; 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 Freeciv21
; 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="Royale unit_type data for Freeciv21"
options="+Freeciv-ruleset-Devel-2017.Jan.02"
format_version=20

[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"
    _("Airbase")
    _("Transform")
    _("AirAttacker"), _("Very bad at attacking AEGIS.")
	_("Horse"), _("Attack value halved when attacking Pikemen.")
    _("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")
    _("RealSpy"), _("Can do real spy actions, unlike tech transfer units.")
    _("RealDiplomat"), _("Can do real diplomat actions, unlike tech transfer units.")
  }

; Names for custom unit class flags. There can be up to 12 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"), _("Gets a 50% defensive bonus while in cities.")
  }

; The maximum range considered to wake sentried units, in tiles. The default
; is 3 tiles and corresponds to the AWACS sight range in the classic rules.
; The minimum is 1 and the maximum is 15 (for performance reasons: with a
; value of 15, the server has to check close to 1000 tiles every time a unit
; moves). It is recommended to set this to the largest possible distance that
; a unit can see in the rules.
;sentry_range = 3

[veteran_system]
; What are the names of the levels?
veteran_names = _("green (100%)"), _("veteran 1 (150%)"), _("veteran 2 (175%)"), _("veteran 3 (200%)"), _("hardened 1 (225%)"), _("hardened 2 (250%)"), _("hardened 3 (275%)"), _("elite 1 (300%)"), _("elite 2 (325%)"), _("elite 3 royale (350%)")

; The percentage chance of increasing level through combat
veteran_base_raise_chance = 50, 45, 40, 35, 30, 25, 20, 15, 10, 0

; The percentage chance of a settler/engineer increasing level through
; performing useful work (per turn)
veteran_work_raise_chance = 9, 6, 6, 6, 5, 5, 4, 4, 3, 0


; Power factors are as a percentage.
; +50% is represented by 150
veteran_power_fact = 100, 150, 175, 200, 225, 250, 275, 300, 325, 350

; 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, 3, 6, 9, 12, 15, 18, 21, 24, 27

; /* <-- 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) 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)
; hut_behavior        = What happens to huts when unit enters tile:
;                       "Normal", "Nothing", or "Frighten"
; 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.
;
; */ <-- avoid gettext warnings

[unitclass_missile]
; /* TRANS: Unit class: used adjectivally */
name          = _("?unitclass:Missile")
min_speed     = 0
hp_loss_pct   = 0
hut_behavior  = "Frighten"
flags         = "Missile", "Unreachable", "DoesntOccupyTile", "Airliftable"

[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", "KillCitizen"

[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"

[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", "CanPillage"

[unitclass_land_siege]
; /* TRANS: Unit class: used adjectivally */
name          = _("?unitclass:Big Siege")
min_speed     = 1
hp_loss_pct   = 0
flags         = "TerrainSpeed", "DamageSlows", "BuildAnywhere",
                "CollectRansom","ZOC", "CanFortify", "KillCitizen", "Airliftable", "AttackNonNative"

[unitclass_merchant]
; /* TRANS: Unit class: used adjectivally */
name          = _("?unitclass:Merchant")
min_speed     = 1
hp_loss_pct   = 0
flags         = "BuildAnywhere", "DoesntOccupyTile",
                "ZOC", "TerrainDefense", "TerrainSpeed", "Airliftable"

[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   = 0
hut_behavior  = "Frighten"
flags         = "Unreachable", "DoesntOccupyTile", "CanPillage", "Airliftable"

; /* <-- 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 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) 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.
; 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
; 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)
; 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.
; "FirePower1"           = Defender firepower is reduced to value 1 when
;                          ever this has non-zero value.
;                          Bonus is defined in attackers 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
; "OneAttack"	= can only make a single attack, regardless of movement points
; "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 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 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
;
; 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 if the
;                           Inspire_Partisans effect is enabled
; "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
; "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"
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    = 30
pop_cost      = 2
attack        = 0
defense       = 1
hitpoints     = 20
firepower     = 1
move_rate     = 3
vision_radius_sq = 18
transport_cap = 0
fuel          = 0
uk_happy      = 0
uk_shield     = 1
uk_food       = 0
uk_gold       = 1
flags         = "Settlers", "Cant_Fortify", "NonMil", "HasNoZOC", "AddToCity", "Cities", "Unbribable"
; 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 some of the same terrain alterations as \
Workers (but cannot build airstrips, airbases, or buoys).\
"), _("\
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"
tech_req      = "Pottery"
obsolete_by   = "Immigrants"
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    = 15
pop_cost      = 1
attack        = 0
defense       = 1
hitpoints     = 20
firepower     = 1
move_rate     = 3
vision_radius_sq = 18
transport_cap = 0
fuel          = 0
uk_happy      = 0
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
flags         = "Settlers", "Cant_Fortify", "NonMil", "HasNoZOC", "AddToCity", "Capturable"
; 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 some of the same \
terrain alterations as Workers (but cannot build airstrips, \
airbases, or buoys).\
"), _("\
TIP: Migrants can be a good alternative to Workers in overpopulated \
cities, as they benefit from free food upkeep.\
")


[unit_immigrants]
name          = _("Immigrants")
class         = "Small Land"
tech_req      = "Railroad"
obsolete_by   = "None"
graphic       = "u.immigrant"
graphic_alt   = "u.worker"
sound_move    = "m_worker"
sound_move_alt = "m_generic"
sound_fight   = "f_worker"
sound_fight_alt = "f_generic"
build_cost    = 20
pop_cost      = 1
attack        = 0
defense       = 1
hitpoints     = 20
firepower     = 1
move_rate     = 3
vision_radius_sq = 18
transport_cap = 0
fuel          = 0
uk_happy      = 0
uk_shield     = 1
uk_food       = 0
uk_gold       = 1
flags         = "Settlers", "Cant_Fortify", "NonMil", "HasNoZOC", "AddToCity"
; 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      = _("\
Immigrants can be used to transfer population to other cities, but \
may not found new cities. They can also perform some of the same \
terrain alterations as Workers.\
"), _("\
TIP: Immigrants can be a good alternative to Workers in overpopulated \
cities, as they benefit from free food upkeep.\
")


[unit_tribal_worker]
name          = _("?unit:Tribal Workers")
class         = "Small Land"
tech_req      = "None"
obsolete_by   = "Workers"
graphic       = "u.tribal_worker"
graphic_alt   = "u.worker" ; for compatibility
sound_move    = "m_worker"
sound_move_alt = "m_generic"
sound_fight   = "f_worker"
sound_fight_alt = "f_generic"
build_cost    = 25
pop_cost      = 0
attack        = 0
defense       = 1
hitpoints     = 10
firepower     = 1
move_rate     = 2
vision_radius_sq = 18
transport_cap = 0
fuel          = 0
uk_happy      = 0
uk_shield     = 1
uk_food       = 0
uk_gold       = 1
flags         = "Settlers", "Cant_Fortify", "NonMil", "HasNoZOC", "Airbase"
; No veteran levels (level name is never displayed)
;veteran_names = _("green")
;veteran_raise_chance = 0
;veteran_work_raise_chance = 0
;veteran_power_fact = 100
;veteran_move_bonus = 0
roles         = "Settlers", "WorkerStartUnit"
helptext      = _("\
The original workers are those you start the game with. \
You cannot build original workers. While the original workers have less moves compared \
to the workers the original workers have one major advantage. The enemy is not able to \
capture the original workers. Only the workers you can build can be captured. \
Workers have the ability to improve terrain tiles. See the help on \
Terrain and Terrain Alterations for the effects of their actions.\
"), _("\
Workers can build airstrips, airbases, and buoys, which Settlers \
and Migrants cannot. Workers must be on board a ship to build buoys.\
")


[unit_worker]
name          = _("?unit:Workers")
class         = "Small Land"
tech_req      = "None"
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     = 3
vision_radius_sq = 18
transport_cap = 0
fuel          = 0
uk_happy      = 0
uk_shield     = 1
uk_food       = 0
uk_gold       = 1
flags         = "Settlers", "Cant_Fortify", "NonMil", "HasNoZOC", "Airbase", "Capturable"
; No veteran levels (level name is never displayed)
roles         = "Settlers"
helptext      = _("\
Workers have the ability to improve terrain tiles. See the help on \
Terrain and Terrain Alterations for the effects of their actions.\
"), _("\
Workers can build airstrips, airbases, and buoys, which Settlers \
and Migrants cannot. Workers must be on board a ship to build buoys.\
")

[unit_engineers]
name          = _("Engineers")
class         = "Small 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     = 6
vision_radius_sq = 18
transport_cap = 0
fuel          = 0
uk_happy      = 0
uk_shield     = 1
uk_food       = 0
uk_gold       = 1
flags         = "Settlers", "Cant_Fortify", "NonMil", "HasNoZOC", "Airbase", "Transform"
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.\
"), _("\
If the player knows Invention, 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"
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     = 2
vision_radius_sq = 18
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
flags         = "Capturer"
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"
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    = 15
pop_cost      = 0
attack        = 1
defense       = 2
hitpoints     = 10
firepower     = 1
move_rate     = 2
vision_radius_sq = 18
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
flags         = "Capturer"
roles         = "DefendGood", "DefendGoodStartUnit", "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    = 20
pop_cost      = 0
attack        = 3
defense       = 1
hitpoints     = 10
firepower     = 1
move_rate     = 2
vision_radius_sq = 18
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
flags         = "Capturer"
roles         = "DefendOk", "DefendOkStartUnit", "Hut"
helptext      = _("\
Archers fight with bows and arrows and have a good offensive\
 value.\
")

