/
units.ruleset
2273 lines (2203 loc) · 64.9 KB
/
units.ruleset
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; This is the experimental ruleset. See doc/README.ruleset_experimental
; for a detailed description.
; 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.
;
; 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="Experimental unit data for Freeciv"
options="+Freeciv-ruleset-Devel-2013.May.14"
[control]
; Names for custom unit type flags.
flags =
{ "name", "helptxt"
"Airbase", _("Can build Airbases.")
"Transform", _("Can transform terrain.")
"AirUnit", _("Very bad at attacking AEGIS.")
"Horse", _("Attack value halved when attacking Pikemen.")
"Helicopter", _("Defends very badly against Fighters.")
}
[veteran_system]
; What are the names of the levels?
veteran_names = _("green"), _("veteran"), _("hardened"), _("elite")
; The percentage chance of increasing level through combat
veteran_raise_chance = 50, 33, 20, 0
; The percentage chance of a settler/engineer increasing level through
; performing useful work (per turn)
veteran_work_raise_chance = 5, 3, 1, 0
; Power factors are as a percentage.
; +50% is represented by 150
veteran_power_fact = 100, 150, 175, 200
; The additional number of movement points granted for different veteran
; levels. These are thirds of points, so to increase movement
; by a whole point 3 must be specified.
veteran_move_bonus = 0, 0, 0, 0
; /* <-- avoid gettext warnings
;
; Unit classes
; The number can be variable, up to 32
; When adding new classes, remember to check effects.ruleset also.
; Eg. if you divide class 'Land' to two separate classes, you may
; want add effect giving City Walls defence bonus against new class
; too.
;
; The actual tag used (the * in [unitclass_*]) does not matter, except
; it must be unique within this file, and it may be used in debug
; output when reading this file.
;
; ** Fields **
;
; name = translatable name as seen by user
; rule_name = (optional) name for savegames, rulesets etc; if not
; present, 'name' is used. Since the name used in savegames
; must not change, use this when renaming a unit class after a
; ruleset has been released.
; move_type = Where unit moves; "Land", "Sea", or "Both".
; This is optional field. If it's not
; given, move type is automatically determined from native
; terrains. You need to set it only if you want to set move
; type "Both" for unit that has no native Land terrains or
; for unit that has no native Oceanic terrains.
; min_speed = Minimum speed after damage and effects
; hp_loss_pct = Hitpoints lost each turn if unit not in city or airbase
; non_native_def_pct = Defense power percentage applying when defending on
; non-native terrain (such as ship in harbour)
; hut_behavior = What happens to huts when unit enters tile: "Normal", "Nothing" or
; "Frighten"
; flags = List of unit class flags
;
; ** Unit class Flags **
;
; "TerrainSpeed" = Units use terrain specific speed
; "TerrainDefense" = Units gain defense bonus from terrain
; "DamageSlows" = Damages units are slowed down
; "CanOccupyCity" = Military units of this class can occupy enemy cities
; "Missile" = Unit is destroyed when it attacks
; "BuildAnywhere" = Unit can be built even in the middle of non-native terrain
; "Unreachable" = Unit can be attacked only by units explicitly listing this class as target
; or on city or airbase
; "CollectRansom" = Unit can collect ransom when killing lone barbarian leader
; "ZOC" = Unit is subject to ZOC rules. Unit type flag "IgZOC" can
; override this
; "CanFortify" = Unit can fortify at land tiles
; "CanPillage" = Unit can pillage tile infrastructure
; "DoesntOccupyTile" = Even if this kind of enemy unit is on tile, cities can
; still work that tile
; "AttackNonNative" = Unit can attack units on non-native tiles. Unit type flag
; "Only_Native_Attack" can override this
; "AttFromNonNative" = Unit can launch attach from non-native tile (against native one)
; This applies for both attacking from transport or cities. If only
; some unit types of the class should get this property, use type flag
; "Marines"
; "KillCitizen" = Upon successful attack against a city unit kills one citizen.
; There's server setting, as well as effects, to disable this.
