1; Modifying this file: 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. 8; 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. 16 17[datafile] 18description="Unit definitions for the multiplayer ruleset." 19options="+Freeciv-2.6-ruleset" 20 21[control] 22; Names for custom unit type flags. There can be up to 32 of these. 23; name = rule name; In some circumstances user may see this 24; as part of some sentences, so try to make it descriptive 25; and sensible. 26; helptxt = displayed in the help for units with this flag (optional) 27flags = 28 { "name", "helptxt" 29 _("Airbase") 30 _("Transform") 31 _("AirAttacker"), _("Very bad at attacking AEGIS.") 32 _("Horse"), _("Attack value halved when attacking Pikemen.") 33 _("Helicopter"), _("Defends very badly against Fighters.") 34 _("Unbribable") 35 _("HelpWonder") 36 } 37 38[veteran_system] 39; What are the names of the levels? 40veteran_names = _("green"), _("veteran"), _("hardened"), _("elite") 41 42; The percentage chance of increasing level through combat 43veteran_raise_chance = 50, 33, 20, 0 44 45; The percentage chance of a settler/engineer increasing level through 46; performing useful work (per turn) 47veteran_work_raise_chance = 0, 0, 0, 0 48 49; Power factors are as a percentage. 50; +50% is represented by 150 51veteran_power_fact = 100, 150, 175, 200 52 53; The additional number of movement points granted for different veteran 54; levels. These are fractional move points as defined by move_fragments in 55; terrain.ruleset. 56veteran_move_bonus = 0, 0, 0, 0 57 58; /* <-- avoid gettext warnings 59; 60; Unit classes 61; The number can be variable, up to 32 62; When adding new classes, remember to check effects.ruleset also. 63; Eg. if you divide class 'Land' to two separate classes, you may 64; want add effect giving City Walls defence bonus against new class 65; too. 66; 67; The actual tag used (the * in [unitclass_*]) does not matter, except 68; it must be unique within this file, and it may be used in debug 69; output when reading this file. 70; 71; ** Fields ** 72; 73; name = translatable name as seen by user 74; rule_name = (optional) internal name for savegames, rulesets etc; 75; if not present, "name" is used for this purpose too. 76; Since the name used in savegames must not change, if 77; you want to rename an item after a ruleset has been 78; released, you should set "rule_name" to the original 79; value of "name". 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) 88; helptext = optional help text string; should escape all raw newlines 89; so that xgettext parsing works 90; 91; ** Unit class Flags ** 92; 93; "TerrainSpeed" = Units use terrain specific speed 94; "TerrainDefense" = Units gain defense bonus from terrain 95; "DamageSlows" = Damaged units are slowed down 96; "CanOccupyCity" = Military units of this class can occupy enemy cities 97; "Missile" = Unit is destroyed when it attacks 98; "BuildAnywhere" = Unit can be built even in the middle of non-native terrain 99; "Unreachable" = Unit can be attacked only by units explicitly listing this 100; class in its 'targets', unless on a city or native base. 101; For class members which are transports, cargo cannot load/ 102; unload except in a city or native base, unless that unit 103; explicitly lists this class in its 'embarks'/'disembarks'. 104; "CollectRansom" = Unit can collect ransom when killing lone barbarian leader 105; "ZOC" = Unit is subject to ZOC rules. Unit type flag "IgZOC" can 106; override this 107; "CanFortify" = Unit can fortify at land tiles. Unit type flag 108; "Cant_Fortify" can override this 109; "CanPillage" = Unit can pillage tile infrastructure 110; "DoesntOccupyTile" = Even if this kind of enemy unit is on tile, cities can 111; still work that tile 112; "AttackNonNative" = Unit can attack units on non-native tiles. Unit type 113; flag "Only_Native_Attack" can override this 114; "AttFromNonNative" = Unit can launch attack from non-native tile (against 115; native one) 116; This applies for both attacking from transport or 117; cities. If only some unit types of the class should 118; get this property, use type flag "Marines" 119; "KillCitizen" = Upon successful attack against a city, unit kills one 120; citizen. The effect "Unit_No_Lose_Pop" and the server 121; setting 'killcitizen' can disable this. 122; "Airliftable" = Unit may be airlifted 123; 124; */ <-- avoid gettext warnings 125 126[unitclass_missile] 127; /* TRANS: Unit class: used adjectivally */ 128name = _("?unitclass:Missile") 129min_speed = 1 130hp_loss_pct = 0 131hut_behavior = "Frighten" 132flags = "Missile", "Unreachable", "DoesntOccupyTile" 133 134[unitclass_land] 135; /* TRANS: Unit class: used adjectivally */ 136name = _("?unitclass:Land") 137min_speed = 1 138hp_loss_pct = 0 139flags = "TerrainSpeed", "DamageSlows", "CanOccupyCity", "BuildAnywhere", 140 "CollectRansom", "ZOC", "CanFortify", "CanPillage", 141 "TerrainDefense", "KillCitizen", "Airliftable" 142 143[unitclass_sea] 144; /* TRANS: Unit class: used adjectivally */ 145name = _("?unitclass:Sea") 146min_speed = 2 147hp_loss_pct = 0 148flags = "DamageSlows", "AttackNonNative", "AttFromNonNative" 149 150[unitclass_trireme] 151; /* TRANS: Unit class: used adjectivally */ 152name = _("?unitclass:Trireme") 153min_speed = 2 154hp_loss_pct = 0 155flags = "DamageSlows", "AttFromNonNative" 156 157[unitclass_heli] 158; /* TRANS: Unit class: used adjectivally */ 159name = _("?unitclass:Helicopter") 160min_speed = 1 161hp_loss_pct = 10 162flags = "CanOccupyCity", "CollectRansom" 163 164[unitclass_air] 165; /* TRANS: Unit class: used adjectivally */ 166name = _("?unitclass:Air") 167min_speed = 1 168hp_loss_pct = 0 169hut_behavior = "Frighten" 170flags = "Unreachable", "DoesntOccupyTile" 171 172; /* <-- avoid gettext warnings 173; 174; Below: The individual units, one per section. 175; 176; The number can be variable, up to 200. 177; However for the "official" rulesets, units should not be removed 178; because that would break backward compatibility with savegames. 179; 180; The order here matters: later units are considered "better" for 181; a given flag or role. 182; 183; The actual tag used (the * in [unit_*]) does not matter, except 184; it must be unique within this file, and it may be used in debug 185; output when reading this file. 186; 187; ** Fields ** 188; 189; name = translatable name as seen by user 190; rule_name = (optional) internal name for savegames, rulesets etc; if 191; not present, "name" is used for this purpose too. Since 192; the name used in savegames must not change, if you want 193; to rename an item after a ruleset has been released, you 194; should set "rule_name" to the original value of "name". 195; graphic = tag specifying preferred graphic 196; graphic_alt = tag for alternate graphic if preferred graphic is not 197; present; especially if preferred graphic is non-standard, 198; this should be a standard tag. Otherwise can use eg "-" 199; for no alternate graphic. 200; tech_req = required advance, names from techs.ruleset, or special: 201; "None" => available from start 202; impr_req = required city improvement, names from buildings.ruleset 203; gov_req = required government, names from governments.ruleset 204; obsolete_by = can be upgraded to and made obsolete by another unit by name 205; build_cost = production shields required to build 206; pop_cost = population removed from city when built; for 'AddToCity' 207; units this is also the population added to the destination 208; attack = base attack strength (0 = cannot attack) 209; defense = base defense strength (0 = cannot defend) 210; hitpoints = how much damage unit can withstand 211; firepower = number of hitpoints removed per round of combat; at least 1 212; move_rate = base move rate (whole movement points) 213; vision_radius_sq = base vision of unit: unit can see tile up to the square 214; root of this value away 215; convert_to = can be converted to another type of unit by name 216; convert_time = number of movement points it takes to convert to 217; another unit type 218; class = One of the classes listed above 219; transport_cap = Number of units (ground, or air/missiles, depending on flags) 220; fuel = Number of turns unit can spend outside refuel points. 221; If more time passes without unit refueling over turn change, 222; they are lost. If this is zero, unit has no need to refuel 223; uk_* = upkeep costs, these are used as base values in the game 224; cargo = Unit classes this unit can transport 225; city_size = Initial size of the cities built by 'Cities' type units 226; (but 'AddToCity' uses pop_cost) 227; targets = list of unit classes this unit can attack against even 228; if they have Unreachable unit class flag 229; embarks = list of unit classes this unit may load into while not in 230; native base or city even if transporter has Unreachable unit 231; class flag 232; disembarks = list of unit classes this unit may unload from while not in 233; native base or city even if transporter has Unreachable unit 234; class flag 235; bonuses = definitions of combat bonuses against specific other units 236; bonuses.flag = flag of the unit that bonus applies against 237; bonuses.type = type of the bonus. See below 238; bonuses.value = value of the bonus. Sum of these is used if multiple apply. 