rdfs:comment
| - Units both offer mobility to your civilization and supply the violence with which it will survive and expand. The available units may be classified as military units, whose talents are those of defense and aggression, and a few noncombatants which support expansion (explorers, settlers, workers, and engineers), diplomacy (the diplomat and spy), and trade (caravans and freights).
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abstract
| - Units both offer mobility to your civilization and supply the violence with which it will survive and expand. The available units may be classified as military units, whose talents are those of defense and aggression, and a few noncombatants which support expansion (explorers, settlers, workers, and engineers), diplomacy (the diplomat and spy), and trade (caravans and freights). The support of your units will be one of your major expenses. Each unit requires one production point per turn, settlers — the units derived from citizens — also require one or two food points per turn depending on your form of government. Note that autocratic governments force cities to support several units for free, which can save production points for other uses. Under representative governments, aggressive units each cause one or two workers to become unhappy. This makes war quite expensive under representative government, since production points are required to support each unit and luxury points must be produced to mollify the citizenry.
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