FreeCiv Game Manual |
Some restrictions upon warfare are rather obvious — units must have a nonzero attack strength to attack, while defenders with zero defense strength lose immediately. There are also limits upon which units can attack which others. Land units can only attack other land units. Ships can attack not only other ships, but any land units adjacent to them, which should puzzle you until the invention of cannon (submarines are an exception and cannot attack land units). Bombers can attack anything on land or sea, and though their targets will defend themselves from attack, they cannot attack the bomber in return. Only fighters and missiles can attack every kind of unit.
Note that aircraft within cities and air bases are on the ground, and thus vulnerable to land attack. Ships in port are similarly vulnerable. Note also the special ability of marines to attack targets from aboard ship; other land units must disembark before engaging enemy units.
There are two other actions related to combat. A unit ordered to sentry remains in place indefinitely and no longer asks for orders each turn. Sentry units can not only be reactivated manually (by selecting them), but activate automatically should an enemy unit come into view. Land units can additionally be ordered to fortify, which means they spend one movement point preparing to be attacked; once fortified they enjoy the same advantage as units within an unwalled city. A unit whose movement points are exhausted cannot fortify — it must have one movement point left at the end of a turn to begin the next turn fortified.
Which unit inflicts damage on any given round of combat is random. The attacker has a chance proportional to his attack strength, while the defender's chance is proportional to his defense strength. For example, archers (attack stength 3) attacking a phalanx (defense strength 2) will have a 3/5ths chance of inflicting damage each round, with the phalanx having the remaining 2/5ths chance. But there are many factors which affect units strengths, which are all summarized in the table below. Notice that many bonuses are possible for defenders, but only downward adjustments are specific to attack strength; aside from its veteran status, an attacking unit can only expect circumstance to work against it.
The normal adjustments to combat strength are as follows:
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Attacker strength adjustments | ||||||||
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Defender strength adjustments | ||||||||
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There are also combinations of units and circumstances that result in very specific adjustments to combat:
Specific Combat Modifications | ||||
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Units remain damaged after losing hit points in combat, and will enter subsequent engagements with this disadvantage. Damaged units also begin each turn with fewer movement points than normal, in proportion to what fraction of their total hit points remain. To regain hit points they must spend turns neither moving nor attacking. Resting in the open restores one hit point; spending a turn fortified restores two; in a fortress they regain one-quarter of their original hit points; and in a city they regain a full third of their original points. The United Nations wonder restores another two points per turn to all of your units.
If you sentry a damaged unit, it will become active again and demand further orders when its hit points are fully restored.
You may enhance the effects of a city upon your units with several different buildings:
Barracks Cost:40 Upkeep:1 Obsoleted by Gunpowder |
Barracks II Cost:40 Upkeep:1 Requires Gunpowder Obsoleted by Mobile Warfare |
Barracks III Cost:40 Upkeep:1 Requires Mobile Warfare |
Airport Cost:160 Upkeep:3 Requires Radio |
Port Facility Cost:80 Upkeep:3 Requires Amphibious Warfare |
Defeating a unit inside a city without walls kills one citizen. Once the last defender has fallen you may enter the city and claim it as your own with either a land unit or helicopter; ships and aircraft can assault cities but not take them. Upon the capture of a city from another civilization, each building has a one-fifth chance of being destroyed, and the victor may discover a technology held by the vanquished.
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Fortress |
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There are several buildings which enhance the strength of units which are attacked while inside the city:
City Walls Cost:80 Requires Masonry |
Coastal Defense Cost:80 Upkeep:1 Requires Metallurgy |
SAM Battery Cost:100 Upkeep:2 Requires Rocketry |
SDI Defense Cost:200 Upkeep:4 Requires Laser |
Just as excessive pollution across the world can trigger global warming, fallout raises the chances of nuclear winter with the opposite effect — rather than coastlines becoming jungles and swamp, terrain begins changing into desert and tundra. Settlers and engineers must be given the clean fallout command to dispose of nuclear waste.
Next: Government |