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-
- ; Modifying this file:
- ; You should not modify this file except to make bugfixes or
- ; for other "maintenance". If you want to make custom changes,
- ; you should create a new datadir subdirectory and copy this file
- ; into that directory, and then modify that copy. Then use the
- ; command "rulesetdir <mysubdir>" in the server to have freeciv
- ; use your new customized file.
- ;
- ; You should sort role units from worst to better, as often the best
- ; available role unit of a given sort will be picked by choosing
- ; the first available (not obsolete) such unit, or by picking the last
- ; such unit directly. When determining starting units, the first
- ; unit with the relevant role that the player can build will be chosen.
- ; If no such unit can be found (eg Explorers that require Seafaring),
- ; then the first unit with this role will be chosen.
-
- [datafile]
- description="Default unit_type data for Freeciv"
- options="1.9"
-
- [veteran_system]
- ; What are the names of the levels?
- veteran_names = _("green"), _("veteran"), _("hardened"), _("elite")
-
- ; The percentage chance of increasing level through combat
- veteran_raise_chance = 50, 33, 20, 0
-
- ; Power factors are as a percentage.
- ; +50% is represented by 150
- veteran_power_fact = 100, 150, 175, 200
-
- ; The percentage chance of a settler/engineer increasing level through
- ; performing useful work (per turn)
- veteran_work_raise_chance = 5, 3, 1, 0
-
- ; The chances of a trireme being lost at sea when not adjacent to a
- ; land tile.
- veteran_highseas_loss_pct = 50, 25, 5, 0
-
- ; The additional number of movement points granted for different veteran
- ; levels. These are thirds of points, so to increase movement
- ; by a whole point 3 must be specified.
- veteran_move_bonus = 0, 0, 0, 0
-
- ; Below: The individual units, one per section.
- ;
- ; The number can be variable, up to 200.
- ; However for the "official" rulesets, units should not be removed
- ; because that would break backward compatability with savegames.
- ;
- ; The order here matters: later units are considered "better" for
- ; a given flag or role.
- ;
- ; The actual tag used (the * in [unit_*]) does not matter, except
- ; it must be unique within this file, and it may be used in debug
- ; output when reading this file.
- ;
- ; ** Fields **
- ;
- ; name = name as seen by user
- ; graphic = tag specifing preferred graphic
- ; graphic_alt = tag for alternate garphic if preferred graphic is not
- ; present; especially if preferred graphic is non-standard,
- ; this should be a standard tag. Otherwise can use eg "-"
- ; for no alternate graphic.
- ; tech_req = required advance, names from techs.ruleset, or special:
- ; "None" => available from start
- ; impr_req = required city improvement, names from buildings.ruleset
- ; gov_req = required government, names from governments.ruleset
- ; obsolete_by = can be upgraded to and made obsolete by another unit by name
- ; class = "Land", "Sea", "Air", "Helicopter", "Missile" or "Nuclear"
- ; transport_cap = Number of units (ground, or air/missiles, depending on flags)
- ; fuel = number of turns air units can fly before they crash. For
- ; barbarians this is used as lifetime instead. If this is zero,
- ; the unit has unlimited fuel, despite flying.
- ; uk_* = upkeep costs, these are used as base values in the game
- ; flags = special flag strings
- ; roles = special role strings
- ; sound_move = optional sound effect when the unit moves
- ; sound_move_alt= optional alternative sound effect if above not
- ; supported in client
- ; sound_fight = optional sound effect when the unit fights
- ; sound_fight_alt= optional alternative sound effect if above not
- ; supported in client
- ; helptext = optional help text string; should escape all raw newlines
- ; so that xgettext parsing works
- ;
- ; ** Flags **
- ;
- ; "HelpWonder" = can help build wonders
- ; "TradeRoute" = can establish trade routes
- ; "Missile" = (air only) some buildings and units have higher defence
- ; against these
- ; "IgZOC" = (land only) ignore Zones of Control (ZOC)
- ; "NonMil" = a non-military unit, does not cause unhappiness
- ; "IgTer" = ignore terrain/road/rail, treat every tile as 1/3 move cost
- ; "Carrier" = can transport air and missile units, but not land units
- ; "Missile_Carrier" = can transport only missiles, but no aircraft or land units
- ; "OneAttack" = can only make a single attack, regardless of movement points
- ; "Pikemen" = double defence power against "Horse" flag units
- ; "Horse" = (no effect)
- ; "IgWall" = ignore effect of city walls
- ; "FieldUnit" = cause unhappiness even when not being aggressive
- ; "AEGIS" = fivefold increased defence against air attacks and missiles
- ; "Fighter" = can attack air units (no other units can normally do this)
- ; "Marines" = (land only) can attack from transports
- ; "Partial_Invis" = visible only to adjancent units; does not hide transported
- ; units other than missiles
- ; "Settlers" = can irrigate and build roads
- ; "Diplomat" = can do diplomat actions (see diplchance server option)
- ; "Spy" = can do poison and sabotage, _must_ be "Diplomat" also
- ; "Trireme" = (sea only) sinks on high seas, lots of special rules
- ; "Nuclear" = nuke!
- ; "Transform" = can transform terrain
- ; "Paratroopers"= (land only) can paradrop
- ; "Airbase" = (land only) can produce airbases
- ; "Cities" = can disband to produce a city
- ; "No_Land_Attack" = (sea only) cannot attack targets on land
- ; "AddToCity" = can disband to add a single point of population to a city
- ; (see cities.ruleset for limitation of this ability)
- ; "Fanatic" = can only be built by governments that allow them
- ; (see data/civ2/governments.ruleset, Fanaticism government)
- ; "Unique" = a player can only have one of these units in the game at
- ; the same time; barbarians cannot use this at present
- ; "GameLoss" = losing one of these units means you lose the game, but it
- ; is produced without homecity and upkeep
- ; "Unbribable" = this unit cannot be bribed
- ; "Undisbandable" = this unit cannot be disbanded, will not drown, and will not
- ; disband due to lack of shields to upkeep it in homecity;
- ; if not given enough food to upkeep it, homecity will shrink
- ; every turn it cannot do so, however
- ; "SuperSpy" = this unit always wins diplomatic contests, that is, unless
- ; it encounters another SuperSpy, in which case defender wins;
- ; can also be used on non-diplomat units, in which case it can
- ; protect cities from diplomats; also 100% spy survival chance
- ; "NoHome" = this unit has no homecity and will be free of all upkeep, and
- ; therefore will not revolt along with its city of origin should
- ; it be incited
- ; "NoVeteran" = this unit cannot become veteran
- ; "Bombarder" = this unit cannot kill other units, only damage them, but
- ; also is not harmed by return fire when attacking; the field
- ; bombard_rate regulates its number of shots
