; 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. ; ; You should sort role units from worst to better, as often the best ; available role unit of a given sort will be picked by choosing ; the first available (not obsolete) such unit, or by picking the last ; such unit directly. When determining starting units, the first ; unit with the relevant role that the player can build will be chosen. ; If no such unit can be found (eg Explorers that require Seafaring), ; then the first unit with this role will be chosen. [datafile] description="Civ2Civ3 unit_type 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" _("Wood"), _("\ Wood: Halved effect of buildings to recover HPs in cities without \ Lumber.\ ") _("Coal"), _("\ Coal: Halved effect of buildings to recover HPs in cities without \ Coal or Peat.\ ") _("Oil"), _("\ Oil: Halved effect of buildings to recover HPs in cities without \ Oil.\ ") _("Hospital"), _("\ Hospital: Halved effect of buildings to recover HPs in cities without \ Hospital.\ ") _("Horses"), _("\ Horses: One more veteran level when produced at cities with Horses.\ ") _("Ivory"), _("\ Ivory: One more veteran level when produced at cities with Ivory. \ ") _("Iron"), _("\ Iron: One less veteran level when produced at cities without Iron.\ ") _("Niter"), _("\ Niter: One less veteran level when produced at cities without Niter.\ ") _("Rubber"), _("\ Rubber: One more veteran level when produced at cities with Rubber.\ ") _("Aluminum"), _("\ Aluminum: One more veteran level when produced at cities with Aluminum.\ ") _("Uranium"), _("\ Uranium: One more veteran level when produced at cities with Uranium.\ ") _("Cant_Pillage") _("Fortress"), _("Can build Forts and Fortresses.") _("Airbase"), _("Can build Airstrips and Airbases.") _("Transform") _("AirAttacker"), _("Attack value halved when attacking AEGIS or Submarine.") _("Submarine"), _("Attack value halved when attacking Destroyer.") _("Unbribable") _("TradeRoute"), _("Can establish trade routes (must travel to target city).") _("HelpWonder") } [veteran_system] ; What are the names of the levels? veteran_names = _("green"), _("regular"), _("veteran"), _("hardened"), _("elite") ; The percentage chance of increasing level through combat veteran_raise_chance = 50, 33, 25, 20, 0 ; The percentage chance of a settler/engineer increasing level through ; performing useful work (per turn) veteran_work_raise_chance = 1, 1, 1, 1, 0 ; Power factors are as a percentage. ; +50% is represented by 150 veteran_power_fact = 100, 125, 150, 175, 200 ; 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, 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 specific 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_missile] ; /* TRANS: Unit class: used adjectivally */ name = _("?unitclass:Missile") min_speed = 0 hp_loss_pct = 0 hut_behavior = "Frighten" flags = "Missile", "Unreachable", "DoesntOccupyTile", "Airliftable" [unitclass_land] ; /* TRANS: Unit class: used adjectivally */ name = _("?unitclass:Land") min_speed = 1 hp_loss_pct = 0 flags = "TerrainSpeed", "DamageSlows", "CanOccupyCity", "BuildAnywhere", "CollectRansom", "ZOC", "CanFortify", "CanPillage", "TerrainDefense", "Airliftable" [unitclass_land_small] ; /* TRANS: Unit class: used adjectivally */ name = _("?unitclass:Small Land") min_speed = 1 hp_loss_pct = 0 flags = "TerrainSpeed", "DamageSlows", "BuildAnywhere", "CollectRansom", "ZOC", "CanFortify", "CanPillage", "TerrainDefense", "DoesntOccupyTile", "Airliftable" [unitclass_land_big] ; /* TRANS: Unit class: used adjectivally */ name = _("?unitclass:Big Land") min_speed = 1 hp_loss_pct = 0 flags = "TerrainSpeed", "DamageSlows", "CanOccupyCity", "BuildAnywhere", "CollectRansom","ZOC", "CanFortify", "KillCitizen", "Airliftable" [unitclass_merchant] ; /* TRANS: Unit class: used adjectivally */ name = _("?unitclass:Merchant") min_speed = 1 hp_loss_pct = 0 flags = "TerrainSpeed", "DamageSlows", "BuildAnywhere", "ZOC", "TerrainDefense", "DoesntOccupyTile", "Airliftable" [unitclass_sea] ; /* TRANS: Unit class: used adjectivally */ name = _("?unitclass:Sea") min_speed = 2 hp_loss_pct = 0 flags = "ZOC", "DamageSlows", "AttackNonNative", "AttFromNonNative" [unitclass_galley] ; /* TRANS: Unit class: used adjectivally */ name = _("?unitclass:Galley") min_speed = 2 hp_loss_pct = 0 flags = "ZOC", "DamageSlows", "AttFromNonNative" [unitclass_trireme] ; /* TRANS: Unit class: used adjectivally */ name = _("?unitclass:Trireme") min_speed = 2 hp_loss_pct = 0 flags = "ZOC", "DamageSlows", "AttFromNonNative" [unitclass_heli] ; /* TRANS: Unit class: used adjectivally */ name = _("?unitclass:Helicopter") min_speed = 1 hp_loss_pct = 10 flags = "Unreachable", "DoesntOccupyTile", "CanOccupyCity", "CollectRansom", "Airliftable" [unitclass_air] ; /* TRANS: Unit class: used adjectivally */ name = _("?unitclass:Air") min_speed = 1 hp_loss_pct = 10 hut_behavior = "Frighten" flags = "Unreachable", "DoesntOccupyTile", "CanPillage", "Airliftable" [unitclass_storm] ; /* TRANS: Unit class: used adjectivally */ name = _("?unitclass:Storm") min_speed = 1 hp_loss_pct = 0 hut_behavior = "Frighten" flags = "Unreachable", "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 = time 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 ; "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 = "Small Land" tech_req = "None" obsolete_by = "None" graphic = "u.settlers" graphic_alt = "-" sound_move = "m_settlers" sound_move_alt = "m_generic" sound_fight = "f_settlers" sound_fight_alt = "f_generic" build_cost = 30 pop_cost = 2 attack = 0 defense = 1 hitpoints = 20 firepower = 1 move_rate = 1 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 0 uk_shield = 0 uk_food = 1 uk_gold = 0 flags = "Settlers", "Cant_Fortify", "NonMil", "HasNoZOC", "AddToCity", "Cities", "Airbase", "Fortress" ; No veteran levels (level name is never displayed) veteran_names = _("green") veteran_raise_chance = 0 veteran_work_raise_chance = 0 veteran_power_fact = 100 veteran_move_bonus = 0 roles = "CitiesStartUnit" helptext = _("\ Settlers are one of the key units in the game, as they are your main \ means of founding new cities.\ "), _("\ Settlers can also perform some of the same terrain alterations as \ Workers.\ "), _("\ TIP: Optimal production of Settlers occurs in cities of at most \ size 4, or cities with a Granary of at most size 6.\ ") [unit_migrants] name = _("Migrants") class = "Small Land" tech_req = "Pottery" obsolete_by = "None" graphic = "u.migrants" graphic_alt = "u.worker" sound_move = "m_worker" sound_move_alt = "m_generic" sound_fight = "f_worker" sound_fight_alt = "f_generic" build_cost = 10 pop_cost = 1 attack = 0 defense = 1 hitpoints = 20 firepower = 1 move_rate = 1 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 0 uk_shield = 0 uk_food = 1 uk_gold = 0 flags = "Settlers", "Cant_Fortify", "NonMil", "HasNoZOC", "AddToCity", "Capturable", "Airbase", "Fortress" ; No veteran levels (level name is never displayed) veteran_names = _("green") veteran_raise_chance = 0 veteran_work_raise_chance = 0 veteran_power_fact = 100 veteran_move_bonus = 0 roles = "Settlers" helptext = _("\ Migrants can be used to transfer population to other cities, but \ may not found new cities. They can also perform some of the same \ terrain alterations as Workers.\ ") [unit_worker] name = _("?unit:Workers") class = "Small Land" tech_req = "None" obsolete_by = "Engineers" graphic = "u.worker" graphic_alt = "u.engineers" ; for compatibility sound_move = "m_worker" sound_move_alt = "m_generic" sound_fight = "f_worker" sound_fight_alt = "f_generic" build_cost = 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 = 1 flags = "Settlers", "Cant_Fortify", "NonMil", "HasNoZOC", "Airbase", "Fortress" ; No veteran levels (level name is never displayed) veteran_names = _("green") veteran_raise_chance = 0 veteran_work_raise_chance = 0 veteran_power_fact = 100 veteran_move_bonus = 0 roles = "Settlers", "WorkerStartUnit" helptext = _("\ Workers have the ability to improve terrain tiles.