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    FAQ/Strategy Guide by noz3r0

    Version: 1.0 | Updated: 01/25/09 | Search Guide | Bookmark Guide

        _______ __       __ __ __             __   __              ___ ___ ___
       |   _   |__|--.--.__|  |__|-----.---.-.  |_|__|-----.-----.|   |   Y   |
       |.  1___|  |  |  |  |  |  |-- __|  _  |   _|  |  _  |     ||.  |.  |   |
       |.  |___|__|\___/|__|__|__|_____|___._|____|__|_____|__|__||.  |.  |   |
       |:  1   |                                                  |:  |:  1   |
       |::.. . |                   Beyond the Sword               |::.|\:.. ./
       `-------'                                                  `---' `---'
     ____________________________________________________________________________
    /============================================================================\
    |                                War Tactics                                 | 
    |                         By: Greg Boccia aka noz3r0                         |
    |                          Email: noz3r0@gmail.com                           |
    |                                Version: 1.0                                |
    |                        Copyright İ2009 Greg Boccia                         |
    \============================================================================/
    /ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\
    |+++++++++++++++++++++++++++++Table of Contents++++++++++++++++++++++++++++++|
    |============================================================================|
    |   I. Introduction.....................................................[Int]|
    |  II. The Art of War...................................................[War]|
    |       - The Math of War...............................................[MoW]|
    |       - The Typical Strategy..........................................[Typ]|
    |       - The Extermination.............................................[Bye]|
    | III. Tips and Hints...................................................[Tip]|
    |  IV. Sample Game......................................................[Smp]|
    |   V. Units............................................................[Unt]|
    |      - Air............................................................[Air]|
    |      - Archery........................................................[Arc]|
    |      - Armored........................................................[Arm]|
    |      - Gunpowder......................................................[Gun]|
    |      - Melee..........................................................[Mle]|
    |      - Mounted........................................................[Mnt]|
    |      - Naval..........................................................[Nvl]|
    |      - Recon..........................................................[Rcn]|
    |      - Siege..........................................................[Sge]|
    |      - Special........................................................[Spc]|
    |       - Promotions....................................................[Pro]|
    |  VI. Closing..........................................................[Cls]|
    \============================================================================/
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
     _____________________________________________________________________________
    /=============================================================================\
    |++++++++++++++++++++++++++++++++Introduction++++++++++++++++++++++++++++[Int]|
    \=============================================================================/
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     This guide is designed to give you guidance on how to wage war in Civilization
    IV for the PC. This is not the only way to wage war and be successful, it is
    simply the best way the author has discovered through his months of gameplay.
    Please take all information provided as suggestion. Information provided in the
    Units and Promotion sections are valid as of Patch 3.17. If I missed updating
    something or it is incorrect please send me an e-mail.
    
     _____________________________________________________________________________
    /=============================================================================\
    |+++++++++++++++++++++++++++++++The Art of War+++++++++++++++++++++++++++[War]|
    \=============================================================================/
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
     War has been around since the Dawn of Time and in most cases is inevitable in
    a game of Civilization. When it comes down to it, you want to be on the winning
    side. Honestly, who wants to lose a war? It's devastating to the country on
    both a Commercial and Cultural level, which in course affects Production - not
    to mention you have to rebuild whatever Military units you lost and any land
    that was pillaged. So how can we do the above to the opponent?
    
     Getting a good start culturally is the key to early domination. You will be
    ahead in Technology and Production in much earlier turns and thus be 1-up on
    the enemy in terms of unit superiority. Production speed of units and what
    buildings (Great and National Wonders) you have created will affect the latter
    half of the game in terms of military dominance.
    
     Generally, you want to break through to Military based unit production techs
    like Iron Working in the early game for Swordsman and Fascism in end-game for
    a free Great General, Infantry (Assembly Line) and Paratroopers. Unfortunately,
    simply having a superior unit is not enough. Certain buildings give military
    upgrades - free experience points upon creation ie; barracks. These will allow
    you to bolster the ranks of your unit to your needs, be it an increase in City
    Attack or Increased Movement. You also have the defensive factor of opponents
    you are attacking. Increased Tile Defense, Fortified Position, and City Defense
    bonuses also make even the weakest enemy hard to strike at. Your units will
    also suffer fatigue from battles and decrease in strength.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
     - The Math of War [MoW]
    
     Ok, so you're ready to make your attack, but are you going to kill the enemy
    or will you die trying to conquer? Let's find out.
    
    Chance of Victory (%) = Your Base Strength + Bonuses : Opponent's Strength
                                                           + Bonuses
    
      That is, your total strength in ratio to the opponents total strength in the
    form of a percentage. Luckily the computer does this for you. To see your
    percentage of winning the battle hold the right click over top of the enemy.
    Both totals will be shown along with the percentage you have to win. It is not
    recommended to attack unless you have atleast a 75% of victory.
    
    Note: The higher chance you have of winning the less strength that will be
          degredated after winning.
    
     And on that note, remember that even if you lose a battle the opponent has
    points from his base strength lowered thus lowering his total strength even
    more. This is helpful if you are behind in strength but have numbers to wear
    the enemy down.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
     - The Typical Strategy [Typ]
    
     Units: 2-3 Melee
            2-3 Ranged
            2 Mounted
            2 Siege
    
     Objective: Take over 2-3 Cities and convert all of them.
    
    
     The Strategy:  For this to work use upgrades to Increase City Attack for your
                   Melee and Increased Damage vs. Melee for your Mounted Units.
                   This leaves Increased City Defense for the Ranged. Siege weapons
                   should go for Increased Damage when Bombarding.
    
                    Lead with your Melee units and have everything follow onto them
                  but have them split into two even groups. Make it so that you're
                  attacking from both sides of the City when you arrive to it and
                  try to not be attacking across the water or from a hill. On the
                  way to the City use your Mounted units to take over Workers and
                  destroy any Roads connecting important resources to that City,
                  do not destroy the resources themselves. Upon arriving simply
                  Bombard until your units have the ability to take over the town.
                  Leave ONE Ranged to defend the city and repeat this process till
                  you have taken over the Cities that you want.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
     - The Extermination [Bye]
    
     Units: 4-5 Melee
            4-5 Ranged
            4 Mounted
            4 Siege
    
    
     Objective: Eliminate a Civilization while converting atleast half of the
                Cities to become your own.
    
