; Modifying this file:
; You should not modify this file except to make bugfixes or
; for other "maintenance".  If you want to make custom changes,
; you should create a new datadir subdirectory and copy this file
; into that directory, and then modify that copy.  Then use the
; command "rulesetdir <mysubdir>" in the server to have freeciv
; use your new customized file.
;
; You should sort role units from worst to better, as often the best
; available role unit of a given sort will be picked by choosing
; the first available (not obsolete) such unit, or by picking the last
; such unit directly. When determining starting units, the first
; unit with the relevant role that the player can build will be chosen.
; If no such unit can be found (eg Explorers that require Seafaring),
; then the first unit with this role will be chosen.

[datafile]
description="Civ2Civ3 unit_type data for Freeciv"
options="+Freeciv-3.0-ruleset web-compatible"
format_version=10

[control]
; Names for custom unit type flags. There can be up to 40 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"
    _("Iron"), _("\
Iron: One less veteran level when produced in cities without Iron.\
")
    _("Iron_Oil"), _("\
Iron or Oil: One less veteran level when produced in cities without Iron nor Oil.\
")
    _("Niter"), _("\
Niter: One less veteran level when produced in cities without Niter.\
")
    _("Horses"), _("\
Horses: One more veteran level when produced in cities with Horses.\
")
    _("Ivory"), _("\
Ivory: One more veteran level when produced in cities with Ivory. \
")
    _("Rubber"), _("\
Rubber: One more veteran level when produced in cities with Rubber.\
")
    _("Aluminum"), _("\
Aluminum: One more veteran level when produced in cities with Aluminum.\
")
    _("Uranium"), _("\
Uranium: One more veteran level when produced in cities with Uranium.\
")
    _("Cant_Pillage")
    _("Fortress"), _("Can build Forts and Fortresses.")
    _("Transform")
    _("AirAttacker"), _("Attack value halved when attacking AEGIS or Submarine.")
    _("Submarine"), _("\
Attack and defense value halved against Destroyer. \
Ignores the bonus to defense of sea units on Deep Ocean tiles.\
")
    _("Tank"),
; /* xgettext:no-c-format */
_("\
Gets 50% defensive bonus when attacked by another Tank.\
")
    _("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"), _("Can bombard, only if no other unit bombarded from the same tile this turn.")
    _("Cities")
    _("AddToCity")
    _("Nuclear")
    _("Paratroopers"), _("Can be paradropped from a friendly city or suitable base.")
    _("Marines"), _("Can launch attack from non-native tiles.")
    _("NoAutoAtt")
    _("Only_Land"), _("\
Can not attack oceanic tiles, mountains, swamps, or jungles, unless there \
is a road or base on the tile. Bombarding is not restricted.\
")
    _("Only_Sea"), _("\
Can only attack sea tiles or cities. Bombarding is not restricted.\
")
    _("AirBomber"), _("Combat rounds equal to bombard rate.")
    _("HPFull"), _("Cannot attack once damaged, except for bombarding.")
; units with HPFull require one of the following HP flags to know when are undamaged
    _("HP10")
    _("HP20")
    _("HP30")
  }
; Used 33 out of 40 unit type flags

; Names for custom unit class flags. There can be up to 8 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.")
  }

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

; The percentage chance of increasing level through combat
veteran_raise_chance = 50, 33, 25, 20, 0

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

; Power factors are as a percentage.
; +50% is represented by 150
veteran_power_fact = 100, 125, 150, 175, 200

; The additional number of movement points granted for different veteran
; levels. These are fractional move points as defined by move_fragments in
; terrain.ruleset.
veteran_move_bonus = 0, 0, 0, 0, 0

; /* <-- avoid gettext warnings
;
; Unit classes
; The number can be variable, up to 32
; When adding new classes, remember to check effects.ruleset also.
; Eg. if you divide class 'Land' to two separate classes, you may
; want add effect giving City Walls defense bonus against new class
; too.
;
; The actual tag used (the * in [unitclass_*]) does not matter, except
; it must be unique within this file, and it may be used in debug
; output when reading this file.
;
; ** Fields **
;
; name                = translatable name as seen by user
; rule_name           = (optional) internal name for savegames, rulesets etc;
;                       if not present, "name" is used for this purpose too.
;                       Since the name used in savegames must not change, if
;                       you want to rename an item after a ruleset has been
;                       released, you should set "rule_name" to the original
;                       value of "name".
; min_speed           = Minimum speed after damage and effects (whole movement points)
; hp_loss_pct         = Hitpoints lost each turn if unit not in city or native base
; non_native_def_pct  = Defense power percentage applying when defending on
;                       non-native terrain (such as ship in harbour)
; 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
; "Missile"           = Unit is destroyed when it attacks
; "BuildAnywhere"     = Unit can be built even in the middle of non-native terrain
; "Unreachable"       = Unit can be attacked only by units explicitly listing this
;                       class 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
; "CanFortify"        = Unit can fortify at land tiles. Unit type flag
;                       "Cant_Fortify" can override this
; "CanPillage"        = Unit can pillage tile infrastructure
; "DoesntOccupyTile"  = Even if this kind of enemy unit is on tile, cities can
;                       still work that tile
; "AttackNonNative"   = Unit can attack units on non-native tiles. Unit type
;                       flag "Only_Native_Attack" can override this
; "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  = "Nothing"
flags         = "Missile", "Unreachable", "DoesntOccupyTile", "Airliftable"

[unitclass_land]
; /* TRANS: Unit class: used adjectivally */
name          = _("?unitclass:Land")
min_speed     = 1
hp_loss_pct   = 0
flags         = "TerrainSpeed", "CanOccupyCity", "BuildAnywhere",
                "CollectRansom", "ZOC", "CanFortify", "CanPillage",
                "TerrainDefense", "Airliftable"

[unitclass_land_small]
; /* TRANS: Unit class: used adjectivally */
name          = _("?unitclass:Small Land")
min_speed     = 1
hp_loss_pct   = 0
flags         = "TerrainSpeed", "BuildAnywhere", "CollectRansom",
                "ZOC", "CanFortify", "CanPillage", "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", "AttackNonNative"

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

[unitclass_sea]
; /* TRANS: Unit class: used adjectivally */
name          = _("?unitclass:Sea")
min_speed     = 2
hp_loss_pct   = 0
flags         = "ZOC", "DamageSlows", "AttackNonNative", "AttFromNonNative"

[unitclass_trireme]
; /* TRANS: Unit class: used adjectivally */
name          = _("?unitclass:Galley")
rule_name     = "Trireme"
min_speed     = 2
hp_loss_pct   = 0
flags         = "ZOC", "DamageSlows", "AttFromNonNative"

[unitclass_sub]
; /* TRANS: Unit class: used adjectivally */
name          = _("?unitclass:Sub")
min_speed     = 2
hp_loss_pct   = 0
flags         = "Unreachable", "ZOC", "DamageSlows", "DoesntOccupyTile"

[unitclass_heli]
; /* TRANS: Unit class: used adjectivally */
name          = _("?unitclass:Helicopter")
min_speed     = 1
hp_loss_pct   = 10
flags         = "Unreachable", "DoesntOccupyTile", "CanOccupyCity",
                "CollectRansom", "Airliftable"

