*This page last updated: 17 October, 2013 11:05 PST.

General Notes

Pikeman

Movement: 2; Strength: 16; Ranged Strength: 0; Cost: 90; Required Resources: none
Technology: Civil Service; Obsolete with: Rifling; Upgrades to: Lancer
Abilities: +100% vs Mounted Units
Notes: Armed with halberds rather than actual pikes.

Crossbowman

Movement: 2; Strength: 13; Ranged Strength: 18; Range: 2; Cost: 120 hammers; Required Resources: none
Technology: Machinery; Obsolete with: Rifling; Upgrades to: Gatling Gun
Abilities: May not melee attack.
Notes: With the removal of the regular Longbowman unit, the Crossbowman is the only regular Medieval-era archery unit.

Longswordsman

Movement: 2; Strength: 21; Ranged Strength: 0; Cost: 120 hammers; Required: 1 Iron
Technology: Steel; Obsolete with: Rifling; Upgrades to: Musketman
Abilities: none
Notes: Strength used to be 18, but was reduced to 16 in a patch. Now in G&K it's 21.

Knight

Movement: 4; Strength: 20; Ranged Strength: 0; Cost: 120 hammers; Required: 1 Horses
Technology: Chivalry; Obsolete with: Military Science; Upgrades to: Cavalry
Abilities: No defensive bonuses, -33% vs. Cities, weak to Pikeman, can move after attacking.
Notes: Movement increased to 4 in G&K.

Trebuchet

Movement: 2; Strength: 12; Ranged Strength: 14; Range: 2; Cost: 120 hammers; Required: none
Technology: Physics; Obsolete with: Chemistry; Upgrades to: Cannon
Abilities: May not melee attack, no defensive bonuses, +200% combat bonus vs. Cities, limited visibility, must set up to range attack.
Notes: "Powerful Medieval Siege Unit, good at reducing the defenses of enemy Cities. Must set up prior to firing."

Galleass

Movement: 3; Strength: 16; Ranged Attack: 17; Range: 2; Cost: 100; Requires Resource: none
Technology: Compass; Obsolete with: Navigation; Upgrades to: Frigate
Abilities: Cannot Enter Deep Ocean, May Not Melee Attack
Game Info: Medieval Era Naval Units used to wrest control of the seas with its ranged attack.
Notes: The Galleass is the first ranged naval unit, and it upgrades to Frigate. It is very slow and cannot enter deep ocean, so it is useful only for combat. The galleass was an intermediate vessel between the oared galley and the full-sailed galleon.

Landsknecht

Movement: 2; Strength: 16; Ranged Strength: 0; Cost: 45; Required Resource: none
Technology: Civil Service; Obsolete with: Rifling; Upgrades to: Lancer
Abilities: +50% vs Mounted units, No Movement Cost to Pillage, Double Plunder
Notes: The Landsknecht has the same stats as the Pikeman, but is cheaper to produce. Receives double the amound of gold when capturing a city. Previously was a German unique unit, but is now a mercenary unit unlocked via the Commerce social policy tree.

Samurai

Movement: 2; Strength: 21; Ranged Strength: 0; Cost: 120; Required Resource: 1 Iron
Technology: Steel; Obsolete with: Rifling; Upgrades to: Rifleman
Abilities: +20% Combat Strength when fighting in Open terrain (Shock 1); winning combats generates additional Great General points. When embarked, can build a Fishing Boat in one turn.
Notes: Japanese Unique Unit, replaces Longswordsman. 

Mandekalu Cavalry

Movement: 4; Strength: 20; Ranged Strength: 0; Cost: 120 hammers; Required Resource: 1 Horses
Technology: Chivalry; Obsolete with: Military Science; Upgrades to: Cavalry
Abilities: No defensive bonuses, can move after attacking, no penalty vs. Cities.
Notes: Songhai Unique Unit; replaces Knight. 

Longbowman

Movement: 2; Strength: 13; Ranged Strength: 18; Range: 3*; Cost: 120 hammers; Required Resources: none
Technology: Machinery; Obsolete with: Rifling; Upgrades to: Rifleman
Abilities: May not melee attack, +1 Range*
Notes: English Unique Unit; replaces Crossbowman. *I have included the +1 Range attribute in the above Range value of 3.

Camel Archer

Movement: 4; Strength: 17; Ranged Strength: 21; Range: 2; Cost: 120; Required Resources: 1 Horses
Technology: Chivalry; Obsolete with: Military Science; Upgrades to: Cavalry
Abilities: May not melee attack, no defensive bonuses, can move after attacking, -25% vs. Cities.
Notes: Arabian Unique Unit; replaces Knight.

