I offer this as a prerequisite for Military Strategy 101, which will be almost definately be written by someone else later. The idea being that before you can start thinking about which troops to use, how to move them around, what to use in defense of your cities, etc. you need to know how to build those troops. What resources do you need? What are the buildings and wonders that can make the units you build stronger? What are the advantages you can get from the different leaders? This "course" is intended to answer all of those and a couple other related questions by just putting the information in easy to read lists.
Code - Sciences listed in Blue, Resources in Green.
Military Buildings.
Non-wonder
1. Barracks - New units get +4 XP, Required for Heroic Epic
2. Drydocks - New naval units get +4 XP and are built 50% faster. Requires steel.
National Wonders
1. Heroic Epic - +100% unit production. Requires literature.
2. Red Cross - New units start with Medic 1. Requires medicine.
3. West Point - New units get +4 XP. Requires military tradition.
World Wonders
1. Chichen Itza - +25% defense in all cities. Requires code of laws.
2. The Pentagon - New units get +2XP in all cities. Requires assembly line.
Leaders.
There is only one leadership trait that directly relates to building military units, and that is Aggression. It gives a free Combat 1 promotion to all melee and gunpowder units. It also doubles the production speed of barracks and drydock. Here is the lowdown on all of the leaders with the Aggressive trait.
Alexander - Greek - Agg & Philisophical, starts with hunting and fishing. His unique unit is Phalanx, which replaces Spearman.
Phalanx - Str 5, Mov 1, +100% v. Mounted, +25% Hills Def
Spearman - Str 4, Mov 1, +100% v. Mounted
Genghis Khan - Mogol - Agg & Expansive, starts with hunting and wheel. His unique unit is Keshik, which replaces Horse Archer.
Keshik - Str 6, Mov 2, +50% attack v. catapult, no defensive bonuses, 1 First Strike, ignores terrain movement cost.
Horse Archer - Str 6, Mov 2, +50% attack v. catapult, no defensive bonuses, immune to first strike.
Kublai Khan - Mongol - Agg & Creative, starts with hunting and wheel. His unique unit is also Keshik.
Montezuma - Aztec - Agg & Spiritual, starts with hunting and mysticism. His unique unit is Jaguar, which replaces Swordsman.
Jaguar - Str 5, Mov 1, +10% city attack, +25% jungle defense.
Swordsman - Str 6, Mov 1, +10% city attack.
The Jaguar does not require iron like the swordsman does.
Napolean - France - Agg & Industrious, starts with agriculture and wheel. His unique unit is Musketeer, which replaces Musketman.
Musketeer - Str 9, Mov 2
Musketman - Str 9, Mov 1
Tokugawa - Agg & Organized, starts with fishing and wheel. His unique unit is Samaria, which replaces Maceman.
Samaria - Str 8, Mov 1, +50% v. Melee, 2 first strikes
Maceman - Str 8, Mov 1, +50% v. Melee
Resources needed.
This lists each resouce required to build any military units followed by the units which require them. All of the units listed after copper can be built with iron instead. This doesn't work in reverse, the ones listed after iron cannot be built with copper. Similarly, all of the units listed after uranium may be built with oil, but not vice versa. Units which require more than 1 resource to build are in red and listed under each resource needed.
Aluminum - Jet Fighter, Modern Armor, Stealth Bomber
Coal - Ironclad
Copper - Axeman, Maceman, Phalanx, Speaman
Horse - Cavalry, Chariot, Cossack, Horse Archer, Immortal, Keshik, Knight
Iron - Cannon, Cho-Ko-Nu, Conquistador, Crossbowman, Frigate, Ironclad, Knight, Pikeman, Praetorian, Samarai, Swordsman.
