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Subject: [Freeciv-Dev] (PR#13377) 3-city-game-server
From: "Thomas Müller" <mail@xxxxxxxxxxx>
Date: Wed, 29 Jun 2005 15:55:48 -0700
Reply-to: bugs@xxxxxxxxxxx

<URL: http://bugs.freeciv.org/Ticket/Display.html?id=13377 >

It would be nice, to have a 3-city-game-server on the pubservers, that has a 
ruleset that enforces 3-city-games.
This is important, so you can AI players in a 3-city-game which is not 
possible atm, because AI will start to smallpox.

There is an additional unit called emigrants to replace the settler for early 
road-building and population-transport.

I have attached a complete ruleset for downloading, and the units.ruleset 
alone, which is the only file i changed.

And i added a wiki-entry describing, what a 3-city-game is:
http://www.freeciv.org/index.php/3-city-game


Attachment: threecity.tar.gz
Description: application/tgz

; Modifying this file:
; You should not modify this file except to make bugfixes or
; for other "maintenance".  If you want to make custom changes,
; you should create a new datadir subdirectory and copy this file
; into that directory, and then modify that copy.  Then use the
; command "rulesetdir <mysubdir>" in the server to have freeciv
; use your new customized file.
;
; The AI does not know the value of Partial_Invis, nor does this
; work against the AI, since it knows all. It does not know anything 
; about air units at all. It does not build No_Land_Attack, Missile 
; or Nuclear units. It values GameLoss units at 1/10th its usual value
; and therefore would not easily build it, but if it does, it does not 
; protect it from harm. NoHome units are likely to be given a homecity
; by the AI, because it is rather stupid in this regard.
;
; You should sort role units from worst to better, as often the best
; available role unit of a given sort will be picked by choosing
; the first available (not obsolete) such unit, or by picking the last
; such unit directly. When determining starting units, the first 
; unit with the relevant role that the player can build will be chosen.
; If no such unit can be found (eg Explorers that require Seafaring),
; then the first unit with this role will be chosen.

[datafile]
description="Default unit_type data for Freeciv"
options="1.9"

[veteran_system]
; What are the names of the levels?
veteran_names = _("green"), _("veteran"), _("hardened"), _("elite")

; The percentage chance of increasing level through combat
veteran_raise_chance = 50, 33, 20, 0

; Power factors are as a percentage.
; +50% is represented by 150
veteran_power_fact = 100, 150, 175, 200

; The percentage chance of a settler/engineer increasing level through
; performing useful work (per turn)
veteran_work_raise_chance = 5, 3, 1, 0

; The chances of a trireme being lost at sea when not adjacent to a
; land tile.
veteran_highseas_loss_pct = 50, 25, 5, 0

; The additional number of movement points granted for different veteran
; levels.  These are thirds of points, so to increase movement
; by a whole point 3 must be specified.
veteran_move_bonus = 0, 0, 0, 0

