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NEW UNITES

  Animist missionary

     -Spread Animist religion


  Anthropomorphic missionary

     -Spread Anthropomorphic religion


  Biocentrist missionary

     -Spread Biocentrism


  Chemical Mortar (requires Artillery & Medicine, Resource Sulfur)

     -Strength: 14, Movements: 1
     -Can withdraw from Combat: 80% chances
     -Causes Collateral damages
     -Reduces cure capacities of the units(with Collateral damages)
     -Can poison population of a city (by bombing): 15% chances


  Chemical Zeppelin (requires Flight & Medicine, Resources Oil and Sulfur)

     -Strength: 12, Range: 10
     -Causes Collateral damages
     -Reduces cure capacities of the units(with Collateral damages)
     -Can poison population of a city (by bombing): 25% chances


  Dirty Bomb (ICBM) (requires Rocketry, Fission, Resource Uranium)

     -Radioactive fallouts rate: 80%
     -Military death rate: 40%, Civilian death rate: 55%
     -Buildings destruction rate: 2%


  Gaia missionary

     -Spread Gaia Cult


  Hunabi missionary

     -Spread Hunabism


  Jain missionary

     -Spread Jain religion


  Kailaist missionary

     -Spread Kailism


  Leader

     -Unit used in concept "Leader Unit"


  Migrant

     -Unit appearing in some cases
     -Can accelerate demographic growth of a city


  Miniaturized Missile (ICBM) (requires Composites, Rocketry, Fission, Resource Uranium)

     -Chances to destroy a targetted city: 7%
     -Radioactive fallouts rate: 30%
     -Military death rate: 30%, Civilian death rate: 25%
     -Buildings destruction rate: 30%
     -Effects less reduced by nuke protections


  Mounted spearman (requires Syncretism, Resources Horse and Iron/Copper/Tin)

     -Power: 5, Movement: 2
     -No defensive bonus
     -Can withdraw from Combat: 15% chances<
     -Attack/Defense vs Archer units: -50%
     -Attack/Defense vs Mounted units: +50%


  Multicosmic missionary

     -Spread Multicosmic religion


  Neutronic Missile (ICBM) (requires Fusion, Rocketry, Resource Uranium)

     -Radioactive fallouts rate: 40%
     -Military death rate: 90%, Civilian death rate: 95%
     -Buildings destruction rate: 5%


  Onager (requires Mathematics)

     -Strength: 4, Movements: 1
     -No defensive bonus
     -Causes Collateral damages
     -Can bombard cities defenses (-5%/Turn)


  Pantheist missionary

     -Spread Pantheism


  Papal Pikeman (requires Engineering, Theology, Resource Iron, Apostolic Palace)

     -Similar to the pikeman
     -City Attack: +1%/% of religious influence condemned by Apostolic Palace
     -Attack/Defense vs Melee units: +25%
     -Limit: 3 units per player


  Partisan (requires Guerilla Warfare, Chemistry)

     -Strength: 12, Movements: 1
     -Plunder can produce food, production, commerce in original city
     -Causes Collateral damages
     -Starts with Camouflage promotion


  Pirate

     -Barbarian unit
     -Unit used in concept "Piracy"


  Police (requires Constitution, Rifling)

     -Power: 8, Movement: 1
     -Only defensive
     -Can Expose Rival Spies in Nearby Tiles<
     -Free Honnor promotion


  Politician

     -Great Person
     -Can colonize a barbarin city


  Radiologic Missile (ICBM) (requires Fiber optics, Rocketry, Fission, Resource Uranium)

     -Radioactive fallouts rate: 100%
     -Military death rate: 40%, Civilian death rate: 35%
     -Buildings destruction rate: 40%


  Sailor

     -Great Person
     -Can settle a trading post
     -Can cross all type of terrains


  Shinto missionary

     -Spread Shinto religion


  Sikh missionary

     -Spread Sikh religion


  Slave

     -Unit used in concept "Slavery"


