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  1.  
  2. ; Modifying this file:
  3. ; You should not modify this file except to make bugfixes or
  4. ; for other "maintenance".  If you want to make custom changes,
  5. ; you should create a new datadir subdirectory and copy this file
  6. ; into that directory, and then modify that copy.  Then use the
  7. ; command "rulesetdir <mysubdir>" in the server to have freeciv
  8. ; use your new customized file.
  9. ;
  10. ; You should sort role units from worst to better, as often the best
  11. ; available role unit of a given sort will be picked by choosing
  12. ; the first available (not obsolete) such unit, or by picking the last
  13. ; such unit directly. When determining starting units, the first 
  14. ; unit with the relevant role that the player can build will be chosen.
  15. ; If no such unit can be found (eg Explorers that require Seafaring),
  16. ; then the first unit with this role will be chosen.
  17.  
  18. [datafile]
  19. description="Default unit_type data for Freeciv"
  20. options="1.9"
  21.  
  22. [veteran_system]
  23. ; What are the names of the levels?
  24. veteran_names = _("green"), _("veteran"), _("hardened"), _("elite")
  25.  
  26. ; The percentage chance of increasing level through combat
  27. veteran_raise_chance = 50, 33, 20, 0
  28.  
  29. ; Power factors are as a percentage.
  30. ; +50% is represented by 150
  31. veteran_power_fact = 100, 150, 175, 200
  32.  
  33. ; The percentage chance of a settler/engineer increasing level through
  34. ; performing useful work (per turn)
  35. veteran_work_raise_chance = 5, 3, 1, 0
  36.  
  37. ; The chances of a trireme being lost at sea when not adjacent to a
  38. ; land tile.
  39. veteran_highseas_loss_pct = 50, 25, 5, 0
  40.  
  41. ; The additional number of movement points granted for different veteran
  42. ; levels.  These are thirds of points, so to increase movement
  43. ; by a whole point 3 must be specified.
  44. veteran_move_bonus = 0, 0, 0, 0
  45.  
  46. ; Below: The individual units, one per section.
  47. ;
  48. ; The number can be variable, up to 200.  
  49. ; However for the "official" rulesets, units should not be removed 
  50. ; because that would break backward compatability with savegames.
  51. ;
  52. ; The order here matters: later units are considered "better" for
  53. ; a given flag or role.  
  54. ;
  55. ; The actual tag used (the * in [unit_*]) does not matter, except 
  56. ; it must be unique within this file, and it may be used in debug 
  57. ; output when reading this file.
  58. ;
  59. ; ** Fields **
  60. ;
  61. ; name          = name as seen by user 
  62. ; graphic       = tag specifing preferred graphic
  63. ; graphic_alt    = tag for alternate garphic if preferred graphic is not 
  64. ;          present; especially if preferred graphic is non-standard, 
  65. ;          this should be a standard tag.  Otherwise can use eg "-" 
  66. ;          for no alternate graphic.
  67. ; tech_req      = required advance, names from techs.ruleset, or special:
  68. ;                 "None" => available from start
  69. ; impr_req    = required city improvement, names from buildings.ruleset
  70. ; gov_req       = required government, names from governments.ruleset
  71. ; obsolete_by   = can be upgraded to and made obsolete by another unit by name
  72. ; class         = "Land", "Sea", "Air", "Helicopter", "Missile" or "Nuclear"
  73. ; transport_cap = Number of units (ground, or air/missiles, depending on flags)
  74. ; fuel          = number of turns air units can fly before they crash. For
  75. ;                 barbarians this is used as lifetime instead. If this is zero,
  76. ;                 the unit has unlimited fuel, despite flying.
  77. ; uk_*          = upkeep costs, these are used as base values in the game
  78. ; flags         = special flag strings
  79. ; roles         = special role strings
  80. ; sound_move    = optional sound effect when the unit moves
  81. ; sound_move_alt= optional alternative sound effect if above not
  82. ;          supported in client
  83. ; sound_fight    = optional sound effect when the unit fights
  84. ; sound_fight_alt= optional alternative sound effect if above not
  85. ;           supported in client
  86. ; helptext    = optional help text string; should escape all raw newlines 
  87. ;          so that xgettext parsing works
  88. ;
  89. ; ** Flags **
  90. ;
  91. ; "HelpWonder"    = can help build wonders
  92. ; "TradeRoute"    = can establish trade routes
  93. ; "Missile"    = (air only) some buildings and units have higher defence 
  94. ;                  against these
  95. ; "IgZOC"    = (land only) ignore Zones of Control (ZOC)
  96. ; "NonMil"    = a non-military unit, does not cause unhappiness
  97. ; "IgTer"    = ignore terrain/road/rail, treat every tile as 1/3 move cost
  98. ; "Carrier"    = can transport air and missile units, but not land units
  99. ; "Missile_Carrier" = can transport only missiles, but no aircraft or land units
  100. ; "OneAttack"    = can only make a single attack, regardless of movement points
  101. ; "Pikemen"    = double defence power against "Horse" flag units
  102. ; "Horse"    = (no effect)
  103. ; "IgWall"    = ignore effect of city walls
  104. ; "FieldUnit"    = cause unhappiness even when not being aggressive
  105. ; "AEGIS"    = fivefold increased defence against air attacks and missiles
  106. ; "Fighter"    = can attack air units (no other units can normally do this)
  107. ; "Marines"    = (land only) can attack from transports
  108. ; "Partial_Invis" = visible only to adjancent units; does not hide transported
  109. ;          units other than missiles
  110. ; "Settlers"    = can irrigate and build roads
  111. ; "Diplomat"    = can do diplomat actions (see diplchance server option)
  112. ; "Spy"        = can do poison and sabotage, _must_ be "Diplomat" also
  113. ; "Trireme"    = (sea only) sinks on high seas, lots of special rules
  114. ; "Nuclear"    = nuke!
  115. ; "Transform"    = can transform terrain
  116. ; "Paratroopers"= (land only) can paradrop
  117. ; "Airbase"    = (land only) can produce airbases
  118. ; "Cities"    = can disband to produce a city
  119. ; "No_Land_Attack" = (sea only) cannot attack targets on land
  120. ; "AddToCity"    = can disband to add a single point of population to a city
  121. ;          (see cities.ruleset for limitation of this ability)
  122. ; "Fanatic"    = can only be built by governments that allow them
  123. ;          (see data/civ2/governments.ruleset, Fanaticism government)
  124. ; "Unique"    = a player can only have one of these units in the game at
  125. ;          the same time; barbarians cannot use this at present
  126. ; "GameLoss"    = losing one of these units means you lose the game, but it
  127. ;          is produced without homecity and upkeep
  128. ; "Unbribable"    = this unit cannot be bribed
  129. ; "Undisbandable" = this unit cannot be disbanded, will not drown, and will not
  130. ;          disband due to lack of shields to upkeep it in homecity;
  131. ;          if not given enough food to upkeep it, homecity will shrink 
  132. ;          every turn it cannot do so, however
  133. ; "SuperSpy"    = this unit always wins diplomatic contests, that is, unless
  134. ;          it encounters another SuperSpy, in which case defender wins;
  135. ;          can also be used on non-diplomat units, in which case it can
  136. ;          protect cities from diplomats; also 100% spy survival chance
  137. ; "NoHome"    = this unit has no homecity and will be free of all upkeep, and
  138. ;          therefore will not revolt along with its city of origin should
  139. ;          it be incited
  140. ; "NoVeteran"   = this unit cannot become veteran
  141. ; "Bombarder"   = this unit cannot kill other units, only damage them, but
  142. ;                 also is not harmed by return fire when attacking; the field
  143. ;                 bombard_rate regulates its number of shots
  144. ; "CityBuster"  = this unit has double firepower against cities
  145. ; "NoBuild"     = this unit cannot be built
  146. ; "BadWallAttacker"    = the firepower of this unit is set to 1 if
  147. ;                 attacking a city
  148. ;          defended by a city wall (or other city building defense)
  149. ; "BadCityDefender"    = if attacked while in a city, firepower is set to 1
  150. ;          and firepower of attacker is doubled (the Pearl Harbour
  151. ;                 rule)
  152. ;
  153. ; Following flag strings require extra fields:
  154. ;  "Paratroopers"
  155. ;   paratroopers_range = the maximal range the unit can be paradropped to
  156. ;   paratroopers_mr_req = the move rate which is required at least for
  157. ;                         paradropping
  158. ;   paratroopers_mr_sub = the move rate which is subtracted after paradropping
  159. ;  "Bombarder"
  160. ;   bombard_rate = the number of shots fired at enemy units when attacking
  161. ;
  162. ; ** Roles **
  163. ;
  164. ; "FirstBuild"    = first to be built when city founded
  165. ; "Explorer"    = initial explorer unit (only one unit can have this flag)
  166. ; "Hut"        = can be found in a hut
  167. ; "HutTech"    = can be found in a hut, but its techs required
  168. ; "Partisan"    = can be created as a partisan (only one unit can have this 
  169. ;                 flag), see end of this file for its tech requirements option
  170. ; "DefendOk"    = AI hint: ok for defending with
  171. ; "DefendGood"    = AI hint: good for defending with
  172. ; "AttackFast"    = AI hint: quick attacking unit (unused)
  173. ; "AttackStrong"= AI hint: strong attacker (unused)
  174. ; "Ferryboat"    = AI hint: useful for ferrying
  175. ; "Barbarian"    = can be created as barbarian
  176. ; "BarbarianTech" = can be created as barbarian, if someone has
  177. ;            researched its tech requirements
  178. ; "BarbarianBoat" = can be created as barbarian
  179. ; "BarbarianBuild" = can be built by barbarians
  180. ; "BarbarianBuildTech" = can be built by barbarians if someone has
  181. ;                 researched its tech requirements
  182. ; "BarbarianLeader" = this unit is the barbarian leader (only one)
  183. ; "BarbarianSea" = can be created as a sea barbarian
  184. ; "BarbarianSeaTech" = can be created as a sea barbarian if someone
  185. ;               has researched its tech requirements
  186. ; "Cities"    = can disband to produce a city
  187. ; "Settlers"    = can irrigate and build roads
  188. ; "GameLoss"    = losing one of these units means you lose the game, but it
  189. ;          is produced without homecity and upkeep
  190. ; "Diplomat"    = can do diplomat actions (see diplchance server option)
  191. ; "Hunter"      = AI hint: good for hunting other units
  192.  
