Sid Meier's Civilization III/Units

''This is not yet complete. The accuracy of the information already present is not guaranteed.''

Unit characteristics apply to Conquests with the latest patch. The attributes of each unit follow the standard format attack/defense/movement. For instance, a 2/3/2 unit has two attack points, three defense points, and 2 movement points. Wheeled units, which cannot enter mountains, jungles, or swamps, will have "w" appended to the movement points rating. Naval units will have "n" appended to movement points rating. Units with zero attack cannot attack. Units with zero defense will be captured if attacked and placed under control of the enemy.

Units with bombard capability will have the bombard attributes in bombard/range/rate format. Zero-range bombard means the unit can only bombard when being attacked from a fortified position.

Non-military units
These units do not have technological prerequisites, require no strategic resources, and cannot be upgraded.

Military units in Ancient Times
[1] Ancient Cavalry cannot be built. The base cost of 40 shields is applied when considering situations such as disbanding units inside a city for shields.

Unique units
Rome-Legionary Greece-Hoplite Germany-Panzer China-Rider Japan-Samurai India-War Elephant Aztecs-Jaguar Warrior Iroquois-Mounted Warrior Egypt-War Chariot Babylon-Bowman Russia-Cossack America-F-15 France-Musketeer Persia-Immortals Zulus-Impi England-Man-o-War Arabs-Ansar Warrior Carthaginians-Numidian Mercenary Celts-Gallic Swordsman Koreans-Hwach'a Mongols-Keshik Ottomans-Sipahi Spain-Conquistador Scandanavia-Berserker Byzantines-dromon Hittites-3 Man Chariot Incans-Chasqui Scout Mayans-Javelin Thrower (w/ Enslavement) Netherlands-Swiss Mercenary Portugal-Carrack Sumeria-Enkidu Warrior