[datafile] description="Unit Data for NGMod by N.G.Martin" options="0.40" [flags] ; Allowing only three additional user-defined flags made this difficult. ; The three flags below let me distinguish at least between foot, ; wheeled, non-foot-or-wheeled (Tracked) land units, and sail-powered ; vs. steel ships for the purpose of technology and civ-specific traits. names = "Airbase", "Foot", "Wheels", "Sail" ; Experience system expanded to 10 levels. veteran_names = _("Green"), _("Trained"), _("Practiced"), _("Veteran"), _("Weathered"), _("Hardened"), _("Expert"), _("Elite"), _("Heroic"), _("LEGENDARY") veteran_raise_chance = 100, 75, 50, 50, 33, 33, 25, 25, 25, 0 veteran_power_fact = 100, 150, 160, 170, 180, 190, 200, 210, 225, 250 veteran_work_raise_chance = 10, 10, 5, 5, 5, 3, 3, 3, 1, 0 veteran_move_bonus = 0, 0, 0, 0, 0, 1, 2, 3, 3, 6 ; (in one-thirds of a move) ; Unit classes ; ** Fields ** ; ; name = Name as used in other rulesets ; 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" = This unit slows down proportionally when damaged ; "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_missile] name = _("Missile") move_type = "Both" min_speed = 1 hp_loss_pct = 0 hut_behavior = "Frighten" flags = "Missile", "Unreachable", "DoesntOccupyTile" [unitclass_land] name = _("Land") move_type = "Land" min_speed = 1 hp_loss_pct = 0 flags = "TerrainSpeed", "DamageSlows", "CanOccupyCity", "BuildAnywhere", "CollectRansom", "ZOC", "CanFortify", "CanPillage", "TerrainDefense" [unitclass_foot] name = _("Foot") move_type = "Land" min_speed = 1 hp_loss_pct = 0 flags = "TerrainSpeed", "DamageSlows", "CanOccupyCity", "BuildAnywhere", "CollectRansom", "ZOC", "CanFortify", "CanPillage", "TerrainDefense" [unitclass_mounted] name = _("Mounted") move_type = "Land" min_speed = 1 hp_loss_pct = 0 flags = "TerrainSpeed", "DamageSlows", "CanOccupyCity", "BuildAnywhere", "CollectRansom", "ZOC", "CanFortify", "CanPillage", "TerrainDefense", "RoadNative" [unitclass_wheeled] name = _("Wheeled") move_type = "Land" min_speed = 1 hp_loss_pct = 0 flags = "TerrainSpeed", "DamageSlows", "CanOccupyCity", "BuildAnywhere", "CollectRansom", "ZOC", "CanFortify", "CanPillage", "TerrainDefense", "RoadNative" [unitclass_tracked] name = _("Tracked") move_type = "Land" min_speed = 1 hp_loss_pct = 0 flags = "TerrainSpeed", "DamageSlows", "CanOccupyCity", "BuildAnywhere", "CollectRansom", "ZOC", "CanFortify", "CanPillage", "TerrainDefense", "RoadNative" [unitclass_sea] name = _("Sea") move_type = "Sea" min_speed = 1 hp_loss_pct = 0 flags = "TerrainSpeed", "DamageSlows" [unitclass_riverboat] name = _("Riverboat") move_type = "Sea", "RiverNative" min_speed = 1 hp_loss_pct = 0 flags = "TerrainSpeed", "DamageSlows" [unitclass_sail] name = _("Sail") move_type = "Sea" min_speed = 1 hp_loss_pct = 0 flags = "TerrainSpeed", "DamageSlows" [unitclass_steel] name = _("Steel") move_type = "Sea" min_speed = 1 hp_loss_pct = 0 flags = "TerrainSpeed", "DamageSlows" [unitclass_trireme] name = _("Trireme") move_type = "Sea" min_speed = 1 hp_loss_pct = 0 flags = "TerrainSpeed", "DamageSlows" [unitclass_heli] name = _("Helicopter") move_type = "Both" min_speed = 1 hp_loss_pct = 10 flags = "CanOccupyCity", "CollectRansom" [unitclass_air] name = _("Air") move_type = "Both" min_speed = 1 hp_loss_pct = 0 hut_behavior = "Frighten" flags = "Unreachable", "DoesntOccupyTile" [unitclass_prop] name = _("Prop") move_type = "Both" min_speed = 1 hp_loss_pct = 0 hut_behavior = "Frighten" flags = "Unreachable", "DoesntOccupyTile" [unitclass_jet] name = _("Jet") move_type = "Both" min_speed = 1 hp_loss_pct = 0 hut_behavior = "Frighten" flags = "Unreachable", "DoesntOccupyTile" ; ********************UNITS******************************************** ; ** 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 is made obsolete by) another 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 ; ; 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 = "Nomads" 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 = 20 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 = "Settlers", "NonMil", "AddToCity", "Cities", "NoVeteran", "Foot" roles = "Cities" helptext = _("\ SETTLERS build your cities, improve your terrain, erect fortresses to\ protect your armies, and expand your empire. While they are of great\ value, they are also defenseless, and require escorting when in a\ contested area.\ \n\ Upkeep for Settlers is in food as well as production, and SETTLERS\ can die if its supporting city runs out of food. SETTLERS in a\ Republic or Democracy require twice as much food per turn.\ ") [unit_nomads] name = _("Nomads") class = "Land" tech_req = "Nomadic" obsolete_by = "None" graphic = "u.nomads" graphic_alt = "u.caravan" sound_move = "m_settlers" sound_move_alt = "m_generic" sound_fight = "f_settlers" sound_fight_alt = "f_generic" build_cost = 25 pop_cost = 2 attack = 0 defense = 2 hitpoints = 15 firepower = 1 move_rate = 1 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 0 uk_shield = 0 uk_food = 0 uk_gold = 0 flags = "TradeRoute", "HelpWonder", "NonMil", "Settlers", "AddToCity", "Cities", "Foot" roles = "Cities" helptext = _("\ NOMADS replace SETTLERS for Nomadic civilizations. These units\ are stronger and faster than normal SETTLERS, and do not require\ upkeep; however they reduce a city's population by two rather than\ one when built.\ ") [unit_expedition] name = _("Expedition") class = "Land" tech_req = "Expansionistic" obsolete_by = "None" graphic = "u.expedition" graphic_alt = "u.settlers" 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 = 3 defense = 2 hitpoints = 15 firepower = 1 move_rate = 1 vision_radius_sq = 8 transport_cap = 0 fuel = 0 uk_happy = 0 uk_shield = 1 uk_food = 1 uk_gold = 3 flags = "IgTer", "AddToCity", "Cities", "Unique", "Foot" roles = "Cities" helptext = _("\ EXPEDITIONS are the powerful unique units of Expansionistic civs.\ They are faster and much stronger than normal SETTLERS, although\ they are much more expensive to maintain in the field.\ \n\ A civilization may only build one EXPEDITION at a time.\ ") [unit_pioneers] name = _("Pioneers") class = "Land" tech_req = "Nationalism" obsolete_by = "None" graphic = "u.pioneers" 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 = 2 hitpoints = 20 firepower = 1 move_rate = 2 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 0 uk_shield = 1 uk_food = 1 uk_gold = 0 flags = "Settlers", "NonMil", "AddToCity", "Cities", "NoVeteran", "Wheels" roles = "Cities" helptext = _("\ PIONEERS are settlers that travel in covered wagon trains.\ they are faster and stronger than SETTLERS, but still require\ escorting when working in any contested area.\ ") [unit_worker] name = _("?unit:Workers") class = "Land" tech_req = "Pottery" obsolete_by = "Engineers" graphic = "u.worker" graphic_alt = "u.engineers" ; for compatibility sound_move = "m_worker" sound_move_alt = "m_generic" sound_fight = "f_worker" sound_fight_alt = "f_generic" build_cost = 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", "Airbase", "NoVeteran", "Foot" roles = "Settlers" helptext = _("\ Workers are similar to Settlers in that they can improve terrain --\ see the Terrain Alterations section of the help for more details of\ the available improvements. However, Workers cannot build new cities.\ ") [unit_peons] name = _("Peons") class = "Land" tech_req = "Agricultural" obsolete_by = "Engineers" graphic = "u.peasant" graphic_alt = "u.peon" sound_move = "m_worker" sound_move_alt = "m_generic" sound_fight = "f_worker" sound_fight_alt = "f_generic" build_cost = 15 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", "Airbase", "NoVeteran", "Foot" roles = "Settlers" helptext = _("\ PEONS are the unique units of Agricultural civilization. They are in\ all ways identical to WORKERS, but their production cost is halved.\ ") [unit_surveyors] name = _("Surveyors") class = "Land" tech_req = "Explosives" obsolete_by = "None" graphic = "u.surveyors" graphic_alt = "-" sound_move = "m_engineers" sound_move_alt = "m_generic" sound_fight = "f_engineers" sound_fight_alt = "f_generic" build_cost = 30 pop_cost = 0 attack = 0 defense = 0 hitpoints = 10 firepower = 1 move_rate = 1 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 0 uk_shield = 1 uk_food = 0 uk_gold = 0 flags = "IgTer", "Settlers", "NonMil", "Transform", "NoVeteran", "Foot" roles = "Settlers" helptext = _("\ SURVEYORS are faster WORKERS that gain the ability to\ terraform terrain, but cannot build Airbases.\ \n\ To use an SURVEYOR on the ocean, you must first load it\ into a ship.\ ") [unit_engineers] name = _("Engineers") class = "Land" tech_req = "Advanced Metallurgy" obsolete_by = "None" graphic = "u.engineers" graphic_alt = "-" sound_move = "m_engineers" sound_move_alt = "m_generic" sound_fight = "f_engineers" sound_fight_alt = "f_generic" build_cost = 40 pop_cost = 0 attack = 0 defense = 2 hitpoints = 20 firepower = 1 move_rate = 2 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 0 uk_shield = 1 uk_food = 0 uk_gold = 0 flags = "Settlers", "NonMil", "Transform", "Airbase", "NoVeteran" roles = "Settlers" helptext = _("\ Modern ENGINEERS are armored WORKERS with greater\ movement and capabilities than earlier SURVEYORS.\ They perform all the functions of SURVEYORS and may also build\ Airbases.\ \n\n\ TIP 1: Upgrade Workers to Engineers when possible, as Engineers\ require the same resources as ordinary Workers.\ \n\n\ TIP 2: If you manage to build Leonardo's Workshop, research\ Explosives before the Workshop becomes obsolete. This way,\ your Workers units will be upgraded for free.\ ") [unit_warriors] name = _("Warriors") class = "Land" tech_req = "None" obsolete_by = "Pikemen" graphic = "u.warriors" graphic_alt = "-" sound_move = "m_warriors" sound_move_alt = "m_generic" sound_fight = "f_warriors" sound_fight_alt = "f_generic" build_cost = 10 pop_cost = 0 attack = 2 defense = 1 hitpoints = 10 firepower = 1 move_rate = 1 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 0 uk_gold = 0 flags = "Foot" roles = "DefendOk", "FirstBuild" helptext = _("\ Early WARRIORS fight with stones, primitive spears,\ wooden shields, and whatever else they can get their\ hands on. The lack of effective training or unit cohesion\ make them cheap to produce but easily overrun by\ mounted units or by better-trained and equipped\ BOWMEN.