/
units.ruleset
2852 lines (2777 loc) · 85.3 KB
/
units.ruleset
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; 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 = "Civ2Civ3 unit_type data for Freeciv"
options = "+Freeciv-ruleset-3.2-Devel-2022.Feb.02 web-compatible"
format_version = 30
[control]
; Names for custom unit type flags. There can be up to 45 of these.
; name = rule name; In some circumstances user may see this
; as part of some sentences, so try to make it descriptive
; and sensible.
; helptxt = displayed in the help for unit types with this flag (optional)
flags =
{ "name", "helptxt"
_("Fortress"), _("Can build Forts and Fortresses.")
_("Transform")
_("AirAttacker"), _("Very bad at attacking AEGIS.")
_("Submarine"), _("Attack value halved when attacking Destroyer.")
_("Unbribable")
_("TradeRoute"), _("Can establish trade routes (must travel to target city).")
_("HelpWonder")
_("Capturer"), _("Can capture some enemy units.")
_("Capturable"), _("Can be captured by some enemy units.")
_("Bombarder")
_("Cities")
_("AddToCity")
_("Nuclear")
_("Paratroopers"), _("Can be paradropped from a friendly city or suitable base.")
_("Marines"), _("Can launch attack from non-native tiles.")
_("Cant_Fortify")
_("OneAttack")
}
; Names for custom unit class flags. There can be up to 15 of these.
; name = rule name; In some circumstances user may see this
; as part of some sentences, so try to make it descriptive
; and sensible.
; helptxt = displayed in the help for unit types belonging to a class
; with this flag (optional)
class_flags =
{ "name", "helptxt"
_("Airliftable"), _("Can be airlifted from a suitable city.")
_("AttFromNonNative"), _("Can launch attack from non-native tiles.")
_("Missile")
_("CanPillage")
_("CanFortify"),
; /* xgettext:no-c-format */
_("Gets a 50% defensive bonus while in cities.")
}
[veteran_system]
; What are the names of the levels?
veteran_names = _("green"), _("veteran"), _("hardened"), _("elite")
; The percentage chance of increasing level through combat
veteran_base_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 = 3, 2, 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 fractional move points as defined by move_fragments in
; terrain.ruleset.
veteran_move_bonus = 0, 0, 0, 0
; /* <-- avoid gettext warnings
;
; Unit classes
; The number can be variable, up to 32
; When adding new classes, remember to check effects.ruleset also.
; Eg. if you divide class 'Land' to two separate classes, you may
; want add effect giving City Walls defense bonus against new class
; too.
;
; The actual tag used (the * in [unitclass_*]) does not matter, except
; it must be unique within this file, and it may be used in debug
; output when reading this file.
;
; ** Fields **
;
; name = translatable name as seen by user
; rule_name = (optional) internal name for savegames, rulesets etc;
; if not present, "name" is used for this purpose too.
; Since the name used in savegames must not change, if
; you want to rename an item after a ruleset has been
; released, you should set "rule_name" to the original
; value of "name".
; min_speed = Minimum speed after damage and effects (whole movement points)
; hp_loss_pct = Hitpoints lost each turn if unit not in city or native base
; non_native_def_pct = Defense power percentage applying when defending on
; non-native terrain (such as ship in harbour)
; flags = List of unit class flags (from the following list; you
; cannot add custom unit class flags)
; helptext = optional help text string; should escape all raw newlines
; so that xgettext parsing works
;
; ** Unit class Flags **
;
; "TerrainSpeed" = Units use terrain specific speed
; "TerrainDefense" = Units gain defense bonus from terrain
; "DamageSlows" = Damaged units are slowed down
; "CanOccupyCity" = Military units of this class can occupy enemy cities
; "BuildAnywhere" = Unit can be built even in the middle of non-native terrain
; "Unreachable" = Unit can be attacked only by units explicitly listing this
; class in its 'targets', unless on a city or native base.
; For class members which are transports, cargo cannot load/
; unload except in a city or native base, unless that unit
; explicitly lists this class in its 'embarks'/'disembarks'.
; "CollectRansom" = Unit can collect ransom when killing lone barbarian leader
; "ZOC" = Unit is subject to ZOC rules. Unit type flag "IgZOC" can
; override this
; "DoesntOccupyTile" = Even if this kind of enemy unit is on tile, cities can
; still work that tile
; "AttackNonNative" = Unit can attack units on non-native tiles. Unit type
; flag "Only_Native_Attack" can override this
; "KillCitizen" = Upon successful attack against a city, unit kills one
; citizen. The effect "Unit_No_Lose_Pop" and the server
; setting 'killcitizen' can disable this.
; "HutFrighten" = Will frighten rather than enter huts.
