*This page last updated: 03 March, 2025 12:06 PST. (Log of recent changes)

Units

Notes; Units look similar to those in Civ 6, though more detailed and a little less cartoony. Infantry units appear to have between 8-10 figures each. Most vehicle units are still represented by a single vehicle.

  • There are no Worker or Builder units. Tiles are improved automatically when worked by city population.
  • Units no longer gain experience or promotions. Promotions are now the unique province of Commander units, which are an evolution of military Great People from earlier iterations.
  • Units can move as groups with a Commander, and new units can automatically travel to a Commander's position using the "Reinforce" command. However, units still fight one unit per tile.
  • Units can embark over shallow water by default.
  • When units are engaged, there is a continuous combat animation between the two that continues for as long as they are adjacent. This is a cosmetic effect, but the direction the unit is facing does matter for flanking purposes.
  • Naval Units can now heal in any Coastal terrain by skipping turns, not just in friendly territory.

Fortify

When ordered to Fortify, units actually build visible fortifications. These fortifications can persist on the map, at least to the extent that they can be occupied by other friendly units, though how long they persist is not known.

 

Embarked Units

Land units can embark on shallow water (including Navigable Rivers) right from the start of the game.

Unit List

Unit Type Requires Age Tier Move Str† Rng
Str
Bmb
Str
Rng. Base
Cost
Mnt. Notes
Abambowa Infantry * 3 1-3 2 50 - - - 290 4 Bugandan UU; Heals by pillaging
Aircraft Carrier Command Mobilization 3 - 4 [50] - - - 160 0 Acts as a Squadron Commander
Antiquarian Support                     British UC (Explorer); bonus culture
Ālim Civilian * 2 0 5         130 0 Abbasid UC (Great Person)
Archer Ranged Bronze Working 1 2 2 10 20 10 2 50 1  
Army Commander Command Discipline 1 0 2   -   - 100 0 Earns XP and provides Command Radius
Arquebusier Ranged Gunpowder 2 3 2 30 40 30 2 210 4  
Assault Gun Siege Armor 3 3 2 50 45 65 3 370 5 High bombard strength vs. fortified districts
AT Gun Ranged Armor 3 3 2 45 55 45 2 380 5 (no bonus vs. tanks)
Ballista Siege? The Wheel 1 2 1 15 10 30 2 55 1 High bombard strength vs. fortified districts
Battleship Heavy Naval Mobilization 3 3 3 60 55 55 3 430 6  
Biplane Fighter Air Flight 3 2 8 55 35 30 8 340 4 4 sight range, Can intercept Air units
Bombard Siege Gunpowder 2 3 2 35 30 50 2 200 4 High bombard strength vs. fortified districts
Bomber Siege Air Flight 3 2 10 35 55 65 10 370 4  
Burning Arrow Ranged Animal Husbandry 1 1-3 2 5 15 8 2 30 0 Mississippian UU; +3 Str vs fortified; 2 turn DoT
Carrack Naval Shipbuilding 2 2 3 41 35 30 2 170 3 4 sight range
Catapult Siege Machinery 2 1 2 25 20 40 2 110 2 + Strength vs fortified districts
Cetbang Naval * 2 1-3 3 35 30 20 2 130 2 Majapahit UU; +Str vs naval, Ranged pillaging
Chariot Cavalry The Wheel 1 2 3 30 - - - 70 1 Ignores zone of control
