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Units are people or vehicles that you can move around the map and use to explore, fight your enemies, and perform other tasks for you.
Each unit has four components: class, weapon, armor, and (optionally) special ability. New components can be unlocked as you research technology, and then mixed-and-matched as you choose to create your own unit designs. Once you have created a design, you can construct units using that design.
Class[edit | edit source]
A unit's class primarily determines its movement, but also controls how certain combat modifiers are applied to it and what sort of weapons it can equip. The basic classes available for combat units are:
|Class||Attributes||Power||Speed||Movement Type||Sight Range||Cost||Maintenance||Allowed Weapons|
|Trooper||light biological||2||2||land||2||8||1||automatic, missile, flamethrower, sniper|
|Mech||heavy mechanical||8||2||land (ignores roads)||2||32||4|
All of the above stats are for the Colonization Era. In the Mechanization Era, you can unlock units that are similar, but have twice the combat strength and construction cost; in the Transcendence Era, you can unlock units with four times the combat strength and construction cost.
In addition, there are several special classes of non-combat units, which have no later-era equivalents:
|Class||Attributes||Speed||Movement Type||Sight Range||Cost||Maintenance||Special|
|Former||2||land||2||16||Alters terrain features|
|Transport||3||water||2||*||*||Ferries land units across water|
Weapon[edit | edit source]
Non-combat units (colonizers, formers, and transports) cannot be equipped with weapons.
Armor[edit | edit source]
A unit's armor increases a unit's overall combat strength, but also causes a proportional increase in its construction cost.
Ability[edit | edit source]
Units can optionally be equipped with a special ability. Abilities provide a variety of different benefits, but most also increase a unit's cost.