  Solar missionary

     -Spread Solar Cult


  Spiritist missionary

     -Spread Spiritism


  VX Chemical Artillery (requires Artillery & Genetics, Resource Oil)

     -Strength: 22, Movements: 1
     -No defensive bonus
     -Causes Collateral damages
     -Reduces cure capacities of the units(with Collateral damages)
     -Can poison population of a city (by bombing): 30% chances


  Zoroastrian missionary

     -Spread Zoroastrian religion


NEW UNIQUE UNITS

  Almogavar (requires Iron working, Resource Iron)

     -Iberic unique unit, Replaces Swordsman
     -Can move through impassable terrains
     -Ignores terrain movement costs
     -City attack: +5%


  Ambract (requires Horseback riding, Archery, Resource Horse)

     -Gallic unique unit, Replaces Horse archer
     -1-2 First strikes
     -Immune to First strikes
     -Attack/Defense vs Melee units: +50%


  Bandeirantes (requires Gunpowder, Resource Sulphur)

     -Brazilian unique unit, Replaces Musketman
     -Chances to turn an enemy into slave: +30%


  Bombard (requires Gunpowder, Resource Iron)

     -Burgundy unique unit, Replaces Cannon
     -Starts with Panic promotion
     -Doesn't need Sulphur resource


  Buccaneer (requires Chemistry, Astronomy, Resources Iron)

     -Jamaican unique unit, Replaces Frigate
     -Causes Collateral damages
     -Bombardments more efficients


  Canada Corps (requires Assembly line, Rifling, Resource Sulphur)

     -canadian unique unit, Replaces Infantry
     -Starts with March promotion


  Light Chariot (requires The Wheel, Resource Horse)

     -Hittites unique unit, Replaces Chariot
     -Movement points: +1
     -Défense vs Melee units: +50%


  Shaolin Fighter (requires Engineering, Resource Iron)

     -Tibetan unique unit, Replaces Pikeman
     -Begin with 8 free EXP


  Etruscan scout (requires Hunting)

     -Etruscan unique unit, Replaces scout
     -Ignores terrain movement costs


  Royal scyth (requires Guild, Horseback riding, Resource Horse & Iron)

     -Scythian unique unit, Replaces Knight
     -1-2 First Strikes
     -Can withdraw from combat: +25% chances
     -Starts with Shock promotion


  Carthaginian Elephant (requires Architecture, Horseback riding, Resource Ivory)

     -Carthaginian unique unit, Replaces war Elephant
     -Causes Collateral damages


  Thai Battle Elephant (requires Architecture, Horseback riding, Resource Ivory)

     -Thai unique unit, Replaces War Elephant
     -Strength: +1
     -City Defense: +20%


  Paphlagonian swordsman (requires Iron working, Resource Iron)

     -Lydian unique unit, Replaces Swordsman
     -Movement points: +1


  Falxman (requires Bronze working, Resource Copper or Iron)

     -Dacian unique unit, Replaces Axeman
     -0-1 First Strikes
     -Attack/Defense vs Melee units: +50%


  Slinger (requires Hunting, Resource Copper or Iron)

     -Illyrian unique unit, Replaces Spearman
     -1 Additional First Strike


  Swiss guard (requires Engineering, Resource Iron)

     -Swiss unique unit, Replaces Pikeman
     -Strength: +1
     -Starts with Professional promotion


  Grenadier on Horse (requires Military tradition, Rifling, Horseback riding, Resource Horse)

     -Argentinian unique unit, Replaces cavalry
     -Attack/Defense against Gunpowder units: +5%
     -Strength: +1


  Guede Warrior (requires Bronze working, Resource Copper or Iron)

     -Brython unique unit, Replaces Axeman
     -Ignores terrain movement costs
     -Defense on Tundra: +25%
     -Defense in Forest: +25%


  Austro-hungarian Hussard (requires Military tradition, Gunpowder, Horseback riding, Ressource Horse & Iron)

