
; 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.

; See data/default/units.ruleset for more information.

[datafile]
description="Civ2 unit_type data for Freeciv (approximate)"
options="1.9"

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

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

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

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

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

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

; Below: The individual units, one per section.
;
; The number can be variable, up to 200.  
; However for the "official" rulesets, units should not be removed 
; because that would break backward compatability with savegames.
;
; The order here matters: later units are considered "better" for
; a given flag or role.  
;
; The actual tag used (the * in [unit_*]) does not matter, except 
; it must be unique within this file, and it may be used in debug 
; output when reading this file.
;
; ** Fields **
;
; name          = name as seen by user 
; graphic       = tag specifing preferred graphic
; graphic_alt	= tag for alternate garphic if preferred graphic is not 
;		  present; especially if preferred graphic is non-standard, 
;		  this should be a standard tag.  Otherwise can use eg "-" 
;		  for no alternate graphic.
; tech_req      = required advance, names from techs.ruleset, or special:
;                 "None" => available from start
; obsolete_by   = can be upgraded to and made obsolete by another unit by name
; class         = "Land", "Sea", "Air", "Helicopter", "Missile" or "Nuclear"
; transport_cap = Number of units (ground, or air/missiles, depending on flags)
; fuel          = number of turns air units can fly before they crash. For
;                 barbarians this is used as lifetime instead
; uk_*          = upkeep costs, these are used as base values in the game
; flags         = special flag strings
; roles         = special role strings
; sound_move	= optional sound effect when the unit moves
; sound_move_alt= optional alternative sound effect if above not
;		  supported in client
; sound_fight	= optional sound effect when the unit fights
; sound_fight_alt= optional alternative sound effect if above not
;		   supported in client
; helptext	= optional help text string; should escape all raw newlines 
;		  so that xgettext parsing works
;
; Following flag strings require extra fields:
;  "Paratroopers"
;   paratroopers_range = the maximal range the unit can be paradropped to
;   paratroopers_mr_req = the move rate which is required at least for
;                         paradropping
;   paratroopers_mr_sub = the move rate which is subtracted after paradropping
;

[unit_settlers]
name          = _("Settlers")
class         = "Land"
tech_req      = "None"
obsolete_by   = "Engineers"
graphic       = "u.settlers"
graphic_alt   = "-"
sound_move    = "m_settlers"
sound_move_alt = "m_generic"
sound_fight   = "f_settlers"
sound_fight_alt = "f_generic"
build_cost    = 40
pop_cost      = 1
attack        = 0
defense       = 1
hitpoints     = 20
firepower     = 1
move_rate     = 1
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 0
uk_shield     = 1
uk_food       = 1
uk_gold       = 0
flags         = "Settlers", "NonMil", "Airbase", "AddToCity", "Cities", "NoVeteran"
roles         = "Settlers", "Cities"
helptext      = _("\
Settlers are one of the key units in the game.  They can be used to\
 found new cities, irrigate land, build roads, railroads,\
 fortresses, airbases and mines, and clean up pollution and nuclear\
 fallout.  Upkeep for Settlers is in food\
 as well as production, and a Settler can die if its supporting city\
 runs out of food.\
\n\n\
Settlers and Engineers may work together to decrease the amount of\
 time required for long projects.  If two or more Settlers and/or\
 Engineers are both working on the same task in the same square,\
 their efforts will be added together each turn until the task is\
 finished.  Be careful not to dedicate too many workers to one task,\
 though; excess effort can be wasted, and a group of Settlers and/or\
 Engineers is highly vulnerable to enemy attacks.\
")

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

[unit_warriors]
name          = _("Warriors")
class         = "Land"
tech_req      = "None"
obsolete_by   = "Pikemen"
graphic       = "u.warriors"
graphic_alt   = "-"
sound_move    = "m_warriors"
sound_move_alt = "m_generic"
sound_fight   = "f_warriors"
sound_fight_alt = "f_generic"
build_cost    = 10
pop_cost      = 0
attack        = 1
defense       = 1
hitpoints     = 10
firepower     = 1
move_rate     = 1
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = ""
roles         = "DefendOk", "FirstBuild"
helptext      = _("\
This unit may be built from the start of the game.  It is the\
 weakest unit.\
")

