Units.mp2d

Note: Multiplayer rulesets use movement rates 2x higher than Classic rules. Movement rates given in this document reflect the 2x rates.
Quick Jump: Units List
==Unit Overview==
Units may be classified in types:
* military (Warriors, Jet Bombers, etc.),
* civilian (Settlers, Workers, Engineers, etc.),
* diplomatic (the Emissary, Diplomat and Spy),
* scouting (Tribesmen, Scouts, Balloon, AWACS, Satellite, Spy Plane), and
* commerce (Caravans, Wagons, Trains, Trucks, commerce ships, Goods, and Freight).
== Home Cities ==
The city in which a unit is built becomes its Home City. The home city will be the city responsible for paying any upkeep on the unit (see below.) You may change the home city of a unit by making it go to a different domestic city and executing the order to change Home City (H).
Some units have no home city: Scout and Partisan (and if available, the Leader unit).
== Upkeep ==
Supporting your units has a cost. Depending on your form of government, each unit may cost 1 shield upkeep per turn. After Banking tech, upkeep for many units changes to 1 gold per turn—generally cheaper than 1 shield per turn. Settlers and some other population units require one or two food points per turn. Some governments force cities to support several shield upkeep units for free, which saves shields for more production.
Unhappy Upkeep. Under representative governments, 1 or 2 citizens become unhappy for each aggressive unit outside your borders and for each field unit inside your borders. This makes war more expensive under representative government, since shields are required to support each unit and income must be diverted to luxury points to calm the populace.
== Multislot Units ==
In the documentation and graphical city worklist, Multislot units have a blue diamond (🔹) next to them. Multislot units may use any additional Build Slots in the city, resulting in multiple units built in a single turn. Obviously, you need enough shield production, gold, and/or recycled shields to afford the cost of multiple units. 
All cities get one universal Build Slot, which may produce one unit of any kind, per turn:
* Any type of unit can use the city's sole universal Build Slot.
* Additional Build Slots can be used by Multislot Units.
* It doesn't matter in which order the city makes two or more units:
** Cities optimally allocate which units use which build slots. 
👉🏽 In some cases, it can be an economic advantage to allocate gold or Freight to completely buy off a unit, if the city worklist is carefully planned so that the city will produce additional Multislot units in the same turn. 
==Movement==
Units begin each turn with refreshed move points. Each unit type has its own move rate. 
Use it or lose it. Movement points not consumed by the end of the turn are lost and do not transfer over to the next turn.
=== Damage reduces movement ===
* Movement points are reduced for damaged Land and Sea units, in proportion to the extent of their damage. (However, even if damaged to 1 hitpoint, most units have a minimum speed of 1 move point, or higher if noted in the Units List below.) Damaged Air units are not slowed by damage. 
=== Movement bonuses ===
*Sea units gain +2 moves with the Lighthouse or Nuclear Power.
*Sea units with no Lighthouse bonus gain +1 move with Magellan's Expedition.
*Mounted units gain +1 move with Genghis Khan's Equestrian School.
*Foot units gain move bonuses from the Agōgē of Sparta.
*Land units who are veteran-level v4 gain +⅑ move point—enough to travel one more tile but not attack at full strength.
* Marines and Scouts have a stronger version of this above, gaining +2/9 move points for each veteran level.
*Air and Sea units gain a full +1 move upon reaching v4.
*Nationalist governments get +1 move for Armor type units.
Move bonuses don't transfer to the work-rate of a unit. Vet bonuses, however, do.
=== Movement Fragments ===
The game breaks movement down into movement points. However, some actions use less than a movement point. These fractional moves are called movement fragments. In MP2A through MP2D, there are 9 movement fragments per whole move. 
=== Movement mechanics ===
Every action undertaken by a unit uses move points. Many standard actions use 1 move. Many other actions use fractional moves.
The most basic action is movement. Units can move to any of the eight adjacent tiles under fairly obvious rules: Land units are confined to land and transport vessels; ships are confined to water and waterfront cities; aircraft ignore terrain, though they must often end their turn where they can refuel—see the description of each unit for specific restrictions. Moving one tile usually consumes one movement point, and units can always move at least one tile regardless of their wounds. Rough terrain can be more costly for Land units, as shown here. Except for Marines, Land units Disembarking from ships lose all remaining move points.
===Zones of Control===
Most military Land units have the ability to impose zones of control (ZoC), while only two types of Air unit can do so. If an enemy unit imposes ZoC, most of your units can't move from a tile adjacent to an enemy unit, to a tile adjacent to an enemy unit, unless first retreating to a non-adjacent tile. There are several exceptions to this rule:
#The moving unit ignores zones of control (e.g., Air unit, Sea unit, Scout, Diplomat), OR
#The enemy unit does not impose ZoC:
#*Non-military units
#*Sea units
#*Air units except Dive Bomber, Ground Strike Fighter
#The target tile has a friendly city, base, OR
#The target tile has a friendly unit which does not ignore ZoC: (e.g., not an Air unit, Scout, Diplomat, etc.).
#*This rule is called the zoc_purity rule.
#**Military units who ignore ZoC cannot remove enemy-imposed ZoC:
#***Partisans, aeroplanes, missiles, etc.
#**Non military units who ignore ZoC cannot remove enemy-imposed ZoC:
#***Tribesmen, Scout, Diplomat, Spy, Caravan, Truck, etc.
===Passenger Transport===
Many units can carry units as passengers, also called "cargo." Helicopters and many aeroplanes and ships can transport specific types of units. On land, Wagons, Trucks, and Trains can carry some types of land units. Tribesmen and Caravans can carry commerce-only units such as Goods.
Names of Cargo Actions
Get On	Get Off 	Explanation
Embark	Disembark	Action done by cargo units to enter/exit transport from an adjacent tile
Board 	Deboard 	Action done by cargo units on the same tile as a transport unit
Load 	Unload 	Action done by a transport to its cargo units on the same tile.
==== Embark and Disembark ====
Land units can Embark and Disembark from transport units whenever the transport is adjacent to land or another transport — this does not require ports or other facilities. When Disembarking to a land tile, simply move off the transport to the adjacent tile. At sea, when Disembarking from one transport while simultaneously Embarking to another transport at sea, it's also as simple as moving from one transport to the other. Embarking to an adjacent transport at sea uses one movement point. Disembarking to land takes up all move points, except for Marines. 
* Exceptions: some units can Disembark with only 1 move point, instead of losing all their moves: 
** When Missiles Disembark it's just considered a natural missile launch.
** Aircraft Disembarking is considered a natural runway take-off.
** Marines who Disembark use a single move point, due to their amphibious training and equipment.
👉🏻 It is possible to Embark to an adjacent land transport, rather than moving to its tile, then spending more moves to Board it. You can use the Do command (D) to click the transport and Embark on it, if legal under the units' loading/unloading rules. (see the tip below.)
👉🏻 When transporting on land tiles (Wagons, Trains, and Trucks), there are a few embark/disembark rules which regulate the legality of the action and its move cost. The various rules become a lot more intuitive, if you consider them as ensuring natural moves and disallowing double-moves and double-transport hauls beyond the natural range and character of the units involved. (see in-game Help >> Units >> entry on cargo unit >> Transport Loading Logistics). 
==== Board and Load ====
If the unit and transport are on the same tile, the Board Transport (shift-B) command orders the cargo unit to get on the transport. The Load Transport (L) command orders a transport to scoop up legal cargo units. Boarding and Loading cost the cargo unit ⅓ move point. Board and Load create the same result: the only difference is the first order is given to a cargo unit; the second order is given to a transport unit.
* Wagons and Trucks can't Board ships while transporting cargo. (Prevents overloading ships beyond their cargo capacity.)
*Units carrying "inclusive cargo" can Board Transport: e.g., Aircraft with bombs, Mobile SAM with missiles, Helicopter with Marines.
* Trawlers can't tow each other. (Prevents "double tow" exploits.)
==== Deboard and Unload ====
In Cities, Naval Bases, and Quays, land cargo is able to Deboard Transport (shift-T). This costs the cargo unit ⅓ move point—except for Marines, who can do it anywhere for free. 
Giving a transport the Unload Transport (T) command achieves the same result. From an Air unit, Deboarding is also legal in an Airbase. Deboarding and Unloading, when possible, are better than Disembarking, because there is less movement cost to the cargo, even for Marines. Indeed, Marines doing Deboard or undergoing Unload Transport can exit onto with zero move cost. Cargo units on land transports such as Wagons, Trains, and Trucks have special rules that vary with the cargo type and the transport type. Read the in-game help on the cargo unit, for details. 
==== Swapping cargo at sea ====
...with Board and Deboard is legal if the first Transport has half or more of its moves left.* (Embarking/Disembarking to an adjacent transport is always legal, but costs the cargo a move point.)
* The first transport must have used no more than 4 moves, which is usually true if it has half or more of its moves left, except for fast ships or those with a move bonus.
==== Passenger movement costs and rules ====
* Boarding any Transporter requires the unit to have moves left.
* Except for Aircraft, Missiles, and Marines, the move cost to Deboard and Board is 1/3 move.
* a Transport doing Load or Unload causes -1/3 move cost to all units which that command causes to Deboard or Board (except Marines).
* Missiles must be loaded on transporters:
** in a city, or
** so-called "parachute-delivery": a missile with moves left at TC will parachute to the nearest unit who can carry it
** Example of how this rule works:
*** You can't fly a missile out to a submarine, Board it, then move the submarine out to enemy waters to launch missiles to targets beyond the range of their original starting location.
===Airlift===
If they have moves left, Land units, Bombs, and Missiles can be airlifted instantly between airports in friendly cities with the Airlift action. Air units can also "airlift" themselves—considered to simply be a solo flight. The number of airlifts per turn that an Airport can receive is limited to the city's population divided by 3, rounded to the nearest whole number. The number of airlifts that can be sent out from a city with an Airport is 1 (or 2 if it also is size 12+ and has Super Highways). An airlift depletes a unit's movement points for that turn.
