*This page last updated: 17 October, 2013 11:05 PST.
- Only one unit of each category (Military, Naval or Civilian) is allowed per hex.
- Air units are an exception to the one unit per hex rule. Aircraft and missiles can stack in a city (no limit) or on a Carrier (up to 3). Missiles can also stack on a Missile Cruiser (up to 3) or on a Nuclear Submarine (up to 2).
- Ranged units (including ships) can only used ranged attacks, and cannot melee attack (though they will defend if attacked).
- Land units can now embark on water with the Embarkation promotion, attained with Optics.
- Military land units exert a 1-hex zone of control, which reduces adjacent enemy movement to 1 hex per turn. "If you move a unit from one tile adjacent to an enemy to another tile adjacent to that same enemy it uses up your turn, no matter how many movement points you have." - Jon Shafer
- Siege units have a bonus attacking cities, but most must "set up" to fire first, and so can't move and fire in the same turn.
- In addition to any resources they require, units also require maintenance in gold.
- There is now a hard cap on the number of units your empire can support. It is calculated as (Base Supply + Number of Cities + Number of Citizens). For Normal difficulty, Base Supply appears to be 5. So this number is fairly generous; the only time you will run up against this cap is when trying to build a large early army with only a single city.
- Decommissioning units now refunds some gold, if done inside your borders.
- All units have 100 hit points.
List of Units
Details about specific units have been split into era-specific sections; there you can find images and notes on each unit.
|Settler||Civilian||-||106||2||-||-||-||-||Can Found Cities. City growth suspended during production|
|Worker||Civilian||-||70||2||-||-||-||-||Can build tile improvements|
|Scout||Melee||-||25||2||5||-||-||-||Ignores terrain cost|
|Archer||Archery||Archery||40||2||5||7||2||-||May Not Melee Attack|
|Spearman||Melee||Bronze Working||56||2||11||-||-||-||+50% bonus vs. Mounted|
|Chariot Archer||Mounted||The Wheel||56||4||6||10||2||Horses||Rough terrain penalty, no defensive bonuses|
|Trireme||Naval Melee||Sailing||56||4||10||-||-||-||Cannot enter deep ocean|
|Work Boat||Civilian||Sailing||30||4||-||-||-||-||Can build Fishing Boats and Offshore Platform|
|Great General||Civilian||-||-||2||-||-||-||-||+25% bonus to nearby units; can build Citadel|
|Great Scientist||Civilian||-||-||2||-||-||-||-||Can build Academy|
|Great Engineer||Civilian||-||-||2||-||-||-||-||Can build Manufactory|
|Great Merchant||Civilian||-||-||2||-||-||-||-||Can build Customs House|
|Great Artist||Civilian||-||-||2||-||-||-||-||Create Great Work, Trigger Golden Age|
|Great Writer||Civilian||-||-||2||-||-||-||-||Create Great Work, Create Political Treatise|
|Great Musician||Civilian||-||-||2||-||-||-||-||Create Great Work, Concert Tour|
|Great Prophet¹||Civilian||-||-||2||2000||-||-||-||Found Religion, Spread Religion, Build Holy Site|
|Great Admiral¹||Civilian||-||-||?||0||-||-||-||+15% combat bonus, can heal nearby naval units|
|Caravan||Trade||Animal Husbandry||75||1||-||-||10||-||Establish Trade Route, Limited Visibility|
