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*>KelvSYC
(Middle Ages units (where to place the Explorer and Conquistador...))
*>SamE
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==Unique units==
==Unique units==
Rome-Legionary
*Rome - Legionary
Greece-Hoplite
*Greece - Hoplite
Germany-Panzer
*Germany - Panzer
China-Rider
*China - Rider
Japan-Samurai
*Japan - Samurai
India-War Elephant
*India - War Elephant
Aztecs-Jaguar Warrior
*Aztecs - Jaguar Warrior
Iroquois-Mounted Warrior
*Iroquois - Mounted Warrior
Egypt-War Chariot
*Egypt - War Chariot
Babylon-Bowman
*Babylon - Bowman
Russia-Cossack
*Russia - Cossack
America-F-15
*America - F-15
France-Musketeer
*France - Musketeer
Persia-Immortals
*Persia - Immortals
Zulus-Impi
*Zulus - Impi
England-Man-o-War
*England - Man-o-War
Arabs-Ansar Warrior
*Arabs - Ansar Warrior
Carthaginians-Numidian Mercenary
*Carthaginians - Numidian Mercenary
Celts-Gallic Swordsman
*Celts - Gallic Swordsman
Koreans-Hwach'a
*Koreans - Hwach'a
Mongols-Keshik
*Mongols - Keshik
Ottomans-Sipahi
*Ottomans - Sipahi
Spain-Conquistador
*Spain - Conquistador
Scandanavia-Berserker
*Scandanavia - Berserker
Byzantines-dromon
*Byzantines - Dromon
Hittites-3 Man Chariot
*Hittites - 3-Man Chariot
Incans-Chasqui Scout
*Incans - Chasqui Scout
Mayans-Javelin Thrower (w/ Enslavement)
*Mayans - Javelin Thrower (w/ Enslavement)
Netherlands-Swiss Mercenary
*Netherlands - Swiss Mercenary
Portugal-Carrack
*Portugal - Carrack
Sumeria-Enkidu Warrior
*Sumeria - Enkidu Warrior

Revision as of 23:59, 23 July 2004

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

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 that exert zones of control have "*" appended to the 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.

  • Data in
    pink
    apply for Civilization III:Play the World and Civilization III:Conquests.
  • Data in
    light blue
    apply only for Civilization III: Conquests.

Non-military units

These units do not have technological prerequisites and require no strategic resources.

Unit A.D.M Cost Upgrades To Description
Chasquis Scout 1.1.2 20 Explorer Incan unique unit, replaces Scout. Only uses one movement point for crossing hills and mountains.
Scout 0.0.2 10 Explorer Given to Expansionist civs at start of game. Expansionist civs can build more. Useful for exploration.
Settler 0.0.1 30 none 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 none 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 A.D.M B.R.F Tech Resource Cost Upgraded from Upgrades to Description
Ancient Cavalry 3.2.2 N/A N/A none 401 N/A N/A Cannot be built. Produced by Temple of Zeus every five turns. Has extra hit point.
Archer 2.1.1 1.0.1 Warrior Code none 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.
Bowman 2.2.1 1.0.1 Warrior Code none 20 N/A Longbowman Babylonian unique unit, replaces Archer.
Catapult 0.0.1 4.1.1 Mathematics none 20 N/A Cannon
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 none 15 N/A Galley A very early ship. Often used in "suicide" missions to explore the map.
Dromon 2.1.3n 2.1.2 Map Making none 30 Curragh Caravel Byzantine unique unit, replaces Galley. Has lethal sea bombardment.
Enkidu Warrior 1.2.1 N/A none none 10 N/A Pikeman Sumerian unique unit, replaces Warrior.
Galley 1.1.3n N/A Map Making none 30
Curragh
Caravel Moves a little faster than the curragh, but costs twice as much.
Gallic Swordsman 3.2.2 N/A Iron Working none 40 N/A Medieval Infantry Celtic unique unit, replaces Swordsman.
Hoplite 1.3.1 N/A Bronze Working none 20 N/A Musketman Greek unique unit, replaces Spearman.
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.
Immortal 4.2.1 N/A Iron Working Iron 30 Warrior
Guerilla
Persian unique unit, replaces Swordsman.
Impi 1.2.2 N/A Bronze Working none 20 N/A Pikeman Zulu unique unit, replaces Spearman.
Jaguar Warrior 1.1.2 N/A none none 10 N/A Swordsman Aztec unique unit, replaces Warrior.
Javelin Thrower 2.2.1 1.0.1 Warrior Code none 20 N/A Longbowman Mayan unique unit, replaces Archer. Can enslave workers.
Legionary 3.3.1 N/A Iron Working none 30 Warrior
Medieval Infantry
Roman unique unit, replaces Swordsman.
Mounted Warrior 3.1.2 N/A Horseback Riding Horses 30 Chariot Knight Iroquois unique unit, replaces Horseman.
Numidian Mercenary 2.3.1 N/A Bronze Working none 30 N/A Musketman Carthaginian unique unit, replaces Spearman.
Spearman 1.2.2 N/A Bronze Working none 20 N/A Pikeman The standard defender through most of the era.
Not available with Sumerians.
Swordsman 3.2.1 N/A Iron Working Iron 30 Warrior
Medieval Infantry
The standard infantry for civs with iron.
Three-Man Chariot 2.2.2 N/A The Wheel Horses 30 N/A Knight Hittite unique unit, replaces Chariot.
War Chariot 2.1.2 N/A The Wheel Horses 20 N/A Knight Egyptian unique unit, replaces Chariot.
Warrior 1.1.1 N/A none none 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.