Units carrying cargo can't be airlifted except for the "Bring your own Bombs" rule. For convenience, Bombers and Mobile SAMs can airlift when carrying their natural armaments of Bombs and Missiles. Airlifted cargo will keep just enough moves left to perform a logistical operation, such as deboarding, loading onto an allied transport, and so on.
===Paradrop===
This is a special type of movement that only Paratroopers can perform. From a friendly city or airbase, Paratroopers who have moves left and have not already paradropped in the current turn, can paradrop directly to any tile in range, and be immediately ready to act there. They are assumed to have arrived from aircraft, which makes them susceptible to vigil. 
==Actions==
Besides movement, units can engage in other in-game actions.
====Sentry, Fortify, and No Orders====
If a unit has no other orders such as Goto, Pillage, etc., it typically resides in one of three non-action states:
#Sentry (S) - This state is available to all units (except fuel-based units who are not on a re-fueling tile.)
#*Unit will not ask orders until it sees enemy movement. It will give a sentry report of what it sees:
#*Sentry Reports: Units on sentry will attempt to distinguish and report the units they see. This provides intel on enemy movements and numbers. For instance, If two Chariots are seen, one may be identity-labeled as Chariot F and the other as Chariot Z. Sentries aren't perfect: there is a 1/26 chance (4%) that two different units of the same type will be labeled the same. Identity labels are only valid for the turn on which a sentry report is given: the same unit will get a different label on the next turn.
#Fortify (F)
#*Unit will dig in and Fortify itself for a 1.5× defense bonus, or already is fortified.
#*This state is available to most land units.
#No Orders (J)
#*The unit has been told to be quiet, do nothing, and not ask for orders.
* At Freeciv-Web, if a unit is given an order for one of the above actions but it is not legal, it will attempt to do the next action listed below it. For example, a Fighter on a non-refueling tile can neither Fortify nor Sentry—if given the order to Fortify, it will interpret that as an instruction to have No Orders.
====Tile Work====
Only units who can do tile work can improve tile terrain with Roads, Irrigation, Bases, and so on. The following units can do tile work: Founders, Settlers, Tribesmen, Well-Digger, Workers, Legion, Proletarians, Engineers, and Marines. Proletarians are the only migrant-types who can do tile work.
====Pillage====
One turn can be spent to Pillage (shift-P) and destroy a tile improvement. All Land units can Pillage except certain civilian units: Caravans, Scouts, Diplomats, Pilgrims, Tribesmen, Wagons, Trucks, Trains, Goods, Freight. 
Civilian units who can pillage are: Founders, Settlers, Workers, Engineers, Proletarians, and Spies.
====iPillage====
The ability to instantly pillage is called iPillage. Units with high destructive capacity can pillage instantly. Each unit capable of iPillage has a distinct type of iPillage it can do. The following units can iPillage: Armor, Armor II, Dive_Bomber, Strategic Bomber, Ground Strike Fighter, and Jet Bomber, Stealth Bomber, and Cruise Missile. Odds of success are increased 5% for every veteran level.
====Combat====
The ability to attack or defend, whether in Standard Attack, Special Unit Attack, or Special Unit Defense. See the section on Combat.
====Diplomatic Actions====
Spies and Diplomats can do many types of diplomatic actions which are detailed in the Diplomacy section. Tribesmen, Scouts, Partisans, and Satellites can also do the most basic diplomatic action, Investigate City.
====Recycle and Disband====
*Any unit can be given the order to Disband, which removes it, its upkeep, and all its effects including positive or negative effects on city happiness.
*Disbanding in a city can only be done when Recycle Unit is legal. Recycling is legal when there is an incomplete production target in queue. Recycling is a type of disbanding that contributes production shields to a city.
** For most units, disbanding will contribute 50% of the unit's shield value to the production target. Commerce units like Goods and Freight have a higher contribution (see below.)
** 👉🏻 If you change production target on the same turn after recycling a unit, you will lose the contributed shields!! Always change production targets before Recycling.
==Upgrades==
As history progresses, you'll find you possess ancient units which are no longer viable in the current stage of history. Most units upgrade to better versions of themselves after discovering a later technology. Units can upgrade in any domestic city by using the Upgrade Unit (U) command. The cost of Upgrading a unit is the new unit's remaining buy cost if the current unit had disbanded into its own upgraded version (contributing half of its shields). That is, if:
S = new_unit_shield_cost - (old_unit_shield_cost/2)
then:
upgrade gold cost = 2S + S2 / 20
Training and retrofitting make the cost of upgrading high, but it can be lower under some conditions. Leonardo's Workshop gives 2 free upgrades per turn. Tesla's Laboratory gives 1 free upgrade per turn and reduces upgrade costs by 20%. The Recycling tech reduces upgrade costs by 20%. Conscription allows Converting (shift-O) obsolete Foot units to Musketeers for free in a domestic city. Labor Union allows Converting (shift-O) Musketeers to Riflemen for free in a domestic city. Finally, the Nationalist government's upgrade costs are 25% lower.
==Units List==
This manual lists units somewhat chronologically.
Several attributes define each unit in the following list. The Cost specifies how many production points a city must invest to build one unit. M is the number of movement points the unit gets each turn. C is the number of other units that it can carry (transport capacity). The combat statistics A attack strength, D defense strength, HP hit points, and FP firepower are all explained in the section describing Combat. SUA and SUD refer to Special Unit Attacks and Special Unit Defense, respectively. Pop.Cost refers to how much population a city is reduced by if it makes the unit. Pop.Add refers to how much the city size will grow if the unit joins a city. iPillage refers to iPillage, above.
===Pre-historic Age===
	Founders cost:-- M:2
A:0 D:1 HP:25 FP:1
Pop.Add: 2
	Settlers cost:40 M:2
A:0 D:1 HP:20 FP:1
Pop.Cost: 1 Pop.Add: 1
	Tribesmen cost:-- M:1⅓*
A:1 D:1 HP:8 FP:1
	🔹Warriors cost:8 M:2
A:1 D:1 HP:10 FP:1
	Well-Digger cost:5 M:3
A:0 D:1 HP:8 FP:1
Upkeep: 2F 5P
	Boat cost:10 M:5 C:1
A:0 D:1 HP:8 FP:1
min_speed: 3
Geographic expansion, early trade, and primitive warfare require no technology.
*Founders can found new cities of size 2, improve land, and build roads. They are the same as Settlers in other respects, but cannot be bribed, are slightly stronger against attack, and can see slightly farther.
**👉🏻 For the first five turns, Founders will produce +1 bulb of science output, every turn, until they found a city.
*Settlers can found new cities of size 1, improve land, and build roads. Settlers are your only means of founding new cities. Settlers can perform most of the terrain alterations as Workers (but can’t build Airbases or Buoys). Upkeep for Settlers costs food as well as production. A Settler can die if its supporting city runs out of food. Settlers in a Republic, Democracy, or Theocratic nation require twice as much food per turn. Settlers and other population units can be made in a size 1 city only if you go in the options tab and select ☑ Disband city if Settlers built at size 1. In such case, all units the city supports will assign to your next closest city for their home city, so make sure it can support all the new upkeep!
**👉🏻 For the first five turns, each living Settler on the map will produce +1 bulb of science output, every turn, until they found a city.
*Tribesmen are starting units which can't be built; they are the original ancestors of your nation. They can explore by moving over terrain with no penalty, using only ⅓ move point as if every tile had a road. They don’t obey or exert ZOC. They work tiles at half the rate of Workers, contributing ½ worker turn every turn. They have a 3× bonus at hunting wild animals, and defend at 2× against them. Tribesmen can make basic diplomatic contact and freely Investigate cities. They can carry Goods and enter nations with whom you are at Peace; cargo is visible to everyone. They can do primitive combat—they can’t conquer cities and only fight 10 combat rounds. Tribesmen help build nations by getting a bonus for recycling 20 shields into city production, donating their life-work to any output except units. Changing production target after recycling loses their work! Tribesmen start with bonuses they lose as you become more civilized. For the first three turns they get a +⅓ move bonus. After 20 turns (2000BC), Tribesmen get old: they lose ⅓ move, see less, lose the recycle bonus, and can no longer work tiles. At such point they are still serviceable for weak defense, carrying Goods, making contact, and recycling for 10 shields.
*Warriors are the first unit that is specialized for military purposes only. They are the most basic military unit. Upon the discovery of Conscription, they can Convert (shift-O) to Musketeers for free in any domestic city (conversion time; 2 turns.)
* The Well-Digger is unique—you can only make one. If you are unlucky and start with no water source, it can create it. Then it should be disbanded immediately to avoid high upkeep. A Well-Digger can dig a well on any tile. To dig a well, find the command in the unit's orders menu (or use Do>Change Extra Target>River; Build Road.) A Despotic city requires +2 Food and +2 Prod for upkeep. THE WELL-DIGGER WILL NOT WORK IF: 1) He is outside your borders. 2) He reaches an Age of 10 turns, 3) You discovered Alphabet or Pottery. 4) Any player in the world discovers Writing. Well-Diggers are not units to fool around with. They are specially designed to only be useful for an unlucky nation with no water, in its first turns of existence. If that's not the case, then this unit will cost you more than you gain.
*Boats can engage in primitive commerce, establishing early trade routes or helping to build a first wonder. Boats can easily travel on rivers, but at sea, Boats must always stay adjacent to shore. Boats are very useful in transportation logistics prior to Bridge Building. Cargo on Boats is always visible.
===Bronze Age===
	Workers cost:30 M:2
A:0 D:1 HP:8 FP:1
	Horsemen cost:18 M:4
A:2 D:1 HP:10 FP:1
	Scout cost:18 M:1 ⅓ (4)
A:0 D:1 HP:10 FP:1
	🔹Archers cost:24 M:2
A:3 D:2 HP:10 FP:1
SUA: Volley attack
SUD capable.
	🔹Phalanx cost:16 M:2
A:1 D:2 HP:10 FP:1
SUA: Rumble attack
	Trireme cost:20 M:6 C:2
A:1 D:1 HP:10 FP:1
min_speed: 3
These five units require only one technology to produce.
