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    Units Guide by Denouement

    Version: 1.0 | Updated: 05/11/03 | Printable Version | Search Guide | Bookmark Guide

    *******************************************************************************
                               CIVILIZATION III for PC
    *******************************************************************************
                                  UNITS GUIDE v1.0
    *******************************************************************************
                         By DENOUEMENT (cgparham757@aol.com)
    *******************************************************************************
    DISCLAIMER:
    This file is copyright by Denouement (Chris Parham). You may NOT reproduce or
    distribute this guide in any manner, electronically or otherwise, without the
    express written permission of the author. You may not display this guide on any
    page in which there are advertisment banners. Below can be found the list of
    sites that are permitted to host this guide. This list can be changed at any
    time.
    
    List of acceptable sites:
    GameFAQs (www.gamefaqs.com).
    CivFanatics (www.civfantics.com).
    
    List of sites which do NOT have permission:
    www.cheats.de
    
    Remember, plagiarism is a crime and is punishable under the law.
    
    Note: You can always find the latest version at GameFAQs, at www.gamefaqs.com
    Thanks CJayC!
    
    *******************************************************************************
    E-MAIL POLICY:
    I welcome e-mails at cgparham757@aol.com but here are the Do's and the Dont's:
    
    DO send questions not in the FAQ.
    DO send questions in text or HTML format.
    DO send e-mails with "GameFAQs" in the subject line.
    DO send suggestions and corrections, this is not a final guide.
    DO tell me if you find this guide on a site where it is not permitted (see
       above).
    
    DON'T send executables.
    DON'T send vulgar or inappropriate mail.
    DON'T send mail over and over again, I only check it once every day, at most.
    
    I will try to get back to you as soon as possible...unless you did one of the 
    "DONTS", in which case your mail will be summarily ignored and ruthlessly 
    deleted.
    
    *******************************************************************************
    CONTENTS
    
    1.    Disclaimer
    
    2.    E-Mail Policy
    
    3.    Contents
    
    4.    Introduction
    
    5.    Units
           --Regular Units (open to all or many civs)
           --Special Units (open to one civ)
           --Upgrade Trees
           --Modifying Units Using the Civ III Editor
    
    6.    Closing Statement
    
    7.    Postscript
    
    *******************************************************************************
    INTRODUCTION
    This guide is for Civilization III, a PC game produced by Sid Meier and his
    Firaxis development company. Civilization is one of the oldest current strategy
    series on the market. Civilization I and Civilization II's numerous 
    incarnations can in some ways be regarded as the "first generation" of the
    Civilization series. Civ III takes the game to a new level of graphics, scale,
    and gameplay. This guide covers all the units, both military and non-military,
    that appear in the game.
    
    One new addition to the Civ series for this incarnation was the addition of
    unique units for each Civilization. Each of the sixteen civilizations has its
    own unique unit, which is a slight improvement of an existing regular unit that
    is available to all other tribes. Not only is this unit slightly better than
    the equivalent units possessed by other Civs, but a wartime victory by a unique
    unit can put the given civilization into a Golden Age in which production and
    commerce are significantly boosted. All in all, it is an interesting new 
    feature of the Civ series.
    
    *******************************************************************************
    LEGEND
    
    NAME: Pretty self-explanitory.
    
    PRE-REQUISITE: Technology needed to build.
    
    RESOURCES: Strategic Resources, it any, needed to build this unit.
    
    CLASS: Land, Sea, or Air.
    
    COST: Cost in shields (cost in population).
    
    ATTACK: Unit's attack strength.
    
    DEFENSE: Unit's defense strength.
    
    MOVEMENT: Standard moves per turn. For air units, the operational range is
    given instead.
    
    BOMBARD: Strength (Range) (Rate of Fire).
    
    UPGRADES TO: What the unit upgrades to.
    
    ABILITIES: All special abilities. This is a list of all abilities.
    
    Wheeled
    Foot Soldier
    Blitz
    Cruise Missile
    All Terrain As Roads
    Radar
    Amphibious Units
    Submarine
    Aircraft Carrier
    Draft
    Immobile
    Sink In Sea
    Sink In Ocean
    Mounted
    Carry Foot Units Only
    Starts Golden Age
    Nuclear Weapon
    Hidden Nationality
    Army
    Leader
    ICBM
    Stealth
    Can See Submarines
    Tactical Missile
    Can Carry Tactical Missiles
    Ranged Attack Animation
    Turn To Attack
    
    AI STRATEGIES: This determines how the AI will use this unit. You would be well
    served to use it in the same way, since these are pretty accurate. The list
    that follows is a list of all AI strategies.
    
    Land: Offense
          Defense
          Explore
          Terraform
          Settle
          Army
          Leader
          Artillery
          Cruise Missile
          Tactical Nuke
          ICBM
          
    Sea:  Naval Power
          Naval Transport
          Naval Carrier
          Naval Missile Transport
          
    Air:  Air Bombard
          Air Defense
          Air Transport
    
    ORDERS: All orders available to the unit. Inlcudes Standard Orders, Special
    Actions, Worker Actions, and Air Missions. This is a list of all possible 
    orders. All units have the first five orders, and these will not be repeated
    under each unit.
    
