Main Civ II Civ III Civ IV CTP II SMAC RoN GalCiv II Alt.Civs Misc About ApolytonPLUS
Information - Civilopedia
 Units


Combat Units Str MP Cost Technology Resource Special Abilities
Scout
Recon Units
1 2 15 Hunting   Can Only Defend
Better results from Tribal Villages
+100% vs. Animals
Explorer
Recon Units
4 2 40 Compass   Can Only Defend
Better results from Tribal Villages
Ignores Terrain Movement Cost
Starts with Guerilla I, Woodsman I
Warrior
Melee Units
2 1 15     +25% City Defense
Swordsman
Melee Units
6 1 40 Iron Working Iron +10% City Attack
Axeman
Melee Units
5 1 35 Bronze Working Copper or Iron +50% vs. Melee Units
Maceman
Melee Units
8 1 70 Civil Service
Machinery
Copper or Iron +50% vs. Melee Units
Spearman
Melee Units
4 1 35 Hunting Copper or Iron +100% vs. Mounted Units
Pikeman
Melee Units
6 1 60 Engineering Iron +100% vs. Mounted Units
Musketman
Gunpowder Units
9 1 80 Gunpowder    
Rifleman
Gunpowder Units
14 1 110 Rifling   +25% vs. Mounted Units
Grenadier
Gunpowder Units
12 1 100 Chemistry   +50% vs. Rifleman
Infantry
Gunpowder Units
20 1 140 Assembly Line
Rifling
  +25% vs. Gunpowder Units
SAM Infantry
Gunpowder Units
18 1 150 Rocketry   +50% vs. Helicopter Units
Can Intercept Aircraft (40% Chance)
Marine
Gunpowder Units
24 1 160 Industrialism
Rifling
  +50% vs. Machine Gun
+50% vs. Artillery
Starts with Amphibious
Mechanized Infantry
Gunpowder Units
32 2 200 Robotics
Rifling
  Can Intercept Aircraft (20% Chance)
Starts with March
Archer
Archery Units
3 1 25 Archery   1 First Strike
+50% City Defense
+25% Hills Defense
Longbowman
Archery Units
6 1 50 Feudalism
Archery
  1 First Strike
+25% City Defense
+25% Hills Defense
Crossbowman
Archery Units
6 1 60 Machinery
Archery
Iron 1 First Strike
+50% vs. Melee
Chariot
Mounted Units
4 2 25 The Wheel Horses No Defensive Bonuses
20% Withdrawl Chance
Horse Archer
Mounted Units
6 2 50 Horseback Riding
Archery
Horses Immune to First Strikes
No Defensive Bonuses
+50% vs. Catapult
Knight
Mounted Units
10 2 90 Guilds
Horseback Riding
Horses
Iron
Immune to First Strikes
No Defensive Bonuses
Cavalry
Mounted Units
15 2 120 Military Tradition
Gunpowder
Horseback Riding
Horses No Defensive Bonuses
30% Withdrawl Chance
+50% vs. Cannon
War Elephant
Mounted Units
8 1 60 Construction Ivory No Defensive Bonuses
+50% vs. Mounted Units
Catapult
Siege Weapons
5 1 40 Construction   No Defensive Bonuses
Bombards Cities (-15%/turn)
Causes Collateral Damage
25% Withdrawal Chance
Cannon
Siege Weapons
12 1 100 Steel Iron No Defensive Bonuses
Bombards Cities (-20%/turn)
Causes Collateral Damage
25% Withdrawal Chance
Machine Gun
Siege Weapons
18 1 125 Railroad   Can Only Defend
1 First Strike
+50% vs. Gunpowder Units
Artillery
Siege Weapons
18 1 150 Artillery   No Defensive Bonuses
Bombards Cities (-25%/turn)
Causes Collateral Damage
25% Withdrawal Chance
+50% vs. Siege Weapons
Tank
Armored Units
28 2 180 Industrialism
Rifling
Oil No Defensive Bonuses
Starts With Blitz
Modern Armor
Armored Units
40 2 240 Composites
Computers
Oil
Aluminum
1 First Strike
No Defensive Bonuses
Starts With Blitz
Galley
Naval Units
2 2 50 Sailing   2 Cargo Space
Cannot enter Ocean
Caravel
Naval Units
3 3 60 Optics   1 Cargo Space
Carries Scouts, Explorers, Missionaries, Spies, Great People
Can Explore Rival Territory
Galleon
Naval Units
4 4 80 Astronomy   3 Cargo Space
Frigate
Naval Units
8 4 90 Chemistry
Astronomy
Iron Can Bombard City Defenses (-10%/turn)
Ironclad
Naval Units
12 2 100 Steel
Steam Power
Iron
Coal
Cannot Enter Ocean
Can Bombard City Defenses (-10%/turn)
Transport
Naval Units
16 5 125 Combustion Oil or Uranium 4 Cargo Space
Destroyer
Naval Units
30 8 200 Combustion Oil or Uranium Can see Submarines
Can Intercept Aircraft (30% Chance)
Can Bombard City Defenses (-15%/turn)
Battleship
Naval Units
40 6 225 Industrialism Oil or Uranium Causes Collateral Damage
Can Bombard City Defenses (-20%/turn)
Submarine
Naval Units
24 6 150 Radio
Combustion
Oil or Uranium 1 Cargo Space
Carries Scouts, Explorers, Missionaries, Spies, Great People
Invisible to Most Units
Can See Submarines
Can Move through Impassable Terrain
Carrier
Naval Units
16 5 175 Flight Oil or Uranium 3 Cargo Space
Carries Fighters
Gunship
Helicopter Units
24 4 160 Flight
Rocketry
Oil Cannot Capture Cities
No Defensive Bonuses
25% Withdrawl Chance
+100% vs. Armored Units
Ignores Terrain Movement Costs
Fighter
Air Units
12 1 100 Flight Oil Range 6
Can Intercept Aircraft (50% Chance)
Can Bomb City Defences (-5% / turn)
Can Destroy Tile Improvements
Jet Fighter
Air Units
24 1 150 Flight
Composites
Oil
Aluminum
Range 10
Can Intercept Aircraft (70% Chance)
Can Bomb City Defences (-10% / turn)
Can Destroy Tile Improvements
Bomber
Air Units
16 1 140 Flight
Radio
Oil Range 8
Causes Collateral Damage
-50% vs. Water Units
Can Bomb City Defences (-15% / turn)
Can Destroy Tile Improvements
Stealth Bomber
Air Units
20 1 200 Flight
Composites
Robotics
Oil
Aluminum
Range 12
Can Evade Interception (50% Chance)
Causes Collateral Damage
-50% vs. Water Units
Can Bomb City Defences (-20% / turn)
Can Destroy Tile Improvements
ICBM 0 1 500 Rocketry
Fission
The Manhattan Project
Uranium Nukes Enemy Lands




