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                           CIVILIZATION III for PC
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                              UNITS GUIDE v1.0
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                     By DENOUEMENT (cgparham757@aol.com)
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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!

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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.

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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

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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.

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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.

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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.

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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


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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


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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


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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


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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        


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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


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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


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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


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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.

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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


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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


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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


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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


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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


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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


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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


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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        


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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


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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


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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


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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


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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


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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


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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


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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


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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


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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


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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


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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


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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


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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


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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


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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


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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


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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.

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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


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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.


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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


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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


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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


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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


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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


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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


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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


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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.


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CLOSING STATEMENT
Thanks for reading the guide!

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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.

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"The Civilization III Units Guide"
Last Update: 20.6.2002
Version: 1.0
DENOUEMENT