Freeciv 3.1.1 unit types help (Civ1 ruleset)
Settlers
Cost: 40 shields
Upkeep: 1 Food, 1 Shield
Moves: 1
Vision: 1
Attack: 0
Defense: 1
Firepower: 10
Hitpoints: 10
Obsolete by: None
* Belongs to Land unit class.
* Subject to zones of control.
* Gets a 50% defensive bonus while in cities.
* Costs 1 population to build.
* May impose a zone of control on its adjacent tiles.
* A non-military unit:
* Cannot attack.
* Doesn't impose martial law.
* Can enter foreign territory regardless of peace treaty.
* Doesn't prevent enemy cities from working the tile it's on.
* Can do the action 'Build City'.
* is done to domestic tiles.
* uses up the Settlers.
* target must be at the same tile.
* initial population: 1.
* Can do the action 'Add to City'.
* is done to domestic individual cities.
* uses up the Settlers.
* target can be max 1 tile away.
* max target size: 7.
* adds 1 population.
* Can do the action 'Disband recovering production'.
* is done to individual cities.
* uses up the Settlers.
* target can be max 1 tile away.
* Can do the action 'Disband without recovering production'.
* uses up the Settlers.
* can't be done if 'Disband recovering production' is legal.
* Can do the action 'Set Home City'.
* is done to domestic individual cities.
* target must be at the same tile.
* Can do the action 'Transform by Cultivating'.
* is done to tiles.
* target must be at the same tile.
* converts target tile terrain to another type.
* Can do the action 'Transform by Planting'.
* is done to tiles.
* target must be at the same tile.
* converts target tile terrain to another type.
* Can do the action 'Build Road'.
* is done to create extras on tiles.
* target must be at the same tile.
* builds Road and Railroad on tiles.
* Can do the action 'Build Irrigation'.
* is done to create extras on tiles.
* target must be at the same tile.
* builds Irrigation on tiles.
* Can do the action 'Build Mine'.
* is done to create extras on tiles.
* target must be at the same tile.
* builds Mine on tiles.
* Can do the action 'Build Base'.
* is done to create extras on tiles.
* target must be at the same tile.
* builds Fortress on tiles.
* Can do the action 'Pillage'.
* is done to extras on tiles.
* target must be at the same tile.
* pillages Irrigation, Mine, Fortress, Road, and Railroad from tiles.
* Can do the action 'Clean Pollution'.
* is done to extras on tiles.
* target must be at the same tile.
* cleans Pollution from tiles.
* Can do the action 'Board'.
* is done to individual units.
* target must be at the same tile.
* Can do the action 'Deboard'.
* is done to individual units.
* target must be at the same tile.
* Can do the action 'Embark'.
* is done to individual units.
* ends this unit's turn.
* target must be exactly 1 tile away.
* Can do the action 'Disembark'.
* is done to tiles.
* ends this unit's turn.
* target must be exactly 1 tile away.
* can't be done if 'Enter Hut' or 'Enter Hut from transport' is legal.
* Can do the action 'Enter Hut'.
* is done to tiles.
* target must be exactly 1 tile away.
* if a suitable hut is at the targetet tile it will be entered.
* May acquire veteran status.
* Veterans have increased strength in combat.
* Veterans work faster.
Settlers are one of the key units in the game, as they are your main means of founding new cities, and can also improve terrain; see the help on Terrain and Terrain Alterations.
Upkeep for Settlers is in food as well as production, and a Settler can die if its supporting city runs out of food. Settlers in a Republic or Democracy require twice as much food per turn.
Militia
Cost: 10 shields
Upkeep: 1 Shield, 1 Unhappy
Moves: 1
Vision: 1
Attack: 1
Defense: 1
Firepower: 10
Hitpoints: 10
Obsolete by: Musketeers
* Belongs to Land unit class.
* Subject to zones of control.
* Gets a 50% defensive bonus while in cities.
* May impose a zone of control on its adjacent tiles.
* Can do the action 'Disband recovering production'.
* is done to individual cities.
* uses up the Militia.
* target can be max 1 tile away.
* Can do the action 'Disband without recovering production'.
* uses up the Militia.
* can't be done if 'Disband recovering production' is legal.
* Can do the action 'Set Home City'.
* is done to domestic individual cities.
* target must be at the same tile.
* Can do the action 'Attack'.
* is done to foreign unit stacks.
* can lead to a battle against a defender.
* target must be exactly 1 tile away.
* weaker when tired. If performed with less than a single move point left the attack power is reduced accordingly.
* Can do the action 'Conquer City'.
* is done to foreign individual cities.
* target must be exactly 1 tile away.
* can't be done if 'Attack' is legal.
* Can do the action 'Fortify'.
* Can do the action 'Pillage'.
* is done to extras on tiles.
* target must be at the same tile.
* pillages Irrigation, Mine, Fortress, Road, and Railroad from tiles.
* Can do the action 'Board'.
* is done to individual units.
* target must be at the same tile.
* Can do the action 'Deboard'.
* is done to individual units.
* target must be at the same tile.
* Can do the action 'Embark'.
* is done to individual units.
* ends this unit's turn.
* target must be exactly 1 tile away.
* Can do the action 'Disembark'.
* is done to tiles.
* ends this unit's turn.
* target must be exactly 1 tile away.
* can't be done if 'Enter Hut' or 'Enter Hut from transport' is legal.
* Can do the action 'Enter Hut'.
* is done to tiles.
* target must be exactly 1 tile away.
* if a suitable hut is at the targetet tile it will be entered.
* May acquire veteran status.
* Veterans have increased strength in combat.
This unit may be built from the start of the game. It is the weakest offensive unit.
Phalanx
Cost: 20 shields
Upkeep: 1 Shield, 1 Unhappy
Moves: 1
Vision: 1
Attack: 1
Defense: 2
Firepower: 10
Hitpoints: 10
Obsolete by: Musketeers
* Belongs to Land unit class.
* Subject to zones of control.
* Gets a 50% defensive bonus while in cities.
* May impose a zone of control on its adjacent tiles.
* Can do the action 'Disband recovering production'.
* is done to individual cities.
* uses up the Phalanx.
* target can be max 1 tile away.
* Can do the action 'Disband without recovering production'.
* uses up the Phalanx.
* can't be done if 'Disband recovering production' is legal.
* Can do the action 'Set Home City'.
* is done to domestic individual cities.
* target must be at the same tile.
* Can do the action 'Attack'.
* is done to foreign unit stacks.
* can lead to a battle against a defender.
* target must be exactly 1 tile away.
* weaker when tired. If performed with less than a single move point left the attack power is reduced accordingly.
* Can do the action 'Conquer City'.
* is done to foreign individual cities.
* target must be exactly 1 tile away.
* can't be done if 'Attack' is legal.
* Can do the action 'Fortify'.
* Can do the action 'Pillage'.
* is done to extras on tiles.
* target must be at the same tile.
* pillages Irrigation, Mine, Fortress, Road, and Railroad from tiles.
* Can do the action 'Board'.
* is done to individual units.
* target must be at the same tile.
* Can do the action 'Deboard'.
* is done to individual units.
* target must be at the same tile.
* Can do the action 'Embark'.
* is done to individual units.
* ends this unit's turn.
* target must be exactly 1 tile away.
* Can do the action 'Disembark'.
* is done to tiles.
* ends this unit's turn.
* target must be exactly 1 tile away.
* can't be done if 'Enter Hut' or 'Enter Hut from transport' is legal.
* Can do the action 'Enter Hut'.
* is done to tiles.
* target must be exactly 1 tile away.
* if a suitable hut is at the targetet tile it will be entered.
* May acquire veteran status.
* Veterans have increased strength in combat.
