*This page last updated: 24 April, 2012 14:02 PST.
General Notes
- The Warrior, Worker, Settler and Scout units are available in the build menu from the start of the game, without any prerequisite technology (though the Settler requires a minimum city population of 2 to be built).
Warrior
Movement: 2; Strength: 6; Ranged Strength: 0; Cost: 40; Requires Resource:
none
Technology: (none); Obsolete with: Metal Casting; Upgrades to: Swordsman (80
gold)
Notes: As in Civ IV, you normally start the game with a Settler and one
Warrior unit. The Warrior has a fairly decent combat strength, and can be
expected to be useful deeper into the Ancient and even Classical eras than in
previous games.
Settler
Movement: 2; Strength: 0; Ranged Strength: 0; Cost: 89 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.
Scout
Movement: 2; Strength: 4; Ranged Strength: 0; Cost: 25 hammers; Requires Resource:
none
Technology: (none)
Abilities: Not slowed by rough terrain.
Notes: The Scout has access to promotions that increase sight range as well as
movement rate.
Archer
Movement: 2; Strength: 4; Ranged Strength: 6; Range: 2; Cost: 70; Requires Resource:
none
Technology: Archery; Obsolete with: ?; Upgrades to: Crossbowman
Abilities: May not melee attack
Note: The bombardment range for archers appears to be 2 hexes. Ranged Strength
in earlier builds was 7, but now appears to be 6.
Spearman
Movement: 2; Strength: 7; Ranged Strength: 0; Cost: 50; Requires Resource:
none
Technology: Bronze Working; Obsolete with: ?; Upgrades to: Pikeman
Abilities: +100% Bonus vs. Mounted

Swordsman
Movement: 2; Strength: 11; Ranged Strength: 0; Cost: 80; Required Resource: 1 Iron
Technology: Iron Working
Abilities: none
Notes: Standard Classical era heavy infantry unit.
Catapult
Movement: 2; Strength: 4; Ranged Strength: 14; Range: 2; Cost: 100; Requires: 1
Iron
Technology: Mathematics
Abilities: May not melee attack, +10% bonus vs. Cities, no defensive bonuses,
limited visibility, must set up to range attack

Chariot Archer
Movement: 4; Strength: 3; Ranged Strength: 6; Cost: 60; Requires Resource: Horses
Technology: The Wheel
Abilities: May not melee attack, rough terrain penalty, no defensive bonuses.

Horseman
Movement: 4; Strength: 12; Ranged Strength: 0; Cost: 80; Requires Resource: Horses
Technology: Horseback Riding
Abilities: No defensive bonuses, can move after attacking.
Note: The ancient-era mounted unit now carries a spear, and is not tied to archery.
Most mounted units can move after attacking.

Trireme
Movement: 4; Strength: 6; Ranged Strength: 4; Cost: 60; Requires Resource:
none
Technology: Sailing
Abilities: May not melee attack, cannot enter Ocean tiles.
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.
War Chariot
Movement: 5; Strength 3; Ranged Strength: 6; Range: 2; Cost: 60; Requires
Resource: none
Technology: The Wheel
Abilities: May not melee attack, rough terrain penalty, no defensive bonuses.
Notes: Egyptian Unique Unit; replaces Chariot Archer. It is faster than the
normal chariot, and doesn't require Horse resources.

Hoplite
Movement: 2; Strength: 9; Ranged Strength: 0; Cost: 60; Requires Resource:
none
Technology: Bronze Working
Abilities: +100% bonus against Mounted units.
Notes: Greek Unique Unit. Replaces Spearman.

Companion Cavalry
Movement: 5; Strength: 14; Ranged Strength: 0; Cost: 80; Requires Resource:
Horses
Technology: Horseback Riding
Abilities: No defensive bonuses, can move after attacking. Generates additional
Great General points from combat.
Notes: Greek Unique Unit; replaces Horseman.

Immortal
Movement: 2; Strength: 8; Ranged Strength: 0; Cost: 40; Requires Resource:
none
Technology: Bronze Working
Abilities: +100% vs Mounted Units, Heals at double rate.
Notes: Persian Unique Unit. Replaces Spearmen.

