From 58e8e7ff28e18524b4bae8c92964dcffa54e88ae Mon Sep 17 00:00:00 2001 From: Marko Lindqvist Date: Thu, 8 Jun 2023 00:13:39 +0300 Subject: [PATCH 47/47] civ/2: Add unit type flags documentation Update formatting in all rulesets See osdn #48027 Signed-off-by: Marko Lindqvist --- data/alien/units.ruleset | 44 ++++++++--------- data/civ1/units.ruleset | 83 ++++++++++++++++++++++++++++++-- data/civ2/units.ruleset | 80 ++++++++++++++++++++++++++++-- data/civ2civ3/units.ruleset | 48 +++++++++--------- data/classic/units.ruleset | 52 ++++++++++---------- data/goldkeep/units.ruleset | 48 +++++++++--------- data/granularity/units.ruleset | 38 +++++++-------- data/multiplayer/units.ruleset | 48 +++++++++--------- data/sandbox/units.ruleset | 46 +++++++++--------- data/stub/units.ruleset | 38 +++++++-------- data/webperimental/units.ruleset | 50 +++++++++---------- 11 files changed, 361 insertions(+), 214 deletions(-) diff --git a/data/alien/units.ruleset b/data/alien/units.ruleset index 711ddf5d75..6d7d970bd4 100644 --- a/data/alien/units.ruleset +++ b/data/alien/units.ruleset @@ -318,17 +318,17 @@ flags = "Missile", "DoesntOccupyTile" ; ; "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 +; "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 +; "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 +; "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 @@ -336,34 +336,34 @@ flags = "Missile", "DoesntOccupyTile" ; 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 +; "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 +; "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 +; "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 +; 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 diff --git a/data/civ1/units.ruleset b/data/civ1/units.ruleset index 4622e0d2df..858fe6d715 100644 --- a/data/civ1/units.ruleset +++ b/data/civ1/units.ruleset @@ -239,8 +239,8 @@ flags = "Missile", "Unreachable", "HutNothing" ; 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 (see -; classic/units.ruleset) and/or user flags defined above +; 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 @@ -289,15 +289,89 @@ flags = "Missile", "Unreachable", "HutNothing" ; Bonus is defined in defenders entry. ; ; +; ** Flags ** +; +; "IgZOC" = ignore Zones of Control (ZOC) even if unit class has +; "ZOC" flag +; "HasNoZOC" = unit has no Zone of Control (ZOC), thus any unit can move +; around it freely +; "NonMil" = a non-military unit: no attacks; no martial law; can enter +; peaceful borders; DoesntOccupyTile +; "IgTer" = use constant move cost defined in igter_cost (terrain.ruleset) +; rather than terrain/road etc cost, unless terrain cost is +; less +; "FieldUnit" = cause unhappiness even when not being aggressive +; "Settlers" = can irrigate and build roads +; "Diplomat" = can defend against diplomat actions (see diplchance +; server option) +; "Spy" = strong in diplomatic battles. _Must_ be "Diplomat" also +; "CoastStrict" = (sea only) cannot leave coast +; "Coast" = (sea only) can refuel on coast. Set fuel to force unit +; to regularly end turn on coast +; "Only_Native_Attack" = cannot attack targets on non-native tiles even if +; unit class can +; "Fanatic" = can only be built by governments that allow them +; (see civ2/governments.ruleset, Fundamentalism government) +; "Unique" = a player can only have one of these units in the game at +; the same time; barbarians cannot use this at present +; "GameLoss" = losing one of these units means you lose the game, but it +; is produced without homecity and upkeep +; "EvacuateFirst" = the game will try to rescue units with this flag before +; it tries to rescue units without it when their transport +; is destroyed. Think of the Birkenhead drill ("women and +; children first"). Replace "women and children" with +; "units with the EvacuateFirst unit type flag". +; "SuperSpy" = this unit always wins diplomatic contests, that is, unless +; it encounters another SuperSpy, in which case defender wins; +; can also be used on non-diplomat units, in which case it can +; protect cities from diplomats; also 100% spy survival chance +; "NoHome" = this unit is built with no homecity, free of all upkeep, and +; therefore will not revolt along with its city of origin should +; it be incited +; "NoVeteran" = this unit cannot gain veteran levels through experience +; (as if both base_raise_chance and work_raise_chance were zero); +; it can still gain veterancy through Veteran_Build, etc +; "CityBuster" = this unit has double firepower against cities +; "NoBuild" = this unit cannot be built +; "BadWallAttacker" = the firepower of this unit is set to 1 if +; attacking a city +; defended by a city wall (or other city building defense) +; "BadCityDefender" = if attacked while in a city, firepower is set to 1 +; and firepower of attacker is doubled (the Pearl Harbour +; rule) +; "BarbarianOnly" = only barbarians can build this unit +; "Shield2Gold" = Switch from shield upkeep to gold upkeep possible +; "NewCityGamesOnly" = unit can't be built on scenarios where founding new cities +; is not allowed. Give this flag to units that would make no sense +; to have in a game with such a scenario +; "CanEscape" = this unit has, given that certain conditions are +; fulfilled, a 50% chance to escape rather than being +; killed when killstack is enabled and the defender of its +; tile is defeated. The conditions are that it has more move +; points than required to move to an adjacent tile plus the +; attackers move points and that the attacker doesn't have +; the "CanKillEscaping" unit type flag. +; "CanKillEscaping" = an attack from this unit ignores the "CanEscape" unit +; type flag. +; "Provoking" = a unit considering to auto attack this unit will choose to +; do so even if has better odds when defending against it +; then when attacking it. Applies when the autoattack server +; setting is enabled. +; "NeverProtects" = doesn't protect reachable units on its tile from enemy +; attackers, even if the unreachableprotects server setting +; is enabled and the unit class is unreachable +; "RandomMovement" = Unit makes random movements in the beginning of the turn, +; player has no control over its movement +; ; Following actions require extra fields: ; "Attack" and "Suicide Attack" ; attack = base attack strength -; "Bombard" (do not appear in Civ1) +; "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" (does not appear in Civ1) +; "Paradrop Unit" ; paratroopers_range = the maximal range the unit can be paradropped to. ; Max range is 65534. ; "Upgrade Unit" @@ -342,7 +416,6 @@ flags = "Missile", "Unreachable", "HutNothing" ; "AttackFastStartUnit" = Gets granted as 'a' startunit ; "AttackStrongStartUnit" = Gets granted as 'A' startunit ; - ; Civ1 does not have initial explorers, but we want to do something ; sensible if the explorer server option is set non-zero. ; Likely options: diff --git a/data/civ2/units.ruleset b/data/civ2/units.ruleset index 630f1a26f1..969994360a 100644 --- a/data/civ2/units.ruleset +++ b/data/civ2/units.ruleset @@ -257,8 +257,8 @@ flags = "Unreachable", "DoesntOccupyTile", "HutFrighten" ; 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 (see -; classic/units.ruleset) and/or user flags defined above +; 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 @@ -307,6 +307,80 @@ flags = "Unreachable", "DoesntOccupyTile", "HutFrighten" ; Bonus is defined in defenders entry. ; ; +; ** Flags ** +; +; "IgZOC" = ignore Zones of Control (ZOC) even if unit class has +; "ZOC" flag +; "HasNoZOC" = unit has no Zone of Control (ZOC), thus any unit can move +; around it freely +; "NonMil" = a non-military unit: no attacks; no martial law; can enter +; peaceful borders; DoesntOccupyTile +; "IgTer" = use constant move cost defined in igter_cost (terrain.ruleset) +; rather than terrain/road etc cost, unless terrain cost is +; less +; "FieldUnit" = cause unhappiness even when not being aggressive +; "Settlers" = can irrigate and build roads +; "Diplomat" = can defend against diplomat actions (see diplchance +; server option) +; "Spy" = strong in diplomatic battles. _Must_ be "Diplomat" also +; "CoastStrict" = (sea only) cannot leave coast +; "Coast" = (sea only) can refuel on coast. Set fuel to force unit +; to regularly end turn on coast +; "Only_Native_Attack" = cannot attack targets on non-native tiles even if +; unit class can +; "Fanatic" = can