; Below: The individual units, one per section.
;
; The number can be variable, up to 200.  
; However for the "official" rulesets, units should not be removed 
; because that would break backward compatability with savegames.
;
; The order here matters: later units are considered "better" for
; a given flag or role.  
;
; The actual tag used (the * in [unit_*]) does not matter, except 
; it must be unique within this file, and it may be used in debug 
; output when reading this file.
;
; ** Fields **
;
; name          = name as seen by user 
; graphic       = tag specifing preferred graphic
; graphic_alt   = tag for alternate garphic if preferred graphic is not 
;                 present; especially if preferred graphic is non-standard, 
;                 this should be a standard tag.  Otherwise can use eg "-" 
;                 for no alternate graphic.
; tech_req      = required advance, names from techs.ruleset, or special:
;                 "None" => available from start; "Never" => never available
; impr_req      = required city improvement, names from buildings.ruleset
; obsolete_by   = can be upgraded to and made obsolete by another unit by name
; move_type     = "Land" or "Sea" or "Air" or "Heli"
; transport_cap = Number of units (ground, or air/missiles, depending on flags)
; fuel          = number of turns air units can fly before they crash. For
;                 barbarians this is used as lifetime instead. If this is zero,
;                 the unit has unlimited fuel, despite flying.
; uk_*          = upkeep costs, these are used as base values in the game
; flags         = special flag strings
; roles         = special role strings
; sound_move    = optional sound effect when the unit moves
; sound_move_alt= optional alternative sound effect if above not
;                 supported in client
; sound_fight   = optional sound effect when the unit fights
; sound_fight_alt= optional alternative sound effect if above not
;                  supported in client
; helptext      = optional help text string; should escape all raw newlines 
;                 so that xgettext parsing works
;
; ** Flags **
;
; "HelpWonder"  = can help build wonders
; "TradeRoute"  = can establish trade routes
; "Missile"     = (air only) some buildings and units have higher defence 
;                  against these
; "IgZOC"       = (land only) ignore Zones of Control (ZOC)
; "NonMil"      = a non-military unit, does not cause unhappiness
; "IgTer"       = ignore terrain/road/rail, treat every tile as 1/3 move cost
; "Carrier"     = can transport air and missile units, but not land units
; "Missile_Carrier" = can transport only missiles, but no aircraft or land units
; "OneAttack"   = can only make a single attack, regardless of movement points
; "Pikemen"     = double defence power against "Horse" flag units
; "Horse"       = (no effect)
; "IgWall"      = ignore effect of city walls
; "FieldUnit"   = cause unhappiness even when not being aggressive
; "AEGIS"       = fivefold increased defence against air attacks and missiles
; "Fighter"     = can attack air units (no other units can normally do this)
; "Marines"     = (land only) can attack from transports
; "Partial_Invis" = visible only to adjancent units; does not hide transported
;                 units other than missiles
; "Settlers"    = can irrigate and build roads
; "Diplomat"    = can do diplomat actions (see diplchance server option)
; "Spy"         = can do poison and sabotage, _must_ be "Diplomat" also
; "Trireme"     = (sea only) sinks on high seas, lots of special rules
; "Nuclear"     = nuke!
; "Transform"   = can transform terrain
; "Paratroopers"= (land only) can paradrop
; "Airbase"     = (land only) can produce airbases
; "Cities"      = can disband to produce a city
; "IgTired"     = ignore tired penalty when attacking
; "No_Land_Attack" = (sea only) cannot attack targets on land
; "AddToCity"   = can disband to add a single point of population to a city
;                 (see cities.ruleset for limitation of this ability)
; "Fanatic"     = can only be built by governments that allow them
;                 (see data/civ2/governments.ruleset, Fanaticism government)
; "Unique"      = a player can only have one of these units in the game at
;                 the same time; barbarians cannot use this at present
; "GameLoss"    = losing one of these units means you lose the game, but it
;                 is produced without homecity and upkeep
; "Unbribable"  = this unit cannot be bribed
; "Undisbandable" = this unit cannot be disbanded, will not drown, and will not
;                 disband due to lack of shields to upkeep it in homecity;
;                 if not given enough food to upkeep it, homecity will shrink 
;                 every turn it cannot do so, however
; "SuperSpy"    = this unit always wins diplomatic contests, that is, unless
;                 it encounters another SuperSpy, in which case defender wins;
;                 can also be used on non-diplomat units, in which case it can
;                 protect cities from diplomats; also 100% spy survival chance
; "NoHome"      = this unit has no homecity and will be free of all upkeep, and
;                 therefore will not revolt along with its city of origin should
;                 it be incited
; "NoVeteran"   = this unit cannot become veteran
; "Bombarder"   = this unit cannot kill other units, only damage them, but
;                 also is not harmed by return fire when attacking; the field
;                 bombard_rate regulates its number of shots
; "CityBuster"  = this unit has double firepower against cities
; "NoBuild"     = this unit cannot be built
;
; Following flag strings require extra fields:
;  "Paratroopers"
;   paratroopers_range = the maximal range the unit can be paradropped to
;   paratroopers_mr_req = the move rate which is required at least for
;                         paradropping
;   paratroopers_mr_sub = the move rate which is subtracted after paradropping
;  "Bombarder"
;   bombard_rate = the number of shots fired at enemy units when attacking
;
; ** Roles **
;
; "FirstBuild"  = first to be built when city founded
; "Explorer"    = initial explorer unit (only one unit can have this flag)
; "Hut"         = can be found in a hut
; "HutTech"     = can be found in a hut, but its techs required
; "Partisan"    = can be created as a partisan (only one unit can have this 
;                 flag), see end of this file for its tech requirements option
; "DefendOk"    = AI hint: ok for defending with
; "DefendGood"  = AI hint: good for defending with
; "AttackFast"  = AI hint: quick attacking unit (unused)
; "AttackStrong"= AI hint: strong attacker (unused)
; "Ferryboat"   = AI hint: useful for ferrying
; "Barbarian"   = can be created as barbarian
; "BarbarianTech" = can be created as barbarian, if someone has
;                   researched its tech requirements
; "BarbarianBoat" = can be created as barbarian
; "BarbarianBuild" = can be built by barbarians
; "BarbarianBuildTech" = can be built by barbarians if someone has
;                        researched its tech requirements
; "BarbarianLeader" = this unit is the barbarian leader (only one)
; "BarbarianSea" = can be created as a sea barbarian
; "BarbarianSeaTech" = can be created as a sea barbarian if someone
;                      has researched its tech requirements
; "Cities"      = can disband to produce a city
; "Settlers"    = can irrigate and build roads
; "GameLoss"    = losing one of these units means you lose the game, but it
;                 is produced without homecity and upkeep
; "Diplomat"    = can do diplomat actions (see diplchance server option)

[unit_settlers]
name          = _("Settlers")
move_type     = "Land"
tech_req      = "None"
obsolete_by   = "None"
graphic       = "u.settlers"
graphic_alt   = "-"
sound_move    = "m_settlers"
sound_move_alt = "m_generic"
sound_fight   = "f_settlers"
sound_fight_alt = "f_generic"
build_cost    = 40
pop_cost      = 1
attack        = 0
defense       = 1
hitpoints     = 20
firepower     = 1
move_rate     = 1
vision_range  = 1
transport_cap = 0
fuel          = 0
uk_happy      = 0
uk_shield     = 1
uk_food       = 1
uk_gold       = 0
flags         = "Settlers", "NoBuild", "NonMil", "AddToCity", "Cities", 
"NoVeteran"
roles         = "Cities"
helptext      = _("\
Settlers are one of the key units in the game.  They can be used to\
 found new cities, irrigate land, build roads, railroads,\
 fortresses and mines, and clean up pollution and nuclear\
 fallout.  Upkeep for Settlers is in food\
 as well as production, and a Settler can die if its supporting city\
 runs out of food.\
\n\n\
Settlers and Engineers may work together to decrease the amount of\
 time required for long projects.  If two or more Settlers and/or\
 Engineers are both working on the same task in the same square,\
 their efforts will be added together each turn until the task is\
 finished.  Be careful not to dedicate too many workers to one task,\
 though; excess effort can be wasted, and a group of Settlers and/or\
 Engineers is highly vulnerable to enemy attacks.\
")

[unit_worker]
name          = _("Workers")
move_type     = "Land"
tech_req      = "Pottery"
obsolete_by   = "Engineers"
graphic       = "u.worker"
graphic_alt   = "u.engineers" ; for compatibility
sound_move    = "m_worker"
sound_move_alt = "m_generic"
sound_fight   = "f_worker"
sound_fight_alt = "f_generic"
build_cost    = 30
pop_cost      = 0
attack        = 0
defense       = 1
hitpoints     = 10
firepower     = 1
move_rate     = 1
vision_range  = 1
transport_cap = 0
fuel          = 0
uk_happy      = 0
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = "Settlers", "NonMil", "Airbase", "NoVeteran"
roles         = "Settlers"
helptext      = _("\
Workers are one of the key units in the game.  They can be used to\
 irrigate land, build roads, railroads, fortresses, airbases and\
 mines, and clean up pollution and nuclear fallout.\
 \n\n\
Settlers, Workers and Engineers may work together to decrease the\
 amount of time required for long projects.  If two or more Workers\
 and/or Engineers are both working on the same task in the same square,\
 their efforts will be added together each turn until the task is\
 finished.  Be careful not to dedicate too many workers to one task,\
 though; excess effort can be wasted, and a group of Workers, Settlers\
 and/or Engineers is highly vulnerable to enemy attacks.\
")


