Sid Meier's Civilization V/Units

Civilization V contains a wide variety of units spread throughout the various eras. Note that while the unique units for each civilization will be mentioned here, they won't be covered in detail. Refer to the individual civilization pages for further explanations of these units.

Note that the combat system was drastically rebalanced after the Gods & Kings expansion, so there are a lot of stat changes for units found in the base game.

Civilian units
Civilian units are non-combatants that improve your empire in various ways. They are typically defenseless against enemy soldiers, so keep them away from invading barbarians or protect them during wartime. For various Great People that can be born in your empire, check this page. For religious units introduced in the Gods and Kings expansion, see this page. For trade units introduced in the Brave New World expansion, see this page

Settler

 * Movement: 2

Worker

 * Cost: 70 Production
 * Movement: 2

Work Boat

 * Cost: 50 Production
 * Movement: 4
 * Requires Sailing tech
 * Cannot enter deep ocean without Astronomy tech

Archaeologist (BNW only)

 * Cost: 200 Production
 * Movement: 4
 * Requires Archaelogy tech

Spaceship Parts

 * Cost: 1500 Production
 * Movement: 2
 * Requires 1 Aluminium
 * Technology: Advanced Ballistics (SS Booster), Satellites (SS Cockpit), Particle Physics (SS Engine), Nanotechnology (SS Stasis Chamber)

Warrior

 * Cost: 40 Production / 80 Faith
 * Type: Melee Unit
 * Combat Strength: 8 (6 before G&K)
 * Movement: 2
 * Obsoletes with Metal Casting, upgrades into Swordsman

Variations:
 * Brute: Barbarians' earliest and most common melee unit. Has same stats as Warriors, but identified as different units.
 * Jaguar: An Aztec Unique Unit with a 33% combat bonus in Jungle tiles, heals 25 HP upon killing a unit and comes with a free Woodsman promotion.
 * Maori Warrior: A Polynesian Unique Unit with the Haka War Dance promotion, which inflicts a 10% combat penalty on all nearby enemy units. DLC only.

Spearman

 * Cost: 56 Production / 112 Faith
 * Type: Melee Unit
 * Combat Strength: 11 (7 before G&K)
 * Movement: 2
 * 50% combat bonus against Mounted Units (100% before G&K)
 * Requires Bronze Working tech
 * Obsoletes with Civil Service, upgrades into Pikeman

Variations:
 * Hoplite: A Greek Unique Unit with 13 Combat Strength (9 before G&K).
 * Immortal: A Persian Unique Unit with 12 Combat Strength (8 before G&K) and can heal at double rate.
 * Battering Ram: A Hunnic Unique Unit that costs 70 Production / 140 Faith to build, with 10 Combat Strength. They have a free Cover I promotion and 300% combat bonus against Cities but can only attack Cities, receives no defensive terrain bonuses, 33% combat penalty when on defense and -1 sight range. They become obsolete with Physics and upgrades into Trebuchets. Gods and Kings only.
 * Pictish Warrior: A Celtic Unique Unit with a 20% combat bonus outside of friendly territory and expends no movement points to pillage. They also earn 50% of the enemy's Combat Strength as Faith when they kill a unit. Gods and Kings only.

Scout

 * Cost: 25 Production / 50 Faith
 * Type: Recon (Melee) Unit
 * Combat Strength: 5 (4 before G&K)
 * Movement: 2
 * Can move through rough terrain without any movement penalty
 * Obsoletes with Scientific Theory, upgrades into Archer (only via Ancient Ruins)

Variations:
 * Pathfinder: A Shoshone Unique Unit that costs 45 Production or 90 Faith to make. It has 8 Combat Strength and the Native Tongue promotion, which lets Pathfinders choose the benefits of Ancient Ruins. They also upgrade straight into Composite Bowmen instead of Archers. Brave New World only.

Archer

 * Cost: 40 Production / 80 Faith
 * Type: Archery (Ranged) Units
 * Combat Strength: 5 (4 before G&K)
 * Ranged Combat Strength: 7 (6 before G&K)
 * Range: 2
 * Movement: 2
 * May not melee attack, (25% combat penalty against cities before G&K)
 * Requires Archery tech
 * Obsoletes with Construction (Machinery before G&K), upgrades into Composite Bowman (Crossbowman before G&K)

Variations:
 * Bowman: A Babylonian Unique Unit with 7 Combat Strength and 9 Ranged Combat Strength (6 and 8 before G&K, respectively). DLC only.
 * Slinger: An Incan Unique Unit with 4 Combat Strength (2 before G&K), but has the ability to withdraw to a non-occupied space behind them when threatened with a melee attack. DLC only.
 * Atlatlist: A Mayan Unique Unit that costs 36 Production / 72 Faith to make, but doesn't require researching the Archery technology. Gods & Kings only.

