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

General Notes

List of Units

Details about specific units have been split into era-specific sections; there you can find images and notes on each unit.

Ancient/Classical Units Medieval Units Renaissance Units
Industrial/Modern Units

Units Master List
Unit Type Technology Prod.
Cost
Move Str. Rngd
Str.
Range Req. Resource Notes
Warrior Melee - 40 2 8 - - -
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
Missionary¹ Civilian - 200 4 1000 - - - Spread Religion
Inquisitor¹ Civilian - 200 3 0 - - - Remove Heresy
Pathfinder Recon - 45 2 8 - - - Shoshone UU*; Native Tongue, ignores terrain cost
Khan Civilian (Great General) - 5 - - - - Mongolian UU*; Heals adjacent units.
Brute Melee - 20 2 8 - - - Barbarian UU*
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
Bowman Archery Archery 40 2 7 9 2 - Babylonian UU*;
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
Swordsman Melee Iron Working 75 2 14 - - Iron
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
Longswordsman Melee Steel 120 2 21 - - Iron
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
Musketman Gunpowder Gunpowder 150 2 24 - - -
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
Musketeer Gunpowder Gunpowder 150 2 28 - - - French UU*
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
Rifleman Gunpowder Rifling 225 2 34 - - -
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 - - -
Landship¹ Armor Combustion 350 4 60 - - Oil (WWI Tank)
Infantry Military Plastics 320 2 70 - - -
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
Mechanized Infantry Gunpowder Electronics 375 4 90 - - -
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

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.

Settler

Movement: 2; Strength: 0; Ranged Strength: 0; Cost: 106 hammers; Requires Resource: none
Technology: (none)
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.

Worker

Movement: 2; Strength: 0; Ranged Strength: 0; Cost: 70 hammers; Requires Resource: none
Technology: (none)
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.

Work Boat

Movement: 4; Strength: 0; Cost: 30; Requires Resource: none
Technology: Sailing
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.

Archaeologist

Movement: 4
Technology: Archaeology
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.

Trade Units

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.

Caravan

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.

Cargo Ship

Movement: 1*; Range: 45, Cost: 100
Technology: Sailing
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

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.

Great General

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.

Great Engineer

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.

Great Artist

Movement: 2
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.

Great Musician

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).

Great Writer

Movement: 2
Abilities: Create Great Work, Create Political Treatise
Notes: Create Political Treatise is a sort of internal Culture Bomb: a one-time boost of Culture.

Great Merchant

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.

Great Scientist

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.

Great Admiral

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."

Khan

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.

Merchant of Venice

Movement: 2
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).

Religious Units

These units are not generated through Great Person points, but rather are purchased with the Faith resource.

Great Prophet

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.

Missionary

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.

Inquisitor

Movement: 3; Strength: 0; Cost: 200 Faith; Requires Resource: none
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

Unit Actions have been moved to their own page.

Unit Promotions

Promotions and attributes have been moved to their own page.