[unitclass_air]
; /* TRANS: Unit class: used adjectivally */
name          = _("?unitclass:Air")
min_speed     = 1
hp_loss_pct   = 10
hut_behavior  = "Nothing"
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 compatibility with savegames.
;
; The order here matters: later units are considered "better" for
; a given flag or role.
;
; The actual tag used (the * in [unit_*]) does not matter, except
; it must be unique within this file, and it may be used in debug
; output when reading this file.
;
; ** Fields **
;
; name          = translatable name as seen by user
; rule_name     = (optional) internal name for savegames, rulesets etc; if
;                 not present, "name" is used for this purpose too. Since
;                 the name used in savegames must not change, if you want
;                 to rename an item after a ruleset has been released, you
;                 should set "rule_name" to the original value of "name".
; graphic       = tag specifying preferred graphic
; graphic_alt   = tag for alternate graphic if preferred graphic is not
;                 present; especially if preferred graphic is non-standard,
;                 this should be a standard tag.  Otherwise can use eg "-"
;                 for no alternate graphic.
; 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
; 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_raise_chance =
; veteran_work_raise_chance =
; veteran_power_fact =
; veteran_move_bonus =
;
; roles           = special role strings
; sound_move      = optional sound effect when the unit moves
; sound_move_alt  = optional alternative sound effect if above not
;                   supported in client
; sound_fight     = optional sound effect when the unit fights
; sound_fight_alt = optional alternative sound effect if above not
;                   supported in client
; helptext        = optional help text string; should escape all raw newlines
;                   so that xgettext parsing works
;
;
; ** Bonuses **
;
; "DefenseMultiplier" = Multiply defense value (1 + 'value') times.
;                       Value of 1 means multiplication by 2, value 2 by 3...
;                       Bonus is defined in defenders entry.
; "DefenseDivider"    = Divide defense value with (1 + 'value').
;                       Bonus is defined in attackers entry.
; "FirePower1"        = Defender firepower is reduced to value 1 when
;                       ever this has non-zero value.
;                       Bonus is defined in attackers entry.
;
;
; ** Flags **
;
; "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
; "BeachLander" = won't lose all its movement when moving from non-native
;                 terrain to native terrain even if slow_invasions is on.
; "Partial_Invis" = visible only to adjancent units; does not hide transported
;		  units other than missiles
; "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
; "Cant_Fortify" =  cannot fortify even if unit class has "CanFortify" flag
; "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 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.
;
; Following actions require extra fields:
;  "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.
;   paratroopers_mr_req = the move rate which is required at least for
;                         paradropping (whole movement points)
;   paratroopers_mr_sub = the move rate which is subtracted after paradropping
;                         (whole movement points)
;  "Upgrade Unit"
;   obsolete_by = the unit type upgraded to.
;
; ** Roles **
;
; "FirstBuild"            = first to be built when city founded
; "Explorer"              = unit to use for exploring
; "Hut"                   = can be found in a hut
; "HutTech"               = can be found in a hut, but its techs required
; "Partisan"              = can be created as a partisan (only one unit can have this 
;                           flag), see end of this file for its tech requirements option
; "DefendOk"              = AI hint: ok for defending with
; "DefendGood"            = AI hint: good for defending with
; "Ferryboat"             = AI hint: useful for ferrying
; "Barbarian"             = can be created as land barbarian
; "BarbarianTech"         = can be created as land barbarian, if someone has
;                           researched its tech requirements
; "BarbarianBoat"         = can be created as boat for sea barbarian
; "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     = 1
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 0
uk_shield     = 0
uk_food       = 1
uk_gold       = 0
city_slots    = 0
flags         = "Settlers", "Cant_Fortify", "NonMil", "HasNoZOC", "AddToCity",
                "Cities", "Fortress", "NoAutoAtt"
; 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         = "CitiesStartUnit"
helptext      = _("\
Settlers are one of the key units in the game, as they are your main \
means of founding new cities.\
"), _("\
Settlers can also perform the same terrain alterations as Workers.\
"), _("\
TIP: Optimal production of Settlers occurs in cities of at most \
size 4, or cities with a Granary of at most size 6.\
")

[unit_migrants]
name          = _("Migrants")
class         = "Small Land"
tech_req      = "Pottery"
obsolete_by   = "None"
graphic       = "u.migrants"
graphic_alt   = "u.worker"
sound_move    = "m_worker"
sound_move_alt = "m_generic"
sound_fight   = "f_worker"
sound_fight_alt = "f_generic"
build_cost    = 10
pop_cost      = 1
attack        = 0
defense       = 1
hitpoints     = 20
firepower     = 1
move_rate     = 1
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 0
uk_shield     = 0
uk_food       = 1
uk_gold       = 0
city_slots    = 0
flags         = "Settlers", "Cant_Fortify", "NonMil", "HasNoZOC", "AddToCity",
                "Capturable", "Fortress", "NoAutoAtt"
; 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"
helptext      = _("\
Migrants can be used to transfer population to other cities, but \
may not found new cities. They can also perform the same terrain \
alterations as Workers.\
"), _("\
TIP: Migrants can be a good alternative to Workers in overpopulated \
cities, as they benefit from free food upkeep.\
")

[unit_worker]
name          = _("?unit:Workers")
class         = "Small Land"
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     = 1
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 0
uk_shield     = 1
uk_food       = 0
uk_gold       = 1
city_slots    = 0
flags         = "Settlers", "Cant_Fortify", "NonMil", "HasNoZOC",
                "Fortress", "NoAutoAtt"
; 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      = _("\
Workers have the ability to improve terrain tiles. See the help on \
Terrain and Terrain Alterations for the effects of their actions.\
"), _("\
With the required knowledges, Workers can build fortresses, airbases, \
and canals on land tiles. If on board a ship, they can also build oil \
platforms, buoys and naval mines on oceanic tiles.\
")

[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    = 30
pop_cost      = 0
attack        = 0
defense       = 2
hitpoints     = 20
firepower     = 1
move_rate     = 2
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 0
uk_shield     = 1
uk_food       = 0
uk_gold       = 1
city_slots    = 0
flags         = "Settlers", "Cant_Fortify", "NonMil", "HasNoZOC", "Transform",
                "Fortress", "NoAutoAtt"
veteran_names = _("beginner"), _("seasoned"), _("senior")
veteran_raise_chance      = 50, 33, 0
veteran_work_raise_chance = 2, 1, 0
veteran_power_fact        = 100, 125, 150
veteran_move_bonus        = 0, 0, 0
roles         = "Settlers", "WorkerStartUnit"
helptext      = _("\
Engineers are similar to Workers, but they work twice as fast, \
move twice as fast, and may gain experience from work enabling \
them to work even faster.\
"), _("\
With knowledge of Fusion Power, Engineers may also perform more \
radical terrain transformations than Workers, Settlers, or Migrants, \
with the \"transform\" order. Examples include conversion of Tundra \
into Plains, or even Ocean into Grassland 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     = 1
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
city_slots    = 0
flags         = "OneAttack", "Capturer", "Fortress", "NoAutoAtt"
roles         = ""
helptext      = _("\
This unit may be built from the start of the game. It is the weakest \
offensive unit.\
")

[unit_phalanx]
name          = _("Phalanx")
class         = "Land"
tech_req      = "Bronze Working"
obsolete_by   = "Pikemen"
graphic       = "u.phalanx"
graphic_alt   = "-"
sound_move    = "m_phalanx"
sound_move_alt = "m_generic"
sound_fight   = "f_phalanx"
sound_fight_alt = "f_generic"
build_cost    = 20
pop_cost      = 0
attack        = 1
defense       = 2
hitpoints     = 10
firepower     = 1
move_rate     = 1
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
city_slots    = 0
flags         = "OneAttack", "Capturer", "Fortress", "NoAutoAtt"
roles         = "DefendOk", "DefendOkStartUnit", "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     = 1
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
city_slots    = 0
bombard_rate  = 1
flags         = "Capturer", "Bombarder", "Fortress", "NoAutoAtt"
roles         = "DefendOk", "DefendOkStartUnit", "Hut"
helptext      = _("\
Archers fight with bows and arrows and have a good offensive value.\
")

[unit_legion]
name          = _("Legion")
class         = "Land"
tech_req      = "Iron Working"
obsolete_by   = "Musketeers"
graphic       = "u.legion"
graphic_alt   = "-"
sound_move    = "m_legion"
sound_move_alt = "m_generic"
sound_fight   = "f_legion"
sound_fight_alt = "f_generic"
build_cost    = 30
pop_cost      = 0
attack        = 4
defense       = 2
hitpoints     = 10
firepower     = 1
move_rate     = 1
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
city_slots    = 0
flags         = "OneAttack", "Marines", "Capturer",
                "Iron", "Fortress", "NoAutoAtt"
roles         = "DefendOk", "DefendOkStartUnit", "BarbarianBuild", "BarbarianSea"
helptext      = _("\
Legions are heavily armed and well disciplined infantry units with \
an excellent offensive value.\
")