- ; "CityBuster" = this unit has double firepower against cities
- ; "NoBuild" = this unit cannot be built
- ; "BadWallAttacker" = the firepower of this unit is set to 1 if
- ; attacking a city
- ; defended by a city wall (or other city building defense)
- ; "BadCityDefender" = if attacked while in a city, firepower is set to 1
- ; and firepower of attacker is doubled (the Pearl Harbour
- ; rule)
- ;
- ; Following flag strings require extra fields:
- ; "Paratroopers"
- ; paratroopers_range = the maximal range the unit can be paradropped to
- ; paratroopers_mr_req = the move rate which is required at least for
- ; paradropping
- ; paratroopers_mr_sub = the move rate which is subtracted after paradropping
- ; "Bombarder"
- ; bombard_rate = the number of shots fired at enemy units when attacking
- ;
- ; ** Roles **
- ;
- ; "FirstBuild" = first to be built when city founded
- ; "Explorer" = initial explorer unit (only one unit can have this flag)
- ; "Hut" = can be found in a hut
- ; "HutTech" = can be found in a hut, but its techs required
- ; "Partisan" = can be created as a partisan (only one unit can have this
- ; flag), see end of this file for its tech requirements option
- ; "DefendOk" = AI hint: ok for defending with
- ; "DefendGood" = AI hint: good for defending with
- ; "AttackFast" = AI hint: quick attacking unit (unused)
- ; "AttackStrong"= AI hint: strong attacker (unused)
- ; "Ferryboat" = AI hint: useful for ferrying
- ; "Barbarian" = can be created as barbarian
- ; "BarbarianTech" = can be created as barbarian, if someone has
- ; researched its tech requirements
- ; "BarbarianBoat" = can be created as barbarian
- ; "BarbarianBuild" = can be built by barbarians
- ; "BarbarianBuildTech" = can be built by barbarians if someone has
- ; researched its tech requirements
- ; "BarbarianLeader" = this unit is the barbarian leader (only one)
- ; "BarbarianSea" = can be created as a sea barbarian
- ; "BarbarianSeaTech" = can be created as a sea barbarian if someone
- ; has researched its tech requirements
- ; "Cities" = can disband to produce a city
- ; "Settlers" = can irrigate and build roads
- ; "GameLoss" = losing one of these units means you lose the game, but it
- ; is produced without homecity and upkeep
- ; "Diplomat" = can do diplomat actions (see diplchance server option)
- ; "Hunter" = AI hint: good for hunting other units
-
- [unit_settlers]
- name = _("Settlers")
- class = "Land"
- tech_req = "None"
- obsolete_by = "None"
- graphic = "u.settlers"
- graphic_alt = "-"
- sound_move = "m_settlers"
- sound_move_alt = "m_generic"
- sound_fight = "f_settlers"
- sound_fight_alt = "f_generic"
- build_cost = 40
- pop_cost = 1
- attack = 0
- defense = 1
- hitpoints = 20
- firepower = 1
- move_rate = 1
- vision_radius_sq = 2
- transport_cap = 0
- fuel = 0
- uk_happy = 0
- uk_shield = 1
- uk_food = 1
- uk_gold = 0
- flags = "Settlers", "NonMil", "AddToCity", "Cities", "NoVeteran"
- roles = "Cities"
- helptext = _("\
- Settlers are one of the key units in the game. They can be used to\
- found new cities, irrigate land, build roads, railroads,\
- fortresses and mines, and clean up pollution and nuclear\
- fallout. Upkeep for Settlers is in food\
- as well as production, and a Settler can die if its supporting city\
- runs out of food.\
- \n\n\
- Settlers and Engineers may work together to decrease the amount of\
- time required for long projects. If two or more Settlers and/or\
- Engineers are both working on the same task in the same square,\
- their efforts will be added together each turn until the task is\
- finished. Be careful not to dedicate too many workers to one task,\
- though; excess effort can be wasted, and a group of Settlers and/or\
- Engineers is highly vulnerable to enemy attacks.\
- ")
-
- [unit_worker]
- name = _("?unit:Workers")
- class = "Land"
- tech_req = "Pottery"
- obsolete_by = "Engineers"
- graphic = "u.worker"
- graphic_alt = "u.engineers" ; for compatibility
- sound_move = "m_worker"
- sound_move_alt = "m_generic"
- sound_fight = "f_worker"
- sound_fight_alt = "f_generic"
- build_cost = 30
- pop_cost = 0
- attack = 0
- defense = 1
- hitpoints = 10
- firepower = 1
- move_rate = 1
- vision_radius_sq = 2
- transport_cap = 0
- fuel = 0
- uk_happy = 0
- uk_shield = 1
- uk_food = 0
- uk_gold = 0
- flags = "Settlers", "NonMil", "Airbase", "NoVeteran"
- roles = "Settlers"
- helptext = _("\
- Workers are one of the key units in the game. They can be used to\
- irrigate land, build roads, railroads, fortresses, airbases and\
- mines, and clean up pollution and nuclear fallout.\
- \n\n\
- Settlers, Workers and Engineers may work together to decrease the\
- amount of time required for long projects. If two or more Workers\
- and/or Engineers are both working on the same task in the same square,\
- their efforts will be added together each turn until the task is\
- finished. Be careful not to dedicate too many workers to one task,\
- though; excess effort can be wasted, and a group of Workers, Settlers\
- and/or Engineers is highly vulnerable to enemy attacks.\
- ")
-
- [unit_engineers]
- name = _("Engineers")
- class = "Land"
- tech_req = "Explosives"
- obsolete_by = "None"
- graphic = "u.engineers"
- graphic_alt = "-"
- sound_move = "m_engineers"
- sound_move_alt = "m_generic"
- sound_fight = "f_engineers"
- sound_fight_alt = "f_generic"
- build_cost = 40
- pop_cost = 0
- attack = 0
- defense = 2
- hitpoints = 20
- firepower = 1
- move_rate = 2
- vision_radius_sq = 2
- transport_cap = 0
- fuel = 0
- uk_happy = 0
- uk_shield = 1
- uk_food = 0
- uk_gold = 0
- flags = "Settlers", "NonMil", "Transform", "Airbase", "NoVeteran"
- roles = "Settlers"
- helptext = _("\
- Engineers are similar to Workers, but they work twice as fast and\
- move twice as fast. Engineers may also perform major terrain\
- transformations (for example, converting Tundra into Desert) which\
- are beyond the capabilities of Workers.\
- \n\n\
- TIP 1: Upgrade Workers to Engineers when possible, as Engineers\
- require the same resources as ordinary Workers.\
- \n\n\
- TIP 2: If you manage to build Leonardo's Workshop, research\
- Explosives before the Workshop becomes obsolete. This way,\
- your Workers units will be upgraded for free.\
- ")
-
- [unit_warriors]
- name = _("Warriors")
- class = "Land"
- tech_req = "None"
- obsolete_by = "Pikemen"
- graphic = "u.warriors"
- graphic_alt = "-"
- sound_move = "m_warriors"
- sound_move_alt = "m_generic"
- sound_fight = "f_warriors"
- sound_fight_alt = "f_generic"
- build_cost = 10
- pop_cost = 0
- attack = 1
- defense = 1
- hitpoints = 10
- firepower = 1
- move_rate = 1
- vision_radius_sq = 2
- transport_cap = 0
- fuel = 0
- uk_happy = 1
- uk_shield = 1
- uk_food = 0
- uk_gold = 0
- flags = ""
- roles = "DefendOk", "FirstBuild"
- helptext = _("\
- This unit may be built from the start of the game. It is the\
- weakest unit.\
- ")
-
- [unit_phalanx]
- name = _("Phalanx")
- class = "Land"
- tech_req = "Bronze Working"
- obsolete_by = "Pikemen"