Chang Beun Ranged * 3 1 3 35 50 35 2 270 4 Siamese UU; Can move after attacking
Chasqui Civilian * 2 0 4   - - - 30 0 Incan UC (Scout); Sight through rough terrain
Chevaler Cavalry * 2 1-3 3 40 - - - 150 2 Norman UU; +3 Strength vs slower units
Chu-Ko-Nu Ranged Animal Husbandry 1 1-3 2 10 15 5 2 30 0 Han UU; +5 Strength vs. adjacent units
Cog Naval * 2 1 3 36 30 25 1 130 -2  
Colonist Civilian                     Carthginian UC (Settler); bonus pop near resource
Conquistador Civilian - 2 0 5 0 - - - 130 0 Spanish UC (Great Person)
Corsair Naval (CS suzerain) 2 1 3 35 30 20 2 130 2 Captures defeated enemy naval units
Cossack Cavalry * 3 1-3 3 50 - - - 300 4 Russian UU; + strength in friendly territory
Courser Cavalry * 2 1 3 40 - - - 150 -2 Ignores zone of control
Crossbowman Ranged Castles 2 2 2 25 35 25 2 160 3  
Cruiser Light Naval Combustion 3 2 4 50 45 45 2 340 4 +50% flank strength
Cuirassier Cavalry * 3 1 3 55 - - - 320 4 ignores zone of control
Destroyer Light Naval Mobilization 3 3 4 55 50 50 3 400 5 +50% flank strength
Dhow Naval Sailing 1 2 3 25 20 15 1 50 1 Aksum UU; +4 str on coast, Create trade route
Dive Bomber Attack Air Aerodynamics 3 3 12 40 60 50 12 410 5 4 sight range
Dreadnought Heavy Naval Combustion 3 2 3 55 50 50 2 370 5  
Explorer Support Natural History 3 - 3         250 0 Extracts artifacts
Field Cannon Ranged * 3 1 2 35 45 35 2 270 4  
Field Gun Ranged Industrialization 3 2 2 40 50 40 2 320 4  
Fighter Fighter  Air Aerodynamics 3 3 10 60 40 30 10 400 5 4 sight range, can intercept Air units
Fleet Commander Civilian Cartography 2 0 3         120 0 Gains XP and provides Command Radius
Foederati Infantry (CS suzerain) 1 1 2 25 - - - 30 1 City-State UU; +2 Strength per adjacent unit
Galleon Naval Gunpowder 2 3 3 45 40 35 2 220 4  
Galley Naval Sailing 1 2 3 25 20 15 1 50 1  
Garde Imperiale Infantry * 3 1-3 2 55 40 - 1 300 4 French UU; +2 Str within Commander radius
Gold Bangles Infantry Infantry Heraldry 2 1-3 2 35 -- - - 130 2 Songhai UU; +5 Str on resource; double Pillage
Great Banker     3 - 8             Opens World Bank branches for Econ victory
Gusa Infantry * 3 1-3 2 50 - - - 290 4 Qing UU; +4 strength if adjacent to other Gusa
Hangshang Civilian   3                 Qing UC (Merchant)
Hazarapatis Command Discipline 1 0 2   - - - 100 0 Persian UC (Army Commander); gains Initiative
Heavy Archer Ranged * 2 1 2 20 30 20 2 120 2  
Heavy Bomber Heavy Air Aerodynamics 3 3 12 45 50 70 12 430 5 4 sight range
Hoceepkileni Civilian Temple 2 0 5   - - - 150 0 Shawnee UC (Missionary); +river movement
Hoplite Infantry * 1 1-3 2 25 - - - 30 0 Greek UU; +2 Strength if adjacent to Hoplites
Horseman Cavalry Iron Working 1 3 3 35 - - - 110 2  
Howitzer Siege Industrialization 3 2 2 45 40 60 3 310 4 High strength vs. fortified districts
Hul'che Ranged Animal Husbandry 1 0 2 5 15 5 2 30 0 Mayan UU; no penalties from vegetated tiles
Hussar Cavalry * 3 1-3 4 50 --- - - 300 4 Prussian UU; +1 Str per remaining movement
Immortal Infantry Bronze Working 1 2-3 2 25 - - - 60 1 Persian UU; Heals after defeating enemy unit