Chariot Archer

 * Cost: 56 Production / 112 Faith
 * Type: Mounted Archery (Ranged) Unit
 * Combat Strength: 6 (4 before G&K)
 * Ranged Combat Strength: 10 (7 before G&K)
 * Range: 2
 * Movement: 4
 * May not melee attack, no defensive terrain bonuses, consumes all remaining movement points when moving to rough terrain (25% combat penalty against Cities before G&K)
 * Requires The Wheel tech and 1 Horse
 * Obsoletes with Chivalry, upgrades into Knight

Variations:
 * Hand-Axe: A Barbarian-only unit with 9 Combat Strength, 9 Ranged Combat Strength but only 1 Range and 2 Movement. They are more comparable to Archers than Chariot Archers, but their upgrade path is based on Chariot Archers. Brave New World only.
 * War Chariot: An Egyptian Unique Unit with 5 Movement and doesn't require Horses to produce.
 * War Elephant: An Indian Unique Unit that costs 70 Production / 140 Faith to build, with 9 Combat Strengthand 11 Ranged Combat Strength (6 and 8 before G&K, respectively) but 3 movement. They do not require Horses to produce and can move through rough terrain without losing all of their movement points.
 * Horse Archer: A Hunnic Unique Unit with 7 Combat Strength and starts with Accuracy I. They do not require Horses to produce and can move through rough terrain without losing all of their movement points. Gods & Kings only.

Galley

 * Cost: 40 Production
 * Type: Naval Melee Unit (Ranged before G&K)
 * Combat Strength: 7 (5 before G&K)
 * Ranged Combat Strength: 3 (No longer has ranged attack after G&K)
 * Range: 2 (No longer has ranged attack after G&K)
 * Movement: 3
 * Cannot enter deep ocean
 * Upgrades into Trireme

Trireme

 * Cost: 45 Production
 * Type: Naval Melee Unit (Ranged before G&K)
 * Combat Strength: 10 (6 before G&K)
 * Ranged Combat Strength: 4 (No longer has ranged attack after G&K)
 * Range: 2 (No longer has ranged attack after G&K)
 * Movement: 4
 * Cannot enter deep ocean
 * Requires Sailing tech
 * Obsoletes with Astronomy (Navigation before G&K), upgrades into Caravel (Frigate before G&K)

Variations:
 * Quinquereme: A Carthiginian Unique Unit with 13 Combat Strength. Gods and Kings only.
 * Dromon: A Byzantine Unique Unit that costs 56 Production to build, but is a ranged unit instead of melee. It has 8 Combat Strength, 10 Ranged Combat Strength and 2 Range. It has a 50% combat bonus against other naval units, and upgrades into a Galleass. Gods and King only.

Swordsman

 * Cost: 75 Production / 150 Faith
 * Type: Melee Unit
 * Combat Strength: 14 (11 before G&K)
 * Movement: 2
 * Requires Iron Working tech and 1 Iron
 * Obsoletes with Steel (Gunpowder before G&K), upgrades into Longswordsman

Variations:
 * Legion: A Roman Unique Unit with 17 Combat Strength (13 before G&K), as well as possessing the ability to build Roads and Forts.
 * Mohawk Warrior: An Iroquois Unique Unit with 33% combat bonus in Forests and Jungles. Doesn't require Iron to produce.
 * Kris Swordsman: An Indonesian Unique Unit that comes with the Mystic Blade promotion, which gives them a random promotion, either positive or negative, that is only revealed the first time they're used for battle. Brave New World only.

Horseman

 * Cost: 75 Production / 150 Faith
 * Type: Mounted Melee Unit
 * Combat Strength: 12 (10 before G&K)
 * Movement: 4
 * Can move after attacking, no defensive terrain bonuses, 33% combat penalty against Cities.
 * Requires Horseback Riding tech and 1 Horse
 * Obsoletes with Chivalry, upgrades into Knight

Variations:
 * Companion Cavalry: A Greek Unique Unit with 14 Combat Strength (12 before G&K) and 5 movement, as well as the Great Generals I promotion, which increases their chances of generating Great Generals.
 * African Forest Elephant: A Carthiginian Unique Unit that costs 100 Production / 200 Faith, with 14 Combat Strength but 3 movement. They have the Feared Elephant promotion, which grants a 10% combat penalty on nearby enemy units, as well as the Great Generals II promotion, giving them a very high chance of generating Great Generals. Gods and Kings only.
 * Cataphract: A Byzantine Unique Unit with 15 Combat Strength and 3 movement, can receive defensive terrain bonuses and has only a 25% combat penalty against Cities. Gods and Kings only.