[unit_emigrant]
name          = _("Emigrant")
move_type     = "Land"
tech_req      = "None"
obsolete_by   = "None"
graphic       = "u.settlers"
graphic_alt   = "-"
sound_move    = "m_settlers"
sound_move_alt = "m_generic"
sound_fight   = "f_settlers"
sound_fight_alt = "f_generic"
build_cost    = 40
pop_cost      = 1
attack        = 0
defense       = 1
hitpoints     = 20
firepower     = 1
move_rate     = 1
vision_range  = 1
transport_cap = 0
fuel          = 0
uk_happy      = 0
uk_shield     = 1
uk_food       = 1
uk_gold       = 0
flags         = "Settlers", "NonMil", "AddToCity", "NoVeteran"
roles         = ""
helptext      = _("\
This Unit replaces Settlers. Like settlers it takes 1 Population to\
 build them, and you can use them to incerase another City in Size in\
 the early game. They can irrigate and build roads, but they can not\
 found new cities.\ 
")




[unit_engineers]
name          = _("Engineers")
move_type     = "Land"
tech_req      = "Explosives"
obsolete_by   = "None"
graphic       = "u.engineers"
graphic_alt   = "-"
sound_move    = "m_engineers"
sound_move_alt = "m_generic"
sound_fight   = "f_engineers"
sound_fight_alt = "f_generic"
build_cost    = 40
pop_cost      = 0
attack        = 0
defense       = 2
hitpoints     = 20
firepower     = 1
move_rate     = 2
vision_range  = 1
transport_cap = 0
fuel          = 0
uk_happy      = 0
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = "Settlers", "NonMil", "Transform", "Airbase", "NoVeteran"
roles         = "Settlers"
helptext      = _("\
Engineers are similar to Workers, but they work twice as fast and\
 move twice as fast.  Engineers may also perform major terrain\
 transformations (for example, converting Tundra into Desert) which\
 are beyond the capabilities of Workers.\
\n\n\
TIP 1:  Upgrade Workers to Engineers when possible, as Engineers\
 require the same resources as ordinary Workers.\
\n\n\
TIP 2:  If you manage to build Leonardo's Workshop, research\
 Explosives before the Workshop becomes obsolete.  This way,\
 your Workers units will be upgraded for free.\
")

[unit_warriors]
name          = _("Warriors")
move_type     = "Land"
tech_req      = "None"
obsolete_by   = "Pikemen"
graphic       = "u.warriors"
graphic_alt   = "-"
sound_move    = "m_warriors"
sound_move_alt = "m_generic"
sound_fight   = "f_warriors"
sound_fight_alt = "f_generic"
build_cost    = 10
pop_cost      = 0
attack        = 1
defense       = 1
hitpoints     = 10
firepower     = 1
move_rate     = 1
vision_range  = 1
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = ""
roles         = "DefendOk", "FirstBuild"
helptext      = _("\
This unit may be built from the start of the game.  It is the\
 weakest unit.\
")

[unit_phalanx]
name          = _("Phalanx")
move_type     = "Land"
tech_req      = "Bronze Working"
obsolete_by   = "Pikemen"
graphic       = "u.phalanx"
graphic_alt   = "-"
sound_move    = "m_phalanx"
sound_move_alt = "m_generic"
sound_fight   = "f_phalanx"
sound_fight_alt = "f_generic"
build_cost    = 20
pop_cost      = 0
attack        = 1
defense       = 2
hitpoints     = 10
firepower     = 1
move_rate     = 1
vision_range  = 1
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = ""
roles         = "DefendGood", "FirstBuild"

[unit_archers]
name          = _("Archers")
move_type     = "Land"
tech_req      = "Warrior Code"
obsolete_by   = "Musketeers"
graphic       = "u.archers"
graphic_alt   = "-"
sound_move    = "m_archers"
sound_move_alt = "m_generic"
sound_fight   = "f_archers"
sound_fight_alt = "f_generic"
build_cost    = 30
pop_cost      = 0
attack        = 3
defense       = 2
hitpoints     = 10
firepower     = 1
move_rate     = 1
vision_range  = 1
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = ""
roles         = "DefendOk"

[unit_legion]
name          = _("Legion")
move_type     = "Land"
tech_req      = "Iron Working"
obsolete_by   = "Musketeers"
graphic       = "u.legion"
graphic_alt   = "-"
sound_move    = "m_legion"
sound_move_alt = "m_generic"
sound_fight   = "f_legion"
sound_fight_alt = "f_generic"
build_cost    = 40
pop_cost      = 0
attack        = 4
defense       = 2
hitpoints     = 10
firepower     = 1
move_rate     = 1
vision_range  = 1
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = ""
roles         = "DefendOk", "Hut", "BarbarianBuild", "BarbarianSea"

[unit_pikemen]
name          = _("Pikemen")
move_type     = "Land"
tech_req      = "Feudalism"
obsolete_by   = "Musketeers"
graphic       = "u.pikemen"
graphic_alt   = "-"
sound_move    = "m_pikemen"
sound_move_alt = "m_generic"
sound_fight   = "f_pikemen"
sound_fight_alt = "f_generic"
build_cost    = 20
pop_cost      = 0
attack        = 1
defense       = 2
hitpoints     = 10
firepower     = 1
move_rate     = 1
vision_range  = 1
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = "Pikemen"
roles         = "DefendGood", "FirstBuild"

[unit_musketeers]
name          = _("Musketeers")
move_type     = "Land"
tech_req      = "Gunpowder"
obsolete_by   = "Riflemen"
graphic       = "u.musketeers"
graphic_alt   = "-"
sound_move    = "m_musketeers"
sound_move_alt = "m_generic"
sound_fight   = "f_musketeers"
sound_fight_alt = "f_generic"
build_cost    = 30
pop_cost      = 0
attack        = 3
defense       = 3
hitpoints     = 20
firepower     = 1
move_rate     = 1
vision_range  = 1
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = ""
roles         = "DefendGood", "FirstBuild", "HutTech",
                "BarbarianTech", "BarbarianBuildTech", "BarbarianSeaTech"

