2894 lines
87 KiB
Plaintext
2894 lines
87 KiB
Plaintext
; Modifying this file:
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; You should not modify this file except to make bugfixes or
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; for other "maintenance". If you want to make custom changes,
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; you should create a new datadir subdirectory and copy this file
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; into that directory, and then modify that copy. Then use the
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; command "rulesetdir <mysubdir>" in the server to have freeciv
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; use your new customized file.
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;
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; You should sort role units from worst to better, as often the best
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; available role unit of a given sort will be picked by choosing
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; the first available (not obsolete) such unit, or by picking the last
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; such unit directly. When determining starting units, the first
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; unit with the relevant role that the player can build will be chosen.
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; If no such unit can be found (eg Explorers that require Seafaring),
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; then the first unit with this role will be chosen.
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[datafile]
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description = "Domesecration unit_type data for Freeciv"
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options = "+Freeciv-3.2-ruleset web-compatible"
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format_version = 30
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[control]
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; Names for custom unit type flags. There can be up to 50 of these.
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; name = rule name; In some circumstances user may see this
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; as part of some sentences, so try to make it descriptive
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; and sensible.
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; helptxt = displayed in the help for unit types with this flag (optional)
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flags =
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{ "name", "helptxt"
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_("Fortress"), _("Can build Forts and Fortresses.")
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_("Transform")
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_("AirAttacker"), _("Very bad at attacking AEGIS.")
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_("Submarine"), _("Attack value halved when attacking Destroyer.")
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_("Unbribable")
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_("TradeRoute"), _("Can establish trade routes (must travel to target city).")
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_("HelpWonder")
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_("Capturer"), _("Can capture some enemy units.")
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_("Capturable"), _("Can be captured by some enemy units.")
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_("Bombarder")
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_("Cities")
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_("AddToCity")
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_("Nuclear")
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_("Paratroopers"), _("Can be paradropped from a friendly city or suitable base.")
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_("Marines"), _("Can launch attack from non-native tiles.")
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_("Cant_Fortify")
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_("OneAttack")
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_("Herd"), _("Feeds on grasslands, farms and plains.")
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}
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; Names for custom unit class flags. There can be up to 25 of these.
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; name = rule name; In some circumstances user may see this
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; as part of some sentences, so try to make it descriptive
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; and sensible.
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; helptxt = displayed in the help for unit types belonging to a class
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; with this flag (optional)
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class_flags =
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{ "name", "helptxt"
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_("Airliftable"), _("Can be airlifted from a suitable city.")
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_("AttFromNonNative"), _("Can launch attack from non-native tiles.")
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_("Missile")
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_("CanPillage")
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_("CanFortify"),
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; /* xgettext:no-c-format */
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_("Gets a 50% defensive bonus while in cities.")
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_("Barracks"), _("Benefits from barracks")
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_("Ground"), _("Ground units")
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_("Aerial"), _("Aerial units")
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}
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[veteran_system]
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; What are the names of the levels?
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veteran_names = _("green"), _("veteran"), _("hardened"), _("elite")
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; The percentage chance of increasing level through combat
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veteran_base_raise_chance = 50, 33, 20, 0
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; The percentage chance of a settler/engineer increasing level through
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; performing useful work (per turn)
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veteran_work_raise_chance = 3, 2, 1, 0
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; Power factors are as a percentage.
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; +50% is represented by 150
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veteran_power_fact = 100, 150, 175, 200
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; The additional number of movement points granted for different veteran
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; levels. These are fractional move points as defined by move_fragments in
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; terrain.ruleset.
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veteran_move_bonus = 0, 0, 0, 0
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; /* <-- avoid gettext warnings
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;
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; Unit classes
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; The number can be variable, up to 32
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; When adding new classes, remember to check effects.ruleset also.
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; Eg. if you divide class 'Land' to two separate classes, you may
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; want add effect giving City Walls defense bonus against new class
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; too.
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;
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; The actual tag used (the * in [unitclass_*]) does not matter, except
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; it must be unique within this file, and it may be used in debug
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; output when reading this file.
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;
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; ** Fields **
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;
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; name = translatable name as seen by user
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; rule_name = (optional) internal name for savegames, rulesets etc;
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; if not present, "name" is used for this purpose too.
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; Since the name used in savegames must not change, if
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; you want to rename an item after a ruleset has been
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; released, you should set "rule_name" to the original
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; value of "name".
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; min_speed = Minimum speed after damage and effects (whole movement points)
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; hp_loss_pct = Hitpoints lost each turn if unit not in city or native base
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; non_native_def_pct = Defense power percentage applying when defending on
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; non-native terrain (such as ship in harbor)
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; flags = List of unit class flags (from the following list; you
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; cannot add custom unit class flags)
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; helptext = optional help text string; should escape all raw newlines
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; so that xgettext parsing works
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;
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; ** Unit class Flags **
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;
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; "TerrainSpeed" = Units use terrain specific speed
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; "TerrainDefense" = Units gain defense bonus from terrain
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; "DamageSlows" = Damaged units are slowed down
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; "CanOccupyCity" = Military units of this class can occupy enemy cities
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; "BuildAnywhere" = Unit can be built even in the middle of non-native terrain
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; "Unreachable" = Unit can be attacked only by units explicitly listing this
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; class in its 'targets', unless on a city or native base.
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; For class members which are transports, cargo cannot load/
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; unload except in a city or native base, unless that unit
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; explicitly lists this class in its 'embarks'/'disembarks'.
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; "CollectRansom" = Unit can collect ransom when killing undefended barbarian leader
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; "ZOC" = Unit is subject to ZOC rules. Unit type flag "IgZOC" can
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; override this
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; "DoesntOccupyTile" = Even if this kind of enemy unit is on tile, cities can
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; still work that tile
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; "AttackNonNative" = Unit can attack units on non-native tiles. Unit type
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; flag "Only_Native_Attack" can override this
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; "KillCitizen" = Upon successful attack against a city, unit kills one
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; citizen. The effect "Unit_No_Lose_Pop" and the server
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; setting 'killcitizen' can disable this.
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; "HutFrighten" = Will frighten rather than enter huts.
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; "NonNatBombardTgt" = Certain attacks against these units are considered
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; Nonnative Bombard Attack type
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;
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; */ <-- avoid gettext warnings
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[unitclass_missile]
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; /* TRANS: Unit class: used adjectivally */
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name = _("?unitclass:Missile")
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min_speed = 0
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hp_loss_pct = 0
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flags = "Missile", "Unreachable", "DoesntOccupyTile", "Airliftable",
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"HutFrighten", "Aerial"
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[unitclass_land]
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; /* TRANS: Unit class: used adjectivally */
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name = _("?unitclass:Land")
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min_speed = 1
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hp_loss_pct = 0
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flags = "TerrainSpeed", "DamageSlows", "CanOccupyCity", "BuildAnywhere",
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"CollectRansom", "ZOC", "CanFortify", "CanPillage",
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"TerrainDefense", "Airliftable", "NonNatBombardTgt",
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"Barracks", "Ground"
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[unitclass_land_small]
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; /* TRANS: Unit class: used adjectivally */
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name = _("?unitclass:Small Land")
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min_speed = 1
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hp_loss_pct = 0
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flags = "TerrainSpeed", "DamageSlows", "BuildAnywhere", "CollectRansom",
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"ZOC", "CanFortify", "TerrainDefense", "DoesntOccupyTile",
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"Airliftable", "NonNatBombardTgt", "Barracks", "Ground"
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[unitclass_land_big]
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; /* TRANS: Unit class: used adjectivally */
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name = _("?unitclass:Big Land")
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min_speed = 1
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hp_loss_pct = 0
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flags = "TerrainSpeed", "DamageSlows", "CanOccupyCity", "BuildAnywhere",
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"CollectRansom","ZOC", "CanFortify", "KillCitizen", "Airliftable",
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"NonNatBombardTgt", "Barracks", "Ground"
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[unitclass_merchant]
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; /* TRANS: Unit class: used adjectivally */
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name = _("?unitclass:Merchant")
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min_speed = 1
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hp_loss_pct = 0
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flags = "BuildAnywhere", "DoesntOccupyTile",
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"ZOC", "TerrainDefense", "TerrainSpeed", "Airliftable",
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"NonNatBombardTgt", "Barracks", "Ground"
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[unitclass_sea]
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; /* TRANS: Unit class: used adjectivally */
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name = _("?unitclass:Sea")
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min_speed = 2
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hp_loss_pct = 0
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flags = "DamageSlows", "AttackNonNative", "AttFromNonNative"
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[unitclass_trireme]
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; /* TRANS: Unit class: used adjectivally */
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name = _("?unitclass:Trireme")
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min_speed = 2
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hp_loss_pct = 0
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flags = "ZOC", "DamageSlows", "AttFromNonNative"
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[unitclass_heli]
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; /* TRANS: Unit class: used adjectivally */
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name = _("?unitclass:Helicopter")
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min_speed = 1
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hp_loss_pct = 10
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flags = "Unreachable", "DoesntOccupyTile", "CanOccupyCity", "CollectRansom", "Airliftable",
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"Aerial"
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[unitclass_air]
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; /* TRANS: Unit class: used adjectivally */
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name = _("?unitclass:Air")
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min_speed = 1
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hp_loss_pct = 10
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flags = "Unreachable", "DoesntOccupyTile", "CanPillage",
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"Airliftable", "HutFrighten", "Aerial"
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; /* <-- avoid gettext warnings
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;
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; Below: The individual unit types, one per section.
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;
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; The number can be variable, up to 300.
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; However for the "official" rulesets, units should not be removed
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; because that would break backward compatibility with savegames.
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;
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; The order here matters: later units are considered "better" for
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; a given flag or role.
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;
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; The actual tag used (the * in [unit_*]) does not matter, except
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; it must be unique within this file, and it may be used in debug
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; output when reading this file.
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;
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; ** Fields **
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;
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; name = translatable name as seen by user
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; rule_name = (optional) internal name for savegames, rulesets etc; if
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; not present, "name" is used for this purpose too. Since
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; the name used in savegames must not change, if you want
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; to rename an item after a ruleset has been released, you
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; should set "rule_name" to the original value of "name".
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; graphic = tag specifying preferred graphic
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; graphic_alt = tag for alternate graphic if preferred graphic is not
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; present; especially if preferred graphic is non-standard,
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; this should be a standard tag. Otherwise can use eg "-"
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; for no alternate graphic.
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; graphic_alt2 = tag for second alternative graphic.
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; reqs = requirements to build the unit (see effects.ruleset
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; and README.effects for help on requirements)
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; obsolete_by = can be upgraded to and made obsolete by another unit by name
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; build_cost = production shields required to build
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; pop_cost = population removed from city when built; for 'Join City'
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; units this is also the population added to the destination
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; attack = base attack strength (0 = cannot attack)
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; defense = base defense strength (0 = cannot defend)
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; hitpoints = how much damage unit can withstand
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; firepower = number of hitpoints removed per round of combat; at least 1
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; move_rate = base move rate (whole movement points)
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; vision_radius_sq = base vision of unit: unit can see tile up to the square
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; root of this value away
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; convert_to = can be converted to another type of unit by name
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; convert_time = number of movement points it takes to convert to
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; another unit type
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; class = One of the classes listed above
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; transport_cap = Max number of units that can be transported.
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; fuel = Number of turns unit can spend outside refuel points.
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; If more time passes without unit refueling over turn change,
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; they are lost. If this is zero, unit has no need to refuel
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; Units with "Coast" flag set consider any tile next to coast
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; refuel point
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; uk_* = upkeep costs, these are used as base values in the game
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; cargo = Unit classes this unit can transport
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; city_slots = How many of homecity's unit maintenance slots unit takes
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; city_size = Initial size of the cities built by 'Found City' type units
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; (but 'Join City' uses pop_cost)
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; tp_defense = Method to decide if unit can be selected as a defender when
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; transported.
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; "Blocked" - Can't defend when transported
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; "Alight" - Can defend if can alight or unload (current default)
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; "Always" - Can defend even when transported
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; targets = list of unit classes this unit can attack against even
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; if they have Unreachable unit class flag
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; embarks = list of unit classes this unit may load into while not in
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; native base or city even if transporter has Unreachable unit
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; class flag
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; disembarks = list of unit classes this unit may unload from while not in
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; native base or city even if transporter has Unreachable unit
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; class flag
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; vision_layer = At which layer this unit is visible; "Main", "Stealth",
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; or "Subsurface"
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; bonuses = definitions of combat bonuses against specific other units
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; bonuses.flag = flag of the unit that bonus applies against
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; bonuses.type = type of the bonus. See below
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; bonuses.value = value of the bonus. Sum of these is used if multiple apply.
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; bonuses.quiet = don't auto generate help text for this bonus. Use this if
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; the bonus is documented in the unit type's help text.
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; This is useful when the combination of a unit's bonuses
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; becomes complex enough to make the auto generated help
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; ugly or inaccurate.
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; flags = special flag strings; list of built-in flags described below
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; and/or user flags defined above
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;
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; veteran_names = Special veteran level for this unit. See the definitions in
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; game.ruleset. All of the veteran_* entries have to have the
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; same length!