The Phalanx is armored infantry, suitable for defending your cities.
Legion
Cost: 20 shields
Upkeep: 1 Shield, 1 Unhappy
Moves: 1
Vision: 1
Attack: 3
Defense: 1
Firepower: 10
Hitpoints: 10
Obsolete by: Musketeers
* Belongs to Land unit class.
* Subject to zones of control.
* Gets a 50% defensive bonus while in cities.
* May impose a zone of control on its adjacent tiles.
* Can do the action 'Disband recovering production'.
* is done to individual cities.
* uses up the Legion.
* target can be max 1 tile away.
* Can do the action 'Disband without recovering production'.
* uses up the Legion.
* can't be done if 'Disband recovering production' is legal.
* Can do the action 'Set Home City'.
* is done to domestic individual cities.
* target must be at the same tile.
* Can do the action 'Attack'.
* is done to foreign unit stacks.
* can lead to a battle against a defender.
* target must be exactly 1 tile away.
* weaker when tired. If performed with less than a single move point left the attack power is reduced accordingly.
* Can do the action 'Conquer City'.
* is done to foreign individual cities.
* target must be exactly 1 tile away.
* can't be done if 'Attack' is legal.
* Can do the action 'Fortify'.
* Can do the action 'Pillage'.
* is done to extras on tiles.
* target must be at the same tile.
* pillages Irrigation, Mine, Fortress, Road, and Railroad from tiles.
* Can do the action 'Board'.
* is done to individual units.
* target must be at the same tile.
* Can do the action 'Deboard'.
* is done to individual units.
* target must be at the same tile.
* Can do the action 'Embark'.
* is done to individual units.
* ends this unit's turn.
* target must be exactly 1 tile away.
* Can do the action 'Disembark'.
* is done to tiles.
* ends this unit's turn.
* target must be exactly 1 tile away.
* can't be done if 'Enter Hut' or 'Enter Hut from transport' is legal.
* Can do the action 'Enter Hut'.
* is done to tiles.
* target must be exactly 1 tile away.
* if a suitable hut is at the targetet tile it will be entered.
* May acquire veteran status.
* Veterans have increased strength in combat.
Legions are heavily armed and well disciplined infantry units with an excellent offensive value.
Musketeers
Cost: 30 shields
Upkeep: 1 Shield, 1 Unhappy
Moves: 1
Vision: 1
Attack: 2
Defense: 3
Firepower: 10
Hitpoints: 10
Obsolete by: Riflemen
* Belongs to Land unit class.
* Subject to zones of control.
* Gets a 50% defensive bonus while in cities.
* May impose a zone of control on its adjacent tiles.
* Can do the action 'Disband recovering production'.
* is done to individual cities.
* uses up the Musketeers.
* target can be max 1 tile away.
* Can do the action 'Disband without recovering production'.
* uses up the Musketeers.
* can't be done if 'Disband recovering production' is legal.
* Can do the action 'Set Home City'.
* is done to domestic individual cities.
* target must be at the same tile.
* Can do the action 'Attack'.
* is done to foreign unit stacks.
* can lead to a battle against a defender.
* target must be exactly 1 tile away.
* weaker when tired. If performed with less than a single move point left the attack power is reduced accordingly.
* Can do the action 'Conquer City'.
* is done to foreign individual cities.
* target must be exactly 1 tile away.
* can't be done if 'Attack' is legal.
* Can do the action 'Fortify'.
* Can do the action 'Pillage'.
* is done to extras on tiles.
* target must be at the same tile.
* pillages Irrigation, Mine, Fortress, Road, and Railroad from tiles.
* Can do the action 'Board'.
* is done to individual units.
* target must be at the same tile.
* Can do the action 'Deboard'.
* is done to individual units.
* target must be at the same tile.
* Can do the action 'Embark'.
* is done to individual units.
* ends this unit's turn.
* target must be exactly 1 tile away.
* Can do the action 'Disembark'.
* is done to tiles.
* ends this unit's turn.
* target must be exactly 1 tile away.
* can't be done if 'Enter Hut' or 'Enter Hut from transport' is legal.
* Can do the action 'Enter Hut'.
* is done to tiles.
* target must be exactly 1 tile away.
* if a suitable hut is at the targetet tile it will be entered.
* May acquire veteran status.
* Veterans have increased strength in combat.
Musketeers are infantry equipped with early firearms and replace Phalanx as the preferred city defender.
Riflemen
Cost: 30 shields
Upkeep: 1 Shield, 1 Unhappy
Moves: 1
Vision: 1
Attack: 3
Defense: 5
Firepower: 10
Hitpoints: 10
Obsolete by: None
* Belongs to Land unit class.
* Subject to zones of control.
* Gets a 50% defensive bonus while in cities.
* May impose a zone of control on its adjacent tiles.
* Can do the action 'Disband recovering production'.
* is done to individual cities.
* uses up the Riflemen.
* target can be max 1 tile away.
* Can do the action 'Disband without recovering production'.
* uses up the Riflemen.
* can't be done if 'Disband recovering production' is legal.
* Can do the action 'Set Home City'.
* is done to domestic individual cities.
* target must be at the same tile.
* Can do the action 'Attack'.
* is done to foreign unit stacks.
* can lead to a battle against a defender.
* target must be exactly 1 tile away.
* weaker when tired. If performed with less than a single move point left the attack power is reduced accordingly.
* Can do the action 'Conquer City'.
* is done to foreign individual cities.
* target must be exactly 1 tile away.
* can't be done if 'Attack' is legal.
* Can do the action 'Fortify'.
* Can do the action 'Pillage'.
* is done to extras on tiles.
* target must be at the same tile.
* pillages Irrigation, Mine, Fortress, Road, and Railroad from tiles.
* Can do the action 'Board'.
* is done to individual units.
* target must be at the same tile.
* Can do the action 'Deboard'.
* is done to individual units.
* target must be at the same tile.
* Can do the action 'Embark'.
* is done to individual units.
* ends this unit's turn.
* target must be exactly 1 tile away.
* Can do the action 'Disembark'.
* is done to tiles.
* ends this unit's turn.
* target must be exactly 1 tile away.
* can't be done if 'Enter Hut' or 'Enter Hut from transport' is legal.
* Can do the action 'Enter Hut'.
* is done to tiles.
* target must be exactly 1 tile away.
* if a suitable hut is at the targetet tile it will be entered.
* May acquire veteran status.
* Veterans have increased strength in combat.
Riflemen are World War-era infantry, very good at defending your cities.
Mech. Inf.
Cost: 50 shields
Upkeep: 1 Shield, 1 Unhappy
Moves: 3
Vision: 1
Attack: 6
Defense: 6
Firepower: 10
Hitpoints: 10
Obsolete by: None
* Belongs to Land unit class.
* Subject to zones of control.
* Gets a 50% defensive bonus while in cities.
* May impose a zone of control on its adjacent tiles.
* Can do the action 'Disband recovering production'.
* is done to individual cities.
* uses up the Mech. Inf..
* target can be max 1 tile away.
* Can do the action 'Disband without recovering production'.
* uses up the Mech. Inf..
* can't be done if 'Disband recovering production' is legal.
* Can do the action 'Set Home City'.
* is done to domestic individual cities.
* target must be at the same tile.
* Can do the action 'Attack'.
* is done to foreign unit stacks.
* can lead to a battle against a defender.
* target must be exactly 1 tile away.
* weaker when tired. If performed with less than a single move point left the attack power is reduced accordingly.
* Can do the action 'Conquer City'.
* is done to foreign individual cities.
* target must be exactly 1 tile away.
* can't be done if 'Attack' is legal.
* Can do the action 'Fortify'.
