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.