[unit_fanatics]
name          = _("Fanatics")
move_type     = "Land"
tech_req      = "Never"
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      = 0
attack        = 4
defense       = 4
hitpoints     = 20
firepower     = 1
move_rate     = 1
vision_range  = 1
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = ""
roles         = "DefendGood"

[unit_partisan]
name          = _("Partisan")
move_type     = "Land"
tech_req      = "Guerilla Warfare"
obsolete_by   = "None"
graphic       = "u.partisan"
graphic_alt   = "-"
sound_move    = "m_partisan"
sound_move_alt = "m_generic"
sound_fight   = "f_partisan"
sound_fight_alt = "f_generic"
build_cost    = 50
pop_cost      = 0
attack        = 4
defense       = 4
hitpoints     = 20
firepower     = 1
move_rate     = 1
vision_range  = 1
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = "IgTer", "IgZOC"
roles         = "DefendGood", "Partisan", "BarbarianTech"
helptext      = _("\
A number of Partisans are granted free when an enemy conquers your\
 city, but only under these conditions:\
\n\n\
 - Guerilla Warfare must be known by at least 1 player.\
\n\n\
 - You must be the player who originally built the city.\
\n\n\
 - You must know about Communism and Gunpowder.\
\n\n\
 - You must run either a Democracy or a Communist government.\
")

[unit_alpine_troops]
name          = _("Alpine Troops")
move_type     = "Land"
tech_req      = "Tactics"
obsolete_by   = "None"
graphic       = "u.alpine_troops"
graphic_alt   = "-"
sound_move    = "m_alpine_troops"
sound_move_alt = "m_generic"
sound_fight   = "f_alpine_troops"
sound_fight_alt = "f_generic"
build_cost    = 50
pop_cost      = 0
attack        = 5
defense       = 5
hitpoints     = 20
firepower     = 1
move_rate     = 1
vision_range  = 1
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = "IgTer"
roles         = "DefendGood"

[unit_riflemen]
name          = _("Riflemen")
move_type     = "Land"
tech_req      = "Conscription"
obsolete_by   = "None"
graphic       = "u.riflemen"
graphic_alt   = "-"
sound_move    = "m_riflemen"
sound_move_alt = "m_generic"
sound_fight   = "f_riflemen"
sound_fight_alt = "f_generic"
build_cost    = 40
pop_cost      = 0
attack        = 5
defense       = 4
hitpoints     = 20
firepower     = 1
move_rate     = 1
vision_range  = 1
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = ""
roles         = "DefendGood", "FirstBuild"

[unit_marines]
name          = _("Marines")
move_type     = "Land"
tech_req      = "Amphibious Warfare"
obsolete_by   = "None"
graphic       = "u.marines"
graphic_alt   = "-"
sound_move    = "m_marines"
sound_move_alt = "m_generic"
sound_fight   = "f_marines"
sound_fight_alt = "f_generic"
build_cost    = 60
pop_cost      = 0
attack        = 8
defense       = 5
hitpoints     = 20
firepower     = 1
move_rate     = 1
vision_range  = 1
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = "Marines"
roles         = "DefendOk", "BarbarianSeaTech"

[unit_paratroopers]
name          = _("Paratroopers")
move_type     = "Land"
tech_req      = "Combined Arms"
obsolete_by   = "None"
graphic       = "u.paratroopers"
graphic_alt   = "-"
sound_move    = "m_paratroopers"
sound_move_alt = "m_generic"
sound_fight   = "f_paratroopers"
sound_fight_alt = "f_generic"
build_cost    = 60
pop_cost      = 0
attack        = 6
defense       = 4
hitpoints     = 20
firepower     = 1
move_rate     = 1
vision_range  = 1
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = "Paratroopers"
roles         = "DefendOk"

paratroopers_range = 10
paratroopers_mr_req = 1
paratroopers_mr_sub = 0

[unit_mech_inf]
name          = _("Mech. Inf.")
move_type     = "Land"
tech_req      = "Labor Union"
obsolete_by   = "None"
graphic       = "u.mech_inf"
graphic_alt   = "-"
sound_move    = "m_mech_inf"
sound_move_alt = "m_generic"
sound_fight   = "f_mech_inf"
sound_fight_alt = "f_generic"
build_cost    = 50
pop_cost      = 0
attack        = 6
defense       = 6
hitpoints     = 30
firepower     = 1
move_rate     = 3
vision_range  = 1
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = ""
roles         = "DefendGood"
helptext      = _("\
Mechanized Infantry; this unit has the strongest defence strength\
 of any land unit, but is only available near the end of the\
 technology tree.\
")

[unit_horsemen]
name          = _("Horsemen")
move_type     = "Land"
tech_req      = "Horseback Riding"
obsolete_by   = "Knights"
graphic       = "u.horsemen"
graphic_alt   = "-"
sound_move    = "m_horsemen"
sound_move_alt = "m_generic"
sound_fight   = "f_horsemen"
sound_fight_alt = "f_generic"
build_cost    = 20
pop_cost      = 0
attack        = 2
defense       = 1
hitpoints     = 10
firepower     = 1
move_rate     = 2
vision_range  = 1
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = "Horse"
roles         = "AttackFast", "Hut", "Barbarian"

[unit_chariot]
name          = _("Chariot")
move_type     = "Land"
tech_req      = "The Wheel"
obsolete_by   = "Knights"
graphic       = "u.chariot"
graphic_alt   = "-"
sound_move    = "m_chariot"
sound_move_alt = "m_generic"
sound_fight   = "f_chariot"
sound_fight_alt = "f_generic"
build_cost    = 30
pop_cost      = 0
attack        = 3
defense       = 1
hitpoints     = 10
firepower     = 1
move_rate     = 2
vision_range  = 1
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = "Horse"
roles         = "AttackFast", "Hut"

[unit_elephants]
name          = _("Elephants")
move_type     = "Land"
tech_req      = "Never"
obsolete_by   = "Crusaders"
graphic       = "u.elephants"
graphic_alt   = "-"
sound_move    = "m_elephants"
sound_move_alt = "m_generic"
sound_fight   = "f_elephants"
sound_fight_alt = "f_generic"
build_cost    = 40
pop_cost      = 0
attack        = 4
defense       = 1
hitpoints     = 10
firepower     = 1
move_rate     = 2
vision_range  = 1
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = "Horse"
roles         = "AttackFast"