Composite Bowman (G&K onwards)

 * Cost: 75 Production / 150 Faith
 * Type: Archery (Ranged) Unit
 * Combat Strength: 7
 * Ranged Combat Strength: 11
 * Range: 2
 * Movement: 2
 * May not melee attack
 * Requires Construction
 * Obsoletes with Machinery, upgrades into Crossbowman

Catapult

 * Cost: 75 Production / 150 Faith
 * Type: Siege (Ranged) Weapon
 * Combat Strength: 7 (5 before G&K)
 * Ranged Combat Strength: 8 (11 before G&K)
 * Range: 2
 * Movement: 2
 * 200% combat bonus against Cities (50% before G&K), must use one movement point to set up before ranged attack, may not melee attack, no defensive terrain bonuses, -1 sight range
 * Requires Mathematics tech (and 1 Iron before G&K)
 * Obsoletes with Physics, upgrades into Trebuchet

Variations:
 * Ballista: A Roman Unique Unit with 8 Combat Strength and 10 Ranged Combat Strength (5 and 14 before G&K, respectively).
 * Siege Tower: An Assyrian Unique Unit that is melee instead of ranged and has 12 Combat Strength. It can only attack Cities, but has +1 sight range, a free Cover I promotion and the Sapper promotion, which gives a 50% combat bonus against Cities to all other units within a 2 tile radius. Brave New World only.

Longswordsman

 * Cost: 120 Production / 240 Faith
 * Type: Melee Unit
 * Combat Strength: 21 (16 before G&K)
 * Movement: 2
 * Requires Steel tech and 1 Iron
 * Obsoletes with Gunpowder (Rifling before G&K), upgrades into Musketman (Rifleman before G&K)

Variations:
 * Samurai: A Japanese Unique Unit with a free Shock I promotion as well as the Great Generals II promotion, which greatly increases their chance of generating Great Generals. In Brave New World, they can also instantly build Fishing Boats and obsoletes with Rifling, upgrading straight to Riflemen.
 * Berserker: A Danish Unique Unit with 3 Movement and a free Amphibious promotion. They only require the Metal Casting tech and obsoletes with Metallurgy. DLC only.

Pikeman

 * Cost: 90 Production / 180 Faith
 * Type: Melee Units
 * Combat Strength: 16 (10 before G&K)
 * Movement: 2
 * 50% combat bonus against mounted units
 * Requires Civil Service
 * Obsoletes with Metallurgy (Rifling before G&K), upgrades into Lancer (Rifleman before G&K)

Variations:
 * Landsknecht: A German Unique Unit that costs only 45 Production / 90 Faith to build. As of BNW, it can only be bought after selecting the Mercenary Army social policy, but costs no movement points to pillage and gets the City Plunder promotion, which lets them steal Gold equal to the damage inflicted on the City.
 * Impi: A Zulu Unique Unit with the Spear Throw promotion, which lets them use a ranged attack before the normal melee attack. Instead of Lancers, they upgrade into Riflemen. Brave New World only.

Knight

 * Cost: 120 Production / 240 Faith
 * Type: Mounter Melee Unit
 * Combat Strength: 20 (18 before G&K)
 * Movement: 4 (3 before G&K)
 * Can move after attacking, no defensive terrain bonuses, 33% combat penalty against Cities
 * Requires Chivalry and 1 Horse
 * Obsoletes with Military Science, upgrades into Cavalry

Variations:
 * Camel Archer: An Arabic Unique Unit that is ranged instead of melee, with 17 Combat Strengh and 21 Ranged Combat Strength (10 and 15 before G&K, respectively), and a Range of 2. Had a 25% combat penalty against Cities before G&K.
 * Mandekalu Cavalry: A Songhai Unique Unit that costs only 110 Production / 220 Faith and has no combat penalty when attacking cities.
 * Naresuan's Elephant: A Siamese Unique Unit with 25 Combat Strength (22 before G&K) and 3 movement (2 before G&K), as well as a 50% combat bonus against other mounted units.
 * Keshik: A Mongolian Unique Unit that is ranged instead of melee, with 15 Combat Strength and 16 Ranged Combat Strength (8 and 13 before G&K, respectively) with a Range of 2, as well as no combat penalty against Cities. Has the Great Generals I and Quick Study promotions, which makes them generate Great Generals faster and earn experience faster. Had a 25% combat penalty against Cities before G&K. DLC only.
 * Conquistador: A Spanish Unique Unit that costs 135 Production / 270 Faith. They have no combat penalty when attacking Cities, +2 sight range and the Embarkation with Defense promotion, which lets them embark on water tiles anywhere and defend at double strength while embarked. They can also found Cities on foreign continents. DLC or Gods & Kings only.

