*This page last updated: 14 April, 2013 21:29 PST.
General Notes
- 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.
| 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 Artist | Civilian | - | - | 2 | - | - | - | - | Can build Landmark |
| Great Scientist | Civilian | - | - | 2 | - | - | - | - | Can build Academy |
| Great Engineer | Civilian | - | - | 2 | - | - | - | - | Can build Manufactory |
| Great Merchant | Civilian | - | - | 2 | - | - | - | - | Can build Customs House |
| Great Prophet¹ | Civilian | - | - | 2 | 2000 | - | - | - | Found Religion, Spread Religion, Build Holy Site |
| Great Admiral¹ | Civilian | - | - | ? | 0 | - | - | - | +15% combat bonus, can heal nearby naval units |
| Missionary¹ | Civilian | - | 200† | 4 | 1000 | - | - | - | Spread Religion |
| Inquisitor¹ | Civilian | - | 200† | 3 | 0 | - | - | - | Remove Heresy |
| 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 |
| 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 |
| 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 |
| 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 | - | - | - | German UU* +50% vs Mounted |
| 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 |
| 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 |
| 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 |
| 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 Safari¹ | Gunpowder | Gunpowder | 200 | 2 | 34 | - | - | - | Ethiopian UU*; Drill I, Near Capital Bonus |
| 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 | 50 | - | - | - | French UU*; 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 |
| 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) |
| 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) |
| 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.
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; Strength: 0; Ranged Strength: 0
Notes: Can sacrifice itself to construct a Landmark improvement, trigger a
Golden Age. As of the Gods & Kings expansion, the Great Artist no longer has the
Culture Bomb ability.

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.

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
+2HP per turn. The Khan uses the same icon as and is otherwise identical to a
normal Great General.

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."
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.













