- Joined
- Jun 20, 2004
- Messages
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Military Features
How Units and Combat Behaves
Unit Behaviour
Now only one each type of Military & Civilian is aloud on each tile at the end of the turn, this includes cities. However, some unit types, like Air & Missile unit will be allowed stack on one tile allowing Aircraft Carriers and Missile Subs.
Units move 2 Hexs during combat as a base.
Ranged Bombardment makes a come back in Civ5
You will be able to swap a unit out with one next to it during battle (IGN)
Units will take longer to produce than previous civilizations and as well as this they will eventually come to have upkeep costs associated with them potentially reducing the number of units you can maintain at one time. (Gamespot)
veterancy from Civ4 will be in Civ5 (Gamespot)
Units are no longer necessary destroyed if they lose a battle
(The Escapist)
Combat
All units have 10 hit-points
When promoting you get to rename the unit and have the option to forgo the promotion and insted receive full health
Combat Modifiers
Great general nearby
Adjacent unit
Flanking
Terrain penalty.
Bonus against armoured units
The Units of Civ 5
Land Units (Military)
Warrior (Movement 2, Strength 6)
Jaguar Warriors (Movement 2, Strength 6)- Aztec Unique Unit
Scout (Movement 2, Strength 4) - Not Slowed by Rough Terrain
Brute (Movement 2, Strength 6) Barbarian Unit
Swordsman (Movement 2, Strength 11)
Immortal (Strength 8)- Persian Unique Unit
Mohawk Warrior (Movement 2, Strength 11) - Iroquois Unique Unit
Legion (Movement 2, Strength 13) Has the Ability to build Roads/Forts, Roman Unique Unit
Longswordsmen (Movement 2, Strength 16)
Samurai (Movement 2, Strength 18) - More effect at producing Great Generals, Japanese Unique Unit
Spearman (Movement 2, Strength 7) - Strong Against Mounted Units
Hoplite (Movement 2, Strength 7) - Greek Unique Unit
Pikemen (Movement 2, Strength 10)
Landsknecht - German Unique Unit
Gunpowder Units
Musketman (Movement 2, Strength 16)
Janissary (Movement 2, Strength 16) - Ottoman Unique Unit, If it Kills an non-Barbarian Enemy it receives full Health
Musketeer (Movement 2, Strength 20) - French Unique Unit
Minutemen - American Unique Unit
Riflemen (Movement 2, Strength 25)
Infantry
Foreign Legion (Movement 2, Strength 36) - French Unique Unit, Combat Bonus outside Territorial Boarders
Paratroopers
Mounted Units (Military)
Horsemen (Movement 4, Strength 12)
Companion Calvary (Movement 5, Strength 14) - Greek Unique Unit
Chariot Archers (Movement 4 Strength 3, Ranged Attack 6, Range 2) - Slow on Rough Terrain, Vulnerable to Spearman
War Chariot (Movement 5, Strength 3, Ranged Attack 6, Range 2) - Egyptian Unique Unit, Slow on Rough Terrain, Vulnerable to Spearman, Dose not need Horses to be Constructed
Knight (Movement 3, Strength 18)
Naresuan’s Elephant (Movement 2, Strength 22) - Siamese Unique Unit, Bonus against other Mounted Units, Vulnerable to Pikeman
Camel Archers (Movement 3, Strength 10, Ranged Attack 15, Range 2) - Arabic Unique Unit, Vulnerable to Pikeman
Lancer (Movement 4, Strength 22) - Weak on Defence
Sipahi (Movement 5, Strength 22) - Ottoman Unique Unit, No Movement Penalty for Pillaging, +1 Sight Range, Weak on Defence, Vulnerable to Pikeman
Cossack - Russian Unique Unit
Mandekalu Cavalry - Songhai Unique Unit
War Elephant - Indian Unique Unit
Cavalry (Movement 3, Strength 25)
Ranged Units (Military)
Archers (Movement 2, Strength 4, Ranged Attack 6)
Babylonian Bowmen - Babylonian Unique Unit [Digital Special Addition Bonus]
