Military Units
Overview
Units provide both the mobility your civilization needs, and the
violence with which it will survive and expand. The available units may
be classified as military units, whose talents are those of defense and
aggression, and a few noncombatants which support expansion, diplomacy,
and trade.
Units are usually built in cities using production points. Once
built, units are owned by the city that built them (although they can
later be re-homed while visiting a different city) and demand support
from that city; this will be one of your major expenses. Most units
require upkeep such as production points from their home city every
turn, although some autocratic styles of government can force cities to
support several units for free. If the upkeep of a unit outweighs its
benefit, you can disband it; see the section on Production. A few units,
particularly those that you start the game with, have no home city and
thus require no upkeep.
Most units begin every turn with one or more movement points. Every
action undertaken by a unit consumes movement points.
The most basic action is movement; units can move into any of the
tiles surrounding their current location, subject to restrictions
imposed by their physical nature (the terrain they are 'native' to), by
diplomatic obligations (see the section on Diplomacy), and by enemy
units (see the section on Zones of Control). The number of movement
points consumed may depend on the type of terrain; see the Terrain
help.
A unit cannot move onto a tile occupied by an enemy unit, and when
directed to do so will attack instead (if capable of attack), locking
the two units in combat until one is destroyed. The outcome depends on
the attributes of the units in question (hit points, attack and defense
strength, and firepower); the Combat section describes the process in
detail, and the following sections list specific units' attributes.
Units' attributes can be further boosted by being veteran. Units may
be built as veteran by means of certain city improvements or other
influences; once built, units can also become veteran through experience
(such as surviving combat), which may provide further levels of bonuses
beyond those available from their initial training.
In this ruleset, the following veteran levels are defined:
Veteran level Power factor Move bonus
--------------------------------------------
green 100% -
recruit 125% -
veteran 150% -
hardened 175% -
elite 200% + 1/6
hardened elite 225% + 1/6
veteran elite 250% + 1/6
hardened veteran elite 300% + 1/6
Units which have been damaged in combat will regain hit points each
turn in which they are not moved. Normally, a unit which has not moved
will regain one hit point per turn. Units which are fortified gain an
extra hit point. A unit which spends a turn in a city regains one third
of its base hit points, and city improvements appropriate to the unit
type can improve this further. In the field, bases on tiles can improve
the recovery rate (for instance, fortresses have this effect); units
must stay on the tile for a whole turn to get this recovery bonus.
Wonders can also boost recovery (such as the United Nations). Damaged
units in Sentry mode will wake up when they have regained all of their
hit points.
As technology advances, new types of units become available which
obsolete existing types. When you discover such a new technology, your
existing units remain intact, but you can no longer build new units of
the obsolete type. While an obsolete unit is in one of your cities, you
can choose to upgrade it to the latest equivalent by spending gold, with
the cost increasing with the difference in production point cost between
the two types. When a unit is upgraded, its hit points and movement
points are preserved as a fraction of the total.
Tribe
Attack/Defense/Movement: βοΈ1/π‘1/π£2
Hit Points/Firepower: π15/π₯1
- Belongs to Small Land unit class.
- Subject to zones of control.
- Slowed down while damaged.
- Gets a 50% defensive bonus while in cities.
- May fortify, granting a 50% defensive bonus when not in a city.
- Can pillage tile improvements.
- Doesn't prevent enemy cities from working the tile it's on.
- Can be airlifted from a suitable city.
- Can only be built if there is Tribe Hut in the city.
- Costs 1 population to build.
- May load onto and unload from Sea or Coaster transports even when
underway.
- May be disbanded in a city to recover 50% of the production
cost.
- Can build new cities (initial population 1).
- Can add on 1 population to cities City size is no more than 6.
- Can build Dirt Road, Paved Road, and Railroad on tiles.
- Can build Mine, Oil Well, Wind Turbine, and Oil Platform on
tiles.
- Can convert terrain to another type by mining.
- Can build Irrigation and Farmland on tiles.
- Can convert terrain to another type by irrigation.
- Can build Fort, Fortress, and Water Lock on tiles.
- Can clean Pollution from tiles.
- Can clean Fallout from tiles.
- Can only attack units on native tiles.
- May impose a zone of control on its adjacent tiles.
- Can capture some enemy units.
- Doing the action 'Bribe Enemy Unit' to this unit is impossible.
- Will never achieve veteran status.
Tribes are the first and universal unit type. They can be used to
transfer population to other cities, or may found new towns. Can also be
used as a weak combat group, but cannot occupy a city itself.
Tribes can be assigned to work, if technology required to given work
is available.
Work, combat or barracks training doesn't improve their work or
combat abilities.
Settlers
Attack/Defense/Movement: βοΈ0/π‘1/π£2
Hit Points/Firepower: π20/π₯1
- Belongs to Small Land unit class.
- Subject to zones of control.
- Slowed down while damaged.
- Can pillage tile improvements.
- Can be airlifted from a suitable city.
- Costs 2 population to build.
- May load onto and unload from Sea or Coaster transports even when
underway.
- May be disbanded in a city to recover 50% of the production
cost.
- Can build new cities (initial population 1).
- Can add on 2 population to cities City size is no more than 5.
- Can build Dirt Road, Paved Road, and Railroad on tiles.
- Can build Mine, Oil Well, Wind Turbine, and Oil Platform on
tiles.
- Can convert terrain to another type by mining.
- Can build Irrigation and Farmland on tiles.
- Can convert terrain to another type by irrigation.
- Can build Fort, Fortress, and Water Lock on tiles.
- Can clean Pollution from tiles.
- Can clean Fallout from tiles.
- Never imposes a zone of control.
- A non-military unit:
- Cannot attack.
- Doesn't impose martial law.
- Can enter foreign territory regardless of peace treaty.
- Doesn't prevent enemy cities from working the tile it's on.
- Will never achieve veteran status.
Settlers are one of the key units in the game, as they are your main
means of founding new cities.
Settlers can also perform some of the same terrain alterations as
Workers (but cannot build airstrips, airbases, or buoys).
TIP: optimal production of Settlers occurs in cities of at most size
4, or cities with a Granary of at most size 6.
Required technology: Agricultural Farming
Migrants
Attack/Defense/Movement: βοΈ0/π‘1/π£2
Hit Points/Firepower: π10/π₯1
- Belongs to Small Land unit class.
- Subject to zones of control.
- Slowed down while damaged.
- Can pillage tile improvements.
- Can be airlifted from a suitable city.
- May be obtained by conversion of Slave, Partisan, Streltsy, or
Wagenburg.
- Costs 1 population to build.
- May load onto and unload from Sea or Coaster transports even when
underway.
- May be disbanded in a city to recover 50% of the production
cost.
- Can add on 1 population to cities City size is no more than 6.
- Can build Dirt Road, Paved Road, and Railroad on tiles.
- Can build Mine, Oil Well, Wind Turbine, and Oil Platform on
tiles.
- Can convert terrain to another type by mining.
- Can build Irrigation and Farmland on tiles.
- Can convert terrain to another type by irrigation.
- Can build Fort, Fortress, and Water Lock on tiles.
- Can clean Pollution from tiles.
- Can clean Fallout from tiles.
- Never imposes a zone of control.
- A non-military unit:
- Cannot attack.
- Doesn't impose martial law.
- Can enter foreign territory regardless of peace treaty.
- Doesn't prevent enemy cities from working the tile it's on.
- Will never achieve veteran status.
Migrants can be used to transfer population to other cities, but may
not found new cities. They can also perform some of the same terrain
alterations as Workers (but cannot build airstrips, airbases, or
buoys).
Required technology: Pastoralism
Workers
Attack/Defense/Movement: βοΈ0/π‘1/π£2
Hit Points/Firepower: π10/π₯1
- Belongs to Small Land unit class.
- Subject to zones of control.
- Slowed down while damaged.
- Can pillage tile improvements.
- Can be airlifted from a suitable city.
- May load onto and unload from Sea or Coaster transports even when
underway.
- May be disbanded in a city to recover 50% of the production
cost.
- Can build Dirt Road, Paved Road, and Railroad on tiles.
- Can build Mine, Oil Well, Wind Turbine, and Oil Platform on
tiles.
- Can convert terrain to another type by mining.
- Can build Irrigation and Farmland on tiles.
- Can convert terrain to another type by irrigation.
- Can build Fort, Fortress, and Water Lock on tiles.
- Can clean Pollution from tiles.
- Can clean Fallout from tiles.
- Never imposes a zone of control.
- A non-military unit:
- Cannot attack.
- Doesn't impose martial law.
- Can enter foreign territory regardless of peace treaty.
- Doesn't prevent enemy cities from working the tile it's on.
- Can be captured by some enemy units.
- May acquire veteran status.
- Veterans have increased strength in combat.
- Veterans work faster.
This type of unit has its own veteran levels:
Veteran level Power factor Move bonus
--------------------------------------------
beginner 100% -
seasoned 125% -
senior 150% -
expert 175% + 1/6
Workers have the ability to improve terrain tiles. See the help on
Terrain and Terrain Alterations for the effects of their actions.
Workers can make Railroad if rough road is already done for certain
tile. For making Highways you need Engineers.
Workers may gain experience from work enabling them to work even
faster.
Republic grant additional veterancy level for the Builders.
Required technology: Forestry
Builders
Attack/Defense/Movement: βοΈ0/π‘1/π£2
Hit Points/Firepower: π12/π₯2
- Belongs to Small Land unit class.
- Subject to zones of control.
- Slowed down while damaged.
- Can pillage tile improvements.
- Can be airlifted from a suitable city.
- Able to build Air Bases, Buoys.
- May load onto and unload from Sea or Coaster transports even when
underway.
- May be disbanded in a city to recover 50% of the production
cost.
- Can build Dirt Road, Paved Road, and Railroad on tiles.
- Can build Mine, Oil Well, Wind Turbine, and Oil Platform on
tiles.
- Can convert terrain to another type by mining.
- Can build Irrigation and Farmland on tiles.
- Can convert terrain to another type by irrigation.
- Can build Fort, Fortress, Airstrip, Airbase, Buoy, and Water Lock on
tiles.
- Can clean Pollution from tiles.
- Can clean Fallout from tiles.
- Never imposes a zone of control.
- A non-military unit:
- Cannot attack.
- Doesn't impose martial law.
- Can enter foreign territory regardless of peace treaty.
- Doesn't prevent enemy cities from working the tile it's on.
- Can be captured by some enemy units.
- May acquire veteran status.
- Veterans have increased strength in combat.
- Veterans work faster.
This type of unit has its own veteran levels:
Veteran level Power factor Move bonus
--------------------------------------------
beginner 100% -
seasoned 125% + 1/6
senior 150% + 1/6
expert 175% + 1/3
Builders are improved version of Workers, if trained, work faster
than Worker of the same veterancy level.
Builders can build airstrips, airbases, and buoys, which Settlers,
Migrants, Slaves or Workers cannot. Builders must be on board a ship to
build buoys.
Builders can make Railroad if rough road is already done for certain
tile. For making Highways you need Engineers.
Builders may gain experience from work enabling them to work even
faster. Republic government grant additional veterancy level for new
Builders.
Required technology: Engineering
Slave
Attack/Defense/Movement: βοΈ0/π‘1/π£1
Hit Points/Firepower: π10/π₯1
- Belongs to Small Land unit class.
- Subject to zones of control.
- Slowed down while damaged.
- Can pillage tile improvements.
- Can be airlifted from a suitable city.
- Can only be built if there is Yasir in the city.
- May be converted into Migrants (takes 2 movement points).
- Costs 1 population to build.
- May load onto and unload from Sea or Coaster transports even when
underway.
- May be disbanded in a city to recover 50% of the production
cost.
- Can build Dirt Road, Paved Road, and Railroad on tiles.
- Can build Mine, Oil Well, Wind Turbine, and Oil Platform on
tiles.
- Can convert terrain to another type by mining.
- Can build Irrigation and Farmland on tiles.
- Can convert terrain to another type by irrigation.
- Can build Fort, Fortress, and Water Lock on tiles.
- Can clean Pollution from tiles.
- Can clean Fallout from tiles.
- Never imposes a zone of control.
- A non-military unit:
- Cannot attack.
- Doesn't impose martial law.
- Can enter foreign territory regardless of peace treaty.
- Doesn't prevent enemy cities from working the tile it's on.
- Can be captured by some enemy units.
- Can do the action 'Help build Wonder', targets are some individual
cities, adds 20 production.
- Will never achieve veteran status.
Slaves can perform some of the same terrain alterations as Workers
(but cannot build airstrips, airbases, or buoys). Slaves have no veteran
levels.
A Slave sent to one of your own cities that is building a wonder can
add 20 shields towards its production. Unlike Caravans, Slave can't
establish trade route.
Required technology: Slave Trade
Militia
Attack/Defense/Movement: βοΈ1/π‘1/π£2
Hit Points/Firepower: π8/π₯1
- Belongs to Small Land unit class.
- Subject to zones of control.
- Slowed down while damaged.
- Gets a 50% defensive bonus while in cities.
- May fortify, granting a 50% defensive bonus when not in a city.
- Can pillage tile improvements.
- Doesn't prevent enemy cities from working the tile it's on.
- Can be airlifted from a suitable city.
- May load onto and unload from Sea or Coaster transports even when
underway.
- May be disbanded in a city to recover 50% of the production
cost.
- Can only attack units on native tiles.
- May impose a zone of control on its adjacent tiles.
- Can capture some enemy units.
- May acquire veteran status.
- Veterans have increased strength in combat.
This unit emerged from stone age may be built almost from the start
of the game. It is the weak but cheap defensive unit.
Required technology: Leather Tanning
Halberdier
Attack/Defense/Movement: βοΈ1/π‘2/π£2
Hit Points/Firepower: π10/π₯1
- Belongs to Small Land unit class.
- Subject to zones of control.
- Slowed down while damaged.
- Gets a 50% defensive bonus while in cities.
- May fortify, granting a 50% defensive bonus when not in a city.
- Can pillage tile improvements.
- Doesn't prevent enemy cities from working the tile it's on.
- Can be airlifted from a suitable city.
- May load onto and unload from Sea or Coaster transports even when
underway.
- May be disbanded in a city to recover 50% of the production
cost.
- Can only attack units on native tiles.
- May impose a zone of control on its adjacent tiles.
- Can capture some enemy units.
- May acquire veteran status.
- Veterans have increased strength in combat.
The Halberdiers are infantry equipped with long halberds, suitable
for defending your cities, or enforcing martial law.
Legalism grant additional veterancy level for the Halberdier.
Required technology: Craft Guilds
Riot Police
Attack/Defense/Movement: βοΈ2/π‘3/π£2
Hit Points/Firepower: π12/π₯2
- Belongs to Small Land unit class.
- Subject to zones of control.
- Slowed down while damaged.
- Gets a 50% defensive bonus while in cities.
- May fortify, granting a 50% defensive bonus when not in a city.
- Can pillage tile improvements.
- Doesn't prevent enemy cities from working the tile it's on.
- Can be airlifted from a suitable city.
- May load onto and unload from Sea or Coaster transports even when
underway.
- May be disbanded in a city to recover 50% of the production
cost.
- Can only attack units on native tiles.
- May impose a zone of control on its adjacent tiles.
- Can capture some enemy units.
- Can attack against Coaster units, which are usually not
reachable.
- May acquire veteran status.
- Veterans have increased strength in combat.
Riot Police is relatively weak but cheap unit suitable for enforcing
martial law.
Required technology: The Corporation
Hunters
Attack/Defense/Movement: βοΈ1/π‘1/π£2
Hit Points/Firepower: π5/π₯1
- Belongs to Small Land unit class.
- Subject to zones of control.
- Slowed down while damaged.
- Gets a 50% defensive bonus while in cities.
- May fortify, granting a 50% defensive bonus when not in a city.
- Can pillage tile improvements.
- Doesn't prevent enemy cities from working the tile it's on.
- Can be airlifted from a suitable city.
- May load onto and unload from Sea or Coaster transports even when
underway.
- May be disbanded in a city to recover 50% of the production
cost.
- Can only attack units on native tiles.
- Does bombard attacks (1 per turn). These attacks will only damage
(never kill) defenders, but damage all defenders on a tile, and have no
risk for the attacker.
- May impose a zone of control on its adjacent tiles.
- Can capture some enemy units.
- May acquire veteran status.
- Veterans have increased strength in combat.
This unit emerged from stone age and may be built almost from the
start of the game. It is a weak offensive unit, can throw ranged weapon,
like javelins.
Required technology: Stone Knapping
Archers
Attack/Defense/Movement: βοΈ3/π‘1/π£2
Hit Points/Firepower: π6/π₯1
- Belongs to Small Land unit class.
- Subject to zones of control.
- Slowed down while damaged.
- Gets a 50% defensive bonus while in cities.
- May fortify, granting a 50% defensive bonus when not in a city.
- Can pillage tile improvements.
- Doesn't prevent enemy cities from working the tile it's on.
- Can be airlifted from a suitable city.
- May load onto and unload from Sea or Coaster transports even when
underway.
- May be disbanded in a city to recover 50% of the production
cost.
- Can only attack units on native tiles.
- Does bombard attacks (2 per turn). These attacks will only damage
(never kill) defenders, but damage all defenders on a tile, and have no
risk for the attacker.
- May impose a zone of control on its adjacent tiles.
- Can capture some enemy units.
- Can attack against Coaster units, which are usually not
reachable.
- May acquire veteran status.
- Veterans have increased strength in combat.
Archers use bows to fire several rounds of arrows, thus can be used
to wound enemy units.
Due to indirect plunging fire, City Walls give no benefits to
defenders.
Direct Democracy grant additional veterancy level for the
Archers.
Required technology: Copper Working
Arbalest
Attack/Defense/Movement: βοΈ5/π‘1/π£2
Hit Points/Firepower: π8/π₯1
- Belongs to Small Land unit class.
- Subject to zones of control.
- Slowed down while damaged.
- Gets a 50% defensive bonus while in cities.
- May fortify, granting a 50% defensive bonus when not in a city.
- Can pillage tile improvements.
- Doesn't prevent enemy cities from working the tile it's on.
- Can be airlifted from a suitable city.
- May load onto and unload from Sea or Coaster transports even when
underway.
- May be disbanded in a city to recover 50% of the production
cost.
- Can only attack units on native tiles.
- Can launch attack from non-native tiles.
- Does bombard attacks (1 per turn). These attacks will only damage
(never kill) defenders, but damage all defenders on a tile, and have no
risk for the attacker.
- May impose a zone of control on its adjacent tiles.
- Can capture some enemy units.
- Can attack against Coaster units, which are usually not
reachable.
- May acquire veteran status.
- Veterans have increased strength in combat.
The Arbalest equipped with powerful crosbows can be used to the range
attack on enemy units.
Monarchy grant additional veterancy level for the Arbalest.
Required technology: Simple Machines
Marksman
Attack/Defense/Movement: βοΈ6/π‘3/π£2
Hit Points/Firepower: π8/π₯2
- Belongs to Small Land unit class.
- Slowed down while damaged.
- Gets a 50% defensive bonus while in cities.
- May fortify, granting a 50% defensive bonus when not in a city.
- Can pillage tile improvements.
- Doesn't prevent enemy cities from working the tile it's on.
- Can be airlifted from a suitable city.
- Attack value decreased when attacking armoured vehicle.
- May load onto and unload from Sea or Coaster transports even when
underway.
- May be disbanded in a city to recover 50% of the production
cost.
- Can only attack units on native tiles.
- Can launch attack from non-native tiles.
- Does bombard attacks (2 per turn). These attacks will only damage
(never kill) defenders, but damage all defenders on a tile, and have no
risk for the attacker.
- Ignores terrain effects (moving costs at most 1/2 Movement Point per
tile).
- Never imposes a zone of control.
- Not subject to zones of control imposed by other units.
- Can capture some enemy units.
- Can attack against Coaster units, which are usually not
reachable.
- May acquire veteran status.
- Veterans have increased strength in combat.
Marksmen squads skilled in precision shooting, can be used to wound
enemy units or for reconnaissance.
Required technology: General Staff
Sniper
Attack/Defense/Movement: βοΈ9/π‘4/π£2
Hit Points/Firepower: π10/π₯2
- Belongs to Small Land unit class.
- Slowed down while damaged.
- Gets a 50% defensive bonus while in cities.
- May fortify, granting a 50% defensive bonus when not in a city.
- Can pillage tile improvements.
- Doesn't prevent enemy cities from working the tile it's on.
- Can be airlifted from a suitable city.
- Attack value decreased when attacking armoured vehicle.
- May load onto and unload from Sea, Coaster, or Helicopter transports
even when underway.
- May be disbanded in a city to recover 50% of the production
cost.
- Is invisible except when next to an enemy unit or city.
- Can only attack units on native tiles.
- Can launch attack from non-native tiles.
- Does bombard attacks (3 per turn). These attacks will only damage
(never kill) defenders, but damage all defenders on a tile, and have no
risk for the attacker.
- Ignores terrain effects (moving costs at most 1/2 Movement Point per
tile).
- Never imposes a zone of control.
- Not subject to zones of control imposed by other units.
- Can capture some enemy units.
- Can attack against Coaster units, which are usually not
reachable.
- May acquire veteran status.
- Veterans have increased strength in combat.
Sniper sharpshooter squads can be used to wound enemy units or for
reconnaissance.
Snipers have large radius of view while, thanks to their excellent
camouflage, are hard to spot.
Democracy grant additional veterancy level for the Sniper.
Required technology: Guerilla Warfare
Messenger
Attack/Defense/Movement: βοΈ0/π‘0/π£2
Hit Points/Firepower: π10/π₯1
- Belongs to Small Land unit class.
- Slowed down while damaged.
- May fortify to stay put.
- Can pillage tile improvements.
- Can be airlifted from a suitable city.
- May load onto and unload from Sea or Coaster transports even when
underway.
- May be disbanded in a city to recover 50% of the production
cost.
- Defends cities against diplomatic actions.
- Never imposes a zone of control.
- Not subject to zones of control imposed by other units.
- A non-military unit:
- Cannot attack.
- Doesn't impose martial law.
- Can enter foreign territory regardless of peace treaty.
- Doesn't prevent enemy cities from working the tile it's on.
- Can do the action 'Establish Embassy', targets are some individual
cities.
- Can do the action 'Investigate City', targets are some individual
cities.
- Can do the action 'Bribe Enemy Unit', targets are some individual
units.
- Will never achieve veteran status.
A Messenger is an official that carries your dispatches and is
authorized to deal with foreign dignitaries. Messengers can't perform
any hostile actions against other cities, but can defend your own cities
against enemy covert operations.
If a foreign unit is alone on a tile, you may attempt to bribe it
with your Messenger. By paying a sum of gold the unit will immediately
become yours; the exact sum depends on the status of the unit and that
of the civilization owning it. However, units belonging to Republican
governments may demand huge amount of gold to be bribed. Bribery when
not at war will cause a diplomatic incident.
The actions available to Messenger in a city are:
"Establish Embassy": This action always succeeds, and gives
permanent contact with the city's owner, as well as intelligence on
their tax rates and technology. Each player you have an embassy with
that knows a technology reduces that technology's research cost to
you.
"Investigate City": Your unit attempts to report detailed
information about the city: its status, what buildings and units are
within, and what it is currently producing.
Required technology: Alphabet
Diplomat
Attack/Defense/Movement: βοΈ0/π‘0/π£3
Hit Points/Firepower: π10/π₯1
- Belongs to Small Land unit class.
- Slowed down while damaged.
- May fortify to stay put.
- Can pillage tile improvements.
- Can be airlifted from a suitable city.
- May load onto and unload from Sea, Coaster, or Helicopter transports
even when underway.
- May be disbanded in a city to recover 50% of the production
cost.
- Defends cities against diplomatic actions.
- Is invisible except when next to an enemy unit or city.
- Never imposes a zone of control.
- Not subject to zones of control imposed by other units.
- A non-military unit:
- Cannot attack.
- Doesn't impose martial law.
- Can enter foreign territory regardless of peace treaty.
- Doesn't prevent enemy cities from working the tile it's on.
- Can do the action 'Establish Embassy', targets are some individual
cities.
- Can do the action 'Investigate City', targets are some individual
cities.
- Can do the action 'Sabotage City', targets are some individual
cities.
- Can do the action 'Steal Technology', targets are some individual
cities.
- Can do the action 'Incite a Revolt', targets are some individual
cities.
- Can do the action 'Bribe Enemy Unit', targets are some individual
units.
- May acquire veteran status.
- Veterans have improved chances in diplomatic contests.
This type of unit has its own veteran levels:
Veteran level Power factor Move bonus
--------------------------------------------
attachΓ© 100% -
secretary 105% -
envoy 110% -
ambassador 115% -
A Diplomat is an official that carries your dispatches and is
authorized to deal with foreign dignitaries. He may also undertake
various covert operations with the intent of harming your opponents;
Diplomats in your own cities defend them against such actions.
Many covert actions may be attempted even in peacetime, but the more
aggressive actions will be discovered and cause diplomatic incidents,
giving an excuse for the breaking of treaties by a Federation or
Democracy, or a nuclear-armed regime otherwise restrained by the United
Nations.
If a foreign unit is alone on a tile, you may attempt to bribe it
with your Diplomat. By paying a sum of gold the unit will immediately
become yours; the exact sum depends on the status of the unit and that
of the civilization owning it. However, units belonging to Republican
governments may demand huge amount of gold to be bribed. Bribery when
not at war will cause a diplomatic incident.
Diplomats can also perform a number of actions in another player's
city, although each Diplomat may attempt only one action. Most of these
actions have a chance of failure. Also, any enemy Diplomats or Spies in
the city will oppose hostile actions, as will the enemy Leader in games
with leaders; in this case, either your unit or the defending unit will
die (if you go up against the Leader you will always die). If the
defending unit dies, you lose one movement point and may try again.
The actions available to Diplomats in a city are:
"Establish Embassy": This action always succeeds, and gives a
permanent contact with the city's owner, as well as intelligence on
their tax rates and technology. Each player you have an embassy with
that knows a technology reduces that technology's research cost to
you.
"Investigate City": Your unit attempts to report detailed
information about the city: its status, what buildings and units are
within, and what it is currently producing.
