Units:
Icon: Selects the icon that will represent the selected resource on the map. You may need to add the icon on the Units_32.pcx file.
Prerequisite: Determines the technology that the unit requires in order to be built.
Unit Statistics:
Shield Cost: Determines how much the unit costs in shields. (0-1000)
Moves: Determines the number of movement points the unit has. (1-100)
Attack Str.: Determines the attack strength of the unit. (0-1000)
Bombard Str.: Determines the bombard strength of the unit. (0-1000)
Air Defense Str: Determines the Anti-Air strength of the unit. (0-1000)
Telepad Range: Determines the teleport range of the unit. For more information on Teleportation, please see
here. (0-100)
Pop. Cost: Determines how many citizens the unit will drain from the population when built. (0-255)
Trans. Capacity: Determines how many units this unit can carry. (0-100)
Defense Str.: Determines the defense strength of the unit. (0-1000)
Bombard Range: Determines the range this unit can bombard at. (0-362)
Worker Strength: Determines at what % worker efficiency this unit works at. (0-1000)
Upgrade to: Determines what unit this unit upgrades into.
Operational Range: Determines the operational range of the unit. (0-362)
HP Bonus: Determines the HP bonus of the unit. Can be negative. (-20-20)
Rate of Fire: Determines the number of times the unit initiates a bombard check when bombarding. (0-10)
Req. Support: Determines if the unit needs to be supported by money or cities.
Zone of Control: Determines if the unit will automatically bombard passing units.
Bombard Fx: Determines if explosion animations are played when the unit bombards.
Charm: Changes a unit to do "charm damage" instead of regular damage. Charm damage halves unit defenses for a single turn. See
here for more information.
Create Craters: Causes craters when bombarding, which reduce the efficiency of the tile, and needs to be cleaned up before full efficiency is restored.
Collateral Damage: Determines if the unit will bombard when it attacks, potentially damaging terrain improvements, or buildings.
Required Resources: Determines what resources are required for the unit to be built.
Unit Abilities
Wheeled: Determines if the unit is a wheeled unit, thus limiting its movement capabilities.
Foot Unit: Determines if the unit is a foot unit, thus expanding its transport capabilities.
Blitz: Determines if the unit can attack multiple times in one turn.
Cruise Missile: Determines if the unit is a cruise missile, a unit which, when bombarding, will die after it is done bombarding.
All Terrain as Roads: Determines if the unit would treat all terrain as if it were roaded.
Radar: Determines if the unit can see two squares all around it, regardless of blocking terrain.
Amphibious: Determines if the unit can initiate amphibious assaults, or attacks directly off of ships.
Invisible: Determines if the unit is invisible to other units without the detect invisible ability.
Transports Only Aircraft: Determines if the unit is only capable of transporting Aircraft.
Draft: Determines if the unit can be drafted.
Immobile: Determines if the unit is capable of moving. Note: Has a nasty habit of crashing games if it can load, and the AI tries to unload the unit onto shore.
Sinks in Sea: Determines if the unit can possibly sink and die without the right technology in sea squares.
Sinks in Ocean: Determines if the unit can possibly sink and die without the right technology in ocean squares.
Flag Unit: Determines if the unit is treated like a flag in Capture the Flag games.
Transports Only Foot Units: Determines if the unit is only allowed to transport foot units.
Starts Golden Age: Determines if the unit can trigger a golden age if it wins a battle. Also the unit will not go obsolete until both the right technology is researched, and the civ that owns the unit has already received a golden age.
Nuclear Weapon: When bombarding, it will act as a nuclear weapon. Also makes the unit require a wonder that unlocks nuclear weapons to be built first.
Hidden Nationality: Determines if the unit has hidden nationality, and thus be able to attack without precipitating war. Human HN units can not attack cities when at peace, while AI ones can. For more information, please see
this
Army: Determines if the unit acts as an army, being capable of transporting units that fight together, and requires a building with "Build Armies Without Leader" checked to be built.
A guide to armies.
Leader: Determines if the unit can act as a leader.
Infinite Bombard Range: Determines if the unit has an Infinite Bombard Range.
Stealth: Determines if the unit has the stealth ability, and thus have a smaller chance of being intercepted when performing all air missions except for recon, re-base, and interception.
Detect Invisible: Determines if the unit can detect invisible units.