Longbowmen - English Unique Unit
Crossbowman -
Chu-Ko-Nu (Strength 6, Movement 2, Ranged Attack 10, Range 2) - Chinese Unique Unit, can fire twice in one turn
Catapult (Movement 2, Strength 4, Ranged Attack 14)
Ballista (Movement 2, Strength 4, Ranged Attack 18) - Roman Unique Unit
Trebuchet (Movement 2, Strength 6, Ranged Attack 20) - requires iron, strong against cities, must be set up before firing
Cannon (Movement 2, Strength 10, Ranged Attack 26)
Artillery
Rocket Artillery (Movement 3, Strength 10, Ranged Attack 40)
Armoured Units (Military)
Anti-Tank Gun (Movement 2, Strength 32)
Anti-Aircraft Gun
Mobile SAM (Movement 4, Strength 40, Range 2) - Will intercept enemy aircraft which try to bomb nearby units, Requires Aluminium
Tank (Movement 4, Strength 50)
Panzer (Movement 5, Strength 60)- Weak against cities and in Defence, can Blitz the enemy, German Unique Unit
Mechanised Infantry (Movement 4, Strength 50)
Modern Armour (Movement 4, Strength 80) - requires Aluminium, Receives a penalty when attacking cities
Giant Death Robot - (Movement 3, Strength 150) Needs Uranium
Air Units
Helicopter Gunship (Movement 6, Strength 50) - Can Enter Mountain, Ice and Coastal Water Hexs.
Fighter - can be based on aircraft carrier
Zero Fighter (Range 8, Ranged Attack 50) - Japanese Unique Unit, Effective against Fighters, Requires Oil, can be based on aircraft carrier
Bomber (Range 10, Ranged Attack 70) - Effective against Ground Targets, Less effective against Naval Units, Vulnerable to Fighters
B17 - American Unique Unit
Jet Fighter (Range 10, Ranged Attack 70) - Effective against Helicopters, Requires Aluminium, can be based on aircraft carrier
Stealth Bomber (Range 20, Ranged Attack 80)
Naval Units
Trireme (Movement 4, Strength 6, Ranged Attack 4)
Caravel (Movement 7, Strength 10, Ranged Attack 7)
Frigate (Movement 7, Strength 30, Ranged Attack 15)
Ship-of-the-Line - English Unique Unit
Ironclad
Destroyer (Movement 8, Strength 60, Ranged Attack 30)
Carrier
Submarine (Movement 5, Strength 15, Ranged Attack 60, Range 3) - Invisible to all units accept Destroyers and other Subs, Requires Oil
Nuclear Submarine (Movement 7, Strength 60, Ranged Attack 60, Range 3) - Invisible to all Units except Destroyers and other Submarines. Can carry 2 Missiles, and is specialized in hunting other Submarines, Requires Aluminium
Missile Cruiser (Movement 7, Strength 40, Ranged Attack 25, Range 3) - Good against Aircraft, Can carry 3 Missiles
Battleship (Movement 5, Strength 100, Ranged Attack 50) - Requires Oil
There are no longer Troop Transports instead, units instantly transform into makeshift floating transports (PC PowerPlay)
Missile Units
Guided Missile (Movement 2, Range 8, Ranged Strength 70)
Atomic Bomb (Range 10) - May Destroy Units in 2 Tiles and will damage Cities, Leaves Fallout, can be stationed on aircraft carrier
Nuclear Missile (Range 8) - Will destroy all units in 2 tiles and will Damage (or possibly Destroy) Cities, leaves Fallout, may be stationed on missile cruiser or nuke sub
Civilian Units
Settlers - can be once a city reaches 2 Population
Workers (Movement 2)
Great People
Great General
- Build the Citadel Improvement - gives a defensive bonus to units
- Provide 25% combat bonus to all friendly units within 2 tiles (does not expend the General)
- Great Generals - Michiel De Ruter, Guderian
Great Merchant
- Build the Custom House Improvement - provides extra gold when worked
- Conduct a "trade mission" to a city-state to earn gobs of gold and garnet many Influence Points with the state.