* Can do the action 'Pillage'.
* is done to extras on tiles.
* target must be at the same tile.
* pillages Irrigation, Mine, Fortress, Road, and Railroad from tiles.
* Can do the action 'Board'.
* is done to individual units.
* target must be at the same tile.
* Can do the action 'Deboard'.
* is done to individual units.
* target must be at the same tile.
* Can do the action 'Embark'.
* is done to individual units.
* ends this unit's turn.
* target must be exactly 1 tile away.
* Can do the action 'Disembark'.
* is done to tiles.
* ends this unit's turn.
* target must be exactly 1 tile away.
* can't be done if 'Enter Hut' or 'Enter Hut from transport' is legal.
* Can do the action 'Enter Hut'.
* is done to tiles.
* target must be exactly 1 tile away.
* if a suitable hut is at the targetet tile it will be entered.
* May acquire veteran status.
* Veterans have increased strength in combat.
Mechanized Infantry; this unit has the strongest defense strength of any land unit, but is only available near the end of the technology tree.
Cavalry
Cost: 20 shields
Upkeep: 1 Shield, 1 Unhappy
Moves: 2
Vision: 1
Attack: 2
Defense: 1
Firepower: 10
Hitpoints: 10
Obsolete by: Musketeers
* Belongs to Land unit class.
* Subject to zones of control.
* Gets a 50% defensive bonus while in cities.
* May impose a zone of control on its adjacent tiles.
* Can do the action 'Disband recovering production'.
* is done to individual cities.
* uses up the Cavalry.
* target can be max 1 tile away.
* Can do the action 'Disband without recovering production'.
* uses up the Cavalry.
* can't be done if 'Disband recovering production' is legal.
* Can do the action 'Set Home City'.
* is done to domestic individual cities.
* target must be at the same tile.
* Can do the action 'Attack'.
* is done to foreign unit stacks.
* can lead to a battle against a defender.
* target must be exactly 1 tile away.
* weaker when tired. If performed with less than a single move point left the attack power is reduced accordingly.
* Can do the action 'Conquer City'.
* is done to foreign individual cities.
* target must be exactly 1 tile away.
* can't be done if 'Attack' is legal.
* Can do the action 'Fortify'.
* Can do the action 'Pillage'.
* is done to extras on tiles.
* target must be at the same tile.
* pillages Irrigation, Mine, Fortress, Road, and Railroad from tiles.
* Can do the action 'Board'.
* is done to individual units.
* target must be at the same tile.
* Can do the action 'Deboard'.
* is done to individual units.
* target must be at the same tile.
* Can do the action 'Embark'.
* is done to individual units.
* ends this unit's turn.
* target must be exactly 1 tile away.
* Can do the action 'Disembark'.
* is done to tiles.
* ends this unit's turn.
* target must be exactly 1 tile away.
* can't be done if 'Enter Hut' or 'Enter Hut from transport' is legal.
* Can do the action 'Enter Hut'.
* is done to tiles.
* target must be exactly 1 tile away.
* if a suitable hut is at the targetet tile it will be entered.
* May acquire veteran status.
* Veterans have increased strength in combat.
Cavalry are mounted warriors and an early shock-troop that can penetrate deep into enemy territory.
Chariot
Cost: 40 shields
Upkeep: 1 Shield, 1 Unhappy
Moves: 2
Vision: 1
Attack: 4
Defense: 1
Firepower: 10
Hitpoints: 10
Obsolete by: Knights
* Belongs to Land unit class.
* Subject to zones of control.
* Gets a 50% defensive bonus while in cities.
* May impose a zone of control on its adjacent tiles.
* Can do the action 'Disband recovering production'.
* is done to individual cities.
* uses up the Chariot.
* target can be max 1 tile away.
* Can do the action 'Disband without recovering production'.
* uses up the Chariot.
* can't be done if 'Disband recovering production' is legal.
* Can do the action 'Set Home City'.
* is done to domestic individual cities.
* target must be at the same tile.
* Can do the action 'Attack'.
* is done to foreign unit stacks.
* can lead to a battle against a defender.
* target must be exactly 1 tile away.
* weaker when tired. If performed with less than a single move point left the attack power is reduced accordingly.
* Can do the action 'Conquer City'.
* is done to foreign individual cities.
* target must be exactly 1 tile away.
* can't be done if 'Attack' is legal.
* Can do the action 'Fortify'.
* Can do the action 'Pillage'.
* is done to extras on tiles.
* target must be at the same tile.
* pillages Irrigation, Mine, Fortress, Road, and Railroad from tiles.
* Can do the action 'Board'.
* is done to individual units.
* target must be at the same tile.
* Can do the action 'Deboard'.
* is done to individual units.
* target must be at the same tile.
* Can do the action 'Embark'.
* is done to individual units.
* ends this unit's turn.
* target must be exactly 1 tile away.
* Can do the action 'Disembark'.
* is done to tiles.
* ends this unit's turn.
* target must be exactly 1 tile away.
* can't be done if 'Enter Hut' or 'Enter Hut from transport' is legal.
* Can do the action 'Enter Hut'.
* is done to tiles.
* target must be exactly 1 tile away.
* if a suitable hut is at the targetet tile it will be entered.
* May acquire veteran status.
* Veterans have increased strength in combat.
Chariots are horse-pulled war wagons, stronger but more expensive than Cavalry.
Knights
Cost: 40 shields
Upkeep: 1 Shield, 1 Unhappy
Moves: 2
Vision: 1
Attack: 4
Defense: 2
Firepower: 10
Hitpoints: 10
Obsolete by: Armor
* Belongs to Land unit class.
* Subject to zones of control.
* Gets a 50% defensive bonus while in cities.
* May impose a zone of control on its adjacent tiles.
* Can do the action 'Disband recovering production'.
* is done to individual cities.
* uses up the Knights.
* target can be max 1 tile away.
* Can do the action 'Disband without recovering production'.
* uses up the Knights.
* can't be done if 'Disband recovering production' is legal.
* Can do the action 'Set Home City'.
* is done to domestic individual cities.
* target must be at the same tile.
* Can do the action 'Attack'.
* is done to foreign unit stacks.
* can lead to a battle against a defender.
* target must be exactly 1 tile away.
* weaker when tired. If performed with less than a single move point left the attack power is reduced accordingly.
* Can do the action 'Conquer City'.
* is done to foreign individual cities.
* target must be exactly 1 tile away.
* can't be done if 'Attack' is legal.
* Can do the action 'Fortify'.
* Can do the action 'Pillage'.
* is done to extras on tiles.
* target must be at the same tile.
* pillages Irrigation, Mine, Fortress, Road, and Railroad from tiles.
* Can do the action 'Board'.
* is done to individual units.
* target must be at the same tile.
* Can do the action 'Deboard'.
* is done to individual units.
* target must be at the same tile.
* Can do the action 'Embark'.
* is done to individual units.
* ends this unit's turn.
* target must be exactly 1 tile away.
* Can do the action 'Disembark'.
* is done to tiles.
* ends this unit's turn.
* target must be exactly 1 tile away.
* can't be done if 'Enter Hut' or 'Enter Hut from transport' is legal.
* Can do the action 'Enter Hut'.
* is done to tiles.
* target must be exactly 1 tile away.
* if a suitable hut is at the targetet tile it will be entered.
* May acquire veteran status.
* Veterans have increased strength in combat.
Knights are mounted and heavily armored warriors.
Armor
Cost: 80 shields
Upkeep: 1 Shield, 1 Unhappy
Moves: 3
Vision: 1
Attack: 10
Defense: 5
Firepower: 10
Hitpoints: 10
Obsolete by: None
* Belongs to Land unit class.
