Civ VI Base Game Unit Details
Melee
Sabum Kibittum
Production Cost: 17
Maintenance Cost: 0 Per Turn
3 Movement Points
17 Melee Strength
3 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 Sight
Weak Ancient era melee unit.
Gaesatae
Production Cost: 30
Maintenance Cost: 0 Per Turn
2 Movement Points
20 Melee Strength
2 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 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.
Swordsman
Production Cost: 45
10
Maintenance Cost: 2 Per Turn
2 Movement Points
35 Melee Strength
2 Sight
Strong Classical era melee unit.
Immortal
Production Cost: 50
5
Maintenance Cost: 2 Per Turn
2 Movement Points
35 Melee Strength
2 Range
25 Ranged Strength
2 Sight
Persian unique melee unit that replaces the Swordsman. Melee class unit with a ranged attack, Range 2. Strong defense strength.
Ngao Mbeba
Production Cost: 55
2
Maintenance Cost: 2 Per Turn
2 Movement Points
38 Melee Strength
2 Sight
Kongo unique Classical era unit that replaces the Swordsman. +10 Combat Strength when defending against ranged attacks. Can move and see through Woods and Rainforest.
Hypaspist
Production Cost: 50
2
Maintenance Cost: 2 Per Turn
2 Movement Points
38 Melee Strength
2 Sight
Macedonian unique melee unit that replaces the Swordsman. +5 Combat Strength when besieging districts. 50% Additional Support Bonus.
Toa
Production Cost: 60
Maintenance Cost: 0 Per Turn
2 Movement Points
38 Melee Strength
2 Sight
Māori unique Classical era melee unit. Adjacent enemy units receive -5 Combat Strength. Can build the unique Pā improvement.
Legion
Production Cost: 55
5
Maintenance Cost: 2 Per Turn
2 Movement Points
40 Melee Strength
2 Sight
Roman unique Classical era melee unit that replaces the Swordsman. Can build a Roman Fort.
Man-At-Arms
Production Cost: 80
10
Maintenance Cost: 3 Per Turn
2 Movement Points
45 Melee Strength
2 Sight
Medieval Era melee unit.
Samurai
Production Cost: 80
5
Maintenance Cost: 3 Per Turn
2 Movement Points
48 Melee Strength
2 Sight
Japanese unique Medieval era melee unit that replaces the Man-At-Arms. Does not suffer combat penalties when damaged.
Berserker
Production Cost: 80
5
Maintenance Cost: 3 Per Turn
2 Movement Points
48 Melee Strength
2 Sight
Norwegian unique Medieval era melee unit that replaces the Man-At-Arms. 4 Movement if this unit starts in enemy territory. +10
Combat Strength when attacking and -5
Combat Strength when defending against melee attacks.
Khevsur
Production Cost: 80
5
Maintenance Cost: 3 Per Turn
2 Movement Points
48 Melee Strength
2 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: 120
10
Maintenance Cost: 4 Per Turn
2 Movement Points
55 Melee Strength
2 Sight
Renaissance era melee unit.
Conquistador
Production Cost: 125
5
Maintenance Cost: 4 Per Turn
2 Movement Points
58 Melee Strength
2 Sight
Spanish unique Renaissance era unit that replaces the Musketman. +10 Combat Strength when there is a religious unit within one 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 Religion as the dominant Religion.
Janissary
Production Cost: 60
5
Maintenance Cost: 4 Per Turn
2 Movement Points
60 Melee Strength
2 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: 180
10
Maintenance Cost: 5 Per Turn
2 Movement Points
65 Melee Strength
2 Sight
Industrial Era melee unit.
Redcoat
Production Cost: 180
5
Maintenance Cost: 5 Per Turn
2 Movement Points
70 Melee Strength
2 Sight
English unique Industrial era unit when Victoria is their leader that replaces the Line Infantry. +10 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 Sight
French unique Industrial era melee unit that replaces the Line Infantry. +10 Combat Strength when fighting on your capital's continent.
Great General points for killing units.
