Augmented modpack: units

Part of the Augmented2 ruleset modpack
=Small Land class=
Small Land units can move into any terrain, and can be transported by all transport ships and helicopters.
Because these units are small, they can't occupy tiles or cities even if they have attack capabilities.
Have speed bonus along Railroads.
==Initial unit==
 
* Cost: 25 shields, Upkeep: 1 Food, 1 Shield, 1 Unhappy
* Moves: 2, Vision: 1
* Attack: 1, Defense: 1, Firepower: 1, Hitpoints: 15
* Advance required: None 
* Obsolete by: Settlers
* Belongs to Small Land unit class.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Gets a 50% defensive bonus while in cities.
 * May fortify, granting a 50% defensive bonus when not in a city.
 * Can pillage tile improvements.
 * Doesn't prevent enemy cities from working the tile it's on.
 * Can be airlifted from a suitable city.
* Can only be built if there is Tribe Hut in the city.
* Costs 1 population to build.
* May load onto and unload from Sea or Coaster transports even when underway.
* May be disbanded in a city to recover 50% of the production cost.
* Can build new cities (initial population 1).
* Can add on 1 population to cities of no more than size 6.
* Can build Dirt Road, Paved Road, and Railroad on tiles.
* Can build Mine, Oil Well, Wind Turbine, and Oil Platform on tiles.
* Can convert terrain to another type by mining.
* Can build Irrigation and Farmland on tiles.
* Can convert terrain to another type by irrigation.
* Can build Fort, Fortress, and Water Lock on tiles.
* Can clean Pollution from tiles.
* Can clean Fallout from tiles.
* Can only attack units on native tiles.
* May impose a zone of control on its adjacent tiles.
* Can capture some enemy units.
* Doing the action 'Bribe Enemy Unit' to this unit is impossible.
* Will never achieve veteran status.
Tribes are the first and universal unit type. They can be used to transfer population to other cities, or may found new towns. Can also be used as a weak combat group, but cannot occupy a city itself.
Tribes can be assigned to work, if technology required to given work is available.
Work, combat or barracks training doesn't improve their abilities to work or combat.
==Civilian units==
 
===Settlers===
 
* Cost: 40 shields, Upkeep: 2 Food, 1 Shield, 1 Gold
* Moves: 2, Vision: 1
* Attack: 0, Defense: 1, Firepower: 1, Hitpoints: 20
* Advance required: Agricultural Farming 
* Obsolete by: None
* Belongs to Small Land unit class.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Can pillage tile improvements.
 * Can be airlifted from a suitable city.
* Costs 2 population to build.
* May load onto and unload from Sea or Coaster transports even when underway.
* May be disbanded in a city to recover 50% of the production cost.
* Can build new cities (initial population 1).
* Can add on 2 population to cities of no more than size 5.
* Can build Dirt Road, Paved Road, and Railroad on tiles.
* Can build Mine, Oil Well, Wind Turbine, and Oil Platform on tiles.
* Can convert terrain to another type by mining.
* Can build Irrigation and Farmland on tiles.
* Can convert terrain to another type by irrigation.
* Can build Fort, Fortress, and Water Lock on tiles.
* Can clean Pollution from tiles.
* Can clean Fallout from 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.
* 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 some of the same terrain alterations as Workers (but cannot build airstrips, airbases, or buoys).
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: 12 shields, Upkeep: 1 Food, 1 Gold
* Moves: 2, Vision: 1
* Attack: 0, Defense: 1, Firepower: 1, Hitpoints: 10
* Advance required: Pastoralism 
* Obsolete by: None
* Belongs to Small Land unit class.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Can pillage tile improvements.
 * Can be airlifted from a suitable city.
* May be obtained by conversion of Slave, Partisan, Streltsy, or Wagenburg.
* Costs 1 population to build.
* May load onto and unload from Sea or Coaster transports even when underway.
* May be disbanded in a city to recover 50% of the production cost.
* Can add on 1 population to cities of no more than size 6.
* Can build Dirt Road, Paved Road, and Railroad on tiles.
* Can build Mine, Oil Well, Wind Turbine, and Oil Platform on tiles.
* Can convert terrain to another type by mining.
* Can build Irrigation and Farmland on tiles.
* Can convert terrain to another type by irrigation.
* Can build Fort, Fortress, and Water Lock on tiles.
* Can clean Pollution from tiles.
* Can clean Fallout from 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.
* 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 some of the same terrain alterations as Workers (but cannot build airstrips, airbases, or buoys).
===Workers===
 
* Cost: 15 shields, Upkeep: 1 Food, 1 Shield, 1 Gold
* Moves: 2, Vision: 1
* Attack: 0, Defense: 1, Firepower: 1, Hitpoints: 10
* Advance required: Forestry 
* Obsolete by: Builders
* Belongs to Small Land unit class.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Can pillage tile improvements.
 * Can be airlifted from a suitable city.
* May load onto and unload from Sea or Coaster transports even when underway.
* May be disbanded in a city to recover 50% of the production cost.
* Can build Dirt Road, Paved Road, and Railroad on tiles.
* Can build Mine, Oil Well, Wind Turbine, and Oil Platform on tiles.
* Can convert terrain to another type by mining.
* Can build Irrigation and Farmland on tiles.
* Can convert terrain to another type by irrigation.
* Can build Fort, Fortress, and Water Lock on tiles.
* Can clean Pollution from tiles.
* Can clean Fallout from 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 be captured by some enemy units.
* 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 125% - 
senior 150% - 
expert 175% + 1/6
Workers have the ability to improve terrain tiles. See the help on Terrain and Terrain Alterations for the effects of their actions.
Workers can make Railroad if rough road is already done for certain tile. For making Highways you need Engineers.
Workers may gain experience from work enabling them to work even faster.
Republic grant additional veterancy level for the Builders.
===Builders===
 
* Cost: 20 shields, Upkeep: 1 Food, 1 Shield, 1 Gold
* Moves: 2, Vision: 1
* Attack: 0, Defense: 1, Firepower: 2, Hitpoints: 12
* Advance required: Engineering 
* Obsolete by: None
* Belongs to Small Land unit class.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Can pillage tile improvements.
 * Can be airlifted from a suitable city.
* Able to build Air Bases, Buoys.
* May load onto and unload from Sea or Coaster transports even when underway.
* May be disbanded in a city to recover 50% of the production cost.
* Can build Dirt Road, Paved Road, and Railroad on tiles.
* Can build Mine, Oil Well, Wind Turbine, and Oil Platform on tiles.
* Can convert terrain to another type by mining.
* Can build Irrigation and Farmland on tiles.
* Can convert terrain to another type by irrigation.
* Can build Fort, Fortress, Airstrip, Airbase, Buoy, and Water Lock on tiles.
* Can clean Pollution from tiles.
* Can clean Fallout from 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 be captured by some enemy units.
* 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 125% + 1/6
senior 150% + 1/6
expert 175% + 1/3
Builders are improved version of Workers, if trained, work faster than Worker of the same veterancy level.
Builders can build airstrips, airbases, and buoys, which Settlers, Migrants, Slaves or Workers cannot. Builders must be on board a ship to build buoys.
Builders can make Railroad if rough road is already done for certain tile. For making Highways you need Engineers.
Builders may gain experience from work enabling them to work even faster. Republic government grant additional veterancy level for new Builders.
===Slave===
 
* Cost: 20 shields, Upkeep: 1 Food
* Moves: 1, Vision: 1
* Attack: 0, Defense: 1, Firepower: 1, Hitpoints: 10
* Advance required: Slave Trade 
* Obsolete by: Builders
* Belongs to Small Land unit class.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Can pillage tile improvements.
 * Can be airlifted from a suitable city.
* Can only be built if there is Yasir in the city.
* May be converted into Migrants (takes 2 MP).
* Costs 1 population to build.
* May load onto and unload from Sea or Coaster transports even when underway.
* May be disbanded in a city to recover 50% of the production cost.
* Can build Dirt Road, Paved Road, and Railroad on tiles.
* Can build Mine, Oil Well, Wind Turbine, and Oil Platform on tiles.
* Can convert terrain to another type by mining.
* Can build Irrigation and Farmland on tiles.
* Can convert terrain to another type by irrigation.
* Can build Fort, Fortress, and Water Lock on tiles.
* Can clean Pollution from tiles.
* Can clean Fallout from 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 be captured by some enemy units.
* Can do the action 'Help build Wonder' to some individual cities (adds 20 production).
* Will never achieve veteran status.
Slaves can perform some of the same terrain alterations as Workers (but cannot build airstrips, airbases, or buoys). Slaves have no veteran levels.
A Slave sent to one of your own cities that is building a wonder can add 20 shields towards its production. Unlike Caravans, Slave can't establish trade route.
===Militia===
 
* Cost: 10 shields, Upkeep: 1 Food, 1 Gold, 1 Unhappy
* Moves: 2, Vision: 1
* Attack: 1, Defense: 1, Firepower: 1, Hitpoints: 8
* Advance required: Leather Tanning 
* Obsolete by: Halberdier
* Belongs to Small Land unit class.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Gets a 50% defensive bonus while in cities.
 * May fortify, granting a 50% defensive bonus when not in a city.
 * Can pillage tile improvements.
 * Doesn't prevent enemy cities from working the tile it's on.
 * Can be airlifted from a suitable city.
* May load onto and unload from Sea or Coaster transports even when underway.
* May be disbanded in a city to recover 50% of the production cost.
* Can only attack units on native tiles.
* May impose a zone of control on its adjacent tiles.
* Can capture some enemy units.
* May acquire veteran status.
 * Veterans have increased strength in combat.
This unit emerged from stone age may be built almost from the start of the game. It is the weak but cheap defensive unit.
===Halberdier===
 
* Cost: 12 shields, Upkeep: 1 Food, 1 Shield, 1 Gold, 1 Unhappy
* Moves: 2, Vision: 1
* Attack: 1, Defense: 2, Firepower: 1, Hitpoints: 10
* Advance required: Craft Guilds 
* Obsolete by: Riot Police
* Belongs to Small Land unit class.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Gets a 50% defensive bonus while in cities.
 * May fortify, granting a 50% defensive bonus when not in a city.
 * Can pillage tile improvements.
 * Doesn't prevent enemy cities from working the tile it's on.
 * Can be airlifted from a suitable city.
* May load onto and unload from Sea or Coaster transports even when underway.
* May be disbanded in a city to recover 50% of the production cost.
* Can only attack units on native tiles.
* May impose a zone of control on its adjacent tiles.
* Can capture some enemy units.
* May acquire veteran status.
 * Veterans have increased strength in combat.
The Halberdiers are infantry equipped with long halberds, suitable for defending your cities, or enforcing martial law.
Legalism grant additional veterancy level for the Halberdier.
===Riot Police===
 
* Cost: 15 shields, Upkeep: 1 Food, 2 Shield, 1 Gold, 1 Unhappy
* Moves: 2, Vision: 1
* Attack: 2, Defense: 3, Firepower: 2, Hitpoints: 12
* Advance required: The Corporation 
* Obsolete by: None
* Belongs to Small Land unit class.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Gets a 50% defensive bonus while in cities.
 * May fortify, granting a 50% defensive bonus when not in a city.
 * Can pillage tile improvements.
 * Doesn't prevent enemy cities from working the tile it's on.
 * Can be airlifted from a suitable city.
* May load onto and unload from Sea or Coaster transports even when underway.
* May be disbanded in a city to recover 50% of the production cost.
* Can only attack units on native tiles.
* May impose a zone of control on its adjacent tiles.
* Can capture some enemy units.
* May acquire veteran status.
 * Veterans have increased strength in combat.
Riot Police is relatively weak but cheap unit suitable for enforcing martial law.
==Recons, ranged attack==
===Hunters===
 
* Cost: 10 shields, Upkeep: 1 Food, 1 Shield, 1 Gold, 1 Unhappy
* Moves: 2, Vision: 2
* Attack: 1, Defense: 1, Firepower: 1, Hitpoints: 5
* Advance required: Stone Knapping 
* Obsolete by: Archers
* Bombard rate: 1 
* Belongs to Small Land unit class.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Gets a 50% defensive bonus while in cities.
 * May fortify, granting a 50% defensive bonus when not in a city.
 * Can pillage tile improvements.
 * Doesn't prevent enemy cities from working the tile it's on.
 * Can be airlifted from a suitable city.
* May load onto and unload from Sea or Coaster transports even when underway.
* May be disbanded in a city to recover 50% of the production cost.
* Can only attack units on native tiles.
* Does bombard attacks (1 per turn). These attacks will only damage (never kill) defenders, but damage all defenders on a tile, and have no risk for the attacker.
* May impose a zone of control on its adjacent tiles.
* Can capture some enemy units.
* May acquire veteran status.
 * Veterans have increased strength in combat.
This unit emerged from stone age and may be built almost from the start of the game. It is a weak offensive unit, can throw ranged weapon, like javelins.
===Archers===
 
* Cost: 15 shields, Upkeep: 1 Food, 2 Shield, 1 Gold, 1 Unhappy
* Moves: 2, Vision: 2
* Attack: 3, Defense: 1, Firepower: 1, Hitpoints: 6
* Advance required: Copper Working 
* Obsolete by: Marksman
* Bombard rate: 2 
* Belongs to Small Land unit class.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Gets a 50% defensive bonus while in cities.
 * May fortify, granting a 50% defensive bonus when not in a city.
 * Can pillage tile improvements.
 * Doesn't prevent enemy cities from working the tile it's on.
 * Can attack units on non-native tiles.
 * Can be airlifted from a suitable city.
* May load onto and unload from Sea or Coaster transports even when underway.
* May be disbanded in a city to recover 50% of the production cost.
* Does bombard attacks (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.
* May impose a zone of control on its adjacent tiles.
* Can capture some enemy units.
* May acquire veteran status.
 * Veterans have increased strength in combat.
Archers use bows to fire several rounds of arrows, thus can be used to wound enemy units.
Due to indirect plunging fire, City Walls give no benefits to defenders.
Direct Democracy grant additional veterancy level for the Archers.
===Arbalest===
 
* Cost: 20 shields, Upkeep: 1 Food, 2 Shield, 1 Gold, 1 Unhappy
* Moves: 2, Vision: 2
* Attack: 5, Defense: 1, Firepower: 1, Hitpoints: 8
* Advance required: Simple Machines 
* Obsolete by: Marksman
* Bombard rate: 1 
* Belongs to Small Land unit class.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Gets a 50% defensive bonus while in cities.
 * May fortify, granting a 50% defensive bonus when not in a city.
 * Can pillage tile improvements.
 * Doesn't prevent enemy cities from working the tile it's on.
 * Can attack units on non-native tiles.
 * Can be airlifted from a suitable city.
* May load onto and unload from Sea or Coaster transports even when underway.
* May be disbanded in a city to recover 50% of the production cost.
* Can launch attack from non-native tiles.
* Does bombard attacks (1 per turn). These attacks will only damage (never kill) defenders, but damage all defenders on a tile, and have no risk for the attacker.
* May impose a zone of control on its adjacent tiles.
* Can capture some enemy units.
* May acquire veteran status.
 * Veterans have increased strength in combat.
The Arbalest equipped with powerful crosbows can be used to the range attack on enemy units.
Monarchy grant additional veterancy level for the Arbalest.
===Marksman===
 
* Cost: 25 shields, Upkeep: 1 Food, 2 Shield, 2 Gold, 1 Unhappy
* Moves: 2, Vision: 2
* Attack: 6, Defense: 3, Firepower: 2, Hitpoints: 8
* Advance required: General Staff 
* Obsolete by: Sniper
* Bombard rate: 2 
* Belongs to Small Land unit class.
 * Slowed down while damaged.
 * Gets a 50% defensive bonus while in cities.
 * May fortify, granting a 50% defensive bonus when not in a city.
 * Can pillage tile improvements.
 * Doesn't prevent enemy cities from working the tile it's on.
 * Can attack units on non-native tiles.
 * Can be airlifted from a suitable city.
* Attack value decreased when attacking armoured vehicle.
* May load onto and unload from Sea or Coaster transports even when underway.
* May be disbanded in a city to recover 50% of the production cost.
* Can launch attack from non-native tiles.
* Does bombard attacks (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.
* Ignores terrain effects (moving costs at most 1/2 MP per tile).
* Never imposes a zone of control.
* Not subject to zones of control imposed by other units.
* Can capture some enemy units.
* May acquire veteran status.
 * Veterans have increased strength in combat.
Marksmen squads skilled in precision shooting, can be used to wound enemy units or for reconnaissance.
===Sniper===
 
* Cost: 35 shields, Upkeep: 1 Food, 2 Shield, 3 Gold, 1 Unhappy
* Moves: 2, Vision: 3
* Attack: 9, Defense: 4, Firepower: 2, Hitpoints: 10
* Advance required: Guerilla Warfare 
* Obsolete by: None
* Bombard rate: 3 
* Belongs to Small Land unit class.
 * Slowed down while damaged.
 * Gets a 50% defensive bonus while in cities.
 * May fortify, granting a 50% defensive bonus when not in a city.
 * Can pillage tile improvements.
 * Doesn't prevent enemy cities from working the tile it's on.
 * Can attack units on non-native tiles.
 * Can be airlifted from a suitable city.
* Attack value decreased when attacking armoured vehicle.
* May load onto and unload from Sea, Coaster, or Helicopter transports even when underway.
* May be disbanded in a city to recover 50% of the production cost.
* Is invisible except when next to an enemy unit or city.
* Can launch attack from non-native tiles.
* Does bombard attacks (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.
* Ignores terrain effects (moving costs at most 1/2 MP per tile).
* Never imposes a zone of control.
* Not subject to zones of control imposed by other units.
* Can capture some enemy units.
* May acquire veteran status.
 * Veterans have increased strength in combat.
Sniper sharpshooter squads can be used to wound enemy units or for reconnaissance.
Snipers have large radius of view while, thanks to their excellent camouflage, are hard to spot.
Democracy grant additional veterancy level for the Sniper.
==Diplomats==
===Messenger===
 
* Cost: 15 shields, Upkeep: 1 Food, 2 Gold
* Moves: 2, Vision: 1
* Attack: 0, Defense: 0, Firepower: 1, Hitpoints: 10
* Advance required: Alphabet 
* Obsolete by: Diplomat
* Belongs to Small Land unit class.
 * Slowed down while damaged.
 * May fortify to stay put.
 * Can pillage tile improvements.
 * Can be airlifted from a suitable city.
* May load onto and unload from Sea or Coaster transports even when underway.
* May be disbanded in a city to recover 50% of the production cost.
* Defends cities against diplomatic actions.
* 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' to some individual cities.
* Can do the action 'Investigate City' to some individual cities.
* Can do the action 'Bribe Enemy Unit' to some individual units.
* Will never achieve veteran status.
A Messenger is an official that carries your dispatches and is authorized to deal with foreign dignitaries. Messengers can't perform any hostile actions against other cities, but can defend your own cities against enemy covert operations.
If a foreign unit is alone on a tile, you may attempt to bribe it with your Messenger. 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. However, units belonging to Republican governments may demand huge amount of gold to be bribed. Bribery when not at war will cause a diplomatic incident.
The actions available to Messenger 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.
===Diplomat===
 
* Cost: 20 shields, Upkeep: 1 Food, 3 Gold
* Moves: 3, Vision: 1
* Attack: 0, Defense: 0, Firepower: 1, Hitpoints: 10
* Advance required: Literacy 
* Obsolete by: Spy
* Belongs to Small Land unit class.
 * Slowed down while damaged.
 * May fortify to stay put.
 * Can pillage tile improvements.
 * Can be airlifted from a suitable city.
* May load onto and unload from Sea, Coaster, or Helicopter transports even when underway.
* May be disbanded in a city to recover 50% of the production cost.
* 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' to some individual cities.
* Can do the action 'Investigate City' to some individual cities.
* Can do the action 'Sabotage City' to some individual cities.
* Can do the action 'Steal Technology' to some individual cities.
* Can do the action 'Incite a Revolt' to some individual cities.
* Can do the action 'Bribe Enemy Unit' to some individual units.
* 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. However, units belonging to Republican governments may demand huge amount of gold to be bribed. Bribery when not at war will cause a diplomatic incident.
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 a 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.
 - "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, and very expensive in any city governed by a Fundamentalism or Democracy. 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 Federation government will start at the first veteran level (secretary).
===Spy===
 
* Cost: 30 shields, Upkeep: 1 Food, 1 Shield, 4 Gold
* Moves: 4, Vision: 2
* Attack: 0, Defense: 0, Firepower: 1, Hitpoints: 10
* Advance required: Espionage 
* Obsolete by: None
* Belongs to Small Land unit class.
 * Slowed down while damaged.
 * May fortify to stay put.
 * Can pillage tile improvements.
 * Can be airlifted from a suitable city.
* May load onto and unload from Sea, Coaster, or Helicopter transports even when underway.
* May be disbanded in a city to recover 50% of the production cost.
* Performs better diplomatic actions.
* 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' to some individual cities.
* Can do the action 'Investigate City' to some individual cities.
* Can do the action 'Poison City' to some individual cities.
* Can do the action 'Sabotage City' to some individual cities.
* Can do the action 'Industrial Sabotage' to some individual cities.
* Can do the action 'Steal Technology' to some individual cities.
* Can do the action 'Industrial Espionage' to some individual cities.
* Can do the action 'Incite a Revolt' to some individual cities.
* Can do the action 'Bribe Enemy Unit' to some individual units.
* Can do the action 'Sabotage Enemy Unit' to some individual units.
* 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 Federation government will start at the first veteran level (handler).
==Spec-ops==
===Scout===
 
