; This is Alien World units ruleset. ; 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 " in the server to have freeciv ; use your new customized file. ; Note that the freeciv AI may not cope well with anything more ; than minor changes. [datafile] description="Alien World unit data for Freeciv" options="+Freeciv-2.6-ruleset" [control] ; Names for custom unit type flags. There can be up to 32 of these. ; name = rule name; In some circumstances user may see this ; as part of some sentences, so try to make it descriptive ; and sensible. ; helptxt = displayed in the help for units with this flag (optional) flags = { "name", "helptxt" _("TradeRoute"), _("Can establish trade routes (must travel to target city).") _("HelpWonder") } [veteran_system] ; What are the names of the levels? veteran_names = _("Regular"), _("Elite"), _("Superb") ; The percentage chance of increasing level through combat veteran_raise_chance = 10, 0, 0 ; The percentage chance of a settler/engineer increasing level through ; performing useful work (per turn) veteran_work_raise_chance = 0, 0, 0 ; Power factors are as a percentage. ; +50% is represented by 150 veteran_power_fact = 100, 200, 350 ; The additional number of movement points granted for different veteran ; levels. These are fractional move points as defined by move_fragments in ; terrain.ruleset. veteran_move_bonus = 0, 0, 0 ; /* <-- avoid gettext warnings ; ; Unit classes ; The number can be variable, up to 32 ; When adding new classes, remember to check effects.ruleset also. ; Eg. if you divide class 'Land' to two separate classes, you may ; want add effect giving City Walls defence bonus against new class ; too. ; ; The actual tag used (the * in [unitclass_*]) 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 = translatable name as seen by user ; rule_name = (optional) internal name for savegames, rulesets etc; ; if not present, "name" is used for this purpose too. ; Since the name used in savegames must not change, if ; you want to rename an item after a ruleset has been ; released, you should set "rule_name" to the original ; value of "name". ; min_speed = Minimum speed after damage and effects (whole movement points) ; hp_loss_pct = Hitpoints lost each turn if unit not in city or native base ; non_native_def_pct = Defense power percentage applying when defending on ; non-native terrain (such as ship in harbour) ; hut_behavior = What happens to huts when unit enters tile: ; "Normal", "Nothing", or "Frighten" ; flags = List of unit class flags (from the following list; you ; cannot add custom unit class flags) ; helptext = optional help text string; should escape all raw newlines ; so that xgettext parsing works ; ; ** Unit class Flags ** ; ; "TerrainSpeed" = Units use terrain spesific speed ; "TerrainDefense" = Units gain defense bonus from terrain ; "DamageSlows" = Damaged units are slowed down ; "CanOccupyCity" = Military units of this class can occupy enemy cities ; "Missile" = Unit is destroyed when it attacks ; "BuildAnywhere" = Unit can be built even in the middle of non-native terrain ; "Unreachable" = Unit can be attacked only by units explicitly listing this ; class in its 'targets', unless on a city or native base. ; For class members which are transports, cargo cannot load/ ; unload except in a city or native base, unless that unit ; explicitly lists this class in its 'embarks'/'disembarks'. ; "CollectRansom" = Unit can collect ransom when killing lone barbarian leader ; "ZOC" = Unit is subject to ZOC rules. Unit type flag "IgZOC" can ; override this ; "CanFortify" = Unit can fortify at land tiles. Unit type flag ; "Cant_Fortify" can override this ; "CanPillage" = Unit can pillage tile infrastructure ; "DoesntOccupyTile" = Even if this kind of enemy unit is on tile, cities can ; still work that tile ; "AttackNonNative" = Unit can attack units on non-native tiles. Unit type ; flag "Only_Native_Attack" can