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This is not yet complete. The accuracy of the information already present is not guaranteed.

Unit characteristics apply to Conquests with the latest patch. The attributes of each unit follow the standard format attack/defense/movement. For instance, a 2/3/2 unit has two attack points, three defense points, and 2 movement points. Wheeled units, which cannot enter mountains, jungles, or swamps, will have "w" appended to the movement points rating. Naval units will have "n" appended to movement points rating. Units with zero attack cannot attack. Units with zero defense will be captured if attacked and placed under control of the enemy.

Units with bombard capability will have the bombard attributes in bombard/range/rate format. Zero-range bombard means the unit can only bombard when being attacked from a fortified position.

Non-military units

These units do not have technological prerequisites, require no strategic resources, and cannot be upgraded.

Unit Attributes Cost Description
Scout 0/0/2 10 Given to Expansionist civs at start of game. Expansionist civs can build more. Useful for exploration.
Settler 0/0/1 30 Used to build new cities or to add population to existing cities for two population points. Removes two population points once built. Converted into two Workers if captured.
Worker 0/0/1 10 Used to improve terrain. Can be added to existing cities for one population point. Removes one population point once built.

Military units in Ancient Times

Unit Attributes Bombard Tech Resource Cost Upgraded from Upgrades to Description
Ancient Cavalry 3/2/2 N/A N/A N/A 401 N/A N/A Cannot be built. Produced by Temple of Zeus every five turns. Has extra hit point. Conquests only.
Archer 2/1/1 1/0/1 Warrior Code N/A 20 N/A Longbowman The standard infantry for civs without iron, and a good supporter for civs with it. Good for holding captured cities with its zero-range bombard.
Catapult 0/0/1 4/1/1 Mathematics N/A 20 N/A Trebuchet The only offensive bombard unit available in Ancient Times. A large number is needed to be effective.
Chariot 1/1/2w N/A The Wheel Horses 20 N/A Horseman A weak unit because it requires a resource, is as weak offensively and defensively as the Warrior, and is restrained by being wheeled.
Curragh 1/1/2n N/A Alphabet N/A 15 N/A Galley A very early ship. Often used in "suicide" missions to explore the map. Conquests only.
Galley 1/1/3n N/A Map Making N/A 30 Curragh Caravel Moves a little faster than the curragh, but costs twice as much.
Horseman 2/1/2 N/A Horseback Riding Horses 30 Chariot Knight A common alternative to infantry in Ancient Times, used mostly for exploration of dangerous territory and their ability to retreat from battle.
Spearman 1/2/1 N/A Bronze Working N/A 20 N/A Pikeman The standard defender through most of the era.
Swordsman 3/2/1 N/A Iron Working Iron 30 Warrior Medieval Infantry The standard infantry for civs with iron.
Warrior 1/1/1 N/A N/A N/A 10 N/A Swordsman The weakest military unit. Well-rounded for being useless. Used for very early defense, exploration, and escorting.

[1] Ancient Cavalry cannot be built. The base cost of 40 shields is applied when considering situations such as disbanding units inside a city for shields.

Unique units

To be written...