Military Units

Unit_Resource_Atlas_1_1 Scout

Recon Unit, 101c7 101c8 150101

Requires

TanningTanning
01c6Can Build a Camp
01c6Can Train Scout, Archer, Skirmisher
01c6Can Construct Tannery
800114

Abilities

01c6Can Enter DesertDesert
01c6+10102 adjacent to river
01c6Movement Cost: 201c8
01c6Improvements take +25% time to build
01c6Impassable for most units
01c6Cannot build cities here unless they are coastal or unless they are near fresh water
, TundraTundra
01c6+10102 adjacent to river
01c6Improvements take +25% time to build
01c6Impassable for most units
01c6Cannot build cities here unless they are coastal
, IceIce
01c6Impassable terrain
, JungleJungle
01c6-10100
01c6Movement Cost: 201c8
01c6+0.2501c5 in nearby cities
01c6Defending units get +50% strength
01c6Impassable for most units
01c6Cannot build cities here
, MarshMarsh
01c6-10100
01c6Movement Cost: 201c8
01c6+0.4001c5 in nearby cities
01c6Defending units get +50% strength
01c6Impassable for most units
01c6Cannot build cities here
01c6Cannot build any improvements on this feature
, RainforestRainforest
01c6-10100
01c6Movement Cost: 201c8
01c6Defending units get +50% strength
01c6Impassable for most units

01c6Better Results from Tribal Villages
01c6+100% vs. Animals
01c6Starts with Disengage IDisengage I
01c6+20% Withdrawal Chance
, ReconnaissanceReconnaissance
01c6Can Heal while Moving
01c6-1 Terrain Movement Cost

Replacements and Upgrades

ExplorerExplorer (Recon Units)
501c7, 201c8
01c6Can Enter Desert, Tundra, Ice, Jungle, Marsh, Rainforest
01c6Better Results from Tribal Villages
01c6Ignores Terrain Movement Costs
01c6Can Withdraw from Combat (20% Chance)
01c6+25% Hills Attack
01c6+50% Jungle Attack
01c6+50% Forest Attack
01c6+50% Rainforest Attack
01c6+50% Taiga Attack
01c6Starts with Disengage I, Reconnaissance
Requires Cartography

History

Scouts are able to enter impassable terrain and features, gain only positive bonuses from Tribal villages, have a combat bonus against Animal Units, and start with the Reconnaissance and Disengage I promotions.

    Smart application of a nation's military resources often means identifying the points that would benefit from it the most.The use of lightly armed but fleet of foot scouts to survey the situation can permit this effective application of might.

Unit_Resource_Atlas_3_8 Explorer

Recon Unit, 501c7 201c8 400101

Requires

CartographyCartography
01c6Enables Map Trading
01c6Can Train Explorer, Caravel
10000114

Abilities

01c6Can Enter DesertDesert
01c6+10102 adjacent to river
01c6Movement Cost: 201c8
01c6Improvements take +25% time to build
01c6Impassable for most units
01c6Cannot build cities here unless they are coastal or unless they are near fresh water
, TundraTundra
01c6+10102 adjacent to river
01c6Improvements take +25% time to build
01c6Impassable for most units
01c6Cannot build cities here unless they are coastal
, IceIce
01c6Impassable terrain
, JungleJungle
01c6-10100
01c6Movement Cost: 201c8
01c6+0.2501c5 in nearby cities
01c6Defending units get +50% strength
01c6Impassable for most units
01c6Cannot build cities here
, MarshMarsh
01c6-10100
01c6Movement Cost: 201c8
01c6+0.4001c5 in nearby cities
01c6Defending units get +50% strength
01c6Impassable for most units
01c6Cannot build cities here
01c6Cannot build any improvements on this feature
, RainforestRainforest
01c6-10100
01c6Movement Cost: 201c8
01c6Defending units get +50% strength
01c6Impassable for most units

01c6Better Results from Tribal Villages
01c6Ignores Terrain Movement Costs
01c6Can Withdraw from Combat (20% Chance)
01c6+25% Hills Attack
01c6+50% Jungle Attack
01c6+50% Forest Attack
01c6+50% Rainforest Attack
01c6+50% Taiga Attack
01c6Starts with Disengage IDisengage I
01c6+20% Withdrawal Chance
, ReconnaissanceReconnaissance
01c6Can Heal while Moving
01c6-1 Terrain Movement Cost

Replacements and Upgrades

BandeiranteBandeirante (Recon Units)
Unique Unit for The Portuguese
Replaces Explorer
801c7, 201c8
01c6Can Enter Desert, Tundra, Ice, Jungle, Marsh, Rainforest
01c6Better Results from Tribal Villages
01c6Ignores Terrain Movement Costs
01c6Can Withdraw from Combat (40% Chance)
01c6+25% Hills Attack
01c6+50% Jungle Attack
01c6+50% Forest Attack
01c6+50% Rainforest Attack
01c6+50% Taiga Attack
01c6Starts with Guerilla I, Woodsman I, Disengage I
01c6Can Capture Slaves Regardless of Civics
01c6Guaranteed to Capture Slaves
Requires Cartography

History

Explorers can enter impassable terrain and features, gain only positive bonuses from tribal villages, ignore terrain movement costs, have additional attack on Forest, Rainforest, Jungle, and Hill tiles, have a chance to withdraw, and begin with the Reconnaissance and Disengage I promotions.

    Throughout history there are those whose thirst for adventure led them from the safe confines of civilized lands. These explorers, frequently funded by government stipends, would then journey into the unknown, charting their progress all the way. These expeditions, and the maps they helped create, became blueprints for the conquest and domestication of the once uncharted regions of the world.

Unit_Resource_Atlas_4_1 Archer

Archery Unit, 301c7 101c8 250101

Requires

TanningTanning
01c6Can Build a Camp
01c6Can Train Scout, Archer, Skirmisher
01c6Can Construct Tannery
800114

Abilities

01c61 First Strike
01c6+50% City Defense
01c6+25% Hills Defense
01c6+50% vs. Light Cavalry Units

Replacements and Upgrades

Asharittu BowmanAsharittu Bowman (Archery Units)
Unique Unit for The Babylonians
Replaces Archer
301c7, 101c8
01c61 First Strike
01c6Causes Collateral Damage (max. 40%)
01c6+50% City Defense
01c6+25% Hills Defense
01c6+50% vs. Light Cavalry Units
Requires Tanning
MedjayMedjay (Archery Units)
Unique Unit for The Nubians
Replaces Archer
301c7, 101c8
01c63 First Strikes
01c6+50% City Defense
01c6+25% Hills Defense
01c6+25% Open Terrain Attack
01c6+50% vs. Light Cavalry Units
Requires Tanning
ArcherArcher (Archery Units)
Replaces Archer
301c7, 101c8
01c6Can Enter Desert, Tundra, Ice, Jungle, Marsh, Rainforest
01c61 First Strike
01c6+50% City Defense
01c6+25% Hills Defense
01c6+50% vs. Light Cavalry Units
Requires Tanning

CrossbowmanCrossbowman (Archery Units)
601c7, 101c8
01c61 First Strike
01c6+25% City Defense
01c6+25% Hills Defense
01c6+25% vs. Light Cavalry Units
01c6+25% vs. Melee Units
Requires Machinery
Requires Iron

History

Archers have one first strike, have a defensive bonus in cities, have a defensive bonus in hills and have a bonus against Light Cavalry Units.

    The bow and arrow, invented in prehistoric times, greatly improved the hunting skills of early man, allowing him to kill his targets from a distance. The bow was eventually adapted for use in battle, and was first used by Egyptian, Persian, and Assyrian armies as early as 5000 BC. The range provided by the bow allowed small forces of archers to rout armies of superior number armed only with hand-to-hand weapons. Archers were often used to soften enemy resistance prior to sending in mounted and skirmishing forces. Refinements in design and construction allowed the bow to remain an effective weapon until firearms finally replaced it in the 1500s.

Skirmisher Skirmisher

Archery Unit, 401c7 101c8 300101

Requires

ContractContract
01c6Enables Gold Trading via Diplomacy
01c6Enables Vassal States
01c6Can Train Skirmisher
01c6Can Construct Mint
01c6First to Discover Founds Confucianism
2500114
TanningTanning
01c6Can Build a Camp
01c6Can Train Scout, Archer, Skirmisher
01c6Can Construct Tannery
800114

Abilities

01c61 First Strike
01c6Can Withdraw from Combat (30% Chance)
01c6Causes Collateral Damage (2 Units) (max. 25%)
01c6+25% Hills Attack
01c6+25% Forest Attack
01c6+25% Rainforest Attack

Replacements and Upgrades

HolkanHolkan (Archery Units)
Unique Unit for The Maya
Replaces Skirmisher
301c7, 101c8
01c6Can Enter Jungle, Rainforest
01c61 First Strike
01c6Can Withdraw from Combat (50% Chance)
01c6Causes Collateral Damage (max. 25%)
01c6+25% Hills Attack
01c6+25% Forest Attack
01c6+25% Rainforest Attack
01c6Receives 0100 for Defeating Enemy Units
Requires Smelting
AtlatlAtlatl (Archery Units)
Unique Unit for The Toltecs
Replaces Skirmisher
401c7, 101c8
01c6Can Enter Jungle, Rainforest
01c61 First Strike
01c6Can Withdraw from Combat (30% Chance)
01c6Causes Collateral Damage (max. 25%)
01c6+25% Hills Attack
01c6+25% Forest Attack
01c6+25% Rainforest Attack
01c6+25% vs. Archery Units
01c6+25% vs. Melee Units
Requires Contract
Requires Tanning
KeleboloKelebolo (Archery Units)
Unique Unit for The Mande
Replaces Skirmisher
401c7, 101c8
01c6Can Enter Desert
01c61 First Strike
01c6Can Withdraw from Combat (50% Chance)
01c6Causes Collateral Damage (max. 25%)
01c6+25% Hills Attack
01c6+50% Desert Strength
01c6+50% Semidesert Strength
01c6+25% Forest Attack
01c6+25% Rainforest Attack
01c6+50% vs. Heavy Cavalry Units
01c6+50% vs. Melee Units
Requires Contract
Requires Tanning

LongbowmanLongbowman (Archery Units)
601c7, 101c8
01c61 First Strike
01c6Can Withdraw from Combat (30% Chance)
01c6Causes Collateral Damage (max. 30%)
01c6+25% Hills Strength
01c6+25% Forest Attack
01c6+25% Rainforest Attack
Requires Commune

History

Skirmishers have one first strike, can withdraw from combat, cause collateral damage and have an attack bonus in hills, forests and rainforests.

    While the warfare of civilized states in the Bronze and Iron ages frequently revolved around clashes between large blocks of men with hand to hand combat weapons, virtually all societies made use of lighter-armed forces as well. Infantry with armor and locked into a fighting formation could not move faster than a slow walk, nor could they maintain unit cohesion in rough terrain. Therefore, it was necessary to employ men with lighter equipment and with weapons suitable for striking from a distance, and then retreating to fight another day.

    Such tactics are known as "skirmishing," because they typically involve relatively small scale confrontations between smaller units, rather than massed exchanges of firepower or shock between large armies. Even nations legendary for their highly trained and deadly shock troops (such as the Greek phalanx and the Roman legions) routinely employed auxiliary units armed with bows, slings, and javelins for skirmishing tactics.

    The skirmishers rarely defeated an enemy by themselves, but their harassment forced the enemy army to deploy sooner to meet a new threat, and their swifter movement allowed them to scout the enemy more efficiently. Moreover, their ranged attacks could weaken the enemy's heavy troops or draw them out of position and leave them vulnerable to the heavy troops of one's own side. The best counter to this was to employ one's own skirmishers to fight back, since simply doubling up heavy infantry did not make them more effective at pursuing the skirmisher.

    In later eras, cavalry tended to compete for the skirmisher's role, since a mounted man can generally move faster than a man on foot - and carry more armor and weapons in case he comes into conflict with the foot skirmisher! Despite this, the concept of skirmishing in infantry warfare persisted through the gunpowder age, though. For instance, infantry armed with rifles (in those days, slower to reload than normal muskets) were often employed to snipe, harass, and disrupt blocks of pikemen and musketeers, then fall back upon the main body as the clash of arms approached, just as in ancient times.

    Eventually, after the great advances in the range and volume of fire available to handheld firearms, it became clear that standing in large blocks and relying on sheer volume of firepower to suppress the enemy was not working. As a result, foot soldiers began making heavier use of cover and coordination with inherently more powerful combat arms such as tanks and artillery. Today, virtually all infantry fight with tactics more similar to those of the light infantry skirmishers of three hundred years ago, and far less like the heavy infantry of the same era.

Unit_Resource_Atlas_8_7 Longbowman

Archery Unit, 601c7 101c8 600101

Requires

CommuneCommune
01c6Can Train Longbowman
01c6Can Construct Armoury, Notre Dame, Old Synagogue
7500114

Abilities

01c61 First Strike
01c6Can Withdraw from Combat (30% Chance)
01c6Causes Collateral Damage (2 Units) (max. 30%)
01c6+25% Hills Strength
01c6+25% Forest Attack
01c6+25% Rainforest Attack

Replacements and Upgrades

PatiyodhaPatiyodha (Archery Units)
Unique Unit for The Indians
Replaces Longbowman
501c7, 101c8
01c6Can Enter Jungle, Rainforest
01c61 First Strike
01c6Can Withdraw from Combat (30% Chance)
01c6Causes Collateral Damage (max. 25%)
01c6+25% Hills Strength
01c6+50% Forest Attack
01c6+50% Rainforest Attack
01c6Starts with Formation, Woodsman I
Requires Nobility
Rattan ArcherRattan Archer (Archery Units)
Unique Unit for The Vietnamese
Replaces Longbowman
601c7, 101c8
01c62 First Strikes
01c6Can Withdraw from Combat (30% Chance)
01c6Causes Collateral Damage (max. 30%)
01c6+25% Hills Strength
01c6+25% Forest Attack
01c6+25% Rainforest Attack
01c6Starts with Guerilla I, Woodsman I
Requires Civil Service

MusketeerMusketeer (Gunpowder Units)
1201c7, 101c8
01c6+10% vs. Arquebusier
Requires Replaceable Parts
GrenadierGrenadier (Gunpowder Units)
1001c7, 101c8
01c6Can Withdraw from Combat (50% Chance)
01c6Causes Collateral Damage (max. 50%)
01c6+25% Attack vs. Rifleman
01c6Starts with City Raider I
Requires Chemistry

History

Longbowmen have one first strike, can withdraw from combat, cause collateral damage and have an attack bonus in hills, forests and rainforestshills, forests and rainforests.

    Longbowmen were highly skilled archers capable of firing up to six arrows a minute over long distances into massed enemy formations. Using bows constructed from a type of wood called Yew, they used arrows specifically designed to penetrate chainmail armor - even plate if close enough. Frequently they would comprise approximately four-fifths of an army, and their devastating attacks helped to reverse the dominance of knights in warfare. Only lightly-armored, they enjoyed a great mobility advantage should their opponents survive their barrages.
    Once gunpowder began to find applications in the military, their use began to wane. Guns allowed foot soldiers the same effectiveness against knights, but without the decades of training required to be proficient with the longbow.

Unit_Resource_Atlas_4_8 Crossbowman

Archery Unit, 601c7 101c8 500101

Requires

MachineryMachinery
01c6Can Build a Windmill
01c6Can Build a Watermill
01c6Can Train Crossbowman, Trebuchet
01c6Can Construct The Grand Canal
6500114
IronIron
01c6+10101
01c6Revealed by Bloomery

Abilities

01c61 First Strike
01c6+25% City Defense
01c6+25% Hills Defense
01c6+25% vs. Light Cavalry Units
01c6+25% vs. Melee Units

Replacements and Upgrades

Cho Ko NuCho-Ko-Nu (Archery Units)
Unique Unit for The Chinese
Replaces Crossbowman
601c7, 101c8
01c62 First Strikes
01c6Causes Collateral Damage (max. 50%)
01c6+25% City Defense
01c6+25% Hills Defense
01c6+25% vs. Light Cavalry Units
01c6+25% vs. Melee Units
Requires Artisanry
Requires Iron
BalestriereBalestriere (Archery Units)
Unique Unit for The Italians
Replaces Crossbowman
601c7, 101c8
01c62 First Strikes
01c6+25% City Strength
01c6+25% Hills Defense
01c6+25% vs. Light Cavalry Units
01c6+25% vs. Melee Units
01c6Starts with Amphibious
Requires Machinery
Requires Iron

ArquebusierArquebusier (Gunpowder Units)
1001c7, 101c8
Requires Firearms

History

Crossbowmen have one first strike, have a defense bonus in cities and hills and have a combat bonus against Melee Units and Light Cavalry Units.

    Crossbows were actively being used in European warfare from 800 to 1500 A.D. They supplanted bows in many European armies for a number of reasons. While an expertly handled longbow had greater range, better accuracy, and a much faster rate of fire than an average crossbow, the value of the crossbow came in its simplicity: a crossbow could be used effectively after a week of training, while a comparable single-shot skill with a longbow could take years. The use of winches allowed soldiers to use and fire weapons with a draw weight far in excess of what they could have handled with a bow. In the later years of its use, the crossbow had enough power to penetrate the armor of a knight with ease. Moreover, crossbows could be kept cocked and ready to shoot for some time with little effort, allowing crossbowmen to aim better and to "cover" a target area, while archers could not keep their powerful bows pulled for long periods of time.

Horseman Horseman

Heavy Cavalry Unit, 601c7 201c8 500101

Requires

RidingRiding
01c6Can Train Horseman, Camel Rider, War Elephant
01c6Can Construct Stable
01c6Enables Skirmish
1200114
HorseHorse
01c6+10101
01c6Revealed by Pastoralism
and (CopperCopper
01c6+10101
01c6Revealed by Smelting
or IronIron
01c6+10101
01c6Revealed by Bloomery
)

Abilities

01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (20% Chance)
01c6-25% City Strength
01c6+25% vs. Siege Weapons
01c6Flank attack against CatapultCatapult (Siege Weapons)
301c7, 101c8
01c6Cannot Capture Enemy Cities or Units
01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (50% Chance)
01c6Maximum 50% damage to enemy on attack
01c6Causes Collateral Damage (max. 40%)
01c6Immune to collateral damage from Siege Weapons
01c6+50% City Attack
01c6Can Bombard City Defenses (-8%/Turn)
Requires Mathematics

Replacements and Upgrades

CompanionCompanion (Heavy Cavalry Units)
Unique Unit for The Greeks
Replaces Horseman
601c7, 201c8
01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (20% Chance)
01c6+25% vs. Siege Weapons
01c6Flank attack against Catapult
01c6Starts with March, Blitz
Requires Riding
Requires Horse
Requires Copper or Iron
Numidian CavalryNumidian Cavalry (Heavy Cavalry Units)
Unique Unit for The Phoenicians
Replaces Horseman
601c7, 201c8
01c6Can Enter Desert
01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (20% Chance)
01c6+50% vs. Melee Units
01c6Flank attack against Catapult
01c6Starts with Disengage I, Desert Adaptation
Requires Riding
Requires Horse
Requires Copper or Iron
AsvakaAsvaka (Heavy Cavalry Units)
Unique Unit for The Kushans
Replaces Horseman
701c7, 201c8
01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (20% Chance)
01c6-25% City Defense
01c6+25% vs. Siege Weapons
01c6Flank attack against Catapult
01c6Starts with City Raider I
Requires Riding
Requires Horse
Requires Copper or Iron

Horse ArcherHorse Archer (Light Cavalry Units)
601c7, 201c8
01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (30% Chance)
01c6+50% Open Terrain Strength
Requires Nobility
Requires Horse
LancerLancer (Heavy Cavalry Units)
1001c7, 201c8
01c6Immune to First Strikes
01c6Doesn't Receive Defensive Bonuses
01c6-25% City Strength
01c6Flank attack against Catapult, Trebuchet
Requires Feudalism
Requires Horse
Requires Iron

History

Horsemen don't receive defensive bonuses, can withdraw from combat, have a combat penalty in cities, have a bonus against Siege Units units and have a flank attack against Catapult units.