override this ; "AttFromNonNative" = Unit can launch attack from non-native tile (against ; native one) ; This applies for both attacking from transport or ; cities. If only some unit types of the class should ; get this property, use type flag "Marines" ; "KillCitizen" = Upon successful attack against a city, unit kills one ; citizen. The effect "Unit_No_Lose_Pop" and the server ; setting 'killcitizen' can disable this. ; "Airliftable" = Unit may be airlifted ; ; */ <-- avoid gettext warnings [unitclass_earthly] name = _("?unitclass:Earthly") min_speed = 1 hp_loss_pct = 0 flags = "DamageSlows", "TerrainSpeed", "CanFortify", "ZOC", "CollectRansom", "BuildAnywhere", "CanOccupyCity", "CanPillage", "TerrainDefense", "KillCitizen","Airliftable" [unitclass_native] name = _("?unitclass:Native") min_speed = 1 hp_loss_pct = 0 flags = "DamageSlows", "TerrainSpeed", "CanFortify", "ZOC", "CollectRansom", "BuildAnywhere", "CanOccupyCity", "CanPillage", "TerrainDefense", "KillCitizen","Airliftable" [unitclass_sea] name = _("?unitclass:Sea") min_speed = 1 hp_loss_pct = 0 flags = "DamageSlows", "TerrainSpeed", "CanPillage", "AttackNonNative", "AttFromNonNative" [unitclass_amphibious] name = _("?unitclass:Amphibious") min_speed = 1 hp_loss_pct = 0 flags = "DamageSlows", "TerrainSpeed", "CanFortify", "ZOC", "CollectRansom", "BuildAnywhere", "CanOccupyCity", "CanPillage", "TerrainDefense", "KillCitizen" [unitclass_antigravity] name = _("?unitclass:Antigravity") min_speed = 1 hp_loss_pct = 0 flags = "Unreachable", "KillCitizen" [unitclass_burrowing] name = _("?unitclass:Burrowing") min_speed = 1 hp_loss_pct = 0 flags = "Unreachable", "DamageSlows", "CanPillage","Airliftable" [unitclass_missile] name = _("?unitclass:Missile") min_speed = 1 hp_loss_pct = 0 flags = "Missile", "DoesntOccupyTile" ; /* <-- avoid gettext warnings ; ; 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 = translatable name as seen by user ; rule_name = (optional) internal name for savegames, rulesets etc; if ; not present, "name" is used for this purpose too. Since ; the name used in savegames must not change, if you want ; to rename an item after a ruleset has been released, you ; should set "rule_name" to the original value of "name". ; graphic = tag specifying preferred graphic ; graphic_alt = tag for alternate graphic 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 ; build_cost = production shields required to build ; pop_cost = population removed from city when built; for 'AddToCity' ; units this is also the population added to the destination ; attack = base attack strength (0 = cannot attack) ; defense = base defense strength (0 = cannot defend) ; hitpoints = how much damage unit can withstand ; firepower = number of hitpoints removed per round of combat; at least 1 ; move_rate = base move rate (whole movement points) ; vision_radius_sq = base vision of unit: unit can see tile up to the square ; root of this value away ; convert_to = can be converted to another type of unit by name ; convert_time = number of movement points it takes to convert to ; another unit type ; class = One of the classes listed above ; transport_cap = Number of units (ground, or air/missiles, depending on flags) ; fuel = Number of turns unit can spend outside refuel points. ; If more time passes without unit refueling over turn change, ; they are lost. If this is zero, unit has no need to refuel ; uk_* = upkeep costs, these are used as base values in the game ; cargo = Unit classes this unit can transport ; city_size = Initial size of the cities built by 'Cities' type units ; (but 'AddToCity' uses pop_cost) ; targets = list of unit classes this unit can attack against even ; if they have Unreachable unit class flag ; embarks = list of unit classes this unit may load into while not in ; native base or city even if transporter has Unreachable unit ; class flag ; disembarks = list of unit classes this