"Sabotage City": Your unit attempts either to disrupt all the
city's work so far towards its current project, or to destroy an
existing building in the city, at random. Once built, Palaces and
Wonders cannot be sabotaged, and attempts to sabotage City Walls or any
building in a capital each halve the chance of success. Sabotage may
only be attempted when openly at war.
"Steal Technology": Your unit attempts to learn the secrets of a
random technology known to the city's owner but not to you. Technology
may only be stolen once from a given enemy city by Diplomats. This
action may be attempted even when not at war, but will cause a
diplomatic incident.
"Incite a Revolt": In return for gold a foreign city will change
allegiance and join your empire, bringing along all nearby units that
call it home, but reducing its size by 1. Units in other cities remain
in the enemy's control, but units outside cities are lost to both
players. The exact sum depends on the status of the city and that of the
civilization that owns it. It is not possible to incite a rebellion in a
capital, and very expensive in any city governed by a Fundamentalism or
Democracy. Incitement may be attempted in peacetime, but will cause a
diplomatic incident.
In some game strategies, hordes of Diplomats can be used to wreak
havoc on the enemy. Little wonder that Diplomats are often viewed with
suspicion and fear!
Diplomats built under Federation government will start at the first
veteran level (secretary).
Required technology: Literacy
Spy
Attack/Defense/Movement: βοΈ0/π‘0/π£4
Hit Points/Firepower: π10/π₯1
- Belongs to Small Land unit class.
- Slowed down while damaged.
- May fortify to stay put.
- Can pillage tile improvements.
- Can be airlifted from a suitable city.
- May load onto and unload from Sea, Coaster, or Helicopter transports
even when underway.
- May be disbanded in a city to recover 50% of the production
cost.
- Performs better diplomatic actions.
- Defends cities against diplomatic actions.
- Is invisible except when next to an enemy unit or city.
- Never imposes a zone of control.
- Not subject to zones of control imposed by other units.
- A non-military unit:
- Cannot attack.
- Doesn't impose martial law.
- Can enter foreign territory regardless of peace treaty.
- Doesn't prevent enemy cities from working the tile it's on.
- Can do the action 'Establish Embassy', targets are some individual
cities.
- Can do the action 'Investigate City', targets are some individual
cities.
- Can do the action 'Poison City', targets are some individual
cities.
- Can do the action 'Sabotage City', targets are some individual
cities.
- Can do the action 'Industrial Sabotage', targets are some individual
cities.
- Can do the action 'Steal Technology', targets are some individual
cities.
- Can do the action 'Industrial Espionage', targets are some
individual cities.
- Can do the action 'Incite a Revolt', targets are some individual
cities.
- Can do the action 'Bribe Enemy Unit', targets are some individual
units.
- Can do the action 'Sabotage Enemy Unit', targets are some individual
units.
- May acquire veteran status.
- Veterans have improved chances in diplomatic contests.
- Veterans are more likely to survive missions.
This type of unit has its own veteran levels:
Veteran level Power factor Move bonus
--------------------------------------------
informant 100% -
handler 105% -
agent 110% -
spymaster 115% -
A Spy is more skilled in the arts of espionage than her Diplomat
predecessor.
She can perform all the functions of the Diplomat; refer to the
Diplomat entry for more details. Unlike a Diplomat, a Spy may also
survive an operation in a foreign city and become more experienced as a
result. Spies are also more effective than Diplomats at defending cities
against foreign Diplomats and Spies.
A Spy can also be used to:
sabotage an enemy unit (reducing its hit points to half), if it
is alone on a tile and the players are at war;
poison the water supply of an enemy city (reducing the population
by one);
steal specific technology (with a reduced chance of
success);
steal further technologies from a city which has already been
stolen from (although cities become more resistant each time they are
stolen from);
sabotage predetermined city targets (with a reduced chance of
success).
A Spy that survives the more aggressive actions (sabotage, theft,
inciting rebellion, and poisoning) escapes to the safety of the nearest
friendly city.
Spies built under Federation government will start at the first
veteran level (handler).
Required technology: Espionage
Scout
Attack/Defense/Movement: βοΈ0/π‘1/π£2
Hit Points/Firepower: π2/π₯1
- Belongs to Small Land unit class.
- Slowed down while damaged.
- Can pillage tile improvements.
- Can be airlifted from a suitable city.
- May load onto and unload from Sea or Coaster transports even when
underway.
- May be disbanded in a city to recover 50% of the production
cost.
- Ignores terrain effects (moving costs at most 1/2 Movement Point per
tile).
- Never imposes a zone of control.
- Not subject to zones of control imposed by other units.
- A non-military unit:
- Cannot attack.
- Doesn't impose martial law.
- Can enter foreign territory regardless of peace treaty.
- Doesn't prevent enemy cities from working the tile it's on.
- Can do the action 'Investigate City', targets are some individual
cities.
- May acquire veteran status.
- Veterans have increased strength in combat.
Scouts, with enhanced view radius, are useful for mapping unknown
territory.
Scoutss can also investigate another player's city, although the unit
disappears after the action is complete.
Required technology: Animal Husbandry
Explorer
Attack/Defense/Movement: βοΈ0/π‘1/π£2
Hit Points/Firepower: π5/π₯1
- Belongs to Small Land unit class.
- Slowed down while damaged.
- Can pillage tile improvements.
- Can be airlifted from a suitable city.
- May load onto and unload from Sea or Coaster transports even when
underway.
- May be disbanded in a city to recover 50% of the production
cost.
- Performs better diplomatic actions.
- Defends cities against diplomatic actions.
- Ignores terrain effects (moving costs at most 1/2 Movement Point per
tile).
- Never imposes a zone of control.
- Not subject to zones of control imposed by other units.
- A non-military unit:
- Cannot attack.
- Doesn't impose martial law.
- Can enter foreign territory regardless of peace treaty.
- Doesn't prevent enemy cities from working the tile it's on.
- Can do the action 'Investigate City', targets are some individual
cities.
- May acquire veteran status.
- Veterans have increased strength in combat.
- Veterans have improved chances in diplomatic contests.
Explorers are brave individuals that are very useful for mapping
unknown territory.
Explorers can also perform investigate another player's city, while
being on the land, and report detailed information about the city: its
status, what buildings and units are within, and what it is currently
producing.
Required technology: Exploration
Vikings
Attack/Defense/Movement: βοΈ2/π‘1/π£2
Hit Points/Firepower: π5/π₯1
- Belongs to Small Land unit class.
- Subject to zones of control.
- Slowed down while damaged.
- Gets a 50% defensive bonus while in cities.
- May fortify, granting a 50% defensive bonus when not in a city.
- Can pillage tile improvements.
- Doesn't prevent enemy cities from working the tile it's on.
- Can attack units on non-native tiles.
- Can be airlifted from a suitable city.
- Each player may only have one of this type of unit.
- May load onto and unload from Sea or Coaster transports even when
underway.
- May be disbanded in a city to recover 50% of the production
cost.
- Can launch attack from non-native tiles.
- May impose a zone of control on its adjacent tiles.
- Can capture some enemy units.
- Can attack against Sea units, which are usually not reachable.
- Can attack against Coaster units, which are usually not
reachable.
- Doing the action 'Bribe Enemy Unit' to this unit is impossible.
- May acquire veteran status.
- Veterans have increased strength in combat.
Vikings are small, but brave units capable to attack from aboard
ships, also assault other ships, or make raids on enemy territory by
pillaging or capturing workers. They cannot occupy city though.
Required technology: Exploration
Corsairs
Attack/Defense/Movement: βοΈ3/π‘2/π£2
Hit Points/Firepower: π10/π₯2
- Belongs to Small Land unit class.
- Slowed down while damaged.
- Gets a 50% defensive bonus while in cities.
- May fortify, granting a 50% defensive bonus when not in a city.
- Can pillage tile improvements.
- Doesn't prevent enemy cities from working the tile it's on.
- Can attack units on non-native tiles.
- Can be airlifted from a suitable city.
- Each player may only have one of this type of unit.
- May load onto and unload from Sea or Coaster transports even when
underway.
- May be disbanded in a city to recover 50% of the production
cost.
- Defends cities against diplomatic actions.
- Can launch attack from non-native tiles.
- May impose a zone of control on its adjacent tiles.
- Not subject to zones of control imposed by other units.
- Can capture some enemy units.
- Can attack against Sea units, which are usually not reachable.
- Can attack against Coaster units, which are usually not
reachable.
- Can do the action 'Investigate City', targets are some individual
cities.
- Can do the action 'Sabotage City', targets are some individual
cities.
- Can do the action 'Steal Technology', targets are some individual
cities.
- Can do the action 'Incite a Revolt', targets are some individual
cities.
- Can do the action 'Bribe Enemy Unit', targets are some individual
units.
- Doing the action 'Bribe Enemy Unit' to this unit is impossible.
- May acquire veteran status.
- Veterans have increased strength in combat.
- Veterans have improved chances in diplomatic contests.
Corsairs are privateers hired by a government to perform special
operations: attacking other ships or land units from aboard ship or
capturing/bribing them, or making raids on enemy territory and provide
covert-ops like Diplomat (except of establishing embassy). They cannot
occupy or incite city though.
Required technology: Leadership
Ninja Warriors
Attack/Defense/Movement: βοΈ5/π‘2/π£2
Hit Points/Firepower: π12/π₯1
- Belongs to Small Land unit class.
- Slowed down while damaged.
- Gets a 50% defensive bonus while in cities.
- May fortify, granting a 50% defensive bonus when not in a city.
- Can pillage tile improvements.
- Doesn't prevent enemy cities from working the tile it's on.
- Can attack units on non-native tiles.
- Can be airlifted from a suitable city.
- Each player may only have one of this type of unit.
- May load onto and unload from Sea, Coaster, or Helicopter transports
even when underway.
- May be disbanded in a city to recover 50% of the production
cost.
- Performs better diplomatic actions.
- Defends cities against diplomatic actions.
- Is invisible except when next to an enemy unit or city.
- Can launch attack from non-native tiles.
- Ignores terrain effects (moving costs at most 1/2 Movement Point per
tile).
- May impose a zone of control on its adjacent tiles.
- Not subject to zones of control imposed by other units.
- Can capture some enemy units.
- Can attack against Sea units, which are usually not reachable.
- Can attack against Coaster units, which are usually not
reachable.
- Can do the action 'Investigate City', targets are some individual
cities.
- Can do the action 'Poison City', targets are some individual
cities.
- Can do the action 'Sabotage City', targets are some individual
cities.
- Can do the action 'Industrial Sabotage', targets are some individual
cities.
- Can do the action 'Steal Technology', targets are some individual
cities.
- Can do the action 'Industrial Espionage', targets are some
individual cities.
- Can do the action 'Incite a Revolt', targets are some individual
cities.
- Can do the action 'Bribe Enemy Unit', targets are some individual
units.
- Can do the action 'Sabotage Enemy Unit', targets are some individual
units.
- Doing the action 'Bribe Enemy Unit' to this unit is impossible.
- May acquire veteran status.
- Veterans have increased strength in combat.
- Veterans have improved chances in diplomatic contests.
- Veterans are more likely to survive missions.
Ninjas are a supreme unit, skilled in all special operations, such as
espionage, sabotage, infiltration, assassination, guerrilla warfare,
etc. They can even walk on water (using special shoes), thus can attack
other units from aboard ship or Helicopter (or provide covert-ops like
Spies, except of establishing embassies, actions from aboard limited to
bribing, sabotaging and stealing tech).
Required technology: Martial Arts
Navy Seals
Attack/Defense/Movement: βοΈ8/π‘3/π£2
Hit Points/Firepower: π12/π₯3
- Belongs to Small Land unit class.
- Slowed down while damaged.
- Gets a 50% defensive bonus while in cities.
- May fortify, granting a 50% defensive bonus when not in a city.
- Can pillage tile improvements.
- Doesn't prevent enemy cities from working the tile it's on.
- Can attack units on non-native tiles.
- Can be airlifted from a suitable city.
- Each player may only have one of this type of unit.
- May load onto and unload from Sea, Coaster, or Helicopter transports
even when underway.
- May be disbanded in a city to recover 50% of the production
cost.
- Performs better diplomatic actions.
- Defends cities against diplomatic actions.
- Is invisible except when next to an enemy unit or city.
- Can launch attack from non-native tiles.
- Can be paradropped from a friendly city or suitable base (range: 0
tiles).
- Ignores terrain effects (moving costs at most 1/2 Movement Point per
tile).
- May impose a zone of control on its adjacent tiles.
- Not subject to zones of control imposed by other units.
- Can capture some enemy units.
- Can attack against Sea units, which are usually not reachable.
- Can attack against Coaster units, which are usually not
reachable.
- Can attack against Helicopter units, which are usually not
reachable.
- Can do the action 'Investigate City', targets are some individual
cities.
- Can do the action 'Poison City', targets are some individual
cities.
- Can do the action 'Sabotage City', targets are some individual
cities.
- Can do the action 'Industrial Sabotage', targets are some individual
cities.
- Can do the action 'Steal Technology', targets are some individual
cities.
- Can do the action 'Industrial Espionage', targets are some
individual cities.
- Can do the action 'Incite a Revolt', targets are some individual
cities.
- Can do the action 'Bribe Enemy Unit', targets are some individual
units.
- Can do the action 'Sabotage Enemy Unit', targets are some individual
units.
- Doing the action 'Bribe Enemy Unit' to this unit is impossible.
- May acquire veteran status.
- Veterans have increased strength in combat.
- Veterans have improved chances in diplomatic contests.
- Veterans are more likely to survive missions.
Navy Seals are special units of scuba divers, capable to attack other
ships from land or from aboard ship. They can also provide covert-ops
like Spies (except of establishing embassies) and sabotage or bribe
units from aboard.
Required technology: Combined Arms
Alpine Troops
Attack/Defense/Movement: βοΈ7/π‘5/π£2
Hit Points/Firepower: π12/π₯2
- Belongs to Small Land unit class.
- Subject to zones of control.
- Slowed down while damaged.
- Gets a 50% defensive bonus while in cities.
- May fortify, granting a 50% defensive bonus when not in a city.
- Can pillage tile improvements.
- Doesn't prevent enemy cities from working the tile it's on.
- Can be airlifted from a suitable city.
- Attack value decreased when attacking armoured vehicle.
- May load onto and unload from Sea, Coaster, or Helicopter transports
even when underway.
- May be disbanded in a city to recover 50% of the production
cost.
- Can only attack units on native tiles.
- Ignores terrain effects (moving costs at most 1/2 Movement Point per
tile).
- May impose a zone of control on its adjacent tiles.
- Can capture some enemy units.
- Can attack against Coaster units, which are usually not
reachable.
- May acquire veteran status.
- Veterans have increased strength in combat.
Alpine Troops are highly mobile units, which can operate in mountains
or on glaciers, even without roads. They can't occupy city though.
Required technology: Tactics
Partisan
Attack/Defense/Movement: βοΈ4/π‘4/π£2
Hit Points/Firepower: π10/π₯2
- Belongs to Small Land unit class.
- Slowed down while damaged.
- Gets a 50% defensive bonus while in cities.
- May fortify, granting a 50% defensive bonus when not in a city.
- Can pillage tile improvements.
- Doesn't prevent enemy cities from working the tile it's on.
- Can attack units on non-native tiles.
- Can be airlifted from a suitable city.
- May be converted into Migrants (takes 2 movement points).
- Attack value decreased when attacking armoured vehicle.
- Costs 1 population to build.
- May load onto and unload from Sea, Coaster, or Helicopter transports
even when underway.
- May be disbanded in a city to recover 50% of the production
cost.
- Performs better diplomatic actions.
- Defends cities against diplomatic actions.
- Ignores terrain effects (moving costs at most 1/2 Movement Point per
tile).
- Never imposes a zone of control.
- Not subject to zones of control imposed by other units.
- Can capture some enemy units.
- Can attack against Coaster units, which are usually not
reachable.
- Can attack against Helicopter units, which are usually not
reachable.
- Can do the action 'Investigate City', targets are some individual
cities.
- Can do the action 'Sabotage City', targets are some individual
cities.
- Can do the action 'Steal Technology', targets are some individual
cities.
- Can do the action 'Bribe Enemy Unit', targets are some individual
units.
- Can do the action 'Sabotage Enemy Unit', targets are some individual
units.
- May acquire veteran status.
- Veterans have increased strength in combat.
- Veterans have improved chances in diplomatic contests.
- Veterans are more likely to survive missions.
Partisans are guerilla fighters who are experts at using the terrain
to their advantage. They can also perform some covert operations
(investigating or sabotaging cities, bribing units) and attack
Helicopters, Drones or Barges.
Partisans are recruited from civilians, thus their cost is a city
size. Only shield upkeep is needed, food and gold upkeep is supported by
citiziens.
Under Communism government Partisans gain additional veterancy level
(cumulative with Infantry Barracks II).
Required technology: Guerilla Warfare
Phalanx
Attack/Defense/Movement: βοΈ1/π‘2/π£1
Hit Points/Firepower: π12/π₯1
- Belongs to Infantry unit class.
- Can occupy empty enemy cities.
- Subject to zones of control.
- Slowed down while damaged.
- Gets a 50% defensive bonus while in cities.
- May fortify, granting a 50% defensive bonus when not in a city.
- Can pillage tile improvements.
- Can be airlifted from a suitable city.
- May load onto and unload from Sea or Coaster transports even when
underway.
- May be disbanded in a city to recover 50% of the production
cost.
- Can only attack units on native tiles.
- May impose a zone of control on its adjacent tiles.
- Can capture some enemy units.
- Can attack against Coaster units, which are usually not
reachable.
- May acquire veteran status.
- Veterans have increased strength in combat.
The Phalanx is armored infantry, suitable for defending your
cities.
Direct Democracy grant additional veterancy level for the
Phalanx.
Required technology: Bronze Working
Pikemen
Attack/Defense/Movement: βοΈ2/π‘3/π£1
Hit Points/Firepower: π14/π₯1
- Belongs to Infantry unit class.
- Can occupy empty enemy cities.
- Subject to zones of control.
- Slowed down while damaged.
- Gets a 50% defensive bonus while in cities.
- May fortify, granting a 50% defensive bonus when not in a city.
- Can pillage tile improvements.
- Can be airlifted from a suitable city.
- 2x defense bonus, if attacked by Mounted Archery, Dromedari,
Lancers, Horsemen, Crusaders, Knights, Mounted Samurai, Cuirassiers,
Dragoons, or Chariot.
- May load onto and unload from Sea or Coaster transports even when
underway.
- May be disbanded in a city to recover 50% of the production
cost.
- Can only attack units on native tiles.
- May impose a zone of control on its adjacent tiles.
- Can capture some enemy units.
- Can attack against Coaster units, which are usually not
reachable.
- May acquire veteran status.
- Veterans have increased strength in combat.
Equipped with long pikes, Pikemen replaces Phalanx as the preferred
city defender, especially against mounted units.
Required technology: Feudalism
Musketeers
Attack/Defense/Movement: βοΈ2/π‘4/π£1
Hit Points/Firepower: π10/π₯2
- Belongs to Infantry unit class.
- Can occupy empty enemy cities.
- Subject to zones of control.
- Slowed down while damaged.
- Gets a 50% defensive bonus while in cities.
- May fortify, granting a 50% defensive bonus when not in a city.
- Can pillage tile improvements.
- Can be airlifted from a suitable city.
- May load onto and unload from Sea or Coaster transports even when
underway.
- May be disbanded in a city to recover 50% of the production
cost.
- Can only attack units on native tiles.
- May impose a zone of control on its adjacent tiles.
- Can capture some enemy units.
- Can attack against Coaster units, which are usually not
reachable.
- May acquire veteran status.
- Veterans have increased strength in combat.
Musketeers are infantry equipped with early heavy firearms and are
good as the preferred city defender.
Required technology: Metallurgy
Riflemen
Attack/Defense/Movement: βοΈ3/π‘5/π£1
Hit Points/Firepower: π10/π₯2
- Belongs to Infantry unit class.
- Can occupy empty enemy cities.
- Subject to zones of control.
- Slowed down while damaged.
- Gets a 50% defensive bonus while in cities.
- May fortify, granting a 50% defensive bonus when not in a city.
- Can pillage tile improvements.
- Can attack units on non-native tiles.
- Can be airlifted from a suitable city.
- Attack value decreased when attacking armoured vehicle.
- May load onto and unload from Sea or Coaster transports even when
underway.
- May be disbanded in a city to recover 50% of the production
cost.
- May impose a zone of control on its adjacent tiles.
- Can capture some enemy units.
- Can attack against Coaster units, which are usually not
reachable.
- May acquire veteran status.
- Veterans have increased strength in combat.
Riflemen are a line infantry equipped with precise riffled firearms,
good for defending your cities or frontline.
Democracy grant additional veterancy level for the Riflemen.
Required technology: Conscription
Infantry
Attack/Defense/Movement: βοΈ3/π‘6/π£1
Hit Points/Firepower: π12/π₯3
- Belongs to Infantry unit class.
- Can occupy empty enemy cities.
- Subject to zones of control.
- Slowed down while damaged.
- Gets a 50% defensive bonus while in cities.
- May fortify, granting a 50% defensive bonus when not in a city.
- Can pillage tile improvements.
- Can attack units on non-native tiles.
- Can be airlifted from a suitable city.
- Attack value decreased when attacking armoured vehicle.
- May load onto and unload from Sea or Coaster transports even when
underway.
- May be disbanded in a city to recover 50% of the production
cost.
- May impose a zone of control on its adjacent tiles.
- Can capture some enemy units.
- Can attack against Coaster units, which are usually not
reachable.
- Can attack against Helicopter units, which are usually not
reachable.
- May acquire veteran status.
- Veterans have increased strength in combat.
Infantry are World War-era soldiers equipped with machine guns, very
good at defending your cities and fortifications.
They can also shoot down helicopters or drones, and attack
barges.
Required technology: Machine Tools
Modern Rangers
Attack/Defense/Movement: βοΈ4/π‘6/π£2
Hit Points/Firepower: π15/π₯3
- Belongs to Infantry unit class.
- Can occupy empty enemy cities.
- Subject to zones of control.
- Slowed down while damaged.
- Gets a 50% defensive bonus while in cities.
- May fortify, granting a 50% defensive bonus when not in a city.
- Can pillage tile improvements.
- Can attack units on non-native tiles.
- Can be airlifted from a suitable city.
- 2x defense bonus, if attacked by Mech. Inf., Armor, Reactive Armor,
Self-propelled Gun, or Self-propelled Howitzer.
- May load onto and unload from Sea or Coaster transports even when
underway.
- May be disbanded in a city to recover 50% of the production
cost.
- May impose a zone of control on its adjacent tiles.
- Can capture some enemy units.
- Can attack against Coaster units, which are usually not
reachable.
- Can attack against Helicopter units, which are usually not
reachable.
- May acquire veteran status.
- Veterans have increased strength in combat.
Ranger infantry units, equipped with machine guns and
rocket-propelled grenade launchers, very good at defending your cities
and fortifications, especially against armoured tanks. Thanks to the
modern communication support and equipment, rangers have improved range
of sight.
They can also shoot down helicopters, drones and attack barges.
Required technology: Modern Warfare
Warriors
Attack/Defense/Movement: βοΈ1/π‘1/π£2
Hit Points/Firepower: π10/π₯1
- Belongs to Infantry unit class.
- Can occupy empty enemy cities.
- Subject to zones of control.
- Slowed down while damaged.
- Gets a 50% defensive bonus while in cities.
- May fortify, granting a 50% defensive bonus when not in a city.
- Can pillage tile improvements.
- Can be airlifted from a suitable city.
- May load onto and unload from Sea or Coaster transports even when
underway.
- May be disbanded in a city to recover 50% of the production
cost.
- Can only attack units on native tiles.
- May impose a zone of control on its adjacent tiles.
- Can capture some enemy units.
- Can attack against Coaster units, which are usually not
reachable.
- May acquire veteran status.
- Veterans have increased strength in combat.
Warriors are weak universal units and first which can be used to
conquer enemy cities.
Required technology: Warrior Code
Skirmishers
Attack/Defense/Movement: βοΈ2/π‘1/π£2
Hit Points/Firepower: π10/π₯1
- Belongs to Infantry unit class.
- Can occupy empty enemy cities.
- Subject to zones of control.
- Slowed down while damaged.
- Gets a 50% defensive bonus while in cities.
- May fortify, granting a 50% defensive bonus when not in a city.
- Can pillage tile improvements.
- Can be airlifted from a suitable city.
- May load onto and unload from Sea or Coaster transports even when
underway.
- May be disbanded in a city to recover 50% of the production
cost.
- Can only attack units on native tiles.
- May impose a zone of control on its adjacent tiles.
- Can capture some enemy units.
- Can attack against Coaster units, which are usually not
reachable.
- May acquire veteran status.
- Veterans have increased strength in combat.
Skirmishers are first offensive infantry units, these can be used to
conquer enemy cities.
Required technology: Bronze Working
Legion
Attack/Defense/Movement: βοΈ3/π‘2/π£2
Hit Points/Firepower: π14/π₯1
- Belongs to Infantry unit class.
- Can occupy empty enemy cities.
- Subject to zones of control.
- Slowed down while damaged.
- Gets a 50% defensive bonus while in cities.
- May fortify, granting a 50% defensive bonus when not in a city.
- Can pillage tile improvements.
- Can be airlifted from a suitable city.
- May load onto and unload from Sea or Coaster transports even when
underway.
- May be disbanded in a city to recover 50% of the production
cost.
- Can only attack units on native tiles.
- May impose a zone of control on its adjacent tiles.
- Can capture some enemy units.
- Can attack against Coaster units, which are usually not
reachable.
- May acquire veteran status.
- Veterans have increased strength in combat.
Legions are heavily armed and well disciplined infantry units with an
excellent offensive value.
First Republic grant additional veterancy level for the Legion.
Required technology: Iron Working
Swordsmen
Attack/Defense/Movement: βοΈ4/π‘2/π£2
Hit Points/Firepower: π15/π₯1
- Belongs to Infantry unit class.
- Can occupy empty enemy cities.
- Subject to zones of control.
- Slowed down while damaged.
- Gets a 50% defensive bonus while in cities.
- May fortify, granting a 50% defensive bonus when not in a city.
- Can pillage tile improvements.
- Can be airlifted from a suitable city.
- May load onto and unload from Sea or Coaster transports even when
underway.
- May be disbanded in a city to recover 50% of the production
cost.
- Can only attack units on native tiles.