- graphic = "u.phalanx"
- graphic_alt = "-"
- sound_move = "m_phalanx"
- sound_move_alt = "m_generic"
- sound_fight = "f_phalanx"
- sound_fight_alt = "f_generic"
- build_cost = 20
- pop_cost = 0
- attack = 1
- defense = 2
- hitpoints = 10
- firepower = 1
- move_rate = 1
- vision_radius_sq = 2
- transport_cap = 0
- fuel = 0
- uk_happy = 1
- uk_shield = 1
- uk_food = 0
- uk_gold = 0
- flags = ""
- roles = "DefendGood", "FirstBuild"
- helptext = _("\
- The Phalanx is armored infantry, suitable for defending your cities.\
- ")
-
- [unit_archers]
- name = _("Archers")
- class = "Land"
- tech_req = "Warrior Code"
- obsolete_by = "Musketeers"
- graphic = "u.archers"
- graphic_alt = "-"
- sound_move = "m_archers"
- sound_move_alt = "m_generic"
- sound_fight = "f_archers"
- sound_fight_alt = "f_generic"
- build_cost = 30
- pop_cost = 0
- attack = 3
- defense = 2
- hitpoints = 10
- firepower = 1
- move_rate = 1
- vision_radius_sq = 2
- transport_cap = 0
- fuel = 0
- uk_happy = 1
- uk_shield = 1
- uk_food = 0
- uk_gold = 0
- flags = ""
- roles = "DefendOk"
- helptext = _("\
- Archers fight with bows and arrows and has a good offensive\
- value as well as decent defense.\
- ")
-
- [unit_legion]
- name = _("Legion")
- class = "Land"
- tech_req = "Iron Working"
- obsolete_by = "Musketeers"
- graphic = "u.legion"
- graphic_alt = "-"
- sound_move = "m_legion"
- sound_move_alt = "m_generic"
- sound_fight = "f_legion"
- sound_fight_alt = "f_generic"
- build_cost = 40
- pop_cost = 0
- attack = 4
- defense = 2
- hitpoints = 10
- firepower = 1
- move_rate = 1
- vision_radius_sq = 2
- transport_cap = 0
- fuel = 0
- uk_happy = 1
- uk_shield = 1
- uk_food = 0
- uk_gold = 0
- flags = ""
- roles = "DefendOk", "Hut", "BarbarianBuild", "BarbarianSea"
- helptext = _("\
- Legions are heavily armed and well disciplined infantry\
- units with an excellent offensive value.\
- ")
-
- [unit_pikemen]
- name = _("Pikemen")
- class = "Land"
- tech_req = "Feudalism"
- obsolete_by = "Musketeers"
- graphic = "u.pikemen"
- graphic_alt = "-"
- sound_move = "m_pikemen"
- sound_move_alt = "m_generic"
- sound_fight = "f_pikemen"
- sound_fight_alt = "f_generic"
- build_cost = 20
- pop_cost = 0
- attack = 1
- defense = 2
- hitpoints = 10
- firepower = 1
- move_rate = 1
- vision_radius_sq = 2
- transport_cap = 0
- fuel = 0
- uk_happy = 1
- uk_shield = 1
- uk_food = 0
- uk_gold = 0
- flags = "Pikemen"
- roles = "DefendGood", "FirstBuild"
- helptext = _("\
- Equipped with long pikes, Pikemen replaces Phalanx\
- as the preferred city defender.\
- ")
-
- [unit_musketeers]
- name = _("Musketeers")
- class = "Land"
- tech_req = "Gunpowder"
- obsolete_by = "Riflemen"
- graphic = "u.musketeers"
- graphic_alt = "-"
- sound_move = "m_musketeers"
- sound_move_alt = "m_generic"
- sound_fight = "f_musketeers"
- sound_fight_alt = "f_generic"
- build_cost = 30
- pop_cost = 0
- attack = 3
- defense = 3
- hitpoints = 20
- firepower = 1
- move_rate = 1
- vision_radius_sq = 2
- transport_cap = 0
- fuel = 0
- uk_happy = 1
- uk_shield = 1
- uk_food = 0
- uk_gold = 0
- flags = ""
- roles = "DefendGood", "FirstBuild", "HutTech",
- "BarbarianTech", "BarbarianBuildTech", "BarbarianSeaTech"
- helptext = _("\
- Musketeers are infantry equipped with early\
- firearms and replace Pikemen as the preferred\
- city defender.\
- ")
-
- [unit_partisan]
- name = _("Partisan")
- class = "Land"
- tech_req = "Guerilla Warfare"
- obsolete_by = "None"
- graphic = "u.partisan"
- graphic_alt = "-"
- sound_move = "m_partisan"
- sound_move_alt = "m_generic"
- sound_fight = "f_partisan"
- sound_fight_alt = "f_generic"
- build_cost = 50
- pop_cost = 0
- attack = 4
- defense = 4
- hitpoints = 20
- firepower = 1
- move_rate = 1
- vision_radius_sq = 2
- transport_cap = 0
- fuel = 0
- uk_happy = 1
- uk_shield = 1
- uk_food = 0
- uk_gold = 0
- flags = "IgTer", "IgZOC"
- roles = "DefendGood", "Partisan", "BarbarianTech"
- helptext = _("\
- A number of Partisans are granted free when an enemy conquers your\
- city, but only under these conditions:\
- \n\n\
- - Guerilla Warfare must be known by at least 1 player.\
- \n\n\
- - You must be the player who originally built the city.\
- \n\n\
- - You must know about Communism and Gunpowder.\
- \n\n\
- - You must run either a Democracy or a Communist government.\
- ")
-
- [unit_alpine_troops]
- name = _("Alpine Troops")
- class = "Land"
- tech_req = "Tactics"
- obsolete_by = "None"
- graphic = "u.alpine_troops"
- graphic_alt = "-"
- sound_move = "m_alpine_troops"
- sound_move_alt = "m_generic"
- sound_fight = "f_alpine_troops"
- sound_fight_alt = "f_generic"
- build_cost = 50
- pop_cost = 0
- attack = 5
- defense = 5
- hitpoints = 20
- firepower = 1
- move_rate = 1
- vision_radius_sq = 2
- transport_cap = 0
- fuel = 0
- uk_happy = 1
- uk_shield = 1
- uk_food = 0
- uk_gold = 0
- flags = "IgTer"
- roles = "DefendGood"
- helptext = _("\
- Alpine Troops are highly mobile units as well as\
- excellent defenders.\
- ")
-
- [unit_riflemen]
- name = _("Riflemen")
- class = "Land"
- tech_req = "Conscription"
- obsolete_by = "None"
- graphic = "u.riflemen"
- graphic_alt = "-"
- sound_move = "m_riflemen"
- sound_move_alt = "m_generic"
- sound_fight = "f_riflemen"
- sound_fight_alt = "f_generic"
- build_cost = 40
- pop_cost = 0
- attack = 5
- defense = 4
- hitpoints = 20
- firepower = 1
- move_rate = 1
- vision_radius_sq = 2
- transport_cap = 0
- fuel = 0
- uk_happy = 1
- uk_shield = 1
- uk_food = 0
- uk_gold = 0
- flags = ""
- roles = "DefendGood", "FirstBuild"
- helptext = _("\
- Riflemen are World War-era infantry, very good\
- at defending your cities.\
- ")
-
- [unit_marines]
- name = _("Marines")
- class = "Land"
- tech_req = "Amphibious Warfare"
- obsolete_by = "None"
- graphic = "u.marines"
- graphic_alt = "-"
- sound_move = "m_marines"
- sound_move_alt = "m_generic"
- sound_fight = "f_marines"
- sound_fight_alt = "f_generic"
- build_cost = 60
- pop_cost = 0
- attack = 8
- defense = 5
- hitpoints = 20
- firepower = 1
- move_rate = 1
- vision_radius_sq = 2
- transport_cap = 0
- fuel = 0
- uk_happy = 1
- uk_shield = 1
- uk_food = 0
- uk_gold = 0
- flags = "Marines"
- roles = "DefendOk", "BarbarianSeaTech"
- helptext = _("\
- Marines are infantry who are experts at marine warfare.\
- ")
-
- [unit_paratroopers]
- name = _("Paratroopers")
- class = "Land"
- tech_req = "Combined Arms"
- obsolete_by = "None"
- graphic = "u.paratroopers"
- graphic_alt = "-"
- sound_move = "m_paratroopers"
- sound_move_alt = "m_generic"
- sound_fight = "f_paratroopers"
- sound_fight_alt = "f_generic"
- build_cost = 60
- pop_cost = 0
- attack = 6
- defense = 4
- hitpoints = 20
- firepower = 1
- move_rate = 1
- vision_radius_sq = 2
- transport_cap = 0
- fuel = 0
- uk_happy = 1
- uk_shield = 1
- uk_food = 0
- uk_gold = 0
- flags = "Paratroopers"
- roles = "DefendOk"
- helptext = _("\
- Paratroopers are experts at airborne attacks.\
- ")
-
- paratroopers_range = 10
- paratroopers_mr_req = 1
- paratroopers_mr_sub = 0
-
- [unit_mech_inf]
- name = _("Mech. Inf.")