unit may unload from while not in ; native base or city even if transporter has Unreachable unit ; class flag ; bonuses = definitions of combat bonuses against specific other units ; bonuses.flag = flag of the unit that bonus applies against ; bonuses.type = type of the bonus. See below ; bonuses.value = value of the bonus. Sum of these is used if multiple apply. ; bonuses.quiet = don't auto generate help text for this bonus. Use this if ; the bonus is documented in the unit type's help text. ; This is useful when the combination of a unit's bonuses ; becomes complex enough to make the auto generated help ; ugly or inaccurate. ; flags = special flag strings; list of built-in flags described below ; and/or user flags defined above ; ; veteran_names = Special veteran level for this unit. See the definitions in ; game.ruleset. All of the veteran_* entries have to have the ; same length! ; veteran_raise_chance = ; veteran_work_raise_chance = ; veteran_power_fact = ; veteran_move_bonus = ; ; 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 ; ; ; ** Bonuses ** ; ; "DefenseMultiplier" = Multiply defense value (1 + 'value') times. ; Value of 1 means multiplication by 2, value 2 by 3... ; Bonus is defined in defenders entry. ; "DefenseDivider" = Divide defense value with (1 + 'value'). ; Bonus is defined in attackers entry. ; "FirePower1" = Defender firepower is reduced to value 1 when ; ever this has non-zero value. ; Bonus is defined in attackers entry. ; ; ; ** Flags ** ; ; "IgZOC" = ignore Zones of Control (ZOC) even if unit class has ; "ZOC" flag ; "HasNoZOC" = unit has no Zone of Control (ZOC), thus any unit can move ; around it freely ; "NonMil" = a non-military unit: no attacks; no martial law; can enter ; peaceful borders; DoesntOccupyTile ; "IgTer" = use constant move cost defined in igter_cost (terrain.ruleset) ; rather than terrain/road etc cost, unless terrain cost is ; less ; "OneAttack" = can only make a single attack, regardless of movement points ; "FieldUnit" = cause unhappiness even when not being aggressive ; "AttackAny" = can attack unreachable units ; "Marines" = can attack from non-native tile (from transport or city) ; "Partial_Invis" = visible only to adjancent units; does not hide transported ; units other than missiles ; "Settlers" = can irrigate and build roads ; "Diplomat" = can defend against diplomat actions (see diplchance ; server option) ; "Spy" = enhanced diplomat actions. _Must_ be "Diplomat" also ; "Trireme" = (sea only) cannot leave shoreline ; "Nuclear" = nuke! ; "Paratroopers"= can paradrop ; "Cities" = can disband to produce a city (initial population city_size) ; "Only_Native_Attack" = cannot attack targets on non-native tiles even if ; unit class can ; "Cant_Fortify" = cannot fortify even if unit class has "CanFortify" flag ; "AddToCity" = can disband to add pop_cost population to a city ; (see cities.ruleset for limitation of this ability) ; "Fanatic" = can only be built by governments that allow them ; (see civ2/governments.ruleset, Fundamentalism 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 ; "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 gain veteran levels through experience ; (as if both raise_chance and work_raise_chance were zero); ; it can still gain veterancy through Veteran_Build, etc ; "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) ; "BarbarianOnly" = only barbarians can build this unit ; "Shield2Gold" = Switch from shield upkeep to gold upkeep possible ; "Capturable" = can be captured by units with "Capturer" flag ; "Capturer" = can capture units with flag "Capturable" instead of ; fighting them ; "NewCityGamesOnly" = unit can't be built on scenarios where founding new cities ; is not allowed. Give this flag to units that would make no sense ; to have in a game with such a scenario ; ; Following flag strings require extra fields: ; "Paratroopers" ; paratroopers_range = the