<?xml version="1.0" ?>
<!-- edited with XML Spy v4.4 U (
http://www.xmlspy.com) by Isaac Ellis (Big Huge
Games) -->
<!--==================================================-->
<!---->
<!--UNITRULES.XML - Rise of Nations - Copyright (c) 2003 Big Huge Games
Inc.-->
<!---->
<!--==================================================-->
<!---->
<!-- edited with XMLSPY v5 rel. 2 U (
http://www.xmlspy.com) by Mark Sobota (Big Huge
Games) -->
<ROOT>
<COMMENTS>
<!--=====================================================================-->
<!--UNIT RULES Data-->
<!--=====================================================================-->
<!---->
<!--NAME = Internal lookup name of unit (never localized into foreign
language); name from this column is always used in referring to unit (for
upgrades, etc)-->
<!--ユニット名。ゲームの内部で処理する。(アップグレードのときなど)-->
<!--GRAPH = External lookup name of unit, used to find entries in
unit_graphics.xml, help.xml, and so forth.-->
<!--グラフィックにおけるユニット名(unit_graphics.xmlなどから呼び出すために使用)-->
<!--TYPENAME = Display name of unit (lookup via typenames.xml for foreign
language localization)-->
<!--ディスプレイにおけるユニット名。日本語に訳される方(日本語の編集はtypenames.xmlで)-->
<!--OBJ_MASK = Mask values for flags that can be common to both units and
buildings (capital A-Z and 1-6)-->
<!--オブジェクトマスク A~Z 1~6まである-->
<!-- "Vehicle" Class: F = Foot M = Mounted V = Vehicle
(Ground) N = Naval 3 = Air-->
<!-- 乗り物クラス 徒歩である 乗馬? 乗り物
船 航空-->
<!-- "Weapon" Class: W = Melee R = Archery G =
Gun S = Siege/Artillery-->
<!-- 武器クラス 白兵
弓 銃 攻城兵器系-->
<!-- X = Explosive B = Bombard U = Armor
Piercing 6 = AntiAir-->
<!-- 爆撃 貫通 防空-->
<!-- Operational Type: Q = Light Inf H = Heavy Inf D = Musk/Rif dense
line I = Mod. infantry-->
<!-- 操作タイプ 軽歩兵 重歩兵
マスケット/ライフル 特殊歩兵-->
<!-- C = Civilian E = Elephant K =
Foot Archery O = Horse Archery-->
<!-- 市民 象 徒歩弓 騎馬弓-->
<!-- 4 = Light Cav Y = Heavy Cav T =
Tank/War Machine 2 = Missile-->
<!-- 軽騎兵 重騎兵
戦車/装甲車 ミサイル-->
<!-- Special: J = Holds Air L = Large P =
Sparse 1 = Can't upgrade to this type-->
<!-- 特殊 空 大
特別ユニット(愛国者など) アップグレードできない-->
<!-- 5 = Pike Z = Detect A =
Armored-->
<!-- 槍 スパイ発見 装甲(戦車など)-->
<!--オブジェクトマスクここまで-->
<!--フラグの説明ここから-->
<!--FLAGS = Mask values for flags that can be common to units only (lower
case a-z)-->
<!--フラグ -->
<!-- a = Lessen movement effects of terrain-->
<!-- 地形によって移動速度減少-->
<!-- b = Unit is a horse-drawn cart type thing-->
<!-- 馬に曳かれているカートタイプ-->
<!-- c = Unit is a very special support unit (AI should build very few of
them)-->
<!--
特殊サポートユニット(AIはあまり作成しません)-->
<!-- d = Unit is a special support unit (AI should build relatively few
of them)-->
<!--
特殊サポートユニット(AIはまれに作成します)-->
<!-- e = (This flag is set in the program)-->
<!--
プログラムに組み込まれている。(不使用?)-->
<!-- f = Unit flies like a helicopter-->
<!-- ヘリコプタータイプ-->
<!-- g = Unit attacks sideways (most ships)-->
<!-- 横向きで攻撃(船舶ユニット)-->
<!-- h = Unit does not need to be "researched" once prerequisite