[unit_legion]
name          = _("Swordsmen")
class         = "Land"
tech_req      = "Iron Working"
obsolete_by   = "Musketeers"
graphic       = "u.swordsmen"
graphic_alt   = "u.legion"
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     = 2
vision_radius_sq = 18
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
flags         = "Capturer"
roles         = "DefendOk", "DefendOkStartUnit", "BarbarianBuild", "BarbarianSea"
helptext      = _("\
Swordsmen 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    = 25
pop_cost      = 0
attack        = 2
defense       = 3
hitpoints     = 10
firepower     = 1
move_rate     = 3
vision_radius_sq = 18
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
bonuses       =
   { "flag", "type", "value"
     "Horse", "DefenseMultiplier", 1
   }
flags         = "Capturer"
roles         = "DefendGood", "DefendGoodStartUnit", "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    = 40
pop_cost      = 0
attack        = 3
defense       = 3
hitpoints     = 20
firepower     = 1
move_rate     = 3
vision_radius_sq = 18
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
flags         = "Capturer"
roles         = "DefendGood", "DefendGoodStartUnit", "FirstBuild",
                "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"
tech_req      = "Conscription"
obsolete_by   = "Infantry"
graphic       = "u.riflemen"
graphic_alt   = "-"
sound_move    = "m_riflemen"
sound_move_alt = "m_generic"
sound_fight   = "f_riflemen"
sound_fight_alt = "f_generic"
build_cost    = 50
pop_cost      = 0
attack        = 5
defense       = 4
hitpoints     = 20
firepower     = 1
move_rate     = 3
vision_radius_sq = 18
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
flags         = "Capturer"
roles         = "DefendGood", "DefendGoodStartUnit", "FirstBuild"
helptext      = _("\
Riflemen are World War-era infantry and very good\
 at defending your cities.\
")


[unit_infantry]
name          = _("Infantry")
class         = "Land"
tech_req      = "Machine Tools"
obsolete_by   = "None"
graphic       = "u.infantry"
graphic_alt   = "u.riflemen"
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       = 6
hitpoints     = 20
firepower     = 1
move_rate     = 3
vision_radius_sq = 18
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
flags         = "Capturer"
roles         = "DefendGood", "DefendGoodStartUnit", "FirstBuild"
helptext      = _("\
Infantry are modern version of Riflemen, relatively good \
at defending your cities.\n\n\
Why: This unit is the end of an upgrade path all the way from Warriors. \
It is the best non-armored unit for defending your cities. This was \
added so that the Riflemen could be upgraded into something else than \
Marines. Upgading those and the previous units into Marines created issues \
to the gameplay. The players were taking huge risks by building lots of cheap \
early units. The plan was to uprade the early units at a later time for o\
ffensive purposes. Upgrading the early units into Marines created situations \
where the game ended (for some players) in a turn or two with no real warning. \
With this one as the final upgrade the problem is no more because of this upgrade \
path. The Infantry unit also allows an alternative research path because of the \
reasonably good defense value.\
")


[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    = 60
pop_cost      = 0
attack        = 7
defense       = 4
hitpoints     = 20
firepower     = 1
move_rate     = 2
vision_radius_sq = 18
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
embarks       = "Helicopter"
disembarks    = "Helicopter"
flags         = "IgTer", "Capturer"
roles         = "DefendOk", "DefendOkStartUnit"
helptext      = _("\
Alpine Troops are highly mobile units as well as\
 excellent defenders.\
")

[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    = 80
pop_cost      = 1
attack        = 4
defense       = 5
hitpoints     = 20
firepower     = 1
move_rate     = 2
vision_radius_sq = 25
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
embarks       = "Helicopter"
disembarks    = "Helicopter"
vision_layer  = "Stealth"
flags         = "IgTer", "IgZOC", "Capturer", "NoHome", "AddToCity"
roles         = "DefendGood", "DefendGoodStartUnit", "Partisan", "BarbarianTech"
helptext      = _("\
Partisans are guerilla fighters who are experts\
 at using the terrain to their advantage. Partisans\
 have no home city and units outside cities will not be\
 killed if the city building them is lost. Since partisans\
 are citizens trained to fight the oppressor they can\
 once again become part of the normal population when\
 the war is over. The partisans are almost invisible to\
 the enemy but this comes with a cost. The partisans are\
 not that fast when moving to a new loaction.\
")


[unit_fanatics]
name          = _("Fanatics")
class         = "Land"
tech_req      = "Guerilla Warfare"
gov_req       = "Fundamentalism"
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    = 35
pop_cost      = 0
attack        = 3
defense       = 4
hitpoints     = 20
firepower     = 1
move_rate     = 3
vision_radius_sq = 25
transport_cap = 0
fuel          = 0
uk_happy      = 0
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
embarks       = "Helicopter"
disembarks    = "Helicopter"
flags         = "Fanatic", "Capturer"
roles         = "DefendGood", "DefendGoodStartUnit"
helptext      = _("\
Fanatics are warriors extremely devoted to a higher cause.\
"), _("\
Fundamentalist nations can maintain Fanatic units without\
 having to pay any upkeep nor causing military unhappiness. \
")

[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     = 3
vision_radius_sq = 18
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
embarks       = "Helicopter"
disembarks    = "Helicopter"
flags         = "Marines", "Capturer"
roles         = "DefendGood", "DefendGoodStartUnit", "FirstBuild", "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     = 3
vision_radius_sq = 18
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
embarks       = "Helicopter"
disembarks    = "Helicopter"
flags         = "Paratroopers", "Capturer"
roles         = "DefendOk", "DefendOkStartUnit"
helptext      = _("\
Paratroopers are experts at airborne attacks. From a friendly city, \
airbase, or airstrip, Paratroopers who have not expended any \
movement points can paradrop directly to any tile in range, and be \
immediately ready to act there. (Beware dropping into unseen territory, \
as Paratroopers landing on a tile occupied by enemy units are easy \
targets!)\
")
paratroopers_range = 15
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    = 60
pop_cost      = 0
attack        = 6
defense       = 6
hitpoints     = 30
firepower     = 1
move_rate     = 9
vision_radius_sq = 28
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
flags         = ""
roles         = "DefendGood", "DefendGoodStartUnit", "FirstBuild"
helptext      = _("\
The Mechanized Infantry has the strongest inherent defensive strength \
of any land unit, and is very fast on roads and easy terrain, but it is \
hindered rather than helped by rough terrain (it cannot move into \
mountains, swamps, or jungles), and it is only available near the end \
of the technology tree.\
")

[unit_horsemen]
name          = _("Horsemen")
class         = "Land"
tech_req      = "Horseback Riding"
obsolete_by   = "Chariot"
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    = 18
pop_cost      = 0
attack        = 2
defense       = 1
hitpoints     = 10
firepower     = 1
move_rate     = 4
vision_radius_sq = 18
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
flags         = "Capturer", "Horse"
roles         = "AttackFastStartUnit", "Hut", "Barbarian", "Hunter"
helptext      = _("\
Horsemen are mounted warriors and an early\
 shock-troop that can penetrate deep into\
 enemy territory.\
")

[unit_chariot]
name          = _("Chariot")
class         = "Big Land"
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    = 28
pop_cost      = 0
attack        = 4
defense       = 1
hitpoints     = 10
firepower     = 1
move_rate     = 4
vision_radius_sq = 18
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
flags         = "Capturer", "Horse"
roles         = "AttackFastStartUnit"
helptext      = _("\
Chariots are horse-pulled war wagons. They have a stronger attack than \
Horsemen, but their speed comes at a cost: they are more expensive \
to build, they cannot take advantage of terrain to defend themselves, \
they cannot move in rough terrain (mountains, swamps, and jungles) \
without roads, and they cannot be transported by sea using early ships \
(Triremes and Caravels).\
")

[unit_elephants]
name          = _("Elephants")
class         = "Land"
tech_req      = "Polytheism"
obsolete_by   = "Dragoons"
graphic       = "u.elephants"
graphic_alt   = "u.chariot"
sound_move    = "m_elephants"
sound_move_alt = "m_generic"
sound_fight   = "f_elephants"
sound_fight_alt = "f_generic"
build_cost    = 28
pop_cost      = 0
attack        = 3
defense       = 2
hitpoints     = 10
firepower     = 1
move_rate     = 4
vision_radius_sq = 18
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
flags         = "Capturer", "Horse"
roles         = "DefendOk", "DefendOkStartUnit", "AttackFastStartUnit", "Hunter"
helptext      = _("\
Elephants are towering animals trained for war that are often used as\
 powerful shock troops.\
")

[unit_crusaders]
name          = _("Crusaders")
class         = "Land"
tech_req      = "Monotheism"
gov_req       = "Fundamentalism"
obsolete_by   = "Dragoons"
graphic       = "u.crusaders"
graphic_alt   = "u.knights"
sound_move    = "m_crusaders"
sound_move_alt = "m_generic"
sound_fight   = "f_crusaders"
sound_fight_alt = "f_generic"
build_cost    = 28
pop_cost      = 0
attack        = 3
defense       = 2
hitpoints     = 15
firepower     = 1
move_rate     = 5
vision_radius_sq = 28
transport_cap = 0
fuel          = 0
uk_happy      = 0
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
flags         = "Capturer", "Fanatic", "Horse"
roles         = "AttackFastStartUnit", "Hunter"
helptext      = _("\
Crusaders are highly disciplined mounted\
 warriors driven by a higher cause.\
 Fundamentalist nations can maintain Crusader units without\
 having to pay any upkeep nor causing military unhappiness. \
")

