Fandom

Civilization

Module:Data/Civ4Col/Units

< Module:Data | Civ4Col

6,978pages on
this wiki
Add New Page
Talk0

Ad blocker interference detected!


Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers

Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.

local units = {}
units["Artillery"] = {
        reqbuilding = "Armory",
	hammers = 200,
        tools = 40,
	strength = 4,
        canattack = "Y",
	moves = 1,
        train = "500",
	notes = [[Doesn't receive defensive bonuses.<br>+125% settlement attack.<br>+50% settlement defense.<br>Can bombard settlement defenses (-20%/turn).]],
        cp = [[While a time of great advancement in philosophy, science and art, the Renaissance also marked the beginning of a period of rapid development in artillery. Prior to the Renaissance, cannons were essentially thickened pots into which gunpowder and a heavy object were dropped and then fired and - if lucky - hit a target in the general direction the cannon was aimed. (If unlucky, the cannon simply exploded.) Developments from tactical innovators like King Gustavus Adolphus of Sweden turned artillery from uncertain weapons of war into dangerous, highly-trained instruments of destruction deployed on all the major battlefields of Europe. Artillery units in the 18th century were often the elite of any European army, as artillerymen needed a significant amount of knowledge to successfully perform their duties, including training in geometry, chemistry, and physics. At the command of these elite soldiers were a plethora of machines of destruction, ranging from light "swivel" guns that could be fired by a single artilleryman to guns that could fire enormous projectiles over miles, all capable of dealing crushing damage to an enemy.]]}
units["Cannon"] = {
        reqbuilding = "Armory",
	hammers = 200,
        tools = 40,
	strength = 3,
        canattack = "Y",
	moves = 1,
        train = "500",
	notes = [[Doesn't receive defensive bonuses.<br>+100% settlement attack.<br>+50% settlement defense.<br>Can bombard settlement defenses (-12%/turn).]],
        cp = [[Among the earliest inventions that made use of gunpowder, Cannons remained among the most important until the 19th century. By the late 1500s, cannon had become light but powerful weapons that could be easily moved and adjusted to take aim at whatever target the battle might present. Such cannons proved extremely useful against native foes, who had never experienced the devastating effects of such weapons and had no tactics to counter them.]]}
units["Caravel"] = {
        reqbuilding = "Drydock",
	hammers = 100,
        tools = 30,
	strength = 3, 
	moves = 3,
        train = 1000,
	notes = [=[Cargo Space: 2.<br>Chance to escape to Drydock or [[Shipyard (Civ4Col)|Shipyard]] after losing a battle.]=],
        cp = [[Agile and maneuverable, the caravel was a small sailing ship with three or four masts, a broad bow, and a high, narrow stern. Though often used as a light warship, the caravel could also carry just over 100 metric tons of cargo. The Spanish and the Portuguese used caravels for both commerce and exploration. Christopher Columbus' three ships, the "Nina," "Pinta," and "Santa Maria," were caravels that risked the hazards of an ocean crossing.]]}
units["Converted Native"] = {
	strength = 0,
	moves = 1,  
	royal = "No", 
	natives = "No", 
	notes = [=[Can found new settlement.<br>-1 production of [[Cloth (Civ4Col)|Cloth]], [[Coats (Civ4Col)|Coats]], [[Rum (Civ4Col)|Rum]], [[Cigars (Civ4Col)|Cigars]], [[Tools (Civ4Col)|Tools]], [[Guns (Civ4Col)|Guns]], {{Hammer4}}, [[Liberty Bell (Civ4Col)|Liberty Bell]], [[Crosses (Civ4Col)|Crosses]], [[Education (Civ4Col)|Education]].<br>+1 production of [[Food (Civ4Col)|Food]], [[Lumber (Civ4Col)|Lumber]], [[Sugar (Civ4Col)|Sugar]], [[Cotton (Civ4Col)|Cotton]], [[Furs (Civ4Col)|Furs]], [[Silver (Civ4Col)|Silver]], [[Tobacco (Civ4Col)|Tobacco]], [[Ore (Civ4Col)|Ore]], [[Horses (Civ4Col)|Horses]].]=],
        cp = [[Some of the earliest explorers of the New World were missionaries. French Jesuits and Spanish padres explored the breadth of the Americas seeking to spread Christianity to the untutored natives. The missionaries were most successful among the natives of the Spanish and Portuguese colonies (perhaps because those states were more willing to back up the missionaries' words with guns and cannon). The native Christians often blended Christianity with their traditional beliefs, so that the resulting religion was unlike Christianity anywhere else on Earth. Christianized natives were often given a higher standing in colonial society than their heathen brethren: some managed to assimilate almost completely into their new societies.]]}
