Civilization 5 Hints and Tips: Units

Civ 5 Hints and Tips: Units

Civilization 5 has taken the bold step of removing the unlimited stacking element and instead restricting you to one unit of each type (Military, Naval or Civilian) per hex – the exception being air units which can stack in a city with no limits, and missiles that can also stack on Missile Cruisers (3) or Nuclear Subs (2).

This restriction has totally changed the way strategy works in Civilization – gone are the days when you could create a few super-stacks that roam around your empire when required – it also makes the prospect of taking cities a lot harder as you are limited to close hexes and taking a city can now take longer than a turn as you bring in more forces that could not reach the city due to congestion of units!

General Info about units:

  • There is now a zone of control that stops the movement of enemy tiles. This is really handy if you want to ensure some of your interior cities are well defended, you can effectively setup units in strategic positions to stop enemies exploiting vulnerable cities.
  • Ranged units have range of at least 2 hexes.

 

Siege units get 10% v cities, however to must be set up in order to fire – thus it’s important to plan for this provision, and get your siege units in place as you cannot move and then fire.

  • Most have movement of at least two hexes. Terrain has an effect on movement, with some terrain such as mountains impassible to most units.
  • Site range is generally 2 hexes or more (not taking into account terrain). Terrain such as mountains etc will reduce the visibility of units.
  • Lands units can embark on water (must have Optics to promote). This is useful as you cannot stack units and allows you to get more units off/on the transport when disembarking and embarking.
  • Ranged attacks are more powerful and can kill units.
  • Combat doesn’t always end in the destruction of a unit. This is definitely more realistic, and gives you the opportunity to move a unit away and heal.
  • Number of units is limited to a calculation based on base supply + number of cities + number of citizens. While not a huge problem, if you play a strategy where you have only a few cities, you will find that you will reach this cap and thus must be a lot more defensive that perhaps you normally would be.

Resources are far more limited, thus you will find that management of a large army is tougher, and you’ll use far more regular units than specialized units than before. This makes trade (especially with city-states) far more important, and access to resources becomes a strategic need.

  • To win the Space Race you now have to build units and transport them to the launch site – this gives and additional element of strategy as you can plan to intercept enemy forces to capture them – or also have your own ship parts captured.
  • Healing units (without a medic) are inactive – units heal quickest in cites and slowest in enemy territories .

Unit Bonuses:

With the limiting of stacks in the game, the use of terrain and other bonuses has become very important both in attack and defense. Clever use of the bonuses will give you a huge advantage. Where possible, always place vulnerable units in forest, jungle or hill tiles.

  • +15% combat with adjacent friendly units (prerequisite: Discipline policy)
  • +15% combat for every friendly unit next to an enemy – this is supposed to represent flanking and is pretty powerful, so always try to surround and enemy when possible.
  • +25% combat for being close to Great General. There is no limit to the number of units that can be influenced in this way.
  • +25% defense in hills, forest or jungle
  • -33% defense in all terrains except hill, forest or jungle-20% combat penalty for attacking across a river.
  • +25-50% defense for Fortification.

Unit orders etc.

  • Air Sweep – air units attack units in select tile.
  • Alert (A) –remains asleep until sight of enemy –+25% defense.
  • Attack (Ctrl-A) - attack enemy in target hex.
  • Build Actions (workers etc): there are many actions such as create road, etc that can be accessed in this menu – usually only applicable to workers, work boats etc.
  • Build Citadel (C) –great general builds citadel and is consumed.
  • Delete (delete key) – delete unit.
  • Disembark – moves unit from boat to land.
  • Embark Mode (B) – move from land to water
  • Explore (Automated) (E) – unit will explore unchartered tiles until canceled. (Note be careful with this as units may stray into City-State territory and ‘upset’ them
  • Fortify (F) – inactive until receipt of new orders - +25% defense.
  • Fortify Until Healed (H) – becomes inactive until fully healed - +25% bonus.
  • Found City (B) - settlers only – form city.
  • Garrison - improves city combat strength by garrisoning unit.
  • Intercept – air unit will try to intercept incoming attacks.
  • Move - Move to target
  • Nuke – launches nuclear missile.
  • Paradrop - ‘drop’ a unit to a different location – can be intercepted.
  • Pillage – pillage the selected improvement.
  • Ranged Attack (S) – use ranged attack on target hex.
  • Rebase - air units become based in a different city.
  • Set Up For Ranged Attack (S) - setup a siege weapon for attack – cannot move.
  • Sleep (F) – unit is inactive until receipt of new orders.
  • Space – skip until next turn
  • Start Golden Age – consumes great person and starts an 8-turn golden age.
  • Upgrade (U) – upgrade to advanced unit (with gold).
  • Wake – wakes a unit.