- May impose a zone of control on its adjacent tiles.
- Can capture some enemy units.
- Can attack against Coaster units, which are usually not
reachable.
- May acquire veteran status.
- Veterans have increased strength in combat.
Swordsmen are heavily armed and well disciplined infantry units with
an excellent offensive value.
First Republic grant additional veterancy level for the
Swordsmen.
Required technology: Feudalism
Samurai
Attack/Defense/Movement: βοΈ5/π‘4/π£2
Hit Points/Firepower: π15/π₯1
- Belongs to Infantry unit class.
- Can occupy empty enemy cities.
- Subject to zones of control.
- Slowed down while damaged.
- Gets a 50% defensive bonus while in cities.
- May fortify, granting a 50% defensive bonus when not in a city.
- Can pillage tile improvements.
- Can be airlifted from a suitable city.
- May load onto and unload from Sea or Coaster transports even when
underway.
- May be disbanded in a city to recover 50% of the production
cost.
- Can only attack units on native tiles.
- May impose a zone of control on its adjacent tiles.
- Can capture some enemy units.
- Can attack against Coaster units, which are usually not
reachable.
- May acquire veteran status.
- Veterans have increased strength in combat.
Samurai are excellent trained medieval Japanese warriors.
Required technology: Shogunate
Arquebusiers
Attack/Defense/Movement: βοΈ4/π‘2/π£2
Hit Points/Firepower: π10/π₯2
- Belongs to Infantry unit class.
- Can occupy empty enemy cities.
- Subject to zones of control.
- Slowed down while damaged.
- Gets a 50% defensive bonus while in cities.
- May fortify, granting a 50% defensive bonus when not in a city.
- Can pillage tile improvements.
- Can be airlifted from a suitable city.
- Attack value decreased when attacking armoured vehicle.
- May load onto and unload from Sea or Coaster transports even when
underway.
- May be disbanded in a city to recover 50% of the production
cost.
- Can only attack units on native tiles.
- May impose a zone of control on its adjacent tiles.
- Can capture some enemy units.
- Can attack against Coaster units, which are usually not
reachable.
- May acquire veteran status.
- Veterans have increased strength in combat.
Arquebusiers are infantry equipped with early firearms and replace
offensive units equipped with melee weapons.
Required technology: Gunpowder
Grenadier
Attack/Defense/Movement: βοΈ6/π‘3/π£2
Hit Points/Firepower: π10/π₯2
- Belongs to Infantry unit class.
- Can occupy empty enemy cities.
- Subject to zones of control.
- Slowed down while damaged.
- Gets a 50% defensive bonus while in cities.
- May fortify, granting a 50% defensive bonus when not in a city.
- Can pillage tile improvements.
- Can be airlifted from a suitable city.
- Attack value decreased when attacking armoured vehicle.
- May load onto and unload from Sea or Coaster transports even when
underway.
- May be disbanded in a city to recover 50% of the production
cost.
- Can only attack units on native tiles.
- May impose a zone of control on its adjacent tiles.
- Can capture some enemy units.
- Can attack against Coaster units, which are usually not
reachable.
- May acquire veteran status.
- Veterans have increased strength in combat.
Grenadiers are offensive infantry squads, equipped with rifles and
grenades.
Required technology: Explosives
Stormtrooper
Attack/Defense/Movement: βοΈ6/π‘4/π£2
Hit Points/Firepower: π12/π₯3
- Belongs to Infantry unit class.
- Can occupy empty enemy cities.
- Subject to zones of control.
- Slowed down while damaged.
- Gets a 50% defensive bonus while in cities.
- May fortify, granting a 50% defensive bonus when not in a city.
- Can pillage tile improvements.
- Can be airlifted from a suitable city.
- Attack value decreased when attacking armoured vehicle.
- May load onto and unload from Sea or Coaster transports even when
underway.
- May be disbanded in a city to recover 50% of the production
cost.
- Can only attack units on native tiles.
- May impose a zone of control on its adjacent tiles.
- Can capture some enemy units.
- Can attack against Coaster units, which are usually not
reachable.
- May acquire veteran status.
- Veterans have increased strength in combat.
Stormtroopers are offensive infantry squads, equipped with light
machine guns and grenades.
Required technology: Chemical Synthesis
Marines
Attack/Defense/Movement: βοΈ8/π‘4/π£2
Hit Points/Firepower: π15/π₯3
- Belongs to Infantry unit class.
- Can occupy empty enemy cities.
- Subject to zones of control.
- Slowed down while damaged.
- Gets a 50% defensive bonus while in cities.
- May fortify, granting a 50% defensive bonus when not in a city.
- Can pillage tile improvements.
- Can be airlifted from a suitable city.
- Attack value decreased when attacking armoured vehicle.
- May load onto and unload from Sea, Coaster, or Helicopter transports
even when underway.
- May be disbanded in a city to recover 50% of the production
cost.
- Can only attack units on native tiles.
- Can launch attack from non-native tiles.
- May impose a zone of control on its adjacent tiles.
- Can capture some enemy units.
- Can attack against Sea units, which are usually not reachable.
- Can attack against Coaster units, which are usually not
reachable.
- May acquire veteran status.
- Veterans have increased strength in combat.
Marines are infantry who are experts at marine warfare.
Required technology: Amphibious Warfare
Super Soldiers
Attack/Defense/Movement: βοΈ9/π‘5/π£3
Hit Points/Firepower: π15/π₯3
- Belongs to Infantry unit class.
- Can occupy empty enemy cities.
- Subject to zones of control.
- Slowed down while damaged.
- Gets a 50% defensive bonus while in cities.
- May fortify, granting a 50% defensive bonus when not in a city.
- Can pillage tile improvements.
- Can attack units on non-native tiles.
- Can be airlifted from a suitable city.
- May load onto and unload from Sea, Coaster, or Helicopter transports
even when underway.
- May be disbanded in a city to recover 50% of the production
cost.
- Can launch attack from non-native tiles.
- May impose a zone of control on its adjacent tiles.
- Can capture some enemy units.
- Can attack against Sea units, which are usually not reachable.
- Can attack against Coaster units, which are usually not
reachable.
- May acquire veteran status.
- Veterans have increased strength in combat.
Super Soldiers are genetically modified Marines equipped with modern
tactical tools. Their wounds heal quickly in fortress and they have
increased vision radius. They can also attack Ships or Helicopters.
Required technology: Super Soldiers
Paratroopers
Attack/Defense/Movement: βοΈ6/π‘5/π£2
Hit Points/Firepower: π12/π₯3
- Belongs to Infantry unit class.
- Can occupy empty enemy cities.
- Subject to zones of control.
- Slowed down while damaged.
- Gets a 50% defensive bonus while in cities.
- May fortify, granting a 50% defensive bonus when not in a city.
- Can pillage tile improvements.
- Can attack units on non-native tiles.
- Can be airlifted from a suitable city.
- Attack value decreased when attacking armoured vehicle.
- May load onto and unload from Sea, Coaster, or Helicopter transports
even when underway.
- May be disbanded in a city to recover 50% of the production
cost.
- Can be paradropped from a friendly city or suitable base (range: 10
tiles).
- May impose a zone of control on its adjacent tiles.
- Can capture some enemy units.
- Can attack against Coaster units, which are usually not
reachable.
- May acquire veteran status.
- Veterans have increased strength in combat.
Paratroopers are experts at airborne attacks. From a friendly city,
airbase, or airstrip, Paratroopers who have not expended any movement
points can paradrop directly to any tile in range, and be immediately
ready to act there. (Beware dropping into unseen territory, as
Paratroopers landing on a tile occupied by enemy units are easy
targets!)
Fascism grant Veteran level for the Paratroopers (Elite with Infantry
Barracks II)
Required technology: Combined Arms
Janissaries
Attack/Defense/Movement: βοΈ4/π‘4/π£2
Hit Points/Firepower: π10/π₯2
- Belongs to Infantry unit class.
- Can occupy empty enemy cities.
- Subject to zones of control.
- Slowed down while damaged.
- Gets a 50% defensive bonus while in cities.
- May fortify, granting a 50% defensive bonus when not in a city.
- Can pillage tile improvements.
- Can attack units on non-native tiles.
- Can be airlifted from a suitable city.
- Can only be built with Fundamentalism as government.
- Attack value decreased when attacking armoured vehicle.
- May load onto and unload from Sea or Coaster transports even when
underway.
- May be disbanded in a city to recover 50% of the production
cost.
- May impose a zone of control on its adjacent tiles.
- Can capture some enemy units.
- May acquire veteran status.
- Veterans have increased strength in combat.
Janissaries are elite infantry units, well disciplined and loyal only
for Fundamentalist government.
Required technology: Sunnism
Streltsy
Attack/Defense/Movement: βοΈ3/π‘3/π£2
Hit Points/Firepower: π10/π₯2
- Belongs to Infantry unit class.
- Can occupy empty enemy cities.
- Subject to zones of control.
- Slowed down while damaged.
- Gets a 50% defensive bonus while in cities.
- May fortify, granting a 50% defensive bonus when not in a city.
- Can pillage tile improvements.
- Can be airlifted from a suitable city.
- 2x defense bonus, if attacked by Mounted Archery, Dromedari,
Lancers, Horsemen, Crusaders, Knights, Mounted Samurai, Cuirassiers,
Dragoons, or Chariot.
- Can only be built with Monarchy as government.
- May be converted into Migrants (takes 2 movement points).
- Attack value decreased when attacking armoured vehicle.
- Costs 1 population to build.
- May load onto and unload from Sea or Coaster transports even when
underway.
- May be disbanded in a city to recover 50% of the production
cost.
- Can only attack units on native tiles.
- May impose a zone of control on its adjacent tiles.
- Can capture some enemy units.
- May acquire veteran status.
- Veterans have increased strength in combat.
Streltsy are guardian units equipped with firearms and pollaxes,
effective especially against mounted units. They are supported and
recruited from townfolks and therefore cost city population, but have
low upkeep. Streltsy are available only in case of Monarchy
government.
Required technology: Leadership
Fanatics
Attack/Defense/Movement: βοΈ4/π‘5/π£2
Hit Points/Firepower: π10/π₯3
- Belongs to Infantry unit class.
- Can occupy empty enemy cities.
- Subject to zones of control.
- Slowed down while damaged.
- Gets a 50% defensive bonus while in cities.
- May fortify, granting a 50% defensive bonus when not in a city.
- Can pillage tile improvements.
- Can attack units on non-native tiles.
- Can be airlifted from a suitable city.
- Can only be built with Fundamentalism as government.
- Attack value decreased when attacking armoured vehicle.
- May load onto and unload from Sea, Coaster, or Helicopter transports
even when underway.
- May be disbanded in a city to recover 50% of the production
cost.
- May impose a zone of control on its adjacent tiles.
- A field unit: one unhappiness applies even when non-aggressive.
- Can capture some enemy units.
- May acquire veteran status.
- Veterans have increased strength in combat.
Fanatics are warriors extremely devoted to a higher cause.
Fundamentalist nations can maintain Fanatic units without having to
pay gold upkeep, but instead it can cause military unhappiness.
Required technology: Guerilla Warfare
Technical
Attack/Defense/Movement: βοΈ18/π‘4/π£5
Hit Points/Firepower: π15/π₯3
- Belongs to Suicidal unit class.
- Can occupy empty enemy cities.
- Subject to zones of control.
- Slowed down while damaged.
- Gets used up in making an attack.
- Gets a 50% defensive bonus while in cities.
- May fortify, granting a 50% defensive bonus when not in a city.
- Can pillage tile improvements.
- Can only be built with Fundamentalism as government.
- Can carry and refuel 1 unit. (Unit type: Small Land)
- May be disbanded in a city to recover 50% of the production
cost.
- Can only attack units on native tiles.
- Gets double firepower when attacking cities.
- May impose a zone of control on its adjacent tiles.
- A field unit: one unhappiness applies even when non-aggressive.
- May acquire veteran status.
- Veterans have increased strength in combat.
Improvised vehicle driven by fanatics, ready to sacrifice their lives
for a higher cause. Huge amount of explosive materials would end their
life and maybe life of attacked infidels.
Fundamentalist nations can maintain Technical units with having to
pay only little shield/gold upkeep, but may cause military unhappiness.
These units have no veterancy levels though.
Required technology: Mobile Warfare
Mounted Archery
Attack/Defense/Movement: βοΈ3/π‘1/π£4
Hit Points/Firepower: π10/π₯1
- Belongs to Light Cavalry unit class.
- Can occupy empty enemy cities.
- Subject to zones of control.
- Slowed down while damaged.
- Gets a 50% defensive bonus while in cities.
- May fortify, granting a 50% defensive bonus when not in a city.
- Can pillage tile improvements.
- Can attack units on non-native tiles.
- Can be airlifted from a suitable city.
- Attack value halved when attacking Pikemen or Palisade.
- May load onto Sea or Coaster transports even when underway.
- May unload from Coaster transports even when underway.
- May be disbanded in a city to recover 50% of the production
cost.
- May impose a zone of control on its adjacent tiles.
- Can capture some enemy units.
- May acquire veteran status.
- Veterans have increased strength in combat.
Archery Horsemen are a shock-troop, which can shoot arrows against
enemy units hidden in hard to access terrain.
Light Cavalry units cannot be transported by sea using early ships
(Triremes). They need a least Dirt Road to enter Mountains or
Glaciers.
Required technology: Saddle Stirrup
Dromedari
Attack/Defense/Movement: βοΈ4/π‘2/π£4
Hit Points/Firepower: π10/π₯1
- Belongs to Light Cavalry unit class.
- Can occupy empty enemy cities.
- Subject to zones of control.
- Slowed down while damaged.
- Gets a 50% defensive bonus while in cities.
- May fortify, granting a 50% defensive bonus when not in a city.
- Can pillage tile improvements.
- Can be airlifted from a suitable city.
- Attack value halved when attacking Pikemen or Palisade.
- May load onto Sea or Coaster transports even when underway.
- May unload from Coaster transports even when underway.
- May be disbanded in a city to recover 50% of the production
cost.
- Can only attack units on native tiles.
- May impose a zone of control on its adjacent tiles.
- Can capture some enemy units.
- May acquire veteran status.
- Veterans have increased strength in combat.
Dromedari are desert brave warriors, mounted on camels.
Light Cavalry units cannot be transported by sea using early ships
(Triremes). They need a least Dirt Road to enter Mountains or
Glaciers.
Required technology: Desert Code
Lancers
Attack/Defense/Movement: βοΈ5/π‘3/π£4
Hit Points/Firepower: π10/π₯2
- Belongs to Light Cavalry unit class.
- Can occupy empty enemy cities.
- Subject to zones of control.
- Slowed down while damaged.
- Gets a 50% defensive bonus while in cities.
- May fortify, granting a 50% defensive bonus when not in a city.
- Can pillage tile improvements.
- Can attack units on non-native tiles.
- Can be airlifted from a suitable city.
- Attack value halved when attacking Pikemen or Palisade.
- Attack value decreased when attacking armoured vehicle.
- May load onto Sea or Coaster transports even when underway.
- May unload from Coaster transports even when underway.
- May be disbanded in a city to recover 50% of the production
cost.
- May impose a zone of control on its adjacent tiles.
- Can capture some enemy units.
- May acquire veteran status.
- Veterans have increased strength in combat.
Lancers are a shock-troop cavalrymen who fight with lances as well as
with short firearms.
Light Cavalry units need a least Dirt Road to enter Mountains or
Glaciers.
Required technology: General Staff
Bicycle Infantry
Attack/Defense/Movement: βοΈ5/π‘4/π£4
Hit Points/Firepower: π10/π₯2
- Belongs to Light Cavalry unit class.
- Can occupy empty enemy cities.
- Subject to zones of control.
- Slowed down while damaged.
- Gets a 50% defensive bonus while in cities.
- May fortify, granting a 50% defensive bonus when not in a city.
- Can pillage tile improvements.
- Can attack units on non-native tiles.
- Can be airlifted from a suitable city.
- Attack value decreased when attacking armoured vehicle.
- May load onto and unload from Sea or Coaster transports even when
underway.
- May be disbanded in a city to recover 50% of the production
cost.
- May impose a zone of control on its adjacent tiles.
- Can capture some enemy units.
- May acquire veteran status.
- Veterans have increased strength in combat.
Bicycle infantry are fast scouting units.
Light Cavalry units need a least Dirt Road to enter Mountains or
Glaciers.
Required technology: Automobile
ATV Infantry
Attack/Defense/Movement: βοΈ6/π‘4/π£6
Hit Points/Firepower: π12/π₯3
- Belongs to Light Cavalry unit class.
- Can occupy empty enemy cities.
- Subject to zones of control.
- Slowed down while damaged.
- Gets a 50% defensive bonus while in cities.
- May fortify, granting a 50% defensive bonus when not in a city.
- Can pillage tile improvements.
- Can attack units on non-native tiles.
- Can be airlifted from a suitable city.
- Attack value decreased when attacking armoured vehicle.
- May load onto and unload from Sea, Coaster, or Helicopter transports
even when underway.
- May be disbanded in a city to recover 50% of the production
cost.
- Can be paradropped from a friendly city or suitable base (range: 8
tiles).
- May impose a zone of control on its adjacent tiles.
- Can capture some enemy units.
- May acquire veteran status.
- Veterans have increased strength in combat.
Infantry equipped with light all-terrain vehicles is a fast scout
unit which can be paradropped 8 tiles away from city or air base, at the
expense of 1 movement point.
Despite of ATV name, these units need a least Dirt Road to enter
Mountains or Glaciers.
Required technology: Command and Control
Horsemen
Attack/Defense/Movement: βοΈ2/π‘1/π£3
Hit Points/Firepower: π12/π₯1
- Belongs to Heavy Cavalry unit class.
- Can occupy empty enemy cities.
- Does not get defense bonuses from terrain.
- Subject to zones of control.
- Slowed down while damaged.
- Gets a 50% defensive bonus while in cities.
- May fortify, granting a 50% defensive bonus when not in a city.
- Can pillage tile improvements.
- Can be airlifted from a suitable city.
- Attack value halved when attacking Pikemen or Palisade.
- May load onto Coaster transports even when underway.
- May be disbanded in a city to recover 50% of the production
cost.
- Can only attack units on native tiles.
- May impose a zone of control on its adjacent tiles.
- Can capture some enemy units.
- May acquire veteran status.
- Veterans have increased strength in combat.
Horsemen are mounted warriors and an early shock-troop that can
penetrate deep into enemy territory.
Heavy Cavalry unit cannot move across swamps, mangrove, glaciers,
wooded hills or mountains without Dirt Road, and cannot be transported
by sea using early ships (Triremes and Aaks).
Required technology: Horseback Riding
Elephants
Attack/Defense/Movement: βοΈ3/π‘2/π£3
Hit Points/Firepower: π20/π₯1
- Belongs to Heavy Cavalry unit class.
- Can occupy empty enemy cities.
- Does not get defense bonuses from terrain.
- Subject to zones of control.
- Slowed down while damaged.
- Gets a 50% defensive bonus while in cities.
- May fortify, granting a 50% defensive bonus when not in a city.
- Can pillage tile improvements.
- Can be airlifted from a suitable city.
- May be disbanded in a city to recover 50% of the production
cost.
- Can only attack units on native tiles.
- May impose a zone of control on its adjacent tiles.
- Can capture some enemy units.
- May acquire veteran status.
- Veterans have increased strength in combat.
Elephants are towering animals trained for war that are often used as
powerful shock troops, even against pikemen.
Unfortunately, elephants are not easy to tame, and Stables Barrack
can't be used to train them.
Heavy Cavalry unit cannot move across swamps, mangrove, glaciers,
wooded hills or mountains without Dirt Road, and cannot be transported
by sea using early ships (Triremes and Aaks).
Required technology: Hinduism
Crusaders
Attack/Defense/Movement: βοΈ5/π‘2/π£3
Hit Points/Firepower: π16/π₯1
- Belongs to Heavy Cavalry unit class.
- Can occupy empty enemy cities.
- Does not get defense bonuses from terrain.
- Subject to zones of control.
- Slowed down while damaged.
- Gets a 50% defensive bonus while in cities.
- May fortify, granting a 50% defensive bonus when not in a city.
- Can pillage tile improvements.
- Can be airlifted from a suitable city.
- Can only be built if there is Jousting Tiltyard in the city.
- Attack value halved when attacking Pikemen or Palisade.
- May load onto Coaster transports even when underway.
- May be disbanded in a city to recover 50% of the production
cost.
- Can only attack units on native tiles.
- May impose a zone of control on its adjacent tiles.
- Can capture some enemy units.
- May acquire veteran status.
- Veterans have increased strength in combat.
Crusaders are highly disciplined mounted warriors driven by a higher
cause.
Heavy Cavalry unit cannot move across swamps, mangrove, glaciers,
wooded hills or mountains without Dirt Road, and cannot be transported
by sea using early ships (Triremes and Aaks).
Crusaders are available for capital city with Jousting Tiltyard small
wonder.
Required technology: Hastilude
Knights
Attack/Defense/Movement: βοΈ4/π‘2/π£4
Hit Points/Firepower: π16/π₯1
- Belongs to Heavy Cavalry unit class.
- Can occupy empty enemy cities.
- Does not get defense bonuses from terrain.
- Subject to zones of control.
- Slowed down while damaged.
- Gets a 50% defensive bonus while in cities.
- May fortify, granting a 50% defensive bonus when not in a city.
- Can pillage tile improvements.
- Can be airlifted from a suitable city.
- Attack value halved when attacking Pikemen or Palisade.
- May load onto Coaster transports even when underway.
- May be disbanded in a city to recover 50% of the production
cost.
- Can only attack units on native tiles.
- May impose a zone of control on its adjacent tiles.
- Can capture some enemy units.
- May acquire veteran status.
- Veterans have increased strength in combat.
Knights are mounted and heavily armored warriors.
Heavy Cavalry unit cannot move across swamps, mangrove, glaciers,
wooded hills or mountains without Dirt Road, and cannot be transported
by sea using early ships (Triremes and Aaks).
Required technology: Chivalry
Mounted Samurai
Attack/Defense/Movement: βοΈ5/π‘3/π£4
Hit Points/Firepower: π15/π₯1
- Belongs to Heavy Cavalry unit class.
- Can occupy empty enemy cities.
- Does not get defense bonuses from terrain.
- Subject to zones of control.
- Slowed down while damaged.
- Gets a 50% defensive bonus while in cities.
- May fortify, granting a 50% defensive bonus when not in a city.
- Can pillage tile improvements.
- Can be airlifted from a suitable city.
- Attack value halved when attacking Pikemen or Palisade.
- May load onto Coaster transports even when underway.
- May be disbanded in a city to recover 50% of the production
cost.
- Can only attack units on native tiles.
- May impose a zone of control on its adjacent tiles.
- Can capture some enemy units.
- May acquire veteran status.
- Veterans have increased strength in combat.
Samurai horsemen, thanks to the Bushido code and supreme martial
arts, are a very effective medieval heavy cavalry.
Heavy Cavalry unit cannot move across swamps, mangrove, glaciers,
wooded hills or mountains without Dirt Road, and cannot be transported
by sea using early ships (Triremes and Aaks).
Required technology: Bushido
Cuirassiers
Attack/Defense/Movement: βοΈ4/π‘3/π£4
Hit Points/Firepower: π14/π₯2
- Belongs to Heavy Cavalry unit class.
- Can occupy empty enemy cities.
- Does not get defense bonuses from terrain.
- Subject to zones of control.
- Slowed down while damaged.
- Gets a 50% defensive bonus while in cities.
- May fortify, granting a 50% defensive bonus when not in a city.
- Can pillage tile improvements.
- Can be airlifted from a suitable city.
- Attack value halved when attacking Pikemen or Palisade.
- Attack value decreased when attacking armoured vehicle.
- May load onto Coaster transports even when underway.
- May be disbanded in a city to recover 50% of the production
cost.
- Can only attack units on native tiles.
- May impose a zone of control on its adjacent tiles.
- Can capture some enemy units.
- May acquire veteran status.
- Veterans have increased strength in combat.
Cuirassiers are heavy cavalry equipped with armour and early
firearms.
Heavy Cavalry unit cannot move across swamps, mangrove, glaciers,
wooded hills or mountains without Dirt Road.
Required technology: Leadership
Dragoons
Attack/Defense/Movement: βοΈ6/π‘4/π£4
Hit Points/Firepower: π12/π₯2
- Belongs to Heavy Cavalry unit class.
- Can occupy empty enemy cities.
- Does not get defense bonuses from terrain.
- Subject to zones of control.
- Slowed down while damaged.
- Gets a 50% defensive bonus while in cities.
- May fortify, granting a 50% defensive bonus when not in a city.
- Can pillage tile improvements.
- Can be airlifted from a suitable city.
- Attack value halved when attacking Pikemen or Palisade.
- Attack value decreased when attacking armoured vehicle.
- May load onto Coaster transports even when underway.
- May be disbanded in a city to recover 50% of the production
cost.
- Can only attack units on native tiles.
- May impose a zone of control on its adjacent tiles.
- Can capture some enemy units.
- May acquire veteran status.
- Veterans have increased strength in combat.
Dragoons are well trained, mounted soldiers.
Heavy Cavalry unit cannot move across swamps, mangrove, glaciers,
wooded hills or mountains without Dirt Road.
Required technology: Tactics
Mounted Inf.
Attack/Defense/Movement: βοΈ6/π‘5/π£5
Hit Points/Firepower: π12/π₯3
- Belongs to Heavy Cavalry unit class.
- Can occupy empty enemy cities.
- Does not get defense bonuses from terrain.
- Subject to zones of control.
- Slowed down while damaged.
- Gets a 50% defensive bonus while in cities.
- May fortify, granting a 50% defensive bonus when not in a city.
- Can pillage tile improvements.
- Can attack units on non-native tiles.
- Can be airlifted from a suitable city.
- Attack value decreased when attacking armoured vehicle.
- May load onto Coaster transports even when underway.
- May be disbanded in a city to recover 50% of the production
cost.
- May impose a zone of control on its adjacent tiles.
- May acquire veteran status.
- Veterans have increased strength in combat.
The Mounted Infantry share mobility of cavalry and firepower of
machine guns, mounted on 'tachanka'.
Heavy Cavalry unit cannot move across swamps, mangrove, glaciers,
wooded hills or mountains without Dirt Road.