     The Strategy:  Set up a mix of Increased Damage vs. [Unit] amongst the group
                   but make sure your Siege Units have Increased Withdrawal.
    
                    Split the groups so that everything but the Melee is in one
                   group and just the Melee in the other. Attack a City head-on
                   with the non-Melee group and spread the Melee around the City.
                   This makes it so that the opponent cannot squeeze any other
                   units in while you Bombard and take over the City; it still
                   allows for a Melee to attack the City if it has the highest
                   percentage of victory.
    
                    The most effective way to eliminate an opponent is to only
                   take over the beneficial Cities. The ones closest to your
                   borders are usually weaker Culturally and can be razed (unless
                   it is the original Capital or Holy City). This tactic is one
                   developed in World War II, their it was simply called Island
                   Hopping, this is City Hopping. City Hop to the Capital and take
                   it over, then focus on razing most every other city that isn't
                   along the coast or in a highly rich area. Take the Cities along
                   the Sea out last.
    
     _____________________________________________________________________________
    /=============================================================================\
    |+++++++++++++++++++++++++++++++Tips and Hints+++++++++++++++++++++++++++[Tip]|
    \=============================================================================/
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
     -  Strike early and show no mercy, taking out an opponent in the first 50-100
       turns guarantees superiority easily for a good portion of the game.
    
     -  Leave atleast 2 Units to defend each City. It helps with your economy and
       obviously the defense of your City in case 1 Unit is destroyed.
    
     -  Quests you get that involve the military should be completed as they help
       immensely in increasing unit strength.
    
     -  Make good use of Technologies and buildings that reward free Technologies.
       Using them to get a Technology thats roughly 50 turns out is definitely a
       time saver and gives you military superiority.
    
     -  Use Great Generals on fresh Units. Don't make one super Unit, make them all
       a decent level.
    
     -  Raze Cities that are going to be a burden, City Hopping is beneficial for
       disturbing and distracting the opponent.
    
     -  Most importantly, have a set goal. Know exactly what you want to do. Nit
       pick and demoralize the enemy for now or completely wipe them off the map.
       Do not find yourself dragging on a war that you planned to just take a City
       or two with.
    
     _____________________________________________________________________________
    /=============================================================================\
    |++++++++++++++++++++++++++++++++Sample Game+++++++++++++++++++++++++++++[Smp]|
    \=============================================================================/
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     Turns 1-15
    
     Start off by creating your first City in an area with freshwater and some
    forest, atleast 1 hill within the opening region is considered. The objective
    here is to use your Scout to reach the edges of the continent so you can build
    your next city along the water. All the while train Mining and Bronze Working
    and make the first unit you create a Worker. Be sure to notice the forested
    areas that you pass by with your Scout.
    
    Things to Do
    ==============
     -Expand and take note of the opponents' starting positions.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
     Turns 15-50
    
     By now you should have Bronze Working and a Worker. Train a Settler and begin
    to clear the forest in the surrounding area, building either Mines or Farms
    depending on the terrain features of the forest. This should significantly help
    you gain a Settler to create your City on the sea. With your 2nd City begin
    creating another Worker and clear the forest around that City to speed up his
    creation. With your Capital create another settler. This time your objective is
    to pick a good spot for Cultural development while at the same time trying to
    corner off one of your opponents (such as blocking them off in a penninsula).
    
     The reason for this is so that City builds up quickly and depreciates the
    opponents' total land and leaving them unable to expand past where you have
    expanded.
    
    Things to Make
    ==============
     -Make 2 Cities, 1 on the Sea, another for Cultural development
     -Train 2 more Workers and clear more Forest to speed it up, Mines are amazing
    
    Things to Learn
    ===============
     -Work towards Animal Husbandry and Fishing first. Archery and Masonry second
     -By the end of 50 turns you should have the entire first tier of Technologies
      and Animal Husbandry and Bronze Working at the minimum.
    
    How to be a Friend
    ==================
     -Do not allow Open Borders with anyone
    
    How to Rule
    ===========
     -If you haven't yet, adopt Slavery.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
     Turns 50-100
    
     These turns can make or break you. Have Barracks and Archers in every City (3
    being the goal by now) and atleast 3-5 Workers. Mines and Pastures and all
    Cities connected to the Capital will help significantly. By now your Sea-side
    town should be building Moai Statues (National Wonder), this will be your
    warhorse because of the increased production of the City. A Granary in every
    city is now mandatory.
    
     By now opponents will be wanting to Open Borders, deny them so they cannot
    expand past the borders you have created. Look to create a 4th City, mainly
    to block of opponent expansion but also to increase production. Keep an eye
    out for valuable resources like Marble, Iron, and Stone. Mine them as soon as
    you can as they will yield precious production points as well as give you the
    ability to create more powerful units like the Swordsman.
    
     Your Capital should build Stonehenge, The Great Wall, and the Oracle in that
    order. Technology should be progressed to Metal Casting so that when the Oracle
    finishes you may choose Machinery as your free upgrade.
    
    Things to Make
    ==============
     -Create a 4th City and focus on Barracks and Archers
     -Use the Capital to create World Wonders
     -Build Moai Statues to create a production overhaul in your Sea-side City
    
    Things to Learn
    ===============
     -Work on getting Metal Casting and Iron Working so you may create more
      powerful units.
    
    How to Rule
    ===========
     -If you haven't yet, adopt Monarchy. 
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
     Turns 100-200
    
     During this time focus on Forges and Colloseum's to increase Commerce and
    Production. Creating the Chichen Itza and Statue of Zeus World Wonders is also
    highly recommended. Heroic Epic is a must and is high priority, build it ASAP.
    Technology wise get through to Literature, Calendar, Construction, and Codes
    of Law to enable those afore mentioned buildings.
    