only be built by governments that allow them +; (see civ2/governments.ruleset, Fundamentalism government) +; "Unique" = a player can only have one of these units in the game at +; the same time; barbarians cannot use this at present +; "GameLoss" = losing one of these units means you lose the game, but it +; is produced without homecity and upkeep +; "EvacuateFirst" = the game will try to rescue units with this flag before +; it tries to rescue units without it when their transport +; is destroyed. Think of the Birkenhead drill ("women and +; children first"). Replace "women and children" with +; "units with the EvacuateFirst unit type flag". +; "SuperSpy" = this unit always wins diplomatic contests, that is, unless +; it encounters another SuperSpy, in which case defender wins; +; can also be used on non-diplomat units, in which case it can +; protect cities from diplomats; also 100% spy survival chance +; "NoHome" = this unit is built with no homecity, free of all upkeep, and +; therefore will not revolt along with its city of origin should +; it be incited +; "NoVeteran" = this unit cannot gain veteran levels through experience +; (as if both base_raise_chance and work_raise_chance were zero); +; it can still gain veterancy through Veteran_Build, etc +; "CityBuster" = this unit has double firepower against cities +; "NoBuild" = this unit cannot be built +; "BadWallAttacker" = the firepower of this unit is set to 1 if +; attacking a city +; defended by a city wall (or other city building defense) +; "BadCityDefender" = if attacked while in a city, firepower is set to 1 +; and firepower of attacker is doubled (the Pearl Harbour +; rule) +; "BarbarianOnly" = only barbarians can build this unit +; "Shield2Gold" = Switch from shield upkeep to gold upkeep possible +; "NewCityGamesOnly" = unit can't be built on scenarios where founding new cities +; is not allowed. Give this flag to units that would make no sense +; to have in a game with such a scenario +; "CanEscape" = this unit has, given that certain conditions are +; fulfilled, a 50% chance to escape rather than being +; killed when killstack is enabled and the defender of its +; tile is defeated. The conditions are that it has more move +; points than required to move to an adjacent tile plus the +; attackers move points and that the attacker doesn't have +; the "CanKillEscaping" unit type flag. +; "CanKillEscaping" = an attack from this unit ignores the "CanEscape" unit +; type flag. +; "Provoking" = a unit considering to auto attack this unit will choose to +; do so even if has better odds when defending against it +; then when attacking it. Applies when the autoattack server +; setting is enabled. +; "NeverProtects" = doesn't protect reachable units on its tile from enemy +; attackers, even if the unreachableprotects server setting +; is enabled and the unit class is unreachable +; "RandomMovement" = Unit makes random movements in the beginning of the turn, +; player has no control over its movement +; ; Following actions require extra fields: ; "Attack" and "Suicide Attack" ; attack = base attack strength @@ -1944,7 +2018,7 @@ tp_defense = "Alight" cargo = "Missile" vision_layer = "Subsurface" flags = "BadCityDefender", - "Only_Native_Attack", "Provoking" + "Only_Native_Attack", "Provoking" roles = "Hunter" helptext = _("\ Traveling under the surface of the ocean, Submarines have\ diff --git a/data/civ2civ3/units.ruleset b/data/civ2civ3/units.ruleset index 280f7737a1..f11463fdb2 100644 --- a/data/civ2civ3/units.ruleset +++ b/data/civ2civ3/units.ruleset @@ -113,7 +113,7 @@ veteran_move_bonus = 0, 0, 0, 0 ; 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 +; so that xgettext parsing works ; ; ** Unit class Flags ** ; @@ -352,16 +352,16 @@ flags = "Unreachable", "DoesntOccupyTile", "CanPillage", ; ; "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 +; "HasNoZOC" = unit has no Zone of Control (ZOC), thus any unit can move +; around it freely +; "NonMil" = a non-military unit: no attacks; no martial law; can enter ; peaceful borders; DoesntOccupyTile ; "IgTer" = use constant move cost defined in igter_cost (terrain.ruleset) ; rather than terrain/road etc cost, unless terrain