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Revision as of 17:30, March 6, 2018

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. Morover, 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 1 2 2 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
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 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
  • Ignores Zones of control
  • Expelled when attacked by land units rather than destroyed
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;
  • Does transformations.
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 Units
Galleon (Civ2)
Galleon
40 0 2 2 1 4 Magnetism Industrialization
  • Transports 4 Units
Helicopter (Civ2)
Helicopter
100 10 3 2 2 6 Combined Arms N/A
  • 2-tile sight radius
  • Detects Submarines
  • Ignores City Walls
  • Considered an air unit, but it doesn't need refuel
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
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 conquered 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
  • Form cities
  • Can be used to build tile improvements
Spy (Civ2)
Spy
30 0 0 1 1 3 Espionage None
  • Ignores Zones of contral
  • Expelled when attacked by land units rather than destroyed
Stlth Bmbr. (Civ2)
Stealth Bmbr.
160 14 5 2 2 12 Stealth N/A
  • Two-square sight range
Stlth Ftr. (Civ2)
Stealth 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 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
Civilization II [edit]
Conflicts in CivilizationFantastic WorldsTest of Time

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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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