units["Dragoon"] = {
	strength = 4,
        canattack = "Y",
	moves = 3, 
	notes = [=[Can found new settlement.<br>Doesn't receive defensive bonuses.<br>+30% withdrawal chance.<br>+50% attack vs. [[Cannon (Civ4Col)|Cannon]].]=],
        cp = [[Dragoons are soldiers trained in the use of firearms from horseback. The ability to fire a musket with any semblance of accuracy while galloping across a battlefield was one that required intense training and the dragoons were rightly respected for their mastery of this skill. Nearly every power in Europe fielded Dragoons - Napoleon Bonaparte was especially fond of their combination of force and maneuverability.]]}
units["Elder Statesman"] = {
	strength = 0,
	moves = 1,
        train = 2000,
	royal = "Yes", 
	natives = "No", 
	notes = [=[Can found new settlement.<br>+100% production of [[Liberty Bell (Civ4Col)|Liberty Bells]].]=],
        cp = [[It takes years to acquire the knowledge, contacts and rhetorical ability to become a successful Statesman. Their knowledge of law and legal proceedings makes them crucial to maintaining order and discipline in a growing colony. Further, their strength, passion and skill as orators makes them powerful weapons for a colony wishing to become its own nation.]]}
units["Expert Cotton Planter"] = {
	strength = 0,
	moves = 1,  
	royal = "No", 
	natives = "Yes", 
	notes = [=[Can found new settlement.<br>+100% production of [[Cotton (Civ4Col)|Cotton]].]=],
        cp = [[Cotton is a surprisingly challenging plant to master. Cotton plants can be found naturally throughout the world, but its thick threads can be so filled with seed as to be completely unusable. It requires both extreme amounts of water and sunlight, and rich soil. Most strains of the plant are a delicious treat to many parasites. Many textile enthusiasts wrote the plant off as too difficult to earn a profit from. Yet in the hands of a skilled Cotton Planter, even these great challenges could be surmounted. Selective breeding could make the fibers more workable and use of inventions like the cotton gin suddenly made this botanical nuisance the most popular - and profitable - fiber in the western world.]]}
units["Expert Farmer"] = {
	strength = 0, 
	moves = 1,
        train = 800,
	royal = "Yes", 
	natives = "Yes", 
	notes = [=[Can found new settlement.<br>+3 production of [[Food (Civ4Col)|Food]] on land, +2 food from bonus resources.]=],
        cp = [[The skilled Farmer knows when to plant to ensure his crops receive the maximum amount of light, where to plant so that the proper amount of water is available, when to rotate crops to keep the soil fertile and how to prepare the soil for next year's harvest. Through luck and persistence an unskilled farmer may grow enough food to feed himself, but a skilled Farmer can yield a crop to feed himself, his family, his neighbors and have enough left over to provide a gift to the natives!]]}
units["Expert Fisherman"] = {
	strength = 0,
	moves = 1,
        train = 800, 
	royal = "Yes", 
	natives = "Yes", 
	notes = [=[Can found new settlement.<br>+3 production of [[Food (Civ4Col)|Food]] on water, +2 food from bonus resources.]=],
        cp = [[The seas have provided food for humanity for millennia. Men have caught fish with rods, nets, trained birds, traps, spears and by hand. To be successful, a fisherman must learn how his prey lives. Where do they gather? When do they breed? Will I get a better catch in the cool of the night or the broiling heat of day? A successful fisherman knows the answer to these questions and is able to turn a daily fishing trip into a wealth of sustenance.]]}
units["Expert Lumberjack"] = {
	strength = 0,
	moves = 1,
        train = 800,  
	royal = "Yes", 
	natives = "No", 
	notes = [=[Can found new settlement.<br>+100% production of [[Lumber (Civ4Col)|Lumber]].]=],
        cp = [[For the colonists of North America, lumber was the most abundant resource available. From Georgia to Maine, the land was draped thick in forests. Indeed, every colonist in the New World, whether priest, mason, hunter or trapper, cut down trees when land needed to be cleared. However, those that took up the profession as their life's calling, the skilled Lumberjacks, were able to fell trees with a rapidity that greatly outdistanced the amateurs. They were lumberjacks and they were OK.]]}
