時代 |
種類 |
|
Name |
強さ |
射程攻撃 |
射程 |
移動 |
|
必要技術 |
必要資源 |
特別能力 |
Ancient |
Archery |
|
Archer |
4 |
6 |
2 |
2 |
70 |
|
- |
射程攻撃しかできない |
Ancient |
Melee |
|
Brute |
6 |
- |
- |
2 |
20 |
- |
- |
The earliest Barbarian Unit the Brute may be converted to the player’s side when playing as Bismarck |
Ancient |
Mounted |
|
Chariot Archer |
3 |
6 |
2 |
4 |
60 |
|
|
Performs ranged attacks |
Ancient |
Naval |
|
Galley |
5 |
3 |
2 |
3 |
50 |
- |
- |
An early Barbarian Naval Unit it performs ranged attacks and may be converted to your side when playing as the Ottomans |
Ancient |
Melee |
|
Hoplite |
9 |
2 |
- |
- |
60 |
|
- |
it receives a +100% bonus against mounted units |
Ancient |
Melee |
|
Immortal |
8 |
- |
- |
2 |
60 |
|
- |
it receives a +100% bonus against mounted units and heals at double the normal rate |
Ancient |
Melee |
|
Jaguar |
6 |
- |
- |
2 |
40 |
- |
- |
it receives a +50% combat bonus when fighting in and heals 2 damage if it destroys another unit |
Ancient |
Recon |
|
Scout |
4 |
- |
- |
2 |
25 |
- |
- |
Ignores terrain movement costs |
Ancient |
Civilian |
|
Settler |
- |
- |
- |
2 |
89 |
- |
- |
This special unit can found a new city |
Ancient |
Melee |
|
Spearman |
7 |
- |
- |
2 |
50 |
|
- |
Receives a +100% combat bonus against mounted units |
Ancient |
Naval |
|
Trireme |
6 |
4 |
2 |
4 |
50 |
|
- |
Performs ranged attacks |
Ancient |
Mounted |
|
War Chariot |
3 |
6 |
2 |
5 |
60 |
|
- |
it performs ranged attacks |
Ancient |
Mounted |
|
War Elephant |
6 |
8 |
2 |
3 |
80 |
|
- |
it performs ranged attacks |
Ancient |
Melee |
|
Warrior |
6 |
- |
- |
2 |
40 |
- |
- |
The first military unit available in the game |
Ancient |
Civilian |
|
Work Boat |
- |
- |
- |
4 |
30 |
|
- |
This special unit can construct water tile improvements |
Ancient |
Civilian |
|
Worker |
- |
- |
- |
2 |
70 |
- |
- |
This special unit can construct and repair land-based tile improvements |
Classical |
Siege |
|
Ballista |
4 |
18 |
2 |
2 |
100 |
|
|
it receives a +10% combat bonus versus cities performs ranged attacks |
Classical |
Siege |
|
Catapult |
4 |
14 |
2 |
2 |
100 |
|
|
Receives a +10% combat bonus versus cities performs ranged attacks and must “set up” to attack |
Classical |
Mounted |
|
Companion Cavalry |
14 |
- |
- |
5 |
80 |
|
|
it can move after attacking and combat is likely to spawn Great Generals |
Classical |
Mounted |
|
Horseman |
12 |
- |
- |
4 |
80 |
|
|
Can move after attacking |
Classical |
Melee |
|
Legion |
13 |
- |
- |
2 |
90 |
|
|
it is capable of constructing roads and forts |
Classical |
Melee |
|
Mohawk Warrior |
11 |
- |
- |
2 |
80 |
|
|
it receives a bonus when fighting in or |
Classical |
Melee |
|
Swordsman |
11 |
- |
- |
2 |
80 |
|
|
- |
Medieval |
Mounted |
|
Camel Archer |
10 |
15 |
2 |
3 |
150 |
|
|
it can move after attacking and performs ranged attacks |
Medieval |
Archery |
|
Chu-Ko-Nu |
6 |
10 |
2 |
2 |
120 |
|
- |
it may attack twice in one turn.Performs Ranged attacks |
Medieval |
Archery |
|
Crossbowman |
6 |
12 |
2 |
2 |
120 |
|
- |
Performs Ranged attacks |
Medieval |
Mounted |
|
Knight |
18 |
- |
- |
3 |
150 |
|
|
Can move after attacking |
Medieval |
Melee |
|
Landsknecht |
10 |
- |
- |
2 |
50 |
|
- |
it receives a +100% bonus against mounted units |
Medieval |
Archery |
|
Longbowman |
6 |
12 |
2 |
2 |
120 |
|
- |
