; This is Alien World units ruleset.

; 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.

; Note that the freeciv AI may not cope well with anything more
; than minor changes.

[datafile]
description = "Alien World unit data for Freeciv"
options = "+Freeciv-3.2-ruleset"
format_version = 30

[control]
; Names for custom unit type flags. There can be up to 50 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"
    _("TradeRoute"), _("Can establish trade routes (must travel to target city).")
    _("HelpWonder")
    _("Capturer"),   _("Can capture some enemy units.")
    _("Capturable"), _("Can be captured by some enemy units.")
    _("Bombarder")
    _("Cities")
    _("Paratroopers"), _("Can be paradropped from a friendly city or suitable base.")
    _("Cant_Fortify")
  }

; Names for custom unit class flags. There can be up to 25 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.")
    _("Missile")
    _("CanPillage")
    _("CanFortify"),
    ; /* xgettext:no-c-format */
                     _("Gets a 50% defensive bonus while in cities.")
  }

[veteran_system]
; What are the names of the levels?
veteran_names = _("Regular"), _("Elite"), _("Superb")

; The percentage chance of increasing level through combat
veteran_base_raise_chance = 10, 0, 0

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

; Power factors are as a percentage.
; +50% is represented by 150
veteran_power_fact = 100, 200, 350

; The additional number of movement points granted for different veteran
; levels. These are fractional move points as defined by move_fragments in
; terrain.ruleset.
veteran_move_bonus = 0, 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 harbor)
; flags               = List of unit class flags (from the following list; you
;                       cannot add custom unit class flags)
; helptext            = optional help text string; should escape all raw newlines
;                       so that xgettext parsing works
;
; ** Unit class Flags **
;
; "TerrainSpeed"      = Units use terrain specific speed
; "TerrainDefense"    = Units gain defense bonus from terrain
; "DamageSlows"       = Damaged units are slowed down
; "CanOccupyCity"     = Military units of this class can occupy enemy cities
; "BuildAnywhere"     = Unit can be built even in the middle of non-native terrain
; "Unreachable"       = Unit can be attacked only by units explicitly listing this
;                       class in its 'targets', unless on a city or native base.
;                       For class members which are transports, cargo cannot load/
;                       unload except in a city or native base, unless that unit
;                       explicitly lists this class in its 'embarks'/'disembarks'.
; "CollectRansom"     = Unit can collect ransom when killing lone barbarian leader
; "ZOC"               = Unit is subject to ZOC rules. Unit type flag "IgZOC" can
;                       override this
; "DoesntOccupyTile"  = Even if this kind of enemy unit is on tile, cities can
;                       still work that tile
; "AttackNonNative"   = Unit can attack units on non-native tiles. Unit type
;                       flag "Only_Native_Attack" can override this
; "KillCitizen"       = Upon successful attack against a city, unit kills one
;                       citizen. The effect "Unit_No_Lose_Pop" and the server
;                       setting 'killcitizen' can disable this.
; "HutFrighten"       = Will frighten rather than enter huts.
; "NonNatBombardTgt"  = Certain attacks against these units are considered
;                       Nonnative Bombard Attack type
;
; */ <-- avoid gettext warnings

[unitclass_earthly]
name          = _("?unitclass:Earthly")
min_speed     = 1
hp_loss_pct   = 0
flags         = "DamageSlows", "TerrainSpeed", "CanFortify", "ZOC",
                "CollectRansom", "BuildAnywhere", "CanOccupyCity",
                "CanPillage", "TerrainDefense", "KillCitizen", "Airliftable",
                "NonNatBombardTgt"

[unitclass_native]
name          = _("?unitclass:Native")
min_speed     = 1
hp_loss_pct   = 0
flags         = "DamageSlows", "TerrainSpeed", "CanFortify", "ZOC",
                "CollectRansom", "BuildAnywhere", "CanOccupyCity",
                "CanPillage", "TerrainDefense", "KillCitizen", "Airliftable",
                "NonNatBombardTgt"

[unitclass_sea]
name          = _("?unitclass:Sea")
min_speed     = 1
hp_loss_pct   = 0
flags         = "DamageSlows", "TerrainSpeed", "CanPillage", "AttackNonNative"
helptext      = _("\
Can launch attack from non-native tiles.\
")

[unitclass_amphibious]
name          = _("?unitclass:Amphibious")
min_speed     = 1
hp_loss_pct   = 0
flags         = "DamageSlows", "TerrainSpeed", "CanFortify", "ZOC",
                "CollectRansom", "BuildAnywhere", "CanOccupyCity",
                "CanPillage", "TerrainDefense", "KillCitizen",
                "NonNatBombardTgt"

[unitclass_antigravity]
name          = _("?unitclass:Antigravity")
min_speed     = 1
hp_loss_pct   = 0
flags         = "Unreachable", "KillCitizen"

[unitclass_burrowing]
name          = _("?unitclass:Burrowing")
min_speed     = 1
hp_loss_pct   = 0
flags         = "Unreachable", "DamageSlows", "CanPillage","Airliftable"

[unitclass_missile]
name          = _("?unitclass:Missile")
min_speed     = 1
hp_loss_pct   = 0
flags         = "Missile", "DoesntOccupyTile"

