_______ __ __ __ __ __ __ ___ ___ ___ | _ |__|--.--.__| |__|-----.---.-. |_|__|-----.-----.| | Y | |. 1___| | | | | | |-- __| _ | _| | _ | ||. |. | | |. |___|__|\___/|__|__|__|_____|___._|____|__|_____|__|__||. |. | | |: 1 | |: |: 1 | |::.. . | Beyond the Sword |::.|\:.. ./ `-------' `---' `---' ____________________________________________________________________________ /============================================================================\ | War Tactics | | By: Greg Boccia aka noz3r0 | | Email: noz3r0@gmail.com | | Version: 1.0 | | Copyright ©2009 Greg Boccia | \============================================================================/ /¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\ |+++++++++++++++++++++++++++++Table of Contents++++++++++++++++++++++++++++++| |============================================================================| | I. Introduction.....................................................[Int]| | II. The Art of War...................................................[War]| | - The Math of War...............................................[MoW]| | - The Typical Strategy..........................................[Typ]| | - The Extermination.............................................[Bye]| | III. Tips and Hints...................................................[Tip]| | IV. Sample Game......................................................[Smp]| | V. Units............................................................[Unt]| | - Air............................................................[Air]| | - Archery........................................................[Arc]| | - Armored........................................................[Arm]| | - Gunpowder......................................................[Gun]| | - Melee..........................................................[Mle]| | - Mounted........................................................[Mnt]| | - Naval..........................................................[Nvl]| | - Recon..........................................................[Rcn]| | - Siege..........................................................[Sge]| | - Special........................................................[Spc]| | - Promotions....................................................[Pro]| | VI. Closing..........................................................[Cls]| \============================================================================/ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ _____________________________________________________________________________ /=============================================================================\ |++++++++++++++++++++++++++++++++Introduction++++++++++++++++++++++++++++[Int]| \=============================================================================/ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ This guide is designed to give you guidance on how to wage war in Civilization IV for the PC. This is not the only way to wage war and be successful, it is simply the best way the author has discovered through his months of gameplay. Please take all information provided as suggestion. Information provided in the Units and Promotion sections are valid as of Patch 3.17. If I missed updating something or it is incorrect please send me an e-mail. _____________________________________________________________________________ /=============================================================================\ |+++++++++++++++++++++++++++++++The Art of War+++++++++++++++++++++++++++[War]| \=============================================================================/ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ War has been around since the Dawn of Time and in most cases is inevitable in a game of Civilization. When it comes down to it, you want to be on the winning side. Honestly, who wants to lose a war? It's devastating to the country on both a Commercial and Cultural level, which in course affects Production - not to mention you have to rebuild whatever Military units you lost and any land that was pillaged. So how can we do the above to the opponent? Getting a good start culturally is the key to early domination. You will be ahead in Technology and Production in much earlier turns and thus be 1-up on the enemy in terms of unit superiority. Production speed of units and what buildings (Great and National Wonders) you have created will affect the latter half of the game in terms of military dominance. Generally, you want to break through to Military based unit production techs like Iron Working in the early game for Swordsman and Fascism in end-game for a free Great General, Infantry (Assembly Line) and Paratroopers. Unfortunately, simply having a superior unit is not enough. Certain buildings give military upgrades - free experience points upon creation ie; barracks. These will allow you to bolster the ranks of your unit to your needs, be it an increase in City Attack or Increased Movement. You also have the defensive factor of opponents you are attacking. Increased Tile Defense, Fortified Position, and City Defense bonuses also make even the weakest enemy hard to strike at. Your units will also suffer fatigue from battles and decrease in strength. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - The Math of War [MoW] Ok, so you're ready to make your attack, but are you going to kill the enemy or will you die trying to conquer? Let's find out. Chance of Victory (%) = Your Base Strength + Bonuses : Opponent's Strength + Bonuses That is, your total strength in ratio to the opponents total strength in the form of a percentage. Luckily the computer does this for you. To see your percentage of winning the battle hold the right click over top of the enemy. Both totals will be shown along with the percentage you have to win. It is not recommended to attack unless you have atleast a 75% of victory. Note: The higher chance you have of winning the less strength that will be degredated after winning. And on that note, remember that even if you lose a battle the opponent has points from his base strength lowered thus lowering his total strength even more. This is helpful if you are behind in strength but have numbers to wear the enemy down. