Shock & Awe – Activate this on a province before invading. A large number of bombers make a run over the province, heavily damaging the enemy before your troops arrive.
Sanctions – Shuts down all resource gathering and trade in the province, on both a global and local level. No one (including the Western player levying Sanctions) can gather any kind of resources from the province for a number of turns.
Foment Revolt – Causes a civil revolt in an enemy province neighboring your empire. This causes that player to lose control of the province.
In addition to controlling territories, City Centers produce the vitally important Builder line. They also provide a slow trickle of wealth and raw materials. Additionally, hiring “Scholars” at the City Center is the only way to gain the Tech point resource.
Builder (Ancient) – The mainstay of the Western demand the only unit capable of constructing buildings for the Western region (along with the upgraded versions of the Builder).
Build - Can construct new buildings. Western Builders are the only mobile unit capable of repairing a building. Buildings can slowly heal themselves (if told to do so), but Builders get the job done more quickly.
Monuments - Western artificers create impressive testaments to their empire’s greatness. Putting these monuments in the territory of a Native Tribe will positively sway that tribe’s opinion of you, eventually convincing that tribe to join your empire you otherwise treat them nicely.
Research Faster Construction (Ancient) - All builders construct buildings and structures faster
Guildsman (Medieval) – A tougher version of the Builder.
Land Grab – Representing government interests, a Guildsman can outright purchase buildings from rival players. The cost to buy buildings this way goes directly into the enemy’s coffers.
Contractor(Colonial) – The builder of the Colonial times of expansion.
Fix Vehicle – With a greater understanding of mechanical engineering, Contractors (and later Engineers) can repair your vehicles. They make a great support team for your cannons, and later on, tanks, artillery, and HERCs.
Longboow(Medieval) – A quick archer with greater range than the Shortbow.
Armor Piercing Arrow – Increased damage dealt to cavalry units.
Berserker (Medieval Hero) – This melee hero does great damage himself, but his real power is inspiring rage in units around him. For a brief while, units automatically attack the nearest enemy, inflicting and receiving double damage the entire time. Note: You lose control of the affected units while they go berserk!
Musketeer(Colonial) – Basic gunman of the Colonial era.
Congreve Rockets (Colonial) – These early handheld explosive units are excellent for taking down buildings.
Flash-bang – Stuns most units in an area of effect. This will affect your units if they are to close.
Tear Gas – Allows your Riflemen to shut down a building for a few seconds by filling the building with irritating gas.
Robo-Soldier (Future) – The Future of infantry combat.
Jet Pack – Allows Robo-Soldiers to fly short distances over land or water.
Tear Gas – Targets a building. The teargas canister explodes in a cloud, preventing the building from performing any activity for awhile (Stops production and gathering).
Urban Special Forces - Urban special forces soldier with body armor and carrying an automatic weapon.
Dread – Each time a Hussar slays an enemy, the nearest enemy unit in sight Panics for a few seconds, stopping whatever it is doing to flee from the Hussar.
Dragoon (Colonial) - Heavy mounted unit carrying a carbine.
Mark IV Heavy Tank (Modern) – A heavy hitting vehicle of destruction. A mainstay of modern Western militaries.
Flame Tank(Modern) – Lighter tank excellent at burning away infantry.
Research Improved Light Armor – Upgrades the armor on Flame Tanks to better protect against heavy weapons like other tanks
Titan Tank (Future) – The most powerful tank on the battlefield.
Reactive Armor – Specifically made to counter enemy tanks, this armor halves the amount of damage taken from other tanks.
ARV (Future) – Light, armed robotic vehicle that cooks enemy units.
Microwave Gun – This initially weak attack increases over time, dramatically powering up damage done as long as the attack is focused on a single area.
Halftrack HERC (Future Hero) – A mighty and versatile machine.
Quantum Singularity Gun – Creates a blackhole at a location, which will eventually suck in all units in an area. Mobile units automatically attempt to flee.
Tactical Nuke – Long range, nasty explosive missile weapon. Buildings surviving the blast are set on fire. The targeted area becomes irradiated for a short time, damaging any mobile units entering the area.
Increase Area of Effect – Enlarges the splash damage caused by this plane when doing bombing missions.
Viper Bomber(Modern) – The most powerful bomber plane.
Increased Damage – Increases raw damage dealt when dropping bombs.
VTOL Transport (Future) – Large helicopter capable of transporting ground units a long distance, over sea or land.
Anti-Tank Helicopter (Modern) – Attack chopper capable of acting independently, and free from terrain restrictions.
Lightning Sphere (Future) – A mobile lightning storm. When activated, the Lightning Sphere radiates electrical damage at the nearest other unit. Beware: If this storm doesn’t find enemies to strike, it will overlord the Sphere itself, damaging it. When deactivated, the Lightning Sphere slowly repairs itself.
Ox Trade Cart/Horse Trade Cart/Trade Trailer Truck– Transfers goods from Markets to City Centers or Docks. Extra carts can be purchased at the Market by hiring worker slots. Longer routes are more valuable.
Foreign Trade – allows you to trade with other players (except enemies).