units["Expert Ore Miner"] = {
	strength = 0,
	moves = 1,
        train = 800,
	royal = "Yes", 
	natives = "No", 
	notes = [=[Can found new settlement.<br>+100% production of [[Ore (Civ4Col)|Ore]].]=],
        cp = [[Once a vein of ore is discovered, it is no small challenge to successfully remove it from the earth. Mining remains one of the most dangerous professions in the world. Poorly designed mines collapse, crushing those within. Unventilated mines fill with noxious gases, suffocating the victims before they are aware of their peril. Mines explode, or flood with water. Clearly, mining is no work for the amateur. The skilled Miner understands the system of braces, pumps and carts needed to allow access to the precious ore below and is able to keep a mine running while minimizing the peril to himself and his fellow workers.]]}
units["Expert Silver Miner"] = {
	strength = 0,
	moves = 1,
        train = 1200,
	royal = "Yes", 
	natives = "No", 
	notes = [=[Can found new settlement.<br>+100% production of [[Silver (Civ4Col)|Silver]].]=],
        cp = [[The sheer volume of silver available in the New World made silver mining an extremely profitable business. It was also a stunningly dangerous one. Yet in the hands of a skilled Silver Miner, the dangers could be greatly reduced, braces built, ventilation systems expanded, so that the miners within could live long and productive lives.]]}
units["Expert Sugar Planter"] = {
	strength = 0,
	moves = 1,  
	royal = "No", 
	natives = "Yes", 
	notes = [=[Can found new settlement.<br>+100% production of [[Sugar (Civ4Col)|Sugar]].]=],
        cp = [[While native to Southeast Asia, sugarcane found a welcome home in the sweltering heat and heavy rains of South America and the Caribbean. Hundreds of sugar plantations sprung up in the Portuguese, Dutch and English colonies, turning the long grass into an invaluable industry. Because sugarcane could be harvested without having to kill the plant, skilled Sugar Planters could harvest a single crop almost a dozen times, making them valuable commodities in the competitive sugar trade.]]}
units["Expert Trapper"] = {
	strength = 0,
	moves = 1,  
	royal = "No", 
	natives = "Yes", 
	notes = [=[Can found new settlement.<br>+100% production of [[Furs (Civ4Col)|Furs]].]=],
        cp = [[Beavers, foxes, mink, otter, buffalo - the New World was literally crawling (and swimming and grazing) with precious furs of animals unlike any that could be found in Europe. And Europeans were wild for those pelts. This stiff demand created a valuable market for the Fur Trapper. Fur Trappers were often lone hunters, heading off into the wilderness for months at a time and returning with pelts of immense value, earning themselves a pretty penny and providing an ever-fashionable Europe with the furs it sought so desperately.]]}
units["Expert Tobacco Planter"] = {
	strength = 0,
	moves = 1,  
	royal = "No", 
	natives = "Yes", 
	notes = [=[Can found new settlement.<br>+100% production of [[Tobacco (Civ4Col)|Tobacco]].]=],
        cp = [[Tobacco is a hardy plant. It grows strong and spreads at a rate that would make most rabbits blush. But many dangers face a blossoming tobacco crop. Worms and grasshoppers find its scent and taste alluring, decimating entire fields with their insatiable appetite. Tobacco itself requires a surprising amount of fresh water to grow and thrive. But in the hands of a skilled Tobacco Planter, all challenges are surmountable and a bumper crop is all but guaranteed.]]}
units["Firebrand Preacher"] = {
	strength = 0,
	moves = 1,
        train = 2000,
	royal = "Yes", 
	natives = "No", 
	notes = [=[Can found new settlement.<br>+100% production of [[Crosses (Civ4Col)|Crosses]].]=],
        cp = [[It is the charge and duty of a colony's Preachers to lead the faithful, convert the heathen and ensure that none stray from the path of righteousness. Relying on equal parts raw, charged emotion and learned scholarly argument, Preachers are a powerful draw for the faithful, even if they must cross an ocean to listen to them speak. Bringing such a Preacher into a colony is a certain way to greatly increase its immigration.]]}
units["Free Colonist"] = {