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; veteran_base_raise_chance =
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; veteran_work_raise_chance =
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; veteran_power_fact =
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; veteran_move_bonus =
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;
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; roles = special role strings
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; sound_move = optional sound effect when the unit moves
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; sound_move_alt = optional alternative sound effect if above not
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; supported in client
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; sound_fight = optional sound effect when the unit fights
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; sound_fight_alt = optional alternative sound effect if above not
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; supported in client
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; helptext = optional help text string; should escape all raw newlines
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; so that xgettext parsing works
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;
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;
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; ** Bonuses **
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;
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; "DefenseMultiplier" = See "DefenseMultiplierPct" below. This is
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; equivalent to that multiplied by 100.
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; Bonus is defined in defenders entry.
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; "DefenseMultiplierPct" = Multiply defense by 1 + (value / 100).
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; Value of 100 means multiplication by 2,
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; value of 50 means multiplication by 1.5, etc.
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; Effectively increases defense by value percent.
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; Bonus is defined in defenders entry.
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; "DefenseDivider" = See "DefenseDividerPct" below. This is equivalent
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; to that multiplied by 100.
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; Bonus is defined in attackers entry.
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; "DefenseDividerPct" = Divide defense value by 1 + (value / 100).
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; Value of 100 means division by 2,
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; value of 50 means division by 1.5, i.e.
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; multiplication with 2/3, etc.
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; Effectively increases *attack* by value percent.
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; Bonus is defined in attackers entry.
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; "LowFirepower" = Defender firepower is reduced to low firepower
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; value defined in game.ruleset when
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; ever this has non-zero value.
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; Bonus is defined in attackers entry.
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; "CityDefensePct" = In a city, instead of "Defend_Bonus" effect
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; uses this bonus.
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; Bonus is defined in defenders entry.
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;
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;
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; ** Flags **
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;
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; "IgZOC" = ignore Zones of Control (ZOC) even if unit class has
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; "ZOC" flag
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; "HasNoZOC" = unit has no Zone of Control (ZOC), thus any unit can move
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; around it freely
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; "NonMil" = a non-military unit: no attacks; no martial law; can enter
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; peaceful borders; DoesntOccupyTile
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; "IgTer" = use constant move cost defined in igter_cost (terrain.ruleset)
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; rather than terrain/road etc cost, unless terrain cost is
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; less
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; "FieldUnit" = cause unhappiness even when not being aggressive
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; "Settlers" = can irrigate and build roads
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; "Diplomat" = can defend against diplomat actions (see diplchance
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; server option)
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; "Spy" = strong in diplomatic battles. _Must_ be "Diplomat" also
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; "CoastStrict" = (sea only) cannot leave coast
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; "Coast" = (sea only) can refuel on coast. Set fuel to force unit
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; to regularly end turn on coast
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; "Only_Native_Attack" = cannot attack targets on non-native tiles even if
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; unit class can
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; "Fanatic" = can only be built by governments that allow them
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; (see civ2/governments.ruleset, Fundamentalism government)
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; "Unique" = a player can only have one of these units in the game at
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; the same time; barbarians cannot use this at present
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; "GameLoss" = losing one of these units means you lose the game, but it
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; is produced without homecity and upkeep
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; "EvacuateFirst" = the game will try to rescue units with this flag before
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; it tries to rescue units without it when their transport
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; is destroyed. Think of the Birkenhead drill ("women and
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; children first"). Replace "women and children" with
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; "units with the EvacuateFirst unit type flag".
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; "SuperSpy" = this unit always wins diplomatic contests, that is, unless
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; it encounters another SuperSpy, in which case defender wins;
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; can also be used on non-diplomat units, in which case it can
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; protect cities from diplomats; also 100% spy survival chance
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; "NoHome" = this unit is built with no homecity, free of all upkeep, and
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; therefore will not revolt along with its city of origin should
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; it be incited
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; "NoVeteran" = this unit cannot gain veteran levels through experience
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; (as if both base_raise_chance and work_raise_chance were zero);
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; it can still gain veterancy through Veteran_Build, etc
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; "CityBuster" = this unit has double firepower against cities
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; "NoBuild" = this unit cannot be built
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; "BadWallAttacker" = the firepower of this unit is set to 1 if
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; attacking a city
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; defended by a city wall (or other city building defense)
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; "BadCityDefender" = if attacked while in a city, firepower is set to 1
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; and firepower of attacker is doubled (the Pearl Harbour
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; rule)
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; "BarbarianOnly" = only barbarians can build this unit
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; "Shield2Gold" = Switch from shield upkeep to gold upkeep possible
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; "NewCityGamesOnly" = unit can't be built on scenarios where founding new cities
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; is not allowed. Give this flag to units that would make no sense
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|
; to have in a game with such a scenario
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; "CanEscape" = this unit has, given that certain conditions are
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; fulfilled, a 50% chance to escape rather than being
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; killed when killstack is enabled and the defender of its
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; tile is defeated. The conditions are that it has more move
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; points than required to move to an adjacent tile plus the
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; attackers move points and that the attacker doesn't have
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; the "CanKillEscaping" unit type flag.
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|
; "CanKillEscaping" = an attack from this unit ignores the "CanEscape" unit
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; type flag.
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|
; "Provoking" = a unit considering to auto attack this unit will choose to
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|
; do so even if has better odds when defending against it
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; then when attacking it. Applies when the autoattack server