|Cargo Ship||Trade||Sailing||100||1||-||-||45||-||Establish Trade Route, Limited Visibility|
|Merchant of Venice||Civilian||-||-||2||-||-||-||-||Trade Mission Bonus|
|Pathfinder||Recon||-||45||2||8||-||-||-||Shoshone UU*; Native Tongue, ignores terrain cost|
|Khan||Civilian||(Great General)||-||5||-||-||-||-||Mongolian UU*; Heals adjacent units.|
|Galley||Naval Melee||-||50||3||7||-||-||-||Barbarian UU*; Cannot enter deep ocean|
|Hand-Axe||Archery||-||56||2||9||9||1||-||Barbarian UU*; may not melee attack|
|War Chariot||Archery||The Wheel||56||5||6||10||2||-||Egyptian UU*; no defensive bonuses, rough terrain penalty|
|Hoplite||Melee||Bronze Working||56||2||13||-||-||-||Greek UU*; +100% vs Mounted|
|Phalanx||Melee||Mining||56||2||8||-||-||-||Sumerian UU*; +100% vs Mounted|
|Heavy Chariot||Mounted||The Wheel||100||3||12||-||-||Horses||Hittite UU*; Shock I|
|Immortal||Melee||Bronze Working||56||2||12||-||-||-||Persian UU*; +100% vs Mounted, heals at double rate|
|Jaguar||Melee||-||40||2||8||-||-||-||Aztec UU*; +50% combat strength in Jungle, heals +2 on kill, Woodsman|
|War Elephant||Mounted||The Wheel||70||3||9||11||2||-||Indian UU*, no defensive bonuses|
|Slinger||Archery||Archery||40||2||4||7||2||-||Inca UU*; Withdraw Before Melee|
|Maori Warrior||Melee||-||40||2||8||-||-||-||Polyneisan UU*; Reduces enemy strength 10%|
|Atlatlist¹||Archery||Archery||36||2||5||7||2||-||Mayan UU*; May Not Melee Attack|
|Pictish Warrior¹||Melee||Bronze Working||56||2||11||-||-||-||Celtic UU*; +Faith per kill, free pillage, 20% Foreign Lands Bonus,|
|Battering Ram¹||Siege||Bronze Working||75||2||10||-||-||-||Hun UU*; +300% vs cities, -1 sight, -33% on defense, Cover I, City Attack Only, No Defense Bonus|
|Horse Archer¹||Mounted||The Wheel||56||4||7||10||2||-||Hun UU*; Accuracy I|
|Quinquereme¹||Naval Melee||Sailing||45||4||13||-||-||-||Carthage UU*; coast only|
|Dromon¹||Naval Ranged||Sailing||56||4||8||10||2||-||Byzantine UU*; +50% vs naval, coast only|
|Siege Tower||Siege||Mathematics||75||2||12||-||-||-||Assyrian UU*; Sapper, +200% vs Cities, Cover I, +1 Sight, City attack only|
|African Forest Elephant¹||Mounted||Horseback Riding||100||3||14||-||-||-||Carthage UU*; Feared Elephant, Great Generals II, Can Move After Attacking, -33% vs. Cities, No Defensive Bonus|
|Horseman||Mounted||Horseback Riding||75||4||12||-||-||Horses||Can move after attacking, no defensive bonuses, -33% vs cities|
|Composite Bowman¹||Archery||Construction||75||2||7||11||2||-||May Not Melee Attack|
|Catapult||Siege||Mathematics||75||2||7||8||2||Iron||Must set up to fire; +200% vs Cities, -1 vision, no defensive bonuses|
|Companion Cavalry||Mounted||Horseback Riding||75||5||14||-||-||Horses||Greek UU*; can move after attack, Great Generals I, no defensive bonuses, -33% vs. Cities|
|Legion||Melee||Iron Working||75||2||17||-||-||Iron||Roman UU*; Can build forts and roads.|
|Ballista||Siege||Mathematics||75||2||8||10||2||Iron||Roman UU*; Must set up to fire; +200% vs Cities, -1 vision, no defensive bonuses|
|Cataphract¹||Mounted||Horseback Riding||75||3||15||-||-||Horses||Byzantine UU*; Can Move After Attacking, -25% vs. Cities|