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - The Typical Strategy [Typ] Units: 2-3 Melee 2-3 Ranged 2 Mounted 2 Siege Objective: Take over 2-3 Cities and convert all of them. The Strategy: For this to work use upgrades to Increase City Attack for your Melee and Increased Damage vs. Melee for your Mounted Units. This leaves Increased City Defense for the Ranged. Siege weapons should go for Increased Damage when Bombarding. Lead with your Melee units and have everything follow onto them but have them split into two even groups. Make it so that you're attacking from both sides of the City when you arrive to it and try to not be attacking across the water or from a hill. On the way to the City use your Mounted units to take over Workers and destroy any Roads connecting important resources to that City, do not destroy the resources themselves. Upon arriving simply Bombard until your units have the ability to take over the town. Leave ONE Ranged to defend the city and repeat this process till you have taken over the Cities that you want. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - The Extermination [Bye] Units: 4-5 Melee 4-5 Ranged 4 Mounted 4 Siege Objective: Eliminate a Civilization while converting atleast half of the Cities to become your own. The Strategy: Set up a mix of Increased Damage vs. [Unit] amongst the group but make sure your Siege Units have Increased Withdrawal. Split the groups so that everything but the Melee is in one group and just the Melee in the other. Attack a City head-on with the non-Melee group and spread the Melee around the City. This makes it so that the opponent cannot squeeze any other units in while you Bombard and take over the City; it still allows for a Melee to attack the City if it has the highest percentage of victory. The most effective way to eliminate an opponent is to only take over the beneficial Cities. The ones closest to your borders are usually weaker Culturally and can be razed (unless it is the original Capital or Holy City). This tactic is one developed in World War II, their it was simply called Island Hopping, this is City Hopping. City Hop to the Capital and take it over, then focus on razing most every other city that isn't along the coast or in a highly rich area. Take the Cities along the Sea out last. _____________________________________________________________________________ /=============================================================================\ |+++++++++++++++++++++++++++++++Tips and Hints+++++++++++++++++++++++++++[Tip]| \=============================================================================/ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ - Strike early and show no mercy, taking out an opponent in the first 50-100 turns guarantees superiority easily for a good portion of the game. - Leave atleast 2 Units to defend each City. It helps with your economy and obviously the defense of your City in case 1 Unit is destroyed. - Quests you get that involve the military should be completed as they help immensely in increasing unit strength. - Make good use of Technologies and buildings that reward free Technologies. Using them to get a Technology thats roughly 50 turns out is definitely a time saver and gives you military superiority. - Use Great Generals on fresh Units. Don't make one super Unit, make them all a decent level. - Raze Cities that are going to be a burden, City Hopping is beneficial for disturbing and distracting the opponent. - Most importantly, have a set goal. Know exactly what you want to do. Nit pick and demoralize the enemy for now or completely wipe them off the map. Do not find yourself dragging on a war that you planned to just take a City or two with. _____________________________________________________________________________ /=============================================================================\ |++++++++++++++++++++++++++++++++Sample Game+++++++++++++++++++++++++++++[Smp]| \=============================================================================/ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Turns 1-15 Start off by creating your first City in an area with freshwater and some forest, atleast 1 hill within the opening region is considered. The objective here is to use your Scout to reach the edges of the continent so you can build your next city along the water. All the while train Mining and Bronze Working and make the first unit you create a Worker. Be sure to notice the forested areas that you pass by with your Scout. Things to Do ============== -Expand and take note of the opponents' starting positions. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Turns 15-50 By now you should have Bronze Working and a Worker. Train a Settler and begin to clear the forest in the surrounding area, building either Mines or Farms depending on the terrain features of the forest. This should significantly help you gain a Settler to create your City on the sea. With your 2nd City begin creating another Worker and clear the forest around that City to speed up his creation. With your Capital create another settler. This time your objective is to pick a good spot for Cultural development while at the same time trying to corner off one of your opponents (such as blocking them off in a penninsula). The reason for this is so that City builds up quickly and depreciates the opponents' total land and leaving them unable to expand past where you have expanded. Things to Make ============== -Make 2 Cities, 1 on the Sea, another for Cultural development -Train 2 more Workers and clear more Forest to speed it up, Mines are amazing Things to Learn =============== -Work towards Animal Husbandry and Fishing first. Archery and Masonry second -By the end of 50 turns you should have the entire first tier of Technologies and Animal Husbandry and Bronze Working at the minimum. How to be a Friend ================== -Do not allow Open Borders with anyone How to Rule =========== -If you haven't yet, adopt Slavery. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Turns 50-100 These turns can make or break you. Have Barracks and Archers in every City (3 being the goal by now) and atleast 3-5 Workers. Mines and Pastures and all Cities connected to the Capital will help significantly. By now your Sea-side town should be building Moai Statues (National Wonder), this will be your warhorse because of the increased production of the City. A Granary in every city is now mandatory. By now opponents will be wanting to Open Borders, deny them so they cannot expand past the borders you have created. Look to create a 4th City, mainly to block of opponent expansion but also to increase production. Keep an eye out for valuable resources like Marble, Iron, and Stone. Mine them as soon as you can as they will yield precious production points as well as give you the ability to create more powerful units like the Swordsman. Your Capital should build Stonehenge, The Great Wall, and the Oracle in that order. Technology should be progressed to Metal Casting so that when the Oracle finishes you may choose Machinery as your free upgrade. Things to Make ============== -Create a 4th City and focus on Barracks and Archers -Use the Capital to create World Wonders -Build Moai Statues to create a production overhaul in your Sea-side City Things to Learn =============== -Work on getting Metal Casting and Iron Working so you may create more powerful units. How to Rule =========== -If you haven't yet, adopt Monarchy. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Turns 100-200 During this time focus on Forges and Colloseum's to increase Commerce and Production. Creating the Chichen Itza and Statue of Zeus World Wonders is also highly recommended. Heroic Epic is a must and is high priority, build it ASAP. Technology wise get through to Literature, Calendar, Construction, and Codes of Law to enable those afore mentioned buildings. _____________________________________________________________________________ /=============================================================================\ |++++++++++++++++++++++++++++++++++++WAR++++++++++++++++++++++++++++++++++++++| |-----------------------------------------------------------------------------| | Remember that other Civilization that you were planning on cornering off? | | Time to go wipe him off the map and expand your Civilization the bloody way,| | War. | | | | Hopefully, you can create Swordsman and Catapults at this time. Create | | roughly 5 Swordsman and 2 Catapults from your Sea-City and your Capital and | | march them over to the Culture City you created. An opportune time to strike| | is of course when your troops are assembled, you have more in progress, and | | the opponent has Workers or Settlers visible. Taking Workers is beneficial | | for development and Settlers obviously for the expansive aspect. | | | | Lead your Swordsman into battle and let the Catapults trail back ontop of | | them so that if you get attacked back that the Catapults don't get destroyed| | From here simply refer to the War Tactics [WAR] on how to eliminate this | | opponent and take, hopefully, atleast 2 Cities. Another Sea-City would be | | excellent, but none-the-less one opponent down and expansion has begun. | |-----------------------------------------------------------------------------| \=============================================================================/ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Things to Make ============== -Build Forges and Colloseums to increase Productivity -Construct Military-based Wonders across the Civilization -Use Great Engineers to Hurry the Wonder in 1 turn Things to Learn =============== -Advance Technology to allow production of said Wonders How to Rule =========== -Keep Monarchy and change to the Caste System How to be a Friend ================== -With owning a good corner of the map, feel free to allow Open Borders to increase trade ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Turns 200+ With a strong military dominance and expansive start you should be able to maintain this throughout the course of the game. If you want to stick to a dominating tactic you and simply take over another neighboring Civilization, just remember to not wage a war on two fronts. This position also leaves you very Culturally developed and you could just kick back and expand till you have Rifleman and Cavalry to wage war again. Either way, maintain the same tactic to have 2-3 Production Cities, a Culturally heavy City and a Resource City. _____________________________________________________________________________ /=============================================================================\ |+++++++++++++++++++++++++++++++++++Units++++++++++++++++++++++++++++++++[Unt]| \=============================================================================/ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Listed in Alphabetical Order, these are all of the Units in the game. =============================================================================== / AIR UNITS / [Air] -----------/ ¯¯¯¯¯¯¯¯¯¯¯ Airship Production Cost : 80 Technology Required : Physics Strength : 4 Movement : 1 Effects : Can See Submarines : +100% when attacking Naval Units ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Bomber Production Cost : 140 Technology Required : Radio and Flight Resource Required : Oil Strength : 16 Movement : 1 Mission Range : 8 Effects : Can cause Collateral Damage Can Bombard Cities (-15%/turn) Can destroy Improvements -50% when attacking naval units ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Fighter Production Cost : 100 Technology Required : Flight Resource Required : Oil Strength : 12 Movement : 1 Mission Range : 6 Special Abilities : Can Intercept Aircraft (40% Chance) Can destroy tile Improvements Can Bombard Cities (-15%/turn) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Gunship Production Cost : 160 Technology Required : Rocketry and Flight Resource Required : Oil Strength : 20 Movement : 4 Special Abilities : +100% Strength when attacking Armored Units Can Withdraw from Combat (25% Chance) Pays 1 mp to enter all land spaces Cannot capture cities Cannot enter sea spaces Receives no defense bonuses for terrain ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Jet Fighter Production Cost : 150 Technology Required : Composites and Flight Resource Required : Oil and Aluminum Strength : 24 Movement : 1 Mission Range : 10 Effects : Can Intercept Aircraft (60% Chance) Can destroy tile Improvements Can Bombard enemy cities (-10%/turn) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Stealth Bomber Production Cost : 200 Technology Required : Composites, Flight, and Robotics Resource Required : Oil and Aluminum Strength : 20 Movement : 1 Mission Range : 12 Effects : Can Evade Interception (50% Chance) Causes Collateral Damage -50% when attacking naval units Can destroy Improvements Can Bombard Cities (-20%/turn) =============================================================================== ARCHERY UNITS / [Arc] -------------/ ¯¯¯¯¯¯¯¯¯¯¯¯¯ Archer Production Cost : 25 Technology Required : Archery Strength : 3 Movement : 1 Effects : 1 