*This page last updated: 25 April, 2021 15:00 PST. (Log of recent changes)

Starting in the Renaissance era, two of the same unit can be combined into a Corps, which is less powerful than two individual units, but more survivable and takes up less space on the map (to reduce overcrowding). Later in the modern era, three units can combine to form an Army. The ability to form Corps and Armies are unlocked in the Civics tree rather than the technology tree.
Units still earn XP and receive promotions. Units can be renamed (after receiving a second promotion), and there is even a random name generator.
Most infantry units have 4 figures at full strength, instead of the 12 in Civ V. According to art director Brian Busatti, even non-unique units will have some civilization-specific details and ethnically appropriate skin color.
Movement now requires that a unit has the full amount of movement points required to enter a tile. For example, if Warrior has a move of 2 but only 1 movement point left in a turn, it can't enter a hills tile (because Hills require 2 movement points). This change will increase the impact of terrain on movement, as you won't be able to ignore rough terrain just by using your last movement point on it.
Pillaging farms still heals units. Pillaging other improvements or districts gives resources appropriate to the tile type (i.e. science for a Campus), but does not heal the unit.
Naval units still come in ranged and melee varieties, and melee vessels can still attack coastal cities. The new Naval Raider type can attack coastal land units.
Some units (such as Settlers and Religious units) become more expensive as you build/buy more of them, similar to Great People in Civ V.
Strategic Resources
The mechanism for strategic resource requirements for units has changed. Similar to Civilization III and IV, unit that require strategic resources no longer consume resources; rather, there is simply a requirement that a city has access to that resource in order to build the unit in question. Cities with an Encampment always require 1 resource to be able to build the unit, and cities without Encampments require 2 resources. Unique units for civilizations never require strategic resources.
"[Support units] get their own layer of stacking. You can't have two support units in the same tile, but they can be combined with military units, or civilian units, or trade units, or whatever and not interfere with the stacking.” - Ed Beach
Embarked Units
Embarked unit graphics from various eras:
Unit List
Unit | Class | Era | Requires | Move | Melee Str. |
Rngd Str. |
Range | AA Str. |
Cost* | Mnt. | Req. Resource |
Notes |
Scout | Recon | Ancient | - | 3 | 10 | - | - | - | 30 | 0 | - | |
Warrior | Melee | Ancient | - | 2 | 20 | - | - | - | 40 | 0 | - | |
Eagle Warrior | Melee | Ancient | - | 2 | 28 | - | - | - | 65 | 0 | - | Aztec UU |
Builder | Civilian | Ancient | - | 2 | 0 | - | - | - | 50 | 0 | - | 3 Build charges |
Slinger | Ranged | Ancient | - | 2 | 5 | 15 | 1 | - | 35 | 0 | - | |
Settler | Civilian | Ancient | - | 2 | 0 | - | - | - | 80¹ | 0 | - | Founds Cities |
Trader | Trade | Ancient | Foreign Trade | 2 | 0 | - | - | - | 40 | 0 | - | Makes Trade Routes and roads |
Archer | Ranged | Ancient | Archery | 2 | 15 | 25 | 2 | - | 50 | 1 | - | |
Galley | Naval Melee | Ancient | Sailing | 3 | 25 | - | - | - | 65 | 1 | - | Coast only |
Viking Longship | Naval | Ancient | Sailing | 3 | 30 | - | - | - | 65 | 1 | - | Norway UU |
Heavy Chariot | Heavy Cavalry | Ancient | Wheel | 2 | 28 | - | - | - | 65 | 1 | - | +1 move in open terrain |
Maryannu Chariot Archer | Cavalry | Ancient | Wheel | 4 | 23 | 33 | 2 | - | 140 | 2 | - | Egyptian UU |
War-Cart | Heavy Cavalry | Ancient | - | 4 | 30 | - | - | - | 55 | 0 | - | Sumerian UU |
Spearman | Anti-Cavalry | Ancient | Bronze Working | 2 | 25 | - | - | - | 65 | 1 | - | +10 vs. Mounted |
Hoplite | Spear | Ancient | Bronze Working | 2 | 25 | - | - | - | 65 | 1 | - | Greek UU |
Battering Ram | Support | Ancient | Masonry | 2 | 0 | - | - | - | 65 | 1 | - | Damage city walls |
Barbarian Horse Archer | Light Cavalry | Ancient | - | 3 | 5 | 15 | 1 | - | - | - | Barbarian unit | |
Saka Horse Archer | Light Cavalry | Ancient | Horseback Riding | 4 | 15 | 25 | 1 | - | 100 | 2 | - | Scythian UU |
Pítati Archer | Ranged | Ancient | Archery | 3 | 17 | 30 | 2 | - | 1 | - | Nubian UU | |
Immortal | Melee | Classical | Iron Working | 2 | 30 | 25 | 2 | - | 100 | 2 | - | Persian UU |
Hypaspist | Melee | Classical | Iron Working | 2 | 36 | - | - | - | 100 | 2 | - | Macedonian UU +5 v. districts |
Hetairoi | Heavy Cavalry | Classical | Horseback Riding | 4 | 36 | - | - | - | 100 | 2 | - | Macedonian UU +5 next to GG |
Horseman | Light Cavalry | Classical | Horseback Riding | 4 | 35 | - | - | - | 80 | 2 | Horses | |
Varu | Cavalry | Classical | Horseback Riding | 2 | 40 | - | - | - | 120 | 3 | - | Indian UU |
Swordsman | Melee | Classical | Iron Working | 2 | 35 | - | - | - | 90 | 2 | Iron | |
Legion | Melee | Classical | Iron Working | 2 | 40 | - | - | - | 110 | 2 | - | Roman UU |
Ngao Mbeba | Melee | Classical | Iron Working | 2 | 35 | - | - | - | 110 | 2 | - | Kongo UU |
Quadrireme | Naval Ranged | Classical | Shipbuilding | 3 | 20 | 25 | 1 | - | 120 | 2 | - | Coast only |
Siege Tower | Support | Classical | Construction | 2 | 0 | - | - | - | 100 | 2 | - | Ignore city walls |