it receives a +1 bonus to its Range.Performs Ranged attacks |
Medieval |
Melee |
|
Longswordsman |
18 |
- |
- |
2 |
150 |
|
|
- |
Medieval |
Mounted |
|
Mandekalu Cavalry |
18 |
- |
- |
3 |
150 |
|
|
it receives a +30% combat bonus against cities and can move after attacking |
Medieval |
Mounted |
|
Naresuan’s Elephant |
22 |
- |
- |
2 |
150 |
|
- |
it receives a +50% combat bonus against mounted units and can move after attacking |
Medieval |
Melee |
|
Pikeman |
10 |
- |
- |
2 |
100 |
|
- |
Receives a +100% bonus against mounted units |
Medieval |
Melee |
|
Samurai |
18 |
- |
- |
2 |
150 |
|
|
it receives a +20% combat bonus when fighting in open terrain and is very likely to spawn Great Generals while fighting |
Medieval |
Siege |
|
Trebuchet |
6 |
20 |
2 |
2 |
170 |
|
|
Receives a +10% combat bonus versus cities performs ranged attacks and must “set up” to attack |
Renaissance |
Siege |
|
Cannon |
10 |
26 |
2 |
2 |
250 |
|
- |
Receives a +10% combat bonus versus cities performs ranged attacks |
Renaissance |
Naval |
|
Caravel |
15 |
7 |
2 |
6 |
100 |
|
- |
Performs ranged attacks can enter rival territory and receives a +2 bonus to Sight |
Renaissance |
Mounted |
|
Cavalry |
25 |
- |
- |
3 |
260 |
|
|
Can move after attacking |
Renaissance |
Mounted |
|
Cossack |
25 |
- |
- |
3 |
260 |
|
|
it receives a combat bonus when fighting in open terrain and can move after attacking |
Renaissance |
Naval |
|
Frigate |
30 |
15 |
2 |
5 |
130 |
|
|
Performs ranged attacks |
Renaissance |
Gunpowder |
|
Janissary |
16 |
- |
- |
2 |
120 |
|
- |
it receives a +25% combat bonus and can heal all damage if it destroys another unit in an attack |
Renaissance |
Mounted |
|
Lancer |
22 |
- |
- |
4 |
220 |
|
|
Can move after attacking |
Renaissance |
Gunpowder |
|
Minuteman |
16 |
- |
- |
2 |
120 |
|
- |
all terrains it crosses only cost 1 Movement point |
Renaissance |
Gunpowder |
|
Musketeer |
20 |
- |
- |
2 |
120 |
|
- |
|
Renaissance |
Gunpowder |
|
Musketman |
16 |
- |
- |
2 |
120 |
|
- |
- |
Renaissance |
Gunpowder |
|
Rifleman |
25 |
- |
- |
2 |
200 |
|
- |
- |
Renaissance |
Naval |
|
Ship of the Line |
30 |
17 |
2 |
5 |
110 |
|
|
it receives a +1 bonus to Sight and performs ranged attacks |
Renaissance |
Mounted |
|
Sipahi |
22 |
- |
- |
4 |
220 |
|
|
it can pillage tiles without expending Movement Points receives a +1 bonus to its visibility and can move after attacking |
Industrial |
Gunpowder |
|
Anti-Aircraft Gun |
32 |
- |
2 |
2 |
300 |
|
- |
Can perform aircraft Interceptions and receives a +100% combat bonus to aircraft and Helicopters |
Industrial |
Gunpowder |
|
Anti-Tank Gun |
32 |
- |
- |
2 |
300 |
|
- |
Receives a bonus against Tanks. |
Industrial |
Siege |
|
Artillery |
16 |
32 |
3 |
2 |
420 |
|
- |
Receives a +10% combat bonus versus cities can Indirect Fire performs ranged attacks and must “set up” to attack |
Industrial |
Naval |
|
Battleship |
60 |
32 |
3 |
4 |
500 |
|
|
Performs ranged attacks and can Indirect Fire |
Industrial |
Naval |
|
Carrier |
30 |
- |
- |
5 |
520 |
|
|
Can carry up to three air units |
Industrial |
Naval |
|
Destroyer |
35 |
22 |
2 |
8 |
380 |
|
- |
Performs ranged attacks and air Interceptions can see submarines receives a +3 bonus to Sight receives a +100% combat bonus against submarines and can Indirect Fire |
Industrial |
Gunpowder |
|
Foreign Legion |
36 |
- |
- |
2 |