cost is ; less -; "FieldUnit" = cause unhappiness even when not being aggressive -; "Settlers" = can irrigate and build roads -; "Diplomat" = can defend against diplomat actions (see diplchance +; "FieldUnit" = cause unhappiness even when not being aggressive +; "Settlers" = can irrigate and build roads +; "Diplomat" = can defend against diplomat actions (see diplchance ; server option) ; "Spy" = strong in diplomatic battles. _Must_ be "Diplomat" also ; "CoastStrict" = (sea only) cannot leave coast @@ -369,34 +369,34 @@ flags = "Unreachable", "DoesntOccupyTile", "CanPillage", ; 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 +; "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 +; "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 +; "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 +; 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 diff --git a/data/classic/units.ruleset b/data/classic/units.ruleset index d25e593955..7b39ee9a2e 100644 --- a/data/classic/units.ruleset +++ b/data/classic/units.ruleset @@ -285,7 +285,7 @@ flags = "Unreachable", "DoesntOccupyTile", "HutFrighten" ; 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 +; supported in client ; helptext = optional help text string; should escape all raw newlines ; so that xgettext parsing works ; @@ -322,16 +322,16 @@ flags = "Unreachable", "DoesntOccupyTile", "HutFrighten" ; ; "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 +; "HasNoZOC" = unit has no Zone of Control (ZOC), thus any unit can move +; around it freely +; "NonMil" = a non-military unit: no attacks; no martial law; can enter ; peaceful borders; DoesntOccupyTile ; "IgTer" = use constant move cost defined in igter_cost (terrain.ruleset) ; rather than terrain/road etc cost, unless terrain cost is ; less -; "FieldUnit" = cause unhappiness even when not being aggressive -; "Settlers" = can irrigate and build roads -; "Diplomat" = can defend against diplomat actions (see diplchance +; "FieldUnit" = cause unhappiness even when not being aggressive +; "Settlers" = can irrigate and build roads +; "Diplomat" = can defend against diplomat actions (see diplchance ; server option) ; "Spy" = strong in diplomatic battles. _Must_ be "Diplomat" also ; "CoastStrict" = (sea only) cannot leave coast @@ -339,34 +339,34 @@ flags = "Unreachable", "DoesntOccupyTile", "HutFrighten" ; 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 +; "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 +; "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 +; "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 +; 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 @@ -427,7 +427,7 @@ flags = "Unreachable", "DoesntOccupyTile", "HutFrighten" ; researched its tech requirements ; "BarbarianBuild" = can be built by barbarians ; "BarbarianBuildTech" = can be built by barbarians if someone has -; researched its tech requirements +; 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 @@ -1977,7 +1977,7 @@ tp_defense = "Alight" cargo = "Missile" vision_layer = "Subsurface" flags = "BadCityDefender", "Provoking", - "Only_Native_Attack" + "Only_Native_Attack" roles = "Hunter" helptext = _("\ Traveling under the surface of the ocean, Submarines have\ diff --git a/data/goldkeep/units.ruleset b/data/goldkeep/units.ruleset index 0e81adf278..48b1048495 100644 --- a/data/goldkeep/units.ruleset +++ b/data/goldkeep/units.ruleset @@ -334,16 +334,16 @@ flags = "Unreachable", "DoesntOccupyTile", "HutFrighten" ; ; "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 +; "HasNoZOC" = unit has no Zone of Control (ZOC), thus any unit can move +; around it freely +; "NonMil" = a non-military unit: no attacks; no martial law; can enter ; peaceful borders; DoesntOccupyTile ; "IgTer" = use constant move cost defined in igter_cost (terrain.ruleset) ; rather than terrain/road etc cost, unless terrain cost is ; less -; "FieldUnit" = cause unhappiness even when not being aggressive -; "Settlers" = can irrigate and build roads -; "Diplomat" = can defend against diplomat actions (see diplchance +; "FieldUnit" = cause unhappiness even when not being aggressive +; "Settlers" = can irrigate and build roads +; "Diplomat" = can defend against