I agree that enabling the AI to use artillery doesn't make it play better overall, but it does make it a more interesting opponent, which in my opinion is worth it. I tried to reduce the impact of the forced artillery builds on the AI's economy by forcing it to build artillery only when it would otherwise build an offensive land unit. So production for artillery gets diverted from attackers but not directly from infrastructure. However, artillery production still impacts infrastructure somewhat because the artillery units take defenders from their cities, triggering the AI to replace those. It's far from a perfect setup but there's no way I can see to improve it that wouldn't require a lot of work.
If you managed to reduce the number of escort ships,
would it be possible to achieve the opposite principle with accompanying artillery defense units? If each artillery unit were accompanied by 2 or 3 defense units, with AI_build_artillery_ratio = 4-8, they would not be such an easy target. In addition, if escort units that have more movement than the unit they are escorting were able to fortify themselves at the end of their actions or, in the case of ships, bombard enemies in sight, this would again improve the quality of their behavior. But I guess this falls into the category of a lot of work.
However, I hope that what I am about to describe here will not unnecessarily distract attention from the groundbreaking work on overcoming the 512 city limit.

I may be forgetting, but what (if any) plans are there for the future regarding
unit abilities?

As usual, I have a plethora of ideas and am curious about their possible or impossible implementation.
-
Separation into classes:
type A,
type B,
type C,
type D,
type E,
type F,
etc.
-
Relationships between classes: (Possible cumulation, for example, we get 75% through 25% and 50%.)
cannot attack type A,
can ONLY attack type A,
25% attack bonus against type A,
50% attack bonus against type A,
100% attack bonus against type A,
25% defense bonus against type A,
50% defense bonus against type A,
100% defense bonus against type A,
cannot attack type B,
can ONLY attack type B,
25% attack bonus against type B,
50% attack bonus against type B,
100% attack bonus against type B,
25% defense bonus against type B,
50% defense bonus against type B,
100% defense bonus against type B,etc.
-
Terrain bonuses: (Bonuses only apply when a unit starts its turn on a given tile. All cumulative, first apply multiplication and then addition.)
Bonus Terrain Attack +1 (A unit with this ability gains
+1 to attack on terrain where it
Ignores Move Cost.)
Bonus Terrain Attack +2 (A unit with this ability gains
+2 to attack on terrain where it
Ignores Move Cost.)
Bonus Terrain Attack x2 (A unit with this ability gains
x2 to attack on terrain where it
Ignores Move Cost.)
Bonus Terrain Defense +1 (A unit with this ability gains
+1 to defense on terrain where it
Ignores Move Cost.)
Bonus Terrain Defense +2 (A unit with this ability gains
+2 to defense on terrain where it
Ignores Move Cost.)
Bonus Terrain Defense x2 (A unit with this ability gains
x2 to defense on terrain where it
Ignores Move Cost.)
Bonus Terrain Movement +1 (A unit with this ability gains
+1 to movement on terrain where it
Ignores Move Cost.)
Bonus Terrain Movement +2 (A unit with this ability gains
+2 to movement on terrain where it
Ignores Move Cost.)
Bonus Terrain Movement x2 (A unit with this ability gains
x2 to movement on terrain where it
Ignores Move Cost.)
-
Assimilation:
Assimilation (The ability of units to
join the cities of other civilizations, thus giving cities citizens of other nations, with
the number of these citizens equal to the population cost of the unit. Assimilation can only be performed if there is PEACE between the parties involved.
Units with a population cost of 0 would add 10 food to the city instead of a full citizen during assimilation, and only if the added food caused the city to grow would assimilation be successful and a citizen of the unit's nationality be added.)
Prevents Assimilation (A unit with this ability standing in a city prevents the assimilation of units with the assimilation ability.)
-
Infiltration:
Infiltration (The ability of units, regardless of population cost, to join the cities of other civilizations, with cities always gaining 1 citizen per 1 unit of another nation.)