	strength = 0,
	moves = 1,  
	royal = "No", 
	natives = "No", 
	notes = [=[Can found new settlement.]=],
        cp = [[The colonists of the New World represented a broad spectrum of Old World society. Many came from the fringes of their homeland. Religious groups considered heretical in their own lands - such as the English Puritans - escaped to the west so that they could worship in peace. Others, like the French Jesuits, strode intrepidly into the unknown wilderness to educate and convert a world that had never heard of Christ. The New World even claimed a royal heir - Dom Pedro I of Portugal - who, in fleeing his rivals, founded a new (if short-lived) dynasty in the west.]]}
units["Frigate"] = {
        reqbuilding = "Shipyard",
	hammers = 300,
        tools = 100,
        guns = 150,
	strength = 8,
        canattack = "Y",
	moves = 5,
        train = 5000,
	notes = [[Can bombard settlement defenses (-8/turn).]],
        cp = [[The frigate was a fast and powerful warship that evolved to fill several important roles, but one of its primary roles was to raid enemy shipping. These three-masted ships were lighter and faster than the European great ship or man-of-war, and usually carried 36 or fewer guns. The frigate was powerful enough to overcome most of its prospective opponents and fast enough to escape those it could not outgun. Because of their speed and strength, frigates were often employed as escorts for merchant vessels during times of war. The frigate remained the most useful and dominant naval vessel until the development of the ironclad.]]}
units["Galleon"] = {
        reqbuilding = "Drydock",
	hammers = 300,
        tools = 100,
	strength = 5, 
	moves = 3,
        train = 3000,
	notes = [[Cargo holds: 6.]],
        cp = [[The Galleon was a large vessel capable of transporting enormous cargos at impressive speeds. Galleons were three- or four-masted ships, built high in both the forecastle and the stern. Developed in the 15th and 16th century, these versatile ships were occasionally outfitted as light warships, but their true calling came as transports. The Galleon's superb design ensured a long functional life; ships of this type served European nations well into the 1700s.]]}
units["Great General"] = {
	strength = 0,
	moves = 1,
	notes = [[Can provide 20 experience to units in the same tile.]],
        cp = [[The many conflicts that arose in the colonies of the New World forged numerous Great Generals. Jose de San Martin's march over the Andes, George Washington's stealthy crossing of the Delaware River, Frontenac's complete reversal of the fortunes of New France during King William's War, such feats defined the countries which these men formed. Without their Great Generals, Chile, Argentina, Canada and the United States would likely still be the property of their mother countries.]]}
units["Hardy Pioneer"] = {
        tools = "50",
	strength = 0,
	moves = 1,
        train = 2000,
	royal = "Yes", 
	natives = "No", 
	notes = [=[Can found new settlement.<br>Improves the land 100% faster. Pioneers are created when a [[Free Colonist (Civ4Col)|Free Colonist]] is combined with [[Tools (Civ4Col)|Tools]].]=],
        cp = [[The rugged wilderness of the Americas required a tough stock of colonist. Vast stretches of forest and jungle needed to be cleared, endless seas of sand had to be crossed. All while the adventurer had to endure weather that could swing between fiery and frigid like a drunken pendulum. Many newcomers to the west were not prepared for the hardships that beset them, and entire colonies were wiped out within years of their arrival, but those that survived were able to mold this new land into the shape they desired. The lumber industry exploded as seemingly endless forests were felled. Seas of sand yielded rich minerals, gold and silver. It was only those willing and able to brave the elements - the Pioneers - that would reap the bounty of this New World.]]}
units["Indentured Servant"] = {
	strength = 0,
	moves = 1,  
	royal = "No", 
	natives = "No", 
	notes = [=[Can found new settlement.<br>-1 production of [[Cloth (Civ4Col)|Cloth]], [[Coats (Civ4Col)|Coats]], [[Rum (Civ4Col)|Rum]], [[Cigars (Civ4Col)|Cigars]], [[Tools (Civ4Col)|Tools]], [[Guns (Civ4Col)|Guns]], {{Hammer4}}, [[Liberty Bell (Civ4Col)|Liberty Bell]], [[Crosses (Civ4Col)|Crosses]], [[Education (Civ4Col)|Education]].]=],