;
; */ <-- avoid gettext warnings
[unitclass_missile]
; /* TRANS: Unit class: used adjectivally */
name = _("?unitclass:Missile")
min_speed = 1
hp_loss_pct = 0
hut_behavior = "Frighten"
flags = "Missile", "Unreachable", "DoesntOccupyTile"
[unitclass_land]
; /* TRANS: Unit class: used adjectivally */
name = _("?unitclass:Land")
min_speed = 1
hp_loss_pct = 0
flags = "TerrainSpeed", "DamageSlows", "CanOccupyCity", "BuildAnywhere",
"CollectRansom", "ZOC", "CanFortify", "CanPillage",
"TerrainDefense", "KillCitizen"
[unitclass_land_big]
; /* TRANS: "Big Land" is a unit class, like Land or Sea. Big Land units */
; /* TRANS: cannot move into rough terrain. Unit class names are used */
; /* TRANS: adjectivally. */
name = _("?unitclass:Big Land")
min_speed = 1
hp_loss_pct = 0
flags = "TerrainSpeed", "DamageSlows", "CanOccupyCity", "BuildAnywhere",
"CollectRansom", "ZOC", "CanFortify", "CanPillage",
"TerrainDefense", "KillCitizen"
[unitclass_sea]
; /* TRANS: Unit class: used adjectivally */
name = _("?unitclass:Sea")
min_speed = 2
hp_loss_pct = 0
flags = "DamageSlows", "AttackNonNative", "AttFromNonNative"
[unitclass_trireme]
; /* TRANS: Unit class: used adjectivally */
name = _("?unitclass:Trireme")
min_speed = 2
hp_loss_pct = 0
flags = "DamageSlows", "AttFromNonNative"
[unitclass_heli]
; /* TRANS: Unit class: used adjectivally */
name = _("?unitclass:Helicopter")
min_speed = 1
hp_loss_pct = 10
flags = "CanOccupyCity", "CollectRansom"
[unitclass_air]
; /* TRANS: Unit class: used adjectivally */
name = _("?unitclass:Air")
min_speed = 1
hp_loss_pct = 0
hut_behavior = "Frighten"
flags = "Unreachable", "DoesntOccupyTile"
; /* <-- avoid gettext warnings
;
; 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 = translatable name as seen by user
; rule_name = (optional) name for savegames, rulesets etc; if not
; present, 'name' is used. Since the name used in savegames
; must not change, use this when renaming a unit after a
; ruleset has been released.
; graphic = tag specifing preferred graphic
; graphic_alt = tag for alternate garphic if preferred graphic is not
; present; especially if preferred graphic is non-standard,
; this should be a standard tag. Otherwise can use eg "-"
; for no alternate graphic.
; tech_req = required advance, names from techs.ruleset, or special:
; "None" => available from start
; impr_req = required city improvement, names from buildings.ruleset
; gov_req = required government, names from governments.ruleset
; obsolete_by = can be upgraded to and made obsolete by another unit by name
; convert_to = can be converted to another type of unit by name
; convert_time = time it takes to convert to another unit type
; class = One of the classes listed above
; transport_cap = Number of units (ground, or air/missiles, depending on flags)
; fuel = number of turns air units can fly before they crash. For
; barbarians this is used as lifetime instead. If this is zero,
; the unit has unlimited fuel, despite flying.
; uk_* = upkeep costs, these are used as base values in the game
; cargo = Unit classes this unit can transport
; city_size = Initial size of the cities Settlers type unit builds
; targets = list of unit classes this unit can attack against even
; if they have Unreachable unit class flag
; embarks = list of unit classes this unit may embark upon even if they
; have Unreachable unit class flag and are not in native base
; disembarks = list of unit classes this unit may disembark from even if they
; have Unreachable unit class flag and are not in native base
; bonuses = definitions of combat bonuses against specific other units
; bonuses.flag = flag of the unit that bonus applies against
; bonuses.type = type of the bonus. See below
; bonuses.value = value of the bonus. Sum of these is used if multiple apply.
; flags = special flag strings
;
; veteran_names = Special veteran level for this unit. See the definitions in
; game.ruleset. All of the veteran_* entries have to have the
; same length!