Infantry Company Infantry Armor 3 3 2 60 - - - 400 5  
Ironclad Light Naval Steam Engine 3 1 4 45 40 40 2 280 4 Skirmish, +50% strength from flanking
Jacobin Civilian   3                 French UC (Great Person)
Jaguar Slayer ? * 1 1 2 20 - - - 30 0 Mayan UC (Scout); Creates traps on vegetated
Kahuna Civilian Temple 2 0 4   - - - 150 0 Hawai'i UC (Missionary); Free Heal action
Kalam Naval * 2 1-3 3 35 30 20 2 130 2 Chola UU; extra attack per turn
Katyusha Ranged Industrialization 3 2-3 3 40 40 50 3 310 4 Russian UU; Splash damage
Keshig Cavalry * 2 1-3 3 20 30 20 2 120 2 Mongol UU; Heals after defeating enemy unit
Kispoko Nena'to Infantry * 2 1-3 2 35 - - - 130 2 Shawnee UU; +1 Strength for Empire resources
Knight Cavalry Heraldry 2 2 3 45 - - - 190 3 Ignores Zone of Control
Lancer Cavalry Metal Casting 2 3 3 50 - - - 240 4 Ignores Zone of Control
Landship Cavalry Combustion 3 2 3 60 - - - 370 4 Ignores Zone of Control
Legatus Command Discipline 1 0 2 [20] - - - 100 0 Roman UC (Army Commander); create Towns
Legion Infantry Bronze Working 1 2-3 2 25 - - - 40 1 Roman UU; + Strength for Traditions
Leiomano Infantry * 2 1-3 2 35 - - - 130 2 Hawai'i UU; + 3 Strength vs infantry and cavalry
Line Infantry Infantry * 3 1 2 50 - - - 290 4  
Logios Civilian   1 0               Greece UC (Great Person)
Mamluk Cavalry * 2 1-3 3 30 - - - 150 2 Abbasid UU; +1 Strength when in districts
Man-at-Arms Infantry Heraldry 2 2 2 40 - - - 170 3  
Mandarin Civilian Economics 2 0 4   - - - 40 0 Ming UC (Merchant); +Gold when creating road
Marine Infantry Industrialization 3 2-3 2 60 - - - 330 4 American UU; Amphibious
Medjay Infantry * 1 1-3 2 20 -- - - 30 0 Egyptian UU; +3 strength in friendly territory
Merchant Civilian Code of Laws 1 0 4 [10] -   -     Creates Trade Routes or Roads
Merchant (Modern) Civilian Steam Engine 3 0 4         40 0  
Migrant Civilian - 1 0 2 0 - - - 1 0 Can join a Settlement, adding 1 population
Mikasa Naval Combustion 3 2-3 5 55 50 40 2 370 4 Japanese UU; can respawn when destroyed
Missionary Civilian   2 0 4 0           Spreads Religion
Mortar Siege * 3 1 2 40 35 55 2 260 4 High strength vs. fortified districts
Mwami Command * 3 0 2         100 0 Bugandan UC (Army Commander); + to pillaging
Nagarika Civilian * 1 0               Maurya UC; Founds Town with +2 Happiness
Noyan Civilian * 2 0 4 [25] - - - 100 0 Mongol UC (Army Commander); + to flanking
Numidian Cavalry Cavalry                 -   Carthaginian UU; +Str per City resource
Ottru Command Astronomy 2 0 4   - - - 120 0 Chola UC (Naval Commander); -3 enemy str
Partisan Infantry? ? 3 - 2 55 - - - 310 4 +5 Str vs. differeint ideology; +10 heal
Pedanda Civilian Temple 2 0 4   - - - 150 0 Majapahit UC (Missionary); +25 Culture on conv.
Phalanx Infantry Iron Working 1 3 2 30 - - - 100 2 Tier 3 Antiquity Infantry
Physician Civilian   2 0 4         100 0 Treat the Sick plague infected Settlement
Pikeman Infantry Metal Casting 2 3 2 45 - - - 220 4  
Prospector Civilian   3 0 3 0 -- - -- 60 0 American UC; Claims resource tile
