DB-Reference: Units.txt
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DB-Reference : : Units.txt

Unit definitions

ActiveDefenseOnlyWhenCarryingEnablers str
ActiveDefenseRange int unimplemented Apolyton-thread
Advertise str This unit has the ability to advertise
Amount int Happiness loss caused by the given event
Armor int
Attack int
AttackWoodenShipBonus str This unit has a bonus defined by WoodenShipBonus when attacking a wooden ship Apolyton-thread
BombardRange int unimplemented Apolyton-thread
BombRounds int
BonusAgainstMounted str
BuildingRemovesAPop str Building this unit removes 1 pop from the city
CanAttack str The unit is able to attack other units on the indicated terrain type(s)
CanBeachAssault str This unit has the ability to attack land targets from beach tiles
CanBeExpelled str The unit can be expelled
CanBeSued str This unit can be sued
CanBombard str The unit is able to bombard other units on the indicated terrain type(s)
CanCarry str Determines which units this unit is able to carry, refers to the Size-attribute
CanCounterBombard str This unit can counter-bombard
CanEntrench str The unit has the ability to entrench
CanExpel str The unit has the ability to expel units that can be expelled
CanPillage str The unit has the ability to pillage
CanPirate str The unit has the ability to pirate trade routes
CanSee str Vision type(s) for this unit Apolyton-thread
CanSue str This unit can sue
CantBuild str The unit can't be built in cities via buildqueue
CantCaptureCity str The unit can't capture a city
Category str
Chance int Chance of succeeding in performing the given order (completing the corresponding event)
CityGrowthCoefficient int
Civilian str The unit is a civilian unit
DeathChance int Chance of dieing when trying to trigger the given event (to perform the given order)
DeathEffectsHappy str Dying increases unhappiness of civ ?
DefaultIcon str
DefaultSprite str
Defend str
DefendAgainstSpies int % chance defense is successful ?
Defense int
Description str
Effect str Effect sprite to be displayed when the unit triggers the given event (performs the corresponding order)
EliteChance int Chance of succeeding in performing the given order (completing the corresponding event) if the unit is an elite unit
EnableAdvance str Enabling advance for this unit
EnableCarrierDefenses str Carrier can defend when this unit type is on board ?
EscapeChance int Chance of surviving when planting a nuke
EstablishEmbassy str This unit has the ability to establish embassies
ExertsMartialLaw str The unit has the ability to exert martial law when garrisoned in a city
Explodes str The unit dies by exploding
Firepower int
FoodHunger str
GLHidden str Causes the unit not to be shown in the Great Library
GovernmentType str This unit can only be built and exist during this government
HasPopAndCanBuild str The unit has population and can build units, improvements and wonders - used for the "city-unit" only
IgnoreZOC str The unit ignores other unit's zone of control
IsFlanker str This unit is a flanking unit Apolyton-thread
Apolyton-thread
IsMounted str This unit is a mounted unit Apolyton-thread
IsSpecialForces str
IsSubmarine str This unit is a submarine
IsTelevangelist str
IsTrader str The unit is able to carry trade goods (caravan, freight transport)
Load str Sound to be played when cargo is loaded
LossMoveToDmgNone str Does not lose movement points when wounded ?
MaxCargo int Number of units this unit can carry
MaxFuel int Movement points until the unit needs to be refueled
MaxHP int
MaxMovePoints int Maximum movement points per turn
MountedBonus int
MovementType str Movement type(s) for this unit
NeedsNoSupport str No support cost for this unit
NoFuelThenCrash str The unit crashes when running out of fuel
NoIndex str No entry in the great library ?
NoSlaves str The unit has the ability to free slaves
NoZoc str The unit has no zone of control
ObsoleteAdvance str The player can't build this unit any more when he discovers ObsoleteAdvance
OnlyBuildOne str Only build one unit of this type at a time
Paratrooper str This unit has the ability to attack immediately after leaving a transport
ParatrooperTransport str
PowerPoints int Unimplemented Apolyton-thread
RandomChance int Chance of succeeding when trying to steal a random technology
Settle str This unit is able to settle on terrain of the given type(s)
SettleCityType str This unit is a settler and creates a city of the given type
SettleSize int Cities settled by this unit initially have SettleSize
ShieldCost int Production cost of this unit
ShieldHunger int
SingleUse str This unit can only be used once (dies anycase in an attack)
Size str Used by the CanCarry-attribute to determine which units can carry this unit
Sound str Sound to be played when the unit triggers the given event (performs the corresponding order)
SoundAcknowledge str Sound to be played when the unit receives an order and is able to perform the order
SoundAttack str Sound to be played when the unit attacks
SoundCantMove str Sound to be played when the unit receives a MoveOrder but is unable to perform the move
SoundDeath str Sound to be played when the unit dies
SoundMove str Sound to be played while the unit is moving
SoundSelect1 str Sound to be played when the unit is selected
SoundSelect2 str Sound to be played when the unit is selected
SoundVictory str Sound to be played when the unit has performed a successful attack
SoundWork str Sound to be played when the unit performs an order other than moving
SpaceLaunch int
SpecificChance int Chance of succeeding when trying to steal a specific technology
ThrowParty str This unit has the ability to throw parties
Timer int Duration of the given event in turns
Unload str Sound to be played when cargo is unloaded
VictoryEnslavement str This unit enslaves enemy units when stacked in an army that wins a battle Apolyton-thread
VisionClass str Determines the visibility of this unit Apolyton-thread
VisionRange int Vision range for this unit
WoodenShip str Apolyton-thread
WoodenShipBonus int Attack bonus against wooden ships Apolyton-thread
ZBRangeAttack int Apolyton-thread

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Information last updated by: BureauBert on 13.06.2004
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