; "NonNatBombardTgt" = Certain attacks against these units are considered
; Nonnative Bombard Attack type
;
; */ <-- avoid gettext warnings
[unitclass_missile]
; /* TRANS: Unit class: used adjectivally */
name = _("?unitclass:Missile")
min_speed = 0
hp_loss_pct = 0
flags = "Missile", "Unreachable", "DoesntOccupyTile", "Airliftable",
"HutFrighten"
[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", "Airliftable", "NonNatBombardTgt"
[unitclass_land_small]
; /* TRANS: Unit class: used adjectivally */
name = _("?unitclass:Small Land")
min_speed = 1
hp_loss_pct = 0
flags = "TerrainSpeed", "DamageSlows", "BuildAnywhere", "CollectRansom",
"ZOC", "CanFortify", "TerrainDefense", "DoesntOccupyTile",
"Airliftable", "NonNatBombardTgt"
[unitclass_land_big]
; /* TRANS: Unit class: used adjectivally */
name = _("?unitclass:Big Land")
min_speed = 1
hp_loss_pct = 0
flags = "TerrainSpeed", "DamageSlows", "CanOccupyCity", "BuildAnywhere",
"CollectRansom","ZOC", "CanFortify", "KillCitizen", "Airliftable",
"NonNatBombardTgt"
[unitclass_merchant]
; /* TRANS: Unit class: used adjectivally */
name = _("?unitclass:Merchant")
min_speed = 1
hp_loss_pct = 0
flags = "BuildAnywhere", "DoesntOccupyTile",
"ZOC", "TerrainDefense", "TerrainSpeed", "Airliftable",
"NonNatBombardTgt"
[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 = "ZOC", "DamageSlows", "AttFromNonNative"
[unitclass_heli]
; /* TRANS: Unit class: used adjectivally */
name = _("?unitclass:Helicopter")
min_speed = 1
hp_loss_pct = 10
flags = "Unreachable", "DoesntOccupyTile", "CanOccupyCity", "CollectRansom", "Airliftable"
[unitclass_air]
; /* TRANS: Unit class: used adjectivally */
name = _("?unitclass:Air")
min_speed = 1
hp_loss_pct = 10
flags = "Unreachable", "DoesntOccupyTile", "CanPillage",
"Airliftable", "HutFrighten"
; /* <-- avoid gettext warnings
;
; Below: The individual unit types, one per section.
;
; The number can be variable, up to 200.
; However for the "official" rulesets, units should not be removed
; because that would break backward compatibility with savegames.
;
; The order here matters: later units are considered "better" for
; a given flag or role.
;
; The actual tag used (the * in [unit_*]) does not matter, except
; it must be unique within this file, and it may be used in debug
; output when reading this file.
;
; ** Fields **
;
; name = translatable name as seen by user
; rule_name = (optional) internal name for savegames, rulesets etc; if
; not present, "name" is used for this purpose too. Since
; the name used in savegames must not change, if you want
; to rename an item after a ruleset has been released, you
; should set "rule_name" to the original value of "name".
; graphic = tag specifying preferred graphic
; graphic_alt = tag for alternate graphic if preferred graphic is not
; present; especially if preferred graphic is non-standard,
; this should be a standard tag. Otherwise can use eg "-"
; for no alternate graphic.
; reqs = requirements to build the unit (see effects.ruleset
; and README.effects for help on requirements)
; obsolete_by = can be upgraded to and made obsolete by another unit by name
; build_cost = production shields required to build
; pop_cost = population removed from city when built; for 'Join City'
; units this is also the population added to the destination
; attack = base attack strength (0 = cannot attack)
; defense = base defense strength (0 = cannot defend)
; hitpoints = how much damage unit can withstand
; firepower = number of hitpoints removed per round of combat; at least 1
; move_rate = base move rate (whole movement points)
; vision_radius_sq = base vision of unit: unit can see tile up to the square
; root of this value away
; convert_to = can be converted to another type of unit by name
; convert_time = number of movement points it takes to convert to
; another unit type
; class = One of the classes listed above
; transport_cap = Number of units (ground, or air/missiles, depending on flags)
; fuel = Number of turns unit can spend outside refuel points.
; If more time passes without unit refueling over turn change,
; they are lost. If this is zero, unit has no need to refuel
; Units with "Coast" flag set consider any tile next to coast
; refuel point
; uk_* = upkeep costs, these are used as base values in the game
; cargo = Unit classes this unit can transport
; city_slots = How many of homecity's unit maintenance slots unit takes
; city_size = Initial size of the cities built by 'Found City' type units
; (but 'Join City' uses pop_cost)
; tp_defense = Method to decide if unit can be selected as a defender when
; transported.
; "Blocked" - Can't defend when transported
; "Alight" - Can defend if can alight or unload (current default)
; targets = list of unit classes this unit can attack against even
; if they have Unreachable unit class flag
; embarks = list of unit classes this unit may load into while not in
; native base or city even if transporter has Unreachable unit
; class flag
; disembarks = list of unit classes this unit may unload from while not in
; native base or city even if transporter has Unreachable unit
; class flag
; vision_layer = At which layer this unit is visible; "Main", "Stealth",
; or "Subsurface"
; bonuses = definitions of combat bonuses against specific other units
; bonuses.flag = flag of the unit that bonus applies against
; bonuses.type = type of the bonus. See below
; bonuses.value = value of the bonus. Sum of these is used if multiple apply.
; bonuses.quiet = don't auto generate help text for this bonus. Use this if
; the bonus is documented in the unit type's help text.
