Millennium Modpack/Scenario

Units and their abilities

by kestrel18@bigpond.com

Jan 2001

Image Unit Name Domain Cost Move Att. Def. H.P. Fire Range Prereq. Obsolete Features
Settlers Ground 040 1 0 1 2 1   -- Explosives  
Engineers Ground 040 2 0 3 2 1   Explosives -- Can 'Transform' Terrain
Tunneling Unit Ground 060 2 0 4 2 1   Tunnel Engineering -- Can Dig Tunnel Entrances, Can Dig Tunnels underground, Can Transform Terrain.
                         
Diplomat Ground 030 2 0 0 1 1   Diplomacy -- Ignores enemy Zones of Control
Spy Ground 050 1 0 4 1 1   Espionage -- Treats all squares as road squares; Ignores enemy Zones of Control; Can see units two spaces away
                         
Swordsmen Ground 020 1 4 4 1 1   -- Medieval Warfare  
Archers Ground 020 1 5 3 1 1   -- Firearms  
Pikemen Ground 030 1 4 5 1 1   Medieval Warfare Bayonet & Infantry Drill Defense +50% versus units with a movement factor of 2
Longbowmen Ground 040 1 7 4 1 1   Medieval Warfare Bayonet && Inf. Drill Defense +50% versus units with a movement factor of 2
Explorer Ground 030 1 0 3 1 1   Cartography Guerrilla Warfare Treats all squares as road squares; Ignores enemy Zones of Control
Musketeers Ground 030 1 6 4 2 1   Firearms Bayonet & Infantry Drill  
Infantrymen Ground 030 1 7 6 2 1   Bayonet & Infantry Drill Rifled Barrels  
People's Militia Ground 020 1 4 3 2 1   Revolutionary Ideology National Defense Plan  
Marines (early) Ground 040 1 9 6 2 1   Naval Warfare Amphibious Assault Can make amphibious landings
                         
Musket-Riflemen Ground 030 1 8 8 2 1   Rifled Barrels Repeating Rifle  
Riflemen Ground 040 1 10 8 2 1   Repeating Rifle Assault Rifle  
Conscripts Ground 030 1 7 7 2 1   National Defense Plan --  
Fanatics Ground 020 1 8 7 2 1   Fundamentalism -- Destroyed after attacking; Only Fundamentalist governments can build
Partisans Ground 040 1 8 6 1 1   Guerrilla Warfare -- Treats all squares as road squares; Ignores enemy Zones of Control ; invisible until attack
Bicycle Troops Ground 050 3 10 8 2 1   Steel Rapid Deployment  
Machine-Gun Group Ground 060 1 12 12 2 1   Machine Tools Rapid Deployment Can attack aircraft in flight
Modern Infantry Ground 040 1 12 10 2 1   Assault Rifle --  
Marines (later) Ground 060 1 15 10 2 1   Amphibious Assault -- Can make amphibious landings
Commandos Ground 060 1 12 9 2 1   Elite Training -- Treats all squares as road squares; Can make amphibious landings; Ignores enemy Zones of Control
Mortar Unit Ground 060 1 16 6 2 1   Mass Production -- Treats all squares as road squares; Ignores City Walls
Paratroopers Ground 060 1 12 8 2 1   Combined Arms -- Can make paradrops
Navy S.E.A.L.S. Ground / Sea 070 2 10 6 2 1   Amphibious Assault -- Can make amphibious landings; Invisible except during attack ; Ignores enemy Zones of Control; Can spot enemy submarines in adjacent squares; May be lost out of sight of land ;
Mech. Infantry Ground 060 5 14 12 3 1   Rapid Deployment --  
                         
                         
Catapult Ground 040 1 12 1 1 1   Mathematics Gunpowder  
Siege Tower Ground 070 1 16 4 2 1   Engineering Firearms Ignores City Walls; Can see units two spaces away
Bombard Ground 050 1 14 1 1 1   Gunpowder Metallurgy  
Cannon Ground 060 1 16 2 2 1   Metallurgy Breech Loading Ignores City Walls
Artillery Ground 060 1 20 3 2 2   Breech Loading Machine Tools Ignores City Walls
Modern Artillery Ground 060 2 22 4 2 2   Machine Tools Robotics Ignores City Walls
Naval Artillery Ground / Sea 080 1 24 4 2 2   Steel -- May be lost out of sight of land
Howitzer Ground 070 3 24 4 3 2   Robotics -- Ignores City Walls
Poison Gas Air 030 3 10 0 1 4 3 Combustion -- Destroyed after attacking; Ignores City Walls; Ignores enemy Zones of Control
                         