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; setting is enabled.
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|
; "NeverProtects" = doesn't protect reachable units on its tile from enemy
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|
; attackers, even if the unreachableprotects server setting
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|
; is enabled and the unit class is unreachable
|
|
; "RandomMovement" = Unit makes random movements in the beginning of the turn,
|
|
; player has no control over its movement
|
|
;
|
|
; Following actions require extra fields:
|
|
; "Attack" and "Suicide Attack"
|
|
; attack = base attack strength
|
|
; "Bombard"
|
|
; attack = base attack strength
|
|
; bombard_rate = the number of shots fired at enemy units when attacking
|
|
; "Join City"
|
|
; pop_cost = the number of population added to the target city
|
|
; "Paradrop Unit"
|
|
; paratroopers_range = the maximal range the unit can be paradropped to.
|
|
; Max range is 65534.
|
|
; "Upgrade Unit"
|
|
; obsolete_by = the unit type upgraded to.
|
|
; "Convert Unit"
|
|
; convert_to = the unit type converted to.
|
|
;
|
|
; ** Roles **
|
|
;
|
|
; "FirstBuild" = first to be built when city founded
|
|
; "Explorer" = unit to use for exploring
|
|
; "Hut" = can be found in a hut
|
|
; "HutTech" = can be found in a hut, but its techs required
|
|
; "Partisan" = can be created as a partisan (only one unit can have this
|
|
; flag), see end of this file for its tech requirements option
|
|
; "DefendOk" = AI hint: ok for defending with
|
|
; "DefendGood" = AI hint: good for defending with
|
|
; "Ferryboat" = AI hint: useful for ferrying
|
|
; "Barbarian" = can be created as land barbarian
|
|
; "BarbarianTech" = can be created as land barbarian, if someone has
|
|
; researched its tech requirements
|
|
; "BarbarianBoat" = can be created as boat for sea barbarian
|
|
; "BarbarianBoatTech" = can be created as boat for sea barbarian, if someone has
|
|
; researched its tech requirements
|
|
; "BarbarianBuild" = can be built by barbarians
|
|
; "BarbarianBuildTech" = can be built by barbarians if someone has
|
|
; researched its tech requirements
|
|
; "BarbarianLeader" = this unit is the barbarian leader (only one)
|
|
; "BarbarianSea" = can be created as a barbarian that disembarks from a barbarian boat
|
|
; "BarbarianSeaTech" = can be created as a barbarian that disembarks from a barbarian boat
|
|
; if someone has researched its tech requirements
|
|
; "Settlers" = can irrigate and build roads
|
|
; "Hunter" = AI hint: good for hunting other units
|
|
; "CitiesStartUnit" = Gets granted as 'c' startunit
|
|
; "WorkerStartUnit" = Gets granted as 'w' startunit
|
|
; "ExplorerStartUnit" = Gets granted as 'x' startunit
|
|
; "KingStartUnit" = Gets granted as 'k' startunit
|
|
; "DiplomatStartUnit" = Gets granted as 's' startunit
|
|
; "FerryStartUnit" = Gets granted as 'f' startunit
|
|
; "DefendOkStartUnit" = Gets granted as 'd' startunit
|
|
; "DefendGoodStartUnit" = Gets granted as 'D' startunit
|
|
; "AttackFastStartUnit" = Gets granted as 'a' startunit
|
|
; "AttackStrongStartUnit" = Gets granted as 'A' startunit
|
|
;
|
|
; */ <-- avoid gettext warnings
|
|
|
|
[unit_settlers]
|
|
name = _("Settlers")
|
|
class = "Small Land"
|
|
;reqs
|
|
obsolete_by = "None"
|
|
graphic = "u.settlers"
|
|
graphic_alt = "-"
|
|
sound_move = "m_settlers"
|
|
sound_move_alt = "m_generic"
|
|
sound_fight = "f_settlers"
|
|
sound_fight_alt = "f_generic"
|
|
build_cost = 30
|
|
pop_cost = 2
|
|
attack = 0
|
|
defense = 1
|
|
hitpoints = 20
|
|
firepower = 1
|
|
move_rate = 1
|
|
vision_radius_sq = 2
|
|
transport_cap = 0
|
|
fuel = 0
|
|
uk_happy = 0
|
|
uk_shield = 0
|
|
uk_food = 1
|
|
uk_gold = 0
|
|
tp_defense = "Alight"
|
|
flags = "Settlers", "Cant_Fortify", "NonMil", "HasNoZOC", "AddToCity",
|
|
"Cities", "Fortress"
|
|
; No veteran levels (level name is never displayed)
|
|
veteran_names = _("green")
|
|
veteran_base_raise_chance = 0
|
|
veteran_work_raise_chance = 0
|
|
veteran_power_fact = 100
|
|
veteran_move_bonus = 0
|
|
roles = "CitiesStartUnit"
|
|
helptext = _("\
|
|
Settlers are one of the key units in the game, as they are your main \
|
|
means of founding new cities.\
|
|
"), _("\
|
|
Settlers can also perform the same terrain alterations as Workers.\
|
|
"), _("\
|
|
TIP: optimal production of Settlers occurs in cities of at most \
|
|
size 4, or cities with a Granary of at most size 6.\
|
|
")
|
|
|
|
[unit_migrants]
|
|
name = _("Migrants")
|
|
class = "Small Land"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Pottery", "Player"
|
|
}
|
|
obsolete_by = "None"
|
|
graphic = "u.migrants"
|
|
graphic_alt = "u.worker"
|
|
sound_move = "m_worker"
|
|
sound_move_alt = "m_generic"
|
|
sound_fight = "f_worker"
|
|
sound_fight_alt = "f_generic"
|
|
build_cost = 10
|
|
pop_cost = 1
|
|
attack = 0
|
|
defense = 1
|
|
hitpoints = 20
|
|
firepower = 1
|
|
move_rate = 1
|
|
vision_radius_sq = 2
|
|
transport_cap = 0
|
|
fuel = 0
|
|
uk_happy = 0
|
|
uk_shield = 0
|
|
uk_food = 1
|
|
uk_gold = 0
|
|
tp_defense = "Alight"
|
|
flags = "Settlers", "Cant_Fortify", "NonMil", "HasNoZOC", "AddToCity",
|
|
"Capturable", "Fortress"
|
|
; No veteran levels (level name is never displayed)
|
|
veteran_names = _("green")
|
|
veteran_base_raise_chance = 0
|
|
veteran_work_raise_chance = 0
|
|
veteran_power_fact = 100
|
|
veteran_move_bonus = 0
|
|
roles = "Settlers"
|
|
helptext = _("\
|
|
Migrants can be used to transfer population to other cities, but \
|
|
may not found new cities. They can also perform the same terrain \
|
|
alterations as Workers.\
|
|
"), _("\
|
|
TIP: Migrants can be a good alternative to Workers in overpopulated \
|
|
cities, as they benefit from free food upkeep.\
|
|
")
|
|
|
|
[unit_worker]
|
|
name = _("?unit:Workers")
|
|
class = "Small Land"
|
|
;reqs
|
|
obsolete_by = "Engineers"
|
|
graphic = "u.worker"
|
|
graphic_alt = "u.engineers" ; for compatibility
|
|
sound_move = "m_worker"
|
|
sound_move_alt = "m_generic"
|
|
sound_fight = "f_worker"
|
|
sound_fight_alt = "f_generic"
|
|
build_cost = 20
|
|
pop_cost = 0
|
|
attack = 0
|
|
defense = 1
|
|
hitpoints = 10
|
|
firepower = 1
|
|
move_rate = 1
|
|
vision_radius_sq = 2
|
|
transport_cap = 0
|
|
fuel = 0
|
|
uk_happy = 0
|
|
uk_shield = 1
|
|
uk_food = 0
|
|
uk_gold = 1
|
|
tp_defense = "Alight"
|
|
flags = "Settlers", "Cant_Fortify", "NonMil", "HasNoZOC", "Fortress"
|
|
; No veteran levels (level name is never displayed)
|
|
veteran_names = _("green")
|
|
veteran_base_raise_chance = 0
|
|
veteran_work_raise_chance = 0
|
|
veteran_power_fact = 100
|
|
veteran_move_bonus = 0
|
|
roles = "Settlers", "WorkerStartUnit"
|
|
helptext = _("\
|
|
Workers have the ability to improve terrain tiles. See the help on \
|
|
Terrain and Terrain Alterations for the effects of their actions.\
|
|
")
|
|
|
|
[unit_engineers]
|
|
name = _("Engineers")
|
|
class = "Small Land"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Explosives", "Player"
|
|
}
|
|
obsolete_by = "None"
|
|
graphic = "u.engineers"
|
|
graphic_alt = "-"
|
|
sound_move = "m_engineers"
|
|
sound_move_alt = "m_generic"
|
|
sound_fight = "f_engineers"
|
|
sound_fight_alt = "f_generic"
|
|
build_cost = 30
|
|
pop_cost = 0
|
|
attack = 0
|
|
defense = 2
|
|
hitpoints = 20
|
|
firepower = 1
|
|
move_rate = 2
|
|
vision_radius_sq = 2
|
|
transport_cap = 0
|
|
fuel = 0
|
|
uk_happy = 0
|
|
uk_shield = 1
|
|
uk_food = 0
|
|
uk_gold = 1
|
|
tp_defense = "Alight"
|
|
flags = "Settlers", "Cant_Fortify", "NonMil", "HasNoZOC", "Fortress", "Transform"
|
|
veteran_names = _("beginner"), _("seasoned"), _("senior"), _("expert")
|
|
veteran_base_raise_chance = 50, 33, 20, 0
|
|
veteran_work_raise_chance = 3, 2, 1, 0
|
|
veteran_power_fact = 100, 150, 175, 200
|
|
veteran_move_bonus = 0, 0, 0, 0
|
|
roles = "Settlers", "WorkerStartUnit"
|
|
helptext = _("\
|
|
Engineers are similar to Workers, but they work twice as fast, \
|
|
move twice as fast, and may gain experience from work enabling \
|
|
them to work even faster.\
|
|
"), _("\
|
|
With knowledge of Fusion Power, Engineers may also perform more \
|
|
radical terrain transformations than Workers, Settlers, or Migrants, \
|
|
with the \"transform\" order. Examples include conversion of \
|
|
Tundra into Plains, or even Ocean into Swamp in some circumstances \
|
|
(when on board an ocean-going vessel, on a tile surrounded by \
|
|
sufficient existing land). See the Terrain Alterations section \
|
|
for more details.\
|
|
")
|
|
|
|
[unit_warriors]
|
|
name = _("Warriors")
|
|
class = "Land"
|
|
;reqs
|
|
obsolete_by = "Musketeers"
|
|
graphic = "u.warriors"
|
|
graphic_alt = "-"
|
|
sound_move = "m_warriors"
|
|
sound_move_alt = "m_generic"
|
|
sound_fight = "f_warriors"
|
|
sound_fight_alt = "f_generic"
|
|
build_cost = 10
|
|
pop_cost = 0
|
|
attack = 1
|
|
defense = 1
|
|
hitpoints = 10
|
|
firepower = 1
|
|
move_rate = 1
|
|
vision_radius_sq = 2
|
|
transport_cap = 0
|
|
fuel = 0
|
|
uk_happy = 1
|
|
uk_shield = 1
|
|
uk_food = 1
|
|
uk_gold = 1
|
|
tp_defense = "Alight"
|
|
flags = "Capturer", "Fortress"
|
|
roles = "DefendOk", "DefendOkStartUnit", "FirstBuild"
|
|
helptext = _("\
|
|
This unit may be built from the start of the game. It is the\
|
|
weakest offensive unit.\
|
|
")
|
|
|
|
[unit_phalanx]
|
|
name = _("Phalanx")
|
|
class = "Land"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Bronze Working", "Player"
|
|
}
|
|
obsolete_by = "Pikemen"
|
|
graphic = "u.phalanx"
|
|
graphic_alt = "-"
|
|
sound_move = "m_phalanx"
|
|
sound_move_alt = "m_generic"
|
|
sound_fight = "f_phalanx"
|
|
sound_fight_alt = "f_generic"
|
|
build_cost = 20
|
|
pop_cost = 0
|
|
attack = 1
|
|
defense = 2
|
|
hitpoints = 10
|
|
firepower = 1
|
|
move_rate = 1
|
|
vision_radius_sq = 2
|
|
transport_cap = 0
|
|
fuel = 0
|
|
uk_happy = 1
|
|
uk_shield = 1
|
|
uk_food = 1
|
|
uk_gold = 1
|
|
tp_defense = "Alight"
|
|
flags = "Capturer", "Fortress"
|
|
roles = "DefendGood", "DefendGoodStartUnit", "FirstBuild"
|
|
helptext = _("\
|
|
The Phalanx is armored infantry, suitable for defending your cities.\
|
|
")
|
|
|
|
[unit_archers]
|
|
name = _("Archers")
|
|
class = "Land"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Warrior Code", "Player"
|
|
}
|
|
obsolete_by = "Musketeers"
|
|
graphic = "u.archers"
|
|
graphic_alt = "-"
|
|
sound_move = "m_archers"
|
|
sound_move_alt = "m_generic"
|
|
sound_fight = "f_archers"
|
|
sound_fight_alt = "f_generic"
|
|
build_cost = 20
|
|
pop_cost = 0
|
|
attack = 3
|
|
defense = 1
|
|
hitpoints = 10
|
|
firepower = 1
|
|
move_rate = 1
|
|
vision_radius_sq = 2
|
|
transport_cap = 0
|
|
fuel = 0
|
|
uk_happy = 1
|
|
uk_shield = 1
|
|
uk_food = 1
|
|
uk_gold = 1
|
|
tp_defense = "Alight"
|
|
flags = "Capturer", "Fortress"
|
|
roles = "DefendOk", "Hut"
|
|
helptext = _("\
|
|
Archers fight with bows and arrows and have a good offensive\
|
|
value.\
|
|
")
|
|
|
|
[unit_legion]
|
|
name = _("Legion")
|
|
class = "Land"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Iron Working", "Player"
|
|
}
|
|