*Workers can improve land with Irrigation, Roads, and Mines. Masonry lets Workers build Forts. Construction lets them build Fortresses and Oil Wells. Engineering lets them build Canals. Radio lets them build Airbases and Buoys, which Settlers cannot. Workers must be on a ship to build Buoys.
*Horsemen provide rapid mobile offense or rapid defensive counterstrikes. Stone Age tribes are impressionable to tales. If discovered before 2500 BC, word will spread about the tribe who rides wild beasts in war.
*Scouts have better vision than other land units, and are not subject to Zones of Control, and have no upkeep. They treat all terrain as roads: each move expends only ⅓ move. This allows a range of 4 tiles per turn (6 after discovering Map Making.). For each veteran level, they gain an additional +²⁄₉ move point. Scouts can Investigate City to gather intel, and their terrain scouting can give tactical advantage. Scouts can make contact with far-off lands to arrange Cease-fire or Peace. In later times, Scouts upgrade to Partisans. Scouts provide sentry intel reports even if not sentried. Scouts gain the same veteran level from buildings and wonders as other land units.
*Archers are multi-purpose offense/defense. Rather than battle a single unit to the death, Archers can opt for a Volley Attack with no risk of retaliatory damage: arrow volleys are fired on up to 3 enemy units on the tile for 2 combat rounds, causing up to 1-2 hitpoints of damage to any units who are hit. (This may be done to Ocean tiles if Archers aren't transported.) Volley Attacks can be done from fortified positions without losing fortified status. (Volley Attack is not possible on Cities or Fortresses, as they provide cover from incoming arrows.) Archers are capable of Special Unit Defense, which means they can retaliate during Special Unit Attacks. Upon the discovery of Conscription, they can Convert (shift-O) to Musketeers for free in any domestic city (conversion time; 1 turn.)
*The Phalanx provides heavy defense and good value. If a Phalanx is fortified or has not moved this turn, it can Rumble Attack enemy units who move adjacent. (Enemies who come close get exposed to a tightly shielded formation attacking them with long sarissas. The Phalanx has no vulnerability during Rumble attacks, but its tight formation can only thrust at the exposed outer rank of enemies, targeting one single unit on the tile. Rumble attacks are meant to push and unsettle enemies, deterring them from safely fortifying into a tactical position. Indeed, damage incurred during a Rumble attack may be enough to deplete all the enemy's move points such that its fortifying gets delayed. Whether doing a standard attack or a Rumble attack, a Phalanx that is fortified while doing so will not lose its fortified status. Upon the discovery of Conscription, they can Convert (shift-O) to Musketeers for free in any domestic city (conversion time; 2 turns.)
*The Trireme is good for exploring the seas, transporting, and colonizing. It also has commerce ability: it can help build a Wonder, Enter a Marketplace, or establish a Trade Route. Triremes can travel and attack on rivers, but can't make shore attacks from sea. Triremes can go out to sea, but there is risk. They must end every second turn on a shoreline, river, or in a city; or else they are lost at sea. (To avoid being lost at sea, watch the "fuel counter.") When a Trireme attacks, there are 15 rounds of combat and 15 total hitpoints lost in the battle: this may or may not result in a victor. As a commerce unit, Triremes don't cause unhappiness.
===Iron Age===
	Chariot cost:27 M:4
A:3 D:1 HP:10 FP:1
	Elephants cost:36 M:4
A:4 D:1 HP:10 FP:1
	🔹Legion cost:30 M:2
A:4 D:2 HP:10 FP:1
SUA: Pilum assault
	Catapult cost:34 M:2
A:6 D:1 HP:10 FP:1
SUA: Bombard
SUD capable.
	Longboat cost:25 M:6 C:1
A:2 D:1 HP:10 FP:1
min_speed: 2
	Goods cost:20 M:1
A:0 D:0 HP:1
	Wagon cost:25 M:3⅓ C:2
A:0 D:0 HP:10 FP:1
min_speed: 3
	Emissary cost:24 M:3
A:0 D:0 HP:8 FP:1
In the Iron Age, attack strength outpaces defense strength. Defense is difficult if not in walled cities or fortified on terrain with a defensive bonus. 
*For the cost, Chariots provide excellent movement and attack value.
*For a higher cost, Elephants combine very high attack with mobility.
*The Catapult is the strongest attack unit before gunpowder is discovered, but is slow and lacks defense. Catapults are capable of Special Unit Defense, which means they can retaliate during Special Unit Attacks. Catapults subtract 0.25× from the defense bonus of City Walls, but cannot remove the separate terrain bonus from Fortifications. 
**VIGIL：the Vigil order lets Catapults auto-Bombard adjacent military units if they have better attack odds. Can be done in cities or bases if it has used no moves.
*The Legion might be the most feared unit of ancient times. Though slow, they combine high attack with good defense. They are famous for their discipline and engineering skills — they can build roads in non-domestic territory (and inside bases), and construct Forts and Fortresses. Legions are greatly feared for how they start battle： a Pilum Assault targets the shields of the enemy. A pilum stuck in a shield renders it useless, leaving the front line vulnerable to a full-on charge. The Pilum Assault does 1 round of combat at 2× attack bonus on up to 2 units on the tile. Upon the discovery of Conscription, they can Convert (shift-O) to Musketeers for free in any domestic city (conversion time; 1 turn.)
*The Longboat is the first offensive naval unit. Though it has no commerce ability, it is not restricted at sea. It can reign terror on other sea units. Longboats can travel and attack on rivers and make shore attacks from sea. When making attacks, there are 15 rounds of combat and 15 total hitpoints lost in the battle, which may or may not result in a victor.
* Goods are commerce units. Goods can be used to Establish Trade Route and build wonders . They can be carried by Commerce units, allowing you to establish multiple trade routes in one voyage. Goods can Recycle Production with only a 15% penalty, rendering 17 shields into target production. Commerce units, Tribesmen, Galleons, and Airplanes may carry them as cargo. By themselves, Goods can only move onto tiles with a City, Quay, Fortress, Airbase, or Naval Base. If adjacent to a foreign city, use the D key to do Commerce functions.
*Wagons are the first Land unit that can do Commerce. They are defenseless and can only travel on roads and quays. This exposes them to ambush and capture. Wagons can transport slower units to reach distant cities faster. Units with less than 3 moves can be carried on Wagons. Any legal passenger can Board a Wagon anywhere; but only Goods and Freight can embark. Passengers need a city, quay, or base to Deboard. Cargo can Disembark anywhere, but it will lose all move points (except Marines.) Be careful: Cargo units in a Wagon are always visible to everyone.
*Besides establishing an Embassy, your Emissary can attempt to bribe, make border claims on tiles for national sovereignty, and investigate cities; see Diplomacy. Emissaries have no upkeep and are not subject to Zones of Control. Emissaries upgrade to Diplomats for free. If an Emissary performs covert actions, it may make incidents which let Senates break treaties. Emissaries in cities may defend such acts with diplomatic combat. Emissaries can also:
**Bribe a lone unit
**Steal tech
**Steal maps
**Incite city revolt.
**Except for Bribing and Investigate City, diplomatic actions will spend the Emissary, making him unavailable for further use. 
**Emissaries may claim a tile for your nation if adjacent to a tile claim made inside your own national border. Foreign tile claims require the Emissary to be accompanied by another unit. 
**Emissaries have no upgrade cost. 
===Age of Exploration===
	Siege Ram cost:45 M:2 C:1
A:2 D:1 HP:10 FP:1
SUA: Attack City Walls, Ram Fortress
	Ballista cost:45 M:2
A:1 D:0.2 HP:10 FP:5
SUA: Ranged Attack
SUD capable.
	Galley cost:30 M:7 C:2
A:2 D:2 HP:10 FP:1
min_speed: 3
	War Galley cost:40 M:7 C:3
A:3 D:3 HP:10 FP:1
min_speed: 3
	Ram Ship cost:35 M:6 C:1
A:4 D:2 HP:10 FP:1
min_speed: 3
	Caravan cost:30 M:2⁷⁄₉ C:3
A:0 D:1 HP:10 FP:1
	🔹Peasants cost:10 M:2
A:0 D:1 HP:8 FP:1
Pop.Cost: 1 Pop.Add: 1
*Constitutional Monarchy only
The Age of Exploration sees both Land and Sea open up to faster moving units with greater vision.
*Siege Rams launch a tremendous thrusting force through iron-capped timber shafts to break down City Walls. Their odds of success are 50%, except against a capital city (25%). Siege Rams may also ram Fortresses, doing up to 4hp of damage on each occupant. This emulates damage to the defense bonus from the Fortress walls, which will be partly or fully repaired/recovered each turn. Siege Rams can shelter 1 Land unit as cargo, which can be used for disguise, surprise, or defense. Siege Rams need a minimum of 1 move point to attack a Fortress or City Walls.Cities protected by the Great Wall are immune to Siege Rams. The discovery of Metallurgy by any nation incapacitates Siege Rams. Siege Rams can only travel on roads.
*Ballistae don’t conventionally attack. Ranged Attack fires massive bolts through enemy formations for 5 rounds, targeting up to 2 units who can’t conventionally retaliate. This may also target Ocean tiles. They must have all their move points to do attack, and can't target Fortresses or Cities. Though they only have A1 accuracy, 5FP causes 5× damage.
**VIGIL：the Vigil order lets Ballistae auto-Bombard adjacent military units if they have better attack odds. Can be done in cities or bases if it has used no moves.
*Galleys upgrade the Trireme. They are the all-purpose sea unit of ancient times. They have decent attack and defense, transport ability, and are unrestricted at sea. Like the Trireme, Commerce abilities are to build wonders, enter marketplaces, and establish Trade Routes. Galleys can travel and attack on rivers, but cannot do shore attacks from sea. Like most ancient sea units, when making attacks, there are 15 rounds of combat and 15 total hitpoints lost in the battle, which may or may not result in a victor. As a commerce unit, Galleys don't cause unhappiness.
*War Galleys have improved offense, defense, and cargo capacity over the Galley, but lack commerce abilities. They are the premier warship of ancient times. War Galleys can travel and attack on rivers, and also make shore attacks from the sea. Like most ancient sea units, when making attacks, there are 15 rounds of combat and 15 total hitpoints lost in the battle, which may or may not result in a victor.