    Skip Turn
    Wait
    Fortify
    Disband
    Go To
    Load
    Unload
    Airlift
    Pillage
    Bombard
    Airdrop
    Build Army
    Finish Improvements
    Upgrade Unit
    Build Colony
    Build City
    Build Road
    Build Railroad
    Build Fort
    Build Mine
    Irrigate
    Clear Forest
    Clear Jungle
    Plant Forest
    Clear Pollution
    Automate
    Join City
    Bombing
    Recon
    Interception
    Re-base
    Precision Bombing
    
    The regular units are listed alphabetically from AEGIS Cruiser to Worker. Then,
    the sixteen civilization-unique units are listed, alphabetically by civ, from
    the Americans' F-15 Fighter to the Zulus Impi. For these units, two extra
    pieces of info are listed. In parantheses next to the unit's name is the civ
    that can build the unit. Below this is the name of the regular unit that this
    special unit takes the place of. For instance, the Russians can build the
    Cossack, and Cossack takes the place of Cavalry. This means that the regular
    Cavalry unit will not show up in the Russians' build list; only Cossack will
    show up.
    
    *******************************************************************************
    
    *******************************************************************************
    AEGIS CRUISER
    Prerequisite: Robotics
    Resources:    Aluminum, Uranium
    Class:        Sea
    
    Cost: 160 shields
    
    Attack/Defense/Movement: 12/10/5
    Bombard: 4 (2) (2)
    
    Upgrades From: None
    Upgrades To:   None
    
    Abilities: Radar
               Can See Submarines
               Ranged Attack Animation
    
    AI Strategies: Naval Power
    
    Orders: Bombard
    
    The AEGIS is another nice unit that comes far too late to be of any use to 
    you. Compared to the battleship, the AEGIS is nothing, and it costs 4/5 as 
    much to build! Bombardwise, it is almost useless. However, it does get some 
    credit for its ability to see enemy submarines. If you have some worry that 
    your enemy is filling the ocean with subs (not that the AI ever does this) 
    you could be wise to build a few of these units, as they will beat down on 
    submarines. This is especially true if you think he's got subs loaded with 
    nukes swimming around in your area. However, once again, the computer isn't 
    too likely to do this. Frankly, this unit is pretty worthless in the regular 
    game. With the player v. player expansion, however, called Civ III: Play The
    World, my opinion of this unit may be revised.
    
    *******************************************************************************
    ARCHER
    Prerequisite: Warrior Code
    Resources:    None
    Class:        Land
    
    Cost: 20 shields
    
    Attack/Defense/Movement: 2/1/1
    Bombard: NA
    
    Upgrades From: None
    Upgrades To:   Longbowman
    
    Abilities: Foot Soldier
               Ranged Attack Animation
    
    AI Strategies: Offense
    
    Orders: Load
            Airlift
            Pillage
            Upgrade Unit
    
    
    *******************************************************************************
    ARMY
    Prerequisite: None
    Resources:    None
    Class:        Land
    
    Cost: 40 shields
    
    Attack/Defense/Movement: */*/1
    Bombard: NA
    Transport: 3 units (4 with Pentagon)
    
    Upgrades From: None
    Upgrades To:   None
    
    Abilities: Army
    
    AI Strategies: Army
    
    Orders: Load
    
    
    *******************************************************************************
    ARTILLERY
    Prerequisite: Replaceable Parts
    Resources:    None
    Class:        Land
    
    Cost: 80 shields
    
    Attack/Defense/Movement: 0/0/1
    Bombard: 12 (2) (2)
    
    Upgrades From: Cannon
    Upgrades To:   Radar Artillery
    
    Abilities: None
    
    AI Strategies: Artillery
    
    Orders: Load
            Bombard
            Upgrade Unit
    
    
    *******************************************************************************
    BATTLESHIP
    Prerequisite: Mass Production
    Resources:    Oil
    Class:        Sea
    
    Cost: 200 shields
    
    Attack/Defense/Movement: 18/12/5
    Bombard: 8 (2) (2)
    
    Upgrades From: None
    Upgrades To:   None
    
    Abilities: Ranged Attack Animation
               Turn To Attack
    
    AI Strategies: Naval Power
    
    Orders: Bombard
    
    
    *******************************************************************************
    BOMBER
    Prerequisite: Flight
    Resources:    Oil
    Class:        Air
    
    Cost: 100 shields
    
    Attack/Defense/Movement: 0/2/6
    Bombard: 8 (0) (3)
    
    Upgrades From: None
    Upgrades To:   None
    
    Abilities: Immobile
    
    AI Strategies: Air Bombard
    
    Orders: Load
            Bombing
            Re-base        
    
    
    *******************************************************************************
    CANNON
    Prerequisite: Metallurgy
    Resources:    Iron; Saltpeter
    Class:        Land
    
    Cost: 40 shields
    
    Attack/Defense/Movement: 0/0/1
    Bombard: 8 (1) (1)
    
    Upgrades From: Catapult
    Upgrades To:   Artillery
    
    Abilities: Wheeled
    
    AI Strategies: Artillery
    
    Orders: Load
            Bombard
            Upgrade Unit
    
    
    *******************************************************************************
    CARAVEL
    Prerequisite: Astronomy
    Resources:    None
    Class:        Sea
    
    Cost: 40 shields
    
    Attack/Defense/Movement: 1/2/3
    Bombard: NA
    Transport: 3 units
    
    Upgrades From: Galley
    Upgrades To:   Galleon
    
    Abilities: Sink In Ocean
               Ranged Attack Animation
               Turn To Attack
    
    AI Strategies: Naval Transport
    
    Orders: Unload
            Upgrade Unit
    
    
    *******************************************************************************
    CARRIER
    Prerequisite: Mass Production
    Resources:    Oil
    Class:        Sea
    
    Cost: 180 shields
    
    Attack/Defense/Movement: 1/8/4
    Bombard: NA
    Transport: 4 units
    
    Upgrades From: None
    Upgrades To:   None
    
    Abilities: Radar
               Aircraft Carrier
               Ranged Attack Animation
    