239; bonuses.quiet = don't auto generate help text for this bonus. Use this if 240; the bonus is documented in the unit type's help text. 241; This is useful when the combination of a unit's bonuses 242; becomes complex enough to make the auto generated help 243; ugly or inaccurate. 244; flags = special flag strings; list of built-in flags described below 245; and/or user flags defined above 246; 247; veteran_names = Special veteran level for this unit. See the definitions in 248; game.ruleset. All of the veteran_* entries have to have the 249; same length! 250; veteran_raise_chance = 251; veteran_work_raise_chance = 252; veteran_power_fact = 253; veteran_move_bonus = 254; 255; roles = special role strings 256; sound_move = optional sound effect when the unit moves 257; sound_move_alt= optional alternative sound effect if above not 258; supported in client 259; sound_fight = optional sound effect when the unit fights 260; sound_fight_alt= optional alternative sound effect if above not 261; supported in client 262; helptext = optional help text string; should escape all raw newlines 263; so that xgettext parsing works 264; 265; 266; ** Bonuses ** 267; 268; "DefenseMultiplier" = Multiply defense value (1 + 'value') times. 269; Value of 1 means multiplication by 2, value 2 by 3... 270; Bonus is defined in defenders entry. 271; "DefenseDivider" = Divide defense value with (1 + 'value'). 272; Bonus is defined in attackers entry. 273; "FirePower1" = Defender firepower is reduced to value 1 when 274; ever this has non-zero value. 275; Bonus is defined in attackers entry. 276; 277; 278; ** Flags ** 279; 280; "IgZOC" = ignore Zones of Control (ZOC) even if unit class has 281; "ZOC" flag 282; "HasNoZOC" = unit has no Zone of Control (ZOC), thus any unit can move 283; around it freely 284; "NonMil" = a non-military unit: no attacks; no martial law; can enter 285; peaceful borders; DoesntOccupyTile 286; "IgTer" = use constant move cost defined in igter_cost (terrain.ruleset) 287; rather than terrain/road etc cost, unless terrain cost is 288; less 289; "OneAttack" = can only make a single attack, regardless of movement points 290; "FieldUnit" = cause unhappiness even when not being aggressive 291; "Marines" = can attack from non-native tile (from transport or city) 292; "Partial_Invis" = visible only to adjancent units; does not hide transported 293; units other than missiles 294; "Settlers" = can irrigate and build roads 295; "Diplomat" = can defend against diplomat actions (see diplchance 296; server option) 297; "Spy" = enhanced diplomat actions. _Must_ be "Diplomat" also 298; "Trireme" = (sea only) cannot leave shoreline 299; "Nuclear" = nuke! 300; "Paratroopers"= can paradrop 301; "Cities" = can disband to produce a city (initial population city_size) 302; "Only_Native_Attack" = cannot attack targets on non-native tiles even if 303; unit class can 304; "Cant_Fortify" = cannot fortify even if unit class has "CanFortify" flag 305; "AddToCity" = can disband to add pop_cost population to a city 306; (see cities.ruleset for limitation of this ability) 307; "Fanatic" = can only be built by governments that allow them 308; (see civ2/governments.ruleset, Fundamentalism government) 309; "Unique" = a player can only have one of these units in the game at 310; the same time; barbarians cannot use this at present 311; "GameLoss" = losing one of these units means you lose the game, but it 312; is produced without homecity and upkeep 313; "Undisbandable" = this unit cannot be disbanded, will not drown, and will not 314; disband due to lack of shields to upkeep it in homecity; 315; if not given enough food to upkeep it, homecity will shrink 316; every turn it cannot do so, however 317; "SuperSpy" = this unit always wins diplomatic contests, that is, unless 318; it encounters another SuperSpy, in which case defender wins; 319; can also be used on non-diplomat units, in which case it can 320; protect cities from diplomats; also 100% spy survival chance 321; "NoHome" = this unit has no homecity and will be free of all upkeep, and 322; therefore will not revolt along with its city of origin should 323; it be incited 324; "NoVeteran" = this unit cannot gain veteran levels through experience 325; (as if both raise_chance and work_raise_chance were zero); 326; it can still gain veterancy through Veteran_Build, etc 327; "Bombarder" = this unit cannot kill other units, only damage them, but 328; also is not harmed by return fire when attacking; the field 329; bombard_rate regulates its number of shots 330; "CityBuster" = this unit has double firepower against cities 331; "NoBuild" = this unit cannot be built 332; "BadWallAttacker" = the firepower of this unit is set to 1 if 333; attacking a city 334; defended by a city wall (or other city building defense) 335; "BadCityDefender" = if attacked while in a city, firepower is set to 1 336; and firepower of attacker is doubled (the Pearl Harbour 337; rule) 338; "BarbarianOnly" = only barbarians can build this unit 339; "Shield2Gold" = Switch from shield upkeep to gold upkeep possible 340; "Capturable" = can be captured by units with "Capturer" flag 341; "Capturer" = can capture units with flag "Capturable" instead of 342; fighting them 343; "NewCityGamesOnly" = unit can't be built on scenarios where founding new cities 344; is not allowed. Give this flag to units that would make no sense 345; to have in a game with such a scenario 346; 347; Following flag strings require extra fields: 348; "Paratroopers" 349; paratroopers_range = the maximal range the unit can be paradropped to. 350; Max range is 65534. 351; paratroopers_mr_req = the move rate which is required at least for 352; paradropping (whole movement points) 353; paratroopers_mr_sub = the move rate which is subtracted after paradropping 354; (whole movement points) 355; "Bombarder" 356; bombard_rate = the number of shots fired at enemy units when attacking 357; 358; ** Roles ** 359; 360; "FirstBuild" = first to be built when city founded 361; "Explorer" = unit to use for exploring 362; "Hut" = can be found in a hut 363; "HutTech" = can be found in a hut, but its techs required 364; "Partisan" = can be created as a partisan (only one unit can have this 365; flag), see end of this file for its tech requirements option 366; "DefendOk" = AI hint: ok for defending with 367; "DefendGood" = AI hint: good for defending with 368; "Ferryboat" = AI hint: useful for ferrying 369; "Barbarian" = can be created as land barbarian 370; "BarbarianTech" = can be created as land barbarian, if someone has 371; researched its tech requirements 372; "BarbarianBoat" = can be created as boat for sea barbarian 373; "BarbarianBuild" = can be built by barbarians 374; "BarbarianBuildTech" = can be built by barbarians if someone has 375; researched its tech requirements 376; "BarbarianLeader" = this unit is the barbarian leader (only one) 377; "BarbarianSea" = can be created as a barbarian that disembarks from a barbarian boat 378; "BarbarianSeaTech" = can be created as a barbarian that disembarks from a barbarian boat 379; if someone has researched its tech requirements 380; "Settlers" = can irrigate and build roads 381; "Hunter" = AI hint: good for hunting other units 382; "CitiesStartUnit" = Gets granted as 'c' startunit 383; "WorkerStartUnit" = Gets granted as 'w' startunit 384; "ExplorerStartUnit" = Gets granted as 'x' startunit 385; "KingStartUnit" = Gets granted as 'k' startunit 386; "DiplomatStartUnit" = Gets granted as 's' startunit 387; "FerryStartUnit" = Gets granted as 'f' startunit 388; "DefendOkStartUnit" = Gets granted as 'd' startunit 389; "DefendGoodStartUnit" = Gets granted as 'D' startunit 390; "AttackFastStartUnit" = Gets granted as 'a' startunit 391; "AttackStrongStartUnit" = Gets granted as 'A' startunit 392; 393; */ <-- avoid gettext warnings 394 395[unit_settlers] 396name = _("Settlers") 397class = "Land" 398tech_req = "None" 399obsolete_by = "None" 400graphic = "u.settlers" 401graphic_alt = "-" 402sound_move = "m_settlers" 403sound_move_alt = "m_generic" 404sound_fight = "f_settlers" 405sound_fight_alt = "f_generic" 406build_cost = 40 407pop_cost = 1 408attack = 0 409defense = 1 410hitpoints = 20 411firepower = 1 412move_rate = 1 413vision_radius_sq = 2 414transport_cap = 0 415fuel = 0 416uk_happy = 0 417uk_shield = 1 418uk_food = 1 419uk_gold = 0 420flags = "Settlers", "NonMil", "HasNoZOC", "AddToCity", "Cities", "Cant_Fortify" 421; No veteran levels (level name is never displayed) 422veteran_names = _("green") 423veteran_raise_chance = 0 424veteran_work_raise_chance = 0 425veteran_power_fact = 100 426veteran_move_bonus = 0 427roles = "CitiesStartUnit" 428helptext = _("\ 429Settlers are one of the key units in the game, as they are your main\ 430 means of founding new cities.