- class = "Land"
- tech_req = "Labor Union"
- obsolete_by = "None"
- graphic = "u.mech_inf"
- graphic_alt = "-"
- sound_move = "m_mech_inf"
- sound_move_alt = "m_generic"
- sound_fight = "f_mech_inf"
- sound_fight_alt = "f_generic"
- build_cost = 50
- pop_cost = 0
- attack = 6
- defense = 6
- hitpoints = 30
- firepower = 1
- move_rate = 3
- vision_radius_sq = 2
- transport_cap = 0
- fuel = 0
- uk_happy = 1
- uk_shield = 1
- uk_food = 0
- uk_gold = 0
- flags = ""
- roles = "DefendGood"
- helptext = _("\
- Mechanized Infantry; this unit has the strongest defence strength\
- of any land unit, but is only available near the end of the\
- technology tree.\
- ")
-
- [unit_horsemen]
- name = _("Horsemen")
- class = "Land"
- tech_req = "Horseback Riding"
- obsolete_by = "Knights"
- graphic = "u.horsemen"
- graphic_alt = "-"
- sound_move = "m_horsemen"
- sound_move_alt = "m_generic"
- sound_fight = "f_horsemen"
- sound_fight_alt = "f_generic"
- build_cost = 20
- pop_cost = 0
- attack = 2
- defense = 1
- hitpoints = 10
- firepower = 1
- move_rate = 2
- vision_radius_sq = 2
- transport_cap = 0
- fuel = 0
- uk_happy = 1
- uk_shield = 1
- uk_food = 0
- uk_gold = 0
- flags = "Horse"
- roles = "AttackFast", "Hut", "Barbarian", "Hunter"
- helptext = _("\
- Horsemen are mounted warriors and an early\
- shock-troop that can penetrate deep into\
- enemy territory.\
- ")
-
- [unit_chariot]
- name = _("Chariot")
- class = "Land"
- tech_req = "The Wheel"
- obsolete_by = "Knights"
- graphic = "u.chariot"
- graphic_alt = "-"
- sound_move = "m_chariot"
- sound_move_alt = "m_generic"
- sound_fight = "f_chariot"
- sound_fight_alt = "f_generic"
- build_cost = 30
- pop_cost = 0
- attack = 3
- defense = 1
- hitpoints = 10
- firepower = 1
- move_rate = 2
- vision_radius_sq = 2
- transport_cap = 0
- fuel = 0
- uk_happy = 1
- uk_shield = 1
- uk_food = 0
- uk_gold = 0
- flags = "Horse"
- roles = "AttackFast", "Hut", "Hunter"
- helptext = _("\
- Chariots are horse-pulled war wagons, stronger\
- but more expensive than horsemen.\
- ")
-
- [unit_knights]
- name = _("Knights")
- class = "Land"
- tech_req = "Chivalry"
- obsolete_by = "Dragoons"
- graphic = "u.knights"
- graphic_alt = "-"
- sound_move = "m_knights"
- sound_move_alt = "m_generic"
- sound_fight = "f_knights"
- sound_fight_alt = "f_generic"
- build_cost = 40
- pop_cost = 0
- attack = 4
- defense = 2
- hitpoints = 10
- firepower = 1
- move_rate = 2
- vision_radius_sq = 2
- transport_cap = 0
- fuel = 0
- uk_happy = 1
- uk_shield = 1
- uk_food = 0
- uk_gold = 0
- flags = "Horse"
- roles = "AttackFast", "HutTech", "BarbarianTech",
- "BarbarianBuildTech", "BarbarianSeaTech", "Hunter"
- helptext = _("\
- Knights are mounted and heavily armored warriors.\
- ")
-
- [unit_dragoons]
- name = _("Dragoons")
- class = "Land"
- tech_req = "Leadership"
- obsolete_by = "Cavalry"
- graphic = "u.dragoons"
- graphic_alt = "-"
- sound_move = "m_dragoons"
- sound_move_alt = "m_generic"
- sound_fight = "f_dragoons"
- sound_fight_alt = "f_generic"
- build_cost = 50
- pop_cost = 0
- attack = 5
- defense = 2
- hitpoints = 20
- firepower = 1
- move_rate = 2
- vision_radius_sq = 2
- transport_cap = 0
- fuel = 0
- uk_happy = 1
- uk_shield = 1
- uk_food = 0
- uk_gold = 0
- flags = "Horse"
- roles = "AttackFast", "BarbarianBuildTech", "BarbarianSeaTech",
- "Hunter"
- helptext = _("\
- Dragoons are mounted warriors carrying early firearms.\
- ")
-
- [unit_cavalry]
- name = _("Cavalry")
- class = "Land"
- tech_req = "Tactics"
- obsolete_by = "Armor"
- graphic = "u.cavalry"
- graphic_alt = "-"
- sound_move = "m_cavalry"
- sound_move_alt = "m_generic"
- sound_fight = "f_cavalry"
- sound_fight_alt = "f_generic"
- build_cost = 60
- pop_cost = 0
- attack = 8
- defense = 3
- hitpoints = 20
- firepower = 1
- move_rate = 2
- vision_radius_sq = 2
- transport_cap = 0
- fuel = 0
- uk_happy = 1
- uk_shield = 1
- uk_food = 0
- uk_gold = 0
- flags = ""
- roles = "AttackFast", "Hunter"
- helptext = _("\
- Cavalry are mounted and highly trained soldiers.\
- ")
-
- [unit_armor]
- name = _("Armor")
- class = "Land"
- tech_req = "Mobile Warfare"
- obsolete_by = "None"
- graphic = "u.armor"
- graphic_alt = "-"
- sound_move = "m_armor"
- sound_move_alt = "m_generic"
- sound_fight = "f_armor"
- sound_fight_alt = "f_generic"
- build_cost = 80
- pop_cost = 0
- attack = 10
- defense = 5
- hitpoints = 30
- firepower = 1
- move_rate = 3
- vision_radius_sq = 2
- transport_cap = 0
- fuel = 0
- uk_happy = 1
- uk_shield = 1
- uk_food = 0
- uk_gold = 0
- flags = ""
- roles = "AttackFast", "Hunter"
- helptext = _("\
- Armors are motorized war wagons that are faster,\
- stronger, and can take more damage than any\
- mounted unit.\
- ")
-
- [unit_catapult]
- name = _("Catapult")
- class = "Land"
- tech_req = "Mathematics"
- obsolete_by = "Cannon"
- graphic = "u.catapult"
- graphic_alt = "-"
- sound_move = "m_catapult"
- sound_move_alt = "m_generic"
- sound_fight = "f_catapult"
- sound_fight_alt = "f_generic"
- build_cost = 40
- pop_cost = 0
- attack = 6
- defense = 1
- hitpoints = 10
- firepower = 1
- move_rate = 1
- vision_radius_sq = 2
- transport_cap = 0
- fuel = 0
- uk_happy = 1
- uk_shield = 1
- uk_food = 0
- uk_gold = 0
- flags = ""
- roles = "AttackStrong"
- helptext = _("\
- Catapults are large rock-throwing machines of war.\
- They are very strong attackers but equally weak\
- defenders and will need an escort to be effective.\
- ")
-
- [unit_cannon]
- name = _("Cannon")
- class = "Land"
- tech_req = "Metallurgy"
- obsolete_by = "Artillery"
- graphic = "u.cannon"
- graphic_alt = "-"
- sound_move = "m_cannon"
- sound_move_alt = "m_generic"
- sound_fight = "f_cannon"
- sound_fight_alt = "f_generic"
- build_cost = 40
- pop_cost = 0
- attack = 8
- defense = 1
- hitpoints = 20
- firepower = 1
