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[G&K] Unit Guide: Modern & Future Units (G&K)

Camikaze

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Unit Guide: Modern & Future Units - Unit Guide: Modern & Future Units

Modern and Future Units

Introduction

Modern warfare is an aspect of the game that many enjoy, and that provides quite a variety in terms of unit types and uses. If your game isn't over by this stage, the chances are that you're either going to want to utilise military force, or will have to defend against it. Units covered in this article span from the stock standard Mechanized Infantry to the imposing Giant Death Robot, with...

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Nuclear Missile
Cost: 1000
Range: 12
Required Resources: Uranium
Prerequisite: Advanced Ballistics (and Manhattan Project)
Abilities: Evasion (50)


The Nuclear Missile functions similarly to the Atomic Bomb, but is bigger and better. There are a few key differences to note. Firstly, the production cost, almost double at 1000 :c5production: Production. This means that these are very valuable units. Additionally, whilst an Atomic Bomb unit utilises one uranium, each Nuclear Missile uses two. You do, however, get more bang for your extra buck. Whilst the blast radius is still two tiles, all units within it will be killed. This is significant, in that it means you do not have to have units in the vicinity to mop up. Additionally, cities lose 60-80% of their population, averaging at 70%, and are dealt 50% damage. However, if the city has a population of 5 or less, it will be automatically razed. The Nuclear Missile is the only unit in the game that can automatically raze a city (although note that they still are unable to raze capital cities or city states). A final difference is in the range, which is slightly larger at 12. As with the Atomic Bomb, the evasion ability is misleading.

One other important point to note is that Nuclear Missiles can be transported by Missile Cruisers and Nuclear Submarines. Whilst Atomic Bombs can also be transported across oceans with Carriers, Missile Cruisers are far more powerful in their own right, and Nuclear Submarines offer a potentially vital covert option.

Given the large similarities in the nature of the Nuclear Missile to the Atomic Bomb, the strategies at play are largely similar. The difference is in magnitude, rather than style. However, there are a few particularities to consider. Firstly, Nuclear Missiles can be used for the express purpose of destroying cities. Whilst a well placed Atomic Bomb will seriously dent an opponent's chances of winning, a Nuclear Missile will instantly shatter their hopes. Using an Atomic Bomb followed by a Nuclear Missile will raze any non-capital city initially lower than size 10 and significantly reduce the health of others, meaning many melee units will instantly be able to take the city. Given cities are often four tiles away from each other, it is quite possible to strike two cities with the one Nuclear Missile, dealing a devastating blow, potentially allowing players to raze multiple cities at a time. This can be greatly helpful in clearing a path to the capital in a Domination game, for example.

Secondly, the greater range of the Nuclear Missile and its ability to kill all units within the blast radius allow for deeper, faster strikes into enemy territory, both in terms of physical possibility and in terms of strategic practicality. Blanketing your opponent's territory with Nuclear Missiles eliminates any possible resistance and the need to "clean up" half-injured units. This means fast-moving units like Modern Armor can advance freely without worrying about enemy Zones of Control. However, you will suffer a movement penalty on tiles with fallout, but once you have use of local roads, this is negated. Alternately, if your opponent has gathered their military near the front line and created an impasse, a single well-placed Nuclear Missile can break the deadlock.

This slightly varied role means that it can be beneficial for your arsenal to comprise both Atomic Bombs and Nuclear Missiles. For example, if you have a lot of upgraded units, it may be a good idea to use an Atomic Bomb to target a strong enemy border city, leaving those units to clean up, given that there is no need to spend an extra 400 :c5production: Production and use an extra uranium. However, it is more cost-effective to spend that 400 :c5production: Production on a Nuclear Missile than on additional contemporary units needed to supplement an Atomic Bomb.

So the use of the Nuclear Missile is situational. It should not be assumed that simply because it comes later in the tech tree, it is always a superior option, as the damage it deals may be entirely unnecessary. Don't bother wasting valuable :c5production: Production on Nuclear Missiles when Atomic Bombs will do, and don't waste it on either if neither serve a useful purpose for your conquests or defence. It should be noted that, as the gold purchasing cost of units does not linearly relate to production cost, the Nuclear Missile is the most efficient unit in the game to purchase, with a cost of 2270 :c5gold: Gold. To put this in comparison, seven Guided Missiles, with a similar :c5production: Production cost to a Nuclear Missile, would cost 3780 :c5gold: Gold to purchase. To maximise efficiency, you should make sure you purchase Nuclear Missiles, whilst building Atomic Bombs.