Required technology: Machine Tools
Mech. Inf.
Attack/Defense/Movement: βοΈ6/π‘6/π£6
Hit Points/Firepower: π20/π₯3
- Belongs to Heavy Cavalry unit class.
- Can occupy empty enemy cities.
- Does not get defense bonuses from terrain.
- Subject to zones of control.
- Slowed down while damaged.
- Gets a 50% defensive bonus while in cities.
- May fortify, granting a 50% defensive bonus when not in a city.
- Can pillage tile improvements.
- Can attack units on non-native tiles.
- Can be airlifted from a suitable city.
- Attack value halved when attacking anti-tank gun or RPG
rangers.
- Attack value decreased when attacking armoured vehicle.
- May load onto and unload from Sea or Coaster transports even when
underway.
- May be disbanded in a city to recover 50% of the production
cost.
- May impose a zone of control on its adjacent tiles.
- Can attack against Coaster units, which are usually not
reachable.
- May acquire veteran status.
- Veterans have increased strength in combat.
The Mechanized Infantry has the strongest inherent defensive strength
of any fast land unit, and have higher mobility than Armor.
This unit cannot move across swamps, mangrove, glaciers, wooded hills
or mountains without Dirt Road, but unlike horse based predecessors,
Mechanized Infantry can embark and disembark Sea Transport.
Required technology: Mobile Warfare
Chariot
Attack/Defense/Movement: βοΈ4/π‘1/π£4
Hit Points/Firepower: π10/π₯1
- Belongs to Wheeled Unit unit class.
- Does not get defense bonuses from terrain.
- Subject to zones of control.
- Slowed down while damaged.
- Gets a 50% defensive bonus while in cities.
- May fortify, granting a 50% defensive bonus when not in a city.
- Can pillage tile improvements.
- Can be airlifted from a suitable city.
- Attack value halved when attacking Pikemen or Palisade.
- May be disbanded in a city to recover 50% of the production
cost.
- Can only attack units on native tiles.
- May impose a zone of control on its adjacent tiles.
- Can capture some enemy units.
- May acquire veteran status.
- Veterans have increased strength in combat.
Chariots are horse-pulled war wagons. They have a stronger attack
than Horsemen, but their speed comes at a cost: they are more expensive
to build, they cannot take advantage of terrain to defend
themselves.
This unit cannot move across rough terrain without Paved Roads, and
cannot be transported by sea using early ships (Triremes, Aaks and
Caravels).
This unit can gain Veteran status if built in city with Stables
Barracks, ruled by Despotism.
Required technology: The Harness
Wagenburg
Attack/Defense/Movement: βοΈ1/π‘4/π£3
Hit Points/Firepower: π15/π₯2
- Belongs to Wheeled Unit unit class.
- Does not get defense bonuses from terrain.
- Subject to zones of control.
- Slowed down while damaged.
- Gets a 50% defensive bonus while in cities.
- May fortify, granting a 50% defensive bonus when not in a city.
- Can pillage tile improvements.
- Can be airlifted from a suitable city.
- 2x defense bonus, if attacked by Mounted Archery, Dromedari,
Lancers, Horsemen, Crusaders, Knights, Mounted Samurai, Cuirassiers,
Dragoons, or Chariot.
- Can only be built with Fundamentalism as government.
- May be converted into Migrants (takes 2 movement points).
- Costs 1 population to build.
- May be disbanded in a city to recover 50% of the production
cost.
- Can only attack units on native tiles.
- May impose a zone of control on its adjacent tiles.
- Can capture some enemy units.
- May acquire veteran status.
- Veterans have increased strength in combat.
Wagenburg is a mobile fort, most known for use by spontaneous
Hussites troops, consist of horse pulled wagons, whose crew was equipped
both with projectile shooting weapons or pikes.Such carts joined
together present great defensive value on the battlefield, especially
against mounted knights, but their use inside city is not so much
effective.These troops are recruited from civilian and therefore cost
city population.
This unit cannot move across rough terrain without Paved Roads, and
cannot be transported by sea using early ships (Triremes, Aaks and
Caravels).
Required technology: Fundamentalism
Battering Ram
Attack/Defense/Movement: βοΈ6/π‘1/π£1
Hit Points/Firepower: π10/π₯1
- Belongs to Wheeled Unit unit class.
- Does not get defense bonuses from terrain.
- Subject to zones of control.
- Slowed down while damaged.
- Gets a 50% defensive bonus while in cities.
- May fortify, granting a 50% defensive bonus when not in a city.
- Can pillage tile improvements.
- Can be airlifted from a suitable city.
- May be disbanded in a city to recover 50% of the production
cost.
- Can only attack units on native tiles.
- Gets double firepower when attacking cities.
- May impose a zone of control on its adjacent tiles.
- Can be captured by some enemy units.
- May acquire veteran status.
- Veterans have increased strength in combat.
Battering ram is an excellent unit for besieging cities, even those
with city walls (but cannot occupy city itself).
Battering ram needs an escort to be protected against counterattack,
and have mobility limited strictly to Paved Roads and flat terrain.
This unit cannot be transported by sea using early ships (Triremes,
Caravels and Aaks).
Required technology: Bridge Building
Artillery
Attack/Defense/Movement: βοΈ9/π‘2/π£1
Hit Points/Firepower: π10/π₯2
- Belongs to Wheeled Unit unit class.
- Does not get defense bonuses from terrain.
- Subject to zones of control.
- Slowed down while damaged.
- Gets a 50% defensive bonus while in cities.
- May fortify, granting a 50% defensive bonus when not in a city.
- Can pillage tile improvements.
- Can attack units on non-native tiles.
- Can be airlifted from a suitable city.
- May be disbanded in a city to recover 50% of the production
cost.
- Making an attack ends this unit's turn.
- Gets double firepower when attacking cities.
- May impose a zone of control on its adjacent tiles.
- Can be captured by some enemy units.
- Can attack against Sea units, which are usually not reachable.
- Can attack against Coaster units, which are usually not
reachable.
- May acquire veteran status.
- Veterans have increased strength in combat.
The artillery is a very strong direct fire attacker but equally weak
defender and will need an escort to be effective, and has mobility
limited to roads and flat terrain.
This unit cannot move across rough terrain without Paved Roads, and
cannot be transported by sea using early ships (Triremes, Aaks and
Caravels).
Required technology: Explosives
AT Gun
Attack/Defense/Movement: βοΈ10/π‘3/π£2
Hit Points/Firepower: π12/π₯3
- Belongs to Wheeled Unit unit class.
- Does not get defense bonuses from terrain.
- Subject to zones of control.
- Slowed down while damaged.
- Gets a 50% defensive bonus while in cities.
- May fortify, granting a 50% defensive bonus when not in a city.
- Can pillage tile improvements.
- Can attack units on non-native tiles.
- Can be airlifted from a suitable city.
- 2x defense bonus, if attacked by Mech. Inf., Armor, Reactive Armor,
Self-propelled Gun, or Self-propelled Howitzer.
- Reduces target's defense to 1/2, when attacking Mech. Inf., Armor,
Reactive Armor, Self-propelled Gun, or Self-propelled Howitzer.
- May be disbanded in a city to recover 50% of the production
cost.
- Making an attack ends this unit's turn.
- Gets double firepower when attacking cities.
- May impose a zone of control on its adjacent tiles.
- Can be captured by some enemy units.
- Can attack against Sea units, which are usually not reachable.
- Can attack against Coaster units, which are usually not
reachable.
- May acquire veteran status.
- Veterans have increased strength in combat.
The Anti-tank gun is an improved artillery. As with its predecessors,
it is a very strong attacker but equally weak defender and will need an
escort to be effective, and has mobility limited to roads and flat
terrain.
AT Guns have increased defense and attack against armors and
mechanized infantry.
This unit cannot move across rough terrain without Paved Roads, and
cannot be loaded/unloaded directly from ships.
Required technology: Machine Tools
Armored Car
Attack/Defense/Movement: βοΈ5/π‘3/π£5
Hit Points/Firepower: π20/π₯3
- Belongs to Wheeled Unit unit class.
- Does not get defense bonuses from terrain.
- Subject to zones of control.
- Slowed down while damaged.
- Gets a 50% defensive bonus while in cities.
- May fortify, granting a 50% defensive bonus when not in a city.
- Can pillage tile improvements.
- Can attack units on non-native tiles.
- Can be airlifted from a suitable city.
- Attack value decreased when attacking armoured vehicle.
- May be disbanded in a city to recover 50% of the production
cost.
- May impose a zone of control on its adjacent tiles.
- Can attack against Coaster units, which are usually not
reachable.
- May acquire veteran status.
- Veterans have increased strength in combat.
The Armored Car is a very fast, but relatively weak unit.
This unit cannot move across rough terrain without Paved Roads, and
cannot be loaded/unloaded directly from ships.
Required technology: Automobile
Catapult
Attack/Defense/Movement: βοΈ6/π‘1/π£1
Hit Points/Firepower: π5/π₯1
- Belongs to Wheeled Unit unit class.
- Does not get defense bonuses from terrain.
- Subject to zones of control.
- Slowed down while damaged.
- Gets a 50% defensive bonus while in cities.
- May fortify, granting a 50% defensive bonus when not in a city.
- Can pillage tile improvements.
- Can attack units on non-native tiles.
- Can be airlifted from a suitable city.
- This unit ignore defenders bonus from City Walls improvement
- May be disbanded in a city to recover 50% of the production
cost.
- Does bombard attacks (2 per turn). These attacks will only damage
(never kill) defenders, but damage all defenders on a tile, and have no
risk for the attacker.
- May impose a zone of control on its adjacent tiles.
- Can be captured by some enemy units.
- Can attack against Sea units, which are usually not reachable.
- Can attack against Coaster units, which are usually not
reachable.
- May acquire veteran status.
- Veterans have increased strength in combat.
Catapults are large rock-throwing machines of war. They are very
strong attackers but equally weak defenders and will need an escort to
be effective.
While powerful, Catapults (and their successors) are bulky and
awkward; they require Paved Roads to move, are difficult to defend, and
are too big for early ships (Triremes, Aaks and Caravels).
Thanks to the indirect plunging fire, city bombardment is not
affected by City Walls.
Required technology: Mathematics
Cannon
Attack/Defense/Movement: βοΈ7/π‘1/π£1
Hit Points/Firepower: π5/π₯2
- Belongs to Wheeled Unit unit class.
- Does not get defense bonuses from terrain.
- Subject to zones of control.
- Slowed down while damaged.
- Gets a 50% defensive bonus while in cities.
- May fortify, granting a 50% defensive bonus when not in a city.
- Can pillage tile improvements.
- Can attack units on non-native tiles.
- Can be airlifted from a suitable city.
- Attack value decreased when attacking armoured vehicle.
- This unit ignore defenders bonus from City Walls improvement
- May be disbanded in a city to recover 50% of the production
cost.
- Does bombard attacks (2 per turn). These attacks will only damage
(never kill) defenders, but damage all defenders on a tile, and have no
risk for the attacker.
- May impose a zone of control on its adjacent tiles.
- Can be captured by some enemy units.
- Can attack against Sea units, which are usually not reachable.
- Can attack against Coaster units, which are usually not
reachable.
- May acquire veteran status.
- Veterans have increased strength in combat.
Cannons are large firearms that can fire heavy projectiles over long
distances. As with the catapults they replace, they are very strong
attackers but equally weak defenders and will need an escort to be
effective, and have limited mobility.
This unit cannot move across rough terrain without Paved Roads and
cannot be transported by sea using early ships (Triremes, Caravels and
Aaks).
Thanks to the indirect plunging fire, city bombardment is not
affected by City Walls.
Required technology: Metallurgy
Howitzer
Attack/Defense/Movement: βοΈ8/π‘1/π£1
Hit Points/Firepower: π10/π₯2
- Belongs to Wheeled Unit unit class.
- Does not get defense bonuses from terrain.
- Subject to zones of control.
- Slowed down while damaged.
- Gets a 50% defensive bonus while in cities.
- May fortify, granting a 50% defensive bonus when not in a city.
- Can pillage tile improvements.
- Can attack units on non-native tiles.
- Can be airlifted from a suitable city.
- Attack value decreased when attacking armoured vehicle.
- This unit ignore defenders bonus from City Walls improvement
- May be disbanded in a city to recover 50% of the production
cost.
- Does bombard attacks (3 per turn). These attacks will only damage
(never kill) defenders, but damage all defenders on a tile, and have no
risk for the attacker.
- May impose a zone of control on its adjacent tiles.
- Can be captured by some enemy units.
- Can attack against Sea units, which are usually not reachable.
- Can attack against Coaster units, which are usually not
reachable.
- May acquire veteran status.
- Veterans have increased strength in combat.
Howitzers are upgraded cannons with improved fire power and mobility,
which limitations is now the same as artillery.
Thanks to the indirect plunging fire, city bombardment is not
affected by City Walls.
Required technology: Chemical Synthesis
Engineers
Attack/Defense/Movement: βοΈ0/π‘2/π£4
Hit Points/Firepower: π20/π₯3
- Belongs to Big Land unit class.
- Does not get defense bonuses from terrain.
- Subject to zones of control.
- Slowed down while damaged.
- Can pillage tile improvements.
- Able to build Air Bases, Buoys.
- May load onto and unload from Sea or Coaster transports even when
underway.
- May be disbanded in a city to recover 50% of the production
cost.
- Can build Dirt Road, Paved Road, HighWay, and Railroad on
tiles.
- Can build Mine, Oil Well, Wind Turbine, and Oil Platform on
tiles.
- Can convert terrain to another type by mining.
- Can build Irrigation and Farmland on tiles.
- Can convert terrain to another type by irrigation.
- Can transform terrain to another type.
- Can build Fort, Fortress, Airstrip, Airbase, Buoy, and Water Lock on
tiles.
- Can clean Pollution from tiles.
- Can clean Fallout from tiles.
- Never imposes a zone of control.
- A non-military unit:
- Cannot attack.
- Doesn't impose martial law.
- Can enter foreign territory regardless of peace treaty.
- Doesn't prevent enemy cities from working the tile it's on.
- May acquire veteran status.
- Veterans have increased strength in combat.
- Veterans work faster.
This type of unit has its own veteran levels:
Veteran level Power factor Move bonus
--------------------------------------------
beginner 100% -
seasoned 125% -
senior 150% + 1/6
expert 175% + 1/6
Engineers are similar to Workers or Builders, but they work twice as
fast, move twice as fast, and may gain experience from work enabling
them to work even faster.
With knowledge of Combustion, Engineers may also perform more radical
terrain transformations than Workers, Builders, Settlers or Migrants,
with the "transform" order. Examples include conversion of Tundra into
Plains, or even Ocean into Swamp in some circumstances (when on board an
ocean-going vessel, on a tile surrounded by sufficient existing land).
See the Terrain Alterations section for more details.
Being the Big Land unit class, Engineers have restricted mobility
(rough terrain such mountains, swamp, jungle require roads which can be
prepared by Workers or Builders).
Required technology: Refining
Armor
Attack/Defense/Movement: βοΈ10/π‘5/π£4
Hit Points/Firepower: π30/π₯3
- Belongs to Big Land unit class.
- Can occupy empty enemy cities.
- Does not get defense bonuses from terrain.
- Subject to zones of control.
- Slowed down while damaged.
- Gets a 50% defensive bonus while in cities.
- May fortify, granting a 50% defensive bonus when not in a city.
- Can pillage tile improvements.
- Can attack units on non-native tiles.
- 2x defense bonus, if attacked by Marksman, Sniper, Alpine Troops,
Partisan, Riflemen, Infantry, Arquebusiers, Grenadier, Stormtrooper,
Marines, Paratroopers, Janissaries, Streltsy, Fanatics, Lancers, Bicycle
Infantry, ATV Infantry, Cuirassiers, Dragoons, Mounted Inf., Mech. Inf.,
Armored Car, Cannon, Howitzer, Mobile Anti-Aircraft Gun, Anti-aircraft
Turret Gun, Drone, Airplane, Fighter, or Jet Fighter.
- Attack value halved when attacking anti-tank gun or RPG
rangers.
- May be disbanded in a city to recover 50% of the production
cost.
- May impose a zone of control on its adjacent tiles.
- Can attack against Sea units, which are usually not reachable.
- Can attack against Coaster units, which are usually not
reachable.
- May acquire veteran status.
- Veterans have increased strength in combat.
Armors are motorized war wagons that are faster, stronger, and can
take more damage than any mounted unit. However, they are less adaptable
to very rough terrain (they cannot move into mountains, glaciers or
swamps without roads), and are unable to use less rough terrain to
improve their defense.
Required technology: Welding Technology
Reactive Armor
Attack/Defense/Movement: βοΈ11/π‘5/π£5
Hit Points/Firepower: π30/π₯3
- Belongs to Big Land unit class.
- Can occupy empty enemy cities.
- Does not get defense bonuses from terrain.
- Subject to zones of control.
- Slowed down while damaged.
- Gets a 50% defensive bonus while in cities.
- May fortify, granting a 50% defensive bonus when not in a city.
- Can pillage tile improvements.
- Can attack units on non-native tiles.
- 3x defense bonus, if attacked by Marksman, Sniper, Alpine Troops,
Partisan, Riflemen, Infantry, Arquebusiers, Grenadier, Stormtrooper,
Marines, Paratroopers, Janissaries, Streltsy, Fanatics, Lancers, Bicycle
Infantry, ATV Infantry, Cuirassiers, Dragoons, Mounted Inf., Mech. Inf.,
Armored Car, Cannon, Howitzer, Mobile Anti-Aircraft Gun, Anti-aircraft
Turret Gun, Drone, Airplane, Fighter, or Jet Fighter.
- Attack value halved when attacking anti-tank gun or RPG
rangers.
- May be disbanded in a city to recover 50% of the production
cost.
- May impose a zone of control on its adjacent tiles.
- Can attack against Sea units, which are usually not reachable.
- Can attack against Coaster units, which are usually not
reachable.
- May acquire veteran status.
- Veterans have increased strength in combat.
Tanks with reactive armor are upgrade version of armor, they are
faster and stronger than their predecessors, and can easily sustain
attack of most infantry or mounted units. However, they are less
adaptable to very rough terrain (they cannot move into mountains,
glaciers or swamps without roads), and unable to use less rough terrain
to improve their defense.
Required technology: Modern Warfare
Self-propelled Gun
Attack/Defense/Movement: βοΈ12/π‘4/π£4
Hit Points/Firepower: π25/π₯3
- Belongs to Big Land unit class.
- Can occupy empty enemy cities.
- Does not get defense bonuses from terrain.
- Subject to zones of control.
- Slowed down while damaged.
- Gets a 50% defensive bonus while in cities.
- May fortify, granting a 50% defensive bonus when not in a city.
- Can pillage tile improvements.
- Can attack units on non-native tiles.
- 2x defense bonus, if attacked by Mech. Inf., Armor, Reactive Armor,
Self-propelled Gun, or Self-propelled Howitzer.
- Reduces target's defense to 1/2, when attacking Mech. Inf., Armor,
Reactive Armor, Self-propelled Gun, or Self-propelled Howitzer.
- Attack value halved when attacking anti-tank gun or RPG
rangers.
- May be disbanded in a city to recover 50% of the production
cost.
- Making an attack ends this unit's turn.
- Gets double firepower when attacking cities.
- May impose a zone of control on its adjacent tiles.
- Can attack against Sea units, which are usually not reachable.
- Can attack against Coaster units, which are usually not
reachable.
- May acquire veteran status.
- Veterans have increased strength in combat.
The self-propelled gun is an upgraded artillery. As with its
predecessors, it is a very strong attacker but equally weak defender and
will need an escort to be effective, and has limited mobility.
Self-propelled Guns (so called Tank Destroyers) have increased
defense and attack against armors and mechanized infantry.
Required technology: Robotics
Aut. War Mech
Attack/Defense/Movement: βοΈ7/π‘3/π£4
Hit Points/Firepower: π20/π₯3
- Belongs to Big Land unit class.
- Can occupy empty enemy cities.
- Does not get defense bonuses from terrain.
- Subject to zones of control.
- Slowed down while damaged.
- Gets a 50% defensive bonus while in cities.
- May fortify, granting a 50% defensive bonus when not in a city.
- Can pillage tile improvements.
- Can attack units on non-native tiles.
- May load onto and unload from Sea or Coaster transports even when
underway.
- May be disbanded in a city to recover 50% of the production
cost.
- May impose a zone of control on its adjacent tiles.
- Can attack against Sea units, which are usually not reachable.
- Can attack against Coaster units, which are usually not
reachable.
- Can attack against Helicopter units, which are usually not
reachable.
- May acquire veteran status.
- Veterans have increased strength in combat.
An antimatter powered Autonomous War Mech, can spread Democracy
without concern of peacefull citizens.
Unfortunately A.I. cannot cope with difficult terrain such glaciers,
swamp, jungle or mountains.
Required technology: Artificial Intelligence
Self-propelled Howitzer
Attack/Defense/Movement: βοΈ10/π‘2/π£3
Hit Points/Firepower: π25/π₯3
- Belongs to Big Land unit class.
- Can occupy empty enemy cities.
- Does not get defense bonuses from terrain.
- Subject to zones of control.
- Slowed down while damaged.
- Gets a 50% defensive bonus while in cities.
- May fortify, granting a 50% defensive bonus when not in a city.
- Can pillage tile improvements.
- Can attack units on non-native tiles.
- Attack value halved when attacking anti-tank gun or RPG
rangers.
- This unit ignore defenders bonus from City Walls improvement
- May be disbanded in a city to recover 50% of the production
cost.
- Does bombard attacks (3 per turn). These attacks will only damage
(never kill) defenders, but damage all defenders on a tile, and have no
risk for the attacker.
- May impose a zone of control on its adjacent tiles.
- Can attack against Sea units, which are usually not reachable.
- Can attack against Coaster units, which are usually not
reachable.
- May acquire veteran status.
- Veterans have increased strength in combat.
Self-propelled howitzers are upgraded artillery howitzers with
improved defensive as well as offensive capabilities.
Thanks to the indirect plunging fire, city bombardment is not
affected by City Walls.
Required technology: Robotics
Mobile Anti-Aircraft Gun
Attack/Defense/Movement: βοΈ8/π‘4/π£5
Hit Points/Firepower: π20/π₯3
- Belongs to Big Land unit class.
- Can occupy empty enemy cities.
- Does not get defense bonuses from terrain.
- Subject to zones of control.
- Slowed down while damaged.
- Gets a 50% defensive bonus while in cities.
- May fortify, granting a 50% defensive bonus when not in a city.
- Can pillage tile improvements.
- Can attack units on non-native tiles.
- Attack value decreased when attacking armoured vehicle.
- May be disbanded in a city to recover 50% of the production
cost.
- Does bombard attacks (4 per turn). These attacks will only damage
(never kill) defenders, but damage all defenders on a tile, and have no
risk for the attacker.
- May impose a zone of control on its adjacent tiles.
- Can attack against Sea units, which are usually not reachable.
- Can attack against Coaster units, which are usually not
reachable.
- Can attack against Helicopter units, which are usually not
reachable.
- Can attack against Air units, which are usually not reachable.
- May acquire veteran status.
- Veterans have increased strength in combat.
Anti-Aircraft Gun is a mobile unit equipped with radar and two
autocannons, can attack both land units or aircrafts. It cannot destroy
a target completely, but can weaken it enough for other units to
exterminate it.
Required technology: Jet Propulsion
Ballista
Attack/Defense/Movement: βοΈ7/π‘1/π£1(2)
Hit Points/Firepower: π8/π₯1
- Belongs to Turrets unit class.
- Speed is not affected by terrain.
- Does not get defense bonuses from terrain.
- Subject to zones of control.
- Gets a 50% defensive bonus while in cities.
- May fortify, granting a 50% defensive bonus when not in a city.
- Can attack units on non-native tiles.
- Can launch attack from non-native tiles.
- May unload from Sea or Coaster transports even when underway.
- May be disbanded in a city to recover 50% of the production
cost.
- May impose a zone of control on its adjacent tiles.
- Can attack against Sea units, which are usually not reachable.
- Can attack against Coaster units, which are usually not
reachable.
- Unit has to be in a city, a base, or on a carrier unit after 2
turns. A carrier unit is Raft, Floating Bridge, Galley, Monitor, Patrol
Boat, Brig, Frigate, Flagship Frigate, Ironclad, Destroyer, Cruiser,
Battleship, AEGIS Cruiser, Railgun Destroyer, or Armoured Train.
- May acquire veteran status.
- Veterans have increased strength in combat.
Ballistas shoots heavy bolts or rocks.
Such unit can be mounted on a ship or reside in a fortress, but can't
move by itself beyond city/fortress.
Required technology: Simple Machines
Bombard
Attack/Defense/Movement: βοΈ8/π‘1/π£1(2)
Hit Points/Firepower: π8/π₯2
- Belongs to Turrets unit class.
- Speed is not affected by terrain.
- Does not get defense bonuses from terrain.
- Subject to zones of control.
- Gets a 50% defensive bonus while in cities.
- May fortify, granting a 50% defensive bonus when not in a city.
- Can attack units on non-native tiles.
- Can launch attack from non-native tiles.
- May unload from Sea or Coaster transports even when underway.
- May be disbanded in a city to recover 50% of the production
cost.
- May impose a zone of control on its adjacent tiles.
- Can attack against Sea units, which are usually not reachable.
- Can attack against Coaster units, which are usually not
reachable.
- Unit has to be in a city, a base, or on a carrier unit after 2
turns. A carrier unit is Raft, Floating Bridge, Galley, Monitor, Patrol
Boat, Brig, Frigate, Flagship Frigate, Ironclad, Destroyer, Cruiser,
Battleship, AEGIS Cruiser, Railgun Destroyer, or Armoured Train.
- May acquire veteran status.
- Veterans have increased strength in combat.
Bombards are stationary cannons that can fire heavy projectile balls.
As with the ballistas they replace, they are very strong attacking units
but weak defenders and will need an escort to be effective, and are
rather immobile.
Such unit can be mounted on a ship or reside in a fortress, but can't
move by itself beyond city/fortress.
Required technology: Gunpowder
Cannon Turret
Attack/Defense/Movement: βοΈ11/π‘2/π£1(2)
Hit Points/Firepower: π15/π₯3
- Belongs to Turrets unit class.
- Speed is not affected by terrain.
- Does not get defense bonuses from terrain.