\ "), _("\ Building an irrigation system on a suitable tile causes it to \ produce some extra food each turn. Without knowledge of Electricity, \ this requires a nearby source of water: an ocean, lake, or river tile, \ or another tile with an irrigation system, must share an edge (not \ just a corner) with the target tile. Once Electricity is known, \ irrigation systems may be built without a water source. Once \ irrigated, land remains so even if the water source is removed. \ When Refrigeration is known, irrigation systems can be upgraded to \ Farmland by irrigating them a second time; this provides more food \ to a city if it has a Supermarket.\ "), _("\ Building a mine on suitable terrain increases the \ number of production points produced by that tile. However, it is not \ possible to have an irrigation system and a mine on the same tile.\ "), _("\ On terrain unsuitable for irrigation systems or mines, issuing the \ \"irrigate\" or \"mine\" order may permanently convert the terrain \ to another type; this is usually more expensive. For instance, Forest \ may be \"irrigated\" to yield Plains. (Terrain conversion with \ the \"irrigate\" order does not require a water source.)\ "), _("\ With the required knowledges, Workers can build fortresses, airbases, \ and canals on land tiles. If on board a ship, they can also build oil \ platforms, buoys and naval mines on oceanic tiles.\ "), _("\ See the help on Terrain and Terrain Alterations for the effects of \ these actions.\ ") [unit_engineers] name = _("Engineers") class = "Small Land" tech_req = "Explosives" obsolete_by = "None" graphic = "u.engineers" graphic_alt = "-" sound_move = "m_engineers" sound_move_alt = "m_generic" sound_fight = "f_engineers" sound_fight_alt = "f_generic" build_cost = 30 pop_cost = 0 attack = 0 defense = 2 hitpoints = 20 firepower = 1 move_rate = 2 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 0 uk_shield = 1 uk_food = 0 uk_gold = 1 flags = "Settlers", "Cant_Fortify", "NonMil", "HasNoZOC", "Transform", "Airbase", "Fortress" veteran_names = _("beginner"), _("seasoned"), _("senior") veteran_raise_chance = 50, 33, 0 veteran_work_raise_chance = 2, 1, 0 veteran_power_fact = 100, 125, 150 veteran_move_bonus = 0, 0, 0 roles = "Settlers", "WorkerStartUnit" helptext = _("\ Engineers are similar to Workers, but they work twice as fast, \ move twice as fast, and may gain experience from work enabling \ them to work even faster.\ "), _("\ With knowledge of Fusion Power, Engineers may also perform more \ radical terrain transformations than Workers, Settlers, or Migrants, \ with the \"transform\" order. Examples include conversion of Tundra \ into Plains, or even Ocean into Grassland in some circumstances \ (when on board an ocean-going vessel, on a tile surrounded by \ sufficient existing land). See the Terrain Alterations section \ for more details.\ ") [unit_warriors] name = _("Warriors") class = "Land" tech_req = "None" obsolete_by = "Musketeers" graphic = "u.warriors" graphic_alt = "-" sound_move = "m_warriors" sound_move_alt = "m_generic" sound_fight = "f_warriors" sound_fight_alt = "f_generic" build_cost = 10 pop_cost = 0 attack = 1 defense = 1 hitpoints = 10 firepower = 1 move_rate = 1 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 1 uk_gold = 1 flags = "Capturer", "Hospital", "Fortress" roles = "DefendOk", "DefendOkStartUnit", "FirstBuild" helptext = _("\ This unit may be built from the start of the game. It is the weakest \ offensive unit.\ ") [unit_phalanx] name = _("Phalanx") class = "Land" tech_req = "Bronze Working" obsolete_by = "Pikemen" graphic = "u.phalanx" graphic_alt = "-" sound_move = "m_phalanx" sound_move_alt = "m_generic" sound_fight = "f_phalanx" sound_fight_alt = "f_generic" build_cost = 20 pop_cost = 0 attack = 1 defense = 2 hitpoints = 10 firepower = 1 move_rate = 1 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 1 uk_gold = 1 flags = "Capturer", "Hospital", "Fortress" roles = "DefendGood", "DefendGoodStartUnit", "FirstBuild" helptext = _("\ The Phalanx is armored infantry, suitable for defending your cities.\ ") [unit_archers] name = _("Archers") class = "Land" tech_req = "Warrior Code" obsolete_by = "Musketeers" graphic = "u.archers" graphic_alt = "-" sound_move = "m_archers" sound_move_alt = "m_generic" sound_fight = "f_archers" sound_fight_alt = "f_generic" build_cost = 20 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 = 1 uk_shield = 1 uk_food = 1 uk_gold = 1 flags = "Capturer", "Hospital", "Fortress" roles = "DefendOk", "DefendOkStartUnit", "Hut" helptext = _("\ Archers fight with bows and arrows and have a good offensive value.\ ") [unit_legion] name = _("Legion") class = "Land" tech_req = "Iron Working" obsolete_by = "Musketeers" graphic = "u.legion" graphic_alt = "-" sound_move = "m_legion" sound_move_alt = "m_generic" sound_fight = "f_legion" sound_fight_alt = "f_generic" build_cost = 30 pop_cost = 0 attack = 4 defense = 2 hitpoints = 10 firepower = 1 move_rate = 1 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 1 uk_gold = 1 flags = "Marines", "Capturer", "Iron", "Hospital", "Fortress" roles = "DefendOk", "DefendOkStartUnit", "BarbarianBuild", "BarbarianSea" helptext = _("\ Legions are heavily armed and well disciplined infantry units with \ an excellent offensive value.\ ") [unit_pikemen] name = _("Pikemen") class = "Land" tech_req = "Feudalism" obsolete_by = "Musketeers" graphic = "u.pikemen" graphic_alt = "-" sound_move = "m_pikemen" sound_move_alt = "m_generic" sound_fight = "f_pikemen" sound_fight_alt = "f_generic" build_cost = 30 pop_cost = 0 attack = 2 defense = 3 hitpoints = 10 firepower = 1 move_rate = 1 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 1 uk_gold = 1 flags = "Capturer", "Iron", "Hospital", "Fortress" roles = "DefendGood", "DefendGoodStartUnit", "FirstBuild" helptext = _("\ Equipped with long pikes, Pikemen replaces Phalanx as the preferred \ city defender.\ ") [unit_musketeers] name = _("Musketeers") class = "Land" tech_req = "Gunpowder" obsolete_by = "Riflemen" graphic = "u.musketeers" graphic_alt = "-" sound_move = "m_musketeers" sound_move_alt = "m_generic" sound_fight = "f_musketeers" sound_fight_alt = "f_generic" build_cost = 40 pop_cost = 0 attack = 3 defense = 3 hitpoints = 20 firepower = 1 move_rate = 1 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 1 uk_gold = 1 flags = "Marines", "Capturer", "Niter", "Hospital", "Fortress" roles = "DefendGood", "DefendGoodStartUnit", "FirstBuild", "HutTech", "BarbarianTech", "BarbarianBuildTech", "BarbarianSeaTech" helptext = _("\ Musketeers are infantry equipped with early firearms and replace \ Pikemen as the preferred city defender.\ ") [unit_riflemen] name = _("Riflemen") class = "Land" tech_req = "Conscription" obsolete_by = "Marines" graphic = "u.riflemen" graphic_alt = "-" sound_move = "m_riflemen" sound_move_alt = "m_generic" sound_fight = "f_riflemen" sound_fight_alt = "f_generic" build_cost = 50 pop_cost = 0 attack = 5 defense = 4 hitpoints = 20 firepower = 1 move_rate = 1 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 1 uk_gold = 1 flags = "Marines", "Capturer", "Niter", "Hospital", "Fortress" roles = "DefendGood", "DefendGoodStartUnit", "FirstBuild" helptext = _("\ Riflemen are World War-era infantry, very good at defending your \ cities.\ ") [unit_alpine_troops] name = _("Alpine Troops") class = "Land" tech_req = "Tactics" obsolete_by = "None" graphic = "u.alpine_troops" graphic_alt = "-" sound_move = "m_alpine_troops" sound_move_alt = "m_generic" sound_fight = "f_alpine_troops" sound_fight_alt = "f_generic" build_cost = 60 pop_cost = 0 attack = 7 defense = 4 hitpoints = 20 firepower = 1 move_rate = 1 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 1 uk_gold = 1 embarks = "Helicopter" disembarks = "Helicopter" flags = "IgTer", "Capturer", "Niter", "Hospital", "Fortress" roles = "DefendOk", "DefendOkStartUnit" helptext = _("\ Alpine Troops are highly mobile units as well as excellent defenders.