*The Ram Ship is an offensive weapon with only one purpose: destroying other ships. It can't make shore attacks. It has poor vision, no transport or commerce ability, and can't travel on rivers. Unlike other ancient ships, there is always a victor in battle. Ram Ships are good counterstrike units for nations not invested in sea techs. They are also good at the role of "heavy-first-hitter" when larger fleets engage in battle.
*Each Caravan can carry 30 production points to contribute toward a Wonder in any city with whom you are not at war. They can establish Trade Routes with foreign cities 15 or more tiles distant, and also enter foreign cities with marketplaces for a one time sale of merchandise. To do this with start-unit Caravans, you must first assign them a home city with the H command. Caravans can carry 3 Goods units as cargo.
*Peasants existed in all Monarchies. But in more advanced Constitutional Monarchies, these units represent the ability of the sovereign to legislate incentives for colonial migration. Peasants cost 1 population to build, and add 1 population to any city they join. However, they can only be made in the city that has the Magna Carta wonder. This makes them more limited than other migrant-type units; but on the plus side, Peasants cost no food upkeep.
===Feudal Age===
	🔹Pikemen cost:18 M:2
A:1 D:2 HP:10 FP:1 
*2x defence against Horse units.
*Obsoletes Warriors, Phalanx
	Knights cost:38 M:4
A:4 HP:10 FP:1
*D:3 vs mounted units.
*D:2 vs. everything else
*Obsoletes Horsemen, Chariot
	Crusaders cost:38 M:4
A:5 D:1.5 HP:10 FP:1
*Obsoletes Elephant
	Caravel cost:40 M:8 C:3
A:4 D:4 HP:10 FP:1
min_speed: 3 
*Obsoletes Galley, War Galley, Ram Ship
Feudalism and Chivalry advance military power.
*Pikemen are like a Phalanx that's doubly effective against mounted units.
*Knights defend well against other mounted units and their noble status allows them to attack cities without population reduction, and conquer size 1 cities without razing them.
*Crusaders use weaponry that gives an attack advantage that can make a life-or-death difference in attacking against Knights and Pikemen, but this weaponry is not as good for defending.
*The Caravel offers greater capacity and speed than the Galley it upgrades. It represents a significant naval advance in combat, speed, range, and transport capacity. It replaces many ancient sea units. Caravels provide most of the commerce abilities of the earlier Galley, but cannot build Wonders. Caravels can travel and attack on rivers, or make shore attacks from the sea. Like most ancient sea units, when it initiates an attack, there will be 15 rounds of combat and 15 total hitpoints lost between both units. This may or may not result in the loss of one of the units. As a commerce unit, Caravels don't cause unhappiness.
===Age of Gunpowder===
	Balloon cost:25 M:5
A:0 D:0 HP:10 FP:1
Upkeep:0
	Diplomat cost:30 M:4
A:0 D:0 HP:10
Upkeep:0
	Patriarch cost:55 M:4
A:0 D:0 HP:10
Upkeep:0
*Theocracy only
	Workers II cost:30 M:2
A:0 D:1 HP:10 FP:1
*Obsoletes Workers
	Engineers cost:40 M:4
A:0 D:2 HP:20 FP:1
*Obsoletes Workers II
	🔹Falconeers cost:20 M:2
A:0.1 D:0.05 HP:20 FP:20
*Theocracy only
	🔹Musketeers cost:30 M:2
A:3 D:3 HP:20 FP:1
*Obsoletes Archers, Legion, Pikemen
*Obsoletes Warriors, Phalanx
	Dragoons cost:50 M:4
A:5 D:2 HP:20 FP:1
*Obsoletes Knights, Crusaders
	Cannon cost:40 M:2
A:8 D:1 HP:20 FP:1
SUA: Bombard
SUD capable.
*Obsoletes Catapult
	Galleon cost:40 M:9 C:4
A:2 D:3 HP:20 FP:1
min_speed: 3
* Obsoletes Caravel
	Frigate cost:50 M:10 C:2
A:4 D:3 HP:20 FP:1
min_speed: 3
	Ironclad cost:60 M:9
A:4 D:4 HP:30 FP:1
min_speed: 4
*Obsoletes Frigate
Chemistry and Explosives give new technological possibilities.
*Balloons can cross enemy borders with impunity, using their excellent vision to gather critical intelligence, then return to refuel at a city, fortress, airbase, or unit with cargo capacity of 4 or higher (Galleons, Cargo Ships, Transports, Carriers, and Trains.) They cannot cross Mountains. The Balloon is unreachable by primitive land and sea units, but can be attacked by land units from Riflemen onward, and by sea units from Ironclad onward. Once rifles are invented, using Balloons for military scouting becomes perilous. The Balloon does not block attacks on any other units on the same tile. Balloons give sentry reports of nearby unit movements even when not on sentry.
*A Diplomat performs official or covert actions. Covert actions make incidents which let Senates break treaties. Diplomats have no upkeep and are not subject to Zones of Control. Unlike Emissaries, Diplomats are not spent when establishing embassies. Diplomats can do what Emissaries can, and also: 
**Move faster
**Establish Embassy without spending unit,
**Sabotage random production or buildings.
** Except for Bribing, Establishing Embassy, and Investigate City, diplomatic actions will spend the Diplomat, making him unavailable for further use.
**Diplomats may claim a tile for your nation if adjacent to a tile claim made inside your own national border. Foreign tile claims require the Diplomat to be accompanied by another unit.
** Espionage tech allows Diplomats to establish hostile embassies vs. Courthouse and Homeland Security (but not vs. Police Station or Theocracy.)
**Diplomats can be upgraded from Emissaries for free. Full rules for Diplomats are in the Manual.
*The Patriarch is unique—you can make only one, and only with Theocracy in a city with an Ecclesiastical Palace. He can do what Diplomats can do, with extra powers of persuasion. Under Theocracy, the Patriarch converts units to join your side at 1/3 the cost of a normal Bribe; and incites cities to become yours at one third the normal cost. Investigating, Converting, Establishing Embassy, and Inciting can be done multiple times if successful. Other actions spend the Patriarch, allowing no further use. A Patriarch may claim a tile for your nation if adjacent to a tile claim made inside your own national border. Foreign tile claims require the Patriarch to be accompanied by another unit. Espionage tech allows the Patriarch to establish hostile embassies vs. Courthouse and Homeland Security (but not vs. Police Station or Theocracy.) In diplomatic contests, the wiles, power, and influence of the Patriarch make him equal to a Spy in strength.
*Workers II. As civilization progresses, education and efficiency and improve. For each turn of work completed, Workers II gain a small chance of promotion. Promoted workers work slightly faster, enough to sometimes cut the time needed for long tasks like draining swamps or making Castles. These work-rate bonuses stack on top of other work rate bonuses from governments or wonders. But perhaps a greater efficiency comes from veterans getting a slight move bonus, allowing them to step onto adjacent hills, swamp, forest, etc., without losing their turn. In other respects, this unit is identical to Workers. Upon the discovery of Democracy, Workers will immediately upgrade for free to Workers II. Bribed and captured Workers can upgrade free on their own tile. No moves are spent, no city is needed, and the current job is not interrupted. Communism tech allows Communist governments to conscript Workers II into Riflemen via the Convert (shift-O) order. And vice versa.
*Engineers move and work twice as fast as Workers or Settlers and offer more ways to transform land.
Magnetism replaces the Caravel with two ships: the high capacity Galleon and the heavily armed Frigate. Both can travel rivers. 
*The Galleon is an armed transport ship that can carry up to 4 land units. Galleons can travel and attack on rivers, and make shore attacks from sea. When it initiates combat there will be 15 rounds of combat and 15 total hitpoints lost between both units. This will usually result in the survival of the Galleon, as it has 20hp. This makes the Galleon especially durable when attacked by older sea units, and a reliable transport. Galleons and all more modern units are able to Stack-Escape. Although the Galleon is not officially a Commerce unit, it may enter Peace waters but cannot attack without first declaring war. This allows it to carry Goods for doing commercial functions. Since they have dual-purpose commercial functions, Galleons do not cause unhappiness.
*The Frigate is a versatile and powerful ship that is both a superior offensive unit and a decent transport ship. The Frigate is the last ship which can travel and attack on rivers. From Frigates onward, all sea attacks end with a single victor. The Frigate and all future warships are formidable at making shore attacks from sea. Frigates and all more modern units are able to Stack-Escape.
* The Ironclad upgrades the Frigate after Steam Engine is researched. It is an armored ship that is much more sturdy than the Frigate but loses transport capability and the ability to navigate rivers. From Ironclad onward, all warships can attack Balloons, Helicopters, and pillage Buoys. Ironclads and all more modern units are able to Stack-Escape.
The advent of Gunpowder and the advances which follow make earlier combat units struggle to compete. The Musketeer, Dragoon, and Cannon mirror the ancient pattern of Archers, Horsemen, and Catapults: slower multi-purpose offense/defense, fast mobile offense, and slow but powerful offense.
*Falconeers are Theocratic holy warriors armed with Falconets—God favors the side with the largest hand cannons humans can carry. Falconets have terrible accuracy but absolutely deadly firepower：they either totally kill or totally miss. On paper, odds are closest to a Musketeer Yet there is a high chance of losing when you expect to win, or winning when you expect to lose. The outcome is in God's hands! Falconeers seem to defend worse than they attack, but the mechanic of "one hit and you're dead" can greatly amplify any defense bonuses. Only Theocracies can train Falconeers. 
**In non-theocratic government, Falconeers incur a 2× unhappy penalty when aggressively deployed; and each turn a Falconeer is not in a city center at turn-change, it has a 15% chance to disband.
*Cannons are capable of Special Unit Defense, which means they can retaliate during Special Unit Attacks. Cannons subtract -0.50× from the defense bonus of City Walls, but cannot remove the separate terrain bonus from Fortifications.
