1; This is the experimental ruleset. See README.experimental 2; for a detailed description. 3 4; Modifying this file: 5; You should not modify this file except to make bugfixes or 6; for other "maintenance". If you want to make custom changes, 7; you should create a new datadir subdirectory and copy this file 8; into that directory, and then modify that copy. Then use the 9; command "rulesetdir <mysubdir>" in the server to have freeciv 10; use your new customized file. 11; 12; You should sort role units from worst to better, as often the best 13; available role unit of a given sort will be picked by choosing 14; the first available (not obsolete) such unit, or by picking the last 15; such unit directly. When determining starting units, the first 16; unit with the relevant role that the player can build will be chosen. 17; If no such unit can be found (eg Explorers that require Seafaring), 18; then the first unit with this role will be chosen. 19 20[datafile] 21description="Experimental unit data for Freeciv" 22options="+Freeciv-2.6-ruleset" 23 24[control] 25; Names for custom unit type flags. There can be up to 32 of these. 26; name = rule name; In some circumstances user may see this 27; as part of some sentences, so try to make it descriptive 28; and sensible. 29; helptxt = displayed in the help for units with this flag (optional) 30flags = 31 { "name", "helptxt" 32 _("Airbase") 33 _("Transform") 34 _("AirAttacker"), _("Very bad at attacking AEGIS.") 35 _("Horse"), _("Attack value halved when attacking Pikemen.") 36 _("Helicopter"), _("Defends very badly against Fighters.") 37 _("Unbribable") 38 _("TradeRoute"), _("Can establish trade routes (must travel to target city).") 39 _("HelpWonder") 40 } 41 42[veteran_system] 43; What are the names of the levels? 44veteran_names = _("green"), _("veteran"), _("hardened"), _("elite") 45 46; The percentage chance of increasing level through combat 47veteran_raise_chance = 50, 33, 20, 0 48 49; The percentage chance of a settler/engineer increasing level through 50; performing useful work (per turn) 51veteran_work_raise_chance = 0, 0, 0, 0 52 53; Power factors are as a percentage. 54; +50% is represented by 150 55veteran_power_fact = 100, 150, 175, 200 56 57; The additional number of movement points granted for different veteran 58; levels. These are fractional move points as defined by move_fragments in 59; terrain.ruleset. 60veteran_move_bonus = 0, 0, 0, 0 61 62; /* <-- avoid gettext warnings 63; 64; Unit classes 65; The number can be variable, up to 32 66; When adding new classes, remember to check effects.ruleset also. 67; Eg. if you divide class 'Land' to two separate classes, you may 68; want add effect giving City Walls defence bonus against new class 69; too. 70; 71; The actual tag used (the * in [unitclass_*]) does not matter, except 72; it must be unique within this file, and it may be used in debug 73; output when reading this file. 74; 75; ** Fields ** 76; 77; name = translatable name as seen by user 78; rule_name = (optional) internal name for savegames, rulesets etc; 79; if not present, "name" is used for this purpose too. 80; Since the name used in savegames must not change, if 81; you want to rename an item after a ruleset has been 82; released, you should set "rule_name" to the original 83; value of "name". 84; min_speed = Minimum speed after damage and effects (whole movement points) 85; hp_loss_pct = Hitpoints lost each turn if unit not in city or native base 86; non_native_def_pct = Defense power percentage applying when defending on 87; non-native terrain (such as ship in harbour) 88; hut_behavior = What happens to huts when unit enters tile: 89; "Normal", "Nothing", or "Frighten" 90; flags = List of unit class flags (from the following list; you 91; cannot add custom unit class flags) 92; helptext = optional help text string; should escape all raw newlines 93; so that xgettext parsing works 94; 95; ** Unit class Flags ** 96; 97; "TerrainSpeed" = Units use terrain specific speed 98; "TerrainDefense" = Units gain defense bonus from terrain 99; "DamageSlows" = Damaged units are slowed down 100; "CanOccupyCity" = Military units of this class can occupy enemy cities 101; "Missile" = Unit is destroyed when it attacks 102; "BuildAnywhere" = Unit can be built even in the middle of non-native terrain 103; "Unreachable" = Unit can be attacked only by units explicitly listing this 104; class in its 'targets', unless on a city or native base. 105; For class members which are transports, cargo cannot load/ 106; unload except in a city or native base, unless that unit 107; explicitly lists this class in its 'embarks'/'disembarks'. 108; "CollectRansom" = Unit can collect ransom when killing lone barbarian leader 109; "ZOC" = Unit is subject to ZOC rules. Unit type flag "IgZOC" can 110; override this 111; "CanFortify" = Unit can fortify at land tiles. Unit type flag 112; "Cant_Fortify" can override this 113; "CanPillage" = Unit can pillage tile infrastructure 114; "DoesntOccupyTile" = Even if this kind of enemy unit is on tile, cities can 115; still work that tile 116; "AttackNonNative" = Unit can attack units on non-native tiles. Unit type 117; flag "Only_Native_Attack" can override this 118; "AttFromNonNative" = Unit can launch attack from non-native tile (against 119; native one) 120; This applies for both attacking from transport or 121; cities. If only some unit types of the class should 122; get this property, use type flag "Marines" 123; "KillCitizen" = Upon successful attack against a city, unit kills one 124; citizen. The effect "Unit_No_Lose_Pop" and the server 125; setting 'killcitizen' can disable this. 126; "Airliftable" = Unit may be airlifted 127; 128; */ <-- avoid gettext warnings 129 130[unitclass_missile] 131; /* TRANS: Unit class: used adjectivally */ 132name = _("?unitclass:Missile") 133min_speed = 1 134hp_loss_pct = 0 135hut_behavior = "Frighten" 136flags = "Missile", "Unreachable", "DoesntOccupyTile" 137 138[unitclass_land] 139; /* TRANS: Unit class: used adjectivally */ 140name = _("?unitclass:Land") 141min_speed = 1 142hp_loss_pct = 0 143flags = "TerrainSpeed", "DamageSlows", "CanOccupyCity", "BuildAnywhere", 144 "CollectRansom", "ZOC", "CanFortify", "CanPillage", 145 "TerrainDefense", "KillCitizen", "Airliftable" 146 147[unitclass_land_big] 148; /* TRANS: "Big Land" is a unit class, like Land or Sea. Big Land units */ 149; /* TRANS: cannot move into rough terrain. Unit class names are used */ 150; /* TRANS: adjectivally. */ 151name = _("?unitclass:Big Land") 152min_speed = 1 153hp_loss_pct = 0 154flags = "TerrainSpeed", "DamageSlows", "CanOccupyCity", "BuildAnywhere", 155 "CollectRansom", "ZOC", "CanFortify", "CanPillage", 156 "TerrainDefense", "KillCitizen", "Airliftable" 157 158[unitclass_sea] 159; /* TRANS: Unit class: used adjectivally */ 160name = _("?unitclass:Sea") 161min_speed = 2 162hp_loss_pct = 0 163flags = "DamageSlows", "AttackNonNative", "AttFromNonNative" 164 165[unitclass_trireme] 166; /* TRANS: Unit class: used adjectivally */ 167name = _("?unitclass:Trireme") 168min_speed = 2 169hp_loss_pct = 0 170flags = "DamageSlows", "AttFromNonNative" 171 172[unitclass_heli] 173; /* TRANS: Unit class: used adjectivally */ 174name = _("?unitclass:Helicopter") 175min_speed = 1 176hp_loss_pct = 10 177flags = "CanOccupyCity", "CollectRansom" 178 179[unitclass_air] 180; /* TRANS: Unit class: used adjectivally */ 181name = _("?unitclass:Air") 182min_speed = 1 183hp_loss_pct = 0 184hut_behavior = "Frighten" 185flags = "Unreachable", "DoesntOccupyTile" 186 187; /* <-- avoid gettext warnings 188; 189; Below: The individual units, one per section. 190; 191; The number can be variable, up to 200. 192; However for the "official" rulesets, units should not be removed 193; because that would break backward compatibility with savegames. 194; 195; The order here matters: later units are considered "better" for 196; a given flag or role. 197; 198; The actual tag used (the * in [unit_*]) does not matter, except 199; it must be unique within this file, and it may be used in debug 200; output when reading this file. 201; 202; ** Fields ** 203; 204; name = translatable name as seen by user 205; rule_name = (optional) internal name for savegames, rulesets etc; if 206; not present, "name" is used for this purpose too. Since 207; the name used in savegames must not change, if you want 208; to rename an item after a ruleset has been released, you 209; should set "rule_name" to the original value of "name". 210; graphic = tag specifying preferred graphic 211; graphic_alt = tag for alternate graphic if preferred graphic is not 212; present; especially if preferred graphic is non-standard, 213; this should be a standard tag. Otherwise can use eg "-" 214; for no alternate graphic. 