     _____________________________________________________________________________
    /=============================================================================\
    |++++++++++++++++++++++++++++++++++++WAR++++++++++++++++++++++++++++++++++++++|
    |-----------------------------------------------------------------------------|
    |  Remember that other Civilization that you were planning on cornering off?  |
    | Time to go wipe him off the map and expand your Civilization the bloody way,|
    | War.                                                                        |
    |                                                                             |
    |  Hopefully, you can create Swordsman and Catapults at this time. Create     |
    | roughly 5 Swordsman and 2 Catapults from your Sea-City and your Capital and |
    | march them over to the Culture City you created. An opportune time to strike|
    | is of course when your troops are assembled, you have more in progress, and |
    | the opponent has Workers or Settlers visible. Taking Workers is beneficial  |
    | for development and Settlers obviously for the expansive aspect.            |
    |                                                                             |
    |  Lead your Swordsman into battle and let the Catapults trail back ontop of  |
    | them so that if you get attacked back that the Catapults don't get destroyed|
    | From here simply refer to the War Tactics [WAR] on how to eliminate this    |
    | opponent and take, hopefully, atleast 2 Cities. Another Sea-City would be   |
    | excellent, but none-the-less one opponent down and expansion has begun.     |
    |-----------------------------------------------------------------------------|
    \=============================================================================/
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Things to Make
    ==============
     -Build Forges and Colloseums to increase Productivity
     -Construct Military-based Wonders across the Civilization
     -Use Great Engineers to Hurry the Wonder in 1 turn
    
    Things to Learn
    ===============
     -Advance Technology to allow production of said Wonders
    
    How to Rule
    ===========
     -Keep Monarchy and change to the Caste System
    
    How to be a Friend
    ==================
     -With owning a good corner of the map, feel free to allow Open Borders to
      increase trade
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Turns 200+
    
     With a strong military dominance and expansive start you should be able to
    maintain this throughout the course of the game. If you want to stick to a
    dominating tactic you and simply take over another neighboring Civilization,
    just remember to not wage a war on two fronts. This position also leaves you
    very Culturally developed and you could just kick back and expand till you have
    Rifleman and Cavalry to wage war again. Either way, maintain the same tactic
    to have 2-3 Production Cities, a Culturally heavy City and a Resource City.
    
    
     _____________________________________________________________________________
    /=============================================================================\
    |+++++++++++++++++++++++++++++++++++Units++++++++++++++++++++++++++++++++[Unt]|
    \=============================================================================/
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
     Listed in Alphabetical Order, these are all of the Units in the game.
    
    ===============================================================================
    / AIR UNITS /                                                             [Air]
    -----------/
    ŻŻŻŻŻŻŻŻŻŻŻ
    Airship
    Production Cost     : 80
    Technology Required : Physics
    Strength            : 4
    Movement            : 1
    Effects             : Can See Submarines
                        : +100% when attacking Naval Units
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Bomber
    Production Cost     : 140
    Technology Required : Radio and Flight
    Resource Required   : Oil
    Strength            : 16
    Movement            : 1
    Mission Range       : 8
    Effects             : Can cause Collateral Damage
                          Can Bombard Cities (-15%/turn)
                          Can destroy Improvements
                          -50% when attacking naval units
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Fighter
    Production Cost     : 100
    Technology Required : Flight
    Resource Required   : Oil
    Strength            : 12
    Movement            : 1
    Mission Range       : 6
    Special Abilities   : Can Intercept Aircraft (40% Chance)
                          Can destroy tile Improvements
                          Can Bombard Cities (-15%/turn)
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Gunship
    Production Cost     : 160
    Technology Required : Rocketry and Flight
    Resource Required   : Oil
    Strength            : 20
    Movement            : 4
    Special Abilities   : +100% Strength when attacking Armored Units
                          Can Withdraw from Combat (25% Chance)
                          Pays 1 mp to enter all land spaces
                          Cannot capture cities
                          Cannot enter sea spaces
                          Receives no defense bonuses for terrain
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Jet Fighter
    Production Cost     : 150
    Technology Required : Composites and Flight
    Resource Required   : Oil and Aluminum
    Strength            : 24
    Movement            : 1
    Mission Range       : 10
    Effects             : Can Intercept Aircraft (60% Chance)
                          Can destroy tile Improvements
                          Can Bombard enemy cities (-10%/turn)
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Stealth Bomber
    Production Cost     : 200
    Technology Required : Composites, Flight, and Robotics
    Resource Required   : Oil and Aluminum
    Strength            : 20
    Movement            : 1
    Mission Range       : 12
    Effects             : Can Evade Interception (50% Chance)
                          Causes Collateral Damage
                          -50% when attacking naval units
                          Can destroy Improvements
                          Can Bombard Cities (-20%/turn)
    
    ===============================================================================
    ARCHERY UNITS /                                                           [Arc]
    -------------/
    ŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Archer
    Production Cost     : 25
    Technology Required : Archery
    Strength            : 3
    Movement            : 1
    Effects             : 1 First Strike
                          +50% City Defense
                          +25% Hills Defense
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Bowman
    [Unique - Babylon]
    Production Cost     :
    Technology Required : Archery
    Strength            : 3
    Movement            : 1
    Effects             : 1 First Strike
                          +50% City Defense
                          +25% Hills Defense
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Cho-Ko-Nu
    [Unique - Chinese]
    Production Cost     : 60
    Technology Required : Machinery and Archery
    Resource Required   : Iron
    Strength            : 6
    Movement            : 1
    Effects             : 2 First Strikes
                          +50% when attacking Melee Units
                          Causes Collateral Damage
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Crossbowman
    Production Cost     : 60
    Technology Required : Machinery and Archery
    Resource Required   : Iron
    Strength            : 6
    Movement            : 1
    Effects             : 1 First Strike
                          +50% when attacking Melee Units
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Longbowman
    Production Cost     : 50
    Technology Required : Feudalism and Archery
    Strength            : 6
    Movement            : 1
    Effects             : 1 First Strike
                          +25% City Defense
                          +25% Hills Defense
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Skirmisher
    [Unique - Mali]
    Production Cost     : 25
    Technology Required : Archery
    Strength            : 4
    Movement            : 1
    Effects             : 1-2 First Strikes
                          +50% City Defense
                          +25% Hills Defense
    
    ===============================================================================
    ARMORED UNITS /                                                           [Arm]
    -------------/
    ŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Modern Armor
    Production Cost     : 240
    Technology Required : Composites and Computers
    Resource Required   : Oil and Aluminum
    Strength            : 40
    Movement            : 2
    Effects             : 1 First Strike
                          Receives no defensive bonuses for terrain
                          Starts with Blitz
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Panzer
    [Unique - Germans]
    Production Cost     : 180
    Technology Required : Industrialism and Rifling
    Resource Required   : Oil
    Strength            : 28
    Movement            : 2
    Effects             : Receives no defensive bonuses for terrain
                          Starts with Blitz
                          50% when attacking Armored Units
     