[unit_phalanx]
name          = _("Phalanx")
class         = "Land"
tech_req      = "Bronze Working"
obsolete_by   = "Pikemen"
graphic       = "u.phalanx"
graphic_alt   = "-"
sound_move    = "m_phalanx"
sound_move_alt = "m_generic"
sound_fight   = "f_phalanx"
sound_fight_alt = "f_generic"
build_cost    = 20
pop_cost      = 0
attack        = 1
defense       = 2
hitpoints     = 10
firepower     = 1
move_rate     = 1
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = ""
roles         = "DefendGood", "FirstBuild"
helptext      = _("\
The Phalanx is armored infantry, suitable for defending your cities.\
")

[unit_archers]
name          = _("Archers")
class         = "Land"
tech_req      = "Warrior Code"
obsolete_by   = "Musketeers"
graphic       = "u.archers"
graphic_alt   = "-"
sound_move    = "m_archers"
sound_move_alt = "m_generic"
sound_fight   = "f_archers"
sound_fight_alt = "f_generic"
build_cost    = 30
pop_cost      = 0
attack        = 3
defense       = 2
hitpoints     = 10
firepower     = 1
move_rate     = 1
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = ""
roles         = "DefendOk"
helptext      = _("\
Archers fight with bows and arrows and has a good offensive\
 value as well as decent defense.\
")

[unit_legion]
name          = _("Legion")
class         = "Land"
tech_req      = "Iron Working"
obsolete_by   = "Musketeers"
graphic       = "u.legion"
graphic_alt   = "-"
sound_move    = "m_legion"
sound_move_alt = "m_generic"
sound_fight   = "f_legion"
sound_fight_alt = "f_generic"
build_cost    = 40
pop_cost      = 0
attack        = 4
defense       = 2
hitpoints     = 10
firepower     = 1
move_rate     = 1
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = ""
roles         = "DefendOk", "Hut", "BarbarianBuild", "BarbarianSea"
helptext      = _("\
Legions are heavily armed and well disciplined infantry\
 units with an excellent offensive value.\
")

[unit_pikemen]
name          = _("Pikemen")
class         = "Land"
tech_req      = "Feudalism"
obsolete_by   = "Musketeers"
graphic       = "u.pikemen"
graphic_alt   = "-"
sound_move    = "m_pikemen"
sound_move_alt = "m_generic"
sound_fight   = "f_pikemen"
sound_fight_alt = "f_generic"
build_cost    = 20
pop_cost      = 0
attack        = 1
defense       = 2
hitpoints     = 10
firepower     = 1
move_rate     = 1
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = "Pikemen"
roles         = "DefendGood", "FirstBuild"
helptext      = _("\
Equipped with long pikes, Pikemen replaces Phalanx\
 as the preferred city defender.\
")

[unit_musketeers]
name          = _("Musketeers")
class         = "Land"
tech_req      = "Gunpowder"
obsolete_by   = "Riflemen"
graphic       = "u.musketeers"
graphic_alt   = "-"
sound_move    = "m_musketeers"
sound_move_alt = "m_generic"
sound_fight   = "f_musketeers"
sound_fight_alt = "f_generic"
build_cost    = 30
pop_cost      = 0
attack        = 3
defense       = 3
hitpoints     = 20
firepower     = 1
move_rate     = 1
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = ""
roles         = "DefendGood", "FirstBuild", "HutTech",
                "BarbarianTech", "BarbarianBuildTech", "BarbarianSeaTech"
helptext      = _("\
Musketeers are infantry equipped with early\
 firearms and replace Pikemen as the preferred\
 city defender.\
")

[unit_fanatics]
name          = _("Fanatics")
class         = "Land"
tech_req      = "Fundamentalism"
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      = 0
attack        = 4
defense       = 4
hitpoints     = 20
firepower     = 1
move_rate     = 1
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = "Fanatic"
roles         = "DefendGood"
helptext      = _("\
Fundamentalist nations can maintain Fanatic units without\
 having to pay any shields for upkeep.\
")

