Units
"The fate of unborn millions will now depend, under God, on the courage and conduct of this army. [...] We have, therefore, to resolve to conquer or die."
- George Washington
Units represent the more mobile aspects of your civilization, the workers who till the fields, the settlers who build new cities, the Great People who can singlehandedly change the course of a country through their genius or creativity. And of course units also represent your civ's military.
Most units are built in your cities. Use them wisely. Always make sure that you have enough combat units to accomplish the military task at hand and to defend your cities, but don't overbuild, or the cost of supporting them will beggar your civ. Upgrade your military units when you can, but don't be shy about destroying them if you're overburdened. Similarly, have enough workers to handle the job, but they are expensive to maintain, so keep an eye on your finances.
Whatever you do, early in the game send out units to explore the world! If you don't know what's going on in the world around you, you're liable to face some really ugly and possibly fatal surprises from greedy neighbors!
Most units are built in your cities. Use them wisely. Always make sure that you have enough combat units to accomplish the military task at hand and to defend your cities, but don't overbuild, or the cost of supporting them will beggar your civ. Upgrade your military units when you can, but don't be shy about destroying them if you're overburdened. Similarly, have enough workers to handle the job, but they are expensive to maintain, so keep an eye on your finances.
Whatever you do, early in the game send out units to explore the world! If you don't know what's going on in the world around you, you're liable to face some really ugly and possibly fatal surprises from greedy neighbors!
Archer
Game Info:
Cost: 70 🔨 / 150 🕊️
👣 Moves: 2
• Range: 2
🏹 Ranged Strength: 9
⚔️ Strength: 6
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Free Promotions:
• Naval Target Penalty
• May Not Melee Attack
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Prerequisite Technologies: Calendar
Becomes Obsolete With: Currency
👣 Moves: 2
• Range: 2
🏹 Ranged Strength: 9
⚔️ Strength: 6
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Free Promotions:
• Naval Target Penalty
• May Not Melee Attack
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Prerequisite Technologies: Calendar
Becomes Obsolete With: Currency
Required Technology:
Becomes Obsolete with:
Free Promotions:
Strategy:
The Archer is an early ranged unit. It is the first in the unit line to have 2 range, allowing it to initiate fights and keep away from melee attackers. Use archers to soften up targets before a melee strike.
Historical Info:
Archery may have been invented as long as 10,000-15,000 years ago, during the Paleolithic Age. It may have been invented in one place and spread, or, more likely, archery was invented in multiple places around the world. In the centuries before gunpowder, most ancient civilizations employed archers in their armies. The Korean armies possessed particularly fine archers during the 600-year Choson period, while the English longbow dominated the European battlefields during the 14th and 15th centuries.
Caravan
Game Info:
Cost: 90 🔨
No Maintenance Cost
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Required Buildings for Investment: Caravansary
Prerequisite Technologies: Trade
No Maintenance Cost
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Required Buildings for Investment: Caravansary
Prerequisite Technologies: Trade
Required Technology:
Strategy:
A Caravan allow you to establish a land-based Trade Route between two civilizations, earning 💰 Gold for both the owner and the destination civilization. Building a Granary or a Workshop in its home city also allows you to shuttle 🌾 Food or 🔨 Production among your own cities. Once you assign it to a route, it cannot defend itself, so make sure the route is clear of danger.
Historical Info:
From time immemorial traders have used beasts of burden - from horses and mules to camels and llamas - to engage in long-range commerce. The first historical records of caravans date to around 1000 BC when camel trains brought gems, precious metals, incense and spices up the west coast of Arabia, linking India with Egypt, Phoenicia, and the Mesopotamian empires. Many caravan routes, such as the famous Silk Road from China to the Middle East, shaped history as surely as wars and beliefs. Although largely supplanted by motorized transport, pack caravans still operate across such inhospitable terrain as the fringes of the Sahara and Gobi deserts.
Chariot Archer
Game Info:
Cost: 55 🔨 / 100 🕊️
👣 Moves: 4
• Range: 1
🏹 Ranged Strength: 8
⚔️ Strength: 8
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Free Promotions:
• Beam Axle
• Can Move After Attacking
• City Attack Penalty
• Naval Target Penalty
• No Defensive Terrain Bonuses
• May Not Melee Attack
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Prerequisite Technologies: Animal Husbandry
Becomes Obsolete With: Mathematics
Resources Required: 1 Horses
👣 Moves: 4
• Range: 1
🏹 Ranged Strength: 8
⚔️ Strength: 8
----------------
Free Promotions:
• Beam Axle
• Can Move After Attacking
• City Attack Penalty
• Naval Target Penalty
• No Defensive Terrain Bonuses
• May Not Melee Attack
----------------
Prerequisite Technologies: Animal Husbandry
Becomes Obsolete With: Mathematics
Resources Required: 1 Horses
Required Technology:
Becomes Obsolete with:
Free Promotions:
Strategy:
Chariot Archers are fast ranged units, deadly on open terrain. They are slightly more powerful than the Archer and can move twice the distance. However, Chariot Archers suffer a movement penalty when entering Forest, Jungle or Hill hexes (unless roads have been constructed in them). As a mounted unit, the Chariot Archer is vulnerable to Spearmen.
Historical Info:
Before the invention of the stirrup, it was virtually impossible to fight from horseback. There was no way to brace oneself, and the slightest push could unhorse the warrior, with disastrous results. Horses first appeared on the battlefield pulling chariots. A chariot team usually consisted of one or two horses, a driver, and an archer. The chariots' mobility made them especially dangerous to infantry: they could rush within range, fire off a volley, then escape before the foot-bound soldiers could close with them. The greatest weakness of a chariot archer team was its inability to deal with difficult terrain. On open plains they were the kings of the ancient battlefield; in hills or woods they were at a significant disadvantage.
Companion Cavalry
Game Info:
City-State Unique Unit
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👣 Moves: 5
⚔️ Strength: 16
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Free Promotions:
• Can Move After Attacking
• City Attack Penalty
• Great General Combat Bonus
• Transfer Movement to General
• No Defensive Terrain Bonuses
• Great Generals I
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Prerequisite Technologies: Military Strategy
Becomes Obsolete With: Metallurgy
Resources Required: 1 Horses
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👣 Moves: 5
⚔️ Strength: 16
----------------
Free Promotions:
• Can Move After Attacking
• City Attack Penalty
• Great General Combat Bonus
• Transfer Movement to General
• No Defensive Terrain Bonuses
• Great Generals I
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Prerequisite Technologies: Military Strategy
Becomes Obsolete With: Metallurgy
Resources Required: 1 Horses
Required Technology:
Becomes Obsolete with:
Free Promotions:
Strategy:
Companion Cavalry are faster and more powerful than the Horseman unit, making them the most dangerous mounted units until the arrival of the Knight. They help generate Great Generals more rapidly than other units, and benefit greatly from being stacked with one. Use a stacked Great General's increased movement speed to keep up with its Companion Cavalry retinue.
Historical Info:
The hetairoi, or "companion cavalry," were elite horsemen who accompanied Alexander the Great into battle. The term "hetairoi" derives from the name of the Macedonian aristocracy, and the companion cavalry came from only the best Macedonian families (though later this was expanded to include the nobility of allied and subject peoples). Each cavalryman carried a "xyston" (thrusting spear), and "kopis" (curved sword), and wore a bronze cuirass, shoulder pads and helmet.
In battle, Alexander usually held back the companions until the enemy was fully engaged with his phalanx units. Alexander himself would then lead his companions against the enemy's flank or rear, sowing confusion and dismay in the enemy army. The opposing forces never found a satisfactory answer to this combination, and with it Alexander conquered most of the known world.
In battle, Alexander usually held back the companions until the enemy was fully engaged with his phalanx units. Alexander himself would then lead his companions against the enemy's flank or rear, sowing confusion and dismay in the enemy army. The opposing forces never found a satisfactory answer to this combination, and with it Alexander conquered most of the known world.
Galley
Game Info:
Cost: 70 🔨 / 150 🕊️
👣 Moves: 3
⚔️ Strength: 12
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Free Promotions:
• Brute Force
• Oceanic Peril
• Shallow Draft
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Prerequisite Technologies: Fishing
Becomes Obsolete With: Philosophy
👣 Moves: 3
⚔️ Strength: 12
----------------
Free Promotions:
• Brute Force
• Oceanic Peril
• Shallow Draft
----------------
Prerequisite Technologies: Fishing
Becomes Obsolete With: Philosophy
Required Technology:
Becomes Obsolete with:
Free Promotions:
Strategy:
Galleys are the earliest naval unit. They are slow and weak, but can be used to establish an early naval presence. Use Galleys to protect your cities from early Barbarian incursions.
Historical Info:
A galley is any type of ship that is mainly propelled by oars. Many galleys also used sails in favorable winds, but rowing with oars was relied on for maneuvering and for independence from wind power. The plan and size of galleys varied greatly from ancient times, but early vessels were often small enough to be picked up and carried onto shore when not in use, and were multipurpose vessels, used in both trade and warfare.
Horseman
Game Info:
Cost: 90 🔨 / 150 🕊️
👣 Moves: 4
⚔️ Strength: 13
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Free Promotions:
• Can Move After Attacking
• City Attack Penalty
• No Defensive Terrain Bonuses
----------------
Prerequisite Technologies: Military Strategy
Becomes Obsolete With: Chivalry
Resources Required: 1 Horses
👣 Moves: 4
⚔️ Strength: 13
----------------
Free Promotions:
• Can Move After Attacking
• City Attack Penalty
• No Defensive Terrain Bonuses
----------------
Prerequisite Technologies: Military Strategy
Becomes Obsolete With: Chivalry
Resources Required: 1 Horses
Required Technology:
Becomes Obsolete with:
Free Promotions:
Strategy:
The Horseman is the first really powerful cavalry unit, combining speed with a powerful melee attack. The Horseman can move after attacking. As a mounted unit, the Horseman remains vulnerable to attacks from Spearmen, Pikemen and the like.
Historical Info:
The first horses used effectively in battle pulled chariots. The nomadic people of Central Asia were riding horses by 2000 BC, perhaps earlier. While certainly horsemen were employed to carry messengers and scouts, they did not become effective fighting platforms until the development of dual stirrups combined with a solid saddle (to distribute the rider's weight when standing in the stirrups). The earliest effective dual stirrups/saddle combination is found in China and dates from approximately 300 AD, and over the next four centuries it spread across Asia and into Europe.
The earliest fighting horsemen were armed with spears and swords. As technology advanced and bigger and stronger horses were bred, horsemen were equipped with ever more powerful weapons and heavier armor, culminating in the classic knight of the Middle Ages, the king of the medieval battlefield.
The earliest fighting horsemen were armed with spears and swords. As technology advanced and bigger and stronger horses were bred, horsemen were equipped with ever more powerful weapons and heavier armor, culminating in the classic knight of the Middle Ages, the king of the medieval battlefield.
Inquisitor
Game Info:
Cost: 300 🕊️
👣 Moves: 3
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Remove Heresy
Reduce Active Foreign Religion Spread by 50%
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Require Enhanced Religion
👣 Moves: 3
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Remove Heresy
Reduce Active Foreign Religion Spread by 50%
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Require Enhanced Religion
Strategy:
Can be purchased with 🕊️ Faith in any city with a majority Religion that has been enhanced. They can remove 50% of foreign religious pressure from your cities (expending the Inquisitor) or be placed inside a city to reduce foreign Missionary and Prophet spread power in that City by half.
Historical Info:
Inquisitors were widely utilized throughout Europe as part of a broad effort to eliminate enemies of the Catholic Church. Those branded as heretics by the Inquisition were oftentimes tortured and executed for their alleged crimes, and there was typically little room for defense against the inquisitor's accusations.
Missionary
Game Info:
Cost: 200 🕊️
👣 Moves: 4
• Sight: 1
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Spread Religion
Free Promotions:
• Unwelcome Evangelist
👣 Moves: 4
• Sight: 1
----------------
Spread Religion
Free Promotions:
• Unwelcome Evangelist
Free Promotions:
Strategy:
Can be purchased with 🕊️ Faith in any city with a majority Religion. Once adjacent to a city they can spread their religion to it (expending the Missionary after the second use). If a Missionary enters another civilization without Open Borders, their Religious Strength is reduced each turn. Once their Religious Strength reaches zero, they are destroyed.
Historical Info:
Missionaries are members of a religious group or sect sent abroad to spread the message of their chosen religion. While their primary goal is to share their religious views and hopefully gain new followers, missionaries typically provide other beneficial services to the areas they visit. By setting up clinics, schools, and other social welfare programs, missionaries help those in need while also serving in their evangelical role.
Pathfinder
Game Info:
Cost: 40 🔨 / 100 🕊️
👣 Moves: 3
⚔️ Strength: 6
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Free Promotions:
• Reconnaissance
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Becomes Obsolete With: Sailing
👣 Moves: 3
⚔️ Strength: 6
----------------
Free Promotions:
• Reconnaissance
----------------
Becomes Obsolete With: Sailing
Becomes Obsolete with:
Free Promotions:
Strategy:
The Pathfinder is the game's first reconnaissance unit. It fights poorly compared to a Warrior, but has better movement and vision.
Historical Info:
Among the Native American tribes of the Great Plains and Rocky Mountains, some members were trusted as superior scouts, relied upon to carry out critical duties for the nomads. Called by a variety of titles, these "pathfinders" tracked game and enemies, scouted routes for migration, spied on foes and interlopers, and protected the winter encampments. So skilled were they that the armies of the major powers hired them as scouts and advisors, beginning as early as the Pequot War (1637-1638 AD) when the English colonists of Massachusetts Bay were aided by scouts of the Narragansett and Mohegan tribes. However, with the end of the frontier and the confinement of Native American tribes to reservations, the role of the pathfinder faded.
Settler
Game Info:
Stagnation during production
Reduce Population by 1
👣 Moves: 2
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Found City
Cannot found Cities next to anyone's border or if your Empire is very unhappy.
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Prerequisite Technologies: Pottery
Becomes Obsolete With: Banking
Reduce Population by 1
👣 Moves: 2
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Found City
Cannot found Cities next to anyone's border or if your Empire is very unhappy.
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Prerequisite Technologies: Pottery
Becomes Obsolete With: Banking
Required Technology:
Becomes Obsolete with:
Strategy:
Use this unit to construct new cities. It cannot defend itself, so accompany it with a combat unit.
Historical Info:
Pioneers drive civilization. While most are satisfied with the status quo, happy just to survive, in every culture there are a few hardy individuals willing to strike out on their own, to risk everything in the hope of finding a better life for themselves and their children. In the past, brave settlers have led humanity out of Africa and into Europe, Asia, the Pacific, and the Americas. In the future they may lead the way to the moon, Mars, and even beyond.
Slinger
Game Info:
Cost: 40 🔨 / 100 🕊️
👣 Moves: 2
• Range: 1
🏹 Ranged Strength: 6
⚔️ Strength: 5
----------------
Free Promotions:
• Naval Target Penalty
• May Not Melee Attack
----------------
Becomes Obsolete With: Calendar
👣 Moves: 2
• Range: 1
🏹 Ranged Strength: 6
⚔️ Strength: 5
----------------
Free Promotions:
• Naval Target Penalty
• May Not Melee Attack
----------------
Becomes Obsolete With: Calendar
Becomes Obsolete with:
Free Promotions:
Strategy:
Slingers are the first ranged unit available in the game. Although they lack damage and range, a Slinger can still prevent a barbarian encampment from healing, and gives you a cheap, early option for fighting off small waves of invading barbarians.
Historical Info:
Like most early weapon systems, the sling evolved from a tool for hunting game to one for killing people. Simply a pouch between two lengths of cord, the sling was used to swing a projectile - a stone, lump of lead, or anything else convenient - in an arc until it was launched. Although a thrown stone doesn't have the lethality of an arrow or bullet, it can still do a lot of damage. If nothing else, a rain of well-aimed stones gives an enemy pause before rushing in. In addition, it wasn't hard to find ammunition. With the exception of Australia, ancient slings have been found in archaeological digs all over the world. Slings are cheap, portable, and as the First Book of Samuel points out, a slinger can bring down even a Goliath...
Spearman
Game Info:
Cost: 70 🔨 / 150 🕊️
👣 Moves: 2
⚔️ Strength: 12
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Free Promotions:
• Formation I
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Prerequisite Technologies: Bronze Working
Becomes Obsolete With: Steel
👣 Moves: 2
⚔️ Strength: 12
----------------
Free Promotions:
• Formation I
----------------
Prerequisite Technologies: Bronze Working
Becomes Obsolete With: Steel
Required Technology:
Becomes Obsolete with:
Free Promotions:
Strategy:
The Spearman is the first melee unit available after the Warrior. It is more powerful than the Warrior, and gets a significant combat bonus against mounted units (Chariot Archer, Horsemen and so forth).
Historical Info:
The earliest spears were doubtless straight pieces of wood with crudely-sharpened ends; these would quickly break or become dull with service. The spear didn't become a reliable weapon until some early innovator discovered that he could harden the tip by lightly charring it over a fire. Eventually stone tips were employed, then of course metal. Spears are fairly simple weapons to learn, and they can be produced rapidly and cheaply, so they tend to be the backbone of early civilizations' armies.
Warrior
Game Info:
Cost: 40 🔨 / 100 🕊️
👣 Moves: 2
⚔️ Strength: 8
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Free Promotions:
• Brute Force
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Becomes Obsolete With: Bronze Working
👣 Moves: 2
⚔️ Strength: 8
----------------
Free Promotions:
• Brute Force
----------------
Becomes Obsolete With: Bronze Working
Becomes Obsolete with:
Free Promotions:
Strategy:
The Warrior is the earliest combat unit available, useful for battling barbarians, early city defense and limited exploration. Warriors are generally not strong enough to take enemy cities, unless heavily supported by Archers and Catapults - and even then they may simply not have the strength for the task.
Historical Info:
In primitive civilizations there's no such thing as a "professional soldier." A young civilization can't afford to support a full-time army; all of the civilization's able-bodied men form an ad hoc militia, coming together during a crisis, dispersing back to their farms and villages during peace. Such warriors usually have very little training and are equipped with the most primitive of weapons - clubs, perhaps, or stone daggers.
Work Boat
Game Info:
Cost: 40 🔨
👣 Moves: 2
• Sight: 1
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Free Promotions:
• Domestic Focus
Build Actions:
• Repair an Improvement
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Prerequisite Technologies: Fishing
👣 Moves: 2
• Sight: 1
----------------
Free Promotions:
• Domestic Focus
Build Actions:
• Repair an Improvement
----------------
Prerequisite Technologies: Fishing
Required Technology:
Free Promotions:
Strategy:
This unit can only be constructed in coastal cities. Use work boats to improve water resources - fish, whales, oil, etc. The work boat is consumed when it constructs the improvement. Work boats can't enter ocean hexes until Astronomy is discovered. Work boats cannot engage in combat.
Historical Info:
The sea can provide much to a civilization. This can range from protein in the form of seafood to energy - from whale or from oil. For all of human history, courageous men and women have been going to sea in boats to harvest the sea's bounty. Doubtless they will continue to do so until the end of time, "when the sea shall give up her dead."
Worker
Game Info:
Cost: 80 🔨
👣 Moves: 2
----------------
Build Actions:
• Construct a Road (The Wheel)
• Construct a Railroad (Railroad)
• Remove Jungle (Trapping)
• Clear a Marsh (Construction)
• Chop Down a Forest (Mining)
• Scrub Fallout
• Repair an Improvement
• Remove a Road
👣 Moves: 2
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Build Actions:
• Construct a Road (The Wheel)
• Construct a Railroad (Railroad)
• Remove Jungle (Trapping)
• Clear a Marsh (Construction)
• Chop Down a Forest (Mining)
• Scrub Fallout
• Repair an Improvement
• Remove a Road
Strategy:
This unit constructs roads, railroads and builds improvements like farms and mines. It cannot defend itself, so accompany it with a military unit when it is in dangerous territory.
Historical Info:
To survive, a civilization needs skilled workers. They may be highly trained engineers, or civilians conscripted into labor - or, indeed, slaves - but someone has to dig the mines, plant the fields and pave the roads. Without these men and women, a civilization will stagnate and eventually fall prey to a more vigorous neighbor.
(Assyrian) Iron Chariot
Game Info:
Assyrian Unique Unit
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Cost: 100 🔨 / 200 🕊️
👣 Moves: 4
⚔️ Strength: 17
----------------
Free Promotions:
• Beam Axle
• Can Move After Attacking
• City Attack Penalty
• No Defensive Terrain Bonuses
• Shock Cavalry
----------------
Prerequisite Technologies: Bronze Working
Becomes Obsolete With: Metallurgy
Resources Required: 1 Horses
Resources Required: 1 Iron
----------------
Cost: 100 🔨 / 200 🕊️
👣 Moves: 4
⚔️ Strength: 17
----------------
Free Promotions:
• Beam Axle
• Can Move After Attacking
• City Attack Penalty
• No Defensive Terrain Bonuses
• Shock Cavalry
----------------
Prerequisite Technologies: Bronze Working
Becomes Obsolete With: Metallurgy
Resources Required: 1 Horses
Resources Required: 1 Iron
Required Technology:
Becomes Obsolete with:
Free Promotions:
Civilization:
Historical Info:
Before horses were bred to be big enough to carry men on their backs, Assyrian chariots were used to smash into and disperse enemy formations. These sturdy chariots were both a platform for archers and javelineers and a weapon in their own right, forming the first shock tactics of history. Recognizing the great value of horses as tools of war, Assyrians conquered portions of Media specifically for their esteemed horse lineages.
(Assyrian) Siege Tower
Game Info:
Assyrian Unique Unit
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Cost: 100 🔨 / 200 🕊️
👣 Moves: 4
• Sight: 3
----------------
Free Promotions:
• Medic I
• Medic II
• Sapper
----------------
Required Buildings for Investment: Barracks
Prerequisite Technologies: Military Strategy
Max 2 per Player
----------------
Cost: 100 🔨 / 200 🕊️
👣 Moves: 4
• Sight: 3
----------------
Free Promotions:
• Medic I
• Medic II
• Sapper
----------------
Required Buildings for Investment: Barracks
Prerequisite Technologies: Military Strategy
Max 2 per Player
Required Technology:
Civilization:
Strategy:
The Siege Tower is the Assyrian unique unit.
If adjacent to a City, the Siege Tower confers a huge combat bonus to all owned units also attacking the City. If it is two tiles away from the City, all owned units attacking the City receive half of this bonus. It can see further, and nearby units heal at a faster rate. It cannot attack or defend itself, so protect it at all costs! Complement a Siege Tower with melee or ranged units, and make sure it reaches its target before getting killed, and cities will fall much more quickly.
Does not obsolete. You cannot have more than 2 active Siege Towers at one time.
If adjacent to a City, the Siege Tower confers a huge combat bonus to all owned units also attacking the City. If it is two tiles away from the City, all owned units attacking the City receive half of this bonus. It can see further, and nearby units heal at a faster rate. It cannot attack or defend itself, so protect it at all costs! Complement a Siege Tower with melee or ranged units, and make sure it reaches its target before getting killed, and cities will fall much more quickly.
Does not obsolete. You cannot have more than 2 active Siege Towers at one time.
Historical Info:
The oldest known siege towers date to their use by the armies of the neo-Assyrian Empire c. 9th Century BC. Bas-reliefs from the reign of Ashurbanipal II depict siege towers at the walls of enemy towns. At the time, mud-brick walls were generally sufficient protection against the ancient armies of Mesopotamia, but siege towers used by the Assyrians allowed them to overwhelm enemy towns quickly and efficiently, providing their empire with a means to grow virtually unchecked for three centuries.
(Aztec) Otomi
Game Info:
Aztec Unique Warrior
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Cost: 40 🔨 / 100 🕊️
👣 Moves: 2
⚔️ Strength: 10
----------------
Free Promotions:
• Brute Strength
• Survivalism I
• Woodsman
----------------
Becomes Obsolete With: Steel
----------------
Cost: 40 🔨 / 100 🕊️
👣 Moves: 2
⚔️ Strength: 10
----------------
Free Promotions:
• Brute Strength
• Survivalism I
• Woodsman
----------------
Becomes Obsolete With: Steel
Becomes Obsolete with:
Free Promotions:
Civilization:
Historical Info:
The Otomi are an ancient people from the Altiplano region, predate the Mexica's arrival there by thousands of years. The name Otomi is Nahuatl, meaning "One who walks with Arrows" in recognition of their strength and bravery in combat. Within the Triple-Alliance, Otomi became a name for a military society, perhaps because of the fearsome reputation of the Otomi people or because they were originally comprised of Otomi allies and mercenaries. Whatever the case, the use of Otomi both as the name of an ethnicity within the Aztec Empire and as a military faction makes it hard to discern which is which in the historical record.
(Babylonian) Bowman
Game Info:
Babylonian Unique Archer
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Cost: 70 🔨 / 150 🕊️
👣 Moves: 2
• Range: 2
🏹 Ranged Strength: 10
⚔️ Strength: 8
----------------
Free Promotions:
• Naval Target Penalty
• May Not Melee Attack
• Marksmanship
----------------
Prerequisite Technologies: Calendar
Becomes Obsolete With: Machinery
----------------
Cost: 70 🔨 / 150 🕊️
👣 Moves: 2
• Range: 2
🏹 Ranged Strength: 10
⚔️ Strength: 8
----------------
Free Promotions:
• Naval Target Penalty
• May Not Melee Attack
• Marksmanship
----------------
Prerequisite Technologies: Calendar
Becomes Obsolete With: Machinery
Required Technology:
Becomes Obsolete with:
Free Promotions:
Civilization:
Strategy:
The Bowman is the Babylonian unique unit, replacing the Archer. It is defensively stronger, allowing placement on the front line. It can quickly shred through wounded melee units after being attacked by them.
Historical Info:
We have a fairly accurate picture of the extraordinary Babylonian archery units, thanks to a beautiful Assyrian mosaic showing them marching off to battle. The Babylon archers are dressed in colorful padded robes and carry four-foot long bows, as well as a quiver of arrows slung on their backs. The archers also carry spears or daggers, doubtless for personal defense if enemy units get close enough for hand-to-hand combat.
Separate units carrying large, man-height shields would accompany the bowman, providing in effect, a movable fortress. The Bowmen were an integral part of the Babylonian infantry, as their numbers were easier to train and replace than the more expensive cavalry. Bowmen also helped man the famed Walls of Babylon, taking up positions in the many turrets dotting its line.
Separate units carrying large, man-height shields would accompany the bowman, providing in effect, a movable fortress. The Bowmen were an integral part of the Babylonian infantry, as their numbers were easier to train and replace than the more expensive cavalry. Bowmen also helped man the famed Walls of Babylon, taking up positions in the many turrets dotting its line.
(Babylonian) Sabum Kibitum
Game Info:
Babylonian Unique Spearman
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Cost: 70 🔨 / 150 🕊️
👣 Moves: 2
⚔️ Strength: 13
----------------
Free Promotions:
• Formation I
• Quick Study
• Legacy
----------------
Prerequisite Technologies: Bronze Working
Becomes Obsolete With: Gunpowder
----------------
Cost: 70 🔨 / 150 🕊️
👣 Moves: 2
⚔️ Strength: 13
----------------
Free Promotions:
• Formation I
• Quick Study
• Legacy
----------------
Prerequisite Technologies: Bronze Working
Becomes Obsolete With: Gunpowder
Required Technology:
Becomes Obsolete with:
Free Promotions:
Civilization:
Historical Info:
The Babylonians were descended from semi-nomadic Amorite and Akkadian tribes from upper Mesopotamia. With the collapse of the Sumerian and Akkadian kingdoms, these Amorite tribes poured into Mesopotamia unopposed and established new dynasties. While in many respects these conquerors assimilated into Sumerian culture, their armies retained the toughness of their nomadic roots.
The Sabum Kibitum were the heavy troops of the Babylonians and one of the earliest examples of career soldiers in history. Assembled from the royal guard and city residents, Sabum Kibitum were armed with long and short spears, javelins and bows to form a disciplined and flexible fighting force.
The Sabum Kibitum were the heavy troops of the Babylonians and one of the earliest examples of career soldiers in history. Assembled from the royal guard and city residents, Sabum Kibitum were armed with long and short spears, javelins and bows to form a disciplined and flexible fighting force.
(Barbarian) Archer
Game Info:
Barbarian Unique Archer
----------------
Cost: 70 🔨 / 150 🕊️
👣 Moves: 2
• Range: 2
🏹 Ranged Strength: 9
⚔️ Strength: 5
----------------
Free Promotions:
• Naval Target Penalty
• May Not Melee Attack
----------------
Prerequisite Technologies: Calendar
Becomes Obsolete With: Currency
----------------
Cost: 70 🔨 / 150 🕊️
👣 Moves: 2
• Range: 2
🏹 Ranged Strength: 9
⚔️ Strength: 5
----------------
Free Promotions:
• Naval Target Penalty
• May Not Melee Attack
----------------
Prerequisite Technologies: Calendar
Becomes Obsolete With: Currency
Required Technology:
Becomes Obsolete with:
Free Promotions:
Civilization:
(Barbarian) Brute
Game Info:
Barbarian Unique Warrior
----------------
Cost: 40 🔨 / 100 🕊️
👣 Moves: 2
⚔️ Strength: 8
----------------
Free Promotions:
• Brute Force
----------------
Becomes Obsolete With: Bronze Working
----------------
Cost: 40 🔨 / 100 🕊️
👣 Moves: 2
⚔️ Strength: 8
----------------
Free Promotions:
• Brute Force
----------------
Becomes Obsolete With: Bronze Working
Becomes Obsolete with:
Free Promotions:
Civilization:
Historical Info:
Barbarian is a term used by civilized people to describe those who have not yet embraced civilization. Such people are generally seen as inferior and warlike. The term was coined by the Greeks, to whom it meant "anybody who wasn't Greek." In Europe, the term was applied to the various raiders who rode out of the East and pillaged everything they could get their hands on, even when these raiders came from a perfectly fine civilization of their own. In the New World the term was applied to the aboriginal inhabitants (even though it was the Europeans who were doing the actual pillaging). In short, the question of who the barbarians are depends a lot on which end of the spear one happens to be on at any given moment.
(Barbarian) Galley
Game Info:
Barbarian Unique Galley
----------------
Cost: 70 🔨 / 150 🕊️
👣 Moves: 3
⚔️ Strength: 12
----------------
Free Promotions:
• Brute Force
• Oceanic Peril
• Shallow Draft
----------------
Prerequisite Technologies: Fishing
Becomes Obsolete With: Philosophy
----------------
Galleys are the earliest naval unit. They are slow and weak, but can be used to establish an early naval presence. Use Galleys to protect your cities from early Barbarian incursions.
----------------
Cost: 70 🔨 / 150 🕊️
👣 Moves: 3
⚔️ Strength: 12
----------------
Free Promotions:
• Brute Force
• Oceanic Peril
• Shallow Draft
----------------
Prerequisite Technologies: Fishing
Becomes Obsolete With: Philosophy
----------------
Galleys are the earliest naval unit. They are slow and weak, but can be used to establish an early naval presence. Use Galleys to protect your cities from early Barbarian incursions.
Required Technology:
Becomes Obsolete with:
Free Promotions:
Civilization:
Strategy:
Galleys are the earliest naval unit. They are slow and weak, but can be used to establish an early naval presence. Use Galleys to protect your cities from early Barbarian incursions.
Historical Info:
A galley is any type of ship that is mainly propelled by oars. Many galleys also used sails in favorable winds, but rowing with oars was relied on for maneuvering and for independence from wind power. The plan and size of galleys varied greatly from ancient times, but early vessels were often small enough to be picked up and carried onto shore when not in use, and were multipurpose vessels, used in both trade and warfare.
(Barbarian) Hand-Axe
Game Info:
Barbarian Unique Slinger
----------------
Cost: 40 🔨 / 100 🕊️
👣 Moves: 2
• Range: 1
🏹 Ranged Strength: 6
⚔️ Strength: 5
----------------
Free Promotions:
• Naval Target Penalty
• May Not Melee Attack
----------------
Becomes Obsolete With: Calendar
----------------
Cost: 40 🔨 / 100 🕊️
👣 Moves: 2
• Range: 1
🏹 Ranged Strength: 6
⚔️ Strength: 5
----------------
Free Promotions:
• Naval Target Penalty
• May Not Melee Attack
----------------
Becomes Obsolete With: Calendar
Becomes Obsolete with:
Free Promotions:
Civilization:
Strategy:
Stronger than an archer, but limited by its one-hex range.
Historical Info:
The always-reliable axe has shaped human history as both a tool and a weapon. From the sharpened piece of flint tied with vine to a wooden stick, to the modern steel blade set in a machined handle, axes have been used in every age and every region of the world. Short-handled axes, such as the tomahawk, capable of being wielded one-handed, have been used in hunting and war by many primitive peoples; long-handled, broad-bladed axes, such as the Viking Dane axe or Japanese ono, were fearsome weapons in combat. Typically used in close combat, those such as the traditional battle axe deliver more cleaving power against a smaller target area, making it more effective than a sword against armor.
(Barbarian) Horseman
Game Info:
Barbarian Unique Horseman
----------------
Cost: 90 🔨 / 150 🕊️
👣 Moves: 4
⚔️ Strength: 13
----------------
Free Promotions:
• Can Move After Attacking
• City Attack Penalty
• No Defensive Terrain Bonuses
----------------
Prerequisite Technologies: Military Strategy
Becomes Obsolete With: Chivalry
Resources Required: 1 Horses
----------------
Cost: 90 🔨 / 150 🕊️
👣 Moves: 4
⚔️ Strength: 13
----------------
Free Promotions:
• Can Move After Attacking
• City Attack Penalty
• No Defensive Terrain Bonuses
----------------
Prerequisite Technologies: Military Strategy
Becomes Obsolete With: Chivalry
Resources Required: 1 Horses
Required Technology:
Becomes Obsolete with:
Free Promotions:
Civilization:
(Barbarian) Spearman
Game Info:
Barbarian Unique Spearman
----------------
Cost: 70 🔨 / 150 🕊️
👣 Moves: 2
⚔️ Strength: 12
----------------
Free Promotions:
• Formation I
----------------
Prerequisite Technologies: Bronze Working
Becomes Obsolete With: Steel
----------------
Cost: 70 🔨 / 150 🕊️
👣 Moves: 2
⚔️ Strength: 12
----------------
Free Promotions:
• Formation I
----------------
Prerequisite Technologies: Bronze Working
Becomes Obsolete With: Steel
Required Technology:
Becomes Obsolete with:
Free Promotions:
Civilization:
(Carthaginian) Asamu
Game Info:
Carthaginian Unique Unit
----------------
👣 Moves: 2
----------------
Gain full XP and can Move after Purchase
Found City
Cannot found Cities next to anyone's border or if your Empire is very unhappy.
Free Buildings on Found (subject to location requirements): Lighthouse
Free Promotions:
• Elisha's Guile
----------------
Prerequisite Technologies: Pottery
Becomes Obsolete With: Railroad
Max 1 per Player
----------------
👣 Moves: 2
----------------
Gain full XP and can Move after Purchase
Found City
Cannot found Cities next to anyone's border or if your Empire is very unhappy.
Free Buildings on Found (subject to location requirements): Lighthouse
Free Promotions:
• Elisha's Guile
----------------
Prerequisite Technologies: Pottery
Becomes Obsolete With: Railroad
Max 1 per Player
Required Technology:
Becomes Obsolete with:
Free Promotions:
Civilization:
Strategy:
The Asamu allows for more aggressive settling, but requires very high 💰 Gold generation, as it cannot be produced but only be purchased for a lot of 💰 Gold. Because purchasing one doesn't decrease Population like producing a Settler does, a major bottleneck on the speed of settling early game is replaced by 💰 Gold generation. Therefore, consider gathering as much 💰 Gold as possible early game from your Unique Ability, destroying Barbarian Encampments, exploring Ancient Ruins, and working 💰 Gold tiles to then settle at a high pace. Because Asamu can retreat from melee attack once per turn, it can travel though barbarain terriory without escort, unless two Units can attack it. Additionally, since Asamu can embark without having the Fishing Technology, you can claim valuable islands before your rivals. You can couple that with producing Settlers at the same time. This way, you can secure many great City locations with many Luxury Resources, synergizing with your Unique Ability.
Historical Info:
In contrast to most Phoenician colonies, Carthage grew larger and more quickly thanks to its combination of favorable climate, arable land, and lucrative trade routes. Within just one century of its founding, its population rose to 30,000. Though the specific date and circumstances are unknown, Carthage became independent in the middle of the 6th century BC. It had grown into a fully independent thalassocracy, embarking its own colonization efforts across the western Mediterranean. Carthage became an expansionist power, driven by its desire to access new sources of wealth and trade. By 300 BC, through its vast patchwork of colonies, vassals, and satellite states, held together by its naval dominance of the western and central Mediterranean Sea, Carthage controlled the largest territory in the region, including the coast of northwestern Africa, southern and eastern Iberia, and the islands of Sicily, Sardinia, Corsica, Malta, and the Balearic Islands.
(Carthaginian) Atlas Elephant
Game Info:
Carthaginian Unique Horseman
----------------
Cost: 120 🔨 / 200 🕊️
👣 Moves: 3
⚔️ Strength: 16
----------------
Free Promotions:
• At the Gates!
• City Attack Penalty
• Feared Elephant
• No Defensive Terrain Bonuses
----------------
Prerequisite Technologies: Trade
Becomes Obsolete With: Metallurgy
----------------
Cost: 120 🔨 / 200 🕊️
👣 Moves: 3
⚔️ Strength: 16
----------------
Free Promotions:
• At the Gates!
• City Attack Penalty
• Feared Elephant
• No Defensive Terrain Bonuses
----------------
Prerequisite Technologies: Trade
Becomes Obsolete With: Metallurgy
Required Technology:
Becomes Obsolete with:
Free Promotions:
Civilization:
Strategy:
Atlas Elephant should be the main force of your early army, because it's as strong as Swordsman, but is available earlier, requires no strategic resources and is faster. It is one of the strongest Ancient/Classical Era units, and since it's available at Trade, you can delay researching military technologies in favor of Trade, Writing, and Sailing to focus on economic development of your Cities. The ability to cross Mountains allows for creative surprise attacks, so try to fight near Mountain chains if they exist on your map. As this ability and the +20 HP bonus stays on upgrade, you can maintain a strong mounted army into the later stages of the game. However, you should claim many Horse Resources in advance, to be able to upgrade them into Knights and Lancers.
Historical Info:
Placeholder
(Celtic) Pictish Warrior
Game Info:
Celtic Unique Spearman
----------------
Cost: 70 🔨 / 150 🕊️
👣 Moves: 2
⚔️ Strength: 13
----------------
Free Promotions:
• No Movement Cost to Pillage
• Highlander
When Defeating a Military Unit: +2 🕊️, scaling with the defeated Unit's ⚔️ Combat Strength
----------------
Prerequisite Technologies: Mining
Becomes Obsolete With: Gunpowder
----------------
Cost: 70 🔨 / 150 🕊️
👣 Moves: 2
⚔️ Strength: 13
----------------
Free Promotions:
• No Movement Cost to Pillage
• Highlander
When Defeating a Military Unit: +2 🕊️, scaling with the defeated Unit's ⚔️ Combat Strength
----------------
Prerequisite Technologies: Mining
Becomes Obsolete With: Gunpowder
Required Technology:
Becomes Obsolete with:
Free Promotions:
Civilization:
Strategy:
The Pictish Warrior is the Celtic unique unit, replacing the Spearman. It moves and fights better on hill, tundra, and snow; can pillage tiles without spending 👣 movement; and gains 🕊️ Faith when defeating enemy units. It is available with the discovery of Mining, earlier than the Spearman, but does not start with the Formation I promotion, which makes it weaker against mounted units.
Historical Info:
The Picts were a Late Iron Age people residing in what is now eastern and northern Scotland, one of the many Celtic tribes of the British Isles. Their warriors were feared not only amongst other Celtic peoples but even by the vaunted Roman legionnaires. The Greek historian Dionysius would write during the reign of Caesar Augustus that their "manner of fighting, being in large measure that of wild beasts and frenzied," brought considerable success against unwieldy military formations operating in the forests and hills of northern Europe.
Adding to their frightful reputation was the use of the carnyx, a bronze trumpet sounded incessantly during battle, both to incite the Picts and intimidate opponents. Finally, firmly in the minds of their opponents were the reports of the severed heads Pictish warriors would carry. Carrying the heads of defeated foes into combat was believed by the Picts to imbue the bearer with courage and perhaps divine wrath.
Adding to their frightful reputation was the use of the carnyx, a bronze trumpet sounded incessantly during battle, both to incite the Picts and intimidate opponents. Finally, firmly in the minds of their opponents were the reports of the severed heads Pictish warriors would carry. Carrying the heads of defeated foes into combat was believed by the Picts to imbue the bearer with courage and perhaps divine wrath.
(Egyptian) War Chariot
Game Info:
Egyptian Unique Chariot Archer
----------------
Cost: 55 🔨 / 100 🕊️
👣 Moves: 4
• Range: 1
🏹 Ranged Strength: 9
⚔️ Strength: 9
----------------
Free Promotions:
• Beam Axle
• Can Move After Attacking
• City Attack Penalty
• Gift of the Pharaoh
• Naval Target Penalty
• No Defensive Terrain Bonuses
• May Not Melee Attack
----------------
Prerequisite Technologies: The Wheel
Becomes Obsolete With: Physics
----------------
Cost: 55 🔨 / 100 🕊️
👣 Moves: 4
• Range: 1
🏹 Ranged Strength: 9
⚔️ Strength: 9
----------------
Free Promotions:
• Beam Axle
• Can Move After Attacking
• City Attack Penalty
• Gift of the Pharaoh
• Naval Target Penalty
• No Defensive Terrain Bonuses
• May Not Melee Attack
----------------
Prerequisite Technologies: The Wheel
Becomes Obsolete With: Physics
Required Technology:
Becomes Obsolete with:
Free Promotions:
Civilization:
Strategy:
The War Chariot is the Egyptian unique unit, replacing the Chariot Archer. It can gain 🔨 Production from destroying units. Does not require Horses to be trained.
Historical Info:
The Egyptians were early masters of the chariot, and their war chariots were rightly feared by their opponents. The Pharaohs themselves often went into battle aboard war chariots. Amenhotep II claimed that from a speeding chariot he had hit four targets, set thirty feet apart, with such power that the arrows penetrated the targets' three inches of copper. Like other cavalry, war chariots were especially deadly against a retreating foe. Once an enemy is running away, his shield can no longer protect him, and he's totally vulnerable to arrow-fire, or indeed to being crushed beneath the wheels of a speeding chariot.
(Greek) Hoplite
Game Info:
Greek Unique Spearman
----------------
Cost: 70 🔨 / 150 🕊️
👣 Moves: 2
⚔️ Strength: 14
----------------
Free Promotions:
• Unity
• Formation I
• Great Generals II
----------------
Prerequisite Technologies: Bronze Working
Becomes Obsolete With: Gunpowder
----------------
Cost: 70 🔨 / 150 🕊️
👣 Moves: 2
⚔️ Strength: 14
----------------
Free Promotions:
• Unity
• Formation I
• Great Generals II
----------------
Prerequisite Technologies: Bronze Working
Becomes Obsolete With: Gunpowder
Required Technology:
Becomes Obsolete with:
Free Promotions:
Civilization:
Strategy:
The Hoplite is the Greek unique unit, replacing the Spearman. It is stronger when adjacent to more owned land units, and generates Great Generals faster through combat.
Historical Info:
The Greeks mastered the art of spear warfare, creating long, deadly-sharp weapons that, in the hands of highly-trained hoplite soldiers moving in phalanx formation, were nearly impossible for standard infantry or horsemen of the day to defeat. A soldier facing a Greek phalanx had to contend with not only the enemy he faced, but also with the spears of the two or three soldiers behind that enemy. The hoplite remained somewhat vulnerable to archery fire, of course, and it was nearly impossible to maintain a phalanx's formation in difficult terrain, but in flat, open terrain, the hoplites were extremely tough opponents.
(Hunnic) Tarkhan
Game Info:
Hunnic Unique Horseman
----------------
Cost: 90 🔨 / 150 🕊️
👣 Moves: 4
⚔️ Strength: 14
----------------
Free Promotions:
• Bellum Alet
• Can Move After Attacking
• City Attack Penalty
• No Defensive Terrain Bonuses
----------------
Prerequisite Technologies: Military Strategy
Becomes Obsolete With: Metallurgy
----------------
Cost: 90 🔨 / 150 🕊️
👣 Moves: 4
⚔️ Strength: 14
----------------
Free Promotions:
• Bellum Alet
• Can Move After Attacking
• City Attack Penalty
• No Defensive Terrain Bonuses
----------------
Prerequisite Technologies: Military Strategy
Becomes Obsolete With: Metallurgy
Required Technology:
Becomes Obsolete with:
Free Promotions:
Civilization:
Historical Info:
Tarkhan were nobles and high-ranking commanders within the armies of the Xiongnu and Hunnic empires. The term spread throughout the languages and peoples of the steppes, appearing as a title within Turkic, Mongol and Iranian cultures, even becoming a common boys name. Analogous to modern day commanders, the Tarkhan were the protectors and conquerors of the Hunnic empire, spurring their civilization forward to greatness.
(Incan) Warak'aq
Game Info:
Incan Unique Slinger
----------------
Cost: 40 🔨 / 100 🕊️
👣 Moves: 2
• Range: 2
🏹 Ranged Strength: 7
⚔️ Strength: 6
----------------
Free Promotions:
• Concussive Hit
• Naval Target Penalty
• May Not Melee Attack
----------------
Becomes Obsolete With: Currency
----------------
Cost: 40 🔨 / 100 🕊️
👣 Moves: 2
• Range: 2
🏹 Ranged Strength: 7
⚔️ Strength: 6
----------------
Free Promotions:
• Concussive Hit
• Naval Target Penalty
• May Not Melee Attack
----------------
Becomes Obsolete With: Currency
Becomes Obsolete with:
Free Promotions:
Civilization:
Strategy:
The Warak'aq is the Incan unique unit, replacing the Slinger. It has superior range and can daze enemy units which lowers their ⚔️ Combat Strength for a long time.
