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  • Tech denotes the civilization advance needed in order to build the unit.
  • Obsolescence denotes the civilization advance that renders the unit obsolete.
Unit Attack Defense Movement Hit points Firepwer Tech Obsolescence Shields Description
AEGIS Cruiser 8 8 5 3 2 Rocketry none 80 Two-square sight range. Detects submarines. Double defense against air units.
Alpine Troops 5 5 1 2 1 Tactics none 50 Treats all squares as roads.
Archers 3 2 1 1 1 Warrior Code Gunpowder 30
Armor 10 5 3 3 1 Mobile Warfare none 80
Artillery 10 1 1 2 2 Machine Tools Robotics 50
Battleship 12 12 4 4 2 Automobile none 160 Two-square sight range.
Bomber 12 1 8 2 2 Advanced Flight Stealth 120 Two-square sight range.
Cannon 8 1 1 2 1 Metallurgy Machine Tools 40
Caravan 0 1 1 1 1 Trade The Corporation 50 Ignores zones of control. Replaced by Freight (twice as fast).
Caravel 2 1 3 2 1 Navigation Magnetism 40 Transports three.
Carrier 1 9 5 4 2 Advanced Flight none 160 Two-square sight range. Carries air units.
Catapult 6 1 1 1 1 Mathematics Metallurgy 40 Replaced by Cannon.
Cavalry 8 3 2 2 1 Leadership Mobile Warfare 60
Chariot 3 1 2 1 1 The Wheel Polytheism 30 Replaced by Elephant
Cruise Msl. 18 0 12 1 3 Rocketry none 60 Destroyed after attacking.
Cruiser 6 6 5 3 2 Steel Rocketry 80
Crusaders 5 1 2 1 1 Monotheism Leadership 40
Destroyer 4 4 6 3 1 Electricity none 60 Two-square sight range. Detects submarines.
Diplomat 0 0 2 1 1 Writing Espionage 30 Ignores zones of control. Replaced by Spy.
Dragoons 5 2 2 2 1 Leadership Tactics 50
Elephant 4 1 1 1 1 Polytheism Monotheism 40 Replaced by Crusaders.
Engineers 0 2 2 2 1 Explosives none 40 Perform Settler functions twice as fast; and do transformations.
Explorer 0 1 1 1 1 Seafaring Guerrilla Warfare 30 Treats all squares as roads. Ignores zones of control.
Fanatics 4 4 1 2 1 Fundamentalism none 20 Free support under Fundamentalism.
Fighter 4 3 10 2 2 Flight Stealth 60 Two-square sight range. Can attack air units.
Freight 0 1 2 1 1 The Corporation none 50 Ignores zones of control.
Frigate 4 2 4 2 1 Magnetism Electricity 50
Galleon 0 2 4 2 1 Magnetism Industrialization 40 Transports four units.
Helicopter 10 3 6 2 2 Combined Arms none 100 Two-square sight range. Detects submarines.
Horsemen 2 1 2 1 1 Horseback Riding Chivalry 20
Howitzer 12 2 2 3 2 Robotics none 70 Negates the effects of city walls.
Ironclad 4 4 4 3 1 Steam Engine Electricity 60
Knights 4 2 2 1 1 Chivalry Leadership 40
Legion 4 2 1 1 1 Iron Working Gunpowder 40
Marines 8 5 1 2 1 Conscription none 60 Can make amphibious assaults.
Mech. Inf. 6 6 3 3 1 Labor Union none 50
Musketeers 3 3 1 2 1 Gunpowder Conscription 30 Replaced by Riflemen.
Nuclear Msl. 99 0 16 1 1 Rocketry none 16 Nuclear weapon. Destroyed after attacking.
Paratroopers 6 4 1 2 1 Combined Arms none 60 Can perform paradrops.
Partisans 4 4 1 2 1 Guerrilla Warfare none 50 Ignores zones of control. Treats all squares as roads. Conquered cities may spawn a few.
Phalanx 1 2 1 1 1 Bronze Working Feudalism 20
Pikemen 1 2 1 1 1 Feudalism Gunpowder 20 Double defense against horse. Replaced by Musketeers (therefore 25% less strength against horse).
Riflemen 5 4 1 2 1 Conscription none 40
Settlers 0 1 1 2 1 none Explosives 40 Replaced by Engineers.
Spy 0 0 3 1 1 Espionage none 30 Ignores zones of control.
Stlth Bmbr. 14 5 12 2 2 Stealth none 160 Two-square sight range.
Stlth Ftr. 8 4 14 2 2 Stealth none 80 Two-square sight range. Can attack air units.
Submarine 10 2 3 3 2 Combustion none 60 Submarine; invisible to many units. Two-square sight range.
Transport 0 3 5 3 1 Industrialization none 50 Transports eight units.
Trireme 1 1 3 1 1 Map Making Navigation 40 Must finish turn adjacent to land (though computer powers seem to be exempt). Transports two units.
Warriors 1 1 1 1 1 none Feudalism 10