215; tech_req = required advance, names from techs.ruleset, or special: 216; "None" => available from start 217; impr_req = required city improvement, names from buildings.ruleset 218; gov_req = required government, names from governments.ruleset 219; obsolete_by = can be upgraded to and made obsolete by another unit by name 220; build_cost = production shields required to build 221; pop_cost = population removed from city when built; for 'AddToCity' 222; units this is also the population added to the destination 223; attack = base attack strength (0 = cannot attack) 224; defense = base defense strength (0 = cannot defend) 225; hitpoints = how much damage unit can withstand 226; firepower = number of hitpoints removed per round of combat; at least 1 227; move_rate = base move rate (whole movement points) 228; vision_radius_sq = base vision of unit: unit can see tile up to the square 229; root of this value away 230; convert_to = can be converted to another type of unit by name 231; convert_time = number of movement points it takes to convert to 232; another unit type 233; class = One of the classes listed above 234; transport_cap = Number of units (ground, or air/missiles, depending on flags) 235; fuel = Number of turns unit can spend outside refuel points. 236; If more time passes without unit refueling over turn change, 237; they are lost. If this is zero, unit has no need to refuel 238; uk_* = upkeep costs, these are used as base values in the game 239; cargo = Unit classes this unit can transport 240; city_size = Initial size of the cities built by 'Cities' type units 241; (but 'AddToCity' uses pop_cost) 242; targets = list of unit classes this unit can attack against even 243; if they have Unreachable unit class flag 244; embarks = list of unit classes this unit may load into while not in 245; native base or city even if transporter has Unreachable unit 246; class flag 247; disembarks = list of unit classes this unit may unload from while not in 248; native base or city even if transporter has Unreachable unit 249; class flag 250; bonuses = definitions of combat bonuses against specific other units 251; bonuses.flag = flag of the unit that bonus applies against 252; bonuses.type = type of the bonus. See below 253; bonuses.value = value of the bonus. Sum of these is used if multiple apply. 254; bonuses.quiet = don't auto generate help text for this bonus. Use this if 255; the bonus is documented in the unit type's help text. 256; This is useful when the combination of a unit's bonuses 257; becomes complex enough to make the auto generated help 258; ugly or inaccurate. 259; flags = special flag strings; list of built-in flags described below 260; and/or user flags defined above 261; 262; veteran_names = Special veteran level for this unit. See the definitions in 263; game.ruleset. All of the veteran_* entries have to have the 264; same length! 265; veteran_raise_chance = 266; veteran_work_raise_chance = 267; veteran_power_fact = 268; veteran_move_bonus = 269; 270; roles = special role strings 271; sound_move = optional sound effect when the unit moves 272; sound_move_alt= optional alternative sound effect if above not 273; supported in client 274; sound_fight = optional sound effect when the unit fights 275; sound_fight_alt= optional alternative sound effect if above not 276; supported in client 277; helptext = optional help text string; should escape all raw newlines 278; so that xgettext parsing works 279; 280; 281; ** Bonuses ** 282; 283; "DefenseMultiplier" = Multiply defense value (1 + 'value') times. 284; Value of 1 means multiplication by 2, value 2 by 3... 285; Bonus is defined in defenders entry. 286; "DefenseDivider" = Divide defense value with (1 + 'value'). 287; Bonus is defined in attackers entry. 288; "FirePower1" = Defender firepower is reduced to value 1 when 289; ever this has non-zero value. 290; Bonus is defined in attackers entry. 291; 292; 293; ** Flags ** 294; 295; "IgZOC" = ignore Zones of Control (ZOC) even if unit class has 296; "ZOC" flag 297; "HasNoZOC" = unit has no Zone of Control (ZOC), thus any unit can move 298; around it freely 299; "NonMil" = a non-military unit: no attacks; no martial law; can enter 300; peaceful borders; DoesntOccupyTile 301; "IgTer" = use constant move cost defined in igter_cost (terrain.ruleset) 302; rather than terrain/road etc cost, unless terrain cost is 303; less 304; "OneAttack" = can only make a single attack, regardless of movement points 305; "FieldUnit" = cause unhappiness even when not being aggressive 306; "Marines" = can attack from non-native tile (from transport or city) 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 311; server option) 312; "Spy" = enhanced diplomat actions. _Must_ be "Diplomat" also 313; "Trireme" = (sea only) cannot leave shoreline 314; "Nuclear" = nuke! 315; "Paratroopers"= can paradrop 316; "Cities" = can disband to produce a city (initial population city_size) 317; "Only_Native_Attack" = cannot attack targets on non-native tiles even if 318; unit class can 319; "Cant_Fortify" = cannot fortify even if unit class has "CanFortify" flag 320; "AddToCity" = can disband to add pop_cost population to a city 321; (see cities.ruleset for limitation of this ability) 322; "Fanatic" = can only be built by governments that allow them 323; (see civ2/governments.ruleset, Fundamentalism government) 324; "Unique" = a player can only have one of these units in the game at 325; the same time; barbarians cannot use this at present 326; "GameLoss" = losing one of these units means you lose the game, but it 327; is produced without homecity and upkeep 328; "Undisbandable" = this unit cannot be disbanded, will not drown, and will not 329; disband due to lack of shields to upkeep it in homecity; 330; if not given enough food to upkeep it, homecity will shrink 331; every turn it cannot do so, however 332; "SuperSpy" = this unit always wins diplomatic contests, that is, unless 333; it encounters another SuperSpy, in which case defender wins; 334; can also be used on non-diplomat units, in which case it can 335; protect cities from diplomats; also 100% spy survival chance 336; "NoHome" = this unit has no homecity and will be free of all upkeep, and 337; therefore will not revolt along with its city of origin should 338; it be incited 339; "NoVeteran" = this unit cannot gain veteran levels through experience 340; (as if both raise_chance and work_raise_chance were zero); 341; it can still gain veterancy through Veteran_Build, etc 342; "Bombarder" = this unit cannot kill other units, only damage them, but 343; also is not harmed by return fire when attacking; the field 344; bombard_rate regulates its number of shots 345; "CityBuster" = this unit has double firepower against cities 346; "NoBuild" = this unit cannot be built 347; "BadWallAttacker" = the firepower of this unit is set to 1 if 348; attacking a city 349; defended by a city wall (or other city building defense) 350; "BadCityDefender" = if attacked while in a city, firepower is set to 1 351; and firepower of attacker is doubled (the Pearl Harbour 352; rule) 353; "BarbarianOnly" = only barbarians can build this unit 354; "Shield2Gold" = Switch from shield upkeep to gold upkeep possible 355; "Capturable" = can be captured by units with "Capturer" flag 356; "Capturer" = can capture units with flag "Capturable" instead of 357; fighting them 358; "NewCityGamesOnly" = unit can't be built on scenarios where founding new cities 359; is not allowed. Give this flag to units that would make no sense 360; to have in a game with such a scenario 361; 362; Following flag strings require extra fields: 363; "Paratroopers" 364; paratroopers_range = the maximal range the unit can be paradropped to. 365; Max range is 65534. 366; paratroopers_mr_req = the move rate which is required at least for 367; paradropping (whole movement points) 368; paratroopers_mr_sub = the move rate which is subtracted after paradropping 369; (whole movement points) 370; "Bombarder" 371; bombard_rate = the number of shots fired at enemy units when attacking 372; 373; ** Roles ** 374; 375; "FirstBuild" = first to be built when city founded 376; "Explorer" = unit to use for exploring 377; "Hut" = can be found in a hut 378; "HutTech" = can be found in a hut, but its techs required 379; "Partisan" = can be created as a partisan (only one unit can have this 380; flag), see end of this file for its tech requirements option 381; "DefendOk" = AI hint: ok for defending with 382; "DefendGood" = AI hint: good for defending with 383; "Ferryboat" = AI hint: useful for ferrying 384; "Barbarian" = can be created as land barbarian 385; "BarbarianTech" = can be created as land barbarian, if someone has 386; researched its tech requirements 387; "BarbarianBoat" = can be created as boat for sea barbarian 388; "BarbarianBuild" = can be built by barbarians 389; "BarbarianBuildTech" = can be built by barbarians if someone has 390; researched its tech requirements 391; "BarbarianLeader" = this unit is the barbarian leader (only one) 392; "BarbarianSea" = can be created as a barbarian that disembarks from a barbarian boat 393; "BarbarianSeaTech" = can be created as a barbarian that disembarks from a