EDIT: (The ability of units to
join the cities of other civilizations, thus giving cities citizens of other nations, with cities always gaining
one more population than the population cost of the infiltrating unit. An infiltrating unit with a population cost of 0 gives the city 1 citizen, with a population cost of 1 gives the city 2 citizens, and so on.)
EDIT END.
Prevents Infiltration (A unit with this ability standing in a city prevents the infiltration of units with the infiltration ability.)
-
Combat experience:
Lower Combat Experience (A unit with this ability is produced at the conscript level. A city with a building with the Veteran Ground/Sea/Air Units ability will produce a Regular from this unit.)
Higher Combat Experience (A unit with this ability is produced at the veteran level. A city with a building with the Veteran Ground/Sea/Air Units ability will produce an Elite from this unit.)
Forced Basic Rank (A unit with this ability ignores the presence of buildings that increase its rank when produced. When combined with
Lower/Higher Combat Experience, a conscript/veteran is always created.)
Cannot Reach Veteran Rank (A unit with this ability cannot reach Veteran rank through combat.)
Cannot Reach Elite Rank (A unit with this ability cannot reach Elite rank through combat.)
-
Commanders: (Cumulative bonuses for each commander.)
Commander in Defense (A unit with this ability gives a
+5/10/15/20% (Based on combat experience) defense bonus to all units on the same tile.)
Commander in Offense (A unit with this ability gives a
+5/10/15/20% (Based on combat experience) attack bonus to all units on the same tile.)
(
Units without HPs with this ability would give +25%.)
EDIT:
Commander in Bombardment (A unit with this ability gives a
+5/10/15/20% (Based on combat experience) bombardment bonus to all units on the same tile.)
Commander in Movement (A unit with this ability gives +0/1/2/3 (Based on combat experience) movement to all units on the same tile.)
Commander in HPs (A unit with this ability gives +0/1/2/3 (Based on combat experience) HPs to all units on the same tile.)
(
Units without HPs with this ability would give +1.)
Commander Power Based on Rank (Required in combination with the previous abilities, otherwise the first non-zero minimum applies.)
Commander Power Based on Time (Alternative to the previous one. A unit with this ability gains strength of commander's ability based on time. For example, every 20 turns +5% defense bonus, every 25 turns +1 HP, defined in the config file.)
Commander Shares Classes (A unit with this ability
can also buff units that are of a different class than the commander class, for example, a land commander and a sea unit.)
Static Commander (A unit with this ability gives the commander's buffs, which are updated
at the beginning of each turn. Units
retain the buffs for the entire turn and do not lose them when they leave the commander's range or when the commander is killed.)
Dynamic Commander (A unit with this ability gives the commander's buffs, which are updated
whenever the commander acts. The commander moves, buffs are applied to new units within range, previous units outside the range lose the buffs. Units
do not retain the buffs when they move too far away from the commander or when the commander is killed.)
(
Static or Dynamic Commander must be selected for the commander to function properly!)
Can Buff Adjacent1 (A unit with this ability can buff units on all 8 adjacent tiles. As far as city radius 1.)
Can Buff Adjacent2 (A unit with this ability can buff units on all 12 surrounding tiles. As far as city radius 2 without city radius 1.)
Can Buff Adjacent3 (A unit with this ability can buff units on all 16 surrounding tiles. As far as city radius 3 without city radius 1 and 2.)
Cannot Benefit from Commander (A unit with this ability cannot benefit from commander bonuses.)
Can ONLY Buff Type A (A unit with this ability only gives benefits to type A units.),
Can ONLY Buff Type B (A unit with this ability only gives benefits to type B units.),
Can ONLY Buff Type C (A unit with this ability only gives benefits to type C units.),
Can ONLY Buff Type D (A unit with this ability only gives benefits to type D units.), etc.
EDIT END.
-
Diplomats: (Do you remember that diplomats could buy units from other civilizations?)
Diplomat (Can purchase units from other civilizations. The price of the units (Based on shield cost) in the stack is added together. The resulting cost would be divided by
2/3/4/5 (Based on combat experience) of the diplomat. The division factor for diplomats without HPs would be defined in the config file.)
