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: βš”οΈ1/πŸ›‘1/πŸ›£2
Hit Points/Firepower: πŸ”‹15/πŸ”₯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: βš”οΈ0/πŸ›‘1/πŸ›£2
Hit Points/Firepower: πŸ”‹20/πŸ”₯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: βš”οΈ0/πŸ›‘1/πŸ›£2
Hit Points/Firepower: πŸ”‹10/πŸ”₯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: βš”οΈ0/πŸ›‘1/πŸ›£2
Hit Points/Firepower: πŸ”‹10/πŸ”₯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: βš”οΈ0/πŸ›‘1/πŸ›£2
Hit Points/Firepower: πŸ”‹12/πŸ”₯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: βš”οΈ0/πŸ›‘1/πŸ›£1
Hit Points/Firepower: πŸ”‹10/πŸ”₯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: βš”οΈ1/πŸ›‘1/πŸ›£2
Hit Points/Firepower: πŸ”‹8/πŸ”₯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: βš”οΈ1/πŸ›‘2/πŸ›£2
Hit Points/Firepower: πŸ”‹10/πŸ”₯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: βš”οΈ2/πŸ›‘3/πŸ›£2
Hit Points/Firepower: πŸ”‹12/πŸ”₯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: βš”οΈ1/πŸ›‘1/πŸ›£2
Hit Points/Firepower: πŸ”‹5/πŸ”₯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: βš”οΈ3/πŸ›‘1/πŸ›£2
Hit Points/Firepower: πŸ”‹6/πŸ”₯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: βš”οΈ5/πŸ›‘1/πŸ›£2
Hit Points/Firepower: πŸ”‹8/πŸ”₯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: βš”οΈ6/πŸ›‘3/πŸ›£2
Hit Points/Firepower: πŸ”‹8/πŸ”₯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: βš”οΈ9/πŸ›‘4/πŸ›£2
Hit Points/Firepower: πŸ”‹10/πŸ”₯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: βš”οΈ0/πŸ›‘0/πŸ›£2
Hit Points/Firepower: πŸ”‹10/πŸ”₯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: βš”οΈ0/πŸ›‘0/πŸ›£3
Hit Points/Firepower: πŸ”‹10/πŸ”₯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: βš”οΈ0/πŸ›‘0/πŸ›£4
Hit Points/Firepower: πŸ”‹10/πŸ”₯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: βš”οΈ0/πŸ›‘1/πŸ›£2
Hit Points/Firepower: πŸ”‹2/πŸ”₯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: βš”οΈ0/πŸ›‘1/πŸ›£2
Hit Points/Firepower: πŸ”‹5/πŸ”₯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: βš”οΈ2/πŸ›‘1/πŸ›£2
Hit Points/Firepower: πŸ”‹5/πŸ”₯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: βš”οΈ3/πŸ›‘2/πŸ›£2
Hit Points/Firepower: πŸ”‹10/πŸ”₯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: βš”οΈ5/πŸ›‘2/πŸ›£2
Hit Points/Firepower: πŸ”‹12/πŸ”₯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: βš”οΈ8/πŸ›‘3/πŸ›£2
Hit Points/Firepower: πŸ”‹12/πŸ”₯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: βš”οΈ7/πŸ›‘5/πŸ›£2
Hit Points/Firepower: πŸ”‹12/πŸ”₯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: βš”οΈ4/πŸ›‘4/πŸ›£2
Hit Points/Firepower: πŸ”‹10/πŸ”₯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: βš”οΈ1/πŸ›‘2/πŸ›£1
Hit Points/Firepower: πŸ”‹12/πŸ”₯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: βš”οΈ2/πŸ›‘3/πŸ›£1
Hit Points/Firepower: πŸ”‹14/πŸ”₯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: βš”οΈ2/πŸ›‘4/πŸ›£1
Hit Points/Firepower: πŸ”‹10/πŸ”₯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: βš”οΈ3/πŸ›‘5/πŸ›£1
Hit Points/Firepower: πŸ”‹10/πŸ”₯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: βš”οΈ3/πŸ›‘6/πŸ›£1
