; Use the command "rulesetdir ancients" in the server to have freeciv ; use this 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="Ancients unit_type data for Freeciv" options="+Freeciv-2.3-ruleset" [flags] ; Names for custom unit type flags. ; names = [veteran_system] ; What are the names of the levels? veteran_names = _("green"), _("veteran"), _("hardened"), _("elite") ; The percentage chance of increasing level through combat veteran_raise_chance = 50, 33, 20, 0 ; Power factors are as a percentage. ; +50% is represented by 150 veteran_power_fact = 100, 150, 175, 200 ; The percentage chance of a settler/engineer increasing level through ; performing useful work (per turn) veteran_work_raise_chance = 5, 3, 1, 0 ; The additional number of movement points granted for different veteran ; levels. These are thirds of points, so to increase movement ; by a whole point 3 must be specified. veteran_move_bonus = 0, 0, 0, 0 ; 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) name for savegames, rulesets etc; if not ; present, 'name' is used. Since the name used in savegames ; must not change, use this when renaming a unit class after a ; ruleset has been released. ; move_type = Where unit moves; Land, Sea or Both. ; min_speed = Minimum speed after damage and effects ; hp_loss_pct = Hitpoints lost each turn if unit not in city or airbase ; hut_behavior = What happens to huts when unit enters tile: "Normal", "Nothing" or ; "Frighten" ; flags = List of unit class flags ; ; ** Unit class Flags ** ; ; "TerrainSpeed" = Units use terrain specific speed ; "TerrainDefense" = Units gain defense bonus from terrain ; "DamageSlows" = Damages units are slowed down ; "CanOccupyCity" = Military units of this class can occupy enemy cities ; "Missile" = Unit is destroyed when it attacks ; "RoadNative" = Road tiles are always considered native terrain ; "RiverNative" = River tiles are always considered native terrain ; "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 as target ; or on city or airbase ; "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 ; "CanPillage" = Unit can pillage tile infrastructure ; "DoesntOccupyTile" = Even if this kind of enemy unit is on tile, cities can ; still work that tile [unitclass_land] name = _("?unitclass:Land") move_type = "Land" min_speed = 1 hp_loss_pct = 0 flags = "TerrainSpeed", "DamageSlows", "CanOccupyCity", "BuildAnywhere", "CollectRansom", "ZOC", "CanFortify", "CanPillage", "TerrainDefense" [unitclass_sea] name = _("Sea") move_type = "Sea" min_speed = 2 hp_loss_pct = 0 flags = "TerrainSpeed", "DamageSlows" ; Below: The individual units, one per section. ; ; The number can be variable, up to 200. ; However for the "official" rulesets, units should not be removed ; because that would break backward compatability with savegames. ; ; The order here matters: later units are considered "better" for ; a given flag or role. ; ; The actual tag used (the * in [unit_*]) does not matter, except ; it must be unique within this file, and it may be used in debug ; output when reading this file. ; ; ** Fields ** ; ; name = name as seen by user ; graphic = tag specifing preferred graphic ; graphic_alt = tag for alternate garphic if preferred graphic is not ; present; especially if preferred graphic is non-standard, ; this should be a standard tag. Otherwise can use eg "-" ; for no alternate graphic. ; tech_req = required advance, names from techs.ruleset, or special: ; "None" => available from start ; impr_req = required city improvement, names from buildings.ruleset ; gov_req = required government, names from governments.ruleset ; obsolete_by = can be upgraded to and made obsolete by another unit by name ; convert_to = can be converted to another type of unit by name ; class = One of the classes listed above ; transport_cap = Number of units (ground, or air/missiles, depending on flags) ; fuel = number of turns air units can fly before they crash. For ; barbarians this is used as lifetime instead. If this is zero, ; the unit has unlimited fuel, despite flying. ; uk_* = upkeep costs, these are used as base values in the game ; cargo = Unit classes this unit can transport ; city_size = Initial size of the cities Settlers type unit builds ; flags = special flag strings ; roles = special role strings ; sound_move = optional sound effect when the unit moves ; sound_move_alt= optional alternative sound effect if above not ; supported in client ; sound_fight = optional sound effect when the unit fights ; sound_fight_alt= optional alternative sound effect if above not ; supported in client ; helptext = optional help text string; should escape all raw newlines ; so that xgettext parsing works ; ; ** Flags ** ; ; "HelpWonder" = can help build wonders ; "TradeRoute" = can establish trade routes ; "IgZOC" = ignore Zones of Control (ZOC) even if unit class has "ZOC" flag ; "NonMil" = a non-military unit, does not cause unhappiness ; "IgTer" = ignore terrain/road/rail, treat every tile as 1/3 move cost ; "OneAttack" = can only make a single attack, regardless of movement points ; "Pikemen" = double defence power against "Horse" flag units ; "Horse" = (no effect) ; "IgWall" = ignore effect of city walls ; "FieldUnit" = cause unhappiness even when not being