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Age of Piracy
Civilopedia |
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Admiral De Ruyter
Available only to the Netherlands.
The only flagship capable of transporting a land unit.
+5 hit points.
A victory with this ship will trigger a Golden Age.
Can selectively attack (stealth attack) slower ships. Requires no resources
to build or gold to support.
Requires: Naval
Leadership
Upgrades to: none
Cost: 900
Attack: 13
Defense: 15
Movement: 8
Bombard: 33
Range: 1
Rate of Fire: 3
Transport: 1
Population: 0
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Alonso de Leon
Available only to Spain.
This powerful conquistador can attack three times per turn.
Can travel through jungle and mountain terrain without roads.
Cannot be transported by small vessels.
Exerts a zone of control.
Requires: Mounted Arms
(plus Horses and Gold)
Upgrades to: none
Cost: 500
Attack: 7
Defense: 5
Movement: 3
Bombard: n/a
Range: n/a
Rate of Fire: n/a
Transport: n/a
Population: n/a
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Alvaro de Bazan
Available only to Spain.
A victory with this flagship will trigger a Golden Age.
+5 hit points.
Can selectively attack (stealth attack) slower ships.
Requires no resources to build or gold to support.
Requires: Naval
Leadership
Upgrades to: none
Cost: 1000
Attack: 20
Defense: 18
Movement: 7
Bombard: 68
Range: 1
Rate of Fire: 3
Transport: n/a
Population: n/a
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Anne Bonney A
pirate ship available only to the Privateers.
Sails with a hidden nationality.
A shallow draft vessel. Can make lethal attacks on land units.
Can selectively attack (stealth attack) slower ships.
Requires: Privateering
(plus Hardwood and Iron)
Upgrades to: none
Cost: 230
Attack: 9
Defense: 15
Movement: 9
Bombard: 30
Range: 1
Rate of Fire: 2
Transport: n/a
Population: n/a
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Armored Frigate A Steam Frigate protected by
iron plates.
+3 hit points.
Requires: Composite
Construction (plus Iron and Saltpeter and Coal)
Upgrades to: none
Cost: 380
Attack: 15
Defense: 16
Movement: 9
Bombard: 36
Range: 1
Rate of Fire: 3
Transport: n/a
Population: n/a
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Barque A shallow draft
vessel.
Cannot attack.
Will sink on the open ocean until Navigation is discovered.
Cannot transport large or heavy units.
Cannot be built by The Netherlands (they build the superior
Fluyt).
Requires: Seafaring
Upgrades to: none
Cost: 10
Attack: 0
Defense: 4
Movement: 5
Bombard: n/a
Range: n/a
Rate of Fire: n/a
Transport: 1
Population: n/a
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Bartholomew Roberts
One of two pirate flagships available to The Privateers (the
other is Edward Teach).
Sails with a hidden nationality.
A victory with this ship will trigger a Golden Age.
+5 hit points.
Can selectively attack (stealth attack) slower ships.
Exerts a zone of control.
Requires no resources to build or gold to support.
Requires: Naval
Leadership
Upgrades to: none
Cost: 980
Attack: 18
Defense: 14
Movement: 7
Bombard: 72
Range: 1
Rate of Fire: 3
Transport: n/a
Population: n/a
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Battleship The
only steel ship that exerts a zone of control.
They consume 1 population point from the city in which they are built.
+7 hit points.
Requires: Turbine Engine (plus
Iron and Saltpeter and Coal)
Upgrades to: none
Cost: 700
Attack: 23
Defense: 26
Movement: 11
Bombard: 53
Range: 1
Rate of Fire: 3
Transport: n/a
Population: 1
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Bilander A small,
armed transport ship available only to the Buccaneers.
A more powerful version of a Sloop.
A shallow draft vessel. Can make lethal attacks on land units.
Requires: Navigation
Upgrades to: none
Cost: 40
Attack: 6
Defense: 8
Movement: 8
Bombard: 14
Range: 1
Rate of Fire: 2
Transport: 1
Population: n/a
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Black Robe A
Jesuit Missionary that acts as an improved Settler unit. Available only to
Catholic civilizations (Spain, France, Portugal).
A city that builds a Black Robe loses only one citizen from its population.
Black Robes are used primarily to found new cities. Move the unit to
the desired city site, and, when the unit is active in that square, press B.
A Black Robe may also be used to increase the population of an existing
city; when the unit is active on a city, click the "Join City" button. The
unit disappears and the city's population gains one citizen.
Requires: Mission
Building
Upgrades to: none
Cost: 60
Attack: 0
Defense: 1
Movement: 2
Bombard: n/a
Range: n/a
Rate of Fire: n/a
Transport: n/a
Population: 1
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Blockade Vessel
A ship with thick wooden armor and fast guns.