Purabhettarah Cavalry The Wheel 1 2-3 2 30 - - - 70 1 Maurya UU; Ignores ZOC, +5 Str vs fortification
Quadrireme Naval Navigation 1 3 3 30 25 20 1 90 2  
Revege Naval   3                 British UU; Splash damage
Revolucionario Civilian   3                 Mexican UC (Great Person)
Rifle Infantry Infantry Industrialization 3 2 2 55 - - - 340 4  
Scout Civilian * 1 0 2 [10] -   - 30 0 Ignores difficult terrain, Lookout Mode, Search
Sepoy Infantry * 3 1-3 2 50 - 45 1 290 4 Mughal UU; Can make Bombard ranged attack
Settler Civilian * 1 0 3 [10] -   - 50 0 Founds Town
Shì Dàfū Civilian   1 0               Han UC (Great Person)
Ship of the Line Naval Heavy * 3 1 3 50 45 45 2 320 5  
Slinger Ranged Animal Husbandry 1 1 2 5 15 5 2 30 0 Stronger on attack than defense
Sokeman Civilian - 2 0 3   - - - 50 0 Norman UC; Founds Town with fortified district
Soldaderas Infantry * 3 1-3 2 50 - - - 290 4 Mexican UU; heals adjacent units
Spearman Infantry Bronze Working 1 2 2 25 - - --- 60 1  
Squadron Commander Command Flight 3 - 8   - - - 140 0 Earns XP and contains Air units
Stuka Attack Air Flight 3 2-3 6 35 65 55 8 350 4 Prussian UU; +3 Str vs. Land Units
Submarine Stealth Naval Mobilization 3 3 3 65 - - - 430 5 Only seen by adjacent units
Swordsman Infantry * 2 1 2 35 - - - 130 2  
Tajiro Civilian Economics 2 0 4   - - - 40 0 Songhai UC (Merchant); +Gold for river route
Tank Cavalry Armor 3 3 4 65 - - - 430 5 Ignores Zone of Control
Tankwa Civilian   1 0               Aksum UC (Trade Ship); Unpillageable, +10 rng
Tercio Infantry * 2 1-3 2 37 - - - 130 2 Spanish UU; +3 Strength vs cavalry
Tjaty Civilian   1 0               Egyptian UC (Great Person)
Trade Caravan Civilian - 1 0 1 0 - - - - - Automated trade unit that can be pillaged
Trade Ship Civilian - 1 0 2 0 - - - - - Automated trade unit that can be pillaged
Trebuchet Siege Metallurgy 2 2 2 30 25 45 2 150 3 High bombard strength vs. fortified districts
Treasure Fleet Civilian Shipbuilding 2 0 4 27 -   -     Earns Legacy Points for returning Treasure
Trench Fighter Attack Air Flight 3 2 10 35 55 45 10 350 4 4 sight range
Uparat Civilian   3                 Siamese UC (Great Person)
Vaishya Civilian Code of Laws 1 0               Khmer UC (Merchant); No wet move penalties
Warak'aq Ranged * 2 1-3 3 20 30 20 2 120 2 Incan UU; +5 Str in rough terrain
Warrior Infantry * 1 1 2 20 - - - 30 0 Upgrades to Spearman
Watonathi Civilian Code of Laws 1 0               Mississippian UC (Merch.), +Gold per resource
Xunleichong Infantry * 2 1-3 2 35 30 20 2 130 2 Ming UU;; Has ranged attack, +4 Str open tiles
Yuthahathi Cavalry The Wheel 1 2-3 1 35 - - - 70 1 Khmer UU; Immune to flood damage
Zamindar Civilian * 3 0 3   - - - 60 0 Mughal UC (Settler); +1 Population on Town
Zero Fighter Air Flight 3 2-3 6 55 35 30 10 350 4 Japanese UU; +4 strength vs. Air
(Names in braces {} are unconfirmed -- the names, not the units)
†The Combat Strength listed for civilian units (in brackets []) is defensive only.
* These units are available or upgrade automatically at the start of the Age without any technology requirement.