aggressive ; "AEGIS" = fivefold increased defence against "AirUnit" attacks ; "Marines" = (land only) can attack from transports ; "Partial_Invis" = visible only to adjancent units; does not hide transported ; units other than missiles ; "Settlers" = can irrigate and build roads ; "Diplomat" = can do diplomat actions (see diplchance server option) ; "Spy" = can do poison and sabotage, _must_ be "Diplomat" also ; "Trireme" = (sea only) cannot leave shoreline ; "Nuclear" = nuke! ; "Transform" = can transform terrain ; "Paratroopers"= (land only) can paradrop ; "Cities" = can disband to produce a city ; "No_Land_Attack" = (sea only) cannot attack targets on land ; "AddToCity" = can disband to add a single point of population to a city ; (see cities.ruleset for limitation of this ability) ; "Fanatic" = can only be built by governments that allow them ; (see data/civ2/governments.ruleset, Fanaticism government) ; "Unique" = a player can only have one of these units in the game at ; the same time; barbarians cannot use this at present ; "GameLoss" = losing one of these units means you lose the game, but it ; is produced without homecity and upkeep ; "Unbribable" = this unit cannot be bribed ; "Undisbandable" = this unit cannot be disbanded, will not drown, and will not ; disband due to lack of shields to upkeep it in homecity; ; if not given enough food to upkeep it, homecity will shrink ; every turn it cannot do so, however ; "SuperSpy" = this unit always wins diplomatic contests, that is, unless ; it encounters another SuperSpy, in which case defender wins; ; can also be used on non-diplomat units, in which case it can ; protect cities from diplomats; also 100% spy survival chance ; "NoHome" = this unit has no homecity and will be free of all upkeep, and ; therefore will not revolt along with its city of origin should ; it be incited ; "NoVeteran" = this unit cannot become veteran ; "Bombarder" = this unit cannot kill other units, only damage them, but ; also is not harmed by return fire when attacking; the field ; bombard_rate regulates its number of shots ; "CityBuster" = this unit has double firepower against cities ; "NoBuild" = this unit cannot be built ; "BadWallAttacker" = the firepower of this unit is set to 1 if ; attacking a city ; defended by a city wall (or other city building defense) ; "BadCityDefender" = if attacked while in a city, firepower is set to 1 ; and firepower of attacker is doubled (the Pearl Harbour ; rule) ; "Helicopter" = defends very badly against "Fighter" units ; "AirUnit" = very bad at attacking "AEGIS" units ; "Fighter" = good attacker against "Helicopter" units ; "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 ; ; Following flag strings require extra fields: ; "Paratroopers" ; paratroopers_range = the maximal range the unit can be paradropped to ; paratroopers_mr_req = the move rate which is required at least for ; paradropping ; paratroopers_mr_sub = the move rate which is subtracted after paradropping ; "Bombarder" ; bombard_rate = the number of shots fired at enemy units when attacking ; ; ** Roles ** ; ; "FirstBuild" = first to be built when city founded ; "Explorer" = initial explorer unit (only one unit can have this flag) ; "Hut" = can be found in a hut ; "HutTech" = can be found in a hut, but its techs required ; "Partisan" = can be created as a partisan (only one unit can have this ; flag), see end of this file for its tech requirements option ; "DefendOk" = AI hint: ok for defending with ; "DefendGood" = AI hint: good for defending with ; "AttackFast" = AI hint: quick attacking unit (unused) ; "AttackStrong"= AI hint: strong attacker (unused) ; "Ferryboat" = AI hint: useful for ferrying ; "Barbarian" = can be created as barbarian ; "BarbarianTech" = can be created as barbarian, if someone has ; researched its tech requirements ; "BarbarianBoat" = can be created as barbarian ; "BarbarianBuild" = can be built by barbarians ; "BarbarianBuildTech" = can be built by barbarians if someone has ; researched its tech requirements ; "BarbarianLeader" = this unit is the barbarian leader (only one) ; "BarbarianSea" = can be created as a sea barbarian ; "BarbarianSeaTech" = can be created as a sea barbarian if someone ; has researched its tech requirements ; "Cities" = can disband to produce a city ; "Settlers" = can irrigate and build roads ; "GameLoss" = losing one of these units means you lose the game, but it ; is produced without homecity and upkeep ; "Diplomat" = can do diplomat actions (see diplchance server option) ; "Hunter" = AI hint: good for hunting other units [unit_settlers] name = _("Settlers") class = "Land" tech_req = "None" obsolete_by = "None" graphic = "u.settlers" graphic_alt = "-" sound_move = "m_settlers" sound_move_alt = "m_generic" sound_fight = "f_settlers" sound_fight_alt = "f_generic" build_cost = 40 pop_cost = 1 attack = 0 defense = 1 hitpoints = 10 firepower = 1 move_rate = 1 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 0 uk_shield = 1 uk_food = 1 uk_gold = 0 flags = "NonMil", "AddToCity", "Cities", "NoVeteran" roles = "Cities" helptext = _("\ This unit represents a large body of settlers dedicated to the\ enlargement of your empire, or perhaps merely kicked out of your\ existing cities due to overcrowding or an uncouth lifestyle.