; veteran_raise_chance =
; veteran_work_raise_chance =
; veteran_power_fact =
; veteran_move_bonus =
;
; roles = special role strings
; sound_move = optional sound effect when the unit moves
; sound_move_alt= optional alternative sound effect if above not
; supported in client
; sound_fight = optional sound effect when the unit fights
; sound_fight_alt= optional alternative sound effect if above not
; supported in client
; helptext = optional help text string; should escape all raw newlines
; so that xgettext parsing works
;
;
; ** Bonuses **
;
; "DefenseMultiplier" = Multiply defense value (1 + 'value') times.
; Value of 1 means multiplication by 2, value 2 by 3...
; Bonus is defined in defenders entry.
; "DefenseDivider" = Divide defense value with (1 + 'value').
; Bonus is defined in attackers entry.
; "FirePower1" = Defender firepower is reduced to value 1 when
; ever this has non-zero value.
; Bonus is defined in attackers entry.
;
;
; ** Flags **
;
; "HelpWonder" = can help build wonders
; "TradeRoute" = can establish trade routes
; "IgZOC" = ignore Zones of Control (ZOC) even if unit class has "ZOC" flag
; "NonMil" = a non-military unit: no attacks; no martial law; can enter
; peaceful borders; DoesntOccupyTile
; "IgTer" = ignore terrain/road/rail, treat every tile as 1/3 move cost
; "OneAttack" = can only make a single attack, regardless of movement points
; "IgWall" = ignore effect of city walls
; "FieldUnit" = cause unhappiness even when not being aggressive
; "Marines" = can attack from non-native tile (from transport or city)
; "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" = enhanced diplomat actions. _Must_ be "Diplomat" also
; "Trireme" = (sea only) cannot leave shoreline
; "Nuclear" = nuke!
; "Paratroopers"= (land only) can paradrop
; "Cities" = can disband to produce a city
; "Only_Native_Attack" = cannot attack targets on non-native tiles even if unit class can
; "AddToCity" = can disband to add a single point of population to a city
; (see cities.ruleset for limitation of this ability)
; "Fanatic" = can only be built by governments that allow them
; (see data/civ2/governments.ruleset, Fanaticism government)
; "Unique" = a player can only have one of these units in the game at
; the same time; barbarians cannot use this at present
; "GameLoss" = losing one of these units means you lose the game, but it
; is produced without homecity and upkeep
; "Unbribable" = this unit cannot be bribed
; "Undisbandable" = this unit cannot be disbanded, will not drown, and will not
; disband due to lack of shields to upkeep it in homecity;
; if not given enough food to upkeep it, homecity will shrink
; every turn it cannot do so, however
; "SuperSpy" = this unit always wins diplomatic contests, that is, unless
; it encounters another SuperSpy, in which case defender wins;
; can also be used on non-diplomat units, in which case it can
; protect cities from diplomats; also 100% spy survival chance
; "NoHome" = this unit has no homecity and will be free of all upkeep, and
; therefore will not revolt along with its city of origin should
; it be incited
; "NoVeteran" = this unit cannot become veteran
; "Bombarder" = this unit cannot kill other units, only damage them, but
; also is not harmed by return fire when attacking; the field
; bombard_rate regulates its number of shots
; "CityBuster" = this unit has double firepower against cities
; "NoBuild" = this unit cannot be built
; "BadWallAttacker" = the firepower of this unit is set to 1 if
; attacking a city
; defended by a city wall (or other city building defense)
; "BadCityDefender" = if attacked while in a city, firepower is set to 1
; and firepower of attacker is doubled (the Pearl Harbour
; rule)
; "BarbarianOnly" = only barbarians can build this unit
; "Shield2Gold" = Switch from shield upkeep to gold upkeep possible
; "Capturable" = can be captured by units with "Capturer" flag