[unit_pikemen]
name          = _("Pikemen")
class         = "Land"
tech_req      = "Feudalism"
obsolete_by   = "Musketeers"
graphic       = "u.pikemen"
graphic_alt   = "-"
sound_move    = "m_pikemen"
sound_move_alt = "m_generic"
sound_fight   = "f_pikemen"
sound_fight_alt = "f_generic"
build_cost    = 30
pop_cost      = 0
attack        = 2
defense       = 3
hitpoints     = 10
firepower     = 1
move_rate     = 1
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
city_slots    = 0
flags         = "OneAttack", "Capturer", "Iron", "Fortress", "NoAutoAtt"
roles         = "DefendOk", "DefendOkStartUnit", "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     = 1
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
city_slots    = 0
bombard_rate  = 2
flags         = "OneAttack", "Marines", "Capturer", "Bombarder",
                "Niter", "Fortress", "NoAutoAtt"
roles         = "DefendOk", "DefendOkStartUnit", "FirstBuild", "HutTech",
                "BarbarianTech", "BarbarianBuildTech", "BarbarianSeaTech"
helptext      = _("\
Musketeers are infantry equipped with early firearms and replace \
Pikemen as the preferred city defender.\
")

[unit_riflemen]
name          = _("Riflemen")
class         = "Land"
tech_req      = "Conscription"
obsolete_by   = "Marines"
graphic       = "u.riflemen"
graphic_alt   = "-"
sound_move    = "m_riflemen"
sound_move_alt = "m_generic"
sound_fight   = "f_riflemen"
sound_fight_alt = "f_generic"
build_cost    = 50
pop_cost      = 0
attack        = 5
defense       = 4
hitpoints     = 20
firepower     = 1
move_rate     = 1
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
city_slots    = 0
bombard_rate  = 2
embarks       = "Helicopter"
disembarks    = "Helicopter"
flags         = "OneAttack", "Marines", "Capturer", "Bombarder",
                "Niter", "Fortress", "NoAutoAtt"
roles         = "DefendOk", "DefendOkStartUnit", "FirstBuild"
helptext      = _("\
Riflemen are World War-era infantry, very good at defending your \
cities.\
")

[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     = 1
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
city_slots    = 0
bombard_rate  = 2
embarks       = "Helicopter"
disembarks    = "Helicopter"
flags         = "OneAttack", "IgTer", "Capturer", "Bombarder",
                "Niter", "Fortress", "NoAutoAtt"
roles         = "DefendOk", "DefendOkStartUnit"
helptext      = _("\
Alpine Troops are highly mobile units as well as excellent defenders.\
")

[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    = 20
pop_cost      = 1
attack        = 5
defense       = 5
hitpoints     = 20
firepower     = 1
move_rate     = 1
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 0
uk_shield     = 0
uk_food       = 1
uk_gold       = 0
city_slots    = 0
bombard_rate  = 2
embarks       = "Helicopter"
disembarks    = "Helicopter"
flags         = "OneAttack", "Fanatic", "AddToCity", "Capturer", "Bombarder",
                "Fortress", "NoAutoAtt"
roles         = ""
helptext      = _("\
Fanatics are warriors extremely devoted to a higher cause.\
"), _("\
They do not cause unhappiness due to military activity.\
"), _("\
Fundamentalist nations can maintain Fanatic units without having to \
pay any upkeep. Instead, each unit reduces the population by 1.\
")

[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    = 60
pop_cost      = 0
attack        = 4
defense       = 5
hitpoints     = 20
firepower     = 1
move_rate     = 1
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
city_slots    = 0
bombard_rate  = 2
embarks       = "Helicopter"
disembarks    = "Helicopter"
flags         = "OneAttack", "IgTer", "IgZOC", "Capturer", "Bombarder",
                "Fortress", "NoAutoAtt"
roles         = "DefendOk", "DefendOkStartUnit", "Partisan", "BarbarianTech"
helptext      = _("\
Partisans are guerilla fighters who are experts at using the terrain \
to their advantage.\
"), _("\
A number of Partisans are granted free when an enemy conquers your \
city -- they automatically assume defensive positions in the \
surrounding countryside -- but only under these conditions:\n\
 - You must know about Guerilla Warfare.\n\
 - At least three quarters of the citizens must have your nationality.\n\
 - You must run either a Democracy or a Communist government.\
")

[unit_paratroopers]
name          = _("Paratroopers")
class         = "Land"
tech_req      = "Combined Arms"
obsolete_by   = "None"
graphic       = "u.paratroopers"
graphic_alt   = "-"
sound_move    = "m_paratroopers"
sound_move_alt = "m_generic"
sound_fight   = "f_paratroopers"
sound_fight_alt = "f_generic"
build_cost    = 60
pop_cost      = 0
attack        = 6
defense       = 4
hitpoints     = 20
firepower     = 1
move_rate     = 1
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
city_slots    = 0
bombard_rate  = 2
embarks       = "Helicopter"
disembarks    = "Helicopter"
flags         = "OneAttack", "Paratroopers", "Capturer", "Bombarder",
                "Rubber", "Fortress", "NoAutoAtt"
roles         = ""
helptext      = _("\
Paratroopers are experts at airborne attacks. From a friendly city, \
airbase, or airstrip, Paratroopers who have not expended any \
movement points can paradrop directly to any tile in range, and be \
immediately ready to act there. (Beware dropping into unseen territory, \
as Paratroopers landing on a tile occupied by enemy units are easy \
targets!)\
")
paratroopers_range = 10
paratroopers_mr_req = 1
paratroopers_mr_sub = 0

[unit_marines]
name          = _("Marines")
class         = "Land"
tech_req      = "Amphibious Warfare"
obsolete_by   = "None"
graphic       = "u.marines"
graphic_alt   = "-"
sound_move    = "m_marines"
sound_move_alt = "m_generic"
sound_fight   = "f_marines"
sound_fight_alt = "f_generic"
build_cost    = 60
pop_cost      = 0
attack        = 8
defense       = 5
hitpoints     = 20
firepower     = 1
move_rate     = 1
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
city_slots    = 0
bombard_rate  = 2
embarks       = "Helicopter"
disembarks    = "Helicopter"
flags         = "OneAttack", "Marines", "Capturer", "Bombarder",
                "Rubber", "Fortress", "NoAutoAtt"
roles         = "DefendOk", "DefendOkStartUnit", "FirstBuild", "BarbarianSeaTech"
helptext      = _("\
Marines are infantry who are experts at marine warfare.\
")

[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    = 70
pop_cost      = 0
attack        = 6
defense       = 6
hitpoints     = 30
firepower     = 1
move_rate     = 3
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
city_slots    = 0
bombard_rate  = 3
flags         = "Bombarder", "Only_Land", "Iron_Oil", "Rubber", "NoAutoAtt"
roles         = "DefendOk", "DefendOkStartUnit", "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 unable to use less rough \
terrain to improve their defense.\
")

[unit_horsemen]
name          = _("Horsemen")
class         = "Land"
tech_req      = "Horseback Riding"
obsolete_by   = "Knights"
graphic       = "u.horsemen"
graphic_alt   = "-"
sound_move    = "m_horsemen"
sound_move_alt = "m_generic"
sound_fight   = "f_horsemen"
sound_fight_alt = "f_generic"
build_cost    = 20
pop_cost      = 0
attack        = 2
defense       = 1
hitpoints     = 10
firepower     = 1
move_rate     = 2
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
city_slots    = 0
flags         = "Capturer", "Horses", "NoAutoAtt"
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   = "Dragoons"
graphic       = "u.chariot"
graphic_alt   = "-"
sound_move    = "m_chariot"
sound_move_alt = "m_generic"
sound_fight   = "f_chariot"
sound_fight_alt = "f_generic"
build_cost    = 30
pop_cost      = 0
attack        = 4
defense       = 1
hitpoints     = 10
firepower     = 1
move_rate     = 2
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
city_slots    = 0
flags         = "Only_Land", "Capturer", "Horses", "NoAutoAtt"
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 \
(Galleys 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    = 30
pop_cost      = 0
attack        = 3
defense       = 2
hitpoints     = 10
firepower     = 1
move_rate     = 2
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
city_slots    = 0
flags         = "Capturer", "Ivory", "NoAutoAtt"
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"
obsolete_by   = "Dragoons"
graphic       = "u.crusaders"
graphic_alt   = "u.knights"
sound_move    = "m_crusaders"
sound_move_alt = "m_generic"
sound_fight   = "f_crusaders"
sound_fight_alt = "f_generic"
build_cost    = 40
pop_cost      = 0
attack        = 5
defense       = 2
hitpoints     = 10
firepower     = 1
move_rate     = 2
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 0
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
city_slots    = 0
flags         = "Capturer", "Iron", "Horses", "NoAutoAtt"
roles         = "AttackFastStartUnit", "Hunter"
helptext      = _("\
Crusaders are highly disciplined mounted warriors driven by a higher \
cause.\
"), _("\
They do not cause unhappiness due to military activity.\
")

