City Production: Combat and Support Units
Every era will gain new units that will build your army and help support building your empire. As time goes on, you'll have units on land, sea and air. Most all land units can enter and cross water once learning the Embark skill, though many are defenseless during this.
There are two major types of units: military and support. Support units tend to work and defend the land, improving your output. However, they can be easily captured or destroyed. Military units can move onto the same tile as support units, giving them protection by fighting off would-be attackers.
There is also a third, less common unit, the Great Person. Great People are born over time based on the buildings within your empire. Great People take the lower support spot, but can use special abilities, such as taking borders or providing free Golden Ages. When they use most of their powers, they are expended and cannot be used again.
As you move to new eras, you'll find a need to replace and upgrade your old units, which will make them ready to face the challenges ahead.


Ancient
| Unit Name | Unit Type | Traits and Abilities | Movement | Requirements and Costs |
|---|---|---|---|---|
| Archer | Combat Archery | 4 Combat, 6 Ranged Combat, 2 Range, May not Melee | 2 | 23 Production, Archery Tech |
| Chariot Archer | Combat Mounted | 2 Combat, 6 Ranged Combat, 2 Range, Rough Terrain Penalty, No Defensive Bonuses, May Not Melee | 4 | 20 Production, Horse, The Wheel |
| Great Artist | Great Person | Culture Bomb, Starts Golden Age | 2 | Great Artist Points |
| Great Engineer | Great Person | Speeds up Production, Starts Golden Age | 2 | Great Engineer Points |
| Great General | Great Person | +25% Combat Bonus to allies, Creates Citadel, Starts Golden Age | 2 | Great General Points |
| Great Merchant | Great Person | Creates Custom House, Starts Golden Age | 2 | Great Merchant Points |
| Great Scientist | Great Person | Free Technology, Starts Golden Age | 2 | Great Scientist Points |
| Hoplite | Combat Melee | 9 Combat, Bonus vs Mounted | 2 | 20 Production, Bronze Working, Greece |
| Immortal | Combat Melee | 8 Combat, Bonus vs Mounted, Heals at Double Rate | 2 | 20 Production, Bronze Working,, Persia |
| Jaguar | Combat Melee | 6 Combat, Combat Bonus in Jungle, Heal 2 Damage after a kill | 2 | 13 Production, Aztec |
| Scout | Recon | 4 Combat, Ignores Terrain Cost | 2 | 8 Production |
| Settler | Support | Founds new Cities | 2 | 109 Production |
| Spearman | Combat Melee | 7 Combat, Bonus vs Mounted | 2 | 16 Production, Bronze Working |
| Trireme | Combat Naval | 6 Combat, 4 Ranged Combat, 2 Range, Cannot Enter Deep Ocean, May not Melee | 4 | 20 Production, Sailing |
| War Chariot | Combat Mounted | 3 Combat, 6 Ranged Combat, 2 Range, Rough Terrain Penalty, No Defensive Bonuses, May Not Melee | 5 | 20 Production, The Wheel, Egypt |
| War Elephant | Combat Mounted | 6 Combat, 8 Ranged Combat, 2 Range, No Defensive Bonuses, May Not Melee | 3 | 20 Production, The Wheel, India |
| Warrior | Combat Melee | 6 Combat | 2 | 13 Production |
| Work Boat | Naval Support | Gathers Fish, Astronomy Needed | 4 | 10 Production, Sailing |
| Worker | Land Support | Improves Food, Production, or Gold outside cities. Builds Roads and Railroads | 2 | 23 Production |
