Melee
Name |
Strength |
Movement |
Cost |
Requires |
Abilities
|
Axeman |
5 |
1 |
35 |
Bronze Working + Copper or Iron |
+50% vs. Melee
|
Jaguar |
5 |
1 |
35 |
Aztec Empire, Iron Working |
+10% City attack, +25 Jungle Defense. Replaces swordsman
|
Maceman |
8 |
1 |
70 |
Civil Service, Machinery + Copper or Iron |
+50% vs. Melee
|
Phalanx |
5 |
1 |
35 |
Greek Empire, Hunting + Copper or Iron |
+25% hills defense, +100% vs. Mounted units
|
Pikeman |
6 |
1 |
60 |
Engeneering, Iron |
+100% vs. Mounted units
|
Praetorian |
8 |
1 |
45 |
Roman Empire, Iron Working, Iron |
Replaces swordsman
|
Quechua |
2 |
1 |
15 |
Incan Empire |
+25% City De, +100% vs. Archery units. Replaces Warrior.
|
Samurai |
8 |
1 |
70 |
Japanese Empire, Civil Service, Machinery + Copper or Iron |
2 First Strikes, +50% vs. Melee. Replaces Maceman.
|
Spearman |
4 |
1 |
35 |
Hunting + Copper or Iron |
+100% vs. mounted units
|
Swordsman |
6 |
1 |
40 |
Iron Working, Iron |
+10% City attack
|
Warrior |
2 |
1 |
15 |
|
+25% City Defense,
|
Archery
Name |
Strength |
Movement |
Cost |
Requires |
Abilities
|
Archer |
3 |
1 |
25 |
Archery |
1 First strike, +50% City defense, +25% Hill defense
|
Cho-Ko-Nu |
6 |
1 |
60 |
Machinery , Archery, Iron, Chinese Empire |
2 First Strikes, Collateral damage, +50% vs. Melee units. Replaced Crossbowman
|
Crossbowman |
6 |
1 |
60 |
Machinery , Archery, Iron |
1 First Strike, +50% vs. Melee units
|
Longbowman |
6 |
1 |
50 |
Feudalism, Archery |
1 First Strike, +25% City and Hills defense
|
Skirmisher |
4 |
1 |
25 |
Archery |
1-2 First strike, +50% City defense, +25% Hill defense
|
Mounted
Mounted units generally do not receive defensive bonuses.
Name |
Strength |
Movement |
Cost |
Requires |
Abilities
|
Camel archer |
10 |
2 |
90 |
Arabian Empire, Guilds, Horseback riding, Archery |
Immune to First Strikes, 25% withdrawal chance. Replaces Knight.
|
Cavalry |
15 |
2 |
120 |
Gunpowder, Military Tradition, Horse |
30% withdrawal chance, +50% vs. Cannon.
|
Chariot |
4 |
2 |
25 |
The Wheel, Horse |
20% withdrawal chance
|
Conquistador |
10 |
2 |
90 |
Spanish Empire, Guilds, Horse and Iron |
Immune to First Strikes, +50% vs. Melee units. Replaces Knight.
|
Cossack |
18 |
2 |
120 |
Gunpowder, Military Tradition, Horse |
30% withdrawal chance, +50% vs. Cannon, +50% vs. Mounted Units
|
Horse Archer |
6 |
2 |
50 |
Horseback Riding, Horse, Archery |
Immune to first strikes, +50% vs. Catapult.
|
Immortal |
4 |
2 |
25 |
Persian Empire, Wheel, Horse |
30% withdrawal chance, +50% vs. Archery units, keeps defensive bonus. Replaces Chariot.
|
Horse Archer |
6 |
2 |
50 |
Mongolian Empire, Horseback Riding, Horse, Archery |
1 first strike, ignores terrain movement costs, +50% vs. Catapult.
|
Knight |
10 |
2 |
90 |
Guilds, Horseback Riding, Horse, and Iron |
Immune to First Strikes,
|
War Chariot |
4 |
2 |
25 |
Egyptian Empire, Wheel, Horse |
Immune to First Strikes, 20% withdrawal chance
|
War Elephant |
8 |
1 |
60 |
Construction, Ivory |
+50 vs. mounted units.
|
Siege
Other than the Machine gun, siege units do not receive defensive bonuses and have a 25% chance to withdrawl from combat. They also influce collateral damage and can bombard city defenses.