Hit Points/Firepower: πŸ”‹12/πŸ”₯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: βš”οΈ4/πŸ›‘6/πŸ›£2
Hit Points/Firepower: πŸ”‹15/πŸ”₯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: βš”οΈ1/πŸ›‘1/πŸ›£2
Hit Points/Firepower: πŸ”‹10/πŸ”₯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: βš”οΈ2/πŸ›‘1/πŸ›£2
Hit Points/Firepower: πŸ”‹10/πŸ”₯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: βš”οΈ3/πŸ›‘2/πŸ›£2
Hit Points/Firepower: πŸ”‹14/πŸ”₯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: βš”οΈ4/πŸ›‘2/πŸ›£2
Hit Points/Firepower: πŸ”‹15/πŸ”₯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: βš”οΈ5/πŸ›‘4/πŸ›£2
Hit Points/Firepower: πŸ”‹15/πŸ”₯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: βš”οΈ4/πŸ›‘2/πŸ›£2
Hit Points/Firepower: πŸ”‹10/πŸ”₯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: βš”οΈ6/πŸ›‘3/πŸ›£2
Hit Points/Firepower: πŸ”‹10/πŸ”₯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: βš”οΈ6/πŸ›‘4/πŸ›£2
Hit Points/Firepower: πŸ”‹12/πŸ”₯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: βš”οΈ8/πŸ›‘4/πŸ›£2
Hit Points/Firepower: πŸ”‹15/πŸ”₯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: βš”οΈ9/πŸ›‘5/πŸ›£3
Hit Points/Firepower: πŸ”‹15/πŸ”₯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: βš”οΈ6/πŸ›‘5/πŸ›£2
Hit Points/Firepower: πŸ”‹12/πŸ”₯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: βš”οΈ4/πŸ›‘4/πŸ›£2
Hit Points/Firepower: πŸ”‹10/πŸ”₯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: βš”οΈ3/πŸ›‘3/πŸ›£2
Hit Points/Firepower: πŸ”‹10/πŸ”₯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: βš”οΈ4/πŸ›‘5/πŸ›£2
Hit Points/Firepower: πŸ”‹10/πŸ”₯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: βš”οΈ18/πŸ›‘4/πŸ›£5
Hit Points/Firepower: πŸ”‹15/πŸ”₯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: βš”οΈ3/πŸ›‘1/πŸ›£4
Hit Points/Firepower: πŸ”‹10/πŸ”₯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: βš”οΈ4/πŸ›‘2/πŸ›£4
Hit Points/Firepower: πŸ”‹10/πŸ”₯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: βš”οΈ5/πŸ›‘3/πŸ›£4
Hit Points/Firepower: πŸ”‹10/πŸ”₯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: βš”οΈ5/πŸ›‘4/πŸ›£4
Hit Points/Firepower: πŸ”‹10/πŸ”₯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: βš”οΈ6/πŸ›‘4/πŸ›£6
Hit Points/Firepower: πŸ”‹12/πŸ”₯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: βš”οΈ2/πŸ›‘1/πŸ›£3
Hit Points/Firepower: πŸ”‹12/πŸ”₯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: βš”οΈ3/πŸ›‘2/πŸ›£3
Hit Points/Firepower: πŸ”‹20/πŸ”₯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: βš”οΈ5/πŸ›‘2/πŸ›£3
Hit Points/Firepower: πŸ”‹16/πŸ”₯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: βš”οΈ4/πŸ›‘2/πŸ›£4
Hit Points/Firepower: πŸ”‹16/πŸ”₯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: βš”οΈ5/πŸ›‘3/πŸ›£4
Hit Points/Firepower: πŸ”‹15/πŸ”₯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: βš”οΈ4/πŸ›‘3/πŸ›£4
Hit Points/Firepower: πŸ”‹14/πŸ”₯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: βš”οΈ6/πŸ›‘4/πŸ›£4
Hit Points/Firepower: πŸ”‹12/πŸ”₯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: βš”οΈ6/πŸ›‘5/πŸ›£5
Hit Points/Firepower: πŸ”‹12/πŸ”₯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: βš”οΈ6/πŸ›‘6/πŸ›£6