        cp = [[Many of those looking to venture into the New World found themselves without the means to do so. One way they could pay for their passage was by agreeing to become laborers or servants to already established patrons living in the West. This system - known as indentured servitude - brought innumerable poor workers and families across the Atlantic to start their lives anew. Most contracts required that servants labor for seven years to pay off their debt, after which point they could be given a tract of land, a farewell sum of money, or a quick boot off their former master's property.]]}
units["Jesuit Missionary"] = {
	strength = 0,
	moves = 1,
        train = 1400,
	royal = "Yes", 
	natives = "No", 
	notes = [=[Can found new settlement.<br>Missions are 50% more effective.]=],
        cp = [[While many of the intrepid souls that stepped into the American wilderness were soldiers and warriors, nearly as many were men of god, marching into the unknown to spread their faith. Part diplomat, part explorer, the Missionary in many cases became the representative for his fellow Europeans, developing contacts, forming alliances, and all the while actively spreading Christianity to draw the traditions of the New World a little closer to those of the Old.]]}
units["Man-o-War"] = {
	strength = 12,
        canattack = "Y",
	hammers = 350,
        tools = 150,
        guns = 200,
	moves = 4,
	notes = [=[Cargo holds: 4.<br>+50% vs. [[Frigate (Civ4Col)|Frigate]].<br>Can bombard settlement defenses (-12/turn).<br>This unit cannot be obtained without cheating.]=],
        cp = [[The Man-o-War was the most powerful ship of its era. First created under the reign of the English king Henry VIII in the 16th century, these massive weapons of war quickly became the most feared vessels in the seas. The Great Harry and the Mary Rose were two of the first Man-o-War's, each capable of carrying over four hundred crewmen and over one hundred cannon. Strangely enough, both the Great Harry and the Mary Rose met rather inglorious ends - the Great Harry is thought to have burnt while docked and the Mary Rose was sunk by an inferior French vessel.]]}
units["Master Blacksmith"] = {
	strength = 0,
	moves = 1,
        train = 1000,  
	royal = "Yes", 
	natives = "No", 
	notes = [=[Can found new settlement.<br>+100% production of [[Tools (Civ4Col)|Tools]].]=],
        cp = [[The skilled Blacksmith is as much a musician as a craftsman. The heating, hammering, and cooling of the raw metal requires a learned rhythm that can only be attained through years of practice. Imagine trying to build a home without nails, hammers or saws, or clearing a field without an axe, and you begin to see why a skilled Blacksmith is critical to the success of a growing colony.]]}
units["Master Carpenter"] = {
	strength = 0,
	moves = 1,
        train = 1000,  
	royal = "Yes", 
	natives = "No", 
	notes = [=[Can found new settlement.<br>+100% production of {{Hammer4}}.]=],
        cp = [[The Carpenter is able to craft lumber into a variety of practical and pleasing objects. And while any man can handle a saw or plane, it takes a skilled craftsman to quickly turn out the many items needed by a growing colony. The blacksmith needs a new rack to display his wares, the preacher benches for the faithful. Buckets for the wells; seats for the statehouse. Only a skilled Carpenter can fill every need while ensuring both speed and quality.]]}
units["Master Distiller"] = {
	strength = 0,
	moves = 1,
        train = 1200,
	royal = "Yes", 
	natives = "No", 
	notes = [=[Can found new settlement.<br>+100% production of [[Rum (Civ4Col)|Rum]].]=],
        cp = [[While sugar was a valued commodity in Europe, one had to sell a whole bunch of it to make enough money to survive, and the costs of shipping tons of the product to Europe ate up a large portion of the profit. Struggling to survive, desperate colonists were always on the lookout for ways to increase their income from crops. Enter the Distiller. A Distiller has an almost magical ability to turn a ton of raw sugar, worth a pittance after shipping costs, into a couple of barrels of really tasty rum, which are not only more valuable than the sugar they came from, but they're also much lighter and thus cheaper to ship to Europe. A top-quality distillery could easily increase the profitability of a sugar plantation exponentially.]]}
units["Master Fur Trader"] = {
	strength = 0,