barbarian boat 394; if someone has researched its tech requirements 395; "Settlers" = can irrigate and build roads 396; "Hunter" = AI hint: good for hunting other units 397; "CitiesStartUnit" = Gets granted as 'c' startunit 398; "WorkerStartUnit" = Gets granted as 'w' startunit 399; "ExplorerStartUnit" = Gets granted as 'x' startunit 400; "KingStartUnit" = Gets granted as 'k' startunit 401; "DiplomatStartUnit" = Gets granted as 's' startunit 402; "FerryStartUnit" = Gets granted as 'f' startunit 403; "DefendOkStartUnit" = Gets granted as 'd' startunit 404; "DefendGoodStartUnit" = Gets granted as 'D' startunit 405; "AttackFastStartUnit" = Gets granted as 'a' startunit 406; "AttackStrongStartUnit" = Gets granted as 'A' startunit 407; 408; */ <-- avoid gettext warnings 409 410[unit_settlers] 411name = _("Settlers") 412class = "Land" 413tech_req = "None" 414obsolete_by = "None" 415graphic = "u.settlers" 416graphic_alt = "-" 417sound_move = "m_settlers" 418sound_move_alt = "m_generic" 419sound_fight = "f_settlers" 420sound_fight_alt = "f_generic" 421build_cost = 40 422pop_cost = 1 423attack = 0 424defense = 1 425hitpoints = 20 426firepower = 1 427move_rate = 1 428vision_radius_sq = 2 429transport_cap = 0 430fuel = 0 431uk_happy = 0 432uk_shield = 1 433uk_food = 1 434uk_gold = 0 435flags = "Settlers", "Cant_Fortify", "NonMil", "HasNoZOC", "AddToCity", "Cities" 436; No veteran levels (level name is never displayed) 437veteran_names = _("green") 438veteran_raise_chance = 0 439veteran_work_raise_chance = 0 440veteran_power_fact = 100 441veteran_move_bonus = 0 442roles = "CitiesStartUnit" 443helptext = _("\ 444Settlers are one of the key units in the game, as they are your main\ 445 means of founding new cities.\ 446"), _("\ 447Settlers can also perform some of the same terrain alterations as\ 448 Workers (but cannot build Airbases or Buoys).\ 449"), _("\ 450Upkeep for Settlers is in food as well as production, and a Settler\ 451 can die if its supporting city runs out of food. Settlers in a\ 452 Republic or Democracy require twice as much food per turn.\ 453") 454 455[unit_worker] 456name = _("?unit:Workers") 457class = "Land" 458tech_req = "Pottery" 459obsolete_by = "Engineers" 460graphic = "u.worker" 461graphic_alt = "u.engineers" ; for compatibility 462sound_move = "m_worker" 463sound_move_alt = "m_generic" 464sound_fight = "f_worker" 465sound_fight_alt = "f_generic" 466build_cost = 30 467pop_cost = 0 468attack = 0 469defense = 1 470hitpoints = 10 471firepower = 1 472move_rate = 1 473vision_radius_sq = 2 474transport_cap = 0 475fuel = 0 476uk_happy = 0 477uk_shield = 1 478uk_food = 0 479uk_gold = 0 480flags = "Settlers", "NonMil", "HasNoZOC", "Airbase" 481veteran_names = 482; /* TRANS: Worker veteran level */ 483 _("?worker_level:apprentice"), 484; /* TRANS: Worker veteran level */ 485 _("?worker_level:journeyman"), 486; /* TRANS: Worker veteran level */ 487 _("?worker_level:master") 488veteran_raise_chance = 0, 0, 0 489veteran_work_raise_chance = 2, 1, 0 490veteran_power_fact = 100, 125, 150 491veteran_move_bonus = 0, 0, 0 492roles = "Settlers", "WorkerStartUnit" 493helptext = _("\ 494Workers have the ability to improve terrain tiles. See the help on \ 495Terrain and Terrain Alterations for the effects of their actions.\ 496"), _("\ 497Workers can build airbases and buoys, which Settlers cannot. \ 498Workers must be on board a ship to build buoys.\ 499") 500 501[unit_engineers] 502name = _("Engineers") 503class = "Land" 504tech_req = "Explosives" 505obsolete_by = "None" 506graphic = "u.engineers" 507graphic_alt = "-" 508sound_move = "m_engineers" 509sound_move_alt = "m_generic" 510sound_fight = "f_engineers" 511sound_fight_alt = "f_generic" 512build_cost = 40 513pop_cost = 0 514attack = 0 515defense = 2 516hitpoints = 20 517firepower = 1 518move_rate = 2 519vision_radius_sq = 2 520transport_cap = 0 521fuel = 0 522uk_happy = 0 523uk_shield = 1 524uk_food = 0 525uk_gold = 0 526flags = "Settlers", "NonMil", "HasNoZOC", "Transform", "Airbase" 527veteran_names = 528; /* TRANS: Worker veteran level */ 529 _("?worker_level:apprentice"), 530; /* TRANS: Worker veteran level */ 531 _("?worker_level:journeyman"), 532; /* TRANS: Worker veteran level */ 533 _("?worker_level:master") 534veteran_raise_chance = 0, 0, 0 535veteran_work_raise_chance = 2, 1, 0 536veteran_power_fact = 100, 125, 150 537veteran_move_bonus = 0, 0, 0 538roles = "Settlers", "WorkerStartUnit" 539helptext = _("\ 540Engineers are similar to Workers, but they work twice as fast and\ 541 move twice as fast. Engineers may also perform major terrain\ 542 transformations which are beyond the capabilities of Workers and\ 543 Settlers, such as converting Tundra into Desert, or even Ocean into\ 544 Swamp in some circumstances (when on board an ocean-going vessel,\ 545 on a tile surrounded by sufficient existing land). See the\ 546 Terrain Alterations section for more details.\ 547"), _("\ 548TIP 1: Upgrade Workers to Engineers when possible, as Engineers\ 549 require the same resources as ordinary Workers.\ 550"), _("\ 551TIP 2: If you manage to build Leonardo's Workshop, research\ 552 Explosives before the Workshop becomes obsolete. This way,\ 553 your Workers units will be upgraded for free.\ 554") 555 556[unit_warriors] 557name = _("Warriors") 558class = "Land" 559tech_req = "None" 560obsolete_by = "Pikemen" 561graphic = "u.warriors" 562graphic_alt = "-" 563sound_move = "m_warriors" 564sound_move_alt = "m_generic" 565sound_fight = "f_warriors" 566sound_fight_alt = "f_generic" 567build_cost = 10 568pop_cost = 0 569attack = 1 570defense = 1 571hitpoints = 10 572firepower = 1 573move_rate = 1 574vision_radius_sq = 2 575transport_cap = 0 576fuel = 0 577uk_happy = 1 578uk_shield = 1 579uk_food = 0 580uk_gold = 0 581flags = "" 582roles = "DefendOk", "DefendOkStartUnit", "FirstBuild" 583helptext = _("\ 584This unit may be built from the start of the game. It is the\ 585 weakest offensive unit.\ 586") 587 588[unit_phalanx] 589name = _("Phalanx") 590class = "Land" 591tech_req = "Bronze Working" 592obsolete_by = "Pikemen" 593graphic = "u.phalanx" 594graphic_alt = "-" 595sound_move = "m_phalanx" 596sound_move_alt = "m_generic" 597sound_fight = "f_phalanx" 598sound_fight_alt = "f_generic" 599build_cost = 20 600pop_cost = 0 601attack = 1 602defense = 2 603hitpoints = 10 604firepower = 1 605move_rate = 1 606vision_radius_sq = 2 607transport_cap = 0 608fuel = 0 609uk_happy = 1 610uk_shield = 1 611uk_food = 0 612uk_gold = 0 613flags = "" 614roles = "DefendGood", "DefendGoodStartUnit", "FirstBuild" 615helptext = _("\ 616The Phalanx is armored infantry, suitable for defending your cities.\ 617") 618 619[unit_archers] 620name = _("Archers") 621class = "Land" 622tech_req = "Warrior Code" 623obsolete_by = "Musketeers" 624graphic = "u.archers" 625graphic_alt = "-" 626sound_move = "m_archers" 627sound_move_alt = "m_generic" 628sound_fight = "f_archers" 629sound_fight_alt = "f_generic" 630build_cost = 30 631pop_cost = 0 632attack = 3 633defense = 2 634hitpoints = 10 635firepower = 1 636move_rate = 1 637vision_radius_sq = 2 638transport_cap = 0 639fuel = 0 640uk_happy = 1 641uk_shield = 1 642uk_food = 0 643uk_gold = 0 644flags = "" 645roles = "DefendOk", "DefendOkStartUnit" 646helptext = _("\ 647Archers fight with bows and arrows and have a good offensive\ 648 value as well as decent defense.\ 649") 650 651[unit_legion] 652name = _("Legion") 653class = "Land" 654tech_req = "Iron Working" 655obsolete_by = "Musketeers" 656graphic = "u.legion" 657graphic_alt = "-" 658sound_move = "m_legion" 659sound_move_alt = "m_generic" 660sound_fight = "f_legion" 661sound_fight_alt = "f_generic" 662build_cost = 40 663pop_cost = 0 664attack = 4 665defense = 2 666hitpoints = 10 667firepower = 1 668move_rate = 1 669vision_radius_sq = 2 670transport_cap = 0 671fuel = 0 672uk_happy = 1 673uk_shield = 1 674uk_food = 0 675uk_gold = 0 676flags = "" 677roles = "DefendOk", "DefendOkStartUnit", "Hut", "BarbarianBuild", "BarbarianSea" 678helptext = _("\ 679Legions are heavily armed and well disciplined infantry\ 680 units with an excellent offensive value.\ 681") 682 683[unit_pikemen] 684name = _("Pikemen") 685class = "Land" 686tech_req = "Feudalism" 687obsolete_by = "Musketeers" 688graphic = "u.pikemen" 689graphic_alt = "-" 690sound_move = "m_pikemen" 691sound_move_alt = "m_generic" 692sound_fight = "f_pikemen" 693sound_fight_alt = "f_generic" 694build_cost = 20 695pop_cost = 0 696attack = 1 697defense = 2 698hitpoints = 10 699firepower = 1 700move_rate = 1 701vision_radius_sq = 2 702transport_cap = 0 703fuel = 0 704uk_happy = 1 705uk_shield = 1 706uk_food = 0 707uk_gold = 0 708bonuses = 709 { "flag", "type", "value" 710 "Horse", "DefenseMultiplier", 1 711 } 712flags = "" 713roles = "DefendGood", "DefendGoodStartUnit", "FirstBuild" 714helptext = _("\ 715Equipped with long pikes, Pikemen replaces Phalanx\ 716 as the preferred city defender.