    Among the technically more advanced sedentary civilizations on both edges of the Eurasian landmass, a different kind of cavalry seems to have emerged shortly after 1000 BC. Reliefs from great Assyrian palaces show horsemen, clad in armour and armed with spear or lance or sword, who were used in combination with other troops such as light and heavy infantry. The function of these cataphracts (from the Greek word for 'armour') was not to engage in long-distance combat but to launch massed shock action, first against the enemy cataphracts and then, having gained the field, against the enemy foot. The fact that ancient cavalry apparently did not possess the stirrup has often led modern historians to question the mounted soldier's effectiveness. They argue that, since riders held on only by pressure of their knees, their ability to deliver shock was limited by the fear of falling off their mounts. This argument fails to note that, particularly in Hellenistic times and again in late Roman ones, cavalry forces did indeed play an important, often decisive, part in countless battles. Still, it is true that never during classical antiquity did cavalry succeed in replacing the formations of heavy infantry that remained the backbone of every army.

CamelRider Camel Rider

Heavy Cavalry Unit, 501c7 201c8 500101

Requires

RidingRiding
01c6Can Train Horseman, Camel Rider, War Elephant
01c6Can Construct Stable
01c6Enables Skirmish
1200114
CamelCamel
01c6+10100, +10101
01c6Revealed by Pastoralism
Healthy: +101c4(with Pasture)
and (CopperCopper
01c6+10101
01c6Revealed by Smelting
or IronIron
01c6+10101
01c6Revealed by Bloomery
)

Abilities

01c6Can Enter DesertDesert
01c6+10102 adjacent to river
01c6Movement Cost: 201c8
01c6Improvements take +25% time to build
01c6Impassable for most units
01c6Cannot build cities here unless they are coastal or unless they are near fresh water

01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (20% Chance)
01c6-25% City Strength
01c6+25% Desert Strength
01c6+25% Semidesert Strength
01c6+25% vs. Heavy Cavalry Units
01c6+25% vs. Siege Weapons
01c6Flank attack against CatapultCatapult (Siege Weapons)
301c7, 101c8
01c6Cannot Capture Enemy Cities or Units
01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (50% Chance)
01c6Maximum 50% damage to enemy on attack
01c6Causes Collateral Damage (max. 40%)
01c6Immune to collateral damage from Siege Weapons
01c6+50% City Attack
01c6Can Bombard City Defenses (-8%/Turn)
Requires Mathematics

01c6Starts with Desert Adaptation

Replacements and Upgrades

Camel ArcherCamel Archer (Light Cavalry Units)
501c7, 201c8
01c6Can Enter Desert
01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (30% Chance)
01c6+50% Open Terrain Strength
01c6+25% Desert Strength
01c6+25% Semidesert Strength
01c6+25% vs. Heavy Cavalry Units
01c6Starts with Desert Adaptation
Requires Nobility
Requires Camel

History

Camel Riders don't receive defensive bonuses, can withdraw from combat, have a combat penalty in cities, have a bonus against Siege Units and Heavy Cavalry Units units, have a flank attack against Catapult units, have a combat bonus in Desert and begin with the Desert Adaptation promotion.

    In the Arabian Peninsula, cavalrymen ride on either horse or camel. While horses are somewhat easier to train than camels, camels are the obvious choice for forces operating in the deep desert. Arab tribesmen such as the Bedouin have always been fearsome warriors, and their prowess with bow and arrow (and later, rifle) from atop a mount has become the stuff of legend.

Unit_Resource_Atlas_8_1 Lancer

Heavy Cavalry Unit, 1001c7 201c8 1000101

Requires

FeudalismFeudalism
Obsoletes Terracotta Army
01c6Enables Vassalage
01c6Can Train Lancer
01c6Can Construct Himeji Castle
7000114
HorseHorse
01c6+10101
01c6Revealed by Pastoralism
and IronIron
01c6+10101
01c6Revealed by Bloomery

Abilities

01c6Immune to First Strikes
01c6Doesn't Receive Defensive Bonuses
01c6-25% City Strength
01c6Flank attack against CatapultCatapult (Siege Weapons)
301c7, 101c8
01c6Cannot Capture Enemy Cities or Units
01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (50% Chance)
01c6Maximum 50% damage to enemy on attack
01c6Causes Collateral Damage (max. 40%)
01c6Immune to collateral damage from Siege Weapons
01c6+50% City Attack
01c6Can Bombard City Defenses (-8%/Turn)
Requires Mathematics
, TrebuchetTrebuchet (Siege Weapons)
401c7, 101c8
01c6Cannot Capture Enemy Cities or Units
01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (50% Chance)
01c6Maximum 50% damage to enemy on attack
01c6Causes Collateral Damage (max. 50%)
01c6Immune to collateral damage from Siege Weapons
01c6+75% City Attack
01c6Can Bombard City Defenses (-12%/Turn)
Requires Fortification
Requires Machinery

Replacements and Upgrades

SavaranSavaran (Heavy Cavalry Units)
Unique Unit for The Persians
Replaces Lancer
801c7, 201c8
01c6Immune to First Strikes
01c6Doesn't Receive Defensive Bonuses
01c6Flank attack against Catapult, Trebuchet
Requires Generalship
Requires Horse
Requires Iron
FarariFarari (Heavy Cavalry Units)
Unique Unit for The Mande
Replaces Lancer
1001c7, 201c8
01c6Immune to First Strikes
01c6Doesn't Receive Defensive Bonuses
01c6-25% City Strength
01c6Flank attack against Catapult, Trebuchet
01c6Starts with River Combat, Desert Adaptation
Requires Feudalism
Mobile GuardMobile Guard (Heavy Cavalry Units)
Unique Unit for The Arabs
Replaces Lancer
1001c7, 201c8
01c6Immune to First Strikes
01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (20% Chance)
01c6Flank attack against Catapult, Trebuchet
Requires Feudalism
Requires Horse
MamlukMamluk (Heavy Cavalry Units)
Unique Unit for The Masryeen
Replaces Lancer
1001c7, 201c8
01c6Immune to First Strikes
01c6Doesn't Receive Defensive Bonuses
01c6-25% City Strength
01c6Flank attack against Catapult, Trebuchet
01c6Starts with Formation, Skirmish
Requires Feudalism
Requires Horse
Requires Iron
KeshikKeshik (Light Cavalry Units)
Unique Unit for The Mongols
Replaces Lancer
1001c7, 301c8
01c61 First Strike
01c6Immune to First Strikes
01c6Doesn't Receive Defensive Bonuses
01c6Causes Collateral Damage (max. 60%)
01c6-25% City Defense
01c6Flank attack against Catapult, Trebuchet
01c6Starts with Steppe Adaptation
Requires Feudalism
Requires Horse
CataphractCataphract (Heavy Cavalry Units)
Unique Unit for The Byzantines
Replaces Lancer
1001c7, 201c8
01c6Immune to First Strikes
01c6Doesn't Receive Defensive Bonuses
01c6-25% City Strength
01c6Flank attack against Catapult, Trebuchet
01c6Starts with Shock
Requires Nobility
Requires Horse
Requires Iron
ChambulChambul (Heavy Cavalry Units)
Unique Unit for The Tatars
Replaces Lancer
1001c7, 201c8
01c6Immune to First Strikes
01c6Doesn't Receive Defensive Bonuses
01c6-25% City Strength
01c6+30% Open Terrain Strength
01c6Flank attack against Catapult, Trebuchet
01c6Starts with March, Steppe Adaptation
Requires Feudalism
Requires Horse
Chang SuekChang Suek (Heavy Cavalry Units)
Unique Unit for The Thais
Replaces Lancer
1001c7, 201c8
01c6Can Enter Jungle, Rainforest
01c6Immune to First Strikes
01c6Doesn't Receive Defensive Bonuses
01c6-25% City Strength
01c6+50% Attack vs. Arquebusier
01c6+50% Attack vs. Musketeer
01c6+50% vs. Heavy Cavalry Units
01c6Flank attack against Catapult, Trebuchet
Requires Feudalism
Requires Ivory

CuirassierCuirassier (Heavy Cavalry Units)
1201c7, 201c8
01c6Immune to First Strikes
01c6Doesn't Receive Defensive Bonuses
01c6-25% City Strength
Requires Combined Arms
Requires Horse
Requires Iron

History

Lancers are immune to first strikes, don't receive defensive bonuses, have a combat penalty in cities and have a flank attack against Catapult and Trebuchet units.

    Knights were heavily armored, mounted men-at-arms found primarily in medieval Europe. Like the samurai of ancient Japan, knights followed a strict code that covered their behavior both in battle and in their personal pursuits. Fighting astride powerful horses, armored knights had a distinct advantage over enemies on foot and remained the dominant force on the battlefield when battles were fought primarily hand-to-hand. Occasionally, brilliant infantry tactics allowed knights to be outmaneuvered, but it wasn't until the development of gunpowder that knights were rendered obsolete.

Beyond_the_Sword_Atlas_3_11 Cuirassier

Heavy Cavalry Unit, 1201c7 201c8 1200101

Requires

Combined ArmsCombined Arms
Obsoletes The Great Wall
Obsoletes Krak des Chevaliers
Obsoletes Alamut Fortress
01c6Can Train Pistolier, Camel Gunner, Cuirassier
01c6Can Construct Harmandir Sahib
01c6Enables Commando
16000114
HorseHorse
01c6+10101
01c6Revealed by Pastoralism
and IronIron
01c6+10101
01c6Revealed by Bloomery

Abilities

01c6Immune to First Strikes
01c6Doesn't Receive Defensive Bonuses
01c6-25% City Strength

Replacements and Upgrades

GendarmeGendarme (Heavy Cavalry Units)
Unique Unit for The French
Replaces Cuirassier
1201c7, 201c8
01c6Immune to First Strikes
01c6Doesn't Receive Defensive Bonuses
01c6-25% City Strength
01c6Starts with Pinch, Leadership
Requires Combined Arms
Requires Horse
Requires Iron
ConquistadorConquistador (Heavy Cavalry Units)
Unique Unit for The Spanish
Replaces Cuirassier
1201c7, 201c8
01c6Can Enter Jungle, Rainforest
01c6Immune to First Strikes
01c6-25% City Strength
01c6+50% Attack vs. Light Swordsman
01c6+50% Attack vs. Swordsman
01c6+50% Attack vs. Heavy Swordsman
01c6+50% Attack vs. Spearman
01c6+50% Attack vs. Heavy Spearman
Requires Exploration
Requires Firearms
Requires Horse
Requires Iron
Winged HussarWinged Hussar (Heavy Cavalry Units)
Unique Unit for The Polish
Replaces Cuirassier
1201c7, 201c8
01c6Immune to First Strikes
01c6Doesn't Receive Defensive Bonuses
01c6-25% City Strength
01c6+50% Attack vs. Arquebusier
01c6+50% Attack vs. Musketeer
Requires Combined Arms
Requires Horse
Requires Iron
SowarSowar (Heavy Cavalry Units)
Unique Unit for The Mughals
Replaces Cuirassier
1201c7, 201c8
01c6Immune to First Strikes
01c6Doesn't Receive Defensive Bonuses
01c6-25% City Defense
Requires Combined Arms
Requires Horse
Requires Iron
BannermanBannerman (Heavy Cavalry Units)
Unique Unit for The Manchus
Replaces Cuirassier
1201c7, 201c8
01c6Immune to First Strikes
01c6Doesn't Receive Defensive Bonuses
01c6-25% City Strength
01c6Targets any Heavy Cavalry Units, Light Cavalry Units first in combat outside cities
01c6Starts with Shock
01c6Captures defeated units of more powerful civilizations
Requires Combined Arms
Requires Horse
Requires Iron

DragoonDragoon (Heavy Cavalry Units)
1401c7, 201c8
01c6Immune to First Strikes
01c6Doesn't Receive Defensive Bonuses
01c6-25% City Strength
Requires Biology
Requires Horse

History

Cuirassiers don't receive defensive bonuses, are immune to first strikes, have a combat penalty in cities and can withdraw from combat.

    The Cuirassier was the last step in the evolution of European armored cavalry. Drawing their name from their heavy, metal breastplates - or "cuirasses" - the Cuirassiers were the heaviest of the heavy cavalry.
    The earliest Cuirassiers, born in the 15th century, were armored head-to-toe and armed with heavy saber and pistols. As European warfare began to rely more on firearms, much of this heavy armor was shed to increase mobility, eventually adapting into what is now recognized as the standard Cuirassier uniform - a breastplate and helm. Fielded almost exclusively in the battles of continental Europe, the Cuirassier saw its most widespread use under the command of Napoleon, who was fielding 14 regiments of the cavalrymen by 1812.

Dragoon Dragoon

Heavy Cavalry Unit, 1401c7 201c8 1400101

Requires

BiologyBiology
01c6Can Build Farms without Irrigation
01c6Pasture: +10101
01c6Can Train Hussar, Dragoon
01c6Can Construct Park
01c6Required for the spread of Cereal Industry
36000114
HorseHorse
01c6+10101
01c6Revealed by Pastoralism

Abilities

01c6Immune to First Strikes
01c6Doesn't Receive Defensive Bonuses
01c6-25% City Strength

Replacements and Upgrades

CassayCassay (Heavy Cavalry Units)
Unique Unit for The Burmese
Replaces Dragoon
1401c7, 201c8
01c6Immune to First Strikes
01c6Doesn't Receive Defensive Bonuses
01c6-25% City Strength
01c6Starts with Pinch, Blitz
Requires Biology
Requires Horse
IkhwanIkhwan (Heavy Cavalry Units)
Unique Unit for The Saudis
Replaces Dragoon
1401c7, 201c8
01c6Can Enter Desert
01c6Immune to First Strikes
01c6Doesn't Receive Defensive Bonuses
01c6+50% Desert Strength
01c6+50% Semidesert Strength
01c6Starts with Desert Adaptation
Requires Biology
Requires Camel
Grenadier CavalryGrenadier Cavalry (Heavy Cavalry Units)
Unique Unit for The Argentinians
Replaces Dragoon
1401c7, 201c8
01c6Immune to First Strikes
01c6Doesn't Receive Defensive Bonuses
01c6-25% City Strength
01c6+25% Attack vs. Musketeer
01c6+25% Attack vs. Rifleman
01c6Starts with City Raider I
Requires Biology
Requires Horse

CavalryCavalry (Light Cavalry Units)
1401c7, 201c8
01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (50% Chance)
01c6+20% Open Terrain Strength
01c6+50% Attack vs. Artillery
01c6+50% Attack vs. Howitzer
01c6Flank attack against Catapult, Trebuchet, Bombard, Cannon, Artillery, Howitzer
Requires Microbiology
Requires Horse

History

Dragoons don't receive defensive bonuses and are basic Mounted Units in the Industrial Era.

    The word "dragoon" is derived from the French Army designation dragon which was originally the name of a type of firearm (whose name means dragon) carried by French dragoons. In French, Portuguese and Spanish there is no distinction between the words dragoon and dragon.

    Dragoons were originally infantrymen deployed by horse, but later became cavalry. They were therefore trained in horse riding as well as infantry fighting skills. Dragoon regiments were established in most European armies during the late 17th and early 18th centuries. Originally dragoons were considered as separate from regular cavalry, but during the 18th century they evolved into conventional mounted troops trained to fight from horseback.

Unit_Resource_Atlas_7_2 War Elephant

Heavy Cavalry Unit, 801c7 101c8 700101

Requires

GeneralshipGeneralship
01c6Can Build a Fort
01c6Enables Hegemony
01c6Can Train War Elephant
01c6Enables Formation
3500114
RidingRiding
01c6Can Train Horseman, Camel Rider, War Elephant
01c6Can Construct Stable
01c6Enables Skirmish
1200114
IvoryIvory
01c6+10101
Happy: +101c2(with Camp)

Abilities

01c6Can Enter JungleJungle
01c6-10100
01c6Movement Cost: 201c8
01c6+0.2501c5 in nearby cities
01c6Defending units get +50% strength
01c6Impassable for most units
01c6Cannot build cities here
, RainforestRainforest
01c6-10100
01c6Movement Cost: 201c8
01c6Defending units get +50% strength
01c6Impassable for most units

01c6Doesn't Receive Defensive Bonuses
01c6+25% vs. Heavy Cavalry Units

Replacements and Upgrades

VaruVaru (Heavy Cavalry Units)
Unique Unit for The Indians
Replaces War Elephant
801c7, 101c8
01c6Can Enter Jungle, Rainforest
01c6Doesn't Receive Defensive Bonuses
01c6+25% vs. Heavy Cavalry Units
01c6Starts with Shock
Requires Generalship
Requires Riding
Requires Ivory
Ballista ElephantBallista Elephant (Heavy Cavalry Units)
Unique Unit for The Khmer
Replaces War Elephant
801c7, 101c8
01c6Can Enter Jungle, Rainforest
01c6Doesn't Receive Defensive Bonuses
01c6+25% City Attack
01c6+25% vs. Heavy Cavalry Units
01c6Targets any Heavy Cavalry Units first in combat outside cities
Requires Generalship
Requires Riding
Requires Ivory

CuirassierCuirassier (Heavy Cavalry Units)
1201c7, 201c8
01c6Immune to First Strikes
01c6Doesn't Receive Defensive Bonuses
01c6-25% City Strength
Requires Combined Arms
Requires Horse
Requires Iron

History

War Elephants are able to enter Jungle and Rainforest, don't receive defensive bonuses and have a combat bonus against Heavy Cavalry Units.

    The war elephant was first used in India and was known to the Persians by the 4th Century BC. Using war elephants, Candra Gupta defeated Alexander's successor Seleucus and established the Mauryan Empire. Though Carthage's African war elephants accomplished little subsequently, their presence in Hannibal's army during his transit of the Alps into the heart of Rome in 218 BC established their reputation as a fearsome weapon. The elephant's tactical importance apparently stemmed in large part from its willingness to charge both foot soldiers and cavalry and from the panic that it inspired. Although used in Indian military forces until the 20th Century, as with so many traditional weapons, the utility of elephants in war ended with the widespread use of gunpowder.