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Tank
    Production Cost     : 180
    Technology Required : Industrialism and Rifling
    Resource Required   : Oil
    Strength            : 28
    Movement            : 2
    Effects             : Receives no defensive bonuses for terrain
                          Starts with Blitz
    
    
    ===============================================================================
    GUNPOWDER UNITS /                                                         [Gun]
    ---------------/
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Anti-Tank Infantry
    Production Cost     : 120
    Technology Required : Artillery
    Strength            : 14
    Movement            : 1
    Effects             : +100% when attacking Armored Units
                          Starts with Ambush
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Grenadier
    Production Cost     : 100
    Technology Required : Chemistry
    Strength            : 12
    Movement            : 1
    Effects             : +50% when attacking Rifleman
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Infantry
    Production Cost     : 140
    Technology Required : Assembly Line and Rifling
    Strength            : 20
    Movement            : 1
    Effects             : +25% when attacking Gunpowder Units
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Janissary
    [Unique - Ottoman]
    Production Cost     : 80
    Technology Required : Gunpowder
    Strength            : 9
    Movement            : 1
    Effects             : +25% when attacking Archery, Melee, and Mounted Units
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Marine
    Production Cost     : 160
    Technology Required : Industrialism and Rifling
    Strength            : 24
    Movement            : 1
    Effects             : +50% Attack when attacking Machine Guns
                          +50% Attack when attacking Artillery
                          Starts with Amphibious
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Mechanized Infantry
    Production Cost     : 200
    Technology Required : Robotics and Rifling
    Strength            : 32
    Movement            : 2
    Effects             : Can Intercept Aircraft (20% Chance)
                          Starts with March
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Mobile SAM
    Production Cost     : 220 
    Technology Required : Lasers
    Resource Required   : Oil
    Strength            : 22
    Movement            : 2
    Effects             : 50% chance to Intercept Aircraft
                          +50% when attacking Helicopter Units
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Musketman
    Production Cost     : 80
    Technology Required : Gunpowder
    Strength            : 9
    Movement            : 1
    Effects             : None
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Musketeer
    [Unique - France]
    Production Cost     : 80
    Technology Required : Gunpowder
    Strength            : 9
    Movement            : 2
    Effects             : None
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Navy SEAL
    [Unique - America]
    Production Cost     : 160
    Technology Required : Industrialism and Rifling
    Strength            : 24
    Movement            : 1
    Effects             : +50% Attack when attacking Machine Guns
                          +50% Attack when attacking Artillery
                          1-2 First Strikes
                          Starts with Amphibious, March
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Oromo Warrior
    [Unique - Ethiopians]
    Production Cost     : 80
    Technology Required : Gunpowder
    Strength            : 9
    Movement            : 1
    Effects             : 1 First Strike
                          Immune to First Strikes
                          Starts with Drill I and Drill II
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Paratrooper
    Production Cost     : 160 
    Technology Required : Fascism, Rifling, and Flight
    Strength            : 24
    Movement            : 1
    Effects             : Can perform Paradrops with Range of 5
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Redcoat
    [Unique - England]
    Production Cost     : 110
    Technology Required : Rifling
    Strength            : 14
    Movement            : 1
    Effects             : +25% when attacking Mounted Units
                          +25% when attacking Gunpowder Units
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Rifleman
    Production Cost     : 110
    Technology Required : Rifling
    Strength            : 14
    Movement            : 1
    Effects             : +25% when attacking Mounted Units
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    SAM Infantry
    Production Cost     : 150
    Technology Required : Rocketry
    Strength            : 18
    Movement            : 1
    Effects             : Can Intercept Aircraft (40% Chance)
                          +50% when attacking Helicopter Units
    
    ===============================================================================
    MELEE UNITS /                                                             [Mle]
    -----------/
    ŻŻŻŻŻŻŻŻŻŻŻ
    Axeman
    Production Cost     : 35
    Technology Required : Bronze Working
    Resource Required   : Copper or Iron
    Strength            : 5
    Movement            : 1
    Effects             : +50% when attacking Melee Units
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Berserker
    [Unique - Vikings]
    Production Cost     : 70
    Technology Required : Civil Service and Machinery
    Strength            : 8
    Movement            : 1
    Effects             : +10% City Attack
                          +50% when attacking Melee Units
                          Starts with Amphibious
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Dog Soldier
    [Unique - Native Americans]
    Production Cost     : 35
    Technology Required : Bronze Working
    Strength            : 4
    Movement            : 1
    Effects             : +100% when attacking Melee Units
                          +25% Jungle Defense
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Gallic Warrior
    [Unique - Celtia]
    Production Cost     : 40
    Technology Required : Iron Working
    Resource Required   : Copper or Iron
    Strength            : 6
    Movement            : 1
    Effects             : +10% City Attack
                          Starts with Guerilla I
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Holkan
    [Unique - Mayans]
    Production Cost     : 35
    Technology Required : Hunting and Bronze Working
    Strength            : 4
    Movement            : 1
    Effects             : +100% when attacking Mounted Units
                          Immune to First Strike
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Impi
    [Unique - Zulus]
    Production Cost     : 35
    Technology Required : Hunting
    Strength            : 4
    Movement            : 2
    Effects             : +50% when attacking Mounted Units
                          Starts with Mobility
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Jaguar
    [Unique - Aztecs]
    Production Cost     : 35
    Technology Required : Iron Working
    Strength            : 5
    Movement            : 1
    Effects             : +10% City Attack
                          +25% Jungle Defense
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Landsknecht
    [Unique - Holy Romans]
    Production Cost     : 60
    Technology Required : Engineering
    Resource Required   : Iron
    Strength            : 6
    Movement            : 1
    Effects             : +100% when attacking Mounted Units
                          +100% when attacking Melee Units
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Maceman
    Production Cost     : 70
    Technology Required : Civil Service and Machinery
    Resource Required   : Copper or Iron
    Strength            : 8
    Movement            : 1
    Effects             : +50% when attacking Melee Units
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Phalanx
    [Unique - Greek]
    Production Cost     : 35
    Technology Required : Hunting
    Resource Required   : Copper or Iron
    Strength            : 5
    Movement            : 1
    Effects             : +100% when defending Chariot
                          +50% when attacking Melee Units
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Pikeman
    Production Cost     : 60
    Technology Required : Engineering
    Resource Required   : Iron
    Strength            : 6
    Movement            : 1
    Effects             : +100% when attacking Mounted Units
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Praetorian
    [Unique - Rome]
    Production Cost     : 45
    Technology Required : Iron Working
    Resource Required   : Iron
    Strength            : 8
    Movement            : 1
    Effects             : None
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Samurai
    [Unique - Japan]
    Production Cost     : 70
    Technology Required : Civil Service and Machinery
    Resource Required   : Copper or Iron
    Strength            : 8
    Movement            : 1
    Effects             : 2 First Strikes
                          +50% when attacking Melee Units
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Spearman
    Production Cost     : 35
    Technology Required : Hunting
    Resource Required   : Copper or Iron
    Strength            : 4
    Movement            : 1
    Effects             : +100% when attacking Mounted Units
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Swordsman
    