maximal range the unit can be paradropped to. ; Max range is 65534. ; paratroopers_mr_req = the move rate which is required at least for ; paradropping (whole movement points) ; paratroopers_mr_sub = the move rate which is subtracted after paradropping ; (whole movement points) ; "Bombarder" ; bombard_rate = the number of shots fired at enemy units when attacking ; ; ** Roles ** ; ; "FirstBuild" = first to be built when city founded ; "Explorer" = unit to use for exploring ; "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 ; "Ferryboat" = AI hint: useful for ferrying ; "Barbarian" = can be created as land barbarian ; "BarbarianTech" = can be created as land barbarian, if someone has ; researched its tech requirements ; "BarbarianBoat" = can be created as boat for sea 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 barbarian that disembarks from a barbarian boat ; "BarbarianSeaTech" = can be created as a barbarian that disembarks from a barbarian boat ; if someone has researched its tech requirements ; "Settlers" = can irrigate and build roads ; "Hunter" = AI hint: good for hunting other units ; "CitiesStartUnit" = Gets granted as 'c' startunit ; "WorkerStartUnit" = Gets granted as 'w' startunit ; "ExplorerStartUnit" = Gets granted as 'x' startunit ; "KingStartUnit" = Gets granted as 'k' startunit ; "DiplomatStartUnit" = Gets granted as 's' startunit ; "FerryStartUnit" = Gets granted as 'f' startunit ; "DefendOkStartUnit" = Gets granted as 'd' startunit ; "DefendGoodStartUnit" = Gets granted as 'D' startunit ; "AttackFastStartUnit" = Gets granted as 'a' startunit ; "AttackStrongStartUnit" = Gets granted as 'A' startunit ; ; */ <-- avoid gettext warnings [unit_settlers] name = _("Settlers") class = "Earthly" tech_req = "None" obsolete_by = "Native Settlers" 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 = 0 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 = "Cities", "Capturable" roles = "CitiesStartUnit" helptext = _("\ This is Earth technology settler. \ Most military enemy units can capture it instead of killing it.\ ") [unit_native_settlers] name = _("Native Settlers") class = "Native" tech_req = "Organic Structures" obsolete_by = "None" graphic = "u.native_settlers" graphic_alt = "u.worker" sound_move = "m_worker" sound_move_alt = "m_generic" sound_fight = "f_worker" sound_fight_alt = "f_generic" build_cost = 40 pop_cost = 1 attack = 0 defense = 0 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 = "Cities", "Capturable" helptext = _("\ This is native Settler that can enter radiating areas. \ Most military enemy units can capture it instead of killing it.\ ") [unit_engineer] name = _("Engineer") class = "Earthly" tech_req = "None" obsolete_by = "Native Engineer" graphic = "u.engineer" graphic_alt = "u.engineers" sound_move = "m_engineers" sound_move_alt = "m_generic" sound_fight = "f_engineers" sound_fight_alt = "f_generic" build_cost = 20 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", "Cant_Fortify", "NonMil" roles = "Settlers", "WorkerStartUnit" helptext = _("\ This is Earth technology engineer.\ ") [unit_native_engineer] name = _("Native Engineer") class = "Native" tech_req = "Smart Aliens" obsolete_by = "None" graphic = "u.native_engineer" graphic_alt = "u.archers" sound_move = "m_archers" sound_move_alt = "m_generic" sound_fight = "f_archers" sound_fight_alt = "f_generic" build_cost = 20 pop_cost = 0 attack = 0 defense = 3 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", "Cant_Fortify", "NonMil" roles = "Settlers" helptext = _("\ Native version of the Engineer unit.\ ") [unit_water_engineer] name = _("Water Engineer") class = "Amphibious" tech_req = "Ocean Cities" obsolete_by = "None" graphic = "u.water_engineer" graphic_alt = "u.legion" sound_move = "m_legion" sound_move_alt = "m_generic" sound_fight = "f_legion" sound_fight_alt = "f_generic" build_cost = 40 pop_cost = 1 attack = 0 defense = 3 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 city_size = 2 flags = "Cities", "Settlers", "Cant_Fortify", "NonMil" roles = "Settlers" helptext = _("\ Amphibious Engineer that can also establish new cities on Ocean. \ Cities cannot be located on Boiling Ocean.