; /* <-- avoid gettext warnings
;
; Below: The individual unit types, one per section.
;
; The number can be variable, up to 300.
; 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.
; graphic_alt2  = tag for second alternative graphic.
; reqs          = requirements to build the unit (see effects.ruleset
;                 and README.effects for help on requirements)
; obsolete_by   = can be upgraded to and made obsolete by another unit by name
; build_cost    = production shields required to build
; pop_cost      = population removed from city when built; for 'Join City'
;                 units this is also the population added to the destination
; attack        = base attack strength (0 = cannot attack)
; defense       = base defense strength (0 = cannot defend)
; hitpoints     = how much damage unit can withstand
; firepower     = number of hitpoints removed per round of combat; at least 1
; move_rate     = base move rate (whole movement points)
; vision_radius_sq = base vision of unit: unit can see tile up to the square
;                 root of this value away
; convert_to    = can be converted to another type of unit by name
; convert_time  = number of movement points it takes to convert to
;                 another unit type
; class         = One of the classes listed above
; transport_cap = Max number of units that can be transported.
; fuel          = Number of turns unit can spend outside refuel points.
;                 If more time passes without unit refueling over turn change,
;                 they are lost. If this is zero, unit has no need to refuel
;                 Units with "Coast" flag set consider any tile next to coast
;                 refuel point
; uk_*          = upkeep costs, these are used as base values in the game
; cargo         = Unit classes this unit can transport
; city_slots    = How many of homecity's unit maintenance slots unit takes
; city_size     = Initial size of the cities built by 'Found City' type units
;                 (but 'Join City' uses pop_cost)
; tp_defense    = Method to decide if unit can be selected as a defender when
;                 transported.
;                   "Blocked" - Can't defend when transported
;                   "Alight"  - Can defend if can alight or unload (current default)
;                   "Always"  - Can defend even when transported
; targets       = list of unit classes this unit can attack against even
;                 if they have Unreachable unit class flag
; embarks       = list of unit classes this unit may load into while not in
;                 native base or city even if transporter has Unreachable unit
;                 class flag
; disembarks    = list of unit classes this unit may unload from while not in
;                 native base or city even if transporter has Unreachable unit
;                 class flag
; vision_layer  = At which layer this unit is visible; "Main", "Stealth",
;                 or "Subsurface"
; bonuses       = definitions of combat bonuses against specific other units
; bonuses.flag  = flag of the unit that bonus applies against
; bonuses.type  = type of the bonus. See below
; bonuses.value = value of the bonus. Sum of these is used if multiple apply.
; bonuses.quiet = don't auto generate help text for this bonus. Use this if
;                 the bonus is documented in the unit type's help text.
;                 This is useful when the combination of a unit's bonuses
;                 becomes complex enough to make the auto generated help
;                 ugly or inaccurate.
; flags         = special flag strings; list of built-in flags described below
;                 and/or user flags defined above
;
; veteran_names = Special veteran level for this unit. See the definitions in
;                 game.ruleset. All of the veteran_* entries have to have the
;                 same length!
; veteran_base_raise_chance =
; veteran_work_raise_chance =
; veteran_power_fact =
; veteran_move_bonus =
;
; roles          = special role strings
; sound_move     = optional sound effect when the unit moves
; sound_move_alt = optional alternative sound effect if above not
;                   supported in client
; sound_fight     = optional sound effect when the unit fights
; sound_fight_alt = optional alternative sound effect if above not
;                   supported in client
; helptext        = optional help text string; should escape all raw newlines
;                   so that xgettext parsing works
;
;
; ** Bonuses **
;
; "DefenseMultiplier"    = See "DefenseMultiplierPct" below. This is
;                          equivalent to that multiplied by 100.
;                          Bonus is defined in defenders entry.
; "DefenseMultiplierPct" = Multiply defense by 1 + (value / 100).
;                          Value of 100 means multiplication by 2,
;                          value of 50 means multiplication by 1.5, etc.
;                          Effectively increases defense by value percent.
;                          Bonus is defined in defenders entry.
; "DefenseDivider"       = See "DefenseDividerPct" below. This is equivalent
;                          to that multiplied by 100.
;                          Bonus is defined in attackers entry.
; "DefenseDividerPct"    = Divide defense value by 1 + (value / 100).
;                          Value of 100 means division by 2,
;                          value of 50 means division by 1.5, i.e.
;                          multiplication with 2/3, etc.
;                          Effectively increases *attack* by value percent.
;                          Bonus is defined in attackers entry.
; "LowFirepower"         = Defender firepower is reduced to low firepower
;                          value defined in game.ruleset when
;                          ever this has non-zero value.
;                          Bonus is defined in attackers entry.
; "CityDefensePct"       = In a city, instead of "Defend_Bonus" effect
;                          uses this bonus.
;                          Bonus is defined in defenders entry.
;
;
; ** Flags **
;
; "IgZOC"       = ignore Zones of Control (ZOC) even if unit class has
;                 "ZOC" flag
; "HasNoZOC"    = unit has no Zone of Control (ZOC), thus any unit can move
;                 around it freely
; "NonMil"      = a non-military unit: no attacks; no martial law; can enter
;                 peaceful borders; DoesntOccupyTile
; "IgTer"       = use constant move cost defined in igter_cost (terrain.ruleset)
;                 rather than terrain/road etc cost, unless terrain cost is
;                 less
; "FieldUnit"   = cause unhappiness even when not being aggressive
; "AttackAny"   = can attack unreachable units
; "Settlers"    = can irrigate and build roads
; "Diplomat"    = can defend against diplomat actions (see diplchance