+2 hit points.
Exerts a zone of control.
Cannot be built by the Buccaneers, the Privateers, or the Americans.
Requires: Privateering (plus
Hardwood and Iron)
Upgrades to: none
Cost: 230
Attack: 8
Defense: 25
Movement: 4
Bombard: 18
Range: 1
Rate of Fire: 2
Transport: n/a
Population: n/a
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Boers A highly
versatile unit that can only be built by The Netherlands.
Essentially a combat Settler/Laborer.
Has a worker strength of 100%.
Moves through all terrain as roads.
Boer rifles can deliver a non-lethal ranged attack.
Have defensive initiative (a minor first strike when under attack).
Requires:
Breechloading Waepons
Upgrades to: none
Cost: 200
Attack: 4
Defense: 4
Movement: 1
Bombard: 3
Range: 1
Rate of Fire: 1
Transport: n/a
Population: 1
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Brigantine The
standard workhorse naval vessel. Sacrifices firepower for swiftness.
Cannot be built by England or Spain (they build their own, unique versions).
Requires: Naval Warfare (plus
Hardwood)
Upgrades to: none
Cost: 90
Attack: 8
Defense: 12
Movement: 8
Bombard: 18
Range: 1
Rate of Fire: 2
Transport: n/a
Population: n/a
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Castilian Infantry
A powerful, well-balanced land unit built only by Spain.
Requires: Imperialism (plus Gold)
Upgrades to: none
Cost: 90
Attack: 4
Defense: 4
Movement: 1
Bombard: n/a
Range: n/a
Rate of Fire: n/a
Transport: n/a
Population: n/a
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Cavalry Can attack
twice per turn.
Cannot travel through jungles or mountains without roads.
Cannot be transported by small vessels.
Requires: Steel Casting (plus Iron
and Saltpeter and Horses)
Upgrades to: none
Cost: 180
Attack: 7
Defense: 5
Movement: 2
Bombard: n/a
Range: n/a
Rate of Fire: n/a
Transport: n/a
Population: n/a
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Chaloner Ogle
One of two flagships available only to England (the other is
Woodes Rogers).
A victory with this ship will trigger a Golden Age.
+6 hit points.
Requires no resources to build or gold to support.
Requires: Naval
Leadership
Upgrades to: none
Cost: 1000
Attack: 20
Defense: 18
Movement: 5
Bombard: 65
Range: 1
Rate of Fire: 3
Transport: n/a
Population: n/a
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Coastal Artillery
Can inflict a lethal attack on naval units.
Cannot deliver a lethal attack on ground units.
Exerts a zone of control.
Has a bombard range of 2 squares.
Requires: Special Artillery
(plus Iron and Saltpeter)
Upgrades to: none
Cost: 90
Attack: 0
Defense: 0
Movement: 0
Bombard: 24
Range: 2
Rate of Fire: 3
Transport: n/a
Population: n/a
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Colonial Era Army
A group of ordinary Colonial Era units that move and fight
together. Armies are built like regular units once the technology becomes
available. They consume 5 population points from the city in which they are
built. Cannot be built by pirates.
An army can "see" up to two squares away, due to its intrinsic scouts. An
army has a +1 movement, but cannot move through jungles or mountains without
a road. Cannot be transported by small vessels.
An army can attack once for every point of movement (armies have a movement
of 2). Armies may cause collateral damage to terrain improvements and city
structures. An army exerts a zone of control. Armies have defensive
initiative (a minor first strike when under attack).
Requires: Metallurgy
Upgrades to: Steel Era Army
Cost: 700
Attack: 3
Defense: 3
Movement: 2
Bombard: 7 (collateral damage)
Range: 0
Rate of Fire: 0
Transport: n/a
Population: 5
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Cruiser The fastest
of all naval vessels.
A steel ship with +5 hit points.
Can selectively attack (stealth attack) any ship (except for other
Cruisers).
Requires: Frame
Construction (plus Iron and Saltpeter and Coal)
Upgrades to: none
Cost: 500
Attack: 20
Defense: 22
Movement: 12
Bombard: 45
Range: 1
Rate of Fire: 3
Transport: n/a
Population: n/a
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Dragoon Guards
Early heavy cavalry built only by Spain, England, and France.
Can attack twice per turn.
Free upgrade to Cavalry once Steel Casting is achieved.
Cannot travel in jungles and mountains without roads.
Cannot be transported by small vessels.
Requires: Mounted Arms
(plus Horses)
Upgrades to: Cavalry
Cost: 110
Attack: 5
Defense: 4
Movement: 2
Bombard: n/a
Range: n/a
Rate of Fire: n/a
Transport: n/a
Population: n/a
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Dreadnought
Cannot be built by the Buccaneers or Privateers.
The most powerful of all naval vessels.
