Civilization5を攻略します

  1. Ancient
  2. Classical
  3. Medieval
  4. Renaissance
  5. Industrial
  6. Modern
  7. Future
時代 種類   Name 強さ 射程攻撃 射程 移動 production 必要技術 必要資源 特別能力
Ancient Archery Archer Archer 4 6 2 2 70 Archery - 射程攻撃しかできない
Ancient Melee Brute 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 Chariot Archer 3 6 2 4 60 The Wheel Horses Performs ranged attacks
Ancient Naval Galley 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 Hoplite 9 2 - - 60 Bronze Working - Greece it receives a +100% bonus against mounted units
Ancient Melee Immortal Immortal 8 - - 2 60 Bronze Working - Persia it receives a +100% bonus against mounted units and heals at double the normal rate
Ancient Melee Jaguar Jaguar 6 - - 2 40 - - Aztec it receives a +50% combat bonus when fighting in Jungle and heals 2 damage if it destroys another unit
Ancient Recon Scout Scout 4 - - 2 25 - - Ignores terrain movement costs
Ancient Civilian Settler Settler - - - 2 89 - - This special unit can found a new city
Ancient Melee Spearman Spearman 7 - - 2 50 Bronze Working - Receives a +100% combat bonus against mounted units
Ancient Naval Trireme Trireme 6 4 2 4 50 Sailing - Performs ranged attacks
Ancient Mounted War Chariot War Chariot 3 6 2 5 60 The Wheel - Egypt it performs ranged attacks
Ancient Mounted War Elephant War Elephant 6 8 2 3 80 The Wheel - India it performs ranged attacks
Ancient Melee Warrior Warrior 6 - - 2 40 - - The first military unit available in the game
Ancient Civilian Work Boat Work Boat - - - 4 30 Sailing - This special unit can construct water tile improvements
Ancient Civilian Worker Worker - - - 2 70 - - This special unit can construct and repair land-based tile improvements
Classical Siege Ballista Ballista 4 18 2 2 100 Mathematics Iron Rome it receives a +10% combat bonus versus cities performs ranged attacks
Classical Siege Catapult Catapult 4 14 2 2 100 Mathematics Iron Receives a +10% combat bonus versus cities performs ranged attacks and must “set up” to attack
Classical Mounted Companion Cavalry Companion Cavalry 14 - - 5 80 Horseback Riding Horses Greece it can move after attacking and combat is likely to spawn Great Generals
Classical Mounted Horseman Horseman 12 - - 4 80 Horseback Riding Horses Can move after attacking
Classical Melee Legion Legion 13 - - 2 90 Iron Working Iron Rome it is capable of constructing roads and forts
Classical Melee Mohawk Warrior Mohawk Warrior 11 - - 2 80 Iron Working Iron Iroquois it receives a bonus when fighting in Forest or Jungle
Classical Melee Swordsman Swordsman 11 - - 2 80 Iron Working Iron -
Medieval Mounted Camel Archer Camel Archer 10 15 2 3 150 Chivalry Horses Arabia it can move after attacking and performs ranged attacks
Medieval Archery Chu-Ko-Nu Chu-Ko-Nu 6 10 2 2 120 Machinery - China it may attack twice in one turn.Performs Ranged attacks
Medieval Archery Crossbowman Crossbowman 6 12 2 2 120 Machinery - Performs Ranged attacks
Medieval Mounted Knight Knight 18 - - 3 150 Chivalry Horses Can move after attacking
Medieval Melee Landsknecht Landsknecht 10 - - 2 50 Civil Service - Germany it receives a +100% bonus against mounted units
Medieval Archery Longbowman Longbowman 6 12 2 2 120 Machinery - England it receives a +1 bonus to its Range.Performs Ranged attacks
Medieval Melee Longswordsman Longswordsman 18 - - 2 150 Steel Iron -
Medieval Mounted Mandekalu Cavalry Mandekalu Cavalry 18 - - 3 150 Chivalry Horses Songhai it receives a +30% combat bonus against cities and can move after attacking
Medieval Mounted Naresuan’s Elephant Naresuan’s Elephant 22 - - 2 150 Chivalry - Siam it receives a +50% combat bonus against mounted units and can move after attacking
Medieval Melee Pikeman Pikeman 10 - - 2 100 Civil Service - Receives a +100% bonus against mounted units
Medieval Melee Samurai Samurai 18 - - 2 150 Steel Iron Japan it receives a +20% combat bonus when fighting in open terrain and is very likely to spawn Great Generals while fighting
Medieval Siege Trebuchet Trebuchet 6 20 2 2 170 Physics Iron Receives a +10% combat bonus versus cities performs ranged attacks and must “set up” to attack
Renaissance Siege Cannon Cannon 10 26 2 2 250 Chemistry - Receives a +10% combat bonus versus cities performs ranged attacks
Renaissance Naval Caravel Caravel 15 7 2 6 100 Astronomy - Performs ranged attacks can enter rival territory and receives a +2 bonus to Sight
Renaissance Mounted Cavalry Cavalry 25 - - 3 260 Military Science Horses Can move after attacking
Renaissance Mounted Cossack Cossack 25 - - 3 260 Military Science Horses Russia it receives a combat bonus when fighting in open terrain and can move after attacking
Renaissance Naval Fighter Frigate 30 15 2 5 130 Navigation Iron Performs ranged attacks