Catapult | Siege | Classical | Engineering | 2 | 23 | 35 | 2 | - | 120 | 2 | - | |
Missionary | Religious | - | Shrine | 4 | 100† | - | - | - | 50¹ | 0 | - | 2 Spread Religion |
Apostle | Religious | - | Temple | 4 | 110† | - | - | - | 125¹ | 0 | - | 2 Spread Religion, Evangelize Belief, Launch Inquisition |
Inquisitor | Religious | - | Temple | 4 | 75† | - | - | - | 50¹ | 0 | - | 2 Remove Heresy |
Guru | Religious | - | Temple | 4 | 90† | - | - | - | 120¹ | 3 Heal charges | ||
Warrior Monk | Melee | - | ? | 3 | 35 | - | - | - | ||||
Great Person | Civilian | - | - | 4 | 0 | - | - | - | - | 0 | - | See by type |
Pikeman | Anti-Cavalry | Medieval | Military Tactics | 2 | 41 | - | - | - | 200 | 3 | - | |
Berserker | Melee | Medieval | Military Tactics | 2 | 40 | - | - | - | 180 | 3 | - | Norway UU |
Samurai | Melee | Medieval | Military Tactics | 2 | 45 | - | - | - | 180 | 3 | - | Japanese UU |
Knight | Heavy Cavalry | Medieval | Stirrups | 4 | 48 | - | - | - | 180 | 3 | Iron | - |
Mamluk | Heavy Cavalry | Medieval | Stirrups | 4 | 48 | - | - | 180 | 3 | - | Arabian UU | |
Crossbowman | Ranged | Medieval | Machinery | 2 | 30 | 40 | 2 | - | 180 | 3 | - | |
Military Engineer | Support | Medieval | Military Engineering | 2 | 0 | - | - | - | 170 | 4 | - | |
Domrey | Siege | Medieval | Military Engineering | 2 | 33 | 45 | 2 | - | 220 | 3 | - | Khmer UU |
Winged Hussar | Heavy Cavalry | Medieval | Mercenaries | 4 | 55 | - | - | - | 250 | 3 | - | Polish UU |
Spy | Civilian | Renaissance | Diplomatic Service | 1 | 0 | - | - | - | 300 | 4 | - | Espionage missions |
Crouching Tiger | Ranged | Medieval | Machinery | 2 | 30 | 50 | 1 | - | 160 | 3 | - | Chinese UU |
Caravel | Naval Melee | Renaissance | Cartography | 4 | 50 | - | - | - | 240 | 4 | - | |
Privateer | Naval Raider | Renaissance | Mercantilism | 4 | 40 | 50 | 2 | - | 280 | 4 | - | Coastal raid |
Sea Dog | Naval Raider | Renaissance | Mercantilism | 4 | 40 | 50 | 2 | - | 280 | 4 | - | English UU |
Musketman | Melee | Renaissance | Gunpowder | 2 | 55 | - | - | - | 240 | 4 | Niter | |
Conquistador | Recon | Renaissance | Gunpowder | 2 | 55 | - | - | - | 250 | 4 | - | Spanish UU |
Frigate | Naval Ranged | Renaissance | Square Rigging | 4 | 45 | 55 | 2 | - | 280 | 5 | - | |
Bombard | Siege | Renaissance | Metal Casting | 2 | 43 | 55 | 2 | - | 280 | 4 | Niter | Can't move and attack |
Jong | Naval Ranged | Renaissance | Mercenaries | 5 | 45 | 55 | 2 | - | 300 | 5 | - | Indonesian UU |
Field Cannon | Ranged | Industrial | Ballistics | 2 | 50 | 60 | 2 | - | 330 | 5 | - | |
Redcoat | Melee | Industrial | Military Science | 2 | 65 | - | - | - | 340 | 5 | - | English UU |
Garde Imperiale | Melee | Industrial | Military Science | 2 | 65 | - | - | - | 340 | 5 | - | French UU |
Cavalry | Light Cavalry | Industrial | Military Science | 5 | 62 | - | - | - | 330 | 5 | Horses | |
Cossack | Light Cavalry |
Industrial | Military Science | 5 | 67 | - | - | - | 340 | 5 | - | Russian UU |
Rough Rider | Heavy Cavalry | Industrial | Rifling | 5 | 67 | - | - | - | 385 | 2 | - | American UU |
Ironclad | Naval Melee | Industrial | Steam Power | 5 | 60 | - | - | - | 380 | 5 | Coal | |
Medic | Support | Industrial | Sanitation | 2 | 0 | - | - | - | 370 | 5 | - | Heals adjacent units |
Ranger | Recon | Industrial | Rifling | 3 | 45 | 60 | 1 | - | 380 | 5 | - | |
Archaeologist | Civilian | Industrial | Natural History | 4 | 0 | - | - | - | 400 | - | - | explore Antiquity Sites |
Minas Geraes | Naval Ranged | Industrial | Nationalism | 5 | 70 | 80 | 3 | 75 | 430 | 6 | - | Brazilian UU |
Biplane | Air Fighter | Modern | Flight | - | 60 | 55 | 3 | - | 430 | 6 | - | |
Observation Balloon | Support | Modern | Flight | 2 | 0 | - | - | - | 240 | 2 | - | Adds +1 range |
Infantry | Melee | Modern | Replaceable Parts | 2 | 70 | - | - | - | 430 | 6 | - | |
Digger | Melee | Modern | Replaceable Parts | 2 | 72 | - | - | - | 430 | 6 | - | Australian UU |
Artillery | Siege | Modern | Steel | 2 | 58 | 70 | 2 | - | 430 | 6 | - | Can't move and attack |
Battleship | Naval Ranged | Modern | Steel | 5 | 60 | 70 | 3 | 65 | 430 | 6 | Coal | 1 tile air cover |
Submarine | Naval Raider | Modern | Electricity | 3 | 65 | 75 | 2 | - | 480 | 6 | - | Invisible unless adjacent |
U-Boat | Naval Ranged | Modern | Electricity | 3 | 65 | 75 | 2 | - | 430 | 6 | - | German UU |
AT Crew | Anti-Cavalry | Modern | Chemistry | 2 | 70 | - | - | - | 400 | 4 | - | |
Tank | Heavy Cavalry | Modern | Combustion | 4 | 80 | - | - | - | 480 | 6 | Oil | ignores zone of control |
Naturalist | Civilian | Modern | Conservation | 4 | 0 | - | - | - | 800 | - | - | Creates National Parks |
Bomber | Air Bomber | Atomic | Advanced Flight | - | 65 | 80 | 10 | - | 540 | 7 | Aluminum | |
Fighter | Air Fighter | Atomic | Advanced Flight | - | 80 | 65 | 4 | - | 540 | 7 | Aluminum | |
P-51 Mustang | Air | Atomic | Advanced Flight | - | 85 | 65 | 4 | - | 540 | 7 | - | American UU |
Anti-Air Gun | Support | Atomic | Advanced Ballistics | 2 | 0 | - | 1 | 65 | 455 | 5 | - | 1 tile air cover |
Machine Gun | Ranged | Atomic | Advanced Ballistics | 2 | 65 | 75 | 1 | - | 540 | 6 | - | |
Aircraft Carrier | Naval Carrier | Atomic | Combined Arms | 3 | 65 | - | - | - | 540 | 7 | Oil | 2 air capacity |
Destroyer | Naval Melee | Atomic | Combined Arms | 4 | 80 | - | - | 50 | 540 | 7 | - | reveals Submarines |
