Rulesets/3.1/civ2civ3-07

=Freeciv 3.1.0-beta4 unit types help (Civ2Civ3 ruleset)=
----
===Settlers===
Cost: 30 shields
Upkeep: 1 Food
Moves: 1
Vision: 1
Attack: 0
Defense: 1
Firepower: 1
Hitpoints: 20
Obsolete by: None
* Belongs to Small Land unit class.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Can be airlifted from a suitable city.
 * Gets a 50% defensive bonus while in cities.
 * Benefits from barracks
 * Ground units
* Can build Forts and Fortresses.
* Costs 2 population to build.
* Never imposes a zone of control.
* A non-military unit:
 * Cannot attack.
 * Doesn't impose martial law.
 * Can enter foreign territory regardless of peace treaty.
 * Doesn't prevent enemy cities from working the tile it's on.
* Can do the action 'Build City'.
 * is done to domestic tiles.
 * uses up the Settlers.
 * target must be at the same tile.
 * initial population: 1.
* Can do the action 'Add to City'.
 * is done to domestic individual cities.
 * uses up the Settlers.
 * target can be max 1 tile away.
 * max target size: 6.
 * adds 2 population.
* Can do the action 'Disband recovering production'.
 * is done to individual cities.
 * uses up the Settlers.
 * target can be max 1 tile away.
* Can do the action 'Disband without recovering production'.
 * uses up the Settlers.
 * can't be done if 'Disband recovering production' is legal.
* Can do the action 'Set Home City'.
 * is done to domestic individual cities.
 * target must be at the same tile.
* Can do the action 'Airlift to City'.
 * is done to individual cities.
 * target must be at least 1 tile away.
* Can do the action 'Transform by Cultivating'.
 * is done to tiles.
 * target must be at the same tile.
 * converts target tile terrain to another type.
* Can do the action 'Transform by Planting'.
 * is done to tiles.
 * target must be at the same tile.
 * converts target tile terrain to another type.
* Can do the action 'Build Road'.
 * is done to create extras on tiles.
 * target must be at the same tile.
 * builds Road, Railroad, and Maglev on tiles.
* Can do the action 'Build Irrigation'.
 * is done to create extras on tiles.
 * target must be at the same tile.
 * builds Irrigation and Farmland on tiles.
* Can do the action 'Build Mine'.
 * is done to create extras on tiles.
 * target must be at the same tile.
 * builds Mine, Oil Well, and Oil Platform on tiles.
* Can do the action 'Build Base'.
 * is done to create extras on tiles.
 * target must be at the same tile.
 * builds Fort, Fortress, Airstrip, Airbase, and Buoy on tiles.
* Can do the action 'Clean Pollution'.
 * is done to extras on tiles.
 * target must be at the same tile.
 * cleans Pollution from tiles.
* Can do the action 'Clean Fallout'.
 * is done to extras on tiles.
 * target must be at the same tile.
 * cleans Fallout from tiles.
* Can do the action 'Board'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Deboard'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Embark'.
 * is done to individual units.
 * target must be exactly 1 tile away.
* Can do the action 'Disembark'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * can't be done if 'Enter Hut' or 'Enter Hut from non native' is legal.
* Can do the action 'Enter Hut'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * if a suitable hut is at the targetet tile it will be entered.
* Doing the action 'Capture Units' to this unit is impossible.
* Will never achieve veteran status.
Settlers are one of the key units in the game, as they are your main means of founding new cities.
Settlers can also perform the same terrain alterations as Workers.
TIP: optimal production of Settlers occurs in cities of at most size 4, or cities with a Granary of at most size 6.
----
===Migrants===
Cost: 10 shields
Upkeep: 1 Food
Moves: 1
Vision: 1
Attack: 0
Defense: 1
Firepower: 1
Hitpoints: 20
Obsolete by: None
* Belongs to Small Land unit class.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Can be airlifted from a suitable city.
 * Gets a 50% defensive bonus while in cities.
 * Benefits from barracks
 * Ground units
* Can build Forts and Fortresses.
* Can be captured by some enemy units.
* Costs 1 population to build.
* Never imposes a zone of control.
* A non-military unit:
 * Cannot attack.
 * Doesn't impose martial law.
 * Can enter foreign territory regardless of peace treaty.
 * Doesn't prevent enemy cities from working the tile it's on.
* Can do the action 'Add to City'.
 * is done to domestic individual cities.
 * uses up the Migrants.
 * target can be max 1 tile away.
 * max target size: 7.
 * adds 1 population.
* Can do the action 'Disband recovering production'.
 * is done to individual cities.
 * uses up the Migrants.
 * target can be max 1 tile away.
* Can do the action 'Disband without recovering production'.
 * uses up the Migrants.
 * can't be done if 'Disband recovering production' is legal.
* Can do the action 'Set Home City'.
 * is done to domestic individual cities.
 * target must be at the same tile.
* Can do the action 'Airlift to City'.
 * is done to individual cities.
 * target must be at least 1 tile away.
* Can do the action 'Transform by Cultivating'.
 * is done to tiles.
 * target must be at the same tile.
 * converts target tile terrain to another type.
* Can do the action 'Transform by Planting'.
 * is done to tiles.
 * target must be at the same tile.
 * converts target tile terrain to another type.
* Can do the action 'Build Road'.
 * is done to create extras on tiles.
 * target must be at the same tile.
 * builds Road, Railroad, and Maglev on tiles.
* Can do the action 'Build Irrigation'.
 * is done to create extras on tiles.
 * target must be at the same tile.
 * builds Irrigation and Farmland on tiles.
* Can do the action 'Build Mine'.
 * is done to create extras on tiles.
 * target must be at the same tile.
 * builds Mine, Oil Well, and Oil Platform on tiles.
* Can do the action 'Build Base'.
 * is done to create extras on tiles.
 * target must be at the same tile.
 * builds Fort, Fortress, Airstrip, Airbase, and Buoy on tiles.
* Can do the action 'Clean Pollution'.
 * is done to extras on tiles.
 * target must be at the same tile.
 * cleans Pollution from tiles.
* Can do the action 'Clean Fallout'.
 * is done to extras on tiles.
 * target must be at the same tile.
 * cleans Fallout from tiles.
* Can do the action 'Board'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Deboard'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Embark'.
 * is done to individual units.
 * target must be exactly 1 tile away.
* Can do the action 'Disembark'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * can't be done if 'Enter Hut' or 'Enter Hut from non native' is legal.
* Can do the action 'Enter Hut'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * if a suitable hut is at the targetet tile it will be entered.
* Will never achieve veteran status.
Migrants can be used to transfer population to other cities, but may not found new cities. They can also perform the same terrain alterations as Workers.
TIP: Migrants can be a good alternative to Workers in overpopulated cities, as they benefit from free food upkeep.
----
===Workers===
Cost: 20 shields
Upkeep: 1 Shield, 1 Gold
Moves: 1
Vision: 1
Attack: 0
Defense: 1
Firepower: 1
Hitpoints: 10
Obsolete by: Engineers
* Belongs to Small Land unit class.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Can be airlifted from a suitable city.
 * Gets a 50% defensive bonus while in cities.
 * Benefits from barracks
 * Ground units
* Can build Forts and Fortresses.
* Never imposes a zone of control.
* A non-military unit:
 * Cannot attack.
 * Doesn't impose martial law.
 * Can enter foreign territory regardless of peace treaty.
 * Doesn't prevent enemy cities from working the tile it's on.
* Can do the action 'Disband recovering production'.
 * is done to individual cities.
 * uses up the Workers.
 * target can be max 1 tile away.
* Can do the action 'Disband without recovering production'.
 * uses up the Workers.
 * can't be done if 'Disband recovering production' is legal.
* Can do the action 'Set Home City'.
 * is done to domestic individual cities.
 * target must be at the same tile.
* Can do the action 'Upgrade Unit'.
 * is done to domestic individual cities.
 * target must be at the same tile.
 * upgraded to Engineers or, when possible, to the unit type it upgrades to.
* Can do the action 'Airlift to City'.
 * is done to individual cities.
 * target must be at least 1 tile away.
* Can do the action 'Transform by Cultivating'.
 * is done to tiles.
 * target must be at the same tile.
 * converts target tile terrain to another type.
* Can do the action 'Transform by Planting'.
 * is done to tiles.
 * target must be at the same tile.
 * converts target tile terrain to another type.
* Can do the action 'Build Road'.
 * is done to create extras on tiles.
 * target must be at the same tile.
 * builds Road, Railroad, and Maglev on tiles.
* Can do the action 'Build Irrigation'.
 * is done to create extras on tiles.
 * target must be at the same tile.
 * builds Irrigation and Farmland on tiles.
* Can do the action 'Build Mine'.
 * is done to create extras on tiles.
 * target must be at the same tile.
 * builds Mine, Oil Well, and Oil Platform on tiles.
* Can do the action 'Build Base'.
 * is done to create extras on tiles.
 * target must be at the same tile.
 * builds Fort, Fortress, Airstrip, Airbase, and Buoy on tiles.
* Can do the action 'Clean Pollution'.
 * is done to extras on tiles.
 * target must be at the same tile.
 * cleans Pollution from tiles.
* Can do the action 'Clean Fallout'.
 * is done to extras on tiles.
 * target must be at the same tile.
 * cleans Fallout from tiles.
* Can do the action 'Board'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Deboard'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Embark'.
 * is done to individual units.
 * target must be exactly 1 tile away.
* Can do the action 'Disembark'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * can't be done if 'Enter Hut' or 'Enter Hut from non native' is legal.
* Can do the action 'Enter Hut'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * if a suitable hut is at the targetet tile it will be entered.
* Doing the action 'Capture Units' to this unit is impossible.
* Will never achieve veteran status.
Workers have the ability to improve terrain tiles. See the help on Terrain and Terrain Alterations for the effects of their actions.
----
===Engineers===
Cost: 30 shields
Upkeep: 1 Shield, 1 Gold
Moves: 2
Vision: 1
Attack: 0
Defense: 2
Firepower: 1
Hitpoints: 20
Obsolete by: None
* Belongs to Small Land unit class.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Can be airlifted from a suitable city.
 * Gets a 50% defensive bonus while in cities.
 * Benefits from barracks
 * Ground units
* Can build Forts and Fortresses.
* Never imposes a zone of control.
* A non-military unit:
 * Cannot attack.
 * Doesn't impose martial law.
 * Can enter foreign territory regardless of peace treaty.
 * Doesn't prevent enemy cities from working the tile it's on.
* Can do the action 'Disband recovering production'.
 * is done to individual cities.
 * uses up the Engineers.
 * target can be max 1 tile away.
* Can do the action 'Disband without recovering production'.
 * uses up the Engineers.
 * can't be done if 'Disband recovering production' is legal.
* Can do the action 'Set Home City'.
 * is done to domestic individual cities.
 * target must be at the same tile.
* Can do the action 'Airlift to City'.
 * is done to individual cities.
 * target must be at least 1 tile away.
* Can do the action 'Transform by Cultivating'.
 * is done to tiles.
 * target must be at the same tile.
 * converts target tile terrain to another type.
* Can do the action 'Transform by Planting'.
 * is done to tiles.
 * target must be at the same tile.
 * converts target tile terrain to another type.
* Can do the action 'Transform Terrain'.
 * is done to tiles.
 * target must be at the same tile.
 * converts target tile terrain to another type.
* Can do the action 'Build Road'.
 * is done to create extras on tiles.
 * target must be at the same tile.
 * builds Road, Railroad, and Maglev on tiles.
* Can do the action 'Build Irrigation'.
 * is done to create extras on tiles.
 * target must be at the same tile.
 * builds Irrigation and Farmland on tiles.
* Can do the action 'Build Mine'.
 * is done to create extras on tiles.
 * target must be at the same tile.
 * builds Mine, Oil Well, and Oil Platform on tiles.
* Can do the action 'Build Base'.
 * is done to create extras on tiles.
 * target must be at the same tile.
 * builds Fort, Fortress, Airstrip, Airbase, and Buoy on tiles.
* Can do the action 'Clean Pollution'.
 * is done to extras on tiles.
 * target must be at the same tile.
 * cleans Pollution from tiles.
* Can do the action 'Clean Fallout'.
 * is done to extras on tiles.
 * target must be at the same tile.
 * cleans Fallout from tiles.
* Can do the action 'Board'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Deboard'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Embark'.
 * is done to individual units.
 * target must be exactly 1 tile away.
* Can do the action 'Disembark'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * can't be done if 'Enter Hut' or 'Enter Hut from non native' is legal.
* Can do the action 'Enter Hut'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * if a suitable hut is at the targetet tile it will be entered.
* Doing the action 'Capture Units' to this unit is impossible.
* May acquire veteran status.
 * Veterans have increased strength in combat.
 * Veterans work faster.
This type of unit has its own veteran levels:
Veteran level Power factor Move bonus
--------------------------------------------
beginner 100% - 
seasoned 150% - 
senior 175% - 
expert 200% - 
Engineers are similar to Workers, but they work twice as fast, move twice as fast, and may gain experience from work enabling them to work even faster.
With knowledge of Fusion Power, Engineers may also perform more radical terrain transformations than Workers, Settlers, or Migrants, with the "transform" order. Examples include conversion of Tundra into Plains, or even Ocean into Swamp in some circumstances (when on board an ocean-going vessel, on a tile surrounded by sufficient existing land). See the Terrain Alterations section for more details.
----
===Warriors===
Cost: 10 shields
Upkeep: 1 Food, 1 Shield, 1 Gold, 1 Unhappy
Moves: 1
Vision: 1
Attack: 1
Defense: 1
Firepower: 1
Hitpoints: 10
Obsolete by: Musketeers
* Belongs to Land unit class.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Can be airlifted from a suitable city.
 * Gets a 50% defensive bonus while in cities.
 * Benefits from barracks
 * Ground units
* Can build Forts and Fortresses.
* Can capture some enemy units.
* May impose a zone of control on its adjacent tiles.
* Can do the action 'Capture Units'.
 * is done to foreign unit stacks.
 * target must be exactly 1 tile away.
* Can do the action 'Disband recovering production'.
 * is done to individual cities.
 * uses up the Warriors.
 * target can be max 1 tile away.
* Can do the action 'Disband without recovering production'.
 * uses up the Warriors.
 * can't be done if 'Disband recovering production' is legal.
* Can do the action 'Set Home City'.
 * is done to domestic individual cities.
 * target must be at the same tile.
* Can do the action 'Upgrade Unit'.
 * is done to domestic individual cities.
 * target must be at the same tile.
 * upgraded to Musketeers or, when possible, to the unit type it upgrades to.
* Can do the action 'Airlift to City'.
 * is done to individual cities.
 * target must be at least 1 tile away.
* Can do the action 'Attack'.
 * is done to foreign unit stacks.
 * can lead to a battle against a defender.
 * target must be exactly 1 tile away.
 * weaker when tired. If performed with less than a single move point left the attack power is reduced accordingly.
 * can't be done if 'Capture Units' is legal.
* Can do the action 'Conquer City'.
 * is done to foreign individual cities.
 * target must be exactly 1 tile away.
 * can't be done if 'Capture Units' or 'Attack' is legal.
* Can do the action 'Fortify'.
 * granting a 50% defensive bonus.
* Can do the action 'Pillage'.
 * is done to extras on tiles.
 * target must be at the same tile.
 * pillages Irrigation, Mine, Oil Well, Oil Platform, Farmland, Fort, Fortress, Airstrip, Airbase, Buoy, Ruins, Road, Railroad, and Maglev from tiles.
* Can do the action 'Board'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Deboard'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Embark'.
 * is done to individual units.
 * target must be exactly 1 tile away.
* Can do the action 'Disembark'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * can't be done if 'Enter Hut' or 'Enter Hut from non native' is legal.
* Can do the action 'Enter Hut'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * if a suitable hut is at the targetet tile it will be entered.
* Doing the action 'Capture Units' to this unit is impossible.
* May acquire veteran status.
 * Veterans have increased strength in combat.
This unit may be built from the start of the game. It is the weakest offensive unit.
----
===Phalanx===
Cost: 20 shields
Upkeep: 1 Food, 1 Shield, 1 Gold, 1 Unhappy
Moves: 1
Vision: 1
Attack: 1
Defense: 2
Firepower: 1
Hitpoints: 10
Obsolete by: Pikemen
* Belongs to Land unit class.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Can be airlifted from a suitable city.
 * Gets a 50% defensive bonus while in cities.
 * Benefits from barracks
 * Ground units
* Can build Forts and Fortresses.
* Can capture some enemy units.
* May impose a zone of control on its adjacent tiles.
* Can do the action 'Capture Units'.
 * is done to foreign unit stacks.
 * target must be exactly 1 tile away.
* Can do the action 'Disband recovering production'.
 * is done to individual cities.
 * uses up the Phalanx.
 * target can be max 1 tile away.
* Can do the action 'Disband without recovering production'.
 * uses up the Phalanx.
 * can't be done if 'Disband recovering production' is legal.
* Can do the action 'Set Home City'.
 * is done to domestic individual cities.
 * target must be at the same tile.
* Can do the action 'Upgrade Unit'.
 * is done to domestic individual cities.
 * target must be at the same tile.
 * upgraded to Pikemen or, when possible, to the unit type it upgrades to.
* Can do the action 'Airlift to City'.
 * is done to individual cities.
 * target must be at least 1 tile away.
* Can do the action 'Attack'.
 * is done to foreign unit stacks.
 * can lead to a battle against a defender.
 * target must be exactly 1 tile away.
 * weaker when tired. If performed with less than a single move point left the attack power is reduced accordingly.
 * can't be done if 'Capture Units' is legal.
* Can do the action 'Conquer City'.
 * is done to foreign individual cities.
 * target must be exactly 1 tile away.
 * can't be done if 'Capture Units' or 'Attack' is legal.
* Can do the action 'Fortify'.
 * granting a 50% defensive bonus.
* Can do the action 'Pillage'.
 * is done to extras on tiles.
 * target must be at the same tile.
 * pillages Irrigation, Mine, Oil Well, Oil Platform, Farmland, Fort, Fortress, Airstrip, Airbase, Buoy, Ruins, Road, Railroad, and Maglev from tiles.
* Can do the action 'Board'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Deboard'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Embark'.
 * is done to individual units.