Crossbowman

 * Cost: 120 Production / 240 Faith
 * Type: Archery (Ranged) Unit
 * Combat Strength: 13 (10 before G&K)
 * Ranged Combat Strength: 18 (15 before G&K)
 * Range: 2
 * Movement: 2
 * May not melee attack (and 25% combat penalty against Cities before G&K)
 * Requires Machinery tech
 * Obsoletes with Industrialization (Rifling before G&K), upgrades into Gatling Gun (Rifleman before G&K)

Variations:
 * Chu-Ko-Nu: A Chinese Unique Unit with only 14 Ranged Combat Strength (11 before G&K), but can attack twice in one turn.
 * Longbowman: An English Unique Unit with free +1 Range promotion.

Trebuchet

 * Cost: 120 Production / 240 Faith
 * Type: Ranged (Siege) Weapon
 * Combat Strength: 12 (8 before G&K)
 * Ranged Combat Strength: 14 (16 before G&K)
 * Range: 2
 * Movement: 2
 * 200% combat bonus against Cities (50% before G&K), may not melee attack, no defensive terrain bonuses, must use 1 movement point to set up before ranged attack and -1 sight range
 * Requires Physics tech (and 1 Iron before G&K)
 * Obsoletes with Chemistry, upgrades into Cannon

Variations:
 * Hwach'a: A Korean Unique Unit with 11 Combat Strength and 26 Ranged Combat Strength (8 and 25 before G&K, respectively). DLC only.

Galleass (G&K onward)

 * Cost: 100 Production
 * Type: Naval Ranged Unit
 * Combat Strength: 16
 * Ranged Combat Strength: 17
 * Range: 2
 * Movement: 3
 * May not melee attack, cannot enter deep ocean
 * Requires Compass tech
 * Obsoletes with Navigation, upgrades into Frigate

Variations:
 * Great Galleass: A Venetian Unique Unit that costs 110 Production, with 18 Combat Strength and 20 Ranged Combat Strength. Brave New World only.

Musketman

 * Cost: 150 Production / 300 Faith
 * Type: Gunpowder (Melee) Unit
 * Combat Strength: 24 (16 before G&K)
 * Movement: 2
 * Requires Gunpowder tech
 * Obsoletes with Rifling, upgrades into Rifleman

Variations:
 * Janissary: An Ottoman Unique Unit with 25% combat bonus on offense and heals 50 HP upon killing an enemy.
 * Minuteman: An American Unique Unit that ignores rough terrain movement penalties and comes with a free Drill I promotion. In BNW, they also earn points toward Golden Ages upon killing an enemy unit.
 * Musketeer: A French Unique Unit with 28 Combat Strength (20 before G&K).
 * Tercio: A Spanish Unique Unit that costs 160 Production / 320 Faith to build, with 26 Combat Strength (18 before G&K) and 50% combat bonus against Mounted units (100% before G&K).

Lancer

 * Cost: 185 Production / 370 Faith
 * Type: Mounted Melee Unit
 * Combat Strength: 25 (22 before G&K)
 * Movement: 4
 * Can move after attacking, no defensive terrain bonuses, 33% combat penalty against Cities, comes with free Formation I promotion, which grants 33% combat bonus against mounted units
 * Requires Metallurgy tech and 1 Horse
 * Obsoletes with Combined Arms (Combustion before G&K), upgrades into Anti-Tank Gun

Variations:
 * Sipahi: An Ottoman Unique Unit with +1 sight range, 5 movement and expends no movement cost to pillage.
 * Hakkapeliita: A Swedish Unique Unit that gains a 15% combat bonus when stacked with a Great General. They also grant 4 movement to Great Generals if they start a turn stacked with one. Gods & Kings only.
 * Winged Hussar: A Polish Unique Unit with 28 Combat Strength and 5 movement. They comes with a free Shock I promotion as well as the exclusive Heavy Charge promotion, which will force a target to retreat if they do more damage than they take. Foes that have no space to retreat takes extra damage instead. Brave New World only.