\ ") [unit_star_marines] name = _("Star Marines") class = "Earthly" tech_req = "None" obsolete_by = "None" graphic = "u.star_marines" graphic_alt = "u.marines" sound_move = "m_marines" sound_move_alt = "m_generic" sound_fight = "f_marines" 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 = 0 uk_shield = 1 uk_food = 0 uk_gold = 0 flags = "Capturer" roles = "DefendOk", "DefendOkStartUnit", "FirstBuild", "Barbarian", "BarbarianSea" helptext = _("\ This unit may be built from the start of the game. It is the\ weakest military unit.\ ") [unit_cyborgs] name = _("Cyborgs") class = "Earthly" tech_req = "Cybernetics" obsolete_by = "None" graphic = "u.cyborgs" graphic_alt = "u.pikemen" 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 = 2 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 = "Capturer" roles = "DefendOk", "Barbarian", "BarbarianSea", "BarbarianLeader" helptext = _("\ Attack power to the early game.\ ") [unit_tank] name = _("Tank") class = "Earthly" tech_req = "Brute Force" obsolete_by = "None" graphic = "u.tank" graphic_alt = "u.armor" sound_move = "m_armor" sound_move_alt = "m_generic" sound_fight = "f_armor" sound_fight_alt = "f_generic" build_cost = 20 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 = 0 uk_shield = 1 uk_food = 0 uk_gold = 0 flags = "Capturer" roles = "DefendOk", "BarbarianBuild" helptext = _("\ This is the most powerful Earth technology unit.\ ") [unit_warmonster] name = _("War Monster") class = "Native" tech_req = "War Monsters" obsolete_by = "None" graphic = "u.war_monster" graphic_alt = "u.alpine_troops" sound_move = "m_alpine_troops" sound_move_alt = "m_generic" sound_fight = "f_alpine_troops" sound_fight_alt = "f_generic" build_cost = 30 pop_cost = 0 attack = 3 defense = 3 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 = "Capturer" roles = "DefendOk" helptext = _("\ As a native unit, this can move and fight on radiating areas too.\ ") [unit_crusher] name = _("Crusher") class = "Native" tech_req = "Alien Training" obsolete_by = "None" graphic = "u.crusher" graphic_alt = "u.horsemen" 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 = 3 defense = 3 hitpoints = 10 firepower = 1 move_rate = 3 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 0 uk_shield = 1 uk_food = 0 uk_gold = 0 flags = "Capturer" roles = "DefendOk" helptext = _("\ Alien lifeform trained to be fast.\ ") [unit_cyber_alien] name = _("Cyber Alien") class = "Native" tech_req = "Cyber Aliens" obsolete_by = "None" graphic = "u.cyber_alien" graphic_alt = "u.musketeers" 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 = 4 defense = 3 hitpoints = 10 firepower = 1 move_rate = 2 vision_radius_sq = 5 transport_cap = 0 fuel = 0 uk_happy = 0 uk_shield = 1 uk_food = 0 uk_gold = 0 flags = "Capturer" roles = "DefendOk" helptext = _("\ Alien lifeform with cybernetic implants. Good in combat, and has better \ vision than any purely organic unit.") [unit_rex] ; /* TRANS: Alien lifeform. Name refers to Tyrannosaurus Rex, not "King" role */ name = _("Rex") class = "Native" tech_req = "Synthetic Food" obsolete_by = "None" graphic = "u.rex" graphic_alt = "u.knights" sound_move = "m_knights" sound_move_alt = "m_generic" sound_fight = "f_knights" sound_fight_alt = "f_generic" build_cost = 50 pop_cost = 0 attack = 8 defense = 4 hitpoints = 20 firepower = 1 move_rate = 3 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 0 uk_shield = 1 uk_food = 0 uk_gold = 0 flags = "Capturer" helptext = _("\ Most powerful alien lifeform, like one from Earth's Jurassic period.