Civ VI BBG 7.1 Unit Details
Religious
Unit Promotions
Orator
Can spread Religion 2 extra times.
Proselytizer
Religious spread eliminates 75% of existing pressure from other Religions in the target city.
Translator
Religious spread is triple strength in cities of other civilizations.
Pilgrim
Gains 3 extra spreads when moving adjacent to a natural wonder for the first time.
Indulgence Vendor
Gain 100 Gold if this unit converts a city to your Religion for the first time.
Heathen Conversion
Can convert all adjacent Barbarians to your side by using a religious charge.
Debater
+20 Religious Strength in Theological Combat.
Martyr
Relic is created if this Apostle dies in Theological Combat.
Chaplain
Apostle operates as a Medic, providing extra healing to units within 1 tile.
Missionary
Cost: 75
Maintenance Cost: 0 Per Turn
4 Movement Points
100 Religious Strength
3 Spread Charges
2 Line of Sight
May convert Citizens to their Religion. May not initiate theological combat with units of other Religions (but can defend).
Apostle
Cost: 200
Maintenance Cost: 0 Per Turn
4 Movement Points
110 Religious Strength
3 Spread Charges
2 Line of Sight
May convert Citizens to their Religion and initiate theological combat with units of other Religions. Once per game may Launch Inquisition to allow the purchase of Inquisitors. Once per game may Evangelize Belief to add an additional Belief to their Religion. These uses consume the Apostle.
Inquisitor
Cost: 75
Maintenance Cost: 0 Per Turn
4 Movement Points
75 Religious Strength
3 Spread Charges
2 Line of Sight
May reduce the presence of other Religions in their territory by 75%, and initiate theological combat with units of other Religions.
Guru
Cost: 120
Maintenance Cost: 0 Per Turn
4 Movement Points
90 Religious Strength
3 Heal Charges
2 Line of Sight
May use a charge to heal itself and all adjacent friendly religious units. May not initiate theological combat with units of other Religions (but can defend).
Melee
Unit Promotions
Battlecry
+7 Combat Strength when attacking units except Cavalry and Siege units.
Tortoise
+10 Combat Strength when defending against ranged attacks.
Commando
+1 Movement. Can scale Cliff walls.
Amphibious
No Combat Strength and
Movement penalty when attacking from sea or river.
Zweihander
+7 Combat Strength vs. anti-cavalry units.
Urban Warfare
+10 Combat Strength when fighting in a district.
Elite Guard
+1 additional attack per turn if Movement allows. Can move after attacking.
Sabum Kibittum
Production Cost: 17
Maintenance Cost: 0 Per Turn
3 Movement Points
17 Melee Strength
3 Line of Sight
Babylonian unique Ancient era melee unit. +17 Combat Strength against Heavy and Light Cavalry promotion class units. This unit has 3
Movement and sight.
Warrior
Production Cost: 20
Maintenance Cost: 0 Per Turn
2 Movement Points
20 Melee Strength
2 Line of Sight
Weak Ancient era melee unit.
Gaesatae
Production Cost: 30
Maintenance Cost: 0 Per Turn
2 Movement Points
20 Melee Strength
2 Line of Sight
Gallic unique Ancient era unit that replaces the Warrior. This unit has increased cost and receives +10 Combat Strength when fighting units with a higher base Combat Strength. +5
Combat Strength vs. district defenses.
Eagle Warrior
Production Cost: 32
Maintenance Cost: 0 Per Turn
2 Movement Points
28 Melee Strength
2 Line of Sight
Aztec unique Ancient era unit that replaces the Warrior. Has a chance to capture other civilization's military units by turning them into Builders.
Ehuatl Wearer
Production Cost: 45
Maintenance Cost: 2 Per Turn
2 Movement Points
35 Melee Strength
3 Line of Sight
Unique Swordsman unlocked at Political Philosophy, +1 sight range and does not require strategic resources.
Swordsman
Production Cost: 45
7
Maintenance Cost: 2 Per Turn
2 Movement Points
36 Melee Strength
2 Line of Sight
Strong Classical era melee unit.
Immortal
Production Cost: 50
5
Maintenance Cost: 2 Per Turn
2 Movement Points
36 Melee Strength
2 Range
25 Ranged Strength
2 Line of Sight
Persian unique melee unit that replaces the Swordsman. Melee class unit with a ranged attack, Range 2. Strong defense strength.
Legion
Production Cost: 55
5
Maintenance Cost: 2 Per Turn
2 Movement Points
38 Melee Strength
1 Build Charges
2 Line of Sight
Roman unique Classical era melee unit that replaces the Swordsman. Has 1 charge to build a Roman Fort.
Ngao Mbeba
Production Cost: 55
5
Maintenance Cost: 2 Per Turn
2 Movement Points
38 Melee Strength
2 Line of Sight
Kongo unique Classical era unit that replaces the Swordsman. +10 Combat Strength when defending against ranged attacks. Can see through Woods and Rainforests.
Hypaspist
Production Cost: 50
5
Maintenance Cost: 2 Per Turn
2 Movement Points
38 Melee Strength
2 Line of Sight
Macedonian unique melee unit that replaces the Swordsman. +10 Combat Strength when besieging districts. Receives +50% Additional Support Bonus.
Toa
Production Cost: 60
Maintenance Cost: 0 Per Turn
2 Movement Points
38 Melee Strength
1 Build Charges
2 Line of Sight
Māori unique Classical era melee unit. Adjacent enemy units receive -5 Combat Strength. Has 1
charge to build Pā improvement.
