Units in CivRev can be divided into two broad categories: combat units and special units.
Combat Units
Over the course of a game, a wide variety of combat units will become available to you - from knights and archers, to riflemen, tanks, bombers, and submarines. At the start of the game, however, you're pretty much limited to the lowly and weak Warrior and Galley units.
1. Movement
2. Attack Strength
3. Defense Strength
4. Promotions
Combat Unit Stats
Combat units have four basic "stats" (statistics) which describe each unit's effectiveness in battle and how fast it moves. The stats are:
Movement: The movement stat describes how many spaces a unit can movein a turn.
Attack Strength: The attack strength stat describes how powerful a unit is when it attacks another unit.
Defense Strength: The defense strength stat describes how powerful a unit is when it is being attacked by another unit.
Promotions: A unit receives promotions for receiving training and for being successful in battle. See the section on Promotions for more details.
Special Units
Settlers
Although unarmed, settlers are arguably the most important units in the game, as they are the only units able to construct cities. You can build settlers in a city once that city reaches a population level of three. When a city constructs a settler,
it loses 2 population (but see "Republic" in the "Government" section).

Once you have built a settler, you need to send it off to a good location and tap the Build City Action Button to order it to build a city there. The settler disappears and is replaced by the new metropolis.

In addition to creating new cities, you can also use settlers to increase the population of an already-existing city. Move the settler into the city, and, when the settler is active, press the "Build City" button to increase the city's population
by one. The settler is consumed in the process.
Caravans
Caravans carry loads of trade goods between cities of different civs. When a caravan enters a city of a different civ, the owner of the caravan gets a bunch of gold, while the owner of the target city gets a smaller amount. The amount of gold each receives depends upon the distance traveled.

Unlike other units, caravans can enter another civs' territory without triggering war. Caravans can be loaded onto naval vessels like other units.

You can construct caravans once you learn the Currency technology. You can also capture caravans from other civs; this of course is a hostile act which will immediately cause the other civ to declare war on you.
Great People
Great People represent the great artists, scientists, merchants, generals and spiritual leaders that inspire a civilization to greatness. See the section on Great People when a great person appears.
 