 

Civilian Units

  • Civilian units can still share a tile with a military unit.
  • Civilian units now have a defense value and hit points, and can defense against attacks. They cannot be captured and are destroyed if drained of health.
  • Units will visibly turn to engage a unit as it attacks, and unit facing matters in terms of flanking bonuses.
  • Settlers and other civilian units can no longer be captured, and are destroyed if their health is reduced to 0.

Founder / Settler

Movement: 3; Defense: 10; Requires: none
The Settler now founds Towns instead of Cities. The player's starting Settler is called a Founder and creates a Capital City instead of a Town. They otherwise appear identical. 

 

Scout

Movement: 2; Defense: 10/?/50; Requires: none
Gains +1 Movement and sight range with the Discipline civic.
Scouts have a "Lookout Mode" in which they remain stationary but give visibility in a wider radius: the Scout appears to scale a tower. Scouts also have a "Search" function which reveals all Discoveries (special locations) within double range. Some versions of the Scout appear to have a falcon rather than a dog companion.
"Civilian pathfinder, ideal for revealing Terrain and discovering new locations."
Note: Scouts are technically civilian units and so cannot attack, only defend. Scouts gain new graphical representations in later Ages and their defensive strength increases (it is 50 in the Modern Age).

Merchant

Requires: Code of Laws
Movement: 4; Defense: 10
Can create Trade Routes. Can enter foreign territory without an Open Borders agreement.
The Merchant is a manually controlled unit that must travel around the map to establish trade routes. It is not clear what happens afterward, whether the Merchant is consumed, or proceeds to automatically transit the trade route like a trade unit from Civ 5 or 6, or whether the Merchant is free to continue amd creature other trade routes. Trade Routes provide the creating empire with a copy of all of the resources in the target city, and gold to the owner of the city in question, but it's not clear how other aspects of the trade route work (whether there is a destination city specified, or whether there is an automated trade unit that follows the route -- see Trade Ship below). Trade routes can be pillaged, but it's not clear how this works.

Trade Ship

Movement: 2; Combat Strength: 0
Note: An automated trade unit spawned when a Merchant creates a trade route. It follows the route and is vulnerable to being pillaged by enemies.

 

Trade Caravan

Movement: 1; Combat Strength: 0
Note: This appears to be an automated trade unit. It has essentially the same graphic as the Merchant but a different icon.

Missionary

Movement: 4; Combat Strength: 0
A Civilian Unit that has the Spread Religion action. Receive 25 Gold when you convert a Settlement for the first time.
Note: Missionaries have the Spread Religion ability with a limited number of charges similar to previous iterations. It appears that each city has only two population points in terms of religious affiliation (urban and rural), and each Spread charge converts one point.

Tankwa

Aksum unique Trade Ship. Cannot be pillaged. Gain 25 Gold for each Resource acquired from this Trade Route. Increased Trade Route range.

Explorer

Movement: 3
Modern Support Unit that finds and extracts Artifacts buried in an earlier Age.
Note: This is the Civ7 version of the Archaeologist.

Nagarika

Mauryan unique Settler. Civilian unit capable of founding new Towns. Adds +2 Happiness on City Halls.

Chasqui

Inca Unique Scout Unit. Has increased Movement and Sight, and can see through Mountains and Rough tiles.

Jaguar Slayer

Mayan Unique Unique Recon Unit. Has the Jaguar Trap ability, creating an invisible trap that must be placed on Vegetated tiles; Jaguar Trap deals damage to any enemy Units that enter the tile and instantly ends their movement. This ability recharges after a set number of turns.

Sokeman

Norman Unique Settler Unit. When a Town is created, it receives a Wall in the City Center.

Mandarin

Ming Unique Merchant Unit. Adds a large amount of Gold when using the Create a Road Action.

 

Tajiro

Songhai unique Merchant. "Civilian who can establish a Trade Route to import Resources from a foreign Settlement. When you create a Trade Route receive 100 Gold if this is a Trade Route with at least 1 Navigable River

Watonathi

Mississippian Unique Merchant Unit. Gain Gold per Resource acquired when creating a Trade Route.