\ 431"), _("\ 432Settlers can also perform most of the same terrain alterations as\ 433 Workers (but cannot build Airbases or Buoys).\ 434"), _("\ 435Upkeep for Settlers is in food as well as production, and a Settler\ 436 can die if its supporting city runs out of food. Settlers in a\ 437 Republic or Democracy require twice as much food per turn, and in\ 438 Fundamentalist societies, three times as much.\ 439") 440 441[unit_worker] 442name = _("?unit:Workers") 443class = "Land" 444tech_req = "Pottery" 445obsolete_by = "Engineers" 446graphic = "u.worker" 447graphic_alt = "u.engineers" ; for compatibility 448sound_move = "m_worker" 449sound_move_alt = "m_generic" 450sound_fight = "f_worker" 451sound_fight_alt = "f_generic" 452build_cost = 30 453pop_cost = 0 454attack = 0 455defense = 1 456hitpoints = 10 457firepower = 1 458move_rate = 1 459vision_radius_sq = 2 460transport_cap = 0 461fuel = 0 462uk_happy = 0 463uk_shield = 1 464uk_food = 0 465uk_gold = 0 466flags = "Settlers", "NonMil", "HasNoZOC", "Airbase", "Cant_Fortify" 467; No veteran levels (level name is never displayed) 468veteran_names = _("green") 469veteran_raise_chance = 0 470veteran_work_raise_chance = 0 471veteran_power_fact = 100 472veteran_move_bonus = 0 473roles = "Settlers", "WorkerStartUnit" 474helptext = _("\ 475Workers have the ability to improve terrain tiles. See the help on \ 476Terrain and Terrain Alterations for the effects of their actions.\ 477"), _("\ 478Workers can build airbases and buoys, which Settlers cannot. \ 479Workers must be on board a ship to build buoys.\ 480") 481 482[unit_engineers] 483name = _("Engineers") 484class = "Land" 485tech_req = "Explosives" 486obsolete_by = "None" 487graphic = "u.engineers" 488graphic_alt = "-" 489sound_move = "m_engineers" 490sound_move_alt = "m_generic" 491sound_fight = "f_engineers" 492sound_fight_alt = "f_generic" 493build_cost = 40 494pop_cost = 0 495attack = 0 496defense = 2 497hitpoints = 20 498firepower = 1 499move_rate = 2 500vision_radius_sq = 2 501transport_cap = 0 502fuel = 0 503uk_happy = 0 504uk_shield = 1 505uk_food = 0 506uk_gold = 0 507flags = "Settlers", "NonMil", "HasNoZOC", "Transform", "Airbase", "Cant_Fortify" 508; No veteran levels (level name is never displayed) 509veteran_names = _("green") 510veteran_raise_chance = 0 511veteran_work_raise_chance = 0 512veteran_power_fact = 100 513veteran_move_bonus = 0 514roles = "Settlers", "WorkerStartUnit" 515helptext = _("\ 516Engineers are similar to Workers, but they work twice as fast and\ 517 move twice as fast. Engineers may also perform major terrain\ 518 transformations which are beyond the capabilities of Workers and\ 519 Settlers, such as converting Tundra into Desert, or even Ocean into\ 520 Swamp in some circumstances (when on board an ocean-going vessel,\ 521 on a tile surrounded by sufficient existing land). See the\ 522 Terrain Alterations section for more details.\ 523"), _("\ 524TIP 1: Upgrade Workers to Engineers when possible, as Engineers\ 525 require the same resources as ordinary Workers.\ 526"), _("\ 527TIP 2: If you manage to build Leonardo's Workshop, research\ 528 Explosives before the Workshop becomes obsolete. This way,\ 529 your Workers units will be upgraded for free.\ 530") 531 532[unit_warriors] 533name = _("Warriors") 534class = "Land" 535tech_req = "None" 536obsolete_by = "Pikemen" 537graphic = "u.warriors" 538graphic_alt = "-" 539sound_move = "m_warriors" 540sound_move_alt = "m_generic" 541sound_fight = "f_warriors" 542sound_fight_alt = "f_generic" 543build_cost = 10 544pop_cost = 0 545attack = 1 546defense = 1 547hitpoints = 10 548firepower = 1 549move_rate = 1 550vision_radius_sq = 2 551transport_cap = 0 552fuel = 0 553uk_happy = 1 554uk_shield = 1 555uk_food = 0 556uk_gold = 0 557flags = "" 558roles = "DefendOk", "DefendOkStartUnit", "FirstBuild" 559helptext = _("\ 560This unit may be built from the start of the game. It is the\ 561 weakest offensive unit.\ 562") 563 564[unit_phalanx] 565name = _("Phalanx") 566class = "Land" 567tech_req = "Bronze Working" 568obsolete_by = "Pikemen" 569graphic = "u.phalanx" 570graphic_alt = "-" 571sound_move = "m_phalanx" 572sound_move_alt = "m_generic" 573sound_fight = "f_phalanx" 574sound_fight_alt = "f_generic" 575build_cost = 20 576pop_cost = 0 577attack = 1 578defense = 2 579hitpoints = 10 580firepower = 1 581move_rate = 1 582vision_radius_sq = 2 583transport_cap = 0 584fuel = 0 585uk_happy = 1 586uk_shield = 1 587uk_food = 0 588uk_gold = 0 589flags = "" 590roles = "DefendGood", "DefendGoodStartUnit", "FirstBuild" 591helptext = _("\ 592The Phalanx is armored infantry, suitable for defending your cities.\ 593") 594 595[unit_archers] 596name = _("Archers") 597class = "Land" 598tech_req = "Warrior Code" 599obsolete_by = "Musketeers" 600graphic = "u.archers" 601graphic_alt = "-" 602sound_move = "m_archers" 603sound_move_alt = "m_generic" 604sound_fight = "f_archers" 605sound_fight_alt = "f_generic" 606build_cost = 30 607pop_cost = 0 608attack = 3 609defense = 2 610hitpoints = 10 611firepower = 1 612move_rate = 1 613vision_radius_sq = 2 614transport_cap = 0 615fuel = 0 616uk_happy = 1 617uk_shield = 1 618uk_food = 0 619uk_gold = 0 620flags = "" 621roles = "DefendOk", "DefendOkStartUnit" 622helptext = _("\ 623Archers fight with bows and arrows and have a good offensive\ 624 value as well as decent defense.\ 625") 626 627[unit_legion] 628name = _("Legion") 629class = "Land" 630tech_req = "Iron Working" 631obsolete_by = "Musketeers" 632graphic = "u.legion" 633graphic_alt = "-" 634sound_move = "m_legion" 635sound_move_alt = "m_generic" 636sound_fight = "f_legion" 637sound_fight_alt = "f_generic" 638build_cost = 40 639pop_cost = 0 640attack = 4 641defense = 2 642hitpoints = 10 643firepower = 1 644move_rate = 1 645vision_radius_sq = 2 646transport_cap = 0 647fuel = 0 648uk_happy = 1 649uk_shield = 1 650uk_food = 0 651uk_gold = 0 652flags = "" 653roles = "DefendOk", "DefendOkStartUnit", "Hut", "BarbarianBuild", "BarbarianSea" 654helptext = _("\ 655Legions are heavily armed and well disciplined infantry\ 656 units with an excellent offensive value.\ 657") 658 659[unit_pikemen] 660name = _("Pikemen") 661class = "Land" 662tech_req = "Feudalism" 663obsolete_by = "Musketeers" 664graphic = "u.pikemen" 665graphic_alt = "-" 666sound_move = "m_pikemen" 667sound_move_alt = "m_generic" 668sound_fight = "f_pikemen" 669sound_fight_alt = "f_generic" 670build_cost = 20 671pop_cost = 0 672attack = 1 673defense = 2 674hitpoints = 10 675firepower = 1 676move_rate = 1 677vision_radius_sq = 2 678transport_cap = 0 679fuel = 0 680uk_happy = 1 681uk_shield = 1 682uk_food = 0 683uk_gold = 0 684bonuses = 685 { "flag", "type", "value" 686 "Horse", "DefenseMultiplier", 1 687 } 688flags = "" 689roles = "DefendGood", "DefendGoodStartUnit", "FirstBuild" 690helptext = _("\ 691Equipped with long pikes, Pikemen replaces Phalanx\ 692 as the preferred city defender.\ 693") 694 695[unit_musketeers] 696name = _("Musketeers") 697class = "Land" 698tech_req = "Gunpowder" 699obsolete_by = "Riflemen" 700graphic = "u.musketeers" 701graphic_alt = "-" 702sound_move = "m_musketeers" 703sound_move_alt = "m_generic" 704sound_fight = "f_musketeers" 705sound_fight_alt = "f_generic" 706build_cost = 30 707pop_cost = 0 708attack = 3 709defense = 3 710hitpoints = 20 711firepower = 1 712move_rate = 1 713vision_radius_sq = 2 714transport_cap = 0 715fuel = 0 716uk_happy = 1 717uk_shield = 1 718uk_food = 0 719uk_gold = 0 720flags = "" 721roles = "DefendGood", "DefendGoodStartUnit", "FirstBuild", "HutTech", 722 "BarbarianTech", "BarbarianBuildTech", "BarbarianSeaTech" 723helptext = _("\ 724Musketeers are infantry equipped with early\ 725 firearms and replace Pikemen as the preferred\ 726 city defender.\ 727") 728 729[unit_fanatics] 730name = _("Fanatics") 731class = "Land" 732tech_req = "Fundamentalism" 733gov_req = "Fundamentalism" 734obsolete_by = "None" 735graphic = "u.fanatics" 736graphic_alt = "-" 737sound_move = "m_fanatics" 738sound_move_alt = "m_generic" 739sound_fight = "f_fanatics" 740sound_fight_alt = "f_generic" 741build_cost = 20 742pop_cost = 0 743attack = 4 744defense = 4 745hitpoints = 20 746firepower = 1 747move_rate = 1 748vision_radius_sq = 2 749transport_cap = 0 750fuel = 0 751uk_happy = 1 752uk_shield = 1 753uk_food = 0 754uk_gold = 0 755flags = "Fanatic" 756roles = "DefendGood", "DefendGoodStartUnit" 757helptext = _("\ 758Fanatics are warriors extremely devoted to a higher cause.