     -Austro-hungarian unique unit, Replaces Cuirassier
     -Starts with Commando promotion


  Polish Hussard (requires Guilds, Horseback riding, Resource Horse & Iron)

     -Polish unique unit, Replaces Knight
     -1 additional First Strike
     -Attack/Defense vs Mounted/Gunpowder units: +25%


  Hypaspists (requires Resource Copper or Iron)

     -Macedonian unique unit, Replaces Axeman
     -Movement points: +1
     -Attack/Defense vs Mounted units: +25%


  Kopassus (requires Industrialism, Rifling)

     -Indonesian unique unit, Replaces Marine
     -Starts with Woodsman I promotion
     -Puissance: -2, Movement points: +1
     -Cost: -10%


  Irish spearman (requires Hunting, Resource Copper or Iron)

     -Irish unique unit, Replaces Spearman
     -City defense: +25%
     -Hills defense: +25%


  Llanero (requires Military tradition, Rifling, Horseback riding, Resource Horse)

     -Venezuelian unique unit, Replaces Cavalry
     -0-1 First Strike
     -Can withdraw from Combat: +25% chances


  Armenian legionnary (requires Iron working, Resource Iron)

     -Armenian unique unit, Replaces Swordsman
     -Can withdraw from Combat: +25% chances


  Macabee (requires Iron working, Resource Iron)

     -Hebrew unique unit, Replaces Swordsman
     -Hills defense: +15%


  Mambise (requires Military tradition, Rifling, Horseback riding, Resource Horse)

     -Cuban unique unit, Replaces Cavalry
     -Starts with Mobility promotion


  Medjay (requires Archery)

     -Nubian unique unit, Replaces Archer
     -1 additional First Strike
     -City defense: +25%
     -Hills defense: +25%


  Menalamba (requires Hunting, Resource Copper or Iron)

     -Malagasy unique unit, Replaces Spearman
     -City defense: +10%
     -Hills defense: +50%


  Narkabtu (requires The Wheel, Resource Horse)

     -Assyrian unique unit, Replaces Chariot
     -1 additional First Strike
     -Can withdraw from Combat: +5% chances
     -Attack/Defense vs Melee units: +50%, Attack/Defense vs Axeman: -50%


  Peltast (requires Hunting, Resource Copper or Iron)

     -Thracian unique unit, Replaces Spearman
     -0-1 First Strike
     -City defense: +50%
     -Hills defense: +50%


  Pirogue (requires Fishing)

     -Filipino unique unit, Replaces Work boats
     -Power: 1, Movement: 2


  Nuku Hiva Canoe (requires Piracy, Metal Casting)

     -Polynesian unique unit, Replaces Trireme
     -No supply cost
     -Plunder can produce food, production, commerce in original city


  Rats of Tobruk (requires Industrialism, Rifling)

     -Australian unique unit, Replaces Marine
     -Starts with Ambush and Marsh promotions


  Tchetniks (requires Assembly line, Rifling, Resource Sulphur)

     -Serbian unique unit, Replaces Infantry
     -Can withdraw from Combat: +10% chances
     -Causes Collateral damages


  Minoan Trireme(requires Piracy, Metal casting)

     -Minoan unique unit, Replaces Trireme
     -Cargo space: +2
     -Starts with Boarding I promotion


  Phenician Trireme (requires Piracy, Metal casting)

     -Phenician unique unit, Replaces Trireme
     -Cargo space: +2
     -Movement points: +1


  Vietcong (requires Marxism, Rifling, Resource Sulphur)

     -Vietnamese unique unit, Replaces Infantry
     -Can withdraw from Combat: +20% chances
     -Starts with Woodsman I promotion


  Vytis (requires Guilds, Horseback riding, Resources Horse & Iron)

     -Lithuanian unique unit, Replaces Knight
     -Defense in Forest: +25%
     -Attack in Forest: +50%