![]() ![]() These four units require only one technology each. Settlers can not only found new cities, but improve land and build roads. The combat statistics A attack strength, D defense strength, HP hit points, and FP firepower are all explained in the section describing combat.Įxpansion and primitive warfare require no technology. Next comes M the number of movement points the unit is granted each turn, followed by C the number of other units that the unit can carry (called its capacity). The Cost specifies how many production points a city must invest to build one unit. ![]() While the eras have been given picturesque names to suggest the periods of history to which they correspond, the choice of which units were arranged together was determined strictly by their technological cost.Ībout a half-dozen attributes define each unit in the following table. This manual arranges them chronologically: each of the eras in the following table groups units which require similar numbers of advances before they can be built. Several schemes are possible for organizing the variety of units available in Freeciv. (Settings for airliftingstyle and/or airliftdestdivisor allow users to change airlift limits.) Unit Catalogue Under default airlift settings, an airport can participate in only one airlift per turn. Land units can move instantly between airports in friendly cities with the airlift action. Note also that land units can embark and disembark from transports whenever the transport is adjacent to land or another transport - this does not require ports or other facilities. Rough terrain, however, can be more costly for land units as detailed in the terrain catalogue, and land units disembarking from ships lose all remaining movement points.Įnemy units impose zones of control, such that military units, settlers, workers, and engineers cannot move between squares adjacent to enemy units without retreating into unthreatened territory first, unless the square they enter already holds a friendly city or unit, or the unit is one that ignores zones of control. Moving one square usually consumes one movement point, and units can always move one square regardless of their wounds. Units can move into any of the eight surrounding squares under fairly obvious constraints: land units are confined to land and transport vessels ships are confined to ocean squares and port cities (which are thus the only cities that can build them) and aircraft ignore terrain, though they must often end their turn where they can refuel - see the description of each unit for specific restrictions. Actions require one movement point unless otherwise noted. This manual describes each action in the section where it is most relevant see the index for the full list of actions. Sea units gain extra movement points if their civilization possesses the Lighthouse, Magellan's expedition, or nuclear power.Įvery action undertaken by a unit consumes movement points. Movement points not consumed by the end of the turn are lost and cannot be stored or transferred. Units begin every turn with one or more movement points, depending upon their natural mobility - shown for each unit in the catalogue below - reduced, for damaged land and sea units, in proportion to the extent of their damage. This makes war quite expensive under representative government, since production points are required to support each unit and luxury points must be produced to mollify the citizenry. Under representative governments, aggressive units standing outside your borders each cause one or two workers to become unhappy. Note that autocratic governments force cities to support several units for free, which can save production points for other uses. Each unit requires one production point per turn, and settlers - the units derived from citizens - also require one or two food points per turn depending on your form of government. The support of your units will be one of your major expenses. I f available, the Leader unit has no home city. The home city will be the city responsible for paying any upkeep on the unit ( see below.) You may change the home city of a unit by making it go to a different domestic city and executing the order to change Home City ( H). The city in which a unit is built becomes its Home City. ![]()
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