*This page last updated: 28 April, 2012 19:55 PST.

General Notes

Units Seen In-Game

Details about specific units have been split into era-specific sections; there you can find images and notes on each unit. Only units that have been identified through in-game evidence are listed in these sections. Other units enumerated in reviews or official lists that have not been verified as in-game are listed farther down the page.

Ancient/Classical Units Medieval Units Renaissance Units Industrial/Modern Units

Units Master List
Unit Type Technology Prod.
Cost
Move Str. Rngd
Str.
Range Req. Resource Notes
Warrior Melee - 40 2 6 - - -
Settler Civilian - 106 2 - - - - Can Found Cities. City growth suspended during production
Worker Civilian - 70 2 - - - - Can build tile improvements
Scout Melee - 25 2 4 - - - Ignores terrain cost
Archer Archery Archery 40 2 4 6 2 - -25% vs. Cities
Spearman Melee Bronze Working 56 2 7 - - - +100% bonus vs. Mounted
Swordsman Melee Iron Working 75 2 11 - - Iron
Chariot Archer Mounted The Wheel 56 4 3 7 2 Horses Rough terrain penalty, -25% vs. Cities, no defensive bonuses
Trireme Naval Sailing 56 4 6 4 2 - Cannot enter deep ocean
Horseman Mounted Horseback Riding 75 4 10 - - Horses Can move after attacking, no defensive bonuses, -33% vs cities
Catapult Siege Mathematics 75 2 5 11 2 Iron Must set up to fire; +50% vs Cities, -1 vision, no defensive bonuses
Work Boat Civilian Sailing 30 4 - - - - Can build Fishing Boats and Offshore Platform
Great General Civilian - - 2 - - - - +25% bonus to nearby units; can build Citadel
Great Artist Civilian - - 2 - - - - Can build Landmark
Great Scientist Civilian - - 2 - - - - Can build Academy
Great Engineer Civilian - - 2 - - - - Can build Manufactory
Great Merchant Civilian - - 2 - - - - Can build Customs House
Khan* Civilian (Great General) - 5 - - - - Mongolian UU*; Heals adjacent units.
Brute* Melee - 20 2 6 - - - Barbarian UU*
Galley* Naval - 50 3 5 3 2 - Barbarian UU*; Cannot enter deep ocean
Bowman* Archery Archery 75 2 6 8 2 - Babylonian UU*; -25% vs. Cities
War Chariot* Mounted The Wheel 56 5 3 7 2 - Egyptian UU*; Does not require Horses, no defensive bonuses, -25% vs. Cities, rough terrain penalty
Hoplite* Melee Bronze Working 56 2 9 - - - Greek UU*; +100% vs Mounted
Phalanx* Melee Mining 56 2 8 - - - Sumerian UU*; +100% vs Mounted
Heavy Chariot* Mounted The Wheel 100 3 12 - - Horses Hittite UU*; Shock I
Companion Cavalry* Mounted Horseback Riding 75 5 12 - - Horses Greek UU*; can move after attack, additional Great General points, no defensive bonuses, -33% vs. Cities
Legion* Melee Iron Working 75 2 13 - - Iron Roman UU*; Can build forts and roads.
Ballista* Siege Mathematics 100 2 5 14 2 Iron Roman UU*; Must set up to fire; +50% vs Cities, -1 vision, no defensive bonuses
Immortal* Melee Bronze Working 60 2 8 - - - Persian UU*; +100% vs Mounted, heals at double rate
Mohawk Warrior* Melee Iron Working 75 2 11 - - Iron Iroquois UU*; +50% combat strength in Forest/Jungle
Jaguar* Melee - 40 2 6 - - - Aztec UU*; +50% combat strength in Jungle, heals +2 on kill, Woodsman
