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3. Units

Gábor Auth's picture

Units

Units both offer mobility to your civilization and supply the violence with which it will survive and expand. The available units may be classified as military units, whose talents are those of defense and aggression (warriors, phalanx, archers and horsemen), and a few noncombatants which support expansion (explorers and settlers), diplomacy (the diplomat and spy), and trade (caravans and freight). The support of your units will be one of your major expenses because of each unit requires gold.

Under representative governments, aggressive units standing outside your visibility radius of your cities each cause one worker to become unhappy. This makes war quite expensive under representative government, since gold are required to support each unit and luxury points must be produced to mollify the citizenry.

Movement

Units begin with movement time, depending upon their step time and time accumulation — shown for each unit in the catalog below. The accumulation reduced, for damaged land and sea units, in proportion to the extent of their damage.


Movement time of the unit

Every action undertaken by a unit consumes movement time. The most basic action is movement. Units can move into any of the eight surrounding squares under fairly obvious constraints: land units are confined to land and transport vessels; ships are confined to ocean squares and port cities (which are thus the only cities that can build them); and aircraft ignore terrain, though they must often end their turn where they can refuel — see the description of each unit for specific restrictions. Moving one square usually consumes one unit of movement time. Rough terrain, however, can be more costly for land units as detailed in the terrain catalog.

Enemy units impose zones of control, such that military units, settlers, workers, and engineers cannot move between squares adjacent to enemy units without retreating into unthreatened territory first, unless the square they enter already holds a friendly city or unit, or the unit is one that ignores zones of control. Note also that land units can embark and disembark from transports whenever the transport is adjacent to land or another transport — this does not require ports or other facilities. Land units can move instantly between airports in friendly cities with the airlift action. An airport can participate in only one airlift per turn.

Catalog

Several schemes are possible for organizing the variety of units available in Golden Age of Civilizations. This table arranges them chronologically: each of the eras in the following table groups units which require similar numbers of advances before they can be built.

The production cost, the purchase cost and the support cost specifies the economy of the unit, how many production points or gold a city must invest to build, purchase and support one unit. The fog radius (Fr) specifies how many squares see the unit. Next comes (Mt) the movement time and the (St) step accumulation of the unit. The combat statistics (As) attack strength, (Ds) defense strength are all explained in the section describing combat.

  • Fr: Fog radius
  • Mt: Movement time
  • St: Step accumulation
  • As: Attack strength
  • Ds: Defense strength
  • Ca: Capacity
  • Pr: Production cost
  • Pu: Purchase cost
  • Su: Support cost
Era Name Fr Mt St As Ds Ca Pr Pu Su
Bronze
Settlers
2 120 24 1 64 0 128 800 16
Bronze
Warriors
2 30 4 8 8 0 16 100 2
Bronze
Workers
2 30 4 1 16 0 32 200 4
Bronze
Horsemen
4 30 8 32 8 0 64 400 8
Bronze
Archers
3 30 4 16 8 0 32 200 4
Bronze
Phalanx
2 60 4 8 16 0 16 100 4
Iron
Trireme
2 30 16 32 16 2 64 400 8
Iron
Chariot
4 30 8 32 16 0 64 400 8
Iron
Catapult
2 120 2 128 8 0 128 800 16
Iron
Legion
2 30 4 32 16 0 64 400 8
Iron
Diplomat
4 15 4 2 2 0 64 400 8
Exploration
Explorer
4 15 8 4 4 0 64 400 8
Exploration
Caravan
3 60 4 4 32 0 128 800 16
Exploration
Pikemen
2 60 4 16 128 0 128 800 16
Exploration
Knights
4 30 8 128 32 0 256 1600 32
Exploration
Caravel
2 30 16 64 32 4 128 800 16
Gunpowder
Galleon
2 30 16 8 128 4 1024 6400 128
Gunpowder
Frigate
3 30 16 256 128 2 1024 6400 128
Gunpowder
Ironclad
3 30 16 128 128 0 512 3200 64
Gunpowder
Musketeers
3 30 4 128 128 0 512 3200 64
Gunpowder
Dragoons
4 30 8 256 64 0 512 3200 64
Gunpowder
Cannon
3 120 2 512 64 0 1024 6400 128
Gunpowder
Engineers
3 30 8 8 128 0 512 3200 64
Industrial
Transport
4 30 16 16 256 8 4096 25600 512
Industrial
Destroyer
4 30 16 512 512 0 4096 25600 512
Industrial
Riflemen
3 30 4 512 256 0 2048 12800 256
Industrial
Cavalry
4 30 8 512 512 0 4096 25600 512
Industrial
Alpine troops
3 30 8 256 256 0 1024 6400 128
Industrial
Freight
3 30 8 16 256 0 2048 12800 256
Modern
Spy
5 30 8 16 16 0 4096 25600 512
Modern
Cruiser
5 30 64 1024 1024 0 16384 102400 2048
Modern
Battleship
5 30 64 1024 1024 0 16384 102400 2048
Modern
Submarine
5 30 64 2048 256 8 8192 51200 1024
Modern
Marines
3 30 8 1024 512 0 8192 51200 1024
Modern
Partisan
3 30 8 512 512 0 4096 25600 512
Modern
Artillery
3 60 8 4096 256 0 16384 102400 2048
Modern
Fighter
5 15 16 1024 512 0 8192 51200 1024
High-tech
AEGIS cruiser
5 30 64 2048 2048 0 65536 409600 8192
High-tech
Carrier
5 30 64 512 8192 8 65536 409600 8192
High-tech
Armor
4 30 8 2048 1024 0 32768 204800 4096
High-tech
Mech. inf.
4 30 8 1024 1024 0 16384 102400 2048
High-tech
Howitzer
4 60 8 4096 512 0 32768 204800 4096
High-tech
Paratroopers
4 30 8 1024 512 0 8192 51200 1024
High-tech
Helicopter
5 15 16 2048 512 0 16384 102400 2048
High-tech
Bomber
5 15 16 4096 256 0 16384 102400 2048
High-tech
AWACS
8 15 16 32 1024 0 32768 204800 4096
High-tech
Nuclear
4 15 16 16384 32 0 65536 409600 8192
High-tech
Cruise missile
4 15 16 4096 32 0 16384 102400 2048
Space
Stealth bomber
8 15 16 4096 1024 0 65536 409600 8192
Space
Stealth fighter
8 15 16 4096 2048 0 131072 819200 16384

 


(Content is available under the GNU General Public License).

Comments

Wow! Thanks! I also want to know after which tech what will be given to me.

Content migrator

Can u please list the abilities of the workers and what order they are in, because I do not see them listed anywhere.

Content migrator