discovered-->
<!-- 条件研究が不必要-->
<!-- i = Unit is part of infantry family-->
<!-- 歩兵の一部-->
<!-- j = Unit available w/ preq even if predecessors not
researched.-->
<!-- -->
<!-- k = Unit has melee AND ranged attacks-->
<!-- 乱闘と範囲攻撃(象兵?)-->
<!-- l = Unit can garrison in town/tower-->
<!-- 都市、塔へ格納できる-->
<!-- m = Unit can garrison in fort-->
<!-- 砦に格納できる-->
<!-- n = Unit destroyed when it attacks-->
<!-- 攻撃と同時に自爆(焼討船など)-->
<!-- o = Unit is cloaked-->
<!-- 隠れることができる-->
<!-- p = Unit is not built at buildings-->
<!-- 建物で作成できない-->
<!-- q = Unit attacks with a "broadside" attack-->
<!-- 舷側攻撃(該当無し?)-->
<!-- r = Unit is siege line (catapults, etc)-->
<!-- 範囲攻撃-->
<!-- s = Unit is stealth (cloaked when not moving)-->
<!-- ステルス性(停止時に隠れる)-->
<!-- t = Unit is a tank-->
<!-- 戦車-->
<!-- u = Unit is a submarine-->
<!-- 潜水艦-->
<!-- v = Unit can fire while moving-->
<!-- 移動攻撃可能-->
<!-- w = Unit "strafes" targets-->
<!-- 爆撃、掃射攻撃(航空ユニット)-->
<!-- x = Unit continues to block movement when dead-->
<!-- 倒された時にblock
movementしつづける(移動阻止?慣性運動?攻撃継続?)-->
<!-- y = Unit is a non-standard or "unique" unit-->
<!-- 標準でないユニークなユニットである-->
<!-- z = Unit rocks left/right when it attacks (attack1 is left, attack2
is right)-->
<!-- 攻撃時右か左に固定される(船舶ユニット)-->
<!-- 1 = Unit is a special government respawning hero-->
<!-- 愛国者-->
<!--フラグここまで-->
<!---->
<!--WHERE = Building where unit can be produced-->
<!-- 作成場所-->
<!--ATTACK = Basic attack value-->
<!-- 基本攻撃力-->
<!--HITS = Hit Points-->
<!-- HP-->
<!--MOVES = Movement rate (see UNIT_MOVE_SPEED in rules.xml)-->
<!-- 移動速度(rules.xmlにおける基本移動速度に比例)-->
<!--SUPPORT = Ramping cost of unit
(f=food,t=timber,m=metal,g=wealth,k=knowledge,o=oil)-->
<!-- コスト上昇量(f=食料,t=木材,m=金属,g=財貨,k=知識,o=石油)-->
<!--COST = Base cost of unit (multiply by 10)
(f=food,t=timber,m=metal,g=wealth,k=knowledge,o=oil)-->
<!-- 基本コスト-->
<!--JOB_TIME = Base time to create unit (in 15ths of a second)-->
<!-- 作成時間(15で1秒)-->
<!--PREQ0 = First prerequisite (always absolute)-->
<!-- 作成条件1(必ず設定)-->
<!--PREQ1 = Second prerequisite (if a Library "color" tech, this is
scaled based on the starting/ending Ages of the scenario or
encounter)-->
<!-- 作成条件2()-->
<!--PREQ2 = Third prerequisite (always absolute; if from same color
column as PREQ1, only the more stringent of the two will be used.-->
<!-- 作成条件3-->
<!--FROM = Previous unit in upgrade line (which this unit upgrades
from)-->
<!-- アップグレード前のユニットの設定-->
<!--JUMP = Next higher unit in upgrade line (which this unit upgrades
to)-->
<!-- アップグレード後のユニットの設定-->
<!--GRAFT = Sideways grafting for unique units (indicates the mainline
unit for which this is a unique substitute)-->
<!-- ユニークユニットと明示してないユニットのための名前(民族ごとに通常ユニットでも特殊な性能がある場合)-->
<!--RANGE = Minimum and maximum range of weapon (in "TCoords"; 1 WCoord =
4 TCoords = "One Farm" in width or height)-->
<!-- 最小射程、最大射程()-->
<!--LOS = Line of sight, in TCoords-->
<!-- 視界-->