\ 759"), _("\ 760Fundamentalist nations can maintain Fanatic units without\ 761 having to pay any shields for upkeep.\ 762") 763 764[unit_partisan] 765name = _("Partisan") 766class = "Land" 767tech_req = "Guerilla Warfare" 768obsolete_by = "None" 769graphic = "u.partisan" 770graphic_alt = "-" 771sound_move = "m_partisan" 772sound_move_alt = "m_generic" 773sound_fight = "f_partisan" 774sound_fight_alt = "f_generic" 775build_cost = 50 776pop_cost = 0 777attack = 4 778defense = 4 779hitpoints = 20 780firepower = 1 781move_rate = 1 782vision_radius_sq = 2 783transport_cap = 0 784fuel = 0 785uk_happy = 1 786uk_shield = 1 787uk_food = 0 788uk_gold = 0 789flags = "IgTer", "IgZOC" 790roles = "DefendGood", "DefendGoodStartUnit", "Partisan", "BarbarianTech" 791helptext = _("\ 792Partisans are guerilla fighters who are experts\ 793 at using the terrain to their advantage.\ 794"), _("\ 795A number of Partisans are granted free when an enemy conquers your\ 796 city -- they automatically assume defensive positions in the\ 797 surrounding countryside -- but only under these conditions:\n\ 798 - Guerilla Warfare must be known by at least one player.\n\ 799 - You must be the player who originally built the city.\n\ 800 - You must know about Communism and Gunpowder.\n\ 801 - You must run either a Democracy or a Communist government.\ 802") 803 804[unit_alpine_troops] 805name = _("Alpine Troops") 806class = "Land" 807tech_req = "Tactics" 808obsolete_by = "None" 809graphic = "u.alpine_troops" 810graphic_alt = "-" 811sound_move = "m_alpine_troops" 812sound_move_alt = "m_generic" 813sound_fight = "f_alpine_troops" 814sound_fight_alt = "f_generic" 815build_cost = 50 816pop_cost = 0 817attack = 5 818defense = 5 819hitpoints = 20 820firepower = 1 821move_rate = 1 822vision_radius_sq = 2 823transport_cap = 0 824fuel = 0 825uk_happy = 1 826uk_shield = 1 827uk_food = 0 828uk_gold = 0 829flags = "IgTer" 830roles = "DefendGood", "DefendGoodStartUnit" 831helptext = _("\ 832Alpine Troops are highly mobile units as well as\ 833 excellent defenders.\ 834") 835 836[unit_riflemen] 837name = _("Riflemen") 838class = "Land" 839tech_req = "Conscription" 840obsolete_by = "None" 841graphic = "u.riflemen" 842graphic_alt = "-" 843sound_move = "m_riflemen" 844sound_move_alt = "m_generic" 845sound_fight = "f_riflemen" 846sound_fight_alt = "f_generic" 847build_cost = 40 848pop_cost = 0 849attack = 5 850defense = 4 851hitpoints = 20 852firepower = 1 853move_rate = 1 854vision_radius_sq = 2 855transport_cap = 0 856fuel = 0 857uk_happy = 1 858uk_shield = 1 859uk_food = 0 860uk_gold = 0 861flags = "" 862roles = "DefendGood", "DefendGoodStartUnit", "FirstBuild" 863helptext = _("\ 864Riflemen are World War-era infantry, very good\ 865 at defending your cities.\ 866") 867 868[unit_marines] 869name = _("Marines") 870class = "Land" 871tech_req = "Amphibious Warfare" 872obsolete_by = "None" 873graphic = "u.marines" 874graphic_alt = "-" 875sound_move = "m_marines" 876sound_move_alt = "m_generic" 877sound_fight = "f_marines" 878sound_fight_alt = "f_generic" 879build_cost = 60 880pop_cost = 0 881attack = 8 882defense = 5 883hitpoints = 20 884firepower = 1 885move_rate = 1 886vision_radius_sq = 2 887transport_cap = 0 888fuel = 0 889uk_happy = 1 890uk_shield = 1 891uk_food = 0 892uk_gold = 0 893flags = "Marines" 894roles = "DefendOk", "DefendOkStartUnit", "BarbarianSeaTech" 895helptext = _("\ 896Marines are infantry who are experts at marine warfare.\ 897") 898 899[unit_paratroopers] 900name = _("Paratroopers") 901class = "Land" 902tech_req = "Combined Arms" 903obsolete_by = "None" 904graphic = "u.paratroopers" 905graphic_alt = "-" 906sound_move = "m_paratroopers" 907sound_move_alt = "m_generic" 908sound_fight = "f_paratroopers" 909sound_fight_alt = "f_generic" 910build_cost = 60 911pop_cost = 0 912attack = 6 913defense = 4 914hitpoints = 20 915firepower = 1 916move_rate = 1 917vision_radius_sq = 2 918transport_cap = 0 919fuel = 0 920uk_happy = 1 921uk_shield = 1 922uk_food = 0 923uk_gold = 0 924flags = "Paratroopers" 925roles = "DefendOk", "DefendOkStartUnit" 926helptext = _("\ 927Paratroopers are experts at airborne attacks. \ 928From a friendly city or airbase, Paratroopers who have not expended any \ 929movement points can paradrop directly to any tile in range, and be \ 930immediately ready to act there. (Beware dropping into unseen territory, \ 931as Paratroopers landing on a tile occupied by enemy units are easy \ 932targets!)\ 933") 934paratroopers_range = 10 935paratroopers_mr_req = 1 936paratroopers_mr_sub = 0 937 938[unit_mech_inf] 939name = _("Mech. Inf.") 940class = "Land" 941tech_req = "Labor Union" 942obsolete_by = "None" 943graphic = "u.mech_inf" 944graphic_alt = "-" 945sound_move = "m_mech_inf" 946sound_move_alt = "m_generic" 947sound_fight = "f_mech_inf" 948sound_fight_alt = "f_generic" 949build_cost = 50 950pop_cost = 0 951attack = 6 952defense = 6 953hitpoints = 30 954firepower = 1 955move_rate = 3 956vision_radius_sq = 2 957transport_cap = 0 958fuel = 0 959uk_happy = 1 960uk_shield = 1 961uk_food = 0 962uk_gold = 0 963flags = "" 964roles = "DefendGood", "DefendGoodStartUnit" 965helptext = _("\ 966The Mechanized Infantry has the strongest defensive strength\ 967 of any land unit, but is only available near the end of the\ 968 technology tree.\ 969") 970 971[unit_horsemen] 972name = _("Horsemen") 973class = "Land" 974tech_req = "Horseback Riding" 975obsolete_by = "Knights" 976graphic = "u.horsemen" 977graphic_alt = "-" 978sound_move = "m_horsemen" 979sound_move_alt = "m_generic" 980sound_fight = "f_horsemen" 981sound_fight_alt = "f_generic" 982build_cost = 20 983pop_cost = 0 984attack = 2 985defense = 1 986hitpoints = 10 987firepower = 1 988move_rate = 2 989vision_radius_sq = 2 990transport_cap = 0 991fuel = 0 992uk_happy = 1 993uk_shield = 1 994uk_food = 0 995uk_gold = 0 996flags = "Horse" 997roles = "AttackFastStartUnit", "Hut", "Barbarian", "Hunter" 998helptext = _("\ 999Horsemen are mounted warriors and an early\ 1000 shock-troop that can penetrate deep into\ 1001 enemy territory.\ 1002") 1003 1004[unit_chariot] 1005name = _("Chariot") 1006class = "Land" 1007tech_req = "The Wheel" 1008obsolete_by = "Knights" 1009graphic = "u.chariot" 1010graphic_alt = "-" 1011sound_move = "m_chariot" 1012sound_move_alt = "m_generic" 1013sound_fight = "f_chariot" 1014sound_fight_alt = "f_generic" 1015build_cost = 30 1016pop_cost = 0 1017attack = 3 1018defense = 1 1019hitpoints = 10 1020firepower = 1 1021move_rate = 2 1022vision_radius_sq = 2 1023transport_cap = 0 1024fuel = 0 1025uk_happy = 1 1026uk_shield = 1 1027uk_food = 0 1028uk_gold = 0 1029flags = "Horse" 1030roles = "AttackFastStartUnit", "Hut", "Hunter" 1031helptext = _("\ 1032Chariots are horse-pulled war wagons, stronger\ 1033 but more expensive than horsemen.\ 1034") 1035 1036[unit_elephants] 1037name = _("Elephants") 1038class = "Land" 1039tech_req = "Polytheism" 1040obsolete_by = "Crusaders" 1041graphic = "u.elephants" 1042graphic_alt = "-" 1043sound_move = "m_elephants" 1044sound_move_alt = "m_generic" 1045sound_fight = "f_elephants" 1046sound_fight_alt = "f_generic" 1047build_cost = 40 1048pop_cost = 0 1049attack = 4 1050defense = 1 1051hitpoints = 10 1052firepower = 1 1053move_rate = 2 1054vision_radius_sq = 2 1055transport_cap = 0 1056fuel = 0 1057uk_happy = 1 1058uk_shield = 1 1059uk_food = 0 1060uk_gold = 0 1061flags = "Horse" 1062roles = "AttackFastStartUnit" 1063helptext = _("\ 1064Elephants are towering animals trained for war that are often used as\ 1065 powerful shock troops, but defend poorly against most other units.\ 1066") 1067 1068[unit_crusaders] 1069name = _("Crusaders") 1070class = "Land" 1071tech_req = "Monotheism" 1072obsolete_by = "Dragoons" 1073graphic = "u.crusaders" 1074graphic_alt = "-" 1075sound_move = "m_crusaders" 1076sound_move_alt = "m_generic" 1077sound_fight = "f_crusaders" 1078sound_fight_alt = "f_generic" 1079build_cost = 40 1080pop_cost = 0 1081attack = 5 1082defense = 1 1083hitpoints = 10 1084firepower = 1 1085move_rate = 2 1086vision_radius_sq = 2 1087transport_cap = 0 1088fuel = 0 1089uk_happy = 1 1090uk_shield = 1 1091uk_food = 0 1092uk_gold = 0 1093flags = "Horse" 1094roles = "AttackFastStartUnit" 1095helptext = _("\ 1096Crusaders are highly disciplined mounted\ 1097 warriors driven by a higher cause.\ 1098") 1099 1100[unit_knights] 1101name = _("Knights") 1102class = "Land" 1103tech_req = "Chivalry" 1104obsolete_by = "Dragoons" 1105graphic = "u.knights" 1106graphic_alt = "-" 1107sound_move = "m_knights" 1108sound_move_alt = "m_generic" 1109sound_fight = "f_knights" 1110sound_fight_alt = "f_generic" 1111build_cost = 40 1112pop_cost = 0 1113attack = 4 1114defense = 2 1115hitpoints = 10 1116firepower = 1 1117move_rate = 2 1118vision_radius_sq = 2 1119transport_cap = 0 1120fuel = 0 1121uk_happy = 1 1122uk_shield = 1 1123uk_food = 0 1124uk_gold = 0 1125flags = "Horse" 1126roles = "AttackFastStartUnit", "HutTech", "BarbarianTech", 1127 "BarbarianBuildTech", "BarbarianSeaTech", "Hunter" 1128helptext = _("\ 1129Knights are mounted and heavily armored warriors.