Helicopter | Light Cavalry | Atomic | Synthetic Materials | 4 | 82 | - | - | - | 600 | 7 | - | |
Nuclear Submarine | Naval Raider | Information | Telecommunications | 4 | 80 | 85 | 2 | - | 680 | 8 | Uranium | invisible unless adjacent |
Mechanized Infantry | Melee | Information | Satellites | 3 | 90 | - | - | - | 660 | 8 | - | |
Rocket Artillery | Siege | Information | Guidance Systems | 2 | 78 | 85 | 3 | - | 680 | 8 | - | can't move and attack |
Mobile SAM | Support | Information | Guidance Systems | 2 | 0 | - | 1 | 75 | 590 | 7 | - | 1 tile air cover |
Jet Fighter | Air Fighter | Information | Lasers | - | 90 | 75 | 5 | - | 680 | 8 | Aluminum | |
Missile Cruiser | Naval Ranged | Information | Lasers | 4 | 70 | 85 | 3 | 85 | 680 | 8 | - | |
Modern Armor | Heavy Cavalry | Information | Composites | 4 | 90 | - | - | - | 680 | 8 | Uranium | |
Modern AT | Anti-Cavalry | Information | Composites | 2 | 80 | - | - | - | 580 | 8 | - | |
Jet Bomber | Air Bomber | Information | Stealth Technology | - | 78 | 80 | 15 | - | 680 | 8 | Aluminum |
*Cost in Production, Faith or Gold as applicable. ¹Cost of this unit increases with each one you build. †Religious Strength
Scout
Movement: 3; Melee Strength: 10; Cost: 20 production
Technology: none
"Fast moving melee unit."
Warrior
Movement: 2; Melee Strength: 20; Cost: 30 production
Technology: none
Promotions: ; +5 vs. Spearmen and Pikemen
"Weak melee unit."
Builder
Movement: 2; Melee Strength: 0; Builds: 3; Cost: 50 production
Technology: none
"May create tile improvements or remove features like Woods or Rainforest.
Builders can be used 3 times. This can be increased through policies or wonders
like the Pyramids."
Notes: This new version of the Worker now builds improvements instantly, but has
only three Build charges before it is expended. The Chinese unique ability
extends this number of charges to four, and there are Social Policies which also
increase it. The number of figures displayed in the
unit indicates the number of Build charges remaining. Builders cannot be
automated. Builders are now responsible for water-borne
improvements as well (instead of having dedicated Work Boats). Builders may
repair pillaged tile improvements; this takes one turn and costs no
build charges.
Slinger
Movement: 2; Melee Strength: 5; Ranged Strength: 15; Attack Range: 1; Cost: 25
production
Technology: none
"Weak ranged unit. Better on attack than defense."
Notes: A 1-hex range missile unit which you start the game able to build.
Settler
Movement: 2; Melee Strength: 0; Base Cost: 80* production
Technology: none
"May create new cities. Reduces city's Population by 1 when completed."
Notes: Settlers have a extra 1-tile sight range. The cost of Settlers
increases each time you build one.
Eagle Warrior
Movement: 2; Melee Strength: 28
Notes: This unique unit for the Aztecs replaces the basic Warrior and can convert defeated enemies into
Builders. This conversion ability works only against the units of other
civilizations, not barbarians.
Heavy Chariot
Requires: Wheel
Movement: 2*; Melee Strength: 28; Base Cost: 65 production
"Hard-hitting, Ancient era heavy cavalry unit. Gains 1 bonus
Movement if it begins a turn on a flat tile with no Woods, Rainforest or
Hills."
Notes: *Chariots gain +1 movement when they start
in open terrain.
Maryannu Chariot Archer
Requires: Wheel
Movement: 4*; Melee Strength: 23; Ranged Strength: 33; Attack Range: 2
Notes: Egyptian unique unit, replaces Heavy Chariot. *Receives bonus movement when it
starts on open terrain.
War-Cart
Requires: none
Movement: 4*; Melee Strength: 30; Cost: ?
Notes: Unique unit for Sumeria, available for the start of the game. Suffers no penalty against spearman or other anti-cavalary units,
and *gains extra movement if starts in open terrain.
Trader
Requires: Foreign Trade civic
Movement: 2; Cost: 34 production
"May make and maintain a single trade route."
Notes: Traders automatically build Ancient Roads as they
move between cities.
Tweakers.net claims that Traders count as support units and therefore can be
linked to a military unit for protection (no corroboration on this claim yet).
Trade units have an unusual arrow-shaped unit icon. Trade units still occupy
their own layer, and so can stack in the same tile with other unit types. There
is only one type of Trader, which can move across either land or sea (once
Celestial Navigation is researched).
Archer
Requires: Archery
"First Ancient era ranged unit with a Range of 2."
Movement: 2; Melee Strength: 15; Ranged Strength: 25; Attack Range: 2;
Cost: 33 production (quick)
Spearman
Requires: Bronze Working
Movement: 2; Melee Strength: 25; Cost: 50 production (43 on fast)
"Ancient era melee unit that's effective against mounted units."
Notes: +10 combat bonus vs. mounted units.
Hoplite
Requires: Bronze Working
Movement: 2; Melee Strength: 25
Notes: Greek unique unit; replaces Spearman. Gains a +10 combat bonus when adjacent to other Hoplite units (appears to be a flat bonus, not per adjacent unit).
Battering Ram
Requires: Masonry
Movement: 2; Combat Strength: 0; Cost: 50 production (43 on fast)
"Ancient era support unit. When adjacent to a city, melee units may damage the city's
Walls."
Barbarian Horse Archer
Movement: 3; Melee Strength: 5; Ranged Strength: 15; Attack Range: 1
Notes: This is a variant of the Scythian unique unit that can be
built by the barbarians.