[unit_crusaders]
name          = _("Crusaders")
move_type     = "Land"
tech_req      = "Never"
obsolete_by   = "Dragoons"
graphic       = "u.crusaders"
graphic_alt   = "-"
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_range  = 1
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = "Horse"
roles         = "AttackFast"

[unit_knights]
name          = _("Knights")
move_type     = "Land"
tech_req      = "Chivalry"
obsolete_by   = "Dragoons"
graphic       = "u.knights"
graphic_alt   = "-"
sound_move    = "m_knights"
sound_move_alt = "m_generic"
sound_fight   = "f_knights"
sound_fight_alt = "f_generic"
build_cost    = 40
pop_cost      = 0
attack        = 4
defense       = 2
hitpoints     = 10
firepower     = 1
move_rate     = 2
vision_range  = 1
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = "Horse"
roles         = "AttackFast", "HutTech", "BarbarianTech",
                "BarbarianBuildTech", "BarbarianSeaTech"

[unit_dragoons]
name          = _("Dragoons")
move_type     = "Land"
tech_req      = "Leadership"
obsolete_by   = "Cavalry"
graphic       = "u.dragoons"
graphic_alt   = "-"
sound_move    = "m_dragoons"
sound_move_alt = "m_generic"
sound_fight   = "f_dragoons"
sound_fight_alt = "f_generic"
build_cost    = 50
pop_cost      = 0
attack        = 5
defense       = 2
hitpoints     = 20
firepower     = 1
move_rate     = 2
vision_range  = 1
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = "Horse"
roles         = "AttackFast", "BarbarianBuildTech", "BarbarianSeaTech"

[unit_cavalry]
name          = _("Cavalry")
move_type     = "Land"
tech_req      = "Tactics"
obsolete_by   = "Armor"
graphic       = "u.cavalry"
graphic_alt   = "-"
sound_move    = "m_cavalry"
sound_move_alt = "m_generic"
sound_fight   = "f_cavalry"
sound_fight_alt = "f_generic"
build_cost    = 60
pop_cost      = 0
attack        = 8
defense       = 3
hitpoints     = 20
firepower     = 1
move_rate     = 2
vision_range  = 1
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = ""
roles         = "AttackFast"

[unit_armor]
name          = _("Armor")
move_type     = "Land"
tech_req      = "Mobile Warfare"
obsolete_by   = "None"
graphic       = "u.armor"
graphic_alt   = "-"
sound_move    = "m_armor"
sound_move_alt = "m_generic"
sound_fight   = "f_armor"
sound_fight_alt = "f_generic"
build_cost    = 80
pop_cost      = 0
attack        = 10
defense       = 5
hitpoints     = 30
firepower     = 1
move_rate     = 3
vision_range  = 1
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = ""
roles         = "AttackFast"

[unit_catapult]
name          = _("Catapult")
move_type     = "Land"
tech_req      = "Mathematics"
obsolete_by   = "Cannon"
graphic       = "u.catapult"
graphic_alt   = "-"
sound_move    = "m_catapult"
sound_move_alt = "m_generic"
sound_fight   = "f_catapult"
sound_fight_alt = "f_generic"
build_cost    = 40
pop_cost      = 0
attack        = 6
defense       = 1
hitpoints     = 10
firepower     = 1
move_rate     = 1
vision_range  = 1
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = ""
roles         = "AttackStrong"

[unit_cannon]
name          = _("Cannon")
move_type     = "Land"
tech_req      = "Metallurgy"
obsolete_by   = "Artillery"
graphic       = "u.cannon"
graphic_alt   = "-"
sound_move    = "m_cannon"
sound_move_alt = "m_generic"
sound_fight   = "f_cannon"
sound_fight_alt = "f_generic"
build_cost    = 40
pop_cost      = 0
attack        = 8
defense       = 1
hitpoints     = 20
firepower     = 1
move_rate     = 1
vision_range  = 1
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = ""
roles         = "AttackStrong", "BarbarianTech", "BarbarianBuildTech"

[unit_artillery]
name          = _("Artillery")
move_type     = "Land"
tech_req      = "Machine Tools"
obsolete_by   = "Howitzer"
graphic       = "u.artillery"
graphic_alt   = "-"
sound_move    = "m_artillery"
sound_move_alt = "m_generic"
sound_fight   = "f_artillery"
sound_fight_alt = "f_generic"
build_cost    = 50
pop_cost      = 0
attack        = 10
defense       = 1
hitpoints     = 20
firepower     = 2
move_rate     = 1
vision_range  = 1
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = ""
roles         = "AttackStrong"

[unit_howitzer]
name          = _("Howitzer")
move_type     = "Land"
tech_req      = "Robotics"
obsolete_by   = "None"
graphic       = "u.howitzer"
graphic_alt   = "-"
sound_move    = "m_howitzer"
sound_move_alt = "m_generic"
sound_fight   = "f_howitzer"
sound_fight_alt = "f_generic"
build_cost    = 70
pop_cost      = 0
attack        = 12
defense       = 2
hitpoints     = 30
firepower     = 2
move_rate     = 2
vision_range  = 1
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = "IgWall"
roles         = "AttackStrong"

[unit_fighter]
name          = _("Fighter")
move_type     = "Air"
tech_req      = "Flight"
obsolete_by   = "Stealth Fighter"
graphic       = "u.fighter"
graphic_alt   = "-"
sound_move    = "m_fighter"
sound_move_alt = "m_generic"
sound_fight   = "f_fighter"
sound_fight_alt = "f_generic"
build_cost    = 60
pop_cost      = 0
attack        = 4
defense       = 3
hitpoints     = 20
firepower     = 2
move_rate     = 10
vision_range  = 2
transport_cap = 0
fuel          = 1
uk_happy      = 0
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = "Fighter"
roles         = ""