* Cost: 15 shields, Upkeep: 1 Gold
* Moves: 2, Vision: 2
* Attack: 0, Defense: 1, Firepower: 1, Hitpoints: 2
* Advance required: Animal Husbandry 
* Obsolete by: Explorer
* Belongs to Small Land unit class.
 * Slowed down while damaged.
 * Can pillage tile improvements.
 * Can be airlifted from a suitable city.
* May load onto and unload from Sea or Coaster transports even when underway.
* May be disbanded in a city to recover 50% of the production cost.
* Ignores terrain effects (moving costs at most 1/2 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 'Investigate City' to some individual cities.
* May acquire veteran status.
 * Veterans have increased strength in combat.
Scouts, with enhanced view radius, are useful for mapping unknown territory.
Scoutss can also investigate another player's city, although the unit disappears after the action is complete.
===Explorer===
 
* Cost: 25 shields, Upkeep: 1 Food, 1 Gold
* Moves: 2, Vision: 2
* Attack: 0, Defense: 1, Firepower: 1, Hitpoints: 5
* Advance required: Exploration 
* Obsolete by: Partisan
* Belongs to Small Land unit class.
 * Slowed down while damaged.
 * Can pillage tile improvements.
 * Can be airlifted from a suitable city.
* May load onto and unload from Sea or Coaster transports even when underway.
* May be disbanded in a city to recover 50% of the production cost.
* Performs better diplomatic actions.
* Defends cities against diplomatic actions.
* Ignores terrain effects (moving costs at most 1/2 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 'Investigate City' to some individual cities.
* May acquire veteran status.
 * Veterans have increased strength in combat.
 * Veterans have improved chances in diplomatic contests.
Explorers are brave individuals that are very useful for mapping unknown territory.
Explorers can also perform investigate another player's city, while being on the land, and report detailed information about the city: its status, what buildings and units are within, and what it is currently producing.
===Vikings===
 
* Cost: 15 shields, Upkeep: 1 Food, 1 Gold, 1 Unhappy
* Moves: 2, Vision: 1
* Attack: 2, Defense: 1, Firepower: 1, Hitpoints: 5
* Advance required: Exploration 
* Obsolete by: Corsairs
* Belongs to Small Land unit class.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Gets a 50% defensive bonus while in cities.
 * May fortify, granting a 50% defensive bonus when not in a city.
 * Can pillage tile improvements.
 * Doesn't prevent enemy cities from working the tile it's on.
 * Can attack units on non-native tiles.
 * Can be airlifted from a suitable city.
* Each player may only have one of this type of unit.
* May load onto and unload from Sea or Coaster transports even when underway.
* May be disbanded in a city to recover 50% of the production cost.
* Can launch attack from non-native tiles.
* May impose a zone of control on its adjacent tiles.
* Can capture some enemy units.
* Can attack against Sea units, which are usually not reachable.
* Can attack against Coaster units, which are usually not reachable.
* Doing the action 'Bribe Enemy Unit' to this unit is impossible.
* May acquire veteran status.
 * Veterans have increased strength in combat.
Vikings are small, but brave units capable to attack from aboard ships, also assault other ships, or make raids on enemy territory by pillaging or capturing workers. They cannot occupy city though.
===Corsairs===
 
* Cost: 20 shields, Upkeep: 1 Food, 1 Shield, 2 Gold, 1 Unhappy
* Moves: 2, Vision: 2
* Attack: 3, Defense: 2, Firepower: 2, Hitpoints: 10
* Advance required: Leadership 
* Obsolete by: Navy Seals
* Belongs to Small Land unit class.
 * Slowed down while damaged.
 * Gets a 50% defensive bonus while in cities.
 * May fortify, granting a 50% defensive bonus when not in a city.
 * Can pillage tile improvements.
 * Doesn't prevent enemy cities from working the tile it's on.
 * Can attack units on non-native tiles.
 * Can be airlifted from a suitable city.
* Each player may only have one of this type of unit.
* May load onto and unload from Sea or Coaster transports even when underway.
* May be disbanded in a city to recover 50% of the production cost.
* Defends cities against diplomatic actions.
* Can launch attack from non-native tiles.
* May impose a zone of control on its adjacent tiles.
* Not subject to zones of control imposed by other units.
* Can capture some enemy units.
* Can attack against Sea units, which are usually not reachable.
* Can attack against Coaster units, which are usually not reachable.
* Can do the action 'Investigate City' to some individual cities.
* Can do the action 'Sabotage City' to some individual cities.
* Can do the action 'Steal Technology' to some individual cities.
* Can do the action 'Incite a Revolt' to some individual cities.
* Can do the action 'Bribe Enemy Unit' to some individual units.
* Doing the action 'Bribe Enemy Unit' to this unit is impossible.
* May acquire veteran status.
 * Veterans have increased strength in combat.
 * Veterans have improved chances in diplomatic contests.
Corsairs are privateers hired by a government to perform special operations: attacking other ships or land units from aboard ship or capturing/bribing them, or making raids on enemy territory and provide covert-ops like Diplomat (except of establishing embassy). They cannot occupy or incite city though.
===Ninja Warriors===
 
* Cost: 60 shields, Upkeep: 1 Food, 1 Shield, 3 Gold, 1 Unhappy
* Moves: 2, Vision: 2
* Attack: 5, Defense: 2, Firepower: 1, Hitpoints: 12
* Advance required: Martial Arts 
* Obsolete by: Navy Seals
* Belongs to Small Land unit class.
 * Slowed down while damaged.
 * Gets a 50% defensive bonus while in cities.
 * May fortify, granting a 50% defensive bonus when not in a city.
 * Can pillage tile improvements.
 * Doesn't prevent enemy cities from working the tile it's on.
 * Can attack units on non-native tiles.
 * Can be airlifted from a suitable city.
* Each player may only have one of this type of unit.
* May load onto and unload from Sea, Coaster, or Helicopter transports even when underway.
* May be disbanded in a city to recover 50% of the production cost.
* Performs better diplomatic actions.
* Defends cities against diplomatic actions.
* Is invisible except when next to an enemy unit or city.
* Can launch attack from non-native tiles.
* Ignores terrain effects (moving costs at most 1/2 MP per tile).
* May impose a zone of control on its adjacent tiles.
* Not subject to zones of control imposed by other units.
* Can capture some enemy units.
* Can attack against Sea units, which are usually not reachable.
* Can attack against Coaster units, which are usually not reachable.
* Can do the action 'Investigate City' to some individual cities.
* Can do the action 'Poison City' to some individual cities.
* Can do the action 'Sabotage City' to some individual cities.
* Can do the action 'Industrial Sabotage' to some individual cities.
* Can do the action 'Steal Technology' to some individual cities.
* Can do the action 'Industrial Espionage' to some individual cities.
* Can do the action 'Incite a Revolt' to some individual cities.
* Can do the action 'Bribe Enemy Unit' to some individual units.
* Can do the action 'Sabotage Enemy Unit' to some individual units.
* Doing the action 'Bribe Enemy Unit' to this unit is impossible.
* May acquire veteran status.
 * Veterans have increased strength in combat.
 * Veterans have improved chances in diplomatic contests.
 * Veterans are more likely to survive missions.
Ninjas are a supreme unit, skilled in all special operations, such as espionage, sabotage, infiltration, assassination, guerrilla warfare, etc. They can even walk on water (using special shoes), thus can attack other units from aboard ship or Helicopter (or provide covert-ops like Spies, except of establishing embassies, actions from aboard limited to bribing, sabotaging and stealing tech).
===Navy Seals===
 
* Cost: 40 shields, Upkeep: 1 Food, 2 Shield, 3 Gold, 1 Unhappy
* Moves: 2, Vision: 3
* Attack: 8, Defense: 3, Firepower: 3, Hitpoints: 12
* Advance required: Combined Arms 
* Obsolete by: None
* Belongs to Small Land unit class.
 * Slowed down while damaged.
 * Gets a 50% defensive bonus while in cities.
 * May fortify, granting a 50% defensive bonus when not in a city.
 * Can pillage tile improvements.
 * Doesn't prevent enemy cities from working the tile it's on.
 * Can attack units on non-native tiles.
 * Can be airlifted from a suitable city.
* Each player may only have one of this type of unit.
* May load onto and unload from Sea, Coaster, or Helicopter transports even when underway.
* May be disbanded in a city to recover 50% of the production cost.
* Performs better diplomatic actions.
* Defends cities against diplomatic actions.
* Is invisible except when next to an enemy unit or city.
* Can launch attack from non-native tiles.
* Can be paradropped from a friendly city or suitable base (range: 0 tiles).
* Ignores terrain effects (moving costs at most 1/2 MP per tile).
* May impose a zone of control on its adjacent tiles.
* Not subject to zones of control imposed by other units.
* Can capture some enemy units.
* Can attack against Sea units, which are usually not reachable.
* Can attack against Coaster units, which are usually not reachable.
* Can attack against Helicopter units, which are usually not reachable.
* Can do the action 'Investigate City' to some individual cities.
* Can do the action 'Poison City' to some individual cities.
* Can do the action 'Sabotage City' to some individual cities.
* Can do the action 'Industrial Sabotage' to some individual cities.
* Can do the action 'Steal Technology' to some individual cities.
* Can do the action 'Industrial Espionage' to some individual cities.
* Can do the action 'Incite a Revolt' to some individual cities.
* Can do the action 'Bribe Enemy Unit' to some individual units.
* Can do the action 'Sabotage Enemy Unit' to some individual units.
* Doing the action 'Bribe Enemy Unit' to this unit is impossible.
* May acquire veteran status.
 * Veterans have increased strength in combat.
 * Veterans have improved chances in diplomatic contests.
 * Veterans are more likely to survive missions.
Navy Seals are special units of scuba divers, capable to attack other ships from land or from aboard ship. They can also provide covert-ops like Spies (except of establishing embassies) and sabotage or bribe units from aboard.
===Alpine Troops===
 
* Cost: 55 shields, Upkeep: 1 Food, 2 Shield, 2 Gold, 1 Unhappy
* Moves: 2, Vision: 1
* Attack: 7, Defense: 5, Firepower: 2, Hitpoints: 12
* Advance required: Tactics 
* Obsolete by: None
* Belongs to Small Land unit class.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Gets a 50% defensive bonus while in cities.
 * May fortify, granting a 50% defensive bonus when not in a city.
 * Can pillage tile improvements.
 * Doesn't prevent enemy cities from working the tile it's on.
 * Can be airlifted from a suitable city.
* Attack value decreased when attacking armoured vehicle.
* May load onto and unload from Sea, Coaster, or Helicopter transports even when underway.
* May be disbanded in a city to recover 50% of the production cost.
* Can only attack units on native tiles.
* Ignores terrain effects (moving costs at most 1/2 MP per tile).
* May impose a zone of control on its adjacent tiles.
* Can capture some enemy units.
* May acquire veteran status.
 * Veterans have increased strength in combat.
Alpine Troops are highly mobile units, which can operate in mountains or on glaciers, even without roads. They can't occupy city though.
===Partisan===
 
* Cost: 15 shields, Upkeep: 2 Shield
* Moves: 2, Vision: 2
* Attack: 4, Defense: 4, Firepower: 2, Hitpoints: 10
* Advance required: Guerilla Warfare 
* Obsolete by: None
* Belongs to Small Land unit class.
 * Slowed down while damaged.
 * Gets a 50% defensive bonus while in cities.
 * May fortify, granting a 50% defensive bonus when not in a city.
 * Can pillage tile improvements.
 * Doesn't prevent enemy cities from working the tile it's on.
 * Can attack units on non-native tiles.
 * Can be airlifted from a suitable city.
* May be converted into Migrants (takes 2 MP).
* Attack value decreased when attacking armoured vehicle.
* Costs 1 population to build.
* May load onto and unload from Sea, Coaster, or Helicopter transports even when underway.
* May be disbanded in a city to recover 50% of the production cost.
* Performs better diplomatic actions.
* Defends cities against diplomatic actions.
* Ignores terrain effects (moving costs at most 1/2 MP per tile).
* Never imposes a zone of control.
* Not subject to zones of control imposed by other units.
* Can capture some enemy units.
* Can attack against Coaster units, which are usually not reachable.
* Can attack against Helicopter units, which are usually not reachable.
* Can do the action 'Investigate City' to some individual cities.
* Can do the action 'Sabotage City' to some individual cities.
* Can do the action 'Steal Technology' to some individual cities.
* Can do the action 'Bribe Enemy Unit' to some individual units.
* Can do the action 'Sabotage Enemy Unit' to some individual units.
* May acquire veteran status.
 * Veterans have increased strength in combat.
 * Veterans have improved chances in diplomatic contests.
 * Veterans are more likely to survive missions.
Partisans are guerilla fighters who are experts at using the terrain to their advantage. They can also perform some covert operations (investigating or sabotaging cities, bribing units) and attack Helicopters, Drones or Barges.
Partisans are recruited from civilians, thus their cost is a city size. Only shield upkeep is needed, food and gold upkeep is supported by citiziens.
Under Communism gov. Partisans gain additional veterancy level (cumulative with Infantry Barracks II).
=Infantry=
These units can move into any terrain except of Mountains, and can be transported by helicopters and all transport ships (except of early ones) and can embark and disembark ships outside of cities.
They can occupy enemy cities.
==Defensive units==
===Phalanx===
 
* Cost: 15 shields, Upkeep: 1 Food, 1 Shield, 1 Gold, 1 Unhappy
* Moves: 1, Vision: 1
* Attack: 1, Defense: 2, Firepower: 1, Hitpoints: 12
* Advance required: Bronze Working 
* Obsolete by: Pikemen
* Belongs to Infantry unit class.
 * Can occupy empty enemy cities.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Gets a 50% defensive bonus while in cities.
 * May fortify, granting a 50% defensive bonus when not in a city.
 * Can pillage tile improvements.
 * Can be airlifted from a suitable city.
* May load onto and unload from Sea or Coaster transports even when underway.
* May be disbanded in a city to recover 50% of the production cost.
* Can only attack units on native tiles.
* May impose a zone of control on its adjacent tiles.
* Can capture some enemy units.
* May acquire veteran status.
 * Veterans have increased strength in combat.
The Phalanx is armored infantry, suitable for defending your cities.
Direct Democracy grant additional veterancy level for the Phalanx.
===Pikemen===
 
* Cost: 18 shields, Upkeep: 1 Food, 1 Shield, 1 Gold, 1 Unhappy
* Moves: 1, Vision: 1
* Attack: 2, Defense: 3, Firepower: 1, Hitpoints: 14
* Advance required: Feudalism 
* Obsolete by: Riflemen
* Belongs to Infantry unit class.
 * Can occupy empty enemy cities.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Gets a 50% defensive bonus while in cities.
 * May fortify, granting a 50% defensive bonus when not in a city.
 * Can pillage tile improvements.
 * Can be airlifted from a suitable city.
* 2x defense bonus if attacked by Mounted Archery, Dromedari, Lancers, Horsemen, Crusaders, Knights, Mounted Samurai, Cuirassiers, Dragoons, or Chariot.
* May load onto and unload from Sea or Coaster transports even when underway.
* May be disbanded in a city to recover 50% of the production cost.
* Can only attack units on native tiles.
* May impose a zone of control on its adjacent tiles.
* Can capture some enemy units.
* May acquire veteran status.
 * Veterans have increased strength in combat.
Equipped with long pikes, Pikemen replaces Phalanx as the preferred city defender, especially against mounted units.
===Musketeers===
 
* Cost: 20 shields, Upkeep: 1 Food, 2 Shield, 1 Gold, 1 Unhappy
* Moves: 1, Vision: 1
* Attack: 2, Defense: 4, Firepower: 2, Hitpoints: 10
* Advance required: Metallurgy 
* Obsolete by: Riflemen
* Belongs to Infantry unit class.
 * Can occupy empty enemy cities.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Gets a 50% defensive bonus while in cities.
 * May fortify, granting a 50% defensive bonus when not in a city.
 * Can pillage tile improvements.
 * Can be airlifted from a suitable city.
* May load onto and unload from Sea or Coaster transports even when underway.
* May be disbanded in a city to recover 50% of the production cost.
* Can only attack units on native tiles.
* May impose a zone of control on its adjacent tiles.
* Can capture some enemy units.
* May acquire veteran status.
 * Veterans have increased strength in combat.
Musketeers are infantry equipped with early heavy firearms and are good as the preferred city defender. 
===Riflemen===
 
* Cost: 30 shields, Upkeep: 1 Food, 2 Shield, 1 Gold, 1 Unhappy
* Moves: 1, Vision: 1
* Attack: 3, Defense: 5, Firepower: 2, Hitpoints: 10
* Advance required: Conscription 
* Obsolete by: Infantry
* Belongs to Infantry unit class.
 * Can occupy empty enemy cities.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Gets a 50% defensive bonus while in cities.
 * May fortify, granting a 50% defensive bonus when not in a city.
 * Can pillage tile improvements.
 * Can attack units on non-native tiles.
 * Can be airlifted from a suitable city.
* Attack value decreased when attacking armoured vehicle.
* May load onto and unload from Sea or Coaster transports even when underway.
* May be disbanded in a city to recover 50% of the production cost.
* May impose a zone of control on its adjacent tiles.
* Can capture some enemy units.
* May acquire veteran status.
 * Veterans have increased strength in combat.
Riflemen are a line infantry equipped with precise riffled firearms, good for defending your cities or frontline.
Democracy grant additional veterancy level for the Riflemen.
===Infantry===
 
* Cost: 40 shields, Upkeep: 1 Food, 2 Shield, 2 Gold, 1 Unhappy
* Moves: 1, Vision: 2
* Attack: 3, Defense: 6, Firepower: 3, Hitpoints: 12
* Advance required: Machine Tools 
* Obsolete by: Modern Rangers
* Belongs to Infantry unit class.
 * Can occupy empty enemy cities.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Gets a 50% defensive bonus while in cities.
 * May fortify, granting a 50% defensive bonus when not in a city.
 * Can pillage tile improvements.
 * Can attack units on non-native tiles.
 * Can be airlifted from a suitable city.
* Attack value decreased when attacking armoured vehicle.
* May load onto and unload from Sea or Coaster transports even when underway.
* May be disbanded in a city to recover 50% of the production cost.
* May impose a zone of control on its adjacent tiles.
* Can capture some enemy units.
* Can attack against Coaster units, which are usually not reachable.
* Can attack against Helicopter units, which are usually not reachable.
* May acquire veteran status.
 * Veterans have increased strength in combat.
Infantry are World War-era soldiers equipped with machine guns, very good at defending your cities and fortifications.
They can also shoot down helicopters or drones, and attack barges.
===Modern Rangers===
 
* Cost: 50 shields, Upkeep: 1 Food, 2 Shield, 3 Gold, 1 Unhappy
* Moves: 2, Vision: 2
* Attack: 4, Defense: 6, Firepower: 3, Hitpoints: 15
* Advance required: Modern Warfare 
* Obsolete by: None
* Belongs to Infantry unit class.
 * Can occupy empty enemy cities.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Gets a 50% defensive bonus while in cities.
 * May fortify, granting a 50% defensive bonus when not in a city.
 * Can pillage tile improvements.
 * Can attack units on non-native tiles.
 * Can be airlifted from a suitable city.
* 2x defense bonus if attacked by Mech. Inf., Armor, Reactive Armor, Self-propelled Gun, or Self-propelled Howitzer.
* May load onto and unload from Sea or Coaster transports even when underway.
* May be disbanded in a city to recover 50% of the production cost.
* May impose a zone of control on its adjacent tiles.
* Can capture some enemy units.
* Can attack against Coaster units, which are usually not reachable.
* Can attack against Helicopter units, which are usually not reachable.
* May acquire veteran status.
 * Veterans have increased strength in combat.
Ranger infantry units, equipped with machine guns and rocket-propelled grenade launchers, very good at defending your cities and fortifications, especially against armoured tanks. Thanks to the modern communication support and equipment, rangers have improved range of sight.
They can also shoot down helicopters, drones and attack barges.
==Assault units==
===Warriors===
 
* Cost: 10 shields, Upkeep: 1 Food, 1 Shield, 1 Gold, 1 Unhappy
* Moves: 2, Vision: 1
* Attack: 1, Defense: 1, Firepower: 1, Hitpoints: 10
* Advance required: Warrior Code 
* Obsolete by: Skirmishers
* Belongs to Infantry unit class.
 * Can occupy empty enemy cities.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Gets a 50% defensive bonus while in cities.
 * May fortify, granting a 50% defensive bonus when not in a city.
 * Can pillage tile improvements.
 * Can be airlifted from a suitable city.
* May load onto and unload from Sea or Coaster transports even when underway.
* May be disbanded in a city to recover 50% of the production cost.
* Can only attack units on native tiles.
* May impose a zone of control on its adjacent tiles.
* Can capture some enemy units.
* May acquire veteran status.
 * Veterans have increased strength in combat.
Warriors are weak universal units and first which can be used to conquer enemy cities.
===Skirmishers===
 
* Cost: 12 shields, Upkeep: 1 Food, 1 Shield, 1 Gold, 1 Unhappy
* Moves: 2, Vision: 1
* Attack: 2, Defense: 1, Firepower: 1, Hitpoints: 10
* Advance required: Bronze Working 
* Obsolete by: Legion
* Belongs to Infantry unit class.
 * Can occupy empty enemy cities.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Gets a 50% defensive bonus while in cities.
 * May fortify, granting a 50% defensive bonus when not in a city.
 * Can pillage tile improvements.
 * Can be airlifted from a suitable city.
* May load onto and unload from Sea or Coaster transports even when underway.
* May be disbanded in a city to recover 50% of the production cost.
* Can only attack units on native tiles.
* May impose a zone of control on its adjacent tiles.
* Can capture some enemy units.
* May acquire veteran status.
 * Veterans have increased strength in combat.
Skirmishers are first offensive infantry units, these can be used to conquer enemy cities.
===Legion===
 