\ 1130") 1131 1132[unit_dragoons] 1133name = _("Dragoons") 1134class = "Land" 1135tech_req = "Leadership" 1136obsolete_by = "Cavalry" 1137graphic = "u.dragoons" 1138graphic_alt = "-" 1139sound_move = "m_dragoons" 1140sound_move_alt = "m_generic" 1141sound_fight = "f_dragoons" 1142sound_fight_alt = "f_generic" 1143build_cost = 50 1144pop_cost = 0 1145attack = 5 1146defense = 2 1147hitpoints = 20 1148firepower = 1 1149move_rate = 2 1150vision_radius_sq = 2 1151transport_cap = 0 1152fuel = 0 1153uk_happy = 1 1154uk_shield = 1 1155uk_food = 0 1156uk_gold = 0 1157flags = "Horse" 1158roles = "AttackFastStartUnit", "BarbarianBuildTech", "BarbarianSeaTech", 1159 "Hunter" 1160helptext = _("\ 1161Dragoons are mounted warriors carrying early firearms.\ 1162") 1163 1164[unit_cavalry] 1165name = _("Cavalry") 1166class = "Land" 1167tech_req = "Tactics" 1168obsolete_by = "Armor" 1169graphic = "u.cavalry" 1170graphic_alt = "-" 1171sound_move = "m_cavalry" 1172sound_move_alt = "m_generic" 1173sound_fight = "f_cavalry" 1174sound_fight_alt = "f_generic" 1175build_cost = 60 1176pop_cost = 0 1177attack = 8 1178defense = 3 1179hitpoints = 20 1180firepower = 1 1181move_rate = 2 1182vision_radius_sq = 2 1183transport_cap = 0 1184fuel = 0 1185uk_happy = 1 1186uk_shield = 1 1187uk_food = 0 1188uk_gold = 0 1189flags = "" 1190roles = "AttackFastStartUnit", "Hunter" 1191helptext = _("\ 1192Cavalry are mounted and highly trained soldiers.\ 1193") 1194 1195[unit_armor] 1196name = _("Armor") 1197class = "Land" 1198tech_req = "Mobile Warfare" 1199obsolete_by = "None" 1200graphic = "u.armor" 1201graphic_alt = "-" 1202sound_move = "m_armor" 1203sound_move_alt = "m_generic" 1204sound_fight = "f_armor" 1205sound_fight_alt = "f_generic" 1206build_cost = 80 1207pop_cost = 0 1208attack = 10 1209defense = 5 1210hitpoints = 30 1211firepower = 1 1212move_rate = 3 1213vision_radius_sq = 2 1214transport_cap = 0 1215fuel = 0 1216uk_happy = 1 1217uk_shield = 1 1218uk_food = 0 1219uk_gold = 0 1220flags = "" 1221roles = "AttackFastStartUnit", "Hunter" 1222helptext = _("\ 1223Armors are motorized war wagons that are faster,\ 1224 stronger, and can take more damage than any\ 1225 mounted unit.\ 1226") 1227 1228[unit_catapult] 1229name = _("Catapult") 1230class = "Land" 1231tech_req = "Mathematics" 1232obsolete_by = "Cannon" 1233graphic = "u.catapult" 1234graphic_alt = "-" 1235sound_move = "m_catapult" 1236sound_move_alt = "m_generic" 1237sound_fight = "f_catapult" 1238sound_fight_alt = "f_generic" 1239build_cost = 40 1240pop_cost = 0 1241attack = 6 1242defense = 1 1243hitpoints = 10 1244firepower = 1 1245move_rate = 1 1246vision_radius_sq = 2 1247transport_cap = 0 1248fuel = 0 1249uk_happy = 1 1250uk_shield = 1 1251uk_food = 0 1252uk_gold = 0 1253flags = "" 1254roles = "AttackStrongStartUnit" 1255helptext = _("\ 1256Catapults are large rock-throwing machines of war.\ 1257 They are very strong attackers but equally weak\ 1258 defenders and will need an escort to be effective.\ 1259") 1260 1261[unit_cannon] 1262name = _("Cannon") 1263class = "Land" 1264tech_req = "Metallurgy" 1265obsolete_by = "Artillery" 1266graphic = "u.cannon" 1267graphic_alt = "-" 1268sound_move = "m_cannon" 1269sound_move_alt = "m_generic" 1270sound_fight = "f_cannon" 1271sound_fight_alt = "f_generic" 1272build_cost = 40 1273pop_cost = 0 1274attack = 8 1275defense = 1 1276hitpoints = 20 1277firepower = 1 1278move_rate = 1 1279vision_radius_sq = 2 1280transport_cap = 0 1281fuel = 0 1282uk_happy = 1 1283uk_shield = 1 1284uk_food = 0 1285uk_gold = 0 1286flags = "" 1287roles = "AttackStrongStartUnit", "BarbarianTech", "BarbarianBuildTech" 1288helptext = _("\ 1289Cannons are large firearms that can fire heavy\ 1290 projectiles over long distances. They are very\ 1291 strong attackers but equally weak defenders and\ 1292 will need an escort to be effective.\ 1293") 1294 1295[unit_artillery] 1296name = _("Artillery") 1297class = "Land" 1298tech_req = "Machine Tools" 1299obsolete_by = "Howitzer" 1300graphic = "u.artillery" 1301graphic_alt = "-" 1302sound_move = "m_artillery" 1303sound_move_alt = "m_generic" 1304sound_fight = "f_artillery" 1305sound_fight_alt = "f_generic" 1306build_cost = 50 1307pop_cost = 0 1308attack = 10 1309defense = 1 1310hitpoints = 20 1311firepower = 2 1312move_rate = 1 1313vision_radius_sq = 2 1314transport_cap = 0 1315fuel = 0 1316uk_happy = 1 1317uk_shield = 1 1318uk_food = 0 1319uk_gold = 0 1320flags = "" 1321roles = "AttackStrongStartUnit" 1322helptext = _("\ 1323The artillery is an upgraded cannon. It is a very\ 1324 strong attacker but equally weak defender and\ 1325 will need an escort to be effective.\ 1326") 1327 1328[unit_howitzer] 1329name = _("Howitzer") 1330class = "Land" 1331tech_req = "Robotics" 1332obsolete_by = "None" 1333graphic = "u.howitzer" 1334graphic_alt = "-" 1335sound_move = "m_howitzer" 1336sound_move_alt = "m_generic" 1337sound_fight = "f_howitzer" 1338sound_fight_alt = "f_generic" 1339build_cost = 70 1340pop_cost = 0 1341attack = 12 1342defense = 2 1343hitpoints = 30 1344firepower = 2 1345move_rate = 2 1346vision_radius_sq = 2 1347transport_cap = 0 1348fuel = 0 1349uk_happy = 1 1350uk_shield = 1 1351uk_food = 0 1352uk_gold = 0 1353flags = "" 1354roles = "AttackStrongStartUnit" 1355helptext = _("\ 1356Howitzers are upgraded artillery with improved\ 1357 defensive as well as offensive capabilities.\ 1358 They can shoot over city walls, ignoring their effect.\ 1359") 1360 1361[unit_fighter] 1362name = _("Fighter") 1363class = "Air" 1364tech_req = "Flight" 1365obsolete_by = "Stealth Fighter" 1366graphic = "u.fighter" 1367graphic_alt = "-" 1368sound_move = "m_fighter" 1369sound_move_alt = "m_generic" 1370sound_fight = "f_fighter" 1371sound_fight_alt = "f_generic" 1372build_cost = 60 1373pop_cost = 0 1374attack = 4 1375defense = 3 1376hitpoints = 20 1377firepower = 2 1378move_rate = 10 1379vision_radius_sq = 8 1380transport_cap = 0 1381fuel = 1 1382uk_happy = 0 1383uk_shield = 1 1384uk_food = 0 1385uk_gold = 0 1386targets = "Air", "Missile" 1387bonuses = 1388 { "flag", "type", "value" 1389 "Helicopter", "DefenseDivider", 1 1390 "Helicopter", "Firepower1", 1 1391 } 1392flags = "AirAttacker" 1393roles = "" 1394helptext = _("\ 1395Fighters are your first airborne units. They can\ 1396 move anywhere and attack any unit.\ 1397") 1398 1399[unit_bomber] 1400name = _("Bomber") 1401class = "Air" 1402tech_req = "Advanced Flight" 1403obsolete_by = "Stealth Bomber" 1404graphic = "u.bomber" 1405graphic_alt = "-" 1406sound_move = "m_bomber" 1407sound_move_alt = "m_generic" 1408sound_fight = "f_bomber" 1409sound_fight_alt = "f_generic" 1410build_cost = 120 1411pop_cost = 0 1412attack = 12 1413defense = 1 1414hitpoints = 20 1415firepower = 2 1416move_rate = 8 1417vision_radius_sq = 8 1418transport_cap = 0 1419fuel = 2 1420uk_happy = 1 1421uk_shield = 1 1422uk_food = 0 1423uk_gold = 0 1424flags = "FieldUnit", "OneAttack", "AirAttacker", "HasNoZOC" 1425roles = "" 1426helptext = _("\ 1427Bombers are specialized airborne units that may\ 1428 only attack ground targets, not other airborne\ 1429 units.\ 1430") 1431 1432[unit_helicopter] 1433; /* TRANS: unit type */ 1434name = _("Helicopter") 1435class = "Helicopter" 1436tech_req = "Combined Arms" 1437obsolete_by = "None" 1438graphic = "u.helicopter" 1439graphic_alt = "-" 1440sound_move = "m_helicopter" 1441sound_move_alt = "m_generic" 1442sound_fight = "f_helicopter" 1443sound_fight_alt = "f_generic" 1444build_cost = 100 1445pop_cost = 0 1446attack = 10 1447defense = 3 1448hitpoints = 20 1449firepower = 2 1450move_rate = 6 1451vision_radius_sq = 8 1452transport_cap = 0 1453fuel = 0 1454uk_happy = 1 1455uk_shield = 1 1456uk_food = 0 1457uk_gold = 0 1458flags = "FieldUnit", "OneAttack", "Helicopter", "AirAttacker" 1459roles = "" 1460helptext = _("\ 1461The Helicopter is a very powerful unit, as it can both fly and\ 1462 conquer cities. Care must be exercised, because Helicopters lose a\ 1463 small amount of health for every turn not spent in a city or airbase\ 1464 or on a Carrier, and they may be attacked by ground units.\ 1465") 1466 1467[unit_stealth_fighter] 1468name = _("Stealth Fighter") 1469class = "Air" 1470tech_req = "Stealth" 1471obsolete_by = "None" 1472graphic = "u.stealth_fighter" 1473graphic_alt = "-" 1474sound_move = "m_stealth_fighter" 1475sound_move_alt = "m_generic" 1476sound_fight = "f_stealth_fighter" 1477sound_fight_alt = "f_generic" 1478build_cost = 80 1479pop_cost = 0 1480attack = 8 1481defense = 4 1482hitpoints = 20 1483firepower = 2 1484move_rate = 14 1485vision_radius_sq = 8 1486transport_cap = 0 1487fuel = 1 1488uk_happy = 0 1489uk_shield = 1 1490uk_food = 0 1491uk_gold = 0 1492targets = "Air", "Missile" 1493bonuses = 1494 { "flag", "type", "value" 1495 "Helicopter", "DefenseDivider", 1 1496 "Helicopter", "Firepower1", 1 1497 } 1498flags = "Partial_Invis", "AirAttacker" 1499roles = "" 1500helptext = _("\ 1501An improved Fighter, with improved attack and a higher movement\ 1502 radius.