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% -
veteran 150% -
hardened 175% -
elite 200% -
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.
Settlers
Attack/Defense/Movement: βοΈ0/π‘1/π£1
- Belongs to Small Land unit class.
- Subject to zones of control.
- Slowed down while damaged.
- Can be airlifted from a suitable city.
- Costs 2 population to build.
- 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 6.
- Can build Road, Railroad, and Maglev on tiles.
- Can build Mine, Oil Well, 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 and Fortress 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.
Migrants
Attack/Defense/Movement: βοΈ0/π‘1/π£1
- Belongs to Small Land unit class.
- Subject to zones of control.
- Slowed down while damaged.
- Can be airlifted from a suitable 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 7.
- Can build Road, Railroad, and Maglev on tiles.
- Can build Mine, Oil Well, 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 and Fortress 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.
- 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).
TIP: Migrants can be a good alternative to Workers in overpopulated
cities, as they benefit from free food upkeep.
Required technology: Pottery
Workers
Attack/Defense/Movement: βοΈ0/π‘1/π£1
- Belongs to Small Land unit class.
- Subject to zones of control.
- Slowed down while damaged.
- Can be airlifted from a suitable city.
- May be disbanded in a city to recover 50% of the production
cost.
- Can build Road, Railroad, and Maglev on tiles.
- Can build Mine, Oil Well, 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, and Buoy 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.
Workers have the ability to improve terrain tiles. See the help on
Terrain and Terrain Alterations for the effects of their actions.
Workers can build airstrips, airbases, and buoys, which Settlers and
Migrants cannot. Workers must be on board a ship to build buoys.
Engineers
Attack/Defense/Movement: βοΈ0/π‘2/π£2
- Belongs to Small Land unit class.
- Subject to zones of control.
- Slowed down while damaged.
- Can be airlifted from a suitable city.
- May be disbanded in a city to recover 50% of the production
cost.
- Can build Road, Railroad, and Maglev on tiles.
- Can build Mine, Oil Well, 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, and Buoy 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 150% -
senior 175% -
expert 200% -
Engineers are similar to Workers, 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 Fusion Power, Engineers may also perform more
radical terrain transformations than Workers, 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.
Required technology: Explosives
Warriors
Attack/Defense/Movement: βοΈ1/π‘1/π£1
- Belongs to Land 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 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.
This unit may be built from the start of the game. It is the weakest
offensive unit.
Phalanx
Attack/Defense/Movement: βοΈ1/π‘2/π£1
- Belongs to Land 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 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.
The Phalanx is armored infantry, suitable for defending your
cities.
Required technology: Bronze Working
Archers
Attack/Defense/Movement: βοΈ3/π‘1/π£1
- Belongs to Land 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 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.
Archers fight with bows and arrows and have a good offensive
value.
Required technology: Warrior Code
Legion
Attack/Defense/Movement: βοΈ4/π‘2/π£1
- Belongs to Land 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 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.
Legions are heavily armed and well disciplined infantry units with an
excellent offensive value.
Required technology: Iron Working
Pikemen
Attack/Defense/Movement: βοΈ2/π‘3/π£1
- Belongs to Land 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 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.
Equipped with long pikes, Pikemen replaces Phalanx as the preferred
city defender.
Required technology: Feudalism
Musketeers
Attack/Defense/Movement: βοΈ3/π‘3/π£1
- Belongs to Land 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 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.
Musketeers are infantry equipped with early firearms and replace
Pikemen as the preferred city defender.
Required technology: Gunpowder
Riflemen
Attack/Defense/Movement: βοΈ5/π‘4/π£1
- Belongs to Land 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 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.
Riflemen are World War-era infantry, very good at defending your
cities.
Required technology: Conscription
Alpine Troops
Attack/Defense/Movement: βοΈ7/π‘4/π£1
- Belongs to Land 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 Helicopter transports even when
underway.
- May be disbanded in a city to recover 50% of the production
cost.
- Ignores terrain effects (moving costs at most 1/3 Movement Point per
tile).
- 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.
Alpine Troops are highly mobile units as well as excellent
defenders.
Required technology: Tactics
Partisan
Attack/Defense/Movement: βοΈ4/π‘5/π£1
- Belongs to Land unit class.
- Can occupy empty enemy cities.
- 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 Helicopter transports even when
underway.
- May be disbanded in a city to recover 50% of the production
cost.
- Ignores terrain effects (moving costs at most 1/3 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.
- May acquire veteran status.
- Veterans have increased strength in combat.
Partisans are guerilla fighters who are experts at using the terrain
to their advantage.