Renaissance Gunpowder Janissary Janissary 16 - - 2 120 Gunpowder - Ottoman Empire it receives a +25% combat bonus and can heal all damage if it destroys another unit in an attack
Renaissance Mounted Lancer Lancer 22 - - 4 220 Metallurgy Horses Can move after attacking
Renaissance Gunpowder Minuteman Minuteman 16 - - 2 120 Gunpowder - United States of America all terrains it crosses only cost 1 Movement point
Renaissance Gunpowder Musketeer Musketeer 20 - - 2 120 Gunpowder - France
Renaissance Gunpowder Musketman Musketman 16 - - 2 120 Gunpowder - -
Renaissance Gunpowder Rifleman Rifleman 25 - - 2 200 Rifling - -
Renaissance Naval Ship of the Line Ship of the Line 30 17 2 5 110 Navigation Iron England it receives a +1 bonus to Sight and performs ranged attacks
Renaissance Mounted Sipahi Sipahi 22 - - 4 220 Metallurgy Horses Ottoman Empire 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 Anti-Aircraft Gun 32 - 2 2 300 Radio - Can perform aircraft Interceptions and receives a +100% combat bonus to aircraft and Helicopters
Industrial Gunpowder Anti-Tank Gun Anti-Tank Gun 32 - - 2 300 Replaceable Parts - Receives a bonus against Tanks.
Industrial Siege Artillery Artillery 16 32 3 2 420 Dynamite - Receives a +10% combat bonus versus cities can Indirect Fire performs ranged attacks and must “set up” to attack
Industrial Naval Battleship Battleship 60 32 3 4 500 Telegraph Oil Performs ranged attacks and can Indirect Fire
Industrial Naval Carrier Carrier 30 - - 5 520 Flight Oil Can carry up to three air units
Industrial Naval Destroyer Destroyer 35 22 2 8 380 Electricity - 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 Foreign Legion 36 - - 2 300 Replaceable Parts - France it receives a +20% combat bonus when fighting outside friendly territory
Industrial Air Fighter Fighter - 50 8 - 420 Flight Oil Can Intercept other units perform Air Sweeps and Recons,and receives a combat bonus versus Helicopters
Industrial Gunpowder Infantry Infantry 36 - - 2 300 Replaceable Parts - -
Industrial Naval Ironclad Ironclad 35 18 2 4 220 Steam Power Coal Performs ranged attacks
Industrial Archery Panzer Panzer 60 - - 5 450 Combustion Oil Germany it can move after performing an attack
Industrial Naval Submarine Submarine 25 60 3 5 380 Refrigeration Oil Is invisible to other units can see other submarines can enter ice tiles can enter rival territory and performs ranged attacks
Industrial Archery Tank Tank 50 - - 4 450 Combustion Oil Can move after performing an attack
Industrial Air Zero Zero - 50 8 - 420 Flight Oil Japan 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 Atomic Bomb - N/A 10 - 850 Nuclear Fission Uranium 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 B17 - 60 10 - 520 Radar Oil United States of America it receives 50% less damage from interceptions and an extra +25% combat bonus against Cities
Modern Air Bomber Bomber - 60 10 - 520 Radar Oil -
Modern Bombs and ICBM Guided Missile Guided Missile - 70 8 - 200 Satellites - Cannot be intercepted
Modern Air Helicopter Gunship Helicopter Gunship - 50 6 - 450 Rocketry Aluminum Ignores terrain movement costs and receives a bonus verses Tanks
Modern Air Jet Fighter Jet Fighter - 70 10 - 600 Lasers Aluminum Can Intercept other units perform Air Sweeps and Recons,and receives a combat bonus versus Helicopters
Modern Gunpowder Mechanized Infantry Mechanized Infantry 50 - - 4 440 Electronics - -
Modern Naval Missile Cruiser Missile Cruiser 60 25 3 8 520 Robotics Aluminum Performs ranged attacks can Indirect Fire perform air interceptions and carry up to three missile units
Modern Gunpowder Mobile SAM Mobile SAM 40 - 2 4 450 Computers Aluminum Can perform air Interceptions and receives a +100% combat bonus versus aircraft and Helicopters
Modern Armored Modern Armor Modern Armor 80 - - 4 700 Lasers Aluminum Can move after performing an attack
Modern Bombs and ICBM Nuclear Missile Nuclear Missile - N/A 8 - 1200 Advanced Ballistics Uranium 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 Nuclear Submarine 30 70 3 6 500 Computers Aluminum 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 Paratrooper 40 - - 2 350 Radar - This special unit may “paradrop” up to five tiles away from friendly territory
Modern Siege Rocket Artillery Rocket Artillery 18 46 3 3 600 Rocketry Aluminum Receives a +10% combat bonus versus cities can Indirect Fire and performs ranged attacks
Modern Project SS Booster SS Booster - - - 2 700 Robotics - 3 required for a Science Victory
Modern Project SS Cockpit SS Cockpit - - - 2 1000 Satellites - 1 required for a Science Victory
Modern Air Stealth Bomber Stealth Bomber - 80 20 - 800 Stealth Aluminum Can perform Air Recons and receives a 100% bonus to Evasion