    AI Strategies: Naval Carrier
    
    Orders: Unload
    
    
    *******************************************************************************
    CATAPULT
    Prerequisite: Mathematics
    Resources:    None
    Class:        Land
    
    Cost: 20 shields
    
    Attack/Defense/Movement: 0/0/1
    Bombard: 4 (1) (1)
    
    Upgrades From: None
    Upgrades To:   Cannon
    
    Abilities: Wheeled
    
    AI Strategies: Artillery
    
    Orders: Load
            Bombard
            Upgrade Unit
    
    The catapult is the predecessor of some nice units, so if you build it now, 
    it will pay off as you upgrade it later. Nevertheless, if you have to make a 
    choice between units, I can't recommend building the catapult. This point in 
    the game is too early for Artillery. First, all citizens and buildings in 
    cities have a standard defense of 12 against bombardment. This means that on 
    turns when you can't hit a unit, you will virtually never cause any damage. 
    Combined with this, you need to shield the catapult with another unit at all 
    times. All in all, artillery works best when stacked in massive quantities 
    and shielded constantly with three or four elite defensive units. That just 
    isn't conceivable with the limited production of the ancient age.
    
    *******************************************************************************
    CAVALRY
    Prerequisite: Military Tradition
    Resources:    Horses; Saltpeter
    Class:        Land
    
    Cost: 80 shields
    
    Attack/Defense/Movement: 6/3/3
    Bombard: NA
    
    Upgrades From: Knight
    Upgrades To:   None
    
    Abilities: Mounted
    
    AI Strategies: Offense
    
    Orders: Load
            Airlift
            Pillage
    
    
    *******************************************************************************
    CHARIOT
    Prerequisite: The Wheel
    Resources:    Horses
    Class:        Land
    
    Cost: 20 shields
    
    Attack/Defense/Movement: 1/1/2
    Bombard: NA
    
    Upgrades From: None
    Upgrades To:   Horseman
    
    Abilities: Wheeled
    
    AI Strategies: Offense
    
    Orders: Load
            Airlift
            Pillage
            Upgrade Unit
    
    
    *******************************************************************************
    CRUISE MISSILE
    Prerequisite: Rocketry
    Resources:    Aluminum
    Class:        Land
    
    Cost: 60 shields
    
    Attack/Defense/Movement: 0/0/1
    Bombard: 16 (2) (3)
    
    Upgrades From: None
    Upgrades To:   None
    
    Abilities: Cruise Missile
    
    AI Strategies: Cruise Missile
    
    Orders: Bombard
    
    
    *******************************************************************************
    DESTROYER
    Prerequisite: Combustion
    Resources:    Oil
    Class:        Sea
    
    Cost: 120 shields
    
    Attack/Defense/Movement: 12/8/5
    Bombard: 6 (1) (2)
    
    Upgrades From: None
    Upgrades To:   None
    
    Abilities: Ranged Attack Animation
    
    AI Strategies: Naval Power
    
    Orders: Bombard
    
    
    *******************************************************************************
    EXPLORER
    Prerequisite: Navigation
    Resources:    None
    Class:        Land
    
    Cost: 20 shields
    
    Attack/Defense/Movement: 0/0/2
    Bombard: NA
    
    Upgrades From: Scout
    Upgrades To:   Explorer
    
    Abilities: All Terrain As Roads
    
    AI Strategies: Explore
    
    Orders: Load
            Pillage
    
    
    *******************************************************************************
    FIGHTER
    Prerequisite: Flight
    Resources:    Oil
    Class:        Air
    
    Cost: 80 shields
    
    Attack/Defense/Movement: 4/2/1
    Bombard: 2 (0) (1)
    
    Upgrades From: None
    Upgrades To:   Jet Fighter
    
    Abilities: Immobile
    
    AI Strategies: Air Defense
    
    Orders: Load
            Upgrade Unit
            Bombing
            Recon
            Interception
            Re-Base
    
    
    *******************************************************************************
    FRIGATE
    Prerequisite: Magnetism
    Resources:    Iron; Saltpeter
    Class:        Sea
    
    Cost: 60 shields
    
    Attack/Defense/Movement: 2/2/4
    Bombard: 2 (1) (2)
    
    Upgrades From: None
    Upgrades To:   None
    
    Abilities: Ranged Attack Animation
               Turn To Attack
    
    AI Strategies: Naval Power
    
    Orders: Bombard
    
    
    *******************************************************************************
    GALLEON
    Prerequisite: Magnetism
    Resources:    None
    Class:        Sea
    
    Cost: 60 shields
    
    Attack/Defense/Movement: 1/2/4
    Bombard: NA
    Transport: 4 units
    
    Upgrades From: Caravel
    Upgrades To:   Transport
    
    Abilities: Ranged Attack Animation
               Turn To Attack
    
    AI Strategies: Naval Power
    
    Orders: Unload
            Upgrade Unit        
    
    
    *******************************************************************************
    GALLEY
    Prerequisite: Map Making
    Resources:    None
    Class:        Sea
    
    Cost: 30 shields
    
    Attack/Defense/Movement: 1/1/3
    Bombard: NA
    Transport: 2 units
    
    Upgrades From: None
    Upgrades To:   Caravel
    
    Abilities: Sink In Sea
               Sink In Ocean
               Ranged Attack Animation
               Turn To Attack
    
    AI Strategies: Naval Transport
    
    Orders: Unload
            Upgrade Unit
    
    
    *******************************************************************************
    HELICOPTER
    Prerequisite: Advanced Flight
    Resources:    Oil; Rubber
    Class:        Air
    