; This is useful when the combination of a unit's bonuses
; becomes complex enough to make the auto generated help
; ugly or inaccurate.
; flags = special flag strings; list of built-in flags described below
; and/or user flags defined above
;
; veteran_names = Special veteran level for this unit. See the definitions in
; game.ruleset. All of the veteran_* entries have to have the
; same length!
; veteran_base_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" = See "DefenseMultiplierPct" below. This is
; equivalent to that multiplied by 100.
; Bonus is defined in defenders entry.
; "DefenseMultiplierPct" = Multiply defense by 1 + (value / 100).
; Value of 100 means multiplication by 2,
; value of 50 means multiplication by 1.5, etc.
; Effectively increases defense by value percent.
; Bonus is defined in defenders entry.
; "DefenseDivider" = See "DefenseDividerPct" below. This is equivalent
; to that multiplied by 100.
; Bonus is defined in attackers entry.
; "DefenseDividerPct" = Divide defense value by 1 + (value / 100).
; Value of 100 means division by 2,
; value of 50 means division by 1.5, i.e.
; multiplication with 2/3, etc.
; Effectively increases *attack* by value percent.
; Bonus is defined in attackers entry.
; "LowFirepower" = Defender firepower is reduced to low firepower
; value defined in game.ruleset when
; ever this has non-zero value.
; Bonus is defined in attackers entry.
; "CityDefensePct" = In a city, instead of "Defend_Bonus" effect
; uses this bonus.
; Bonus is defined in defenders entry.
;
;
; ** Flags **
;
; "IgZOC" = ignore Zones of Control (ZOC) even if unit class has
; "ZOC" flag
; "HasNoZOC" = unit has no Zone of Control (ZOC), thus any unit can move
; around it freely
; "NonMil" = a non-military unit: no attacks; no martial law; can enter
; peaceful borders; DoesntOccupyTile
; "IgTer" = use constant move cost defined in igter_cost (terrain.ruleset)
; rather than terrain/road etc cost, unless terrain cost is
; less
; "FieldUnit" = cause unhappiness even when not being aggressive
; "Settlers" = can irrigate and build roads
; "Diplomat" = can defend against diplomat actions (see diplchance
; server option)
; "Spy" = strong in diplomatic battles. _Must_ be "Diplomat" also
; "CoastStrict" = (sea only) cannot leave coast
; "Coast" = (sea only) can refuel on coast. Set fuel to force unit
; to regularly end turn on coast
; "Only_Native_Attack" = cannot attack targets on non-native tiles even if
; unit class can
; "Fanatic" = can only be built by governments that allow them
; (see civ2/governments.ruleset, Fundamentalism government)
; "Unique" = a player can only have one of these units in the game at
; the same time; barbarians cannot use this at present
; "GameLoss" = losing one of these units means you lose the game, but it
; is produced without homecity and upkeep
; "EvacuateFirst" = the game will try to rescue units with this flag before
; it tries to rescue units without it when their transport
; is destroyed. Think of the Birkenhead drill ("women and
; children first"). Replace "women and children" with
; "units with the EvacuateFirst unit type flag".
; "SuperSpy" = this unit always wins diplomatic contests, that is, unless
; it encounters another SuperSpy, in which case defender wins;
; can also be used on non-diplomat units, in which case it can
; protect cities from diplomats; also 100% spy survival chance
; "NoHome" = this unit is built with no homecity, free of all upkeep, and
; therefore will not revolt along with its city of origin should
; it be incited
; "NoVeteran" = this unit cannot gain veteran levels through experience
; (as if both base_raise_chance and work_raise_chance were zero);
; it can still gain veterancy through Veteran_Build, etc
; "CityBuster" = this unit has double firepower against cities
; "NoBuild" = this unit cannot be built
; "BadWallAttacker" = the firepower of this unit is set to 1 if
; attacking a city
; defended by a city wall (or other city building defense)
; "BadCityDefender" = if attacked while in a city, firepower is set to 1
; and firepower of attacker is doubled (the Pearl Harbour
; rule)
; "BarbarianOnly" = only barbarians can build this unit
; "Shield2Gold" = Switch from shield upkeep to gold upkeep possible
; "NewCityGamesOnly" = unit can't be built on scenarios where founding new cities
; is not allowed. Give this flag to units that would make no sense
; to have in a game with such a scenario
; "CanEscape" = this unit has, given that certain conditions are
; fulfilled, a 50% chance to escape rather than being
; killed when killstack is enabled and the defender of its
; tile is defeated. The conditions are that it has more move
; points than required to move to an adjacent tile plus the
; attackers move points and that the attacker doesn't have
; the "CanKillEscaping" unit type flag.
; "CanKillEscaping" = an attack from this unit ignores the "CanEscape" unit
; type flag.
; "Provoking" = a unit considering to auto attack this unit will choose to
; do so even if has better odds when defending against it
; then when attacking it. Applies when the autoattack server
; setting is enabled.
; "NeverProtects" = doesn't protect reachable units on its tile from enemy
; attackers, even if the unreachableprotects server setting
; 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"