*This page last updated: 16 July, 2013 18:02 PST.
General Notes
- The Warrior, Worker, Settler and Scout units are available in the build menu from the start of the game, without any prerequisite technology (though the Settler requires a minimum city population of 2 to be built).
Warrior
Movement: 2; Strength: 8; Ranged Strength: 0; Cost: 40; Requires Resource:
none
Technology: (none); Obsolete with: Metal Casting; Upgrades to: Swordsman (80
gold)
Notes: As in Civ IV, you normally start the game with a Settler and one
Warrior unit. The Warrior has a fairly decent combat strength, and can be
expected to be useful deeper into the Ancient and even Classical eras than in
previous games.
Scout
Movement: 2; Strength: 5; Ranged Strength: 0; Cost: 25 hammers; Requires Resource:
none
Technology: (none); no upgrade
Abilities: Not slowed by rough terrain.
Notes: The Scout has access to promotions that increase sight range.
Archer
Movement: 2; Strength: 5; Ranged Strength: 7; Range: 2; Cost: 70; Requires Resource:
none
Technology: Archery; Obsolete with: Machinery; Upgrades to: Crossbowman
Abilities: May not melee attack
Note: The bombardment range for archers is 2 hexes.
Spearman
Movement: 2; Strength: 11; Ranged Strength: 0; Cost: 56; Requires Resource:
none
Technology: Bronze Working; Obsolete with: Civil Service; Upgrades to: Pikeman
Abilities: +50% Bonus vs. Mounted
Chariot Archer
Movement: 4; Strength: 6; Ranged Strength: 10; Cost: 56; Requires Resource: Horses
Technology: The Wheel; Obsolete with: Chivalry; Upgrades to: Knight
Abilities: May not melee attack, rough terrain penalty, no defensive bonuses.
Trireme
Movement: 4; Strength: 10; Ranged Strength: 0; Range: 0; Cost: 56; Requires Resource:
none
Technology: Sailing; Obsolete with: Navigation; Upgrades to: Frigate
Abilities: May not melee attack, cannot enter Ocean tiles.
War Chariot
Movement: 5; Strength 6; Ranged Strength: 10; Range: 2; Cost: 56; Requires
Resource: none
Technology: The Wheel; Obsolete with: Chivalry; Upgrades to: Knight
Abilities: May not melee attack, rough terrain penalty, no defensive bonuses.
Notes: Egyptian Unique Unit; replaces Chariot Archer. It is faster than the
normal chariot, and doesn't require Horse resources.
Hoplite
Movement: 2; Strength: 13; Ranged Strength: 0; Cost: 56; Requires Resource:
none
Technology: Bronze Working; Obsolete with: Civil Service; Upgrades to: Pikeman
Abilities: +50% bonus against Mounted units.
Notes: Greek Unique Unit. Replaces Spearman.
Immortal
Movement: 2; Strength: 12; Ranged Strength: 0; Cost: 56; Requires Resource:
none
Technology: Bronze Working; Obsolete with: Civil Service; Upgrades to: Pikeman
Abilities: +50% vs Mounted Units, Heals at double rate.
Notes: Persian Unique Unit. Replaces Spearmen.
Jaguar
Movement: 2; Strength: 8; Ranged Strength: 0; Cost: 40; Requires Resource:
none
Technology: none; Obsolete with: Iron; Upgrades to: Swordsman
Abilities: +50% combat bonus in Jungle tiles, heals 2 damage if it kills an
enemy unit, Woodsman I
Notes: Aztec Unique Unit. Replaces Warrior.
War Elephant
Movement: 3; Strength: 9; Ranged Strength: 11; Range: 2; Cost: 70; Required
Resources: none
Technology: The Wheel; Obsolete with: Chivalry; Upgrades to: Knight
Abilities: May not melee attack, no defensive bonuses, -25% vs. Cities.
Notes: Indian Unique Unit; replaces Chariot Archer.
Brute
Movement: 2; Strength: 8; Ranged Strength: 0; Cost: 20; Requires Resource:
none
Abilities: none
Notes: This is the Barbarian "unique unit" so to speak, a Warrior equivalent. Barbarians now spawn from camps, like in Civ
III. Other barbarian units appear as normal units. If captured by a German
player (using their special ability), the Brute retains its unique appearance.
Galley
Movement: 3; Strength: 7; Ranged Strength: 0; Range: 0; Cost: 50; Requires
Resource: none
Abilities: May not melee attack, may not enter Ocean tiles.
Notes: This is a unique Barbarian naval unit. It can be built in Barbarian
encampments that are on the coast. If captured by the Ottomans using their
special ability, it retains its unique look.
Bowman
Movement: 2; Strength: 7; Ranged Strength: 9; Range: 2; Cost: 40; Requires Resource:
none
Technology: Archery; Obsolete with: Machinery; Upgrades to: Crossbowman
Abilities: May not melee attack
Note: Babylonian Unique Unit; replaces Archer.
Slinger
Movement: 2; Strength: 4; Ranged Strength: 7; Range: 2; Cost: 40; Requires
Resource: none
Technology: Archery
Abilities: May Not Melee Attack, Can withdraw before melee.
Note: Inca Unique Unit; replaces Archer. One of the first available ranged
units, the Incan Unique Unit Slinger replaces the Archer. The Slinger is no more
powerful than the Archer, and is even more fragile if subjected to a melee
attack. However it possesses a promotion that gives it a good chance to withdraw
to the rear before an enemy melee attack can occur.
Maori Warrior
Movement: 2; Strength: 8; Cost: 40; Requires Resource: none
Technology: (none); Obsolete with: Iron; Upgrades to: Swordsman
Abilities: Haka War Dance: Enemy units are -10% Combat Strength when adjacent to
any unit with this promotion.
