Civilization 3: Complete out forSince Sep 14, 2004

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Units

Every Civilization 3 unit has an attack, a defense and a movement value, a shield cost, an advance and often a strategic resource it needs, and its hit points come from experience (conscript 2, regular 3, veteran 4, elite 5), not from the unit type. Firaxis counted 46 units in the base game, from the Warrior (1/1/1, 10 shields) to Modern Armor (24/16/3, 120 shields).

Every Civilization 3 unit has three numbers, attack, defense and movement, plus a shield cost, the advance that allows it and, for most later units, the strategic resources it needs; its hit points come from its experience, not its type: conscripts have 2, regulars 3, veterans 4 and elites 5, per the Complete manual (p. 107) and the official Civilization III FAQ. Firaxis's own Civilization 4 comparison counted 46 units in the base game. The tables below give every standard unit; each civilization's special unit is on Unique Units, and how the numbers fight is on Combat.

Isometric map of northern Europe with blue-labeled French cities each building a Voltigeur, dotted blue and red borders, and a minimap of Europe. A panel reads Cannon, Nancy, France Republic, Jan 1800 AD, 400 Gold.
France as a Republic in Jan 1800 AD: Boulogne, Brussels, Caen and Nancy all building Voltigeurs, a Cannon selected in Nancy, and rival borders around London, Hanover and Frankfurt. Firaxis Games and 2K

Quick facts

Units 46 in the base game, by Firaxis's count; Play the World and Conquests added more
Stats Attack / Defense / Movement (A/D/M); artillery and ships add Bombard, Range and Rate of fire
Hit points Conscript 2, regular 3, veteran 4, elite 5
Cheapest Warrior, Worker and Scout, 10 shields
Strongest attacker Modern Armor and Battleship, attack 24
Strongest defender Battleship, defense 20; Mech Infantry, 20 on land
Strategic resources Horses, Iron, Saltpeter, Coal, Oil, Rubber, Aluminum, Uranium
Upgrades For gold, in a city with Barracks; Leonardo's Workshop halves the cost
Support No home city; units beyond a free allowance are paid from the treasury

Sources: Civilization III Complete manual, pp. 57, 100 and 107; Prima's Official Strategy Guide, pp. 149-163; Civilization IV compare features.

Which numbers to trust

Civ 3's unit numbers differ between its sources, so this page names them. The tables use Prima's Official Strategy Guide (2001), which describes the shipped base game; where the official site, civ3.com, printed a different value for a standard unit on its civilization profiles, that value comes first and Prima's follows. The 2001 manual was printed before release, and its chart differs on several units (listed after each table). The Complete manual has no unit chart, and no source read gives a full table of Conquests unit values; the in-game Civilopedia does.

Ground units

Unit Cost A/D/M Bombard Advance Resources
Warrior 10 1/1/1 None
Settler 30, and 2 population 0/0/1 None
Worker 10, and 1 population 0/0/1 None
Scout 10 0/0/2 Expansionist civilizations only
Spearman 20 1/2/1 Bronze Working
Archer 20 2/1/1 Warrior Code
Chariot 20 1/1/2 The Wheel Horses
Catapult 20 0/0/1 4, range 1, rate 1 Mathematics
Horseman 30 2/1/2 Horseback Riding Horses
Swordsman 30 3/2/1 Iron Working Iron
Pikeman 30 1/3/1 Feudalism Iron
Explorer 20 0/0/2 (civ3.com); 1/1/2 (Prima); treats all terrain as road Navigation
Longbowman 40 4/1/1 Invention
Knight 70 4/3/2 Chivalry Horses, Iron
Musketman 60 2/4/1 Gunpowder Saltpeter
Cannon 40 0/0/1 8, range 1, rate 2 Metallurgy Saltpeter, Iron
Cavalry 80 6/3/3 Military Tradition Horses, Saltpeter
Rifleman 80 4/6/1 Nationalism
Artillery 60 0/0/1 12, range 2, rate 3 Replaceable Parts
Infantry 90 8/12/2 (as both Prima and the 2001 manual print it) Replaceable Parts
Marine 100 10/8/1 Amphibious Warfare Rubber
Paratrooper 100 8/10/1 Advanced Flight Oil, Rubber
Tank 100 16/8/2 (civ3.com); 16/10/2 (Prima) Motorized Transportation Oil, Rubber
Mech Infantry 110 12/20/3 Computers Oil, Rubber
Modern Armor 120 24/16/3 Synthetic Fibers Oil, Rubber, Aluminum
Radar Artillery 80 0/0/1 16, range 2, rate 4 Robotics Aluminum
Army 200 0/0/1, carries 3 units A Great Leader or the Military Academy
Leader Not built 0/0/3 A victory by an elite unit

Source: Prima's Official Strategy Guide, pp. 149-150 (Table 8-1), 2001; Scout, Army and Leader from the Civilization III manual (2001), pp. 201-205; civ3.com values from its Germans and Spanish profiles. The 2001 manual differs on the Rifleman (3/6/1) and the Cavalry (60 shields, 6/2/3).

