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Civilization 2: Units

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  • Civilization 2: Units

    Here are all the units in Civilization 2. The unit list is organized in the following categories:

    1. Stone Age-Medieval Era Units
    2. Early Medieval-Industrial Era
    3. Non-Mechanized Modern Units
    4. Modern Mechanized Units and Artillery
    5. Air Units
    6. Modern Naval Units
    7. Weapons of Mass Destruction
    8. Noncombatant Units
    9. Diplomacy Units

    Stone Age-Medieval Era Units

    Icon Name Desrciption Attack Defense Movement Hit Points Fire Points Costs (Shields) Info
    Warriors Your first unit these guys are not much, but they can protect you for a while as well as provide cheap cannon fodder. 1 1 1 1 1 10
    Phalanx Your first real defense. These guys fortified in a city can hold most attacks off for the early part of the game. 1 2 1 1 1 20
    Archers Although you can build your own archers (after discovering Warrior Code) your fist few are likely to come from goodie huts. 3 2 1 1 1 30
    Legion One of my favorite units (since I like the Romans, hey, with a name like Romulo, you have to!) these guys pack quite a punch! Requires iron workning. 4 2 1 1 1 40
    Horsemen At a cheap cost, these guys a a good force for exploration. 2 1 2 1 1 20
    Chariot Available as with the discovery of the wheel, these guys are great for exploring and attack. 3 1 2 1 1 30
    Elephants These guys rule! On of my favorite units. One of the main reasons to discover Polytheism. 4 1 2 1 1 40
    Catapult Nothing new here. 6 1 1 1 1 40
    Triemes Essentially the same as civilization trirenes, I think the major diferences are a lesser chance of being lost at sea. Computer trirenes also (I think) share that risk now. 1 1 3 1 1 30

    Early Medieval-Industrial Era

    Icon Name Desrciption Attack Defense Movement Hit Points Fire Points Costs (Shields) Info
    Knights With their relatively high defense , these guys are sure to be a favorite unit. They become available with the Chivalry advance. 4 2 2 1 1 40
    Crusaders An interesting alternative to Knights, the Crusaders feature a higher attack with a lower defense capability. Howevern since they become available with a peaceful advance (monotheism) they are a nice unit in their own. 5 1 2 1 1 40
    Fanatics These guys are unique in that they can only be built under Fundamentalism. Their low cost and the lack of maintnance costs (under Fundamentalism) makes them an attractive unit, however, the cost of switching to Fundamentalism makes them costly. 4 4 1 2 1 20
    Dragoons Available as soon as you discover Leadership, they guys are a great unit. 5 2 2 2 1 50
    Cavalry This is king of the mounted units. I think the numbers speak for themselves. 8 3 2 2 1 50
    Cannon Similiar to the cannon in Civilization, but with slightly better befense due to its higher hitpoints. 8 1 1 2 1 40
    Musketeers Veterans from civilization will note that this version of the musketeers has a higher attack rating, making it more useful. 3 3 1 2 1 30
    Caravel This is the first true seaworthy vessel you'll build. It can carry up to 3 friendly units. 2 1 3 1 1 40
    Galleon Both the galleon and the Frigate become available with Magnetism. The Galleon is the old world equivalent of the transport. It can carry up to 4 friendly gound units. 0 2 4 2 1 40
    Frigate This is the first real attack ship. It can carry up to 2 friendly gound units. 4 2 4 2 1 40
    Ironclad A much better attack vessel due to it's higher hipoints. Prerequisite: Steam engine. 4 4 4 3 1 60

    Non-Mechanized Modern units

    Icon Name Desrciption Attack Defense Movement Hit Points Fire Points Costs (Shields) Info
    Partisans I won't tell you what these guys do, just find out by capturing a city from a civilization that has discovered Guerilla Warfare. 4 4 1 2 1 50
    Riflemen A good defense unit, although it is a lot stronger than it's Civiilization counterpart. 5 4 1 2 1 40
    Alpine Troops Contrary to popular belief, these guys can move even in deserts! (although they must get very hot in that snow suit). These are a great defense unit, and become available with the discovery of tactics. They also move in the manner of the explorer (treat all squares as roads). 5 5 1 2 1 50
    Marines One of my favorite units, aside from their impressive attack/defense statistics, marines can attack directly from ships (Amphibious Assault), making them very effective. 8 5 2 2 1 60
    Paratroopers These guys are awesone. They can paradrop (and make one attack) anywhere within 10 squares of the city or airbase they occupy, making them excellent for taking over enemy cities. 6 4 1 2 1 60

    Modern Mechanized Units and Artillery

    Icon Name Desrciption Attack Defense Movement Hit Points Fire Points Costs (Shields) Info
    Mechanized Infantry The best unit for city defense. 6 6 3 3 1 50
    Armor Mobile and strong, a very nice unit to have on your side. 10 5 3 3 1 80
    Artillery The modern version of the cannon and catapult. 10 1 1 2 2 80
    Howitzer Aside from being a strong unit to begin with, these guys ignore the effects of city walls. 12 2 2 3 2 60