Use it to harass your foes and take down Barbarian camps quickly.
Use it to harass your foes and take down Barbarian camps quickly.
Historical Info:
The Inca warriors were renowned slingers. Their projectile of choice was a rounded stone. While a sling does not have the range or stopping power of a bow and arrow, slings are remarkably small and light weapons, and infantry warriors could easily carry them without becoming encumbered. And as is written in the Old Testament, a trained slinger can kill even the largest opponent with but a single stone...
(Indian) Dhanurdhara
Game Info:
Indian Unique Archer
----------------
Cost: 70 🔨 / 150 🕊️
👣 Moves: 2
• Range: 2
🏹 Ranged Strength: 11
⚔️ Strength: 7
----------------
Free Promotions:
• Dhanurvidya
• Epic
• Naval Target Penalty
• May Not Melee Attack
----------------
Prerequisite Technologies: Calendar
Becomes Obsolete With: Machinery
----------------
Cost: 70 🔨 / 150 🕊️
👣 Moves: 2
• Range: 2
🏹 Ranged Strength: 11
⚔️ Strength: 7
----------------
Free Promotions:
• Dhanurvidya
• Epic
• Naval Target Penalty
• May Not Melee Attack
----------------
Prerequisite Technologies: Calendar
Becomes Obsolete With: Machinery
Required Technology:
Becomes Obsolete with:
Free Promotions:
Civilization:
Historical Info:
Archery was the most highly revered martial art of ancient India. Many of the culture heroes and gods of the Vedic texts describe archers of unparalleled skill, including Arjuna, Rama, Karna, and even Shiva himself. Traditional Indian bows are described as long, matching the height of their users, but without the tremendous strength of the Welsh longbow.
(Mayan) Holkan
Game Info:
Mayan Unique Pathfinder
----------------
Cost: 40 🔨 / 100 🕊️
👣 Moves: 3
⚔️ Strength: 8
----------------
Free Promotions:
• Lost Codex
• Reconnaissance
• Trailblazer I
----------------
Becomes Obsolete With: Compass
----------------
Cost: 40 🔨 / 100 🕊️
👣 Moves: 3
⚔️ Strength: 8
----------------
Free Promotions:
• Lost Codex
• Reconnaissance
• Trailblazer I
----------------
Becomes Obsolete With: Compass
Becomes Obsolete with:
Free Promotions:
Civilization:
Historical Info:
The Maya are often idealized as a peaceful civilization by western historians, but the Maya were not strangers to war. Unlike the wars of Europe and Asia, however, the Maya engaged in a highly ritualized form of combat based on astrological and religious concerns as much as political ones. Squabbles over land, influence, and resources were common, but the need for human sacrifices was also a factor leading to war.
The nobility and priesthood of Mayan cities kept a monopoly on violence, making all but the most desperate of wars strictly within the affairs of the upper class. Weapons made of obsidian and chert were stockpiled within the palaces of lords and kings, who would call upon their family to lead raids. The leaders of such expeditions were known as 'Holkan'.
The nobility and priesthood of Mayan cities kept a monopoly on violence, making all but the most desperate of wars strictly within the affairs of the upper class. Weapons made of obsidian and chert were stockpiled within the palaces of lords and kings, who would call upon their family to lead raids. The leaders of such expeditions were known as 'Holkan'.
(Persian) Immortal
Game Info:
Persian Unique Spearman
----------------
Cost: 70 🔨 / 150 🕊️
👣 Moves: 2
⚔️ Strength: 13
----------------
Free Promotions:
• Armor Plating I
• Faster Healing
• Formation I
----------------
Prerequisite Technologies: Bronze Working
Becomes Obsolete With: Gunpowder
----------------
Cost: 70 🔨 / 150 🕊️
👣 Moves: 2
⚔️ Strength: 13
----------------
Free Promotions:
• Armor Plating I
• Faster Healing
• Formation I
----------------
Prerequisite Technologies: Bronze Working
Becomes Obsolete With: Gunpowder
Required Technology:
Becomes Obsolete with:
Free Promotions:
Civilization:
Strategy:
The Immortal is the Persian unique unit, replacing the Spearman. It has a ⚔️ Combat Strength bonus when defending, and can heal faster anywhere.
Historical Info:
The Persian Immortals were an elite heavy infantry unit. Kept constantly at a strength of 10,000 men, they formed the heart of the Persian (Achaemenid) army. The Immortals fought under Cyrus the Great, Cambyses, and Darius the Great; when not in combat they acted as the Persian Palace Guard. The Immortals were armed with short spears, swords, bow and arrows. They carried light shields and wore scale mail armor. According to Herodotus, "Every man glittered with the gold that he carried in unlimited quantity. They were accompanied by covered carriages full of their women and servants, all elaborately fitted out. Special food, separate from the rest of the army, was brought along for them..."
(Polynesian) Vaka Nui
Game Info:
Polynesian Unique Galley
----------------
Cost: 70 🔨 / 150 🕊️
👣 Moves: 4
⚔️ Strength: 14
----------------
Free Promotions:
• Brute Force
• Oceanic Peril
• Shallow Draft
• Supply
----------------
Prerequisite Technologies: Fishing
Becomes Obsolete With: Compass
----------------
Cost: 70 🔨 / 150 🕊️
👣 Moves: 4
⚔️ Strength: 14
----------------
Free Promotions:
• Brute Force
• Oceanic Peril
• Shallow Draft
• Supply
----------------
Prerequisite Technologies: Fishing
Becomes Obsolete With: Compass
Required Technology:
Becomes Obsolete with:
Free Promotions:
Civilization:
Historical Info:
The distinctive twin-hulled catamarans developed by the Austronesian people are perhaps the earliest examples of open-ocean vessels. These exceptionally stable craft enabled Polynesians to explore and settle islands across the Pacific Ocean. Catamaran designs have had a resurgence in modern times because of their many advantages over single-hulled ship designs. This revitalization of catamarans has also renewed interest in Polynesian navigation and shipbuilding, with numerous recreations of traditional Polynesian craft being built for both cultural and research purposes.
Battering Ram
Game Info:
City-State Unique Unit
----------------
👣 Moves: 2
• Sight: 1
⚔️ Strength: 17
----------------
Free Promotions:
• Skeleton Key
• Cover I
• No Defensive Terrain Bonuses
• City Attack Only
• Forlorn Hope
----------------
Prerequisite Technologies: Iron Working
Becomes Obsolete With: Gunpowder
----------------
👣 Moves: 2
• Sight: 1
⚔️ Strength: 17
----------------
Free Promotions:
• Skeleton Key
• Cover I
• No Defensive Terrain Bonuses
• City Attack Only
• Forlorn Hope
----------------
Prerequisite Technologies: Iron Working
Becomes Obsolete With: Gunpowder
Required Technology:
Becomes Obsolete with:
Free Promotions:
Strategy:
After defenders have been cleared away, use Battering Rams to quickly move to an enemy City and knock down its defenses with melee attacks. Battering Rams exist for a long time and become increasingly vulnerable to the units of newer eras, so keep that in mind when choosing new promotions for it.
Historical Info:
The battering ram was a siege warfare device primarily utilized during the ancient era. Designed with a singular purpose in mind, battering rams were used to crash through the heavy wooden gates used during this period. Although there were varying shapes and forms found among the many battering ram designs, all shared the same general principle. Mounted on a cart or other wheeled platform, a heavy log or post was slung using chains or ropes. Soldiers manning the ram would then pull back on the log, releasing it with enough force to splinter the enemy's gate. Although the specific details surrounding the Huns implementation of this siege weapon are scarce, it is known that they successfully deployed battering rams against a number of major European cities during their conquest.
Cargo Ship
Game Info:
Cost: 140 🔨
No Maintenance Cost
----------------
Required Buildings for Investment: Harbor
Prerequisite Technologies: Sailing
No Maintenance Cost
----------------
Required Buildings for Investment: Harbor
Prerequisite Technologies: Sailing
Required Technology:
Strategy:
A Cargo Ship allows you to establish a sea-based Trade Route between two civilizations, earning 💰 Gold for both the owner and the destination civilization. It also has a much longer range than the land-based Caravans. Building a Granary or a Workshop in its home city also allows you to shuttle 🌾 Food or 🔨 Production among your own cities. Once you assign it to a route, it cannot defend itself, so make sure the route is clear of danger.
Historical Info:
Cargo ships are those designed to transport goods and freight across water. The earliest records of commerce mention the shipping of trade goods over water, and archeology shows evidence of sea-going cargo ships in the Mediterranean and Red seas by the beginning of the 1st millennium BC. As longer voyages of trade were undertaken, cargo ship design was constantly revised; by the 1500s the Portuguese nau and Spanish galleon were the queens of international maritime trade. With the dawn of the industrial age, speed became ever more a consideration, culminating with the clipper ships of the late 1800s. Today, dozens of specialized cargo ships ply the oceans, ranging from container ships to bulk carriers to massive oil tankers.
Catapult
Game Info:
Cost: 100 🔨 / 200 🕊️
👣 Moves: 2
• Sight: 1
• Range: 2
🏹 Ranged Strength: 13
⚔️ Strength: 5
----------------
Free Promotions:
• Siege Engine
• Cover I
• Moves at half-speed in enemy territory
• No Defensive Terrain Bonuses
• May Not Melee Attack
• Siege Inaccuracy
----------------
Required Buildings for Investment: Barracks
Prerequisite Technologies: Masonry
Becomes Obsolete With: Physics
👣 Moves: 2
• Sight: 1
• Range: 2
🏹 Ranged Strength: 13
⚔️ Strength: 5
----------------
Free Promotions:
• Siege Engine
• Cover I
• Moves at half-speed in enemy territory
• No Defensive Terrain Bonuses
• May Not Melee Attack
• Siege Inaccuracy
----------------
Required Buildings for Investment: Barracks
Prerequisite Technologies: Masonry
Becomes Obsolete With: Physics
Required Technology:
Becomes Obsolete with:
Free Promotions:
Strategy:
The Catapult is a siege weapon, extremely useful when assaulting early enemy cities. It is slow and extremely vulnerable to enemy melee attack; it always should be supported by other units when it's in the field. It moves at half-speed in enemy territory.
Historical Info:
The exact date of the invention of the catapult is uncertain, but Greek armies were known to have employed them as far back as the third century BC. Catapults use energy stored in twisted rope or bent wood to hurl missiles a great distance. They are quite inaccurate, but can be deadly against big or slow targets - forts, for instance (which are fairly large and don't move very fast at all). Generally catapults were transported in pieces, then assembled at the field of battle. Occasionally they were constructed on the spot by engineers. The last catapults to see battle appeared in World War I, used by the French to hurl grenades at the enemy trenches.
Composite Bowman
Game Info:
Cost: 110 🔨 / 250 🕊️
👣 Moves: 2
• Range: 2
🏹 Ranged Strength: 14
⚔️ Strength: 12
----------------
Free Promotions:
• Naval Target Penalty
• May Not Melee Attack
----------------
Required Buildings for Investment: Barracks
Prerequisite Technologies: Currency
Becomes Obsolete With: Machinery
👣 Moves: 2
• Range: 2
🏹 Ranged Strength: 14
⚔️ Strength: 12
----------------
Free Promotions:
• Naval Target Penalty
• May Not Melee Attack
----------------
Required Buildings for Investment: Barracks
Prerequisite Technologies: Currency
Becomes Obsolete With: Machinery
Required Technology:
Becomes Obsolete with:
Free Promotions:
Strategy:
The Composite Bowman is more powerful than the Archer. As a Ranged unit it can deal significant damage to other units up to two hexes away, but it is vulnerable to melee attack. Put Composite Bowman in your city for defense, and guard them with melee units when on the move.
Historical Info:
Widely considered the most sophisticated of all bow designs, the composite bow differs from other traditional models in that they are constructed of layered strips of bone, horn, or other materials glued together to form an extremely strong and powerful bow. The composite bow is thought to have originated with the tribal nomads of Asia sometime in the first or second millennia BC.
Emissary
Game Info:
Cost: 100 🔨
👣 Moves: 2
• Sight: 1
----------------
Free Promotions:
• Initiate
----------------
Prerequisite Technologies: Writing
Becomes Obsolete With: Civil Service
Resources Required: 1 Paper
----------------
Move this unit to a City-State you are not at war with and conduct a Diplomatic Mission to receive 40 Influence. 🔨 Production cost scales with Era.
👣 Moves: 2
• Sight: 1
----------------
Free Promotions:
• Initiate
----------------
Prerequisite Technologies: Writing
Becomes Obsolete With: Civil Service
Resources Required: 1 Paper
----------------
Move this unit to a City-State you are not at war with and conduct a Diplomatic Mission to receive 40 Influence. 🔨 Production cost scales with Era.
Required Technology:
Becomes Obsolete with:
Free Promotions:
Strategy:
The Emissary is the first diplomatic unit available to a player, and represents the early attempts at peaceful cooperation between civilizations. As the culture of diplomacy is, in the Ancient Era, still quite crude, the Emissary is not terribly effective. Earning only around 20 Influence from a Diplomatic Mission, the Emissary has not yet mastered the art of statecraft, nor, unsurprisingly, the foreign languages of neighbouring city-states. Production cost scales with Era.
Historical Info:
Though the cheapest and earliest-available diplomatic unit, Emissaries are not terribly reliable as a source of steady Influence. Players should only use Emissaries to secure or maintain relations with a city-state you are already friendly or allied with. As such, it is best to use these units simply to augment your efforts to fulfill city-state quests.
Liburna
Game Info:
Cost: 100 🔨 / 200 🕊️
👣 Moves: 4
• Range: 1
🏹 Ranged Strength: 16
⚔️ Strength: 7
----------------
Free Promotions:
• Can Move After Attacking
• Naval Inaccuracy
• Oceanic Peril
• May Not Melee Attack
• Shallow Draft
----------------
Required Buildings for Investment: Lighthouse
Prerequisite Technologies: Sailing
Becomes Obsolete With: Guilds
👣 Moves: 4
• Range: 1
🏹 Ranged Strength: 16
⚔️ Strength: 7
----------------
Free Promotions:
• Can Move After Attacking
• Naval Inaccuracy
• Oceanic Peril
• May Not Melee Attack
• Shallow Draft
----------------
Required Buildings for Investment: Lighthouse
Prerequisite Technologies: Sailing
Becomes Obsolete With: Guilds
Required Technology:
Becomes Obsolete with:
Free Promotions:
Strategy:
Attacks with lethal barrages of arrows, making it the first naval unit with a ranged attack. It cannot end its turn in Ocean Tiles.
Historical Info:
A liburna was a small, fast type of galley used for raiding and patrols in the Mediterranean sea. First invented by Liburnians in present-day Dalmatia, the liburna was later adopted by the Roman Navy as an agile patrol ship against pirates.
Scout
Game Info:
Cost: 90 🔨 / 200 🕊️
👣 Moves: 3
• Sight: 3
⚔️ Strength: 10
----------------
Free Promotions:
• Reconnaissance
----------------
Prerequisite Technologies: Sailing
Becomes Obsolete With: Compass
👣 Moves: 3
• Sight: 3
⚔️ Strength: 10
----------------
Free Promotions:
• Reconnaissance
----------------
Prerequisite Technologies: Sailing
Becomes Obsolete With: Compass
Required Technology:
Becomes Obsolete with:
Free Promotions:
Strategy:
This early unit can attack but is weak. However, it can move through difficult terrain as though it were clear (all tiles cost 1mp per hex). Use it for world exploration.
Historical Info:
Scouts form the eyes and ears of early civilizations. These fleet-footed warriors are not supposed to engage with enemy forces - they're supposed to find the lay of the land, discovering any potential threats or treasures. A civilization that doesn't know what's going on in the world around it is blind to both peril and opportunity.
Skirmisher
Game Info:
Cost: 100 🔨 / 200 🕊️
👣 Moves: 5
• Range: 1
🏹 Ranged Strength: 9
⚔️ Strength: 12
----------------
Free Promotions:
• Can Move After Attacking
• City Attack Penalty
• Naval Target Penalty
• No Defensive Terrain Bonuses
• May Not Melee Attack
• Skirmisher Doctrine
----------------
Required Buildings for Investment: Barracks
Prerequisite Technologies: Mathematics
Becomes Obsolete With: Physics
Resources Required: 1 Horses
👣 Moves: 5
• Range: 1
🏹 Ranged Strength: 9
⚔️ Strength: 12
----------------
Free Promotions:
• Can Move After Attacking
• City Attack Penalty
• Naval Target Penalty
• No Defensive Terrain Bonuses
• May Not Melee Attack
• Skirmisher Doctrine
----------------
Required Buildings for Investment: Barracks
Prerequisite Technologies: Mathematics
Becomes Obsolete With: Physics
Resources Required: 1 Horses
Required Technology:
Becomes Obsolete with:
Free Promotions:
Strategy:
Skirmishers are fast ranged units, deadly on open terrain. Unlike the Chariot before them, they can move through rough terrain without a movement penalty and can strengthen the attacks of flanking units. As a mounted unit, the Skirmisher is vulnerable to units equipped with spears.
Historical Info:
In the 12th century, nomadic tribes came boiling out of Central Asia, conquering most of Asia, Eastern Europe and a large portion of the Middle East within a century. Their primary weapon was their incomparable mounted bowmen. The Mongols were one such nomadic tribe, and their children were almost literally "raised in the saddle." Riding on their small but hearty steppe ponies, the lightly-armed and armored Mongol Keshiks, a type of skirmisher, could cover an astonishing amount of territory in a day, far outpacing any infantry or even the heavier European cavalry.
In battle the Mongol Keshiks would shoot from horseback with deadly accuracy, disrupting and demoralizing the enemy formations. Once the enemy was suitably weakened, the Mongol heavy cavalry units would charge into the wavering foe to deliver the coup de grace. When facing armored European knights the Mongols would simply shoot their horses, then ignore or destroy the unhorsed men as they wished.
In battle the Mongol Keshiks would shoot from horseback with deadly accuracy, disrupting and demoralizing the enemy formations. Once the enemy was suitably weakened, the Mongol heavy cavalry units would charge into the wavering foe to deliver the coup de grace. When facing armored European knights the Mongols would simply shoot their horses, then ignore or destroy the unhorsed men as they wished.
Swordsman
Game Info:
Cost: 100 🔨 / 200 🕊️
👣 Moves: 2
⚔️ Strength: 16
----------------
Free Promotions:
• Discipline
----------------
Required Buildings for Investment: Barracks
Prerequisite Technologies: Iron Working
Becomes Obsolete With: Steel
Resources Required: 1 Iron
👣 Moves: 2
⚔️ Strength: 16
----------------
Free Promotions:
• Discipline
----------------
Required Buildings for Investment: Barracks
Prerequisite Technologies: Iron Working
Becomes Obsolete With: Steel
Resources Required: 1 Iron
Required Technology:
Becomes Obsolete with:
Free Promotions:
Strategy:
The Swordsman is a powerful standard melee unit during the Classical Era, much stronger than the Spearman and Warrior. They are very useful when attacking early-era cities.
Historical Info:
First appearing during the Bronze Age, the earliest swords were little more than extra-large daggers. It wasn't until the development of iron forging (in approximately 1200 BC in Europe) that swords became viable combat weapons. The earliest swords were short and sharp, designed primarily for stabbing. Further advances in iron-work allowed bigger swords, and by the Middle Ages monstrously-long and heavy two-handed swords could cleave through all but the toughest armor.
Trireme
Game Info:
Cost: 120 🔨 / 250 🕊️
👣 Moves: 5
⚔️ Strength: 18
----------------
Free Promotions:
• Oceanic Peril
• Shallow Draft
----------------
Required Buildings for Investment: Lighthouse
Prerequisite Technologies: Philosophy
Becomes Obsolete With: Compass
👣 Moves: 5
⚔️ Strength: 18
----------------
Free Promotions:
• Oceanic Peril
• Shallow Draft
----------------
Required Buildings for Investment: Lighthouse
Prerequisite Technologies: Philosophy
Becomes Obsolete With: Compass
Required Technology:
Becomes Obsolete with:
Free Promotions:
Strategy:
The Trireme is the upgrade to the Galley. It is a melee attack unit, engaging naval units and coastal cities. The Trireme is good at clearing barbarian ships from your waters and for limited exploration (it cannot end its turn on Deep Ocean hexes outside of city borders unless you are Polynesia).
Historical Info:
The trireme was a warship used by ancient navies in the Mediterranean. Although equipped with a sail, under combat it was powered by three rows of oars. When powered by trained and motivated oarsmen, it was surprisingly quick and agile. Triremes were generally equipped with a sharp beak (ram) at the prow, and the primary tactic was to attempt to ram and sink the enemy ship. Some triremes also carried archers for ranged combat, while others carried lots of infantry. Those vessels would come alongside an enemy ship and the infantry would board and attempt to capture her. Triremes remained important military vessels until they were made obsolete by cannon and advances in ship construction and sail-rigging.
(Barbarian) Swordsman
Game Info:
Barbarian Unique Swordsman
----------------
Cost: 100 🔨 / 200 🕊️
👣 Moves: 2
⚔️ Strength: 15
----------------
Free Promotions:
• Discipline
----------------
Prerequisite Technologies: Iron Working
Becomes Obsolete With: Steel
Resources Required: 1 Iron
----------------
Cost: 100 🔨 / 200 🕊️
👣 Moves: 2
⚔️ Strength: 15
----------------
Free Promotions:
• Discipline
----------------
Prerequisite Technologies: Iron Working
Becomes Obsolete With: Steel
Resources Required: 1 Iron
Required Technology:
Becomes Obsolete with:
Free Promotions:
Civilization:
(Byzantine) Dromon
Game Info:
Byzantine Unique Liburna
----------------
Cost: 100 🔨 / 200 🕊️
👣 Moves: 4
• Range: 1
🏹 Ranged Strength: 19
⚔️ Strength: 9
----------------
Free Promotions:
• Can Move After Attacking
• Greek Fire
• Naval Inaccuracy
• Oceanic Peril
• May Not Melee Attack
• Shallow Draft
----------------
Required Buildings for Investment: Lighthouse
Prerequisite Technologies: Sailing
Becomes Obsolete With: Navigation
----------------
Cost: 100 🔨 / 200 🕊️
👣 Moves: 4
• Range: 1
🏹 Ranged Strength: 19
⚔️ Strength: 9
----------------
Free Promotions:
• Can Move After Attacking
• Greek Fire
• Naval Inaccuracy
• Oceanic Peril
• May Not Melee Attack
• Shallow Draft
----------------
Required Buildings for Investment: Lighthouse
Prerequisite Technologies: Sailing
Becomes Obsolete With: Navigation
Required Technology:
Becomes Obsolete with:
Free Promotions:
Civilization:
Strategy:
The Dromon's Greek Fire Promotion multiplies subsequent damage dealt to the target Unit in the same turn, which is better than giving +20% Combat Strength to the next attackers. Carefully consider this bonus to determine how many targets you can destroy in a turn and attack these targets with Dromons first before other units make subsequent attacks. In addition, the Dromon has significantly stronger base stats, so it is generally a much better choice to build than melee ships. Consider conducting an early war with these ships due to their strength. Like Liburna, because it can move after attacking, you can attack Cities with many Dromons in the same turn.
Historical Info:
A modified form of the traditional galley, the Dromon was an integral part of the Byzantine navy throughout the empire's reign. Featuring both oar and sail power, the Dromon was highly maneuverable and agile, but also dangerously equipped for battle. Through the use of Greek Fire, a precursor to modern Napalm, the Byzantines used an early form of the flamethrower to strike fear in the hearts of any who opposed them on the sea.
(Carthaginian) Quinquereme
Game Info:
Carthaginian Unique Trireme
----------------
Cost: 120 🔨 / 250 🕊️
👣 Moves: 5
⚔️ Strength: 20
----------------
Free Promotions:
• Heavy Assault
• Oceanic Peril
• Pincer
• Shallow Draft
----------------
Required Buildings for Investment: Lighthouse
Prerequisite Technologies: Philosophy
Becomes Obsolete With: Navigation
----------------
Cost: 120 🔨 / 250 🕊️
👣 Moves: 5
⚔️ Strength: 20
----------------
Free Promotions:
• Heavy Assault
• Oceanic Peril
• Pincer
• Shallow Draft
----------------
Required Buildings for Investment: Lighthouse
Prerequisite Technologies: Philosophy
Becomes Obsolete With: Navigation
Required Technology:
Becomes Obsolete with:
Free Promotions:
Civilization:
Strategy:
The Quinquereme has arguably the strongest Promotions that ships of Classical or Medieval era can get, with Pincer. Make sure to surround enemy ships as much as possible to exploit your enhanced flanking bonus. It should be easy thanks to ingnoring Zone of Control. Combined with higher combat strength and +25% bonus when attacking, enemy ships should not be a challenge. Likewise, attacking Cities, especially before they build a Castle, is incentivized thanks to +50% bonus when attacking them. It is recommended to aim for the Boarding Party Promotion line, to reach Blitz Promotion as it allows moving after attack and hence attacking a City with many ships in a single turn. Alternatively, picking Hull promotions leading to Vanguard is also a good choice.
Historical Info:
One of the many ship designs utilized by Carthage and Rome, the heavily-armed Quinquereme was among the most well known. These vessels took their name from the use of five rowers for each of the vertically aligned oars that were set in columns running down the sides of the ship. Although exact numbers are unknown, these heavy ships are thought to have carried several hundred men, both crew and soldiers alike. The Quinqueremes of Carthage were known to be of the highest quality construction, as the design is said to have originated among the North African naval engineers, only to be copied later by the Romans.
(Celtic) Scythed Chariot
Game Info:
Celtic Unique Skirmisher
----------------
Cost: 100 🔨 / 200 🕊️
👣 Moves: 4
• Range: 1
🏹 Ranged Strength: 13
⚔️ Strength: 12
----------------
Free Promotions:
• Beam Axle
• Can Move After Attacking
• Carnyx
• City Attack Penalty
• Naval Target Penalty
• No Defensive Terrain Bonuses
• May Not Melee Attack
• Rend
----------------
Required Buildings for Investment: Barracks
Prerequisite Technologies: Mathematics
Becomes Obsolete With: Metallurgy
Resources Required: 1 Horses
----------------
Cost: 100 🔨 / 200 🕊️
👣 Moves: 4
• Range: 1
🏹 Ranged Strength: 13
⚔️ Strength: 12
----------------
Free Promotions:
• Beam Axle
• Can Move After Attacking
• Carnyx
• City Attack Penalty
• Naval Target Penalty
• No Defensive Terrain Bonuses
• May Not Melee Attack
• Rend
----------------
Required Buildings for Investment: Barracks
Prerequisite Technologies: Mathematics
Becomes Obsolete With: Metallurgy
Resources Required: 1 Horses
Required Technology:
Becomes Obsolete with:
Free Promotions:
Civilization:
Historical Info:
Scythed chariots are modified war chariots with long blades extending from the wheel axels. Though often dismissed as fanciful storytelling, the use of scythed chariots has been ascribed to Pictish, Irish and Iceni armies. The only report of a scythed chariot in Britain outside of Roman propaganda comes from the Irish Ulster Cycle, during the adventures of Chu Chulainn.
Although chariots had fallen out of use in continental Europe from the end of the 3rd century BC, Caesar found that they remained significant in British warfare. Caesar encountered both Celtic cavalry and chariots and described how these warriors would throw javelins from their vehicles before dismounting to fight on foot. Celtic soldiers could return to their chariots to quickly retreat or redeploy.
"They make war not only on horseback but also from two horse chariots and cars armed in the Gallic fashion - they call them Covinni - on which they use axles equipped with scythes."
- Pomponius Mela
Although chariots had fallen out of use in continental Europe from the end of the 3rd century BC, Caesar found that they remained significant in British warfare. Caesar encountered both Celtic cavalry and chariots and described how these warriors would throw javelins from their vehicles before dismounting to fight on foot. Celtic soldiers could return to their chariots to quickly retreat or redeploy.
"They make war not only on horseback but also from two horse chariots and cars armed in the Gallic fashion - they call them Covinni - on which they use axles equipped with scythes."
- Pomponius Mela
(Danish) Berserker
Game Info:
Danish Unique Pikeman
----------------
Cost: 135 🔨 / 300 🕊️
👣 Moves: 3
⚔️ Strength: 19
----------------
Free Promotions:
• Amphibious
• Charge I
• Formation I
----------------
Required Buildings for Investment: Barracks
Prerequisite Technologies: Metal Casting
Becomes Obsolete With: Rifling
----------------
Cost: 135 🔨 / 300 🕊️
👣 Moves: 3
⚔️ Strength: 19
----------------
Free Promotions:
• Amphibious
• Charge I
• Formation I
----------------
Required Buildings for Investment: Barracks
Prerequisite Technologies: Metal Casting
Becomes Obsolete With: Rifling
Required Technology:
Becomes Obsolete with:
Free Promotions:
Civilization:
Strategy:
The Berserker is the Danish unique unit, replacing the Pikeman. It can cross rivers and attack while embarked with no penalty, and has a ⚔️ Combat Strength bonus against wounded units. It is also faster, allowing it to catch up to wounded units to deal the final strike. It is available in the Classical Era with the discovery of Metal Casting, earlier than the Pikeman.
Historical Info:
As a member of the Great Heathen Army, the berserker was one of the most feared units of the late 9th century. This large Viking army of berserkers, warriors, and mariners was formed over a series of attacks on Paris and Rouen from 845- 850 AD, where they bolstered their numbers and refined their tactics. In 865, the army landed on the eastern shores of the British Isles, with the aspiration to conquer the entire island for settlement. Only one year later, it conquered the Kingdom of Northumbria, with the Kingdom of East Anglia falling in 870. Mercia followed in 874. The settlers who traveled with the great army founded the Kingdom of York from the rubble. The army was eventually defeated in 878, but its remaining members took up permanent residence in East Anglia, Essex, and Mercia.
(Hunnic) Horse Archer
Game Info:
Hunnic Unique Skirmisher
----------------
Cost: 100 🔨 / 200 🕊️
👣 Moves: 5
• Range: 1
🏹 Ranged Strength: 10
⚔️ Strength: 13
----------------
Free Promotions:
• Barrage I
• Can Move After Attacking
• City Attack Penalty
• Focus Fire
• Naval Target Penalty
• No Defensive Terrain Bonuses
• May Not Melee Attack
• Skirmisher Doctrine
----------------
Required Buildings for Investment: Barracks
Prerequisite Technologies: Mathematics
Becomes Obsolete With: Metallurgy
Resources Required: 1 Horses
----------------
Cost: 100 🔨 / 200 🕊️
👣 Moves: 5
• Range: 1
🏹 Ranged Strength: 10
⚔️ Strength: 13
----------------
Free Promotions:
• Barrage I
• Can Move After Attacking
• City Attack Penalty
• Focus Fire
• Naval Target Penalty
• No Defensive Terrain Bonuses
• May Not Melee Attack
• Skirmisher Doctrine
----------------
Required Buildings for Investment: Barracks
Prerequisite Technologies: Mathematics
Becomes Obsolete With: Metallurgy
Resources Required: 1 Horses
Required Technology:
Becomes Obsolete with:
Free Promotions:
Civilization:
Strategy:
The Horse Archer is the Hunnic unique unit, replacing the Skirmisher. It is stronger when attacking units that have already been hit multiple times in the same turn.
Historical Info:
The fearsome cavalry of the Huns, renowned for both their skill in archery, and their mastery of horsemanship, were the scourge of Europe during the Hunnic conquests of the 4th and 5th centuries AD. Utilizing powerful composite bows, the mounted archers of the Huns honed their skills while hunting on the Central Asian Steppe, and they had no trouble carrying over these skills into warfare. It is widely believed that the Huns' use of mounted archers greatly influenced the future military considerations of both European and Asian kingdoms, as a greater emphasis on cavalry units arose following their incursions.
(Indonesian) Kris Swordsman
Game Info:
Indonesian Unique Swordsman
----------------
Cost: 100 🔨 / 200 🕊️
👣 Moves: 2
⚔️ Strength: 16
----------------
Free Promotions:
• Discipline
• Mystic Blade
----------------
Required Buildings for Investment: Barracks
Prerequisite Technologies: Iron Working
Becomes Obsolete With: Gunpowder
Resources Required: 1 Iron
----------------
Cost: 100 🔨 / 200 🕊️
👣 Moves: 2
⚔️ Strength: 16
----------------
Free Promotions:
• Discipline
• Mystic Blade
----------------
Required Buildings for Investment: Barracks
Prerequisite Technologies: Iron Working
Becomes Obsolete With: Gunpowder
Resources Required: 1 Iron
Required Technology:
Becomes Obsolete with:
Free Promotions:
Civilization:
Strategy:
The Kris Swordsman is the Indonesian unique unit, replacing the Swordsman. It randomly unlocks one of the below unique promotions after its first combat:
[COLOR:30:200:255:255]Invulnerability
-2 Damage from all sources.
+20 HP when Healing.
[COLOR:30:200:255:255]Sneak Attack
+20% Flanking bonus.
Ignore Terrain Costs and Zone of Control.
[COLOR:30:200:255:255]Enemy Blade
Heal 10 HP when starting turn Inside Enemy Territory.
Deal 10 Damage to Enemy Units ending their turn adjacent to this Unit.
This Damage ignores damage reduction.
[COLOR:30:200:255:255]Determination
+30% ⚔️ Combat Strength when attacking.
+5% ⚔️ Combat Strength when defending.
[COLOR:30:200:255:255]Ancestral Protection
+5% ⚔️ Combat Strength when attacking.
+30% ⚔️ Combat Strength when defending.
[COLOR:30:200:255:255]Ceaselessness
+1 Attack.
+1 👣 Movement.
[COLOR:30:200:255:255]Invulnerability
-2 Damage from all sources.
+20 HP when Healing.
[COLOR:30:200:255:255]Sneak Attack
+20% Flanking bonus.
Ignore Terrain Costs and Zone of Control.
[COLOR:30:200:255:255]Enemy Blade
Heal 10 HP when starting turn Inside Enemy Territory.
Deal 10 Damage to Enemy Units ending their turn adjacent to this Unit.
This Damage ignores damage reduction.
[COLOR:30:200:255:255]Determination
+30% ⚔️ Combat Strength when attacking.
+5% ⚔️ Combat Strength when defending.
[COLOR:30:200:255:255]Ancestral Protection
+5% ⚔️ Combat Strength when attacking.
+30% ⚔️ Combat Strength when defending.
[COLOR:30:200:255:255]Ceaselessness
+1 Attack.
+1 👣 Movement.
Historical Info:
The kris is a long-bladed, asymmetrical dagger or sword with a distinctive wavy blade common to Indonesia and Malaya. Both weapon and mystical object, kris were believed by the Indonesian tribes to have an essence imbued with magical power, with some blades bringing good luck and others bad. So prized was the kris in Indonesia that heirloom blades were handed down through successive generations. In battle, a kris swordsman might carry as many as three: his own, one from his father-in-law, and one family heirloom. The forging of kris blades was restricted to a select few, and these skilled metalworkers made the blades in layers of different iron ores and meteorite nickel folded many times, a process that could take years to complete.
(Iroquois) Mohawk Warrior
Game Info:
Iroquois Unique Swordsman
----------------
Cost: 100 🔨 / 200 🕊️
👣 Moves: 2
⚔️ Strength: 17
----------------
Free Promotions:
• Discipline
• Combat Bonus in Forest/Jungle (33)
• Woodsman
----------------
Required Buildings for Investment: Barracks
Prerequisite Technologies: Iron Working
Becomes Obsolete With: Gunpowder
----------------
Cost: 100 🔨 / 200 🕊️
👣 Moves: 2
⚔️ Strength: 17
----------------
Free Promotions:
• Discipline
• Combat Bonus in Forest/Jungle (33)
• Woodsman
----------------
Required Buildings for Investment: Barracks
Prerequisite Technologies: Iron Working
Becomes Obsolete With: Gunpowder
Required Technology:
Becomes Obsolete with:
Free Promotions:
Civilization:
Strategy:
The Mohawk Warrior is the Iroquois unique unit, replacing the Swordsman. It receives a 👣 Movement and ⚔️ Combat bonus when fighting in Forests and Jungles. Does not require Iron to be trained.
Historical Info:
The Iroquois Mohawk warriors are among the best light infantry the world has ever seen. Amazingly fast and flexible fighters, the Iroquois warriors were able to cover an incredible amount of ground in a short amount of time, surprising and overwhelming their better-armed but slower European enemies. With an armed force that "never numbered more than 3,000 fighting men," they held their own for almost two centuries against the French, British, and Americans.
(Mayan) Atlatlist
Game Info:
Mayan Unique Composite Bowman
----------------
Cost: 110 🔨 / 250 🕊️
👣 Moves: 2
• Range: 2
🏹 Ranged Strength: 14
⚔️ Strength: 13
----------------
Free Promotions:
• Indirect Fire
• Naval Target Penalty
• May Not Melee Attack
----------------
Required Buildings for Investment: Barracks
Prerequisite Technologies: Currency
Becomes Obsolete With: Metallurgy
----------------
Cost: 110 🔨 / 250 🕊️
👣 Moves: 2
• Range: 2
🏹 Ranged Strength: 14
⚔️ Strength: 13
----------------
Free Promotions:
• Indirect Fire
• Naval Target Penalty
• May Not Melee Attack
----------------
Required Buildings for Investment: Barracks
Prerequisite Technologies: Currency
Becomes Obsolete With: Metallurgy
Required Technology:
Becomes Obsolete with:
Free Promotions:
Civilization:
Strategy:
The Atlatlist is the Mayan unique unit, replacing the Composite Bowman. It is the only ranged unit that can shoot over obstacles in the early eras. It is also cheaper and is available with the discovery of Mathematics, earlier than the Composite Bowman.
The Atlatlist allows you to set up a stronger defense line in rough terrain against slower units.
The Atlatlist allows you to set up a stronger defense line in rough terrain against slower units.
Historical Info:
The Atlatlists were super-specialized dart-throwers, employing a long, wooden, spear-like object to hurl their darts towards the intended target at a great speed. This implement, called an atlatl, had a small cup on one end on which the dart would rest, and a channel cut down the length for it to travel down. Using an atlatl, the Atlatlist could launch a dart over 300 feet and up to 60 miles an hour - a good deal farther and faster than a simple hand-thrown projectile. The Mayan Atlatlists would have been capable of devastating enemy lines from afar, provided they had a clear line of sight to the target.
Some of the earliest atlatls date back to roughly 400,000 years ago, used by the extinct Homo heidelbergensis. Homo sapiens are thought to have used an early version of the atlatl starting in the Upper Paleolithic Era, about 15,500 BC.
Some of the earliest atlatls date back to roughly 400,000 years ago, used by the extinct Homo heidelbergensis. Homo sapiens are thought to have used an early version of the atlatl starting in the Upper Paleolithic Era, about 15,500 BC.
(Roman) Ballista
Game Info:
Roman Unique Catapult
----------------
Cost: 100 🔨 / 200 🕊️
👣 Moves: 2
• Range: 2
🏹 Ranged Strength: 14
⚔️ Strength: 8
----------------
Free Promotions:
• Siege Engine
• Cover I
• Legatus Legionis
• Moves at half-speed in enemy territory
• No Defensive Terrain Bonuses
• May Not Melee Attack
----------------
Required Buildings for Investment: Barracks
Prerequisite Technologies: Masonry
Becomes Obsolete With: Gunpowder
----------------
Cost: 100 🔨 / 200 🕊️
👣 Moves: 2
• Range: 2
🏹 Ranged Strength: 14
⚔️ Strength: 8
----------------
Free Promotions:
• Siege Engine
• Cover I
• Legatus Legionis
• Moves at half-speed in enemy territory
• No Defensive Terrain Bonuses
• May Not Melee Attack
----------------
Required Buildings for Investment: Barracks
Prerequisite Technologies: Masonry
Becomes Obsolete With: Gunpowder
Required Technology:
Becomes Obsolete with:
Free Promotions:
Civilization:
Strategy:
The Ballista is an excellent siege weapon. While still very useful against cities, its lack of penalties against land units and free Field I promotion gives it an extra punch against other units. The Ballista is still quite vulnerable to attack, so be sure to protect it with other military units. Moves at half speed in enemy territory, but has normal sight range.
Historical Info:
The Roman Ballista was an advanced catapult that fired stones or wooden missiles at the enemy. Constructed of wood reinforced with heavy iron plates, the ballista was surprisingly accurate in the hands of trained operators. It had a maximum range of perhaps 500 yards, but its practical range was significantly shorter, especially against a fortified position. Julius Caesar used them to great effect in his German and British campaigns.
(Roman) Legion
Game Info:
Roman Unique Swordsman
----------------
Cost: 100 🔨 / 200 🕊️
👣 Moves: 2
⚔️ Strength: 18
----------------
Free Promotions:
• Cover I
• Discipline
• Pilum
• Praefectus Castrorum
Build Actions:
• Construct a Road (The Wheel)
----------------
Required Buildings for Investment: Barracks
Prerequisite Technologies: Iron Working
Becomes Obsolete With: Gunpowder
Resources Required: 1 Iron
----------------
Cost: 100 🔨 / 200 🕊️
👣 Moves: 2
⚔️ Strength: 18
----------------
Free Promotions:
• Cover I
• Discipline
• Pilum
• Praefectus Castrorum
Build Actions:
• Construct a Road (The Wheel)
----------------
Required Buildings for Investment: Barracks
Prerequisite Technologies: Iron Working
Becomes Obsolete With: Gunpowder
Resources Required: 1 Iron
Required Technology:
Becomes Obsolete with:
Free Promotions:
Civilization:
Strategy:
The Legion is the Roman unique unit, replacing the Swordsman. It can deal damage to adjacent enemies if fortified (not moving nor attacking) on turn end. It can also construct roads and forts slightly faster than Workers.
Historical Info:
The Roman Legion is - justifiably - the most famous military unit from antiquity. Armed with a "pilum" (throwing spear), and "gladius" (short sword) and wearing a metal helmet, cuirass and shield, Roman Legions conquered the known world. Along with the best weapons technology available at the time, the Roman Legions were highly trained and extremely disciplined. Under competent leadership there was literally no other military able to stand up to them.
Caravel
Game Info:
Cost: 160 🔨 / 350 🕊️
👣 Moves: 4
⚔️ Strength: 25
----------------
Required Buildings for Investment: Harbor
Prerequisite Technologies: Compass
Becomes Obsolete With: Navigation
👣 Moves: 4
⚔️ Strength: 25
----------------
Required Buildings for Investment: Harbor
Prerequisite Technologies: Compass
Becomes Obsolete With: Navigation
Required Technology:
Becomes Obsolete with:
Strategy:
The Caravel is a significant upgrade to your naval power. A Melee unit, it is stronger and faster than the ageing Trireme, and it can enter Ocean Tiles. Use it to explore the world, or to defend your home cities.
Historical Info:
The caravel was a small, seagoing vessel used in the 15th century to explore the world. Originally created at the order of Prince Henry the Navigator of Portugal, other nations were quick to spot the caravel's qualities and created their own copies of the useful craft. Usually of some 20 to 30 yards in length and sporting two or three lateen-rigged masts, caravels were light and shallow-drafted, making them perfect for exploration of unknown coasts and rivers, boldly going where bigger craft feared to sail. They were also remarkably seaworthy ships and could survive the worst that the Atlantic could throw at them. Two of Christopher Columbus's three vessels - the Pinta and the Niña - were caravels (the larger Santa María was a carrack).
Crossbowman
Game Info:
Cost: 160 🔨 / 350 🕊️
👣 Moves: 2
• Range: 2
🏹 Ranged Strength: 19
⚔️ Strength: 15
----------------
Free Promotions:
• Naval Target Penalty
• May Not Melee Attack
----------------
Required Buildings for Investment: Barracks
Prerequisite Technologies: Machinery
Becomes Obsolete With: Metallurgy
👣 Moves: 2
• Range: 2
🏹 Ranged Strength: 19
⚔️ Strength: 15
----------------
Free Promotions:
• Naval Target Penalty
• May Not Melee Attack
----------------
Required Buildings for Investment: Barracks
Prerequisite Technologies: Machinery
Becomes Obsolete With: Metallurgy
Required Technology:
Becomes Obsolete with:
Free Promotions:
Strategy:
The Crossbowman is more powerful than the Composite Bowman. As a Ranged unit it can deal significant damage to other Medieval Era units up to two hexes away, but it is vulnerable to melee attack. Put Crossbowmen in your city for defense, and guard them with melee units when on the move.
Historical Info:
The crossbow first appeared in Europe in the 10th century. Although slower than a standard bow, a crossbow requires less training and strength than a regular bow, and over time it came to be the dominant weapon on the battlefield. A crossbow consists of a fairly short but heavy bow mounted to a stock. The firer pulls back the string - often with mechanical assistance - to "cock" the bow, then lays a "bolt" (arrow) on a groove in the stock. The firer aims, then pulls a trigger to release the string, which launches the bolt at the target. Among other advantages, a crossbow can be fired from a kneeling or prone position, something which is impossible with a standard bow.
Envoy
Game Info:
Cost: 100 🔨
👣 Moves: 3
• Sight: 1
----------------
Free Promotions:
• Adept
----------------
Required Buildings for Investment: Chancery
Prerequisite Technologies: Civil Service
Becomes Obsolete With: Industrialization
Resources Required: 1 Paper
----------------
Move this unit to a City-State you are not at war with and conduct a Diplomatic Mission to receive 50 Influence. 🔨 Production cost scales with Era.