Tactical Missile: Determines if the unit can bombard when loaded in transports.
Transports only Tactical Missile: Determines if the unit can only transport Tactical Missile units.
Ranged Attack Animation: When attacking another unit with Ranged Attack Animation checked, the units will not move into each other's squares when fighting, and appear to attack at a range. However, if retreating is an option (ex: 3 move Cavalry vs 1 move Infantry), the units will not appear to attack at a range.
For reference, please see
here.
Rotate Before Attack: Determines if the unit will rotate to attack at a 90 degree angle (for water units) or a 45 degree angle (land units) when fighting. Only works if both units in combat are playing Ranged Attack Animation.
For reference, please see
here.
Lethal Land Bombardment: The possibility exists that it can kill land units when bombarding, and allows you to bombard 1 hp land units.
Lethal Sea Bombardment: The possibility exists that it can kill sea units when bombarding, and allows you to bombard 1 hp sea units.
King: Enables the king ability, which causes the unit to be at the bottom of a stack when defending always, and prevent it from being built.
Requires Escort: Determines if the unit needs a unit flagged with the "Naval Power" AI Strategy for the AI to move it.
Stealth Attack Targets: Determines which unit the unit is allowed to stealth attack, or pick out of a stack to attack.
Available to: Determines which civilizations can build this unit.
Class: Determines if the unit is a land unit, a sea unit, or an air unit.
Ignore Move Cost: Determines what terrain the unit can ignore the unit cost to.
Civilopedia Entry: Determines the name which the game searches the civilopedia.txt file for the civpedia entry. (if there. It may need to be created.)
AI Strategies:
Land
Offense: The AI will treat this unit as an attack unit. Requires an offense power greater than 0, defense power greater than 0, have the load action, have the capture unit action.
Defense: The AI will treat this unit as a defense unit. Requires an offense power greater than 0, defense power greater than 0, have the load action, have the capture unit action. Prevents usage as a telepad.
Artillery: The AI will treat this unit as an artillery unit. Requires a bombard strength greater than 0, have the bombard action, must not have the cruise missile ability, must not have the nuclear weapon ability.
Cruise Missile: The AI will treat this unit as a cruise missile. Requires a bombard strength greater than 0, a bombard range greater than 0, a rate of fire greater than 0, have the bombard action, have the cruise missile ability.
Tactical Nuke: The AI will treat this unit as a tactical nuke. Requires a bombard range greater than 0, must have bombard action, must have nuclear weapon ability, must have tactical missile ability.
ICBM: The AI will treat this unit as an ICBM. Requires the bombard action, must have nuclear weapon ability, must have infinite bombard range ability.
Flag Unit: The AI will treat this unit as a flag unit. Requires attack strength equal to 0, defense strength equal to 0, bombard strength equal to 0, transport capacity equal to 0, must have the immobile ability, must have flag unit ability, must not have disband action.
Explore: The AI will treat this unit as an explorer. Requires the unit to not have the immobile ability.
Terraform: The AI will treat this unit as a worker. Requires build colony action, must have build road action, must have build railroad action, must have build fort action, must have build mine action, must have irrigate action, must have clear forest action, must have clear jungle action, must have plant forest action, must have clear pollution action, must have automate action, must have join city action.
Settle: The AI will treat this unit as a settler. Requires load special action, must have build city action, must have join city action.
Army: The AI will treat this unit as an Army. Requires army ability, must have load action.
Leader: The AI will treat this unit as a leader. Requires build army action, must have finish improvements action.
King: The AI will treat this unit as a king unit. Requires the King unit ability, must not have disband action.
Sea
Naval Power: The AI will treat this unit as a naval combat ship. Requires offensive power greater than 0, defensive power greater than 0.
Naval Transport: The AI will treat this unit as a transport ship. Requires unload action.
Naval Carrier: The AI will treat this unit as an aircraft carrier. Requires transport only aircraft ability, must have unload action.
Naval Missile Transport: The AI will treat this unit as a tactical missile transport. Requires transports only tactical missiles ability, must have unload action.
Air
Bombard: The AI will treat this unit as a bomber. Requires bombard strength greater than 0, must have operational range greater than 0, must have either bombing or precision air mission.
Defense: The AI will treat this unit as an interceptor. Requires offensive power greater than 0, must have operational range greater than 0, must have interception air mission.
