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.