Berserker
Production Cost: 80
5
Maintenance Cost: 3 Per Turn
2 Movement Points
40 Melee Strength
2 Line of Sight
Norwegian unique Medieval era unit. +2 Movement if this unit starts in enemy territory or is embarked. +10
Combat Strength when attacking. Can be purchased with
Faith.
Man-At-Arms
Production Cost: 80
7
Maintenance Cost: 3 Per Turn
2 Movement Points
46 Melee Strength
2 Line of Sight
Medieval Era melee unit.
Samurai
Production Cost: 80
5
Maintenance Cost: 3 Per Turn
2 Movement Points
48 Melee Strength
2 Line of Sight
Japanese unique Medieval era melee unit that replaces the Man-At-Arms. Does not suffer combat penalties when damaged.
Khevsur
Production Cost: 80
5
Maintenance Cost: 3 Per Turn
2 Movement Points
48 Melee Strength
2 Line of Sight
Georgian unique Medieval Era unit that replaces the Man-At-Arms. +7 Combat Strength bonus when fighting in hill terrain. No
Movement penalty in hill terrain.
Musketman
Production Cost: 110
7
Maintenance Cost: 4 Per Turn
2 Movement Points
55 Melee Strength
2 Line of Sight
Renaissance era melee unit.
Conquistador
Production Cost: 125
5
Maintenance Cost: 4 Per Turn
2 Movement Points
58 Melee Strength
2 Line of Sight
Spanish unique Renaissance era unit that replaces the Musketman. +5 Combat Strength when there is a religious unit within 1 hex. If this unit captures a city or is adjacent to a city when it is captured, the city will automatically adopt the Conquistador player's majority religion.
Janissary
Production Cost: 60
5
Maintenance Cost: 4 Per Turn
2 Movement Points
60 Melee Strength
2 Line of Sight
Ottoman unique Renaissance Era unit that replaces the Musketman. Starts with a free promotion. Stronger and cheaper than the Musketman. To train a Janissary a city must have a population of at least 2. If a city is founded by the Ottomans and trains a Janissary it loses a population.
Line Infantry
Production Cost: 165
7
Maintenance Cost: 5 Per Turn
2 Movement Points
65 Melee Strength
2 Line of Sight
Industrial Era melee unit.
Redcoat
Production Cost: 180
5
Maintenance Cost: 5 Per Turn
2 Movement Points
70 Melee Strength
2 Line of Sight
English unique Industrial era unit when Victoria is their leader that replaces the Line Infantry. +5 Combat Strength when fighting on a continent other than that of your capital's. No disembark cost.
Garde Impériale
Production Cost: 180
5
Maintenance Cost: 5 Per Turn
2 Movement Points
70 Melee Strength
2 Line of Sight
French unique Industrial era melee unit that replaces the Line Infantry. +5 Combat Strength when fighting on your capital's continent. +10
Great General points when killing an enemy unit.
Infantry
Production Cost: 215
1
Maintenance Cost: 6 , 1
Per Turn
3 Movement Points
80 Melee Strength
2 Line of Sight
Modern era melee unit.
Digger
Production Cost: 215
1
Maintenance Cost: 6 , 1
Per Turn
3 Movement Points
83 Melee Strength
2 Line of Sight
Australian unique Modern era unit that replaces Infantry. +10 Combat Strength when fighting on Coastal tiles. +5
Combat Strength when fighting on Neutral or Foreign Territory.
Mechanized Infantry
Production Cost: 325
1
Maintenance Cost: 8 , 1
Per Turn
5 Movement Points
90 Melee Strength
2 Line of Sight
Information era melee unit that ignores Zone of Control.
Anti Cavalry
Unit Promotions
Echelon
+5 Combat Strength vs. cavalry units.
Thrust
+10 Combat Strength vs. melee units.
Square
Double Support bonus.
Schiltron
+10 Combat Strength when defending vs. melee class units.
Redeploy
+1 Movement.
Choke Points
+7 Combat Strength when defending in Woods, Jungle, Hills, or Marsh.
Hold the Line
Adjacent units of a different class get +10 Combat Strength vs. cavalry.
Spearman
Production Cost: 32
Maintenance Cost: 1 Per Turn
2 Movement Points
25 Melee Strength
2 Line of Sight
Ancient era anti-cavalry unit.
Hoplite
Production Cost: 32
Maintenance Cost: 1 Per Turn
2 Movement Points
28 Melee Strength
2 Line of Sight
Greek unique Ancient era anti-cavalry unit that replaces the Spearman. +7 Combat Strength if there is at least one adjacent Hoplite unit.
Pikeman
Production Cost: 100
Maintenance Cost: 2 Per Turn
2 Movement Points
45 Melee Strength
2 Line of Sight
Medieval era anti-cavalry unit.
Impi
Production Cost: 62
Maintenance Cost: 1 Per Turn
2 Movement Points
45 Melee Strength
2 Line of Sight
Zulu unique Medieval Era unit that replaces the Pikeman. Increased Flanking bonus, low cost and low maintenance. Earns XP faster.
Pike and Shot
Production Cost: 145
Maintenance Cost: 4 Per Turn
2 Movement Points
55 Melee Strength
2 Line of Sight
Late Renaissance era anti-cavalry unit.
Carolean
Production Cost: 125
Maintenance Cost: 3 Per Turn
3 Movement Points
55 Melee Strength
2 Line of Sight
Swedish unique Renaissance Era unit that replaces the Pike and Shot. Faster than the Pike and Shot. +3 Combat Strength per unused
Movement.
