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: βš”οΈ0/πŸ›‘1/πŸ›£1

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: βš”οΈ0/πŸ›‘1/πŸ›£1

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: βš”οΈ0/πŸ›‘1/πŸ›£1

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: βš”οΈ0/πŸ›‘2/πŸ›£2

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: βš”οΈ1/πŸ›‘1/πŸ›£1

This unit may be built from the start of the game. It is the weakest offensive unit.

Phalanx

Attack/Defense/Movement: βš”οΈ1/πŸ›‘2/πŸ›£1

The Phalanx is armored infantry, suitable for defending your cities.

Required technology: Bronze Working

Archers

Attack/Defense/Movement: βš”οΈ3/πŸ›‘1/πŸ›£1

Archers fight with bows and arrows and have a good offensive value.

Required technology: Warrior Code

Legion

Attack/Defense/Movement: βš”οΈ4/πŸ›‘2/πŸ›£1

Legions are heavily armed and well disciplined infantry units with an excellent offensive value.

Required technology: Iron Working

Pikemen

Attack/Defense/Movement: βš”οΈ2/πŸ›‘3/πŸ›£1

Equipped with long pikes, Pikemen replaces Phalanx as the preferred city defender.

Required technology: Feudalism

Musketeers

Attack/Defense/Movement: βš”οΈ3/πŸ›‘3/πŸ›£1

Musketeers are infantry equipped with early firearms and replace Pikemen as the preferred city defender.

Required technology: Gunpowder

Riflemen

Attack/Defense/Movement: βš”οΈ5/πŸ›‘4/πŸ›£1

Riflemen are World War-era infantry, very good at defending your cities.

Required technology: Conscription

Alpine Troops

Attack/Defense/Movement: βš”οΈ7/πŸ›‘4/πŸ›£1

Alpine Troops are highly mobile units as well as excellent defenders.

Required technology: Tactics

Partisan

Attack/Defense/Movement: βš”οΈ4/πŸ›‘5/πŸ›£1

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:

Required technology: Guerilla Warfare

Fanatics

Attack/Defense/Movement: βš”οΈ5/πŸ›‘5/πŸ›£1

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: βš”οΈ8/πŸ›‘5/πŸ›£1

Marines are infantry who are experts at marine warfare.

Required technology: Amphibious Warfare

Paratroopers

Attack/Defense/Movement: βš”οΈ6/πŸ›‘4/πŸ›£1

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: βš”οΈ6/πŸ›‘6/πŸ›£3

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: βš”οΈ2/πŸ›‘1/πŸ›£2

Horsemen are mounted warriors and an early shock-troop that can penetrate deep into enemy territory.

Required technology: Horseback Riding

Chariot

Attack/Defense/Movement: βš”οΈ4/πŸ›‘1/πŸ›£2

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: βš”οΈ3/πŸ›‘2/πŸ›£2

Elephants are towering animals trained for war that are often used as powerful shock troops.

Required technology: Polytheism

Crusaders

Attack/Defense/Movement: βš”οΈ5/πŸ›‘1/πŸ›£2

Crusaders are highly disciplined mounted warriors driven by a higher cause.

Required technology: Monotheism

Knights

Attack/Defense/Movement: βš”οΈ4/πŸ›‘3/πŸ›£2

Knights are mounted and heavily armored warriors.

Required technology: Chivalry

Dragoons

Attack/Defense/Movement: βš”οΈ5/πŸ›‘2/πŸ›£2

Dragoons are mounted warriors carrying early firearms.

Required technology: Leadership

Cavalry

Attack/Defense/Movement: βš”οΈ8/πŸ›‘3/πŸ›£2

Cavalry are mounted and highly trained soldiers.

Required technology: Tactics

Armor

Attack/Defense/Movement: βš”οΈ10/πŸ›‘5/πŸ›£3

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: βš”οΈ6/πŸ›‘1/πŸ›£1

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: βš”οΈ8/πŸ›‘1/πŸ›£1

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: βš”οΈ10/πŸ›‘2/πŸ›£1

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: βš”οΈ12/πŸ›‘2/πŸ›£1

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: βš”οΈ4/πŸ›‘4/πŸ›£10(20)

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: βš”οΈ6/πŸ›‘2/πŸ›£8(24)

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: βš”οΈ5/πŸ›‘3/πŸ›£6

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: βš”οΈ8/πŸ›‘8/πŸ›£14(28)

An improved Fighter, with improved attack and a higher movement radius.

Required technology: Stealth

Stealth Bomber

Attack/Defense/Movement: βš”οΈ9/πŸ›‘5/πŸ›£12(36)

An improved Bomber, with improved attack and a higher movement radius.

Required technology: Stealth

Trireme

Attack/Defense/Movement: βš”οΈ1/πŸ›‘1/πŸ›£3

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: βš”οΈ1/πŸ›‘2/πŸ›£3

The Caravel is a sailing ship that can enter any ocean tile.

Required technology: Magnetism

Galleon

Attack/Defense/Movement: βš”οΈ0/πŸ›‘2/πŸ›£4

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: βš”οΈ3/πŸ›‘2/πŸ›£4

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: βš”οΈ4/πŸ›‘3/πŸ›£4

The Ironclad is an armored ship, more sturdy than the Frigate.

Required technology: Steam Engine

Destroyer

Attack/Defense/Movement: βš”οΈ4/πŸ›‘4/πŸ›£6

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: βš”οΈ6/πŸ›‘6/πŸ›£5

The Cruiser is a strong offensive boat unit.

Required technology: Steel

AEGIS Cruiser

Attack/Defense/Movement: βš”οΈ8/πŸ›‘8/πŸ›£5

The AEGIS Cruiser is equipped with an advanced defensive missile system.

Required technology: Rocketry

Battleship

Attack/Defense/Movement: βš”οΈ12/πŸ›‘12/πŸ›£4

The Battleship is the supreme naval unit with excellent offensive and defensive values.

Required technology: Mass Production

Submarine

Attack/Defense/Movement: βš”οΈ12/πŸ›‘5/πŸ›£5

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: βš”οΈ0/πŸ›‘9/πŸ›£5

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: βš”οΈ0/πŸ›‘3/πŸ›£5

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: βš”οΈ18/πŸ›‘0/πŸ›£16(16)

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: βš”οΈ99/πŸ›‘0/πŸ›£0(0)

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: βš”οΈ0/πŸ›‘0/πŸ›£2

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:

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: βš”οΈ0/πŸ›‘0/πŸ›£3

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:

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: βš”οΈ0/πŸ›‘1/πŸ›£1

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: βš”οΈ0/πŸ›‘1/πŸ›£2

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: βš”οΈ0/πŸ›‘1/πŸ›£1

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.

Required technology: Seafaring

Leader

Attack/Defense/Movement: βš”οΈ0/πŸ›‘2/πŸ›£2

This is you. If you lose this unit, you lose the game. So don't.

Won't unleash barbarians from huts.

Barbarian Leader

Attack/Defense/Movement: βš”οΈ0/πŸ›‘0/πŸ›£2

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: βš”οΈ0/πŸ›‘1/πŸ›£16(48)

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