[ // Info according to Civilization Wiki and https://www.civfanatics.com/civ5/info/units/ /* Ancient Era */ { name:"Worker", unitType:"Civilian", movement:2, hurryCostModifier:20, uniques:["Can build improvements on tiles"] cost:70 }, { name:"Settler", unitType:"Civilian", movement:2, cost:106, uniques:["Founds a new city"] hurryCostModifier:20 }, { name:"Scout", unitType:"Scout", movement:2, strength:5, cost:25, uniques:["Ignores terrain cost"], attackSound:"nonmetalhit" }, /* { name:"Pathfinder", uniqueTo:"Shoshone", replaces:"Scout", unitType:"Scout", movement:2, strength:8, cost:45, obsoleteTech:"Scientific Theory", uniques:["Ignores terrain cost","Native tongue"], attackSound:"nonmetalhit" //Shoshone unique unit. May choose benefit when discovering ancient ruins. }, */ { name:"Warrior", unitType:"Melee", movement:2, strength:8, cost: 40, hurryCostModifier:20, obsoleteTech:"Metal Casting", upgradesTo:"Swordsman", attackSound:"nonmetalhit" }, /* { name:"Jaguar", unitType:"Melee", uniqueTo:"Aztec", replaces:"Warrior", movement:2, strength:8, cost: 40, hurryCostModifier:20, obsoleteTech:"Metal Casting", uniques:["Combat Bonus in Forest/Jungle 33%","Woodsmah","Heals 25 damage if it kills an Unit"], upgradesTo:"Swordsman", attackSound:"nonmetalhit" //Aztec unique unit, moves faster and fights better in Forest and Jungle. He also heals 25 if he kills an enemy. }, { name:"Maori Warrior", unitType:"Melee", uniqueTo:"Aztec", replaces:"Polynesia", movement:2, strength:8, cost: 40, hurryCostModifier:20, obsoleteTech:"Metal Casting", uniques:["Haka War Dance"], upgradesTo:"Swordsman", attackSound:"nonmetalhit" //Polynesian unique unit. All Units near him have -10% strenght }, */ { name:"Archer", unitType:"Ranged", movement:2, strength:5, rangedStrength:7, cost: 40, hurryCostModifier:20, requiredTech:"Archery", obsoleteTech:"Machinery", upgradesTo:"Crossbowman", attackSound:"arrow" }, { name:"Bowman", unitType:"Ranged", movement:2, strength:7, rangedStrength:9, cost: 40, hurryCostModifier:20, requiredTech:"Archery", obsoleteTech:"Machinery", replaces:"Archer", uniqueTo:"Babylon", upgradesTo:"Crossbowman", attackSound:"arrow" }, /* { name:"Slinger", unitType:"Ranged", replaces:"Archer", uniqueTo:"Inca", movement:2, strength:4, rangedStrength:7, cost: 40, hurryCostModifier:20, requiredTech:"Archery", obsoleteTech:"Machinery", uniques:["May withdraw before melee"], upgradesTo:"Crossbowman", attackSound:"arrow" //Incan unique unit }, { name:"Atl Atl Warrior", unitType:"Ranged", replaces:"Archer", uniqueTo:"Maya", movement:2, strength:5, rangedStrength:7, cost: 36, hurryCostModifier:20, requiredTech:"Agriculture", obsoleteTech:"Machinery", uniques:["May withdraw before melee"], upgradesTo:"Crossbowman", attackSound:"arrow" //Mayan unique unit. Already available. Maybe you should put it as one of the Mayan Turn 1 units in game XD }, */ { name:"Work Boats", unitType:"WaterCivilian", movement:4, cost: 30, requiredTech:"Sailing", uniques:["Cannot enter ocean tiles until Astronomy","May create improvements on water resources"] hurryCostModifier:20 }, { name:"Trireme", unitType:"WaterMelee", movement:4, strength:10, cost: 45, requiredTech:"Sailing", uniques:["Cannot enter ocean