👣 Moves: 3
• Sight: 1
----------------
Free Promotions:
• Adept
----------------
Required Buildings for Investment: Chancery
Prerequisite Technologies: Civil Service
Becomes Obsolete With: Industrialization
Resources Required: 1 Paper
----------------
Move this unit to a City-State you are not at war with and conduct a Diplomatic Mission to receive 50 Influence. 🔨 Production cost scales with Era.
Required Technology:
Becomes Obsolete with:
Free Promotions:
Strategy:
Envoys are much more useful as sources of diplomatic influence with city-states. This utility, however, comes with increased cost. Players will need ample Paper to supply the demand of their burgeoning diplomatic service. City-state quests are still very important for maintaining friendly or allied relations, however their importance is waning.
Historical Info:
During the Medieval period, the art of diplomacy finally came of age. New theories on foreign affairs emerged during this time that were no longer based on 'might is right,' but rather the arts of flattery, sophistication and, if necessary, intimidation. The Envoy represents this leap in diplomatic power and, as such, is both more effective than Emissaries and also more expensive. Production cost scales with Era.
Explorer
Game Info:
Cost: 160 🔨 / 350 🕊️
👣 Moves: 3
• Sight: 3
⚔️ Strength: 17
----------------
Free Promotions:
• Brute Force
• Embarkation with Defense
• Extra Sight While Embarked
• Ocean Explorer
• Reconnaissance
----------------
Required Buildings for Investment: Harbor
Prerequisite Technologies: Compass
Becomes Obsolete With: Railroad
👣 Moves: 3
• Sight: 3
⚔️ Strength: 17
----------------
Free Promotions:
• Brute Force
• Embarkation with Defense
• Extra Sight While Embarked
• Ocean Explorer
• Reconnaissance
----------------
Required Buildings for Investment: Harbor
Prerequisite Technologies: Compass
Becomes Obsolete With: Railroad
Required Technology:
Becomes Obsolete with:
Free Promotions:
Strategy:
Explorers are a useful counterpart to Caravels when setting out to explore across the ocean during the Medieval and Renaissance periods. They are fairly weak and, therefore, are easily defeated by contemporary military units. However, their reconaissance abilities are unparalleled until the advent of the Commando.
Historical Info:
Exploration is the act of searching for the purpose of discovery of information or resources. Exploration occurs in all non-sessile animal species, including humans. In human history, its most dramatic rise was during the Age of Discovery when European explorers sailed and charted much of the rest of the world, largely in a pursuit of material wealth. Since then, major explorations after the Age of Discovery have occurred for reasons mostly aimed at information discovery.
Free Company
Game Info:
👣 Moves: 2
⚔️ Strength: 19
----------------
Gain full XP and can Move after Purchase
Free Promotions:
• City Plunder
• Formation I
• No Movement Cost to Pillage
----------------
Require Completion of Authority
Prerequisite Technologies: Steel
Becomes Obsolete With: Rifling
⚔️ Strength: 19
----------------
Gain full XP and can Move after Purchase
Free Promotions:
• City Plunder
• Formation I
• No Movement Cost to Pillage
----------------
Require Completion of Authority
Prerequisite Technologies: Steel
Becomes Obsolete With: Rifling
Required Technology:
Becomes Obsolete with:
Free Promotions:
Strategy:
The Free Company are the first mercenary units made available by the completion of the Authority policy tree. Even though they can't be directly produced, they constitute a direct improvement in term of combat prowess over the Pikeman, while gaining some additional advantages.
Because they can move immediatly and with full experience when bought, you can field a large number of them very quickly if you have the gold. Furthermore, these scoundrels benefit greatly from offensive warfare thanks to their ability to pillage without Movement Cost and gain gold whenever they inflict damages to cities.
Because they can move immediatly and with full experience when bought, you can field a large number of them very quickly if you have the gold. Furthermore, these scoundrels benefit greatly from offensive warfare thanks to their ability to pillage without Movement Cost and gain gold whenever they inflict damages to cities.
Historical Info:
Where opportunity meets warfare and lawlessness, the life of a soldier can turn quickly to brigandry.
The Free Companies, also known as Great Companies or Companies of Adventurers, were bands of mercenary soldiers that operated throughout Europe from the 12th to the early 15th century. Often employed by nobles, they were known for their disregard for the laws of arms and usefulness as raiders. The Free Companies are most famous for their role during the unending conflicts of the 14th century, employed by the English to terrorize the French countryside during the Hundred Years' War.
While the Companies had work during wartime, they could become a scourge in times of peace; they often took to pillaging the lands of their former employers as soon as they stopped being paid to pillage someone else's. After the Peace of Bretigny in 1360, the Free Companies were released from their service and became uncontrollable. They went from fief to fief, attacking farms and castles alike, operating throughout western Europe and even managing to win against armies fielded against them. The peace and the Plague helped these bands grow in size and audacity, gaining wealth and infamy as they went abroad. Notable companies of this time included the White Company in Italy, the Catalan Company in Greece, and the Tard-Venus in France. Many of these adventurers gained considerable political power from their exploits, such as the Englishman John Hawkwood, who became a wealthy condottiere hired by several Italian states and the Pope.
The rebuilding of Western European states and the formation of professional armies and effective militias during the 15th century brought an end to the use of mercenaries' power. However, the death and destruction wrought by the Free Companies left a deep scar on the European memory.
The Free Companies, also known as Great Companies or Companies of Adventurers, were bands of mercenary soldiers that operated throughout Europe from the 12th to the early 15th century. Often employed by nobles, they were known for their disregard for the laws of arms and usefulness as raiders. The Free Companies are most famous for their role during the unending conflicts of the 14th century, employed by the English to terrorize the French countryside during the Hundred Years' War.
While the Companies had work during wartime, they could become a scourge in times of peace; they often took to pillaging the lands of their former employers as soon as they stopped being paid to pillage someone else's. After the Peace of Bretigny in 1360, the Free Companies were released from their service and became uncontrollable. They went from fief to fief, attacking farms and castles alike, operating throughout western Europe and even managing to win against armies fielded against them. The peace and the Plague helped these bands grow in size and audacity, gaining wealth and infamy as they went abroad. Notable companies of this time included the White Company in Italy, the Catalan Company in Greece, and the Tard-Venus in France. Many of these adventurers gained considerable political power from their exploits, such as the Englishman John Hawkwood, who became a wealthy condottiere hired by several Italian states and the Pope.
The rebuilding of Western European states and the formation of professional armies and effective militias during the 15th century brought an end to the use of mercenaries' power. However, the death and destruction wrought by the Free Companies left a deep scar on the European memory.
Galleass
Game Info:
Cost: 175 🔨 / 350 🕊️
👣 Moves: 4
• Range: 1
🏹 Ranged Strength: 24
⚔️ Strength: 14
----------------
Free Promotions:
• Can Move After Attacking
• Naval Inaccuracy
• May Not Melee Attack
• Shallow Draft
----------------
Required Buildings for Investment: Harbor
Prerequisite Technologies: Guilds
Becomes Obsolete With: Navigation
👣 Moves: 4
• Range: 1
🏹 Ranged Strength: 24
⚔️ Strength: 14
----------------
Free Promotions:
• Can Move After Attacking
• Naval Inaccuracy
• May Not Melee Attack
• Shallow Draft
----------------
Required Buildings for Investment: Harbor
Prerequisite Technologies: Guilds
Becomes Obsolete With: Navigation
Required Technology:
Becomes Obsolete with:
Free Promotions:
Strategy:
The Galleass is the second naval unit with a ranged attack available to the civilizations in the game. It is much stronger than earlier naval ships, and can enter the ocean. The Galleass is useful for clearing enemy ships out of shallow waters and supporting sieges.
Historical Info:
The Galleass was a class of naval warship that grew in popularity during the 16th century, when designs based on the traditional galley were modified to include heavier armaments. A typical galleass began life as a merchant ship powered by oars, which was then upgraded to include masts for sails. With two forms of propulsion available, the galleass design allowed the ship to maintain much of the traditional galley's renowned speed, while also carrying heavy guns to fend off would-be attackers.
Heavy Skirmisher
Game Info:
Cost: 175 🔨 / 300 🕊️
👣 Moves: 5
• Range: 1
🏹 Ranged Strength: 14
⚔️ Strength: 17
----------------
Free Promotions:
• Can Move After Attacking
• City Attack Penalty
• Naval Target Penalty
• No Defensive Terrain Bonuses
• May Not Melee Attack
• Skirmisher Doctrine
----------------
Required Buildings for Investment: Barracks
Prerequisite Technologies: Physics
Becomes Obsolete With: Metallurgy
Resources Required: 1 Horses
👣 Moves: 5
• Range: 1
🏹 Ranged Strength: 14
⚔️ Strength: 17
----------------
Free Promotions:
• Can Move After Attacking
• City Attack Penalty
• Naval Target Penalty
• No Defensive Terrain Bonuses
• May Not Melee Attack
• Skirmisher Doctrine
----------------
Required Buildings for Investment: Barracks
Prerequisite Technologies: Physics
Becomes Obsolete With: Metallurgy
Resources Required: 1 Horses
Required Technology:
Becomes Obsolete with:
Free Promotions:
Strategy:
Heavy Skirmishers are Medieval-Era units capable of rapid movement and ranged attacks. Use them to harass the enemy and support your war effort, but be careful about letting them get caught alone.
Historical Info:
Mounted knights armed with lances proved ineffective against formations of pikemen combined with crossbowmen whose weapons could penetrate most knights' armor. The invention of pushlever and ratchet drawing mechanisms enabled the use of crossbows on horseback, leading to the development of new cavalry tactics. Knights and mercenaries deployed in triangular formations, with the most heavily armored knights at the front. Some of these riders would carry small, powerful all-metal crossbows of their own. Crossbows were eventually replaced in warfare by more powerful gunpowder weapons, although early guns had slower rates of fire and much worse accuracy than contemporary crossbows. Later, similar competing tactics would feature harquebusiers or musketeers in formation with pikemen (pike and shot), pitted against cavalry firing pistols or carbines.
Knight
Game Info:
Cost: 175 🔨 / 300 🕊️
👣 Moves: 4
⚔️ Strength: 24
----------------
Free Promotions:
• Can Move After Attacking
• City Attack Penalty
• No Defensive Terrain Bonuses
----------------
Required Buildings for Investment: Barracks
Prerequisite Technologies: Chivalry
Becomes Obsolete With: Metallurgy
Resources Required: 1 Horses
👣 Moves: 4
⚔️ Strength: 24
----------------
Free Promotions:
• Can Move After Attacking
• City Attack Penalty
• No Defensive Terrain Bonuses
----------------
Required Buildings for Investment: Barracks
Prerequisite Technologies: Chivalry
Becomes Obsolete With: Metallurgy
Resources Required: 1 Horses
Required Technology:
Becomes Obsolete with:
Free Promotions:
Strategy:
The Knight is a fast and powerful unit, the undisputed king of the medieval battlefield. As a mounted unit it is vulnerable to Pikemen, but it can crush other opponents with relative ease. The Knight can move after it attacks, allowing it to make holes in the enemy lines and then ride straight through them.
Historical Info:
Almost always comprised of a nation's nobility - the only people who could afford the equipment, horses, and extensive training required - knights were the heavy cavalry of the medieval army. During much of the Middle Ages knights dominated the battlefield. Their superior armor provided good protection from arrows and spears, and their great mobility made them able to exploit an enemy's weakness anywhere on the battlefield. It took a great deal of courage to face a knight's charge. A wall of pikemen might be a match for onrushing knights, but only if they had the discipline and guts to stand their ground. If they flinched, they were dead.
Longbowman
Game Info:
City-State Unique Unit
----------------
👣 Moves: 2
• Range: 2
🏹 Ranged Strength: 19
⚔️ Strength: 16
----------------
Free Promotions:
• Agincourt
• Assize of Arms
• Naval Target Penalty
• May Not Melee Attack
----------------
Prerequisite Technologies: Machinery
Becomes Obsolete With: Dynamite
----------------
👣 Moves: 2
• Range: 2
🏹 Ranged Strength: 19
⚔️ Strength: 16
----------------
Free Promotions:
• Agincourt
• Assize of Arms
• Naval Target Penalty
• May Not Melee Attack
----------------
Prerequisite Technologies: Machinery
Becomes Obsolete With: Dynamite
Required Technology:
Becomes Obsolete with:
Free Promotions:
Strategy:
The Longbowman has a greater range than the Crossbowman, allowing it to attack enemies three hexes away, often destroying them before they can strike back. Like other ranged units, Longbowmen are vulnerable to melee attack, but have increased ⚔️ against Mounted and Armored Units.
Historical Info:
The English longbow developed during the 12th century, as the English were fighting to conquer Wales. The longbow was made from yew or elm, and was five to seven feet in height (depending upon the height and strength of the user). The longbow was extremely difficult to master, but well-trained English longbowmen could shoot farther, faster and more accurately than the crossbowmen of the day. But this did require years of training. As the country's population grew the English wilderness was transformed into farmland. Opportunities for hunting disappeared and the English yeomen became less proficient with bow and arrow. This, more so even than the advent of gunpowder, led to the decline of the English longbow.
Longswordsman
Game Info:
Cost: 160 🔨 / 300 🕊️
👣 Moves: 2
⚔️ Strength: 22
----------------
Free Promotions:
• Discipline
----------------
Required Buildings for Investment: Barracks
Prerequisite Technologies: Steel
Becomes Obsolete With: Gunpowder
Resources Required: 1 Iron
👣 Moves: 2
⚔️ Strength: 22
----------------
Free Promotions:
• Discipline
----------------
Required Buildings for Investment: Barracks
Prerequisite Technologies: Steel
Becomes Obsolete With: Gunpowder
Resources Required: 1 Iron
Required Technology:
Becomes Obsolete with:
Free Promotions:
Strategy:
The Longswordsman is the standard medieval infantry combat unit. It is more powerful than the Knight, but much slower. It also outclasses the Pikeman, but doesn't receive that unit's bonus versus mounted units. Use Longswordsmen and Catapults to attack enemy cities.
Historical Info:
The longsword was the most versatile weapon of the Medieval/Renaissance battlefield. It was lighter and easier to carry than a pike, and it could be used one or two-handed, making it possible for the swordsman to also carry a shield. In face-to-face combat against pikemen the longswordsmen were at a significant disadvantage, taking many casualties from the longer weapons before they could even get within striking distance. However, longswordsmen units were faster and more maneuverable than pikemen - and if they could hit their opponents in a flank attack, the pikemen were dead meat.
Pikeman
Game Info:
Cost: 135 🔨 / 300 🕊️
👣 Moves: 2
⚔️ Strength: 17
----------------
Free Promotions:
• Formation I
----------------
Required Buildings for Investment: Barracks
Prerequisite Technologies: Steel
Becomes Obsolete With: Gunpowder
👣 Moves: 2
⚔️ Strength: 17
----------------
Free Promotions:
• Formation I
----------------
Required Buildings for Investment: Barracks
Prerequisite Technologies: Steel
Becomes Obsolete With: Gunpowder
Required Technology:
Becomes Obsolete with:
Free Promotions:
Strategy:
The Pikeman is a more powerful Spearman. It receives a bonus when fighting against mounted units, which makes it pretty much the only unit that can hope to stand up against a rampaging Knight. A Pikeman fortified in defensive terrain is a Knight's worst nightmare.
Historical Info:
A pikeman is a better-trained and armored spearman armed with a longer, sharper weapon. Unlike the shorter and lighter spear, a pike is almost always used two-handed. Historically pikemen were most effective against other infantry and cavalry, but as they lacked shields, they were quite vulnerable to archers.
Trebuchet
Game Info:
Cost: 175 🔨 / 300 🕊️
👣 Moves: 2
• Sight: 1
• Range: 2
🏹 Ranged Strength: 20
⚔️ Strength: 8
----------------
Free Promotions:
• Siege Engine
• Cover I
• Moves at half-speed in enemy territory
• No Defensive Terrain Bonuses
• May Not Melee Attack
• Siege Inaccuracy
----------------
Required Buildings for Investment: Barracks
Prerequisite Technologies: Physics
Becomes Obsolete With: Gunpowder
👣 Moves: 2
• Sight: 1
• Range: 2
🏹 Ranged Strength: 20
⚔️ Strength: 8
----------------
Free Promotions:
• Siege Engine
• Cover I
• Moves at half-speed in enemy territory
• No Defensive Terrain Bonuses
• May Not Melee Attack
• Siege Inaccuracy
----------------
Required Buildings for Investment: Barracks
Prerequisite Technologies: Physics
Becomes Obsolete With: Gunpowder
Required Technology:
Becomes Obsolete with:
Free Promotions:
Strategy:
A Trebuchet is a medieval siege weapon, significantly more powerful than the earlier Catapult units. The Trebuchet moves at half-speed in enemy territory, but once it is in position it can do serious damage to a fortified enemy city. Defend your trebuchets with melee and ranged units to keep enemy units from getting too close.
Historical Info:
The trebuchet is a powerful Medieval siege weapon. First appearing in Europe in the 12th century, the trebuchet could hurl a 300-lb missile into or over the enemy's walls at long distance. The Medieval European version of the trebuchet was a "counterweight" machine. It consisted of a very long wooden arm with a sling on one end and a heavy weight on the other, mounted on a heavy wooden framework. The long arm was winched down, raising the heavy weight, and a missile was placed in the sling. When released, the weight would come down and the arm would whip up into the air, hurling the missile a huge distance. These machines were generally not mobile and required a long process of assembly, limiting their effective use to protracted sieges.
(Arabian) Camel Archer
Game Info:
Arabian Unique Heavy Skirmisher
----------------
Cost: 175 🔨 / 300 🕊️
👣 Moves: 5
• Range: 1
🏹 Ranged Strength: 16
⚔️ Strength: 19
----------------
Free Promotions:
• Can Move After Attacking
• City Attack Penalty
• Naval Target Penalty
• No Defensive Terrain Bonuses
• May Not Melee Attack
• Skirmisher Doctrine
• Splash I
• Withdraw Before Melee
----------------
Required Buildings for Investment: Barracks
Prerequisite Technologies: Physics
Becomes Obsolete With: Military Science
----------------
Cost: 175 🔨 / 300 🕊️
👣 Moves: 5
• Range: 1
🏹 Ranged Strength: 16
⚔️ Strength: 19
----------------
Free Promotions:
• Can Move After Attacking
• City Attack Penalty
• Naval Target Penalty
• No Defensive Terrain Bonuses
• May Not Melee Attack
• Skirmisher Doctrine
• Splash I
• Withdraw Before Melee
----------------
Required Buildings for Investment: Barracks
Prerequisite Technologies: Physics
Becomes Obsolete With: Military Science
Required Technology:
Becomes Obsolete with:
Free Promotions:
Civilization:
Strategy:
The Camel Archer is the Arabian unique unit, replacing the Heavy Skirmisher. It can do chip damage to a group of enemies adjacent to itself, and can retreat from melee combat once per turn. Does not require Horses to be trained.
Historical Info:
Some Muslim cavalrymen rode camels into battle. This often had an unsettling effect upon European-bred horses that had not before encountered those unusual beasts. As might be expected, camels are better-suited to desert terrain than are horses. Generally, the camel archer employed hit-and-run tactics against the enemy, more similar to Mongol horse archers than to knights or other heavy cavalry units. A well-trained camel archer unit could be extremely difficult for knights to deal with, if those knights were not protected by archers or their own light cavalry.
(Aztec) Jaguar
Game Info:
Aztec Unique Longswordsman
----------------
Cost: 160 🔨 / 300 🕊️
👣 Moves: 2
⚔️ Strength: 23
----------------
Free Promotions:
• Coup de Grace
• Discipline
• Tenacity
----------------
Required Buildings for Investment: Barracks
Prerequisite Technologies: Steel
Becomes Obsolete With: Rifling
----------------
Cost: 160 🔨 / 300 🕊️
👣 Moves: 2
⚔️ Strength: 23
----------------
Free Promotions:
• Coup de Grace
• Discipline
• Tenacity
----------------
Required Buildings for Investment: Barracks
Prerequisite Technologies: Steel
Becomes Obsolete With: Rifling
Required Technology:
Becomes Obsolete with:
Free Promotions:
Civilization:
Strategy:
The Jaguar is the Aztec unique unit, replacing the Warrior. It is much stronger, especially in forests and jungles, and can heal when defeating an enemy unit.
Historical Info:
In Aztec culture, war was as much a religious rite as it was a political tool. Young men had to capture or kill enemies in order to attain high status, and ever-increasing numbers of prisoners were needed as sacrifices for the Aztecs' religious rituals. The Jaguar Knights were elite professional soldiers in the Aztec army. Clad in jaguar skins and equipped with deadly "macuahuitls" (wooden swords studded with sharp obsidian shards), the Jaguars were perhaps the deadliest light infantry found in pre-Columbian Central and North America.
(Brazilian) Bandeirante
Game Info:
Brazilian Unique Explorer
----------------
Cost: 160 🔨 / 350 🕊️
👣 Moves: 4
• Sight: 3
⚔️ Strength: 20
----------------
Free Promotions:
• Brute Force
• Embarkation with Defense
• Extra Sight While Embarked
• Flag Bearer
• Ocean Explorer
• Reconnaissance
• Survivalism III
----------------
Required Buildings for Investment: Harbor
Prerequisite Technologies: Compass
Becomes Obsolete With: Flight
----------------
Cost: 160 🔨 / 350 🕊️
👣 Moves: 4
• Sight: 3
⚔️ Strength: 20
----------------
Free Promotions:
• Brute Force
• Embarkation with Defense
• Extra Sight While Embarked
• Flag Bearer
• Ocean Explorer
• Reconnaissance
• Survivalism III
----------------
Required Buildings for Investment: Harbor
Prerequisite Technologies: Compass
Becomes Obsolete With: Flight
Required Technology:
Becomes Obsolete with:
Free Promotions:
Civilization:
Strategy:
Avoid exploring early game (within reason) to leave lots of unexplored territory for the Bandeirantes, so that they can grant you enormous amounts of 💰 Gold, ⚗️ Science, and 🎵 Culture by revealing tiles. For reference, exploring 60% of a standard map will yield approximately 10,000 of each yield. These yields are added to the nearest owned city.
The Bandeirante is faster, heals every turn, and doesn't use Movement for pillaging, so use it for this, but carefully. During peace, after you have explored the World, use them to build Mines, Quarries, Brazilwood Camps, and Forts in your frontier Cities.
The Bandeirante is faster, heals every turn, and doesn't use Movement for pillaging, so use it for this, but carefully. During peace, after you have explored the World, use them to build Mines, Quarries, Brazilwood Camps, and Forts in your frontier Cities.
Historical Info:
The Bandeirantes ("those who carry the flag") were 17th-century Portuguese settlers in Brazil and fortune hunters. They led expeditions called bandeiras ("flags") which penetrated the interior of Brazil far south and west of the Tordesillas Line of 1494, which officially divided the Castilian or later Spanish (west) domain from the Portuguese (east) domain in South America. Though they originally aimed to capture and force Indigenous Americans into slavery, the bandeirantes later began to focus their expeditions on finding gold, silver, and diamond mines. As they ventured into unmapped regions in search of profit and adventure, they expanded the effective borders of the Brazilian colony.
(Byzantine) Cataphract
Game Info:
Byzantine Unique Knight
----------------
Cost: 175 🔨 / 300 🕊️
👣 Moves: 3
⚔️ Strength: 28
----------------
Free Promotions:
• Can Move After Attacking
• Cover I
• Open Terrain Bonus (30)
• Minor City Attack Penalty
----------------
Required Buildings for Investment: Barracks
Prerequisite Technologies: Chivalry
Becomes Obsolete With: Combustion
Resources Required: 1 Horses
----------------
Cost: 175 🔨 / 300 🕊️
👣 Moves: 3
⚔️ Strength: 28
----------------
Free Promotions:
• Can Move After Attacking
• Cover I
• Open Terrain Bonus (30)
• Minor City Attack Penalty
----------------
Required Buildings for Investment: Barracks
Prerequisite Technologies: Chivalry
Becomes Obsolete With: Combustion
Resources Required: 1 Horses
Required Technology:
Becomes Obsolete with:
Free Promotions:
Civilization:
Strategy:
The Cataphract is a strong improvement over the already very strong Knight. It is very strong both in offense and defense. It will win most 1-on-1 fights until Lancers appear on the battlefield, so make sure to own as many horse resources as possible and build as many Cataphracts as you can, no matter if you plan to attack or only deter and defend. A smaller, cheaper to maintain army of Cataphracts can be as strong as a larger army of Melee and Ranged units. The +30% Combat Strength bonus in Open terrain is stronger than defensive bonuses in Rough terrain that Cataphracts can uniquely gain, so try to use them in Open terrain more, especially since they will be able to maneuver after attacking better. High Combat Strength encourages adding as many Combat Strength % bonuses as possible, so the already-strong Shock Promotion line is encouraged. In offense, make sure to flank Enemy Units before attacking to take full advantage of the flanking Combat Strength bonus. Consider choosing Mobility Promotion over others as its worth more for Cataphracts than Knights, due to their lower base Movement. In defense, the ability to fortify synergizes well with the Aplekton Unique Improvement, making Cataphracts excellent at protecting ranged units behind them.
Historical Info:
Among the most heavily-armored forms of cavalry used throughout history, the Cataphract was a formidable opponent on the battlefield. With horses draped in chain mail or plated armor, and the rider himself in an equally impressive suit of armor, these mounted units were used primarily for crushing through the lines of enemy infantry they faced. The Byzantine Empire was known to have made extensive use of Cataphracts throughout its storied history, as they played a prominent role in defending the empire following the decline of their Roman brethren in the west.
(Chinese) Chu-Ko-Nu
Game Info:
Chinese Unique Crossbowman
----------------
Cost: 160 🔨 / 350 🕊️
👣 Moves: 2
• Range: 2
🏹 Ranged Strength: 20
⚔️ Strength: 15
----------------
Free Promotions:
• Naval Target Penalty
• May Not Melee Attack
• Siege Volley
----------------
Required Buildings for Investment: Barracks
Prerequisite Technologies: Machinery
Becomes Obsolete With: Dynamite
----------------
Cost: 160 🔨 / 350 🕊️
👣 Moves: 2
• Range: 2
🏹 Ranged Strength: 20
⚔️ Strength: 15
----------------
Free Promotions:
• Naval Target Penalty
• May Not Melee Attack
• Siege Volley
----------------
Required Buildings for Investment: Barracks
Prerequisite Technologies: Machinery
Becomes Obsolete With: Dynamite
Required Technology:
Becomes Obsolete with:
Free Promotions:
Civilization:
Strategy:
The Chu-Ko-Nu is the Chinese unique unit, replacing the Crossbowman. It deals splash damage and gains additional ⚔️ Combat Strength when adjacent to cities, giving it a hefty punch on offense and defense. This unit is particularly deadly when garrisoned in a City that is under attack, and when fighting in packs.
Historical Info:
The Chu-Ko-Nu is a rather nifty repeating crossbow invented in China at the end of the second century AD. The machine looks something like a standard European crossbow with a box bolted to its top, just above the string. The box was filled with crossbow bolts. In operation, the soldier would pull a lever to cock the string and then push the lever back, causing a bolt to drop out of the box and into place to be fired. This gave the Chu-Ko-Nu a faster rate of fire than a standard European crossbow. However, the Chu-Ko-Nu fired a lighter bolt and had a shorter range than a European machine. Which was the superior weapon would depend upon circumstances - the European model might prevail in open terrain against heavily armored opponents, while the Chu-Ko-Nu would probably be better at short-range against large numbers of lighter-armored attackers.
(Danish) Longship
Game Info:
Danish Unique Caravel
----------------
Cost: 160 🔨 / 350 🕊️
👣 Moves: 4
⚔️ Strength: 30
----------------
Free Promotions:
• Can Move After Attacking
• Piracy
----------------
Required Buildings for Investment: Harbor
Prerequisite Technologies: Compass
Becomes Obsolete With: Industrialization
----------------
Cost: 160 🔨 / 350 🕊️
👣 Moves: 4
⚔️ Strength: 30
----------------
Free Promotions:
• Can Move After Attacking
• Piracy
----------------
Required Buildings for Investment: Harbor
Prerequisite Technologies: Compass
Becomes Obsolete With: Industrialization
Required Technology:
Becomes Obsolete with:
Free Promotions:
Civilization:
Historical Info:
Longships were a type of boat invented and used by the Norsemen for trade, exploration, and warfare during the Viking Age. The longship's design evolved over many centuries, beginning in the Stone Age with the invention of the umiak and continuing up until the 6th century with clinker-built ships like Nydam and Kvalsund, appearing in its complete form between the 9th and 13th centuries. They were all made out of wood, with woven wool sails, and had numerous details and carvings on the hull.
Longships were notable for their quick speed and light construction. The ships were sturdy and reliable at sea, yet light enough to be carried onto shore or even tipped over as a makeshift shelter. The ability to move quickly in and out of shore was invaluable during the Vikings' infamous raids.
The character and appearance of these ships are still reflected in Scandinavian boat-building traditions. Skills and methods for making longships are still used worldwide, often with modern adaptations.
Longships were notable for their quick speed and light construction. The ships were sturdy and reliable at sea, yet light enough to be carried onto shore or even tipped over as a makeshift shelter. The ability to move quickly in and out of shore was invaluable during the Vikings' infamous raids.
The character and appearance of these ships are still reflected in Scandinavian boat-building traditions. Skills and methods for making longships are still used worldwide, often with modern adaptations.
(Dutch) Goedendag
Game Info:
Dutch Unique Pikeman
----------------
Cost: 100 🔨 / 200 🕊️
👣 Moves: 2
⚔️ Strength: 20
----------------
Free Promotions:
• Burgher
• Formation I
• Goedendag!
----------------
Required Buildings for Investment: Barracks
Prerequisite Technologies: Steel
Becomes Obsolete With: Rifling
----------------
Cost: 100 🔨 / 200 🕊️
👣 Moves: 2
⚔️ Strength: 20
----------------
Free Promotions:
• Burgher
• Formation I
• Goedendag!
----------------
Required Buildings for Investment: Barracks
Prerequisite Technologies: Steel
Becomes Obsolete With: Rifling
Required Technology:
Becomes Obsolete with:
Free Promotions:
Civilization:
Historical Info:
A Goedendag is a four-foot long club with a spearhead at its tip that was used by the militias of Medieval Flanders during the Franco-Flemish War. The weapon was christened "goedendag" by the French, a cognate with the Dutch greeting "good day". This name may be a reference to the Bruges Matins massacre of 1302, in which the guildsmen of Bruges took over the city by greeting people in the streets and murdering anyone who answered with a French accent.
Goedendags were used to great effect by the guildsmen of Flanders against the French knights, but exactly how the weapon was used is a source of debate. Contemporary illustrations show it being used as a club, written accounts describe its first use as a spear to meet a charge, then a club as the enemy was halted. However they worked, men armed with Goedendags marked the beginning of the end for heavy cavalry in Western Europe, and the dawn of an "Infantry Revolution" where peasant militia were now a credible threat to professional soldiers. The stunning victory of common men over foreign tyrants became a wellspring of romantic nationalism for the Low Countries.
"each held his godendart (sic) raised against the French, the iron as one meets a wild boar"
- Guillaume Guiart, a contemporary account describing the battle of Courtrai, 1302 A.D.
Goedendags were used to great effect by the guildsmen of Flanders against the French knights, but exactly how the weapon was used is a source of debate. Contemporary illustrations show it being used as a club, written accounts describe its first use as a spear to meet a charge, then a club as the enemy was halted. However they worked, men armed with Goedendags marked the beginning of the end for heavy cavalry in Western Europe, and the dawn of an "Infantry Revolution" where peasant militia were now a credible threat to professional soldiers. The stunning victory of common men over foreign tyrants became a wellspring of romantic nationalism for the Low Countries.
"each held his godendart (sic) raised against the French, the iron as one meets a wild boar"
- Guillaume Guiart, a contemporary account describing the battle of Courtrai, 1302 A.D.
(Ethiopian) Chewa
Game Info:
Ethiopian Unique Longswordsman
----------------
Cost: 160 🔨 / 300 🕊️
👣 Moves: 2
⚔️ Strength: 24
----------------
Free Promotions:
• Discipline
• Hooked Weapon
• Maim
----------------
Required Buildings for Investment: Barracks
Prerequisite Technologies: Steel
Becomes Obsolete With: Rifling
Resources Required: 1 Iron
----------------
Cost: 160 🔨 / 300 🕊️
👣 Moves: 2
⚔️ Strength: 24
----------------
Free Promotions:
• Discipline
• Hooked Weapon
• Maim
----------------
Required Buildings for Investment: Barracks
Prerequisite Technologies: Steel
Becomes Obsolete With: Rifling
Resources Required: 1 Iron
Required Technology:
Becomes Obsolete with:
Free Promotions:
Civilization:
Historical Info:
Chewa were the noble warrior caste of Ethiopian medieval society, appointed by the emperor and furnished with land grants for their service. The Chewa nobility are famous for the use of the Shotel, a dramatically curved double-edged swords that are unique to the Ethiopian Empire. Almost semicircular, the shotel could be used to hook shields, or to reach around them to strike an opponent. The sword could also be used to hook and unhorse a mounted soldier, bringing them to the ground.
(Incan) Inti Maceman
Game Info:
Incan Unique Longswordsman
----------------
Cost: 160 🔨 / 300 🕊️
👣 Moves: 2
⚔️ Strength: 23
----------------
Free Promotions:
• Discipline
• Sentinel of the Sun
----------------
Required Buildings for Investment: Barracks
Prerequisite Technologies: Steel
Becomes Obsolete With: Rifling
Resources Required: 1 Iron
----------------
Cost: 160 🔨 / 300 🕊️
👣 Moves: 2
⚔️ Strength: 23
----------------
Free Promotions:
• Discipline
• Sentinel of the Sun
----------------
Required Buildings for Investment: Barracks
Prerequisite Technologies: Steel
Becomes Obsolete With: Rifling
Resources Required: 1 Iron
Required Technology:
Becomes Obsolete with:
Free Promotions:
Civilization:
Historical Info:
The standing army of the Inca was formed primarily by nobles, but the Sapa Inca could raise an army of able-bodied men from the general populace at will. Military discipline was strictly enforced when the troops were on the march and the army, although variously specialized, was extremely well trained. Drawing on the resources of a vast empire, the Inca recruited warriors from numerous subordinate tribes with their own military traditions. The Chimu, inheritors of the ancient Moche culture were once bitter enemies of the Inca but, once subdued, provided the Inca with some of their most formidable and loyal troops. The Chimu were known for their use of maces and clubs in warfare. Some warriors strode fearlessly into battle, carrying massive maces that required both hands to swing and decimated anything in their path. These elite shock troops posed a deadly threat to any opponent, whether in the field or in a fortification under siege.
(Indonesian) Djong
Game Info:
Indonesian Unique Galleass
----------------
Cost: 200 🔨 / 350 🕊️
👣 Moves: 4
• Range: 2
🏹 Ranged Strength: 25
⚔️ Strength: 18
----------------
Free Promotions:
• Cetbang
• Naval Inaccuracy
• May Not Melee Attack
----------------
Required Buildings for Investment: Harbor
Prerequisite Technologies: Guilds
Becomes Obsolete With: Dynamite
----------------
Cost: 200 🔨 / 350 🕊️
👣 Moves: 4
• Range: 2
🏹 Ranged Strength: 25
⚔️ Strength: 18
----------------
Free Promotions:
• Cetbang
• Naval Inaccuracy
• May Not Melee Attack
----------------
Required Buildings for Investment: Harbor
Prerequisite Technologies: Guilds
Becomes Obsolete With: Dynamite
Required Technology:
Becomes Obsolete with:
Free Promotions:
Civilization:
Historical Info:
At the time of their creation in the 1st century CE, the Djong were easily the largest, most capable seagoing vessels anywhere in the world. Averaging at over 400 tons of cargo and capable of withstanding the typhoon winds, these marvels of engineering extended the Javanese trade networks from northern China to Ghana. At the time of the Majapahit Empire, Djong were armed with the earliest breech-loading cannons, the brass cetbang, which helping them conquer the entire Indonsesian Archipelago. Djong were still widely used until the 16th century, and the methods for designing Djong ships spread throughout Asia, influencing the creation of China's iconic junk boats.
(Japanese) Samurai
Game Info:
Japanese Unique Longswordsman
----------------
Cost: 160 🔨 / 300 🕊️
👣 Moves: 2
⚔️ Strength: 25
----------------
Free Promotions:
• Discipline
• Quick Study
• Great Generals II
----------------
Required Buildings for Investment: Barracks
Prerequisite Technologies: Steel
Becomes Obsolete With: Rifling
Resources Required: 1 Iron
----------------
Cost: 160 🔨 / 300 🕊️
👣 Moves: 2
⚔️ Strength: 25
----------------
Free Promotions:
• Discipline
• Quick Study
• Great Generals II
----------------
Required Buildings for Investment: Barracks
Prerequisite Technologies: Steel
Becomes Obsolete With: Rifling
Resources Required: 1 Iron
Required Technology:
Becomes Obsolete with:
Free Promotions:
Civilization:
Strategy:
The Samurai is the Japanese unique unit, replacing the Longswordsman. It gains more experience and generates Great Generals faster from combat.
Historical Info:
The Japanese samurai were arguably the best pre-gunpowder warriors since the Roman legions. Emerging in the 12th century, the samurai were a warrior caste sworn to follow the code of Bushido, which held bravery, honor, and loyalty above life itself. Samurai typically carried two swords, the single-edged katana and the shorter wakizashi, the latter used in the "seppuku" (suicide) ritual. These swords were far superior to the equivalent Western longswords, the Japanese weapons-makers having mastered the art of combining high- and low-carbon steel. Some also carried bow or spear, and later, firearms. Depending upon the era (and the samurai's wealth and status) a samurai might wear padded cloth, lacquered, or metal armor.
(Korean) Hwach'a
Game Info:
Korean Unique Trebuchet
----------------
Cost: 175 🔨 / 300 🕊️
👣 Moves: 2
• Range: 2
🏹 Ranged Strength: 21
⚔️ Strength: 13
----------------
Free Promotions:
• Cover I
• Logistics
• Moves at half-speed in enemy territory
• No Defensive Terrain Bonuses
• May Not Melee Attack
----------------
Required Buildings for Investment: Barracks
Prerequisite Technologies: Physics
Becomes Obsolete With: Rifling
----------------
Cost: 175 🔨 / 300 🕊️
👣 Moves: 2
• Range: 2
🏹 Ranged Strength: 21
⚔️ Strength: 13
----------------
Free Promotions:
• Cover I
• Logistics
• Moves at half-speed in enemy territory
• No Defensive Terrain Bonuses
• May Not Melee Attack
----------------
Required Buildings for Investment: Barracks
Prerequisite Technologies: Physics
Becomes Obsolete With: Rifling
Required Technology:
Becomes Obsolete with:
Free Promotions:
Civilization:
Strategy:
The Hwach'a is the Korean unique unit, replacing the Trebuchet. It operates similar to ranged units rather than siege - it lacks most bonuses and penalties that siege units have. It can also attack twice per turn, but cannot fortify or benefit from terrain defense, and retains the movement penalty in enemy territory that most siege units have.
Historical Info:
The Hwach'a, legendary Korean anti-infantry weapon, was a unique innovation in the development of early gunpowder-based weaponry. Created during the 15th century under the supervision of King Sejong the Great, the Hwach'a consisted of a large two-wheeled cart carrying a type of "honeycomb" housing, not unlike a modern missile battery, capable of storing hundreds of gunpowder-propelled arrows. The light-weight of these early rockets, known as "Singijeon," provided the Hwach'a with a notable advantage, allowing excellent maneuverability compared to a traditional cannon. The Hwach'a would prove to be a formidable weapon for the defense of the Korean Peninsula during the Japanese invasions of the 16th century.
(Korean) Turtle Ship
Game Info:
Korean Unique Caravel
----------------
Cost: 185 🔨 / 350 🕊️
👣 Moves: 4
⚔️ Strength: 32
----------------
Free Promotions:
• Deck Spikes
• Shallow Draft
----------------
Required Buildings for Investment: Harbor
Prerequisite Technologies: Compass
Becomes Obsolete With: Industrialization
----------------
Cost: 185 🔨 / 350 🕊️
👣 Moves: 4
⚔️ Strength: 32
----------------
Free Promotions:
• Deck Spikes
• Shallow Draft
----------------
Required Buildings for Investment: Harbor
Prerequisite Technologies: Compass
Becomes Obsolete With: Industrialization
Required Technology:
Becomes Obsolete with:
Free Promotions:
Civilization:
Strategy:
The Turtle Ship has a more powerful attack than the Caravel, and is extremely difficult to destroy due to its Indomitable promotion. However, while it can end its movement in Ocean tiles, the Turtle Ship still travels at half speed through them.
Historical Info:
These large, armored warships of the Choson dynasty played a crucial role in the defense of Korea during the Japanese invasions of the 16th century. Typically crewed by an equal compliment of soldiers and oarsmen, the Turtle Ship provided an aggressive close-assault ship for the Korean navy. Designed to strike fear in the enemy, each Turtle Ship featured a carved dragon figurehead on its bow, said to have emitted a cloud of sulfurous fumes to disguise the vessel's approach. Unlike the familiar designs used by sailing ships of the period, the Turtle Ship had no upper deck. The top level of the ship was covered in iron spikes to prevent boarding, with the oarsmen and soldiers segregated onto separate decks below. Armed with up to two dozen cannons and other small projectile weapons, the Turtle Ship was a dangerous foe for the unprepared navies of Korea's enemies.
(Mongolian) Black Tug
Game Info:
Mongolian Unique Knight
----------------
Cost: 175 🔨 / 300 🕊️
👣 Moves: 4
⚔️ Strength: 25
----------------
Free Promotions:
• Can Move After Attacking
• Charge I
• City Attack Penalty
• Mingghan
• No Defensive Terrain Bonuses
----------------
Required Buildings for Investment: Barracks
Prerequisite Technologies: Chivalry
Becomes Obsolete With: Combustion
Resources Required: 1 Horses
----------------
Cost: 175 🔨 / 300 🕊️
👣 Moves: 4
⚔️ Strength: 25
----------------
Free Promotions:
• Can Move After Attacking
• Charge I
• City Attack Penalty
• Mingghan
• No Defensive Terrain Bonuses
----------------
Required Buildings for Investment: Barracks
Prerequisite Technologies: Chivalry
Becomes Obsolete With: Combustion
Resources Required: 1 Horses
Required Technology:
Becomes Obsolete with:
Free Promotions:
Civilization:
Historical Info:
A tug is a pole with circularly arranged horse tail-hairs of varying colors arranged at the top -- a symbol of the importance of horses in Mongol life. A white-haired banner is used as a peacetime symbol, while the black banner was for wartime. The original white banner disappeared early in history, but the black banner survived as the repository of Genghis Khan's soul. The Mongols continued to honor the banner, building a monastery to guard it, but the tug was eventually lost amidst the Stalinist purges of Mongolian nationalists, monks, and intellectuals in 1937.
The Nine White banners of Mongolia were revived after democracy was adopted in the early 1990s, replacing the previous communist flags. The modern Mongolian nine white banners are kept in the Government Palace in Ulaanbaatar; the modern Mongolian black banners are kept in the Ministry of Defense.
The Nine White banners of Mongolia were revived after democracy was adopted in the early 1990s, replacing the previous communist flags. The modern Mongolian nine white banners are kept in the Government Palace in Ulaanbaatar; the modern Mongolian black banners are kept in the Ministry of Defense.
(Polish) Pancerny
Game Info:
Polish Unique Heavy Skirmisher
----------------
Cost: 175 🔨 / 300 🕊️
👣 Moves: 5
• Range: 1
🏹 Ranged Strength: 15
⚔️ Strength: 19
----------------
Free Promotions:
• Armor Plating I
• Can Move After Attacking
• Charge I
• City Attack Penalty
• Naval Target Penalty
• No Defensive Terrain Bonuses
• May Not Melee Attack
• Skirmisher Doctrine
----------------
Required Buildings for Investment: Barracks
Prerequisite Technologies: Physics
Becomes Obsolete With: Military Science
Resources Required: 1 Horses
----------------
Cost: 175 🔨 / 300 🕊️
👣 Moves: 5
• Range: 1
🏹 Ranged Strength: 15
⚔️ Strength: 19
----------------
Free Promotions:
• Armor Plating I
• Can Move After Attacking
• Charge I
• City Attack Penalty
• Naval Target Penalty
• No Defensive Terrain Bonuses
• May Not Melee Attack
• Skirmisher Doctrine
----------------
Required Buildings for Investment: Barracks
Prerequisite Technologies: Physics
Becomes Obsolete With: Military Science
Resources Required: 1 Horses
Required Technology:
Becomes Obsolete with:
Free Promotions:
Civilization:
Historical Info:
Towarzysz Pancerny (Mailed Companion) was a rank of Polish cavalryman from the 10th to 18th century, named for their chainmail armor. Pancerni were organized into companies, with each company consisting of 60 to 200 horsemen. Exceptionally well-armored, they used chainmail or platemail armor, vambraces, helmets, and buckler shields. The most common armaments were sabres, reflex bows and, with the arrival of gunpowder, flintlock pistols and carbines.
After the rise of heavy cavalry the Pancerni often worked in concert with the newer and more heavily armed husaria, augmenting a cavalry charge and chasing down routing enemy soldiers. By the second half of the 17th century, they represented approximately 70% of all soldiers in the Polish military, fighting against Cossacks, Tatars, and the Swedish. The Husaria and Pancerni were eventually combined to form the 'Kawaleria Narodowa', the Polish-Lithuanian National Cavalry.
After the rise of heavy cavalry the Pancerni often worked in concert with the newer and more heavily armed husaria, augmenting a cavalry charge and chasing down routing enemy soldiers. By the second half of the 17th century, they represented approximately 70% of all soldiers in the Polish military, fighting against Cossacks, Tatars, and the Swedish. The Husaria and Pancerni were eventually combined to form the 'Kawaleria Narodowa', the Polish-Lithuanian National Cavalry.