Infantry
Production Cost: 215
1
Maintenance Cost: 6 , 1
Per Turn
2 Movement Points
75 Melee Strength
2 Sight
Modern era melee unit.
Digger
Production Cost: 215
Maintenance Cost: 6 Per Turn
2 Movement Points
78 Melee Strength
2 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
3 Movement Points
85 Melee Strength
2 Sight
Information era melee unit.
Anti Cavalry
Spearman
Production Cost: 32
Maintenance Cost: 1 Per Turn
2 Movement Points
25 Melee Strength
2 Sight
Ancient era anti-cavalry unit.
Hoplite
Production Cost: 32
Maintenance Cost: 1 Per Turn
2 Movement Points
28 Melee Strength
2 Sight
Greek unique Ancient era anti-cavalry unit that replaces the Spearman. +10 Combat Strength if there is at least one adjacent Hoplite unit.
Pikeman
Production Cost: 90
Maintenance Cost: 2 Per Turn
2 Movement Points
45 Melee Strength
2 Sight
Medieval era anti-cavalry unit.
Impi
Production Cost: 62
Maintenance Cost: 1 Per Turn
2 Movement Points
45 Melee Strength
2 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: 125
Maintenance Cost: 4 Per Turn
2 Movement Points
55 Melee Strength
2 Sight
Late Renaissance era anti-cavalry unit.
Carolean
Production Cost: 125
Maintenance Cost: 3 Per Turn
3 Movement Points
55 Melee Strength
2 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
75 Melee Strength
2 Sight
Modern era counter to cavalry class units.
Modern AT
Production Cost: 290
Maintenance Cost: 8 Per Turn
3 Movement Points
85 Melee Strength
2 Sight
Information era counter to cavalry class units.
Ranged
Slinger
Production Cost: 17
Maintenance Cost: 0 Per Turn
2 Movement Points
5 Melee Strength
1 Range
15 Ranged Strength
2 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 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 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 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: 50
Maintenance Cost: 2 Per Turn
4 Movement Points
20 Melee Strength
1 Range
25 Ranged Strength
2 Sight
Scythian unique Classical era unit. Ranged unit with 4 Movement with a
Range of 1.
Maryannu Chariot Archer
Production Cost: 45
Maintenance Cost: 1 Per Turn
2 Movement Points
25 Melee Strength
2 Range
35 Ranged Strength
2 Sight
Egyptian unique Ancient era ranged 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 Sight
Medieval era ranged unit.
Crouching Tiger
Production Cost: 70
Maintenance Cost: 3 Per Turn
2 Movement Points
30 Melee Strength
1 Range
50 Ranged Strength
2 Sight
Chinese unique Medieval era unit. Ranged unit with a Range of 1 and high combat strength.
Keshig
Production Cost: 80
5
Maintenance Cost: 3 Per Turn
4 Movement Points
35 Melee Strength
2 Range
45 Ranged Strength
2 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
3 Movement Points
35 Melee Strength
2 Range
40 Ranged Strength
3 Sight
Vietnamese unique Medieval era ranged unit that replaces the Crossbowman. These units have additional movement and can move after attacking. They are also stronger when defending, more expensive, and have greater sight.
Hwacha
Production Cost: 125
Maintenance Cost: 3 Per Turn
2 Movement Points
45 Melee Strength
2 Range
60 Ranged Strength
2 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 Sight
Industrial era ranged unit.
Machine Gun
Production Cost: 270
Maintenance Cost: 6 Per Turn
2 Movement Points
70 Melee Strength
2 Range
85 Ranged Strength
2 Sight
Atomic era ranged unit.
Siege
Catapult
Production Cost: 60
Maintenance Cost: 2 Per Turn
2 Movement Points
25 Melee Strength
2 Range
35 Bombard Strength
2 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 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 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 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 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.
Rocket Artillery
Production Cost: 340
1
Maintenance Cost: 8 , 1
Per Turn
3 Movement Points
70 Melee Strength
3 Range
100 Bombard Strength
3 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.