War Elephant* Mounted The Wheel 70 3 6 8 2 - Indian UU*, -25% vs Cities, no defensive bonuses
Slinger* Archery Archery 70 2 2 6 2 - Inca UU*; Chance to withdraw when attacked
Maori Warrior* Melee - 40 2 6 - - - Polyneisan UU*; Reduces enemy strength 10%
Pikeman Melee Civil Service 90 2 10 - - - +100% bonus vs. Mounted
Crossbowman Archery Machinery 120 2 10 15 2 - -25% vs. Cities
Longswordsman Melee Steel 120 2 16 - - Iron
Knight Mounted Chivalry 120 3 18 - - Horses Can move after attacking, no defensive bonuses, -33% vs. Cities
Trebuchet Siege Physics 120 2 8 16 2 Iron Must set up to fire; +50% vs Cities, -1 vision, no defensive bonuses
Landsknecht* Melee Civil Service 45 2 10 - - - German UU* +100% vs Mounted
Mandekalu Cavalry* Mounted Chivalry 120 3 18 - - Horses Songhai UU*; no penalty vs Cities, can move after attacking, no defensive bonuses
Camel Archer* Mounted Chivalry 120 3 10 15 2 Horses Arab UU*; Can Move After Attacking, no defensive bonsues, -25% vs. Cities
Keshik* Mounted Chivalry 165 5 8 13 2 Horses Mongolian UU*; generates double GG points, double experience, can move after attacking, no defensive bonuses
Samurai* Melee Steel 120 2 16 - - Iron Japanese UU*; Shock I; generates extra Great General points
Longbowman* Archery Machinery 120 2 10 15 3 - English UU*; +1 Range
Chu-Ko-Nu* Archery Machinery 120 2 10 11 2 - Chinese UU*; May fire twice, -25% vs. Cities
Naresuan's Elephant* Mounted Chivalry 120 2 22 - - - Siamese UU*; +50% vs Mounted, can move after attacking, no defensive bonuses, -33% vs. Cities
Berserker* Melee Steel 165 3 18 - - Iron Denmark UU*; Amphibious
Conquistador* Mounted Chivalry 165 3 18 - - Horses Spanish UU*; no penalty vs. cities; +2 sight; can settle cities
Hwach'a Siege Physics 120 2 8 25 2 Iron Korean UU*;
Huscarl* Melee Steel 110 2 16 - - Iron Anglo Saxon UU*; +50% vs. Mounted, Cover I
Musketman Gunpowder Gunpowder 150 2 16 - - -
Lancer Mounted Metallurgy 185 4 22 - - Horses Can move after attacking
Cannon Siege Chemistry 185 2 13 26 2 - Must set up to fire; +20% vs Cities, -1 vision, no defensive bonuses
Caravel Naval Astronomy 120 6 15 7 2 -
Musketeer* Gunpowder Gunpowder 150 2 20 - - - French UU*
Minuteman* Gunpowder Gunpowder 150 2 16 - - - American UU*; ignores terrain cost, Drill I
Tercio* Gunpowder Gunpowder 155 2 18 - - - Spanish UU*; +100% vs Mounted
Turtle Ship Naval Astronomy 120 4 30 12 2 - Korean UU*;
Rifleman Gunpowder Rifling 225 2 25 - - -
Cavalry Mounted Military Science 225 3 25 - - Horses Can Move After Attacking
Frigate Naval Navigation 185 5 30 15 2 Iron
Ship of the Line* Naval Navigation 170 7 30 17 2 Iron English UU*; +1 sight range
Sipahi* Mounted Metallurgy 185 5 22 - - Horses Ottoman UU* +1 sight range
Janissary* Gunpowder Gunpowder 150 2 16 - - - Ottoman UU*; +25% strength when attacking; heals to full if enemy destroyed
Cossack* Mounted Military Science 225 3 25 - - Horses Russian UU*; can move after attacking, bonus against damaged units
Norwegian Ski Infantry* Gunpowder Rifling 220 2 25 - - - Denmark UU*; bonuses on hills, snow, tundra