* Cost: 20 shields, Upkeep: 1 Food, 1 Shield, 2 Gold, 1 Unhappy
* Moves: 2, Vision: 1
* Attack: 3, Defense: 2, Firepower: 1, Hitpoints: 14
* Advance required: Iron Working 
* Obsolete by: Swordsmen
* Belongs to Infantry unit class.
 * Can occupy empty enemy cities.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Gets a 50% defensive bonus while in cities.
 * May fortify, granting a 50% defensive bonus when not in a city.
 * Can pillage tile improvements.
 * Can be airlifted from a suitable city.
* May load onto and unload from Sea or Coaster transports even when underway.
* May be disbanded in a city to recover 50% of the production cost.
* Can only attack units on native tiles.
* May impose a zone of control on its adjacent tiles.
* Can capture some enemy units.
* May acquire veteran status.
 * Veterans have increased strength in combat.
Legions are heavily armed and well disciplined infantry units with an excellent offensive value.
First Republic grant additional veterancy level for the Legion.
===Swordsmen===
 
* Cost: 25 shields, Upkeep: 1 Food, 1 Shield, 2 Gold, 1 Unhappy
* Moves: 2, Vision: 1
* Attack: 4, Defense: 2, Firepower: 1, Hitpoints: 15
* Advance required: Feudalism 
* Obsolete by: Arquebusiers
* Belongs to Infantry unit class.
 * Can occupy empty enemy cities.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Gets a 50% defensive bonus while in cities.
 * May fortify, granting a 50% defensive bonus when not in a city.
 * Can pillage tile improvements.
 * Can be airlifted from a suitable city.
* May load onto and unload from Sea or Coaster transports even when underway.
* May be disbanded in a city to recover 50% of the production cost.
* Can only attack units on native tiles.
* May impose a zone of control on its adjacent tiles.
* Can capture some enemy units.
* May acquire veteran status.
 * Veterans have increased strength in combat.
Swordsmen are heavily armed and well disciplined infantry units with an excellent offensive value.
First Republic grant additional veterancy level for the Swordsmen.
===Samurai===
 
* Cost: 30 shields, Upkeep: 1 Food, 1 Shield, 2 Gold, 1 Unhappy
* Moves: 2, Vision: 1
* Attack: 5, Defense: 4, Firepower: 1, Hitpoints: 15
* Advance required: Shogunate 
* Obsolete by: Grenadier
* Belongs to Infantry unit class.
 * Can occupy empty enemy cities.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Gets a 50% defensive bonus while in cities.
 * May fortify, granting a 50% defensive bonus when not in a city.
 * Can pillage tile improvements.
 * Can be airlifted from a suitable city.
* May load onto and unload from Sea or Coaster transports even when underway.
* May be disbanded in a city to recover 50% of the production cost.
* Can only attack units on native tiles.
* May impose a zone of control on its adjacent tiles.
* Can capture some enemy units.
* May acquire veteran status.
 * Veterans have increased strength in combat.
Samurai are excellent trained medieval Japanese warriors.
===Arquebusiers===
 
* Cost: 30 shields, Upkeep: 1 Food, 2 Shield, 1 Gold, 1 Unhappy
* Moves: 2, Vision: 1
* Attack: 4, Defense: 2, Firepower: 2, Hitpoints: 10
* Advance required: Gunpowder 
* Obsolete by: Grenadier
* Belongs to Infantry unit class.
 * Can occupy empty enemy cities.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Gets a 50% defensive bonus while in cities.
 * May fortify, granting a 50% defensive bonus when not in a city.
 * Can pillage tile improvements.
 * Can be airlifted from a suitable city.
* Attack value decreased when attacking armoured vehicle.
* May load onto and unload from Sea or Coaster transports even when underway.
* May be disbanded in a city to recover 50% of the production cost.
* Can only attack units on native tiles.
* May impose a zone of control on its adjacent tiles.
* Can capture some enemy units.
* May acquire veteran status.
 * Veterans have increased strength in combat.
Arquebusiers are infantry equipped with early firearms and replace offensive units equipped with melee weapons.
===Grenadier===
 
* Cost: 40 shields, Upkeep: 1 Food, 2 Shield, 1 Gold, 1 Unhappy
* Moves: 2, Vision: 1
* Attack: 6, Defense: 3, Firepower: 2, Hitpoints: 10
* Advance required: Explosives 
* Obsolete by: Stormtrooper
* Belongs to Infantry unit class.
 * Can occupy empty enemy cities.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Gets a 50% defensive bonus while in cities.
 * May fortify, granting a 50% defensive bonus when not in a city.
 * Can pillage tile improvements.
 * Can be airlifted from a suitable city.
* Attack value decreased when attacking armoured vehicle.
* May load onto and unload from Sea or Coaster transports even when underway.
* May be disbanded in a city to recover 50% of the production cost.
* Can only attack units on native tiles.
* May impose a zone of control on its adjacent tiles.
* Can capture some enemy units.
* May acquire veteran status.
 * Veterans have increased strength in combat.
Grenadiers are offensive infantry squads, equipped with rifles and grenades.
===Stormtrooper===
 
* Cost: 50 shields, Upkeep: 1 Food, 2 Shield, 2 Gold, 1 Unhappy
* Moves: 2, Vision: 1
* Attack: 6, Defense: 4, Firepower: 3, Hitpoints: 12
* Advance required: Chemical Synthesis 
* Obsolete by: Marines
* Belongs to Infantry unit class.
 * Can occupy empty enemy cities.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Gets a 50% defensive bonus while in cities.
 * May fortify, granting a 50% defensive bonus when not in a city.
 * Can pillage tile improvements.
 * Can be airlifted from a suitable city.
* Attack value decreased when attacking armoured vehicle.
* May load onto and unload from Sea or Coaster transports even when underway.
* May be disbanded in a city to recover 50% of the production cost.
* Can only attack units on native tiles.
* May impose a zone of control on its adjacent tiles.
* Can capture some enemy units.
* Can attack against Coaster units, which are usually not reachable.
* May acquire veteran status.
 * Veterans have increased strength in combat.
Stormtroopers are offensive infantry squads, equipped with light machine guns and grenades.
===Marines===
 
* Cost: 60 shields, Upkeep: 1 Food, 2 Shield, 3 Gold, 1 Unhappy
* Moves: 2, Vision: 2
* Attack: 8, Defense: 4, Firepower: 3, Hitpoints: 15
* Advance required: Amphibious Warfare 
* Obsolete by: Super Soldiers
* Belongs to Infantry unit class.
 * Can occupy empty enemy cities.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Gets a 50% defensive bonus while in cities.
 * May fortify, granting a 50% defensive bonus when not in a city.
 * Can pillage tile improvements.
 * Can be airlifted from a suitable city.
* Attack value decreased when attacking armoured vehicle.
* May load onto and unload from Sea, Coaster, or Helicopter transports even when underway.
* May be disbanded in a city to recover 50% of the production cost.
* Can only attack units on native tiles.
* Can launch attack from non-native tiles.
* May impose a zone of control on its adjacent tiles.
* Can capture some enemy units.
* Can attack against Sea units, which are usually not reachable.
* Can attack against Coaster units, which are usually not reachable.
* May acquire veteran status.
 * Veterans have increased strength in combat.
Marines are infantry who are experts at marine warfare.
===Super Soldiers===
 
* Cost: 70 shields, Upkeep: 1 Food, 3 Shield, 3 Gold, 1 Unhappy
* Moves: 3, Vision: 2
* Attack: 9, Defense: 5, Firepower: 3, Hitpoints: 15
* Advance required: Super Soldiers 
* Obsolete by: None
* Belongs to Infantry unit class.
 * Can occupy empty enemy cities.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Gets a 50% defensive bonus while in cities.
 * May fortify, granting a 50% defensive bonus when not in a city.
 * Can pillage tile improvements.
 * Can attack units on non-native tiles.
 * Can be airlifted from a suitable city.
* May load onto and unload from Sea, Coaster, or Helicopter transports even when underway.
* May be disbanded in a city to recover 50% of the production cost.
* Can launch attack from non-native tiles.
* May impose a zone of control on its adjacent tiles.
* Can capture some enemy units.
* Can attack against Sea units, which are usually not reachable.
* Can attack against Coaster units, which are usually not reachable.
* May acquire veteran status.
 * Veterans have increased strength in combat.
Super Soldiers are genetically modified Marines equipped with modern tactical tools. Their wounds heal quickly in fortress and they have increased vision radius. They can also attack Ships or Helicopters.
===Paratroopers===
 
* Cost: 55 shields, Upkeep: 1 Food, 2 Shield, 2 Gold, 1 Unhappy
* Moves: 2, Vision: 2
* Attack: 6, Defense: 5, Firepower: 3, Hitpoints: 12
* Advance required: Combined Arms 
* Obsolete by: None
* Belongs to Infantry unit class.
 * Can occupy empty enemy cities.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Gets a 50% defensive bonus while in cities.
 * May fortify, granting a 50% defensive bonus when not in a city.
 * Can pillage tile improvements.
 * Can attack units on non-native tiles.
 * Can be airlifted from a suitable city.
* Attack value decreased when attacking armoured vehicle.
* May load onto and unload from Sea, Coaster, or Helicopter transports even when underway.
* May be disbanded in a city to recover 50% of the production cost.
* Can be paradropped from a friendly city or suitable base (range: 10 tiles).
* May impose a zone of control on its adjacent tiles.
* Can capture some enemy units.
* Can attack against Coaster units, which are usually not reachable.
* 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!)
Fascism grant Veteran level for the Paratroopers (Elite with Infantry Barracks II)
==Exclusive units==
===Janissaries===
===Janissaries===
 
* Cost: 30 shields, Upkeep: 1 Food, 2 Shield, 1 Gold
* Moves: 2, Vision: 1
* Attack: 4, Defense: 4, Firepower: 2, Hitpoints: 10
* Advance required: Sunnism 
* Obsolete by: Infantry
* Belongs to Infantry unit class.
 * Can occupy empty enemy cities.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Gets a 50% defensive bonus while in cities.
 * May fortify, granting a 50% defensive bonus when not in a city.
 * Can pillage tile improvements.
 * Can attack units on non-native tiles.
 * Can be airlifted from a suitable city.
* Can only be built with Fundamentalism as government.
* Attack value decreased when attacking armoured vehicle.
* May load onto and unload from Sea or Coaster transports even when underway.
* May be disbanded in a city to recover 50% of the production cost.
* May impose a zone of control on its adjacent tiles.
* Can capture some enemy units.
* May acquire veteran status.
 * Veterans have increased strength in combat.
Janissaries are elite infantry units, well disciplined and loyal only for Fundamentalist government.
===Streltsy===
 
* Cost: 20 shields, Upkeep: 1 Shield, 1 Gold
* Moves: 2, Vision: 1
* Attack: 3, Defense: 3, Firepower: 2, Hitpoints: 10
* Advance required: Leadership 
* Obsolete by: Riflemen
* Belongs to Infantry unit class.
 * Can occupy empty enemy cities.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Gets a 50% defensive bonus while in cities.
 * May fortify, granting a 50% defensive bonus when not in a city.
 * Can pillage tile improvements.
 * Can be airlifted from a suitable city.
* 2x defense bonus if attacked by Mounted Archery, Dromedari, Lancers, Horsemen, Crusaders, Knights, Mounted Samurai, Cuirassiers, Dragoons, or Chariot.
* Can only be built with Monarchy as government.
* May be converted into Migrants (takes 2 MP).
* Attack value decreased when attacking armoured vehicle.
* Costs 1 population to build.
* May load onto and unload from Sea or Coaster transports even when underway.
* May be disbanded in a city to recover 50% of the production cost.
* Can only attack units on native tiles.
* May impose a zone of control on its adjacent tiles.
* Can capture some enemy units.
* May acquire veteran status.
 * Veterans have increased strength in combat.
Streltsy are guardian units equipped with firearms and pollaxes, effective especially against mounted units. They are supported and recruited from townfolks and therefore cost city population, but have low upkeep. Streltsy are available only in case of Monarchy government.
===Fanatics===
 
* Cost: 20 shields, Upkeep: 1 Food, 2 Shield, 1 Unhappy
* Moves: 2, Vision: 1
* Attack: 4, Defense: 5, Firepower: 3, Hitpoints: 10
* Advance required: Guerilla Warfare 
* Obsolete by: Modern Rangers
* Belongs to Infantry unit class.
 * Can occupy empty enemy cities.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Gets a 50% defensive bonus while in cities.
 * May fortify, granting a 50% defensive bonus when not in a city.
 * Can pillage tile improvements.
 * Can attack units on non-native tiles.
 * Can be airlifted from a suitable city.
* Can only be built with Fundamentalism as government.
* Attack value decreased when attacking armoured vehicle.
* May load onto and unload from Sea, Coaster, or Helicopter transports even when underway.
* May be disbanded in a city to recover 50% of the production cost.
* May impose a zone of control on its adjacent tiles.
* A field unit: one unhappiness applies even when non-aggressive.
* Can capture some enemy units.
* 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 gold upkeep, but instead it can cause military unhappiness.
===Technical===
 
* Cost: 45 shields, Upkeep: 2 Shield, 1 Gold, 1 Unhappy
* Moves: 5, Vision: 1
* Attack: 18, Defense: 4, Firepower: 3, Hitpoints: 15
* Advance required: Mobile Warfare 
* Obsolete by: None
* Belongs to Suicidal unit class.
 * Can occupy empty enemy cities.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Gets used up in making an attack.
 * Gets a 50% defensive bonus while in cities.
 * May fortify, granting a 50% defensive bonus when not in a city.
 * Can pillage tile improvements.
* Can only be built with Fundamentalism as government.
* Can carry and refuel 1 Small Land unit.
* May be disbanded in a city to recover 50% of the production cost.
* Can only attack units on native tiles.
* Gets double firepower when attacking cities.
* May impose a zone of control on its adjacent tiles.
* A field unit: one unhappiness applies even when non-aggressive.
* May acquire veteran status.
 * Veterans have increased strength in combat.
Improvised vehicle driven by fanatics, ready to sacrifice their lives for a higher cause. Huge amount of explosive materials would end their life and maybe life of attacked infidels.
Fundamentalist nations can maintain Technical units with having to pay only little shield/gold upkeep, but may cause military unhappiness. These units have no veterancy levels though.
=Light Cavalry=
These units can move into any terrain except of Mountains and Glacier, and can be transported by helicopters and transport ships beginning from Aaks and Caravels. They can occupy enemy cities.
===Mounted Archery===
 
* Cost: 18 shields, Upkeep: 2 Food, 2 Shield, 1 Gold, 1 Unhappy
* Moves: 4, Vision: 1
* Attack: 3, Defense: 1, Firepower: 1, Hitpoints: 10
* Advance required: Saddle Stirrup 
* Obsolete by: Lancers
* Belongs to Light Cavalry unit class.
 * Can occupy empty enemy cities.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Gets a 50% defensive bonus while in cities.
 * May fortify, granting a 50% defensive bonus when not in a city.
 * Can pillage tile improvements.
 * Can attack units on non-native tiles.
 * Can be airlifted from a suitable city.
* Attack value halved when attacking Pikemen or Palisade.
* May load onto and unload from Coaster transports even when underway.
* May be disbanded in a city to recover 50% of the production cost.
* May impose a zone of control on its adjacent tiles.
* Can capture some enemy units.
* May acquire veteran status.
 * Veterans have increased strength in combat.
Archery Horsemen are a shock-troop, which can shoot arrows against enemy units hidden in hard to access terrain.
Light Cavalry units cannot be transported by sea using early ships (Triremes).
===Dromedari===
 
* Cost: 25 shields, Upkeep: 2 Food, 1 Shield, 1 Gold, 1 Unhappy
* Moves: 4, Vision: 1
* Attack: 4, Defense: 2, Firepower: 1, Hitpoints: 10
* Advance required: Desert Code 
* Obsolete by: Lancers
* Belongs to Light Cavalry unit class.
 * Can occupy empty enemy cities.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Gets a 50% defensive bonus while in cities.
 * May fortify, granting a 50% defensive bonus when not in a city.
 * Can pillage tile improvements.
 * Can be airlifted from a suitable city.
* Attack value halved when attacking Pikemen or Palisade.
* May load onto and unload from Coaster transports even when underway.
* May be disbanded in a city to recover 50% of the production cost.
* Can only attack units on native tiles.
* May impose a zone of control on its adjacent tiles.
* Can capture some enemy units.
* May acquire veteran status.
 * Veterans have increased strength in combat.
Dromedari are desert brave warriors, mounted on camels.
Light Cavalry units cannot be transported by sea using early ships (Triremes).
===Lancers===
 
* Cost: 35 shields, Upkeep: 2 Food, 2 Shield, 1 Gold, 1 Unhappy
* Moves: 4, Vision: 1
* Attack: 5, Defense: 3, Firepower: 2, Hitpoints: 10
* Advance required: General Staff 
* Obsolete by: Bicycle Infantry
* Belongs to Light Cavalry unit class.
 * Can occupy empty enemy cities.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Gets a 50% defensive bonus while in cities.
 * May fortify, granting a 50% defensive bonus when not in a city.
 * Can pillage tile improvements.
 * Can attack units on non-native tiles.
 * Can be airlifted from a suitable city.
* Attack value halved when attacking Pikemen or Palisade.
* Attack value decreased when attacking armoured vehicle.
* May load onto and unload from Coaster transports even when underway.
* May be disbanded in a city to recover 50% of the production cost.
* May impose a zone of control on its adjacent tiles.
* Can capture some enemy units.
* May acquire veteran status.
 * Veterans have increased strength in combat.
Lancers are a shock-troop cavalrymen who fight with lances as well as with short firearms.
===Bicycle Infantry===
 
* Cost: 40 shields, Upkeep: 2 Food, 2 Shield, 1 Gold, 1 Unhappy
* Moves: 4, Vision: 1
* Attack: 5, Defense: 4, Firepower: 2, Hitpoints: 10
* Advance required: Automobile 
* Obsolete by: ATV Infantry
* Belongs to Light Cavalry unit class.
 * Can occupy empty enemy cities.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Gets a 50% defensive bonus while in cities.
 * May fortify, granting a 50% defensive bonus when not in a city.
 * Can pillage tile improvements.
 * Can attack units on non-native tiles.
 * Can be airlifted from a suitable city.
* Attack value decreased when attacking armoured vehicle.
* May load onto and unload from Sea or Coaster transports even when underway.
* May be disbanded in a city to recover 50% of the production cost.
* May impose a zone of control on its adjacent tiles.
* Can capture some enemy units.
* May acquire veteran status.
 * Veterans have increased strength in combat.
Bicycle infantry are fast scouting units.
===ATV Infantry===
 
* Cost: 48 shields, Upkeep: 1 Food, 3 Shield, 2 Gold, 1 Unhappy
* Moves: 6, Vision: 2
* Attack: 6, Defense: 4, Firepower: 3, Hitpoints: 12
* Advance required: Command and Control 
* Obsolete by: None
* Belongs to Light Cavalry unit class.
 * Can occupy empty enemy cities.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Gets a 50% defensive bonus while in cities.
 * May fortify, granting a 50% defensive bonus when not in a city.
 * Can pillage tile improvements.
 * Can attack units on non-native tiles.
 * Can be airlifted from a suitable city.
* Attack value decreased when attacking armoured vehicle.
* May load onto and unload from Sea, Coaster, or Helicopter transports even when underway.
* May be disbanded in a city to recover 50% of the production cost.
* Can be paradropped from a friendly city or suitable base (range: 8 tiles).
* May impose a zone of control on its adjacent tiles.
* Can capture some enemy units.
* May acquire veteran status.
 * Veterans have increased strength in combat.
Infantry equipped with light all-terrain vehicles is a fast scout unit which can be paradropped.
=Heavy Cavalry=
These units can move into any terrain except of Mountains, Glacier and Swamp, and can be transported by transport ships beginning from Aaks and Caravels (but can be loaded/unloaded only in cities, except of Mech. Inf.). 
They can occupy enemy cities.
===Horsemen===
 
* Cost: 15 shields, Upkeep: 2 Food, 1 Shield, 1 Gold, 1 Unhappy
* Moves: 3, Vision: 1
* Attack: 2, Defense: 1, Firepower: 1, Hitpoints: 12
* Advance required: Horseback Riding 
* Obsolete by: Knights
* Belongs to Heavy Cavalry unit class.
 * Can occupy empty enemy cities.
 * Does not get defense bonuses from terrain.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Gets a 50% defensive bonus while in cities.
 * May fortify, granting a 50% defensive bonus when not in a city.
 * Can pillage tile improvements.
 * Can be airlifted from a suitable city.
* Attack value halved when attacking Pikemen or Palisade.
* May be disbanded in a city to recover 50% of the production cost.
* Can only attack units on native tiles.
* May impose a zone of control on its adjacent tiles.
* Can capture some enemy units.
* 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.
This unit cannot move across swamps, glaciers, or mountains, and cannot be transported by sea using early ships (Triremes and Aaks).
===Elephants===
 
* Cost: 35 shields, Upkeep: 3 Food, 1 Shield, 1 Gold, 1 Unhappy
* Moves: 3, Vision: 1
* Attack: 3, Defense: 2, Firepower: 1, Hitpoints: 20
* Advance required: Hinduism 
* Obsolete by: Dragoons
* Belongs to Heavy Cavalry unit class.
 * Can occupy empty enemy cities.
 * Does not get defense bonuses from terrain.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Gets a 50% defensive bonus while in cities.
 * May fortify, granting a 50% defensive bonus when not in a city.
 * Can pillage tile improvements.
 * Can be airlifted from a suitable city.
* May be disbanded in a city to recover 50% of the production cost.
* Can only attack units on native tiles.
* May impose a zone of control on its adjacent tiles.
* Can capture some enemy units.
* 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, even against pikemen.
Unfortunately, elephants are not easy to tame, and Stables Barrack can't be used to train them.
This unit cannot move across swamps, glaciers, or mountains, and cannot be transported by sea using early ships (Triremes and Aaks).
===Crusaders===
 