Light Cavalry
Horseman
Production Cost: 40
10
Maintenance Cost: 2 Per Turn
4 Movement Points
36 Melee Strength
2 Sight
Fast-moving Classical era light cavalry unit.
Courser
Production Cost: 100
10
Maintenance Cost: 3 Per Turn
5 Movement Points
46 Melee Strength
2 Sight
Medieval Era light cavalry unit.
Oromo Cavalry
Production Cost: 100
5
Maintenance Cost: 3 Per Turn
5 Movement Points
48 Melee Strength
3 Sight
Ethiopian unique Medieval era light cavalry unit. Stronger and greater sight than the Courser that it replaces. Receives no Movement penalty from moving in Hills.
Black Army
Production Cost: 102
5
Maintenance Cost: 3 Per Turn
5 Movement Points
49 Melee Strength
2 Sight
Hungarian unique Medieval Era unit that replaces the Courser. +3 Combat Strength for each adjacent Levied unit.
Malón Raider
Production Cost: 115
Maintenance Cost: 4 Per Turn
4 Movement Points
55 Melee Strength
2 Sight
Mapuche unique Renaissance Era unit. +5 Combat Strength bonus if within 4 hexes of friendly territory. Pillaging costs 1
Movement.
Cavalry
Production Cost: 165
10
Maintenance Cost: 5 Per Turn
5 Movement Points
62 Melee Strength
2 Sight
Fast-moving Industrial era light cavalry unit.
Mountie
Production Cost: 145
Maintenance Cost: 3 Per Turn
5 Movement Points
62 Melee Strength
4 Sight
Canadian unique Modern era unit. Can create 2 National Parks. +5 Combat Strength when fighting within 2 tiles of a National Park. Additional +5
Combat Strength when fighting within 2 tiles of a National Park you own.
Llanero
Production Cost: 165
10
Maintenance Cost: 2 Per Turn
5 Movement Points
62 Melee Strength
2 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
65 Melee Strength
2 Sight
Hungarian unique Industrial era unit that replaces Cavalry. +3 Combat Strength for every active Alliance.
Cossack
Production Cost: 170
5
Maintenance Cost: 5 Per Turn
5 Movement Points
67 Melee Strength
2 Sight
Russian unique Industrial era unit that replaces Cavalry. Stronger than Cavalry, and gains +5 Combat Strength when fighting in or adjacent to its home territory. Can move after attacking if
Movement points remain.
Helicopter
Production Cost: 300
1
Maintenance Cost: 7 , 1
Per Turn
4 Movement Points
86 Melee Strength
3 Sight
Fast-moving Atomic era light cavalry unit.
Heavy Cavalry
Heavy Chariot
Production Cost: 32
Maintenance Cost: 1 Per Turn
2 Movement Points
28 Melee Strength
2 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.
War-Cart
Production Cost: 27
Maintenance Cost: 0 Per Turn
3 Movement Points
30 Melee Strength
2 Sight
Sumerian unique Ancient era unit. Stronger than all other starting units. No penalties against anti-cavalry units. 4 Movement if this unit starts in open terrain.
Hetairoi
Production Cost: 50
5
Maintenance Cost: 2 Per Turn
4 Movement Points
36 Melee Strength
2 Sight
Macedonian unique heavy cavalry unit that replaces the Horseman. Additional +5 Combat Strength when adjacent to a Great General. +5 Great General points when killing an enemy unit. Starts with 1 free Promotion.
Varu
Production Cost: 60
Maintenance Cost: 2 Per Turn
2 Movement Points
40 Melee Strength
3 Sight
Indian unique Classical era heavy cavalry unit. Adjacent enemy units receive -5 Combat Strength.
Knight
Production Cost: 110
10
Maintenance Cost: 4 Per Turn
4 Movement Points
50 Melee Strength
2 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 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 Sight
Basil II's unique Medieval era unit that replaces the Knight. Land units within 1 tile of the Tagma receive +4 Combat Strength or
Religious Strength.
Mandekalu Cavalry
Production Cost: 110
5
Maintenance Cost: 4 Per Turn
4 Movement Points
55 Melee Strength
2 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 100% of that unit's base
Combat Strength (on Standard Speed).