Classical
| Unit Name | Unit Type | Traits and Abilities | Movement | Requirements and Costs |
|---|---|---|---|---|
| Ballista | Combat Siege | 4 Combat, 18 Ranged Combat, 2 Range, May not Melee, Bonus vs Cities, No Defensive bonuses, Must Set Up, Limited Visibility | 2 | 33 Production, Iron, Mathematics, Rome |
| Catapult | Combat Siege | 4 Combat, 14 Ranged Combat, 2 Range, May not Melee, Bonus vs Cities, No Defensive bonuses, Must Set Up, Limited Visibility | 2 | 33 Production, Iron, Mathematics |
| Companion Cavalry | Combat Mounted | 14 Combat, No Defensive bonuses, Can Move After Attacking, Great Generals I | 5 | 26 Production, Horse, Horseback Riding, Greece |
| Horseman | Combat Mounted | 12 Combat, No Defensive bonuses, Can Move After Attacking | 4 | 26 Production, Horse, Horseback Riding |
| Legion | Combat Melee | 13 Combat. Builds Roads and Forts | 2 | 30 Production, Iron, Iron Working, Rome |
| Mohawk Warrior | Combat Melee | 11 Combat, Combat Bonus in Forest and Jungle | 2 | 26 Production, Iron, Iron Working, Iroquois |
| Swordsman | Combat Melee | 11 Combat | 2 | 26 Production, Iron, Iron Working |
Medieval
| Unit Name | Unit Type | Traits and Abilities | Movement | Requirements and Costs |
|---|---|---|---|---|
| Camel Archer | Combat Mounted | 10 Combat, 15 Ranged Combat, 2 Range, No Defensive Bonuses, Can Move After Attacking, May not Melee | 3 | 50 Production, Horse, Chivalry, Arabia |
| Chu-Ko-Nu | Combat Archery | 6 Combat, 10 Ranged Combat, 2 Range, May Not Melee, May Attack Twice | 2 | 40 Production, Machinery, China |
| Crossbowman | Combat Archery | 6 Combat, 10 Ranged Combat, 2 Range, May Not Melee | 2 | 40 Production, Machinery |
| Knight | Combat Mounted | 18 Combat, No Defensive Bonuses, Can Move After Attacking | 3 | 50 Production, Horse, Chivalry |
| Landsknecht | Combat Melee | 10 Combat, Bonus vs Mounted | 2 | 16 Production, Civil Service, Germany |
| Longbowman | Combat Archery | 6 Combat, 10 Ranged Combat, 2 Range, May Not Melee, Range | 2 | 40 Production, Machinery, England |
| Longswordsman | Combat Melee | 18 Combat | 2 | 50 Production, Iron, Steel |
| Mandekalu Cavalry | Combat Mounted | 18 Combat, No Defensive Bonuses, Can Move After Attacking, Bonus vs Cities | 3 | 50 Production, Horse, Chivalry, Songhai |
| Nareusan's Elephant | Combat Mounted | 22 Combat, No Defensive Bonuses, Bonus vs Mounted, Can Move After Attacking | 2 | 50 Production, Chivalry |
| Pikeman | Combat Melee | 10 Combat, Bonus vs Mounted | 2 | 33 Production, Civil Service |
| Samurai | Combat Melee | 18 Combat, Shock I, Great Generals II | 2 | 50 Production, Iron, Steel, Japan |
| Trebuchet | Combat Siege | 6 Combat, 20 Ranged Combat, 2 Range, May not Melee, Bonus vs Cities, No Defensive bonuses, Must Set Up, Limited Visibility | 2 | 56 Production, iron, Physics |
Renaissance
| Unit Name | Unit Type | Traits and Abilities | Movement | Requirements and Costs |
|---|---|---|---|---|
| Cannon | Combat Siege | 10 Combat, 26 Ranged Combat, 2 Range, May not Melee, Bonus vs Cities, No Defensive bonuses, Must Set Up, Limited Visibility | 2 | 83 Production, Chemistry |
| Caravel | Combat Naval | 15 Combat, 7 Ranged Combat, 2 Range, Extra Sight, May Not Melee | 6 | 33 Production, Astronomy |