obsolete_by = "Musketeers"
|
|
graphic = "u.legion"
|
|
graphic_alt = "-"
|
|
sound_move = "m_legion"
|
|
sound_move_alt = "m_generic"
|
|
sound_fight = "f_legion"
|
|
sound_fight_alt = "f_generic"
|
|
build_cost = 30
|
|
pop_cost = 0
|
|
attack = 4
|
|
defense = 2
|
|
hitpoints = 10
|
|
firepower = 1
|
|
move_rate = 1
|
|
vision_radius_sq = 2
|
|
transport_cap = 0
|
|
fuel = 0
|
|
uk_happy = 1
|
|
uk_shield = 1
|
|
uk_food = 1
|
|
uk_gold = 1
|
|
tp_defense = "Alight"
|
|
flags = "Marines", "Capturer", "Fortress"
|
|
roles = "DefendOk", "BarbarianBuild", "BarbarianSea"
|
|
helptext = _("\
|
|
Legions are heavily armed and well disciplined infantry\
|
|
units with an excellent offensive value.\
|
|
")
|
|
|
|
[unit_pikemen]
|
|
name = _("Pikemen")
|
|
class = "Land"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Feudalism", "Player"
|
|
}
|
|
obsolete_by = "Musketeers"
|
|
graphic = "u.pikemen"
|
|
graphic_alt = "-"
|
|
sound_move = "m_pikemen"
|
|
sound_move_alt = "m_generic"
|
|
sound_fight = "f_pikemen"
|
|
sound_fight_alt = "f_generic"
|
|
build_cost = 30
|
|
pop_cost = 0
|
|
attack = 2
|
|
defense = 3
|
|
hitpoints = 10
|
|
firepower = 1
|
|
move_rate = 1
|
|
vision_radius_sq = 2
|
|
transport_cap = 0
|
|
fuel = 0
|
|
uk_happy = 1
|
|
uk_shield = 1
|
|
uk_food = 1
|
|
uk_gold = 1
|
|
tp_defense = "Alight"
|
|
flags = "Capturer", "Fortress"
|
|
roles = "DefendGood", "DefendGoodStartUnit", "FirstBuild"
|
|
helptext = _("\
|
|
Equipped with long pikes, Pikemen replaces Phalanx\
|
|
as the preferred city defender.\
|
|
")
|
|
|
|
[unit_musketeers]
|
|
name = _("Musketeers")
|
|
class = "Land"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Gunpowder", "Player"
|
|
}
|
|
obsolete_by = "Riflemen"
|
|
graphic = "u.musketeers"
|
|
graphic_alt = "-"
|
|
sound_move = "m_musketeers"
|
|
sound_move_alt = "m_generic"
|
|
sound_fight = "f_musketeers"
|
|
sound_fight_alt = "f_generic"
|
|
build_cost = 40
|
|
pop_cost = 0
|
|
attack = 3
|
|
defense = 3
|
|
hitpoints = 20
|
|
firepower = 1
|
|
move_rate = 1
|
|
vision_radius_sq = 2
|
|
transport_cap = 0
|
|
fuel = 0
|
|
uk_happy = 1
|
|
uk_shield = 1
|
|
uk_food = 1
|
|
uk_gold = 1
|
|
tp_defense = "Alight"
|
|
flags = "Marines", "Capturer", "Fortress"
|
|
roles = "DefendGood", "DefendGoodStartUnit", "FirstBuild", "HutTech",
|
|
"BarbarianTech", "BarbarianBuildTech", "BarbarianSeaTech"
|
|
helptext = _("\
|
|
Musketeers are infantry equipped with early\
|
|
firearms and replace Pikemen as the preferred\
|
|
city defender.\
|
|
")
|
|
|
|
[unit_riflemen]
|
|
name = _("Riflemen")
|
|
class = "Land"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Conscription", "Player"
|
|
}
|
|
obsolete_by = "Marines"
|
|
graphic = "u.riflemen"
|
|
graphic_alt = "-"
|
|
sound_move = "m_riflemen"
|
|
sound_move_alt = "m_generic"
|
|
sound_fight = "f_riflemen"
|
|
sound_fight_alt = "f_generic"
|
|
build_cost = 50
|
|
pop_cost = 0
|
|
attack = 5
|
|
defense = 4
|
|
hitpoints = 20
|
|
firepower = 1
|
|
move_rate = 1
|
|
vision_radius_sq = 2
|
|
transport_cap = 0
|
|
fuel = 0
|
|
uk_happy = 1
|
|
uk_shield = 1
|
|
uk_food = 1
|
|
uk_gold = 1
|
|
tp_defense = "Alight"
|
|
flags = "Marines", "Capturer", "Fortress"
|
|
roles = "DefendGood", "DefendGoodStartUnit", "FirstBuild"
|
|
helptext = _("\
|
|
Riflemen are World War-era infantry, very good\
|
|
at defending your cities.\
|
|
")
|
|
|
|
[unit_alpine_troops]
|
|
name = _("Alpine Troops")
|
|
class = "Land"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Tactics", "Player"
|
|
}
|
|
obsolete_by = "None"
|
|
graphic = "u.alpine_troops"
|
|
graphic_alt = "-"
|
|
sound_move = "m_alpine_troops"
|
|
sound_move_alt = "m_generic"
|
|
sound_fight = "f_alpine_troops"
|
|
sound_fight_alt = "f_generic"
|
|
build_cost = 60
|
|
pop_cost = 0
|
|
attack = 7
|
|
defense = 4
|
|
hitpoints = 20
|
|
firepower = 1
|
|
move_rate = 1
|
|
vision_radius_sq = 2
|
|
transport_cap = 0
|
|
fuel = 0
|
|
uk_happy = 1
|
|
uk_shield = 1
|
|
uk_food = 1
|
|
uk_gold = 1
|
|
tp_defense = "Alight"
|
|
embarks = "Helicopter"
|
|
disembarks = "Helicopter"
|
|
flags = "IgTer", "Capturer", "Fortress"
|
|
roles = "DefendOk", "DefendOkStartUnit"
|
|
helptext = _("\
|
|
Alpine Troops are highly mobile units as well as\
|
|
excellent defenders.\
|
|
")
|
|
|
|
[unit_partisan]
|
|
name = _("Partisan")
|
|
class = "Land"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Guerilla Warfare", "Player"
|
|
}
|
|
obsolete_by = "None"
|
|
graphic = "u.partisan"
|
|
graphic_alt = "-"
|
|
sound_move = "m_partisan"
|
|
sound_move_alt = "m_generic"
|
|
sound_fight = "f_partisan"
|
|
sound_fight_alt = "f_generic"
|
|
build_cost = 60
|
|
pop_cost = 0
|
|
attack = 4
|
|
defense = 5
|
|
hitpoints = 20
|
|
firepower = 1
|
|
move_rate = 1
|
|
vision_radius_sq = 6
|
|
transport_cap = 0
|
|
fuel = 0
|
|
uk_happy = 1
|
|
uk_shield = 1
|
|
uk_food = 1
|
|
uk_gold = 1
|
|
tp_defense = "Alight"
|
|
embarks = "Helicopter"
|
|
disembarks = "Helicopter"
|
|
flags = "IgTer", "IgZOC", "Capturer", "Fortress"
|
|
roles = "DefendGood", "DefendGoodStartUnit", "Partisan", "BarbarianTech"
|
|
helptext = _("\
|
|
Partisans are guerilla fighters who are experts\
|
|
at using the terrain to their advantage.\
|
|
"), _("\
|
|
A number of Partisans are granted free when an enemy conquers your\
|
|
city -- they automatically assume defensive positions in the\
|
|
surrounding countryside -- but only under these conditions:\n\
|
|
- Guerilla Warfare must be known by at least one player.\n\
|
|
- At least three quarters of the citizens must have your nationality.\n\
|
|
- You must know about Communism and Gunpowder.\n\
|
|
- You must run either a Democracy or a Communist government.\
|
|
")
|
|
|
|
[unit_fanatics]
|
|
name = _("Fanatics")
|
|
class = "Land"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Guerilla Warfare", "Player"
|
|
"Gov", "Fundamentalism", "Player"
|
|
}
|
|
obsolete_by = "None"
|
|
graphic = "u.fanatics"
|
|
graphic_alt = "-"
|
|
sound_move = "m_fanatics"
|
|
sound_move_alt = "m_generic"
|
|
sound_fight = "f_fanatics"
|
|
sound_fight_alt = "f_generic"
|
|
build_cost = 20
|
|
pop_cost = 1
|
|
attack = 5
|
|
defense = 5
|
|
hitpoints = 20
|
|
firepower = 1
|
|
move_rate = 1
|
|
vision_radius_sq = 2
|
|
transport_cap = 0
|
|
fuel = 0
|
|
uk_happy = 0
|
|
uk_shield = 0
|
|
uk_food = 1
|
|
uk_gold = 0
|
|
tp_defense = "Alight"
|
|
embarks = "Helicopter"
|
|
disembarks = "Helicopter"
|
|
flags = "Fanatic", "AddToCity", "Capturer", "Fortress"
|
|
roles = "DefendGood", "DefendGoodStartUnit"
|
|
helptext = _("\
|
|
Fanatics are warriors extremely devoted to a higher cause.\
|
|
"), _("\
|
|
Fundamentalist nations can maintain Fanatic units without\
|
|
having to pay any upkeep nor causing military unhappiness. \
|
|
Instead, each unit reduces the population by 1.\
|
|
")
|
|
|
|
[unit_marines]
|
|
name = _("Marines")
|
|
class = "Land"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Amphibious Warfare", "Player"
|
|
}
|
|
obsolete_by = "None"
|
|
graphic = "u.marines"
|
|
graphic_alt = "-"
|
|
sound_move = "m_marines"
|
|
sound_move_alt = "m_generic"
|
|
sound_fight = "f_marines"
|
|
sound_fight_alt = "f_generic"
|
|
build_cost = 60
|
|
pop_cost = 0
|
|
attack = 8
|
|
defense = 5
|
|
hitpoints = 20
|
|
firepower = 1
|
|
move_rate = 1
|
|
vision_radius_sq = 2
|
|
transport_cap = 0
|
|
fuel = 0
|
|
uk_happy = 1
|
|
uk_shield = 1
|
|
uk_food = 1
|
|
uk_gold = 1
|
|
tp_defense = "Alight"
|
|
embarks = "Helicopter"
|
|
disembarks = "Helicopter"
|
|
flags = "Marines", "Capturer", "Fortress"
|
|
roles = "DefendGood", "DefendOkStartUnit", "FirstBuild", "BarbarianSeaTech"
|
|
helptext = _("\
|
|
Marines are infantry who are experts at marine warfare.\
|
|
")
|
|
|
|
[unit_paratroopers]
|
|
name = _("Paratroopers")
|
|
class = "Land"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Combined Arms", "Player"
|
|
}
|
|
obsolete_by = "None"
|
|
graphic = "u.paratroopers"
|
|
graphic_alt = "-"
|
|
sound_move = "m_paratroopers"
|
|
sound_move_alt = "m_generic"
|
|
sound_fight = "f_paratroopers"
|
|
sound_fight_alt = "f_generic"
|
|
build_cost = 60
|
|
pop_cost = 0
|
|
attack = 6
|
|
defense = 4
|
|
hitpoints = 20
|
|
firepower = 1
|
|
move_rate = 1
|
|
vision_radius_sq = 2
|
|
transport_cap = 0
|
|
fuel = 0
|
|
uk_happy = 1
|
|
uk_shield = 1
|
|
uk_food = 1
|
|
uk_gold = 1
|
|
tp_defense = "Alight"
|
|
embarks = "Helicopter"
|
|
disembarks = "Helicopter"
|
|
flags = "Paratroopers", "Capturer", "Fortress"
|
|
roles = "DefendOk"
|
|
helptext = _("\
|
|
Paratroopers are experts at airborne attacks. From a friendly city, \
|
|
airbase, or airstrip, Paratroopers who have not expended any \
|
|
movement points can paradrop directly to any tile in range, and be \
|
|
immediately ready to act there. (Beware dropping into unseen territory, \
|
|
as Paratroopers landing on a tile occupied by enemy units are easy \
|
|
targets!)\
|
|
")
|
|
paratroopers_range = 10
|
|
|
|
[unit_mech_inf]
|
|
name = _("Mech. Inf.")
|
|
class = "Big Land"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Labor Union", "Player"
|
|
}
|
|
obsolete_by = "None"
|
|
graphic = "u.mech_inf"
|
|
graphic_alt = "-"
|
|
sound_move = "m_mech_inf"
|
|
sound_move_alt = "m_generic"
|
|
sound_fight = "f_mech_inf"
|
|
sound_fight_alt = "f_generic"
|
|
build_cost = 70
|
|
pop_cost = 0
|
|
attack = 6
|
|
defense = 6
|
|
hitpoints = 30
|
|
firepower = 1
|
|
move_rate = 3
|
|
vision_radius_sq = 2
|
|
transport_cap = 0
|
|
fuel = 0
|
|
uk_happy = 1
|
|
uk_shield = 1
|
|
uk_food = 1
|
|
uk_gold = 1
|
|
tp_defense = "Alight"
|
|
flags = ""
|
|
roles = "DefendGood", "DefendGoodStartUnit", "FirstBuild"
|
|
helptext = _("\
|
|
The Mechanized Infantry has the strongest inherent defensive strength \
|
|
of any land unit, and is very fast on roads and easy terrain, but it is \
|
|
hindered rather than helped by rough terrain (it cannot move into \
|
|
mountains, swamps, or jungles), and it is only available near the end \
|
|
of the technology tree.\
|
|
")
|
|
|
|
[unit_horsemen]
|
|
name = _("Horsemen")
|
|
class = "Land"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Horseback Riding", "Player"
|
|
}
|
|
obsolete_by = "Knights"
|
|
graphic = "u.horsemen"
|
|
graphic_alt = "-"
|
|
sound_move = "m_horsemen"
|
|
sound_move_alt = "m_generic"
|
|
sound_fight = "f_horsemen"
|
|
sound_fight_alt = "f_generic"
|
|
build_cost = 20
|
|
pop_cost = 0
|
|
attack = 2
|
|
defense = 1
|
|
hitpoints = 10
|
|
firepower = 1
|
|
move_rate = 2
|
|
vision_radius_sq = 2
|
|
transport_cap = 0
|
|
fuel = 0
|
|
uk_happy = 1
|
|
uk_shield = 1
|
|
uk_food = 1
|
|
uk_gold = 1
|
|
tp_defense = "Alight"
|
|
flags = "Capturer"
|
|
roles = "AttackFastStartUnit", "Hut", "Barbarian", "Hunter"
|
|
helptext = _("\
|
|
Horsemen are mounted warriors and an early\
|
|
shock-troop that can penetrate deep into\
|
|
enemy territory.\
|
|
")
|
|
|
|
[unit_chariot]
|
|
name = _("Chariot")
|
|
class = "Big Land"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "The Wheel", "Player"
|
|
}
|
|
obsolete_by = "Dragoons"
|
|
graphic = "u.chariot"
|
|
graphic_alt = "-"
|
|
sound_move = "m_chariot"
|
|
