Military Units and Combat

See also: Units, Unit Promotions, and Unit Classes

* Melee
* Ranged
* Siege
* Gunpowder
* Mounted / Cavalry

### **Unit Requirements**

A city must have a population greater than 1 in order to place a military unit in the city, with the exception of cannons and catapults. When a unit is successfully added to a city, the population total of the city is decreased by 1.

### **Maintenance Costs**

All units (except scouts or units that have had Divine Favor applied) cost at least 1 gold to maintain each turn. The further a unit gets from a city or supply route, the more gold it costs to maintain the unit each turn. Building roads along supply routes reduces costs. Also be sure no enemy unit is blocking your supply route by either standing on the route or blocking it with Zone of Control.

Unit Gold Maintenance Cost = {Unit moveable's path cost to nearest friendly city}/{unit's total movement} Max 7 (see road page for movement costs)

### Zone of Control

A fortified unit exerts Zone of Control (ZOC) on neighboring hexes. Enemy ZOC is indicated by red hex highlights on the map.

ZOC blocks enemy units from simply moving past the unit exerting it. Units cannot move from one hex with enemy ZOC to another neighboring hex with enemy ZOC. They can, however, **Attack** through it

### **Basic Combat, Turn Order, and Order Of Movement / Attacks**

The number in the bottom right of the card is the units health/strength.

In multiplayer games, attack and move orders are executed after all players complete their turn.

The orders are executed in the following phases:

* Ranged Attacks
* Melee Attacks
* Advances (moves that occur when advancing into a hex after attacking it)
* Moves

Within these, the turn order is decided by the scoreboard, with the current lowest scoring player taking their turn first. This is shown at the top of the screen with the order of play from left to right.

### **Unit Abilities**

* Move (hotkey M) - select a hex to move to
* Attack (hotkey T) - select a neighboring unit or hex to attack
* Fortify (hotkey F) - gives a defense bonus for the unit which increases 10% each turn up to 30%
* Pillage (hotkey P) - destroy cities, wonders or improvements. Grants no maintenance for the number of friendly units on the hex equaling the population of the city (if there is one) + the number of buildings or improvements on the hex. *Also grants gold equal to (population of the city [if there is one] + the number of buildings or improvements on the hex) x 3*
* Claim (hotkey Y) - claims the hex or city the unit is standing on, and adds it to your territory. Costs 1 Gold. Claiming an enemy city will cause unrest and unhappiness there.
* Sleep (hotkey spacebar) - puts the unit to sleep, meaning they will not flag as needing orders.
* Disband - destroys the selected unit.
* Gather (hotkey H) - Scout special ability to gather strategic resources outside of your territory. Costs 1 or more hammers depending on the distance from your capital.
* Build City (hotkey B) - Settler special ability to found new cites. This must be done at least 2 hexes away from another city, and cannot be done on a desert hex. A city cannot be built when another settler is in an adjacent hex. Building a city on top of a strategic resource will destroy it (includes holy site).

MoveAttackFortifyPillageClaimSleepDisbandGatherBuild City
### **Unit Promotions**

Units can be upgraded with promotion cards to increase their strength and movement, or to give them extra attack or defense abilities.

* Units found in huts start with 0 promotion slots
* Units built in cities start with 1 promotion slot
* Units built in a barracks start with 2 promotion slots
* Each time a unit survives combat it gains an additional promotion slot

### **Flank Attack**

When attacking a hex from 2 or more hexes, the first attack will hit like normal. Each subsequent attack will hit for double-damage.

### **Unit Healing**

If a unit does not fight during the turn and is inside its own territory, it will heal for 1/3 of its base strength. If a unit is outside of its territory it will heal for 1/5 of it's base strength. Units can also be healed manually with the Combat Medicine card.