\ ") [unit_paradropper] name = _("Paradropper") class = "Native" tech_req = "Paradrop" obsolete_by = "None" graphic = "u.paradropper" graphic_alt = "u.paratroopers" sound_move = "m_paratroopers" sound_move_alt = "m_generic" sound_fight = "f_paratroopers" sound_fight_alt = "f_generic" build_cost = 50 pop_cost = 0 attack = 6 defense = 3 hitpoints = 20 firepower = 1 move_rate = 3 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 0 uk_shield = 1 uk_food = 0 uk_gold = 0 flags = "Paratroopers", "Capturer" paratroopers_range = 10 paratroopers_mr_req = 1 paratroopers_mr_sub = 1 helptext = _("\ Alien lifeform able to paradrop.\ ") [unit_turtle] name = _("Turtle Defender") class = "Earthly" tech_req = "Composites" obsolete_by = "None" graphic = "u.turtle_defender" graphic_alt = "u.mech_inf" sound_move = "m_mech_inf" sound_move_alt = "m_generic" sound_fight = "f_mech_inf" sound_fight_alt = "f_generic" build_cost = 20 pop_cost = 0 attack = 1 defense = 3 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 = "Capturer" roles = "DefendGood", "DefendGoodStartUnit" helptext = _("\ This is excellent defense vehicle.\ ") [unit_earth_sub] name = _("Earth Sub") class = "Burrowing" tech_req = "Burrowing" obsolete_by = "None" graphic = "u.earth_sub" graphic_alt = "u.submarine" sound_move = "m_submarine" sound_move_alt = "m_generic" sound_fight = "f_submarine" sound_fight_alt = "f_generic" build_cost = 60 pop_cost = 0 attack = 4 defense = 2 hitpoints = 20 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 targets = "Burrowing" flags = "Capturer" helptext = _("\ Burrow through earth. Only some special units can attack against Earth Sub. \ These can pass ocean tiles only through Burrow Tubes.") [unit_hunter] name = _("Hunter") class = "Burrowing" tech_req = "Supermodule" obsolete_by = "None" graphic = "u.hunter" graphic_alt = "u.frigate" sound_move = "m_frigate" sound_move_alt = "m_generic" sound_fight = "f_frigate" sound_fight_alt = "f_generic" build_cost = 160 pop_cost = 0 attack = 7 defense = 3 hitpoints = 30 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 targets = "Antigravity", "Burrowing" flags = "Settlers", "Capturer" roles = "Hunter" helptext = _("\ Burrowing unit that also has capability to attack Antigravity units with \ its own minimissiles.\n\n\ It's also an settler type unit for hostile areas, well capable of defending \ itself.") [unit_light_saucer] name = _("Light Saucer") class = "Antigravity" tech_req = "Antigravity" obsolete_by = "None" graphic = "u.light_saucer" graphic_alt = "u.fighter" sound_move = "m_fighter" sound_move_alt = "m_generic" sound_fight = "f_fighter" sound_fight_alt = "f_generic" build_cost = 80 pop_cost = 0 attack = 4 defense = 2 hitpoints = 20 firepower = 1 move_rate = 3 vision_radius_sq = 4 transport_cap = 0 fuel = 0 uk_happy = 0 uk_shield = 1 uk_food = 0 uk_gold = 0 targets = "Antigravity" flags = "Capturer" helptext = _("\ Nobody, but some of the other Antigravity units and Hunters can attack this unit. \ This unit itself can attack other Antigravity units.") [unit_bomb_saucer] name = _("Bomb Saucer") class = "Antigravity" tech_req = "Unified Theory" obsolete_by = "None" graphic = "u.bomb_saucer" graphic_alt = "u.bomber" sound_move = "m_bomber" sound_move_alt = "m_generic" sound_fight = "f_bomber" sound_fight_alt = "f_generic" build_cost = 90 pop_cost = 0 attack = 9 defense = 3 hitpoints = 20 firepower = 1 move_rate = 2 vision_radius_sq = 4 transport_cap = 0 fuel = 0 uk_happy = 0 uk_shield = 1 uk_food = 0 uk_gold = 0 flags = "Bombarder", "Capturer" bombard_rate = 10 helptext = _("\ Nobody, but some of the other Antigravity and Hunters units can attack this unit.") [unit_spitter] name = _("Spitter") class = "Native" tech_req = "Spitter Control" obsolete_by = "Heavy Spitter" graphic = "u.spitter" graphic_alt = "u.catapult" sound_move = "m_catapult" sound_move_alt = "m_generic" sound_fight = "f_catapult" sound_fight_alt = "f_generic" build_cost = 10 pop_cost = 0 attack = 3 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 = "Bombarder" bombard_rate = 5 helptext = _("\ This alien lifeform is first bombarding unit.