* Cost: 25 shields, Upkeep: 2 Food, 1 Shield, 2 Gold
* Moves: 3, Vision: 1
* Attack: 5, Defense: 2, Firepower: 1, Hitpoints: 16
* Advance required: Hastilude 
* Obsolete by: Dragoons
* Belongs to Heavy Cavalry unit class.
 * Can occupy empty enemy cities.
 * Does not get defense bonuses from terrain.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Gets a 50% defensive bonus while in cities.
 * May fortify, granting a 50% defensive bonus when not in a city.
 * Can pillage tile improvements.
 * Can be airlifted from a suitable city.
* Can only be built if there is Jousting Tiltyard in the city.
* Attack value halved when attacking Pikemen or Palisade.
* May be disbanded in a city to recover 50% of the production cost.
* Can only attack units on native tiles.
* May impose a zone of control on its adjacent tiles.
* Can capture some enemy units.
* May acquire veteran status.
 * Veterans have increased strength in combat.
Crusaders are highly disciplined mounted warriors driven by a higher cause.
This unit cannot move across swamps, glaciers, or mountains, and cannot be transported by sea using early ships (Triremes and Aaks). Crusaders are available for capital city with Jousting Tiltyard small wonder. 
===Knights===
 
* Cost: 30 shields, Upkeep: 2 Food, 1 Shield, 1 Gold, 1 Unhappy
* Moves: 4, Vision: 1
* Attack: 4, Defense: 2, Firepower: 1, Hitpoints: 16
* Advance required: Chivalry 
* Obsolete by: Cuirassiers
* Belongs to Heavy Cavalry unit class.
 * Can occupy empty enemy cities.
 * Does not get defense bonuses from terrain.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Gets a 50% defensive bonus while in cities.
 * May fortify, granting a 50% defensive bonus when not in a city.
 * Can pillage tile improvements.
 * Can be airlifted from a suitable city.
* Attack value halved when attacking Pikemen or Palisade.
* May be disbanded in a city to recover 50% of the production cost.
* Can only attack units on native tiles.
* May impose a zone of control on its adjacent tiles.
* Can capture some enemy units.
* May acquire veteran status.
 * Veterans have increased strength in combat.
Knights are mounted and heavily armored warriors.
This unit cannot move across swamps, glaciers, or mountains, and cannot be transported by sea using early ships (Triremes and Aaks).
===Mounted Samurai===
 
* Cost: 35 shields, Upkeep: 2 Food, 1 Shield, 2 Gold, 1 Unhappy
* Moves: 4, Vision: 1
* Attack: 5, Defense: 3, Firepower: 1, Hitpoints: 15
* Advance required: Bushido 
* Obsolete by: Dragoons
* Belongs to Heavy Cavalry unit class.
 * Can occupy empty enemy cities.
 * Does not get defense bonuses from terrain.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Gets a 50% defensive bonus while in cities.
 * May fortify, granting a 50% defensive bonus when not in a city.
 * Can pillage tile improvements.
 * Can be airlifted from a suitable city.
* Attack value halved when attacking Pikemen or Palisade.
* May be disbanded in a city to recover 50% of the production cost.
* Can only attack units on native tiles.
* May impose a zone of control on its adjacent tiles.
* Can capture some enemy units.
* May acquire veteran status.
 * Veterans have increased strength in combat.
Samurai horsemen, thanks to the Bushido code and supreme martial arts, are a very effective medieval heavy cavalry.
This unit cannot move across swamps, glaciers, or mountains, and cannot be transported by sea using early ships (Triremes and Aaks).
===Cuirassiers===
 
* Cost: 40 shields, Upkeep: 2 Food, 2 Shield, 1 Gold, 1 Unhappy
* Moves: 4, Vision: 1
* Attack: 4, Defense: 3, Firepower: 2, Hitpoints: 14
* Advance required: Leadership 
* Obsolete by: Dragoons
* Belongs to Heavy Cavalry unit class.
 * Can occupy empty enemy cities.
 * Does not get defense bonuses from terrain.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Gets a 50% defensive bonus while in cities.
 * May fortify, granting a 50% defensive bonus when not in a city.
 * Can pillage tile improvements.
 * Can be airlifted from a suitable city.
* Attack value halved when attacking Pikemen or Palisade.
* Attack value decreased when attacking armoured vehicle.
* May be disbanded in a city to recover 50% of the production cost.
* Can only attack units on native tiles.
* May impose a zone of control on its adjacent tiles.
* Can capture some enemy units.
* May acquire veteran status.
 * Veterans have increased strength in combat.
Cuirassiers are heavy cavalry equipped with armour and early firearms.
This unit cannot move across swamps, glaciers or mountains.
===Dragoons===
 
* Cost: 50 shields, Upkeep: 2 Food, 2 Shield, 2 Gold, 1 Unhappy
* Moves: 4, Vision: 1
* Attack: 6, Defense: 4, Firepower: 2, Hitpoints: 12
* Advance required: Tactics 
* Obsolete by: Mounted Inf.
* Belongs to Heavy Cavalry unit class.
 * Can occupy empty enemy cities.
 * Does not get defense bonuses from terrain.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Gets a 50% defensive bonus while in cities.
 * May fortify, granting a 50% defensive bonus when not in a city.
 * Can pillage tile improvements.
 * Can be airlifted from a suitable city.
* Attack value halved when attacking Pikemen or Palisade.
* Attack value decreased when attacking armoured vehicle.
* May be disbanded in a city to recover 50% of the production cost.
* Can only attack units on native tiles.
* May impose a zone of control on its adjacent tiles.
* Can capture some enemy units.
* May acquire veteran status.
 * Veterans have increased strength in combat.
Dragoons are well trained, mounted soldiers.
This unit cannot move across swamps, glaciers or mountains.
===Mounted Inf.===
 
* Cost: 60 shields, Upkeep: 2 Food, 2 Shield, 3 Gold, 1 Unhappy
* Moves: 5, Vision: 1
* Attack: 6, Defense: 5, Firepower: 3, Hitpoints: 12
* Advance required: Machine Tools 
* Obsolete by: Mech. Inf.
* Belongs to Heavy Cavalry unit class.
 * Can occupy empty enemy cities.
 * Does not get defense bonuses from terrain.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Gets a 50% defensive bonus while in cities.
 * May fortify, granting a 50% defensive bonus when not in a city.
 * Can pillage tile improvements.
 * Can attack units on non-native tiles.
 * Can be airlifted from a suitable city.
* Attack value decreased when attacking armoured vehicle.
* May be disbanded in a city to recover 50% of the production cost.
* May impose a zone of control on its adjacent tiles.
* May acquire veteran status.
 * Veterans have increased strength in combat.
The Mounted Infantry share mobility of cavalry and firepower of machine guns, mounted on 'tachanka'.
This unit cannot move across swamps, glaciers or mountains.
===Mech. Inf.===
 
* Cost: 75 shields, Upkeep: 1 Food, 3 Shield, 3 Gold, 1 Unhappy
* Moves: 6, Vision: 2
* Attack: 6, Defense: 6, Firepower: 3, Hitpoints: 20
* Advance required: Mobile Warfare 
* Obsolete by: None
* Belongs to Heavy Cavalry unit class.
 * Can occupy empty enemy cities.
 * Does not get defense bonuses from terrain.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Gets a 50% defensive bonus while in cities.
 * May fortify, granting a 50% defensive bonus when not in a city.
 * Can pillage tile improvements.
 * Can attack units on non-native tiles.
 * Can be airlifted from a suitable city.
* Attack value halved when attacking anti-tank gun or RPG rangers.
* Attack value decreased when attacking armoured vehicle.
* May load onto and unload from Sea or Coaster transports even when underway.
* May be disbanded in a city to recover 50% of the production cost.
* May impose a zone of control on its adjacent tiles.
* Can attack against Coaster units, which are usually not reachable.
* May acquire veteran status.
 * Veterans have increased strength in combat.
The Mechanized Infantry has the strongest inherent defensive strength of any fast land unit, and have higher mobility than Armor.
This unit cannot move across swamps, glaciers or mountains.
=Wheeled Units=
These units can move only on roads or flat terrain (Grassland, Plains, Desert). They can be transported by transport ships beginning from Steam Barges and Galleons (but can be loaded/unloaded only in cities). 
They can't occupy enemy cities without support of Infantry or Cavalry units.
==Assault units==
===Chariot===
 
* Cost: 20 shields, Upkeep: 2 Food, 1 Shield, 1 Gold, 1 Unhappy
* Moves: 4, Vision: 1
* Attack: 4, Defense: 1, Firepower: 1, Hitpoints: 10
* Advance required: The Harness 
* Obsolete by: Knights
* Belongs to Wheeled Unit unit class.
 * Does not get defense bonuses from terrain.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Gets a 50% defensive bonus while in cities.
 * May fortify, granting a 50% defensive bonus when not in a city.
 * Can pillage tile improvements.
 * Can be airlifted from a suitable city.
* Attack value halved when attacking Pikemen or Palisade.
* May be disbanded in a city to recover 50% of the production cost.
* Can only attack units on native tiles.
* May impose a zone of control on its adjacent tiles.
* Can capture some enemy units.
* 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.
This unit cannot move across swamps, glaciers, or mountains, and cannot be transported by sea using early ships (Triremes, Caravels and Aaks).
This unit can gain Veteran status if built in city with Stables Barracks, ruled by Despotism.
===Wagenburg===
 
* Cost: 25 shields, Upkeep: 1 Food, 1 Shield, 1 Gold
* Moves: 3, Vision: 1
* Attack: 1, Defense: 4, Firepower: 2, Hitpoints: 15
* Advance required: Fundamentalism 
* Obsolete by: Riflemen
* Belongs to Wheeled Unit unit class.
 * Does not get defense bonuses from terrain.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Gets a 50% defensive bonus while in cities.
 * May fortify, granting a 50% defensive bonus when not in a city.
 * Can pillage tile improvements.
 * Can be airlifted from a suitable city.
* 2x defense bonus if attacked by Mounted Archery, Dromedari, Lancers, Horsemen, Crusaders, Knights, Mounted Samurai, Cuirassiers, Dragoons, or Chariot.
* Can only be built with Fundamentalism as government.
* May be converted into Migrants (takes 2 MP).
* Costs 1 population to build.
* May be disbanded in a city to recover 50% of the production cost.
* Can only attack units on native tiles.
* May impose a zone of control on its adjacent tiles.
* Can capture some enemy units.
* May acquire veteran status.
 * Veterans have increased strength in combat.
Wagenburg is a mobile fort, most known for use by spontaneous Hussites troops, consist of horse pulled wagons, whose crew was equipped both with projectile shooting weapons or pikes.Such carts joined together present great defensive value on the battlefield, especially against mounted knights, but their use inside city is not so much effective.These troops are recruited from civilian and therefore cost city population.
===Battering Ram===
 
* Cost: 30 shields, Upkeep: 1 Food, 1 Shield, 2 Gold, 1 Unhappy
* Moves: 1, Vision: 1
* Attack: 6, Defense: 1, Firepower: 1, Hitpoints: 10
* Advance required: Bridge Building 
* Obsolete by: Artillery
* Belongs to Wheeled Unit unit class.
 * Does not get defense bonuses from terrain.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Gets a 50% defensive bonus while in cities.
 * May fortify, granting a 50% defensive bonus when not in a city.
 * Can pillage tile improvements.
 * Can be airlifted from a suitable city.
* May be disbanded in a city to recover 50% of the production cost.
* Can only attack units on native tiles.
* Gets double firepower when attacking cities.
* May impose a zone of control on its adjacent tiles.
* Can be captured by some enemy units.
* May acquire veteran status.
 * Veterans have increased strength in combat.
Battering ram is an excellent unit for besieging cities, even those with city walls (but cannot occupy city itself).
Battering ram needs an escort to be protected against counterattack, and have mobility limited strictly to roads and flat terrain. 
This unit cannot be transported by sea using early ships (Triremes, Caravels and Aaks).
===Artillery===
 
* Cost: 45 shields, Upkeep: 3 Shield, 2 Gold, 1 Unhappy
* Moves: 1, Vision: 1
* Attack: 9, Defense: 2, Firepower: 2, Hitpoints: 10
* Advance required: Explosives 
* Obsolete by: AT Gun
* Belongs to Wheeled Unit unit class.
 * Does not get defense bonuses from terrain.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Gets a 50% defensive bonus while in cities.
 * May fortify, granting a 50% defensive bonus when not in a city.
 * Can pillage tile improvements.
 * Can attack units on non-native tiles.
 * Can be airlifted from a suitable city.
* May be disbanded in a city to recover 50% of the production cost.
* Making an attack ends this unit's turn.
* Gets double firepower when attacking cities.
* May impose a zone of control on its adjacent tiles.
* Can be captured by some enemy units.
* Can attack against Sea units, which are usually not reachable.
* Can attack against Coaster units, which are usually not reachable.
* May acquire veteran status.
 * Veterans have increased strength in combat.
The artillery is a very strong direct fire attacker but equally weak defender and will need an escort to be effective, and has mobility limited to roads and flat terrain.
This unit cannot be transported by sea using early ships (Triremes, Caravels and Aaks).
===AT Gun===
 
* Cost: 60 shields, Upkeep: 3 Shield, 3 Gold, 1 Unhappy
* Moves: 2, Vision: 1
* Attack: 10, Defense: 3, Firepower: 3, Hitpoints: 12
* Advance required: Machine Tools 
* Obsolete by: Self-propelled Gun
* Belongs to Wheeled Unit unit class.
 * Does not get defense bonuses from terrain.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Gets a 50% defensive bonus while in cities.
 * May fortify, granting a 50% defensive bonus when not in a city.
 * Can pillage tile improvements.
 * Can attack units on non-native tiles.
 * Can be airlifted from a suitable city.
* 2x defense bonus if attacked by Mech. Inf., Armor, Reactive Armor, Self-propelled Gun, or Self-propelled Howitzer.
* Reduces target's defense to 1 / 2 when attacking Mech. Inf., Armor, Reactive Armor, Self-propelled Gun, or Self-propelled Howitzer.
* May be disbanded in a city to recover 50% of the production cost.
* Making an attack ends this unit's turn.
* Gets double firepower when attacking cities.
* May impose a zone of control on its adjacent tiles.
* Can be captured by some enemy units.
* Can attack against Sea units, which are usually not reachable.
* Can attack against Coaster units, which are usually not reachable.
* May acquire veteran status.
 * Veterans have increased strength in combat.
The Anti-tank gun is an improved artillery. As with its predecessors, it is a very strong attacker but equally weak defender and will need an escort to be effective, and has mobility limited to roads and flat terrain.
AT Guns have increased defense and attack against armors and mechanized infantry.
===Armored Car===
 
* Cost: 50 shields, Upkeep: 2 Shield, 3 Gold, 1 Unhappy
* Moves: 5, Vision: 1
* Attack: 5, Defense: 3, Firepower: 3, Hitpoints: 20
* Advance required: Automobile 
* Obsolete by: Mech. Inf.
* Belongs to Wheeled Unit unit class.
 * Does not get defense bonuses from terrain.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Gets a 50% defensive bonus while in cities.
 * May fortify, granting a 50% defensive bonus when not in a city.
 * Can pillage tile improvements.
 * Can attack units on non-native tiles.
 * Can be airlifted from a suitable city.
* Attack value decreased when attacking armoured vehicle.
* May be disbanded in a city to recover 50% of the production cost.
* May impose a zone of control on its adjacent tiles.
* May acquire veteran status.
 * Veterans have increased strength in combat.
The Armored Car is a very fast, but relatively weak unit.
This unit can move only along roads and flat terrain.
==Plunging fire (ranged attack)==
===Catapult===
 
* Cost: 40 shields, Upkeep: 2 Shield, 2 Gold, 1 Unhappy
* Moves: 1, Vision: 1
* Attack: 6, Defense: 1, Firepower: 1, Hitpoints: 5
* Advance required: Mathematics 
* Obsolete by: Cannon
* Bombard rate: 2 
* Belongs to Wheeled Unit unit class.
 * Does not get defense bonuses from terrain.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Gets a 50% defensive bonus while in cities.
 * May fortify, granting a 50% defensive bonus when not in a city.
 * Can pillage tile improvements.
 * Can attack units on non-native tiles.
 * Can be airlifted from a suitable city.
* This unit ignore defenders bonus from City Walls improvement
* May be disbanded in a city to recover 50% of the production cost.
* Does bombard attacks (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.
* May impose a zone of control on its adjacent tiles.
* Can be captured by some enemy units.
* Can attack against Sea units, which are usually not reachable.
* Can attack against Coaster units, which are usually not reachable.
* 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, are difficult to defend, and are too big for early ships (Triremes, Aaks and Caravels).
Thanks to the indirect plunging fire, city bombardment is not affected by City Walls.
===Cannon===
 
* Cost: 50 shields, Upkeep: 3 Shield, 2 Gold, 1 Unhappy
* Moves: 1, Vision: 1
* Attack: 7, Defense: 1, Firepower: 2, Hitpoints: 5
* Advance required: Metallurgy 
* Obsolete by: Howitzer
* Bombard rate: 2 
* Belongs to Wheeled Unit unit class.
 * Does not get defense bonuses from terrain.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Gets a 50% defensive bonus while in cities.
 * May fortify, granting a 50% defensive bonus when not in a city.
 * Can pillage tile improvements.
 * Can attack units on non-native tiles.
 * Can be airlifted from a suitable city.
* Attack value decreased when attacking armoured vehicle.
* This unit ignore defenders bonus from City Walls improvement
* May be disbanded in a city to recover 50% of the production cost.
* Does bombard attacks (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.
* May impose a zone of control on its adjacent tiles.
* Can be captured by some enemy units.
* Can attack against Sea units, which are usually not reachable.
* Can attack against Coaster units, which are usually not reachable.
* 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.
This unit cannot move across swamps, glaciers, or mountains, and cannot be transported by sea using early ships (Triremes, Caravels and Aaks).
Thanks to the indirect plunging fire, city bombardment is not affected by City Walls.
===Howitzer===
 
* Cost: 65 shields, Upkeep: 3 Shield, 3 Gold, 1 Unhappy
* Moves: 1, Vision: 1
* Attack: 8, Defense: 1, Firepower: 2, Hitpoints: 10
* Advance required: Chemical Synthesis 
* Obsolete by: Self-propelled Howitzer
* Bombard rate: 3 
* Belongs to Wheeled Unit unit class.
 * Does not get defense bonuses from terrain.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Gets a 50% defensive bonus while in cities.
 * May fortify, granting a 50% defensive bonus when not in a city.
 * Can pillage tile improvements.
 * Can attack units on non-native tiles.
 * Can be airlifted from a suitable city.
* Attack value decreased when attacking armoured vehicle.
* This unit ignore defenders bonus from City Walls improvement
* May be disbanded in a city to recover 50% of the production cost.
* Does bombard attacks (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.
* May impose a zone of control on its adjacent tiles.
* Can be captured by some enemy units.
* Can attack against Sea units, which are usually not reachable.
* Can attack against Coaster units, which are usually not reachable.
* May acquire veteran status.
 * Veterans have increased strength in combat.
Howitzers are upgraded cannons with improved fire power and mobility, which limitations is now the same as artillery.
Thanks to the indirect plunging fire, city bombardment is not affected by City Walls.
=Big Land=
These units can move into any terrain except of Mountains, Glacier, Swamp and Jungle, and can be transported by Diesel Barges, Paddle Steamers, Transports (but can be loaded/unloaded only in cities). 
They can occupy enemy cities.
==Civilian==
===Engineers===
 
* Cost: 40 shields, Upkeep: 2 Shield, 1 Gold
* Moves: 3, Vision: 1
* Attack: 0, Defense: 2, Firepower: 3, Hitpoints: 20
* Advance required: Refining 
* 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 pillage tile improvements.
* Able to build Air Bases, Buoys.
* May be disbanded in a city to recover 50% of the production cost.
* Can build Dirt Road, Paved Road, HighWay, and Railroad on tiles.
* Can build Mine, Oil Well, Wind Turbine, and Oil Platform on tiles.
* Can convert terrain to another type by mining.
* Can build Irrigation and Farmland on tiles.
* Can convert terrain to another type by irrigation.
* Can transform terrain to another type.
* Can build Fort, Fortress, Airstrip, Airbase, Buoy, and Water Lock on tiles.
* Can clean Pollution from tiles.
* Can clean Fallout from 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.
* 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 125% - 
senior 150% + 1/6
expert 175% + 1/6
Engineers are similar to Workers or Builders, 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 Combustion, Engineers may also perform more radical terrain transformations than Workers, Builders, 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.
Being the Big Land unit class, Engineers have restricted mobility (rough terrain such mountains, swamp, jungle require roads which can be prepared by Workers or Builders). 
==Direct fire units==
===Armor===
 
* Cost: 80 shields, Upkeep: 4 Shield, 3 Gold, 1 Unhappy
* Moves: 4, Vision: 1
* Attack: 10, Defense: 5, Firepower: 3, Hitpoints: 30
* Advance required: Welding Technology 
* Obsolete by: Reactive Armor
* Belongs to Big Land unit class.
 * Can occupy empty enemy cities.
 * Does not get defense bonuses from terrain.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Gets a 50% defensive bonus while in cities.
 * May fortify, granting a 50% defensive bonus when not in a city.
 * Can pillage tile improvements.
 * Can attack units on non-native tiles.
* 2x defense bonus if attacked by Marksman, Sniper, Alpine Troops, Partisan, Riflemen, Infantry, Arquebusiers, Grenadier, Stormtrooper, Marines, Paratroopers, Janissaries, Streltsy, Fanatics, Lancers, Bicycle Infantry, ATV Infantry, Cuirassiers, Dragoons, Mounted Inf., Mech. Inf., Armored Car, Cannon, Howitzer, Mobile Anti-Aircraft Gun, Anti-aircraft Turret Gun, Drone, Airplane, Fighter, or Jet Fighter.
* Attack value halved when attacking anti-tank gun or RPG rangers.
* May be disbanded in a city to recover 50% of the production cost.
* May impose a zone of control on its adjacent tiles.
* Can attack against Sea units, which are usually not reachable.
* Can attack against Coaster units, which are usually not reachable.
* 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, glaciers or swamps without roads), and are unable to use less rough terrain to improve their defense.
===Reactive Armor===
 
