*This page last updated: 03 March, 2025 11:45 PST. (Log of recent changes)

Antiquity Age Units

Slinger

Requires: Animal Husbandry; Movement: 2; Combat Strength: 5; Ranged Strength: 15; Range: 2
"Tier 1 Antiquity Ranged Unit. Stronger on attack than defense."

Warrior

Movement: 2; Combat Strength: 20; Requires: (none); Upgrades to: Spearman
Tier 1 infantry for Antiquity.

Galley

Movement: 3; Ranged Strength: 20; Range: 1; Requires: Sailing; Upgrades to: Quadrireme
Tier 2 Antiquity Naval Unit.

Army Commander

Requires: Discipline; Movement: 2; Defense: 20
Analogous to the Great General, the Army Commander is the only unit which gains experience or promotions. The Army Commander earns points to spend in five different skill trees: Bastion, Assault, Logistics, Maneuver, and Leadership. In addition to giving Great General style combat bonuses to units within its command radius, the Army Commander has functions that allow it to temporarily absorb up to 6 units (when fully upgraded) to simplify movement.

  • The Commander can also act as an auto-reinforce target for newly produced units, which when ordered to reinforce will disappear from the map and then reappear with the Commander after an appropriate delay.
  • Commanders can issue orders to nearby units, and attacking with this command gives a special bonus
  • Commanders persist across Ages and keep their earned skills, though they will transform into a new Age-appropriate version, and civilization-unique versions like the Roman Legatus will change into a regular Army Commander without the Legatus' specific bonuses.
  • If destroyed, a Commander will respawn after a delay. Certain Commendations reduce this delay.
  • Since they are technically civilian units, Commanders can share tiles with military units.
  • The Defense value seen in a video is 20, but I expect that probably varies according to what promotions it has.
  • Units can be built or purchased like normal units, but cost increases with each one.

 

Embarked Army Commander

Note: The Army Commander has a different embarked graphic from other units.

Archer

Requires: Bronze Working; Movement: 2; Combat Strength: 10; Ranged Strength: 20; Range: 2
Tier 2 Antiquity ranged unit.

Spearman

Requires: Bronze Working; Move: 2; Combat Strength: 25; Requires: Bronze Working; Upgrades to: Phalanx
Note: Tier 2 infantry.

Quadrireme

Requires: Navigation;
Note: This is the tier-3 naval unit for the Antiquity Age.

Chariot

Requires: The Wheel
Tier 2 cavalry. There is no tier 1.

Phalanx

Requires: Iron Working
Tier 3 infantry.

Ballista

Movement: 1; Combat Strength: 15; Ranged Strength: 10; Range: 2; Requires: The Wheel
Note: This is the only siege unit in the Antiquity Age. Siege units do bonus damage against fortified districts and damage both the district and a unit occupying it. It looks like siege units disappear at the end of the Age.

Horseman

Requires: Iron Working
Note: Tier 3 cavarly unit.

Medjay

Requires: (none); Upgrades at: Bronze Working, Iron Working; Movement: 2; Combat Strength: 20;
Tier 1 Egyptian Unique Infantry Unit. Has no maintenance. +3 Combat Strength in friendly territory, doubled when stationed in a Settlement you own.
Note: Replaces the Warrior at Tier 1 but also has upgrades at Bronze Working and presumably Iron Working, which is why we see Tier 2 and 3 chevrons on the units below.

Hul'che

Unique ranged unit for Maya. Can see through Vegetation and suffers no movement penalty from Vegetated tiles.
Note: The Hul'che were dart throwers.

Purabhettarah

Unique cavalry unit for Maurya. +5 Combat Strength vs. Fortified Districts. Ignores Zone of Control.
Note: The version without the rider is from the Switch, which apparently has simplified models.
Purabhettarah
means "town-breakers"

 

Dhow

Unique naval unit for Aksum. +4 Combat Strength on Coast tiles. Has a charge to create a naval Trade Route. Note: the Tankwa trade ship created by the Dhow uses the same graphic.

Immortal

Requires: Bronze Working
Persian Unique Infantry Unit. Heals for a set amount after defeating an enemy Unit.
Note: This unit contains both swordsmen and archers, but it does not have a ranged attack.

Burning Arrow

Mississippian Unique Ranged Unit. Has +3 Combat Strength against Fortified Districts and Siege Units. Applies the Burning status to tiles for 2 turns; Burning deals damage to Units that end their turn on the Burning tile.

Hoplite

Movement: 2; Combat Strength: 20
Unique infantry unit for Greece. Has +2  Combat Strength if adjacent to another Hoplite Unit.

Legion

Requires: Bronze Working; Upgrades at: Iron Working
Movement: 2; Combat Strength: 25
Roman Tier 2 unique infantry unit. +2 Combat Strength for every Tradition in the Government.
Note: There are upgrades for the Legion at Iron Working and in the Roman unique civics. Looks like it starts at Tier 2 and upgrades to Tier 3 at Iron Working.

Legatus

Requires: Discipline; Movement: 2
Roman unique Army Commander. Gains 1 charge to create a new Settlement for every 3 Levels it has.

Hazarapatis

Persian Unique Commander. Starts with the Initiative Promotion, which allows Units to move after unpacking from the Commander.

Chu-Ko-Nu

Movement: 2; Combat Strength: 15; Ranged Strength: 20; Range: 2; Requires: Animal Husbandry
Han unique Ranged Unit. Has Zone of Control and increased Defense. Has +5 Combat Strength when attacking adjacent Units.

Yuthahathi

Khmer unique cavalry unit. Has increased Combat Strength but low Movement. Immune to flood damage.

Numidian Cavalry

Carthaginian Unique Cavalry Unit. Can only be purchased and are more expensive than other Cavalry Units. Increased Combat Strength for each Unique City Resource assigned to your Capital.

Colonist

Carthaginian unique Settler. Increased Embarked Movement. Increased Population if settled adjacent to a Resource.