\ 1503") 1504 1505[unit_stealth_bomber] 1506name = _("Stealth Bomber") 1507class = "Air" 1508tech_req = "Stealth" 1509obsolete_by = "None" 1510graphic = "u.stealth_bomber" 1511graphic_alt = "-" 1512sound_move = "m_stealth_bomber" 1513sound_move_alt = "m_generic" 1514sound_fight = "f_stealth_bomber" 1515sound_fight_alt = "f_generic" 1516build_cost = 160 1517pop_cost = 0 1518attack = 18 1519defense = 5 1520hitpoints = 20 1521firepower = 2 1522move_rate = 12 1523vision_radius_sq = 8 1524transport_cap = 0 1525fuel = 2 1526uk_happy = 1 1527uk_shield = 1 1528uk_food = 0 1529uk_gold = 0 1530flags = "Partial_Invis", "FieldUnit", "OneAttack", "AirAttacker", 1531 "HasNoZOC" 1532roles = "" 1533helptext = _("\ 1534An improved Bomber, with improved attack and a higher movement\ 1535 radius.\ 1536") 1537 1538[unit_trireme] 1539; /* TRANS: unit type */ 1540name = _("Trireme") 1541class = "Trireme" 1542tech_req = "Map Making" 1543obsolete_by = "Caravel" 1544graphic = "u.trireme" 1545graphic_alt = "-" 1546sound_move = "m_trireme" 1547sound_move_alt = "m_generic" 1548sound_fight = "f_trireme" 1549sound_fight_alt = "f_generic" 1550build_cost = 40 1551pop_cost = 0 1552attack = 1 1553defense = 1 1554hitpoints = 10 1555firepower = 1 1556move_rate = 3 1557vision_radius_sq = 2 1558transport_cap = 2 1559fuel = 0 1560uk_happy = 1 1561uk_shield = 1 1562uk_food = 0 1563uk_gold = 0 1564cargo = "Land" 1565flags = "BadCityDefender" 1566roles = "Ferryboat", "FerryStartUnit" 1567helptext = _("\ 1568The Trireme is your first boat unit. It can act\ 1569 as a transport ship and has rudimentary offensive\ 1570 capabilities, but may not enter deep ocean tiles.\ 1571") 1572 1573[unit_caravel] 1574name = _("Caravel") 1575class = "Sea" 1576tech_req = "Navigation" 1577obsolete_by = "Galleon" 1578graphic = "u.caravel" 1579graphic_alt = "-" 1580sound_move = "m_caravel" 1581sound_move_alt = "m_generic" 1582sound_fight = "f_caravel" 1583sound_fight_alt = "f_generic" 1584build_cost = 40 1585pop_cost = 0 1586attack = 2 1587defense = 1 1588hitpoints = 10 1589firepower = 1 1590move_rate = 3 1591vision_radius_sq = 2 1592transport_cap = 3 1593fuel = 0 1594uk_happy = 1 1595uk_shield = 1 1596uk_food = 0 1597uk_gold = 0 1598cargo = "Land" 1599flags = "BadCityDefender" 1600roles = "Ferryboat", "FerryStartUnit", "BarbarianBoat" 1601helptext = _("\ 1602The Caravel replaces the Trireme and can enter\ 1603 any ocean tile.\ 1604") 1605 1606[unit_galleon] 1607name = _("Galleon") 1608class = "Sea" 1609tech_req = "Magnetism" 1610obsolete_by = "Transport" 1611graphic = "u.galleon" 1612graphic_alt = "-" 1613sound_move = "m_galleon" 1614sound_move_alt = "m_generic" 1615sound_fight = "f_galleon" 1616sound_fight_alt = "f_generic" 1617build_cost = 40 1618pop_cost = 0 1619attack = 0 1620defense = 2 1621hitpoints = 20 1622firepower = 1 1623move_rate = 4 1624vision_radius_sq = 2 1625transport_cap = 4 1626fuel = 0 1627uk_happy = 1 1628uk_shield = 1 1629uk_food = 0 1630uk_gold = 0 1631cargo = "Land" 1632flags = "BadCityDefender" 1633roles = "Ferryboat", "FerryStartUnit", "BarbarianBoat" 1634helptext = _("\ 1635The Galleon is a pure transport ship and cannot\ 1636 attack other ships, though it may still defend\ 1637 itself when attacked.\ 1638") 1639 1640[unit_frigate] 1641name = _("Frigate") 1642class = "Sea" 1643tech_req = "Magnetism" 1644obsolete_by = "Ironclad" 1645graphic = "u.frigate" 1646graphic_alt = "-" 1647sound_move = "m_frigate" 1648sound_move_alt = "m_generic" 1649sound_fight = "f_frigate" 1650sound_fight_alt = "f_generic" 1651build_cost = 50 1652pop_cost = 0 1653attack = 4 1654defense = 2 1655hitpoints = 20 1656firepower = 1 1657move_rate = 4 1658vision_radius_sq = 2 1659transport_cap = 2 1660fuel = 0 1661uk_happy = 1 1662uk_shield = 1 1663uk_food = 0 1664uk_gold = 0 1665cargo = "Land" 1666flags = "BadCityDefender" 1667roles = "Hunter" 1668helptext = _("\ 1669The Frigate is a highly versatile boat unit,\ 1670 that is both a strong offensive unit as well\ 1671 as a decent transport ship.\ 1672") 1673 1674[unit_ironclad] 1675name = _("Ironclad") 1676class = "Sea" 1677tech_req = "Steam Engine" 1678obsolete_by = "Destroyer" 1679graphic = "u.ironclad" 1680graphic_alt = "-" 1681sound_move = "m_ironclad" 1682sound_move_alt = "m_generic" 1683sound_fight = "f_ironclad" 1684sound_fight_alt = "f_generic" 1685build_cost = 60 1686pop_cost = 0 1687attack = 4 1688defense = 4 1689hitpoints = 30 1690firepower = 1 1691move_rate = 4 1692vision_radius_sq = 2 1693transport_cap = 0 1694fuel = 0 1695uk_happy = 1 1696uk_shield = 1 1697uk_food = 0 1698uk_gold = 0 1699flags = "BadCityDefender" 1700roles = "Hunter" 1701helptext = _("\ 1702The Ironclad is an armored ship that is\ 1703 much more sturdy than the Frigate but\ 1704 loses the latter's transport capability.\ 1705") 1706 1707[unit_destroyer] 1708name = _("Destroyer") 1709class = "Sea" 1710tech_req = "Electricity" 1711obsolete_by = "None" 1712graphic = "u.destroyer" 1713graphic_alt = "-" 1714sound_move = "m_destroyer" 1715sound_move_alt = "m_generic" 1716sound_fight = "f_destroyer" 1717sound_fight_alt = "f_generic" 1718build_cost = 60 1719pop_cost = 0 1720attack = 4 1721defense = 4 1722hitpoints = 30 1723firepower = 1 1724move_rate = 6 1725vision_radius_sq = 8 1726transport_cap = 0 1727fuel = 0 1728uk_happy = 1 1729uk_shield = 1 1730uk_food = 0 1731uk_gold = 0 1732flags = "BadCityDefender" 1733roles = "Hunter" 1734helptext = _("\ 1735An improved Ironclad, with better move rate and vision.\ 1736"), _("\ 1737TIP: A very fast unit, which is very useful for hunting down enemy\ 1738 Transports.\ 1739") 1740 1741[unit_cruiser] 1742name = _("Cruiser") 1743class = "Sea" 1744tech_req = "Steel" 1745obsolete_by = "AEGIS Cruiser" 1746graphic = "u.cruiser" 1747graphic_alt = "-" 1748sound_move = "m_cruiser" 1749sound_move_alt = "m_generic" 1750sound_fight = "f_cruiser" 1751sound_fight_alt = "f_generic" 1752build_cost = 80 1753pop_cost = 0 1754attack = 6 1755defense = 6 1756hitpoints = 30 1757firepower = 2 1758move_rate = 5 1759vision_radius_sq = 8 1760transport_cap = 0 1761fuel = 0 1762uk_happy = 1 1763uk_shield = 1 1764uk_food = 0 1765uk_gold = 0 1766flags = "BadCityDefender" 1767roles = "DefendGood", "DefendGoodStartUnit" 1768helptext = _("\ 1769The Cruiser is a strong offensive boat unit.\ 1770") 1771 1772[unit_aegis_cruiser] 1773name = _("AEGIS Cruiser") 1774class = "Sea" 1775tech_req = "Rocketry" 1776obsolete_by = "None" 1777graphic = "u.aegis_cruiser" 1778graphic_alt = "-" 1779sound_move = "m_aegis_cruiser" 1780sound_move_alt = "m_generic" 1781sound_fight = "f_aegis_cruiser" 1782sound_fight_alt = "f_generic" 1783build_cost = 100 1784pop_cost = 0 1785attack = 8 1786defense = 8 1787hitpoints = 30 1788firepower = 2 1789move_rate = 5 1790vision_radius_sq = 8 1791transport_cap = 0 1792fuel = 0 1793uk_happy = 1 1794uk_shield = 1 1795uk_food = 0 1796uk_gold = 0 1797bonuses = 1798 { "flag", "type", "value" 1799 "AirAttacker", "DefenseMultiplier", 4 1800 } 1801flags = "BadCityDefender" 1802roles = "DefendGood", "DefendGoodStartUnit" 1803helptext = _("\ 1804The AEGIS Cruiser is equipped with an advanced\ 1805 defensive missile system.\ 1806") 1807 1808[unit_battleship] 1809name = _("Battleship") 1810class = "Sea" 1811tech_req = "Automobile" 1812obsolete_by = "None" 1813graphic = "u.battleship" 1814graphic_alt = "-" 1815sound_move = "m_battleship" 1816sound_move_alt = "m_generic" 1817sound_fight = "f_battleship" 1818sound_fight_alt = "f_generic" 1819build_cost = 160 1820pop_cost = 0 1821attack = 12 1822defense = 12 1823hitpoints = 40 1824firepower = 2 1825move_rate = 4 1826vision_radius_sq = 8 1827transport_cap = 0 1828fuel = 0 1829uk_happy = 1 1830uk_shield = 1 1831uk_food = 0 1832uk_gold = 0 1833flags = "BadCityDefender" 1834roles = "" 1835helptext = _("\ 1836The Battleship is the supreme naval unit with\ 1837 excellent offensive and defensive values.\ 1838") 1839 1840[unit_submarine] 1841name = _("Submarine") 1842class = "Sea" 1843tech_req = "Combustion" 1844obsolete_by = "None" 1845graphic = "u.submarine" 1846graphic_alt = "-" 1847sound_move = "m_submarine" 1848sound_move_alt = "m_generic" 1849sound_fight = "f_submarine" 1850sound_fight_alt = "f_generic" 1851build_cost = 50 1852pop_cost = 0 1853attack = 12 1854defense = 2 1855hitpoints = 30 1856firepower = 2 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 = "Missile" 1866flags = "Partial_Invis", "BadCityDefender", 1867 "Only_Native_Attack" 1868roles = "Hunter" 1869helptext = _("\ 1870Traveling under the surface of the ocean, Submarines have\ 1871 a very high strategic value, but a weak defense if caught\ 1872 off guard.