AT Crew
Production Cost: 200
Maintenance Cost: 4 Per Turn
2 Movement Points
80 Melee Strength
2 Line of Sight
Modern era counter to cavalry class units.
Modern AT
Production Cost: 290
Maintenance Cost: 8 Per Turn
3 Movement Points
90 Melee Strength
2 Line of Sight
Information era counter to cavalry class units.
Ranged
Unit Promotions
Volley
+5 Ranged Strength vs. land units.
Garrison
+10 Combat Strength when occupying any district or Fort.
Arrow Storm
+7 Ranged Strength when attacking.
Incendiaries
+7 Ranged Strength vs. district defenses.
Suppression
Exercise zone of control.
Emplacement
+10 Combat Strength when defending vs. city attacks.
Expert Marksman
+1 additional attack per turn if unit has not moved.
Slinger
Production Cost: 17
Maintenance Cost: 0 Per Turn
2 Movement Points
5 Melee Strength
1 Range
15 Ranged Strength
2 Line of Sight
Weak Ancient era ranged unit. Better on attack than defense.
Archer
Production Cost: 30
Maintenance Cost: 1 Per Turn
2 Movement Points
15 Melee Strength
2 Range
25 Ranged Strength
2 Line of Sight
First Ancient era ranged unit with a Range of 2.
Hul'che
Production Cost: 30
Maintenance Cost: 1 Per Turn
2 Movement Points
15 Melee Strength
2 Range
28 Ranged Strength
2 Line of Sight
Mayan unique Ancient Era ranged unit that replaces the Archer. Strong ranged attack. +5 Combat Strength when fighting a wounded opponent.
Pítati Archer
Production Cost: 35
Maintenance Cost: 1 Per Turn
3 Movement Points
17 Melee Strength
2 Range
30 Ranged Strength
2 Line of Sight
Nubian unique Ancient era unit that replaces the Archer. Stronger than the Archer with extra Movement. Upgrades to Crossbowman.
Saka Horse Archer
Production Cost: 35
5
Maintenance Cost: 2 Per Turn
4 Movement Points
20 Melee Strength
2 Range
25 Ranged Strength
2 Line of Sight
Scythian unique Classical Era ranged cavalry unit with 4 Movement and a
Range of 2.
Maryannu Chariot Archer
Production Cost: 45
5
Maintenance Cost: 1 Per Turn
2 Movement Points
25 Melee Strength
2 Range
35 Ranged Strength
2 Line of Sight
Egyptian unique Ancient era ranged cavalry unit. 4 Movement when starting in open terrain.
Crossbowman
Production Cost: 90
Maintenance Cost: 3 Per Turn
2 Movement Points
30 Melee Strength
2 Range
40 Ranged Strength
2 Line of Sight
Medieval era ranged unit.
Crouching Tiger
Production Cost: 85
Maintenance Cost: 3 Per Turn
2 Movement Points
30 Melee Strength
2 Range
40 Ranged Strength
2 Line of Sight
Chinese unique unit that replaces the Crossbowman. +7 Ranged Strength when attacking adjacent enemy units.
Keshig
Production Cost: 90
5
Maintenance Cost: 3 Per Turn
4 Movement Points
35 Melee Strength
2 Range
40 Ranged Strength
2 Line of Sight
Mongolian unique Medieval Era Ranged Cavalry unit. Can escort moving civilian and support units at their higher Movement speed.
Voi Chiến
Production Cost: 100
Maintenance Cost: 3 Per Turn
2 Movement Points
35 Melee Strength
2 Range
40 Ranged Strength
3 Line of Sight
Vietnamese unique Medieval era ranged unit that replaces the Crossbowman. Has Sight of 3 and can move after attacking. +1 Movement when beginning their turn in Rainforest, Marsh, or Woods tiles in any territory. They are also stronger when defending and more expensive.
Hwacha
Production Cost: 125
Maintenance Cost: 3 Per Turn
2 Movement Points
45 Melee Strength
2 Range
60 Ranged Strength
2 Line of Sight
Korean unique Renaissance Era unit that replaces the Field Cannon. High Ranged Attack Strength. Cannot move and attack in the same turn.
Field Cannon
Production Cost: 165
Maintenance Cost: 5 Per Turn
2 Movement Points
50 Melee Strength
2 Range
60 Ranged Strength
2 Line of Sight
Industrial era ranged unit.
Rta Pa
Production Cost: 125
5
Maintenance Cost: 4 Per Turn
4 Movement Points
50 Melee Strength
1 Range
53 Ranged Strength
2 Line of Sight
Tibet unique Renaissance era ranged cavalry unit unlocked at Astronomy.
Has a ranged attack with 1 Range, can move after attacking, no movement penalty on hills.
Machine Gun
Production Cost: 270
Maintenance Cost: 6 Per Turn
3 Movement Points
70 Melee Strength
2 Range
85 Ranged Strength
2 Line of Sight
Atomic era ranged unit.
Siege
Unit Promotions
Grape Shot
+7 Bombard Strength when attacking land units.
Crew Weapons
+7 Combat Strength when defending.
Shrapnel
+10 Bombard Strength when attacking land units.
Shells
+10 Combat Strength vs. district defenses.
Advanced Rangefinding
+10 Bombard Strength when attacking naval units.
Expert Crew
Can attack after moving.
Forward Observers
+1 Range.
Catapult
Production Cost: 60
Maintenance Cost: 2 Per Turn
2 Movement Points
25 Melee Strength
2 Range
35 Bombard Strength
2 Line of Sight
Classical era siege unit, ideal for attacking cities. Cannot move and attack on the same turn unless they've earned the Expert Crew promotion.
