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Colonization Units

ARMED BRAVES
ARTILLERY
BRAVES
CARAVEL
CAVALRY
CONTINENTAL ARMY
CONTINENTAL CAVALRY
DRAGOONS
FRIGATE
GALLEON
MAN-O-WAR

MERCHANTMAN
MISSIONARIES
MOUNTED BRAVES
MOUNTED WARRIORS
PRIVATEER
REGULARS
SOLDIERS
TREASURE TRAIN
WAGON TRAIN

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SOLDIERS
Soldiers are created when you give a colonist muskets. A soldier may become a veteran as a result of winning battles or of education in a college or university. Additionally, Expert soldiers (veterans) may immigrate to the New World from Europe upon occasion, and may be hired from the Royal University.

Combat: 2 (Veteran: 3)
Moves: 1

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MISSIONARIES
A missionary may be created at any site where there is a church or cathedral. This may be on the Docks of Europe or in a colony where a church or cathedral has been built. Missionaries perform the following important special functions: create missions in native settlements to counteract Indian anger; denounce another European's mission in a native settlement (which can result in the destruction of that mission), or incite Indians to attack another European power. Jesuit Missionaries are particularly effective at these tasks.

Combat: 1
Moves: 2

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DRAGOONS
Dragoons are soldiers mounted on horseback, the colonial equivalent of cavalry. Any soldier may be converted into a dragoon if he is given horses. Dragoons can move farther during a turn, and they fight more effectively. Veteran dragoons are more effective in battle than normal mounted soldiers.

Combat: 3 (Veteran: 4.5)
Moves: 4

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REGULARS
European regular infantry units are the Crown's regular army troops. They enter the game against you if you declare independence. Their only weakness is lack of training in the rough, wilderness terrain of the New World.

Combat: 5
Moves: 1

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CONTINENTAL CAVALRY
Continental Cavalry is one step above your veteran dragoons in combat effectiveness. They know the backwoods, are veteran soldiers, and have received some military training.

Combat: 5
Moves: 4

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CAVALRY
European regular cavalry units are the Crown's regular mounted soldiers. They enter the game against you if you declare independence. Their weakness is lack of training in the rough, wilderness terrain of the New World.

Combat: 6
Moves: 4

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CONTINENTAL ARMY
Continental Army infantry is one step above your veteran soldiers in combat effectiveness. They know the backwoods, are veterans, and have received some regular military training.

Combat: 4
Moves: 1

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TREASURE TRAIN
This wagon train carries plunder, usually gold and silver, precious stones, and rare fabrics. Treasure trains are used to cart away the plunder gleaned from a native settlement or lost city. A Galleon is always required to transport the contents of a treasure train by sea. Read more about how to transport treasures in Colonization.

Combat: 0
Moves: 1

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ARTILLERY
Artillery may be bought in Europe or constructed by the armories within your colonies. Artillery is very effective at attacking and defending colonies, and also at attacking fortified units and Indian settlements. However, when defending in unprotected terrain it is extremely vulnerable, and when attacking there it is ineffective. An artillery unit that is defeated in battle is damaged and loses some of its firepower; if defeated again, it is destroyed. There is no way of repairing damaged artillery.

Combat: 5 (Attack: +2) Damaged Artillery: 3 (Attack: +2)
Moves: 1

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WAGON TRAIN
Wagon Trains are used for hauling goods and commodities over land. In order to trade most profitably with the Indians you should enter their settlements with wagons full of goods. A wagon train can transport any cargo a ship can, except colonists and artillery. Wagons have 2 cargo holds and can be assigned to trade routes. You may never build more wagon trains than you have colonies.

Combat: 1
Moves: 2
Cargo: 2

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CARAVEL
A Caravel is an exploration ship designed to carry a small crew and adequate cargo for a few months of provisions.

Combat: 2
Moves: 4
Cargo: 2

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MERCHANTMAN
A Merchantman is a medium-sized cargo ship. Its main function is to carry cash commodities to port for trade. It is a little larger than a caravel with more sail.

Combat: 6
Moves: 5
Cargo: 4

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GALLEON
A Galleon is a large cargo vessel designed for long voyages and heavy transport. It is as large as a ship of the line, but not armed.

Combat: 10
Moves: 6
Cargo: 6

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PRIVATEER
A Privateer is a ship owned by an individual that has obtained a "Letter of Marque" from his government, giving him the "right" to prey upon foreign shipping. Privateers can be very dangerous to your commerce because they observe no code of international behavior; the countries sponsoring them will likely claim no knowledge of their actions.

Combat: 8 (+50 % with Drake)
Moves: 8
Cargo: 2

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FRIGATE
Frigates are dangerous gunships, capable of sinking or damaging enemy vessels.

Combat: 16
Moves: 6
Cargo: 4

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MAN-O-WAR
These powerful vessels appear in American waters when the War of Independence develops. Your mother country will send them against your forces, and, if foreign intervention occurs, you'll receive some to support your cause. They are heavily armed with cannon and capable of carrying large invasion forces or cargoes.

Combat: 24
Moves: 5
Cargo: 6

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BRAVES
Braves are small groups of Native Americans. They represent Indians in their natural state, before receiving guns and horses from Europeans.

Combat: 1
Moves: 1

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ARMED BRAVES
Native Americans become increasingly dangerous as they learn to use the deadly weapons of the Europeans. When a native tribe obtains guns from the Europeans, some braves will be armed with them. This, combined with their knowledge of the wilderness, make them formidable opponents in the woods, hills, and mountains.

Combat: 2
Moves: 1

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MOUNTED BRAVES
Native American peoples did not have access to horses until the Spanish brought them in the late 15th century. In some cases, Indian culture changed considerably to incorporate the horse as a vital element. Horses increase the mobility and combat power of the Indians.

Combat: 2
Moves: 4

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MOUNTED WARRIORS
Tribes that have horses and muskets are very dangerous. They are as good as any colonial dragoons -- even better when fighting in the wilderness.

Combat: 3
Moves: 4

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OVERVIEW OF SEA AND LAND UNITS

Sea Unit
Combat
Movement
Cargo Hold
Caravel
2
4
2
Merchantman
6
5
4
Privateer
8 (12)
8
2
Galleon
10
6
6
Frigate
16
6
4
Man-O-War
24
5
6

 

Land Unit
Combat
Movement
Cargo Hold
Soldiers (Vet)
2 (3)
1
-
Dragoons (Vet)
3 (4)
4
-
Cont. Army
4
1
-
Cont. Cavalry
5
4
-
Regulars
5
1
-
Cavalry
6
4
-
Missionaries
1
2
-
Wagon Trains
1
2
2
Treasure Train
0
1
-
Brave
1
1
-
Mtd. Brave
2
4
-
Armed Brave
2
1
-
Mtd. Warrior
3
4
-

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