\ 1873") 1874 1875[unit_carrier] 1876name = _("Carrier") 1877class = "Sea" 1878tech_req = "Advanced Flight" 1879obsolete_by = "None" 1880graphic = "u.carrier" 1881graphic_alt = "-" 1882sound_move = "m_carrier" 1883sound_move_alt = "m_generic" 1884sound_fight = "f_carrier" 1885sound_fight_alt = "f_generic" 1886build_cost = 160 1887pop_cost = 0 1888attack = 1 1889defense = 9 1890hitpoints = 40 1891firepower = 2 1892move_rate = 5 1893vision_radius_sq = 8 1894transport_cap = 8 1895fuel = 0 1896uk_happy = 1 1897uk_shield = 1 1898uk_food = 0 1899uk_gold = 0 1900cargo = "Air", "Missile", "Helicopter" 1901flags = "BadCityDefender", "Only_Native_Attack" 1902roles = "" 1903helptext = _("\ 1904The Carrier is a mobile airport.\ 1905"), _("\ 1906TIP: Guard Carriers with a handful of fast-moving ships and a\ 1907 battleship, as losing a fully-equipped Carrier is VERY\ 1908 painful and expensive.\ 1909") 1910 1911[unit_transport] 1912name = _("Transport") 1913class = "Sea" 1914tech_req = "Industrialization" 1915obsolete_by = "None" 1916graphic = "u.transport" 1917graphic_alt = "-" 1918sound_move = "m_transport" 1919sound_move_alt = "m_generic" 1920sound_fight = "f_transport" 1921sound_fight_alt = "f_generic" 1922build_cost = 50 1923pop_cost = 0 1924attack = 0 1925defense = 3 1926hitpoints = 30 1927firepower = 1 1928move_rate = 5 1929vision_radius_sq = 8 1930transport_cap = 8 1931fuel = 0 1932uk_happy = 1 1933uk_shield = 1 1934uk_food = 0 1935uk_gold = 0 1936cargo = "Land" 1937flags = "BadCityDefender" 1938roles = "Ferryboat", "FerryStartUnit" 1939helptext = _("\ 1940The Transport cannot attack on its own but\ 1941 may defend itself when under attack.\ 1942") 1943 1944[unit_cruise_missile] 1945name = _("Cruise Missile") 1946class = "Missile" 1947tech_req = "Rocketry" 1948obsolete_by = "None" 1949graphic = "u.cruise_missile" 1950graphic_alt = "-" 1951sound_move = "m_cruise_missile" 1952sound_move_alt = "m_generic" 1953sound_fight = "f_cruise_missile" 1954sound_fight_alt = "f_generic" 1955build_cost = 60 1956pop_cost = 0 1957attack = 18 1958defense = 0 1959hitpoints = 10 1960firepower = 3 1961move_rate = 12 1962vision_radius_sq = 2 1963transport_cap = 0 1964fuel = 1 1965uk_happy = 1 1966uk_shield = 1 1967uk_food = 0 1968uk_gold = 0 1969flags = "FieldUnit", "OneAttack", "AirAttacker", "HasNoZOC" 1970roles = "" 1971helptext = _("\ 1972The Cruise Missile is a long-distance missile\ 1973 that can strike deep into enemy territory.\ 1974"), _("\ 1975TIP: A handful of these can successfully keep the waters around\ 1976 your treasured homeland free of enemy ships.\ 1977") 1978 1979[unit_nuclear] 1980name = _("Nuclear") 1981class = "Missile" 1982tech_req = "Rocketry" 1983obsolete_by = "None" 1984graphic = "u.nuclear" 1985graphic_alt = "-" 1986sound_move = "m_nuclear" 1987sound_move_alt = "m_generic" 1988sound_fight = "f_nuclear" 1989sound_fight_alt = "f_generic" 1990build_cost = 160 1991pop_cost = 0 1992attack = 99 1993defense = 0 1994hitpoints = 10 1995firepower = 1 1996move_rate = 16 1997vision_radius_sq = 2 1998transport_cap = 0 1999fuel = 1 2000uk_happy = 1 2001uk_shield = 1 2002uk_food = 0 2003uk_gold = 0 2004flags = "FieldUnit", "OneAttack", "Nuclear", "HasNoZOC" 2005; No veteran levels (level name is never displayed) 2006veteran_names = _("green") 2007veteran_raise_chance = 0 2008veteran_work_raise_chance = 0 2009veteran_power_fact = 100 2010veteran_move_bonus = 0 2011roles = "" 2012helptext = _("\ 2013You can build Nuclear units when you have the required advance, and\ 2014 the Manhattan Project wonder has been built by any player.\ 2015"), _("\ 2016On impact, the blast will destroy any unit in an area 3 tiles wide\ 2017 (3x3 squares for rectangular grids), including friendly units.\ 2018 Any city within the blast area loses half its population, and\ 2019 land tiles within the blast area are subject to nuclear fallout.\ 2020"), _("\ 2021Nuclear fallout reduces tile output and increases the risk of global\ 2022 nuclear winter; see the help on Fallout.\ 2023"), _("\ 2024TIP 1: Nuking the ocean will not generate fallout, and is a most\ 2025 effective (but expensive!!) way of getting rid of enemy\ 2026 ships.\ 2027"), _("\ 2028TIP 2: You may be involved in a situation where you've invaded an\ 2029 enemy country en masse, but the enemy cities are too strong.\ 2030 Before using a Nuclear unit, assemble a gang of Settlers, Workers,\ 2031 and/or Engineers next to the city and have them ready to fix\ 2032 the fallout on the same turn it occurs! This minimizes the\ 2033 chance of nuclear winter. Eco-friendly nukes!\ 2034") 2035 2036[unit_diplomat] 2037name = _("Diplomat") 2038class = "Land" 2039tech_req = "Writing" 2040obsolete_by = "Spy" 2041graphic = "u.diplomat" 2042graphic_alt = "-" 2043sound_move = "m_diplomat" 2044sound_move_alt = "m_generic" 2045sound_fight = "f_diplomat" 2046sound_fight_alt = "f_generic" 2047build_cost = 30 2048pop_cost = 0 2049attack = 0 2050defense = 0 2051hitpoints = 10 2052firepower = 1 2053move_rate = 2 2054vision_radius_sq = 2 2055transport_cap = 0 2056fuel = 0 2057uk_happy = 0 2058uk_shield = 0 2059uk_food = 0 2060uk_gold = 0 2061flags = "Diplomat", "IgZOC", "NonMil", "HasNoZOC" 2062veteran_names = 2063; /* TRANS: diplomatic rank. */ 2064 _("?diplomatic_rank:attaché"), 2065; /* TRANS: diplomatic rank */ 2066 _("?diplomatic_rank:secretary"), 2067; /* TRANS: diplomatic rank */ 2068 _("?diplomatic_rank:envoy"), 2069; /* TRANS: diplomatic rank */ 2070 _("?diplomatic_rank:ambassador") 2071veteran_raise_chance = 50, 33, 20, 0 2072veteran_work_raise_chance = 0, 0, 0, 0 2073veteran_power_fact = 100, 105, 110, 115 2074veteran_move_bonus = 0, 0, 0, 0 2075roles = "DiplomatStartUnit" 2076helptext = _("\ 2077A Diplomat is an official that carries your dispatches and\ 2078 is authorized to deal with foreign dignitaries. He may\ 2079 also undertake various covert operations with the intent of\ 2080 harming your opponents; Diplomats in your own cities defend\ 2081 them against such actions.\ 2082"), _("\ 2083Many covert actions may be attempted even in peacetime, but the more\ 2084 aggressive actions will be discovered and cause diplomatic incidents,\ 2085 which can allow Republics and Democracies to break treaties.\ 2086"), _("\ 2087If a foreign unit is alone on a tile, you may attempt to bribe it\ 2088 with your Diplomat. By paying a sum of gold the unit will immediately\ 2089 become yours; the exact sum depends on the status of the unit and\ 2090 that of the civilization owning it. However, units belonging to\ 2091 Democratic governments cannot be bribed. Bribery when not at war\ 2092 will cause a diplomatic incident.\ 2093"), _("\ 2094Diplomats can also perform a number of actions in another player's\ 2095 city, although each Diplomat may attempt only one action. Most of\ 2096 these actions have a chance of failure. Also, any enemy Diplomats or\ 2097 Spies in the city will oppose hostile actions, as will the enemy Leader\ 2098 in games with leaders; in this case, either your unit or the defending\ 2099 unit will die (if you go up against the Leader you will always die). If\ 2100 the defending unit dies, you lose one movement point and may try again.\ 2101"), _("\ 2102The actions available to Diplomats in a city are:\ 2103"), _("\ 2104 - \"Establish Embassy\": This action always succeeds, and gives\ 2105 permanent contact with the city's owner, as well as intelligence\ 2106 on their tax rates and technology.\ 2107"), _("\ 2108 - \"Investigate City\": Your unit attempts to report detailed\ 2109 information about the city: its status, what buildings and units are\ 2110 within, and what it is currently producing.\ 2111"), _("\ 2112 - \"Sabotage City\": Your unit attempts either to disrupt all the\ 2113 city's work so far towards its current project, or to destroy an\ 2114 existing building in the city, at random. Once built, Palaces and\ 2115 Wonders cannot be sabotaged, and attempts to sabotage City Walls\ 2116 or any building in a capital each halve the chance of success.\ 2117 Sabotage may only be attempted when openly at war.\ 2118"), _("\ 2119 - \"Steal Technology\": Your unit attempts to learn the secrets of a\ 2120 random technology known to the city's owner but not to you. Technology\ 2121 may only be stolen once from a given enemy city by Diplomats. This\ 2122 action may be attempted even when not at war, but will cause a\ 2123 diplomatic incident.\ 2124"), _("\ 2125 - \"Incite a Revolt\": In return for gold a foreign city will change\ 2126 allegiance and join your empire, bringing along all nearby units that\ 2127 call it home, but reducing its size by 1. Units in other cities\ 2128 remain in the enemy's control, but units outside cities are lost to\ 2129 both players. The exact sum depends on the status of the city and\ 2130 that of the civilization that owns it. It is not possible to incite\ 2131 a rebellion in a capital, or in any city governed by a democracy.