[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    = 32
pop_cost      = 0
attack        = 6
defense       = 3
hitpoints     = 10
firepower     = 1
move_rate     = 4
vision_radius_sq = 28
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
flags         = "Capturer", "Horse"
roles         = "DefendOk", "DefendOkStartUnit", "AttackFastStartUnit",
                "BarbarianTech", "BarbarianBuildTech", "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   = "-"
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     = 6
vision_radius_sq = 28
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
flags         = "Capturer", "Horse"
roles         = "AttackFastStartUnit", "BarbarianBuildTech", "Hunter"
helptext      = _("\
Dragoons are mounted warriors carrying early firearms.\
")

[unit_cavalry]
name          = _("Cavalry")
class         = "Land"
tech_req      = "Tactics"
obsolete_by   = "None"
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     = 6
vision_radius_sq = 28
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
flags         = "Capturer", "Horse"
roles         = "AttackFastStartUnit", "Hunter"
helptext      = _("\
Cavalry are mounted and highly trained soldiers.\
")

[unit_armor]
name          = _("Armor")
class         = "Big 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     = 9
vision_radius_sq = 40
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
flags         = ""
roles         = "DefendOk", "DefendOkStartUnit", "AttackFastStartUnit", "Hunter"
helptext      = _("\
Armors are motorized war wagons that are faster, stronger, and can take \
more damage than any mounted unit. However, they are less adaptable to \
very rough terrain (they cannot move into mountains, swamps, or jungles \
without roads), and unable to use less rough terrain to improve their \
defense.\
")

[unit_catapult]
name          = _("Catapult")
class         = "Big Siege"
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    = 30
pop_cost      = 0
attack        = 5
defense       = 1
hitpoints     = 10
firepower     = 1
move_rate     = 3
vision_radius_sq = 18
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
flags         = "CityBuster", "Capturable"
roles         = "AttackStrongStartUnit"
helptext      = _("\
Catapults are large rock-throwing machines of war.\
 They are very strong attackers -- and even more powerful\
 against cities -- but equally weak\
 defenders and will need an escort to be effective. \
Unescorted catapults may be captured by the enemy.\
"), _("\
While powerful, Catapults (and their successors) are bulky and awkward. \
They require roads to move in rough terrain (mountains, swamps, and \
jungles), are difficult to defend, and are too big for early ships \
(Triremes and Caravels). Catapults and later siege units \
do not gain benefits from Barracks. \
")

[unit_cannon]
name          = _("Cannon")
class         = "Big Siege"
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    = 50
pop_cost      = 0
attack        = 8
defense       = 1
hitpoints     = 20
firepower     = 1
move_rate     = 3
vision_radius_sq = 18
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
flags         = "CityBuster", "Capturable"
roles         = "AttackStrongStartUnit", "BarbarianTech", "BarbarianBuildTech"
helptext      = _("\
Cannons are large firearms that can fire heavy projectiles over long \
distances. As with the Catapults they replace, they are very strong \
attackers -- and even more powerful against cities -- but equally weak \
defenders and will need an escort to be effective, and have limited \
mobility. Cannon and other siege units do not gain benefits from Barracks. \
Unescorted cannons may be captured by the enemy. \
")

[unit_artillery]
name          = _("Artillery")
class         = "Big Siege"
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    = 60
pop_cost      = 0
attack        = 10
defense       = 2
hitpoints     = 20
firepower     = 1
move_rate     = 4
vision_radius_sq = 18
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
flags         = "CityBuster", "Capturable"
roles         = "AttackStrongStartUnit"
helptext      = _("\
The artillery is an upgraded cannon. As with its predecessors, it is a \
very strong attacker -- and even more powerful against cities -- but \
equally weak defender and will need an escort to be effective, and has \
limited mobility. Artillery and other siege units do not gain benefits \
from Barracks. Unescorted artilleries may be captured by the enemy.\
")

[unit_howitzer]
name          = _("Howitzer")
class         = "Big Siege"
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     = 1
move_rate     = 9
vision_radius_sq = 18
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
flags         = "CityBuster"
roles         = "AttackStrongStartUnit"
helptext      = _("\
Howitzers are upgraded artillery with improved defensive as well as \
offensive capabilities. However, they still have the limited mobility \
of their predecessors. Like earlier siege units, Howitzers do not gain \
benefits from Barracks.\
")

[unit_fighter]
name          = _("Fighter")
class         = "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    = 40
pop_cost      = 0
attack        = 4
defense       = 4
hitpoints     = 20
firepower     = 1
move_rate     = 12
vision_radius_sq = 72
transport_cap = 0
fuel          = 2
uk_happy      = 0
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
targets       = "Air", "Missile", "Helicopter"
flags         = "AirAttacker", "HasNoZOC", "OneAttack"
roles         = "DefendOk", "DefendOkStartUnit"
helptext      = _("\
Fighters are your first airborne units. They can\
 move anywhere and attack any unit. The fighter will lose all moves when attacking another unit.\
"), _("\
Fighters are very good for securing access from nations with no air units.\
")

[unit_bomber]
name          = _("Bomber")
class         = "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    = 90
pop_cost      = 0
attack        = 6
defense       = 1
hitpoints     = 30
firepower     = 1
move_rate     = 24
vision_radius_sq = 72
transport_cap = 0
fuel          = 2
uk_happy      = 1
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
flags         = "FieldUnit", "OneAttack", "AirAttacker", "Bombarder", "HasNoZOC"
roles         = ""
helptext      = _("\
Bombers are specialized airborne units that may\
 only attack ground targets, not other airborne\
 units.\
"), _("\
A Bomber's attack against units on land is a bombard attack; against\
 units on water it has a regular attack.\
"), _("\
Bombers are very good for securing access from nations with no air units.\
")
bombard_rate = 3

[unit_helicopter]
name          = _("Helicopter")
class         = "Helicopter"
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    = 50
pop_cost      = 0
attack        = 5
defense       = 3
hitpoints     = 30
firepower     = 1
move_rate     = 12
vision_radius_sq = 72
transport_cap = 1
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
cargo         = "Land"
flags         = "OneAttack", "AirAttacker", "Bombarder", "HasNoZOC",
                "Provoking"
roles         = ""
helptext      = _("\
Helicopters can also transport one military land unit. While most troops \
must load or unload in a city, airstrip, or airbase (and not in the field \
or onboard a Carrier), units specializing in mobility (Paratroopers, \
Alpine Troops, Marines, Partisans, and Fanatics) can embark or disembark \
at any time.\
"), _("\
Unlike other aircraft, Helicopters are not required to return to a city, \
base, or Carrier to refuel after a set number of turns. However, care \
must be exercised, due to the health they lose every turn.\
")
bombard_rate = 2

[unit_stealth_fighter]
name          = _("Stealth Fighter")
class         = "Air"
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       = 7
hitpoints     = 20
firepower     = 1
move_rate     = 18
vision_radius_sq = 72
transport_cap = 0
fuel          = 2
uk_happy      = 0
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
targets       = "Air", "Missile", "Helicopter"
vision_layer  = "Stealth"
flags         = "AirAttacker", "HasNoZOC", "OneAttack"
roles         = "DefendGood", "DefendGoodStartUnit"
helptext      = _("\
An improved Fighter, with improved attack and a higher movement\
 radius.\
")

[unit_stealth_bomber]
name          = _("Stealth Bomber")
class         = "Air"
tech_req      = "Stealth"
obsolete_by   = "None"
graphic       = "u.stealth_bomber"
graphic_alt   = "-"
sound_move    = "m_stealth_bomber"
sound_move_alt = "m_generic"
sound_fight   = "f_stealth_bomber"
sound_fight_alt = "f_generic"
build_cost    = 120
pop_cost      = 0
attack        = 9
defense       = 3
hitpoints     = 30
firepower     = 1
move_rate     = 36
vision_radius_sq = 72
transport_cap = 0
fuel          = 3
uk_happy      = 1
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
vision_layer  = "Stealth"
flags         = "FieldUnit", "OneAttack", "AirAttacker", "Bombarder", "HasNoZOC"
roles         = "DefendOk", "DefendOkStartUnit"
helptext      = _("\
An improved Bomber, with improved attack and a higher movement\
 radius.\
")
bombard_rate = 4

[unit_trireme]
name          = _("Trireme")
class         = "Trireme"
tech_req      = "Map Making"
obsolete_by   = "Barge"
graphic       = "u.trireme"
graphic_alt   = "-"
sound_move    = "m_trireme"
sound_move_alt = "m_generic"
sound_fight   = "f_trireme"
sound_fight_alt = "f_generic"
build_cost    = 30
pop_cost      = 0
attack        = 1
defense       = 1
hitpoints     = 10
firepower     = 1
move_rate     = 8
vision_radius_sq = 18
transport_cap = 2
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
cargo         = "Land", "Small Land", "Merchant"
flags         = "BadCityDefender", "HasNoZOC", "Provoking"
roles         = "Ferryboat", "FerryStartUnit"
helptext      = _("\
The Trireme is your first boat unit. It can act\
 as a transport ship and has rudimentary offensive\
 capabilities, and unlike later boats can travel on\
 rivers, but it may not enter deep ocean tiles.\
"), _("\
GUIDE: Since the Triremes are able to travel on rivers, the players \
are able to use them for transporting military units for attacking \
riverside cities deep inside homeland. The Trireme can only transport \
smaller units but the Barge (obsoleting the Trireme) is able to move \
big siege units. Because of the river travelling ability it is important \
to guard the coastal tiles with rivers on them. The units loaded on triremes \
cannot attack (only Marines can) from the ship if the ship is on an ocean tile, \
but if the ship moves on a river tile the land units will be able to attack and \
also move without losing all of the movepoints when unloading from the trireme. \
The same thing applies to the Barge unit.\
")