Great Scientist
- Build the Academy Improvement - gives +5 science when worked
- Let's you immediately learn any available technology.
Great Engineer
- Build the special Manufacturing Improvement - gives extra production when worked
- Hurry production of a unit, building or wonder in a city. (It is not clear whether this will instantly complete the wonder, or whether it just provides X beakers towards it like in Civ4)
- Great Engineers - Henry Ford, William T.G. Morton
Great Artist
- Build the Landmark Improvement - gives extra culture when worked
- Culture bomb a tile inside or 1 tile outside your territory. Immediately puts that tile and all adjecent tiles into your territory.
Promotions
Melee Promotions
Ambush I, II
Blitz
Charge
Cover I, II
Drill I, II, III - I & II - +20% Combat Strength when fighting in Rough Terrain(Hills, Jungle, Forest)
Formation I, II
Shock I, II, III - I - +20% Combat Strength in Open Terrain (Grassland, Plains, Desert, Tundra)
Siege
Ranged Promotions
Accuracy I, II, III - I - +25% ranged attack against open terrain (not Hills, Jungle, Forest) [Artillery]
Barrage I, II, III - I - + 25% ranged attack against rough terrain (Hills, Jungle, Forest) [Artillery]
Bombardment I, II, III
Logistics - +1 Attack per turn
Mobility
Range
Volley
Naval Promotions
Amphibious
Supply - may heal outside friendly territory 2HP/turn
Targeting I, II, III
Healing Promotions
Air Repair
Heal Instantly
March
Medic - The Unit and all those surrounding it heal at 1 HP per turn
Repair
Survivalism I, II, III
Scouting Promotions
Scouting I, II, III
Sentry - +1 Visibility Range
Air Promotions
Ambush I, II
Dogfighting I, II, III
Evasion
Interception I, II, III
Logistics
Mobility I, II
Range
Siege I, II, III - I - gives +25% strength against cities
Sortie
Targeting I, II
Shared Promotions
Discipline
Embarkation
Great Lighthouse
Himeji Castle
Indirect Fire
Morale
Nationalism
Naval tradition
Oligarchy
How Units and Combat Behaves
Unit Behaviour
Now only one each type of Military & Civilian is aloud on each tile at the end of the turn, this includes cities. However, some unit types, like Air & Missile unit will be allowed stack on one tile allowing Aircraft Carriers and Missile Subs.
Units move 2 Hexs during combat as a base.
Ranged Bombardment makes a come back in Civ5
You will be able to swap a unit out with one next to it during battle (IGN)
Units will take longer to produce than previous civilizations and as well as this they will eventually come to have upkeep costs associated with them potentially reducing the number of units you can maintain at one time. (Gamespot)
veterancy from Civ4 will be in Civ5 (Gamespot)
Units are no longer necessary destroyed if they lose a battle
(The Escapist)
Combat
All units have 10 hit-points
When promoting you get to rename the unit and have the option to forgo the promotion and insted receive full health
Combat Modifiers
Great general nearby
Adjacent unit
Flanking
Terrain penalty.
