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#Freeciv kings unit manual
This manual describes each action in the section where it is most relevant see the index for the full list of actions. Sea units gain extra movement points if their civilization possesses the Lighthouse, Magellan's expedition, or nuclear power.Įvery action undertaken by a unit consumes movement points.

Movement points not consumed by the end of the turn are lost and cannot be stored or transferred.

Units begin every turn with one or more movement points, depending upon their natural mobility - shown for each unit in the catalogue below - reduced, for damaged land and sea units, in proportion to the extent of their damage. This makes war quite expensive under representative government, since production points are required to support each unit and luxury points must be produced to mollify the citizenry. Under representative governments, aggressive units standing 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. Each unit requires one production point per turn, and settlers - the units derived from citizens - also require one or two food points per turn depending on your form of government. The support of your units will be one of your major expenses. The available units may be classified as military units, whose talents are those of defense and aggression, and a few noncombatants which support expansion (explorers, settlers, workers, and engineers), diplomacy (the diplomat and spy), and trade (caravans and freight). Units provide both the mobility your civilization needs, and the violence with which it will survive and expand.
