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TFC3H ARCHIVE

MILITARY: New Units

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MILITARY
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Characteristics of units
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Here you have some really NEW units; (unfortunately) most of them cannot be realized at the moment; nevertheless, there are some units which you can already use for CIV II. Check also PICTURES.

Land
Mercenary armies 1/10 0/3/0 3/3/3 0/3/0
(Economy)* Are automatically veteran T. MacGillivray
National Guard 1/20 1/5/0 3/5/1 1/5/0
(Democracy)* The Democratic counterpart to Fundalmentalist; can only leave an area of 5 squares around own cities (because of defensive status). pcdoc88 /
J. Kroemer
"Special Forces" unit 2/20 8/4/0 8/4/2 8/4/1
(Stealth)* Can everything, except founding cities, establish embassies and flying pcdoc88 (Unknown)
Bazooka-man 1/20 0/2/0 3/7*/1 0/2/0
(Guerilla warfare)* *Only high defensive ratings against armors C. Grove
Trench soldier 1/20 2/6*/0 4/5*/1 2/4*/0
(Tactics)* Move 3 times in mountain regions and hills; *has no defense out in the open like in deserts and plains. G. Manke /
M. Cummings
Missle launcher 2/20 8/2/0 12/2/2 8/2/0
(Anti-Stealth)* Aid for armor; destroy Stealth planes and cities G. Manke
Airmobile unit 1/10 0/3/6 5/4/3 0/3/0
(Combined arms)* Can act as a helicopter (without attack capability); cannot land on a carrier; must land at the end of the turn. J. Atkinson
Stinger soldier 1/10 6/2/0 0/2/1 0/2/0
The laser Can only attack air-units D. Credé
Marines 1/20 2/4/0 8/4/1 8/4/1
Amphibious warfare Can attack ships and swim near coast D. Credé
Machine gun unit 1/10 1/4/0 7/4/1 2/4/0
Industrialization Treats all squares as road* T. Langan
Troop transport 1/20 0/4/0 0/4/3 0/4/0
(Automobile)* Move several troops overland B. Atwell

* added by Dorian Credé

Airplanes
Zeppelin 1/10 1/1/6 5/2/0 4/1/0
Balooning First air unit before bombers are available; ignores effect of citywalls D. Credé
Bomber 1/20 1/2/12 12/2/0 8/2/0
Advanced flight Can carry 1 land unit D. Credé
Boing 747 1/10 0/1/24 0/1/1 0/1/0
Tourism Establish trade routes; can carry 2 non attack units D. Credé
Air force 2/10 6/6/3 6/1/1 6/1/0
Flight Get you out of the capital if it is under attack M. Liff
AWAC Plane 1/20 0/1/16 0/1/1 0/1/0
GPS Navigation* Can spot stealth planes and modern submarines 3 squrares far away* G. Lönnelid
Spyplane 1/20 0/6/32 0/12/1 0/12/0
GPS navigation Suitable unit to look for enemy moves D. Credé

Rockets
Biochemistry bombs 1/10 0/0/32 99/0/0 0/0/0
Biochemistry Kill "only" 1/4 to 3/4 of the population in city (randomized!); cheap costs D. Credé
Atom bomb 1/10 0/0/0 75/0/1 75/0/0
Nuclear fission Land unit, must be dropped by a bomber; kill 1/3 of the population in city and destroy 75% of all units in city (all if not in city); causes radioactive contamination of 1 to 3 squares near detonation. D. Credé
Nuclear missle 1/10 0/0/32 99/0/0 99/0/0
Modern nuclear fission Kill 3/4 of the population in city and destroy all units 2 squares distant adjacent to detonation; causes radioactive contamination of 3 to 12 squares near detonation. D. Credé
Strategic nuclear missle 1/10 99/0/16 99/0/0 99/0/0
Modern nuclear fission Kill 1/4 of the population in city and destroy all units 1 squares distant adjacent to detonation; causes radioactive contamination of 1 to 3 squares near detonation. D. Credé /
J.P. Bladel

Other air units
Spy satellite 1/10 0/99/64 0/0/0 0/0/0
GPS navigation Cannot be destroyed (but has NO defense strenght in city/airbase!) D. Credé

*added by Dorian Credé

Sea
Clipper 1/10 0/1/0 2/1/0 2/1/4
(Navigation)* Can carry 3 ancient/renaissance land units; obsolete with steam engine* Unknown
Fregatte 1/20 0/2/0 4/2/0 4/2/4
Magnetism Can carry 2 renaissance/indus. rev. land units Microprose
Ironclad 1/30 0/4/0 3/4/0 4/4/4
Steam Engine Microprose
Cruiser 2/30 2/5/0 6/6/0 6/6/5
Steel (First) Cruiser; can spot submarines; obsolete with rocketry Microprose
Battleship 2/40 5/10/0 10/10/0 12/12/4
Automobile (First) Battleship; obsolete with nuclear power Microprose
Battleship 3/40 8/12/0 14/12/0 12/12/5
Nuclear power Modern Battleship; can carry 2 missles D. Credé
Carrier 1/40 0/9/0 0/8/3 0/8/4
Advanced Flight Can carry 8 only propeller powered airplanes; obsolete with stealth D. Credé
Hovercraft 1/30 0/5/0 3/4/2 3/4/7
Mass transit Can drive on water and land G. Manke
Amphibious assault ship 1/30 0/3/0 0/3/1 0/5/4
(Amphibious warfare)* Can carry 6 land and 4 air units. J. Atkinson
Submarine 1/30 0/4/0 0/4/0 8/2/3
Steel First Submarine; cannot be spotted by most ships Microprose
Submarine 2/30 3/6/0 3/6/0 10/4/5
Nuclear Power Modern submarine; can carry up to 8 missles; can only be spotted by modern cruisers and radar D. Credé / M.D. McCart
Gun boat 1/30 0/2/0 4/2/0 4/2/8
Combined arms Very fast partrol boat Unknown
Cargo ship 1/20 0/1/0 0/1/0 0/2/3
(Global trade)* Establish trade routes; can carry 8 non attack land units* M.D. McCart / D. Credé
Passenger ship 1/20 0/1/0 0/1/0 0/2/4
(Global trade)* Establish only trade routes; obsolete with tourism* Microprose

*added by Dorian Credé

THE FIRST CIVILIZATION 3 HOMEPAGE © 1996-8 by Dorian Credé


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