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
1and firepower of attacker is doubled.- BadWallAttacker
The firepower of this unit is set to
1if 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
killstackis 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 theCanKillEscapingunit type flag.- CanKillEscaping
An attack from this unit ignores the
CanEscapeunit 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
EvacuateFirstunit 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_costvariable interrain.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
ZOCflag.- 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
unreachableprotectsserver 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_chanceandwork_raise_chancewere 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
autoattackserver 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.