**VIGIL：the Vigil order lets Cannons auto-Bombard adjacent military units if they have better attack odds. Can be done in cities or bases if it has used no moves.
===The Industrial Age===
	
Transport cost:50 M:10 C:8
A:0 D:3 HP:30 FP:1
min_speed: 4
*Obsoletes Galleon
	
Cargo Ship cost:30 M:8 C:1
A:0 D:1 HP:15 FP:1
min_speed: 3
*Commerce unit
	
Trawler cost:30 M:9 C:4
A:0 D:1 HP:30 FP:1
min_speed: 3
	
Destroyer cost:60 M:13
A:5 D:5 HP:30 FP:1
min_speed: 4
*4x defence against Submarine.
*Obsoletes Frigate, Ironclad
	
Train cost:35 M:4*
A:0 D:1 HP:30 FP:1 C:6
min_speed: 4
	
Truck cost:50 M:6
A:0 D:1 HP:20 FP:1 C:3
min_speed: 3
*Obsoletes Caravan, Wagon
	
Spy cost:35 M:6
A:0 D:0 HP:8 FP:1
	
🔹Pilgrims cost:10 M:2
A:0 D:1 HP:8 FP:1
Pop.Cost: 0 Pop.Add: 1
*Theocracy only
	
Proletarians cost:10 M:2⅑
A:0 D:1 HP:8 FP:1
Upkeep:1 food
Pop.Cost: 1 Pop.Add: 2
*Communism only
	Migrants cost:10 M:2
A:0 D:1 HP:8 FP:1
Upkeep:2 food
Pop.Cost: 1 Pop.Add: 1 
*Nationalism only
The Industrial Age brings revolutionary changes to trade, diplomacy, commerce, society, and maritime operations. 
*Naval units are replaced by stronger versions with greater mobility. These and all later ships get improved vision, and can Stack-Escape. 
**Transports upgrade Galleons with greater movement, far greater transport capacity and improved defense. They are military vessels unwelcome in waters or nations with whom you are at Peace, but since they cannot attack, they do not cause unhappiness.
**The Cargo Ship is the a modern ship that can travel on rivers and do Commerce functions.
**Trawlers are work-boats that can make Fishtraps, Buoys, Roads, Quays, Canals, Sea Bridges, & clean pollution/fallout. Trawlers can carry one unit, usually Engineers or Workers, to expedite their water work. Trawlers can tow ships who haven't moved, but at a reduced rate of -3 move points. Towing gets damaged ships back to port for repair and helps crew repair rates if the damaged is resting while towed. If a Trawler stops towing it recovers pro-rated move points. Whatever cargo a trawler tows or carries is visible to all.
**The Destroyer's range and vision make it preferred for Submarine hunting. The Submarine and the Destroyer usually kill each other when attacking, but lose when defending—creating a deadly game of hide and seek. 
*Trade and Diplomacy gain mobility and greater capabilities.
**Except for establishing an embassy, Spies are capable of all the actions of Diplomats, and more. They can be given more precise orders, and often survive and can be reused. They can even Investigate City while on a Transport! Like Diplomats, they can make claims on tiles. Spies have no upkeep. See Diplomacy for more info.
**Trains are Commerce units with a bonus: they allow units with 2 or less move points to travel your rails at distances comparable to other units. Foot Soldiers, who were historically better value in offense/defense but hampered by poor mobility, can especially take advantage of this. However, Trains have some limitations: they can only move on rails, and incur full terrain movement cost when not on domestic or allied rails. On the plus side, Trains are fast-moving giants made of iron, making pre-gunpowder units unable to attack them or their cargo. Trains gain +1 move after discovering Electricity, and an additional +1 move after discovering Combustion.
**Trucks are capable of moving farther and faster to establish Wonders or Trade Routes. In addition, they have a cargo capacity of 3. They can carry Goods, Freight, and any land unit with less than 3 move points. Trucks have a superior movement rate of 6, but they can only move on Roads and Quays. They get no move bonus from Railroads. The rules for Board, Deboard, Embark, and Disembark are the same as for Wagons.
*Changes in government and ideology may create new models of citizenship.
**Pilgrims give Theocratic governments an alternative to rapture growth. Under divine edict, population from faster growing cities can be transferred to other cities, accelerating population growth. Like Zealots, Pilgrims do not incur upkeep costs in food or shields while under a Theocratic government. Pilgrims cost no population to make, and add +1 population to the city they join. If your ally is Theocratic, you can set home city in allied city to transfer the unit to him, or just add the population to that city yourself.
**Proletarians can be ordered by the Communist state from one city to another, which transfers population. They can also be ordered to the same tasks as Workers. Large numbers of Proletarians can be rapidly gathered to complete State projects. Proletarians subtract one from the city which made them, and add +2 to the city they join.
**Migrants are citizens encouraged to settle in cities by Nationalist governments -- usually in conquered or colonized areas. They transfer population from one city to another. They cost 1 population to make, and add 1 population to the city they join. They are used to increase and geographically redistribute the national population.
	
🔹Riflemen cost:40 M:2
A:5 D:4 HP:20 FP:1
*Obsoletes Musketeers
	🔹Zealots cost:25 M:2
A:4 D:4 HP:20 FP:1
SUA: Skirmish assault 
*Obsoletes Falconeers
*Theocracy only
	
Cavalry cost:60 M:4
A:8 D:3 HP:20 FP:1
*Obsoletes Dragoons
	
🔹Alpine Troops cost:50 M:2 (6)
A:5 D:5 HP:20 FP:1
Land forces also make substantial gains in military power: 
*Riflemen are foot soldiers with greater attack than defense, for the first time since the ancient Legions. As newer Foot units get rifles, muskets become available. Older Foots unit get a free "hand-me-down" upgrade to Musketeers with the discovery of Conscription, by using the Convert (shift-O) order in a domestic city. This unit costs 5 less shields under Communism, and is produced with +1 veteran level under Nationalism.
*Zealots can almost be thought of as cheaply priced Riflemen with no upkeep. They can only be produced by Theocratic governments. Though their attack is slightly less than Riflemen, their cost is much lower, and their fervent faith prevents them from being bribed. Under Theocracy, they can be directed to do Skirmish Assaults in their homeland. This does three free rounds of combat to degrade up to 4 units occupying a tile. Zealots also have ability to do insurrections in cities: that is, Skirmish Assaults can be done on any city which is occupied by a foreign power. Zealots produced in a city with an Ecclesiastical Palace are inspired by fervor to +1 higher veteran level. Zealots have strong faith and cannot be bribed. Under representative government, Zealots have a 2× unhappy penalty when aggressively deployed.
*Cavalry are an improvement over Dragoons. Their mobility and attack strength make them the most feared offensive unit in their era.
*Alpine Troops, like Scouts, expend ⅓ move per tile regardless of terrain; this makes Alpine Troops a powerful unit in mountainous regions.
===Modern Technology===
	Cruiser cost:80 M:12
A:6 D:6 HP:30 FP:2
min_speed: 4 
*2x defence against Submarine.
	Battleship cost:160 M:11
A:12 D:12 HP:40 FP:2
min_speed: 4
SUA: Bombard
SUD capable. 
*2x defence against Submarine
	Submarine cost:50 M:11 C:0
A:12 D:2 HP:28 FP:2
min_speed: 5
*2x defense against other Submarines
New warships offer vastly enhanced firepower, but can no longer travel on rivers.
*The Cruiser is the first of all warships with firepower 2. It is a large and fast surface warship with equally strong offensive and defensive strength. More often than not, its 2× ASW defense allows it to survive a Submarine attack. The main duties of the Cruiser are offensive strikes against lesser ships, and escorting weaker ships.a dominant warship that remains strong for a long time to come. Cruisers are able to Stack-Escape.
*The Battleship is the largest most durable and dominant warship ever made, and for this reason can still keep some relevance even in the late game when more advanced techs appear, if used for special purposes. The Special Unit Attack of the Battleship is the Bombard, which is 3 free rounds of ranged combat on up to 4 units on an adjacent tile. Battleships are equally capable of Special Unit Defense, which means they can retaliate during Special Unit Attacks. Battleships are able to Stack-Escape. Battleships are a STACK CHIEF: they don't die from Stack Kills, and any stack kill taking place on their tile does not require escaping units to flee to adjacent tiles.
* The Submarine compensates its weak defense by stealth — it is invisible to units or cities not immediately adjacent. Unlike other ships, it cannot attack Land units. It has an artificially high 12 attack value that gives it enough move points after an attack to perform "hit-and-run." This gets equalized by an anti-Submarine bonus for many advanced warships. If grouped in numbers, Submarines are deadly effective against all surface ships in the game. The Submarine's ability to submerge makes it unreachable by aircraft or missile attack; however, it will not protect other units on the same tile from such attacks. Submarines are able to Stack-Escape at an increased rate of 75%.
	🔹Marines cost:55 M:2*
A:8 D:5 HP:20 FP:1
SUA: Bazooka attack 
*½ attack vs. Sea
*Never blocked by Air units
	🔹Partisan cost:45 M:2 (6)
A:4 D:4 HP:20 FP:1 
*Obsoletes Scout
	Artillery cost:50 M:2
A:10 D:1 HP:20 FP:2
SUA: Bombard
SUD capable.
*Obsoletes Cannon
	Light Armor cost:65 M:4
A:9 D:5 HP:25 FP:1
*Obsoletes Cavalry
New skills and armaments come to armies on land.
*Marines are the most powerful foot units in the game, and fight battles on air and land and sea: the only units Marines can't attack are Submarines, Missiles, and Planes. They can attack directly from transport units without needing to Disembark first. They can even attack Sea units (at a -50% penalty.) They can Disembark without losing all their moves, unload on foreign quays at no move cost, and can Board and attack from Helicopters, Carriers, Cargo Ships, and Transports. No Air unit can block Marines from attacking a Land or Sea unit that they're normally capable of reaching. Marines progressively gain +²⁄₉ moves with every veteran level, and Elite veteran-3 Marines are promoted to Ranger with a 250% combat strength bonus. Battle training allows even higher bonuses, which they also have higher odds of achieving. Meanwhile, Hardened veteran-2 Marines can perform Bazooka attacks, which are (usually*) retaliation-free ranged attacks of 3 combat rounds on up to 2 adjacent units. Whether doing a standard attack or a Bazooka attack, Marines that are fortified while doing so will not lose fortified status. Marines can build Forts and Airbases. All these abilities make promoted Marines ideal as "Special Ops" forces. Besides combat training, veteran level can be increased by making Marines in a city with Barracks III, Airport, and Port Facility: Marines made in a city with all three buildings come out with +2 veteran levels.