Saka Horse Archer
Movement: 4; Melee Strength: 15; Ranged Strength: 25; Attack Range: 1; Cost: 100 production
Notes: Unique unit for Scythia. Does not require Horses.
Pítati Archer
Notes: Nubian unique unit; replaces Archer.
Galley
Requires: Sailing
Movement: 3; Melee Strength: 25; Cost: 43 production (quick)
"Ancient era melee combat unit. Can only operate on Coastal waters until
Cartography is researched."
Notes: This was also seen
in early videos used as the graphic for Embarked land units, but that was a
placeholder.
Viking Longship
Requires: Sailing
Notes: Unique unit for Norway; replacing Galley. Can
heal in neutral territory. The Norwegian special ability to raid coastal
tiles can be used to clear minor tribe huts and empty barbarian camps.
Quadrireme
Requires: Shipbuilding
Movement: 3; Melee Strength: 20; Ranged Strength: 25; Attack Range: 1;
Cost:
"Classical era ranged naval unit. Can only operate on Coastal waters
until Cartography is researched."
Notes: An early naval unit with a range-1 bombardment attack.
Horseman
Requires Horseback Riding; 1 Horses (2 without Encampment)
Movement: 4; Melee Strength: 35; Cost: 53 production (quick) + Horses*
"Fast-moving Classical era melee unit."
Notes: *This unit requires 1 Horse if the city has an Encampment, and 2 Horses
otherwise.
Catapult
Requires: Engineering
Movement: 2; Melee Strength: 23; Bombard Strength: 35; Attack Range:
2; Cot: 80 (quick)
"Classical era siege unit, ideal for attacking cities."
Notes: This is a ranged unit rather than a support unit. Support units have 0 combat strength and a diamond-shaped icon (see
Battering Ram and Siege Tower)
Siege Tower
Requires: Construction
Movement: 2; Combat Strength: 0
"Classical era support unit. When adjacent to a city, attacking melee
units ignore Walls and immediately assault the city."
Swordsman
Requires: Iron Working, 1 Iron (2 without Encampment)
Movement: 2; Melee Strength: 35; Cost: 60 production (quick) + Iron*
"Strong Classical era melee unit."
Notes: Some ethnic variations can be seen in the swordsman units
for different civilizations. *This unit requires 1 Iron if the city has
an Encampment, and 2 Iron otherwise.
Legion
Requires: Iron Working
Movement: 2; Melee Strength: 40
Notes: Unique unit for Rome, replaces Swordsman. Can function as a Military Engineer to build a Roads and the Roman Fort, which gives +4 defensive strength and Fortification bonus to the occupying unit. Has a limited number of build charges.
Is "more expensive" than the Swordsman.
Hypaspist
Requires: Iron Working
Movement: 2; Melee Strength: 36
Notes: Macedonian unique unit; replaces Swordsman. +5 Combat Strength
when besieging Districts. 50% Additional Support bonus.
Hetairoi
Requires: Horseback Riding
Movement: 4; Melee Strength: 36
Notes: Macedonian unique unit; replaces Horseman. Additional +5 Combat
Strength when adjacent to a Great General. +5 Great General points when
killing an enemy unit. Starts with 1 free promotion.
Immortal
Requires: Iron Working
Movement: 2; Melee Strength: 30
Notes: Persian unique unit; replaces Swordsman. Has a ranged attack.
Ngao Mbeba
Requires: Iron Working
Notes: Unique unit for Kongo, replaces Swordsman. Receives a bonus to
ranged defense, and does not require Iron. Woods and Rainforests do not slow
them down or block sight. The term means
"shield bearer" in Swahili.
Varu
Requires: Horseback Riding
Movement: 2; Melee Strength: 40
Notes: Indian unique unit, presumably replaced Horseman. Reduces the Combat Strength of
adjacent enemy units by -5.
Domrey
Requires: Military Engineering; Upgrades to: Artillery
Movement: 2; Melee Strength: 33; Ranged Strength: 45; Range:2
Notes: Khmer unique unit. Can move and shoot in the same turn and exerts
zone of control.
Military Engineer
Requires: Military Engineering, Armory
Movement: 2; Combat Strength: 0; Build charges: 2
"Medieval era support unit. Requires an Armory to produce. Can construct
Roads, Fort, and Airstrip improvements."
Notes: A mid-game unit which allows to you build roads where you
like (instead of waiting for Traders to do it automatically).
Samurai
Requires: Military Tactics
Movement: 2; Melee Strength: 45
Requires: Military Tactics
Notes: Samurai are a Japanese unique unit. Samurai fight as if they were at full
strength until they are completely destroyed.
Crossbowman
Requires: Machinery
Movement: 2; Melee Strength: 30; Ranged Strength: 40; Attack Range: 2;
Cost: 120 production (quick)
"Medieval era ranged unit."
Pikeman
Requires: Military Tactics
Movement: 2; Melee Strength: 41; Cost: 134 (quick)
"Medieval era melee unit that's strong against mounted units."
Notes: As with the Swordsman, the Pikeman has ethnic variations to
the models (mainly in the hats and weapons).
Berserker
Requires: Military Tactics
Movement: 2; Melee Strength: 40; Base Cost: 180 production; Maintenance:
3 gold
Notes: Unique unit for Norway; does not replace any unit. Pillaging costs 1 Movement.
+7 Combat Strength when attacking and -7 Combat Strength when defending.
Knight
Requires Stirrup, 1 Iron (2 without Encampment)
Movement: 4; Melee Strength: 48; Cost: 120 production (quick)
"Hard-hitting, Medieval era mobile land unit."
Mamluk
Requires Stirrup, 1 Iron (2 without Encampment)
Movement: 4; Melee Strength: 48; Cost: ?
Notes: Unique unit for Arabia, replaces Knight. Heals at the end of every turn, even if it has moved or attacked.
Crouching Tiger Cannon
Requires: Machinery
Notes: Unique unit for China.
"This high-power, short-range unit doesn't require specific resources to
produce."
Winged Hussar
Requires: Mercenaries. Upgrades to: Tank
Movement: 4; Melee Strength: 55; Base Cost: 250 production; Maintenance:
3
Notes: Polish unique unit. Pushes defending enemy units back from their
hex in any battle where they score more damage. Defenders that cannot
retreat suffer additional damage.
Caravel
Requires: Cartography
"Fast Renaissance era exploration melee naval unit."
