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< Sid Meier's Civilization III
Revision as of 21:06, 23 July 2004 by *>KelvSYC (→‎Military units in Ancient Times: wrong color for Spearman entry...)
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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 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.

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