Nuclear Submarine
Cost: 425
Movement: 6
Combat Strength: 30
Range: 3
Ranged Combat Strength: 70
Required Resources: Aluminium
Prerequisite: Computers
Abilities: Is Invisible (Submarine), Can See Submarines, Can Carry 2 Cargo, Bonus vs Submarines (50), May Enter Ice Tiles, May Not Melee Attack


The Nuclear Submarine is a late game naval unit that functions as both an improvement on the regular Submarine in naval combat, and as a transport for Guided Missiles and Nuclear Missiles. Unlike the Missile Cruiser, the Nuclear Submarine can only carry two missiles. It also has one less movement point than the Missile Cruiser, only half the combat strength, but the same range, same requirement for aluminium, and a vastly superior ranged combat strength. Unfortunately, as a submarine, only other naval units (or embarked units) can be bombarded, but being a submarine also means that the Nuclear Submarine is invisible to all units except for other submarines and Destroyers. An additional ability of the Nuclear Submarine is that it can enter ice tiles. This can be extremely useful, but only as the map allows. The Nuclear Submarine also gains a (largely unnecessary) 50% bonus when attacking other submarines.

The Nuclear Submarine, like the Missile Cruiser, can be used to transport missiles. Doing this is useful for the same reasons it is with the Missile Cruiser. Due to the Nuclear Submarine's lower strength and vulnerability, it is important to effectively shield it from attack, remembering that all cargo are destroyed along with their carrier.

The primary use of the Nuclear Submarine is as a naval unit. The ability to carry missiles is an added bonus, but it is in combat that this unit truly shines. It has a massive ranged combat strength, meaning it can destroy every other naval unit type in one shot. Obviously the key here is to get a first strike, as the Nuclear Submarine is very vulnerable to attack. If a nearby enemy unit is left alive, your unit is placed at high risk. Make sure you scout an area with other naval units (preferably Destroyers) before sending in your Nuclear Submarines. Knowing where you enemy is is important in making sure you don't get your own unit caught in a sticky situation.

Given the importance of removing your Nuclear Submarine from harm's way, Logistics is as important as ever a target for your promotion path. See the Missile Cruiser section for an explanation of this path in more detail.

As Nuclear Submarines are so powerful in naval combat, it is important to be able to guard against them. The key here is to remember that due to their ranged combat strength, you need to see them before they see you, else your fleet is in danger. Seeing submarines requires either Destroyers or your own submarines. This is because submarines are invisible to all other units. If you foresee an invasion on the horizon, then you should make sure that your Destroyers and submarines have swept an area away from your coast for the threat of Nuclear Submarines. This gives you further range of visibility that is important in countering a naval threat. The more you can see, the easier it is to respond with your own firepower. Most important to note is that in the event of a clash with an enemy naval force, you should deal with the Nuclear Submarines first, as they will cause you the most damage.

It is important to note the deficiencies of the Nuclear Submarine. They are an inferior option to the Missile Cruiser in terms of transporting missiles, because of their reduced strength, capacity and movement. It is recommended that you specialise with your units, so as an inferior option, it is not recommended that you build Nuclear Submarines for the purposes of transporting your missiles. However, Nuclear Submarines are recommended for their naval combat capabilities. If you are facing a foe with a powerful navy, they are a very attractive option. Nuclear Submarines are not able to attack land units (unless embarked), so if no such opposing navy exists, their utility is greatly diminished. It is also important to note that it is possible to use your Nuclear Submarines in a multipurpose manner. If you are building them for use in naval combat, then you can use them to carry missiles as well (so long as you are careful that they do not get destroyed). This saves on the production cost of having to build both Missile Cruisers and Nuclear Submarines. All in all, it's important to remember that, as with any unit, you need to take your specific situation into account when deciding whether or not building this unit is a good idea or not.


Paratrooper
Cost: 375
Movement: 2
Combat Strength: 40
Required Resources: None
Prerequisite: Radar
Abilities: May Paradrop


The Paratrooper is quite a unique unit, being the only one in the game that can Paradrop. This means that, before it has moved, it can use one of its two movement points to paradrop five tiles in any direction. A number of conditions apply to this. Firstly, the Paratrooper must start in friendly territory (remembering that you can only Paradrop before the Paratrooper has moved at all). Secondly, you can only Paradrop onto an unoccupied land tile. And thirdly, once you have Paradrop, your Paratrooper may not use its additional movement point to attack. It can pillage or fortify or move onto another tile, but not attack. Other than the ability to paradrop, the Paratrooper has a movement of 2, comparable to Infantry, and a Combat Strength of 40, the same as Mobile SAM. As with other infantry style units, Paratroopers do not require any strategic resources.