; "Capturer" = can capture units with flag "Capturable" instead of
; fighting them
;
; Following flag strings require extra fields:
; "Paratroopers"
; paratroopers_range = the maximal range the unit can be paradropped to
; paratroopers_mr_req = the move rate which is required at least for
; paradropping
; paratroopers_mr_sub = the move rate which is subtracted after paradropping
; "Bombarder"
; bombard_rate = the number of shots fired at enemy units when attacking
;
; ** Roles **
;
; "FirstBuild" = first to be built when city founded
; "Explorer" = initial explorer unit (only one unit can have this flag)
; "Hut" = can be found in a hut
; "HutTech" = can be found in a hut, but its techs required
; "Partisan" = can be created as a partisan (only one unit can have this
; flag), see end of this file for its tech requirements option
; "DefendOk" = AI hint: ok for defending with
; "DefendGood" = AI hint: good for defending with
; "AttackFast" = AI hint: quick attacking unit (unused)
; "AttackStrong"= AI hint: strong attacker (unused)
; "Ferryboat" = AI hint: useful for ferrying
; "Barbarian" = can be created as barbarian
; "BarbarianTech" = can be created as barbarian, if someone has
; researched its tech requirements
; "BarbarianBoat" = can be created as barbarian
; "BarbarianBuild" = can be built by barbarians
; "BarbarianBuildTech" = can be built by barbarians if someone has
; researched its tech requirements
; "BarbarianLeader" = this unit is the barbarian leader (only one)
; "BarbarianSea" = can be created as a sea barbarian
; "BarbarianSeaTech" = can be created as a sea barbarian if someone
; has researched its tech requirements
; "Cities" = can disband to produce a city
; "Settlers" = can irrigate and build roads
; "GameLoss" = losing one of these units means you lose the game, but it
; is produced without homecity and upkeep
; "Diplomat" = can do diplomat actions (see diplchance server option)
; "Hunter" = AI hint: good for hunting other units
;
; */ <-- avoid gettext warnings
[unit_settlers]
name = _("Settlers")
class = "Land"
tech_req = "None"
obsolete_by = "None"
graphic = "u.settlers"
graphic_alt = "-"
sound_move = "m_settlers"
sound_move_alt = "m_generic"
sound_fight = "f_settlers"
sound_fight_alt = "f_generic"
build_cost = 40
pop_cost = 1
attack = 0
defense = 1
hitpoints = 20
firepower = 1
move_rate = 1
vision_radius_sq = 2
transport_cap = 0
fuel = 0
uk_happy = 0
uk_shield = 1
uk_food = 1
uk_gold = 0
flags = "Settlers", "NonMil", "AddToCity", "Cities", "NoVeteran"
roles = "Cities"
helptext = _("\
Settlers are one of the key units in the game. As well as building new\
cities, they can also improve terrain, for instance by building\
irrigation, mines, and roads. See the Terrain Alterations section of\
the help for more details.\
"), _("\
Upkeep for Settlers is in food as well as production, and a Settler\
can die if its supporting city runs out of food. Settlers in a\
Republic or Democracy require twice as much food per turn.\
")
[unit_worker]
name = _("?unit:Workers")
class = "Land"
tech_req = "Pottery"
obsolete_by = "Engineers"
graphic = "u.worker"
graphic_alt = "u.engineers" ; for compatibility
sound_move = "m_worker"
sound_move_alt = "m_generic"
sound_fight = "f_worker"
sound_fight_alt = "f_generic"
build_cost = 30
pop_cost = 0
attack = 0
defense = 1
hitpoints = 10
firepower = 1
move_rate = 1
vision_radius_sq = 2
transport_cap = 0
fuel = 0
uk_happy = 0
uk_shield = 1
uk_food = 0
uk_gold = 0
flags = "Settlers", "NonMil", "Airbase"
veteran_names =
; /* TRANS: Worker veteran level */
_("?worker_level:apprentice"),
; /* TRANS: Worker veteran level */
_("?worker_level:journeyman"),
; /* TRANS: Worker veteran level */
_("?worker_level:master")
veteran_raise_chance = 0, 0, 0
veteran_work_raise_chance = 2, 1, 0
veteran_power_fact = 100, 125, 150
veteran_move_bonus = 0, 0, 0
roles = "Settlers"
helptext = _("\
Workers are similar to Settlers in that they can improve terrain --\