(Polynesian) Maori Warrior
Game Info:
Polynesian Unique Pikeman
----------------
Cost: 135 🔨 / 300 🕊️
👣 Moves: 2
⚔️ Strength: 22
----------------
Free Promotions:
• Formation I
• Haka War Dance
----------------
Required Buildings for Investment: Barracks
Prerequisite Technologies: Steel
Becomes Obsolete With: Rifling
----------------
Cost: 135 🔨 / 300 🕊️
👣 Moves: 2
⚔️ Strength: 22
----------------
Free Promotions:
• Formation I
• Haka War Dance
----------------
Required Buildings for Investment: Barracks
Prerequisite Technologies: Steel
Becomes Obsolete With: Rifling
Required Technology:
Becomes Obsolete with:
Free Promotions:
Civilization:
Strategy:
The Maori Warrior is the Polynesian unique unit, replacing the Scout. It is more powerful, and can attack across rivers or from the sea with no penalty. It also has a unique debuffing aura that decreases the ⚔️ Combat Strength of adjacent enemies.
Historical Info:
The Maori were some of the most feared warriors in all of Polynesia. They decorated their faces in a series of intricate and frightful tattoos, describing in detail their many accomplishments in battle. Before a skirmish would actually begin, each side would take part in an elaborate war dance called Haka, which would pantomime the fate awaiting the enemy soldiers should they fail. It was hoped that the dance would intimidate their opponents into quitting the field and admitting defeat, saving both sides a lot of time and energy.
The Maori were also well-known for their cannibalistic tendencies - slain warriors were eaten in order to capture their fighting spirit and power. Not only was this one of the only sources of protein on the islands, but it was done out of respect for the defeated warriors.
The Maori were also well-known for their cannibalistic tendencies - slain warriors were eaten in order to capture their fighting spirit and power. Not only was this one of the only sources of protein on the islands, but it was done out of respect for the defeated warriors.
(Portuguese) Nau
Game Info:
Portuguese Unique Caravel
----------------
Cost: 160 🔨 / 350 🕊️
👣 Moves: 4
• Sight: 3
⚔️ Strength: 30
----------------
Sell Exotic Goods (2 Times)
Free Promotions:
• Exotic Cargo
• Withdraw Before Melee
----------------
Required Buildings for Investment: Harbor
Prerequisite Technologies: Compass
Becomes Obsolete With: Industrialization
----------------
If an Exotic Cargo is sold adjacent to City-State territory and this Nau belongs to Portugal, a Feitoria is automatically created on one of the coastal tiles owned by the City-State.
----------------
Cost: 160 🔨 / 350 🕊️
👣 Moves: 4
• Sight: 3
⚔️ Strength: 30
----------------
Sell Exotic Goods (2 Times)
Free Promotions:
• Exotic Cargo
• Withdraw Before Melee
----------------
Required Buildings for Investment: Harbor
Prerequisite Technologies: Compass
Becomes Obsolete With: Industrialization
----------------
If an Exotic Cargo is sold adjacent to City-State territory and this Nau belongs to Portugal, a Feitoria is automatically created on one of the coastal tiles owned by the City-State.
Required Technology:
Becomes Obsolete with:
Free Promotions:
Civilization:
Strategy:
The Nau is the Portuguese unique unit, replacing the Caravel. It can see further and can retreat from melee combat once per turn. It can sell up to 2 exotic cargo to foreign territory, gaining 💰 Gold and XP depending on distance from your 🏛️ Capital. If sold to a City-State as Portugal, a Feitoria is constructed on one of the valid tiles in its territory (if available), gaining a copy of all luxury resources connected by it and boosting your Trade Routes targeting it.
Build a bunch of these as soon as possible and send them to City-States to reap the benefits for the rest of the game, while assembling a formidable navy at the same time!
Build a bunch of these as soon as possible and send them to City-States to reap the benefits for the rest of the game, while assembling a formidable navy at the same time!
Historical Info:
As the Portuguese extended their explorations and trading ventures further along the African coast and to the Far East, they needed a larger, sturdier ship capable of long voyages. The Nau, often referred to as a "carrack" or "Indiaman" by the English, evolved from the square-rigged cog widely used for commerce in the late Middle Ages. The design was perfected by Portuguese merchants in the late 1400s; the Nau came to be a three- or four-deck ocean-going vessel with three or four masts, with a broad beam stable in the high seas of the Atlantic, and capable of carrying provisions and cargo for a lengthy trip. It had a rounded stern and a high forecastle incorporated into the bow, the first ocean-going vessel with such. Its large storage holds meant that it could traverse great distances between landfalls, making it a mainstay in the Portuguese merchant fleet. The Nau would be supplanted by the Galleon on the ocean trade routes by the 1600s.
(Siamese) Naresuan's Elephant
Game Info:
Siamese Unique Knight
----------------
Cost: 175 🔨 / 300 🕊️
👣 Moves: 3
⚔️ Strength: 26
----------------
Free Promotions:
• Bonus vs Mounted (50)
• Can Move After Attacking
• City Attack Penalty
• Feared Elephant
• Great General Combat Bonus
• No Defensive Terrain Bonuses
----------------
Required Buildings for Investment: Barracks
Prerequisite Technologies: Chivalry
Becomes Obsolete With: Combustion
----------------
Cost: 175 🔨 / 300 🕊️
👣 Moves: 3
⚔️ Strength: 26
----------------
Free Promotions:
• Bonus vs Mounted (50)
• Can Move After Attacking
• City Attack Penalty
• Feared Elephant
• Great General Combat Bonus
• No Defensive Terrain Bonuses
----------------
Required Buildings for Investment: Barracks
Prerequisite Technologies: Chivalry
Becomes Obsolete With: Combustion
Required Technology:
Becomes Obsolete with:
Free Promotions:
Civilization:
Strategy:
Naresuan's Elephant is very powerful when fighting melee units, so use it primarily for this. Move it adjacent to enemy units you plan to attack with other units so that the Feared Elephant Promotion weakens the target for your other units. Make sure to stack your Great Generals with Naresuan's Elephant to use the Combat Strength bonus.
Since it does not require Horse Resources, Naresuan's Elephant can replace all of your melee Units which are weaker in most scenarios. While 3 Movement is lower than the standard 4 of Mounted Units, it still allows for good flexibility and focus attacks especially with the ability to move after attacking. You can use your unused Horses to build Skirmishers and flank Enemy Units before attacking with Naresuan's Elephants to increase the flanking bonus massively. As such, the Shock promotion line is heavily encouraged for Naresuan's Elephant. Moreover, the Mobility Promotion becomes more valuable due to the lower movement speed of Naresuan's Elephant.
Since it does not require Horse Resources, Naresuan's Elephant can replace all of your melee Units which are weaker in most scenarios. While 3 Movement is lower than the standard 4 of Mounted Units, it still allows for good flexibility and focus attacks especially with the ability to move after attacking. You can use your unused Horses to build Skirmishers and flank Enemy Units before attacking with Naresuan's Elephants to increase the flanking bonus massively. As such, the Shock promotion line is heavily encouraged for Naresuan's Elephant. Moreover, the Mobility Promotion becomes more valuable due to the lower movement speed of Naresuan's Elephant.
Historical Info:
In Southeast Asia elephants continued to be employed in warfare far into the Middle Ages. In Siam, particularly, war elephants were highly prized, and leaders often fought from atop them. In 1593 a war between Burma and Siam ended in a Siamese victory when Siamese King Naresuan killed Burmese crown prince Minchit Sra in single combat atop elephants.
(Songhai) Mandekalu Cavalry
Game Info:
Songhai Unique Knight
----------------
Cost: 175 🔨 / 300 🕊️
👣 Moves: 4
⚔️ Strength: 25
----------------
Free Promotions:
• Can Move After Attacking
• No Defensive Terrain Bonuses
• Raider
----------------
Required Buildings for Investment: Barracks
Prerequisite Technologies: Chivalry
Becomes Obsolete With: Combustion
Resources Required: 1 Horses
----------------
Cost: 175 🔨 / 300 🕊️
👣 Moves: 4
⚔️ Strength: 25
----------------
Free Promotions:
• Can Move After Attacking
• No Defensive Terrain Bonuses
• Raider
----------------
Required Buildings for Investment: Barracks
Prerequisite Technologies: Chivalry
Becomes Obsolete With: Combustion
Resources Required: 1 Horses
Required Technology:
Becomes Obsolete with:
Free Promotions:
Civilization:
Strategy:
The Mandekalu Cavalry is the Songhai unique unit, replacing the Knight. It has a significant flanking bonus and can use enemy roads/railroads against them. It does not suffer from the ⚔️ Combat Strength penalty a regular Knight has when attacking cities, and can steal 💰 Gold based on how much damage it deals to cities.
Historical Info:
Like their northern counterparts, Muslim armies also contained heavy cavalry units, similar in form and function to European knights. Like the Europeans, the Muslim knights too were from the upper reaches of society, possessing the best arms, armor and horses. The armor might be modified to reflect the differences in climate - even the most noble knight would quickly roast if wearing plate armor in a Middle East summer - but it still gave them a great advantage over other units on the battlefield. Historical accounts admit that Muslim knights were generally a match for their European opponents.
(Songhai) Sofa
Game Info:
Songhai Unique Crossbowman
----------------
Cost: 160 🔨 / 350 🕊️
👣 Moves: 2
• Range: 2
🏹 Ranged Strength: 20
⚔️ Strength: 15
----------------
Free Promotions:
• Father of the Horse
• Medic I
• Naval Target Penalty
• May Not Melee Attack
----------------
Required Buildings for Investment: Barracks
Prerequisite Technologies: Machinery
Becomes Obsolete With: Dynamite
----------------
Cost: 160 🔨 / 350 🕊️
👣 Moves: 2
• Range: 2
🏹 Ranged Strength: 20
⚔️ Strength: 15
----------------
Free Promotions:
• Father of the Horse
• Medic I
• Naval Target Penalty
• May Not Melee Attack
----------------
Required Buildings for Investment: Barracks
Prerequisite Technologies: Machinery
Becomes Obsolete With: Dynamite
Required Technology:
Becomes Obsolete with:
Free Promotions:
Civilization:
Historical Info:
Sofa is a Mandinka term for slave soldiers who served in the army of the various Empires of West Africa. Originally, the Sofas were horse grooms of the soldier-nobility, the Farari, but their role slowly changed to become skirmishers and soldiers in their own right. Sofas were recruited from "jonow" (slaves) captured in battle or bought from afar. The institution of slavery in the Mali and Songhai Empires heavily rewarded loyalty, and jonow could rise to civil or military positions of prominence. Jonow became part of their master's clan, and were often freed after a certain amount of years.
Sofas were equipped with two quivers, and their bow was small by European standards, so sofas employed deadly poisons and fired in arcs to give their arrows strength.
Sofas were equipped with two quivers, and their bow was small by European standards, so sofas employed deadly poisons and fired in arcs to give their arrows strength.
(Spanish) Conquistador
Game Info:
Spanish Unique Explorer
----------------
Cost: 160 🔨 / 350 🕊️
👣 Moves: 3
• Sight: 3
⚔️ Strength: 23
----------------
Found City with Extra Territory and Population
Cannot found Cities next to anyone's border or if your Empire is very unhappy.
Free Buildings on Found (subject to location requirements): Monument, Shrine, Granary, Council, Smokehouse, Herbalist, Market, Barracks, Library, Arena, Forge, Well, Water Mill, Lighthouse, Armory
Free Promotions:
• Brute Force
• Embarkation with Defense
• Extra Sight While Embarked
• Ocean Explorer
• Overrun
• Reconnaissance
• Vanguard
----------------
Required Buildings for Investment: Harbor
Prerequisite Technologies: Compass
Becomes Obsolete With: Flight
----------------
Cost: 160 🔨 / 350 🕊️
👣 Moves: 3
• Sight: 3
⚔️ Strength: 23
----------------
Found City with Extra Territory and Population
Cannot found Cities next to anyone's border or if your Empire is very unhappy.
Free Buildings on Found (subject to location requirements): Monument, Shrine, Granary, Council, Smokehouse, Herbalist, Market, Barracks, Library, Arena, Forge, Well, Water Mill, Lighthouse, Armory
Free Promotions:
• Brute Force
• Embarkation with Defense
• Extra Sight While Embarked
• Ocean Explorer
• Overrun
• Reconnaissance
• Vanguard
----------------
Required Buildings for Investment: Harbor
Prerequisite Technologies: Compass
Becomes Obsolete With: Flight
Required Technology:
Becomes Obsolete with:
Free Promotions:
Civilization:
Strategy:
The Conquistador is the Spanish unique unit, replacing the Explorer. It is much stronger and has large bonuses to flanking and attacking cities. Combined with its great mobility, the Conquistador is a formidable unit, able to augment or replace your existing Medieval military.
It also has the ability to found new cities, but only on a foreign continent that does not contain your 🏛️ Capital. A city founded by Conquistador starts with 3 Citizens, claims 3 additional tiles, and immediately receives the following selection of buildings:
• Arena
• Armory
• Barracks
• Council
• Forge
• Granary
• Herbalist
• Library
• Lighthouse
• Market
• Monument
• Shrine
• Smokehouse
• Water Mill (if applicable)
• Well (if applicable)
Note: the bonuses for constructing buildings from the Progress and Industry policy branches do not apply to the buildings automatically constructed on founding!
It also has the ability to found new cities, but only on a foreign continent that does not contain your 🏛️ Capital. A city founded by Conquistador starts with 3 Citizens, claims 3 additional tiles, and immediately receives the following selection of buildings:
• Arena
• Armory
• Barracks
• Council
• Forge
• Granary
• Herbalist
• Library
• Lighthouse
• Market
• Monument
• Shrine
• Smokehouse
• Water Mill (if applicable)
• Well (if applicable)
Note: the bonuses for constructing buildings from the Progress and Industry policy branches do not apply to the buildings automatically constructed on founding!
Historical Info:
The Conquistadors were the Spanish soldiers and explorers who conquered so much of the New World in the 16th and 17th centuries. Having recently driven the Moors from Spain, the Conquistadors were seasoned veteran light cavalrymen. Their ability to traverse difficult terrain on horseback made them especially effective against the natives of the New World, who lacked horses altogether and were unable to outrun their terrifying opponents.
(Venetian) Fusta
Game Info:
Venetian Unique Unit
----------------
Cost: 125 🔨 / 250 🕊️
Does not consume Unit Supply
👣 Moves: 5
• Range: 1
🏹 Ranged Strength: 21
⚔️ Strength: 14
----------------
Free Promotions:
• Can Move After Attacking
• Naval Inaccuracy
• May Not Melee Attack
• Shallow Draft
----------------
Required Buildings for Investment: Harbor
Prerequisite Technologies: Guilds
Becomes Obsolete With: Dynamite
----------------
Cost: 125 🔨 / 250 🕊️
Does not consume Unit Supply
👣 Moves: 5
• Range: 1
🏹 Ranged Strength: 21
⚔️ Strength: 14
----------------
Free Promotions:
• Can Move After Attacking
• Naval Inaccuracy
• May Not Melee Attack
• Shallow Draft
----------------
Required Buildings for Investment: Harbor
Prerequisite Technologies: Guilds
Becomes Obsolete With: Dynamite
Required Technology:
Becomes Obsolete with:
Free Promotions:
Civilization:
Historical Info:
Fusta, or galliots, were small galleys with no more than 35 sailors. Exceptionally light and fast, the Venetians originally used them to maintain a standing navy against pirates, but the ship quickly became a favorite of the pirates themselves. The shallow draft, maneuverability and speed of the Fusta made them a legend throughout the Mediterranean.
Cannon
Game Info:
Cost: 350 🔨 / 400 🕊️
👣 Moves: 2
• Sight: 1
• Range: 2
🏹 Ranged Strength: 29
⚔️ Strength: 11
----------------
Free Promotions:
• Siege Engine
• Cover I
• Moves at half-speed in enemy territory
• No Defensive Terrain Bonuses
• May Not Melee Attack
• Siege Inaccuracy
----------------
Required Buildings for Investment: Armory
Prerequisite Technologies: Gunpowder
Becomes Obsolete With: Rifling
Resources Required: 1 Iron
👣 Moves: 2
• Sight: 1
• Range: 2
🏹 Ranged Strength: 29
⚔️ Strength: 11
----------------
Free Promotions:
• Siege Engine
• Cover I
• Moves at half-speed in enemy territory
• No Defensive Terrain Bonuses
• May Not Melee Attack
• Siege Inaccuracy
----------------
Required Buildings for Investment: Armory
Prerequisite Technologies: Gunpowder
Becomes Obsolete With: Rifling
Resources Required: 1 Iron
Required Technology:
Becomes Obsolete with:
Free Promotions:
Strategy:
The Cannon is an important mid-game siege unit, devastating against civilizations which have not yet acquired them. Like other siege units, the Cannon moves at half-speed in enemy territory. The Cannon remains potent into the Industrial Era. It cannot see as far as other units, and should be protected with melee units.
Historical Info:
A cannon is a big tubular gun that uses gunpowder or other explosive to send a projectile a long distance at a high rate of speed, originally invented in China in approximately the 12th century AD. The Mongols were early adaptors of the cannon, using them to great effect in China and Korea. It's likely that the Mongols introduced cannon to the Islamic world, and the Europeans learned of it from the Muslims. The earliest cannon were huge, unwieldy, dangerous affairs that often exploded when fired, making them as big a menace to their firers as to their targets. But by the Renaissance the quality of metal casting had advanced enough to create smaller and far more reliable guns that could be pulled into battle by teams of horses or mounted aboard ships.
King Gustavus Adolphus of Sweden revolutionized the use of field artillery, employing large numbers of smaller and lighter pieces that overwhelmed slower and heavier enemy guns. He also pioneered the use of canister shot against infantry, for which foot soldiers everywhere probably cursed his name.
King Gustavus Adolphus of Sweden revolutionized the use of field artillery, employing large numbers of smaller and lighter pieces that overwhelmed slower and heavier enemy guns. He also pioneered the use of canister shot against infantry, for which foot soldiers everywhere probably cursed his name.
Corvette
Game Info:
Cost: 350 🔨 / 500 🕊️
👣 Moves: 4
⚔️ Strength: 40
----------------
Required Buildings for Investment: Harbor
Prerequisite Technologies: Navigation
Becomes Obsolete With: Industrialization
👣 Moves: 4
⚔️ Strength: 40
----------------
Required Buildings for Investment: Harbor
Prerequisite Technologies: Navigation
Becomes Obsolete With: Industrialization
Required Technology:
Becomes Obsolete with:
Strategy:
Naval Unit that attacks as a melee unit. It is significantly stronger than the Caravel.
Historical Info:
A corvette is a small warship. It is traditionally the smallest class of vessel considered to be a proper (or "rated") warship. The warship class above is that of frigate. The class below is historically sloop-of-war. The modern types of ship below a corvette are coastal patrol craft and fast attack craft. In modern terms, a corvette is typically between 500 tons and 2,000 tons although recent designs may approach 3,000 tons, which might instead be considered a small frigate.
Cuirassier
Game Info:
Cost: 350 🔨 / 500 🕊️
👣 Moves: 5
• Range: 1
🏹 Ranged Strength: 22
⚔️ Strength: 27
----------------
Free Promotions:
• Can Move After Attacking
• City Attack Penalty
• Naval Target Penalty
• No Defensive Terrain Bonuses
• May Not Melee Attack
• Skirmisher Doctrine
----------------
Required Buildings for Investment: Armory, Stable
Prerequisite Technologies: Metallurgy
Becomes Obsolete With: Military Science
Resources Required: 1 Horses
👣 Moves: 5
• Range: 1
🏹 Ranged Strength: 22
⚔️ Strength: 27
----------------
Free Promotions:
• Can Move After Attacking
• City Attack Penalty
• Naval Target Penalty
• No Defensive Terrain Bonuses
• May Not Melee Attack
• Skirmisher Doctrine
----------------
Required Buildings for Investment: Armory, Stable
Prerequisite Technologies: Metallurgy
Becomes Obsolete With: Military Science
Resources Required: 1 Horses
Required Technology:
Becomes Obsolete with:
Free Promotions:
Strategy:
Cuirassiers are Renaissance-Era units capable of rapid movement and ranged attacks. Use them to harass the enemy and support your war effort.
Historical Info:
Cuirassiers, from French cuirassier, were cavalry equipped with armour and firearms, first appearing in late 15th-century Europe. This French term means "the one with a cuirass" (cuirasse), the breastplate armour which they wore. The first cuirassiers were produced as a result of armoured cavalry, such as the man-at-arms and demi-lancer, discarding their lances and adopting the use of pistols as their primary weapon. In the later 17th century, the cuirassier lost his limb armour and subsequently employed only the cuirass (breastplate and backplate), and sometimes a helmet. By this time, the sword was the primary weapon of the cuirassier, pistols being relegated to a secondary function.
Frigate
Game Info:
Cost: 375 🔨 / 500 🕊️
👣 Moves: 4
• Range: 2
🏹 Ranged Strength: 35
⚔️ Strength: 25
----------------
Free Promotions:
• May Not Melee Attack
----------------
Required Buildings for Investment: Harbor
Prerequisite Technologies: Navigation
Becomes Obsolete With: Dynamite
👣 Moves: 4
• Range: 2
🏹 Ranged Strength: 35
⚔️ Strength: 25
----------------
Free Promotions:
• May Not Melee Attack
----------------
Required Buildings for Investment: Harbor
Prerequisite Technologies: Navigation
Becomes Obsolete With: Dynamite
Required Technology:
Becomes Obsolete with:
Free Promotions:
Strategy:
The Frigate is an upgrade over the Galleass. Its Range, Combat and Ranged Combat Strengths are much larger than the older naval unit. The Frigate can clear the seas of any Caravels, Triremes, and Barbarian units still afloat. It cannot, however, fire on non-Coastal Land Tiles.
Historical Info:
During the "Age of Sail," a frigate was a warship that was smaller than the three-decked "ships of the line" which formed the core of a navy's fighting vessels, but was still large enough to pack a considerable amount of firepower. Frigates were three-masted ships with their guns mounted on a single deck (a ship of the line might have two or even three decks of guns). Depending upon its size, a frigate might carry 25-50 guns. Frigates generally served as escort and patrol vessels, as well as pirate-hunters. During the War of 1812 the United States deployed so-called "super frigates" which carried up to 90 guns. One such vessel, the USS Constitution still survives; she is the oldest commissioned frigate still afloat.
Lancer
Game Info:
Cost: 350 🔨 / 500 🕊️
👣 Moves: 4
⚔️ Strength: 37
----------------
Free Promotions:
• Can Move After Attacking
• City Attack Penalty
• No Defensive Terrain Bonuses
----------------
Required Buildings for Investment: Armory, Stable
Prerequisite Technologies: Metallurgy
Becomes Obsolete With: Combustion
Resources Required: 1 Horses
👣 Moves: 4
⚔️ Strength: 37
----------------
Free Promotions:
• Can Move After Attacking
• City Attack Penalty
• No Defensive Terrain Bonuses
----------------
Required Buildings for Investment: Armory, Stable
Prerequisite Technologies: Metallurgy
Becomes Obsolete With: Combustion
Resources Required: 1 Horses
Required Technology:
Becomes Obsolete with:
Free Promotions:
Strategy:
The Lancer is the Renaissance horse unit that comes between the Knight and the first mechanized vehicle, the Landship. It is faster and more powerful than the Knight, able to sweep those once-mighty units from the map. The Lancer is a powerful offensive weapon.
Historical Info:
Lancers were the cavalrymen of the Renaissance era. In an era of the increasing use of cannon and other gunpowder-based weaponry speed and maneuverability trumped armor, which was increasingly useless against the modern projectile weapons, so the Lancers abandoned much of the heavy plate mail of their knightly predecessors, retaining only the metal breastplate, if that. Even as weaponry improved, the lance remained a terrifyingly effective weapon in the hands of trained horsemen. As late as the Napoleonic Wars the French believed that the lance was a superior cavalry weapon to the sword. In the 19th century both would be supplanted by the carbine rifle, of course.
Musketman
Game Info:
Cost: 325 🔨 / 500 🕊️
👣 Moves: 2
• Range: 2
🏹 Ranged Strength: 30
⚔️ Strength: 21
----------------
Free Promotions:
• Naval Target Penalty
• May Not Melee Attack
----------------
Required Buildings for Investment: Armory
Prerequisite Technologies: Metallurgy
Becomes Obsolete With: Dynamite
👣 Moves: 2
• Range: 2
🏹 Ranged Strength: 30
⚔️ Strength: 21
----------------
Free Promotions:
• Naval Target Penalty
• May Not Melee Attack
----------------
Required Buildings for Investment: Armory
Prerequisite Technologies: Metallurgy
Becomes Obsolete With: Dynamite
Required Technology:
Becomes Obsolete with:
Free Promotions:
Strategy:
The Musketman is the first ranged gunpowder unit in the game, and it replaces all of the older ranged foot-soldier types - Crossbowmen, Archers, and the like. Because it is a ranged unit, it can attack an enemy that is up to two hexes away.
Historical Info:
The musket is a flintlock, muzzle-loading, long-barreled weapon which is fired from the shoulder. Muskets were lighter and more accurate than the earlier military firearm, the arquebus, and by the 18th century they had supplanted them on most European battlefields. With the addition of a bayonet the musket became a serviceable close-combat weapon as well, rendering the pikeman obsolete. The British army's "Brown Bess" was the archetypical musket, in service from 1722 until 1838; it was used by both sides in the American Revolution.
Pioneer
Game Info:
Stagnation during production
Reduce Population by 1
👣 Moves: 3
• Sight: 3
----------------
Found City with Extra Territory and Population
Cannot found Cities next to anyone's border or if your Empire is very unhappy.
Free Buildings on Found (subject to location requirements): Monument, Shrine, Granary, Council, Smokehouse, Herbalist, Market, Barracks, Library, Arena, Forge, Well, Water Mill
Free Promotions:
• Embarkation with Defense
----------------
Prerequisite Technologies: Banking
Becomes Obsolete With: Railroad
Reduce Population by 1
👣 Moves: 3
• Sight: 3
----------------
Found City with Extra Territory and Population
Cannot found Cities next to anyone's border or if your Empire is very unhappy.
Free Buildings on Found (subject to location requirements): Monument, Shrine, Granary, Council, Smokehouse, Herbalist, Market, Barracks, Library, Arena, Forge, Well, Water Mill
Free Promotions:
• Embarkation with Defense
----------------
Prerequisite Technologies: Banking
Becomes Obsolete With: Railroad
Required Technology:
Becomes Obsolete with:
Free Promotions:
Strategy:
Use this unit to construct new cities. It cannot defend itself, so accompany it with a combat unit. When founded, cities built by Pioneers start with 3 Citizens, claim additional territory, and automatically receive the following selection of buildings:
• Arena
• Barracks
• Council
• Forge
• Granary
• Herbalist
• Library
• Market
• Monument
• Shrine
• Smokehouse
• Water Mill (if applicable)
• Well (if applicable)
Note: the bonuses for constructing buildings from the Progress and Industry policy branches do not apply to the buildings constructed by Pioneers!
• Arena
• Barracks
• Council
• Forge
• Granary
• Herbalist
• Library
• Market
• Monument
• Shrine
• Smokehouse
• Water Mill (if applicable)
• Well (if applicable)
Note: the bonuses for constructing buildings from the Progress and Industry policy branches do not apply to the buildings constructed by Pioneers!
Historical Info:
Pioneers are any of the people in history who migrated to join in settling and developing new areas. The term especially refers to those who were going to settle any territory which had previously not been settled or developed by European or American society, although the territory may have been inhabited by or utilized by native peoples. The pioneer concept and ethos greatly predate the migration to parts of the United States now called Western, as many places now considered as East were also settled by pioneers from the coast. For example, Daniel Boone, a key figure in American history, settled in Kentucky, when that "Dark and Bloody Ground" was still undeveloped. One important development in the Western settlement was the Homestead Act, which provided formal legislation which regulated the settlement process.
Sipahi
Game Info:
City-State Unique Unit
----------------
👣 Moves: 4
⚔️ Strength: 39
----------------
Free Promotions:
• Can Move After Attacking
• City Attack Penalty
• Heavy Flanking
• No Defensive Terrain Bonuses
• Overrun
----------------
Prerequisite Technologies: Metallurgy
Becomes Obsolete With: Combined Arms
Resources Required: 1 Horses
----------------
👣 Moves: 4
⚔️ Strength: 39
----------------
Free Promotions:
• Can Move After Attacking
• City Attack Penalty
• Heavy Flanking
• No Defensive Terrain Bonuses
• Overrun
----------------
Prerequisite Technologies: Metallurgy
Becomes Obsolete With: Combined Arms
Resources Required: 1 Horses
Required Technology:
Becomes Obsolete with:
Free Promotions:
Strategy:
The Sipahi is stronger than the Lancer and has massive flanking bonuses. Pin your opponent's army down using your Gunpowder Units' Zone Of Control while attacking with your Sipahi from the side. Defeat weakened units to trigger the Overrun bonus damage, then retreat to safety.
Historical Info:
The sipahi were the lancers of the Ottoman Empire. Founded during the reign of Murad I (ruled 1362 - 1389), the sipahi were drawn from the ethnic Turk landed gentry. They were extremely highly-motivated and loyal fighters and were the sultan's personal bodyguard. The sipahi were great rivals of the Janissaries (another special Ottoman unit), who were drawn from both Turkish and non-Turkish soldiers. In fact the sipahi enthusiastically assisted in the violent disbandment of the Janissaries in 1826, following an unsuccessful revolt by the latter group.
Tercio
Game Info:
Cost: 300 🔨 / 400 🕊️
👣 Moves: 2
⚔️ Strength: 25
----------------
Free Promotions:
• Discipline
• Formation I
----------------
Required Buildings for Investment: Armory
Prerequisite Technologies: Gunpowder
Becomes Obsolete With: Rifling
👣 Moves: 2
⚔️ Strength: 25
----------------
Free Promotions:
• Discipline
• Formation I
----------------
Required Buildings for Investment: Armory
Prerequisite Technologies: Gunpowder
Becomes Obsolete With: Rifling
Required Technology:
Becomes Obsolete with:
Free Promotions:
Strategy:
This Tercio represents the advent of early gunpowder ('Pike and Shot') tactics during the Renaissance Era. Fights at double-strength against mounted units, making them an effective counter to Lancers, as well as any Knights still lingering on the battlefield.
Historical Info:
The Tercio is a brilliant military innovation consisting of a mixed formation of pikemen and arquebusiers (soldiers armed with extremely primitive firearms), created in the early 16th century by the Spanish general Gonzalo Fernandez de Cordoba. The tercio (also known as the "Spanish square") was deployed in a checkerboard formation, with pikemen and arquebusiers set in alternating supporting blocks. The advantages of this arrangement are obvious: the arquebusiers can attack the enemy at distance, and the pikemen can take over in close combat. This formation would come to dominate Renaissance warfare for more than a century.
(American) Minuteman
Game Info:
American Unique Musketman
----------------
Cost: 325 🔨 / 500 🕊️
👣 Moves: 2
• Range: 2
🏹 Ranged Strength: 31
⚔️ Strength: 22
----------------
Free Promotions:
• Barrage I
• Golden Age from Victories
• Ignores Terrain Cost
• Naval Target Penalty
• May Not Melee Attack
----------------
Required Buildings for Investment: Armory
Prerequisite Technologies: Metallurgy
Becomes Obsolete With: Ballistics
----------------
Cost: 325 🔨 / 500 🕊️
👣 Moves: 2
• Range: 2
🏹 Ranged Strength: 31
⚔️ Strength: 22
----------------
Free Promotions:
• Barrage I
• Golden Age from Victories
• Ignores Terrain Cost
• Naval Target Penalty
• May Not Melee Attack
----------------
Required Buildings for Investment: Armory
Prerequisite Technologies: Metallurgy
Becomes Obsolete With: Ballistics
Required Technology:
Becomes Obsolete with:
Free Promotions:
Civilization:
Strategy:
The Minuteman is very powerful as it requires 50% less expereince to unlock the Range Promotion, thanks to Barrage I. Combined with Ignoring Rough Terrain you can position many Minutemen quickly and strike Cities or Units many times while being safe from ranged retaliation. Make sure to finish off units with them to gain Golden Age Points. Minuteman are also excellent in defense as they can retreat in Rough terrain and fire in the same turn.
Barrage Promotion Line is heavily recommeded thanks to the easy access to Range Promotion. Make Minutemen the core of your army at the cost of Melee and Siege Units.
Barrage Promotion Line is heavily recommeded thanks to the easy access to Range Promotion. Make Minutemen the core of your army at the cost of Melee and Siege Units.
Historical Info:
Seeing service during the American Revolutionary War, the American minutemen were select members of the colonial militia. They were a "rapid response" force, trained to respond quickly to enemy attacks, giving the Regular Army (as well as the rest of the militia) time to react and prepare for battle. Minutemen actually predate the American Revolution: the Massachusetts Bay Colony had certain members of its militia designated as minutemen as early as 1645.
(Austrian) Hussar
Game Info:
Austrian Unique Cuirassier
----------------
Cost: 350 🔨 / 500 🕊️
👣 Moves: 5
• Sight: 3
• Range: 1
🏹 Ranged Strength: 23
⚔️ Strength: 28
----------------
Free Promotions:
• Can Move After Attacking
• City Attack Penalty
• Lightning Warfare
• Naval Target Penalty
• No Defensive Terrain Bonuses
• May Not Melee Attack
• Skirmisher Doctrine
----------------
Required Buildings for Investment: Armory, Stable
Prerequisite Technologies: Metallurgy
Becomes Obsolete With: Ballistics
Resources Required: 1 Horses
----------------
Cost: 350 🔨 / 500 🕊️
👣 Moves: 5
• Sight: 3
• Range: 1
🏹 Ranged Strength: 23
⚔️ Strength: 28
----------------
Free Promotions:
• Can Move After Attacking
• City Attack Penalty
• Lightning Warfare
• Naval Target Penalty
• No Defensive Terrain Bonuses
• May Not Melee Attack
• Skirmisher Doctrine
----------------
Required Buildings for Investment: Armory, Stable
Prerequisite Technologies: Metallurgy
Becomes Obsolete With: Ballistics
Resources Required: 1 Horses
Required Technology:
Becomes Obsolete with:
Free Promotions:
Civilization:
Strategy:
The Hussar is the Austrian unique unit, replacing the Cuirassier. It is faster, can see further, and can ignore Zone of Control. It also has a slight attack bonus.
Historical Info:
Taking their name from the Latin "Cursarius," meaning "Raider," the fearsome light cavalrymen of Hungary known as the Hussars served the Habsburg Empire and Austria throughout the 17th and 18th centuries. Emulated by cavalry units across Europe, the Hussars formed as an irregular regiment of skilled riders relying on swift, unpredictable hit-and-run tactics. Over time the Hussars became a formal unit, with recruits judged on specific requirements regulating both the rider and his mount. Hussar regiments were used extensively during the Napoleonic Wars, and eventually served in armies across Europe and Asia well into the 19th century.
(Chinese) Treasure Ship
Game Info:
Chinese Unique Frigate
----------------
Cost: 500 🔨 / 550 🕊️
👣 Moves: 4
• Range: 2
🏹 Ranged Strength: 37
⚔️ Strength: 28
----------------
Free Promotions:
• Hull III
• Quick Study
• Kowtow
• May Not Melee Attack
----------------
Required Buildings for Investment: Harbor
Prerequisite Technologies: Astronomy
Becomes Obsolete With: Radio
----------------
Cost: 500 🔨 / 550 🕊️
👣 Moves: 4
• Range: 2
🏹 Ranged Strength: 37
⚔️ Strength: 28
----------------
Free Promotions:
• Hull III
• Quick Study
• Kowtow
• May Not Melee Attack
----------------
Required Buildings for Investment: Harbor
Prerequisite Technologies: Astronomy
Becomes Obsolete With: Radio
Required Technology:
Becomes Obsolete with:
Free Promotions:
Civilization:
Historical Info:
The Xiafan Guanjun (lit. "The Foreign Expeditionary Armada") was the great treasure fleet of the Ming Dynasty. At the behest of Emperor Zhu Di, the legendary admiral Zheng He headed seven voyages between 1405 and 1433 AD. The Xiafan Guanjun ranged as far as the Arabian Peninsula in their task of projecting Chinese influence abroad, bringing many smaller nations under the suzerainty of China.
The Xiafan Guanjun had some of the largest wooden ships ever constructed, called Baochuan (lit. "Treasure Ship"), measuring up to 416 feet in length. It would be another century before European ships could match the size and power of China's fleet, making China the undisputed naval superpower of the 15th century. Despite their superiority, Zheng He's voyages were primarily diplomatic, bringing envoys and even kings before the emperor to present tribute and perform the 'kowtow', a ritual act of reverence and subservience.
"As an engine for carrying man and his commerce upon the high and stormy seas as well as on the vast inland waterways, it is doubtful if any class of vessel… is more suited or better adapted to its purpose than the Chinese or Indian junk, and it is certain that for flatness of sail and handiness, the Chinese rig is unsurpassed."
- H. Warington Smyth
The Xiafan Guanjun had some of the largest wooden ships ever constructed, called Baochuan (lit. "Treasure Ship"), measuring up to 416 feet in length. It would be another century before European ships could match the size and power of China's fleet, making China the undisputed naval superpower of the 15th century. Despite their superiority, Zheng He's voyages were primarily diplomatic, bringing envoys and even kings before the emperor to present tribute and perform the 'kowtow', a ritual act of reverence and subservience.
"As an engine for carrying man and his commerce upon the high and stormy seas as well as on the vast inland waterways, it is doubtful if any class of vessel… is more suited or better adapted to its purpose than the Chinese or Indian junk, and it is certain that for flatness of sail and handiness, the Chinese rig is unsurpassed."
- H. Warington Smyth
(Dutch) Sea Beggar
Game Info:
Dutch Unique Corvette
----------------
Cost: 350 🔨 / 500 🕊️
👣 Moves: 4
⚔️ Strength: 42
----------------
Free Promotions:
• Prize Ships
• Supply
• Vanguard
----------------
Required Buildings for Investment: Harbor
Prerequisite Technologies: Navigation
Becomes Obsolete With: Radio
----------------
Cost: 350 🔨 / 500 🕊️
👣 Moves: 4
⚔️ Strength: 42
----------------
Free Promotions:
• Prize Ships
• Supply
• Vanguard
----------------
Required Buildings for Investment: Harbor
Prerequisite Technologies: Navigation
Becomes Obsolete With: Radio
Required Technology:
Becomes Obsolete with:
Free Promotions:
Civilization:
Strategy:
The Sea Beggar is the Dutch unique unit, replacing the Corvette. It has immense ⚔️ strength against cities, can heal anywhere, and may capture defeated enemy ships.
Make use of its strong promotions to take down rival navies and cities, and grow your navy with prize ships!
Make use of its strong promotions to take down rival navies and cities, and grow your navy with prize ships!
Historical Info:
The Sea Beggars, or Watergeuzen, were a collective of privateers opposed to the Spanish control of the Netherlands, active during the Eighty Years' War. The name originates with a group of Dutch nobles, who marched to the Duchess of Parma's palace with a list of grievances and requests. Councillors of the Duchess referred to the mass as "beggars", and the name stuck.
In 1569, the Beggars were given official letters of operation from William of Orange, and a total of 84 ships were equipped for action. These Sea Beggars at first limited themselves to basic looting and plundering, but in a time of desperation took a Spanish town and garrison by force. Inspired by their victory, they began a more offensive campaign, capturing other cities along the coast. The success of the Sea Beggars was a rally cry to the rest of the Netherlands, and the entire nation began to revolt. The Sea Beggars' capturing of the Spanish garrison at Brielle is now seen as the beginning of the war for Dutch independence.
In 1569, the Beggars were given official letters of operation from William of Orange, and a total of 84 ships were equipped for action. These Sea Beggars at first limited themselves to basic looting and plundering, but in a time of desperation took a Spanish town and garrison by force. Inspired by their victory, they began a more offensive campaign, capturing other cities along the coast. The success of the Sea Beggars was a rally cry to the rest of the Netherlands, and the entire nation began to revolt. The Sea Beggars' capturing of the Spanish garrison at Brielle is now seen as the beginning of the war for Dutch independence.
(Egyptian) Mamluk
Game Info:
Egyptian Unique Lancer
----------------
Cost: 350 🔨 / 500 🕊️
👣 Moves: 4
⚔️ Strength: 38
----------------
Reduce Active Foreign Religion Spread by 50%
Free Promotions:
• Can Move After Attacking
• City Attack Penalty
• No Defensive Terrain Bonuses
• Vur Ha!
----------------
Required Buildings for Investment: Armory, Stable
Prerequisite Technologies: Metallurgy
Becomes Obsolete With: Combined Arms
Resources Required: 1 Horses
----------------
Cost: 350 🔨 / 500 🕊️
👣 Moves: 4
⚔️ Strength: 38
----------------
Reduce Active Foreign Religion Spread by 50%
Free Promotions:
• Can Move After Attacking
• City Attack Penalty
• No Defensive Terrain Bonuses
• Vur Ha!
----------------
Required Buildings for Investment: Armory, Stable
Prerequisite Technologies: Metallurgy
Becomes Obsolete With: Combined Arms
Resources Required: 1 Horses
Required Technology:
Becomes Obsolete with:
Free Promotions:
Civilization:
Historical Info:
The Mamluks were a military knightly caste composed of slave-soldiers captured as young boys and sold into the Arabic world to serve as retainers. Because of their slave status ('Mamluk' directly translates to possession), these young men were dependent on their lord for social status and career advancement, making them reliable and dependable institutions in the Fatimid and Ayyubid dynasties of Cairo. The Mamluks were renowned warriors for their defense of Islam from waves of Crusader and Mongol invasions. In some cases, the Mamluks rose up and secured their own dynasties, initiating sultanates in Egypt, India, and Iraq.
(English) Ship of the Line
Game Info:
English Unique Frigate
----------------
Cost: 375 🔨 / 500 🕊️
👣 Moves: 4
• Sight: 3
• Range: 2
🏹 Ranged Strength: 38
⚔️ Strength: 28
----------------
Free Promotions:
• May Not Melee Attack
• Splash I
• Splash II
----------------
Required Buildings for Investment: Harbor
Prerequisite Technologies: Navigation
Becomes Obsolete With: Radio
----------------
Cost: 375 🔨 / 500 🕊️
👣 Moves: 4
• Sight: 3
• Range: 2
🏹 Ranged Strength: 38
⚔️ Strength: 28
----------------
Free Promotions:
• May Not Melee Attack
• Splash I
• Splash II
----------------
Required Buildings for Investment: Harbor
Prerequisite Technologies: Navigation
Becomes Obsolete With: Radio
Required Technology:
Becomes Obsolete with:
Free Promotions:
Civilization:
Strategy:
The Ship of the Line is the English unique unit, replacing the Frigate. It can deal splash damage to clear out masses of enemy ships and land units on coastal tiles. It can also see further, allowing it to spot enemies in a significantly larger section of ocean.
Historical Info:
Ships of the line are the largest and most powerful sailing vessels ever built. They formed the backbone of Europe's great navies from the 17th to the mid 19th centuries. Ships of the line were named for the classic formation that these ships fought in. In battle, each side's ships would approach the enemy in a line, and as the opposing ships passed, each would let off a thundering broadside of cannon fire, doing horrific damage to the vessels and to those aboard her. Victory usually went to the side with the most cannon and the best-trained sailors. The English were masters at this form of warfare, and their ships of the line dominated the world's oceans for more than a century.
(Ethiopian) Oromo Cavalry
Game Info:
Ethiopian Unique Cuirassier
----------------
Cost: 350 🔨 / 500 🕊️
👣 Moves: 5
• Range: 1
🏹 Ranged Strength: 24
⚔️ Strength: 28
----------------
Free Promotions:
• Can Move After Attacking
• City Attack Penalty
• Field I
• Naval Target Penalty
• No Defensive Terrain Bonuses
• May Not Melee Attack
• Skirmisher Doctrine
• Zemene Mesafint
----------------
Required Buildings for Investment: Armory, Stable
Prerequisite Technologies: Metallurgy
Becomes Obsolete With: Ballistics
Resources Required: 1 Horses
----------------
Cost: 350 🔨 / 500 🕊️
👣 Moves: 5
• Range: 1
🏹 Ranged Strength: 24
⚔️ Strength: 28
----------------
Free Promotions:
• Can Move After Attacking
• City Attack Penalty
• Field I
• Naval Target Penalty
• No Defensive Terrain Bonuses
• May Not Melee Attack
• Skirmisher Doctrine
• Zemene Mesafint
----------------
Required Buildings for Investment: Armory, Stable
Prerequisite Technologies: Metallurgy
Becomes Obsolete With: Ballistics
Resources Required: 1 Horses
Required Technology:
Becomes Obsolete with:
Free Promotions:
Civilization:
Historical Info:
The word "Oromo" refers to the dominant ethnic group in Ethiopia, making up about a third of the total population. The Oromo at times had their own kingdom, language and religion (although in present-day Ethiopia they are evenly split between Muslims and Christians). During the First Italo-Ethiopian War, when Italy attempted to seize Ethiopia as a colonial possession, the Ethiopian emperor Menelik used Oromo cavalrymen to devastating effect, especially in the decisive Battle of Adwa.
The Oromo cavalry were not true cavalry, but mounted infantrymen, meaning that they did not fire weapons from horseback, but would gallop towards the Italians, dismount, and then fire. With their lion's-mane headdresses and fierce reputation, they became one of the most feared military units of the era. During the Italian invasion, a rumor spread around the Italian camps that Oromo cavalry (whom the Italians called "Galla" - a word that was seen as offensive by the Oromo) would castrate the bodies of enemies that held weapons - a rumor that caused many Italians to toss aside their guns the moment that the Oromo began their charge. Italian soldiers reported their compatriots turning their guns on themselves rather than facing the Oromo. One report depicts a lone Italian survivor of an Oromo attack, dazed out of his mind, unable to say anything but "Galla cavalry. Galla cavalry. Horror. Horror."