	moves = 1,
        train = 1000,  
	royal = "Yes", 
	natives = "No", 
	notes = [=[Can found new settlement.<br>+100% production of [[Coats (Civ4Col)|Coats]].]=],
        cp = [[The Fur Trader is the middle man in the fur business. After the trapper has accomplished the difficult task of acquiring the pelt from its reluctant former owner, he passes the fur to the trader, in exchange for gold or food, bullets and powder, or other supplies. The Trader processes the pelt, trims and cleans it, and in general prepares it for its long journey to the markets of Europe. A good Trader can vastly increase the value of a pelt, earning himself and his colony a tidy profit on each shipment.]]}
units["Master Gunsmith"] = {
	strength = 0,
	moves = 1,
        train = 1000,  
	royal = "Yes", 
	natives = "No", 
	notes = [=[Can found new settlement.<br>+100% production of [[Guns (Civ4Col)|Guns]].]=],
        cp = [[The gun is an invaluable tool for hunting and self-defense. In a rugged wilderness like the Americas, a land populated by hostile natives, wolves, alligators and malevolent cats the size of small ponies, a fine gunsmith is an asset no burgeoning town can do without.]]}
units["Master Rancher"] = {
	strength = 0,
	moves = 1,
        train = 1200,  
	royal = "Yes", 
	natives = "No", 
	notes = [=[Can found new settlement.<br>+100% production of [[Horses (Civ4Col)|Horses]].]=],
        cp = [[A skilled Rancher is a master of all matters equine. From breaking wild mustangs to shoeing the youngest colts, the skilled Rancher is both caretaker and matchmaker, doctor and disciplinarian. Perhaps it is the fact that they work with living, breathing, high-spirited animals that gives Ranchers the "cowboy" spirit of rugged self-reliance. But without a Rancher to provide horses, a colony cannot possibly achieve its fullest potential.]]}
units["Master Tobacconist"] = {
	strength = 0,
	moves = 1,
        train = 1200,  
	royal = "Yes", 
	natives = "No", 
	notes = [=[Can found new settlement.<br>+100% production of [[Cigars (Civ4Col)|Cigars]].]=],
        cp = [[Tobacco is not a difficult plant to manage. It's easy to grow and a single plant can often produce enough seeds to cover an entire field. The true art comes in the drying, curing and rolling of the tobacco into cigars, cigarettes and chewing tobacco. It is the Tobacconist who decides if the leaves will be dried in the heat of the sun or the cool of the air, when to rotate the leaves as they ferment to ensure a uniform flavor and the dozens of other miniscule considerations that must be taken into account before a fine cigar can be made. In fact, a top-quality Tobacconist can dramatically increase a colony's tobacco crop's profitability, making the difference between fiscal catastrophe and comfortable success.]]}
units["Master Weaver"] = {
	strength = 0,
	moves = 1,
        train = 1200,
	royal = "Yes", 
	natives = "No", 
	notes = [=[Can found new settlement.<br>+100% production of [[Cloth (Civ4Col)|Cloth]].]=],
        cp = [[Weaving is the process by which raw wool or cotton is turned into cloth. This is a slow, arduous and difficult task at best, but in the hands of a skilled Weaver, such transformations can be quick, industrious and artful, creating a product far superior to anything a mere amateur could create.]]}
units["Merchantman"] = {
        reqbuilding = "Drydock",
	hammers = 200,
        tools = 60,
	strength = 4, 
	moves = 4,
        train = 2000,
	notes = [=[Cargo holds: 4.<br>Chance to escape to Drydock or [[Shipyard (Civ4Col)|Shipyard]] after losing a battle.]=],
        cp = [[These towering cargo ships were some of the largest wood vessels to ever touch water. The Merchantman, employed primarily in the 17th and 18th centuries, was capable of carrying entire contingents of men and substantial stores of cargo. The Merchantman class contained a wide variety of ships, as numerous nations created their own variants. The Dutch were especially fond of Merchantmen, and the East Indiaman vessel was actually a redesign of this class of ship.]]}
units["Native"] = {
	strength = 0,
        canattack = "Y",
	moves = 1,
	notes = [=[This unit is not available to the player.<br>+25% Marsh attack.<br>+75% Jungle attack.<br>+75% Forest attack.<br>+50% Light Forest attack.<br>+1 production of [[Furs (Civ4Col)|Furs]].<br>+1 production of [[Silver (Civ4Col)|Silver]].]=],
