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.
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.
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
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.
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
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.
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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.
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.
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