    Production Cost     : 40
    Technology Required : Iron Working
    Resource Required   : Iron
    Strength            : 6
    Movement            : 1
    Effects             : +10% City Attack
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Quechua
    [Unique - Inca]
    Production Cost     : 15
    Technology Required : None
    Strength            : 2
    Movement            : 1
    Effects             : +25% City Defense
                          +100% when attacking Archery Units
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Vulture
    [Unique - Sumerians]
    Production Cost     : 
    Technology Required : Bronze Working
    Resource Required   : Copper or Iron
    Strength            : 6
    Movement            : 1
    Effects             : +25% when attacking Melee Units
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Warrior
    Production Cost     : 15
    Technology Required : None
    Strength            : 2
    Movement            : 1
    Effects             : +25% City Defense
    
    ===============================================================================
    MOUNTED UNITS /                                                           [Mnt]
    -------------/
    ŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Ballist Elephant
    [Unique - Khmer]
    Production Cost     : 60
    Technology Required : Construction and Horseback Riding
    Resource Required   : Ivory
    Strength            : 8
    Movement            : 1
    Effects             : Receives no defensive bonuses for terrain
                          +50% when attacking Mounted Units
                          Targets Mounted Units first outside of Cities
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Camel Archer
    [Unique - Arabs]
    Production Cost     : 90
    Technology Required : Guilds, Horseback Riding, and Archery
    Strength            : 10
    Movement            : 2
    Effects             : Immune to First Strikes
                          Receives no defensive bonuses for terrain
                          Can Withdraw from Combat (25% Chance)
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Cataphract
    [Unique - Byzantinians]
    Production Cost     : 90
    Technology Required : Guilds and Horseback Riding
    Resource Required   : Iron and Horses
    Strength            : 12
    Movement            : 2
    Effects             : Receives no defensive bonuses for terrain
                          Flank Attack against Catapults and Trebuchets
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Cavalry 
    Production Cost     : 120
    Technology Required : Military Tradition, Horseback Riding, and Gunpowder
    Resource Required   : Horse
    Strength            : 15
    Movement            : 2
    Effects             : Receives no defensive bonuses for terrain
                          Can Withdraw from Combat (30% Chance)
                          +50% Attack when attacking Cannon
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Chariot
    Production Cost     : 25
    Technology Required : The Wheel
    Resource Required   : Horse
    Strength            : 4
    Movement            : 2
    Effects             : Receives no defensive bonuses for terrain
                          Can Withdraw from Combat (20% Chance)
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Conquistador
    [Unique - Spain]
    Production Cost     : 90
    Technology Required : Guilds and Horseback Riding
    Resource Required   : Horse and Iron
    Strength            : 10
    Movement            : 2
    Effects             : Immune to First Strikes
                          50% when attacking Melee Units
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Cossack
    [Unique - Russia]
    Production Cost     : 120
    Technology Required : Military Tradition, Horseback Riding, and Gunpowder
    Resource Required   : Horse
    Strength            : 15
    Movement            : 2
    Effects             : +50% when attacking Mounted Units
                          Receives no defensive bonuses for terrain
                          Can Withdraw from Combat (30% Chance)
                          +50% Attack when attacking Cannon
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Cuirassier
    Production Cost     : 100 
    Technology Required : Gunpowder, Military Tradition, Horseback Riding
    Resource Required   : Horse and Iron
    Strength            : 12
    Movement            : 2
    Effects             : Immune to First Strikes
                          Receives no defensive bonuses for terrain
                          Can Withdraw from Combat (15% Chance)
                          Flank Attack against Cannon
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Horse Archer
    Production Cost     : 50
    Technology Required : Horseback Riding and Archery
    Resource Required   : Horse
    Strength            : 6
    Movement            : 2
    Effects             : Immune to First Strikes
                          Receives no defensive bonuses for terrain
                          +50% Attack when attacking Catapult
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Immortal
    [Unique - Persia]
    Production Cost     : 25
    Technology Required : The Wheel
    Resource Required   : Horse
    Strength            : 4
    Movement            : 2
    Effects             : +50% when attacking Archery Units
                          Can Withdraw from Combat (30% Chance)
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Keshik
    [Unique - Mongolia]
    Production Cost     : 50
    Technology Required : Horseback Riding and Archery
    Resource Required   : Horse
    Strength            : 6
    Movement            : 2
    Effects             : 1 First Strike
                          Receives no defensive bonuses for terrain
                          +50% Attack when attacking Catapult
                          Ignore Terrain Cost
                          Can withdraw from combat (20% chance)
                          Flank attack vs. Catapults and Trebuchets 
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Knight
    Production Cost     : 90
    Technology Required : Guilds and Horseback Riding
    Resource Required   : Horse and Iron
    Strength            : 10
    Movement            : 2
    Effects             : Immune to First Strikes
                          Receives no defensive bonuses for terrain
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Numidian Cavalry
    [Unique - Carthage]
    Production Cost     : 50
    Technology Required : Archery and Horseback Riding
    Resource Required   : Horse
    Strength            : 5
    Movement            : 2
    Effects             : Immune to First Strikes
                          Receives no defensive bonuses for terrain
                          Can Withdraw from Combat (20% Chance)
                          Flank attack against Catapults and Trebuchets
                          +50% when attacking Catapults and Trebuchets
                          +50% when attacking Melee Units
                          Starts with Flanking I
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    War Chariot
    [Unique - Egypt]
    Production Cost     : 30
    Technology Required : The Wheel
    Resource Required   : Horse
    Strength            : 5
    Movement            : 2
    Effects             : Immune to First Strikes
                          +100% when attacking Axemen
                          Receives no defensive bonuses for terrain
                          Can Withdraw from Combat (20% Chance)
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    War Elephant
    Production Cost     : 60
    Technology Required : Construction
    Resource Required   : Ivory
    Strength            : 8
    Movement            : 1
    Effects             : Receives no defensive bonuses for terrain
                          +50% when attacking Mounted Units
    