Ironclad Naval Steam Power 270 4 35 18 2 Coal May not enter deep ocean
Infantry Military Replaceable Parts 320 2 36 - - -
Artillery Siege Dynamite 320 2 16 32 3 - Must set up to fire; +20% vs Cities, -1 vision, no defensive bonuses, Indirect Fire
Destroyer Naval Electricity 375 8 35 22 2 Oil +3 sight range, +100% vs Submarines, Intercept, Indirect Fire
Battleship Naval Telegraph 375 4 60 32 3 Oil Indirect Fire
Submarine Naval Refrigeration 375 5 25 60 3 Oil Invisible except to Destroyers and other Submarines
Foreign Legion* Gunpowder Replaceable Parts 320 2 36 - - - French UU*; Foreign Lands +20% Bonus
Anti-Tank Gun Gunpowder Replaceable Parts 270 2 32 - - - +100% vs. Armor
Anti-Aircraft Gun Gunpowder Radio 375 2 32 - 2 - +100% vs. Air units
Tank Armor Combustion 375 5 50 - - Oil Can move after attack
Fighter Fighter Flight 375 - - 40 8 Oil Intercept, Air Sweep, Recon, bonus vs Helicopters
Bomber Bomber Radar 375 - - 50 10 Oil Vulnerable to Fighters
Carrier Naval Flight 375 5 30 - - Oil Can carry 3 aircraft
Paratrooper Gunpowder Radar 375 2 40 - - - Can paradrop up to 5 hexes
Panzer* Armor Combustion 375 6 60 - - Oil German UU*; can move after attack
Zero* Fighter Flight 375 - - 40 8 Oil Japanese UU*; Bonus against Fighters and Helicopters, Intercept, Recon, Air Sweep
B-17* Bomber Radar 375 - - 50 10 Oil American UU*; Starts with Evasion and Siege 1
Atomic Bomb Air Nuclear Fission 600 - - - 10 Uranium May be stationed on Carrier
Helicopter Gunship Helicopter Rocketry 425 6 50 - - Aluminum Bonus vs. Armored units, ignored terrain penalties
Jet Fighter Fighter Lasers 425 - - 60 10 Aluminum Bonus against Helicopters, Air Recon, Air Sweep
Modern Armor Armor Lasers 425 5 80 - - Aluminum Penalty attacking Cities and on defense; can move after attack
Mechanized Infantry Gunpowder Electronics 375 3 50 - - -
Rocket Artillery Siege Rocketry 600 3 18 46 3 Aluminum Must set up to fire; +20% vs Cities, -1 vision, no defensive bonuses, Indirect Fire
Stealth Bomber Bomber Stealth 425 - - 80 20 Aluminum Evasion +100%, Recon
Nuclear Missile Air Advanced Ballistics 1000 - - - 12 2xUranium May be stationed on Missile Cruiser or Nuclear Submarine
Mobile SAM Gunpowder Computers 425 4 40 - 2 Aluminum Intercept; +100% vs. Air Units
Guided Missile Air Satellites 200 - - 70 8 - Destroyed on attack; cannot be intercepted
Nuclear Submarine Naval Computers 425 6 30 70 3 Aluminum Can carry 2 missiles; bonus against submarines; invisible
Missile Cruiser Naval Robotics 425 7 60 25 3 Aluminum Indirect Fire, Intercept, can carry 3 missiles
Giant Death Robot Armor Nuclear Fusion 425 3 150 - - Uranium Penalty attacking cities, no defensive bonuses, can move after attacking.
SS Booster Civilian Robotics 500 2 _ _ - - Starship component; 3 required 
SS Cockpit Civilian Satellites 750 2 _ _ - - Starship component; 1 required
SS Engine Civilian Particle Physics 750 2 _ _ - - Starship component; 1 required
SS Stasis Chamber Civilian Nanotechnology 750 2 _ _ - - Starship component; 1 required