\ ") [unit_fanatics] name = _("Fanatics") class = "Land" tech_req = "Guerilla Warfare" gov_req = "Fundamentalism" obsolete_by = "None" graphic = "u.fanatics" graphic_alt = "-" sound_move = "m_fanatics" sound_move_alt = "m_generic" sound_fight = "f_fanatics" sound_fight_alt = "f_generic" build_cost = 20 pop_cost = 1 attack = 5 defense = 5 hitpoints = 20 firepower = 1 move_rate = 1 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 0 uk_shield = 0 uk_food = 1 uk_gold = 0 embarks = "Helicopter" disembarks = "Helicopter" flags = "Fanatic", "AddToCity", "Capturer", "Hospital", "Fortress" roles = "DefendGood", "DefendGoodStartUnit" helptext = _("\ Fanatics are warriors extremely devoted to a higher cause.\ "), _("\ Fundamentalist nations can maintain Fanatic units without having to \ pay any upkeep nor causing military unhappiness. Instead, each unit \ reduces the population by 1.\ ") [unit_partisan] name = _("Partisan") class = "Land" tech_req = "Guerilla Warfare" obsolete_by = "None" graphic = "u.partisan" graphic_alt = "-" sound_move = "m_partisan" sound_move_alt = "m_generic" sound_fight = "f_partisan" sound_fight_alt = "f_generic" build_cost = 60 pop_cost = 0 attack = 4 defense = 5 hitpoints = 20 firepower = 1 move_rate = 1 vision_radius_sq = 6 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 1 uk_gold = 1 embarks = "Helicopter" disembarks = "Helicopter" flags = "IgTer", "IgZOC", "Capturer", "Hospital", "Fortress" roles = "DefendGood", "DefendGoodStartUnit", "Partisan", "BarbarianTech" helptext = _("\ Partisans are guerilla fighters who are experts at using the terrain \ to their advantage.\ "), _("\ A number of Partisans are granted free when an enemy conquers your \ city -- they automatically assume defensive positions in the \ surrounding countryside -- but only under these conditions:\n\ - You must know about Guerilla Warfare.\n\ - At least three quarters of the citizens must have your nationality.\n\ - You must run either a Democracy or a Communist government.\ ") [unit_paratroopers] name = _("Paratroopers") class = "Land" tech_req = "Combined Arms" obsolete_by = "None" graphic = "u.paratroopers" graphic_alt = "-" sound_move = "m_paratroopers" sound_move_alt = "m_generic" sound_fight = "f_paratroopers" sound_fight_alt = "f_generic" build_cost = 60 pop_cost = 0 attack = 6 defense = 4 hitpoints = 20 firepower = 1 move_rate = 1 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 1 uk_gold = 1 embarks = "Helicopter" disembarks = "Helicopter" flags = "Paratroopers", "Capturer", "Rubber", "Hospital", "Fortress" roles = "DefendOk", "DefendOkStartUnit" helptext = _("\ Paratroopers are experts at airborne attacks. From a friendly city, \ airbase, or airstrip, Paratroopers who have not expended any \ movement points can paradrop directly to any tile in range, and be \ immediately ready to act there. (Beware dropping into unseen territory, \ as Paratroopers landing on a tile occupied by enemy units are easy \ targets!)\ ") paratroopers_range = 10 paratroopers_mr_req = 1 paratroopers_mr_sub = 0 [unit_marines] name = _("Marines") class = "Land" tech_req = "Amphibious Warfare" obsolete_by = "None" graphic = "u.marines" graphic_alt = "-" sound_move = "m_marines" sound_move_alt = "m_generic" sound_fight = "f_marines" sound_fight_alt = "f_generic" build_cost = 60 pop_cost = 0 attack = 8 defense = 5 hitpoints = 20 firepower = 1 move_rate = 1 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 1 uk_gold = 1 embarks = "Helicopter" disembarks = "Helicopter" flags = "Marines", "Capturer", "Rubber", "Hospital", "Fortress" roles = "DefendGood", "DefendGoodStartUnit", "FirstBuild", "BarbarianSeaTech" helptext = _("\ Marines are infantry who are experts at marine warfare.\ ") [unit_mech_inf] name = _("Mech. Inf.") class = "Big Land" tech_req = "Labor Union" obsolete_by = "None" graphic = "u.mech_inf" graphic_alt = "-" sound_move = "m_mech_inf" sound_move_alt = "m_generic" sound_fight = "f_mech_inf" sound_fight_alt = "f_generic" build_cost = 70 pop_cost = 0 attack = 6 defense = 6 hitpoints = 30 firepower = 1 move_rate = 3 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 1 uk_gold = 1 flags = "Iron", "Oil", "Rubber" roles = "DefendGood", "DefendGoodStartUnit", "FirstBuild" helptext = _("\ The Mechanized Infantry has the strongest inherent defensive strength \ of any land unit, and is very fast on roads and easy terrain, but it is \ hindered rather than helped by rough terrain (it cannot move into \ mountains, swamps, or jungles), and it is only available near the end \ of the technology tree.\ ") [unit_horsemen] name = _("Horsemen") class = "Land" tech_req = "Horseback Riding" obsolete_by = "Knights" graphic = "u.horsemen" graphic_alt = "-" sound_move = "m_horsemen" sound_move_alt = "m_generic" sound_fight = "f_horsemen" sound_fight_alt = "f_generic" build_cost = 20 pop_cost = 0 attack = 2 defense = 1 hitpoints = 10 firepower = 1 move_rate = 2 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 1 uk_gold = 1 flags = "Capturer", "Horses", "Hospital" roles = "AttackFastStartUnit", "Hut", "Barbarian", "Hunter" helptext = _("\ Horsemen are mounted warriors and an early shock-troop that can \ penetrate deep into enemy territory.\ ") [unit_chariot] name = _("Chariot") class = "Big Land" tech_req = "The Wheel" obsolete_by = "Dragoons" graphic = "u.chariot" graphic_alt = "-" sound_move = "m_chariot" sound_move_alt = "m_generic" sound_fight = "f_chariot" sound_fight_alt = "f_generic" build_cost = 30 pop_cost = 0 attack = 4 defense = 1 hitpoints = 10 firepower = 1 move_rate = 2 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 1 uk_gold = 1 flags = "Capturer", "Horses", "Hospital" roles = "AttackFastStartUnit" helptext = _("\ Chariots are horse-pulled war wagons. They have a stronger attack than \ Horsemen, but their speed comes at a cost: they are more expensive \ to build, they cannot take advantage of terrain to defend themselves, \ they cannot move in rough terrain (mountains, swamps, and jungles) \ without roads, and they cannot be transported by sea using early ships \ (Galleys and Caravels).\ ") [unit_elephants] name = _("Elephants") class = "Land" tech_req = "Polytheism" obsolete_by = "Dragoons" graphic = "u.elephants" graphic_alt = "u.chariot" sound_move = "m_elephants" sound_move_alt = "m_generic" sound_fight = "f_elephants" sound_fight_alt = "f_generic" build_cost = 30 pop_cost = 0 attack = 3 defense = 2 hitpoints = 10 firepower = 1 move_rate = 2 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 1 uk_gold = 1 flags = "Capturer", "Ivory", "Hospital" roles = "DefendOk", "DefendOkStartUnit", "AttackFastStartUnit", "Hunter" helptext = _("\ Elephants are towering animals trained for war that are often used as \ powerful shock troops.\ ") [unit_crusaders] name = _("Crusaders") class = "Land" tech_req = "Monotheism" obsolete_by = "Dragoons" graphic = "u.crusaders" graphic_alt = "u.knights" sound_move = "m_crusaders" sound_move_alt = "m_generic" sound_fight = "f_crusaders" sound_fight_alt = "f_generic" build_cost = 40 pop_cost = 0 attack = 5 defense = 1 hitpoints = 10 firepower = 1 move_rate = 2 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 0 uk_shield = 1 uk_food = 1 uk_gold = 1 flags = "Capturer", "Iron", "Horses", "Hospital" roles = "AttackFastStartUnit", "Hunter" helptext = _("\ Crusaders are highly disciplined mounted warriors driven by a higher \ cause.\ ") [unit_knights] name = _("Knights") class = "Land" tech_req = "Chivalry" obsolete_by = "Dragoons" graphic = "u.knights" graphic_alt = "-" sound_move = "m_knights" sound_move_alt = "m_generic" sound_fight = "f_knights" sound_fight_alt = "f_generic" build_cost = 40 pop_cost = 0 attack = 4 defense = 3 hitpoints = 10 firepower = 1 move_rate = 2 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 1 uk_gold = 1 flags = "Capturer", "Iron", "Horses", "Hospital" roles = "DefendOk", "DefendOkStartUnit", "AttackFastStartUnit", "HutTech","BarbarianTech", "BarbarianBuildTech", "Hunter" helptext = _("\ Knights are mounted and heavily armored warriors.