    Cost: 80 shields
    
    Attack/Defense/Movement: 0/2/4
    Bombard: NA
    Transport: 1 unit
    
    Upgrades From: None
    Upgrades To:   None
    
    Abilities: Immobile
               Carry Foot Units Only
    
    AI Strategies: Air Transport
    
    Orders: Unload
            Airdrop
            Recon
            Re-Base
    
    
    *******************************************************************************
    HORSEMAN
    Prerequisite: Horseback Riding
    Resources:    Horses
    Class:        Land
    
    Cost: 30 shields
    
    Attack/Defense/Movement: 2/1/2
    Bombard: NA
    
    Upgrades From: Chariot
    Upgrades To:   Knight
    
    Abilities: Mounted
    
    AI Strategies: Offense
    
    Orders: Load
            Airlift
            Pillage
            Upgrade Unit
    
    
    *******************************************************************************
    ICBM
    Prerequisite: Satellites
    Resources:    Aluminum; Uranium
    Class:        Land
    
    Cost: 600 shields
    
    Attack/Defense/Movement: 0/0/1
    Bombard: NA
    
    Upgrades From: None
    Upgrades To:   None
    
    Abilities: Immobile
               Nuclear Weapon
               ICBM
    
    AI Strategies: ICBM
    
    Orders: Bombard
    
    
    *******************************************************************************
    INFANTRY
    Prerequisite: Replaceable Parts
    Resources:    Rubber
    Class:        Land
    
    Cost: 90 shields
    
    Attack/Defense/Movement: 6/10/1
    Bombard: NA
    
    Upgrades From: Rifleman
    Upgrades To:   Mech Infantry
    
    Abilities: Foot Soldier
               Draft
               Ranged Attack Animation
    
    AI Strategies: Defense
    
    Orders: Load
            Airlift
            Pillage
            Upgrade Unit
    
    
    *******************************************************************************
    IRONCLAD
    Prerequisite: Steam Power
    Resources:    Iron; Coal
    Class:        Sea
    
    Cost: 80 shields
    
    Attack/Defense/Movement: 4/4/4
    Bombard: 4 (1) (2)
    
    Upgrades From: None
    Upgrades To:   None
    
    Abilities: Ranged Attack Animation
    
    AI Strategies: Naval Power
    
    Orders: Bombard
    
    
    *******************************************************************************
    JET FIGHTER
    Prerequisite: Rocketry
    Resources:    Oil; Aluminum
    Class:        Air
    
    Cost: 100 shields
    
    Attack/Defense/Movement: 8/4/6
    Bombard: 2 (0) (1)
    
    Upgrades From: Fighter
    Upgrades To:   None
    
    Abilities: Immobile
    
    AI Strategies: Air Defense
    
    Orders: Load
            Bombing
            Recon
            Interception
            Re-Base
    
    
    *******************************************************************************
    KNIGHT
    Prerequisite: Chivalry
    Resources:    Horses; Iron
    Class:        Land
    
    Cost: 70 shields
    
    Attack/Defense/Movement: 4/3/2
    Bombard: NA
    
    Upgrades From: Horseman
    Upgrades To:   Cavalry
    
    Abilities: Mounted
    
    AI Strategies: Offense
    
    Orders: Load
            Airlift
            Pillage
            Upgrade Unit
    
    
    *******************************************************************************
    LEADER
    Prerequisite: None
    Resources:    None
    Class:        Land
    
    Cost: NA
    
    Attack/Defense/Movement: 0/0/3
    Bombard: NA
    
    Upgrades From: None
    Upgrades To:   None
    
    Abilities: Leader
    
    AI Strategies: Leader
    
    Orders: Load
            Build Army
            Finish Improvements
    
    
    *******************************************************************************
    LONGBOWMAN
    Prerequisite: Invention
    Resources:    None
    Class:        Land
    
    Cost: 40 shields
    
    Attack/Defense/Movement: 4/1/1
    Bombard: NA
    
    Upgrades From: Archer
    Upgrades To:   None
    
    Abilities: Foot Soldier
               Ranged Attack Animation
    
    AI Strategies: Offense
    
    Orders: Load
            Airlift
            Pillage
    
    
    *******************************************************************************
    MARINE
    Prerequisite: Amphibious War
    Resources:    Rubber
    Class:        Land
    
    Cost: 100 shields
    
    Attack/Defense/Movement: 8/6/1
    Bombard: NA
    
    Upgrades From: None
    Upgrades To:   None
    
    Abilities: Foot Soldier
               Amphibious Unit
               Ranged Attack Animation
    
    AI Strategies: Offense
    
    Orders: Load
            Airlift
            Pillage
    
    
    *******************************************************************************
    MECH INFANTRY
    Prerequisite: Computers
    Resources:    Oil; Rubber
    Class:        Land
    
    Cost: 110 shields
    
    Attack/Defense/Movement: 12/18/2
    Bombard: NA
    
    Upgrades From: Infantry
    Upgrades To:   None
    
    Abilities: Draft
               Ranged Attack Animation
    
    AI Strategies: Defense
    
    Orders: Load
            Airlift
            Pillage
    
    
    *******************************************************************************
    MODERN ARMOR
    Prerequisite: Synthetic Fibers
    Resources:    Oil; Rubber; Aluminum
    Class:        Land
    
    Cost: 120 shields
    
    Attack/Defense/Movement: 24/16/3
    Bombard: NA
    
    Upgrades From: Tank
    Upgrades To:   None
    
    Abilities: Blitz
               Ranged Attack Animation
    
    AI Strategies: Offense
    
    Orders: Load
            Airlift
            Pillage
    
    
    *******************************************************************************
    MUSKETMAN
    Prerequisite: Gunpowder
    Resources:    Saltpeter
    Class:        Land
    