[unit_knights]
name          = _("Knights")
class         = "Land"
tech_req      = "Chivalry"
obsolete_by   = "Dragoons"
graphic       = "u.knights"
graphic_alt   = "-"
sound_move    = "m_knights"
sound_move_alt = "m_generic"
sound_fight   = "f_knights"
sound_fight_alt = "f_generic"
build_cost    = 40
pop_cost      = 0
attack        = 4
defense       = 3
hitpoints     = 10
firepower     = 1
move_rate     = 2
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
city_slots    = 0
flags         = "Capturer", "Iron", "Horses", "NoAutoAtt"
roles         = "DefendOk", "DefendOkStartUnit", "AttackFastStartUnit",
                "HutTech", "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     = 2
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
city_slots    = 0
bombard_rate  = 2
flags         = "Capturer", "Bombarder", "Horses", "Niter", "NoAutoAtt"
roles         = "AttackFastStartUnit", "BarbarianBuildTech", "Hunter"
helptext      = _("\
Dragoons are mounted warriors carrying early firearms.\
")

[unit_cavalry]
name          = _("Cavalry")
class         = "Land"
tech_req      = "Tactics"
obsolete_by   = "Armor"
graphic       = "u.cavalry"
graphic_alt   = "-"
sound_move    = "m_cavalry"
sound_move_alt = "m_generic"
sound_fight   = "f_cavalry"
sound_fight_alt = "f_generic"
build_cost    = 60
pop_cost      = 0
attack        = 8
defense       = 3
hitpoints     = 20
firepower     = 1
move_rate     = 2
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
city_slots    = 0
bombard_rate  = 2
flags         = "Capturer", "Bombarder", "Horses", "Niter", "NoAutoAtt"
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    = 90
pop_cost      = 0
attack        = 10
defense       = 5
hitpoints     = 30
firepower     = 1
move_rate     = 3
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
city_slots    = 0
bombard_rate  = 3
bonuses       =
   { "flag", "type", "value", "quiet"
     "Tank", "DefenseMultiplier", 2, TRUE
     "Tank", "DefenseDivider", 1, TRUE
   }
flags         = "Bombarder", "Only_Land", "Tank",
                "Iron_Oil", "Uranium", "NoAutoAtt"
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 Land"
tech_req      = "Mathematics"
obsolete_by   = "Cannon"
graphic       = "u.catapult"
graphic_alt   = "-"
sound_move    = "m_catapult"
sound_move_alt = "m_generic"
sound_fight   = "f_catapult"
sound_fight_alt = "f_generic"
build_cost    = 40
pop_cost      = 0
attack        = 6
defense       = 1
hitpoints     = 10
firepower     = 1
move_rate     = 1
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
city_slots    = 0
bombard_rate  = 1
flags         = "Bombarder", "Only_Land", "NoAutoAtt"
roles         = "AttackStrongStartUnit"
helptext      = _("\
Catapults are large rock-throwing machines of war. They are very \
strong attackers but equally weak defenders and will need an escort \
to be effective.\
"), _("\
While powerful, Catapults (and their successors) are bulky and awkward; \
they require roads to move in rough terrain (mountains, swamps, and \
jungles), are difficult to defend, and are too big for early ships \
(Galleys and Caravels).\
")

[unit_cannon]
name          = _("Cannon")
class         = "Big Land"
tech_req      = "Metallurgy"
obsolete_by   = "Artillery"
graphic       = "u.cannon"
graphic_alt   = "-"
sound_move    = "m_cannon"
sound_move_alt = "m_generic"
sound_fight   = "f_cannon"
sound_fight_alt = "f_generic"
build_cost    = 50
pop_cost      = 0
attack        = 8
defense       = 1
hitpoints     = 20
firepower     = 1
move_rate     = 1
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
city_slots    = 0
bombard_rate  = 2
flags         = "Bombarder", "Only_Land",
                "Iron", "Niter", "NoAutoAtt"
roles         = "AttackStrongStartUnit", "BarbarianTech", "BarbarianBuildTech"
helptext      = _("\
Cannons are large firearms that can fire heavy projectiles over long \
distances. As with the catapults they replace, they are very strong \
attackers but equally weak defenders and will need an escort to be \
effective, and have limited mobility.\
")

[unit_artillery]
name          = _("Artillery")
class         = "Big Land"
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     = 1
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
city_slots    = 0
bombard_rate  = 2
flags         = "CityBuster", "Bombarder", "Only_Land",
                "Iron", "NoAutoAtt"
roles         = "AttackStrongStartUnit"
helptext      = _("\
The artillery is an upgraded cannon. As with its predecessors, it is a \
very strong attacker but equally weak defender and will need an escort \
to be effective, and has limited mobility.\
")

[unit_howitzer]
name          = _("Howitzer")
class         = "Big Land"
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    = 80
pop_cost      = 0
attack        = 12
defense       = 2
hitpoints     = 30
firepower     = 1
move_rate     = 1
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
city_slots    = 0
bombard_rate  = 3
flags         = "CityBuster", "Bombarder", "Only_Land",
                "Iron_Oil", "Rubber", "NoAutoAtt"
roles         = "AttackStrongStartUnit"
helptext      = _("\
Howitzers are upgraded artillery with improved defensive as well as \
offensive capabilities. However, they still have the limited mobility \
of their predecessors.\
")

[unit_fighter]
name          = _("Fighter")
class         = "Air"
tech_req      = "Flight"
obsolete_by   = "Stealth Fighter"
graphic       = "u.fighter"
graphic_alt   = "-"
sound_move    = "m_fighter"
sound_move_alt = "m_generic"
sound_fight   = "f_fighter"
sound_fight_alt = "f_generic"
build_cost    = 60
pop_cost      = 0
attack        = 4
defense       = 5
hitpoints     = 20
firepower     = 1
move_rate     = 10
vision_radius_sq = 6
transport_cap = 0
fuel          = 2
uk_happy      = 1
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
city_slots    = 0
bombard_rate  = 2
targets       = "Sub", "Air", "Helicopter"
flags         = "AirAttacker", "Bombarder", "HPFull", "HP20", "HasNoZOC",
                "Provoking", "Iron_Oil", "Aluminum"
roles         = ""
helptext      = _("\
Fighters are your first airborne units. They can move anywhere and \
attack any unit.\
"),
; /* xgettext:no-c-format */
_("\
Fighters and other aircraft lose 10% of their hit points for every \
turn not spent in a city, airstrip, or airbase, or on a Carrier.\
")

[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    = 100
pop_cost      = 0
attack        = 6
defense       = 2
hitpoints     = 30
firepower     = 1
move_rate     = 8
vision_radius_sq = 6
transport_cap = 0
fuel          = 3
uk_happy      = 1
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
city_slots    = 0
bombard_rate  = 4
targets       = "Sub"
flags         = "FieldUnit", "AirAttacker", "Bombarder", "AirBomber",
                "HPFull", "HP30", "HasNoZOC", "Provoking",
                "Iron_Oil", "Aluminum", "NoAutoAtt"
roles         = ""
helptext      = _("\
Bombers are specialized airborne units that may only attack ground \
targets, not other airborne units.\
"),
; /* xgettext:no-c-format */
_("\
As with other aircraft, Bombers lose 10% of their hit points for every \
turn not spent in a city, airstrip, or airbase, or on a Carrier.\
")