*The Partisan behaves like an armed Scout, treating all terrain as roads and thus requiring only ⅓ movement point to move 1 tile. Partisans live off the native land and have no upkeep. Some cities will generate them when conquered (see details page). Generated Partisans will have the same veteran level as if they had been built in the city prior to its conquest. Partisans are not subject to Zones of Control. Partisans provide sentry intel reports even if not sentried and gain +²⁄₉ move per veteran level. Partisans can investigate conquered cities not owned by the original owner.
*Artillery gets increased accuracy and a large boost to firepower, and is much stronger than a Cannon. Artillery are capable of Special Unit Defense, which means they can retaliate during Special Unit Attacks. Artillery subtract -0.50× from the defense bonus of City Walls, but cannot remove the separate terrain bonus from Fortifications.
** Ballistic units on vigil will auto-bombard with SUA if legal. Can be done in cities or bases if it has used no moves.
*Light Armor is an early mechanized replacement for Cavalry. It is good for mobile offensives, and also defends better than any unit of its era. The discovery of Automobile gives +1 move point. Units inside Forts get no defense bonus against Light Armor. Units inside Fortresses get a reduced bonus of 1.67× instead of 2×. Like all motorized/mechanized land units, this unit can’t enter Mountains without a road or native base, and does not receive a move bonus from Rivers. Communists pay 5 less for this unit.
	Zeppelin cost:45 M:6
A:2 D:1 HP:20 FP:2 Fuel:3
SUA: Bomb
*Obsoletes Balloon
	Fighter cost:60 M:20
A:4 D:3½ HP:20 FP:2
	Airplane cost:50 M:20 C:1 Fuel:2
A:0 D:1 HP:20 FP:1
	Anti-Aircraft Artillery (AAA) cost:50 M:2
A:2 D:2 HP:20 FP:2
*2x attack vs. Air
*2x defence vs. Air
With Flight, combat takes to the air. Diplomacy and trade can reach the edges of the world. 
*Zeppelins are the first primitive aerial combat units. They can sometimes be used to gain tactical advantages in combat, but they are better for aerial intel. They can do limited attack with primitive bombs, or 20 combat rounds with medium caliber ordnance. They can stay out for six Turn Changes before landing in a City, Quay, Fortress, Naval Base, Airbase, or transport with 6+ capacity. Zeppelins have great vision and are unreachable by units prior to Marines and Destroyers. Zeppelins do not block units under them from being attacked. Zeppelins give sentry reports of nearby unit movements even when not on sentry. Unlike Balloons, they can fly over Mountains.
*Fighters have superior mobility and firepower which alter the nature of warfare. They can move anywhere and attack any unit except Submarines, Jet Bombers, Spy Planes, and Satellites. Fighters need fuel to avoid crashing and thus must end every turn in a city, on a Carrier or an Airbase. Fighters can't conquer undefended enemy cities. Like all Fighter-types in all MP rulesets, the Fighter prevents land and sea units from attacking the tile it is on. When air units attack ground units, they can retaliate -- but most ground units can't initiate attack on air units. Fighters can vigil in a city, on a Carrier, or if they have used 2 moves or less. This unit has higher odds of promotion under Nationalism. 
**Fighters, like all aircraft, can Stack-Escape.
**Fighters, like all aircraft, will use whatever moves they have left to return to the nearest friendly city or airbase to refuel, when the turn ends. If they lack enough moves, they will crash and be lost.
*Airplanes exploit Flight for non-military benefits, extending commercial and diplomatic outreach. These civilian units can carry one diplomatic unit or one Freight unit for commerce. Each new aviation tech upgrades range by +2 moves.
*Anti-Aircraft Artillery ("AAA") are light-weight guns that can attack almost anything, but their primary use is to support ground units against Air units. They are often used with Marines in combined ops because they can be transported by any unit that can transport Marines, and can attack to and from non-native tiles. Like infantry, they pay upkeep in gold. Anti-Aircraft Artillery (AAA) get a 2× bonus against Air units. Transported AAA can always defend their tile, even at sea. AAA can’t attack while transported, and cannot attack Submarines, Missiles, nor High Altitude aircraft. After Space Flight and 9 turns of service, AAA can be Converted (shift-O) to Mobile SAM. The order must be done in a domestic city, and takes 2 turns.
===High Technology===
	🔹Freight cost:25 M:1
A:0 D:0 HP:1
*Obsoletes Goods
High technology brings improvements to industry, commerce, and logistics.
* Like all Commerce units, Freight can Help Build Wonders or Establish Trade Routes. Unlike other Commerce units, it can Disband to Recycle Production with no loss of shields. This has a variety of creative industrial uses. Freight is only able to move to tiles with loading infrastructure: Cities, Quays, Fortresses, Airbases, and Naval Bases. To be transported, it must be carried by Train, Truck, Airplane, or ship. If adjacent to a foreign city, use the D key to do Commerce functions. Freight is a multi-slot unit that can use any extra build slots a city may have.
	Dive Bomber cost:60 M:18
A:3 D:3 HP:20 FP:2
iPillage: 50% M:6 Targets:1 selected 
*A:4.5 vs. surface targets
*D:4 vs. Anti-Air
	Escort Fighter cost:80 M:18
A:3½ D:5 HP:20 FP:2 Fuel:2
	Medium Bomber cost:85 M:15 C:1
A:7 D:2 HP:20 FP:2 Fuel:2
	🔹Bombs cost:25 M:1
A:10 D:0 HP:10 FP:1 Fuel:1
The early part of the High Tech era sees strong advances in Air power: 
*The Escort Fighter has larger size for more fuel, more speed, and more damage absorption; but is less maneuverable for pursuing attacks. Its longer range and ability to stay in the air 2 turns make it well-suited for escorting bombers, longer range scouting with attacks on poorly defended targets, and defensive ground support requiring longer periods in the air. Like all Fighter-types in all MP rulesets, the Escort Fighter prevents land and sea units from attacking the tile it is on. Like all aircraft, they are able to Stack-Escape. Escort Fighters can vigil in a city, on a Carrier, or if they have used 3 moves or less. Escort Fighters can do a maximum of 2 attacks per turn. Escort Fighters give sentry reports of nearby unit movements even when not on sentry.
*Dive Bombers are like Fighters but fitted for Ground Attack and Sea combat. Range is reduced by heavy armor and armaments which help in attacking surface targets and in defending against Anti-Air, but reduce mobility in Air-to-Air combat. Though unreachable to Land units, they lack agility to block attacks on their same tile. But over a wider radius, they exert ZoC on adjacent land tiles. The Dive Bomber is not an interceptor. Medium Bombers can do a maximum of 1 attack per turn. Communist governments pay 10 less for this unit. This unit costs 10 less shields under Communism, and has higher chances of promotion under Nationalism.
*The Medium Bomber can stay in the air longer than Fighters and take out stronger ground targets. The higher cost of the Heavy Bomber makes the Medium Bomber an option even after Heavy Bombers become available. A further incentive is that as a "soft field unit", Medium Bombers cause one less unhappy citizen than other Bombers, if aggressively deployed outside domestic territory. Medium Bombers can carry 1 Bombs unit.
** NOTE: In MP2, Bombers are no longer forced to lose their turn and remain stuck in the air after a single attack. The Medium Bomber is unreachable by most land and sea units but doesn't block attacks on other units on the same tile. Like all aircraft, they are able to Stack-Escape. Medium Bombers can do a maximum of 1 attack per turn.
*The Bombs unit is supplemental to the standard weaponry bombers are assumed to carry included in their unit. The Bombs unit includes a payload of high numbers of incendiary weaponry. Bombers can disrupt target defenses from higher altitude before coming in for a riskier fatal strike. Only bombers with higher capacity can carry this unit. Bombs can only be moved by bombers or the airlift order. They can’t attack from inside a domestic city. Bombs are cheap, but they damage more often than kill, and even victory has a cost. Hidden expenses lie in logistics, delivery risk, and non-reusability.
**Multi-slot: Under certain conditions, cities can make one (or more) multi-slot units per turn, plus one of any other type.
 	Missile Submarine cost:55 M:11
A:12 D:4 HP:30 FP:2 C:4
min_speed: 5
*2x defense against Submarines
*Can carry 4 Missiles.
*Obsoletes Submarine
link=https://freeciv.wikia.com/wiki/File:U.missile cruiser	Missile Destroyer cost:60 M:13
A:5 D:5 HP:30 FP:2 C:1
min_speed: 4
*2x defence against Air & Missiles.
*2x defence against Submarine.
*Can carry 2 Missile.
*Obsoletes Destroyer
 	AEGIS Cruiser cost:100 M:12 C:2
A:8 D:8 HP:30 FP:2
min_speed: 4 
*3x defence against Air & Missiles.
*2x defence against Submarine.
*Can carry 5 Missiles.
*Obsoletes Cruiser
 	Carrier cost:155 M:11 C:10
A:1 D:9 HP:40 FP:2
min_speed: 4
The modern navy is transformed by high tech. 
*A Missile Submarine is an upgraded Submarine. It gains 2hp, greater defense, and capacity for 4 Missiles. It can’t be seen except by an adjacent unit or city. The DIVE DEEP order makes Missile Submarines completely invisible to adjacent units on the following turn： enemies only discover it if moving directly to its tile, at which point they may attack. It can only be done in Deep Ocean while the Missile Submarine stays quietly in place. Missile Submarines are unreachable by Air units, but don’t block air attacks on surface ships. Minimum speed is 5, when damaged. Stack-Escape：75% odds to evade stack-death if attacker doesn’t have more moves than it does.