    Cost: 60 shields
    
    Attack/Defense/Movement: 2/4/1
    Bombard: NA
    
    Upgrades From: Pikeman
    Upgrades To:   Rifleman
    
    Abilities: Foot Soldier
               Draft
               Ranged Attack Animation
    
    AI Strategies: Defense
    
    Orders: Load
            Airlift
            Pillage
            Upgrade Unit
    
    
    *******************************************************************************
    NUCLEAR SUBMARINE
    Prerequisite: Fission
    Resources:    Uranium
    Class:        Sea
    
    Cost: 120 shields
    
    Attack/Defense/Movement: 6/4/3
    Bombard: NA
    Transport: 1 unit
    
    Upgrades From: None
    Upgrades To:   None
    
    Abilities: Submarine
               Can See Submarines
               Can Carry Tactical Missiles
               Ranged Attack Animation
    
    AI Strategies: Naval Missile Transport
    
    Orders: Unload
    
    
    *******************************************************************************
    PARATROOPER
    Prerequisite: Advanced Flight
    Resources:    Oil; Rubber
    Class:        Land
    
    Cost: 100 shields
    
    Attack/Defense/Movement: 6/8/1 (operational range=4)
    Bombard: NA
    
    Upgrades From: None
    Upgrades To:   None
    
    Abilities: Foot Soldier
               Ranged Attack Animation
    
    AI Strategies: Offense
    
    Orders: Load
            Airlift
            Pillage
            Airdrop
    
    
    *******************************************************************************
    PIKEMAN
    Prerequisite: Feudalism
    Resources:    Iron
    Class:        Land
    
    Cost: 30 shields
    
    Attack/Defense/Movement: 1/3/1
    Bombard: NA
    
    Upgrades From: Spearman
    Upgrades To:   Musketman
    
    Abilities: Foot Soldier
               Draft
    
    AI Strategies: Defense
    
    Orders: Load
            Airlift
            Pillage
            Upgrade Unit
    
    
    *******************************************************************************
    RADAR ARTILLERY
    Prerequisite: Robotics
    Resources:    Aluminum
    Class:        Land
    
    Cost: 120 shields
    
    Attack/Defense/Movement: 0/0/1
    Bombard: 16 (2) (2)
    
    Upgrades From: Artillery
    Upgrades To:   None
    
    Abilities: Radar
               Turn To Attack
    
    AI Strategies: Artillery
    
    Orders: Load
            Bombard
    
    The radar artillery is a nice unit, but it kind of "misses the boat" as far  
    as far as the Age of Artillery goes. These bombard only units became useful 
    around the time of the Cannon and Artillery, but by this time have been 
    eclipsed by air bombard units such as the Bomber and the two Stealth planes. 
    Radar Artillery does edge these units in terms of Bombard power by a good 
    bit, but it's usually cheaper and easier to use air power and, if you can 
    afford those one-time costs, the extremely powerful Cruise Missiles. Even 
    better, it goes without saying that Battleships will do for coastal cities. 
    Still, if there is a situation in which you cannot use these units, go for 
    Radar Artillery. As always, use the Firepower Credo: Artillery should be 
    stacked and concentrated for maximum effectiveness, and should always be 
    protected by defensive units, in this case Mech Infantry.
    
    *******************************************************************************
    RIFLEMAN
    Prerequisite: Nationalism
    Resources:    None
    Class:        Land
    
    Cost: 80 shields
    
    Attack/Defense/Movement: 4/6/1
    Bombard: NA
    
    Upgrades From: Musketman
    Upgrades To:   Infantry
    
    Abilities: Foot Soldier
               Draft
               Ranged Attack Animation
    
    AI Strategies: Defense
    
    Orders: Load
            Airlift
            Pillage
            Upgrade Unit
    
    
    *******************************************************************************
    SCOUT (Available to Expansionist Civs only)
    Prerequisite: None
    Resources:    None
    Class:        Land
    
    Cost: 10 shields
    
    Attack/Defense/Movement: 0/0/2
    Bombard: NA
    
    Upgrades From: None
    Upgrades To:   Explorer
    
    Abilities: None
    
    AI Strategies: Explore
    
    Orders: Load
            Pillage
            Upgrade Unit
    
    The Scout is available to the following Civs only: Russia, America, Zululand,
    the Iroquois, and England. All five of these civs recieve a free Scout at the
    start of the game.
    
    
    *******************************************************************************
    SETTLER
    Prerequisite: None
    Resources:    None
    Class:        Land
    
    Cost: 30 shields; 2 population
    
    Attack/Defense/Movement: 0/0/1
    Bombard: NA
    
    Upgrades From: None
    Upgrades To:   None
    
    Abilities: None
    
    AI Strategies: Settle
    
    Orders: Load
            Build City
            Join City
    
    
    *******************************************************************************
    SPEARMAN
    Prerequisite: Bronze Working
    Resources:    None
    Class:        Land
    
    Cost: 20 shields
    
    Attack/Defense/Movement: 1/2/1
    Bombard: NA
    
    Upgrades From: None
    Upgrades To:   Pikemen
    
    Abilities: Foot Soldier
               Draft
    
    AI Strategies: Defense
    
    Orders: Load
            Airlift
            Pillage
            Upgrade Unit
    
    
    *******************************************************************************
    STEALTH BOMBER
    Prerequisite: Stealth
    Resources:    Oil; Aluminum
    Class:        Air
    
    Cost: 240 shields
    
    Attack/Defense/Movement: 0/0/8
    Bombard: 8 (0) (3)
    