[unit_partisan]
name          = _("Partisan")
class         = "Land"
tech_req      = "Guerilla Warfare"
obsolete_by   = "None"
graphic       = "u.partisan"
graphic_alt   = "-"
sound_move    = "m_partisan"
sound_move_alt = "m_generic"
sound_fight   = "f_partisan"
sound_fight_alt = "f_generic"
build_cost    = 50
pop_cost      = 0
attack        = 4
defense       = 4
hitpoints     = 20
firepower     = 1
move_rate     = 1
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = "IgTer", "IgZOC"
roles         = "DefendGood", "Partisan", "BarbarianTech"
helptext      = _("\
A number of Partisans are granted free when an enemy conquers your\
 city, but only under these conditions:\
\n\n\
 - Guerilla Warfare must be known by at least 1 player.\
\n\n\
 - You must be the player who originally built the city.\
\n\n\
 - You must know about Communism and Gunpowder.\
\n\n\
 - You must run either a Democracy or a Communist government.\
")

[unit_alpine_troops]
name          = _("Alpine Troops")
class         = "Land"
tech_req      = "Tactics"
obsolete_by   = "None"
graphic       = "u.alpine_troops"
graphic_alt   = "-"
sound_move    = "m_alpine_troops"
sound_move_alt = "m_generic"
sound_fight   = "f_alpine_troops"
sound_fight_alt = "f_generic"
build_cost    = 50
pop_cost      = 0
attack        = 5
defense       = 5
hitpoints     = 20
firepower     = 1
move_rate     = 1
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = "IgTer"
roles         = "DefendGood"
helptext      = _("\
Alpine Troops are highly mobile units as well as\
 excellent defenders.\
")

[unit_riflemen]
name          = _("Riflemen")
class         = "Land"
tech_req      = "Conscription"
obsolete_by   = "None"
graphic       = "u.riflemen"
graphic_alt   = "-"
sound_move    = "m_riflemen"
sound_move_alt = "m_generic"
sound_fight   = "f_riflemen"
sound_fight_alt = "f_generic"
build_cost    = 40
pop_cost      = 0
attack        = 5
defense       = 4
hitpoints     = 20
firepower     = 1
move_rate     = 1
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = ""
roles         = "DefendGood", "FirstBuild"
helptext      = _("\
Riflemen are World War-era infantry, very good\
 at defending your cities.\
")

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

[unit_paratroopers]
name          = _("Paratroopers")
class         = "Land"
tech_req      = "Combined Arms"
obsolete_by   = "None"
graphic       = "u.paratroopers"
graphic_alt   = "-"
sound_move    = "m_paratroopers"
sound_move_alt = "m_generic"
sound_fight   = "f_paratroopers"
sound_fight_alt = "f_generic"
build_cost    = 60
pop_cost      = 0
attack        = 6
defense       = 4
hitpoints     = 20
firepower     = 1
move_rate     = 1
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = "Paratroopers"
roles         = "DefendOk"
helptext      = _("\
Paratroopers are experts at airborne attacks.\
")

paratroopers_range = 10
paratroopers_mr_req = 1
paratroopers_mr_sub = 0

[unit_mech_inf]
name          = _("Mech. Inf.")
class         = "Land"
tech_req      = "Labor Union"
obsolete_by   = "None"
graphic       = "u.mech_inf"
graphic_alt   = "-"
sound_move    = "m_mech_inf"
sound_move_alt = "m_generic"
sound_fight   = "f_mech_inf"
sound_fight_alt = "f_generic"
build_cost    = 50
pop_cost      = 0
attack        = 6
defense       = 6
hitpoints     = 30
firepower     = 1
move_rate     = 3
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = ""
roles         = "DefendGood"
helptext      = _("\
Mechanized Infantry; this unit has the strongest defence strength\
 of any land unit, but is only available near the end of the\
 technology tree.\
")

[unit_horsemen]
name          = _("Horsemen")
class         = "Land"
tech_req      = "Horseback Riding"
obsolete_by   = "Knights"
graphic       = "u.horsemen"
graphic_alt   = "-"
sound_move    = "m_horsemen"
sound_move_alt = "m_generic"
sound_fight   = "f_horsemen"
sound_fight_alt = "f_generic"
build_cost    = 20
pop_cost      = 0
attack        = 2
defense       = 1
hitpoints     = 10
firepower     = 1
move_rate     = 2
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = "Horse"
roles         = "AttackFast", "Hut", "Barbarian", "Hunter"
helptext      = _("\
Horsemen are mounted warriors and an early\
 shock-troop that can penetrate deep into\
 enemy territory.\
")