Cannot be Purchased (A unit with this ability cannot be purchased by a diplomat.)
Barbarian Diplomat (Can purchase barbarian units.)
Barbarian Friendly (Barbarian units do not attack this unit.)
Loses 1 HP after Purchase (Diplomat for the number of uses determined by its own HP.)
Dies after Purchase (Diplomat for one use only.)
EDIT: (The
cheapness factor and the
expensive factor are defined in the config file.)
Can Purchase a Group (A unit with this ability can purchase units in a group. Otherwise, only stand-alone units.)
Diplomat Shares Classes (A unit with this ability
can also purchase units that are of a different class than the diplomat class, for example, a land diplomat and a sea unit.)
Prevents Purchasing (A unit with this ability prevents purchasing of OWN units on the same tile where it stands.)
Prevents Enemy Purchasing (A unit with this ability prevents purchasing of ENEMY units.)
Cheaper on Own Territory (The price of a unit with this ability is divided by the
cheapness factor when purchased on own territory by a foreign diplomat.)
Cheaper on Neutral Territory (The price of a unit with this ability is divided by the
cheapness factor when purchased on neutral territory by a foreign diplomat.)
Cheaper on Enemy Territory (The price of a unit with this ability is divided by the
cheapness factor when purchased on enemy territory by a foreign diplomat.)
Cheaper on Ally Territory (The price of a unit with this ability is divided by the
cheapness factor when purchased on ally territory by a foreign diplomat.)
Expensive on Own Territory (The price of a unit with this ability is multiplied by the
expensive factor when purchased on own territory by a foreign diplomat.)
Expensive on Neutral Territory (The price of a unit with this ability is multiplied by the
expensive factor when purchased on neutral territory by a foreign diplomat.)
Expensive on Enemy Territory (The price of a unit with this ability is multiplied by the
expensive factor when purchased on enemy territory by a foreign diplomat.)
Expensive on Ally Territory (The price of a unit with this ability is multiplied by the
expensive factor when purchased on ally territory by a foreign diplomat.)
Can ONLY Purchase Type A (A unit with this ability can only purchase type A units.),
Can ONLY Purchase Type B (A unit with this ability can only purchase type B units.),
Can ONLY Purchase Type C (A unit with this ability can only purchase type C units.),
Can ONLY Purchase Type D (A unit with this ability can only purchase type D units.), etc.
Prevents ONLY Purchasing Type A (A unit with this ability prevents purchasing of OWN type A units on the same tile where it stands.),
Prevents ONLY Purchasing Type B (A unit with this ability prevents purchasing of OWN type B units on the same tile where it stands.),
Prevents ONLY Purchasing Type C (A unit with this ability prevents purchasing of OWN type C units on the same tile where it stands.),
Prevents ONLY Purchasing Type D (A unit with this ability prevents purchasing of OWN type D units on the same tile where it stands.), etc.
Prevents ONLY Enemy Purchasing Type A (A unit with this ability prevents purchasing of ENEMY type A units.),
Prevents ONLY Enemy Purchasing Type B (A unit with this ability prevents purchasing of ENEMY type B units.),
Prevents ONLY Enemy Purchasing Type C (A unit with this ability prevents purchasing of ENEMY type C units.),
Prevents ONLY Enemy Purchasing Type D (A unit with this ability prevents purchasing of ENEMY type D units.), etc.
Purchase Range1 (A unit with this ability
can purchase/prevents purchasing of units (based on what it is combined with) on all 8 adjacent tiles. As far as city radius 1.)
Purchase Range2 (A unit with this ability
can purchase/prevents purchasing of units (based on what it is combined with) on all 12 surrounding tiles. As far as city radius 2 without 1.)
Purchase Range3 (A unit with this ability
can purchase/prevents purchasing of units (based on what it is combined with) on all 16 surrounding tiles. As far as city radius 3 without 1 and 2.)
EDIT END.
