unit_mission
Issue orders to a Civilization V unit: settle, fortify, heal, attack, pillage, build, spread religion, or automate exploration and construction.
Instructions
Give a unit a mission: MISSION_FOUND (settle here), MISSION_FORTIFY, MISSION_SLEEP, MISSION_SKIP, MISSION_HEAL,
MISSION_ALERT, MISSION_RANGE_ATTACK (x,y), MISSION_PILLAGE (result includes gold_gained), MISSION_EMBARK/DISEMBARK...
An air strike is MISSION_MOVE_TO onto the target plot (that is how the game issues it); like a
melee move onto an enemy, the result then carries attack with both sides' hp before/after and who died.
An intercepted strike says so: attack.intercepted, interceptor, shot_down (from the game's own banner).
MISSION_BUILD: pass the improvement in build, e.g. build="BUILD_FARM" (do NOT put it in x/y --
those are for movement-shaped missions). Builds on the unit's own tile.
MISSION_SPREAD_RELIGION / MISSION_REMOVE_HERESY: the unit must be inside or adjacent to the target city;
the result's effects reports that city's followers/majority before and after, spreads_left, and (for a
city-state) influence before/after, so no follow-up read is needed to know whether the spread worked.
MISSION_CREATE_GREAT_WORK: the reply's great_work names the work and the city/building slot it filled.
AUTOMATE_EXPLORE / AUTOMATE_BUILD (the unit panel's automation buttons, when available_unit_actions lists
them) hand the unit to the game's own automation; it then never blocks end_turn. The reply has automated=true,
and the unit is listed under turn_status.todo.ongoing until a new move_unit / unit_mission takes it back.
Selects the unit like the unit panel does (orders go through the game's network path).
A unit on a conditional order (give_order) is taken back: the order pauses (order_paused).
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| x | No | ||
| y | No | ||
| build | No | ||
| mission | Yes | ||
| unit_id | Yes |