    Upgrades From: None
    Upgrades To:   None
    
    Abilities: Immobile
               Stealth
    
    AI Strategies: Air Bombard
    
    Orders: Load
            Bombing
            Re-Base
            Precision Bombing
    
    
    *******************************************************************************
    STEALTH FIGHTER
    Prerequisite: Stealth
    Resources:    Oil; Aluminum
    Class:        Air
    
    Cost: 120 shields
    
    Attack/Defense/Movement: 0/0/6
    Bombard: 4 (0) (2)
    
    Upgrades From: None
    Upgrades To:   None
    
    Abilities: Immobile
               Stealth
    
    AI Strategies: Air Bombard
    
    Orders: Load
            Bombing
            Recon
            Re-Base
            Precision Bombing
    
    
    *******************************************************************************
    SUBMARINE
    Prerequisite: Mass Production
    Resources:    Oil
    Class:        Sea
    
    Cost: 100 shields
    
    Attack/Defense/Movement: 6/4/3
    Bombard: NA
    
    Upgrades From: None
    Upgrades To:   None
    
    Abilities: Submarine
               Can See Submarines
               Ranged Attack Animation
    
    AI Strategies: Naval Power
    
    Orders: None
    
    
    *******************************************************************************
    SWORDSMAN
    Prerequisite: Iron Working
    Resources:    Iron
    Class:        Land
    
    Cost: 30 shields
    
    Attack/Defense/Movement: 3/2/1
    Bombard: NA
    
    Upgrades From: Warrior
    Upgrades To:   None
    
    Abilities: Foot Soldier
    
    AI Strategies: Offense
    
    Orders: Load
            Airlift
            Pillage
    
    
    *******************************************************************************
    TACTICAL NUKE
    Prerequisite: Space Flight
    Resources:    Aluminum; Uranium
    Class:        Land
    
    Cost: 300 shields
    
    Attack/Defense/Movement: 0/0/1
    Bombard: 0 (6) (0)
    
    Upgrades From: None
    Upgrades To:   None
    
    Abilities: Nuclear Weapon
               Tactical Missile
    
    AI Strategies: Tactical Nuke
    
    Orders: Airlift
            Bombard
    
    
    *******************************************************************************
    TANK
    Prerequisite: Motorized Transportation
    Resources:    Oil; Rubber
    Class:        Land
    
    Cost: 100 shields
    
    Attack/Defense/Movement: 16/8/2
    Bombard: NA
    
    Upgrades From: None
    Upgrades To:   Modern Armor
    
    Abilities: Blitz
               Ranged Attack Animation
    
    AI Strategies: Offense
    
    Orders: Load
            Airlift
            Pillage
            Upgrade Unit
    
    
    *******************************************************************************
    TRANSPORT
    Prerequisite: Combustion
    Resources:    Oil
    Class:        Sea
    
    Cost: 100 shields
    
    Attack/Defense/Movement: 1/4/5
    Bombard: NA
    Transport: 8 units
    
    Upgrades From: Galleon
    Upgrades To:   None
    
    Abilities: Ranged Attack Animation
    
    AI Strategies: Naval Transport
    
    Orders: Unload
    
    *******************************************************************************
    WARRIOR
    Prerequisite: None
    Resources:    None
    Class:        Land
    
    Cost: 10 shields
    
    Attack/Defense/Movement: 1/1/1
    Bombard: NA
    
    Upgrades From: None
    Upgrades To:   Swordsman
    
    Abilities: Foot Soldier
    
    AI Strategies: Offense
    
    Orders: Load
            Airlift
            Pillage
            Upgrade Unit
    
    
    *******************************************************************************
    WORKER
    Prerequisite: None
    Resources:    None
    Class:        Land
    
    Cost: 10 shields; 1 population
    
    Attack/Defense/Movement: 0/0/1
    Bombard: NA
    
    Upgrades From: None
    Upgrades To:   None
    
    Abilities: None
    
    AI Strategies: Terraform
    
    Orders: Build Colony
            Build Road
            Build Railroad
            Build Fort
            Build Mine
            Irrigate
            Clear Forest
            Clear Jungle
            Plant Forest
            Clear Pollution
            Automate
            Join City
    
    
    *******************************************************************************
    F-15 FIGHTER (Americans)
    Replaces:     Jet Fighter
    Prerequisite: Rocketry
    Resources:    Oil; Aluminum
    Class:        Air
    
    Cost: 100 shields
    
    Attack/Defense/Movement: 8/4/6
    Bombard: 4 (0) (2)
    
    Upgrades From: None
    Upgrades To:   None
    
    Abilities: Immobile
               Starts Golden Age
    
    AI Strategies: Air Defense
    
    Orders: Load
            Bombing
            Recon
            Interception
            Re-Base
            Precision Bombing
    
    
    *******************************************************************************
    JAGUAR WARRIOR (Aztecs)
    Replaces:     Warrior
    Prerequisite: None
    Resources:    None
    Class:        Land
    
    Cost: 10 shields
    
    Attack/Defense/Movement: 1/1/2
    Bombard: NA
    
    Upgrades From: None
    Upgrades To:   Swordsman
    
    Abilities: Foot Soldier
               Starts Golden Age
    
    AI Strategies: Offense
    
    Orders: Load
            Airlift
            Pillage
            Upgrade Unit
    
    
    *******************************************************************************
    BOWMAN (Babylonians)
    Replaces:     Archer
    Prerequisite: Warrior Code
    Resources:    None
    Class:        Land
    
    Cost: 20 shields
    
    Attack/Defense/Movement: 2/2/1
    Bombard: NA
    
    Upgrades From: None
    Upgrades To:   Longbowman
    
    Abilities: Foot Soldier
               Starts Golden Age
               Ranged Attack Animation
    