        cp = [[The natives of the New World had several thousand years of hand-to-hand combat training to draw upon before the arrival of the Europeans. It can be no surprise then that melee prowess was a highly valued skill among many native tribes. The Dog Soldiers of the Cheyenne were among the most deadly fighters the New World had to offer. Each Dog Soldier was given a sash which, during battle, he would stake to the ground. The soldier would remain planted to the ground, goading his enemies into coming within reach of his deadly skill and would continue to fight until he was victorious or dead.]]}
units["Mounted Warrior"] = {
	combat = 3,
        canattack = "Y",
	moves = 4,
	notes = [[This unit cannot be obtained without cheating.]]}
units["Petty Criminal"] = {
	strength = 0,
	moves = 1,  
	royal = "No", 
	natives = "No", 
	notes = [=[Can found new settlement.<br>-1 production of [[Cloth (Civ4Col)|Cloth]], [[Coats (Civ4Col)|Coats]], [[Rum (Civ4Col)|Rum]], [[Cigars (Civ4Col)|Cigars]], [[Tools (Civ4Col)|Tools]], [[Guns (Civ4Col)|Guns]], {{Hammer4}}<br>-2 production of [[Liberty Bell (Civ4Col)|Liberty Bell]], [[Crosses (Civ4Col)|Crosses]], [[Education (Civ4Col)|Education]].]=],
        cp = [[Facing a two-fold increase of population and crime, Europe's leaders decided to take a creative approach to penal reform: rather than building more prisons, criminals were simply shipped to distant colonies to serve out their terms. The English colony of Georgia was initially planned to be settled almost exclusively by previous occupants of debtors' prisons. Vast sections of Australia were also settled in this manner, with thousands of convicts being sent to cities like Fremantle to labor in the various public works projects. If they survived, these convicts could eventually earn the right to charge for their work and perhaps even purchase their freedom, becoming once again members of the society against which they had previously erred.]]}
units["Privateer"] = {
        reqbuilding = "Drydock",
	hammers = 200,
        tools = 60,
        guns = 100,
	strength = 5,
        canattack = "Y",
	moves = 4,
        train = 2000,
	notes = [=[Cargo holds: 2.<br>Hidden nationality.<br>Can attack without declaring war.<br>Captures cargo of defeated transports.<br>Starts with [[Navigation I (Promotion) (Civ4Col)|Navigation I]].]=],
        cp = [[Privateers were government-sanctioned pirate ships prominent from the 17th to 19th century. Pillaging for their lords in the world's shipping lanes, Privateers bore no marking of their fealty, making it impossible to trace their employer (short of viewing the "Letter of Marque" that commissioned them). Successful Privateers, such as Sir Francis Drake in the employ of Queen Elizabeth I or Barbarossa under Sultan Suleiman I, wreaked havoc among the merchant vessels of rival nations, securing for themselves and their sovereigns significant booty. In addition, the disruptive effect these naval bandits had upon the enemies of their lords did much to ensure the naval supremacy of their home nations.]]}
units["Regular"] = {
	strength = 0,
        canattack = "Y",
	moves = 1,
	notes = [=[Doesn't receive defensive bonuses.<br>+25% settlement attack.<br>Starts with [[Veteran I (Promotion) (Civ4Col)|Veteran I]], [[Veteran II (Promotion) (Civ4Col)|Veteran II]].]=],
        cp = [[Europe's early firearms - the arquebus and the musket - were notoriously inaccurate. Even with the development of professional armies in the 17th century, when soldiers were allowed to train on a regular basis with their own weaponry, actually hitting a specific target with such a firearm remained a big challenge: units relied on mass volume of fire rather than on marksmanship to do their damage. For this reason, among 17th century armed forces it was not a regiment's ability to fire accurately that gave them their reputation - it was their ability to be fired upon and continue fighting. Regulars are just such units - hardened, disciplined, and deadly.]]}
units["Scout"] = {
	strength = 2,
        canattack = "Y",
	moves = 3, 
	notes = [=[A Scout is created when any [[Free Colonist (Civ4Col)|Colonist]] is combined with [[Horses (Civ4Col)|Horses]].]=],
        cp = [[N/A]]}
units["Seasoned Scout"] = {
	strength = 0,
        canattack = "Y",
	moves = 1, 
	royal = "No", 
	natives = "Yes", 
	notes = [=[Can found new settlement.<br>Better results from Ancient Ruins.]=],