Spies
Spies are sneaky beings that can be used in a variety of underhanded ways to attack and annoy your foes. Spies become available when you learn the Writing technology. See the section on Spies for details.
Unit Activation
An "active" unit is one that is ready for new orders. During your turn, each of your units will become active in order, allowing you to give that unit new instructions. Once you have given a unit instructions, it will be inactive until the next turn.
Some Units Do Not Auto-Activate
Certain units will not become active unless you manually "activate" them. To manually activate a unit, tap on it. The unit will immediately activate if possible, or if not, it will activate the next turn. The following units will remain inactive until you manually activate them:
1. Units aboard ships
2. Units given the "Defend" order (see below).
3. Units with "Go To" orders (see below).
Moving a Unit
To move an active unit, put your finger on the unit and slide your finger to the destination. Or tap on the "GoTo" Action Button.
The "Go To" Order
To give a unit a "Go To" order, tap on the Go To action button, then tap on the destination. Tap on the green check to confirm the order; tap on the red x to change its orders.
If the unit cannot reach the destination in one turn, it will move as far as possible and then continue toward its destination in following turns. Such a unit is in "goto" mode. Once the unit reaches the destination (or finds its path blocked) it will
activate and ask for new orders. You can tap on a unit with Go To orders to change its orders.
Impossible Moves
A red slash in a circle will appear if you are ordering the unit to move to a location it cannot get to.
Moving into Foreign Territory
A unit cannot enter foreign territory unless you are at war with that civilization. When you attempt to move into foreign territory, your advisor will ask you if you wish to declare war against that civ. If you say "yes," the move occurs and you're at war. If you say "no," the move is canceled and you can give that unit other orders.
Note: Spies and caravans can move through foreign territory without triggering a war.
Initiating an Attack
To attack a unit, simply order your unit to move into the target unit's space. You must be at war with a civ to attack one of its units; if not, your advisors will ask if you want to declare war. You can attack spies without declaring war, and you can always attack barbarian units too. Combat is discussed in much greater detail later in this manual.
The Defend Order
Press the "Defend" Action Button to order an active unit to go into "Defend" mode. In this mode, the unit will "dig in" its present location. The defend order has no defensive bonus during the turn in which it is given, but the unit's defensive strength is doubled during all subsequent turns until that unit moves.
Fortifications
While in defend mode, "defensive" units (units whose defensive strengths are higher than their attack strengths) will construct "fortifications." Fortifications provide an additional +100% defense strength bonus to all units inside. Fortifications disappear if the space is vacated by all friendly units.
Unit "Stacks"
When more than one unit occupies the same space, those units are said to be "stacked" together. As many units of the same nationality can stack together as the owner wishes.
This stack has three Cossack units in it. They can be formed into an army
1. Units in Stack
2. Active Unit
3. Build Army Action Button
Unit Selection While In a Stack
When a unit in a stack is active, all units in that stack are visible on the left edge of the screen. Touch a unit to activate it.
Armies
When three units of the same type are in the same space, you have the option of combining the units into one more powerful unit. Combined land units are known as an "army;" naval units are combined into "fleets," and air units are combined into "wings." Once combined, the army (or fleet or wing) cannot be split into its component units: it acts in all ways as a single unit. The new unit has the same number of attacks and movement points as the original unit type it is composed of; however, its combat and defensive strengths are triple those of an individual unit. You need armies. Lots of them! When three identical units are in the space, the "Build Army" Action button will appear. Press it to create an army.
Note: Any upgrades that an individual unit has will automatically be added to the army.
Naval Units
Naval units explore the world and protect you from your neighbors' vessels. Naval units can also transport land units, allowing you to colonize and conquer far-away lands. In addition, naval units can lend some of their firepower to attacks against units on the coast and coastal cities. Early naval units automatically are constructed with a militia unit aboard to aid in exploration.
Creating Naval Units
Naval units are constructed in coastal cities (cities that border at least one sea square). Once constructed, the unit will appear in a sea space next to the constructing city.
Activating and Moving Naval Units
Naval units are activated and moved like any other unit. However, naval units cannot enter any land space, including city spaces. The galley unit (the earliest naval unit) is limited to coastal sea spaces only; it cannot enter deep sea spaces at all. All other naval vessels can enter any sea spaces.
Transporting Land Units
Land units can move aboard naval units (except for submarines), who can then transport these units across the seas to distant lands. A naval unit can carry an unlimited number of land units.
Loading and Unloading Land Units
To load a land unit onto a naval unit, simply move the active land unit into the naval unit's space. (The small squares next to a vessel show how many units it is carrying.)
To simultaneously unload all land units aboard a naval unit, order the naval unit to move onto an adjacent land space. To unload a single land unit, tap on the unit in the stack, then slide it off of the transport and onto an adjacent land space.
Units can attack coastal spaces from aboard a ship, but they get a 50% penalty to their attack strength.
Sinking Naval Units Carrying Land Units

If a naval unit carrying land units is destroyed, so are all of the land units it was
carrying. Oops.
Sinking Naval Units Carrying Land Units
If a naval unit carrying land units is destroyed, so are all of the land units it was carrying. Oops.
Naval Support
With the exception of the submarine and the galley, all naval units have the ability to "support" land attacks against spaces that they are adjacent to. When adjacent to a space under attack, the naval unit adds 50% of its attack strength to that attack. If multiple naval units are available to provide naval support, the strongest unit will provide the support (be sure to keep in mind that a "fleet" - a naval army - is considered to be one unit when planning your naval support). Success or failure, the supporting naval unit is unaffected by the results of the combat. Naval units do not provide support to sea battles.
Militia
Militia are especially weak units that automatically appear in undefended cities when the cities are menaced by barbarians. Militia cannot initiate attacks and have a defensive strength of 1. They have a movement speed of 1. While militia provide some small defense against barbarians, it's risky to trust your city's survival to such weak units, especially since militia will not appear when a city is menaced by other civs, only when barbarians approach. In addition, when constructed all naval units have a militia unit aboard. These units are primarily useful for land exploration and claiming Artifacts and friendly native villages.
Unit List
See the end of this manual for a list of all units in the game.
 
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