\ ") [unit_heavy_spitter] name = _("Heavy Spitter") class = "Native" tech_req = "Modified Spitter" obsolete_by = "None" graphic = "u.heavy_spitter" graphic_alt = "u.cannon" sound_move = "m_cannon" sound_move_alt = "m_generic" sound_fight = "f_cannon" sound_fight_alt = "f_generic" build_cost = 20 pop_cost = 0 attack = 5 defense = 2 hitpoints = 20 firepower = 1 move_rate = 1 vision_radius_sq = 2 transport_cap = 3 fuel = 0 uk_happy = 0 uk_shield = 1 uk_food = 0 uk_gold = 0 cargo = "Missile" flags = "Bombarder" bombard_rate = 10 helptext = _("\ This improved spitter can both make bombard attacks, and transport missiles \ next to targets.") [unit_biomass] name = _("Biomass") class = "Native" tech_req = "Controlled Biomass" obsolete_by = "None" graphic = "u.biomass" graphic_alt = "u.transport" sound_move = "m_transport" sound_move_alt = "m_generic" sound_fight = "f_transport" sound_fight_alt = "f_generic" build_cost = 20 pop_cost = 0 attack = 0 defense = 2 hitpoints = 20 firepower = 1 move_rate = 1 vision_radius_sq = 2 transport_cap = 1 fuel = 0 uk_happy = 0 uk_shield = 1 uk_food = 0 uk_gold = 0 cargo = "Earthly", "Amphibious" flags = "" helptext = _("\ Just let the biomass to engulf your tank and pick it up, then enjoy \ the ride in the radiation-safe inside of the slimy being.") [unit_explorer] name = _("Explorer") class = "Earthly" tech_req = "None" obsolete_by = "Scout Animal" 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 = 20 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 = "IgZOC", "NonMil" roles = "Explorer", "ExplorerStartUnit" helptext = _("\ Like all Earthly units, Explorer are unable to enter radiating tiles. \ They can maintain themselves, no upkeep cost to homecity.\ ") [unit_native_scout] name = _("Scout Animal") class = "Native" tech_req = "Alien Taming" obsolete_by = "None" graphic = "u.scout_animal" graphic_alt = "u.warriors" 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 = 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 = "IgZOC", "NonMil" roles = "Explorer" helptext = _("\ This is native scout animal that can enter any land terrain.\ ") [unit_raft] name = _("Raft") class = "Sea" tech_req = "None" obsolete_by = "None" graphic = "u.raft" graphic_alt = "u.trireme" sound_move = "m_trireme" sound_move_alt = "m_generic" sound_fight = "f_trireme" sound_fight_alt = "f_generic" build_cost = 20 pop_cost = 0 attack = 0 defense = 1 hitpoints = 10 firepower = 1 move_rate = 2 vision_radius_sq = 2 transport_cap = 2 fuel = 0 uk_happy = 0 uk_shield = 0 uk_food = 0 uk_gold = 0 cargo = "Earthly", "Native" flags = "Trireme" roles = "Ferryboat", "FerryStartUnit" helptext = _("\ This vessel allows coastal travel, but not on Boiling Seas.\ ") [unit_ship] name = _("Ship") class = "Sea" tech_req = "Travel" obsolete_by = "None" graphic = "u.ship" graphic_alt = "u.caravel" sound_move = "m_caravel" sound_move_alt = "m_generic" sound_fight = "f_caravel" sound_fight_alt = "f_generic" build_cost = 30 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 = 0 uk_shield = 0 uk_food = 0 uk_gold = 0 cargo = "Earthly", "Native" flags = "" roles = "Ferryboat", "BarbarianBoat" helptext = _("\ This is basic ship type. It has no any special equipment, so \ it cannot enter boiling seas.\ ") [unit_destroyer] name = _("Destroyer") class = "Sea" tech_req = "Naval Superiority" obsolete_by = "Battle Unit" 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 = 40 pop_cost = 0 attack = 5 defense = 2 hitpoints = 10 firepower = 1 move_rate = 4 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 0 uk_shield = 0 uk_food = 0 uk_gold = 0 flags = "" helptext = _("\ This vessel is for battle! Too bad it cannot enter boiling oceans.