Trebuchet
Production Cost: 100
Maintenance Cost: 3 Per Turn
2 Movement Points
35 Melee Strength
2 Range
45 Bombard Strength
2 Line of Sight
Medieval era siege unit, ideal for attacking cities. Cannot move and attack on the same turn unless they've earned the Expert Crew promotion.
Domrey
Production Cost: 100
Maintenance Cost: 3 Per Turn
2 Movement Points
40 Melee Strength
2 Range
50 Bombard Strength
2 Line of Sight
Khmer unique Medieval era siege unit that replaces the Trebuchet. This unit has a higher Melee and Range Strength than the Trebuchet. It can move and shoot in the same turn and exerts zone of control.
Bombard
Production Cost: 140
10
Maintenance Cost: 4 Per Turn
2 Movement Points
45 Melee Strength
2 Range
55 Bombard Strength
2 Line of Sight
Renaissance era siege unit, ideal for attacking cities. Cannot move and attack on the same turn unless they've earned the Expert Crew promotion.
Artillery
Production Cost: 215
1
Maintenance Cost: 6 , 1
Per Turn
2 Movement Points
60 Melee Strength
2 Range
80 Bombard Strength
2 Line of Sight
Modern era siege unit, ideal for attacking cities. Cannot move and attack on the same turn unless they've earned the Expert Crew promotion. +5 Combat Strength against City Centers.
Rocket Artillery
Production Cost: 340
1
Maintenance Cost: 8 , 1
Per Turn
3 Movement Points
70 Melee Strength
3 Range
100 Bombard Strength
3 Line of Sight
Information era siege unit, ideal for attacking cities. Cannot move and attack on the same turn unless they've earned the Expert Crew promotion. +5 Combat Strength against City Centers.
Light Cavalry
Unit Promotions
Caparison
+5 Combat Strength vs. anti-cavalry.
Coursers
+5 Combat Strength when attacking ranged and siege units.
Depredation
Pillaging costs only 1 Movement point.
Double Envelopment
2x flanking bonus.
Spiking the Guns
+7 Combat Strength vs. siege units.
Pursuit
+1 Movement.
Escort Mobility
Formation units all inherit escort's Movement speed.
Horseman
Production Cost: 40
10
Maintenance Cost: 2 Per Turn
4 Movement Points
36 Melee Strength
2 Line of Sight
Fast-moving Classical era light cavalry unit.
Courser
Production Cost: 90
10
Maintenance Cost: 3 Per Turn
5 Movement Points
46 Melee Strength
2 Line of Sight
Medieval Era light cavalry unit.
Malón Raider
Production Cost: 115
10
Maintenance Cost: 3 Per Turn
5 Movement Points
48 Melee Strength
2 Line of Sight
Mapuche unique Medieval Era unit that replaces the Courser. +1 Movement when starting on flat terrain. Starts with
free Promotion.
Oromo Cavalry
Production Cost: 100
5
Maintenance Cost: 3 Per Turn
5 Movement Points
48 Melee Strength
3 Line of Sight
Ethiopian unique Medieval era unit that replaces the Courser. +1 Movement if starts in Hills and +4
Combat Strength when fighting in Hills. Has Sight of 3.
Black Army
Production Cost: 102
5
Maintenance Cost: 3 Per Turn
5 Movement Points
49 Melee Strength
2 Line of Sight
Hungarian unique Medieval Era unit that replaces the Courser. +2 Combat Strength from each adjacent Levied unit.
Cavalry
Production Cost: 155
10
Maintenance Cost: 5 Per Turn
5 Movement Points
62 Melee Strength
2 Line of Sight
Fast-moving Industrial era light cavalry unit.
Cossack
Production Cost: 170
5
Maintenance Cost: 5 Per Turn
5 Movement Points
62 Melee Strength
2 Line of Sight
Russian unique Industrial era unit that replaces Cavalry. +5 Combat Strength when fighting in or adjacent to its home territory. Can move after attacking if
Movement points remain.
Llanero
Production Cost: 165
10
Maintenance Cost: 2 Per Turn
5 Movement Points
62 Melee Strength
2 Line of Sight
Gran Colombian Industrial era unique unit that replaces the Cavalry. Low maintenance cost. +2 Combat Strength for every adjacent Llanero. Fully heals when in range of a Comandante General that activates its retire ability.
Huszár
Production Cost: 167
5
Maintenance Cost: 5 Per Turn
5 Movement Points
63 Melee Strength
2 Line of Sight
Hungarian unique Industrial era unit that replaces Cavalry. +2 Combat Strength from every City-state of which you are suzerain.
Mountie
Production Cost: 180
Maintenance Cost: 3 Per Turn
5 Movement Points
70 Melee Strength
4 Line of Sight
Canadian unique Modern era unit. Has Sight of 4. Can create 2 National Parks. +5 Combat Strength when fighting within 4 tiles of a National Park. Additional +5
Combat Strength when fighting within 4 tiles of an Owned National Park.
Helicopter
Production Cost: 300
1
Maintenance Cost: 7 , 1
Per Turn
5 Movement Points
86 Melee Strength
3 Line of Sight
Fast-moving Atomic era light cavalry unit.
Heavy Cavalry
Unit Promotions
Charge
+10 Combat Strength vs. fortified defender.
Barding
+7 Combat Strength when defending vs. ranged attacks.
Marauding
+7 Combat Strength vs. units in districts.
