Unit Type Flags

Every unit type (e.g. a unit such as a Phalanx) in a ruleset can be given zero or more flags by ruleset modders. Each flag gives additional features to the unit type that has been assigned the flag. A reader can find the flags by looking at the units.ruleset file in any ruleset directory. The following flags are used in all of the rulesets shipped by the Freeciv21 developers.

AirAttacker

Very bad at attacking AEGIS Cruiser.

Airbase

This flag does not have a pre-set use. It is available for ruleset modders to add as a condition to an action enabler requirements vector.

AddToCity

Citizen containing units (e.g. Settlers) can add population to a city. The unit must travel to the target city.

BadCityDefender

If attacked while in a city, firepower is set to 1 and firepower of attacker is doubled.

BadWallAttacker

The firepower of this unit is set to 1 if attacking a city defended by a City Walls, or other city building defense.

BarbarianOnly

Only Barbarians can build this unit.

Bombarder

Can bombard cities.

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 attacker’s move points and that the attacker does not have the CanKillEscaping unit type flag.

CanKillEscaping

An attack from this unit ignores the CanEscape unit type flag.

Cant_Fortify

Unit cannot fortify inside or outside of cities.

Capturable

Can be captured by some enemy units.

Capturer

Can capture some enemy units. See Capturable.

Cities

Can found new cities.

CityBuster

This unit has double firepower against cities.

Coast

Sea Class only. Can refuel on coast. Set fuel to force unit to regularly end turn on coast.

CoastStrict

Sea Class only. Cannot leave the coast. Trireme units often have this flag.

Consensus

Undisbandable when your bureaucracy has a veto.

Diplomat

Can defend against diplomat actions.

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”.

Fanatic

Can only be built by governments that allow them. See civ2/governments.ruleset, Fundamentalism government for an example.

FieldUnit

Cause unhappiness even when not being aggressive.

GameLoss

Losing one of these units means you lose the game, but it is produced without homecity and upkeep

HasNoZOC

Unit has no Zone of Control (ZOC), thus any unit can move around it freely.

Helicopter

Defends very badly against Fighters.

HelpWonder

Can help to build a wonder. The unit must travel to target city. These are typically Caravan and Freight units.

Horse

Attack value reduced when attacking Pikemen.

IgTer

Use constant move cost defined in the igter_cost variable in terrain.ruleset, rather than terrain/road etc. cost, unless terrain cost is less.

IgZOC

Ignores unit zone of control (ZOC), even if the unit class has the ZOC flag.

Infra

Can build infrastructure.

Marines

Can launch attack from non-native tiles.

NeverProtects

Does not protect reachable units on its tile from enemy attackers, even if the unreachableprotects server setting is enabled and the unit class is unreachable.

NewCityGamesOnly

Unit cannot 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.

NoBuild

This unit cannot be built.

NoHome

This unit has no homecity and will be free of all upkeep, and therefore will not revolt along with its city of origin should it be incited.

NonMil

A non-military unit: no attacks, no martial law, and can enter peaceful borders. See DoesntOccupyTile.

NoVeteran

This unit cannot gain veteran levels through experience, as if both base_raise_chance and work_raise_chance were zero.

Nuclear

Is nuclear capable.

NuclearOP

Over Powered Nuclear. See sandbox/units.ruleset.

OneAttack

Only attacks once and is destroyed/consumed as part of the attacking action.

Only_Native_Attack

Cannot attack targets on non-native tiles even if the unit class can.

Paratroopers

Can be paradropped from a friendly city or suitable base.

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.

RealDiplomat

Can do real diplomat actions, unlike tech transfer units.

RealSpy

Can do real spy actions, unlike tech transfer units.

Settlers

Can irrigate and build roads.

Shield2Gold

Switch from shield upkeep to gold upkeep.

Spy

Strong in diplomatic battles. Must also be Diplomat.

Submarine

Attack value reduced when attacking Destroyer.

SuperSpy

This unit always wins diplomatic contests, that is, unless it encounters another SuperSpy, in which case the defender wins. Can also be used on non-diplomat units, in which case it can protect cities from diplomats. Also 100% spy survival chance.

TradeRoute

Can establish trade routes. Must travel to target city.

Transform

Can transform terrain.

Unbribable

Unit cannot be bribed.

Unique

A player can only have one of these units in the game at the same time. Barbarians cannot use this at present.