Movement: 4; Melee Strength: 50
Sea Dog
Movement: 4; Melee Strength: 40; Ranged Strength: 50; Attack Range: 2
Notes: This is an English unique unit, probably a replacement for the
Privateer. It can "bully" weaker units (?) and capture enemy ships.
Frigate
Requires: Square Rigging
Privateer
Requires: Mercantilism civic
Notes: Alas, the Privateer graphic is essentially the same as the Sea
Dog.
Jong
Requires: Mercenaries
Notes: Indonesian unique unit; replaces Frigate. Formation units all
inherit escort's Movement speed and +5 Combat Strength when in a
formation.
Missionary
Requires: Shrine
Movement: 4; Religious Strength: 100; Base Cost: 50 Faith.
"May convert Citizens to their Religion. May not initiate
theological combat with units of other Religions (but can defend)."
Notes: Has 2 Spread charges. As with Builders, the number of figures in the
unit represents the number of charges remaining. Missionaries can only be
purchased with Faith.
Apostle
Requires: Temple
Movement: 4; Religious Strength: 110; Base Cost: 50 Faith
Actions: Spread Religion, Launch Inquisition, Evangelize Belief
"May convert Citizens to their Religion and initiate theological combat
with units of other Religions."
Notes: Apostles also have 2 Spread Religion charges. The entire unit
can be spent to add a Belief to a religion, or to Launch Inquisition,
which allows Inquisitors to be purchased.
Inquisitor
Requires, Temple, Launch Inquisition
Movement: 4; Religious Strength: 70; Spread Charges: 2; Base Cost: 50 Faith
Notes: In order to unlock Inquisitors, you must first have an Apostle use
the "Launch Inquisition" ability. The Inquisitor has a "Remove Heresy" ability,
which consumes a Spread charge to reduce foreign religions in one of your
cities. Inqusiitors cannot enter territory which is controlled by a foreign
religion.
Guru
Warrior Monk
Movement: 3; Melee Strength: 35
Notes: Purchaseable with Faith with the appropriate religious Belief. Has its
own promotion tree, which can increase
its strength to as high as 60.
Ranger
Requires: Rifling
Movement: 3; Melee Strength: 45; Ranged Strength: 65; Attack Range:
1
"Fast-moving industrial era recon unit."
Notes: A midgame upgrade for the Scout.
Archaeologist
Requires: Natural History
Movement: 4; Combat Strength: 0
Notes: Has the "Excavate Artifact" action. It appears that each Museum
building can only support a certain number of Archaeologists.
Spy
Movement: 1; Cost: 201 production
"Performs secret missions in foreign cities and protects your cities
from enemy Spies."
Notes: Though the Spy is built and appears on the map like a
regular unit, it works more or less the same way as spies from Civ V or
Beyond Earth. Spies are dispatched to cities via a menu, and once there
can choose from a number of available missions based on the districts in
the target city.
Bombard
Movement: 2; Melee Strength: 43; Bombard Strength: 55; Attack Range: 2
"Renaissance era siege unit, ideal for attacking cities."
Musketman
Requires: Gunpowder, 1 Niter (2 without Encampment)
Movement: 2; Melee Strength: 55
Conquistador
Movement: 2; Melee Strength: 55
Notes: Spanish unique unit, replaces Musketman (it's
literally a reskin of the Musketman at this point). +10
Combat Strength when stacked with an Apostle, Inquisitor or Missionary.
If a Conquistador is adjacent to a city when it is captured, it automatically convert to Spain's majority religion.
Redcoat
Requires: Military Science
Movement: 2; Melee Strength: 65
Notes: Unique unit for England. Gains a
bonus fighting on foreign continents, and can disembark without using a
movement point.
Garde Impériale
Requires: Military Science.
Movement: 2; Melee Strength: 65
Notes: French unique unit. Receives a
combat bonus (+10) for fighting on the home continent, and Great General
points from kills.
Cavalry
Requires: Military Science
Rough Rider
Requires: Rifling
Notes: American unique unit; this is a heavy cavalry unit which is available
in addition to the regular Cavalry unit. +10 Combat Strength in
Hills, gain Culture from kills on their home continent and have a low
maintenance cost.
Cossack
Notes: Russian unique unit, replaces Cavalry. Can move after attacking.
Field Cannon
Requires: Ballistics
Movement: 2; Melee Strength: 50; Ranged Strength: 60; Attack Range: 2
Notes: This is a ranged rather than a siege unit, and so it can move and
attack in the same turn.
Ironclad
Requires: Steam Power
Movement: 5; Melee Strength: 60
Medic
Requires: Sanitation
Minas Geraes
Requires: Nationalism
Movement: 5; Melee Strength: 70; Ranged Strength: 80; Attack Range: 3
Notes: Unique unit for Brazil, replaces Battleship but is available
earlier. It has "improved
defense and ranged attack" and requires the Nationalism civic (instead
of the normal technology).
Observation Balloon
Requires: Flight
Base Cost: 240 production; Maintenance: 2 Gold
Movement: 2; Melee Strength: 0
"Modern era support unit. Adds +1 Range to adjacent bombard strength
units."
Note: The range increase appears to work only with Siege units, not with
other ranged units. The balloon also seems to add to the visibility of
the siege unit.
Infantry
Requires: Replaceable Parts
Movement: 2; Melee Strength: 70; Base Cost: 430 production; Maintenance: 6 gold
Tank
Requires: Combustion
Movement: 4; Melee Strength: 80
Artillery
Requires: Steel
Machine Gun
Requires: Advanced Ballistics
Digger
Requires: Replaceable Parts
Movement: 2; Melee Strength: 72
Notes: Australian UU; replaces Infantry. +10 Combat Strength when
fighting on Coastal tiles. +5 Combat Strength when fighting in Neutral
or Foreign territory.
Battleship
Requires: Steel
Movement: 6; Melee Strength: 60; Ranged Strength: 70; Attack Range: 3;
Requires: Coal
Submarine
Requires: Electricity
U-Boat
Requires: Electricity
Movement: 5; Melee Strength: 65; Ranged Strength: 75; Attack range: 2
Notes: German Unique Unit, replaces Submarine. Has a lower
production cost and receives a combat bonus (+10) in deep ocean.
AT Crew
Requires: Chemistry
Movement: 2; Combat Strength: 70
"Modern era counter to cavalry class units."
Notes: This is a combat unit rather than a support unit.
Naturalist
Requires: Conservation
Movement: 1
"A late-game civilian who can create a single National Park to attract Tourists.
Must be purchased with Faith."
