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The following is a list of units in Civilization II.

The internet has many different versions of these stats floating around. Civilization II has had two not so widely available expansions, Fantastic Worlds and Test of Time not published by Sid Meier. It is possible that some of these stats changed between the expansion packs and the patches. Moreover, these expansions have alternate scenarios that have very different technologies and units then the base game.

Unit Cost Att Def HP FP Move Technology Obsolete Other
AEGIS Cruiser (Civ2) AEGIS Cruiser 100 8 8 3 2 5 Rocketry N/A
  • 2-tile sight radius
  • Detects Submarines
  • Defense +10% vs. Air Units
Alpine Troops (Civ2) Alpine Troops 50 5 5 2 1 1 Tactics N/A
  • Treats all terrain as roads
Archers (Civ2) Archers 30 3 2 1 1 1 Warrior Code Gunpowder
Armor (Civ2) Armor 80 10 5 3 1 3 Mobile Warfare N/A
Artillery (Civ2) Artillery 50 10 1 2 2 1 Machine Tools Robotics
Battleship (Civ2) Battleship 160 12 12 4 2 4 Automobile N/A
  • 2-tile sight radius
Bomber (Civ2) Bomber 120 12 1 2 2 8 Advanced Flight Stealth
  • 2-tile sight radius
  • Remains on map one turn after attacking.
Cannon (Civ2) Cannon 40 8 1 2 1 1 Metallurgy Machine Tools
Caravan (Civ2) Caravan 50 0 1 1 1 1 Trade The Corporation
  • Ignores zones of control
  • Creates Trade Routes
Caravel (Civ2) Caravel 40 2 1 1 1 3 Navigation Magnetism
  • Transports 3 Ground Units
Carrier (Civ2) Carrier 160 1 9 4 2 5 Advanced Flight N/A
  • Carries 8 air or missile units
Catapult (Civ2) Catapult 40 6 1 1 1 1 Mathematics Metallurgy
Cavalry (Civ2) Cavalry 60 8 3 2 1 2 Leadership Mobile Warfare
Chariot (Civ2) Chariot 30 3 1 1 1 2 The Wheel Polytheism
Cruise Msl. (Civ2) Cruise Msl. 60 18 0 1 3 12 Rocketry N/A
  • Destroyed after attack
Cruiser (Civ2) Cruiser 80 6 6 3 2 5 Steel Rocketry
Crusaders (Civ2) Crusaders 40 5 1 1 1 2 Monotheism Leadership
Destroyer (Civ2) Destroyer 60 4 4 3 1 6 Electricity N/A
  • 2-tile sight radius
  • Detects Submarines
Diplomat (Civ2) Diplomat 30 0 0 1 1 2 Writing Espionage
  • Performs espionage missions
  • Ignores Zones of Control
  • Can be returned to home capital when Expelled by ground units
Dragoons (Civ2) Dragoons 50 5 2 2 1 2 Leadership Tactics
Elephant (Civ2) Elephant 40 4 1 1 1 2 Polytheism Monotheism
Engineers (Civ2) Engineers 40 0 2 2 1 2 Explosives N/A
  • Perform Settler functions twice as fast;
  • Can be ordered to terraform land squares (change terrain) and clean up pollution.
Explorer (Civ2) Explorer 30 0 1 1 1 1 Seafaring Guerrilla Warfare
  • Treats all terrain as roads
  • Ignores zones of control.
Fanatics (Civ2) Fanatics 20 4 4 2 1 1 Fundamentalism N/A
Fighter (Civ2) Fighter 60 4 3 2 2 10 Flight Stealth
  • 2-tile sight radius
  • Can attack air units
Freight (Civ2) Freight 50 0 1 1 1 2 The Corporation N/A
  • Ignores zones of control
  • Creates Trade Routes
  • Provides 50% more income on trade routes compared to Caravans
Frigate (Civ2) Frigate 50 4 2 2 1 4 Magnetism Electricity
  • Transports 2 Ground Units