300 |
|
- |
it receives a +20% combat bonus when fighting outside friendly territory |
Industrial |
Air |
|
Fighter |
- |
50 |
8 |
- |
420 |
|
|
Can Intercept other units perform Air Sweeps and Recons,and receives a combat bonus versus Helicopters |
Industrial |
Gunpowder |
|
Infantry |
36 |
- |
- |
2 |
300 |
|
- |
- |
Industrial |
Naval |
|
Ironclad |
35 |
18 |
2 |
4 |
220 |
|
|
Performs ranged attacks |
Industrial |
Archery |
|
Panzer |
60 |
- |
- |
5 |
450 |
|
|
it can move after performing an attack |
Industrial |
Naval |
|
Submarine |
25 |
60 |
3 |
5 |
380 |
|
|
Is invisible to other units can see other submarines can enter ice tiles can enter rival territory and performs ranged attacks |
Industrial |
Archery |
|
Tank |
50 |
- |
- |
4 |
450 |
|
|
Can move after performing an attack |
Industrial |
Air |
|
Zero |
- |
50 |
8 |
- |
420 |
|
|
it can Intercept other units,perform Air Sweeps and Recons and receives a combat bonus versus Helicopters and Fighters. |
Modern |
Bombs and ICBM |
|
Atomic Bomb |
- |
N/A |
10 |
- |
850 |
|
|
This special unit does massive damage to cities and all surrounding units caught within its 2-tile blast radius. Receives a +50% bonus to Evasion |
Modern |
Air |
|
B17 |
- |
60 |
10 |
- |
520 |
|
|
it receives 50% less damage from interceptions and an extra +25% combat bonus against Cities |
Modern |
Air |
|
Bomber |
- |
60 |
10 |
- |
520 |
|
|
- |
Modern |
Bombs and ICBM |
|
Guided Missile |
- |
70 |
8 |
- |
200 |
|
- |
Cannot be intercepted |
Modern |
Air |
|
Helicopter Gunship |
- |
50 |
6 |
- |
450 |
|
|
Ignores terrain movement costs and receives a bonus verses Tanks |
Modern |
Air |
|
Jet Fighter |
- |
70 |
10 |
- |
600 |
|
|
Can Intercept other units perform Air Sweeps and Recons,and receives a combat bonus versus Helicopters |
Modern |
Gunpowder |
|
Mechanized Infantry |
50 |
- |
- |
4 |
440 |
|
- |
- |
Modern |
Naval |
|
Missile Cruiser |
60 |
25 |
3 |
8 |
520 |
|
|
Performs ranged attacks can Indirect Fire perform air interceptions and carry up to three missile units |
Modern |
Gunpowder |
|
Mobile SAM |
40 |
- |
2 |
4 |
450 |
|
|
Can perform air Interceptions and receives a +100% combat bonus versus aircraft and Helicopters |
Modern |
Armored |
|
Modern Armor |
80 |
- |
- |
4 |
700 |
|
|
Can move after performing an attack |
Modern |
Bombs and ICBM |
|
Nuclear Missile |
- |
N/A |
8 |
- |
1200 |
|
|
This special unit does massive damage to cities and all surrounding units caught within its blast radius. Receives a +50% bonus to Evasion. |
Modern |
Naval |
|
Nuclear Submarine |
30 |
70 |
3 |
6 |
500 |
|
|
Is invisible to other units can see other submarines,can enter rival territory can carry up to two missile units may enter ice tiles receives a +50% combat bonus against submarines and performs ranged attacks |
Modern |
Gunpowder |
|
Paratrooper |
40 |
- |
- |
2 |
350 |
|
- |
This special unit may “paradrop” up to five tiles away from friendly territory |
Modern |
Siege |
|
Rocket Artillery |
18 |
46 |
3 |
3 |
600 |
|
|
Receives a +10% combat bonus versus cities can Indirect Fire and performs ranged attacks |
Modern |
Project |
|
SS Booster |
- |
- |
- |
2 |
700 |
|
- |
3 required for a Science Victory |
Modern |
Project |
|
SS Cockpit |
- |
- |
- |
2 |
1000 |
|
- |
1 required for a Science Victory |
Modern |
Air |
|
Stealth Bomber |
- |