\ \n\n\ Use settlers to found cities.\ \n\n\ Upkeep for Settlers is in food\ as well as production, and a Settler can die if its supporting city\ runs out of food.\ \n\n\ ") [unit_worker] name = _("?unit:Workers") class = "Land" tech_req = "Surveying" obsolete_by = "None" graphic = "u.worker" graphic_alt = "u.settlers" ; for compatibility sound_move = "m_worker" sound_move_alt = "m_generic" sound_fight = "f_worker" sound_fight_alt = "f_generic" build_cost = 30 pop_cost = 0 attack = 0 defense = 1 hitpoints = 10 firepower = 1 move_rate = 1 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 0 uk_shield = 1 uk_food = 0 uk_gold = 0 flags = "Settlers", "NonMil", "NoVeteran" roles = "Settlers" helptext = _("\ Workers are one of the key units in the game. They can be used to\ irrigate land and build roads, and\ mines.\ \n\n\ Severl Workers may work together to decrease the\ amount of time required for long projects. If two or more Workers\ and/or Settlers are both working on the same task in the same square,\ their efforts will be added together each turn until the task is\ finished. Be careful not to dedicate too many workers to one task,\ though; excess effort can be wasted, and a group of Workers and/or Settlers\ is highly vulnerable to enemy attacks.\ ") [unit_diplomat] name = _("Diplomat") class = "Land" tech_req = "Code of Laws" obsolete_by = "None" 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 = 3 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 0 uk_shield = 0 uk_food = 0 uk_gold = 0 flags = "Diplomat", "IgZOC", "NonMil" roles = "Diplomat" helptext = _("\ This unit represents a single diplomat and his/her entourage.\ \n\n\ Use diplomats for honest diplomatic functions such as establishing\ embassies, or use their immunity to zones of control to snoop around\ behind enemy lines and reveal your rivals' lands to your own mighty\ self. ") [unit_spy] name = _("Spy") class = "Land" tech_req = "Espionage" obsolete_by = "None" graphic = "u.spy" graphic_alt = "-" sound_move = "m_spy" sound_move_alt = "m_generic" sound_fight = "f_spy" sound_fight_alt = "f_generic" build_cost = 50 pop_cost = 0 attack = 0 defense = 0 hitpoints = 10 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 = "Diplomat", "IgZOC", "NonMil", "Spy" roles = "Diplomat" helptext = _("\ This unit represents a single spy, plus enough merchants, minstrels,\ or other miscreants to provide a plausible cover.\ \n\n\ Use spys for spying on your rivals. Deny knowing them when they get\ caught!\ ") [unit_caravan] name = _("Caravan") class = "Land" tech_req = "Caravan" 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 = 2 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 0 uk_shield = 0 uk_food = 0 uk_gold = 0 flags = "TradeRoute", "HelpWonder", "IgZOC", "NonMil" roles = "" helptext = _("\ This unit represents a caravan laden with valuable trade goods, plus\ a very small defensive guard.\ \n\n\ Send caravans to distant cities to establish trade routes and boost\ your yearly income.\ ") [unit_explorer] name = _("Explorer") class = "Land" tech_req = "None" 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 = 3 vision_radius_sq = 5 transport_cap = 0 fuel = 0 uk_happy = 0 uk_shield = 0 uk_food = 0 uk_gold = 0 flags = "IgZOC", "NonMil" roles = "Explorer" helptext = _("\ This unit represents one renowned explorer, along with a whole host\ of underpaid bearers and overworked huskies.\ \n\n\ Use explorers to survey the lands around your early settlements, so\ you can grab the best spots for founding colonies and beat your\ rivals at exploiting the undeveloped tribes scattered around the\ map.\ ") [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 = 5 transport_cap = 0 fuel = 0 uk_happy = 0 uk_shield = 0 uk_food = 0 uk_gold = 0 flags = "IgZOC", "NonMil", "NoBuild", "NoHome", "SuperSpy", "Undisbandable", "Unbribable", "GameLoss", "Unique", "NoVeteran" roles = "GameLoss" helptext = _("\ This is you. If you lose this unit, you lose the game. So don't.\ ") [unit_barbarian_leader] name = _("Barbarian Leader") class = "Land" tech_req = "None" obsolete_by = "None" graphic = "u.barbarian_leader" graphic_alt = "u.explorer" sound_move = "m_barbarian_leader" sound_move_alt = "m_generic" sound_fight = "f_barbarian_leader" sound_fight_alt = "f_generic" build_cost = 40 pop_cost = 0 attack = 0 defense = 0 hitpoints = 10 firepower = 1 move_rate = 2 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 0 uk_shield = 0 uk_food = 0 uk_gold = 0 flags = "IgZOC", "NonMil", "Unbribable", "Undisbandable", "SuperSpy", "NoHome", "NoBuild" roles = "BarbarianLeader" helptext = _("\ When barbarian leader is killed on a tile without any defending units, \ the 100 gold ransom is paid, but only to land units.\ ") [unit_militia] name = _("Militia") class = "Land" tech_req = "None" obsolete_by = "None" graphic = "u.militia" graphic_alt = "u.warriors" sound_move = "m_militia" sound_move_alt = "m_generic" sound_fight = "f_militia" sound_fight_alt = "f_generic" build_cost = 5 pop_cost = 0 attack = 1 defense = 1 hitpoints = 15 firepower = 1 move_rate = 1 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 0 uk_gold = 0 flags = "" roles = "DefendOk", "FirstBuild" helptext = _("\ This cheap unit represents a city's untrained citizen militia.