*This page last updated: 24 April, 2012 15:00 PST.

General Notes

Crossbowman

Movement: 2; Strength: 6; Ranged Strength: 12; Range: 2; Cost: 120 hammers; Required Resources: none
Technology: Machinery
Abilities: May not melee attack.
Notes: With the removal of the regular Longbowman unit, the Crossbowman is the only regular Medieval-era archery unit.

Pikeman

Movement: 2; Strength: 10; Ranged Strength: 0; Cost: 100; Required Resources: none
Technology: Civil Service
Abilities: +100% vs Mounted Units
Notes: An early screenshot of the Civil Service tech said the Pikeman has a bonus "defending against Knights and other mounted units," but it looks now like the bonus is not just for defending, and it's probably +100%. Appears to be armed with halberds rather than actual pikes.

Longswordsman

Movement: 2; Strength: 18; Ranged Strength: 0; Cost: 150 hammers; Required: 1 Iron
Technology: Steel
Abilities: none
Notes: In the older E3 videos, the Longswordsman had a strength of 16, but it has since been increased to 18. 

Knight

Movement: 3; Strength: 18; Ranged Strength: 0; Cost: 150 hammers; Required: 1 Horses
Technology: Chivalry
Abilities: No defensive bonuses, weak to Pikemen, can move after attacking.

Trebuchet

Movement: 2; Strength: 6; Ranged Strength: 20; Range: 2; Cost: 170 hammers; Required: 1 Iron.
Technology: Physics
Abilities: May not melee attack, no defensive bonuses, +10% combat bonus vs. Cities, limited visibility, must set up to range attack.
Notes: "Powerful Medieval Siege Unit, good at reducing the defenses of enemy Cities. Must set up prior to firing."

Landsknecht

Movement: 2; Strength: 10; Ranged Strength: 0; Cost: 50; Required Resource: none
Technology: Civil Service
Abilities: +100% vs Mounted units.
Notes: German Unique Unit. Although it's definite that the Landsknecht replaces the Pikeman, and it looks like they are armed with halberds, the symbol for the unit is the Zweihänder greatsword. The Landsknecht has the same stats as the Pikeman, but is cheaper to produce.

Samurai

Movement: 2; Strength: 18; Ranged Strength: 0; Cost: 150; Required Resource: 1 Iron
Technology: Steel
Abilities: +20% Combat Strength when fighting in Open terrain (Shock 1); winning combats generates additional Great General points.
Notes: Japanese Unique Unit, replaces Longswordsman. 

Mandekalu Cavalry

Movement: 3; Strength: 18; Ranged Strength: 0; Cost: 150 hammers; Required Resource: 1 Horses
Abilities: +30% bonus vs. Cities, no defensive bonuses, can move after attacking.
Notes: Songhai Unique Unit; replaces Knight. 

Longbowman

Movement: 2; Strength: 6; Ranged Strength: 12; Range: 3*; Cost: 120 hammers; Required Resources: none
Technology: Machinery
Abilities: May not melee attack, +1 Range*
Notes: English Unique Unit; replaces Crossbowman. *I have included the +1 Range attribute in the above Range value of 3.

Camel Archer

Movement: 3; Strength: 10; Ranged Strength: 15; Range: 2; Cost: 150; Required Resources: 1 Horses
Technology: Chivalry
Abilities: May not melee attack, no defensive bonuses, can move after attacking.
Notes: Arabian Unique Unit; replaces Knight.

Chu-Ko-Nu

Movement: 2; Strength: 6; Ranged Strength: 10; Range 2; Cost: 120; Required Resources: none
Technology: Machinery
Abilities: May not melee attack, may fire twice per turn.
Notes: Chinese Unique Unit; replaces Crossbowman. 

Naresuan's Elephant

Movement: 2; Strength: 22; Ranged Strength: 0; Cost: 150; Required Resources: none
Technology: Chivalry
Abilities: +50% vs Mounted units, No defensive bonuses, may move after attacking
Notes: Siamese Unique Unit; replaces Knight.

Keshik

Movement: 5*; Strength: 8; Ranged Strength: 13; Range: 2; Cost: 225; Required Resources: Horses
Technology: Chivalry
Abilities: Earns promotions at double rate, generates double Great General points, Can Move After Attacking, Can't melee attack, No defensive bonuses.
Notes: Mongolian Unique Unit; replaces the Knight. *Movement includes the +1 Mongol mounted movement. The Keshik is a mounted archer.

Conquistador

Movement: 3; Strength: 18; Ranged Strength: 0; Cost: 150; Required Resource: Horses
Technology: Chivalry
Abilities: Extra Sight(2), No defensive bonuses; Can move after attacking; Can found a city on a foreign continent; Embarkation with Defense.
Notes: Spanish Unique Unit; replaces the Knight. The Conquistador is a multi-purpose unit that is strong both on land and at sea. Replacing the Knight, it is an exceptional scout on land with extra visibility. It also has the ability to found new cities, but only on a foreign continent that does not contain the Spanish capital. In the water, the Conquistador has the defensive embarkation promotion that allows it to defend itself against naval units. It also suffers no penalty when attacking cities, unlike the Knight.

Berserker

Movement: 3; Strength: 18; Ranged Strength: 0; Cost: 110; Required Resource: Iron
Technology: Steel
Abilities: Amphibious promotion (no penalty attacking from the water).
Notes: Denmark Unique Unit; replaces Longswordsman. In most previous versions of Civ, this unit has the equivalent of the Amphibious promotion. It also has a +1 movement over the Longswordsman. As with the Polynesians, the Danes have a custom graphic for their embarked units (a Viking longboat, in this case).

Hwach'a

Movement: 2; Strength: 8; Ranged Strength: 25; Cost: ?; Required Resource: Iron
Technology: Physics
Abilities:
Notes: Korean Unique Unit; replaces Trebuchet.

Huscarl

Movement: 2; Strength: 16; Ranged Strength: 0; Cost: 110; Required Resource: Iron
Technology: Steel
Abilities: Cover I (25% defense against all ranged attacks), +50% combat strength vs. Mounted units
Notes: Ango-Saxon Unique Unit; replaces Longswordsman. Available only in the 1066 scenario in the Viking DLC.

Norman Knight

Movement: 3; Strength: 18; Ranged Strength: 0; Cost: 110 hammers; Required: 1 Horses
Technology: Chivalry
Abilities: No defensive bonuses, weak to Pikemen, can move after attacking, Blitz (can attack twice)
Notes: Norman Unique Unit; replaces Knight. Identical to the regular Knight except for the addition of the Blitz promotion. Available only in the 1066 scenario in the Viking DLC.

 

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