[unit_chariot]
name          = _("Chariot")
class         = "Land"
tech_req      = "The Wheel"
obsolete_by   = "Knights"
graphic       = "u.chariot"
graphic_alt   = "-"
sound_move    = "m_chariot"
sound_move_alt = "m_generic"
sound_fight   = "f_chariot"
sound_fight_alt = "f_generic"
build_cost    = 30
pop_cost      = 0
attack        = 3
defense       = 1
hitpoints     = 10
firepower     = 1
move_rate     = 2
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = "Horse"
roles         = "AttackFast", "Hut", "Hunter"
helptext      = _("\
Chariots are horse-pulled war wagons, stronger\
 but more expensive than horsemen.\
")

[unit_elephants]
name          = _("Elephants")
class         = "Land"
tech_req      = "Polytheism"
obsolete_by   = "Crusaders"
graphic       = "u.elephants"
graphic_alt   = "-"
sound_move    = "m_elephants"
sound_move_alt = "m_generic"
sound_fight   = "f_elephants"
sound_fight_alt = "f_generic"
build_cost    = 40
pop_cost      = 0
attack        = 4
defense       = 1
hitpoints     = 10
firepower     = 1
move_rate     = 2
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = "Horse"
roles         = "AttackFast"
helptext      = _("\
Elephants are towering animals trained for war that are often used as\
 powerful shock troops, but defend poorly against most other units.\
")

[unit_crusaders]
name          = _("Crusaders")
class         = "Land"
tech_req      = "Monotheism"
obsolete_by   = "Dragoons"
graphic       = "u.crusaders"
graphic_alt   = "-"
sound_move    = "m_crusaders"
sound_move_alt = "m_generic"
sound_fight   = "f_crusaders"
sound_fight_alt = "f_generic"
build_cost    = 40
pop_cost      = 0
attack        = 5
defense       = 1
hitpoints     = 10
firepower     = 1
move_rate     = 2
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = "Horse"
roles         = "AttackFast"
helptext      = _("\
Crusaders are highly disciplined mounted\
 warriors driven by a higher cause.\
")

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

[unit_dragoons]
name          = _("Dragoons")
class         = "Land"
tech_req      = "Leadership"
obsolete_by   = "Cavalry"
graphic       = "u.dragoons"
graphic_alt   = "-"
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       = 0
uk_gold       = 0
flags         = "Horse"
roles         = "AttackFast", "BarbarianBuildTech", "BarbarianSeaTech",
                "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       = 0
uk_gold       = 0
flags         = ""
roles         = "AttackFast", "Hunter"
helptext      = _("\
Cavalry are mounted and highly trained soldiers.\
")

[unit_armor]
name          = _("Armor")
class         = "Land"
tech_req      = "Mobile Warfare"
obsolete_by   = "None"
graphic       = "u.armor"
graphic_alt   = "-"
sound_move    = "m_armor"
sound_move_alt = "m_generic"
sound_fight   = "f_armor"
sound_fight_alt = "f_generic"
build_cost    = 80
pop_cost      = 0
attack        = 10
defense       = 5
hitpoints     = 30
firepower     = 1
move_rate     = 3
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = ""
roles         = "AttackFast", "Hunter"
helptext      = _("\
Armors are motorized war wagons that are faster,\
 stronger, and can take more damage than any\
 mounted unit.\
")

[unit_catapult]
name          = _("Catapult")
class         = "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       = 0
uk_gold       = 0
flags         = ""
roles         = "AttackStrong"
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.\
")

[unit_cannon]
name          = _("Cannon")
class         = "Land"
tech_req      = "Metallurgy"
obsolete_by   = "Artillery"
graphic       = "u.cannon"
graphic_alt   = "-"
sound_move    = "m_cannon"
sound_move_alt = "m_generic"
sound_fight   = "f_cannon"
sound_fight_alt = "f_generic"
build_cost    = 40
pop_cost      = 0
attack        = 8
defense       = 1
hitpoints     = 20
firepower     = 1
move_rate     = 1
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = ""
roles         = "AttackStrong", "BarbarianTech", "BarbarianBuildTech"
helptext      = _("\
Cannons are large firearms that can fire heavy\
 projectiles over long distances. They are very\
 strong attackers but equally weak defenders and\
 will need an escort to be effective.\
")