[unit_barge]
name          = _("Barge")
class         = "Trireme"
tech_req      = "Steam Engine"
obsolete_by   = "None"
graphic       = "u.barge"
graphic_alt   = "u.trireme"
sound_move    = "m_trireme"
sound_move_alt = "m_generic"
sound_fight   = "f_trireme"
sound_fight_alt = "f_generic"
build_cost    = 45
pop_cost      = 0
attack        = 0
defense       = 2
hitpoints     = 20
firepower     = 1
move_rate     = 9
vision_radius_sq = 18
transport_cap = 3
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
cargo         = "Land", "Small Land", "Merchant"
flags         = "BadCityDefender", "HasNoZOC", "Settlers", "NonMil"
roles         = "Ferryboat", "FerryStartUnit"
helptext      = _("\
The Barge can travel on Ocean (but not Deep Ocean) and it can\
 clean up pollution. It is also able to\
 move on rivers.\
")


[unit_longboat]
name          = _("Longboat")
class         = "Sea"
tech_req      = "Map Making"
obsolete_by   = "Caravel"
graphic       = "u.longboat"
graphic_alt   = "u.trireme"
sound_move    = "m_caravel"
sound_move_alt = "m_generic"
sound_fight   = "f_caravel"
sound_fight_alt = "f_generic"
build_cost    = 30
pop_cost      = 0
attack        = 1
defense       = 2
hitpoints     = 4
firepower     = 1
move_rate     = 8
vision_radius_sq = 18
transport_cap = 1
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
cargo         = "Small Land", "Merchant"
flags         = "BadCityDefender", "Only_Native_Attack", "HasNoZOC", "Unique", "Unbribable"
roles         = "Ferryboat"
helptext      = _("\
The Longboat is your first deep ocean capable boat unit\
 that only can carry one Merchant or Small Land unit. It can act\
 as a transport ship and has rudimentary defensive\
 and offensive capabilities.\
 It is also unique and you can only have one Longboat\
 at a time. The Longboat is heavier than the \
 Trireme and this allows it to travel on Deep Ocean but \
 not on rivers.\
"), _("\
GUIDE: The longboat is very useful for exploring the oceans and since \
it is able to carry Settlers, it can be used for establishing early \
colonies far away from home. You can only have one Longboat at a time, \
but this is not as limiting as you may think. The Longboat can take a \
Settler to a far away land, unload the Settler, build a city with it and \
then you can disband the Longboat in the new city. This way you can build a \
new Longboat at home and will also get half of the shields back. Those can be \
used for building a defensive unit or maybe a Workers for the new colony city.\
")


[unit_square_rigged_caravel]
name          = _("Square-Rigged Caravel")
class         = "Sea"
tech_req      = "Magnetism"
obsolete_by   = "Transport"
graphic       = "u.srcaravel"
graphic_alt   = "u.caravel"
sound_move    = "m_caravel"
sound_move_alt = "m_generic"
sound_fight   = "f_caravel"
sound_fight_alt = "f_generic"
build_cost    = 55
pop_cost      = 0
attack        = 3
defense       = 2
hitpoints     = 8
firepower     = 1
move_rate     = 9
vision_radius_sq = 40
transport_cap = 1
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
cargo         = "Land", "Small Land", "Big Land", "Big Siege", "Merchant"
flags         = "BadCityDefender", "Only_Native_Attack", "HasNoZOC"
roles         = "Ferryboat"
helptext      = _("\
A much larger version of the Caravel, it is most notorious \
because of heavy offensive capabilities. Much of the focus \
on the design is on combat and because of that it \
only has limited transport capacity even while it can also carry \
those land units the regular Caravel cannot. In the early ages of \
exploration it is great for keeping your coastals free of enemy ships.\
"), _("\
GUIDE: The Square-Rigged Caravel is able to carry only one unit but the \
unit can be one of the heavy ones. This allows small and middle scale \
military operations that may surprise your enemy. A fleet of these ships is \
expensive to build, but the surprise attack may cripple an unprepared nation. \
This is why a single ship loaded with a puny Warrior may devastate the enemy \
economy. The enemy cannot see what is loaded on the ship and this is why \
bluffing with this ship loaded with a weak unit may make your enemy afraid \
and waste resources on building defenses.\
")

[unit_caravel]
name          = _("Caravel")
class         = "Sea"
tech_req      = "Magnetism"
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        = 1
defense       = 2
hitpoints     = 10
firepower     = 1
move_rate     = 9
vision_radius_sq = 28
transport_cap = 3
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
cargo         = "Land", "Small Land", "Merchant"
flags         = "BadCityDefender", "Only_Native_Attack", "HasNoZOC",
                "Provoking"
roles         = "Ferryboat", "FerryStartUnit", "BarbarianBoat"
helptext      = _("\
The Caravel is a sailing ship that can enter\
 any ocean tile.\
")

[unit_galleon]
name          = _("Galleon")
class         = "Sea"
tech_req      = "Navigation"
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    = 50
pop_cost      = 0
attack        = 0
defense       = 2
hitpoints     = 20
firepower     = 1
move_rate     = 12
vision_radius_sq = 40
transport_cap = 4
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
cargo         = "Land", "Small Land", "Big Land", "Merchant", "Big Siege"
flags         = "BadCityDefender", "HasNoZOC", "Provoking"
roles         = "Ferryboat", "FerryStartUnit", "BarbarianBoat"
helptext      = _("\
The Galleon is a pure transport ship, the first which can\
 transport large wheeled units. It cannot attack other ships, though\
 it may still defend itself when attacked.\
")

[unit_frigate]
name          = _("Frigate")
class         = "Sea"
tech_req      = "Navigation"
obsolete_by   = "Destroyer"
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       = 3
hitpoints     = 20
firepower     = 1
move_rate     = 13
vision_radius_sq = 40
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
flags         = "BadCityDefender"
roles         = "Hunter"
helptext      = _("\
The Frigate is a specialized ship with a strong offensive value,\
 and can attack units on land, but it cannot transport units.\
")


[unit_flagship_frigate]
name          = _("Flagship Frigate")
class         = "Sea"
tech_req      = "Navigation"
obsolete_by   = "Destroyer"
graphic       = "u.flagship_frigate"
graphic_alt   = "u.frigate"
sound_move    = "m_frigate"
sound_move_alt = "m_generic"
sound_fight   = "f_frigate"
sound_fight_alt = "f_generic"
build_cost    = 70
pop_cost      = 0
attack        = 5
defense       = 3
hitpoints     = 22
firepower     = 1
move_rate     = 15
vision_radius_sq = 40
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
flags         = "BadCityDefender", "Unique", "Unbribable"
roles         = "Hunter"
helptext      = _("\
The Frigate is a specialized ship with a strong offensive value,\
 and can attack units on land, but it cannot transport units.\
 A Flagship Frigate is more powerful, slightly faster and more expensive.\
 You can have only one unit of this type at a time and it cannot be bribed.\
")


[unit_ironclad]
name          = _("Ironclad")
class         = "Sea"
tech_req      = "Steam Engine"
obsolete_by   = "Destroyer"
graphic       = "u.ironclad"
graphic_alt   = "-"
sound_move    = "m_ironclad"
sound_move_alt = "m_generic"
sound_fight   = "f_ironclad"
sound_fight_alt = "f_generic"
build_cost    = 50
pop_cost      = 0
attack        = 5
defense       = 6
hitpoints     = 20
firepower     = 1
move_rate     = 10
vision_radius_sq = 26
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
flags         = "BadCityDefender"
roles         = "Hunter"
helptext      = _("\
The Ironclad is an armored ship,\
 more sturdy than the Frigate.\
")

[unit_destroyer]
name          = _("Destroyer")
class         = "Sea"
tech_req      = "Engineering"
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    = 70
pop_cost      = 0
attack        = 4
defense       = 4
hitpoints     = 30
firepower     = 1
move_rate     = 18
vision_radius_sq = 72
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
bonuses       =
   { "flag", "type", "value"
     "Submarine", "DefenseMultiplier", 1
   }
flags         = "BadCityDefender"
roles         = "Hunter"
helptext      = _("\
An improved Ironclad, with better move rate and vision.\
 Anti-submarine weapons double its defense against Submarines.\
"), _("\
TIP: A very fast unit, which is very useful for hunting down enemy\
 Transports and Submarines.\
")

[unit_cruiser]
name          = _("Cruiser")
class         = "Sea"
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    = 75
pop_cost      = 0
attack        = 4
defense       = 8
hitpoints     = 30
firepower     = 1
move_rate     = 15
vision_radius_sq = 72
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
flags         = "BadCityDefender"
roles         = "DefendOk", "DefendOkStartUnit"
helptext      = _("\
The Cruiser is a strong offensive boat unit.\
")