Military Units of the Middle Ages

Unit A.D.M B.R.F Tech Resource Cost Upgraded from Upgrades to Description
Ansar Warrior 4.2.3 N/A Chivalry Horses, Iron 60 Horseman Cavalry Arab unique unit, replaces Knight.
Berserk 6.2.1 N/A Invention none 70 Archer Guerilla Viking unique unit, replaces Longbowman. Has amphibious attack.
Cannon 0.0.1w 8.1.1 Metallurgy Iron, Saltpeter 40 Catapult
Trebuchet
Artillery
Caravel 1.2.4n N/A Astronomy none 40 Galley Galleon Can transport three. Sinks in ocean.
Carrack 2.2.4n N/A Astronomy none 40 Galley Galleon Portugese unique unit, replaces Caravel. Can transport three.
Cavalry 6.3.3* N/A Military Tradition Horses, Saltpeter 80 Knight none
Cossack 6.3.3* N/A Military Tradition Horses, Saltpeter 90 Knight none Russian unique unit, replaces Cavalry. Can blitz.
Crusader 5.3.1 N/A Chivalry none 70 none none Can build fortresses. Cannot be built - one created every five turns from Knights Templar.
Frigate 2.2.5n 3.1.2 Magnetism Iron, Saltpeter 60 none none
Galleon 1.2.4 N/A Magnetism none 50 Caravel Transport Can transport four.
Hwach'a 0.0.1w 12.1.1
8.1.1
Metallurgy Saltpeter 40 Catapult
Trebuchet
Artillery Korean unique unit, replaces Cannon.
Lethal bombardment.
Keshik 4.2.2* N/A Chivalry Horses 60 Horseman Cavalry Mongolian unique unit, replaces Knight. Only uses one movement point to cross hills and mountains.
Knight 4.3.2 N/A Chivalry Horses, Iron 70 Horseman Cavalry
Longbowman 4.1.1 2.0.1 Invention none 40 Archer
Guerilla
Man-O-War 4.2.5n 4.1.2 Magnetism none 65 none none English unique unit, replaces Frigate.
Medieval Infantry 4.2.1 N/A Feudalism Iron 40 Swordsman Guerilla Not available for Persia.
Musketman 2.4.1 N/A Gunpowder Saltpeter 60 Pikeman Rifleman
Musketeer 2.5.1 2.0.1 Gunpowder Saltpeter 60 Pikeman Rifleman French unique unit, replaces Musketman.
Pikeman 2.4.1 N/A Feudalism Iron 30 Spearman Musketman Not available for Greece
and Carthage
.
Privateer 2.1.5n 3.0.0 Magnetism Iron, Saltpeter 50 none none Hidden nationality.
Can enslave Privateers.
Rider 4.3.3 N/A Chivalry Horses, Iron 70 Horseman Cavalry Chinese unique unit, replaces Knight.
Samurai 4.4.2 N/A Chivalry Iron 70 Horseman Cavalry Japanese unique unit, replaces Knight.
Sipahi 8.3.3* N/A Military Tradition Horses, Saltpeter 100 Knight none Ottoman unique unit, replaces Cavalry.
Swiss Mercenary 1.4.1 N/A Feudalism Iron 30 Spearman Musketman Dutch unique unit, replaces Pikeman.
Trebuchet 0.0.1w 6.1.1 Engineering none 30 Catapult Cannon
War Elephant 4.3.2 N/A Chivalry none 70 Horseman Cavalry Indian unique unit, replaces Knight.
Has extra hit point.

Unique units

  • Rome - Legionary
  • Greece - Hoplite
  • Germany - Panzer
  • China - Rider
  • Japan - Samurai
  • India - War Elephant
  • Aztecs - Jaguar Warrior
  • Iroquois - Mounted Warrior
  • Egypt - War Chariot
  • Babylon - Bowman
  • Russia - Cossack
  • America - F-15
  • France - Musketeer
  • Persia - Immortals
  • Zulus - Impi
  • England - Man-o-War
  • Arabs - Ansar Warrior
  • Carthaginians - Numidian Mercenary
  • Celts - Gallic Swordsman
  • Koreans - Hwach'a
  • Mongols - Keshik
  • Ottomans - Sipahi
  • Spain - Conquistador
  • Scandanavia - Berserker
  • Byzantines - Dromon
  • Hittites - 3-Man Chariot
  • Incans - Chasqui Scout
  • Mayans - Javelin Thrower (w/ Enslavement)
  • Netherlands - Swiss Mercenary
  • Portugal - Carrack
  • Sumeria - Enkidu Warrior