    AI Strategies: Offense
    
    Orders: Load
            Airlift
            Pillage
            Upgrade Unit
    
    
    *******************************************************************************
    RIDER (Chinese)
    Replaces:     Knight
    Prerequisite: Chivalry
    Resources:    Horses; Iron
    Class:        Land
    
    Cost: 70 shields
    
    Attack/Defense/Movement: 4/3/3
    Bombard: NA
    
    Upgrades From: None
    Upgrades To:   Cavalry
    
    Abilities: Mounted
               Starts Golden Age
    
    AI Strategies: Offense
    
    Orders: Load
            Airlift
            Pillage
            Upgrade Unit
    
    
    *******************************************************************************
    WAR CHARIOT (Egyptians)
    Replaces:     Chariot
    Prerequisite: The Wheel
    Resources:    Horses
    Class:        Land
    
    Cost: 20 shields
    
    Attack/Defense/Movement: 2/1/2
    Bombard: NA
    
    Upgrades From: None
    Upgrades To:   Knight
    
    Abilities: Wheeled
               Starts Golden Age
               Ranged Attack Animation
    
    AI Strategies: Offense
    
    Orders: Load
            Airlift
            Pillage
            Upgrade Unit
    
    
    *******************************************************************************
    MAN O WAR (English)
    Replaces:     Frigate
    Prerequisite: Magnetism
    Resources:    Iron; Saltpeter
    Class:        Sea
    
    Cost: 60 shields
    
    Attack/Defense/Movement: 3/2/4
    Bombard: 3 (1) (2)
    
    Upgrades From: None
    Upgrades To:   None
    
    Abilities: Starts Golden Age
               Ranged Attack Animation
               Turn To Attack
    
    AI Strategies: Naval Power
    
    Orders: Bombard
    
    
    *******************************************************************************
    MUSKETEER (French)
    Replaces:     Musketman
    Prerequisite: Gunpowder
    Resources:    Saltpeter
    Class:        Land
    
    Cost: 60 shields
    
    Attack/Defense/Movement: 3/4/1
    Bombard: NA
    
    Upgrades From: None
    Upgrades To:   Rifleman
    
    Abilities: Foot Soldier
               Starts Golden Age
               Ranged Attack Animation
    
    AI Strategies: Defense
    
    Orders: Load
            Airlift
            Pillage
            Upgrade Unit
    
    
    *******************************************************************************
    PANZER (Germans)
    Replaces:     Tank
    Prerequisite: Motorized Transportation
    Resources:    Oil; Rubber
    Class:        Land
    
    Cost: 100 shields
    
    Attack/Defense/Movement: 16/8/3
    Bombard: NA
    
    Upgrades From: None
    Upgrades To:   Modern Armor
    
    Abilities: Blitz
               Starts Golden Age
               Ranged Attack Animation
    
    AI Strategies: Offense
    
    Orders: Load
            Airlift
            Pillage
            Upgrade Unit
    
    
    *******************************************************************************
    HOPLITE (Greeks)
    Replaces:     Spearman
    Prerequisite: Bronze Working
    Resources:    None
    Class:        Land
    
    Cost: 20 shields
    
    Attack/Defense/Movement: 1/3/1
    Bombard: NA
    
    Upgrades From: None
    Upgrades To:   Musketman
    
    Abilities: Foot Soldier
               Starts Golden Age
    
    AI Strategies: Defense
    
    Orders: Load
            Airlift
            Pillage
            Upgrade Unit
    
    
    *******************************************************************************
    WAR ELEPHANT (Indians)
    Replaces:     Knight
    Prerequisite: Chivalry
    Resources:    None
    Class:        Land
    
    Cost: 70 shields
    
    Attack/Defense/Movement: 4/3/2
    Bombard: NA
    
    Upgrades From: None
    Upgrades To:   Cavalry
    
    Abilities: Mounted
               Starts Golden Age
    
    AI Strategies: Offense
    
    Orders: Load
            Airlift
            Pillage
            Upgrade Unit
    
    
    *******************************************************************************
    MOUNTED WARRIOR (Iroquois)
    Replaces:     Horseman
    Prerequisite: Horseback Riding
    Resources:    Horses
    Class:        Land
    
    Cost: 30 shields
    
    Attack/Defense/Movement: 3/1/2
    Bombard: NA
    
    Upgrades From: None
    Upgrades To:   Knight
    
    Abilities: Mounted
               Starts Golden Age
               Ranged Attack Animation
    
    AI Strategies: Offense
    
    Orders: Load
            Airlift
            Pillage
            Upgrade Unit
    
    
    *******************************************************************************
    SAMURAI (Japanese)
    Replaces:     Knight
    Prerequisite: Chivalry
    Resources:    Iron
    Class:        Land
    
    Cost: 70 shields
    
    Attack/Defense/Movement: 4/4/2
    Bombard: NA
    
    Upgrades From: None
    Upgrades To:   Cavalry
    
    Abilities: Foot Soldier
               Starts Golden Age
    
    AI Strategies: Offense
    
    Orders: Load
            Airlift
            Pillage
            Upgrade Unit
    
    
    *******************************************************************************
    IMMORTALS (Persians)
    Replaces:     Swordsman
    Prerequisite: Iron Working
    Resources:    Iron
    Class:        Land
    
    Cost: 30 shields
    
    Attack/Defense/Movement: 4/2/1
    Bombard: NA
    
    Upgrades From: None
    Upgrades To:   None
    
    Abilities: Foot Soldier
               Starts Golden Age
    
    AI Strategies: Offense
    
    Orders: Load
            Airlift
            Pillage
    
    Immortals are a very solid elite unit. On the negative side, they cannot be 
    upgraded to anything, so it can be wasteful to build a lot of them. However, 
    they do come at a time which is very advantageous for a Golden Age: you are 
    just starting to get a big empire, and the Golden Age can help establish your 
    infantry, but it also comes in a period of likely warfare, and the extra 
    production can be used effectively to fight an expansionist war. The 
    Immortals have the highest attack of any unit in the age, and are the only 
    unit to hold an edge over a Spearman fortified inside Walls, with a 4 attack 
    to the fortified Spearman's 3.5 defense. This makes it a good unit for 
    expanding your empire.
    