(*UU - "Unique Unit"; a civilization-specific unit)

Special Units

Information on units that either can't be built by the player, or are handled in an unusual manner.

Great People

Great People are civilian units, and so can stack in the same hex with a military unit. If a hostile unit moves into the same hex as a Great Person, the Great Person is destroyed. 

Most Great People are generated by accumulating Great Person points. For all types except the Great General, GP points are generated by Wonders and by city Specialists. GP points are specific to a particular type, and these accumulate per city, and can be tracked as seen at right. The points for Great Generals are generated by victorious combat. The meter for tracking Great General points can be seen in the Military overview screen.

As in Civ IV, Great People can be sacrificed to trigger a Golden Age. Only one Great Person is required to do this; the number does not increase (as it did in Civ IV), but the length of each successive Golden Age triggered this way is reduced (though not below 3 turns).

Great General

Movement: 2; Strength: 0; Ranged Strength: 0
Notes: As before, Great Generals are produced when a civilization has repeated victories in combat. He can no longer join units as a Warlord (as in Civ IV), but his presence gives +25% combat bonus to friendly units within 2 tiles. He can sacrifice himself to create a Citadel (a super-Fort), or to trigger a Golden Age. The Citadel can only be built in your own territory (unlike a regular Fort, which can be built in unclaimed territory.

Great Engineer

Movement: 2; Strength: 0; Ranged Strength: 0
Notes: Can sacrifice himself to construct a Manufactory improvement, to hurry production of a unit, building or wonder, or trigger a Golden Age.

Great Artist

Movement: 2; Strength: 0; Ranged Strength: 0
Notes: Can sacrifice itself to construct a Landmark improvement, trigger a Golden Age, or "culture bomb" a tile within 1 space of your territory, putting that tile and all adjacent tiles into your territory. The Culture Bomb target tile cannot be in foreign territory, though it can be in unclaimed territory.

Great Merchant

Movement: 2; Strength: 0; Ranged Strength: 0
Notes: Can construct a Customs House improvement, conduct a Trade Mission (to a city-state), or trigger a Golden Age. The Trade Mission can be activated in the territory of any city-state (with which you are at peace), and by consuming the Great Merchant, will produce gold and increased influence with that city-state. Trade Missions can no longer be conducted with other civilizations.

Great Scientist

Movement: 2; Strength: 0; Ranged Strength: 0
Notes: Can construct the Academy improvement, or discover a Technology, or trigger a Golden Age. All these consume the unit. The technology can be chosen from a list of any technologies that you could normally research at that point.

Khan

Movement: 5; Strength: 0; Ranged Strength: 0
Notes: The Khan is a unique Mongolian version of the Great General. In addition to his increased speed, the Khan heals adjacent friendly units an additional +2HP per turn. The Khan uses the same icon as and is otherwise identical to a normal Great General.

Sea-Embarked Land Units

Movement: 2, 4, 6; Strength: 0; Ranged Strength: 0
Technology: Optics, Astronomy, Steam
Note: Land units can now embark on water, and take on the appearance and characteristics of a civilian transport. This means that dedicated transport units are gone from the game; land units themselves transform into a transport at the coast. Embarked transports are defenseless, and will be destroyed if a hostile naval unit enters the same tile. Embarked units CANNOT stack with military naval units. (the Songhai special ability gives transports the ability to defend themselves). The unit icon changes from a circle to a five-sided polygon, and while on the water it behaves as a civilian unit (so it can stack with a military escort vessel). The Embarkation promotion is given to all units with the discovery of Optics, but Embarked units have a move of 2 are limited to Coast tiles. Astronomy allows travel on Ocean tiles at increased speed to 4, and changes graphics to a galleon version. Steam further increases transport speed to 6, and changes the graphic to the modern transport form. Pictured below are the Optics, Astronomy and Steam representations of the Embarked form.

   

Some civilizations (notably Polynesia and Denmark) have custom graphics for their embarked form.

Unit Actions

Units have Actions (or Orders) that they can carry out. Some are universal to all units, and some are unit-specific. Many are dependent upon the current state of the unit.

Descriptions in parenthesis are my own explanations. Descriptions in quotes are taken verbatim from the game UI.

Move (M)

(Move the unit to the target hex.)

Skip Turn (spacebar)

(Do nothing. The unit will awake and ask for orders the next turn.)

Wake

Wake up the sleeping unit.

Sleep (F)

"Order the Unit to remain inactive until the player provides it new orders." (Available for units that cannot Fortify.)

Alert (A)

"Order the unit to remain in the current tile and sleep until it sees an enemy, The unit receives a defensive bonus (+25%)."

Fortify (F)

"The Unit remains inactive until the player provides it new orders. The unit receives a defensive bonus (+25%)."

Attack (Ctrl-A)

(Attempt to move into the target hex and attack the enemy unit there.)

Ranged Attack (S)

(Use a ranged attack on the target hex.)

Pillage

(Pillage the improvement in the current hex.)

Garrison

"Garrison a unit in this city, improving its Combat Strength. This option will only appear if a unit is occupying the same tile as a city."

Embark Mode (B)

"Order the Unit to move from the land to the water." (It appears that any unit on the coast can do this. When a land unit Embarks, the unit icon changes to a five-sided home-plate shaped polygon.)