Hit Points/Firepower: πŸ”‹20/πŸ”₯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: βš”οΈ4/πŸ›‘1/πŸ›£4
Hit Points/Firepower: πŸ”‹10/πŸ”₯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: βš”οΈ1/πŸ›‘4/πŸ›£3
Hit Points/Firepower: πŸ”‹15/πŸ”₯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: βš”οΈ6/πŸ›‘1/πŸ›£1
Hit Points/Firepower: πŸ”‹10/πŸ”₯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: βš”οΈ9/πŸ›‘2/πŸ›£1
Hit Points/Firepower: πŸ”‹10/πŸ”₯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: βš”οΈ10/πŸ›‘3/πŸ›£2
Hit Points/Firepower: πŸ”‹12/πŸ”₯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: βš”οΈ5/πŸ›‘3/πŸ›£5
Hit Points/Firepower: πŸ”‹20/πŸ”₯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: βš”οΈ6/πŸ›‘1/πŸ›£1
Hit Points/Firepower: πŸ”‹5/πŸ”₯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: βš”οΈ7/πŸ›‘1/πŸ›£1
Hit Points/Firepower: πŸ”‹5/πŸ”₯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: βš”οΈ8/πŸ›‘1/πŸ›£1
Hit Points/Firepower: πŸ”‹10/πŸ”₯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: βš”οΈ0/πŸ›‘2/πŸ›£4
Hit Points/Firepower: πŸ”‹20/πŸ”₯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: βš”οΈ10/πŸ›‘5/πŸ›£4
Hit Points/Firepower: πŸ”‹30/πŸ”₯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: βš”οΈ11/πŸ›‘5/πŸ›£5
Hit Points/Firepower: πŸ”‹30/πŸ”₯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: βš”οΈ12/πŸ›‘4/πŸ›£4
Hit Points/Firepower: πŸ”‹25/πŸ”₯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: βš”οΈ7/πŸ›‘3/πŸ›£4
Hit Points/Firepower: πŸ”‹20/πŸ”₯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: βš”οΈ10/πŸ›‘2/πŸ›£3
Hit Points/Firepower: πŸ”‹25/πŸ”₯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: βš”οΈ8/πŸ›‘4/πŸ›£5
Hit Points/Firepower: πŸ”‹20/πŸ”₯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: βš”οΈ7/πŸ›‘1/πŸ›£1(2)
Hit Points/Firepower: πŸ”‹8/πŸ”₯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: βš”οΈ8/πŸ›‘1/πŸ›£1(2)
Hit Points/Firepower: πŸ”‹8/πŸ”₯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: βš”οΈ11/πŸ›‘2/πŸ›£1(2)
Hit Points/Firepower: πŸ”‹15/πŸ”₯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: βš”οΈ7/πŸ›‘6/πŸ›£2(4)
Hit Points/Firepower: πŸ”‹10/πŸ”₯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: βš”οΈ10/πŸ›‘5/πŸ›£2(4)
Hit Points/Firepower: πŸ”‹15/πŸ”₯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: βš”οΈ0/πŸ›‘1/πŸ›£2
Hit Points/Firepower: πŸ”‹5/πŸ”₯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: βš”οΈ0/πŸ›‘1/πŸ›£2
Hit Points/Firepower: πŸ”‹10/πŸ”₯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: βš”οΈ0/πŸ›‘1/πŸ›£4
Hit Points/Firepower: πŸ”‹20/πŸ”₯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: βš”οΈ4/πŸ›‘3/πŸ›£8
Hit Points/Firepower: πŸ”‹10/πŸ”₯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: βš”οΈ5/πŸ›‘5/πŸ›£10
Hit Points/Firepower: πŸ”‹20/πŸ”₯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: βš”οΈ4/πŸ›‘2/πŸ›£16
Hit Points/Firepower: πŸ”‹10/πŸ”₯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: βš”οΈ4/πŸ›‘4/πŸ›£12(24)
Hit Points/Firepower: πŸ”‹10/πŸ”₯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: βš”οΈ5/πŸ›‘5/πŸ›£16(32)
