| Combat Units |
Str |
MP |
Cost |
Technology |
Resource |
Special Abilities |
 |
Scout Recon Units |
1 |
2 |
15 |
Hunting |
|
Can Only Defend Better results from Tribal Villages +100% vs. Animals |
 |
Explorer Recon Units |
4 |
2 |
40 |
Compass |
|
Can Only Defend Better results from Tribal Villages Ignores Terrain Movement Cost Starts with Guerilla I, Woodsman I |
 |
Warrior Melee Units |
2 |
1 |
15 |
|
|
+25% City Defense |
 |
Swordsman Melee Units |
6 |
1 |
40 |
Iron Working |
Iron |
+10% City Attack |
 |
Axeman Melee Units |
5 |
1 |
35 |
Bronze Working |
Copper or Iron |
+50% vs. Melee Units |
 |
Maceman Melee Units |
8 |
1 |
70 |
Civil Service Machinery |
Copper or Iron |
+50% vs. Melee Units |
 |
Spearman Melee Units |
4 |
1 |
35 |
Hunting |
Copper or Iron |
+100% vs. Mounted Units |
 |
Pikeman Melee Units |
6 |
1 |
60 |
Engineering |
Iron |
+100% vs. Mounted Units |
 |
Musketman Gunpowder Units |
9 |
1 |
80 |
Gunpowder |
|
|
 |
Rifleman Gunpowder Units |
14 |
1 |
110 |
Rifling |
|
+25% vs. Mounted Units |
 |
Grenadier Gunpowder Units |
12 |
1 |
100 |
Chemistry |
|
+50% vs. Rifleman |
 |
Infantry Gunpowder Units |
20 |
1 |
140 |
Assembly Line Rifling |
|
+25% vs. Gunpowder Units |
 |
SAM Infantry Gunpowder Units |
18 |
1 |
150 |
Rocketry |
|
+50% vs. Helicopter Units Can Intercept Aircraft (40% Chance) |
 |
Marine Gunpowder Units |
24 |
1 |
160 |
Industrialism Rifling |
|
+50% vs. Machine Gun +50% vs. Artillery Starts with Amphibious |
 |
Mechanized Infantry Gunpowder Units |
32 |
2 |
200 |
Robotics Rifling |
|
Can Intercept Aircraft (20% Chance) Starts with March |
 |
Archer Archery Units |
3 |
1 |
25 |
Archery |
|
1 First Strike +50% City Defense +25% Hills Defense |
 |
Longbowman Archery Units |
6 |
1 |
50 |
Feudalism Archery |
|
1 First Strike +25% City Defense +25% Hills Defense |
 |
Crossbowman Archery Units |
6 |
1 |
60 |
Machinery Archery |
Iron |
1 First Strike +50% vs. Melee |
 |
Chariot Mounted Units |
4 |
2 |
25 |
The Wheel |
Horses |
No Defensive Bonuses 20% Withdrawl Chance |
 |
Horse Archer Mounted Units |
6 |
2 |
50 |
Horseback Riding Archery |
Horses |
Immune to First Strikes No Defensive Bonuses +50% vs. Catapult |
 |
Knight Mounted Units |
10 |
2 |
90 |
Guilds Horseback Riding |
Horses Iron |
Immune to First Strikes No Defensive Bonuses |
 |
Cavalry Mounted Units |
15 |
2 |
120 |
Military Tradition Gunpowder Horseback Riding |
Horses |
No Defensive Bonuses 30% Withdrawl Chance +50% vs. Cannon |
 |
War Elephant Mounted Units |
8 |
1 |
60 |
Construction |
Ivory |
No Defensive Bonuses +50% vs. Mounted Units |
 |
Catapult Siege Weapons |
5 |
1 |
40 |
Construction |
|
No Defensive Bonuses Bombards Cities (-15%/turn) Causes Collateral Damage 25% Withdrawal Chance |
 |
Cannon Siege Weapons |
12 |
1 |
100 |
Steel |
Iron |
No Defensive Bonuses Bombards Cities (-20%/turn) Causes Collateral Damage 25% Withdrawal Chance |