|Mohawk Warrior||Melee||Iron Working||75||2||14||-||-||-||Iroquois UU*; +50% combat strength in Forest/Jungle|
|Kris Swordsman||Melee||Iron Working||75||2||14||-||-||1 Iron||Indonesian UU*; Mystic Blade|
|Pikeman||Melee||Civil Service||90||2||16||-||-||-||+100% bonus vs. Mounted|
|Crossbowman||Archery||Machinery||120||2||13||18||2||-||May Not Melee Attack|
|Knight||Mounted||Chivalry||120||4||20||-||-||Horses||Can move after attacking, no defensive bonuses, -33% vs. Cities|
|Trebuchet||Siege||Physics||120||2||12||14||2||-||Must set up to fire; +200% vs Cities, -1 vision, no defensive bonuses|
|Landsknecht||Melee||Civil Service||45||2||16||-||-||-||+50% vs Mounted, Free Pillage, Double Plunder|
|Mandekalu Cavalry||Mounted||Chivalry||120||4||20||-||-||Horses||Songhai UU*; can move after attacking, no defensive bonuses|
|Camel Archer||Archery||Chivalry||120||4||17||21||2||Horses||Arab UU*; Can Move After Attacking, no defensive bonsues|
|Keshik||Mounted||Chivalry||165||5||15||16||2||Horses||Mongolian UU*; Great Generals I, Quick Study, can move after attacking, no defensive bonuses|
|Samurai||Melee||Steel||120||2||21||-||-||Iron||Japanese UU*; Shock I; Great Generals II; Can build Fishing Boats|
|Longbowman||Archery||Machinery||120||2||13||18||3||-||English UU*; May Not Melee Attack|
|Chu-Ko-Nu||Archery||Machinery||120||2||13||14||2||-||Chinese UU*; May Attack Twice|
|Naresuan's Elephant||Mounted||Chivalry||120||3||25||-||-||-||Siamese UU*; +50% vs Mounted, can move after attacking, no defensive bonuses, -33% vs. Cities|
|Berserker||Melee||Steel||120||3||21||-||-||Iron||Denmark UU*; Amphibious|
|Conquistador||Mounted||Chivalry||120||4||20||-||-||Horses||Spanish UU*; no penalty vs. cities; +2 sight; Embarkation With Defense; can found cities|
|Hwach'a||Siege||Physics||120||2||11||26||2||Iron||Korean UU*; Must Set Up, No Defensive Bonuses|
|Huscarl||Melee||Steel||110||2||16||-||-||Iron||Anglo Saxon UU*; +50% vs. Mounted, Cover I|
|Galleass¹||Naval Ranged||Compass||100||3||16||17||2||-||Cannot Enter Deep Ocean|
|Impi||Melee||Civil Service||90||2||16||-||-||-||Zulu UU*; Spear Throw, +50% vs Mounted|
|Great Galleass||Naval Melee||Compass||110||3||18||20||2||-||Venetian UU*; cannot enter deep ocean|
|Lancer||Mounted||Metallurgy||185||4||25||-||-||Horses||Formation I, Can move after attacking|
|Cannon||Siege||Chemistry||185||2||14||20||2||-||Must set up to fire; +200% vs Cities, -1 vision, no defensive bonuses|
|Caravel||Naval Melee||Astronomy||120||4||20||-||-||-||+1 Sight, Withdraw Before Melee|
|Minuteman||Gunpowder||Gunpowder||150||2||24||-||-||-||American UU*; ignores terrain cost, Drill I|
|Tercio||Gunpowder||Gunpowder||155||2||26||-||-||-||Spanish UU*; +50% vs Mounted|
|Turtle Ship||Naval||Astronomy||120||4||36||-||-||-||Korean UU*; Cannot Enter Deep Ocean|
|Frigate||Naval Ranged||Navigation||185||5||25||28||2||Iron||May Not Melee Attack|
|Ship of the Line||Naval Ranged||Navigation||170||7||30||35||2||Iron||English UU*; +1 sight range|
|Privateer¹||Naval Melee||Navigation||150||5||25||-||-||-||Coastal Raider I, Prize Ships|
|Sea Beggar¹||Naval Melee||Navigation||150||5||25||-||-||-||Dutch UU*; Prize Ships, Coastal Raider II, Supply|