Bonus against armoured units
The Units of Civ 5
Land Units (Military)
Warrior (Movement 2, Strength 6)
Jaguar Warriors (Movement 2, Strength 6)- Aztec Unique Unit
Scout (Movement 2, Strength 4) - Not Slowed by Rough Terrain
Brute (Movement 2, Strength 6) Barbarian Unit
Swordsman (Movement 2, Strength 11)
Immortal (Strength 8)- Persian Unique Unit
Mohawk Warrior (Movement 2, Strength 11) - Iroquois Unique Unit
Legion (Movement 2, Strength 13) Has the Ability to build Roads/Forts, Roman Unique Unit
Longswordsmen (Movement 2, Strength 16)
Samurai (Movement 2, Strength 18) - More effect at producing Great Generals, Japanese Unique Unit
Spearman (Movement 2, Strength 7) - Strong Against Mounted Units
Hoplite (Movement 2, Strength 7) - Greek Unique Unit
Pikemen (Movement 2, Strength 10)
Landsknecht - German Unique Unit
Gunpowder Units
Musketman (Movement 2, Strength 16)
Janissary (Movement 2, Strength 16) - Ottoman Unique Unit, If it Kills an non-Barbarian Enemy it receives full Health
Musketeer (Movement 2, Strength 20) - French Unique Unit
Minutemen - American Unique Unit
Riflemen (Movement 2, Strength 25)
Infantry
Foreign Legion (Movement 2, Strength 36) - French Unique Unit, Combat Bonus outside Territorial Boarders
Paratroopers
Mounted Units (Military)
Horsemen (Movement 4, Strength 12)
Companion Calvary (Movement 5, Strength 14) - Greek Unique Unit
Chariot Archers (Movement 4 Strength 3, Ranged Attack 6, Range 2) - Slow on Rough Terrain, Vulnerable to Spearman
War Chariot (Movement 5, Strength 3, Ranged Attack 6, Range 2) - Egyptian Unique Unit, Slow on Rough Terrain, Vulnerable to Spearman, Dose not need Horses to be Constructed
Knight (Movement 3, Strength 18)
Naresuan’s Elephant (Movement 2, Strength 22) - Siamese Unique Unit, Bonus against other Mounted Units, Vulnerable to Pikeman
Camel Archers (Movement 3, Strength 10, Ranged Attack 15, Range 2) - Arabic Unique Unit, Vulnerable to Pikeman
Lancer (Movement 4, Strength 22) - Weak on Defence
Sipahi (Movement 5, Strength 22) - Ottoman Unique Unit, No Movement Penalty for Pillaging, +1 Sight Range, Weak on Defence, Vulnerable to Pikeman
Cossack - Russian Unique Unit
Mandekalu Cavalry - Songhai Unique Unit
War Elephant - Indian Unique Unit
Cavalry (Movement 3, Strength 25)
Ranged Units (Military)
Archers (Movement 2, Strength 4, Ranged Attack 6)
Babylonian Bowmen - Babylonian Unique Unit [Digital Special Addition Bonus]
Longbowmen - English Unique Unit
Crossbowman -
Chu-Ko-Nu (Strength 6, Movement 2, Ranged Attack 10, Range 2) - Chinese Unique Unit, can fire twice in one turn
Catapult (Movement 2, Strength 4, Ranged Attack 14)
Ballista (Movement 2, Strength 4, Ranged Attack 18) - Roman Unique Unit
Trebuchet (Movement 2, Strength 6, Ranged Attack 20) - requires iron, strong against cities, must be set up before firing
Cannon (Movement 2, Strength 10, Ranged Attack 26)
Artillery
Rocket Artillery (Movement 3, Strength 10, Ranged Attack 40)
Armoured Units (Military)
Anti-Tank Gun (Movement 2, Strength 32)
Anti-Aircraft Gun
Mobile SAM (Movement 4, Strength 40, Range 2) - Will intercept enemy aircraft which try to bomb nearby units, Requires Aluminium
Tank (Movement 4, Strength 50)
Panzer (Movement 5, Strength 60)- Weak against cities and in Defence, can Blitz the enemy, German Unique Unit
Mechanised Infantry (Movement 4, Strength 50)
Modern Armour (Movement 4, Strength 80) - requires Aluminium, Receives a penalty when attacking cities
Giant Death Robot - (Movement 3, Strength 150) Needs Uranium
Air Units
Helicopter Gunship (Movement 6, Strength 50) - Can Enter Mountain, Ice and Coastal Water Hexs.
