List of units in Civ2

The following is a list of units in Civilization II.
The internet has many different versions of these stats floating around. Civilization II has had two not so widely available expansions, Fantastic Worlds and Test of Time not published by Sid Meier. It is possible that some of these stats changed between the expansion packs and the patches. Moreover, these expansions have alternate scenarios that have very different technologies and units then the base game.
Unit	Cost	Att	Def	HP	FP	Move	Technology 	Obsolete 	Other
 	100 	8 	8 	3 	2 	5 	Rocketry 	N/A 	
*2-tile sight radius
*Detects Submarines
*Defense +10% vs. air units
 	50 	5 	5 	2 	1 	1 	Tactics 	N/A 	
* Treats all terrain as roads
 	30 	3 	2 	1 	1 	1 	Warrior Code 	Gunpowder 	
 	80 	10 	5 	3 	1 	3 	Mobile Warfare 	N/A 	
 	50 	10 	1 	2 	2 	1 	Machine Tools 	Robotics 	
 	160 	12 	12 	4 	2 	4 	Automobile 	N/A 	
* 2-tile sight radius
 	120 	12 	1 	2 	2 	8 	Advanced Flight 	Stealth 	
* 2-tile sight radius
* Remains on map one turn after attacking
 	40 	8 	1 	2 	1 	1 	Metallurgy 	Machine Tools 	
 	50 	0 	1 	1 	1 	1 	 	The Corporation 	
* Ignores Zones of Control
* Creates Trade Routes
 	40 	2 	1 	1 	1 	3 	Navigation 	Magnetism 	
* Transports 3 ground units
 	160 	1 	9 	4 	2 	5 	Advanced Flight 	N/A 	
* Carries 8 air or missile units
 	40 	6 	1 	1 	1 	1 	Mathematics 	Metallurgy 	
 	60 	8 	3 	2 	1 	2 	Leadership 	Mobile Warfare 	
 	30 	3 	1 	1 	1 	2 	The Wheel 	Polytheism 	
 	60 	18 	0 	1 	3 	12 	Rocketry 	N/A 	
* Destroyed after attack
 	80 	6 	6 	3 	2 	5 	Steel 	Rocketry 	
 	40 	5 	1 	1 	1 	2 	Monotheism 	Leadership 	
 	60 	4 	4 	3 	1 	6 	Electricity 	N/A 	
*2-tile sight radius
*Detects Submarines
 	30 	0 	0 	1 	1 	2 	Writing 	Espionage 	
* Performs espionage missions
* Ignores Zones of Control
* Can be returned to home capital when Expelled by ground units
 	50 	5 	2 	2 	1 	2 	Leadership 	Tactics 	
 	40 	4 	1 	1 	1 	2 	Polytheism 	Monotheism 	
 	40 	0 	2 	2 	1 	2 	Explosives 	N/A 	
* Perform Settler functions twice as fast;
* Can be ordered to terraform land squares (change terrain) and clean up pollution
 	30 	0 	1 	1 	1 	1 	Seafaring 	Guerrilla Warfare	
* Treats all terrain as roads
* Ignores Zones of Control.
 	20 	4 	4 	2 	1 	1 	Fundamentalism 	N/A 	
* Free support under Fundamentalism
 	60 	4 	3 	2 	2 	10 	Flight 	Stealth 	
* 2-tile sight radius
* Can attack air units
 	50 	0 	1 	1 	1 	2 	The Corporation 	N/A 	
* Ignores Zones of Control
* Creates Trade Routes
* Provides 50% more income on trade routes compared to Caravans
 	50 	4 	2 	2 	1 	4 	Magnetism 	Electricity 	
* Transports 2 ground units
 	40 	0 	2 	2 	1 	4 	Magnetism 	Industrialization	
* Transports 4 ground units
 	100 	10 	3 	2 	2 	6 	Combined Arms 	N/A 	
* 2-tile sight radius
*Detects Submarines
*Ignores City Walls
*Remain up to 4 turns on map before refueling
*Can be attacked by ground and sea units
 	20 	2 	1 	1 	1 	2 	Horseback Riding 	Chivalry 	
 	70 	12 	2 	3 	2 	2 	Robotics 	N/A 	
* Ignores City Walls
 	60 	4 	4 	3 	1 	4 	Steam Engine 	Electricity 	
 	40 	4 	2 	1 	1 	2 	Chivalry 	Leadership 	
 	40 	4 	2 	1 	1 	1 	Iron Working 	Gunpowder 	
 	60 	8 	5 	2 	1 	1 	Amphibious Warfare	N/A 	
* Can make amphibious assaults
 	50 	6 	6 	3 	1 	3 	Labor Union 	N/A 	
 	30 	3 	3 	2 	1 	1 	Gunpowder 	Conscription 	
 	160 	99 	0 	1 	1 	16 	Rocketry 	N/A 	
* Nuclear Weapon
* Leaves pollution on land after successful deployment
 	60 	6 	4 	2 	1 	1 	Combined Arms 	N/A 	
* Can perform paradrops
 	50 	4 	4 	2 	1 	1 	Guerrilla Warfare 	N/A 	
* Ignores Zones of Control
* Treats all terrain as roads
* Spawned when city captured
 	20 	1 	2 	1 	1 	1 	Bronze Working 	Feudalism 	
 	20 	1 	2 	1 	1 	1 	Feudalism 	Gunpowder 	
* Double defense against mounted (horse) units
 	40 	5 	4 	2 	1 	1 	Conscription 	N/A 	
 	40 	0 	1 	2 	1 	1 	N/A 	Explosives 	
* Builds cities
* Can increase city population up to 8
* Builds tile improvements (roads, irrigation etc.) and clean up pollution
 	30 	0 	0 	1 	1 	3 	Espionage 	None 	
* Performs espionage missions
* Ignores Zones of Control
* Returned to nearest friendly city after successful mission and to capital when Expelled
 	160 	14 	5 	2 	2 	12 	Stealth 	N/A 	
* 2-tile sight radius
* Remains on map for one turn after attacking
 	80 	8 	4 	2 	2 	14 	Stealth 	N/A 	
* 2-tile sight radius
* Can attack air units
 	60 	10 	2 	3 	2 	3 	Combustion 	N/A 	
* Invisible to many units
* 2-tile sight radius
* Transports 8 (cruise or nuclear) missiles
 	50 	0 	3 	3 	1 	5 	Industrialization 	N/A 	
* Transports 8 ground units
 	40 	1 	1 	1 	1 	3 	Map Making 	Navigation 	
* Must finish turn adjacent to land (human players only)
* Transports 2 ground units
 	10 	1 	1 	1 	1 	1 	N/A 	Feudalism 	
==See also==
*Combat (Civ2)
Category:Civilization II
 
Category:Lists (Civ2)
Category:Unit lists