Rout
+5 Combat Strength against damaged units.
Armor Piercing
+7 Combat Strength against other heavy cavalry units.
Reactive Armor
+7 Combat Strength when defending against heavy cavalry and anti-cavalry.
Breakthrough
+1 additional attack per turn if Movement allows.
War-Cart
Production Cost: 20
Maintenance Cost: 0 Per Turn
3 Movement Points
20 Melee Strength
2 Line of Sight
Sumerian unique Ancient era unit. 4 Movement if this unit starts in open terrain. Can escort civilian and support units at their higher
Movement speed. No penalties against anti-cavalry units. +4
Combat Strength when fighting
Barbarians.
Heavy Chariot
Production Cost: 32
Maintenance Cost: 1 Per Turn
2 Movement Points
28 Melee Strength
2 Line of Sight
Hard-hitting, Ancient era heavy cavalry unit. Gains 1 bonus Movement if it begins a turn on a flat tile with no Woods, Rainforest, or Hills.
Hetairoi
Production Cost: 55
5
Maintenance Cost: 2 Per Turn
4 Movement Points
36 Melee Strength
2 Line of Sight
Macedonian unique heavy cavalry unit. Additional +5 Combat Strength when adjacent to a
Great General from any era. +5
Great General points when killing an enemy unit. Starts with
free Promotion.
Varu
Production Cost: 60
5
Maintenance Cost: 2 Per Turn
2 Movement Points
40 Melee Strength
3 Line of Sight
Indian unique Classical era heavy cavalry unit. Has Sight of 3. Adjacent enemy units receive -5 Combat Strength.
Knight
Production Cost: 100
10
Maintenance Cost: 4 Per Turn
4 Movement Points
50 Melee Strength
2 Line of Sight
Hard-hitting, Medieval era heavy cavalry unit.
Mamluk
Production Cost: 110
5
Maintenance Cost: 4 Per Turn
4 Movement Points
50 Melee Strength
2 Line of Sight
Arabian unique Medieval era unit that replaces the Knight. Heals at the end of every turn, even after moving or attacking.
Tagma
Production Cost: 110
5
Maintenance Cost: 4 Per Turn
4 Movement Points
50 Melee Strength
2 Line of Sight
Basil II's unique Medieval era unit that replaces the Knight. Land units within 1 tile of the Tagma receive +2 Combat Strength or
Religious Strength.
Mandekalu Cavalry
Production Cost: 110
5
Maintenance Cost: 4 Per Turn
4 Movement Points
53 Melee Strength
2 Line of Sight
Mali unique Medieval Era unit that replaces the Knight. Trader units are immune to being plundered if they are within 4 tiles of a Mandekalu Cavalry and on a land tile. Combat victories provide Gold equal to 50% of that unit's base
Combat Strength (on Online speed).
Winged Hussar
Production Cost: 165
5
Maintenance Cost: 5 Per Turn
4 Movement Points
64 Melee Strength
2 Line of Sight
Polish unique Renaissance era unit that replaces the Cuirassier. Pushes defending enemy units back from their hex in any battle where they score more damage. Defenders that cannot retreat suffer additional damage.
Cuirassier
Production Cost: 165
10
Maintenance Cost: 5 Per Turn
4 Movement Points
64 Melee Strength
2 Line of Sight
Industrial Era heavy cavalry unit.
Rough Rider
Production Cost: 192
5
Maintenance Cost: 2 Per Turn
5 Movement Points
64 Melee Strength
2 Line of Sight
American unique Industrial era unit that replaces Cuirassier when Teddy Roosevelt (Rough Rider) is their leader. Combat victories on their Capital's continent provide
Culture equal to 25% of the
Combat Strength of the defeated unit (on Online speed). +5
Combat Strength when fighting on Hills. Lower maintenance cost.
Tank
Production Cost: 240
1
Maintenance Cost: 6 , 1
Per Turn
4 Movement Points
85 Melee Strength
2 Line of Sight
Fast-moving Modern era heavy cavalry unit that ignores zone of control. Gains 1 bonus Movement if it begins a turn on a flat tile with no Woods, Rainforest, or Hills.
Modern Armor
Production Cost: 340
1
Maintenance Cost: 8 , 1
Per Turn
5 Movement Points
95 Melee Strength
2 Line of Sight
Information era heavy cavalry unit that is fast and strong. Gains 1 bonus Movement if it begins a turn on a flat tile with no Woods, Rainforest, or Hills.
+5 Combat Strenth when defending inside friendly territory and +5
Combat Strength when attacking outside friendly territory.
Recon
Unit Promotions
Ranger
Faster Movement in Woods and Rainforest terrain.
Alpine
Faster Movement on Hill terrain.
Sentry
+1 Sight. Can see through Woods and Jungle.
Guerrilla
Can move after attacking.
Endurance
+2 Movement.
Ambush
+15 Combat Strength in all situations.
Camouflage
Only adjacent enemy units can reveal this unit.
Scout
Production Cost: 15
Maintenance Cost: 0 Per Turn
3 Movement Points
10 Melee Strength
2 Line of Sight
Fast-moving Ancient era recon unit.
Dogsled Hunter
Production Cost: 15
Maintenance Cost: 0 Per Turn
3 Movement Points
10 Melee Strength
1 Build Charges
2 Line of Sight
Thule unique Ancient era ranged Recon unit, replaces the Scout.
Has 1 Charge to establish a Hunter's House.