Unit_Resource_Atlas_5_7 Chariot

Light Cavalry Unit, 401c7 201c8 300101

Requires

LeverageLeverage
01c6Can Build a Road
01c6Can Train Chariot
01c6Can Construct Weaver
1200114
HorseHorse
01c6+10101
01c6Revealed by Pastoralism

Abilities

01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (20% Chance)
01c6+25% Open Terrain Strength

Replacements and Upgrades

War ChariotWar Chariot (Light Cavalry Units)
Unique Unit for The Egyptians
Replaces Chariot
401c7, 201c8
01c6Can Enter Desert
01c6Immune to First Strikes
01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (30% Chance)
01c6+25% Open Terrain Strength
01c6+25% Desert Attack
01c6Starts with Desert Adaptation
Requires Leverage
Requires Horse
HuluganniHuluganni (Light Cavalry Units)
Unique Unit for The Hittites
Replaces Chariot
501c7, 201c8
01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (20% Chance)
01c6+25% Hills Strength
01c6+25% Open Terrain Strength
01c6Starts with Cover, Mobility
Requires Leverage
Requires Horse

Horse ArcherHorse Archer (Light Cavalry Units)
601c7, 201c8
01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (30% Chance)
01c6+50% Open Terrain Strength
Requires Nobility
Requires Horse
HorsemanHorseman (Heavy Cavalry Units)
601c7, 201c8
01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (20% Chance)
01c6-25% City Strength
01c6+25% vs. Siege Weapons
01c6Flank attack against Catapult
Requires Riding
Requires Horse
Requires Copper or Iron

History

Chariots don't receive defensive bonuses, can withdraw from combat and have a combat bonus on open terrain.

    The chariot was the first true fighting vehicle. Ancient armies used it to transport archers and other troops to the battlefield, where they would disembark and fight. The Assyrians, whose archers and spearmen fought from inside the chariot itself, turned the vehicle into a fearsome offensive weapon. Few enemies were able to withstand an onslaught of Assyrian chariots. This devastating form of attack was soon adopted by many of the Assyrians' enemies, who used the chariot against them with good effect.

Unit_Resource_Atlas_7_7 Horse Archer

Light Cavalry Unit, 601c7 201c8 700101

Requires

NobilityNobility
01c6First to Discover Receives a Great General
01c6Can Train Horse Archer, Camel Archer
5500114
HorseHorse
01c6+10101
01c6Revealed by Pastoralism

Abilities

01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (30% Chance)
01c6+50% Open Terrain Strength

Replacements and Upgrades

MangudaiMangudai (Light Cavalry Units)
Unique Unit for The Mongols
Replaces Horse Archer
801c7, 301c8
01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (30% Chance)
01c6+50% Open Terrain Strength
01c6Starts with Steppe Adaptation
Requires Nobility
Requires Horse
KhampaKhampa (Light Cavalry Units)
Unique Unit for The Tibetans
Replaces Horse Archer
601c7, 201c8
01c6Can Enter Tundra
01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (30% Chance)
01c6+50% City Attack
01c6+50% Hills Attack
01c6+50% Open Terrain Strength
01c6Starts with Mobility
Requires Nobility
Requires Horse
OghuzOghuz (Light Cavalry Units)
Unique Unit for The Turks
Replaces Horse Archer
601c7, 301c8
01c6Hidden Nationality
01c6Can Attack without Declaring War
01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (30% Chance)
01c6+50% Open Terrain Strength
01c6Starts with March, Steppe Adaptation
Requires Nobility
Requires Horse

PistolierPistolier (Light Cavalry Units)
701c7, 201c8
01c6Immune to First Strikes
01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (30% Chance)
01c6+30% Open Terrain Strength
01c6Flank attack against Catapult, Trebuchet, Bombard, Cannon
Requires Combined Arms
Requires Horse

History

Horse Archers don't receive defensive bonuses, can withdraw from combat and have a combat bonus on open terrain.

    A horse archer (or horsed archer or mounted archer) is a cavalryman armed with a bow. Because using a bow requires a horseman to let go of the reins with both hands, horse archers need superb equestrian skills. Horse archery is typically associated with steppe nomads.
    The weapon of choice for horse archers was the recurve bow, because it was compact enough to shoot from a horse and retained sufficient range and penetrating power. The most serious threat to horse archers was arrows, and they could wheel away out of bowshot after every attack. Mounted archers therefore needed little or no armor and could ride light, fast mounts such as ponies. This made them cheap to equip and increased their strategic mobility.
    A drawback of horse archers was that the movements of a running horse disturbed the accuracy of the shot. After the invention of the stirrup, horse archers would stand up in their stirrups to absorb the motion of the horse. Another method to facilitate accurate shooting was to time shots between the strides of the horse.
    Horse archers were eventually made obsolete by the development of modern firearms.

Unit_Resource_Atlas_5_8 Camel Archer

Light Cavalry Unit, 501c7 201c8 700101

Requires

NobilityNobility
01c6First to Discover Receives a Great General
01c6Can Train Horse Archer, Camel Archer
5500114
CamelCamel
01c6+10100, +10101
01c6Revealed by Pastoralism
Healthy: +101c4(with Pasture)

Abilities

01c6Can Enter DesertDesert
01c6+10102 adjacent to river
01c6Movement Cost: 201c8
01c6Improvements take +25% time to build
01c6Impassable for most units
01c6Cannot build cities here unless they are coastal or unless they are near fresh water

01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (30% Chance)
01c6+50% Open Terrain Strength
01c6+25% Desert Strength
01c6+25% Semidesert Strength
01c6+25% vs. Heavy Cavalry Units
01c6Starts with Desert Adaptation

Replacements and Upgrades

Camel GunnerCamel Gunner (Light Cavalry Units)
601c7, 201c8
01c6Can Enter Desert
01c6Immune to First Strikes
01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (30% Chance)
01c6+30% Open Terrain Strength
01c6+25% Desert Strength
01c6+25% Semidesert Strength
01c6+25% vs. Heavy Cavalry Units
01c6Flank attack against Catapult, Trebuchet, Bombard, Cannon
01c6Starts with Desert Adaptation
Requires Combined Arms
Requires Camel

History

Camel Archers don't receive defensive bonuses, can withdraw from combat, have a combat bonus on open terrain, have a bonus against Heavy Cavalry Units units, have a combat bonus in Desert and begin with the Desert Adaptation promotion.

    In the Arabian Peninsula, cavalrymen ride on either horse or camel. While horses are somewhat easier to train than camels, camels are the obvious choice for forces operating in the deep desert. Arab tribesmen such as the Bedouin have always been fearsome warriors, and their prowess with bow and arrow (and later, rifle) from atop a mount has become the stuff of legend.

Pistolier Pistolier

Light Cavalry Unit, 701c7 201c8 800101

Requires

Combined ArmsCombined Arms
Obsoletes The Great Wall
Obsoletes Krak des Chevaliers
Obsoletes Alamut Fortress
01c6Can Train Pistolier, Camel Gunner, Cuirassier
01c6Can Construct Harmandir Sahib
01c6Enables Commando
16000114
HorseHorse
01c6+10101
01c6Revealed by Pastoralism

Abilities

01c6Immune to First Strikes
01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (30% Chance)
01c6+30% Open Terrain Strength
01c6Flank attack against CatapultCatapult (Siege Weapons)
301c7, 101c8
01c6Cannot Capture Enemy Cities or Units
01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (50% Chance)
01c6Maximum 50% damage to enemy on attack
01c6Causes Collateral Damage (max. 40%)
01c6Immune to collateral damage from Siege Weapons
01c6+50% City Attack
01c6Can Bombard City Defenses (-8%/Turn)
Requires Mathematics
, TrebuchetTrebuchet (Siege Weapons)
401c7, 101c8
01c6Cannot Capture Enemy Cities or Units
01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (50% Chance)
01c6Maximum 50% damage to enemy on attack
01c6Causes Collateral Damage (max. 50%)
01c6Immune to collateral damage from Siege Weapons
01c6+75% City Attack
01c6Can Bombard City Defenses (-12%/Turn)
Requires Fortification
Requires Machinery
, BombardBombard (Siege Weapons)
501c7, 101c8
01c6Cannot Capture Enemy Cities or Units
01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (50% Chance)
01c6Maximum 50% damage to enemy on attack
01c6Causes Collateral Damage (max. 50%)
01c6Immune to collateral damage from Siege Weapons
01c6+50% City Attack
01c6Can Bombard City Defenses (-12%/Turn)
Requires Gunpowder
Requires Copper or Iron
, CannonCannon (Siege Weapons)
801c7, 101c8
01c6Cannot Capture Enemy Cities or Units
01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (50% Chance)
01c6Maximum 50% damage to enemy on attack
01c6Causes Collateral Damage (max. 50%)
01c6Immune to collateral damage from Siege Weapons
01c6+25% City Attack
01c6+25% Hills Defense
01c6+25% Defense vs. Cannon
01c6Can Bombard City Defenses (-12%/Turn)
Requires Physics
Requires Iron

Replacements and Upgrades

HakkapeliittaHakkapeliitta (Heavy Cavalry Units)
Unique Unit for The Swedish
Replaces Pistolier
801c7, 201c8
01c6Immune to First Strikes
01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (30% Chance)
01c6+20% Open Terrain Strength
01c6Flank attack against Catapult, Trebuchet, Bombard, Cannon
01c6Starts with Shock, Pinch
Requires Firearms
Requires Horse
Mounted BraveMounted Brave (Light Cavalry Units)
Replaces Pistolier
801c7, 201c8
01c6Immune to First Strikes
01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (60% Chance)
01c6+30% Open Terrain Strength
01c6Flank attack against Catapult, Trebuchet, Bombard, Cannon
Requires Combined Arms
Requires Horse

HussarHussar (Light Cavalry Units)
1001c7, 201c8
01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (40% Chance)
01c6+25% Open Terrain Strength
01c6+50% Attack vs. Cannon
01c6+50% Attack vs. Artillery
01c6Flank attack against Catapult, Trebuchet, Bombard, Cannon, Artillery
Requires Nationalism
Requires Biology
Requires Horse

History

Pistoliers are immune to first strikes, don't receive defensive bonuses, can withdraw from combat, have a combat bonus on open terrain and have a flank attack against Catapult, Trebuchet, Bombard and Cannon units.

    Pistols were the first gunpowder weapons developed for cavalry, and the pistoliers was one of the new cavalry types to develop which signaled the end of the lance-charging heavy cavalry. Pistoliers were expected to be able to engage their opponents both with firearms and sword; they formed up in deep blocks and used their firearms in a caracole attack to disrupt enemy infantry formations before charging home and engaging in hand-to-hand combat. German mercenary cavalry called Reiters or "Black Riders" were some of the most prominent pistoliers.

Camel_Gunner Camel Gunner

Light Cavalry Unit, 601c7 201c8 800101

Requires

Combined ArmsCombined Arms
Obsoletes The Great Wall
Obsoletes Krak des Chevaliers
Obsoletes Alamut Fortress
01c6Can Train Pistolier, Camel Gunner, Cuirassier
01c6Can Construct Harmandir Sahib
01c6Enables Commando
16000114
CamelCamel
01c6+10100, +10101
01c6Revealed by Pastoralism
Healthy: +101c4(with Pasture)

Abilities

01c6Can Enter DesertDesert
01c6+10102 adjacent to river
01c6Movement Cost: 201c8
01c6Improvements take +25% time to build
01c6Impassable for most units
01c6Cannot build cities here unless they are coastal or unless they are near fresh water

01c6Immune to First Strikes
01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (30% Chance)
01c6+30% Open Terrain Strength
01c6+25% Desert Strength
01c6+25% Semidesert Strength
01c6+25% vs. Heavy Cavalry Units
01c6Flank attack against CatapultCatapult (Siege Weapons)
301c7, 101c8
01c6Cannot Capture Enemy Cities or Units
01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (50% Chance)
01c6Maximum 50% damage to enemy on attack
01c6Causes Collateral Damage (max. 40%)
01c6Immune to collateral damage from Siege Weapons
01c6+50% City Attack
01c6Can Bombard City Defenses (-8%/Turn)
Requires Mathematics
, TrebuchetTrebuchet (Siege Weapons)
401c7, 101c8
01c6Cannot Capture Enemy Cities or Units
01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (50% Chance)
01c6Maximum 50% damage to enemy on attack
01c6Causes Collateral Damage (max. 50%)
01c6Immune to collateral damage from Siege Weapons
01c6+75% City Attack
01c6Can Bombard City Defenses (-12%/Turn)
Requires Fortification
Requires Machinery
, BombardBombard (Siege Weapons)
501c7, 101c8
01c6Cannot Capture Enemy Cities or Units
01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (50% Chance)
01c6Maximum 50% damage to enemy on attack
01c6Causes Collateral Damage (max. 50%)
01c6Immune to collateral damage from Siege Weapons
01c6+50% City Attack
01c6Can Bombard City Defenses (-12%/Turn)
Requires Gunpowder
Requires Copper or Iron
, CannonCannon (Siege Weapons)
801c7, 101c8
01c6Cannot Capture Enemy Cities or Units
01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (50% Chance)
01c6Maximum 50% damage to enemy on attack
01c6Causes Collateral Damage (max. 50%)
01c6Immune to collateral damage from Siege Weapons
01c6+25% City Attack
01c6+25% Hills Defense
01c6+25% Defense vs. Cannon
01c6Can Bombard City Defenses (-12%/Turn)
Requires Physics
Requires Iron

01c6Starts with Desert Adaptation

Replacements and Upgrades

ZamburakZamburak (Light Cavalry Units)
Unique Unit for The Iranians
Replaces Camel Gunner
701c7, 201c8
01c6Can Enter Desert
01c6Immune to First Strikes
01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (30% Chance)
01c6Causes Collateral Damage (max. 60%)
01c6+30% Open Terrain Strength
01c6+25% Desert Strength
01c6+25% Semidesert Strength
01c6+25% vs. Heavy Cavalry Units
01c6Starts with Desert Adaptation
Requires Combined Arms
Requires Camel

GunshipGunship (Helicopter Units)
2401c7, 401c8
01c6Can Enter Desert, Tundra, Ice, Jungle, Marsh, Rainforest
01c6Cannot Capture Enemy Cities or Units
01c6Doesn't Receive Defensive Bonuses
01c6Ignores Terrain Movement Costs
01c6Can Withdraw from Combat (25% Chance)
01c6+100% vs. Armored Units
01c6Flank attack against Cannon, Artillery, Howitzer, Mobile Artillery
01c6Starts with Amphibious
Requires Aerodynamics
Requires Oil

History

Camel Gunners are immune to first strikes, don't receive defensive bonuses, can withdraw from combat, have a combat bonus on open terrain and have a flank attack against Catapult, Trebuchet, Bombard and Cannon units, have a bonus against Heavy Cavalry Units units, have a combat bonus in Desert and begin with the Desert Adaptation promotion.

    In the Arabian Peninsula, cavalrymen ride on either horse or camel. While horses are somewhat easier to train than camels, camels are the obvious choice for forces operating in the deep desert. Arab tribesmen such as the Bedouin have always been fearsome warriors, and their prowess with bow and arrow (and later, rifle) from atop a mount has become the stuff of legend.

Hussar Hussar

Light Cavalry Unit, 1001c7 201c8 1000101

Requires

NationalismNationalism
Obsoletes Notre Dame
Obsoletes Topkapi Palace
01c6Enables Nationhood
01c6Can Train Hussar
01c6Can Construct National Monument, Brandenburg Gate, Chapultepec Castle
30000114
BiologyBiology
01c6Can Build Farms without Irrigation
01c6Pasture: +10101
01c6Can Train Hussar, Dragoon
01c6Can Construct Park
01c6Required for the spread of Cereal Industry
36000114
HorseHorse
01c6+10101
01c6Revealed by Pastoralism

Abilities

01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (40% Chance)
01c6+25% Open Terrain Strength
01c6+50% Attack vs. CannonCannon (Siege Weapons)
801c7, 101c8
01c6Cannot Capture Enemy Cities or Units
01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (50% Chance)
01c6Maximum 50% damage to enemy on attack
01c6Causes Collateral Damage (max. 50%)
01c6Immune to collateral damage from Siege Weapons
01c6+25% City Attack
01c6+25% Hills Defense
01c6+25% Defense vs. Cannon
01c6Can Bombard City Defenses (-12%/Turn)
Requires Physics
Requires Iron

01c6+50% Attack vs. ArtilleryArtillery (Siege Weapons)
1201c7, 101c8
01c6Cannot Capture Enemy Cities or Units
01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (50% Chance)
01c6Maximum 50% damage to enemy on attack
01c6Causes Collateral Damage (max. 50%)
01c6Immune to collateral damage from Siege Weapons
01c6+25% City Attack
01c6+25% Hills Defense
01c6+25% Defense vs. Artillery
01c6+25% vs. Siege Weapons
01c6Can Bombard City Defenses (-12%/Turn)
Requires Ballistics
Requires Iron

01c6Flank attack against CatapultCatapult (Siege Weapons)
301c7, 101c8
01c6Cannot Capture Enemy Cities or Units
01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (50% Chance)
01c6Maximum 50% damage to enemy on attack
01c6Causes Collateral Damage (max. 40%)
01c6Immune to collateral damage from Siege Weapons
01c6+50% City Attack
01c6Can Bombard City Defenses (-8%/Turn)
Requires Mathematics
, TrebuchetTrebuchet (Siege Weapons)
401c7, 101c8
01c6Cannot Capture Enemy Cities or Units
01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (50% Chance)
01c6Maximum 50% damage to enemy on attack
01c6Causes Collateral Damage (max. 50%)
01c6Immune to collateral damage from Siege Weapons
01c6+75% City Attack
01c6Can Bombard City Defenses (-12%/Turn)
Requires Fortification
Requires Machinery
, BombardBombard (Siege Weapons)
501c7, 101c8
01c6Cannot Capture Enemy Cities or Units
01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (50% Chance)
01c6Maximum 50% damage to enemy on attack
01c6Causes Collateral Damage (max. 50%)
01c6Immune to collateral damage from Siege Weapons
01c6+50% City Attack
01c6Can Bombard City Defenses (-12%/Turn)
Requires Gunpowder
Requires Copper or Iron
, CannonCannon (Siege Weapons)
801c7, 101c8
01c6Cannot Capture Enemy Cities or Units
01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (50% Chance)
01c6Maximum 50% damage to enemy on attack
01c6Causes Collateral Damage (max. 50%)
01c6Immune to collateral damage from Siege Weapons
01c6+25% City Attack
01c6+25% Hills Defense
01c6+25% Defense vs. Cannon
01c6Can Bombard City Defenses (-12%/Turn)
Requires Physics
Requires Iron
, ArtilleryArtillery (Siege Weapons)
1201c7, 101c8
01c6Cannot Capture Enemy Cities or Units
01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (50% Chance)
01c6Maximum 50% damage to enemy on attack
01c6Causes Collateral Damage (max. 50%)
01c6Immune to collateral damage from Siege Weapons
01c6+25% City Attack
01c6+25% Hills Defense
01c6+25% Defense vs. Artillery
01c6+25% vs. Siege Weapons
01c6Can Bombard City Defenses (-12%/Turn)
Requires Ballistics
Requires Iron

Replacements and Upgrades

CossackCossack (Light Cavalry Units)
Unique Unit for The Russians
Replaces Hussar
1001c7, 201c8
01c6Can Enter Tundra, Ice
01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (50% Chance)
01c6+25% Open Terrain Strength
01c6+50% Attack vs. Cannon
01c6+50% Attack vs. Artillery
01c6+25% vs. Heavy Cavalry Units
01c6+25% vs. Light Cavalry Units
01c6Flank attack against Catapult, Trebuchet, Bombard, Cannon, Artillery
Requires Measurement
Requires Horse
LlaneroLlanero (Heavy Cavalry Units)
Unique Unit for The Colombians
Replaces Hussar
1001c7, 201c8
01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (40% Chance)
01c6+25% Open Terrain Strength
01c6+50% Attack vs. Musketeer
01c6+50% Attack vs. Rifleman
01c6+50% Attack vs. Cannon
01c6+50% Attack vs. Artillery
01c6Flank attack against Catapult, Trebuchet, Bombard, Cannon, Artillery
01c6Starts with Mobility
Requires Nationalism
Requires Horse

CavalryCavalry (Light Cavalry Units)
1401c7, 201c8
01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (50% Chance)
01c6+20% Open Terrain Strength
01c6+50% Attack vs. Artillery
01c6+50% Attack vs. Howitzer
01c6Flank attack against Catapult, Trebuchet, Bombard, Cannon, Artillery, Howitzer
Requires Microbiology
Requires Horse

History

Hussars don't receive defensive bonuses, can withdraw from combat, have a combat bonus on open terrain, have a attack bonus against Cannon and Artillery units and have a flank attack against Catapult, Trebuchet, Bombard, Cannon and Artillery units.