- Subject to zones of control.
- Gets a 50% defensive bonus while in cities.
- May fortify, granting a 50% defensive bonus when not in a city.
- Can attack units on non-native tiles.
- Can launch attack from non-native tiles.
- May unload from Sea or Coaster transports even when underway.
- May be disbanded in a city to recover 50% of the production
cost.
- May impose a zone of control on its adjacent tiles.
- Can attack against Sea units, which are usually not reachable.
- Can attack against Coaster units, which are usually not
reachable.
- Unit has to be in a city, a base, or on a carrier unit after 2
turns. A carrier unit is Raft, Floating Bridge, Galley, Monitor, Patrol
Boat, Brig, Frigate, Flagship Frigate, Ironclad, Destroyer, Cruiser,
Battleship, AEGIS Cruiser, Railgun Destroyer, or Armoured Train.
- May acquire veteran status.
- Veterans have increased strength in combat.
Cannon Turret is a kind of stationary artillery.
Such unit can be mounted on a ship or reside in a fortress, but can't
move by itself beyond city/fortress.
Required technology: Engineering
Anti-aircraft Turret Gun
Attack/Defense/Movement: βοΈ7/π‘6/π£2(4)
Hit Points/Firepower: π10/π₯3
- Belongs to Turrets unit class.
- Speed is not affected by terrain.
- Does not get defense bonuses from terrain.
- Subject to zones of control.
- Gets a 50% defensive bonus while in cities.
- May fortify, granting a 50% defensive bonus when not in a city.
- Can attack units on non-native tiles.
- Can launch attack from non-native tiles.
- Attack value decreased when attacking armoured vehicle.
- May unload from Sea or Coaster transports even when underway.
- May be disbanded in a city to recover 50% of the production
cost.
- May impose a zone of control on its adjacent tiles.
- Can attack against Sea units, which are usually not reachable.
- Can attack against Coaster units, which are usually not
reachable.
- Can attack against Helicopter units, which are usually not
reachable.
- Can attack against Air units, which are usually not reachable.
- Unit has to be in a city, a base, or on a carrier unit after 2
turns. A carrier unit is Raft, Floating Bridge, Galley, Monitor, Patrol
Boat, Brig, Frigate, Flagship Frigate, Ironclad, Destroyer, Cruiser,
Battleship, AEGIS Cruiser, Railgun Destroyer, or Armoured Train.
- May acquire veteran status.
- Veterans have increased strength in combat.
Anti-aircraft Turret Gun can be mounted in a fortress or on a ship,
it has less firepower than the Turret Cannon, but is capable of shooting
twice and fights against aircrafts.
Such unit can be mounted on a ship or reside in a fortress, but can't
move by itself beyond city/fortress.
Required technology: Welding Technology
Tactical ABM
Attack/Defense/Movement: βοΈ10/π‘5/π£2(4)
Hit Points/Firepower: π15/π₯4
- Belongs to Turrets unit class.
- Speed is not affected by terrain.
- Does not get defense bonuses from terrain.
- Subject to zones of control.
- Gets a 50% defensive bonus while in cities.
- May fortify, granting a 50% defensive bonus when not in a city.
- Can attack units on non-native tiles.
- Can launch attack from non-native tiles.
- 5x defense bonus, if attacked by Zeppelin, Helicopter, Drone,
Airplane, Fighter, Bomber, Strike Aircraft, Jet Fighter, Strike Jet,
Stealth Fighter, Stealth Bomber, Antimatter Fighter, Antimatter Bomber,
Missile, Cruise Missile, or GBU.
- May unload from Sea or Coaster transports even when underway.
- May be disbanded in a city to recover 50% of the production
cost.
- May impose a zone of control on its adjacent tiles.
- Can attack against Missile units, which are usually not
reachable.
- Can attack against Sea units, which are usually not reachable.
- Can attack against Coaster units, which are usually not
reachable.
- Can attack against Helicopter units, which are usually not
reachable.
- Can attack against Air units, which are usually not reachable.
- Can attack against Bomb units, which are usually not reachable.
- Unit has to be in a city, a base, or on a carrier unit after 2
turns. A carrier unit is Raft, Floating Bridge, Galley, Monitor, Patrol
Boat, Brig, Frigate, Flagship Frigate, Ironclad, Destroyer, Cruiser,
Battleship, AEGIS Cruiser, Railgun Destroyer, or Armoured Train.
- May acquire veteran status.
- Veterans have increased strength in combat.
Tactical Anti-ballistic Missile system can be mounted in a fortress
or on a ship, can attack any airborne units including Missiles and have
increased intrinsic defense against airborne units.
Required technology: Advanced Rocketry
Cart
Attack/Defense/Movement: βοΈ0/π‘1/π£2
Hit Points/Firepower: π5/π₯1
- Belongs to Merchant unit class.
- Subject to zones of control.
- Can be airlifted from a suitable city.
- Each player may only have one of this type of unit.
- May be disbanded in a city to recover 50% of the production
cost.
- Never imposes a zone of control.
- A non-military unit:
- Cannot attack.
- Doesn't impose martial law.
- Can enter foreign territory regardless of peace treaty.
- Doesn't prevent enemy cities from working the tile it's on.
- Can do the action 'Help build Wonder', targets are some individual
cities, adds 20 production.
- Doing the action 'Bribe Enemy Unit' to this unit is impossible.
- May acquire veteran status.
- Veterans have increased strength in combat.
Carts pulled by horses or oxes carries goods to help build wonders in
your own cities.
A Cart sent to one of your own cities that is building a wonder can
add 20 shields towards its production. Carts can embark/disembark ships
only in cities.
Required technology: The Harness
Caravan
Attack/Defense/Movement: βοΈ0/π‘1/π£2
Hit Points/Firepower: π10/π₯1
- Belongs to Merchant unit class.
- Subject to zones of control.
- Can be airlifted from a suitable city.
- Each player may only have one of this type of unit.
- Can establish trade routes (must travel to target city).
- May load onto and unload from Sea or Coaster transports even when
underway.
- May be disbanded in a city to recover 50% of the production
cost.
- Never imposes a zone of control.
- A non-military unit:
- Cannot attack.
- Doesn't impose martial law.
- Can enter foreign territory regardless of peace treaty.
- Doesn't prevent enemy cities from working the tile it's on.
- Can do the action 'Establish Trade Route', targets are some
individual cities.
- Can do the action 'Help build Wonder', targets are some individual
cities, adds 30 production.
- Doing the action 'Bribe Enemy Unit' to this unit is impossible.
- May acquire veteran status.
- Veterans have increased strength in combat.
A Caravan carries goods or material for trading with distant cities
and foreign countries, or to help build wonders in your own cities.
A Caravan sent to a city can establish a trade route. The route's
ongoing revenue is doubled if the two cities involved are on different
continents. Each city can support a maximum of two trade routes (one
without Post Office and Automobile).
A Caravan sent to one of your own cities that is building a wonder
can add 30 shields towards its production. If your city is not building
a wonder, the Caravan can take no special action.
Required technology: Trade
Freight
Attack/Defense/Movement: βοΈ0/π‘1/π£4
Hit Points/Firepower: π20/π₯1
- Belongs to Merchant unit class.
- Subject to zones of control.
- Can be airlifted from a suitable city.
- Can establish trade routes (must travel to target city).
- May load onto and unload from Sea or Coaster transports even when
underway.
- May be disbanded in a city to recover 50% of the production
cost.
- Never imposes a zone of control.
- A non-military unit:
- Cannot attack.
- Doesn't impose martial law.
- Can enter foreign territory regardless of peace treaty.
- Doesn't prevent enemy cities from working the tile it's on.
- Can be captured by some enemy units.
- Can do the action 'Establish Trade Route', targets are some
individual cities.
- Can do the action 'Help build Wonder', targets are some individual
cities, adds 50 production.
- May acquire veteran status.
- Veterans have increased strength in combat.
The Freight unit replaces the Caravan, and moves at twice the speed.
It has the same behavior and movement restrictions as Caravan.
Required technology: Logistics
Zeppelin
Attack/Defense/Movement: βοΈ4/π‘3/π£8
Hit Points/Firepower: π10/π₯2
- Belongs to Helicopter unit class.
- Speed is not affected by terrain.
- Does not get defense bonuses from terrain.
- Not subject to zones of control.
- Slowed down while damaged.
- Is unreachable. Most units cannot attack this one.
- Doesn't prevent enemy cities from working the tile it's on.
- Can be airlifted from a suitable city.
- Very bad at attacking AEGIS or Tactical ABM.
- This unit ignore defenders bonus from City Walls improvement
- Can carry and refuel 1 unit. (Unit type: Small Land)
- Some cargo cannot be loaded except in a city or a base native to
this transport.
- Some cargo cannot be unloaded except in a city or a base native to
this transport.
- May be disbanded in a city to recover 50% of the production
cost.
- Making an attack ends this unit's turn.
- Does bombard attacks (1 per turn). These attacks will only damage
(never kill) defenders, but damage all defenders on a tile, and have no
risk for the attacker.
- Never imposes a zone of control.
- A field unit: one unhappiness applies even when non-aggressive.
- Can attack against Sea units, which are usually not reachable.
- Can attack against Coaster units, which are usually not
reachable.
- Can attack against Helicopter units, which are usually not
reachable.
- Doing the action 'Bribe Enemy Unit' to this unit is impossible.
- May acquire veteran status.
- Veterans have increased strength in combat.
Zeppelins can only attack ground targets, not other airborne
units.
Attack against units on land is a bombard attack; against units on
water it has a regular attack.
Zepellins, similar to Helicopters, can also transport one small land
unit; while most troops must load or unload in a city, airstrip, or
airbase (and not in the field or onboard a Carrier), Snipers, Alpine
Troops and Partisans can embark or disembark at any time.
Unlike other aircraft, Zeppelins are not required to return to a
city, base, or Carrier to refuel after a set number of turns; however,
care must be exercised, due to the health they lose every turn.
Required technology: Flight
Helicopter
Attack/Defense/Movement: βοΈ5/π‘5/π£10
Hit Points/Firepower: π20/π₯3
- Belongs to Helicopter unit class.
- Speed is not affected by terrain.
- Does not get defense bonuses from terrain.
- Not subject to zones of control.
- Slowed down while damaged.
- Is unreachable. Most units cannot attack this one.
- Doesn't prevent enemy cities from working the tile it's on.
- Can be airlifted from a suitable city.
- Very bad at attacking AEGIS or Tactical ABM.
- Can carry and refuel 1 unit. (Unit type: Infantry, Small Land, or
Light Cavalry)
- Some cargo cannot be loaded except in a city or a base native to
this transport.
- Some cargo cannot be unloaded except in a city or a base native to
this transport.
- May be disbanded in a city to recover 50% of the production
cost.
- Making an attack ends this unit's turn.
- Does bombard attacks (2 per turn). These attacks will only damage
(never kill) defenders, but damage all defenders on a tile, and have no
risk for the attacker.
- Never imposes a zone of control.
- Can attack against Sea units, which are usually not reachable.
- Can attack against Coaster units, which are usually not
reachable.
- Can attack against Helicopter units, which are usually not
reachable.
- Doing the action 'Bribe Enemy Unit' to this unit is impossible.
- May acquire veteran status.
- Veterans have increased strength in combat.
A Helicopter's attack against units on land is a bombard attack;
against units on water it is a regular attack.
Helicopters can also transport one light military land unit; while
most troops must load or unload in a city, airstrip, or airbase (and not
in the field or onboard a Carrier), units specializing in mobility
(Paratroopers, Alpine Troops, Marines, Snipers, ATV Infantry, Partisans,
and Fanatics) can embark or disembark at any time.
Unlike other aircraft, Helicopters are not required to return to a
city, base, or Carrier to refuel after a set number of turns; however,
care must be exercised, due to the health they lose every turn.
Required technology: Combined Arms
Drone
Attack/Defense/Movement: βοΈ4/π‘2/π£16
Hit Points/Firepower: π10/π₯3
- Belongs to Helicopter unit class.
- Speed is not affected by terrain.
- Does not get defense bonuses from terrain.
- Not subject to zones of control.
- Slowed down while damaged.
- Is unreachable. Most units cannot attack this one.
- Doesn't prevent enemy cities from working the tile it's on.
- Can be airlifted from a suitable city.
- Very bad at attacking AEGIS or Tactical ABM.
- Attack value decreased when attacking armoured vehicle.
- May load onto and unload from Sea transports even when
underway.
- May be disbanded in a city to recover 50% of the production
cost.
- Is invisible except when next to an enemy unit or city.
- May impose a zone of control on its adjacent tiles.
- Can attack against Sea units, which are usually not reachable.
- Can attack against Coaster units, which are usually not
reachable.
- Doing the action 'Bribe Enemy Unit' to this unit is impossible.
- May acquire veteran status.
- Veterans have increased strength in combat.
Unmanned light drone are useful for patrol duty, they need no
refueling, and citizens are not upset when drone is used abroad.
Required technology: Nanotechnology
Airplane
Attack/Defense/Movement: βοΈ4/π‘4/π£12(24)
Hit Points/Firepower: π10/π₯2
- Belongs to Air unit class.
- Speed is not affected by terrain.
- Does not get defense bonuses from terrain.
- Not subject to zones of control.
- Slowed down while damaged.
- Is unreachable. Most units cannot attack this one.
- Can pillage tile improvements.
- Doesn't prevent enemy cities from working the tile it's on.
- Can be airlifted from a suitable city.
- Very bad at attacking AEGIS or Tactical ABM.
- Attack value decreased when attacking armoured vehicle.
- May load onto and unload from Sea transports even when
underway.
- May be disbanded in a city to recover 50% of the production
cost.
- Making an attack ends this unit's turn.
- Never imposes a zone of control.
- Can attack against Sea units, which are usually not reachable.
- Can attack against Coaster units, which are usually not
reachable.
- Can attack against Helicopter units, which are usually not
reachable.
- Can attack against Air units, which are usually not reachable.
- Unit has to be in a city, a base, or on a carrier unit after 2
turns.
- Doing the action 'Bribe Enemy Unit' to this unit is impossible.
- Doing the action 'Sabotage Enemy Unit' to this unit is
impossible.
- May acquire veteran status.
- Veterans have increased strength in combat.
Air bi-planes are your very first airborne units. They can move
anywhere and attack any unit, but are relatively slow and weak.
All aircraft are subject to refueling and must return to a city,
airstrip, airbase, or a Carrier before MP's are exhausted or the
aircraft will run out of fuel and be destroyed.
Required technology: Flight
Fighter
Attack/Defense/Movement: βοΈ5/π‘5/π£16(32)
Hit Points/Firepower: π15/π₯2
- Belongs to Air unit class.
- Speed is not affected by terrain.
- Does not get defense bonuses from terrain.
- Not subject to zones of control.
- Slowed down while damaged.
- Is unreachable. Most units cannot attack this one.
- Can pillage tile improvements.
- Doesn't prevent enemy cities from working the tile it's on.
- Can be airlifted from a suitable city.
- Very bad at attacking AEGIS or Tactical ABM.
- Attack value decreased when attacking armoured vehicle.
- This unit ignore defenders bonus from City Walls improvement
- May load onto and unload from Sea transports even when
underway.
- May be disbanded in a city to recover 50% of the production
cost.
- Making an attack ends this unit's turn.
- Never imposes a zone of control.
- Can attack against Sea units, which are usually not reachable.
- Can attack against Coaster units, which are usually not
reachable.
- Can attack against Helicopter units, which are usually not
reachable.
- Can attack against Air units, which are usually not reachable.
- Unit has to be in a city, a base, or on a carrier unit after 2
turns.
- Doing the action 'Bribe Enemy Unit' to this unit is impossible.
- Doing the action 'Sabotage Enemy Unit' to this unit is
impossible.
- May acquire veteran status.
- Veterans have increased strength in combat.
Fighters can move anywhere and attack any unit.
Fighters and other aircraft lose 10% of their hitpoints for every
turn not spent in a city, airstrip, airbase, or on a Carrier.
All aircraft are subject to refueling and must return to a city,
airstrip, airbase, or a Carrier before MP's are exhausted or the
aircraft will run out of fuel and be destroyed.
Required technology: Advanced Flight
Bomber
Attack/Defense/Movement: βοΈ6/π‘2/π£12(48)
Hit Points/Firepower: π25/π₯2
- Belongs to Air unit class.
- Speed is not affected by terrain.
- Does not get defense bonuses from terrain.
- Not subject to zones of control.
- Slowed down while damaged.
- Is unreachable. Most units cannot attack this one.
- Can pillage tile improvements.
- Doesn't prevent enemy cities from working the tile it's on.
- Can be airlifted from a suitable city.
- Very bad at attacking AEGIS or Tactical ABM.
- This unit ignore defenders bonus from City Walls improvement
- Can carry and refuel up to 2 units. (Unit type: Missile or
Bomb)
- Cargo cannot be loaded except in a city or a base native to this
transport.
- Some cargo cannot be unloaded except in a city or a base native to
this transport.
- May be disbanded in a city to recover 50% of the production
cost.
- Making an attack ends this unit's turn.
- Does bombard attacks (3 per turn). These attacks will only damage
(never kill) defenders, but damage all defenders on a tile, and have no
risk for the attacker.
- Never imposes a zone of control.
- A field unit: one unhappiness applies even when non-aggressive.
- Can attack against Sea units, which are usually not reachable.
- Can attack against Coaster units, which are usually not
reachable.
- Unit has to be in a city, a base, or on a carrier unit after 4
turns.
- Doing the action 'Bribe Enemy Unit' to this unit is impossible.
- Doing the action 'Sabotage Enemy Unit' to this unit is
impossible.
- May acquire veteran status.
- Veterans have increased strength in combat.
Bombers are specialized airborne units that may only attack ground
targets, not other airborne units.
A Bomber's attack against units on land is a bombard attack; against
units on water it is a regular attack.
As with other aircraft, Bombers lose 10% of their hitpoints for every
turn not spent in a city, airstrip, airbase, or on a Carrier.
All aircraft are subject to refueling and must return to a city,
airstrip, airbase, or a Carrier before MP's are exhausted or the
aircraft will run out of fuel and be destroyed.
Required technology: Advanced Flight
Strike Aircraft
Attack/Defense/Movement: βοΈ4/π‘3/π£14(28)
Hit Points/Firepower: π15/π₯2
- Belongs to Air unit class.
- Speed is not affected by terrain.
- Does not get defense bonuses from terrain.
- Not subject to zones of control.
- Slowed down while damaged.
- Is unreachable. Most units cannot attack this one.
- Can pillage tile improvements.
- Doesn't prevent enemy cities from working the tile it's on.
- Can be airlifted from a suitable city.
- Very bad at attacking AEGIS or Tactical ABM.
- This unit ignore defenders bonus from City Walls improvement
- Can carry and refuel 1 unit. (Unit type: Bomb or Torpedeos)
- Cargo cannot be loaded except in a city or a base native to this
transport.
- Some cargo cannot be unloaded except in a city or a base native to
this transport.
- May load onto and unload from Sea transports even when
underway.
- May be disbanded in a city to recover 50% of the production
cost.
- Making an attack ends this unit's turn.
- Never imposes a zone of control.
- A field unit: one unhappiness applies even when non-aggressive.
- Can attack against Sea units, which are usually not reachable.
- Can attack against Coaster units, which are usually not
reachable.
- Can attack against Helicopter units, which are usually not
reachable.
- Can attack against Air units, which are usually not reachable.
- Unit has to be in a city, a base, or on a carrier unit after 2
turns.
- Doing the action 'Bribe Enemy Unit' to this unit is impossible.
- Doing the action 'Sabotage Enemy Unit' to this unit is
impossible.
- May acquire veteran status.
- Veterans have increased strength in combat.
Strike Aircrafts can be used both like Fighters or light Bombers.
They can carry one bomb, or can attack directly like fighter, albeit
at the expense of less movement radius and firepower strength.
All aircraft are subject to refueling and must return to a city,
airstrip, airbase, or a Carrier before MP's are exhausted or the
aircraft will run out of fuel and be destroyed.
Required technology: Radar
Jet Fighter
Attack/Defense/Movement: βοΈ6/π‘6/π£22(44)
Hit Points/Firepower: π20/π₯3
- Belongs to Air unit class.
- Speed is not affected by terrain.
- Does not get defense bonuses from terrain.
- Not subject to zones of control.
- Slowed down while damaged.
- Is unreachable. Most units cannot attack this one.
- Can pillage tile improvements.
- Doesn't prevent enemy cities from working the tile it's on.
- Can be airlifted from a suitable city.
- Very bad at attacking AEGIS or Tactical ABM.
- Attack value decreased when attacking armoured vehicle.
- This unit ignore defenders bonus from City Walls improvement
- May load onto and unload from Sea transports even when
underway.
- May be disbanded in a city to recover 50% of the production
cost.
- Making an attack ends this unit's turn.
- Never imposes a zone of control.
- Can attack against Sea units, which are usually not reachable.
- Can attack against Coaster units, which are usually not
reachable.
- Can attack against Helicopter units, which are usually not
reachable.
- Can attack against Air units, which are usually not reachable.
- Unit has to be in a city, a base, or on a carrier unit after 2
turns.
- Doing the action 'Bribe Enemy Unit' to this unit is impossible.
- Doing the action 'Sabotage Enemy Unit' to this unit is
impossible.
- May acquire veteran status.
- Veterans have increased strength in combat.
An improved fighter or strike aircraft, with a higher speed and
movement radius.
All aircraft are subject to refueling and must return to a city,
airstrip, airbase, or a Carrier before MP's are exhausted or the
aircraft will run out of fuel and be destroyed.
Required technology: Jet Propulsion
Strike Jet
Attack/Defense/Movement: βοΈ5/π‘4/π£20(40)
Hit Points/Firepower: π25/π₯3
- Belongs to Air unit class.
- Speed is not affected by terrain.
- Does not get defense bonuses from terrain.
- Not subject to zones of control.
- Slowed down while damaged.
- Is unreachable. Most units cannot attack this one.
- Can pillage tile improvements.
- Doesn't prevent enemy cities from working the tile it's on.
- Can be airlifted from a suitable city.
- Very bad at attacking AEGIS or Tactical ABM.
- This unit ignore defenders bonus from City Walls improvement
- Can carry and refuel 1 unit. (Unit type: Bomb or Torpedeos)
- Cargo cannot be loaded except in a city or a base native to this
transport.
- Some cargo cannot be unloaded except in a city or a base native to
this transport.
- May load onto and unload from Sea transports even when
underway.
- May be disbanded in a city to recover 50% of the production
cost.
- Making an attack ends this unit's turn.
- May impose a zone of control on its adjacent tiles.
- A field unit: one unhappiness applies even when non-aggressive.
- Can attack against Sea units, which are usually not reachable.
- Can attack against Coaster units, which are usually not
reachable.
- Can attack against Helicopter units, which are usually not
reachable.
- Can attack against Air units, which are usually not reachable.
- Unit has to be in a city, a base, or on a carrier unit after 2
turns.
- Doing the action 'Bribe Enemy Unit' to this unit is impossible.
- Doing the action 'Sabotage Enemy Unit' to this unit is
impossible.
- May acquire veteran status.
- Veterans have increased strength in combat.
Strike Jets can be used both like Fighters or light Bombers.
They can carry one bomb, or can attack directly like fighter, albeit
at the expense of less movement radius and firepower strength.
All aircraft are subject to refueling and must return to a city,
airstrip, airbase, or a Carrier before MP's are exhausted or the
aircraft will run out of fuel and be destroyed.
Required technology: Rocketry
Stealth Fighter
Attack/Defense/Movement: βοΈ8/π‘8/π£24(48)
Hit Points/Firepower: π25/π₯3
- Belongs to Air unit class.
- Speed is not affected by terrain.
- Does not get defense bonuses from terrain.
- Not subject to zones of control.
- Slowed down while damaged.
- Is unreachable. Most units cannot attack this one.
- Can pillage tile improvements.
- Doesn't prevent enemy cities from working the tile it's on.
- Can be airlifted from a suitable city.
- Very bad at attacking AEGIS or Tactical ABM.
- Can carry and refuel 1 unit. (Unit type: Bomb or Torpedeos)
- Cargo cannot be loaded except in a city or a base native to this
transport.
- Some cargo cannot be unloaded except in a city or a base native to
this transport.
- May load onto and unload from Sea transports even when
underway.
- May be disbanded in a city to recover 50% of the production
cost.
- Is invisible except when next to an enemy unit or city.
- Making an attack ends this unit's turn.
- Never imposes a zone of control.
- Can attack against Sea units, which are usually not reachable.
- Can attack against Coaster units, which are usually not
reachable.
- Can attack against Helicopter units, which are usually not
reachable.
- Can attack against Air units, which are usually not reachable.
- Unit has to be in a city, a base, or on a carrier unit after 2
turns.
- Doing the action 'Bribe Enemy Unit' to this unit is impossible.
- Doing the action 'Sabotage Enemy Unit' to this unit is
impossible.
- May acquire veteran status.
- Veterans have increased strength in combat.
An improved Jet Fighter, with improved attack, higher movement radius
and partial invisibility.
All aircraft are subject to refueling and must return to a city,
airstrip, airbase, or a Carrier before MP's are exhausted or the
aircraft will run out of fuel and be destroyed.
Required technology: Stealth
Stealth Bomber
Attack/Defense/Movement: βοΈ9/π‘5/π£18(72)
Hit Points/Firepower: π40/π₯3
- Belongs to Air unit class.
- Speed is not affected by terrain.
- Does not get defense bonuses from terrain.
- Not subject to zones of control.
- Slowed down while damaged.
- Is unreachable. Most units cannot attack this one.
- Can pillage tile improvements.
- Doesn't prevent enemy cities from working the tile it's on.
- Can be airlifted from a suitable city.
- Very bad at attacking AEGIS or Tactical ABM.
- This unit ignore defenders bonus from City Walls improvement
- Can carry and refuel up to 3 units. (Unit type: Missile or
Bomb)
- Cargo cannot be loaded except in a city or a base native to this
transport.
- Some cargo cannot be unloaded except in a city or a base native to
this transport.
- May load onto and unload from Sea transports even when
underway.
- May be disbanded in a city to recover 50% of the production
cost.
- Is invisible except when next to an enemy unit or city.
- Making an attack ends this unit's turn.
