Regarding Captured Units... There are many Units in EFZI2 that can be "Captured" (Rescued) but they are handled without the Captured Unit setting that is ONLY for one unit.
You can pre-place units that have no attack or defense and Flag them (Highlighted) for any other or all other "CIVS" in the editor. They are prevented from being built by an "Unobtainable Resource". This is Preferred over setting them as a King Unit. These Units are set to Not Disband.
Because they are pre-placed, each Unit will belong to the CIV you give them to but because the Unit is flagged for the Other CIVs and the unit has no attack or defense, those other CIVs can gain (Capture) the Unit.
You can then set the Rescued Unit to Upgrade to what ever you want. The Rescued Sam Hammer in EFZI2 Upgrades to Sam Hammer PI who then has an Attack and Defense ... he Gains his Gun The Zombies have him when the game starts and they are not able to Upgrade him because they are Not Flagged (Highlighted) in the editor to be able to Upgrade him. The Other CIVs (Factions) are Flagged to be able to Upgrade Sam Hammer when they Gain "Guns, Guns, Guns" tech and Ammo Resource. This Upgraded Unit cannot be built because it is set as a King Unit.
Sam Hammer is set as Invisible and can Run around as a detective as well as Recon to reveal areas of the map. Units that detect Invisible Units, allow him to be seen and he can be captured (Rescued), then Upgraded.
Many Possibilities concerning “Captured” Units and Upgrades.
The Only annoying thing that cannot be changed is the CIV who is given the pre-placed Unit in the game will remain labeled for the “Captured” Unit. So in EFZI2 for example, when you rescue Sam Hammer, he will show as the Zombies Unit when viewing your Units in the Advisor Screen.
Naturally, these “Captured” or “Rescued” units are intentioned to be Upgraded as single Units that are one of a Kind.
You can pre-place units that have no attack or defense and Flag them (Highlighted) for any other or all other "CIVS" in the editor. They are prevented from being built by an "Unobtainable Resource". This is Preferred over setting them as a King Unit. These Units are set to Not Disband.
Because they are pre-placed, each Unit will belong to the CIV you give them to but because the Unit is flagged for the Other CIVs and the unit has no attack or defense, those other CIVs can gain (Capture) the Unit.
You can then set the Rescued Unit to Upgrade to what ever you want. The Rescued Sam Hammer in EFZI2 Upgrades to Sam Hammer PI who then has an Attack and Defense ... he Gains his Gun The Zombies have him when the game starts and they are not able to Upgrade him because they are Not Flagged (Highlighted) in the editor to be able to Upgrade him. The Other CIVs (Factions) are Flagged to be able to Upgrade Sam Hammer when they Gain "Guns, Guns, Guns" tech and Ammo Resource. This Upgraded Unit cannot be built because it is set as a King Unit.
Sam Hammer is set as Invisible and can Run around as a detective as well as Recon to reveal areas of the map. Units that detect Invisible Units, allow him to be seen and he can be captured (Rescued), then Upgraded.
Many Possibilities concerning “Captured” Units and Upgrades.
The Only annoying thing that cannot be changed is the CIV who is given the pre-placed Unit in the game will remain labeled for the “Captured” Unit. So in EFZI2 for example, when you rescue Sam Hammer, he will show as the Zombies Unit when viewing your Units in the Advisor Screen.
Naturally, these “Captured” or “Rescued” units are intentioned to be Upgraded as single Units that are one of a Kind.