;                 server option)
; "Spy"         = strong in diplomatic battles. _Must_ be "Diplomat" also
; "CoastStrict" = (sea only) cannot leave coast
; "Coast"       = (sea only) can refuel on coast. Set fuel to force unit
;                 to regularly end turn on coast
; "Only_Native_Attack" = cannot attack targets on non-native tiles even if
;                 unit class can
; "Fanatic"     = can only be built by governments that allow them
;                 (see civ2/governments.ruleset, Fundamentalism government)
; "Unique"      = a player can only have one of these units in the game at
;                 the same time; barbarians cannot use this at present
; "GameLoss"    = losing one of these units means you lose the game, but it
;                 is produced without homecity and upkeep
; "EvacuateFirst" = the game will try to rescue units with this flag before
;                 it tries to rescue units without it when their transport
;                 is destroyed. Think of the Birkenhead drill ("women and
;                 children first"). Replace "women and children" with
;                 "units with the EvacuateFirst unit type flag".
; "SuperSpy"    = this unit always wins diplomatic contests, that is, unless
;                 it encounters another SuperSpy, in which case defender wins;
;                 can also be used on non-diplomat units, in which case it can
;                 protect cities from diplomats; also 100% spy survival chance
; "NoHome"      = this unit is built with no homecity, free of all upkeep, and
;                 therefore will not revolt along with its city of origin should
;                 it be incited
; "NoVeteran"   = this unit cannot gain veteran levels through experience
;                 (as if both base_raise_chance and work_raise_chance were zero);
;                 it can still gain veterancy through Veteran_Build, etc
; "CityBuster"  = this unit has double firepower against cities
; "NoBuild"     = this unit cannot be built
; "BadWallAttacker" = the firepower of this unit is set to 1 if
;                 attacking a city
;                 defended by a city wall (or other city building defense)
; "BadCityDefender" = if attacked while in a city, firepower is set to 1
;                 and firepower of attacker is doubled (the Pearl Harbour
;                 rule)
; "BarbarianOnly" = only barbarians can build this unit
; "Shield2Gold" = Switch from shield upkeep to gold upkeep possible
; "NewCityGamesOnly" = unit can't be built on scenarios where founding new cities
;                 is not allowed. Give this flag to units that would make no sense
;                 to have in a game with such a scenario
; "CanEscape"   = this unit has, given that certain conditions are
;                 fulfilled, a 50% chance to escape rather than being
;                 killed when killstack is enabled and the defender of its
;                 tile is defeated. The conditions are that it has more move
;                 points than required to move to an adjacent tile plus the
;                 attackers move points and that the attacker doesn't have
;                 the "CanKillEscaping" unit type flag.
; "CanKillEscaping" = an attack from this unit ignores the "CanEscape" unit
;                 type flag.
; "Provoking" =   a unit considering to auto attack this unit will choose to
;                 do so even if has better odds when defending against it
;                 then when attacking it. Applies when the autoattack server
;                 setting is enabled.
; "NeverProtects" = doesn't protect reachable units on its tile from enemy
;                 attackers, even if the unreachableprotects server setting
;                 is enabled and the unit class is unreachable
; "RandomMovement" = Unit makes random movements in the beginning of the turn,
;                 player has no control over its movement
;
; Following actions require extra fields:
;  "Attack" and "Suicide Attack"
;   attack = base attack strength
;  "Bombard"
;   attack       = base attack strength
;   bombard_rate = the number of shots fired at enemy units when attacking
;  "Join City"
;   pop_cost = the number of population added to the target city
;  "Paradrop Unit"
;   paratroopers_range  = the maximal range the unit can be paradropped to.
;                         Max range is 65534.
;  "Upgrade Unit"
;   obsolete_by = the unit type upgraded to.
;  "Convert Unit"
;   convert_to = the unit type converted to.
;
; ** Roles **
;
; "FirstBuild"            = first to be built when city founded
; "Explorer"              = unit to use for exploring
; "Hut"                   = can be found in a hut
; "HutTech"               = can be found in a hut, but its techs required
; "Partisan"              = can be created as a partisan (only one unit can have this
;                           flag), see end of this file for its tech requirements option
; "DefendOk"              = AI hint: ok for defending with
; "DefendGood"            = AI hint: good for defending with
; "Ferryboat"             = AI hint: useful for ferrying
; "Barbarian"             = can be created as land barbarian
; "BarbarianTech"         = can be created as land barbarian, if someone has
;                           researched its tech requirements
; "BarbarianBoat"         = can be created as boat for sea barbarian
; "BarbarianBoatTech"     = can be created as boat for sea barbarian, if someone has
;                           researched its tech requirements
; "BarbarianBuild"        = can be built by barbarians
; "BarbarianBuildTech"    = can be built by barbarians if someone has
;                           researched its tech requirements
; "BarbarianLeader"       = this unit is the barbarian leader (only one)
; "BarbarianSea"          = can be created as a barbarian that disembarks from a barbarian boat
; "BarbarianSeaTech"      = can be created as a barbarian that disembarks from a barbarian boat
;                           if someone has researched its tech requirements
; "Settlers"              = can irrigate and build roads
; "Hunter"                = AI hint: good for hunting other units
; "CitiesStartUnit"       = Gets granted as 'c' startunit
; "WorkerStartUnit"       = Gets granted as 'w' startunit
; "ExplorerStartUnit"     = Gets granted as 'x' startunit
; "KingStartUnit"         = Gets granted as 'k' startunit
; "DiplomatStartUnit"     = Gets granted as 's' startunit
; "FerryStartUnit"        = Gets granted as 'f' startunit
; "DefendOkStartUnit"     = Gets granted as 'd' startunit
; "DefendGoodStartUnit"   = Gets granted as 'D' startunit
; "AttackFastStartUnit"   = Gets granted as 'a' startunit
; "AttackStrongStartUnit" = Gets granted as 'A' startunit
;
; */ <-- avoid gettext warnings