Name |
Strength |
Movement |
Cost |
Requires |
Abilities
|
Artillery |
18 |
1 |
150 |
Artillery |
+50 vs. Siege units, and bombards for 25%/turn.
|
Cannon |
12 |
1 |
100 |
Steel, Iron |
Bombards for 20%/turn
|
Catapult |
5 |
1 |
40 |
Construction |
Bombards for 15%/turn
|
Machine gun |
18 |
1 |
125 |
Railroad |
Can't attack. 1 First strike, +50 vs. Gunpowder units.
|
Naval
Name |
Strength |
Movement |
Cost |
Cargo |
Requires |
Abilities
|
Battleship |
40 |
6 |
225 |
0 |
Industrialism + Oil or Uranium. |
Causes collateral damage, bombards for 20%/turn.
|
Caravel |
3 |
3 |
60 |
1 |
Optics |
Can explore rival territory. Can only carry Scouts, Exploreres, Missionaries, Spies or Great People.
|
Carrier |
16 |
5 |
165 |
3 |
Flight + Oil or Uranium |
Carries only fighters.
|
Destroyer |
30 |
8 |
200 |
0 |
Combustion + Oil or Uranium |
Detects submarines, 30% chance of intercepting aircraft, and bombards for 15%/turn. Can destroy tile improvements.
|
Frigate |
8 |
4 |
90 |
0 |
Chemistry, Astronomy, Iron |
Bombards for 10%/turn
|
Galleon |
4 |
4 |
80 |
3 |
Astronomy |
|
Galley |
2 |
2 |
50 |
2 |
Sailing |
Can't enter Ocean.
|
Ironclad |
12 |
2 |
100 |
2 |
Steel, Steampower, Iron, and Coal |
Can't enter Ocean. Bombards for 10%/turn
|
Submarine |
24 |
6 |
150 |
1 |
Radio, Combustion + Oil or Uranium |
Invisible to most units. Detects other submarines. Can explore rival territory. Can only carry Scouts, Exploreres, Missionaries, Spies or Great People. 50% chance to withdrawal from combat.
|
Transport |
16 |
5 |
125 |
4 |
Combustion + Oil or Uranium |
|
Gunpowder
Gunpowder units are not affected by walls or other buildings that improve defense.
Name |
Strength |
Movement |
Cost |
Requires |
Abilities
|
Grenadier |
12 |
1 |
100 |
Chemistry |
+50% vs. Rifleman
|
Infantry |
20 |
1 |
140 |
Assembly Line, Rifling |
+25% vs. Gunpowder units
|
Marine |
24 |
1 |
160 |
Industrialism, Rifling |
+50% vs. Machine Gun and Artillery. Starts with Amphibious.
|
Mechanized Infantry |
32 |
2 |
200 |
Robotics, Rifling |
20% chance to intercept aircraft. Starts with March.
|
Musketeer |
9 |
2 |
80 |
French Empire, Gunpowder |
Replaces Musketman
|
Musketman |
9 |
1 |
80 |
Gunpowder |
|
Navy SEAL |
24 |
1 |
160 |
American empire, Industrialism, Rifling |
1-2 First Strikes. +50% vs. Machine Gun and Artillery. Starts with Amphibious, March.
|
Redcoat |
14 |
1 |
110 |
English Empire, Rifling |
+25% vs. Mounted and Gunpowder units. Replaces Rifleman.
|
Rifleman |
14 |
1 |
110 |
Rifling |
+25% vs. Mounted units.