[unit_aegis_cruiser]
name          = _("AEGIS Cruiser")
class         = "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    = 90
pop_cost      = 0
attack        = 8
defense       = 8
hitpoints     = 30
firepower     = 1
move_rate     = 15
vision_radius_sq = 72
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
bonuses       =
   { "flag", "type", "value"
     "AirAttacker", "DefenseMultiplier", 4
   }
flags         = "BadCityDefender"
roles         = "DefendGood", "DefendGoodStartUnit"
helptext      = _("\
The AEGIS Cruiser is equipped with an advanced\
 defensive missile system.  Airborne units are at a\
 disadvantage against AEGIS Cruisers.\
")

[unit_battleship]
name          = _("Battleship")
class         = "Sea"
tech_req      = "Mass Production"
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    = 180
pop_cost      = 0
attack        = 14
defense       = 14
hitpoints     = 30
firepower     = 2
move_rate     = 12
vision_radius_sq = 72
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
flags         = "BadCityDefender"
roles         = "DefendOk", "DefendOkStartUnit"
helptext      = _("\
The Battleship is the supreme naval unit with\
 excellent offensive and defensive values.\
")

[unit_submarine]
name          = _("Submarine")
class         = "Sea"
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        = 12
defense       = 4
hitpoints     = 20
firepower     = 1
move_rate     = 12
vision_radius_sq = 28
transport_cap = 0
fuel          = 6
uk_happy      = 0
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
vision_layer  = "Subsurface"
flags         = "BadCityDefender", "Only_Native_Attack",
                "Submarine", "Provoking"
roles         = "Hunter"
helptext      = _("\
Traveling under the surface of the ocean, Submarines have\
 a very high strategic value, but a weak defense if caught\
 off guard.\
")



[unit_nuclear_submarine]
name          = _("Nuclear Submarine")
class         = "Sea"
tech_req      = "Nuclear Power"
obsolete_by   = "None"
graphic       = "u.nsubmarine"
graphic_alt   = "u.submarine"
sound_move    = "m_submarine"
sound_move_alt = "m_generic"
sound_fight   = "f_submarine"
sound_fight_alt = "f_generic"
build_cost    = 120
pop_cost      = 0
attack        = 12
defense       = 4
hitpoints     = 20
firepower     = 1
move_rate     = 14
vision_radius_sq = 28
transport_cap = 4
fuel          = 10
uk_happy      = 0
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
cargo         = "Missile"
vision_layer  = "Stealth"
flags         = "BadCityDefender", "Only_Native_Attack", "Submarine", "NoHome"
roles         = "Hunter"
helptext      = _("\
Traveling under the surface of the ocean, Submarines have\
 a very high strategic value, but a weak defense if caught\
 off guard. The Nuclear Submarine is also able to carry <issiles.\
"), _("\
GUIDE: The Nuclear Submarine is able to carry Missile units. A chain \
of several Nuclear Submarines can be used to transport Nuclear Missiles \
almost anywhere really fast. This makes them extremely dangerous. Like \
the Non-nuclear Submarines these units use fuel and need refueling. \
This is why you may need allies for refueling the submarines if they are \
far from home. Another option is to get remote colony cities you can use \
as Submarine bases. Since the Nuclear Submarines have no home city they \
can retaliate even if you lose all your coastal cities supporting your \
other naval units.\
")

[unit_carrier]
name          = _("Carrier")
class         = "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    = 120
pop_cost      = 0
attack        = 0
defense       = 10
hitpoints     = 40
firepower     = 1
move_rate     = 15
vision_radius_sq = 96
transport_cap = 6
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
cargo         = "Land", "Air", "Missile", "Helicopter"
flags         = "BadCityDefender", "HasNoZOC", "Provoking"
roles         = "DefendGood", "DefendGoodStartUnit"
helptext      = _("\
The Carrier is a mobile airport.\
"), _("\
It can transport aircraft and military land units (not wheeled),\
 although land units cannot always be transferred to and from Helicopters\
 while onboard (see Helicopter help).\
"), _("\
TIP: Guard Carriers with a handful of fast-moving ships and a\
 battleship, as losing a fully-equipped Carrier is VERY\
 painful and expensive.\
")

[unit_transport]
name          = _("Transport")
class         = "Sea"
tech_req      = "Engineering"
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    = 60
pop_cost      = 0
attack        = 0
defense       = 3
hitpoints     = 30
firepower     = 1
move_rate     = 15
vision_radius_sq = 72
transport_cap = 8
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
cargo         = "Land", "Small Land", "Big Land", "Merchant", "Big Siege"
flags         = "Settlers", "BadCityDefender", "HasNoZOC"
veteran_names = _("green (100%)"), _("veteran 1 (150%)"), _("veteran 2 (175%)"), _("veteran 3 (200%)"), _("hardened 1 (225%)"), _("hardened 2 (250%)"), _("hardened 3 (275%)"), _("elite 1 (300%)"), _("elite 2 (325%)"), _("elite 3 (350%)")
veteran_base_raise_chance = 50, 45, 40, 35, 30, 25, 20, 15, 10, 0
veteran_work_raise_chance = 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
veteran_power_fact = 100, 150, 175, 200, 225, 250, 275, 300, 325, 350
veteran_move_bonus = 0, 3, 6, 9, 12, 15, 18, 21, 24, 27
roles         = "Ferryboat", "FerryStartUnit"
helptext      = _("\
The Transport cannot attack on its own but\
 may defend itself when under attack.\
"), _("\
Transports can also clean pollution and fallout on water tiles, and \
with knowledge of Miniaturization, may build oil platforms on deep ocean \
tiles (for use by Offshore Platforms).\
")


[unit_missile]
name          = _("Missile")
class         = "Missile"
tech_req      = "Flight"
obsolete_by   = "None"
graphic       = "u.missile"
graphic_alt   = "u.cruise_missile"
sound_move    = "m_cruise_missile"
sound_move_alt = "m_generic"
sound_fight   = "f_cruise_missile"
sound_fight_alt = "f_generic"
build_cost    = 45
pop_cost      = 0
attack        = 15
defense       = 0
hitpoints     = 2
firepower     = 2
move_rate     = 9
vision_radius_sq = 1
transport_cap = 0
fuel          = 1
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 1
targets       = "Air", "Missile", "Helicopter"
flags         = "OneAttack", "AirAttacker", "HasNoZOC"
roles         = ""
helptext      = _("\
The Missile is a missile unit able to shoot down enemy air units.\
"), _("\
TIP: A handful of these may successfully keep the air around\
 your treasured homeland free of enemy air units.\
"), _("\
GUIDE: The Missile units have poor vision so you may want to use \
Fighters or other air units for scouting the area before attacking. \
Few Missile units can be used as the backbone of your air defense \
strategy before you get better Fighters. The enemy Fighters and \
Bombers will lose all moves when attacking so they will remain at \
the same place until the next turn. This is when you can use the \
Missile for shooting down the airplanes attacking you. The Nuclear \
Submarines and Carriers can also move the Missile units. Use this \
to your advantage and you may need less Missiles to cover your air \
defense needs with the short range missile units.\
")


[unit_cruise_missile]
name          = _("Cruise Missile")
class         = "Missile"
tech_req      = "Rocketry"
obsolete_by   = "None"
graphic       = "u.cruise_missile"
graphic_alt   = "-"
sound_move    = "m_cruise_missile"
sound_move_alt = "m_generic"
sound_fight   = "f_cruise_missile"
sound_fight_alt = "f_generic"
build_cost    = 45
pop_cost      = 0
attack        = 10
defense       = 0
hitpoints     = 5
firepower     = 3
move_rate     = 18
vision_radius_sq = 1
transport_cap = 0
fuel          = 1
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 1
targets       = "Helicopter"
flags         = "OneAttack", "AirAttacker", "CityBuster", "HasNoZOC"
roles         = ""
helptext      = _("\
The Cruise Missile is a long-distance missile\
 that can strike deep into enemy territory.\
"), _("\
TIP: A handful of these can successfully keep the waters around\
 your treasured homeland free of enemy ships.\
")


[unit_intercontinental_missile]
name          = _("Intercontinental Missile")
class         = "Missile"
tech_req      = "Aviation Endurance"
obsolete_by   = "None"
graphic       = "u.fusion_missile"
graphic_alt   = "u.cruise_missile"
sound_move    = "m_cruise_missile"
sound_move_alt = "m_generic"
sound_fight   = "f_cruise_missile"
sound_fight_alt = "f_generic"
build_cost    = 90
pop_cost      = 0
attack        = 25
defense       = 0
hitpoints     = 5
firepower     = 3
move_rate     = 35
vision_radius_sq = 1
transport_cap = 0
fuel          = 4
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 1
targets       = "Helicopter"
flags         = "OneAttack", "AirAttacker", "HasNoZOC"
roles         = ""
helptext      = _("\
The Intercontinental Missile is an ultra long-distance missile\
 that can strike extremely deep into enemy territory.\
"), _("\
TIP: These extremely powerful missiles can\
 reach almost any place on the map.\
"), _("\
GUIDE: The missile units have poor vision so you may want to use Fighters \
or other air units for scouting the area before attacking. The Intercontinental \
Missiles can remain in air for several turns. Together with AWACS planes or maybe \
hidden Submarines (for vision) on the enemy coastal areas it is possible to launch \
a devastating attack virtually anywhere on the map. Since the Intercontinental \
Missile can be killed by a missile unit, you may want to launch several of them at once \
so that the enemy is not able to kill them all if the attack is noticed. This late game \
unit is also very good at sinking the enemy ships. This is why extra caution is needed \
if your enemy is able to build these beasts.\
")