* Subject to zones of control.
* Gets a 50% defensive bonus while in cities.
* May impose a zone of control on its adjacent tiles.
* Can do the action 'Disband recovering production'.
* is done to individual cities.
* uses up the Armor.
* target can be max 1 tile away.
* Can do the action 'Disband without recovering production'.
* uses up the Armor.
* can't be done if 'Disband recovering production' is legal.
* Can do the action 'Set Home City'.
* is done to domestic individual cities.
* target must be at the same tile.
* Can do the action 'Attack'.
* is done to foreign unit stacks.
* can lead to a battle against a defender.
* target must be exactly 1 tile away.
* weaker when tired. If performed with less than a single move point left the attack power is reduced accordingly.
* Can do the action 'Conquer City'.
* is done to foreign individual cities.
* target must be exactly 1 tile away.
* can't be done if 'Attack' is legal.
* Can do the action 'Fortify'.
* Can do the action 'Pillage'.
* is done to extras on tiles.
* target must be at the same tile.
* pillages Irrigation, Mine, Fortress, Road, and Railroad from tiles.
* Can do the action 'Board'.
* is done to individual units.
* target must be at the same tile.
* Can do the action 'Deboard'.
* is done to individual units.
* target must be at the same tile.
* Can do the action 'Embark'.
* is done to individual units.
* ends this unit's turn.
* target must be exactly 1 tile away.
* Can do the action 'Disembark'.
* is done to tiles.
* ends this unit's turn.
* target must be exactly 1 tile away.
* can't be done if 'Enter Hut' or 'Enter Hut from transport' is legal.
* Can do the action 'Enter Hut'.
* is done to tiles.
* target must be exactly 1 tile away.
* if a suitable hut is at the targetet tile it will be entered.
* May acquire veteran status.
* Veterans have increased strength in combat.
Armors are motorized war wagons that are faster, stronger, and can take more damage than any mounted unit.
Catapult
Cost: 40 shields
Upkeep: 1 Shield, 1 Unhappy
Moves: 1
Vision: 1
Attack: 6
Defense: 1
Firepower: 10
Hitpoints: 10
Obsolete by: Cannon
* Belongs to Land unit class.
* Subject to zones of control.
* Gets a 50% defensive bonus while in cities.
* May impose a zone of control on its adjacent tiles.
* Can do the action 'Disband recovering production'.
* is done to individual cities.
* uses up the Catapult.
* target can be max 1 tile away.
* Can do the action 'Disband without recovering production'.
* uses up the Catapult.
* can't be done if 'Disband recovering production' is legal.
* Can do the action 'Set Home City'.
* is done to domestic individual cities.
* target must be at the same tile.
* Can do the action 'Attack'.
* is done to foreign unit stacks.
* can lead to a battle against a defender.
* target must be exactly 1 tile away.
* weaker when tired. If performed with less than a single move point left the attack power is reduced accordingly.
* Can do the action 'Conquer City'.
* is done to foreign individual cities.
* target must be exactly 1 tile away.
* can't be done if 'Attack' is legal.
* Can do the action 'Fortify'.
* Can do the action 'Pillage'.
* is done to extras on tiles.
* target must be at the same tile.
* pillages Irrigation, Mine, Fortress, Road, and Railroad from tiles.
* Can do the action 'Board'.
* is done to individual units.
* target must be at the same tile.
* Can do the action 'Deboard'.
* is done to individual units.
* target must be at the same tile.
* Can do the action 'Embark'.
* is done to individual units.
* ends this unit's turn.
* target must be exactly 1 tile away.
* Can do the action 'Disembark'.
* is done to tiles.
* ends this unit's turn.
* target must be exactly 1 tile away.
* can't be done if 'Enter Hut' or 'Enter Hut from transport' is legal.
* Can do the action 'Enter Hut'.
* is done to tiles.
* target must be exactly 1 tile away.
* if a suitable hut is at the targetet tile it will be entered.
* May acquire veteran status.
* Veterans have increased strength in combat.
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.
Cannon
Cost: 40 shields
Upkeep: 1 Shield, 1 Unhappy
Moves: 1
Vision: 1
Attack: 8
Defense: 1
Firepower: 10
Hitpoints: 10
Obsolete by: Artillery
* Belongs to Land unit class.
* Subject to zones of control.
* Gets a 50% defensive bonus while in cities.
* May impose a zone of control on its adjacent tiles.
* Can do the action 'Disband recovering production'.
* is done to individual cities.
* uses up the Cannon.
* target can be max 1 tile away.
* Can do the action 'Disband without recovering production'.
* uses up the Cannon.
* can't be done if 'Disband recovering production' is legal.
* Can do the action 'Set Home City'.
* is done to domestic individual cities.
* target must be at the same tile.
* Can do the action 'Attack'.
* is done to foreign unit stacks.
* can lead to a battle against a defender.
* target must be exactly 1 tile away.
* weaker when tired. If performed with less than a single move point left the attack power is reduced accordingly.
* Can do the action 'Conquer City'.
* is done to foreign individual cities.
* target must be exactly 1 tile away.
* can't be done if 'Attack' is legal.
* Can do the action 'Fortify'.
* Can do the action 'Pillage'.
* is done to extras on tiles.
* target must be at the same tile.
* pillages Irrigation, Mine, Fortress, Road, and Railroad from tiles.
* Can do the action 'Board'.
* is done to individual units.
* target must be at the same tile.
* Can do the action 'Deboard'.
* is done to individual units.
* target must be at the same tile.
* Can do the action 'Embark'.
* is done to individual units.
* ends this unit's turn.
* target must be exactly 1 tile away.
* Can do the action 'Disembark'.
* is done to tiles.
* ends this unit's turn.
* target must be exactly 1 tile away.
* can't be done if 'Enter Hut' or 'Enter Hut from transport' is legal.
* Can do the action 'Enter Hut'.
* is done to tiles.
* target must be exactly 1 tile away.
* if a suitable hut is at the targetet tile it will be entered.
* May acquire veteran status.
* Veterans have increased strength in combat.
Cannons are large firearms that can fire heavy projectiles over long distances. They are very strong attackers but equally weak defenders and will need an escort to be effective.
Artillery
Cost: 60 shields
Upkeep: 1 Shield, 1 Unhappy
Moves: 2
Vision: 1
Attack: 12
Defense: 2
Firepower: 10
Hitpoints: 10
Obsolete by: None
* Belongs to Land unit class.
* Subject to zones of control.
* Gets a 50% defensive bonus while in cities.
* May impose a zone of control on its adjacent tiles.
* Can do the action 'Disband recovering production'.
* is done to individual cities.
* uses up the Artillery.
* target can be max 1 tile away.
* Can do the action 'Disband without recovering production'.
* uses up the Artillery.
* can't be done if 'Disband recovering production' is legal.
* Can do the action 'Set Home City'.
* is done to domestic individual cities.
* target must be at the same tile.
* Can do the action 'Attack'.
* is done to foreign unit stacks.
* can lead to a battle against a defender.
* target must be exactly 1 tile away.
* weaker when tired. If performed with less than a single move point left the attack power is reduced accordingly.
* Can do the action 'Conquer City'.
* is done to foreign individual cities.
* target must be exactly 1 tile away.
* can't be done if 'Attack' is legal.
* Can do the action 'Fortify'.
* Can do the action 'Pillage'.
* is done to extras on tiles.
* target must be at the same tile.
* pillages Irrigation, Mine, Fortress, Road, and Railroad from tiles.
* Can do the action 'Board'.
* is done to individual units.
* target must be at the same tile.
* Can do the action 'Deboard'.
* is done to individual units.
* target must be at the same tile.
* Can do the action 'Embark'.