| Cavalry | Combat Mounted | 25 Combat, Penalty vs Mounted, No Defensive Bonuses, Can Move After Attacking, Damaged Enemy Bonus | 3 | 87 Production, Horse, Military Science |
| Cossack | Combat Mounted | 25 Combat, Penalty vs Mounted, No Defensive Bonuses, Can Move After Attacking | 3 | 87 Production, Horse, Military Science, Russia |
| Frigate | Combat Naval | 30 Combat, 15 Ranged Combat, 2 Range, May Not Melee | 5 | 53 Production, Iron, Navigation |
| Janissary | Combat Gunpowder | 16 Combat, Heal if Destroy an Enemy, Combat Bonus when Attacking | 2 | 40 Production, Gunpowder, Ottomans |
| Lancer | Combat Mounted | 22 Combat, Penalty on Defense, No Defensive bonuses, Can Move After Attack | 4 | 73 Production, Horse, Metallurgy |
| Minuteman | Combat Gunpowder | 16 Combat, All Tiles Cost 1 Move | 2 | 40 Production, Gunpowder, America |
| Musketeer | Combat Gunpowder | 20 Combat | 2 | 40 Production, Gunpowder, France |
| Musketman | Combat Gunpowder | 16 Combat | 2 | 40 Production, Gunpowder |
| Rifleman | Combat Gunpowder | 25 Combat | 2 | 40 Production, Rifling |
| Ship on the Line | Combat Naval | 30 Combat, 17 Ranged Combat, 2 Range, May Not Melee, Extra Sight | 5 | 53 Production, Iron, Navigation, England |
| Sipahi | Combat Mounted | 22 Combat, Penalty on Defense, No Defensive bonuses, Can Move After Attack, No Movement Cost to Pillage, Extra Sight | 5 | 73 Production, Horse, Metallurgy, Ottomans |
Industrial
| Unit Name | Unit Type | Traits and Abilities | Movement | Requirements and Costs |
|---|---|---|---|---|
| Anti-Aircraft Gun | Combat Gunpowder | 32 Combat, 2 Range, Interception, Bonus vs Aircraft, Bonus vs Helicopters | 2 | 100 Production, Radio |
| Anti-Aircraft Gun | Combat Gunpowder | 32 Combat, Bonus vs Tanks | 2 | 100 Production, Replaceable Parts |
| Artillery | Combat Siege | 16 Combat, 32 Ranged Combat, 3 Range, Indirect Fire, May Not Melee Attack, Bonus vs Cities, No Defensive Bonuses, Must Set Up, Limited Visibility | 2 | 140 Production, Dynamite |
| Battleship | Combat Naval | 60 Combat, 32 Ranged Combat, 3 Range, Indirect Fire, May Not Melee | 4 | 167 Production, Oil, Telegraph |
| Carrier | Combat Naval | 30 Combat, Can Carry 3 Cargo, May Not Melee Attack | 5 | 174 Production, Oil, Flight |
| Destroyer | Combat Naval | 35 Combat, 22 Ranged Combat, 2 Range, Indirect Fire, Can See Submarines, Extra Sight, Interception, Bonus vs Submarines, May Not Melee | 8 | 127 Production, Electricity |
| Fighter | Combat Fighter | 50 Ranged Combat, 8 Range, Interception, Air Sweep, Weak Ranged Attack, Air Recon, bonus vs Helicopters | 0 | 140 Production, Oil, Flight |
| Foreign Legion | Combat Gunpowder | 36 Combat, Foreign Lands Bonus | 2 | 100 Production, Replaceable Parts, France |
| Infantry | Combat Gunpowder | 36 Combat | 2 | 100 Production, Replaceable Parts |
| Ironclad | Combat Naval | 35 Combat, 18 Ranged Combat, 2 Range, Cannot Enter Deep Ocean, May Not Melee | 4 | 73 Production, Coal |
| Panzer | Combat Armored | 60 Combat, Penalty vs Cities, No Defensive Bonuses, Limited Visibility, Can Move After Attacking | 5 | 150 Production, Oil, Combustion, Germany |
| Submarine | Combat Naval | 35 Combat, 18 Ranged Combat, 2 Range, Is Invisible, Can See Submarines, May Enter Ice Tiles May Not Melee | 5 | 127 Production, Refrigeration |