The Oromo cavalry were not true cavalry, but mounted infantrymen, meaning that they did not fire weapons from horseback, but would gallop towards the Italians, dismount, and then fire. With their lion's-mane headdresses and fierce reputation, they became one of the most feared military units of the era. During the Italian invasion, a rumor spread around the Italian camps that Oromo cavalry (whom the Italians called "Galla" - a word that was seen as offensive by the Oromo) would castrate the bodies of enemies that held weapons - a rumor that caused many Italians to toss aside their guns the moment that the Oromo began their charge. Italian soldiers reported their compatriots turning their guns on themselves rather than facing the Oromo. One report depicts a lone Italian survivor of an Oromo attack, dazed out of his mind, unable to say anything but "Galla cavalry. Galla cavalry. Horror. Horror."
(French) Musketeer
Game Info:
French Unique Tercio
----------------
Cost: 300 🔨 / 400 🕊️
👣 Moves: 2
⚔️ Strength: 30
----------------
Free Promotions:
• Discipline
• Formation I
• Lightning Warfare
----------------
Required Buildings for Investment: Armory
Prerequisite Technologies: Gunpowder
Becomes Obsolete With: Replaceable Parts
----------------
Cost: 300 🔨 / 400 🕊️
👣 Moves: 2
⚔️ Strength: 30
----------------
Free Promotions:
• Discipline
• Formation I
• Lightning Warfare
----------------
Required Buildings for Investment: Armory
Prerequisite Technologies: Gunpowder
Becomes Obsolete With: Replaceable Parts
Required Technology:
Becomes Obsolete with:
Free Promotions:
Civilization:
Strategy:
The Musketeer is the French unique unit, replacing the Tercio. It is faster, significantly more powerful, and ignores Zone of Control.
Historical Info:
Made famous by the swashbuckling tales of Alexandre Dumas, the Musketeers were elite French soldiers armed with sword and musket. Created in 1622 as a "junior unit" in the Royal Guard, the Musketeers were open to the lower ranks of the French aristocracy, while the more prestigious guard units were reserved for the higher classes. The Musketeers had a reputation for fighting spirit and swagger and were much admired in Paris and the country at large. They were disbanded at the end of the eighteenth century.
(German) Landsknecht
Game Info:
German Unique Tercio
----------------
Cost: 275 🔨 / 350 🕊️
👣 Moves: 2
⚔️ Strength: 27
----------------
Gain full XP and can Move after Purchase
Free Promotions:
• Doppelsöldner
• Discipline
• Formation I
• Formation II
----------------
Required Buildings for Investment: Armory
Prerequisite Technologies: Gunpowder
Becomes Obsolete With: Replaceable Parts
----------------
Cost: 275 🔨 / 350 🕊️
👣 Moves: 2
⚔️ Strength: 27
----------------
Gain full XP and can Move after Purchase
Free Promotions:
• Doppelsöldner
• Discipline
• Formation I
• Formation II
----------------
Required Buildings for Investment: Armory
Prerequisite Technologies: Gunpowder
Becomes Obsolete With: Replaceable Parts
Required Technology:
Becomes Obsolete with:
Free Promotions:
Civilization:
Strategy:
The Landsknecht is the German unique unit, replacing the Tercio. It has a combat bonus against full health units, and a increased bonus against mounted units. It is also slightly cheaper to train or purchase, and gain full XP and can move immediately when bought.
Use their fast deployment and their bonus against full health units to surprise your opponents in the first turns of your wars and break their lines quickly. Its cheap cost also makes it an excellent gift. Buy several units at once, walk them over to a nearby City State, and reap the benefits of both short- and long-term influence.
Use their fast deployment and their bonus against full health units to surprise your opponents in the first turns of your wars and break their lines quickly. Its cheap cost also makes it an excellent gift. Buy several units at once, walk them over to a nearby City State, and reap the benefits of both short- and long-term influence.
Historical Info:
The landsknecht were German mercenary pike and shot of the 15th and 16th century. Created in imitation of the legendary Swiss Reisläufer, the landsknecht would eventually supplant them as the best mercenary infantry available in Europe, fighting in almost every major engagement in the 16th century - often on both sides. Landsknechts carried a variety of weapons into battle in addition to their pikes, which could be as long as twenty feet, including halberds, massive two-handed swords, and ranged weapons. The landsknechts pioneered the inclusion of crossbows into their pike formations to break the momentum of heavy cavalry charges, a popular tactic at the time. By the late 15th century, Arquebuses replaced crossbows as the weapon of choice, making the Landsknechts the earliest example of Pike & Shot formations, ushering in a new era of infantry tactics.
(Indian) Naga-Malla
Game Info:
Indian Unique Cuirassier
----------------
Cost: 350 🔨 / 500 🕊️
👣 Moves: 3
• Range: 1
🏹 Ranged Strength: 30
⚔️ Strength: 30
----------------
Free Promotions:
• Accuracy I
• Can Move After Attacking
• City Attack Penalty
• Feared Elephant
• Naval Target Penalty
• No Defensive Terrain Bonuses
• May Not Melee Attack
----------------
Required Buildings for Investment: Armory, Stable
Prerequisite Technologies: Gunpowder
Becomes Obsolete With: Ballistics
----------------
Cost: 350 🔨 / 500 🕊️
👣 Moves: 3
• Range: 1
🏹 Ranged Strength: 30
⚔️ Strength: 30
----------------
Free Promotions:
• Accuracy I
• Can Move After Attacking
• City Attack Penalty
• Feared Elephant
• Naval Target Penalty
• No Defensive Terrain Bonuses
• May Not Melee Attack
----------------
Required Buildings for Investment: Armory, Stable
Prerequisite Technologies: Gunpowder
Becomes Obsolete With: Ballistics
Required Technology:
Becomes Obsolete with:
Free Promotions:
Civilization:
Strategy:
The Naga-Malla is the Indian unique unit, replacing the Cuirassier. As an elephant unit, it strikes fear into nearby enemy units and weakens them, has vastly superior ⚔️ Combat Strength and 🏹 Ranged Combat Strength, but moves slower. It does not require Horses to be trained, and is available with the discovery of Gunpowder, earlier than the Cuirassier. Does not start with the Skirmisher Doctrine promotion.
Historical Info:
A terrifying sight on the battlefield, often as dangerous to its own side as it was to the enemy, the Naga-Malla (the Hindu term for Fighting Elephant) could be considered the first weapon of mass destruction. Indians used elephants in war until the advent of gunpowder rendered them obsolete. In pre-gunpowder battle the war elephant served two primary purposes. First, their scent absolutely terrified horses, rendering enemy cavalry useless. Second, they could break through even the strongest line of infantry, crushing a wall of spears that no horse could ever surmount. Elephants were incredibly difficult to kill and history records them surviving sixty or more arrows. The primary problem with elephants was their tendency to go berserk with pain or rage, at which point they became impossible for their rider to control. Elephant riders often carried a spike and mallet that they could use to kill the animals if they attacked their own forces.
(Iroquois) Prowler
Game Info:
Iroquois Unique Musketman
----------------
Cost: 325 🔨 / 500 🕊️
👣 Moves: 2
• Range: 2
🏹 Ranged Strength: 32
⚔️ Strength: 21
----------------
Free Promotions:
• Can Move After Attacking
• Infiltrators
• Naval Target Penalty
• May Not Melee Attack
----------------
Required Buildings for Investment: Armory
Prerequisite Technologies: Metallurgy
Becomes Obsolete With: Ballistics
----------------
Cost: 325 🔨 / 500 🕊️
👣 Moves: 2
• Range: 2
🏹 Ranged Strength: 32
⚔️ Strength: 21
----------------
Free Promotions:
• Can Move After Attacking
• Infiltrators
• Naval Target Penalty
• May Not Melee Attack
----------------
Required Buildings for Investment: Armory
Prerequisite Technologies: Metallurgy
Becomes Obsolete With: Ballistics
Required Technology:
Becomes Obsolete with:
Free Promotions:
Civilization:
Historical Info:
Unlike many other tribes, the Iroquois had easy access to trade goods at Dutch forts along the Hudson River, and traded for various goods and luxuries. Weapons of war such as the iron axe and musket were highly sought after, and by the 1640s the Iroquois were well-equipped to fight their traditional Huron and Algonquian enemies. Common muskets were given in exchange for pelts and food, but often of lighter and smaller caliber than military-grade muskets. The Dutch and British feared giving high-quality weapons to people who could turn against them, but the Iroquois often found the smaller weapons more suitable to rough terrain anyways.
War tactics were changed after the Iroquois' acquisition of firearms. The lethality of their new weapons put the Iroquois, never a highly populous group, in a precarious position. The tribes' custom of absorbing refugees and prisoners of war changed as fewer and fewer warriors survived clashes with European arms. Great armies walking with prominent chiefs and shamans were replaced with guerilla tactics, small bands of troops guided by commanders.
War tactics were changed after the Iroquois' acquisition of firearms. The lethality of their new weapons put the Iroquois, never a highly populous group, in a precarious position. The tribes' custom of absorbing refugees and prisoners of war changed as fewer and fewer warriors survived clashes with European arms. Great armies walking with prominent chiefs and shamans were replaced with guerilla tactics, small bands of troops guided by commanders.
(Moroccan) Corsair
Game Info:
Moroccan Unique Corvette
----------------
Cost: 350 🔨 / 500 🕊️
👣 Moves: 4
⚔️ Strength: 42
----------------
Free Promotions:
• Razzia
----------------
Required Buildings for Investment: Harbor
Prerequisite Technologies: Navigation
Becomes Obsolete With: Radio
----------------
Cost: 350 🔨 / 500 🕊️
👣 Moves: 4
⚔️ Strength: 42
----------------
Free Promotions:
• Razzia
----------------
Required Buildings for Investment: Harbor
Prerequisite Technologies: Navigation
Becomes Obsolete With: Radio
Required Technology:
Becomes Obsolete with:
Free Promotions:
Civilization:
Historical Info:
The Barbary Corsairs were Muslim pirates and privateers operating off the coast of North Africa who became infamous throughout Europe. Ranging throughout the Mediterranean and as far as Iceland, the Corsairs slaughtered livestock and captured Christians for sale in the slave markets of the Islamic world. The frequency and ferocity of these raids, or "Razzia" was such that long stretches of Italian and Spanish coast were abandoned for fear of abduction. It is estimated that some 1.25 million people were enslaved by Barbary corsairs between 1530 and 1780 A.D.
The scope of Corsair activity began to diminish in the latter part of the 17th century, as the more powerful European navies started to pose a real threat to the Barbary States. However, Christian shipping and coastlines continued to suffer until the early 19th century. Following the Napoleonic Wars and the Congress of Vienna in 1814, European powers agreed upon the need to suppress the Barbary Corsairs for good. The razzias finally ceased after the Second Barbary War between the Barbary pirates and the United States, the impetus for the creation of the US Navy.
"It is written in our Koran, that all nations which do not acknowledge the Prophet are sinners, whom it is the right and duty of the faithful to plunder and enslave; and that every mu'min (believer) who is slain in this warfare is sure to go to paradise."
- Sidi Haji Abdrahaman, to Thomas Jefferson in reply to his demand for the protection of American merchant ships
The scope of Corsair activity began to diminish in the latter part of the 17th century, as the more powerful European navies started to pose a real threat to the Barbary States. However, Christian shipping and coastlines continued to suffer until the early 19th century. Following the Napoleonic Wars and the Congress of Vienna in 1814, European powers agreed upon the need to suppress the Barbary Corsairs for good. The razzias finally ceased after the Second Barbary War between the Barbary pirates and the United States, the impetus for the creation of the US Navy.
"It is written in our Koran, that all nations which do not acknowledge the Prophet are sinners, whom it is the right and duty of the faithful to plunder and enslave; and that every mu'min (believer) who is slain in this warfare is sure to go to paradise."
- Sidi Haji Abdrahaman, to Thomas Jefferson in reply to his demand for the protection of American merchant ships
(Ottoman) Great Bombard
Game Info:
Ottoman Unique Unit
----------------
Cost: 400 🔨 / 450 🕊️
👣 Moves: 2
• Sight: 1
• Range: 2
🏹 Ranged Strength: 43
⚔️ Strength: 11
----------------
Free Promotions:
• Skeleton Key
• Cover I
• Moves at half-speed in enemy territory
• No Defensive Terrain Bonuses
• May Not Melee Attack
• Unwieldy
----------------
Required Buildings for Investment: Armory
Prerequisite Technologies: Gunpowder
Becomes Obsolete With: Ballistics
Max 2 per Player
----------------
Cost: 400 🔨 / 450 🕊️
👣 Moves: 2
• Sight: 1
• Range: 2
🏹 Ranged Strength: 43
⚔️ Strength: 11
----------------
Free Promotions:
• Skeleton Key
• Cover I
• Moves at half-speed in enemy territory
• No Defensive Terrain Bonuses
• May Not Melee Attack
• Unwieldy
----------------
Required Buildings for Investment: Armory
Prerequisite Technologies: Gunpowder
Becomes Obsolete With: Ballistics
Max 2 per Player
Required Technology:
Becomes Obsolete with:
Free Promotions:
Civilization:
Historical Info:
Bigger is better, and biggest is best. The super-sized bombards of the late medieval were first used in Western European warfare at the beginning of the 15th century, but it was the Ottomans that would realize the bombard's full potential at the Siege of Constantinople in 1453. Unable to find patronage with the Byzantine emperor, a Hungarian gunfounder named Orban sold his services to Mehmed II of the Ottoman Empire, and began crafting bronze cannons capable of lobbing 1.6 tons of shaped stone more than a mile.
Transporting such massive weapons took as many as 60 oxen, and required construction of entire road networks before the cannons could be brought to bear against the impregnable Theodosian Walls. Within a day of the opening bombardment, massive stones smashed the outer defenses to rubble and the city which had stood as a fortress of Christendom for a millennium fell. The sack of Constantinople raged for three days following, and triggered a mass exodus of Greeks into Europe proper. The influx of Byzantine refugees brought a rediscovery of the philosophical and intellectual achievements of Greek culture into Western Europe, planting the seeds of the Renaissance.
Stone bombards were supplanted by iron-ball cannons by the end of the 16th century, and few bombards are left intact. None of the bombard's descendants, however, can claim to have single-handedly ended an era.
Transporting such massive weapons took as many as 60 oxen, and required construction of entire road networks before the cannons could be brought to bear against the impregnable Theodosian Walls. Within a day of the opening bombardment, massive stones smashed the outer defenses to rubble and the city which had stood as a fortress of Christendom for a millennium fell. The sack of Constantinople raged for three days following, and triggered a mass exodus of Greeks into Europe proper. The influx of Byzantine refugees brought a rediscovery of the philosophical and intellectual achievements of Greek culture into Western Europe, planting the seeds of the Renaissance.
Stone bombards were supplanted by iron-ball cannons by the end of the 16th century, and few bombards are left intact. None of the bombard's descendants, however, can claim to have single-handedly ended an era.
(Ottoman) Janissary
Game Info:
Ottoman Unique Musketman
----------------
Cost: 325 🔨 / 500 🕊️
👣 Moves: 2
• Range: 2
🏹 Ranged Strength: 31
⚔️ Strength: 23
----------------
Free Promotions:
• Combat Bonus When Attacking (25)
• March
• Naval Target Penalty
• May Not Melee Attack
----------------
Required Buildings for Investment: Armory
Prerequisite Technologies: Gunpowder
Becomes Obsolete With: Ballistics
----------------
Cost: 325 🔨 / 500 🕊️
👣 Moves: 2
• Range: 2
🏹 Ranged Strength: 31
⚔️ Strength: 23
----------------
Free Promotions:
• Combat Bonus When Attacking (25)
• March
• Naval Target Penalty
• May Not Melee Attack
----------------
Required Buildings for Investment: Armory
Prerequisite Technologies: Gunpowder
Becomes Obsolete With: Ballistics
Required Technology:
Becomes Obsolete with:
Free Promotions:
Civilization:
Strategy:
The Janissary is the Ottoman unique unit, replacing the Musketman. It has a ⚔️ Combat Strength bonus when attacking, and may heal even after performing an action. It is available with the discovery of Gunpowder, earlier than the Musketman.
Historical Info:
Janissaries were members of an elite corps in the army of the Ottoman Empire. Created in the late 14th century, the original Janissaries were Christian youths (often slaves from the Balkans) who were converted to Islam and then drafted into the Ottoman army. The original Janissaries were forced to remain celibate (which might help to explain their ferocious fighting spirit), but this was eventually relaxed. As the years passed, the Janissaries gained huge political influence in the Empire, engineering frequent palace coups in the 17th and 18th centuries. But as their influence grew they became tradition-bound and stubborn, refusing to update their weapons and tactics to keep pace with the rest of the world. In 1826 they were forcibly disbanded and replaced by more modern Ottoman troops.
(Persian) Qizilbash
Game Info:
Persian Unique Lancer
----------------
Cost: 350 🔨 / 450 🕊️
👣 Moves: 4
⚔️ Strength: 41
----------------
Free Promotions:
• Can Move After Attacking
• City Attack Penalty
• No Defensive Terrain Bonuses
• Safavi Agitator
----------------
Required Buildings for Investment: Armory, Stable
Prerequisite Technologies: Metallurgy
Becomes Obsolete With: Combined Arms
Resources Required: 1 Horses
----------------
Cost: 350 🔨 / 450 🕊️
👣 Moves: 4
⚔️ Strength: 41
----------------
Free Promotions:
• Can Move After Attacking
• City Attack Penalty
• No Defensive Terrain Bonuses
• Safavi Agitator
----------------
Required Buildings for Investment: Armory, Stable
Prerequisite Technologies: Metallurgy
Becomes Obsolete With: Combined Arms
Resources Required: 1 Horses
Required Technology:
Becomes Obsolete with:
Free Promotions:
Civilization:
Historical Info:
Qizilbash (Tr: "red-heads") was originally a pejorative for the followers of the Safawiyyah Sufi order. Named for their distinctive crimson headwear, the Qizilbash organized into a Shi'ite society reminiscent of a European knightly order. Though primarily of Turkman origin, the Qizilbash proved instrumental in the establishment of the Iranian Safavid Dynasty.
In a campaign to avenge the death of his father, Ismail I led 7000 Qizilbash warriors to victory over an Aq Qoyunlu force of 30 000, and established the Safavid State. Within eleven short years, Ismail brought all of Iran under his control, becoming the first ethnically Iranian monarch to unify Iran in over 850 years. Though they had made him a powerful king, Ismail feared the influence of the Qizilbash over the Iranian people. Ismail and his successors would spend the next 80 years diminishing the threat posed by the foreign Qizilbash, replacing them with slave soldiers from the Caucasus. Nevertheless, the Qizilbash maintained a place of honor within the Safavid Empire, both on the battlefield and at court.
In a campaign to avenge the death of his father, Ismail I led 7000 Qizilbash warriors to victory over an Aq Qoyunlu force of 30 000, and established the Safavid State. Within eleven short years, Ismail brought all of Iran under his control, becoming the first ethnically Iranian monarch to unify Iran in over 850 years. Though they had made him a powerful king, Ismail feared the influence of the Qizilbash over the Iranian people. Ismail and his successors would spend the next 80 years diminishing the threat posed by the foreign Qizilbash, replacing them with slave soldiers from the Caucasus. Nevertheless, the Qizilbash maintained a place of honor within the Safavid Empire, both on the battlefield and at court.
(Polish) Winged Hussar
Game Info:
Polish Unique Lancer
----------------
Cost: 350 🔨 / 500 🕊️
👣 Moves: 5
⚔️ Strength: 40
----------------
Free Promotions:
• Can Move After Attacking
• City Attack Penalty
• Formation I
• Heavy Charge
• No Defensive Terrain Bonuses
----------------
Required Buildings for Investment: Armory, Stable
Prerequisite Technologies: Metallurgy
Becomes Obsolete With: Combined Arms
Resources Required: 1 Horses
----------------
Cost: 350 🔨 / 500 🕊️
👣 Moves: 5
⚔️ Strength: 40
----------------
Free Promotions:
• Can Move After Attacking
• City Attack Penalty
• Formation I
• Heavy Charge
• No Defensive Terrain Bonuses
----------------
Required Buildings for Investment: Armory, Stable
Prerequisite Technologies: Metallurgy
Becomes Obsolete With: Combined Arms
Resources Required: 1 Horses
Required Technology:
Becomes Obsolete with:
Free Promotions:
Civilization:
Strategy:
The Winged Hussar is the Polish unique unit, replacing the Lancer. It is faster and stronger against mounted units. It can force weaker targets to retreat and strike harder if they cannot.
Use this ability to push the enemy front line away and expose their weaker units!
Use this ability to push the enemy front line away and expose their weaker units!
Historical Info:
The "winged" type of hussar was introduced into the Polish-Lithuanian military by King Stephen Bathory in the 1570s. Winged hussars generally carried a number of secondary weapons, usually a warhammer, a szabla saber, and one or two wheellock (later flintlock) pistols in saddle holsters. But their most distinctive accoutrement was the huge "wings," wooden frames attached to either the saddle or the rider's shoulders, covered with eagle, swan, goose or ostrich feathers. The purpose of the wings has never been definitely determined, but theories range from defense against enemy attacks from behind to making their own horse deaf to battle sounds, to intimidating enemy foot soldiers by making the hussars appear larger than normal men.
(Shoshone) Yellow Brow
Game Info:
Shoshone Unique Tercio
----------------
Cost: 300 🔨 / 400 🕊️
👣 Moves: 2
⚔️ Strength: 27
----------------
Free Promotions:
• Big Horse Dance
• Discipline
• Formation I
----------------
Required Buildings for Investment: Armory
Prerequisite Technologies: Gunpowder
Becomes Obsolete With: Replaceable Parts
----------------
Cost: 300 🔨 / 400 🕊️
👣 Moves: 2
⚔️ Strength: 27
----------------
Free Promotions:
• Big Horse Dance
• Discipline
• Formation I
----------------
Required Buildings for Investment: Armory
Prerequisite Technologies: Gunpowder
Becomes Obsolete With: Replaceable Parts
Required Technology:
Becomes Obsolete with:
Free Promotions:
Civilization:
Historical Info:
Yellow Brows (Sh. Ohamupe) were one of two military societies within the Shoshone, playing an integral role in hunting, scouting, and policing within their bands. Yellow Brow braves shaved their heads into a cockscomb 'mohawk', and painted their exposed heads yellow, hence their common English name.
The Yellow Brows were composed of only the bravest and most daring of the young men, tasked with keeping order on hunting expeditions, scouting, and soldiering. The Society never had more than a few hundred members at a time; members elected their replacement upon graduation. A young Yellow Brow was expected to act and speak in a contrarian way as a sign of membership. For instance, when asked if he would like to join the Yellow Brows, it was expected that the young man would say 'No' as a sign of willingness to join, or 'Yes' if he wished to decline.
In battle, Yellow Brows were led by a war chief who carried a long cane tipped with a stone or metal dagger. The cane was used to grab and unhorse opponents, or as a No-Retreat signal. If the enemy was gaining the upper hand, the chief would drive his staff into the ground and the braves would defend him to the last. Yellow Brows were banned from leaving their chief's side until another member of the tribe came and released the braves from their charge. Deserting the chief was met with abject mockery, and often resulted in banishment from the tribe.
The Yellow Brows were composed of only the bravest and most daring of the young men, tasked with keeping order on hunting expeditions, scouting, and soldiering. The Society never had more than a few hundred members at a time; members elected their replacement upon graduation. A young Yellow Brow was expected to act and speak in a contrarian way as a sign of membership. For instance, when asked if he would like to join the Yellow Brows, it was expected that the young man would say 'No' as a sign of willingness to join, or 'Yes' if he wished to decline.
In battle, Yellow Brows were led by a war chief who carried a long cane tipped with a stone or metal dagger. The cane was used to grab and unhorse opponents, or as a No-Retreat signal. If the enemy was gaining the upper hand, the chief would drive his staff into the ground and the braves would defend him to the last. Yellow Brows were banned from leaving their chief's side until another member of the tribe came and released the braves from their charge. Deserting the chief was met with abject mockery, and often resulted in banishment from the tribe.
(Spanish) Armada
Game Info:
Spanish Unique Corvette
----------------
Cost: 350 🔨 / 500 🕊️
👣 Moves: 4
⚔️ Strength: 42
----------------
Free Promotions:
• Invincible
• Santa Maria
----------------
Required Buildings for Investment: Harbor
Prerequisite Technologies: Navigation
Becomes Obsolete With: Radio
----------------
Cost: 350 🔨 / 500 🕊️
👣 Moves: 4
⚔️ Strength: 42
----------------
Free Promotions:
• Invincible
• Santa Maria
----------------
Required Buildings for Investment: Harbor
Prerequisite Technologies: Navigation
Becomes Obsolete With: Radio
Required Technology:
Becomes Obsolete with:
Free Promotions:
Civilization:
Historical Info:
The "Great and Most Fortunate Navy", the Spanish Armada, was a fleet of 130 ships constructed for the invasion of England and the overthrow the tyrannical Reformist, Elizabeth I. The Armada was one of the largest fleets ever seen in Europe, raised at great expense by Philip II in retribution for England's break from the Catholic Church, their execution of Mary, Queen of Scots, their support for the Dutch revolt against Spain, and the illegitimacy of Elizabeth I.
Spanish ships were outnumbered by England's navy, but they easily outgunned the smaller English vessels. In the end, however, it was not firepower, but speed which won the day, allowing the small English vessels to harry the lumbering Spanish Juggernaut, sinking 10 ships. When finally forced to retire to Spain, a navigational error blew the Armada off-course and onto the Irish coast, where fierce storms dashed the ships against the rocks. When the Armada managed to reach Spain, only 67 of the original 130 ships remained, full of sickly, starving, and demoralized sailors.
The lessons of the Spanish Armada informed naval strategy for the next two centuries. Cannons and ranged action had now overtaken boarding and ramming as the primary methods of attack; sinking, rather than capturing, was now the priority. With this stunning victory, England had wrested naval dominance from Spain, a lead they would maintain until the rise of the United States in WWII.
"I sent the Armada against men, not God's winds and waves".
- Philip II
Spanish ships were outnumbered by England's navy, but they easily outgunned the smaller English vessels. In the end, however, it was not firepower, but speed which won the day, allowing the small English vessels to harry the lumbering Spanish Juggernaut, sinking 10 ships. When finally forced to retire to Spain, a navigational error blew the Armada off-course and onto the Irish coast, where fierce storms dashed the ships against the rocks. When the Armada managed to reach Spain, only 67 of the original 130 ships remained, full of sickly, starving, and demoralized sailors.
The lessons of the Spanish Armada informed naval strategy for the next two centuries. Cannons and ranged action had now overtaken boarding and ramming as the primary methods of attack; sinking, rather than capturing, was now the priority. With this stunning victory, England had wrested naval dominance from Spain, a lead they would maintain until the rise of the United States in WWII.
"I sent the Armada against men, not God's winds and waves".
- Philip II
(Swedish) Hakkapeliitta
Game Info:
Swedish Unique Cuirassier
----------------
Cost: 350 🔨 / 500 🕊️
👣 Moves: 5
• Range: 1
🏹 Ranged Strength: 24
⚔️ Strength: 28
----------------
Free Promotions:
• Can Move After Attacking
• City Attack Penalty
• Hakkaa Päälle!
• Naval Target Penalty
• No Defensive Terrain Bonuses
• May Not Melee Attack
• Sentry
• Skirmisher Doctrine
----------------
Required Buildings for Investment: Armory, Stable
Prerequisite Technologies: Metallurgy
Becomes Obsolete With: Ballistics
Resources Required: 1 Horses
----------------
Cost: 350 🔨 / 500 🕊️
👣 Moves: 5
• Range: 1
🏹 Ranged Strength: 24
⚔️ Strength: 28
----------------
Free Promotions:
• Can Move After Attacking
• City Attack Penalty
• Hakkaa Päälle!
• Naval Target Penalty
• No Defensive Terrain Bonuses
• May Not Melee Attack
• Sentry
• Skirmisher Doctrine
----------------
Required Buildings for Investment: Armory, Stable
Prerequisite Technologies: Metallurgy
Becomes Obsolete With: Ballistics
Resources Required: 1 Horses
Required Technology:
Becomes Obsolete with:
Free Promotions:
Civilization:
Strategy:
The Hakkapeliitta is much faster and can see one hex farther than the Lancer. It pillages enemy improvements at no additional cost, so foray into enemy lands to knock out key improvements, using its improved sight and speed to minimize retaliatory attacks. Keep the unit healthy by pillaging and defeating weakened units, as it has lower ⚔️ Combat Strength than its contemporary Lancers.
Historical Info:
The snowy North is their fatherland; there, their heart crackles on the stormy beach. The Hakkapeliitta were a division of Finnish, light cavalrymen employed by King Gustavus Adolphus of Sweden during the Thirty Years War. They were highly trained, and excelled at raiding, spying, lightning-quick attacks, and most especially, charging. Attacking at full gallop, the Hakkapeliitta would fire pistol shots as they approached the enemy lines, drawing their sword once the horse made contact. The small, sturdy, and powerful horses ridden in the Hakkapeliitta were some of the founding members the modern Finnhorse breed, the national horse of Finland.
(Venetian) Great Galleass
Game Info:
Venetian Unique Galleass
----------------
Cost: 250 🔨 / 400 🕊️
👣 Moves: 4
• Range: 1
🏹 Ranged Strength: 30
⚔️ Strength: 20
----------------
Free Promotions:
• Bombardment I
• Can Move After Attacking
• Naval Inaccuracy
• May Not Melee Attack
• Shallow Draft
----------------
Required Buildings for Investment: Harbor
Prerequisite Technologies: Gunpowder
Becomes Obsolete With: Dynamite
----------------
Cost: 250 🔨 / 400 🕊️
👣 Moves: 4
• Range: 1
🏹 Ranged Strength: 30
⚔️ Strength: 20
----------------
Free Promotions:
• Bombardment I
• Can Move After Attacking
• Naval Inaccuracy
• May Not Melee Attack
• Shallow Draft
----------------
Required Buildings for Investment: Harbor
Prerequisite Technologies: Gunpowder
Becomes Obsolete With: Dynamite
Required Technology:
Becomes Obsolete with:
Free Promotions:
Civilization:
Strategy:
The Great Galleass performs similarly to the Galleass, but is more resilient in battle and has a stronger ranged attack. Starts with the Bombardment I Promotion.
Historical Info:
The original design of the galleass evolved from that of large merchant galleys, and remained relatively unchanged until 1660 AD when Venice built its first ship-of-the-line. It usually had three lateen-rigged masts, and was characterized by a forecastle as well as an aftcastle. Carrying more sails and oars than a standard galley for increased speed, these Venetian warships also had a gundeck that ran over the rowers heads. In the Mediterranean, the Venetian Galleass remained in service long after it had been replaced with larger, studier, more sea-worthy warships by other nations.
(Zulu) Impi
Game Info:
Zulu Unique Tercio
----------------
Cost: 300 🔨 / 400 🕊️
👣 Moves: 2
⚔️ Strength: 28
----------------
Free Promotions:
• Fasimba
• Discipline
• Formation I
• Ranged Support Fire
----------------
Required Buildings for Investment: Armory
Prerequisite Technologies: Gunpowder
Becomes Obsolete With: Replaceable Parts
----------------
Cost: 300 🔨 / 400 🕊️
👣 Moves: 2
⚔️ Strength: 28
----------------
Free Promotions:
• Fasimba
• Discipline
• Formation I
• Ranged Support Fire
----------------
Required Buildings for Investment: Armory
Prerequisite Technologies: Gunpowder
Becomes Obsolete With: Replaceable Parts
Required Technology:
Becomes Obsolete with:
Free Promotions:
Civilization:
Strategy:
The Impi is the Zulu unique unit, replacing the Tercio. Before engaging in an melee attack, it performs a spear throw attack that can damage or kill the enemy unit. This will weaken the defender before melee combat ensues, ensuring that it takes less damage when attacking compared to its contemporary units. It also has a ⚔️ Combat Strength bonus when fighting against Gunpowder units, making it a deadly unit well into the Industrial Era.
Historical Info:
"Impi" is the Zulu word for an armed body of men, although in common usage during the 1800s it referred to one of the Zulu empire's regiments. While impi had long been a feature of Zulu culture, their great chieftain Shaka instituted broad innovations upon his ascension to the throne in 1816 AD. In addition to their traditional club and throwing spear, Shaka armed his troops with the assegai, a short-shaft stabbing spear with a broad, foot-long blade. He introduced a larger, heavier cowhide shield (isihlangu) and trained his forces to quickly close with the enemy for devastating hand-to-hand combat. Strategically, the impi relied on speed and surprise to suddenly outnumber and overwhelm their enemy. Using such methods the Zulu won impressive victories, even against rifle-armed Europeans, although their own casualties were high.
Archaeologist
Game Info:
Cost: 450 🔨 / 450 🕊️
👣 Moves: 4
----------------
Required Buildings: Museum
Prerequisite Technologies: Archaeology
Max 3 per Player
----------------
Maximum 3 active Archaeologists per player at any one time. Archaeologists are a special subtype of Worker that are used to excavate Antiquity Sites to either create Landmark improvements or to extract Artifacts to fill in Great Work of Art slots in selected Buildings and Wonders. Archaeologists may work in territory owned by any player. They are consumed once they complete an Archaeological Dig at an Antiquity Site. Archaeologists may not be purchased with 💰 Gold and may only be built in a City with a Museum.
👣 Moves: 4
----------------
Required Buildings: Museum
Prerequisite Technologies: Archaeology
Max 3 per Player
----------------
Maximum 3 active Archaeologists per player at any one time. Archaeologists are a special subtype of Worker that are used to excavate Antiquity Sites to either create Landmark improvements or to extract Artifacts to fill in Great Work of Art slots in selected Buildings and Wonders. Archaeologists may work in territory owned by any player. They are consumed once they complete an Archaeological Dig at an Antiquity Site. Archaeologists may not be purchased with 💰 Gold and may only be built in a City with a Museum.
Required Technology:
Strategy:
Send an Archaeologist to examine each Antiquity Site near your civilization and decide whether or not you want to return an Artifact to one of your cities or create a Landmark on that tile.
Historical Info:
Archaeologists study human behavior in the past, primarily through the excavation and analysis of human fossils, the ruins of buildings, and the remains of human artifacts. In undertaking this effort, archaeologists work to understand the common beliefs and daily activities of various peoples throughout history. Although controversies now rage about the ownership of artifacts, treasures, and human remains recovered, thousands of archaeologists operate around the world at excavations sites, in museums, and on university campuses to further our understanding of our own past.
Cavalry
Game Info:
Cost: 800 🔨 / 700 🕊️
👣 Moves: 5
• Range: 1
🏹 Ranged Strength: 31
⚔️ Strength: 40
Air Strike Defense: 2
----------------
Free Promotions:
• Can Move After Attacking
• City Attack Penalty
• Naval Target Penalty
• No Defensive Terrain Bonuses
• May Not Melee Attack
• Skirmisher Doctrine
----------------
Required Buildings for Investment: Armory, Stable
Prerequisite Technologies: Military Science
Becomes Obsolete With: Ballistics
Resources Required: 1 Horses
👣 Moves: 5
• Range: 1
🏹 Ranged Strength: 31
⚔️ Strength: 40
Air Strike Defense: 2
----------------
Free Promotions:
• Can Move After Attacking
• City Attack Penalty
• Naval Target Penalty
• No Defensive Terrain Bonuses
• May Not Melee Attack
• Skirmisher Doctrine
----------------
Required Buildings for Investment: Armory, Stable
Prerequisite Technologies: Military Science
Becomes Obsolete With: Ballistics
Resources Required: 1 Horses
Required Technology:
Becomes Obsolete with:
Free Promotions:
Strategy:
Ranged Industrial-Era mounted unit, useful for flanking, harassment, and hit-and-run tactics.
Historical Info:
By the end of the 19th century, European and American cavalrymen were armed with repeating rifles, small, reliable weapons holding 5-15 rounds which were accurate up to perhaps 500 yards, as well as pistols and swords. Because their equipment was so much lighter than that encumbering earlier lancers and knights, they were much faster and could ride a good deal farther than their predecessors. While the cavalry charge of old might still occur under very favorable conditions, the infantry's increased accuracy and rate of fire made that maneuver extremely dangerous. When facing infantry units the cavalry usually dismounted to fight, with one soldier holding four horses a distance to the rear while his three comrades traded shots with the enemy.
Colonist
Game Info:
Stagnation during production
Reduce Population by 1
👣 Moves: 4
• Sight: 3
----------------
Found City with Extra Territory and Population
Cannot found Cities next to anyone's border or if your Empire is very unhappy.
Free Buildings on Found (subject to location requirements): Monument, Shrine, Granary, Council, Smokehouse, Herbalist, Market, Barracks, Library, Arena, Forge, Well, Water Mill, Lighthouse, Amphitheater, Temple, Aqueduct, Harbor, Workshop, Windmill
Free Promotions:
• Embarkation with Defense
• Colonization
----------------
Prerequisite Technologies: Railroad
Reduce Population by 1
👣 Moves: 4
• Sight: 3
----------------
Found City with Extra Territory and Population
Cannot found Cities next to anyone's border or if your Empire is very unhappy.
Free Buildings on Found (subject to location requirements): Monument, Shrine, Granary, Council, Smokehouse, Herbalist, Market, Barracks, Library, Arena, Forge, Well, Water Mill, Lighthouse, Amphitheater, Temple, Aqueduct, Harbor, Workshop, Windmill
Free Promotions:
• Embarkation with Defense
• Colonization
----------------
Prerequisite Technologies: Railroad
Required Technology:
Free Promotions:
Strategy:
Use this unit to construct new cities. It cannot defend itself, so accompany it with a combat unit. When founded, cities built by Colonists start with 5 Citizens, claim additional territory, and automatically receive the following selection of buildings:
• Amphitheater
• Aqueduct
• Arena
• Barracks
• Council
• Forge
• Granary
• Harbor
• Herbalist
• Library
• Lighthouse
• Market
• Monument
• Shrine
• Smokehouse
• Temple
• Water Mill (if applicable)
• Well (if applicable)
• Windmill
• Workshop
Note: the bonuses for constructing buildings from the Progress and Industry policy branches do not apply to the buildings constructed by Colonists!
• Amphitheater
• Aqueduct
• Arena
• Barracks
• Council
• Forge
• Granary
• Harbor
• Herbalist
• Library
• Lighthouse
• Market
• Monument
• Shrine
• Smokehouse
• Temple
• Water Mill (if applicable)
• Well (if applicable)
• Windmill
• Workshop
Note: the bonuses for constructing buildings from the Progress and Industry policy branches do not apply to the buildings constructed by Colonists!
Historical Info:
Studying throughout history, one can witness how colonists, a type of setter, very often occupied land previously home to long-established peoples, designated as indigenous (also called "natives", "Aborigines" or, in the Americas, "Indians"). In some cases (such as Australia), as colonialist mentalities and laws change, the legal ownership of some lands is contested by indigenous people, who either claim or seek restoration of traditional usage, land rights, native title and related forms of legal ownership or partial control. The word "settler" was not originally usually used in relation to unfree labour immigrants, such as slaves (e.g. in the United States), indentured labourers (such as in Colonial America), or convicts (such as in British America, c. 1615-1775; Australia 1788-1868). More recently descendants of these immigrants may argue that they have as much right to use the word "settler" as the descendants of free immigrants. In the figurative usage, a "person who goes first or does something first" also applies to the American English use of "pioneer" to refer to a settler - a person who has migrated to a less occupied area and established permanent residence there, often to colonize the area; as first recorded in English in 1605. In United States history it refers to those people who helped to settle new lands. In this usage, pioneers are usually among the first to an area, whereas settlers can arrive after first settlement and join others in the process of human settlement.[citation needed] This correlates with the work of military pioneers who were tasked with construction of camps before the main body of troops would arrive at the designated camp site.
Commando
Game Info:
Cost: 625 🔨 / 600 🕊️
👣 Moves: 3
• Sight: 3
⚔️ Strength: 32
Air Strike Defense: 2
----------------
Free Promotions:
• Combat Bonus When Attacking (25)
• Brute Force
• Commando
• Reconnaissance
• Scavenger
----------------
Required Buildings for Investment: Armory
Prerequisite Technologies: Railroad
Becomes Obsolete With: Flight
👣 Moves: 3
• Sight: 3
⚔️ Strength: 32
Air Strike Defense: 2
----------------
Free Promotions:
• Combat Bonus When Attacking (25)
• Brute Force
• Commando
• Reconnaissance
• Scavenger
----------------
Required Buildings for Investment: Armory
Prerequisite Technologies: Railroad
Becomes Obsolete With: Flight
Required Technology:
Becomes Obsolete with:
Free Promotions:
Strategy:
Commandos are scouts and attack units, specializing in striking vulnerable targets through difficult terrain and quickly withdrawing. Use these units to outflank and disrupt enemies on their back lines.
Historical Info:
A Commando is an elite light infantry specialized in attacking high-value targets and front-line reconnaissance. The term entered common usage after the Boer Wars and the Great Trek, where Boer Kommando militia employed guerilla and asymmetric tactics to great success against the Xhosa, Zulu, and British armies.
Cruiser
Game Info:
Cost: 900 🔨 / 700 🕊️
👣 Moves: 4
• Range: 2
🏹 Ranged Strength: 55
⚔️ Strength: 40
Air Strike Defense: 5
----------------
Free Promotions:
• May Not Melee Attack
----------------
Required Buildings for Investment: Seaport
Prerequisite Technologies: Dynamite
Becomes Obsolete With: Radio
Resources Required: 1 Iron
👣 Moves: 4
• Range: 2
🏹 Ranged Strength: 55
⚔️ Strength: 40
Air Strike Defense: 5
----------------
Free Promotions:
• May Not Melee Attack
----------------
Required Buildings for Investment: Seaport
Prerequisite Technologies: Dynamite
Becomes Obsolete With: Radio
Resources Required: 1 Iron
Required Technology:
Becomes Obsolete with:
Free Promotions:
Strategy:
Build Cruisers to augment your Ironclads, and to take control of the seas! Make sure you have plenty of Iron, however.
Historical Info:
A cruiser is a type of warship. The term has been in use for several hundred years, and has had different meanings throughout this period. During the Age of Sail, the term cruising referred to certain kinds of missions: independent scouting, raiding or commerce protection fulfilled by a frigate or sloop, which were the cruising warships of a fleet. In the middle of the 19th century, cruiser came to be a classification for the ships intended for this kind of role, though cruisers came in a wide variety of sizes, from the small protected cruiser to armored cruisers which were as large (though not as powerful) as a battleship. By the early 20th century, cruisers could be placed on a consistent scale of warship size, smaller than a battleship but larger than a destroyer. In 1922, the Washington Naval Treaty placed a formal limit on cruisers, which were defined as warships of up to 10,000 tons displacement carrying guns no larger than 8 inches in calibre. These limits shaped cruisers up until the end of World War II. The very large battlecruisers of the World War I era were now classified, along with battleships, as capital ships.
Diplomat
Game Info:
Cost: 100 🔨
👣 Moves: 4
• Sight: 1
----------------
Free Promotions:
• Professional
----------------
Required Buildings for Investment: Chancery
Prerequisite Technologies: Industrialization
Becomes Obsolete With: Atomic Theory
Resources Required: 2 Paper
----------------
Move this unit to a City-State you are not at war with and conduct a Diplomatic Mission to receive 60 Influence. 🔨 Production cost scales with Era.
👣 Moves: 4
• Sight: 1
----------------
Free Promotions:
• Professional
----------------
Required Buildings for Investment: Chancery
Prerequisite Technologies: Industrialization
Becomes Obsolete With: Atomic Theory
Resources Required: 2 Paper
----------------
Move this unit to a City-State you are not at war with and conduct a Diplomatic Mission to receive 60 Influence. 🔨 Production cost scales with Era.
Required Technology:
Becomes Obsolete with:
Free Promotions:
Strategy:
Diplomats are very expensive relative to Emissaries and Envoys. Players that have not continually increased their supply of Paper will have a difficult time continuing to have influence on city-states around the world. If, however, you have the resources, and the production, to build diplomats in great numbers, the world will bow before your empire of soft power and persuasive influence.
Historical Info:
With the philosophies of the Enlightenment and the might of modern industry in tow, diplomats during the Industrial Age are powerhouses of diplomacy and influence. Though increasingly expensive, Diplomats enable a player to greatly expand the scope of their influence on city-states around the world. Production cost scales with Era.
Field Gun
Game Info:
Cost: 900 🔨 / 600 🕊️
👣 Moves: 2
• Sight: 1
• Range: 2
🏹 Ranged Strength: 40
⚔️ Strength: 17
Air Strike Defense: 1
----------------
Free Promotions:
• Siege Engine
• Cover I
• Indirect Fire
• Moves at half-speed in enemy territory
• No Defensive Terrain Bonuses
• May Not Melee Attack
• Siege Inaccuracy
----------------
Required Buildings for Investment: Armory
Prerequisite Technologies: Rifling
Becomes Obsolete With: Ballistics
Resources Required: 1 Iron
👣 Moves: 2
• Sight: 1
• Range: 2
🏹 Ranged Strength: 40
⚔️ Strength: 17
Air Strike Defense: 1
----------------
Free Promotions:
• Siege Engine
• Cover I
• Indirect Fire
• Moves at half-speed in enemy territory
• No Defensive Terrain Bonuses
• May Not Melee Attack
• Siege Inaccuracy
----------------
Required Buildings for Investment: Armory
Prerequisite Technologies: Rifling
Becomes Obsolete With: Ballistics
Resources Required: 1 Iron
Required Technology:
Becomes Obsolete with:
Free Promotions:
Strategy:
Field Guns have greater combat power than Cannons, albeit they lack the ability to see very far on their own. Use Field Guns to support your Industrial Era armies, but be careful about letting the enemy get near them!