sound_move_alt = "m_generic"
|
|
sound_fight = "f_chariot"
|
|
sound_fight_alt = "f_generic"
|
|
build_cost = 30
|
|
pop_cost = 0
|
|
attack = 4
|
|
defense = 1
|
|
hitpoints = 10
|
|
firepower = 1
|
|
move_rate = 2
|
|
vision_radius_sq = 2
|
|
transport_cap = 0
|
|
fuel = 0
|
|
uk_happy = 1
|
|
uk_shield = 1
|
|
uk_food = 1
|
|
uk_gold = 1
|
|
tp_defense = "Alight"
|
|
flags = "Capturer"
|
|
roles = "AttackFastStartUnit"
|
|
helptext = _("\
|
|
Chariots are horse-pulled war wagons. They have a stronger attack than \
|
|
Horsemen, but their speed comes at a cost: they are more expensive \
|
|
to build, they cannot take advantage of terrain to defend themselves, \
|
|
they cannot move in rough terrain (mountains, swamps, and jungles) \
|
|
without roads, and they cannot be transported by sea using early ships \
|
|
(Triremes and Caravels).\
|
|
")
|
|
|
|
[unit_elephants]
|
|
name = _("Elephants")
|
|
class = "Land"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Polytheism", "Player"
|
|
}
|
|
obsolete_by = "Dragoons"
|
|
graphic = "u.elephants"
|
|
graphic_alt = "u.chariot"
|
|
sound_move = "m_elephants"
|
|
sound_move_alt = "m_generic"
|
|
sound_fight = "f_elephants"
|
|
sound_fight_alt = "f_generic"
|
|
build_cost = 30
|
|
pop_cost = 0
|
|
attack = 3
|
|
defense = 2
|
|
hitpoints = 10
|
|
firepower = 1
|
|
move_rate = 2
|
|
vision_radius_sq = 2
|
|
transport_cap = 0
|
|
fuel = 0
|
|
uk_happy = 1
|
|
uk_shield = 1
|
|
uk_food = 1
|
|
uk_gold = 1
|
|
tp_defense = "Alight"
|
|
flags = "Capturer"
|
|
roles = "DefendOk", "AttackFastStartUnit", "Hunter"
|
|
helptext = _("\
|
|
Elephants are towering animals trained for war that are often used as\
|
|
powerful shock troops.\
|
|
")
|
|
|
|
[unit_crusaders]
|
|
name = _("Crusaders")
|
|
class = "Land"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Monotheism", "Player"
|
|
}
|
|
obsolete_by = "Dragoons"
|
|
graphic = "u.crusaders"
|
|
graphic_alt = "u.knights"
|
|
sound_move = "m_crusaders"
|
|
sound_move_alt = "m_generic"
|
|
sound_fight = "f_crusaders"
|
|
sound_fight_alt = "f_generic"
|
|
build_cost = 40
|
|
pop_cost = 0
|
|
attack = 5
|
|
defense = 1
|
|
hitpoints = 10
|
|
firepower = 1
|
|
move_rate = 2
|
|
vision_radius_sq = 2
|
|
transport_cap = 0
|
|
fuel = 0
|
|
uk_happy = 0
|
|
uk_shield = 1
|
|
uk_food = 1
|
|
uk_gold = 1
|
|
tp_defense = "Alight"
|
|
flags = "Capturer"
|
|
roles = "AttackFastStartUnit", "Hunter"
|
|
helptext = _("\
|
|
Crusaders are highly disciplined mounted\
|
|
warriors driven by a higher cause.\
|
|
")
|
|
|
|
[unit_knights]
|
|
name = _("Knights")
|
|
class = "Land"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Chivalry", "Player"
|
|
}
|
|
obsolete_by = "Dragoons"
|
|
graphic = "u.knights"
|
|
graphic_alt = "-"
|
|
sound_move = "m_knights"
|
|
sound_move_alt = "m_generic"
|
|
sound_fight = "f_knights"
|
|
sound_fight_alt = "f_generic"
|
|
build_cost = 40
|
|
pop_cost = 0
|
|
attack = 4
|
|
defense = 3
|
|
hitpoints = 10
|
|
firepower = 1
|
|
move_rate = 2
|
|
vision_radius_sq = 2
|
|
transport_cap = 0
|
|
fuel = 0
|
|
uk_happy = 1
|
|
uk_shield = 1
|
|
uk_food = 1
|
|
uk_gold = 1
|
|
tp_defense = "Alight"
|
|
flags = "Capturer"
|
|
roles = "DefendOk", "AttackFastStartUnit",
|
|
"HutTech","BarbarianTech", "BarbarianBuildTech", "Hunter"
|
|
helptext = _("\
|
|
Knights are mounted and heavily armored warriors.\
|
|
")
|
|
|
|
[unit_dragoons]
|
|
name = _("Dragoons")
|
|
class = "Land"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Leadership", "Player"
|
|
}
|
|
obsolete_by = "Cavalry"
|
|
graphic = "u.dragoons"
|
|
graphic_alt = "-"
|
|
sound_move = "m_dragoons"
|
|
sound_move_alt = "m_generic"
|
|
sound_fight = "f_dragoons"
|
|
sound_fight_alt = "f_generic"
|
|
build_cost = 50
|
|
pop_cost = 0
|
|
attack = 5
|
|
defense = 2
|
|
hitpoints = 20
|
|
firepower = 1
|
|
move_rate = 2
|
|
vision_radius_sq = 2
|
|
transport_cap = 0
|
|
fuel = 0
|
|
uk_happy = 1
|
|
uk_shield = 1
|
|
uk_food = 1
|
|
uk_gold = 1
|
|
tp_defense = "Alight"
|
|
flags = "Capturer"
|
|
roles = "AttackFastStartUnit", "BarbarianBuildTech", "Hunter"
|
|
helptext = _("\
|
|
Dragoons are mounted warriors carrying early firearms.\
|
|
")
|
|
|
|
[unit_cavalry]
|
|
name = _("Cavalry")
|
|
class = "Land"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Tactics", "Player"
|
|
}
|
|
obsolete_by = "Armor"
|
|
graphic = "u.cavalry"
|
|
graphic_alt = "-"
|
|
sound_move = "m_cavalry"
|
|
sound_move_alt = "m_generic"
|
|
sound_fight = "f_cavalry"
|
|
sound_fight_alt = "f_generic"
|
|
build_cost = 60
|
|
pop_cost = 0
|
|
attack = 8
|
|
defense = 3
|
|
hitpoints = 20
|
|
firepower = 1
|
|
move_rate = 2
|
|
vision_radius_sq = 2
|
|
transport_cap = 0
|
|
fuel = 0
|
|
uk_happy = 1
|
|
uk_shield = 1
|
|
uk_food = 1
|
|
uk_gold = 1
|
|
tp_defense = "Alight"
|
|
flags = "Capturer"
|
|
roles = "AttackFastStartUnit", "Hunter"
|
|
helptext = _("\
|
|
Cavalry are mounted and highly trained soldiers.\
|
|
")
|
|
|
|
[unit_armor]
|
|
name = _("Armor")
|
|
class = "Big Land"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Mobile Warfare", "Player"
|
|
}
|
|
obsolete_by = "None"
|
|
graphic = "u.armor"
|
|
graphic_alt = "-"
|
|
sound_move = "m_armor"
|
|
sound_move_alt = "m_generic"
|
|
sound_fight = "f_armor"
|
|
sound_fight_alt = "f_generic"
|
|
build_cost = 90
|
|
pop_cost = 0
|
|
attack = 10
|
|
defense = 5
|
|
hitpoints = 30
|
|
firepower = 1
|
|
move_rate = 3
|
|
vision_radius_sq = 2
|
|
transport_cap = 0
|
|
fuel = 0
|
|
uk_happy = 1
|
|
uk_shield = 1
|
|
uk_food = 1
|
|
uk_gold = 1
|
|
tp_defense = "Alight"
|
|
flags = ""
|
|
roles = "DefendOk", "AttackFastStartUnit", "Hunter"
|
|
helptext = _("\
|
|
Armors are motorized war wagons that are faster, stronger, and can take \
|
|
more damage than any mounted unit. However, they are less adaptable to \
|
|
very rough terrain (they cannot move into mountains, swamps, or jungles \
|
|
without roads), and unable to use less rough terrain to improve their \
|
|
defense.\
|
|
")
|
|
|
|
[unit_catapult]
|
|
name = _("Catapult")
|
|
class = "Big Land"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Mathematics", "Player"
|
|
}
|
|
obsolete_by = "Cannon"
|
|
graphic = "u.catapult"
|
|
graphic_alt = "-"
|
|
sound_move = "m_catapult"
|
|
sound_move_alt = "m_generic"
|
|
sound_fight = "f_catapult"
|
|
sound_fight_alt = "f_generic"
|
|
build_cost = 40
|
|
pop_cost = 0
|
|
attack = 6
|
|
defense = 1
|
|
hitpoints = 10
|
|
firepower = 1
|
|
move_rate = 1
|
|
vision_radius_sq = 2
|
|
transport_cap = 0
|
|
fuel = 0
|
|
uk_happy = 1
|
|
uk_shield = 1
|
|
uk_food = 1
|
|
uk_gold = 1
|
|
tp_defense = "Alight"
|
|
flags = ""
|
|
roles = "AttackStrongStartUnit"
|
|
helptext = _("\
|
|
Catapults are large rock-throwing machines of war.\
|
|
They are very strong attackers but equally weak\
|
|
defenders and will need an escort to be effective.\
|
|
"), _("\
|
|
While powerful, Catapults (and their successors) are bulky and awkward; \
|
|
they require roads to move in rough terrain (mountains, swamps, and \
|
|
jungles), are difficult to defend, and are too big for early ships \
|
|
(Triremes and Caravels).\
|
|
")
|
|
|
|
[unit_cannon]
|
|
name = _("Cannon")
|
|
class = "Big Land"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Metallurgy", "Player"
|
|
}
|
|
obsolete_by = "Artillery"
|
|
graphic = "u.cannon"
|
|
graphic_alt = "-"
|
|
sound_move = "m_cannon"
|
|
sound_move_alt = "m_generic"
|
|
sound_fight = "f_cannon"
|
|
sound_fight_alt = "f_generic"
|
|
build_cost = 50
|
|
pop_cost = 0
|
|
attack = 8
|
|
defense = 1
|
|
hitpoints = 20
|
|
firepower = 1
|
|
move_rate = 1
|
|
vision_radius_sq = 2
|
|
transport_cap = 0
|
|
fuel = 0
|
|
uk_happy = 1
|
|
uk_shield = 1
|
|
uk_food = 1
|
|
uk_gold = 1
|
|
tp_defense = "Alight"
|
|
flags = ""
|
|
roles = "AttackStrongStartUnit", "BarbarianTech", "BarbarianBuildTech"
|
|
helptext = _("\
|
|
Cannons are large firearms that can fire heavy projectiles over long \
|
|
distances. As with the catapults they replace, they are very strong \
|
|
attackers but equally weak defenders and will need an escort to be \
|
|
effective, and have limited mobility.\
|
|
")
|
|
|
|
[unit_artillery]
|
|
name = _("Artillery")
|
|
class = "Big Land"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Machine Tools", "Player"
|
|
}
|
|
obsolete_by = "Howitzer"
|
|
graphic = "u.artillery"
|
|
graphic_alt = "-"
|
|
sound_move = "m_artillery"
|
|
sound_move_alt = "m_generic"
|
|
sound_fight = "f_artillery"
|
|
sound_fight_alt = "f_generic"
|
|
build_cost = 60
|
|
pop_cost = 0
|
|
attack = 10
|
|
defense = 2
|
|
hitpoints = 20
|
|
firepower = 1
|
|
move_rate = 1
|
|
vision_radius_sq = 2
|
|
transport_cap = 0
|
|
fuel = 0
|
|
uk_happy = 1
|
|
uk_shield = 1
|
|
uk_food = 1
|
|
uk_gold = 1
|
|
tp_defense = "Alight"
|
|
flags = "CityBuster"
|
|
roles = "AttackStrongStartUnit"
|
|
helptext = _("\
|
|
The artillery is an upgraded cannon. As with its predecessors, it is a \
|
|
very strong attacker but equally weak defender and will need an escort \
|
|
to be effective, and has limited mobility.\
|
|
")
|
|
|
|
[unit_howitzer]
|
|
name = _("Howitzer")
|
|
class = "Big Land"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Robotics", "Player"
|
|
}
|
|
obsolete_by = "None"
|
|
graphic = "u.howitzer"
|
|
graphic_alt = "-"
|
|
sound_move = "m_howitzer"
|
|
sound_move_alt = "m_generic"
|
|
sound_fight = "f_howitzer"
|
|
sound_fight_alt = "f_generic"
|
|
build_cost = 80
|
|
pop_cost = 0
|
|
attack = 12
|
|
defense = 2
|
|
hitpoints = 30
|
|
firepower = 1
|
|
move_rate = 1
|
|
vision_radius_sq = 2
|
|
transport_cap = 0
|
|
fuel = 0
|
|
uk_happy = 1
|
|
uk_shield = 1
|
|
uk_food = 1
|
|
uk_gold = 1
|
|
tp_defense = "Alight"
|
|
flags = "CityBuster"
|
|
roles = "AttackStrongStartUnit"
|
|
helptext = _("\
|
|
Howitzers are upgraded artillery with improved defensive as well as \
|
|
offensive capabilities. However, they still have the limited mobility \
|
|
of their predecessors.\
|
|
")
|
|
|
|
[unit_fighter]
|
|
name = _("Fighter")
|
|
class = "Air"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Flight", "Player"
|
|
}
|
|
obsolete_by = "Stealth Fighter"
|
|
graphic = "u.fighter"
|
|
graphic_alt = "-"
|
|
sound_move = "m_fighter"
|
|
sound_move_alt = "m_generic"
|
|
sound_fight = "f_fighter"
|
|
sound_fight_alt = "f_generic"
|
|
build_cost = 60
|
|
pop_cost = 0
|
|
attack = 4
|
|
defense = 4
|
|
hitpoints = 20
|
|
firepower = 1
|
|
move_rate = 10
|
|
vision_radius_sq = 8
|
|
transport_cap = 0
|
|
fuel = 2
|
|
uk_happy = 1
|
|
uk_shield = 1
|
|
uk_food = 1
|
|
uk_gold = 1
|
|
tp_defense = "Alight"
|
|
targets = "Air", "Missile", "Helicopter"
|
|
flags = "AirAttacker", "HasNoZOC"
|
|
roles = "DefendOk", "DefendOkStartUnit"
|
|
helptext = _("\
|
|
Fighters are your first airborne units. They can\
|
|
move anywhere and attack any unit.\
|
|
"),
|
|
; /* xgettext:no-c-format */
|
|
_("\
|
|
Fighters and other aircraft lose 10% of their hitpoints for every \
|
|
turn not spent in a city, airstrip, or airbase, or on a Carrier.\
|
|
")
|
|
|
|
[unit_bomber]
|
|
name = _("Bomber")
|
|