The following actions are for Great Persons and will consume the Great Person:

  • Build Spaceship – must be in capital, will help contribute towards Spaceship.
  • Conduct Trade Mission - improves city-state relations and gives gold bonus, consuming great person.
  • Culture Bomb – makes tile plus adjacent tiles part of your borders.
  • Discover Tech – research towards a new tech.
  • Hurry Production - hurry production of city wonder.

Unit Details:

 The below table lists all the units and their statistics.

(Type Key: A-Air, Ar-Archery, Am-Armor, B-Bomber, C-Civilian, F-Fighter, G-Gunpowder, M-Melee, Mi-Military, Mo-Mounted, N-Naval, S-Siege.)

Unit (Type)
Cost
Moves
Str / ranged str / range
Bonus / Penalty
Required Resource
Other
Atomic Bomb (A)
850
-
-/-/10
 
Uranium
Can be stacked on Carrier
Helicopter Gunship (A)
450
6
50/-/-
v Armored Units, no terrain penalty
Aluminum
 
Archer (Ar)
70
2
4/6/2002
 
-
No melee attack
Bowman (Ar)
70
2
6/8/2002
 
-
 
Crossbowman (Ar)
120
2
6/12/2002
 
-
 
Longswordsman (Ar)
150
2
18/-/-
 
Iron
 
Longbowman (Ar)
120
2
6/12/2003
+1 Range
-
 
Chu-Ko-Nu (Ar)
120
2
6/10/2002
 
-
Can Fire Twice
Tank (Am)
450
4
50/-/-
 
Oil
Can move after attacking
Panzer (Am)
450
5
60/-/-
 
Oil
Can move after attacking
Modern Armor (Am)
700
4
80/-/-
Penalty defending and while attacking cities
Aluminum
Can move after attacking
Giant Death Robot (Am)
1000
3
150/-/-
No defensive Bonus, penalty attacking city
Uranium
Can move after attacking
Bomber (B)
520
-
-/60/10
Vulnerable against fighters
Oil
 
B-17 (B)
520
-
-/60/10
 
Oil
Has Evasion and Siege 1
Stealth Bomber (B)
800
-
-/80/20
 
Aluminum
Has Evasion +100%, Recon
Settler (C)
89
2
-/-/-
 
-
Can Found Cities. City growth stops during production
Worker (C)
70
2
-/-/-
 
-
Improves tiles
Work Boat (C)
30
4
-/-/-
 
-
Builds fishing boats and offshore platforms
Great General (C)
-
2
-/-/-
+25% bonus to nearby units
-
builds Citadels
Great Artist (C)
-
2
-/-/-
 
-
builds Landmark
Great Scientist (C)
-
2
-/-/-
 
-
builds Academy
Great Engineer (C)
-
2
-/-/-
 
-
builds factory
Great Merchant (C)
-
2
-/-/-
 
-
builds Customs House
SS Booster (C)
700
2
_/_/-
 
-
 
SS Cockpit (C)
1000
2
_/_/-
 
-
 
SS Engine (C)
1000
2
_/_/-
 
-
 
SS Stasis Chamber (C)
1000
2
_/_/-
 
-
 
Fighter (F)
420
-
-/50/8
v Helicopters
Oil
has Intercept, Air Sweep, Recon
Zero (F)
420
-
-/50/8
v fighters and helicoptors
Oil, Iron
has Intercept, Recon, Air Sweep
Jet Fighter (F)
600
-
-/70/10
v Helicopters
Aluminum
has Air Recon, Air Sweep
Musketman (G)
120
2
16/-/-
 
-
 
Musketeer (G)
120
2
20/-/-
 
-
 
Minuteman (G)
120
2
16/-/-
 
-
tiles cost 1 movement
Rifleman (G)
200
2
25/-/-
 
-
 
Janissary (G)
120
2
16/-/-
 
-
Recovers all health after winning battle
Foreign Legion (G)
300
2
36/-/-
+20% bonus in foreign lands
-
 
Anti-Tank Gun (G)
300
2
32/-/-
+100% vs. Armor
-
 
AA Battery (G)
300
2
32/-/2
+100% vs. Air units
-
 
Paratrooper (G)
350
2
40/-/-
 
-
paradrops up to 5 hexes
Warrior (M)
40
2
6/-/-
 
-
 
Scout (M)
25
2
4/-/-
 
-
Not slowed by rough terrain
Spearman (M)
50
2
7/-/-
+100% vs. Mounted
-
 
Swordsman (M)
80
2
11/-/-
 
Iron
 
Brute (M)
20
2
6/-/-
 
-
 
Hoplite (M)
60
2
9/-/-
+100% vs Mounted
-
+100% vs Mounted
Legion (M)
90
2
13/-/-
 