[unit_settlers]
name          = _("Settlers")
class         = "Earthly"
;reqs
obsolete_by   = "Native Settlers"
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       = 0
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
tp_defense    = "Alight"
flags         = "Cities", "Capturable"
roles         = "CitiesStartUnit"
helptext      = _("\
This is Earth technology settler. \
Most military enemy units can capture it instead of killing it.\
")

[unit_native_settlers]
name          = _("Native Settlers")
class         = "Native"
reqs          =
  { "type", "name", "range"
    "Tech", "Organic Structures", "Player"
  }
obsolete_by   = "None"
graphic       = "u.native_settlers"
graphic_alt   = "u.worker"
sound_move    = "m_worker"
sound_move_alt = "m_generic"
sound_fight   = "f_worker"
sound_fight_alt = "f_generic"
build_cost    = 40
pop_cost      = 1
attack        = 0
defense       = 0
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
tp_defense    = "Alight"
flags         = "Cities", "Capturable"
helptext      = _("\
This is native Settler that can enter radiating areas. \
Most military enemy units can capture it instead of killing it.\
")

[unit_engineer]
name          = _("Engineer")
class         = "Earthly"
;reqs
obsolete_by   = "Native Engineer"
graphic       = "u.engineer"
graphic_alt   = "u.engineers"
sound_move    = "m_engineers"
sound_move_alt = "m_generic"
sound_fight   = "f_engineers"
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       = 0
tp_defense    = "Alight"
flags         = "Settlers", "Cant_Fortify", "NonMil"
roles         = "Settlers", "WorkerStartUnit"
helptext      = _("\
This is Earth technology engineer.\
")

[unit_native_engineer]
name          = _("Native Engineer")
class         = "Native"
reqs          =
  { "type", "name", "range"
    "Tech", "Smart Aliens", "Player"
  }
obsolete_by   = "None"
graphic       = "u.native_engineer"
graphic_alt   = "u.technical"
graphic_alt2  = "u.archers"
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        = 0
defense       = 3
hitpoints     = 20
firepower     = 1
move_rate     = 2
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 0
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
tp_defense    = "Alight"
flags         = "Settlers", "Cant_Fortify", "NonMil"
roles         = "Settlers"
helptext      = _("\
Native version of the Engineer unit.\
")

[unit_water_engineer]
name          = _("Water Engineer")
class         = "Amphibious"
reqs          =
  { "type", "name", "range"
    "Tech", "Ocean Cities", "Player"
  }
obsolete_by   = "None"
graphic       = "u.water_engineer"
graphic_alt   = "u.icebreaker"
graphic_alt2  = "u.legion"
sound_move    = "m_legion"
sound_move_alt = "m_generic"
sound_fight   = "f_legion"
sound_fight_alt = "f_generic"
build_cost    = 40
pop_cost      = 1
attack        = 0
defense       = 3
hitpoints     = 20
firepower     = 1
move_rate     = 2
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 0
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
city_size     = 2
tp_defense    = "Alight"
flags         = "Cities", "Settlers", "Cant_Fortify", "NonMil"
roles         = "Settlers"
helptext      = _("\
Amphibious Engineer that can also establish new cities on Ocean. \
Cities cannot be located on Boiling Ocean.\
")

[unit_star_marines]
name          = _("Star Marines")
class         = "Earthly"
;reqs
obsolete_by   = "None"
graphic       = "u.star_marines"
graphic_alt   = "u.marines"
sound_move    = "m_marines"
sound_move_alt = "m_generic"
sound_fight   = "f_marines"
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      = 0
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
tp_defense    = "Alight"
flags         = "Capturer"
roles         = "DefendOk", "DefendOkStartUnit", "FirstBuild", "Barbarian", "BarbarianSea"
helptext      = _("\
This unit may be built from the start of the game.  It is the\
 weakest military unit.\
")

[unit_cyborgs]
name          = _("Cyborgs")
class         = "Earthly"
reqs          =
  { "type", "name", "range"
    "Tech", "Cybernetics", "Player"
  }
obsolete_by   = "None"
graphic       = "u.cyborgs"
graphic_alt   = "u.pikemen"
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        = 2
defense       = 1
hitpoints     = 10
firepower     = 1
move_rate     = 1
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 0
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
tp_defense    = "Alight"
flags         = "Capturer"
roles         = "DefendOk", "Barbarian", "BarbarianSea", "BarbarianLeader"
helptext      = _("\
Attack power to the early game.\
")