Overall, it must be said that the utility of the Paratrooper is rather limited. It has low strength and low movement, and although it can paradrop, it cannot attack during the same turn, leaving it vulnerable to attack from enemy forces. There are, however, some specific circumstances in which Paratroopers will be of use to you.

Firstly, if you are invading across a narrow stretch of water, paradropping can be useful to get your forces in deeper than otherwise. Other units will only be able to disembark onto the coastal land tiles, but if you have Paratroopers, you can essentially land more forces on your first turn. Again note that these Paratroopers will not be able to immediately attack, but nor can disembarked units. Crucial to be aware of is the vulnerability of the Paratrooper in this situation, which means that air support will be required. Also note, however, that your Paratroopers in this case will be shielding your disembarked units, reducing their vulnerability. This can make it easier to land units such as Rocket Artillery, providing assistance in warding off nearby forces and attacking cities the following turn.

A second use of Paratroopers is as defensive reinforcement. Now, although they are vulnerable, given promotion and fortification, they can still be tricky to dislodge, and at the very least will either divert firepower or be left untouched. So if you have a valuable unit that desperately needs protection due to being down on health, paradropping in a Paratrooper can be a great move, if no other units are within range. A lot of the time this may mean a death sentence for your Paratrooper, but if the alternative is losing a Modern Armor, for example, that is an acceptable sacrifice. Ideally, though, you will want both units to survive, and in a lot of cases the Paratrooper will stand quite a good chance.

Paradropping also gives you the opportunity to send units ahead to pillage. Helicopter Gunships will largely fulfil this role, but they come later in the game, having a higher :c5production: Production cost and a weakness against Mobile SAMs. So if you are earlier in the tech tree, short on aluminium or facing a force largely comprised of Mobile SAMs, this can be a valuable option. Your primary targets should be strategic resources and roads/railroads. Selectively pillaging these can be very important. If, for example, you cut off a railroad next to a river, enemy movement will be greatly diminished. If, for example, you pillage the enemy's uranium, they will not be able to build Atomic Bombs, Nuclear Missiles or Giant Death Robots. This sort of mission can be suicide, however, so it's important as always to be aware of the great risk involved given the low strength of the Paratrooper and the lack of reinforcements that will be at your disposal if you've gone ahead to pillage.

Paratroopers and Helicopter Gunships have synergy for quick attacks, also. Whilst you cannot attack on the turn that you paradrop, you can the turn after, and this will often be quicker than waiting for other ground forces to arrive, particularly in hilly terrain, or if a river is nearby. If you send Helicopter Gunships in with your Paratroopers, and have sufficient air support, you can soften up defences and take cities in the second turn of war deeper than you may otherwise be able to. Note again the risk involved, however, both for the Paratroopers and Helicopter Gunships.

A final use of the Paratrooper has to do with the promotion path that it can take. If you are using your Paratrooper for defensive purposes, you will want to go down either the Shock or Drill promotion line. However, after you have either Shock I or Drill I, you can take the Medic promotion, which will mean all units in adjacent tiles will heal and additional 1 HP per turn. Given that the paradropping allows the Paratrooper to catch up to the front line, this can be quite useful in speeding the recovery of your star units, returning them to the battlefield much quicker than otherwise.

As far as defence against Paratroopers goes, there is not much to be aware of. Paratroopers may be able to bypass your front defensive line, but if you have roads or railroads, they will be quite easy to deal with. Paratroopers are nearly useless for you to use in a defensive role, given their inability to attack on the same turn as a paradrop, and given that there is only advantage gained from that ability when there are no roads or railroads to utilise.

Overall, this means that the Paratrooper is not a very useful unit at all. The cases mentioned in which they are useful are rather limited, and you are almost always going to be better served by using a contemporary alternative. Paratroopers can be fun to use, but they don't pack the punch necessary to make the difference in a close conflict.