A steel ship with +10 hit points.
Two square visibility.
Can bombard at a range of two squares.
Can inflict a lethal attack on land units.
Has a large crew (consumes 2 points of population from the city in which
they are built).
Can create craters.
Requires:
Naval Superstructures (plus Iron and Saltpeter and Coal)
Upgrades to: none
Cost: 900
Attack: 30
Defense: 38
Movement: 9
Bombard: 135
Range: 2
Rate of Fire: 3
Transport: n/a
Population: 2
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Edward Teach One
of two pirate flagships available to The Privateers (the other is
Bartholomew Roberts).
Sails with a hidden nationality.
A victory with this ship will trigger a Golden Age.
+8 hit points.
Can selectively attack (stealth attack) slower ships.
Requires no resources to build or gold to support.
Requires: Naval
Leadership
Upgrades to: none
Cost: 980
Attack: 12
Defense: 18
Movement: 6
Bombard: 63
Range: 1
Rate of Fire: 3
Transport: n/a
Population: n/a
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Engineer An improved
version of a Laborer.
A city that builds an Engineer loses one citizen from its population.
Engineers can improve the countryside to make it more productive. The
efficiency of an Engineer (how quickly it works) depends upon its government
type.
An Engineer may also be used to increase the population of an existing city;
when the Engineer is active on a city, click the "Join City" button. The
Engineer disappears and the city's population gains one citizen.
Engineers have a worker strength of 150%.
Requires: Explosives
(plus Saltpeter)
Upgrades to: none
Cost: 40
Attack: 0
Defense: 1
Movement: 1
Bombard: n/a
Range: n/a
Rate of Fire: n/a
Transport: n/a
Population: 1
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English Brigantine
Can only be built by England.
A specialized version of the Brigantine. Superior
guns but fewer crew to repel boarders.
Requires: Naval
Warfare (plus Hardwood)
Upgrades to: none
Cost: 70
Attack: 6
Defense: 10
Movement: 8
Bombard: 24
Range: 1
Rate of Fire: 3
Transport: n/a
Population: n/a
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English Frigate
Can only be built by England.
A specialized version of the Frigate. Superior guns
but fewer marines to mount or repel boarding parties.
Requires: Ductile
Casting (plus Hardwood and Iron and Saltpeter)
Upgrades to: none
Cost: 130
Attack: 6
Defense: 8
Movement: 6
Bombard: 33
Range: 1
Rate of Fire: 4
Transport: n/a
Population: n/a
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English Galleon
Can only be built by England.
+2 hit points.
Useful for transporting armies, artillery, and horse units.
A specialized version of the Galleon. Superior guns
but fewer crew to repel boarders.
Requires: Naval
Architecture (plus Hardwood)
Upgrades to: none
Cost: 50
Attack: 4
Defense: 6
Movement: 3
Bombard: 24
Range: 1
Rate of Fire: 3
Transport: 2
Population: n/a
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English Man-of-War
Can only be built by England.
+2 hit points.
A specialized version of the Man-of-War. Superior
guns but fewer marines to mount or repel boarding parties.
Requires: Ductile
Casting (plus Hardwood and Iron and Saltpeter)
Upgrades to: none
Cost: 190
Attack: 8
Defense: 10
Movement: 4
Bombard: 47
Range: 1
Rate of Fire: 4
Transport: n/a
Population: n/a
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Field Artillery
The standard land artillery unit.
Cannot be built by France (they build the superior French Field Artillery).
Exerts a zone of control.
Cannot deliver lethal attacks to naval units.
Cannot travel through jungles or mountains without roads.
Cannot be transported by small vessels.
Artillery has no defense value, so it should be protected by an escort.
Requires: Ductile
Casting (plus Iron and Saltpeter)
Upgrades to: Steel Artillery
Cost: 60
Attack: 0
Defense: 0
Movement: 1
Bombard: 16
Range: 1
Rate of Fire: 2
Transport: n/a
Population: n/a
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Fluyt Can only be built
by The Netherlands.
A shallow draft vessel (a superior version of the Barque).
Cannot attack.
Cannot transport large or heavy units.
Will sink on the open ocean until Navigation is discovered.
Requires: Seafaring
Upgrades to: none
Cost: 10
Attack: 0
Defense: 5
Movement: 6
Bombard: n/a
Range: n/a
Rate of Fire: n/a
Transport: 1
Population: n/a
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Francis Lolonois
A pirate ship available only to the Buccaneers.
+5 hit points.
Sails with a hidden nationality.
Requires: Privateering
(plus Hardwood and Iron and Saltpeter)
Upgrades to: none
Cost: 260
Attack: 12
Defense: 18
Movement: 8
Bombard: 27
Range: 1
Rate of Fire: 2
Transport: n/a
Population: n/a
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French Field Artillery
Can only be built by France.