First Strike +50% City Defense +25% Hills Defense ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Bowman [Unique - Babylon] Production Cost : Technology Required : Archery Strength : 3 Movement : 1 Effects : 1 First Strike +50% City Defense +25% Hills Defense ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Cho-Ko-Nu [Unique - Chinese] Production Cost : 60 Technology Required : Machinery and Archery Resource Required : Iron Strength : 6 Movement : 1 Effects : 2 First Strikes +50% when attacking Melee Units Causes Collateral Damage ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Crossbowman Production Cost : 60 Technology Required : Machinery and Archery Resource Required : Iron Strength : 6 Movement : 1 Effects : 1 First Strike +50% when attacking Melee Units ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Longbowman Production Cost : 50 Technology Required : Feudalism and Archery Strength : 6 Movement : 1 Effects : 1 First Strike +25% City Defense +25% Hills Defense ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Skirmisher [Unique - Mali] Production Cost : 25 Technology Required : Archery Strength : 4 Movement : 1 Effects : 1-2 First Strikes +50% City Defense +25% Hills Defense =============================================================================== ARMORED UNITS / [Arm] -------------/ ¯¯¯¯¯¯¯¯¯¯¯¯¯ Modern Armor Production Cost : 240 Technology Required : Composites and Computers Resource Required : Oil and Aluminum Strength : 40 Movement : 2 Effects : 1 First Strike Receives no defensive bonuses for terrain Starts with Blitz ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Panzer [Unique - Germans] Production Cost : 180 Technology Required : Industrialism and Rifling Resource Required : Oil Strength : 28 Movement : 2 Effects : Receives no defensive bonuses for terrain Starts with Blitz 50% when attacking Armored Units ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Tank Production Cost : 180 Technology Required : Industrialism and Rifling Resource Required : Oil Strength : 28 Movement : 2 Effects : Receives no defensive bonuses for terrain Starts with Blitz =============================================================================== GUNPOWDER UNITS / [Gun] ---------------/ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Anti-Tank Infantry Production Cost : 120 Technology Required : Artillery Strength : 14 Movement : 1 Effects : +100% when attacking Armored Units Starts with Ambush ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Grenadier Production Cost : 100 Technology Required : Chemistry Strength : 12 Movement : 1 Effects : +50% when attacking Rifleman ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Infantry Production Cost : 140 Technology Required : Assembly Line and Rifling Strength : 20 Movement : 1 Effects : +25% when attacking Gunpowder Units ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Janissary [Unique - Ottoman] Production Cost : 80 Technology Required : Gunpowder Strength : 9 Movement : 1 Effects : +25% when attacking Archery, Melee, and Mounted Units ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Marine Production Cost : 160 Technology Required : Industrialism and Rifling Strength : 24 Movement : 1 Effects : +50% Attack when attacking Machine Guns +50% Attack when attacking Artillery Starts with Amphibious ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Mechanized Infantry Production Cost : 200 Technology Required : Robotics and Rifling Strength : 32 Movement : 2 Effects : Can Intercept Aircraft (20% Chance) Starts with March ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Mobile SAM Production Cost : 220 Technology Required : Lasers Resource Required : Oil Strength : 22 Movement : 2 Effects : 50% chance to Intercept Aircraft +50% when attacking Helicopter Units ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Musketman Production Cost : 80 Technology Required : Gunpowder Strength : 9 Movement : 1 Effects : None ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Musketeer [Unique - France] Production Cost : 80 Technology Required : Gunpowder Strength : 9 Movement : 2 Effects : None ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Navy SEAL [Unique - America] Production Cost : 160 Technology Required : Industrialism and Rifling Strength : 24 Movement : 1 Effects : +50% Attack when attacking Machine Guns +50% Attack when attacking Artillery 1-2 First Strikes Starts with Amphibious, March ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Oromo Warrior [Unique - Ethiopians] Production Cost : 80 Technology Required : Gunpowder Strength : 9 Movement : 1 Effects : 1 First Strike Immune to First Strikes Starts with Drill I and Drill II ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Paratrooper Production Cost : 160 Technology Required : Fascism, Rifling, and Flight Strength : 24 Movement : 1 Effects : Can perform Paradrops with Range of 5 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Redcoat [Unique - England] Production Cost : 110 Technology Required : Rifling Strength : 14 Movement : 1 Effects : +25% when attacking Mounted Units +25% when attacking Gunpowder Units ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Rifleman Production Cost : 110 Technology Required : Rifling Strength : 14 Movement : 1 Effects : +25% when attacking Mounted Units ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ SAM Infantry Production Cost : 150 Technology Required : Rocketry Strength : 18 Movement : 1 Effects : Can Intercept Aircraft (40% Chance) +50% when attacking Helicopter Units =============================================================================== MELEE UNITS / [Mle] -----------/ ¯¯¯¯¯¯¯¯¯¯¯ Axeman Production Cost : 35 Technology Required : Bronze Working Resource Required : Copper or Iron Strength : 5 Movement : 1 Effects : +50% when attacking Melee Units ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Berserker [Unique - Vikings] Production Cost : 70 Technology Required : Civil Service and Machinery Strength : 8 Movement : 1 Effects : +10% City Attack +50% when attacking Melee Units Starts with Amphibious ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Dog Soldier [Unique - Native Americans] Production Cost : 35 Technology Required : Bronze Working Strength : 4 Movement : 1 Effects : +100% when attacking Melee Units +25% Jungle Defense ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Gallic Warrior [Unique - Celtia] Production Cost : 40 Technology