A number of Partisans are granted free when an enemy conquers your
city -- they automatically assume defensive positions in the surrounding
countryside -- but only under these conditions:
Guerilla Warfare must be known by at least one player.
At least three quarters of the citizens must have your
nationality.
You must know about Communism and Gunpowder.
You must run either a Democracy or a Communist
government.
Required technology: Guerilla Warfare
Fanatics
Attack/Defense/Movement: βοΈ5/π‘5/π£1
- Belongs to Land 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.
- Can only be built with Fundamentalism as government.
- Costs 1 population to build.
- May load onto and unload from Helicopter 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 7.
- 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.
Fanatics are warriors extremely devoted to a higher cause.
Fundamentalist nations can maintain Fanatic units without having to
pay any upkeep nor causing military unhappiness. Instead, each unit
reduces the population by 1.
Required technology: Guerilla Warfare
Marines
Attack/Defense/Movement: βοΈ8/π‘5/π£1
- Belongs to Land 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 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.
- May acquire veteran status.
- Veterans have increased strength in combat.
Marines are infantry who are experts at marine warfare.
Required technology: Amphibious Warfare
Paratroopers
Attack/Defense/Movement: βοΈ6/π‘4/π£1
- Belongs to Land 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 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.
- 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!)
Required technology: Combined Arms
Mech. Inf.
Attack/Defense/Movement: βοΈ6/π‘6/π£3
- Belongs to Big Land unit class.
- Can occupy empty enemy cities.
- Does not get defense bonuses from terrain.
- Subject to zones of control.
- Slowed down while damaged.
- Gets a 50% defensive bonus while in cities.
- May fortify, granting a 50% defensive bonus when not in a city.
- Can be airlifted from a suitable city.
- 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 Mechanized Infantry has the strongest inherent defensive strength
of any land unit, and is very fast on roads and easy terrain, but it is
hindered rather than helped by rough terrain (it cannot move into
mountains, swamps, or jungles), and it is only available near the end of
the technology tree.
Required technology: Labor Union
Horsemen
Attack/Defense/Movement: βοΈ2/π‘1/π£2
- Belongs to Land 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 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.
Horsemen are mounted warriors and an early shock-troop that can
penetrate deep into enemy territory.
Required technology: Horseback Riding
Chariot
Attack/Defense/Movement: βοΈ4/π‘1/π£2
- 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 be airlifted from a suitable 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 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,
they cannot move in rough terrain (mountains, swamps, and jungles)
without roads, and they cannot be transported by sea using early ships
(Triremes and Caravels).
Required technology: The Wheel
Elephants
Attack/Defense/Movement: βοΈ3/π‘2/π£2
- Belongs to Land 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 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.
Elephants are towering animals trained for war that are often used as
powerful shock troops.
Required technology: Polytheism
Crusaders
Attack/Defense/Movement: βοΈ5/π‘1/π£2
- Belongs to Land 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 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.
Crusaders are highly disciplined mounted warriors driven by a higher
cause.
Required technology: Monotheism
Knights
Attack/Defense/Movement: βοΈ4/π‘3/π£2
- Belongs to Land 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 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.
Knights are mounted and heavily armored warriors.
Required technology: Chivalry
Dragoons
Attack/Defense/Movement: βοΈ5/π‘2/π£2
- Belongs to Land 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 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.
Dragoons are mounted warriors carrying early firearms.
Required technology: Leadership
Cavalry
Attack/Defense/Movement: βοΈ8/π‘3/π£2
- Belongs to Land 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 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.
Cavalry are mounted and highly trained soldiers.
Required technology: Tactics
Armor
Attack/Defense/Movement: βοΈ10/π‘5/π£3
- Belongs to Big Land unit class.
- Can occupy empty enemy cities.
- Does not get defense bonuses from terrain.
- Subject to zones of control.
- Slowed down while damaged.
- Gets a 50% defensive bonus while in cities.
- May fortify, granting a 50% defensive bonus when not in a city.
- Can be airlifted from a suitable city.
- 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.
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, swamps, or
jungles without roads), and unable to use less rough terrain to improve
their defense.
Required technology: Mobile Warfare
Catapult
Attack/Defense/Movement: βοΈ6/π‘1/π£1
- 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 be airlifted from a suitable city.
- 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.
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 roads to move in rough terrain (mountains, swamps,
and jungles), are difficult to defend, and are too big for early ships
(Triremes and Caravels).
Required technology: Mathematics
Cannon
Attack/Defense/Movement: βοΈ8/π‘1/π£1
- 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 be airlifted from a suitable city.
- 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.
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.