Cannon

 * Cost: 185 Production / 370 Faith
 * Type: Ranged (Siege) Weapons
 * Combat Strength: 14 (13 before G&K)
 * Ranged Combat Strength: 20 (26 before G&K)
 * Range: 2
 * Movement: 2
 * 200% combat bonus against Cities (50% before G&K), may not melee attack, no defensive terrain bonuses, must setup with 1 movement point before ranged attack, -1 sight range
 * Requires Chemistry tech
 * Obsoletes with Dynamite, upgrades into Artillery

Caravel

 * Cost: 120 Production
 * Type: Naval Melee Unit (Ranged before G&K)
 * Combat Strength: 20 (15 before G&K)
 * Ranged Combat Strength: 7 (No longer has ranged attack after G&K)
 * Range: 2 (No longer has ranged attack after G&K)
 * Movement: 4 (6 before G&K)
 * +1 Extra Sight, may retreat to non-occupied tile before enemy melee attack
 * Requires Astronomy tech
 * Obsoletes with Steam Power (Combustion before G&K), upgrades into Ironclad (Destroyer before G&K)

Variations:
 * Turtle Ship: A Korean Unique Unit with 36 Combat Strength (30 Combat Strength and 12 Ranged Combat Strength before G&K), but cannot enter deep ocean. Obsoletes with Replaceable Parts.
 * Nau: A Portugese Unique Unit with 5 Movement and the Exotic Cargo promotion, which lets you gain Gold and experience off a trade mission when in foreign, non-enemy territory. This feature may only be used once per unit. Brave New World only.

Privateer (G&K Onwards)

 * Cost: 150 Production
 * Type: Naval Melee Unit
 * Combat Strength: 25
 * Movement: 5
 * Free Coastal Raider I promotion and comes with the Prize Ships promotion, which lets them convert defeated enemy ships to your side
 * Requires Navigation tech
 * Obsoletes with Combustion, upgrades into Destroyer

Frigate

 * Cost: 185 Production
 * Type: Naval Ranged Unit
 * Combat Strength: 25 (30 before G&K)
 * Ranged Combat Strength: 28 (15 before G&K)
 * Range: 2
 * Movement: 5
 * May not melee attack
 * Requires Navigation tech and 1 Iron
 * Obsoletes with Electronics (Combustion before G&K), upgrades into Battleship (Destroyer before G&K)

Variations:
 * Ship of the Line: An English Unique Unit that costs only 170 Production to build, but has 30 Combat Strength and 35 Ranged Combat Strength (17 before G&K) as well as +1 sight range.

Rifleman (Renaissance Era before G&K)

 * Cost: 225 Production / 450 Faith
 * Type: Gunpowder (Melee) Unit
 * Combat Strength: 34 (25 before G&K)
 * Movement: 2
 * Requires Rifling tech
 * Obsoletes with Replaceable Parts, upgrades into Great War Infantry (Infantry before G&K)

Variations:
 * Norwegian Ski Infantry: A Danish Unique Unit that moves through snow, tundra, and hill tiles at double speed, as well as gaining a 25% combat bonus on snow, tundra, and hill tiles without forests or jungles on them.
 * Carolean: A Swedish Unique Unit that comes with a free March promotion, healing on every turn regardless of any previous actions. Gods & Kings only
 * Mehal Sefari: An Ethiopian Unique Unit that costs only 200 Production to make, comes with free Drill I promotion and gains up to 30% combat bonus when fighting near the capital, which reduces with distance. Gods & Kings only.

Cavalry (Renaissance Era before G&K)

 * Cost: 225 / 450 Faith
 * Type: Mounted Melee Unit
 * Combat Strength: 34 (25 before G&K)
 * Movement: 4 (3 before G&K)
 * Can move after attacking, no defensive terrain bonuses, 33% combat penalty against Cities
 * Requires Military Science tech and 1 Horse
 * Obsoletes with Combustion, upgrades into Landship (Tank in G&K)

Variations:
 * Cossack: A Russian Unique Unit with the 33% combat bonus against wounded units.
 * Hussar: An Austrian Unique Unit with 5 Movement, +1 sight range and 50% flank attack bonus. Gods & Kings only.
 * Berber Cavalry: A Moroccan Unique Unit with the Desert Warrior promotion, which grants a 50% combat bonus on desert tiles, and Homeland Guardian, which grants a 25% combat bonus in your territory. Brave New World only.
 * Comanche Riders: A Shoshone Unique Unit that costs only 200 Production and the Full Moon Striker promotion, which grants +1 movement. Brave New World only.