    Frederick the Great was instrumental in spreading the irregular light cavalry of Hungary (huszars) to the battlefields of Europe. By dropping metal body armor, these light hussars became ideal for reconnaissance and raiding. In battle, they were used in such light cavalry roles as harassing enemy skirmishers, overrunning artillery positions, and pursuing fleeing troops. Following the Prussian example, hussar regiments were introduced across Europe, often maintaining the colorful uniforms a reputation for recklessness in battle of Frederick's original hussars.

Unit_Resource_Atlas_6_2 Cavalry

Light Cavalry Unit, 1401c7 201c8 1500101

Requires

MicrobiologyMicrobiology
01c6Can Remove Jungle
01c6Can Remove Rainforest
01c6Can Train Cavalry
01c6Can Construct Hospital, Red Cross, Las Lajas Sanctuary
54000114
HorseHorse
01c6+10101
01c6Revealed by Pastoralism

Abilities

01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (50% Chance)
01c6+20% Open Terrain Strength
01c6+50% Attack vs. ArtilleryArtillery (Siege Weapons)
1201c7, 101c8
01c6Cannot Capture Enemy Cities or Units
01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (50% Chance)
01c6Maximum 50% damage to enemy on attack
01c6Causes Collateral Damage (max. 50%)
01c6Immune to collateral damage from Siege Weapons
01c6+25% City Attack
01c6+25% Hills Defense
01c6+25% Defense vs. Artillery
01c6+25% vs. Siege Weapons
01c6Can Bombard City Defenses (-12%/Turn)
Requires Ballistics
Requires Iron

01c6+50% Attack vs. HowitzerHowitzer (Siege Weapons)
1501c7, 101c8
01c6Cannot Capture Enemy Cities or Units
01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (50% Chance)
01c6Maximum 60% damage to enemy on attack
01c6Causes Collateral Damage (max. 60%)
01c6Immune to collateral damage from Siege Weapons
01c6+25% City Attack
01c6+25% Hills Defense
01c6+25% Defense vs. Howitzer
01c6+25% vs. Siege Weapons
01c6Can Bombard City Defenses (-16%/Turn)
Requires Flight
Requires Iron

01c6Flank attack against CatapultCatapult (Siege Weapons)
301c7, 101c8
01c6Cannot Capture Enemy Cities or Units
01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (50% Chance)
01c6Maximum 50% damage to enemy on attack
01c6Causes Collateral Damage (max. 40%)
01c6Immune to collateral damage from Siege Weapons
01c6+50% City Attack
01c6Can Bombard City Defenses (-8%/Turn)
Requires Mathematics
, TrebuchetTrebuchet (Siege Weapons)
401c7, 101c8
01c6Cannot Capture Enemy Cities or Units
01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (50% Chance)
01c6Maximum 50% damage to enemy on attack
01c6Causes Collateral Damage (max. 50%)
01c6Immune to collateral damage from Siege Weapons
01c6+75% City Attack
01c6Can Bombard City Defenses (-12%/Turn)
Requires Fortification
Requires Machinery
, BombardBombard (Siege Weapons)
501c7, 101c8
01c6Cannot Capture Enemy Cities or Units
01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (50% Chance)
01c6Maximum 50% damage to enemy on attack
01c6Causes Collateral Damage (max. 50%)
01c6Immune to collateral damage from Siege Weapons
01c6+50% City Attack
01c6Can Bombard City Defenses (-12%/Turn)
Requires Gunpowder
Requires Copper or Iron
, CannonCannon (Siege Weapons)
801c7, 101c8
01c6Cannot Capture Enemy Cities or Units
01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (50% Chance)
01c6Maximum 50% damage to enemy on attack
01c6Causes Collateral Damage (max. 50%)
01c6Immune to collateral damage from Siege Weapons
01c6+25% City Attack
01c6+25% Hills Defense
01c6+25% Defense vs. Cannon
01c6Can Bombard City Defenses (-12%/Turn)
Requires Physics
Requires Iron
, ArtilleryArtillery (Siege Weapons)
1201c7, 101c8
01c6Cannot Capture Enemy Cities or Units
01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (50% Chance)
01c6Maximum 50% damage to enemy on attack
01c6Causes Collateral Damage (max. 50%)
01c6Immune to collateral damage from Siege Weapons
01c6+25% City Attack
01c6+25% Hills Defense
01c6+25% Defense vs. Artillery
01c6+25% vs. Siege Weapons
01c6Can Bombard City Defenses (-12%/Turn)
Requires Ballistics
Requires Iron
, HowitzerHowitzer (Siege Weapons)
1501c7, 101c8
01c6Cannot Capture Enemy Cities or Units
01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (50% Chance)
01c6Maximum 60% damage to enemy on attack
01c6Causes Collateral Damage (max. 60%)
01c6Immune to collateral damage from Siege Weapons
01c6+25% City Attack
01c6+25% Hills Defense
01c6+25% Defense vs. Howitzer
01c6+25% vs. Siege Weapons
01c6Can Bombard City Defenses (-16%/Turn)
Requires Flight
Requires Iron

Replacements and Upgrades

RuralRural (Light Cavalry Units)
Unique Unit for The Mexicans
Replaces Cavalry
1401c7, 201c8
01c6Can Withdraw from Combat (50% Chance)
01c6+20% Open Terrain Strength
01c6+50% Attack vs. Artillery
01c6+50% Attack vs. Howitzer
01c6Flank attack against Catapult, Trebuchet, Bombard, Cannon, Artillery, Howitzer
01c6Starts with Combat I
Requires Microbiology
Requires Horse
Light HorseLight Horse (Gunpowder Units)
Unique Unit for The Australians
Replaces Cavalry
1401c7, 201c8
01c6Can Withdraw from Combat (50% Chance)
01c6+20% Open Terrain Strength
01c6+25% Plains Strength
01c6+25% Desert Strength
01c6+25% Semidesert Strength
01c6+50% Attack vs. Artillery
01c6+50% Attack vs. Howitzer
01c6Flank attack against Catapult, Trebuchet, Bombard, Cannon, Artillery, Howitzer
01c6Starts with Mobility, Desert Adaptation
Requires Microbiology
Requires Horse

GunshipGunship (Helicopter Units)
2401c7, 401c8
01c6Can Enter Desert, Tundra, Ice, Jungle, Marsh, Rainforest
01c6Cannot Capture Enemy Cities or Units
01c6Doesn't Receive Defensive Bonuses
01c6Ignores Terrain Movement Costs
01c6Can Withdraw from Combat (25% Chance)
01c6+100% vs. Armored Units
01c6Flank attack against Cannon, Artillery, Howitzer, Mobile Artillery
01c6Starts with Amphibious
Requires Aerodynamics
Requires Oil

History

Cavalry don't receive defensive bonuses, can withdraw from combat, have a combat bonus on open terrain, has a combat bonus against Artillery and Howitzer units and has a flank attack against Catapult, Trebuchet, Bombard, Cannon, Atillery and Howitzer units.

    Cavalry is composed of soldiers trained to fight on horseback. Because of their speed, cavalry units were often used for reconnaissance missions and hit-and-run raids on enemy installations and troops. Although warriors fighting from horseback with a variety of weapons date back to ancient Egypt, horse-mounted cavalry as we generally think of it today actually began in the late 1700s. Under Napoleon, the cavalry became an elite force, frequently deployed simultaneously with foot soldiers to mask the movements of the main battle force.
    Cavalry were used extensively in the American Civil War, and in other conflicts throughout the mid to late 19th century. When the repeating rifle replaced earlier single-shot firearms, horse-mounted troops became easy targets for infantrymen. The South African War, from 1899 to 1902, was the last major conflict where cavalry played an important role. Today, the roles once performed by horse-mounted cavalry have been assumed by troops utilizing armored assault vehicles and aircraft.

Unit_Resource_Atlas_2_1 Warrior

Melee Unit, 201c7 101c8 150101

Requires

Abilities

01c6National Unit (0 Allowed)
01c6+25% City Defense

Replacements and Upgrades

AxemanAxeman (Melee Units)
01c6National Unit (0 Allowed)
501c7, 101c8
01c6+50% vs. Melee Units
Requires Alloys
Requires Copper or Iron or Obsidian
SpearmanSpearman (Melee Units)
401c7, 101c8
01c6+100% vs. Heavy Cavalry Units
Requires Smelting
Requires Copper or Iron or Obsidian

History

Build this melee combat unit for quick, early defense for your cities or as escorts for your defenseless Settlers. This unit is cheap to produce but weak so you will want to make better units as soon as you are able.

    The earliest military forces were simply the citizens of the city, armed with whatever implements they could use as weapons. Although a militia made up of warriors was inexpensive, they were no match for organized armies. Warriors were usually used as stopgap measures while waiting for superior units to be trained, or to defend a city that had been temporarily cut off from military support. In a crisis situation, an assembly of warriors is better than no defense at all.

Levy Militia

Melee Unit, 201c7 101c8 150101

Requires

Abilities

01c6+25% City Defense

Replacements and Upgrades

Light SwordsmanLight Swordsman (Melee Units)
501c7, 101c8
Requires Alloys
Requires Copper or Iron or Obsidian
SpearmanSpearman (Melee Units)
401c7, 101c8
01c6+100% vs. Heavy Cavalry Units
Requires Smelting
Requires Copper or Iron or Obsidian

History

Militia have a defensive bonus in cities.

    The earliest military forces were simply the citizens of the city, armed with whatever implements they could use as weapons. Although a militia made up of warriors was inexpensive, they were no match for organized armies. Warriors were usually used as stopgap measures while waiting for superior units to be trained, or to defend a city that had been temporarily cut off from military support. In a crisis situation, an assembly of warriors is better than no defense at all.

Unit_Resource_Atlas_3_1 Axeman

Melee Unit, 501c7 101c8 350101

Requires

AlloysAlloys
01c6Can Chop Down a Forest
01c6Can Remove Savanna
01c6Can Train Light Swordsman, Axeman
1500114
CopperCopper
01c6+10101
01c6Revealed by Smelting
or IronIron
01c6+10101
01c6Revealed by Bloomery
or ObsidianObsidian
01c6+10101

Abilities

01c6National Unit (0 Allowed)
01c6+50% vs. Melee Units

Replacements and Upgrades

Heavy SwordsmanHeavy Swordsman (Melee Units)
801c7, 101c8
01c6+10% City Attack
Requires Civil Service
Requires Steel
Requires Copper or Iron

History

Axemen have a combat bonus against Melee Units

    The original axes were constructed of stone many thousands of years ago. They were hand-held tools and lacked a handle, which began appearing some time around 6000 BC. The original use of the axe was to chop wood, but axe-wielders no doubt quickly realized its potential as a weapon.
    An axe is a device that concentrates energy at the edge of a sharp blade, which can then chop into a tree - or skull. The axe is an edged weapon and is most effective when the user swings it in a wide arc, preferably with both hands.
    The first bronze axes begin to appear around 3000 BC. Most early cultures used some form of this fearsome weapon, which is far superior to clubs and other primitive melee weapons.

Warlords_Atlas_1_3_11 Light Swordsman

Melee Unit, 501c7 101c8 350101

Requires

AlloysAlloys
01c6Can Chop Down a Forest
01c6Can Remove Savanna
01c6Can Train Light Swordsman, Axeman
1500114
CopperCopper
01c6+10101
01c6Revealed by Smelting
or IronIron
01c6+10101
01c6Revealed by Bloomery
or ObsidianObsidian
01c6+10101

Abilities

Replacements and Upgrades

VultureVulture (Melee Units)
Replaces Light Swordsman
401c7, 101c8
01c6+25% Attack vs. Militia
01c6+25% Attack vs. Spearman
01c6+25% Attack vs. Archer
Requires Alloys
Requires Copper or Iron or Obsidian
Dog SoldierDog Soldier (Melee Units)
Replaces Light Swordsman
501c7, 101c8
01c6+25% vs. Melee Units
Requires Alloys
Requires Copper or Iron or Obsidian
OathswornOathsworn (Melee Units)
Unique Unit for The Celts
Replaces Light Swordsman
501c7, 201c8
01c6+25% City Attack
01c6Starts with Mobility
Requires Alloys

SwordsmanSwordsman (Melee Units)
601c7, 101c8
01c6+10% City Attack
Requires Bloomery
Requires Iron

History

Light Swordsmen are the basic Melee units or the Classical Era.

    The sword developed from the dagger when the construction of longer blades became possible, from the late 3rd millennium BC in the Middle East, first in arsenic copper, then in tin-bronze. The oldest sword-like weapons are found at Arslantepe, Turkey, and date to around 3300 BC. However, it is generally considered that these are longer daggers, and not the first ancestors of swords. Sword blades longer than 60 cm (24 in) were rare and not practical until the late Bronze Age because the tensile strength of bronze is relatively low, and consequently longer blades would bend easily.

Unit_Resource_Atlas_4_5 Swordsman

Melee Unit, 601c7 101c8 400101

Requires

BloomeryBloomery
01c6Reveals Iron
01c6Can Train Swordsman
01c6Can Construct The Colossus
3000114
IronIron
01c6+10101
01c6Revealed by Bloomery

Abilities

01c6+10% City Attack

Replacements and Upgrades

JaguarJaguar (Melee Units)
Unique Unit for The Aztecs
Replaces Swordsman
601c7, 101c8
01c6Can Enter Jungle, Rainforest
01c6Can Withdraw from Combat (25% Chance)
01c6+10% City Attack
01c6Starts with Woodsman I
Requires Alloys
Requires Iron or Obsidian
LegionLegion (Melee Units)
Unique Unit for The Romans
Replaces Swordsman
801c7, 101c8
01c6Can Build a Roman Road
01c6+10% City Attack
Requires Bloomery
Requires Iron
Gallic WarriorGallic Warrior (Melee Units)
Replaces Swordsman
601c7, 101c8
01c6+10% City Attack
01c6Starts with Guerilla I
Requires Bloomery
Requires Copper or Iron
PendekarPendekar (Melee Units)
Unique Unit for The Javanese
Replaces Swordsman
601c7, 101c8
01c6Can Enter Jungle, Rainforest
01c6Can Withdraw from Combat (30% Chance)
01c6+10% City Attack
01c6Starts with Amphibious
Requires Bloomery
AucacAucac (Melee Units)
Unique Unit for The Inca
Replaces Swordsman
501c7, 101c8
01c6+10% City Attack
01c6+50% vs. Archery Units
01c6+50% vs. Melee Units
01c6Starts with Combat I
Requires Mining
ShotelaiShotelai (Melee Units)
Unique Unit for The Ethiopians
Replaces Swordsman
601c7, 101c8
01c6Can Enter Desert
01c6+10% City Attack
01c6Starts with Guerilla I
Requires Bloomery
Requires Obsidian or Iron

Heavy SwordsmanHeavy Swordsman (Melee Units)
801c7, 101c8
01c6+10% City Attack
Requires Civil Service
Requires Steel
Requires Copper or Iron

History

Swordsmen have a combat bonus when attacking cities.

    The advantages of a long, sharp blade in battle had to await advanced smelting and casting technologies before they could be realized. By about 1500 BC the war ax had evolved into the sickle sword, a bronze sword with a curved, concave blade and a straight, thickened handle. Bronze swords with straight blades more than three feet long have been found in Greek grave sites; however, because this length exceeded the tensile strength of bronze, these swords were not practical. As a serious military weapon, the sword had to await the development of ironworking, and the first true swords date from about 1200 BC. Swords in antiquity and classical times tended to be relatively short, at first because they were made of bronze and later because they were rarely called upon to penetrate armor. The blade of the classic Roman stabbing sword, the gladius, was only some two feet long, though in the twilight years of the empire the gladius gave way to the spatha, the long slashing sword of the barbarians and forerunner of the great broadswords of medieval Europe.

Charlemagne_Atlas_2_2 Heavy Swordsman

Melee Unit, 801c7 101c8 700101

Requires

Civil ServiceCivil Service
Obsoletes The Hanging Gardens
01c6Can Train Heavy Swordsman
01c6Can Construct Wat Preah Pisnulok, Khajuraho
7000114
SteelSteel
01c6Can Build a Lumbermill
01c6Can Train Heavy Swordsman, Heavy Spearman
01c6Can Construct Forge, Iron Pillar
5000114
CopperCopper
01c6+10101
01c6Revealed by Smelting
or IronIron
01c6+10101
01c6Revealed by Bloomery

Abilities

01c6+10% City Attack

Replacements and Upgrades

GallowglassGallowglass (Melee Units)
Unique Unit for The Celts
Replaces Heavy Swordsman
701c7, 101c8
01c6+10% City Attack
01c6+50% Hills Attack
01c6+50% Open Terrain Attack
01c6+50% Forest Attack
Requires Civil Service
Requires Steel
SamuraiSamurai (Melee Units)
Unique Unit for The Japanese
Replaces Heavy Swordsman
801c7, 101c8
01c6+10% City Attack
01c6Starts with Leadership
Requires Civil Service
Requires Steel
Requires Iron
HuscarlHuscarl (Melee Units)
Unique Unit for The Norse
Replaces Heavy Swordsman
801c7, 101c8
01c6+20% City Attack
01c6Starts with Amphibious
Requires Steel
Requires Copper or Iron
GhaziGhazi (Melee Units)
Unique Unit for The Arabs
Replaces Heavy Swordsman
801c7, 201c8
01c6+20% City Attack
Requires Civil Service
Requires Steel
Requires Copper or Iron
DruzhinaDruzhina (Melee Units)
Unique Unit for The Rus
Replaces Heavy Swordsman
801c7, 201c8
01c6+10% City Attack
01c6Starts with Woodsman I, Flanking I, River Combat
Requires Steel
Requires Copper or Iron
PombosPombos (Melee Units)
Unique Unit for The Congolese
Replaces Heavy Swordsman
801c7, 101c8
01c6Can Enter Jungle, Marsh, Rainforest
01c6+10% City Attack
01c6+50% vs. Gunpowder Units
Requires Civil Service
Requires Steel

MusketeerMusketeer (Gunpowder Units)
1201c7, 101c8
01c6+10% vs. Arquebusier
Requires Replaceable Parts

History

Heavy Swordsmen have a combat bonus when attacking cities.