\ ") [unit_peltast] name = _("Peltast") class = "Land" tech_req = "None" obsolete_by = "Phalanx" graphic = "u.peltast" graphic_alt = "-" sound_move = "m_warriors" sound_move_alt = "m_generic" sound_fight = "f_warriors" sound_fight_alt = "f_generic" build_cost = 10 pop_cost = 0 attack = 1 defense = 2 hitpoints = 10 firepower = 1 move_rate = 1 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 0 uk_gold = 0 flags = "Foot" roles = "DefendGood", "FirstBuild" helptext = _("\ PELTASTS fight with the sling, launching accurate and deadly\ projectiles from defensive cover. They are twice as strong\ as warriors on defense.\ ") [unit_bowmen] name = _("Bowmen") class = "Land" tech_req = "Warrior Code" obsolete_by = "Archers" graphic = "u.bowmen" graphic_alt = "-" sound_move = "m_warriors" sound_move_alt = "m_generic" sound_fight = "f_warriors" sound_fight_alt = "f_generic" build_cost = 20 pop_cost = 0 attack = 3 defense = 1 hitpoints = 10 firepower = 1 move_rate = 1 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 0 uk_gold = 0 flags = "Foot" roles = "DefendOk" helptext = _("\ BOWMEN require more training and resources than\ simple WARRIORS, but their ability to attack from\ range makes them much more deadly.\ ") [unit_phalanx] name = _("Phalanx") class = "Land" tech_req = "Bronze Working" obsolete_by = "Pikemen" graphic = "u.phalanx" graphic_alt = "-" sound_move = "m_phalanx" sound_move_alt = "m_generic" sound_fight = "f_phalanx" sound_fight_alt = "f_generic" build_cost = 20 pop_cost = 0 attack = 1 defense = 2 hitpoints = 20 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 = "Foot" roles = "DefendGood", "FirstBuild" helptext = _("\ Exhibiting disciplined unit tactics and weilding forged\ bronze longspears, the PHALANX is a force to be reckoned\ with on the ancient battlefield. A trained PHALANX will\ resist BOWMEN on defense, and a fortified PHALANX is the\ only ancient unit capable of withstanding the LEGION.\ ") [unit_legion] name = _("Legion") class = "Land" tech_req = "Iron Working" obsolete_by = "Musketmen" graphic = "u.legion" graphic_alt = "-" sound_move = "m_legion" sound_move_alt = "m_generic" sound_fight = "f_legion" sound_fight_alt = "f_generic" build_cost = 40 pop_cost = 0 attack = 4 defense = 2 hitpoints = 20 firepower = 1 move_rate = 1 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 0 uk_gold = 0 flags = "Foot" roles = "DefendOk", "Hut", "BarbarianBuild", "BarbarianSea" helptext = _("\ LEGIONs are expensive, heavily armored, and disciplined.\ They defend as capably as the PHALANX, and will reliably\ destroy them in the open field. They are the most powerful\ infantry of the ancient era.\ ") [unit_raiders] name = _("Raiders") class = "Land" tech_req = "Seafaring" obsolete_by = "Grenadiers" graphic = "u.raiders" graphic_alt = "-" sound_move = "m_legion" sound_move_alt = "m_generic" sound_fight = "f_legion" sound_fight_alt = "f_generic" build_cost = 30 pop_cost = 0 attack = 7 defense = 2 hitpoints = 10 firepower = 1 move_rate = 1 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 0 uk_gold = 0 flags = "Marines" roles = "DefendOk", "Hut", "BarbarianBuild", "BarbarianSea" helptext = _("\ RAIDERS are everything the LEGION is not. Poorly armored\ and possessing little to no formal training, what they\ lack in poise and material they make up for with sheer ferocity.\ Attacking amphibiously in a drunken rage, RAIDERS are\ terrifying on offense but make inept defenders.\ \n\ RAIDERS are capable of attacking directly from the ships that\ carry them.\ ") [unit_archers] name = _("Archers") class = "Land" tech_req = "Engineering" obsolete_by = "Grenadiers" 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 = 30 pop_cost = 0 attack = 9 defense = 2 hitpoints = 10 firepower = 1 move_rate = 1 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 0 uk_gold = 0 flags = "Foot" roles = "DefendOk" helptext = _("\ ARCHERS are better trained, better organized BOWMEN\ that fight with advanced weapons. They are stronger\ on the attack than KNIGHTS or the LEGION, but are\ poorly armored and have fewer hitpoints. They will not\ long survive against any unit when defending.\ \n\ TIP 1: ARCHERS are often an effective offensive counter to\ PIKEMEN.\ ") [unit_pikemen] name = _("Pikemen") class = "Land" tech_req = "Feudalism" obsolete_by = "Musketmen" graphic = "u.pikes" graphic_alt = "-" sound_move = "m_pikemen" sound_move_alt = "m_generic" sound_fight = "f_pikemen" sound_fight_alt = "f_generic" build_cost = 20 pop_cost = 0 attack = 3 defense = 2 hitpoints = 20 firepower = 1 move_rate = 1 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 0 uk_gold = 0 flags = "Pikemen", "Foot" roles = "DefendGood", "FirstBuild" helptext = _("\ Equipped with long spears from 3 to 6m in length, PIKEMEN\ are capable of standing solidly against the threats of\ the medieval battlefield, and can eviscerate mounted enemies.\ \ Fortified PIKEMEN, while vulnerable to ARCHERS, make excellent\ defenders against CHARIOTS, KNIGHTS and, to a lesser extent,\ DRAGOONS.\ ") [unit_musketmen] name = _("Musketmen") class = "Land" tech_req = "Metallurgy" obsolete_by = "Riflemen" graphic = "u.musketeers" graphic_alt = "-" sound_move = "m_musketeers" sound_move_alt = "m_generic" sound_fight = "f_musketeers" sound_fight_alt = "f_generic" build_cost = 30 pop_cost = 0 attack = 4 defense = 4 hitpoints = 20 firepower = 1 move_rate = 1 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 0 uk_gold = 0 flags = "Foot" roles = "DefendGood", "FirstBuild", "HutTech" helptext = _("\ MUSKETMEN are infantry equipped with inaccurate early\ shoulder-arms. They offer little in terms of offensive\ strength, and while their line formations make them\ less vulnerable to ARCHERS they can be swept away by\ CAVALRY, and defend roughly evenly against DRAGOONS.\ ") [unit_grenadiers] name = _("Grenadiers") class = "Land" tech_req = "Magnetism" obsolete_by = "Specialists" graphic = "u.grenadiers" graphic_alt = "-" sound_move = "m_musketeers" sound_move_alt = "m_generic" sound_fight = "f_musketeers" sound_fight_alt = "f_generic" build_cost = 40 pop_cost = 0 attack = 7 defense = 3 hitpoints = 20 firepower = 1 move_rate = 1 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 0 uk_gold = 0 flags = "Marines", "Foot" roles = "DefendOk", "HutTech", "BarbarianTech", "BarbarianBuildTech", "BarbarianSeaTech" helptext = _("\ GRENADIERS carry more advanced firearms than MUSKETMEN Regulars,\ and have been highly trained in using those weapons to deadly effect.\ GRENADIERS are light attack infantry, ill-suited to holding defensive\ positions.\ ") [unit_riflemen] name = _("Riflemen") class = "Land" tech_req = "Rifling" obsolete_by = "Infantry" graphic = "u.riflemen" graphic_alt = "-" sound_move = "m_riflemen" sound_move_alt = "m_generic" sound_fight = "f_riflemen" sound_fight_alt = "f_generic" build_cost = 40 pop_cost = 0 attack = 5 defense = 5 hitpoints = 30 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 = "Foot" roles = "DefendGood", "FirstBuild" helptext = _("\ RIFLEMEN are the first infantry equipped with accurate\ rifled weapons, capable of reliably hitting targets\ at great range, making them ideal late-industrial era\ defenders.\ \n\ RIFLEMEN are the earliest units able to consistently defeat\ CAVALRY.\ ") [unit_specialists] name = _("Specialists") class = "Land" tech_req = "Conscription" obsolete_by = "Infantry" graphic = "u.specialists" graphic_alt = "-" sound_move = "m_riflemen" sound_move_alt = "m_generic" sound_fight = "f_riflemen" sound_fight_alt = "f_generic" build_cost = 50 pop_cost = 0 attack = 9 defense = 4 hitpoints = 30 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 = "Marines", "Paratroopers", "IgZoc", "Foot" roles = "DefendOk", "HutTech", "BarbarianTech", "BarbarianBuildTech", "BarbarianSeaTech" helptext = _("\ SPECIALISTS are highly trained RIFLEMEN possessing the sharpest\ eyes and the most accurate, advanced weapons. They are the most\ economical choice for defeating RIFLEMEN on the open field.\ \ SPECIALISTS may conduct amphibious assaults\ SPECIALISTS may rapidly deploy when in a friendly city(press P)\ to attack up to 2 tiles away.\ ") paratroopers_range = 2 paratroopers_mr_req = 1 paratroopers_mr_sub = 0 [unit_infantry] name = _("Infantry") class = "Land" tech_req = "Machine Tools" obsolete_by = "Advanced Infantry" graphic = "u.wwiinfantry" graphic_alt = "-" sound_move = "m_riflemen" sound_move_alt = "m_generic" sound_fight = "f_riflemen" sound_fight_alt = "f_generic" build_cost = 40 pop_cost = 0 attack = 6 defense = 6 hitpoints = 30 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 = "Foot" roles = "DefendGood", "FirstBuild" helptext = _("\ INFANTRY are the backbone of the pre-modern military; a\ versatile and resilient force on the battlefield.\ ") [unit_marines] name = _("Marines") class = "Land" tech_req = "Amphibious Warfare" obsolete_by = "Advanced Marines" 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 = 50 pop_cost = 0 attack = 11 defense = 5 hitpoints = 30 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 = "Marines", "Foot" roles = "DefendOk", "BarbarianSeaTech" helptext = _("\ MARINES are assault INFANTRY, trained at amphibious and other\ means of rapid, aggressive warfare.\ ") [unit_partisan] name = _("Partisan") class = "Land" tech_req = "Guerilla Warfare" obsolete_by = "None" graphic = "u.partisan" graphic_alt = "-" sound_move = "m_partisan" sound_move_alt = "m_generic" sound_fight = "f_partisan" sound_fight_alt = "f_generic" build_cost = 30 pop_cost = 0 attack = 9 defense = 4 hitpoints = 20 firepower = 1 move_rate = 1 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 0 uk_gold = 0 flags = "IgTer", "IgZOC", "Foot" roles = "DefendGood", "Partisan", "BarbarianTech" helptext = _("\ Partisans are insurgent, guerilla fighters who are experts\ at using the terrain and local population to their advantage.