*This page last updated: 16 July, 2013 17:37 PST.

Swordsman

Movement: 2; Strength: 14; Ranged Strength: 0; Cost: 75; Required Resource: 1 Iron
Technology: Iron Working; Obsolete with: Steel; Upgrades to: Longswordsman
Abilities: none

Catapult

Movement: 2; Strength: 7; Ranged Strength: 8; Range: 2; Cost: 75; Requires: 1 Iron
Technology: Mathematics; Obsolete with: Physics; Upgrades to: Trebuchet
Abilities: May not melee attack, +200% bonus vs. Cities, no defensive bonuses, limited visibility, must set up to range attack

Horseman

Movement: 4; Strength: 12; Ranged Strength: 0; Cost: 75; Requires Resource: Horses
Technology: Horseback Riding; Obsolete with: Chivalry; Upgrades to: Knight
Abilities: No defensive bonuses, can move after attacking, -33% vs. Cities.
Note: The ancient-era mounted unit now carries a spear, and is not tied to archery. Most mounted units can move after attacking.

Composite Bowman

Movement: 2; Strength: 7; Ranged Attack: 11; Cost: 75; Requires Resource: none
Technology: Construction; Obsolete with: Machinery; Upgrades to: Crossbowman
Abilities: Can't melee attack.
Game Info: Classical ranged infantry unit.
Strategy: The Composite Bowman is more powerful than the Archer. As a Ranged unit it can deal significant damage to other units up to two hexes away, but it is vulnerable to melee attacks. Put Composite Bowman in your city for defense, and guard them with melee units when on the move.
Notes: This is a new intermediate ranged unit between Archer and Crossbowman, available in the Classical Era with Construction.

Companion Cavalry

Movement: 5; Strength: 14; Ranged Strength: 0; Cost: 75; Requires Resource: Horses
Technology: Horseback Riding; Obsolete with: Chivalry; Upgrades to: Knight
Abilities: No defensive bonuses, -33% vs. Cities, can move after attacking. Generates additional Great General points from combat.
Notes: Greek Unique Unit; replaces Horseman.

Legion

Movement: 2; Strength: 17; Ranged Strength: 0; Cost: 75; Requires Resource: Iron
Technology: Iron Working; Obsolete with: Steel; Upgrades to: Longswordsman
Abilities: Can build Roads and Forts like a Worker.
Notes: Roman Unique Unit. Replaces Swordsman. Unfortunately, Forts require Engineering technology, which is not available until the Medieval Era.

Ballista

Movement: 2; Strength: 8; Ranged Attack: 10; Cost: 75; Requires Resource: Iron
Technology: Mathematics; Obsolete with: Physics; Upgrades to: Trebuchet
Abilities: May not melee attack, +200% bonus vs. Cities, no defensive bonuses, limited visibility, must set up to range attack.
Notes: Roman Unique Unit. Replaces Catapult.

Mohawk Warrior

Movement: 2; Strength: 14; Ranged Strength: 0; Cost: 75; Required Resources: none
Technology: Iron Working; Obsolete with: Steel; Upgrades to: Longswordsman
Abilities: +50% combat bonus in Forest or Jungle.
Notes: Iroquois Unique Unit; replaces Swordsman. Does not require Iron.

Cataphract

Movement: 3; Strength: 15; Ranged Attack: 0; Cost: 75 hammer or 150 faith; Requires Resource: Horses
Technology: Horseback Riding; Obsolete with: Chivalry; Upgrades to: Knight
Abilities: Can Move After Attacking, -25% Penalty vs. Cities
Notes: Byzantine Unique Unit, replaces Horseman. The Cataphract has a +3 Strength more than the Horseman which it replaces. Can gain defensive bonuses from terrain. Cataphracts were heavy armored cavalry, with both the rider and horse covered in chain or scale armor, used from the Classical period through the Middle Ages. Byzantine cataphracts were drawn from the land-owning middle class, and so were in more ways than one the forerunner of the European knights.

African Forest Elephant

Movement: 3; Strength: 14; Ranged Attack: 0; Cost: 100; Requires Resource: none
Technology: Horseback Riding; Obsolete with: Chivalry; Upgrades to: Knight
Abilities: Feared Elephant (-10% penalty to adjacent enemies), Can Move After Attacking, Great Generals II, No Defensive Terrain Bonuses, -33% Penalty Attacking Cities
Game Info: Powerful early game Mounted Unit. Weak to Spearmen, This Unit has a higher Combat Strength (+2) than the Horseman, which it replaces, and strikes fear into nearby enemy units. Helps produce Great Generals more quickly.
Notes: Carthaginian Unique Unit, replaces Horseman.

Siege Tower

Movement: 2; Strength: 12; Ranged Attack: 0; Cost: 75; Requires Resource: none
Technology: Mathematics; Obsolete with: Physics; Upgrades to: Trebuchet
Abilities: Sapper (Gives +50% bonus vs. Cities to all friendly units within 2 tiles), Cover I, May only attack cities, +1 Sight
Notes: Unique Unit for Assyria; replaces Catapult. This is a melee siege unit. Looks very much like the siege engine in this Assyrian relief.

Kris Swordsman

Movement: 2; Strength: 14; Ranged Attack: 0; Cost: 75; Requires Resource: Iron
Technology: Iron Working; Obsolete with: Steel; Upgrades to: Longswordsman
Abilities: Mystic Blade (Promotion is replaced with a randomly chosen promotion after the unit completes its first combat)
Notes: Indonesian Unique Unit; replaces Swordsman.

Gadrauht

Movement: 2; Strength: 15; Ranged Strength: 0; Cost: 50; Required Resource: none
Technology: Iron Working
Abilities: Can move along enemy roads as if they were friendly roads.
Notes: Unique Unit for the Goths in the Fall of Rome scenario; replaces Swordsman. This unit has higher Combat Strength than the Swordsman, which it replaces, and it does not require any Iron resources.

 

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