\ \n\n\ Use it when you need minimal security fast, but do not rely on it\ for critical missions.\ \n\n\ Notice that the low movement rate makes it have difficulty keeping\ pace with your field units. Use it for static defense, and replace\ it with something stronger as soon as you can.\ ") [unit_levy] name = _("Levy") class = "Land" tech_req = "None" obsolete_by = "None" graphic = "u.levy" graphic_alt = "u.warriors" sound_move = "m_levy" sound_move_alt = "m_generic" sound_fight = "f_levy" sound_fight_alt = "f_generic" build_cost = 20 pop_cost = 0 attack = 2 defense = 2 hitpoints = 20 firepower = 2 move_rate = 2 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 0 uk_gold = 0 flags = "" roles = "DefendGood" helptext = _("\ This unit is the standard formation of massed spearmen used\ throughout the more civilized portions of the ancient world.\ \n\n\ This unit will be greatly outclassed by phalanxes of hoplites or\ pikemen, or by legionnaires, but otherwise is the mainstay of most\ ancient armies. Use it primarily for garrisons and frontier\ defenses. In sufficient numbers they may also be useful on the\ offensive, whenever superior troops are not available.\ ") [unit_marines] name = _("Marines") class = "Land" tech_req = "Tactics" obsolete_by = "Warband" 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 = 20 pop_cost = 0 attack = 2 defense = 2 hitpoints = 20 firepower = 2 move_rate = 2 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 0 uk_gold = 0 flags = "Marines" roles = "DefendOk", "BarbarianSeaTech" helptext = _("\ Some ancient states, such as Imperial Rome, had units specially\ trained as marines.\ \n\n\ In the ancient world such troops were most often used for shipboard\ combat, and it is not clear that their aptitude for amphibious\ assault was substantially superior to that of other infantry types\ of the period. But since shipboard combat is not simulated in\ Freeciv this unit type is provided mostly for color, and we gave\ them the modern amphibious ability to give you a reason to build\ them.\ ") [unit_archers] name = _("Archers") class = "Land" tech_req = "Improved Bow" obsolete_by = "None" 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 = 2 defense = 2 hitpoints = 15 firepower = 3 move_rate = 2 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 0 uk_gold = 0 flags = "" roles = "Hut", "BarbarianBuild" helptext = _("\ This is a formation of massed archers.\ \n\n\ Archers work best when added to a stack in a city or fortification\ to provide a fairly cheap counterattacking force. They should also\ prove useful for mopping up enemy light troops that are not too\ heavily fortified.\ \n\n\ Archers have a higher firepower but lower hit points than other\ infantry of similar cost, so you may find them deadly but fragile.\ ") [unit_catapult] name = _("Catapult") class = "Land" tech_req = "Catapult" obsolete_by = "None" 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 = 20 pop_cost = 0 attack = 2 defense = 1 hitpoints = 15 firepower = 2 move_rate = 1 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 0 uk_gold = 0 flags = "OneAttack" roles = "AttackStrong" helptext = _("\ This unit is a battery of semi-portable bolt throwers.\ \n\n\ Due to its low movement rate, this unit will be most useful when\ placed in cities or fortifications for fighting off besiegers, but\ it needs to be stacked with infantry to defend it.\ \n\n\ For attacking fortified positions, use the stone-throwing onager or\ trebuchet instead.\ ") [unit_auxiliaries] name = _("Auxiliaries") class = "Land" tech_req = "Principate" obsolete_by = "Warband" graphic = "u.auxiliaries" graphic_alt = "u.warriors" sound_move = "m_auxiliaries" sound_move_alt = "m_generic" sound_fight = "f_auxiliaries" sound_fight_alt = "f_generic" build_cost = 20 pop_cost = 0 attack = 2 defense = 2 hitpoints = 20 firepower = 2 move_rate = 3 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 0 uk_gold = 0 flags = "" roles = "DefendOk", "HutTech", "BarbarianTech", "BarbarianBuildTech" helptext = _("\ This unit represents Roman auxiliaries.\ \n\n\ Auxiliaries are more lightly armed and armored than legionnaires,\ which leaves them weaker but more mobile, as well as cheaper.\ \n\n\ Use auxiliaries for operations in poor terrain, or to pad out your\ army of expensive legionnaires with cheaper troops.\ ") [unit_guerillas] name = _("Guerillas") class = "Land" tech_req = "Guerilla Warfare" obsolete_by = "None" graphic = "u.guerillas" graphic_alt = "u.partisan" sound_move = "m_guerillas" sound_move_alt = "m_generic" sound_fight = "f_guerillas" sound_fight_alt = "f_generic" build_cost = 20 pop_cost = 0 attack = 2 defense = 2 hitpoints = 15 firepower = 1 move_rate = 3 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 0 uk_gold = 0 flags = "IgZOC" roles = "DefendOk", "Partisan" helptext = _("\ The only thing modern about guerilla warfare is the name, and this\ unit is the ancient manifestation of the familiar modern phenomenon.\ \n\n\ Guerillas are faster than the heavier infantry types and can move\ through enemy zones of control, but their firepower and hit points\ are reduced as a result for their need to travel light and their\ generally inferior arms and armor compared to conventional forces.