[unit_tank]
name          = _("Tank")
class         = "Earthly"
reqs          =
  { "type", "name", "range"
    "Tech", "Brute Force", "Player"
  }
obsolete_by   = "None"
graphic       = "u.tank"
graphic_alt   = "u.panther"
graphic_alt2  = "u.armor"
sound_move    = "m_armor"
sound_move_alt = "m_generic"
sound_fight   = "f_armor"
sound_fight_alt = "f_generic"
build_cost    = 20
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      = 0
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
tp_defense    = "Alight"
flags         = "Capturer"
roles         = "DefendOk", "BarbarianBuild"
helptext      = _("\
This is the most powerful Earth technology unit.\
")

[unit_warmonster]
name          = _("War Monster")
class         = "Native"
reqs          =
  { "type", "name", "range"
    "Tech", "War Monsters", "Player"
  }
obsolete_by   = "None"
graphic       = "u.war_monster"
graphic_alt   = "u.alpine_troops"
sound_move    = "m_alpine_troops"
sound_move_alt = "m_generic"
sound_fight   = "f_alpine_troops"
sound_fight_alt = "f_generic"
build_cost    = 30
pop_cost      = 0
attack        = 3
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       = 0
tp_defense    = "Alight"
flags         = "Capturer"
roles         = "DefendOk"
helptext      = _("\
As a native unit, this can move and fight on radiating areas too.\
")

[unit_crusher]
name          = _("Crusher")
class         = "Native"
reqs          =
  { "type", "name", "range"
    "Tech", "Alien Training", "Player"
  }
obsolete_by   = "None"
graphic       = "u.crusher"
graphic_alt   = "u.horsemen"
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        = 3
defense       = 3
hitpoints     = 10
firepower     = 1
move_rate     = 3
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 0
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
tp_defense    = "Alight"
flags         = "Capturer"
roles         = "DefendOk"
helptext      = _("\
Alien lifeform trained to be fast.\
")

[unit_cyber_alien]
name          = _("Cyber Alien")
class         = "Native"
reqs          =
  { "type", "name", "range"
    "Tech", "Cyber Aliens", "Player"
  }
obsolete_by   = "None"
graphic       = "u.cyber_alien"
graphic_alt   = "u.musketeers"
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        = 4
defense       = 3
hitpoints     = 10
firepower     = 1
move_rate     = 2
vision_radius_sq = 5
transport_cap = 0
fuel          = 0
uk_happy      = 0
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
tp_defense    = "Alight"
flags         = "Capturer"
roles         = "DefendOk"
helptext      = _("\
Alien lifeform with cybernetic implants. Good in combat, and has better \
vision than any purely organic unit.")

[unit_rex]
; /* TRANS: Alien lifeform. Name refers to Tyrannosaurus Rex, not "King" role */
name          = _("Rex")
class         = "Native"
reqs          =
  { "type", "name", "range"
    "Tech", "Synthetic Food", "Player"
  }
obsolete_by   = "None"
graphic       = "u.rex"
graphic_alt   = "u.knights"
sound_move    = "m_knights"
sound_move_alt = "m_generic"
sound_fight   = "f_knights"
sound_fight_alt = "f_generic"
build_cost    = 50
pop_cost      = 0
attack        = 8
defense       = 4
hitpoints     = 20
firepower     = 1
move_rate     = 3
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 0
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
tp_defense    = "Alight"
flags         = "Capturer"
helptext      = _("\
Most powerful alien lifeform, like one from Earth's Jurassic period.\
")

[unit_paradropper]
name          = _("Paradropper")
class         = "Native"
reqs          =
  { "type", "name", "range"
    "Tech", "Paradrop", "Player"
  }
obsolete_by   = "None"
graphic       = "u.paradropper"
graphic_alt   = "u.paratroopers"
sound_move    = "m_paratroopers"
sound_move_alt = "m_generic"
sound_fight   = "f_paratroopers"
sound_fight_alt = "f_generic"
build_cost    = 50
pop_cost      = 0
attack        = 6
defense       = 3
hitpoints     = 20
firepower     = 1
move_rate     = 3
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 0
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
tp_defense    = "Alight"
flags         = "Paratroopers", "Capturer"
paratroopers_range  = 10
helptext      = _("\
Alien lifeform able to paradrop.\
")

[unit_turtle]
name          = _("Turtle Defender")
class         = "Earthly"
reqs          =
  { "type", "name", "range"
    "Tech", "Composites", "Player"
  }
obsolete_by   = "None"
graphic       = "u.turtle_defender"
graphic_alt   = "u.sherman"
graphic_alt2  = "u.mech_inf"
sound_move    = "m_mech_inf"
sound_move_alt = "m_generic"
sound_fight   = "f_mech_inf"
sound_fight_alt = "f_generic"
build_cost    = 20
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       = 0
tp_defense    = "Alight"
flags         = "Capturer"
roles         = "DefendGood", "DefendGoodStartUnit"
helptext      = _("\
This is excellent defense vehicle.\
")

[unit_earth_sub]
name          = _("Earth Sub")
class         = "Burrowing"
reqs          =
  { "type", "name", "range"
    "Tech", "Burrowing", "Player"
  }
obsolete_by   = "None"
graphic       = "u.earth_sub"
graphic_alt   = "u.submarine"
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        = 4
defense       = 2
hitpoints     = 20
firepower     = 1
move_rate     = 1
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 0
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
tp_defense    = "Alight"
targets       = "Burrowing"
flags         = "Capturer", "NeverProtects"
helptext      = _("\
Burrow through earth. Only some special units can attack against Earth Sub. \
These can pass ocean tiles only through Burrow Tubes.")