Hoceepkileni

Shawnee unique Missionary unit. Increased movement, Rivers do not end movement.

Vaishya

Khmer Unique Merchant Unit. Immune to flood damage. Ignores movement penalties from Wet tiles.

Pedanda

Majapahit Unique Missionary Unit. Receive Culture when you convert a Settlement to your Religion. Requires a Temple.

Kahuna

Hawai'i Unique Missionary Unit. Requires a Temple. Has a Heal action that doesn't remove this Unit after being used.

Prospector

Movement: 3; Defense: 0
American Unique Civilian Unit. Activate on an unowned Land Resource tile within a set number of tiles from one of your Settlements. A path of tiles is claimed back to the Settlement and the tile's Resource is improved immediately.

Great People

Great People are now specific to your civilization, and are only available to a few civilizations that have a specific unique Great Person unit. For those that do have them, there are a limited number and each is unique.

Tjaty

Egyptian unique Visier/architect unit. "A Great Person with one charge. Can only be trained in cities with a Necropolis, and the specific Tjaty received is random. Each Tjaty can be received only once. Cost increases per Tjaty trained."

  • Amhose: Activated on the Palace to add Culture to the building.
  • Aperel: Grants Chariot Units with increased Combat Strength.
  • Hemiunu: Activated on a Wonder under construction to add a medium amount of Production.
  • Imhotep: Activated on a Wonder under construction to add a larger amount of Production.
  • Khay: Grants Medjay Units that have increased Combat Strength.
  • Nebet: Activated on a Necropolis to immediately trigger a Celebration.
  • Paser: Activated on a Wonder under Construction to add a smaller amount of Production.
  • Ptahhotep: Activated on a Constructible with a Great Work Slot to grant a Codex called 'The Maxims of Ptahhotep' that grants increased Science.
  • Ramose: Activated on a Wonder to add Gold to it. Useramen: Activated on a Wonder to add Culture to it.

Logios

Greek unique scholar. Can only be built in Cities with an Acropolis, and the specific Logios received is random. Each Logios can only be received once. Cost increases per Logios built.

  • Arete of Cyrene: Activated on an Acropolis to grant Influence.
  • Aristotle: Activated on an Academy to add Culture to the Building.
  • Aspasia: Activated on a Library to add Happiness to the Building.
  • Hypatia : Activated on a Library to add Science to the Building.
  • Plato: Activated on an Acropolis to give this City Culture per turn equal to a percentage of its Influence yield.
  • Pythagoras: Activated on an Acropolis to immediately trigger a Celebration.
  • Sappho: Activated on a Constructible with a Great Work Slot to grant a Codex called 'Hymn to Aphrodite' that grants Culture.
  • Socrates: Activated on a Palace or City Hall to add Influence to the Building.
  • Thales of Miletus: Activated on an Acropolis to give this City Science per turn equal to a percentage of its Influence yield.
  • Xenophon: Activated on an Acropolis to grant a set number of Hoplite Unique Military Units with increased Combat Strength.

Shì Dàfū

Han Unique Scholar-bureaucrat Unit. Can only be built in the Capital once it has reached at least 10 Population, and the specific Shì Dàfū received is random. Each Shì Dàfū can only be received once. Cost increases per Shì Dàfū built.

  • Ban Zhao: Activated on a Constructible with a Great Work Slot to grant a Codex called 'Lessons for Women' that grants Culture.
  • Han Fei: Activated on the Palace to add Science to the Building.
  • Laozi: Activated on a Constructible with a Great Work Slot to grant a Codex called 'Tao Te Ching' that grants Happiness.
  • Mencius: Activated on a Science building to receive a free random unlocked Technology.
  • Mozi: Activated in the Capital to immediately add Population.
  • Shang Yang: Activated on the Palace to add Influence to the Building.
  • Shen Buhai: Activated in the Capital to immediately trigger a Celebration.
  • Wang Yangming: Activated on an Army Commander to grant it a free Promotion.
  • Xun Kuang: Activated in a City to add Science to all Codices in that City.
  • Zhang Heng: Activated on an Academy to grant Science to the Building.