- move_rate = 1
- vision_radius_sq = 2
- transport_cap = 0
- fuel = 0
- uk_happy = 1
- uk_shield = 1
- uk_food = 0
- uk_gold = 0
- flags = ""
- roles = "AttackStrong", "BarbarianTech", "BarbarianBuildTech"
- helptext = _("\
- Cannons are large firearms that can fire heavy\
- projectiles over long distances. They are very\
- strong attackers but equally weak defenders and\
- will need an escort to be effective.\
- ")
-
- [unit_artillery]
- name = _("Artillery")
- class = "Land"
- tech_req = "Machine Tools"
- obsolete_by = "Howitzer"
- graphic = "u.artillery"
- graphic_alt = "-"
- sound_move = "m_artillery"
- sound_move_alt = "m_generic"
- sound_fight = "f_artillery"
- sound_fight_alt = "f_generic"
- build_cost = 50
- pop_cost = 0
- attack = 10
- defense = 1
- hitpoints = 20
- firepower = 2
- move_rate = 1
- vision_radius_sq = 2
- transport_cap = 0
- fuel = 0
- uk_happy = 1
- uk_shield = 1
- uk_food = 0
- uk_gold = 0
- flags = ""
- roles = "AttackStrong"
- helptext = _("\
- The artillery is an upgraded cannon. It is a very\
- strong attacker but equally weak defender and\
- will need an escort to be effective.\
- ")
-
- [unit_howitzer]
- name = _("Howitzer")
- class = "Land"
- tech_req = "Robotics"
- obsolete_by = "None"
- graphic = "u.howitzer"
- graphic_alt = "-"
- sound_move = "m_howitzer"
- sound_move_alt = "m_generic"
- sound_fight = "f_howitzer"
- sound_fight_alt = "f_generic"
- build_cost = 70
- pop_cost = 0
- attack = 12
- defense = 2
- hitpoints = 30
- firepower = 2
- move_rate = 2
- vision_radius_sq = 2
- transport_cap = 0
- fuel = 0
- uk_happy = 1
- uk_shield = 1
- uk_food = 0
- uk_gold = 0
- flags = "IgWall"
- roles = "AttackStrong"
- helptext = _("\
- Howitzers are upgraded artillery with improved\
- defensive as well as offensive capabilities.\
- ")
-
- [unit_fighter]
- name = _("Fighter")
- class = "Air"
- tech_req = "Flight"
- obsolete_by = "Stealth Fighter"
- graphic = "u.fighter"
- graphic_alt = "-"
- sound_move = "m_fighter"
- sound_move_alt = "m_generic"
- sound_fight = "f_fighter"
- sound_fight_alt = "f_generic"
- build_cost = 60
- pop_cost = 0
- attack = 4
- defense = 3
- hitpoints = 20
- firepower = 2
- move_rate = 10
- vision_radius_sq = 8
- transport_cap = 0
- fuel = 1
- uk_happy = 0
- uk_shield = 1
- uk_food = 0
- uk_gold = 0
- flags = "Fighter"
- roles = ""
- helptext = _("\
- Fighters are your first airborne units. They can\
- move anywhere and attack any unit.\
- ")
-
- [unit_bomber]
- name = _("Bomber")
- class = "Air"
- tech_req = "Advanced Flight"
- obsolete_by = "Stealth Bomber"
- graphic = "u.bomber"
- graphic_alt = "-"
- sound_move = "m_bomber"
- sound_move_alt = "m_generic"
- sound_fight = "f_bomber"
- sound_fight_alt = "f_generic"
- build_cost = 120
- pop_cost = 0
- attack = 12
- defense = 1
- hitpoints = 20
- firepower = 2
- move_rate = 8
- vision_radius_sq = 8
- transport_cap = 0
- fuel = 2
- uk_happy = 1
- uk_shield = 1
- uk_food = 0
- uk_gold = 0
- flags = "FieldUnit", "OneAttack"
- roles = ""
- helptext = _("\
- Bombers are specialized airborne units that may\
- only attack ground targets, not other airborne\
- units.\
- ")
-
- [unit_helicopter]
- name = _("Helicopter")
- class = "Helicopter"
- tech_req = "Combined Arms"
- obsolete_by = "None"
- graphic = "u.helicopter"
- graphic_alt = "-"
- sound_move = "m_helicopter"
- sound_move_alt = "m_generic"
- sound_fight = "f_helicopter"
- sound_fight_alt = "f_generic"
- build_cost = 100
- pop_cost = 0
- attack = 10
- defense = 3
- hitpoints = 20
- firepower = 2
- move_rate = 6
- vision_radius_sq = 8
- transport_cap = 0
- fuel = 0
- uk_happy = 1
- uk_shield = 1
- uk_food = 0
- uk_gold = 0
- flags = "FieldUnit", "OneAttack"
- roles = ""
- helptext = _("\
- The Helicopter is a very powerful unit, as it can both fly and\
- conquer cities. Care must be exercised, because Helicopters lose a\
- small amount of health for every turn not spent in a city, unless\
- you have the United Nations wonder.\
- ")
-
- [unit_stealth_fighter]
- name = _("Stealth Fighter")
- class = "Air"
- tech_req = "Stealth"
- obsolete_by = "None"
- graphic = "u.stealth_fighter"
- graphic_alt = "-"
- sound_move = "m_stealth_fighter"
- sound_move_alt = "m_generic"
- sound_fight = "f_stealth_fighter"
- sound_fight_alt = "f_generic"
- build_cost = 80
- pop_cost = 0
- attack = 8
- defense = 4
- hitpoints = 20
- firepower = 2
- move_rate = 14
- vision_radius_sq = 8
- transport_cap = 0
- fuel = 1
- uk_happy = 0
- uk_shield = 1
- uk_food = 0
- uk_gold = 0
- flags = "Partial_Invis", "Fighter"
- roles = ""
- helptext = _("\
- An improved Fighter, with improved attack and a higher movement\
- radius.\
- ")
-
- [unit_stealth_bomber]
- name = _("Stealth Bomber")
- class = "Air"
- tech_req = "Stealth"
- obsolete_by = "None"
- graphic = "u.stealth_bomber"
- graphic_alt = "-"
- sound_move = "m_stealth_bomber"
- sound_move_alt = "m_generic"
- sound_fight = "f_stealth_bomber"
- sound_fight_alt = "f_generic"
- build_cost = 160
- pop_cost = 0
- attack = 18
- defense = 5
- hitpoints = 20
- firepower = 2
- move_rate = 12
- vision_radius_sq = 8
- transport_cap = 0
- fuel = 2
- uk_happy = 1
- uk_shield = 1
- uk_food = 0
- uk_gold = 0
- flags = "Partial_Invis", "FieldUnit", "OneAttack"
- roles = ""
- helptext = _("\
- An improved Bomber, with improved attack and a higher movement\
- radius.\
- ")
-
- [unit_trireme]
- name = _("Trireme")
- class = "Sea"
- tech_req = "Map Making"
- obsolete_by = "Caravel"
- graphic = "u.trireme"
- graphic_alt = "-"
- sound_move = "m_trireme"
- sound_move_alt = "m_generic"
- sound_fight = "f_trireme"
- sound_fight_alt = "f_generic"
- build_cost = 40
- pop_cost = 0
- attack = 1
- defense = 1
- hitpoints = 10
- firepower = 1
- move_rate = 3
- vision_radius_sq = 2
- transport_cap = 2
- fuel = 0