* is done to individual units.
* ends this unit's turn.
* target must be exactly 1 tile away.
* Can do the action 'Disembark'.
* is done to tiles.
* ends this unit's turn.
* target must be exactly 1 tile away.
* can't be done if 'Enter Hut' or 'Enter Hut from transport' is legal.
* Can do the action 'Enter Hut'.
* is done to tiles.
* target must be exactly 1 tile away.
* if a suitable hut is at the targetet tile it will be entered.
* May acquire veteran status.
* Veterans have increased strength in combat.
The artillery is an upgraded cannon with improved defensive as well as offensive capabilities. It can shoot over city walls, ignoring their effect.
Fighter
Cost: 60 shields
Upkeep: 1 Shield, 1 Unhappy
Moves: 10
Vision: 2
Attack: 4
Defense: 2
Firepower: 10
Hitpoints: 10
Obsolete by: None
* Belongs to Air unit class.
* Speed is not affected by terrain.
* Does not get defense bonuses from terrain.
* Not subject to zones of control.
* Is unreachable. Most units cannot attack this one.
* May impose a zone of control on its adjacent tiles.
* A field unit: one unhappiness applies even when non-aggressive.
* Can attack against Air units, which are usually not reachable.
* Can attack against Missile units, which are usually not reachable.
* Unit has to be in a city, a base, or on a Carrier after 1 turn.
* Can do the action 'Disband recovering production'.
* is done to individual cities.
* uses up the Fighter.
* target can be max 1 tile away.
* Can do the action 'Disband without recovering production'.
* uses up the Fighter.
* can't be done if 'Disband recovering production' is legal.
* Can do the action 'Set Home City'.
* is done to domestic individual cities.
* target must be at the same tile.
* Can do the action 'Attack'.
* is done to foreign unit stacks.
* can lead to a battle against a defender.
* target must be exactly 1 tile away.
* weaker when tired. If performed with less than a single move point left the attack power is reduced accordingly.
* Can do the action 'Board'.
* is done to individual units.
* target must be at the same tile.
* Can do the action 'Deboard'.
* is done to individual units.
* target must be at the same tile.
* Can do the action 'Embark'.
* is done to individual units.
* ends this unit's turn.
* target must be exactly 1 tile away.
* Can do the action 'Disembark'.
* is done to tiles.
* ends this unit's turn.
* target must be exactly 1 tile away.
* May acquire veteran status.
* Veterans have increased strength in combat.
Fighters are your first airborne units. They can move anywhere and attack any unit.
Bomber
Cost: 120 shields
Upkeep: 1 Shield, 1 Unhappy
Moves: 8
Vision: 2
Attack: 12
Defense: 1
Firepower: 10
Hitpoints: 10
Obsolete by: None
* Belongs to Air unit class.
* Speed is not affected by terrain.
* Does not get defense bonuses from terrain.
* Not subject to zones of control.
* Is unreachable. Most units cannot attack this one.
* May impose a zone of control on its adjacent tiles.
* A field unit: one unhappiness applies even when non-aggressive.
* Unit has to be in a city, a base, or on a Carrier after 2 turns.
* Can do the action 'Disband recovering production'.
* is done to individual cities.
* uses up the Bomber.
* target can be max 1 tile away.
* Can do the action 'Disband without recovering production'.
* uses up the Bomber.
* can't be done if 'Disband recovering production' is legal.
* Can do the action 'Set Home City'.
* is done to domestic individual cities.
* target must be at the same tile.
* Can do the action 'Attack'.
* is done to foreign unit stacks.
* can lead to a battle against a defender.
* ends this unit's turn.
* target must be exactly 1 tile away.
* weaker when tired. If performed with less than a single move point left the attack power is reduced accordingly.
* Can do the action 'Board'.
* is done to individual units.
* target must be at the same tile.
* Can do the action 'Deboard'.
* is done to individual units.
* target must be at the same tile.
* Can do the action 'Embark'.
* is done to individual units.
* ends this unit's turn.
* target must be exactly 1 tile away.
* Can do the action 'Disembark'.
* is done to tiles.
* ends this unit's turn.
* target must be exactly 1 tile away.
* May acquire veteran status.
* Veterans have increased strength in combat.
Bombers are specialized airborne units that may only attack ground targets, not other airborne units.
Trireme
Cost: 40 shields
Upkeep: 1 Shield, 1 Unhappy
Moves: 3
Vision: 1
Attack: 1
Defense: 0
Firepower: 10
Hitpoints: 10
Obsolete by: Sail
* Belongs to Sea unit class.
Can launch attack from non-native tiles.
* Speed is not affected by terrain.
* Does not get defense bonuses from terrain.
* Not subject to zones of control.
* Can attack units on non-native tiles.
* Can carry and refuel up to 2 Land units.
* May impose a zone of control on its adjacent tiles.
* Unit has to end each turn next to safe coast or in a city or a base.
* Can do the action 'Disband recovering production'.
* is done to individual cities.
* uses up the Trireme.
* target can be max 1 tile away.
* Can do the action 'Disband without recovering production'.
* uses up the Trireme.
* can't be done if 'Disband recovering production' is legal.
* Can do the action 'Set Home City'.
* is done to domestic individual cities.
* target must be at the same tile.
* Can do the action 'Attack'.
* is done to foreign unit stacks.
* can lead to a battle against a defender.
* target must be exactly 1 tile away.
* weaker when tired. If performed with less than a single move point left the attack power is reduced accordingly.
* Can do the action 'Unload'.
* is done to individual units.
* target must be at the same tile.
* Can do the action 'Enter Hut'.
* is done to tiles.
* target must be exactly 1 tile away.
* if a suitable hut is at the targetet tile it will be entered.
* May acquire veteran status.
* Veterans have increased strength in combat.
The Trireme is your first boat unit. It can act as a transport ship and has rudimentary offensive capabilities, but may not stray too far from the shore.
Sail
Cost: 40 shields
Upkeep: 1 Shield, 1 Unhappy
Moves: 3
Vision: 1
Attack: 1
Defense: 1
Firepower: 10
Hitpoints: 10
Obsolete by: Frigate
* Belongs to Sea unit class.
Can launch attack from non-native tiles.
* Speed is not affected by terrain.
* Does not get defense bonuses from terrain.
* Not subject to zones of control.
* Can attack units on non-native tiles.
* Can carry and refuel up to 3 Land units.
* May impose a zone of control on its adjacent tiles.
* Can do the action 'Disband recovering production'.
* is done to individual cities.
* uses up the Sail.
* target can be max 1 tile away.
* Can do the action 'Disband without recovering production'.
* uses up the Sail.
* can't be done if 'Disband recovering production' is legal.
* Can do the action 'Set Home City'.
* is done to domestic individual cities.
* target must be at the same tile.
* Can do the action 'Attack'.
* is done to foreign unit stacks.
* can lead to a battle against a defender.
* target must be exactly 1 tile away.
* weaker when tired. If performed with less than a single move point left the attack power is reduced accordingly.
* Can do the action 'Unload'.
* is done to individual units.
* target must be at the same tile.
* Can do the action 'Enter Hut'.
* is done to tiles.
* target must be exactly 1 tile away.
* if a suitable hut is at the targetet tile it will be entered.
* May acquire veteran status.
* Veterans have increased strength in combat.
The Sail replaces the Trireme and is much more reliable on the open seas.
Frigate
Cost: 40 shields
Upkeep: 1 Shield, 1 Unhappy
Moves: 3
Vision: 1
Attack: 2
Defense: 2
Firepower: 10
Hitpoints: 10
Obsolete by: Transport
* Belongs to Sea unit class.
Can launch attack from non-native tiles.
* Speed is not affected by terrain.