Required technology: Metallurgy
Artillery
Attack/Defense/Movement: βοΈ10/π‘2/π£1
- 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 be airlifted from a suitable city.
- May be disbanded in a city to recover 50% of the production
cost.
- Gets double firepower when attacking cities.
- May impose a zone of control on its adjacent tiles.
- May acquire veteran status.
- Veterans have increased strength in combat.
The artillery is an upgraded cannon. 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.
Required technology: Machine Tools
Howitzer
Attack/Defense/Movement: βοΈ12/π‘2/π£1
- 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 be airlifted from a suitable city.
- May be disbanded in a city to recover 50% of the production
cost.
- Gets double firepower when attacking cities.
- May impose a zone of control on its adjacent tiles.
- May acquire veteran status.
- Veterans have increased strength in combat.
Howitzers are upgraded artillery with improved defensive as well as
offensive capabilities. However, they still have the limited mobility of
their predecessors.
Required technology: Robotics
Fighter
Attack/Defense/Movement: βοΈ4/π‘4/π£10(20)
- Belongs to Air unit class.
- Speed is not affected by terrain.
- Does not get defense bonuses from terrain.
- Not subject to zones of control.
- 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.
- May be disbanded in a city to recover 50% of the production
cost.
- Never imposes a zone of control.
- Can attack against Missile 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.
- May acquire veteran status.
- Veterans have increased strength in combat.
Fighters are your first airborne units. They 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, or airbase, or on a Carrier.
Required technology: Flight
Bomber
Attack/Defense/Movement: βοΈ6/π‘2/π£8(24)
- Belongs to Air unit class.
- Speed is not affected by terrain.
- Does not get defense bonuses from terrain.
- Not subject to zones of control.
- 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.
- 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.
- Unit has to be in a city, a base, or on a carrier unit after 3
turns.
- 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 has a regular attack.
As with other aircraft, Bombers lose 10% of their hitpoints for every
turn not spent in a city, airstrip, or airbase, or on a Carrier.
Required technology: Advanced Flight
Helicopter
Attack/Defense/Movement: βοΈ5/π‘3/π£6
- Belongs to Helicopter unit class.
- Can occupy empty enemy cities.
- Speed is not affected by terrain.
- Does not get defense bonuses from terrain.
- Not subject to zones of control.
- 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.
- Can carry and refuel 1 unit. (Unit type: 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 (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.
- 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 has a regular attack.
Helicopters can also transport one 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, 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
Stealth Fighter
Attack/Defense/Movement: βοΈ8/π‘8/π£14(28)
- Belongs to Air unit class.
- Speed is not affected by terrain.
- Does not get defense bonuses from terrain.
- Not subject to zones of control.
- 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.
- May be disbanded in a city to recover 50% of the production
cost.
- Is invisible except when next to an enemy unit or city.
- Never imposes a zone of control.
- Can attack against Missile 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.
- May acquire veteran status.
- Veterans have increased strength in combat.
An improved Fighter, with improved attack and a higher movement
radius.
Required technology: Stealth
Stealth Bomber
Attack/Defense/Movement: βοΈ9/π‘5/π£12(36)
- Belongs to Air unit class.
- Speed is not affected by terrain.
- Does not get defense bonuses from terrain.
- Not subject to zones of control.
- 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.
- 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.
- Unit has to be in a city, a base, or on a carrier unit after 3
turns.
- May acquire veteran status.
- Veterans have increased strength in combat.
An improved Bomber, with improved attack and a higher movement
radius.
Required technology: Stealth
Trireme
Attack/Defense/Movement: βοΈ1/π‘1/π£3
- Belongs to Trireme 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 up to 2 units. (Unit type: Land, Small Land, or
Merchant)
- May be disbanded in a city to recover 50% of the production
cost.
- Never imposes a zone of control.
- May acquire veteran status.
- Veterans have increased strength in combat.
The Trireme is your first boat unit. It can act as a transport ship
and has rudimentary offensive capabilities, and unlike later boats can
travel on rivers, but it may not enter deep ocean tiles.
Required technology: Map Making
Caravel
Attack/Defense/Movement: βοΈ1/π‘2/π£3
- Belongs to Sea unit class.
- Speed is not affected by terrain.
- Does not get defense bonuses from terrain.
- Not subject to zones of control.
- Slowed down while damaged.
- Can launch attack from non-native tiles.
- Can carry and refuel up to 3 units. (Unit type: Land, Small Land, or
Merchant)
- May be disbanded in a city to recover 50% of the production
cost.
- Can only attack units on native tiles.
- Never imposes a zone of control.
- May acquire veteran status.
- Veterans have increased strength in combat.
The Caravel is a sailing ship that can enter any ocean tile.