diplomat actions (see diplchance ; server option) ; "Spy" = strong in diplomatic battles. _Must_ be "Diplomat" also ; "CoastStrict" = (sea only) cannot leave coast @@ -351,34 +351,34 @@ flags = "Unreachable", "DoesntOccupyTile", "HutFrighten" ; 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 +; "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 +; "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 +; "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 +; 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 @@ -2002,7 +2002,7 @@ tp_defense = "Alight" cargo = "Missile" vision_layer = "Subsurface" flags = "BadCityDefender", "Provoking", - "Only_Native_Attack", "Shield2Gold" + "Only_Native_Attack", "Shield2Gold" roles = "Hunter" helptext = _("\ Traveling under the surface of the ocean, Submarines have\ diff --git a/data/granularity/units.ruleset b/data/granularity/units.ruleset index 84dd98b91e..049667b785 100644 --- a/data/granularity/units.ruleset +++ b/data/granularity/units.ruleset @@ -267,34 +267,34 @@ flags = "TerrainSpeed" ; "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 +; "FieldUnit" = cause unhappiness even when not being aggressive ; "AttackAny" = can attack unreachable units -; "Settlers" = can irrigate and build roads -; "Diplomat" = can do diplomat actions (see diplchance server option) +; "Settlers" = can irrigate and build roads +; "Diplomat" = can do 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 +; "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 +; "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 @@ -304,7 +304,7 @@ flags = "TerrainSpeed" ; 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 +; 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 @@ -359,13 +359,13 @@ flags = "TerrainSpeed" ; "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 +; 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 +; 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 diff --git a/data/multiplayer/units.ruleset b/data/multiplayer/units.ruleset index 4cddf462ad..b744086c60 100644 --- a/data/multiplayer/units.ruleset +++ b/data/multiplayer/units.ruleset @@ -322,16 +322,16 @@ flags = "Unreachable", "DoesntOccupyTile", "HutFrighten" ; ; "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 +; "HasNoZOC" = unit has no Zone of Control (ZOC), thus any unit can move +; around it freely +; "NonMil" = a non-military unit: no attacks; no martial law; can enter ; peaceful borders; DoesntOccupyTile ; "IgTer" = use constant move cost defined in igter_cost (terrain.ruleset) ; rather than terrain/road etc cost, unless terrain cost is ; less -; "FieldUnit" = cause unhappiness even when not being aggressive -; "Settlers" = can irrigate and build roads -; "Diplomat" = can defend against diplomat actions (see diplchance +; "FieldUnit" = cause unhappiness even when not being aggressive +; "Settlers" = can irrigate and build roads +; "Diplomat" = can defend against diplomat actions (see diplchance ; server option) ; "Spy" = strong in diplomatic battles. _Must_ be "Diplomat" also ; "CoastStrict" = (sea only) cannot leave coast @@ -339,34 +339,34 @@ flags = "Unreachable", "DoesntOccupyTile", "HutFrighten" ; 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 +; "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 +; "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 +; "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 +; 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 @@ -2088,7 +2088,7 @@ tp_defense = "Alight" cargo = "Missile" vision_layer = "Subsurface" flags = "BadCityDefender", "Provoking", - "Only_Native_Attack" + "Only_Native_Attack" roles = "Hunter" helptext = _("\ Traveling under the surface of the ocean, Submarines have\ diff --git a/data/sandbox/units.ruleset b/data/sandbox/units.ruleset index 7a39718ffc..8b7b093a1f 100644 --- a/data/sandbox/units.ruleset +++ b/data/sandbox/units.ruleset @@ -365,16 +365,16 @@ flags = "Unreachable", "DoesntOccupyTile", "CanPillage", ; ; "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 +; "HasNoZOC" = unit has no Zone of Control (ZOC), thus any unit can move +; around it freely +; "NonMil" = a non-military unit: no attacks; no martial