 * target must be exactly 1 tile away.
* Can do the action 'Disembark'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * can't be done if 'Enter Hut' or 'Enter Hut from non native' is legal.
* Can do the action 'Enter Hut'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * if a suitable hut is at the targetet tile it will be entered.
* Doing the action 'Capture Units' to this unit is impossible.
* May acquire veteran status.
 * Veterans have increased strength in combat.
The Phalanx is armored infantry, suitable for defending your cities.
----
===Archers===
Cost: 20 shields
Upkeep: 1 Food, 1 Shield, 1 Gold, 1 Unhappy
Moves: 1
Vision: 1
Attack: 3
Defense: 1
Firepower: 1
Hitpoints: 10
Obsolete by: Musketeers
* Belongs to Land unit class.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Can be airlifted from a suitable city.
 * Gets a 50% defensive bonus while in cities.
 * Benefits from barracks
 * Ground units
* Can build Forts and Fortresses.
* Can capture some enemy units.
* May impose a zone of control on its adjacent tiles.
* Can do the action 'Capture Units'.
 * is done to foreign unit stacks.
 * target must be exactly 1 tile away.
* Can do the action 'Disband recovering production'.
 * is done to individual cities.
 * uses up the Archers.
 * target can be max 1 tile away.
* Can do the action 'Disband without recovering production'.
 * uses up the Archers.
 * can't be done if 'Disband recovering production' is legal.
* Can do the action 'Set Home City'.
 * is done to domestic individual cities.
 * target must be at the same tile.
* Can do the action 'Upgrade Unit'.
 * is done to domestic individual cities.
 * target must be at the same tile.
 * upgraded to Musketeers or, when possible, to the unit type it upgrades to.
* Can do the action 'Airlift to City'.
 * is done to individual cities.
 * target must be at least 1 tile away.
* Can do the action 'Attack'.
 * is done to foreign unit stacks.
 * can lead to a battle against a defender.
 * target must be exactly 1 tile away.
 * weaker when tired. If performed with less than a single move point left the attack power is reduced accordingly.
 * can't be done if 'Capture Units' is legal.
* Can do the action 'Conquer City'.
 * is done to foreign individual cities.
 * target must be exactly 1 tile away.
 * can't be done if 'Capture Units' or 'Attack' is legal.
* Can do the action 'Fortify'.
 * granting a 50% defensive bonus.
* Can do the action 'Pillage'.
 * is done to extras on tiles.
 * target must be at the same tile.
 * pillages Irrigation, Mine, Oil Well, Oil Platform, Farmland, Fort, Fortress, Airstrip, Airbase, Buoy, Ruins, Road, Railroad, and Maglev from tiles.
* Can do the action 'Board'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Deboard'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Embark'.
 * is done to individual units.
 * target must be exactly 1 tile away.
* Can do the action 'Disembark'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * can't be done if 'Enter Hut' or 'Enter Hut from non native' is legal.
* Can do the action 'Enter Hut'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * if a suitable hut is at the targetet tile it will be entered.
* Doing the action 'Capture Units' to this unit is impossible.
* May acquire veteran status.
 * Veterans have increased strength in combat.
Archers fight with bows and arrows and have a good offensive value.
----
===Legion===
Cost: 30 shields
Upkeep: 1 Food, 1 Shield, 1 Gold, 1 Unhappy
Moves: 1
Vision: 1
Attack: 4
Defense: 2
Firepower: 1
Hitpoints: 10
Obsolete by: Musketeers
* Belongs to Land unit class.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Can be airlifted from a suitable city.
 * Gets a 50% defensive bonus while in cities.
 * Benefits from barracks
 * Ground units
* Can build Forts and Fortresses.
* Can capture some enemy units.
* Can launch attack from non-native tiles.
* May impose a zone of control on its adjacent tiles.
* Can do the action 'Capture Units'.
 * is done to foreign unit stacks.
 * target must be exactly 1 tile away.
* Can do the action 'Disband recovering production'.
 * is done to individual cities.
 * uses up the Legion.
 * target can be max 1 tile away.
* Can do the action 'Disband without recovering production'.
 * uses up the Legion.
 * can't be done if 'Disband recovering production' is legal.
* Can do the action 'Set Home City'.
 * is done to domestic individual cities.
 * target must be at the same tile.
* Can do the action 'Upgrade Unit'.
 * is done to domestic individual cities.
 * target must be at the same tile.
 * upgraded to Musketeers or, when possible, to the unit type it upgrades to.
* Can do the action 'Airlift to City'.
 * is done to individual cities.
 * target must be at least 1 tile away.
* Can do the action 'Attack'.
 * is done to foreign unit stacks.
 * can lead to a battle against a defender.
 * target must be exactly 1 tile away.
 * weaker when tired. If performed with less than a single move point left the attack power is reduced accordingly.
 * can't be done if 'Capture Units' is legal.
* Can do the action 'Conquer City'.
 * is done to foreign individual cities.
 * target must be exactly 1 tile away.
 * can't be done if 'Capture Units' or 'Attack' is legal.
* Can do the action 'Fortify'.
 * granting a 50% defensive bonus.
* Can do the action 'Pillage'.
 * is done to extras on tiles.
 * target must be at the same tile.
 * pillages Irrigation, Mine, Oil Well, Oil Platform, Farmland, Fort, Fortress, Airstrip, Airbase, Buoy, Ruins, Road, Railroad, and Maglev from tiles.
* Can do the action 'Board'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Deboard'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Embark'.
 * is done to individual units.
 * target must be exactly 1 tile away.
* Can do the action 'Disembark'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * can't be done if 'Enter Hut' or 'Enter Hut from non native' is legal.
* Can do the action 'Enter Hut'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * if a suitable hut is at the targetet tile it will be entered.
* Doing the action 'Capture Units' to this unit is impossible.
* May acquire veteran status.
 * Veterans have increased strength in combat.
Legions are heavily armed and well disciplined infantry units with an excellent offensive value.
----
===Pikemen===
Cost: 30 shields
Upkeep: 1 Food, 1 Shield, 1 Gold, 1 Unhappy
Moves: 1
Vision: 1
Attack: 2
Defense: 3
Firepower: 1
Hitpoints: 10
Obsolete by: Musketeers
* Belongs to Land unit class.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Can be airlifted from a suitable city.
 * Gets a 50% defensive bonus while in cities.
 * Benefits from barracks
 * Ground units
* Can build Forts and Fortresses.
* Can capture some enemy units.
* May impose a zone of control on its adjacent tiles.
* Can do the action 'Capture Units'.
 * is done to foreign unit stacks.
 * target must be exactly 1 tile away.
* Can do the action 'Disband recovering production'.
 * is done to individual cities.
 * uses up the Pikemen.
 * target can be max 1 tile away.
* Can do the action 'Disband without recovering production'.
 * uses up the Pikemen.
 * can't be done if 'Disband recovering production' is legal.
* Can do the action 'Set Home City'.
 * is done to domestic individual cities.
 * target must be at the same tile.
* Can do the action 'Upgrade Unit'.
 * is done to domestic individual cities.
 * target must be at the same tile.
 * upgraded to Musketeers or, when possible, to the unit type it upgrades to.
* Can do the action 'Airlift to City'.
 * is done to individual cities.
 * target must be at least 1 tile away.
* Can do the action 'Attack'.
 * is done to foreign unit stacks.
 * can lead to a battle against a defender.
 * target must be exactly 1 tile away.
 * weaker when tired. If performed with less than a single move point left the attack power is reduced accordingly.
 * can't be done if 'Capture Units' is legal.
* Can do the action 'Conquer City'.
 * is done to foreign individual cities.
 * target must be exactly 1 tile away.
 * can't be done if 'Capture Units' or 'Attack' is legal.
* Can do the action 'Fortify'.
 * granting a 50% defensive bonus.
* Can do the action 'Pillage'.
 * is done to extras on tiles.
 * target must be at the same tile.
 * pillages Irrigation, Mine, Oil Well, Oil Platform, Farmland, Fort, Fortress, Airstrip, Airbase, Buoy, Ruins, Road, Railroad, and Maglev from tiles.
* Can do the action 'Board'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Deboard'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Embark'.
 * is done to individual units.
 * target must be exactly 1 tile away.
* Can do the action 'Disembark'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * can't be done if 'Enter Hut' or 'Enter Hut from non native' is legal.
* Can do the action 'Enter Hut'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * if a suitable hut is at the targetet tile it will be entered.
* Doing the action 'Capture Units' to this unit is impossible.
* May acquire veteran status.
 * Veterans have increased strength in combat.
Equipped with long pikes, Pikemen replaces Phalanx as the preferred city defender.
----
===Musketeers===
Cost: 40 shields
Upkeep: 1 Food, 1 Shield, 1 Gold, 1 Unhappy
Moves: 1
Vision: 1
Attack: 3
Defense: 3
Firepower: 1
Hitpoints: 20
Obsolete by: Riflemen
* Belongs to Land unit class.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Can be airlifted from a suitable city.
 * Gets a 50% defensive bonus while in cities.
 * Benefits from barracks
 * Ground units
* Can build Forts and Fortresses.
* Can capture some enemy units.
* Can launch attack from non-native tiles.
* May impose a zone of control on its adjacent tiles.
* Can do the action 'Capture Units'.
 * is done to foreign unit stacks.
 * target must be exactly 1 tile away.
* Can do the action 'Disband recovering production'.
 * is done to individual cities.
 * uses up the Musketeers.
 * target can be max 1 tile away.
* Can do the action 'Disband without recovering production'.
 * uses up the Musketeers.
 * can't be done if 'Disband recovering production' is legal.
* Can do the action 'Set Home City'.
 * is done to domestic individual cities.
 * target must be at the same tile.
* Can do the action 'Upgrade Unit'.
 * is done to domestic individual cities.
 * target must be at the same tile.
 * upgraded to Riflemen or, when possible, to the unit type it upgrades to.
* Can do the action 'Airlift to City'.
 * is done to individual cities.
 * target must be at least 1 tile away.
* Can do the action 'Attack'.
 * is done to foreign unit stacks.
 * can lead to a battle against a defender.
 * target must be exactly 1 tile away.
 * weaker when tired. If performed with less than a single move point left the attack power is reduced accordingly.
 * can't be done if 'Capture Units' is legal.
* Can do the action 'Conquer City'.
 * is done to foreign individual cities.
 * target must be exactly 1 tile away.
 * can't be done if 'Capture Units' or 'Attack' is legal.
* Can do the action 'Fortify'.
 * granting a 50% defensive bonus.
* Can do the action 'Pillage'.
 * is done to extras on tiles.
 * target must be at the same tile.
 * pillages Irrigation, Mine, Oil Well, Oil Platform, Farmland, Fort, Fortress, Airstrip, Airbase, Buoy, Ruins, Road, Railroad, and Maglev from tiles.
* Can do the action 'Board'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Deboard'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Embark'.
 * is done to individual units.
 * target must be exactly 1 tile away.
* Can do the action 'Disembark'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * can't be done if 'Enter Hut' or 'Enter Hut from non native' is legal.
* Can do the action 'Enter Hut'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * if a suitable hut is at the targetet tile it will be entered.
* Doing the action 'Capture Units' to this unit is impossible.
* May acquire veteran status.
 * Veterans have increased strength in combat.
Musketeers are infantry equipped with early firearms and replace Pikemen as the preferred city defender.
----
===Riflemen===
Cost: 50 shields
Upkeep: 1 Food, 1 Shield, 1 Gold, 1 Unhappy
Moves: 1
Vision: 1
Attack: 5
Defense: 4
Firepower: 1
Hitpoints: 20
Obsolete by: Marines
* Belongs to Land unit class.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Can be airlifted from a suitable city.
 * Gets a 50% defensive bonus while in cities.
 * Benefits from barracks
 * Ground units
* Can build Forts and Fortresses.
* Can capture some enemy units.
* Can launch attack from non-native tiles.
* May impose a zone of control on its adjacent tiles.
* Can do the action 'Capture Units'.
 * is done to foreign unit stacks.
 * target must be exactly 1 tile away.
* Can do the action 'Disband recovering production'.
 * is done to individual cities.
 * uses up the Riflemen.
 * target can be max 1 tile away.
* Can do the action 'Disband without recovering production'.
 * uses up the Riflemen.
 * can't be done if 'Disband recovering production' is legal.
* Can do the action 'Set Home City'.
 * is done to domestic individual cities.
 * target must be at the same tile.
* Can do the action 'Upgrade Unit'.
 * is done to domestic individual cities.
 * target must be at the same tile.
 * upgraded to Marines or, when possible, to the unit type it upgrades to.
* Can do the action 'Airlift to City'.
 * is done to individual cities.
 * target must be at least 1 tile away.
* Can do the action 'Attack'.
 * is done to foreign unit stacks.
 * can lead to a battle against a defender.
 * target must be exactly 1 tile away.
 * weaker when tired. If performed with less than a single move point left the attack power is reduced accordingly.
 * can't be done if 'Capture Units' is legal.
* Can do the action 'Conquer City'.
 * is done to foreign individual cities.
 * target must be exactly 1 tile away.
 * can't be done if 'Capture Units' or 'Attack' is legal.
* Can do the action 'Fortify'.
 * granting a 50% defensive bonus.
* Can do the action 'Pillage'.
 * is done to extras on tiles.
 * target must be at the same tile.
 * pillages Irrigation, Mine, Oil Well, Oil Platform, Farmland, Fort, Fortress, Airstrip, Airbase, Buoy, Ruins, Road, Railroad, and Maglev from tiles.
* Can do the action 'Board'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Deboard'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Embark'.
 * is done to individual units.
 * target must be exactly 1 tile away.
* Can do the action 'Disembark'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * can't be done if 'Enter Hut' or 'Enter Hut from non native' is legal.
* Can do the action 'Enter Hut'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * if a suitable hut is at the targetet tile it will be entered.
* Doing the action 'Capture Units' to this unit is impossible.
* May acquire veteran status.
 * Veterans have increased strength in combat.
Riflemen are World War-era infantry, very good at defending your cities.
----
===Alpine Troops===
Cost: 60 shields
Upkeep: 1 Food, 1 Shield, 1 Gold, 1 Unhappy
Moves: 1
Vision: 1
Attack: 7
Defense: 4
Firepower: 1
Hitpoints: 20
Obsolete by: None
* Belongs to Land unit class.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Can be airlifted from a suitable city.
 * Gets a 50% defensive bonus while in cities.
 * Benefits from barracks
 * Ground units
* Can build Forts and Fortresses.
* Can capture some enemy units.
* May load onto and unload from Helicopter transports even when underway.
* Ignores terrain effects (moving costs at most 1/3 MP per tile).
* May impose a zone of control on its adjacent tiles.
* Can do the action 'Capture Units'.
 * is done to foreign unit stacks.
 * target must be exactly 1 tile away.
* Can do the action 'Disband recovering production'.
 * is done to individual cities.
 * uses up the Alpine Troops.
 * target can be max 1 tile away.
* Can do the action 'Disband without recovering production'.
 * uses up the Alpine Troops.
 * can't be done if 'Disband recovering production' is legal.
* Can do the action 'Set Home City'.
 * is done to domestic individual cities.
 * target must be at the same tile.
* Can do the action 'Airlift to City'.
 * is done to individual cities.
 * target must be at least 1 tile away.
* Can do the action 'Attack'.
 * is done to foreign unit stacks.
 * can lead to a battle against a defender.
 * target must be exactly 1 tile away.
 * weaker when tired. If performed with less than a single move point left the attack power is reduced accordingly.
 * can't be done if 'Capture Units' is legal.
* Can do the action 'Conquer City'.
 * is done to foreign individual cities.
 * target must be exactly 1 tile away.
 * can't be done if 'Capture Units' or 'Attack' is legal.
* Can do the action 'Fortify'.
 * granting a 50% defensive bonus.
* Can do the action 'Pillage'.
 * is done to extras on tiles.
 * target must be at the same tile.
 * pillages Irrigation, Mine, Oil Well, Oil Platform, Farmland, Fort, Fortress, Airstrip, Airbase, Buoy, Ruins, Road, Railroad, and Maglev from tiles.
* Can do the action 'Board'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Deboard'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Embark'.
 * is done to individual units.
 * target must be exactly 1 tile away.
* Can do the action 'Disembark'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * can't be done if 'Enter Hut' or 'Enter Hut from non native' is legal.
* Can do the action 'Enter Hut'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * if a suitable hut is at the targetet tile it will be entered.
* Doing the action 'Capture Units' to this unit is impossible.
* May acquire veteran status.
 * Veterans have increased strength in combat.
Alpine Troops are highly mobile units as well as excellent defenders.
----
===Partisan===
Cost: 60 shields
Upkeep: 1 Food, 1 Shield, 1 Gold, 1 Unhappy
Moves: 1
Vision: 2
Attack: 4
Defense: 5
Firepower: 1
Hitpoints: 20
Obsolete by: None
* Belongs to Land unit class.
 * Slowed down while damaged.
 * Can be airlifted from a suitable city.
 * Gets a 50% defensive bonus while in cities.
 * Benefits from barracks
 * Ground units
* Can build Forts and Fortresses.
* Can capture some enemy units.
* May load onto and unload from Helicopter transports even when underway.
* Ignores terrain effects (moving costs at most 1/3 MP per tile).
* May impose a zone of control on its adjacent tiles.
* Not subject to zones of control imposed by other units.
* Can do the action 'Capture Units'.
 * is done to foreign unit stacks.
 * target must be exactly 1 tile away.
* Can do the action 'Disband recovering production'.
 * is done to individual cities.
 * uses up the Partisan.
 * target can be max 1 tile away.
* Can do the action 'Disband without recovering production'.
 * uses up the Partisan.
 * can't be done if 'Disband recovering production' is legal.
* Can do the action 'Set Home City'.
 * is done to domestic individual cities.
 * target must be at the same tile.
* Can do the action 'Airlift to City'.
 * is done to individual cities.
 * target must be at least 1 tile away.
* Can do the action 'Attack'.
 * is done to foreign unit stacks.
 * can lead to a battle against a defender.
 * target must be exactly 1 tile away.
 * weaker when tired. If performed with less than a single move point left the attack power is reduced accordingly.
 * can't be done if 'Capture Units' is legal.
* Can do the action 'Conquer City'.
 * is done to foreign individual cities.