Unique Units Str MP Cost Technology Resource Special Abilities
Camel Archer
Mounted Units
Arabian Empire
Replaces Knight
10 2 90 Guilds
Horseback Riding
Archery
  Immune to First Strikes
No Defensive Bonuses
25% Withdrawal Chance
Cho-Ko-Nu
Archery Units
Chinese Empire
Replaces Crossbowman
6 1 60 Machinery
Archery
Iron  2 First Strikes
Causes Collateral Damage
+50% vs. Melee
Conquistador
Mounted Units
Spanish Empire
Replaces Knight
10 2 90 Guilds
Horseback Riding
Horse
Iron
Immune to First Strikes
+50% vs. Melee Units
Cossack
Mounted Units
Russian Empire
Replaces Cavalry
18 2 120 Military Tradition
Gunpowder
Horseback Riding
Horse No Defensive Bonuses
30% Withdrawl Chance
+50% vs. Cannon
+50% vs. Mounted Units
Fast Worker Indian Empire
Replaces Worker
0 3 60     Can Improve Tiles
Immortal
Mounted Units
Persian Empire
Replaces Chariot
4 2 25 The Wheel Horse 30% Withdrawl Chance
+50% vs. Archery Units
Jaguar
Melee Units
Aztec Empire
Replaces Swordsman
5 1 35 Iron Working   +10% City Attack
+25% Jungle Defense
Keshik
Mounted Units
Mongolian Empire
Replaces Horse Archer
6 2 50 Horseback Riding
Archery
Horse 1 First Strike
No Defensive Bonuses
Ignore Terrain Movement Cost
+50% vs. Catapult
Musketeer
Gunpowder Units
French Empire
Replaces Musketman
9 2 80 Gunpowder    
Navy Seal
Gunpowder Units
American Empire
Replaces Marine
24 1 160 Industrialism
Rifling
  1-2 First Strikes
+50% vs. Machine Gun
+50% vs. Artillery
Starts with Amphibious, March
Panzer
Armored Units
German Empire
Replaces Tank
28 2 180 Industrialism
Rifling
Oil No Defensive Bonuses
+50% vs. Armored Units
Starts With Blitz
Phalanx
Melee Units
Greek Empire
Replaces Spearman
5 1 35 Hunting Copper or
Iron
+25% Hills Defense
+100% vs. Mounted Units
Praetorian
Melee Units
Roman Empire
Replaces Swordsman
8 1 45 Iron Working Iron  
Quechua
Melee Units
Incan Empire
Replaces Warrior
2 1 15     +25% City Defense
+100% vs. Archery Units
Redcoat
Gunpowder Units
English Empire
Replaces Rifleman
16 1 110 Rifling   +25% vs. Mounted Units
+25% vs. Gunpowder Units
Samurai
Melee Units
Japanese Empire
Replaces Maceman
8 1 70 Civil Service
Machinery
Iron 2 First Strikes
+50% vs. Melee Units
Skirmisher
Archery Units
Malinese Empire
Replaces Archer
4 1 25 Archery   1-2 First Strikes
+50% City Defense
+25% Hills Defense
War Chariot
Mounted Units
Egyptian Empire
Replaces Chariot
5 2 25 The Wheel Horse Immune to First Strikes
No Defensive Bonuses
20% Withdrawl Chance