Unit Cost A/D/M Carries Bombard Advance Resources
Galley 30 1/1/3 2 Map Making
Caravel 40 1/2/4 (civ3.com, Conquests); 1/2/3 (Prima) 4 Astronomy
Galleon 60 1/2/4 6 Magnetism
Privateer 50 1/1/3 Magnetism Iron, Saltpeter
Frigate 60 2/2/4 2, range 1, rate 2 Magnetism Iron, Saltpeter
Ironclad 80 4/4/3 4, range 1, rate 2 Steam Power Iron, Coal
Transport 100 1/4/4 8 Combustion Oil
Destroyer 120 16/12/6 6, range 1, rate 3 Combustion Oil
Submarine 100 6/4/3 Mass Production Oil
Battleship 200 24/20/4 8, range 2, rate 4 Mass Production Oil
Carrier 180 1/8/4 4 air units Mass Production Oil
AEGIS Cruiser 160 12/12/6 4, range 2, rate 4 Robotics Aluminum, Uranium
Nuclear Submarine 120 4/4/3 1 Tactical Nuke Fission Uranium

Source: Prima's Official Strategy Guide, pp. 158-159 (Table 8-2), 2001; the Caravel's civ3.com value from its Portuguese profile. The 2001 manual (pp. 203-205) differs on the Privateer (60, 2/1/4), Carrier (160, 2/8/5), Submarine (8/6/3), AEGIS Cruiser (120, 12/12/5), Nuclear Submarine (160, 8/6/4) and Transport (1/4/5).

Early ships can sink at sea. A Galley has a 50% chance of being lost when it ends its move in a Sea or Ocean square, and a Caravel is safe in Sea but founders half the time in Ocean, per the Complete manual (p. 93); the Great Lighthouse makes Galleys safe in Sea squares. Submarines travel hidden, and some ships such as the AEGIS Cruiser can spot them up to two squares away (p. 102).

Air units and missiles

Unit Cost A/D Bombard Operational range Advance Resources
Fighter 80 4/4 2, rate 2 4 Flight Oil
Bomber 100 0/2 8, rate 3 6 Flight Oil
Helicopter 80 0/4, carries 2 0 4 Advanced Flight Oil, Rubber
Jet Fighter 100 8/4 (civ3.com); 8/8 (Prima) 2, rate 1 6 Rocketry Oil
Cruise Missile 40 0/0 20, rate 6 4 Rocketry Aluminum
Stealth Fighter 120 0/4 2, rate 2 6 Stealth Oil, Aluminum
Stealth Bomber 140 0/2 8, rate 4 8 Stealth Oil, Aluminum
Tactical Nuke 200 0/0 Space Flight Aluminum, Uranium
ICBM 300 0/0 Space Flight Aluminum, Uranium

Source: Prima's Official Strategy Guide, p. 163 (Table 8-3), 2001; the Jet Fighter's civ3.com value from its Americans profile, which compares it with the F-15. The 2001 manual (p. 205) gives the Cruise Missile 50 shields and bombard 20, range 3, rate 5, the Stealth Fighter 4/4, and the Stealth Bomber 2/1.

Air units do not move square by square: they fly missions from a city or a Carrier, and each mission takes one turn. Bombing, recon, re-base, air superiority (fighters only), airdrop (Helicopters) and, after Smart Weapons, precision bombing by Stealth units are the missions the Complete manual lists (p. 103). Missiles are destroyed when they attack.

Units added by the expansions

Play the World gave every civilization two new units: Medieval Infantry (40 shields, 4/2/1, Feudalism, Iron) and the Guerilla (90 shields, 6/6/1, Replaceable Parts), and the Swordsman now upgrades to Medieval Infantry, per the Play the World manual (pp. 24 and 49). GameSpot's review (Nov 9, 2002) saw them as an upgrade path for players missing strategic resources. It also added eight unique units with its eight civilizations.