\ \n\ A number of Partisans are granted free when an enemy conquers your\ city -- they automatically assume defensive positions in the\ surrounding countryside -- but only under these conditions:\n\ - Guerilla Warfare must be known by at least one player.\n\ - You must be the player who originally built the city.\n\ - You must know about Communism and Gunpowder.\n\ - You must run either a Democracy or a Communist government.\ ") [unit_aaa] name = _("Anti-Aircraft Artillery") class = "Land" tech_req = "Radio" obsolete_by = "None" graphic = "u.aaa" graphic_alt = "-" sound_move = "m_armor" sound_move_alt = "m_generic" sound_fight = "f_howitzer" sound_fight_alt = "f_generic" build_cost = 60 pop_cost = 0 attack = 6 defense = 2 hitpoints = 30 firepower = 1 move_rate = 1 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 0 uk_gold = 0 flags = "Aegis", "Pikemen", "Fighter" roles = "DefendGood" helptext = _("\ ANTI-AIRCRAFT ARTILLERY lends a big defensive punch against enemy\ aircraft, and can engage enemy bombers on the attack.\ ") [unit_infantry2] name = _("Advanced Infantry") class = "Land" tech_req = "Mobile Warfare" obsolete_by = "Modern Infantry" graphic = "u.infantry" graphic_alt = "-" sound_move = "m_riflemen" sound_move_alt = "m_generic" sound_fight = "f_riflemen" sound_fight_alt = "f_generic" build_cost = 40 pop_cost = 0 attack = 6 defense = 7 hitpoints = 30 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 = "Foot" roles = "DefendGood", "FirstBuild" helptext = _("\ ADVANCED INFANTRY are soldiers at the peak of the modern era.\ They are well-equipped, versatile units that use semi-automatic\ weapons and modern means of supply and transportation to outlast\ and outmanouver their foes.\ ") [unit_alpine_troops] name = _("Alpine Troops") class = "Land" tech_req = "Mobile Warfare" obsolete_by = "None" graphic = "u.alpine_troops" graphic_alt = "-" sound_move = "m_alpine_troops" sound_move_alt = "m_generic" sound_fight = "f_alpine_troops" sound_fight_alt = "f_generic" build_cost = 50 pop_cost = 0 attack = 6 defense = 7 hitpoints = 30 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 = "IgTer", "Foot" roles = "DefendGood" helptext = _("\ ALPINE TROOPS are all-terrain ADVANCED INFANTRY. They are\ able to cross difficult terrain at speed, and are excellent\ on offense as well as on the defensive. They easily reach\ and defend critical, forbidding positions on the battlefield.\ ") [unit_paratroopers] name = _("Paratroopers") class = "Land" tech_req = "Combined Arms" obsolete_by = "Special Forces" graphic = "u.paratroopers" graphic_alt = "-" sound_move = "m_paratroopers" sound_move_alt = "m_generic" sound_fight = "f_paratroopers" sound_fight_alt = "f_generic" build_cost = 50 pop_cost = 0 attack = 13 defense = 5 hitpoints = 30 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 = "Paratroopers", "Foot" roles = "DefendOk" helptext = _("\ PARATROOPERS are experts at airborne attacks, but are\ relatively poor defenders.\ ") paratroopers_range = 10 paratroopers_mr_req = 1 paratroopers_mr_sub = 1 [unit_amarines] name = _("Advanced Marines") class = "Land" tech_req = "Combined Arms" obsolete_by = "Special Forces" graphic = "u.assault" graphic_alt = "-" sound_move = "m_paratroopers" sound_move_alt = "m_generic" sound_fight = "f_paratroopers" sound_fight_alt = "f_generic" build_cost = 50 pop_cost = 0 attack = 13 defense = 6 hitpoints = 30 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 = "Marines", "Foot" roles = "DefendOk" helptext = _("\ ADVANCED MARINES carry heavy assault weapons, and storm\ beachheads and cities directly from the TRANSPORTS that\ carry them.\ ") [unit_guerilla] name = _("Guerilla") class = "Land" tech_req = "Insurgent Warfare" obsolete_by = "None" graphic = "u.guerilla" graphic_alt = "-" sound_move = "m_partisan" sound_move_alt = "m_generic" sound_fight = "f_partisan" sound_fight_alt = "f_generic" build_cost = 20 pop_cost = 1 attack = 13 defense = 7 hitpoints = 20 firepower = 1 move_rate = 1 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 0 uk_shield = 0 uk_food = 1 uk_gold = 0 flags = "IgTer", "IgZOC", "Foot" roles = "DefendGood", "Partisan", "BarbarianTech" helptext = _("\ The GUERILLA is a devoted soldier, more or less trained,\ ready to fight on for the cause to the bitter end. GUERILLAs\ require upkeep in the form of food rather than resources. A number of GUERILLAs may also emerge from a captured city,\ under the following conditions:\ \n\n\ - Guerilla Warfare must be known by at least 1 player.\ \n\n\ - You must be the player who originally built the city.\ \n\n\ - You must know about Communism and Gunpowder.\ \n\n\ - You must run either a Democracy or a Communist government.\ ") [unit_infantry3] name = _("Modern Infantry") class = "Land" tech_req = "Infrared Imaging" obsolete_by = "None" graphic = "u.modern_infantry" graphic_alt = "-" sound_move = "m_riflemen" sound_move_alt = "m_generic" sound_fight = "f_riflemen" sound_fight_alt = "f_generic" build_cost = 40 pop_cost = 0 attack = 13 defense = 8 hitpoints = 30 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 = "Marines", "Foot" roles = "DefendGood", "FirstBuild" helptext = _("\ MODERN INFANTRY are faster, stronger, and more capable than\ any force of men ever to take the field of battle. They are\ resilient under fire, and are an economical and effective\ response to the GUERILLA and ARMOR of earlier days.\ \ MODERN INFANTRY, while relatively poor attackers, may launch\ assaults directly from ships like MARINES.\ ") [unit_specops] name = _("Special Forces") class = "Land" tech_req = "Shadow Warfare" obsolete_by = "None" graphic = "u.specops" graphic_alt = "-" sound_move = "m_riflemen" sound_move_alt = "m_generic" sound_fight = "f_riflemen" sound_fight_alt = "f_generic" build_cost = 60 pop_cost = 0 attack = 15 defense = 7 hitpoints = 30 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 = "Paratroopers", "IgTer", "Marines", "IgZoc", "Foot" roles = "DefendOk" helptext = _("\ SPECIAL FORCES are intensely trained, well-equipped, and well-\ supported small regiments of MODERN INFANTRY. Their training\ and skill allows them the ability to conduct much more effective\ amphibious assaults than their brethren, as well as swifter\ movement over hostile terrain.\ \ SPECIAL FORCES may also conduct paradrops.\ ") paratroopers_range = 14 paratroopers_mr_req = 1 paratroopers_mr_sub = 0 [unit_anti_tank] name = _("Anti-Tank Artillery") class = "Land" tech_req = "Mechatronics" obsolete_by = "Half-Track Infantry" graphic = "u.anti_tank" graphic_alt = "u.mech_inf" sound_move = "m_mech_inf" sound_move_alt = "m_generic" sound_fight = "f_mech_inf" sound_fight_alt = "f_generic" build_cost = 50 pop_cost = 0 attack = 0 defense = 4 hitpoints = 30 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 = "Pikemen", "Wheels" roles = "DefendGood" helptext = _("\ ANTI-TANK ARTILLERY are the answer to the threat posed by\ TANKS and ARMOR. They are slow moving, and their armor-\ piercing rounds will have little effect against infantry\ or other non-armored units, but against the great war-\ machines of the age ANTI-TANK ARTILLERY is perhaps the\ only hope on defense.\ ") [unit_halftrack] name = _("Half-Track Infantry") class = "Land" tech_req = "Mass Production" obsolete_by = "Armored Infantry" graphic = "u.halftrack" graphic_alt = "u.mech_inf" sound_move = "m_mech_inf" sound_move_alt = "m_generic" sound_fight = "f_mech_inf" sound_fight_alt = "f_generic" build_cost = 50 pop_cost = 0 attack = 7 defense = 8 hitpoints = 40 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 = "Horse", "Wheels" roles = "DefendGood" helptext = _("\ HALF-TRACK INFANTRY travel in armored vehicles\ equipped with hardpoints for machine guns,\ anti-aircraft artillery, and other weapons.\ They are proficient at swiftly reaching and\ holding key battlefield positions. ") [unit_ifv] name = _("Armored Infantry") class = "Land" tech_req = "Microcomputers" obsolete_by = "Mechanized Infantry" graphic = "u.mech_inf" graphic_alt = "-" sound_move = "m_mech_inf" sound_move_alt = "m_generic" sound_fight = "f_mech_inf" sound_fight_alt = "f_generic" build_cost = 60 pop_cost = 0 attack = 8 defense = 9 hitpoints = 40 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 = "DefendGood" helptext = _("\ ARMORED INFANTRY have thicker, stronger armor than half-tracks.\ They are the most resilient force on the battlefield until the\ arrival of their reimplementation in the MECHANIZED INFANTRY.\ ") [unit_mechinf] name = _("Mechanized Infantry") class = "Land" tech_req = "Integrated Circuit" obsolete_by = "None" graphic = "u.humvee" graphic_alt = "u.mech_inf" sound_move = "m_mech_inf" sound_move_alt = "m_generic" sound_fight = "f_mech_inf" sound_fight_alt = "f_generic" build_cost = 60 pop_cost = 0 attack = 14 defense = 14 hitpoints = 30 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 = "Wheels" roles = "DefendGood" helptext = _("\ Advanced MECHANIZED INFANTRY have the strongest defence\ strength of any land unit, and are extremely survivable.\ ") [unit_horsemen] name = _("Horsemen") class = "Land" tech_req = "Horseback Riding" obsolete_by = "Knights" graphic = "u.horsemen" graphic_alt = "-" sound_move = "m_horsemen" sound_move_alt = "m_generic" sound_fight = "f_horsemen" sound_fight_alt = "f_generic" build_cost = 20 pop_cost = 0 attack = 2 defense = 1 hitpoints = 10 firepower = 1 move_rate = 2 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 0 uk_gold = 0 flags = "Horse" roles = "AttackFast", "Hut", "Barbarian", "Hunter" helptext = _("\ HORSEMEN are the earliest of mounted warriors. They represent\ a greater threat to the infrastructure of a nation than its\ armies; able to advance suddenly and penetrate deeply to\ disrupt crucial land routes and attack enemy WORKERS.\ \ Used properly, HORSEMEN are able to destroy ancient units in\ the field, but require support from BOWMEN or other more\ powerful troops to take any fortified enemy position.