\ ") [unit_dragoons] name = _("Dragoons") class = "Land" tech_req = "Leadership" obsolete_by = "Cavalry" graphic = "u.dragoons" graphic_alt = "-" sound_move = "m_dragoons" sound_move_alt = "m_generic" sound_fight = "f_dragoons" sound_fight_alt = "f_generic" build_cost = 50 pop_cost = 0 attack = 5 defense = 2 hitpoints = 20 firepower = 1 move_rate = 2 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 1 uk_gold = 1 flags = "Capturer", "Horses", "Niter", "Hospital" roles = "AttackFastStartUnit", "BarbarianBuildTech", "Hunter" helptext = _("\ Dragoons are mounted warriors carrying early firearms.\ ") [unit_cavalry] name = _("Cavalry") class = "Land" tech_req = "Tactics" obsolete_by = "Armor" graphic = "u.cavalry" graphic_alt = "-" sound_move = "m_cavalry" sound_move_alt = "m_generic" sound_fight = "f_cavalry" sound_fight_alt = "f_generic" build_cost = 60 pop_cost = 0 attack = 8 defense = 3 hitpoints = 20 firepower = 1 move_rate = 2 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 1 uk_gold = 1 flags = "Capturer", "Horses", "Niter", "Hospital" roles = "AttackFastStartUnit", "Hunter" helptext = _("\ Cavalry are mounted and highly trained soldiers.\ ") [unit_armor] name = _("Armor") class = "Big Land" tech_req = "Mobile Warfare" obsolete_by = "None" graphic = "u.armor" graphic_alt = "-" sound_move = "m_armor" sound_move_alt = "m_generic" sound_fight = "f_armor" sound_fight_alt = "f_generic" build_cost = 90 pop_cost = 0 attack = 10 defense = 5 hitpoints = 30 firepower = 1 move_rate = 3 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 1 uk_gold = 1 flags = "Iron", "Oil", "Uranium" roles = "DefendOk", "DefendOkStartUnit", "AttackFastStartUnit", "Hunter" helptext = _("\ Armors are motorized war wagons that are faster, stronger, and can take \ more damage than any mounted unit. However, they are less adaptable to \ very rough terrain (they cannot move into mountains, swamps, or jungles \ without roads), and unable to use less rough terrain to improve their \ defense.\ ") [unit_catapult] name = _("Catapult") class = "Big Land" tech_req = "Mathematics" obsolete_by = "Cannon" graphic = "u.catapult" graphic_alt = "-" sound_move = "m_catapult" sound_move_alt = "m_generic" sound_fight = "f_catapult" sound_fight_alt = "f_generic" build_cost = 40 pop_cost = 0 attack = 6 defense = 1 hitpoints = 10 firepower = 1 move_rate = 1 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 1 uk_gold = 1 flags = "Wood" roles = "AttackStrongStartUnit" helptext = _("\ Catapults are large rock-throwing machines of war. They are very \ strong attackers but equally weak defenders and will need an escort \ to be effective.\ "), _("\ While powerful, Catapults (and their successors) are bulky and awkward; \ they require roads to move in rough terrain (mountains, swamps, and \ jungles), are difficult to defend, and are too big for early ships \ (Galleys and Caravels).\ ") [unit_cannon] name = _("Cannon") class = "Big Land" tech_req = "Metallurgy" obsolete_by = "Artillery" graphic = "u.cannon" graphic_alt = "-" sound_move = "m_cannon" sound_move_alt = "m_generic" sound_fight = "f_cannon" sound_fight_alt = "f_generic" build_cost = 50 pop_cost = 0 attack = 8 defense = 1 hitpoints = 20 firepower = 1 move_rate = 1 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 1 uk_gold = 1 flags = "Iron", "Coal", "Niter" roles = "AttackStrongStartUnit", "BarbarianTech", "BarbarianBuildTech" helptext = _("\ Cannons are large firearms that can fire heavy projectiles over long \ distances. As with the catapults they replace, they are very strong \ attackers but equally weak defenders and will need an escort to be \ effective, and have limited mobility.\ ") [unit_artillery] name = _("Artillery") class = "Big Land" tech_req = "Machine Tools" obsolete_by = "Howitzer" graphic = "u.artillery" graphic_alt = "-" sound_move = "m_artillery" sound_move_alt = "m_generic" sound_fight = "f_artillery" sound_fight_alt = "f_generic" build_cost = 60 pop_cost = 0 attack = 10 defense = 2 hitpoints = 20 firepower = 1 move_rate = 1 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 1 uk_gold = 1 flags = "CityBuster", "Iron", "Coal", "Niter" roles = "AttackStrongStartUnit" helptext = _("\ The artillery is an upgraded cannon. As with its predecessors, it is a \ very strong attacker but equally weak defender and will need an escort \ to be effective, and has limited mobility.\ ") [unit_howitzer] name = _("Howitzer") class = "Big Land" tech_req = "Robotics" obsolete_by = "None" graphic = "u.howitzer" graphic_alt = "-" sound_move = "m_howitzer" sound_move_alt = "m_generic" sound_fight = "f_howitzer" sound_fight_alt = "f_generic" build_cost = 80 pop_cost = 0 attack = 12 defense = 2 hitpoints = 30 firepower = 1 move_rate = 1 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 1 uk_gold = 1 flags = "CityBuster", "Iron", "Oil", "Rubber" roles = "AttackStrongStartUnit" helptext = _("\ Howitzers are upgraded artillery with improved defensive as well as \ offensive capabilities. However, they still have the limited mobility \ of their predecessors.\ ") [unit_fighter] name = _("Fighter") class = "Air" tech_req = "Flight" obsolete_by = "Stealth Fighter" graphic = "u.fighter" graphic_alt = "-" sound_move = "m_fighter" sound_move_alt = "m_generic" sound_fight = "f_fighter" sound_fight_alt = "f_generic" build_cost = 60 pop_cost = 0 attack = 4 defense = 4 hitpoints = 20 firepower = 1 move_rate = 10 vision_radius_sq = 6 transport_cap = 0 fuel = 2 uk_happy = 0 uk_shield = 1 uk_food = 1 uk_gold = 1 targets = "Air", "Missile", "Helicopter" flags = "AirAttacker", "HasNoZOC", "Iron", "Oil", "Aluminum" roles = "DefendOk", "DefendOkStartUnit" helptext = _("\ Fighters are your first airborne units. They can move anywhere and \ attack any unit.\ "), ; /* xgettext:no-c-format */ _("\ Fighters and other aircraft lose 10% of their hit points for every \ turn not spent in a city, airstrip, or airbase, or on a Carrier.\ ") [unit_bomber] name = _("Bomber") class = "Air" tech_req = "Advanced Flight" obsolete_by = "Stealth Bomber" graphic = "u.bomber" graphic_alt = "-" sound_move = "m_bomber" sound_move_alt = "m_generic" sound_fight = "f_bomber" sound_fight_alt = "f_generic" build_cost = 100 pop_cost = 0 attack = 6 defense = 2 hitpoints = 30 firepower = 1 move_rate = 8 vision_radius_sq = 6 transport_cap = 0 fuel = 3 uk_happy = 1 uk_shield = 1 uk_food = 1 uk_gold = 1 flags = "FieldUnit", "OneAttack", "AirAttacker", "Bombarder", "HasNoZOC", "Iron", "Oil", "Aluminum" roles = "" helptext = _("\ Bombers are specialized airborne units that may only attack ground \ targets, not other airborne units.\ "), _("\ A Bomber's attack against units on land is a bombard attack; against \ units on water it has a regular attack.\ "), ; /* xgettext:no-c-format */ _("\ As with other aircraft, Bombers lose 10% of their hit points for every \ turn not spent in a city, airstrip, or airbase, or on a Carrier.\ ") bombard_rate = 3 [unit_helicopter] name = _("Helicopter") class = "Helicopter" tech_req = "Combined Arms" obsolete_by = "None" graphic = "u.helicopter" graphic_alt = "-" sound_move = "m_helicopter" sound_move_alt = "m_generic" sound_fight = "f_helicopter" sound_fight_alt = "f_generic" build_cost = 70 pop_cost = 0 attack = 5 defense = 3 hitpoints = 30 firepower = 1 move_rate = 6 vision_radius_sq = 6 transport_cap = 1 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 1 uk_gold = 1 cargo = "Land" flags = "OneAttack", "AirAttacker", "Bombarder", "HasNoZOC", "Iron", "Oil", "Rubber" roles = "" helptext = _("\ A Helicopter's attack against units on land is a bombard attack; against \ units on water it has a regular attack.\ "), _("\ Helicopters can also transport one military land unit; while most troops \ must load or unload in a city, airstrip, or airbase (and not in the field \ or onboard a Carrier), units specializing in mobility (Paratroopers, \ Alpine Troops, Marines, Partisans, and Fanatics) can embark or disembark \ at any time.\ "), _("\ Unlike other aircraft, Helicopters are not required to return to a city, \ base, or Carrier to refuel after a set number of turns; however, care \ must be exercised, due to the health they lose every turn.