Conquests added more units and abilities. The publisher's feature list names the Trebuchet, "to batter down the enemy's walls", and the Sumerian Enkidu Warrior; two new Great Wonders make free units, the Statue of Zeus an Ancient Cavalry (3/2/2 with an extra hit point) and the Knights Templar a Crusader (5/3/1), per Firaxis. The Complete manual (pp. 105 and 111) adds Stealth Attack (choosing your target in a stack) and Enslavement, by which the Mayan Javelin Thrower, the English Man-o-War and the Privateer turn beaten units into Workers or other units.

Strategic resources

Many units need a strategic resource connected to the city that builds them (by road, for example), as GameSpot's preview of Oct 18, 2001 explained: Horses and Iron for Knights, Saltpeter for Musketmen, Oil and Rubber for Tanks, Aluminum and Uranium for nuclear weapons. Some resources appear on the map only once an advance is known (Oil with Refining, Rubber with Replaceable Parts, Coal with Steam Power, Aluminum with Rocketry, Uranium with Fission), per the Complete manual (pp. 127-128). Soren Johnson later wrote that random resource placement could leave one AI holding a continent's only Iron, and that complaints of "being unable to field armies" were common (Game Developer, Mar 16, 2010). Trading for them is on Resources and Trade.

Upgrading units

Obsolete units can be upgraded for gold in any city that has Barracks and can build the newer unit: press U, or Shift-U to upgrade every unit of that type, per the Complete manual (p. 100). Leonardo's Workshop halves the cost. Prima's table of upgrades (pp. 176-177) lists the paths, for example Spearman to Pikeman with Feudalism, Pikeman to Musketman with Gunpowder, Musketman to Rifleman with Nationalism, Rifleman to Infantry with Replaceable Parts, and Knight to Cavalry with Military Tradition; Prima advises upgrading city defenders first.

Capture, zones of control and support

Defenseless units are captured, not killed. Any military unit that enters a square holding only a Settler, Worker or artillery piece takes it, and a captured Settler becomes two Workers; you can capture artillery only if you already know how to build it, per the Complete manual (pp. 58 and 105).

Zones of control no longer block movement. In Civ 3 only some fast or ranged units exert one, and instead of stopping enemies they take a free attack on enemy units passing next to them (Complete manual, p. 64; Prima, p. 178).

Units have no home city. A free number of units is allowed by your government and the number and size of your cities, and every unit beyond it, Settlers included, is paid in gold from the treasury rather than in shields or food, per the Complete manual (p. 57). See Governments.

The draft turns citizens into soldiers. After Nationalism, Republic and Democracy may draft one citizen per city each turn and Despotism, Monarchy and Communism two, per the official Civilization III FAQ (Prima says three for Communism); drafted units are conscripts, and each draft makes a citizen unhappy for 20 turns. For how to use all this in a war, see the War Guide.

Frequently asked questions

How many units are in Civ 3? Firaxis's own comparison page counted 46 units in the Civilization 3 base game; Play the World added Medieval Infantry and the Guerilla plus eight unique units, and Conquests added units such as the Trebuchet.

What are the Cavalry's stats in Civ 3? In Civilization 3 the Cavalry has attack 6, defense 3 and movement 3, costs 80 shields and needs Military Tradition, Horses and Saltpeter, per Prima's guide (p. 150); the 2001 manual printed 60 shields and defense 2.

What is the best defensive unit in Civ 3? On land, Mech Infantry has the highest defense in Civilization 3 at 20 (12/20/3, 110 shields, Computers), per Prima's guide; before it come the Infantry (12), the Rifleman (6) and the Musketman (4).

How do you upgrade units in Civ 3? Move the unit into a city with Barracks that can build the newer unit and press U (Shift-U upgrades every unit of that type), paying gold; Leonardo's Workshop halves the cost, per the Civilization 3 Complete manual (pp. 100 and 132).

Why can't I build Swordsmen or Knights in Civ 3? Many Civilization 3 units need a strategic resource connected to the city, Iron for Swordsmen and Horses and Iron for Knights; without it the unit is not offered, per the Complete manual and Prima's unit table.

Do veteran units attack harder in Civ 3? No. In Civilization 3 experience adds hit points (veteran 4, elite 5) but does not change attack or defense, per Prima's guide (p. 174).

Sources

Moments

How To Play Your First Game Of Civ 3

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Photos

Isometric map of northern Europe with blue-labeled French cities each building a Voltigeur, dotted blue and red borders, and a minimap of Europe. A panel reads Cannon, Nancy, France Republic, Jan 1800 AD, 400 Gold.

See also

About this page

Last updated Oct 22, 2026 by the Vi.ki team. Page text CC BY-SA 4.0.

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