[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    = 70
pop_cost      = 0
attack        = 5
defense       = 3
hitpoints     = 30
firepower     = 1
move_rate     = 6
vision_radius_sq = 6
transport_cap = 1
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
city_slots    = 0
bombard_rate  = 3
cargo         = "Land"
targets       = "Sub"
flags         = "AirAttacker", "Bombarder", "AirBomber", "HPFull", "HP30",
                "HasNoZOC", "Provoking", "Iron_Oil", "Rubber", "NoAutoAtt"
roles         = ""
helptext      = _("\
Helicopters can transport one military land unit; while some troops \
must load or unload in a city, airstrip, or airbase (and not in the field \
or onboard a Carrier), infantry units 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.\
")

[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       = 9
hitpoints     = 20
firepower     = 1
move_rate     = 14
vision_radius_sq = 8
transport_cap = 0
fuel          = 2
uk_happy      = 1
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
city_slots    = 0
bombard_rate  = 2
targets       = "Sub", "Air", "Helicopter"
flags         = "AirAttacker", "Bombarder", "HPFull", "HP20",
                "HasNoZOC", "Provoking", "Iron_Oil", "Aluminum"
roles         = ""
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       = 5
hitpoints     = 30
firepower     = 1
move_rate     = 12
vision_radius_sq = 8
transport_cap = 0
fuel          = 3
uk_happy      = 1
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
city_slots    = 0
bombard_rate  = 4
targets       = "Sub"
flags         = "FieldUnit", "AirAttacker", "Bombarder", "AirBomber",
                "HPFull", "HP30", "HasNoZOC", "Provoking",
                "Iron_Oil", "Aluminum", "NoAutoAtt"
roles         = ""
helptext      = _("\
An improved Bomber, with improved attack and a higher movement radius.\
")

[unit_galley]
name          = _("Ancient Galley")
rule_name     = "Galley"
class         = "Trireme"
tech_req      = "None"
obsolete_by   = "Caravel"
graphic       = "u.trireme"
graphic_alt   = "-"
sound_move    = "m_trireme"
sound_move_alt = "m_generic"
sound_fight   = "f_trireme"
sound_fight_alt = "f_generic"
build_cost    = 20
pop_cost      = 0
attack        = 1
defense       = 1
hitpoints     = 10
firepower     = 1
move_rate     = 3
vision_radius_sq = 2
transport_cap = 2
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
city_slots    = 0
cargo         = "Land", "Small Land", "Merchant"
flags         = "NoBuild", "BadCityDefender", "HasNoZOC", "NoAutoAtt"
roles         = "Ferryboat", "FerryStartUnit"
helptext      = _("\
The Galley is your first boat unit. It can act as a transport ship \
and has rudimentary offensive capabilities. It may not enter deep \
ocean tiles.\
")
; Trireme renamed to Galley. Ancient galley kept for partial savegame compatibility.

[unit_trireme]
name          = _("Galley")
rule_name     = "Trireme"
class         = "Trireme"
tech_req      = "Map Making"
obsolete_by   = "Caravel"
graphic       = "u.trireme"
graphic_alt   = "-"
sound_move    = "m_trireme"
sound_move_alt = "m_generic"
sound_fight   = "f_trireme"
sound_fight_alt = "f_generic"
build_cost    = 20
pop_cost      = 0
attack        = 1
defense       = 1
hitpoints     = 10
firepower     = 1
move_rate     = 3
vision_radius_sq = 2
transport_cap = 2
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
city_slots    = 0
cargo         = "Land", "Small Land", "Merchant"
flags         = "BadCityDefender", "HasNoZOC", "NoAutoAtt"
roles         = "Ferryboat", "FerryStartUnit"
helptext      = _("\
The Galley is your first boat unit. It can act as a transport ship \
and has rudimentary offensive capabilities. It may not enter deep \
ocean tiles.\
")

[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    = 30
pop_cost      = 0
attack        = 1
defense       = 2
hitpoints     = 10
firepower     = 1
move_rate     = 3
vision_radius_sq = 2
transport_cap = 3
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
city_slots    = 0
cargo         = "Land", "Small Land", "Merchant"
flags         = "BadCityDefender", "Only_Native_Attack",
                "HasNoZOC", "Capturable", "NoAutoAtt"
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    = 40
pop_cost      = 0
attack        = 0
defense       = 2
hitpoints     = 20
firepower     = 1
move_rate     = 4
vision_radius_sq = 2
transport_cap = 4
fuel          = 0
uk_happy      = 0
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
city_slots    = 0
cargo         = "Land", "Small Land", "Big Land", "Merchant"
flags         = "BadCityDefender", "HasNoZOC", "Capturable",
                "Iron", "Niter", "NoAutoAtt"
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    = 40
pop_cost      = 0
attack        = 3
defense       = 2
hitpoints     = 20
firepower     = 1
move_rate     = 4
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
city_slots    = 0
bombard_rate  = 2
targets       = "Sub"
flags         = "BadCityDefender", "Capturer", "Bombarder",
                "Iron", "Niter", "NoAutoAtt"
roles         = "Hunter"
helptext      = _("\
The Frigate is a specialized ship with a strong offensive value. It \
can attack units on land, but it cannot transport units.\
")

[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        = 4
defense       = 3
hitpoints     = 20
firepower     = 1
move_rate     = 4
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
city_slots    = 0
bombard_rate  = 2
targets       = "Sub"
flags         = "BadCityDefender", "Bombarder",
                "Iron", "Niter", "NoAutoAtt"
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    = 60
pop_cost      = 0
attack        = 4
defense       = 4
hitpoints     = 30
firepower     = 1
move_rate     = 6
vision_radius_sq = 6
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
city_slots    = 0
bombard_rate  = 3
targets       = "Sub"
bonuses       =
   { "flag", "type", "value"
     "Submarine", "DefenseMultiplier", 1
     "Submarine", "DefenseDivider", 1
   }
flags         = "BadCityDefender", "Bombarder",
                "Iron", "NoAutoAtt"
roles         = ""
helptext      = _("\
An improved Ironclad, with better move rate and vision. Anti-submarine \
weapons double its attack and 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    = 80
pop_cost      = 0
attack        = 6
defense       = 6
hitpoints     = 30
firepower     = 1
move_rate     = 5
vision_radius_sq = 6
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
city_slots    = 0
bombard_rate  = 3
targets       = "Sub"
flags         = "BadCityDefender", "Bombarder",
                "Iron", "NoAutoAtt"
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    = 100
pop_cost      = 0
attack        = 8
defense       = 8
hitpoints     = 30
firepower     = 1
move_rate     = 5
vision_radius_sq = 8
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
city_slots    = 0
bombard_rate  = 3
targets       = "Sub"
bonuses       =
   { "flag", "type", "value"
     "AirAttacker", "DefenseMultiplier", 1
   }
flags         = "BadCityDefender", "Bombarder",
                "Iron_Oil", "Aluminum", "NoAutoAtt"
roles         = "DefendOk", "DefendOkStartUnit"
helptext      = _("\
The AEGIS Cruiser is equipped with an advanced defensive missile \
system, giving it double defense against all air attacks.\
")

[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    = 160
pop_cost      = 0
attack        = 12
defense       = 12
hitpoints     = 30
firepower     = 1
move_rate     = 4
vision_radius_sq = 6
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
city_slots    = 0
bombard_rate  = 3
targets       = "Sub"
flags         = "BadCityDefender", "Bombarder", "Iron", "NoAutoAtt"
roles         = "DefendOk", "DefendOkStartUnit"
helptext      = _("\
The Battleship is the supreme naval unit with excellent offensive and \
defensive values.\
")