\ 717") 718 719[unit_musketeers] 720name = _("Musketeers") 721class = "Land" 722tech_req = "Gunpowder" 723obsolete_by = "Riflemen" 724graphic = "u.musketeers" 725graphic_alt = "-" 726sound_move = "m_musketeers" 727sound_move_alt = "m_generic" 728sound_fight = "f_musketeers" 729sound_fight_alt = "f_generic" 730build_cost = 30 731pop_cost = 0 732attack = 3 733defense = 3 734hitpoints = 20 735firepower = 1 736move_rate = 1 737vision_radius_sq = 2 738transport_cap = 0 739fuel = 0 740uk_happy = 1 741uk_shield = 1 742uk_food = 0 743uk_gold = 0 744flags = "" 745roles = "DefendGood", "DefendGoodStartUnit", "FirstBuild", "HutTech", 746 "BarbarianTech", "BarbarianBuildTech", "BarbarianSeaTech" 747helptext = _("\ 748Musketeers are infantry equipped with early\ 749 firearms and replace Pikemen as the preferred\ 750 city defender.\ 751") 752 753[unit_partisan] 754name = _("Partisan") 755class = "Land" 756tech_req = "Guerilla Warfare" 757obsolete_by = "None" 758graphic = "u.partisan" 759graphic_alt = "-" 760sound_move = "m_partisan" 761sound_move_alt = "m_generic" 762sound_fight = "f_partisan" 763sound_fight_alt = "f_generic" 764build_cost = 50 765pop_cost = 0 766attack = 4 767defense = 4 768hitpoints = 20 769firepower = 1 770move_rate = 1 771vision_radius_sq = 2 772transport_cap = 0 773fuel = 0 774uk_happy = 1 775uk_shield = 1 776uk_food = 0 777uk_gold = 0 778flags = "IgTer", "IgZOC" 779roles = "DefendGood", "DefendGoodStartUnit", "Partisan", "BarbarianTech" 780helptext = _("\ 781Partisans are guerilla fighters who are experts\ 782 at using the terrain to their advantage.\ 783"), _("\ 784A number of Partisans are granted free when an enemy conquers your\ 785 city -- they automatically assume defensive positions in the\ 786 surrounding countryside -- but only under these conditions:\n\ 787 - Guerilla Warfare must be known by at least one player.\n\ 788 - At least three quarters of the citizens must have your nationality.\n\ 789 - You must know about Communism and Gunpowder.\n\ 790 - You must run either a Democracy or a Communist government.\ 791") 792 793[unit_alpine_troops] 794name = _("Alpine Troops") 795class = "Land" 796tech_req = "Tactics" 797obsolete_by = "None" 798graphic = "u.alpine_troops" 799graphic_alt = "-" 800sound_move = "m_alpine_troops" 801sound_move_alt = "m_generic" 802sound_fight = "f_alpine_troops" 803sound_fight_alt = "f_generic" 804build_cost = 50 805pop_cost = 0 806attack = 5 807defense = 5 808hitpoints = 20 809firepower = 1 810move_rate = 1 811vision_radius_sq = 2 812transport_cap = 0 813fuel = 0 814uk_happy = 1 815uk_shield = 1 816uk_food = 0 817uk_gold = 0 818flags = "IgTer", "Shield2Gold" 819roles = "DefendGood", "DefendGoodStartUnit" 820helptext = _("\ 821Alpine Troops are highly mobile units as well as\ 822 excellent defenders.\ 823") 824 825[unit_riflemen] 826name = _("Riflemen") 827class = "Land" 828tech_req = "Conscription" 829obsolete_by = "None" 830graphic = "u.riflemen" 831graphic_alt = "-" 832sound_move = "m_riflemen" 833sound_move_alt = "m_generic" 834sound_fight = "f_riflemen" 835sound_fight_alt = "f_generic" 836build_cost = 40 837pop_cost = 0 838attack = 5 839defense = 4 840hitpoints = 20 841firepower = 1 842move_rate = 1 843vision_radius_sq = 2 844transport_cap = 0 845fuel = 0 846uk_happy = 1 847uk_shield = 1 848uk_food = 0 849uk_gold = 0 850flags = "Shield2Gold" 851roles = "DefendGood", "DefendGoodStartUnit", "FirstBuild" 852helptext = _("\ 853Riflemen are World War-era infantry, very good\ 854 at defending your cities.\ 855") 856 857[unit_marines] 858name = _("Marines") 859class = "Land" 860tech_req = "Amphibious Warfare" 861obsolete_by = "None" 862graphic = "u.marines" 863graphic_alt = "-" 864sound_move = "m_marines" 865sound_move_alt = "m_generic" 866sound_fight = "f_marines" 867sound_fight_alt = "f_generic" 868build_cost = 60 869pop_cost = 0 870attack = 8 871defense = 5 872hitpoints = 20 873firepower = 1 874move_rate = 1 875vision_radius_sq = 2 876transport_cap = 0 877fuel = 0 878uk_happy = 1 879uk_shield = 1 880uk_food = 0 881uk_gold = 0 882flags = "Marines", "Shield2Gold" 883roles = "DefendOk", "DefendOkStartUnit", "BarbarianSeaTech" 884helptext = _("\ 885Marines are infantry who are experts at marine warfare.\ 886") 887 888[unit_paratroopers] 889name = _("Paratroopers") 890class = "Land" 891tech_req = "Combined Arms" 892obsolete_by = "None" 893graphic = "u.paratroopers" 894graphic_alt = "-" 895sound_move = "m_paratroopers" 896sound_move_alt = "m_generic" 897sound_fight = "f_paratroopers" 898sound_fight_alt = "f_generic" 899build_cost = 60 900pop_cost = 0 901attack = 6 902defense = 4 903hitpoints = 20 904firepower = 1 905move_rate = 1 906vision_radius_sq = 2 907transport_cap = 0 908fuel = 0 909uk_happy = 1 910uk_shield = 1 911uk_food = 0 912uk_gold = 0 913flags = "Paratroopers", "Shield2Gold" 914roles = "DefendOk", "DefendOkStartUnit" 915helptext = _("\ 916Paratroopers are experts at airborne attacks. \ 917From a friendly city or airbase, Paratroopers who have not expended any \ 918movement points can paradrop directly to any tile in range (even onto \ 919ships), and be immediately ready to act there. (Beware dropping into \ 920unseen territory, as Paratroopers landing on a tile occupied by enemy \ 921units are easy targets!)\ 922") 923paratroopers_range = 10 924paratroopers_mr_req = 1 925paratroopers_mr_sub = 0 926 927[unit_mech_inf] 928name = _("Mech. Inf.") 929class = "Big Land" 930tech_req = "Labor Union" 931obsolete_by = "None" 932graphic = "u.mech_inf" 933graphic_alt = "-" 934sound_move = "m_mech_inf" 935sound_move_alt = "m_generic" 936sound_fight = "f_mech_inf" 937sound_fight_alt = "f_generic" 938build_cost = 50 939pop_cost = 0 940attack = 6 941defense = 6 942hitpoints = 30 943firepower = 1 944move_rate = 3 945vision_radius_sq = 2 946transport_cap = 3 947fuel = 0 948uk_happy = 1 949uk_shield = 1 950uk_food = 0 951uk_gold = 0 952cargo = "Missile" 953flags = "Shield2Gold" 954roles = "DefendGood", "DefendGoodStartUnit" 955helptext = _("\ 956The Mechanized Infantry has the strongest defensive strength\ 957 of any land unit, but is only available near the end of the\ 958 technology tree.\ 959") 960 961[unit_horsemen] 962name = _("Horsemen") 963class = "Land" 964tech_req = "Horseback Riding" 965obsolete_by = "Knights" 966graphic = "u.horsemen" 967graphic_alt = "-" 968sound_move = "m_horsemen" 969sound_move_alt = "m_generic" 970sound_fight = "f_horsemen" 971sound_fight_alt = "f_generic" 972build_cost = 20 973pop_cost = 0 974attack = 2 975defense = 1 976hitpoints = 10 977firepower = 1 978move_rate = 2 979vision_radius_sq = 2 980transport_cap = 0 981fuel = 0 982uk_happy = 1 983uk_shield = 1 984uk_food = 0 985uk_gold = 0 986flags = "Horse" 987roles = "AttackFastStartUnit", "Hut", "Barbarian", "Hunter" 988helptext = _("\ 989Horsemen are mounted warriors and an early\ 990 shock-troop that can penetrate deep into\ 991 enemy territory.\ 992") 993 994[unit_chariot] 995name = _("Chariot") 996class = "Land" 997tech_req = "The Wheel" 998obsolete_by = "Knights" 999graphic = "u.chariot" 1000graphic_alt = "-" 1001sound_move = "m_chariot" 1002sound_move_alt = "m_generic" 1003sound_fight = "f_chariot" 1004sound_fight_alt = "f_generic" 1005build_cost = 30 1006pop_cost = 0 1007attack = 3 1008defense = 1 1009hitpoints = 10 1010firepower = 1 1011move_rate = 2 1012vision_radius_sq = 2 1013transport_cap = 0 1014fuel = 0 1015uk_happy = 1 1016uk_shield = 1 1017uk_food = 0 1018uk_gold = 0 1019flags = "Horse" 1020roles = "AttackFastStartUnit", "Hut", "Hunter" 1021helptext = _("\ 1022Chariots are horse-pulled war wagons, stronger\ 1023 but more expensive than horsemen.\ 1024") 1025 1026[unit_knights] 1027name = _("Knights") 1028class = "Land" 1029tech_req = "Chivalry" 1030obsolete_by = "Dragoons" 1031graphic = "u.knights" 1032graphic_alt = "-" 1033sound_move = "m_knights" 1034sound_move_alt = "m_generic" 1035sound_fight = "f_knights" 1036sound_fight_alt = "f_generic" 1037build_cost = 40 1038pop_cost = 0 1039attack = 4 1040defense = 2 1041hitpoints = 10 1042firepower = 1 1043move_rate = 2 1044vision_radius_sq = 2 1045transport_cap = 0 1046fuel = 0 1047uk_happy = 1 1048uk_shield = 1 1049uk_food = 0 1050uk_gold = 0 1051flags = "Horse" 1052roles = "AttackFastStartUnit", "HutTech", "BarbarianTech", 1053 "BarbarianBuildTech", "BarbarianSeaTech", "Hunter" 1054helptext = _("\ 1055Knights are mounted and heavily armored warriors.\ 1056") 1057 1058[unit_dragoons] 1059name = _("Dragoons") 1060class = "Land" 1061tech_req = "Leadership" 1062obsolete_by = "Cavalry" 1063graphic = "u.dragoons" 1064graphic_alt = "-" 1065sound_move = "m_dragoons" 1066sound_move_alt = "m_generic" 1067sound_fight = "f_dragoons" 1068sound_fight_alt = "f_generic" 1069build_cost = 50 1070pop_cost = 0 1071attack = 5 1072defense = 2 1073hitpoints = 20 1074firepower = 1 1075move_rate = 2 1076vision_radius_sq = 2 1077transport_cap = 0 1078fuel = 0 1079uk_happy = 1 1080uk_shield = 1 1081uk_food = 0 1082uk_gold = 0 1083flags = "Horse" 1084roles = "AttackFastStartUnit", "BarbarianBuildTech", 1085 "BarbarianSeaTech", "Hunter" 1086helptext = _("\ 1087Dragoons are mounted warriors carrying early firearms.