A superior version of Field Artillery.
Exerts a zone of control.
Cannot deliver lethal attacks to naval units.
Cannot travel through jungles or mountains without roads.
Cannot be transported by small vessels.
Artillery has no defense value, so it should be protected by an escort.
Requires: Ductile
Casting (plus Iron and Saltpeter)
Upgrades to: French Steel Artillery
Cost: 60
Attack: 0
Defense: 0
Movement: 1
Bombard: 18
Range: 1
Rate of Fire: 3
Transport: n/a
Population: n/a
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French Horse Artillery
Can only be built by France.
A superior version of Horse Artillery.
Exerts a zone of control.
Cannot deliver lethal attacks to naval units.
Cannot travel through jungles or mountains without roads.
Cannot be transported by small vessels.
Artillery has no defense value, so it should be protected by an escort.
Requires: Special
Artillery (plus Iron and Saltpeter and Horses)
Upgrades to: none
Cost: 100
Attack: 0
Defense: 0
Movement: 2
Bombard: 20
Range: 1
Rate of Fire: 3
Transport: n/a
Population: n/a
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French Steel Artillery
Can only be built by France.
A superior version of Steel Artillery.
Exerts a zone of control.
Cannot deliver lethal attacks to naval units.
Cannot travel through jungles or mountains without roads.
Cannot be transported by small vessels.
Artillery has no defense value, so it should be protected by an escort.
Requires: Steel
Casting (plus Iron and Saltpeter)
Upgrades to: none
Cost: 160
Attack: 0
Defense: 0
Movement: 1
Bombard: 24
Range: 1
Rate of Fire: 3
Transport: n/a
Population: n/a
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Frigate The standard
offensive naval unit. Sacrifices speed for firepower.
Cannot be built by England or Spain (they build their own, unique versions).
Requires: Ductile
Casting (plus Hardwood and Iron and Saltpeter)
Upgrades to: none
Cost: 110
Attack: 8
Defense: 10
Movement: 6
Bombard: 27
Range: 1
Rate of Fire: 3
Transport: n/a
Population: n/a
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Frontiersman Can
only be built by America. Treats all terrain as roads but cannot pillage.
Has twice the fighting strength of the Pioneer (both use the same graphic).
Requires no support.
Requires: none
Upgrades to: none
Cost: 30
Attack: 2
Defense: 2
Movement: 1
Bombard: n/a
Range: n/a
Rate of Fire: n/a
Transport: n/a
Population: n/a
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Fusilier Can only be
built by England.
Essentially Militiamen with superior defensive
strength.
Exerts a zone of control.
Requires: Metallurgy
(plus Saltpeter)
Upgrades to: none
Cost: 90
Attack: 3
Defense: 4
Movement: 1
Bombard: n/a
Range: n/a
Rate of Fire: n/a
Transport: n/a
Population: n/a
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Galleon An early,
large transport vessel.
+2 hit points.
Useful for transporting armies, artillery, and horse units.
England and
Spain have their own, unique version of the Galleon.
Requires: Naval
Architecture (plus Hardwood)
Upgrades to: none
Cost: 50
Attack: 6
Defense: 8
Movement: 3
Bombard: 18
Range: 1
Rate of Fire: 2
Transport: 2
Population: n/a
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General Oglethorpe
Can only be built by England.
One of the most powerful defensive units.
Exerts a zone of control.
Requires: Metallurgy
(plus Gold)
Upgrades to: none
Cost: 500
Attack: 4
Defense: 7
Movement: 1
Bombard: n/a
Range: n/a
Rate of Fire: n/a
Transport: n/a
Population: n/a
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Gold Treasure units
represent the wealth of the world. They are created periodically by
Gold_Mines.
Once a gold unit is seized, it should be hauled back to your capital city.
Upon arrival, it adds to your treasury and/or victory point total (depending
on the scenario).
Requires: a Gold
Mine
Upgrades to: none
Cost: 1000 (approximate value in shields)
Attack: 0
Defense: 0
Movement: 1
Bombard: n/a
Range: n/a
Rate of Fire: n/a
Transport: n/a
Population: n/a
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Grenadier The
offensive version of Militiamen.
Requires: Metallurgy
Upgrades to: none
Cost: 40
Attack: 4
Defense: 2
Movement: 1
Bombard: n/a
Range: n/a
Rate of Fire: n/a
Transport: n/a
Population: n/a
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Headhunters The
most powerful Native unit.
Moves through all terrain as roads.
Can make amphibious attacks.
Requires: none
Upgrades to: none
Cost: 50
Attack: 3
Defense: 2
Movement: 1
Bombard: n/a
Range: n/a
Rate of Fire: n/a
Transport: n/a
Population: n/a
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Heavy Frigate
Cannot be built by the Buccaneers and Privateers.
