Units
- Military Ground Units
- Military Naval Units
- Military Air Units
- Military Combined Units
- NonMilitary Units
Military Ground Units
UNIT | Scientific Advance | COST | Attack/Defense Strength | Movement | Comments/Special |
Warriors | None | 10 | 1/1 | 1 | This Unit is basically useless, Only use if nothing better is available. |
Phalanx | Bronze Working | 20 | 1/2 | 1 | This unit is best used for Defending cities. |
Archers | Warrior Code | 30 | 3/2 | 1 | None |
Legion | Iron Working | 40 | 4/2 | 1 | Well, the Romans used them to conquer all of Europe. |
Horse- men | Horseback Riding | 20 | 2/1 | 2 | use for EARLY attacks on near-by neighbors. |
Pikemen | Feudalism | 20 | 1/2(4) | 1 | Better than the Phalanx because it's defense strength is *2 against attackers on horseback. |
Chariot | The Wheel | 30 | 3/1 | 2 | Good if the enemy is far away because it's faster than Legions. |
Elephant | Polytheism | 40 | 4/1 | 2 | Even better than the chariot, but still weaker than Legions. |
Catapult | Mathematics | 40 | 6/1 | 1 | Slow, expensive, easy to kill, but great if you've got a blockaded city your legions just can't get. |
Crusaders | Monotheism | 40 | 5/1 | 2 | Great, you can get to the cities this century and conquer it as well. Unless they have a pikemen near by. |
Knights | Chivalry | 40 | 4/2 | 2 | the Legions equal, but faster! Don't use against pikemen. |
Dragoons | Leadership | 50 | 5/2 | 2 | Better |
Musketeers | Gunpowder | 30 | 3/3 | 1 | Nice, but I usually hold out for Conscription. |
Riflemen | Conscription | 40 | 5/4 | 1 | An effective city defence. |
Cavalry | Tactics | 60 | 8/3 | 2 | Defeated the Indians. |
Partisans | Guerrilla Warfare | 50 | 4/4 | 1 | Created when a city is captured from a civilization who has Guerrilla Warfare. |
Fanatics | Fundamentalism | 20 | 4/4 | 1 | Can only be produced under a Fundamentalist Government. |
Cannon | Metallurgy | 40 | 8/1 | 1 | Again, only use against a city that you have under control. (can't attack from) |
Marines | Amphibious Warfare | 60 | 8/5 | 1 | Can make amphibious Assaults, but they never seem to work out for me. |
Artillery | Machine Tools | 50 | 10/1 | 1 | Same as Cannon. |
Armor | Mobile Warfare | 80 | 10/5 | 3 | used mostly for invading, use Mechanized Infantry to defend |
Mechanized Infantry | Labor Union | 50 | 6/6 | 3 | used mostly for defense. |
Howitzer | Robotics | 70 | 12/2 | 2 | Excellent for city bombardment because is ignores the city walls improvement. |
Military Naval Units
UNIT | Scientific Advance | COST | Attack/Defence Strength | movement | Comments/Special |
Trireme | Map Making | 50 | 1/1 | 3 | Make sure it ends it's turn close to land. If not, you could lose it! And it's really frustrating to lose the 2 other units along with it. |
Caravel | Navigation | 40 | 2/1 | 3 | Used to carry ground units. |
Frigate | Magnetism | 50 | 4/2 | 4 | Can be used to carry ground troops. |
Galleon | Magnetism | 40 | 0/2 | 4 | Used exclusively from troop transport. |
Ironclad | Steam Engine | 60 | 4/2 | 2 | None |
Transport | Industrialization | 50 | 0/3 | 5 | Used exclusevely for troop transport. |
Destroyer | Electricity | 60 | 4/4 | 6 | Can spot enemy submarines. |
Submarine | Combustion | 60 | 10/2 | 3 | Invisible to most sea/ground units. Can carry 8 missiles. |
Cruiser | Steel | 80 | 6/6 | 5 | Can spot enemy submarines. |
Battleship | Automobile | 160 | 12/12 | 4 | Computer waists Cruise missles on these for some reason. 5-7 to sink. |
Aegis Cruiser | Rocketry | 100 | 8/8 | 5 | defense doubled against air units. |
Carrier | Advanced Flight | 160 | 1/9 | 5 | Can carry/refuel up to 8 aircraft. |
Military Air Units
UNIT | Scientific Advance | COST | Attack/Defense Strength | Movement | Comments/Special |
Fighter | Flight | 60 | 4/2 | 10 | Must end turn insided a friendly city or airbase. |
Bomber | Advanced Flight | 120 | 12/1 | 8 | Must end turn after 16 moves, get 8 per turn. |
Helicopter | Combined Arms | 100 | 10/3 | 6 | must eventualy land in a friendly city because it takes damage during flight. |
Stealth fighter | Stealth | 160 | 14/3 | 12 | Must end turn inside a friendly city after 24 moves, get 12 per turn. |
Stealth bomber | Stealth | 80 | 8/3 | 14 | Must end turn in either a friendly city or airbase. |
Military Combined Unites
UNIT | Science Advance | COST | Attack/Defense Strength | Movement | Comments/Special |
Alpine Troops | Tactics | 50 | 5/5 | 1 | All terain is crossed as if by road. |
Para-troopers | Combined Arms | 60 | 6/4 | 1 | Can make paradrops from cities with airports up to 10 spaces away. |
Cruise Missile | Rocketry | 60 | 20/0 | 12 | Must either end turn in a friendly city or be used on an enemy position. Upsets locals. |
Nuclear Missile | Rocketry/ nuclear fission | 160 | 99/0 | 16 | Same rules as Cruise Missile. But when used on a city it destroys all enemy units within, ruins surounding land improvements, and covers the detonation area with polution. Cannot be built until the Manhattan project has been completed. |
Non-Military Units
All units have an attack strength of 0.
UNIT | Scinece Advance | COST | Defense Strenght | Movement | Comments/Special |
Settlers | None | 40/1pop | 1 | 1 | In addition to 40 shields building this, it also removes 1 pop from the home city. This unit is used to found new cities. |
Diplomat | Writing | 30 | 0 | 2 | Used for building embassies, espionage, weakening enemy cities, stealing technology, Inciting revolts, Industrial Sabotage, etc. |
Caravan | Trade | 50 | 1 | 1 | Used for creating trade routes between cities. Can also be used to hurry WOW building. |
Explorer | Seafaring | 30 | 1 | 1 | All terrain is crossed as if by road. Excellent if you have a huge land mass you want to explore really quickly. |
Engineer | Explosives | 40 | 2 | 2 | Does everything twice as fast as a settler, plus can drastically alter a landscape. (mountains->hills) |
Freight | Corporation | 50 | 1 | 2 | Replaces Caravan. Plus trade routs created using Freight produce move overall trade. |
Spy | Espionage | 30 | 0 | 3 | Replaces Diplomat. More effective, and can place nuclear devices. |