\ 1088") 1089 1090[unit_cavalry] 1091name = _("Cavalry") 1092class = "Land" 1093tech_req = "Tactics" 1094obsolete_by = "Armor" 1095graphic = "u.cavalry" 1096graphic_alt = "-" 1097sound_move = "m_cavalry" 1098sound_move_alt = "m_generic" 1099sound_fight = "f_cavalry" 1100sound_fight_alt = "f_generic" 1101build_cost = 60 1102pop_cost = 0 1103attack = 8 1104defense = 3 1105hitpoints = 20 1106firepower = 1 1107move_rate = 2 1108vision_radius_sq = 2 1109transport_cap = 0 1110fuel = 0 1111uk_happy = 1 1112uk_shield = 1 1113uk_food = 0 1114uk_gold = 0 1115flags = "Shield2Gold" 1116roles = "AttackFastStartUnit", "Hunter" 1117helptext = _("\ 1118Cavalry are mounted and highly trained soldiers.\ 1119") 1120 1121[unit_armor] 1122name = _("Armor") 1123class = "Big Land" 1124tech_req = "Mobile Warfare" 1125obsolete_by = "None" 1126graphic = "u.armor" 1127graphic_alt = "-" 1128sound_move = "m_armor" 1129sound_move_alt = "m_generic" 1130sound_fight = "f_armor" 1131sound_fight_alt = "f_generic" 1132build_cost = 80 1133pop_cost = 0 1134attack = 10 1135defense = 5 1136hitpoints = 30 1137firepower = 1 1138move_rate = 3 1139vision_radius_sq = 2 1140transport_cap = 0 1141fuel = 0 1142uk_happy = 1 1143uk_shield = 1 1144uk_food = 0 1145uk_gold = 0 1146flags = "Shield2Gold" 1147roles = "AttackFastStartUnit", "Hunter" 1148helptext = _("\ 1149Armors are motorized war wagons that are faster,\ 1150 stronger, and can take more damage than any\ 1151 mounted unit.\ 1152") 1153 1154[unit_catapult] 1155name = _("Catapult") 1156class = "Big Land" 1157tech_req = "Mathematics" 1158obsolete_by = "Cannon" 1159graphic = "u.catapult" 1160graphic_alt = "-" 1161sound_move = "m_catapult" 1162sound_move_alt = "m_generic" 1163sound_fight = "f_catapult" 1164sound_fight_alt = "f_generic" 1165build_cost = 40 1166pop_cost = 0 1167attack = 6 1168defense = 1 1169hitpoints = 10 1170firepower = 1 1171move_rate = 1 1172vision_radius_sq = 2 1173transport_cap = 0 1174fuel = 0 1175uk_happy = 1 1176uk_shield = 1 1177uk_food = 0 1178uk_gold = 0 1179flags = "" 1180roles = "AttackStrongStartUnit" 1181helptext = _("\ 1182Catapults are large rock-throwing machines of war.\ 1183 They are very strong attackers but equally weak\ 1184 defenders and will need an escort to be effective.\ 1185") 1186 1187[unit_cannon] 1188name = _("Cannon") 1189class = "Big Land" 1190tech_req = "Metallurgy" 1191obsolete_by = "Artillery" 1192graphic = "u.cannon" 1193graphic_alt = "-" 1194sound_move = "m_cannon" 1195sound_move_alt = "m_generic" 1196sound_fight = "f_cannon" 1197sound_fight_alt = "f_generic" 1198build_cost = 40 1199pop_cost = 0 1200attack = 8 1201defense = 1 1202hitpoints = 20 1203firepower = 1 1204move_rate = 1 1205vision_radius_sq = 2 1206transport_cap = 0 1207fuel = 0 1208uk_happy = 1 1209uk_shield = 1 1210uk_food = 0 1211uk_gold = 0 1212flags = "" 1213roles = "AttackStrongStartUnit", "BarbarianTech", "BarbarianBuildTech" 1214helptext = _("\ 1215Cannons are large firearms that can fire heavy\ 1216 projectiles over long distances. They are very\ 1217 strong attackers but equally weak defenders and\ 1218 will need an escort to be effective.\ 1219") 1220 1221[unit_artillery] 1222name = _("Artillery") 1223class = "Big Land" 1224tech_req = "Machine Tools" 1225obsolete_by = "Howitzer" 1226graphic = "u.artillery" 1227graphic_alt = "-" 1228sound_move = "m_artillery" 1229sound_move_alt = "m_generic" 1230sound_fight = "f_artillery" 1231sound_fight_alt = "f_generic" 1232build_cost = 50 1233pop_cost = 0 1234attack = 10 1235defense = 1 1236hitpoints = 20 1237firepower = 2 1238move_rate = 1 1239vision_radius_sq = 2 1240transport_cap = 0 1241fuel = 0 1242uk_happy = 1 1243uk_shield = 1 1244uk_food = 0 1245uk_gold = 0 1246flags = "Shield2Gold" 1247roles = "AttackStrongStartUnit" 1248helptext = _("\ 1249The artillery is an upgraded cannon. It is a very\ 1250 strong attacker but equally weak defender and\ 1251 will need an escort to be effective.\ 1252") 1253 1254[unit_howitzer] 1255name = _("Howitzer") 1256class = "Big Land" 1257tech_req = "Robotics" 1258obsolete_by = "None" 1259graphic = "u.howitzer" 1260graphic_alt = "-" 1261sound_move = "m_howitzer" 1262sound_move_alt = "m_generic" 1263sound_fight = "f_howitzer" 1264sound_fight_alt = "f_generic" 1265build_cost = 70 1266pop_cost = 0 1267attack = 12 1268defense = 2 1269hitpoints = 30 1270firepower = 2 1271move_rate = 2 1272vision_radius_sq = 2 1273transport_cap = 0 1274fuel = 0 1275uk_happy = 1 1276uk_shield = 1 1277uk_food = 0 1278uk_gold = 0 1279flags = "Shield2Gold" 1280roles = "AttackStrongStartUnit" 1281helptext = _("\ 1282Howitzers are upgraded artillery with improved\ 1283 defensive as well as offensive capabilities.\ 1284 They can shoot over city walls, ignoring their effect.\ 1285") 1286 1287[unit_fighter] 1288name = _("Fighter") 1289class = "Air" 1290tech_req = "Flight" 1291obsolete_by = "Stealth Fighter" 1292graphic = "u.fighter" 1293graphic_alt = "-" 1294sound_move = "m_fighter" 1295sound_move_alt = "m_generic" 1296sound_fight = "f_fighter" 1297sound_fight_alt = "f_generic" 1298build_cost = 60 1299pop_cost = 0 1300attack = 4 1301defense = 3 1302hitpoints = 20 1303firepower = 2 1304move_rate = 10 1305vision_radius_sq = 8 1306transport_cap = 0 1307fuel = 1 1308uk_happy = 0 1309uk_shield = 1 1310uk_food = 0 1311uk_gold = 0 1312targets = "Air", "Missile" 1313bonuses = 1314 { "flag", "type", "value" 1315 "Helicopter", "DefenseDivider", 1 1316 "Helicopter", "Firepower1", 1 1317 } 1318flags = "AirAttacker", "Shield2Gold" 1319roles = "" 1320helptext = _("\ 1321Fighters are your first airborne units. They can\ 1322 move anywhere and attack any unit.\ 1323") 1324 1325[unit_bomber] 1326name = _("Bomber") 1327class = "Air" 1328tech_req = "Advanced Flight" 1329obsolete_by = "Stealth Bomber" 1330graphic = "u.bomber" 1331graphic_alt = "-" 1332sound_move = "m_bomber" 1333sound_move_alt = "m_generic" 1334sound_fight = "f_bomber" 1335sound_fight_alt = "f_generic" 1336build_cost = 120 1337pop_cost = 0 1338attack = 12 1339defense = 1 1340hitpoints = 20 1341firepower = 2 1342move_rate = 8 1343vision_radius_sq = 8 1344transport_cap = 0 1345fuel = 2 1346uk_happy = 1 1347uk_shield = 1 1348uk_food = 0 1349uk_gold = 0 1350flags = "FieldUnit", "OneAttack", "AirAttacker", "Shield2Gold", 1351 "HasNoZOC" 1352roles = "" 1353helptext = _("\ 1354Bombers are specialized airborne units that may\ 1355 only attack ground targets, not other airborne\ 1356 units.\ 1357") 1358 1359[unit_helicopter] 1360; /* TRANS: unit type */ 1361name = _("Helicopter") 1362class = "Helicopter" 1363tech_req = "Combined Arms" 1364obsolete_by = "None" 1365graphic = "u.helicopter" 1366graphic_alt = "-" 1367sound_move = "m_helicopter" 1368sound_move_alt = "m_generic" 1369sound_fight = "f_helicopter" 1370sound_fight_alt = "f_generic" 1371build_cost = 100 1372pop_cost = 0 1373attack = 10 1374defense = 3 1375hitpoints = 20 1376firepower = 2 1377move_rate = 6 1378vision_radius_sq = 8 1379transport_cap = 0 1380fuel = 0 1381uk_happy = 1 1382uk_shield = 1 1383uk_food = 0 1384uk_gold = 0 1385flags = "FieldUnit", "OneAttack", "Helicopter", "AirAttacker", "Shield2Gold" 1386roles = "" 1387helptext = _("\ 1388The Helicopter is a very powerful unit, as it can both fly and\ 1389 conquer cities. Care must be exercised, because Helicopters lose a\ 1390 small amount of health for every turn not spent in a city or airbase\ 1391 or on a Carrier, unless you have the United Nations wonder, and\ 1392 Helicopters may be attacked by ground units.\ 1393") 1394 1395[unit_stealth_fighter] 1396name = _("Stealth Fighter") 1397class = "Air" 1398tech_req = "Stealth" 1399obsolete_by = "None" 1400graphic = "u.stealth_fighter" 1401graphic_alt = "-" 1402sound_move = "m_stealth_fighter" 1403sound_move_alt = "m_generic" 1404sound_fight = "f_stealth_fighter" 1405sound_fight_alt = "f_generic" 1406build_cost = 80 1407pop_cost = 0 1408attack = 8 1409defense = 4 1410hitpoints = 20 1411firepower = 2 1412move_rate = 14 1413vision_radius_sq = 8 1414transport_cap = 0 1415fuel = 1 1416uk_happy = 0 1417uk_shield = 1 1418uk_food = 0 1419uk_gold = 0 1420targets = "Air", "Missile" 1421bonuses = 1422 { "flag", "type", "value" 1423 "Helicopter", "DefenseDivider", 1 1424 "Helicopter", "Firepower1", 1 1425 } 1426flags = "Partial_Invis", "AirAttacker", "Shield2Gold" 1427roles = "" 1428helptext = _("\ 1429An improved Fighter, with improved attack and a higher movement\ 1430 radius.\ 1431") 1432 1433[unit_stealth_bomber] 1434name = _("Stealth Bomber") 1435class = "Air" 1436tech_req = "Stealth" 1437obsolete_by = "None" 1438graphic = "u.stealth_bomber" 1439graphic_alt = "-" 1440sound_move = "m_stealth_bomber" 1441sound_move_alt = "m_generic" 1442sound_fight = "f_stealth_bomber" 1443sound_fight_alt = "f_generic" 1444build_cost = 160 1445pop_cost = 0 1446attack = 18 1447defense = 5 1448hitpoints = 20 1449firepower = 2 1450move_rate = 12 1451vision_radius_sq = 8 1452transport_cap = 0 1453fuel = 2 1454uk_happy = 1 1455uk_shield = 1 1456uk_food = 0 1457uk_gold = 0 1458flags = "Partial_Invis", "FieldUnit", "OneAttack", "AirAttacker", 1459 "Shield2Gold", "HasNoZOC" 1460roles = "" 1461helptext = _("\ 1462An improved Bomber, with improved attack and a higher movement\ 1463 radius.