  193. [unit_settlers]
  194. name          = _("Settlers")
  195. class         = "Land"
  196. tech_req      = "None"
  197. obsolete_by   = "None"
  198. graphic       = "u.settlers"
  199. graphic_alt   = "-"
  200. sound_move    = "m_settlers"
  201. sound_move_alt = "m_generic"
  202. sound_fight   = "f_settlers"
  203. sound_fight_alt = "f_generic"
  204. build_cost    = 40
  205. pop_cost      = 1
  206. attack        = 0
  207. defense       = 1
  208. hitpoints     = 20
  209. firepower     = 1
  210. move_rate     = 1
  211. vision_radius_sq = 2
  212. transport_cap = 0
  213. fuel          = 0
  214. uk_happy      = 0
  215. uk_shield     = 1
  216. uk_food       = 1
  217. uk_gold       = 0
  218. flags         = "Settlers", "NonMil", "AddToCity", "Cities", "NoVeteran"
  219. roles         = "Cities"
  220. helptext      = _("\
  221. Settlers are one of the key units in the game.  They can be used to\
  222.  found new cities, irrigate land, build roads, railroads,\
  223.  fortresses and mines, and clean up pollution and nuclear\
  224.  fallout.  Upkeep for Settlers is in food\
  225.  as well as production, and a Settler can die if its supporting city\
  226.  runs out of food.\
  227. \n\n\
  228. Settlers and Engineers may work together to decrease the amount of\
  229.  time required for long projects.  If two or more Settlers and/or\
  230.  Engineers are both working on the same task in the same square,\
  231.  their efforts will be added together each turn until the task is\
  232.  finished.  Be careful not to dedicate too many workers to one task,\
  233.  though; excess effort can be wasted, and a group of Settlers and/or\
  234.  Engineers is highly vulnerable to enemy attacks.\
  235. ")
  236.  
  237. [unit_worker]
  238. name          = _("?unit:Workers")
  239. class         = "Land"
  240. tech_req      = "Pottery"
  241. obsolete_by   = "Engineers"
  242. graphic       = "u.worker"
  243. graphic_alt   = "u.engineers" ; for compatibility
  244. sound_move    = "m_worker"
  245. sound_move_alt = "m_generic"
  246. sound_fight   = "f_worker"
  247. sound_fight_alt = "f_generic"
  248. build_cost    = 30
  249. pop_cost      = 0
  250. attack        = 0
  251. defense       = 1
  252. hitpoints     = 10
  253. firepower     = 1
  254. move_rate     = 1
  255. vision_radius_sq = 2
  256. transport_cap = 0
  257. fuel          = 0
  258. uk_happy      = 0
  259. uk_shield     = 1
  260. uk_food       = 0
  261. uk_gold       = 0
  262. flags         = "Settlers", "NonMil", "Airbase", "NoVeteran"
  263. roles         = "Settlers"
  264. helptext      = _("\
  265. Workers are one of the key units in the game.  They can be used to\
  266.  irrigate land, build roads, railroads, fortresses, airbases and\
  267.  mines, and clean up pollution and nuclear fallout.\
  268.  \n\n\
  269. Settlers, Workers and Engineers may work together to decrease the\
  270.  amount of time required for long projects.  If two or more Workers\
  271.  and/or Engineers are both working on the same task in the same square,\
  272.  their efforts will be added together each turn until the task is\
  273.  finished.  Be careful not to dedicate too many workers to one task,\
  274.  though; excess effort can be wasted, and a group of Workers, Settlers\
  275.  and/or Engineers is highly vulnerable to enemy attacks.\
  276. ")
  277.  
  278. [unit_engineers]
  279. name          = _("Engineers")
  280. class         = "Land"
  281. tech_req      = "Explosives"
  282. obsolete_by   = "None"
  283. graphic       = "u.engineers"
  284. graphic_alt   = "-"
  285. sound_move    = "m_engineers"
  286. sound_move_alt = "m_generic"
  287. sound_fight   = "f_engineers"
  288. sound_fight_alt = "f_generic"
  289. build_cost    = 40
  290. pop_cost      = 0
  291. attack        = 0
  292. defense       = 2
  293. hitpoints     = 20
  294. firepower     = 1
  295. move_rate     = 2
  296. vision_radius_sq = 2
  297. transport_cap = 0
  298. fuel          = 0
  299. uk_happy      = 0
  300. uk_shield     = 1
  301. uk_food       = 0
  302. uk_gold       = 0
  303. flags         = "Settlers", "NonMil", "Transform", "Airbase", "NoVeteran"
  304. roles         = "Settlers"
  305. helptext      = _("\
  306. Engineers are similar to Workers, but they work twice as fast and\
  307.  move twice as fast.  Engineers may also perform major terrain\
  308.  transformations (for example, converting Tundra into Desert) which\
  309.  are beyond the capabilities of Workers.\
  310. \n\n\
  311. TIP 1:  Upgrade Workers to Engineers when possible, as Engineers\
  312.  require the same resources as ordinary Workers.\
  313. \n\n\
  314. TIP 2:  If you manage to build Leonardo's Workshop, research\
  315.  Explosives before the Workshop becomes obsolete.  This way,\
  316.  your Workers units will be upgraded for free.\
  317. ")
  318.  
  319. [unit_warriors]
  320. name          = _("Warriors")
  321. class         = "Land"
  322. tech_req      = "None"
  323. obsolete_by   = "Pikemen"
  324. graphic       = "u.warriors"
  325. graphic_alt   = "-"
  326. sound_move    = "m_warriors"
  327. sound_move_alt = "m_generic"
  328. sound_fight   = "f_warriors"
  329. sound_fight_alt = "f_generic"
  330. build_cost    = 10
  331. pop_cost      = 0
  332. attack        = 1
  333. defense       = 1
  334. hitpoints     = 10
  335. firepower     = 1
  336. move_rate     = 1
  337. vision_radius_sq = 2
  338. transport_cap = 0
  339. fuel          = 0
  340. uk_happy      = 1
  341. uk_shield     = 1
  342. uk_food       = 0
  343. uk_gold       = 0
  344. flags         = ""
  345. roles         = "DefendOk", "FirstBuild"
  346. helptext      = _("\
  347. This unit may be built from the start of the game.  It is the\
  348.  weakest unit.\
  349. ")
  350.  
  351. [unit_phalanx]
  352. name          = _("Phalanx")
  353. class         = "Land"
  354. tech_req      = "Bronze Working"
  355. obsolete_by   = "Pikemen"
  356. graphic       = "u.phalanx"
  357. graphic_alt   = "-"
  358. sound_move    = "m_phalanx"
  359. sound_move_alt = "m_generic"
  360. sound_fight   = "f_phalanx"
  361. sound_fight_alt = "f_generic"
  362. build_cost    = 20
  363. pop_cost      = 0
  364. attack        = 1
  365. defense       = 2
  366. hitpoints     = 10
  367. firepower     = 1
  368. move_rate     = 1
  369. vision_radius_sq = 2
  370. transport_cap = 0
  371. fuel          = 0
  372. uk_happy      = 1
  373. uk_shield     = 1
  374. uk_food       = 0
  375. uk_gold       = 0
  376. flags         = ""
  377. roles         = "DefendGood", "FirstBuild"
  378. helptext      = _("\
  379. The Phalanx is armored infantry, suitable for defending your cities.\
  380. ")
  381.  
  382. [unit_archers]
  383. name          = _("Archers")
  384. class         = "Land"
  385. tech_req      = "Warrior Code"
  386. obsolete_by   = "Musketeers"
  387. graphic       = "u.archers"
  388. graphic_alt   = "-"
  389. sound_move    = "m_archers"
  390. sound_move_alt = "m_generic"
  391. sound_fight   = "f_archers"
  392. sound_fight_alt = "f_generic"
  393. build_cost    = 30
  394. pop_cost      = 0
  395. attack        = 3
  396. defense       = 2
  397. hitpoints     = 10
  398. firepower     = 1
  399. move_rate     = 1
  400. vision_radius_sq = 2
  401. transport_cap = 0
  402. fuel          = 0
  403. uk_happy      = 1
  404. uk_shield     = 1
  405. uk_food       = 0
  406. uk_gold       = 0
  407. flags         = ""
  408. roles         = "DefendOk"
  409. helptext      = _("\
  410. Archers fight with bows and arrows and has a good offensive\
  411.  value as well as decent defense.\
  412. ")
  413.  