class = "Air"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Advanced Flight", "Player"
|
|
}
|
|
obsolete_by = "Stealth Bomber"
|
|
graphic = "u.bomber"
|
|
graphic_alt = "-"
|
|
sound_move = "m_bomber"
|
|
sound_move_alt = "m_generic"
|
|
sound_fight = "f_bomber"
|
|
sound_fight_alt = "f_generic"
|
|
build_cost = 100
|
|
pop_cost = 0
|
|
attack = 6
|
|
defense = 2
|
|
hitpoints = 30
|
|
firepower = 1
|
|
move_rate = 8
|
|
vision_radius_sq = 8
|
|
transport_cap = 0
|
|
fuel = 3
|
|
uk_happy = 1
|
|
uk_shield = 1
|
|
uk_food = 1
|
|
uk_gold = 1
|
|
tp_defense = "Alight"
|
|
flags = "FieldUnit", "OneAttack", "AirAttacker", "Bombarder", "HasNoZOC"
|
|
roles = ""
|
|
helptext = _("\
|
|
Bombers are specialized airborne units that may\
|
|
only attack ground targets, not other airborne\
|
|
units.\
|
|
"), _("\
|
|
A Bomber's attack against units on land is a bombard attack; against\
|
|
units on water it has a regular attack.\
|
|
"),
|
|
; /* xgettext:no-c-format */
|
|
_("\
|
|
As with other aircraft, Bombers lose 10% of their hitpoints for every \
|
|
turn not spent in a city, airstrip, or airbase, or on a Carrier.\
|
|
")
|
|
bombard_rate = 3
|
|
|
|
[unit_helicopter]
|
|
name = _("Helicopter")
|
|
class = "Helicopter"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Combined Arms", "Player"
|
|
}
|
|
obsolete_by = "None"
|
|
graphic = "u.helicopter"
|
|
graphic_alt = "-"
|
|
sound_move = "m_helicopter"
|
|
sound_move_alt = "m_generic"
|
|
sound_fight = "f_helicopter"
|
|
sound_fight_alt = "f_generic"
|
|
build_cost = 70
|
|
pop_cost = 0
|
|
attack = 5
|
|
defense = 3
|
|
hitpoints = 30
|
|
firepower = 1
|
|
move_rate = 6
|
|
vision_radius_sq = 8
|
|
transport_cap = 1
|
|
fuel = 0
|
|
uk_happy = 1
|
|
uk_shield = 1
|
|
uk_food = 1
|
|
uk_gold = 1
|
|
tp_defense = "Alight"
|
|
cargo = "Land"
|
|
flags = "OneAttack", "AirAttacker", "Bombarder", "HasNoZOC",
|
|
"Provoking"
|
|
roles = ""
|
|
helptext = _("\
|
|
A Helicopter's attack against units on land is a bombard attack; against \
|
|
units on water it has a regular attack.\
|
|
"), _("\
|
|
Helicopters can also transport one military land unit; while most troops \
|
|
must load or unload in a city, airstrip, or airbase (and not in the field \
|
|
or onboard a Carrier), units specializing in mobility (Paratroopers, \
|
|
Alpine Troops, Marines, Partisans, and Fanatics) can embark or disembark \
|
|
at any time.\
|
|
"), _("\
|
|
Unlike other aircraft, Helicopters are not required to return to a city, \
|
|
base, or Carrier to refuel after a set number of turns; however, care \
|
|
must be exercised, due to the health they lose every turn.\
|
|
")
|
|
bombard_rate = 2
|
|
|
|
[unit_stealth_fighter]
|
|
name = _("Stealth Fighter")
|
|
class = "Air"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Stealth", "Player"
|
|
}
|
|
obsolete_by = "None"
|
|
graphic = "u.stealth_fighter"
|
|
graphic_alt = "-"
|
|
sound_move = "m_stealth_fighter"
|
|
sound_move_alt = "m_generic"
|
|
sound_fight = "f_stealth_fighter"
|
|
sound_fight_alt = "f_generic"
|
|
build_cost = 80
|
|
pop_cost = 0
|
|
attack = 8
|
|
defense = 8
|
|
hitpoints = 20
|
|
firepower = 1
|
|
move_rate = 14
|
|
vision_radius_sq = 8
|
|
transport_cap = 0
|
|
fuel = 2
|
|
uk_happy = 1
|
|
uk_shield = 1
|
|
uk_food = 1
|
|
uk_gold = 1
|
|
tp_defense = "Alight"
|
|
targets = "Air", "Missile", "Helicopter"
|
|
vision_layer = "Stealth"
|
|
flags = "AirAttacker", "HasNoZOC"
|
|
roles = "DefendGood", "DefendGoodStartUnit"
|
|
helptext = _("\
|
|
An improved Fighter, with improved attack and a higher movement\
|
|
radius.\
|
|
")
|
|
|
|
[unit_stealth_bomber]
|
|
name = _("Stealth Bomber")
|
|
class = "Air"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Stealth", "Player"
|
|
}
|
|
obsolete_by = "None"
|
|
graphic = "u.stealth_bomber"
|
|
graphic_alt = "-"
|
|
sound_move = "m_stealth_bomber"
|
|
sound_move_alt = "m_generic"
|
|
sound_fight = "f_stealth_bomber"
|
|
sound_fight_alt = "f_generic"
|
|
build_cost = 120
|
|
pop_cost = 0
|
|
attack = 9
|
|
defense = 5
|
|
hitpoints = 30
|
|
firepower = 1
|
|
move_rate = 12
|
|
vision_radius_sq = 8
|
|
transport_cap = 0
|
|
fuel = 3
|
|
uk_happy = 1
|
|
uk_shield = 1
|
|
uk_food = 1
|
|
uk_gold = 1
|
|
tp_defense = "Alight"
|
|
vision_layer = "Stealth"
|
|
flags = "FieldUnit", "OneAttack", "AirAttacker", "Bombarder", "HasNoZOC"
|
|
roles = "DefendOk", "DefendOkStartUnit"
|
|
helptext = _("\
|
|
An improved Bomber, with improved attack and a higher movement\
|
|
radius.\
|
|
")
|
|
bombard_rate = 4
|
|
|
|
[unit_trireme]
|
|
name = _("Trireme")
|
|
class = "Trireme"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Map Making", "Player"
|
|
}
|
|
obsolete_by = "Transport"
|
|
graphic = "u.trireme"
|
|
graphic_alt = "-"
|
|
sound_move = "m_trireme"
|
|
sound_move_alt = "m_generic"
|
|
sound_fight = "f_trireme"
|
|
sound_fight_alt = "f_generic"
|
|
build_cost = 20
|
|
pop_cost = 0
|
|
attack = 0
|
|
defense = 1
|
|
hitpoints = 10
|
|
firepower = 1
|
|
move_rate = 3
|
|
vision_radius_sq = 2
|
|
transport_cap = 2
|
|
fuel = 0
|
|
uk_happy = 0
|
|
uk_shield = 1
|
|
uk_food = 1
|
|
uk_gold = 1
|
|
tp_defense = "Alight"
|
|
cargo = "Land", "Small Land", "Merchant"
|
|
flags = "BadCityDefender", "HasNoZOC", "Provoking", "NonMil"
|
|
roles = "Ferryboat", "FerryStartUnit"
|
|
helptext = _("\
|
|
The Trireme is your first boat unit. It can act\
|
|
as a transport ship, and unlike later boats can\
|
|
travel on rivers, but it may not enter deep ocean\
|
|
tiles. It cannot attack other ships, though it\
|
|
may still defend itself when attacked.\
|
|
")
|
|
|
|
[unit_caravel]
|
|
name = _("Caravel")
|
|
class = "Sea"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Magnetism", "Player"
|
|
}
|
|
obsolete_by = "Galleon"
|
|
graphic = "u.caravel"
|
|
graphic_alt = "-"
|
|
sound_move = "m_caravel"
|
|
sound_move_alt = "m_generic"
|
|
sound_fight = "f_caravel"
|
|
sound_fight_alt = "f_generic"
|
|
build_cost = 30
|
|
pop_cost = 0
|
|
attack = 0
|
|
defense = 2
|
|
hitpoints = 10
|
|
firepower = 1
|
|
move_rate = 3
|
|
vision_radius_sq = 2
|
|
transport_cap = 3
|
|
fuel = 0
|
|
uk_happy = 0
|
|
uk_shield = 1
|
|
uk_food = 1
|
|
uk_gold = 1
|
|
tp_defense = "Alight"
|
|
cargo = "Land", "Small Land", "Merchant"
|
|
flags = "BadCityDefender", "Only_Native_Attack", "HasNoZOC",
|
|
"Provoking", "NonMil"
|
|
roles = "Ferryboat", "FerryStartUnit", "BarbarianBoat"
|
|
helptext = _("\
|
|
The Caravel is a sailing ship that can enter\
|
|
any ocean tile.\
|
|
")
|
|
|
|
[unit_galleon]
|
|
name = _("Galleon")
|
|
class = "Sea"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Navigation", "Player"
|
|
}
|
|
obsolete_by = "Transport"
|
|
graphic = "u.galleon"
|
|
graphic_alt = "-"
|
|
sound_move = "m_galleon"
|
|
sound_move_alt = "m_generic"
|
|
sound_fight = "f_galleon"
|
|
sound_fight_alt = "f_generic"
|
|
build_cost = 40
|
|
pop_cost = 0
|
|
attack = 0
|
|
defense = 2
|
|
hitpoints = 20
|
|
firepower = 1
|
|
move_rate = 4
|
|
vision_radius_sq = 2
|
|
transport_cap = 4
|
|
fuel = 0
|
|
uk_happy = 0
|
|
uk_shield = 1
|
|
uk_food = 1
|
|
uk_gold = 1
|
|
tp_defense = "Alight"
|
|
cargo = "Land", "Small Land", "Big Land", "Merchant"
|
|
flags = "BadCityDefender", "HasNoZOC", "Provoking", "NonMil"
|
|
roles = "Ferryboat", "FerryStartUnit", "BarbarianBoat"
|
|
helptext = _("\
|
|
The Galleon is a big transport ship, the first which can\
|
|
transport large wheeled units.\
|
|
")
|
|
|
|
[unit_frigate]
|
|
name = _("Frigate")
|
|
class = "Sea"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Navigation", "Player"
|
|
}
|
|
obsolete_by = "Ironclad"
|
|
graphic = "u.frigate"
|
|
graphic_alt = "-"
|
|
sound_move = "m_frigate"
|
|
sound_move_alt = "m_generic"
|
|
sound_fight = "f_frigate"
|
|
sound_fight_alt = "f_generic"
|
|
build_cost = 40
|
|
pop_cost = 0
|
|
attack = 3
|
|
defense = 2
|
|
hitpoints = 20
|
|
firepower = 1
|
|
move_rate = 4
|
|
vision_radius_sq = 2
|
|
transport_cap = 0
|
|
fuel = 0
|
|
uk_happy = 1
|
|
uk_shield = 1
|
|
uk_food = 1
|
|
uk_gold = 1
|
|
tp_defense = "Alight"
|
|
flags = "BadCityDefender"
|
|
roles = "Hunter"
|
|
helptext = _("\
|
|
The Frigate is a specialized ship with a strong offensive value,\
|
|
and can attack units on land, but it cannot transport units.\
|
|
")
|
|
|
|
[unit_ironclad]
|
|
name = _("Ironclad")
|
|
class = "Sea"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Steam Engine", "Player"
|
|
}
|
|
obsolete_by = "Destroyer"
|
|
graphic = "u.ironclad"
|
|
graphic_alt = "-"
|
|
sound_move = "m_ironclad"
|
|
sound_move_alt = "m_generic"
|
|
sound_fight = "f_ironclad"
|
|
sound_fight_alt = "f_generic"
|
|
build_cost = 50
|
|
pop_cost = 0
|
|
attack = 4
|
|
defense = 3
|
|
hitpoints = 20
|
|
firepower = 1
|
|
move_rate = 4
|
|
vision_radius_sq = 2
|
|
transport_cap = 0
|
|
fuel = 0
|
|
uk_happy = 1
|
|
uk_shield = 1
|
|
uk_food = 1
|
|
uk_gold = 1
|
|
tp_defense = "Alight"
|
|
flags = "BadCityDefender"
|
|
roles = "Hunter"
|
|
helptext = _("\
|
|
The Ironclad is an armored ship,\
|
|
more sturdy than the Frigate.\
|
|
")
|
|
|
|
[unit_destroyer]
|
|
name = _("Destroyer")
|
|
class = "Sea"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Engineering", "Player"
|
|
}
|
|
obsolete_by = "None"
|
|
graphic = "u.destroyer"
|
|
graphic_alt = "-"
|
|
sound_move = "m_destroyer"
|
|
sound_move_alt = "m_generic"
|
|
sound_fight = "f_destroyer"
|
|
sound_fight_alt = "f_generic"
|
|
build_cost = 60
|
|
pop_cost = 0
|
|
attack = 4
|
|
defense = 4
|
|
hitpoints = 30
|
|
firepower = 1
|
|
move_rate = 6
|
|
vision_radius_sq = 8
|
|
transport_cap = 0
|
|
fuel = 0
|
|
uk_happy = 1
|
|
uk_shield = 1
|
|
uk_food = 1
|
|
uk_gold = 1
|
|
tp_defense = "Alight"
|
|
bonuses =
|
|
{ "flag", "type", "value"
|
|
"Submarine", "DefenseMultiplier", 1
|
|
}
|
|
flags = "BadCityDefender"
|
|
roles = "Hunter"
|
|
helptext = _("\
|
|
An improved Ironclad, with better move rate and vision.\
|
|
Anti-submarine weapons double its defense against Submarines.\
|
|
"), _("\
|
|
TIP: A very fast unit, which is very useful for hunting down enemy\
|
|
Transports and Submarines.\
|
|
")
|
|
|
|
[unit_cruiser]
|
|
name = _("Cruiser")
|
|
class = "Sea"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Steel", "Player"
|
|
}
|
|
obsolete_by = "AEGIS Cruiser"
|
|
graphic = "u.cruiser"
|
|
graphic_alt = "-"
|
|
sound_move = "m_cruiser"
|
|
sound_move_alt = "m_generic"
|
|
sound_fight = "f_cruiser"
|
|
sound_fight_alt = "f_generic"
|
|
build_cost = 80
|
|
pop_cost = 0
|
|
attack = 6
|
|
defense = 6
|
|
hitpoints = 30
|
|
firepower = 1
|
|
move_rate = 5
|
|
vision_radius_sq = 8
|
|
transport_cap = 0
|
|
fuel = 0
|
|
uk_happy = 1
|
|
uk_shield = 1
|
|
uk_food = 1
|
|
uk_gold = 1
|
|
tp_defense = "Alight"
|
|
flags = "BadCityDefender"
|
|
roles = "DefendOk", "DefendOkStartUnit"
|
|
helptext = _("\
|
|
The Cruiser is a strong offensive boat unit.\
|
|
")
|
|
|
|
[unit_aegis_cruiser]
|
|
name = _("AEGIS Cruiser")
|
|
class = "Sea"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Rocketry", "Player"
|
|
}
|
|
obsolete_by = "None"
|
|
graphic = "u.aegis_cruiser"
|
|
graphic_alt = "-"
|
|
sound_move = "m_aegis_cruiser"
|
|
