Civ II Units


Settlers



Improve terrain. You should build lots of settlers early on in the game. As they eat food from there home city, only construct one per city, unless necessary.

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Engineers



Improve terrain and ignore ZOC. Like settlers, these are very imporant, but only construct one per city unless it is necessary to construct more. They also work twice as fast as settlers, and can improve terrain - for example mountains to hills and deserts to plains!

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Warriors



These units are pretty pathetic, and I usually wait until I can construct better units. Only build them when absolotely necessary.

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Phalanx



This is best value for money in terms of defence in the early game.

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Archers



This is a useful defensive unit.

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Legion



This is a useful defence unit early on in the game.

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Pikemen



As defence is doubled against mounted units, it is sometimes useful to have one in your city.

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Musketeers



A very good defence unit when combined with a city wall.

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Fanatics



I don't usually bother building these. They may have free support under Fundamentalism, but cities in Fundamentalism can support up to 10 units anyway.

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Partisans



Ignores ZOC, treats all squares as roads. These are only useful when fighting a war in terrain like hills, mountains or forests.

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Alpine Troops



Treats all squares as roads. Like partisans, they are useful for fighting wars in rough terrain.

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Riflemen



On the cost/defence ratio, these are probably the best defensive unit.

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Marines



The major ability of marines is that hey can attack a city directly from a ship.Not very useful, part from invading totally alein islands.

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Paratroopers



Can make paradrops. Very useful for capturing defenceless cities. The computer makes extensive use of these.

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Mechanized Infantry



Not a very useful unit.

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Horsemen



Only useful early on in the game.

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Chariots



A useful attacking unit early on in the game.

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Elephant



Quite useful for attacking when accompanied by a good defenesive unit.

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Crusaders



Quite useful for attacking when accompanied by a good defenesive unit.

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Knights



Useful for attacking.

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Dragoons



A very useful unit.

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Cavalry



A very useful unit.

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Armour



Because of its high speed and good attacking factor, it is a very useful unit for suprise attacks.

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Catapult



A good attacking unit when accompinied by a good defensive unit.

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Cannon



As with catapults, it is a good attacking unit when accompinied by a good defensive unit.

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Artillery



As with catapults, it is a good attacking unit when accompinied by a good defensive unit.

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Howitzer



This is useful for cities that seem impervious due to city walls, as it negates the denfence bonus that city walls give.

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Fighter



Two square visibility, can attack air units. Only useful for taking out stacked bomber units.

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Bomber



Two square visibility. Not that useful.

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Helicopter



Two square visibility, can spot submarines. This can be useful for exploring and attacking.

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Stealth Fighter



Two square visibility, can attack air units. I wouldn't call it 'stealth', but it is useful for attacking bombers.

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Stealth Bomber



Two square visibility. I wouldn't call it 'stealth', but is useful for attacking cities and stacked units.

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Trieme



Ship must stay near land. Build lots of these early in the game to explore the sea.

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Caravel



A resonably useful unit.

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Galleon



A resonably useful unit.

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Frigate



A resonably useful unit.

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Ironclad



Useful for gaining naval supperiority.

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Destroyer



Two square visibility, can spot submarines. Useful for gaining naval supperiority.

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Cruiser



Two square visibility, can spot submarines. Useful for exploring the ocean.

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AEGIS Cruiser



Two square visibility, spot submarines, defence * 2 V air units. Not that useful.

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Battleship



Two square visibility. Useful for gaining naval supperiority.

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Sunmarine



Two square visibility, invisible to most ships. Useful for gaining naval supperiority. Can be loaded with missiles and positioned in the ocean next to an enemy continent to make a surprise attack.

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Carrier



Can carry air units. Have some spare for transporting missiles and aircraft.

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Transport



Carries 8 units max. Necessary for transporting units.

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Cruise Missile



Destroyed after attacking. Not that useful - it has little attacking power and is destroyed after attacking anyway, and it is very expensive.

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Nuclear Missile



Destroyed after attacking. Resonably useful, but extensive use of this weapon will cause global warming due to pollution.

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Diplomat



Ignores ZOC. Necessary. Build lots of these to steal other civilization's secrets.

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Spy



Two square visibility, ignores ZOC. Necessary. Build lots of these to steal other civilization's secrets.

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Caravans



Ignores ZOC. Don't forget the importance of trade.

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Frieght



Ignores ZOC. Don't forget the importance of trade.

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Explorer



A very underrated unit. Because they treat all squares as road, they can move 3 squares regardless of terrain, and they ignore ZOC.

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