    ===============================================================================
    NAVAL UNITS /                                                             [Nvl]
    -----------/
    ŻŻŻŻŻŻŻŻŻŻŻ
    Attack Submarine
    Production Cost     : 150 
    Technology Required : Rocketry, Radio, and Combustion
    Resource Required   : Uranium
    Strength            : 24
    Movement            : 6
    Effects             : Cargo Space : 1
                          Invisible to Most Units
                          Can See Submarines 
                          Can Move passed Impassable Terrain
                          Can Explore Rival Territory
                          Can Withdraw from Combat (50% Chance)
                          +50% when attacking Submarines
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Battleship
    Production Cost     : 225
    Technology Required : Industrialism
    Resource Required   : Oil or Uranium
    Strength            : 40
    Movement            : 6
    Effects             : Causes Collateral Damage
                          Can Bombard Cities (-20%/turn)
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Caravel
    Production Cost     : 60
    Technology Required : Optics
    Strength            : 3
    Movement            : 3
    Effects             : Cargo Space : 1
                          Can Explore Rival Territory
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Carrack
    [Unique - Portugese]
    Production Cost     : 60
    Technology Required : Optics
    Strength            : 3
    Movement            : 3
    Effects             : Cargo Space : 2
                          Can Explore Rival Territory
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Carrier
    Production Cost     : 175
    Technology Required : Flight
    Resource Required   : Oil or Uranium
    Strength            : 16
    Movement            : 5
    Effects             : Cargo Space : 3 (Fighters)
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Destroyer
    Production Cost     : 200
    Technology Required : Combustion
    Resource Required   : Oil or Uranium
    Strength            : 30
    Movement            : 8
    Effects             : Can See Submarines
                          Can Intercept Aircraft (30% Chance)
                          Can Bombard Cities (-15%/turn)
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    East Indiaman
    [Unique - Dutch]
    Production Cost     : 80
    Technology Required : Astronomy
    Strength            : 6
    Movement            : 4
    Effects             : Cargo Space : 3
                          Can Explore Rival Territory
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Galleon
    Production Cost     : 80
    Technology Required : Astronomy
    Strength            : 4
    Movement            : 4
    Effects             : Cargo Space : 3
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Galley
    Production Cost     : 50
    Technology Required : Sailing
    Strength            : 2
    Movement            : 2
    Effects             : Cargo Space : 2
                          Cannot Enter Ocean
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Frigate
    Production Cost     : 90
    Technology Required : Chemistry and Astronomy
    Resource Required   : Iron
    Strength            : 8
    Movement            : 4
    Effects             : Can Bombard City Defense (-10%/turn)
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Ironclad
    Production Cost     : 100
    Technology Required : Steel and Steam Power
    Resource Required   : Iron and Coal
    Strength            : 12
    Movement            : 2
    Effects             : Cannot Enter Ocean
                          Can Bombard City Defense (-10%/turn)
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Missile Cruiser
    Production Cost     : 260 
    Technology Required : Robotics
    Resource Required   : Oil or Uranium
    Strength            : 40
    Movement            : 7
    Effects             : Cargo Space : 4
                          Causes Collateral Damage
                          Can Bombard Cities (-20%/turn)
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Privateer
    Production Cost     : 80 
    Technology Required : Chemistry and Astronomy
    Resource Required   : Copper or Iron
    Strength            : 6
    Movement            : 4
    Effects             : Hidden Nationality
                          Can Attack without Declaring War
                          Starts with Sentry
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Ship of the Line
    Production Cost     : 120
    Technology Required : Military Science and Astronomy
    Resource Required   : Iron
    Strength            : 8
    Movement            : 3
    Effects             : +50% when attacking Frigates
                          Can Bombard Cities (-12%/turn)
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Stealth Destroyer
    Production Cost     : 250 
    Technology Required : Stealth and Robotics
    Resource Required   : Oil or Uranium
    Strength            : 30
    Movement            : 8
    Effects             : Invisible to Most Units
                          Can See Stealthed Ships
                          50% Chance to Intercept Aircraft
                          Can Bombard Cities (-16%/turn)
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Submarine
    Production Cost     : 150
    Technology Required : Radio and Combustion
    Resource Required   : Oil or Uranium
    Strength            : 24
    Movement            : 6
    Effects             : Invisible to Most Units
                          Cargo Space : 1
                          Can Pass through Impassable Terrain
                          Can Explore Rival Territory
                          Can Withdraw from Combat (50% Chance)
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Transport
    Production Cost     : 125
    Technology Required : Combustion
    Resource Required   : Oil or Uranium
    Strength            : 16
    Movement            : 5
    Effects             : Cargo Space : 4
    
    ===============================================================================
    RECON UNITS /                                                             [Rcn]
    -----------/
    ŻŻŻŻŻŻŻŻŻŻŻ
    Explorer
    Production Cost     : 40
    Technology Required : Compass
    Strength            : 4
    Movement            : 2
    Effects             : Can Only Defend
                          Better Results from Tribal Villages
                          Ignore Terrain Movement Costs
                          Starts with Guerilla I, Woodsman I
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Scout
    Production Cost     : 15
    Technology Required : Hunting
    Strength            : 1
    Movement            : 2
    Effects             : Better Results from Tribal Villages
                          Can Only Defend
                          +100% when attacking Animals
    