Essentially a cross between a Frigate and a
Man-of-War. Has the guns of a Man-of-War but not
the armor.
Requires: Privateering
(plus Hardwood and Iron and Saltpeter)
Upgrades to: none
Cost: 160
Attack: 9
Defense: 11
Movement: 5
Bombard: 41
Range: 1
Rate of Fire: 3
Transport: n/a
Population: n/a
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Henry Morgan The
least expensive of all pirate flagships. Available only to the Buccaneers.
A victory with this ship will trigger a Golden Age.
+3 hit points.
Sails with a hidden nationality.
Can selectively attack (stealth attack) slower ships.
Exerts a zone of control.
Requires no resources to build or gold to support.
Requires: Naval
Leadership
Upgrades to: none
Cost: 600
Attack: 16
Defense: 12
Movement: 6
Bombard: 54
Range: 1
Rate of Fire: 3
Transport: n/a
Population: n/a
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Horse Artillery
A more powerful, horsedrawn version of
Field Artillery.
Cannot be built by France (they build the superior French Horse Artillery).
Exerts a zone of control.
Cannot deliver lethal attacks to naval units.
Cannot travel through jungles or mountains without roads.
Cannot be transported by small vessels.
Artillery has no defense value, so it should be protected by an escort.
Requires: Special
Artillery (plus Iron and Saltpeter and Horses)
Upgrades to: none
Cost: 100
Attack: 0
Defense: 0
Movement: 2
Bombard: 18
Range: 1
Rate of Fire: 2
Transport: n/a
Population: n/a
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Imperial Guard
Can only be built by France.
Napoleon's ultimate infantry unit. Essentially a super-elite
Grenadier.
+1 hit point.
Requires: Metallurgy (plus Saltpeter
and Gold)
Upgrades to: none
Cost: 150
Attack: 5
Defense: 4
Movement: 1
Bombard: n/a
Range: n/a
Rate of Fire: n/a
Transport: n/a
Population: n/a
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Indian Mercenaries
Can only be built by France.
Moves through all terrain as roads.
May cause collateral damage to terrain improvements and city structures.
Have defensive initiative (a minor first strike when under attack).
Requires: Imperialism
(plus Game and Gold)
Upgrades to: none
Cost: 75
Attack: 4
Defense: 3
Movement: 1
Bombard: 20 (collateral damage)
Range: n/a
Rate of Fire: n/a
Transport: n/a
Population: n/a
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Infantry Infantry
represents the first well organized ground troops using repeating rifles
with steel parts. They are very good defenders but are also good on the
offensive.
Exerts a zone of control.
Delivers a ranged attack that can be lethal to land units.
Have defensive initiative (a minor first strike when under attack).
Serves as a draft unit.
Requires: Steel
Casting (plus Iron and Saltpeter)
Upgrades to: none
Cost: 140
Attack: 5
Defense: 5
Movement: 1
Bombard: 4
Range: 1
Rate of Fire: 1
Transport: n/a
Population: n/a
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Ironclad A
low-profile, iron-plated gunship.
+5 hit points.
Exerts a zone of control.
Requires:
Composite Construction (plus Iron and Saltpeter and Coal)
Upgrades to: none
Cost: 450
Attack: 15
Defense: 20
Movement: 5
Bombard: 41
Range: 1
Rate of Fire: 3
Transport: n/a
Population: n/a
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Jean-Baptiste
Available only to France.
A victory with this flagship will trigger a Golden Age.
+7 hit points.
Can selectively attack (stealth attack) slower ships.
Requires no resources to build or gold to support.
Requires: Naval
Leadership
Upgrades to: none
Cost: 1000
Attack: 12
Defense: 18
Movement: 7
Bombard: 54
Range: 1
Rate of Fire: 3
Transport: n/a
Population: n/a
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John Paul Jones
Available only to America.
A victory with this flagship will trigger a Golden Age.
+5 hit points.
Can selectively attack (stealth attack) slower ships.
Requires no resources to build or gold to support.
Requires: Naval
Leadership
Upgrades to: none
Cost: 900
Attack: 14
Defense: 16
Movement: 8
Bombard: 40
Range: 1
Rate of Fire: 3
Transport: n/a
Population: n/a
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Laborer The standard
worker unit.
A city that builds a Laborer loses one citizen from its population.
Laborers can improve the countryside to make it more productive. The
efficiency of a Laborer (how quickly it works) depends upon its government
type.
A Laborer may also be used to increase the population of an existing city;
when the Laborer is active on a city, click the "Join City" button. The
Laborer disappears and the city's population gains one citizen.
Laborers have a worker strength of 100%.