Destroyer
Requires: Combined Arms
Notes: This appeared as a pair of ships in early shots, but is a single
ship in the released game.
Carrier
Anti-Air Gun
Helicopter
Notes: The Helicopter operates as a normal land unit, though it can move over water.
Nuclear Submarine
Notes: Can carry nuclear weapons, and can bombard land targets as well as naval targets. Cannot travel under ice.
Modern Armor
Requires: Composites
Mechanized Infantry
Requires: Satellites
Rocket Artillery
Notes: Cannot move and fire in the same turn.
Modern AT
Requires: Composites
Mobile SAM
Missile Cruiser
Requires: Lasers
Notes: Although this is called a "Missile Cruiser," it's very small -- about the size of of the modern version of
the Fishing Boats. The design is clearly based on the Soviet
"Nanuchka-III"-class antisubmarine missile corvette.
Air Units
Air units behave a little differently in Civilization VI. They can only be built in cities with an Aerodrome district, which can only base a limited number of air units (upgradeable with various buildings). They can be rebased at other Aerodromes, city centers, Carriers or Airfield improvements. Fighters (including Biplanes and Jet Fighters) can be "deployed" to an open tile from which they can attack or intercept, but must return to a proper base to repair.
Biplane
Requires: Flight
Notes: Ack! There's no pilot!
Fighter
Requires: Advanced Flight
P-51 Mustang
Requires: Advanced Flight
"American unique air unit that replaces the Fighter. Better attack
against fighters, farther range, and earns experience faster."
Notes: Note
that the insignia is of the "Red Tails" squadron of the Tuskegee Airmen.
Bomber
Requires: Advanced Flight
Movement: 5; Melee Strength: 65; Bombard Strength: 80; Attack Range:
11
Jet Fighter
Jet Bomber
Great People
Great People are now similar to the Founding Fathers in Civ 4: Colonization, in that each named individual gives unique benefits, and they are pulled from a common pool with rival civilizations. Great people are still earned by accumulating Great Person Points, but at any given time, one great person of each type (Great Admiral, Artist, Musician, Writer, Engineer, General, Merchant, Prophet, Scientist) is available to all civilizations, and everyone can see everyone else's progress toward earning each one. Each time a great person is recruited, the GPP cost for the next person of that type is recruited for all civilizations. You can also choose to pass over a currently available great person in hopes of getting access to a better one.
You can "rush-buy" a Great Person with Patronage by spending an amount of Gold or Faith proportional to the amount of GPP's still needed to recruit that person. You can't do this if someone already has enough points to recruit that Great Person, or if you have previously passed over that Great Person. Great Persons can also be generated by certain Wonders (the Stonehenge wonder creates a Great Prophet).
Each Great Person has a unique ability that presumably consumes the unit. Great Generals and Admirals also have a passive ability. It appears that all Great People have a Movement of 4 and a Combat Strength of 0.
Great Prophet
Movement: 4; Melee Strength: 0
Notes: All the Great Prophets have the same ability: Found
Religion. They can no longer spread religion or add beliefs (these
functions are now taken by Missionaries and
Apostles. They are generated by Great Person
Points instead of Faith. Stonehenge awards a free Great Prophet. It
looks like there are only a limited number of Great Prophets in each
game, and once they are recruited, no more religions can be founded (and
it looks like once you've found a religion, no more Great Prophets can
be recruited).
Great Prophet List:
Confucius (Classical Era): Founds a Religion, and establishes this
city as a Holy City.
Laozi (Classical Era): Founds a Religion, and establishes this
city as a Holy City.
John the Baptist (Classical Era)
Zoroaster
Siddhartha Gautama
Bodhidharma
Irenaeus (Medieval Era): Founds a Religion, and establishes this city as
a Holy City.
Adi Shankara (Medieval Era): Founds a Religion, and establishes
this city as a Holy City.
Songtsan Gampo (Medieval Era)
O no Yasumaro (Medieval Era)
Simon Peter
Thomas Aquinas (Renaissance Era)
Francis of Assisi
Haji Huud (Renaissance)
Madva Achaya (Renaissance)
Great General
Notes: All Great Generals have a passive ability in addition to their unique active abilities: Provides +5 Combat Strength to land units of the appropriate 2 eras (the listed era and the one following) within 2 tiles. So after the 2 eras that a General is good for, you'll probably want to spend him or her.
Great General List:
Hamilcar Barca (Classical Era): Grants 1
promotion level to a military land unit.
Boudica (Classical Era): Converts adjacent Barbarian units to
your control.
Sun Tzu (Classical General): The Art of War (Great Work of
Writing)
Æthelflæd (Medieval Era): Instantly creates a Knight unit.
El Cid (Medieval Era): Forms a Corps out of a military land unit
Genghis Khan (Medieval Era): Grants 1 promotional level. 25%
combat bonus for mounted units.
Jeanne D'arc (Renaissance Era): Create a
Relic.
Ana Nzinga (Renaissance Era): Gain 1 Envoy.
Gustavus Adolphus (Renaissance Era): Instantly create a Bombard
unit.
Simon Bolivar (Industrial Era) Gain 2 Envoys.
Great Admiral
Notes: All Great Admirals have a passive ability in addition to their unique active abilities: Provides +5 Combat Strength to naval units of the appropriate 2 eras (the listed era and the one following) within 2 tiles. So after the 2 eras that an Admiral is good for, you'll probably want to spend him or her.
Great Admiral List:
Themistocles (Classical Era): Instantly
creates a Quadrireme unit.
Gaius Duilius (Classical Era): Forms a Corps out of a military
naval unit.
Artemisia (Classical Era): Grants 1 promotion level to a military
naval unit.
Santa Cruz (Renaissance Era): Forms an Army out of a military
naval unit.
Yi Sun-Sin (Renaissance Era): Instantly creates an Ironclad unit
with 1 promotion level.
Francis Drake (Renaissance Era): Gain 75 Gold (on Standard
speed).
Ching Chih (Industrial Era): Gain 100 Gold.
Military units get +60% rewards for plundering sea Trade Routes.
Great Scientist
Hypatia (Classical Era): Libraries provide +1 Science. Instantly builds
a Library in this district.
Euclid (Classical Era): Provides the Eureka bonus for Mathematics
along with another random Classical or Medieval tech.
Aryabhata (Classical Era): Triggers the Eureka moment for 3 random
technologies from the Classical or Medieval era.
