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| [[Viking Longship]] |
| [[Viking Longship]] |
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| [[Norway]] |
| [[Norway]] |
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+ | | ''Norwegian unique naval unit that replaces the [[Galley]]. Can pillage enemy [[Coasts|Coastal]] lands and capture civilians if adjacent using its coastal raiding ability. Can heal in neutral territory.'' |
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+ | | Replaces the [[Galley]]. Can heal in neutral territory. Maintenance: 1 gold |
+ | | Melee Strength: 30 |
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+ | | 3 |
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+ | | 65 {{Production}} Production |
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Revision as of 09:14, 8 September 2016
The Units in Civilization VI use a "1 Unit Per Tile" system, but also adds a combined military system in which a normal arms unit can stack together with a support unit, such as a builder, settler, field medic, battering ram, missionary, siege tower, anti-tank or anti-aircraft unit (as well as others) to then protect the unit which would otherwise be left at the mercy of your foes. Beginning at the Renaissance Era, two of the same units can be combined into a Corps, which is less powerful than two individual units, but more survivable and takes up less space on the map (to reduce overcrowding). Additionally, in the Modern Era, three units can combine to form an Army. The ability to form Corps and Armies are unlocked in the Civics tree rather than the Technology tree.
Unit Info
- Units Earn experience and will receive Promotions when they level up.
- Units can be renamed (after receiving a second promotion), and there is even a random name generator.
- Most infantry units have 4 figures at full strength.
- Non-unique units will have some Civilization-specific details and ethnically appropriate skin color.
- Movement now requires that a unit has the full amount of movement points required to enter a Tile. So for example, if Warrior has a move of 2 but only 1 movement point left in a turn, it can't enter Hills (since Hills require 2 movement points). The change brings about an increase to the impact of Terrain on movement, because you'll now be forced to move first to rough terrain, since you won't be able to ignore rough terrain just by using your last movement point on it.
- Pillaging enemy Tile Improvements will heal units.
- Naval units are built as ranged and melee, and melee vessels can still attack Coastal cities.
- Some units (such as Settlers and Missionaries) become more expensive as you build or buy more of them.
- Support units get their own layer of stacking, while you can't have two support units in the same tile, they can be combined with military units, or civilian units, or trade units, and not interfere with the stacking.
List Of Units
→ See also: Support Units, Military Units and Religious Units
Buildable Units in Civilization VI | ||||||||
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Icon | Unit Name | Description | Melee / Ranged Strength | Movement | Cost | |||
Settler | May create new cities. | 2 | 70 Production | |||||
Builder | May create tile improvements or remove features like Woods or Rainforest Tiles. Builders can be used 3 times. This can be increased through policies or wonders like the Pyramids. | 2 | 44 Production | |||||
Trader | May make and maintain a single Trade Route. | 2 | 34 Production | |||||
Scout | Fast moving melee unit. | Melee Strength: 10 | 3 | 20 Production | ||||
Warrior | Weak melee unit. | Melee Strength: 20 | 2 | 30 Production | ||||
Spearman | Melee unit. | Melee Strength: 30 | 2 | 50 Production | ||||
Slinger | Weak ranged unit. | Melee Strength: 25 Ranged Strength: 25 |
2 | 25 Production | ||||
Heavy Chariot | Hard-hitting mobile land unit | Melee Strength: 25 | 2 | 50 Production | ||||
File:Icon Battering Ram.png | Battering Ram | Support unit. When adjacent to a city, melee units may damage the city's Walls. | 2 | 50 Production | ||||
File:Icon Missionary.png | Missionary | May convert Citizens to their Religion. May not initiate theological combat with units of other Religions (but can defend). | 4 | 85 Faith |
