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< Civilization Revolution
Revision as of 17:09, 4 January 2009 by Pso (talk | contribs) (Editing in parts: Added and tabulated statistics of all units. Developed classification system for ease of reading and conciseness. Left in-page TODOs)
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This page is a work in progress. It has sections which are incomplete or currently under construction. If you have knowledge of this game or subject, you can either help by editing it to add to or improve the page, or discussing it on the talk page.

Units in Civilization Revolution represent a troop of soldiers of a specific type. They are mobile and most are capable of combat in some form. Units are essential to expanding an empire, defending existing cities, and conquering opposing armies and cities. They are typically built at cities, although they may also be gained through various other means.


Unit Listing

The following is a list of all standard units available in the game. Certain civilizations may replace one of these standard units with its own Special Unit, but the statistics remain unchanged unless the civilization also has a bonus to that specific unit. To aid in the conciseness of the table, properties and abilities of the units have been abbreviated into classifications. The explanations of these classifications are located below the table.

Attack Defense Move Cost Classifications Required Tech Obsolesced by*
Infantry
Warrior 1 1 1 10 Melee None Legion
Archer 1 2 1 10 Ranged Bronze Working (1) Pikemen
Legion 2 1 1 10 Melee Iron Working (2) Riflemen
Pikemen 1 3 1 15 Melee Democracy (4) Riflemen
Riflemen 3 5 1 20 Ranged Gunpowder (6) Modern Infantry
Modern Infantry 4 8 1 30 Ranged Mass Production (8) Nothing
Assault
Horsemen 2 1 2 20 Melee Horseback Riding (1) Knight
Knight 4 2 2 25 Melee Feudalism (5) Tank
Tank 10 6 3 50 Ranged Combustion (7) Nothing
Siege
Catapult 4 1 1 20 Siege Mathematics (3) Cannon
Cannon 6 2 1 30 Siege Metallurgy (6) Artillery
Artillery 16 2 2 50 Siege The Automobile (8) Nothing
Naval
Galley 1 1 2 30 Transport, Scouts, Coastal None Galleon
Galleon 2 2 3 30 Transport, Scouts Navigation (4) Cruiser
Cruiser 6 6 5 40 Transport, Support Steam Power (6) Nothing
Battleship 12 18 4 80 Transport, Support Steel (7) Nothing
Submarine 12 2 2 25 <?> Electricity (7) Nothing
Aircraft
Fighter 6 4 8 30 Aircraft Flight (8) Nothing
Bomber 18 3 6 60 Aircraft Advanced Flight (9) Nothing
Non-combat
Settler 0 0 2 20 Non-combat, Settling None Nothing
Militia 0 1 1 N/A Non-combat None Nothing
Spy 0 0 8 25 Spying, Passage Writing (2) Nothing
Caravan 0 0 3 30 Non-combat, Trading, Passage Currency (4) Nothing

* Once the named unit is made available, the current unit is no longer available. This obsolescence also dictates the upgrading of units upon construction of the Leonardo's Workshop Wonder

Melee: Will move into target square after successful combat. Attack -50% when attacking across rivers.
Ranged: Will not move into target square after successful combat. Attack -50% when attack across rivers.
Siege: Will not move into target square after successful combat. No attack penalty across rivers.
Aircraft: Must return to a friendly city once every 2 turns to refuel, otherwise the unit is destroyed.

Coastal: This naval unit may only move in Shallow Sea regions.
Support: Friendly land units fighting in adjacent squares will receive Naval Support.
Transport: This unit may transport friendly land units.
Scouts: This unit is constructed with an additional Militia unit onboard. This Militia unit possesses the 'Scout' Special Ability.

Non-combat: This unit may not be used to attack other units or cities.
Settling: May be used to create a new City or add population to an existing city. This unit may only be built if the producing city has a population of 3 or greater. The unit will be destroyed after using this ability.
Trading: May reach cities of other civilizations to produce Gold for both civilizations (the recipient City will only receive 1/3 of the Gold). The unit will be destroyed after using this ability.
Spying: May reach cities of other civilizations to conduct a Spying operation or attack a defending spy. May be garrisoned in a friendly city to defend against enemy Spies. This unit may not attack other units. Should a spying operation be conducted, the unit will be destroyed after using this ability.
Passage: This unit may move into other civilizations' territories, even during Peace.