

Most military land units have the ability to impose zones of control (ZoC). Except for Marines and Anti-Aircraft Artillery, Land units disembarking from ships lose all remaining movement points. Rough terrain can be more costly for land units, as detailed in the terrain catalogue. Moving one square usually consumes one movement point, and units can always move one square regardless of their wounds. Units can move into any of the eight surrounding squares under fairly obvious constraints: land units are confined to land and transport vessels ships are confined to water and waterfront cities and aircraft ignore terrain, though they must often end their turn where they can refuel-see the description of each unit for specific restrictions. Actions require one movement point unless otherwise noted.
Freeciv building multiple units at once manual#
This manual describes each action in the section where it is most relevant see the index for the full list of actions. Finally, units who are veteran level four and up gain ⅑ of a movement point-just enough to travel one more tile, in many cases.Įvery action undertaken by a unit uses movement points. Foot units gain a movement bonus from the Agōgē of Sparta. Mounted units gain an extra movement point if a nation has Genghis Khan's Equestrian School. Sea units gain extra movement points if their civilization possesses the Lighthouse or Nuclear Power. Movement points not consumed by the end of the turn are lost and cannot be stored or transferred.

Movement points may be reduced for damaged land and sea units, in proportion to the extent of their damage. Units begin every turn with one or more movement points, depending upon their natural mobility - shown for each unit in the catalogue below. This makes war quite expensive under representative government, since production points are required to support each unit and luxury points must be produced to calm the populace. Under representative governments, aggressive units outside your borders each cause one or two workers to become unhappy. Note that autocratic governments force cities to support several units for free, which can save production points for other uses. Depending on your form of government, each unit may require one production point per turn and Settlers also require one or two food points per turn.

Support of your units is one of your major expenses. Some units have no home city: the Partisan (and if available, the Leader unit). The home city will be the city responsible for paying any upkeep on the unit ( see below.) You may change the home city of a unit by making it go to a different domestic city and executing the order to change Home City ( H). The city in which a unit is built becomes its Home City. Units may be classified as military units or as noncombatants which support expansion (Explorers, Settlers, Workers, and Engineers), diplomacy (the Diplomat and Spy), commerce (Caravans and Freight), and scouting (AWACS).
