A unit is a mobile agent of a civilization in Call to Power II that can be moved around the map and given commands. Many units are capable of participating in combat; others have non-military uses.
List of units[]
Standard[]
- Abolitionist
- Aircraft Carrier
- Archer
- Artillery
- Battleship
- Bomber
- Cannon
- Caravan
- Cargo Helicopter
- Carrack
- Catapult
- Cavalry
- Cleric
- Coracle
- Corporate Branch
- Crawler
- Cruise Missile
- Cyber Ninja
- Destroyer
- Diplomat
- Dreadnaught
- Eco-Ranger
- Eco-Terrorist
- Empathic Diplomat
- Fascist
- Fighter
- Fire Trireme
- Freight Transport
- Fusion Tank
- Hoplite
- Hover Infantry
- Infantryman
- Infector
- Interceptor
- Ironclad
- Knight
- Kraken
- Lawyer
- Leviathan
- Light Mech
- Longship
- Machine Gunner
- Marine
- Mobile SAM
- Moray Striker
- Mounted Archer
- Nuclear Submarine
- Nuke
- Paratrooper
- Pikemen
- Plasma Destroyer
- PT Boat
- Samurai
- Scout Sub
- Sea Engineer
- Settler
- Ship of the Line
- Slaver
- Space Plane
- Spy
- Spy Plane
- Stealth Bomber
- Stealth Fighter
- Submarine
- Tank
- Televangelist
- Troop Ship
- Urban Planner
- War Walker
- Warrior
Scenario- and mod-specific[]
- Alexander
- Belgian General
- Belgian Infantry
- Catamaran
- Churchill Tank
- Diplomacy Robot
- General Bock
- Hannibal Barca
- Heavy Mech
- KV-1 Tank
- Panzer
- Praetorian
- Princess Juliana
- R-35 Tank
- S-35 Tank
- Scipio
- Sherman Tank
- Swordsman
- T-34 Tank
- Tiger I Tank
- Valentine Tank
- Zero
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