Ālim

Abbasid Unique Great Person Unit. Can only be built in Cities with a Madīnat, and the specific Ālim received is random. Each Ālim can only be received once. Cost increases per Ālim built.

  • Al-Jāḥiẓ: Create a Menagerie. This Menagerie receives added Happiness.
  • Al-Khwārizmī: Activates on an Ulema Unique Quarter. Each Building receives added Science.
  • Ibn Sina: Create a Hospital. This Hospital receives added Food.
  • Al-Maqdisi: Activate in another civilization. Receive Gold for each Resource this city has.
  • Al-Farghānī: Create an Observatory. This Observatory receives added Science.
  • Al-Farabi: Activate on a Science Building. Receive a free random unlocked Technology.
  • Rabia of Basra: Activate on a Happiness Building. Increased Happiness in this City.
  • Al-Shaybani: Activate on a Culture Building. Receive an additional Tradition slot.
  • Al-Jazari: Activate on an Urban Tile with at least one Specialist Slot for an additional Specialist. Has multiple Charges.
  • Ibn Fadlan: Activate on a Navigable River tile. Receive Influence for every tile of this River, scaled by game speed.

Conquistador

Movement: 4; Defense: 0
Unique Great Person Unit. Can only be built in Cities with a Wharf, and the specific Conquistador received is random. Each Conquistador can only be received once. Cost increases per Conquistador built. A Conquistador can only be activated in Distant Lands, but they gain the ability to embark on Ocean tiles immediately.

  • Ferdinand Magellan: Activated on a Fleet Commander in Distant Lands to receive increased Movement and Sight.
  • Francisco Pizarro: Activated on a Commander in Distant Lands with a set number of empty slots to grant the Commander a set number of Infantry Units and a Cavalry Unit.
  • Juan Ponce de León: Activated on a Water tile in Distant Lands to grant additional Movement to Treasure Fleets.
  • Christopher Columbus: Activated on any Water tile in Distant Lands to reveal the world map except for the interior of Distant Lands.
  • Hernán Cortés: Activated on a Commander in Distant Lands with a set number of empty slots to grant the Commander a set number of Infantry Units.
  • Hernando de Soto: Activated in an Independent Power's Territory in Distant Lands to make that Independent Power a City-State with you as Suzerain.
  • Francisco de Orellana: Activated on a Navigable River tile in Distant Lands to receive Gold for every tile in that River (effect scales based on game speed).
  • Álvar Núñez Cabeza de Vaca: Activated on or adjacent to a Natural Wonder in Distant Lands to gain Gold for each Natural Wonder tile here or adjacent to this tile (effect scales based on game speed).
  • Miguel López de Legazpi: Activated on a Commander in Distant Lands with a set number of empty slots to grant the Commander a set number of Ranged Units and an Infantry Unit.
  • Inés Suárez: Activated on an eligible Settlement location in Distant Lands to create a new Town.

Revolucionario

Mexican Unique Great Person Unit. Can only be built in a City with a Zócalo Unique Quarter, and the specific Revolucionario received is random. Each Revolucionario can only be received once. Cost increases per Revolucionario built.