    ===============================================================================
    SIEGE WEAPONS /                                                           [Sge]
    -------------/
    ŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Artillery
    Production Cost     : 150
    Technology Required : Artillery
    Strength            : 18
    Movement            : 1
    Effects             : Receives no defensive bonuses for terrain
                          Can Withdraw from Combat (25% Chance)
                          Causes Collateral Damage 
                          Can Bombard Cities (-25%/turn) 
                          +50% when attacking Siege Weapons
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Cannon
    Production Cost     : 100
    Technology Required : Steel
    Resource Required   : Iron
    Strength            : 12
    Movement            : 1
    Effects             : Receives no defensive bonuses for terrain
                          Can Withdraw from Combat (25% Chance)
                          Causes Collateral Damage
                          Can Bombard Cities (-20%/turn)
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Catapult
    Production Cost     : 40
    Technology Required : Construction
    Strength            : 5
    Movement            : 1
    Effects             : Receives no defensive bonuses for terrain
                          Can Withdraw from Combat (25% Chance)
                          Causes Collateral Damage
                          Can Bombard Cities (-15%/turn)
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Hwacha
    Production Cost     : 50
    Technology Required : Construction
    Strength            : 5
    Movement            : 1
    Effects             : +50% when attacking Melee Units
                          Receives no defensive bonuses for terrain
                          Maximum of 75% damage to enemy
                          Causes collateral damage
                          Immune to collateral damage from other Siege Units
                          Can Bombard Cities (-8%/turn)
                          Cannot attack amphibiously 
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Machine Gun
    Production Cost     : 125
    Technology Required : Railroad
    Strength            : 18
    Movement            : 1
    Effects             : Can Only Defend
                          1 First Strike
                          +50% when attacking Gunpowder Units
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Moblie Artillery
    Production Cost     : 200 
    Technology Required : Laser and Artillery
    Resource Required   : Oil
    Strength            : 26
    Movement            : 2
    Effects             : Receives no defensive bonuses for terrain
                          Maximum damage of 85% on enemy on attack
                          Causes Collateral Damage
                          Immune to Collateral Damage
                          +50% when attacking Siege Weapons
                          Can Bombard Cities (-16%/turn)
    
    ===============================================================================
    SPECIAL UNITS /                                                           [Spc]
    -------------/
    ŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
    ICBM
    Production Cost     : 500
    Technology Required : The Manhattan Project, Rocketry and Fission
    Resource Required   : Uranium
    Strength            : 1
    Movement            : 1 (Umlimited Range)
    Effects             : Can Nuke Enemy Lands
                          Creates a 3x3 fallout grid
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Guided Missile
    Production Cost     : 60 
    Technology Required : Rocketry and Radio
    Strength            : 40
    Movement            : 1
    Effects             : 100% Chance to Evade Interception
                          Causes Collateral Damage
                          Can Bombard Cities (-16%/turn)
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Tactical Nuke
    Production Cost     : 250
    Technology Required : Manhattan Project, Fission, and Rocketry
    Resource Required   : Uranium
    Strength            : 0
    Movement            : 1
    Effects             : Can Nuke Enemy Lands
                          50% Chance to Evade Interception
    
     _____________________________________________________________________________
    /=============================================================================\
    |+++++++++++++++++++++++++++++++++Promotions+++++++++++++++++++++++++++++[Pro]|
    \=============================================================================/
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
     Listed in alphabetical order. These are all the promotions for the various
    units in the game
    
