*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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