*This page last updated: 16 July, 2013 17:38 PST.

Musketman

Movement: 2; Strength: 24; Ranged Strength: 0; Cost: 150; Required Resource: none
Technology: Gunpowder; Obsolete with: Rifling; Upgrades to: Rifleman
Abilities: none
Notes: "First gunpowder Unit of the game. Fairly cheap and powerful."

Cannon

Movement: 2; Strength: 14; Ranged Strength: 20; Range: 2; Cost: 185: Required Resource: none
Technology: Chemistry; Obsolete with: Dynamite; Upgrades to: Artillery
Abilities: May not melee attack, +200% bonus vs. Cities, no defensive bonuses, limited visibility, must set up to range attack.
Notes: Yes, you read that right -- the Cannon does not require any strategic resources.

Lancer

Movement: 4; Strength: 25; Ranged Strength: 0; Cost: 185 hammers; Required Resource: Horses
Technology: Metallurgy; Obsolete with: Combustion; Upgrades to: Tank
Abilities: Penalty on defense, -33% vs. Cities, no defensive bonuses. Can move after attacking.
Notes: It is faster than Cavalry and so can still be used as a scout even after Cavalry becomes available.

Caravel

Movement: 4; Strength: 20; Ranged Strength: 0; Range: 0; Cost: 120; Required Resources: none
Technology: Astronomy; Obsolete with: Combustion; Upgrades to: Ironclad
Abilities: +2 Sight range, Withdraw Before Melee. 
Notes: In G&K, the Caravel is now 2 points slower, and is a melee unit.

Frigate

Movement: 5; Strength: 25; Ranged Strength: 28; Range: 2; Cost: 185; Required Resource: Iron
Technology: Navigation; Obsolete with: Combustion; Upgrades to: Battleship
Abilities: May not melee attack

Privateer

Movement: 5; Strength: 25; Ranged Attack: 0; Cost: 150; Requires Resource: none
Technology: Navigation; Obsolete with: Combustion; Upgrades to: Destroyer
Abilities: Coastal Raider I (+20% vs Cities, steal gold equal to 33% of the damage done), Prize Ships (defeated naval unit joins your side)
Game Info: Naval unit that specializes in attacking coastal cities to earn gold and capturing enemy ships.
Notes: The Privateer is a normal unit; it does NOT have hidden nationality (as in Civ III and IV). The graphic for the Privateer is only slightly modified from the Frigate, with black bowsprit and spanker sails, and small pirate flags. Privateers were legalized pirates, granted "Letters of Marque" to attack enemy shipping during wartime.

Musketeer

Movement: 2; Strength: 28; Ranged Strength: 0; Cost: 150; Required Resources: none
Technology: Gunpowder; Obsolete with: Rifling; Upgrades to: Rifleman
Abilities: none
Notes: French Unique Unit; replaces Musketman. 

Minuteman

Movement: 2; Strength: 24; Ranged Strength: 0; Cost: 150; Required Resources: none
Technology: Gunpowder; Obsolete with: Rifling; Upgrades to: Rifleman
Attributes: Drill I, All tiles cost 1 movement regardless of terrain.
Notes: American Unique Unit; replaces Musketman.

Janissary

Movement: 2; Strength: 24; Ranged Strength: 0; Cost: 150; Required Resources: none
Technology: Gunpowder; Obsolete with: Rifling; Upgrades to: Rifleman
Abilities: +25% combat bonus when attacking; Heals +50 damage if it destroys a unit.
Notes: Ottoman Unique Unit; replaces Musketman. 

Sipahi

Movement: 5; Strength: 25; Ranged Strength: 0; Cost: 185; Required Resources: Horses
Technology: Metallurgy; Obsolete with: Combustion; Upgrades to: Anti-Tank Gun
Abilities: +1 Sight range, no movement cost to pillage, Penalty on defense, no defensive bonuses, can move after attacking.
Notes: Ottoman Unique Unit; replaces Lancer.

Tercio

Movement: 2; Strength: 26 Ranged Strength: 0; Cost: 155; Required Resource: none
Technology: Gunpowder; Obsolete with: Rifling; Upgrades to: Rifleman
Abilities: +50% vs. Mounted units
Notes: Spanish Unique Unit; replaces Musketman. The Tercio is a mixed formation of pikemen and arquebusiers.