* Cost: 100 shields, Upkeep: 4 Shield, 4 Gold, 1 Unhappy
* Moves: 5, Vision: 2
* Attack: 11, Defense: 5, Firepower: 3, Hitpoints: 30
* Advance required: Modern Warfare 
* Obsolete by: None
* Belongs to Big Land unit class.
 * Can occupy empty enemy cities.
 * Does not get defense bonuses from terrain.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Gets a 50% defensive bonus while in cities.
 * May fortify, granting a 50% defensive bonus when not in a city.
 * Can pillage tile improvements.
 * Can attack units on non-native tiles.
* 3x defense bonus if attacked by Marksman, Sniper, Alpine Troops, Partisan, Riflemen, Infantry, Arquebusiers, Grenadier, Stormtrooper, Marines, Paratroopers, Janissaries, Streltsy, Fanatics, Lancers, Bicycle Infantry, ATV Infantry, Cuirassiers, Dragoons, Mounted Inf., Mech. Inf., Armored Car, Cannon, Howitzer, Mobile Anti-Aircraft Gun, Anti-aircraft Turret Gun, Drone, Airplane, Fighter, or Jet Fighter.
* Attack value halved when attacking anti-tank gun or RPG rangers.
* May be disbanded in a city to recover 50% of the production cost.
* May impose a zone of control on its adjacent tiles.
* Can attack against Sea units, which are usually not reachable.
* Can attack against Coaster units, which are usually not reachable.
* May acquire veteran status.
 * Veterans have increased strength in combat.
Tanks with reactive armor are upgrade version of armor, they are faster and stronger than their predecessors, and can easily sustain attack of most infantry or mounted units. However, they are less adaptable to very rough terrain (they cannot move into mountains, glaciers or swamps without roads), and unable to use less rough terrain to improve their defense.
===Self-propelled Gun===
 
* Cost: 75 shields, Upkeep: 4 Shield, 2 Gold, 1 Unhappy
* Moves: 4, Vision: 2
* Attack: 12, Defense: 4, Firepower: 3, Hitpoints: 25
* Advance required: Robotics 
* Obsolete by: None
* Belongs to Big Land unit class.
 * Can occupy empty enemy cities.
 * Does not get defense bonuses from terrain.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Gets a 50% defensive bonus while in cities.
 * May fortify, granting a 50% defensive bonus when not in a city.
 * Can pillage tile improvements.
 * Can attack units on non-native tiles.
* 2x defense bonus if attacked by Mech. Inf., Armor, Reactive Armor, Self-propelled Gun, or Self-propelled Howitzer.
* Reduces target's defense to 1 / 2 when attacking Mech. Inf., Armor, Reactive Armor, Self-propelled Gun, or Self-propelled Howitzer.
* Attack value halved when attacking anti-tank gun or RPG rangers.
* May be disbanded in a city to recover 50% of the production cost.
* Making an attack ends this unit's turn.
* Gets double firepower when attacking cities.
* May impose a zone of control on its adjacent tiles.
* Can attack against Sea units, which are usually not reachable.
* Can attack against Coaster units, which are usually not reachable.
* May acquire veteran status.
 * Veterans have increased strength in combat.
The self-propelled gun is an upgraded artillery. 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.
Self-propelled Guns (so called Tank Destroyers) have increased defense and attack against armors and mechanized infantry.
===Aut. War Mech===
 
* Cost: 130 shields, Upkeep: 3 Shield, 4 Gold
* Moves: 4, Vision: 2
* Attack: 7, Defense: 3, Firepower: 3, Hitpoints: 20
* Advance required: Artificial Intelligence 
* Obsolete by: None
* Belongs to Big Land unit class.
 * Can occupy empty enemy cities.
 * Does not get defense bonuses from terrain.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Gets a 50% defensive bonus while in cities.
 * May fortify, granting a 50% defensive bonus when not in a city.
 * Can pillage tile improvements.
 * Can attack units on non-native tiles.
* May load onto and unload from Sea or Coaster transports even when underway.
* May be disbanded in a city to recover 50% of the production cost.
* May impose a zone of control on its adjacent tiles.
* Can attack against Sea units, which are usually not reachable.
* Can attack against Coaster units, which are usually not reachable.
* Can attack against Helicopter units, which are usually not reachable.
* May acquire veteran status.
 * Veterans have increased strength in combat.
An antimatter powered Autonomous War Mech, can spread Democracy without concern of peacefull citizens.
Unfortunately A.I. cannot cope with difficult terrain such glaciers, swamp, jungle or mountains.
==Plunging fire (ranged attack)==
===Self-propelled Howitzer===
 
* Cost: 90 shields, Upkeep: 4 Shield, 4 Gold, 1 Unhappy
* Moves: 3, Vision: 2
* Attack: 10, Defense: 2, Firepower: 3, Hitpoints: 25
* Advance required: Robotics 
* Obsolete by: None
* Bombard rate: 3 
* Belongs to Big Land unit class.
 * Can occupy empty enemy cities.
 * Does not get defense bonuses from terrain.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Gets a 50% defensive bonus while in cities.
 * May fortify, granting a 50% defensive bonus when not in a city.
 * Can pillage tile improvements.
 * Can attack units on non-native tiles.
* Attack value halved when attacking anti-tank gun or RPG rangers.
* This unit ignore defenders bonus from City Walls improvement
* May be disbanded in a city to recover 50% of the production cost.
* Does bombard attacks (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.
* May impose a zone of control on its adjacent tiles.
* Can attack against Sea units, which are usually not reachable.
* Can attack against Coaster units, which are usually not reachable.
* May acquire veteran status.
 * Veterans have increased strength in combat.
Self-propelled howitzers are upgraded artillery howitzers with improved defensive as well as offensive capabilities.
Thanks to the indirect plunging fire, city bombardment is not affected by City Walls.
===Mobile Anti-Aircraft Gun===
 
* Cost: 80 shields, Upkeep: 3 Shield, 3 Gold, 1 Unhappy
* Moves: 5, Vision: 3
* Attack: 8, Defense: 4, Firepower: 3, Hitpoints: 20
* Advance required: Jet Propulsion 
* Obsolete by: None
* Bombard rate: 4 
* Belongs to Big Land unit class.
 * Can occupy empty enemy cities.
 * Does not get defense bonuses from terrain.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Gets a 50% defensive bonus while in cities.
 * May fortify, granting a 50% defensive bonus when not in a city.
 * Can pillage tile improvements.
 * Can attack units on non-native tiles.
* Attack value decreased when attacking armoured vehicle.
* May be disbanded in a city to recover 50% of the production cost.
* Does bombard attacks (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.
* May impose a zone of control on its adjacent tiles.
* Can attack against Missile units, which are usually not reachable.
* Can attack against Sea units, which are usually not reachable.
* Can attack against Coaster 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.
* May acquire veteran status.
 * Veterans have increased strength in combat.
Anti-Aircraft Gun is a mobile unit equipped with radar and two autocannons, can attack both land units or aircrafts. It cannot destroy a target completely, but can weaken it enough for other units to exterminate it.
=Turrets=
Stationary artillery, mounted on navy vessels or armoured trains.
===Ballista===
 
* Cost: 20 shields, Upkeep: 2 Shield, 1 Gold
* Moves: 1, Vision: 1
* Attack: 7, Defense: 1, Firepower: 1, Hitpoints: 8
* Advance required: Simple Machines 
* Obsolete by: Bombard
* Belongs to Turrets unit class.
 * Speed is not affected by terrain.
 * Does not get defense bonuses from terrain.
 * Subject to zones of control.
 * Gets a 50% defensive bonus while in cities.
 * May fortify, granting a 50% defensive bonus when not in a city.
 * Can attack units on non-native tiles.
 * Can launch attack from non-native tiles.
* May be disbanded in a city to recover 50% of the production cost.
* May impose a zone of control on its adjacent tiles.
* Can attack against Sea units, which are usually not reachable.
* Can attack against Coaster units, which are usually not reachable.
* May acquire veteran status.
 * Veterans have increased strength in combat.
Ballistas shoots heavy bolts or rocks.
Such unit can be mounted on a ship or reside in a fortress, but can't move by itself beyond city/fortress.
===Bombard===
 
* Cost: 30 shields, Upkeep: 3 Shield, 1 Gold
* Moves: 1, Vision: 1
* Attack: 8, Defense: 1, Firepower: 2, Hitpoints: 8
* Advance required: Gunpowder 
* Obsolete by: Cannon Turret
* Belongs to Turrets unit class.
 * Speed is not affected by terrain.
 * Does not get defense bonuses from terrain.
 * Subject to zones of control.
 * Gets a 50% defensive bonus while in cities.
 * May fortify, granting a 50% defensive bonus when not in a city.
 * Can attack units on non-native tiles.
 * Can launch attack from non-native tiles.
* May be disbanded in a city to recover 50% of the production cost.
* May impose a zone of control on its adjacent tiles.
* Can attack against Sea units, which are usually not reachable.
* Can attack against Coaster units, which are usually not reachable.
* May acquire veteran status.
 * Veterans have increased strength in combat.
Bombards are stationary cannons that can fire heavy projectile balls. As with the ballistas they replace, they are very strong attacking units but weak defenders and will need an escort to be effective, and are rather immobile.
Such unit can be mounted on a ship or reside in a fortress, but can't move by itself beyond city/fortress.
===Cannon Turret===
 
* Cost: 50 shields, Upkeep: 4 Shield, 2 Gold
* Moves: 1, Vision: 2
* Attack: 11, Defense: 2, Firepower: 3, Hitpoints: 15
* Advance required: Engineering 
* Obsolete by: None
* Belongs to Turrets unit class.
 * Speed is not affected by terrain.
 * Does not get defense bonuses from terrain.
 * Subject to zones of control.
 * Gets a 50% defensive bonus while in cities.
 * May fortify, granting a 50% defensive bonus when not in a city.
 * Can attack units on non-native tiles.
 * Can launch attack from non-native tiles.
* May be disbanded in a city to recover 50% of the production cost.
* May impose a zone of control on its adjacent tiles.
* Can attack against Sea units, which are usually not reachable.
* Can attack against Coaster units, which are usually not reachable.
* May acquire veteran status.
 * Veterans have increased strength in combat.
Cannon Turret is a kind of stationary artillery.
Such unit can be mounted on a ship or reside in a fortress, but can't move by itself beyond city/fortress.
===Anti-aircraft Turret Gun===
 
* Cost: 40 shields, Upkeep: 3 Shield, 2 Gold
* Moves: 2, Vision: 3
* Attack: 7, Defense: 6, Firepower: 3, Hitpoints: 10
* Advance required: Welding Technology 
* Obsolete by: None
* Belongs to Turrets unit class.
 * Speed is not affected by terrain.
 * Does not get defense bonuses from terrain.
 * Subject to zones of control.
 * Gets a 50% defensive bonus while in cities.
 * May fortify, granting a 50% defensive bonus when not in a city.
 * Can attack units on non-native tiles.
 * Can launch attack from non-native tiles.
* Attack value decreased when attacking armoured vehicle.
* May be disbanded in a city to recover 50% of the production cost.
* May impose a zone of control on its adjacent tiles.
* Can attack against Sea units, which are usually not reachable.
* Can attack against Coaster 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.
* May acquire veteran status.
 * Veterans have increased strength in combat.
Anti-aircraft Turret Gun can be mounted in a fortress or on a ship, it has less firepower than the Turret Cannon, but is capable of shooting twice and fights against aircrafts.
Such unit can be mounted on a ship or reside in a fortress, but can't move by itself beyond city/fortress.
===Tactical ABM===
 
* Cost: 70 shields, Upkeep: 4 Shield, 3 Gold
* Moves: 2, Vision: 3
* Attack: 10, Defense: 5, Firepower: 4, Hitpoints: 15
* Advance required: Advanced Rocketry 
* Obsolete by: None
* Belongs to Turrets unit class.
 * Speed is not affected by terrain.
 * Does not get defense bonuses from terrain.
 * Subject to zones of control.
 * Gets a 50% defensive bonus while in cities.
 * May fortify, granting a 50% defensive bonus when not in a city.
 * Can attack units on non-native tiles.
 * Can launch attack from non-native tiles.
* 5x defense bonus if attacked by Zeppelin, Helicopter, Drone, Airplane, Fighter, Bomber, Strike Aircraft, Jet Fighter, Strike Jet, Stealth Fighter, Stealth Bomber, Antimatter Fighter, Antimatter Bomber, Missile, Cruise Missile, or GBU.
* May be disbanded in a city to recover 50% of the production cost.
* May impose a zone of control on its adjacent tiles.
* Can attack against Missile units, which are usually not reachable.
* Can attack against Sea units, which are usually not reachable.
* Can attack against Coaster 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.
* Can attack against Bomb units, which are usually not reachable.
* May acquire veteran status.
 * Veterans have increased strength in combat.
Tactical Anti-ballistic Missile system can be mounted in a fortress or on a ship, can attack any airborne units including Missiles and have increased intrinsic defense against airborne units.
=Land Merchants=
Can't go across rough terrain without roads. Have speed bonus along Railroads.
===Cart===
 
* Cost: 20 shields, Upkeep: 1 Food, 1 Gold
* Moves: 2, Vision: 1
* Attack: 0, Defense: 1, Firepower: 1, Hitpoints: 5
* Advance required: The Harness 
* Obsolete by: Freight
* Belongs to Merchant unit class.
 * Subject to zones of control.
 * Can be airlifted from a suitable city.
* Each player may only have one of this type of unit.
* May be disbanded in a city to recover 50% of the production cost.
* 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 'Help build Wonder' to some individual cities (adds 20 production).
* Doing the action 'Bribe Enemy Unit' to this unit is impossible.
* May acquire veteran status.
 * Veterans have increased strength in combat.
Carts pulled by horses or oxes carries goods to help build wonders in your own cities.
A Cart sent to one of your own cities that is building a wonder can add 20 shields towards its production. Carts can embark/disembark ships only in cities.
===Caravan===
 
* Cost: 30 shields, Upkeep: 1 Food, 1 Gold
* Moves: 2, Vision: 1
* Attack: 0, Defense: 1, Firepower: 1, Hitpoints: 10
* Advance required: Trade 
* Obsolete by: Freight
* Belongs to Merchant unit class.
 * Subject to zones of control.
 * Can be airlifted from a suitable city.
* Each player may only have one of this type of unit.
* Can establish trade routes (must travel to target city).
* May load onto and unload from Sea or Coaster transports even when underway.
* May be disbanded in a city to recover 50% of the production cost.
* 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' to some individual cities.
* Can do the action 'Help build Wonder' to some individual cities (adds 30 production).
* Doing the action 'Bribe Enemy Unit' to this unit is impossible.
* 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.
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 (one without Post Office and Automobile).
A Caravan sent to one of your own cities that is building a wonder can add 30 shields towards its production. If your city is not building a wonder, the Caravan can take no special action.
===Freight===
 
* Cost: 50 shields, Upkeep: 2 Shield, 1 Gold
* Moves: 4, Vision: 1
* Attack: 0, Defense: 1, Firepower: 1, Hitpoints: 20
* Advance required: Logistics 
* Obsolete by: None
* Belongs to Merchant unit class.
 * Subject to zones of control.
 * Can be airlifted from a suitable city.
* Can establish trade routes (must travel to target city).
* May load onto and unload from Sea or Coaster transports even when underway.
* May be disbanded in a city to recover 50% of the production cost.
* 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 be captured by some enemy units.
* Can do the action 'Establish Trade Route' to some individual cities.
* Can do the action 'Help build Wonder' to some individual cities (adds 50 production).
* 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 as Caravan.
=Airborne=
==Helicopters==
===Zeppelin===
 
* Cost: 50 shields, Upkeep: 1 Food, 2 Shield, 2 Gold, 1 Unhappy
* Moves: 8, Vision: 2
* Attack: 4, Defense: 3, Firepower: 2, Hitpoints: 10
* Advance required: Flight 
* Obsolete by: Helicopter
* Bombard rate: 1 
* Belongs to Helicopter 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.
 * 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.
* Very bad at attacking AEGIS or Tactical ABM.
* This unit ignore defenders bonus from City Walls improvement
* Can carry and refuel 1 Small 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.
* May be disbanded in a city to recover 50% of the production cost.
* Making an attack ends this unit's turn.
* Does bombard attacks (1 per turn). These attacks will only damage (never kill) defenders, but damage all defenders on a tile, and have no risk for the attacker.
* Never imposes a zone of control.
* A field unit: one unhappiness applies even when non-aggressive.
* Can attack against Sea units, which are usually not reachable.
* Can attack against Coaster units, which are usually not reachable.
* Can attack against Helicopter units, which are usually not reachable.
* Doing the action 'Bribe Enemy Unit' to this unit is impossible.
* May acquire veteran status.
 * Veterans have increased strength in combat.
Zeppelins can only attack ground targets, not other airborne units.
Attack against units on land is a bombard attack; against units on water it has a regular attack.
Zepellins, similar to Helicopters, can also transport one small land unit; while most troops must load or unload in a city, airstrip, or airbase (and not in the field or onboard a Carrier), Snipers, Alpine Troops and Partisans can embark or disembark at any time.
Unlike other aircraft, Zeppelins 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.
===Helicopter===
 
* Cost: 75 shields, Upkeep: 3 Shield, 3 Gold, 1 Unhappy
* Moves: 10, Vision: 3
* Attack: 5, Defense: 5, Firepower: 3, Hitpoints: 20
* Advance required: Combined Arms 
* Obsolete by: None
* Bombard rate: 2 
* Belongs to Helicopter 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.
 * 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.
* Very bad at attacking AEGIS or Tactical ABM.
* Can carry and refuel 1 Infantry, Small Land, or Light Cavalry 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.
* May be disbanded in a city to recover 50% of the production cost.
* Making an attack ends this unit's turn.
* Does bombard attacks (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.
* Never imposes a zone of control.
* Can attack against Sea units, which are usually not reachable.
* Can attack against Coaster units, which are usually not reachable.
* Can attack against Helicopter units, which are usually not reachable.
* Doing the action 'Bribe Enemy Unit' 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 is a regular attack.
Helicopters can also transport one light 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, Snipers, ATV Infantry, 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.
===Drone===
 
* Cost: 70 shields, Upkeep: 2 Shield, 1 Gold
* Moves: 16, Vision: 3
* Attack: 4, Defense: 2, Firepower: 3, Hitpoints: 10
* Advance required: Nanotechnology 
* 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.
 * Slowed down while damaged.
 * 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.
* Very bad at attacking AEGIS or Tactical ABM.
* Attack value decreased when attacking armoured vehicle.
* May load onto and unload from Sea transports even when underway.
* May be disbanded in a city to recover 50% of the production cost.
* Is invisible except when next to an enemy unit or city.
* May impose a zone of control on its adjacent tiles.
* Can attack against Sea units, which are usually not reachable.
* Can attack against Coaster units, which are usually not reachable.
* Doing the action 'Bribe Enemy Unit' to this unit is impossible.
* May acquire veteran status.
 * Veterans have increased strength in combat.
Unmanned light drone are useful for patrol duty, they need no refueling, and citizens are not upset when drone is used abroad.
==Military aircraft==
===Airplane===
 
* Cost: 30 shields, Upkeep: 2 Shield, 2 Gold
* Moves: 12, Vision: 3
* Attack: 4, Defense: 4, Firepower: 2, Hitpoints: 10
* Advance required: Flight 
* Obsolete by: 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.
 * Slowed down while damaged.
 * Is unreachable. Most units cannot attack this one.
 * Can pillage tile improvements.
 * Doesn't prevent enemy cities from working the tile it's on.
 * Can be airlifted from a suitable city.
* Very bad at attacking AEGIS or Tactical ABM.
* Attack value decreased when attacking armoured vehicle.
* May load onto and unload from Sea transports even when underway.
* May be disbanded in a city to recover 50% of the production cost.
* Making an attack ends this unit's turn.
* Never imposes a zone of control.
* Can attack against Sea units, which are usually not reachable.
* Can attack against Coaster 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.
* Doing the action 'Bribe Enemy Unit' to this unit is impossible.
* Doing the action 'Sabotage Enemy Unit' to this unit is impossible.
* May acquire veteran status.
 * Veterans have increased strength in combat.
Air bi-planes are your very first airborne units. They can move anywhere and attack any unit, but are relatively slow and weak.
All aircraft are subject to refueling and must return to a city, airstrip, airbase, or a Carrier before MP's are exhausted or the aircraft will run out of fuel and be destroyed.
===Fighter===
 
* Cost: 40 shields, Upkeep: 3 Shield, 2 Gold
* Moves: 16, Vision: 3
* Attack: 5, Defense: 5, Firepower: 2, Hitpoints: 15
* Advance required: Advanced Flight 
* Obsolete by: Jet 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.
 * Slowed down while damaged.
 * Is unreachable. Most units cannot attack this one.
 * Can pillage tile improvements.
 * Doesn't prevent enemy cities from working the tile it's on.
 * Can be airlifted from a suitable city.
* Very bad at attacking AEGIS or Tactical ABM.
* Attack value decreased when attacking armoured vehicle.
* This unit ignore defenders bonus from City Walls improvement
* May load onto and unload from Sea transports even when underway.
* May be disbanded in a city to recover 50% of the production cost.
* Making an attack ends this unit's turn.
* Never imposes a zone of control.
* Can attack against Sea units, which are usually not reachable.
* Can attack against Coaster 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.
* Doing the action 'Bribe Enemy Unit' to this unit is impossible.
* Doing the action 'Sabotage Enemy Unit' to this unit is impossible.
* May acquire veteran status.
 * Veterans have increased strength in combat.
Fighters 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, airbase, or on a Carrier.
All aircraft are subject to refueling and must return to a city, airstrip, airbase, or a Carrier before MP's are exhausted or the aircraft will run out of fuel and be destroyed.
===Bomber===
 