Note: Polynesian Unique Unit; replaces Warrior. Note that the unit retains the
special Haka War Dance promotion after being upgraded to a Swordsman (and
subsequent upgrades). Polynesian units can embark
immediately without the normally required technologies, and have a special
embarked graphic (below right).
Atlatlist
Movement: 2; Strength: 5; Ranged Attack: 7; Range: 2 Cost: 36 hammers or 72
faith; Requires Resource: none
Technology: Agriculture; Obsolete with: Construction; Upgrades to:
Composite Bowman
Abilities: May Not Melee Attack
Game Info: Only the Maya may build this unit. It is cheaper and available
sooner than the Archer, which it
replaces.
Notes: Mayan Unique Unit; replaces Archer. It has the same stats as the Archer,
but is available immediately and is cheaper. The atlatl is a javelin-thrower,
a stick acting as a lever to amply the force used to throw the javelin.
Pictish Warrior
Movement: 2; Strength: 11; Ranged Strength: 0; Cost: 56; Requires Resource:
none
Technology: Bronze Working
Abilities: Combat bonus outside of friendly territory, can pillage at no
additional movement cost, and earn 50 percent of enemy combat strength as faith
for kills
Special Abilities: A Celtic Unique Unit; it has a combat bonus outside of
friendly territory and can pillage enemy improvements at no additional movement
cost. Earns 50% of opponents’ strength as Faith for kills.
Notes: The Picts were Celts living in Scotland.
Battering Ram
Movement: 2; Strength: 10; Ranged Attack: 0; Cost: 75 Hammers or 150 Faith; Requires Resource:
none
Technology: Bronze Working; Obsolete with: Physics; Upgrades to:
Trebuchet
Abilities: Cover I, +300% bonus vs. Cities, -1 Visibility, No Defensive
Terrain Bonuses, -33% Penalty on Defense
Game Info: Siege unit deadly at melee attacks versus cities. Only the
Huns may build it.
Strategy: Battering Rams are a Hunnic unique unit replacing the Spearman.
Use Battering Rams to knock down the defenses of a city. They have the Cover I
promotion to keep them safe from ranged units; attack them with melee units to
defeat them.
Notes: Hun Unique Unit; replaces Spearman.
Horse Archer
Movement: 4; Strength: 7; Ranged Attack: 10; Range: 2; Cost: 56; Requires
Resource: none
Technology: The Wheel; Obsolete with: Chivalry; Upgrades to: Knight
Abilities: Accuracy I, May Not Melee Attack
Game Info: A fast Ranged Unit used for hit and run attacks.
Notes: Hun Unique Unit; replaces Chariot Archer. Does NOT require Horses.
Quinquereme
Movement: 4; Strength: 13; Ranged Attack: 0; Cost: 45; Requires Resource:
none
Technology: Sailing; Obsolete with: Astronomy; Upgrades to: Caravel
Abilities: Cannot Enter Deep Ocean
Game Info: Strong Ancient era Naval Unit used to dominate the seas
through melee attacks on naval units and cities. Only the Carthaginians may
build it.
Notes: Carthaginian Unique Unit, replaces the Trireme. The Quinquereme has a +3
Strength more than the Trireme. The quinquereme had five banks of oars (as opposed to
the trireme's three) and was introduced by the Carthaginians, though later
adopted by the Romans.
Dromon
Movement: 4; Strength: 8; Ranged Attack: 10; Range: 2; Cost: 56; Requires
Resource: none
Technology: Sailing; Obsolete with: Astronomy; Upgrades to: Galleass
Abilities: +50% vs. Naval, Cannot Enter Deep Ocean, May Not Melee Attack
Game Info: Dominant Ancient Era Naval Unit used to own the seas
through the Classic Era with its ranged attack. Only the Byzantines may build
it.
Strategy: Attacks with lethal Greek Fire, making it the first naval unit
with a ranged attack. This unit fights at +50% strength against other naval
units. It cannot enter Deep Ocean tiles.
Notes: Byzantine Unique Unit, replaces Trireme. The Dromon has a ranged
attack instead of a melee attack. The historical dromon was a Medieval-era oared galley with the
ability to spray Greek Fire from a siphon in the prow.
Pathfinder
Movement: 2; Strength: 8; Cost: 67; Requires Resource: none
Technology: none; Obsolete with: Scientific Theory
Abilities: Native Tongue (May choose benefit when discovering Ancient Ruins),
Ignores Terrain Cost
Notes: Unique Unit for Shoshone; replaces Scout. Has the strength of a
Warrior and a bonus when discovering Ancient Ruins. Shoshone starts the game
with a Pathfinder instead of a Warrior. If the Pathfinder receives a unit
upgrade from an Ancient Ruin, it upgrades to a Composite Bowman instead of an
Archer, and it does keep both of its promotions.
Hand-Axe
Movement: 2; Strength: 9; Ranged Attack: 9; Range: 1; Cost: 84; Requires Resource: none
Notes: This is a Barbarian-only replacement for the Chariot Archer.
Phalanx
Movement: 2; Strength: 6; Cost: 56; Requires Resource: none
Technology: Mining
Abilities: Bonus vs. Mounted (100)
Note: Sumerian Unique Unit, available only in the Wonders of the Ancient World
DLC scenario. The Phalanx replaces the Spearman, but is available earlier (with
Mining rather than Bronze Working) and has +1 combat strength.
Heavy Chariot
Movement: 3; Strength: 12; Cost: 100; Requires Resource: Horses
Technology: The Wheel
Abilities: Shock I promotion; rough terrain penalty, no defensive bonuses.
Note: Hittite Unique Unit, available only in the Wonders of the Ancient World
DLC scenario; replaces Chariot Archer. The Heavy Chariot is a melee unit rather
than a ranged unit.
On to >> Classical Units