see the Terrain Alterations section of the help for more details of\
the available improvements. However, Workers cannot build new cities.\
")
[unit_engineers]
name = _("Engineers")
class = "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_radius_sq = 2
transport_cap = 0
fuel = 0
uk_happy = 0
uk_shield = 1
uk_food = 0
uk_gold = 0
flags = "Settlers", "NonMil", "Transform", "Airbase"
veteran_names =
; /* TRANS: Worker veteran level */
_("?worker_level:apprentice"),
; /* TRANS: Worker veteran level */
_("?worker_level:journeyman"),
; /* TRANS: Worker veteran level */
_("?worker_level:master")
veteran_raise_chance = 0, 0, 0
veteran_work_raise_chance = 2, 1, 0
veteran_power_fact = 100, 125, 150
veteran_move_bonus = 0, 0, 0
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 and Settlers; see the\
Terrain Alterations section for more details.\
"), _("\
TIP 1: Upgrade Workers to Engineers when possible, as Engineers\
require the same resources as ordinary Workers.\
"), _("\
TIP 2: If you manage to build Leonardo's Workshop, research\
Explosives before the Workshop becomes obsolete. This way,\
your Workers units will be upgraded for free.\
")
[unit_warriors]
name = _("Warriors")
class = "Land"
tech_req = "None"
obsolete_by = "Pikemen"
graphic = "u.warriors"
graphic_alt = "-"
sound_move = "m_warriors"
sound_move_alt = "m_generic"
sound_fight = "f_warriors"
sound_fight_alt = "f_generic"
build_cost = 10
pop_cost = 0
attack = 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 = 0
uk_gold = 0
flags = ""
roles = "DefendOk", "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"
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_radius_sq = 2
transport_cap = 0
fuel = 0
uk_happy = 1
uk_shield = 1
uk_food = 0
uk_gold = 0
flags = ""
roles = "DefendGood", "FirstBuild"
helptext = _("\
The Phalanx is armored infantry, suitable for defending your cities.\
")
[unit_archers]
name = _("Archers")
class = "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_radius_sq = 2
transport_cap = 0
fuel = 0
uk_happy = 1
uk_shield = 1
uk_food = 0
uk_gold = 0
flags = ""
roles = "DefendOk"
helptext = _("\
Archers fight with bows and arrows and have a good offensive\
value as well as decent defense.\
")
[unit_legion]
name = _("Legion")
class = "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_radius_sq = 2
transport_cap = 0
fuel = 0
uk_happy = 1
uk_shield = 1
uk_food = 0
uk_gold = 0
flags = ""
roles = "DefendOk", "Hut", "BarbarianBuild", "BarbarianSea"
helptext = _("\
Legions are heavily armed and well disciplined infantry\
units with an excellent offensive value.\
")
[unit_pikemen]
name = _("Pikemen")
class = "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_radius_sq = 2
transport_cap = 0
fuel = 0
uk_happy = 1
uk_shield = 1
uk_food = 0
uk_gold = 0
bonuses =
{ "flag", "type", "value"
"Horse", "DefenseMultiplier", 1
}
flags = ""
roles = "DefendGood", "FirstBuild"
helptext = _("\
Equipped with long pikes, Pikemen replaces Phalanx\
as the preferred city defender.\
")
[unit_musketeers]
name = _("Musketeers")
class = "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_radius_sq = 2
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"
helptext = _("\
Musketeers are infantry equipped with early\
firearms and replace Pikemen as the preferred\
city defender.\
")
[unit_partisan]
name = _("Partisan")
class = "Land"
tech_req = "Guerilla Warfare"
obsolete_by = "None"
graphic = "u.partisan"
graphic_alt = "-"
sound_move = "m_partisan"
sound_move_alt = "m_generic"
sound_fight = "f_partisan"
sound_fight_alt = "f_generic"
build_cost = 50
pop_cost = 0
attack = 4
defense = 4
hitpoints = 20
firepower = 1
move_rate = 1
vision_radius_sq = 2
transport_cap = 0
fuel = 0
uk_happy = 1
uk_shield = 1
uk_food = 0
uk_gold = 0
flags = "IgTer", "IgZOC"
roles = "DefendGood", "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\