*The Missile Destroyer upgrades the Destroyer for late game action. Firepower is boosted to 2. To a lesser degree than its big brother the AEGIS, it has Missile interceptor systems which double defensive effectiveness against Air & Missile units.  The ability to carry one Cruise Missile completes the enhancements. Like all modern ships, they are subject to Stack-Escape. 
*The defense strength of the AEGIS Cruiser is multiplied by 3 when attacked by aircraft, helicopters, and missiles. AEGIS Cruisers are the only ship that can directly attack an adjacent air unit. This unit also has the best vision of any combat unit in the game. Like all modern ships, they are able to Stack-Escape. With upgraded Laser tech, each AEGIS Cruiser not under PORT PENALTY has a 50% chance to thwart adjacent nuclear bombs dropped by bombers.
*The Carrier arguably claims the throne from the Battleship as the new King of the Seas. By itself, it can't attack well; but the ability to carry up to 10 Air and Missile units is quite formidable. Carried units may be any mixture of any type of Aircraft, Anti-Aircraft Artillery, Marines, or Missiles. Carriers can Stack-Escape. Carriers are a STACK CHIEF: they don't die from Stack Kills, and any stack kill taking place on their tile does not require escaping units to flee to adjacent tiles. Aircraft landing and resting on a Carrier get the same repairs as in a city.
	Armor cost:75 M:6
A:10 D:5 HP:30 FP:1
iPillage: 75% M:2 Targets:1 selected 
*Obsoletes Light Armor, Cavalry
*No penalties vs. Forts
*Reduced penalty vs. Fortresses
	🔹Mechanized Infantry cost:50 M:6
A:6 D:6 HP:30 FP:1
	Howitzer cost:70 M:4
A:12 D:2 HP:30 FP:2
SUA: Bombard
SUD capable. 
*Obsoletes Artillery
	Magnum Turret cost:160 M:3
A:10 D:7 HP:40 FP:3
SUA: Bombard
SUD capable. 
*Unique unit
	🔹Fanatics cost:25 M:2
A:6 D:5 HP:20 FP:1
* Obsoletes Zealots. Theocracy only.
	🔹Ground Troops cost:40 M:2
A:7 D:5 HP:20 FP:1 
*Obsoletes Riflemen, Alpine Troops
	🔹Paratroopers cost:55 M:2, (14 paradrop range)
A:7 D:5 HP:20 FP:1
New ground forces offer the familiar choice between heavy attack strength and defense capability. 
*Armor is the fastest moving offensive unit on land. Its ability to break through forts at no penalty enables it to penetrate broken battle lines to seize advantage. Fortresses' 2x defense bonus is reduced to 1.67x. Armor has a 40% chance of escape when its stack is killed. This unit is discounted 10 shields under Communism. Like all motorized/mechanized units, this unit can't travel onto unroaded mountains, and does not get a move bonus on rivers which have not built any transportation infrastructure.
*Mechanized Infantry offer the best defense of any land unit in the game. This combines with superior mobility, good value, and moderate offensive capability, to provide a mainstay of late game armies. As new infantry upgrade to mechanized gear and weapons, older infantry get a free "hand-me-down" upgrade to become Riflemen, using the Convert (shift-O) order in a domestic city. Like all motorized/mechanized units, this unit can't travel onto unroaded mountains, and does not get a move bonus on rivers which have not built any transportation infrastructure.
*Howitzers are not only the strongest offensive land unit, but they completely negate any defense bonus offered by City Walls. Howitzers are capable of Special Unit Defense, which means they can retaliate during Special Unit Attacks. 
**VIGIL：the Vigil order lets Howitzers auto-Bombard adjacent military units if they have better attack odds. Can be done in cities or bases if it has used no moves.
*Magnum Turret - On rare occasions in history, nations constructed monumental turret guns. Cost-benefit is debatable among military theorists due to scale, cost, and immobility. The Magnum Turret stays where it’s built. You may build only one. Housed in armored defenses, the Magnum Turret deters attackers and nearby enemy encampments. It may attack or Bombard ocean tiles. If it has moves left, the Magnum Turret can do 7 rounds of Bombardment up to 2 tiles distant upon five units, with two possible fatalities. When special attacked from range, it can retaliate with the same type of Bombardment.
**VIGIL：the Vigil order instructs the Magnum Turret to auto-Bombard adjacent military units if they have better attack odds.
*Fanatics - Theocratic nations can maintain Fanatics without paying their steep upkeep. (Fanatics are unhappy if not under Theocracy, requiring high upkeep to stay content.) Fanatics produced in a city with Ecclesiastical Palace are inspired by fervorous faith to +1 higher veteran level. Fanatics fervently defend their homeland, and can do surprise skirmish assaults to snipe and injure foreign occupants：Up to 4 invaders on the tile will endure three combat rounds without defense. Skirmish assaults can also be done to foreign occupied cities if they have a remaining Foreign National population. Fanatics can change Home City in any allied city that is Theocracy, allowing control to pass between nations who share the same faith.
*Ground Troops - Ground Troops upgrade earlier infantry with better weaponry. The upgrade cost for Riflemen and Alpine Troops is 4 gold. Ground Troops can stay fortified while attacking, and veterans enjoy a +⅓ move bonus.
*Paratroopers can be paradropped from friendly cities or airbases, allowing long range actions; they have a range of 14 tiles, and may move immediately after being paradropped. Paradropping requires the unit to have its full move points remaining.
	Heavy Bomber cost:120 M:16 C:1
A:12 D:3 HP:20 FP:2 Fuel:2
*Can carry 1 Bomb.
	AWACS cost:140 M:32
A:0 D:1 HP:20 FP:1 Fuel:2
	Strategic Bomber cost:135 M:16 C:2
A:13 D:4 HP:20 FP:2 Fuel:3
iPillage: 60% M:3 Targets:1 random
*Can carry 2 Bombs.
	Helicopter cost:90 M:12 C:1
A:10 D:5 HP:21 FP:2
SUD capable.
	Transport Helicopter cost:90 M:12 C:3 
A:0 D:3 HP:21 FP:2
	Cruise Missile cost:60 M:24
A:18 D:0 HP:10 FP:3
iPillage: 60% Targets:1 selected 
*Never blocked from surface targets
	Atom Bomb cost:150 M:2
A:99 D:0 HP:10 FP:1
In the later part of the High Tech era, Air power escalates significantly. 
*Heavy Bombers can end one turn aloft before returning to a city, carrier, or airbase to refuel. They are Field Units, which under representative governments will cause Unhappiness in their Home City even when not aggressively deployed. In MP2, Bombers are no longer forced to remain stuck in the air after a single attack. Like all aircraft, they are able to Stack-Escape. Heavy Bombers can do a maximum of 1 attack per turn.
*AWACS offers greatly enlarged vision. Both units are unreachable by most land and sea units but do not block attacks on other units on the same tile. Like all aircraft, they are able to Stack-Escape. AWACS give sentry reports of nearby unit movements even when not on sentry.
*Strategic Bombers offer upgraded attack, high altitude to even the odds against Fighters, and much longer range for strategic missions. Like all aircraft, they are able to Stack-Escape. Strategic Bombers can do a maximum of 2 attack per turn.
* A Helicopter can conquer an undefended enemy city. Unlike planes, it does not have to end its turn inside a friendly city, fortress, or airbase; but it costs -1 hitpoint per turn if it doesn't. When a Helicopter starts its turn in a City or Airbase, it gets a +1 move bonus. It can be attacked by most land units from Riflemen onward, but enjoys a 50% defense bonus vs Land attacks. Artillery and Howitzers cannot attack them. It can be attacked by sea units from Ironclad onward. Helicopters are able to carry one Marines or one Anti-Aircraft Artillery unit. Helicopters can do Special Unit Defense, retaliating against Special Unit Attacks. Like all aircraft, Helicopters can Stack-Escape. In MP2, SAM Batteries get a 2× defense bonus against Helicopters. Damaged helicopter types arriving in a city begin healing 10hp immediately at TC, without waiting a full turn to begin repair.
*Transport Helicopters behave exactly like Helicopters except for their inability to attack. They have an increased cargo capacity of 3 units, and are not limited to only Marines and AAA. Damaged helicopter types arriving in a city begin healing 10hp immediately at TC, without waiting a full turn to begin repair. 
**Cargo units who Deboard or Disembark are bound by certain rules: 
***Foot and Artillery types can Deboard on any tile, but will lose all their moves, except:
*** Marines can Deboard Transport (shift-T) or be unloaded via Unload Transport (T) with no move cost.
***All other types need a City or a Base to Deboard. or be Unloaded.
*To survive, Cruise Missiles must end each turn in a city, Carrier, Submarine or airbase. They are always destroyed when they finally attack. Unreachable units can never block them from attacking reachable surface targets on the same tile. Cruise Missiles can iPillage the tile they occupy with a Missile Strike: 60% odds to destroy a tile improvement which may be targeted using the DO command (D). Missile Strikes spend the unit.
*Atom Bombs affect everything cardinally adjacent to their impact area, and might destroy a tile improvement on each tile (2 at ground zero). Cities lose 35% of their population. The blast also causes Nuclear Fallout which can increase chances of causing Nuclear Winter. They must be Loaded on a Heavy Bomber or better Bomber, then Disembark ('drop'), then detonate. See affects of nuclear weapons at bottom of page.
===The Space Age===
	Nuclear Missile cost:160 M:24
A:99 D:0 HP:10 FP:1
	🔹Anti-Ballistic Missile (ABM) cost:35 M:24
A:1 D:0 HP:1 FP:10
	Mobile SAM cost:75 M:6 C:1
A:2 D:2 HP:30 FP:2
*Upgrades AAA
*2x Anti-Air defense
*3x Missile defense
*Can carry 3 Missiles
	Armor II cost:80 M:6
A:16 D:6 HP:30 FP:1
iPillage: 50% M:6 Targets:1 selected
*Obsoletes Armor
*+75% defense against Missiles
*No penalties vs. Forts and Fortresses
* Never blocked by Air units
	Jet Fighter cost:70 M:24
A:7 D:6 HP:20 FP:2 
*Obsoletes Fighter
	Multi-Fighter cost:90 M:22
A:6 D:7 HP:20 FP:2 Fuel:2 
*Obsoletes Escort Fighter
	Ground Strike Fighter cost:80 M:21
A:8 D:5 HP:20 FP:2
iPillage: 75% M:3 Targets:1 selected 
*Obsoletes Dive Bomber
	Jet Bomber cost:145 M:19 C:3
A:15 D:1 HP:20 FP:2 Fuel:3
iPillage: 75% M:3 Targets:2 random 
*Can carry 3 Bombs. 