 * target must be exactly 1 tile away.
 * can't be done if 'Capture Units' or 'Attack' is legal.
* Can do the action 'Fortify'.
 * granting a 50% defensive bonus.
* Can do the action 'Pillage'.
 * is done to extras on tiles.
 * target must be at the same tile.
 * pillages Irrigation, Mine, Oil Well, Oil Platform, Farmland, Fort, Fortress, Airstrip, Airbase, Buoy, Ruins, Road, Railroad, and Maglev from tiles.
* Can do the action 'Board'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Deboard'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Embark'.
 * is done to individual units.
 * target must be exactly 1 tile away.
* Can do the action 'Disembark'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * can't be done if 'Enter Hut' or 'Enter Hut from non native' is legal.
* Can do the action 'Enter Hut'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * if a suitable hut is at the targetet tile it will be entered.
* Doing the action 'Capture Units' to this unit is impossible.
* May acquire veteran status.
 * Veterans have increased strength in combat.
Partisans are guerilla fighters who are experts at using the terrain to their advantage.
A number of Partisans are granted free when an enemy conquers your city -- they automatically assume defensive positions in the surrounding countryside -- but only under these conditions:
 - Guerilla Warfare must be known by at least one player.
 - At least three quarters of the citizens must have your nationality.
 - You must know about Communism and Gunpowder.
 - You must run either a Democracy or a Communist government.
----
===Fanatics===
Cost: 20 shields
Upkeep: 1 Food
Moves: 1
Vision: 1
Attack: 5
Defense: 5
Firepower: 1
Hitpoints: 20
Obsolete by: None
* Belongs to Land unit class.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Can be airlifted from a suitable city.
 * Gets a 50% defensive bonus while in cities.
 * Benefits from barracks
 * Ground units
* Requires the Fundamentalism government.
* Can build Forts and Fortresses.
* Can capture some enemy units.
* Costs 1 population to build.
* May load onto and unload from Helicopter transports even when underway.
* May impose a zone of control on its adjacent tiles.
* Can do the action 'Capture Units'.
 * is done to foreign unit stacks.
 * target must be exactly 1 tile away.
* Can do the action 'Add to City'.
 * is done to domestic individual cities.
 * uses up the Fanatics.
 * target can be max 1 tile away.
 * max target size: 7.
 * adds 1 population.
* Can do the action 'Disband recovering production'.
 * is done to individual cities.
 * uses up the Fanatics.
 * target can be max 1 tile away.
* Can do the action 'Disband without recovering production'.
 * uses up the Fanatics.
 * can't be done if 'Disband recovering production' is legal.
* Can do the action 'Set Home City'.
 * is done to domestic individual cities.
 * target must be at the same tile.
* Can do the action 'Airlift to City'.
 * is done to individual cities.
 * target must be at least 1 tile away.
* Can do the action 'Attack'.
 * is done to foreign unit stacks.
 * can lead to a battle against a defender.
 * target must be exactly 1 tile away.
 * weaker when tired. If performed with less than a single move point left the attack power is reduced accordingly.
 * can't be done if 'Capture Units' is legal.
* Can do the action 'Conquer City'.
 * is done to foreign individual cities.
 * target must be exactly 1 tile away.
 * can't be done if 'Capture Units' or 'Attack' is legal.
* Can do the action 'Fortify'.
 * granting a 50% defensive bonus.
* Can do the action 'Pillage'.
 * is done to extras on tiles.
 * target must be at the same tile.
 * pillages Irrigation, Mine, Oil Well, Oil Platform, Farmland, Fort, Fortress, Airstrip, Airbase, Buoy, Ruins, Road, Railroad, and Maglev from tiles.
* Can do the action 'Board'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Deboard'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Embark'.
 * is done to individual units.
 * target must be exactly 1 tile away.
* Can do the action 'Disembark'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * can't be done if 'Enter Hut' or 'Enter Hut from non native' is legal.
* Can do the action 'Enter Hut'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * if a suitable hut is at the targetet tile it will be entered.
* Doing the action 'Capture Units' to this unit is impossible.
* May acquire veteran status.
 * Veterans have increased strength in combat.
Fanatics are warriors extremely devoted to a higher cause.
Fundamentalist nations can maintain Fanatic units without having to pay any upkeep nor causing military unhappiness. Instead, each unit reduces the population by 1.
----
===Marines===
Cost: 60 shields
Upkeep: 1 Food, 1 Shield, 1 Gold, 1 Unhappy
Moves: 1
Vision: 1
Attack: 8
Defense: 5
Firepower: 1
Hitpoints: 20
Obsolete by: None
* Belongs to Land unit class.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Can be airlifted from a suitable city.
 * Gets a 50% defensive bonus while in cities.
 * Benefits from barracks
 * Ground units
* Can build Forts and Fortresses.
* Can capture some enemy units.
* Can launch attack from non-native tiles.
* May load onto and unload from Helicopter transports even when underway.
* May impose a zone of control on its adjacent tiles.
* Can do the action 'Capture Units'.
 * is done to foreign unit stacks.
 * target must be exactly 1 tile away.
* Can do the action 'Disband recovering production'.
 * is done to individual cities.
 * uses up the Marines.
 * target can be max 1 tile away.
* Can do the action 'Disband without recovering production'.
 * uses up the Marines.
 * can't be done if 'Disband recovering production' is legal.
* Can do the action 'Set Home City'.
 * is done to domestic individual cities.
 * target must be at the same tile.
* Can do the action 'Airlift to City'.
 * is done to individual cities.
 * target must be at least 1 tile away.
* Can do the action 'Attack'.
 * is done to foreign unit stacks.
 * can lead to a battle against a defender.
 * target must be exactly 1 tile away.
 * weaker when tired. If performed with less than a single move point left the attack power is reduced accordingly.
 * can't be done if 'Capture Units' is legal.
* Can do the action 'Conquer City'.
 * is done to foreign individual cities.
 * target must be exactly 1 tile away.
 * can't be done if 'Capture Units' or 'Attack' is legal.
* Can do the action 'Fortify'.
 * granting a 50% defensive bonus.
* Can do the action 'Pillage'.
 * is done to extras on tiles.
 * target must be at the same tile.
 * pillages Irrigation, Mine, Oil Well, Oil Platform, Farmland, Fort, Fortress, Airstrip, Airbase, Buoy, Ruins, Road, Railroad, and Maglev from tiles.
* Can do the action 'Board'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Deboard'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Embark'.
 * is done to individual units.
 * target must be exactly 1 tile away.
* Can do the action 'Disembark'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * can't be done if 'Enter Hut' or 'Enter Hut from non native' is legal.
* Can do the action 'Enter Hut'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * if a suitable hut is at the targetet tile it will be entered.
* Doing the action 'Capture Units' to this unit is impossible.
* May acquire veteran status.
 * Veterans have increased strength in combat.
Marines are infantry who are experts at marine warfare.
----
===Paratroopers===
Cost: 60 shields
Upkeep: 1 Food, 1 Shield, 1 Gold, 1 Unhappy
Moves: 1
Vision: 1
Attack: 6
Defense: 4
Firepower: 1
Hitpoints: 20
Obsolete by: None
* Belongs to Land unit class.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Can be airlifted from a suitable city.
 * Gets a 50% defensive bonus while in cities.
 * Benefits from barracks
 * Ground units
* Can build Forts and Fortresses.
* Can capture some enemy units.
* Can be paradropped from a friendly city or suitable base.
* May load onto and unload from Helicopter transports even when underway.
* May impose a zone of control on its adjacent tiles.
* Can do the action 'Capture Units'.
 * is done to foreign unit stacks.
 * target must be exactly 1 tile away.
* Can do the action 'Disband recovering production'.
 * is done to individual cities.
 * uses up the Paratroopers.
 * target can be max 1 tile away.
* Can do the action 'Disband without recovering production'.
 * uses up the Paratroopers.
 * can't be done if 'Disband recovering production' is legal.
* Can do the action 'Set Home City'.
 * is done to domestic individual cities.
 * target must be at the same tile.
* Can do the action 'Airlift to City'.
 * is done to individual cities.
 * target must be at least 1 tile away.
* Can do the action 'Attack'.
 * is done to foreign unit stacks.
 * can lead to a battle against a defender.
 * target must be exactly 1 tile away.
 * weaker when tired. If performed with less than a single move point left the attack power is reduced accordingly.
 * can't be done if 'Capture Units' is legal.
* Can do the action 'Conquer City'.
 * is done to foreign individual cities.
 * target must be exactly 1 tile away.
 * can't be done if 'Capture Units' or 'Attack' is legal.
* Can do the action 'Fortify'.
 * granting a 50% defensive bonus.
* Can do the action 'Pillage'.
 * is done to extras on tiles.
 * target must be at the same tile.
 * pillages Irrigation, Mine, Oil Well, Oil Platform, Farmland, Fort, Fortress, Airstrip, Airbase, Buoy, Ruins, Road, Railroad, and Maglev from tiles.
* Can do the action 'Board'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Deboard'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Embark'.
 * is done to individual units.
 * target must be exactly 1 tile away.
* Can do the action 'Disembark'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * can't be done if 'Enter Hut' or 'Enter Hut from non native' is legal.
* Can do the action 'Enter Hut'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * if a suitable hut is at the targetet tile it will be entered.
* Can do the action 'Drop Paratrooper'.
 * is done to tiles.
 * target must be between 1 and 10 tiles away.
 * if a suitable hut is at the targetet tile it will be entered.
* Can do the action 'Paradrop to Contested Landing'.
 * is done to foreign tiles.
 * target must be between 1 and 10 tiles away.
 * if a suitable hut is at the targetet tile it will be entered.
* Doing the action 'Capture Units' to this unit is impossible.
* May acquire veteran status.
 * Veterans have increased strength in combat.
Paratroopers are experts at airborne attacks. From a friendly city, airbase, or airstrip, Paratroopers who have not expended any movement points can paradrop directly to any tile in range, and be immediately ready to act there. (Beware dropping into unseen territory, as Paratroopers landing on a tile occupied by enemy units are easy targets!)
----
===Mech. Inf.===
Cost: 70 shields
Upkeep: 1 Food, 1 Shield, 1 Gold, 1 Unhappy
Moves: 3
Vision: 1
Attack: 6
Defense: 6
Firepower: 1
Hitpoints: 30
Obsolete by: None
* Belongs to Big Land unit class.
 * Does not get defense bonuses from terrain.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Can be airlifted from a suitable city.
 * Gets a 50% defensive bonus while in cities.
 * Benefits from barracks
 * Ground units
* May impose a zone of control on its adjacent tiles.
* Can do the action 'Disband recovering production'.
 * is done to individual cities.
 * uses up the Mech. Inf..
 * target can be max 1 tile away.
* Can do the action 'Disband without recovering production'.
 * uses up the Mech. Inf..
 * can't be done if 'Disband recovering production' is legal.
* Can do the action 'Set Home City'.
 * is done to domestic individual cities.
 * target must be at the same tile.
* Can do the action 'Airlift to City'.
 * is done to individual cities.
 * target must be at least 1 tile away.
* Can do the action 'Attack'.
 * is done to foreign unit stacks.
 * can lead to a battle against a defender.
 * target must be exactly 1 tile away.
 * weaker when tired. If performed with less than a single move point left the attack power is reduced accordingly.
* Can do the action 'Conquer City'.
 * is done to foreign individual cities.
 * target must be exactly 1 tile away.
 * can't be done if 'Attack' is legal.
* Can do the action 'Fortify'.
 * granting a 50% defensive bonus.
* Can do the action 'Board'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Deboard'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Embark'.
 * is done to individual units.
 * target must be exactly 1 tile away.
* Can do the action 'Disembark'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * can't be done if 'Enter Hut' or 'Enter Hut from non native' is legal.
* Can do the action 'Enter Hut'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * if a suitable hut is at the targetet tile it will be entered.
* Doing the action 'Capture Units' to this unit is impossible.
* May acquire veteran status.
 * Veterans have increased strength in combat.
The Mechanized Infantry has the strongest inherent defensive strength of any land unit, and is very fast on roads and easy terrain, but it is hindered rather than helped by rough terrain (it cannot move into mountains, swamps, or jungles), and it is only available near the end of the technology tree.
----
===Horsemen===
Cost: 20 shields
Upkeep: 1 Food, 1 Shield, 1 Gold, 1 Unhappy
Moves: 2
Vision: 1
Attack: 2
Defense: 1
Firepower: 1
Hitpoints: 10
Obsolete by: Knights
* Belongs to Land unit class.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Can be airlifted from a suitable city.
 * Gets a 50% defensive bonus while in cities.
 * Benefits from barracks
 * Ground units
* Can capture some enemy units.
* May impose a zone of control on its adjacent tiles.
* Can do the action 'Capture Units'.
 * is done to foreign unit stacks.
 * target must be exactly 1 tile away.
* Can do the action 'Disband recovering production'.
 * is done to individual cities.
 * uses up the Horsemen.
 * target can be max 1 tile away.
* Can do the action 'Disband without recovering production'.
 * uses up the Horsemen.
 * can't be done if 'Disband recovering production' is legal.
* Can do the action 'Set Home City'.
 * is done to domestic individual cities.
 * target must be at the same tile.
* Can do the action 'Upgrade Unit'.
 * is done to domestic individual cities.
 * target must be at the same tile.
 * upgraded to Knights or, when possible, to the unit type it upgrades to.
* Can do the action 'Airlift to City'.
 * is done to individual cities.
 * target must be at least 1 tile away.
* Can do the action 'Attack'.
 * is done to foreign unit stacks.
 * can lead to a battle against a defender.
 * target must be exactly 1 tile away.
 * weaker when tired. If performed with less than a single move point left the attack power is reduced accordingly.
 * can't be done if 'Capture Units' is legal.
* Can do the action 'Conquer City'.
 * is done to foreign individual cities.
 * target must be exactly 1 tile away.
 * can't be done if 'Capture Units' or 'Attack' is legal.
* Can do the action 'Fortify'.
 * granting a 50% defensive bonus.
* Can do the action 'Pillage'.
 * is done to extras on tiles.
 * target must be at the same tile.
 * pillages Irrigation, Mine, Oil Well, Oil Platform, Farmland, Fort, Fortress, Airstrip, Airbase, Buoy, Ruins, Road, Railroad, and Maglev from tiles.
* Can do the action 'Board'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Deboard'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Embark'.
 * is done to individual units.
 * target must be exactly 1 tile away.
* Can do the action 'Disembark'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * can't be done if 'Enter Hut' or 'Enter Hut from non native' is legal.
* Can do the action 'Enter Hut'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * if a suitable hut is at the targetet tile it will be entered.
* Doing the action 'Capture Units' to this unit is impossible.
* May acquire veteran status.
 * Veterans have increased strength in combat.
Horsemen are mounted warriors and an early shock-troop that can penetrate deep into enemy territory.
----
===Chariot===
Cost: 30 shields
Upkeep: 1 Food, 1 Shield, 1 Gold, 1 Unhappy
Moves: 2
Vision: 1
Attack: 4
Defense: 1
Firepower: 1
Hitpoints: 10
Obsolete by: Dragoons
* Belongs to Big Land unit class.
 * Does not get defense bonuses from terrain.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Can be airlifted from a suitable city.
 * Gets a 50% defensive bonus while in cities.
 * Benefits from barracks
 * Ground units
* Can capture some enemy units.
* May impose a zone of control on its adjacent tiles.
* Can do the action 'Capture Units'.
 * is done to foreign unit stacks.
 * target must be exactly 1 tile away.
* Can do the action 'Disband recovering production'.
 * is done to individual cities.
 * uses up the Chariot.
 * target can be max 1 tile away.
* Can do the action 'Disband without recovering production'.
 * uses up the Chariot.
 * can't be done if 'Disband recovering production' is legal.
* Can do the action 'Set Home City'.
 * is done to domestic individual cities.
 * target must be at the same tile.
* Can do the action 'Upgrade Unit'.
 * is done to domestic individual cities.
 * target must be at the same tile.
 * upgraded to Dragoons or, when possible, to the unit type it upgrades to.
* Can do the action 'Airlift to City'.
 * is done to individual cities.
 * target must be at least 1 tile away.
* Can do the action 'Attack'.
 * is done to foreign unit stacks.
 * can lead to a battle against a defender.
 * target must be exactly 1 tile away.
 * weaker when tired. If performed with less than a single move point left the attack power is reduced accordingly.
 * can't be done if 'Capture Units' is legal.
* Can do the action 'Conquer City'.
 * is done to foreign individual cities.
 * target must be exactly 1 tile away.
 * can't be done if 'Capture Units' or 'Attack' is legal.
* Can do the action 'Fortify'.
 * granting a 50% defensive bonus.
* Can do the action 'Board'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Deboard'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Embark'.
 * is done to individual units.
 * target must be exactly 1 tile away.
* Can do the action 'Disembark'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * can't be done if 'Enter Hut' or 'Enter Hut from non native' is legal.
* Can do the action 'Enter Hut'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * if a suitable hut is at the targetet tile it will be entered.
* Doing the action 'Capture Units' to this unit is impossible.
* May acquire veteran status.
 * Veterans have increased strength in combat.
Chariots are horse-pulled war wagons. They have a stronger attack than Horsemen, but their speed comes at a cost: they are more expensive to build, they cannot take advantage of terrain to defend themselves, they cannot move in rough terrain (mountains, swamps, and jungles) without roads, and they cannot be transported by sea using early ships (Triremes and Caravels).
----
===Elephants===
Cost: 30 shields
Upkeep: 1 Food, 1 Shield, 1 Gold, 1 Unhappy
Moves: 2
Vision: 1
Attack: 3
Defense: 2
Firepower: 1
Hitpoints: 10
Obsolete by: Dragoons
* Belongs to Land unit class.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Can be airlifted from a suitable city.
 * Gets a 50% defensive bonus while in cities.
 * Benefits from barracks
 * Ground units
* Can capture some enemy units.
* May impose a zone of control on its adjacent tiles.
* Can do the action 'Capture Units'.
 * is done to foreign unit stacks.
 * target must be exactly 1 tile away.
* Can do the action 'Disband recovering production'.
 * is done to individual cities.
 * uses up the Elephants.
 * target can be max 1 tile away.
* Can do the action 'Disband without recovering production'.