<!--SCIENCE_LOS = Additional line of sight per science technology
researched; use sparingly, it's CPU-intensive.-->
<!-- 科学レベルあたりの視界増加量-->
<!--FLY_HIGH = Air units "fly high" while moving from base to target, not
yet engaging. For anti-air unit to hit air unit it must roll within it's own
FLY_HIGH percentage. For non-anti-air unit must ALSO roll within it's -own-
FLY_HIGH percentage.-->
<!-- 航空ユニットを迎撃する対空ユニットに関係?-->
<!--FLY_LOW = Air units "fly low" while engaging a target. For anti-air
unit to hit air unit it must roll within it's own FLY_LOW percentage. For
non-anti-air unit must ALSO roll within it's -own- FLY_LOW percentage (two
separate % checks conducted; if either fails shot misses)-->
<!-- 航空ユニットを迎撃する対空ユニットに関係?-->
<!--RECHARGE = Recharge time of weapon in 1/15sec. These times are
carefully synchronized with the unit animations times (e.g. guys reloading
cannon, or whatever), so changing these values should be coordinated with art
department.-->
<!-- 攻撃間隔。アニメーションに依存しているので注意が必要である。-->
<!--ARMOR = Amount subtracted from incoming damage to unit (in most cases
unit must always take at least one point of damage; exceptions include
non-anti-air vs. air, and "rifleman vs. battleship", etc)-->
<!-- 防御力-->
<!--DOMAIN = Land, Sea, Air-->
<!-- 所属。陸、海、空-->
<!--TO_HIT = Base % chance to hit center of target (see ATTENUATE,
below). If chance is >= 100% shot always heads toward center of target.
(Things set to 300% is because Doug is paranoid, I guess)-->
<!-- 命中率。100%以上ならば必中。-->
<!--ATTENUATE = % attenuation of accuracy per TCoord of range. If chance
is below 100% then shot may not go toward center of target (and so may miss,
depending on size of target)-->
<!-- 射程の距離により命中率減衰。(ユニットのサイズも影響される)-->
<!--CAT = Category of unit, used miscellaneously by AI, Formations,
Graphics. Mostly superseded by OBJ_MASK and FLAGS for actual game
capabilities.-->
<!-- ユニットのカテゴリー。AIが操作の判断に使用。-->
<!--PROGRESSION = Determines formula for ramp costs. 0 = Ramp linearly
based on # of units of this type. 1 = Ramp linearly based on # of units of
group (e.g. "Barracks Units"). 2 = Ramp progressively based on # of units of
this type. 3 = Ramp progressively based on # of units of group.-->
<!-- コスト上昇の種類。0:単体、線形で上昇。1:グループ、線形で上昇。2:単体、非線形。3:グループ、非線形-->
<!--SPLASH = Splash damage radius, in TCoords-->
<!-- 範囲ダメージの範囲-->
<!--SPLASH_PERCENT = Splash damage percentage of bullseye-hit damage
(there is also additional attenuation based on distance)-->
<!-- 範囲ダメージ割合-->
<!--AMMO_PER_ATT = Number of pieces of ammo used to distribute a single
attack sequence (higher number means unit shoots lots of ammo and damage/armor
interaction is proportionately distributed between the shots as if it was a
single attack). Useful for modern units you want to shoot really
fast.-->
<!-- 銃弾分散率?-->
<!--TURN_SPEED = Turn rate of unit, measured in degrees. Modified by
UNIT_TURN_SPEED in rules.xml. Pack/Unpack units that are packed also increased
