*This page last updated: 16 July, 2013 18:05 PST.

Rifleman

Movement: 2; Strength: 34; Ranged Strength: 0; Cost: 225: Required Resources: none
Technology: Rifling; Obsolete with: Replaceable Parts: Upgrades to: Infantry
Abilities: none

Cavalry

Movement: 3; Strength: 34; Ranged Strength: 0; Cost: 225; Required Resource: Horses
Technology: Military Science; Obsolete with: Combustion; Upgrades to: Landship
Abilities: Penalty vs. Mounted, -33% vs. Cities, no defensive bonuses, can move after attacking.

Ironclad

Movement: 4; Strength: 45; Ranged Strength: 0; Range: 0; Cost: 270; Required Resource: Coal
Technology: Steam Power; Obsolete with: Telegraph; Upgrades to: Destroyer
Abilities: May not enter deep Ocean tiles, Double Movement on Coast.

Gatling Gun

Movement: 2; Strength: 36; Ranged Attack: 36; Range: 1; Cost: 225; Requires Resource: none
Technology: Industrialization; Obsolete with: Ballistics; Upgrades to: Machine Gun
Abilities: May Not Melee Attack
Game Info: Ranged Infantry Unit of the mid-game that must be adjacent to an enemy unit to strike.
Notes: Crossbows now can be upgraded to the Gatling Gun, which in turn upgrades to the Machine Gun. The Gatling was a hand-cranked multiple-barreled rotary gun first introduced in the American Civil War.

Artillery

Movement: 2; Strength: 16; Ranged Strength: 32; Range: 3; Cost: 320; Required Resource: none
Technology: Dynamite; Obsolete with: (never); Upgrades to: Rocket Artillery
Abilities: Indirect Fire, may not melee attack, +20% bonus vs. Cities, no defensive bonuses, limited visibility, must set up to range attack.

Cossack

Movement: 3; Strength: 34; Ranged Strength: 0; Cost: 225; Required Resource: Horses
Technology: Military Science; Obsolete with: Combustion; Upgrades to: Tank
Abilities: Combat bonus against damaged units, Penalty vs. Mounted, no defensive bonuses, can move after attacking, -33% vs. Cities.
Notes: Russian Unique Unit; replaces Cavalry. 

Norwegian Ski Infantry

Movement: 2; Strength: 25; Ranged Strength: 0; Cost: 147; Required Resource: none
Technology: Rifling; Obsolete with: Replaceable Parts: Upgrades to: Infantry
Abilities: In Snow, Tundra, Hills: +25% Combat Bonus (if Forest or Jungle is not present) and Double Movement.
Notes: Denmark Unique Unit; replaces Rifleman.

Carolean

Movement: 2; Strength: 34; Ranged Attack: 0; Cost: 225; Requires Resource: none
Technology: Rifling; Obsolete with Replaceable Parts; Upgrades to: Great War Infantry
Abilities: March
Game Info: A Swedish Unique Unit; starts with the March promotion that allows it to Heal every turn, even if it performs an action.
Notes: Swedish Unique Unit; replaces Rifleman. The Caroleans were Swedish infantry of the late Seventeenth and early Eighteenth centuries under Charles XI and XII, famous for their strict discipline and courage under fire.

Hussar

Movement: 5; Strength: 34; Ranged Attack: 0; Cost: 225; Requires Resource: Horses
Technology: Military Science; Obsolete with: Combustion; Upgrades to: Landship
Abilities: +1 Sight, +50% Flank Attack, Can Move After Attacking, No Defensive Terrain Bonuses, -33% Penalty vs. Cities
Game Info: An Austrian Unique Unit; a fast Mounted Unit used for scouting and hit-and-run attacks. Especially deadly with flank attacks.
Notes: Austrian Unique Unit; replaces Cavalry. Bonus on Flank Attacks.

Mehal Sefari

Movement: 2; Strength: 34; Ranged Attack: 0; Cost: 200; Requires Resource: none
Technology: Rifling; Obsolete with: Replaceable Parts; Upgrades to: Great War Infantry
Abilities: Drill I, Near Capital Bonus (30% stronger near the capital; bonus falls off as the unit move farther away)
Game Info: An Ethiopian Unique Unit; specializes in fighting in rough terrain and defending near the Ethiopian capital.
Notes: Ethiopian Unique Unit, replaces Rifleman. The Mehal Sefari were elite units of the Ethiopian Imperial Guard during the late Nineteenth Century.

Berber Cavalry

Movement: 4; Strength: 34; Ranged Attack: -; Cost: 225; Requires Resource: Horses
Technology: Military Science; Obsolete with: Combustion; Upgrades to: Landship
Abilities: No Defensive Terrain Bonuses, Can Move After Attack, -33% vs. Cities, Desert Warrior (+50% in Desert), Homeland Guardian (+25% in home territory)
Notes: Moroccan Unique Unit, replaces Cavalry. "Mounted unit that specializes in Desert warfare and protecting Moroccan lands."

Comanche Riders

Movement: 4; Strength: 34; Ranged Attack: -; Cost: 200; Requires Resource: Horses
Technology: Military Science; Obsolete with: Combustion; Upgrades to: Landship
Abilities: No Defensive Terrain Bonuses, Can Move After Attack, -33% vs. Cities, Full Moon Striker (+1 Movement)
Notes: Shoshone Unique Unit, replaces Cavalry. "Mounted unit that specializes in quick attacks. Cheaper and faster than the base unit."

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