 * uses up the Elephants.
 * can't be done if 'Disband recovering production' is legal.
* Can do the action 'Set Home City'.
 * is done to domestic individual cities.
 * target must be at the same tile.
* Can do the action 'Upgrade Unit'.
 * is done to domestic individual cities.
 * target must be at the same tile.
 * upgraded to Dragoons or, when possible, to the unit type it upgrades to.
* Can do the action 'Airlift to City'.
 * is done to individual cities.
 * target must be at least 1 tile away.
* Can do the action 'Attack'.
 * is done to foreign unit stacks.
 * can lead to a battle against a defender.
 * target must be exactly 1 tile away.
 * weaker when tired. If performed with less than a single move point left the attack power is reduced accordingly.
 * can't be done if 'Capture Units' is legal.
* Can do the action 'Conquer City'.
 * is done to foreign individual cities.
 * target must be exactly 1 tile away.
 * can't be done if 'Capture Units' or 'Attack' is legal.
* Can do the action 'Fortify'.
 * granting a 50% defensive bonus.
* Can do the action 'Pillage'.
 * is done to extras on tiles.
 * target must be at the same tile.
 * pillages Irrigation, Mine, Oil Well, Oil Platform, Farmland, Fort, Fortress, Airstrip, Airbase, Buoy, Ruins, Road, Railroad, and Maglev from tiles.
* Can do the action 'Board'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Deboard'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Embark'.
 * is done to individual units.
 * target must be exactly 1 tile away.
* Can do the action 'Disembark'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * can't be done if 'Enter Hut' or 'Enter Hut from non native' is legal.
* Can do the action 'Enter Hut'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * if a suitable hut is at the targetet tile it will be entered.
* Doing the action 'Capture Units' to this unit is impossible.
* May acquire veteran status.
 * Veterans have increased strength in combat.
Elephants are towering animals trained for war that are often used as powerful shock troops.
----
===Crusaders===
Cost: 40 shields
Upkeep: 1 Food, 1 Shield, 1 Gold
Moves: 2
Vision: 1
Attack: 5
Defense: 1
Firepower: 1
Hitpoints: 10
Obsolete by: Dragoons
* Belongs to Land unit class.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Can be airlifted from a suitable city.
 * Gets a 50% defensive bonus while in cities.
 * Benefits from barracks
 * Ground units
* Can capture some enemy units.
* May impose a zone of control on its adjacent tiles.
* Can do the action 'Capture Units'.
 * is done to foreign unit stacks.
 * target must be exactly 1 tile away.
* Can do the action 'Disband recovering production'.
 * is done to individual cities.
 * uses up the Crusaders.
 * target can be max 1 tile away.
* Can do the action 'Disband without recovering production'.
 * uses up the Crusaders.
 * can't be done if 'Disband recovering production' is legal.
* Can do the action 'Set Home City'.
 * is done to domestic individual cities.
 * target must be at the same tile.
* Can do the action 'Upgrade Unit'.
 * is done to domestic individual cities.
 * target must be at the same tile.
 * upgraded to Dragoons or, when possible, to the unit type it upgrades to.
* Can do the action 'Airlift to City'.
 * is done to individual cities.
 * target must be at least 1 tile away.
* Can do the action 'Attack'.
 * is done to foreign unit stacks.
 * can lead to a battle against a defender.
 * target must be exactly 1 tile away.
 * weaker when tired. If performed with less than a single move point left the attack power is reduced accordingly.
 * can't be done if 'Capture Units' is legal.
* Can do the action 'Conquer City'.
 * is done to foreign individual cities.
 * target must be exactly 1 tile away.
 * can't be done if 'Capture Units' or 'Attack' is legal.
* Can do the action 'Fortify'.
 * granting a 50% defensive bonus.
* Can do the action 'Pillage'.
 * is done to extras on tiles.
 * target must be at the same tile.
 * pillages Irrigation, Mine, Oil Well, Oil Platform, Farmland, Fort, Fortress, Airstrip, Airbase, Buoy, Ruins, Road, Railroad, and Maglev from tiles.
* Can do the action 'Board'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Deboard'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Embark'.
 * is done to individual units.
 * target must be exactly 1 tile away.
* Can do the action 'Disembark'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * can't be done if 'Enter Hut' or 'Enter Hut from non native' is legal.
* Can do the action 'Enter Hut'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * if a suitable hut is at the targetet tile it will be entered.
* Doing the action 'Capture Units' to this unit is impossible.
* May acquire veteran status.
 * Veterans have increased strength in combat.
Crusaders are highly disciplined mounted warriors driven by a higher cause.
----
===Knights===
Cost: 40 shields
Upkeep: 1 Food, 1 Shield, 1 Gold, 1 Unhappy
Moves: 2
Vision: 1
Attack: 4
Defense: 3
Firepower: 1
Hitpoints: 10
Obsolete by: Dragoons
* Belongs to Land unit class.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Can be airlifted from a suitable city.
 * Gets a 50% defensive bonus while in cities.
 * Benefits from barracks
 * Ground units
* Can capture some enemy units.
* May impose a zone of control on its adjacent tiles.
* Can do the action 'Capture Units'.
 * is done to foreign unit stacks.
 * target must be exactly 1 tile away.
* Can do the action 'Disband recovering production'.
 * is done to individual cities.
 * uses up the Knights.
 * target can be max 1 tile away.
* Can do the action 'Disband without recovering production'.
 * uses up the Knights.
 * can't be done if 'Disband recovering production' is legal.
* Can do the action 'Set Home City'.
 * is done to domestic individual cities.
 * target must be at the same tile.
* Can do the action 'Upgrade Unit'.
 * is done to domestic individual cities.
 * target must be at the same tile.
 * upgraded to Dragoons or, when possible, to the unit type it upgrades to.
* Can do the action 'Airlift to City'.
 * is done to individual cities.
 * target must be at least 1 tile away.
* Can do the action 'Attack'.
 * is done to foreign unit stacks.
 * can lead to a battle against a defender.
 * target must be exactly 1 tile away.
 * weaker when tired. If performed with less than a single move point left the attack power is reduced accordingly.
 * can't be done if 'Capture Units' is legal.
* Can do the action 'Conquer City'.
 * is done to foreign individual cities.
 * target must be exactly 1 tile away.
 * can't be done if 'Capture Units' or 'Attack' is legal.
* Can do the action 'Fortify'.
 * granting a 50% defensive bonus.
* Can do the action 'Pillage'.
 * is done to extras on tiles.
 * target must be at the same tile.
 * pillages Irrigation, Mine, Oil Well, Oil Platform, Farmland, Fort, Fortress, Airstrip, Airbase, Buoy, Ruins, Road, Railroad, and Maglev from tiles.
* Can do the action 'Board'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Deboard'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Embark'.
 * is done to individual units.
 * target must be exactly 1 tile away.
* Can do the action 'Disembark'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * can't be done if 'Enter Hut' or 'Enter Hut from non native' is legal.
* Can do the action 'Enter Hut'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * if a suitable hut is at the targetet tile it will be entered.
* Doing the action 'Capture Units' to this unit is impossible.
* May acquire veteran status.
 * Veterans have increased strength in combat.
Knights are mounted and heavily armored warriors.
----
===Dragoons===
Cost: 50 shields
Upkeep: 1 Food, 1 Shield, 1 Gold, 1 Unhappy
Moves: 2
Vision: 1
Attack: 5
Defense: 2
Firepower: 1
Hitpoints: 20
Obsolete by: Cavalry
* Belongs to Land unit class.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Can be airlifted from a suitable city.
 * Gets a 50% defensive bonus while in cities.
 * Benefits from barracks
 * Ground units
* Can capture some enemy units.
* May impose a zone of control on its adjacent tiles.
* Can do the action 'Capture Units'.
 * is done to foreign unit stacks.
 * target must be exactly 1 tile away.
* Can do the action 'Disband recovering production'.
 * is done to individual cities.
 * uses up the Dragoons.
 * target can be max 1 tile away.
* Can do the action 'Disband without recovering production'.
 * uses up the Dragoons.
 * can't be done if 'Disband recovering production' is legal.
* Can do the action 'Set Home City'.
 * is done to domestic individual cities.
 * target must be at the same tile.
* Can do the action 'Upgrade Unit'.
 * is done to domestic individual cities.
 * target must be at the same tile.
 * upgraded to Cavalry or, when possible, to the unit type it upgrades to.
* Can do the action 'Airlift to City'.
 * is done to individual cities.
 * target must be at least 1 tile away.
* Can do the action 'Attack'.
 * is done to foreign unit stacks.
 * can lead to a battle against a defender.
 * target must be exactly 1 tile away.
 * weaker when tired. If performed with less than a single move point left the attack power is reduced accordingly.
 * can't be done if 'Capture Units' is legal.
* Can do the action 'Conquer City'.
 * is done to foreign individual cities.
 * target must be exactly 1 tile away.
 * can't be done if 'Capture Units' or 'Attack' is legal.
* Can do the action 'Fortify'.
 * granting a 50% defensive bonus.
* Can do the action 'Pillage'.
 * is done to extras on tiles.
 * target must be at the same tile.
 * pillages Irrigation, Mine, Oil Well, Oil Platform, Farmland, Fort, Fortress, Airstrip, Airbase, Buoy, Ruins, Road, Railroad, and Maglev from tiles.
* Can do the action 'Board'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Deboard'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Embark'.
 * is done to individual units.
 * target must be exactly 1 tile away.
* Can do the action 'Disembark'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * can't be done if 'Enter Hut' or 'Enter Hut from non native' is legal.
* Can do the action 'Enter Hut'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * if a suitable hut is at the targetet tile it will be entered.
* Doing the action 'Capture Units' to this unit is impossible.
* May acquire veteran status.
 * Veterans have increased strength in combat.
Dragoons are mounted warriors carrying early firearms.
----
===Cavalry===
Cost: 60 shields
Upkeep: 1 Food, 1 Shield, 1 Gold, 1 Unhappy
Moves: 2
Vision: 1
Attack: 8
Defense: 3
Firepower: 1
Hitpoints: 20
Obsolete by: Armor
* Belongs to Land unit class.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Can be airlifted from a suitable city.
 * Gets a 50% defensive bonus while in cities.
 * Benefits from barracks
 * Ground units
* Can capture some enemy units.
* May impose a zone of control on its adjacent tiles.
* Can do the action 'Capture Units'.
 * is done to foreign unit stacks.
 * target must be exactly 1 tile away.
* Can do the action 'Disband recovering production'.
 * is done to individual cities.
 * uses up the Cavalry.
 * target can be max 1 tile away.
* Can do the action 'Disband without recovering production'.
 * uses up the Cavalry.
 * can't be done if 'Disband recovering production' is legal.
* Can do the action 'Set Home City'.
 * is done to domestic individual cities.
 * target must be at the same tile.
* Can do the action 'Upgrade Unit'.
 * is done to domestic individual cities.
 * target must be at the same tile.
 * upgraded to Armor or, when possible, to the unit type it upgrades to.
* Can do the action 'Airlift to City'.
 * is done to individual cities.
 * target must be at least 1 tile away.
* Can do the action 'Attack'.
 * is done to foreign unit stacks.
 * can lead to a battle against a defender.
 * target must be exactly 1 tile away.
 * weaker when tired. If performed with less than a single move point left the attack power is reduced accordingly.
 * can't be done if 'Capture Units' is legal.
* Can do the action 'Conquer City'.
 * is done to foreign individual cities.
 * target must be exactly 1 tile away.
 * can't be done if 'Capture Units' or 'Attack' is legal.
* Can do the action 'Fortify'.
 * granting a 50% defensive bonus.
* Can do the action 'Pillage'.
 * is done to extras on tiles.
 * target must be at the same tile.
 * pillages Irrigation, Mine, Oil Well, Oil Platform, Farmland, Fort, Fortress, Airstrip, Airbase, Buoy, Ruins, Road, Railroad, and Maglev from tiles.
* Can do the action 'Board'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Deboard'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Embark'.
 * is done to individual units.
 * target must be exactly 1 tile away.
* Can do the action 'Disembark'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * can't be done if 'Enter Hut' or 'Enter Hut from non native' is legal.
* Can do the action 'Enter Hut'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * if a suitable hut is at the targetet tile it will be entered.
* Doing the action 'Capture Units' to this unit is impossible.
* May acquire veteran status.
 * Veterans have increased strength in combat.
Cavalry are mounted and highly trained soldiers.
----
===Armor===
Cost: 90 shields
Upkeep: 1 Food, 1 Shield, 1 Gold, 1 Unhappy
Moves: 3
Vision: 1
Attack: 10
Defense: 5
Firepower: 1
Hitpoints: 30
Obsolete by: None
* Belongs to Big Land unit class.
 * Does not get defense bonuses from terrain.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Can be airlifted from a suitable city.
 * Gets a 50% defensive bonus while in cities.
 * Benefits from barracks
 * Ground units
* May impose a zone of control on its adjacent tiles.
* Can do the action 'Disband recovering production'.
 * is done to individual cities.
 * uses up the Armor.
 * target can be max 1 tile away.
* Can do the action 'Disband without recovering production'.
 * uses up the Armor.
 * can't be done if 'Disband recovering production' is legal.
* Can do the action 'Set Home City'.
 * is done to domestic individual cities.
 * target must be at the same tile.
* Can do the action 'Airlift to City'.
 * is done to individual cities.
 * target must be at least 1 tile away.
* Can do the action 'Attack'.
 * is done to foreign unit stacks.
 * can lead to a battle against a defender.
 * target must be exactly 1 tile away.
 * weaker when tired. If performed with less than a single move point left the attack power is reduced accordingly.
* Can do the action 'Conquer City'.
 * is done to foreign individual cities.
 * target must be exactly 1 tile away.
 * can't be done if 'Attack' is legal.
* Can do the action 'Fortify'.
 * granting a 50% defensive bonus.
* Can do the action 'Board'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Deboard'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Embark'.
 * is done to individual units.
 * target must be exactly 1 tile away.
* Can do the action 'Disembark'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * can't be done if 'Enter Hut' or 'Enter Hut from non native' is legal.
* Can do the action 'Enter Hut'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * if a suitable hut is at the targetet tile it will be entered.
* Doing the action 'Capture Units' to this unit is impossible.
* May acquire veteran status.
 * Veterans have increased strength in combat.
Armors are motorized war wagons that are faster, stronger, and can take more damage than any mounted unit. However, they are less adaptable to very rough terrain (they cannot move into mountains, swamps, or jungles without roads), and unable to use less rough terrain to improve their defense.
----
===Catapult===
Cost: 40 shields
Upkeep: 1 Food, 1 Shield, 1 Gold, 1 Unhappy
Moves: 1
Vision: 1
Attack: 6
Defense: 1
Firepower: 1
Hitpoints: 10
Obsolete by: Cannon
* Belongs to Big Land unit class.
 * Does not get defense bonuses from terrain.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Can be airlifted from a suitable city.
 * Gets a 50% defensive bonus while in cities.
 * Benefits from barracks
 * Ground units
* May impose a zone of control on its adjacent tiles.
* Can do the action 'Disband recovering production'.
 * is done to individual cities.
 * uses up the Catapult.
 * target can be max 1 tile away.
* Can do the action 'Disband without recovering production'.
 * uses up the Catapult.
 * can't be done if 'Disband recovering production' is legal.
* Can do the action 'Set Home City'.
 * is done to domestic individual cities.
 * target must be at the same tile.
* Can do the action 'Upgrade Unit'.
 * is done to domestic individual cities.
 * target must be at the same tile.
 * upgraded to Cannon or, when possible, to the unit type it upgrades to.
* Can do the action 'Airlift to City'.
 * is done to individual cities.
 * target must be at least 1 tile away.
* Can do the action 'Attack'.
 * is done to foreign unit stacks.
 * can lead to a battle against a defender.
 * target must be exactly 1 tile away.
 * weaker when tired. If performed with less than a single move point left the attack power is reduced accordingly.
* Can do the action 'Conquer City'.
 * is done to foreign individual cities.
 * target must be exactly 1 tile away.
 * can't be done if 'Attack' is legal.
* Can do the action 'Fortify'.
 * granting a 50% defensive bonus.
* Can do the action 'Board'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Deboard'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Embark'.
 * is done to individual units.
 * target must be exactly 1 tile away.
* Can do the action 'Disembark'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * can't be done if 'Enter Hut' or 'Enter Hut from non native' is legal.
* Can do the action 'Enter Hut'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * if a suitable hut is at the targetet tile it will be entered.
* Doing the action 'Capture Units' to this unit is impossible.
* May acquire veteran status.
 * Veterans have increased strength in combat.
Catapults are large rock-throwing machines of war. They are very strong attackers but equally weak defenders and will need an escort to be effective.
While powerful, Catapults (and their successors) are bulky and awkward; they require roads to move in rough terrain (mountains, swamps, and jungles), are difficult to defend, and are too big for early ships (Triremes and Caravels).
----
===Cannon===
Cost: 50 shields
Upkeep: 1 Food, 1 Shield, 1 Gold, 1 Unhappy
Moves: 1
Vision: 1
Attack: 8
Defense: 1
Firepower: 1
Hitpoints: 20
Obsolete by: Artillery
* Belongs to Big Land unit class.
 * Does not get defense bonuses from terrain.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Can be airlifted from a suitable city.
 * Gets a 50% defensive bonus while in cities.
 * Benefits from barracks
 * Ground units
* May impose a zone of control on its adjacent tiles.
* Can do the action 'Disband recovering production'.
 * is done to individual cities.
 * uses up the Cannon.
 * target can be max 1 tile away.
* Can do the action 'Disband without recovering production'.
 * uses up the Cannon.
 * can't be done if 'Disband recovering production' is legal.
* Can do the action 'Set Home City'.
 * is done to domestic individual cities.
 * target must be at the same tile.
* Can do the action 'Upgrade Unit'.
 * is done to domestic individual cities.
 * target must be at the same tile.
 * upgraded to Artillery or, when possible, to the unit type it upgrades to.
* Can do the action 'Airlift to City'.
 * is done to individual cities.
 * target must be at least 1 tile away.
* Can do the action 'Attack'.
 * is done to foreign unit stacks.
 * can lead to a battle against a defender.
 * target must be exactly 1 tile away.
 * weaker when tired. If performed with less than a single move point left the attack power is reduced accordingly.