\ ") [unit_chariot] name = _("Chariot") class = "Land" tech_req = "The Wheel" obsolete_by = "Knights" graphic = "u.chariot" graphic_alt = "-" sound_move = "m_chariot" sound_move_alt = "m_generic" sound_fight = "f_chariot" sound_fight_alt = "f_generic" build_cost = 30 pop_cost = 0 attack = 3 defense = 1 hitpoints = 20 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 = "Horse", "Wheels" roles = "AttackFast", "Hut", "Hunter" helptext = _("\ CHARIOTS are war-wagons pulled by matched, armored horses.\ They are much stronger than HORSEMEN, having twice the\ hitpoints and better attack. CHARIOTS are excellent early\ attackers that will easily crush an enemy that does not use the\ PHALANX to defend its cities.\ ") [unit_knights] name = _("Knights") class = "Land" tech_req = "Chivalry" obsolete_by = "Dragoons" graphic = "u.knights" graphic_alt = "-" sound_move = "m_knights" sound_move_alt = "m_generic" sound_fight = "f_knights" sound_fight_alt = "f_generic" build_cost = 40 pop_cost = 0 attack = 5 defense = 2 hitpoints = 20 firepower = 1 move_rate = 2 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 0 uk_gold = 0 flags = "Horse" roles = "AttackFast", "HutTech", "BarbarianTech", "BarbarianBuildTech", "BarbarianSeaTech", "Hunter" helptext = _("\ KNIGHTS are heavily armored professional warriors. Using\ lances from horseback and longswords dismounted, they move\ swiftly across the field and are demoralizing in a charge.\ KNIGHTS are easily countered by PIKEMEN, but against any other\ contemporary force they will triumph on the attack.\ ") [unit_dragoons] name = _("Dragoons") class = "Land" tech_req = "Shock Warfare" obsolete_by = "Cavalry" graphic = "u.dragoons" graphic_alt = "-" sound_move = "m_dragoons" sound_move_alt = "m_generic" sound_fight = "f_dragoons" sound_fight_alt = "f_generic" build_cost = 50 pop_cost = 0 attack = 7 defense = 2 hitpoints = 20 firepower = 1 move_rate = 2 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 0 uk_gold = 0 flags = "Horse" roles = "AttackFast", "BarbarianBuildTech", "BarbarianSeaTech", "Hunter" helptext = _("\ DRAGOONS take the terror of the mounted charge and add the\ power and range of early firearms. They are expensive to\ equip and to train, but represent a menacing force once\ produced.\ ") [unit_cavalry] name = _("Cavalry") class = "Land" tech_req = "Tactics" obsolete_by = "Armor" graphic = "u.cavalry" graphic_alt = "-" sound_move = "m_cavalry" sound_move_alt = "m_generic" sound_fight = "f_cavalry" sound_fight_alt = "f_generic" build_cost = 60 pop_cost = 0 attack = 10 defense = 4 hitpoints = 20 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 = "Horse" roles = "AttackFast", "Hunter" helptext = _("\ CAVALRY utilize advanced rifled firearms capable of much more\ accurate fire than their predecessors, DRAGOONS. They are much\ stronger than DRAGOONS, and represent the apex of mounted combat\ units. They will crush the PHALANX, roll over PIKEMEN, and be\ stopped only by RIFLEMEN or by well-situated, veteran MUSKETMEN.\ \n\ While historical Cavalry could fire their weapons acurately from\ horseback, the advent of more accurate rifles and the tactics of\ the age dictated that they more often than not fought dismounted.\ ") [unit_tank] name = _("Tanks") class = "Land" tech_req = "Trench Warfare" obsolete_by = "Armor" graphic = "u.tank" graphic_alt = "u.armor" sound_move = "m_armor" sound_move_alt = "m_generic" sound_fight = "f_armor" sound_fight_alt = "f_generic" build_cost = 80 pop_cost = 0 attack = 13 defense = 4 hitpoints = 50 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 = "Horse" roles = "AttackFast", "Hunter" helptext = _("\ The arrival of the TANK on the battlefield forever\ revolutionized the way combat takes place. TANKS are heavily\ armored, motorized war wagons that have a tremendous number\ of hitpoints and pack a big offensive punch.\ ") [unit_tank2] name = _("Armor") class = "Land" tech_req = "Advanced Metallurgy" obsolete_by = "Advanced Armor" graphic = "u.wwiiarmor" graphic_alt = "-" sound_move = "m_armor" sound_move_alt = "m_generic" sound_fight = "f_armor" sound_fight_alt = "f_generic" build_cost = 80 pop_cost = 0 attack = 15 defense = 5 hitpoints = 50 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 = "Horse" roles = "AttackFast", "Hunter" helptext = _("\ ARMOR units represent the TANK concept, honed and grouped\ into advanced, organized units specialized for armored\ warfare. They are faster, stronger, and more resilient than\ earlier TANKS, and are able, to some degree, to overcome the\ obstacle posed by well-deployed ANTI-TANK ARTILLERY.\ ") [unit_armor] name = _("Advanced Armor") class = "Land" tech_req = "Composite Materials" obsolete_by = "Modern Armor" graphic = "u.armor" graphic_alt = "-" sound_move = "m_armor" sound_move_alt = "m_generic" sound_fight = "f_armor" sound_fight_alt = "f_generic" build_cost = 90 pop_cost = 0 attack = 18 defense = 6 hitpoints = 50 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 = "Horse" roles = "AttackFast", "Hunter" helptext = _("\ ADVANCED ARMOR replace ARMOR and gain a slight edge in combat.\ ") [unit_modern_armor] name = _("Modern Armor") class = "Land" tech_req = "Reactive Armor" obsolete_by = "None" graphic = "u.abrams" graphic_alt = "u.modern_armor" sound_move = "m_armor" sound_move_alt = "m_generic" sound_fight = "f_armor" sound_fight_alt = "f_generic" build_cost = 100 pop_cost = 0 attack = 20 defense = 8 hitpoints = 50 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 = "Horse" roles = "AttackFast", "Hunter" helptext = _("\ MODERN ARMOR are some of the most advanced and deadly\ machines of war ever to exist. Stronger and faster\ than ADVANCED ARMOR, they are equipped with advanced\ tracking systems, anti-air capabilities, and nearly\ impenetrable active defense systems.\ ") [unit_catapult] name = _("Catapult") class = "Land" tech_req = "Mathematics" obsolete_by = "Siege Mortar" graphic = "u.catapult" graphic_alt = "-" sound_move = "m_catapult" sound_move_alt = "m_generic" sound_fight = "f_catapult" sound_fight_alt = "f_generic" build_cost = 40 pop_cost = 0 attack = 6 defense = 1 hitpoints = 10 firepower = 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 = "" roles = "AttackStrong" helptext = _("\ The CATAPULT is a large rock-throwing siege engine. They are\ able to use a variety of different types of ammunition, and\ are they most reliable city attackers in the ancient era.\ \ CATAPULTS will anhiliate any early-era unit unlucky enough to\ defend against them, but will also fall to almost any\ attacker themselves, if unescorted.\ ") [unit_mortar] name = _("Siege Mortar") class = "Land" tech_req = "Gunpowder" obsolete_by = "Cannon" graphic = "u.mortar" graphic_alt = "-" sound_move = "m_cannon" sound_move_alt = "m_generic" sound_fight = "f_cannon" sound_fight_alt = "f_generic" build_cost = 40 pop_cost = 0 attack = 8 defense = 1 hitpoints = 20 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 = "" roles = "AttackStrong", "BarbarianTech", "BarbarianBuildTech" helptext = _("\ SIEGE MORTARS are mammoth firearms that can fire heavy\ projectiles at high trajectories and over long distances.\ Like the earlier CATAPULT, MORTARS are inept defenders\ and require escorts to be effective.\ ") [unit_cannon] name = _("Cannon") class = "Land" tech_req = "Explosives" obsolete_by = "Field Artillery" graphic = "u.cannon" graphic_alt = "-" sound_move = "m_artillery" sound_move_alt = "m_generic" sound_fight = "f_artillery" sound_fight_alt = "f_generic" build_cost = 50 pop_cost = 0 attack = 10 defense = 1 hitpoints = 30 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 = "" roles = "AttackStrong" helptext = _("\ CANNONs are a man- or horse-portable firearms that fire\ projectiles at extreme velocity and much lower\ trajectories that the SIEGE MORTAR. This gives the\ CANNON much greater accuracy and impact effect than\ earlier siege weapons.\ ") [unit_fieldarty] name = _("Field Artillery") class = "Land" tech_req = "Labor Union" obsolete_by = "Howitzer" graphic = "u.artillery" graphic_alt = "-" sound_move = "m_artillery" sound_move_alt = "m_generic" sound_fight = "f_artillery" sound_fight_alt = "f_generic" build_cost = 50 pop_cost = 0 attack = 12 defense = 2 hitpoints = 30 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 = "" roles = "AttackStrong" helptext = _("\ FIELD ARTILLERY are upgraded CANNONS.\ ") [unit_howitzer] name = _("Howitzer") class = "Land" tech_req = "Mobile Warfare" obsolete_by = "Rocket Artillery" graphic = "u.wwiiarty" graphic_alt = "-" sound_move = "m_howitzer" sound_move_alt = "m_generic" sound_fight = "f_howitzer" sound_fight_alt = "f_generic" build_cost = 60 pop_cost = 0 attack = 14 defense = 1 hitpoints = 40 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 = "Horse", "IgWall" roles = "AttackStrong" helptext = _("\ The HOWITZER is a merger of the power of the FIELD ARTILLERY\ with the mobility and armor of TANKs. HOWITZERS ignore city\ walls.\ ") [unit_rocket_arty] name = _("Rocket Artillery") class = "Land" tech_req = "Rocketry" obsolete_by = "Radar Artillery" graphic = "u.rocket_artillery" graphic_alt = "u.howitzer" sound_move = "m_howitzer" sound_move_alt = "m_generic" sound_fight = "f_howitzer" sound_fight_alt = "f_generic" build_cost = 70 pop_cost = 0 attack = 18 defense = 2 hitpoints = 40 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 = "IgWall", "Horse" roles = "AttackStrong" helptext = _("\ ROCKET ARTILLERY are goliath, anti-fortification machines\ of war. Like the HOWITZER, they ignore city walls.\ ") [unit_radar_arty] name = _("Radar Artillery") class = "Land" tech_req = "Robotics" obsolete_by = "None" graphic = "u.radar_artillery" graphic_alt = "u.howitzer" sound_move = "m_howitzer" sound_move_alt = "m_generic" sound_fight = "f_howitzer" sound_fight_alt = "f_generic" build_cost = 80 pop_cost = 0 attack = 22 defense = 3 hitpoints = 40 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 = "IgWall", "Horse" roles = "AttackStrong" helptext = _("\ RADAR ARTILLERY are immensely powerful surface-to-\ surface missile systems capable of devastating any\ free-standing or fortified land target.