\ ") bombard_rate = 2 [unit_stealth_fighter] name = _("Stealth Fighter") class = "Air" tech_req = "Stealth" obsolete_by = "None" graphic = "u.stealth_fighter" graphic_alt = "-" sound_move = "m_stealth_fighter" sound_move_alt = "m_generic" sound_fight = "f_stealth_fighter" sound_fight_alt = "f_generic" build_cost = 80 pop_cost = 0 attack = 8 defense = 8 hitpoints = 20 firepower = 1 move_rate = 14 vision_radius_sq = 8 transport_cap = 0 fuel = 2 uk_happy = 0 uk_shield = 1 uk_food = 1 uk_gold = 1 targets = "Air", "Missile", "Helicopter" flags = "Partial_Invis", "AirAttacker", "HasNoZOC", "Iron", "Oil", "Aluminum" roles = "DefendGood", "DefendGoodStartUnit" helptext = _("\ An improved Fighter, with improved attack and a higher movement radius.\ ") [unit_stealth_bomber] name = _("Stealth Bomber") class = "Air" tech_req = "Stealth" obsolete_by = "None" graphic = "u.stealth_bomber" graphic_alt = "-" sound_move = "m_stealth_bomber" sound_move_alt = "m_generic" sound_fight = "f_stealth_bomber" sound_fight_alt = "f_generic" build_cost = 120 pop_cost = 0 attack = 9 defense = 5 hitpoints = 30 firepower = 1 move_rate = 12 vision_radius_sq = 8 transport_cap = 0 fuel = 3 uk_happy = 1 uk_shield = 1 uk_food = 1 uk_gold = 1 flags = "Partial_Invis", "FieldUnit", "OneAttack", "AirAttacker", "Bombarder", "HasNoZOC", "Iron", "Oil", "Aluminum" roles = "DefendOk", "DefendOkStartUnit" helptext = _("\ An improved Bomber, with improved attack and a higher movement radius.\ ") bombard_rate = 4 [unit_galley] name = _("Galley") class = "Galley" tech_req = "Map Making" obsolete_by = "Caravel" graphic = "u.trireme" graphic_alt = "-" sound_move = "m_trireme" sound_move_alt = "m_generic" sound_fight = "f_trireme" sound_fight_alt = "f_generic" build_cost = 20 pop_cost = 0 attack = 1 defense = 1 hitpoints = 10 firepower = 1 move_rate = 3 vision_radius_sq = 2 transport_cap = 2 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 1 uk_gold = 1 cargo = "Land", "Small Land", "Merchant" flags = "BadCityDefender", "HasNoZOC", "Wood" roles = "Ferryboat", "FerryStartUnit" helptext = _("\ The Galley is your first boat unit. It can act as a transport ship \ and has rudimentary offensive capabilities. It may not enter deep \ ocean tiles.\ ") [unit_trireme] name = _("Trireme") class = "Trireme" tech_req = "None" obsolete_by = "Caravel" graphic = "u.trireme" graphic_alt = "-" sound_move = "m_trireme" sound_move_alt = "m_generic" sound_fight = "f_trireme" sound_fight_alt = "f_generic" build_cost = 20 pop_cost = 0 attack = 1 defense = 1 hitpoints = 10 firepower = 1 move_rate = 3 vision_radius_sq = 2 transport_cap = 2 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 1 uk_gold = 1 cargo = "Land", "Small Land", "Merchant" flags = "BadCityDefender", "HasNoZOC", "Wood", "NoBuild" roles = "Ferryboat", "FerryStartUnit" helptext = _("\ The Trireme is your first boat unit. It can act as a transport ship \ and has rudimentary offensive capabilities, and unlike later boats \ can travel on rivers, but it may not enter deep ocean tiles.\ ") ; Replaced by Galley. Kept for savegame compatibility [unit_caravel] name = _("Caravel") class = "Sea" tech_req = "Magnetism" obsolete_by = "Galleon" graphic = "u.caravel" graphic_alt = "-" sound_move = "m_caravel" sound_move_alt = "m_generic" sound_fight = "f_caravel" sound_fight_alt = "f_generic" build_cost = 30 pop_cost = 0 attack = 1 defense = 2 hitpoints = 10 firepower = 1 move_rate = 3 vision_radius_sq = 2 transport_cap = 3 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 1 uk_gold = 1 cargo = "Land", "Small Land", "Merchant" flags = "BadCityDefender", "Only_Native_Attack", "HasNoZOC", "Wood" roles = "Ferryboat", "FerryStartUnit", "BarbarianBoat" helptext = _("\ The Caravel is a sailing ship that can enter any ocean tile.\ ") [unit_galleon] name = _("Galleon") class = "Sea" tech_req = "Navigation" obsolete_by = "Transport" graphic = "u.galleon" graphic_alt = "-" sound_move = "m_galleon" sound_move_alt = "m_generic" sound_fight = "f_galleon" sound_fight_alt = "f_generic" build_cost = 40 pop_cost = 0 attack = 0 defense = 2 hitpoints = 20 firepower = 1 move_rate = 4 vision_radius_sq = 2 transport_cap = 4 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 1 uk_gold = 1 cargo = "Land", "Small Land", "Big Land", "Merchant" flags = "BadCityDefender", "HasNoZOC", "Iron", "Wood", "Niter" roles = "Ferryboat", "FerryStartUnit", "BarbarianBoat" helptext = _("\ The Galleon is a pure transport ship, the first which can transport \ large wheeled units. It cannot attack other ships, though it may still \ defend itself when attacked.\ ") [unit_frigate] name = _("Frigate") class = "Sea" tech_req = "Navigation" obsolete_by = "Ironclad" graphic = "u.frigate" graphic_alt = "-" sound_move = "m_frigate" sound_move_alt = "m_generic" sound_fight = "f_frigate" sound_fight_alt = "f_generic" build_cost = 40 pop_cost = 0 attack = 3 defense = 2 hitpoints = 20 firepower = 1 move_rate = 4 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 1 uk_gold = 1 flags = "BadCityDefender", "Iron", "Wood", "Niter" roles = "Hunter" helptext = _("\ The Frigate is a specialized ship with a strong offensive value. It \ can attack units on land, but it cannot transport units.\ ") [unit_ironclad] name = _("Ironclad") class = "Sea" tech_req = "Steam Engine" obsolete_by = "Destroyer" graphic = "u.ironclad" graphic_alt = "-" sound_move = "m_ironclad" sound_move_alt = "m_generic" sound_fight = "f_ironclad" sound_fight_alt = "f_generic" build_cost = 50 pop_cost = 0 attack = 4 defense = 3 hitpoints = 20 firepower = 1 move_rate = 4 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 1 uk_gold = 1 flags = "BadCityDefender", "Iron", "Coal", "Niter" roles = "Hunter" helptext = _("\ The Ironclad is an armored ship, more sturdy than the Frigate.\ ") [unit_destroyer] name = _("Destroyer") class = "Sea" tech_req = "Engineering" obsolete_by = "None" graphic = "u.destroyer" graphic_alt = "-" sound_move = "m_destroyer" sound_move_alt = "m_generic" sound_fight = "f_destroyer" sound_fight_alt = "f_generic" build_cost = 60 pop_cost = 0 attack = 4 defense = 4 hitpoints = 30 firepower = 1 move_rate = 6 vision_radius_sq = 6 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 1 uk_gold = 1 bonuses = { "flag", "type", "value" "Submarine", "DefenseMultiplier", 1 } flags = "BadCityDefender", "Iron", "Coal" roles = "Hunter" helptext = _("\ An improved Ironclad, with better move rate and vision. Anti-submarine \ weapons double its defense against Submarines.\ "), _("\ TIP: A very fast unit, which is very useful for hunting down enemy \ Transports and Submarines.\ ") [unit_cruiser] name = _("Cruiser") class = "Sea" tech_req = "Steel" obsolete_by = "AEGIS Cruiser" graphic = "u.cruiser" graphic_alt = "-" sound_move = "m_cruiser" sound_move_alt = "m_generic" sound_fight = "f_cruiser" sound_fight_alt = "f_generic" build_cost = 80 pop_cost = 0 attack = 6 defense = 6 hitpoints = 30 firepower = 1 move_rate = 5 vision_radius_sq = 6 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 1 uk_gold = 1 flags = "BadCityDefender", "Iron", "Coal" roles = "DefendOk", "DefendOkStartUnit" helptext = _("\ The Cruiser is a strong offensive boat unit.\ ") [unit_aegis_cruiser] name = _("AEGIS Cruiser") class = "Sea" tech_req = "Rocketry" obsolete_by = "None" graphic = "u.aegis_cruiser" graphic_alt = "-" sound_move = "m_aegis_cruiser" sound_move_alt = "m_generic" sound_fight = "f_aegis_cruiser" sound_fight_alt = "f_generic" build_cost = 100 pop_cost = 0 attack = 8 defense = 8 hitpoints = 30 firepower = 1 move_rate = 5 vision_radius_sq = 8 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 1 uk_gold = 1 bonuses = { "flag", "type", "value" "AirAttacker", "DefenseMultiplier", 1 } flags = "BadCityDefender", "Iron", "Oil", "Aluminum" roles = "DefendGood", "DefendGoodStartUnit" helptext = _("\ The AEGIS Cruiser is equipped with an advanced defensive missile \ system, giving it double defense against all air attacks.