Okihtcitaw
Production Cost: 20
Maintenance Cost: 0 Per Turn
3 Movement Points
15 Melee Strength
2 Line of Sight
Cree unique Ancient era unit that replaces the Scout. Starts with a free promotion. +5
Combat Strength when fighting units with a higher base Combat Strength.
Skirmisher
Production Cost: 75
Maintenance Cost: 2 Per Turn
3 Movement Points
30 Melee Strength
1 Range
35 Ranged Strength
3 Line of Sight
Medieval Era recon unit.
Warak’aq
Production Cost: 82
Maintenance Cost: 2 Per Turn
3 Movement Points
30 Melee Strength
1 Range
40 Ranged Strength
3 Line of Sight
Incan unique Medieval Era unit that replaces the Skirmisher. Stronger at ranged combat than the Skirmisher and +1 additional attack per turn.
Ranger
Production Cost: 190
Maintenance Cost: 5 Per Turn
3 Movement Points
60 Melee Strength
1 Range
65 Ranged Strength
4 Line of Sight
Fast-moving Industrial era recon unit.
Highlander
Production Cost: 190
Maintenance Cost: 5 Per Turn
3 Movement Points
65 Melee Strength
1 Range
70 Ranged Strength
3 Line of Sight
Scottish unique Industrial Era unit that replaces the Ranger. Strong reconnaissance unit. +5 Combat Strength bonus when fighting in Hill and Forest terrain.
Spec Ops
Production Cost: 260
Maintenance Cost: 7 Per Turn
3 Movement Points
70 Melee Strength
2 Range
75 Ranged Strength
4 Line of Sight
Atomic Era reconnaissance unit. Paradrop ability allows movement from friendly tile to location 7 tiles away (12 if starting from Aerodrome or Airstrip). Can attack support units directly without having to eliminate the combat unit first.
Support
Battering Ram
Production Cost: 32
Maintenance Cost: 1 Per Turn
2 Movement Points
2 Line of Sight
Ancient era support unit. When adjacent to a city, attacking melee and anti-cavalry units do full damage to the city’s Walls. Does not affect cities with Medieval or Renaissance Walls. Ineffective against Urban Defenses.
Siege Tower
Production Cost: 50
Maintenance Cost: 2 Per Turn
2 Movement Points
2 Line of Sight
Medieval era support unit. When adjacent to a city, attacking melee and anti-cavalry units ignore Walls and immediately assault the city. Does not affect cities with Renaissance Walls. Ineffective against Urban Defenses.
Military Engineer
Production Cost: 85
Maintenance Cost: 2 Per Turn
3 Movement Points
3 Build Charges
2 Line of Sight
Medieval era support unit. Requires an Armory to produce. Can construct Roads, Railroads, Forts, Airstrips, Missile Silos, and Mountain Tunnel improvements. One of their build charges can also be used to complete 20% of a Canal, Dam or Aqueduct district or 50% of a Flood Barrier building.
Medic
Production Cost: 150
Maintenance Cost: 5 Per Turn
2 Movement Points
2 Line of Sight
Industrial era support unit. Can heal adjacent units. Grants +1 Movement to Melee, Anti-Cav, and Ranged Units.
Observation Balloon
Production Cost: 120
Maintenance Cost: 2 Per Turn
2 Movement Points
3 Line of Sight
Modern era support unit. Grants +1 Range to Siege class units within 1 hex.
Anti-Air Gun
Production Cost: 227
Maintenance Cost: 2 Per Turn
2 Movement Points
1 Range
90 Anti-air Strength
2 Line of Sight
Modern era anti-air support unit. Provides cover from air attacks up to 1 hex away from the weapon.
Mobile SAM
Production Cost: 295
Maintenance Cost: 4 Per Turn
5 Movement Points
1 Range
125 Anti-air Strength
2 Line of Sight
Information era anti-air support unit. Provides cover from air and nuclear attacks up to 1 hex away from the weapon.
Drone
Production Cost: 210
Maintenance Cost: 3 Per Turn
3 Movement Points
5 Line of Sight
Atomic era support unit. Adds +1 Range and +5
Bombard Strength to Siege class units within 1 hex.
Supply Convoy
Production Cost: 225
Maintenance Cost: 2 Per Turn
4 Movement Points
2 Line of Sight
Modern era support unit. Increases healing for adjacent units. Gives units 1 bonus Movement if move is started adjacent to the Convoy.
Jahazi
Production Cost: 20
Maintenance Cost: 1 Per Turn
3 Movement Points
2 Build Charges
3 Line of Sight
Swahili unique ancient era support naval unit can set up a fishing boat, which will provide +2 Gold (2
Charges). Units embarked within 2 tiles gain 1
Movement Point and ignore terrain costs. Can be captured.
Galley
Production Cost: 32
Maintenance Cost: 1 Per Turn
3 Movement Points
30 Melee Strength
2 Line of Sight
Ancient era melee naval combat unit. Can only operate on Coastal waters until Cartography is researched.
Viking Longship
Production Cost: 32
Maintenance Cost: 1 Per Turn
3 Movement Points
30 Melee Strength
2 Line of Sight
Norwegian unique Ancient era naval unit that replaces the Galley. Can pillage enemy coastal lands and capture civilians if adjacent using its coastal raiding ability. Ignores enemy Zone of Control. 4 Movement while in coastal waters.
Bireme
Production Cost: 32
Maintenance Cost: 1 Per Turn
4 Movement Points
35 Melee Strength
2 Line of Sight
Phoenician unique Ancient Era unit that replaces the Galley. Increased Combat Strength and
Movement. Trader units are immune to being plundered if they are within 4 tiles of a Bireme and on a water tile.