- Does bombard attacks (4 per turn). These attacks will only damage
(never kill) defenders, but damage all defenders on a tile, and have no
risk for the attacker.
- Never imposes a zone of control.
- A field unit: one unhappiness applies even when non-aggressive.
- Can attack against Sea units, which are usually not reachable.
- Can attack against Coaster units, which are usually not
reachable.
- Unit has to be in a city, a base, or on a carrier unit after 4
turns.
- Doing the action 'Bribe Enemy Unit' to this unit is impossible.
- Doing the action 'Sabotage Enemy Unit' to this unit is
impossible.
- May acquire veteran status.
- Veterans have increased strength in combat.
An improved Bomber, with improved attack and a higher movement
radius.
All aircraft are subject to refueling and must return to a city,
airstrip, airbase, or a Carrier before MP's are exhausted or the
aircraft will run out of fuel and be destroyed.
Attack against units on land is a bombard attack; against units on
water it has a regular attack.
Required technology: Stealth
Antimatter Fighter
Attack/Defense/Movement: βοΈ9/π‘9/π£28(84)
Hit Points/Firepower: π30/π₯3
- Belongs to Air unit class.
- Speed is not affected by terrain.
- Does not get defense bonuses from terrain.
- Not subject to zones of control.
- Slowed down while damaged.
- Is unreachable. Most units cannot attack this one.
- Can pillage tile improvements.
- Doesn't prevent enemy cities from working the tile it's on.
- Can be airlifted from a suitable city.
- Very bad at attacking AEGIS or Tactical ABM.
- Can carry and refuel 1 unit. (Unit type: Bomb or Torpedeos)
- Cargo cannot be loaded except in a city or a base native to this
transport.
- Some cargo cannot be unloaded except in a city or a base native to
this transport.
- May load onto and unload from Sea transports even when
underway.
- May be disbanded in a city to recover 50% of the production
cost.
- Is invisible except when next to an enemy unit or city.
- Making an attack ends this unit's turn.
- Never imposes a zone of control.
- Can attack against Missile units, which are usually not
reachable.
- Can attack against Sea units, which are usually not reachable.
- Can attack against Coaster units, which are usually not
reachable.
- Can attack against Helicopter units, which are usually not
reachable.
- Can attack against Air units, which are usually not reachable.
- Unit has to be in a city, a base, or on a carrier unit after 3
turns.
- Doing the action 'Bribe Enemy Unit' to this unit is impossible.
- Doing the action 'Sabotage Enemy Unit' to this unit is
impossible.
- May acquire veteran status.
- Veterans have increased strength in combat.
An improved Hypersonic Stealth Fighter, with a higher movement radius
and fuel capacity thanks to the (very expensive) antimatter propulsion
system.
All aircraft are subject to refueling and must return to a city,
airstrip, airbase, or a Carrier before MP's are exhausted or the
aircraft will run out of fuel and be destroyed.
Required technology: Antimatter Propulsion
Antimatter Bomber
Attack/Defense/Movement: βοΈ10/π‘6/π£24(144)
Hit Points/Firepower: π40/π₯3
- Belongs to Air unit class.
- Speed is not affected by terrain.
- Does not get defense bonuses from terrain.
- Not subject to zones of control.
- Slowed down while damaged.
- Is unreachable. Most units cannot attack this one.
- Can pillage tile improvements.
- Doesn't prevent enemy cities from working the tile it's on.
- Can be airlifted from a suitable city.
- Very bad at attacking AEGIS or Tactical ABM.
- This unit ignore defenders bonus from City Walls improvement
- Can carry and refuel up to 2 units. (Unit type: Missile or
Bomb)
- Cargo cannot be loaded except in a city or a base native to this
transport.
- Some cargo cannot be unloaded except in a city or a base native to
this transport.
- May load onto and unload from Sea transports even when
underway.
- May be disbanded in a city to recover 50% of the production
cost.
- Is invisible except when next to an enemy unit or city.
- Making an attack ends this unit's turn.
- Does bombard attacks (6 per turn). These attacks will only damage
(never kill) defenders, but damage all defenders on a tile, and have no
risk for the attacker.
- Never imposes a zone of control.
- A field unit: one unhappiness applies even when non-aggressive.
- Can attack against Sea units, which are usually not reachable.
- Can attack against Coaster units, which are usually not
reachable.
- Unit has to be in a city, a base, or on a carrier unit after 6
turns.
- Doing the action 'Bribe Enemy Unit' to this unit is impossible.
- Doing the action 'Sabotage Enemy Unit' to this unit is
impossible.
- May acquire veteran status.
- Veterans have increased strength in combat.
An improved Stealth Bomber, with a higher movement and fuel capacity
thanks to the (very expensive) antimatter propulsion system. They can
carry not only ordinary bombs, but also missiles.
All aircraft are subject to refueling and must return to a city,
airstrip, airbase, or a Carrier before MP's are exhausted or the
aircraft will run out of fuel and be destroyed.
Attack against units on land is a bombard attack; against units on
water it has a regular attack.
Required technology: Antimatter Propulsion
Balloon
Attack/Defense/Movement: βοΈ0/π‘2/π£3
Hit Points/Firepower: π10/π₯1
- Belongs to Air unit class.
- Speed is not affected by terrain.
- Does not get defense bonuses from terrain.
- Not subject to zones of control.
- Slowed down while damaged.
- Is unreachable. Most units cannot attack this one.
- Can pillage tile improvements.
- Can be airlifted from a suitable city.
- May be disbanded in a city to recover 50% of the production
cost.
- Never imposes a zone of control.
- A non-military unit:
- Cannot attack.
- Doesn't impose martial law.
- Can enter foreign territory regardless of peace treaty.
- Doesn't prevent enemy cities from working the tile it's on.
- Can be captured by some enemy units.
- Doing the action 'Bribe Enemy Unit' to this unit is impossible.
- Doing the action 'Sabotage Enemy Unit' to this unit is
impossible.
- May acquire veteran status.
- Veterans have increased strength in combat.
Balloons are your first units, which can move anywhere. Usable for
observation, or for protecting your cities against air raids.
Required technology: Chemistry
AWACS
Attack/Defense/Movement: βοΈ0/π‘1/π£28(84)
Hit Points/Firepower: π30/π₯3
- Belongs to Air unit class.
- Speed is not affected by terrain.
- Does not get defense bonuses from terrain.
- Not subject to zones of control.
- Slowed down while damaged.
- Is unreachable. Most units cannot attack this one.
- Can pillage tile improvements.
- Doesn't prevent enemy cities from working the tile it's on.
- Can be airlifted from a suitable city.
- May be disbanded in a city to recover 50% of the production
cost.
- Never imposes a zone of control.
- Not subject to zones of control imposed by other units.
- Unit has to be in a city, a base, or on a carrier unit after 3
turns.
- Doing the action 'Bribe Enemy Unit' to this unit is impossible.
- Doing the action 'Sabotage Enemy Unit' to this unit is
impossible.
- May acquire veteran status.
- Veterans have increased strength in combat.
The AWACS (Airborne Warning and Control System) is an airplane with
an advanced radar that can determine the location of enemy units over a
wide area.
All aircraft are subject to refueling and must return to a city,
airstrip, airbase, or a Carrier before MP's are exhausted or the
aircraft will run out of fuel and be destroyed.
Required technology: Jet Propulsion
Jetliner
Attack/Defense/Movement: βοΈ0/π‘5/π£30(120)
Hit Points/Firepower: π20/π₯2
- Belongs to Air unit class.
- Speed is not affected by terrain.
- Does not get defense bonuses from terrain.
- Not subject to zones of control.
- Slowed down while damaged.
- Is unreachable. Most units cannot attack this one.
- Can pillage tile improvements.
- Can be airlifted from a suitable city.
- Can only be built if there is Airport in the city.
- Can establish trade routes (must travel to target city).
- Costs 1 population to build.
- May be disbanded in a city to recover 50% of the production
cost.
- Can add on 1 population to cities City size is no more than 6.
- Never imposes a zone of control.
- A non-military unit:
- Cannot attack.
- Doesn't impose martial law.
- Can enter foreign territory regardless of peace treaty.
- Doesn't prevent enemy cities from working the tile it's on.
- Can be captured by some enemy units.
- Unit has to be in a city, a base, or on a carrier unit after 4
turns.
- Can do the action 'Establish Trade Route', targets are some
individual cities.
- Can do the action 'Help build Wonder', targets are some individual
cities, adds 30 production.
- Doing the action 'Bribe Enemy Unit' to this unit is impossible.
- Doing the action 'Sabotage Enemy Unit' to this unit is
impossible.
- Will never achieve veteran status.
Jetliner is a huge passenger or cargo airplane. This unit can enable
trading with distant cities and foreign countries, or help build wonders
in your own cities similar to caravans, or be used to transfer
population between cities, like migrants.
All aircraft are subject to refueling and must return to a city,
airstrip, airbase, or a Carrier before MP's are exhausted or the
aircraft will run out of fuel and be destroyed.
Required technology: Space Flight
Hovercraft
Attack/Defense/Movement: βοΈ2/π‘4/π£4
Hit Points/Firepower: π20/π₯3
- Belongs to Hovercraft unit class.
- Speed is not affected by terrain.
- Does not get defense bonuses from terrain.
- Subject to zones of control.
- Slowed down while damaged.
- Can launch attack from non-native tiles.
- Can carry and refuel 1 unit. (Unit type: Infantry, Small Land, Light
Cavalry, or Heavy Cavalry)
- May load onto and unload from Sea transports even when
underway.
- May be disbanded in a city to recover 50% of the production
cost.
- May impose a zone of control on its adjacent tiles.
- Can attack against Sea units, which are usually not reachable.
- Can attack against Coaster units, which are usually not
reachable.
- May acquire veteran status.
- Veterans have increased strength in combat.
Hovercrafts can carry one Infantry or Cavalry unit and are capable to
go both on flat land or water areas. They can be transported by
Transport ship, thus can be used as landing aid.
Required technology: Modern Warfare
Raft
Attack/Defense/Movement: βοΈ0/π‘1/π£3
Hit Points/Firepower: π5/π₯1
- Belongs to Riverboat unit class.
- Speed is not affected by terrain.
- Does not get defense bonuses from terrain.
- Not subject to zones of control.
- Slowed down while damaged.
- Gets a 50% defensive bonus while in cities.
- May fortify, granting a 50% defensive bonus when not in a city.
- Can carry and refuel 1 unit. (Unit type: Infantry, Small Land, Light
Cavalry, Heavy Cavalry, Big Land, Merchant, Suicidal, Wheeled Unit, or
Turrets)
- May be disbanded in a city to recover 50% of the production
cost.
- Never imposes a zone of control.
- A non-military unit:
- Cannot attack.
- Doesn't impose martial law.
- Can enter foreign territory regardless of peace treaty.
- Doesn't prevent enemy cities from working the tile it's on.
- Can be captured by some enemy units.
- May acquire veteran status.
- Veterans have increased strength in combat.
Raft is a rudimentary form of transport, limited to the rivers, lakes
and fortresses only, however it can be used to relatively fast transport
of any land units, including these, which cannot move on some terrains
without roads.
TIP: Raft can be used as a temporary bridge (fortify it for anchor),
but can be destroyed or captured easily if not guarded.
Required technology: Forestry
Floating Bridge
Attack/Defense/Movement: βοΈ0/π‘2/π£4
Hit Points/Firepower: π20/π₯2
- Belongs to Riverboat unit class.
- Speed is not affected by terrain.
- Does not get defense bonuses from terrain.
- Not subject to zones of control.
- Slowed down while damaged.
- Gets a 50% defensive bonus while in cities.
- May fortify, granting a 50% defensive bonus when not in a city.
- Can carry and refuel 1 unit. (Unit type: Infantry, Small Land, Light
Cavalry, Heavy Cavalry, Big Land, Merchant, Suicidal, Wheeled Unit, or
Turrets)
- May load onto and unload from Coaster transports even when
underway.
- May be disbanded in a city to recover 50% of the production
cost.
- Never imposes a zone of control.
- A non-military unit:
- Cannot attack.
- Doesn't impose martial law.
- Can enter foreign territory regardless of peace treaty.
- Doesn't prevent enemy cities from working the tile it's on.
- Can be captured by some enemy units.
- May acquire veteran status.
- Veterans have increased strength in combat.
Floating Bridge (pontoon bridge) usage is similar to Raft, it can be
used to transport of any land units, including these, which cannot move
on some terrains without roads.
TIP: Floating Bridge can be transported by Barges and loaded/unloaded
anywhere.
Required technology: Amphibious Warfare
Canoes
Attack/Defense/Movement: βοΈ0/π‘1/π£3
Hit Points/Firepower: π10/π₯1
- Belongs to Coaster unit class.
- Speed is not affected by terrain.
- Does not get defense bonuses from terrain.
- Subject to zones of control.
- Slowed down while damaged.
- Is unreachable. Most units cannot attack this one.
- Each player may only have one of this type of unit.
- Can carry and refuel 1 unit. (Unit type: Small Land)
- Must stay next to coast.
- May be disbanded in a city to recover 50% of the production
cost.
- Never imposes a zone of control.
- A non-military unit:
- Cannot attack.
- Doesn't impose martial law.
- Can enter foreign territory regardless of peace treaty.
- Doesn't prevent enemy cities from working the tile it's on.
- Doing the action 'Bribe Enemy Unit' to this unit is impossible.
- May acquire veteran status.
- Veterans have increased strength in combat.
Canoe made from hollowed trunk is a stone age form of Small Land
units transport, allow you to spread your Tribes onto nearby islands.
Canoe can go along rivers or coast, not able to go far into Ocean.
Required technology: Fire Making
Trireme
Attack/Defense/Movement: βοΈ2/π‘2/π£5
Hit Points/Firepower: π15/π₯1
- Belongs to Coaster unit class.
- Speed is not affected by terrain.
- Does not get defense bonuses from terrain.
- Subject to zones of control.
- Slowed down while damaged.
- Is unreachable. Most units cannot attack this one.
- Can launch attack from non-native tiles.
- Can carry and refuel up to 2 units. (Unit type: Infantry, Small
Land, or Merchant)
- Some cargo cannot be loaded except in a city or a base native to
this transport.
- Some cargo cannot be unloaded except in a city or a base native to
this transport.
- Must stay next to coast.
- May be disbanded in a city to recover 50% of the production
cost.
- May impose a zone of control on its adjacent tiles.
- Can attack against Sea units, which are usually not reachable.
- Can attack against Coaster units, which are usually not
reachable.
- Doing the action 'Bribe Enemy Unit' to this unit is impossible.
- May acquire veteran status.
- Veterans have increased strength in combat.
This type of unit has its own veteran levels:
Veteran level Power factor Move bonus
--------------------------------------------
land rat 100% -
deckhand 125% -
veteran 150% + 1/6
hardened 175% + 1/6
badger 200% + 1/3
The Trireme is your first regular boat unit. It can act as a
transport ship and has rudimentary offensive capabilities, and can
travel on rivers and along the coastline, but it may not enter into far
ocean tiles.
Required technology: Map Making
Aak
Attack/Defense/Movement: βοΈ0/π‘2/π£5
Hit Points/Firepower: π25/π₯1
- Belongs to Coaster unit class.
- Speed is not affected by terrain.
- Does not get defense bonuses from terrain.
- Subject to zones of control.
- Slowed down while damaged.
- Is unreachable. Most units cannot attack this one.
- Can carry and refuel up to 3 units. (Unit type: Infantry, Small
Land, Light Cavalry, or Merchant)
- Some cargo cannot be loaded except in a city or a base native to
this transport.
- Some cargo cannot be unloaded except in a city or a base native to
this transport.
- Must stay next to coast.
- May be disbanded in a city to recover 50% of the production
cost.
- Never imposes a zone of control.
- A non-military unit:
- Cannot attack.
- Doesn't impose martial law.
- Can enter foreign territory regardless of peace treaty.
- Doesn't prevent enemy cities from working the tile it's on.
- Can be captured by some enemy units.
- Doing the action 'Bribe Enemy Unit' to this unit is impossible.
- May acquire veteran status.
- Veterans have increased strength in combat.
This type of unit has its own veteran levels:
Veteran level Power factor Move bonus
--------------------------------------------
land rat 100% -
deckhand 125% -
veteran 150% + 1/6
hardened 175% + 1/6
badger 200% + 1/3
The Aak is a small cargo boat designed for serving inland or coastal
waters, but it may not enter deep ocean tiles.
It is merchant vessel, thus cannot be equipped with artillery
turrets.
Required technology: Thalassocracy
Steam Barge
Attack/Defense/Movement: βοΈ0/π‘3/π£6
Hit Points/Firepower: π30/π₯1
- Belongs to Coaster unit class.
- Speed is not affected by terrain.
- Does not get defense bonuses from terrain.
- Subject to zones of control.
- Slowed down while damaged.
- Is unreachable. Most units cannot attack this one.
- Can carry and refuel up to 4 units. (Unit type: Infantry, Small
Land, Light Cavalry, Heavy Cavalry, Merchant, Suicidal, Wheeled Unit, or
Riverboat)
- Some cargo cannot be loaded except in a city or a base native to
this transport.
- Some cargo cannot be unloaded except in a city or a base native to
this transport.
- Must stay next to coast.
- May be disbanded in a city to recover 50% of the production
cost.
- Can build Dirt Road, Paved Road, HighWay, and Railroad on
tiles.
- Can build Mine, Oil Well, Wind Turbine, and Oil Platform on
tiles.
- Can convert terrain to another type by mining.
- Can convert terrain to another type by irrigation.
- Can transform terrain to another type.
- Can build Fort, Fortress, and Water Lock on tiles.
- Can clean Pollution from tiles.
- Can clean Fallout from tiles.
- Never imposes a zone of control.
- A non-military unit:
- Cannot attack.
- Doesn't impose martial law.
- Can enter foreign territory regardless of peace treaty.
- Doesn't prevent enemy cities from working the tile it's on.
- Can be captured by some enemy units.
- Doing the action 'Bribe Enemy Unit' to this unit is impossible.
- May acquire veteran status.
- Veterans have increased strength in combat.
- Veterans work faster.
This type of unit has its own veteran levels:
Veteran level Power factor Move bonus
--------------------------------------------
land rat 100% -
deckhand 125% -
veteran 150% + 1/6
hardened 175% + 1/6
badger 200% + 1/3
Steam barge can transport land units along or across rivers or
coastal waters, but it may not enter deep ocean tiles - use steam
paddler or transport ship instead.
Barges can also clean pollution and fallout on water tiles, or
transform tiles with rivers.
Required technology: Steam Engine
Diesel Barge
Attack/Defense/Movement: βοΈ0/π‘4/π£7
Hit Points/Firepower: π30/π₯1
- Belongs to Coaster unit class.
- Speed is not affected by terrain.
- Does not get defense bonuses from terrain.
- Subject to zones of control.
- Slowed down while damaged.
- Is unreachable. Most units cannot attack this one.
- Can carry and refuel up to 5 units. (Unit type: Infantry, Small
Land, Light Cavalry, Heavy Cavalry, Big Land, Merchant, Suicidal,
Wheeled Unit, or Riverboat)
- Some cargo cannot be loaded except in a city or a base native to
this transport.
- Some cargo cannot be unloaded except in a city or a base native to
this transport.
- Must stay next to coast.
- May be disbanded in a city to recover 50% of the production
cost.
- Can build Dirt Road, Paved Road, HighWay, and Railroad on
tiles.
- Can build Mine, Oil Well, Wind Turbine, and Oil Platform on
tiles.
- Can convert terrain to another type by mining.
- Can convert terrain to another type by irrigation.
- Can transform terrain to another type.
- Can build Fort, Fortress, and Water Lock on tiles.
- Can clean Pollution from tiles.
- Can clean Fallout from tiles.
- Never imposes a zone of control.
- A non-military unit:
- Cannot attack.
- Doesn't impose martial law.
- Can enter foreign territory regardless of peace treaty.
- Doesn't prevent enemy cities from working the tile it's on.
- Can be captured by some enemy units.
- Doing the action 'Bribe Enemy Unit' to this unit is impossible.
- May acquire veteran status.
- Veterans have increased strength in combat.
- Veterans work faster.
This type of unit has its own veteran levels:
Veteran level Power factor Move bonus
--------------------------------------------
land rat 100% -
deckhand 125% -
veteran 150% + 1/6
hardened 175% + 1/6
badger 200% + 1/3
Diesel barge can transport land units, also big ones, along or across
rivers or coastal waters, but it may not enter deep ocean tiles - use
transport ship instead.
Barges can also clean pollution and fallout on water tiles, or
transform tiles with rivers.
Required technology: Mass Production
Galley
Attack/Defense/Movement: βοΈ2/π‘4/π£6
Hit Points/Firepower: π20/π₯1
- Belongs to Coaster unit class.
- Speed is not affected by terrain.
- Does not get defense bonuses from terrain.
- Subject to zones of control.
- Slowed down while damaged.
- Is unreachable. Most units cannot attack this one.
- Can launch attack from non-native tiles.
- Can carry and refuel 1 unit. (Unit type: Small Land or Turrets)
- Some cargo cannot be loaded except in a city or a base native to
this transport.
- May be disbanded in a city to recover 50% of the production
cost.
- May impose a zone of control on its adjacent tiles.
- Can attack against Sea units, which are usually not reachable.
- Can attack against Coaster units, which are usually not
reachable.
- Doing the action 'Bribe Enemy Unit' to this unit is impossible.
- May acquire veteran status.
- Veterans have increased strength in combat.
This type of unit has its own veteran levels:
Veteran level Power factor Move bonus
--------------------------------------------
land rat 100% -
deckhand 125% -
veteran 150% + 1/6
hardened 175% + 1/6
sea wolf 200% + 1/3
Galley, thanks to rowing, can operate both on shallow sea waters or
inland rivers as well, as a small troops transport or battle ship,
especially if equipped with ballistas or bombards. Galley cannot enter
deep ocean tiles.
Required technology: Seafaring
Monitor
Attack/Defense/Movement: βοΈ2/π‘5/π£8
Hit Points/Firepower: π20/π₯2
- Belongs to Coaster unit class.
- Speed is not affected by terrain.
- Does not get defense bonuses from terrain.
- Subject to zones of control.
- Slowed down while damaged.
- Is unreachable. Most units cannot attack this one.
- Can launch attack from non-native tiles.
- Can carry and refuel 1 unit. (Unit type: Small Land or Turrets)
- Some cargo cannot be loaded except in a city or a base native to
this transport.
- May be disbanded in a city to recover 50% of the production
cost.
- Does bombard attacks (2 per turn). These attacks will only damage
(never kill) defenders, but damage all defenders on a tile, and have no
risk for the attacker.
- May impose a zone of control on its adjacent tiles.
- Can attack against Sea units, which are usually not reachable.
- Can attack against Coaster units, which are usually not
reachable.
- Doing the action 'Bribe Enemy Unit' to this unit is impossible.
- May acquire veteran status.
- Veterans have increased strength in combat.
This type of unit has its own veteran levels:
Veteran level Power factor Move bonus
--------------------------------------------
land rat 100% -
deckhand 125% -
veteran 150% + 1/6
hardened 175% + 1/6
sea wolf 200% + 1/3
Monitors are small warships, which can be equipped with powerful
turret gun. They are designed for operation on shallow coastal waters or
rivers and connect enter deep ocean tiles.
Bombard or cannon turret can be installed aboard, for increase attack
strength.
Attack against units on land is a bombard attack; against units on
water it has a regular attack.
Required technology: Screw Propeller
Patrol Boat
Attack/Defense/Movement: βοΈ3/π‘5/π£10
Hit Points/Firepower: π20/π₯3
- Belongs to Coaster unit class.
- Speed is not affected by terrain.
- Does not get defense bonuses from terrain.
- Subject to zones of control.
- Slowed down while damaged.
- Is unreachable. Most units cannot attack this one.
- Can launch attack from non-native tiles.
- Can carry and refuel 1 unit. (Unit type: Infantry, Small Land,
Turrets, or Torpedeos)
- Some cargo cannot be loaded except in a city or a base native to
this transport.
- May be disbanded in a city to recover 50% of the production
cost.
- Does bombard attacks (3 per turn). These attacks will only damage
(never kill) defenders, but damage all defenders on a tile, and have no
risk for the attacker.
- May impose a zone of control on its adjacent tiles.
- Can attack against Sea units, which are usually not reachable.
- Can attack against Coaster units, which are usually not
reachable.
- Doing the action 'Bribe Enemy Unit' to this unit is impossible.
- May acquire veteran status.
- Veterans have increased strength in combat.
This type of unit has its own veteran levels:
Veteran level Power factor Move bonus
--------------------------------------------
land rat 100% -
deckhand 125% -
veteran 150% + 1/6
hardened 175% + 1/6
sea wolf 200% + 1/3
Patrol boats are small but fast units, can be equipped with turret
gun or torpedo. They can operate on shallow coastal waters or
rivers.
Attack against units on land is a bombard attack; against units on
water it has a regular attack.
Required technology: Amphibious Warfare
Kon-Tiki Raft
Attack/Defense/Movement: βοΈ0/π‘1/π£2
Hit Points/Firepower: π5/π₯1
- Belongs to Sea unit class.
- Speed is not affected by terrain.
- Does not get defense bonuses from terrain.
- Not subject to zones of control.
- Slowed down while damaged.
- Is unreachable. Most units cannot attack this one.
- Can only be built if there is Moai Statues in the city.
- Each player may only have one of this type of unit.
- Can carry and refuel 1 unit. (Unit type: Small Land or
Merchant)
- Some cargo cannot be loaded except in a city or a base native to
this transport.
- Some cargo cannot be unloaded except in a city or a base native to
this transport.
- May be disbanded in a city to recover 50% of the production
cost.
- Never imposes a zone of control.
- A non-military unit:
- Cannot attack.
- Doesn't impose martial law.
- Can enter foreign territory regardless of peace treaty.
- Doesn't prevent enemy cities from working the tile it's on.
- Doing the action 'Bribe Enemy Unit' to this unit is impossible.
- May acquire veteran status.
- Veterans have increased strength in combat.
This type of unit has its own veteran levels:
Veteran level Power factor Move bonus
--------------------------------------------
land rat 100% -
deckhand 125% -
veteran 150% + 1/6
hardened 175% + 1/6
sea wolf 200% + 1/3
Kon-Tiki raft is a very first and unique boat unit. It can act as a
small transport ship and can travel on any ocean tile, can carry one
Small Land unit.