[unit_nuclear_bomb]
name          = _("Nuclear Bomb")
class         = "Missile"
tech_req      = "Nuclear Fission"
obsolete_by   = "None"
graphic       = "u.nuclearbomb"
graphic_alt   = "u.nuclear"
sound_move    = "m_nuclear"
sound_move_alt = "m_generic"
sound_fight   = "f_nuclear"
sound_fight_alt = "f_generic"
build_cost    = 200
pop_cost      = 0
attack        = 99
defense       = 0
hitpoints     = 10
firepower     = 1
move_rate     = 0
vision_radius_sq = 1
transport_cap = 0
fuel          = 1
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 1
flags         = "FieldUnit", "OneAttack", "Nuclear", "HasNoZOC", "NoVeteran",  "NoHome", "Unique"
; No veteran levels (level name is never displayed)
veteran_names = _("green")
veteran_base_raise_chance = 0
veteran_work_raise_chance = 0
veteran_power_fact = 100
veteran_move_bonus = 0
roles         = ""
helptext      = _("\
You can build the Nuclear Bomb unit when you have the required advance, and\
 the Manhattan Project wonder has been built by any player.\
 However, without further technology the nuclear units cannot move on their own. \
 The Nuclear Bomb is unique and each nation can have only one at a time.\
"), _("\
With Advanced Flight, all Nuclear units (including those already\
 built) gain a range of 8 movement points, and Rocketry increases\
 this to 16.\
"), _("\
On impact, the blast will destroy any unit in an area 3 tiles wide\
 (3x3 squares for rectangular grids), including friendly units.\
 Any city within the blast area loses 30% of its population, and\
 land tiles within the blast area are subject to nuclear fallout.\
 The tiles have 20% chance of losing infrastructure and\
 has a 20% chance of destroying city improvements. \
(Improvements which have less than 100% sabotage chance are not destroyed)\
"), _("\
Nuclear fallout reduces tile output and increases the risk of global\
 nuclear winter. See the help on Fallout.\
"), _("\
TIP: You may be involved in a situation where you have invaded an\
 enemy country en masse, but the enemy cities are too strong.\
 Before using a Nuclear unit, assemble a gang of cleanup units\
 next to the city and have them ready to fix the fallout on the\
 same turn it occurs! This minimizes the chance of nuclear winter.\
")


[unit_nuclear]
name          = _("Nuclear")
class         = "Missile"
tech_req      = "Robotics"
obsolete_by   = "None"
graphic       = "u.nuclear"
graphic_alt   = "-"
sound_move    = "m_nuclear"
sound_move_alt = "m_generic"
sound_fight   = "f_nuclear"
sound_fight_alt = "f_generic"
build_cost    = 160
pop_cost      = 0
attack        = 99
defense       = 0
hitpoints     = 10
firepower     = 1
move_rate     = 0
vision_radius_sq = 1
transport_cap = 0
fuel          = 1
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 1
flags         = "FieldUnit", "OneAttack", "Nuclear", "AirAttacker", "NoVeteran",  "NoHome"
; No veteran levels (level name is never displayed)
veteran_names = _("green")
veteran_base_raise_chance = 0
veteran_work_raise_chance = 0
veteran_power_fact = 100
veteran_move_bonus = 0
roles         = ""
helptext      = _("\
You can build Nuclear units when you have the required advance, and\
 the Manhattan Project wonder has been built by any player.\
 However, without further technology they cannot move on their own.\
"), _("\
With Advanced Flight, all Nuclear units (including those already\
 built) gain a range of 9 movement points, and Rocketry increases\
 this to 18.\
"), _("\
On impact, the blast will destroy any unit in an area 3 tiles wide\
 (3x3 squares for rectangular grids), including friendly units.\
 Any city within the blast area loses 30% of its population, and\
 land tiles within the blast area are subject to nuclear fallout.\
 The tiles have 20% chance of losing infrastructure and \
 has a 20% chance of destroying city improvements. \
(Improvements which have less than 100% sabotage chance are not destroyed)\
"), _("\
Similar to pollution and global warming, the risk of global nuclear\
 winter increases with fallout. If nuclear winter occurs, terrain\
 across the globe changes into desert, tundra, and ice. Settlers,\
 Migrants, Workers, and Engineers and (for fallout on water)\
 Transports can clean up nuclear fallout.\
"), _("\
TIP: You may be involved in a situation where you have invaded an\
 enemy country en masse, but the enemy cities are too strong.\
 Before using a Nuclear unit, assemble a gang of cleanup units\
 next to the city and have them ready to fix the fallout on the\
 same turn it occurs! This minimizes the chance of nuclear winter.\
")


[unit_diplomat]
name          = _("Diplomat")
class         = "Small Land"
tech_req      = "Alphabet"
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     = 5
vision_radius_sq = 18
transport_cap = 0
fuel          = 0
uk_happy      = 0
uk_shield     = 1
uk_food       = 0
uk_gold       = 1
flags         = "Diplomat", "IgZOC", "NonMil", "HasNoZOC",
                "Provoking", "RealDiplomat"
veteran_names =
; /* TRANS: diplomatic rank. */
  _("?diplomatic_rank:attaché"),
; /* TRANS: diplomatic rank */
  _("?diplomatic_rank:secretary"),
; /* TRANS: diplomatic rank */
  _("?diplomatic_rank:envoy"),
; /* TRANS: diplomatic rank */
  _("?diplomatic_rank:ambassador")
veteran_base_raise_chance = 80, 50, 33, 0
veteran_work_raise_chance = 0, 0, 0, 0
veteran_power_fact = 100, 110, 125, 140
veteran_move_bonus = 0, 9, 18, 27
roles         = "DiplomatStartUnit"
helptext      = _("\
A Diplomat is an official that carries your dispatches and\
 is authorized to deal with foreign dignitaries. He may\
 also undertake various covert operations with the intent of\
 harming your opponents. Diplomats in your own cities defend\
 them against such actions.\
"), _("\
Many covert actions may be attempted even in peacetime, but the more\
 aggressive actions will be discovered and cause diplomatic incidents,\
 giving an excuse for the breaking of treaties by a Federation or\
 Democracy, or a nuclear-armed regime otherwise restrained by the\
 United Nations.\
"), _("\
If a foreign unit is alone on a tile, you may attempt to bribe it\
 with your Diplomat. By paying a sum of gold the unit will immediately\
 become yours. The exact sum depends on the status of the unit and\
 that of the civilization owning it. However, units belonging to\
 Republican or Democratic governments cannot be bribed. Bribery when\
 not at war will cause a diplomatic incident.\
"), _("\
Diplomats can also perform a number of actions in another player's\
 city, although each Diplomat may attempt only one action. Most of\
 these actions have a chance of failure. Also, any enemy Diplomats or\
 Spies in the city will oppose hostile actions, as will the enemy Leader\
 in games with leaders. In this case, either your unit or the defending\
 unit will die (if you go up against the Leader you will always die). If\
 the defending unit dies, you lose one movement point and may try again.\
"), _("\
The actions available to Diplomats in a city are:\
"), _("\
 - \"Establish Embassy\": This action always succeeds, and gives\
 permanent contact with the city's owner, as well as intelligence\
 on their national budget and technology.\
"), _("\
 - \"Investigate City\": Your unit attempts to report detailed\
 information about the city: its status, what buildings and units are\
 within, and what it is currently producing.\
"), _("\
 - \"Sabotage City\": Your unit attempts either to disrupt all the\
 city's work so far towards its current project, or to destroy an\
 existing building in the city, at random. Once built, Palaces and\
 Wonders cannot be sabotaged, and attempts to sabotage City Walls\
 or any building in a capital each halve the chance of success.\
 Sabotage may only be attempted when openly at war.\
"), _("\
 - \"Incite a Revolt\": In return for gold a foreign city will change\
 allegiance and join your empire, bringing along all nearby units that\
 call it home, but reducing its size by 1. Units in other cities\
 remain in the enemy's control, but units outside cities are lost to\
 both players. The exact sum depends on the status of the city and\
 that of the civilization that owns it. It is not possible to incite\
 a rebellion in a capital, or in any city governed by a Federation or\
 Democracy. Incitement may be attempted in peacetime, but will cause a\
 diplomatic incident.\
"), _("\
In some game strategies, hordes of Diplomats can be used to wreak\
 havoc on the enemy. Little wonder that Diplomats are often\
 viewed with suspicion and fear!\
"), _("\
Diplomats built under Communist or Federation governments will\
 start at the first veteran level (secretary).\
")