- uk_happy = 1
- uk_shield = 1
- uk_food = 0
- uk_gold = 0
- flags = "Trireme", "BadCityDefender"
- roles = "Ferryboat"
- helptext = _("\
- The Trireme is your first boat unit. It can act\
- as a transport ship and has rudimentary offensive\
- capabilities, but may not stray too far from the shore.\
- ")
-
- [unit_caravel]
- name = _("Caravel")
- class = "Sea"
- tech_req = "Navigation"
- obsolete_by = "Galleon"
- graphic = "u.caravel"
- graphic_alt = "-"
- sound_move = "m_caravel"
- sound_move_alt = "m_generic"
- sound_fight = "f_caravel"
- sound_fight_alt = "f_generic"
- build_cost = 40
- pop_cost = 0
- attack = 2
- defense = 1
- hitpoints = 10
- firepower = 1
- move_rate = 3
- vision_radius_sq = 2
- transport_cap = 3
- fuel = 0
- uk_happy = 1
- uk_shield = 1
- uk_food = 0
- uk_gold = 0
- flags = "BadCityDefender"
- roles = "Ferryboat", "BarbarianBoat"
- helptext = _("\
- The Caravel replaces the Trireme and is much\
- more reliable on the open seas.\
- ")
-
- [unit_galleon]
- name = _("Galleon")
- class = "Sea"
- tech_req = "Magnetism"
- obsolete_by = "Transport"
- graphic = "u.galleon"
- graphic_alt = "-"
- sound_move = "m_galleon"
- sound_move_alt = "m_generic"
- sound_fight = "f_galleon"
- sound_fight_alt = "f_generic"
- build_cost = 40
- pop_cost = 0
- attack = 0
- defense = 2
- hitpoints = 20
- firepower = 1
- move_rate = 4
- vision_radius_sq = 2
- transport_cap = 4
- fuel = 0
- uk_happy = 1
- uk_shield = 1
- uk_food = 0
- uk_gold = 0
- flags = "BadCityDefender"
- roles = "Ferryboat", "BarbarianBoat"
- helptext = _("\
- The Galleon is a pure transport ship and cannot\
- attack other ships, though it may still defend\
- itself when attacked.\
- ")
-
- [unit_frigate]
- name = _("Frigate")
- class = "Sea"
- tech_req = "Magnetism"
- obsolete_by = "Ironclad"
- graphic = "u.frigate"
- graphic_alt = "-"
- sound_move = "m_frigate"
- sound_move_alt = "m_generic"
- sound_fight = "f_frigate"
- sound_fight_alt = "f_generic"
- build_cost = 50
- pop_cost = 0
- attack = 4
- defense = 2
- hitpoints = 20
- firepower = 1
- move_rate = 4
- vision_radius_sq = 2
- transport_cap = 2
- fuel = 0
- uk_happy = 1
- uk_shield = 1
- uk_food = 0
- uk_gold = 0
- flags = "BadCityDefender"
- roles = "Hunter"
- helptext = _("\
- The Frigate is a highly versatile boat unit,\
- that is both a strong offensive unit as well\
- as a decent transport ship.\
- ")
-
- [unit_ironclad]
- name = _("Ironclad")
- class = "Sea"
- tech_req = "Steam Engine"
- obsolete_by = "Destroyer"
- graphic = "u.ironclad"
- graphic_alt = "-"
- sound_move = "m_ironclad"
- sound_move_alt = "m_generic"
- sound_fight = "f_ironclad"
- sound_fight_alt = "f_generic"
- build_cost = 60
- pop_cost = 0
- attack = 4
- defense = 4
- hitpoints = 30
- firepower = 1
- move_rate = 4
- vision_radius_sq = 2
- transport_cap = 0
- fuel = 0
- uk_happy = 1
- uk_shield = 1
- uk_food = 0
- uk_gold = 0
- flags = "BadCityDefender"
- roles = "Hunter"
- helptext = _("\
- The Ironclad is an armored ship that is\
- much more sturdy than the Frigate but\
- loses the latter's transport capability.\
- ")
-
- [unit_destroyer]
- name = _("Destroyer")
- class = "Sea"
- tech_req = "Electricity"
- obsolete_by = "None"
- graphic = "u.destroyer"
- graphic_alt = "-"
- sound_move = "m_destroyer"
- sound_move_alt = "m_generic"
- sound_fight = "f_destroyer"
- sound_fight_alt = "f_generic"
- build_cost = 60
- pop_cost = 0
- attack = 4
- defense = 4
- hitpoints = 30
- firepower = 1
- move_rate = 6
- vision_radius_sq = 8
- transport_cap = 0
- fuel = 0
- uk_happy = 1
- uk_shield = 1
- uk_food = 0
- uk_gold = 0
- flags = "BadCityDefender"
- roles = "Hunter"
- helptext = _("\
- TIP: A very fast unit, which is very useful for hunting down enemy\
- Transports.\
- ")
-
- [unit_cruiser]
- name = _("Cruiser")
- class = "Sea"
- tech_req = "Steel"
- obsolete_by = "AEGIS Cruiser"
- graphic = "u.cruiser"
- graphic_alt = "-"
- sound_move = "m_cruiser"
- sound_move_alt = "m_generic"
- sound_fight = "f_cruiser"
- sound_fight_alt = "f_generic"
- build_cost = 80
- pop_cost = 0
- attack = 6
- defense = 6
- hitpoints = 30
- firepower = 2
- move_rate = 5
- vision_radius_sq = 8
- transport_cap = 0
- fuel = 0
- uk_happy = 1
- uk_shield = 1
- uk_food = 0
- uk_gold = 0
- flags = "BadCityDefender"
- roles = "DefendGood"
- helptext = _("\
- The Cruiser is a strong offensive boat unit.\
- ")
-
- [unit_aegis_cruiser]
- name = _("AEGIS Cruiser")
- class = "Sea"
- tech_req = "Rocketry"
- obsolete_by = "None"
- graphic = "u.aegis_cruiser"
- graphic_alt = "-"
- sound_move = "m_aegis_cruiser"
- sound_move_alt = "m_generic"
- sound_fight = "f_aegis_cruiser"
- sound_fight_alt = "f_generic"
- build_cost = 100
- pop_cost = 0
- attack = 8
- defense = 8
- hitpoints = 30
- firepower = 2
- move_rate = 5
- vision_radius_sq = 8
- transport_cap = 0
- fuel = 0
- uk_happy = 1
- uk_shield = 1
- uk_food = 0
- uk_gold = 0
- flags = "AEGIS", "BadCityDefender"
- roles = "DefendGood"
- helptext = _("\
- The AEGIS Cruiser is equipped with an advanced\
- defensive missile system.\
- ")
-
- [unit_battleship]
- name = _("Battleship")
- class = "Sea"
- tech_req = "Automobile"
- obsolete_by = "None"
- graphic = "u.battleship"
- graphic_alt = "-"
- sound_move = "m_battleship"
- sound_move_alt = "m_generic"
- sound_fight = "f_battleship"
- sound_fight_alt = "f_generic"
- build_cost = 160
- pop_cost = 0
- attack = 12
- defense = 12
- hitpoints = 40
- firepower = 2
- move_rate = 4
- vision_radius_sq = 8
- transport_cap = 0
- fuel = 0
- uk_happy = 1
- uk_shield = 1
- uk_food = 0
- uk_gold = 0
- flags = "BadCityDefender"
- roles = ""
- helptext = _("\
- The Battleship is the supreme naval unit with\
- excellent offensive and defensive values.\
- ")
-
- [unit_submarine]
- name = _("Submarine")
- class = "Sea"
- tech_req = "Combustion"