Requires: none
Upgrades to: Engineer
Cost: 30
Attack: 0
Defense: 1
Movement: 1
Bombard: n/a
Range: n/a
Rate of Fire: n/a
Transport: n/a
Population: 1
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Light Dragoons
The fastest of all standard mounted units.
Can travel through jungles and mountains without roads.
Cannot be transported by small vessels.
Requires: Mounted Arms
(plus Horses)
Upgrades to: none
Cost: 90
Attack: 4
Defense: 3
Movement: 3
Bombard: n/a
Range: n/a
Rate of Fire: n/a
Transport: n/a
Population: n/a
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Longboat The
standard naval vessel used by Natives.
Requires: none
Upgrades to: none
Cost: 100
Attack: 0
Defense: 2
Movement: 3
Bombard: n/a
Range: n/a
Rate of Fire: n/a
Transport: 5
Population: n/a
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Man-of-War An
early, large attack vessel.
+2 hit points.
Can only be built by France, The Netherlands, and Portugal. (England and
Spain have their own, unique version.)
Cannot be built by the Buccaneers, Privateers, or America.
Requires: Ductile
Casting (plus Hardwood and Iron and Saltpeter)
Upgrades to: none
Cost: 190
Attack: 10
Defense: 12
Movement: 4
Bombard: 41
Range: 1
Rate of Fire: 3
Transport: n/a
Population: n/a
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Militiamen Serves
as a draft unit.
Requires: Metallurgy
Upgrades to: Riflemen
Cost: 40
Attack: 3
Defense: 3
Movement: 1
Bombard: n/a
Range: n/a
Rate of Fire: n/a
Transport: n/a
Population: n/a
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Musketmen An early
gunpowder unit.
Serves as a draft unit.
Requires: none
Upgrades to: Militiamen
Cost: 20
Attack: 2
Defense: 2
Movement: 1
Bombard: n/a
Range: n/a
Rate of Fire: n/a
Transport: n/a
Population: n/a
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Pioneer The standard
exploration unit. Treats all terrain as roads but cannot pillage.
All expansionist civilizations start with a free Pioneer.
Cannot be built by America (they build the superior
Frontiersman).
Cannot be built by the Buccaneers or Privateers (they build
Shore Parties).
Requires: none
Upgrades to: none
Cost: 30
Attack: 1
Defense: 1
Movement: 1
Bombard: n/a
Range: n/a
Rate of Fire: n/a
Transport: n/a
Population: n/a
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Raider Captain
Can only be built by The Buccaneers. +1 hit point. Can make
amphibious attacks.
May capture defeated units and turn them into Slaves. Note: when attacking
amphibiously, it is possible to receive custody of a slave inside a coastal
square. If you then leave the vicinity, your new slave may appear stranded
in the water! To avoid this, be sure to bring along transport for these
attacks. Load your slave on to these transport vessels before departing.
Alternating, you may be able to move the
slave from the coastal square into an adjacent land square.
May cause collateral damage to terrain improvements and city structures.
Have defensive initiative (a minor first strike when under attack).
Requires: Imperialism
(plus Gold and Wines)
Upgrades to: none
Cost: 250
Attack: 5
Defense: 3
Movement: 1
Bombard: 32 (collateral damage)
Range: n/a
Rate of Fire: n/a
Transport: n/a
Population: n/a
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Raiders Can only be
built by The Buccaneers or Privateers.
Can make amphibious attacks.
May cause collateral damage to terrain improvements and city structures.
Have defensive initiative (a minor first strike when under attack).
Requires: Imperialism
(plus Wines)
Upgrades to: none
Cost: 100
Attack: 4
Defense: 2
Movement: 1
Bombard: n/a
Range: n/a
Rate of Fire: n/a
Transport: n/a
Population: n/a
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Riflemen Exerts a
zone of control.
Can deliver a non-lethal ranged attack.
Have defensive initiative (a minor first strike when under attack).
Serves as a draft unit.
Requires:
Breechloading Weapons (plus Saltpeter)
Upgrades to: Infantry
Cost: 80
Attack: 4
Defense: 4
Movement: 1
Bombard: 3
Range: 1
Rate of Fire: 1
Transport: n/a
Population: n/a
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Rough Riders Can
only be built by America.
Essentially an elite, all-terrain cavalry unit.
+1 hit point.
Can attack twice per turn.
Can travel through jungles or mountains without roads.
Cannot be transported by small vessels.
Exerts a zone of control.
Requires: Steel
Casting (plus Iron and Saltpeter and Horses)
Upgrades to: none
Cost: 270
Attack: 8
Defense: 5
Movement: 2
Bombard: n/a
Range: n/a
Rate of Fire: n/a
Transport: n/a
Population: n/a
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Schooner Can only be
built by the Buccaneers.
A shallow draft vessel. Can make lethal attacks on land units.