Non-Combat Units Str MP Cost Technology Special Abilities
Settler 0 2 100   Can Found Cities
Constructed with Food & Hammers
Worker 0 2 60   Can Create Improvements
Constructed with Food & Hammers
Work Boat
Water Unit
0 2 30 Fishing Cannot Enter Ocean
Can Create Fishing Boats, Whaling Boats, Offshore Platform
Spy 0 2 80 Communism
Scotland Yard
National Unit (4 allowed)
Invisible to All Units
Can explore Rival Territory
Can expose Rival Spies in Nearby Tiles
Starts with Sentry
Jewish Missionary 0 2 40 Jewish Monestary National Unit (3 allowed)
Can Spread Judaism
Christian Missionary 0 2 40 Christian Monestary National Unit (3 allowed)
Can Spread Christianity
Islamic Missionary 0 2 40 Islamic Monestary National Unit (3 allowed)
Can Spread Islam
Hindu Missionary 0 2 40 Hindu Monestary National Unit (3 allowed)
Can Spread Hinduism
Buddhist Missionary 0 2 40 Buddhist Monestary National Unit (3 allowed)
Can Spread Buddhism
Confucian Missionary 0 2 40 Confucian Monestary National Unit (3 allowed)
Can Spread Confucianism
Taoist Missionary 0 2 40 Taoist Monestary National Unit (3 allowed)
Can Spread Taoism
Great Prophet 0 2     Can Start a Golden Age
Can Discover a Technology
Can Join City as a Great Prophet
Can Construct The Temple of Solomon, The Church of Nativity, The Masjid al-Haram, The Kashi Vishwanath, The Mahabodhi, The Kong Miao, The Dai Miao
Great Merchant 0 2     Can Explore Rival Territory
Can Start a Golden Age
Can Discover a Technology
Can Conduct a Trade Mission
Can Join City as a Great Merchant
Great Artist 0 2     Can Start a Golden Age
Can Discover a Technology
Can Create a Great Work (+4000 culture)
Can Join City as a Great Artist
Great Engineer 0 2     Can Start a Golden Age
Can Discover a Technology
Can Hurry Production
Can Join City as a Great Engineer
Great Scientist 0 2     Can Start a Golden Age
Can Discover a Technology
Can Construct Academy
Can Join City as a Great Scientist




Animals Str MP Special Abilities
Lion
Animals
2 1 Doesn't Receive Defensive Bonuses
Bear
Animals
3 1 Doesn't Receive Defensive Bonuses
Panther
Animals
2 2 Doesn't Receive Defensive Bonuses
Wolf
Animals
1 2 Doesn't Receive Defensive Bonuses



Apolyton Civilization Site -- Copyright © Daniel Quick
Powered by Apogee Essence CMS. All other trademarks and trade names are the property of their respective owners.