    *******************************************************************************
    LEGIONARY (Romans)
    Replaces:     Swordsman
    Prerequisite: Iron Working
    Resources:    Iron
    Class:        Land
    
    Cost: 30 shields
    
    Attack/Defense/Movement: 3/3/1
    Bombard: NA
    
    Upgrades From: None
    Upgrades To:   None
    
    Abilities: Foot Soldier
               Starts Golden Age
    
    AI Strategies: Offense
    
    Orders: Load
            Airlift
            Pillage
    
    Legionary is a fun and versatile little unit that really lets Rome kick some 
    ass in the Ancient Times. Especially on small and standard maps. The 3/3 
    combination is the first unit that can double on defense and attack, but its 
    one movement does limit it. The late Ancient-early Middle Golden Age is also 
    decent. It is admittedly tough to mobilize these little fellas for war, but a 
    warmonger Roman player is probably just sending them out and attacking 
    everything in sight. The only negative is that there is no upgrade 
    capability.
    
    *******************************************************************************
    COSSACK (Russians)
    Replaces:     Cavalry
    Prerequisite: Military Tradition
    Resources:    Horses; Saltpeter
    Class:        Land
    
    Cost: 80 shields
    
    Attack/Defense/Movement: 6/4/3
    Bombard: NA
    
    Upgrades From: None
    Upgrades To:   None
    
    Abilities: Mounted
               Starts Golden Age
               Ranged Attack Animation
    
    AI Strategies: Offense
    
    Orders: Load
            Airlift
            Pillage
    
    The Cossack is easily the weakest unique unit. It really has no good 
    qualities. First, extra defense in a fast attack unit is a waste. How often 
    are your Cavalry units going to be defending when they have the movement 
    potential to advance, attack, and retreat all in the same turn. An extra 
    point of power or movement would have been much better. Second, because the 
    Cossack breaks an upgrade path, you will need to build them all from the 
    ground up, while your opponents are merely upgrading their healthy stocks of 
    knights. The fact that this unit is obtained via a non-essential advance is 
    another bad point-it will delay your advancement to the next age and delay 
    your discovery of the vital advancements Sanitation and Nationalism. The 
    Cossack is perhaps the only unique unit that actually WEAKENS its nation 
    during its period of influence.
    
    *******************************************************************************
    IMPI (Zulus)
    Replaces:     Spearman
    Prerequisite: Bronze Working
    Resources:    None
    Class:        Land
    
    Cost: 20 shields
    
    Attack/Defense/Movement: 1/2/2
    Bombard: NA
    
    Upgrades From: None
    Upgrades To:   Musketman
    
    Abilities: Foot Soldier
               Starts Golden Age
    
    AI Strategies: Defense
    
    Orders: Load
            Airlift
            Pillage
            Upgrade Unit
    
    *******************************************************************************
    *******************************************************************************
    
    *******************************************************************************
    UPGRADE TREES
    *******************************************************************************
    Units upgrading is a great ability in Civ III, which can allow you to keep your
    military in tip-top modern condition, and prevent obsolesence. A unit must be
    in a city with a Barracks to upgrade. The best string of upgrades is by far the
    defensive string connecting Spearman to Mech Infantry, which can keep your
    city defenders up with the times. Unique units are not included in the charts.
    
    Scout-->Explorer
    
    Catapult-->Cannon-->Artillery-->Radar Artilley
    
    Galley-->Caravel-->Galleon-->Transport
    
    Spearmen-->Pikemen-->Musketman-->Rifleman-->Infantry-->Mech Infantry
    
    Tank-->Modern Armor
    
    Chariot-->Horseman-->Knight-->Cavalry
    
    *******************************************************************************
    
    *******************************************************************************
    MODIFYING UNITS USING THE CIV III EDITOR
    *******************************************************************************
    The Civ III editor is somewhat complex and difficult to use, but it's not all
    that hard to edit your favorite Civilizations. First, you must allow modified
    rules. To do this, go to options and remove the check on "Use Default Rules."
    Then go to Edit, and under 'Rules' choose "Units."
    
    There are many options here, all of which have been explained under the Legend
    earlier in the guide. The others mostly concern image files and other forms of
    media associated with the Unit, including its civilization Entry. You can have
    quite a bit of fun messing with the AI strategy, for instance tell the comp to
    put its Workers as an offensive land unit.
    
    
    *******************************************************************************
    
    *******************************************************************************
    CLOSING STATEMENT
    Thanks for reading the guide!
    
    *******************************************************************************
    ACKNOWLEDGEMENTS:
    Thanks to the creators of Civ III!
    Thanks to Sid Meier for a great game!
    Thanks to Dell for a great computer to play it on!
    Thanks to GameFAQs, and especially to CJayC for doing such a great job there.
    Most of all thanks to me, for the time it took to gather this information.
    
    *******************************************************************************
    
    "The Civilization III Units Guide"
    Last Update: 20.6.2002
    Version: 1.0
    DENOUEMENT