|Hakkapeliitta¹||Mounted||Metallurgy||185||4||25||-||-||Horses||Swedish UU*; Formation I, +15% bonus when stacked with General, Can Move After Attacking, Transfer Movement to General|
|Sipahi||Mounted||Metallurgy||185||5||25||-||-||Horses||Ottoman UU* Formation I, +1 sight range, Can Move After Attacking, Free Pillage|
|Janissary||Gunpowder||Gunpowder||150||2||24||-||-||-||Ottoman UU*; +25% strength when attacking; heals +50 if enemy destroyed|
|Nau||Naval||Astronomy||120||5||20||-||-||-||Portguese UU*; Exotic Cargo, +1 Sight, Withdraw Before Melee|
|Winged Hussar||Mounted||Metallurgy||185||5||28||-||-||1 Horses||Polish UU*; Heavy Charge, Shock I, Formation I, -33% vs Cities, no def. bonus, move after attack|
|Archaeologist||Civilian||Archaeology||200||4||-||-||-||-||Construct Archaeological Dig; requires University|
|Cavalry||Mounted||Military Science||225||4||34||-||-||Horses||Can Move After Attacking, -33% vs Cities, No Defensive Bonuses|
|Ironclad||Naval||Steam Power||270||3||45||-||-||Coal||+33 vs Cities, Double Movement in Coast|
|Gatling Gun¹||Archery||Industrialization||225||2||30||36||1||-||May Not Melee Attack|
|Cossack||Mounted||Military Science||225||4||34||-||-||Horses||Russian UU*; can move after attacking, +33% vs damaged units, -33% vs Cities, No Defensive Bonuses|
|Carolean¹||Gunpowder||Rifling||225||2||34||-||-||-||Swedish UU*; March|
|Norwegian Ski Infantry||Gunpowder||Rifling||220||2||34||-||-||-||Denmark UU*; bonuses on hills, snow, tundra|
|Hussar¹||Mounted||Military Science||225||5||34||-||-||Horses||Austrian UU*; +1 Sight, +50% Flanking, Can Move After Attacking, -33% vs cities, No Defensive Bonses|
|Mehal Sefari¹||Gunpowder||Rifling||200||2||34||-||-||-||Ethiopian UU*; Drill I, Near Capital Bonus|
|Berber Cavalry||Mounted||Military Science||225||4||34||-||-||1 Horses||Moroccan UU*; bonus in Desert and friendly territory|
|Comanche Riders||Mounted||Military Science||200||4||34||-||-||1 Horses||Shoshone UU*; +1 Move|
|Machine Gun¹||Archery||Ballistics||350||2||60||60||1||-||May Not Melee Attack|
|Triplane¹||Fighter||Flight||325||-||-||35||5||Oil||Interception (50), Air Sweep, Air Recon, +150% vs Bombers and Helicopters|
|Great War Bomber¹||Bomber||Flight||325||-||-||50||6||Oil|
|Great War Infantry¹||Gunpowder||Replaceable Parts||320||2||50||-||-||-|
|Artillery||Siege||Dynamite||250||2||21||28||3||-||Must set up to fire; +200% vs Cities, -1 vision, no defensive bonuses, Indirect Fire|
|Destroyer||Naval Melee||Electricity||375||6||55||-||-||Oil||+3 sight range, +100% vs Submarines, Intercept, Indirect Fire|
|Battleship||Naval Ranged||Telegraph||375||3||55||65||3||Oil||Indirect Fire|
|Submarine||Naval Ranged||Refrigeration||375||5||35||60||3||Oil||Invisible, Can See Submarines, May Enter Ice Tiles, +100 on attack|
|Foreign Legion||Gunpowder||Replaceable Parts||320||2||42||-||-||-||Foreign Lands +20% Bonus|
|Anti-Tank Gun||Gunpowder||Combined Arms||270||2||50||-||-||-||+100% vs. Armor|
|Anti-Aircraft Gun||Gunpowder||Radio||375||2||50||-||2||-||Interception(100), +150% vs. bombers & helicopters|
|Pracinha||Gunpowder||Plastics||375||2||70||-||-||-||Brazilian UU*; Golden Age from Victories|