[unit_artillery]
name          = _("Artillery")
class         = "Land"
tech_req      = "Machine Tools"
obsolete_by   = "Howitzer"
graphic       = "u.artillery"
graphic_alt   = "-"
sound_move    = "m_artillery"
sound_move_alt = "m_generic"
sound_fight   = "f_artillery"
sound_fight_alt = "f_generic"
build_cost    = 50
pop_cost      = 0
attack        = 10
defense       = 1
hitpoints     = 20
firepower     = 2
move_rate     = 1
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = ""
roles         = "AttackStrong"
helptext      = _("\
The artillery is an upgraded cannon. It is a very\
 strong attacker but equally weak defender and\
 will need an escort to be effective.\
")

[unit_howitzer]
name          = _("Howitzer")
class         = "Land"
tech_req      = "Robotics"
obsolete_by   = "None"
graphic       = "u.howitzer"
graphic_alt   = "-"
sound_move    = "m_howitzer"
sound_move_alt = "m_generic"
sound_fight   = "f_howitzer"
sound_fight_alt = "f_generic"
build_cost    = 70
pop_cost      = 0
attack        = 12
defense       = 2
hitpoints     = 30
firepower     = 2
move_rate     = 2
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = "IgWall"
roles         = "AttackStrong"
helptext      = _("\
Howitzers are upgraded artillery with improved\
 defensive as well as offensive capabilities.\
")

[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       = 3
hitpoints     = 20
firepower     = 2
move_rate     = 10
vision_radius_sq = 8
transport_cap = 0
fuel          = 1
uk_happy      = 0
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = "Fighter"
roles         = ""
helptext      = _("\
Fighters are your first airborne units. They can\
 move anywhere and attack any unit.\
")

[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    = 120
pop_cost      = 0
attack        = 12
defense       = 1
hitpoints     = 20
firepower     = 2
move_rate     = 8
vision_radius_sq = 8
transport_cap = 0
fuel          = 2
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = "FieldUnit", "OneAttack"
roles         = ""
helptext      = _("\
Bombers are specialized airborne units that may\
 only attack ground targets, not other airborne\
 units.\
")

[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    = 100
pop_cost      = 0
attack        = 10
defense       = 3
hitpoints     = 20
firepower     = 2
move_rate     = 6
vision_radius_sq = 8
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = "FieldUnit", "OneAttack"
roles         = ""
helptext      = _("\
The Helicopter is a very powerful unit, as it can both fly and\
 conquer cities.  Care must be exercised, because Helicopters lose a\
 small amount of health for every turn not spent in a city, unless\
 you have the United Nations wonder.\
")

[unit_stealth_fighter]
name          = _("Stealth Fighter")
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       = 4
hitpoints     = 20
firepower     = 2
move_rate     = 14
vision_radius_sq = 8
transport_cap = 0
fuel          = 1
uk_happy      = 0
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = "Fighter"
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    = 160
pop_cost      = 0
attack        = 14
defense       = 5
hitpoints     = 20
firepower     = 2
move_rate     = 12
vision_radius_sq = 8
transport_cap = 0
fuel          = 2
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = "FieldUnit", "OneAttack"
roles         = ""
helptext      = _("\
An improved Bomber, with improved attack and a higher movement\
 radius.\
")

[unit_trireme]
name          = _("Trireme")
class         = "Sea"
tech_req      = "Map Making"
obsolete_by   = "Caravel"
graphic       = "u.trireme"
graphic_alt   = "-"
sound_move    = "m_trireme"
sound_move_alt = "m_generic"
sound_fight   = "f_trireme"
sound_fight_alt = "f_generic"
build_cost    = 40
pop_cost      = 0
attack        = 1
defense       = 1
hitpoints     = 10
firepower     = 1
move_rate     = 3
vision_radius_sq = 2
transport_cap = 2
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = "Trireme", "BadCityDefender"
roles         = "Ferryboat"
helptext      = _("\
The Trireme is your first boat unit. It can act\
 as a transport ship and has rudimentary offensive\
 capabilities, but may not stray too far from the shore.\
")