Available only in a city with Moai Statues.
Required technology: Sailing
Longboat
Attack/Defense/Movement: βοΈ0/π‘1/π£3
Hit Points/Firepower: π10/π₯1
- Belongs to Sea unit class.
- Speed is not affected by terrain.
- Does not get defense bonuses from terrain.
- Not subject to zones of control.
- Slowed down while damaged.
- Is unreachable. Most units cannot attack this one.
- Each player may only have one of this type of unit.
- Can carry and refuel 1 unit. (Unit type: Infantry, Small Land, or
Merchant)
- Some cargo cannot be loaded except in a city or a base native to
this transport.
- Some cargo cannot be unloaded except in a city or a base native to
this transport.
- May be disbanded in a city to recover 50% of the production
cost.
- Never imposes a zone of control.
- A non-military unit:
- Cannot attack.
- Doesn't impose martial law.
- Can enter foreign territory regardless of peace treaty.
- Doesn't prevent enemy cities from working the tile it's on.
- Doing the action 'Bribe Enemy Unit' to this unit is impossible.
- May acquire veteran status.
- Veterans have increased strength in combat.
This type of unit has its own veteran levels:
Veteran level Power factor Move bonus
--------------------------------------------
land rat 100% -
deckhand 125% -
veteran 150% + 1/6
hardened 175% + 1/6
sea wolf 200% + 1/3
The Longboat is an early, unique boat unit. It can act as a small
transport ship and can travel on any ocean tile, can carry one Small
Land, Infantry or Merchant unit.
Required technology: Seafaring
Caravel
Attack/Defense/Movement: βοΈ2/π‘3/π£4
Hit Points/Firepower: π15/π₯1
- Belongs to Sea unit class.
- Speed is not affected by terrain.
- Does not get defense bonuses from terrain.
- Not subject to zones of control.
- Slowed down while damaged.
- Is unreachable. Most units cannot attack this one.
- Can launch attack from non-native tiles.
- Can carry and refuel up to 2 units. (Unit type: Infantry, Small
Land, Light Cavalry, Heavy Cavalry, or Merchant)
- Some cargo cannot be loaded except in a city or a base native to
this transport.
- Some cargo cannot be unloaded except in a city or a base native to
this transport.
- May be disbanded in a city to recover 50% of the production
cost.
- Can only attack units on native tiles.
- May impose a zone of control on its adjacent tiles.
- Can attack against Sea units, which are usually not reachable.
- Can attack against Coaster units, which are usually not
reachable.
- Doing the action 'Bribe Enemy Unit' to this unit is impossible.
- May acquire veteran status.
- Veterans have increased strength in combat.
This type of unit has its own veteran levels:
Veteran level Power factor Move bonus
--------------------------------------------
land rat 100% -
deckhand 125% -
veteran 150% + 1/6
hardened 175% + 1/6
sea wolf 200% + 1/3
The Caravel is a sailing ship that can enter any ocean tile.
This universal vessel can fight with other ships as well as carry
some land units (however cavalry can disembark only in cities)
Required technology: Navigation
Galleon
Attack/Defense/Movement: βοΈ0/π‘3/π£6
Hit Points/Firepower: π20/π₯1
- Belongs to Sea unit class.
- Speed is not affected by terrain.
- Does not get defense bonuses from terrain.
- Not subject to zones of control.
- Slowed down while damaged.
- Is unreachable. Most units cannot attack this one.
- Can carry and refuel up to 3 units. (Unit type: Infantry, Small
Land, Light Cavalry, Heavy Cavalry, Merchant, or Wheeled Unit)
- Some cargo cannot be loaded except in a city or a base native to
this transport.
- Some cargo cannot be unloaded except in a city or a base native to
this transport.
- May be disbanded in a city to recover 50% of the production
cost.
- Never imposes a zone of control.
- Can be captured by some enemy units.
- Doing the action 'Bribe Enemy Unit' to this unit is impossible.
- May acquire veteran status.
- Veterans have increased strength in combat.
This type of unit has its own veteran levels:
Veteran level Power factor Move bonus
--------------------------------------------
land rat 100% -
deckhand 125% -
veteran 150% + 1/6
hardened 175% + 1/6
sea wolf 200% + 1/3
The Galleon is a pure transport ship, the first which can also
transport large wheeled units (but they can't disembark directly on the
coast). It cannot attack other ships, though it may still defend itself
when attacked.
It is merchant vessel, thus cannot be equipped with artillery
turrets.
Required technology: Magnetism
Paddle Steamer
Attack/Defense/Movement: βοΈ0/π‘4/π£8
Hit Points/Firepower: π25/π₯2
- Belongs to Sea unit class.
- Speed is not affected by terrain.
- Does not get defense bonuses from terrain.
- Not subject to zones of control.
- Slowed down while damaged.
- Is unreachable. Most units cannot attack this one.
- Can carry and refuel up to 6 units. (Unit type: Infantry, Small
Land, Light Cavalry, Heavy Cavalry, Big Land, Merchant, Suicidal, or
Wheeled Unit)
- Some cargo cannot be loaded except in a city or a base native to
this transport.
- Some cargo cannot be unloaded except in a city or a base native to
this transport.
- May be disbanded in a city to recover 50% of the production
cost.
- Never imposes a zone of control.
- A non-military unit:
- Cannot attack.
- Doesn't impose martial law.
- Can enter foreign territory regardless of peace treaty.
- Doesn't prevent enemy cities from working the tile it's on.
- Can be captured by some enemy units.
- Doing the action 'Bribe Enemy Unit' to this unit is impossible.
- May acquire veteran status.
- Veterans have increased strength in combat.
This type of unit has its own veteran levels:
Veteran level Power factor Move bonus
--------------------------------------------
land rat 100% -
deckhand 125% -
veteran 150% + 1/6
hardened 175% + 1/6
sea wolf 200% + 1/3
The Paddle Steamer is an sea transport ship. It can transport variety
of land units, but cavalry, artillery or tanks can disembark only in
cities.
It is merchant vessel, thus cannot be equipped with artillery
turrets.
Required technology: Steam Engine
Transport
Attack/Defense/Movement: βοΈ0/π‘5/π£10
Hit Points/Firepower: π40/π₯2
- Belongs to Sea unit class.
- Speed is not affected by terrain.
- Does not get defense bonuses from terrain.
- Not subject to zones of control.
- Slowed down while damaged.
- Is unreachable. Most units cannot attack this one.
- Can carry and refuel up to 8 units. (Unit type: Infantry, Small
Land, Light Cavalry, Heavy Cavalry, Big Land, Merchant, Hovercraft,
Suicidal, or Wheeled Unit)
- Some cargo cannot be loaded except in a city or a base native to
this transport.
- Some cargo cannot be unloaded except in a city or a base native to
this transport.
- May be disbanded in a city to recover 50% of the production
cost.
- Can build Oil Platform on tiles.
- Can build Water Lock on tiles.
- Can clean Pollution from tiles.
- Can clean Fallout from tiles.
- Never imposes a zone of control.
- Can be captured by some enemy units.
- Doing the action 'Bribe Enemy Unit' to this unit is impossible.
- May acquire veteran status.
- Veterans have increased strength in combat.
- Veterans work faster.
This type of unit has its own veteran levels:
Veteran level Power factor Move bonus
--------------------------------------------
land rat 100% -
deckhand 125% -
veteran 150% + 1/6
hardened 175% + 1/6
sea wolf 200% + 1/3
The Transport cannot attack on its own but may defend itself when
under attack. It can transport variety of land units, but cavalry,
artillery or tanks can disembark only in cities.
Transports can also clean pollution and fallout on water tiles, and
with knowledge of Sea Exploration, may build oil platforms on deep ocean
tiles (for use by Offshore Platforms).
It is merchant vessel, thus cannot be equipped with artillery
turrets.
Required technology: Turbine
Junk
Attack/Defense/Movement: βοΈ2/π‘3/π£5
Hit Points/Firepower: π12/π₯1
- Belongs to Sea unit class.
- Speed is not affected by terrain.
- Does not get defense bonuses from terrain.
- Not subject to zones of control.
- Slowed down while damaged.
- Is unreachable. Most units cannot attack this one.
- Can attack units on non-native tiles.
- Can launch attack from non-native tiles.
- Each player may only have one of this type of unit.
- Can establish trade routes (must travel to target city).
- May be disbanded in a city to recover 50% of the production
cost.
- May impose a zone of control on its adjacent tiles.
- Can attack against Sea units, which are usually not reachable.
- Can attack against Coaster units, which are usually not
reachable.
- Can do the action 'Establish Trade Route', targets are some
individual cities.
- Can do the action 'Help build Wonder', targets are some individual
cities, adds 25 production.
- Doing the action 'Bribe Enemy Unit' to this unit is impossible.
- May acquire veteran status.
- Veterans have increased strength in combat.
This type of unit has its own veteran levels:
Veteran level Power factor Move bonus
--------------------------------------------
land rat 100% -
deckhand 125% -
veteran 150% + 1/6
hardened 175% + 1/6
sea wolf 200% + 1/3
The Junk is a Chinese sailing ship that can enter any ocean tile.
This ship carries goods or material for trading with distant cities
and foreign countries, or to help build wonders in your own cities,
similar to caravans.
Required technology: Taoism
Cog
Attack/Defense/Movement: βοΈ0/π‘3/π£6
Hit Points/Firepower: π12/π₯1
- Belongs to Sea unit class.
- Speed is not affected by terrain.
- Does not get defense bonuses from terrain.
- Not subject to zones of control.
- Slowed down while damaged.
- Is unreachable. Most units cannot attack this one.
- Can only be built with Thalassocracy as government.
- Can establish trade routes (must travel to target city).
- May be disbanded in a city to recover 50% of the production
cost.
- Never imposes a zone of control.
- A non-military unit:
- Cannot attack.
- Doesn't impose martial law.
- Can enter foreign territory regardless of peace treaty.
- Doesn't prevent enemy cities from working the tile it's on.
- Can be captured by some enemy units.
- Can do the action 'Establish Trade Route', targets are some
individual cities.
- Can do the action 'Help build Wonder', targets are some individual
cities, adds 30 production.
- Doing the action 'Bribe Enemy Unit' to this unit is impossible.
- May acquire veteran status.
- Veterans have increased strength in combat.
This type of unit has its own veteran levels:
Veteran level Power factor Move bonus
--------------------------------------------
land rat 100% -
deckhand 125% -
veteran 150% + 1/6
hardened 175% + 1/6
sea wolf 200% + 1/3
The Cog carries goods or material for trading with distant cities and
foreign countries, or to help build wonders in your own cities, similar
to caravans.
These ships can be produced exclusively by maritime realms governed
by Thalassocracy.
Required technology: Thalassocracy
Clipper
Attack/Defense/Movement: βοΈ0/π‘3/π£10
Hit Points/Firepower: π20/π₯2
- Belongs to Sea unit class.
- Speed is not affected by terrain.
- Does not get defense bonuses from terrain.
- Not subject to zones of control.
- Slowed down while damaged.
- Is unreachable. Most units cannot attack this one.
- Can establish trade routes (must travel to target city).
- May be disbanded in a city to recover 50% of the production
cost.
- Never imposes a zone of control.
- A non-military unit:
- Cannot attack.
- Doesn't impose martial law.
- Can enter foreign territory regardless of peace treaty.
- Doesn't prevent enemy cities from working the tile it's on.
- Can be captured by some enemy units.
- Can do the action 'Establish Trade Route', targets are some
individual cities.
- Can do the action 'Help build Wonder', targets are some individual
cities, adds 50 production.
- Doing the action 'Bribe Enemy Unit' to this unit is impossible.
- May acquire veteran status.
- Veterans have increased strength in combat.
This type of unit has its own veteran levels:
Veteran level Power factor Move bonus
--------------------------------------------
land rat 100% -
deckhand 125% -
veteran 150% + 1/6
hardened 175% + 1/6
sea wolf 200% + 1/3
Clipper carries goods or material for trading with distant cities and
foreign countries, or to help build wonders in your own cities, similar
to caravans.
Required technology: Overseas Trade
Freighter
Attack/Defense/Movement: βοΈ0/π‘4/π£12
Hit Points/Firepower: π30/π₯2
- Belongs to Sea unit class.
- Speed is not affected by terrain.
- Does not get defense bonuses from terrain.
- Not subject to zones of control.
- Slowed down while damaged.
- Is unreachable. Most units cannot attack this one.
- Can establish trade routes (must travel to target city).
- May be disbanded in a city to recover 50% of the production
cost.
- Never imposes a zone of control.
- A non-military unit:
- Cannot attack.
- Doesn't impose martial law.
- Can enter foreign territory regardless of peace treaty.
- Doesn't prevent enemy cities from working the tile it's on.
- Can be captured by some enemy units.
- Can do the action 'Establish Trade Route', targets are some
individual cities.
- Can do the action 'Help build Wonder', targets are some individual
cities, adds 80 production.
- Doing the action 'Bribe Enemy Unit' to this unit is impossible.
- May acquire veteran status.
- Veterans have increased strength in combat.
This type of unit has its own veteran levels:
Veteran level Power factor Move bonus
--------------------------------------------
land rat 100% -
deckhand 125% -
veteran 150% + 1/6
hardened 175% + 1/6
sea wolf 200% + 1/3
Freighter carries goods or material for trading with distant cities
and foreign countries, or to help build wonders in your own cities,
similar to caravans or freight land units.
Required technology: Steel
Brig
Attack/Defense/Movement: βοΈ2/π‘3/π£6
Hit Points/Firepower: π20/π₯1
- Belongs to Sea unit class.
- Speed is not affected by terrain.
- Does not get defense bonuses from terrain.
- Not subject to zones of control.
- Slowed down while damaged.
- Is unreachable. Most units cannot attack this one.
- Can launch attack from non-native tiles.
- Can carry and refuel 1 unit. (Unit type: Small Land or Turrets)
- Some cargo cannot be loaded except in a city or a base native to
this transport.
- May be disbanded in a city to recover 50% of the production
cost.
- Can only attack units on native tiles.
- May impose a zone of control on its adjacent tiles.
- Can attack against Sea units, which are usually not reachable.
- Can attack against Coaster units, which are usually not
reachable.
- Doing the action 'Bribe Enemy Unit' to this unit is impossible.
- May acquire veteran status.
- Veterans have increased strength in combat.
This type of unit has its own veteran levels:
Veteran level Power factor Move bonus
--------------------------------------------
land rat 100% -
deckhand 125% -
veteran 150% + 1/6
hardened 175% + 1/6
sea wolf 200% + 1/3
The Brig is a sailing warship that can enter any ocean tile.
Ballista or bombard can be installed aboard, for increase attack
strength.
Required technology: Navigation
Frigate
Attack/Defense/Movement: βοΈ3/π‘4/π£8
Hit Points/Firepower: π20/π₯2
- Belongs to Sea unit class.
- Speed is not affected by terrain.
- Does not get defense bonuses from terrain.
- Not subject to zones of control.
- Slowed down while damaged.
- Is unreachable. Most units cannot attack this one.
- Can attack units on non-native tiles.
- Can launch attack from non-native tiles.
- Can carry and refuel 1 unit. (Unit type: Small Land or Turrets)
- Some cargo cannot be loaded except in a city or a base native to
this transport.
- May be disbanded in a city to recover 50% of the production
cost.
- Does bombard attacks (1 per turn). These attacks will only damage
(never kill) defenders, but damage all defenders on a tile, and have no
risk for the attacker.
- May impose a zone of control on its adjacent tiles.
- Can attack against Sea units, which are usually not reachable.
- Can attack against Coaster units, which are usually not
reachable.
- Doing the action 'Bribe Enemy Unit' to this unit is impossible.
- May acquire veteran status.
- Veterans have increased strength in combat.
This type of unit has its own veteran levels:
Veteran level Power factor Move bonus
--------------------------------------------
land rat 100% -
deckhand 125% -
veteran 150% + 1/6
hardened 175% + 1/6
sea wolf 200% + 1/3
The Frigate is a specialized ship with a strong offensive value, and
can attack units on land, but it cannot transport units.
Ballista or bombard can be installed aboard, for increase attack
strength.
Attack against units on land is a bombard attack; against units on
water it has a regular attack.
Required technology: Magnetism
Flagship Frigate
Attack/Defense/Movement: βοΈ5/π‘8/π£9
Hit Points/Firepower: π20/π₯2
- Belongs to Sea unit class.
- Speed is not affected by terrain.
- Does not get defense bonuses from terrain.
- Not subject to zones of control.
- Slowed down while damaged.
- Is unreachable. Most units cannot attack this one.
- Can attack units on non-native tiles.
- Can launch attack from non-native tiles.
- Each player may only have one of this type of unit.
- Can carry and refuel up to 2 units. (Unit type: Turrets)
- Cargo cannot be loaded except in a city or a base native to this
transport.
- May be disbanded in a city to recover 50% of the production
cost.
- Does bombard attacks (2 per turn). These attacks will only damage
(never kill) defenders, but damage all defenders on a tile, and have no
risk for the attacker.
- May impose a zone of control on its adjacent tiles.
- Can attack against Sea units, which are usually not reachable.
- Can attack against Coaster units, which are usually not
reachable.
- Doing the action 'Bribe Enemy Unit' to this unit is impossible.
- May acquire veteran status.
- Veterans have increased strength in combat.
This type of unit has its own veteran levels:
Veteran level Power factor Move bonus
--------------------------------------------
land rat 100% -
deckhand 125% -
veteran 150% + 1/6
hardened 175% + 1/6
sea wolf 200% + 1/3
The Flagship is the command and conquer Frigate with a strong
offensive value if equipped with additional artillery units, and can
attack units on land, but it cannot transport land units. The Flagship
Frigate in a unique unit and as such only one can be built.
Ballista or bombard can be installed aboard, for increase attack
strength.
Attack against units on land is a bombard attack; against units on
water it has a regular attack.
Required technology: Overseas Trade
Ironclad
Attack/Defense/Movement: βοΈ4/π‘5/π£7
Hit Points/Firepower: π25/π₯2
- Belongs to Sea unit class.
- Speed is not affected by terrain.
- Does not get defense bonuses from terrain.
- Not subject to zones of control.
- Slowed down while damaged.
- Is unreachable. Most units cannot attack this one.
- Can attack units on non-native tiles.
- Can launch attack from non-native tiles.
- Can carry and refuel up to 2 units. (Unit type: Turrets)
- Cargo cannot be loaded except in a city or a base native to this
transport.
- May be disbanded in a city to recover 50% of the production
cost.
- Does bombard attacks (2 per turn). These attacks will only damage
(never kill) defenders, but damage all defenders on a tile, and have no
risk for the attacker.
- May impose a zone of control on its adjacent tiles.
- Can attack against Sea units, which are usually not reachable.
- Can attack against Coaster units, which are usually not
reachable.
- Doing the action 'Bribe Enemy Unit' to this unit is impossible.
- May acquire veteran status.
- Veterans have increased strength in combat.
This type of unit has its own veteran levels:
Veteran level Power factor Move bonus
--------------------------------------------
land rat 100% -
deckhand 125% -
veteran 150% + 1/6
hardened 175% + 1/6
sea wolf 200% + 1/3
The Ironclad is an armored ship, more sturdy than the Frigate, but
slow.
Bombard or cannon turret can be installed aboard, for increase attack
strength.
Attack against units on land is a bombard attack; against units on
water it has a regular attack.
Required technology: Screw Propeller
Destroyer
Attack/Defense/Movement: βοΈ4/π‘6/π£12
Hit Points/Firepower: π25/π₯3
- Belongs to Sea unit class.
- Speed is not affected by terrain.
- Does not get defense bonuses from terrain.
- Not subject to zones of control.
- Slowed down while damaged.
- Is unreachable. Most units cannot attack this one.
- Can attack units on non-native tiles.
- Can launch attack from non-native tiles.
- 2x defense bonus, if attacked by Submarine, Nuclear Submarine, or
Torpedo.
- Can carry and refuel 1 unit. (Unit type: Small Land, Turrets, or
Torpedeos)
- Some cargo cannot be loaded except in a city or a base native to
this transport.
- May be disbanded in a city to recover 50% of the production
cost.
- Does bombard attacks (2 per turn). These attacks will only damage
(never kill) defenders, but damage all defenders on a tile, and have no
risk for the attacker.
- May impose a zone of control on its adjacent tiles.
- Can attack against Sea units, which are usually not reachable.
- Can attack against Coaster units, which are usually not
reachable.
- Doing the action 'Bribe Enemy Unit' to this unit is impossible.
- May acquire veteran status.
- Veterans have increased strength in combat.
This type of unit has its own veteran levels:
Veteran level Power factor Move bonus
--------------------------------------------
land rat 100% -
deckhand 125% -
veteran 150% + 1/6
hardened 175% + 1/6
sea wolf 200% + 1/3
An improved warship, with better move rate and vision. Anti-submarine
weapons double its defense against Submarines.
Destroyer can hold one turret or torpedo.
Attack against units on land is a bombard attack; against units on
water it has a regular attack.
TIP: A very fast unit, which is very useful for hunting down enemy
Transports and Submarines.
Required technology: Turbine
Cruiser
Attack/Defense/Movement: βοΈ5/π‘10/π£10
Hit Points/Firepower: π30/π₯3
- Belongs to Sea unit class.
- Speed is not affected by terrain.
- Does not get defense bonuses from terrain.
- Not subject to zones of control.
- Slowed down while damaged.
- Is unreachable. Most units cannot attack this one.
- Can attack units on non-native tiles.
- Can launch attack from non-native tiles.
- Can carry and refuel up to 2 units. (Unit type: Turrets)
- Cargo cannot be loaded except in a city or a base native to this
transport.
- May be disbanded in a city to recover 50% of the production
cost.
- Does bombard attacks (3 per turn). These attacks will only damage
(never kill) defenders, but damage all defenders on a tile, and have no
risk for the attacker.
- May impose a zone of control on its adjacent tiles.
- Can attack against Sea units, which are usually not reachable.
- Can attack against Coaster units, which are usually not
reachable.
- Doing the action 'Bribe Enemy Unit' to this unit is impossible.
- May acquire veteran status.
- Veterans have increased strength in combat.
This type of unit has its own veteran levels:
Veteran level Power factor Move bonus
--------------------------------------------
land rat 100% -
deckhand 125% -
veteran 150% + 1/6
hardened 175% + 1/6
sea wolf 200% + 1/3
The Cruiser is a strong offensive boat unit, can carry 2 artillery or
gun turrets.
Attack against units on land is a bombard attack; against units on
water it has a regular attack.
Required technology: Combustion
Battleship
Attack/Defense/Movement: βοΈ6/π‘11/π£9
Hit Points/Firepower: π35/π₯4
- Belongs to Sea unit class.
- Speed is not affected by terrain.
- Does not get defense bonuses from terrain.
- Not subject to zones of control.
- Slowed down while damaged.
- Is unreachable. Most units cannot attack this one.
- Can attack units on non-native tiles.
- Can launch attack from non-native tiles.
- Can carry and refuel up to 3 units. (Unit type: Turrets)
- Cargo cannot be loaded except in a city or a base native to this
transport.
- May be disbanded in a city to recover 50% of the production
cost.
- Does bombard attacks (4 per turn). These attacks will only damage
(never kill) defenders, but damage all defenders on a tile, and have no
risk for the attacker.
- May impose a zone of control on its adjacent tiles.
- Can attack against Sea units, which are usually not reachable.
- Can attack against Coaster units, which are usually not
reachable.
- Doing the action 'Bribe Enemy Unit' to this unit is impossible.
- May acquire veteran status.
- Veterans have increased strength in combat.
This type of unit has its own veteran levels:
Veteran level Power factor Move bonus
--------------------------------------------
land rat 100% -
deckhand 125% -
veteran 150% + 1/6
hardened 175% + 1/6
sea wolf 200% + 1/3
The Battleship is the supreme naval unit with excellent offensive and
defensive values.
The Battleship can hold up to 3 artillery or gun turrets.
Attack against units on land is a bombard attack; against units on
water it has a regular attack.
Required technology: Mass Production
AEGIS Cruiser
Attack/Defense/Movement: βοΈ7/π‘12/π£10
Hit Points/Firepower: π40/π₯4
- Belongs to Sea unit class.
- Speed is not affected by terrain.
- Does not get defense bonuses from terrain.
- Not subject to zones of control.
- Slowed down while damaged.
- Is unreachable. Most units cannot attack this one.
- Can attack units on non-native tiles.
- Can launch attack from non-native tiles.
- 5x defense bonus, if attacked by Zeppelin, Helicopter, Drone,
Airplane, Fighter, Bomber, Strike Aircraft, Jet Fighter, Strike Jet,
Stealth Fighter, Stealth Bomber, Antimatter Fighter, Antimatter Bomber,
Missile, Cruise Missile, or GBU.
- Can carry and refuel up to 3 units. (Unit type: Missile or
Turrets)
- Cargo cannot be loaded except in a city or a base native to this
transport.
- Some cargo cannot be unloaded except in a city or a base native to
this transport.
- May be disbanded in a city to recover 50% of the production
cost.
- Does bombard attacks (4 per turn). These attacks will only damage
(never kill) defenders, but damage all defenders on a tile, and have no
risk for the attacker.
- May impose a zone of control on its adjacent tiles.
- Can attack against Sea units, which are usually not reachable.
- Can attack against Coaster units, which are usually not
reachable.
- Doing the action 'Bribe Enemy Unit' to this unit is impossible.
- May acquire veteran status.
- Veterans have increased strength in combat.
This type of unit has its own veteran levels:
Veteran level Power factor Move bonus
--------------------------------------------
land rat 100% -
deckhand 125% -
veteran 150% + 1/6
hardened 175% + 1/6
sea wolf 200% + 1/3
The AEGIS Cruiser is equipped with an advanced defensive missile
system.
AEGIS Cruiser can hold up to 3 turrets or cruise rockets.
Attack against units on land is a bombard attack; against units on
water it has a regular attack.
Required technology: Laser
Railgun Destroyer
Attack/Defense/Movement: βοΈ4/π‘7/π£14
Hit Points/Firepower: π30/π₯4
- Belongs to Sea unit class.
- Speed is not affected by terrain.
- Does not get defense bonuses from terrain.
- Not subject to zones of control.
- Slowed down while damaged.
- Is unreachable. Most units cannot attack this one.