[unit_spy]
name          = _("Spy")
class         = "Small 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    = 50
pop_cost      = 0
attack        = 0
defense       = 0
hitpoints     = 10
firepower     = 1
move_rate     = 6
vision_radius_sq = 18
transport_cap = 0
fuel          = 0
uk_happy      = 0
uk_shield     = 1
uk_food       = 0
uk_gold       = 1
flags         = "Diplomat", "IgZOC", "NonMil", "HasNoZOC",
                "Spy", "Provoking", "RealDiplomat", "RealSpy"
veteran_names =
; /* TRANS: Spy veteran level */
  _("?spy_level:informant"),
; /* TRANS: Spy veteran level */
  _("?spy_level:handler"),
; /* TRANS: Spy veteran level */
  _("?spy_level:agent"),
; /* TRANS: Spy veteran level */
  _("?spy_level:spymaster")
veteran_base_raise_chance = 80, 50, 33, 0
veteran_work_raise_chance = 0, 0, 0, 0
veteran_power_fact = 100, 110, 125, 140
veteran_move_bonus = 0, 9, 18, 27
roles         = "DiplomatStartUnit"
helptext      = _("\
A Spy is more skilled in the arts of espionage than her Diplomat predecessor.\
"), _("\
She can perform all the functions of the Diplomat. Refer to the Diplomat\
 entry for more details. Unlike a Diplomat, a Spy may also survive an\
 operation in a foreign city and become more experienced as a result.\
 Spies are also more effective than Diplomats at defending cities\
 against foreign Diplomats and Spies. \
"), _("\
A Spy can also be used to:\n\n\
 - sabotage an enemy unit (reducing its hit points to half), if it is\
 alone on a tile and the players are at war;\n\
 - poison the water supply of an enemy city (reducing the population\
 by one and emptying the granary);\n\
 - sabotage predetermined city targets (with a reduced chance of\
 success).\
"), _("\
A Spy that survives the more aggressive actions (sabotage, theft,\
 inciting rebellion, and poisoning) escapes to the safety of the\
 nearest friendly city.\
"), _("\
Spies built under Communist or Federation governments will start\
 at the first veteran level (handler).\
")


[unit_operative]
name          = _("Operative")
class         = "Small Land"
tech_req      = "Advanced Espionage"
obsolete_by   = "None"
graphic       = "u.operative"
graphic_alt   = "u.spy"
sound_move    = "m_spy"
sound_move_alt = "m_generic"
sound_fight   = "f_spy"
sound_fight_alt = "f_generic"
build_cost    = 120
pop_cost      = 0
attack        = 0
defense       = 0
hitpoints     = 10
firepower     = 1
move_rate     = 3
vision_radius_sq = 18
transport_cap = 0
fuel          = 0
uk_happy      = 0
uk_shield     = 1
uk_food       = 0
uk_gold       = 1
vision_layer  = "Stealth"
flags         = "Diplomat", "RealDiplomat", "IgZOC", "NonMil", "HasNoZOC", "Spy", "IgTer", "RealSpy"
veteran_names =
; /* TRANS: Spy veteran level */
  _("?spy_level:informant"),
; /* TRANS: Spy veteran level */
  _("?spy_level:handler"),
; /* TRANS: Spy veteran level */
  _("?spy_level:agent"),
; /* TRANS: Spy veteran level */
  _("?spy_level:spymaster")
veteran_base_raise_chance = 80, 50, 33, 0
veteran_work_raise_chance = 0, 0, 0, 0
veteran_power_fact = 100, 110, 125, 140
veteran_move_bonus = 0, 9, 18, 27
roles         = "DiplomatStartUnit"
helptext      = _("\
An Operative is more skilled in the arts of espionage than her Diplomat predecessor or the Spy.\
"), _("\
Operatives will be able to use many means for trasportation and \
will ignore terrain when moving. \
She can perform all the functions of the Spy. Refer to the Spy and Diplomat\
 entries for more details. Unlike a Diplomat, an Operative may also survive an\
 operation in a foreign city and become more experienced as a result.\
 Operatives are also more effective than Diplomats at defending cities\
 against foreign Diplomats, Spies and Operatives. If you steal a random tech, the\
 probability for succeeding is a probability between 0-1 and it is\
 typically something like 0.08- 0.12. However if you choose a tech to be stolen\
 the chance to succeed is much lower and is n*n instead of n. With the \
 probability of 0.08 the chance to succeed to steal a specific tech would be \
 a very low 0.0064 = one successful attempt out of every 156 attempts.\
"), _("\
An Operative can also be used to:\n\n\
 - sabotage an enemy unit (reducing its hit points to half), if it is\
 alone on a tile and the players are at war;\n\
 - poison the water supply of an enemy city (reducing the population\
 by one and emptying the granary);\n\
 - sabotage predetermined city targets (with a reduced chance of\
 success).\
"), _("\
An Operative that survives the more aggressive actions (sabotage, theft,\
 inciting rebellion, and poisoning) escapes to the safety of the\
 nearest friendly city.\
"), _("\
Operatives built under Communist or Federation governments will start\
 at the first veteran level (handler).\
")




[unit_scribe]
name          = _("Scribe")
class         = "Small Land"
tech_req      = "Literacy"
obsolete_by   = "Engineers"
graphic       = "u.scribe"
graphic_alt   = "u.diplomat"
sound_move    = "m_diplomat"
sound_move_alt = "m_generic"
sound_fight   = "f_diplomat"
sound_fight_alt = "f_generic"
build_cost    = 40
pop_cost      = 0
attack        = 0
defense       = 0
hitpoints     = 10
firepower     = 1
move_rate     = 4
vision_radius_sq = 18
transport_cap = 0
fuel          = 0
uk_happy      = 0
uk_shield     = 1
uk_food       = 0
uk_gold       = 1
flags         = "IgZOC", "NonMil", "HasNoZOC", "Diplomat", "Spy", "Unique"
; No veteran levels (level name is never displayed)
veteran_names = _("green")
veteran_base_raise_chance = 0
veteran_work_raise_chance = 0
veteran_power_fact = 100
veteran_move_bonus = 0
roles         = ""
helptext      = _("\
The Scribe wanders foreign lands seeking new knowledge to share in his native country.\
"), _("\
The actions available to Scribes in a foreign city are:\
"), _("\
  - \"Steal Technology\" / \"Industrial Espionage\": Your unit attempts to learn the secrets of a\
 random or chosen technology known to the city's owner but not to you. Trying to steal a \
 particular technology is much less likely to succeed than trying to steal a random \
 technology (\"At Scribe\'s discretion\"). Also, every time technology is stolen from a city,\
 the chances of further espionage attempts succeeding at that particular city go down. This\
 action may be attempted even when not at war, but will cause a\
 diplomatic incident.\
"), _("\
Like Spies, Scribes have small chance of returning after a successful mission, but are often \
lost after a mission. Foreign Diplomats and Spies will defend against the Scribe as against \
other Spy actions.\
"), _("\
GUIDE: With no traditional tech trading the only way to get techs from other players is \
using the Scribe unit. Instead trading through diplomacy the players can trade or steal \
techs by using the Scribe unit. Diplomats, Spies, and Operatives cannot steal techs, \
but they can defend the cities against Scribes trying to steal techs. This is why it is \
best to use those units for investigating the city and also for killing the defending \
Diplomats, Spies, and Operatives. Only the Scribe and other units like it are able to \
steal techs.\
")



[unit_scholar]
name          = _("Scholar")
class         = "Small Land"
tech_req      = "Railroad"
obsolete_by   = "None"
graphic       = "u.scholar"
graphic_alt   = "u.diplomat"
sound_move    = "m_diplomat"
sound_move_alt = "m_generic"
sound_fight   = "f_diplomat"
sound_fight_alt = "f_generic"
build_cost    = 100
pop_cost      = 0
attack        = 0
defense       = 0
hitpoints     = 10
firepower     = 1
move_rate     = 4
vision_radius_sq = 18
transport_cap = 0
fuel          = 0
uk_happy      = 0
uk_shield     = 1
uk_food       = 0
uk_gold       = 1
flags         = "IgZOC", "NonMil", "HasNoZOC", "Diplomat", "Spy", "Unique"
; No veteran levels (level name is never displayed)
veteran_names = _("green")
veteran_base_raise_chance = 0
veteran_work_raise_chance = 0
veteran_power_fact = 100
veteran_move_bonus = 0
roles         = ""
helptext      = _("\
The Scholar wanders foreign lands seeking new knowledge to share in his native country.\
"), _("\
The actions available to Scholar in a foreign city are:\
"), _("\
  - \"Steal Technology\" / \"Industrial Espionage\": Your unit attempts to learn the secrets of a\
 random or chosen technology known to the city's owner but not to you. Trying to steal a\
 particular technology is much less likely to succeed than trying to steal a random\
 technology (\"At Scholar\'s discretion\"). Also, every time technology is stolen from a city,\
 the chances of further espionage attempts succeeding at that particular city go down. This\
 action may be attempted even when not at war, but will cause a\
 diplomatic incident.\
"), _("\
Like Spies, Scholars have small chance of returning after a successful mission, but are often \
lost after a mission. Foreign Diplomats and Spies will defend against the Scholar as against other Spy actions.\
"), _("\
GUIDE: With no traditional tech trading the only way to get techs from other players is \
using the Scholar or other tech trading unit. Instead trading through diplomacy the players \
can trade or steal techs by using the Scholar unit. Diplomats, Spies, and Operatives cannot \
steal techs, but they can defend the cities against Scholars trying to steal techs. This is \
why it is best to use those units for investigating the city and also for killing the defending \
Diplomats, Spies, and Operatives. Only the Scholar and other units like it are able to steal techs.\
")




[unit_caravan]
name          = _("Caravan")
class         = "Merchant"
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     = 3
vision_radius_sq = 18
transport_cap = 0
fuel          = 0
uk_happy      = 0
uk_shield     = 1
uk_food       = 0
uk_gold       = 1
flags         = "HelpWonder", "NonMil", "HasNoZOC", "Capturable"
roles         = ""
helptext      = _("\
A Caravan carries goods or material for trading with other nations,\
 or to help build wonders in your own cities.\
"), _("\
Caravans cannot take advantage of maglevs, but may travel on\
 the railroads that accompany them.\
"), _("\
Establishing trade routes is not enabled in this ruleset.\
"), _("\
A Caravan sent to one of your own cities that is building a wonder\
 can add 50 shields towards its production. If your city is not\
 building a wonder, the Caravan can take no special action.\
"), _("\
TIP: You can stockpile a stack of Caravans in advance and bring\
 them all into a city where you have started to build a wonder,\
 and finish it in only one turn!\
")