-
Healers:
Healer (A unit with this ability can perform healing actions.)
Can Heal one Unit (
Heals 1 unit by 1 HP per movement action on the same tile where it stands, depending on the number of movements. If the healer has 2 movements, it can use its actions to heal 2 units by 1 HP or 1 unit by 2 HPs.)
Can Heal all Units (
Heals all units by 1 HP per movement action on the same tile where it stands.)
Loses 1 HP after Healing (Healer for the number of uses determined by its own HP.)
Dies after Healing (Healer for one use only.)
EDIT:
Can Heal to Full (
Heals 1 or all (based on what it is combined with)
units to maximum HPs per movement action.)
Healer Shares Classes (A unit with this ability
can also heal units that are of a different class than the healer class, for example, a land healer and a sea unit.)
Prevents Healing (A unit with this ability prevents healing of OWN units on the same tile where it stands.)
Prevents Enemy Healing (A unit with this ability prevents healing of ENEMY units.)
Can ONLY Heal Type A (A unit with this ability can only heal type A units.),
Can ONLY Heal Type B (A unit with this ability can only heal type B units.),
Can ONLY Heal Type C (A unit with this ability can only heal type C units.),
Can ONLY Heal Type D (A unit with this ability can only heal type D units.), etc.
Prevents ONLY Healing Type A (A unit with this ability prevents healing of OWN type A units on the same tile where it stands.),
Prevents ONLY Healing Type B (A unit with this ability prevents healing of OWN type B units on the same tile where it stands.),
Prevents ONLY Healing Type C (A unit with this ability prevents healing of OWN type C units on the same tile where it stands.),
Prevents ONLY Healing Type D (A unit with this ability prevents healing of OWN type D units on the same tile where it stands.), etc.
Prevents ONLY Enemy Healing Type A (A unit with this ability prevents healing of ENEMY type A units.),
Prevents ONLY Enemy Healing Type B (A unit with this ability prevents healing of ENEMY type B units.),
Prevents ONLY Enemy Healing Type C (A unit with this ability prevents healing of ENEMY type C units.),
Prevents ONLY Enemy Healing Type D (A unit with this ability prevents healing of ENEMY type D units.), etc.
Heal Range1 (A unit with this ability
can heal/prevents healing of units (based on what it is combined with) on all 8 adjacent tiles. As far as city radius 1.)
Heal Range2 (A unit with this ability
can heal/prevents healing of units (based on what it is combined with) on all 12 surrounding tiles. As far as city radius 2 without city radius 1.)
Heal Range3 (A unit with this ability
can heal/prevents healing of units (based on what it is combined with) on all 16 surrounding tiles. As far as city radius 3 without city radius 1 and 2.)
EDIT END.
-
Healing:
Can only Heal Automatically in cities (This unit automatically heals only in cities (+ fortresses). However, healers can heal this unit.)
Cannot Heal Automatically (This unit does not heal automatically, either in cities or outside cities. However, healers can heal this unit.)
Cannot Heal Automatically until U (This unit does not heal automatically, either in cities or outside cities, until U is invented or built. U is defined in the config file. However, healers can heal this unit.)
Cannot Heal Automatically until V (This unit does not heal automatically, either in cities or outside cities, until V is invented or built. V is defined in the config file. However, healers can heal this unit.)
Cannot be Healed (Healers cannot heal this unit.)
Cannot be Healed until X (Healers cannot heal this unit until X is invented or built. X is defined in the config file.)
Cannot be Healed until Y (Healers cannot heal this unit until Y is invented or built. Y is defined in the config file.)
-
Food dependencies:
Requires Food (Related to my old idea that units would consume food from the tiles they stand on (or adjacent tiles). Units with this ability would consume food.)
-
Units with professions: (I assume that many of these bonuses can only be tracked for units standing in a city.)
Architect (A unit with this ability gives
+1/2/3/4 productions (Based on combat experience) to the tile it stands on.)
Statesman (A unit with this ability gives
+1/2/3/4 cultures (Based on combat experience) to the tile it stands on.)