    
    Accuracy
    Required Promotion : City Raider I or Barrage I
    Available To       : Siege Weapons
    Special Abilities  : +10% City Bombard Damage
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Ambush
    Required Promotion : Combat II
    Available To       : Siege Weapons
                         Gunpowder Units
                         Armored Units
                         Helicopter Units
    Special Abilities  : +25% when attacking Armored Units
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Amphibious 
    Required Promotion : Combat II
    Available To       : Recon Units
                         Archery Units
                         Mounted Units
                         Gunpowder Units
                         Melee Units
                         Siege Weapons
    Special Abilities  : No Combat Penalty for Attacking from Sea
                         No Combat Penalty for Crossing River
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Barrage I
    Required Promotion : None
    Available To       : Siege Weapons
                         Armored Units
                         Naval Units
    Special Abilities  : +20% Collateral Damage
    Leads To           : Barrage II, Accuracy
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Barrage II
    Required Promotion : Barrage II
    Available To       : Siege Weapons
                         Armored Units
                         Naval Units
    Special Abilities  : +30% Collateral Damage
                         +10% when attacking Melee Units
    Leads To           : Barrage III
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Barrage III
    Required Promotion : Barrage II
    Available To       : Siege Weapons
                         Armored Units
                         Naval Units
    Special Abilities  : +50% Collateral Damage
                         +10% when attacking Gunpowder Units
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Blitz
    Required Promotion : Combat III
    Available To       : Armored Units
                         Mounted Units
                         Helicopter Units
    Special Abilities  : Can Attack Multiple Times per Turn
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Charge
    Required Promotion : Combat II
    Available To       : Mounted Units
                         Armored Units
                         Melee Units
                         Helicopter Units
    Special Abilities  : +25% when attacking Siege Weapons
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    City Garrison I
    Required Promotion : None
    Available To       : Archery Units
                         Gunpowder Units
    Special Abilities  : +20% City Defense
    Leads To           : City Garrison II
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    City Garrison II
    Required Promotion : City Garrison I
    Available To       : Archery Units
                         Gunpowder Units
    Special Abilities  : +25% City Defense
    Leads To           : City Garrison III
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    City Garrison III
    Required Promotion : City Garrison II
    Available To       : Archery Units
                         Gunpowder Units
    Special Abilities  : +30% City Defense
                         +10% when attacking Melee Units
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    City Raider I
    Required Promotion : None
    Available To       : Melee Units
                         Siege Weapons
                         Armored Units
    Special Abilities  : +20% City Attack
    Leads To           : City Raider II, Accuracy
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    City Raider II
    Required Promotion : City Raider I
    Available To       : Melee Units
                         Siege Weapons
                         Armored Units
    Special Abilities  : +25% City Attack
    Leads To           : City Raider II
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    City Raider III
    Required Promotion : City Raider II
    Available To       : Melee Units
                         Siege Weapons
                         Armored Units
    Special Abilities  : +30% City Attack
                         +10% when attacking Gunpowder Units
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Combat I
    Required Promotion : None
    Available To       : All Units
    Special Abilities  : +10% Strength
    Leads To           : Combat II, Cover, Shock, Pinch, Medic I
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Combat II
    Required Promotion : Combat I
    Available To       : All Units
    Special Abilities  : +10% Strength
    Leads To           : Combat III, Formation, Charge, Ambush, Amphibious
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Combat III
    Required Promotion : Combat II
    Available To       : All Units
    Special Abilities  : +10% Strength
    Leads To           : Combat IV, March, Blitz, Sentry
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Combat IV 
    Required Promotion : Combat III
    Available To       : All Units
    Special Abilities  : +10% Strength
                         Heals Extra +10% Damage per Turn in Neutral Land
    Leads To           : Combat V, Commando
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Combat V
    Required Promotion : Combat IV
    Available To       : All
    Special Abilities  : +10% Strength
                         Heals Extra +10% Damage per Turn in Enemy Land
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Commando
    Required Promotion : Combat IV
    Available To       : Recon Units
                         Archery Units
                         Mounted Units 
                         Melee Units
                         Gunpowder Units
                         Armoued Units
    Special Abilities  : Can Use Enemy Roads
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Cover
    Required Promotion : Combat I
    Available To       : Archery Units
                         Melee Units
                         Gunpowder Units
    Special Abilities  : +25% when attacking Archery Units
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Drill I
    Required Promotion : None
    Available To       : Archery Units
                         Armored Units
                         Helicopter Units
                         Naval Units
                         Siege Weapons
    Special Abilities  : 1 Extra First Strike Chance
    Leads To           : Drill II
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Drill II
    Required Promotion : Drill I
    Available To       : Archery Units
                         Armored Units
                         Helicopter Units
                         Naval Units
                         Siege Weapons
    Special Abilities  : 1 Extra First Strike
    Leads To           : Drill III
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Drill III
    Required Promotion : Drill II
    Available To       : Archery Units
                         Armored Units
                         Helicopter Units
                         Naval Units
                         Siege Weapons
    Special Abilities  : +2 First Strike Chances
    Leads To           : Drill IV
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Drill IV
    Required Promotion : Drill III
    Available To       : Archery Units
                         Armored Units
                         Helicopter Units
                         Naval Units
                         Siege Weapons
    Special Abilities  : +2 First Strikes
                         +10% when attacking Mounted Units
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Flanking I
    Required Promotion : None
    Available To       : Mounted Units
                         Armored Units
                         Helicopter Units
                         Naval Units
    Special Abilities  : +10% Withdrawal Chance
    Leads To           : Flanking II, Sentry, Navigation I
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Flanking II
    Required Promotion : Flanking I
    Available To       : Mounted Units
                         Armored Units
                         Helicopter Units
                         Naval Units
    Special Abilities  : +20% Withdrawal Chance
                         Immune to First Strikes
    Leads To           : Mobility
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Formation
    Required Promotion : Combat II
    Available To       : Mounted Units
                         Archery Units
                         Melee Units
                         Gunpowder Units
    Special Abilities  : +25% when attacking Mounted Units
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Guerilla I
    Required Promotion : None
    Available To       : Archery Units
                         Recon Units
                         Gunpowder Units
    Special Abilities  : +20% Hills Defense
    Leads To           : Guerilla II
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Guerilla II
    Required Promotion : Guerilla I
    Available To       : Archery Units
                         Recon Units
                         Gunpowder Units
    Special Abilities  : Double Movement in Hills
                         +30% Hills Defense
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    March
    Required Promotion : Combat III or Medic I
    Available To       : Recon Units
                         Melee Units
                         Mounted Units
                         Archery Units
                         Siege Weapons
                         Gunpowder Units
    Special Abilities  : Can Heal while Moving
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Medic I
    Required Promotion : Combat I
    Available To       : Recon Units
                         Archery Units
                         Mounted Units
                         Melee Units
                         Gunpowder Units
                         Naval Units
                         Siege Weapons
    Special Abilities  : Heal Units in Same Tile 10% Damage Per Turn
    Leads To           : Medic II, March
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Medic II
    Required Promotion : Medic I
    Available To       : Recon Units
                         Archery Units
                         Mounted Units
                         Melee Units
                         Gunpowder Units
                         Naval Units
                         Siege Weapons
    Special Abilities  : Heals Units in Adjacent Tiles 10% Damage Per Turn
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Mobility
    Required Promotion : Flanking II
    Available To       : Mounted Units
                         Armored Units
    Special Abilities  : -1 Terrain Movement Cost
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Navigation I
    Required Promotion : Flanking I
    Available To       : Naval Units
    Special Abilities  : +1 Movement Range
    Leads To           : Navigation II
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Navigation II
    Required Promotion : Navigation I
    Available To       : Naval Units
    Special Abilities  : +1 Movement Range
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Pinch
    Required Promotion : Combat I
    Available To       : Mounted Units
                         Armored Units
                         Gunpowder Units
                         Helicopter Units
    Special Abilities  : +25% when attacking Gunpowder Units
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Sentry
    Required Promotion : Flanking I or Combat III
    Available To       : Recon Units
                         Mounted Units
                         Helicopter Units
                         Naval Units
    Special Abilities  : +1 Visibility Range
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Shock
    Required Promotion : Combat I
    Available To       : Archery Units
                         Mounted Units
                         Melee Units
                         Siege Weapons
    Special Abilities  : +25% when attacking Melee Units
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Woodsman I
    Required Promotion : None
    Available To       : Recon Units
                         Melee Units
                         Gunpowder Units
    Special Abilities  : +20% Jungle Defense
                         +20% Forest Defense
    Leads To           : Woodsman II
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Woodsman II
    Required Promotion : Woodsman I
    Available To       : Recon Units
                         Melee Units
                         Gunpowder Units
    Special Abilities  : +30% Jungle Defense
                         +30% Forest Defense
                         Double Movement in Jungles
                         Double Movement in Forests
    
     _____________________________________________________________________________
    /=============================================================================\
    |++++++++++++++++++++++++++++++++++Closing+++++++++++++++++++++++++++++++[Cls]|
    \=============================================================================/
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
    Thanks - Firaxis
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