Legion
Movement: 2; Strength: 13; Ranged Strength: 0; Cost: 90; Requires Resource:
Iron
Technology: Iron Working
Abilities: Can build Roads and Forts like a
Worker.
Notes: Roman Unique Unit. Replaces Swordsman. Unfortunately, Forts require Engineering technology, which is not available until the Medieval Era.

Ballista
Movement: 2; Strength: 4; Ranged Attack: 18; Cost: 100; Requires Resource: Iron
Technology: Mathematics
Abilities: May not melee attack, +10% bonus vs. Cities, no defensive bonuses,
limited visibility, must set up to range attack.
Notes: Roman Unique Unit. Replaces Catapult.

Mohawk Warrior
Movement: 2; Strength: 11; Ranged Strength: 0; Cost: 80; Required Resources:
Iron
Technology: Iron Working
Abilities: +50% combat bonus in Forest or
Jungle.
Notes: Iroquois Unique Unit; replaces Swordsman.

Jaguar
Movement: 2; Strength: 6; Ranged Strength: 0; Cost: 40; Requires Resource:
none
Technology: none
Abilities: +50% combat bonus in Jungle tiles, heals 2 damage if it kills an
enemy unit.
Notes: Aztec Unique Unit. Replaces Warrior.

War Elephant
Movement: 3; Strength: 6; Ranged Strength: 8; Range: 2; Cost: 80; Required
Resources: none
Abilities: May not melee attack, no defensive bonuses.
Notes: Indian Unique Unit; replaces Chariot Archer.

Brute
Movement: 2; Strength: 6; Ranged Strength: 0; Cost: 20; Requires Resource:
none
Abilities: none
Notes: This is the Barbarian "unique unit" so to speak, a Warrior equivalent. Barbarians now spawn from camps, like in Civ
III. Other barbarian units appear as normal units. If captured by a German
player (using their special ability), the Brute retains its unique appearance.
Galley
Movement: 3; Strength: 5; Ranged Strength: 3; Range: 2; Cost: 50; Requires
Resource: none
Abilities: May not melee attack, may not enter Ocean tiles.
Notes: This is a unique Barbarian naval unit. It can be built in Barbarian
encampments that are on the coast. If captured by the Ottomans using their
special ability, it retains its unique look.

Bowman
Movement: 2; Strength: 6; Ranged Strength: 8; Range: 2; Cost: 70; Requires Resource:
none
Technology: Archery; Obsolete with: ?; Upgrades to: Crossbowman
Abilities: May not melee attack
Note: Babylonian Unique Unit; replaces Archer.

Slinger
Movement: 2; Strength: 2; Ranged Strength: 6; Range: 2; Cost: 70; Requires
Resource: none
Technology: Archery
Abilities: May Not Melee Attack, Can withdraw before combat.
Note: Inca Unique Unit; replaces Archer. One of the first available ranged
units, the Incan Unique Unit Slinger replaces the Archer. The Slinger is no more
powerful than the Archer, and is even more fragile if subjected to a melee
attack. However it possesses a promotion that gives it a good chance to withdraw
to the rear before an enemy melee attack can occur.

Maori Warrior
Movement: 2; Strength: 6; Cost: 40; Requires Resource: none
Technology: (none)
Abilities: Haka War Dance: Enemy units are -10% Combat Strength when adjacent to
any unit with this promotion.
Note: Polynesian Unique Unit; replaces Warrior. Note that the unit retains the
special Haka War Dance promotion after being upgraded to a Swordsman (and
subsequent upgrades). Polynesian units can embark
immediately without the normally required technologies, and have a special
embarked graphic (below right).

Phalanx
Movement: 2; Strength: 6; Cost: 56; Requires Resource: none
Technology: Mining
Abilities: Bonus vs. Mounted (100)
Note: Sumerian Unique Unit, available only in the Wonders of the Ancient World
DLC scenario. The Phalanx replaces the Spearman, but is available earlier (with
Mining rather than Bronze Working) and has +1 combat strength.

Heavy Chariot
Movement: 3; Strength: 12; Cost: 100; Requires Resource: Horses
Technology: The Wheel
Abilities: Shock I promotion; rough terrain penalty, no defensive bonuses.
Note: Hittite Unique Unit, available only in the Wonders of the Ancient World
DLC scenario; replaces Chariot Archer. The Heavy Chariot is a melee unit rather
than a ranged unit.
On to >> Medieval Units