tiles"] upgradesTo:"Caravel", obsoleteTech:"Astronomy", hurryCostModifier:20, attackSound:"nonmetalhit" }, /* { name:"Quinquereme", unitType:"WaterMelee", uniqueTo:"Phoenicia", replaces:"Trireme", movement:4, strength:13, cost: 45, requiredTech:"Sailing", uniques:["Cannot enter ocean tiles"] upgradesTo:"Caravel", obsoleteTech:"Astronomy", hurryCostModifier:20, attackSound:"nonmetalhit" //Phoenician unique naval unit, stronger than Trireme. }, */ { name:"Chariot Archer", unitType:"Ranged", movement:4, strength:6, rangedStrength:10, cost: 56, requiredTech:"The Wheel", requiredResource:"Horses", upgradesTo:"Knight", obsoleteTech:"Chivalry", uniques:["No defensive terrain bonus","Rough terrain penalty"], hurryCostModifier:20, attackSound:"arrow" }, /* { name:"War Chariot", unitType:"Ranged", uniqueTo:"Egypt", replaces:"Chariot Archer", movement:5, strength:6, rangedStrength:10, cost: 56, requiredTech:"The Wheel", upgradesTo:"Knight", obsoleteTech:"Chivalry", uniques:["No defensive terrain bonus","Rough terrain penalty"], hurryCostModifier:20, attackSound:"arrow" //This is the Egyptian unique unit. It replaces Chariot Archer, moves faster and needs no horses. }, { name:"War Elephant", unitType:"Ranged", uniqueTo:"India", replaces:"Chariot Archer", movement:3, strength:9, rangedStrength:11, cost:70, requiredTech:"The Wheel", upgradesTo:"Knight", obsoleteTech:"Chivalry", uniques:["No defensive terrain bonus"], hurryCostModifier:20, attackSound:"horse" //This is the Indian unique unit. It replaces Chariot Archer, moves slower, has no rough terrain penalty and needs no horses. }, */ { name:"Spearman", unitType:"Melee", movement:2, strength:11, cost: 56, requiredTech:"Bronze Working", obsoleteTech:"Civil Service", upgradesTo: "Pikeman", uniques:["Bonus vs Mounted 50%"], hurryCostModifier:20, attackSound:"metalhit" }, { name:"Hoplite", replaces:"Spearman", uniqueTo:"Greece", unitType:"Melee", movement:2, strength:13, cost: 56, requiredTech:"Bronze Working", obsoleteTech:"Civil Service", upgradesTo: "Pikeman", uniques:["Bonus vs Mounted 50%"], hurryCostModifier:20, attackSound:"metalhit" }, /* { name:"Immortal", replaces:"Spearman", uniqueTo:"Persian", unitType:"Melee", movement:2, strength:12, cost: 56, requiredTech:"Bronze Working", obsoleteTech:"Civil Service", upgradesTo: "Pikeman", uniques:["Bonus vs Mounted 50%","Heals at double rate"], hurryCostModifier:20, attackSound:"metalhit" //Persian unique unit }, */ /* Classical Era */ { name:"Catapult", unitType:"Siege", movement:2, strength:7, rangedStrength:8, cost: 75, requiredTech:"Mathematics", obsoleteTech:"Physics", upgradesTo: "Trebuchet", uniques:["Bonus vs City 200%","No defensive terrain bonus","Must set up to ranged attack"], hurryCostModifier:20, attackSound:"throw" }, { name:"Ballista", unitType:"Siege", uniqueTo:"Rome", replaces:"Catapult", movement:2, strength:8, rangedStrength:10, cost: 75, requiredTech:"Mathematics", obsoleteTech:"Physics", upgradesTo: "Trebuchet", uniques:["Bonus vs City 200%","No defensive terrain bonus","Must set up to ranged attack"], hurryCostModifier:20, attackSound:"throw" }, { name:"Swordsman", unitType:"Melee", movement:2, strength:14, cost: 75, requiredTech:"Iron