|
SAM Infantry |
18 |
1 |
150 |
Rocketry |
+50% vs. Helicopter units. 40% chance to intercept aircraft.
|
Armored
Name |
Strength |
Movement |
Cost |
Requires |
Abilities
|
Modern Armor |
40 |
2 |
240 |
Composites, Computers, Oil, Aluminum |
1 First Strike, no defensive bonuses. Starts with Blitz.
|
Panzer |
28 |
2 |
180 |
German Empire, Industrialism, Rifling, Oil |
No defensive bonuses. +50% vs. Armored units. Starts with Blitz.
|
Tank |
28 |
2 |
180 |
Industrialism, Rifling, Oil |
No defensive bonuses. Starts with Blitz.
|
Air
The gunship behaves similarly to other land units.
The fixed wing aircraft, both fighters and bombers, are stationed within a city (or carrier). While it can move anywhere on the map in a given turn, it cannot attack during the same turn. Fighters and bombers can be given an order within their mission range
Fighters can be intercepted by units ordered on an interception mission, as well as some ground units (when they attack their tile or an adjacent tile.)
Name |
Strength |
Movement |
Cost |
Requires |
Abilities
|
Bomber |
16 |
8 |
140 |
Radio, Flight, Oil |
-50% vs. Water units, Causes collateral damage, and bombards cities for 15%/turn.
|
Fighter |
12 |
6 |
100 |
Flight, Oil |
50% chance of intercepting aircraft, and bombards cities for 5%/turn. Can destroy tile improvements. May be placed on aircraft carriers.
|
Gunship |
20 |
4 |
160 |
Rocketry, Flight, Oil |
Can't capture cities, no defensive bonuses. 25% withdrawal chance. +100% vs. armor. Ignores terrain movement costs, and can land on peaks. Combat wise, behaves similarly to other land units.
|
Jet Fighter |
24 |
10 |
150 |
Composites, Flight, Oil, Aluminum. |
70% Chance to intercept aircraft, Bombards for 10%/turn. Can destroy tile improvements. May be placed on aircraft carriers.
|
Stealth Bomber |
20 |
12 |
200 |
Composites, Flight, Robotica, Oil and Aluminum |
-50% vs. Water units, Causes collateral damage, and bombards cities for 20%/turn. 50% chance to avoid interception.
|
Other units
Name |
Strength |
Movement |
Cost |
Requires |
Abilities
|
Explorer |
4 |
2 |
40 |
Compass |
Can't attack. Ignores terrain movement costs, and gets better results from villages.
|
Fast Worker |
0 |
3 |
60 |
Indian Empire |
Improves tiles.
|
Great Person |
0 |
2 |
N/A |
N/A |
Can start a golden age (with another great person), discover a technology or join the city as a specialist. The great person may also have an ability depending on the person in question.
|
ICBM |
0 |
1 |
500 |
Rocketry, Fission, Uranium, The Manhattan Project |
Nukes enemy lands.
|
Missionary |
0 |
2 |
40 |
Religion, and Monstary |
Spreads religion to other cities (consumes unit)
|
Scout |
1 |
2 |
40 |
Hunting |
Can't attack, but +100% vs. animals. Gets better results from villages.
|
Settler |
0 |
2 |
100 |
|
Builds cities.
|
Spy |
0 |
2 |
80 |
Scotland Yard |
Starts with Sentry, and invisible to all units. Can explore rival territories, and detect nearby spies. Only 4 allowed.
|
Work boat |
0 |
2 |
30 |
Fishing |
Can't enter ocean. Creates fishing boats, whaling boats, and offshore platform.
|
Worker |
0 |
3 |
60 |
|
Improves tiles.
|
Animals
Name |
Strength |
Movement |
Abilities
|
Bear |
3 |
1 |
No defensive bonuses.
|
Lion |
3 |
1 |
No defensive bonuses.
|
Panther |
2 |
2 |
No defensive bonuses.
|
Wolf |
1 |
2 |
No defensive bonuses.
|