Gatling Gun (G&K Onwards)

 * Cost: 225 Production
 * Type: Ranged Unit
 * Combat Strength: 30
 * Ranged Combat Strength: 30
 * Range: 1
 * Movement: 2
 * May not melee attack
 * Requires Industrialization tech
 * Obsoletes with Ballistics, upgrades into Machine Gun

Artillery

 * Cost: 250 Production / 500 Faith
 * Type: Ranged (Siege) Weapons
 * Combat Strength: 21 (16 before G&K)
 * Ranged Combat Strength: 28 (32 before G&K)
 * Range: 3
 * Movement: 2
 * 200% combat bonus against Cities (50% before G&K), free Indirect Fire promotion, may not melee attack, no defensive terrain bonuses, must expend 1 movement point to setup before ranged attack, -1 sight range
 * Requires Dynamite tech
 * Upgrades into Rocket Artillery

Ironclad

 * Cost: 250 Production
 * Type: Naval Melee Unit (Ranged before G&K)
 * Combat Strength: 45 (35 before G&K)
 * Ranged Combat Strength: 18 (No longer has ranged attack after G&K)
 * Range: 2 (No longer has ranged attack after G&K)
 * Movement: 3 (4 before G&K)
 * Double movement on Coasts and 33% combat bonus against Cities after G&K (could not enter deep ocean before G&K)
 * Requires Steam Power tech and 1 Coal
 * Obsoletes with Combustion (Telegraph before G&K), upgrades into Destroyer (Battleship before G&K)

Great War Infantry (G&K onwards)

 * Cost: 320 Production
 * Type: Gunpowder (Melee) Unit
 * Combat Strength: 50
 * Movement: 2
 * Requires Replaceable Parts tech
 * Obsoletes with Plastics, upgrades into Infantry

Variations:
 * Foreign Legion: A French Unique Unit that has a 20% combat bonus when fighting outside friendly territory. They used to replace the Infantry unit before any expansions. As of Brave New World, they are only available from the Volunteer Army Freedom tenet and had their Combat Strength lowered to 42.

Infantry (Industrial Era before G&K)

 * Cost: 375 Production / 750 Faith (320 Production before G&K)
 * Type: Gunpowder (Melee) Unit
 * Combat Strength: 70 (36 before G&K)
 * Movement: 2
 * Requires Plastics tech (Replaceable Parts before G&K)
 * Obsoletes with Mobile Tactics, upgrades into Mechanized Infantry

Variations:
 * Pracinha: A Brazilian Unique Unit with the Golden Age from Victories promotion, which lets them earn points toward a Golden Age whenever they kill an enemy. Brave New World only.

Landship (G&K Onwards)

 * Cost: 350 Production
 * Type: Armored Melee Unit
 * Combat Strength: 60
 * Movement: 4
 * Can move after attacking, no defensive terrain bonuses
 * Requires Combustion tech and 1 Oil
 * Obsoletes with Combined Arms, upgrades into Tank

Anti-Aircraft Gun (Industrial Era before G&K)

 * Cost: 375 Production / 750 Faith (270 Production before G&K)
 * Type: Gunpowder (Melee) Unit
 * Combat Strength: 50 (32 before G&K)
 * Movement: 2
 * Automatically intercepts one air unit attacking a target within 2 tiles, 150% combat bonus against aircraft and helicopters
 * Requires Ballistics tech (Replaceable Parts before G&K)
 * Obsoletes with Rocketry, upgrades into Mobile SAM

Machine Gun (G&K Onwards)

 * Cost: 350 Production
 * Type: Archery (Ranged) Unit
 * Combat Strength: 60
 * Ranged Combat Strength: 60
 * Range: 1
 * Movement: 2
 * May not melee attack
 * Requires Ballistics tech
 * Upgrades into Bazooka (Mechanized Infantry in G&K)

Destroyer (Industrial Era before G&K)

 * Cost: 375 Production
 * Type: Naval Melee Unit (Ranged before G&K)
 * Combat Strength: 55 (35 before G&K)
 * Ranged Combat Strength: 22 (No longer has ranged attack after G&K)
 * Range: 2 (No longer has ranged attack after G&K)
 * Movement: 6 (8 before G&K)
 * Can see submarines, 100% combat bonus against submarines, 40% chance to intercept air attacks, may retreat before enemy melee attack into an unoccupied tile.
 * Requires Combustion tech

Battleship (Industrial Era before G&K)

 * Cost: 375 Production
 * Type: Naval Ranged Unit
 * Combat Strength: 55 (60 before G&K)
 * Ranged Combat Strength: 65 (32 before G&K)
 * Range: 3
 * Movement: 5 (4 before G&K)
 * May not melee attack, free Indirect Fire promotion
 * Requires Electronics tech (Telegraph before G&K) + 1 Oil

Carrier (Industrial Era before G&K)

 * Cost: 375 Production
 * Type: Carrier
 * Combat Strength: 40 (30 before G&K)
 * Movement: 5
 * Can carry 2 air units, may not melee attack
 * Requires Electronics tech (Flight before G&K)