- You must be the player who originally built the city.\n\
- You must know about Communism and Gunpowder.\n\
- You must run either a Democracy or a Communist government.\
")
[unit_alpine_troops]
name = _("Alpine Troops")
class = "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_radius_sq = 2
transport_cap = 0
fuel = 0
uk_happy = 1
uk_shield = 1
uk_food = 0
uk_gold = 0
flags = "IgTer", "Shield2Gold"
roles = "DefendGood"
helptext = _("\
Alpine Troops are highly mobile units as well as\
excellent defenders.\
")
[unit_riflemen]
name = _("Riflemen")
class = "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_radius_sq = 2
transport_cap = 0
fuel = 0
uk_happy = 1
uk_shield = 1
uk_food = 0
uk_gold = 0
flags = "Shield2Gold"
roles = "DefendGood", "FirstBuild"
helptext = _("\
Riflemen are World War-era infantry, very good\
at defending your cities.\
")
[unit_marines]
name = _("Marines")
class = "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_radius_sq = 2
transport_cap = 0
fuel = 0
uk_happy = 1
uk_shield = 1
uk_food = 0
uk_gold = 0
flags = "Marines", "Shield2Gold"
roles = "DefendOk", "BarbarianSeaTech"
helptext = _("\
Marines are infantry who are experts at marine warfare.\
")
[unit_paratroopers]
name = _("Paratroopers")
class = "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_radius_sq = 2
transport_cap = 0
fuel = 0
uk_happy = 1
uk_shield = 1
uk_food = 0
uk_gold = 0
flags = "Paratroopers", "Shield2Gold"
roles = "DefendOk"
helptext = _("\
Paratroopers are experts at airborne attacks.\
")
paratroopers_range = 10
paratroopers_mr_req = 1
paratroopers_mr_sub = 0
[unit_mech_inf]
name = _("Mech. Inf.")
class = "Big 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_radius_sq = 2
transport_cap = 3
fuel = 0
uk_happy = 1
uk_shield = 1
uk_food = 0
uk_gold = 0
cargo = "Missile"
flags = "Shield2Gold"
roles = "DefendGood"
helptext = _("\
The Mechanized Infantry has the strongest defensive strength\
of any land unit, but is only available near the end of the\
technology tree.\
")
[unit_horsemen]
name = _("Horsemen")
class = "Land"
tech_req = "Horseback Riding"
obsolete_by = "Knights"
graphic = "u.horsemen"
graphic_alt = "-"
sound_move = "m_horsemen"
sound_move_alt = "m_generic"
sound_fight = "f_horsemen"
sound_fight_alt = "f_generic"
build_cost = 20
pop_cost = 0
attack = 2
defense = 1
hitpoints = 10
firepower = 1
move_rate = 2
vision_radius_sq = 2
transport_cap = 0
fuel = 0
uk_happy = 1
uk_shield = 1
uk_food = 0
uk_gold = 0
flags = "Horse"
roles = "AttackFast", "Hut", "Barbarian", "Hunter"
helptext = _("\
Horsemen are mounted warriors and an early\
shock-troop that can penetrate deep into\
enemy territory.\
")
[unit_chariot]
name = _("Chariot")
class = "Land"
tech_req = "The Wheel"
obsolete_by = "Knights"
graphic = "u.chariot"
graphic_alt = "-"
sound_move = "m_chariot"
sound_move_alt = "m_generic"
sound_fight = "f_chariot"
sound_fight_alt = "f_generic"
build_cost = 30
pop_cost = 0
attack = 3
defense = 1
hitpoints = 10
firepower = 1
move_rate = 2
vision_radius_sq = 2
transport_cap = 0
fuel = 0
uk_happy = 1
uk_shield = 1
uk_food = 0
uk_gold = 0
flags = "Horse"
roles = "AttackFast", "Hut", "Hunter"
helptext = _("\
Chariots are horse-pulled war wagons, stronger\
but more expensive than horsemen.\
")
[unit_knights]
name = _("Knights")
class = "Land"
tech_req = "Chivalry"
obsolete_by = "Dragoons"
graphic = "u.knights"
graphic_alt = "-"
sound_move = "m_knights"
sound_move_alt = "m_generic"
sound_fight = "f_knights"
sound_fight_alt = "f_generic"
build_cost = 40
pop_cost = 0
attack = 4
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 = 0
uk_gold = 0
flags = "Horse"
roles = "AttackFast", "HutTech", "BarbarianTech",
"BarbarianBuildTech", "BarbarianSeaTech", "Hunter"
helptext = _("\
Knights are mounted and heavily armored warriors.\
")
[unit_dragoons]
name = _("Dragoons")
class = "Land"
tech_req = "Leadership"
obsolete_by = "Cavalry"
graphic = "u.dragoons"
graphic_alt = "-"