[unit_caravel]
name          = _("Caravel")
class         = "Sea"
tech_req      = "Navigation"
obsolete_by   = "Galleon"
graphic       = "u.caravel"
graphic_alt   = "-"
sound_move    = "m_caravel"
sound_move_alt = "m_generic"
sound_fight   = "f_caravel"
sound_fight_alt = "f_generic"
build_cost    = 40
pop_cost      = 0
attack        = 2
defense       = 1
hitpoints     = 10
firepower     = 1
move_rate     = 3
vision_radius_sq = 2
transport_cap = 3
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = "BadCityDefender"
roles         = "Ferryboat", "BarbarianBoat"
helptext      = _("\
The Caravel replaces the Trireme and is much\
 more reliable on the open seas.\
")

[unit_galleon]
name          = _("Galleon")
class         = "Sea"
tech_req      = "Magnetism"
obsolete_by   = "Transport"
graphic       = "u.galleon"
graphic_alt   = "-"
sound_move    = "m_galleon"
sound_move_alt = "m_generic"
sound_fight   = "f_galleon"
sound_fight_alt = "f_generic"
build_cost    = 40
pop_cost      = 0
attack        = 0
defense       = 2
hitpoints     = 20
firepower     = 1
move_rate     = 4
vision_radius_sq = 2
transport_cap = 4
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = "BadCityDefender"
roles         = "Ferryboat", "BarbarianBoat"
helptext      = _("\
The Galleon is a pure transport ship and cannot\
 attack other ships, though it may still defend\
 itself when attacked.\
")

[unit_frigate]
name          = _("Frigate")
class         = "Sea"
tech_req      = "Magnetism"
obsolete_by   = "Ironclad"
graphic       = "u.frigate"
graphic_alt   = "-"
sound_move    = "m_frigate"
sound_move_alt = "m_generic"
sound_fight   = "f_frigate"
sound_fight_alt = "f_generic"
build_cost    = 50
pop_cost      = 0
attack        = 4
defense       = 2
hitpoints     = 20
firepower     = 1
move_rate     = 4
vision_radius_sq = 2
transport_cap = 2
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = "BadCityDefender"
roles         = "Hunter"
helptext      = _("\
The Frigate is a highly versatile boat unit,\
 that is both a strong offensive unit as well\
 as a decent transport ship.\
")

[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    = 60
pop_cost      = 0
attack        = 4
defense       = 4
hitpoints     = 30
firepower     = 1
move_rate     = 4
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = "BadCityDefender"
roles         = "Hunter"
helptext      = _("\
The Ironclad is an armored ship that is\
 much more sturdy than the Frigate but\
 loses the latter's transport capability.\
")

[unit_destroyer]
name          = _("Destroyer")
class         = "Sea"
tech_req      = "Electricity"
obsolete_by   = "None"
graphic       = "u.destroyer"
graphic_alt   = "-"
sound_move    = "m_destroyer"
sound_move_alt = "m_generic"
sound_fight   = "f_destroyer"
sound_fight_alt = "f_generic"
build_cost    = 60
pop_cost      = 0
attack        = 4
defense       = 4
hitpoints     = 30
firepower     = 1
move_rate     = 6
vision_radius_sq = 8
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = "BadCityDefender"
roles         = "Hunter"
helptext      = _("\
TIP:  A very fast unit, which is very useful for hunting down enemy\
 Transports.\
")

[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     = 2
move_rate     = 5
vision_radius_sq = 8
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = "BadCityDefender"
roles         = ""
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     = 2
move_rate     = 5
vision_radius_sq = 8
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = "AEGIS", "BadCityDefender"
roles         = ""
helptext      = _("\
The AEGIS Cruiser is equipped with an advanced\
 defensive missile system.\
")

[unit_battleship]
name          = _("Battleship")
class         = "Sea"
tech_req      = "Automobile"
obsolete_by   = "None"
graphic       = "u.battleship"
graphic_alt   = "-"
sound_move    = "m_battleship"
sound_move_alt = "m_generic"
sound_fight   = "f_battleship"
sound_fight_alt = "f_generic"
build_cost    = 160
pop_cost      = 0
attack        = 12
defense       = 12
hitpoints     = 40
firepower     = 2
move_rate     = 4
vision_radius_sq = 8
transport_cap = 0
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = "BadCityDefender"
roles         = ""
helptext      = _("\
The Battleship is the supreme naval unit with\
 excellent offensive and defensive values.\
")