\ ") [unit_battle_unit] name = _("Battle Unit") class = "Amphibious" tech_req = "Amphibious Tactics" obsolete_by = "None" graphic = "u.battle_unit" graphic_alt = "u.battleship" sound_move = "m_battleship" sound_move_alt = "m_generic" sound_fight = "f_battleship" sound_fight_alt = "f_generic" build_cost = 60 pop_cost = 0 attack = 7 defense = 3 hitpoints = 20 firepower = 1 move_rate = 3 vision_radius_sq = 5 transport_cap = 0 fuel = 0 uk_happy = 0 uk_shield = 0 uk_food = 0 uk_gold = 0 flags = "Capturer" helptext = _("\ Amphibious battle machine.") [unit_amphibious_transport] name = _("Amphibious Transport") class = "Amphibious" tech_req = "Thermal Module" obsolete_by = "None" graphic = "u.amphi_transport" graphic_alt = "u.ironclad" sound_move = "m_ironclad" sound_move_alt = "m_generic" sound_fight = "f_ironclad" sound_fight_alt = "f_generic" build_cost = 40 pop_cost = 0 attack = 0 defense = 2 hitpoints = 10 firepower = 1 move_rate = 3 vision_radius_sq = 2 transport_cap = 3 fuel = 0 uk_happy = 0 uk_shield = 0 uk_food = 0 uk_gold = 0 cargo = "Earthly", "Native" flags = "" roles = "Ferryboat" helptext = _("\ This is first unit that can enter boiling oceans - and more.\ ") [unit_freight] name = _("Freight") class = "Earthly" tech_req = "Faction Politics" obsolete_by = "Caravan" 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 = 3 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 0 uk_shield = 0 uk_food = 0 uk_gold = 0 flags = "HelpWonder", "TradeRoute", "IgZOC", "NonMil" roles = "" helptext = _("\ Earth technology unit that can establish trade routes and transfer goods \ to help build wonders in other cities.\ "), _("\ Trade routes with other factions provide three times as much ongoing \ trade as routes within your faction. Each city can support up to four \ trade routes.\ "); [unit_caravan] name = _("Caravan") class = "Native" tech_req = "Smart Aliens" obsolete_by = "None" 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 = 3 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 0 uk_shield = 0 uk_food = 0 uk_gold = 0 flags = "HelpWonder", "TradeRoute", "IgZOC", "NonMil" roles = "" helptext = _("\ Native caravan unit, that can move on all land terrains.\ "), _("\ Trade routes with other factions provide three times as much ongoing \ trade as routes within your faction. Each city can support up to four \ trade routes.\ "); [unit_stealth_spy] name = _("Stealth Spy") class = "Earthly" tech_req = "Stealth Module" obsolete_by = "None" graphic = "u.stealth_spy" graphic_alt = "u.diplomat" 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", "Partial_Invis" veteran_names = _("Regular"), _("Elite"), _("Superb") veteran_raise_chance = 10, 0, 0 veteran_work_raise_chance = 0, 0, 0 veteran_power_fact = 100, 110, 125 veteran_move_bonus = 0, 0, 0 roles = "DiplomatStartUnit" helptext = _("\ Stealth Spy can make diplomatic actions, and is invisible until \ next to enemy unit or city."); [unit_teleporting_missile] name = _("Teleporting Missile") class = "Missile" tech_req = "Teleportation" obsolete_by = "None" graphic = "u.telep_missile" graphic_alt = "u.cruise_missile" 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 = 11 defense = 0 hitpoints = 10 firepower = 3 move_rate = 1 vision_radius_sq = 2 transport_cap = 0 fuel = 1 uk_happy = 1 uk_shield = 1 uk_food = 0 uk_gold = 0 helptext = _("\ Teleporting Missile can teleport and attack to neighbour tile.") [unit_antiburrow_missile] name = _("Antiburrow Missile") class = "Missile" tech_req = "Crust Defense" obsolete_by = "None" graphic = "u.antib_missile" graphic_alt = "u.nuclear" sound_move = "m_nuclear" sound_move_alt = "m_generic" sound_fight = "f_nuclear" sound_fight_alt = "f_generic" build_cost = 80 pop_cost = 0 attack = 11 defense = 0 hitpoints = 10 firepower = 3 move_rate = 1 vision_radius_sq = 2 transport_cap = 0 fuel = 1 uk_happy = 1 uk_shield = 1 uk_food = 0 uk_gold = 0 targets = "Burrowing" helptext = _("\ Missile that can attack also against burrowing units. \ Since more expensive than normal Teleporting Missile, does not \ completely replace it.")