Working", upgradesTo:"Longswordsman", obsoleteTech:"Steel", requiredResource:"Iron", hurryCostModifier:20, attackSound:"metalhit" }, /* { name:"Legion", unitType:"Melee", uniqueTo:"Rome", replaces:"Swordsman", movement:2, strength:17, cost: 75, requiredTech:"Iron Working", upgradesTo:"Longswordsman", obsoleteTech:"Steel", requiredResource:"Iron", hurryCostModifier:20, attackSound:"metalhit" //Roman unique unit. It is stronger than Swordsman. It should also build roads (maybe railroads, too). It takes more to Steel to make it obsolete. }, { name:"Mohawk Warrior", unitType:"Melee", uniqueTo:"Rome", replaces:"Swordsman", movement:2, strength:14, cost: 75, requiredTech:"Iron Working", upgradesTo:"Longswordsman", obsoleteTech:"Gunpowder", requiredResource:"Iron", hurryCostModifier:20, uniques:["Combat Bonus in Forest/Jungle 33%"], attackSound:"metalhit" //Iroquese unique unit. Bonus when fighting in Jungles and Forests. }, */ { name:"Horseman", unitType:"Mounted", movement:4, strength:12, cost: 75, requiredTech:"Horseback Riding", requiredResource:"Horses", upgradesTo:"Knight", obsoleteTech:"Metallurgy", uniques:["Can move after attacking","No defensive terrain bonus","Penalty vs City 33%" ], hurryCostModifier:20, attackSound:"horse" }, { name:"Companion Cavalry", unitType:"Mounted", uniqueTo:"Greece", replaces:"Horseman", movement:5, strength:14, cost: 75, requiredTech:"Horseback Riding", upgradesTo:"Knight", obsoleteTech:"Metallurgy", requiredResource:"Horses", uniques:["Can move after attacking","No defensive terrain bonus","Penalty vs City 33%" ], hurryCostModifier:20, attackSound:"horse" }, /* { name:"African Elephant", unitType:"Mounted", uniqueTo:"Phoenicia", replaces:"Horseman", movement:3, strength:14, cost: 100, requiredTech:"Horseback Riding", upgradesTo:"Knight", obsoleteTech:"Chivalry", uniques:["Can move after attacking","No defensive terrain bonus","Penalty vs City 33%","Feared Elephant","Great Generals II"], hurryCostModifier:20, attackSound:"horse" //A Phoenician unique unit. It needs no Horses }, */ // Medieval Era { name:"Crossbowman", unitType:"Ranged", movement:2, strength:13, rangedStrength:18, cost: 120, requiredTech:"Machinery", upgradesTo:"Gatling Gun", obsoleteTech:"Industrialization", hurryCostModifier:20, attackSound:"arrow" }, /* { name:"Chu-ko-nu", unitType:"Ranged", uniqueTo:"China", movement:2, strength:13, rangedStrength:14, replaces:"Crossbowman", cost: 120, requiredTech:"Machinery", upgradesTo:"Gatling Gun", obsoleteTech:"Industrialization", hurryCostModifier:20, attackSound:"arrow" //Chinese unique unit. It is weaker than Crossbowman but can attack twice. }, */ { name:"Longbowman", unitType:"Ranged", range:2, movement:2, strength:13, rangedStrength:18, replaces:"Crossbowman", uniqueTo:"England", cost: 120, requiredTech:"Machinery", upgradesTo:"Gatling Gun", obsoleteTech:"Industrialization", promotions:["Range"], hurryCostModifier:20, attackSound:"arrow" }, { name:"Trebuchet", unitType:"Siege", movement:2, strength:12, rangedStrength:14, cost: 120, requiredTech:"Physics", obsoleteTech:"Chemistry", upgradesTo:"Cannon", uniques:["Bonus vs City 200%","No defensive terrain bonus","Must set up to ranged attack","Limited