Ivory - War Elephant
Oil - Bomber, Fighter, Gunship, Jet Fighter, Modern Armor, Panzer, Stealth Bomber, Tank
Uranium - Battleship, Carrier, Destroyer, Submarine, Transport
*This is a work in progress. I plan to do the full UU vs unit replaced comparison chart for all civs in here later if people find this post valuable. Please let me know if you see any errors so I can correct them.
Code - Sciences listed in Blue, Resources in Green.
Military Buildings.
Non-wonder
1. Barracks - New units get +4 XP, Required for Heroic Epic
2. Drydocks - New naval units get +4 XP and are built 50% faster. Requires steel.
National Wonders
1. Heroic Epic - +100% unit production. Requires literature.
2. Red Cross - New units start with Medic 1. Requires medicine.
3. West Point - New units get +4 XP. Requires military tradition.
World Wonders
1. Chichen Itza - +25% defense in all cities. Requires code of laws.
2. The Pentagon - New units get +2XP in all cities. Requires assembly line.
Leaders.
There is only one leadership trait that directly relates to building military units, and that is Aggression. It gives a free Combat 1 promotion to all melee and gunpowder units. It also doubles the production speed of barracks and drydock. Here is the lowdown on all of the leaders with the Aggressive trait.
Alexander - Greek - Agg & Philisophical, starts with hunting and fishing. His unique unit is Phalanx, which replaces Spearman.
Phalanx - Str 5, Mov 1, +100% v. Mounted, +25% Hills Def
Spearman - Str 4, Mov 1, +100% v. Mounted
Genghis Khan - Mogol - Agg & Expansive, starts with hunting and wheel. His unique unit is Keshik, which replaces Horse Archer.
Keshik - Str 6, Mov 2, +50% attack v. catapult, no defensive bonuses, 1 First Strike, ignores terrain movement cost.
Horse Archer - Str 6, Mov 2, +50% attack v. catapult, no defensive bonuses, immune to first strike.
Kublai Khan - Mongol - Agg & Creative, starts with hunting and wheel. His unique unit is also Keshik.
Montezuma - Aztec - Agg & Spiritual, starts with hunting and mysticism. His unique unit is Jaguar, which replaces Swordsman.
Jaguar - Str 5, Mov 1, +10% city attack, +25% jungle defense.
Swordsman - Str 6, Mov 1, +10% city attack.
The Jaguar does not require iron like the swordsman does.
Napolean - France - Agg & Industrious, starts with agriculture and wheel. His unique unit is Musketeer, which replaces Musketman.
Musketeer - Str 9, Mov 2
Musketman - Str 9, Mov 1
Tokugawa - Agg & Organized, starts with fishing and wheel. His unique unit is Samaria, which replaces Maceman.
Samaria - Str 8, Mov 1, +50% v. Melee, 2 first strikes
Maceman - Str 8, Mov 1, +50% v. Melee
Resources needed.
This lists each resouce required to build any military units followed by the units which require them. All of the units listed after copper can be built with iron instead. This doesn't work in reverse, the ones listed after iron cannot be built with copper. Similarly, all of the units listed after uranium may be built with oil, but not vice versa. Units which require more than 1 resource to build are in red and listed under each resource needed.
Aluminum - Jet Fighter, Modern Armor, Stealth Bomber
Coal - Ironclad
Copper - Axeman, Maceman, Phalanx, Speaman
Horse - Cavalry, Chariot, Cossack, Horse Archer, Immortal, Keshik, Knight
Iron - Cannon, Cho-Ko-Nu, Conquistador, Crossbowman, Frigate, Ironclad, Knight, Pikeman, Praetorian, Samarai, Swordsman.
Ivory - War Elephant
Oil - Bomber, Fighter, Gunship, Jet Fighter, Modern Armor, Panzer, Stealth Bomber, Tank
Uranium - Battleship, Carrier, Destroyer, Submarine, Transport
*This is a work in progress. I plan to do the full UU vs unit replaced comparison chart for all civs in here later if people find this post valuable. Please let me know if you see any errors so I can correct them.
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