* Does not get defense bonuses from terrain.
* Not subject to zones of control.
* Can attack units on non-native tiles.
* Can carry and refuel up to 4 Land units.
* May impose a zone of control on its adjacent tiles.
* Can do the action 'Disband recovering production'.
* is done to individual cities.
* uses up the Frigate.
* target can be max 1 tile away.
* Can do the action 'Disband without recovering production'.
* uses up the Frigate.
* can't be done if 'Disband recovering production' is legal.
* Can do the action 'Set Home City'.
* is done to domestic individual cities.
* target must be at the same tile.
* Can do the action 'Attack'.
* is done to foreign unit stacks.
* can lead to a battle against a defender.
* target must be exactly 1 tile away.
* weaker when tired. If performed with less than a single move point left the attack power is reduced accordingly.
* Can do the action 'Unload'.
* is done to individual units.
* target must be at the same tile.
* Can do the action 'Enter Hut'.
* is done to tiles.
* target must be exactly 1 tile away.
* if a suitable hut is at the targetet tile it will be entered.
* May acquire veteran status.
* Veterans have increased strength in combat.
The Frigate is a highly versatile boat unit, that is both a strong offensive unit as well as a decent transport ship.
Ironclad
Cost: 60 shields
Upkeep: 1 Shield, 1 Unhappy
Moves: 4
Vision: 1
Attack: 4
Defense: 4
Firepower: 10
Hitpoints: 10
Obsolete by: Cruiser
* Belongs to Sea unit class.
Can launch attack from non-native tiles.
* Speed is not affected by terrain.
* Does not get defense bonuses from terrain.
* Not subject to zones of control.
* Can attack units on non-native tiles.
* May impose a zone of control on its adjacent tiles.
* Can do the action 'Disband recovering production'.
* is done to individual cities.
* uses up the Ironclad.
* target can be max 1 tile away.
* Can do the action 'Disband without recovering production'.
* uses up the Ironclad.
* can't be done if 'Disband recovering production' is legal.
* Can do the action 'Set Home City'.
* is done to domestic individual cities.
* target must be at the same tile.
* Can do the action 'Attack'.
* is done to foreign unit stacks.
* can lead to a battle against a defender.
* target must be exactly 1 tile away.
* weaker when tired. If performed with less than a single move point left the attack power is reduced accordingly.
* Can do the action 'Enter Hut'.
* is done to tiles.
* target must be exactly 1 tile away.
* if a suitable hut is at the targetet tile it will be entered.
* May acquire veteran status.
* Veterans have increased strength in combat.
The Ironclad is an armored ship that is much more sturdy than the Frigate but loses the latter's transport capability.
Cruiser
Cost: 80 shields
Upkeep: 1 Shield, 1 Unhappy
Moves: 6
Vision: 2
Attack: 6
Defense: 6
Firepower: 10
Hitpoints: 10
Obsolete by: None
* Belongs to Sea unit class.
Can launch attack from non-native tiles.
* Speed is not affected by terrain.
* Does not get defense bonuses from terrain.
* Not subject to zones of control.
* Can attack units on non-native tiles.
* May impose a zone of control on its adjacent tiles.
* Can do the action 'Disband recovering production'.
* is done to individual cities.
* uses up the Cruiser.
* target can be max 1 tile away.
* Can do the action 'Disband without recovering production'.
* uses up the Cruiser.
* can't be done if 'Disband recovering production' is legal.
* Can do the action 'Set Home City'.
* is done to domestic individual cities.
* target must be at the same tile.
* Can do the action 'Attack'.
* is done to foreign unit stacks.
* can lead to a battle against a defender.
* target must be exactly 1 tile away.
* weaker when tired. If performed with less than a single move point left the attack power is reduced accordingly.
* Can do the action 'Enter Hut'.
* is done to tiles.
* target must be exactly 1 tile away.
* if a suitable hut is at the targetet tile it will be entered.
* May acquire veteran status.
* Veterans have increased strength in combat.
The Cruiser is a strong offensive boat unit.
Battleship
Cost: 160 shields
Upkeep: 1 Shield, 1 Unhappy
Moves: 4
Vision: 2
Attack: 18
Defense: 12
Firepower: 10
Hitpoints: 10
Obsolete by: None
* Belongs to Sea unit class.
Can launch attack from non-native tiles.
* Speed is not affected by terrain.
* Does not get defense bonuses from terrain.
* Not subject to zones of control.
* Can attack units on non-native tiles.
* May impose a zone of control on its adjacent tiles.
* Can do the action 'Disband recovering production'.
* is done to individual cities.
* uses up the Battleship.
* target can be max 1 tile away.
* Can do the action 'Disband without recovering production'.
* uses up the Battleship.
* can't be done if 'Disband recovering production' is legal.
* Can do the action 'Set Home City'.
* is done to domestic individual cities.
* target must be at the same tile.
* Can do the action 'Attack'.
* is done to foreign unit stacks.
* can lead to a battle against a defender.
* target must be exactly 1 tile away.
* weaker when tired. If performed with less than a single move point left the attack power is reduced accordingly.
* Can do the action 'Enter Hut'.
* is done to tiles.
* target must be exactly 1 tile away.
* if a suitable hut is at the targetet tile it will be entered.
* May acquire veteran status.
* Veterans have increased strength in combat.
The Battleship is the supreme naval unit with excellent offensive and defensive values.
Submarine
Cost: 50 shields
Upkeep: 1 Shield, 1 Unhappy
Moves: 3
Vision: 2
Attack: 8
Defense: 2
Firepower: 10
Hitpoints: 10
Obsolete by: None
* Belongs to Sea unit class.
Can launch attack from non-native tiles.
* Speed is not affected by terrain.
* Does not get defense bonuses from terrain.
* Not subject to zones of control.
* Can only attack units on native tiles.
* May impose a zone of control on its adjacent tiles.
* Can do the action 'Disband recovering production'.
* is done to individual cities.
* uses up the Submarine.
* target can be max 1 tile away.
* Can do the action 'Disband without recovering production'.
* uses up the Submarine.
* can't be done if 'Disband recovering production' is legal.
* Can do the action 'Set Home City'.
* is done to domestic individual cities.
* target must be at the same tile.
* Can do the action 'Attack'.
* is done to foreign unit stacks.
* can lead to a battle against a defender.
* target must be exactly 1 tile away.
* weaker when tired. If performed with less than a single move point left the attack power is reduced accordingly.
* Can do the action 'Enter Hut'.
* is done to tiles.
* target must be exactly 1 tile away.
* if a suitable hut is at the targetet tile it will be entered.
* May acquire veteran status.
* Veterans have increased strength in combat.
Traveling under the surface of the ocean, Submarines have a very high strategic value, but a weak defense if caught off guard.
Carrier
Cost: 160 shields
Upkeep: 1 Shield, 1 Unhappy
Moves: 5
Vision: 2
Attack: 1
Defense: 12
Firepower: 10
Hitpoints: 10
Obsolete by: None
* Belongs to Sea unit class.
Can launch attack from non-native tiles.
* Speed is not affected by terrain.
* Does not get defense bonuses from terrain.
* Not subject to zones of control.
* Can attack units on non-native tiles.
* Can carry and refuel up to 8 Air or Missile units.
* May impose a zone of control on its adjacent tiles.
* Can do the action 'Disband recovering production'.
* is done to individual cities.
* uses up the Carrier.
* target can be max 1 tile away.
* Can do the action 'Disband without recovering production'.
* uses up the Carrier.
* can't be done if 'Disband recovering production' is legal.
* Can do the action 'Set Home City'.
* is done to domestic individual cities.
* target must be at the same tile.
* Can do the action 'Attack'.
