Harald Hardrada's naval melee units can pillage buildings and improvements and capture civilian units on coastal lands.
Harald Hardrada's naval melee units can pillage buildings and improvements and capture civilian units on coastal lands.
Can heal in neutral territory.
Can heal in neutral territory.
Attack support units directly even if they are in a formation with a combat unit.
Attack support units directly even if they are in a formation with a combat unit.
While on a water tile, its [ICON_TradeRoute] Trade Route cannot be plundered by enemy units. Obtained when Suzerain of Lisbon city-state.
While on a water tile, its [ICON_TradeRoute] Trade Route cannot be plundered by enemy units. Obtained when Suzerain of Lisbon city-state.
+7 [ICON_Strength]Combat Strength when attacking, and -7 [ICON_Strength] Combat Strength when defending.
+7 [ICON_Strength]Combat Strength when attacking, and -7 [ICON_Strength] Combat Strength when defending.
+2 [ICON_Movement] Movement if this unit starts in enemy territory.
+2 [ICON_Movement] Movement if this unit starts in enemy territory.
Can capture defeated enemy naval vessels.
Can capture defeated enemy naval vessels.
+1 [ICON_Movement] Movement while in coastal waters.
+1 [ICON_Movement] Movement while in coastal waters.
+5 [ICON_Strength] Combat Strength to heavy and light cavalry on Hills when Suzerain of Preslav city-state.
+5 [ICON_Strength] Combat Strength to heavy and light cavalry on Hills when Suzerain of Preslav city-state.
Can capture defeated enemy civilization combat units and convert them to Builders.
Can capture defeated enemy civilization combat units and convert them to Builders.
Missionaries, Inquisitors, and Apostles can move over Hills faster after moving adjacent to the Mount Everest natural wonder.
Missionaries, Inquisitors, and Apostles can move over Hills faster after moving adjacent to the Mount Everest natural wonder.
Powerful Industrial era armored melee naval unit.
Powerful Industrial era armored melee naval unit.
Can move after attacking. +5 [ICON_Strength] Combat Strength in your territory or adjacent to your territory.
Can move after attacking. +5 [ICON_Strength] Combat Strength in your territory or adjacent to your territory.
+10 [ICON_Strength] Combat Strength when defending against ranged units, can see through features, and can move through Woods and Rainforest without [ICON_Movement] Movement penalty.
+10 [ICON_Strength] Combat Strength when defending against ranged units, can see through features, and can move through Woods and Rainforest without [ICON_Movement] Movement penalty.
Atomic era melee naval unit that can transport air units.
Atomic era melee naval unit that can transport air units.
+10 [ICON_Strength] Combat Strength when fighting on a continent other that your [ICON_Capital] Capital's. No disembark cost.
+10 [ICON_Strength] Combat Strength when fighting on a continent other that your [ICON_Capital] Capital's. No disembark cost.
-5 [ICON_Strength] Combat Strength to adjacent enemy units.
-5 [ICON_Strength] Combat Strength to adjacent enemy units.
+10 [ICON_Strength] Combat Strength in Ocean combat.
+10 [ICON_Strength] Combat Strength in Ocean combat.
+10 [ICON_Strength] Combat Strength when on the same continent as the [ICON_Capital] Capital. +10 Great General points for kills.
+10 [ICON_Strength] Combat Strength when on the same continent as the [ICON_Capital] Capital. +10 Great General points for kills.
+10 [ICON_Strength] Combat Strength when there is a religious unit in the same hex. If this unit captures a city or is adjacent to a city when it's captured, the city will automatically convert to the Conquistador player's majority Religion.
+10 [ICON_Strength] Combat Strength when there is a religious unit in the same hex. If this unit captures a city or is adjacent to a city when it's captured, the city will automatically convert to the Conquistador player's majority Religion.
+10 [ICON_Strength] Combat Strength if there is at least one Hoplite adjacent.
+10 [ICON_Strength] Combat Strength if there is at least one Hoplite adjacent.
Strongest ranged naval unit, available in the Information era.
Strongest ranged naval unit, available in the Information era.
Receives a Combat bonus vs. Fighers, has an extended attack range, and earns more experience from combat.
Receives a Combat bonus vs. Fighers, has an extended attack range, and earns more experience from combat.
Modern era naval ranged unit. Provides cover from air and nuclear attacks up to 1 tile away.
Modern era naval ranged unit. Provides cover from air and nuclear attacks up to 1 tile away.
When defeating an enemy unit, gain [ICON_Culture] Culture equal to 50% that unit's base [ICON_Strength] Combat Strength when fighting on your [ICON_Capital] Capital's continent. +10 [ICON_Strength] Combat Strength when fighting on Hills.
When defeating an enemy unit, gain [ICON_Culture] Culture equal to 50% that unit's base [ICON_Strength] Combat Strength when fighting on your [ICON_Capital] Capital's continent. +10 [ICON_Strength] Combat Strength when fighting on Hills.
First air combat unit, available in the Modern era.
First air combat unit, available in the Modern era.
This unit heals every turn, even after moving or combat.
This unit heals every turn, even after moving or combat.
Strongest melee naval unit. Reveals Naval Raiders within sight range.
Strongest melee naval unit. Reveals Naval Raiders within sight range.
This unit does not suffer combat penalties when damaged.
This unit does not suffer combat penalties when damaged.
Atomic era Biplane upgrade.
Atomic era Biplane upgrade.
+10 against cavalry
+10 against cavalry
Information era Fighter upgrade.
Information era Fighter upgrade.
+5 against fighter aircraft
+5 against fighter aircraft

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