\ 1464") 1465 1466[unit_trireme] 1467; /* TRANS: unit type */ 1468name = _("Trireme") 1469class = "Trireme" 1470tech_req = "Map Making" 1471obsolete_by = "Caravel" 1472graphic = "u.trireme" 1473graphic_alt = "-" 1474sound_move = "m_trireme" 1475sound_move_alt = "m_generic" 1476sound_fight = "f_trireme" 1477sound_fight_alt = "f_generic" 1478build_cost = 40 1479pop_cost = 0 1480attack = 1 1481defense = 1 1482hitpoints = 10 1483firepower = 1 1484move_rate = 3 1485vision_radius_sq = 2 1486transport_cap = 2 1487fuel = 0 1488uk_happy = 1 1489uk_shield = 1 1490uk_food = 0 1491uk_gold = 0 1492cargo = "Land" 1493flags = "BadCityDefender" 1494roles = "Ferryboat", "FerryStartUnit" 1495helptext = _("\ 1496The Trireme is your first boat unit. It can act\ 1497 as a transport ship and has rudimentary offensive\ 1498 capabilities, and unlike later boats can travel on\ 1499 rivers, but it may not enter deep ocean tiles.\ 1500") 1501 1502[unit_caravel] 1503name = _("Caravel") 1504class = "Sea" 1505tech_req = "Navigation" 1506obsolete_by = "Galleon" 1507graphic = "u.caravel" 1508graphic_alt = "-" 1509sound_move = "m_caravel" 1510sound_move_alt = "m_generic" 1511sound_fight = "f_caravel" 1512sound_fight_alt = "f_generic" 1513build_cost = 40 1514pop_cost = 0 1515attack = 2 1516defense = 1 1517hitpoints = 10 1518firepower = 1 1519move_rate = 3 1520vision_radius_sq = 2 1521transport_cap = 3 1522fuel = 0 1523uk_happy = 1 1524uk_shield = 1 1525uk_food = 0 1526uk_gold = 0 1527cargo = "Land" 1528flags = "BadCityDefender" 1529roles = "Ferryboat", "FerryStartUnit", "BarbarianBoat" 1530helptext = _("\ 1531The Caravel replaces the Trireme and can enter\ 1532 any ocean tile.\ 1533") 1534 1535[unit_galleon] 1536name = _("Galleon") 1537class = "Sea" 1538tech_req = "Magnetism" 1539obsolete_by = "Transport" 1540graphic = "u.galleon" 1541graphic_alt = "-" 1542sound_move = "m_galleon" 1543sound_move_alt = "m_generic" 1544sound_fight = "f_galleon" 1545sound_fight_alt = "f_generic" 1546build_cost = 40 1547pop_cost = 0 1548attack = 0 1549defense = 2 1550hitpoints = 20 1551firepower = 1 1552move_rate = 4 1553vision_radius_sq = 2 1554transport_cap = 4 1555fuel = 0 1556uk_happy = 1 1557uk_shield = 1 1558uk_food = 0 1559uk_gold = 0 1560cargo = "Land", "Big Land" 1561flags = "BadCityDefender" 1562roles = "Ferryboat", "FerryStartUnit", "BarbarianBoat" 1563helptext = _("\ 1564The Galleon is a pure transport ship and cannot\ 1565 attack other ships, though it may still defend\ 1566 itself when attacked.\ 1567") 1568 1569[unit_frigate] 1570name = _("Frigate") 1571class = "Sea" 1572tech_req = "Magnetism" 1573obsolete_by = "Ironclad" 1574graphic = "u.frigate" 1575graphic_alt = "-" 1576sound_move = "m_frigate" 1577sound_move_alt = "m_generic" 1578sound_fight = "f_frigate" 1579sound_fight_alt = "f_generic" 1580build_cost = 50 1581pop_cost = 0 1582attack = 4 1583defense = 2 1584hitpoints = 20 1585firepower = 1 1586move_rate = 4 1587vision_radius_sq = 2 1588transport_cap = 2 1589fuel = 0 1590uk_happy = 1 1591uk_shield = 1 1592uk_food = 0 1593uk_gold = 0 1594cargo = "Land" 1595flags = "BadCityDefender" 1596roles = "Hunter" 1597helptext = _("\ 1598The Frigate is a highly versatile boat unit,\ 1599 that is both a strong offensive unit as well\ 1600 as a decent transport ship.\ 1601") 1602 1603[unit_ironclad] 1604name = _("Ironclad") 1605class = "Sea" 1606tech_req = "Steam Engine" 1607obsolete_by = "Destroyer" 1608graphic = "u.ironclad" 1609graphic_alt = "-" 1610sound_move = "m_ironclad" 1611sound_move_alt = "m_generic" 1612sound_fight = "f_ironclad" 1613sound_fight_alt = "f_generic" 1614build_cost = 60 1615pop_cost = 0 1616attack = 4 1617defense = 4 1618hitpoints = 30 1619firepower = 1 1620move_rate = 4 1621vision_radius_sq = 2 1622transport_cap = 0 1623fuel = 0 1624uk_happy = 1 1625uk_shield = 1 1626uk_food = 0 1627uk_gold = 0 1628flags = "BadCityDefender", "Shield2Gold" 1629roles = "Hunter" 1630helptext = _("\ 1631The Ironclad is an armored ship that is\ 1632 much more sturdy than the Frigate but\ 1633 loses the latter's transport capability.\ 1634") 1635 1636[unit_destroyer] 1637name = _("Destroyer") 1638class = "Sea" 1639tech_req = "Electricity" 1640obsolete_by = "None" 1641graphic = "u.destroyer" 1642graphic_alt = "-" 1643sound_move = "m_destroyer" 1644sound_move_alt = "m_generic" 1645sound_fight = "f_destroyer" 1646sound_fight_alt = "f_generic" 1647build_cost = 60 1648pop_cost = 0 1649attack = 4 1650defense = 4 1651hitpoints = 30 1652firepower = 1 1653move_rate = 6 1654vision_radius_sq = 8 1655transport_cap = 0 1656fuel = 0 1657uk_happy = 1 1658uk_shield = 1 1659uk_food = 0 1660uk_gold = 0 1661flags = "BadCityDefender", "Shield2Gold" 1662roles = "Hunter" 1663helptext = _("\ 1664An improved Ironclad, with better move rate and vision.\ 1665"), _("\ 1666TIP: A very fast unit, which is very useful for hunting down enemy\ 1667 Transports.\ 1668") 1669 1670[unit_cruiser] 1671name = _("Cruiser") 1672class = "Sea" 1673tech_req = "Steel" 1674obsolete_by = "AEGIS Cruiser" 1675graphic = "u.cruiser" 1676graphic_alt = "-" 1677sound_move = "m_cruiser" 1678sound_move_alt = "m_generic" 1679sound_fight = "f_cruiser" 1680sound_fight_alt = "f_generic" 1681build_cost = 80 1682pop_cost = 0 1683attack = 6 1684defense = 6 1685hitpoints = 30 1686firepower = 2 1687move_rate = 5 1688vision_radius_sq = 8 1689transport_cap = 0 1690fuel = 0 1691uk_happy = 1 1692uk_shield = 1 1693uk_food = 0 1694uk_gold = 0 1695flags = "BadCityDefender", "Shield2Gold" 1696roles = "DefendGood", "DefendGoodStartUnit" 1697helptext = _("\ 1698The Cruiser is a strong offensive boat unit.\ 1699") 1700 1701[unit_aegis_cruiser] 1702name = _("AEGIS Cruiser") 1703class = "Sea" 1704tech_req = "Rocketry" 1705obsolete_by = "None" 1706graphic = "u.aegis_cruiser" 1707graphic_alt = "-" 1708sound_move = "m_aegis_cruiser" 1709sound_move_alt = "m_generic" 1710sound_fight = "f_aegis_cruiser" 1711sound_fight_alt = "f_generic" 1712build_cost = 100 1713pop_cost = 0 1714attack = 8 1715defense = 8 1716hitpoints = 30 1717firepower = 2 1718move_rate = 5 1719vision_radius_sq = 8 1720transport_cap = 0 1721fuel = 0 1722uk_happy = 1 1723uk_shield = 1 1724uk_food = 0 1725uk_gold = 0 1726bonuses = 1727 { "flag", "type", "value" 1728 "AirAttacker", "DefenseMultiplier", 4 1729 } 1730flags = "BadCityDefender", "Shield2Gold" 1731roles = "DefendGood", "DefendGoodStartUnit" 1732helptext = _("\ 1733The AEGIS Cruiser is equipped with an advanced\ 1734 defensive missile system.\ 1735") 1736 1737[unit_battleship] 1738name = _("Battleship") 1739class = "Sea" 1740tech_req = "Automobile" 1741obsolete_by = "None" 1742graphic = "u.battleship" 1743graphic_alt = "-" 1744sound_move = "m_battleship" 1745sound_move_alt = "m_generic" 1746sound_fight = "f_battleship" 1747sound_fight_alt = "f_generic" 1748build_cost = 160 1749pop_cost = 0 1750attack = 12 1751defense = 12 1752hitpoints = 40 1753firepower = 2 1754move_rate = 4 1755vision_radius_sq = 8 1756transport_cap = 0 1757fuel = 0 1758uk_happy = 1 1759uk_shield = 1 1760uk_food = 0 1761uk_gold = 0 1762flags = "BadCityDefender", "Shield2Gold" 1763roles = "" 1764helptext = _("\ 1765The Battleship is the supreme naval unit with\ 1766 excellent offensive and defensive values.\ 1767") 1768 1769[unit_submarine] 1770name = _("Submarine") 1771class = "Sea" 1772tech_req = "Combustion" 1773obsolete_by = "None" 1774graphic = "u.submarine" 1775graphic_alt = "-" 1776sound_move = "m_submarine" 1777sound_move_alt = "m_generic" 1778sound_fight = "f_submarine" 1779sound_fight_alt = "f_generic" 1780build_cost = 50 1781pop_cost = 0 1782attack = 12 1783defense = 2 1784hitpoints = 30 1785firepower = 2 1786move_rate = 5 1787vision_radius_sq = 8 1788transport_cap = 8 1789fuel = 0 1790uk_happy = 1 1791uk_shield = 1 1792uk_food = 0 1793uk_gold = 0 1794cargo = "Missile" 1795flags = "Partial_Invis", "BadCityDefender", 1796 "Only_Native_Attack", "Shield2Gold" 1797roles = "Hunter" 1798helptext = _("\ 1799Traveling under the surface of the ocean, Submarines have\ 1800 a very high strategic value, but a weak defense if caught\ 1801 off guard.\ 1802") 1803 1804[unit_carrier] 1805name = _("Carrier") 1806class = "Sea" 1807tech_req = "Advanced Flight" 1808obsolete_by = "None" 1809graphic = "u.carrier" 1810graphic_alt = "-" 1811sound_move = "m_carrier" 1812sound_move_alt = "m_generic" 1813sound_fight = "f_carrier" 1814sound_fight_alt = "f_generic" 1815build_cost = 160 1816pop_cost = 0 1817attack = 1 1818defense = 9 1819hitpoints = 40 1820firepower = 2 1821move_rate = 5 1822vision_radius_sq = 8 1823transport_cap = 8 1824fuel = 0 1825uk_happy = 1 1826uk_shield = 1 1827uk_food = 0 1828uk_gold = 0 1829cargo = "Air", "Missile", "Helicopter" 1830flags = "BadCityDefender", "Only_Native_Attack", "Shield2Gold" 1831roles = "" 1832helptext = _("\ 1833The Carrier is a mobile airport.