 |
Machine Gun Siege Weapons |
18 |
1 |
125 |
Railroad |
|
Can Only Defend 1 First Strike +50% vs. Gunpowder Units |
 |
Artillery Siege Weapons |
18 |
1 |
150 |
Artillery |
|
No Defensive Bonuses Bombards Cities (-25%/turn) Causes Collateral Damage 25% Withdrawal Chance +50% vs. Siege Weapons |
 |
Tank Armored Units |
28 |
2 |
180 |
Industrialism Rifling |
Oil |
No Defensive Bonuses Starts With Blitz |
 |
Modern Armor Armored Units |
40 |
2 |
240 |
Composites Computers |
Oil Aluminum |
1 First Strike No Defensive Bonuses Starts With Blitz |
 |
Galley Naval Units |
2 |
2 |
50 |
Sailing |
|
2 Cargo Space Cannot enter Ocean |
 |
Caravel Naval Units |
3 |
3 |
60 |
Optics |
|
1 Cargo Space Carries Scouts, Explorers, Missionaries, Spies, Great People Can Explore Rival Territory |
 |
Galleon Naval Units |
4 |
4 |
80 |
Astronomy |
|
3 Cargo Space |
 |
Frigate Naval Units |
8 |
4 |
90 |
Chemistry Astronomy |
Iron |
Can Bombard City Defenses (-10%/turn) |
 |
Ironclad Naval Units |
12 |
2 |
100 |
Steel Steam Power |
Iron Coal |
Cannot Enter Ocean Can Bombard City Defenses (-10%/turn) |
 |
Transport Naval Units |
16 |
5 |
125 |
Combustion |
Oil or Uranium |
4 Cargo Space |
 |
Destroyer Naval Units |
30 |
8 |
200 |
Combustion |
Oil or Uranium |
Can see Submarines Can Intercept Aircraft (30% Chance) Can Bombard City Defenses (-15%/turn) |
 |
Battleship Naval Units |
40 |
6 |
225 |
Industrialism |
Oil or Uranium |
Causes Collateral Damage Can Bombard City Defenses (-20%/turn) |
 |
Submarine Naval Units |
24 |
6 |
150 |
Radio Combustion |
Oil or Uranium |
1 Cargo Space Carries Scouts, Explorers, Missionaries, Spies, Great People Invisible to Most Units Can See Submarines Can Move through Impassable Terrain |
 |
Carrier Naval Units |
16 |
5 |
175 |
Flight |
Oil or Uranium |
3 Cargo Space Carries Fighters |
 |
Gunship Helicopter Units |
24 |
4 |
160 |
Flight Rocketry |
Oil |
Cannot Capture Cities No Defensive Bonuses 25% Withdrawl Chance +100% vs. Armored Units Ignores Terrain Movement Costs |
 |
Fighter Air Units |
12 |
1 |
100 |
Flight |
Oil |
Range 6 Can Intercept Aircraft (50% Chance) Can Bomb City Defences (-5% / turn) Can Destroy Tile Improvements |
 |
Jet Fighter Air Units |
24 |
1 |
150 |
Flight Composites |
Oil Aluminum |
Range 10 Can Intercept Aircraft (70% Chance) Can Bomb City Defences (-10% / turn) Can Destroy Tile Improvements |
 |
Bomber Air Units |
16 |
1 |
140 |
Flight Radio |
Oil |
Range 8 Causes Collateral Damage -50% vs. Water Units Can Bomb City Defences (-15% / turn) Can Destroy Tile Improvements |
 |
Stealth Bomber Air Units |
20 |
1 |
200 |
Flight Composites Robotics |
Oil Aluminum |
Range 12 Can Evade Interception (50% Chance) Causes Collateral Damage -50% vs. Water Units Can Bomb City Defences (-20% / turn) Can Destroy Tile Improvements |
 |
ICBM |
0 |
1 |
500 |
Rocketry Fission The Manhattan Project |
Uranium |
Nukes Enemy Lands |