[unit_submarine]
name          = _("Submarine")
class         = "Sub"
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    = 70
pop_cost      = 0
attack        = 12
defense       = 4
hitpoints     = 20
firepower     = 1
move_rate     = 5
vision_radius_sq = 6
transport_cap = 8
fuel          = 0
uk_happy      = 0
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
city_slots    = 0
bombard_rate  = 2
cargo         = "Missile"
bonuses       =
   { "flag", "type", "value"
     "AirAttacker", "DefenseMultiplier", 1
   }
flags         = "Partial_Invis", "BadCityDefender", "Submarine", "Bombarder",
                "HPFull", "HP20", "HasNoZOC", "Iron_Oil", "Uranium"
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.\
"), _("\
Submarines attacking other naval units ignore the bonus to defense by \
terrain (on deep ocean, or ocean with naval mines).\
")

[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    = 150
pop_cost      = 0
attack        = 0
defense       = 9
hitpoints     = 40
firepower     = 1
move_rate     = 5
vision_radius_sq = 6
transport_cap = 8
fuel          = 0
uk_happy      = 0
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
city_slots    = 0
cargo         = "Land", "Air", "Missile", "Helicopter"
flags         = "BadCityDefender", "HasNoZOC",
                "Iron_Oil", "Aluminum", "NoAutoAtt"
roles         = "Ferryboat", "FerryStartUnit"
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    = 50
pop_cost      = 0
attack        = 0
defense       = 3
hitpoints     = 30
firepower     = 1
move_rate     = 5
vision_radius_sq = 6
transport_cap = 8
fuel          = 0
uk_happy      = 0
uk_shield     = 1
uk_food       = 1
uk_gold       = 1
city_slots    = 0
cargo         = "Land", "Small Land", "Big Land", "Merchant"
flags         = "Settlers", "BadCityDefender", "HasNoZOC",
                "Iron", "NoAutoAtt"
veteran_names = _("green"), _("regular"), _("veteran"), _("hardened"), _("elite")
veteran_raise_chance      = 50, 33, 25, 20, 0
veteran_work_raise_chance = 0, 0, 0, 0, 0
veteran_power_fact        = 100, 125, 150, 175, 200
veteran_move_bonus        = 0, 0, 0, 0, 0
roles         = "Ferryboat", "FerryStartUnit"
helptext      = _("\
The Transport cannot attack on its own but may defend itself when \
under attack.\
"), _("\
Transports can clean pollution and fallout on water tiles and coastal \
cities. They may build oil platforms on deep ocean tiles (with \
knowledge of Miniaturization, for use by Offshore Platforms). They \
may also build buoys (with Radio), and naval mines (with Explosives).\
")
; FIXME: also cleans pollution/fallout in coastal cities (and faster
; than Engineers)

[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    = 50
pop_cost      = 0
attack        = 18
defense       = 0
hitpoints     = 10
firepower     = 1
move_rate     = 16
vision_radius_sq = 2
transport_cap = 0
fuel          = 1
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 1
city_slots    = 0
targets       = "Sub", "Air", "Missile", "Helicopter"
disembarks    = "Sub", "Sea", "Air"
flags         = "OneAttack", "AirAttacker", "CityBuster", "HasNoZOC",
                "Aluminum", "NoAutoAtt"
roles         = ""
helptext      = _("\
The Cruise Missile is a long-distance missile that can strike deep \
into enemy territory.\
")

[unit_nuclear]
name          = _("Nuclear")
class         = "Missile"
tech_req      = "Nuclear Fission"
obsolete_by   = "None"
graphic       = "u.nuclear"
graphic_alt   = "-"
sound_move    = "m_nuclear"
sound_move_alt = "m_generic"
sound_fight   = "f_nuclear"
sound_fight_alt = "f_generic"
build_cost    = 160
pop_cost      = 0
attack        = 99
defense       = 0
hitpoints     = 10
firepower     = 1
move_rate     = 0
vision_radius_sq = 2
transport_cap = 0
fuel          = 1
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 1
city_slots    = 0
targets       = "Sub", "Air", "Missile", "Helicopter"
disembarks    = "Sub", "Sea", "Air"
flags         = "FieldUnit", "OneAttack", "Nuclear", "HasNoZOC", "NoAutoAtt"
; 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         = ""
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 Rocketry, all Nuclear units (including those already built) gain \
a range of 8 movement points. Nuclear units starting the turn in a \
city with an Airport gain a range of 8 too (up to 16 with Rocketry).\
"), _("\
On impact, the blast will destroy any unit in an area 3 tiles wide \
(3x3 squares for rectangular grids), including friendly units. \
Any city within the blast area loses half its population, and \
land tiles within the blast area are subject to nuclear fallout. \
"), _("\
Nuclear fallout reduces tile output and increases the risk of global \
nuclear winter; see the help on Fallout.\
"), _("\
TIP: You may be involved in a situation where you've invaded an \
enemy country en masse, but the enemy cities are too strong. \
Before using a Nuclear unit, assemble a gang of cleanup units \
next to the city and have them ready to fix the fallout on the \
same turn it occurs! This minimizes the chance of nuclear winter. \
Eco-friendly nukes!\
")

[unit_diplomat]
name          = _("Diplomat")
class         = "Small Land"
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     = 2
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 0
uk_shield     = 1
uk_food       = 0
uk_gold       = 1
city_slots    = 0
flags         = "Partial_Invis", "Diplomat", "IgZOC", "NonMil", "HasNoZOC",
                "Cant_Pillage", "NoAutoAtt"
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_raise_chance = 50, 33, 20, 0
veteran_work_raise_chance = 0, 0, 0, 0
veteran_power_fact = 100, 105, 110, 115
veteran_move_bonus = 0, 0, 0, 0
roles         = "DiplomatStartUnit"
helptext      = _("\
A Diplomat is an official that carries your dispatches and \
is authorized to deal with foreign dignitaries. He may \
also undertake various covert operations with the intent of \
harming your opponents; Diplomats in your own cities defend \
them against such actions.\
"), _("\
Many covert actions may be attempted even in peacetime, but the more \
aggressive actions will be discovered and cause diplomatic incidents, \
giving an excuse for the breaking of treaties by a Republic or \
Democracy, or a nuclear-armed regime otherwise restrained by the \
United Nations.\
"), _("\
If a foreign unit is alone on a tile, you may attempt to bribe it \
with your Diplomat. By paying a sum of gold the unit will immediately \
become yours; the exact sum depends on the status of the unit and \
that of the civilization owning it. Bribery when not at war will cause \
a diplomatic incident. Homeless Diplomats cannot bribe units.\
"), _("\
Diplomats can also perform a number of actions in another player's \
city, although each Diplomat may attempt only one action. Most of \
these actions have a chance of failure. Also, any enemy Diplomats or \
Spies in the city will oppose hostile actions, as will the enemy Leader \
in games with leaders; in this case, either your unit or the defending \
unit will die (if you go up against the Leader you will always die). If \
the defending unit dies, you lose one movement point and may try again. \
"), _("\
The actions available to Diplomats in a city are:\
"), _("\
 - \"Establish Embassy\": This action always succeeds, and gives \
permanent contact with the city's owner, as well as intelligence \
on their tax rates and technology. Each player you have an embassy \
with that knows a technology reduces that technology's research \
cost to you.\
"), _("\
 - \"Investigate City\": Your unit attempts to report detailed \
information about the city: its status, what buildings and units are \
within, and what it is currently producing. \
The unit is not consumed by this action.\
"), _("\
 - \"Sabotage City\": Your unit attempts either to disrupt all the \
city's work so far towards its current project, or to destroy an \
existing building in the city, at random. Once built, Palaces and \
Wonders cannot be sabotaged, and attempts to sabotage City Walls \
or any building in a capital each halve the chance of success. \
Sabotage may only be attempted when openly at war.\
"), _("\
 - \"Steal Technology\": Your unit attempts to learn the secrets of a \
random technology known to the city's owner but not to you. Technology \
may only be stolen once from a given enemy city by Diplomats. This \
action may be attempted even when not at war, but will cause a \
diplomatic incident.\
"), _("\
 - \"Incite a Revolt\": In return for gold a foreign city will change \
allegiance and join your empire, bringing along all nearby units that \
call it home, but reducing its size by 1. Units in other cities \
remain in the enemy's control, but units outside cities are lost to \
both players. The exact sum depends on the status of the city and \
that of the civilization that owns it. It is not possible to incite \
a rebellion in a capital, or in any city with Courthouse. Incitement \
may be attempted in peacetime, but will cause a diplomatic incident.\
"), _("\
In some game strategies, hordes of Diplomats can be used to wreak \
havoc on the enemy.  Little wonder that Diplomats are often \
viewed with suspicion and fear!\
"), _("\
Diplomats built under Communist or Federation governments will \
start at the first veteran level (secretary).\
"),
; /* xgettext:no-c-format */
_("\
The cost to bribe units or incite cities increases +50% for each 1000 \
culture points accumulated by the target player, up to +500% (as if \
the distance to the capital was 6 times lower) when the player reaches \
10000 culture points.\
"),
; /* xgettext:no-c-format */
_("\
A city gets +5% resistance in diplomatic fights against enemy agents for \
each 100 culture points, up to +50% when the city reaches 1000 culture \
points.\
")