|Tank||Armor||Combustion||375||5||70||-||-||Oil||Can move after attack, No Defensive Bonuses|
|Fighter||Fighter||Flight||375||-||-||45||8||Oil||Interception(100), Air Sweep, Recon, +150% vs Bombers & Helicopters|
|Bomber||Bomber||Radar||375||-||-||65||10||Oil||Vulnerable to Fighters|
|Carrier||Naval Melee||Flight||375||5||50||-||-||Oil||Can carry 3 aircraft, May Not Melee Attack|
|Marine¹||Gunpowder||Penicillin||400||2||65||-||-||-||Amphibious, +1 Sight When Embarked, Double Embarked Defense|
|Paratrooper||Gunpowder||Radar||375||2||65||-||-||-||May Paradrop up to 5 hexes|
|Panzer||Armor||Combustion||375||6||80||-||-||Oil||German UU*; can move after attack, No Defensive Bonuses|
|Zero||Fighter||Flight||375||-||-||45||8||Oil||Japanese UU*; Interception(100), +33% vs Fighters, Recon, Air Sweep, +150 vs Bombers & Helicopters|
|B-17||Bomber||Radar||375||-||-||70||10||Oil||American UU*; Evasion, Siege 1|
|Atomic Bomb||Air||Nuclear Fission||600||-||-||-||10||Uranium||Evasion(50)|
|Bazooka||Archery||Nuclear Fission||375||2||85||85||1||-||May not melee attack|
|Helicopter Gunship||Helicopter||Rocketry||425||6||60||-||-||Aluminum||All Tile Cost 1, Hovering Unit, +100 vs Tanks, No Defensive Bonuses, Can't Capture Cities|
|Rocket Artillery||Siege||Rocketry||425||3||45||60||3||Aluminum||Must set up to fire; +200% vs Cities, -1 vision, no defensive bonuses, Indirect Fire|
|Mobile SAM||Gunpowder||Computers||425||3||65||-||2||-||Interception(100), +150% vs. Air|
|Jet Fighter||Fighter||Lasers||425||-||-||60||10||Aluminum||Interception(100), Recon, Air Sweep, +150 vs Bombers & Helicopters|
|Modern Armor||Armor||Lasers||425||5||100||-||-||Aluminum||No Defensive Bonuses, Can move after attack|
|Stealth Bomber||Bomber||Stealth||425||-||-||85||20||Aluminum||Evasion(100), Recon|
|Nuclear Missile||Air||Advanced Ballistics||1000||-||-||-||12||2xUranium||Evasion(50)|
|Guided Missile||Air||Satellites||150||-||-||60||8||-||Destroyed on attack; Evasion(100)|
|Nuclear Submarine||Naval Ranged||Computers||425||6||50||85||3||Aluminum||Can carry 2 missiles; +100 vs submarines; invisible, Can See Submarines, May Enter Ice Tiles|
|Missile Cruiser||Naval Ranged||Robotics||425||7||80||100||3||-||Can See Submarines, +100 vs Submarines, Can Carry 3 Cargo, Interception(100)|
|XCOM Squad||Gunpowder||Nanotechnology||400||2||110||-||-||-||Skyranger (40 drop range)|
|Giant Death Robot||Armor||Nuclear Fusion||425||5||150||-||-||Uranium||no defensive bonuses, can move after attacking.|
|SS Booster||Civilian||Robotics||750||2||_||_||-||-||Starship component; 3 required|
|SS Cockpit||Civilian||Satellites||750||2||_||_||-||-||Starship component; 1 required|
|SS Engine||Civilian||Particle Physics||750||2||_||_||-||-||Starship component; 1 required|
|SS Stasis Chamber||Civilian||Nanotechnology||750||2||_||_||-||-||Starship component; 1 required|
(*UU - "Unique Unit"; a civilization-specific unit) (¹Requires Gods & Kings Expansion)
Civilian units (identified by a triangular icon) can stack in the same hex with a military unit. If a hostile unit moves into the same hex as a civilian unit, that civilian unit is destroyed. Two civilian units may not stack in the same hex.
