List of Civilization II units
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There are 45 units in Civilization II. Most of these units existed in the original Civilization, but there are a few new ones (like Paratroopers and Marines), and a few have been renamed. (For example, Militia are now called Warriors and Cavalry are now called Horsemen.) In addition, a few of the 'old' units have had their properties changed.
Each unit has a certain technological prerequisite. That is, in order to be able to construct that unit, your civilization must have the appropriate civilization advance. Most of these make very much sense. For example, The Wheel is a prerequisite for Chariot. However there are a few that don't, such as the Automobile being a prerequisite for building a Battleship.
All units have a shield (resource) cost. This cost is always in increments of 10. Rushing production on a military unit costs 2.5 gold per remaining shield, rounded up if necessary.
Civ II units have 5 stats: Attack, Defense, Movement (speed), Firepower and Hitpoints. The first three are collectively referred to as ADM. All units are listed below by type, with their tech prerequisite, ADM stats and 'shield' cost. (An asterisk means that the unit has a special ability.)
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[edit] Modification
Attack and defense factors can be modified by several factors.
First off, Veteran units have their attack and defense increased by 50%. (This figure is rounded down.) Land units are Veterans if they were built in a city with a Barracks. Port Facility does the same thing for naval units, and Airport does the same thing for air units. In addition, if a nonveteran unit survives combat, there is a chance that it will gain veteran status.
Certain types of terrain give a bonus to the defending unit. With Hills and Forests, that bonus is 50%. With Swamps and Jungles, it's 100%, and Mountains have the biggest defense bonus, at 200%.
If a unit is inside a city that has built the City Walls improvement, its defense is doubled. (Note: The Howitzer and all naval and air units ignore this bonus)
Fortifying a unit (with the F command) will give it a 50% defense bonus.
Fortresses: If a Settler or Engineer built a fortress in a certain square, all units in that square get a substantial defense bonus, and they can only be destroyed one at a time. (Note: Your units can use fortresses built by another civilization, and vice versa)
[edit] Land units
- Warriors - (none), 1/1/1, 10 shields
- Horsemen - Horseback Riding, 2/1/2, 20 shields
- Phalanx - Bronze Working, 1/2/1, 20 shields
- Archers - Warrior Code, 3/1/1, 30 shields
- Legion - Iron Working, 4/2/1, 40 shields
- Pikemen - Feudalism, 1/2/1, 20 shields *
- Musketeers - Gunpowder, 3/3/1, 30 shields
- Riflemen - Conscription, 5/4/1, 40 shields
- Partisans - Guerilla Warfare, 4/4/1, 50 shields *
- Marines - Amphibious Warfare, 8/5/1, 60 shields *
- Paratrooper - Combined Arms, 6/4/1 *
- Knights - Chivalry, 4/2/2, 40 shields
- Crusaders - Monotheism, 5/1/1
- Dragoons - Leadership, 5/2/2
- Cavalry - Tactics, 8/2/2, 60 shields
- Armor (Tanks) - Mobile Warfare, 10/5/3, 80 shields
- Alpine Troops - Tactics, 5/5/1 *
- Mechanized infantry - Labor Union, 6/6/3, 50 shields
- Chariot - The Wheel, 3/1/1, 30 shields
- Elephant - Polytheism, 4/1/2, 40 shields
- Catapult - Mathematics, 6/1/1, 40 shields
- Cannon - Metallurgy, 8/1/1, 40 shields
- Artillery - Machine Tools, 10/1/1, 50 shields
- Howitzer - Robotics, 12/2/2, 70 shields *
- Settler - (none), 0/1/1, 40 shields *
- Engineer - Explosives, 0/2/2, 40 shields *
- Diplomat - Writing, 0/0/2, 30 shields *
- Spy - Espionage, 0/0/3, 30 shields *
Special abilities
- Pikemen- Defense doubled against mounted units (Horsemen, Cavalry, Elephant, Chariot, Knights)
- Partisans- Ignore enemy 'zones of control'.
- Partisans and Alpine Troops- Movement only costs them 1/3 of a movement point, whether that terrain square has roads or not. (Railroads, of course, still allow free movement)
- Marines- Can attack directly from a transport vessel.
- Howitzer- Ignores City Walls defense bonus.
- Paratroopers- Can do paradrops. (Paradrop: move to any land square within 10 squares of the starting location, except for those containing enemy units.) Paratroopers can only do one paradrop per turn.
- Settlers/Engineers- Can improve terrain and build new cities.
- Diplomat/Spy- Can undertake covert operations on enemy cities/units.
[edit] Naval units
- Ships capable of transporting ground units
- Trireme - Mapmaking, 1/1/3 (Transport capacity 2) (40 shields) *
- Caravel - Navigation, 2/1/3 (Transport capacity 3) (40 shields)
- Galleon - Magnetism, 0/2/4 (Transport capacity 4) (40 shields)
- Frigate -Magnetism, 4/3/4 (Transport capacity 2) (50 shields)
- Transport - Industrialization, 0/3/5 (Transport capacity 8) (50 shields)
- Naval units without transport capability
- AEGIS Cruiser - 8/8/5 (100 shields) *
- Cruiser - 6/6/5 (80 shields)
- Battleship - 12/8/4 (160 shields)
- Destroyer - 4/4/6 (60 shields)
- Carrier - 1/12/4 (160 shields) *
- Submarine- Combustion, 10/2/3 (60 shields) *
- Ironclad- Steam Engine, 4/4/4 (60 shields)
The submarines are invisible to most ships and land units. The triremes may be lost if they don't end the turn near land. The Lighthouse wonder lifts this restriction, while increasing movement for all other naval units by 1. The Magellan's Expedition wonder increases the movement of all naval units by two. All naval units have their movement increased by 1 if you have the Nuclear Power civilization advance. AEGIS cruisers have double defense versus air units and cruise missiles. Carriers can transport air units. Seemingly, the number of units allowed is high or unlimited.
[edit] Air units
- Fighter- 4/1/10 , 60 shields
- Bomber - 12/1/8, 120 shields
- Stealth fighter - 8/4/14, 80 shields
- Stealth bomber - 14/5/12, 160 shields
- Helicopter -10/3/6, 80 shields
- Cruise Missile - 18/0/12, 80 shields
- Nuclear missile - 160 shields, 16 movement points; automatic destruction of target (unless target is within 3 squares of a city with the SDI Defense city improvement)
Fighters and bombers have a fueling requirement- fighters must land in a friendly city, on an airbase or on a carrier EVERY turn. Bombers must do so every other turn. Fighters may attack as many times as their movement points allow. A bomber's turn ends after it makes one attack run.
[edit] New units
Each of these units is new to Civilization II:
- Land units: Archers, Marines, Paratroopers, Pikemen, Partisans, Crusaders, Alpine Troops, Cavalry, Spy, Engineer, Artillery
- Naval units: Galleon
- Air units: Stealth fighter, stealth bomber, helicopter, cruise missile
[edit] Old units that were renamed
Militia- now called Warriors
Sail- now called 'Caravel'
Artillery- now called Howitzer
Cavalry- now called Horsemen
Note that although the Artillery and Cavalry units were renamed when going from Civ I to Civ II, different units were created for Civ II with the 'Artillery' and 'Cavalry' names.