[unit_bomber]
name          = _("Bomber")
move_type     = "Air"
tech_req      = "Advanced Flight"
obsolete_by   = "Stealth Bomber"
graphic       = "u.bomber"
graphic_alt   = "-"
sound_move    = "m_bomber"
sound_move_alt = "m_generic"
sound_fight   = "f_bomber"
sound_fight_alt = "f_generic"
build_cost    = 120
pop_cost      = 0
attack        = 12
defense       = 1
hitpoints     = 20
firepower     = 2
move_rate     = 8
vision_range  = 2
transport_cap = 0
fuel          = 2
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = "FieldUnit", "OneAttack"
roles         = ""

[unit_helicopter]
name          = _("Helicopter")
move_type     = "Heli"
tech_req      = "Combined Arms"
obsolete_by   = "None"
graphic       = "u.helicopter"
graphic_alt   = "-"
sound_move    = "m_helicopter"
sound_move_alt = "m_generic"
sound_fight   = "f_helicopter"
sound_fight_alt = "f_generic"
build_cost    = 100
pop_cost      = 0
attack        = 10
defense       = 3
hitpoints     = 20
firepower     = 2
move_rate     = 6
vision_range  = 2
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = "FieldUnit", "OneAttack"
roles         = ""
helptext      = _("\
The Helicopter is a very powerful unit, as it can both fly and\
 conquer cities.  Care must be exercised, because Helicopters lose a\
 small amount of health for every turn not spent in a city, unless\
 you have the United Nations wonder.\
")

[unit_stealth_fighter]
name          = _("Stealth Fighter")
move_type     = "Air"
tech_req      = "Stealth"
obsolete_by   = "None"
graphic       = "u.stealth_fighter"
graphic_alt   = "-"
sound_move    = "m_stealth_fighter"
sound_move_alt = "m_generic"
sound_fight   = "f_stealth_fighter"
sound_fight_alt = "f_generic"
build_cost    = 80
pop_cost      = 0
attack        = 8
defense       = 4
hitpoints     = 20
firepower     = 2
move_rate     = 14
vision_range  = 2
transport_cap = 0
fuel          = 1
uk_happy      = 0
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = "Partial_Invis", "Fighter"
roles         = ""
helptext      = _("\
An improved Fighter, with improved attack and a higher movement\
 radius.\
")

[unit_stealth_bomber]
name          = _("Stealth Bomber")
move_type     = "Air"
tech_req      = "Stealth"
obsolete_by   = "None"
graphic       = "u.stealth_bomber"
graphic_alt   = "-"
sound_move    = "m_stealth_bomber"
sound_move_alt = "m_generic"
sound_fight   = "f_stealth_bomber"
sound_fight_alt = "f_generic"
build_cost    = 160
pop_cost      = 0
attack        = 18
defense       = 5
hitpoints     = 20
firepower     = 2
move_rate     = 12
vision_range  = 2
transport_cap = 0
fuel          = 2
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = "Partial_Invis", "FieldUnit", "OneAttack"
roles         = ""
helptext      = _("\
An improved Bomber, with improved attack and a higher movement\
 radius.\
")

[unit_trireme]
name          = _("Trireme")
move_type     = "Sea"
tech_req      = "Map Making"
obsolete_by   = "Caravel"
graphic       = "u.trireme"
graphic_alt   = "-"
sound_move    = "m_trireme"
sound_move_alt = "m_generic"
sound_fight   = "f_trireme"
sound_fight_alt = "f_generic"
build_cost    = 40
pop_cost      = 0
attack        = 1
defense       = 1
hitpoints     = 10
firepower     = 1
move_rate     = 3
vision_range  = 1
transport_cap = 2
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = "Trireme"
roles         = "Ferryboat"

[unit_caravel]
name          = _("Caravel")
move_type     = "Sea"
tech_req      = "Navigation"
obsolete_by   = "Galleon"
graphic       = "u.caravel"
graphic_alt   = "-"
sound_move    = "m_caravel"
sound_move_alt = "m_generic"
sound_fight   = "f_caravel"
sound_fight_alt = "f_generic"
build_cost    = 40
pop_cost      = 0
attack        = 2
defense       = 1
hitpoints     = 10
firepower     = 1
move_rate     = 3
vision_range  = 1
transport_cap = 3
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = ""
roles         = "Ferryboat", "BarbarianBoat"

[unit_galleon]
name          = _("Galleon")
move_type     = "Sea"
tech_req      = "Magnetism"
obsolete_by   = "Transport"
graphic       = "u.galleon"
graphic_alt   = "-"
sound_move    = "m_galleon"
sound_move_alt = "m_generic"
sound_fight   = "f_galleon"
sound_fight_alt = "f_generic"
build_cost    = 40
pop_cost      = 0
attack        = 0
defense       = 2
hitpoints     = 20
firepower     = 1
move_rate     = 4
vision_range  = 1
transport_cap = 4
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = ""
roles         = "Ferryboat", "BarbarianBoat"

[unit_frigate]
name          = _("Frigate")
move_type     = "Sea"
tech_req      = "Magnetism"
obsolete_by   = "Ironclad"
graphic       = "u.frigate"
graphic_alt   = "-"
sound_move    = "m_frigate"
sound_move_alt = "m_generic"
sound_fight   = "f_frigate"
sound_fight_alt = "f_generic"
build_cost    = 50
pop_cost      = 0
attack        = 4
defense       = 2
hitpoints     = 20
firepower     = 1
move_rate     = 4
vision_range  = 1
transport_cap = 2
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = ""
roles         = ""

[unit_ironclad]
name          = _("Ironclad")
move_type     = "Sea"
tech_req      = "Steam Engine"
obsolete_by   = "Destroyer"
graphic       = "u.ironclad"
graphic_alt   = "-"
sound_move    = "m_ironclad"
sound_move_alt = "m_generic"
sound_fight   = "f_ironclad"
sound_fight_alt = "f_generic"
build_cost    = 60
pop_cost      = 0
attack        = 4
defense       = 4
hitpoints     = 30
firepower     = 1
move_rate     = 4
vision_range  = 1
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = ""
roles         = ""

[unit_destroyer]
name          = _("Destroyer")
move_type     = "Sea"
tech_req      = "Electricity"
obsolete_by   = "None"
graphic       = "u.destroyer"
graphic_alt   = "-"
sound_move    = "m_destroyer"
sound_move_alt = "m_generic"
sound_fight   = "f_destroyer"
sound_fight_alt = "f_generic"
build_cost    = 60
pop_cost      = 0
attack        = 4
defense       = 4
hitpoints     = 30
firepower     = 1
move_rate     = 6
vision_range  = 2
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = ""
roles         = ""
helptext      = _("\
TIP:  A very fast unit, which is very useful for hunting down enemy\
 Transports.\
")