* Can do the action 'Conquer City'.
 * is done to foreign individual cities.
 * target must be exactly 1 tile away.
 * can't be done if 'Attack' is legal.
* Can do the action 'Fortify'.
 * granting a 50% defensive bonus.
* Can do the action 'Board'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Deboard'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Embark'.
 * is done to individual units.
 * target must be exactly 1 tile away.
* Can do the action 'Disembark'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * can't be done if 'Enter Hut' or 'Enter Hut from non native' is legal.
* Can do the action 'Enter Hut'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * if a suitable hut is at the targetet tile it will be entered.
* Doing the action 'Capture Units' to this unit is impossible.
* May acquire veteran status.
 * Veterans have increased strength in combat.
Cannons are large firearms that can fire heavy projectiles over long distances. As with the catapults they replace, they are very strong attackers but equally weak defenders and will need an escort to be effective, and have limited mobility.
----
===Artillery===
Cost: 60 shields
Upkeep: 1 Food, 1 Shield, 1 Gold, 1 Unhappy
Moves: 1
Vision: 1
Attack: 10
Defense: 2
Firepower: 1
Hitpoints: 20
Obsolete by: Howitzer
* Belongs to Big Land unit class.
 * Does not get defense bonuses from terrain.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Can be airlifted from a suitable city.
 * Gets a 50% defensive bonus while in cities.
 * Benefits from barracks
 * Ground units
* Gets double firepower when attacking cities.
* May impose a zone of control on its adjacent tiles.
* Can do the action 'Disband recovering production'.
 * is done to individual cities.
 * uses up the Artillery.
 * target can be max 1 tile away.
* Can do the action 'Disband without recovering production'.
 * uses up the Artillery.
 * can't be done if 'Disband recovering production' is legal.
* Can do the action 'Set Home City'.
 * is done to domestic individual cities.
 * target must be at the same tile.
* Can do the action 'Upgrade Unit'.
 * is done to domestic individual cities.
 * target must be at the same tile.
 * upgraded to Howitzer or, when possible, to the unit type it upgrades to.
* Can do the action 'Airlift to City'.
 * is done to individual cities.
 * target must be at least 1 tile away.
* Can do the action 'Attack'.
 * is done to foreign unit stacks.
 * can lead to a battle against a defender.
 * target must be exactly 1 tile away.
 * weaker when tired. If performed with less than a single move point left the attack power is reduced accordingly.
* Can do the action 'Conquer City'.
 * is done to foreign individual cities.
 * target must be exactly 1 tile away.
 * can't be done if 'Attack' is legal.
* Can do the action 'Fortify'.
 * granting a 50% defensive bonus.
* Can do the action 'Board'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Deboard'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Embark'.
 * is done to individual units.
 * target must be exactly 1 tile away.
* Can do the action 'Disembark'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * can't be done if 'Enter Hut' or 'Enter Hut from non native' is legal.
* Can do the action 'Enter Hut'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * if a suitable hut is at the targetet tile it will be entered.
* Doing the action 'Capture Units' to this unit is impossible.
* May acquire veteran status.
 * Veterans have increased strength in combat.
The artillery is an upgraded cannon. As with its predecessors, it is a very strong attacker but equally weak defender and will need an escort to be effective, and has limited mobility.
----
===Howitzer===
Cost: 80 shields
Upkeep: 1 Food, 1 Shield, 1 Gold, 1 Unhappy
Moves: 1
Vision: 1
Attack: 12
Defense: 2
Firepower: 1
Hitpoints: 30
Obsolete by: None
* Belongs to Big Land unit class.
 * Does not get defense bonuses from terrain.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Can be airlifted from a suitable city.
 * Gets a 50% defensive bonus while in cities.
 * Benefits from barracks
 * Ground units
* Gets double firepower when attacking cities.
* May impose a zone of control on its adjacent tiles.
* Can do the action 'Disband recovering production'.
 * is done to individual cities.
 * uses up the Howitzer.
 * target can be max 1 tile away.
* Can do the action 'Disband without recovering production'.
 * uses up the Howitzer.
 * can't be done if 'Disband recovering production' is legal.
* Can do the action 'Set Home City'.
 * is done to domestic individual cities.
 * target must be at the same tile.
* Can do the action 'Airlift to City'.
 * is done to individual cities.
 * target must be at least 1 tile away.
* Can do the action 'Attack'.
 * is done to foreign unit stacks.
 * can lead to a battle against a defender.
 * target must be exactly 1 tile away.
 * weaker when tired. If performed with less than a single move point left the attack power is reduced accordingly.
* Can do the action 'Conquer City'.
 * is done to foreign individual cities.
 * target must be exactly 1 tile away.
 * can't be done if 'Attack' is legal.
* Can do the action 'Fortify'.
 * granting a 50% defensive bonus.
* Can do the action 'Board'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Deboard'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Embark'.
 * is done to individual units.
 * target must be exactly 1 tile away.
* Can do the action 'Disembark'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * can't be done if 'Enter Hut' or 'Enter Hut from non native' is legal.
* Can do the action 'Enter Hut'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * if a suitable hut is at the targetet tile it will be entered.
* Doing the action 'Capture Units' to this unit is impossible.
* May acquire veteran status.
 * Veterans have increased strength in combat.
Howitzers are upgraded artillery with improved defensive as well as offensive capabilities. However, they still have the limited mobility of their predecessors.
----
===Fighter===
Cost: 60 shields
Upkeep: 1 Food, 1 Shield, 1 Gold, 1 Unhappy
Moves: 10
Vision: 2
Attack: 4
Defense: 4
Firepower: 1
Hitpoints: 20
Obsolete by: Stealth Fighter
* Belongs to Air unit class.
 * Speed is not affected by terrain.
 * Does not get defense bonuses from terrain.
 * Not subject to zones of control.
 * Is unreachable. Most units cannot attack this one.
 * Doesn't prevent enemy cities from working the tile it's on.
 * Can be airlifted from a suitable city.
 * Aerial units
* Very bad at attacking AEGIS.
* Never imposes a zone of control.
* Can attack against Missile units, which are usually not reachable.
* Can attack against Helicopter units, which are usually not reachable.
* Can attack against Air units, which are usually not reachable.
* Unit has to be in a city, a base, or on a Carrier after 2 turns.
* Can do the action 'Disband recovering production'.
 * is done to individual cities.
 * uses up the Fighter.
 * target can be max 1 tile away.
* Can do the action 'Disband without recovering production'.
 * uses up the Fighter.
 * can't be done if 'Disband recovering production' is legal.
* Can do the action 'Set Home City'.
 * is done to domestic individual cities.
 * target must be at the same tile.
* Can do the action 'Upgrade Unit'.
 * is done to domestic individual cities.
 * target must be at the same tile.
 * upgraded to Stealth Fighter or, when possible, to the unit type it upgrades to.
* Can do the action 'Airlift to City'.
 * is done to individual cities.
 * target must be at least 1 tile away.
* Can do the action 'Attack'.
 * is done to foreign unit stacks.
 * can lead to a battle against a defender.
 * target must be exactly 1 tile away.
 * weaker when tired. If performed with less than a single move point left the attack power is reduced accordingly.
* Can do the action 'Pillage'.
 * is done to extras on tiles.
 * target must be at the same tile.
 * pillages Irrigation, Mine, Oil Well, Oil Platform, Farmland, Fort, Fortress, Airstrip, Airbase, Buoy, Ruins, Road, Railroad, and Maglev from tiles.
* Can do the action 'Board'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Deboard'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Embark'.
 * is done to individual units.
 * target must be exactly 1 tile away.
* Can do the action 'Disembark'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * can't be done if 'Frighten Hut' or 'Frighten Hut from non native' is legal.
* Can do the action 'Frighten Hut'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * if a suitable hut is at the targetet tile it will be frightened.
* Doing the action 'Capture Units' to this unit is impossible.
* May acquire veteran status.
 * Veterans have increased strength in combat.
Fighters are your first airborne units. They can move anywhere and attack any unit.
Fighters and other aircraft lose 10% of their hitpoints for every turn not spent in a city, airstrip, or airbase, or on a Carrier.
----
===Bomber===
Cost: 100 shields
Upkeep: 1 Food, 1 Shield, 1 Gold, 1 Unhappy
Moves: 8
Vision: 2
Attack: 6
Defense: 2
Firepower: 1
Hitpoints: 30
Obsolete by: Stealth Bomber
* Belongs to Air unit class.
 * Speed is not affected by terrain.
 * Does not get defense bonuses from terrain.
 * Not subject to zones of control.
 * Is unreachable. Most units cannot attack this one.
 * Doesn't prevent enemy cities from working the tile it's on.
 * Can be airlifted from a suitable city.
 * Aerial units
* Very bad at attacking AEGIS.
* Never imposes a zone of control.
* A field unit: one unhappiness applies even when non-aggressive.
* Unit has to be in a city, a base, or on a Carrier after 3 turns.
* Can do the action 'Disband recovering production'.
 * is done to individual cities.
 * uses up the Bomber.
 * target can be max 1 tile away.
* Can do the action 'Disband without recovering production'.
 * uses up the Bomber.
 * can't be done if 'Disband recovering production' is legal.
* Can do the action 'Set Home City'.
 * is done to domestic individual cities.
 * target must be at the same tile.
* Can do the action 'Upgrade Unit'.
 * is done to domestic individual cities.
 * target must be at the same tile.
 * upgraded to Stealth Bomber or, when possible, to the unit type it upgrades to.
* Can do the action 'Airlift to City'.
 * is done to individual cities.
 * target must be at least 1 tile away.
* Can do the action 'Attack'.
 * is done to foreign unit stacks.
 * can lead to a battle against a defender.
 * ends this unit's turn.
 * target must be exactly 1 tile away.
 * weaker when tired. If performed with less than a single move point left the attack power is reduced accordingly.
 * can't be done if 'Bombard' is legal.
* Can do the action 'Bombard'.
 * is done to foreign unit stacks.
 * ends this unit's turn.
 * target must be exactly 1 tile away.
 * 3 per turn.
 * These attacks will only damage (never kill) defenders, but damage all defenders on a tile, and have no risk for the attacker.
* Can do the action 'Pillage'.
 * is done to extras on tiles.
 * target must be at the same tile.
 * pillages Irrigation, Mine, Oil Well, Oil Platform, Farmland, Fort, Fortress, Airstrip, Airbase, Buoy, Ruins, Road, Railroad, and Maglev from tiles.
* Can do the action 'Board'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Deboard'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Embark'.
 * is done to individual units.
 * target must be exactly 1 tile away.
* Can do the action 'Disembark'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * can't be done if 'Frighten Hut' or 'Frighten Hut from non native' is legal.
* Can do the action 'Frighten Hut'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * if a suitable hut is at the targetet tile it will be frightened.
* Doing the action 'Capture Units' to this unit is impossible.
* May acquire veteran status.
 * Veterans have increased strength in combat.
Bombers are specialized airborne units that may only attack ground targets, not other airborne units.
A Bomber's attack against units on land is a bombard attack; against units on water it has a regular attack.
As with other aircraft, Bombers lose 10% of their hitpoints for every turn not spent in a city, airstrip, or airbase, or on a Carrier.
----
===Helicopter===
Cost: 70 shields
Upkeep: 1 Food, 1 Shield, 1 Gold, 1 Unhappy
Moves: 6
Vision: 2
Attack: 5
Defense: 3
Firepower: 1
Hitpoints: 30
Obsolete by: None
* Belongs to Helicopter unit class.
 * Speed is not affected by terrain.
 * Does not get defense bonuses from terrain.
 * Not subject to zones of control.
 * Is unreachable. Most units cannot attack this one.
 * Doesn't prevent enemy cities from working the tile it's on.
 * Can be airlifted from a suitable city.
 * Aerial units
* Very bad at attacking AEGIS.
* Can carry and refuel 1 Land unit.
 * Some cargo cannot be loaded except in a city or a base native to this transport.
 * Some cargo cannot be unloaded except in a city or a base native to this transport.
* Never imposes a zone of control.
* Can do the action 'Disband recovering production'.
 * is done to individual cities.
 * uses up the Helicopter.
 * target can be max 1 tile away.
* Can do the action 'Disband without recovering production'.
 * uses up the Helicopter.
 * can't be done if 'Disband recovering production' is legal.
* Can do the action 'Set Home City'.
 * is done to domestic individual cities.
 * target must be at the same tile.
* Can do the action 'Airlift to City'.
 * is done to individual cities.
 * target must be at least 1 tile away.
* Can do the action 'Attack'.
 * is done to foreign unit stacks.
 * can lead to a battle against a defender.
 * ends this unit's turn.
 * target must be exactly 1 tile away.
 * weaker when tired. If performed with less than a single move point left the attack power is reduced accordingly.
 * can't be done if 'Bombard' is legal.
* Can do the action 'Conquer City'.
 * is done to foreign individual cities.
 * target must be exactly 1 tile away.
 * can't be done if 'Attack' or 'Bombard' is legal.
* Can do the action 'Bombard'.
 * is done to foreign unit stacks.
 * ends this unit's turn.
 * target must be exactly 1 tile away.
 * 2 per turn.
 * These attacks will only damage (never kill) defenders, but damage all defenders on a tile, and have no risk for the attacker.
* Can do the action 'Board'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Deboard'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Embark'.
 * is done to individual units.
 * target must be exactly 1 tile away.
* Can do the action 'Disembark'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * can't be done if 'Enter Hut' or 'Enter Hut from non native' is legal.
* Can do the action 'Unload'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Enter Hut'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * if a suitable hut is at the targetet tile it will be entered.
* Doing the action 'Capture Units' to this unit is impossible.
* May acquire veteran status.
 * Veterans have increased strength in combat.
A Helicopter's attack against units on land is a bombard attack; against units on water it has a regular attack.
Helicopters can also transport one military land unit; while most troops must load or unload in a city, airstrip, or airbase (and not in the field or onboard a Carrier), units specializing in mobility (Paratroopers, Alpine Troops, Marines, Partisans, and Fanatics) can embark or disembark at any time.
Unlike other aircraft, Helicopters are not required to return to a city, base, or Carrier to refuel after a set number of turns; however, care must be exercised, due to the health they lose every turn.
----
===Stealth Fighter===
Cost: 80 shields
Upkeep: 1 Food, 1 Shield, 1 Gold, 1 Unhappy
Moves: 14
Vision: 2
Attack: 8
Defense: 8
Firepower: 1
Hitpoints: 20
Obsolete by: None
* Belongs to Air unit class.
 * Speed is not affected by terrain.
 * Does not get defense bonuses from terrain.
 * Not subject to zones of control.
 * Is unreachable. Most units cannot attack this one.
 * Doesn't prevent enemy cities from working the tile it's on.
 * Can be airlifted from a suitable city.
 * Aerial units
* Very bad at attacking AEGIS.
* Is invisible except when next to an enemy unit or city.
* Never imposes a zone of control.
* Can attack against Missile units, which are usually not reachable.
* Can attack against Helicopter units, which are usually not reachable.
* Can attack against Air units, which are usually not reachable.
* Unit has to be in a city, a base, or on a Carrier after 2 turns.
* Can do the action 'Disband recovering production'.
 * is done to individual cities.
 * uses up the Stealth Fighter.
 * target can be max 1 tile away.
* Can do the action 'Disband without recovering production'.
 * uses up the Stealth Fighter.
 * can't be done if 'Disband recovering production' is legal.
* Can do the action 'Set Home City'.
 * is done to domestic individual cities.
 * target must be at the same tile.
* Can do the action 'Airlift to City'.
 * is done to individual cities.
 * target must be at least 1 tile away.
* Can do the action 'Attack'.
 * is done to foreign unit stacks.
 * can lead to a battle against a defender.
 * target must be exactly 1 tile away.
 * weaker when tired. If performed with less than a single move point left the attack power is reduced accordingly.
* Can do the action 'Pillage'.
 * is done to extras on tiles.
 * target must be at the same tile.
 * pillages Irrigation, Mine, Oil Well, Oil Platform, Farmland, Fort, Fortress, Airstrip, Airbase, Buoy, Ruins, Road, Railroad, and Maglev from tiles.
* Can do the action 'Board'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Deboard'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Embark'.
 * is done to individual units.
 * target must be exactly 1 tile away.
* Can do the action 'Disembark'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * can't be done if 'Frighten Hut' or 'Frighten Hut from non native' is legal.
* Can do the action 'Frighten Hut'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * if a suitable hut is at the targetet tile it will be frightened.
* Doing the action 'Capture Units' to this unit is impossible.
* May acquire veteran status.
 * Veterans have increased strength in combat.
An improved Fighter, with improved attack and a higher movement radius.
----
===Stealth Bomber===
Cost: 120 shields
Upkeep: 1 Food, 1 Shield, 1 Gold, 1 Unhappy
Moves: 12
Vision: 2
Attack: 9
Defense: 5
Firepower: 1
Hitpoints: 30
Obsolete by: None
* Belongs to Air unit class.
 * Speed is not affected by terrain.
 * Does not get defense bonuses from terrain.
 * Not subject to zones of control.
 * Is unreachable. Most units cannot attack this one.
 * Doesn't prevent enemy cities from working the tile it's on.
 * Can be airlifted from a suitable city.
 * Aerial units
* Very bad at attacking AEGIS.
* Is invisible except when next to an enemy unit or city.
* Never imposes a zone of control.
* A field unit: one unhappiness applies even when non-aggressive.
* Unit has to be in a city, a base, or on a Carrier after 3 turns.
* Can do the action 'Disband recovering production'.
 * is done to individual cities.
 * uses up the Stealth Bomber.
 * target can be max 1 tile away.
* Can do the action 'Disband without recovering production'.
 * uses up the Stealth Bomber.
 * can't be done if 'Disband recovering production' is legal.
* Can do the action 'Set Home City'.
 * is done to domestic individual cities.
 * target must be at the same tile.
* Can do the action 'Airlift to City'.
 * is done to individual cities.
 * target must be at least 1 tile away.
* Can do the action 'Attack'.
 * is done to foreign unit stacks.
 * can lead to a battle against a defender.
 * ends this unit's turn.
 * target must be exactly 1 tile away.
 * weaker when tired. If performed with less than a single move point left the attack power is reduced accordingly.
 * can't be done if 'Bombard' is legal.