Rocket Artillery
Cost: 425
Movement: 3
Combat Strength: 23
Range: 3
Ranged Combat Strength: 46
Required Resources: Aluminium
Prerequisite: Rocketry
Abilities: Indirect Fire, May Not Melee Attack, Bonus vs Cities (20), No Defensive Terrain Bonuses, Limited visibility


Rocket Artillery is the last siege unit in the game, upgrading from Artillery. Like Artillery, it has a range of 3 tiles, and like most contemporary units, it requires aluminium. As a siege unit, it cannot melee attack (it is restricted to ranged attacks), and doesn't receive any bonuses when fortified. Rocket Artillery starts with the Indirect Fire promotion, which means that terrain does not limit its range. For example, whereas a siege unit with a range of 3 without Indirect Fire would not be able to shoot from a plains tile over two hills, Rocket Artillery can, assuming the tile in question is visible. And it is visibility in which Rocket Artillery faces a drawback, only being able to see adjacent tiles. This means you require other nearby units to make visible tiles to utilise the full range of this unit. An additional ability of the Rocket Artillery is the 20% bonus is receives when attacking cities. Its movement of 3 is the same as Mechanized Infantry.

The primary use of Rocket Artillery is performing ranged attacks on cities. Given the bonus Rocket Artillery receives, it is better to focus on targeting cities, with your Bombers and Stealth Bombers targeting units in preference. Note that this only applies to base units, and the Accuracy and Bombardment promotions will both make attacking units more worthwhile. Positioning is important in this regard, and you should utilise the full extent of your units' range. This means you should place your Rocket Artillery three tiles out from a city, with the inner rings being left for units that can make melee attacks on the city. This will have the added advantage of keeping your Rocket Artillery out of range of city bombardment, which can greatly slow down the already sluggish (in comparison to contemporary units) Rocket Artillery.

Despite the fact that you should preference attacks on cities, this is only when city defence's need to be reduced. You should use the rest of your Rocket Artillery attacks to bombard enemy units. Attempt not to waste a turn without using your attacks. On this matter, if your Rocket Artillery does not have the Logistics promotion, you should move before attacking. Without Logistics, you aren't able to move after attacking, so this allows you to both move and attack on the one turn. Attacking enemy units can be crucial in giving support to your land units. In particular, attacking Mobile SAMs can be a useful, as aircraft are not as effective at dealing with these. Also, if you are able to knock out these units, you free the skies for your planes to make further attacks on other units.

Rocket Artillery can be similarly useful in a defensive capacity, knocking out enemy units that aircraft will have a harder time dealing with. It is also often a good idea to keep a Rocket Artillery in a city to attack nearby units. If you leave your unit out in the open, it becomes vulnerable to attack, but placing it in a city allows for you to make use of the ranged attack without exposing yourself to that danger. Utilising terrain is also important for Rocket Artillery defensively. If, for example, enemy units must cross a river within your territory, you can place Rocket Artillery nearby to blast these units as they have to use up their movement points crossing. Synthesising this usage with fortified Mechanized Infantry at the ready to destroy the attacking units can ruin powerful opponents.

The key promotion for Rocket Artillery is Logistics. This allows your unit to attack twice per turn, and to move after attacking. It essentially doubles the effectiveness of your unit. To get to Logistics, you have to either have Accuracy III or Barrage III. This means initially following either the Accuracy path or the Barrage path, and, as always, remembering to specialise in one or the other, without mixing the two. Which of these two paths you choose is entirely dependent on the terrain that you will working in. Logistics will not be that hard to get to if you are consistently using your Rocket Artillery, and after Logistics, Range is a solid option.

Defending against Rocket Artillery can be quite important, as they can tear your invading force to shreds, and, unlike enemy Bombers and Stealth Bombers, cannot be intercepted. It is recommended that you make the most of available opportunities to get rid of Rocket Artillery. If a Rocket Artillery is stationed in an enemy city, do not unnecessarily hang around within range. Only enter the range if you are soon to take the city. Rocket Artillery is no threat if you are out of range, and in order for the Rocket Artillery to attack you, it will have to come out into the open, where you can attack it the following turn.