\ ") [unit_battleship] name = _("Battleship") class = "Sea" tech_req = "Mass Production" obsolete_by = "None" graphic = "u.battleship" graphic_alt = "-" sound_move = "m_battleship" sound_move_alt = "m_generic" sound_fight = "f_battleship" sound_fight_alt = "f_generic" build_cost = 160 pop_cost = 0 attack = 12 defense = 12 hitpoints = 30 firepower = 1 move_rate = 4 vision_radius_sq = 6 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 1 uk_gold = 1 flags = "BadCityDefender", "Iron", "Oil" roles = "DefendOk", "DefendOkStartUnit" helptext = _("\ The Battleship is the supreme naval unit with excellent offensive and \ defensive values.\ ") [unit_submarine] name = _("Submarine") class = "Sea" tech_req = "Combustion" obsolete_by = "None" graphic = "u.submarine" graphic_alt = "-" sound_move = "m_submarine" sound_move_alt = "m_generic" sound_fight = "f_submarine" sound_fight_alt = "f_generic" build_cost = 70 pop_cost = 0 attack = 12 defense = 4 hitpoints = 20 firepower = 1 move_rate = 5 vision_radius_sq = 6 transport_cap = 8 fuel = 0 uk_happy = 0 uk_shield = 1 uk_food = 1 uk_gold = 1 cargo = "Missile" bonuses = { "flag", "type", "value" "AirAttacker", "DefenseMultiplier", 1 } flags = "Partial_Invis", "BadCityDefender", "Only_Native_Attack", "Submarine", "HasNoZOC", "Iron", "Oil", "Uranium" roles = "Hunter" helptext = _("\ Traveling under the surface of the ocean, Submarines have a very high \ strategic value, but a weak defense if caught off guard.\ "), _("\ Submarines attacking other naval units ignore the bonus to defense by \ terrain (on deep ocean, or ocean with naval mines).\ ") [unit_carrier] name = _("Carrier") class = "Sea" tech_req = "Advanced Flight" obsolete_by = "None" graphic = "u.carrier" graphic_alt = "-" sound_move = "m_carrier" sound_move_alt = "m_generic" sound_fight = "f_carrier" sound_fight_alt = "f_generic" build_cost = 150 pop_cost = 0 attack = 0 defense = 9 hitpoints = 40 firepower = 1 move_rate = 5 vision_radius_sq = 6 transport_cap = 8 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 1 uk_gold = 1 cargo = "Land", "Air", "Missile", "Helicopter" flags = "BadCityDefender", "HasNoZOC", "Iron", "Oil", "Aluminum" roles = "DefendGood", "DefendGoodStartUnit" helptext = _("\ The Carrier is a mobile airport.\ "), _("\ It can transport aircraft and military land units (not wheeled), \ although land units cannot always be transferred to and from Helicopters \ while onboard (see Helicopter help).\ "), _("\ TIP: Guard Carriers with a handful of fast-moving ships and a \ battleship, as losing a fully-equipped Carrier is VERY painful \ and expensive.\ ") [unit_transport] name = _("Transport") class = "Sea" tech_req = "Engineering" obsolete_by = "None" graphic = "u.transport" graphic_alt = "-" sound_move = "m_transport" sound_move_alt = "m_generic" sound_fight = "f_transport" sound_fight_alt = "f_generic" build_cost = 50 pop_cost = 0 attack = 0 defense = 3 hitpoints = 30 firepower = 1 move_rate = 5 vision_radius_sq = 6 transport_cap = 8 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 1 uk_gold = 1 cargo = "Land", "Small Land", "Big Land", "Merchant" flags = "Settlers", "BadCityDefender", "HasNoZOC", "Iron", "Coal" veteran_names = _("green"), _("regular"), _("veteran"), _("hardened"), _("elite") veteran_raise_chance = 50, 33, 25, 20, 0 veteran_work_raise_chance = 0, 0, 0, 0, 0 veteran_power_fact = 100, 125, 150, 175, 200 veteran_move_bonus = 0, 0, 0, 0, 0 roles = "Ferryboat", "FerryStartUnit" helptext = _("\ The Transport cannot attack on its own but may defend itself when \ under attack.\ "), _("\ Transports can clean pollution and fallout on water tiles and coastal \ cities. They may build oil platforms on deep ocean tiles (with \ knowledge of Miniaturization, for use by Offshore Platforms). They \ may also build buoys (with Radio), and naval mines (with Explosives).\ ") ; FIXME: also cleans pollution/fallout in coastal cities (and faster ; than Engineers) [unit_cruise_missile] name = _("Cruise Missile") class = "Missile" tech_req = "Rocketry" obsolete_by = "None" graphic = "u.cruise_missile" graphic_alt = "-" sound_move = "m_cruise_missile" sound_move_alt = "m_generic" sound_fight = "f_cruise_missile" sound_fight_alt = "f_generic" build_cost = 50 pop_cost = 0 attack = 18 defense = 0 hitpoints = 10 firepower = 1 move_rate = 16 vision_radius_sq = 2 transport_cap = 0 fuel = 1 uk_happy = 1 uk_shield = 1 uk_food = 0 uk_gold = 1 targets = "Air", "Missile", "Helicopter" flags = "OneAttack", "AirAttacker", "CityBuster", "HasNoZOC", "Aluminum" roles = "" helptext = _("\ The Cruise Missile is a long-distance missile that can strike deep \ into enemy territory.\ ") [unit_nuclear] name = _("Nuclear") class = "Missile" tech_req = "Nuclear Fission" obsolete_by = "None" graphic = "u.nuclear" graphic_alt = "-" sound_move = "m_nuclear" sound_move_alt = "m_generic" sound_fight = "f_nuclear" sound_fight_alt = "f_generic" build_cost = 160 pop_cost = 0 attack = 99 defense = 0 hitpoints = 10 firepower = 1 move_rate = 0 vision_radius_sq = 2 transport_cap = 0 fuel = 1 uk_happy = 1 uk_shield = 1 uk_food = 0 uk_gold = 1 flags = "FieldUnit", "OneAttack", "Nuclear", "HasNoZOC" ; No veteran levels (level name is never displayed) veteran_names = _("green") veteran_raise_chance = 0 veteran_work_raise_chance = 0 veteran_power_fact = 100 veteran_move_bonus = 0 roles = "" helptext = _("\ You can build Nuclear units when you have the required advance, and \ the Manhattan Project wonder has been built by any player. \ However, without further technology they cannot move on their own.\ "), _("\ With Rocketry, all Nuclear units (including those already built) gain \ a range of 8 movement points. Nuclear units starting the turn in a \ city with an Airport gain a range of 8 too (up to 16 with Rocketry).\ "), _("\ On impact, the blast will destroy any unit in an area 3 tiles wide \ (3x3 squares for rectangular grids), including friendly units. \ Any city within the blast area loses half its population, and \ land tiles within the blast area are subject to nuclear fallout. \ "), _("\ Nuclear fallout reduces tile output and increases the risk of global \ nuclear winter; see the help on Fallout.\ "), _("\ TIP: You may be involved in a situation where you've invaded an \ enemy country en masse, but the enemy cities are too strong. \ Before using a Nuclear unit, assemble a gang of cleanup units \ next to the city and have them ready to fix the fallout on the \ same turn it occurs! This minimizes the chance of nuclear winter. \ Eco-friendly nukes!\ ") [unit_diplomat] name = _("Diplomat") class = "Small Land" tech_req = "Alphabet" obsolete_by = "Spy" graphic = "u.diplomat" graphic_alt = "-" sound_move = "m_diplomat" sound_move_alt = "m_generic" sound_fight = "f_diplomat" sound_fight_alt = "f_generic" build_cost = 30 pop_cost = 0 attack = 0 defense = 0 hitpoints = 10 firepower = 1 move_rate = 2 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 0 uk_shield = 1 uk_food = 0 uk_gold = 1 flags = "Partial_Invis", "Diplomat", "IgZOC", "NonMil", "HasNoZOC", "Cant_Pillage" veteran_names = ; /* TRANS: diplomatic rank. */ _("?diplomatic_rank:attaché"), ; /* TRANS: diplomatic rank */ _("?diplomatic_rank:secretary"), ; /* TRANS: diplomatic rank */ _("?diplomatic_rank:envoy"), ; /* TRANS: diplomatic rank */ _("?diplomatic_rank:ambassador") veteran_raise_chance = 50, 33, 20, 0 veteran_work_raise_chance = 0, 0, 0, 0 veteran_power_fact = 100, 105, 110, 115 veteran_move_bonus = 0, 0, 0, 0 roles = "DiplomatStartUnit" helptext = _("\ A Diplomat is an official that carries your dispatches and \ is authorized to deal with foreign dignitaries. He may \ also undertake various covert operations with the intent of \ harming your opponents; Diplomats in your own cities defend \ them against such actions.\ "), _("\ Many covert actions may be attempted even in peacetime, but the more \ aggressive actions will be discovered and cause diplomatic incidents, \ giving an excuse for the breaking of treaties by a Federation or \ Democracy, or a nuclear-armed regime otherwise restrained by the \ United Nations.