Chu-Ko-Nu

Movement: 2; Strength: 13; Ranged Strength: 14; Range 2; Cost: 120; Required Resources: none
Technology: Machinery; Obsolete with: Rifling; Upgrades to: Gatling Gun
Abilities: May not melee attack, may fire twice per turn.
Notes: Chinese Unique Unit; replaces Crossbowman. 

Naresuan's Elephant

Movement: 2; Strength: 25; Ranged Strength: 0; Cost: 120; Required Resources: none
Technology: Chivalry; Obsolete with: Military Science; Upgrades to: Cavalry
Abilities: +50% vs Mounted units, No defensive bonuses, may move after attacking, -33% vs. Cities
Notes: Siamese Unique Unit; replaces Knight.

Keshik

Movement: 5*; Strength: 15; Ranged Strength: 16; Range: 2; Cost: 165; Required Resources: Horses
Technology: Chivalry; Obsolete with: Military Science; Upgrades to: Cavalry
Abilities: Earns promotions at double rate, generates double Great General points, Can Move After Attacking, Can't melee attack, No defensive bonuses.
Notes: Mongolian Unique Unit; replaces the Knight. *Movement includes the +1 Mongol mounted movement. The Keshik is a mounted archer.

Conquistador

Movement: 3; Strength: 20; Ranged Strength: 0; Cost: 120; Required Resource: Horses
Technology: Chivalry; Obsolete with: Military Science; Upgrades to: Cavalry
Abilities: Extra Sight(2), No defensive bonuses; Can move after attacking; Can found a city on a foreign continent; Embarkation with Defense.
Notes: Spanish Unique Unit; replaces the Knight. The Conquistador is a multi-purpose unit that is strong both on land and at sea. Replacing the Knight, it is an exceptional scout on land with extra visibility. It also has the ability to found new cities, but only on a foreign continent that does not contain the Spanish capital. In the water, the Conquistador has the defensive embarkation promotion that allows it to defend itself against naval units. It also suffers no penalty when attacking cities, unlike the Knight.

Berserker

Movement: 3; Strength: 21; Ranged Strength: 0; Cost: 120; Required Resource: Iron
Technology: Steel; Obsolete with: Rifling; Upgrades to: Musketman
Abilities: Amphibious promotion (no penalty attacking from the water).
Notes: Denmark Unique Unit; replaces Longswordsman. Has a +1 movement over the Longswordsman and Amphibious promotion. As with the Polynesians, the Danes have a custom graphic for their embarked units (a Viking longboat, in this case).

Hwach'a

Movement: 2; Strength: 11; Ranged Strength: 26; Cost: 120; Required Resource: Iron
Technology: Physics; Obsolete with: Chemistry; Upgrades to: Cannon
Abilities: may not melee, no defensive bonuses, must set up to attack
Notes: Korean Unique Unit; replaces Trebuchet.

Impi

Movement: 2; Strength: 16; Ranged Attack: 0; Cost: 90; Requires Resource: none
Technology: Civil Service; Obsolete with: Metallurgy; Upgrades to: Lancer
Abilities: Spear Throw (Before engaging in melee, this unit has an extra attack), +50% vs Mounted
Notes: Zulu Unique Unit; replaces Pikeman.

Great Galleass

Movement: 3; Strength: 18; Ranged Attack: 20; Cost: 110; Requires Resource: none
Technology: Compass; Obsolete with: Navigation; Upgrades to: Frigate
Abilities: Cannot enter deep ocean
Notes: Venetian Unique Unit; replaces Galleass. The Great Galleass is more powerful than the standard Galleass but also more expensive.

Huscarl

Movement: 2; Strength: 16; Ranged Strength: 0; Cost: 110; Required Resource: Iron
Technology: Steel
Abilities: Cover I (25% defense against all ranged attacks), +50% combat strength vs. Mounted units
Notes: Ango-Saxon Unique Unit; replaces Longswordsman. Available only in the 1066 scenario in the Viking DLC.

Norman Knight

Movement: 3; Strength: 18; Ranged Strength: 0; Cost: 110 hammers; Required: 1 Horses
Technology: Chivalry
Abilities: No defensive bonuses, weak to Pikemen, can move after attacking, Blitz (can attack twice)
Notes: Norman Unique Unit; replaces Knight. Identical to the regular Knight except for the addition of the Blitz promotion. Available only in the 1066 scenario in the Viking DLC.

 

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