Historical Info:
A field gun is an artillery piece. The term was first used to describe smaller guns that could be taken with an army while marching. In battle the field gun could be quickly moved about the battlefield as needed. Guns installed in a fort, siege cannon and mortars were too large to be moved quickly, and would be used only in a long siege.
Foreign Legion
Game Info:
👣 Moves: 2
⚔️ Strength: 40
Air Strike Defense: 4
----------------
Gain full XP and can Move after Purchase
Free Promotions:
• Field Works
• Expeditionary Warfare
• Formation I
----------------
Require Completion of Authority
Prerequisite Technologies: Rifling
Becomes Obsolete With: Penicillin
⚔️ Strength: 40
Air Strike Defense: 4
----------------
Gain full XP and can Move after Purchase
Free Promotions:
• Field Works
• Expeditionary Warfare
• Formation I
----------------
Require Completion of Authority
Prerequisite Technologies: Rifling
Becomes Obsolete With: Penicillin
Required Technology:
Becomes Obsolete with:
Free Promotions:
Strategy:
The Foreign Legion is a special Industrial Era unit that may only be purchased with 💰 Gold after completing the Authority Policy Branch. It receives a significant combat bonus when operating outside of home territory, making it an excellent unit to use to gain control of foreign lands.
Historical Info:
Established in 1831, the French Foreign Legion is a unique infantry unit in the French army. The legion was specifically created for foreign nationals who wished to fight for France. Famously courageous and totally indifferent to personal safety, the Foreign Legion have seen service in every French war since their inception. The unit has been highly romanticized - according to popular culture, it is a place where heartbroken men go to forget women and scoundrels go to escape justice. This may or may not be accurate, but whatever the case the Legion is a tough and very effective fighting force.
The practice of recruiting foreign nationals into its own corps has been emulated by other countries, such as the Dutch KNIL established in 1814, the Chinese Ever Victorious Army in 1860, the Spanish Foreign Legion in 1920, and the Israeli Mahal in 1948.
The practice of recruiting foreign nationals into its own corps has been emulated by other countries, such as the Dutch KNIL established in 1814, the Chinese Ever Victorious Army in 1860, the Spanish Foreign Legion in 1920, and the Israeli Mahal in 1948.
Fusilier
Game Info:
Cost: 625 🔨 / 600 🕊️
👣 Moves: 2
⚔️ Strength: 38
Air Strike Defense: 4
----------------
Free Promotions:
• Field Works
• Formation I
----------------
Required Buildings for Investment: Armory
Prerequisite Technologies: Rifling
Becomes Obsolete With: Replaceable Parts
👣 Moves: 2
⚔️ Strength: 38
Air Strike Defense: 4
----------------
Free Promotions:
• Field Works
• Formation I
----------------
Required Buildings for Investment: Armory
Prerequisite Technologies: Rifling
Becomes Obsolete With: Replaceable Parts
Required Technology:
Becomes Obsolete with:
Free Promotions:
Strategy:
The Fusilier is the gunpowder unit following the Tercio. It is significantly more powerful than the Tercio, giving the army with the advanced units a big advantage over civs which have not yet upgraded to the new unit. Furthermore, as the first gunpowder melee unit, it comes equipped with promotions designed to help it hold and push the front lines of a fight.
Historical Info:
A rifle is a firearm designed to be fired from the shoulder. The inside of the barrel has "rifled" grooves designed to spin the projectile as it is fired, giving it far greater range and accuracy than an unrifled projectile. The earliest attempts at rifled barrels in Europe occurred in the 15th century, but difficulties in manufacturing kept it from general use until the 19th. British and American skirmishers and scouts were equipped with rifled muskets during the Napoleonic Wars/War of 1812, but the weapons' slower loading time kept them out of the hands of the regular infantry for some years further.
The invention of the "minie ball" greatly speeded up loading time, and by the American Civil War rifled muskets were in use in all major European armies. By the end of the Civil War the rifled musket was rendered obsolete by the breech-loading repeating rifle, which had a firing rate of perhaps a second (as fast as one could cock the lever and pull the trigger), compared to the muzzle-loading rifle's firing rate of perhaps 20 to 30 seconds per shot for a well-trained soldier.
The invention of the "minie ball" greatly speeded up loading time, and by the American Civil War rifled muskets were in use in all major European armies. By the end of the Civil War the rifled musket was rendered obsolete by the breech-loading repeating rifle, which had a firing rate of perhaps a second (as fast as one could cock the lever and pull the trigger), compared to the muzzle-loading rifle's firing rate of perhaps 20 to 30 seconds per shot for a well-trained soldier.
Gatling Gun
Game Info:
Cost: 700 🔨 / 700 🕊️
👣 Moves: 2
• Range: 2
🏹 Ranged Strength: 44
⚔️ Strength: 32
Air Strike Defense: 2
----------------
Free Promotions:
• Covering Fire I
• Naval Target Penalty
• May Not Melee Attack
----------------
Required Buildings for Investment: Armory
Prerequisite Technologies: Dynamite
Becomes Obsolete With: Ballistics
👣 Moves: 2
• Range: 2
🏹 Ranged Strength: 44
⚔️ Strength: 32
Air Strike Defense: 2
----------------
Free Promotions:
• Covering Fire I
• Naval Target Penalty
• May Not Melee Attack
----------------
Required Buildings for Investment: Armory
Prerequisite Technologies: Dynamite
Becomes Obsolete With: Ballistics
Required Technology:
Becomes Obsolete with:
Free Promotions:
Strategy:
The Gatling Gun is a mid-game non-siege ranged unit that can lay down a terrifying hail of bullets. It is much more powerful than earlier ranged units like the Musketman, but it is much weaker than other military units of its era. As such, it should be used as a source of attrition. It weakens nearby enemy units, and gains bonus strength when defending. When attacking, the Gatling Gun deals less damage to Armored or fortified Units, as well as cities. Put Gatling Guns in your cities or on chokepoints for optimal defensive power.
Historical Info:
The Gatling gun, forerunner to the machine gun, was invented in 1861 AD by the American Dr. Richard Gatling in the hope of reducing the size of armies and displaying how futile war is. Operation of a Gatling gun involved a revolving multi-barrel design, in which a hand crank turned the mechanism. As each barrel cycled, the spent cartridge was ejected, a new one loaded, and the muzzle barrel cooled. In this manner, a high rate of fire could be maintained without overheating. What the Gatling gun lacked in accuracy was made up for by its lethality.
Although not officially adopted by the United States Army until 1866, it was used for the first time in combat during the American Civil War by Union forces. It next saw use during the Peru-Chile War of the Pacific (1879-1883), which convinced European armies of its utility against massed enemies. Within a decade, the Gatling gun was adopted by most of the major powers; it was used most effectively to expand their colonial empires against the likes of the Ndebele, Zulu, Bedouins, Turkmen, Boxers, and other native peoples. In the first decade of the 1900s, designs for gas-operated "machine" guns made the weapon obsolete; the U.S. Army withdrew all models of the Gatling gun from service in 1911, followed soon after by the European armies.
Although not officially adopted by the United States Army until 1866, it was used for the first time in combat during the American Civil War by Union forces. It next saw use during the Peru-Chile War of the Pacific (1879-1883), which convinced European armies of its utility against massed enemies. Within a decade, the Gatling gun was adopted by most of the major powers; it was used most effectively to expand their colonial empires against the likes of the Ndebele, Zulu, Bedouins, Turkmen, Boxers, and other native peoples. In the first decade of the 1900s, designs for gas-operated "machine" guns made the weapon obsolete; the U.S. Army withdrew all models of the Gatling gun from service in 1911, followed soon after by the European armies.
Ironclad
Game Info:
Cost: 900 🔨 / 700 🕊️
👣 Moves: 5
⚔️ Strength: 55
Air Strike Defense: 5
----------------
Required Buildings for Investment: Seaport
Prerequisite Technologies: Industrialization
Becomes Obsolete With: Radio
----------------
A very powerful naval melee unit, the Ironclad dominates the oceans of the Industrial age.
👣 Moves: 5
⚔️ Strength: 55
Air Strike Defense: 5
----------------
Required Buildings for Investment: Seaport
Prerequisite Technologies: Industrialization
Becomes Obsolete With: Radio
----------------
A very powerful naval melee unit, the Ironclad dominates the oceans of the Industrial age.
Required Technology:
Becomes Obsolete with:
Strategy:
Ironclads are the first steam-powered warships available. Fighting as a naval melee unit, they are harder to kill than any sailing vessel, and their Combat strength is higher. Use them primarily for in-shore defense and to assault cities.
Historical Info:
Although visionaries had been dreaming of machine-powered armored vessels as far back as Leonardo da Vinci, ironclads first saw widespread use in the American Civil War in the mid 19th century. The first true ironclad battle was in the American Civil War in 1862, between the Union's Monitor and the Confederacy's Virginia (also known as the "Merrimac"). The battle raged on for four hours, with both vessels' cannon hammering away at each other to little effect, and the fight pretty much ended in a draw. However, the effect of the battle on the world was profound. In a single morning of inconclusive fighting these ponderous and clumsy vessels - able to move against the wind and mostly impervious to the cannon of the day - made every nation's navy obsolete.
Mehal Sefari
Game Info:
City-State Unique Unit
----------------
👣 Moves: 2
⚔️ Strength: 42
Air Strike Defense: 4
----------------
Free Promotions:
• Cover I
• Near Capital Bonus
• Field Works
• Formation I
• Homeland Guardian
----------------
Prerequisite Technologies: Rifling
Becomes Obsolete With: Combined Arms
----------------
👣 Moves: 2
⚔️ Strength: 42
Air Strike Defense: 4
----------------
Free Promotions:
• Cover I
• Near Capital Bonus
• Field Works
• Formation I
• Homeland Guardian
----------------
Prerequisite Technologies: Rifling
Becomes Obsolete With: Combined Arms
Required Technology:
Becomes Obsolete with:
Free Promotions:
Strategy:
The Mehal Sefari possesses significant combat bonuses when fighting in friendly land, especially when near your 🏛️ Capital.
Historical Info:
The Mehal Sefari was an elite unit of Imperial guardsmen who protected the emperors of Ethiopia in the 19th and 20th centuries. Originally serving as the personal bodyguards for the emperors of Ethiopia, the Mehal Sefari grew to become a formidable brigade of the Ethiopian military. Consisting of specialized units of infantry, cavalry, artillery and marksmen, the Mehal Sefari's status as the elite force of Ethiopia was ensured by the rigorous training and modern equipment provided to them.
Norwegian Ski Infantry
Game Info:
City-State Unique Unit
----------------
👣 Moves: 2
⚔️ Strength: 40
Air Strike Defense: 4
----------------
Free Promotions:
• Field Works
• Formation I
• Highlander
----------------
Prerequisite Technologies: Rifling
Becomes Obsolete With: Combined Arms
----------------
👣 Moves: 2
⚔️ Strength: 40
Air Strike Defense: 4
----------------
Free Promotions:
• Field Works
• Formation I
• Highlander
----------------
Prerequisite Technologies: Rifling
Becomes Obsolete With: Combined Arms
Required Technology:
Becomes Obsolete with:
Free Promotions:
Strategy:
The Norwegian Ski Infantry moves through Snow, Tundra, and Hills at double speed. It also has +25% ⚔️ Combat Strength in Snow, Tundra or Hill terrain if neither Forest nor Jungle are present.
Historical Info:
These intrepid infantrymen were employed heavily by Denmark against Sweden during the Napoleonic Wars of 1807- 1814. Comparable in speed to light cavalry, these soldiers were capable of traversing the mountainsides and snow- covered fields much faster than anyone else on foot or horseback. Besides being able to cross forested and rocky terrain efficiently, the ski infantry were also used to pull wagons of supplies or even other squads of soldiers, as the lack of roads and deep snow made traditional horse travel difficult. Their first recorded usage dates back to roughly the 13th century.
Today, the ski infantry are still used by the Danish Navy to patrol large stretches of northern and eastern Greenland, areas of which are too rugged for most other forms of transportation. In Norway, every soldier in the army is still trained in the art of ski combat, and the Biathlon sporting event was inspired and developed from their military training and patrol routes.
Today, the ski infantry are still used by the Danish Navy to patrol large stretches of northern and eastern Greenland, areas of which are too rugged for most other forms of transportation. In Norway, every soldier in the army is still trained in the art of ski combat, and the Biathlon sporting event was inspired and developed from their military training and patrol routes.
(American) Monitor
Game Info:
American Unique Ironclad
----------------
Cost: 900 🔨 / 700 🕊️
👣 Moves: 5
⚔️ Strength: 61
Air Strike Defense: 5
----------------
Free Promotions:
• Harbor Defense
• Hardened
----------------
Required Buildings for Investment: Seaport
Prerequisite Technologies: Industrialization
Becomes Obsolete With: Nuclear Fission
----------------
Cost: 900 🔨 / 700 🕊️
👣 Moves: 5
⚔️ Strength: 61
Air Strike Defense: 5
----------------
Free Promotions:
• Harbor Defense
• Hardened
----------------
Required Buildings for Investment: Seaport
Prerequisite Technologies: Industrialization
Becomes Obsolete With: Nuclear Fission
Required Technology:
Becomes Obsolete with:
Free Promotions:
Civilization:
Strategy:
The Monitor benefits a lot from Combat Strength boosts and Dauntless Promotion, becauce the combined -8 Damage Reduction works better the less damage enemies can deal to you. Therefore, promote your Monitors as much as you can and accompany them with Great Admirals. The City Defense Bonus is a small benefit; the main strength of this Ship lies in its high base Combat Strength.
Historical Info:
In the Civil War, a "monitor" was an armored, steam-driven warship with a very low freeboard (as a foot from waterline to deck) mounting a few heavy guns in one or more turrets. Intended primarily for use on the rivers that cut through Southern territory, the unseaworthy craft were used to support land forces, protect riverbank positions, and control river passage; monitors were crucial to the Union victories in the West, notably along the Mississippi River.
(Austrian) Grenzer
Game Info:
Austrian Unique Fusilier
----------------
Cost: 625 🔨 / 600 🕊️
👣 Moves: 2
⚔️ Strength: 38
Air Strike Defense: 4
----------------
Free Promotions:
• Field Works
• Formation I
• Frontiersman
----------------
Required Buildings for Investment: Armory
Prerequisite Technologies: Rifling
Becomes Obsolete With: Combined Arms
----------------
Cost: 625 🔨 / 600 🕊️
👣 Moves: 2
⚔️ Strength: 38
Air Strike Defense: 4
----------------
Free Promotions:
• Field Works
• Formation I
• Frontiersman
----------------
Required Buildings for Investment: Armory
Prerequisite Technologies: Rifling
Becomes Obsolete With: Combined Arms
Required Technology:
Becomes Obsolete with:
Free Promotions:
Civilization:
Historical Info:
The Habsburgs' military frontier were composed of a diverse array of client duchies, soldier-settlers, and refugees. These border-men, or Grenzers, developed a fearsome reputation for vigilance, tenacity, and fieldcraft after generations defending their lands from Ottoman raids. When the Muslim threat subsided in the 18th century, the Grenzers became a mainstay of Austro-Hungarian forces in their European conflicts, distinguishing themselves as flexible and reliable infantry in the Napoleonic Wars.
(Brazilian) Amazonas
Game Info:
Brazilian Unique Ironclad
----------------
Cost: 900 🔨 / 700 🕊️
👣 Moves: 5
⚔️ Strength: 58
Air Strike Defense: 5
----------------
Free Promotions:
• Blitz
• Breacher
• Riachuelo
----------------
Required Buildings for Investment: Seaport
Prerequisite Technologies: Industrialization
Becomes Obsolete With: Nuclear Fission
----------------
Cost: 900 🔨 / 700 🕊️
👣 Moves: 5
⚔️ Strength: 58
Air Strike Defense: 5
----------------
Free Promotions:
• Blitz
• Breacher
• Riachuelo
----------------
Required Buildings for Investment: Seaport
Prerequisite Technologies: Industrialization
Becomes Obsolete With: Nuclear Fission
Required Technology:
Becomes Obsolete with:
Civilization:
Strategy:
Thanks to the Blitz Promotion, Amazonas not only can attack twice per turn, but can also move after attacking. This enables focus attacks on ships, which is strong as it allows to defeat enemy Units more reliably. This synergizes with Amazonas' gain of Golden Age Points and Great Admiral Points upon defeating enemy Units which further synergizes with Brazil's Unique Ability. Blitz also allows attacking Cities with many ships in a single turn, which stopped being possible with the obsolation of Galleasses. Consider building many Amazonas and performing mass sieges on Cities with as many of them as possible, even without siege promotions from the Hull Promotion line!
Historical Info:
The Amazonas was a large steam frigate serving as the flagship of the Brazilian Navy during the Paraguayan War, the bloodiest conflict in South American history. The hulking warship played a pivotal roll at the Battle of Riachuelo, where a combined artillery and naval brigade of Paraguayans attempted to ambush the Brazilians in the early morning and under the cover of a dense fog. Caught by surprise, the Brazilians were put at a great disadvantage, but rallied and countered the Paraguayans. The Amazonas proved to be the decisive factor, ramming and sinking two ships and disabling a third. At Riachuelo, the Paraguayans navy was badly damaged, putting a halt to their momentum for the remainder of the war. Brazil and its allies took the initiative and maintained naval supremacy for the remainder of the war.
(English) Redcoat
Game Info:
English Unique Fusilier
----------------
Cost: 625 🔨 / 600 🕊️
👣 Moves: 2
⚔️ Strength: 38
Air Strike Defense: 4
----------------
Free Promotions:
• Field Works
• Formation I
• Rule Britannia
• Sun Never Sets
----------------
Required Buildings for Investment: Armory
Prerequisite Technologies: Rifling
Becomes Obsolete With: Combined Arms
----------------
Cost: 625 🔨 / 600 🕊️
👣 Moves: 2
⚔️ Strength: 38
Air Strike Defense: 4
----------------
Free Promotions:
• Field Works
• Formation I
• Rule Britannia
• Sun Never Sets
----------------
Required Buildings for Investment: Armory
Prerequisite Technologies: Rifling
Becomes Obsolete With: Combined Arms
Required Technology:
Becomes Obsolete with:
Free Promotions:
Civilization:
Historical Info:
Despite not being a rare occurence throughout European military history (with Danish, and even French units wearing bright red uniforms at some points), the red uniforms of the infantry of the British Army and Royal Navy have become nationaly and internationaly recognized as unmistakable symbols of the British military power. Originally meant to lower fabrication costs, the diffusion of red uniforms followed a slow process that can be traced back all the way to the War of the Roses in the 15th century. During the reforms that led to the creation of the New Model Army, the red, now considered a staple of English identity, became more prevalent, and stayed that way in the following centuries: its notoriaty came from being worn by British infantry during the whole period of British imperialist policies, from America to Oceania, Africa to Europe and Asia. The only major changes to the color of the uniforms were decided after the lethality of fire became much more prevalent and the red uniform, from a mean of distinction, became a liability. Nonetheless, it kept an important role in British military ceremonial, with royal guards still wearing it during their service.
(Greek) Klepht
Game Info:
Greek Unique Commando
----------------
Cost: 625 🔨 / 600 🕊️
👣 Moves: 3
• Sight: 3
⚔️ Strength: 34
Air Strike Defense: 2
----------------
Free Promotions:
• Combat Bonus When Attacking (25)
• Brute Force
• Can Move After Attacking
• Commando
• Philhellenism
• Reconnaissance
• Scavenger
----------------
Required Buildings for Investment: Armory
Prerequisite Technologies: Railroad
Becomes Obsolete With: Computers
----------------
Cost: 625 🔨 / 600 🕊️
👣 Moves: 3
• Sight: 3
⚔️ Strength: 34
Air Strike Defense: 2
----------------
Free Promotions:
• Combat Bonus When Attacking (25)
• Brute Force
• Can Move After Attacking
• Commando
• Philhellenism
• Reconnaissance
• Scavenger
----------------
Required Buildings for Investment: Armory
Prerequisite Technologies: Railroad
Becomes Obsolete With: Computers
Required Technology:
Becomes Obsolete with:
Free Promotions:
Civilization:
Historical Info:
Bandits and mountainfolk, turned anti-Ottoman insurgents and freedom fighters, The Klephts were the bedrock upon which the modern Greek army was formed. Together with the men originally hired to capture them, the Armatoloi, the Klephts formed the "yeast of liberty", the first hope for Greek independence after more than four centuries of Ottoman rule.
Undisciplined and flighty as one would expect of brigands, Klephts waged an effective guerilla campaign against the much larger Ottoman armies sent to subdue them. Massacres on both sides of the conflict were inflicted, but European sympathies fell heavily in favor of the Greeks. The unbridled cruelty of the Muslim Ottomans outraged Europe's citizenry, who raised supplies, food and volunteers to fight for a Hellenic independence.
After 8 years, Ottoman forces had finally managed to crush the revolt, but where Greek soldiers had failed poets and propaganda had succeeded. French, British, and Russian governments each sent a fleet in defense of the Greek islands in response to popular demand for intervention. In the face of such overwhelming force, the Ottomans sued for peace and liberated Greece. After more than 2,000 years under the boots of Macedonian, Roman and Ottoman conquerors, The Greek homeland was at last free -- unified as one people for the first time in history.
Undisciplined and flighty as one would expect of brigands, Klephts waged an effective guerilla campaign against the much larger Ottoman armies sent to subdue them. Massacres on both sides of the conflict were inflicted, but European sympathies fell heavily in favor of the Greeks. The unbridled cruelty of the Muslim Ottomans outraged Europe's citizenry, who raised supplies, food and volunteers to fight for a Hellenic independence.
After 8 years, Ottoman forces had finally managed to crush the revolt, but where Greek soldiers had failed poets and propaganda had succeeded. French, British, and Russian governments each sent a fleet in defense of the Greek islands in response to popular demand for intervention. In the face of such overwhelming force, the Ottomans sued for peace and liberated Greece. After more than 2,000 years under the boots of Macedonian, Roman and Ottoman conquerors, The Greek homeland was at last free -- unified as one people for the first time in history.
(Moroccan) Berber Cavalry
Game Info:
Moroccan Unique Cavalry
----------------
Cost: 800 🔨 / 700 🕊️
👣 Moves: 5
• Range: 1
🏹 Ranged Strength: 34
⚔️ Strength: 42
Air Strike Defense: 2
----------------
Free Promotions:
• Can Move After Attacking
• City Attack Penalty
• Homeland Guardian
• Ignores Terrain Cost
• Naval Target Penalty
• No Defensive Terrain Bonuses
• May Not Melee Attack
• Skirmisher Doctrine
----------------
Required Buildings for Investment: Armory, Stable
Prerequisite Technologies: Military Science
Becomes Obsolete With: Mobile Tactics
Resources Required: 1 Horses
----------------
Cost: 800 🔨 / 700 🕊️
👣 Moves: 5
• Range: 1
🏹 Ranged Strength: 34
⚔️ Strength: 42
Air Strike Defense: 2
----------------
Free Promotions:
• Can Move After Attacking
• City Attack Penalty
• Homeland Guardian
• Ignores Terrain Cost
• Naval Target Penalty
• No Defensive Terrain Bonuses
• May Not Melee Attack
• Skirmisher Doctrine
----------------
Required Buildings for Investment: Armory, Stable
Prerequisite Technologies: Military Science
Becomes Obsolete With: Mobile Tactics
Resources Required: 1 Horses
Required Technology:
Becomes Obsolete with:
Free Promotions:
Civilization:
Strategy:
The Berber Cavalry is the Moroccan unique unit, replacing the Cavalry. It possesses a combat bonus when fighting in friendly land, and can move through difficult terrain without penalty.
Combined with the Moroccan Unique Ability, you can send the Berber Cavalry out to plunder foreign Trade Routes easily. Just make sure you aren't seen!
Combined with the Moroccan Unique Ability, you can send the Berber Cavalry out to plunder foreign Trade Routes easily. Just make sure you aren't seen!
Historical Info:
Inhabiting the Magreb for centuries, the fierce Berber warriors were masters of the Rif Mountains and the western Sahara Desert. Typically Berber riders were mounted on Barb horses, a North African breed of exceptional hardiness. Berber warriors wore light clothing suited to the heat and dry climate, augmented by robes in the winter. Their weaponry was adapted from that of the Arabs: a long straight sword, a curved and ornamented dagger, and a long-barrel firearm (smoothbore or rifled). Although raiding caravans and coastal settlements was common, Berber cavalrymen were not adverse to conventional battle - having proved their worth against the heavy, armored European knights in several conflicts.
(Portuguese) Caçador
Game Info:
Portuguese Unique Gatling Gun
----------------
Cost: 700 🔨 / 700 🕊️
👣 Moves: 2
• Range: 2
🏹 Ranged Strength: 44
⚔️ Strength: 32
Air Strike Defense: 2
----------------
Free Promotions:
• Covering Fire I
• Fighting Cock
• Naval Target Penalty
• May Not Melee Attack
• Scouting II
----------------
Required Buildings for Investment: Armory
Prerequisite Technologies: Dynamite
Becomes Obsolete With: Mobile Tactics
----------------
Cost: 700 🔨 / 700 🕊️
👣 Moves: 2
• Range: 2
🏹 Ranged Strength: 44
⚔️ Strength: 32
Air Strike Defense: 2
----------------
Free Promotions:
• Covering Fire I
• Fighting Cock
• Naval Target Penalty
• May Not Melee Attack
• Scouting II
----------------
Required Buildings for Investment: Armory
Prerequisite Technologies: Dynamite
Becomes Obsolete With: Mobile Tactics
Required Technology:
Becomes Obsolete with:
Free Promotions:
Civilization:
Historical Info:
The Caçadores were the elite light infantry of the Portuguese army in the 18th and 19th centuries. The divisions were famed for their marksmanship and their brown coats, one of the first attempts at military camouflage. After Portugal's sound defeat and occupation by Napoleon, the English intervened on behalf of their ally to rally and reorganize a joint war to retake the country. The British general, William Beresford, formed the Caçadores to fill a skirmishing role analogous to the German jaegers or American ranger divisions. Under this combined military, the Caçadores helped in reclaiming Portuguese independence and distinguished themselves as the "fighting cocks" of the Portuguese army until the units were eventually dissolved in the military reforms of 1911.
(Russian) Cossack
Game Info:
Russian Unique Cavalry
----------------
Cost: 800 🔨 / 700 🕊️
👣 Moves: 5
• Range: 1
🏹 Ranged Strength: 37
⚔️ Strength: 44
Air Strike Defense: 2
----------------
Free Promotions:
• Can Move After Attacking
• City Attack Penalty
• Naval Target Penalty
• No Defensive Terrain Bonuses
• May Not Melee Attack
• Skirmisher Doctrine
• Marksmanship
• Withering Fire
----------------
Required Buildings for Investment: Armory, Stable
Prerequisite Technologies: Military Science
Becomes Obsolete With: Mobile Tactics
Resources Required: 1 Horses
----------------
Cost: 800 🔨 / 700 🕊️
👣 Moves: 5
• Range: 1
🏹 Ranged Strength: 37
⚔️ Strength: 44
Air Strike Defense: 2
----------------
Free Promotions:
• Can Move After Attacking
• City Attack Penalty
• Naval Target Penalty
• No Defensive Terrain Bonuses
• May Not Melee Attack
• Skirmisher Doctrine
• Marksmanship
• Withering Fire
----------------
Required Buildings for Investment: Armory, Stable
Prerequisite Technologies: Military Science
Becomes Obsolete With: Mobile Tactics
Resources Required: 1 Horses
Required Technology:
Becomes Obsolete with:
Free Promotions:
Civilization:
Strategy:
The Cossack is the Russian unique unit, replacing the Cavalry. It is significantly stronger, and has a ⚔️ Combat Strength bonus when attacking wounded units. It also does extra damage when attacking enemies that cannot retreat.
Historical Info:
The Cossacks were military communities living in the wilds of the Ukraine and Russia. Originally the term referred specifically to Tatar tribesmen, but by the end of the 15th century it was also used to refer to a number of peasants who had fled from serfdom in Poland, Lithuania and Moscow and had established homes in the wild. Some of the greatest natural horsemen since the Mongols, the Cossacks served in the Russian military in return for special privileges for themselves and their communities. The Russian military employed the Cossack cavalry in all of their major external and internal conflicts right up to the 20th century, and Cossack units fought on both sides during the Russian Civil War. The Cossacks were all but wiped out under Stalinism. Some survivors, however, are attempting to regain their heritage following the collapse of the Soviet Union.
(Russian) Licorne
Game Info:
Russian Unique Field Gun
----------------
Cost: 900 🔨 / 600 🕊️
👣 Moves: 2
• Sight: 1
• Range: 2
🏹 Ranged Strength: 45
⚔️ Strength: 17
Air Strike Defense: 1
----------------
Free Promotions:
• Can Move After Attacking
• Siege Engine
• Cover I
• Grapeshot
• Indirect Fire
• Moves at half-speed in enemy territory
• No Defensive Terrain Bonuses
• May Not Melee Attack
• Siege Inaccuracy
----------------
Required Buildings for Investment: Armory
Prerequisite Technologies: Rifling
Becomes Obsolete With: Advanced Ballistics
Resources Required: 1 Iron
----------------
Cost: 900 🔨 / 600 🕊️
👣 Moves: 2
• Sight: 1
• Range: 2
🏹 Ranged Strength: 45
⚔️ Strength: 17
Air Strike Defense: 1
----------------
Free Promotions:
• Can Move After Attacking
• Siege Engine
• Cover I
• Grapeshot
• Indirect Fire
• Moves at half-speed in enemy territory
• No Defensive Terrain Bonuses
• May Not Melee Attack
• Siege Inaccuracy
----------------
Required Buildings for Investment: Armory
Prerequisite Technologies: Rifling
Becomes Obsolete With: Advanced Ballistics
Resources Required: 1 Iron
Required Technology:
Becomes Obsolete with:
Free Promotions:
Civilization:
Historical Info:
Licorne is the French name given to the Russian 'unicorn' cannons, named for the distinctively shaped handles on the gun barrels. Devised in 1757, Licornes were a flexible design, easy to fire and transport and made in many differing weights and power. Lighter designs are best remembered from their use as mobile horse artillery, a Russian innovation that would change the European theory of combined arms for the next century.
(Shoshone) Comanche Rider
Game Info:
Shoshone Unique Cavalry
----------------
Cost: 800 🔨 / 700 🕊️
👣 Moves: 5
• Range: 1
🏹 Ranged Strength: 35
⚔️ Strength: 41
Air Strike Defense: 2
----------------
Free Promotions:
• Can Move After Attacking
• City Attack Penalty
• No Movement Cost to Pillage
• Full Moon Striker
• Naval Target Penalty
• No Defensive Terrain Bonuses
• May Not Melee Attack
• Skirmisher Doctrine
• Withdraw Before Melee
----------------
Required Buildings for Investment: Armory, Stable
Prerequisite Technologies: Military Science
Becomes Obsolete With: Mobile Tactics
Resources Required: 1 Horses
----------------
Cost: 800 🔨 / 700 🕊️
👣 Moves: 5
• Range: 1
🏹 Ranged Strength: 35
⚔️ Strength: 41
Air Strike Defense: 2
----------------
Free Promotions:
• Can Move After Attacking
• City Attack Penalty
• No Movement Cost to Pillage
• Full Moon Striker
• Naval Target Penalty
• No Defensive Terrain Bonuses
• May Not Melee Attack
• Skirmisher Doctrine
• Withdraw Before Melee
----------------
Required Buildings for Investment: Armory, Stable
Prerequisite Technologies: Military Science
Becomes Obsolete With: Mobile Tactics
Resources Required: 1 Horses
Required Technology:
Becomes Obsolete with:
Free Promotions:
Civilization:
Strategy:
The Comanche Rider is the Shoshone unique unit, replacing the Cavalry. It can move faster, pillage tiles without spending movement, and gain ⚗️ Science doing so. It can also retreat from melee combat once per turn.
Use this to destroy your enemies' infrastructure while maintaining a tech lead!
Use this to destroy your enemies' infrastructure while maintaining a tech lead!
Historical Info:
The Comanche were a branch of the Shoshone driven southward into Oklahoma and northern Texas by increasing pressure of the Northern Plains Indians. As Hunter-gatherers, under conditions of incessant conflict with other Indian peoples and Mexican and American settlers, the migratory Comanche developed a horse-warrior culture. Mounted on sturdy plains ponies, Comanche boys were taught to ride at a very early age. The warriors were armed with obsidian-tipped spears, devastating against opposing warriors on foot, and with bows and later rifles. The favored style of combat was guerilla warfare: short, intense, close-in mounted attacks aimed at killing as many of the enemy as possible and driving off their livestock. The so-called Comanche Wars, beginning with their first raids against Spanish outposts in New Mexico in the 1700s, raged nearly continuously until the last bands were subdued by the U.S. Army in 1875.
(Siamese) Suea Mop
Game Info:
Siamese Unique Field Gun
----------------
Cost: 900 🔨 / 600 🕊️
👣 Moves: 2
• Sight: 1
• Range: 2
🏹 Ranged Strength: 45
⚔️ Strength: 19
Air Strike Defense: 1
----------------
Free Promotions:
• Coastal Artillery
• Cover I
• Crouching Tiger
• Indirect Fire
• Moves at half-speed in enemy territory
• No Defensive Terrain Bonuses
• May Not Melee Attack
• Siege Inaccuracy
----------------
Required Buildings for Investment: Armory
Prerequisite Technologies: Rifling
Becomes Obsolete With: Advanced Ballistics
Resources Required: 1 Iron
----------------
Cost: 900 🔨 / 600 🕊️
👣 Moves: 2
• Sight: 1
• Range: 2
🏹 Ranged Strength: 45
⚔️ Strength: 19
Air Strike Defense: 1
----------------
Free Promotions:
• Coastal Artillery
• Cover I
• Crouching Tiger
• Indirect Fire
• Moves at half-speed in enemy territory
• No Defensive Terrain Bonuses
• May Not Melee Attack
• Siege Inaccuracy
----------------
Required Buildings for Investment: Armory
Prerequisite Technologies: Rifling
Becomes Obsolete With: Advanced Ballistics
Resources Required: 1 Iron
Required Technology:
Becomes Obsolete with:
Free Promotions:
Civilization:
Strategy:
Suea Mop lacks the Combat Strength bonus when attacking Cities, making it similar to a normal Ranged Unit. However, it deals an extra 15 damage to Units if it hasn't moved before attacking on the turn. This ignores damage reduction and high combat strength of attacked Units, so it effectively makes Suea Mop just as effective when attacking Cities (the extra damage is dealt to all garrisons) and very effective when fighting Units, especially if they are more advanced than you. Furthermore, the Coastal Artillery Promotion is powerful when using Suea Mop as coastal defense, so your Cities with water access are safer than they otherwise would be. As it has low Combat Strength, to avoid moving before attacking you will have to carefully position your army.
For Promotions, Logistics has the strongest synergy with Suea Mop because you can apply the 15 damage twice per turn, or you can move after attacking which will not affect this bonus next turn. Alternatively, the Range Promotion will allow you to be stationary with more safety giving more reliability in dealing the bonus damage.
For Promotions, Logistics has the strongest synergy with Suea Mop because you can apply the 15 damage twice per turn, or you can move after attacking which will not affect this bonus next turn. Alternatively, the Range Promotion will allow you to be stationary with more safety giving more reliability in dealing the bonus damage.
Historical Info:
Despite Siam's remarkable diplomacy, they did occasionally come into conflict with the western imperial powers which threated their independence. When the French set their sights on Laos, the Siamese mistakenly believed the English would support them against France and prepared for war. The Suea Mop ("Crouching Tiger") were the most technologically advanced cannons in the Siamese arsenal at the time; coastal artillery which could destroy any French boats foolish enough to enter their harbours. However, no amount of raw power can account for corruption and disorganization; the French managed to establish their beachheads, and the coastal artillery of Thailand remained unused. It turns out that the finest artillery money can buy still needs to be fired.
(Swedish) Carolean
Game Info:
Swedish Unique Fusilier
----------------
Cost: 625 🔨 / 600 🕊️
👣 Moves: 2
⚔️ Strength: 41
Air Strike Defense: 4
----------------
Free Promotions:
• Field Works
• Formation I
• Grenadier
• March
----------------
Required Buildings for Investment: Armory
Prerequisite Technologies: Rifling
Becomes Obsolete With: Combined Arms
----------------
Cost: 625 🔨 / 600 🕊️
👣 Moves: 2
⚔️ Strength: 41
Air Strike Defense: 4
----------------
Free Promotions:
• Field Works
• Formation I
• Grenadier
• March
----------------
Required Buildings for Investment: Armory
Prerequisite Technologies: Rifling
Becomes Obsolete With: Combined Arms
Required Technology:
Becomes Obsolete with:
Free Promotions:
Civilization:
Strategy:
The Carolean is the Swedish unique unit, replacing the Fusilier. It deals damage to all adjacent enemies after advancing from killing a unit, and may heal even after performing an action.
Historical Info:
An elite army of Swedish soldiers, these soldiers served the Swedish crown from roughly 1660 - 1697. Arguably the most effective soldiers of their time, the Caroleans were a small group, but made up for their fewer numbers with innovative tactics and staunch discipline. The Caroleans were strictly offensive troops, and never practiced nor drilled any kind of retreat maneuver. They would charge towards the enemy lines, only responding with their own fire once they were close enough to be sure to hit. The raging, all out charge demoralized many an army, and the Caroleans caused many lines of enemy troops to break and flee.
Anti-Aircraft Gun
Game Info:
Cost: 950 🔨 / 900 🕊️
👣 Moves: 2
⚔️ Strength: 40
Air Strike Defense: 20
Intercept Range: 3
----------------
Free Promotions:
• Air Supremacy I
• Interceptor I
• Interceptor II
----------------
Required Buildings for Investment: Military Academy
Prerequisite Technologies: Ballistics
Becomes Obsolete With: Advanced Ballistics
👣 Moves: 2
⚔️ Strength: 40
Air Strike Defense: 20
Intercept Range: 3
----------------
Free Promotions:
• Air Supremacy I
• Interceptor I
• Interceptor II
----------------
Required Buildings for Investment: Military Academy
Prerequisite Technologies: Ballistics
Becomes Obsolete With: Advanced Ballistics
Required Technology:
Becomes Obsolete with:
Free Promotions:
Strategy:
These specialized artillery units will automatically attack any air unit bombing a target within 3 tiles. (They can only intercept one unit per turn.) They are quite weak in combat against other ground units and should be defended by stronger units when under threat of ground attack.
Historical Info:
These artillery tubes fire shells up into the air. Upon reaching a pre-set height the shells explode, sending an expanding ball of deadly shrapnel into any nearby aircraft. Anti-Aircraft (or "ack-ack") guns are quite vulnerable to attack from the ground: if left unprotected they can be easily destroyed by any enemy infantry or armed unit.
Artillery
Game Info:
Cost: 1,300 🔨 / 900 🕊️
👣 Moves: 2
• Sight: 1
• Range: 3
🏹 Ranged Strength: 50
⚔️ Strength: 27
Air Strike Defense: 3
----------------
Free Promotions:
• Siege Engine
• Cover I
• Indirect Fire
• Moves at half-speed in enemy territory
• No Defensive Terrain Bonuses
• May Not Melee Attack
• Siege Inaccuracy
----------------
Required Buildings for Investment: Military Academy
Prerequisite Technologies: Ballistics
Becomes Obsolete With: Advanced Ballistics
Resources Required: 1 Iron
👣 Moves: 2
• Sight: 1
• Range: 3
🏹 Ranged Strength: 50
⚔️ Strength: 27
Air Strike Defense: 3
----------------
Free Promotions:
• Siege Engine
• Cover I
• Indirect Fire
• Moves at half-speed in enemy territory
• No Defensive Terrain Bonuses
• May Not Melee Attack
• Siege Inaccuracy
----------------
Required Buildings for Investment: Military Academy
Prerequisite Technologies: Ballistics
Becomes Obsolete With: Advanced Ballistics
Resources Required: 1 Iron
Required Technology:
Becomes Obsolete with:
Free Promotions:
Strategy:
Artillery is a deadly siege weapon, more powerful than a cannon and with a longer range. Like the cannon it has limited visibility and must set up (1 mp) to attack, but its Ranged Combat strength is tremendous. Artillery also has the "indirect fire" ability, allowing it to shoot over obstructions at targets it cannot see (as long as other friendly units can see them). Like other siege weapons, Artillery is vulnerable to melee attack.
Historical Info:
As technology has advanced, artillery has assumed ever greater importance on the battlefield. The 19th century guns of the Napoleonic and American Civil Wars are gone, having been replaced by ever-larger, more accurate and deadlier weapons as the years have passed. The German 88 mm gun is one of the best and most versatile artillery weapons of the Second World War. Originally designed as an anti-aircraft weapon, the gun proved so successful as an anti-tank weapon that variants were created for just that purpose.
Bomber
Game Info:
Cost: 850 🔨 / 900 🕊️
Does not consume Unit Supply
• Range: 6
🏹 Ranged Strength: 50
----------------
Required Buildings for Investment: Military Academy
Prerequisite Technologies: Flight
Becomes Obsolete With: Radar
Resources Required: 1 Oil
Does not consume Unit Supply
• Range: 6
🏹 Ranged Strength: 50
----------------
Required Buildings for Investment: Military Academy
Prerequisite Technologies: Flight
Becomes Obsolete With: Radar
Resources Required: 1 Oil
Required Technology:
Becomes Obsolete with:
Strategy:
The Bomber is an early air unit. It is effective against ground targets, less so against naval targets, and it is quite vulnerable to enemy aircraft. The Bomber can be based on a player-owned city or aboard a carrier. It can move from base to base and perform missions within its range. Use it to attack enemy units and cities. When possible, send in triplanes or fighters first to "use up" enemy anti-aircraft defenses for that turn. See the rules on Aircraft for more information.
Historical Info:
By the outbreak of World War I, several nations, including Great Britain, France, and Germany, had all experimented with the concept of explosive bombardment via plane. In the earliest days of the war, bombs were dropped from all types of aircraft, including reconnaissance and fighter planes. One of the first genuine bombers introduced during the war, the Voisin III, was designed by the French aircraft manufacturer Gabriel Voisin. Featuring a standard biplane design reinforced with a steel frame, the Voisin III was capable of carrying payloads of over 300 lbs.
Destroyer
Game Info:
Cost: 1,300 🔨 / 900 🕊️
👣 Moves: 5
⚔️ Strength: 70
Air Strike Defense: 15
----------------
Free Promotions:
• Depth Charges I
----------------
Required Buildings for Investment: Seaport
Prerequisite Technologies: Radio
Becomes Obsolete With: Nuclear Fission
👣 Moves: 5
⚔️ Strength: 70
Air Strike Defense: 15
----------------
Free Promotions:
• Depth Charges I
----------------
Required Buildings for Investment: Seaport
Prerequisite Technologies: Radio
Becomes Obsolete With: Nuclear Fission
Required Technology:
Becomes Obsolete with:
Free Promotions:
Strategy:
Destroyers are naval melee units that can reveal nearby submarines if promoted. Use it for attack and escorting other units.
Historical Info:
A destroyer is a 20th century ship designed for patrol, escort, anti-air and anti-submarine duties. The earliest destroyers were light vessels not well-suited for oceanic cruises unless accompanied by "tenders" carrying additional fuel. By World War II the destroyers were fast, maneuverable and carried enough weaponry and supplies for long-range missions across the world's oceans.
For weaponry, destroyers carried anti-aircraft guns, light anti-ship guns, torpedoes and depth charges. They often accompanied carrier groups, patrolling the waters around the more valuable and larger ships for submarines and providing anti-aircraft cover as well. They escorted supply convoys and patrolled harbors and coasts as well. Duty aboard a World War II destroyer was dangerous indeed; during the war over 220 British, American, Australian and Canadian destroyers were lost, mostly to aircraft attack.
For weaponry, destroyers carried anti-aircraft guns, light anti-ship guns, torpedoes and depth charges. They often accompanied carrier groups, patrolling the waters around the more valuable and larger ships for submarines and providing anti-aircraft cover as well. They escorted supply convoys and patrolled harbors and coasts as well. Duty aboard a World War II destroyer was dangerous indeed; during the war over 220 British, American, Australian and Canadian destroyers were lost, mostly to aircraft attack.
Dreadnought
Game Info:
Cost: 1,300 🔨 / 900 🕊️
👣 Moves: 4
• Range: 2
🏹 Ranged Strength: 65
⚔️ Strength: 50
Air Strike Defense: 10
----------------
Free Promotions:
• May Not Melee Attack
----------------
Required Buildings for Investment: Seaport
Prerequisite Technologies: Radio
Becomes Obsolete With: Nuclear Fission
Resources Required: 1 Iron
👣 Moves: 4
• Range: 2
🏹 Ranged Strength: 65
⚔️ Strength: 50
Air Strike Defense: 10
----------------
Free Promotions:
• May Not Melee Attack
----------------
Required Buildings for Investment: Seaport
Prerequisite Technologies: Radio
Becomes Obsolete With: Nuclear Fission
Resources Required: 1 Iron
Required Technology:
Becomes Obsolete with:
Free Promotions:
Strategy:
Dreadnoughts are capable of firing from a distance, but requires Iron to be built.
Historical Info:
The Dreadnought was the predominant type of battleship in the early 20th century. Its design had two revolutionary features: an "all-big-gun" armament scheme, with more heavy-caliber guns than previous ships, and steam turbine propulsion. The first of its kind, the Royal Navy's "Dreadnought" mounted ten 12-inch (305 mm) guns. The US Navy was the first to adopt oil-firing, deciding to do so in 1910 and ordering oil-fired boilers for the Nevada class, in 1911. Other major navies retained mixed coal-and-oil firing until the end of World War I.