[unit_cruiser]
name          = _("Cruiser")
move_type     = "Sea"
tech_req      = "Steel"
obsolete_by   = "AEGIS Cruiser"
graphic       = "u.cruiser"
graphic_alt   = "-"
sound_move    = "m_cruiser"
sound_move_alt = "m_generic"
sound_fight   = "f_cruiser"
sound_fight_alt = "f_generic"
build_cost    = 80
pop_cost      = 0
attack        = 6
defense       = 6
hitpoints     = 30
firepower     = 2
move_rate     = 5
vision_range  = 2
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = ""
roles         = "DefendGood"

[unit_aegis_cruiser]
name          = _("AEGIS Cruiser")
move_type     = "Sea"
tech_req      = "Rocketry"
obsolete_by   = "None"
graphic       = "u.aegis_cruiser"
graphic_alt   = "-"
sound_move    = "m_aegis_cruiser"
sound_move_alt = "m_generic"
sound_fight   = "f_aegis_cruiser"
sound_fight_alt = "f_generic"
build_cost    = 100
pop_cost      = 0
attack        = 8
defense       = 8
hitpoints     = 30
firepower     = 2
move_rate     = 5
vision_range  = 2
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = "AEGIS"
roles         = "DefendGood"

[unit_battleship]
name          = _("Battleship")
move_type     = "Sea"
tech_req      = "Automobile"
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     = 40
firepower     = 2
move_rate     = 4
vision_range  = 2
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = ""
roles         = ""

[unit_submarine]
name          = _("Submarine")
move_type     = "Sea"
tech_req      = "Combustion"
obsolete_by   = "None"
graphic       = "u.submarine"
graphic_alt   = "-"
sound_move    = "m_submarine"
sound_move_alt = "m_generic"
sound_fight   = "f_submarine"
sound_fight_alt = "f_generic"
build_cost    = 50
pop_cost      = 0
attack        = 15
defense       = 2
hitpoints     = 30
firepower     = 2
move_rate     = 5
vision_range  = 2
transport_cap = 8
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = "Partial_Invis", 
                "Missile_Carrier", "No_Land_Attack"
roles         = ""
helptext      = _("\
Submarines have a very high strategic value, but have a weak\
 defence.\
")

[unit_carrier]
name          = _("Carrier")
move_type     = "Sea"
tech_req      = "Advanced Flight"
obsolete_by   = "None"
graphic       = "u.carrier"
graphic_alt   = "-"
sound_move    = "m_carrier"
sound_move_alt = "m_generic"
sound_fight   = "f_carrier"
sound_fight_alt = "f_generic"
build_cost    = 160
pop_cost      = 0
attack        = 1
defense       = 9
hitpoints     = 40
firepower     = 2
move_rate     = 5
vision_range  = 2
transport_cap = 8
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = "Carrier"
roles         = ""
helptext      = _("\
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")
move_type     = "Sea"
tech_req      = "Industrialization"
obsolete_by   = "None"
graphic       = "u.transport"
graphic_alt   = "-"
sound_move    = "m_transport"
sound_move_alt = "m_generic"
sound_fight   = "f_transport"
sound_fight_alt = "f_generic"
build_cost    = 50
pop_cost      = 0
attack        = 0
defense       = 3
hitpoints     = 30
firepower     = 1
move_rate     = 5
vision_range  = 2
transport_cap = 8
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = ""
roles         = "Ferryboat"

[unit_cruise_missile]
name          = _("Cruise Missile")
move_type     = "Air"
tech_req      = "Rocketry"
obsolete_by   = "None"
graphic       = "u.cruise_missile"
graphic_alt   = "-"
sound_move    = "m_cruise_missile"
sound_move_alt = "m_generic"
sound_fight   = "f_cruise_missile"
sound_fight_alt = "f_generic"
build_cost    = 60
pop_cost      = 0
attack        = 18
defense       = 0
hitpoints     = 10
firepower     = 3
move_rate     = 12
vision_range  = 1
transport_cap = 0
fuel          = 1
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = "FieldUnit", "OneAttack", "Missile"
roles         = ""
helptext      = _("\
TIP:  A handful of these can successfully keep the waters around\
 your treasured homeland free of enemy ships.\
")

[unit_nuclear]
name          = _("Nuclear")
move_type     = "Air"
tech_req      = "Rocketry"
obsolete_by   = "None"
graphic       = "u.nuclear"
graphic_alt   = "-"
sound_move    = "m_nuclear"
sound_move_alt = "m_generic"
sound_fight   = "f_nuclear"
sound_fight_alt = "f_generic"
build_cost    = 160
pop_cost      = 0
attack        = 99
defense       = 0
hitpoints     = 10
firepower     = 1
move_rate     = 16
vision_range  = 1
transport_cap = 0
fuel          = 1
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = "FieldUnit", "OneAttack", "Missile", "Nuclear"
roles         = ""
helptext      = _("\
You can build Nuclear units when you have the required advance, and\
 the Manhattan Project wonder has been built by any player.\
\n\n\
On impact, the blast will destroy any unit in a 3x3-square area,\
 including friendly units.  When striking a city, the city size is\
 halved, and the surrounding squares are subject to nuclear fallout.\
\n\n\
TIP 1:  Nuking the ocean will not generate fallout, and is a most\
 effective (but expensive!!) way of getting rid of enemy\
 ships.\
\n\n\
TIP 2:  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 Settlers\
 and/or Engineers 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")
move_type     = "Land"
tech_req      = "Writing"
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_range  = 1
transport_cap = 0
fuel          = 0
uk_happy      = 0
uk_shield     = 0
uk_food       = 0
uk_gold       = 0
flags         = "Diplomat", "IgZOC", "NonMil"
roles         = "Diplomat"
helptext      = _("\
- A Diplomat can establish embassies with other civilizations\
 by moving into another player's city.\
\n\n\
- Diplomats can also try to sabotage enemy production, or steal\
 an advance from an enemy city.  (An advance can only be stolen\
 once per city).\
\n\n\
- A Diplomat can also bribe an enemy unit, if that unit is the only\
 unit on its square.\
\n\n\
- Diplomats can even start a revolution in an enemy city and turn\
 it into your own, if you have the money!\
\n\n\
- 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!\
")