* Can do the action 'Bombard'.
 * is done to foreign unit stacks.
 * ends this unit's turn.
 * target must be exactly 1 tile away.
 * 4 per turn.
 * These attacks will only damage (never kill) defenders, but damage all defenders on a tile, and have no risk for the attacker.
* Can do the action 'Pillage'.
 * is done to extras on tiles.
 * target must be at the same tile.
 * pillages Irrigation, Mine, Oil Well, Oil Platform, Farmland, Fort, Fortress, Airstrip, Airbase, Buoy, Ruins, Road, Railroad, and Maglev from tiles.
* Can do the action 'Board'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Deboard'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Embark'.
 * is done to individual units.
 * target must be exactly 1 tile away.
* Can do the action 'Disembark'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * can't be done if 'Frighten Hut' or 'Frighten Hut from non native' is legal.
* Can do the action 'Frighten Hut'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * if a suitable hut is at the targetet tile it will be frightened.
* Doing the action 'Capture Units' to this unit is impossible.
* May acquire veteran status.
 * Veterans have increased strength in combat.
An improved Bomber, with improved attack and a higher movement radius.
----
===Trireme===
Cost: 20 shields
Upkeep: 1 Food, 1 Shield, 1 Gold
Moves: 3
Vision: 1
Attack: 0
Defense: 1
Firepower: 1
Hitpoints: 10
Obsolete by: Transport
* Belongs to Trireme unit class.
 * Speed is not affected by terrain.
 * Does not get defense bonuses from terrain.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Can launch attack from non-native tiles.
* Can carry and refuel up to 2 Land, Small Land, or Merchant units.
* Never imposes a zone of control.
* A non-military unit:
 * Cannot attack.
 * Doesn't impose martial law.
 * Can enter foreign territory regardless of peace treaty.
 * Doesn't prevent enemy cities from working the tile it's on.
* Can do the action 'Disband recovering production'.
 * is done to individual cities.
 * uses up the Trireme.
 * target can be max 1 tile away.
* Can do the action 'Disband without recovering production'.
 * uses up the Trireme.
 * can't be done if 'Disband recovering production' is legal.
* Can do the action 'Set Home City'.
 * is done to domestic individual cities.
 * target must be at the same tile.
* Can do the action 'Upgrade Unit'.
 * is done to domestic individual cities.
 * target must be at the same tile.
 * upgraded to Transport or, when possible, to the unit type it upgrades to.
* Can do the action 'Unload'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Enter Hut'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * if a suitable hut is at the targetet tile it will be entered.
* Doing the action 'Capture Units' to this unit is impossible.
* May acquire veteran status.
 * Veterans have increased strength in combat.
The Trireme is your first boat unit. It can act as a transport ship, and unlike later boats can travel on rivers, but it may not enter deep ocean tiles. It cannot attack other ships, though it may still defend itself when attacked.
----
===Caravel===
Cost: 30 shields
Upkeep: 1 Food, 1 Shield, 1 Gold
Moves: 3
Vision: 1
Attack: 0
Defense: 2
Firepower: 1
Hitpoints: 10
Obsolete by: Galleon
* Belongs to Sea unit class.
 * Speed is not affected by terrain.
 * Does not get defense bonuses from terrain.
 * Not subject to zones of control.
 * Slowed down while damaged.
 * Can launch attack from non-native tiles.
* Can carry and refuel up to 3 Land, Small Land, or Merchant units.
* Can only attack units on native tiles.
* Never imposes a zone of control.
* A non-military unit:
 * Cannot attack.
 * Doesn't impose martial law.
 * Can enter foreign territory regardless of peace treaty.
 * Doesn't prevent enemy cities from working the tile it's on.
* Can do the action 'Disband recovering production'.
 * is done to individual cities.
 * uses up the Caravel.
 * target can be max 1 tile away.
* Can do the action 'Disband without recovering production'.
 * uses up the Caravel.
 * can't be done if 'Disband recovering production' is legal.
* Can do the action 'Set Home City'.
 * is done to domestic individual cities.
 * target must be at the same tile.
* Can do the action 'Upgrade Unit'.
 * is done to domestic individual cities.
 * target must be at the same tile.
 * upgraded to Galleon or, when possible, to the unit type it upgrades to.
* Can do the action 'Unload'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Enter Hut'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * if a suitable hut is at the targetet tile it will be entered.
* Doing the action 'Capture Units' to this unit is impossible.
* May acquire veteran status.
 * Veterans have increased strength in combat.
The Caravel is a sailing ship that can enter any ocean tile.
----
===Galleon===
Cost: 40 shields
Upkeep: 1 Food, 1 Shield, 1 Gold
Moves: 4
Vision: 1
Attack: 0
Defense: 2
Firepower: 1
Hitpoints: 20
Obsolete by: Transport
* Belongs to Sea unit class.
 * Speed is not affected by terrain.
 * Does not get defense bonuses from terrain.
 * Not subject to zones of control.
 * Slowed down while damaged.
 * Can launch attack from non-native tiles.
* Can carry and refuel up to 4 Land, Small Land, Big Land, or Merchant units.
* Never imposes a zone of control.
* A non-military unit:
 * Cannot attack.
 * Doesn't impose martial law.
 * Can enter foreign territory regardless of peace treaty.
 * Doesn't prevent enemy cities from working the tile it's on.
* Can do the action 'Disband recovering production'.
 * is done to individual cities.
 * uses up the Galleon.
 * target can be max 1 tile away.
* Can do the action 'Disband without recovering production'.
 * uses up the Galleon.
 * can't be done if 'Disband recovering production' is legal.
* Can do the action 'Set Home City'.
 * is done to domestic individual cities.
 * target must be at the same tile.
* Can do the action 'Upgrade Unit'.
 * is done to domestic individual cities.
 * target must be at the same tile.
 * upgraded to Transport or, when possible, to the unit type it upgrades to.
* Can do the action 'Unload'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Enter Hut'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * if a suitable hut is at the targetet tile it will be entered.
* Doing the action 'Capture Units' to this unit is impossible.
* May acquire veteran status.
 * Veterans have increased strength in combat.
The Galleon is a big transport ship, the first which can transport large wheeled units.
----
===Frigate===
Cost: 40 shields
Upkeep: 1 Food, 1 Shield, 1 Gold, 1 Unhappy
Moves: 4
Vision: 1
Attack: 3
Defense: 2
Firepower: 1
Hitpoints: 20
Obsolete by: Ironclad
* Belongs to Sea unit class.
 * Speed is not affected by terrain.
 * Does not get defense bonuses from terrain.
 * Not subject to zones of control.
 * Slowed down while damaged.
 * Can attack units on non-native tiles.
 * Can launch attack from non-native tiles.
* May impose a zone of control on its adjacent tiles.
* Can do the action 'Disband recovering production'.
 * is done to individual cities.
 * uses up the Frigate.
 * target can be max 1 tile away.
* Can do the action 'Disband without recovering production'.
 * uses up the Frigate.
 * can't be done if 'Disband recovering production' is legal.
* Can do the action 'Set Home City'.
 * is done to domestic individual cities.
 * target must be at the same tile.
* Can do the action 'Upgrade Unit'.
 * is done to domestic individual cities.
 * target must be at the same tile.
 * upgraded to Ironclad or, when possible, to the unit type it upgrades to.
* Can do the action 'Attack'.
 * is done to foreign unit stacks.
 * can lead to a battle against a defender.
 * target must be exactly 1 tile away.
 * weaker when tired. If performed with less than a single move point left the attack power is reduced accordingly.
* Can do the action 'Enter Hut'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * if a suitable hut is at the targetet tile it will be entered.
* Doing the action 'Capture Units' to this unit is impossible.
* May acquire veteran status.
 * Veterans have increased strength in combat.
The Frigate is a specialized ship with a strong offensive value, and can attack units on land, but it cannot transport units.
----
===Ironclad===
Cost: 50 shields
Upkeep: 1 Food, 1 Shield, 1 Gold, 1 Unhappy
Moves: 4
Vision: 1
Attack: 4
Defense: 3
Firepower: 1
Hitpoints: 20
Obsolete by: Destroyer
* Belongs to Sea unit class.
 * Speed is not affected by terrain.
 * Does not get defense bonuses from terrain.
 * Not subject to zones of control.
 * Slowed down while damaged.
 * Can attack units on non-native tiles.
 * Can launch attack from non-native tiles.
* May impose a zone of control on its adjacent tiles.
* Can do the action 'Disband recovering production'.
 * is done to individual cities.
 * uses up the Ironclad.
 * target can be max 1 tile away.
* Can do the action 'Disband without recovering production'.
 * uses up the Ironclad.
 * can't be done if 'Disband recovering production' is legal.
* Can do the action 'Set Home City'.
 * is done to domestic individual cities.
 * target must be at the same tile.
* Can do the action 'Upgrade Unit'.
 * is done to domestic individual cities.
 * target must be at the same tile.
 * upgraded to Destroyer or, when possible, to the unit type it upgrades to.
* Can do the action 'Attack'.
 * is done to foreign unit stacks.
 * can lead to a battle against a defender.
 * target must be exactly 1 tile away.
 * weaker when tired. If performed with less than a single move point left the attack power is reduced accordingly.
* Can do the action 'Enter Hut'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * if a suitable hut is at the targetet tile it will be entered.
* Doing the action 'Capture Units' to this unit is impossible.
* May acquire veteran status.
 * Veterans have increased strength in combat.
The Ironclad is an armored ship, more sturdy than the Frigate.
----
===Destroyer===
Cost: 60 shields
Upkeep: 1 Food, 1 Shield, 1 Gold, 1 Unhappy
Moves: 6
Vision: 2
Attack: 4
Defense: 4
Firepower: 1
Hitpoints: 30
Obsolete by: None
* Belongs to Sea unit class.
 * Speed is not affected by terrain.
 * Does not get defense bonuses from terrain.
 * Not subject to zones of control.
 * Slowed down while damaged.
 * Can attack units on non-native tiles.
 * Can launch attack from non-native tiles.
* 100% defense bonus if attacked by Submarine.
* May impose a zone of control on its adjacent tiles.
* Can do the action 'Disband recovering production'.
 * is done to individual cities.
 * uses up the Destroyer.
 * target can be max 1 tile away.
* Can do the action 'Disband without recovering production'.
 * uses up the Destroyer.
 * can't be done if 'Disband recovering production' is legal.
* Can do the action 'Set Home City'.
 * is done to domestic individual cities.
 * target must be at the same tile.
* Can do the action 'Attack'.
 * is done to foreign unit stacks.
 * can lead to a battle against a defender.
 * target must be exactly 1 tile away.
 * weaker when tired. If performed with less than a single move point left the attack power is reduced accordingly.
* Can do the action 'Enter Hut'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * if a suitable hut is at the targetet tile it will be entered.
* Doing the action 'Capture Units' to this unit is impossible.
* May acquire veteran status.
 * Veterans have increased strength in combat.
An improved Ironclad, with better move rate and vision. Anti-submarine weapons double its defense against Submarines.
TIP: A very fast unit, which is very useful for hunting down enemy Transports and Submarines.
----
===Cruiser===
Cost: 80 shields
Upkeep: 1 Food, 1 Shield, 1 Gold, 1 Unhappy
Moves: 5
Vision: 2
Attack: 6
Defense: 6
Firepower: 1
Hitpoints: 30
Obsolete by: AEGIS Cruiser
* Belongs to Sea unit class.
 * Speed is not affected by terrain.
 * Does not get defense bonuses from terrain.
 * Not subject to zones of control.
 * Slowed down while damaged.
 * Can attack units on non-native tiles.
 * Can launch attack from non-native tiles.
* May impose a zone of control on its adjacent tiles.
* Can do the action 'Disband recovering production'.
 * is done to individual cities.
 * uses up the Cruiser.
 * target can be max 1 tile away.
* Can do the action 'Disband without recovering production'.
 * uses up the Cruiser.
 * can't be done if 'Disband recovering production' is legal.
* Can do the action 'Set Home City'.
 * is done to domestic individual cities.
 * target must be at the same tile.
* Can do the action 'Upgrade Unit'.
 * is done to domestic individual cities.
 * target must be at the same tile.
 * upgraded to AEGIS Cruiser or, when possible, to the unit type it upgrades to.
* Can do the action 'Attack'.
 * is done to foreign unit stacks.
 * can lead to a battle against a defender.
 * target must be exactly 1 tile away.
 * weaker when tired. If performed with less than a single move point left the attack power is reduced accordingly.
* Can do the action 'Enter Hut'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * if a suitable hut is at the targetet tile it will be entered.
* Doing the action 'Capture Units' to this unit is impossible.
* May acquire veteran status.
 * Veterans have increased strength in combat.
The Cruiser is a strong offensive boat unit.
----
===AEGIS Cruiser===
Cost: 100 shields
Upkeep: 1 Food, 1 Shield, 1 Gold, 1 Unhappy
Moves: 5
Vision: 2
Attack: 8
Defense: 8
Firepower: 1
Hitpoints: 30
Obsolete by: None
* Belongs to Sea unit class.
 * Speed is not affected by terrain.
 * Does not get defense bonuses from terrain.
 * Not subject to zones of control.
 * Slowed down while damaged.
 * Can attack units on non-native tiles.
 * Can launch attack from non-native tiles.
* 400% defense bonus if attacked by Fighter, Bomber, Helicopter, Stealth Fighter, Stealth Bomber, or Cruise Missile.
* May impose a zone of control on its adjacent tiles.
* Can do the action 'Disband recovering production'.
 * is done to individual cities.
 * uses up the AEGIS Cruiser.
 * target can be max 1 tile away.
* Can do the action 'Disband without recovering production'.
 * uses up the AEGIS Cruiser.
 * can't be done if 'Disband recovering production' is legal.
* Can do the action 'Set Home City'.
 * is done to domestic individual cities.
 * target must be at the same tile.
* Can do the action 'Attack'.
 * is done to foreign unit stacks.
 * can lead to a battle against a defender.
 * target must be exactly 1 tile away.
 * weaker when tired. If performed with less than a single move point left the attack power is reduced accordingly.
* Can do the action 'Enter Hut'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * if a suitable hut is at the targetet tile it will be entered.
* Doing the action 'Capture Units' to this unit is impossible.
* May acquire veteran status.
 * Veterans have increased strength in combat.
The AEGIS Cruiser is equipped with an advanced defensive missile system.
----
===Battleship===
Cost: 160 shields
Upkeep: 1 Food, 1 Shield, 1 Gold, 1 Unhappy
Moves: 4
Vision: 2
Attack: 12
Defense: 12
Firepower: 1
Hitpoints: 30
Obsolete by: None
* Belongs to Sea unit class.
 * Speed is not affected by terrain.
 * Does not get defense bonuses from terrain.
 * Not subject to zones of control.
 * Slowed down while damaged.
 * Can attack units on non-native tiles.
 * Can launch attack from non-native tiles.
* May impose a zone of control on its adjacent tiles.
* Can do the action 'Disband recovering production'.
 * is done to individual cities.
 * uses up the Battleship.
 * target can be max 1 tile away.
* Can do the action 'Disband without recovering production'.
 * uses up the Battleship.
 * can't be done if 'Disband recovering production' is legal.
* Can do the action 'Set Home City'.
 * is done to domestic individual cities.
 * target must be at the same tile.
* Can do the action 'Attack'.
 * is done to foreign unit stacks.
 * can lead to a battle against a defender.
 * target must be exactly 1 tile away.
 * weaker when tired. If performed with less than a single move point left the attack power is reduced accordingly.
* Can do the action 'Enter Hut'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * if a suitable hut is at the targetet tile it will be entered.
* Doing the action 'Capture Units' to this unit is impossible.
* May acquire veteran status.
 * Veterans have increased strength in combat.
The Battleship is the supreme naval unit with excellent offensive and defensive values.
----
===Submarine===
Cost: 70 shields
Upkeep: 1 Food, 1 Shield, 1 Gold, 1 Unhappy
Moves: 5
Vision: 2
Attack: 12
Defense: 5
Firepower: 1
Hitpoints: 20
Obsolete by: None
* Belongs to Sea unit class.
 * Speed is not affected by terrain.
 * Does not get defense bonuses from terrain.
 * Not subject to zones of control.
 * Slowed down while damaged.
 * Can launch attack from non-native tiles.
* Attack value halved when attacking Destroyer.
* Can carry and refuel up to 8 Missile units.
* Can only attack units on native tiles.
* May impose a zone of control on its adjacent tiles.
* Can do the action 'Disband recovering production'.
 * is done to individual cities.
 * uses up the Submarine.
 * target can be max 1 tile away.
* Can do the action 'Disband without recovering production'.
 * uses up the Submarine.
 * can't be done if 'Disband recovering production' is legal.
* Can do the action 'Set Home City'.
 * is done to domestic individual cities.
 * target must be at the same tile.
* Can do the action 'Attack'.
 * is done to foreign unit stacks.
 * can lead to a battle against a defender.
 * target must be exactly 1 tile away.
 * weaker when tired. If performed with less than a single move point left the attack power is reduced accordingly.
* Can do the action 'Unload'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Enter Hut'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * if a suitable hut is at the targetet tile it will be entered.
* Doing the action 'Capture Units' to this unit is impossible.
* May acquire veteran status.
 * Veterans have increased strength in combat.
Traveling under the surface of the ocean, Submarines have a very high strategic value, but a weak defense if caught off guard.
----
===Carrier===
Cost: 150 shields
Upkeep: 1 Food, 1 Shield, 1 Gold
Moves: 5
Vision: 2
Attack: 0
Defense: 9
Firepower: 1
Hitpoints: 40
Obsolete by: None
* Belongs to Sea unit class.
 * Speed is not affected by terrain.
 * Does not get defense bonuses from terrain.
 * Not subject to zones of control.
 * Slowed down while damaged.
 * Can launch attack from non-native tiles.
* Can carry and refuel up to 8 Missile, Land, Helicopter, or Air units.
* Never imposes a zone of control.
* Can do the action 'Disband recovering production'.
 * is done to individual cities.
 * uses up the Carrier.
 * target can be max 1 tile away.
* Can do the action 'Disband without recovering production'.
 * uses up the Carrier.
 * can't be done if 'Disband recovering production' is legal.
* Can do the action 'Set Home City'.