Entertainer (A unit with this ability gives
+1/2/3/4 happy faces (Based on combat experience) to the tile it stands on.)
Scientist (A unit with this ability gives
+1/2/3/4 science (Based on combat experience) to the tile it stands on.)
Economist (A unit with this ability gives
+1/2/3/4 taxes (Based on combat experience) to the tile it stands on.)
Farmer (A unit with this ability gives
+1/2/3/4 food (Based on combat experience) to the tile it stands on.)
(
Units without HPs with this ability would give +5.)
-
Units giving resources:
Giving resource R (Read from the first slot for the
Required Resources, which is therefore not actually required.)
Giving resource S (Read from the second slot for the
Required Resources, which is therefore not actually required.)
Giving resource T (Read from the third slot for the
Required Resources, which is therefore not actually required.)
(The resource is only given locally to the tile on which the unit stands.)
Spreading resource R (A unit with this ability is able to spread resource R globally through a trade network.)
Spreading resource S (A unit with this ability is able to spread resource S globally through a trade network.)
Spreading resource T (A unit with this ability is able to spread resource T globally through a trade network.)
-
Immunities:
Immune to Army (Units with this ability cannot be attacked by an army.)
Immune to Land (Units with this ability cannot be attacked by a land unit. From my point of view, however, according to this division, they should still be able to be attacked by an army.)
Immune to Sea (Units with this ability cannot be attacked by a sea unit.)
Immune to Air (Units with this ability cannot be attacked by an air unit.)
Immune to Army Bombardment (Units with this ability cannot be bombarded by an army.)
Immune to Land Bombardment (Units with this ability cannot be bombarded by a land unit. From my point of view, however, according to this division, they should still be able to be bombarded by an army.)
Immune to Sea Bombardment (Units with this ability cannot be bombarded by a sea unit.)
Immune to Air Bombardment (Units with this ability cannot be bombarded by an air unit.)
Immune to Lethal Land Bombardment (Units with this ability cannot be killed by an unit applying lethal land bombardment.)
Immune to Lethal Sea Bombardment (Units with this ability cannot be killed by an unit applying lethal sea bombardment.)
Immune to Cruise Missile (Units with this ability cannot be hit by a cruise missile.)
Immune to Tactical Nuke (Units with this ability cannot be hit by a tactical nuke.)
Immune to ICBM (Units with this ability cannot be hit by an ICBM.)
-
Others:
Escort Unit (Primarily designated unit assigned as an escort to water transports or land artillery. If such a unit were available, it would take precedence over a regular defender or attack vessel.)
Cannot be Rushed (Production of units with this ability cannot be accelerated.)
Cannot be Captured (Units with this ability cannot be captured.)
Cannot be Enslaved (Units with this ability cannot be enslaved.)
Defines Enslavement (Together with the
special action Enslave, it determines what a unit becomes enslaved to when attacked by a unit that has successfully performed the enslavement action. The unit itself does not enslave.)
Cannot Flee (Units with this ability cannot retreat from combat.)
EDIT:
Immortality (A unit with this ability
cannot fall below 1 HP. With 1 HP, this unit cannot be attacked. During an ongoing attack, once it reaches 1 HP, the attack is interrupted.)
Immortality until M (A unit with this ability
cannot fall below 1 HP until M is invented or built. M is defined in the config file.)
Immortality until N (A unit with this ability
cannot fall below 1 HP until N is invented or built. N is defined in the config file.)
Proportional Attack (Attack of units with this ability is proportional to their HPs.
Full HPs = maximum attack. 3/4 of maximum HPs = 75% of maximum attack power.)
Proportional Defense (Defense of units with this ability is proportional to their HPs.
Full HPs = maximum defense. Half of maximum HPs = 50% of maximum defense power.)
Proportional Movement (Movement of units with this ability is proportional to their HPs.
Full HPs = maximum movement. 1/4 of maximum HPs = 25% of maximum movement actions.)