* is done to foreign unit stacks.
* can lead to a battle against a defender.
* target must be exactly 1 tile away.
* weaker when tired. If performed with less than a single move point left the attack power is reduced accordingly.
* Can do the action 'Unload'.
* is done to individual units.
* target must be at the same tile.
* Can do the action 'Enter Hut'.
* is done to tiles.
* target must be exactly 1 tile away.
* if a suitable hut is at the targetet tile it will be entered.
* May acquire veteran status.
* Veterans have increased strength in combat.
The Carrier is a mobile airport.
TIP: Guard Carriers with a handful of fast-moving ships and a battleship, as losing a fully-equipped Carrier is VERY painful and expensive.
Transport
Cost: 50 shields
Upkeep: 1 Shield, 1 Unhappy
Moves: 4
Vision: 2
Attack: 0
Defense: 3
Firepower: 10
Hitpoints: 10
Obsolete by: None
* Belongs to Sea unit class.
Can launch attack from non-native tiles.
* Speed is not affected by terrain.
* Does not get defense bonuses from terrain.
* Not subject to zones of control.
* Can carry and refuel up to 8 Land units.
* May impose a zone of control on its adjacent tiles.
* Can do the action 'Disband recovering production'.
* is done to individual cities.
* uses up the Transport.
* target can be max 1 tile away.
* Can do the action 'Disband without recovering production'.
* uses up the Transport.
* can't be done if 'Disband recovering production' is legal.
* Can do the action 'Set Home City'.
* is done to domestic individual cities.
* target must be at the same tile.
* Can do the action 'Unload'.
* is done to individual units.
* target must be at the same tile.
* Can do the action 'Enter Hut'.
* is done to tiles.
* target must be exactly 1 tile away.
* if a suitable hut is at the targetet tile it will be entered.
* May acquire veteran status.
* Veterans have increased strength in combat.
The Transport cannot attack on its own but may defend itself when under attack.
Nuclear
Cost: 160 shields
Upkeep: 1 Shield, 1 Unhappy
Moves: 16
Vision: 1
Attack: 99
Defense: 0
Firepower: 10
Hitpoints: 10
Obsolete by: None
* Belongs to Missile unit class.
* Speed is not affected by terrain.
* Does not get defense bonuses from terrain.
* Not subject to zones of control.
* Is unreachable. Most units cannot attack this one.
* May impose a zone of control on its adjacent tiles.
* A field unit: one unhappiness applies even when non-aggressive.
* Unit has to be in a city, a base, or on a Carrier after 1 turn.
* Can do the action 'Explode Nuclear In Place'.
* is done to tiles.
* uses up the Nuclear.
* target must be at the same tile.
* successfully performing this action during Armistice, War, Cease-fire, Peace, or Alliance gives the victim Casus Belli against you.
* 49% of the population of each city inside the nuclear blast dies.
* can never destroy city completely (49% of size 1 rounds down to 0).
* all units caught in the nuclear blast die.
* Can do the action 'Nuke City'.
* is done to foreign individual cities.
* uses up the Nuclear.
* target must be exactly 1 tile away.
* successfully performing this action during War gives the victim Casus Belli against you.
* 49% of the population of each city inside the nuclear blast dies.
* can never destroy city completely (49% of size 1 rounds down to 0).
* all units caught in the nuclear blast die.
* Can do the action 'Nuke Units'.
* is done to foreign unit stacks.
* uses up the Nuclear.
* target must be exactly 1 tile away.
* successfully performing this action during War gives the victim Casus Belli against you.
* 49% of the population of each city inside the nuclear blast dies.
* can never destroy city completely (49% of size 1 rounds down to 0).
* all units caught in the nuclear blast die.
* Can do the action 'Disband recovering production'.
* is done to individual cities.
* uses up the Nuclear.
* target can be max 1 tile away.
* Can do the action 'Disband without recovering production'.
* uses up the Nuclear.
* can't be done if 'Disband recovering production' is legal.
* Can do the action 'Set Home City'.
* is done to domestic individual cities.
* target must be at the same tile.
* Can do the action 'Explode Missile'.
* is done to foreign unit stacks.
* uses up the Nuclear.
* can lead to a battle against a defender.
* target must be exactly 1 tile away.
* weaker when tired. If performed with less than a single move point left the attack power is reduced accordingly.
* can't be done if 'Explode Nuclear In Place', 'Nuke City', or 'Nuke Units' is legal.
* Can do the action 'Board'.
* is done to individual units.
* target must be at the same tile.
* Can do the action 'Deboard'.
* is done to individual units.
* target must be at the same tile.
* Can do the action 'Embark'.
* is done to individual units.
* ends this unit's turn.
* target must be exactly 1 tile away.
* Can do the action 'Disembark'.
* is done to tiles.
* ends this unit's turn.
* target must be exactly 1 tile away.
* May acquire veteran status.
You can build Nuclear units when you have the required advance, and the Manhattan Project wonder has been built by any player.
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, which appears as pollution and contributes to global warming.
TIP 1: Nuking the ocean will not generate fallout, and is a most effective (but expensive!!) way of getting rid of enemy ships.
TIP 2: 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 Settlers next to the city and have them ready to fix the fallout on the same turn it occurs! This minimizes the chance of global warming. Eco-friendly nukes!
Diplomat
Cost: 30 shields
Upkeep: 0
Moves: 2
Vision: 1
Attack: 0
Defense: 0
Firepower: 10
Hitpoints: 10
Obsolete by: None
* Belongs to Land unit class.
* Gets a 50% defensive bonus while in cities.
* Defends cities against diplomatic actions.
* May impose a zone of control on its adjacent tiles.
* Not subject to zones of control imposed by other units.
* A non-military unit:
* Cannot attack.
* Doesn't impose martial law.
* Can enter foreign territory regardless of peace treaty.
* Doesn't prevent enemy cities from working the tile it's on.
* Can do the action 'Become Ambassador'.
* is done to foreign individual cities.
* uses up the Diplomat.
* target can be max 1 tile away.
* Can do the action 'Investigate City (spends the unit)'.
* is done to foreign individual cities.
* uses up the Diplomat.
* target can be max 1 tile away.
* Can do the action 'Sabotage City'.
* is done to foreign individual cities.
* uses up the Diplomat.
* can lead to a diplomatic battle against a defender.
* may fail because of a dice throw.
* target can be max 1 tile away.
* Can do the action 'Steal Technology'.
* is done to foreign individual cities.
* uses up the Diplomat.
* can lead to a diplomatic battle against a defender.
* may fail because of a dice throw.
* target can be max 1 tile away.
* successfully performing this action during Armistice, Cease-fire, Peace, or Alliance gives the victim Casus Belli against you.
* getting caught before performing this action during Armistice, Cease-fire, Peace, or Alliance gives the victim Casus Belli against you.
* Can do the action 'Incite a Revolt'.
* is done to foreign individual cities.
* uses up the Diplomat.
* can lead to a diplomatic battle against a defender.
* may fail because of a dice throw.
* target can be max 1 tile away.
* successfully performing this action during Armistice, Cease-fire, or Peace gives the victim Casus Belli against you.
* Can do the action 'Bribe Enemy Unit'.
* is done to foreign individual units.
* can lead to a diplomatic battle against a defender.
* target can be max 1 tile away.
* successfully performing this action during Armistice, Cease-fire, or Peace gives the victim Casus Belli against you.
* Can do the action 'Disband recovering production'.
* is done to individual cities.
* uses up the Diplomat.
* target can be max 1 tile away.
* Can do the action 'Disband without recovering production'.
* uses up the Diplomat.
* can't be done if 'Disband recovering production' is legal.
* Can do the action 'Set Home City'.