sound_move_alt = "m_generic"
|
|
sound_fight = "f_aegis_cruiser"
|
|
sound_fight_alt = "f_generic"
|
|
build_cost = 100
|
|
pop_cost = 0
|
|
attack = 8
|
|
defense = 8
|
|
hitpoints = 30
|
|
firepower = 1
|
|
move_rate = 5
|
|
vision_radius_sq = 8
|
|
transport_cap = 0
|
|
fuel = 0
|
|
uk_happy = 1
|
|
uk_shield = 1
|
|
uk_food = 1
|
|
uk_gold = 1
|
|
tp_defense = "Alight"
|
|
bonuses =
|
|
{ "flag", "type", "value"
|
|
"AirAttacker", "DefenseMultiplier", 4
|
|
}
|
|
flags = "BadCityDefender"
|
|
roles = "DefendGood", "DefendGoodStartUnit"
|
|
helptext = _("\
|
|
The AEGIS Cruiser is equipped with an advanced\
|
|
defensive missile system.\
|
|
")
|
|
|
|
[unit_battleship]
|
|
name = _("Battleship")
|
|
class = "Sea"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Mass Production", "Player"
|
|
}
|
|
obsolete_by = "None"
|
|
graphic = "u.battleship"
|
|
graphic_alt = "-"
|
|
sound_move = "m_battleship"
|
|
sound_move_alt = "m_generic"
|
|
sound_fight = "f_battleship"
|
|
sound_fight_alt = "f_generic"
|
|
build_cost = 160
|
|
pop_cost = 0
|
|
attack = 12
|
|
defense = 12
|
|
hitpoints = 30
|
|
firepower = 1
|
|
move_rate = 4
|
|
vision_radius_sq = 8
|
|
transport_cap = 0
|
|
fuel = 0
|
|
uk_happy = 1
|
|
uk_shield = 1
|
|
uk_food = 1
|
|
uk_gold = 1
|
|
tp_defense = "Alight"
|
|
flags = "BadCityDefender"
|
|
roles = "DefendOk", "DefendOkStartUnit"
|
|
helptext = _("\
|
|
The Battleship is the supreme naval unit with\
|
|
excellent offensive and defensive values.\
|
|
")
|
|
|
|
[unit_submarine]
|
|
name = _("Submarine")
|
|
class = "Sea"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Combustion", "Player"
|
|
}
|
|
obsolete_by = "None"
|
|
graphic = "u.submarine"
|
|
graphic_alt = "-"
|
|
sound_move = "m_submarine"
|
|
sound_move_alt = "m_generic"
|
|
sound_fight = "f_submarine"
|
|
sound_fight_alt = "f_generic"
|
|
build_cost = 70
|
|
pop_cost = 0
|
|
attack = 12
|
|
defense = 5
|
|
hitpoints = 20
|
|
firepower = 1
|
|
move_rate = 5
|
|
vision_radius_sq = 8
|
|
transport_cap = 8
|
|
fuel = 0
|
|
uk_happy = 1
|
|
uk_shield = 1
|
|
uk_food = 1
|
|
uk_gold = 1
|
|
tp_defense = "Alight"
|
|
cargo = "Missile"
|
|
vision_layer = "Subsurface"
|
|
flags = "BadCityDefender", "Only_Native_Attack",
|
|
"Submarine", "Provoking"
|
|
roles = "Hunter"
|
|
helptext = _("\
|
|
Traveling under the surface of the ocean, Submarines have\
|
|
a very high strategic value, but a weak defense if caught\
|
|
off guard.\
|
|
")
|
|
|
|
[unit_carrier]
|
|
name = _("Carrier")
|
|
class = "Sea"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Advanced Flight", "Player"
|
|
}
|
|
obsolete_by = "None"
|
|
graphic = "u.carrier"
|
|
graphic_alt = "-"
|
|
sound_move = "m_carrier"
|
|
sound_move_alt = "m_generic"
|
|
sound_fight = "f_carrier"
|
|
sound_fight_alt = "f_generic"
|
|
build_cost = 150
|
|
pop_cost = 0
|
|
attack = 0
|
|
defense = 9
|
|
hitpoints = 40
|
|
firepower = 1
|
|
move_rate = 5
|
|
vision_radius_sq = 8
|
|
transport_cap = 8
|
|
fuel = 0
|
|
uk_happy = 0
|
|
uk_shield = 1
|
|
uk_food = 1
|
|
uk_gold = 1
|
|
tp_defense = "Alight"
|
|
cargo = "Land", "Air", "Missile", "Helicopter"
|
|
flags = "BadCityDefender", "HasNoZOC", "Provoking"
|
|
roles = "DefendGood"
|
|
helptext = _("\
|
|
The Carrier is a mobile airport.\
|
|
"), _("\
|
|
It can transport aircraft and military land units (not wheeled),\
|
|
although land units cannot always be transferred to and from Helicopters\
|
|
while onboard (see Helicopter help).\
|
|
"), _("\
|
|
TIP: Guard Carriers with a handful of fast-moving ships and a\
|
|
battleship, as losing a fully-equipped Carrier is VERY\
|
|
painful and expensive.\
|
|
")
|
|
|
|
[unit_transport]
|
|
name = _("Transport")
|
|
class = "Sea"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Engineering", "Player"
|
|
}
|
|
obsolete_by = "None"
|
|
graphic = "u.transport"
|
|
graphic_alt = "-"
|
|
sound_move = "m_transport"
|
|
sound_move_alt = "m_generic"
|
|
sound_fight = "f_transport"
|
|
sound_fight_alt = "f_generic"
|
|
build_cost = 50
|
|
pop_cost = 0
|
|
attack = 0
|
|
defense = 3
|
|
hitpoints = 30
|
|
firepower = 1
|
|
move_rate = 5
|
|
vision_radius_sq = 8
|
|
transport_cap = 8
|
|
fuel = 0
|
|
uk_happy = 0
|
|
uk_shield = 1
|
|
uk_food = 1
|
|
uk_gold = 1
|
|
tp_defense = "Alight"
|
|
cargo = "Land", "Small Land", "Big Land", "Merchant"
|
|
flags = "Settlers", "BadCityDefender", "HasNoZOC",
|
|
"Provoking", "NonMil"
|
|
veteran_names = _("green"), _("veteran"), _("hardened"), _("elite")
|
|
veteran_base_raise_chance = 50, 33, 20, 0
|
|
veteran_work_raise_chance = 0, 0, 0, 0
|
|
veteran_power_fact = 100, 150, 175, 200
|
|
veteran_move_bonus = 0, 0, 0, 0
|
|
roles = "Ferryboat", "FerryStartUnit"
|
|
helptext = _("\
|
|
The Transport cannot attack on its own but\
|
|
may defend itself when under attack.\
|
|
"), _("\
|
|
Transports can also clean pollution and fallout on water tiles, and \
|
|
with knowledge of Miniaturization, may build oil platforms on deep ocean \
|
|
tiles (for use by Offshore Platforms).\
|
|
")
|
|
; FIXME: also cleans pollution/fallout in coastal cities (and faster
|
|
; than Engineers)
|
|
|
|
[unit_cruise_missile]
|
|
name = _("Cruise Missile")
|
|
class = "Missile"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Rocketry", "Player"
|
|
}
|
|
obsolete_by = "None"
|
|
graphic = "u.cruise_missile"
|
|
graphic_alt = "-"
|
|
sound_move = "m_cruise_missile"
|
|
sound_move_alt = "m_generic"
|
|
sound_fight = "f_cruise_missile"
|
|
sound_fight_alt = "f_generic"
|
|
build_cost = 50
|
|
pop_cost = 0
|
|
attack = 18
|
|
defense = 0
|
|
hitpoints = 10
|
|
firepower = 1
|
|
move_rate = 16
|
|
vision_radius_sq = 2
|
|
transport_cap = 0
|
|
fuel = 1
|
|
uk_happy = 1
|
|
uk_shield = 1
|
|
uk_food = 0
|
|
uk_gold = 1
|
|
tp_defense = "Alight"
|
|
targets = "Air", "Missile", "Helicopter"
|
|
flags = "OneAttack", "AirAttacker", "CityBuster", "HasNoZOC"
|
|
roles = ""
|
|
helptext = _("\
|
|
The Cruise Missile is a long-distance missile\
|
|
that can strike deep into enemy territory.\
|
|
"), _("\
|
|
TIP: A handful of these can successfully keep the waters around\
|
|
your treasured homeland free of enemy ships.\
|
|
")
|
|
|
|
[unit_nuclear]
|
|
name = _("Nuclear")
|
|
class = "Missile"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Nuclear Fission", "Player"
|
|
}
|
|
obsolete_by = "None"
|
|
graphic = "u.nuclear"
|
|
graphic_alt = "-"
|
|
sound_move = "m_nuclear"
|
|
sound_move_alt = "m_generic"
|
|
sound_fight = "f_nuclear"
|
|
sound_fight_alt = "f_generic"
|
|
build_cost = 160
|
|
pop_cost = 0
|
|
attack = 99
|
|
defense = 0
|
|
hitpoints = 10
|
|
firepower = 1
|
|
move_rate = 0
|
|
vision_radius_sq = 2
|
|
transport_cap = 0
|
|
fuel = 1
|
|
uk_happy = 1
|
|
uk_shield = 1
|
|
uk_food = 0
|
|
uk_gold = 1
|
|
tp_defense = "Alight"
|
|
flags = "FieldUnit", "OneAttack", "Nuclear", "HasNoZOC"
|
|
; No veteran levels (level name is never displayed)
|
|
veteran_names = _("green")
|
|
veteran_base_raise_chance = 0
|
|
veteran_work_raise_chance = 0
|
|
veteran_power_fact = 100
|
|
veteran_move_bonus = 0
|
|
roles = ""
|
|
helptext = _("\
|
|
You can build Nuclear units when you have the required advance, and\
|
|
the Manhattan Project wonder has been built by any player.\
|
|
However, without further technology they cannot move on their own.\
|
|
"), _("\
|
|
With Advanced Flight, all Nuclear units (including those already\
|
|
built) gain a range of 8 movement points, and Rocketry increases\
|
|
this to 16.\
|
|
"), _("\
|
|
On impact, the blast will destroy any unit in an area 3 tiles wide\
|
|
(3x3 squares for rectangular grids), including friendly units.\
|
|
Any city within the blast area loses half its population, and\
|
|
land tiles within the blast area are subject to nuclear fallout.\
|
|
"), _("\
|
|
Nuclear fallout reduces tile output and increases the risk of global\
|
|
nuclear winter; see the help on Fallout.\
|
|
"), _("\
|
|
TIP: You may be involved in a situation where you've invaded an\
|
|
enemy country en masse, but the enemy cities are too strong.\
|
|
Before using a Nuclear unit, assemble a gang of cleanup units\
|
|
next to the city and have them ready to fix the fallout on the\
|
|
same turn it occurs! This minimizes the chance of nuclear winter.\
|
|
Eco-friendly nukes!\
|
|
")
|
|
|
|
[unit_diplomat]
|
|
name = _("Diplomat")
|
|
class = "Small Land"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Alphabet", "Player"
|
|
}
|
|
obsolete_by = "Spy"
|
|
graphic = "u.diplomat"
|
|
graphic_alt = "-"
|
|
sound_move = "m_diplomat"
|
|
sound_move_alt = "m_generic"
|
|
sound_fight = "f_diplomat"
|
|
sound_fight_alt = "f_generic"
|
|
build_cost = 30
|
|
pop_cost = 0
|
|
attack = 0
|
|
defense = 0
|
|
hitpoints = 10
|
|
firepower = 1
|
|
move_rate = 2
|
|
vision_radius_sq = 2
|
|
transport_cap = 0
|
|
fuel = 0
|
|
uk_happy = 0
|
|
uk_shield = 1
|
|
uk_food = 0
|
|
uk_gold = 1
|
|
tp_defense = "Alight"
|
|
vision_layer = "Stealth"
|
|
flags = "Diplomat", "IgZOC", "NonMil", "HasNoZOC",
|
|
"Provoking"
|
|
veteran_names =
|
|
; /* TRANS: diplomatic rank. */
|
|
_("?diplomatic_rank:attaché"),
|
|
; /* TRANS: diplomatic rank */
|
|
_("?diplomatic_rank:secretary"),
|
|
; /* TRANS: diplomatic rank */
|
|
_("?diplomatic_rank:envoy"),
|
|
; /* TRANS: diplomatic rank */
|
|
_("?diplomatic_rank:ambassador")
|
|
veteran_base_raise_chance = 50, 33, 20, 0
|
|
veteran_work_raise_chance = 0, 0, 0, 0
|
|
veteran_power_fact = 100, 105, 110, 115
|
|
veteran_move_bonus = 0, 0, 0, 0
|
|
roles = "DiplomatStartUnit"
|
|
helptext = _("\
|
|
A Diplomat is an official that carries your dispatches and\
|
|
is authorized to deal with foreign dignitaries. He may\
|
|
also undertake various covert operations with the intent of\
|
|
harming your opponents; Diplomats in your own cities defend\
|
|
them against such actions.\
|
|
"), _("\
|
|
Many covert actions may be attempted even in peacetime, but the more\
|
|
aggressive actions will be discovered and cause diplomatic incidents,\
|
|
giving an excuse for the breaking of treaties by a Federation or\
|
|
Democracy, or a nuclear-armed regime otherwise restrained by the\
|
|
United Nations.\
|
|
"), _("\
|
|
If a foreign unit is alone on a tile, you may attempt to bribe it\
|
|
with your Diplomat. By paying a sum of gold the unit will immediately\
|
|
become yours; the exact sum depends on the status of the unit and\
|
|
that of the civilization owning it. Bribery when not at war will cause\
|
|
a diplomatic incident. Homeless Diplomats cannot bribe units.\
|
|
"), _("\
|
|
Diplomats can also perform a number of actions in another player's\
|
|
city, although each Diplomat may attempt only one action. Most of\
|
|
these actions have a chance of failure. Also, any enemy Diplomats or\
|
|
Spies in the city will oppose hostile actions, as will the enemy Leader\
|
|
in games with leaders; in this case, either your unit or the defending\
|
|
unit will die (if you go up against the Leader you will always die). If\
|
|
the defending unit dies, you lose one movement point and may try again.\
|
|
"), _("\
|
|
The actions available to Diplomats in a city are:\