- obsolete_by = "None"
- graphic = "u.submarine"
- graphic_alt = "-"
- sound_move = "m_submarine"
- sound_move_alt = "m_generic"
- sound_fight = "f_submarine"
- sound_fight_alt = "f_generic"
- build_cost = 50
- pop_cost = 0
- attack = 15
- defense = 2
- hitpoints = 30
- firepower = 2
- move_rate = 5
- vision_radius_sq = 8
- transport_cap = 8
- fuel = 0
- uk_happy = 1
- uk_shield = 1
- uk_food = 0
- uk_gold = 0
- flags = "Partial_Invis", "BadCityDefender",
- "Missile_Carrier", "No_Land_Attack"
- roles = "Hunter"
- helptext = _("\
- Submarines have a very high strategic value, but have a weak\
- defence.\
- ")
-
- [unit_carrier]
- name = _("Carrier")
- class = "Sea"
- tech_req = "Advanced Flight"
- obsolete_by = "None"
- graphic = "u.carrier"
- graphic_alt = "-"
- sound_move = "m_carrier"
- sound_move_alt = "m_generic"
- sound_fight = "f_carrier"
- sound_fight_alt = "f_generic"
- build_cost = 160
- pop_cost = 0
- attack = 1
- defense = 9
- hitpoints = 40
- firepower = 2
- move_rate = 5
- vision_radius_sq = 8
- transport_cap = 8
- fuel = 0
- uk_happy = 1
- uk_shield = 1
- uk_food = 0
- uk_gold = 0
- flags = "Carrier", "BadCityDefender"
- roles = ""
- helptext = _("\
- TIP: Guard Carriers with a handful of fast-moving ships and a\
- battleship, as losing a fully-equipped Carrier is VERY\
- painful and expensive.\
- ")
-
- [unit_transport]
- name = _("Transport")
- class = "Sea"
- tech_req = "Industrialization"
- obsolete_by = "None"
- graphic = "u.transport"
- graphic_alt = "-"
- sound_move = "m_transport"
- sound_move_alt = "m_generic"
- sound_fight = "f_transport"
- sound_fight_alt = "f_generic"
- build_cost = 50
- pop_cost = 0
- attack = 0
- defense = 3
- hitpoints = 30
- firepower = 1
- move_rate = 5
- vision_radius_sq = 8
- transport_cap = 8
- fuel = 0
- uk_happy = 1
- uk_shield = 1
- uk_food = 0
- uk_gold = 0
- flags = "BadCityDefender"
- roles = "Ferryboat"
- helptext = _("\
- The Transport cannot attack on its own but\
- may defend itself when under attack.\
- ")
-
- [unit_cruise_missile]
- name = _("Cruise Missile")
- class = "Missile"
- tech_req = "Rocketry"
- obsolete_by = "None"
- graphic = "u.cruise_missile"
- graphic_alt = "-"
- sound_move = "m_cruise_missile"
- sound_move_alt = "m_generic"
- sound_fight = "f_cruise_missile"
- sound_fight_alt = "f_generic"
- build_cost = 60
- pop_cost = 0
- attack = 18
- defense = 0
- hitpoints = 10
- firepower = 3
- move_rate = 12
- vision_radius_sq = 2
- transport_cap = 0
- fuel = 1
- uk_happy = 1
- uk_shield = 1
- uk_food = 0
- uk_gold = 0
- flags = "FieldUnit", "OneAttack", "Missile"
- roles = ""
- helptext = _("\
- TIP: A handful of these can successfully keep the waters around\
- your treasured homeland free of enemy ships.\
- ")
-
- [unit_nuclear]
- name = _("Nuclear")
- class = "Nuclear"
- tech_req = "Rocketry"
- obsolete_by = "None"
- graphic = "u.nuclear"
- graphic_alt = "-"
- sound_move = "m_nuclear"
- sound_move_alt = "m_generic"
- sound_fight = "f_nuclear"
- sound_fight_alt = "f_generic"
- build_cost = 160
- pop_cost = 0
- attack = 99
- defense = 0
- hitpoints = 10
- firepower = 1
- move_rate = 16
- vision_radius_sq = 2
- transport_cap = 0
- fuel = 1
- uk_happy = 1
- uk_shield = 1
- uk_food = 0
- uk_gold = 0
- flags = "FieldUnit", "OneAttack", "Missile", "Nuclear"
- roles = ""
- helptext = _("\
- You can build Nuclear units when you have the required advance, and\
- the Manhattan Project wonder has been built by any player.\
- \n\n\
- On impact, the blast will destroy any unit in a 3x3-square area,\
- including friendly units. When striking a city, the city size is\
- halved, and the surrounding squares are subject to nuclear fallout.\
- \n\n\
- TIP 1: Nuking the ocean will not generate fallout, and is a most\
- effective (but expensive!!) way of getting rid of enemy\
- ships.\
- \n\n\
- TIP 2: You may be involved in a situation where you've invaded an\
- enemy country en masse, but the enemy cities are too strong.\
- Before using a Nuclear unit, assemble a gang of Settlers\
- and/or Engineers next to the city and have them ready to fix\
- the fallout on the same turn it occurs! This minimizes the\
- chance of nuclear winter. Eco-friendly nukes!\
- ")
-
- [unit_diplomat]
- name = _("Diplomat")
- class = "Land"
- tech_req = "Writing"
- obsolete_by = "Spy"
- graphic = "u.diplomat"
- graphic_alt = "-"
- sound_move = "m_diplomat"
- sound_move_alt = "m_generic"
- sound_fight = "f_diplomat"
- sound_fight_alt = "f_generic"
- build_cost = 30
- pop_cost = 0
- attack = 0
- defense = 0
- hitpoints = 10
- firepower = 1
- move_rate = 2
- vision_radius_sq = 2
- transport_cap = 0
- fuel = 0
- uk_happy = 0
- uk_shield = 0
- uk_food = 0
- uk_gold = 0
- flags = "Diplomat", "IgZOC", "NonMil"
- roles = "Diplomat"
- helptext = _("\
- A Diplomat is an official that carries your dispatches and\
- is authorized to deal with foreign dignitaries. He may\
- also undertake various covert operations with the intent of\
- harming your opponents.\
- \n\n\
- If an enemy unit is alone on a tile, you may attempt to bribe it\
- with your diplomat. By paying a sum of gold the unit will immediately\
- become yours.\
- \n\n\
- The diplomat can also perform a number of actions in another player's\
- city:\n\
- - \"Investigate\" Reveal detailed information about the city.\n\
- - \"Establish Embassy\" Get permanent intelligence on the player.\n\
- - \"Sabotage\" Ruin any production in the city.\n\
- - \"Steal Technology\" Acquire an advance from the city's owner.\n\
- - \"Incite a Revolt\" Make a city your own by paying a sum of gold.\
- Note that you cannot incite a revolt in a capital city.\
- \n\n\
- In some game strategies, hordes of Diplomats can be used to wreak\
- havoc on the enemy. Little wonder that Diplomats are often\