  414. [unit_legion]
  415. name          = _("Legion")
  416. class         = "Land"
  417. tech_req      = "Iron Working"
  418. obsolete_by   = "Musketeers"
  419. graphic       = "u.legion"
  420. graphic_alt   = "-"
  421. sound_move    = "m_legion"
  422. sound_move_alt = "m_generic"
  423. sound_fight   = "f_legion"
  424. sound_fight_alt = "f_generic"
  425. build_cost    = 40
  426. pop_cost      = 0
  427. attack        = 4
  428. defense       = 2
  429. hitpoints     = 10
  430. firepower     = 1
  431. move_rate     = 1
  432. vision_radius_sq = 2
  433. transport_cap = 0
  434. fuel          = 0
  435. uk_happy      = 1
  436. uk_shield     = 1
  437. uk_food       = 0
  438. uk_gold       = 0
  439. flags         = ""
  440. roles         = "DefendOk", "Hut", "BarbarianBuild", "BarbarianSea"
  441. helptext      = _("\
  442. Legions are heavily armed and well disciplined infantry\
  443.  units with an excellent offensive value.\
  444. ")
  445.  
  446. [unit_pikemen]
  447. name          = _("Pikemen")
  448. class         = "Land"
  449. tech_req      = "Feudalism"
  450. obsolete_by   = "Musketeers"
  451. graphic       = "u.pikemen"
  452. graphic_alt   = "-"
  453. sound_move    = "m_pikemen"
  454. sound_move_alt = "m_generic"
  455. sound_fight   = "f_pikemen"
  456. sound_fight_alt = "f_generic"
  457. build_cost    = 20
  458. pop_cost      = 0
  459. attack        = 1
  460. defense       = 2
  461. hitpoints     = 10
  462. firepower     = 1
  463. move_rate     = 1
  464. vision_radius_sq = 2
  465. transport_cap = 0
  466. fuel          = 0
  467. uk_happy      = 1
  468. uk_shield     = 1
  469. uk_food       = 0
  470. uk_gold       = 0
  471. flags         = "Pikemen"
  472. roles         = "DefendGood", "FirstBuild"
  473. helptext      = _("\
  474. Equipped with long pikes, Pikemen replaces Phalanx\
  475.  as the preferred city defender.\
  476. ")
  477.  
  478. [unit_musketeers]
  479. name          = _("Musketeers")
  480. class         = "Land"
  481. tech_req      = "Gunpowder"
  482. obsolete_by   = "Riflemen"
  483. graphic       = "u.musketeers"
  484. graphic_alt   = "-"
  485. sound_move    = "m_musketeers"
  486. sound_move_alt = "m_generic"
  487. sound_fight   = "f_musketeers"
  488. sound_fight_alt = "f_generic"
  489. build_cost    = 30
  490. pop_cost      = 0
  491. attack        = 3
  492. defense       = 3
  493. hitpoints     = 20
  494. firepower     = 1
  495. move_rate     = 1
  496. vision_radius_sq = 2
  497. transport_cap = 0
  498. fuel          = 0
  499. uk_happy      = 1
  500. uk_shield     = 1
  501. uk_food       = 0
  502. uk_gold       = 0
  503. flags         = ""
  504. roles         = "DefendGood", "FirstBuild", "HutTech",
  505.                 "BarbarianTech", "BarbarianBuildTech", "BarbarianSeaTech"
  506. helptext      = _("\
  507. Musketeers are infantry equipped with early\
  508.  firearms and replace Pikemen as the preferred\
  509.  city defender.\
  510. ")
  511.  
  512. [unit_partisan]
  513. name          = _("Partisan")
  514. class         = "Land"
  515. tech_req      = "Guerilla Warfare"
  516. obsolete_by   = "None"
  517. graphic       = "u.partisan"
  518. graphic_alt   = "-"
  519. sound_move    = "m_partisan"
  520. sound_move_alt = "m_generic"
  521. sound_fight   = "f_partisan"
  522. sound_fight_alt = "f_generic"
  523. build_cost    = 50
  524. pop_cost      = 0
  525. attack        = 4
  526. defense       = 4
  527. hitpoints     = 20
  528. firepower     = 1
  529. move_rate     = 1
  530. vision_radius_sq = 2
  531. transport_cap = 0
  532. fuel          = 0
  533. uk_happy      = 1
  534. uk_shield     = 1
  535. uk_food       = 0
  536. uk_gold       = 0
  537. flags         = "IgTer", "IgZOC"
  538. roles         = "DefendGood", "Partisan", "BarbarianTech"
  539. helptext      = _("\
  540. A number of Partisans are granted free when an enemy conquers your\
  541.  city, but only under these conditions:\
  542. \n\n\
  543.  - Guerilla Warfare must be known by at least 1 player.\
  544. \n\n\
  545.  - You must be the player who originally built the city.\
  546. \n\n\
  547.  - You must know about Communism and Gunpowder.\
  548. \n\n\
  549.  - You must run either a Democracy or a Communist government.\
  550. ")
  551.  
  552. [unit_alpine_troops]
  553. name          = _("Alpine Troops")
  554. class         = "Land"
  555. tech_req      = "Tactics"
  556. obsolete_by   = "None"
  557. graphic       = "u.alpine_troops"
  558. graphic_alt   = "-"
  559. sound_move    = "m_alpine_troops"
  560. sound_move_alt = "m_generic"
  561. sound_fight   = "f_alpine_troops"
  562. sound_fight_alt = "f_generic"
  563. build_cost    = 50
  564. pop_cost      = 0
  565. attack        = 5
  566. defense       = 5
  567. hitpoints     = 20
  568. firepower     = 1
  569. move_rate     = 1
  570. vision_radius_sq = 2
  571. transport_cap = 0
  572. fuel          = 0
  573. uk_happy      = 1
  574. uk_shield     = 1
  575. uk_food       = 0
  576. uk_gold       = 0
  577. flags         = "IgTer"
  578. roles         = "DefendGood"
  579. helptext      = _("\
  580. Alpine Troops are highly mobile units as well as\
  581.  excellent defenders.\
  582. ")
  583.  
  584. [unit_riflemen]
  585. name          = _("Riflemen")
  586. class         = "Land"
  587. tech_req      = "Conscription"
  588. obsolete_by   = "None"
  589. graphic       = "u.riflemen"
  590. graphic_alt   = "-"
  591. sound_move    = "m_riflemen"
  592. sound_move_alt = "m_generic"
  593. sound_fight   = "f_riflemen"
  594. sound_fight_alt = "f_generic"
  595. build_cost    = 40
  596. pop_cost      = 0
  597. attack        = 5
  598. defense       = 4
  599. hitpoints     = 20
  600. firepower     = 1
  601. move_rate     = 1
  602. vision_radius_sq = 2
  603. transport_cap = 0
  604. fuel          = 0
  605. uk_happy      = 1
  606. uk_shield     = 1
  607. uk_food       = 0
  608. uk_gold       = 0
  609. flags         = ""
  610. roles         = "DefendGood", "FirstBuild"
  611. helptext      = _("\
  612. Riflemen are World War-era infantry, very good\
  613.  at defending your cities.\
  614. ")
  615.  
  616. [unit_marines]
  617. name          = _("Marines")
  618. class         = "Land"
  619. tech_req      = "Amphibious Warfare"
  620. obsolete_by   = "None"
  621. graphic       = "u.marines"
  622. graphic_alt   = "-"
  623. sound_move    = "m_marines"
  624. sound_move_alt = "m_generic"
  625. sound_fight   = "f_marines"
  626. sound_fight_alt = "f_generic"
  627. build_cost    = 60
  628. pop_cost      = 0
  629. attack        = 8
  630. defense       = 5
  631. hitpoints     = 20
  632. firepower     = 1
  633. move_rate     = 1
  634. vision_radius_sq = 2
  635. transport_cap = 0
  636. fuel          = 0
  637. uk_happy      = 1
  638. uk_shield     = 1
  639. uk_food       = 0
  640. uk_gold       = 0
  641. flags         = "Marines"
  642. roles         = "DefendOk", "BarbarianSeaTech"
  643. helptext      = _("\
  644. Marines are infantry who are experts at marine warfare.\
  645. ")
  646.  
  647. [unit_paratroopers]
  648. name          = _("Paratroopers")
  649. class         = "Land"
  650. tech_req      = "Combined Arms"
  651. obsolete_by   = "None"
  652. graphic       = "u.paratroopers"
  653. graphic_alt   = "-"
  654. sound_move    = "m_paratroopers"
  655. sound_move_alt = "m_generic"
  656. sound_fight   = "f_paratroopers"
  657. sound_fight_alt = "f_generic"
  658. build_cost    = 60
  659. pop_cost      = 0
  660. attack        = 6
  661. defense       = 4
  662. hitpoints     = 20
  663. firepower     = 1
  664. move_rate     = 1
  665. vision_radius_sq = 2
  666. transport_cap = 0
  667. fuel          = 0
  668. uk_happy      = 1
  669. uk_shield     = 1
  670. uk_food       = 0
  671. uk_gold       = 0
  672. flags         = "Paratroopers"
  673. roles         = "DefendOk"
  674. helptext      = _("\
  675. Paratroopers are experts at airborne attacks.\
  676. ")
  677.  
  678. paratroopers_range = 10
  679. paratroopers_mr_req = 1
  680. paratroopers_mr_sub = 0
  681.  
  682. [unit_mech_inf]
  683. name          = _("Mech. Inf.")