Required technology: Magnetism
Galleon
Attack/Defense/Movement: βοΈ0/π‘2/π£4
- Belongs to Sea unit class.
- Speed is not affected by terrain.
- Does not get defense bonuses from terrain.
- Not subject to zones of control.
- Slowed down while damaged.
- Can carry and refuel up to 4 units. (Unit type: Land, Small Land,
Big Land, or Merchant)
- May be disbanded in a city to recover 50% of the production
cost.
- Never imposes a zone of control.
- May acquire veteran status.
- Veterans have increased strength in combat.
The Galleon is a pure transport ship, the first which can transport
large wheeled units. It cannot attack other ships, though it may still
defend itself when attacked.
Required technology: Navigation
Frigate
Attack/Defense/Movement: βοΈ3/π‘2/π£4
- Belongs to Sea unit class.
- Speed is not affected by terrain.
- Does not get defense bonuses from terrain.
- Not subject to zones of control.
- Slowed down while damaged.
- Can attack units on non-native tiles.
- Can launch attack from non-native tiles.
- 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 Frigate is a specialized ship with a strong offensive value, and
can attack units on land, but it cannot transport units.
Required technology: Navigation
Ironclad
Attack/Defense/Movement: βοΈ4/π‘3/π£4
- Belongs to Sea unit class.
- Speed is not affected by terrain.
- Does not get defense bonuses from terrain.
- Not subject to zones of control.
- Slowed down while damaged.
- Can attack units on non-native tiles.
- Can launch attack from non-native tiles.
- 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 Ironclad is an armored ship, more sturdy than the Frigate.
Required technology: Steam Engine
Destroyer
Attack/Defense/Movement: βοΈ4/π‘4/π£6
- 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.
- Can attack units on non-native tiles.
- Can launch attack from non-native tiles.
- 2x defense bonus, if attacked by Submarine.
- 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.
An improved Ironclad, with better move rate and vision.
Anti-submarine weapons double its defense against Submarines.
TIP: A very fast unit, which is very useful for hunting down enemy
Transports and Submarines.
Required technology: Engineering
Cruiser
Attack/Defense/Movement: βοΈ6/π‘6/π£5
- 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.
- Can attack units on non-native tiles.
- Can launch attack from non-native tiles.
- 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 Cruiser is a strong offensive boat unit.
Required technology: Steel
AEGIS Cruiser
Attack/Defense/Movement: βοΈ8/π‘8/π£5
- 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.
- Can attack units on non-native tiles.
- Can launch attack from non-native tiles.
- 5x defense bonus, if attacked by Fighter, Bomber, Helicopter,
Stealth Fighter, Stealth Bomber, or Cruise Missile.
- 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 AEGIS Cruiser is equipped with an advanced defensive missile
system.
Required technology: Rocketry
Battleship
Attack/Defense/Movement: βοΈ12/π‘12/π£4
- Belongs to Sea unit class.
- Speed is not affected by terrain.
- Does not get defense bonuses from terrain.
- Not subject to zones of control.
- Slowed down while damaged.
- Can attack units on non-native tiles.
- Can launch attack from non-native tiles.
- 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 Battleship is the supreme naval unit with excellent offensive and
defensive values.
Required technology: Mass Production
Submarine
Attack/Defense/Movement: βοΈ12/π‘5/π£5
- 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.
- Can launch attack from non-native tiles.
- Attack value halved when attacking Destroyer.
- Can carry and refuel up to 8 units. (Unit type: Missile)
- 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.
- May impose a zone of control on its adjacent tiles.
- May acquire veteran status.
- Veterans have increased strength in combat.
Traveling under the surface of the ocean, Submarines have a very high
strategic value, but a weak defense if caught off guard.
Required technology: Combustion
Carrier
Attack/Defense/Movement: βοΈ0/π‘9/π£5
- 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.
- Can carry and refuel up to 8 units. (Unit type: Missile, Land,
Helicopter, or Air)
- May be disbanded in a city to recover 50% of the production
cost.
- Never imposes a zone of control.
- May acquire veteran status.
- Veterans have increased strength in combat.
The Carrier is a mobile airport.
It can transport aircraft and military land units (not wheeled),
although land units cannot always be transferred to and from Helicopters
while onboard (see Helicopter help).
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
Transport
Attack/Defense/Movement: βοΈ0/π‘3/π£5
- 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.
- Can carry and refuel up to 8 units. (Unit type: Land, Small Land,
Big Land, or Merchant)
- May be disbanded in a city to recover 50% of the production
cost.
- Can build Oil Platform on tiles.
- Can clean Pollution from tiles.