The Rocket Artillery is quite a solid unit, but must be weighed up against the alternatives on offer. The main alternative to Rocket Artillery is the Stealth Bomber. It has a much higher ranged combat strength, and a greater range, all for the same :c5production: Production cost. More so, it cannot be destroyed by melee attack, and can stack in cities. One of Rocket Artillery's redeeming qualities is that it can maintain forward movement, whereas air units will eventually have to rebase, wasting a turn. Another is that Rocket Artillery cannot be intercepted. Air units will lose health with every attack it makes, whereas the Rocket Artillery only loses health if it is directly attacked. The advantage in terms of health is effectively nullified once air units receive the Air Repair promotion, but the interception issue remains. Finally, aircraft are more vulnerable to Atomic Bombs. This is because the Atomic Bomb will destroy all units on the target tile, but only deal damage to units in the blast radius. Given air units stack, and cities are targets, your air units are at high risk. On the other hand, only one Rocket Artillery maximum can be destroyed in an Atomic Bomb strike. So there are benefits to the Rocket Artillery over the Bomber and Stealth Bomber. However, on balance, the air units are generally going to be a better build. What makes Rocket Artillery highly useful is that it upgrades from Artillery, and the siege unit path before that. This means that by the time you get to the late game, you are likely to have a decent number of highly promoted Rocket Artillery units at the ready. It may not always be advisable to build Rocket Artillery as an alternative to Bombers or Stealth Bombers, but they will certainly hold you in good stead for the successful prosecution of a modern war.


Stealth Bomber
Cost: 425
Range: 20
Ranged Combat Strength: 80
Required Resources: Aluminium
Prerequisite: Stealth
Abilities: Penalty vs Naval, Evasion (100), Air Recon


The Stealth Bomber is the more powerful successor to the Bomber. It becomes available once Stealth is researched, and requires aluminium rather than oil. It still receives a penalty versus naval units, but has an evasion ability, as well as Air Recon, allowing it a visibility range of six tiles. Additionally, the range is twenty tiles, so although Stealth Bombers cannot be transported on Carriers, they will be able to cross almost all oceans.

The Stealth Bomber functions largely as the Bomber does, but with added perks most noticeably in combat strength and range. It will form the core of your late game air force, and will prove exceptionally useful in gaining control of the battlefield. It is recommended that you upgrade from the Bomber as soon as possible, and beelining to Stealth for this purpose may help you turn the tide of a war.


Giant Death Robot
Cost: 425
Movement: 3
Combat Strength: 150
Required Resources: Uranium
Prerequisite: Nuclear Fusion
Abilities: Penalty Attacking Cities (33), No Defensive Terrain Bonuses, Can Move After Attacking


"This really gets to the core philosophy of Civilization, fighting on a massive scale, and gives it a whole new meaning. It would sell like hotcakes, especially if it smelled like hotcakes!"- Perfection.

There is not much that can be said of Giant Death Robots (GDRs) that cannot be divined through trial, and very rarely, error. The power of these machines is unmatched in the same, with a base strength almost double that of Modern Armor, for only a marginally higher production cost. This strength is tempered by a 33% penalty when attacking cities, and by a lack of defensive bonus when fortified, but even with these drawbacks, base strength is always higher than any other unit type in the game. The sheer size of the GDR does make it more cumbersome, however, and it only has a movement of 3. However, with little being able to stand in its way, it can move after attacking, assuming it has movement points remaining.

Utilising GDRs is very simple, given their strength. There are no specific tricks to worry about, as with other units. You should just be aware of standard military tactics and apply them accordingly, largely safe in the knowledge that your GDRs are going to be less vulnerable to attack than other units. One danger that can possibly present itself, however, is being outnumbered. Each attack, no matter how disparate the strengths involved are, will result in one damage to your GDR. This applies all the way down to your GDR only having one of its initial ten health points left. Note that when this occurs, there is no spearman vs. tank situation, and a warrior will not destroy you, but with such low health, more advanced units will be able to, even if they would normally not be capable of matching the GDR in combat.

Defending against Giant Death Robots is a difficult task, and the best way to do this is to have GDRs of your own, or to own Nuclear Missiles. Of course, one key point is also to make sure that your opponents do not get to that stage, and you should utilise the remainder of the modern era units to achieve this, but if faced with the prospect of GDR hordes, then it's again important to be familiar with standard military tactics in order to best repulse an attack.