Within five years of the commissioning of "Dreadnought", a new generation of more powerful "super-dreadnoughts" was being built. The first super-dreadnoughts are generally considered to be the British "Orion" class. What made them "super" was the introduction of the heavier 13.5-inch (343 mm) guns and the placement of all the main armament on the centerline. In 1917, the Japanese "Nagato" class was ordered, the first dreadnoughts to mount 16-inch (406 mm) guns, making them arguably the most powerful warships in the world.
Within five years of the commissioning of "Dreadnought", a new generation of more powerful "super-dreadnoughts" was being built. The first super-dreadnoughts are generally considered to be the British "Orion" class. What made them "super" was the introduction of the heavier 13.5-inch (343 mm) guns and the placement of all the main armament on the centerline. In 1917, the Japanese "Nagato" class was ordered, the first dreadnoughts to mount 16-inch (406 mm) guns, making them arguably the most powerful warships in the world.
Landship
Game Info:
Cost: 1,000 🔨 / 800 🕊️
👣 Moves: 4
⚔️ Strength: 60
Air Strike Defense: 3
----------------
Free Promotions:
• Armor Plating I
• Can Move After Attacking
• No Defensive Terrain Bonuses
----------------
Required Buildings for Investment: Military Academy
Prerequisite Technologies: Combustion
Becomes Obsolete With: Combined Arms
Resources Required: 1 Oil
👣 Moves: 4
⚔️ Strength: 60
Air Strike Defense: 3
----------------
Free Promotions:
• Armor Plating I
• Can Move After Attacking
• No Defensive Terrain Bonuses
----------------
Required Buildings for Investment: Military Academy
Prerequisite Technologies: Combustion
Becomes Obsolete With: Combined Arms
Resources Required: 1 Oil
Required Technology:
Becomes Obsolete with:
Free Promotions:
Strategy:
The Landship is a powerful and mobile land unit. It can move after combat, allowing it to blow holes in enemy lines and then move into the now-vacant hexes.
Historical Info:
Conceptualized by British engineers during World War I as a solution to the constant stalemates afforded by the proliferation of trench warfare, the tank grew to become a crucial component of land-based warfare. Although the earliest tank designs proved to be cumbersome, both allied and opposition forces experimented with tank concepts throughout the war. Reliability, weight, and maneuverability were all major hurdles overcome only through continued trial and error.
Light Tank
Game Info:
Cost: 1,300 🔨 / 900 🕊️
👣 Moves: 5
• Range: 1
🏹 Ranged Strength: 52
⚔️ Strength: 58
Air Strike Defense: 5
----------------
Free Promotions:
• Can Move After Attacking
• City Attack Penalty
• Naval Target Penalty
• No Defensive Terrain Bonuses
• May Not Melee Attack
• Skirmisher Doctrine
----------------
Required Buildings for Investment: Military Academy
Prerequisite Technologies: Ballistics
Becomes Obsolete With: Mobile Tactics
Resources Required: 1 Aluminum
👣 Moves: 5
• Range: 1
🏹 Ranged Strength: 52
⚔️ Strength: 58
Air Strike Defense: 5
----------------
Free Promotions:
• Can Move After Attacking
• City Attack Penalty
• Naval Target Penalty
• No Defensive Terrain Bonuses
• May Not Melee Attack
• Skirmisher Doctrine
----------------
Required Buildings for Investment: Military Academy
Prerequisite Technologies: Ballistics
Becomes Obsolete With: Mobile Tactics
Resources Required: 1 Aluminum
Required Technology:
Becomes Obsolete with:
Free Promotions:
Strategy:
The Light Tank is a specialized combat unit designed for hit-and-run tactics. Back them up with Riflemen, Tanks, and Artillery for a potent Modern Era fighting force.
Historical Info:
A light tank is a tank variant initially designed for rapid movement, and now primarily employed in the reconnaissance role, or in support of expeditionary forces where main battle tanks cannot be made available. Early light tanks were generally armed and armored similar to an armored car, but used tracks in order to provide better cross-country mobility. The fast light tank was a major feature of the pre-WWII buildup, where it was expected they would be used to exploit breakthroughs in enemy lines created by slower, heavier tanks. Numerous small tank designs and "tankettes" were developed during this period and known under a variety of names, including the 'combat car'.
Machine Gun
Game Info:
Cost: 950 🔨 / 900 🕊️
👣 Moves: 2
• Range: 2
🏹 Ranged Strength: 58
⚔️ Strength: 45
Air Strike Defense: 10
----------------
Free Promotions:
• Covering Fire I
• Naval Target Penalty
• May Not Melee Attack
----------------
Required Buildings for Investment: Military Academy
Prerequisite Technologies: Ballistics
Becomes Obsolete With: Mobile Tactics
👣 Moves: 2
• Range: 2
🏹 Ranged Strength: 58
⚔️ Strength: 45
Air Strike Defense: 10
----------------
Free Promotions:
• Covering Fire I
• Naval Target Penalty
• May Not Melee Attack
----------------
Required Buildings for Investment: Military Academy
Prerequisite Technologies: Ballistics
Becomes Obsolete With: Mobile Tactics
Required Technology:
Becomes Obsolete with:
Free Promotions:
Strategy:
The Machine Gun is the penultimate non-siege ranged unit, and can lay down a terrifying hail of suppressive fire. It is more powerful than earlier ranged units, but it is much weaker than other military units of its era. As such, it should be used as a source of attrition. Like the Gatling Gun, it weakens nearby enemy units. When attacking, the Machine Gun deals less damage to Armored or fortified Units, as well as cities. It is vulnerable to melee attack. Put Machine Guns in your city for defense, or use them to control chokepoints.
Historical Info:
Machine gun crews make use of powerful, fully-automatic firearms capable of laying down heavy suppression fire, typically at a rate of several hundred rounds per minute. The Gatling gun, predecessor to many modern machine gun designs, was first developed during the 19th century in the United States. This concept later evolved into the Maxim gun, the first of many self-powered machine guns.
Paratrooper
Game Info:
Cost: 950 🔨 / 900 🕊️
👣 Moves: 3
• Sight: 3
⚔️ Strength: 42
Air Strike Defense: 5
----------------
Free Promotions:
• Combat Bonus When Attacking (25)
• No Movement Cost to Pillage
• May Paradrop
• Scavenger
----------------
Required Buildings for Investment: Military Academy
Prerequisite Technologies: Flight
Becomes Obsolete With: Computers
👣 Moves: 3
• Sight: 3
⚔️ Strength: 42
Air Strike Defense: 5
----------------
Free Promotions:
• Combat Bonus When Attacking (25)
• No Movement Cost to Pillage
• May Paradrop
• Scavenger
----------------
Required Buildings for Investment: Military Academy
Prerequisite Technologies: Flight
Becomes Obsolete With: Computers
Required Technology:
Becomes Obsolete with:
Free Promotions:
Strategy:
The Paratrooper is a late-game infantryman. It can parachute up to 9 tiles away (when starting in friendly territory). This allows the paratrooper to literally jump over enemy positions and destroy road networks, pillage vital resources and so forth, wrecking havoc behind his lines. The Paratrooper is at great risk when on such missions, so make sure the target is worth it!
Historical Info:
Paratroopers are light infantrymen trained to jump into battle from airplanes behind enemy lines. Of necessity lightly-armed and carrying limited ammunition, paratroopers rely heavily on the element of surprise to overwhelm their opponents. They also need to be quickly reinforced by ground units breaking through the enemy lines or they risk annihilation as the enemy regroups and surrounds them.
Paratroopers were used with limited success in World War II, with German paratroops taking part in the invasion of Denmark in 1940. German paratroopers assaulted and captured the island of Crete from the air in 1941, however, the troopers' casualties were so horrific that Adolf Hitler forbid future large-scale airborne assaults. The Allied forces deployed paratroopers with moderate success during the Normandy invasion in 1944, but the huge Market Garden paradrops in the Netherlands and Germany later that same year were far from successful, resulting in heavy casualties to the British, Polish and American paratroopers.
While special forces troops still employ paratroopers, the practice has fallen out of favor in modern armies. Today most airborne troops are carried into battle by helicopters.
Paratroopers were used with limited success in World War II, with German paratroops taking part in the invasion of Denmark in 1940. German paratroopers assaulted and captured the island of Crete from the air in 1941, however, the troopers' casualties were so horrific that Adolf Hitler forbid future large-scale airborne assaults. The Allied forces deployed paratroopers with moderate success during the Normandy invasion in 1944, but the huge Market Garden paradrops in the Netherlands and Germany later that same year were far from successful, resulting in heavy casualties to the British, Polish and American paratroopers.
While special forces troops still employ paratroopers, the practice has fallen out of favor in modern armies. Today most airborne troops are carried into battle by helicopters.
Rifleman
Game Info:
Cost: 900 🔨 / 800 🕊️
👣 Moves: 2
⚔️ Strength: 50
Air Strike Defense: 5
----------------
Free Promotions:
• Entrenchments
----------------
Required Buildings for Investment: Military Academy
Prerequisite Technologies: Replaceable Parts
Becomes Obsolete With: Combined Arms
👣 Moves: 2
⚔️ Strength: 50
Air Strike Defense: 5
----------------
Free Promotions:
• Entrenchments
----------------
Required Buildings for Investment: Military Academy
Prerequisite Technologies: Replaceable Parts
Becomes Obsolete With: Combined Arms
Required Technology:
Becomes Obsolete with:
Free Promotions:
Strategy:
The Rifleman is the basic Modern era combat unit. It is significantly stronger than its predecessor, the Fusilier.
Historical Info:
As the 20th century opened, the world experienced two of the deadliest and most destructive wars in human history. It was a time of remarkable advancement in the technology of killing, and the infantrymen of World War I faced every conceivable terror the world's scientists and engineers could throw at them. Typically armed with little more than a bolt-action rifle and a simple uniform, these troops braved the horrors of trench warfare to defend their homes and families.
Submarine
Game Info:
Cost: 1,300 🔨 / 900 🕊️
👣 Moves: 4
• Range: 1
🏹 Ranged Strength: 60
⚔️ Strength: 40
Air Strike Defense: 5
----------------
Free Promotions:
• Major City Attack Penalty
• Can Move After Attacking
• May Enter Ice Tiles
• Is Invisible (Submarine)
• May Not Melee Attack
• Silent Hunter
----------------
Required Buildings for Investment: Seaport
Prerequisite Technologies: Plastics
Becomes Obsolete With: Electronics
Resources Required: 1 Aluminum
👣 Moves: 4
• Range: 1
🏹 Ranged Strength: 60
⚔️ Strength: 40
Air Strike Defense: 5
----------------
Free Promotions:
• Major City Attack Penalty
• Can Move After Attacking
• May Enter Ice Tiles
• Is Invisible (Submarine)
• May Not Melee Attack
• Silent Hunter
----------------
Required Buildings for Investment: Seaport
Prerequisite Technologies: Plastics
Becomes Obsolete With: Electronics
Resources Required: 1 Aluminum
Required Technology:
Becomes Obsolete with:
Free Promotions:
Strategy:
The Submarine is a specialized ship-killing vessel. It is invisible to most units - except for Destroyers, Missile Cruisers, and other Submarines - until it attacks, or is adjacent to another unit. The Submarine can enter ice hexes. Use the Submarine to patrol enemy waters and sink enemy ships, and to guard your own ships against attacks from enemy subs.
Historical Info:
Pre-nuclear submarines were primarily employed as commerce raiders, seeking to sink the enemy's merchant vessels and cutting their supply chain. World War II-era subs were generally equipped with fore and aft torpedo tubes and perhaps a small deck gun capable of sinking a merchant vessel - if nobody was shooting back.
Except in rare cases submarines did not seek out enemy naval vessels. The sub's job was to sink merchant craft and then slip away before the enemy warships or aircraft could find them. In encounters with destroyers the sub generally got the worst of the engagement. In both World Wars I and II German "U-boats" came perilously close to starving the United Kingdom into submission, sinking 11 million tons of shipping in World War I and 14 million tons in World War II, at a cost of close to 1,000 u-boats sunk.
Except in rare cases submarines did not seek out enemy naval vessels. The sub's job was to sink merchant craft and then slip away before the enemy warships or aircraft could find them. In encounters with destroyers the sub generally got the worst of the engagement. In both World Wars I and II German "U-boats" came perilously close to starving the United Kingdom into submission, sinking 11 million tons of shipping in World War I and 14 million tons in World War II, at a cost of close to 1,000 u-boats sunk.
Triplane
Game Info:
Cost: 800 🔨 / 900 🕊️
Does not consume Unit Supply
• Range: 6
🏹 Ranged Strength: 45
Intercept Range: 6
----------------
Free Promotions:
• Air Recon
• Air Sweep
• Air Supremacy I
• Ace Pilot I
• Strafing Runs
----------------
Required Buildings for Investment: Military Academy
Prerequisite Technologies: Flight
Becomes Obsolete With: Radar
Resources Required: 1 Oil
Does not consume Unit Supply
• Range: 6
🏹 Ranged Strength: 45
Intercept Range: 6
----------------
Free Promotions:
• Air Recon
• Air Sweep
• Air Supremacy I
• Ace Pilot I
• Strafing Runs
----------------
Required Buildings for Investment: Military Academy
Prerequisite Technologies: Flight
Becomes Obsolete With: Radar
Resources Required: 1 Oil
Required Technology:
Becomes Obsolete with:
Free Promotions:
Strategy:
The Triplane is an early air unit. It can be based in any city you own or aboard an aircraft carrier. It can move from city to city (or carrier) and can perform "missions" within its range. Use triplanes to attack enemy aircraft and ground units, to scout enemy positions, and to defend against enemy air attacks. See the rules on Aircraft for more information.
Historical Info:
Deriving its name from the unique three-tiered wing system utilized in its design, the triplane was used with varying degrees of success during World War I. The most famous triplane of the war, the Fokker Dr.I, was used extensively by the German air force, gaining particular notoriety as the legendary Red Baron's craft of choice. Although engineers developed many variations on the triplane design, advancements in the traditional biplane rendered the triplane obsolete within a decade of its introduction.
(Arabian) Hashemite Raider
Game Info:
Arabian Unique Light Tank
----------------
Cost: 1,300 🔨 / 900 🕊️
👣 Moves: 5
• Range: 1
🏹 Ranged Strength: 52
⚔️ Strength: 58
Air Strike Defense: 5
----------------
Free Promotions:
• Can Move After Attacking
• City Attack Penalty
• Desert Raider
• Garland Mine
• Naval Target Penalty
• No Defensive Terrain Bonuses
• May Not Melee Attack
• Skirmisher Doctrine
----------------
Required Buildings for Investment: Military Academy
Prerequisite Technologies: Combustion
----------------
Cost: 1,300 🔨 / 900 🕊️
👣 Moves: 5
• Range: 1
🏹 Ranged Strength: 52
⚔️ Strength: 58
Air Strike Defense: 5
----------------
Free Promotions:
• Can Move After Attacking
• City Attack Penalty
• Desert Raider
• Garland Mine
• Naval Target Penalty
• No Defensive Terrain Bonuses
• May Not Melee Attack
• Skirmisher Doctrine
----------------
Required Buildings for Investment: Military Academy
Prerequisite Technologies: Combustion
Required Technology:
Free Promotions:
Civilization:
Historical Info:
Long considered the "Sick Man of Europe", Ottoman power was in decline well before nationalist sentiment took root in the Arab population. When WWI broke out among the European powers the Ottomans set about crushing Arab dissent. Arab citizens responded in a popular revolt, declaring a new Islamic empire.
Hussein bin Ali, Sharif of Mecca, began the rebellion in hopes of re-establishing a Hashemite dynasty in Arabia, and led his fellow Arabs in armed rebellion against their Turkish masters in Hejaz. Seeing an opportunity to tie down Ottoman forces in a new front, the British promised to recognize Arab hegemony and heavily subsidize the revolt, sending the now famous T.E. Lawrence as a liaison. With this new infusion of funds and equipment, the Arabs waged a guerilla war through the desert, crippling Ottoman supply lines. With the help of French and English navy, they were able to take several ports along the Mediterranean coast, emboldening even more to join their cause.
With the end of WWI in 1918 and the Ottomans' defeat, the Arabs expected the full cooperation of their European allies as they established their new kingdom. However, the English and French had other plans. Behind closed doors, the French and English secretly formed the Sykes-Picot Agreement which divided the Middle-East amongst their own respective spheres of influence. This gross betrayal of a trusted ally has soured relations between the Arab states and the West ever since.
Hussein bin Ali, Sharif of Mecca, began the rebellion in hopes of re-establishing a Hashemite dynasty in Arabia, and led his fellow Arabs in armed rebellion against their Turkish masters in Hejaz. Seeing an opportunity to tie down Ottoman forces in a new front, the British promised to recognize Arab hegemony and heavily subsidize the revolt, sending the now famous T.E. Lawrence as a liaison. With this new infusion of funds and equipment, the Arabs waged a guerilla war through the desert, crippling Ottoman supply lines. With the help of French and English navy, they were able to take several ports along the Mediterranean coast, emboldening even more to join their cause.
With the end of WWI in 1918 and the Ottomans' defeat, the Arabs expected the full cooperation of their European allies as they established their new kingdom. However, the English and French had other plans. Behind closed doors, the French and English secretly formed the Sykes-Picot Agreement which divided the Middle-East amongst their own respective spheres of influence. This gross betrayal of a trusted ally has soured relations between the Arab states and the West ever since.
(French) SPAD S.VII
Game Info:
French Unique Triplane
----------------
Cost: 800 🔨 / 900 🕊️
Does not consume Unit Supply
• Range: 6
🏹 Ranged Strength: 46
Intercept Range: 7
----------------
Free Promotions:
• Air Logistics
• Air Recon
• Air Sweep
• Air Supremacy I
• Ace Pilot I
• Strafing Runs
----------------
Required Buildings for Investment: Military Academy
Prerequisite Technologies: Flight
Resources Required: 1 Oil
----------------
Cost: 800 🔨 / 900 🕊️
Does not consume Unit Supply
• Range: 6
🏹 Ranged Strength: 46
Intercept Range: 7
----------------
Free Promotions:
• Air Logistics
• Air Recon
• Air Sweep
• Air Supremacy I
• Ace Pilot I
• Strafing Runs
----------------
Required Buildings for Investment: Military Academy
Prerequisite Technologies: Flight
Resources Required: 1 Oil
Required Technology:
Free Promotions:
Civilization:
Historical Info:
World War I saw rapid technological and tactical changes in how wars were fought, including the adoption of aircraft for scouting and bombing. These machines opened an entirely new theatre of war. Despite their promise, the first aircrafts were slow, clumsy, and unreliable due to their underpowered combustion engines. This all changed in 1915 when Marc Birgikt invented a new V8 engine boasting 150 horsepower and weighing only 330 pounds. The French high command saw the new motor's value as an aircraft engine and commissioned a new fighter aircraft: The Société Pour L'Aviation et ses Dérivés, or "SPAD" S. VII.
By late 1916, SPAD VIIs were beginning to see action, and were widely adopted by allied pilots for the rest of the war. Though lacking the maneuverability of older Nieuport fighters, the SPAD VII was unmatched in sheer speed, travelling in excess of 127mph and capable of diving at more than 249mph. Pilots created entirely new tactics to leverage this speed, which gave the SPAD the ability to safely avoid pitched battles. The added stability in diving was especially appreciated over the old Nieuports, which had a bad habit of shedding their wings during maneuvers.
Air superiority became a constant arms race against newer and better German designs and engines. By the end of the war, the SPAD VII's single .303 Vickers machine gun was outmatched by German fighters, which carried at least two machine guns. The heavier and faster SPAD XIII eventually replaced the SPAD VII by late 1917, and saw France through the remainder of the War. Despite its shortcomings, the SPAD series is remembered as one of the fastest and most powerful of WWI fighters.
By late 1916, SPAD VIIs were beginning to see action, and were widely adopted by allied pilots for the rest of the war. Though lacking the maneuverability of older Nieuport fighters, the SPAD VII was unmatched in sheer speed, travelling in excess of 127mph and capable of diving at more than 249mph. Pilots created entirely new tactics to leverage this speed, which gave the SPAD the ability to safely avoid pitched battles. The added stability in diving was especially appreciated over the old Nieuports, which had a bad habit of shedding their wings during maneuvers.
Air superiority became a constant arms race against newer and better German designs and engines. By the end of the war, the SPAD VII's single .303 Vickers machine gun was outmatched by German fighters, which carried at least two machine guns. The heavier and faster SPAD XIII eventually replaced the SPAD VII by late 1917, and saw France through the remainder of the War. Despite its shortcomings, the SPAD series is remembered as one of the fastest and most powerful of WWI fighters.
(German) Krupp Gun
Game Info:
German Unique Artillery
----------------
Cost: 1,300 🔨 / 900 🕊️
👣 Moves: 2
• Sight: 1
• Range: 3
🏹 Ranged Strength: 55
⚔️ Strength: 27
Air Strike Defense: 3
----------------
Free Promotions:
• Siege Engine
• Cover I
• Indirect Fire
• Minenwerfer
• Moves at half-speed in enemy territory
• No Defensive Terrain Bonuses
• May Not Melee Attack
• Siege Inaccuracy
• Trommelfeuer
----------------
Required Buildings for Investment: Military Academy
Prerequisite Technologies: Replaceable Parts
Resources Required: 1 Iron
----------------
Cost: 1,300 🔨 / 900 🕊️
👣 Moves: 2
• Sight: 1
• Range: 3
🏹 Ranged Strength: 55
⚔️ Strength: 27
Air Strike Defense: 3
----------------
Free Promotions:
• Siege Engine
• Cover I
• Indirect Fire
• Minenwerfer
• Moves at half-speed in enemy territory
• No Defensive Terrain Bonuses
• May Not Melee Attack
• Siege Inaccuracy
• Trommelfeuer
----------------
Required Buildings for Investment: Military Academy
Prerequisite Technologies: Replaceable Parts
Resources Required: 1 Iron
Required Technology:
Free Promotions:
Civilization:
Historical Info:
A Krupp Gun is any member of a family of artillery pieces created by the Krupp family commercial steelworks, based in Essen. The Krupp Guns were the first cast steel field guns to enter mass production and adoption by any military, with the Royal Prussian Army's first purchase in 1856. Krupp Guns were renowned for their quality and for being at the forefront of new developments in artillery.
At the outbreak of World War I, the German army doctrine emphasized mobility and the use of howitzer guns which fired in higher arcs to hit entrenched enemies at steeper angles. This doctrine paid early dividends during the initial stages of the Schlieffen Plan, where smaller, lighter German guns worked well as they marched through Belgium and Northern France, and raced the British to the sea. Though the bulk of their artillery was smaller pieces, like the 7.7 cm FK 96, the Germans also had some of the most impressive heavy artillery of the war with the Minenwerfers, or "mine throwers", short range artillery that outperformed contemporary mortars at a fraction of the weight. As the war began, Germany deployed twelve experimental 45 cm minenwerfer siege guns, some of the largest field artillery pieces ever produced. Affectionately dubbed "Big Bertha" by the German troops, these siege guns punched through dozens of hardened fortresses around Liege and Mauberge, taking the German army within striking distance of Paris in a matter of weeks.
At the outbreak of World War I, the German army doctrine emphasized mobility and the use of howitzer guns which fired in higher arcs to hit entrenched enemies at steeper angles. This doctrine paid early dividends during the initial stages of the Schlieffen Plan, where smaller, lighter German guns worked well as they marched through Belgium and Northern France, and raced the British to the sea. Though the bulk of their artillery was smaller pieces, like the 7.7 cm FK 96, the Germans also had some of the most impressive heavy artillery of the war with the Minenwerfers, or "mine throwers", short range artillery that outperformed contemporary mortars at a fraction of the weight. As the war began, Germany deployed twelve experimental 45 cm minenwerfer siege guns, some of the largest field artillery pieces ever produced. Affectionately dubbed "Big Bertha" by the German troops, these siege guns punched through dozens of hardened fortresses around Liege and Mauberge, taking the German army within striking distance of Paris in a matter of weeks.
Ambassador
Game Info:
Cost: 100 🔨
👣 Moves: 4
• Sight: 1
----------------
Free Promotions:
• Plenipotentiary
----------------
Required Buildings for Investment: Wire Service
Prerequisite Technologies: Atomic Theory
Resources Required: 2 Paper
----------------
Move this unit to a City-State you are not at war with and conduct a Diplomatic Mission to receive 70 Influence. 🔨 Production cost scales with Era.
👣 Moves: 4
• Sight: 1
----------------
Free Promotions:
• Plenipotentiary
----------------
Required Buildings for Investment: Wire Service
Prerequisite Technologies: Atomic Theory
Resources Required: 2 Paper
----------------
Move this unit to a City-State you are not at war with and conduct a Diplomatic Mission to receive 70 Influence. 🔨 Production cost scales with Era.
Required Technology:
Free Promotions:
Strategy:
Ambassadors, though expensive, are essential to winning a Diplomatic Victory. Use them to wrest control of city-states from other players, maintain your own alliances, and, generally, keep the power of the World Congress in your hands. This power will enable you to enact any resolutions you choose, thus placing global supremacy within your grasp.
Historical Info:
The modern Ambassador, born out of the tensions created by the rise of atomic warfare, represents the pinnacle of diplomatic power. Years of formal training in linguistics, politics, culture and economics enable Ambassadors to control whatever city-state they choose. These talents, however, make Ambassadors the most costly diplomatic unit in the game - each Ambassador costs almost as much as a Tank! This investment may seem high, however, if a player chooses to abstain from city-state diplomacy, they will quickly see their influence on the global stage decline, as other players will undoubtedly come to dominate the World Congress. Production cost scales with Era.
Atomic Bomb
Game Info:
Cost: 3,500 🔨
• Range: 6
----------------
Destroyed after Attacking
----------------
Require completion of: Manhattan Project
Prerequisite Technologies: Nuclear Fission
Resources Required: 1 Uranium
• Range: 6
----------------
Destroyed after Attacking
----------------
Require completion of: Manhattan Project
Prerequisite Technologies: Nuclear Fission
Resources Required: 1 Uranium
Required Technology:
Strategy:
An Atomic Bomb is an extremely powerful unit. The Atomic Bomb can be based in a player-owned city or aboard a carrier. It can move from base to base or attack a target within its range of 6 tiles. When it detonates, an Atomic Bomb will damage or possibly destroy units, and cities will be severely damaged, within its blast radius of 2 tiles. It is automatically destroyed when it attacks. See the rules on Nuclear Weapons for more details.
Historical Info:
The early atomic bombers were no different from other heavy bombers, except of course for their payload. The "Enola Gay," which carried the atomic bomb to Hiroshima on August 6, 1945, was an American B-29 bomber, as was the "Bockscar" which dropped the second on Nagasaki three days later. In the period since the war the nuclear powers developed special "strategic bombers" to carry the nuclear weapons deep into enemy territory. These craft can fly a very long range at very high altitudes and are equipped with sophisticated jamming and anti-missile technology. The latest strategic bombers include stealth technology, making them even harder to destroy before they can drop their deadly payloads.
Attack Submarine
Game Info:
Cost: 1,800 🔨 / 1,200 🕊️
👣 Moves: 5
• Range: 1
🏹 Ranged Strength: 72
⚔️ Strength: 50
Air Strike Defense: 10
May Carry: Missiles
----------------
Free Promotions:
• Major City Attack Penalty
• Can Move After Attacking
• May Enter Ice Tiles
• Can Carry 1 Cargo
• Is Invisible (Submarine)
• May Not Melee Attack
• Silent Hunter
----------------
Required Buildings for Investment: Military Academy, Seaport
Prerequisite Technologies: Electronics
Becomes Obsolete With: Robotics
Resources Required: 1 Aluminum
👣 Moves: 5
• Range: 1
🏹 Ranged Strength: 72
⚔️ Strength: 50
Air Strike Defense: 10
May Carry: Missiles
----------------
Free Promotions:
• Major City Attack Penalty
• Can Move After Attacking
• May Enter Ice Tiles
• Can Carry 1 Cargo
• Is Invisible (Submarine)
• May Not Melee Attack
• Silent Hunter
----------------
Required Buildings for Investment: Military Academy, Seaport
Prerequisite Technologies: Electronics
Becomes Obsolete With: Robotics
Resources Required: 1 Aluminum
Required Technology:
Becomes Obsolete with:
Free Promotions:
Strategy:
Attack Submarine is a naval offensive unit, stronger and faster than the predecessor. It can also carry a missile.
Historical Info:
An attack submarine or hunter-killer submarine is a sub specifically designed for the purpose of attacking and sinking other submarines and naval vessels. Some attack subs are also armed with cruise missiles mounted in vertical launch tubes, increasing the scope of their potential missions to include land targets.
The basis for most non-nuclear submarine designs worldwide through the 1950s was Type XXI U-boat, an advanced German submarine from WWII, equipped with a Walter hydrogen peroxide-fueled gas turbine and a high battery capacity allowing high sustained underwater speed.
In 1960s, the first ballistic missile submarines were put into service by both the United States (George Washington class) and the Soviet Union (Golf class) as part of the Cold War nuclear deterrent strategy.
The basis for most non-nuclear submarine designs worldwide through the 1950s was Type XXI U-boat, an advanced German submarine from WWII, equipped with a Walter hydrogen peroxide-fueled gas turbine and a high battery capacity allowing high sustained underwater speed.
In 1960s, the first ballistic missile submarines were put into service by both the United States (George Washington class) and the Soviet Union (Golf class) as part of the Cold War nuclear deterrent strategy.
B17
Game Info:
Cost: 1,500 🔨 / 1,200 🕊️
Does not consume Unit Supply
• Range: 10
🏹 Ranged Strength: 70
----------------
Free Promotions:
• Siege I
• Evasion
----------------
Required Buildings for Investment: Airport, Military Academy
Required Policy: Their Finest Hour
Prerequisite Technologies: Radar
Resources Required: 1 Oil
Does not consume Unit Supply
• Range: 10
🏹 Ranged Strength: 70
----------------
Free Promotions:
• Siege I
• Evasion
----------------
Required Buildings for Investment: Airport, Military Academy
Required Policy: Their Finest Hour
Prerequisite Technologies: Radar
Resources Required: 1 Oil
Required Technology:
Strategy:
The B17 Bomber is unique to the Freedom Ideology. Requires the Their Finest Hour Tenet to be unlocked. It is similar to the bomber, but it is more difficult for enemy anti-aircraft and fighters to target. The B17 also receives a bonus when attacking enemy cities. Unlike the bomber, its range is 10. See the rules on Aircraft for more details.
Historical Info:
The Boeing B-17 "Flying Fortress" was a heavy bomber aircraft used by the United States Army Air Corps during World War II. Equipped with four engines, numerous gun emplacements and a superior "flight ceiling," the B-17 was the favorite bomber of the US Air Corps, despite its inferior range and bombload to the B24 Liberator, primarily because of its ability to sustain heavy damage and still bring its crew back home alive.
Initially used in risky daylight raids against targets in Germany, the B-17 sustained crippling casualties from the Luftwaffe fighters. As the war progressed and the Allies designed fighters capable of escorting the bombers into enemy territory, the B-17's raids became more successful, doing crippling damage to German industry and cities.
Over 12,000 B-17s were constructed during World War II and approximately a third of them were lost in combat.
Initially used in risky daylight raids against targets in Germany, the B-17 sustained crippling casualties from the Luftwaffe fighters. As the war progressed and the Allies designed fighters capable of escorting the bombers into enemy territory, the B-17's raids became more successful, doing crippling damage to German industry and cities.
Over 12,000 B-17s were constructed during World War II and approximately a third of them were lost in combat.
Battleship
Game Info:
Cost: 1,800 🔨 / 1,200 🕊️
👣 Moves: 5
• Range: 2
🏹 Ranged Strength: 75
⚔️ Strength: 60
Air Strike Defense: 15
----------------
Free Promotions:
• Indirect Fire
• May Not Melee Attack
----------------
Required Buildings for Investment: Military Academy, Seaport
Prerequisite Technologies: Nuclear Fission
Becomes Obsolete With: Lasers
Resources Required: 1 Iron
👣 Moves: 5
• Range: 2
🏹 Ranged Strength: 75
⚔️ Strength: 60
Air Strike Defense: 15
----------------
Free Promotions:
• Indirect Fire
• May Not Melee Attack
----------------
Required Buildings for Investment: Military Academy, Seaport
Prerequisite Technologies: Nuclear Fission
Becomes Obsolete With: Lasers
Resources Required: 1 Iron
Required Technology:
Becomes Obsolete with:
Free Promotions:
Strategy:
The Battleship is a powerful warship with a mighty Combat Strength. Its indirect fire ability allows it to bombard targets it cannot see (as long as other friendly units can see them). The Battleship is vulnerable to air and submarine attacks.
Historical Info:
Battleships are large, heavily armored warships equipped with multiple guns of the largest caliber. They are direct linear descendents of the ships of the line of the Age of Sail, equipped to do battle with the enemy's largest warships. In the days before air power and submarines battleships ruled the waves, able to sink anything else afloat. Their extremely powerful guns can be used as artillery as well, sending huge missiles miles inland. Despite their size, speed, armor and firepower, battleships were extremely vulnerable to both air and submarine attack. At Pearl Harbor Japanese planes flying from aircraft carriers sank four American battleships and heavily damaged four more. This convinced the Allies of the primacy of the aircraft carrier as an offensive weapon, and battleships were relegated to shore bombardment and carrier escort duties for much of the rest of the war.
Carrier
Game Info:
Cost: 1,800 🔨 / 1,200 🕊️
👣 Moves: 5
• Range: 2
🏹 Ranged Strength: 45
⚔️ Strength: 70
Air Strike Defense: 40
Intercept Range: 4
May Carry: Planes and Atomic Bombs
----------------
Free Promotions:
• Air Supremacy I
• Can Carry 2 Cargo
• Interceptor I
• May Not Melee Attack
----------------
Required Buildings for Investment: Military Academy, Seaport
Prerequisite Technologies: Computers
Resources Required: 1 Oil
👣 Moves: 5
• Range: 2
🏹 Ranged Strength: 45
⚔️ Strength: 70
Air Strike Defense: 40
Intercept Range: 4
May Carry: Planes and Atomic Bombs
----------------
Free Promotions:
• Air Supremacy I
• Can Carry 2 Cargo
• Interceptor I
• May Not Melee Attack
----------------
Required Buildings for Investment: Military Academy, Seaport
Prerequisite Technologies: Computers
Resources Required: 1 Oil
Required Technology:
Free Promotions:
Strategy:
The Carrier is a specialized vessel which carries fighter airplanes, bombers, and atomic bombs. The Carrier itself is unable to attack, but the aircraft it carries make it the most powerful offensive weapon afloat. Defensively, however, the Carrier is weak and should be escorted by destroyers and submarines. Carriers are, however, armed with anti-air weaporny, and will automatically attack any air unit bombing a target within 4 tiles. (They can only intercept one unit per turn.)
Historical Info:
The first flight of an aircraft from an American vessel came in 1910. While some traditionalists fought the development of the carrier, claiming that the battleship was and would always remain the backbone of a modern navy, carriers were in production in navies across the world by the 1920s. In December of 1941 the Japanese navy proved the power of aircraft carriers beyond the shadow of a doubt by destroying much of the American Pacific fleet (including most of its vaunted battleships) in a brilliant surprise attack at Pearl Harbor. By an extraordinary stroke of fortune the American carriers were not at port when the attack occurred, and these were able to slow the Japanese advance until the massive US carrier production effort began to bear fruit, eventually resulting in overwhelming American carrier (and air) superiority, and crushing defeat for Japan.
Fighter
Game Info:
Cost: 1,400 🔨 / 1,200 🕊️
Does not consume Unit Supply
• Range: 8
🏹 Ranged Strength: 60
Intercept Range: 8
----------------
Free Promotions:
• Air Recon
• Air Recon Range I
• Air Sweep
• Air Supremacy I
• Ace Pilot I
• Strafing Runs
----------------
Required Buildings for Investment: Airport, Military Academy
Prerequisite Technologies: Radar
Resources Required: 1 Oil
Does not consume Unit Supply
• Range: 8
🏹 Ranged Strength: 60
Intercept Range: 8
----------------
Free Promotions:
• Air Recon
• Air Recon Range I
• Air Sweep
• Air Supremacy I
• Ace Pilot I
• Strafing Runs
----------------
Required Buildings for Investment: Airport, Military Academy
Prerequisite Technologies: Radar
Resources Required: 1 Oil
Required Technology:
Free Promotions:
Strategy:
The Fighter is a moderately-powerful air unit. It can be based in any city you own or aboard an aircraft carrier. It can move from city to city (or carrier) and can perform "missions" within its range. Use fighters to attack enemy aircraft and ground units, to scout enemy positions, and to defend against enemy air attacks. Fighters are especially effective against enemy helicopters. See the rules on Aircraft for more information.
Historical Info:
Fighter aircraft were developed in World War I. The earliest "fighters" were little more than self-propelled kites with machine guns on them. By World War II both technology and doctrine had greatly improved, making the now single-winged and armored aircraft deadly killing platforms. The primary role of the fighter is to achieve air superiority over the battlefield, killing enemy aircraft or driving them away, allowing friendly bombers to rain destruction on enemy ground or naval forces unimpeded. Some fighter aircraft also carry bombs to be used against ground units, but even those without bombs can still strafe enemy ground or naval units with deadly effect.
Modern jet fighters are faster, better-armed and armored than those from World War II, but the principles of air combat remain, and the force with air superiority has a tremendous advantage over its enemy.
Modern jet fighters are faster, better-armed and armored than those from World War II, but the principles of air combat remain, and the force with air superiority has a tremendous advantage over its enemy.
Fleet Destroyer
Game Info:
Cost: 1,800 🔨 / 1,200 🕊️
👣 Moves: 5
⚔️ Strength: 80
Air Strike Defense: 25
Intercept Range: 2
----------------
Free Promotions:
• Depth Charges I
• Interceptor I
----------------
Required Buildings for Investment: Military Academy, Seaport
Prerequisite Technologies: Nuclear Fission
Becomes Obsolete With: Stealth
👣 Moves: 5
⚔️ Strength: 80
Air Strike Defense: 25
Intercept Range: 2
----------------
Free Promotions:
• Depth Charges I
• Interceptor I
----------------
Required Buildings for Investment: Military Academy, Seaport
Prerequisite Technologies: Nuclear Fission
Becomes Obsolete With: Stealth
Required Technology:
Becomes Obsolete with:
Free Promotions:
Strategy:
The Fleet Destroyer is a naval melee attack unit designed to hunt down submarines and to provide anti-aircraft support.
Historical Info:
A destroyer is a 20th century ship designed for patrol, escort, anti-air and anti-submarine duties. The earliest destroyers were light vessels not well-suited for oceanic cruises unless accompanied by "tenders" carrying additional fuel. By World War II the destroyers were fast, maneuverable and carried enough weaponry and supplies for long-range missions across the world's oceans.
For weaponry, destroyers carried anti-aircraft guns, light anti-ship guns, torpedoes and depth charges. They often accompanied carrier groups, patrolling the waters around the more valuable and larger ships for submarines and providing anti-aircraft cover as well. They escorted supply convoys and patrolled harbors and coasts as well. Duty aboard a World War II destroyer was dangerous indeed; during the war over 220 British, American, Australian and Canadian destroyers were lost, mostly to aircraft attack.
For weaponry, destroyers carried anti-aircraft guns, light anti-ship guns, torpedoes and depth charges. They often accompanied carrier groups, patrolling the waters around the more valuable and larger ships for submarines and providing anti-aircraft cover as well. They escorted supply convoys and patrolled harbors and coasts as well. Duty aboard a World War II destroyer was dangerous indeed; during the war over 220 British, American, Australian and Canadian destroyers were lost, mostly to aircraft attack.
Heavy Bomber
Game Info:
Cost: 1,500 🔨 / 1,200 🕊️
Does not consume Unit Supply
• Range: 8
🏹 Ranged Strength: 65
----------------
Required Buildings for Investment: Airport, Military Academy
Prerequisite Technologies: Radar
Resources Required: 1 Oil
Does not consume Unit Supply
• Range: 8
🏹 Ranged Strength: 65
----------------
Required Buildings for Investment: Airport, Military Academy
Prerequisite Technologies: Radar
Resources Required: 1 Oil
Required Technology:
Strategy:
The Heavy Bomber is an air unit. It is effective against ground targets, less so against naval targets, and it is quite vulnerable to enemy aircraft. The Heavy Bomber can be based on a player-owned city or aboard a carrier. It can move from base to base and perform missions within its range. Use Bombers to attack enemy units and cities. When possible, send in fighters first to "use up" enemy anti-aircraft defenses for that turn. See the rules on Aircraft for more information.
Historical Info:
A bomber is an aircraft designed to rain destruction down upon enemy troops, armor, and infrastructure. Bombers generally have very long range, allowing them to fly deep into enemy territory to drop their deadly loads. While they may possess machine guns or other close combat weaponry, bombers are basically helpless against enemy fighter aircraft and require an escort of friendly fighters to protect them against hostile airpower.
All major powers used bombers in World War II. The German "blitz" sought to destroy British industries (not to mention London and other cities) from the air, and the Allied bombers reciprocated, dropping massive tons of explosives on German cities, factories, railroads, and other infrastructure. In the Pacific Japanese bombers attacked Allied cities and military facilities, the assault on Pearl Harbor being a notable success. As they gained air dominance the Allied air forces wrecked havoc on Japanese cities and armed forces. Bombers (and their cousins the ballistic missiles) are still the deadliest weapons in modern arsenals.
All major powers used bombers in World War II. The German "blitz" sought to destroy British industries (not to mention London and other cities) from the air, and the Allied bombers reciprocated, dropping massive tons of explosives on German cities, factories, railroads, and other infrastructure. In the Pacific Japanese bombers attacked Allied cities and military facilities, the assault on Pearl Harbor being a notable success. As they gained air dominance the Allied air forces wrecked havoc on Japanese cities and armed forces. Bombers (and their cousins the ballistic missiles) are still the deadliest weapons in modern arsenals.
Infantry
Game Info:
Cost: 1,300 🔨 / 1,000 🕊️
👣 Moves: 2
⚔️ Strength: 62
Air Strike Defense: 8
----------------
Free Promotions:
• DFPs
----------------
Required Buildings for Investment: Military Academy
Prerequisite Technologies: Combined Arms
Becomes Obsolete With: Mobile Tactics
👣 Moves: 2
⚔️ Strength: 62
Air Strike Defense: 8
----------------
Free Promotions:
• DFPs
----------------
Required Buildings for Investment: Military Academy
Prerequisite Technologies: Combined Arms
Becomes Obsolete With: Mobile Tactics
Required Technology:
Becomes Obsolete with:
Free Promotions:
Strategy:
Infantry is the basic Industrial era combat unit. It is significantly stronger than its predecessor, the Rifleman. Modern combat is increasingly complex, and on its own an Infantry unit is vulnerable to air, artillery and tank attack. When possible Infantry should be supported by artillery, tanks, and air (or anti-air) units.
Historical Info:
As the 20th century opened, the world experienced two of the deadliest and most destructive wars in human history. It was a time of remarkable advancement in the technology of killing, and as the decades passed ever more deadly ships, planes and land vehicles were introduced. Through it all the infantryman marched into battle, grimly facing every horror that the greatest minds on the planet could conceive of to throw at him.
The infantryman of World War II was typically armed with a semi-automatic rifle similar to the M1 Garand and might carry one or more grenades. His only protective armor was a metal helmet which was mostly ineffective against direct gunfire, providing at best limited protection against shrapnel. The men on all sides were tough and resourceful and they died in the hundreds of thousands fighting for their homes and countries.
The infantryman of World War II was typically armed with a semi-automatic rifle similar to the M1 Garand and might carry one or more grenades. His only protective armor was a metal helmet which was mostly ineffective against direct gunfire, providing at best limited protection against shrapnel. The men on all sides were tough and resourceful and they died in the hundreds of thousands fighting for their homes and countries.
Mercenary
Game Info:
👣 Moves: 2
⚔️ Strength: 66
Air Strike Defense: 8
----------------
Gain full XP and can Move after Purchase
Free Promotions:
• Amphibious
• Embarkation with Defense
• DFPs
• Enhanced Flank Attack
----------------
Require Completion of Authority
Prerequisite Technologies: Penicillin
⚔️ Strength: 66
Air Strike Defense: 8
----------------
Gain full XP and can Move after Purchase
Free Promotions:
• Amphibious
• Embarkation with Defense
• DFPs
• Enhanced Flank Attack
----------------
Require Completion of Authority
Prerequisite Technologies: Penicillin
Required Technology:
Free Promotions:
Strategy:
Use Mercenaries as a cheap, if slightly less effective means of defending your land from invaders, or as the flanks of a precision attack. Mercenaries receive a large bonus for flanking, so deploy them wisely! Only available if you have unlocked the Finisher policy of the Authority Branch. Can only be obtained via a 💰 Gold purchase.
Historical Info:
Soldiers in private military companies (PMCs) are the contemporary strand of the mercenary trade, providing logistics, soldiers, military training, and other services. Thus, PMC contractors are civilians (in governmental, international, and civil organizations) authorized to accompany an army to the field; hence, the term civilian contractor. Nevertheless, PMCs may use armed force, hence defined as: "legally established enterprises that make a profit, by either providing services involving the potential exercise of [armed] force in a systematic way and by military means, and/or by the transfer of that potential to clients through training and other practices, such as logistics support, equipment procurement, and intelligence gathering."