|
|
"), _("\
|
|
- \"Establish Embassy\": This action always succeeds, and gives\
|
|
permanent contact with the city's owner, as well as intelligence\
|
|
on their tax rates and technology. Each player you have an embassy\
|
|
with that knows a technology reduces that technology's research\
|
|
cost to you.\
|
|
"), _("\
|
|
- \"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.\
|
|
The unit is not consumed by this action.\
|
|
"), _("\
|
|
- \"Sabotage City\": Your unit attempts either to disrupt all the\
|
|
city's work so far towards its current project, or to destroy an\
|
|
existing building in the city, at random. Once built, Palaces and\
|
|
Wonders cannot be sabotaged, and attempts to sabotage City Walls\
|
|
or any building in a capital each halve the chance of success.\
|
|
Sabotage may only be attempted when openly at war.\
|
|
"), _("\
|
|
- \"Steal Technology\": Your unit attempts to learn the secrets of a\
|
|
random technology known to the city's owner but not to you. Technology\
|
|
may only be stolen once from a given enemy city by Diplomats. This\
|
|
action may be attempted even when not at war, but will cause a\
|
|
diplomatic incident.\
|
|
"), _("\
|
|
- \"Incite a Revolt\": In return for gold a foreign city will change\
|
|
allegiance and join your empire, bringing along all nearby units that\
|
|
call it home, but reducing its size by 1. Units in other cities\
|
|
remain in the enemy's control, but units outside cities are lost to\
|
|
both players. The exact sum depends on the status of the city and\
|
|
that of the civilization that owns it. It is not possible to incite\
|
|
a rebellion in a capital, or in any city with Courthouse. Incitement\
|
|
may be attempted in peacetime, but will cause a diplomatic incident.\
|
|
"), _("\
|
|
In some game strategies, hordes of Diplomats can be used to wreak\
|
|
havoc on the enemy. Little wonder that Diplomats are often\
|
|
viewed with suspicion and fear!\
|
|
"), _("\
|
|
Diplomats built under Communist or Federation governments will\
|
|
start at the first veteran level (secretary).\
|
|
"),
|
|
; /* xgettext:no-c-format */
|
|
_("\
|
|
The cost to bribe units or incite cities increases +50% for each 1000 \
|
|
culture points accumulated by the target player, up to +500% (as if \
|
|
the distance to the capital was 6 times lower) when the player reaches \
|
|
10000 culture points.\
|
|
"),
|
|
; /* xgettext:no-c-format */
|
|
_("\
|
|
A city gets +5% resistance in diplomatic fights against enemy agents for \
|
|
each 100 culture points, up to +50% when the city reaches 1000 culture \
|
|
points.\
|
|
")
|
|
|
|
[unit_spy]
|
|
name = _("Spy")
|
|
class = "Small Land"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Espionage", "Player"
|
|
}
|
|
obsolete_by = "None"
|
|
graphic = "u.spy"
|
|
graphic_alt = "-"
|
|
sound_move = "m_spy"
|
|
sound_move_alt = "m_generic"
|
|
sound_fight = "f_spy"
|
|
sound_fight_alt = "f_generic"
|
|
build_cost = 30
|
|
pop_cost = 0
|
|
attack = 0
|
|
defense = 0
|
|
hitpoints = 10
|
|
firepower = 1
|
|
move_rate = 3
|
|
vision_radius_sq = 8
|
|
transport_cap = 0
|
|
fuel = 0
|
|
uk_happy = 0
|
|
uk_shield = 1
|
|
uk_food = 0
|
|
uk_gold = 1
|
|
tp_defense = "Alight"
|
|
vision_layer = "Stealth"
|
|
flags = "Diplomat", "IgZOC", "NonMil", "HasNoZOC",
|
|
"Spy", "Provoking"
|
|
veteran_names =
|
|
; /* TRANS: Spy veteran level */
|
|
_("?spy_level:informant"),
|
|
; /* TRANS: Spy veteran level */
|
|
_("?spy_level:handler"),
|
|
; /* TRANS: Spy veteran level */
|
|
_("?spy_level:agent"),
|
|
; /* TRANS: Spy veteran level */
|
|
_("?spy_level:spymaster")
|
|
veteran_base_raise_chance = 50, 33, 20, 0
|
|
veteran_work_raise_chance = 0, 0, 0, 0
|
|
veteran_power_fact = 100, 105, 110, 115
|
|
veteran_move_bonus = 0, 0, 0, 0
|
|
roles = "DiplomatStartUnit"
|
|
helptext = _("\
|
|
A Spy is more skilled in the arts of espionage than her Diplomat predecessor.\
|
|
"), _("\
|
|
She can perform all the functions of the Diplomat; refer to the Diplomat\
|
|
entry for more details. Unlike a Diplomat, a Spy may also survive an\
|
|
operation in a foreign city and become more experienced as a result.\
|
|
Spies are also more effective than Diplomats at defending cities\
|
|
against foreign Diplomats and Spies.\
|
|
"), _("\
|
|
A Spy can also be used to:\n\
|
|
- sabotage an enemy unit (reducing its hit points to half), if it is\
|
|
alone on a tile and the players are at war;\n\
|
|
- poison the water supply of an enemy city (reducing the population\
|
|
by one);\n\
|
|
- steal specific technology (with a reduced chance of success);\n\
|
|
- steal further technologies from a city which has already been\
|
|
stolen from (although cities become more resistant each time they\
|
|
are stolen from);\n\
|
|
- sabotage predetermined city targets (with a reduced chance of\
|
|
success).\
|
|
"), _("\
|
|
A Spy that survives the more aggressive actions (sabotage, theft,\
|
|
inciting rebellion, and poisoning) escapes to the safety of the\
|
|
nearest friendly city.\
|
|
"), _("\
|
|
Spies built under Communist or Federation governments will start\
|
|
at the first veteran level (handler).\
|
|
")
|
|
|
|
[unit_caravan]
|
|
name = _("Caravan")
|
|
class = "Merchant"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Trade", "Player"
|
|
}
|
|
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 = 1
|
|
uk_food = 0
|
|
uk_gold = 1
|
|
tp_defense = "Alight"
|
|
flags = "TradeRoute", "HelpWonder", "NonMil", "HasNoZOC", "Capturable"
|
|
roles = ""
|
|
helptext = _("\
|
|
A Caravan carries goods or material for trading with other nations,\
|
|
or to help build wonders in your own cities.\
|
|
"), _("\
|
|
Caravans cannot take advantage of maglevs, but may travel on\
|
|
the railroads that accompany them.\
|
|
"), _("\
|
|
A Caravan sent to a foreign city (one not owned by an enemy) can\
|
|
establish a trade route. The route's ongoing revenue is doubled\
|
|
if the two cities involved are on different continents. Each city\
|
|
can support a maximum of two trade routes.\
|
|
"), _("\
|
|
A Caravan sent to one of your own cities that is building a wonder\
|
|
can add 50 shields towards its production. If your city is not\
|
|
building a wonder, the Caravan can take no special action.\
|
|
"), _("\
|
|
TIP: You can stockpile a stack of Caravans in advance and bring\
|
|
them all into a city where you have started to build a wonder,\
|
|
and finish it in only one turn!\
|
|
")
|
|
|
|
[unit_freight]
|
|
name = _("Freight")
|
|
class = "Merchant"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "The Corporation", "Player"
|
|
}
|
|
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 = 1
|
|
uk_food = 0
|
|
uk_gold = 1
|
|
tp_defense = "Alight"
|
|
flags = "TradeRoute", "HelpWonder", "NonMil", "HasNoZOC", "Capturable"
|
|
roles = ""
|
|
helptext = _("\
|
|
The Freight unit replaces the Caravan, and moves at twice the speed.\
|
|
It has the same behavior and movement restrictions.\
|
|
")
|
|
|
|
[unit_explorer]
|
|
name = _("Explorer")
|
|
class = "Small Land"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Seafaring", "Player"
|
|
}
|
|
obsolete_by = "None"
|
|
graphic = "u.explorer"
|
|
graphic_alt = "-"
|
|
sound_move = "m_explorer"
|
|
sound_move_alt = "m_generic"
|
|
sound_fight = "f_explorer"
|
|
sound_fight_alt = "f_generic"
|
|
build_cost = 30
|
|
pop_cost = 0
|
|
attack = 0
|
|
defense = 1
|
|
hitpoints = 10
|
|
firepower = 1
|
|
move_rate = 1
|
|
vision_radius_sq = 6
|
|
transport_cap = 0
|
|
fuel = 0
|
|
uk_happy = 0
|
|
uk_shield = 1
|
|
uk_food = 0
|
|
uk_gold = 1
|
|
tp_defense = "Alight"
|
|
flags = "IgTer", "IgZOC", "NonMil", "HasNoZOC", "Cant_Fortify"
|
|
roles = "Explorer", "ExplorerStartUnit"
|
|
helptext = _("\
|
|
Explorers are brave individuals that are very useful for\
|
|
mapping unknown territory.\
|
|
"), _("\
|
|
Explorers can also perform some actions in another player's city:\
|
|
"), _("\
|
|
- \"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. Each player you have an embassy\
|
|
with that knows a technology reduces that technology's research\
|
|
cost to you.\
|
|
"), _("\
|
|
- \"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.\
|
|
The unit is not consumed by this action.\
|
|
")
|
|
|
|
[unit_leader]
|
|
name = _("?unit:Leader")
|
|
class = "Land"
|
|
;reqs
|
|
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
|
|
tp_defense = "Alight"
|
|
flags = "IgZOC", "NonMil", "NoBuild", "NoHome", "SuperSpy",
|
|
"EvacuateFirst", "Unbribable", "GameLoss", "Unique",
|
|
"Provoking"
|
|
; No veteran levels (level name is never displayed)
|
|
veteran_names = _("green")
|
|
veteran_base_raise_chance = 0
|
|
veteran_work_raise_chance = 0
|
|
veteran_power_fact = 100
|
|
veteran_move_bonus = 0
|
|
roles = "KingStartUnit"
|
|
helptext = _("\
|
|
This is you. If you lose this unit, you lose the game. So don't.\
|
|
"), _("\
|
|
Won't unleash barbarians from huts.\
|
|
")
|
|
|
|
[unit_barbarian_leader]
|
|
name = _("Barbarian Leader")
|
|
class = "Land"
|
|
;reqs
|
|
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
|
|
tp_defense = "Alight"
|
|
flags = "IgZOC", "NonMil", "Unbribable",
|
|
"EvacuateFirst", "SuperSpy", "NoHome", "NoBuild"
|
|
; No veteran levels (level name is never displayed)
|
|
veteran_names = _("green")
|
|
veteran_base_raise_chance = 0
|
|
veteran_work_raise_chance = 0
|
|
veteran_power_fact = 100
|
|
veteran_move_bonus = 0
|
|
roles = "BarbarianLeader"
|
|
helptext = _("\
|
|
One Barbarian Leader appears every time there is a barbarian uprising\
|
|
somewhere in the world.\
|
|
"), _("\
|
|
When a Barbarian Leader is killed on a tile without any defending units,\
|
|
the ransom is paid, but only to land units and helicopters.\
|
|
Usually the ransom is 100 gold, but can be less if the barbarian has\
|
|
less money.\
|
|
")
|
|
|
|
[unit_awacs]
|
|
name = _("AWACS")
|
|
class = "Air"
|
|
reqs =
|
|
{ "type", "name", "range"
|
|
"Tech", "Advanced Flight", "Player"
|
|
}
|
|
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 = 3
|
|
uk_happy = 0
|
|
uk_shield = 1
|
|
uk_food = 0
|
|
uk_gold = 1
|
|
tp_defense = "Alight"
|
|
flags = "HasNoZOC"
|
|
roles = ""
|
|
helptext = _("\
|
|
The AWACS (Airborne Warning and Control System) is an airplane with an \
|
|
advanced radar that can determine the location of enemy units over a \
|
|
wide area.\
|
|
")
|
|
|
|
[unit_storm]
|
|
name = _("Storm")
|
|
class = "Sea"
|
|
; reqs =
|
|
obsolete_by = "None"
|
|
graphic = "u.storm"
|
|
graphic_alt = "u.galleon"
|
|
sound_move = "m_storm"
|
|
sound_move_alt = "m_generic"
|
|
sound_fight = "f_storm"
|
|
sound_fight_alt = "f_generic"
|
|
build_cost = 10
|
|
pop_cost = 0
|
|
attack = 0
|
|
defense = 9
|
|
hitpoints = 10
|
|
firepower = 1
|
|
move_rate = 1
|
|
vision_radius_sq = 2
|
|
transport_cap = 0
|
|
fuel = 0
|
|
uk_happy = 0
|
|
uk_shield = 0
|
|
uk_food = 0
|
|
uk_gold = 0
|
|
tp_defense = "Alight"
|
|
flags = "NoBuild", "Cant_Fortify", "Unbribable",
|
|
"HasNoZOC", "NoVeteran", "RandomMovement"
|
|
roles = ""
|
|
helptext = _("\
|
|
Storms move randomly at seas.\
|
|
")
|