Movement: 2; Strength: 0; Ranged Strength: 0; Cost: 106 hammers; Requires
Abilities: Found City (B): This order causes the Settler to found a city at its current location. The Settler is consumed in this process.
Notes: Growth of the City is stopped while this Units is being built. Settlers may only be built in Cities with at least 2 Citizens. This is the only unit in the game with regional variation: in addition to regional costume, the European version has a mule, the Native American version has a Llama, the Asian version has a water buffalo, and the African/Middle Eastern version has a camel.
Movement: 2; Strength: 0; Ranged Strength: 0; Cost: 70 hammers; Requires
Abilities: May create or repair land-based tile improvements. May clear Forest in 3 turns, Jungle in 6 turns, and Marsh in 5 turns (with appropriate technologies).
Notes: Workers can build various tile improvements, build roads and railroads, clear forests and jungle, and drain marshes. They can also embark on water like other land units (with the proper promotion). There is no suspension of city growth during production as there is with the Settler, so you may construct a Worker right away without hampering your new city's starting growth. As civilian units, Workers have no defense and so are captured if attacked by an enemy unit.
Movement: 4; Strength: 0; Cost: 30; Requires Resource: none
Abilities: Can construct Fishing Boats, Offshore Platform
Notes: The graphic for the work boat is very similar to the Fishing Boat. The work boat is consumed when creating the improvement.
Abilities: Construct Archaeological Dig: "Converts the Antiquity Site into an Archaeological Dig, which can yield a Great Work Artifact or be transformed into a Landmark improvement." After 3 turns, you can choose an Artifact (+2 Culture, +2 Tourism), or a Landmark (+1 Culture per Era older than the civ's current Era). The Archaeologist is consumed.
Notes: A civilian unit for finding Artifacts in Antiquity Sites, which, unsurprisingly, looks like Indiana Jones. It has a worker-like Build Actions menu, including the the Ability to Construct an Archaeological Dig on Antiquity Sites. Archaeologists can be created in any city with a University.
This is a new type of unit (represented by a pentagonal icon) that travels in an automated fashion along a pre-determined Trade Route between two cities. They are exclusively based in cities, similar to Air units, and only move out of the city when assigned to a Trade Route or Rebased to another city. As a separate unit type, Trade Units are in their own "layer" and so can stack with Civilian and Military units. Trade Units can be attacked by enemy forces or barbarians, but the movement of the unit not under the direct control of the player.
Movement: 1*; Range: 10, Cost: 75
Technology: Animal Husbandry
Abilities: Establish Land Trade Route
Notes: Caravan units are the earliest trade unit. The graphic is a string of three camels. They appear to be very slow (the Caravan in the demo moved only two hexes along a road in one turn), and have a maximum range of 10 hexes. Trade Unit movement is automated between target cities, in a similar way as Air units.
Movement: 1*; Range: 45, Cost: 100
Abilities: Establish Sea Trade Route
Notes: Used to enable International Trade Routes over sea. *The Movement value in the game UI is listed as 1, but the actual unit made an automated movement of about 5 hexes in a single turn. Trade Unit movement is automated between target cities, in a similar way as Air units.