Fighter - can be based on aircraft carrier
Zero Fighter (Range 8, Ranged Attack 50) - Japanese Unique Unit, Effective against Fighters, Requires Oil, can be based on aircraft carrier
Bomber (Range 10, Ranged Attack 70) - Effective against Ground Targets, Less effective against Naval Units, Vulnerable to Fighters
B17 - American Unique Unit
Jet Fighter (Range 10, Ranged Attack 70) - Effective against Helicopters, Requires Aluminium, can be based on aircraft carrier
Stealth Bomber (Range 20, Ranged Attack 80)
Naval Units
Trireme (Movement 4, Strength 6, Ranged Attack 4)
Caravel (Movement 7, Strength 10, Ranged Attack 7)
Frigate (Movement 7, Strength 30, Ranged Attack 15)
Ship-of-the-Line - English Unique Unit
Ironclad
Destroyer (Movement 8, Strength 60, Ranged Attack 30)
Carrier
Submarine (Movement 5, Strength 15, Ranged Attack 60, Range 3) - Invisible to all units accept Destroyers and other Subs, Requires Oil
Nuclear Submarine (Movement 7, Strength 60, Ranged Attack 60, Range 3) - Invisible to all Units except Destroyers and other Submarines. Can carry 2 Missiles, and is specialized in hunting other Submarines, Requires Aluminium
Missile Cruiser (Movement 7, Strength 40, Ranged Attack 25, Range 3) - Good against Aircraft, Can carry 3 Missiles
Battleship (Movement 5, Strength 100, Ranged Attack 50) - Requires Oil
There are no longer Troop Transports instead, units instantly transform into makeshift floating transports (PC PowerPlay)
Missile Units
Guided Missile (Movement 2, Range 8, Ranged Strength 70)
Atomic Bomb (Range 10) - May Destroy Units in 2 Tiles and will damage Cities, Leaves Fallout, can be stationed on aircraft carrier
Nuclear Missile (Range 8) - Will destroy all units in 2 tiles and will Damage (or possibly Destroy) Cities, leaves Fallout, may be stationed on missile cruiser or nuke sub
Civilian Units
Settlers - can be once a city reaches 2 Population
Workers (Movement 2)
Great People
Great General
- Build the Citadel Improvement - gives a defensive bonus to units
- Provide 25% combat bonus to all friendly units within 2 tiles (does not expend the General)
- Great Generals - Michiel De Ruter, Guderian
Great Merchant
- Build the Custom House Improvement - provides extra gold when worked
- Conduct a "trade mission" to a city-state to earn gobs of gold and garnet many Influence Points with the state.
Great Scientist
- Build the Academy Improvement - gives +5 science when worked
- Let's you immediately learn any available technology.
Great Engineer
- Build the special Manufacturing Improvement - gives extra production when worked
- Hurry production of a unit, building or wonder in a city. (It is not clear whether this will instantly complete the wonder, or whether it just provides X beakers towards it like in Civ4)
- Great Engineers - Henry Ford, William T.G. Morton
Great Artist
- Build the Landmark Improvement - gives extra culture when worked
- Culture bomb a tile inside or 1 tile outside your territory. Immediately puts that tile and all adjecent tiles into your territory.
Promotions
Melee Promotions
Ambush I, II
Blitz
Charge
Cover I, II
Drill I, II, III - I & II - +20% Combat Strength when fighting in Rough Terrain(Hills, Jungle, Forest)
Formation I, II
Shock I, II, III - I - +20% Combat Strength in Open Terrain (Grassland, Plains, Desert, Tundra)
Siege
Ranged Promotions
Accuracy I, II, III - I - +25% ranged attack against open terrain (not Hills, Jungle, Forest) [Artillery]
Barrage I, II, III - I - + 25% ranged attack against rough terrain (Hills, Jungle, Forest) [Artillery]
Bombardment I, II, III
Logistics - +1 Attack per turn
Mobility
Range
Volley
Naval Promotions
Amphibious
Supply - may heal outside friendly territory 2HP/turn
Targeting I, II, III
Healing Promotions
Air Repair
Heal Instantly
March
Medic - The Unit and all those surrounding it heal at 1 HP per turn
Repair
Survivalism I, II, III
Scouting Promotions
Scouting I, II, III
Sentry - +1 Visibility Range
Air Promotions
Ambush I, II
Dogfighting I, II, III
Evasion
Interception I, II, III
Logistics
Mobility I, II
Range
Siege I, II, III - I - gives +25% strength against cities
Sortie
Targeting I, II
Shared Promotions
Discipline
Embarkation
Great Lighthouse
Himeji Castle
Indirect Fire
Morale
Nationalism
Naval tradition
Oligarchy