Galleon (Civ2) Galleon 40 0 2 2 1 4 Magnetism Industrialization
  • Transports 4 Ground Units
Helicopter (Civ2) Helicopter 100 10 3 2 2 6 Combined Arms N/A
  • 2-tile sight radius
  • Detects Submarines
  • Ignores City Walls
  • Remain up to 4 turns on map before refueling
  • Can be attacked by ground and sea units
Horsemen (Civ2) Horsemen 20 2 1 1 1 2 Horseback Riding Chivalry
Howitzer (Civ2) Howitzer 70 12 2 3 2 2 Robotics N/A
  • Ignores City Walls
Ironclad (Civ2) Ironclad 60 4 4 3 1 4 Steam Engine Electricity
Knights (Civ2) Knights 40 4 2 1 1 2 Chivalry Leadership
Legion (Civ2) Legion 40 4 2 1 1 1 Iron Working Gunpowder
Marines (Civ2) Marines 60 8 5 2 1 1 Amphibious Warfare N/A
  • Can make amphibious assaults
Mech. Inf. (Civ2) Mech. Inf. 50 6 6 3 1 3 Labor Union N/A
Musketeers (Civ2) Musketeers 30 3 3 2 1 1 Gunpowder Conscription
Nuclear Msl. (Civ2) Nuclear Msl. 16 99 0 1 1 16 Rocketry N/A
  • Nuclear Weapon
  • Leaves pollution on land after successful deployment.
Paratroopers (Civ2) Paratroopers 60 6 4 2 1 1 Combined Arms N/A
  • Can perform paradrops
Partisans (Civ2) Partisans 50 4 4 2 1 1 Guerrilla Warfare N/A
  • Ignores Zones of contral
  • Treats all terrain as roads
  • Spawned when city captured
Phalanx (Civ2) Phalanx 20 1 2 1 1 1 Bronze Working Feudalism
Pikemen (Civ2) Pikemen 20 1 2 1 1 1 Feudalism Gunpowder
  • Double defense against mounted (horse) units
Riflemen (Civ2) Riflemen 40 5 4 2 1 1 Conscription N/A
Settlers (Civ2) Settlers 40 0 1 2 1 1 N/A Explosives
  • Builds cities
  • Can increase city population up to 8
  • Builds tile improvements (roads, irrigation etc) and clean up pollution.
Spy (Civ2) Spy 30 0 0 1 1 3 Espionage None
  • Performs espionage missions
  • Ignores Zones of Control
  • Returned to nearest friendly city after successful mission and to capital when expelled.
Stlth Bmbr. (Civ2) Stlth Bmbr. 160 14 5 2 2 12 Stealth N/A
  • Two-square sight range
  • Remains on map for one turn after attacking.
Stlth Ftr. (Civ2) Stlth Ftr. 80 8 4 2 2 14 Stealth N/A
  • Two-square sight range.
  • Can attack air units
Submarine (Civ2) Submarine 60 10 2 3 2 3 Combustion N/A
  • Invisible to many units.
  • Two-square sight range.
  • May hold 8 (cruise or nuclear) missiles.
Transport (Civ2) Transport 50 0 3 3 1 5 Industrialization N/A
  • Transports 8 ground Units
Trireme (Civ2) Trireme 40 1 1 1 1 3 Map Making Navigation
  • Must finish turn adjacent to land (human players only)
  • Transports 2 units.
Warriors (Civ2) Warriors 10 1 1 1 1 1 N/A Feudalism

See alsoEdit

Civilization II [edit]
Conflicts in CivilizationFantastic WorldsTest of Time

AdvancesBuildingsCheat CodesCivilizationsResourcesSoundtrackStrategy GuideTerrainsUnitsWonders

Concepts

Attitude (Civil disorder, We Love the King Day) • City (Capital) • CombatDifficulty levelEspionageFoodGoldHigh CouncilLuxuriesOdeo yearPollutionProductionReputationScienceSpaceshipSpecialistsTax RateTradeTrade route

†Standalone remake with different graphics, units, etc
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