[unit_spy]
name          = _("Spy")
class         = "Small Land"
tech_req      = "Espionage"
obsolete_by   = "None"
graphic       = "u.spy"
graphic_alt   = "-"
sound_move    = "m_spy"
sound_move_alt = "m_generic"
sound_fight   = "f_spy"
sound_fight_alt = "f_generic"
build_cost    = 30
pop_cost      = 0
attack        = 0
defense       = 0
hitpoints     = 10
firepower     = 1
move_rate     = 3
vision_radius_sq = 8
transport_cap = 0
fuel          = 0
uk_happy      = 0
uk_shield     = 1
uk_food       = 0
uk_gold       = 1
city_slots    = 0
flags         = "Partial_Invis", "Diplomat", "IgZOC", "NonMil", "HasNoZOC",
                "Cant_Pillage", "Spy", "NoAutoAtt"
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_raise_chance = 50, 33, 20, 0
veteran_work_raise_chance = 0, 0, 0, 0
veteran_power_fact = 100, 105, 110, 115
veteran_move_bonus = 0, 0, 0, 0
roles         = "DiplomatStartUnit"
helptext      = _("\
A Spy is more skilled in the arts of espionage than her Diplomat predecessor.\
"), _("\
She can perform all the functions of the Diplomat; refer to the Diplomat \
entry for more details. Unlike a Diplomat, a Spy may also survive an \
operation in a foreign city and become more experienced as a result. \
Spies are also more effective than Diplomats at defending cities \
against foreign Diplomats and Spies.\
"), _("\
A Spy can also be used to:\n\
 - sabotage an enemy unit (reducing its hit points to half), if it is \
alone on a tile and the players are at war;\n\
 - poison the water supply of an enemy city (reducing the population \
by one);\n\
 - steal specific technology (with a reduced chance of success);\n\
 - steal further technologies from a city which has already been \
stolen from (although cities become more resistant each time they \
are stolen from);\n\
 - sabotage predetermined city targets (with a reduced chance of \
success).\
"), _("\
A Spy that survives the more aggressive actions (sabotage, theft, \
inciting rebellion, and poisoning) escapes to the safety of the \
nearest friendly city.\
"), _("\
Spies built under Communist or Federation governments will start \
at the first veteran level (handler).\
")

[unit_caravan]
name          = _("Caravan")
class         = "Merchant"
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    = 30
pop_cost      = 0
attack        = 0
defense       = 1
hitpoints     = 10
firepower     = 1
move_rate     = 1
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 0
uk_shield     = 1
uk_food       = 0
uk_gold       = 1
city_slots    = 0
flags         = "TradeRoute", "HelpWonder", "NonMil", "HasNoZOC",
                "Capturable", "NoAutoAtt"
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.\
"), _("\
Caravans can establish trade routes with your own cities or those of \
allied nations (or from the same team) by traveling to them. The \
route's ongoing revenue is doubled if the two cities involved are on \
different continents, and halved if the two cities are from different \
players.\
"), _("\
A Caravan sent to one of your own cities that is building a wonder \
can add 30 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    = 30
pop_cost      = 0
attack        = 0
defense       = 1
hitpoints     = 10
firepower     = 1
move_rate     = 2
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 0
uk_shield     = 1
uk_food       = 0
uk_gold       = 1
city_slots    = 0
flags         = "TradeRoute", "HelpWonder", "NonMil", "HasNoZOC",
                "Capturable", "NoAutoAtt"
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   = "None"
graphic       = "u.explorer"
graphic_alt   = "-"
sound_move    = "m_explorer"
sound_move_alt = "m_generic"
sound_fight   = "f_explorer"
sound_fight_alt = "f_generic"
build_cost    = 30
pop_cost      = 0
attack        = 0
defense       = 1
hitpoints     = 10
firepower     = 1
move_rate     = 1
vision_radius_sq = 6
transport_cap = 0
fuel          = 0
uk_happy      = 0
uk_shield     = 1
uk_food       = 0
uk_gold       = 1
city_slots    = 0
flags         = "IgTer", "IgZOC", "NonMil", "HasNoZOC", "Cant_Fortify",
                "Cant_Pillage", "NoAutoAtt"
roles         = "Explorer", "ExplorerStartUnit"
helptext      = _("\
Explorers are brave individuals that are very useful for mapping \
unknown territory.\
"), _("\
Explorers can also perform some actions in another player's city:\
"), _("\
 - \"Establish Embassy\": This action always succeeds, and gives \
permanent contact with the city's owner, as well as intelligence \
on their tax rates and technology. Each player you have an embassy \
with that knows a technology reduces that technology's research \
cost to you.\
"), _("\
 - \"Investigate City\": Your unit attempts to report detailed \
information about the city: its status, what buildings and units are \
within, and what it is currently producing. \
The unit is not consumed by this action.\
")

[unit_leader]
name          = _("?unit:Leader")
class         = "Land"
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
city_slots    = 0
flags         = "IgZOC", "NonMil", "NoBuild", "NoHome", "SuperSpy",
                "EvacuateFirst", "Unbribable", "GameLoss", "Unique",
                "NoAutoAtt"
; 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         = "KingStartUnit"
helptext      = _("\
This is you. If you lose this unit, you lose the game. So don't.\
"), _("\
Won't unleash barbarians from huts.\
")

[unit_barbarian_leader]
name          = _("Barbarian Leader")
class         = "Land"
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
city_slots    = 0
flags         = "IgZOC", "NonMil", "Unbribable", "EvacuateFirst",
                "SuperSpy", "NoHome", "NoBuild", "NoAutoAtt"
; 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         = "BarbarianLeader"
helptext      = _("\
One Barbarian Leader appears every time there is a barbarian uprising \
somewhere in the world.\
"), _("\
When a Barbarian Leader is killed on a tile without any defending units, \
the ransom is paid, but only to land units and helicopters. \
Usually the ransom is 100 gold, but can be less if the barbarian has \
less money.\
")

[unit_awacs]
name          = _("AWACS")
class         = "Air"
tech_req      = "Advanced Flight"
obsolete_by   = "None"
graphic       = "u.awacs"
graphic_alt   = "u.bomber"  ; backwards compatibility
sound_move    = "m_awacs"
sound_move_alt = "m_generic"
sound_fight   = "f_awacs"
sound_fight_alt = "f_generic"
build_cost    = 140
pop_cost      = 0
attack        = 0
defense       = 1
hitpoints     = 20
firepower     = 1
move_rate     = 16
vision_radius_sq = 24
transport_cap = 0
fuel          = 3
uk_happy      = 0
uk_shield     = 1
uk_food       = 0
uk_gold       = 1
city_slots    = 0
flags         = "NonMil", "HasNoZOC", "Cant_Pillage", "NoAutoAtt"
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_snake]
name          = _("Snake")
class         = "Small Land"
tech_req      = "None"
obsolete_by   = "None"
graphic       = "u.snake"
graphic_alt   = "u.warriors"
sound_move    = "m_snake"
sound_move_alt = "m_generic"
sound_fight   = "f_snake"
sound_fight_alt = "f_generic"
build_cost    = 10
pop_cost      = 0
attack        = 1
defense       = 0
hitpoints     = 10
firepower     = 1
move_rate     = 1
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 0
uk_shield     = 1
uk_food       = 0
uk_gold       = 1
city_slots    = 0
flags         = "NoBuild", "Cant_Fortify", "Cant_Pillage", "Unbribable",
                "Partial_Invis", "HasNoZOC", "IgZOC", "NoAutoAtt"
roles         = ""
helptext      = _("\
Watch out for wild animals in the beginning of the game.\
")