Required : Iron Working Resource Required : Copper or Iron Strength : 6 Movement : 1 Effects : +10% City Attack Starts with Guerilla I ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Holkan [Unique - Mayans] Production Cost : 35 Technology Required : Hunting and Bronze Working Strength : 4 Movement : 1 Effects : +100% when attacking Mounted Units Immune to First Strike ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Impi [Unique - Zulus] Production Cost : 35 Technology Required : Hunting Strength : 4 Movement : 2 Effects : +50% when attacking Mounted Units Starts with Mobility ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Jaguar [Unique - Aztecs] Production Cost : 35 Technology Required : Iron Working Strength : 5 Movement : 1 Effects : +10% City Attack +25% Jungle Defense ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Landsknecht [Unique - Holy Romans] Production Cost : 60 Technology Required : Engineering Resource Required : Iron Strength : 6 Movement : 1 Effects : +100% when attacking Mounted Units +100% when attacking Melee Units ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Maceman Production Cost : 70 Technology Required : Civil Service and Machinery Resource Required : Copper or Iron Strength : 8 Movement : 1 Effects : +50% when attacking Melee Units ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Phalanx [Unique - Greek] Production Cost : 35 Technology Required : Hunting Resource Required : Copper or Iron Strength : 5 Movement : 1 Effects : +100% when defending Chariot +50% when attacking Melee Units ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Pikeman Production Cost : 60 Technology Required : Engineering Resource Required : Iron Strength : 6 Movement : 1 Effects : +100% when attacking Mounted Units ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Praetorian [Unique - Rome] Production Cost : 45 Technology Required : Iron Working Resource Required : Iron Strength : 8 Movement : 1 Effects : None ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Samurai [Unique - Japan] Production Cost : 70 Technology Required : Civil Service and Machinery Resource Required : Copper or Iron Strength : 8 Movement : 1 Effects : 2 First Strikes +50% when attacking Melee Units ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Spearman Production Cost : 35 Technology Required : Hunting Resource Required : Copper or Iron Strength : 4 Movement : 1 Effects : +100% when attacking Mounted Units ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Swordsman Production Cost : 40 Technology Required : Iron Working Resource Required : Iron Strength : 6 Movement : 1 Effects : +10% City Attack ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Quechua [Unique - Inca] Production Cost : 15 Technology Required : None Strength : 2 Movement : 1 Effects : +25% City Defense +100% when attacking Archery Units ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Vulture [Unique - Sumerians] Production Cost : Technology Required : Bronze Working Resource Required : Copper or Iron Strength : 6 Movement : 1 Effects : +25% when attacking Melee Units ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Warrior Production Cost : 15 Technology Required : None Strength : 2 Movement : 1 Effects : +25% City Defense =============================================================================== MOUNTED UNITS / [Mnt] -------------/ ¯¯¯¯¯¯¯¯¯¯¯¯¯ Ballist Elephant [Unique - Khmer] Production Cost : 60 Technology Required : Construction and Horseback Riding Resource Required : Ivory Strength : 8 Movement : 1 Effects : Receives no defensive bonuses for terrain +50% when attacking Mounted Units Targets Mounted Units first outside of Cities ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Camel Archer [Unique - Arabs] Production Cost : 90 Technology Required : Guilds, Horseback Riding, and Archery Strength : 10 Movement : 2 Effects : Immune to First Strikes Receives no defensive bonuses for terrain Can Withdraw from Combat (25% Chance) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Cataphract [Unique - Byzantinians] Production Cost : 90 Technology Required : Guilds and Horseback Riding Resource Required : Iron and Horses Strength : 12 Movement : 2 Effects : Receives no defensive bonuses for terrain Flank Attack against Catapults and Trebuchets ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Cavalry Production Cost : 120 Technology Required : Military Tradition, Horseback Riding, and Gunpowder Resource Required : Horse Strength : 15 Movement : 2 Effects : Receives no defensive bonuses for terrain Can Withdraw from Combat (30% Chance) +50% Attack when attacking Cannon ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Chariot Production Cost : 25 Technology Required : The Wheel Resource Required : Horse Strength : 4 Movement : 2 Effects : Receives no defensive bonuses for terrain Can Withdraw from Combat (20% Chance) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Conquistador [Unique - Spain] Production Cost : 90 Technology Required : Guilds and Horseback Riding Resource Required : Horse and Iron Strength : 10 Movement : 2 Effects : Immune to First Strikes 50% when attacking Melee Units ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Cossack [Unique - Russia] Production Cost : 120 Technology Required : Military Tradition, Horseback Riding, and Gunpowder Resource Required : Horse Strength : 15 Movement : 2 Effects : +50% when attacking Mounted Units Receives no defensive bonuses for terrain Can Withdraw from Combat (30% Chance) +50% Attack when attacking Cannon ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Cuirassier Production Cost : 100 Technology Required : Gunpowder, Military Tradition, Horseback Riding Resource Required : Horse and Iron Strength : 12 Movement : 2 Effects : Immune to First Strikes Receives no defensive bonuses for terrain Can Withdraw from Combat (15% Chance) Flank Attack against Cannon ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Horse Archer Production Cost : 50 Technology Required : Horseback Riding and Archery Resource Required : Horse Strength : 6 Movement : 2 Effects : Immune to First Strikes Receives no defensive bonuses for terrain +50% Attack when attacking Catapult ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Immortal [Unique - Persia] Production Cost : 25 Technology Required : The Wheel Resource Required : Horse Strength : 4 Movement : 2 Effects : +50% when attacking Archery Units Can Withdraw from Combat (30% Chance) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Keshik [Unique - Mongolia] Production Cost : 50 Technology Required : Horseback Riding and Archery Resource Required : Horse Strength : 6 Movement : 2 Effects : 1 First Strike Receives no defensive bonuses for terrain +50% Attack when attacking Catapult Ignore Terrain Cost Can withdraw from combat (20% chance) Flank attack vs. Catapults and Trebuchets ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Knight Production Cost : 90 Technology Required : Guilds and Horseback Riding Resource Required : Horse and Iron Strength : 10 Movement : 2 Effects : Immune to First Strikes Receives no defensive bonuses for terrain ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Numidian Cavalry [Unique - Carthage] Production Cost : 50 Technology Required : Archery and Horseback Riding Resource Required : Horse Strength : 5 Movement : 2 Effects : Immune to First Strikes Receives no defensive bonuses for terrain Can Withdraw from Combat (20% Chance) Flank attack against Catapults and Trebuchets +50% when attacking Catapults and Trebuchets +50% when attacking Melee Units Starts with Flanking I ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ War Chariot [Unique - Egypt] Production Cost : 30 Technology Required : The Wheel Resource Required : Horse Strength : 5 Movement : 2 Effects : Immune to First Strikes +100% when attacking Axemen Receives no defensive bonuses for terrain Can Withdraw from Combat (20% Chance) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ War Elephant Production Cost : 60 Technology Required : Construction Resource Required : Ivory Strength : 8 Movement : 1 Effects : Receives no defensive bonuses for terrain +50% when attacking Mounted Units =============================================================================== NAVAL UNITS / [Nvl] -----------/ ¯¯¯¯¯¯¯¯¯¯¯ Attack Submarine Production Cost : 150 Technology Required : Rocketry, Radio, and Combustion Resource Required : Uranium Strength : 24 Movement : 6 Effects : Cargo Space : 1 Invisible to Most Units Can See Submarines Can Move passed Impassable Terrain Can Explore Rival Territory Can Withdraw from Combat (50% Chance) +50% when attacking Submarines ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Battleship Production Cost : 225 Technology Required : Industrialism Resource Required : Oil or Uranium Strength : 40 Movement : 6 Effects : Causes Collateral Damage Can Bombard Cities (-20%/turn) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Caravel Production Cost : 60 Technology Required : Optics Strength : 3 Movement : 3 Effects : Cargo Space : 1 Can Explore Rival Territory ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Carrack [Unique - Portugese] Production Cost : 60 Technology Required : Optics Strength : 3 Movement : 3 Effects : Cargo Space : 2 Can Explore Rival Territory ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Carrier Production Cost : 175 Technology Required : Flight Resource Required : Oil or Uranium Strength : 16 Movement : 5 Effects : Cargo Space : 3 (Fighters) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Destroyer Production Cost : 200 Technology Required : Combustion Resource Required : Oil or Uranium Strength : 30 Movement : 8 Effects : Can See Submarines Can Intercept Aircraft (30% Chance) Can Bombard Cities (-15%/turn) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ East Indiaman [Unique - Dutch] Production Cost : 80 Technology Required : Astronomy Strength : 6 Movement : 4 Effects : Cargo Space : 3 Can Explore Rival Territory ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Galleon Production Cost : 80 Technology Required : Astronomy Strength : 4 Movement : 4 Effects : Cargo Space : 3 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Galley Production Cost : 50 Technology Required : Sailing Strength : 2 Movement : 2 Effects : Cargo Space : 2 Cannot Enter Ocean ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Frigate Production Cost : 90 Technology Required : Chemistry and Astronomy Resource Required : Iron Strength : 8 Movement : 4 Effects : Can Bombard City Defense (-10%/turn) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Ironclad Production Cost : 100 Technology Required : Steel and Steam Power Resource Required : Iron and Coal Strength : 12 Movement : 2 Effects : Cannot Enter Ocean Can Bombard City Defense (-10%/turn) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Missile Cruiser Production Cost : 260 Technology Required : Robotics Resource Required : Oil or Uranium Strength : 40 Movement : 7 Effects : Cargo Space : 4 Causes Collateral Damage Can Bombard Cities (-20%/turn) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Privateer Production Cost : 80 Technology Required : Chemistry and Astronomy Resource Required : Copper or Iron Strength : 6 Movement : 4 Effects : Hidden Nationality Can Attack without Declaring War Starts with Sentry ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Ship of the Line Production Cost : 120 Technology Required : Military Science and Astronomy Resource Required : Iron Strength : 8 Movement : 3 Effects : +50% when attacking Frigates Can Bombard Cities (-12%/turn) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Stealth Destroyer Production Cost : 250 Technology Required : Stealth and Robotics Resource Required : Oil or Uranium Strength : 30 Movement : 8 Effects : Invisible to Most Units Can See Stealthed Ships 50% Chance to Intercept Aircraft Can Bombard Cities (-16%/turn) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Submarine Production Cost : 150 Technology Required : Radio and Combustion Resource Required : Oil or Uranium Strength : 24 Movement : 6 Effects : Invisible to Most Units Cargo Space : 1 Can Pass through Impassable Terrain Can Explore Rival Territory Can Withdraw from Combat (50% Chance) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Transport Production Cost : 125 Technology Required : Combustion Resource Required : Oil or Uranium Strength : 16 Movement : 5 Effects : Cargo Space : 4 =============================================================================== RECON UNITS / [Rcn] -----------/ ¯¯¯¯¯¯¯¯¯¯¯ Explorer Production Cost : 40 Technology Required : Compass Strength : 4 Movement : 2 Effects : Can Only Defend Better Results from Tribal Villages Ignore Terrain Movement Costs Starts with Guerilla I, Woodsman I ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Scout Production Cost : 15 Technology Required : Hunting Strength : 1 Movement : 2 Effects : Better Results from Tribal Villages Can Only Defend +100% when attacking Animals =============================================================================== SIEGE WEAPONS / [Sge] -------------/ ¯¯¯¯¯¯¯¯¯¯¯¯¯ Artillery Production Cost : 150
Technology Required : Artillery