Visibility"], hurryCostModifier:20, attackSound:"throw" }, /* { name:"Hwach'a", unitType:"Siege", replaces:"Trebuchet", uniqueTo:"Korea", movement:2, strength:11, rangedStrength:26, cost: 120, requiredTech:"Physics", obsoleteTech:"Chemistry", upgradesTo:"Cannon", uniques:["Bonus vs City 200%","No defensive terrain bonus","Must set up to ranged attack"], hurryCostModifier:20, attackSound:"throw" }, */ { name:"Longswordsman", unitType:"Melee", movement:2, strength:21, cost: 120, requiredTech:"Steel", upgradesTo:"Musketman", obsoleteTech:"Gunpowder", requiredResource:"Iron", hurryCostModifier:20, attackSound:"metalhit" }, { name:"Samurai", replaces:"Longswordsman", uniqueTo:"Japan", unitType:"Melee", movement:2, strength:21, cost: 120, requiredTech:"Steel", upgradesTo:"Musketman", obsoleteTech:"Gunpowder", requiredResource:"Iron", uniques:["Combat very likely to create Great Generals"] promotions:["Shock I"] hurryCostModifier:20, attackSound:"metalhit" //Aside from the Great Generals II promotion, Samurai should also create Fishing Boats (not now, surely) }, /* { name:"Berserker", replaces:"Longswordsman", uniqueTo:"Denmark", unitType:"Melee", movement:3, strength:21, cost: 120, requiredTech:"Steel", upgradesTo:"Musketman", obsoleteTech:"Metallurgy", requiredResource:"Iron", uniques:["Amphibious"] promotions:["Shock I"] hurryCostModifier:20, attackSound:"metalhit" //Danish unique unit. Can attack from the sea without any penalty, and moves faster. }, */ { name:"Pikeman", unitType:"Melee", movement:2, strength:16, cost: 90, requiredTech:"Civil Service", uniques:["Bonus vs Mounted 50%"], upgradesTo:"Musketman", obsoleteTech:"Gunpowder", hurryCostModifier:20, attackSound:"metalhit" //Pikeman should upgrade not only to Musketman but also to Lancer }, /* { name:"Impi", unitType:"Melee", replaces:"Pikeman", uniqueTo:"Zulu", movement:2, strength:16, cost: 90, requiredTech:"Civil Service", uniques:["Bonus vs Mounted 50%","Spear Throw"], upgradesTo:"Rifleman", obsoleteTech:"Gunpowder", hurryCostModifier:20, attackSound:"metalhit" }, */ { name:"Galleass", unitType:"WaterRanged", movement:3, strength:16, rangedStrength:17 cost: 100, requiredTech:"Compass", obsoleteTech:"Navigation", upgradesTo:"Frigate", uniques:["Cannot enter ocean tiles"] hurryCostModifier:20, attackSound:"arrow" }, { name:"Knight", unitType:"Mounted", movement:3, strength:20, cost: 120, requiredTech:"Chivalry", obsoleteTech:"Military science", upgradesTo:"Cavalry", requiredResource:"Horses", uniques:["Can move after attacking","No defensive terrain bonus","Penalty vs City 33%" ], hurryCostModifier:20, attackSound:"horse" }, { name:"Camel Archer", replaces:"Knight", uniqueTo:"Arabia", unitType:"Ranged", movement:4, strength:17, rangedStrength:21, cost: 120, requiredTech:"Chivalry", requiredResource:"Horses", upgradesTo:"Cavalry", obsoleteTech:"Military science", uniques:["Can move after attacking","No defensive terrain bonus"], hurryCostModifier:20, attackSound:"arrow" //Camel Archer should have no penalty attacking cities }, /* { name:"Mandekalu Cavalry", replaces:"Knight", uniqueTo:"Songhai", unitType:"Mounted", movement:4, strength:20, cost: 110, requiredTech:"Chivalry", requiredResource:"Horses", upgradesTo:"Cavalry", obsoleteTech:"Military science", uniques:["Can move after attacking","No defensive terrain