- viewed with suspicion and fear!\
- ")
-
- [unit_spy]
- name = _("Spy")
- class = "Land"
- tech_req = "Espionage"
- obsolete_by = "None"
- graphic = "u.spy"
- graphic_alt = "-"
- sound_move = "m_spy"
- sound_move_alt = "m_generic"
- sound_fight = "f_spy"
- sound_fight_alt = "f_generic"
- build_cost = 30
- pop_cost = 0
- attack = 0
- defense = 0
- hitpoints = 10
- firepower = 1
- move_rate = 3
- vision_radius_sq = 8
- transport_cap = 0
- fuel = 0
- uk_happy = 0
- uk_shield = 0
- uk_food = 0
- uk_gold = 0
- flags = "Diplomat", "IgZOC", "NonMil", "Spy"
- roles = "Diplomat"
- helptext = _("\
- A Spy is more skilled in the arts of espionage than her Diplomat predecessor.\
- \n\n\
- She can perform all the functions of the Diplomat, but with a higher rate of\
- success. Refer to the Diplomat entry for an outline.\
- \n\n\
- She can also be used to: poison the water supply of an enemy city\
- (reducing the population); steal specific technology; and sabotage\
- predetermined city targets (note: sabotaging improvements in a\
- capital or sabotaging City Walls increases the risks of capture).\
- A Spy can also infiltrate a city and ferment a revolt.\
- \n\n\
- A Spy can also be of aid on the battlefield - sabotaging enemy units\
- as well as bribing them to change allegiance.\
- ")
-
- [unit_caravan]
- name = _("Caravan")
- class = "Land"
- tech_req = "Trade"
- obsolete_by = "Freight"
- graphic = "u.caravan"
- graphic_alt = "-"
- sound_move = "m_caravan"
- sound_move_alt = "m_generic"
- sound_fight = "f_caravan"
- sound_fight_alt = "f_generic"
- build_cost = 50
- pop_cost = 0
- attack = 0
- defense = 1
- hitpoints = 10
- firepower = 1
- move_rate = 1
- vision_radius_sq = 2
- transport_cap = 0
- fuel = 0
- uk_happy = 0
- uk_shield = 0
- uk_food = 0
- uk_gold = 0
- flags = "TradeRoute", "HelpWonder", "IgZOC", "NonMil"
- roles = ""
- helptext = _("\
- Every Caravan that is used to build a wonder will add 50 shields\
- towards the production of the wonder.\
- \n\n\
- TIP: You can stockpile a stack of Caravans in advance and bring\
- them all into a city where you have started to build a wonder,\
- and finish it in only one turn!\
- ")
-
- [unit_freight]
- name = _("Freight")
- class = "Land"
- tech_req = "The Corporation"
- obsolete_by = "None"
- graphic = "u.freight"
- graphic_alt = "-"
- sound_move = "m_freight"
- sound_move_alt = "m_generic"
- sound_fight = "f_freight"
- sound_fight_alt = "f_generic"
- build_cost = 50
- pop_cost = 0
- attack = 0
- defense = 1
- hitpoints = 10
- firepower = 1
- move_rate = 2
- vision_radius_sq = 2
- transport_cap = 0
- fuel = 0
- uk_happy = 0
- uk_shield = 0
- uk_food = 0
- uk_gold = 0
- flags = "TradeRoute", "HelpWonder", "IgZOC", "NonMil"
- roles = ""
- helptext = _("\
- The Freight unit replaces the Caravan, and moves at twice the speed.\
- ")
-
- [unit_explorer]
- name = _("Explorer")
- class = "Land"
- tech_req = "Seafaring"
- obsolete_by = "Partisan"
- graphic = "u.explorer"
- graphic_alt = "-"
- sound_move = "m_explorer"
- sound_move_alt = "m_generic"
- sound_fight = "f_explorer"
- sound_fight_alt = "f_generic"
- build_cost = 30
- pop_cost = 0
- attack = 0
- defense = 1
- hitpoints = 10
- firepower = 1
- move_rate = 1
- vision_radius_sq = 2
- transport_cap = 0
- fuel = 0
- uk_happy = 0
- uk_shield = 0
- uk_food = 0
- uk_gold = 0
- flags = "IgTer", "IgZOC", "NonMil"
- roles = "Explorer"
- helptext = _("\
- Explorers are very useful for mapping unknown territory.\
- ")
-
- [unit_leader]
- name = _("?unit:Leader")
- class = "Land"
- tech_req = "None"
- obsolete_by = "None"
- graphic = "u.leader"
- graphic_alt = "u.explorer"
- sound_move = "m_leader"
- sound_move_alt = "m_generic"
- sound_fight = "f_leader"
- sound_fight_alt = "f_generic"
- build_cost = 10
- pop_cost = 0
- attack = 0
- defense = 2
- hitpoints = 20
- firepower = 1
- move_rate = 2
- vision_radius_sq = 8
- transport_cap = 0
- fuel = 0
- uk_happy = 0
- uk_shield = 0
- uk_food = 0
- uk_gold = 0
- flags = "IgZOC", "NonMil", "NoBuild", "NoHome", "SuperSpy",
- "Undisbandable", "Unbribable", "GameLoss", "Unique",
- "NoVeteran"
- roles = "GameLoss"
- helptext = _("\
- This is you. If you lose this unit, you lose the game. So don't.\
- ")
-
- [unit_barbarian_leader]
- name = _("Barbarian Leader")
- class = "Land"
- tech_req = "None"
- obsolete_by = "None"
- graphic = "u.barbarian_leader"
- graphic_alt = "u.diplomat"
- sound_move = "m_barbarian_leader"
- sound_move_alt = "m_generic"
- sound_fight = "f_barbarian_leader"
- sound_fight_alt = "f_generic"
- build_cost = 40
- pop_cost = 0
- attack = 0
- defense = 0
- hitpoints = 10
- firepower = 1
- move_rate = 2
- vision_radius_sq = 2
- transport_cap = 0
- fuel = 0
- uk_happy = 0
- uk_shield = 0
- uk_food = 0
- uk_gold = 0
- flags = "IgZOC", "NonMil", "Unbribable",
- "Undisbandable", "SuperSpy", "NoHome", "NoBuild"
- roles = "BarbarianLeader"
- helptext = _("\
- When barbarian leader is killed on a tile without any defending units, \
- the 100 gold ransom is paid, but only to land units and helicopters.\
- ")
-
- [unit_awacs]
- name = _("AWACS")
- class = "Air"
- tech_req = "Advanced Flight"
- obsolete_by = "None"
- graphic = "u.awacs"
- graphic_alt = "u.bomber" ; backwards compatibility
- sound_move = "m_awacs"
- sound_move_alt = "m_generic"
- sound_fight = "f_awacs"
- sound_fight_alt = "f_generic"
- build_cost = 140
- pop_cost = 0
- attack = 0
- defense = 1
- hitpoints = 20
- firepower = 1
- move_rate = 16
- vision_radius_sq = 26
- transport_cap = 0
- fuel = 2
- uk_happy = 1
- uk_shield = 1
- uk_food = 0
- uk_gold = 0
- flags = ""
- roles = ""
- helptext = _("\
- The AWACS (Airborne Warning and Control System) is an airplane with an \
- advanced radar that can determine the location of enemy units over a \
- wide area.\
- ")
-