Caravel
Production Cost: 120
Maintenance Cost: 4 Per Turn
4 Movement Points
55 Melee Strength
3 Line of Sight
Fast Renaissance era exploration melee naval unit.
Nau
Production Cost: 120
Maintenance Cost: 2 Per Turn
4 Movement Points
55 Melee Strength
2 Build Charges
3 Line of Sight
Portuguese unique naval melee unit that replaces the Caravel. Starts with free Promotion and is less maintenance. Has 2
charge to build Feitorias.
Ironclad
Production Cost: 190
1
Maintenance Cost: 5 , 1
Per Turn
5 Movement Points
70 Melee Strength
3 Line of Sight
Powerful Industrial era armored melee naval unit.
Destroyer
Production Cost: 270
1
Maintenance Cost: 7 , 1
Per Turn
6 Movement Points
90 Melee Strength
90 Anti-air Strength
3 Line of Sight
Strongest melee naval unit. Reveals Naval Raiders within sight range.
Quadrireme
Production Cost: 60
Maintenance Cost: 2 Per Turn
3 Movement Points
20 Melee Strength
1 Range
25 Ranged Strength
2 Line of Sight
Classical era ranged naval unit with Range of 1. Can only operate on Coastal waters until Cartography is researched.
Dromon
Production Cost: 60
Maintenance Cost: 2 Per Turn
3 Movement Points
20 Melee Strength
2 Range
25 Ranged Strength
2 Line of Sight
Byzantine unique Classical era unit that replaces the Quadrireme and has additional range. +5 Combat Strength against land and naval units.
Frigate
Production Cost: 140
10
Maintenance Cost: 5 Per Turn
4 Movement Points
45 Melee Strength
2 Range
55 Ranged Strength
2 Line of Sight
Renaissance era ranged naval unit with Range of 2.
Jong
Production Cost: 172
Maintenance Cost: 5 Per Turn
5 Movement Points
45 Melee Strength
2 Range
55 Ranged Strength
2 Line of Sight
Indonesian unique Medieval era naval unit that replaces the Frigate. Formation units all inherit escort's Movement speed and +5
Combat Strength when in a formation.
De Zeven Provinciën
Production Cost: 140
5
Maintenance Cost: 5 Per Turn
4 Movement Points
50 Melee Strength
2 Range
60 Ranged Strength
2 Line of Sight
Netherlands unique Renaissance Era unit that replaces the Frigate. +7 Combat Strength when attacking defensible districts.
Minas Geraes
Production Cost: 215
1
Maintenance Cost: 6 , 1
Per Turn
5 Movement Points
60 Melee Strength
3 Range
70 Ranged Strength
95 Anti-air Strength
2 Line of Sight
Brazilian unique Industrial era unit that replaces the Battleship and is unlocked by Nationalism. +10 Ranged and
Melee Combat Strength with Refining.
Battleship
Production Cost: 215
1
Maintenance Cost: 6 , 1
Per Turn
5 Movement Points
65 Melee Strength
3 Range
75 Ranged Strength
90 Anti-air Strength
2 Line of Sight
Modern era naval ranged unit with Range of 3. Provides cover from air and nuclear attacks up to 1 tile away.
Missile Cruiser
Production Cost: 340
1
Maintenance Cost: 8 , 1
Per Turn
5 Movement Points
75 Melee Strength
4 Range
90 Ranged Strength
110 Anti-air Strength
3 Line of Sight
Information era ranged naval unit with Range of 4. Provides cover from air and nuclear attacks up to 1 tile away.
Privateer
Production Cost: 140
Maintenance Cost: 4 Per Turn
4 Movement Points
40 Melee Strength
2 Range
50 Ranged Strength
2 Line of Sight
Renaissance era ranged naval unit with the ability to coastal raid.Can only be seen by other Naval Raiders unless adjacent to it. Reveals Naval Raiders within sight range.
Sea Dog
Production Cost: 140
Maintenance Cost: 4 Per Turn
4 Movement Points
40 Melee Strength
2 Range
53 Ranged Strength
2 Line of Sight
English unique Renaissance era naval unit that replaces the Privateer. Has a chance to capture defeated enemy ships. Can only be seen by other Naval Raiders unless adjacent to it. Reveals Naval Raiders within sight range.
Barbary Corsair
Production Cost: 120
Maintenance Cost: 3 Per Turn
4 Movement Points
40 Melee Strength
2 Range
50 Ranged Strength
2 Line of Sight
Ottoman unique Medieval era naval unit that replaces the Privateer. Can enter Ocean tiles regardless of researched Technologies. It costs no Movement to coastal raid. Can only be seen by other Naval Raiders unless adjacent to it. Reveals Naval Raiders within sight range.
Submarine
Production Cost: 240
Maintenance Cost: 6 Per Turn
4 Movement Points
65 Melee Strength
2 Range
75 Ranged Strength
2 Line of Sight
Modern era ranged raiding naval unit. Can only be seen by other Naval Raiders unless adjacent to it. Reveals Naval Raiders within sight range.
U-Boat
Production Cost: 215
Maintenance Cost: 6 Per Turn
4 Movement Points
65 Melee Strength
2 Range
75 Ranged Strength
3 Line of Sight
German unique Modern era naval unit that replaces the Submarine. Cheaper to produce, +1 Sight, and +10 Combat Strength when fighting on Ocean tiles. Able to reveal other stealthed units.