    Air Units

    Icon Name Desrciption Attack Defense Movement Hit Points Fire Points Costs (Shields) Info
    Fighter Your basic fighter is the first type of air unit you can usually build. Only other fighters, AEGIS Cruisers and SAM batteries can defend against the fighters. 4 2 10 2 2 60
    Bomber Essentially the same as the ones in the original Civilization. 12 1 8(16) 2 2 120
    Helicopter Finally! An air unit that can fly indefinitely! (well, almost, you'll see). 10 3 6 2 2 100
    Stealth Fighter A souped up version of the fighter that replaces the standard fighter when Stealth is discovered. 8 3 14 2 2 80
    Stealth Bomber A souped up version of the bomber that replaces the standard bomber when Stealth is discovered. 14 3 12(24) 2 2 160

    Modern Naval Units

    Icon Name Desrciption Attack Defense Movement Hit Points Fire Points Costs (Shields) Info
    Destroyer A weak vessel in comparison to other ships, the destroyer has the special ability to spot submarines in adjacent squares. 4 4 6 3 1 60
    Cruiser One of the first advanced naval units you'll probably build, the cruiser is a pretty tought 6 6 5 3 2 80
    AEGIS Cruiser A more advanced version of the cruiser, it becomes available with the discovery of Rocketry. Its defense factor is doubled against air units and missiles. 8 8 5 3 2 100
    Battleship The strongest of your sea units. Expensive to build, make sure you build a veteran by using the Port Facility improvement. 8 8 5 3 2 100
    Submarine Although somewhat weak in defense, since it remains invisible to most ships until it attacks, the submarine can cripple enemy shipping lanes. 10 2 3 3 2 60
    Aircraft carrier Unlike it original Civilization predecessor (it used to be ADM 1/12/5) the new carrier is rather whimpy, although it does have a lot of Hp's. 9 1 5 2 2 160
    Transport Can carry up to 8 units. Excellent choice to use with marines. 0 3 5 3 1 50

    Weapons of Mass Destruction

    Icon Name Desrciption Attack Defense Movement Hit Points Fire Points Costs (Shields) Info
    Cruise Missile A limited, cheap substitute for nukes that cause no pollution. A one shot weapon. 20 0 12 1 3 40
    Nuclear weapons Enough said. Note that in Civ II computer civilizations are much more likely to use these guys than in the original Civilization. 99 0 16 1 1 160

    Noncombatant Units

    You can't win with just these guys (well, you could) but they are essential or helful.

    Icon Name Desrciption Attack Defense Movement Hit Points Fire Points Costs (Shields) Info
    Settlers The old reliable settler. No new improvements here.
    Engineers The enginners ROCK! These guys are awesome. They become available with the discovery of explosives. They are a super settler. They can build faster and can transform terrains, from say hills to grassland.
    Explorers These guys become available with the discovery of seafaring. These are nice since they treat all terrains (even mountains) as roads, so they can move 3 squares per turn.
    Caravan Nothing new here.
    Freight The modern version of the caravan (camels just don't make sense in the industrial age). Becomes available with the corporation. Can move two squares.

    Diplomacy Units

    Icon Name Desrciption Attack Defense Movement Hit Points Fire Points Costs (Shields) Info
    Diplomat The same old guy, with a few twits. Now, you don't have to send one out everytime you want an audience (if you have an embassy). Foreign nations can also expel your diplomats.
    Spy The modern diplomat, it becomes available when you discover (what else) espionage. It has many useful powers such as bribing units, sabotaging units, stealing specific technologies and more!
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      Prerequisite: Space Flight
      Cost: 600 Shields
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      Expires: Never

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      Prerequisite: Genetic Engineering
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      Cost: 600 Shields
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      Prerequisite: Economics
      Cost: 400 Shields
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      Expires: Never

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      Prerequisite: Railroad
      Cost: 400 Shields
      Effect: Grant two instant civilization advances.
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      Prerequisite: Steam Engine
      Cost: 300 Shields
      Effect: Improves other civilation's attitude towards you.
      Expires: Never

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      Prerequisite: Theory of Gravity
      Cost: 400 Shields
      Effect: Doubles science output of city where it's built.
      Expires: Never

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      Prerequisite: Theology
      Cost: 400 Shields
      Effect: Decreases the number of unhappy citizens in every friendly city in the continent by two per city
      Expires: Never
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      Prerequisite: Astronomy
      Cost: 200 Shields
      Effect: Increases science output of city where it is built by 50 %.
      Expires: Never

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      Prerequisite: Engineering
      Cost: 300 Shields
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      Expires: Never

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      Prerequisite: Medicine (don't ask why)
      Cost: 300 Shields
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      Expires: Never
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      Prerequisite: Bronze working
      Cost: 200 Shields
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      Prerequisite: Literacy
      Cost: 300 Shields
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      Prerequisite: Masonry
      Cost: 300 Shields
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      Prerequisite: Pottery
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