Strength : 18
Movement : 1
Effects : Receives no defensive bonuses for terrain
Can Withdraw from Combat (25% Chance)
Causes Collateral Damage
Can Bombard Cities (-25%/turn)
+50% when attacking Siege Weapons
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Cannon
Production Cost : 100
Technology Required : Steel
Resource Required : Iron
Strength : 12
Movement : 1
Effects : Receives no defensive bonuses for terrain
Can Withdraw from Combat (25% Chance)
Causes Collateral Damage
Can Bombard Cities (-20%/turn)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Catapult
Production Cost : 40
Technology Required : Construction
Strength : 5
Movement : 1
Effects : Receives no defensive bonuses for terrain
Can Withdraw from Combat (25% Chance)
Causes Collateral Damage
Can Bombard Cities (-15%/turn)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Hwacha
Production Cost : 50
Technology Required : Construction
Strength : 5
Movement : 1
Effects : +50% when attacking Melee Units
Receives no defensive bonuses for terrain
Maximum of 75% damage to enemy
Causes collateral damage
Immune to collateral damage from other Siege Units
Can Bombard Cities (-8%/turn)
Cannot attack amphibiously
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Machine Gun
Production Cost : 125
Technology Required : Railroad
Strength : 18
Movement : 1
Effects : Can Only Defend
1 First Strike
+50% when attacking Gunpowder Units
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Moblie Artillery
Production Cost : 200
Technology Required : Laser and Artillery
Resource Required : Oil
Strength : 26
Movement : 2
Effects : Receives no defensive bonuses for terrain
Maximum damage of 85% on enemy on attack
Causes Collateral Damage
Immune to Collateral Damage
+50% when attacking Siege Weapons
Can Bombard Cities (-16%/turn)
===============================================================================
SPECIAL UNITS / [Spc]
-------------/
¯¯¯¯¯¯¯¯¯¯¯¯¯
ICBM
Production Cost : 500
Technology Required : The Manhattan Project, Rocketry and Fission
Resource Required : Uranium
Strength : 1
Movement : 1 (Umlimited Range)
Effects : Can Nuke Enemy Lands
Creates a 3x3 fallout grid
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Guided Missile
Production Cost : 60
Technology Required : Rocketry and Radio
Strength : 40
Movement : 1
Effects : 100% Chance to Evade Interception
Causes Collateral Damage
Can Bombard Cities (-16%/turn)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Tactical Nuke
Production Cost : 250
Technology Required : Manhattan Project, Fission, and Rocketry
Resource Required : Uranium
Strength : 0
Movement : 1
Effects : Can Nuke Enemy Lands
50% Chance to Evade Interception
_____________________________________________________________________________
/=============================================================================\
|+++++++++++++++++++++++++++++++++Promotions+++++++++++++++++++++++++++++[Pro]|
\=============================================================================/
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Listed in alphabetical order. These are all the promotions for the various
units in the game
Accuracy
Required Promotion : City Raider I or Barrage I
Available To : Siege Weapons
Special Abilities : +10% City Bombard Damage
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ambush
Required Promotion : Combat II
Available To : Siege Weapons
Gunpowder Units
Armored Units
Helicopter Units
Special Abilities : +25% when attacking Armored Units
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Amphibious
Required Promotion : Combat II
Available To : Recon Units
Archery Units
Mounted Units
Gunpowder Units
Melee Units
Siege Weapons
Special Abilities : No Combat Penalty for Attacking from Sea
No Combat Penalty for Crossing River
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Barrage I
Required Promotion : None
Available To : Siege Weapons
Armored Units
Naval Units
Special Abilities : +20% Collateral Damage
Leads To : Barrage II, Accuracy
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Barrage II
Required Promotion : Barrage II
Available To : Siege Weapons
Armored Units
Naval Units
Special Abilities : +30% Collateral Damage
+10% when attacking Melee Units
Leads To : Barrage III
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Barrage III
Required Promotion : Barrage II
Available To : Siege Weapons
Armored Units
Naval Units
Special Abilities : +50% Collateral Damage
+10% when attacking Gunpowder Units
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Blitz
Required Promotion : Combat III
Available To : Armored Units
Mounted Units
Helicopter Units
Special Abilities : Can Attack Multiple Times per Turn
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Charge
Required Promotion : Combat II
Available To : Mounted Units
Armored Units
Melee Units
Helicopter Units
Special Abilities : +25% when attacking Siege Weapons
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
City Garrison I
Required Promotion : None
Available To : Archery Units
Gunpowder Units
Special Abilities : +20% City Defense
Leads To : City Garrison II
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
City Garrison II
Required Promotion : City Garrison I
Available To : Archery Units
Gunpowder Units
Special Abilities : +25% City Defense
Leads To : City Garrison III
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
City Garrison III
Required Promotion : City Garrison II
Available To : Archery Units
Gunpowder Units
Special Abilities : +30% City Defense
+10% when attacking Melee Units
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
City Raider I
Required Promotion : None
Available To : Melee Units
Siege Weapons
Armored Units
Special Abilities : +20% City Attack
Leads To : City Raider II, Accuracy
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
City Raider II
Required Promotion : City Raider I
Available To : Melee Units
Siege Weapons
Armored Units
Special Abilities : +25% City Attack
Leads To : City Raider II
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
City Raider III
Required Promotion : City Raider II
Available To : Melee Units
Siege Weapons
Armored Units