  684. class         = "Land"
  685. tech_req      = "Labor Union"
  686. obsolete_by   = "None"
  687. graphic       = "u.mech_inf"
  688. graphic_alt   = "-"
  689. sound_move    = "m_mech_inf"
  690. sound_move_alt = "m_generic"
  691. sound_fight   = "f_mech_inf"
  692. sound_fight_alt = "f_generic"
  693. build_cost    = 50
  694. pop_cost      = 0
  695. attack        = 6
  696. defense       = 6
  697. hitpoints     = 30
  698. firepower     = 1
  699. move_rate     = 3
  700. vision_radius_sq = 2
  701. transport_cap = 0
  702. fuel          = 0
  703. uk_happy      = 1
  704. uk_shield     = 1
  705. uk_food       = 0
  706. uk_gold       = 0
  707. flags         = ""
  708. roles         = "DefendGood"
  709. helptext      = _("\
  710. Mechanized Infantry; this unit has the strongest defence strength\
  711.  of any land unit, but is only available near the end of the\
  712.  technology tree.\
  713. ")
  714.  
  715. [unit_horsemen]
  716. name          = _("Horsemen")
  717. class         = "Land"
  718. tech_req      = "Horseback Riding"
  719. obsolete_by   = "Knights"
  720. graphic       = "u.horsemen"
  721. graphic_alt   = "-"
  722. sound_move    = "m_horsemen"
  723. sound_move_alt = "m_generic"
  724. sound_fight   = "f_horsemen"
  725. sound_fight_alt = "f_generic"
  726. build_cost    = 20
  727. pop_cost      = 0
  728. attack        = 2
  729. defense       = 1
  730. hitpoints     = 10
  731. firepower     = 1
  732. move_rate     = 2
  733. vision_radius_sq = 2
  734. transport_cap = 0
  735. fuel          = 0
  736. uk_happy      = 1
  737. uk_shield     = 1
  738. uk_food       = 0
  739. uk_gold       = 0
  740. flags         = "Horse"
  741. roles         = "AttackFast", "Hut", "Barbarian", "Hunter"
  742. helptext      = _("\
  743. Horsemen are mounted warriors and an early\
  744.  shock-troop that can penetrate deep into\
  745.  enemy territory.\
  746. ")
  747.  
  748. [unit_chariot]
  749. name          = _("Chariot")
  750. class         = "Land"
  751. tech_req      = "The Wheel"
  752. obsolete_by   = "Knights"
  753. graphic       = "u.chariot"
  754. graphic_alt   = "-"
  755. sound_move    = "m_chariot"
  756. sound_move_alt = "m_generic"
  757. sound_fight   = "f_chariot"
  758. sound_fight_alt = "f_generic"
  759. build_cost    = 30
  760. pop_cost      = 0
  761. attack        = 3
  762. defense       = 1
  763. hitpoints     = 10
  764. firepower     = 1
  765. move_rate     = 2
  766. vision_radius_sq = 2
  767. transport_cap = 0
  768. fuel          = 0
  769. uk_happy      = 1
  770. uk_shield     = 1
  771. uk_food       = 0
  772. uk_gold       = 0
  773. flags         = "Horse"
  774. roles         = "AttackFast", "Hut", "Hunter"
  775. helptext      = _("\
  776. Chariots are horse-pulled war wagons, stronger\
  777.  but more expensive than horsemen.\
  778. ")
  779.  
  780. [unit_knights]
  781. name          = _("Knights")
  782. class         = "Land"
  783. tech_req      = "Chivalry"
  784. obsolete_by   = "Dragoons"
  785. graphic       = "u.knights"
  786. graphic_alt   = "-"
  787. sound_move    = "m_knights"
  788. sound_move_alt = "m_generic"
  789. sound_fight   = "f_knights"
  790. sound_fight_alt = "f_generic"
  791. build_cost    = 40
  792. pop_cost      = 0
  793. attack        = 4
  794. defense       = 2
  795. hitpoints     = 10
  796. firepower     = 1
  797. move_rate     = 2
  798. vision_radius_sq = 2
  799. transport_cap = 0
  800. fuel          = 0
  801. uk_happy      = 1
  802. uk_shield     = 1
  803. uk_food       = 0
  804. uk_gold       = 0
  805. flags         = "Horse"
  806. roles         = "AttackFast", "HutTech", "BarbarianTech",
  807.                 "BarbarianBuildTech", "BarbarianSeaTech", "Hunter"
  808. helptext      = _("\
  809. Knights are mounted and heavily armored warriors.\
  810. ")
  811.  
  812. [unit_dragoons]
  813. name          = _("Dragoons")
  814. class         = "Land"
  815. tech_req      = "Leadership"
  816. obsolete_by   = "Cavalry"
  817. graphic       = "u.dragoons"
  818. graphic_alt   = "-"
  819. sound_move    = "m_dragoons"
  820. sound_move_alt = "m_generic"
  821. sound_fight   = "f_dragoons"
  822. sound_fight_alt = "f_generic"
  823. build_cost    = 50
  824. pop_cost      = 0
  825. attack        = 5
  826. defense       = 2
  827. hitpoints     = 20
  828. firepower     = 1
  829. move_rate     = 2
  830. vision_radius_sq = 2
  831. transport_cap = 0
  832. fuel          = 0
  833. uk_happy      = 1
  834. uk_shield     = 1
  835. uk_food       = 0
  836. uk_gold       = 0
  837. flags         = "Horse"
  838. roles         = "AttackFast", "BarbarianBuildTech", "BarbarianSeaTech",
  839.                 "Hunter"
  840. helptext      = _("\
  841. Dragoons are mounted warriors carrying early firearms.\
  842. ")
  843.  
  844. [unit_cavalry]
  845. name          = _("Cavalry")
  846. class         = "Land"
  847. tech_req      = "Tactics"
  848. obsolete_by   = "Armor"
  849. graphic       = "u.cavalry"
  850. graphic_alt   = "-"
  851. sound_move    = "m_cavalry"
  852. sound_move_alt = "m_generic"
  853. sound_fight   = "f_cavalry"
  854. sound_fight_alt = "f_generic"
  855. build_cost    = 60
  856. pop_cost      = 0
  857. attack        = 8
  858. defense       = 3
  859. hitpoints     = 20
  860. firepower     = 1
  861. move_rate     = 2
  862. vision_radius_sq = 2
  863. transport_cap = 0
  864. fuel          = 0
  865. uk_happy      = 1
  866. uk_shield     = 1
  867. uk_food       = 0
  868. uk_gold       = 0
  869. flags         = ""
  870. roles         = "AttackFast", "Hunter"
  871. helptext      = _("\
  872. Cavalry are mounted and highly trained soldiers.\
  873. ")
  874.  
  875. [unit_armor]
  876. name          = _("Armor")
  877. class         = "Land"
  878. tech_req      = "Mobile Warfare"
  879. obsolete_by   = "None"
  880. graphic       = "u.armor"
  881. graphic_alt   = "-"
  882. sound_move    = "m_armor"
  883. sound_move_alt = "m_generic"
  884. sound_fight   = "f_armor"
  885. sound_fight_alt = "f_generic"
  886. build_cost    = 80
  887. pop_cost      = 0
  888. attack        = 10
  889. defense       = 5
  890. hitpoints     = 30
  891. firepower     = 1
  892. move_rate     = 3
  893. vision_radius_sq = 2
  894. transport_cap = 0
  895. fuel          = 0
  896. uk_happy      = 1
  897. uk_shield     = 1
  898. uk_food       = 0
  899. uk_gold       = 0
  900. flags         = ""
  901. roles         = "AttackFast", "Hunter"
  902. helptext      = _("\
  903. Armors are motorized war wagons that are faster,\
  904.  stronger, and can take more damage than any\
  905.  mounted unit.\
  906. ")
  907.  
  908. [unit_catapult]
  909. name          = _("Catapult")
  910. class         = "Land"
  911. tech_req      = "Mathematics"
  912. obsolete_by   = "Cannon"
  913. graphic       = "u.catapult"
  914. graphic_alt   = "-"
  915. sound_move    = "m_catapult"
  916. sound_move_alt = "m_generic"
  917. sound_fight   = "f_catapult"
  918. sound_fight_alt = "f_generic"
  919. build_cost    = 40
  920. pop_cost      = 0
  921. attack        = 6
  922. defense       = 1
  923. hitpoints     = 10
  924. firepower     = 1
  925. move_rate     = 1
  926. vision_radius_sq = 2
  927. transport_cap = 0
  928. fuel          = 0
  929. uk_happy      = 1
  930. uk_shield     = 1
  931. uk_food       = 0
  932. uk_gold       = 0
  933. flags         = ""
  934. roles         = "AttackStrong"
  935. helptext      = _("\
  936. Catapults are large rock-throwing machines of war.\
  937.  They are very strong attackers but equally weak\
  938.  defenders and will need an escort to be effective.\
  939. ")
  940.  
  941. [unit_cannon]
  942. name          = _("Cannon")
  943. class         = "Land"
  944. tech_req      = "Metallurgy"
  945. obsolete_by   = "Artillery"
  946. graphic       = "u.cannon"
  947. graphic_alt   = "-"
  948. sound_move    = "m_cannon"
  949. sound_move_alt = "m_generic"
  950. sound_fight   = "f_cannon"
  951. sound_fight_alt = "f_generic"
  952. build_cost    = 40
  953. pop_cost      = 0
  954. attack        = 8
  955. defense       = 1
  956. hitpoints     = 20
  957. firepower     = 1
  958. move_rate     = 1
  959. vision_radius_sq = 2
  960. transport_cap = 0
  961. fuel          = 0
  962. uk_happy      = 1
  963. uk_shield     = 1
  964. uk_food       = 0
  965. uk_gold       = 0
  966. flags         = ""
  967. roles         = "AttackStrong", "BarbarianTech", "BarbarianBuildTech"
  968. helptext      = _("\
  969. Cannons are large firearms that can fire heavy\
  970.  projectiles over long distances. They are very\
  971.  strong attackers but equally weak defenders and\
  972.  will need an escort to be effective.\
  973. ")
  974.  