Omar Khayyam (Medieval Era): Triggers the Eureka moment for 2 random
technologies and the Inspiration moment for 1 random civic from the
Medieval or Renaissance era.
Abu Al-qasim Al-rahrwai (Medieval Era): Passive: +20 HP healing for
units within one tile. Active: Triggers the Eureka moment for one
random technology from the Medieval or Renaissance era. Wounded units
can heal +5 HP each turn.
Hildegard of Bingen (Medieval Era): Gain 100 Faith. This Holy Site
district's Faith adjacency bonus provides Science as well.
Galileo Galiei (Renaissance Era): Gain 250 Science for each adjacent
Mountain tile.
Emile du Chatelet (Renaissance Era): Triggers the Eureka moment for 3
random technologies from the Renaissance or Industrial eras.
Isaac Newton (Renaissance Era): Instantly builds a University and
Library in this district. Universities provide +2 Science.
Great Engineer
James of St. George (Medieval Era): Instantly builds Ancient and
Medieval Walls in this city, and provides enough Gold per turn to pay
for their maintenace.
Isidore of Miletus (Medieval Era): Grants Wonder production.
Bi Sheng (Medieval Era): Lets this city build an additional
District regardless of population, and triggers the Eureka for Printing.
Filippo Brunelleschi (Renaissance Era): Grants 211,047 Production
towards wonder construction.
James Watt (Industrial Era) Instantly builds a Factory and
Workshop in this district. Factories provide +2 Production.
Ada Lovelace (Industrial Era): Triggers the Eureka moment for the
Computers technology. Lets the city build one more district than the
population limit allows.
Great Merchant
Colaeus (Classical Era): Gain 100 Faith. Grants 1 free copy of the
Luxury resource on this tile to your Capital city.
Zhang Qian (Classical Era): Gain an additional trade route, and
foreign trade routes to this city provide +2 gold for both civs.
Marcus Lacinius Crassus (Classical Era): Gain 60 Gold. Your
nearest city annexes this tile in the territory
Giovanni de Medici (Renaissance Era) -Instantly build a Bank and
Market in this district. The Bank gets 2 Great Work slots, which can
hold anything except Relics.
Jakob Fugger (Renaissance Era): Gain 350 Gold. Gain 2 Envoy.
John Jacob Astor (Industrial Era): Gain 500 Gold. Gain 2 Envoys.
Raja Todar Mal (Renaissance Era): Your Trade Routes to your own cities gain
+0.5 Gold for each specialty district at the destination. Gain 1 Envoy.
William Randolph Hearst (Industrial Era): ?
Great Writer
Homer (Classical Era): Odyssey and Iliad.
Bhasa (Classical Era): The Madhyama Vyayoga (Great Work of Writing), Pratima-nataka
(Great Work of Writing).
Qu Yuan (Classical Era) Chu Ci and Lament for Ying.
Ovid (Classical Era): Metamorphoses, Heroides
Christine de Pizan (Classical): The Book of the City of Ladies,
The Treasure of the City of Ladies
Li Bai (Medieval Era): Drinking Alone by Moonlight, In the
Mountains on a Summer Day
Murasaki Shikibu (Medieval Era): The Diary of Lady Murasaki, The
Tale of Genji
Goeffrey Caucer (Medieval Era): The Canterbury Tales, Troilus and
Criseyde
Miguel de Cervantes (Renaissance Era): Don Quixote, Novelas
Ejemplares (Exemplary Novels)
William Shakespeare (Renaissance Era): Romeo and Juliet, Hamlet
Jane Austen (Industrial Era): Pride and Prejudice (Great Work of Writing), Sense and
Sensibility (Great Work of Writing).
Edgar Allen Poe (Industrial Era): The Tell-Tale Heart, The Raven
Great Artist
Michelangelo (Renaissance Era): Sistine Chapel Ceiling (Religious
Art), Pieta (Sculpture), and David (Sculpture)
Donatello (Renaissance Era): Saint Mark (Sculpture) and
Gattamelata (Sculpture) and Judith Slaying Holofernes (Sculpture)
Andrei Rublev (Renaissance Era): Annunciation (Religious),
Saviour in Glory (Religious), Ascension (Religious)
Hieronymus Bosch (Renaissance Era): The Garden of Earthly
Delights (Religious), The Last Judgment (Religious), The Haywain
Triptych (Religious)
Great Musician
Johann Sebastian Bach (Industrial Era): "Little" Fugue in G minor
and Cello Suite No. 1
Yatsuhashi Kengyo (Industrial Era): Rokudan no Shirabe and
Hachidan no Shirabe.
Antonio Vivaldi (Industrial Era): Four Seasons: Winter, La Notte
Concerto
Wolfgang Amadeus Mozart (Industrial Era): Eine kleine Nachtmusik,
Symphony #40 Mvt. 1
Ludwig van Beethoven (Industrial Era): Ode to Joy (Symphony #9),
Symphony #3 (Eroica Symphony) Mvt. 1
Promotions
Rather than being generic, promotions are now specific to each unit type. For example, scouts might receive a bonus in their movement stats, whereas warriors receive an early advantage against barbarians. Accepting a promotion now ends the unit's turn, but it does heal the unit by about 50% of its total health. Promotions can be saved from turn to turn, but the unit will not earn more experience while it has an unspent promotion.
Each promotion tree has two branches with three tiers, and then the fourth tier is shared between the two branches.
Recon promotions:
I Ranger: Faster movement in Woods and Jungle terrain.
II Sentry: Can see through Woods and Jungle.
III Spyglass: +1 sight range.
I
Alpine: Faster movement on Hill terrain.
II Guerrilla: Can move after attacking.
III Ambush: +20 Combat Strength in
all situations.
IV
Camouflage: Only adjacent enemy units can reveal this unit.
Melee promotions:
I Battlecry: +7 when attacking melee and ranged units.
II Commando: Can scale Cliff walls.
III Zweihander: +7 Combat Strength vs. anti-cavalry units
I
Tortoise: +10 when defending against ranged attacks.
II Amphibious: No Combat Strength and Movement penalty when
attacking from sea or river.
III Urban Warfare: +10 Combat Strength when attacking in a
district.
IV Elite Guard: +1 additional attack per turn if
Movement allows. Can move after attacking.
Anti-Cavalry promotions:
I Echelon: +5 combat bonus vs. cavalry units.
II Square: Double Combat Strength when occupying the same hex
as a support unit.
III Redeploy: +1 Movement.
I Thrust: +10 combat bonus vs. melee units.