Fortify Until Healed (H)

"The unit remains inactive until it heals back to full strength. The unit receives a defensive bonus (+25%) and heals 1 HP per turn."

Upgrade (U)

(Upgrade a unit to a more advanced unit, spending gold. In one example, the cost was 110 gold to upgrade a Warrior to a Swordsman.)

Set Up For Ranged Attack (S)

"Required before this unit can Range Attack." (For Siege weapons.)

Start Golden Age

"This order will consume the Great Person and initiate a Gold Age for 8 turns. Golden Ages give extra Production and Gold for the period they are active."

Conduct Trade Mission

"If the unit is inside a City-State's territory, this order will have a Great Merchant conduct a trade mission, giving you a large amount of Gold and improving relations with the City-State. It consumes the Great Person."

Found City (B)

"This order causes the Settler to found a city in its current location. The Settler is consumed in the process."

Rebase

"Order the Air unit to rebase to a different city."

Intercept

This order will instruct the unit to attempt an interception with any incoming air attacks and neutralize them.

Disembark

Unload the unit from the boat back on to a land tile.

Nuke

Launches a nuclear weapon at the chosen tile. The target and all surrounding tiles in the radius of the weapon will receive massive damage.

Paradrop

Order the unit to paradrop to the specified location. This mission is subject to interception.

Air Sweep

Order the air unit to attack enemy units in the selected tile.

Discover Tech

This will have the Great Person help research a new technology. It consumes the Great Person.

Hurry Production

This order will hurry production on the city's current Wonder-building effort. It consumes the Great Person.

Build Spaceship

Contribute a part to the Alpha Centauri Spaceship. The unit will be consumed and must be in your Capital City to use this.

Culture Bomb

This order will consume the Great Artist and make the tile this unit is on, as well as all adjacent tiles, become part of your borders, even if they belong to another player.

Secondary Action Bar

This bar appears to contain lesser-used commands. It can be opened and closed with the button shown below.

(Open Secondary Action Bar)

"Reveals additional actions your Unit may perform."

Explore (Automated) (E)

"Order the unit to explore uncharted regions of the map. This unit will continue to move every turn until you cancel its automation.

Delete (delete key)

"Permanently delete the active unit and receive a small amount of gold in return."

Build Actions

Some units (such as Workers) have a separate Build Actions bar, which they can use to build Tile Improvements. For a list of buildable items, see the Tile Improvements section.

Build Citadel (C)

"This order will consume the Great General and construct a citadel improvement on the current tile."

Unit Promotions

Promotions and attributes have been moved to their own page.

AWOL from Civ IV

The following is a list of units from Civ IV that did not make a return in Civ V.

Galley, Galleon, Transport: Because of the new ability for land units to transform into naval transport units, non-military naval transports are no longer necessary. There are however equivalent age-specific embarked graphics that look the part.
Elephant: Though there is still the Ivory resource and several elephant-based Unique Units, there is no standard Elephant unit in Civ V.
Axemen: The new stack-less combat system no longer requires a city attack or anti-melee niche, so Spearmen appear to be the only Bronze-Age unit, and Swordsmen take over the regular ancient infantry slot.
Longbowmen: Longbows are now an English unique unit, and not a regular unit. Crossbowmen are now the only regular Medieval archery unit (though there also a few civilization-specific mounted archery units).
Ship of the Line: Also now an English unique unit. The only regular Renaissance military naval units are the Frigate and Caravel.
Marine
: With the universal ability of every land unit to embark on water, a specialized Marine is not needed and has evidently been dropped. There is still an Amphibious promotion that removes the normal penalty for attacking from the sea or across a river.
Spy: Espionage does not appear to be in the game.
Airship: Gone, and I'm glad... this was a really dumb, unrealistic unit. Renaissance-era zeppelins... right.
Grenadiers: As with the anti-melee units, anti-Rifleman specialists aren't needed in the no-stacking system.
Machine Gun: Nope.
Privateer: Non.
Stealth Destroyer: Nein.
ICBM: The new "Nuclear Missile" is actually a short-range tactical nuke; there is not a long-range nuclear missile in the game, which is puzzling.
Missionaries, Great Prophets: Obsolete with the removal of Religions.
Corporate Executives: Obsolete with the removal of Corporations.