  • Amelio Robles Ávila: Activated on a Zócalo Unique Quarter to grant a set number of free Soldaderas Unique Infantry Units with increased Combat Strength.
  • Vicente Guerrero: Activated on the Palace to immediately trigger a Celebration.
  • Petra Herrera: Activated on a Commander Unit. All Soldaderas Unique Infantry Units within its Command Radius gain increased Combat Strength.
  • Miguel Hidalgo: Activated in a Town's District to summon a free Infantry Unit on every land District in that Town.
  • Ángela Jiménez: Activated on a Commander Unit to grant Culture for every Promotion it has (effect scales based on game speed).
  • Benito Juárez: Activated on a Zócalo Unique Quarter to grant an additional Tradition slot.
  • José María Morelos: Activated on a Commander Unit to heal all Units in its Command Radius to full health.
  • Antonio López de Santa Anna: Activated on a Commander Unit to grant it enough experience for a set number of Promotions.
  • Pancho Villa: Activated on a Commander Unit. When a Unit within this Commander’s Command Radius defeats an enemy Unit, gain Gold equal to a percentage of its Combat Strength.
  • Emiliano Zapata: Activated on a City Center to grant increased Culture to all Farms in the Settlement.

Jacobin

French Unique Great Person Unit. Can only be built in a City with an Avenue Unique Quarter, and the specific Jacobin received is random. Each Jacobin can only be received once. Cost increases per Jacobin built.

  • Paul Barras: Activated on a Palace to increase Relationship Gains by a set percentage per Diplomatic Action.
  • Jacques Nicolas Billaud-Varenne: Activated on a Palace to grant all Land Units increased Combat Strength in Districts.
  • Jacques Pierre Brissot: Activated on a Palace to grant all your Units increased Combat Strength.
  • Etta Palm D'Aelders: Activated on a Palace or a City Hall to add a large amount of Happiness to it.
  • Georges Danton: Activated on a Palace to immediately trigger a Celebration.
  • Camille Desmoulins: Activated on any City's District to add Happiness on Quarters in that City.
  • Olympe de Gouges: Activated on a Palace to add Science on Quarters in that City.
  • Jean-Paul Marat: Activated on a Palace to add Culture on Quarters in that City.
  • Maximilien Robespierre: Activated on a Palace to unlock a Unique Tradition, 'Reign of Terror,' which grants increased Culture on Districts, but reduces Growth Rate by a set percentage in Cities.
  • Louis Antoine de Saint-Just: Activated on a Commander Unit to change its name to "Archangel of the Terror." Units within its Command Radius gain increased Combat Strength.

Uparat

Siamese Unique Great Person Unit. Can only be built once you are Suzerain of at least one City-State, and the specific Uparat received is random. Each Uparat can only be received once. Cost increases per Uparat built.

  • Chakrabongse: Activated on a Palace to immediately receive a set amount of Influence.
  • Itsarasunthon: Activated on a City's District to immediately trigger a Celebration.
  • Phibun: Activated in a City's District to give the City increased Production for every allied City-State.
  • Pinklao: Activated in a City's District to give it increased Culture for every allied City-State.
  • Pridi: Activated in a City's District to give the City increased Influence for every allied City-State.
  • Dara Rasmi: Activated on an allied City-State to turn it into a Town under your control.
  • Sakdiphonlasep: Activated on a Tropical tile to grant a set number of Chang Beun Unique Ranged Units with increased Combat Strength.
  • Senanurak: Activated on a Commander Unit, providing increased Combat Strength to units in its Command Radius for every allied City-State.
  • Vajravudh: Activated on a City's District to give it increased Science for every allied City-State.
  • Wichaichan: Activated on an Independent Power. This Independent Power becomes a City-State with you as Suzerain.

City-State Unique Units

As in previous iterations, it is possible to obtain units from City-stastes if you are their suzerain. It appears that this is a one-time purchase rather than a temporary levy.

Foederati

Movement: 2; Combat Strength: 25
Up to 25% cheaper to purchase. Each one is more expensive than the last.+2 Combat Strength for each adjacent Military Unit.
Note: A suzerain bonus option for Antiquity Militaristic City-States.

Special Purpose Units

These are special units which appear due to a Crisis or other special event.

Physician

Movement: 4
A Civilian who can Treat the Sick in an infected Settlement.
Note: This is for the Exploration Age plague crisis.

Migrant

Movement: 3; Combat Strength: 0
Note: Migrants are civilian units that can join a Settlement to add one unit of population. They spawn from several different events, including the Plague crisis.

Unknown Units