    During the Middle Ages sword technology improved, and the sword became a very advanced weapon. It was frequently used by men in battle, particularly during an attack. The spatha type remained popular throughout the Migration period and well into the Middle Ages. Vendel Age spathas were decorated with Germanic artwork (not unlike the Germanic bracteates fashioned after Roman coins). The Viking Age saw again a more standardized production, but the basic design remained indebted to the spatha.

    Around the 10th century, the use of properly quenched hardened and tempered steel started to become much more common than in previous periods. The Frankish 'Ulfberht' blades (the name of the maker inlaid in the blade) were of particularly consistent high quality. Charles the Bald tried to prohibit the export of these swords, as they were used by Vikings in raids against the Franks.

    Wootz steel which is also known as Damascus steel was a unique and highly prized steel developed on the Indian subcontinent as early as the 5th century BC. Its properties were unique due to the special smelting and reworking of the steel creating networks of iron carbides described as a globular cementite in a matrix of pearlite. The use of Damascus steel in swords became extremely popular in the 16th and 17th centuries.

    It was only from the 11th century that Norman swords began to develop the crossguard (quillons). During the Crusades of the 12th to 13th century, this cruciform type of arming sword remained essentially stable, with variations mainly concerning the shape of the pommel. These swords were designed as cutting weapons, although effective points were becoming common to counter improvements in armour, especially the 14th-century change from chain mail to plate armour.

Unit_Resource_Atlas_4_6 Spearman

Melee Unit, 401c7 101c8 300101

Requires

SmeltingSmelting
01c6Reveals Copper
01c6Can Train Spearman
1200114
CopperCopper
01c6+10101
01c6Revealed by Smelting
or IronIron
01c6+10101
01c6Revealed by Bloomery
or ObsidianObsidian
01c6+10101

Abilities

Replacements and Upgrades

AzmaruAzmaru (Melee Units)
Unique Unit for The Assyrians
Replaces Spearman
401c7, 101c8
01c6+50% City Attack
01c6+100% vs. Heavy Cavalry Units
Requires Smelting
Requires Copper or Iron or Obsidian
HopliteHoplite (Melee Units)
Unique Unit for The Greeks
Replaces Spearman
501c7, 101c8
01c6+100% vs. Heavy Cavalry Units
01c6Starts with Cover, Shock
Requires Smelting
Requires Copper or Iron or Obsidian
Sacred BandSacred Band (Melee Units)
Unique Unit for The Phoenicians
Replaces Spearman
401c7, 101c8
01c6+25% City Strength
01c6+100% vs. Heavy Cavalry Units
01c6Starts with Amphibious
Requires Smelting
Requires Copper or Iron or Obsidian
ImmortalImmortal (Melee Units)
Unique Unit for The Persians
Replaces Spearman
401c7, 101c8
01c6+100% Attack vs. Archer
01c6+100% vs. Heavy Cavalry Units
01c6Starts with March
Requires Smelting
Requires Copper or Iron or Obsidian
RaiderRaider (Melee Units)
Replaces Spearman
401c7, 201c8
01c6Can Enter Jungle, Marsh, Rainforest
01c6+100% vs. Heavy Cavalry Units
01c6Starts with Mobility
Requires Smelting
Requires Copper or Iron or Obsidian

Heavy SpearmanHeavy Spearman (Melee Units)
601c7, 101c8
01c6+100% vs. Heavy Cavalry Units
Requires Steel
Requires Copper or Iron

History

Spearmen have a combat bonus against Heavy Cavalry Units.

    Though early man probably employed spears of fire-hardened wood, spearheads of knapped stone were used long before the emergence of any distinction between hunting and military weapons. Bronze spearheads closely followed the development of alloys hard enough to keep a cutting edge and represented, with the war ax, the earliest significant military application of bronze. Spearheads were also among the earliest militarily significant applications of iron, no doubt because existing patterns could be directly extrapolated from bronze to iron. Though the hafting is quite different, bronze Sumerian spearheads of the 3rd millennium BC differ only marginally in shape from the leaf-shaped spearheads of classical Greece. The spears of antiquity were relatively short, commonly less than the height of the warrior, and typically were wielded with one hand. As defensive armor and other weapons of shock combat (notably the sword and mounted troops) improved, spear shafts were made longer and the use of spearmen became increasingly specialized. The Greek hoplite's spear was about nine feet long; the Macedonian sarissa was twice that length in the period of Alexander's conquests. The Middle Ages would see the evolution of the spear into the pike and halberd.

Charlemagne_Atlas_5_1 Heavy Spearman

Melee Unit, 601c7 101c8 600101

Requires

SteelSteel
01c6Can Build a Lumbermill
01c6Can Train Heavy Swordsman, Heavy Spearman
01c6Can Construct Forge, Iron Pillar
5000114
CopperCopper
01c6+10101
01c6Revealed by Smelting
or IronIron
01c6+10101
01c6Revealed by Bloomery

Abilities

Replacements and Upgrades

KyundawKyundaw (Melee Units)
Unique Unit for The Burmese
Replaces Heavy Spearman
601c7, 101c8
01c6Can Enter Rainforest
01c6Can Withdraw from Combat (25% Chance)
01c6+100% vs. Heavy Cavalry Units
Requires Steel

PikemanPikeman (Melee Units)
801c7, 101c8
01c6+50% vs. Heavy Cavalry Units
01c6+50% vs. Melee Units
Requires Companies
Requires Iron

History

Heavy Spearmen have a combat bonus against Heavy Mounted Units.

    Broadly speaking, spears were either designed to be used in melee, or to be thrown. Within this simple classification, there was a remarkable range of types. For example, M.J. Swanton identified thirty different spearhead categories and sub-categories in Early Saxon England. Most medieval spearheads were generally leaf-shaped. Notable types of Early medieval spears include the angon, a throwing spear with a long head similar to the Roman pilum, used by the Franks and Anglo-Saxons, and the winged (or lugged) spear, which had two prominent wings at the base of the spearhead, either to prevent the spear penetrating too far into an enemy or to aid in spear fencing. Originally a Frankish weapon, the winged spear also was popular with the Vikings. It would become the ancestor of later medieval polearms, such as the partisan and spetum.

    The thrusting spear also has the advantage of reach, being considerably longer than other weapon types. Exact spear lengths are hard to deduce as few spear shafts survive archaeologically but 6-8 ft (1.8-2.4 m) would seem to have been the norm. Some nations were noted for their long spears, including the Scots and the Flemish. Spears usually were used in tightly ordered formations, such as the shieldwall or the schiltron. To resist cavalry, spear shafts could be planted against the ground. William Wallace drew up his schiltrons in a circle at the Battle of Falkirk in 1298 to deter charging cavalry, it was a widespread tactic sometimes known as the "crown" formation.

    Throwing spears became rarer as the Middle Ages drew on, but survived in the hands of specialists such as the Catalan Almogavars. They were commonly used in Ireland until the end of the 16th century.

    Spears began to lose fashion among the infantry during the 14th century, being replaced by pole weapons that combined the thrusting properties of the spear with the cutting properties of the axe, such as the halberd. Where spears were retained they grew in length, eventually evolving into pikes, which would be a dominant infantry weapon in the 16th and 17th centuries.

Unit_Resource_Atlas_7_1 Pikeman

Melee Unit, 801c7 101c8 800101

Requires

CompaniesCompanies
Obsoletes Flavian Amphitheatre
01c6Reveals Coffee
01c6Enables Regulated Trade
01c6Can Train Pikeman
01c6Can Construct Vijaya Stambha
9000114
IronIron
01c6+10101
01c6Revealed by Bloomery

Abilities

01c6+50% vs. Heavy Cavalry Units
01c6+50% vs. Melee Units

Replacements and Upgrades

LandsknechtLandsknecht (Melee Units)
Unique Unit for The Germans
Replaces Pikeman
801c7, 101c8
01c6+50% vs. Heavy Cavalry Units
01c6+100% vs. Melee Units
01c6Starts with Leadership
Requires Companies
Requires Iron

MusketeerMusketeer (Gunpowder Units)
1201c7, 101c8
01c6+10% vs. Arquebusier
Requires Replaceable Parts

History

Pikemen have a combat bonus against Mounted Units and Melee Units.

    The growing deployment of knights on the battlefield demanded that foot soldiers develop new means of fighting that would lessen their vulnerability to mounted opponents. One of the best ways to do this was to lengthen the reach of the infantrymen by arming them with long, sturdy spears known as pikes. Massed infantry armed with pikes -- particularly in conjunction with archers -- managed to even the battlefield odds. Armies equipped in this manner were able to hold their own until the invention of gunpowder made archers, pikemen, and knights a thing of the past.

Unit_Resource_Atlas_7_8 Catapult

Siege Weapons, 301c7 101c8 750101

Requires

MathematicsMathematics
01c6Enables Bridge Building
01c6Can Train Catapult
01c6Can Construct Arch, The Parthenon, Pyramid of the Sun, The Temple of Artemis
2750114

Abilities

01c6Cannot Capture Enemy Cities or Units
01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (50% Chance)
01c6Maximum 50% damage to enemy on attack
01c6Causes Collateral Damage (3 Units) (max. 40%)
01c6Immune to collateral damage from Siege Weapons
01c6+50% City Attack
01c6Can Bombard City Defenses (-8%/Turn)

Replacements and Upgrades

Siege RamSiege Ram (Siege Weapons)
Unique Unit for The Assyrians
Replaces Catapult
201c7, 101c8
01c6Cannot Capture Enemy Cities or Units
01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (50% Chance)
01c6Maximum 50% damage to enemy on attack
01c6Causes Collateral Damage (max. 40%)
01c6Immune to collateral damage from Siege Weapons
01c6+75% City Attack
01c6Can Bombard City Defenses (-8%/Turn)
01c6Starts with Cover
Requires Leverage
BallistaBallista (Siege Weapons)
Unique Unit for The Romans
Replaces Catapult
501c7, 101c8
01c6Cannot Capture Enemy Cities or Units
01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (50% Chance)
01c6Maximum 50% damage to enemy on attack
01c6Causes Collateral Damage (max. 40%)
01c6Immune to collateral damage from Siege Weapons
01c6Can Bombard City Defenses (-8%/Turn)
Requires Mathematics

TrebuchetTrebuchet (Siege Weapons)
401c7, 101c8
01c6Cannot Capture Enemy Cities or Units
01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (50% Chance)
01c6Maximum 50% damage to enemy on attack
01c6Causes Collateral Damage (max. 50%)
01c6Immune to collateral damage from Siege Weapons
01c6+75% City Attack
01c6Can Bombard City Defenses (-12%/Turn)
Requires Fortification
Requires Machinery

History

Catapults cannot capture enemy cities or units, don't receive defensive bonuses, have a combat bonus when attacking cities, cause collateral damage, are immune to collateral damage from Siege Weapons and can bombard city defenses.

    The catapult was one of the earliest forms of artillery, with records indicating that they were in use by the Greeks as far back as 400 BC. It was a large mechanical arm that propelled heavy stones and other missiles from a great distance, battering down walls and inflicting damage on buildings and defenders. Catapults could easily launch projectiles 500 to 1000 feet with a surprising amount of force behind them. Though cumbersome and nearly useless on the battlefield, the catapult was an effective weapon for siege operations.

Warlords_Atlas_1_6_7 Trebuchet

Siege Weapons, 401c7 101c8 1000101

Requires

FortificationFortification
Obsoletes The Statue of Zeus
01c6Can Train Trebuchet
01c6Can Construct Castle, Krak des Chevaliers
6000114
MachineryMachinery
01c6Can Build a Windmill
01c6Can Build a Watermill
01c6Can Train Crossbowman, Trebuchet
01c6Can Construct The Grand Canal
6500114

Abilities

01c6Cannot Capture Enemy Cities or Units
01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (50% Chance)
01c6Maximum 50% damage to enemy on attack
01c6Causes Collateral Damage (3 Units) (max. 50%)
01c6Immune to collateral damage from Siege Weapons
01c6+75% City Attack
01c6Can Bombard City Defenses (-12%/Turn)

Replacements and Upgrades

BombardBombard (Siege Weapons)
501c7, 101c8
01c6Cannot Capture Enemy Cities or Units
01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (50% Chance)
01c6Maximum 50% damage to enemy on attack
01c6Causes Collateral Damage (max. 50%)
01c6Immune to collateral damage from Siege Weapons
01c6+50% City Attack
01c6Can Bombard City Defenses (-12%/Turn)
Requires Gunpowder
Requires Copper or Iron

History

Trebuchets cannot capture enemy cities or units, don't receive defensive bonuses, have a combat bonus when attacking cities, cause collateral damage, are immune to collateral damage from Siege Weapons and can bombard city defenses.

    The trebuchet was a medieval siege weapon designed to throw a projectile a great distance through the air. The trebuchet originated in China sometime between the fifth and third centuries BC. From there it spread to the west, reaching Europe around 500 AD.
    Although it is usually thought of as a type of catapult, the trebuchet is in fact a gigantic sling attached to a lever. The shorter arm of the lever carries a counterweight, while the longer arm carries the sling that throws the projectile. In operation the sling end is pulled towards the ground (lifting the counterweight in the process) and held in place by a trigger while a projectile is loaded into the sling. When the trigger is released, the counterweight falls and the sling flies up and above the machine, releasing the projectile at the top of its arc.
    Constructed properly, trebuchets could fire very heavy loads. In modern reconstructions using trebuchets built with the original tools and materials, trebuchets have been able to throw projectiles weighing as much as 300 kilograms. Aiming the trebuchet was difficult and required some practice and knowledge of engineering - both of which were usually in short supply for medieval operators. Trebuchets were also extremely heavy and almost immobile; this, combined with their slow rate of their fire, made them impractical for anything except siege operations.
    Although the Chinese were the first to develop the trebuchet, by the time of the Mongol invasions the Chinese had fallen behind other parts of the world in siege technology. This was due to the fact that China had been politically united for long periods of time, preventing the formation of strong fortresses across the country, and the traditional enemies of the Chinese were nomadic warriors - not fortified city-dwellers. Nevertheless, the Chinese were still far more advanced in siege warfare than the Mongols, and it was not until the Mongols adopted Chinese practices that they began to have success capturing enemy fortifications.
    Late in the conquest of Song China, Mongol leader Kublai Khan brought in Arab engineers from the Mongol holdings in Persia to build hinged counterweight trebuchets, which were more advanced than anything yet seen in China. With the aid of these powerful weapons, Kublai was able to take the previously-impenetrable fortress of Xiangyang in 1273, and from there rapidly take the rest of Song China's cities, completing his conquest of the Song Empire in 1279.

Bombard Bombard

Siege Weapons, 501c7 101c8 1200101

Requires

GunpowderGunpowder
Obsoletes The Parthenon
01c6Can Train Bombard, Galleass, Caravel, Galleon, Privateer, Frigate
01c6Can Construct The Kremlin
9000114
CopperCopper
01c6+10101
01c6Revealed by Smelting
or IronIron
01c6+10101
01c6Revealed by Bloomery

Abilities

01c6Cannot Capture Enemy Cities or Units
01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (50% Chance)
01c6Maximum 50% damage to enemy on attack
01c6Causes Collateral Damage (3 Units) (max. 50%)
01c6Immune to collateral damage from Siege Weapons
01c6+50% City Attack
01c6Can Bombard City Defenses (-12%/Turn)

Replacements and Upgrades

HwachaHwacha (Siege Weapons)
Unique Unit for The Koreans
Replaces Bombard
801c7, 101c8
01c6Cannot Capture Enemy Cities or Units
01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (50% Chance)
01c6Maximum 50% damage to enemy on attack
01c6Causes Collateral Damage (max. 50%)
01c6Immune to collateral damage from Siege Weapons
01c6+25% City Attack
01c6Can Bombard City Defenses (-12%/Turn)
Requires Gunpowder
Requires Copper or Iron
LantakaLantaka (Siege Weapons)
Unique Unit for The Javanese
Replaces Bombard
501c7, 101c8
01c6Cannot Capture Enemy Cities or Units
01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (50% Chance)
01c6Maximum 50% damage to enemy on attack
01c6Causes Collateral Damage (max. 50%)
01c6Immune to collateral damage from Siege Weapons
01c6+50% City Attack
01c6Can Bombard City Defenses (-12%/Turn)
01c6Starts with Amphibious
Requires Gunpowder
Requires Copper or Iron
Siege ElephantSiege Elephant (Siege Weapons)
Unique Unit for The Mughals
Replaces Bombard
601c7, 101c8
01c6Cannot Capture Enemy Cities or Units
01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (50% Chance)
01c6Maximum 50% damage to enemy on attack
01c6Causes Collateral Damage (max. 50%)
01c6Immune to collateral damage from Siege Weapons
01c6+50% City Attack
01c6+25% vs. Archery Units
01c6+25% vs. Gunpowder Units
01c6Can Bombard City Defenses (-12%/Turn)
Requires Gunpowder
Requires Ivory
Requires Copper or Iron
Great BombardGreat Bombard (Siege Weapons)
Unique Unit for The Ottomans
Replaces Bombard
501c7, 101c8
01c6Cannot Capture Enemy Cities or Units
01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (50% Chance)
01c6Maximum 50% damage to enemy on attack
01c6Causes Collateral Damage (max. 50%)
01c6Immune to collateral damage from Siege Weapons
01c6+75% City Attack
01c6Can Bombard City Defenses (-12%/Turn)
Requires Gunpowder
Requires Copper or Iron

CannonCannon (Siege Weapons)
801c7, 101c8
01c6Cannot Capture Enemy Cities or Units
01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (50% Chance)
01c6Maximum 50% damage to enemy on attack
01c6Causes Collateral Damage (max. 50%)
01c6Immune to collateral damage from Siege Weapons
01c6+25% City Attack
01c6+25% Hills Defense
01c6+25% Defense vs. Cannon
01c6Can Bombard City Defenses (-12%/Turn)
Requires Physics
Requires Iron

History

Bombards cannot capture enemy cities or units, don't receive defensive bonuses, have a combat bonus when attacking cities, cause collateral damage, are immune to collateral damage from Siege Weapons and can bombard city defenses.