Submarine (Industrial Era before G&K)

 * Cost: 325 Production
 * Type: Submarine (Ranged)
 * Combat Strength: 35 (25 before G&K)
 * Ranged Combat Strength: 60
 * Range: 2 (3 before G&K)
 * Movement: 5
 * Invisible to most naval units, can see other submarines, may not melee attack, may enter ice tiles, 75% combat bonus on offense
 * Requires: Refrigeration tech
 * Obsoletes with Telecommunications, upgrades into Nuclear Submarine

Triplane (G&K Onwards)

 * Cost: 325 Production
 * Type: Fighter (Air) Unit
 * Ranged Combat Strength: 35
 * Range: 5
 * Movement: 2
 * Constant sight within a 6-tile radius, can intercept enemy air units or trigger enemy interception units, has 150% combat bonus against bombers and helicopters
 * Requires Flight tech and 1 Oil
 * Obsoletes with Radar, upgrades into Fighter

Great War Bomber (G&K Onwards)

 * Cost: 325 Production
 * Type: Bomber (Air) Unit
 * Ranged Combat Strength: 50
 * Range: 6
 * Movement: 2
 * Requires Flight tech and 1 Oil
 * Obsoletes with Radar, upgrades into Bomber

Tank (Industrial Era before G&K)

 * Cost: 375 Production / 750 Faith
 * Type: Armored Melee Unit
 * Combat Strength: 70 (50 before G&K)
 * Movement: 5
 * Can move after attacking, no defensive terrain bonuses
 * Requires Combined Arms tech (Combustion before G&K) and 1 Oil
 * Upgrades into Modern Armor

Variations:
 * Panzer: A German Unique Unit with 80 Combat Strength (60 before G&K) and 6 movement.

Paratrooper (Modern Era before G&K)

 * Cost: 375 Production / 750 Faith
 * Type: Gunpowder (Melee) Unit
 * Combat Strength: 65 (40 before G&K)
 * Movement: 2
 * May paradrop 9 tiles away starting from friendly territory, no movement cost to pillage
 * Requires Radar tech
 * Upgrades into XCOM Squad

Marine (G&K Onwards)

 * Cost: 400 Production
 * Type: Gunpowder (Melee) Unit
 * Combat Strength: 65
 * Movement: 2
 * Free Amphibious promotion, extra sight while embarked, can double combat strength while embarked
 * Requires Penicillin tech

Anti-Tank Gun (Industrial Era before G&K)

 * Cost: 300 Production / 600 Faith (270 Production before G&K)
 * Type: Gunpowder (Melee) Unit
 * Combat Strength: 50 (32 before G&K)
 * Movement: 2
 * 100% combat bonus against armored units
 * Requires Combined Arms tech (Replaceable Parts before G&K)
 * Upgrades into Helicopter Gunship

Mobile SAM (Modern Era before G&K)

 * Cost: 425 Production / 850 Faith
 * Type: Gunpowder (Melee) Unit
 * Combat Strength: 65 (40 before G&K)
 * Movement: 3 (4 before G&K)
 * Automatically intercepts one air unit attacking a target within 2 tiles, 150% combat bonus against aircraft and helicopters
 * Rocketry (Computers before G&K)

Bazooka (BNW only)

 * Cost: 375 Production / 750 Faith
 * Type: Archery (Ranged) Unit
 * Combat Strength: 85
 * Ranged Combat Strength: 85
 * Range: 1
 * Movement: 2
 * May not melee attack
 * Requires Nuclear Fission tech

Rocket Artillery (Modern Era before G&K)

 * Cost: 425 Production / 850 Faith
 * Type: Siege (Ranged) Weapon
 * Combat Strength: 45 (23 before G&K)
 * Ranged Combat Strength: 60 (46 before G&K)
 * Range: 3
 * Movement: 2 (3 before G&K)
 * 200% combat bonus against Cities (50% before G&K), may not melee attack, no defensive terrain bonuses, -1 sight range, free Indirect Fire promotion.
 * Requires Rocketry and 1 Aluminum

Fighter (Industrial Era before G&K)

 * Cost: 375 Production
 * Type: Fighter (Air) Unit
 * Ranged Combat Strength: 45 (40 before G&K)
 * Range: 8
 * Movement: 2
 * Constant sight within a 6-tile radius, can intercept enemy air units or trigger enemy interception units, has 150% combat bonus against bombers and helicopters
 * Requires Radar tech (Flight before G&K) and 1 Oil
 * Upgrades into Jet Fighter

Variations:
 * Zero: A Japanese Unique Unit with 33% combat bonus against other fighters. Does not require Oil as of Brave New World.