[unit_hunter]
name          = _("Hunter")
class         = "Burrowing"
reqs          =
  { "type", "name", "range"
    "Tech", "Supermodule", "Player"
  }
obsolete_by   = "None"
graphic       = "u.hunter"
graphic_alt   = "u.missile_sub"
graphic_alt2  = "u.frigate"
sound_move    = "m_frigate"
sound_move_alt = "m_generic"
sound_fight   = "f_frigate"
sound_fight_alt = "f_generic"
build_cost    = 160
pop_cost      = 0
attack        = 7
defense       = 3
hitpoints     = 30
firepower     = 1
move_rate     = 1
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 0
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
tp_defense    = "Alight"
targets       = "Antigravity", "Burrowing"
flags         = "Settlers", "Capturer", "NeverProtects"
roles         = "Hunter"
helptext      = _("\
Burrowing unit that also has capability to attack Antigravity units with \
its own minimissiles.\n\n\
It's also an settler type unit for hostile areas, well capable of defending \
itself.")

[unit_light_saucer]
name          = _("Light Saucer")
class         = "Antigravity"
reqs          =
  { "type", "name", "range"
    "Tech", "Antigravity", "Player"
  }
obsolete_by   = "None"
graphic       = "u.light_saucer"
graphic_alt   = "u.fighter"
sound_move    = "m_fighter"
sound_move_alt = "m_generic"
sound_fight   = "f_fighter"
sound_fight_alt = "f_generic"
build_cost    = 80
pop_cost      = 0
attack        = 4
defense       = 2
hitpoints     = 20
firepower     = 1
move_rate     = 3
vision_radius_sq = 4
transport_cap = 0
fuel          = 0
uk_happy      = 0
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
tp_defense    = "Alight"
targets       = "Antigravity"
flags         = "Capturer"
helptext      = _("\
Nobody, but some of the other Antigravity units and Hunters can attack this unit. \
This unit itself can attack other Antigravity units.")

[unit_bomb_saucer]
name          = _("Bomb Saucer")
class         = "Antigravity"
reqs          =
  { "type", "name", "range"
    "Tech", "Unified Theory", "Player"
  }
obsolete_by   = "None"
graphic       = "u.bomb_saucer"
graphic_alt   = "u.bomber"
sound_move    = "m_bomber"
sound_move_alt = "m_generic"
sound_fight   = "f_bomber"
sound_fight_alt = "f_generic"
build_cost    = 90
pop_cost      = 0
attack        = 9
defense       = 3
hitpoints     = 20
firepower     = 1
move_rate     = 2
vision_radius_sq = 4
transport_cap = 0
fuel          = 0
uk_happy      = 0
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
tp_defense    = "Alight"
flags         = "Bombarder", "Capturer"
bombard_rate  = 10
helptext      = _("\
Nobody, but some of the other Antigravity and Hunters units can attack this unit.")

[unit_spitter]
name          = _("Spitter")
class         = "Native"
reqs          =
  { "type", "name", "range"
    "Tech", "Spitter Control", "Player"
  }
obsolete_by   = "Heavy Spitter"
graphic       = "u.spitter"
graphic_alt   = "u.light_howitzer"
graphic_alt2  = "u.catapult"
sound_move    = "m_catapult"
sound_move_alt = "m_generic"
sound_fight   = "f_catapult"
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 = 2
transport_cap = 0
fuel          = 0
uk_happy      = 0
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
tp_defense    = "Alight"
flags         = "Bombarder"
bombard_rate  = 5
helptext      = _("\
This alien lifeform is first bombarding unit.\
")

[unit_heavy_spitter]
name          = _("Heavy Spitter")
class         = "Native"
reqs          =
  { "type", "name", "range"
    "Tech", "Modified Spitter", "Player"
  }
obsolete_by   = "None"
graphic       = "u.heavy_spitter"
graphic_alt   = "u.stat_sam"
graphic_alt2  = "u.cannon"
sound_move    = "m_cannon"
sound_move_alt = "m_generic"
sound_fight   = "f_cannon"
sound_fight_alt = "f_generic"
build_cost    = 20
pop_cost      = 0
attack        = 5
defense       = 2
hitpoints     = 20
firepower     = 1
move_rate     = 1
vision_radius_sq = 2
transport_cap = 3
fuel          = 0
uk_happy      = 0
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
tp_defense    = "Alight"
cargo         = "Missile"
flags         = "Bombarder", "Provoking"
bombard_rate  = 10
helptext      = _("\
This improved spitter can both make bombard attacks, and transport missiles \
next to targets.")

