User Guide

Destroyer
Tech Requirement: Combustion
Resource Requirement: Oil or uranium
Strength: 30
Movement: 8
Special Abilities: Can see submarines. Can intercept aircraft
(30%). Can bombard city defenses (-15%/turn).
Frigate
Tech Requirement: Astronomy
and chemistry
Resource Requirement: Iron
Strength: 8
Movement: 4
Special Abilities: Can bombard city defenses (-10%/turn).
Galleon
Tech Requirement: Astronomy
Resource Requirement: None
Strength: 4
Movement: 4
Cargo Space: 3
Galley
Tech Requirement: Sailing
Resource Requirement: None
Strength: 2
Movement: 2
Cargo Space: 2
Movement Limits: Must stay on coastline or within
friendly cultural waters.
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Ironclad
Tech Requirement: Steel and steam power
Resource Requirement: Iron and coal
Strength: 12
Movement: 2
Movement Limits: Must stay on coastline or within
friendly cultural waters.
Submarine
Tech Requirement: Radio and combustion
Resource Requirement: Oil or uranium
Strength: 24
Movement: 6
Special Abilities: Invisible to most units except destroyers
and other submarines. Can carry one scout, explorer, mis-
sionary, spy or Great Person. Can enter rival civilization’s ter-
ritory without triggering war. Can withdraw from combat
(50% chance).
Transport
Tech Requirement: Combustion
Resource Requirement: Oil or uranium
Strength: 16
Movement: 5
Cargo Space: 4
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