 * is done to domestic individual cities.
 * target must be at the same tile.
* Can do the action 'Unload'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Enter Hut'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * if a suitable hut is at the targetet tile it will be entered.
* Doing the action 'Capture Units' to this unit is impossible.
* May acquire veteran status.
 * Veterans have increased strength in combat.
The Carrier is a mobile airport.
It can transport aircraft and military land units (not wheeled), although land units cannot always be transferred to and from Helicopters while onboard (see Helicopter help).
TIP: Guard Carriers with a handful of fast-moving ships and a battleship, as losing a fully-equipped Carrier is VERY painful and expensive.
----
===Transport===
Cost: 50 shields
Upkeep: 1 Food, 1 Shield, 1 Gold
Moves: 5
Vision: 2
Attack: 0
Defense: 3
Firepower: 1
Hitpoints: 30
Obsolete by: None
* Belongs to Sea unit class.
 * Speed is not affected by terrain.
 * Does not get defense bonuses from terrain.
 * Not subject to zones of control.
 * Slowed down while damaged.
 * Can launch attack from non-native tiles.
* Can carry and refuel up to 8 Land, Small Land, Big Land, or Merchant units.
* Never imposes a zone of control.
* A non-military unit:
 * Cannot attack.
 * Doesn't impose martial law.
 * Can enter foreign territory regardless of peace treaty.
 * Doesn't prevent enemy cities from working the tile it's on.
* Can do the action 'Disband recovering production'.
 * is done to individual cities.
 * uses up the Transport.
 * target can be max 1 tile away.
* Can do the action 'Disband without recovering production'.
 * uses up the Transport.
 * can't be done if 'Disband recovering production' is legal.
* Can do the action 'Set Home City'.
 * is done to domestic individual cities.
 * target must be at the same tile.
* Can do the action 'Build Road'.
 * is done to create extras on tiles.
 * target must be at the same tile.
 * builds Road, Railroad, and Maglev on tiles.
* Can do the action 'Build Mine'.
 * is done to create extras on tiles.
 * target must be at the same tile.
 * builds Mine, Oil Well, and Oil Platform on tiles.
* Can do the action 'Build Base'.
 * is done to create extras on tiles.
 * target must be at the same tile.
 * builds Fort, Fortress, Airstrip, Airbase, and Buoy on tiles.
* Can do the action 'Clean Pollution'.
 * is done to extras on tiles.
 * target must be at the same tile.
 * cleans Pollution from tiles.
* Can do the action 'Clean Fallout'.
 * is done to extras on tiles.
 * target must be at the same tile.
 * cleans Fallout from tiles.
* Can do the action 'Unload'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Enter Hut'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * if a suitable hut is at the targetet tile it will be entered.
* Doing the action 'Capture Units' to this unit is impossible.
* May acquire veteran status.
 * Veterans have increased strength in combat.
 * Veterans work faster.
This type of unit has its own veteran levels:
Veteran level Power factor Move bonus
--------------------------------------------
green 100% - 
veteran 150% - 
hardened 175% - 
elite 200% - 
The Transport cannot attack on its own but may defend itself when under attack.
Transports can also clean pollution and fallout on water tiles, and with knowledge of Miniaturization, may build oil platforms on deep ocean tiles (for use by Offshore Platforms).
----
===Cruise Missile===
Cost: 50 shields
Upkeep: 1 Shield, 1 Gold, 1 Unhappy
Moves: 16
Vision: 1
Attack: 18
Defense: 0
Firepower: 1
Hitpoints: 10
Obsolete by: None
* Belongs to Missile unit class.
 * Speed is not affected by terrain.
 * Does not get defense bonuses from terrain.
 * Not subject to zones of control.
 * Is unreachable. Most units cannot attack this one.
 * Doesn't prevent enemy cities from working the tile it's on.
 * Can be airlifted from a suitable city.
 * Aerial units
* Very bad at attacking AEGIS.
* Gets double firepower when attacking cities.
* Never imposes a zone of control.
* Can attack against Missile units, which are usually not reachable.
* Can attack against Helicopter units, which are usually not reachable.
* Can attack against Air units, which are usually not reachable.
* Unit has to be in a city, a base, or on a Submarine or Carrier after 1 turn.
* Can do the action 'Disband recovering production'.
 * is done to individual cities.
 * uses up the Cruise Missile.
 * target can be max 1 tile away.
* Can do the action 'Disband without recovering production'.
 * uses up the Cruise Missile.
 * can't be done if 'Disband recovering production' is legal.
* Can do the action 'Set Home City'.
 * is done to domestic individual cities.
 * target must be at the same tile.
* Can do the action 'Airlift to City'.
 * is done to individual cities.
 * target must be at least 1 tile away.
* Can do the action 'Explode Missile'.
 * is done to foreign unit stacks.
 * uses up the Cruise Missile.
 * can lead to a battle against a defender.
 * target must be exactly 1 tile away.
 * weaker when tired. If performed with less than a single move point left the attack power is reduced accordingly.
* Can do the action 'Board'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Deboard'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Embark'.
 * is done to individual units.
 * target must be exactly 1 tile away.
* Can do the action 'Disembark'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * can't be done if 'Frighten Hut' or 'Frighten Hut from non native' is legal.
* Can do the action 'Frighten Hut'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * if a suitable hut is at the targetet tile it will be frightened.
* Doing the action 'Capture Units' to this unit is impossible.
* May acquire veteran status.
The Cruise Missile is a long-distance missile that can strike deep into enemy territory.
TIP: A handful of these can successfully keep the waters around your treasured homeland free of enemy ships.
----
===Nuclear===
Cost: 160 shields
Upkeep: 1 Shield, 1 Gold, 1 Unhappy
Moves: 0
Vision: 1
Attack: 99
Defense: 0
Firepower: 1
Hitpoints: 10
Obsolete by: None
* Belongs to Missile unit class.
 * Speed is not affected by terrain.
 * Does not get defense bonuses from terrain.
 * Not subject to zones of control.
 * Is unreachable. Most units cannot attack this one.
 * Doesn't prevent enemy cities from working the tile it's on.
 * Can be airlifted from a suitable city.
 * Aerial units
* Never imposes a zone of control.
* A field unit: one unhappiness applies even when non-aggressive.
* Unit has to be in a city, a base, or on a Submarine or Carrier after 1 turn.
* Can do the action 'Explode Nuclear In Place'.
 * is done to tiles.
 * uses up the Nuclear.
 * target must be at the same tile.
 * successfully performing this action during Armistice, War, Cease-fire, Peace, or Alliance gives the victim Casus Belli against you.
 * 49% of the population of each city inside the nuclear blast dies.
 * can never destroy city completely (49% of size 1 rounds down to 0).
 * all units caught in the nuclear blast die.
* Can do the action 'Nuke City'.
 * is done to foreign individual cities.
 * uses up the Nuclear.
 * target must be exactly 1 tile away.
 * successfully performing this action during War gives the victim Casus Belli against you.
 * 49% of the population of each city inside the nuclear blast dies.
 * can never destroy city completely (49% of size 1 rounds down to 0).
 * all units caught in the nuclear blast die.
* Can do the action 'Nuke Units'.
 * is done to foreign unit stacks.
 * uses up the Nuclear.
 * target must be exactly 1 tile away.
 * successfully performing this action during War gives the victim Casus Belli against you.
 * 49% of the population of each city inside the nuclear blast dies.
 * can never destroy city completely (49% of size 1 rounds down to 0).
 * all units caught in the nuclear blast die.
* Can do the action 'Disband recovering production'.
 * is done to individual cities.
 * uses up the Nuclear.
 * target can be max 1 tile away.
* Can do the action 'Disband without recovering production'.
 * uses up the Nuclear.
 * can't be done if 'Disband recovering production' is legal.
* Can do the action 'Set Home City'.
 * is done to domestic individual cities.
 * target must be at the same tile.
* Can do the action 'Airlift to City'.
 * is done to individual cities.
 * target must be at least 1 tile away.
* Can do the action 'Explode Missile'.
 * is done to foreign unit stacks.
 * uses up the Nuclear.
 * can lead to a battle against a defender.
 * target must be exactly 1 tile away.
 * weaker when tired. If performed with less than a single move point left the attack power is reduced accordingly.
 * can't be done if 'Explode Nuclear In Place', 'Nuke City', or 'Nuke Units' is legal.
* Can do the action 'Board'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Deboard'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Embark'.
 * is done to individual units.
 * target must be exactly 1 tile away.
* Can do the action 'Disembark'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * can't be done if 'Frighten Hut' or 'Frighten Hut from non native' is legal.
* Can do the action 'Frighten Hut'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * if a suitable hut is at the targetet tile it will be frightened.
* Doing the action 'Capture Units' to this unit is impossible.
* Will never achieve veteran status.
You can build Nuclear units when you have the required advance, and the Manhattan Project wonder has been built by any player. However, without further technology they cannot move on their own.
With Advanced Flight, all Nuclear units (including those already built) gain a range of 8 movement points, and Rocketry increases this to 16.
On impact, the blast will destroy any unit in an area 3 tiles wide (3x3 squares for rectangular grids), including friendly units. Any city within the blast area loses half its population, and land tiles within the blast area are subject to nuclear fallout.
Nuclear fallout reduces tile output and increases the risk of global nuclear winter; see the help on Fallout.
TIP: You may be involved in a situation where you've invaded an enemy country en masse, but the enemy cities are too strong. Before using a Nuclear unit, assemble a gang of cleanup units next to the city and have them ready to fix the fallout on the same turn it occurs! This minimizes the chance of nuclear winter. Eco-friendly nukes!
----
===Diplomat===
Cost: 30 shields
Upkeep: 1 Shield, 1 Gold
Moves: 2
Vision: 1
Attack: 0
Defense: 0
Firepower: 1
Hitpoints: 10
Obsolete by: Spy
* Belongs to Small Land unit class.
 * Slowed down while damaged.
 * Can be airlifted from a suitable city.
 * Gets a 50% defensive bonus while in cities.
 * Benefits from barracks
 * Ground units
* Defends cities against diplomatic actions.
* Is invisible except when next to an enemy unit or city.
* Never imposes a zone of control.
* Not subject to zones of control imposed by other units.
* A non-military unit:
 * Cannot attack.
 * Doesn't impose martial law.
 * Can enter foreign territory regardless of peace treaty.
 * Doesn't prevent enemy cities from working the tile it's on.
* Can do the action 'Become Ambassador'.
 * is done to foreign individual cities.
 * uses up the Diplomat.
 * target can be max 1 tile away.
* Can do the action 'Investigate City'.
 * is done to foreign individual cities.
 * target can be max 1 tile away.
* Can do the action 'Sabotage City'.
 * is done to foreign individual cities.
 * uses up the Diplomat.
 * can lead to a diplomatic battle against a defender.
 * may fail because of a dice throw.
 * target can be max 1 tile away.
* Can do the action 'Steal Technology'.
 * is done to foreign individual cities.
 * uses up the Diplomat.
 * can lead to a diplomatic battle against a defender.
 * may fail because of a dice throw.
 * target can be max 1 tile away.
 * successfully performing this action during Armistice, Cease-fire, Peace, or Alliance gives the victim Casus Belli against you.
 * getting caught before performing this action during Armistice, Cease-fire, Peace, or Alliance gives the victim Casus Belli against you.
* Can do the action 'Incite a Revolt'.
 * is done to foreign individual cities.
 * uses up the Diplomat.
 * can lead to a diplomatic battle against a defender.
 * may fail because of a dice throw.
 * target can be max 1 tile away.
 * successfully performing this action during Armistice, Cease-fire, or Peace gives the victim Casus Belli against you.
 * getting caught before performing this action during Armistice, Cease-fire, or Peace gives the victim Casus Belli against you.
* Can do the action 'Bribe Enemy Unit'.
 * is done to foreign individual units.
 * can lead to a diplomatic battle against a defender.
 * target can be max 1 tile away.
 * successfully performing this action during Armistice, Cease-fire, or Peace gives the victim Casus Belli against you.
 * getting caught before performing this action during Armistice, Cease-fire, or Peace gives the victim Casus Belli against you.
* Can do the action 'Disband recovering production'.
 * is done to individual cities.
 * uses up the Diplomat.
 * target can be max 1 tile away.
* Can do the action 'Disband without recovering production'.
 * uses up the Diplomat.
 * can't be done if 'Disband recovering production' is legal.
* Can do the action 'Set Home City'.
 * is done to domestic individual cities.
 * target must be at the same tile.
* Can do the action 'Upgrade Unit'.
 * is done to domestic individual cities.
 * target must be at the same tile.
 * upgraded to Spy or, when possible, to the unit type it upgrades to.
* Can do the action 'Airlift to City'.
 * is done to individual cities.
 * target must be at least 1 tile away.
* Can do the action 'Fortify'.
 * to stay put. No defensive bonus.
* Can do the action 'Board'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Deboard'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Embark'.
 * is done to individual units.
 * target must be exactly 1 tile away.
* Can do the action 'Disembark'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * can't be done if 'Enter Hut' or 'Enter Hut from non native' is legal.
* Can do the action 'Enter Hut'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * if a suitable hut is at the targetet tile it will be entered.
* Doing the action 'Capture Units' to this unit is impossible.
* May acquire veteran status.
 * Veterans have improved chances in diplomatic contests.
This type of unit has its own veteran levels:
Veteran level Power factor Move bonus
--------------------------------------------
attaché 100% - 
secretary 105% - 
envoy 110% - 
ambassador 115% - 
A Diplomat is an official that carries your dispatches and is authorized to deal with foreign dignitaries. He may also undertake various covert operations with the intent of harming your opponents; Diplomats in your own cities defend them against such actions.
Many covert actions may be attempted even in peacetime, but the more aggressive actions will be discovered and cause diplomatic incidents, giving an excuse for the breaking of treaties by a Federation or Democracy, or a nuclear-armed regime otherwise restrained by the United Nations.
If a foreign unit is alone on a tile, you may attempt to bribe it with your Diplomat. By paying a sum of gold the unit will immediately become yours; the exact sum depends on the status of the unit and that of the civilization owning it. Bribery when not at war will cause a diplomatic incident. Homeless Diplomats cannot bribe units.
Diplomats can also perform a number of actions in another player's city, although each Diplomat may attempt only one action. Most of these actions have a chance of failure. Also, any enemy Diplomats or Spies in the city will oppose hostile actions, as will the enemy Leader in games with leaders; in this case, either your unit or the defending unit will die (if you go up against the Leader you will always die). If the defending unit dies, you lose one movement point and may try again.
The actions available to Diplomats in a city are:
 - "Establish Embassy": This action always succeeds, and gives permanent contact with the city's owner, as well as intelligence on their tax rates and technology. Each player you have an embassy with that knows a technology reduces that technology's research cost to you.
 - "Investigate City": Your unit attempts to report detailed information about the city: its status, what buildings and units are within, and what it is currently producing. The unit is not consumed by this action.
 - "Sabotage City": Your unit attempts either to disrupt all the city's work so far towards its current project, or to destroy an existing building in the city, at random. Once built, Palaces and Wonders cannot be sabotaged, and attempts to sabotage City Walls or any building in a capital each halve the chance of success. Sabotage may only be attempted when openly at war.
 - "Steal Technology": Your unit attempts to learn the secrets of a random technology known to the city's owner but not to you. Technology may only be stolen once from a given enemy city by Diplomats. This action may be attempted even when not at war, but will cause a diplomatic incident.
 - "Incite a Revolt": In return for gold a foreign city will change allegiance and join your empire, bringing along all nearby units that call it home, but reducing its size by 1. Units in other cities remain in the enemy's control, but units outside cities are lost to both players. The exact sum depends on the status of the city and that of the civilization that owns it. It is not possible to incite a rebellion in a capital, or in any city with Courthouse. Incitement may be attempted in peacetime, but will cause a diplomatic incident.
In some game strategies, hordes of Diplomats can be used to wreak havoc on the enemy. Little wonder that Diplomats are often viewed with suspicion and fear!
Diplomats built under Communist or Federation governments will start at the first veteran level (secretary).
The cost to bribe units or incite cities increases +50% for each 1000 culture points accumulated by the target player, up to +500% (as if the distance to the capital was 6 times lower) when the player reaches 10000 culture points.
A city gets +5% resistance in diplomatic fights against enemy agents for each 100 culture points, up to +50% when the city reaches 1000 culture points.
----
===Spy===
Cost: 30 shields
Upkeep: 1 Shield, 1 Gold
Moves: 3
Vision: 2
Attack: 0
Defense: 0
Firepower: 1
Hitpoints: 10
Obsolete by: None
* Belongs to Small Land unit class.
 * Slowed down while damaged.
 * Can be airlifted from a suitable city.
 * Gets a 50% defensive bonus while in cities.
 * Benefits from barracks
 * Ground units
* Strong in diplomatic battles.
* Defends cities against diplomatic actions.
* Is invisible except when next to an enemy unit or city.
* Never imposes a zone of control.
* Not subject to zones of control imposed by other units.
* A non-military unit:
 * Cannot attack.
 * Doesn't impose martial law.
 * Can enter foreign territory regardless of peace treaty.
 * Doesn't prevent enemy cities from working the tile it's on.
* Can do the action 'Establish Embassy'.
 * is done to foreign individual cities.
 * target can be max 1 tile away.
* Can do the action 'Investigate City'.
 * is done to foreign individual cities.
 * target can be max 1 tile away.
* Can do the action 'Poison City'.
 * is done to foreign individual cities.
 * can lead to a diplomatic battle against a defender.
 * the Spy may be captured while trying to escape after completing the mission.
 * ends this unit's turn.
 * target can be max 1 tile away.
* Can do the action 'Sabotage City Escape'.
 * is done to foreign individual cities.
 * can lead to a diplomatic battle against a defender.
 * may fail because of a dice throw.
 * the Spy may be captured while trying to escape after completing the mission.
 * ends this unit's turn.
 * target can be max 1 tile away.
* Can do the action 'Industrial Sabotage'.
 * is done to buildings in foreign individual cities.
 * can lead to a diplomatic battle against a defender.
 * may fail because of a dice throw.
 * the Spy may be captured while trying to escape after completing the mission.
 * ends this unit's turn.
 * target can be max 1 tile away.
* Can do the action 'Industrial Sabotage Production'.
 * is done to foreign individual cities.