Future Archery Giant Death Robot Giant Death Robot 150 - - 3 1000 Nuclear Fusion Uranium Can move after performing an attack
Future Project SS Engine SS Engine - - - 2 1000 Particle Physics - 1 required for a Science Victory
Future Project SS Stasis Chamber SS Stasis Chamber - - - 2 1000 Nanotechnology - 1 required for a Science Victory

Promotions

    Name Unit Types Prerequisites Effects
1 Accuracy I Accuracy I Ranged - +20% ranged combat strength against units in open terrain (anything but Hill Forest Jungle)
2 Accuracy II Accuracy II Ranged Accuracy I +20% ranged combat strength against units in open terrain (anything but Hill Forest Jungle)
3 Accuracy III Accuracy III Ranged Accuracy II +25% ranged combat strength against units in open terrain (anything but Hill Forest Jungle)
4 Ambush I 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 Ambush II Melee Air Ambush I +25% combat strength vs armored units.
6 Amphibious Amphibious Melee Naval Shock II or Drill II Eliminates the combat penalty for attacking from sea or over a river
7 Barrage I Barrage I Ranged - +25% ranged combat strength against units in rough terrain ( Hill Forest Jungle)
8 Barrage II Barrage II Ranged Barrage I +25% ranged combat strength against units in rough terrain ( Hill Forest Jungle)
9 Barrage III Barrage III Ranged Barrage II +25% ranged combat strength against units in rough terrain ( Hill Forest Jungle)
10   Blitz Melee Shock III or Drill III Unit may attack multiple times in a turn
11 Bombardment I Bombardment I Ranged - +20% combat strength against land units
12 Bombardment II Bombardment II Ranged Bombardment I +20% combat strength against land units
13 Bombardment III 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 Dogfighting I Air - +25% combat strength when performing an Air Sweep
19 Dogfighting II Dogfighting II Air Dogfighting I +25% combat strength when performing an Air Sweep
20 Dogfighting III 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 ( Hill Forest Jungle)
22   Drill II Melee Drill I +20% combat strength when fighting on rough terrain ( Hill Forest Jungle)
23   Drill III Melee Drill II +25% combat strength when fighting on rough terrain ( Hill Forest Jungle)
24 Embarkation Embarkation Melee Ranged - Can embark into water tiles
25 Evasion 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 Great Lighthouse Naval - +1 Movement and +1 Sight
29 Heal Instantly 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 Indirect Fire Ranged Ranged Ranged attacks may be performed over obstacles
32 Interception I Interception I Air - +25% combat strength when intercepting enemy aircraft
33 Interception II Interception II Air Interception I +25% combat strength when intercepting enemy aircraft
34 Interception III Interception III Air Interception II +25% combat strength when intercepting enemy aircraft
35 Logistics Logistics Melee Siege Ranged Siege II Bombardment II Ambush II or Mobility II 1 additional attack per turn
36 March 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 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 Mobility I Melee Air Ranged Shock III Drill III Targeting I or Bombardment I +1 Movement
39 Mobility II 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 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 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 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 Siege I Melee Air - +25% combat strength versus cities
47 Siege II Siege II Air Siege I +25% combat strength versus cities
48 Siege III Siege III Air Siege II +25% combat strength versus cities
49 Scouting I Scouting I Recon - +1 visibility range
50 Scouting II Scouting II Recon Scouting I +1 Movement
51 Scouting III Scouting III Recon Scouting II +1 visibility range.
52 Sentry 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 Hill Forest Jungle)
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 Sortie Melee Air Interception II or Dogfighting II 1 extra interception may be made per turn
57 Supply 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 Survivalism I Melee - Heal an additional 1 HP when outside friendly territory
59 Survivalism II Survivalism II Melee Survivalism I +50% Defense
60 Survivalism III Survivalism III Melee Survivalism II +50% Defense. Unit will heal every turn even if it performs an action
61 Targeting I Targeting I Naval Air None or Interception I +20% combat strength against naval units
62 Targeting II Targeting II Naval Air Targeting I +20% combat strength against naval units
63 Targeting III Targeting III Naval Targeting II +20% combat strength against naval units
64 Volley Volley 射程攻撃 Accuracy I or Barrage I +25% combat strength versus fortified units
inserted by FC2 system