\ ") [unit_airship] name = _("Airship") class = "Air" tech_req = "Chemistry" obsolete_by = "Helicopters" graphic = "u.airship" graphic_alt = "-" sound_move = "m_fighter" sound_move_alt = "m_generic" sound_fight = "f_fighter" sound_fight_alt = "f_generic" build_cost = 70 pop_cost = 0 attack = 0 defense = 1 hitpoints = 10 firepower = 1 move_rate = 3 vision_radius_sq = 8 transport_cap = 0 fuel = 4 uk_happy = 0 uk_shield = 1 uk_food = 0 uk_gold = 0 flags = "" roles = "" helptext = _("\ AIRSHIPS are capable of flying long distances and staying\ aloft for fairly long periods of time, providing reliable,\ if expensive, information and intelligence. AIRSHIPS have\ no combat abilities.\ ") [unit_fighter1] name = _("Triplane Fighter") class = "Air" tech_req = "Combustion" obsolete_by = "Fighter" graphic = "u.bifighter" graphic_alt = "-" sound_move = "m_fighter" sound_move_alt = "m_generic" sound_fight = "f_fighter" sound_fight_alt = "f_generic" build_cost = 50 pop_cost = 0 attack = 6 defense = 3 hitpoints = 20 firepower = 2 move_rate = 8 vision_radius_sq = 8 transport_cap = 0 fuel = 1 uk_happy = 0 uk_shield = 1 uk_food = 0 uk_gold = 0 flags = "Fighter" roles = "" helptext = _("\ TRIPLANE FIGHTERS are your first true aircraft units. They can\ move anywhere and attack any unit.\ ") [unit_bibomber] name = _("Biplane Bomber") class = "Air" tech_req = "Flight" obsolete_by = "Bomber" graphic = "u.bibomber" graphic_alt = "-" sound_move = "m_fighter" sound_move_alt = "m_generic" sound_fight = "f_fighter" sound_fight_alt = "f_generic" build_cost = 70 pop_cost = 0 attack = 12 defense = 2 hitpoints = 20 firepower = 2 move_rate = 6 vision_radius_sq = 8 transport_cap = 0 fuel = 2 uk_happy = 0 uk_shield = 1 uk_food = 0 uk_gold = 0 flags = "FieldUnit", "OneAttack", "BadCityDefender" roles = "" helptext = _("\ The BIPLANE BOMBER is possesed of a powerful attack,\ but is woefully vulnerable to FIGHTERS.\ ") [unit_fighter] name = _("Fighter") class = "Air" tech_req = "Radio" obsolete_by = "Jet Fighter" graphic = "u.fighter" graphic_alt = "-" sound_move = "m_fighter" sound_move_alt = "m_generic" sound_fight = "f_fighter" sound_fight_alt = "f_generic" build_cost = 60 pop_cost = 0 attack = 9 defense = 4 hitpoints = 20 firepower = 2 move_rate = 10 vision_radius_sq = 8 transport_cap = 0 fuel = 1 uk_happy = 0 uk_shield = 1 uk_food = 0 uk_gold = 0 flags = "Fighter" roles = "" helptext = _("\ FIGHTERS are monoplane, aluminum hulled aircraft\ that are much faster and sturdier than their cloth-\ winged brethren, the TRIPLANE FIGHTERs.\ ") [unit_bomber] name = _("Bomber") class = "Air" tech_req = "Advanced Flight" obsolete_by = "Jet Bomber" graphic = "u.bomber" graphic_alt = "-" sound_move = "m_bomber" sound_move_alt = "m_generic" sound_fight = "f_bomber" sound_fight_alt = "f_generic" build_cost = 80 pop_cost = 0 attack = 14 defense = 4 hitpoints = 30 firepower = 2 move_rate = 8 vision_radius_sq = 8 transport_cap = 0 fuel = 2 uk_happy = 1 uk_shield = 1 uk_food = 0 uk_gold = 0 flags = "FieldUnit", "OneAttack", "BadCityDefender" roles = "" helptext = _("\ BOMBERS are massive, multi-engine aircraft which can decimate\ enemy cities, ships, and land forces.\ ") [unit_jetfighter] name = _("Jet Fighter") class = "Air" tech_req = "Turbine Engine" obsolete_by = "Strike Fighter" graphic = "u.jetfighter" graphic_alt = "-" sound_move = "m_fighter" sound_move_alt = "m_generic" sound_fight = "f_fighter" sound_fight_alt = "f_generic" build_cost = 60 pop_cost = 0 attack = 12 defense = 5 hitpoints = 30 firepower = 2 move_rate = 12 vision_radius_sq = 8 transport_cap = 0 fuel = 1 uk_happy = 0 uk_shield = 1 uk_food = 0 uk_gold = 0 flags = "Fighter" roles = "" helptext = _("\ The JET FIGHTER is an even stronger, faster fighter.\ ") [unit_jetbomber] name = _("Jet Bomber") class = "Air" tech_req = "Applied Jet Engine" obsolete_by = "None" graphic = "u.jetbomber" graphic_alt = "-" sound_move = "m_bomber" sound_move_alt = "m_generic" sound_fight = "f_bomber" sound_fight_alt = "f_generic" build_cost = 100 pop_cost = 0 attack = 18 defense = 6 hitpoints = 40 firepower = 2 move_rate = 10 vision_radius_sq = 8 transport_cap = 0 fuel = 2 uk_happy = 1 uk_shield = 1 uk_food = 0 uk_gold = 0 flags = "FieldUnit", "OneAttack", "BadCityDefender" roles = "" helptext = _("\ JET BOMBERS are upgraded Bombers: Stronger and faster.\ ") [unit_strikefighter] name = _("Strike Fighter") class = "Air" tech_req = "Advanced Avionics" obsolete_by = "None" graphic = "u.strikefighter" graphic_alt = "-" sound_move = "m_fighter" sound_move_alt = "m_generic" sound_fight = "f_fighter" sound_fight_alt = "f_generic" build_cost = 100 pop_cost = 0 attack = 16 defense = 6 hitpoints = 30 firepower = 2 move_rate = 14 vision_radius_sq = 8 transport_cap = 0 fuel = 1 uk_happy = 0 uk_shield = 1 uk_food = 0 uk_gold = 0 flags = "Fighter" roles = "" helptext = _("\ The STRIKE FIGHTER is a better, faster Jet Fighter.\ ") [unit_helicopter] name = _("Helicopters") class = "Helicopter" tech_req = "Vehicular Harmonics" obsolete_by = "None" graphic = "u.helicopter" graphic_alt = "-" sound_move = "m_helicopter" sound_move_alt = "m_generic" sound_fight = "f_helicopter" sound_fight_alt = "f_generic" build_cost = 80 pop_cost = 0 attack = 10 defense = 3 hitpoints = 20 firepower = 2 move_rate = 5 vision_radius_sq = 8 transport_cap = 1 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 0 uk_gold = 0 flags = "FieldUnit", "OneAttack" roles = "" helptext = _("\ The HELICOPTER is a very versatile unit that can both fly and\ conquer cities. Care must be exercised, because HELICOPTERs lose a\ small amount of health for every turn not spent in a city, unless\ you have the United Nations wonder.\ \ HELICOPTERS also may transport 1 ground unit.\ ") [unit_atkchopper] name = _("Attack Chopper") class = "Air" tech_req = "Applied Jet Engine" obsolete_by = "Stealth Gunship" graphic = "u.gunship" graphic_alt = "-" sound_move = "m_helicopter" sound_move_alt = "m_generic" sound_fight = "f_helicopter" sound_fight_alt = "f_generic" build_cost = 80 pop_cost = 0 attack = 14 defense = 3 hitpoints = 30 firepower = 2 move_rate = 5 vision_radius_sq = 8 transport_cap = 0 fuel = 4 uk_happy = 1 uk_shield = 1 uk_food = 0 uk_gold = 0 flags = "FieldUnit", "BadCityDefender", roles = "Hunter" helptext = _("\ The ATTACK CHOPPER is a deadly armor-hunter, capable of striking\ repeatedly over a short amount of time.\ ") [unit_advcopter] name = _("Stealth Gunship") class = "Air" tech_req = "Stealth" obsolete_by = "None" graphic = "u.comanche" graphic_alt = "-" sound_move = "m_helicopter" sound_move_alt = "m_generic" sound_fight = "f_helicopter" sound_fight_alt = "f_generic" build_cost = 100 pop_cost = 0 attack = 16 defense = 4 hitpoints = 30 firepower = 2 move_rate = 6 vision_radius_sq = 8 transport_cap = 0 fuel = 5 uk_happy = 1 uk_shield = 1 uk_food = 0 uk_gold = 0 flags = "FieldUnit", "Partial_Invis", "BadCityDefender" roles = "Hunter" helptext = _("\ The STEALTH GUNSHIP is an improved ATTACK CHOPPER. Modern technology\ has enabled the STEALTH GUNSHIP to carry an array of deadly\ payloads further and more rapidly than earlier versions, and to deliver\ them with increased precision. A powerful, versatile unit, the STEALTH\ GUNSHIP is a dangerous and elusive threat on any battlefield.\ ") [unit_stealth_fighter] name = _("Stealth Fighter") class = "Air" tech_req = "Stealth" obsolete_by = "None" graphic = "u.raptor" graphic_alt = "-" sound_move = "m_stealth_fighter" sound_move_alt = "m_generic" sound_fight = "f_stealth_fighter" sound_fight_alt = "f_generic" build_cost = 120 pop_cost = 0 attack = 18 defense = 7 hitpoints = 30 firepower = 2 move_rate = 14 vision_radius_sq = 8 transport_cap = 0 fuel = 1 uk_happy = 0 uk_shield = 1 uk_food = 0 uk_gold = 0 flags = "Partial_Invis", "Fighter" roles = "" helptext = _("\ The STEALTH FIGHTER represents the pinnacle of aeronautics in\ the postmodern age. It is an enormously powerful unit,\ although some may find its cost prohibitive. It gains both\ speed and power over its predecessor, the STRIKE FIGHTER.\ ") [unit_stealth_bomber] name = _("Stealth Bomber") class = "Air" tech_req = "Stealth" obsolete_by = "None" graphic = "u.stealth_bomber" graphic_alt = "-" sound_move = "m_stealth_bomber" sound_move_alt = "m_generic" sound_fight = "f_stealth_bomber" sound_fight_alt = "f_generic" build_cost = 180 pop_cost = 0 attack = 24 defense = 10 hitpoints = 40 firepower = 2 move_rate = 16 vision_radius_sq = 8 transport_cap = 0 fuel = 2 uk_happy = 1 uk_shield = 1 uk_food = 0 uk_gold = 0 flags = "Partial_Invis", "FieldUnit", "OneAttack", "BadCityDefender" roles = "" helptext = _("\ The STEALTH BOMBER is the apex aerial attack unit. While extraordinarily\ expensive, losing one in an attack should be a rare event indeed. The\ STEALTH BOMBER gains an advantage in strength over the Jet aircraft of\ the previous generation, and a large range increase that enables it to\ hit targets over unprecedented distances.\ ") [unit_carrack] name = _("Carrack") class = "Trireme" tech_req = "Maritime" obsolete_by = "Trireme" graphic = "u.carrack" graphic_alt = "u.trireme" sound_move = "m_trireme" sound_move_alt = "m_generic" sound_fight = "f_trireme" sound_fight_alt = "f_generic" build_cost = 20 pop_cost = 0 attack = 1 defense = 1 hitpoints = 5 firepower = 1 move_rate = 2 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", "No_Land_Attack", "Sail" roles = "Ferryboat" helptext = _("\ The CARRACK is built only by Maritime civilizations. It\ is weaker than the GALLEY, but may be built earlier and\ for 2/3 cost. CARRACKs may not enter deep ocean tiles.\ ") [unit_galley] name = _("Galley") class = "Trireme" tech_req = "Map Making" obsolete_by = "Trireme" graphic = "u.galley" graphic_alt = "-" sound_move = "m_trireme" sound_move_alt = "m_generic" sound_fight = "f_trireme" sound_fight_alt = "f_generic" build_cost = 30 pop_cost = 0 attack = 1 defense = 1 hitpoints = 10 firepower = 1 move_rate = 2 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", "No_Land_Attack", "Sail" roles = "Ferryboat", "BarbarianBoat" helptext = _("\ The GALLEY is a primitive water-traversing vessel. It operates\ under mainly oar power, but employs early sails as well.