Pracinha
Game Info:
City-State Unique Unit
----------------
👣 Moves: 2
⚔️ Strength: 62
Air Strike Defense: 8
----------------
Free Promotions:
• DFPs
• Pride of the Nation
• Survivalism I
----------------
Prerequisite Technologies: Combined Arms
----------------
👣 Moves: 2
⚔️ Strength: 62
Air Strike Defense: 8
----------------
Free Promotions:
• DFPs
• Pride of the Nation
• Survivalism I
----------------
Prerequisite Technologies: Combined Arms
Required Technology:
Free Promotions:
Strategy:
This Atomic Era melee unit can use its Survivalism I promotion to help it survive on the front line. When the opportunity presents itself, it can defeat a weakened enemy to earn points toward starting another 🌟 Golden Age.
Historical Info:
After 18 Brazilian merchant ships were sunk by German submarines in the Atlantic, Brazil declared war against Nazi Germany and Fascist Italy in December 1942 AD, joining the Western Allies. In early 1944, 27,500 men and women were trained for the Brazilian Expeditionary Force, known in their homeland as pracinhas brasileiros. Their combat exploits were followed closely by the Brazilian populace, proud of the fact that their nation was the only one in South America to take an active role in Europe. Although lighter armed than their American and British counterparts, the Brazilian regiments fought with an elan and ferocity that brought praise and honors, but suffered almost 1000 killed in the campaign.
Rocket Missile
Game Info:
Cost: 400 🔨
Does not consume Unit Supply
• Range: 8
🏹 Ranged Strength: 120
----------------
Free Promotions:
• Siege I
Destroyed after Attacking
----------------
Required Buildings for Investment: Military Academy
Prerequisite Technologies: Rocketry
Resources Required: 1 Oil
Does not consume Unit Supply
• Range: 8
🏹 Ranged Strength: 120
----------------
Free Promotions:
• Siege I
Destroyed after Attacking
----------------
Required Buildings for Investment: Military Academy
Prerequisite Technologies: Rocketry
Resources Required: 1 Oil
Required Technology:
Free Promotions:
Strategy:
A Rocket Missile is a one-shot unit which is destroyed when it attacks an enemy target. It can directly damage units garrisoned in cities. See the rules on Missiles for more information.
Historical Info:
A Rocket is a self-propelled, unguided weapon system powered by a rocket motor. Historically they have been used mostly as air-to-surface and air-to-air weapons.
The first missiles to be used operationally were a series of missiles developed by Nazi Germany in World War II. Most famous of these are the V-1 flying bomb and V-2 rocket, both of which used a simple mechanical autopilot to keep the missile flying along a pre-chosen route.
The first missiles to be used operationally were a series of missiles developed by Nazi Germany in World War II. Most famous of these are the V-1 flying bomb and V-2 rocket, both of which used a simple mechanical autopilot to keep the missile flying along a pre-chosen route.
Special Forces
Game Info:
Cost: 1,500 🔨 / 1,200 🕊️
👣 Moves: 3
• Sight: 3
⚔️ Strength: 65
Air Strike Defense: 10
----------------
Free Promotions:
• Amphibious
• Combat Bonus When Attacking (25)
• May Paradrop
• Scavenger
----------------
Required Buildings for Investment: Military Academy
Prerequisite Technologies: Computers
Becomes Obsolete With: Lasers
👣 Moves: 3
• Sight: 3
⚔️ Strength: 65
Air Strike Defense: 10
----------------
Free Promotions:
• Amphibious
• Combat Bonus When Attacking (25)
• May Paradrop
• Scavenger
----------------
Required Buildings for Investment: Military Academy
Prerequisite Technologies: Computers
Becomes Obsolete With: Lasers
Required Technology:
Becomes Obsolete with:
Free Promotions:
Strategy:
The Special Forces unit possesses promotions that enhance its Sight and attack strength when embarked at sea. It is also stronger versus Gunpowder Units, and can paradrop up to 9 tiles away from friendly territory.
Historical Info:
Special forces and special operations forces are military units trained to perform unconventional missions. Special forces, as they would now be recognised, emerged in the early 20th century, with a significant growth in the field during the Second World War. Depending on the country, special forces may perform some of the following functions: airborne operations, counter-insurgency, "counter-terrorism", covert ops, direct action, hostage rescue, high-value targets/manhunting, intelligence operations, mobility operations, and unconventional warfare.
T-34
Game Info:
Cost: 1,800 🔨 / 1,000 🕊️
👣 Moves: 5
⚔️ Strength: 82
Air Strike Defense: 3
----------------
Free Promotions:
• Armor Plating I
• Can Move After Attacking
• Mobility
• No Defensive Terrain Bonuses
----------------
Required Buildings for Investment: Military Academy
Required Policy: Patriotic War
Prerequisite Technologies: Combined Arms
Resources Required: 1 Oil
👣 Moves: 5
⚔️ Strength: 82
Air Strike Defense: 3
----------------
Free Promotions:
• Armor Plating I
• Can Move After Attacking
• Mobility
• No Defensive Terrain Bonuses
----------------
Required Buildings for Investment: Military Academy
Required Policy: Patriotic War
Prerequisite Technologies: Combined Arms
Resources Required: 1 Oil
Required Technology:
Free Promotions:
Strategy:
The T-34 is unique to the Order Ideology. Requires the Patriotic War Tenet to be unlocked. The T-34 is stronger, faster, and has more defense than the tank. It can move after combat, allowing it to blow huge holes in enemy lines and then barrel through before the enemy can repair the gap.
Historical Info:
The T-34 was the main medium tank of the Soviet Red Army during World War II. One of the most influential tank designs in the world, the T-34 combined strong, sloped armor, a powerful gun, speed, and cross-country reliability, totally outmatching any German tank that was sent to fight against them. With its proven design combined with the Soviets' overwhelming industrial capacity, the T-34 also became one of the most cost effective and most produced tanks in history, with over 80,000 built. Even today, numerous countries use T-34s in their armored divisions. Truly a tank that could stand the test of time!
Tank
Game Info:
Cost: 1,800 🔨 / 1,000 🕊️
👣 Moves: 5
⚔️ Strength: 75
Air Strike Defense: 3
----------------
Free Promotions:
• Armor Plating I
• Can Move After Attacking
• No Defensive Terrain Bonuses
----------------
Required Buildings for Investment: Military Academy
Prerequisite Technologies: Combined Arms
Becomes Obsolete With: Advanced Ballistics
Resources Required: 1 Oil
👣 Moves: 5
⚔️ Strength: 75
Air Strike Defense: 3
----------------
Free Promotions:
• Armor Plating I
• Can Move After Attacking
• No Defensive Terrain Bonuses
----------------
Required Buildings for Investment: Military Academy
Prerequisite Technologies: Combined Arms
Becomes Obsolete With: Advanced Ballistics
Resources Required: 1 Oil
Required Technology:
Becomes Obsolete with:
Free Promotions:
Strategy:
The Tank is an extremely powerful and mobile land unit. It can move after combat, allowing it to blow holes in enemy lines and then move into the now-vacant hexes.
Historical Info:
A tank provides the stopping power of artillery with the mobility of cavalry. The first tanks appeared toward the end of World War I, invented to overcome the superiority of defensive warfare at the time: with machineguns, barbed wire and trenches, massed infantry attacks were costly failures, and cavalry charges were total non-starters. Although poorly designed and plagued by engine problems and inexperienced crewmen, the early tanks did show great potential - at least to those paying attention. In World War II, the Germans employed the "blitzkrieg" - lightning-fast assaults headed by fleets of tanks - to extraordinary effect, conquering France and driving the British army right off the continent before their generals could figure out a response to the astonishing new tactic. While tanks remain the most important offensive component of a ground army even today, they have proven to be quite vulnerable to a newer, even faster weapon: the helicopter gunship.
Zero
Game Info:
Cost: 1,400 🔨 / 1,200 🕊️
Does not consume Unit Supply
• Range: 8
🏹 Ranged Strength: 60
Intercept Range: 8
----------------
Free Promotions:
• Air Recon
• Air Recon Range I
• Air Sweep
• Air Supremacy I
• Eagle Hunter
• Dogfighting I
• Ace Pilot I
• Strafing Runs
----------------
Required Buildings for Investment: Airport, Military Academy
Required Policy: Air Supremacy
Prerequisite Technologies: Radar
Does not consume Unit Supply
• Range: 8
🏹 Ranged Strength: 60
Intercept Range: 8
----------------
Free Promotions:
• Air Recon
• Air Recon Range I
• Air Sweep
• Air Supremacy I
• Eagle Hunter
• Dogfighting I
• Ace Pilot I
• Strafing Runs
----------------
Required Buildings for Investment: Airport, Military Academy
Required Policy: Air Supremacy
Prerequisite Technologies: Radar
Required Technology:
Free Promotions:
Strategy:
The Zero is unique to the Autocracy Ideology. Requires the Air Supremacy Tenet to be unlocked. The Zero is a moderately-powerful air unit. It is like the standard fighter, except that it gets a significant combat bonus when battling other fighters and does not require the Oil resource. It can be based in any City you own or aboard an aircraft carrier. It can move from one City to another (or an aircraft carrier) and can perform "missions" within its range of 8 tiles. See the rules on Aircraft for more information.
Historical Info:
The Mitsubishi A6M Zero was the fighter aircraft used by Japan throughout World War II. Designed to fight from an aircraft carrier, at the start of World War II the Zero was the best carrier-based fighter in the world. Combining maneuverability and long range, the Zero was excellent at dog-fighting, easily out-flying the inferior American and British aircraft. As the war progressed the Allied fighters dramatically improved while the Japanese air force suffered from increasing materiel and manpower shortages, and by war's end the Zero was overmatched. But at its height the Zero was a great fighter indeed, dominating the vast Pacific theatre.
(Japanese) Yamato
Game Info:
Japanese Unique Battleship
----------------
Cost: 2,000 🔨 / 1,350 🕊️
👣 Moves: 5
• Range: 3
🏹 Ranged Strength: 85
⚔️ Strength: 65
Air Strike Defense: 15
----------------
Free Promotions:
• Armor Plating I
• Indirect Fire
• May Not Melee Attack
• Taikan Kyoho
When Created: +600 🌟
Bounty on this Unit: +400 🎵, +400 🌟
----------------
Required Buildings for Investment: Military Academy, Seaport
Prerequisite Technologies: Nuclear Fission
Resources Required: 1 Iron
----------------
Cost: 2,000 🔨 / 1,350 🕊️
👣 Moves: 5
• Range: 3
🏹 Ranged Strength: 85
⚔️ Strength: 65
Air Strike Defense: 15
----------------
Free Promotions:
• Armor Plating I
• Indirect Fire
• May Not Melee Attack
• Taikan Kyoho
When Created: +600 🌟
Bounty on this Unit: +400 🎵, +400 🌟
----------------
Required Buildings for Investment: Military Academy, Seaport
Prerequisite Technologies: Nuclear Fission
Resources Required: 1 Iron
Required Technology:
Free Promotions:
Civilization:
Historical Info:
The Yamato-class battleships were the crown jewel of the Imperial Japanese Navy during World War II. Displacing 73,000 tonnes at full load, they were the heaviest and most powerfully armed battleships ever constructed. Each Yamato carried nine 18.1 inch guns, the largest naval artillery ever fitted to a warship, each capable of firing 3,000 lb. shells over 26 miles. Two battleships of the class, Yamato and Musashi, were completed while a third, Shinano, was converted to an aircraft carrier during construction. All were sunk by American forces during WWII.
Due to their size, speed, and power, The Yamato-class visibly embodied Japan's determination and readiness to defend its interests against the western powers, especially the United States. One of the reasons that the warship may have such significance in Japanese culture is that the word "Yamato" was often used as a poetic name for Japan itself. Thus, the construction and destruction of the Yamato battleships became symbolic for the rise and fall of Japanese imperial aspirations.
Due to their size, speed, and power, The Yamato-class visibly embodied Japan's determination and readiness to defend its interests against the western powers, especially the United States. One of the reasons that the warship may have such significance in Japanese culture is that the word "Yamato" was often used as a poetic name for Japan itself. Thus, the construction and destruction of the Yamato battleships became symbolic for the rise and fall of Japanese imperial aspirations.
Bazooka
Game Info:
Cost: 1,800 🔨 / 1,400 🕊️
👣 Moves: 2
• Range: 3
🏹 Ranged Strength: 80
⚔️ Strength: 60
Air Strike Defense: 15
----------------
Free Promotions:
• Anti-Tank Rounds
• Covering Fire II
• Naval Target Penalty
• May Not Melee Attack
----------------
Required Buildings for Investment: Military Base
Prerequisite Technologies: Mobile Tactics
👣 Moves: 2
• Range: 3
🏹 Ranged Strength: 80
⚔️ Strength: 60
Air Strike Defense: 15
----------------
Free Promotions:
• Anti-Tank Rounds
• Covering Fire II
• Naval Target Penalty
• May Not Melee Attack
----------------
Required Buildings for Investment: Military Base
Prerequisite Technologies: Mobile Tactics
Required Technology:
Free Promotions:
Strategy:
The Bazooka is the last non-siege ranged unit, and is capable of truly terrfiying amounts of damage, especially to Armored units. Boasting a long range of 3, it is the most powerful ranged unit, but it is slower and defensively weaker than other military units of its era. As such, it should be used as a source of attrition. Like the Machine Gun, it weakens nearby enemy units. When attacking, the Bazooka deals less damage to fortified Units and cities, but deals additional damage to Armored units. This makes it a great defense unit.
Historical Info:
"Bazooka" is the generic name for a man-portable, recoilless weapon designed for use against enemy armored vehicles. Initially developed at the end of the First World War by the U.S. Army, the Bazooka uses a small rocket engine to fire a shaped-charge explosive shell. As with its British (PIAT) and German (panzerschreck) counterparts, the bazooka came into widespread use during the Second World War. As the presence of tanks, halftracks and other armored vehicles became prevalent on the battlefield, soldiers needed to be able to respond quickly, without the necessity of waiting for heavy weapons. In the hands of a skilled team willing to get close to an enemy tank, the bazooka was a devastating weapon.
Giant Death Robot
Game Info:
Cost: 3,000 🔨 / 1,600 🕊️
👣 Moves: 8
⚔️ Strength: 125
Air Strike Defense: 30
----------------
Free Promotions:
• Amphibious
• Armor Plating I
• Can Move After Attacking
• No Defensive Terrain Bonuses
• Titanic
----------------
Required Buildings for Investment: Military Base
Prerequisite Technologies: Robotics
Resources Required: 1 Uranium
👣 Moves: 8
⚔️ Strength: 125
Air Strike Defense: 30
----------------
Free Promotions:
• Amphibious
• Armor Plating I
• Can Move After Attacking
• No Defensive Terrain Bonuses
• Titanic
----------------
Required Buildings for Investment: Military Base
Prerequisite Technologies: Robotics
Resources Required: 1 Uranium
Required Technology:
Free Promotions:
Strategy:
The "mech" is a Modern Armor unit on steroids. It has a shockingly high Combat Strength, allowing it to stomp virtually any unit it meets into paste. It can also move after attacking. The GDR doesn't benefit from any defensive terrain bonuses, but frankly, who cares? It's really cool!
Historical Info:
The "mech" is a giant bipedal mechanical robot armed with a variety of missiles, Gatling gun arms, laser-beam eyes and a deadly kung-fu punch. Although not currently found on the modern battlefield, no doubt across the world governments and evil corporations are secretly developing these metal behemoths even as we speak. When these mechs come into service, all of the world's other weaponry will become obsolete, and humanity's fate will be decided by a climactic battle between armies of good and evil mechs in the streets of downtown Tokyo. (Assuming that the giant radioactive monsters don't get us first.)
Guided Missile
Game Info:
Cost: 1,200 🔨
Does not consume Unit Supply
• Range: 12
🏹 Ranged Strength: 180
----------------
Free Promotions:
• Siege I
Destroyed after Attacking
----------------
Required Buildings for Investment: Airport, Military Academy
Prerequisite Technologies: Advanced Ballistics
Resources Required: 1 Oil
----------------
A cheap Unit that may be used once to damage Enemy Units or Garrisoned Units in Cities. Does not use Military Supply.
Requires 1 Oil.
Does not consume Unit Supply
• Range: 12
🏹 Ranged Strength: 180
----------------
Free Promotions:
• Siege I
Destroyed after Attacking
----------------
Required Buildings for Investment: Airport, Military Academy
Prerequisite Technologies: Advanced Ballistics
Resources Required: 1 Oil
----------------
A cheap Unit that may be used once to damage Enemy Units or Garrisoned Units in Cities. Does not use Military Supply.
Requires 1 Oil.
Required Technology:
Free Promotions:
Strategy:
The Guided Missile is a one-shot unit which is destroyed when it attacks an enemy target. The Guided Missile may be based in a player-owned friendly city or aboard an attack/nuclear submarine, sensor combat ship or missile cruiser. They may move from base to base or attack an enemy unit. See the rules on Missiles for more information.
Historical Info:
There are a number of advanced guided missile tracking technologies available to the modern missile designer. Some missiles are automatic, homing in on their targets using radar or heat-seeking technology. Some missiles can "see" a laser which "illuminates" the enemy. Others are directed by a human hand, connected to the missile by radio or even wire. Naturally, as weapons have gotten "smarter" they've also gotten more expensive, with a single guided missile potentially costing tens of thousands of dollars, or even more. An army that uses such weapons with careless abandon may find itself short of funds for other important things - food, for example.
Helicopter Gunship
Game Info:
Cost: 2,250 🔨 / 1,400 🕊️
👣 Moves: 6
• Range: 1
🏹 Ranged Strength: 70
⚔️ Strength: 70
Air Strike Defense: 10
----------------
Free Promotions:
• Anti-Tank Rounds
• Can Move After Attacking
• City Attack Penalty
• All tiles cost 1 👣 Movement.
Cannot use Roads and Railroads.
• Hovering Unit
• Naval Target Penalty
• No Defensive Terrain Bonuses
• May Not Melee Attack
• Skirmisher Doctrine
----------------
Required Buildings for Investment: Airport, Military Base
Prerequisite Technologies: Mobile Tactics
Resources Required: 1 Aluminum
👣 Moves: 6
• Range: 1
🏹 Ranged Strength: 70
⚔️ Strength: 70
Air Strike Defense: 10
----------------
Free Promotions:
• Anti-Tank Rounds
• Can Move After Attacking
• City Attack Penalty
• All tiles cost 1 👣 Movement.
Cannot use Roads and Railroads.
• Hovering Unit
• Naval Target Penalty
• No Defensive Terrain Bonuses
• May Not Melee Attack
• Skirmisher Doctrine
----------------
Required Buildings for Investment: Airport, Military Base
Prerequisite Technologies: Mobile Tactics
Resources Required: 1 Aluminum
Required Technology:
Free Promotions:
Strategy:
The Helicopter Gunship is a deadly air unit that in most respects acts like any ground unit, except that it cannot capture cities. Its movement of 6 makes it extremely quick, and it can move over all terrain types including mountains as if they were clear, but it must embark to cross water. Gunships receive a hefty combat bonus when fighting tanks.
Historical Info:
Helicopters saw limited use as transport vehicles in World War II and the Korean war. During the Vietnam war the US Army decided to create a more heavily armed and armored chopper designed specifically for combat. Since that period, the helicopter gunship has evolved primarily into a tank-killing machine. Able to fly extremely close to the ground, "pop up" for a quick shot and then scoot away at low levels before the enemy armor could respond, helicopters were almost unstoppable except by air power until the creation of handheld "suitcase" surface-to-air missiles like the ones the Mujahidin used against the Soviet choppers in Afghanistan. Modern combat helicopters perform other functions, like close air support for infantry units or rapid transport for special ops teams, but their primary mission remains killing tanks.
Jet Fighter
Game Info:
Cost: 2,100 🔨 / 1,600 🕊️
Does not consume Unit Supply
• Range: 10
🏹 Ranged Strength: 70
Intercept Range: 10
----------------
Free Promotions:
• Air Recon
• Air Recon Range II
• Air Sweep
• Air Supremacy I
• Bonus vs Helicopters (150)
• Ace Pilot I
• Strafing Runs
----------------
Required Buildings for Investment: Airport, Military Base
Prerequisite Technologies: Lasers
Resources Required: 1 Aluminum
Does not consume Unit Supply
• Range: 10
🏹 Ranged Strength: 70
Intercept Range: 10
----------------
Free Promotions:
• Air Recon
• Air Recon Range II
• Air Sweep
• Air Supremacy I
• Bonus vs Helicopters (150)
• Ace Pilot I
• Strafing Runs
----------------
Required Buildings for Investment: Airport, Military Base
Prerequisite Technologies: Lasers
Resources Required: 1 Aluminum
Required Technology:
Free Promotions:
Strategy:
The Jet Fighter is a powerful air unit. It can be based in any city you own or aboard an aircraft carrier. It can move from base to base and can perform "missions" within its range. Use Jet Fighters to attack enemy aircraft and ground units, to scout enemy positions, and to defend against enemy air attacks. Jet Fighters are especially effective against enemy helicopters. The Jet Fighter has the "air recon" ability, which means that everything within 6 tiles of its starting location is visible at the beginning of the turn. See the rules on Aircraft for more information.
Historical Info:
The jet fighter is extremely similar in role to its ancestor, the World War II propeller-driven fighter, but there are huge differences in the planes' power, armament, weaponry, and computer and communications equipment. The best World War II aircraft could fly at best 400 miles per hour, while a modern jet fighter can fly three times that fast. A World War II aircraft could carry one or two machine guns and possibly one or two bombs. A modern fighter can carry a 20mm Gatling gun, 10 or so air-to-air missiles, and dozens of different rockets. The vehicle is equipped with sophisticated computers, radar, and communications equipment far exceeding anything available anywhere before in history. Like other aircraft, jet fighters are vulnerable to surface-to-air missiles, but their largest threat comes from enemy fighters. Whichever side achieves air superiority will gain a nearly unbeatable advantage in combat.
Mechanized Infantry
Game Info:
Cost: 1,800 🔨 / 1,400 🕊️
👣 Moves: 3
⚔️ Strength: 80
Air Strike Defense: 15
----------------
Free Promotions:
• DFPs
----------------
Required Buildings for Investment: Military Base
Prerequisite Technologies: Mobile Tactics
👣 Moves: 3
⚔️ Strength: 80
Air Strike Defense: 15
----------------
Free Promotions:
• DFPs
----------------
Required Buildings for Investment: Military Base
Prerequisite Technologies: Mobile Tactics
Required Technology:
Free Promotions:
Strategy:
Mechanized Infantry are stronger and faster than regular Infantry. Although fast, Mech Infantry cannot move after combat like Tanks; their primary responsibility is, as always, to take and hold the ground.
Historical Info:
As the speed of battle has risen, with the advent of armored vehicles, artillery and of course air power, modern infantry too has had to get faster and more maneuverable. Most modern infantry units are now "mechanized," moving about the battlefield on armored personnel carriers. These vehicles are usually equipped with one or more heavy machine guns and grenade launchers. They are not tough enough to stand up to modern armor, but they do provide protection from bullets and shrapnel and other battlefield menaces to those inside. Depending upon the situation the soldiers can fight from inside the vehicle or dismount and proceed on foot, in the traditional manner of infantry soldiers since the dawn of warfare.
Missile Cruiser
Game Info:
Cost: 2,500 🔨 / 1,600 🕊️
👣 Moves: 6
• Range: 2
🏹 Ranged Strength: 80
⚔️ Strength: 75
Air Strike Defense: 20
Intercept Range: 3
May Carry: Missiles
----------------
Free Promotions:
• Armor Plating I
• Can Carry 3 Cargo
• Indirect Fire
• May Not Melee Attack
----------------
Required Buildings for Investment: Military Base, Seaport
Prerequisite Technologies: Lasers
Resources Required: 1 Iron
👣 Moves: 6
• Range: 2
🏹 Ranged Strength: 80
⚔️ Strength: 75
Air Strike Defense: 20
Intercept Range: 3
May Carry: Missiles
----------------
Free Promotions:
• Armor Plating I
• Can Carry 3 Cargo
• Indirect Fire
• May Not Melee Attack
----------------
Required Buildings for Investment: Military Base, Seaport
Prerequisite Technologies: Lasers
Resources Required: 1 Iron
Required Technology:
Free Promotions:
Strategy:
The Missile Cruiser is a modern warship. It's fast and tough and carries a mean punch. Most importantly, the Missile Cruiser can carry Guided Missiles and Nuclear Missiles, allowing you to carry these deadly weapons right up to the enemy's shore. Missile Cruisers combined with carriers, submarines, and destroyers make a fiendishly powerful armada.
Historical Info:
A missile cruiser is, excepting the aircraft carrier and nuclear submarine, the most powerful naval weapon in the modern arsenal. Designed to carry and deploy the enormously powerful, accurate and long-ranged cruise missiles, a missile cruiser can often target and destroy an enemy on land or sea, long before the enemy even knew the missile cruiser was in range. The Ticonderoga-class American missile cruiser is arguably the most powerful vessel afloat, armed with 122 launch tubes that can carry a huge variety of surface-to-surface, surface-to-air, and even anti-submarine missiles. It is also equipped with a variety of anti-aircraft Gatling-style guns, capable of destroying incoming enemy missiles and aircraft in short order.
Mobile SAM
Game Info:
Cost: 1,800 🔨 / 1,400 🕊️
👣 Moves: 3
⚔️ Strength: 55
Air Strike Defense: 40
Intercept Range: 4
----------------
Free Promotions:
• Air Supremacy I
• Interceptor I
• Interceptor II
• Interceptor III
----------------
Required Buildings for Investment: Military Base
Prerequisite Technologies: Advanced Ballistics
👣 Moves: 3
⚔️ Strength: 55
Air Strike Defense: 40
Intercept Range: 4
----------------
Free Promotions:
• Air Supremacy I
• Interceptor I
• Interceptor II
• Interceptor III
----------------
Required Buildings for Investment: Military Base
Prerequisite Technologies: Advanced Ballistics
Required Technology:
Free Promotions:
Strategy:
Mobile SAM (surface-to-air) units provide an advancing army with anti-air defense. Mobile SAM units can intercept and shoot at enemy aircraft bombing targets within 4 hexes (but only one unit per turn). These units are fairly vulnerable to non-air attack and should be accompanied by infantry or armor.
Historical Info:
As helicopters developed into more efficient killing machines, the infantry in turn developed weapons designed to combat the growing menace - not to mention the danger posed by jet fighters. Modern "SAMs" (surface-to-air missiles) are fast, light, and contain radar, allowing them to "lock on" to enemy aircraft and fly into them, exploding violently and doing all sorts of probably lethal damage to the fragile planes and choppers. In response more stealthy vehicles have been created and also better missile-jamming technology has been employed. Still, SAM launchers make it hot indeed for enemy aircraft, providing good protection to fellow ground-pounders from the airborne menace.
Modern Armor
Game Info:
Cost: 2,500 🔨 / 1,400 🕊️
👣 Moves: 5
⚔️ Strength: 100
Air Strike Defense: 10
----------------
Free Promotions:
• Armor Plating I
• Can Move After Attacking
• No Defensive Terrain Bonuses
----------------
Required Buildings for Investment: Military Base
Prerequisite Technologies: Advanced Ballistics
Resources Required: 1 Oil
👣 Moves: 5
⚔️ Strength: 100
Air Strike Defense: 10
----------------
Free Promotions:
• Armor Plating I
• Can Move After Attacking
• No Defensive Terrain Bonuses
----------------
Required Buildings for Investment: Military Base
Prerequisite Technologies: Advanced Ballistics
Resources Required: 1 Oil
Required Technology:
Free Promotions:
Strategy:
Modern Armor is just like its predecessor, the Tank, only more-so. Modern Armor is much stronger than the Tank unit and possesses all the Tank's abilities, such as moving after combat.
Historical Info:
Modern armor is significantly improved over even the best tanks of World War II. Today's tanks are bigger, faster, have far better armor and weapons, and, perhaps most importantly, are provided with sophisticated computers and communications equipment which greatly improves their power and survivability in the deadly modern battlefield. A modern tank can scream across the battlefield at 40 miles per hour while firing away with pinpoint accuracy at a target hundreds of yards away, a targeting computer minutely adjusting the tank's barrel, compensating for each bump or pothole in the road.
On the modern battlefield, the largest threats to modern armor come from enemy armor and artillery, enemy fighters, and helicopter gunships. Infantry rarely carry weapons strong enough to destroy enemy tanks - except of course, for their radios, which they can use to call in artillery or air power.
On the modern battlefield, the largest threats to modern armor come from enemy armor and artillery, enemy fighters, and helicopter gunships. Infantry rarely carry weapons strong enough to destroy enemy tanks - except of course, for their radios, which they can use to call in artillery or air power.
Nuclear Missile
Game Info:
Cost: 5,600 🔨
• Range: 24
----------------
Free Promotions:
• Shielded Silo
Destroyed after Attacking
----------------
Require completion of: Manhattan Project
Prerequisite Technologies: Lasers
Resources Required: 1 Uranium
• Range: 24
----------------
Free Promotions:
• Shielded Silo
Destroyed after Attacking
----------------
Require completion of: Manhattan Project
Prerequisite Technologies: Lasers
Resources Required: 1 Uranium
Required Technology:
Free Promotions:
Strategy:
The Nuclear Missile is an upgraded, more powerful Atomic Bomb. The Nuclear Missile can be based in any city you own or aboard a Nuclear Submarine or Missile Cruiser. It can move from base to base or attack a target within its range of 24 tiles. When it detonates, a Nuclear Missile will damage (and possibly destroy) cities and destroy all units within its blast radius of 2 tiles. It is automatically destroyed when it attacks. See the rules on Nuclear Weapons for more details.
Historical Info:
Nuclear missiles carry one or more warheads containing hydrogen bombs, each capable of destroying a city. Capable of carrying their deadly payload halfway around the world, nuclear missiles are the single deadliest and most terrible weapons ever created. At present there are no practical defenses against nuclear missiles: once launched, barring a miracle, the target city is dead. In addition to the immediate destruction caused by the huge explosion, nuclear explosions poison the land, sea and air for generations to come. Errant wind can carry the deadly nuclear fallout for miles, poisoning the land and killing people across a continent. It is fairly insane to use them on an enemy that one shares a planet with, unless it is to forestall that enemy from using them on oneself.
Nuclear Submarine
Game Info:
Cost: 2,500 🔨 / 1,600 🕊️
👣 Moves: 6
• Sight: 3
• Range: 1
🏹 Ranged Strength: 85
⚔️ Strength: 60
Air Strike Defense: 15
May Carry: Missiles
----------------
Free Promotions:
• Major City Attack Penalty
• Can Move After Attacking
• May Enter Ice Tiles
• Can Carry 2 Cargo
• Is Invisible (Submarine)
• May Not Melee Attack
• Silent Hunter
----------------
Required Buildings for Investment: Military Base, Seaport
Prerequisite Technologies: Robotics
Resources Required: 1 Aluminum
👣 Moves: 6
• Sight: 3
• Range: 1
🏹 Ranged Strength: 85
⚔️ Strength: 60
Air Strike Defense: 15
May Carry: Missiles
----------------
Free Promotions:
• Major City Attack Penalty
• Can Move After Attacking
• May Enter Ice Tiles
• Can Carry 2 Cargo
• Is Invisible (Submarine)
• May Not Melee Attack
• Silent Hunter
----------------
Required Buildings for Investment: Military Base, Seaport
Prerequisite Technologies: Robotics
Resources Required: 1 Aluminum
Required Technology:
Free Promotions:
Strategy:
The Nuclear Submarine is tougher and stronger than the earlier model. It too is invisible to most units and can see other submarines. Most importantly, Nuclear Submarines can carry guided missiles and nuclear missiles. Like submarines, Nuclear Subs are vulnerable to enemy Destroyers, Missile Cruisers, and Subs, so send units of your own out ahead to make sure the coast is clear.
Historical Info:
Nuclear submarines are Cold War-era vessels, designed to stealthily carry large numbers of nuclear missiles under the ocean for extended voyages. These huge vessels are nuclear powered themselves, giving them an almost unlimited cruising range (or as long as the food holds out). Nuclear submarines are strategic weapons platforms. They carry intercontinental missiles, able to fly halfway around the world before hitting their target - generally an enemy city. While they may carry torpedoes and surface-to-air missiles for their own defense, their primary duty is to stay hidden and avoid direct conflict with the enemy. They must survive at all costs.
Nuclear submarines formed a part of the US' and USSR's "Mutual Assured Destruction" doctrine: if either side were to hit the other with a sneak nuclear attack, no matter how successful the attack, if even one enemy sub survived it could rain down a horrifying amount of death upon the victor, destroying them as well. Thus, the doctrine states, unless one can be TOTALLY assured that they can absolutely and without question destroy every one of the enemy's nuclear subs, planes and ICBMs, nuclear war is unwinnable. Whether one believes the M.A.D. doctrine to be insane or not, there has been no nuclear war on this planet since it was implemented.
Nuclear submarines formed a part of the US' and USSR's "Mutual Assured Destruction" doctrine: if either side were to hit the other with a sneak nuclear attack, no matter how successful the attack, if even one enemy sub survived it could rain down a horrifying amount of death upon the victor, destroying them as well. Thus, the doctrine states, unless one can be TOTALLY assured that they can absolutely and without question destroy every one of the enemy's nuclear subs, planes and ICBMs, nuclear war is unwinnable. Whether one believes the M.A.D. doctrine to be insane or not, there has been no nuclear war on this planet since it was implemented.
Rocket Artillery
Game Info:
Cost: 2,250 🔨 / 1,400 🕊️
👣 Moves: 2
• Sight: 1
• Range: 3
🏹 Ranged Strength: 75
⚔️ Strength: 37
Air Strike Defense: 35
----------------
Free Promotions:
• Siege Engine
• Cover I
• Indirect Fire
• No Defensive Terrain Bonuses
• May Not Melee Attack
• Siege Inaccuracy
----------------
Required Buildings for Investment: Military Base
Prerequisite Technologies: Advanced Ballistics
Resources Required: 1 Iron
👣 Moves: 2
• Sight: 1
• Range: 3
🏹 Ranged Strength: 75
⚔️ Strength: 37
Air Strike Defense: 35
----------------
Free Promotions:
• Siege Engine
• Cover I
• Indirect Fire
• No Defensive Terrain Bonuses
• May Not Melee Attack
• Siege Inaccuracy
----------------
Required Buildings for Investment: Military Base
Prerequisite Technologies: Advanced Ballistics
Resources Required: 1 Iron
Required Technology:
Free Promotions:
Strategy:
Rocket Artillery is an extremely powerful siege weapon, far superior to the standard artillery. Rocket Artillery does not lose speed in enemy territory, making it much quicker than earlier guns. Although the Rocket Artillery's sight range is limited, it can use indirect fire to attack targets it cannot see (as long as other friendly units can see them). Like all artillery, it is vulnerable to infantry or armor attack, and should be defended by appropriate units.
Historical Info:
Throughout most of history, artillery have used chemical explosives to propel inert shells toward their targets. Rocket artillery, on the other hand, shoots rocket shells that provide their own propellant. This allows for artillery tubes that are much smaller and lighter than traditional artillery, making for fast, mobile artillery vehicles that still pack a serious wallop. The more advanced artillery systems may contain guidance systems, allowing the projectiles to correct their course in mid-flight.
SS Booster
Game Info:
Cost: 8,000 🔨
👣 Moves: 2
----------------
Required Buildings for Investment: Spaceship Factory
Require completion of: Apollo Program
Prerequisite Technologies: Nuclear Fusion
Resources Required: 1 Aluminum
Max 3 per Player
👣 Moves: 2
----------------
Required Buildings for Investment: Spaceship Factory
Require completion of: Apollo Program
Prerequisite Technologies: Nuclear Fusion
Resources Required: 1 Aluminum
Max 3 per Player
Required Technology:
Strategy:
This piece is part of the spaceship, three units of which must be constructed to win a science victory. See the section on Victory for more details.
Historical Info:
The spaceship's boosters are used to propel the craft off of Earth and into a stable orbit. They are similar to (but much larger than) the simple but reliable and powerful boosters the Russians have been using to put their ships into space for decades. The boosters are ejected during the launch, falling harmlessly into the ocean where they can be retrieved by waiting cargo vessels.
SS Cockpit
Game Info:
Cost: 8,000 🔨
👣 Moves: 2
----------------
Required Buildings for Investment: Spaceship Factory
Require completion of: Apollo Program
Prerequisite Technologies: Globalization
Resources Required: 1 Aluminum
Max 1 per Player
👣 Moves: 2
----------------
Required Buildings for Investment: Spaceship Factory
Require completion of: Apollo Program
Prerequisite Technologies: Globalization
Resources Required: 1 Aluminum
Max 1 per Player
Required Technology:
Strategy:
This unit is part of the spaceship which must be constructed to win a science victory. See the section on Victory for more details.
Historical Info:
Mankind's first interstellar colony vessel is an extremely complex machine, and the cockpit is the most complicated component. It is both the ship's command center and the reentry vehicle once the spacecraft reaches an appropriate planet in Alpha Centauri. The ship is entirely automated, but a human crew can be automatically woken from cold sleep in approximately 12 hours in case of emergency.
SS Engine
Game Info:
Cost: 8,000 🔨
👣 Moves: 2
----------------
Required Buildings for Investment: Spaceship Factory
Require completion of: Apollo Program
Prerequisite Technologies: Particle Physics
Resources Required: 1 Aluminum
Max 1 per Player
👣 Moves: 2
----------------
Required Buildings for Investment: Spaceship Factory
Require completion of: Apollo Program
Prerequisite Technologies: Particle Physics
Resources Required: 1 Aluminum
Max 1 per Player
Required Technology:
Strategy:
This unit is part of the spaceship which must be constructed to win a science victory. See the section on Victory for more details.
Historical Info:
The engine for the spaceship is a modified ion drive. Once the boosters have propelled the ship into Earth's orbit, the engines will kick in, driving the ship into deep space. The vessel will accelerate slowly but steadily for the first eight years of its journey, then coast for most of the trip. As it approaches Alpha Centauri, the ship will rotate 180 degrees and the engines will fire in the opposite direction for the last eight years, slowing the ship until it is in orbit around the target planet.
SS Stasis Chamber
Game Info:
Cost: 8,000 🔨
👣 Moves: 2
----------------
Required Buildings for Investment: Spaceship Factory
Require completion of: Apollo Program
Prerequisite Technologies: Nanotechnology
Resources Required: 1 Aluminum
Max 1 per Player
👣 Moves: 2
----------------
Required Buildings for Investment: Spaceship Factory
Require completion of: Apollo Program
Prerequisite Technologies: Nanotechnology
Resources Required: 1 Aluminum
Max 1 per Player
Required Technology:
Strategy:
This unit is part of the spaceship which must be constructed to win a science victory. See the section on Victory for more details.
Historical Info:
The Alpha Centauri spaceship will carry over 3000 colonists plus a variety of plants and animals. Carrying enough food, water and oxygen for that many people for a trip of many years is impossible, even with close to 100% recycling of waste products. Instead, the colonists will make the journey in "cold sleep," which reduces their need for oxygen and nutrients to a fraction of what they would need if awake and active. Aging is slowed somewhat by this process but not halted, and the colonists will emerge some two years older biologically for each decade that passes in flight.
Sensor Combat Ship
Game Info:
Cost: 2,500 🔨 / 1,600 🕊️
👣 Moves: 6
⚔️ Strength: 90
Air Strike Defense: 35
Intercept Range: 3
May Carry: Missiles
----------------
Free Promotions:
• Depth Charges II
• Can Carry 3 Cargo
• Interceptor I
• Interceptor II
----------------
Required Buildings for Investment: Military Base, Seaport
Prerequisite Technologies: Stealth
👣 Moves: 6
⚔️ Strength: 90
Air Strike Defense: 35
Intercept Range: 3
May Carry: Missiles
----------------
Free Promotions:
• Depth Charges II
• Can Carry 3 Cargo
• Interceptor I
• Interceptor II
----------------
Required Buildings for Investment: Military Base, Seaport
Prerequisite Technologies: Stealth
Required Technology:
Free Promotions:
Strategy:
Sensor Combat Ships are a contemporary version of Destroyers that can carry 3 Missiles and has increased air interception range. It can be used as an attack or escort unit.
Historical Info:
A Guided-Missile Destroyer (NATO designation "DDG") is a destroyer designed to launch guided missiles. It is usually equipped with two large missile magazines, mostly in vertical-launch cells. In addition to the missiles and guns, many are also equipped to carry out anti-submarine, anti-air, and anti-surface operations. Some contain powerful radar systems and may be adopted for use in an anti-missile or ballistic-missile defense role. This is especially true of navies that do not operate cruisers, as other vessels must be adopted to fill in the gap.
Stealth Bomber
Game Info:
Cost: 2,200 🔨 / 1,600 🕊️
Does not consume Unit Supply
• Range: 12
🏹 Ranged Strength: 80
----------------
Free Promotions:
• Air Recon
• Stealth
----------------
Required Buildings for Investment: Airport, Military Base
Prerequisite Technologies: Stealth
Resources Required: 1 Aluminum
Does not consume Unit Supply
• Range: 12
🏹 Ranged Strength: 80
----------------
Free Promotions:
• Air Recon
• Stealth
----------------
Required Buildings for Investment: Airport, Military Base
Prerequisite Technologies: Stealth
Resources Required: 1 Aluminum
Required Technology:
Strategy:
The Stealth Bomber is an upgraded bomber, possessing increased range, a greater Ranged Combat Strength, and an increased ability to avoid enemy anti-aircraft and fighters. The Stealth Bomber has the "air recon" ability, which means that everything within 6 tiles of its starting location is visible at the beginning of the turn. See the rules on Aircraft for more information.
Historical Info:
As anti-aircraft missile technology has evolved, so has the design of strategic and tactical bombers. One way to avoid being shot down by an enemy is to remain invisible to the enemy's radar and other tracking devices. The modern stealth bomber is built of strong composite materials specially coated with anti-radar materials and is shaped as to deflect enemy radar. Stealth bombers can carry nuclear or standard bombs. While quite effective, stealth bombers are also staggeringly expensive, with each American B-2 stealth bomber costing approximately one billion US dollars, more than enough to break the bank of nearly any non-super power in the world.
Supercarrier
Game Info:
Cost: 4,000 🔨 / 1,600 🕊️
👣 Moves: 6
• Sight: 3
• Range: 2
🏹 Ranged Strength: 70
⚔️ Strength: 85
Air Strike Defense: 50
Intercept Range: 5
May Carry: Planes and Atomic Bombs
----------------
Free Promotions:
• Air Recon
• Air Supremacy I
• Can Carry 2 Cargo
• Can Carry 3 Cargo
• Interceptor I
• Interceptor II
• Interceptor III
• May Not Melee Attack
• Can See Submarines
----------------
Required Buildings for Investment: Military Base, Seaport
Prerequisite Technologies: Robotics
Resources Required: 1 Uranium
Max 2 per Player
👣 Moves: 6
• Sight: 3
• Range: 2
🏹 Ranged Strength: 70
⚔️ Strength: 85
Air Strike Defense: 50
Intercept Range: 5
May Carry: Planes and Atomic Bombs
----------------
Free Promotions:
• Air Recon
• Air Supremacy I
• Can Carry 2 Cargo
• Can Carry 3 Cargo
• Interceptor I
• Interceptor II
• Interceptor III
• May Not Melee Attack
• Can See Submarines
----------------
Required Buildings for Investment: Military Base, Seaport
Prerequisite Technologies: Robotics
Resources Required: 1 Uranium
Max 2 per Player
Required Technology:
Free Promotions:
Strategy:
The Supercarrier is a specialized vessel which carries fighter airplanes, bombers, and atomic bombs. The aircraft it carries makes it the most powerful offensive weapon afloat. Defensively, the Supercarrier is much stronger than its predecessor, but should still be escorted by destroyers and submarines. You cannot have more than 2 active Supercarriers at one time.
Historical Info:
Supercarrier is an unofficial descriptive term for the largest type of aircraft carrier, typically those displacing over 70,000 tons. Supercarriers are the largest warships ever built.
The Nimitz-class supercarriers are a class of ten nuclear-powered aircraft carriers in service with the United States Navy. The lead ship of the class is named for World War II United States Pacific Fleet commander Fleet Admiral Chester W. Nimitz, the U.S. Navy's last fleet admiral. With an overall length of 1,092 ft (333 m) and full-load displacements of over 100,000 tons, they have been the largest warships built and in service, although they are being eclipsed by the upcoming Gerald R. Ford-class aircraft carriers.
The Nimitz-class supercarriers are a class of ten nuclear-powered aircraft carriers in service with the United States Navy. The lead ship of the class is named for World War II United States Pacific Fleet commander Fleet Admiral Chester W. Nimitz, the U.S. Navy's last fleet admiral. With an overall length of 1,092 ft (333 m) and full-load displacements of over 100,000 tons, they have been the largest warships built and in service, although they are being eclipsed by the upcoming Gerald R. Ford-class aircraft carriers.
XCOM Squad
Game Info:
Cost: 2,600 🔨 / 1,600 🕊️
👣 Moves: 3
• Sight: 3
⚔️ Strength: 75
Air Strike Defense: 25
----------------
Free Promotions:
• Amphibious
• Combat Bonus When Attacking (25)
• Skyranger
• Scavenger
----------------
Required Buildings for Investment: Military Base
Prerequisite Technologies: Lasers
👣 Moves: 3
• Sight: 3
⚔️ Strength: 75
Air Strike Defense: 25
----------------
Free Promotions:
• Amphibious
• Combat Bonus When Attacking (25)
• Skyranger
• Scavenger
----------------
Required Buildings for Investment: Military Base
Prerequisite Technologies: Lasers
Required Technology:
Free Promotions:
Strategy:
The XCOM Squad is an elite team of soldiers based on the technology pioneered by the XCOM Initiative. When starting the turn in friendly territory this squad can be dropped up to 40 tiles away. Deploy these units into areas where the danger level is out of this world.
Historical Info:
Recognizing the potential threat from Giant Death Robots, aliens, and other external threats, the XCOM Initiative was born to protect the populace from enemies known, and unknown.