        cp = [[The eyes and ears of any colony, Scouts seek out valuable resources and information for those back home. Lone riders capable of crossing vast tracks of territory faster than any other, these isolated adventurers journey across the land, watching enemy troops, exploring native villages, or stumbling upon lost caches of treasure. A colony can survive without Scouts on its side, but only the same sort of existence a man can live without eyes or ears - challenging.]]}
units["Ship of the Line"] = {
        reqbuilding = "Shipyard",
	hammers = 350,
        tools = 150,
        guns = 200,
	strength = 8,
        canattack = "Y",
	moves = 4,
	notes = [=[+50% vs. [[Frigate (Civ4Col)|Frigate]].<br>Can bombard settlement defenses (-12%/turn).]=],
        cp = [[Ships of the Line were the largest vessels deployed during the height of the European wooden navies, from the seventeenth until the mid-nineteenth century. In naval strategy, the most powerful ships of each respective navy would often form into lines and unleash a barrage upon their rivals. Ships of the Line, as these elite vessels were known, usually carried 80 or more guns, but this extra-heavy armament cost the vessel dearly in maneuverability.]]}
units["Soldier"] = {
	strength = 3,
        canattack = "Y",
	moves = 1,
	notes = [=[Can found new settlement.<br>A Soldier is created when any [[Free Colonist (Civ4Col)|Colonist]] is combined with 50 [[Guns (Civ4Col)|Guns]].]=],
        cp = [[Soldiers, armed with black powder firearms, participated in nearly every major European conflict since the sixteenth century. With the discovery of the New World, muskets gave the Europeans a decided tactical advantage over the natives, who had never seen weapons that could produce sounds like cracks of thunder. Utilizing the fear and deadly force of the musket, the Spanish were able to subjugate the formerly magnificent Aztecs and Incans. Before long, the natives acquired muskets as well, but they never had enough to halt the inexorable advance of the Europeans.]]}
units["Treasure"] = {
	strength = 0, 
	moves = 1, 
	notes = [=[Can be transported by a [[Galleon (Civ4Col)|Galleon]].<br>Can be exchanged for gold in Europe.]=],
        cp = [[Europeans came to the New World looking for a quicker way to access the silks and spices of the Far East. While they failed in that respect, they were more than pleased to find that the rulers of many of the native populations in the New World lived draped in gold. And the Europeans wasted no time trying to acquire as much of it as possible. Entire native villages were emptied and forced to labor in mines to sate the European lust for the wealth. Others, like Francisco Pizarro, took more creative - if equally ruthless - measures to secure their fortunes. In his quest for treasure, Pizarro kidnapped the leader of the Incan Empire, Atahualpa, and ransomed him in return for a room filled with gold. As legend has it, he received exactly what he asked for.]]}
units["Veteran Soldier"] = {
	strength = 0,
        canattack = "Y",
	moves = 1,
        train = 1500,
	royal = "Yes", 
	natives = "No", 
	notes = [=[Can found new settlement.<br>Starts with [[Veteran I (Civ4Col)|Veteran I]], [[Leadership (Civ4Col)|Leadership]].]=],
        cp = [[Veteran Soldiers are hardened warriors, educated on the field of battle in the ways of war. And by the 17th century, there was more than enough "education" going on in Europe to train the budding soldier. Dozens of conflicts, including the Thirty Years' War and the Eighty Years' War, ravaged Europe in this century, making the availability of fresh training for green soldiers an easily-accessed commodity.]]}
units["Wagon Train"] = {
        reqbuilding = "Carpenter's Shop",
	hammers = 40,
	strength = 0,
	moves = 2,
	notes = [[Cargo holds: 2.]],
        cp = [[The covered wagon became a staple of transport for crossing the open swathes of North America, and grew to become an icon of American expansion. Colonists would often make the journeys into the West in great Wagon Trains, so they could rest assured in mutual safety. A number of well-worn wagon trails emerged, with the Oregon Trail becoming the most famous. Yet even with the benefit of trodden trails and safety in numbers, wagon trains faced many dangers, including the attacks of bandits or angered natives, ferocious weather and disease.]]}
 
return units

Also on Fandom

Random Wiki