Hit Points/Firepower: πŸ”‹15/πŸ”₯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: βš”οΈ6/πŸ›‘2/πŸ›£12(48)
Hit Points/Firepower: πŸ”‹25/πŸ”₯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: βš”οΈ4/πŸ›‘3/πŸ›£14(28)
Hit Points/Firepower: πŸ”‹15/πŸ”₯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: βš”οΈ6/πŸ›‘6/πŸ›£22(44)
Hit Points/Firepower: πŸ”‹20/πŸ”₯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: βš”οΈ5/πŸ›‘4/πŸ›£20(40)
Hit Points/Firepower: πŸ”‹25/πŸ”₯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: βš”οΈ8/πŸ›‘8/πŸ›£24(48)
Hit Points/Firepower: πŸ”‹25/πŸ”₯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: βš”οΈ9/πŸ›‘5/πŸ›£18(72)
Hit Points/Firepower: πŸ”‹40/πŸ”₯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: βš”οΈ9/πŸ›‘9/πŸ›£28(84)
Hit Points/Firepower: πŸ”‹30/πŸ”₯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: βš”οΈ10/πŸ›‘6/πŸ›£24(144)
Hit Points/Firepower: πŸ”‹40/πŸ”₯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: βš”οΈ0/πŸ›‘2/πŸ›£3
Hit Points/Firepower: πŸ”‹10/πŸ”₯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: βš”οΈ0/πŸ›‘1/πŸ›£28(84)
Hit Points/Firepower: πŸ”‹30/πŸ”₯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: βš”οΈ0/πŸ›‘5/πŸ›£30(120)
Hit Points/Firepower: πŸ”‹20/πŸ”₯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: βš”οΈ2/πŸ›‘4/πŸ›£4
Hit Points/Firepower: πŸ”‹20/πŸ”₯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: βš”οΈ0/πŸ›‘1/πŸ›£3
Hit Points/Firepower: πŸ”‹5/πŸ”₯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: βš”οΈ0/πŸ›‘2/πŸ›£4
Hit Points/Firepower: πŸ”‹20/πŸ”₯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: βš”οΈ0/πŸ›‘1/πŸ›£3
Hit Points/Firepower: πŸ”‹10/πŸ”₯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: βš”οΈ2/πŸ›‘2/πŸ›£5
Hit Points/Firepower: πŸ”‹15/πŸ”₯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: βš”οΈ0/πŸ›‘2/πŸ›£5
Hit Points/Firepower: πŸ”‹25/πŸ”₯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: βš”οΈ0/πŸ›‘3/πŸ›£6
Hit Points/Firepower: πŸ”‹30/πŸ”₯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: βš”οΈ0/πŸ›‘4/πŸ›£7
Hit Points/Firepower: πŸ”‹30/πŸ”₯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: βš”οΈ2/πŸ›‘4/πŸ›£6
Hit Points/Firepower: πŸ”‹20/πŸ”₯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: βš”οΈ2/πŸ›‘5/πŸ›£8
Hit Points/Firepower: πŸ”‹20/πŸ”₯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: βš”οΈ3/πŸ›‘5/πŸ›£10
Hit Points/Firepower: πŸ”‹20/πŸ”₯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: βš”οΈ0/πŸ›‘1/πŸ›£2
Hit Points/Firepower: πŸ”‹5/πŸ”₯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: βš”οΈ0/πŸ›‘1/πŸ›£3
Hit Points/Firepower: πŸ”‹10/πŸ”₯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: βš”οΈ2/πŸ›‘3/πŸ›£4
Hit Points/Firepower: πŸ”‹15/πŸ”₯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: βš”οΈ0/πŸ›‘3/πŸ›£6
Hit Points/Firepower: πŸ”‹20/πŸ”₯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: βš”οΈ0/πŸ›‘4/πŸ›£8
Hit Points/Firepower: πŸ”‹25/πŸ”₯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: βš”οΈ0/πŸ›‘5/πŸ›£10
Hit Points/Firepower: πŸ”‹40/πŸ”₯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: βš”οΈ2/πŸ›‘3/πŸ›£5