Ship of the Line

Movement 7*; Strength 30; Ranged Strength: 35; Cost: 170; Required Resource: Iron
Technology: Navigation; Obsolete with: Combustion; Upgrades to: Battleship
Attributes: +1 Sight range, may not melee attack
Notes: English Unique Unit; replaces Frigate. *The 7 speed includes the English +2 naval unit speed bonus. Appearance based on the British HMS Victory.

Turtle Ship

Movement: 4; Strength: 36; Ranged Strength: 0; Cost: 120; Required Resource: none
Technology: Astronomy; Obsolete with: Combustion; Upgrades to: Ironclad
Abilities: Cannot enter deep ocean.
Notes: Korean Unique Unit; replaces Caravel.

Sea Beggar

Movement: 5; Strength: 25; Ranged Attack: 0; Cost: 150; Requires Resource: none
Technology: Navigation; Obsolete with: Combustion; Upgrades to: Destroyer
Abilities: Coastal Raider I and II, Prize Ships, Supply (heal +15 per turn outside friendly borders)
Game Info: A Dutch Unique Unit; specializes in attacking coastal cities to earn gold, and capturing enemy ships.
Notes: Netherlands unique unit; replaces Privateer. The "Sea Beggars" were Dutch privateers who, under William of Orange, fought against their Spanish overlords.

Hakkapeliitta

Movement: 4; Strength: 25; Ranged Attack: 0; Cost: 185 for 370 Faith; Requires Resource: Horses
Technology: Metallurgy; Obsolete with: Combined Arms; Upgrades to: Anti-Tank Gun
Abilities: Formation I, Can Move After Attacking, Transfer Movement to General, Great General Combat Bonus, No Defensive Terrain Bonuses, -25% Penalty vs. Cities
Game Info: Elite mounted Unit that specializes in working with Great Generals. Only the Swedish may build it.
Strategy: Hakkapeliitta are the elite mounted units of the late Renaissance Swedish army. Stack a Great General with them if possible. The Great General receives the movement allowance of the Hakkapeliitta if they start the turn stacks. In addition, the Hakkapeliitta receive a 15% combat bonus when stacked with a Great General.
Notes: Swedish Unique Unit; replacement for Lancers. The hakkapeliitta was a Finnish light cavalry fighting for King Gustavus Adolphus of Sweden during the Thirty Years' War (1618 to 1648).

Nau

Movement: 5; Strength: 20; Ranged Attack: -; Cost: 120; Requires Resource: none
Technology: Astronomy; Obsolete with: Steam Power; Upgrades to: Ironclad
Abilities: +1 Sight, Withdraw before Melee, Exotic Goods: "This unit will sell its cargo, earning Gold and XP. More will be earned for selling farther from your capital. This may only be done once with this unit." The Nau must be "next to foreign lands" to use this ability.
Notes: Portuguese Unique Unit; replaces Caravel. The nau is perhaps better known to the non-Portuguese world as a "carrack."

Winged Hussar

Movement: 5; Strength: 28; Ranged Attack: 0; Cost: 185; Requires Resource: Horses
Technology: Metallurgy; Obsolete with: Combustion; Upgrades to: Anti-Tank Gun
Abilities: No Defensive Terrain Bonuses, Can Move After Attack, -33% vs. Cities, Heavy Charge (Forces defender to retreat if it inflicts more damage than it receives. A defender who cannot retreat takes extra damage), Shock I (+15% Open Terrain), Formation I (+33% vs Mounted)
Notes: Polish Unique Unit; replaces Lancer. The Winged Hussar has the ability to force an enemy unit to retreat or take additional damage.

Privateer

Movement: 5; Strength: 25; Ranged Strength: 10; Range: 2; Cost: 93; Required Resource: Iron
Technology: Piracy
Abilities: May not melee attack
Notes: Not to be confused with the G&K version of the Privateer. Available only in the Conquest of the Americas DLC scenario. The model is a variant of the Frigate.

Treasure

Movement: 2
Abilities: None
Notes: This is a civilian unit available only in the Conquest of the Americas DLC scenario. These units are generated when a Native American capital is pillaged, and can be returned to a player's capital for a 100 gold cash bonus and 50 extra victory points.

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