Proportional Bombardment (Bombardment strength of units with this ability is proportional to their HPs.)
-
Uncontrollable units with abilities:
Uncontrollable (A unit with this ability
cannot be controlled. Cannot be selected or receive orders. Does whatever it wants at random. However, its actions cannot lead to a declaration of war. A form of control similar to AI control. Can be combined with one or all of the following abilities. Without them, it just stands still.)
Adventurer (
Travels randomly back and forth across the map.)
Wanderer (
Travels randomly between their own cities. If they can perform worker actions, there is a chance they will do so where they can.)
Fearless (
Randomly attacks enemies that cross their path.)
Hunter (
Actively searches for enemy units and attacks them randomly.)
City Hunter (
Its targets also include enemy cities.)
Prefer Cities (
Its targets include ONLY enemy cities.)
Not Suicidal (
Takes into account the chance of winning in battle.)
Suicidal (
Does NOT take into account the chance of winning in battle. With
Self-preservation, it will first try to heal itself if injured before attacking again.)
Pillager (
Randomly pillages enemy territory.)
Rebellious (
Randomly pillages its own territory.)
Self-preservation (
If wounded, it will randomly try to find a way to heal itself.)
Self-improvement (
If possible, it will randomly attempt to upgrade itself.)
-
Creation: (Together with the
special action Enslave, this creates new units whenever the specified action occurs.)
Attack Creates
Defense Creates
Movement Creates
Bombing Creates
Skip Turn Creates
Wait Creates
Fortify Creates
Disband Creates
Go To Creates
Explore Creates
Sentry Creates
Worker Action Creates
Completion of Worker Action Creates
City Founding Creates
City Joining Creates
Exhaustion of Movements Creates
Promotion Creates
Retreat Creates
Death Creates
Loading Creates
Unloading Creates
Airlifting Creates
Pillaging Creates
Stealth Attacking Creates
Sacrificing Creates
Airdroping Creates
Building Army Creates
Finishing Improvements Creates
Upgrading Unit Creates
Capturing Creates
Start of Turn Creates
End of Turn Creates
Create a Clone (Units with this ability (and more below) release the selection of units to be enslaved for further use, as they create (in this instance) themselves in conjunction with one (or more) of the above actions.)
Create Type A,
Create Type B,
Create Type C,
Create Type D, etc.
Create Offensive Type A,
Create Offensive Type B,
Create Offensive Type C,
Create Offensive Type D, etc.
Create Defensive Type A,
Create Defensive Type B,
Create Defensive Type C,
Create Defensive Type D, etc.
-
Desertion: (
Principle: Every time a unit loses 1 HP during combat, there is a
0% chance of desertion. If the unit is winning, there is a
-40% chance of desertion. If the unit is exposed to enemy fire (Zone of Control), there is a
-20% chance of desertion. All 3 of these chances
decrease or increase by
1/2/3/4% (Based on combat experience)
for each unit that prevents or inspires desertion. Units without HPs with this ability (prevents or inspires) would give
5%.)
Desertion (A unit with this ability can switch sides. The chance of desertion is defined in the config file.)
Prevents Desertion (A unit with this ability prevents the desertion of OWN units with the desertion ability on the same tile where it stands.)
Inspires Desertion (A unit with this ability inspires the desertion of OWN units with the desertion ability on the same tile where it stands.)
Prevents Enemy Desertion (A unit with this ability prevents the desertion of ENEMY units with the desertion ability.)
Inspires Enemy Desertion (A unit with this ability inspires the desertion of ENEMY units with the desertion ability.)
Prevents ONLY Desertion Type A (A unit with this ability prevents only the desertion of OWN type A units with the desertion ability on the same tile where it stands.),
Prevents ONLY Desertion Type B (A unit with this ability prevents only the desertion of OWN type B units with the desertion ability on the same tile where it stands.),
Prevents ONLY Desertion Type C (A unit with this ability prevents only the desertion of OWN type C units with the desertion ability on the same tile where it stands.),
Prevents ONLY Desertion Type D (A unit with this ability prevents only the desertion of OWN type D units with the desertion ability on the same tile where it stands.), etc.