80 |
20 |
- |
800 |
|
|
Can perform Air Recons and receives a 100% bonus to Evasion |
Future |
Archery |
|
Giant Death Robot |
150 |
- |
- |
3 |
1000 |
|
|
Can move after performing an attack |
Future |
Project |
|
SS Engine |
- |
- |
- |
2 |
1000 |
|
- |
1 required for a Science Victory |
Future |
Project |
|
SS Stasis Chamber |
- |
- |
- |
2 |
1000 |
|
- |
1 required for a Science Victory |
|
|
Name |
Unit Types |
Prerequisites |
Effects |
1 |
|
Accuracy I |
Ranged |
- |
+20% ranged combat strength against units in open terrain (anything but ) |
2 |
|
Accuracy II |
Ranged |
Accuracy I |
+20% ranged combat strength against units in open terrain (anything but ) |
3 |
|
Accuracy III |
Ranged |
Accuracy II |
+25% ranged combat strength against units in open terrain (anything but ) |
4 |
|
Ambush I |
Melee Air |
Shock II Drill II Interception I Dogfighting I Siege I or Bombardment I |
+25% combat strength vs armored units. |
5 |
|
Ambush II |
Melee Air |
Ambush I |
+25% combat strength vs armored units. |
6 |
|
Amphibious |
Melee Naval |
Shock II or Drill II |
Eliminates the combat penalty for attacking from sea or over a river |
7 |
|
Barrage I |
Ranged |
- |
+25% ranged combat strength against units in rough terrain ( ) |
8 |
|
Barrage II |
Ranged |
Barrage I |
+25% ranged combat strength against units in rough terrain ( ) |
9 |
|
Barrage III |
Ranged |
Barrage II |
+25% ranged combat strength against units in rough terrain ( ) |
10 |
|
Blitz |
Melee |
Shock III or Drill III |
Unit may attack multiple times in a turn |
11 |
|
Bombardment I |
Ranged |
- |
+20% combat strength against land units |
12 |
|
Bombardment II |
Ranged |
Bombardment I |
+20% combat strength against land units |
13 |
|
Bombardment III |
Ranged |
Bombardment II |
+20% combat strength against land units |
14 |
|
Charge |
Melee |
Shock II or Drill II |
+25% combat strength versus wounded units |
15 |
|
Cover I |
Melee Ranged |
Shock II Drill II Accuracy I or Barrage I |
+25% defense against all ranged attacks |
16 |
|
Cover II |
Melee |
Cover I |
+25% defense against all ranged attacks |
17 |
|
Discipline |
Melee Air Naval Ranged |
- |
+15% combat strength when adjacent to a friendly unit |
18 |
|
Dogfighting I |
Air |
- |
+25% combat strength when performing an Air Sweep |
19 |
|
Dogfighting II |
Air |
Dogfighting I |
+25% combat strength when performing an Air Sweep |
20 |
|
Dogfighting III |
Air |
Dogfighting II |
+25% combat strength when performing an Air Sweep |
21 |
|
Drill I |
Melee |
- |
+20% combat strength when fighting on rough terrain ( ) |
22 |
|
Drill II |
Melee |
Drill I |
+20% combat strength when fighting on rough terrain ( ) |
23 |
|
Drill III |
Melee |
Drill II |
+25% combat strength when fighting on rough terrain ( ) |
24 |
|
Embarkation |
Melee Ranged |
- |
Can embark into water tiles |
25 |
|
Evasion |
Melee Ranged |
Siege II or Bombardment II |
Reduces damage taken from interceptions by 50% |
26 |
|
Formation I |
Melee Ranged |
Shock II Drill II Accuracy II or Barrage II |
+25% combat strength versus mounted units |
27 |
|
Formation II |
Melee |
Formation I |
+25% combat strength versus mounted units |
28 |
|
Great Lighthouse |
Naval |
- |
+1 Movement and +1 Sight |
29 |
|
Heal Instantly |
Melee |
- |
Instead of receiving a permanent promotion completely heal this unit instantly |
