Unit Information
D-H
Destroyer - A
modern warship that is a smaller version of the Battleship. Destroyers can
lay to waste any older ships like Frigates or Ironclads,
but they're nothing against big brother Battleship. Just another unit that
you should produce depending on how strong the opposition is. If everyone
is still in the Middle Ages, this will be the strongest thing you need.
Besides, it's just as fast as a Battleship.
Requires: Combustion, Oil
Cost: 120 Shields
Stats
Attack: 12 Defense: 8 Movement: 5 Bombard: 6 Range: 1 Rate of Fire: 2
Explorer - Considering
it will be the end of the Middle Ages when you can get this unit, it is totally
worthless. You should have every square of terrain already uncovered by
exploring with other units or trading maps with the other Civs by the time
Explorers become available. If this unit could be built with earlier
requirements, it would be very useful.
Requirements: Navigation
Cost: 20 Shields
Stats
Movement: 2
F-15 (Americans) - F-15's
are faster and have more bombardment power than the Jet Fighters they
replace. These planes can execute all air missions and have radar, so they
can see for two squares. Fighter planes are very useful for reconnaissance
to check where enemy troops are. Once they're located, call in the bombers
to weaken them, then mop 'em up with ground forces. F-15's are not only
useful in this three way assault, they can also launch air superiority missions
if you think any square under it's operational range could become under enemy
aircraft fire next turn.
Requirements: Rocketry, Oil, Aluminum
Cost: 100 Shields
Stats
Attack: 8 Defense: 4 Operational Range: 6 Bombard: 4 Rate of Fire: 2
Fighter - Weaker
version of the F-15 described above except this can be built by all Civs.
Used just like the F-15.
Upgrades to: Jet Fighter
Requirements: Flight, Oil
Cost: 80 Shields
Stats
Attack: 4 Defense: 2 Operational Range: 4 Bombard: 2 Rate of Fire: 1
Frigate - The
first warship you can build. That means it is the first ship that has
bombardment capabilities. If you don't really need naval military units
right when this becomes available, wait until you can build Battleships and
Destroyers or at least Ironclads which become available
right after Frigates, since these don't upgrade.
Requires: Magnetism, Iron, Saltpeter
Cost: 60 Shields
Stats
Attack: 2 Defense: 2 Movement: 4 Bombard: 2 Range: 1 Rate of Fire: 2
Galleon
- The third transport. Upgrades from Caravel and
gains 1 movement point and transport capacity. Nothing much else to say.
Upgrades to: Transport
Requires: Magnetism
Cost: 60 Shields
Stats
Attack: 1 Defense: 2 Movement: 4 Transport Capacity: 4
Galley
- The first transport and ship you can build. Very
weak and slow, but you won't have a choice until you research Astronomy in order
to upgrade to a Caravel. This ships must end their turn in a coastal
square unless the Great Lighthouse is built, then they can end in a sea square.
Upgrades to: Caravel
Requires: Mapmaking
Cost: 30
Stats
Attack: 1 Defense: 1 Movement: 3 Transport Capacity: 2
Helicopter
- The helicopter can airdrop foot soldiers anywhere within
4 squares of the city. Only foot soldiers can be transported, so no
Mech-Infantry, Tanks, or even Workers and Settlers, can be dropped off.
Also, paratroopers do not need a helicopter, they use the city's airport to be
airdropped.
Requires: Advanced Flight, Oil, Rubber
Cost: 80 Shields
Stats
Defense: 2 Operational Range: 4 Transport Capacity: 1
Hoplite
(Greeks) - Replaces the Spearman. Usually I would
build Swordsmen this early in the game, but the tiny difference in the stats
makes them almost the same. Also, this unit will eventually upgrade to a
Mech-Infantry. I would build this unit if I play as the Greeks.
Upgrades to: Musketman
Requires: Bronze Working
Cost: 20 Shields
Stats
Attack: 1 Defense: 3 Movement: 1
Horseman
- These units are fairly strong, and since they can
upgrade twice, they don't become obsolete quickly like so many other
units. Horsemen are fast units, so if they are losing a battle, they can
withdraw, unless they're fighting other fast units.
Upgrades to: Knight
Requires: Horseback Riding, Horses
Cost: 30 Shields
Stats
Attack: 2 Defense: 1 Movement: 2