Great People follow the rules for Civilian Units. Most Great People are generated by accumulating Great Person points, rather than being built or purchased. For all types except the Great General, Admiral, and Prophet, GP points are generated by Wonders and by city Specialists. GP points are specific to a particular type, and these accumulate per city, and can be tracked as seen at right. The points for Great Generals and Great Admirals are generated by victorious combat by land or sea units, respectively. Some unique units generate more Great General/Admiral points than normal. The meter for tracking Great General points can be seen in the Military overview screen.
As in Civ IV, Great People can be sacrificed to trigger a Golden Age. Only one Great Person is required to do this; the number does not increase (as it did in Civ IV), but the length of each successive Golden Age triggered this way is reduced (though not below 3 turns). Since the Gods & Kings expansion, only the Great Artist can be used to trigger a Golden Age.
Movement: 2; Strength: 0; Ranged Strength: 0
Notes: As before, Great Generals are produced when a civilization has repeated victories in combat. He can no longer join units as a Warlord (as in Civ IV), but his presence gives +15% combat bonus to friendly units within 2 tiles. He can sacrifice himself to create a Citadel (a super-Fort), which acts as the Culture Bomb used to. The Citadel must be built in your territory or within 1 hex of your territory (unlike a regular Fort, which can be built in unclaimed territory.
Movement: 2; Strength: 0; Ranged Strength: 0
Notes: Can sacrifice himself to construct a Manufactory improvement, or to hurry production of a unit, building or wonder.
Abilities: Create Great Work, Trigger Golden Age
Notes: The Great Artist is now really a "Great Painter." The graphic and icon for the Great Artist has changed; the graphic is now a painter and his two assistants (instead of a troupe of performers), and the icon is that of a painter's palette. Can still trigger a Golden Age, but it appears that there is no longer the ability to construct a Landmark. Landmarks may now be solely the product of an Archaeological Dig site.
Movement: 2; Strength: 120 Tourism
Abilities: Create Great Work, Perform Concert Tour: "This order will consume the Great Person and will spread a large quantity of Tourism to the civilization where the Musician is located. Other civs in the game also receive 20% of this Tourism."
Notes: Can expend itself to Create Great Work of Music. There is also a second triggered ability with a violin icon: Concert Tour, which is the Tourism equivalent of the Culture Bomb (no doubt related to its Tourism strength of 120).
Abilities: Create Great Work, Create Political Treatise
Notes: Create Political Treatise is a sort of internal Culture Bomb: a one-time boost of Culture.
Movement: 2; Strength: 0; Ranged Strength: 0
Notes: Can construct a Customs House improvement, or conduct a Trade Mission (to a city-state). The Trade Mission can be activated in the territory of any city-state (with which you are at peace), and by consuming the Great Merchant, will produce gold and increased influence with that city-state. Trade Missions can no longer be conducted with other civilizations.
Movement: 2; Strength: 0; Ranged Strength: 0
Notes: Can construct the Academy improvement, or add 6 turns' worth of Science to the currently researched Technology. Both functions expend the unit.
Movement: 6; Strength: -; Ranged Attack: -; Cost: -; Requires Resource: -
Notes: The Great Admiral can stack with combat naval units for protection. "The Great Admiral has the ability to instantly repair every naval and embarked unit in the same hex, as well as in adjacent hexes. The Great Admiral is consumed when performing this action. The Great Admiral also provides a 15% combat bonus to all player-owned naval units within 2 tiles. The Great Admiral is NOT consumed when he provides this bonus."
Movement: 5; Strength: 0; Ranged Strength: 0
Notes: The Khan is a unique Mongolian version of the Great General. In addition to his increased speed, the Khan heals adjacent friendly units an additional +15HP per turn. The Khan uses the same icon as and is otherwise identical to a normal Great General.
Abilities: Conduct Trade Mission, Construct Customs House
Notes: Venetian Unique Unit; replaces Great Merchant. Aside from the ability to conduct a Trade Mission, the Merchant of Venice can purchase City-States outright, bringing them under Venetian control as a Puppet. The Merchant of Venice is expended when used in this way, and there is no other monetary cost. Venice receives a Merchant of Venice instead of a Settler in situations in which they would normally be awarded a Settler (such as with the Collective Rule policy in the Liberty tree).