    A bombard is a medieval cannon or mortar, used chiefly in sieges for throwing heavy stone balls. This weapon was usually used during sieges to hurl various forms of missile into enemy fortifications. Projectiles such as stone or metal balls, burning materials and weighted cloth soaked in quicklime or Greek fire are documented.

Unit_Resource_Atlas_6_8 Cannon

Siege Weapons, 801c7 101c8 1500101

Requires

PhysicsPhysics
Obsoletes Cheomseongdae
01c6Can Train Cannon
01c6Can Construct Observatory
25000114
IronIron
01c6+10101
01c6Revealed by Bloomery

Abilities

01c6Cannot Capture Enemy Cities or Units
01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (50% Chance)
01c6Maximum 50% damage to enemy on attack
01c6Causes Collateral Damage (4 Units) (max. 50%)
01c6Immune to collateral damage from Siege Weapons
01c6+25% City Attack
01c6+25% Hills Defense
01c6+25% Defense vs. CannonCannon (Siege Weapons)
801c7, 101c8
01c6Cannot Capture Enemy Cities or Units
01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (50% Chance)
01c6Maximum 50% damage to enemy on attack
01c6Causes Collateral Damage (max. 50%)
01c6Immune to collateral damage from Siege Weapons
01c6+25% City Attack
01c6+25% Hills Defense
01c6+25% Defense vs. Cannon
01c6Can Bombard City Defenses (-12%/Turn)
Requires Physics
Requires Iron

01c6Can Bombard City Defenses (-12%/Turn)

Replacements and Upgrades

GribeauvalGribeauval (Siege Weapons)
Unique Unit for The French
Replaces Cannon
801c7, 201c8
01c6Cannot Capture Enemy Cities or Units
01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (50% Chance)
01c6Maximum 50% damage to enemy on attack
01c6Causes Collateral Damage (max. 50%)
01c6Immune to collateral damage from Siege Weapons
01c6+25% City Attack
01c6+25% Hills Defense
01c6+25% Defense vs. Cannon
01c6Can Bombard City Defenses (-12%/Turn)
01c6Starts with Pinch
Requires Physics
Requires Iron

ArtilleryArtillery (Siege Weapons)
1201c7, 101c8
01c6Cannot Capture Enemy Cities or Units
01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (50% Chance)
01c6Maximum 50% damage to enemy on attack
01c6Causes Collateral Damage (max. 50%)
01c6Immune to collateral damage from Siege Weapons
01c6+25% City Attack
01c6+25% Hills Defense
01c6+25% Defense vs. Artillery
01c6+25% vs. Siege Weapons
01c6Can Bombard City Defenses (-12%/Turn)
Requires Ballistics
Requires Iron

History

Cannons cannot capture enemy cities or units, don't receive defensive bonuses, have a combat bonus when attacking cities, cause collateral damage, are immune to collateral damage from Siege Weapons and can bombard city defenses.

    Closely following the invention of gunpowder, the development of the cannon caused a revolution in siege warfare. Invented by a German monk in the 14th century, early cannons used gunpowder charges to fire rocks or metal balls. The cannon forced a redesign of most fortifications because the straight, high walls surrounding most cities could be easily destroyed by direct fire. This was the fate of the walls of Constantinople, which had held against countless sieges for over a thousand years. The cannon quickly assumed an important role on the battlefield.

Early_Artillery Artillery

Siege Weapons, 1201c7 101c8 1800101

Requires

BallisticsBallistics
Obsoletes Walls
Obsoletes The Red Fort
01c6Can Train Rifleman, Infantry, Artillery, Torpedo Boat
01c6Can Construct Triumphal Arch
38000114
IronIron
01c6+10101
01c6Revealed by Bloomery

Abilities

01c6Cannot Capture Enemy Cities or Units
01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (50% Chance)
01c6Maximum 50% damage to enemy on attack
01c6Causes Collateral Damage (5 Units) (max. 50%)
01c6Immune to collateral damage from Siege Weapons
01c6+25% City Attack
01c6+25% Hills Defense
01c6+25% Defense vs. ArtilleryArtillery (Siege Weapons)
1201c7, 101c8
01c6Cannot Capture Enemy Cities or Units
01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (50% Chance)
01c6Maximum 50% damage to enemy on attack
01c6Causes Collateral Damage (max. 50%)
01c6Immune to collateral damage from Siege Weapons
01c6+25% City Attack
01c6+25% Hills Defense
01c6+25% Defense vs. Artillery
01c6+25% vs. Siege Weapons
01c6Can Bombard City Defenses (-12%/Turn)
Requires Ballistics
Requires Iron

01c6+25% vs. Siege Weapons
01c6Can Bombard City Defenses (-12%/Turn)

Replacements and Upgrades

HowitzerHowitzer (Siege Weapons)
1501c7, 101c8
01c6Cannot Capture Enemy Cities or Units
01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (50% Chance)
01c6Maximum 60% damage to enemy on attack
01c6Causes Collateral Damage (max. 60%)
01c6Immune to collateral damage from Siege Weapons
01c6+25% City Attack
01c6+25% Hills Defense
01c6+25% Defense vs. Howitzer
01c6+25% vs. Siege Weapons
01c6Can Bombard City Defenses (-16%/Turn)
Requires Flight
Requires Iron

History

Artillery cannot capture enemy cities or units, don't receive defensive bonuses, have a combat bonus when attacking cities, cause collateral damage, are immune to collateral damage from Siege Weapons and can bombard city defenses.

    Artillery is a general term covering several varieties of large-caliber weapons including mortars and field guns. Mortars fire an explosive projectile in a high arc, and are particularly effective against small, concealed targets. Field guns, long-range weapons that fire their projectiles in a flat arc, are used primarily for their ability to penetrate hard targets. Powerful enough to batter opposing forces even behind the strongest fortifications, artillery is also able to move quickly from one firing position to another. This is an important capability when fighting a moving battle or when avoiding enemy fire.

Unit_Resource_Atlas_1_6 Machine Gun

Siege Weapons, 1801c7 101c8 1250101

Requires

PneumaticsPneumatics
01c6Can Train Machine Gun, Submarine
01c6Can Construct Gas Plant, Waterworks, Metropolitain
54000114

Abilities

01c6Can Only Defend
01c61 First Strike
01c6Can Intercept Aircraft (20% Chance)
01c6Immune to collateral damage from Siege Weapons
01c6+25% vs. Gunpowder Units

Replacements and Upgrades

Mechanized InfantryMechanized Infantry (Gunpowder Units)
3201c7, 201c8
01c6Can Enter Desert, Tundra, Ice
01c6Can Intercept Aircraft (20% Chance)
01c6Starts with March
Requires Telecommunications

History

Machine Guns can only defend, have one first strike, can intercept aircraft, are immune to collateral damage from Siege Weapons and have a combat bonus against Gunpowder Units.

    Many WWII-era divisions had a heavy weapons unit composed of a number of heavy machine guns, and perhaps a battery of 8cm field mortars. While such units were sometimes attached on the company level to a battalion, there were also entire battalions of machineguns attached at the division or corps level. The defensive ability of massed machineguns was first illustrated with deadly earnest during WWI by windrows of dead. By WWII the typical machinegun's rate of fire and increased and its bulk decreased, thus making it even deadlier and more mobile.

Unit_Resource_Atlas_2_11 Howitzer

Siege Weapons, 1501c7 101c8 2000101

Requires

FlightFlight
01c6Can Train Howitzer, Carrier, Biplane
75000114
IronIron
01c6+10101
01c6Revealed by Bloomery

Abilities

01c6Cannot Capture Enemy Cities or Units
01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (50% Chance)
01c6Maximum 60% damage to enemy on attack
01c6Causes Collateral Damage (6 Units) (max. 60%)
01c6Immune to collateral damage from Siege Weapons
01c6+25% City Attack
01c6+25% Hills Defense
01c6+25% Defense vs. HowitzerHowitzer (Siege Weapons)
1501c7, 101c8
01c6Cannot Capture Enemy Cities or Units
01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (50% Chance)
01c6Maximum 60% damage to enemy on attack
01c6Causes Collateral Damage (max. 60%)
01c6Immune to collateral damage from Siege Weapons
01c6+25% City Attack
01c6+25% Hills Defense
01c6+25% Defense vs. Howitzer
01c6+25% vs. Siege Weapons
01c6Can Bombard City Defenses (-16%/Turn)
Requires Flight
Requires Iron

01c6+25% vs. Siege Weapons
01c6Can Bombard City Defenses (-16%/Turn)

Replacements and Upgrades

Mobile ArtilleryMobile Artillery (Siege Weapons)
2001c7, 201c8
01c6Cannot Capture Enemy Cities or Units
01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (50% Chance)
01c6Maximum 70% damage to enemy on attack
01c6Causes Collateral Damage (max. 70%)
01c6Immune to collateral damage from Siege Weapons
01c6+25% City Attack
01c6+25% Hills Defense
01c6+25% Defense vs. Mobile Artillery
01c6Can Bombard City Defenses (-16%/Turn)
Requires Computers
Requires Oil
Requires Iron

History

Howitzers cannot capture enemy cities or units, don't receive defensive bonuses, have a combat bonus when attacking cities, cause collateral damage, are immune to collateral damage from Siege Weapons and can bombard city defenses.

    A howitzer is a type of artillery piece characterized by a relatively short barrel and the use of comparatively small propellant charges to propel projectiles over relatively high trajectories, with a steep angle of descent.

    In the taxonomies of artillery pieces used by European (and European-style) armies in the 17th to 20th centuries, the howitzer stood between the "gun" (characterized by a longer barrel, larger propelling charges, smaller shells, higher velocities, and flatter trajectories) and the "mortar" (which was meant to fire at even higher angles of ascent and descent). Howitzers, like other artillery equipment, are usually organized in groups called batteries.

Beyond_the_Sword_Atlas_7_11 Mobile Artillery

Siege Weapons, 2001c7 201c8 2200101

Requires

ComputersComputers
01c6Can Train Mobile Artillery
01c6Can Construct Supercomputer
01c6Can Create The Internet
01c6Required for the spread of Computer Industry
120000114
OilOil
01c6+10102
01c6Revealed by Thermodynamics
Unhealthy: +101c5(with Industrial Park)
Healthy: +201c4(with Public Transportation)
and IronIron
01c6+10101
01c6Revealed by Bloomery

Abilities

01c6Cannot Capture Enemy Cities or Units
01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (50% Chance)
01c6Maximum 70% damage to enemy on attack
01c6Causes Collateral Damage (7 Units) (max. 70%)
01c6Immune to collateral damage from Siege Weapons
01c6+25% City Attack
01c6+25% Hills Defense
01c6+25% Defense vs. Mobile ArtilleryMobile Artillery (Siege Weapons)
2001c7, 201c8
01c6Cannot Capture Enemy Cities or Units
01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (50% Chance)
01c6Maximum 70% damage to enemy on attack
01c6Causes Collateral Damage (max. 70%)
01c6Immune to collateral damage from Siege Weapons
01c6+25% City Attack
01c6+25% Hills Defense
01c6+25% Defense vs. Mobile Artillery
01c6Can Bombard City Defenses (-16%/Turn)
Requires Computers
Requires Oil
Requires Iron

01c6Can Bombard City Defenses (-16%/Turn)

Replacements and Upgrades

History

Mobile Artillery cannot capture enemy cities or units, don't receive defensive bonuses, have a combat bonus when attacking cities, cause collateral damage, are immune to collateral damage from Siege Weapons and can bombard city defenses.

    The campaigns of World War II brought to the forefront a key predicament in the development of mobile howitzers: how should new artillery reconcile the need for maneuverability with the demand for destructive power? Militaries the world round would have to wait until the 1960s for a machine that was both mobile and truly powerful.
    The M109 Paladin, capable of launching a 155mm-caliber artillery shell over nine miles and moving at speeds of 40mph, has become the world standard in self-propelled howitzers. But with the Paladin beginning to show its age, a new machine, the Crusader, capable of firing every six seconds and coordinating eight hits simultaneously, may soon find a spot at the top of the howitzer hierarchy.

Unit_Resource_Atlas_6_1 Arquebusier

Gunpowder Unit, 1001c7 101c8 700101

Requires

FirearmsFirearms
01c6Camp: +10102
01c6Can Train Arquebusier
01c6Can Construct St. Basil's Cathedral
01c6Enables Pinch
12000114

Abilities

Replacements and Upgrades

FirelancerFirelancer (Gunpowder Units)
Unique Unit for The Chinese
Replaces Arquebusier
901c7, 101c8
01c6Causes Collateral Damage (max. 50%)
Requires Gunpowder
TercioTercio (Gunpowder Units)
Unique Unit for The Spanish
Replaces Arquebusier
1001c7, 101c8
01c6Starts with Pinch, Formation
Requires Firearms
StreletsStrelets (Gunpowder Units)
Unique Unit for The Russians
Replaces Arquebusier
1001c7, 201c8
01c6Starts with City Garrison I
Requires Firearms
JanissaryJanissary (Gunpowder Units)
Unique Unit for The Ottomans
Replaces Arquebusier
1001c7, 101c8
01c6+25% vs. Archery Units
01c6+25% vs. Heavy Cavalry Units
01c6+25% vs. Melee Units
Requires Firearms
Oromo WarriorOromo Warrior (Gunpowder Units)
Replaces Arquebusier
1001c7, 101c8
01c61 First Strike
01c6Immune to First Strikes
01c6Starts with Drill I, Drill II
Requires Firearms
QizilbashQizilbash (Gunpowder Units)
Unique Unit for The Iranians
Replaces Arquebusier
1001c7, 101c8
01c6+25% vs. Gunpowder Units
01c6Starts with Guerilla I
Requires Firearms
MohawkMohawk (Gunpowder Units)
Replaces Arquebusier
1001c7, 101c8
01c6+30% Forest Defense
01c6Starts with Woodsman I
Requires Firearms

MusketeerMusketeer (Gunpowder Units)
1201c7, 101c8
01c6+10% vs. Arquebusier
Requires Replaceable Parts

History

Arquebusiers are the first Gunpowder Unit available.

    The arquebus is an early muzzle-loaded firearm. They were used against enemies that were often protected by steel-plate armor, which a bullet could pierce only at close range. The arquebus was unable to match the accuracy of a bow in the hands of a highly-skilled archer. However, it had a faster rate of fire than the most powerful crossbow, and a much shorter learning curve than a longbow. Once the methods were developed, powder and shot were relatively easy to mass-produce, while arrow making was a genuine craft requiring highly skilled labor.

Musketman Musketeer

Gunpowder Unit, 1201c7 101c8 900101

Requires

Replaceable PartsReplaceable Parts
Obsoletes Vijaya Stambha
01c6Windmill: +10101
01c6Watermill: +10101
01c6Can Train Musketeer
25000114

Abilities

01c6+10% vs. ArquebusierArquebusier (Gunpowder Units)
1001c7, 101c8
Requires Firearms

Replacements and Upgrades

RedcoatRedcoat (Gunpowder Units)
Unique Unit for The English
Replaces Musketeer
1201c7, 101c8
01c6Causes Collateral Damage (max. 60%)
01c6+10% vs. Arquebusier
Requires Replaceable Parts
CaroleanCarolean (Gunpowder Units)
Unique Unit for The Swedish
Replaces Musketeer
1201c7, 101c8
01c6Can Withdraw from Combat (25% Chance)
01c6+10% vs. Arquebusier
01c6Starts with Formation, March
Requires Combined Arms
FusilierFusilier (Gunpowder Units)
Unique Unit for The Prussians
Replaces Musketeer
1201c7, 101c8
01c6+10% vs. Arquebusier
01c6Starts with Drill I, Drill II
Requires Replaceable Parts

RiflemanRifleman (Gunpowder Units)
1601c7, 101c8
Requires Ballistics

History

Musketeers requires no special resources.

    One of the most important developments in the history of warfare was the invention of firearms. Originally developed in the 14th century, firearms evolved quickly, and by the late 17th century flintlock muskets had become commonplace in battle. Musketmen, who were relatively inexpensive to equip and train, proved a deadly foe for the knights who had dominated the battlefield for so many years. Armies were often comprised of a combination of musketmen, cannon, and knights, each complementing the strengths and weaknesses of the others. Large forces of musketmen within a fortress or behind city walls proved an exceedingly difficult obstacle to an attacking army. Muskets were the primary firearms in use until they were replaced by repeating rifles in the mid-19th century.

Unit_Resource_Atlas_4_2 Rifleman

Gunpowder Unit, 1601c7 101c8 1200101

Requires

BallisticsBallistics
Obsoletes Walls
Obsoletes The Red Fort
01c6Can Train Rifleman, Infantry, Artillery, Torpedo Boat
01c6Can Construct Triumphal Arch
38000114

Abilities

Replacements and Upgrades

Mehal SefariMehal Sefari (Gunpowder Units)
Unique Unit for The Ethiopians
Replaces Rifleman
1601c7, 101c8
01c6Starts with Drill I, Drill II
Requires Ballistics

InfantryInfantry (Gunpowder Units)
2001c7, 101c8
01c6+20% vs. Marine
01c6+20% vs. Paratrooper
Requires Social Services
Requires Ballistics

History

Riflemen are the basic Gunpowder Units of the Industrial Era.

    Two developments in the 19th century made early firearms (such as the musket) obsolete. The first was the invention of a spiral groove, or "rifling," inside the barrel of a gun. Second was the development of the repeating rifle, which could fire multiple shots before it required reloading. The rifle was a better weapon than its ancestors, with much more accuracy over a greater range than the musket and a much higher rate of fire.
    Riflemen were first employed in large numbers during the American Civil War. The rifle gave a strong defensive advantage, since riflemen could fire several times while the attackers advanced to within hand-to-hand distance. This was normally enough to hold any position. Riflemen dominated the battlefield until the appearance of armored attack vehicles.

