; 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-3.0-ruleset" format_version=10 [control] ; Names for custom unit type flags. There can be up to 40 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 types with this flag (optional) flags = { "name", "helptxt" _("Horse"), _("Attack value halved when attacking Halberdiers.") _("Unbribable") _("TradeRoute"), _("Can establish trade routes (must travel to target city).") _("HelpWonder") _("Cities") _("AddToCity") _("Marines"), _("Can launch attack from non-native tiles.") } ; Names for custom unit class flags. There can be up to 8 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 unit types belonging to a class ; with this flag (optional) class_flags = { "name", "helptxt" _("AttFromNonNative"), _("Can launch attack from non-native tiles.") } [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 ; The percentage chance of a settler/engineer increasing level through ; performing useful work (per turn) veteran_work_raise_chance = 0, 0, 0, 0 ; Power factors are as a percentage. ; +50% is represented by 150 veteran_power_fact = 100, 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 ; /* <-- 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 ; "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. ; ; */ <-- avoid gettext warnings [unitclass_land] name = _("?unitclass:Land") min_speed = 1 hp_loss_pct = 0 flags = "TerrainSpeed", "DamageSlows", "CanOccupyCity", "BuildAnywhere", "CollectRansom", "ZOC", "CanFortify", "CanPillage", "TerrainDefense", "KillCitizen" [unitclass_sea] name = _("?unitclass:Sea") min_speed = 2 hp_loss_pct = 0 flags = "TerrainSpeed", "DamageSlows", "AttackNonNative", "AttFromNonNative" ; /* <-- avoid gettext warnings ; ; Below: The individual unit types, 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 compatibility 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 ; 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 'Join City' ; units this is also the population added to the destination ; attack = base attack strength (0 = cannot attack) ; defense = base defense strength (0 = cannot defend) ; hitpoints = how much damage unit can withstand ; firepower = number of hitpoints removed per round of combat; at least 1 ; move_rate = base move rate (whole movement points) ; vision_radius_sq = base vision of unit: unit can see tile up to the square ; root of this value away ; convert_to = can be converted to another type of unit by name ; convert_time = number of movement points it takes to convert to ; another unit type ; class = One of the classes listed above ; transport_cap = Number of units (ground, or air/missiles, depending on flags) ; fuel = Number of turns unit can spend outside refuel points. ; If more time passes without unit refueling over turn change, ; they are lost. If this is zero, unit has no need to refuel ; Units with "Coast" flag set consider any tile next to coast ; refuel point ; uk_* = upkeep costs, these are used as base values in the game ; cargo = Unit classes this unit can transport ; city_slots = How many of homecity's unit maintenance slots unit takes ; city_size = Initial size of the cities built by 'Found City' type units ; (but 'Join City' 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, does not cause unhappiness ; "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 ; "BeachLander" = won't lose all its movement when moving from non-native ; terrain to native terrain even if slow_invasions is on. ; "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" = strong in diplomatic battles. _Must_ be "Diplomat" also ; "CoastStrict" = (sea only) cannot leave coast ; "Coast" = (sea only) can refuel on coast. Set fuel to force unit ; to regularly end turn on coast ; "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 ; "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 ; "EvacuateFirst" = the game will try to rescue units with this flag before ; it tries to rescue units without it when their transport ; is destroyed. Think of the Birkenhead drill ("women and ; children first"). Replace "women and children" with ; "units with the EvacuateFirst unit type flag". ; "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 ; "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 ; "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 ; "CanEscape" = this unit has, given that certain conditions are ; fulfilled, a 50% chance to escape rather than being ; killed when killstack is enabled and the defender of its ; tile is defeated. The conditions are that it has more move ; points than required to move to an adjacent tile plus the ; attackers move points and that the attacker doesn't have ; the "CanKillEscaping" unit type flag. ; "CanKillEscaping" = an attack from this unit ignores the "CanEscape" unit ; type flag. ; "Provoking" = a unit considering to auto attack this unit will choose to ; do so even if has better odds when defending against it ; then when attacking it. Applies when the autoattack server ; setting is enabled. ; ; Following actions require