Units in Civilization Revolution represent a mobile troop of soldiers, most of which are capable of combat in some form. Units are essential to expanding an empire, defending existing cities, and conquering opposing armies and cities. They are typically built at cities, although they may also be gained through the discovery of friendly villages, Mysterious Artifacts or several other uncommon methods.
Unit Listing
The following is a list of all standard units available in the game. Certain civilizations may replace one of these standard units with its own Special Unit, but the statistics remain unchanged unless the civilization also has a bonus to that specific unit. To aid in the conciseness of the table, properties and abilities of the units have been abbreviated into classifications. The explanations of these classifications are located below the table.
Attack | Defense | Move | Cost | Classifications | Required Tech | Obsolesced by* | |
---|---|---|---|---|---|---|---|
Infantry | |||||||
Warrior | 1 | 1 | 1 | 10 | Melee | None | Legion |
Archer | 1 | 2 | 1 | 10 | Ranged | Bronze Working (1) | Pikemen |
Legion | 2 | 1 | 1 | 10 | Melee | Iron Working (2) | Riflemen |
Pikemen | 1 | 3 | 1 | 15 | Melee | Democracy (4) | Riflemen |
Riflemen | 3 | 5 | 1 | 20 | Ranged | Gunpowder (6) | Modern Infantry |
Modern Infantry | 4 | 8 | 1 | 30 | Ranged | Mass Production (8) | Nothing |
Assault | |||||||
Horsemen | 2 | 1 | 2 | 20 | Melee | Horseback Riding (1) | Knight |
Knight | 4 | 2 | 2 | 25 | Melee | Feudalism (5) | Tank |
Tank | 10 | 6 | 3 | 50 | Melee | Combustion (7) | Nothing |
Siege | |||||||
Catapult | 4 | 1 | 1 | 20 | Siege | Mathematics (3) | Cannon |
Cannon | 6 | 2 | 1 | 30 | Siege | Metallurgy (6) | Artillery |
Artillery | 16 | 2 | 2 | 50 | Siege | The Automobile (8) | Nothing |
Naval | |||||||
Galley | 1 | 1 | 2 | 30 | Transport, Scouts, Coastal | None | Galleon |
Galleon | 2 | 2 | 3 | 30 | Transport, Scouts | Navigation (4) | Cruiser |
Cruiser | 6 | 6 | 5 | 40 | Transport, Support | Steam Power (6) | Nothing |
Battleship | 12 | 18 | 4 | 80 | Transport, Support | Steel (7) | Nothing |
Submarine | 12 | 2 | 2 | 25 | <?> | Electricity (7) | Nothing |
Aircraft | |||||||
Fighter | 6 | 4 | 8 | 30 | Aircraft | Flight (8) | Nothing |
Bomber | 18 | 3 | 6 | 60 | Aircraft | Advanced Flight (9) | Nothing |
Non-combat | |||||||
Settler | 0 | 0 | 2 | 20 | Non-combat, Settling | None | Nothing |
Militia | 0 | 1 | 1 | N/A^ | Non-combat | None | Nothing |
Spy | 0 | 0 | 8 | 25 | Spying, Passage | Writing (2) | Nothing |
Caravan | 0 | 0 | 3 | 30 | Non-combat, Trading, Passage | Currency (4) | Nothing |
* Once the named unit is made available, the current unit is no longer available. This obsolescence also dictates the upgrading of units upon construction of the Leonardo's Workshop Wonder.
^ The Militia unit may only be obtained through the construction of a unit with the Scouts classification.
Melee: Will move into target square after successful combat. Attack -50% when attacking across rivers.
Ranged: Will not move into target square after successful combat. Attack -50% when attack across rivers.
Siege: Will not move into target square after successful combat. No attack penalty across rivers.
Aircraft: Must return to a friendly city once every 2 turns to refuel, otherwise the unit is destroyed.
Coastal: This naval unit may only move in Shallow Sea regions.
Support: Friendly land units fighting in adjacent squares will receive Naval Support.
Transport: This unit may transport friendly land units.
Scouts: This unit is constructed with an additional Militia unit onboard. This Militia unit possesses the 'Scout' Special Ability.
Non-combat: This unit may not be used to attack other units or cities.
Settling: May be used to create a new City or add population to an existing city. This unit may only be built if the producing city has a population of 3 or greater. The unit will be destroyed after using this ability.
Trading: May reach cities of other civilizations to produce Gold for both civilizations (the recipient City will only receive 1/3 of the Gold). The unit will be destroyed after using this ability.
Spying: May reach cities of other civilizations to conduct a Spying operation or attack a defending spy. May be garrisoned in a friendly city to defend against enemy Spies. This unit may not attack other units. Should a spying operation be conducted, the unit will be destroyed after using this ability.
Passage: This unit may move into other civilizations' territories, even during Peace.
Experience & Special Abilities
Each unit may gain Levels by being victorious in combat. One level is gained whenever the unit either:
- Wins (another) 3 battles, or
- Defeats an opponent of equal or greater strength
If the unit has no veterancy, then it will be upgraded to a Veteran and receive a +50% Combat Bonus.
If the unit is already a Veteran, then it will be upgraded to Elite and gain one Special Ability.
If the unit is already an Elite, then the unit will gain an additional ability.
When receiving a Special Ability, the unit will have a choice of two Special Abilities chosen at random from the pool of abilities not already possessed by the unit. Every ability will add an icon to the unit. The first ability gained by a unit will bestow upon the unit an additional title in its name. The following is a list of the available Special Abilities:
Ability Name | Effect | Title | Icon |
---|---|---|---|
March | +1 Movement | Indefatigable | Dark blue shoes |
Blitz | Gain an extra move after an attack | Lightning | Yellow lightning bolt |
Scout | Reveals next defender in an adjacent city | Ranger | Dark blue binoculars |
Medic | Unit may heal in enemy territory | Immortal | Red cross |
Guerrilla | +50% Attack when in home territory | <?> | Red sword |
Loyalty | +50% Defense when in home territory | Guards | Light blue shield |
Infiltrator | +100% Attack vs Cities | Ninja | Red castle keep |
Engineer | +100% Defense in Cities | <?> | Light blue battlement square |