  975. [unit_artillery]
  976. name          = _("Artillery")
  977. class         = "Land"
  978. tech_req      = "Machine Tools"
  979. obsolete_by   = "Howitzer"
  980. graphic       = "u.artillery"
  981. graphic_alt   = "-"
  982. sound_move    = "m_artillery"
  983. sound_move_alt = "m_generic"
  984. sound_fight   = "f_artillery"
  985. sound_fight_alt = "f_generic"
  986. build_cost    = 50
  987. pop_cost      = 0
  988. attack        = 10
  989. defense       = 1
  990. hitpoints     = 20
  991. firepower     = 2
  992. move_rate     = 1
  993. vision_radius_sq = 2
  994. transport_cap = 0
  995. fuel          = 0
  996. uk_happy      = 1
  997. uk_shield     = 1
  998. uk_food       = 0
  999. uk_gold       = 0
  1000. flags         = ""
  1001. roles         = "AttackStrong"
  1002. helptext      = _("\
  1003. The artillery is an upgraded cannon. It is a very\
  1004.  strong attacker but equally weak defender and\
  1005.  will need an escort to be effective.\
  1006. ")
  1007.  
  1008. [unit_howitzer]
  1009. name          = _("Howitzer")
  1010. class         = "Land"
  1011. tech_req      = "Robotics"
  1012. obsolete_by   = "None"
  1013. graphic       = "u.howitzer"
  1014. graphic_alt   = "-"
  1015. sound_move    = "m_howitzer"
  1016. sound_move_alt = "m_generic"
  1017. sound_fight   = "f_howitzer"
  1018. sound_fight_alt = "f_generic"
  1019. build_cost    = 70
  1020. pop_cost      = 0
  1021. attack        = 12
  1022. defense       = 2
  1023. hitpoints     = 30
  1024. firepower     = 2
  1025. move_rate     = 2
  1026. vision_radius_sq = 2
  1027. transport_cap = 0
  1028. fuel          = 0
  1029. uk_happy      = 1
  1030. uk_shield     = 1
  1031. uk_food       = 0
  1032. uk_gold       = 0
  1033. flags         = "IgWall"
  1034. roles         = "AttackStrong"
  1035. helptext      = _("\
  1036. Howitzers are upgraded artillery with improved\
  1037.  defensive as well as offensive capabilities.\
  1038. ")
  1039.  
  1040. [unit_fighter]
  1041. name          = _("Fighter")
  1042. class         = "Air"
  1043. tech_req      = "Flight"
  1044. obsolete_by   = "Stealth Fighter"
  1045. graphic       = "u.fighter"
  1046. graphic_alt   = "-"
  1047. sound_move    = "m_fighter"
  1048. sound_move_alt = "m_generic"
  1049. sound_fight   = "f_fighter"
  1050. sound_fight_alt = "f_generic"
  1051. build_cost    = 60
  1052. pop_cost      = 0
  1053. attack        = 4
  1054. defense       = 3
  1055. hitpoints     = 20
  1056. firepower     = 2
  1057. move_rate     = 10
  1058. vision_radius_sq = 8
  1059. transport_cap = 0
  1060. fuel          = 1
  1061. uk_happy      = 0
  1062. uk_shield     = 1
  1063. uk_food       = 0
  1064. uk_gold       = 0
  1065. flags         = "Fighter"
  1066. roles         = ""
  1067. helptext      = _("\
  1068. Fighters are your first airborne units. They can\
  1069.  move anywhere and attack any unit.\
  1070. ")
  1071.  
  1072. [unit_bomber]
  1073. name          = _("Bomber")
  1074. class         = "Air"
  1075. tech_req      = "Advanced Flight"
  1076. obsolete_by   = "Stealth Bomber"
  1077. graphic       = "u.bomber"
  1078. graphic_alt   = "-"
  1079. sound_move    = "m_bomber"
  1080. sound_move_alt = "m_generic"
  1081. sound_fight   = "f_bomber"
  1082. sound_fight_alt = "f_generic"
  1083. build_cost    = 120
  1084. pop_cost      = 0
  1085. attack        = 12
  1086. defense       = 1
  1087. hitpoints     = 20
  1088. firepower     = 2
  1089. move_rate     = 8
  1090. vision_radius_sq = 8
  1091. transport_cap = 0
  1092. fuel          = 2
  1093. uk_happy      = 1
  1094. uk_shield     = 1
  1095. uk_food       = 0
  1096. uk_gold       = 0
  1097. flags         = "FieldUnit", "OneAttack"
  1098. roles         = ""
  1099. helptext      = _("\
  1100. Bombers are specialized airborne units that may\
  1101.  only attack ground targets, not other airborne\
  1102.  units.\
  1103. ")
  1104.  
  1105. [unit_helicopter]
  1106. name          = _("Helicopter")
  1107. class         = "Helicopter"
  1108. tech_req      = "Combined Arms"
  1109. obsolete_by   = "None"
  1110. graphic       = "u.helicopter"
  1111. graphic_alt   = "-"
  1112. sound_move    = "m_helicopter"
  1113. sound_move_alt = "m_generic"
  1114. sound_fight   = "f_helicopter"
  1115. sound_fight_alt = "f_generic"
  1116. build_cost    = 100
  1117. pop_cost      = 0
  1118. attack        = 10
  1119. defense       = 3
  1120. hitpoints     = 20
  1121. firepower     = 2
  1122. move_rate     = 6
  1123. vision_radius_sq = 8
  1124. transport_cap = 0
  1125. fuel          = 0
  1126. uk_happy      = 1
  1127. uk_shield     = 1
  1128. uk_food       = 0
  1129. uk_gold       = 0
  1130. flags         = "FieldUnit", "OneAttack"
  1131. roles         = ""
  1132. helptext      = _("\
  1133. The Helicopter is a very powerful unit, as it can both fly and\
  1134.  conquer cities.  Care must be exercised, because Helicopters lose a\
  1135.  small amount of health for every turn not spent in a city, unless\
  1136.  you have the United Nations wonder.\
  1137. ")
  1138.  
  1139. [unit_stealth_fighter]
  1140. name          = _("Stealth Fighter")
  1141. class         = "Air"
  1142. tech_req      = "Stealth"
  1143. obsolete_by   = "None"
  1144. graphic       = "u.stealth_fighter"
  1145. graphic_alt   = "-"
  1146. sound_move    = "m_stealth_fighter"
  1147. sound_move_alt = "m_generic"
  1148. sound_fight   = "f_stealth_fighter"
  1149. sound_fight_alt = "f_generic"
  1150. build_cost    = 80
  1151. pop_cost      = 0
  1152. attack        = 8
  1153. defense       = 4
  1154. hitpoints     = 20
  1155. firepower     = 2
  1156. move_rate     = 14
  1157. vision_radius_sq = 8
  1158. transport_cap = 0
  1159. fuel          = 1
  1160. uk_happy      = 0
  1161. uk_shield     = 1
  1162. uk_food       = 0
  1163. uk_gold       = 0
  1164. flags         = "Partial_Invis", "Fighter"
  1165. roles         = ""
  1166. helptext      = _("\
  1167. An improved Fighter, with improved attack and a higher movement\
  1168.  radius.\
  1169. ")
  1170.  
  1171. [unit_stealth_bomber]
  1172. name          = _("Stealth Bomber")
  1173. class         = "Air"
  1174. tech_req      = "Stealth"
  1175. obsolete_by   = "None"
  1176. graphic       = "u.stealth_bomber"
  1177. graphic_alt   = "-"
  1178. sound_move    = "m_stealth_bomber"
  1179. sound_move_alt = "m_generic"
  1180. sound_fight   = "f_stealth_bomber"
  1181. sound_fight_alt = "f_generic"
  1182. build_cost    = 160
  1183. pop_cost      = 0
  1184. attack        = 18
  1185. defense       = 5
  1186. hitpoints     = 20
  1187. firepower     = 2
  1188. move_rate     = 12
  1189. vision_radius_sq = 8
  1190. transport_cap = 0
  1191. fuel          = 2
  1192. uk_happy      = 1
  1193. uk_shield     = 1
  1194. uk_food       = 0
  1195. uk_gold       = 0
  1196. flags         = "Partial_Invis", "FieldUnit", "OneAttack"
  1197. roles         = ""
  1198. helptext      = _("\
  1199. An improved Bomber, with improved attack and a higher movement\
  1200.  radius.\
  1201. ")
  1202.  
  1203. [unit_trireme]
  1204. name          = _("Trireme")
  1205. class         = "Sea"
  1206. tech_req      = "Map Making"
  1207. obsolete_by   = "Caravel"
  1208. graphic       = "u.trireme"
  1209. graphic_alt   = "-"
  1210. sound_move    = "m_trireme"
  1211. sound_move_alt = "m_generic"
  1212. sound_fight   = "f_trireme"
  1213. sound_fight_alt = "f_generic"
  1214. build_cost    = 40
  1215. pop_cost      = 0
  1216. attack        = 1
  1217. defense       = 1
  1218. hitpoints     = 10
  1219. firepower     = 1
  1220. move_rate     = 3
  1221. vision_radius_sq = 2
  1222. transport_cap = 2
  1223. fuel          = 0
  1224. uk_happy      = 1
  1225. uk_shield     = 1
  1226. uk_food       = 0
  1227. uk_gold       = 0
  1228. flags         = "Trireme", "BadCityDefender"
  1229. roles         = "Ferryboat"
  1230. helptext      = _("\
  1231. The Trireme is your first boat unit. It can act\
  1232.  as a transport ship and has rudimentary offensive\
  1233.  capabilities, but may not stray too far from the shore.\
  1234. ")
  1235.  