Winged Hussar
Production Cost: 165
5
Maintenance Cost: 5 Per Turn
4 Movement Points
64 Melee Strength
2 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 Sight
Industrial Era heavy cavalry unit.
Rough Rider
Production Cost: 192
Maintenance Cost: 2 Per Turn
5 Movement Points
67 Melee Strength
2 Sight
American unique Industrial era unit when Teddy Roosevelt is their leader that replaces the Cuirassiers. Culture is earned from kills on their
Capital's continent. +10
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 Sight
Fast-moving Modern era heavy cavalry unit that ignores zone of control.
Modern Armor
Production Cost: 340
1
Maintenance Cost: 8 , 1
Per Turn
4 Movement Points
95 Melee Strength
2 Sight
Information era heavy cavalry unit that is fast and strong.
Recon
Scout
Production Cost: 15
Maintenance Cost: 0 Per Turn
3 Movement Points
10 Melee Strength
2 Sight
Fast-moving Ancient era recon unit.
Okihtcitaw
Production Cost: 20
Maintenance Cost: 0 Per Turn
3 Movement Points
20 Melee Strength
2 Sight
Cree unique Ancient era unit that replaces the Scout. Strong reconnaissance unit. Starts with 1 free promotion.
Skirmisher
Production Cost: 75
Maintenance Cost: 2 Per Turn
3 Movement Points
20 Melee Strength
1 Range
30 Ranged Strength
2 Sight
Medieval Era recon unit.
Warak’aq
Production Cost: 82
Maintenance Cost: 2 Per Turn
3 Movement Points
20 Melee Strength
1 Range
40 Ranged Strength
2 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
45 Melee Strength
1 Range
60 Ranged Strength
2 Sight
Fast-moving Industrial era recon unit.
Highlander
Production Cost: 190
Maintenance Cost: 5 Per Turn
3 Movement Points
50 Melee Strength
1 Range
65 Ranged Strength
2 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
60 Melee Strength
2 Range
65 Ranged Strength
2 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 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 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
2 Movement Points
2 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 a Flood Barrier building.
Medic
Production Cost: 185
Maintenance Cost: 5 Per Turn
2 Movement Points
2 Sight
Industrial era support unit. Can heal adjacent units.
Observation Balloon
Production Cost: 120
Maintenance Cost: 2 Per Turn
2 Movement Points
3 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 Sight
Atomic 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
3 Movement Points
1 Range
100 Anti-air Strength
2 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 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 Sight
Modern era support unit. Increases healing for adjacent units. Gives units 1 bonus Movement if move is started adjacent to the Convoy.
Galley
Production Cost: 32
Maintenance Cost: 1 Per Turn
3 Movement Points
30 Melee Strength
2 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
35 Melee Strength
2 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. 4 Movement while in coastal waters.
Bireme
Production Cost: 32
Maintenance Cost: 1 Per Turn
4 Movement Points
35 Melee Strength
2 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 Sight
Fast Renaissance era exploration melee naval unit.
Nau
Production Cost: 120
Maintenance Cost: 2 Per Turn
4 Movement Points
55 Melee Strength
3 Sight
Portuguese unique naval melee unit that replaces the Caravel. Starts with 1 free Promotion and is less maintenance. Has two charges to build Feitorias.
Ironclad
Production Cost: 190
1
Maintenance Cost: 5 , 1
Per Turn
5 Movement Points
70 Melee Strength
3 Sight
Powerful Industrial era armored melee naval unit.
Destroyer
Production Cost: 270
1
Maintenance Cost: 7 , 1
Per Turn
4 Movement Points
85 Melee Strength
90 Anti-air Strength
3 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 Sight
Classical era ranged naval unit. 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 Sight
Byzantine unique Classical era unit that replaces the Quadrireme that has additional range and receives +10 Combat Strength against units.
Frigate
Production Cost: 140
10
Maintenance Cost: 5 Per Turn
4 Movement Points
45 Melee Strength
2 Range
55 Ranged Strength
2 Sight
Renaissance era ranged naval unit.