Inspires ONLY Desertion Type A (A unit with this ability inspires only the desertion of OWN type A units with the desertion ability on the same tile where it stands.),
Inspires ONLY Desertion Type B (A unit with this ability inspires only the desertion of OWN type B units with the desertion ability on the same tile where it stands.),
Inspires ONLY Desertion Type C (A unit with this ability inspires only the desertion of OWN type C units with the desertion ability on the same tile where it stands.),
Inspires ONLY Desertion Type D (A unit with this ability inspires only the desertion of OWN type D units with the desertion ability on the same tile where it stands.), etc.
Prevents ONLY Enemy Desertion Type A (A unit with this ability prevents only the desertion of ENEMY type A units with the desertion ability.),
Prevents ONLY Enemy Desertion Type B (A unit with this ability prevents only the desertion of ENEMY type B units with the desertion ability.),
Prevents ONLY Enemy Desertion Type C (A unit with this ability prevents only the desertion of ENEMY type C units with the desertion ability.),
Prevents ONLY Enemy Desertion Type D (A unit with this ability prevents only the desertion of ENEMY type D units with the desertion ability.), etc.
Inspires ONLY Enemy Desertion Type A (A unit with this ability inspires only the desertion of ENEMY type A units with the desertion ability.),
Inspires ONLY Enemy Desertion Type B (A unit with this ability inspires only the desertion of ENEMY type B units with the desertion ability.),
Inspires ONLY Enemy Desertion Type C (A unit with this ability inspires only the desertion of ENEMY type C units with the desertion ability.),
Inspires ONLY Enemy Desertion Type D (A unit with this ability inspires only the desertion of ENEMY type D units with the desertion ability.), etc.
Desertion Range1 (A unit with this ability prevents/inspires the desertion of OWN/ENEMY units with the desertion ability on all 8 adjacent tiles. As far as city radius 1.)
Desertion Range2 (A unit with this ability prevents/inspires the desertion of OWN/ENEMY units with the desertion ability on all 12 surrounding tiles. As far as city radius 2 without 1.)
Desertion Range3 (A unit with this ability prevents/inspires the desertion of OWN/ENEMY units with the desertion ability on all 16 surrounding tiles. As far as city radius 3 without 1 and 2.)
(
The desertion range prevents or inspires desertion depending on the combination with one of the previous options.)
Always Deserts at 1 HP (A unit with this ability always deserts at 1 HP in a deadly (enemy unit on adjacent tile) situation.)
Likely Deserts at Low HPs (A unit with this ability more likely deserts at low HPs.
Full HPs = normal chance. 3/4 of maximum HPs = 25% greater chance of desertion (If the chance was 2%, it is now 2.5%). Half of maximum HPs = 100% greater chance of desertion (If the chance was 2%, it is now 4%). 1/4 of maximum HPs = 225% greater chance of desertion. (If the chance was 2%, it is now 6.5%))
Prevents Desertion Power Based on Rank (Required in combination with the previous abilities, otherwise the first non-zero minimum applies.
Prevents decreases the chance of desertion by 1/2/3/4%.)
Inspires Desertion Power Based on Rank (Required in combination with the previous abilities, otherwise the first non-zero minimum applies.
Inspires increases the chance of desertion by 1/2/3/4%.)
-
Extension of the All Terrain As Roads ability:
All Terrain As Terrain (A unit with this ability cannot travel faster on roads or railroads. Must be in combination with the included (some or all) territory!)
All Terrain As Railroads (A unit with this ability moves over any terrain as if it were a railroad. Must be in combination with the included (some or all) territory!)
All Roads As Railroads (A unit with this ability moves on any road as if it were a railroad. Must be in combination with the included (some or all) territory!)
All Railroads As Roads (A unit with this ability moves on any railroad as if it were a road. Must be in combination with the included (some or all) territory!)