  1236. [unit_caravel]
  1237. name          = _("Caravel")
  1238. class         = "Sea"
  1239. tech_req      = "Navigation"
  1240. obsolete_by   = "Galleon"
  1241. graphic       = "u.caravel"
  1242. graphic_alt   = "-"
  1243. sound_move    = "m_caravel"
  1244. sound_move_alt = "m_generic"
  1245. sound_fight   = "f_caravel"
  1246. sound_fight_alt = "f_generic"
  1247. build_cost    = 40
  1248. pop_cost      = 0
  1249. attack        = 2
  1250. defense       = 1
  1251. hitpoints     = 10
  1252. firepower     = 1
  1253. move_rate     = 3
  1254. vision_radius_sq = 2
  1255. transport_cap = 3
  1256. fuel          = 0
  1257. uk_happy      = 1
  1258. uk_shield     = 1
  1259. uk_food       = 0
  1260. uk_gold       = 0
  1261. flags         = "BadCityDefender"
  1262. roles         = "Ferryboat", "BarbarianBoat"
  1263. helptext      = _("\
  1264. The Caravel replaces the Trireme and is much\
  1265.  more reliable on the open seas.\
  1266. ")
  1267.  
  1268. [unit_galleon]
  1269. name          = _("Galleon")
  1270. class         = "Sea"
  1271. tech_req      = "Magnetism"
  1272. obsolete_by   = "Transport"
  1273. graphic       = "u.galleon"
  1274. graphic_alt   = "-"
  1275. sound_move    = "m_galleon"
  1276. sound_move_alt = "m_generic"
  1277. sound_fight   = "f_galleon"
  1278. sound_fight_alt = "f_generic"
  1279. build_cost    = 40
  1280. pop_cost      = 0
  1281. attack        = 0
  1282. defense       = 2
  1283. hitpoints     = 20
  1284. firepower     = 1
  1285. move_rate     = 4
  1286. vision_radius_sq = 2
  1287. transport_cap = 4
  1288. fuel          = 0
  1289. uk_happy      = 1
  1290. uk_shield     = 1
  1291. uk_food       = 0
  1292. uk_gold       = 0
  1293. flags         = "BadCityDefender"
  1294. roles         = "Ferryboat", "BarbarianBoat"
  1295. helptext      = _("\
  1296. The Galleon is a pure transport ship and cannot\
  1297.  attack other ships, though it may still defend\
  1298.  itself when attacked.\
  1299. ")
  1300.  
  1301. [unit_frigate]
  1302. name          = _("Frigate")
  1303. class         = "Sea"
  1304. tech_req      = "Magnetism"
  1305. obsolete_by   = "Ironclad"
  1306. graphic       = "u.frigate"
  1307. graphic_alt   = "-"
  1308. sound_move    = "m_frigate"
  1309. sound_move_alt = "m_generic"
  1310. sound_fight   = "f_frigate"
  1311. sound_fight_alt = "f_generic"
  1312. build_cost    = 50
  1313. pop_cost      = 0
  1314. attack        = 4
  1315. defense       = 2
  1316. hitpoints     = 20
  1317. firepower     = 1
  1318. move_rate     = 4
  1319. vision_radius_sq = 2
  1320. transport_cap = 2
  1321. fuel          = 0
  1322. uk_happy      = 1
  1323. uk_shield     = 1
  1324. uk_food       = 0
  1325. uk_gold       = 0
  1326. flags         = "BadCityDefender"
  1327. roles         = "Hunter"
  1328. helptext      = _("\
  1329. The Frigate is a highly versatile boat unit,\
  1330.  that is both a strong offensive unit as well\
  1331.  as a decent transport ship.\
  1332. ")
  1333.  
  1334. [unit_ironclad]
  1335. name          = _("Ironclad")
  1336. class         = "Sea"
  1337. tech_req      = "Steam Engine"
  1338. obsolete_by   = "Destroyer"
  1339. graphic       = "u.ironclad"
  1340. graphic_alt   = "-"
  1341. sound_move    = "m_ironclad"
  1342. sound_move_alt = "m_generic"
  1343. sound_fight   = "f_ironclad"
  1344. sound_fight_alt = "f_generic"
  1345. build_cost    = 60
  1346. pop_cost      = 0
  1347. attack        = 4
  1348. defense       = 4
  1349. hitpoints     = 30
  1350. firepower     = 1
  1351. move_rate     = 4
  1352. vision_radius_sq = 2
  1353. transport_cap = 0
  1354. fuel          = 0
  1355. uk_happy      = 1
  1356. uk_shield     = 1
  1357. uk_food       = 0
  1358. uk_gold       = 0
  1359. flags         = "BadCityDefender"
  1360. roles         = "Hunter"
  1361. helptext      = _("\
  1362. The Ironclad is an armored ship that is\
  1363.  much more sturdy than the Frigate but\
  1364.  loses the latter's transport capability.\
  1365. ")
  1366.  
  1367. [unit_destroyer]
  1368. name          = _("Destroyer")
  1369. class         = "Sea"
  1370. tech_req      = "Electricity"
  1371. obsolete_by   = "None"
  1372. graphic       = "u.destroyer"
  1373. graphic_alt   = "-"
  1374. sound_move    = "m_destroyer"
  1375. sound_move_alt = "m_generic"
  1376. sound_fight   = "f_destroyer"
  1377. sound_fight_alt = "f_generic"
  1378. build_cost    = 60
  1379. pop_cost      = 0
  1380. attack        = 4
  1381. defense       = 4
  1382. hitpoints     = 30
  1383. firepower     = 1
  1384. move_rate     = 6
  1385. vision_radius_sq = 8
  1386. transport_cap = 0
  1387. fuel          = 0
  1388. uk_happy      = 1
  1389. uk_shield     = 1
  1390. uk_food       = 0
  1391. uk_gold       = 0
  1392. flags         = "BadCityDefender"
  1393. roles         = "Hunter"
  1394. helptext      = _("\
  1395. TIP:  A very fast unit, which is very useful for hunting down enemy\
  1396.  Transports.\
  1397. ")
  1398.  
  1399. [unit_cruiser]
  1400. name          = _("Cruiser")
  1401. class         = "Sea"
  1402. tech_req      = "Steel"
  1403. obsolete_by   = "AEGIS Cruiser"
  1404. graphic       = "u.cruiser"
  1405. graphic_alt   = "-"
  1406. sound_move    = "m_cruiser"
  1407. sound_move_alt = "m_generic"
  1408. sound_fight   = "f_cruiser"
  1409. sound_fight_alt = "f_generic"
  1410. build_cost    = 80
  1411. pop_cost      = 0
  1412. attack        = 6
  1413. defense       = 6
  1414. hitpoints     = 30
  1415. firepower     = 2
  1416. move_rate     = 5
  1417. vision_radius_sq = 8
  1418. transport_cap = 0
  1419. fuel          = 0
  1420. uk_happy      = 1
  1421. uk_shield     = 1
  1422. uk_food       = 0
  1423. uk_gold       = 0
  1424. flags         = "BadCityDefender"
  1425. roles         = "DefendGood"
  1426. helptext      = _("\
  1427. The Cruiser is a strong offensive boat unit.\
  1428. ")
  1429.  
  1430. [unit_aegis_cruiser]
  1431. name          = _("AEGIS Cruiser")
  1432. class         = "Sea"
  1433. tech_req      = "Rocketry"
  1434. obsolete_by   = "None"
  1435. graphic       = "u.aegis_cruiser"
  1436. graphic_alt   = "-"
  1437. sound_move    = "m_aegis_cruiser"
  1438. sound_move_alt = "m_generic"
  1439. sound_fight   = "f_aegis_cruiser"
  1440. sound_fight_alt = "f_generic"
  1441. build_cost    = 100
  1442. pop_cost      = 0
  1443. attack        = 8
  1444. defense       = 8
  1445. hitpoints     = 30
  1446. firepower     = 2
  1447. move_rate     = 5
  1448. vision_radius_sq = 8
  1449. transport_cap = 0
  1450. fuel          = 0
  1451. uk_happy      = 1
  1452. uk_shield     = 1
  1453. uk_food       = 0
  1454. uk_gold       = 0
  1455. flags         = "AEGIS", "BadCityDefender"
  1456. roles         = "DefendGood"
  1457. helptext      = _("\
  1458. The AEGIS Cruiser is equipped with an advanced\
  1459.  defensive missile system.\
  1460. ")
  1461.  
  1462. [unit_battleship]
  1463. name          = _("Battleship")
  1464. class         = "Sea"
  1465. tech_req      = "Automobile"
  1466. obsolete_by   = "None"
  1467. graphic       = "u.battleship"
  1468. graphic_alt   = "-"
  1469. sound_move    = "m_battleship"
  1470. sound_move_alt = "m_generic"
  1471. sound_fight   = "f_battleship"
  1472. sound_fight_alt = "f_generic"
  1473. build_cost    = 160
  1474. pop_cost      = 0
  1475. attack        = 12
  1476. defense       = 12
  1477. hitpoints     = 40
  1478. firepower     = 2
  1479. move_rate     = 4
  1480. vision_radius_sq = 8
  1481. transport_cap = 0
  1482. fuel          = 0
  1483. uk_happy      = 1
  1484. uk_shield     = 1
  1485. uk_food       = 0
  1486. uk_gold       = 0
  1487. flags         = "BadCityDefender"
  1488. roles         = ""
  1489. helptext      = _("\
  1490. The Battleship is the supreme naval unit with\
  1491.  excellent offensive and defensive values.\
  1492. ")
  1493.  