Unique Units
→ See also: Unique
Unique Units in Civilization VI | ||||||||
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Icon | Unit Name | Country | Description | Notes | Strength | Movement | Cost | |
File:Icon P-51 Mustang.png | P-51 Mustang | America | American unique air unit that replaces the Fighter. Better attack against fighters, farther range, and earns experience faster. | Trivia: The insignia is of the "Red Tails" squadron of the Tuskegee Airmen. | ? Production | |||
File:Icon Rough Rider.png | Rough Rider | America | Replaces the Cavalry. Effective in Hills, and gains Culture from kills on their home continent. Has a low maintenance cost. | ? Production | ||||
File:Icon Samurai.png | Samurai | Japan | Samurai fight as if they were at full strength until they are completely destroyed. | Melee Strength: 45 | 2 | ? Production | ||
File:Icon Maryannu Chariot Archer.png | Maryannu Chariot Archer | Egypt | Replaces Heavy Chariot. Receives bonus movement when it starts on open terrain. | Melee Strength: 23 Ranged Strength: 33 Attack Range: 2 |
4 | ? Production | ||
File:Icon Crouching Tiger Cannon.png | Crouching Tiger Cannon | China | This high-power, short-range unit doesn't require specific resources to produce. | ? Production | ||||
File:Icon Redcoat.png | Redcoat | England | Gains a bonus fighting on foreign continents, and can disembark without using a Movement point. | Melee Strength: 65 | 2 | ? Production | ||
File:Icon Sea Dog.png | Sea Dog | England | Seems to be a replacement for the Privateer. It can "bully" weaker units and capture enemy ships. | Melee Strength: 40 Ranged Strength: 50<br Attack Range: 2 |
4 | ? Production | ||
File:Icon Eagle Warrior.png | Eagle Warrior | Aztec | Replaces the basic Warrior and can convert defeated enemies into Builders. This conversion ability works only against the units of other Civilizations, not Barbarians. | 28 | 2 | ? Production | ||
File:Icon Garde Impériale.png | Garde Impériale | France | Receives a combat bonus (+10) for fighting on the home continent, and Great General Points from kills. | Melee Strength: 65 | 2 | ? Production | ||
File:Icon Minas Geraes.png | Minas Geraes | Brazil | Replaces Battleship but also is available earlier in the game. It has "improved defense and ranged attack" and requires the Nationalism Civic instead of a technology. | Melee Strength: 70 Ranged Strength: 80 Attack Range: 3 |
5 | ? Production | ||
File:Icon Saka Horse Archer.png | Saka Horse Archer | Scythia | Does not require Horses. | Melee Strength: 15 Ranged Strength: 25 Attack Range: 1 |
4 | 100 Production | ||
File:Icon U-Boat.png | U-Boat | Germany | Seems to replace the Submarine. Has a lower production cost and receives a combat bonus (+10) in deep ocean. | Melee Strength: 65 Ranged Strength: 75 Attack range: 2 |
5 | ? Production | ||
File:Icon Conquistador.png | Conquistador | Spain | Seems to be a Musketman replacement. +10 Combat Strength when stacked with Apostles, Inquisitors or Missionaries. If a Conquistador is adjacent to a city when it is captured, it automatically convert to Spain's majority Religion. | Melee Strength: 55 | 2 | ? Production | ||
File:Icon Varu.png | Varu | India | Seems to replace the Horseman. Reduces the Combat Strength of adjacent enemy units by -5. | Melee Strength: 40 | 2 | ? Production | ||
File:Icon Ngao Mbeba.png | Ngao Mbeba | Kongo | Replaces Swordsman. Receives a bonus to ranged defense, and does not require Iron. Woods and Rainforests do not slow them down or block sight. The name translates to "shield bearer" in Swahili. | ? Production | ||||
Berserker | Norway | Does not replace any unit. Pillaging costs 1 Movement. +7 Combat Strength when attacking and -7 Combat Strength when defending. Maintenance: 3 gold | Melee Strength: 40 | 2 | 180 Production | |||
Viking Longship | Norway | Norwegian unique naval unit that replaces the Galley. Can pillage enemy Coastal lands and capture civilians if adjacent using its coastal raiding ability. Can heal in neutral territory. | Replaces the Galley. Can heal in neutral territory. Maintenance: 1 gold | Melee Strength: 30 | 3 | 65 Production | ||
File:Icon Legion.png | Legion | Rome | ? Production |