[unit_spy]
name          = _("Spy")
move_type     = "Land"
tech_req      = "Espionage"
obsolete_by   = "None"
graphic       = "u.spy"
graphic_alt   = "-"
sound_move    = "m_spy"
sound_move_alt = "m_generic"
sound_fight   = "f_spy"
sound_fight_alt = "f_generic"
build_cost    = 30
pop_cost      = 0
attack        = 0
defense       = 0
hitpoints     = 10
firepower     = 1
move_rate     = 3
vision_range  = 2
transport_cap = 0
fuel          = 0
uk_happy      = 0
uk_shield     = 0
uk_food       = 0
uk_gold       = 0
flags         = "Diplomat", "IgZOC", "NonMil", "Spy"
roles         = "Diplomat"
helptext      = _("\
A Spy is a full time professional and as such is much more\
 skilled in the arts of espionage than her Diplomat predecessor.\
\n\n\
The most inoffensive skills in a Spy's repertoire are her ability\
 to investigate cities - revealing detailed information, and\
 the establishment of embassies.  However, if your Spy has gained\
 herself a reputation for clandestine behaviour she will be\
 executed if she tries to establish an embassy.\
\n\n\
She can also be used to: poison the water supply of an enemy city\
 (reducing the population); steal specific technology; and sabotage\
 predetermined city targets (note: sabotaging improvements in a\
 capital or sabotaging City Walls increases the risks of capture).\
 A Spy can also infiltrate a city and ferment a revolt.\
\n\n\
A Spy can also be of aid on the battlefield - sabotaging enemy units\
 as well as bribing them to change allegiance.\
")

[unit_caravan]
name          = _("Caravan")
move_type     = "Land"
tech_req      = "Trade"
obsolete_by   = "Freight"
graphic       = "u.caravan"
graphic_alt   = "-"
sound_move    = "m_caravan"
sound_move_alt = "m_generic"
sound_fight   = "f_caravan"
sound_fight_alt = "f_generic"
build_cost    = 50
pop_cost      = 0
attack        = 0
defense       = 1
hitpoints     = 10
firepower     = 1
move_rate     = 1
vision_range  = 1
transport_cap = 0
fuel          = 0
uk_happy      = 0
uk_shield     = 0
uk_food       = 0
uk_gold       = 0
flags         = "TradeRoute", "HelpWonder", "IgZOC", "NonMil"
roles         = ""
helptext      = _("\
Every Caravan that is used to build a wonder will add 50 shields\
 towards the production of the wonder.\
\n\n\
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")
move_type     = "Land"
tech_req      = "The Corporation"
obsolete_by   = "None"
graphic       = "u.freight"
graphic_alt   = "-"
sound_move    = "m_freight"
sound_move_alt = "m_generic"
sound_fight   = "f_freight"
sound_fight_alt = "f_generic"
build_cost    = 50
pop_cost      = 0
attack        = 0
defense       = 1
hitpoints     = 10
firepower     = 1
move_rate     = 2
vision_range  = 1
transport_cap = 0
fuel          = 0
uk_happy      = 0
uk_shield     = 0
uk_food       = 0
uk_gold       = 0
flags         = "TradeRoute", "HelpWonder", "IgZOC", "NonMil"
roles         = ""
helptext      = _("\
The Freight unit replaces the Caravan, and moves at twice the speed.\
")

[unit_explorer]
name          = _("Explorer")
move_type     = "Land"
tech_req      = "Seafaring"
obsolete_by   = "Partisan"
graphic       = "u.explorer"
graphic_alt   = "-"
sound_move    = "m_explorer"
sound_move_alt = "m_generic"
sound_fight   = "f_explorer"
sound_fight_alt = "f_generic"
build_cost    = 30
pop_cost      = 0
attack        = 0
defense       = 1
hitpoints     = 10
firepower     = 1
move_rate     = 1
vision_range  = 1
transport_cap = 0
fuel          = 0
uk_happy      = 0
uk_shield     = 0
uk_food       = 0
uk_gold       = 0
flags         = "IgTer", "IgZOC", "NonMil"
roles         = "Explorer"
helptext      = _("\
Explorers are very useful for mapping unknown territory.\
")

[unit_barbarian_leader]
name          = _("Barbarian Leader")
move_type     = "Land"
tech_req      = "None"
obsolete_by   = "None"
graphic       = "u.barbarian_leader"
graphic_alt   = "u.diplomat"
sound_move    = "m_barbarian_leader"
sound_move_alt = "m_generic"
sound_fight   = "f_barbarian_leader"
sound_fight_alt = "f_generic"
build_cost    = 40
pop_cost      = 0
attack        = 0
defense       = 0
hitpoints     = 10
firepower     = 1
move_rate     = 2
vision_range  = 1
transport_cap = 0
fuel          = 0
uk_happy      = 0
uk_shield     = 0
uk_food       = 0
uk_gold       = 0
flags         = "IgZOC", "NonMil", "Unbribable",
                "Undisbandable", "SuperSpy", "NoHome", "NoBuild"
roles         = "BarbarianLeader"
helptext      = _("\
When barbarian leader is killed on a tile without any defending units, \
the 100 gold ransom is paid, but only to land units and helicopters.\
")

[unit_awacs]
name          = _("AWACS")
move_type     = "Air"
tech_req      = "Advanced Flight"
obsolete_by   = "None"
graphic       = "u.awacs"
graphic_alt   = "u.bomber"  ; backwards compatibility
sound_move    = "m_awacs"
sound_move_alt = "m_generic"
sound_fight   = "f_awacs"
sound_fight_alt = "f_generic"
build_cost    = 140
pop_cost      = 0
attack        = 0
defense       = 1
hitpoints     = 20
firepower     = 1
move_rate     = 16
vision_range  = 5
transport_cap = 0
fuel          = 2
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = ""
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.\
")

[u_specials]
partisan_req = "Gunpowder","Communism"

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