[unit_freight]
name          = _("Freight")
class         = "Merchant"
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       = 2
hitpoints     = 20
firepower     = 1
move_rate     = 6
vision_radius_sq = 18
transport_cap = 0
fuel          = 0
uk_happy      = 0
uk_shield     = 1
uk_food       = 0
uk_gold       = 1
flags         = "HelpWonder", "NonMil", "HasNoZOC", "Capturable"
roles         = ""
helptext      = _("\
The Freight unit replaces the Caravan, and moves at twice the speed.\
 It has the same behavior and movement restrictions.\
")

[unit_explorer]
name          = _("Explorer")
class         = "Small Land"
tech_req      = "Seafaring"
obsolete_by   = "Operative"
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     = 7
firepower     = 1
move_rate     = 3
vision_radius_sq = 18
transport_cap = 0
fuel          = 0
uk_happy      = 0
uk_shield     = 1
uk_food       = 0
uk_gold       = 1
flags         = "IgTer", "IgZOC", "NonMil", "HasNoZOC", "Cant_Fortify"
roles         = "Explorer", "ExplorerStartUnit"
helptext      = _("\
Explorers are brave individuals that are very useful for\
 mapping unknown territory.\
"), _("\
Explorers can also perform some actions in another player's city, although\
 the unit disappears after the action is complete. This text is left here \
 as a reminder that they could do this if the ruleset would allow it.\
"), _("\
 - \"Establish Embassy\": This action is not enabled in this game.\
"), _("\
 - \"Investigate City\": This action is not enabled in this game.\
"), _("\
GUIDE: The Explorer can be used to break the Zones of Control (ZoC) if an enemy \
unit is blocking you. This can be very useful in situations where the enemy is \
trying to limit your options by placing fortified units in strategic locations next \
to rivers or roads. Simply move the Explorer to a tile you want to go to and you can \
move unit(s) to a tile already occupied by your own unit. The Explorer is also very \
good for checking who is next to you and how far your enemies have already expanded. \
Many players consider killing an Explorer as an act of war. This is why it sometimes \
makes sense to warn before killing the explorer.\
")



[unit_leader]
name          = _("?unit:Leader")
class         = "Land"
tech_req      = "None"
obsolete_by   = "None"
graphic       = "u.leader"
graphic_alt   = "u.explorer"
sound_move    = "m_leader"
sound_move_alt = "m_generic"
sound_fight   = "f_leader"
sound_fight_alt = "f_generic"
build_cost    = 10
pop_cost      = 0
attack        = 0
defense       = 2
hitpoints     = 20
firepower     = 1
move_rate     = 2
vision_radius_sq = 8
transport_cap = 0
fuel          = 0
uk_happy      = 0
uk_shield     = 0
uk_food       = 0
uk_gold       = 0
flags         = "IgZOC", "NonMil", "NoBuild", "NoHome", "SuperSpy",
                "EvacuateFirst", "Unbribable", "GameLoss", "Unique",
                "Provoking"
; No veteran levels (level name is never displayed)
veteran_names = _("green")
veteran_base_raise_chance = 0
veteran_work_raise_chance = 0
veteran_power_fact = 100
veteran_move_bonus = 0
roles         = "KingStartUnit"
helptext      = _("\
This is you. If you lose this unit, you lose the game. So do not.\
"), _("\
Will not unleash barbarians from huts.\
")

[unit_barbarian_leader]
name          = _("Barbarian Leader")
class         = "Land"
tech_req      = "None"
obsolete_by   = "None"
graphic       = "u.barbarian_leader"
graphic_alt   = "u.diplomat"
sound_move    = "m_barbarian_leader"
sound_move_alt = "m_generic"
sound_fight   = "f_barbarian_leader"
sound_fight_alt = "f_generic"
build_cost    = 40
pop_cost      = 0
attack        = 0
defense       = 0
hitpoints     = 10
firepower     = 1
move_rate     = 2
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 0
uk_shield     = 0
uk_food       = 0
uk_gold       = 0
flags         = "IgZOC", "NonMil", "Unbribable",
                "EvacuateFirst", "SuperSpy", "NoHome", "NoBuild"
; No veteran levels (level name is never displayed)
veteran_names = _("green")
veteran_base_raise_chance = 0
veteran_work_raise_chance = 0
veteran_power_fact = 100
veteran_move_bonus = 0
roles         = "BarbarianLeader"
helptext      = _("\
One Barbarian Leader appears every time there is a barbarian uprising\
 somewhere in the world.\
"), _("\
When a Barbarian Leader is killed on a tile without any defending units,\
 the 100 gold ransom is paid, but only to land units and helicopters.\
")

[unit_awacs]
name          = _("AWACS")
class         = "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     = 35
vision_radius_sq = 234
transport_cap = 0
fuel          = 3
uk_happy      = 0
uk_shield     = 1
uk_food       = 0
uk_gold       = 1
flags         = "HasNoZOC"
roles         = ""
helptext      = _("\
The AWACS (Airborne Warning and Control System) is an airplane with an \
advanced radar that can determine the location of enemy units over a \
wide area.\
")



[unit_fusion_fighter]
name          = _("Fusion Fighter")
class         = "Air"
tech_req      = "Fusion Power"
obsolete_by   = "None"
graphic       = "u.fusion_fighter"
graphic_alt   = "u.stealth_fighter"
sound_move    = "m_stealth_fighter"
sound_move_alt = "m_generic"
sound_fight   = "f_stealth_fighter"
sound_fight_alt = "f_generic"
build_cost    = 200
pop_cost      = 0
attack        = 8
defense       = 7
hitpoints     = 20
firepower     = 1
move_rate     = 28
vision_radius_sq = 72
transport_cap = 0
fuel          = 3
uk_happy      = 0
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
targets       = "Air", "Missile", "Helicopter"
vision_layer  = "Stealth"
flags         = "AirAttacker"
roles         = "DefendGood"
helptext      = _("\
An improved Stealth Fighter, with a higher movement\
 radius.\
")



[unit_fusion_bomber]
name          = _("Fusion Bomber")
class         = "Air"
tech_req      = "Fusion Power"
obsolete_by   = "None"
graphic       = "u.fusion_bomber"
graphic_alt   = "u.stealth_bomber"
sound_move    = "m_stealth_bomber"
sound_move_alt = "m_generic"
sound_fight   = "f_stealth_bomber"
sound_fight_alt = "f_generic"
build_cost    = 240
pop_cost      = 0
attack        = 9
defense       = 3
hitpoints     = 30
firepower     = 1
move_rate     = 35
vision_radius_sq = 144
transport_cap = 0
fuel          = 3
uk_happy      = 1
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
vision_layer  = "Stealth"
flags         = "FieldUnit", "OneAttack", "AirAttacker", "Bombarder"
roles         = "DefendOk"
helptext      = _("\
An improved Stealth Bomber, with a higher movement\
 radius.\
")
bombard_rate = 4



[unit_fusion_battleship]
name          = _("Fusion Battleship")
class         = "Sea"
tech_req      = "Fusion Power"
obsolete_by   = "None"
graphic       = "u.fusion_battleship"
graphic_alt   = "u.battleship"
sound_move    = "m_battleship"
sound_move_alt = "m_generic"
sound_fight   = "f_battleship"
sound_fight_alt = "f_generic"
build_cost    = 300
pop_cost      = 0
attack        = 24
defense       = 12
hitpoints     = 30
firepower     = 3
move_rate     = 16
vision_radius_sq = 72
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
flags         = "BadCityDefender"
roles         = "DefendOk"
helptext      = _("\
A battleship powered by fusion power \
that attacks with triple firepower.\
")



[unit_fusion_armor]
name          = _("Fusion Armor")
class         = "Big Land"
tech_req      = "Fusion Power"
obsolete_by   = "None"
graphic       = "u.fusion_armor"
graphic_alt   = "u.armor"
sound_move    = "m_armor"
sound_move_alt = "m_generic"
sound_fight   = "f_armor"
sound_fight_alt = "f_generic"
build_cost    = 120
pop_cost      = 0
attack        = 10
defense       = 5
hitpoints     = 30
firepower     = 2
move_rate     = 9
vision_radius_sq = 25
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
flags         = ""
roles         = "DefendOk", "Hunter"
helptext      = _("\
A fusion powered Armor attacking \
with double firepower.\
")



[unit_cargo_aircraft]
name          = _("Cargo Aircraft")
class         = "Air"
tech_req      = "Aviation Endurance"
obsolete_by   = "None"
graphic       = "u.cargoair"
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    = 200
pop_cost      = 0
attack        = 0
defense       = 3
hitpoints     = 30
firepower     = 1
move_rate     = 28
vision_radius_sq = 96
transport_cap = 2
fuel          = 3
uk_happy      = 0
uk_shield     = 1
uk_food       = 0
uk_gold       = 1
cargo         = "Small Land", "Merchant"
flags         = "Unbribable"
roles         = ""
helptext      = _("\
The Cargo Aircraft is an airplane with an exceptionally high range while carrying \
a heavy cargo. It is able to transport a wide range of units able to surprise your enemy. \
This exceptionally heavy airplane has no offecive capabilities but is able to defend.\
")