*Obsoletes Medium Bomber
*Obsoletes Heavy Bomber
	Satellite cost:140 M:65
A:0 D:1 HP:20 FP:1 Fuel:∞ 
* Requires Apollo Program
Jet aircraft bring improvement to range and strength. 
*The Nuclear Missile offers the capacities of the Atom Bomb with self-propulsion, unreachability by other units, and greater range--making a deadly upgrade to an already deadly unit. Nuclear blasts affects ALL units in a 3×3 area, and up to 2 tile improvements on each tile (4 at ground zero). Cities lose 45% of their population. See affects of nuclear weapons at bottom of page.
*Anti-Ballistic Missiles (ABM) ABMs ignore all other units and only intercept one enemy missile. All other units on the tile are unaffected. Because there is seldom enough time to order a launch against incoming missiles, ABMs are usually set to Vigil, which makes them automatically intercept adjacent missiles. In the case of a missile trying non-adjacent nuclear detonation, each ABM on vigil has a 29% chance to intercept it within a 5x5 area of effect (minus the corners). ABMs are useful for anti-missile defense outside of cities. They must be cargo on a Mobile SAM or similar missile-capable unit, and set to Vigil. ABMs aren't very effective against non-missiles. As a defensive unit, they cause no unhappiness; and their upkeep is 1 gold. After required tech is known, 1 ABM is delivered free to each newly built unit capable of carrying missiles. Multi-slot: Under certain conditions, cities can make one (or more) multi-slot units per turn, plus one of any other type.
*The Mobile SAM is the strongest Anti-Air unit on the ground. It can attack nearby aircraft and missiles. It has a 2× bonus against Air and 3× against Missiles. The Mobile SAM can also carry 3 Missiles of any type. With upgraded Laser tech, each Mobile SAM has a 33% chance to thwart adjacent nuclear bombs dropped by bombers. Big Land units can’t enter Mountains without a road or native base, and do not receive a move bonus from Rivers. 
**AAA can Convert (shift-O) to Mobile SAM for free after 9 turns of service. The order must be done in a domestic city and takes 2 turns.
*Armor II features high tech composite armor and electronic countermeasures (ECM). Forts and Fortresses gain no bonus against its ability to blast and break through fortifications. Composite materials and ECM frustrate missile sensors and offer improved impact resistance, giving 1.75x defense against missiles. Armor II can attack any reachable unit regardless of whether unreachable units are protecting the tile. While it lacks the raw firepower of a Howitzer, the above abilities combine with superior movement to open up ultra-modern tactics. Armor II has a 40% chance to escape when its stack is killed. Communists and Nationalists get the same bonuses as for Armor I. Like all motorized/mechanized units, this unit can't travel onto unroaded mountains, and does not get a move bonus on rivers which have not built any transportation infrastructure.
*The Jet Fighter's balanced strength makes it an excellent multipurpose unit. Like all Fighter-types in all MP rulesets, the Jet Fighter prevents land and sea units from attacking the tile it is on. Like all aircraft, they are able to Stack-Escape. Jet Fighters can vigil in a city, on a Carrier, or if they have used 3 moves or less. Jet Fighters can do a maximum of 3 attacks per turn.
*Multi-Fighters are fitted for mission versatility. They are sturdy, defend better, and have two turns of fuel. They are good for escorting bombers, pursuing enemy bombers on long range missions, defensive ground support, naval missions, reconnaissance, and interception. A Multi-Fighter can vigil at any range, and can do a maximum of 2 attacks per turn. Multi-Fighters give sentry reports of nearby unit movements even when not on sentry. 
**INTERCEPTOR：the Vigil order lets Multi-Fighters auto-attack adjacent Air units if they have better attack odds. This unit can Vigil in a city, on a Carrier, or if it has 1 turn of fuel or more.
**Stack-Escape：60% odds to evade stack-death if attacker doesn’t have more moves than it does.
*Ground Strike Fighters upgrade the Dive Bomber. They cannot block attacks on other units on their tile, nor engage against Fighters. However, like the Dive Bomber, they can interdict ZoC over land tiles. High fuel capacity allows two turns in the air. No unit can stop this unit from attacking surface units on a tile. This unit can also do pinpointed surgical strikes to pillage tiles. This aircraft is a specialized niche unit. It is not an interceptor. Ground Strike Fighters can do a maximum of 4 attacks per turn.
*The Jet Bomber has 3 turns of fuel and can spend 2 turn changes in the air. Saturation bombing enables it to pillage enemy tiles. This prolongs its tactical use after Stealth is discovered. The Jet Bomber's stratospheric altitude makes it unreachable by AAA and propeller-based Fighters. In MP2, Bombers are no longer forced to remain stuck in the air after a single attack. The Jet Bomber is unreachable by most land and sea units but doesn't block attacks on other units on the same tile. Like all aircraft, they are able to Stack-Escape. Jet Bombers can do a maximum of 2 attack per turn.
*The Satellite is the ultimate intel collection unit. They are unreachable to everything except Missile types. Their orbital velocity allows them to circumnavigate the planet in just a couple of turns. They never run out of fuel, and can Investigate City from high above the earth. Police Stations—which usually prevent such investigations—cannot stop high resolution cameras from gathering intel. However, Satellite technology is a rare achievement, as it first requires that the Apollo Program be built. NOTE： Due to game mechanics, Satellites block terrestrial movement over a tile. This is solved by killing it with any Missile. To avoid this, end the Satellite's turn far away from developed or trafficked areas, or on a tile with any friendly unit: Satellites have a 100% chance of Stack Escape. Satellites give sentry reports of nearby unit movements even when not on sentry.
	Spy Plane cost:160 M:34
A:0 D:1 HP:20 FP:1 Fuel:2
	Stealth Bomber cost:160 M:24 C:2
A:19 D:5 HP:20 FP:2 Fuel:2 
*Can carry 2 Bombs.
*iPillage: 80% M:4 Targets:1 selected
	Stealth Fighter cost:80 M:28
A:9 D:6 HP:20 FP:2
	Stealth Multi-Fighter cost:95 M:26
A:7 D:8 HP:20 FP:2 Fuel: 2
The final military advances produce stealth aircraft. They offer greater strength and long range, and are invisible to enemy units and cities except when over an adjacent square. Unlike other Air units, their stealthy "radar invisibility" makes them suffer only a 1.25x defense penalty against SAM batteries. Stealth evasion gives a 25% bonus against all Anti-Air units. Stealth Aircraft have a higher 67% chance of Stack-Escape.
*Spy Planes have ultrasonic speed and fly at altitudes so high that they avoid detection. This also makes them unreachable except to jet aircraft, AEGIS Cruiser, and Mobile SAM. This along with stealth, slight increase in range, and greater vision, make them a significant upgrade over the AWACS. Spy Planes give sentry reports of nearby unit movements even when not on sentry.
*Stealth Fighters, like all Fighter-types in all MP rulesets, prevent Land and most Sea units from attacking the tile they are on. Stealth Fighters can vigil in a city, on a Carrier, or if they use 4 moves or less. Stealth Fighters can do a maximum of 3 attacks per turn.
*Stealth Multi-Fighters can’t be seen unless adjacent to an enemy. A Stealth Multi-Fighter has no limit to the number of attacks per turn it can do, and can Vigil any tile it occupies. It has a maximum of 2 attacks per turn. Stealth Multi-Fighters give sentry reports of nearby unit movements even when not on sentry. 
**INTERCEPTOR：the Vigil order lets Stealth Fighters auto-attack adjacent Air units if they have better attack odds.
**Stack-Escape：67% odds to evade stack-death if attacker doesn’t have more moves than it does.
*The Stealth Bomber is unreachable by most Land and Sea units, but doesn't block attacks on other units on the same tile. In MP2, Bombers are no longer forced to remain stuck in the air after a single attack. Like all aircraft, it is able to Stack-Escape. Stealth Bombers can do a maximum of 3 attacks per turn.
===Armageddon===
	Tactical Nuke cost:140 M:18
	Hydrogen Bomb cost:190 M:2
	Doomsday Bomb cost:1000 M:2
The above weapons are regulated by the setting nukes_major which can be optionally set to OFF. These nuclear weapons require an Enrichment Facility in the city where they're built, and also require the Manhattan Project to have been built by any nation in the world. 
*Tactical Nukes are very small warheads attached to missiles. A Tactical Nuke affects all units on a single tile, and up to 4 tile improvements. City population is reduced by 45%. The target tile may get Nuclear Fallout. In theory, Tactical Nukes are small enough to get the advantages of nuclear armaments without the severity of consequences. In reality, they might be a gateway that escalates toward mutual assured destruction.
* Hydrogen Bombs make Atom Bombs seem tame. Any unprotected city at Ground Zero will be absolutely annihilated. In other cities in the blast radius, population is reduced by 60%. Blast area is 21 tiles: the same area as an entire city (5x5 minus the corners.) All units within the blast are destroyed, and up to 3 tile improvements on each tile (6 at ground zero). Nuclear Fallout from a Hydrogen Bomb is grave, with more than double the contaminated area.
*The Doomsday Bomb is the mother of all bombs. Blast radius is 5 tiles in all directions. Only one can be made at a time. A city at Ground Zero will be annihilated. Other cities in the blast area lose 70% of their population. All units within the blast are completely destroyed, and up to 3 tile improvements on each tile (6 at ground zero.) The Nuclear Fallout from a Doomsday Bomb is a sure ticket to Nuclear Winter.
=== Affects of Nuclear Weapons ===
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