extra fields: ; "Attack" ; attack = base attack strength ; "Bombard" ; attack = base attack strength ; bombard_rate = the number of shots fired at enemy units when attacking ; "Join City" ; pop_cost = the number of population added to the target city ; "Paradrop Unit" ; 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) ; "Upgrade Unit" ; obsolete_by = the unit type upgraded to. ; ; ** 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 = "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" ; No veteran levels (level name is never displayed) veteran_names = _("regular") veteran_raise_chance = 0 veteran_work_raise_chance = 0 veteran_power_fact = 100 veteran_move_bonus = 0 roles = "CitiesStartUnit" 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", "Cant_Fortify", "NonMil" ; No veteran levels (level name is never displayed) veteran_names = _("regular") veteran_raise_chance = 0 veteran_work_raise_chance = 0 veteran_power_fact = 100 veteran_move_bonus = 0 roles = "Settlers", "WorkerStartUnit" 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\ Several 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" 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 = _("\ 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" veteran_names = ; /* TRANS: diplomatic rank. */ ; /* TRANS: Unless translated, the last character in "attache" should be */ ; /* TRANS: U+00E9 LATIN SMALL LETTER E WITH ACUTE if available in your */ ; /* TRANS: charset. In ISO-8859-1 (ISO Latin 1) this is 233. */ _("?diplomatic_rank:attache"), ; /* 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 = _("\ 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", "ExplorerStartUnit" 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", "EvacuateFirst", "GameLoss", "Unique", "Unbribable" ; No veteran levels (level name is never displayed) veteran_names = _("regular") 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.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", "EvacuateFirst", "SuperSpy", "NoHome", "NoBuild" ; No veteran levels (level name is never displayed) veteran_names = _("regular") veteran_raise_chance = 0 veteran_work_raise_chance = 0 veteran_power_fact = 100 veteran_move_bonus = 0 roles = "BarbarianLeader" helptext = _("\ When barbarian leader is killed on a tile without any defending units,\ the ransom is paid, but only to land units.\ Usually the ransom is 100 gold, but can be less if the barbarian has\ less money.\ ") [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", "DefendOkStartUnit", "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", "DefendGoodStartUnit" 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", "DefendOkStartUnit", "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 = "AttackStrongStartUnit" 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", "DefendOkStartUnit", "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", "DefendOkStartUnit", "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", "DefendGoodStartUnit" 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", "DefendGoodStartUnit", "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", "DefendGoodStartUnit", "AttackStrongStartUnit" 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" roles = "AttackStrongStartUnit" 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.\ They can throw stones over city walls, ignoring their effect.\ ") [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", "DefendGoodStartUnit", "AttackStrongStartUnit" 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", "DefendGoodStartUnit", "AttackStrongStartUnit" 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 bonuses = { "flag", "type", "value" "Horse", "DefenseMultiplier", 1 } flags = "" roles = "DefendGood", "DefendGoodStartUnit", "AttackStrongStartUnit" 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 = "AttackStrongStartUnit", "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 = "AttackFastStartUnit", "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 = "AttackFastStartUnit", "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 = "AttackFastStartUnit", "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 = "AttackFastStartUnit", "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 = "AttackStrongStartUnit", "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 = "CoastStrict", "BadCityDefender" roles = "Ferryboat", "FerryStartUnit" 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 = "CoastStrict", "BadCityDefender", "FieldUnit" roles = "Ferryboat", "FerryStartUnit" 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 = "CoastStrict", "BadCityDefender" roles = "Ferryboat", "FerryStartUnit" 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", "FerryStartUnit" 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", "FerryStartUnit", "BarbarianBoat", "BarbarianBuildTech", "AttackFastStartUnit", "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", "FerryStartUnit", "AttackFastStartUnit", "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.\ ")