\ \n\n\ Guerillas may appear automatically whenever an opponent captures\ one of your cities, but only if the following conditions are met:\ \n\n\ o At least one civilization must have discovered Guerilla Warfare.\ \n\n\ o Your civilization must have discovered Leadership.\ \n\n\ o The city must be one that you founded, rather than captured.\ \n\n\ o Not all government types support Guerillas.\ \n\n\ Use them as you would expect guerillas to operate: move fast,\ pillage, hit an easy target, or seize an unguarded city, but never\ try to stand up to an enemy army in the field.\ ") [unit_spear_phalanx] name = _("Spear Phalanx") class = "Land" tech_req = "Bronze Working" obsolete_by = "Pike Phalanx" graphic = "u.spearphalanx" graphic_alt = "u.phalanx" sound_move = "m_spearphalanx" sound_move_alt = "m_generic" sound_fight = "f_spearphalanx" sound_fight_alt = "f_generic" build_cost = 30 pop_cost = 0 attack = 3 defense = 3 hitpoints = 20 firepower = 2 move_rate = 2 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 0 uk_gold = 0 flags = "" roles = "DefendGood" helptext = _("\ This is a phalanx of heavily armed hoplites as commonly used in\ ancient Greece.\ \n\n\ It is more robust than the levy, but must eventually succumb to\ pikes and legionnaires. Meanwhile, it is useful for defending cities\ and fortifications, for guarding borders, and for attacks against\ weaker units.\ \n\n\ Unlike the standard game, this unit is equally competent in both\ attack and defense, since the tactics of ancient battles usually\ called for the two sides to charge one another, regardless of which\ side was the 'attacker' at the higher scale of operations.\ ") [unit_warband] name = _("Warband") class = "Land" tech_req = "Dark Age" obsolete_by = "Men-at-Arms" graphic = "u.warband" graphic_alt = "u.warriors" sound_move = "m_warband" sound_move_alt = "m_generic" sound_fight = "f_warband" sound_fight_alt = "f_generic" build_cost = 30 pop_cost = 0 attack = 3 defense = 3 hitpoints = 15 firepower = 3 move_rate = 3 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 0 uk_gold = 0 flags = "" roles = "DefendGood", "HutTech", "BarbarianTech", "BarbarianSeaTech", "BarbarianBuildTech" helptext = _("\ This is a large body of barbarian infantry, who charge impetuously\ with spear, axe, and a variety of other nasty implements, often\ designed for throwing as well as wielding in hand-to-hand combat.\ \n\n\ The warband unit has attack and defense ratings similar to a spear\ phalanx, but has a raised firepower and reduced hit points to\ reflect the impetuousness of its initial charge and undisciplined\ brittleness thereafter. It is therefore more suitable as an\ attacker than as a defender.\ \n\n\ The warband also has a slightly raised movement rating, increasing\ its mobility in poor terrain or allowing a devastating rampage if\ ever it breaks into the heart of a peaceful civilization.\ ") [unit_pike_phalanx] name = _("Pike Phalanx") class = "Land" tech_req = "Tactics" obsolete_by = "Legionaires" graphic = "u.pikephalanx" graphic_alt = "u.pikemen" sound_move = "m_pikephalanx" sound_move_alt = "m_generic" sound_fight = "f_pikephalanx" sound_fight_alt = "f_generic" build_cost = 40 pop_cost = 0 attack = 4 defense = 4 hitpoints = 20 firepower = 2 move_rate = 2 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 0 uk_gold = 0 flags = "" roles = "DefendGood", "AttackStrong" helptext = _("\ This is a phalanx of massed pikemen of the Macedonian type.\ \n\n\ It is more deadly than the spear phalanx, but must eventually\ succumb to legionnaires. Meanwhile, it is useful for defending\ cities and fortifications, for guarding borders, and for attacks\ against most units.\ \n\n\ Unlike the standard game, this unit is equally competent in both\ attack and defense, since the tactics of ancient battles usually\ called for the two sides to charge one another, regardless of which\ side was the 'attacker' at the higher scale of operations.\ ") [unit_onager] name = _("Onager") class = "Land" tech_req = "Invention" obsolete_by = "None" graphic = "u.onager" graphic_alt = "u.catapult" sound_move = "m_onager" sound_move_alt = "m_generic" sound_fight = "f_onager" sound_fight_alt = "f_generic" build_cost = 50 pop_cost = 0 attack = 4 defense = 1 hitpoints = 15 firepower = 4 move_rate = 1 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 0 uk_gold = 0 flags = "OneAttack", "IgWall" roles = "AttackStrong" helptext = _("\ This unit is a battery of semi-portable stone throwers.\ \n\n\ Onagers are more powerful in the attack than catapults, but are\ equally slow and still only marginally effective against cities and\ fortifications defended by the better types of infantry.\ ") [unit_legionaires] name = _("Legionaires") class = "Land" tech_req = "Legion" obsolete_by = "Warband" graphic = "u.legionaires" graphic_alt = "u.legion" sound_move = "m_legionaires" sound_move_alt = "m_generic" sound_fight = "f_legionaires" sound_fight_alt = "f_generic" build_cost = 50 pop_cost = 0 attack = 5 defense = 5 hitpoints = 20 firepower = 2 move_rate = 2 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 0 uk_gold = 0 flags = "" roles = "DefendGood", "AttackStrong" helptext = _("\ This unit represents a Roman legion.