Iron
builds forts and roads.
Immortal (M)
60
2
8/-/-
+100% vs Mounted
-
double healing rate
Mohawk Warrior (M)
80
2
11/-/-
+50% combat in Forest/Jungle
Iron
 
Jaguar (M)
40
2
6/-/-
bonus in Jungel
-
heals +2 if it destroys an enemy
Pikeman (M)
100
2
10/-/-
+100% vs. Mounted
-
 
Landsknecht (M)
50
2
10/-/-
+100% vs. Mounted
-
 
Samurai (M)
150
2
18/-/-
 
Iron
extra Great General points
Infantry (Mi)
300
2
36/-/-
 
-
 
Mechanized Infantry (Mi)
440
4
50/-/-
 
-
 
Rocket Artillery (Mi)
600
3
18/46/3
+10% vs cities
Aluminum
has Indirect Fire
Mobile SAM (Mi)
450
4
40/-/2
+100% vs. Air Units
Aluminum
has Intercept
Nuclear Missile (Mi)
1200
-
-/-/8
 
Uranium
can be stationed on Missile Cruiser or Nuclear Submarine
Guided Missile (Mi)
200
-
-/70/8
 
-
Destroyed when attacking; can't be intercepted
Chariot Archer (Mo)
60
4
3/6/2002
 
Horses
 
Horseman (Mo)
80
4
12/-/-
 
Horses
move after attacking
War Chariot (Mo)
60
5
3/6/2002
 
-
 
Companion Cavalry (Mo)
80
5
14/-/-
 
Horses
move after attack, extra Great General points
War Elephant (Mo)
80
3
6/8/2002
 
-
 
Knight (Mo)
150
3
18/-/-
 
Horses
move after attack
Mandekalu Cavalry (Mo)
150
3
18/-/-
+30% vs Cities
Horses
move after attack
Camel Archer (Mo)
150
3
10/10/2002
 
Horses
move after attack
Naresuan's Elephant (Mo)
150
2
22/-/-
+50% vs Mounted
-
move after attack
Lancer (Mo)
220
4
22/-/-
 
Horses
move after attack
Cavalry (Mo)
260
3
25/-/-
 
Horses
move after attack
Sipahi (Mo)
220
5
22/-/-
+1 sight
Horses
 
Cossack (Mo)
260
3
25/-/-
v damaged units
Horses
move after attacking
Trireme (N)
60
4
6/4/2002
 
-
 
Galley (N)
50
3
5/3/2002
 
-
 
Caravel (N)
100
6
15/7/2
 
-
 
Frigate (N)
160
5
30/15/2
 
Iron
 
Ship of the Line (N)
140
7
30/17/2
+1 sight
Iron
 
Ironclad (N)
220
4
35/26/2
 
Coal
 
Destroyer (N)
380
8
35/22/2
+3 sight range, +100% vs Submarines
Oil
has Intercept, Indirect Fire
Battleship (N)
500
4
60/32/3
vulnerable to air and submarine
Oil
has Indirect Fire
Submarine (N)
380
5
15/60/3
 
Oil
Only visible to Destroyers and Submarines
Carrier (N)
520
5
30/-/-
 
Oil
carry 3 aircraft
Nuclear Submarine (N)
500
6
30/70/3
v submarines
Aluminum
carry 2 missiles; invisible
Missile Cruiser (N)
320
8
75/60/3
 
Aluminum
has Indirect Fire, Intercept, carry 3 missiles
Catapult (S)
100
2
4/14/2002
+10% vs Cities
Iron
set up to fire
Ballista (S)
100
2
4/18/2002
+10% vs Cities
Iron
 
Trebuchet (S)
170
2
6/20/2002
+10% vs Cities
Iron
set up to fire
Cannon (S)
250
2
10/26/2002
+10% vs Cities
-
set up to fire
Artillery (S)
420
2
16/32/3
+10% vs Cities
-
set up to fire, has indirect fire

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5 comments

cledpham 5 years ago

This is great info! Thanks! Is there any way, do you know, to upgrade multiple units at once? Likethe old SHIFT-U command in Civ III?


SimeyC profile image

SimeyC 5 years ago from NJ, USA Author

cledpham: thanks! I haven't played for a while but I'm sure there is a way - let me check it out this weekend and I'll see if I can remember!


Thormodr 4 years ago

I'd like a hotkey for A Unit Needs Orders, but I'm afraid they didn't make one. :(

I can use automate the switch to next idle unit in settings, but I hate the window disappearing from the unit I just moved.


hiwaka profile image

hiwaka 2 years ago

Awesome detailed guide man. I enjoyed playing Civilization 5 for as long as I did. Though I agree with the above commenter about a hotkey for units needs order.


SimilarSam profile image

SimilarSam 23 months ago from Australia

Some great tips for Civ 5 fans!

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