All Hills As Roads (A unit with this ability moves on hills (not LM hills) as if it were a road. Must be in combination with the included (some or all) territory!)
All LM Hills As Roads (A unit with this ability moves on LM hills as if it were a road. Must be in combination with the included (some or all) territory!)
All Mountains As Roads (A unit with this ability moves on mountains (not LM mountains) as if it were a road. Must be in combination with the included (some or all) territory!)
All LM Mountains As Roads (A unit with this ability moves on LM mountains as if it were a road. Must be in combination with the included (some or all) territory!)
All Forests As Roads (A unit with this ability moves on forests (not LM forests) as if it were a road. Must be in combination with the included (some or all) territory!)
All LM Forests As Roads (A unit with this ability moves on LM forests as if it were a road. Must be in combination with the included (some or all) territory!)
All Jungles As Roads (A unit with this ability moves on jungles (not LM jungles) as if it were a road. Must be in combination with the included (some or all) territory!)
All LM Jungles As Roads (A unit with this ability moves on LM jungles as if it were a road. Must be in combination with the included (some or all) territory!)
All Marshes As Roads (A unit with this ability moves on marshes (not LM marshes) as if it were a road. Must be in combination with the included (some or all) territory!)
All LM Marshes As Roads (A unit with this ability moves on LM marshes as if it were a road. Must be in combination with the included (some or all) territory!)
All Deserts As Roads (A unit with this ability moves on deserts (not LM deserts) as if it were a road. Must be in combination with the included (some or all) territory!)
All LM Deserts As Roads (A unit with this ability moves on LM deserts as if it were a road. Must be in combination with the included (some or all) territory!)
All Plains As Roads (A unit with this ability moves on plains (not LM plains) as if it were a road. Must be in combination with the included (some or all) territory!)
All LM Plains As Roads (A unit with this ability moves on LM plains as if it were a road. Must be in combination with the included (some or all) territory!)
All Grasslands As Roads (A unit with this ability moves on grasslands (not LM grasslands) as if it were a road. Must be in combination with the included (some or all) territory!)
All LM Grasslands As Roads (A unit with this ability moves on LM grasslands as if it were a road. Must be in combination with the included (some or all) territory!)
All Tundras As Roads (A unit with this ability moves on tundras (not LM tundras) as if it were a road. Must be in combination with the included (some or all) territory!)
All LM Tundras As Roads (A unit with this ability moves on LM tundras as if it were a road. Must be in combination with the included (some or all) territory!)
All Flood Plains As Roads (A unit with this ability moves on flood plains (not LM flood plains) as if it were a road. Must be in combination with the included (some or all) territory!)
All LM Flood Plains As Roads (A unit with this ability moves on LM flood plains as if it were a road. Must be in combination with the included (some or all) territory!)
Include Own Territory (Extends in combination with "All Something as Something" to own territories.)
Include Neutral Territory (Extends in combination with "All Something as Something" to neutral (No man's land) territories.)
Include Enemy Territory (Extends in combination with "All Something as Something" to enemy territories.)
Include Ally Territory (Extends in combination with "All Something as Something" to ally territories.)
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Forced (scripted) actions:
Die If (after a Time) (A unit with this ability automatically dies
t1 turns after its creation.
t1 is defined in the config file.)
Disband If (after a Time) (A unit with this ability automatically disbands
t2 turns after its creation.
t2 is defined in the config file.)
Desertion If (after a Time) (A unit with this ability deserts (
changes nationality to barbarian or any foreign nation)
t3 turns after its creation.
t3 is defined in the config file.)
Uncontrollable If (after a Time) (A unit with this ability cannot be controlled
t4 turns after its creation.
t4 is defined in the config file.)
Go To City If (after a Time) (A unit with this ability automatically goes to the nearest city
t5 turns after its creation.
t5 is defined in the config file.)
Join City If (after a Time) (A unit with this ability automatically joins the city (
only possible if standing in a city)
t6 turns after its creation.
t6 is defined in the config file.)
EDIT END.