*This page last updated: 19 February, 2012 12:09 PST.

General Notes

Ironclad

Movement: 4; Strength: 35; Ranged Strength: 26; Range: 2; Cost: 220; Required Resource: Coal
Technology: Steam Power
Abilities: May not melee attack, may not enter deep Ocean tiles.

Infantry

Movement: 2; Strength: 36; Ranged Strength: 0; Cost: 300; Required Resource: none
Technology: Replaceable Parts
Abilities: none

Artillery

Movement: 2; Strength: 16; Ranged Strength: 32; Range: 3; Cost: 420; Required Resource: none
Technology: Dynamite
Abilities: Indirect Fire, may not melee attack, +10% bonus vs. Cities, no defensive bonuses, must set up to range attack.

Destroyer

Movement: 8; Strength: 35; Ranged Strength: 22; Cost: 380; Required Resources: Oil
Technology: Electricity
Abilities: Indirect Fire, +3 Sight range, can see Submarines, Interception (+40%), Bonus vs. Submarines (+100%), may not melee attack.

Battleship

Movement: 4; Strength: 60; Ranged Strength: 32; Range: 3; Cost: 500 hammers; Required Resources: Oil
Technology: Telegraph
Abilities: Indirect Fire (can bombard a target it can't see), may not melee attack.
Notes: Appearance based on the American Iowa-class.

Submarine

Movement: 5; Strength: 25; Ranged Strength: 60; Range: 3; Cost: 380; Required Resources: Oil
Technology: Refrigeration
Abilities: Invisible to all units except Destroyers and other Submarines, can see Submarines, can enter Ice tiles, may not melee attack.
Notes: The submarine submerges when it moves into deep water.

Anti-Tank Gun

Movement: 2; Strength: 32; Ranged Strength: 0; Cost: 300; Required Resource: none
Technology: Replaceable Parts
Abilities: +100% combat bonus vs. Armored units
Notes: The rocket-based AT unit from Civ IV is replaced by a much more realistic anti-tank gun.

Anti-Aircraft Gun

Movement: 2; Strength: 32; Ranged Strength: 0; Range: 2; Cost: 300; Required Resource: none
Technology: Radio
Abilities: Interception (100), Bonus vs. Aircraft (100), Bonus vs. Helicopters
Notes: The silly rocket-based AA unit from Civ IV is replaced by a much more realistic anti-aircraft gun battery. Appearance based on the American M55 Quad-50 mount.

Tank

Movement: 4; Strength: 50; Ranged Strength: 0; Cost: 450; Resource Required: Oil
Technology: Combustion
Abilities: Penalty attacking cities, no defensive bonuses, limited visibility, can move after attacking.
Notes: Appearance based on the Soviet T-34.

Fighter

Ranged Strength: 50; Range: 8; Cost: 420; Required Resource: Oil
Technology: Flight
Abilities: Interception (100), Air Sweep, Air Recon, Bonus vs. Helicopters, Weak against ranged attacks.
Notes: Can be based in cities or on Carriers. The stacking limit aboard Carriers is 3, apparently unlimed in Cities. The "Air Sweep" ability is a mission to combat enemy interceptors. Appearance based on the German Me-109.

Carrier

Movement: 5; Strength: 30; Ranged Strength: 0; Cost: 520; Required Resource: Oil
Technology: Flight
Abilities: Can carry up to 3 aircraft.
Notes: Appearance based on the American Essex-class.

Bomber

Movement: none; Strength: none; Ranged Strength: 60; Range: 10; Cost: 520; Required Resources: Oil
Technology: Radar
Abilities: Penalty vs. Naval units.
Notes: "Effective against ground targets, less so against naval targets, and it's quite vulnerable to enemy aircraft. The Bomber can be based on a friendly city or aboard a carrier. It can move from base to base and perform missions within its range of '10.' When possible, send in fighters first to 'use up' the enemy's anti-aircraft defenses for that turn." Appearance based on the British Avro Lancaster.

Paratrooper

Movement: 2; Strength: 40; Ranged Strength: 0; Cost: 350; Required Resource: none
Technology: Radar
Abilities: May paradrop up to 5 tiles from friendly territory.
Notes: The Paratrooper can use a movement point to air-drop itself up to 5 hexes if it starts in friendly territory. The air drop graphic shows what looks like a C-130 flying over the target and dropping the parachutists in. The paratrooper was able to move on the same turn after dropping. The paratrooper appears to be the only Modern era non-mechanized infantry in the game.

Panzer

Movement: 5; Strength: 60; Ranged Strength: 0; Cost: 450; Required Resource: Oil
Technology: Combustion
Abilities: Penalty attacking Cities, no defensive bonuses, limited visibility, can move after attacking.
Notes: German Unique Unit; replaces Tank. Appearance based on the German Tiger.

Foreign Legion

Movement: 2; Strength: 36; Ranged Strength: 0; Cost: 300; Required Resources: none
Technology: Replaceable Parts
Abilities: +20% Combat bonus outside friendly territory.
Notes: French Unique Unit; replaces Infantry.

Zero

Movement: none; Strength: none; Ranged Strength: 50; Range: 8; Cost: 420; Required Resource: Oil
Technology: Flight
Abilities: Interception (100), Air Sweep, Air Recon, Bonus vs. Fighters, Bonus vs. Helicopters.
Notes: Japanese Unique Unit; replaces Fighter. Combat bonus against other Fighters. Can perform missions within its range of 8: attack enemy aircraft and ground units, scout enemy positions, and defend against enemy air attacks.