by UNIT_PACK_TURN_BONUS. Foot & Mounted units turn instantly from a stopped
position: so this applies mostly "while moving".-->
<!-- 回転速度-->
<!--PROJ_SPEED = Projectile speed. This affects not only the speed of the
ammo but the height of the arc it takes. Slower speeds will tend to create
higher arcs.-->
<!-- 発射速度-->
<!--CARRY_SIZE = Legacy value from when units carried other units
interchangeably. (was amount of space unit took up in a transport)-->
<!-- 運搬サイズ?行軍に影響?-->
<!--POP = Pop Cap value of unit (higher number means unit takes up more
than 1 pop cap space). Some "meta units" like transports need to take up
0.-->
<!-- 人口。1ユニットあたりの人口-->
<!--RESEARCH_PREMIUM_TIME = When upgrade to this unit is being
researched, JOB_TIME is multiplied by this value to get research time. Can be
fractional, e.g. "3/2"-->
<!-- 特別研究速度?作成時間は研究時間に比例-->
<!--RESEARCH_PREMIUM_COST = When upgrade to this unit is being
researched, COST items are multiplied by this value to get research cost. Can
be fractional, e.g. "3/2"-->
<!-- 特別研究コスト?コストは研究コストに比例-->
<!--JOB_EXTRA_TIME = Extra JOB_TIME added per unit of this type
(essentially a "ramping cost" for JOB_TIME); based on a fraction of the base
JOB_TIME.-->
<!-- 特別作成時間。作成時間が上昇する。-->
<!--MANA = Base amount of Craft this unit starts with-->
<!-- 航空ユニットの燃料-->
<!--TRIBE_MASK = Bitmask of which tribes are allowed to have this unit
(far right bit is AZTECS; far left bit is EAST INDIANS).-->
<!-- 民族マスク。ペルシャ、オランダ、インド、アメリカ、ラコタ、イロコイ、モンゴル、朝鮮、日本、中国、ロシア、ドイツ、イギリス、フランス、スペイン、トルコ、エジプト、ローマ、ギリシャ、ヌビア、バンツー、インカ、マヤ、アステカ-->
<!--CARRY = Legacy value from when units carried other units
interchangeably (was capacity of unit to carry other units)-->
<!-- -->
<!--GUY_SPACING = Distance between individual foot soldiers in a
3-soldier single unit-->
<!-- 徒歩兵士3人一ユニットにおいての間隔-->
<!--X_SPACING = Horizontal distance from other units in a
formation.-->
<!-- ユニット同士の間隔。横軸-->
<!--Y_SPACING = Vertial distance from other units in a
formation.-->
<!-- ユニット同士の間隔。縦軸-->
<!--CIRCLE_RADIUS = Radius of a unit's visible "selection circle" which
appears at its base when it is selected-->
<!-- ユニット選択時の円形サークルサイズ-->
<!--BLOCK_RADIUS = How large the unit is for collision purposes (beware:
increasing can make pathfinding increasingly poor)-->
<!-- -->
<!--TARGET_SIZE = Area around a unit in which the unit will be considered
"hit" if a piece of ammo lands there.-->
<!-- サイズ。命中率に関係?-->
<!--UBER_SIZE = How many individual figures in this unit (so 3 for an
infantry unit, 1 for a horse, tank, ship, etc)-->
<!-- 単体サイズ? 歩兵だと3(3人で1ユニット)。馬、戦車、船だと1(1台1ユニット)-->
<!--CREW_SIZE = Number of "crew" on unit. Mostly for siege units. If
changed, art must be synchronized.-->
<!-- 乗船サイズ?。-->
<!--GRID_X = X Coordinate on options display where unit's button appears
(in its creation building)-->
<!-- オプションディスプレイ(操作盤)におけるボタンの横座標-->
<!--GRID_Y = Y Coordinate on options display where unit's button appears
