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Defense bonus chart

Note for charts below:

  • Healing is based on a percentage of the full hitpoint value of the unit.
  • Fractional healing is rounded down to the lower integer whole number.

Defense Bonuses and other bonuses for units inside Bases[]

Units in a Fort:[]

Fort
Defender ↓ vs. Land vs. Sea

or Missile

Armor, Armor II Air, Helicopter forced reachable* Killstack safe Heals
Land 1.33× 1.33× +10%
Helicopter 1.33× 1.33× 0%**
Sea unit in river fort 1.33x 1.33×
Fighters 1.33× 1.33×
Other Air unreach unreach unreach
*Whether normally "unreachable" units can be attacked by units able to attack the terrain type.[]
**Does not heal but does not lose hit points either.[]

After discovering Masonry, Forts can be built as rapidly constructed fortifications which give Land units +33% defense against Land, Sea, and Missile units. A Fort gives no bonuses against Air units, Helicopters, or Armor. Defending units are lost one at a time instead of the entire stack dying. Forts can be made by Workers, Settlers, Founders, Legions, Engineers, Proletarians, and Marines. A Fort is first required on a tile before building a Fortress. A Settler inside a Fort can claim that tile to found a city. Forts make great outposts for border security: they establish vision one tile out on all adjacent tiles, and 2 tiles out in all cardinal directions--even when unoccupied. They do not claim national territory, however. Be careful—an unmanned Fort can be claimed by a foreign unit. Build-time: 2 worker turns.

Units in a Fortress or Castle[]

Fortress-0
Defender ↓ vs. Land vs. Sea

or Missile

Air, Helicopter Armor Armor II forced reachable Killstack

safe

Heals
Land 1.67× 1.67× +25%
Helicopter* 1.67× 1.67× +25%
Sea unit in river fortress 1.2x 1.2x
Fighters 1.2x 1.2x (*)
Other Air unreach unreach unreach unreach

(*) Note 1.2x is actually 1.33x vs missiles, for both naval base and fortress.

Castle
*Helicopters and Balloons can refuel inside Fortresses[]

Fortresses are available with Construction tech and can be made by Workers, Settlers, Legions, Engineers, and Proletarians. They are much stronger than Forts, but first require a Fort to be built. Unlike Forts, they give defense bonuses against Air, Armor, and Helicopters. Fortresses claim national territory and establish borders. They give vision which gets a bonus after Invention tech is known. Build-time: 3 worker-turns.

Castles provide the same defense bonus as a Fortress but the units inside cannot be seen by enemies. Tech requirements are Feudalism, Construction, and a Fortress on the tile. They can no longer be built after you discover Gunpowder. Besides not being able to see inside, they differ from a Fortress in that they claim more land around them, and can't be attacked by Siege Rams. Build-time: 5½ worker-turns (rounds to 6).

Units in a Bunker[]

Bunker
Defender ↓ vs. Land Armor Armor II forced reachable Killstack

safe

Heals
Land 1.67× +25%
Helicopter* 1.67× +25%
Sea unit in river fortress 1.2x
Fighters 1.2x
Other Air unreach unreach unreach
*Helicopters and Balloons can refuel inside Fortresses[]

Bunkers are available with Steel tech and can be made by Workers, Settlers, Legions, Engineers, and Proletarians. Their defense bonus is almost the same as a Fortress. They differ in that enemies can't see any units inside, they claim less land around them, and have less vision. Air and Missiles cannot attack them (except Nukes.). Units nuked inside a Bunker have a 90% chance of survival. They also protect the tile from pillage and iPillage. Removing a Bunker requires constructing a Fortress on top of it, which takes 2 turns. To build a Bunker first requires a Fortress to be built. Build-time: 18 worker-turns.

  • Units inside a Bunker have a 90% chance to survive nearby nuclear detonations.

Units in a Naval Base:[]

Navalbase
Defender ↓ vs. Land vs. Sea

or Missile

Air,

Helicopter

Armor Armor II forced reachable Killstack safe Heals
Land 1.67× 1.67× +25%
Helicopter* 1.67× 1.67× +25%
Sea 2x 2x 1.67x 1.67× +20%
Fighters 1.2x 1.2x (*)
Other Air unreach unreach unreach unreach

(*) Note 1.2x is actually 1.33x vs missiles, for both naval base and fortress.

Helicopters, Balloons, and Triremes can refuel inside Naval Bases.[]

Naval bases are Fortresses with accommodation to allow ships to enter. They give refuge for ships to repair without the threat of kill-stack or the "Pearl Harbor effect." In straight cardinal directions, they can see Submarines at a distance of 2 tiles. Building requirements: 1) Fort on a low-land tile cardinally adjacent to ocean, 2) Knowledge of Engineering technology. Build-time: 5 worker turns.

Units in an Airbase:[]

Airbase
Defender ↓ Defense Bonus Can refuel forced reachable Killstack Protected Heals
Air/Balloon +20%
Helicopter +25%
Missiles
All other units

Airbases are available after Radio technology. They are a landing spot for air missions, a place to repair, and a place to refuel. Air units inside become reachable by land units, but are immune to stack-death. Build-time: 2 worker turns.

Units in Hideouts and Ruins:[]

Defender ↓ Defense Bonus Killstack Protected
Air/Balloon
Helicopter
Missiles
All other units

Hideouts can be made in Forests, Swamps, Mountains, and Jungle, but not in someone else’s territory. Units in a Hideout are invisible to other players. Only Foot soldiers can make Hideouts. Only Land units and Helicopter types can hide in them. Other units will be seen. Hideouts are undetected on the map, and invisible to anyone not inside them. Units inside will display an icon to indicate they are in a Hideout. To summarize, the only way to see a Hideout is to have a unit inside it: therefore, it's important to remember your Hideouts if you do not occupy them. A Hideout utilizes natural terrain and foliage; therefore, for each turn it is unoccupied, a Hideout has a 15% chance of being lost to weather or other forces of nature. Hideouts will not disappear if made in the ruins of a city. Hideouts require Warrior Code technology. Hideouts can't co-exist with other base types. Units in a Hideout do not undergo stack death. The hot-key to make a hideout is shift-H.

Ruins are the remains of a former city. Units in ruins can take cover in old buildings, cellars, and tunnels, and are immune to stack death. If the ruins are on the right type of terrain (see above), then a Hideout can be made there. Hideouts in ruins are permanent unless pillaged.

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