\ \n\n\ These are the toughest infantry in the game until near the end of\ our period, and expensive in proportion. Use them for both attack\ and defense. The will often be useful even against fortified\ positions, though you may still find an onager preferable.\ \n\n\ Unlike the standard game, this unit is equally competent in both\ attack and defense, since the tactics of ancient battles usually\ called for the two sides to charge one another, regardless of which\ side was the 'attacker' at the higher scale of operations.\ ") [unit_men_at_arms] name = _("Men-at-Arms") class = "Land" tech_req = "Feudalism" obsolete_by = "None" graphic = "u.men_at_arms" graphic_alt = "u.legion" sound_move = "m_men_at_arms" sound_move_alt = "m_generic" sound_fight = "f_men_at_arms" sound_fight_alt = "f_generic" build_cost = 50 pop_cost = 0 attack = 5 defense = 5 hitpoints = 20 firepower = 2 move_rate = 2 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 0 uk_gold = 0 flags = "" roles = "DefendGood", "AttackStrong" helptext = _("\ This unit is a body of heavily armed and armored infantry from\ the High Middle Ages in Europe.\ \n\n\ Men-at-Arms are excellent at both attack and defense, but are quite\ expensive for infantry, so you may want to pad out your army with\ cheaper supporting units.\ ") [unit_halberdiers] name = _("Halberdiers") class = "Land" tech_req = "Medieval Republic" obsolete_by = "None" graphic = "u.halberdiers" graphic_alt = "u.pikemen" sound_move = "m_halberdiers" sound_move_alt = "m_generic" sound_fight = "f_halberdiers" sound_fight_alt = "f_generic" build_cost = 60 pop_cost = 0 attack = 6 defense = 6 hitpoints = 20 firepower = 2 move_rate = 2 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 0 uk_gold = 0 flags = "Pikemen" roles = "DefendGood", "AttackStrong" helptext = _("\ This unit, available near the end of the period represented by the\ Ancients modpack, represents a highly disciplined formation of\ halberdiers and/or pikemen such as those from the Netherlands or the\ early Swiss republics.\ \n\n\ Halberdiers will cut most other infantry units into small ribbons,\ and woe unto the mounted unit foolish enough to charge them! Use\ them for attack, defense, and mopping up what remains of any enemy\ army foolish enough to invade after you have the technology to\ build these.\ ") [unit_skirmishers] name = _("Skirmishers") class = "Land" tech_req = "Archery" obsolete_by = "None" graphic = "u.skirmishers" graphic_alt = "u.warriors" sound_move = "m_skirmishers" sound_move_alt = "m_generic" sound_fight = "f_skirmishers" sound_fight_alt = "f_generic" build_cost = 10 pop_cost = 0 attack = 1 defense = 1 hitpoints = 15 firepower = 1 move_rate = 3 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 0 uk_gold = 0 flags = "" roles = "Hut", "Barbarian", "BarbarianBuild", "BarbarianSea" helptext = _("\ This unit represents a body of light troops armed with missle\ weapons such as bows or slings.\ \n\n\ Skirmishers are very weak, but cheap and fairly fast, so you will\ find them useful for scouting and pillaging. They can also provide\ a cheap tripwire along a border with an untrustworthy neighbor.\ ") [unit_light_cavalry] name = _("Light Cavalry") class = "Land" tech_req = "Horseback Riding" obsolete_by = "None" graphic = "u.lightcavalry" graphic_alt = "u.horsemen" sound_move = "m_lightcavalry" sound_move_alt = "m_generic" sound_fight = "f_lightcavalry" sound_fight_alt = "f_generic" build_cost = 20 pop_cost = 0 attack = 1 defense = 1 hitpoints = 15 firepower = 1 move_rate = 4 vision_radius_sq = 5 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 0 uk_gold = 0 flags = "Horse", "IgZOC" roles = "Hut", "Barbarian", "BarbarianBuild" helptext = _("\ This unit is a body of lightly armed horsemen.\ \n\n\ Light cavalry is cheap, fast, and weak, and thus appropriate for\ scouting, pillaging, and harassing enemy settlers, explorers, and\ caravans.\ ") [unit_early_chariots] name = _("Early Chariots") class = "Land" tech_req = "Crude Wheel" obsolete_by = "Later Chariots" graphic = "u.earlychariots" graphic_alt = "u.chariot" sound_move = "m_earlychariots" sound_move_alt = "m_generic" sound_fight = "f_earlychariots" sound_fight_alt = "f_generic" build_cost = 60 pop_cost = 0 attack = 3 defense = 1 hitpoints = 15 firepower = 1 move_rate = 2 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 0 uk_gold = 0 flags = "" roles = "AttackStrong", "Hut", "Barbarian", "BarbarianBuild" helptext = _("\ This unit represents a body of crude chariots from the period\ before the invention of the spoked wheel, possibly drawn by \ semi-wild asses rather than horses.\ \n\n\ Use early chariots as an assault unit early in the game, but notice\ that they are slow and fragile compared to later models, so do not\ expect them to last long in combat. They are also quite expensive\ compared to most of the other units available early on, but may be\ your only option for a heavy assault unit. Do not attempt to use\ them in a defensive role.