II Schiltron: +10 Combat Strength when defending vs. melee
class units.
III Choke Points: +7 Combat Strength
when defending in Woods, Jungle, Hills, or Marsh.
IV Hold the Line: Adjacent units of a different class get +10 Combat
Strength vs. cavalry.
Heavy Cavalry promotions:
I Charge: +10 attack vs. fortified defender.
II Marauding: +7 Combat Strength vs. units in districts
III Armor Piercing: +7 Combat
Strength again other heavy cavalry units.
I Barding: +7 defense vs. ranged attacks.
II Rout: +5 Combat Strength against damaged units.
III Reactive Armor: +7 Combat
Strength when defending against heavy cavalry and anti-cavalry.
IV Breakthrough: +1 additional attack per turn if Movement allows.
Light Cavalry promotions:
I Caparison: +5 Combat Strength vs. anti-cavalry
II Depredation: Pillaging costs only 1 Movement point
III: Spiking the Guns: +7 Combat
Strength vs. siege units.
I Coursers: +5 Combat Strength when attacking ranged and siege units.
II Double Envelopment: 2x flanking bonus.
III Pursuit: +1 Movement.
IV Escort Mobility: Formation units all inherit escort's Movement speed.
Ranged promotions:
I Volley: +5 ranged attack vs. land units.
II Arrow Storm: +7 ranged attack vs. land and naval
units
III Exercise zone of control.
I Garrison: +10 combat bonus when occupying a district or fort.
II Incendiaries: +7 Ranged Strength vs. district defenses.
III Emplacement: +10 Combat Strength
when defending vs. city attacks
IV Expert Marksman: +1 additional attack if unit has not moved.
Siege promotions:
I Grape Shot: +7 combat bonus vs. land units.
II Shrapnel: +10 Combat Strength vs. land units.
III Advanced Rangefinding: +10 Combat
Strength vs. naval units
I Crew Weapons: +7 combat bonus when defending.
II Shells: +10 Combat Strength vs. district defenses
III Expert Crew: can attack after
moving.
IV Forward Observers: +1 Range.
Naval Melee promotions:
I Embolon: +7 Combat Strength vs. Naval units
II Reinforced Hull: +10 Combat Strength when defending vs.
ranged attacks.
I Helmsman: +1 Movement.
II Rutter: +1 sight range.
III Auxiliary Ships: Heal outside of friendly territory.
III Convoy: +10 Combat Strength when in a formation.
IV Creeping Attack: +14 Combat Strength vs. naval raider units.
Naval Ranged promotions:
I Line of Battle: +7 Attack vs. naval units.
II Preparatory Fire: +7 Combat Strength vs. land units.
III: Supply Fleet: Heal outside of
friendly territory.
I Bombardment: +7 Combat Strength vs. district defenses.
II: Rolling Barrage: +10 Combat Strength vs. district
defenses.
III: Proximity Fuses: +7 Combat
Strength when defending vs. air attacks.
IV Coincidence Rangefinding: +1 Range.
Naval Raider promotions:
I Boarding: Obtain Gold from naval victories
II Homing Torpedoes: +10 Combat Strength vs. naval
units.
III Silent Running: Can move after
attacking.
I Loot: +50 Gold from coastal raids
II Swift Keel: +1 Movement.
III Observation: +1 sight range.
IV Wolfpack: +1 additional attack per turn.
Naval Carrier promotions:
I Flight Deck: +1 additional aircraft slot.
II Hangar Deck: +1 additional aircraft slot.
III Folding Wings: +1 additional
aircraft slot.
I Scout Planes: +1 sight range.
II Advanced Engines: +1 Movement
III Deck Crews: can heal after
attacking.
IV Supercarrier: Heal outside of friendly territory.
Air Fighter promotions:
Cockpit Armor: +7 Combat Strength when defending vs. anti-air.
Dogfighting: +7 Combat Strength vs. fighter class units.
Drop Tanks: +2 Range.
Ground Crews: Heal while patrolling or deployed.
Interceptor: +7 Combat Strength vs. bomber class units.
Strafe: +17 Combat Strength vs. non-cavalry units.
Tank Buster: +17 Combat Strength vs. cavalry units.
Air Bomber promotions:
Box Formation: +7 Combat Strength when defending vs. fighter class
units.
Close Air Support: +12 Combat Strength vs. land units.
Evasive Maneuvers: +7 Combat Strength when defending vs. anti-air.
Long Range: +2 Range.
Superfortress: No minimum health required to air pillage.
Tactical Maintenance: Can heal after attacking.
Torpedo Bomber: +17 Combat Strength vs. naval units.
Religious Apostle promotions:
Chaplain: Apostle operates as a Medic, providing extra healing to units
within 1 tile.
Debater:+20 Religious Strength in Theological Combat.
Heathen Conversion: Can convert all adjacent Barbarians to your side by
using a religious charge.
Indulgence Vendor: Gain 100 Gold if this unit converts a city to your
Religion for the first time.
Martyr: Relic is created if this Apostle dies in Theological Combat.
Orator: Can spread Religion 2 extra times.
Pilgrim: Gains 3 extra spreads when moving adjacent to a natural wonder
for the first time.
Proselytizer: Religious spread eliminates other Religions in the target
city.
Translator: Religious spread is triple strength in cities of other
civilizations.
Espionage promotions:
Ace Driver: If caught on a mission, have a much higher chance of escape
(+4 levels).
Cat Burglar: Steal Great Works as if 2 levels more experienced.
Con Artist: Siphon Funds as if 2 levels more experienced.
Demolitions: Sabotage Production as if 2 levels more experienced.
Disguise: Takes no time to establish presence in an enemy city.
Guerilla Leader: Recruit Partisans as if 2 levels more experienced.
Linguist: Time to complete all missions reduced by 25%.
Quartermaster: If this Spy is in home territory, all your Spies operate
at +1 level.
Rocket Scientist: Disrupt Rocketry as if 2 levels more experienced.
Seduction: Counterspy as if 2 levels more experienced.
Technologist: Steal Technology as if 2 levels more experienced.
Warrior Monk promotions:
Shadow Strike: 2x flanking bonus.
Twilight Veil: Only adjacent enemy units can reveal this unit.
Exploding Palms: +10 Combat Strength in all situations.
Disciples: When defeating an enemy unit, spread their religion to nearby
cities.
Sweeping Wind: +1 additional attack per turn if movement allows.
Dancing Crane: +1 Movement.
Cobra Strike: +15 Combat Strength in all situations.