\ "), _("\ If a foreign unit is alone on a tile, you may attempt to bribe it \ with your Diplomat. By paying a sum of gold the unit will immediately \ become yours; the exact sum depends on the status of the unit and \ that of the civilization owning it. Bribery when not at war will cause \ a diplomatic incident.\ "), _("\ Diplomats can also perform a number of actions in another player's \ city, although each Diplomat may attempt only one action. Most of \ these actions have a chance of failure. Also, any enemy Diplomats or \ Spies in the city will oppose hostile actions, as will the enemy Leader \ in games with leaders; in this case, either your unit or the defending \ unit will die (if you go up against the Leader you will always die). If \ the defending unit dies, you lose one movement point and may try again. \ "), _("\ The actions available to Diplomats in a city are:\ "), _("\ - \"Establish Embassy\": This action always succeeds, and gives \ permanent contact with the city's owner, as well as intelligence \ on their tax rates and technology.\ "), _("\ - \"Investigate City\": Your unit attempts to report detailed \ information about the city: its status, what buildings and units are \ within, and what it is currently producing.\ "), _("\ - \"Sabotage City\": Your unit attempts either to disrupt all the \ city's work so far towards its current project, or to destroy an \ existing building in the city, at random. Once built, Palaces and \ Wonders cannot be sabotaged, and attempts to sabotage City Walls \ or any building in a capital each halve the chance of success. \ Sabotage may only be attempted when openly at war.\ "), _("\ - \"Steal Technology\": Your unit attempts to learn the secrets of a \ random technology known to the city's owner but not to you. Technology \ may only be stolen once from a given enemy city by Diplomats. This \ action may be attempted even when not at war, but will cause a \ diplomatic incident.\ "), _("\ - \"Incite a Revolt\": In return for gold a foreign city will change \ allegiance and join your empire, bringing along all nearby units that \ call it home, but reducing its size by 1. Units in other cities \ remain in the enemy's control, but units outside cities are lost to \ both players. The exact sum depends on the status of the city and \ that of the civilization that owns it. It is not possible to incite \ a rebellion in a capital, or in any city governed by a Federation or \ Democracy. Incitement may be attempted in peacetime, but will cause a \ diplomatic incident.\ "), _("\ In some game strategies, hordes of Diplomats can be used to wreak \ havoc on the enemy. Little wonder that Diplomats are often \ viewed with suspicion and fear!\ "), _("\ Diplomats built under Communist or Federation governments will \ start at the first veteran level (secretary).\ ") [unit_spy] name = _("Spy") class = "Small Land" tech_req = "Espionage" obsolete_by = "None" graphic = "u.spy" graphic_alt = "-" sound_move = "m_spy" sound_move_alt = "m_generic" sound_fight = "f_spy" sound_fight_alt = "f_generic" build_cost = 30 pop_cost = 0 attack = 0 defense = 0 hitpoints = 10 firepower = 1 move_rate = 3 vision_radius_sq = 8 transport_cap = 0 fuel = 0 uk_happy = 0 uk_shield = 1 uk_food = 0 uk_gold = 1 flags = "Partial_Invis", "Diplomat", "IgZOC", "NonMil", "HasNoZOC", "Cant_Pillage", "Spy" veteran_names = ; /* TRANS: Spy veteran level */ _("?spy_level:informant"), ; /* TRANS: Spy veteran level */ _("?spy_level:handler"), ; /* TRANS: Spy veteran level */ _("?spy_level:agent"), ; /* TRANS: Spy veteran level */ _("?spy_level:spymaster") veteran_raise_chance = 50, 33, 20, 0 veteran_work_raise_chance = 0, 0, 0, 0 veteran_power_fact = 100, 105, 110, 115 veteran_move_bonus = 0, 0, 0, 0 roles = "DiplomatStartUnit" helptext = _("\ A Spy is more skilled in the arts of espionage than her Diplomat predecessor.\ "), _("\ She can perform all the functions of the Diplomat; refer to the Diplomat \ entry for more details. Unlike a Diplomat, a Spy may also survive an \ operation in a foreign city and become more experienced as a result. \ Spies are also more effective than Diplomats at defending cities \ against foreign Diplomats and Spies.\ "), _("\ A Spy can also be used to:\n\ - sabotage an enemy unit (reducing its hit points to half), if it is \ alone on a tile and the players are at war;\n\ - poison the water supply of an enemy city (reducing the population \ by one);\n\ - steal specific technology (with a reduced chance of success);\n\ - steal further technologies from a city which has already been \ stolen from (although cities become more resistant each time they \ are stolen from);\n\ - sabotage predetermined city targets (with a reduced chance of \ success).\ "), _("\ A Spy that survives the more aggressive actions (sabotage, theft, \ inciting rebellion, and poisoning) escapes to the safety of the \ nearest friendly city.\ "), _("\ Spies built under Communist or Federation governments will start \ at the first veteran level (handler).\ ") [unit_caravan] name = _("Caravan") class = "Merchant" tech_req = "Trade" obsolete_by = "Freight" graphic = "u.caravan" graphic_alt = "-" sound_move = "m_caravan" sound_move_alt = "m_generic" sound_fight = "f_caravan" sound_fight_alt = "f_generic" build_cost = 30 pop_cost = 0 attack = 0 defense = 1 hitpoints = 10 firepower = 1 move_rate = 1 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 0 uk_shield = 1 uk_food = 0 uk_gold = 1 flags = "TradeRoute", "HelpWonder", "NonMil", "HasNoZOC", "Capturable" roles = "" helptext = _("\ A Caravan carries goods or material for trading with other nations, \ or to help build wonders in your own cities.\ "), _("\ Caravans cannot take advantage of maglevs, but may travel on the \ railroads that accompany them.\ "), _("\ Caravans can establish trade routes with your own cities or those of \ allied nations (or from the same team) by traveling to them. The \ route's ongoing revenue is doubled if the two cities involved are on \ different continents.\ "), _("\ A Caravan sent to one of your own cities that is building a wonder \ can add 30 shields towards its production. If your city is not \ building a wonder, the Caravan can take no special action.\ "), _("\ TIP: You can stockpile a stack of Caravans in advance and bring \ them all into a city where you have started to build a wonder, \ and finish it in only one turn!\ ") [unit_freight] name = _("Freight") class = "Merchant" tech_req = "The Corporation" obsolete_by = "None" graphic = "u.freight" graphic_alt = "-" sound_move = "m_freight" sound_move_alt = "m_generic" sound_fight = "f_freight" sound_fight_alt = "f_generic" build_cost = 30 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 = 1 uk_food = 0 uk_gold = 1 flags = "TradeRoute", "HelpWonder", "NonMil", "HasNoZOC", "Capturable" roles = "" helptext = _("\ The Freight unit replaces the Caravan, and moves at twice the speed. \ It has the same behavior and movement restrictions.\ ") [unit_explorer] name = _("Explorer") class = "Small Land" tech_req = "Seafaring" obsolete_by = "None" graphic = "u.explorer" graphic_alt = "-" sound_move = "m_explorer" sound_move_alt = "m_generic" sound_fight = "f_explorer" sound_fight_alt = "f_generic" build_cost = 30 pop_cost = 0 attack = 0 defense = 1 hitpoints = 10 firepower = 1 move_rate = 1 vision_radius_sq = 6 transport_cap = 0 fuel = 0 uk_happy = 0 uk_shield = 1 uk_food = 0 uk_gold = 1 flags = "IgTer", "IgZOC", "NonMil", "HasNoZOC", "Cant_Fortify", "Cant_Pillage" roles = "Explorer", "ExplorerStartUnit" helptext = _("\ Explorers are brave individuals that are very useful for mapping \ unknown territory.\ "), _("\ Explorers can also perform some actions in another player's city, \ although the unit disappears after the action is complete.\ "), _("\ - \"Establish Embassy\": This action always succeeds, and gives \ permanent contact with the city's owner, as well as intelligence \ on their tax rates and technology.\ "), _("\ - \"Investigate City\": Your unit attempts to report detailed \ information about the city: its status, what buildings and units are \ within, and what it is currently producing.