\ ") [unit_heavy_cavalry] name = _("Heavy Cavalry") class = "Land" tech_req = "Saddle" obsolete_by = "None" graphic = "u.heavycavalry" graphic_alt = "u.cavalry" sound_move = "m_heavycavalry" sound_move_alt = "m_generic" sound_fight = "f_heavycavalry" sound_fight_alt = "f_generic" build_cost = 60 pop_cost = 0 attack = 3 defense = 3 hitpoints = 20 firepower = 2 move_rate = 3 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 0 uk_gold = 0 flags = "Horse" roles = "AttackFast", "Hunter", "BarbarianBuildTech" helptext = _("\ This unit is a large body of cavalry partially equiped with body\ armor and charging with javelins or spears wielded over the\ shoulder.\ \n\n\ Heavy cavalry is faster than the heavier infantry types and stronger\ than the lighter infantry types. It runs down light cavalry, but is\ run down in turn by cataphracts and knights.\ \n\n\ Use heavy cavalry for mobile operations and fast reserves, to chase\ off enemy light cavalry, or to pad out your hyper-expensive\ collection of knights or cataphracts. Avoid tangling with pikemen,\ legionnaires, and halberdiers, or even with lesser infantry types\ when they are in fortified positions.\ ") [unit_later_chariots] name = _("Later Chariots") class = "Land" tech_req = "Improved Wheel" obsolete_by = "Early Lancers" graphic = "u.laterchariots" graphic_alt = "u.chariot" sound_move = "m_laterchariots" sound_move_alt = "m_generic" sound_fight = "f_earlychariots" sound_fight_alt = "f_generic" build_cost = 100 pop_cost = 0 attack = 5 defense = 3 hitpoints = 20 firepower = 2 move_rate = 3 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 0 uk_gold = 0 flags = "" roles = "AttackFast", "Hunter" helptext = _("\ familiar from Hollywood's depictions, with a generally lighter but\ more robust design than those used in the earlier part of our\ period.\ \n\n\ Chariots are expensive, but fast and powerful in the assault. Use\ them to run down enemy forces in the open field until the time you\ are able to build lancers. Avoid attacking fortified positions, and\ do not let them be caught on the defensive.\ ") [unit_early_lancers] name = _("Early Lancers") class = "Land" tech_req = "Stirrup" obsolete_by = "Knights" graphic = "u.earlylancers" graphic_alt = "u.cavalry" sound_move = "m_earlylancers" sound_move_alt = "m_generic" sound_fight = "f_earlylancers" sound_fight_alt = "f_generic" build_cost = 100 pop_cost = 0 attack = 5 defense = 3 hitpoints = 15 firepower = 4 move_rate = 3 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 0 uk_gold = 0 flags = "Horse" roles = "AttackFast", "Hunter" helptext = _("\ This unit is a large body of horsemen who fight by charging with\ the lance, but who are less heavily armed and armored than the\ cataphracts and knights of a slightly later period.\ \n\n\ Early lancers are deadly on the attack, but expensive and somewhat\ fragile, so pad your army out with cheaper types and save these\ for the attacks that really count.\ ") [unit_knights] name = _("Knights") class = "Land" tech_req = "Chivalry" obsolete_by = "None" 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 = 140 pop_cost = 0 attack = 7 defense = 5 hitpoints = 20 firepower = 4 move_rate = 3 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 0 uk_gold = 0 flags = "Horse" roles = "AttackFast", "Hunter" helptext = _("\ This unit is a large body of the heavily armored lancers common\ throughout most of Europe during the High Middle ages.\ \n\n\ Knights are expensive, but deadly. Use them to run down most\ other troop types in open terrain, but be wary of halberdiers, and\ use artillery instead when operating against fortified positions.\ ") [unit_elephants] name = _("Elephants") class = "Land" tech_req = "Elephantry" obsolete_by = "Legionaires" graphic = "u.elephants" graphic_alt = "-" sound_move = "m_elephants" sound_move_alt = "m_generic" sound_fight = "f_elephants" sound_fight_alt = "f_generic" build_cost = 100 pop_cost = 0 attack = 5 defense = 3 hitpoints = 15 firepower = 4 move_rate = 2 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 0 uk_gold = 0 flags = "Horse" roles = "AttackStrong", "HutTech", "BarbarianTech", "BarbarianBuildTech" helptext = _("\ This unit is a smallish group of elephants decked out in spikes and\ leather to the envy of the most well-equiped punk rocker, and\ usually endowed with a howdah full of men with bows, javelins, or\ long spears.\ \n\n\ Elephants are superb in the assault, but expensive and somewhat\ fragile due to reduced hit points, so use them in the attacks that\ count. They can tromp down most units before the appearance of\ legionnaires, and may even be useful for smashing into cities that\ are not extremely well defended.\ ") [unit_boats] name = _("Boats") class = "Sea" tech_req = "Boating" obsolete_by = "Light Transport" graphic = "u.boats" graphic_alt = "u.trireme" sound_move = "m_boats" sound_move_alt = "m_trireme" sound_fight = "f_boats" sound_fight_alt = "f_trireme" build_cost = 20 pop_cost = 0 attack = 0 defense = 1 hitpoints = 10 firepower = 1 move_rate = 1 vision_radius_sq = 2 transport_cap = 1 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 0 uk_gold = 0 cargo = "Land" flags = "Trireme", "BadCityDefender" roles = "Ferryboat" helptext = _("\ This unit represents a small flotilla of simple boats.\ \n\n\ Boats are useless for sea combat, and quite slow, but they are\ useful for ferrying troops across straits. They can also get you\ an early start at exploring the fringes of your continent.