[unit_crocodile]
name          = _("Crocodile")
class         = "Small Land"
tech_req      = "None"
obsolete_by   = "None"
graphic       = "u.crocodile"
graphic_alt   = "u.pikemen"
sound_move    = "m_crocodile"
sound_move_alt = "m_generic"
sound_fight   = "f_crocodile"
sound_fight_alt = "f_generic"
build_cost    = 10
pop_cost      = 0
attack        = 1
defense       = 3
hitpoints     = 10
firepower     = 1
move_rate     = 1
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 0
uk_shield     = 1
uk_food       = 0
uk_gold       = 1
city_slots    = 0
flags         = "NoBuild", "Cant_Fortify", "Cant_Pillage", "Unbribable",
                "NoAutoAtt"
roles         = ""
helptext      = _("\
Watch out for wild animals in the beginning of the game.\
")

[unit_gorilla]
name          = _("Gorilla")
class         = "Small Land"
tech_req      = "None"
obsolete_by   = "None"
graphic       = "u.gorilla"
graphic_alt   = "u.phalanx"
sound_move    = "m_gorilla"
sound_move_alt = "m_generic"
sound_fight   = "f_gorilla"
sound_fight_alt = "f_generic"
build_cost    = 10
pop_cost      = 0
attack        = 1
defense       = 2
hitpoints     = 10
firepower     = 1
move_rate     = 1
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 0
uk_shield     = 1
uk_food       = 0
uk_gold       = 1
city_slots    = 0
flags         = "NoBuild", "Cant_Fortify", "Cant_Pillage", "Unbribable",
                "NoAutoAtt"
roles         = ""
helptext      = _("\
Watch out for wild animals in the beginning of the game.\
")

[unit_wolf]
name          = _("Wolf")
class         = "Small Land"
tech_req      = "None"
obsolete_by   = "None"
graphic       = "u.wolf"
graphic_alt   = "u.warriors"
sound_move    = "m_wolf"
sound_move_alt = "m_generic"
sound_fight   = "f_wolf"
sound_fight_alt = "f_generic"
build_cost    = 10
pop_cost      = 0
attack        = 1
defense       = 1
hitpoints     = 10
firepower     = 1
move_rate     = 1
vision_radius_sq = 6
transport_cap = 0
fuel          = 0
uk_happy      = 0
uk_shield     = 1
uk_food       = 0
uk_gold       = 1
city_slots    = 0
flags         = "NoBuild", "Cant_Fortify", "Cant_Pillage", "Unbribable",
                "NoAutoAtt"
roles         = ""
helptext      = _("\
Watch out for wild animals in the beginning of the game.\
")

[unit_leopard]
name          = _("Leopard")
class         = "Small Land"
tech_req      = "None"
obsolete_by   = "None"
graphic       = "u.leopard"
graphic_alt   = "u.horsemen"
sound_move    = "m_leopard"
sound_move_alt = "m_generic"
sound_fight   = "f_leopard"
sound_fight_alt = "f_generic"
build_cost    = 10
pop_cost      = 0
attack        = 2
defense       = 1
hitpoints     = 10
firepower     = 1
move_rate     = 1
vision_radius_sq = 6
transport_cap = 0
fuel          = 0
uk_happy      = 0
uk_shield     = 1
uk_food       = 0
uk_gold       = 1
city_slots    = 0
flags         = "NoBuild", "Cant_Fortify", "Cant_Pillage", "Unbribable",
                "NoAutoAtt"
roles         = ""
helptext      = _("\
Watch out for wild animals in the beginning of the game.\
")

[unit_panther]
name          = _("Panther")
class         = "Small Land"
tech_req      = "None"
obsolete_by   = "None"
graphic       = "u.panther"
graphic_alt   = "u.horsemen"
sound_move    = "m_panther"
sound_move_alt = "m_generic"
sound_fight   = "f_panther"
sound_fight_alt = "f_generic"
build_cost    = 10
pop_cost      = 0
attack        = 2
defense       = 1
hitpoints     = 10
firepower     = 1
move_rate     = 1
vision_radius_sq = 6
transport_cap = 0
fuel          = 0
uk_happy      = 0
uk_shield     = 1
uk_food       = 0
uk_gold       = 1
city_slots    = 0
flags         = "NoBuild", "Cant_Fortify", "Cant_Pillage", "Unbribable",
                "NoAutoAtt"
roles         = ""
helptext      = _("\
Watch out for wild animals in the beginning of the game.\
")

[unit_tiger]
name          = _("Tiger")
class         = "Small Land"
tech_req      = "None"
obsolete_by   = "None"
graphic       = "u.tiger"
graphic_alt   = "u.archers"
sound_move    = "m_tiger"
sound_move_alt = "m_generic"
sound_fight   = "f_tiger"
sound_fight_alt = "f_generic"
build_cost    = 10
pop_cost      = 0
attack        = 3
defense       = 1
hitpoints     = 10
firepower     = 1
move_rate     = 1
vision_radius_sq = 6
transport_cap = 0
fuel          = 0
uk_happy      = 0
uk_shield     = 1
uk_food       = 0
uk_gold       = 1
city_slots    = 0
flags         = "NoBuild", "Cant_Fortify", "Cant_Pillage", "Unbribable",
                "NoAutoAtt"
roles         = ""
helptext      = _("\
Watch out for wild animals in the beginning of the game.\
")

[unit_lion]
name          = _("Lion")
class         = "Small Land"
tech_req      = "None"
obsolete_by   = "None"
graphic       = "u.lion"
graphic_alt   = "u.archers"
sound_move    = "m_lion"
sound_move_alt = "m_generic"
sound_fight   = "f_lion"
sound_fight_alt = "f_generic"
build_cost    = 10
pop_cost      = 0
attack        = 3
defense       = 1
hitpoints     = 10
firepower     = 1
move_rate     = 1
vision_radius_sq = 6
transport_cap = 0
fuel          = 0
uk_happy      = 0
uk_shield     = 1
uk_food       = 0
uk_gold       = 1
city_slots    = 0
flags         = "NoBuild", "Cant_Fortify", "Cant_Pillage", "Unbribable",
                "NoAutoAtt"
roles         = ""
helptext      = _("\
Watch out for wild animals in the beginning of the game.\
")

[unit_bear]
name          = _("Bear")
class         = "Small Land"
tech_req      = "None"
obsolete_by   = "None"
graphic       = "u.bear"
graphic_alt   = "u.elephants"
sound_move    = "m_bear"
sound_move_alt = "m_generic"
sound_fight   = "f_bear"
sound_fight_alt = "f_generic"
build_cost    = 10
pop_cost      = 0
attack        = 2
defense       = 2
hitpoints     = 10
firepower     = 1
move_rate     = 1
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 0
uk_shield     = 1
uk_food       = 0
uk_gold       = 1
city_slots    = 0
flags         = "NoBuild", "Cant_Fortify", "Cant_Pillage", "Unbribable",
                "NoAutoAtt"
roles         = ""
helptext      = _("\
Watch out for wild animals in the beginning of the game.\
")

[unit_storm]
name          = _("Storm")
class         = "Sub"
tech_req      = "None"
obsolete_by   = "None"
graphic       = "u.storm"
graphic_alt   = "u.galleon"
sound_move    = "m_storm"
sound_move_alt = "m_generic"
sound_fight   = "f_storm"
sound_fight_alt = "f_generic"
build_cost    = 10
pop_cost      = 0
attack        = 0
defense       = 9
hitpoints     = 10
firepower     = 1
move_rate     = 0
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 0
uk_shield     = 0
uk_food       = 0
uk_gold       = 0
city_slots    = 0
flags         = "NoBuild", "Cant_Fortify", "Cant_Pillage", "Unbribable",
                "HasNoZOC", "NoVeteran", "NoAutoAtt"
roles         = ""
helptext      = _("\
Watch out for wild animals in the beginning of the game.\
")