\ 2132 Incitement may be attempted in peacetime, but will cause a\ 2133 diplomatic incident.\ 2134"), _("\ 2135In some game strategies, hordes of Diplomats can be used to wreak\ 2136 havoc on the enemy. Little wonder that Diplomats are often\ 2137 viewed with suspicion and fear!\ 2138"), _("\ 2139Diplomats built under a Communist government will start at the first\ 2140 veteran level (secretary).\ 2141") 2142 2143[unit_spy] 2144name = _("Spy") 2145class = "Land" 2146tech_req = "Espionage" 2147obsolete_by = "None" 2148graphic = "u.spy" 2149graphic_alt = "-" 2150sound_move = "m_spy" 2151sound_move_alt = "m_generic" 2152sound_fight = "f_spy" 2153sound_fight_alt = "f_generic" 2154build_cost = 30 2155pop_cost = 0 2156attack = 0 2157defense = 0 2158hitpoints = 10 2159firepower = 1 2160move_rate = 3 2161vision_radius_sq = 8 2162transport_cap = 0 2163fuel = 0 2164uk_happy = 0 2165uk_shield = 0 2166uk_food = 0 2167uk_gold = 0 2168flags = "Diplomat", "IgZOC", "NonMil", "HasNoZOC", "Spy" 2169veteran_names = 2170; /* TRANS: Spy veteran level */ 2171 _("?spy_level:informant"), 2172; /* TRANS: Spy veteran level */ 2173 _("?spy_level:handler"), 2174; /* TRANS: Spy veteran level */ 2175 _("?spy_level:agent"), 2176; /* TRANS: Spy veteran level */ 2177 _("?spy_level:spymaster") 2178veteran_raise_chance = 50, 33, 20, 0 2179veteran_work_raise_chance = 0, 0, 0, 0 2180veteran_power_fact = 100, 105, 110, 115 2181veteran_move_bonus = 0, 0, 0, 0 2182roles = "DiplomatStartUnit" 2183helptext = _("\ 2184A Spy is more skilled in the arts of espionage than her Diplomat predecessor.\ 2185"), _("\ 2186She can perform all the functions of the Diplomat; refer to the Diplomat\ 2187 entry for more details. Unlike a Diplomat, a Spy may also survive an\ 2188 operation in a foreign city and become more experienced as a result.\ 2189 Spies are also more effective than Diplomats at defending cities\ 2190 against foreign Diplomats and Spies.\ 2191"), _("\ 2192A Spy can also be used to:\n\ 2193 - sabotage an enemy unit (reducing its hit points to half), if it is\ 2194 alone on a tile and the players are at war;\n\ 2195 - poison the water supply of an enemy city (reducing the population\ 2196 by one);\n\ 2197 - steal specific technology (with a reduced chance of success);\n\ 2198 - steal further technologies from a city which has already been\ 2199 stolen from (although cities become more resistant each time they\ 2200 are stolen from);\n\ 2201 - sabotage predetermined city targets (with a reduced chance of\ 2202 success).\ 2203"), _("\ 2204A Spy that survives the more aggressive actions (sabotage, theft,\ 2205 inciting rebellion, and poisoning) escapes to the safety of the\ 2206 nearest friendly city.\ 2207"), _("\ 2208Spies built under a Communist government will start at the first\ 2209 veteran level (handler).\ 2210") 2211 2212[unit_caravan] 2213name = _("Caravan") 2214class = "Land" 2215tech_req = "Trade" 2216obsolete_by = "Freight" 2217graphic = "u.caravan" 2218graphic_alt = "-" 2219sound_move = "m_caravan" 2220sound_move_alt = "m_generic" 2221sound_fight = "f_caravan" 2222sound_fight_alt = "f_generic" 2223build_cost = 30 2224pop_cost = 0 2225attack = 0 2226defense = 1 2227hitpoints = 10 2228firepower = 1 2229move_rate = 1 2230vision_radius_sq = 2 2231transport_cap = 0 2232fuel = 0 2233uk_happy = 0 2234uk_shield = 0 2235uk_food = 0 2236uk_gold = 0 2237flags = "HelpWonder", "IgZOC", "NonMil", "HasNoZOC" 2238roles = "" 2239helptext = _("\ 2240A Caravan carries goods or material to help build wonders in your\ 2241 cities.\ 2242"), _("\ 2243Every Caravan that is used to build a wonder will add 30 shields\ 2244 towards the production of the wonder.\ 2245"), _("\ 2246TIP: You can stockpile a stack of Caravans in advance and bring\ 2247 them all into a city where you have started to build a wonder,\ 2248 and finish it in only one turn!\ 2249") 2250 2251[unit_freight] 2252name = _("Freight") 2253class = "Land" 2254tech_req = "The Corporation" 2255obsolete_by = "None" 2256graphic = "u.freight" 2257graphic_alt = "-" 2258sound_move = "m_freight" 2259sound_move_alt = "m_generic" 2260sound_fight = "f_freight" 2261sound_fight_alt = "f_generic" 2262build_cost = 50 2263pop_cost = 0 2264attack = 0 2265defense = 1 2266hitpoints = 10 2267firepower = 1 2268move_rate = 2 2269vision_radius_sq = 2 2270transport_cap = 0 2271fuel = 0 2272uk_happy = 0 2273uk_shield = 0 2274uk_food = 0 2275uk_gold = 0 2276flags = "HelpWonder", "IgZOC", "NonMil", "HasNoZOC" 2277roles = "" 2278helptext = _("\ 2279The Freight unit replaces the Caravan, and moves at twice the speed.\ 2280 Each Freight used to build a wonder will add 50 shields.\ 2281") 2282 2283[unit_explorer] 2284name = _("Explorer") 2285class = "Land" 2286tech_req = "Seafaring" 2287obsolete_by = "Partisan" 2288graphic = "u.explorer" 2289graphic_alt = "-" 2290sound_move = "m_explorer" 2291sound_move_alt = "m_generic" 2292sound_fight = "f_explorer" 2293sound_fight_alt = "f_generic" 2294build_cost = 30 2295pop_cost = 0 2296attack = 0 2297defense = 1 2298hitpoints = 10 2299firepower = 1 2300move_rate = 1 2301vision_radius_sq = 2 2302transport_cap = 0 2303fuel = 0 2304uk_happy = 0 2305uk_shield = 0 2306uk_food = 0 2307uk_gold = 0 2308flags = "IgTer", "IgZOC", "NonMil", "HasNoZOC" 2309roles = "Explorer", "ExplorerStartUnit" 2310helptext = _("\ 2311Explorers are brave individuals that are very useful for\ 2312 mapping unknown territory.\ 2313") 2314 2315[unit_leader] 2316name = _("?unit:Leader") 2317class = "Land" 2318tech_req = "None" 2319obsolete_by = "None" 2320graphic = "u.leader" 2321graphic_alt = "u.explorer" 2322sound_move = "m_leader" 2323sound_move_alt = "m_generic" 2324sound_fight = "f_leader" 2325sound_fight_alt = "f_generic" 2326build_cost = 10 2327pop_cost = 0 2328attack = 0 2329defense = 2 2330hitpoints = 20 2331firepower = 1 2332move_rate = 2 2333vision_radius_sq = 8 2334transport_cap = 0 2335fuel = 0 2336uk_happy = 0 2337uk_shield = 0 2338uk_food = 0 2339uk_gold = 0 2340flags = "IgZOC", "NonMil", "HasNoZOC", "NoBuild", "NoHome", "SuperSpy", 2341 "Undisbandable", "Unbribable", "GameLoss", "Unique" 2342; No veteran levels (level name is never displayed) 2343veteran_names = _("green") 2344veteran_raise_chance = 0 2345veteran_work_raise_chance = 0 2346veteran_power_fact = 100 2347veteran_move_bonus = 0 2348roles = "KingStartUnit" 2349helptext = _("\ 2350This is you. If you lose this unit, you lose the game. So don't.\ 2351"), _("\ 2352Won't unleash barbarians from huts.\ 2353") 2354 2355[unit_barbarian_leader] 2356name = _("Barbarian Leader") 2357class = "Land" 2358tech_req = "None" 2359obsolete_by = "None" 2360graphic = "u.barbarian_leader" 2361graphic_alt = "u.diplomat" 2362sound_move = "m_barbarian_leader" 2363sound_move_alt = "m_generic" 2364sound_fight = "f_barbarian_leader" 2365sound_fight_alt = "f_generic" 2366build_cost = 40 2367pop_cost = 0 2368attack = 0 2369defense = 0 2370hitpoints = 10 2371firepower = 1 2372move_rate = 2 2373vision_radius_sq = 2 2374transport_cap = 0 2375fuel = 0 2376uk_happy = 0 2377uk_shield = 0 2378uk_food = 0 2379uk_gold = 0 2380flags = "IgZOC", "NonMil", "HasNoZOC", "Unbribable", 2381 "Undisbandable", "SuperSpy", "NoHome", "NoBuild" 2382; No veteran levels (level name is never displayed) 2383veteran_names = _("green") 2384veteran_raise_chance = 0 2385veteran_work_raise_chance = 0 2386veteran_power_fact = 100 2387veteran_move_bonus = 0 2388roles = "BarbarianLeader" 2389helptext = _("\ 2390One Barbarian Leader appears every time there is a barbarian uprising\ 2391 somewhere in the world.\ 2392"), _("\ 2393When a Barbarian Leader is killed on a tile without any defending units,\ 2394 the ransom is paid, but only to land units and helicopters.\ 2395 Usually the ransom is 100 gold, but can be less if the barbarian has\ 2396 less money.\ 2397") 2398 2399[unit_awacs] 2400name = _("AWACS") 2401class = "Air" 2402tech_req = "Advanced Flight" 2403obsolete_by = "None" 2404graphic = "u.awacs" 2405graphic_alt = "u.bomber" ; backwards compatibility 2406sound_move = "m_awacs" 2407sound_move_alt = "m_generic" 2408sound_fight = "f_awacs" 2409sound_fight_alt = "f_generic" 2410build_cost = 140 2411pop_cost = 0 2412attack = 0 2413defense = 1 2414hitpoints = 20 2415firepower = 1 2416move_rate = 16 2417vision_radius_sq = 26 2418transport_cap = 0 2419fuel = 2 2420uk_happy = 1 2421uk_shield = 1 2422uk_food = 0 2423uk_gold = 0 2424flags = "HasNoZOC" 2425roles = "" 2426helptext = _("\ 2427The AWACS (Airborne Warning and Control System) is an airplane with an \ 2428advanced radar that can determine the location of enemy units over a \ 2429wide area.\ 2430") 2431