\ ") [unit_leader] name = _("?unit:Leader") class = "Land" tech_req = "None" obsolete_by = "None" graphic = "u.leader" graphic_alt = "u.explorer" sound_move = "m_leader" sound_move_alt = "m_generic" sound_fight = "f_leader" sound_fight_alt = "f_generic" build_cost = 10 pop_cost = 0 attack = 0 defense = 2 hitpoints = 20 firepower = 1 move_rate = 2 vision_radius_sq = 8 transport_cap = 0 fuel = 0 uk_happy = 0 uk_shield = 0 uk_food = 0 uk_gold = 0 flags = "IgZOC", "NonMil", "NoBuild", "NoHome", "SuperSpy", "Undisbandable", "Unbribable", "GameLoss", "Unique" ; No veteran levels (level name is never displayed) veteran_names = _("green") veteran_raise_chance = 0 veteran_work_raise_chance = 0 veteran_power_fact = 100 veteran_move_bonus = 0 roles = "KingStartUnit" helptext = _("\ This is you. If you lose this unit, you lose the game. So don't.\ "), _("\ Won't unleash barbarians from huts.\ ") [unit_barbarian_leader] name = _("Barbarian Leader") class = "Land" tech_req = "None" obsolete_by = "None" graphic = "u.barbarian_leader" graphic_alt = "u.diplomat" sound_move = "m_barbarian_leader" sound_move_alt = "m_generic" sound_fight = "f_barbarian_leader" sound_fight_alt = "f_generic" build_cost = 40 pop_cost = 0 attack = 0 defense = 0 hitpoints = 10 firepower = 1 move_rate = 2 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 0 uk_shield = 0 uk_food = 0 uk_gold = 0 flags = "IgZOC", "NonMil", "Unbribable", "Undisbandable", "SuperSpy", "NoHome", "NoBuild" ; No veteran levels (level name is never displayed) veteran_names = _("green") veteran_raise_chance = 0 veteran_work_raise_chance = 0 veteran_power_fact = 100 veteran_move_bonus = 0 roles = "BarbarianLeader" helptext = _("\ One Barbarian Leader appears every time there is a barbarian uprising \ somewhere in the world.\ "), _("\ When a Barbarian Leader is killed on a tile without any defending units, \ the 100 gold ransom is paid, but only to land units and helicopters.\ ") [unit_awacs] name = _("AWACS") class = "Air" tech_req = "Advanced Flight" obsolete_by = "None" graphic = "u.awacs" graphic_alt = "u.bomber" ; backwards compatibility sound_move = "m_awacs" sound_move_alt = "m_generic" sound_fight = "f_awacs" sound_fight_alt = "f_generic" build_cost = 140 pop_cost = 0 attack = 0 defense = 1 hitpoints = 20 firepower = 1 move_rate = 16 vision_radius_sq = 24 transport_cap = 0 fuel = 3 uk_happy = 0 uk_shield = 1 uk_food = 0 uk_gold = 1 flags = "NonMil", "HasNoZOC", "Oil" roles = "" helptext = _("\ The AWACS (Airborne Warning and Control System) is an airplane with an \ advanced radar that can determine the location of enemy units over a \ wide area.\ ") [unit_snake] name = _("Snake") class = "Small Land" tech_req = "None" obsolete_by = "None" graphic = "u.snake" graphic_alt = "u.warriors" sound_move = "m_snake" sound_move_alt = "m_generic" sound_fight = "f_snake" sound_fight_alt = "f_generic" build_cost = 10 pop_cost = 0 attack = 1 defense = 0 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 = 1 flags = "NoBuild", "Cant_Fortify", "Cant_Pillage", "Unbribable", "Partial_Invis", "IgZOC" roles = "" helptext = _("\ Watch out for wild animals in the beginning of the game.\ ") [unit_crocodile] name = _("Crocodile") class = "Small Land" tech_req = "None" obsolete_by = "None" graphic = "u.crocodile" graphic_alt = "u.warriors" sound_move = "m_crocodile" sound_move_alt = "m_generic" sound_fight = "f_crocodile" sound_fight_alt = "f_generic" build_cost = 10 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 = 1 flags = "NoBuild", "Cant_Fortify", "Cant_Pillage", "Unbribable" roles = "" helptext = _("\ Watch out for wild animals in the beginning of the game.\ ") [unit_gorilla] name = _("Gorilla") class = "Small Land" tech_req = "None" obsolete_by = "None" graphic = "u.gorilla" graphic_alt = "u.warriors" sound_move = "m_gorilla" sound_move_alt = "m_generic" sound_fight = "f_gorilla" sound_fight_alt = "f_generic" build_cost = 10 pop_cost = 0 attack = 1 defense = 2 hitpoints = 10 firepower = 1 move_rate = 1 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 0 uk_shield = 1 uk_food = 0 uk_gold = 1 flags = "NoBuild", "Cant_Fortify", "Cant_Pillage", "Unbribable" roles = "" helptext = _("\ Watch out for wild animals in the beginning of the game.\ ") [unit_wolf] name = _("Wolf") class = "Small Land" tech_req = "None" obsolete_by = "None" graphic = "u.wolf" graphic_alt = "u.horsemen" sound_move = "m_wolf" sound_move_alt = "m_generic" sound_fight = "f_wolf" 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 = 6 transport_cap = 0 fuel = 0 uk_happy = 0 uk_shield = 1 uk_food = 0 uk_gold = 1 flags = "NoBuild", "Cant_Fortify", "Cant_Pillage", "Unbribable" roles = "" helptext = _("\ Watch out for wild animals in the beginning of the game.\ ") [unit_leopard] name = _("Leopard") class = "Small Land" tech_req = "None" obsolete_by = "None" graphic = "u.leopard" graphic_alt = "u.horsemen" sound_move = "m_leopard" sound_move_alt = "m_generic" sound_fight = "f_leopard" sound_fight_alt = "f_generic" build_cost = 10 pop_cost = 0 attack = 2 defense = 1 hitpoints = 10 firepower = 1 move_rate = 1 vision_radius_sq = 6 transport_cap = 0 fuel = 0 uk_happy = 0 uk_shield = 1 uk_food = 0 uk_gold = 1 flags = "NoBuild", "Cant_Fortify", "Cant_Pillage", "Unbribable" roles = "" helptext = _("\ Watch out for wild animals in the beginning of the game.\ ") [unit_panther] name = _("Panther") class = "Small Land" tech_req = "None" obsolete_by = "None" graphic = "u.panther" graphic_alt = "u.horsemen" sound_move = "m_panther" sound_move_alt = "m_generic" sound_fight = "f_panther" sound_fight_alt = "f_generic" build_cost = 10 pop_cost = 0 attack = 2 defense = 1 hitpoints = 10 firepower = 1 move_rate = 1 vision_radius_sq = 6 transport_cap = 0 fuel = 0 uk_happy = 0 uk_shield = 1 uk_food = 0 uk_gold = 1 flags = "NoBuild", "Cant_Fortify", "Cant_Pillage", "Unbribable" roles = "" helptext = _("\ Watch out for wild animals in the beginning of the game.\ ") [unit_tiger] name = _("Tiger") class = "Small Land" tech_req = "None" obsolete_by = "None" graphic = "u.tiger" graphic_alt = "u.horsemen" sound_move = "m_tiger" sound_move_alt = "m_generic" sound_fight = "f_tiger" sound_fight_alt = "f_generic" build_cost = 10 pop_cost = 0 attack = 2 defense = 1 hitpoints = 10 firepower = 1 move_rate = 1 vision_radius_sq = 6 transport_cap = 0 fuel = 0 uk_happy = 0 uk_shield = 1 uk_food = 0 uk_gold = 1 flags = "NoBuild", "Cant_Fortify", "Cant_Pillage", "Unbribable" roles = "" helptext = _("\ Watch out for wild animals in the beginning of the game.\ ") [unit_lion] name = _("Lion") class = "Small Land" tech_req = "None" obsolete_by = "None" graphic = "u.lion" graphic_alt = "u.horsemen" sound_move = "m_lion" sound_move_alt = "m_generic" sound_fight = "f_lion" sound_fight_alt = "f_generic" build_cost = 10 pop_cost = 0 attack = 2 defense = 1 hitpoints = 10 firepower = 1 move_rate = 1 vision_radius_sq = 6 transport_cap = 0 fuel = 0 uk_happy = 0 uk_shield = 1 uk_food = 0 uk_gold = 1 flags = "NoBuild", "Cant_Fortify", "Cant_Pillage", "Unbribable" roles = "" helptext = _("\ Watch out for wild animals in the beginning of the game.\ ") [unit_bear] name = _("Bear") class = "Small Land" tech_req = "None" obsolete_by = "None" graphic = "u.bear" graphic_alt = "u.warriors" sound_move = "m_bear" sound_move_alt = "m_generic" sound_fight = "f_bear" sound_fight_alt = "f_generic" build_cost = 10 pop_cost = 0 attack = 2 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 = 1 flags = "NoBuild", "Cant_Fortify", "Cant_Pillage", "Unbribable" roles = "" helptext = _("\ Watch out for wild animals in the beginning of the game.\ ") [unit_storm] name = _("Storm") class = "Storm" tech_req = "None" obsolete_by = "None" graphic = "u.storm" graphic_alt = "u.galleon" sound_move = "m_storm" sound_move_alt = "m_generic" sound_fight = "f_storm" sound_fight_alt = "f_generic" build_cost = 10 pop_cost = 0 attack = 0 defense = 9 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 = "NoBuild", "Cant_Fortify", "Cant_Pillage", "Unbribable", "IgZOC", "NoVeteran" roles = "" helptext = _("\ Watch out for wild animals in the beginning of the game.\ ")