![]() ![]() Next comes M the number of movement points the unit is granted each turn, followed by C the number of other units that the unit can carry (called its capacity). The Cost specifies how many production points a city must invest to build one unit. An airport can participate in only one airlift per turn.Ībout a half-dozen attributes define each unit in the following table. Land units can move instantly between airports in friendly cities with the airlift action. Note also that land units can embark and disembark from transports whenever the transport is adjacent to land or another transport - this does not require ports or other facilities. Note that military units, settlers, and engineers cannot move between squares adjacent to enemy units - they must retreat into unthreatened territory before again coming into range of an enemy unit - unless the square they enter already holds a friendly city or unit. Rough terrain, however, can be more costly for land units as detailed in the terrain catalogue. Moving one square usually consumes one movement point, and units can always move one square regardless of their wounds. Units can move into any of the eight surrounding squares under fairly obvious constraints: land units are confined to land and transport vessels ships are confined to ocean squares and port cities (which are thus the only cities that can build them) and aircraft ignore terrain, though they must often end their turn where they can refuel - see the description of each unit for specific restrictions. Actions require one movement point unless otherwise noted. This manual describes each action in the section where it is most relevant see the index for the full list of actions. ![]() Sea units gain extra movement points if their civilization possesses the Lighthouse, Magellan's expedition, or nuclear power.Įvery action undertaken by a unit consumes movement points. ![]() Movement points not consumed by the end of the turn are lost and cannot be stored or transfered. Units begin every turn with one or more movement points, depending upon their natural mobility - shown for each unit in the catalogue below - reduced, for damaged land and sea units, in proportion to the extent of their damage. This makes war quite expensive under representative government, since production points are required to support each unit and luxury points must be produced to mollify the citizenry. ![]() Under representative governments, aggressive units each cause one or two workers to become unhappy. Note that autocratic governments force cities to support several units for free, which can save production points for other uses. Each unit requires one production point per turn, settlers - the units derived from citizens - also require one or two food points per turn depending on your form of government. The support of your units will be one of your major expenses. The available units may be classified as military units, whose talents are those of defense and aggression, and a few noncombatants which support expansion ( explorers, settlers, workers, and engineers), diplomacy (the diplomat and spy), and trade ( caravans and freights). Units both offer mobility to your civilization and supply the violence with which it will survive and expand. ![]()
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