- Can clean Fallout from tiles.
- Never imposes a zone of control.
- 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
--------------------------------------------
green 100% -
veteran 150% -
hardened 175% -
elite 200% -
The Transport cannot attack on its own but may defend itself when
under attack.
Transports can also clean pollution and fallout on water tiles, and
with knowledge of Miniaturization, may build oil platforms on deep ocean
tiles (for use by Offshore Platforms).
Required technology: Engineering
Cruise Missile
Attack/Defense/Movement: βοΈ18/π‘0/π£16(16)
- 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.
- 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 Missile 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 Submarine or Carrier.
- 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: Rocketry
Nuclear
Attack/Defense/Movement: βοΈ99/π‘0/π£0(0)
- 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.
- 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.
- Unit has to be in a city, a base, or on a carrier unit after 1 turn.
A carrier unit is Submarine or Carrier.
- 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. However,
without further technology they cannot move on their own.
With Advanced Flight, all Nuclear units (including those already
built) gain a range of 8 movement points, and Rocketry increases this to
16.
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: Nuclear Fission
Diplomat
Attack/Defense/Movement: βοΈ0/π‘0/π£2
- Belongs to Small Land unit class.
- Slowed down while damaged.
- May fortify to stay put.
- Can be airlifted from a suitable city.
- 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 or
Democratic governments cannot 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
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, or in any city governed by a Federation 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 Communist or Federation governments will start
at the first veteran level (secretary).
Required technology: Alphabet
Spy
Attack/Defense/Movement: βοΈ0/π‘0/π£3
- Belongs to Small Land unit class.
- Slowed down while damaged.
- May fortify to stay put.
- Can be airlifted from a suitable city.
- 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 Communist or Federation governments will start at
the first veteran level (handler).
Required technology: Espionage
Caravan
Attack/Defense/Movement: βοΈ0/π‘1/π£1
- Belongs to Merchant unit class.
- Subject to zones of control.
- Can be airlifted from a suitable city.
- Can establish trade routes (must travel to target city).
- May 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.
A Caravan carries goods or material for trading with other nations,
or to help build wonders in your own cities.
Caravans cannot take advantage of maglevs, but may travel on the
railroads that accompany them.
A Caravan sent to a foreign city (one not owned by an enemy) 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.
A Caravan sent to one of your own cities that is building a wonder
can add 50 shields towards its production. If your city is not building
a wonder, the Caravan can take no special action.
TIP: You can stockpile a stack of Caravans in advance and bring them
all into a city where you have started to build a wonder, and finish it
in only one turn!
Required technology: Trade
Freight
Attack/Defense/Movement: βοΈ0/π‘1/π£2
- 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 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.
Required technology: The Corporation
Explorer
Attack/Defense/Movement: βοΈ0/π‘1/π£1
- Belongs to Small Land unit class.
- Slowed down while damaged.
- Can be airlifted from a suitable city.
- May be disbanded in a city to recover 50% of the production
cost.
- Ignores terrain effects (moving costs at most 1/3 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 'Establish Embassy', targets are some individual
cities.
- Can do the action 'Investigate City', targets are some individual
cities.
- May acquire veteran status.
- Veterans have increased strength in combat.
Explorers are brave individuals that are very useful for mapping
unknown territory.
Explorers can also perform some actions in another player's city,
although the unit disappears after the action is complete.
"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: Seafaring
Leader
Attack/Defense/Movement: βοΈ0/π‘2/π£2
- Belongs to 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 not be disbanded.
- Defends cities against diplomatic actions.
- Will never lose a diplomat-versus-diplomat fight.
- May impose a zone of control on its adjacent tiles.
- Not subject to zones of control imposed by other units.
- A non-military unit:
- Cannot attack.
- Doesn't impose martial law.
- Can enter foreign territory regardless of peace treaty.
- Doesn't prevent enemy cities from working the tile it's on.
- Doing the action 'Bribe Enemy Unit' to this unit is impossible.
- Will never achieve veteran status.
This is you. If you lose this unit, you lose the game. So don't.
Won't unleash barbarians from huts.
Barbarian Leader
Attack/Defense/Movement: βοΈ0/π‘0/π£2
- Belongs to 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 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, the 100 gold ransom is paid, but only to land units and
helicopters.
AWACS
Attack/Defense/Movement: βοΈ0/π‘1/π£16(48)
- Belongs to Air unit class.
- Speed is not affected by terrain.
- Does not get defense bonuses from terrain.
- Not subject to zones of control.
- 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.
- Unit has to be in a city, a base, or on a carrier unit after 3
turns.
- 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.
Required technology: Advanced Flight