30 |
|
Himeji Castle |
Melee Air Naval Ranged |
- |
+25% combat strength in friendly territory |
31 |
|
Indirect Fire |
Ranged |
Ranged |
Ranged attacks may be performed over obstacles |
32 |
|
Interception I |
Air |
- |
+25% combat strength when intercepting enemy aircraft |
33 |
|
Interception II |
Air |
Interception I |
+25% combat strength when intercepting enemy aircraft |
34 |
|
Interception III |
Air |
Interception II |
+25% combat strength when intercepting enemy aircraft |
35 |
|
Logistics |
Melee Siege Ranged |
Siege II Bombardment II Ambush II or Mobility II |
1 additional attack per turn |
36 |
|
March |
Melee Ranged |
Shock III Drill III Accuracy II or Barrage II |
Unit will heal every turn even if it performs an action |
37 |
|
Medic |
Melee |
Shock I Drill I Scouting II or Survivalism II |
This unit and all others in adjacent tiles heal an additional 1 HP per turn |
38 |
|
Mobility I |
Melee Air Ranged |
Shock III Drill III Targeting I or Bombardment I |
+1 Movement |
39 |
|
Mobility II |
Air |
Mobility I |
+1 Movement |
40 |
|
Morale |
Melee Air Naval Ranged |
- |
+15% combat strength |
41 |
|
Nationalism |
Melee Air Naval Ranged |
- |
+25% attack bonus in friendly territory |
42 |
|
Naval Tradition |
Melee Air Naval Ranged |
- |
+1 Movement and +1 Sight |
43 |
|
Oligarchy |
Melee Air Naval Ranged |
- |
+33% Combat Strength in friendly territory |
44 |
|
Range |
Air Ranged |
Interception I Accuracy III Dogfighting I Siege I or Bombardment I |
+2 operational range for Air +1 range for Ranged |
45 |
|
Repair |
Melee Air |
Shock III Drill III Interception II Ambush II |
Unit will heal every turn even if it performs an action |
46 |
|
Siege I |
Melee Air |
- |
+25% combat strength versus cities |
47 |
|
Siege II |
Air |
Siege I |
+25% combat strength versus cities |
48 |
|
Siege III |
Air |
Siege II |
+25% combat strength versus cities |
49 |
|
Scouting I |
Recon |
- |
+1 visibility range |
50 |
|
Scouting II |
Recon |
Scouting I |
+1 Movement |
51 |
|
Scouting III |
Recon |
Scouting II |
+1 visibility range. |
52 |
|
Sentry |
Melee Naval Ranged |
Shock I Drill I Targeting I or Bombardment I |
+1 visibility range |
53 |
|
Shock I |
Melee |
- |
+20% combat strength when fighting in open terrain (anything but ) |
54 |
|
Shock II |
Melee |
Shock I |
+20% combat strength when fighting in open terrain |
55 |
|
Shock III |
Melee |
Shock II |
+25% combat strength when fighting in open terrain |
56 |
|
Sortie |
Melee Air |
Interception II or Dogfighting II |
1 extra interception may be made per turn |
57 |
|
Supply |
Naval |
Targeting II or Bombardment II |
A unit may heal damage outside friendly territory and up to 2 HP per turn |
58 |
|
Survivalism I |
Melee |
- |
Heal an additional 1 HP when outside friendly territory |
59 |
|
Survivalism II |
Melee |
Survivalism I |
+50% Defense |
60 |
|
Survivalism III |
Melee |
Survivalism II |
+50% Defense. Unit will heal every turn even if it performs an action |
61 |
|
Targeting I |
Naval Air |
None or Interception I |
+20% combat strength against naval units |
62 |
|
Targeting II |
Naval Air |
Targeting I |
+20% combat strength against naval units |
63 |
|
Targeting III |
Naval |
Targeting II |
+20% combat strength against naval units |
64 |
|
Volley |
射程攻撃 |
Accuracy I or Barrage I |
+25% combat strength versus fortified units |