| Tank | Combat Armored | 50 Combat, Penalty vs Cities, No Defensive Bonuses, Limited Visibility, Can Move After Attacking | 4 | 150 Production, Oil, Combustion |
| Zero | Combat Fighter | 50 Ranged Combat, 8 Range, Interception, Bonus vs Fighters, Air Sweep, Weak Ranged Attack, Air Recon, bonus vs Helicopters | 0 | 140 Production, Oil, Flight, Japan |
Modern
| Unit Name | Unit Type | Traits and Abilities | Movement | Requirements and Costs |
|---|---|---|---|---|
| Atomic Bomb | Missile | 10 Range, Evasion | 0 | 284 Production, Uranium, Nuclear Fission |
| B17 | Combat Bomber | 60 Range Combat, 10 Range, Penalty vs Naval, Evasion, Siege I | 0 | 174 Production, Oil, Radar, America |
| Bomber | Combat Bomber | 60 Range Combat, 10 Range, Penalty vs Naval | 0 | 174 Production, Oil, Radar |
| Guided Missile | Missile | 70 Ranged Combat, 8 Range, Evasion | 0 | 67 Production, Satellites |
| Helicopter Gunship | Combat Helicopter | 50 Combat, Ignores Terrain Cost, Hovering Unit, Bonus vs Tanks, No Defensive Bonuses, Unable to Capture Cities | 6 | 150 Production, Aluminum, Rocketry |
| Jet Fighter | Combat fighter | 70 Range Combat, 10 Range, Interception, Air Sweep, Weak Ranged Attack, Air Recon, Bonus vs Helicopters | 0 | 201 Production, Aluminum, Lasers |
| Mechanized Infantry | Combat Gunpowder | 50 Combat | 4 | 147 Production, Electronics |
| Missile Cruiser | Combat Naval | 60 Combat, 25 Ranged Combat, 3 Range, Indirect Fire, Can Carry 3 Cargo, Interception, May Not Melee Attack | 7 | 174 Production, Aluminum, Robotics |
| Mobile SAM | Combat Gunpowder | 40 Combat, 2 Range, Interception, Bonus vs Aircraft, Bonus vs Helicopters | 4 | 150 Production, Aluminum, Computers |
| Modern Armor | Combat Armored | 80 Combat, Penalty Attacking Cities, No Defensive Bonuses, Limited Visibility, Can Move After Attacking | 4 | 234 Production, Aluminum, Lasers |
| Nuclear Missile | Missile | 8 Range, Evasion | 0 | 402 Production, Uranium, Advanced Ballistics |
| Nuclear Submarine | Combat Naval | 30 Combat, 70 Ranged Combat, 3 Range, Is invisible, Can See Submarines, Can Carry 2 Cargo, Bonus vs Submarines, May Enter Ice Tiles, May Not Melee | 6 | 167 Production, Aluminum, Computers |
| Paratrooper | Combat Gunpowder | 40 Combat, May Paradrop | 2 | 117 Production, Radar |
| Rocket Artillery | Combat Siege | 18 combat, 46 Ranged Combat, 3 Range, Indirect fire, May Not Melee, Bonus vs Cities, No Defensive Bonuses, Limited Visibility | 3 | 201 Production, Aluminum, Rocketry |
| SS Booster | Space Ship Part | Needed for Science Victory | 2 | 234 Production, Robotics |
| SS Cockpit | Space Ship Part | Needed for Science Victory | 2 | 335 Production, Satellites |
| Stealth Bomber | Combat Bomber | 80 Ranged Damage, 20 Range, Penalty vs Naval, Evasion, Air Recon | 0 | 268 Production, Aluminum, Stealth |
Future
| Unit Name | Unit Type | Traits and Abilities | Movement | Requirements and Costs |
|---|---|---|---|---|
| Giant Death Robot | Combat Armored | 150 Combat, Penalty Attacking Cities, No Defensive Bonuses, Can Move After Attacking | 3 | 335 Production, Uranium, Nuclear Fusion |
| SS Engine | Space Ship Part | Needed for Science Victory | 2 | 335 Production, Particle Physics |
| SS Stasis Chamber | Space Ship Part | Needed for Science Victory | 2 | 335 Production, Nanotechnology |
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