  1494. [unit_submarine]
  1495. name          = _("Submarine")
  1496. class         = "Sea"
  1497. tech_req      = "Combustion"
  1498. obsolete_by   = "None"
  1499. graphic       = "u.submarine"
  1500. graphic_alt   = "-"
  1501. sound_move    = "m_submarine"
  1502. sound_move_alt = "m_generic"
  1503. sound_fight   = "f_submarine"
  1504. sound_fight_alt = "f_generic"
  1505. build_cost    = 50
  1506. pop_cost      = 0
  1507. attack        = 15
  1508. defense       = 2
  1509. hitpoints     = 30
  1510. firepower     = 2
  1511. move_rate     = 5
  1512. vision_radius_sq = 8
  1513. transport_cap = 8
  1514. fuel          = 0
  1515. uk_happy      = 1
  1516. uk_shield     = 1
  1517. uk_food       = 0
  1518. uk_gold       = 0
  1519. flags         = "Partial_Invis", "BadCityDefender",
  1520.             "Missile_Carrier", "No_Land_Attack"
  1521. roles         = "Hunter"
  1522. helptext      = _("\
  1523. Submarines have a very high strategic value, but have a weak\
  1524.  defence.\
  1525. ")
  1526.  
  1527. [unit_carrier]
  1528. name          = _("Carrier")
  1529. class         = "Sea"
  1530. tech_req      = "Advanced Flight"
  1531. obsolete_by   = "None"
  1532. graphic       = "u.carrier"
  1533. graphic_alt   = "-"
  1534. sound_move    = "m_carrier"
  1535. sound_move_alt = "m_generic"
  1536. sound_fight   = "f_carrier"
  1537. sound_fight_alt = "f_generic"
  1538. build_cost    = 160
  1539. pop_cost      = 0
  1540. attack        = 1
  1541. defense       = 9
  1542. hitpoints     = 40
  1543. firepower     = 2
  1544. move_rate     = 5
  1545. vision_radius_sq = 8
  1546. transport_cap = 8
  1547. fuel          = 0
  1548. uk_happy      = 1
  1549. uk_shield     = 1
  1550. uk_food       = 0
  1551. uk_gold       = 0
  1552. flags         = "Carrier", "BadCityDefender"
  1553. roles         = ""
  1554. helptext      = _("\
  1555. TIP:  Guard Carriers with a handful of fast-moving ships and a\
  1556.  battleship, as losing a fully-equipped Carrier is VERY\
  1557.  painful and expensive.\
  1558. ")
  1559.  
  1560. [unit_transport]
  1561. name          = _("Transport")
  1562. class         = "Sea"
  1563. tech_req      = "Industrialization"
  1564. obsolete_by   = "None"
  1565. graphic       = "u.transport"
  1566. graphic_alt   = "-"
  1567. sound_move    = "m_transport"
  1568. sound_move_alt = "m_generic"
  1569. sound_fight   = "f_transport"
  1570. sound_fight_alt = "f_generic"
  1571. build_cost    = 50
  1572. pop_cost      = 0
  1573. attack        = 0
  1574. defense       = 3
  1575. hitpoints     = 30
  1576. firepower     = 1
  1577. move_rate     = 5
  1578. vision_radius_sq = 8
  1579. transport_cap = 8
  1580. fuel          = 0
  1581. uk_happy      = 1
  1582. uk_shield     = 1
  1583. uk_food       = 0
  1584. uk_gold       = 0
  1585. flags         = "BadCityDefender"
  1586. roles         = "Ferryboat"
  1587. helptext      = _("\
  1588. The Transport cannot attack on its own but\
  1589.  may defend itself when under attack.\
  1590. ")
  1591.  
  1592. [unit_cruise_missile]
  1593. name          = _("Cruise Missile")
  1594. class         = "Missile"
  1595. tech_req      = "Rocketry"
  1596. obsolete_by   = "None"
  1597. graphic       = "u.cruise_missile"
  1598. graphic_alt   = "-"
  1599. sound_move    = "m_cruise_missile"
  1600. sound_move_alt = "m_generic"
  1601. sound_fight   = "f_cruise_missile"
  1602. sound_fight_alt = "f_generic"
  1603. build_cost    = 60
  1604. pop_cost      = 0
  1605. attack        = 18
  1606. defense       = 0
  1607. hitpoints     = 10
  1608. firepower     = 3
  1609. move_rate     = 12
  1610. vision_radius_sq = 2
  1611. transport_cap = 0
  1612. fuel          = 1
  1613. uk_happy      = 1
  1614. uk_shield     = 1
  1615. uk_food       = 0
  1616. uk_gold       = 0
  1617. flags         = "FieldUnit", "OneAttack", "Missile"
  1618. roles         = ""
  1619. helptext      = _("\
  1620. TIP:  A handful of these can successfully keep the waters around\
  1621.  your treasured homeland free of enemy ships.\
  1622. ")
  1623.  
  1624. [unit_nuclear]
  1625. name          = _("Nuclear")
  1626. class         = "Nuclear"
  1627. tech_req      = "Rocketry"
  1628. obsolete_by   = "None"
  1629. graphic       = "u.nuclear"
  1630. graphic_alt   = "-"
  1631. sound_move    = "m_nuclear"
  1632. sound_move_alt = "m_generic"
  1633. sound_fight   = "f_nuclear"
  1634. sound_fight_alt = "f_generic"
  1635. build_cost    = 160
  1636. pop_cost      = 0
  1637. attack        = 99
  1638. defense       = 0
  1639. hitpoints     = 10
  1640. firepower     = 1
  1641. move_rate     = 16
  1642. vision_radius_sq = 2
  1643. transport_cap = 0
  1644. fuel          = 1
  1645. uk_happy      = 1
  1646. uk_shield     = 1
  1647. uk_food       = 0
  1648. uk_gold       = 0
  1649. flags         = "FieldUnit", "OneAttack", "Missile", "Nuclear"
  1650. roles         = ""
  1651. helptext      = _("\
  1652. You can build Nuclear units when you have the required advance, and\
  1653.  the Manhattan Project wonder has been built by any player.\
  1654. \n\n\
  1655. On impact, the blast will destroy any unit in a 3x3-square area,\
  1656.  including friendly units.  When striking a city, the city size is\
  1657.  halved, and the surrounding squares are subject to nuclear fallout.\
  1658. \n\n\
  1659. TIP 1:  Nuking the ocean will not generate fallout, and is a most\
  1660.  effective (but expensive!!) way of getting rid of enemy\
  1661.  ships.\
  1662. \n\n\
  1663. TIP 2:  You may be involved in a situation where you've invaded an\
  1664.  enemy country en masse, but the enemy cities are too strong.\
  1665.  Before using a Nuclear unit, assemble a gang of Settlers\
  1666.  and/or Engineers next to the city and have them ready to fix\
  1667.  the fallout on the same turn it occurs!  This minimizes the\
  1668.  chance of nuclear winter.  Eco-friendly nukes!\
  1669. ")
  1670.  
  1671. [unit_diplomat]
  1672. name          = _("Diplomat")
  1673. class         = "Land"
  1674. tech_req      = "Writing"
  1675. obsolete_by   = "Spy"
  1676. graphic       = "u.diplomat"
  1677. graphic_alt   = "-"
  1678. sound_move    = "m_diplomat"
  1679. sound_move_alt = "m_generic"
  1680. sound_fight   = "f_diplomat"
  1681. sound_fight_alt = "f_generic"
  1682. build_cost    = 30
  1683. pop_cost      = 0
  1684. attack        = 0
  1685. defense       = 0
  1686. hitpoints     = 10
  1687. firepower     = 1
  1688. move_rate     = 2
  1689. vision_radius_sq = 2
  1690. transport_cap = 0
  1691. fuel          = 0
  1692. uk_happy      = 0
  1693. uk_shield     = 0
  1694. uk_food       = 0
  1695. uk_gold       = 0
  1696. flags         = "Diplomat", "IgZOC", "NonMil"
  1697. roles         = "Diplomat"
  1698. helptext      = _("\
  1699. A Diplomat is an official that carries your dispatches and\
  1700.  is authorized to deal with foreign dignitaries. He may\
  1701.  also undertake various covert operations with the intent of\
  1702.  harming your opponents.\
  1703. \n\n\
  1704. If an enemy unit is alone on a tile, you may attempt to bribe it\
  1705.  with your diplomat. By paying a sum of gold the unit will immediately\
  1706.  become yours.\
  1707. \n\n\
  1708. The diplomat can also perform a number of actions in another player's\
  1709.  city:\n\
  1710. - \"Investigate\" Reveal detailed information about the city.\n\
  1711. - \"Establish Embassy\" Get permanent intelligence on the player.\n\
  1712. - \"Sabotage\" Ruin any production in the city.\n\
  1713. - \"Steal Technology\" Acquire an advance from the city's owner.\n\
  1714. - \"Incite a Revolt\" Make a city your own by paying a sum of gold.\
  1715.  Note that you cannot incite a revolt in a capital city.\
  1716. \n\n\
  1717. In some game strategies, hordes of Diplomats can be used to wreak\
  1718.  havoc on the enemy.  Little wonder that Diplomats are often\
  1719.  viewed with suspicion and fear!\
  1720. ")
  1721.  
