Battleship
As ships trade in wooden hulls for metal, the mighty Battleship once again rises as the dominant naval power in Brave New World. When you need to represent your nation’s power over the waves, few things speak louder than a flotilla of Battleships!
The only notable change to the Battleship is the loss of their previous bonus against cities. This is amply compensated by their durability, firepower, and ability to use units inland as spotters for Indirect Fire bombardment.
| Cost | 375 Production |
| Combat Type | Naval Ranged Unit |
| Combat | 55 |
| Ranged Combat | 65 |
| Range | 3 |
| Movement | 5 |
| Abilities | Indirect Fire, may not melee attack |
| Required Resources | Oil |
| Prerequisite Tech | Electronics |
Carrier
Carriers let you bring your airpower to the shores of an enemy or help you keep the skies above your naval fleet clear of bombers. They now start with only two cargo spaces, but this can be upgraded as they are promoted. Build them in cities with military buildings so that they start with the experience to be promoted immediately and devote a promotion or two to giving them the cargo space they need.
| Cost | 375 Production |
| Combat Type | Naval Melee Unit |
| Combat | 40 |
| Movement | 5 |
| Abilities | Can carry 2 Cargo, may not melee attack |
| Required Resources | Oil |
| Prerequisite Tech | Flight |
Foreign Legion
Formerly the exclusive property of France, the Foreign Legion is now available to any civilization that follows the ideology of Freedom and invests a point into the Volunteer Army Tenet. They remain cheaper than Infantry but have become slightly weaker than them in terms of raw Combat Power, unless the Foreign Legion is fighting on another civilization’s territory. Take the fight to the enemy!
| Cost | 320 Production |
| Combat Type | Gunpowder Unit |
| Combat | 42 |
| Movement | 2 |
| Civilization | France |
| Abilities | Foreign Lands bonus |
| Prerequisite Tech | Replaceable Parts |
| Becomes Obsolete With | Plastics |
| Replaces | Infantry |
Giant Death Robot
Giant Death Robots have become slightly more expensive to produce. They remain devastatingly effective against almost everything while they're on the attack, but they must watch out for the new XCOM squadrons.
| Cost | 550 Production |
| Combat Type | Armored Unit |
| Combat | 150 |
| Movement | 5 |
| Abilities | No Defensive Terrain bonuses, can move after attacking |
| Required Resources | Uranium |
| Prerequisite Tech | Nuclear Fusion |
Ironclad
Ironclads have had their Combat value reduced slightly, though they still excel in their role as coastal raiders and support vessels to larger ships.
| Cost | 250 Production |
| Combat Type | Naval Melee Unit |
| Combat | 45 |
| Movement | 3 |
| Abilities | Double Movement on coast, Bonus vs Cities (33) |
| Required Resources | Coal |
| Prerequisite Tech | Steam Power |
| Becomes Obsolete With | Combustion |
Nuclear Submarine
Nuclear Submarines have had their attacking bonus reduced slightly. It does not impact their role as surprise attackers, submarine spotters, and carriers of missiles, but this does mean that you should support them with other submarines in a wolf pack or with other naval units when attacking hard targets.
| Cost | 425 Production |
| Combat Type | Naval Ranged Unit |
| Combat | 50 |
| Ranged Combat | 85 |
| Range | 3 |
| Movement | 6 |
| Abilities | Invisible, can spot Submarines, can carry 2 Cargo, may enter ice, may not melee attack, bonus when attacking (75) |
| Prerequisite Tech | Telecommunications |
Paratrooper
Paratroopers do not have to pay any movement cost to pillage. If you can get them into range, drop them directly onto vital tiles and immediately pillage them! Retreat through a person's rough terrain while ripping up their roads to prevent anyone from catching you on the way out of their borders. Get back to your cities and repeat this to cause healthy anarchy.
| Cost | 375 Production |
| Combat Type | Gunpowder Unit |
| Combat | 65 |
| Movement | 2 |
| Abilities | May Paradrop, no movement cost to Pillage |
| Prerequisite Tech | Radar |
Pikeman
The stalwart Pikemen have had their bonus against mounted units cut in half. You're still going to be brutal in rough terrain, but be somewhat more cautious in the open field. Enemy mounted units can finish off your wounded Pikemen without the same fear that they used to have.
| Cost | 90 Production |
| Combat Type | Melee Unit |
| Combat | 16 |
| Movement | 2 |
| Abilities | Bonus vs Mounted (50) |
| Prerequisite Tech | Civil Service |
| Becomes Obsolete With | Metallurgy |
Submarine
Submarines have had their attacking bonus reduced slightly. Use them in a wolf pack to overcome this, or go after trade ships instead of harder targets.
| Cost | 325 Production |
| Combat Type | Naval Ranged Unit |
| Combat | 35 |
| Ranged Combat | 60 |
| Range | 3 |
| Movement | 5 |
| Abilities | Invisible, can spot Submarines, may enter ice, may not melee attack, bonus when attacking (75) |
| Prerequisite Tech | Refrigeration |
| Becomes Obsolete With | Telecommunications |