\ 1834"), _("\ 1835TIP: Guard Carriers with a handful of fast-moving ships and a\ 1836 battleship, as losing a fully-equipped Carrier is VERY\ 1837 painful and expensive.\ 1838") 1839 1840[unit_transport] 1841name = _("Transport") 1842class = "Sea" 1843tech_req = "Industrialization" 1844obsolete_by = "None" 1845graphic = "u.transport" 1846graphic_alt = "-" 1847sound_move = "m_transport" 1848sound_move_alt = "m_generic" 1849sound_fight = "f_transport" 1850sound_fight_alt = "f_generic" 1851build_cost = 50 1852pop_cost = 0 1853attack = 0 1854defense = 3 1855hitpoints = 30 1856firepower = 1 1857move_rate = 5 1858vision_radius_sq = 8 1859transport_cap = 8 1860fuel = 0 1861uk_happy = 1 1862uk_shield = 1 1863uk_food = 0 1864uk_gold = 0 1865cargo = "Land", "Big Land" 1866flags = "BadCityDefender", "Shield2Gold" 1867roles = "Ferryboat", "FerryStartUnit" 1868helptext = _("\ 1869The Transport cannot attack on its own but\ 1870 may defend itself when under attack.\ 1871") 1872 1873[unit_cruise_missile] 1874name = _("Cruise Missile") 1875class = "Missile" 1876tech_req = "Rocketry" 1877obsolete_by = "None" 1878graphic = "u.cruise_missile" 1879graphic_alt = "-" 1880sound_move = "m_cruise_missile" 1881sound_move_alt = "m_generic" 1882sound_fight = "f_cruise_missile" 1883sound_fight_alt = "f_generic" 1884build_cost = 60 1885pop_cost = 0 1886attack = 18 1887defense = 0 1888hitpoints = 10 1889firepower = 3 1890move_rate = 12 1891vision_radius_sq = 2 1892transport_cap = 0 1893fuel = 1 1894uk_happy = 1 1895uk_shield = 1 1896uk_food = 0 1897uk_gold = 0 1898flags = "FieldUnit", "OneAttack", "AirAttacker", "Shield2Gold", 1899 "HasNoZOC" 1900roles = "" 1901helptext = _("\ 1902The Cruise Missile is a long-distance missile\ 1903 that can strike deep into enemy territory.\ 1904"), _("\ 1905TIP: A handful of these can successfully keep the waters around\ 1906 your treasured homeland free of enemy ships.\ 1907") 1908 1909[unit_nuclear] 1910name = _("Nuclear") 1911class = "Missile" 1912tech_req = "Rocketry" 1913obsolete_by = "None" 1914graphic = "u.nuclear" 1915graphic_alt = "-" 1916sound_move = "m_nuclear" 1917sound_move_alt = "m_generic" 1918sound_fight = "f_nuclear" 1919sound_fight_alt = "f_generic" 1920build_cost = 160 1921pop_cost = 0 1922attack = 99 1923defense = 0 1924hitpoints = 10 1925firepower = 1 1926move_rate = 16 1927vision_radius_sq = 2 1928transport_cap = 0 1929fuel = 1 1930uk_happy = 1 1931uk_shield = 1 1932uk_food = 0 1933uk_gold = 0 1934flags = "FieldUnit", "OneAttack", "Nuclear", "Shield2Gold", "HasNoZOC" 1935; No veteran levels (level name is never displayed) 1936veteran_names = _("green") 1937veteran_raise_chance = 0 1938veteran_work_raise_chance = 0 1939veteran_power_fact = 100 1940veteran_move_bonus = 0 1941roles = "" 1942helptext = _("\ 1943You can build Nuclear units when you have the required advance, and\ 1944 the Manhattan Project wonder has been built by any player.\ 1945"), _("\ 1946On impact, the blast will destroy any unit in an area 3 tiles wide\ 1947 (3x3 squares for rectangular grids), including friendly units.\ 1948 Any city within the blast area loses half its population, and\ 1949 land tiles within the blast area are subject to nuclear fallout.\ 1950"), _("\ 1951Nuclear fallout reduces tile output and increases the risk of global\ 1952 nuclear winter; see the help on Fallout.\ 1953"), _("\ 1954TIP 1: Nuking the ocean will not generate fallout, and is a most\ 1955 effective (but expensive!!) way of getting rid of enemy\ 1956 ships.\ 1957"), _("\ 1958TIP 2: You may be involved in a situation where you've invaded an\ 1959 enemy country en masse, but the enemy cities are too strong.\ 1960 Before using a Nuclear unit, assemble a gang of Settlers, Workers,\ 1961 and/or Engineers next to the city and have them ready to fix\ 1962 the fallout on the same turn it occurs! This minimizes the\ 1963 chance of nuclear winter. Eco-friendly nukes!\ 1964") 1965 1966[unit_diplomat] 1967name = _("Diplomat") 1968class = "Land" 1969tech_req = "Writing" 1970obsolete_by = "Spy" 1971graphic = "u.diplomat" 1972graphic_alt = "-" 1973sound_move = "m_diplomat" 1974sound_move_alt = "m_generic" 1975sound_fight = "f_diplomat" 1976sound_fight_alt = "f_generic" 1977build_cost = 30 1978pop_cost = 0 1979attack = 0 1980defense = 0 1981hitpoints = 10 1982firepower = 1 1983move_rate = 2 1984vision_radius_sq = 2 1985transport_cap = 0 1986fuel = 0 1987uk_happy = 0 1988uk_shield = 0 1989uk_food = 0 1990uk_gold = 0 1991flags = "Diplomat", "IgZOC", "NonMil", "HasNoZOC" 1992veteran_names = 1993; /* TRANS: diplomatic rank. */ 1994 _("?diplomatic_rank:attaché"), 1995; /* TRANS: diplomatic rank */ 1996 _("?diplomatic_rank:secretary"), 1997; /* TRANS: diplomatic rank */ 1998 _("?diplomatic_rank:envoy"), 1999; /* TRANS: diplomatic rank */ 2000 _("?diplomatic_rank:ambassador") 2001veteran_raise_chance = 50, 33, 20, 0 2002veteran_work_raise_chance = 0, 0, 0, 0 2003veteran_power_fact = 100, 105, 110, 115 2004veteran_move_bonus = 0, 0, 0, 0 2005roles = "DiplomatStartUnit" 2006helptext = _("\ 2007A Diplomat is an official that carries your dispatches and\ 2008 is authorized to deal with foreign dignitaries. He may\ 2009 also undertake various covert operations with the intent of\ 2010 harming your opponents; Diplomats in your own cities defend\ 2011 them against such actions.\ 2012"), _("\ 2013Many covert actions may be attempted even in peacetime, but the more\ 2014 aggressive actions will be discovered and cause diplomatic incidents,\ 2015 which can allow Republics and Democracies to break treaties.\ 2016"), _("\ 2017If a foreign unit is alone on a tile, you may attempt to bribe it\ 2018 with your Diplomat. By paying a sum of gold the unit will immediately\ 2019 become yours; the exact sum depends on the status of the unit and\ 2020 that of the civilization owning it. However, units belonging to\ 2021 Democratic governments cannot be bribed. Bribery when not at war\ 2022 will cause a diplomatic incident.\ 2023"), _("\ 2024Diplomats can also perform a number of actions in another player's\ 2025 city, although each Diplomat may attempt only one action. Most of\ 2026 these actions have a chance of failure. Also, any enemy Diplomats or\ 2027 Spies in the city will oppose hostile actions, as will the enemy Leader\ 2028 in games with leaders; in this case, either your unit or the defending\ 2029 unit will die (if you go up against the Leader you will always die). If\ 2030 the defending unit dies, you lose one movement point and may try again.\ 2031"), _("\ 2032The actions available to Diplomats in a city are:\ 2033"), _("\ 2034 - \"Establish Embassy\": This action always succeeds, and gives\ 2035 permanent contact with the city's owner, as well as intelligence\ 2036 on their tax rates and technology.\ 2037"), _("\ 2038 - \"Investigate City\": Your unit attempts to report detailed\ 2039 information about the city: its status, what buildings and units are\ 2040 within, and what it is currently producing.\ 2041"), _("\ 2042 - \"Sabotage City\": Your unit attempts either to disrupt all the\ 2043 city's work so far towards its current project, or to destroy an\ 2044 existing building in the city, at random. Once built, Palaces and\ 2045 Wonders cannot be sabotaged, and attempts to sabotage City Walls\ 2046 or any building in a capital each halve the chance of success.\ 2047 Sabotage may only be attempted when openly at war.\ 2048"), _("\ 2049 - \"Steal Technology\": Your unit attempts to learn the secrets of a\ 2050 random technology known to the city's owner but not to you. Technology\ 2051 may only be stolen once from a given enemy city by Diplomats. This\ 2052 action may be attempted even when not at war, but will cause a\ 2053 diplomatic incident.\ 2054"), _("\ 2055 - \"Incite a Revolt\": In return for gold a foreign city will change\ 2056 allegiance and join your empire, bringing along all nearby units that\ 2057 call it home, but reducing its size by 1. Units in other cities\ 2058 remain in the enemy's control, but units outside cities are lost to\ 2059 both players. The exact sum depends on the status of the city and\ 2060 that of the civilization that owns it. It is not possible to incite\ 2061 a rebellion in a capital, or in any city governed by a democracy.\ 2062 Incitement may be attempted in peacetime, but will cause a\ 2063 diplomatic incident.\ 2064"), _("\ 2065In some game strategies, hordes of Diplomats can be used to wreak\ 2066 havoc on the enemy. Little wonder that Diplomats are often\ 2067 viewed with suspicion and fear!\ 2068"), _("\ 2069Diplomats built under a Communist government will start at the first\ 2070 veteran level (secretary).