Bomber (Modern Era before G&K)

 * Cost: 375 Production
 * Type: Bomber (Air) Unit
 * Ranged Combat Strength: 65 (50 before G&K)
 * Range: 10
 * Movement: 2
 * Requires Radar tech and 1 Oil
 * Upgrades into Stealth Bomber

Variations:
 * B-17: An American Unique Unit with 70 Combat Strength (50 before G&K) and free Evasion and Siege I promotions.

Helicopter Gunship (Modern Era before G&K)

 * Cost: 425 Production
 * Type: Helicopter (Melee) Unit
 * Combat Strength: 60 (50 before G&K)
 * Movement: 6
 * Can move through all terrain except water as if it was flat ground, 100% combat bonus against armored units, no defensive terrain bonuses, cannot capture Cities
 * Requires Computers tech (Rocketry before G&K) and 1 Aluminum

Atomic Bomb (Modern Era before G&K)

 * Cost: 600 Production
 * Movement: 2
 * 50% evasion, may be stationed on aircraft carriers
 * Requires Nuclear Fission tech and 1 Uranium

Mechanized Infantry (Modern Era before G&K)

 * Cost: 375 Production / 750 Faith
 * Type: Gunpowder (Melee) Unit
 * Combat Strength: 90 (50 before G&K)
 * Movement: 3
 * Requires Mobile Tactics tech (Electronics before G&K)

Modern Armor (Modern Era before G&K)

 * Cost: 425 Production / 850 Faith
 * Type: Armored Melee Unit
 * Combat Strength: 100 (80 before G&K)
 * Movement: 5
 * Can move after attacking, no defensive terrain bonuses
 * Requires Lasers tech and 1 Aluminum
 * Upgrades into Giant Death Robot

Giant Death Robot (Future Era before G&K)

 * Cost: 550 Production / 1100 Faith
 * Type: Armored Melee Unit
 * Combat Strength: 150
 * Movement: 5 (3 before G&K)
 * Can move after attacking, no defensive terrain bonuses
 * Requires Nuclear Fusion tech and 1 Uranium

XCOM Squad (BNW only)

 * Cost: 400 Production / 800 Faith
 * Type: Gunpowder (Melee) Unit
 * Combat Strength: 100
 * Movement: 2
 * Requires Nanotechnology tech
 * May paradrop up to 40 tiles away starting from friendly territory
 * Requires Nanotechnology tech

Missile Cruiser (Modern Era before G&K)

 * Cost: 425 Production
 * Type: Naval Ranged Unit
 * Combat Strength: 80 (60 before G&K)
 * Ranged Combat Strength: 100 (25 before G&K)
 * Range: 3
 * Movement: 7
 * Can see submarines, 100% combat bonus against submarines, can carry 3 missiles, can intercept air attacks, may not melee attack
 * Requires Robotics tech

Nuclear Submarine (Modern Era before G&K)

 * Cost: 425 Production
 * Type: Submarine (Ranged)
 * Combat Strength: 50 (30 before G&K)
 * Ranged Combat Strength: 85 (70 before G&K)
 * Range: 3
 * Movement: 6
 * Invisible to most naval units, can see other submarines, can carry 2 missiles, may not melee attack, may enter ice tiles, 75% combat bonus on offense, +1 extra sight
 * Requires Telecommunications tech (Computers before G&K)

Jet Fighter (Modern Era before G&K)

 * Cost: 425 Production
 * Type: Fighter (Air) Unit
 * Ranged Combat Strength: 75 (60 before G&K)
 * Range: 10
 * Movement: 2
 * Constant sight within a 6-tile radius, can intercept enemy air units or trigger enemy interception units, has 150% combat bonus against bombers and helicopters
 * Requires Lasers tech and 1 Aluminum

Stealth Bomber (Modern Era before G&K)

 * Cost: 425 Production
 * Type: Bomber (Air) Unit
 * Ranged Combat Strength: 85
 * Range: 20
 * Movement: 2
 * 100% evasion, constant sight within a 6-tile radius
 * Requires Stealth and 1 Aluminum

Guided Missile (Modern Era before G&K)

 * Cost: 150 Production
 * Type: Missile
 * Ranged Combat Strength: 60
 * Range: 8
 * Movement: 2
 * 100% evasion
 * Requires Advanced Ballistics tech (Satellites before G&K)

Nuclear Missile (Modern Era before G&K)

 * Cost: 1000 Production
 * Type: Missile
 * Movement: 2
 * 50% evasion
 * Requires Advanced Ballistics tech and 2 Uranium