Special Abilities : +30% City Attack
+10% when attacking Gunpowder Units
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Combat I
Required Promotion : None
Available To : All Units
Special Abilities : +10% Strength
Leads To : Combat II, Cover, Shock, Pinch, Medic I
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Combat II
Required Promotion : Combat I
Available To : All Units
Special Abilities : +10% Strength
Leads To : Combat III, Formation, Charge, Ambush, Amphibious
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Combat III
Required Promotion : Combat II
Available To : All Units
Special Abilities : +10% Strength
Leads To : Combat IV, March, Blitz, Sentry
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Combat IV
Required Promotion : Combat III
Available To : All Units
Special Abilities : +10% Strength
Heals Extra +10% Damage per Turn in Neutral Land
Leads To : Combat V, Commando
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Combat V
Required Promotion : Combat IV
Available To : All
Special Abilities : +10% Strength
Heals Extra +10% Damage per Turn in Enemy Land
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Commando
Required Promotion : Combat IV
Available To : Recon Units
Archery Units
Mounted Units
Melee Units
Gunpowder Units
Armoued Units
Special Abilities : Can Use Enemy Roads
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Cover
Required Promotion : Combat I
Available To : Archery Units
Melee Units
Gunpowder Units
Special Abilities : +25% when attacking Archery Units
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Drill I
Required Promotion : None
Available To : Archery Units
Armored Units
Helicopter Units
Naval Units
Siege Weapons
Special Abilities : 1 Extra First Strike Chance
Leads To : Drill II
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Drill II
Required Promotion : Drill I
Available To : Archery Units
Armored Units
Helicopter Units
Naval Units
Siege Weapons
Special Abilities : 1 Extra First Strike
Leads To : Drill III
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Drill III
Required Promotion : Drill II
Available To : Archery Units
Armored Units
Helicopter Units
Naval Units
Siege Weapons
Special Abilities : +2 First Strike Chances
Leads To : Drill IV
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Drill IV
Required Promotion : Drill III
Available To : Archery Units
Armored Units
Helicopter Units
Naval Units
Siege Weapons
Special Abilities : +2 First Strikes
+10% when attacking Mounted Units
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Flanking I
Required Promotion : None
Available To : Mounted Units
Armored Units
Helicopter Units
Naval Units
Special Abilities : +10% Withdrawal Chance
Leads To : Flanking II, Sentry, Navigation I
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Flanking II
Required Promotion : Flanking I
Available To : Mounted Units
Armored Units
Helicopter Units
Naval Units
Special Abilities : +20% Withdrawal Chance
Immune to First Strikes
Leads To : Mobility
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Formation
Required Promotion : Combat II
Available To : Mounted Units
Archery Units
Melee Units
Gunpowder Units
Special Abilities : +25% when attacking Mounted Units
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Guerilla I
Required Promotion : None
Available To : Archery Units
Recon Units
Gunpowder Units
Special Abilities : +20% Hills Defense
Leads To : Guerilla II
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Guerilla II
Required Promotion : Guerilla I
Available To : Archery Units
Recon Units
Gunpowder Units
Special Abilities : Double Movement in Hills
+30% Hills Defense
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
March
Required Promotion : Combat III or Medic I
Available To : Recon Units
Melee Units
Mounted Units
Archery Units
Siege Weapons
Gunpowder Units
Special Abilities : Can Heal while Moving
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Medic I
Required Promotion : Combat I
Available To : Recon Units
Archery Units
Mounted Units
Melee Units
Gunpowder Units
Naval Units
Siege Weapons
Special Abilities : Heal Units in Same Tile 10% Damage Per Turn
Leads To : Medic II, March
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Medic II
Required Promotion : Medic I
Available To : Recon Units
Archery Units
Mounted Units
Melee Units
Gunpowder Units
Naval Units
Siege Weapons
Special Abilities : Heals Units in Adjacent Tiles 10% Damage Per Turn
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Mobility
Required Promotion : Flanking II
Available To : Mounted Units
Armored Units
Special Abilities : -1 Terrain Movement Cost
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Navigation I
Required Promotion : Flanking I
Available To : Naval Units
Special Abilities : +1 Movement Range
Leads To : Navigation II
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Navigation II
Required Promotion : Navigation I
Available To : Naval Units
Special Abilities : +1 Movement Range
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Pinch
Required Promotion : Combat I
Available To : Mounted Units
Armored Units
Gunpowder Units
Helicopter Units
Special Abilities : +25% when attacking Gunpowder Units
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Sentry
Required Promotion : Flanking I or Combat III
Available To : Recon Units
Mounted Units
Helicopter Units
Naval Units
Special Abilities : +1 Visibility Range
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Shock
Required Promotion : Combat I
Available To : Archery Units
Mounted Units
Melee Units
Siege Weapons
Special Abilities : +25% when attacking Melee Units
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Woodsman I
Required Promotion : None
Available To : Recon Units
Melee Units
Gunpowder Units
Special Abilities : +20% Jungle Defense
+20% Forest Defense
Leads To : Woodsman II
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Woodsman II
Required Promotion : Woodsman I
Available To : Recon Units
Melee Units
Gunpowder Units
Special Abilities : +30% Jungle Defense
+30% Forest Defense
Double Movement in Jungles
Double Movement in Forests
_____________________________________________________________________________
/=============================================================================\
|++++++++++++++++++++++++++++++++++Closing+++++++++++++++++++++++++++++++[Cls]|
\=============================================================================/
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