Horsemen Ground 030 3 6 2 1 1   -- Leadership  
Knights (early) Ground 050 2 8 4 2 1   Chivalry Medieval Warfare  
Knights (later) Ground 050 2 8 5 2 1   Medieval Warfare Leadership  
Lancers Ground 050 3 11 4 2 1   Firearms Tactics  
Dragoons Ground 050 3 9 5 2 1   Leadership Tactics  
Cavalry Ground 060 3 15 6 2 1   Tactics Mass Production  
Scouts Ground 040 3 6 5 2 1   Tactics -- Ignores enemy Zones of Control; Can see units two spaces away
Tank Ground 080 2 18 10 3 1   Automobile Mobile Warfare  
Armor Ground 080 4 20 10 3 1   Mobile Warfare Sloped Armour  
Recon Unit Ground 060 5 8 6 2 1   Mobile Warfare -- Ignores enemy Zones of Control; Can see units two spaces away
Battle Tank Ground 080 4 20 12 3 1   Sloped Armour Advanced Composites  
Adv Battle Tank Ground 080 5 22 14 3 1   Advanced Composites -- Ignores City Walls
                         
Barbarian Leader Ground --- 1 0 1 2 2   -- -- Cannot be built
                         
Caravan Ground 050 2 0 2 1 1   Guild System Automobile Ignores enemy Zones of Control
Freight Ground 050 4 0 2 1 1   Automobile -- Ignores enemy Zones of Control
                         
                         
Galley Sea 040 3 3 2 1 1   Seafaring Astral Navigation May be lost out of sight of land
Caravel Sea 040 4 4 2 2 1   Astral Navigation Naval Warfare May be lost out of sight of land
Galleon Sea 050 5 4 4 2 1   Adv Ship Building Corporation  
Frigate Sea 050 5 8 4 2 1   Naval Warfare Electricity  
Clipper Ship Sea 050 6 0 4 3 1   Corporation Automobile  
Ironclad Sea 060 4 8 8 3 1   Steam Engine Electricity May be lost out of sight of land
Destroyer Sea 060 7 10 8 3 1   Electricity Rocketry Can spot enemy submarines in adjacent squares; Can see units two spaces away
Dreadnought Sea 100 5 16 14 3 2   Industrialization Automobile Can see units two spaces away
Cruiser Sea 080 6 14 12 3 2   Steel Rocketry Can spot enemy submarines in adjacent squares; Can see units two spaces away
Battleship Sea 160 5 24 22 4 2   Automobile -- Can see units two spaces away
AEGIS Cruiser Sea 090 7 16 16 3 2   Rocketry -- Can spot enemy submarines in adjacent squares; Defense +100% versus air and missile units; Can see units two spaces away
Carrier Sea 150 5 0 18 4 2   Radio -- Can carry friendly air units; Can carry Missiles; Can see units two spaces away
Transport Sea 050 6 0 6 3 1   Automobile --  
Hovercraft Sea 060 9 2 6 2 2   Mass Production --  
Sea-Mine Sea 050 2 8 16 2 1   Steel -- Destroyed after attacking; Can Submerge to the Deep Ocean.
U-Boat Sea 070 3 18 4 2 2   Combustion Machine Tools Invisible to most enemy ships
Submarine Sea 080 4 20 6 2 2   Machine Tools -- Can spot enemy submarines in adjacent squares; Invisible to most enemy ships; Can see units two spaces away; Can carry Missiles; Can Submerge to the Deep Ocean.
                         
Zeppelin Air 060 5 6 2 2 2 Unltd. Combustion Combined Arms Can spot enemy submarines in adjacent squares; Ignores City Walls; Can see units two spaces away
Biplane Air 050 8 6 4 2 2 1 Fixed-Wing Flight Radio Can attack aircraft in flight; Can see units two spaces away
Fighter Air 060 8 8 6 2 2 2 Radio Jet Engine Can attack aircraft in flight; Can see units two spaces away
Heavy Bomber Air 110 10 24 2 2 2 2 Mass Production Jet Engine Can see units two spaces away
Helicopter Air 100 8 20 6 2 2 Unltd. Combined Arms -- Can spot enemy submarines in adjacent squares; Can see units two spaces away
Jet Fighter Air 080 16 16 8 2 2 2 Jet Engine -- Can attack aircraft in flight; Can see units two spaces away
Jet Bomber Air 130 14 28 6 2 2 4 Jet Engine -- Ignores City Walls; Can see units two spaces away
Spy-plane Air 140 16 0 12 2 2 6 Rocketry -- Can spot enemy submarines in adjacent squares; Ignores enemy Zones of Control; Can see units two spaces away; invisible until attack
Stlth Ftr. Air 100 17 16 8 2 2 2 Stealth -- Can attack aircraft in flight; Can see units two spaces away; invisible until attack
Stlth Bmbr. Air 160 15 24 10 2 2 4 Stealth -- Can see units two spaces away; invisible until attack
Cruise Msl. Air 060 14 36 1 1 3 1 Rocketry -- Destroyed after attacking
Nuclear Msl. Air 150 16 99 1 1 2 1 Rocketry -- Destroyed after attacking


This list was created by 'IMC' program & then amended by Kestrel.

IMC Program site - http://attend.to/hiciv