Nuclear Submarine
Production Cost: 340
Maintenance Cost: 8 Per Turn
4 Movement Points
80 Melee Strength
2 Range
85 Ranged Strength
2 Line of Sight
Highly advanced Information era ranged raiding naval unit that can be armed with nuclear weapons. Can only be seen by other Naval Raiders unless adjacent to it. Reveals Naval Raiders within sight range.
Aircraft Carrier
Production Cost: 270
Maintenance Cost: 7 Per Turn
5 Movement Points
80 Melee Strength
2 Line of Sight
Atomic era melee naval unit that can transport air units. Receives +25 Anti-Air Defense Strength if adjacent to a unit with Anti-Air Defense Strength.
Nihang
Unit Promotions
Tegh
+7 Combat Strength when flanked.
Trehsool Mukh
When defeating an enemy unit, gain Faith equal to 50% that unit's base
Combat Strength. (on Standard Speed)
Jangi Mojeh
+1 Movement.
Sanjo
No combat penalty when damaged.
Jangi Kara
+10 Combat Strength while Suzerain of Lahore.
Nihang
Production Cost: 50
Maintenance Cost: 2 Per Turn
2 Movement Points
28 Melee Strength
2 Line of Sight
Lahore City-state unique unit with a unique Promotion tree. Purchasable with Faith. +12
Combat Strength when Barracks, Armory, and Military Academy buildings are first constructed. Receives bonuses from
Great General from any era.
Warrior Monk
Unit Promotions
Shadow Strike
2x flanking bonus.
Twilight Veil
Only adjacent enemy units can reveal this unit.
Exploding Palms
+5 Combat Strength in all situations.
Disciples
When defeats a unit, spreads Religious pressure within 5 tiles.
Sweeping Wind
+1 additional attack per turn if Movement allows.
Dancing Crane
+1 Movement.
Cobra Strike
+7 Combat Strength in all situations.
Warrior Monk
Production Cost: 30
Maintenance Cost: 2 Per Turn
3 Movement Points
28 Melee Strength
2 Line of Sight
Fast-moving land combat unit with a unique promotion tree.
Receives all combat bonuses of melee units except bonus vs. anti-cavalry. Receives bonuses from Great General from any era. Has scaling cost that depends on advancement through Tech and Civics tree.
Has unique ability Battle Meditation: +1 Combat Strength for every researched civic (up to and including Industrial Era).
Air Fighter
Unit Promotions
Dogfighting
+7 Combat Strength vs. fighter class units.
Cockpit Armor
+7 Combat Strength when defending vs. anti-air.
Interceptor
+7 Combat Strength vs. bomber class units.
Strafe
+17 Combat Strength vs. non-cavalry units.
Ground Crews
Heal while patrolling or deployed.
Tank Buster
+17 Combat Strength vs. cavalry units.
Drop Tanks
+2 Range.
Biplane
Production Cost: 215
1
Maintenance Cost: 6 , 1
Per Turn
6 Movement Points
75 Melee Strength
4 Range
70 Ranged Strength
4 Line of Sight
First air combat unit, available in the Modern era.
Fighter
Production Cost: 260
1
Maintenance Cost: 7 , 1
Per Turn
8 Movement Points
95 Melee Strength
5 Range
95 Ranged Strength
4 Line of Sight
Atomic era Biplane upgrade.
P-51 Mustang
Production Cost: 260
1
Maintenance Cost: 7 , 1
Per Turn
10 Movement Points
95 Melee Strength
5 Range
95 Ranged Strength
4 Line of Sight
American unique Atomic era air unit that replaces the Fighter. Gains +5 Combat Strength against fighter aircraft, has +2 flight range, and gains +50% experience.
Jet Fighter
Production Cost: 325
1
Maintenance Cost: 8 , 1
Per Turn
10 Movement Points
105 Melee Strength
6 Range
105 Ranged Strength
5 Line of Sight
Information era Fighter upgrade.
Air Bomber
Unit Promotions
Box Formation
+7 Combat Strength when defending vs. fighter class units.
Evasive Maneuvers
+7 Combat Strength when defending vs. anti-air.
Torpedo Bomber
+17 Combat Strength vs. naval units.
Close Air Support
+12 Combat Strength vs. land units.
Tactical Maintenance
Can heal after attacking.
Long Range
+2 Range.
Superfortress
No minimum health requirement to air pillage.
Bomber
Production Cost: 280
1
Maintenance Cost: 7 , 1
Per Turn
10 Movement Points
80 Melee Strength
10 Range
105 Bombard Strength
4 Line of Sight
First bomber unit, available in the Atomic era.
Jet Bomber
Production Cost: 350
1
Maintenance Cost: 8 , 1
Per Turn
15 Movement Points
85 Melee Strength
15 Range
115 Bombard Strength
5 Line of Sight
Information era Bomber upgrade.
GDR
Unit Promotions
Drone Air Defense
Anti-Air Defense Strength increased to 140.
Particle Beam Siege Cannon
When fighting against defensible districts gain +30 Ranged and +30
Melee Strength and Ranged attacks are 100% effective.
Enhanced Mobility
+3 Movement. Can perform a Jump action to cross over mountain terrain.
Reinforced Armor Plating
+10 Combat Strength when defending against land and naval units.
Giant Death Robot
Production Cost: 750
1
Maintenance Cost: 15 , 2
Per Turn
5 Movement Points
140 Melee Strength
3 Range
120 Ranged Strength
120 Anti-air Strength
3 Line of Sight
Information Era Super-Unit. Able to move and fight in water. Resistant to Weapons of Mass Destruction. Combat abilities can be upgraded by researching future technologies.