These units are not generated through Great Person points, but rather are purchased with the Faith resource.
Movement: 2; Religious Strength: 2000; Cost: n/a; Requires Resource: none
Abilities: Found Religion, Enhance Religion, Build Holy Site, Spread Religion (limited to 4 actions)
Notes: A new Great Person type that can be used to found a Religion or add Beliefs to a Religion. Can create a "Holy Site" tile improvement. Appears to be able to spread religion a limited number of times. Has a "Religious Strength" value which is related to the ability to spread religion. When used to spread religion, Great Prophets also remove competing religions, even in a foreign city. If you use any of your Spread Religion actions, the Prophet loses the ability to Build Holy Site or Enhance Religion.
Movement: 4; Religious Strength: 1000; Ranged Attack: -; Cost: 200 Faith;
Requires Resource: none
Special Abilities: -1 Visibility, Spread Religion: This order will covert some of the citizens of the nearby city to the unit's religion. This unit will be consumed if this is their final Spread Religion action. Spreading by Great Prophets also removes the influence of other religions." Unwelcome Evangelist: "Can enter rival territory without Open Borders but loses 25% of original religious strength for each turn they end on such a tile. Unit in eliminated when religious strength reaches 0."
Game Info: Used to spread religion to cities. May only be obtained by purchasing with Faith.
Strategy: Can be purchased with Faith in any city with a majority religion. Once adjacent to a city they can spread their religion to it (expending the Missionary after the second use).
Notes: A new unit that can be used to spread Religion, to your own cities or foreign cities (including City-States). It is purchased only with Faith, and the cost increases every Era. The Missionary has 2 Spread Religion actions, after which it is consumed. Missionaries can be captured in combat, but they retain their religious affiliation, so don't try to use them to Spread Religion, because they will spread the religion of the enemy.
Movement: 3; Strength: 0; Cost: 200 Faith; Requires
Special Abilities: +1 Sight, Remove Heresy: "This order will remove the presence of other religions from the nearby, friendly-controlled city. An inquisitor is consumed by this action."
Game Info: Used to remove other religions from Cities. May only be obtained by purchasing with Faith.
Strategy: Can be purchased with Faith with a majority Religion that has been enhanced. They can remove other religions from your cities (expending the Inquisitor) or be placed inside a city to protect it from Missionaries and Prophets trying to spread other religions to that city.
Notes: Inquisitors become available when you Enhance your religion with a second Great Prophet, and can only be purchased with Faith. The cost goes up with every Era. The Inquisitor only has 1 Remove Heresy action, which can only be used against your own cities.
Sea-Embarked Land Units
Movement: 2, 4, 6; Strength: 0; Ranged Strength: 0
Technology: Optics, Astronomy, Steam
Note: Land units can now embark on water, and take on the appearance and characteristics of a civilian transport. This means that dedicated transport units are gone from the game; land units themselves transform into a transport at the coast. Embarked transports are defenseless, and will be destroyed if a hostile naval unit enters the same tile. Embarked units CANNOT stack with military naval units. (the Songhai special ability gives transports the ability to defend themselves). The unit icon changes from a circle to a five-sided polygon, and while on the water it behaves as a civilian unit (so it can stack with a military escort vessel). The Embarkation promotion is given to all units with the discovery of Optics, but Embarked units have a move of 2 are limited to Coast tiles. Astronomy allows travel on Ocean tiles at increased speed to 4, and changes graphics to a galleon version. Steam further increases transport speed to 6, and changes the graphic to the modern transport form. Pictured below are the Optics, Astronomy and Steam representations of the Embarked form.
Some civilizations (notably Polynesia and Denmark) have custom graphics for their embarked form.
Unit Actions have been moved to their own page.
Promotions and attributes have been moved to their own page.