bonus"], hurryCostModifier:20, attackSound:"arrow" //Songhai unique unit. Costs slightly less and is more powerful than a Knight }, */ // Rennaisance Era { name:"Caravel", unitType:"WaterMelee", movement:4, strength:20, cost: 120, requiredTech:"Astronomy", upgradesTo:"Ironclad", obsoleteTech:"Combustion", uniques:["+1 Visibility Range"], hurryCostModifier:20 }, /* { name:"Turtle Ship", unitType:"WaterMelee", replaces:"Caravel", uniqueTo:"Korea", movement:4, strength:36, cost: 120, requiredTech:"Astronomy", upgradesTo:"Ironclad", obsoleteTech:"Combustion", uniques:["+1 Visibility Range"], hurryCostModifier:20 }, */ { name:"Cannon", unitType:"Siege", movement:2, strength:14, rangedStrength:20, cost: 185, requiredTech:"Chemistry", upgradesTo:"Artillery", obsoleteTech:"Dynamite", uniques:["Bonus vs City 200%","No defensive terrain bonus","Must set up to ranged attack","Limited Visibility"], hurryCostModifier:20 }, { name:"Musketman", unitType:"Melee", movement:2, strength:24, cost: 150, requiredTech:"Gunpowder", upgradesTo:"Rifleman" obsoleteTech:"Rifling", hurryCostModifier:20, attackSound:"shot" }, { name:"Musketeer", unitType:"Melee", replaces:"Musketman", uniqueTo:"France", movement:2, strength:28, cost: 150, requiredTech:"Gunpowder", upgradesTo:"Rifleman" obsoleteTech:"Rifling", hurryCostModifier:20, attackSound:"shot" }, /* { name:"Jannissary", unitType:"Melee", replaces:"Musketman", uniqueTo:"Ottoman", movement:2, strength:24, cost: 150, requiredTech:"Gunpowder", upgradesTo:"Rifleman" obsoleteTech:"Rifling", hurryCostModifier:20, uniques:["Heal 50 if it kills an Unit","Combat bonus when attacking 25%"], attackSound:"shot" //Ottoman unique unit, slightly weaker than Musketman, but heals 50 HP when it kills an units, and +25% Strenght when attacking }, */ { name:"Minuteman", unitType:"Melee", replaces:"Musketman", uniqueTo:"America", movement:2, strength:24, cost: 150, requiredTech:"Gunpowder", upgradesTo:"Rifleman" obsoleteTech:"Rifling", uniques:["Ignores terrain cost"] promotions:["Drill I"], hurryCostModifier:20, attackSound:"shot" }, { name:"Frigate", unitType:"WaterRanged", movement:5, strength:25, rangedStrength:28, cost: 185, requiredResource:"Iron", requiredTech:"Navigation", obsoleteTech:"Electronics", upgradesTo:"Battleship", hurryCostModifier:20 }, /* { name:"Ship of the Line", unitType:"WaterRanged", replaces:"Frigate", uniqueTo:"England", movement:5, strength:30, rangedStrength:35, cost: 185, requiredResource:"Iron", uniques:["Extra sight 1"] requiredTech:"Navigation", obsoleteTech:"Electronics", upgradesTo:"Battleship", hurryCostModifier:20 }, */ { name:"Lancer", unitType:"Mounted", movement:4, strength:25, cost: 185, requiredTech:"Metallurgy", requiredResource:"Horses", hurryCostModifier:20, uniques:["Can move after attacking","No defensive terrain bonus","Penalty vs City 33%","Bonus vs Mounted 33%"], upgradesTo:"Anti-Tank Gun", obsoleteTech:"Combined Arms", attackSound:"horse" }, /* { name:"Sipahi", unitType:"Mounted", replaces:"Lancer", uniqueTo:"Ottoman", movement:5, strength:25, cost: 185, requiredTech:"Metallurgy", requiredResource:"Horses", hurryCostModifier:20, uniques:["Can move after attacking","No defensive terrain bonus","Penalty vs City 33%","Bonus vs