Partisans. I won't tell you
what these guys do, just find out by capturing a city from a
xxxxxcivilization
that has discovered Guerilla Warfare. ADM (4, 4, 1). Hp, Fp
(2, 1). Cost: 50 shields.
Riflemen. A good defense
unit, although it is a lot stronger than it's Civiilization
counterpart.
xxxxxxxADM (5, 4, 1). Hp, Fp (2, 1).
Cost: 40 shields.
Alpine Troops. Contrary to
popular belief, these guys can move even in deserts! (although
xxxxxxxthey must get very hot in that
snow suit). These are a great defense unit, and become available
xxxxxxxwith the discovery of tactics.
They also move in the manner of the explorer (treat all squares
as
xxxxxxxroads). ADM (5, 5, 1). Hp, Fp (2,
1). Cost: 50 shields.
Marines. One of my favorite
units, aside from their impressive attack/defense statistics,
marines
xxxxxcan attack directly from ships
(Amphibious Assault), making them very effective. ADM (8, 5, 2).
xxxxxHp, Fp (2, 1). Cost: 60 shields.
Paratroopers. These guys are
awesone. They can paradrop (and make one attack) anywhere
xxxxxxxxwithin 10
squares of the city or airbase they occupy, making them excellent for
taking over enemy
xxxxxxxxcities.
ADM (6, 4, 1). Hp, Fp (2, 1). Cost: 60 shields.
Mechanized infantry. The
best unit for city defense. ADM (6, 6,
3). Hp, Fp (3, 1). Cost:
xxxxxxxx50 shields.
Armor. Mobile and strong, a
very nice unit to have on your side. ADM (10, 5, 3). Hp, Fp (3,
1).
xxxxxxxx Cost: 80 shields.
Artillery. The modern
version of the cannon and catapult. ADM (10, 1, 1). Hp, Fp (2,
2).
xxxxxx xx Cost: 80 shields.
Howitzer. Aside from being a
strong unit to begin with, these guys ignore the effects of city
xxxxxxxxx walls.
ADM (12, 2, 2). Hp, Fp (3, 2). Cost: 60 shields.
Fighter. Your basic fighter
is the first type of air unit you can usually build. Only other
xxxxxx xxfighters, AEGIS Cruisers and
SAM batteries can defend against the fighters.
xxxxxxxx ADM (4, 2, 10). Hp, Fp (2, 2).
Cost: 60 shields.
Bomber. Essentially the same
as the ones in the original Civilization.
xxxxxxxxxx ADM (12, 1, 8(16)). Hp, Fp
(2, 2). Cost: 120 shields.
Helicopter. Finally! An air
unit that can fly indefinitely! (well, almost, you'll see).
xxxxxxxxxADM (10, 3, 6). Hp, Fp (2, 2)
.Cost: 100 shields.
Stealth Fighter. A souped up
version of the fighter that replaces the standard fighter when
xxxxxxxStealth is
discovered. ADM (8, 3, 14). Hp, Fp (2, 2). Cost: 80 shields.
Stealth Bomber. A souped up
version of the bomber that replaces the standard bomber when
xxxxxxxxxStealth
is discovered. ADM (14, 3, 12(24)). Hp, Fp (2, 2). Cost: 160
shields.
Destroyer. A weak vessel in
comparison to other ships, the destroyer has the special ability
xxxxxxxxto spot submarines in adjacent
squares. ADM (4, 4, 6). Hp, Fp (3, 1).
Cost: 60 shields.
Cruiser. One of the first
advanced naval units you'll probably build, the cruiser is a pretty
tought
xxxxxxxxvessel.
ADM (6, 6, 5). Hp, Fp (3, 2). Cost: 80 shields.
AEGIS
Cruiser. A more advanced version of the cruiser, it becomes
available with the
xxxxxxxxx discovery of Rocketry. It's
defense factor is boubled against air units and missiles.
xxxxxxxxxADM (8, 8, 5). Hp, Fp (3, 2).
Cost: 100 shields.
Battleship. The strongest of
your sea units. Expensive to build, make sure you build a
xxxxxxxxxx veteran by using the Port
Facility improvement. ADM (8, 8, 5). Hp, Fp (3, 2). Cost: 100
xxxxxxxxxxxshields.
Submarine. Although somewhat
weak in defense, since it remains invisible to most ships
xxxxxxxxxxuntil it attacks, the
submarine can cripple enemy shipping lanes. ADM (10, 2, 3). Hp, Fp
(3, 2).
xxxxxxxxxxCost: 60 shields.
Aircraft carrier. Unlike it
original Civilization predecessor (it used to be ADM 1/12/5) the
xxxxxxxxxxnew carrier is rather whimpy,
although it does have a lot of Hp's. . ADM (9, 1, 5). Hp, Fp
xxxxxxxxxx (2, 2). Cost: 160 shields.
Transport. Can carry up to 8
units. Excellent choice to use with marines.
xxxxxxxxxADM (0, 3, 5). Hp, Fp (3, 1).
Cost: 50
Cruise
missile. A limited, cheap substitute for nukes that cause no
pollution. A one shot
xxxxxxxx.weapon. ADM (20, 0, 12). Hp, Fp
(1, 3). Cost: 40.
Nuclear weapons. Enough
said. Note that in Civ II computer civilizations are much more
likely
xxxxxxxxto use
these guys than in the original Civilization. ADM (99, 0,
16). Hp, Fp (1, 1). Cost: 160.
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