\ While it is capable of transporting a single unit, taking the\ ponderous GALLEY across the open ocean is impossible.\ ") [unit_trireme] name = _("Trireme") class = "Trireme" tech_req = "Seafaring" obsolete_by = "Caravel" graphic = "u.trireme" graphic_alt = "-" sound_move = "m_trireme" sound_move_alt = "m_generic" sound_fight = "f_trireme" sound_fight_alt = "f_generic" build_cost = 30 pop_cost = 0 attack = 1 defense = 1 hitpoints = 20 firepower = 1 move_rate = 3 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", "No_Land_Attack", "Sail" roles = "Ferryboat", "BarbarianBoat" helptext = _("\ The Trireme is an improved version of the GALLEY. It is\ faster, can transport two units, and has more hitpoints;\ but like the GALLEY may not enter deep ocean tiles.\ ") [unit_caravel] name = _("Caravel") class = "Sea" tech_req = "Navigation" obsolete_by = "Galleon" graphic = "u.caravel" graphic_alt = "-" sound_move = "m_caravel" sound_move_alt = "m_generic" sound_fight = "f_caravel" sound_fight_alt = "f_generic" build_cost = 40 pop_cost = 0 attack = 2 defense = 2 hitpoints = 20 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 = "BadCityDefender", "Sail" roles = "Ferryboat", "BarbarianBoat" helptext = _("\ The Caravel replaces the Trireme and can enter\ any ocean tile.\ ") [unit_galleon] name = _("Galleon") class = "Sea" tech_req = "Magnetism" obsolete_by = "Transport" graphic = "u.galleon" graphic_alt = "-" sound_move = "m_galleon" sound_move_alt = "m_generic" sound_fight = "f_galleon" sound_fight_alt = "f_generic" build_cost = 40 pop_cost = 0 attack = 0 defense = 2 hitpoints = 30 firepower = 1 move_rate = 4 vision_radius_sq = 2 transport_cap = 4 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 0 uk_gold = 0 cargo = "Land" flags = "BadCityDefender", "Sail" roles = "Ferryboat", "BarbarianBoat" helptext = _("\ The Galleon is a pure transport ship and cannot\ attack other ships, though it may still defend\ itself when attacked.\ ") [unit_frigate] name = _("Frigate") class = "Sea" tech_req = "Magnetism" obsolete_by = "Ironclad" graphic = "u.frigate" graphic_alt = "-" sound_move = "m_frigate" sound_move_alt = "m_generic" sound_fight = "f_frigate" sound_fight_alt = "f_generic" build_cost = 50 pop_cost = 0 attack = 6 defense = 4 hitpoints = 30 firepower = 1 move_rate = 4 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", "Sail" roles = "Hunter" helptext = _("\ The FRIGATE is a highly versatile ship. It sails swiftly and\ safely across the open ocean, and is capable of transporting\ two units as well. It has powerful attack and bombard\ capabilities, and reigns as the supreme naval unit until the\ IRONCLAD.\ ") [unit_ironclad] name = _("Ironclad") class = "Sea" tech_req = "Steam Engine" obsolete_by = "Destroyer" graphic = "u.ironclad" graphic_alt = "-" sound_move = "m_ironclad" sound_move_alt = "m_generic" sound_fight = "f_ironclad" sound_fight_alt = "f_generic" build_cost = 60 pop_cost = 0 attack = 5 defense = 5 hitpoints = 40 firepower = 1 move_rate = 4 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 0 uk_gold = 0 flags = "BadCityDefender" roles = "Hunter" helptext = _("\ The IRONCLAD is a thickly armored ship that is all but\ impervious to the fusillades of earlier wood-hulled vessels.\ It is stronger than the FRIGATE, but loses its predecessor's\ transport capabilities.\ ") [unit_destroyer] name = _("Destroyer") class = "Sea" tech_req = "Electricity" obsolete_by = "None" graphic = "u.destroyer" graphic_alt = "-" sound_move = "m_destroyer" sound_move_alt = "m_generic" sound_fight = "f_destroyer" sound_fight_alt = "f_generic" build_cost = 60 pop_cost = 0 attack = 6 defense = 6 hitpoints = 40 firepower = 1 move_rate = 6 vision_radius_sq = 8 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 0 uk_gold = 0 flags = "BadCityDefender" roles = "Hunter" helptext = _("\ The DESTROYER is a nimble, light attack craft; very useful for\ hunting down enemy TRANSPORTS and U-BOATS.\ ") [unit_cruiser] name = _("Cruiser") class = "Sea" tech_req = "Steel" obsolete_by = "AEGIS Cruiser" graphic = "u.cruiser" graphic_alt = "-" sound_move = "m_cruiser" sound_move_alt = "m_generic" sound_fight = "f_cruiser" sound_fight_alt = "f_generic" build_cost = 80 pop_cost = 0 attack = 8 defense = 7 hitpoints = 50 firepower = 2 move_rate = 5 vision_radius_sq = 8 transport_cap = 2 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 0 uk_gold = 0 cargo = "Missile", "Helicopter" flags = "BadCityDefender" roles = "DefendGood" helptext = _("\ The Cruiser is a strong naval unit that may also carry up to two\ missiles or helicopters.\ ") [unit_aegis_cruiser] name = _("AEGIS Cruiser") class = "Sea" tech_req = "Artificial Intelligence" obsolete_by = "None" graphic = "u.aegis_cruiser" graphic_alt = "-" sound_move = "m_aegis_cruiser" sound_move_alt = "m_generic" sound_fight = "f_aegis_cruiser" sound_fight_alt = "f_generic" build_cost = 100 pop_cost = 0 attack = 12 defense = 12 hitpoints = 50 firepower = 2 move_rate = 5 vision_radius_sq = 8 transport_cap = 3 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 0 uk_gold = 0 cargo = "Missile" flags = "AEGIS", "BadCityDefender" roles = "DefendGood" helptext = _("\ The AEGIS CRUISER is equipped with advanced offensive\ and defensive missile capabilities that will wipe out\ any attacking aircraft. It can also carry 3 MISSILES.\ ") [unit_battleship] name = _("Battleship") class = "Sea" tech_req = "Automobile" obsolete_by = "Advanced Attack Frigate" graphic = "u.battleship" graphic_alt = "-" sound_move = "m_battleship" sound_move_alt = "m_generic" sound_fight = "f_battleship" sound_fight_alt = "f_generic" build_cost = 120 pop_cost = 0 attack = 11 defense = 10 hitpoints = 60 firepower = 2 move_rate = 4 vision_radius_sq = 8 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 0 uk_gold = 0 flags = "BadCityDefender" roles = "" helptext = _("\ The BATTLESHIP is a powerful early-modern naval unit\ with excellent offensive and defensive values.\ ") [unit_dreadnaught] name = _("Dreadnaught") class = "Sea" tech_req = "Hydraulics" obsolete_by = "Advanced Attack Frigate" graphic = "u.dreadnaught" graphic_alt = "u.battleship" sound_move = "m_battleship" sound_move_alt = "m_generic" sound_fight = "f_battleship" sound_fight_alt = "f_generic" build_cost = 140 pop_cost = 0 attack = 13 defense = 14 hitpoints = 70 firepower = 2 move_rate = 4 vision_radius_sq = 8 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 0 uk_gold = 0 flags = "BadCityDefender" roles = "" helptext = _("\ The DREADNAUGHT is the supreme early-modern naval unit,\ with daunting offensive and defensive abilities. It's\ lethargic speed is compensated for somewhat by tremendous\ strength, but the slowness of this unit remains a liability.\ ") [unit_modfrigate] name = _("Advanced Attack Frigate") class = "Sea" tech_req = "Electromagnetic Warfare" obsolete_by = "None" graphic = "u.modfrigate" graphic_alt = "-" sound_move = "m_battleship" sound_move_alt = "m_generic" sound_fight = "f_battleship" sound_fight_alt = "f_generic" build_cost = 220 pop_cost = 0 attack = 18 defense = 16 hitpoints = 50 firepower = 2 move_rate = 5 vision_radius_sq = 8 transport_cap = 3 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 0 uk_gold = 0 cargo = "Missile", "Helicopter" flags = "BadCityDefender", "Pikemen" roles = "" helptext = _("\ The post-modern era ATTACK FRIGATE is a highly advanced\ warship equipped with the latest in Electromagnetic\ weaponry and sensing equipment. Replacing the DREADNAUGHT\ as the most powerful naval unit, the ATTACK FRIGATE gains\ both speed and strength over its predecessor. Although\ its reduced footprint makes it more susceptible to damage,\ damaging this apex ship should prove challenging indeed.\ ") [unit_uboat] name = _("U-Boat") class = "Sea" tech_req = "Sonar" obsolete_by = "Nuclear Submarine" graphic = "u.uboat" graphic_alt = "u.submarine" sound_move = "m_submarine" sound_move_alt = "m_generic" sound_fight = "f_submarine" sound_fight_alt = "f_generic" build_cost = 50 pop_cost = 0 attack = 10 defense = 3 hitpoints = 30 firepower = 3 move_rate = 4 vision_radius_sq = 8 transport_cap = 0 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 0 uk_gold = 0 flags = "Partial_Invis", "BadCityDefender", "No_Land_Attack" roles = "Hunter" helptext = _("\ The U-BOAT is an early submarine, capable (especially\ in numbers) of decimating enemy transports and dated\ escort ships.\ ") [unit_attack_sub] name = _("Nuclear Submarine") class = "Sea" tech_req = "Nuclear Power" obsolete_by = "None" graphic = "u.submarine" graphic_alt = "u.uboat" sound_move = "m_submarine" sound_move_alt = "m_generic" sound_fight = "f_submarine" sound_fight_alt = "f_generic" build_cost = 80 pop_cost = 0 attack = 14 defense = 4 hitpoints = 40 firepower = 3 move_rate = 5 vision_radius_sq = 8 transport_cap = 4 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 0 uk_gold = 0 cargo = "Missile" flags = "Partial_Invis", "BadCityDefender", "No_Land_Attack" roles = "Hunter" helptext = _("\ The NUCLEAR SUBMARINE is a deadly hunter at sea, capable of\ crippling any ship with a well-executed attack.\ \ Additionally, the ATTACK SUBMARINE may carry as many as four\ missiles deeply and undetectably into enemy territory.\ ") [unit_lightcar] name = _("Carrier") class = "Sea" tech_req = "Radio" obsolete_by = "Super Carrier" graphic = "u.lightcar" graphic_alt = "-" sound_move = "m_carrier" sound_move_alt = "m_generic" sound_fight = "f_carrier" sound_fight_alt = "f_generic" build_cost = 120 pop_cost = 0 attack = 0 defense = 9 hitpoints = 60 firepower = 2 move_rate = 4 vision_radius_sq = 8 transport_cap = 6 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 0 uk_gold = 0 cargo = "Air", "Missile", "Helicopter" flags = "BadCityDefender" roles = "" helptext = _("\ The advent of the Aircraft CARRIER revolutionizes maritime warfare,\ usurping the battleship's role as flagship of the naval fleet.