The main question to consider is when to build these units. It would seem obvious that you should build them whenever you have the chance, but this is not entirely the case. This is simply due to the fact that GDRs require uranium. You will not always have a large uranium stockpile, and you must weigh up the benefits of the GDR against its contemporary, the Nuclear Missile. This makes the decision much harder, as these are the two most powerful units in the game. Note that a Nuclear Missile requires two sources of uranium, whilst a Giant Death Robot only requires one. The GDRs :c5production: production cost is also less than half of that of the Nuclear Missile, and these two facts combine to mean that you can produce two GDRs for every Nuclear Missile. However, the Nuclear Missile is potentially far far more useful. The GDR will only be able to take down one unit per turn, but the Nuclear Missile will kill all units within its blast radius. Of particular importance here is that units in the blast radius will be killed no matter what type of unit they are. This means that if you are facing an opponent who also has Giant Death Robots, whilst your GDRs may have more of a struggle in combat, your Nuclear Missiles will still straight out destroy them. On the other hand, Nuclear Missiles are unable to take cities, and extra damage does rely on catching more than one unit within the blast radius (a feat that is not very difficult). Given these relative advantages and disadvantages, it has to be said that in a lot of situations, if you are pressed for uranium, you will be better off building Nuclear Missiles than Giant Death Robots. However, if you have no such resource concerns, you can have the best of both worlds and produce both.

Conclusion
Overall, the modern and future eras offer quite a diverse range of options for the warmonger. If you find yourself in this era, you will almost invariably be utilising these units. It is important to weight up your individual situation in deciding whether or not you should build a specific unit, and this decision should take into account the units you already have from previous eras, that you upgrade to bring to the party. Perhaps one of the key things to remember is that in modern warfare, nukes are king. Whatever method you choose to pursue to achieve your militaristic ends, keep in the front of your mind the threat that nuclear weapons pose to you, or the threat you are able to pose with nuclear weapons. Whilst utilising other units is of course very important, tactics are superfluous if your units are just going to be wiped off the map anyway.

Modern warfare is usually pretty fun, but it's even better when you're winning decisively. Keep in mind the above advice on the use of the specific units in the era, and good luck steamrolling your enemies. :)
 
Overall a decent guide. I do have an enormously important correction, and some comments though.

As of two patches ago, Mobile SAMs no longer require Aluminum. This makes them very much more worthwhile. One option, especially if you have some of the social policies that give benefits to garrisoning cities, is to build mobile SAMs with the Medic promotion as garrisons for cities that are just behind the front lines. This will make the hexes around those cities as good for healing units as being in the city, while protecting against an air attack per turn.

When discussing the Missile Cruiser, you don't mention the enormous importance of its ranged attack for amphibious invasions, which is one of the key reasons I would almost always build a Missile Cruiser instead of a Nuclear Submarine given the choice. A submarine's ranged attack is only useful against naval targets, but a Missile Cruiser can bombard cities and land units.

The base range of 3 means they can bombard from outside a city's built-in attack range, and becuase they have Indirect Fire they can reach targets that are further inland, and can support the intiial beachead without the huge danger that an early counterattack presents to siege units. With the Range promotion, they can reach four hexes, meaning they don't fear reprisal from garrisoned Artillery or Rocket Artillery, and that they can often support attacks on some cities further inland.
 
A great guide, I think AI is at it's most dangerous on industrial era and beyond, as powerful units and bigger army sizess help.
Also it's important to get anti-air against enemy fighters and bombers, and you also need your own air force.

Some of the modern era units are vague for me so it's great to have this handy guide..!

And oh yeah, my dream would be to get a similar guide to industrial era units as well. Pleeeeease.. ;)
 
I can't promise one in the near future, but in the long term we'll hopefully have one out. :)

Just to note: there are a few things in this guide that are now out of date. I won't have much time to update them in the near future, but will hopefully get around to it eventually.
 
Exelent guide, thank you.
but you missed the batle ship.
also ability of atomic bomb/nuclear missile:
if fired near borders of player which are not at war with you means war.
 
Yes, this will need a redo when the expansion comes out.

Note though that the Battleship is an Industrial era unit, not a Modern era or Future era unit. ;)
 
Just 2 words for a little tips.
You can shot 2 cities (even 3) with one Nuclear bombs if there are only 3 tiles between these cities : Shot in between, the 2 tiles radius effect will damage the 2 (or 3) cities.
 
Are you waiting for Brave New World before you modify this article? I'd hate to see it become obsolete.
 
Just two preferences of mine. One, I would always build a Nuke. SUB BEacause the subs arw invisible if yur carefull. Missle Cruisers need protection, preferably with subs anyway, so you may as well make a ship that can rule the harbors singlehandedly in the first place. The other thing was about the a-bombs. I dont fear 10 of them coming down on me because a-bombs are waaaaaaaayyyy overrated, if you know what i mean.
Last thing. I like that "The geeks shall inherit the earth". (Not to Camikaze)
 
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