law; can enter ; peaceful borders; DoesntOccupyTile ; "IgTer" = use constant move cost defined in igter_cost (terrain.ruleset) ; rather than terrain/road etc cost, unless terrain cost is ; less -; "FieldUnit" = cause unhappiness even when not being aggressive -; "Settlers" = can irrigate and build roads -; "Diplomat" = can defend against diplomat actions (see diplchance +; "FieldUnit" = cause unhappiness even when not being aggressive +; "Settlers" = can irrigate and build roads +; "Diplomat" = can defend against diplomat actions (see diplchance ; server option) ; "Spy" = strong in diplomatic battles. _Must_ be "Diplomat" also ; "CoastStrict" = (sea only) cannot leave coast @@ -382,34 +382,34 @@ flags = "Unreachable", "DoesntOccupyTile", "CanPillage", ; 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 +; "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 +; "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 +; "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 +; 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 diff --git a/data/stub/units.ruleset b/data/stub/units.ruleset index 50766ba012..9216845dc8 100644 --- a/data/stub/units.ruleset +++ b/data/stub/units.ruleset @@ -249,34 +249,34 @@ flags = "" ; "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 +; "FieldUnit" = cause unhappiness even when not being aggressive ; "AttackAny" = can attack unreachable units -; "Settlers" = can irrigate and build roads -; "Diplomat" = can do diplomat actions (see diplchance server option) +; "Settlers" = can irrigate and build roads +; "Diplomat" = can do 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 +; "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 +; "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 @@ -286,7 +286,7 @@ flags = "" ; 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 +; 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 @@ -341,13 +341,13 @@ flags = "" ; "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 +; 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 +; 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 diff --git a/data/webperimental/units.ruleset b/data/webperimental/units.ruleset index 815f5e5a37..9792d466d6 100644 --- a/data/webperimental/units.ruleset +++ b/data/webperimental/units.ruleset @@ -289,7 +289,7 @@ flags = "Unreachable", "DoesntOccupyTile", "HutFrighten" ; 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 +; supported in client ; helptext = optional help text string; should escape all raw newlines ; so that xgettext parsing works ; @@ -326,16 +326,16 @@ flags = "Unreachable", "DoesntOccupyTile", "HutFrighten" ; ; "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 +; "HasNoZOC" = unit has no Zone of Control (ZOC), thus any unit can move +; around it freely +; "NonMil" = a non-military unit: no attacks; no martial law; can enter ; peaceful borders; DoesntOccupyTile ; "IgTer" = use constant move cost defined in igter_cost (terrain.ruleset) ; rather than terrain/road etc cost, unless terrain cost is ; less -; "FieldUnit" = cause unhappiness even when not being aggressive -; "Settlers" = can irrigate and build roads -; "Diplomat" = can defend against diplomat actions (see diplchance +; "FieldUnit" = cause unhappiness even when not being aggressive +; "Settlers" = can irrigate and build roads +; "Diplomat" = can defend against diplomat actions (see diplchance ; server option) ; "Spy" = strong in diplomatic battles. _Must_ be "Diplomat" also ; "CoastStrict" = (sea only) cannot leave coast @@ -343,34 +343,34 @@ flags = "Unreachable", "DoesntOccupyTile", "HutFrighten" ; 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 +; "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 +; "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 +; "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 +; 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 @@ -1994,7 +1994,7 @@ tp_defense = "Alight" cargo = "Missile" vision_layer = "Subsurface" flags = "BadCityDefender", "Provoking", - "Only_Native_Attack", "HeavyWeight" + "Only_Native_Attack", "HeavyWeight" roles = "Hunter" helptext = _("\ Traveling under the surface of the ocean, Submarines have\ -- 2.39.2