* is done to domestic individual cities.
* target must be at the same tile.
* Can do the action 'Fortify'.
* to stay put. No defensive bonus.
* Can do the action 'Pillage'.
* is done to extras on tiles.
* target must be at the same tile.
* pillages Irrigation, Mine, Fortress, Road, and Railroad from tiles.
* Can do the action 'Board'.
* is done to individual units.
* target must be at the same tile.
* Can do the action 'Deboard'.
* is done to individual units.
* target must be at the same tile.
* Can do the action 'Embark'.
* is done to individual units.
* ends this unit's turn.
* target must be exactly 1 tile away.
* Can do the action 'Disembark'.
* is done to tiles.
* ends this unit's turn.
* target must be exactly 1 tile away.
* can't be done if 'Enter Hut' or 'Enter Hut from transport' is legal.
* Can do the action 'Enter Hut'.
* is done to tiles.
* target must be exactly 1 tile away.
* if a suitable hut is at the targetet tile it will be entered.
* May acquire veteran status.
* Veterans have improved chances in diplomatic contests.
This type of unit has its own veteran levels:
Veteran level Power factor Move bonus
--------------------------------------------
green 100% -
veteran 110% -
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, which can allow Republics and Democracies to break treaties.
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 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; in this case, either your unit or the defending unit will die. If the defending unit dies, you lose one movement point and may try again.
The actions available to Diplomats in a city are:
- "Establish Embassy": This action always succeeds, and gives permanent contact with the city's owner, as well as intelligence on their tax rates and technology.
- "Investigate City": Your unit attempts to report detailed information about the city: its status, what buildings and units are within, and what it is currently producing.
- "Sabotage City": Your unit attempts either to disrupt all the city's work so far towards its current project, or to destroy an existing building in the city, at random. Once built, Palaces and Wonders cannot be sabotaged, and attempts to sabotage City Walls or any building in a capital each halve the chance of success. Sabotage may only be attempted when openly at war.
- "Steal Technology": Your unit attempts to learn the secrets of a random technology known to the city's owner but not to you. Technology may only be stolen once from a given enemy city by Diplomats. This action may be attempted even when not at war, but will cause a diplomatic incident.
- "Incite a Revolt": In return for gold a foreign city will change allegiance and join your empire, bringing along all nearby units that call it home, but reducing its size by 1. Units in other cities remain in the enemy's control, but units outside cities are lost to both players. The exact sum depends on the status of the city and that of the civilization that owns it. It is not possible to incite a rebellion in a capital, or in any city governed by a democracy. Incitement may be attempted in peacetime, but will cause a diplomatic incident.
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!
Caravan
Cost: 50 shields
Upkeep: 0
Moves: 1
Vision: 1
Attack: 0
Defense: 1
Firepower: 10
Hitpoints: 10
Obsolete by: None
* Belongs to Land unit class.
* Gets a 50% defensive bonus while in cities.
* Can establish trade routes (must travel to target city).
* May impose a zone of control on its adjacent tiles.
* Not subject to zones of control imposed by other units.
* A non-military unit:
* Cannot attack.
* Doesn't impose martial law.
* Can enter foreign territory regardless of peace treaty.
* Doesn't prevent enemy cities from working the tile it's on.
* Can do the action 'Establish Trade Route'.
* is done to individual cities.
* uses up the Caravan.
* target can be max 1 tile away.
* Can do the action 'Enter Marketplace'.
* is done to individual cities.
* uses up the Caravan.
* target can be max 1 tile away.
* can't be done if 'Establish Trade Route' is legal.
* Can do the action 'Help build Wonder'.
* is done to domestic individual cities.
* uses up the Caravan.
* target can be max 1 tile away.
* adds 50 production.
* Can do the action 'Disband recovering production'.
* is done to individual cities.
* uses up the Caravan.
* target can be max 1 tile away.
* can't be done if 'Help build Wonder' is legal.
* Can do the action 'Disband without recovering production'.
* uses up the Caravan.
* can't be done if 'Help build Wonder' or 'Disband recovering production' is legal.
* Can do the action 'Set Home City'.
* is done to domestic individual cities.
* target must be at the same tile.
* Can do the action 'Fortify'.
* Can do the action 'Pillage'.
* is done to extras on tiles.
* target must be at the same tile.
* pillages Irrigation, Mine, Fortress, Road, and Railroad from tiles.
* Can do the action 'Board'.
* is done to individual units.
* target must be at the same tile.
* Can do the action 'Deboard'.
* is done to individual units.
* target must be at the same tile.
* Can do the action 'Embark'.
* is done to individual units.
* ends this unit's turn.
* target must be exactly 1 tile away.
* Can do the action 'Disembark'.
* is done to tiles.
* ends this unit's turn.
* target must be exactly 1 tile away.
* can't be done if 'Enter Hut' or 'Enter Hut from transport' is legal.
* Can do the action 'Enter Hut'.
* is done to tiles.
* target must be exactly 1 tile away.
* if a suitable hut is at the targetet tile it will be entered.
* May acquire veteran status.
* Veterans have increased strength in combat.
A Caravan carries goods or material for trading with distant cities and foreign countries, or to help build wonders in your cities.
Caravans can establish trade routes with your own cities or those of other nations (even enemies) by traveling to them. A route's ongoing revenue is doubled if the two cities involved are on different continents, and doubled again if the cities are from different civilizations. This last condition means the net benefit to your civilization of a trade route is the same regardless of whether you own both cities or only one of them; if you only own one city, trade in each city is doubled, but you only get the benefit from one end of the route. Each city can support a maximum of three trade routes.
Every Caravan that is used to build a wonder will add 50 shields towards the production of the wonder.
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!
Barbarian Leader
Cost: 40 shields
Upkeep: 0
Moves: 2
Vision: 1
Attack: 0
Defense: 0
Firepower: 10
Hitpoints: 10
Obsolete by: None
* Belongs to Land unit class.
* Gets a 50% defensive bonus while in cities.
* May not be built in cities.
* May impose a zone of control on its adjacent tiles.
* Not subject to zones of control imposed by other units.
* A non-military unit:
* Cannot attack.
* Doesn't impose martial law.
* Can enter foreign territory regardless of peace treaty.
* Doesn't prevent enemy cities from working the tile it's on.
* Can do the action 'Disband recovering production'.
* is done to individual cities.
* uses up the Barbarian Leader.
* target can be max 1 tile away.
* Can do the action 'Disband without recovering production'.
* uses up the Barbarian Leader.
* can't be done if 'Disband recovering production' is legal.
* Can do the action 'Set Home City'.
* is done to domestic individual cities.
* target must be at the same tile.
* Can do the action 'Fortify'.
* to stay put. No defensive bonus.
* Can do the action 'Pillage'.
* is done to extras on tiles.
* target must be at the same tile.
* pillages Irrigation, Mine, Fortress, Road, and Railroad from tiles.
* Can do the action 'Board'.
* is done to individual units.
* target must be at the same tile.
* Can do the action 'Deboard'.
* is done to individual units.
* target must be at the same tile.
* Can do the action 'Embark'.
* is done to individual units.
* ends this unit's turn.
* target must be exactly 1 tile away.
* Can do the action 'Disembark'.
* is done to tiles.
* ends this unit's turn.
* target must be exactly 1 tile away.
* can't be done if 'Enter Hut' or 'Enter Hut from transport' is legal.
* Can do the action 'Enter Hut'.
* is done to tiles.
* target must be exactly 1 tile away.
* if a suitable hut is at the targetet tile it will be entered.
* May acquire veteran status.
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 ransom is paid, but only to land units. Usually the ransom is 100 gold, but can be less if the barbarian has less money.