Transport: The AI will treat this unit as a transport plane/helicopter. Requires operational range greater than 0, must have airdrop action, must have unload action.
Enslave Results In: Determines what unit this unit will enslave the enemy to when it wins a battle.
Standard Orders:
Skip Turn: The unit can skip its turn without fortifying.
Wait: The unit can wait, and receive commands later this turn.
Fortify: The unit can fortify, and receive a 25% defense bonus.
Disband: The unit can disband and effectively die, and provide a 25% shield refund if it is in a city.
Go To: The unit can move.
Explore: The unit can automate move, and move towards unknown parts of the map.
Sentry: The unit can fortify until enemy/neutral units move near it.
Special Actions:
Load: Determines if the unit can load onto transport units.
Unload: Determines if the unit can unload other units; determines if it is a transport unit. Typically used in armies and naval transports, but land transports have some different interactions in terms of mechanics and AI. See
this thread for more information.
Airlift: Determines if the unit can be airlifted at airports or airbases.
Pillage: Determines if the unit can destroy terrain improvements.
Bombard: Determines if the unit can bombard offensively.
Stealth Attack: Determines if the unit can pick out a unit out of a stack to attack.
Enslave: Determines if the unit can have a 1/3 chance of enslaving a defeated unit to your side.
Sacrifice: Determines if the unit, when enslaved, can be sacrificed at a city with the right tech to sacrifice, and generate culture points.
Airdrop: Determines if the unit can paradrop if a land unit, or airdrop units if an air transport unit.
Build Army: Determines if the unit is capable of forming an army unit.
Finish Improvements: Determines if the unit can hurry production of any building in 1 turn.
Upgrade Unit: Determines if the unit can upgrade.
Capture: Determines if the unit can capture other units that can be captured. (such as workers, artillery, etc.)
Science Age: Supposed to create an age of science research of +25% science, but is broken. Fixed and its value set at +200% science with the
Antal1987 v3 patch.
Teleportable: Determines if the unit is capable of teleporting. For more information on Teleportation, please see
here.
Telepad: Determines if the unit is capable of recieving teleporting units. For more information on Teleportation, please see
here.
Worker/Engineer Actions:
Build Colony: Enables the unit to build a colony.
Build City: Enables the unit to build a city.
Build Road: Enables the unit to build a road.
Build Railroad: Enables the unit to build a railroad.
Build Fort: Enables the unit to build a fort.
Build Mine: Enables the unit to build a mine.
Irrigate: Enables the unit to irrigate terrain.
Clear Forest: Enables the unit to chop down forests for shields.
Clear Jungle: Enables the unit to chop down jungles.
Plant Forest: Enables the unit to plant forests.
Clear Pollution: Enables the unit to clean up pollution.
Automate: Enables the unit to automate.
Join City: Enables the unit to join a city, and contribute its population cost to the city.
Build Airfield: Enables the unit to build an airfield.
Build Outpost: Enables the unit to build an outpost.
Build Radar Tower: Enables the unit to build a radar tower.
Build Barricade: Enables the unit to build a barricade.
Air Missions:
Bombing: Enables the unit to do bombing missions. Bombing missions are similar to bombard, but the unit physically flies there and bombs. Has a range equal to the operational range.
Recon: Enables the unit to do recon missions. Recon missions drain all action points remaining, and reveals a section of the map. Can not be intercepted.
Interception: Enables the unit to do air superiority missions. Air superiority planes attempt to intercept bombing, precision bombing, and airdrop missions in half of its operational range.
Re-Base: Enables the unit to rebase. Re-base missions can be performed within 6 times the operational range.
Precision Bombing: Enables the unit to do precision bombing missions. Precision bombing missions need to be enabled by a certain technology, and destroys city improvements only. If no city improvements, then it will target civilians.
Legal Unit Telepads: Determines which unit this unit can teleport to. For more information on Teleportation, please see
here.
Legal Bldg Telepads: Determines which building this unit can teleport to. For more information on Teleportation, please see
here.
Because of the occasional thread necromancer, for the record here is a guide to adding unit graphics to a scenario.
Sound tutorial, a useful, but often lost thread.
Some useful threads to determine how the AI will build units:
Tom2050's Firaxis unit cost/stat analysis,
Ozymandias's AI build test.