\ \n\ TIP: Guard CARRIERS with a handful of fast-moving ships and other\ capital ships, as losing a fully-equipped CARRIER is VERY\ painful and expensive.\ ") [unit_carrier] name = _("Super Carrier") class = "Sea" tech_req = "Nuclear Power" obsolete_by = "None" graphic = "u.carrier" graphic_alt = "-" sound_move = "m_carrier" sound_move_alt = "m_generic" sound_fight = "f_carrier" sound_fight_alt = "f_generic" build_cost = 180 pop_cost = 0 attack = 0 defense = 11 hitpoints = 80 firepower = 2 move_rate = 5 vision_radius_sq = 8 transport_cap = 12 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 0 uk_gold = 0 cargo = "Air", "Missile", "Helicopter" flags = "BadCityDefender", "Pikemen" roles = "" helptext = _("\ The modern nuclear-powered SUPER CARRIER is a monstrous\ vessel of war. A relatively low defense still requires\ that they be escorted; but the damage a fully-loaded\ SUPER CARRIER is capable of wreaking is unprecendented.\ ") [unit_transport] name = _("Transport") class = "Sea" tech_req = "Industrialization" obsolete_by = "None" graphic = "u.transport" graphic_alt = "-" sound_move = "m_transport" sound_move_alt = "m_generic" sound_fight = "f_transport" sound_fight_alt = "f_generic" build_cost = 50 pop_cost = 0 attack = 0 defense = 4 hitpoints = 40 firepower = 1 move_rate = 5 vision_radius_sq = 8 transport_cap = 8 fuel = 0 uk_happy = 1 uk_shield = 1 uk_food = 0 uk_gold = 0 cargo = "Land" flags = "BadCityDefender" roles = "Ferryboat" helptext = _("\ The TRANSPORT represents a large fleet of vessels capable of moving\ immense amounts of material across vast distances, and is the best\ transportation available until the advent of the airlift.\ \n\ The TRANSPORT has no attack of its own, but may defend itself\ (rather poorly) when under attack.\ ") [unit_cruise_missile] name = _("Cruise Missile") class = "Missile" tech_req = "Rocketry" obsolete_by = "None" graphic = "u.cruise_missile" graphic_alt = "-" sound_move = "m_cruise_missile" sound_move_alt = "m_generic" sound_fight = "f_cruise_missile" sound_fight_alt = "f_generic" build_cost = 40 pop_cost = 0 attack = 28 defense = 0 hitpoints = 10 firepower = 3 move_rate = 12 vision_radius_sq = 2 transport_cap = 0 fuel = 1 uk_happy = 1 uk_shield = 1 uk_food = 0 uk_gold = 0 flags = "FieldUnit", "OneAttack", "AirUnit", "Horse" roles = "" helptext = _("\ The Cruise Missile is a long-distance missile\ that can strike deep into enemy territory.\ \n\n\ TIP: A handful of these can successfully keep the waters around\ your treasured homeland free of enemy ships.\ ") [unit_nucbomber] name = _("Nuclear Bomber") class = "Missile" tech_req = "Advanced Flight" obsolete_by = "Nuclear" graphic = "u.nucbmr" graphic_alt = "-" sound_move = "m_bomber" sound_move_alt = "m_generic" sound_fight = "f_bomber" sound_fight_alt = "f_generic" build_cost = 220 pop_cost = 0 attack = 99 defense = 1 hitpoints = 30 firepower = 1 move_rate = 7 vision_radius_sq = 8 transport_cap = 0 fuel = 2 uk_happy = 1 uk_shield = 1 uk_food = 0 uk_gold = 0 flags = "FieldUnit", "OneAttack", "BadCityDefender", "Nuclear" roles = "" helptext = _("\ NUCLEAR BOMBERS are propeller-driven BOMBERS armed with nuclear weapons.\ This unit represents the bombing mission, and is disbanded when it attacks.\ They may not be built until a civilization has researched the\ Manhattan Project, and are replaced by the cheaper, more effective\ NUCLEAR missile.\ \n\ On impact, the blast will destroy any unit in a 3x3-square area,\ including friendly units. When striking a city, the city size is\ halved, and the surrounding squares are subject to nuclear fallout.\ \ ") [unit_nuclear] name = _("Nuclear ICBM") class = "Missile" tech_req = "Rocketry" obsolete_by = "None" graphic = "u.nuclear" graphic_alt = "-" sound_move = "m_nuclear" sound_move_alt = "m_generic" sound_fight = "f_nuclear" sound_fight_alt = "f_generic" build_cost = 160 pop_cost = 0 attack = 99 defense = 0 hitpoints = 10 firepower = 1 move_rate = 16 vision_radius_sq = 2 transport_cap = 0 fuel = 1 uk_happy = 1 uk_shield = 1 uk_food = 0 uk_gold = 0 flags = "FieldUnit", "OneAttack", "Nuclear", "AirUnit" roles = "" helptext = _("\ You can build NUCLEAR ICBM units when you have the required advance\ and the Manhattan Project wonder has been built by any player.\ \n\n\ On impact, the blast will destroy any unit in an area 3 tiles wide\ (3x3 squares for rectangular grids), including friendly units.\ Any city within the blast area loses half its population, and\ land tiles within the blast area are subject to nuclear fallout.\ \n\n\ Similar to pollution and global warming, the risk of global nuclear\ winter increases with fallout. If nuclear winter occurs, terrain\ across the globe changes into desert, tundra, and ice. Settlers,\ Workers, and Engineers can clean up nuclear fallout.\ \ ") [unit_diplomat] name = _("Diplomat") class = "Land" tech_req = "Writing" obsolete_by = "Saboteur" graphic = "u.diplomat2" graphic_alt = "u.diplomat" sound_move = "m_diplomat" sound_move_alt = "m_generic" sound_fight = "f_diplomat" sound_fight_alt = "f_generic" build_cost = 30 pop_cost = 0 attack = 0 defense = 0 hitpoints = 10 firepower = 1 move_rate = 2 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 0 uk_shield = 0 uk_food = 0 uk_gold = 0 flags = "Diplomat", "IgZOC", "NonMil", "Foot" roles = "Diplomat" helptext = _("\ A Diplomat is an official that carries your dispatches and\ is authorized to deal with foreign dignitaries. He may\ also undertake various covert operations with the intent of\ harming your opponents; Diplomats in your own cities defend\ them against such actions.\ \n\n\ Many covert actions may be attempted even in peacetime, but the more\ aggressive actions will be discovered and cause diplomatic incidents,\ which can allow Republics and Democracies to break treaties.\ \n\n\ If a foreign unit is alone on a tile, you may attempt to bribe it\ with your Diplomat. By paying a sum of gold the unit will immediately\ become yours; the exact sum depends on the status of the unit and\ that of the civilization owning it. However, units belonging to\ Democratic governments cannot be bribed. Bribery when not at war\ will cause a diplomatic incident.\ \n\n\ Diplomats can also perform a number of actions in another player's\ city, although each Diplomat may attempt only one action. Most of\ these actions have a chance of failure. Also, any enemy Diplomats or\ Spies in the city will oppose hostile actions; in this case, either\ your unit or the defending unit will die. If the defending unit dies,\ you lose one movement point and may try again.\ \n\n\ The actions available to Diplomats in a city are:\ \n\n\ - \"Establish Embassy\": This action always succeeds, and gives\ permanent contact with the city's owner, as well as intelligence\ on their tax rates and technology.\ \n\n\ - \"Investigate City\": Your unit attempts to report detailed\ information about the city: its status, what buildings and units are\ within, and what it is currently producing.\ \n\n\ - \"Sabotage City\": Your unit attempts either to disrupt all the\ city's work so far towards its current project, or to destroy an\ existing building in the city, at random. Once built, Palaces and\ Wonders cannot be sabotaged, and attempts to sabotage City Walls\ or any building in a capital each halve the chance of success.\ Sabotage may only be attempted when openly at war.\ \n\n\ - \"Steal Technology\": Your unit attempts to learn the secrets of a\ random technology known to the city's owner but not to you. Technology\ may only be stolen once from a given enemy city by Diplomats. This\ action may be attempted even when not at war, but will cause a\ diplomatic incident.\ \n\n\ - \"Incite a Revolt\": In return for gold a foreign city will change\ allegiance and join your empire, bringing along all nearby units that\ call it home, but reducing its size by 1. Units in other cities\ remain in the enemy's control, but units outside cities are lost to\ both players. The exact sum depends on the status of the city and\ that of the civilization that owns it. It is not possible to incite\ a rebellion in a capital, or in any city governed by a democracy.\ Incitement may be attempted in peacetime, but will cause a\ diplomatic incident.\ \ ") [unit_envoy] name = _("Envoy") class = "Land" tech_req = "Diplomatic" obsolete_by = "Spy" graphic = "u.envoy" graphic_alt = "u.diplomat" sound_move = "m_diplomat" sound_move_alt = "m_generic" sound_fight = "f_diplomat" sound_fight_alt = "f_generic" build_cost = 30 pop_cost = 0 attack = 0 defense = 0 hitpoints = 10 firepower = 1 move_rate = 1 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 0 uk_shield = 0 uk_food = 0 uk_gold = 2 flags = "Diplomat", "IgZOC", "NonMil", "IgTer", "Spy", "Foot" roles = "Diplomat" helptext = _("\ ENVOYS are the powerful unique units of Diplomatic civilizations.\ In their abilities, they are identical to SPIES with shorter vision.\ \n\ A civilization may only build one ENVOY at a time.\ ") [unit_saboteur] name = _("Saboteur") class = "Land" tech_req = "Chemistry" obsolete_by = "Spy" graphic = "u.saboteur" graphic_alt = "-" sound_move = "m_spy" sound_move_alt = "m_generic" sound_fight = "f_spy" sound_fight_alt = "f_generic" build_cost = 30 pop_cost = 0 attack = 0 defense = 0 hitpoints = 10 firepower = 1 move_rate = 2 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 0 uk_shield = 0 uk_food = 0 uk_gold = 0 flags = "Diplomat", "IgZOC", "NonMil", "Spy", "Foot" roles = "Diplomat" helptext = _("\ The SABOTEUR is more skilled in the arts of espionage than his DIPLOMAT predecessor.\ \n\n\ He can perform all the functions of the DIPLOMAT, but with a higher rate of\ success. Refer to the Diplomat entry for an outline.\ \n\n\ He can also be used to: poison the water supply of an enemy city\ (reducing the population); steal specific technology; and sabotage\ predetermined city targets (note: sabotaging improvements in a\ capital or sabotaging City Walls increases the risks of capture).