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5.0 Unit Types

This table summarizes the units which may be created in Freeciv. For each it gives:

Once again, this information is a duplicate of that which is contained in the game's built-in help information.

These are the land units. The ones best for defending your cities are those along the path fron Warriors through Riflemen, and those best for attack are those with multiple movement points, from Horsemen through Armor, perhaps aided by Catapult through Howitzer.

Graphic Name Advancement Obsoleted by Cost Move Atk Def Hit Fire
Settlers Settlers None Engineers 40 1 0 1 20 1
Engineers Engineers Explosives 40 2 0 2 20 1
Explorer Explorer Seafaring Partisan 30 1 0 1 10 1 Ignore terrain, ZOC
Warriors Warriors None Pikemen 10 1 1 1 10 1
Phalanx Phalanx Bronze Working Pikemen 20 1 1 2 10 1
Archers Archers Warrior Code Musketeers 30 1 3 2 10 1
Legion Legion Iron Working Musketeers 40 1 4 2 10 1
Pikemen Pikemen Feudalism Musketeers 20 1 1 2 10 1 Defense doubled against horses
Musketeers Musketeers Gunpowder Riflemen 30 1 3 3 20 1
Partisan Partisan Guerilla Warfare 50 1 4 4 20 1 Ignore terrain, ZOC
Alpine Alpine Troops Tactics 50 1 5 5 20 1 Ignore terrain
Riflemen Riflemen Conscription 40 1 5 4 20 1
Marines Marines Amphibious Warfare 60 1 8 5 20 1 Can assault from sea
Mech Inf Mech Inf Labor Union 50 3 6 6 30 1
Horsemen Horsemen Horseback Riding Knights 20 2 2 1 10 1
Chariot Chariot The Wheel Knights 30 2 3 1 10 1
Knights Knights Chivalry Dragoons 40 2 4 2 10 1
Dragoons Dragoons Leadership Cavalry 50 2 5 2 20 1
Cavalry Cavalry Tactics Armor 60 2 8 3 20 1 Not "horses" to Pikemen
Armor Armor Mobile Warfare 80 3 10 5 30 1
Catapult Catapult Mathematics Cannon 40 1 6 1 10 1
Cannon Cannon Metallurgy Artillery 40 1 8 1 20 1
Artillery Artillery Machine Tools Howitzer 50 1 10 1 20 2
Howitzer Howitzer Robotics 70 2 12 2 30 2 Ignore City Walls
Diplomat Diplomat Writing Spy 30 2 0 0 10 1 Ignore ZOC
Spy Spy Espionage 30 3 0 0 10 1 Ignore ZOC
Caravan Caravan Trade Freight 50 1 0 1 10 1
Freight Freight The Corporation 50 2 0 1 10 1

Air units has varying needs for fuel; Fighters must land at a city or Carrier at the end of every turn; Bombers must land at a city or Carrier at the end of every other turn; Cruise Missile and Nuclear must land at a city, Carrier, or Submarine at the end of every turn.

Graphic Name Advancement Obsoleted by Cost Move Atk Def Hit Fire
Fighter Fighter Flight Stealth Fighter 60 10 4 3 20 2
Bomber Bomber Advanced Flight Stealth Bomber 120 8 12 1 20 2
Helicopter Helicopter Combined Arms 100 6 10 3 20 2
Stealth Fighter Stealth Fighter Stealth 80 14 8 4 20 2
Stealth Bomber Stealth Bomber Stealth 160 12 14 5 20 2
Cruise Missile Cruise Missile Rocketry 60 12 18 0 10 3
Nuclear Nuclear Rocketry 160 16 99 0 10 1 Manhattan Project must exist.

Sea units.

Graphic Name Advancement Obsoleted by Cost Move Atk Def Hit Fire Cap
Trireme Trireme Map Making Caravel 40 3 1 1 10 1 2 50% chance of being lost away from shore
Caravel Caravel Navigation Galleon 40 3 2 1 10 1 3
Galleon Galleon Magnetism Transport 40 4 0 2 20 1 4
Transport Transport Industrialization 50 5 0 3 30 1 8
Frigate Frigate Magnetism Ironclad 50 4 4 2 20 1 2
Ironclad Ironclad Steam Engine Destroyer 60 4 4 4 30 1 0
Destroyer Destroyer electricity 60 6 4 4 30 1 0
Cruiser Cruiser Steel Aegis Cruiser 80 5 6 6 30 2 0
Aegis Cruiser Aegis Cruiser Rocketry 100 5 8 8 30 2 0
Battleship Battleship Automobile 160 4 12 12 40 2 0
Submarine Submarine Combustion 60 3 10 2 30 2 8 Only missiles as passengers, invisible unless adjacent
Carrier Carrier Advanced Flight 160 5 1 9 40 2 8 Only air units as passengers


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