Requires: Naval
Warfare (plus Hardwood)
Upgrades to: none
Cost: 70
Attack: 6
Defense: 10
Movement: 9
Bombard: 18
Range: 1
Rate of Fire: 2
Transport: n/a
Population: n/a
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Scouting Vessel
A fast, lightly armed vessel used primarily for exploration.
This ship is very useful when given the "e" keyboard command (for
Exploration).
A shallow draft vessel. Can make lethal attacks on land units.
Requires: Naval
Warfare (plus Hardwood)
Upgrades to: none
Cost: 20
Attack: 2
Defense: 5
Movement: 9
Bombard: n/a
Range: n/a
Rate of Fire: n/a
Transport: n/a
Population: n/a
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Settlers A city that
builds a settler loses two citizens from its population.
Settlers are used primarily to found new cities. Move the settler to
the desired city site, and, when the settler is active in that square, press
B.
A settler may also be used to increase the population of an existing city;
when the settler is active on a city, click the "Join City" button. The
settler disappears and the city's population gains two citizens.
Requires: none
Upgrades to: none
Cost: 50
Attack: 1
Defense: 1
Movement: 1
Bombard: n/a
Range: n/a
Rate of Fire: n/a
Transport: n/a
Population: 2
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Shore Party Can
only be built by the Buccaneers and Privateers.
Essentially a land scouting unit used by pirates.
Requires: Navigation
Upgrades to: none
Cost: 20
Attack: 1
Defense: 2
Movement: 2
Bombard: n/a
Range: n/a
Rate of Fire: n/a
Transport: n/a
Population: n/a
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Slave A worker unit
available only to The Buccaneers. Requires no support. Cannot be built.
Created only when a Raider Captain captures an enemy unit in battle. Slaves
have a worker strength of 75%. Slaves have no combat strength. If left
unescorted, they can be captured and converted to Laborers.
Slaves can improve the countryside to make it more productive. The
efficiency of a Slave (how quickly it works) depends upon its government
type.
A Slave may also be used to increase the population of an existing city;
when the Slave is active on a city, click the "Join City" button. The Slave
disappears and the city's population gains one citizen.
Requires: none
Upgrades to: none
Cost: 30
Attack: 0
Defense: 0
Movement: 1
Bombard: n/a
Range: n/a
Rate of Fire: n/a
Transport: n/a
Population: n/a
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Sloop A small, armed
transport ship.
Cannot be built by The Buccaneers (they build the superior
Bilander).
Cannot transport large or heavy units.
A shallow draft vessel. Can make lethal attacks on land units.
Requires: Navigation
Upgrades to: none
Cost: 40
Attack: 4
Defense: 6
Movement: 7
Bombard: 9
Range: 1
Rate of Fire: 2
Transport: 1
Population: n/a
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Spanish Brigantine
Can only be built by Spain.
A specialized version of the Brigantine. Inferior
guns but more crew to repel boarders.
Requires: Naval
Warfare (plus Hardwood)
Upgrades to: none
Cost: 70
Attack: 10
Defense: 14
Movement: 8
Bombard: 18
Range: 1
Rate of Fire: 1
Transport: n/a
Population: n/a
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Spanish Frigate
Can only be built by Spain.
A specialized version of the Frigate. Inferior guns
but more marines to mount or repel boarding parties.
Requires: Ductile
Casting (plus Hardwood and Iron and Saltpeter)
Upgrades to: none
Cost: 130
Attack: 10
Defense: 12
Movement: 6
Bombard: 27
Range: 1
Rate of Fire: 2
Transport: n/a
Population: n/a
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Spanish Galleon
Can only be built by Spain.
+2 hit points.
Useful for transporting armies, artillery, and horse units.
A specialized version of the Galleon. Inferior guns
but more crew to repel boarders.
Requires: Naval
Architecture (plus Hardwood)
Upgrades to: none
Cost: 50
Attack: 8
Defense: 10
Movement: 3
Bombard: 18
Range: 1
Rate of Fire: 1
Transport: 2
Population: n/a
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Spanish Man-of-War
Can only be built by Spain.
+2 hit points.
A specialized version of the Man-of-War. Inferior
guns but more marines to mount or repel boarding parties.
Requires: Ductile
Casting (plus Hardwood and Iron and Saltpeter)
Upgrades to: none
Cost: 190
Attack: 12
Defense: 14
Movement: 4
Bombard: 40
Range: 1
Rate of Fire: 2
Transport: n/a
Population: n/a
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Steam Era Army
A group of ordinary Steam Era units that move and fight
together. Armies are built like regular units once the technology becomes
available. They consume 5 population points from the city in which they are
built. Cannot be built by pirates.
A Steam Era army can deliver a non-lethal ranged attack. It can "see" up to
two squares away, due to its intrinsic scouts. An army has a +1 movement,
but cannot move through jungles or mountains without a road. Cannot be
transported by small vessels.
