008 vision_radius_sq = 2
2015 flags = "OneAttack", "AirAttacker", "CityBuster"
2018 The Cruise Missile is a long-distance missile\
2019 that can strike deep into enemy territory.\
2021 TIP: A handful of these can successfully keep the waters around\
2022 your treasured homeland free of enemy ships.\
2028 tech_req = "Nuclear Fission"
2029 obsolete_by = "None"
2030 graphic = "u.nuclear"
2032 sound_move = "m_nuclear"
2033 sound_move_alt = "m_generic"
2034 sound_fight = "f_nuclear"
2035 sound_fight_alt = "f_generic"
2043 vision_radius_sq = 2
2050 flags = "FieldUnit", "OneAttack", "Nuclear", "AirAttacker"
2051 ; No veteran levels (level name is never displayed)
2052 veteran_names = _("green")
2053 veteran_raise_chance = 0
2054 veteran_work_raise_chance = 0
2055 veteran_power_fact = 100
2056 veteran_move_bonus = 0
2059 You can start building Nuclear units when you have the required\
2060 advance, and the Manhattan Project wonder has been built by any\
2061 player. You need Advanced Flight or Rocketry to start using them.\
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")
2087 class = "Small Land"
2088 tech_req = "Alphabet"
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 = "Partial_Invis", "Diplomat", "IgZOC", "NonMil"
2112 ; /* TRANS: diplomatic rank. */
2113 ; /* TRANS: Unless translated, the last character in "attache" should be */
2114 ; /* TRANS: U+00E9 LATIN SMALL LETTER E WITH ACUTE if available in your */
2115 ; /* TRANS: charset. In ISO-8859-1 (ISO Latin 1) this is 233. */
2116 _("?diplomatic_rank:attache"),
2117 ; /* TRANS: diplomatic rank */
2118 _("?diplomatic_rank:secretary"),
2119 ; /* TRANS: diplomatic rank */
2120 _("?diplomatic_rank:envoy"),
2121 ; /* TRANS: diplomatic rank */
2122 _("?diplomatic_rank:ambassador")
2123 veteran_raise_chance = 50, 33, 20, 0
2124 veteran_work_raise_chance = 0, 0, 0, 0
2125 veteran_power_fact = 100, 105, 110, 115
2126 veteran_move_bonus = 0, 0, 0, 0
2129 A Diplomat is an official that carries your dispatches and\
2130 is authorized to deal with foreign dignitaries. He may\
2131 also undertake various covert operations with the intent of\
2132 harming your opponents; Diplomats in your own cities defend\
2133 them against such actions.\
2135 Many covert actions may be attempted even in peacetime, but the more\
2136 aggressive actions will be discovered and cause diplomatic incidents,\
2137 which can allow Republics and Democracies to break treaties.\
2139 If a foreign unit is alone on a tile, you may attempt to bribe it\
2140 with your Diplomat. By paying a sum of gold the unit will immediately\
2141 become yours; the exact sum depends on the status of the unit and\
2142 that of the civilization owning it. However, units belonging to\
2143 Democratic governments cannot be bribed. Bribery when not at war\
2144 will cause a diplomatic incident.\
2146 Diplomats can also perform a number of actions in another player's\
2147 city, although each Diplomat may attempt only one action. Most of\
2148 these actions have a chance of failure. Also, any enemy Diplomats or\
2149 Spies in the city will oppose hostile actions; in this case, either\
2150 your unit or the defending unit will die. If the defending unit dies,\
2151 you lose one movement point and may try again.\
2153 The actions available to Diplomats in a city are:\
2155 - \"Establish Embassy\": This action always succeeds, and gives\
2156 permanent contact with the city's owner, as well as intelligence\
2157 on their tax rates and technology.\
2159 - \"Investigate City\": Your unit attempts to report detailed\
2160 information about the city: its status, what buildings and units are\
2161 within, and what it is currently producing.\
2163 - \"Sabotage City\": Your unit attempts either to disrupt all the\
2164 city's work so far towards its current project, or to destroy an\
2165 existing building in the city, at random. Once built, Palaces and\
2166 Wonders cannot be sabotaged, and attempts to sabotage City Walls\
2167 or any building in a capital each halve the chance of success.\
2168 Sabotage may only be attempted when openly at war.\
2170 - \"Steal Technology\": Your unit attempts to learn the secrets of a\
2171 random technology known to the city's owner but not to you. Technology\
2172 may only be stolen once from a given enemy city by Diplomats. This\
2173 action may be attempted even when not at war, but will cause a\
2174 diplomatic incident.\
2176 - \"Incite a Revolt\": In return for gold a foreign city will change\
2177 allegiance and join your empire, bringing along all nearby units that\
2178 call it home, but reducing its size by 1. Units in other cities\
2179 remain in the enemy's control, but units outside cities are lost to\
2180 both players. The exact sum depends on the status of the city and\
2181 that of the civilization that owns it. It is not possible to incite\
2182 a rebellion in a capital, or in any city governed by a democracy.\