[unit_biomass]
name          = _("Biomass")
class         = "Native"
reqs          =
  { "type", "name", "range"
    "Tech", "Controlled Biomass", "Player"
  }
obsolete_by   = "None"
graphic       = "u.biomass"
graphic_alt   = "u.storm"
graphic_alt2  = "u.transport"
sound_move    = "m_transport"
sound_move_alt = "m_generic"
sound_fight   = "f_transport"
sound_fight_alt = "f_generic"
build_cost    = 20
pop_cost      = 0
attack        = 0
defense       = 2
hitpoints     = 20
firepower     = 1
move_rate     = 1
vision_radius_sq = 2
transport_cap = 1
fuel          = 0
uk_happy      = 0
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
tp_defense    = "Alight"
cargo         = "Earthly", "Amphibious"
flags         = "Provoking"
helptext      = _("\
Just let the biomass to engulf your tank and pick it up, then enjoy \
the ride in the radiation-safe inside of the slimy being.")

[unit_explorer]
name          = _("Explorer")
class         = "Earthly"
;reqs
obsolete_by   = "Scout Animal"
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    = 20
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
tp_defense    = "Alight"
flags         = "IgZOC", "NonMil"
roles         = "Explorer", "ExplorerStartUnit"
helptext      = _("\
Like all Earthly units, Explorer are unable to enter radiating tiles. \
They can maintain themselves, no upkeep cost to homecity.\
")

[unit_native_scout]
name          = _("Scout Animal")
class         = "Native"
reqs          =
  { "type", "name", "range"
    "Tech", "Alien Taming", "Player"
  }
obsolete_by   = "None"
graphic       = "u.scout_animal"
graphic_alt   = "u.warriors"
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        = 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
tp_defense    = "Alight"
flags         = "IgZOC", "NonMil"
roles         = "Explorer"
helptext      = _("\
This is native scout animal that can enter any land terrain.\
")

[unit_raft]
name          = _("Raft")
class         = "Sea"
;reqs
obsolete_by   = "None"
graphic       = "u.raft"
graphic_alt   = "u.steamer"
graphic_alt2  = "u.trireme"
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        = 0
defense       = 1
hitpoints     = 10
firepower     = 1
move_rate     = 2
vision_radius_sq = 2
transport_cap = 2
fuel          = 0
uk_happy      = 0
uk_shield     = 0
uk_food       = 0
uk_gold       = 0
tp_defense    = "Alight"
cargo         = "Earthly", "Native"
flags         = "CoastStrict", "Provoking"
roles         = "Ferryboat", "FerryStartUnit"
helptext      = _("\
  This vessel allows coastal travel, but not on Boiling Seas.\
")

[unit_ship]
name          = _("Ship")
class         = "Sea"
reqs          =
  { "type", "name", "range"
    "Tech", "Travel", "Player"
  }
obsolete_by   = "None"
graphic       = "u.ship"
graphic_alt   = "u.container_ship"
graphic_alt2  = "u.caravel"
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       = 1
hitpoints     = 10
firepower     = 1
move_rate     = 3
vision_radius_sq = 2
transport_cap = 2
fuel          = 0
uk_happy      = 0
uk_shield     = 0
uk_food       = 0
uk_gold       = 0
tp_defense    = "Alight"
cargo         = "Earthly", "Native"
flags         = "Provoking"
roles         = "Ferryboat", "BarbarianBoat"
helptext      = _("\
  This is basic ship type. It has no any special equipment, so \
it cannot enter boiling seas.\
")

[unit_destroyer]
name          = _("Destroyer")
class         = "Sea"
reqs          =
  { "type", "name", "range"
    "Tech", "Naval Superiority", "Player"
  }
obsolete_by   = "Battle Unit"
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    = 40
pop_cost      = 0
attack        = 5
defense       = 2
hitpoints     = 10
firepower     = 1
move_rate     = 4
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 0
uk_shield     = 0
uk_food       = 0
uk_gold       = 0
tp_defense    = "Alight"
flags         = ""
helptext      = _("\
This vessel is for battle! Too bad it cannot enter boiling oceans.\
")

[unit_battle_unit]
name          = _("Battle Unit")
class         = "Amphibious"
reqs          =
  { "type", "name", "range"
    "Tech", "Amphibious Tactics", "Player"
  }
obsolete_by   = "None"
graphic       = "u.battle_unit"
graphic_alt   = "u.battleship"
sound_move    = "m_battleship"
sound_move_alt = "m_generic"
sound_fight   = "f_battleship"
sound_fight_alt = "f_generic"
build_cost    = 60
pop_cost      = 0
attack        = 7
defense       = 3
hitpoints     = 20
firepower     = 1
move_rate     = 3
vision_radius_sq = 5
transport_cap = 0
fuel          = 0
uk_happy      = 0
uk_shield     = 0
uk_food       = 0
uk_gold       = 0
tp_defense    = "Alight"
flags         = "Capturer"
helptext      = _("\
Amphibious battle machine.")