Hit Points/Firepower: πŸ”‹12/πŸ”₯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: βš”οΈ0/πŸ›‘3/πŸ›£6
Hit Points/Firepower: πŸ”‹12/πŸ”₯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: βš”οΈ0/πŸ›‘3/πŸ›£10
Hit Points/Firepower: πŸ”‹20/πŸ”₯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: βš”οΈ0/πŸ›‘4/πŸ›£12
Hit Points/Firepower: πŸ”‹30/πŸ”₯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: βš”οΈ2/πŸ›‘3/πŸ›£6
Hit Points/Firepower: πŸ”‹20/πŸ”₯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: βš”οΈ3/πŸ›‘4/πŸ›£8
Hit Points/Firepower: πŸ”‹20/πŸ”₯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: βš”οΈ5/πŸ›‘8/πŸ›£9
Hit Points/Firepower: πŸ”‹20/πŸ”₯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: βš”οΈ4/πŸ›‘5/πŸ›£7
Hit Points/Firepower: πŸ”‹25/πŸ”₯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: βš”οΈ4/πŸ›‘6/πŸ›£12
Hit Points/Firepower: πŸ”‹25/πŸ”₯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: βš”οΈ5/πŸ›‘10/πŸ›£10
Hit Points/Firepower: πŸ”‹30/πŸ”₯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: βš”οΈ6/πŸ›‘11/πŸ›£9
Hit Points/Firepower: πŸ”‹35/πŸ”₯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: βš”οΈ7/πŸ›‘12/πŸ›£10
Hit Points/Firepower: πŸ”‹40/πŸ”₯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: βš”οΈ4/πŸ›‘7/πŸ›£14
Hit Points/Firepower: πŸ”‹30/πŸ”₯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: βš”οΈ4/πŸ›‘5/πŸ›£10
Hit Points/Firepower: πŸ”‹20/πŸ”₯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: βš”οΈ5/πŸ›‘6/πŸ›£12
Hit Points/Firepower: πŸ”‹20/πŸ”₯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: βš”οΈ0/πŸ›‘9/πŸ›£10
Hit Points/Firepower: πŸ”‹40/πŸ”₯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: βš”οΈ16/πŸ›‘16/πŸ›£2(2)
Hit Points/Firepower: πŸ”‹2/πŸ”₯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: βš”οΈ18/πŸ›‘0/πŸ›£28(28)
Hit Points/Firepower: πŸ”‹5/πŸ”₯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: βš”οΈ99/πŸ›‘0/πŸ›£2(2)
Hit Points/Firepower: πŸ”‹10/πŸ”₯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: βš”οΈ99/πŸ›‘15/πŸ›£16(16)
Hit Points/Firepower: πŸ”‹10/πŸ”₯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: βš”οΈ10/πŸ›‘0/πŸ›£2(2)
Hit Points/Firepower: πŸ”‹5/πŸ”₯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: βš”οΈ10/πŸ›‘0/πŸ›£1(1)
Hit Points/Firepower: πŸ”‹5/πŸ”₯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: βš”οΈ0/πŸ›‘1/πŸ›£4
Hit Points/Firepower: πŸ”‹20/πŸ”₯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: βš”οΈ6/πŸ›‘8/πŸ›£3
Hit Points/Firepower: πŸ”‹30/πŸ”₯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: βš”οΈ0/πŸ›‘2/πŸ›£2
Hit Points/Firepower: πŸ”‹20/πŸ”₯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: βš”οΈ0/πŸ›‘0/πŸ›£2
Hit Points/Firepower: πŸ”‹10/πŸ”₯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: βš”οΈ2/πŸ›‘1/πŸ›£2
Hit Points/Firepower: πŸ”‹10/πŸ”₯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: βš”οΈ3/πŸ›‘2/πŸ›£2
Hit Points/Firepower: πŸ”‹10/πŸ”₯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: βš”οΈ8/πŸ›‘3/πŸ›£3
Hit Points/Firepower: πŸ”‹12/πŸ”₯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: βš”οΈ3/πŸ›‘3/πŸ›£5
Hit Points/Firepower: πŸ”‹15/πŸ”₯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.