An army can attack once for every point of movement (armies have a movement
of 2). Armies may cause collateral damage to terrain improvements and city
structures.
An army exerts a zone of control. Armies have defensive initiative (a minor
first strike when under attack).
Requires:
Breechloading Weapons (plus Saltpeter)
Upgrades to: Steel Era Army
Cost: 850
Attack: 4
Defense: 4
Movement: 2
Bombard: 10
Range: 1
Rate of Fire: 1
Transport: n/a
Population: 5
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Steam Frigate A
Frigate with a steam engine. Offers superior speed and manueverability.
Requires: Steam Power
(plus Iron and Saltpeter and Coal)
Upgrades to: Armored Frigate
Cost: 300
Attack: 15
Defense: 15
Movement: 10
Bombard: 36
Range: 1
Rate of Fire: 3
Transport: n/a
Population: n/a
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Steam Transport
A large, steam-powered transport vessel. Superior to the
Galleon.
+2 hit points.
Requires: Steam Power
(plus Iron and Hardwood and Coal)
Upgrades to: none
Cost: 150
Attack: 9
Defense: 9
Movement: 6
Bombard: 27
Range: 1
Rate of Fire: 2
Transport: 3
Population: n/a
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Steel Artillery
An improved version of Field
Artillery.
Cannot be built by France (they build the superior French Steel Artillery).
Exerts a zone of control.
Cannot deliver lethal attacks to naval units.
Cannot travel through jungles or mountains without roads.
Cannot be transported by small vessels.
Artillery has no defense value, so it should be protected by an escort.
Requires: Steel
Casting (plus Iron and Saltpeter)
Upgrades to: none
Cost: 160
Attack: 0
Defense: 0
Movement: 1
Bombard: 21
Range: 1
Rate of Fire: 2
Transport: n/a
Population: n/a
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Steel Era Army
A group of ordinary Steel Era units that move and fight
together. Armies are built like regular units once the technology becomes
available. They consume 5 population points from the city in which they are
built. Cannot be built by pirates.
A Steel Era army can deliver a lethal ranged attack. It can "see" up to two
squares away, due to its intrinsic scouts. An army has a +1 movement, but
cannot move through jungles or mountains without a road. Cannot be
transported by small vessels.
An army can attack once for every point of movement (armies have a movement
of 2). Armies may cause collateral damage to terrain improvements and city
structures.
An army exerts a zone of control. Armies have defensive initiative (a minor
first strike when under attack).
Requires: Steel
Casting (plus Iron and Saltpeter)
Upgrades to: none
Cost: 1000
Attack: 5
Defense: 5
Movement: 2
Bombard: 13
Range: 1
Rate of Fire: 1
Transport: n/a
Population: 5
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Steel Transport
A large transport ship with a steel frame and armor. Superior
to the Steam Transport.
+5 hit points.
Requires: Frame
Construction (plus Iron and Saltpeter and Coal)
Upgrades to: none
Cost: 400
Attack: 14
Defense: 18
Movement: 8
Bombard: 40
Range: 1
Rate of Fire: 3
Transport: 4
Population: n/a
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Vasco de Gama
Can only be built by Portugal.
Essentially an enhanced Brigantine.
A victory with this flagship will trigger an early Golden Age (available to
Portugal long before other civilizations).
Requires no resources to build or gold to support.
Requires: Naval
Warfare
Upgrades to: none
Cost: 400
Attack: 10
Defense: 14
Movement: 9
Bombard: 20
Range: 1
Rate of Fire: 2
Transport: n/a
Population: n/a
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War Party The
standard Native unit.
Moves through all terrain as roads.
Requires: none
Upgrades to: none
Cost: 40
Attack: 2
Defense: 1
Movement: 1
Bombard: n/a
Range: n/a
Rate of Fire: n/a
Transport: n/a
Population: n/a
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William Kidd A
pirate ship available only to the Privateers.
Sails with a hidden nationality.
Requires: Privateering
(plus Hardwood and Iron and Saltpeter)
Upgrades to: none
Cost: 230
Attack: 14
Defense: 14
Movement: 8
Bombard: 40
Range: 1
Rate of Fire: 3
Transport: n/a
Population: n/a
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Woodes Rogers
One of two flagships available only to England (the other is
Chaloner Ogle).
A victory with this ship will trigger a Golden Age.
+5 hit points.
Exerts a zone of control.
Can selectively attack (stealth attack) slower ships.
Requires no resources to build or gold to support.
Requires: Naval
Leadership
Upgrades to: none
Cost: 1000
Attack: 16
Defense: 16
Movement: 8
Bombard: 72
Range: 1
Rate of Fire: 3
Transport: n/a
Population: n/a
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