This section lists properties of individual units. In general, they default to the most common or reasonable values, so need not always be specified, even in a saved game.
UnitProperty: @ x y [ z ]
This property is the position of the unit.
Defaults to -1,-1,0, which causes the unit to be placed randomly.
The optional altitude z can also be set separately with
the property z below.
If z is even and the unit is in the open,
then the unit's altitude is z/2;
if z is odd, then (z-1)/2 is the type of connection terrain
that the unit is on.
UnitProperty: z z
This property is identical to the optional z part of the @ property.
Defaults to 0.
UnitProperty: s side
This property is the side of the unit.
It can be either a side name/noun/adjective (string) or id (number).
A value of 0 or "independent"
means that the unit is independent.
Defaults to 0.
UnitProperty: os side
This property is the original side of the unit.
It can be either a side name/noun/adjective (string) or id (number).
A value of 0 or "independent"
means that the unit is/was originally independent.
Defaults to the unit's actual side when first read in or created.
UnitProperty: # n
This property is the unique numeric id of the unit. Defaults to a game-selected value.
UnitProperty: n str
This property is the name of the unit.
Defaults to "".
UnitProperty: nb n
This property is the number of the unit,
which starts at 1 and goes up.
Defaults to 0, which means that the unit is unnumbered.
UnitProperty: cp n
This property is the current completeness of the unit.
If negative, indicates that the unit will appear at a time
and place specified by the appear x-property.
Defaults to the cp-max for the type.
UnitProperty: hp n
This property is the current hit points of the unit.
Will be restricted to the range [0, hp-max].
An hp of 0 means that the unit is dead and will not appear in the game.
Defaults to hp-max for the unit's type.
UnitProperty: cxp cxp
This property is the combat experience of the unit.
Defaults to 0.
UnitProperty: mo n
This property is the morale of the unit.
Defaults to 0.
UnitProperty: m mtype-value-list
This property is the amounts of supplies being carried by the unit.
Defaults to 0 for each material type.
UnitProperty: tp utype-value-list
This property is the level of tooling to build each type of unit.
Defaults to 0 for each unit type.
UnitProperty: in n
This property is the id of the unit's transport.
Defaults to 0, meaning that unit is not in any transport.
UnitProperty: opinions side-value-list...
This property is the unit's true feelings towards each side,
including its own side.
Defaults to 0 for each side.
UnitProperty: x obj
This property is the optional extension properties of the unit.
Its value may be any object.
Defaults to ().
Symbol: appear
These are extension properties that indicate when and where a unit will appear in the game, and when it will disappear. [syntax?]