  1722. [unit_spy]
  1723. name          = _("Spy")
  1724. class         = "Land"
  1725. tech_req      = "Espionage"
  1726. obsolete_by   = "None"
  1727. graphic       = "u.spy"
  1728. graphic_alt   = "-"
  1729. sound_move    = "m_spy"
  1730. sound_move_alt = "m_generic"
  1731. sound_fight   = "f_spy"
  1732. sound_fight_alt = "f_generic"
  1733. build_cost    = 30
  1734. pop_cost      = 0
  1735. attack        = 0
  1736. defense       = 0
  1737. hitpoints     = 10
  1738. firepower     = 1
  1739. move_rate     = 3
  1740. vision_radius_sq = 8
  1741. transport_cap = 0
  1742. fuel          = 0
  1743. uk_happy      = 0
  1744. uk_shield     = 0
  1745. uk_food       = 0
  1746. uk_gold       = 0
  1747. flags         = "Diplomat", "IgZOC", "NonMil", "Spy"
  1748. roles         = "Diplomat"
  1749. helptext      = _("\
  1750. A Spy is more skilled in the arts of espionage than her Diplomat predecessor.\
  1751. \n\n\
  1752. She can perform all the functions of the Diplomat, but with a higher rate of\
  1753.  success. Refer to the Diplomat entry for an outline.\
  1754. \n\n\
  1755. She can also be used to: poison the water supply of an enemy city\
  1756.  (reducing the population); steal specific technology; and sabotage\
  1757.  predetermined city targets (note: sabotaging improvements in a\
  1758.  capital or sabotaging City Walls increases the risks of capture).\
  1759.  A Spy can also infiltrate a city and ferment a revolt.\
  1760. \n\n\
  1761. A Spy can also be of aid on the battlefield - sabotaging enemy units\
  1762.  as well as bribing them to change allegiance.\
  1763. ")
  1764.  
  1765. [unit_caravan]
  1766. name          = _("Caravan")
  1767. class         = "Land"
  1768. tech_req      = "Trade"
  1769. obsolete_by   = "Freight"
  1770. graphic       = "u.caravan"
  1771. graphic_alt   = "-"
  1772. sound_move    = "m_caravan"
  1773. sound_move_alt = "m_generic"
  1774. sound_fight   = "f_caravan"
  1775. sound_fight_alt = "f_generic"
  1776. build_cost    = 50
  1777. pop_cost      = 0
  1778. attack        = 0
  1779. defense       = 1
  1780. hitpoints     = 10
  1781. firepower     = 1
  1782. move_rate     = 1
  1783. vision_radius_sq = 2
  1784. transport_cap = 0
  1785. fuel          = 0
  1786. uk_happy      = 0
  1787. uk_shield     = 0
  1788. uk_food       = 0
  1789. uk_gold       = 0
  1790. flags         = "TradeRoute", "HelpWonder", "IgZOC", "NonMil"
  1791. roles         = ""
  1792. helptext      = _("\
  1793. Every Caravan that is used to build a wonder will add 50 shields\
  1794.  towards the production of the wonder.\
  1795. \n\n\
  1796. TIP:  You can stockpile a stack of Caravans in advance and bring\
  1797.  them all into a city where you have started to build a wonder,\
  1798.  and finish it in only one turn!\
  1799. ")
  1800.  
  1801. [unit_freight]
  1802. name          = _("Freight")
  1803. class         = "Land"
  1804. tech_req      = "The Corporation"
  1805. obsolete_by   = "None"
  1806. graphic       = "u.freight"
  1807. graphic_alt   = "-"
  1808. sound_move    = "m_freight"
  1809. sound_move_alt = "m_generic"
  1810. sound_fight   = "f_freight"
  1811. sound_fight_alt = "f_generic"
  1812. build_cost    = 50
  1813. pop_cost      = 0
  1814. attack        = 0
  1815. defense       = 1
  1816. hitpoints     = 10
  1817. firepower     = 1
  1818. move_rate     = 2
  1819. vision_radius_sq = 2
  1820. transport_cap = 0
  1821. fuel          = 0
  1822. uk_happy      = 0
  1823. uk_shield     = 0
  1824. uk_food       = 0
  1825. uk_gold       = 0
  1826. flags         = "TradeRoute", "HelpWonder", "IgZOC", "NonMil"
  1827. roles         = ""
  1828. helptext      = _("\
  1829. The Freight unit replaces the Caravan, and moves at twice the speed.\
  1830. ")
  1831.  
  1832. [unit_explorer]
  1833. name          = _("Explorer")
  1834. class         = "Land"
  1835. tech_req      = "Seafaring"
  1836. obsolete_by   = "Partisan"
  1837. graphic       = "u.explorer"
  1838. graphic_alt   = "-"
  1839. sound_move    = "m_explorer"
  1840. sound_move_alt = "m_generic"
  1841. sound_fight   = "f_explorer"
  1842. sound_fight_alt = "f_generic"
  1843. build_cost    = 30
  1844. pop_cost      = 0
  1845. attack        = 0
  1846. defense       = 1
  1847. hitpoints     = 10
  1848. firepower     = 1
  1849. move_rate     = 1
  1850. vision_radius_sq = 2
  1851. transport_cap = 0
  1852. fuel          = 0
  1853. uk_happy      = 0
  1854. uk_shield     = 0
  1855. uk_food       = 0
  1856. uk_gold       = 0
  1857. flags         = "IgTer", "IgZOC", "NonMil"
  1858. roles         = "Explorer"
  1859. helptext      = _("\
  1860. Explorers are very useful for mapping unknown territory.\
  1861. ")
  1862.  
  1863. [unit_leader]
  1864. name          = _("?unit:Leader")
  1865. class         = "Land"
  1866. tech_req      = "None"
  1867. obsolete_by   = "None"
  1868. graphic       = "u.leader"
  1869. graphic_alt   = "u.explorer"
  1870. sound_move    = "m_leader"
  1871. sound_move_alt = "m_generic"
  1872. sound_fight   = "f_leader"
  1873. sound_fight_alt = "f_generic"
  1874. build_cost    = 10
  1875. pop_cost      = 0
  1876. attack        = 0
  1877. defense       = 2
  1878. hitpoints     = 20
  1879. firepower     = 1
  1880. move_rate     = 2
  1881. vision_radius_sq = 8
  1882. transport_cap = 0
  1883. fuel          = 0
  1884. uk_happy      = 0
  1885. uk_shield     = 0
  1886. uk_food       = 0
  1887. uk_gold       = 0
  1888. flags         = "IgZOC", "NonMil", "NoBuild", "NoHome", "SuperSpy", 
  1889.                 "Undisbandable", "Unbribable", "GameLoss", "Unique",
  1890.                 "NoVeteran"
  1891. roles         = "GameLoss"
  1892. helptext      = _("\
  1893. This is you. If you lose this unit, you lose the game. So don't.\
  1894. ")
  1895.  
  1896. [unit_barbarian_leader]
  1897. name          = _("Barbarian Leader")
  1898. class         = "Land"
  1899. tech_req      = "None"
  1900. obsolete_by   = "None"
  1901. graphic       = "u.barbarian_leader"
  1902. graphic_alt   = "u.diplomat"
  1903. sound_move    = "m_barbarian_leader"
  1904. sound_move_alt = "m_generic"
  1905. sound_fight   = "f_barbarian_leader"
  1906. sound_fight_alt = "f_generic"
  1907. build_cost    = 40
  1908. pop_cost      = 0
  1909. attack        = 0
  1910. defense       = 0
  1911. hitpoints     = 10
  1912. firepower     = 1
  1913. move_rate     = 2
  1914. vision_radius_sq = 2
  1915. transport_cap = 0
  1916. fuel          = 0
  1917. uk_happy      = 0
  1918. uk_shield     = 0
  1919. uk_food       = 0
  1920. uk_gold       = 0
  1921. flags         = "IgZOC", "NonMil", "Unbribable",
  1922.                 "Undisbandable", "SuperSpy", "NoHome", "NoBuild"
  1923. roles         = "BarbarianLeader"
  1924. helptext      = _("\
  1925. When barbarian leader is killed on a tile without any defending units, \
  1926. the 100 gold ransom is paid, but only to land units and helicopters.\
  1927. ")
  1928.  
  1929. [unit_awacs]
  1930. name          = _("AWACS")
  1931. class         = "Air"
  1932. tech_req      = "Advanced Flight"
  1933. obsolete_by   = "None"
  1934. graphic       = "u.awacs"
  1935. graphic_alt   = "u.bomber"  ; backwards compatibility
  1936. sound_move    = "m_awacs"
  1937. sound_move_alt = "m_generic"
  1938. sound_fight   = "f_awacs"
  1939. sound_fight_alt = "f_generic"
  1940. build_cost    = 140
  1941. pop_cost      = 0
  1942. attack        = 0
  1943. defense       = 1
  1944. hitpoints     = 20
  1945. firepower     = 1
  1946. move_rate     = 16
  1947. vision_radius_sq = 26
  1948. transport_cap = 0
  1949. fuel          = 2
  1950. uk_happy      = 1
  1951. uk_shield     = 1
  1952. uk_food       = 0
  1953. uk_gold       = 0
  1954. flags         = ""
  1955. roles         = ""
  1956. helptext      = _("\
  1957. The AWACS (Airborne Warning and Control System) is an airplane with an \
  1958. advanced radar that can determine the location of enemy units over a \
  1959. wide area.\
  1960. ")
  1961.