Mounted 33%","Formation I","+1 Visibility"], upgradesTo:"Anti-Tank Gun", obsoleteTech:"Combined Arms", attackSound:"horse" //Another Ottoman unique attack. }, */ // Industrial Era { name:"Gatling Gun", unitType:"Ranged", range:1, movement:2, strength:30, rangedStrength:30, cost: 225, requiredTech:"Industrialization", hurryCostModifier:20, attackSound:"machinegun" }, { name:"Rifleman", unitType:"Melee", movement:2, strength:34, cost: 225, requiredTech:"Rifling", obsoleteTech:"Repleacable Parts", //Should be Replaceable Parts upgradesTo:"Great War Infantry", hurryCostModifier:20, attackSound:"shot" }, /* { name:"Norvegian Ski Infantry", unitType:"Melee", replaces:"Rifleman", uniqueTo:"Denmark", movement:2, strength:34, cost: 225, requiredTech:"Rifling", obsoleteTech:"Replaceable Parts", upgradesTo:"Great War Infantry", uniques:["Bonus in Snow, Tundra and Hills"], hurryCostModifier:20, attackSound:"shot" }, */ { name:"Cavalry", unitType:"Mounted", movement:4, strength:34, cost: 225, requiredTech:"Military Science", requiredResource:"Horses", upgradesTo:"Landship", uniques:["Can move after attacking","No defensive terrain bonus","Penalty vs City 33%" ], hurryCostModifier:20, attackSound:"horse" }, /* { name:"Cossack", unitType:"Mounted", replaces:"Cavalry", uniqueTo:"Russia", movement:4, strength:34, cost: 225, requiredTech:"Military Science", requiredResource:"Horses", upgradesTo:"Landship", uniques:["Can move after attacking","No defensive terrain bonus","Penalty vs City 33%","Damaged Enemy Bonus 33%" ], hurryCostModifier:20, attackSound:"horse" //This Russian unique unit should replace Cavalry and also deal +33% damage to damaged units. }, { name:"Comanche Rider", unitType:"Mounted", replaces:"Cavalry", uniqueTo:"Shoshone", movement:4, strength:34, cost: 200, requiredTech:"Military Science", requiredResource:"Horses", upgradesTo:"Landship", uniques:["Can move after attacking","No defensive terrain bonus","Penalty vs City 33%","Damaged Enemy Bonus 33%","Full Moon Striker"], hurryCostModifier:20, attackSound:"horse" //Shoshone unique unit that should replace Cavalry, take less to build and also deal +33% damage to damaged unit. +1 Movement due to Full Moon Striker. }, */ { name:"Artillery", unitType:"Siege", movement:2, strength:21, rangedStrength:28, range:3, cost: 320, requiredTech:"Dynamite", uniques:["Bonus vs City 200%","No defensive terrain bonus", "Must set up to ranged attack","Limited Visibility","Indirect Fire"], hurryCostModifier:20 }, { name:"Ironclad", unitType:"WaterMelee", movement:3, strength:45, cost: 250, requiredTech:"Steam Power", requiredResource:"Coal", upgradesTo:"Destroyer", obsoleteTech:"Combustion", uniques:["Bonus vs City 33%","Double movement in coast"], hurryCostModifier:20 }, // Modern era { name:"Landship", unitType:"Armor", movement:4, strength:60, cost: 350, requiredTech:"Combustion", requiredResource:"Oil", uniques:["Can move after attacking","No defensive terrain bonus"], hurryCostModifier:20 }, { name:"Destroyer", unitType:"WaterMelee", movement:6, strength:55, cost: 375, requiredTech:"Combustion", uniques:["Can attack submarines"], // todo: add interception and bonus vs submarines once we have air and submarine units hurryCostModifier:20 }, { name: "Battleship", unitType: "WaterRanged", movement: 5, strength: 55, rangedStrength: 55, range: 3, cost: 375, requiredResource:"Oil", requiredTech:"Electronics", uniques:["Indirect Fire", "Bonus vs City 30%"], hurryCostModifier:20 }, { name: "Submarine", unitType: "WaterSubmarine", movement: 5, strength: 35, rangedStrength: 60, cost: 325, requiredTech:"Refrigeration", uniques:["Bonus as Attacker 75%", "Invisible to others", "Can only attack water", "Can attack submarines"], hurryCostModifier:20 }, { name:"Great War Infantry", unitType:"Melee", movement:2, strength:50, cost: 320, requiredTech:"Replacable Parts", hurryCostModifier:20, upgradesTo:"Infantry", obsoleteTech:"Plastics" attackSound:"shot" }, { name:"Infantry", unitType:"Melee", movement:2, strength:70, cost: 375, requiredTech:"Plastics", hurryCostModifier:20, attackSound:"shot" }, { name:"Machine Gun", unitType:"Ranged", range:1, movement:2, strength:60, rangedStrength:60, cost: 350, requiredTech:"Ballistics", hurryCostModifier:20, attackSound:"machinegun" }, { name:"Tank", unitType:"Armor", movement:5, strength:70, cost: 375, requiredTech:"Combined Arms", requiredResource:"Oil", uniques:["Can move after attacking","No defensive terrain bonus"] hurryCostModifier:20, }, /* { name:"Panzer", unitType:"Armor", uniqueTo:"Germany", replaces:"Tank", movement:6, strength:80, cost: 375, requiredTech:"Combined Arms", requiredResource:"Oil", uniques:["Can move after attacking","No defensive terrain bonus"] hurryCostModifier:20, //German unique unit, stronger than Tank }, */ { name:"Anti-Tank Gun", unitType:"Melee", movement:2, strength:50, cost: 300, requiredTech:"Combined Arms", uniques:["Bonus vs Armor 100%"] hurryCostModifier:20, }, { name:"Rocket Artillery", unitType:"Siege", movement:2, strength:45, rangedStrength:60, range:3, cost: 425, requiredTech:"Rocketry", requiredResource:"Aluminum", uniques:["Bonus vs City 200%","No defensive terrain bonus", "Limited Visibility","Indirect Fire"], hurryCostModifier:20 }, { name:"Mechanized Infantry", unitType:"Melee", movement:3, strength:90, cost: 375, requiredTech:"Nuclear Fission", hurryCostModifier:20, }, { name:"Modern Armor", unitType:"Armor", movement:5, strength:100, cost: 425, requiredTech:"Robotics", requiredResource:"Aluminum", uniques:["Can move after attacking","No defensive terrain bonus"] hurryCostModifier:20, }, /* Great people */ { name:"Great Artist", unbuildable:true, unitType:"Civilian", uniques:["Can start an 8-turn golden age","Can build improvement: Landmark"] movement:2 }, { name:"Great Scientist", unbuildable:true, unitType:"Civilian", uniques:["Can discover a technology","Can build improvement: Academy"] movement:2 }, { name:"Great Merchant", unbuildable:true, unitType:"Civilian", uniques:["Can undertake a trade mission, giving a large sum of gold","Can build improvement: Customs house"] movement:2 }, { name:"Great Engineer", unbuildable:true, unitType:"Civilian", uniques:["Can speed up construction of a wonder","Can build improvement: Manufactory"] movement:2 }, { name:"Great General", unbuildable:true, unitType:"Civilian", uniques:["Can start an 8-turn golden age","Bonus for land units in 2 radius 15%"] //to do : should be able to build mega-fort movement:2 }, ]