B-17

Movement: 2; Ranged Strength: 60: Range: 10; Cost: 520; Required Resource: Oil
Technology: Radar
Abilities: Starts with Evasion (-50% damage from interceptions) and Siege 1 (+25% vs Cities) promotions, penalty vs. Naval units.
Notes: American Unique Unit; replaces Bomber. Air units have a civilian-style triangular unit icon.

Atomic Bomb

Range: 10; Cost: 850; Required Resource: Uranium
Technology: Nuclear Fission
Abilities: Evasion (50).
Notes: Can be based in a friendly city or aircraft carrier. "When it detonates, an Atomic Bomb will damage or possibly destroy units and cities within its blast radius of 2 tiles." Cities cannot be totally destroyed by Atomic Bombs. The bomb unit appears as an actual B-29 bomber that flies over the target.

Mechanized Infantry

Movement: 4; Strength: 50; Ranged Strength: 0; Cost: 440; Required Resource: none
Technology: Electronics
Abilities: none
Notes: Previous information indicated that Aluminum was required, but this is no longer the case. Appearance based on the American LAV-25.

Modern Armor

Movement: 4; Strength: 80; Ranged Strength: 0; Cost: 700; Required Resource: Aluminum
Technology: Lasers
Abilities: Penalty attacking Cities, no defensive bonuses, limited visibility, can move after attacking.
Notes: Appearance based on the German Leopard 2.

Jet Fighter

Ranged Strength: 70; Range: 10; Cost: 600; Required Resource: Aluminum
Technology: Lasers
Abilities: Interception (100), Air Sweep, Air Recon, Bonus vs. Helicopters, weak against ranged attacks.
Notes: Bonus against helicopters. Air Recon ability: "everything within 6 tiles of its starting location is visible at the beginning of the turn." Appearance based on the American F-22 Raptor.

Helicopter Gunship

Movement: 6; Strength: 50; Ranged Strength: 0; Cost: 450; Required Resource: Aluminum
Technology: Rocketry
Abilities: Ignores terrain costs, hovering unit, bonus vs. tanks, no defensive bonuses, unable to capture cities.
Notes: Helicopters move like land units, but they can move on mountain tiles, coastal water tiles and ice tiles (which are off-limits to other land units). Helicopters can embark as naval transports like other land units, and this is needed for them to enter deep ocean tiles. Appearance based on the Soviet Mi-24 Hind.

Rocket Artillery

Movement: 3; Strength: 18; Ranged Strength: 46; Range: 3; Cost: 600; Required Resource: Aluminum
Technology: Rocketry
Abilities: Indirect Fire, may not melee attack, +10% bonus vs. Cities, no defensive bonuses, limited visibility.
Notes: Appearance based on the American M270 MLRS. Ranged Strength was previously listed as 40, but it 46 in more recent shots.

Nuclear Missile

Range: 8; Cost: 1200; Required Resources: Uranium
Technology: Advanced Ballistics
Abilities: Evasion (50).
Notes: Can be based in a friendly city, nuclear submarine or missile cruiser. Blast radius of 2 tiles. All units in the blast radius are automatically destroyed, and cities have a chance to be completely destroyed. In one demonstration video, the available Uranium count went from 0 to 2 after using a Nuclear Missile, so it's possible that the missile requires an allocation of 2 Uranium, but this is not corroborated by the strategy guide or manual.

Nuclear Submarine

Movement: 6; Strength: 30; Ranged Strength: 70; Range: 3; Cost: 500; Required Resource: Aluminum
Technology: Computers
Abilities: Invisible to all Units except Destroyers and other Submarines, can see Submarines, +50% bonus vs. Submarines, may enter Ice tiles, may not melee attack.
Notes: Can carry up to 2 missiles. Appearance based on the American Ohio-class SSBN.

Guided Missile

Movement: 2; Ranged Strength: 70; Range: 8; Cost: 200; Required Resource: ?
Technology: Satellites
Abilities: Cannot be intercepted.
Notes: "A cheap unit that may be used once to damage enemy Units or Cities." Can be carried by Missile Cruiser or Submarine.

Missile Cruiser

Movement: 7; Strength: 60; Ranged Strength: 25; Range: 3; Cost: 520; Required Resource: Aluminum
Technology: Robotics
Abilities: Indirect Fire, Interception (100), may not melee attack.
Notes: Can carry 3 missiles (Guided Missile or Nuclear Missile). Bonus against enemy aircraft. Appearance based on the American Ticonderoga-class Aegis cruiser.

Stealth Bomber

Ranged Strength: 80; Range: 20; Cost: 800; Required Resource: Aluminum
Technology: Stealth
Abilities: Penalty vs. Naval, Evasion (100), Air Recon.
Notes: Stealth Bombers can only be based in Cities, and not on Carriers. Appearance based on the American B-2 Spirit (though the silhouette in the icon is of the F-117 Nighthawk).

Mobile SAM

Movement: 4; Strength: 40; Ranged Strength: 0; Range: 2; Cost: 450; Required Resource: Aluminum
Technology: Computers
Abilities: Interception (100), bonus vs. aircraft (100), bonus vs. helicopters.
"Will intercept enemy aircraft which try to bomb nearby Units."
Notes: The Range value in this case appears to apply to the SAM's interception capability. Appearance based on the Soviet SA-6 "Gainful" mobile launcher.

Giant Death Robot

Movement: 3; Strength 150; Ranged Strength: 0; Cost: 1000; Required Resource: Uranium
Technology: Nuclear Fusion
Abilities: Penalty Attacking Cities, No Defensive Bonuses, Can Move After Attacking.

Space Ship Parts

Notes: The various parts for the spaceship required for a Science Victory are produced as units. These must be moved to a central launch location (the Capital city), and can therefore potentially be interdicted by hostile forces.

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