[unit_submarine]
name          = _("Submarine")
class         = "Sea"
tech_req      = "Combustion"
obsolete_by   = "None"
graphic       = "u.submarine"
graphic_alt   = "-"
sound_move    = "m_submarine"
sound_move_alt = "m_generic"
sound_fight   = "f_submarine"
sound_fight_alt = "f_generic"
build_cost    = 60
pop_cost      = 0
attack        = 10
defense       = 2
hitpoints     = 30
firepower     = 2
move_rate     = 3
vision_radius_sq = 8
transport_cap = 8
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = "Partial_Invis", "BadCityDefender",
	        "Missile_Carrier", "No_Land_Attack"
roles         = "Hunter"
helptext      = _("\
Submarines have a very high strategic value, but have a weak\
 defence.\
")

[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    = 160
pop_cost      = 0
attack        = 1
defense       = 9
hitpoints     = 40
firepower     = 2
move_rate     = 5
vision_radius_sq = 8
transport_cap = 8
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = "Carrier"
roles         = ""
helptext      = _("\
TIP:  Guard Carriers with a handful of fast-moving ships and a\
 battleship, as losing a fully-equipped Carrier is VERY\
 painful and expensive.\
")

[unit_transport]
name          = _("Transport")
class         = "Sea"
tech_req      = "Industrialization"
obsolete_by   = "None"
graphic       = "u.transport"
graphic_alt   = "-"
sound_move    = "m_transport"
sound_move_alt = "m_generic"
sound_fight   = "f_transport"
sound_fight_alt = "f_generic"
build_cost    = 50
pop_cost      = 0
attack        = 0
defense       = 3
hitpoints     = 30
firepower     = 1
move_rate     = 5
vision_radius_sq = 8
transport_cap = 8
fuel          = 0
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = "BadCityDefender"
roles         = "Ferryboat"
helptext      = _("\
The Transport cannot attack on its own but\
 may defend itself when under attack.\
")

[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    = 60
pop_cost      = 0
attack        = 18
defense       = 0
hitpoints     = 10
firepower     = 3
move_rate     = 12
vision_radius_sq = 2
transport_cap = 0
fuel          = 1
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = "FieldUnit", "OneAttack", "Missile"
roles         = ""
helptext      = _("\
TIP:  A handful of these can successfully keep the waters around\
 your treasured homeland free of enemy ships.\
")

[unit_nuclear]
name          = _("Nuclear")
class         = "Nuclear"
tech_req      = "Rocketry"
obsolete_by   = "None"
graphic       = "u.nuclear"
graphic_alt   = "-"
sound_move    = "m_nuclear"
sound_move_alt = "m_generic"
sound_fight   = "f_nuclear"
sound_fight_alt = "f_generic"
build_cost    = 160
pop_cost      = 0
attack        = 99
defense       = 0
hitpoints     = 10
firepower     = 1
move_rate     = 16
vision_radius_sq = 2
transport_cap = 0
fuel          = 1
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
flags         = "FieldUnit", "OneAttack", "Missile", "Nuclear"
roles         = ""
helptext      = _("\
You can build Nuclear units when you have the required advance, and\
 the Manhattan Project wonder has been built by any player.\
\n\n\
On impact, the blast will destroy any unit in a 3x3-square area,\
 including friendly units.  When striking a city, the city size is\
 halved, and the surrounding squares are subject to nuclear fallout.\
\n\n\
TIP 1:  Nuking the ocean will not generate fallout, and is a most\
 effective (but expensive!!) way of getting rid of enemy\
 ships.\
\n\n\
TIP 2:  You may be involved in a situation where you've invaded an\
 enemy country en masse, but the enemy cities are too strong.\
 Before using a Nuclear unit, assemble a gang of Settlers\
 and/or Engineers next to the city and have them ready to fix\
 the fallout on the same turn it occurs!  This minimizes the\
 chance of nuclear winter.  Eco-friendly nukes!\
")