Unit_Resource_Atlas_7_6 Grenadier

Gunpowder Unit, 1001c7 101c8 1000101

Requires

ChemistryChemistry
01c6Farm: +10100
01c6Paddy Field: +10100
01c6Can Train Grenadier
01c6Can Construct Distillery
30000114

Abilities

01c6Can Withdraw from Combat (50% Chance)
01c6Causes Collateral Damage (3 Units) (max. 50%)
01c6+25% Attack vs. RiflemanRifleman (Gunpowder Units)
1601c7, 101c8
Requires Ballistics

01c6Starts with City Raider ICity Raider I
01c6+15% City Attack

Replacements and Upgrades

RocketeerRocketeer (Gunpowder Units)
Unique Unit for The Dravidians
Replaces Grenadier
1201c7, 101c8
01c6Can Withdraw from Combat (50% Chance)
01c6Causes Collateral Damage (max. 50%)
01c6+25% Attack vs. Musketeer
01c6+25% Attack vs. Rifleman
Requires Chemistry
GrenzerGrenzer (Gunpowder Units)
Unique Unit for The Germans
Replaces Grenadier
801c7, 101c8
01c6Can Withdraw from Combat (75% Chance)
01c6Causes Collateral Damage (max. 50%)
01c6+25% Attack vs. Rifleman
01c6Starts with Guerilla I, City Raider I, Disengage I
Requires Geography
Albion LegionAlbion Legion (Gunpowder Units)
Unique Unit for The Colombians
Replaces Grenadier
1201c7, 201c8
01c6Can Enter Jungle, Rainforest
01c6Can Withdraw from Combat (50% Chance)
01c6Causes Collateral Damage (max. 50%)
01c6+25% Attack vs. Rifleman
01c6Starts with City Raider I
Requires Chemistry
ChasseurChasseur (Gunpowder Units)
Unique Unit for The Belgians
Replaces Grenadier
1001c7, 101c8
01c6Can Withdraw from Combat (75% Chance)
01c6Causes Collateral Damage (max. 50%)
01c6+25% Attack vs. Rifleman
01c6Starts with City Raider I
Requires Chemistry

InfantryInfantry (Gunpowder Units)
2001c7, 101c8
01c6+20% vs. Marine
01c6+20% vs. Paratrooper
Requires Social Services
Requires Ballistics

History

Grenadiers have one first strike, can withdraw from combat, cause collateral damage, have an attack bonus against Rifleman and begin with the City Raider I.

    The original grenadier was a specialized assault soldier designed to attack enemy fortifications. The grenadier was equipped with grenades, small metal balls filled with gunpowder. The grenadiers would approach the enemy's works, light and throw their grenades, and then rush the works in the resulting confusion and panic.
    As time progressed, the early grenades were abandoned, primarily because improvements in musketry and massed fire techniques made it highly likely that the grenadier would get shot while in the act of throwing the grenade. The term "grenadier" remained, however, and it was used to denote elite troops until the First World War.

Beyond_the_Sword_Atlas_5_11 Anti-Tank

Gunpowder Unit, 1401c7 101c8 1200101

Requires

RocketryRocketry
01c6Can Train Anti-Tank, SAM Infantry, Mobile SAM, Guided Missile
01c6Can Construct Bunker
01c6Can Create Ballistic Missile
01c6Enables Ambush
90000114

Abilities

01c6Can Intercept Aircraft (20% Chance)
01c6+100% vs. Armored Units
01c6Starts with AmbushAmbush
01c6+25% vs. Armored Units

Replacements and Upgrades

Mechanized InfantryMechanized Infantry (Gunpowder Units)
3201c7, 201c8
01c6Can Enter Desert, Tundra, Ice
01c6Can Intercept Aircraft (20% Chance)
01c6Starts with March
Requires Telecommunications

History

Anti-Tanks can intercept aircraft, have a combat bonus against Armored Units and begin with the Ambush promotion.

    Since its introduction at the tail-end of WWI, the tank has completely recast the modern battlefield. Being heavily armored, tanks are almost invulnerable to the small arms carried by standard infantry. To combat this new force, Anti-Tank Infantry units were developed by world militaries. These units employed high-velocity cannons capable of penetrating a tank's thick armor, turning once unstoppable war machines into oversized, mobile targets.

Unit_Resource_Atlas_8_3 Infantry

Gunpowder Unit, 2001c7 101c8 1400101

Requires

Social ServicesSocial Services
Obsoletes Old Synagogue
Obsoletes Shalimar Gardens
01c6Enables Public Welfare
01c6Can Train Infantry
01c6Can Construct Waterworks, Electrical Grid, Cristo Redentor
75000114
BallisticsBallistics
Obsoletes Walls
Obsoletes The Red Fort
01c6Can Train Rifleman, Infantry, Artillery, Torpedo Boat
01c6Can Construct Triumphal Arch
38000114

Abilities

01c6+20% vs. MarineMarine (Gunpowder Units)
2401c7, 101c8
01c6Can Enter Jungle, Rainforest
01c6+25% Attack vs. Machine Gun
01c6+25% Attack vs. Howitzer
01c6Starts with Amphibious, Guerilla I, Woodsman I
Requires Geopolitics

01c6+20% vs. ParatrooperParatrooper (Gunpowder Units)
2401c7, 101c8
01c6Can Evade Interception (25% Chance)
01c6Can perform paradrops (Range=5)
Requires Radar

Replacements and Upgrades

Viet CongViet Cong (Gunpowder Units)
Unique Unit for The Vietnamese
Replaces Infantry
2001c7, 101c8
01c6Can Enter Jungle, Rainforest
01c62 First Strikes
01c6+20% vs. Marine
01c6+20% vs. Paratrooper
01c6Starts with Guerilla I, Woodsman I
Requires Social Services
Requires Ballistics
DiggerDigger (Gunpowder Units)
Unique Unit for The Australians
Replaces Infantry
2001c7, 101c8
01c6+25% Open Terrain Defense
01c6+20% vs. Marine
01c6+20% vs. Paratrooper
01c6Starts with Amphibious
Requires Social Services
Requires Ballistics

Mechanized InfantryMechanized Infantry (Gunpowder Units)
3201c7, 201c8
01c6Can Enter Desert, Tundra, Ice
01c6Can Intercept Aircraft (20% Chance)
01c6Starts with March
Requires Telecommunications

History

Infantry is the basic Gunpowder Unit of the Modern Era.

    Modern infantry is given the challenging task of taking and holding terrain, which often involves dangerous,close range fighting. Organized into small squads, their strength lies in their training and equipment (rifle, grenades, helmet, and other critical gear). Often individuals in the squad are trained to be specialists, allowing them access to anti-tank weapons or light machine guns. Experienced in concealment and patrolling close to the enemy, these hard-fighting men play an important and versatile role in modern military conflict.

Unit_Resource_Atlas_1_8 SAM Infantry

Gunpowder Unit, 1801c7 101c8 1500101

Requires

LaserLaser
01c6Can Train SAM Infantry, Guided Missile
01c6Can Construct Diagnostics Center, Iron Dome
01c6Can Create Strategic Defense Initiative
100000114
RocketryRocketry
01c6Can Train Anti-Tank, SAM Infantry, Mobile SAM, Guided Missile
01c6Can Construct Bunker
01c6Can Create Ballistic Missile
01c6Enables Ambush
90000114

Abilities

01c6Can Intercept Aircraft (40% Chance)
01c6+75% vs. Helicopter Units

Replacements and Upgrades

Mobile SAMMobile SAM (Gunpowder Units)
2201c7, 201c8, 1 Range
01c6Cannot Capture Enemy Cities or Units
01c6Can Intercept Aircraft (50% Chance)
01c6+50% vs. Helicopter Units
Requires Robotics
Requires Rocketry
Requires Oil

History

SAM Infantry can intercept aircraft and have a combat bonus against Helicopter Units.

    With the invention of the aircraft it quickly became apparent that mobile infantry units would need some kind of Anti-Aircraft weapons to defend against the new menace from the air. However, when flight was invented the idea that a single person could carry a rocket-based missile to destroy aircraft was unthinkable, and it took years before any were put into service. Throughout World War II, both sides in the conflict used rocket launcher devices in various forms. One form was the M1A1, an American made anti-tank rocket launcher that could be carried by infantry. By the late 1960s, several surface-to-air missile, shoulder fired single operator weapons were available. Many of these could hit an aircraft at over 10,000 feet off the ground. Even today these weapons are not as reliable as their designers had hoped, but when they do hit their target, it almost always results in devastating destruction.

Beyond_the_Sword_Atlas_6_11 Mobile SAM

Gunpowder Unit, 2201c7 201c8 2400101

Requires

RoboticsRobotics
01c6Mine: +10101
01c6Slave Mine: +10101
01c6Quarry: +10101
01c6Can Train Mobile SAM, Main Battle Tank
01c6Can Construct Channel Tunnel
145000114
RocketryRocketry
01c6Can Train Anti-Tank, SAM Infantry, Mobile SAM, Guided Missile
01c6Can Construct Bunker
01c6Can Create Ballistic Missile
01c6Enables Ambush
90000114
OilOil
01c6+10102
01c6Revealed by Thermodynamics
Unhealthy: +101c5(with Industrial Park)
Healthy: +201c4(with Public Transportation)

Abilities

01c6Cannot Capture Enemy Cities or Units
01c6Can Intercept Aircraft (50% Chance)
01c6+50% vs. Helicopter Units

Replacements and Upgrades

History

Mobile SAMs cannot capture enemy cities and untis, can intercept aircraft and have a combat bonus against Helicopter Units.

    Surface-to-Air Missile (SAM) systems have been in development since the end of World War II. And while the versatility of modern SAMs keeps numerous systems in use, the "Stinger" missile remains the most popular and effective low-altitude SAM available, thanks to its ability to be transported by both infantry and mobile units. The Avenger Air Defense System (a Humvee emboldened with eight "Stinger" missiles) and the M6 Linebacker (an armored fighting vehicle with a single "quad-pod" of Stingers), both employed by the United States, successfully fuse high mobility and surface-to-air suppression.

Unit_Resource_Atlas_3_7 Marine

Gunpowder Unit, 2401c7 101c8 1750101

Requires

GeopoliticsGeopolitics
Obsoletes Image of the World Square
01c6Enables Multilateralism
01c6Can Train Marine
01c6Can Construct The United Nations, Berlaymont, World Trade Center
80000114

Abilities

01c6Can Enter JungleJungle
01c6-10100
01c6Movement Cost: 201c8
01c6+0.2501c5 in nearby cities
01c6Defending units get +50% strength
01c6Impassable for most units
01c6Cannot build cities here
, RainforestRainforest
01c6-10100
01c6Movement Cost: 201c8
01c6Defending units get +50% strength
01c6Impassable for most units

01c6+25% Attack vs. Machine GunMachine Gun (Siege Weapons)
1801c7, 101c8
01c6Can Only Defend
01c61 First Strike
01c6Can Intercept Aircraft (20% Chance)
01c6Immune to collateral damage from Siege Weapons
01c6+25% vs. Gunpowder Units
Requires Pneumatics

01c6+25% Attack vs. HowitzerHowitzer (Siege Weapons)
1501c7, 101c8
01c6Cannot Capture Enemy Cities or Units
01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (50% Chance)
01c6Maximum 60% damage to enemy on attack
01c6Causes Collateral Damage (max. 60%)
01c6Immune to collateral damage from Siege Weapons
01c6+25% City Attack
01c6+25% Hills Defense
01c6+25% Defense vs. Howitzer
01c6+25% vs. Siege Weapons
01c6Can Bombard City Defenses (-16%/Turn)
Requires Flight
Requires Iron

01c6Starts with AmphibiousAmphibious
01c6No Combat Penalty for Attacking from Sea
01c6No movement loss when entering enemy waters
01c6No Combat Penalty for Crossing River
, Guerilla IGuerilla I
01c6+20% Hills Defense
, Woodsman IWoodsman I
01c6+20% Jungle Defense
01c6+20% Forest Defense
01c6+20% Rainforest Defense

Replacements and Upgrades

History

Marines have a combat bonus against Machine Gun and Howitzer units, are able to enter Jungle, Rainforest and Marsh and begin with the Amphibious promotion.

    The Marines Corps is a branch of the military service whose training prepares them to carry out integrated land, sea, and air operations. The first marines were commissioned during the American Revolution, only to be inactivated after the war. Congress permanently reestablished the Marine Corps in July, 1798. Legendary for their toughness, rigid codes of behavior, and adaptability, they have played an important role in almost every major war and conflict of the 19th and 20th centuries.

Beyond_the_Sword_Atlas_4_11 Paratrooper

Gunpowder Unit, 2401c7 101c8 1750101

Requires

RadarRadar
Obsoletes Triumphal Arch
01c6Can Train Paratrooper
01c6Can Construct Security Bureau, Container Terminal
100000114

Abilities

01c6Can Evade Interception (25% Chance)
01c6Can perform paradrops (Range=5)

Replacements and Upgrades

History

Paratroopers can evade interception and can perform paradrops.

    Infantry trained in the subtle art of leaping out of aircraft, Paratroopers have been surprising and encircling their opponents since World War II. While the concept of airborne troops had been suggested as far back as Benjamin Franklin (although his troopers were attached to balloons rather than parachutes), the Second World War became the first proving ground for the skyborne infantry. While the ability of Paratroopers to enter otherwise inaccessible territory gave the troops an invaluable tactical advantage, the use of Paratroopers in conjunction with regular troops provided the added bonus of confusion - dug-in troops were often unable to tell if the Paratroopers were the main opposing force.
    While massive deployments of Paratroopers are no longer considered tactically sound, new forms of drops, such as the HALO (High Altitude-Low Opening), have developed, allowing small groups of soldiers - usually special forces - to be placed precisely behind enemy lines with almost no radar signature.

Unit_Resource_Atlas_8_8 Mechanized Infantry

Gunpowder Unit, 3201c7 201c8 2000101

Requires

TelecommunicationsTelecommunications
01c6Can Train Mechanized Infantry
01c6Can Construct Logistics Center, Oriental Pearl Tower
01c6Can Create Global Positioning System, Great Firewall
145000114

Abilities

01c6Can Enter DesertDesert
01c6+10102 adjacent to river
01c6Movement Cost: 201c8
01c6Improvements take +25% time to build
01c6Impassable for most units
01c6Cannot build cities here unless they are coastal or unless they are near fresh water
, TundraTundra
01c6+10102 adjacent to river
01c6Improvements take +25% time to build
01c6Impassable for most units
01c6Cannot build cities here unless they are coastal
, IceIce
01c6Impassable terrain

01c6Can Intercept Aircraft (20% Chance)
01c6Starts with MarchMarch
01c6Can Heal while Moving

Replacements and Upgrades

History

Mechanized Infantry can intercept aircraft and begin with the March promotion.

    The introduction of armored tanks meant that armies could quickly break through enemy defensive positions and move aggressively forward on the battlefield. Such a quick advance, however, left the ground won in the advance largely undefended. Mechanized infantry, which was first used during World War II, was designed to move in quickly and defend the conquered area behind the tanks. Infantry were mounted in armored vehicles, such as half-tracks and Armored Personnel Carriers (APCs), to carry them quickly and safely along with the rapidly-advancing armored divisions.

Unit_Resource_Atlas_4_11 Tank

Armored Unit, 2801c7 201c8 1800101

Requires

SyntheticsSynthetics
Obsoletes Star Fort
Obsoletes Amber
Obsoletes Fur
Obsoletes Jade
Obsoletes Pearls
01c6Can Train Tank, Battleship, Bomber
01c6Can Construct Department Store
65000114
OilOil
01c6+10102
01c6Revealed by Thermodynamics
Unhealthy: +101c5(with Industrial Park)
Healthy: +201c4(with Public Transportation)

Abilities

01c6Can Enter DesertDesert
01c6+10102 adjacent to river
01c6Movement Cost: 201c8
01c6Improvements take +25% time to build
01c6Impassable for most units
01c6Cannot build cities here unless they are coastal or unless they are near fresh water
, TundraTundra
01c6+10102 adjacent to river
01c6Improvements take +25% time to build
01c6Impassable for most units
01c6Cannot build cities here unless they are coastal
, IceIce
01c6Impassable terrain

01c6Doesn't Receive Defensive Bonuses
01c6Starts with BlitzBlitz
01c6Can Attack Multiple Times per Turn

Replacements and Upgrades

PanzerPanzer (Armored Units)
Unique Unit for The Prussians
Replaces Tank
2801c7, 201c8
01c6Can Enter Desert, Tundra, Ice
01c6Doesn't Receive Defensive Bonuses
01c6+25% Attack vs. Rifleman
01c6+25% Attack vs. Infantry
01c6Starts with Blitz, Leadership
Requires Synthetics
Requires Oil

Main Battle TankMain Battle Tank (Armored Units)
4001c7, 201c8
01c6Can Enter Desert, Tundra, Ice
01c61 First Strike
01c6Doesn't Receive Defensive Bonuses
01c6Starts with Blitz
Requires Robotics
Requires Oil
Requires Aluminum

History

Tanks don't receive defensive bonuses and begin with the Blitz promotion.

    The rise in the use of semi-automatic and automatic firearms in the late 19th and early 20th century led to the demise of horse-mounted cavalry. As a result, attackers lost a significant advantage in both scouting and deployment. It was only with the development of tanks, armored mobile attack vehicles equipped with high caliber-guns, that a weapon was found which could once more punch a hole through enemy field forces. First appearing in World War I, armored attack vehicles move quickly and strike with power, while still possessing an effective defensive strength. Tanks are powerful weapon against any ground unit.

Unit_Resource_Atlas_1_11 Main Battle Tank

Armored Unit, 4001c7 201c8 2400101

Requires

RoboticsRobotics
01c6Mine: +10101
01c6Slave Mine: +10101
01c6Quarry: +10101
01c6Can Train Mobile SAM, Main Battle Tank
01c6Can Construct Channel Tunnel
145000114
OilOil
01c6+10102
01c6Revealed by Thermodynamics
Unhealthy: +101c5(with Industrial Park)
Healthy: +201c4(with Public Transportation)
and AluminumAluminum
01c6+10101
01c6Revealed by Metallurgy
Unhealthy: +101c5(with Industrial Park)

Abilities

01c6Can Enter DesertDesert
01c6+10102 adjacent to river
01c6Movement Cost: 201c8
01c6Improvements take +25% time to build
01c6Impassable for most units
01c6Cannot build cities here unless they are coastal or unless they are near fresh water
, TundraTundra
01c6+10102 adjacent to river
01c6Improvements take +25% time to build
01c6Impassable for most units
01c6Cannot build cities here unless they are coastal
, IceIce
01c6Impassable terrain

01c61 First Strike
01c6Doesn't Receive Defensive Bonuses
01c6Starts with BlitzBlitz
01c6Can Attack Multiple Times per Turn

Replacements and Upgrades

History

Main Battle Tanks have one first strike, don't receive defensive bonuses and begin with the Blitz promotion.

    Modern armor's goal is to provide versatile firepower that can operate in any battlefield condition, while at the same time ensuring the safety of its crew. Sophisticated electronics allows modern tanks to operate in any weather, day or night, with no significant performance degradation. Capable of nearly 50 mph in rugged terrain, these fighting vehicles are often in the 50-60 ton range. Though their firepower varies, most of these advanced tracked vehicles are equipped with 100mm+ cannons, in addition to other smaller caliber machine guns. Depending on the assignment, some versions include "reactive" armor, which helps to thwart the advanced armor-penetrating munitions seen on today's battlefields.