* Cost: 90 shields, Upkeep: 1 Food, 3 Shield, 2 Gold, 2 Unhappy
* Moves: 12, Vision: 3
* Attack: 6, Defense: 2, Firepower: 2, Hitpoints: 25
* Advance required: Advanced Flight 
* Obsolete by: Stealth Bomber
* Bombard rate: 3 
* Belongs to Air 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.
 * Is unreachable. Most units cannot attack this one.
 * Can pillage tile improvements.
 * Doesn't prevent enemy cities from working the tile it's on.
 * Can be airlifted from a suitable city.
* Very bad at attacking AEGIS or Tactical ABM.
* This unit ignore defenders bonus from City Walls improvement
* Can carry and refuel up to 2 Missile or Bomb units.
 * 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.
* May be disbanded in a city to recover 50% of the production cost.
* Making an attack ends this unit's turn.
* Does bombard attacks (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.
* Never imposes a zone of control.
* A field unit: one unhappiness applies even when non-aggressive.
* Can attack against Sea units, which are usually not reachable.
* Can attack against Coaster units, which are usually not reachable.
* Unit has to be in a city, a base, or on a Carrier after 4 turns.
* Doing the action 'Bribe Enemy Unit' to this unit is impossible.
* Doing the action 'Sabotage Enemy Unit' 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 is a regular attack.
As with other aircraft, Bombers lose 10% of their hitpoints for every turn not spent in a city, airstrip, airbase, or on a Carrier.
All aircraft are subject to refueling and must return to a city, airstrip, airbase, or a Carrier before MP's are exhausted or the aircraft will run out of fuel and be destroyed.
===Strike Aircraft===
 
* Cost: 60 shields, Upkeep: 3 Shield, 2 Gold, 1 Unhappy
* Moves: 14, Vision: 3
* Attack: 4, Defense: 3, Firepower: 2, Hitpoints: 15
* Advance required: Radar 
* Obsolete by: Strike Jet
* Belongs to Air 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.
 * Is unreachable. Most units cannot attack this one.
 * Can pillage tile improvements.
 * Doesn't prevent enemy cities from working the tile it's on.
 * Can be airlifted from a suitable city.
* Very bad at attacking AEGIS or Tactical ABM.
* This unit ignore defenders bonus from City Walls improvement
* Can carry and refuel 1 Bomb or Torpedeos unit.
 * 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.
* May load onto and unload from Sea transports even when underway.
* May be disbanded in a city to recover 50% of the production cost.
* Making an attack ends this unit's turn.
* Never imposes a zone of control.
* A field unit: one unhappiness applies even when non-aggressive.
* Can attack against Sea units, which are usually not reachable.
* Can attack against Coaster 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.
* Doing the action 'Bribe Enemy Unit' to this unit is impossible.
* Doing the action 'Sabotage Enemy Unit' to this unit is impossible.
* May acquire veteran status.
 * Veterans have increased strength in combat.
Strike Aircrafts can be used both like Fighters or light Bombers.
They can carry one bomb, or can attack directly like fighter, albeit at the expense of less movement radius and firepower strength.
All aircraft are subject to refueling and must return to a city, airstrip, airbase, or a Carrier before MP's are exhausted or the aircraft will run out of fuel and be destroyed.
===Jet Fighter===
 
* Cost: 70 shields, Upkeep: 3 Shield, 2 Gold, 1 Unhappy
* Moves: 22, Vision: 3
* Attack: 6, Defense: 6, Firepower: 3, Hitpoints: 20
* Advance required: Jet Propulsion 
* 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.
 * Slowed down while damaged.
 * Is unreachable. Most units cannot attack this one.
 * Can pillage tile improvements.
 * Doesn't prevent enemy cities from working the tile it's on.
 * Can be airlifted from a suitable city.
* Very bad at attacking AEGIS or Tactical ABM.
* Attack value decreased when attacking armoured vehicle.
* This unit ignore defenders bonus from City Walls improvement
* May load onto and unload from Sea transports even when underway.
* May be disbanded in a city to recover 50% of the production cost.
* Making an attack ends this unit's turn.
* Never imposes a zone of control.
* Can attack against Sea units, which are usually not reachable.
* Can attack against Coaster 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.
* Doing the action 'Bribe Enemy Unit' to this unit is impossible.
* Doing the action 'Sabotage Enemy Unit' to this unit is impossible.
* May acquire veteran status.
 * Veterans have increased strength in combat.
An improved fighter or strike aircraft, with a higher speed and movement radius.
All aircraft are subject to refueling and must return to a city, airstrip, airbase, or a Carrier before MP's are exhausted or the aircraft will run out of fuel and be destroyed.
===Strike Jet===
 
* Cost: 90 shields, Upkeep: 4 Shield, 2 Gold, 1 Unhappy
* Moves: 20, Vision: 3
* Attack: 5, Defense: 4, Firepower: 3, Hitpoints: 25
* Advance required: Rocketry 
* 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.
 * Slowed down while damaged.
 * Is unreachable. Most units cannot attack this one.
 * Can pillage tile improvements.
 * Doesn't prevent enemy cities from working the tile it's on.
 * Can be airlifted from a suitable city.
* Very bad at attacking AEGIS or Tactical ABM.
* This unit ignore defenders bonus from City Walls improvement
* Can carry and refuel 1 Bomb or Torpedeos unit.
 * 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.
* May load onto and unload from Sea transports even when underway.
* May be disbanded in a city to recover 50% of the production cost.
* Making an attack ends this unit's turn.
* May impose a zone of control on its adjacent tiles.
* A field unit: one unhappiness applies even when non-aggressive.
* Can attack against Sea units, which are usually not reachable.
* Can attack against Coaster 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.
* Doing the action 'Bribe Enemy Unit' to this unit is impossible.
* Doing the action 'Sabotage Enemy Unit' to this unit is impossible.
* May acquire veteran status.
 * Veterans have increased strength in combat.
Strike Jets can be used both like Fighters or light Bombers.
They can carry one bomb, or can attack directly like fighter, albeit at the expense of less movement radius and firepower strength.
All aircraft are subject to refueling and must return to a city, airstrip, airbase, or a Carrier before MP's are exhausted or the aircraft will run out of fuel and be destroyed.
===Stealth Fighter===
 
* Cost: 110 shields, Upkeep: 4 Shield, 3 Gold
* Moves: 24, Vision: 3
* Attack: 8, Defense: 8, Firepower: 3, Hitpoints: 25
* Advance required: Stealth 
* 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.
 * Slowed down while damaged.
 * Is unreachable. Most units cannot attack this one.
 * Can pillage tile improvements.
 * Doesn't prevent enemy cities from working the tile it's on.
 * Can be airlifted from a suitable city.
* Very bad at attacking AEGIS or Tactical ABM.
* Can carry and refuel 1 Bomb or Torpedeos unit.
 * 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.
* May load onto and unload from Sea transports even when underway.
* May be disbanded in a city to recover 50% of the production cost.
* Is invisible except when next to an enemy unit or city.
* Making an attack ends this unit's turn.
* Never imposes a zone of control.
* Can attack against Sea units, which are usually not reachable.
* Can attack against Coaster 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.
* Doing the action 'Bribe Enemy Unit' to this unit is impossible.
* Doing the action 'Sabotage Enemy Unit' to this unit is impossible.
* May acquire veteran status.
 * Veterans have increased strength in combat.
An improved Jet Fighter, with improved attack, higher movement radius and partial invisibility.
All aircraft are subject to refueling and must return to a city, airstrip, airbase, or a Carrier before MP's are exhausted or the aircraft will run out of fuel and be destroyed.
===Stealth Bomber===
 
* Cost: 200 shields, Upkeep: 1 Food, 4 Shield, 3 Gold, 2 Unhappy
* Moves: 18, Vision: 3
* Attack: 9, Defense: 5, Firepower: 3, Hitpoints: 40
* Advance required: Stealth 
* Obsolete by: None
* Bombard rate: 4 
* Belongs to Air 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.
 * Is unreachable. Most units cannot attack this one.
 * Can pillage tile improvements.
 * Doesn't prevent enemy cities from working the tile it's on.
 * Can be airlifted from a suitable city.
* Very bad at attacking AEGIS or Tactical ABM.
* This unit ignore defenders bonus from City Walls improvement
* Can carry and refuel up to 3 Missile or Bomb units.
 * 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.
* May load onto and unload from Sea transports even when underway.
* May be disbanded in a city to recover 50% of the production cost.
* Is invisible except when next to an enemy unit or city.
* Making an attack ends this unit's turn.
* Does bombard attacks (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.
* Never imposes a zone of control.
* A field unit: one unhappiness applies even when non-aggressive.
* Can attack against Sea units, which are usually not reachable.
* Can attack against Coaster units, which are usually not reachable.
* Unit has to be in a city, a base, or on a Carrier after 4 turns.
* Doing the action 'Bribe Enemy Unit' to this unit is impossible.
* Doing the action 'Sabotage Enemy Unit' 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.
All aircraft are subject to refueling and must return to a city, airstrip, airbase, or a Carrier before MP's are exhausted or the aircraft will run out of fuel and be destroyed.
Attack against units on land is a bombard attack; against units on water it has a regular attack.
===Antimatter Fighter===
 
* Cost: 170 shields, Upkeep: 4 Shield, 4 Gold
* Moves: 28, Vision: 4
* Attack: 9, Defense: 9, Firepower: 3, Hitpoints: 30
* Advance required: Antimatter Propulsion 
* 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.
 * Slowed down while damaged.
 * Is unreachable. Most units cannot attack this one.
 * Can pillage tile improvements.
 * Doesn't prevent enemy cities from working the tile it's on.
 * Can be airlifted from a suitable city.
* Very bad at attacking AEGIS or Tactical ABM.
* Can carry and refuel 1 Bomb or Torpedeos unit.
 * 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.
* May load onto and unload from Sea transports even when underway.
* May be disbanded in a city to recover 50% of the production cost.
* Is invisible except when next to an enemy unit or city.
* Making an attack ends this unit's turn.
* Never imposes a zone of control.
* Can attack against Missile units, which are usually not reachable.
* Can attack against Sea units, which are usually not reachable.
* Can attack against Coaster 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 3 turns.
* Doing the action 'Bribe Enemy Unit' to this unit is impossible.
* Doing the action 'Sabotage Enemy Unit' to this unit is impossible.
* May acquire veteran status.
 * Veterans have increased strength in combat.
An improved Hypersonic Stealth Fighter, with a higher movement radius and fuel capacity thanks to the (very expensive) antimatter propulsion system.
All aircraft are subject to refueling and must return to a city, airstrip, airbase, or a Carrier before MP's are exhausted or the aircraft will run out of fuel and be destroyed.
===Antimatter Bomber===
 
* Cost: 280 shields, Upkeep: 1 Food, 4 Shield, 4 Gold, 1 Unhappy
* Moves: 24, Vision: 3
* Attack: 10, Defense: 6, Firepower: 3, Hitpoints: 40
* Advance required: Antimatter Propulsion 
* Obsolete by: None
* Bombard rate: 6 
* Belongs to Air 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.
 * Is unreachable. Most units cannot attack this one.
 * Can pillage tile improvements.
 * Doesn't prevent enemy cities from working the tile it's on.
 * Can be airlifted from a suitable city.
* Very bad at attacking AEGIS or Tactical ABM.
* This unit ignore defenders bonus from City Walls improvement
* Can carry and refuel up to 2 Missile or Bomb units.
 * 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.
* May load onto and unload from Sea transports even when underway.
* May be disbanded in a city to recover 50% of the production cost.
* Is invisible except when next to an enemy unit or city.
* Making an attack ends this unit's turn.
* Does bombard attacks (6 per turn). These attacks will only damage (never kill) defenders, but damage all defenders on a tile, and have no risk for the attacker.
* Never imposes a zone of control.
* A field unit: one unhappiness applies even when non-aggressive.
* Can attack against Sea units, which are usually not reachable.
* Can attack against Coaster units, which are usually not reachable.
* Unit has to be in a city, a base, or on a Carrier after 6 turns.
* Doing the action 'Bribe Enemy Unit' to this unit is impossible.
* Doing the action 'Sabotage Enemy Unit' to this unit is impossible.
* May acquire veteran status.
 * Veterans have increased strength in combat.
An improved Stealth Bomber, with a higher movement and fuel capacity thanks to the (very expensive) antimatter propulsion system. They can carry not only ordinary bombs, but also missiles.
All aircraft are subject to refueling and must return to a city, airstrip, airbase, or a Carrier before MP's are exhausted or the aircraft will run out of fuel and be destroyed.
Attack against units on land is a bombard attack; against units on water it has a regular attack.
==Unarmed air units==
===Balloon===
 
* Cost: 15 shields, Upkeep: 1 Shield, 1 Gold
* Moves: 3, Vision: 3
* Attack: 0, Defense: 2, Firepower: 1, Hitpoints: 10
* Advance required: Chemistry 
* Obsolete by: Drone
* Belongs to Air 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.
 * Is unreachable. Most units cannot attack this one.
 * Can pillage tile improvements.
 * Can be airlifted from a suitable city.
* May be disbanded in a city to recover 50% of the production cost.
* 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 be captured by some enemy units.
* Doing the action 'Bribe Enemy Unit' to this unit is impossible.
* Doing the action 'Sabotage Enemy Unit' to this unit is impossible.
* May acquire veteran status.
 * Veterans have increased strength in combat.
Balloons are your first units, which can move anywhere. Usable for observation, or for protecting your cities against air raids.
===AWACS===
 
* Cost: 120 shields, Upkeep: 3 Shield, 3 Gold
* Moves: 28, Vision: 5
* Attack: 0, Defense: 1, Firepower: 3, Hitpoints: 30
* Advance required: Jet Propulsion 
* 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.
 * Slowed down while damaged.
 * Is unreachable. Most units cannot attack this one.
 * Can pillage tile improvements.
 * Doesn't prevent enemy cities from working the tile it's on.
 * Can be airlifted from a suitable city.
* May be disbanded in a city to recover 50% of the production cost.
* Never imposes a zone of control.
* Not subject to zones of control imposed by other units.
* Unit has to be in a city, a base, or on a Carrier after 3 turns.
* Doing the action 'Bribe Enemy Unit' to this unit is impossible.
* Doing the action 'Sabotage Enemy Unit' 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.
All aircraft are subject to refueling and must return to a city, airstrip, airbase, or a Carrier before MP's are exhausted or the aircraft will run out of fuel and be destroyed.
===Jetliner===
 
* Cost: 30 shields, Upkeep: 1 Food, 3 Shield, 3 Gold
* Moves: 30, Vision: 3
* Attack: 0, Defense: 5, Firepower: 2, Hitpoints: 20
* Advance required: Space Flight 
* 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.
 * Slowed down while damaged.
 * Is unreachable. Most units cannot attack this one.
 * Can pillage tile improvements.
 * Can be airlifted from a suitable city.
* Can only be built if there is Airport in the city.
* Can establish trade routes (must travel to target city).
* Costs 1 population to build.
* May be disbanded in a city to recover 50% of the production cost.
* Can add on 1 population to cities of no more than size 6.
* 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 be captured by some enemy units.
* Unit has to be in a city, a base, or on a Carrier after 4 turns.
* Can do the action 'Establish Trade Route' to some individual cities.
* Can do the action 'Help build Wonder' to some individual cities (adds 30 production).
* Doing the action 'Bribe Enemy Unit' to this unit is impossible.
* Doing the action 'Sabotage Enemy Unit' to this unit is impossible.
* Will never achieve veteran status.
Jetliner is a huge passenger or cargo airplane. This unit can enable trading with other nations or help build wonders in your own cities similar to caravans, or be used to transfer population between cities, like migrants.
All aircraft are subject to refueling and must return to a city, airstrip, airbase, or a Carrier before MP's are exhausted or the aircraft will run out of fuel and be destroyed.
=Hovercraft=
Can move across shallow Ocean, Lake, River or flat land
===Hovercraft===
 
* Cost: 45 shields, Upkeep: 2 Shield, 2 Gold, 1 Unhappy
* Moves: 4, Vision: 1
* Attack: 2, Defense: 4, Firepower: 3, Hitpoints: 20
* Advance required: Modern Warfare 
* Obsolete by: None
* Belongs to Hovercraft 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 1 Infantry, Small Land, Light Cavalry, or Heavy Cavalry unit.
* May load onto and unload from Sea transports even when underway.
* May be disbanded in a city to recover 50% of the production cost.
* May impose a zone of control on its adjacent tiles.
* Can attack against Sea units, which are usually not reachable.
* Can attack against Coaster units, which are usually not reachable.
* May acquire veteran status.
 * Veterans have increased strength in combat.
Hovercrafts can carry one Infantry or Cavalry unit and are capable to go both on flat land or water areas. They can be transported by Transport ship, thus can be used as landing aid.
=River boats=
Only rivers and lakes.
===Raft===
 
* Cost: 10 shields, Upkeep: 1 Shield
* Moves: 3, Vision: 1
* Attack: 0, Defense: 0, Firepower: 1, Hitpoints: 5
* Advance required: Forestry 
* Obsolete by: Floating Bridge
* Belongs to Riverboat 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.
 * May fortify to stay put.
* Can carry and refuel 1 Infantry, Small Land, Light Cavalry, Heavy Cavalry, Big Land, Merchant, Suicidal, Wheeled Unit, or Turrets unit.
* May be disbanded in a city to recover 50% of the production cost.
* 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 be captured by some enemy units.
* May acquire veteran status.
Raft is a rudimentary form of transport, limited to the rivers, lakes and fortresses only, however it can be used to relatively fast transport of any land units, including these, which cannot move on some terrains without roads.
TIP: Raft can be used as a temporary bridge (fortify it for anchor), but can be destroyed or captured easily if not guarded.
===Floating Bridge===
 
* Cost: 15 shields, Upkeep: 2 Shield, 1 Gold
* Moves: 4, Vision: 1
* Attack: 0, Defense: 2, Firepower: 2, Hitpoints: 20
* Advance required: Amphibious Warfare 
* Obsolete by: None
* Belongs to Riverboat 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.
 * Gets a 50% defensive bonus while in cities.
 * May fortify, granting a 50% defensive bonus when not in a city.
* Can carry and refuel 1 Infantry, Small Land, Light Cavalry, Heavy Cavalry, Big Land, Merchant, Suicidal, Wheeled Unit, or Turrets unit.
* May load onto and unload from Coaster transports even when underway.
* May be disbanded in a city to recover 50% of the production cost.
* 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 be captured by some enemy units.
* May acquire veteran status.
 * Veterans have increased strength in combat.
Floating Bridge (pontoon bridge) usage is similar to Raft, it can be used to transport of any land units, including these, which cannot move on some terrains without roads.
TIP: Floating Bridge can be transported by Barges and loaded/unloaded anywhere.
=Coasters=
Rivers, Lakes and shallow Ocean tiles.
Early ships (Canoes, Triremes) and Barges can navigate only along coastline.
Coasters are unreachable target for most infantry or cavalry units (except of modern ones), but any artillery can attack these ships.
==Transport ships==
Infantry, Small Land and Light Cavalry units can be deployed directly from aboard of Coaster class of transport ship, while Heavy Cavalry (except of Mech. Inf.), artillery or tanks need to be loaded/unloaded in cities.
 