2183 Incitement may be attempted in peacetime, but will cause a\
2184 diplomatic incident.\
2186 In some game strategies, hordes of Diplomats can be used to wreak\
2187 havoc on the enemy. Little wonder that Diplomats are often\
2188 viewed with suspicion and fear!\
2190 Diplomats built under Communist or Federation governments will\
2191 start at the first veteran level (secretary).\
2196 class = "Small Land"
2197 tech_req = "Espionage"
2198 obsolete_by = "None"
2201 sound_move = "m_spy"
2202 sound_move_alt = "m_generic"
2203 sound_fight = "f_spy"
2204 sound_fight_alt = "f_generic"
2212 vision_radius_sq = 8
2219 flags = "Partial_Invis", "Diplomat", "IgZOC", "NonMil", "Spy"
2221 ; /* TRANS: Spy veteran level */
2222 _("?spy_level:informant"),
2223 ; /* TRANS: Spy veteran level */
2224 _("?spy_level:handler"),
2225 ; /* TRANS: Spy veteran level */
2226 _("?spy_level:agent"),
2227 ; /* TRANS: Spy veteran level */
2228 _("?spy_level:spymaster")
2229 veteran_raise_chance = 50, 33, 20, 0
2230 veteran_work_raise_chance = 0, 0, 0, 0
2231 veteran_power_fact = 100, 105, 110, 115
2232 veteran_move_bonus = 0, 0, 0, 0
2235 A Spy is more skilled in the arts of espionage than her Diplomat predecessor.\
2237 She can perform all the functions of the Diplomat; refer to the Diplomat\
2238 entry for more details. Unlike a Diplomat, a Spy may also survive an\
2239 operation in a foreign city and become more experienced as a result.\
2240 Spies are also more effective than Diplomats at defending cities\
2241 against foreign Diplomats and Spies.\
2243 A Spy can also be used to:\n\
2244 - sabotage an enemy unit (reducing its hit points to half), if it is\
2245 alone on a tile and the players are at war;\n\
2246 - poison the water supply of an enemy city (reducing the population\
2247 by one and emptying the granary);\n\
2248 - steal specific technology (with a reduced chance of success);\n\
2249 - steal further technologies from a city which has already been\
2250 stolen from (although cities become more resistant each time they\
2251 are stolen from);\n\
2252 - sabotage predetermined city targets (with a reduced chance of\
2255 A Spy that survives the more aggressive actions (sabotage, theft,\
2256 inciting rebellion, and poisoning) escapes to the safety of the\
2257 nearest friendly city.\
2259 Spies built under Communist or Federation governments will start\
2260 at the first veteran level (handler).\
2267 obsolete_by = "Freight"
2268 graphic = "u.caravan"
2270 sound_move = "m_caravan"
2271 sound_move_alt = "m_generic"
2272 sound_fight = "f_caravan"
2273 sound_fight_alt = "f_generic"
2281 vision_radius_sq = 2
2288 flags = "TradeRoute", "HelpWonder", "NonMil", "Capturable"
2291 A Caravan carries goods or material for trading with foreign countries, \
2292 or to help build wonders in your own cities.\
2294 Caravans can only travel on roads, railroads, rivers or ships, and\
2295 are not affected by movement modifiers.\
2297 Caravans can establish trade routes with the cities of other nations\
2298 (even your enemies). A trade route's ongoing revenue is doubled if the\
2299 two cities involved are on different continents.\
2301 Every Caravan that is used to build a wonder will add 50 shields\
2302 towards the production of the wonder.\
2308 tech_req = "The Corporation"
2309 obsolete_by = "None"
2310 graphic = "u.freight"
2312 sound_move = "m_freight"
2313 sound_move_alt = "m_generic"
2314 sound_fight = "f_freight"
2315 sound_fight_alt = "f_generic"
2323 vision_radius_sq = 2
2330 flags = "TradeRoute", "HelpWonder", "NonMil", "Capturable"
2333 The Freight unit replaces the Caravan, and moves at twice the speed.\
2337 name = _("Explorer")
2338 class = "Small Land"
2339 tech_req = "Seafaring"
2340 obsolete_by = "Partisan"
2341 graphic = "u.explorer"
2343 sound_move = "m_explorer"
2344 sound_move_alt = "m_generic"
2345 sound_fight = "f_explorer"
2346 sound_fight_alt = "f_generic"
2354 vision_radius_sq = 2
2361 flags = "IgTer", "IgZOC", "NonMil"
2364 Explorers are brave individuals that are very useful for\
2365 mapping unknown territory.\
2369 name = _("?unit:Leader")
2372 obsolete_by = "None"
2373 graphic = "u.leader"
2374 graphic_alt = "u.explorer"
2375 sound_move = "m_leader"
2376 sound_move_alt = "m_generic"
2377 sound_fight = "f_leader"
2378 sound_fight_alt = "f_generic"
2386 vision_radius_sq = 8
2393 flags = "IgZOC", "NonMil", "NoBuild", "NoHome", "SuperSpy",
2394 "Undisbandable", "Unbribable", "GameLoss", "Unique"
2395 ; No veteran levels (level name is never displayed)
2396 veteran_names = _("green")
2397 veteran_raise_chance = 0
2398 veteran_work_raise_chance = 0
2399 veteran_power_fact = 100
2400 veteran_move_bonus = 0
2403 This is you. If you lose this unit, you lose the game. So don't.\
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", "Unbribable",
2432 "Undisbandable", "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 \