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 |
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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 |
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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 |
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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 |
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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 |
Unique Units | Str | MP | Cost | Technology | Resource | Special Abilities | ||
---|---|---|---|---|---|---|---|---|
Camel Archer Mounted Units |
Arabian Empire Replaces Knight |
10 | 2 | 90 | Guilds Horseback Riding Archery |
Immune to First Strikes No Defensive Bonuses 25% Withdrawal Chance |
||
Cho-Ko-Nu Archery Units |
Chinese Empire Replaces Crossbowman |
6 | 1 | 60 | Machinery Archery |
Iron | 2 First Strikes Causes Collateral Damage +50% vs. Melee |
|
Conquistador Mounted Units |
Spanish Empire Replaces Knight |
10 | 2 | 90 | Guilds Horseback Riding |
Horse Iron |
Immune to First Strikes +50% vs. Melee Units |
|
Cossack Mounted Units |
Russian Empire Replaces Cavalry |
18 | 2 | 120 | Military Tradition Gunpowder Horseback Riding |
Horse | No Defensive Bonuses 30% Withdrawl Chance +50% vs. Cannon +50% vs. Mounted Units |
|
Fast Worker | Indian Empire Replaces Worker |
0 | 3 | 60 | Can Improve Tiles | |||
Immortal Mounted Units |
Persian Empire Replaces Chariot |
4 | 2 | 25 | The Wheel | Horse | 30% Withdrawl Chance +50% vs. Archery Units |
|
Jaguar Melee Units |
Aztec Empire Replaces Swordsman |
5 | 1 | 35 | Iron Working | +10% City Attack +25% Jungle Defense |
||
Keshik Mounted Units |
Mongolian Empire Replaces Horse Archer |
6 | 2 | 50 | Horseback Riding Archery |
Horse | 1 First Strike No Defensive Bonuses Ignore Terrain Movement Cost +50% vs. Catapult |
|
Musketeer Gunpowder Units |
French Empire Replaces Musketman |
9 | 2 | 80 | Gunpowder | |||
Navy Seal Gunpowder Units |
American Empire Replaces Marine |
24 | 1 | 160 | Industrialism Rifling |
1-2 First Strikes +50% vs. Machine Gun +50% vs. Artillery Starts with Amphibious, March |
||
Panzer Armored Units |
German Empire Replaces Tank |
28 | 2 | 180 | Industrialism Rifling |
Oil | No Defensive Bonuses +50% vs. Armored Units Starts With Blitz |
|
Phalanx Melee Units |
Greek Empire Replaces Spearman |
5 | 1 | 35 | Hunting | Copper or Iron |
+25% Hills Defense +100% vs. Mounted Units |
|
Praetorian Melee Units |
Roman Empire Replaces Swordsman |
8 | 1 | 45 | Iron Working | Iron | ||
Quechua Melee Units |
Incan Empire Replaces Warrior |
2 | 1 | 15 | +25% City Defense +100% vs. Archery Units |
|||
Redcoat Gunpowder Units |
English Empire Replaces Rifleman |
16 | 1 | 110 | Rifling | +25% vs. Mounted Units +25% vs. Gunpowder Units |
||
Samurai Melee Units |
Japanese Empire Replaces Maceman |
8 | 1 | 70 | Civil Service Machinery |
Iron | 2 First Strikes +50% vs. Melee Units |
|
Skirmisher Archery Units |
Malinese Empire Replaces Archer |
4 | 1 | 25 | Archery | 1-2 First Strikes +50% City Defense +25% Hills Defense |
||
War Chariot Mounted Units |
Egyptian Empire Replaces Chariot |
5 | 2 | 25 | The Wheel | Horse | Immune to First Strikes No Defensive Bonuses 20% Withdrawl Chance |
Non-Combat Units | Str | MP | Cost | Technology | Special Abilities | |
---|---|---|---|---|---|---|
Settler | 0 | 2 | 100 | Can Found Cities Constructed with Food & Hammers |
||
Worker | 0 | 2 | 60 | Can Create Improvements Constructed with Food & Hammers |
||
Work Boat Water Unit |
0 | 2 | 30 | Fishing | Cannot Enter Ocean Can Create Fishing Boats, Whaling Boats, Offshore Platform |
|
Spy | 0 | 2 | 80 | Communism Scotland Yard |
National Unit (4 allowed) Invisible to All Units Can explore Rival Territory Can expose Rival Spies in Nearby Tiles Starts with Sentry |
|
Jewish Missionary | 0 | 2 | 40 | Jewish Monestary | National Unit (3 allowed) Can Spread Judaism |
|
Christian Missionary | 0 | 2 | 40 | Christian Monestary | National Unit (3 allowed) Can Spread Christianity |
|
Islamic Missionary | 0 | 2 | 40 | Islamic Monestary | National Unit (3 allowed) Can Spread Islam |
|
Hindu Missionary | 0 | 2 | 40 | Hindu Monestary | National Unit (3 allowed) Can Spread Hinduism |
|
Buddhist Missionary | 0 | 2 | 40 | Buddhist Monestary | National Unit (3 allowed) Can Spread Buddhism |
|
Confucian Missionary | 0 | 2 | 40 | Confucian Monestary | National Unit (3 allowed) Can Spread Confucianism |
|
Taoist Missionary | 0 | 2 | 40 | Taoist Monestary | National Unit (3 allowed) Can Spread Taoism |
|
Great Prophet | 0 | 2 | Can Start a Golden Age Can Discover a Technology Can Join City as a Great Prophet Can Construct The Temple of Solomon, The Church of Nativity, The Masjid al-Haram, The Kashi Vishwanath, The Mahabodhi, The Kong Miao, The Dai Miao |
|||
Great Merchant | 0 | 2 | Can Explore Rival Territory Can Start a Golden Age Can Discover a Technology Can Conduct a Trade Mission Can Join City as a Great Merchant |
|||
Great Artist | 0 | 2 | Can Start a Golden Age Can Discover a Technology Can Create a Great Work (+4000 culture) Can Join City as a Great Artist |
|||
Great Engineer | 0 | 2 | Can Start a Golden Age Can Discover a Technology Can Hurry Production Can Join City as a Great Engineer |
|||
Great Scientist | 0 | 2 | Can Start a Golden Age Can Discover a Technology Can Construct Academy Can Join City as a Great Scientist |
Animals | Str | MP | Special Abilities | |
---|---|---|---|---|
Lion Animals |
2 | 1 | Doesn't Receive Defensive Bonuses | |
Bear Animals |
3 | 1 | Doesn't Receive Defensive Bonuses | |
Panther Animals |
2 | 2 | Doesn't Receive Defensive Bonuses | |
Wolf Animals |
1 | 2 | Doesn't Receive Defensive Bonuses |