This type of units has its own veteran levels:
Veteran level Power factor Move bonus
--------------------------------------------
land rat 100% - 
deckhand 125% - 
veteran 150% + 1/6
hardened 175% + 1/6
badger 200% + 1/3
===Canoes===
 
* Cost: 15 shields, Upkeep: 1 Food, 1 Gold
* Moves: 3, Vision: 1
* Attack: 0, Defense: 1, Firepower: 1, Hitpoints: 10
* Advance required: Fire Making 
* Obsolete by: Aak
* Belongs to Coaster unit class.
 * Speed is not affected by terrain.
 * Does not get defense bonuses from terrain.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Is unreachable. Most units cannot attack this one.
* Each player may only have one of this type of unit.
* Can carry and refuel 1 Small Land unit.
* Must stay next to coast.
* May be disbanded in a city to recover 50% of the production cost.
* 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.
* Doing the action 'Bribe Enemy Unit' to this unit is impossible.
* May acquire veteran status.
 * Veterans have increased strength in combat.
Canoe made from hollowed trunk is a stone age form of transport, allow you to spread your Tribe onto nearby islands. Canoe can go along rivers or coast, not able to go far into Ocean.
===Trireme===
 
* Cost: 20 shields, Upkeep: 2 Food, 1 Shield, 1 Gold, 1 Unhappy
* Moves: 5, Vision: 2
* Attack: 2, Defense: 2, Firepower: 1, Hitpoints: 15
* Advance required: Map Making 
* Obsolete by: Aak
* Belongs to Coaster unit class.
 * Speed is not affected by terrain.
 * Does not get defense bonuses from terrain.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Is unreachable. Most units cannot attack this one.
 * Can launch attack from non-native tiles.
* Can carry and refuel up to 2 Infantry, Small Land, or Merchant units.
 * 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.
* Must stay next to coast.
* May be disbanded in a city to recover 50% of the production cost.
* May impose a zone of control on its adjacent tiles.
* Can attack against Sea units, which are usually not reachable.
* Can attack against Coaster units, which are usually not reachable.
* Doing the action 'Bribe Enemy Unit' to this unit is impossible.
* May acquire veteran status.
 * Veterans have increased strength in combat.
The Trireme is your first regular boat unit. It can act as a transport ship and has rudimentary offensive capabilities, and can travel on rivers and along the coastline, but it may not enter into far ocean tiles.
===Aak===
 
* Cost: 25 shields, Upkeep: 2 Food, 1 Shield, 1 Gold
* Moves: 5, Vision: 1
* Attack: 0, Defense: 2, Firepower: 1, Hitpoints: 25
* Advance required: Thalassocracy 
* Obsolete by: Steam Barge
* Belongs to Coaster unit class.
 * Speed is not affected by terrain.
 * Does not get defense bonuses from terrain.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Is unreachable. Most units cannot attack this one.
* Can carry and refuel up to 3 Infantry, Small Land, Light Cavalry, or Merchant units.
 * 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.
* Must stay next to coast.
* May be disbanded in a city to recover 50% of the production cost.
* 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 be captured by some enemy units.
* Doing the action 'Bribe Enemy Unit' to this unit is impossible.
* May acquire veteran status.
 * Veterans have increased strength in combat.
The Aak is a small cargo boat designed for serving inland or coastal waters, but it may not enter deep ocean tiles.
It is merchant vessel, thus cannot be equipped with artillery turrets.
===Steam Barge===
 
* Cost: 40 shields, Upkeep: 1 Food, 2 Shield, 1 Gold
* Moves: 6, Vision: 1
* Attack: 0, Defense: 3, Firepower: 1, Hitpoints: 30
* Advance required: Steam Engine 
* Obsolete by: Diesel Barge
* Belongs to Coaster unit class.
 * Speed is not affected by terrain.
 * Does not get defense bonuses from terrain.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Is unreachable. Most units cannot attack this one.
* Can carry and refuel up to 4 Infantry, Small Land, Light Cavalry, Heavy Cavalry, Merchant, Suicidal, Wheeled Unit, or Riverboat units.
 * 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.
* Must stay next to coast.
* May be disbanded in a city to recover 50% of the production cost.
* Can build Dirt Road, Paved Road, HighWay, and Railroad on tiles.
* Can build Mine, Oil Well, Wind Turbine, and Oil Platform on tiles.
* Can convert terrain to another type by mining.
* Can convert terrain to another type by irrigation.
* Can transform terrain to another type.
* Can build Fort, Fortress, and Water Lock on tiles.
* Can clean Pollution from tiles.
* Can clean Fallout from 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 be captured by some enemy units.
* Doing the action 'Bribe Enemy Unit' to this unit is impossible.
* May acquire veteran status.
 * Veterans have increased strength in combat.
 * Veterans work faster.
Steam barge can transport land units along or across rivers or coastal waters, but it may not enter deep ocean tiles - use steam paddler or transport ship instead.
Barges can also clean pollution and fallout on water tiles, or transform tiles with rivers.
===Diesel Barge===
 
* Cost: 50 shields, Upkeep: 1 Food, 2 Shield, 2 Gold
* Moves: 7, Vision: 2
* Attack: 0, Defense: 4, Firepower: 1, Hitpoints: 30
* Advance required: Mass Production 
* Obsolete by: None
* Belongs to Coaster unit class.
 * Speed is not affected by terrain.
 * Does not get defense bonuses from terrain.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Is unreachable. Most units cannot attack this one.
* Can carry and refuel up to 5 Infantry, Small Land, Light Cavalry, Heavy Cavalry, Big Land, Merchant, Suicidal, Wheeled Unit, or Riverboat units.
 * 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.
* Must stay next to coast.
* May be disbanded in a city to recover 50% of the production cost.
* Can build Dirt Road, Paved Road, HighWay, and Railroad on tiles.
* Can build Mine, Oil Well, Wind Turbine, and Oil Platform on tiles.
* Can convert terrain to another type by mining.
* Can convert terrain to another type by irrigation.
* Can transform terrain to another type.
* Can build Fort, Fortress, and Water Lock on tiles.
* Can clean Pollution from tiles.
* Can clean Fallout from 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 be captured by some enemy units.
* Doing the action 'Bribe Enemy Unit' to this unit is impossible.
* May acquire veteran status.
 * Veterans have increased strength in combat.
 * Veterans work faster.
Diesel barge can transport land units, also big ones, along or across rivers or coastal waters, but it may not enter deep ocean tiles - use transport ship instead.
Barges can also clean pollution and fallout on water tiles, or transform tiles with rivers.
==Navy coastal ships==
These units can carry Turret or Small Land unit.
This type of units has its own veteran levels:
Veteran level Power factor Move bonus
--------------------------------------------
land rat 100% - 
deckhand 125% - 
veteran 150% + 1/6
hardened 175% + 1/6
sea wolf 200% + 1/3
===Galley===
 
* Cost: 30 shields, Upkeep: 2 Food, 1 Shield, 2 Gold, 1 Unhappy
* Moves: 6, Vision: 2
* Attack: 2, Defense: 4, Firepower: 1, Hitpoints: 20
* Advance required: Seafaring 
* Obsolete by: Monitor
* Belongs to Coaster unit class.
 * Speed is not affected by terrain.
 * Does not get defense bonuses from terrain.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Is unreachable. Most units cannot attack this one.
 * Can launch attack from non-native tiles.
* Can carry and refuel 1 Small Land or Turrets 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.
* May be disbanded in a city to recover 50% of the production cost.
* May impose a zone of control on its adjacent tiles.
* Can attack against Sea units, which are usually not reachable.
* Can attack against Coaster units, which are usually not reachable.
* Doing the action 'Bribe Enemy Unit' to this unit is impossible.
* May acquire veteran status.
 * Veterans have increased strength in combat.
Galley, thanks to rowing, can operate both on shallow sea waters or inland rivers as well, as a small troops transport or battle ship, especially if equipped with ballistas or bombards. Galley cannot enter deep ocean tiles.
===Monitor===
 
* Cost: 50 shields, Upkeep: 1 Food, 2 Shield, 2 Gold, 1 Unhappy
* Moves: 8, Vision: 2
* Attack: 2, Defense: 5, Firepower: 2, Hitpoints: 20
* Advance required: Screw Propeller 
* Obsolete by: Patrol Boat
* Bombard rate: 2 
* Belongs to Coaster unit class.
 * Speed is not affected by terrain.
 * Does not get defense bonuses from terrain.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Is unreachable. Most units cannot attack this one.
 * Can launch attack from non-native tiles.
* Can carry and refuel 1 Small Land or Turrets 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.
* May be disbanded in a city to recover 50% of the production cost.
* Does bombard attacks (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.
* May impose a zone of control on its adjacent tiles.
* Can attack against Sea units, which are usually not reachable.
* Can attack against Coaster units, which are usually not reachable.
* Doing the action 'Bribe Enemy Unit' to this unit is impossible.
* May acquire veteran status.
 * Veterans have increased strength in combat.
Monitors are small warships, which can be equipped with powerful turret gun. They are designed for operation on shallow coastal waters or rivers and connect enter deep ocean tiles.
Bombard or cannon turret can be installed aboard, for increase attack strength.
Attack against units on land is a bombard attack; against units on water it has a regular attack.
===Patrol Boat===
 
* Cost: 60 shields, Upkeep: 1 Food, 3 Shield, 2 Gold, 1 Unhappy
* Moves: 10, Vision: 2
* Attack: 3, Defense: 5, Firepower: 3, Hitpoints: 20
* Advance required: Amphibious Warfare 
* Obsolete by: None
* Bombard rate: 3 
* Belongs to Coaster unit class.
 * Speed is not affected by terrain.
 * Does not get defense bonuses from terrain.
 * Subject to zones of control.
 * Slowed down while damaged.
 * Is unreachable. Most units cannot attack this one.
 * Can launch attack from non-native tiles.
* Can carry and refuel 1 Infantry, Small Land, Turrets, or Torpedeos 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.
* May be disbanded in a city to recover 50% of the production cost.
* Does bombard attacks (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.
* May impose a zone of control on its adjacent tiles.
* Can attack against Sea units, which are usually not reachable.
* Can attack against Coaster units, which are usually not reachable.
* Doing the action 'Bribe Enemy Unit' to this unit is impossible.
* May acquire veteran status.
 * Veterans have increased strength in combat.
Patrol boats are small but fast units, can be equipped with turret gun or torpedo. They can operate on shallow coastal waters or rivers.
Attack against units on land is a bombard attack; against units on water it has a regular attack.
=Sea=
Lakes and any Sea tiles, but no Rivers.
Sea ships are unreachable target for infantry or cavalry units (except of spec-ops ones), but artillery can attack these ships if they are close to the coast.
This type of units has its own veteran levels:
Veteran level Power factor Move bonus
--------------------------------------------
land rat 100% - 
deckhand 125% - 
veteran 150% + 1/6
hardened 175% + 1/6
sea wolf 200% + 1/3
==Transport ships==
Infantry or Small Land units can be deployed directly from aboard of Sea class of transport ship, while cavalry (except of Mech. Inf.), artillery or tanks need to be loaded/unloaded in cities.
===Kon-Tiki Raft===
 
* Cost: 20 shields, Upkeep: 1 Food, 1 Gold
* Moves: 2, Vision: 1
* Attack: 0, Defense: 1, Firepower: 1, Hitpoints: 5
* Advance required: Sailing 
* Obsolete by: Caravel
* 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.
 * Is unreachable. Most units cannot attack this one.
* Can only be built if there is Moai Statues in the city.
* Each player may only have one of this type of unit.
* Can carry and refuel 1 Small Land or Merchant 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.
* May be disbanded in a city to recover 50% of the production cost.
* 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.
* Doing the action 'Bribe Enemy Unit' to this unit is impossible.
* May acquire veteran status.
 * Veterans have increased strength in combat.
Kon-Tiki raft is a very first and unique boat unit. It can act as a small transport ship and can travel on any ocean tile, can carry one Small Land unit.
Available only in a city with Moai Statues.
===Longboat===
 
* Cost: 25 shields, Upkeep: 2 Food, 1 Gold
* Moves: 3, Vision: 1
* Attack: 0, Defense: 1, Firepower: 1, Hitpoints: 10
* Advance required: Seafaring 
* Obsolete by: Caravel
* 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.
 * Is unreachable. Most units cannot attack this one.
* Each player may only have one of this type of unit.
* Can carry and refuel 1 Infantry, Small Land, or Merchant 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.
* May be disbanded in a city to recover 50% of the production cost.
* 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.
* Doing the action 'Bribe Enemy Unit' to this unit is impossible.
* May acquire veteran status.
 * Veterans have increased strength in combat.
The Longboat is an early, unique boat unit. It can act as a small transport ship and can travel on any ocean tile, can carry one Small Land, Infantry or Merchant unit.
===Caravel===
 
* Cost: 40 shields, Upkeep: 2 Food, 1 Shield, 1 Gold, 1 Unhappy
* Moves: 4, Vision: 2
* Attack: 2, Defense: 3, Firepower: 1, Hitpoints: 15
* Advance required: Navigation 
* 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.
 * Is unreachable. Most units cannot attack this one.
 * Can launch attack from non-native tiles.
* Can carry and refuel up to 2 Infantry, Small Land, Light Cavalry, Heavy Cavalry, or Merchant units.
 * 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.
* May be disbanded in a city to recover 50% of the production cost.
* Can only attack units on native tiles.
* May impose a zone of control on its adjacent tiles.
* Can attack against Sea units, which are usually not reachable.
* Can attack against Coaster units, which are usually not reachable.
* Doing the action 'Bribe Enemy Unit' 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.
This universal vessel can fight with other ships as well as carry some land units (however cavalry can disembark only in cities
===Galleon===
 
* Cost: 40 shields, Upkeep: 2 Food, 1 Shield, 1 Gold
* Moves: 6, Vision: 2
* Attack: 0, Defense: 3, Firepower: 1, Hitpoints: 20
* Advance required: Magnetism 
* Obsolete by: Paddle Steamer
* 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.
 * Is unreachable. Most units cannot attack this one.
* Can carry and refuel up to 3 Infantry, Small Land, Light Cavalry, Heavy Cavalry, Merchant, or Wheeled Unit units.
 * 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.
* May be disbanded in a city to recover 50% of the production cost.
* Never imposes a zone of control.
* Can be captured by some enemy units.
* Doing the action 'Bribe Enemy Unit' to this unit is impossible.
* May acquire veteran status.
 * Veterans have increased strength in combat.
The Galleon is a pure transport ship, the first which can also transport large wheeled units (but they can't disembark directly on the coast). It cannot attack other ships, though it may still defend itself when attacked.
It is merchant vessel, thus cannot be equipped with artillery turrets.
===Paddle Steamer===
 
* Cost: 50 shields, Upkeep: 1 Food, 2 Shield, 2 Gold
* Moves: 8, Vision: 2
* Attack: 0, Defense: 4, Firepower: 2, Hitpoints: 25
* Advance required: Steam Engine 
* 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.
 * Is unreachable. Most units cannot attack this one.
* Can carry and refuel up to 6 Infantry, Small Land, Light Cavalry, Heavy Cavalry, Big Land, Merchant, Suicidal, or Wheeled Unit units.
 * 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.
* May be disbanded in a city to recover 50% of the production cost.
* 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 be captured by some enemy units.
* Doing the action 'Bribe Enemy Unit' to this unit is impossible.
* May acquire veteran status.
 * Veterans have increased strength in combat.
The Paddle Steamer is an sea transport ship. It can transport variety of land units, but cavalry, artillery or tanks can disembark only in cities.
It is merchant vessel, thus cannot be equipped with artillery turrets.
===Transport===
 
* Cost: 65 shields, Upkeep: 1 Food, 3 Shield, 2 Gold
* Moves: 10, Vision: 2
* Attack: 0, Defense: 5, Firepower: 2, Hitpoints: 40
* Advance required: Turbine 
* 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.
 * Is unreachable. Most units cannot attack this one.
* Can carry and refuel up to 8 Infantry, Small Land, Light Cavalry, Heavy Cavalry, Big Land, Merchant, Hovercraft, Suicidal, or Wheeled Unit units.
 * 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.
* May be disbanded in a city to recover 50% of the production cost.
* Can build Oil Platform on tiles.
* Can build Water Lock on tiles.
* Can clean Pollution from tiles.
* Can clean Fallout from tiles.
* Never imposes a zone of control.
* Can be captured by some enemy units.
* Doing the action 'Bribe Enemy Unit' to this unit is impossible.
* May acquire veteran status.
 * Veterans have increased strength in combat.
 * Veterans work faster.
The Transport cannot attack on its own but may defend itself when under attack. It can transport variety of land units, but cavalry, artillery or tanks can disembark only in cities.
Transports can also clean pollution and fallout on water tiles, and with knowledge of Sea Exploration, may build oil platforms on deep ocean tiles (for use by Offshore Platforms).
It is merchant vessel, thus cannot be equipped with artillery turrets.
==Merchant ships==
Can be used to help building wonders or to establish trade route.
===Junk===
 
* Cost: 25 shields, Upkeep: 2 Food, 1 Shield, 1 Gold, 1 Unhappy
* Moves: 5, Vision: 1
* Attack: 2, Defense: 3, Firepower: 1, Hitpoints: 12
* Advance required: Taoism 
* Obsolete by: Clipper
* 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.
 * Is unreachable. Most units cannot attack this one.
 * Can attack units on non-native tiles.
 * Can launch attack from non-native tiles.
* Each player may only have one of this type of unit.
* Can establish trade routes (must travel to target city).
* May be disbanded in a city to recover 50% of the production cost.
* May impose a zone of control on its adjacent tiles.
* Can attack against Sea units, which are usually not reachable.
* Can attack against Coaster units, which are usually not reachable.
* Can do the action 'Establish Trade Route' to some individual cities.
* Can do the action 'Help build Wonder' to some individual cities (adds 25 production).
* Doing the action 'Bribe Enemy Unit' to this unit is impossible.
* May acquire veteran status.
 * Veterans have increased strength in combat.
The Junk is a Chinese sailing ship that can enter any ocean tile.
This ship carries goods or material for trading with other nations, or to help build wonders in your own cities, similar to caravans.
===Cog===
 
* Cost: 30 shields, Upkeep: 2 Food, 1 Shield, 1 Gold
* Moves: 6, Vision: 1
* Attack: 0, Defense: 3, Firepower: 1, Hitpoints: 12
* Advance required: Thalassocracy 
* Obsolete by: Clipper
* 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.
 * Is unreachable. Most units cannot attack this one.
* Can only be built with Thalassocracy as government.
* Can establish trade routes (must travel to target city).
* May be disbanded in a city to recover 50% of the production cost.
* 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 be captured by some enemy units.
* Can do the action 'Establish Trade Route' to some individual cities.
* Can do the action 'Help build Wonder' to some individual cities (adds 30 production).
* Doing the action 'Bribe Enemy Unit' to this unit is impossible.
* May acquire veteran status.
 * Veterans have increased strength in combat.
The Cog carries goods or material for trading with other nations, or to help build wonders in your own cities, similar to caravans.
These ships can be produced exclusively by maritime realms governed by Thalassocracy.
===Clipper===
 
* Cost: 50 shields, Upkeep: 2 Food, 1 Shield, 2 Gold
* Moves: 10, Vision: 2
* Attack: 0, Defense: 3, Firepower: 2, Hitpoints: 20
* Advance required: Overseas Trade 
* Obsolete by: Freighter
* 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.
 * Is unreachable. Most units cannot attack this one.
* Can establish trade routes (must travel to target city).
* May be disbanded in a city to recover 50% of the production cost.
* 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 be captured by some enemy units.
* Can do the action 'Establish Trade Route' to some individual cities.
* Can do the action 'Help build Wonder' to some individual cities (adds 50 production).
* Doing the action 'Bribe Enemy Unit' to this unit is impossible.
* May acquire veteran status.
 * Veterans have increased strength in combat.
Clipper carries goods or material for trading with other nations, or to help build wonders in your own cities, similar to caravans.
===Freighter===
 
* Cost: 80 shields, Upkeep: 1 Food, 2 Shield, 2 Gold
* Moves: 12, Vision: 2
* Attack: 0, Defense: 4, Firepower: 2, Hitpoints: 30
* Advance required: Steel 
* 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.
 * Is unreachable. Most units cannot attack this one.
* Can establish trade routes (must travel to target city).
* May be disbanded in a city to recover 50% of the production cost.
* 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 be captured by some enemy units.
* Can do the action 'Establish Trade Route' to some individual cities.
* Can do the action 'Help build Wonder' to some individual cities (adds 80 production).
* Doing the action 'Bribe Enemy Unit' to this unit is impossible.
* May acquire veteran status.
 * Veterans have increased strength in combat.
Freighter carries goods or material for trading with other nations, or to help build wonders in your own cities, similar to caravans or freight land units.
==Navy ships==
These units can carry Turrets
===Brig===
 
* Cost: 35 shields, Upkeep: 2 Food, 1 Shield, 1 Gold, 1 Unhappy
* Moves: 6, Vision: 1
* Attack: 2, Defense: 3, Firepower: 1, Hitpoints: 20
* Advance required: Navigation 
* Obsolete by: Frigate
* 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.
 * Is unreachable. Most units cannot attack this one.
 * Can launch attack from non-native tiles.
* Can carry and refuel 1 Small Land or Turrets 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.
* May be disbanded in a city to recover 50% of the production cost.
* Can only attack units on native tiles.
* May impose a zone of control on its adjacent tiles.
* Can attack against Sea units, which are usually not reachable.
* Can attack against Coaster units, which are usually not reachable.
* Doing the action 'Bribe Enemy Unit' to this unit is impossible.
* May acquire veteran status.
 * Veterans have increased strength in combat.
The Brig is a sailing warship that can enter any ocean tile.
Ballista or bombard can be installed aboard, for increase attack strength.
===Frigate===
 
* Cost: 50 shields, Upkeep: 2 Food, 1 Shield, 2 Gold, 1 Unhappy
* Moves: 8, Vision: 2
* Attack: 3, Defense: 4, Firepower: 2, Hitpoints: 20
* Advance required: Magnetism 
* Obsolete by: Destroyer
* Bombard rate: 1 
* 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.
 * Is unreachable. Most units cannot attack this one.
 * Can attack units on non-native tiles.
 * Can launch attack from non-native tiles.
* Can carry and refuel 1 Small Land or Turrets 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.
* May be disbanded in a city to recover 50% of the production cost.
* Does bombard attacks (1 per turn). These attacks will only damage (never kill) defenders, but damage all defenders on a tile, and have no risk for the attacker.
* May impose a zone of control on its adjacent tiles.
* Can attack against Sea units, which are usually not reachable.
* Can attack against Coaster units, which are usually not reachable.
* Doing the action 'Bribe Enemy Unit' 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.
Ballista or bombard can be installed aboard, for increase attack strength.
Attack against units on land is a bombard attack; against units on water it has a regular attack.
===Flagship Frigate===
 
* Cost: 70 shields, Upkeep: 2 Food, 1 Shield, 3 Gold, 1 Unhappy
* Moves: 9, Vision: 3
* Attack: 5, Defense: 8, Firepower: 2, Hitpoints: 20
* Advance required: Overseas Trade 
* Obsolete by: Cruiser
* Bombard rate: 2 
* 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.
 * Is unreachable. Most units cannot attack this one.
 * Can attack units on non-native tiles.
 * Can launch attack from non-native tiles.
* Each player may only have one of this type of unit.
* Can carry and refuel up to 2 Turrets units.
 * Cargo cannot be loaded except in a city or a base native to this transport.
 * Cargo cannot be unloaded except in a city or a base native to this transport.
* May be disbanded in a city to recover 50% of the production cost.
* Does bombard attacks (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.
* May impose a zone of control on its adjacent tiles.
* Can attack against Sea units, which are usually not reachable.
* Can attack against Coaster units, which are usually not reachable.
* Doing the action 'Bribe Enemy Unit' to this unit is impossible.
* May acquire veteran status.
 * Veterans have increased strength in combat.
The Flagship is the command and conquer Frigate with a strong offensive value if equipped with additional artillery units, and can attack units on land, but it cannot transport land units. The Flagship Frigate in a unique unit and as such only one can be built.
Ballista or bombard can be installed aboard, for increase
 attack strength.
Attack against units on land is a bombard attack; against units on water it has a regular attack.
===Ironclad===
 
