Original Manual page: www.freeciv.org

5.0 Unit Types

This table summarizes the units which may be created in Freeciv. For each it gives: NOTE: visibility range and units movement points were changed!

These are the land units.Typical defense units have larger visibility range (3) than attack unit (2).

NEW UNITS:
 
 
Graphic Name Advancement Obsoleted by Cost Move Atk Def Hit Capacity
Cart The Wheel Truck 20 2 0 1 10 2 land units
Truck Automobile 80 4 0 2 20 4 land units

  LAND UNITS (some with new graphic and names):
Graphic Name Advancement Obsoleted by Cost Move Atk Def Hit Vis.range
Settlers Settlers None Engineers 40 1 0 1 20 1
Engineers Engineers Explosives 40 2 0 2 20 2
Explorer Explorer Seafaring Partisan 30 3 0 1 10 3 Ignore terrain, ZOC
Warriors Warriors None Pikemen 10 2 1 1 10 2
Phalanx Phalanx Bronze Working Pikemen 20 1 1 2 10 3
Archers Archers Warrior Code Musketeers 30 2 3 2 10 2
Legion Legion Iron Working Musketeers 40 2 4 2 10 2
Pikemen Pikemen Feudalism Riflemen 20 2 1 2 10 3 Defense doubled against horses
Musketeers Musketeers Gunpowder Riflemen 30 2 3 3 20 2
Partisan Partisan Guerilla Warfare 50 3 4 4 20 3 Ignore terrain, ZOC
Alpine Alpine Troops Tactics 50 3 5 5 20 3 Ignore terrain
Riflemen Riflemen Conscription 40 2 5 4 20 3
Marines Marines Amphibious Warfare 60 3 8 5 20 2 Can assault from sea
Mech Inf Mech Inf Labor Union 50 5 6 6 30 3
Horsemen Horsemen Horseback Riding Knights 20 3 2 1 10 2
Chariot Chariot The Wheel Knights 30 3 3 1 10 2
Knights Knights Chivalry Dragoons 40 3 4 2 10 2
Dragoons Dragoons Leadership Cavalry 50 4 5 2 20 2
Cavalry Cavalry Tactics Armor 60 4 8 3 20 2 Not "horses" to Pikemen
Armor Armor Mobile Warfare 80 4 10 5 30 2
Catapult Catapult Mathematics Cannon 40 1 6 1 10 2
Cannon Cannon Metallurgy Artillery 40 1 8 1 20 2
Artillery Artillery Machine Tools Howitzer 50 2 10 1 20 3
Howitzer Howitzer Robotics 70 3 12 2 30 3 Ignore City Walls
Diplomat Diplomat Writing Spy 30 2 0 0 10 2 Ignore ZOC
Spy Spy Espionage 30 4 0 0 10 3 Ignore ZOC
Caravan Goods Trade Freight 50 1 0 1 10 1
Freight Productiont The Corporation 50 2 0 1 10 2

Air units has varying needs for fuel; Fighters must land at a city or Carrier at the end of every turn; Bombers must land at a city or Carrier at the end of every other turn; Cruise Missile and Nuclear must land at a city, Carrier, or Submarine at the end of every turn.
Graphic Name Advancement Obsoleted by Cost Move Atk Def Hit Vis. range
Fighter Fighter Flight Stealth Fighter 60 15 4 3 20 4
Bomber Bomber Advanced Flight Stealth Bomber  120 10 12 1 20 3
Helicopter Helicopter Combined Arms 100 8 10 3 20 3 Capacity - one land unit
Stealth Fighter Stealth Fighter Stealth 80 22 8 4 20 5
Stealth Bomber Stealth Bomber Stealth 160 18 14 5 20 4
Cruise Missile Cruise Missile Rocketry 60 16 18 0 10 1
Nuclear Nuclear Rocketry 160 30 99 0 10 1 Manhattan Project must exist.

Sea units.
Graphic Name Advancement Obsoleted by Cost Move Atk Def Hit Vis.range Cap
Trireme Trireme Map Making Caravel 40 4 1 1 10 2 2 50% chance of being lost away from shore
Caravel Caravel Navigation Galleon 40 5 2 1 10 2 3
Galleon Galleon Magnetism Transport 40 5 0 2 20 3 4
Transport Transport Industrialization 50 6 0 3 30 3 8
Frigate Frigate Magnetism Ironclad 50 6 4 2 20 3 2
Ironclad Ironclad Steam Engine Destroyer 60 6 4 4 30 3 0
Destroyer Destroyer electricity 60 8 5 4 30 4 0
Cruiser Cruiser Steel Aegis Cruiser 80 6 6 6 30 4 0
Aegis Cruiser Aegis Cruiser Rocketry 100 7 8 8 30 5 0
Battleship Battleship Automobile 160 5 12 12 40 4 0
Submarine Submarine Combustion 60 4 10 2 30 3 8 Only missiles as passengers, invisible unless adjacent
Carrier Carrier Advanced Flight 160 6 1 9 40 3 8 Only air units as passengers


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