(in its creation building)-->
<!-- 操作盤におけるボタンの縦座標-->
<!--UPGRADE = (legacy)-->
<!-- 過去の遺物?用無し?-->
<!--PUSH_SIZE = For units that "push" (ie siege, supply wagons, boats),
their collision profile is described by a number of circles (specified by
push_circles) of radius push_size. These circles are spaced evenly along the
"forward to back" axis of the unit (ie, the length of a boat), each circle
tangential to the next.-->
<!-- push(例:攻城兵器ユニット、補給車、ボート)において-->
<!--PUSH_CIRCLES = For units that "push" (ie siege, supply wagons,
boats), their collision profile is described by a number of circles (specified
by push_circles) of radius push_size. These circles are spaced evenly along the
"forward to back" axis of the unit (ie, the length of a boat), each circle
tangential to the next.-->
<!---->
<!----></COMMENTS>
<UNIT>
<NAME>Citizen</NAME> <!--市民-->
<GRAPH>CITIZENS</GRAPH> <!--グラフィック-->
<OBJ_MASK>FCWP</OBJ_MASK>
<!--オブジェクトマスク-->
<FLAGS>lmah</FLAGS> <!--フラグ-->
<WHERE>Small City</WHERE> <!--作成場所-->
<ATTACK>4</ATTACK> <!--攻撃力-->
<HITS>40</HITS> <!--HP-->
<MOVES>25</MOVES> <!--移動速度-->
<SUPPORT>1f support</SUPPORT>
<!--コスト上昇量-->
<COST>2f</COST> <!--コスト-->
<JOB_TIME>50</JOB_TIME> <!--作成時間-->
<PREQ0>none</PREQ0> <!--条件1-->
<PREQ1>none</PREQ1> <!--条件2-->
<FROM>none</FROM> <!--アップグレード前-->
<JUMP>disable</JUMP> <!--アップグレード後-->
<GRAFT>none</GRAFT><!--代替ユニット名-->
<RANGE>0-0rng</RANGE> <!--射程-->
<LOS>2</LOS> <!--視界-->
<SCIENCE_LOS>0</SCIENCE_LOS>
<!--科学レベルにおける視界-->
<FLY_HIGH>0</FLY_HIGH><!--対空-->
<FLY_LOW>0</FLY_LOW><!--対空-->
<RECHARGE>30</RECHARGE><!--行動間隔-->
<ARMOR>0</ARMOR> <!--防御力-->
<DOMAIN>Land</DOMAIN> <!--所属エリア-->
<TO_HIT>0</TO_HIT><!--命中力-->
<ATTENUATE>0</ATTENUATE><!--命中減衰率-->
<CAT>Civilian</CAT> <!--カテゴリー-->
<PROGRESSION>0</PROGRESSION><!--コスト上昇種類-->
<SPLASH>0</SPLASH><!--攻撃範囲-->
<SPLASH_PERCENT>100</SPLASH_PERCENT><!--範囲攻撃ダメージ率-->
<AMMO_PER_ATT>1</AMMO_PER_ATT><!--銃撃分散率-->
<TURN_SPEED>45</TURN_SPEED> <!--方向回転速度-->
<PROJ_SPEED>0</PROJ_SPEED><!--発射速度-->
<CARRY_SIZE>1</CARRY_SIZE><!--行軍ユニットサイズ-->
<POP>1</POP> <!--1ユニットに対する人口-->
<RESEARCH_PREMIUM_TIME>2</RESEARCH_PREMIUM_TIME><!--特別研究時間-->
<RESEARCH_PREMIUM_COST>2</RESEARCH_PREMIUM_COST><!--特別研究コスト-->
<JOB_EXTRA_TIME>1/10tsx</JOB_EXTRA_TIME><!--作成時間上昇率-->
<MANA>0</MANA><!--燃料-->
<TRIBE_MASK>111111101111111111111111</TRIBE_MASK>
<!--民族マスク-->
<CARRY>0</CARRY><!--行軍ユニットサイズ?-->
<GUY_SPACING>12</GUY_SPACING>
<!--歩兵ユニットにおける間隔-->
<X_SPACING>12</X_SPACING><!--X軸ユニット間隔-->
<Y_SPACING>12</Y_SPACING><!--Y軸ユニット間隔-->
<CIRCLE_RADIUS>1</CIRCLE_RADIUS><!--選択円サイズ-->
<BLOCK_RADIUS>1</BLOCK_RADIUS><!---->
<TARGET_SIZE>3</TARGET_SIZE><!--サイズ-->
<UBER_SIZE>1</UBER_SIZE><!---->
<CREW_SIZE>0</CREW_SIZE><!--乗船サイズ?数?-->
<GRID_X>0</GRID_X>
<!--操作盤のボタンのX座標-->
<GRID_Y>0</GRID_Y>
<!--操作盤のボタンのY座標-->
<UPGRADE /> <!---->
<PUSH_SIZE>1</PUSH_SIZE>
<PUSH_CIRCLES>1</PUSH_CIRCLES>
<TYPENAME>Citizen</TYPENAME>
</UNIT>
最終更新:2006年07月10日 22:08