* Cost: 60 shields, Upkeep: 1 Food, 2 Shield, 2 Gold, 1 Unhappy
* Moves: 7, Vision: 2
* Attack: 4, Defense: 5, Firepower: 2, Hitpoints: 25
* Advance required: Screw Propeller 
* Obsolete by: Cruiser
* Bombard rate: 2 
* 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.
 * Is unreachable. Most units cannot attack this one.
 * Can attack units on non-native tiles.
 * Can launch attack from non-native tiles.
* Can carry and refuel up to 2 Turrets units.
 * Cargo cannot be loaded except in a city or a base native to this transport.
 * Cargo cannot be unloaded except in a city or a base native to this transport.
* May be disbanded in a city to recover 50% of the production cost.
* Does bombard attacks (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.
* May impose a zone of control on its adjacent tiles.
* Can attack against Sea units, which are usually not reachable.
* Can attack against Coaster units, which are usually not reachable.
* Doing the action 'Bribe Enemy Unit' 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, but slow.
Bombard or cannon turret can be installed aboard, for increase attack strength.
Attack against units on land is a bombard attack; against units on water it has a regular attack.
===Destroyer===
 
* Cost: 65 shields, Upkeep: 1 Food, 2 Shield, 3 Gold, 1 Unhappy
* Moves: 12, Vision: 2
* Attack: 4, Defense: 6, Firepower: 3, Hitpoints: 25
* Advance required: Turbine 
* Obsolete by: Railgun Destroyer
* Bombard rate: 2 
* 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.
 * Is unreachable. Most units cannot attack this one.
 * Can attack units on non-native tiles.
 * Can launch attack from non-native tiles.
* 2x defense bonus if attacked by Submarine, Nuclear Submarine, or Torpedo.
* Can carry and refuel 1 Small Land, Turrets, or Torpedeos 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.
* May be disbanded in a city to recover 50% of the production cost.
* Does bombard attacks (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.
* May impose a zone of control on its adjacent tiles.
* Can attack against Sea units, which are usually not reachable.
* Can attack against Coaster units, which are usually not reachable.
* Doing the action 'Bribe Enemy Unit' to this unit is impossible.
* May acquire veteran status.
 * Veterans have increased strength in combat.
An improved warship, with better move rate and vision. Anti-submarine weapons double its defense against Submarines.
Destroyer can hold one turret or torpedo.
Attack against units on land is a bombard attack; against units on water it has a regular attack.
TIP: A very fast unit, which is very useful for hunting down enemy Transports and Submarines.
===Cruiser===
 
* Cost: 85 shields, Upkeep: 1 Food, 3 Shield, 4 Gold, 1 Unhappy
* Moves: 10, Vision: 3
* Attack: 5, Defense: 10, Firepower: 3, Hitpoints: 30
* Advance required: Combustion 
* Obsolete by: AEGIS Cruiser
* Bombard rate: 3 
* 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.
 * Is unreachable. Most units cannot attack this one.
 * Can attack units on non-native tiles.
 * Can launch attack from non-native tiles.
* Can carry and refuel up to 2 Turrets units.
 * Cargo cannot be loaded except in a city or a base native to this transport.
 * Cargo cannot be unloaded except in a city or a base native to this transport.
* May be disbanded in a city to recover 50% of the production cost.
* Does bombard attacks (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.
* May impose a zone of control on its adjacent tiles.
* Can attack against Sea units, which are usually not reachable.
* Can attack against Coaster units, which are usually not reachable.
* Doing the action 'Bribe Enemy Unit' to this unit is impossible.
* May acquire veteran status.
 * Veterans have increased strength in combat.
The Cruiser is a strong offensive boat unit, can carry 2 artillery or gun turrets.
Attack against units on land is a bombard attack; against units on water it has a regular attack.
===Battleship===
 
* Cost: 100 shields, Upkeep: 2 Food, 4 Shield, 4 Gold, 2 Unhappy
* Moves: 9, Vision: 3
* Attack: 6, Defense: 11, Firepower: 4, Hitpoints: 35
* Advance required: Mass Production 
* Obsolete by: AEGIS Cruiser
* Bombard rate: 4 
* 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.
 * Is unreachable. Most units cannot attack this one.
 * Can attack units on non-native tiles.
 * Can launch attack from non-native tiles.
* Can carry and refuel up to 3 Turrets units.
 * Cargo cannot be loaded except in a city or a base native to this transport.
 * Cargo cannot be unloaded except in a city or a base native to this transport.
* May be disbanded in a city to recover 50% of the production cost.
* Does bombard attacks (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.
* May impose a zone of control on its adjacent tiles.
* Can attack against Sea units, which are usually not reachable.
* Can attack against Coaster units, which are usually not reachable.
* Doing the action 'Bribe Enemy Unit' 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.
The Battleship can hold up to 3 artillery or gun turrets.
Attack against units on land is a bombard attack; against units on water it has a regular attack.
===AEGIS Cruiser===
 
* Cost: 120 shields, Upkeep: 1 Food, 4 Shield, 4 Gold, 2 Unhappy
* Moves: 10, Vision: 4
* Attack: 7, Defense: 12, Firepower: 4, Hitpoints: 40
* Advance required: Laser 
* Obsolete by: None
* Bombard rate: 4 
* 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.
 * Is unreachable. Most units cannot attack this one.
 * Can attack units on non-native tiles.
 * Can launch attack from non-native tiles.
* 5x defense bonus if attacked by Zeppelin, Helicopter, Drone, Airplane, Fighter, Bomber, Strike Aircraft, Jet Fighter, Strike Jet, Stealth Fighter, Stealth Bomber, Antimatter Fighter, Antimatter Bomber, Missile, Cruise Missile, or GBU.
* Can carry and refuel up to 3 Missile or Turrets units.
 * 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.
* May be disbanded in a city to recover 50% of the production cost.
* Does bombard attacks (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.
* May impose a zone of control on its adjacent tiles.
* Can attack against Sea units, which are usually not reachable.
* Can attack against Coaster units, which are usually not reachable.
* Doing the action 'Bribe Enemy Unit' 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.
AEGIS Cruiser can hold up to 3 turrets or cruise rockets.
Attack against units on land is a bombard attack; against units on water it has a regular attack.
===Railgun Destroyer===
 
* Cost: 80 shields, Upkeep: 1 Food, 2 Shield, 4 Gold, 1 Unhappy
* Moves: 14, Vision: 3
* Attack: 4, Defense: 7, Firepower: 4, Hitpoints: 30
* Advance required: Fusion Power 
* Obsolete by: None
* Bombard rate: 3 
* 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.
 * Is unreachable. Most units cannot attack this one.
 * Can attack units on non-native tiles.
 * Can launch attack from non-native tiles.
* 2x defense bonus if attacked by Submarine, Nuclear Submarine, or Torpedo.
* Can carry and refuel up to 2 Small Land, Turrets, or Torpedeos units.
 * 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.
* May be disbanded in a city to recover 50% of the production cost.
* Does bombard attacks (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.
* May impose a zone of control on its adjacent tiles.
* Can attack against Sea units, which are usually not reachable.
* Can attack against Coaster units, which are usually not reachable.
* Doing the action 'Bribe Enemy Unit' to this unit is impossible.
* May acquire veteran status.
 * Veterans have increased strength in combat.
A destroyer powered by fusion power and equipped with electromagnetic railguns, can destroy targets with double firepower.
Destroyer can hold two turrets or Torpedeos.
Attack against units on land is a bombard attack; against units on water it has a regular attack.
===Submarine===
 
* Cost: 90 shields, Upkeep: 1 Food, 3 Shield, 3 Gold, 1 Unhappy
* Moves: 10, Vision: 1
* Attack: 4, Defense: 5, Firepower: 2, Hitpoints: 20
* Advance required: Combustion 
* Obsolete by: None
* Bombard rate: 1 
* 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.
 * Is unreachable. Most units cannot attack this one.
 * Can launch attack from non-native tiles.
* Attack value halved when attacking Destroyer.
* Can carry and refuel up to 4 Torpedeos units.
* May be disbanded in a city to recover 50% of the production cost.
* Is invisible except when next to an enemy unit or city.
* Can only attack units on native tiles.
* Does bombard attacks (1 per turn). These attacks will only damage (never kill) defenders, but damage all defenders on a tile, and have no risk for the attacker.
* May impose a zone of control on its adjacent tiles.
* Can attack against Sea units, which are usually not reachable.
* Can attack against Coaster units, which are usually not reachable.
* Doing the action 'Bribe Enemy Unit' 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.
Submarines can carry Torpedeos or can attack directly using deck cannon.
Attack against units on land is a bombard attack; against units on water it has a regular attack.
===Nuclear Submarine===
 
* Cost: 120 shields, Upkeep: 1 Food, 4 Shield, 4 Gold
* Moves: 12, Vision: 2
* Attack: 5, Defense: 6, Firepower: 3, Hitpoints: 20
* Advance required: Nuclear Power 
* Obsolete by: None
* Bombard rate: 2 
* 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.
 * Is unreachable. Most units cannot attack this one.
 * Can launch attack from non-native tiles.
* Attack value halved when attacking Destroyer.
* Can carry and refuel up to 8 Missile or Torpedeos units.
 * 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.
* May be disbanded in a city to recover 50% of the production cost.
* Is invisible except when next to an enemy unit or city.
* Can only attack units on native tiles.
* Does bombard attacks (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.
* May impose a zone of control on its adjacent tiles.
* Can attack against Sea units, which are usually not reachable.
* Can attack against Coaster units, which are usually not reachable.
* Doing the action 'Bribe Enemy Unit' 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.
Nuclear Submarines can carry Torpedeos or missiles, or can attack directly using deck cannon. They are faster than their predecessors.
Attack against units on land is a bombard attack; against units on water it has a regular attack.
===Carrier===
 
* Cost: 110 shields, Upkeep: 1 Food, 3 Shield, 4 Gold, 1 Unhappy
* Moves: 10, Vision: 2
* Attack: 0, Defense: 9, Firepower: 2, Hitpoints: 40
* Advance required: Advanced Flight 
* 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.
 * Is unreachable. Most units cannot attack this one.
* Can carry and refuel up to 8 Small Land, Helicopter, or Air units.
 * 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.
* May be disbanded in a city to recover 50% of the production cost.
* Never imposes a zone of control.
* Doing the action 'Bribe Enemy Unit' 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, small land units and helicopters, although infantry units cannot always be transferred to and from Helicopters while onboard (see Helicopter help).Early Bombers can't start and land from aboard (needs to be loaded/unloaded in cities)
TIP: Guard Carriers with a handful of fast-moving ships and a battleship, as losing a fully-equipped Carrier is VERY painful and expensive.
=Missiles, Bombs, Torpedoes=
===Missile===
 
* Cost: 30 shields, Upkeep: 2 Shield, 1 Gold, 1 Unhappy
* Moves: 16, Vision: 1
* Attack: 16, Defense: 0, Firepower: 3, Hitpoints: 2
* Advance required: Rocketry 
* 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.
 * Gets used up in making an attack.
 * 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.
* Very bad at attacking AEGIS or Tactical ABM.
* This unit ignore defenders bonus from City Walls improvement
* May unload from Sea or Air transports even when underway.
* May be disbanded in a city to recover 50% of the production cost.
* 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 Sea units, which are usually not reachable.
* Can attack against Coaster 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 Bomber, Stealth Bomber, Antimatter Bomber, AEGIS Cruiser, Nuclear Submarine, or Armoured Train after 1 turn.
* Doing the action 'Bribe Enemy Unit' to this unit is impossible.
* Doing the action 'Sabotage Enemy Unit' to this unit is impossible.
* May acquire veteran status.
 * Veterans have increased strength in combat.
Medium-distance Missile can devastate enemy units, especially is capable to shoot down enemy aircraft or missiles.
===Cruise Missile===
 
* Cost: 50 shields, Upkeep: 2 Shield, 2 Gold, 1 Unhappy
* Moves: 28, Vision: 2
* Attack: 18, Defense: 0, Firepower: 4, Hitpoints: 5
* Advance required: Advanced Rocketry 
* 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.
 * Gets used up in making an attack.
 * 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.
* Very bad at attacking AEGIS or Tactical ABM.
* This unit ignore defenders bonus from City Walls improvement
* May unload from Sea transports even when underway.
* May be disbanded in a city to recover 50% of the production cost.
* Gets double firepower when attacking cities.
* Never imposes a zone of control.
* Can attack against Sea units, which are usually not reachable.
* Can attack against Coaster units, which are usually not reachable.
* Unit has to be in a city, a base, or on a Bomber, Stealth Bomber, Antimatter Bomber, AEGIS Cruiser, Nuclear Submarine, or Armoured Train after 1 turn.
* Doing the action 'Bribe Enemy Unit' to this unit is impossible.
* Doing the action 'Sabotage Enemy Unit' to this unit is impossible.
* May acquire veteran status.
 * Veterans have increased strength in combat.
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.
===Atomic Bomb===
 
* Cost: 160 shields, Upkeep: 2 Shield, 3 Gold, 3 Unhappy
* Moves: 2, Vision: 1
* Attack: 99, Defense: 0, Firepower: 3, Hitpoints: 10
* Advance required: Nuclear Fission 
* 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.
 * Gets used up in making an attack.
 * 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.
* Can only be built if there is Nuclear Plant in the city.
* This unit ignore defenders bonus from City Walls improvement
* May unload from Air transports even when underway.
* May be disbanded in a city to recover 50% of the production cost.
* This unit's attack causes a nuclear explosion!
* Never imposes a zone of control.
* A field unit: one unhappiness applies even when non-aggressive.
* Can be captured by some enemy units.
* Can attack against Sea units, which are usually not reachable.
* Can attack against Coaster units, which are usually not reachable.
* Unit has to be in a city, a base, or on a Bomber, Stealth Bomber, Antimatter Bomber, AEGIS Cruiser, Nuclear Submarine, or Armoured Train after 1 turn.
* Doing the action 'Bribe Enemy Unit' to this unit is impossible.
* Doing the action 'Sabotage Enemy Unit' to this unit is impossible.
* Will never achieve veteran status.
You can build Atomic Bomb units when you have the required Nuclear Fission advance, and the Manhattan Project wonder has been built by any player. Bombers or their successors can carry Atomic Bomb.
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.
Similar to pollution and global warming, the risk of global nuclear winter increases with fallout. If nuclear winter occurs, terrain across the globe changes into desert, tundra, and ice. Settlers, Migrants, Workers, and Engineers and (for fallout on water) Transports can clean up nuclear 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!
===Nuclear===
 
* Cost: 220 shields, Upkeep: 3 Shield, 3 Gold, 3 Unhappy
* Moves: 24, Vision: 1
* Attack: 99, Defense: 0, Firepower: 4, Hitpoints: 10
* Advance required: Advanced Rocketry 
* 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.
 * Gets used up in making an attack.
 * 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.
* Can only be built if there is Nuclear Plant in the city.
* This unit ignore defenders bonus from City Walls improvement
* May unload from Sea transports even when underway.
* May be disbanded in a city to recover 50% of the production cost.
* This unit's attack causes a nuclear explosion!
* Never imposes a zone of control.
* A field unit: one unhappiness applies even when non-aggressive.
* Can attack against Sea units, which are usually not reachable.
* Can attack against Coaster units, which are usually not reachable.
* Unit has to be in a city, a base, or on a Bomber, Stealth Bomber, Antimatter Bomber, AEGIS Cruiser, Nuclear Submarine, or Armoured Train after 1 turn.
* Doing the action 'Bribe Enemy Unit' to this unit is impossible.
* Doing the action 'Sabotage Enemy Unit' 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.
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!
===Torpedo===
 
* Cost: 20 shields, Upkeep: 2 Shield, 1 Gold
* Moves: 2, Vision: 1
* Attack: 10, Defense: 0, Firepower: 3, Hitpoints: 5
* Advance required: Combustion 
* Obsolete by: None
* Belongs to Torpedeos unit class.
 * Speed is not affected by terrain.
 * Does not get defense bonuses from terrain.
 * Not subject to zones of control.
 * Gets used up in making an attack.
 * Is unreachable. Most units cannot attack this one.
 * Doesn't prevent enemy cities from working the tile it's on.
* Attack value halved when attacking Destroyer.
* May load onto Sea or Coaster transports even when underway.
* May unload from Sea, Coaster, or Air transports even when underway.
* May be disbanded in a city to recover 50% of the production cost.
* Is invisible except when next to an enemy unit or city.
* Can only attack units on native tiles.
* Never imposes a zone of control.
* Can be captured by some enemy units.
* Can attack against Sea units, which are usually not reachable.
* Can attack against Coaster units, which are usually not reachable.
* Unit has to be in a city, a base, or on a Strike Aircraft, Strike Jet, Stealth Fighter, Antimatter Fighter, Patrol Boat, Destroyer, Railgun Destroyer, Submarine, or Nuclear Submarine after 1 turn.
* Doing the action 'Bribe Enemy Unit' to this unit is impossible.
* Doing the action 'Sabotage Enemy Unit' to this unit is impossible.
* May acquire veteran status.
 * Veterans have increased strength in combat.
Torpedeos, carried by submarine or patrol boat, can attack other ships. They have short range and must to be used within one round.
===GBU===
 
* Cost: 15 shields, Upkeep: 1 Shield, 1 Gold
* Moves: 1, Vision: 1
* Attack: 10, Defense: 0, Firepower: 3, Hitpoints: 5
* Advance required: Radar 
* Obsolete by: None
* Belongs to Bomb unit class.
 * Speed is not affected by terrain.
 * Does not get defense bonuses from terrain.
 * Not subject to zones of control.
 * Gets used up in making an attack.
 * Is unreachable. Most units cannot attack this one.
 * Doesn't prevent enemy cities from working the tile it's on.
 * Can attack units on non-native tiles.
* Very bad at attacking AEGIS or Tactical ABM.
* This unit ignore defenders bonus from City Walls improvement
* May be disbanded in a city to recover 50% of the production cost.
* Gets double firepower when attacking cities.
* Never imposes a zone of control.
* Can be captured by some enemy units.
* Can attack against Sea units, which are usually not reachable.
* Can attack against Coaster units, which are usually not reachable.
* Unit has to be in a city, a base, or on a Bomber, Strike Aircraft, Strike Jet, Stealth Fighter, Stealth Bomber, Antimatter Fighter, or Antimatter Bomber after 1 turn.
* Doing the action 'Bribe Enemy Unit' to this unit is impossible.
* Doing the action 'Sabotage Enemy Unit' to this unit is impossible.
* May acquire veteran status.
 * Veterans have increased strength in combat.
This huge GBU (Guided Bomb Unit), carried by bombers, can precisely strike enemy unit, instead of spreading small bombs by bomber itself.
=Trains=
Can move only on Railroads.
===Train===
 
* Cost: 60 shields, Upkeep: 2 Shield, 2 Gold
* Moves: 4, Vision: 1
* Attack: 0, Defense: 1, Firepower: 1, Hitpoints: 20
* Advance required: Railroad 
* Obsolete by: None
* Belongs to Train unit class.
 * Does not get defense bonuses from terrain.
 * Not subject to zones of control.
 * Slowed down while damaged.
 * Can pillage tile improvements.
* Can only be built if there is Railway Station in the city.
* Can carry and refuel up to 10 Infantry, Small Land, Light Cavalry, Heavy Cavalry, Big Land, Merchant, Helicopter, Suicidal, or Wheeled Unit units.
* May be disbanded in a city to recover 50% of the production cost.
* Can build Dirt Road, Paved Road, HighWay, and Railroad on tiles.
* Can build Mine, Oil Well, Wind Turbine, and Oil Platform on tiles.
* Can convert terrain to another type by mining.
* Can build Irrigation and Farmland on tiles.
* Can convert terrain to another type by irrigation.
* Can transform terrain to another type.
* Can build Fort, Fortress, and Water Lock on tiles.
* Can clean Pollution from tiles.
* Can clean Fallout from tiles.
* May impose a zone of control on its adjacent tiles.
* 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 be captured by some enemy units.
* 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
--------------------------------------------
draisine 100% - 
steam locomotive 125% + 1/6
compound steam 150% + 1/3
diesel locomotive 175% + 1/2
express locomotive 200% + 1/2
Train can only use railroads, but is capable to fast transport many land units or helicopters. It can also quickly transform terrain type.
Trains HP can be quickly regenerated in any city with Railway Station.
Factory or Workshop Barracks yield additional veterancy level (cumulative if both are present).
Republic grant additional veterancy level for freight Trains.
===Armoured Train===
 
* Cost: 90 shields, Upkeep: 3 Shield, 2 Gold, 1 Unhappy
* Moves: 3, Vision: 1
* Attack: 6, Defense: 8, Firepower: 3, Hitpoints: 30
* Advance required: Railroad 
* Obsolete by: None
* Bombard rate: 2 
* Belongs to Train unit class.
 * Does not get defense bonuses from terrain.
 * Not subject to zones of control.
 * Slowed down while damaged.
 * Can pillage tile improvements.
 * Doesn't prevent enemy cities from working the tile it's on.
* Can only be built if there is Railway Station in the city.
* Can carry and refuel up to 3 Missile, Infantry, Small Land, or Turrets units.
* May be disbanded in a city to recover 50% of the production cost.
* Can only attack units on native tiles.
* Does bombard attacks (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.
* May impose a zone of control on its adjacent tiles.
* Can attack against Coaster units, which are usually not reachable.
* May acquire veteran status.
 * Veterans have increased strength in combat.
This type of unit has its own veteran levels:
Veteran level Power factor Move bonus
--------------------------------------------
draisine 100% - 
armored van 125% + 1/6
armored engine 150% + 1/6
armored express 175% + 1/3
ice piercer 200% + 1/2
Armoured Train can only use railroads, but can carry up to 3 artillery turrets, missiles or infantry units, beside of its own bombardment firepower.
Trains HP can be quickly regenerated in any city with Railway Station.
Factory or Workshop Barracks yield additional veterancy level (cumulative if both are present).