Air unit (C-evo)

The free-to-play game C-evo has only one pre-designed air unit: the Glider, which reverts to being a ground unit at the end of each turn. All others are designed by the player. Even the most primitive require Science; interestingly, even the most advanced (using Smart Weapons) do not require Steel.
Air units stop blinking when they reach one of their owner's cities (unless just passing through on a "Go" order), but they can be restarted if they have any movement points remaining.
Like naval units, air units (including gliders) cannot enter but can bombard an unguarded enemy city, reducing it by one population point per movement point expended, but not below a population of 2.
Like other units, an air unit that you design can have a number of weapons modules and a number of armor modules. Other additions are included in "unit features". is 12.5 if you know but 8.5 if not; in contrast to other units, no other speed variations can be researched or bought. 
== Unit features available to air units ==
=== Unit capacities ===
* Air transport - carriage of ground units; such air units cannot use carrier ships
* Armor - maximum four modules
* Bombs - more power on first strike per flight (equal to twice the attack strength it replaces)
* Fuel - each spare fuel module allows one more turn of movement before return to approved landing tile
* Weapons - self-explanatory
=== Special features ===
* Fanatic - deals more damage when it loses
* Line Production - half-price units (after the double-price first unit) if two or more are built successively at one city
* Spy Plane - reports on details of cities and unit stacks when immediately adjacent
* Stealth - invisible to enemies (irrelevant if all enemies are standard AI in v 1.2.0 because they cannot attack air units)
=== Advances ===
* Jet engines (requiring only the knowledge of Rocketry) - add 4(00) to speed (8.5 to 12.5)
== See also ==
* C-evo advances affecting air units
* Air unit in other games