- Can attack units on non-native tiles.
- Can launch attack from non-native tiles.
- 2x defense bonus, if attacked by Submarine, Nuclear Submarine, or
Torpedo.
- Can carry and refuel up to 2 units. (Unit type: Small Land, Turrets,
or Torpedeos)
- Some cargo cannot be loaded except in a city or a base native to
this transport.
- May be disbanded in a city to recover 50% of the production
cost.
- Does bombard attacks (3 per turn). These attacks will only damage
(never kill) defenders, but damage all defenders on a tile, and have no
risk for the attacker.
- May impose a zone of control on its adjacent tiles.
- Can attack against Sea units, which are usually not reachable.
- Can attack against Coaster units, which are usually not
reachable.
- Doing the action 'Bribe Enemy Unit' to this unit is impossible.
- May acquire veteran status.
- Veterans have increased strength in combat.
This type of unit has its own veteran levels:
Veteran level Power factor Move bonus
--------------------------------------------
land rat 100% -
deckhand 125% -
veteran 150% + 1/6
hardened 175% + 1/6
sea wolf 200% + 1/3
A destroyer powered by fusion power and equipped with electromagnetic
railguns, can destroy targets with double firepower.
Destroyer can hold two turrets or Torpedeos.
Attack against units on land is a bombard attack; against units on
water it has a regular attack.
Required technology: Fusion Power
Submarine
Attack/Defense/Movement: βοΈ4/π‘5/π£10
Hit Points/Firepower: π20/π₯2
- Belongs to Sea unit class.
- Speed is not affected by terrain.
- Does not get defense bonuses from terrain.
- Not subject to zones of control.
- Slowed down while damaged.
- Is unreachable. Most units cannot attack this one.
- Can launch attack from non-native tiles.
- Attack value halved when attacking Destroyer.
- Can carry and refuel up to 4 units. (Unit type: Torpedeos)
- May be disbanded in a city to recover 50% of the production
cost.
- Is invisible except when next to an enemy unit or city.
- Can only attack units on native tiles.
- Does bombard attacks (1 per turn). These attacks will only damage
(never kill) defenders, but damage all defenders on a tile, and have no
risk for the attacker.
- May impose a zone of control on its adjacent tiles.
- Can attack against Sea units, which are usually not reachable.
- Can attack against Coaster units, which are usually not
reachable.
- Doing the action 'Bribe Enemy Unit' to this unit is impossible.
- May acquire veteran status.
- Veterans have increased strength in combat.
This type of unit has its own veteran levels:
Veteran level Power factor Move bonus
--------------------------------------------
land rat 100% -
deckhand 125% -
veteran 150% + 1/6
hardened 175% + 1/6
sea wolf 200% + 1/3
Traveling under the surface of the ocean, Submarines have a very high
strategic value, but a weak defense if caught off guard.
Submarines can carry Torpedeos or can attack directly using deck
cannon.
Attack against units on land is a bombard attack; against units on
water it has a regular attack.
Required technology: Combustion
Nuclear Submarine
Attack/Defense/Movement: βοΈ5/π‘6/π£12
Hit Points/Firepower: π20/π₯3
- Belongs to Sea unit class.
- Speed is not affected by terrain.
- Does not get defense bonuses from terrain.
- Not subject to zones of control.
- Slowed down while damaged.
- Is unreachable. Most units cannot attack this one.
- Can launch attack from non-native tiles.
- Attack value halved when attacking Destroyer.
- Can carry and refuel up to 8 units. (Unit type: Missile or
Torpedeos)
- Some cargo cannot be loaded except in a city or a base native to
this transport.
- Some cargo cannot be unloaded except in a city or a base native to
this transport.
- May be disbanded in a city to recover 50% of the production
cost.
- Is invisible except when next to an enemy unit or city.
- Can only attack units on native tiles.
- Does bombard attacks (2 per turn). These attacks will only damage
(never kill) defenders, but damage all defenders on a tile, and have no
risk for the attacker.
- May impose a zone of control on its adjacent tiles.
- Can attack against Sea units, which are usually not reachable.
- Can attack against Coaster units, which are usually not
reachable.
- Doing the action 'Bribe Enemy Unit' to this unit is impossible.
- May acquire veteran status.
- Veterans have increased strength in combat.
This type of unit has its own veteran levels:
Veteran level Power factor Move bonus
--------------------------------------------
land rat 100% -
deckhand 125% -
veteran 150% + 1/6
hardened 175% + 1/6
sea wolf 200% + 1/3
Traveling under the surface of the ocean, Submarines have a very high
strategic value, but a weak defense if caught off guard.
Nuclear Submarines can carry Torpedeos or missiles, or can attack
directly using deck cannon. They are faster than their predecessors.
Attack against units on land is a bombard attack; against units on
water it has a regular attack.
Required technology: Nuclear Power
Carrier
Attack/Defense/Movement: βοΈ0/π‘9/π£10
Hit Points/Firepower: π40/π₯2
- Belongs to Sea unit class.
- Speed is not affected by terrain.
- Does not get defense bonuses from terrain.
- Not subject to zones of control.
- Slowed down while damaged.
- Is unreachable. Most units cannot attack this one.
- Can carry and refuel up to 8 units. (Unit type: Small Land,
Helicopter, or Air)
- Some cargo cannot be loaded except in a city or a base native to
this transport.
- Some cargo cannot be unloaded except in a city or a base native to
this transport.
- May be disbanded in a city to recover 50% of the production
cost.
- Never imposes a zone of control.
- Doing the action 'Bribe Enemy Unit' to this unit is impossible.
- May acquire veteran status.
- Veterans have increased strength in combat.
This type of unit has its own veteran levels:
Veteran level Power factor Move bonus
--------------------------------------------
land rat 100% -
deckhand 125% -
veteran 150% + 1/6
hardened 175% + 1/6
sea wolf 200% + 1/3
The Carrier is a mobile airport.
It can transport aircraft, small land units and helicopters, although
infantry units cannot always be transferred to and from Helicopters
while onboard (see Helicopter help).Early Bombers can't start and land
from aboard (needs to be loaded/unloaded in cities)
TIP: Guard Carriers with a handful of fast-moving ships and a
battleship, as losing a fully-equipped Carrier is VERY painful and
expensive.
Required technology: Advanced Flight
Missile
Attack/Defense/Movement: βοΈ16/π‘16/π£2(2)
Hit Points/Firepower: π2/π₯3
- Belongs to Missile unit class.
- Speed is not affected by terrain.
- Does not get defense bonuses from terrain.
- Not subject to zones of control.
- Gets used up in making an attack.
- Is unreachable. Most units cannot attack this one.
- Doesn't prevent enemy cities from working the tile it's on.
- Can be airlifted from a suitable city.
- Very bad at attacking AEGIS or Tactical ABM.
- This unit ignore defenders bonus from City Walls improvement
- May unload from Sea or Air transports even when underway.
- May be disbanded in a city to recover 50% of the production
cost.
- Can be paradropped from a friendly city or suitable base (range: 16
tiles).
- Gets double firepower when attacking cities.
- Never imposes a zone of control.
- Can attack against Sea units, which are usually not reachable.
- Can attack against Coaster units, which are usually not
reachable.
- Can attack against Helicopter units, which are usually not
reachable.
- Can attack against Air units, which are usually not reachable.
- Unit has to be in a city, a base, or on a carrier unit after 1 turn.
A carrier unit is Bomber, Stealth Bomber, Antimatter Bomber, AEGIS
Cruiser, Nuclear Submarine, or Armoured Train.
- Doing the action 'Bribe Enemy Unit' to this unit is impossible.
- Doing the action 'Sabotage Enemy Unit' to this unit is
impossible.
- May acquire veteran status.
- Veterans have increased strength in combat.
Medium-distance Missile can devastate enemy units, especially is
capable to shoot down enemy aircraft.
Paradrop action can launch this missile 16 tiles away from city or
air base and then remaining movement point can be used to attack.
Required technology: Rocketry
Cruise Missile
Attack/Defense/Movement: βοΈ18/π‘0/π£28(28)
Hit Points/Firepower: π5/π₯4
- Belongs to Missile unit class.
- Speed is not affected by terrain.
- Does not get defense bonuses from terrain.
- Not subject to zones of control.
- Gets used up in making an attack.
- Is unreachable. Most units cannot attack this one.
- Doesn't prevent enemy cities from working the tile it's on.
- Can be airlifted from a suitable city.
- Very bad at attacking AEGIS or Tactical ABM.
- This unit ignore defenders bonus from City Walls improvement
- May unload from Sea transports even when underway.
- May be disbanded in a city to recover 50% of the production
cost.
- Gets double firepower when attacking cities.
- Never imposes a zone of control.
- Can attack against Sea units, which are usually not reachable.
- Can attack against Coaster units, which are usually not
reachable.
- Unit has to be in a city, a base, or on a carrier unit after 1 turn.
A carrier unit is Bomber, Stealth Bomber, Antimatter Bomber, AEGIS
Cruiser, Nuclear Submarine, or Armoured Train.
- Doing the action 'Bribe Enemy Unit' to this unit is impossible.
- Doing the action 'Sabotage Enemy Unit' to this unit is
impossible.
- May acquire veteran status.
- Veterans have increased strength in combat.
The Cruise Missile is a long-distance missile that can strike deep
into enemy territory.
TIP: A handful of these can successfully keep the waters around your
treasured homeland free of enemy ships.
Required technology: Advanced Rocketry
Atomic Bomb
Attack/Defense/Movement: βοΈ99/π‘0/π£2(2)
Hit Points/Firepower: π10/π₯3
- Belongs to Missile unit class.
- Speed is not affected by terrain.
- Does not get defense bonuses from terrain.
- Not subject to zones of control.
- Gets used up in making an attack.
- Is unreachable. Most units cannot attack this one.
- Doesn't prevent enemy cities from working the tile it's on.
- Can be airlifted from a suitable city.
- Each player may only have one of this type of unit.
- This unit ignore defenders bonus from City Walls improvement
- May unload from Air transports even when underway.
- May be disbanded in a city to recover 50% of the production
cost.
- This unit's attack causes a nuclear explosion!
- Never imposes a zone of control.
- A field unit: one unhappiness applies even when non-aggressive.
- Can attack against Sea units, which are usually not reachable.
- Can attack against Coaster units, which are usually not
reachable.
- Unit has to be in a city, a base, or on a carrier unit after 1 turn.
A carrier unit is Bomber, Stealth Bomber, Antimatter Bomber, AEGIS
Cruiser, Nuclear Submarine, or Armoured Train.
- Doing the action 'Bribe Enemy Unit' to this unit is impossible.
- Doing the action 'Sabotage Enemy Unit' to this unit is
impossible.
- Will never achieve veteran status.
You can build Atomic Bomb units when you have the required Nuclear
Fission advance, and the Manhattan Project wonder has been built by any
player. Bombers or their successors can carry Atomic Bomb.
On impact, the blast will destroy any unit in an area 3 tiles wide
(3x3 squares for rectangular grids), including friendly units. Any city
within the blast area loses half its population, and land tiles within
the blast area are subject to nuclear fallout.
Similar to pollution and global warming, the risk of global nuclear
winter increases with fallout. If nuclear winter occurs, terrain across
the globe changes into desert, tundra, and ice. Settlers, Migrants,
Workers, and Engineers and (for fallout on water) Transports can clean
up nuclear fallout.
Required technology: Nuclear Fission
Nuclear
Attack/Defense/Movement: βοΈ99/π‘15/π£16(16)
Hit Points/Firepower: π10/π₯4
- Belongs to Missile unit class.
- Speed is not affected by terrain.
- Does not get defense bonuses from terrain.
- Not subject to zones of control.
- Gets used up in making an attack.
- Is unreachable. Most units cannot attack this one.
- Doesn't prevent enemy cities from working the tile it's on.
- Can be airlifted from a suitable city.
- Can only be built if there is Nuclear Plant in the city.
- This unit ignore defenders bonus from City Walls improvement
- May unload from Sea transports even when underway.
- May be disbanded in a city to recover 50% of the production
cost.
- Can be paradropped from a friendly city or suitable base (range:
1024 tiles).
- This unit's attack causes a nuclear explosion!
- Never imposes a zone of control.
- A field unit: one unhappiness applies even when non-aggressive.
- Can attack against Sea units, which are usually not reachable.
- Can attack against Coaster units, which are usually not
reachable.
- Unit has to be in a city, a base, or on a carrier unit after 1 turn.
A carrier unit is Bomber, Stealth Bomber, Antimatter Bomber, AEGIS
Cruiser, Nuclear Submarine, or Armoured Train.
- Doing the action 'Bribe Enemy Unit' to this unit is impossible.
- Doing the action 'Sabotage Enemy Unit' to this unit is
impossible.
- Will never achieve veteran status.
You can build Nuclear units when you have the required advance, and
the Manhattan Project wonder has been built by any player.
Paradrop action can launch this missile 1024 tiles away from city or
air base but only one movement points will remain for final strike.
On impact, the blast will destroy any unit in an area 3 tiles wide
(3x3 squares for rectangular grids), including friendly units. Any city
within the blast area loses half its population, and land tiles within
the blast area are subject to nuclear fallout.
Nuclear fallout reduces tile output and increases the risk of global
nuclear winter; see the help on Fallout.
TIP: You may be involved in a situation where you've invaded an enemy
country en masse, but the enemy cities are too strong. Before using a
Nuclear unit, assemble a gang of cleanup units next to the city and have
them ready to fix the fallout on the same turn it occurs! This minimizes
the chance of nuclear winter. Eco-friendly nukes!
Required technology: Advanced Rocketry
Torpedo
Attack/Defense/Movement: βοΈ10/π‘0/π£2(2)
Hit Points/Firepower: π5/π₯3
- Belongs to Torpedeos unit class.
- Speed is not affected by terrain.
- Does not get defense bonuses from terrain.
- Not subject to zones of control.
- Gets used up in making an attack.
- Is unreachable. Most units cannot attack this one.
- Doesn't prevent enemy cities from working the tile it's on.
- Attack value halved when attacking Destroyer.
- May load onto Sea or Coaster transports even when underway.
- May unload from Sea, Coaster, or Air transports even when
underway.
- May be disbanded in a city to recover 50% of the production
cost.
- Is invisible except when next to an enemy unit or city.
- Can only attack units on native tiles.
- Never imposes a zone of control.
- Can be captured by some enemy units.
- Can attack against Sea units, which are usually not reachable.
- Can attack against Coaster units, which are usually not
reachable.
- Unit has to be in a city, a base, or on a carrier unit after 1 turn.
A carrier unit is Strike Aircraft, Strike Jet, Stealth Fighter,
Antimatter Fighter, Patrol Boat, Destroyer, Railgun Destroyer,
Submarine, or Nuclear Submarine.
- Doing the action 'Bribe Enemy Unit' to this unit is impossible.
- Doing the action 'Sabotage Enemy Unit' to this unit is
impossible.
- May acquire veteran status.
- Veterans have increased strength in combat.
Torpedeos, carried by submarine or patrol boat, can attack other
ships. They have short range and must to be used within one round.
Required technology: Combustion
GBU
Attack/Defense/Movement: βοΈ10/π‘0/π£1(1)
Hit Points/Firepower: π5/π₯3
- Belongs to Bomb unit class.
- Speed is not affected by terrain.
- Does not get defense bonuses from terrain.
- Not subject to zones of control.
- Gets used up in making an attack.
- Is unreachable. Most units cannot attack this one.
- Doesn't prevent enemy cities from working the tile it's on.
- Can attack units on non-native tiles.
- Very bad at attacking AEGIS or Tactical ABM.
- This unit ignore defenders bonus from City Walls improvement
- May be disbanded in a city to recover 50% of the production
cost.
- Gets double firepower when attacking cities.
- Never imposes a zone of control.
- Can be captured by some enemy units.
- Can attack against Sea units, which are usually not reachable.
- Can attack against Coaster units, which are usually not
reachable.
- Unit has to be in a city, a base, or on a carrier unit after 1 turn.
A carrier unit is Bomber, Strike Aircraft, Strike Jet, Stealth Fighter,
Stealth Bomber, Antimatter Fighter, or Antimatter Bomber.
- Doing the action 'Bribe Enemy Unit' to this unit is impossible.
- Doing the action 'Sabotage Enemy Unit' to this unit is
impossible.
- May acquire veteran status.
- Veterans have increased strength in combat.
This huge GBU (Guided Bomb Unit), carried by bombers, can precisely
strike enemy unit, instead of spreading small bombs by bomber
itself.
Required technology: Radar
Train
Attack/Defense/Movement: βοΈ0/π‘1/π£4
Hit Points/Firepower: π20/π₯1
- Belongs to Train unit class.
- Does not get defense bonuses from terrain.
- Not subject to zones of control.
- Slowed down while damaged.
- Can pillage tile improvements.
- Can only be built if there is Railway Station in the city.
- Can carry and refuel up to 10 units. (Unit type: Infantry, Small
Land, Light Cavalry, Heavy Cavalry, Big Land, Merchant, Helicopter,
Suicidal, or Wheeled Unit)
- May be disbanded in a city to recover 50% of the production
cost.
- Can build Dirt Road, Paved Road, HighWay, and Railroad on
tiles.
- Can build Mine, Oil Well, Wind Turbine, and Oil Platform on
tiles.
- Can convert terrain to another type by mining.
- Can build Irrigation and Farmland on tiles.
- Can convert terrain to another type by irrigation.
- Can transform terrain to another type.
- Can build Fort, Fortress, and Water Lock on tiles.
- Can clean Pollution from tiles.
- Can clean Fallout from tiles.
- May impose a zone of control on its adjacent tiles.
- A non-military unit:
- Cannot attack.
- Doesn't impose martial law.
- Can enter foreign territory regardless of peace treaty.
- Doesn't prevent enemy cities from working the tile it's on.
- Can be captured by some enemy units.
- May acquire veteran status.
- Veterans have increased strength in combat.
- Veterans work faster.
This type of unit has its own veteran levels:
Veteran level Power factor Move bonus
--------------------------------------------
draisine 100% -
steam locomotive 125% + 1/6
compound steam 150% + 1/3
diesel locomotive 175% + 1/2
express locomotive 200% + 1/2
Train can only use railroads, but is capable to fast transport many
land units or helicopters. It can also quickly transform terrain
type.
Trains HP can be quickly regenerated in any city with Railway
Station.
Factory or Workshop Barracks yield additional veterancy level
(cumulative if both are present).
Republic grant additional veterancy level for freight Trains.
Required technology: Railroad
Armoured Train
Attack/Defense/Movement: βοΈ6/π‘8/π£3
Hit Points/Firepower: π30/π₯3
- Belongs to Train unit class.
- Does not get defense bonuses from terrain.
- Not subject to zones of control.
- Slowed down while damaged.
- Can pillage tile improvements.
- Doesn't prevent enemy cities from working the tile it's on.
- Can only be built if there is Railway Station in the city.
- Can carry and refuel up to 3 units. (Unit type: Missile, Infantry,
Small Land, or Turrets)
- May be disbanded in a city to recover 50% of the production
cost.
- Can only attack units on native tiles.
- Does bombard attacks (2 per turn). These attacks will only damage
(never kill) defenders, but damage all defenders on a tile, and have no
risk for the attacker.
- May impose a zone of control on its adjacent tiles.
- Can attack against Coaster units, which are usually not
reachable.
- May acquire veteran status.
- Veterans have increased strength in combat.
This type of unit has its own veteran levels:
Veteran level Power factor Move bonus
--------------------------------------------
draisine 100% -
armored van 125% + 1/6
armored engine 150% + 1/6
armored express 175% + 1/3
ice piercer 200% + 1/2
Armoured Train can only use railroads, but can carry up to 3
artillery turrets, missiles or infantry units, beside of its own
bombardment firepower.
Trains HP can be quickly regenerated in any city with Railway
Station.
Factory or Workshop Barracks yield additional veterancy level
(cumulative if both are present).
Required technology: Railroad
Leader
Attack/Defense/Movement: βοΈ0/π‘2/π£2
Hit Points/Firepower: π20/π₯1
- Belongs to Small Land unit class.
- Slowed down while damaged.
- Gets a 50% defensive bonus while in cities.
- May fortify, granting a 50% defensive bonus when not in a city.
- Can pillage tile improvements.
- Can be airlifted from a suitable city.
- May not be built in cities.
- Never has a home city.
- Losing this unit will lose you the game!
- Each player may only have one of this type of unit.
- May load onto and unload from Sea or Coaster transports even when
underway.
- May not be disbanded.
- Defends cities against diplomatic actions.
- Will never lose a diplomat-versus-diplomat fight.
- May impose a zone of control on its adjacent tiles.
- Not subject to zones of control imposed by other units.
- A non-military unit:
- Cannot attack.
- Doesn't impose martial law.
- Can enter foreign territory regardless of peace treaty.
- Doesn't prevent enemy cities from working the tile it's on.
- Doing the action 'Bribe Enemy Unit' to this unit is impossible.
- Will never achieve veteran status.
This is you. If you lose this unit, you lose the game. So don't.
Won't unleash barbarians from huts.
Barbarian Leader
Attack/Defense/Movement: βοΈ0/π‘0/π£2
Hit Points/Firepower: π10/π₯1
- Belongs to Small Land unit class.
- Slowed down while damaged.
- May fortify to stay put.
- Can pillage tile improvements.
- Can be airlifted from a suitable city.
- May not be built in cities.
- Never has a home city.
- May load onto and unload from Sea or Coaster transports even when
underway.
- May not be disbanded.
- Defends cities against diplomatic actions.
- Will never lose a diplomat-versus-diplomat fight.
- May impose a zone of control on its adjacent tiles.
- Not subject to zones of control imposed by other units.
- A non-military unit:
- Cannot attack.
- Doesn't impose martial law.
- Can enter foreign territory regardless of peace treaty.
- Doesn't prevent enemy cities from working the tile it's on.
- Doing the action 'Bribe Enemy Unit' to this unit is impossible.
- Will never achieve veteran status.
One Barbarian Leader appears every time there is a barbarian uprising
somewhere in the world.
When a Barbarian Leader is killed on a tile without any defending
units, a 100 gold ransom is paid, but only to land units and
helicopters.
Barbarians
Attack/Defense/Movement: βοΈ2/π‘1/π£2
Hit Points/Firepower: π10/π₯1
- Belongs to Small Land unit class.
- Subject to zones of control.
- Slowed down while damaged.
- Gets a 50% defensive bonus while in cities.
- May fortify, granting a 50% defensive bonus when not in a city.
- Can pillage tile improvements.
- Doesn't prevent enemy cities from working the tile it's on.
- Can attack units on non-native tiles.
- Can be airlifted from a suitable city.
- Only barbarians may build this.
- May load onto and unload from Sea or Coaster transports even when
underway.
- May be disbanded in a city to recover 50% of the production
cost.
- Can launch attack from non-native tiles.
- May impose a zone of control on its adjacent tiles.
- Can capture some enemy units.
- May acquire veteran status.
- Veterans have increased strength in combat.
Barbarians are small, but brave units capable to attack from aboard
ships, also assault other ships. They cannot occupy city though.
Pirates
Attack/Defense/Movement: βοΈ3/π‘2/π£2
Hit Points/Firepower: π10/π₯2
- Belongs to Infantry unit class.
- Can occupy empty enemy cities.
- Subject to zones of control.
- Slowed down while damaged.
- Gets a 50% defensive bonus while in cities.
- May fortify, granting a 50% defensive bonus when not in a city.
- Can pillage tile improvements.
- Can attack units on non-native tiles.
- Can be airlifted from a suitable city.
- Only barbarians may build this.
- May load onto and unload from Sea or Coaster transports even when
underway.
- May be disbanded in a city to recover 50% of the production
cost.
- Can launch attack from non-native tiles.
- May impose a zone of control on its adjacent tiles.
- Can capture some enemy units.
- Can attack against Sea units, which are usually not reachable.
- Can attack against Coaster units, which are usually not
reachable.
- May acquire veteran status.
- Veterans have increased strength in combat.
Pirates can attack other ships from aboard ship, or make raids on
coastal cities.
Required technology: Overseas Trade
Little Green Men
Attack/Defense/Movement: βοΈ8/π‘3/π£3
Hit Points/Firepower: π12/π₯3
- Belongs to Infantry unit class.
- Can occupy empty enemy cities.
- Subject to zones of control.
- Slowed down while damaged.
- Gets a 50% defensive bonus while in cities.
- May fortify, granting a 50% defensive bonus when not in a city.
- Can pillage tile improvements.
- Can attack units on non-native tiles.
- Can be airlifted from a suitable city.
- Only barbarians may build this.
- May load onto and unload from Sea, Coaster, or Helicopter transports
even when underway.
- May be disbanded in a city to recover 50% of the production
cost.
- Is invisible except when next to an enemy unit or city.
- Can launch attack from non-native tiles.
- May impose a zone of control on its adjacent tiles.
- Can capture some enemy units.
- Can attack against Sea units, which are usually not reachable.
- Can attack against Coaster units, which are usually not
reachable.
- May acquire veteran status.
- Veterans have increased strength in combat.
Little Green Men are masked soldiers without army insignia, used for
un-official assault spec-ops.
Required technology: Communism
Pirates Brig
Attack/Defense/Movement: βοΈ3/π‘3/π£5
Hit Points/Firepower: π15/π₯1
- Belongs to Sea unit class.
- Speed is not affected by terrain.
- Does not get defense bonuses from terrain.
- Not subject to zones of control.
- Slowed down while damaged.
- Is unreachable. Most units cannot attack this one.
- Can attack units on non-native tiles.
- Can launch attack from non-native tiles.
- Only barbarians may build this.
- Can carry and refuel up to 4 units. (Unit type: Infantry or Small
Land)
- May be disbanded in a city to recover 50% of the production
cost.
- May impose a zone of control on its adjacent tiles.
- Can attack against Sea units, which are usually not reachable.
- Can attack against Coaster units, which are usually not
reachable.
- Doing the action 'Bribe Enemy Unit' to this unit is impossible.
- May acquire veteran status.
- Veterans have increased strength in combat.
This type of unit has its own veteran levels:
Veteran level Power factor Move bonus
--------------------------------------------
land rat 100% -
deckhand 125% -
veteran 150% + 1/6
hardened 175% + 1/6
sea wolf 200% + 1/3
The Brig is a sailing warship that can enter any ocean tile.