\ A SABOTEUR can also infiltrate a city and ferment a revolt.\ \n\n\ A SABOTEUR can also be of aid on the battlefield - sabotaging enemy units\ as well as bribing them to change allegiance.\ ") [unit_spy] name = _("Spy") class = "Land" tech_req = "Espionage" obsolete_by = "Agent" graphic = "u.spy" graphic_alt = "-" sound_move = "m_spy" sound_move_alt = "m_generic" sound_fight = "f_spy" sound_fight_alt = "f_generic" build_cost = 30 pop_cost = 0 attack = 0 defense = 0 hitpoints = 20 firepower = 1 move_rate = 3 vision_radius_sq = 8 transport_cap = 0 fuel = 0 uk_happy = 0 uk_shield = 0 uk_food = 0 uk_gold = 0 flags = "Diplomat", "IgZOC", "NonMil", "Spy", "Foot" roles = "Diplomat" helptext = _("\ A SPY is a faster SABOTEUR with enhanced scouting capabilities.\ ") [unit_agent] name = _("Agent") class = "Land" tech_req = "Shadow Warfare" obsolete_by = "None" graphic = "u.agent" graphic_alt = "-" sound_move = "m_spy" sound_move_alt = "m_generic" sound_fight = "f_spy" sound_fight_alt = "f_generic" build_cost = 80 pop_cost = 0 attack = 0 defense = 0 hitpoints = 20 firepower = 1 move_rate = 2 vision_radius_sq = 8 transport_cap = 0 fuel = 0 uk_happy = 0 uk_shield = 0 uk_food = 0 uk_gold = 0 flags = "Diplomat", "IgZOC", "IgTer", "NonMil", "Spy", "Partial_Invis", "Paratroopers", "Foot" roles = "Diplomat" helptext = _("\ The AGENT is the ultimate in clandestine and sabotage operations.\ Moving swiftly and invisibly across any terrain, AGENTS are also\ capable of Paradropping to more easily approach their targets,\ but must wait until the following turn to take additional actions.\ They may perform all of the missions of their predecessor, the SPY.\ ") paratroopers_range = 14 paratroopers_mr_req = 2 paratroopers_mr_sub = 2 [unit_caravan] name = _("Caravan") class = "Land" tech_req = "Trade" obsolete_by = "Freight" graphic = "u.caravan" graphic_alt = "-" sound_move = "m_caravan" sound_move_alt = "m_generic" sound_fight = "f_caravan" sound_fight_alt = "f_generic" build_cost = 50 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 = 0 uk_food = 0 uk_gold = 0 flags = "TradeRoute", "HelpWonder", "IgZOC", "NonMil", "Horse" roles = "" helptext = _("\ A Caravan carries goods or material for trading with distant cities\ and foreign countries, or to help build wonders in your cities.\ \n\n\ Every Caravan that is used to build a wonder will add 50 shields\ towards the production of the wonder.\ ") [unit_merchant] name = _("Merchant") class = "Land" tech_req = "Mercantile" obsolete_by = "Freight" graphic = "u.merchant" graphic_alt = "u.caravan" sound_move = "m_caravan" sound_move_alt = "m_generic" sound_fight = "f_caravan" sound_fight_alt = "f_generic" build_cost = 25 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 = 0 uk_food = 0 uk_gold = 0 flags = "TradeRoute", "HelpWonder", "IgZOC", "NonMil", "Foot" roles = "" helptext = _("\ MERCHANTS are cheaper CARAVANS that may be built by Mercantile\ civilizations.\ ") [unit_freight] name = _("Freight") class = "Land" tech_req = "The Corporation" obsolete_by = "None" graphic = "u.freight" graphic_alt = "-" sound_move = "m_freight" sound_move_alt = "m_generic" sound_fight = "f_freight" sound_fight_alt = "f_generic" build_cost = 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", "Wheels" roles = "" helptext = _("\ The Freight unit replaces the Caravan, and moves at twice the speed.\ ") [unit_explorer] name = _("Explorer") class = "Land" tech_req = "Seafaring" obsolete_by = "Partisan" graphic = "u.explorer" graphic_alt = "-" sound_move = "m_explorer" sound_move_alt = "m_generic" sound_fight = "f_explorer" sound_fight_alt = "f_generic" build_cost = 30 pop_cost = 0 attack = 0 defense = 1 hitpoints = 10 firepower = 1 move_rate = 1 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 0 uk_shield = 0 uk_food = 0 uk_gold = 0 flags = "IgTer", "IgZOC", "NonMil", "Foot" roles = "Explorer" helptext = _("\ Explorers are brave individuals that are very useful for\ mapping unknown territory.\ ") ;[unit_prophet] ;name = _("Great Prophet") ;class = "Prophet" ;tech_req = "Spiritual" ;obsolete_by = "None" ;graphic = "u.prophet" ;graphic_alt = "-" ;sound_move = "m_explorer" ;sound_move_alt = "m_generic" ;sound_fight = "f_explorer" ;sound_fight_alt = "f_generic" ;build_cost = 10 ;pop_cost = 0 ;attack = 0 ;defense = 1 ;hitpoints = 10 ;firepower = 1 ;move_rate = 1 ;vision_radius_sq = 8 ;transport_cap = 0 ;fuel = 0 ;uk_happy = 0 ;uk_shield = 0 ;uk_food = 0 ;uk_gold = 3 ;flags = "IgTer", "IgZOC", "NonMil", "Unique", "Foot" ;roles = "FirstBuild" ;helptext = _("\ ;PROPHETS are the unique units of Spiritual civilizations. They are\ ; similar to explorers, but thier upkeep is paid in gold rather than\ ; shields. They have tremendous vision and make 1 unhappy citizen\ ; content, and are therefore useful either fortified in cities or\ ; probing the frontier.\ ;\n\ ;A civilization may only build one GREAT PROPHET at a time.\ ;") ;[unit_industrialist] ;name = _("Great Industrialist") ;class = "Industrialist" ;tech_req = "Industrious" ;obsolete_by = "None" ;graphic = "u.industrialist" ;graphic_alt = "u.surveyor" ;sound_move = "m_explorer" ;sound_move_alt = "m_generic" ;sound_fight = "f_explorer" ;sound_fight_alt = "f_generic" ;build_cost = 10 ;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 = 0 ;uk_food = 0 ;uk_gold = 3 ;flags = "NonMil", "Unique", "Foot" ;roles = "FirstBuild" ;helptext = _("\ ;INDUSTRIALISTS are the unique units Industrious civilizations. They\ ; are great innovators of production and process, and give any city they\ ; occupy a 35% boost in production.\ ;\n\ ;A civilization may only build one GREAT INDUSTRIALIST at a time.\ ;") ;[unit_philosopher] ;name = _("Great Philosopher") ;class = "Philosopher" ;tech_req = "Philosophical" ;obsolete_by = "None" ;graphic = "u.philosopher" ;graphic_alt = "u.diplomat" ;sound_move = "m_explorer" ;sound_move_alt = "m_generic" ;sound_fight = "f_explorer" ;sound_fight_alt = "f_generic" ;build_cost = 10 ;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 = 0 ;uk_food = 0 ;uk_gold = 3 ;flags = "NonMil", "Unique", "Foot" ;roles = "FirstBuild" ;helptext = _("\ ;PHILOSOPHERS are the unique units of Philosophical civilizations.\ ; They represent the brilliant logicians and thinkers of the age.\ ; They boost both Science and Trade by 20% in the city they occupy,\ ; and make 1 unhappy citizen content.\ ;\n\ ;A civilization may only build one GREAT PHILOSOPHER at a time.\ ;") ;[unit_scientist] ;name = _("Great Scientist") ;class = "Scientist" ;tech_req = "Scientific" ;obsolete_by = "None" ;graphic = "u.scientist" ;graphic_alt = "u.diplomat" ;sound_move = "m_explorer" ;sound_move_alt = "m_generic" ;sound_fight = "f_explorer" ;sound_fight_alt = "f_generic" ;build_cost = 10 ;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 = 0 ;uk_food = 0 ;uk_gold = 3 ;flags = "NonMil", "Unique", "Foot" ;roles = "FirstBuild" ;helptext = _("\ ;SCIENTISTS are the unique units of Scientific civilizations. They\ ; represent the driven researchers and insightful observers of the\ ; natural world. They boost Science by a hefty 35% in any city they\ ; occupy\ ;\n\ ;A civilization may only build one GREAT SCIENTIST at a time.\ ;") [unit_leader] name = _("?unit:Leader") class = "Land" tech_req = "None" obsolete_by = "None" graphic = "u.leader" graphic_alt = "u.explorer" sound_move = "m_leader" sound_move_alt = "m_generic" sound_fight = "f_leader" sound_fight_alt = "f_generic" build_cost = 10 pop_cost = 0 attack = 0 defense = 2 hitpoints = 20 firepower = 1 move_rate = 2 vision_radius_sq = 8 transport_cap = 0 fuel = 0 uk_happy = 0 uk_shield = 0 uk_food = 0 uk_gold = 0 flags = "IgZOC", "NonMil", "NoBuild", "NoHome", "SuperSpy", "Undisbandable", "Unbribable", "GameLoss", "Unique", "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.diplomat" sound_move = "m_barbarian_leader" sound_move_alt = "m_generic" sound_fight = "f_barbarian_leader" sound_fight_alt = "f_generic" build_cost = 40 pop_cost = 0 attack = 0 defense = 0 hitpoints = 10 firepower = 1 move_rate = 2 vision_radius_sq = 2 transport_cap = 0 fuel = 0 uk_happy = 0 uk_shield = 0 uk_food = 0 uk_gold = 0 flags = "IgZOC", "NonMil", "Unbribable", "Undisbandable", "SuperSpy", "NoHome", "NoBuild" roles = "BarbarianLeader" helptext = _("\ One Barbarian Leader appears every time there is a barbarian uprising\ somewhere in the world.\ \n\n\ When a Barbarian Leader is killed on a tile without any defending units,\ the 100 gold ransom is paid, but only to land units and helicopters.\ ") [unit_drone] name = _("Spy Drone") class = "Missile" tech_req = "Remote Warfare" obsolete_by = "None" graphic = "u.uav" graphic_alt = "-" sound_move = "m_stealth_fighter" sound_move_alt = "m_generic" sound_fight = "f_stealth_fighter" sound_fight_alt = "f_generic" build_cost = 60 pop_cost = 0 attack = 0 defense = 0 hitpoints = 10 firepower = 1 move_rate = 5 vision_radius_sq = 8 transport_cap = 0 fuel = 0 uk_happy = 0 uk_shield = 1 uk_food = 0 uk_gold = 0 flags = "Partial_Invis", "NonMil" roles = "" helptext = _("\ The Spy Drone is an extraordinarily versatile surveilance unit,\ capable of stealthily monitoring enemy activity and staying\ aloft virtually indefinitely. It may be launched from and\ recovered by anything that carries missiles, including cities, Crusiers, AEGIS Cruiser, Nuclear Submarine, Carrier,\ Super Carrier, and the modern Attack Frigate.\ \ ") [unit_awacs] name = _("AWACS") class = "Air" tech_req = "Advanced Avionics" obsolete_by = "None" graphic = "u.awacs" graphic_alt = "u.bomber" ; backwards compatibility sound_move = "m_awacs" sound_move_alt = "m_generic" sound_fight = "f_awacs" sound_fight_alt = "f_generic" build_cost = 140 pop_cost = 0 attack = 0 defense = 1 hitpoints = 20 firepower = 1 move_rate = 16 vision_radius_sq = 26 transport_cap = 0 fuel = 2 uk_happy = 1 uk_shield = 1 uk_food = 0 uk_gold = 0 flags = "AirUnit" roles = "" helptext = _("\ The AWACS (Airborne Warning and Control System) is an airplane with an \ advanced radar that can determine the location of enemy units over a \ wide area.\ ")