All the units and their attributes in Civilization III by Sid Meier.

Attack and Defense numbers are affecting the chance of success in battles against other units, while movements is the number of tiles a unit can move during one turn.
Movement also affects battles. Fast units(2MP and more) can withdraw from battle if losing, thus surviving. For example, a horseman(2/1/2) fighting a Greek Hoplite(1/3/1) will withdraw when he has only one hit point left and you will be able to let him heal in the next turns. But a Warrior(1/1/1) will not withdraw and will die.
Bombard is the chance of a unit with the bombard capability to hit and damage the bombarded unit. Range represents the range of the bombardments and Rate of Fire is the number of attempts to bombard the unit will make.

Also, units have hit points. And every round of battle either the defending or the attacking units loses one hit point. All units start with 3HP and can be promoted during battles thus getting one more hit point.
Drafted units, and units found in goodie huts are starting with 2HP.
2HP - Conscript.
3HP - Regular.
4HP - Veteran.
5HP - Elite.
After becoming Elite a unit can no longer receive hit points when winning battles, but instead can now produce a great leader which will act like a land transport carrying 3 land units.

Some of the units are Civilization specific units which can be built only by this civ.


Unit name - Attack/Defense/Movement/Bombard/Range/Rate of Fire - additional information - resources needed
Note - For air units, operational range replaces the movement.


Aegis Cruiser - 12/10/5/4/2/2 - Aluminium, Uranium
Archer - 2/1/1
Artillery - 0/0/1/12/2/2
Battleship - 18/12/5/8/2/2 - Oil
Bowman - 2/2/1 - Babylonian Special Unit
Cannon - 0/0/1/8/1/1 - Iron, Saltpeter
Caravel - 6/3/3 - Carries 3 Land Units
Carrier - 1/8/4 - Carries 4 Air Units - Oil
Catapult - 0/0/1/4/1/1
Cavalry - 6/3/3 - Horses, Saltpeter
Chariot - 1/1/2 - Horses
Cossak - 6/4/3 - Russian Special Unit - Horses, Saltpeter
Cruise Missile - 0/0/1/16/2/3 - Aluminium
Destroyer - 12/8/5/6/1/2 - Oil
Explorer - 0/0/2
F-15 - 8/4/6/4/0/2 - American Special Unit - Oil, Aluminium
Fighter - 4/2/4/2/0/1 - Oil
Frigate - 2/2/4/2/1/2 - Iron, Saltpeter
Galleon - 1/2/4 - Carries 4 Land Units
Galley - 1/1/3 - Carries 2 Land Units
Helicopter - 0/2/4 - Carries 1 Foot Unit - Oil, Rubber
Hoplite - 1/3/1 - Greek Special Unit
Horseman - 2/1/2 - Horses
ICBM - 0/0/1 - Causes Nuclear Explosion - Aluminium, Uranium
Immortals - 4/2/1 - Persian Special Unit - Iron
Impi - 1/2/2 - Zulu Special Unit
Infantry - 6/10/1 - Rubber
Ironclad - 4/4/4/4/1/2 - Iron, Coal
Jaguar Warriors - 1/1/2 - Aztec Special Unit
Jet Fighter - 8/4/6/2/0/1 - Oil, Aluminium
Knight - 4/3/2 - Horses, Iron
Legionary - 3/3/1 - Roman Special Unit - Iron
Longbowman - 4/1/1
Man-O-War - 3/2/4/3/1/2 - English Special Unit - Iron, Saltpeter
Marine - 8/6/1 - Rubber
Mech Infantry - 12/18/2 - Oil, Rubber
Modern Armor - 24/16/3 - Oil, Rubber, Aluminium
Mounted Warrior - 3/1/2 - Iroquois Special Unit - Horses
Musketeer - 3/4/1 - French Special Unit - Saltpeter
Musketman - 2/4/1 - Saltpeter
Nuclear Submarine - 6/4/3 - Carries 1 Tactical Nuclear Missile - Uranium
Panzer - 16/8/3 - German Special Unit - Oil, Rubber
Paratrooper - 6/8/1 - Oil, Rubber
Pikeman - 1/3/1 - Iron
Privateer - 1/1/3 - Iron, Saltpeter
Radar Artillery - 0/0/1/16/2/2 - Aluminium
Rider - 4/3/3 - Chinese Special Unit - Horses, Iron
Rifleman - 4/6/1
Samurai - 4/4/2 - Japanese Special Unit - Iron
Scout - 0/0/2
Settler - 0/0/1 - Pop cost = 2 - Can found cities
Spearman - 1/2/1
Stealth Bomber - 0/0/8/8/0/3 - Oil, Aluminium
Stealth Fighter - 0/0/6/4/0/2 - Oil, Aluminium
Submarine - 6/4/3 - Oil
Swordsman - 3/2/1 - Iron
Tactical Nuke - 0/0/1 - Causes Nuclear Explosion - Aluminium, Uranium
Tank - 16/8/2 - Oil, Rubber
Transport - 1/4/5 - Carries 8 Land Units - Oil
War Chariot - 2/1/2 - Egyptian Special Unit - Horses
War Elephant - 4/3/2 - Indian Special Unit
Warrior- 1/1/1
Worker - 0/0/1 - Pop cost = 1 - Can build terrain improvements

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