[unit_diplomat]
name          = _("Diplomat")
class         = "Land"
tech_req      = "Writing"
obsolete_by   = "Spy"
graphic       = "u.diplomat"
graphic_alt   = "-"
sound_move    = "m_diplomat"
sound_move_alt = "m_generic"
sound_fight   = "f_diplomat"
sound_fight_alt = "f_generic"
build_cost    = 30
pop_cost      = 0
attack        = 0
defense       = 0
hitpoints     = 10
firepower     = 1
move_rate     = 2
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 0
uk_shield     = 0
uk_food       = 0
uk_gold       = 0
flags         = "Diplomat", "IgZOC", "NonMil", "NoVeteran"
roles         = "Diplomat"
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.\
\n\n\
If an enemy 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.\
\n\n\
The diplomat can also perform a number of actions in another player's\
 city:\n\
- \"Investigate\" Reveal detailed information about the city.\n\
- \"Establish Embassy\" Get permanent intelligence on the player.\n\
- \"Sabotage\" Ruin any production in the city.\n\
- \"Steal Technology\" Acquire an advance from the city's owner.\n\
- \"Incite a Revolt\" Make a city your own by paying a sum of gold.\
 Note that you cannot incite a revolt in a capital city.\
\n\n\
In some game strategies, hordes of Diplomats can be used to wreak\
 havoc on the enemy.  Little wonder that Diplomats are often\
 viewed with suspicion and fear!\
")

[unit_spy]
name          = _("Spy")
class         = "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     = 0
uk_food       = 0
uk_gold       = 0
flags         = "Diplomat", "IgZOC", "NonMil", "Spy"
roles         = "Diplomat"
helptext      = _("\
A Spy is more skilled in the arts of espionage than her Diplomat predecessor.\
\n\n\
She can perform all the functions of the Diplomat, but with a higher rate of\
 success. Refer to the Diplomat entry for an outline.\
\n\n\
She can also be used to: poison the water supply of an enemy city\
 (reducing the population); steal specific technology; and sabotage\
 predetermined city targets (note: sabotaging improvements in a\
 capital or sabotaging City Walls increases the risks of capture).\
 A Spy can also infiltrate a city and ferment a revolt.\
\n\n\
A Spy can also be of aid on the battlefield - sabotaging enemy units\
 as well as bribing them to change allegiance.\
")

[unit_caravan]
name          = _("Caravan")
class         = "Land"
tech_req      = "Trade"
obsolete_by   = "Freight"
graphic       = "u.caravan"
graphic_alt   = "-"
sound_move    = "m_caravan"
sound_move_alt = "m_generic"
sound_fight   = "f_caravan"
sound_fight_alt = "f_generic"
build_cost    = 50
pop_cost      = 0
attack        = 0
defense       = 1
hitpoints     = 10
firepower     = 1
move_rate     = 1
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 0
uk_shield     = 0
uk_food       = 0
uk_gold       = 0
flags         = "TradeRoute", "HelpWonder", "IgZOC", "NonMil"
roles         = ""
helptext      = _("\
Every Caravan that is used to build a wonder will add 50 shields\
 towards the production of the wonder.\
\n\n\
TIP:  You can stockpile a stack of Caravans in advance and bring\
 them all into a city where you have started to build a wonder,\
 and finish it in only one turn!\
")

[unit_freight]
name          = _("Freight")
class         = "Land"
tech_req      = "The Corporation"
obsolete_by   = "None"
graphic       = "u.freight"
graphic_alt   = "-"
sound_move    = "m_freight"
sound_move_alt = "m_generic"
sound_fight   = "f_freight"
sound_fight_alt = "f_generic"
build_cost    = 50
pop_cost      = 0
attack        = 0
defense       = 1
hitpoints     = 10
firepower     = 1
move_rate     = 2
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 0
uk_shield     = 0
uk_food       = 0
uk_gold       = 0
flags         = "TradeRoute", "HelpWonder", "IgZOC", "NonMil"
roles         = ""
helptext      = _("\
The Freight unit replaces the Caravan, and moves at twice the speed.\
")

[unit_explorer]
name          = _("Explorer")
class         = "Land"
tech_req      = "Seafaring"
obsolete_by   = "Partisan"
graphic       = "u.explorer"
graphic_alt   = "-"
sound_move    = "m_explorer"
sound_move_alt = "m_generic"
sound_fight   = "f_explorer"
sound_fight_alt = "f_generic"
build_cost    = 30
pop_cost      = 0
attack        = 0
defense       = 1
hitpoints     = 10
firepower     = 1
move_rate     = 1
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 0
uk_shield     = 0
uk_food       = 0
uk_gold       = 0
flags         = "IgTer", "IgZOC", "NonMil"
roles         = "Explorer"
helptext      = _("\
Explorers are very useful for mapping unknown territory.\
")

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