Jong
Production Cost: 150
Maintenance Cost: 5 Per Turn
5 Movement Points
45 Melee Strength
2 Range
55 Ranged Strength
2 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 Sight
Netherlands unique Renaissance Era unit that replaces the Frigate. +7 Combat Strength when attacking defensible districts.
Battleship
Production Cost: 215
1
Maintenance Cost: 6 , 1
Per Turn
5 Movement Points
60 Melee Strength
3 Range
70 Ranged Strength
90 Anti-air Strength
2 Sight
Modern era naval ranged unit. Provides cover from air and nuclear attacks up to 1 tile away.
Minas Geraes
Production Cost: 215
1
Maintenance Cost: 6 , 1
Per Turn
5 Movement Points
70 Melee Strength
3 Range
80 Ranged Strength
95 Anti-air Strength
2 Sight
Brazilian unique Industrial era unit that replaces the Battleship. Stronger than the Battleship. Unlocked by Nationalism.
Missile Cruiser
Production Cost: 340
1
Maintenance Cost: 8 , 1
Per Turn
5 Movement Points
75 Melee Strength
3 Range
90 Ranged Strength
110 Anti-air Strength
3 Sight
Strongest ranged naval unit, available in the Information era.
Privateer
Production Cost: 140
Maintenance Cost: 4 Per Turn
4 Movement Points
40 Melee Strength
2 Range
50 Ranged Strength
2 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
55 Ranged Strength
2 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 Sight
Ottoman unique Medieval era naval unit that replaces the Privateer. 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
1
Maintenance Cost: 6 , 1
Per Turn
3 Movement Points
65 Melee Strength
2 Range
75 Ranged Strength
2 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
3 Movement Points
65 Melee Strength
2 Range
75 Ranged Strength
3 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 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
3 Movement Points
65 Melee Strength
2 Sight
Atomic era melee naval unit that can transport air units.
Nihang
Nihang
Production Cost: 50
Maintenance Cost: 2 Per Turn
2 Movement Points
25 Melee Strength
2 Sight
Lahore City-State unique unit with a unique Promotion tree. Purchasable with Faith.
Combat Strength is increased when Barracks, Armory, and Military Academy buildings are first constructed.
Warrior Monk
Warrior Monk
Production Cost: 50
Maintenance Cost: 2 Per Turn
3 Movement Points
40 Melee Strength
2 Sight
Fast-moving land combat unit with a unique promotion tree.
Air Fighter
Biplane
Production Cost: 215
1
Maintenance Cost: 6 , 1
Per Turn
6 Movement Points
80 Melee Strength
4 Range
75 Ranged Strength
4 Sight
First air combat unit, available in the Modern era.
Fighter
Production Cost: 260
1
Maintenance Cost: 7 , 1
Per Turn
8 Movement Points
100 Melee Strength
5 Range
100 Ranged Strength
4 Sight
Atomic era Biplane upgrade.
P-51 Mustang
Production Cost: 260
1
Maintenance Cost: 7 , 1
Per Turn
10 Movement Points
105 Melee Strength
5 Range
105 Ranged Strength
4 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
110 Melee Strength
6 Range
110 Ranged Strength
5 Sight
Information era Fighter upgrade.
Air Bomber
Bomber
Production Cost: 280
1
Maintenance Cost: 7 , 1
Per Turn
10 Movement Points
85 Melee Strength
10 Range
110 Bombard Strength
4 Sight
First bomber unit, available in the Atomic era.
Jet Bomber
Production Cost: 350
1
Maintenance Cost: 8 , 1
Per Turn
15 Movement Points
90 Melee Strength
15 Range
120 Bombard Strength
5 Sight
Information era Bomber upgrade.
GDR
Giant Death Robot
Production Cost: 750
1
Maintenance Cost: 15 , 3
Per Turn
5 Movement Points
130 Melee Strength
3 Range
120 Ranged Strength
90 Anti-air Strength
3 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.