[unit_amphibious_transport]
name          = _("Amphibious Transport")
class         = "Amphibious"
reqs          =
  { "type", "name", "range"
    "Tech", "Thermal Module", "Player"
  }
obsolete_by   = "None"
graphic       = "u.amphi_transport"
graphic_alt   = "u.pt-boat"
graphic_alt2  = "u.ironclad"
sound_move    = "m_ironclad"
sound_move_alt = "m_generic"
sound_fight   = "f_ironclad"
sound_fight_alt = "f_generic"
build_cost    = 40
pop_cost      = 0
attack        = 0
defense       = 2
hitpoints     = 10
firepower     = 1
move_rate     = 3
vision_radius_sq = 2
transport_cap = 3
fuel          = 0
uk_happy      = 0
uk_shield     = 0
uk_food       = 0
uk_gold       = 0
tp_defense    = "Alight"
cargo         = "Earthly", "Native"
flags         = "Provoking"
roles         = "Ferryboat"
helptext      = _("\
This is first unit that can enter boiling oceans - and more.\
")

[unit_freight]
name          = _("Freight")
class         = "Earthly"
reqs          =
  { "type", "name", "range"
    "Tech", "Faction Politics", "Player"
  }
obsolete_by   = "Caravan"
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     = 3
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 0
uk_shield     = 0
uk_food       = 0
uk_gold       = 0
tp_defense    = "Alight"
flags         = "HelpWonder", "TradeRoute", "IgZOC", "NonMil"
roles         = ""
helptext      = _("\
Earth technology unit that can establish trade routes and transfer goods \
to help build wonders in other cities.\
"), _("\
Trade routes with other factions provide three times as much ongoing \
trade as routes within your faction. Each city can support up to four \
trade routes.\
")

[unit_caravan]
name          = _("Caravan")
class         = "Native"
reqs          =
  { "type", "name", "range"
    "Tech", "Smart Aliens", "Player"
  }
obsolete_by   = "None"
graphic       = "u.alien_caravan"
graphic_alt   = "u.truck"
graphic_alt2  = "u.caravan"
sound_move    = "m_caravan"
sound_move_alt = "m_generic"
sound_fight   = "f_caravan"
sound_fight_alt = "f_generic"
build_cost    = 50
pop_cost      = 0
attack        = 0
defense       = 1
hitpoints     = 10
firepower     = 1
move_rate     = 3
vision_radius_sq = 2
transport_cap = 0
fuel          = 0
uk_happy      = 0
uk_shield     = 0
uk_food       = 0
uk_gold       = 0
tp_defense    = "Alight"
flags         = "HelpWonder", "TradeRoute", "IgZOC", "NonMil"
roles         = ""
helptext      = _("\
Native caravan unit, that can move on all land terrains.\
"), _("\
Trade routes with other factions provide three times as much ongoing \
trade as routes within your faction. Each city can support up to four \
trade routes.\
")

[unit_stealth_spy]
name          = _("Stealth Spy")
class         = "Earthly"
reqs          =
  { "type", "name", "range"
    "Tech", "Stealth Module", "Player"
  }
obsolete_by   = "None"
graphic       = "u.stealth_spy"
graphic_alt   = "u.spy"
graphic_alt2  = "u.diplomat"
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
tp_defense    = "Alight"
vision_layer  = "Stealth"
flags         = "Diplomat", "IgZOC", "NonMil", "Provoking"
veteran_names = _("Regular"), _("Elite"), _("Superb")
veteran_base_raise_chance = 10, 0, 0
veteran_work_raise_chance = 0, 0, 0
veteran_power_fact = 100, 110, 125
veteran_move_bonus = 0, 0, 0
roles         = "DiplomatStartUnit"
helptext      = _("\
Stealth Spy can make diplomatic actions, and is invisible until \
next to enemy unit or city.")

[unit_teleporting_missile]
name          = _("Teleporting Missile")
class         = "Missile"
reqs          =
  { "type", "name", "range"
    "Tech", "Teleportation", "Player"
  }
obsolete_by   = "None"
graphic       = "u.telep_missile"
graphic_alt   = "u.cruise_missile"
sound_move    = "m_cruise_missile"
sound_move_alt = "m_generic"
sound_fight   = "f_cruise_missile"
sound_fight_alt = "f_generic"
build_cost    = 60
pop_cost      = 0
attack        = 11
defense       = 0
hitpoints     = 10
firepower     = 3
move_rate     = 1
vision_radius_sq = 2
transport_cap = 0
fuel          = 1
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
helptext      = _("\
Teleporting Missile can teleport and attack to neighbor tile.")

[unit_antiburrow_missile]
name          = _("Antiburrow Missile")
class         = "Missile"
reqs          =
  { "type", "name", "range"
    "Tech", "Crust Defense", "Player"
  }
obsolete_by   = "None"
graphic       = "u.antib_missile"
graphic_alt   = "u.nuclear"
sound_move    = "m_nuclear"
sound_move_alt = "m_generic"
sound_fight   = "f_nuclear"
sound_fight_alt = "f_generic"
build_cost    = 80
pop_cost      = 0
attack        = 11
defense       = 0
hitpoints     = 10
firepower     = 3
move_rate     = 1
vision_radius_sq = 2
transport_cap = 0
fuel          = 1
uk_happy      = 1
uk_shield     = 1
uk_food       = 0
uk_gold       = 0
targets       = "Burrowing"
helptext      = _("\
Missile that can attack also against burrowing units. \
Since more expensive than normal Teleporting Missile, does not \
completely replace it.")