\ 2071") 2072 2073[unit_spy] 2074name = _("Spy") 2075class = "Land" 2076tech_req = "Espionage" 2077obsolete_by = "None" 2078graphic = "u.spy" 2079graphic_alt = "-" 2080sound_move = "m_spy" 2081sound_move_alt = "m_generic" 2082sound_fight = "f_spy" 2083sound_fight_alt = "f_generic" 2084build_cost = 30 2085pop_cost = 0 2086attack = 0 2087defense = 0 2088hitpoints = 10 2089firepower = 1 2090move_rate = 3 2091vision_radius_sq = 8 2092transport_cap = 0 2093fuel = 0 2094uk_happy = 0 2095uk_shield = 0 2096uk_food = 0 2097uk_gold = 0 2098flags = "Diplomat", "IgZOC", "NonMil", "HasNoZOC", "Spy" 2099veteran_names = 2100; /* TRANS: Spy veteran level */ 2101 _("?spy_level:informant"), 2102; /* TRANS: Spy veteran level */ 2103 _("?spy_level:handler"), 2104; /* TRANS: Spy veteran level */ 2105 _("?spy_level:agent"), 2106; /* TRANS: Spy veteran level */ 2107 _("?spy_level:spymaster") 2108veteran_raise_chance = 50, 33, 20, 0 2109veteran_work_raise_chance = 0, 0, 0, 0 2110veteran_power_fact = 100, 105, 110, 115 2111veteran_move_bonus = 0, 0, 0, 0 2112roles = "DiplomatStartUnit" 2113helptext = _("\ 2114A Spy is more skilled in the arts of espionage than her Diplomat predecessor.\ 2115"), _("\ 2116She can perform all the functions of the Diplomat; refer to the Diplomat\ 2117 entry for more details. Unlike a Diplomat, a Spy may also survive an\ 2118 operation in a foreign city and become more experienced as a result.\ 2119 Spies are also more effective than Diplomats at defending cities\ 2120 against foreign Diplomats and Spies.\ 2121"), _("\ 2122A Spy can also be used to:\n\ 2123 - sabotage an enemy unit (reducing its hit points to half), if it is\ 2124 alone on a tile and the players are at war;\n\ 2125 - poison the water supply of an enemy city (reducing the population\ 2126 by one);\n\ 2127 - steal specific technology (with a reduced chance of success);\n\ 2128 - steal further technologies from a city which has already been\ 2129 stolen from (although cities become more resistant each time they\ 2130 are stolen from);\n\ 2131 - sabotage predetermined city targets (with a reduced chance of\ 2132 success).\ 2133"), _("\ 2134A Spy that survives the more aggressive actions (sabotage, theft,\ 2135 inciting rebellion, and poisoning) escapes to the safety of the\ 2136 nearest friendly city.\ 2137"), _("\ 2138Spies built under a Communist government will start at the first\ 2139 veteran level (handler).\ 2140") 2141 2142[unit_caravan] 2143name = _("Caravan") 2144class = "Land" 2145tech_req = "Trade" 2146obsolete_by = "None" 2147graphic = "u.caravan" 2148graphic_alt = "-" 2149sound_move = "m_caravan" 2150sound_move_alt = "m_generic" 2151sound_fight = "f_caravan" 2152sound_fight_alt = "f_generic" 2153build_cost = 50 2154pop_cost = 0 2155attack = 0 2156defense = 1 2157hitpoints = 10 2158firepower = 1 2159move_rate = 1 2160vision_radius_sq = 2 2161transport_cap = 0 2162fuel = 0 2163uk_happy = 0 2164uk_shield = 0 2165uk_food = 0 2166uk_gold = 0 2167flags = "TradeRoute", "HelpWonder", "IgZOC", "NonMil", "HasNoZOC" 2168roles = "" 2169helptext = _("\ 2170A Caravan carries goods or material for trading with distant cities\ 2171 and foreign countries, or to help build wonders in your cities.\ 2172"), _("\ 2173Caravans can establish trade routes with your own cities or those of other\ 2174 nations (even enemies) by traveling to them. A route's ongoing revenue\ 2175 is doubled if the two cities involved are on different continents, and\ 2176 doubled again if the cities are from different civilizations. This last\ 2177 condition means the net benefit to your civilization of a trade route\ 2178 is the same regardless of whether you own both cities or only one of\ 2179 them; if you only own one city, trade in each city is doubled, but you\ 2180 only get the benefit from one end of the route.\ 2181"), _("\ 2182Initially cities can support a maximum of two trade routes. Knowledge of\ 2183 the technologies Magnetism and The Corporation each increase this limit\ 2184 by one; knowing both allows cities to support four trade routes each.\ 2185"), _("\ 2186Every Caravan that is used to build a wonder will add 50 shields\ 2187 towards the production of the wonder.\ 2188"), _("\ 2189TIP: You can stockpile a stack of Caravans in advance and bring\ 2190 them all into a city where you have started to build a wonder,\ 2191 and finish it in only one turn!\ 2192") 2193 2194[unit_freight] 2195name = _("Freight") 2196class = "Big Land" 2197tech_req = "The Corporation" 2198obsolete_by = "None" 2199graphic = "u.freight" 2200graphic_alt = "-" 2201sound_move = "m_freight" 2202sound_move_alt = "m_generic" 2203sound_fight = "f_freight" 2204sound_fight_alt = "f_generic" 2205build_cost = 50 2206pop_cost = 0 2207attack = 0 2208defense = 1 2209hitpoints = 10 2210firepower = 1 2211move_rate = 2 2212vision_radius_sq = 2 2213transport_cap = 0 2214fuel = 0 2215uk_happy = 0 2216uk_shield = 0 2217uk_food = 0 2218uk_gold = 0 2219flags = "TradeRoute", "HelpWonder", "IgZOC", "NonMil", "HasNoZOC" 2220roles = "" 2221helptext = _("\ 2222The Freight is twice as fast alternative to the Caravan, but unable to\ 2223 move at all outside flat terrains and roads.\ 2224") 2225 2226[unit_explorer] 2227name = _("Explorer") 2228class = "Land" 2229tech_req = "Seafaring" 2230obsolete_by = "Partisan" 2231graphic = "u.explorer" 2232graphic_alt = "-" 2233sound_move = "m_explorer" 2234sound_move_alt = "m_generic" 2235sound_fight = "f_explorer" 2236sound_fight_alt = "f_generic" 2237build_cost = 30 2238pop_cost = 0 2239attack = 0 2240defense = 1 2241hitpoints = 10 2242firepower = 1 2243move_rate = 1 2244vision_radius_sq = 2 2245transport_cap = 0 2246fuel = 0 2247uk_happy = 0 2248uk_shield = 0 2249uk_food = 0 2250uk_gold = 0 2251flags = "IgTer", "IgZOC", "NonMil", "HasNoZOC" 2252roles = "Explorer", "ExplorerStartUnit" 2253helptext = _("\ 2254Explorers are brave individuals that are very useful for\ 2255 mapping unknown territory.\ 2256"), _("\ 2257An explorer can be ordered to remain in a foreign city as an ambassador\ 2258 after Writing is discovered. This gives permanent contact with the city's\ 2259 owner, as well as intelligence on their tax rates and technology.\ 2260") 2261 2262[unit_leader] 2263name = _("?unit:Leader") 2264class = "Land" 2265tech_req = "None" 2266obsolete_by = "None" 2267graphic = "u.leader" 2268graphic_alt = "u.explorer" 2269sound_move = "m_leader" 2270sound_move_alt = "m_generic" 2271sound_fight = "f_leader" 2272sound_fight_alt = "f_generic" 2273build_cost = 10 2274pop_cost = 0 2275attack = 0 2276defense = 2 2277hitpoints = 20 2278firepower = 1 2279move_rate = 2 2280vision_radius_sq = 8 2281transport_cap = 0 2282fuel = 0 2283uk_happy = 0 2284uk_shield = 0 2285uk_food = 0 2286uk_gold = 0 2287flags = "IgZOC", "NonMil", "HasNoZOC", "NoBuild", "NoHome", "SuperSpy", 2288 "Undisbandable", "Unbribable", "GameLoss", "Unique" 2289; No veteran levels (level name is never displayed) 2290veteran_names = _("green") 2291veteran_raise_chance = 0 2292veteran_work_raise_chance = 0 2293veteran_power_fact = 100 2294veteran_move_bonus = 0 2295roles = "KingStartUnit" 2296helptext = _("\ 2297This is you. If you lose this unit, you lose the game. So don't.\ 2298"), _("\ 2299Won't unleash barbarians from huts.\ 2300") 2301 2302[unit_barbarian_leader] 2303name = _("Barbarian Leader") 2304class = "Land" 2305tech_req = "None" 2306obsolete_by = "None" 2307graphic = "u.barbarian_leader" 2308graphic_alt = "u.diplomat" 2309sound_move = "m_barbarian_leader" 2310sound_move_alt = "m_generic" 2311sound_fight = "f_barbarian_leader" 2312sound_fight_alt = "f_generic" 2313build_cost = 40 2314pop_cost = 0 2315attack = 0 2316defense = 0 2317hitpoints = 10 2318firepower = 1 2319move_rate = 2 2320vision_radius_sq = 2 2321transport_cap = 0 2322fuel = 0 2323uk_happy = 0 2324uk_shield = 0 2325uk_food = 0 2326uk_gold = 0 2327flags = "IgZOC", "NonMil", "HasNoZOC", "Unbribable", 2328 "Undisbandable", "SuperSpy", "NoHome", "NoBuild" 2329; No veteran levels (level name is never displayed) 2330veteran_names = _("green") 2331veteran_raise_chance = 0 2332veteran_work_raise_chance = 0 2333veteran_power_fact = 100 2334veteran_move_bonus = 0 2335roles = "BarbarianLeader" 2336helptext = _("\ 2337One Barbarian Leader appears every time there is a barbarian uprising\ 2338 somewhere in the world.\ 2339"), _("\ 2340When a Barbarian Leader is killed on a tile without any defending units,\ 2341 the ransom is paid, but only to land units and helicopters.\ 2342 Usually the ransom is 100 gold, but can be less if the barbarian has\ 2343 less money.\ 2344") 2345 2346[unit_awacs] 2347name = _("AWACS") 2348class = "Air" 2349tech_req = "Advanced Flight" 2350obsolete_by = "None" 2351graphic = "u.awacs" 2352graphic_alt = "u.bomber" ; backwards compatibility 2353sound_move = "m_awacs" 2354sound_move_alt = "m_generic" 2355sound_fight = "f_awacs" 2356sound_fight_alt = "f_generic" 2357build_cost = 140 2358pop_cost = 0 2359attack = 0 2360defense = 1 2361hitpoints = 20 2362firepower = 1 2363move_rate = 16 2364vision_radius_sq = 26 2365transport_cap = 0 2366fuel = 2 2367uk_happy = 1 2368uk_shield = 1 2369uk_food = 0 2370uk_gold = 0 2371flags = "Shield2Gold", "HasNoZOC" 2372roles = "" 2373helptext = _("\ 2374The AWACS (Airborne Warning and Control System) is an airplane with an \ 2375advanced radar that can determine the location of enemy units over a \ 2376wide area.\ 2377") 2378