\ ") [unit_warships] name = _("Warships") class = "Sea" tech_req = "Sailing" obsolete_by = "Triremes" graphic = "u.warships" graphic_alt = "u.trireme" sound_move = "m_warships" sound_move_alt = "m_trireme" sound_fight = "f_warships" sound_fight_alt = "f_trireme" build_cost = 50 pop_cost = 0 attack = 1 defense = 1 hitpoints = 15 firepower = 1 move_rate = 3 vision_radius_sq = 2 transport_cap = 1 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 0 uk_gold = 0 cargo = "Land" flags = "Trireme", "BadCityDefender", "FieldUnit" roles = "Ferryboat" helptext = _("\ This unit represents a small flotilla of warships of unspecified\ types in use before the invention of the sophisticated trireme and\ longboat types.\ \n\n\ Warships are pretty weak for sea combat, but should suffice for\ raiding enemy transports. Use them for piracy, small sealifts in\ coastal waters, or for exploring the fringes of the continent you\ start on.\ ") [unit_light_transport] name = _("Light Transport") class = "Sea" tech_req = "Sailing" obsolete_by = "None" graphic = "u.lighttransport" graphic_alt = "u.galleon" sound_move = "m_lighttransport" sound_move_alt = "m_galleon" sound_fight = "f_lighttransport" sound_fight_alt = "f_galleon" build_cost = 40 pop_cost = 0 attack = 0 defense = 1 hitpoints = 10 firepower = 1 move_rate = 3 vision_radius_sq = 2 transport_cap = 3 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 0 uk_gold = 0 cargo = "Land" flags = "Trireme", "BadCityDefender" roles = "Ferryboat" helptext = _("\ This unit represents a small flotilla of light merchant vessels.\ \n\n\ Transports are extremely vulnerable to predation by warships, but\ are useful for moving troops, diplomats, and caravans across straits\ and narrow seas. When transporting expensive units they should be\ stacked with a trireme or longboat for defense.\ ") [unit_heavy_transport] name = _("Heavy Transport") class = "Sea" tech_req = "Map Making" obsolete_by = "None" graphic = "u.heavytransport" graphic_alt = "u.galleon" sound_move = "m_heavytransport" sound_move_alt = "m_galleon" sound_fight = "f_heavytransport" sound_fight_alt = "f_galleon" build_cost = 75 pop_cost = 0 attack = 0 defense = 1 hitpoints = 10 firepower = 1 move_rate = 3 vision_radius_sq = 2 transport_cap = 7 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 0 uk_gold = 0 cargo = "Land" flags = "BadCityDefender" roles = "Ferryboat" helptext = _("\ This unit represents a small flotilla of heavy merchant vessels such\ as grain ships, which can be adapted for use as military transports.\ \n\n\ Transports are extremely vulnerable to predation by warships, but\ are useful for moving troops, diplomats, and caravans across straits\ and narrow seas. When transporting expensive stacks of units they\ should be stacked with a trireme or longboat in turn, for defense.\ ") [unit_longboats] name = _("Longboats") class = "Sea" tech_req = "Dark Age" obsolete_by = "None" graphic = "u.longboats" graphic_alt = "u.trireme" sound_move = "m_longboats" sound_move_alt = "m_trireme" sound_fight = "f_longboats" sound_fight_alt = "f_trireme" build_cost = 75 pop_cost = 0 attack = 3 defense = 3 hitpoints = 20 firepower = 1 move_rate = 5 vision_radius_sq = 2 transport_cap = 2 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 0 uk_gold = 0 cargo = "Land" flags = "BadCityDefender", "FieldUnit" roles = "Ferryboat", "BarbarianBoat", "BarbarianBuildTech", "AttackFast", "Hunter" helptext = _("\ This unit represents a small flotilla of longboats of the Viking\ type, or similar.\ \n\n\ Longboats are much more robust than ordinary warships, partly due to\ their speed and partly due to their heavily armed crews. However,\ though they can sink transports with ease they are not primarily\ designed for seaborne fighting, and should not try to tangle with\ triremes.\ \n\n\ Use longboats to sweep the seas clean of lesser ships and to conduct\ small raids, or use them en masse for a great seaborne invasion with\ your warbands, such as the Danish assault that ultimately captured\ most of England in Alfred's time.\ ") [unit_triremes] name = _("Triremes") class = "Sea" tech_req = "Tactics" obsolete_by = "Longboats" graphic = "u.triremes" graphic_alt = "u.trireme" sound_move = "m_triremes" sound_move_alt = "m_trireme" sound_fight = "f_triremes" sound_fight_alt = "f_trireme" build_cost = 100 pop_cost = 0 attack = 3 defense = 3 hitpoints = 20 firepower = 4 move_rate = 5 vision_radius_sq = 2 transport_cap = 1 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 0 uk_gold = 0 cargo = "Land" flags = "BadCityDefender", "FieldUnit" roles = "Ferryboat", "AttackFast", "Hunter" helptext = _("\ This unit represents a small flotilla of triremes, a type of ancient\ warship propelled by three banks of oars and armed with a bronze\ ram. (Contrary to a mythology propagated by Hollywood, the oarsmen\ were invariably free men -- usually citizens. In some nations or\ periods the crew served as conventional infantry when needed, though\ FreeCiv does not provide a mechanism for modelling this.)\ \n\n\ Triremes are deadly predators on the seas, and can be used to keep\ 'your' sea clear of enemy transports and warships. Though their\ transport capacity is limited, they can be useful for providing a\ safe sea trip for a diplomat, explorer, or caravan.\ ")