 * can lead to a diplomatic battle against a defender.
 * may fail because of a dice throw.
 * the Spy may be captured while trying to escape after completing the mission.
 * ends this unit's turn.
 * target can be max 1 tile away.
* Can do the action 'Steal Technology and Escape'.
 * is done to foreign individual cities.
 * can lead to a diplomatic battle against a defender.
 * may fail because of a dice throw.
 * the Spy may be captured while trying to escape after completing the mission.
 * ends this unit's turn.
 * target can be max 1 tile away.
 * successfully performing this action during Armistice, Cease-fire, Peace, or Alliance gives the victim Casus Belli against you.
 * getting caught before performing this action during Armistice, Cease-fire, Peace, or Alliance gives the victim Casus Belli against you.
* Can do the action 'Industrial Espionage'.
 * is done to techs from foreign individual cities.
 * can lead to a diplomatic battle against a defender.
 * may fail because of a dice throw.
 * the Spy may be captured while trying to escape after completing the mission.
 * ends this unit's turn.
 * target can be max 1 tile away.
 * successfully performing this action during Armistice, Cease-fire, Peace, or Alliance gives the victim Casus Belli against you.
 * getting caught before performing this action during Armistice, Cease-fire, Peace, or Alliance gives the victim Casus Belli against you.
* Can do the action 'Incite a Revolt and Escape'.
 * is done to foreign individual cities.
 * can lead to a diplomatic battle against a defender.
 * may fail because of a dice throw.
 * the Spy may be captured while trying to escape after completing the mission.
 * ends this unit's turn.
 * target can be max 1 tile away.
 * successfully performing this action during Armistice, Cease-fire, or Peace gives the victim Casus Belli against you.
 * getting caught before performing this action during Armistice, Cease-fire, or Peace gives the victim Casus Belli against you.
* Can do the action 'Bribe Enemy Unit'.
 * is done to foreign individual units.
 * can lead to a diplomatic battle against a defender.
 * target can be max 1 tile away.
 * successfully performing this action during Armistice, Cease-fire, or Peace gives the victim Casus Belli against you.
 * getting caught before performing this action during Armistice, Cease-fire, or Peace gives the victim Casus Belli against you.
* Can do the action 'Sabotage Enemy Unit'.
 * is done to foreign individual units.
 * can lead to a diplomatic battle against a defender.
 * the Spy may be captured while trying to escape after completing the mission.
 * ends this unit's turn.
 * target can be max 1 tile away.
* Can do the action 'Disband recovering production'.
 * is done to individual cities.
 * uses up the Spy.
 * target can be max 1 tile away.
* Can do the action 'Disband without recovering production'.
 * uses up the Spy.
 * can't be done if 'Disband recovering production' is legal.
* Can do the action 'Set Home City'.
 * is done to domestic individual cities.
 * target must be at the same tile.
* Can do the action 'Airlift to City'.
 * is done to individual cities.
 * target must be at least 1 tile away.
* Can do the action 'Fortify'.
 * to stay put. No defensive bonus.
* Can do the action 'Board'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Deboard'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Embark'.
 * is done to individual units.
 * target must be exactly 1 tile away.
* Can do the action 'Disembark'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * can't be done if 'Enter Hut' or 'Enter Hut from non native' is legal.
* Can do the action 'Eliminate Spy'.
 * is done to foreign unit stacks.
 * can lead to a diplomatic battle against a defender.
 * target must be exactly 1 tile away.
 * successfully performing this action during Armistice, Cease-fire, or Peace gives the victim Casus Belli against you.
 * getting caught before performing this action during Armistice, Cease-fire, or Peace gives the victim Casus Belli against you.
* Can do the action 'Enter Hut'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * if a suitable hut is at the targetet tile it will be entered.
* Doing the action 'Capture Units' to this unit is impossible.
* May acquire veteran status.
 * Veterans have improved chances in diplomatic contests.
 * Veterans are more likely to survive missions.
This type of unit has its own veteran levels:
Veteran level Power factor Move bonus
--------------------------------------------
informant 100% - 
handler 105% - 
agent 110% - 
spymaster 115% - 
A Spy is more skilled in the arts of espionage than her Diplomat predecessor.
She can perform all the functions of the Diplomat; refer to the Diplomat entry for more details. Unlike a Diplomat, a Spy may also survive an operation in a foreign city and become more experienced as a result. Spies are also more effective than Diplomats at defending cities against foreign Diplomats and Spies.
A Spy can also be used to:
 - sabotage an enemy unit (reducing its hit points to half), if it is alone on a tile and the players are at war;
 - poison the water supply of an enemy city (reducing the population by one);
 - steal specific technology (with a reduced chance of success);
 - steal further technologies from a city which has already been stolen from (although cities become more resistant each time they are stolen from);
 - sabotage predetermined city targets (with a reduced chance of success).
A Spy that survives the more aggressive actions (sabotage, theft, inciting rebellion, and poisoning) escapes to the safety of the nearest friendly city.
Spies built under Communist or Federation governments will start at the first veteran level (handler).
----
===Caravan===
Cost: 50 shields
Upkeep: 1 Shield, 1 Gold
Moves: 1
Vision: 1
Attack: 0
Defense: 1
Firepower: 1
Hitpoints: 10
Obsolete by: Freight
* Belongs to Merchant unit class.
 * Subject to zones of control.
 * Can be airlifted from a suitable city.
 * Benefits from barracks
 * Ground units
* Can establish trade routes (must travel to target city).
* Can be captured by some enemy units.
* Never imposes a zone of control.
* A non-military unit:
 * Cannot attack.
 * Doesn't impose martial law.
 * Can enter foreign territory regardless of peace treaty.
 * Doesn't prevent enemy cities from working the tile it's on.
* Can do the action 'Establish Trade Route'.
 * is done to individual cities.
 * uses up the Caravan.
 * target can be max 1 tile away.
* Can do the action 'Help build Wonder'.
 * is done to individual cities.
 * uses up the Caravan.
 * target can be max 1 tile away.
 * adds 50 production.
* Can do the action 'Disband recovering production'.
 * is done to individual cities.
 * uses up the Caravan.
 * target can be max 1 tile away.
 * can't be done if 'Help build Wonder' is legal.
* Can do the action 'Disband without recovering production'.
 * uses up the Caravan.
 * can't be done if 'Help build Wonder' or 'Disband recovering production' is legal.
* Can do the action 'Set Home City'.
 * is done to domestic individual cities.
 * target must be at the same tile.
* Can do the action 'Upgrade Unit'.
 * is done to domestic individual cities.
 * target must be at the same tile.
 * upgraded to Freight or, when possible, to the unit type it upgrades to.
* Can do the action 'Airlift to City'.
 * is done to individual cities.
 * target must be at least 1 tile away.
* Can do the action 'Board'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Deboard'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Embark'.
 * is done to individual units.
 * target must be exactly 1 tile away.
* Can do the action 'Disembark'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * can't be done if 'Enter Hut' or 'Enter Hut from non native' is legal.
* Can do the action 'Enter Hut'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * if a suitable hut is at the targetet tile it will be entered.
* May acquire veteran status.
 * Veterans have increased strength in combat.
A Caravan carries goods or material for trading with other nations, or to help build wonders in your own cities.
Caravans cannot take advantage of maglevs, but may travel on the railroads that accompany them.
A Caravan sent to a foreign city (one not owned by an enemy) can establish a trade route. The route's ongoing revenue is doubled if the two cities involved are on different continents. Each city can support a maximum of two trade routes.
A Caravan sent to one of your own cities that is building a wonder can add 50 shields towards its production. If your city is not building a wonder, the Caravan can take no special action.
TIP: You can stockpile a stack of Caravans in advance and bring them all into a city where you have started to build a wonder, and finish it in only one turn!
----
===Freight===
Cost: 50 shields
Upkeep: 1 Shield, 1 Gold
Moves: 2
Vision: 1
Attack: 0
Defense: 1
Firepower: 1
Hitpoints: 10
Obsolete by: None
* Belongs to Merchant unit class.
 * Subject to zones of control.
 * Can be airlifted from a suitable city.
 * Benefits from barracks
 * Ground units
* Can establish trade routes (must travel to target city).
* Can be captured by some enemy units.
* Never imposes a zone of control.
* A non-military unit:
 * Cannot attack.
 * Doesn't impose martial law.
 * Can enter foreign territory regardless of peace treaty.
 * Doesn't prevent enemy cities from working the tile it's on.
* Can do the action 'Establish Trade Route'.
 * is done to individual cities.
 * uses up the Freight.
 * target can be max 1 tile away.
* Can do the action 'Help build Wonder'.
 * is done to individual cities.
 * uses up the Freight.
 * target can be max 1 tile away.
 * adds 50 production.
* Can do the action 'Disband recovering production'.
 * is done to individual cities.
 * uses up the Freight.
 * target can be max 1 tile away.
 * can't be done if 'Help build Wonder' is legal.
* Can do the action 'Disband without recovering production'.
 * uses up the Freight.
 * can't be done if 'Help build Wonder' or 'Disband recovering production' is legal.
* Can do the action 'Set Home City'.
 * is done to domestic individual cities.
 * target must be at the same tile.
* Can do the action 'Airlift to City'.
 * is done to individual cities.
 * target must be at least 1 tile away.
* Can do the action 'Board'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Deboard'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Embark'.
 * is done to individual units.
 * target must be exactly 1 tile away.
* Can do the action 'Disembark'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * can't be done if 'Enter Hut' or 'Enter Hut from non native' is legal.
* Can do the action 'Enter Hut'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * if a suitable hut is at the targetet tile it will be entered.
* May acquire veteran status.
 * Veterans have increased strength in combat.
The Freight unit replaces the Caravan, and moves at twice the speed. It has the same behavior and movement restrictions.
----
===Explorer===
Cost: 30 shields
Upkeep: 1 Shield, 1 Gold
Moves: 1
Vision: 2
Attack: 0
Defense: 1
Firepower: 1
Hitpoints: 10
Obsolete by: None
* Belongs to Small Land unit class.
 * Slowed down while damaged.
 * Can be airlifted from a suitable city.
 * Gets a 50% defensive bonus while in cities.
 * Benefits from barracks
 * Ground units
* Ignores terrain effects (moving costs at most 1/3 MP per tile).
* Never imposes a zone of control.
* Not subject to zones of control imposed by other units.
* A non-military unit:
 * Cannot attack.
 * Doesn't impose martial law.
 * Can enter foreign territory regardless of peace treaty.
 * Doesn't prevent enemy cities from working the tile it's on.
* Can do the action 'Become Ambassador'.
 * is done to foreign individual cities.
 * uses up the Explorer.
 * target can be max 1 tile away.
* Can do the action 'Investigate City'.
 * is done to foreign individual cities.
 * target can be max 1 tile away.
* Can do the action 'Disband recovering production'.
 * is done to individual cities.
 * uses up the Explorer.
 * target can be max 1 tile away.
* Can do the action 'Disband without recovering production'.
 * uses up the Explorer.
 * can't be done if 'Disband recovering production' is legal.
* Can do the action 'Set Home City'.
 * is done to domestic individual cities.
 * target must be at the same tile.
* Can do the action 'Airlift to City'.
 * is done to individual cities.
 * target must be at least 1 tile away.
* Can do the action 'Board'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Deboard'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Embark'.
 * is done to individual units.
 * target must be exactly 1 tile away.
* Can do the action 'Disembark'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * can't be done if 'Enter Hut' or 'Enter Hut from non native' is legal.
* Can do the action 'Enter Hut'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * if a suitable hut is at the targetet tile it will be entered.
* Doing the action 'Capture Units' to this unit is impossible.
* May acquire veteran status.
 * Veterans have increased strength in combat.
Explorers are brave individuals that are very useful for mapping unknown territory.
Explorers can also perform some actions in another player's city:
 - "Establish Embassy": This action always succeeds, and gives permanent contact with the city's owner, as well as intelligence on their tax rates and technology. Each player you have an embassy with that knows a technology reduces that technology's research cost to you.
 - "Investigate City": Your unit attempts to report detailed information about the city: its status, what buildings and units are within, and what it is currently producing. The unit is not consumed by this action.
----
===Leader===
Cost: 10 shields
Upkeep: 0
Moves: 2
Vision: 2
Attack: 0
Defense: 2
Firepower: 1
Hitpoints: 20
Obsolete by: None
* Belongs to Land unit class.
 * Slowed down while damaged.
 * Can be airlifted from a suitable city.
 * Gets a 50% defensive bonus while in cities.
 * Benefits from barracks
 * Ground units
* May not be built in cities.
* Never has a home city.
* Losing this unit will lose you the game!
* Each player may only have one of this type of unit.
* Defends cities against diplomatic actions.
* Will never lose a diplomat-versus-diplomat fight.
* May impose a zone of control on its adjacent tiles.
* Not subject to zones of control imposed by other units.
* A non-military unit:
 * Cannot attack.
 * Doesn't impose martial law.
 * Can enter foreign territory regardless of peace treaty.
 * Doesn't prevent enemy cities from working the tile it's on.
* Can do the action 'Airlift to City'.
 * is done to individual cities.
 * target must be at least 1 tile away.
* Can do the action 'Fortify'.
 * granting a 50% defensive bonus.
* Can do the action 'Pillage'.
 * is done to extras on tiles.
 * target must be at the same tile.
 * pillages Irrigation, Mine, Oil Well, Oil Platform, Farmland, Fort, Fortress, Airstrip, Airbase, Buoy, Ruins, Road, Railroad, and Maglev from tiles.
* Can do the action 'Board'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Deboard'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Embark'.
 * is done to individual units.
 * target must be exactly 1 tile away.
* Can do the action 'Disembark'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * can't be done if 'Enter Hut' or 'Enter Hut from non native' is legal.
* Can do the action 'Enter Hut'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * if a suitable hut is at the targetet tile it will be entered.
* Doing the action 'Bribe Enemy Unit' to this unit is impossible.
* Doing the action 'Capture Units' to this unit is impossible.
* Will never achieve veteran status.
This is you. If you lose this unit, you lose the game. So don't.
Won't unleash barbarians from huts.
----
===Barbarian Leader===
Cost: 40 shields
Upkeep: 0
Moves: 2
Vision: 1
Attack: 0
Defense: 0
Firepower: 1
Hitpoints: 10
Obsolete by: None
* Belongs to Land unit class.
 * Slowed down while damaged.
 * Can be airlifted from a suitable city.
 * Gets a 50% defensive bonus while in cities.
 * Benefits from barracks
 * Ground units
* May not be built in cities.
* Never has a home city.
* Defends cities against diplomatic actions.
* Will never lose a diplomat-versus-diplomat fight.
* May impose a zone of control on its adjacent tiles.
* Not subject to zones of control imposed by other units.
* A non-military unit:
 * Cannot attack.
 * Doesn't impose martial law.
 * Can enter foreign territory regardless of peace treaty.
 * Doesn't prevent enemy cities from working the tile it's on.
* Can do the action 'Airlift to City'.
 * is done to individual cities.
 * target must be at least 1 tile away.
* Can do the action 'Fortify'.
 * to stay put. No defensive bonus.
* Can do the action 'Pillage'.
 * is done to extras on tiles.
 * target must be at the same tile.
 * pillages Irrigation, Mine, Oil Well, Oil Platform, Farmland, Fort, Fortress, Airstrip, Airbase, Buoy, Ruins, Road, Railroad, and Maglev from tiles.
* Can do the action 'Board'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Deboard'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Embark'.
 * is done to individual units.
 * target must be exactly 1 tile away.
* Can do the action 'Disembark'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * can't be done if 'Enter Hut' or 'Enter Hut from non native' is legal.
* Can do the action 'Enter Hut'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * if a suitable hut is at the targetet tile it will be entered.
* Doing the action 'Bribe Enemy Unit' to this unit is impossible.
* Doing the action 'Capture Units' to this unit is impossible.
* Will never achieve veteran status.
One Barbarian Leader appears every time there is a barbarian uprising somewhere in the world.
When a Barbarian Leader is killed on a tile without any defending units, the ransom is paid, but only to land units and helicopters. Usually the ransom is 100 gold, but can be less if the barbarian has less money.
----
===AWACS===
Cost: 140 shields
Upkeep: 1 Shield, 1 Gold
Moves: 16
Vision: 5
Attack: 0
Defense: 1
Firepower: 1
Hitpoints: 20
Obsolete by: None
* Belongs to Air unit class.
 * Speed is not affected by terrain.
 * Does not get defense bonuses from terrain.
 * Not subject to zones of control.
 * Is unreachable. Most units cannot attack this one.
 * Doesn't prevent enemy cities from working the tile it's on.
 * Can be airlifted from a suitable city.
 * Aerial units
* Never imposes a zone of control.
* Unit has to be in a city, a base, or on a Carrier after 3 turns.
* Can do the action 'Disband recovering production'.
 * is done to individual cities.
 * uses up the AWACS.
 * target can be max 1 tile away.
* Can do the action 'Disband without recovering production'.
 * uses up the AWACS.
 * can't be done if 'Disband recovering production' is legal.
* Can do the action 'Set Home City'.
 * is done to domestic individual cities.
 * target must be at the same tile.
* Can do the action 'Airlift to City'.
 * is done to individual cities.
 * target must be at least 1 tile away.
* Can do the action 'Pillage'.
 * is done to extras on tiles.
 * target must be at the same tile.
 * pillages Irrigation, Mine, Oil Well, Oil Platform, Farmland, Fort, Fortress, Airstrip, Airbase, Buoy, Ruins, Road, Railroad, and Maglev from tiles.
* Can do the action 'Board'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Deboard'.
 * is done to individual units.
 * target must be at the same tile.
* Can do the action 'Embark'.
 * is done to individual units.
 * target must be exactly 1 tile away.
* Can do the action 'Disembark'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * can't be done if 'Frighten Hut' or 'Frighten Hut from non native' is legal.
* Can do the action 'Frighten Hut'.
 * is done to tiles.
 * target must be exactly 1 tile away.
 * if a suitable hut is at the targetet tile it will be frightened.
* Doing the action 'Capture Units' to this unit is impossible.
* May acquire veteran status.
 * Veterans have increased strength in combat.
The AWACS (Airborne Warning and Control System) is an airplane with an advanced radar that can determine the location of enemy units over a wide area.