Unit_Resource_Atlas_5_10 Gunship

Helicopter Unit, 2401c7 401c8 1600101

Requires

AerodynamicsAerodynamics
01c6Can Train Gunship, Jet Fighter
01c6Can Construct Burj Khalifa
125000114
OilOil
01c6+10102
01c6Revealed by Thermodynamics
Unhealthy: +101c5(with Industrial Park)
Healthy: +201c4(with Public Transportation)

Abilities

01c6Can Enter DesertDesert
01c6+10102 adjacent to river
01c6Movement Cost: 201c8
01c6Improvements take +25% time to build
01c6Impassable for most units
01c6Cannot build cities here unless they are coastal or unless they are near fresh water
, TundraTundra
01c6+10102 adjacent to river
01c6Improvements take +25% time to build
01c6Impassable for most units
01c6Cannot build cities here unless they are coastal
, IceIce
01c6Impassable terrain
, JungleJungle
01c6-10100
01c6Movement Cost: 201c8
01c6+0.2501c5 in nearby cities
01c6Defending units get +50% strength
01c6Impassable for most units
01c6Cannot build cities here
, MarshMarsh
01c6-10100
01c6Movement Cost: 201c8
01c6+0.4001c5 in nearby cities
01c6Defending units get +50% strength
01c6Impassable for most units
01c6Cannot build cities here
01c6Cannot build any improvements on this feature
, RainforestRainforest
01c6-10100
01c6Movement Cost: 201c8
01c6Defending units get +50% strength
01c6Impassable for most units

01c6Cannot Capture Enemy Cities or Units
01c6Doesn't Receive Defensive Bonuses
01c6Ignores Terrain Movement Costs
01c6Can Withdraw from Combat (25% Chance)
01c6+100% vs. Armored Units
01c6Flank attack against CannonCannon (Siege Weapons)
801c7, 101c8
01c6Cannot Capture Enemy Cities or Units
01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (50% Chance)
01c6Maximum 50% damage to enemy on attack
01c6Causes Collateral Damage (max. 50%)
01c6Immune to collateral damage from Siege Weapons
01c6+25% City Attack
01c6+25% Hills Defense
01c6+25% Defense vs. Cannon
01c6Can Bombard City Defenses (-12%/Turn)
Requires Physics
Requires Iron
, ArtilleryArtillery (Siege Weapons)
1201c7, 101c8
01c6Cannot Capture Enemy Cities or Units
01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (50% Chance)
01c6Maximum 50% damage to enemy on attack
01c6Causes Collateral Damage (max. 50%)
01c6Immune to collateral damage from Siege Weapons
01c6+25% City Attack
01c6+25% Hills Defense
01c6+25% Defense vs. Artillery
01c6+25% vs. Siege Weapons
01c6Can Bombard City Defenses (-12%/Turn)
Requires Ballistics
Requires Iron
, HowitzerHowitzer (Siege Weapons)
1501c7, 101c8
01c6Cannot Capture Enemy Cities or Units
01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (50% Chance)
01c6Maximum 60% damage to enemy on attack
01c6Causes Collateral Damage (max. 60%)
01c6Immune to collateral damage from Siege Weapons
01c6+25% City Attack
01c6+25% Hills Defense
01c6+25% Defense vs. Howitzer
01c6+25% vs. Siege Weapons
01c6Can Bombard City Defenses (-16%/Turn)
Requires Flight
Requires Iron
, Mobile ArtilleryMobile Artillery (Siege Weapons)
2001c7, 201c8
01c6Cannot Capture Enemy Cities or Units
01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (50% Chance)
01c6Maximum 70% damage to enemy on attack
01c6Causes Collateral Damage (max. 70%)
01c6Immune to collateral damage from Siege Weapons
01c6+25% City Attack
01c6+25% Hills Defense
01c6+25% Defense vs. Mobile Artillery
01c6Can Bombard City Defenses (-16%/Turn)
Requires Computers
Requires Oil
Requires Iron

01c6Starts with AmphibiousAmphibious
01c6No Combat Penalty for Attacking from Sea
01c6No movement loss when entering enemy waters
01c6No Combat Penalty for Crossing River

Replacements and Upgrades

History

Gunships are able to enter Jungle, Rainforest and Marsh, cannot capture enemy cities or units, don't receive defensive bonuses, ignore terrain movement costs, can withdraw from combat, have a combat bonus against Armored Units, have a flank attack against Siege Weapons and begin with the Amphibious promotion.

    A gunship is an armed helicopter. They are the cavalry of the modern army, designed to reconnoiter enemy positions, deploy special forces deep behind enemy lines, and so forth. However, modern gunships are armed with armor-piercing missiles and heavy, quick-firing machine guns; with these, a gunship can wreck havoc on enemy tanks and troops.
    Gunships first saw extensive service in the Vietnam War. The Soviet Union employed gunships in Afghanistan, and the US has used them to great effect in all its recent conflicts.
    Ground troops defend themselves from gunships with SAMs (surface-to-air missiles). When the CIA supplied Afghan guerillas with such weapons during the Afghanistan war; the Afghans used the SAMs with such devastating effect that they virtually crippled the Soviet war effort.

Biplane Biplane

Air Unit, 1201c7 601c8 1200101

Requires

FlightFlight
01c6Can Train Howitzer, Carrier, Biplane
75000114
OilOil
01c6+10102
01c6Revealed by Thermodynamics
Unhealthy: +101c5(with Industrial Park)
Healthy: +201c4(with Public Transportation)

Abilities

01c6Can Intercept Aircraft (50% Chance)
01c6Can Destroy Tile Improvements and Bomb City Defenses (-8%/Turn)
01c6Can be Based on Carriers

Replacements and Upgrades

FighterFighter (Air Units)
1501c7, 101c8, 6 Range
01c6Can Intercept Aircraft (75% Chance)
01c6Can Destroy Tile Improvements and Bomb City Defenses (-12%/Turn)
01c6Can be Based on Carriers
Requires Aviation
Requires Oil

History

Biplanes can intercept enemy air units, destroy improvements, bomb city defenses, perform recon missions and damage enemy units.

    A biplane is a type of fixed-wing aircraft that mounts two wings, one above the other. This allows the plane to have a large total wing area, while keeping the individual wings short and reducing the structural load on each wing. For early aircraft this was helpful, because it reduced the stress on their wooden construction, while allowing them to fly at very low speeds because of the large wing area.

The Wright Brothers' first aircraft was a biplane, as were many of the other prototype flying machines of that era. Many of the aircraft of the first two decades of aviation were biplanes (or triplanes), including the military aircraft of World War I, with only a limited number of exceptions.

The main drawbacks of biplane construction are poor aerodynamics and excess weight, especially because of the mass of struts and stays required to hold the wings together. As more powerful engines made greater speeds possible, and as the advent of metal aircraft hulls in the 1930s made it easier to rely on the strength of a single pair of wings, the biplane became comparatively obsolete.

Unit_Resource_Atlas_6_10 Fighter

Air Unit, 1501c7 601c8 1500101

Requires

AviationAviation
01c6Can Train Fighter, Bomber, Nuclear Bomber
01c6Can Construct Airport
80000114
OilOil
01c6+10102
01c6Revealed by Thermodynamics
Unhealthy: +101c5(with Industrial Park)
Healthy: +201c4(with Public Transportation)

Abilities

01c6Can Intercept Aircraft (75% Chance)
01c6Can Destroy Tile Improvements and Bomb City Defenses (-12%/Turn)
01c6Can be Based on Carriers

Replacements and Upgrades

ZeroZero (Air Units)
Unique Unit for The Japanese
Replaces Fighter
1501c7, 101c8, 6 Range
01c6Can Intercept Aircraft (75% Chance)
01c6Can Evade Interception (25% Chance)
01c6+50% vs. Water Units
01c6Can Destroy Tile Improvements and Bomb City Defenses (-12%/Turn)
01c6Can be Based on Carriers
Requires Aviation
Requires Oil

Jet FighterJet Fighter (Air Units)
2801c7, 101c8, 10 Range
01c6Can Intercept Aircraft (100% Chance)
01c6Can Destroy Tile Improvements and Bomb City Defenses (-16%/Turn)
01c6Can be Based on Carriers
Requires Aerodynamics
Requires Oil
Requires Aluminum

History

Fighters can intercept enemy air units, destroy improvements, bomb city defenses, perform recon missions and damage enemy units.

    The earliest military aircraft were used primarily in a reconnaissance role. In 1915, during World War I, aircraft designer Anthony Fokker developed a gear system that allowed a plane-mounted machine gun to fire through the propeller, giving birth to the first fighter aircraft. The fighter's mission was to shoot down enemy reconnaissance and fighter planes. Later, as the use of bombers became more widespread, fighters were called upon to act as interceptors against enemy bombing runs and escorts for friendly bombers. The best way to ensure the safe passage of friendly bombers to their selected targets is the destruction of enemy fighters.

Unit_Resource_Atlas_7_10 Jet Fighter

Air Unit, 2801c7 1001c8 2250101

Requires

AerodynamicsAerodynamics
01c6Can Train Gunship, Jet Fighter
01c6Can Construct Burj Khalifa
125000114
OilOil
01c6+10102
01c6Revealed by Thermodynamics
Unhealthy: +101c5(with Industrial Park)
Healthy: +201c4(with Public Transportation)
and AluminumAluminum
01c6+10101
01c6Revealed by Metallurgy
Unhealthy: +101c5(with Industrial Park)

Abilities

01c6Can Intercept Aircraft (100% Chance)
01c6Can Destroy Tile Improvements and Bomb City Defenses (-16%/Turn)
01c6Can be Based on Carriers

Replacements and Upgrades

History

Jet Fighters can intercept enemy air units, destroy improvements, bomb city defenses, perform recon missions and damage enemy units.

    The introduction of jet engines to fighter aircraft changed the way man wages war in the skies. The primary impact was that of speed, since even early jet engines were able to outperform their rotary peers by three to one. While this improvement was certainly appreciated by their pilots (speed advantages often translate to more options in air combat), it was some time before the nature of this change was fully understood. Dogfighting became a significantly more difficult task, since the window to 'take a shot' was reduced to an instant. The introduction of guided missiles helped address this, as well as increase engagement ranges to beyond what the pilot could visually see. Though missiles dramatically changed air combat, cannons still remained a staple of the vehicles' arsenal. Missiles could be jammed, and early attempts were fraught with unreliability. Without a backup weapon, pilots were often at the mercy of inferior planes, but ones where the pilot wasn't relying on shaky, emerging technologies.

Unit_Resource_Atlas_4_10 Bomber

Air Unit, 1801c7 801c8 1800101

Requires

AviationAviation
01c6Can Train Fighter, Bomber, Nuclear Bomber
01c6Can Construct Airport
80000114
SyntheticsSynthetics
Obsoletes Star Fort
Obsoletes Amber
Obsoletes Fur
Obsoletes Jade
Obsoletes Pearls
01c6Can Train Tank, Battleship, Bomber
01c6Can Construct Department Store
65000114
OilOil
01c6+10102
01c6Revealed by Thermodynamics
Unhealthy: +101c5(with Industrial Park)
Healthy: +201c4(with Public Transportation)

Abilities

01c6Causes Collateral Damage (8 Units) (max. 50%)
01c6-50% vs. Water Units
01c6Can Destroy Tile Improvements and Bomb City Defenses (-20%/Turn)

Replacements and Upgrades

Flying FortressFlying Fortress (Air Units)
Unique Unit for The Americans
Replaces Bomber
1801c7, 101c8, 12 Range
01c6Can Evade Interception (25% Chance)
01c6Causes Collateral Damage (max. 75%)
01c6-50% vs. Water Units
01c6Can Destroy Tile Improvements and Bomb City Defenses (-20%/Turn)
Requires Aviation
Requires Synthetics
Requires Oil

Stealth BomberStealth Bomber (Air Units)
2401c7, 101c8, 12 Range
01c6Can Evade Interception (50% Chance)
01c6Causes Collateral Damage (max. 75%)
01c6-50% vs. Water Units
01c6Can Destroy Tile Improvements and Bomb City Defenses (-24%/Turn)
Requires Superconductors
Requires Oil
Requires Aluminum

History

Bombers can destroy improvements, lower city defenses, perform recon missions, damage enemy units, cause collateral damage and have a combat penalty against Water Units.

    The bombing of strategic targets from the air dates back to the beginning of World War I, when the Germans used zeppelins to bomb Paris and London. Because zeppelins proved to be extremely vulnerable, they were withdrawn from war in favor of airplanes. By the end of World War I planes were being designed specifically as bombers.
    The bomber's job is to carry bombs into enemy territory, normally beyond the range of artillery, and destroy targets of military and economic value. Bombers were often designed for specific missions, such as attacking ships, bombing vehicles and railroads, daylight precision bombing, and carpet-bombing.

Unit_Resource_Atlas_8_10 Stealth Bomber

Air Unit, 2401c7 1201c8 2500101

Requires

SuperconductorsSuperconductors
01c6Can Train Stealth Destroyer, Stealth Bomber
01c6Can Construct Fiber Network, Skytree, Large Hadron Collider
160000114
OilOil
01c6+10102
01c6Revealed by Thermodynamics
Unhealthy: +101c5(with Industrial Park)
Healthy: +201c4(with Public Transportation)
and AluminumAluminum
01c6+10101
01c6Revealed by Metallurgy
Unhealthy: +101c5(with Industrial Park)

Abilities

01c6Can Evade Interception (50% Chance)
01c6Causes Collateral Damage (10 Units) (max. 75%)
01c6-50% vs. Water Units
01c6Can Destroy Tile Improvements and Bomb City Defenses (-24%/Turn)

Replacements and Upgrades

History

Stealth Bombers can destroy improvements, bomb city defenses, perform recon missions, damage enemy units, have an increased chance to evade interception, causes collateral damage and has a combat malus against Water Units.

    Concurrent with the development of a stealth fighter, aeronautical engineers began to apply stealth technology to a full-scale bomber. The B-1B bomber, which went into service in 1986 as a replacement for the B-52, incorporated some of these innovations. The radar signature of the B-1B was reduced to a mere one percent that of the B-52 due to its low cross-section and its minimal use of radar-reflective, hard-edged surfaces.
    Soon after the B-1B entered service, the U.S. Air Force commissioned Northrop to develop a true stealth bomber as an eventual replacement. First revealed to the public in 1988, the B-2 stealth bomber uses a flying wing design similar in shape to the F-117A stealth fighter. The flying wing design reduces the profile of the B-2 by incorporating its engines into the body of the plane. The engine exhausts and intakes are shielded to prevent infrared tracking. The B-2 also makes use of curved surfaces and radar-absorbing materials to enhance its "invisibility", and make it far less detectable than the B-1B. As of the late 1980s, it was announced that 132 B-2's would be constructed, and would enter service sometime in the 1990s.

Drone Drone

Air Unit, 2001c7 1001c8 1200101

Requires

CyberneticsCybernetics
01c6Well: +20102
01c6Offshore Platform: +20102
01c6Can Train Drone
01c6Can Construct Automated Factory
01c6Can Create Mars Habitat
250000114
OilOil
01c6+10102
01c6Revealed by Thermodynamics
Unhealthy: +101c5(with Industrial Park)
Healthy: +201c4(with Public Transportation)
and AluminumAluminum
01c6+10101
01c6Revealed by Metallurgy
Unhealthy: +101c5(with Industrial Park)

Abilities

01c6Invisible to All Units
01c6Can Explore Rival Territory
01c6Can Evade Enemy Detection (50% Chance)
01c6Can Destroy Tile Improvements and Bomb City Defenses (-16%/Turn)
01c6Can be Based on Carriers

Replacements and Upgrades

History

Drones are invisible to all units, can explore rival territory, can destroy improvements, bomb city defenses, perform recon missions, damage enemy units and have an increased chance to evade interception.

    An unmanned combat aerial vehicle (UCAV), also known as a combat drone or simply a drone, is an unmanned aerial vehicle (UAV) that usually carries aircraft ordnance such as missiles and is used for drone strikes. These drones are usually under real-time human control, with varying levels of autonomy. Aircraft of this type have no onboard human pilot. As the operator runs the vehicle from a remote terminal, equipment necessary for a human pilot are not needed, resulting in a lower weight and a smaller size than a manned aircraft. China, Israel, and the United States are widely recognized as industry leaders in UCAV technology. Several other countries have operational domestic UCAVs and many more have imported armed drones or have development programs under way.

Nuclear Nuclear Bomber

Air Unit, 001c7 101c8 4000101

Requires

FissionFission
01c6Can Train Nuclear Bomber
01c6Can Construct Bomb Shelters, CERN Research Complex
01c6Can Create The Manhattan Project
100000114
AviationAviation
01c6Can Train Fighter, Bomber, Nuclear Bomber
01c6Can Construct Airport
80000114
UraniumUranium
01c6Revealed by Radio
Healthy: +201c4(with Diagnostics Center)

Abilities

01c6Can Nuke Enemy Lands
Requires The Manhattan ProjectThe Manhattan Project
01c6World Project (1 Allowed)
01c6Enables Nuclear Attacks (For all Players)
01c6Enables Bomb Shelter (For all Players)
01c6First to complete receives a free Nuclear Bomber
Required for Anyone to Create Strategic Defense Initiative
20000101 (Double Production Speed with Uranium)

Replacements and Upgrades

History

Nuclear Bombers can nuke enemy lands.

    At the start of the Cold War, bombers were the only means of carrying nuclear weapons to enemy targets, and had the role of deterrence. With the advent of guided air-to-air missiles, bombers needed to avoid interception. High-speed and high-altitude flying became a means of evading detection and attack. Designs such as the English Electric Canberra could fly faster or higher than contemporary fighters. When surface-to-air missiles became capable of hitting high-flying bombers, bombers were flown at low altitudes to evade radar detection and interception.

Warlords_Atlas_1_8_8 War Galley

Naval Unit, 301c7 401c8 400101

Requires

ShipbuildingShipbuilding
01c6Can Train War Galley, Heavy Galley, Cog
01c6Can Construct Harbor, The Great Cothon
1200114

Abilities

01c6Cannot Enter OceanOcean
01c6+10102
01c6Cannot build cities here
, Cape (until Compass)
01c6Can Withdraw from Combat (25% Chance)

Replacements and Upgrades

Heavy GalleyHeavy Galley (Naval Units)
501c7, 401c8
01c6Cannot Enter Ocean, Cape (until Compass)
01c6Can Withdraw from Combat (50% Chance)
01c6+25% Coast Attack
Requires Alchemy
Requires Shipbuilding

History

War Galleys cannot enter Ocean, cannot pass Capes until Compass and can withdraw from combat.

    Triremes were ancient war galleys with three rows of oars on each side. The trireme was an improvement upon an older type of ship called the "pentekonter," which was similar in design but possessed only one row of oars on each side. (The standard "galleys" found in Civilization IV are pentekonters.) The staggered seating of the rowers on the trireme allowed for more people to be packed into roughly the same amount of space, and (more importantly) the extra manpower allowed triremes to travel at faster speeds. Some ancient sources claim that the trireme existed as far back as the eighth century BC, but the first known account of their use was by Polycrates of Samos in 525 BC during an invasion of Egypt. By the middle of the fifth century BC, triremes were in common use throughout Greece.
    The average trireme was about 35 meters long, carrying 170 oarsmen, 20 crew members, and 10 marines under the command of a captain. According to ancient sources, triremes could reach a maximum speed of about 20 km/hour in battle, or sustain a slower speed of 13 km/hour for a long stretch of time. Triremes also possessed sails but they were not used during combat. A Trireme's main offensive weapon was its "beak," a stout piece of sharpened wood (often clad in metal) which protruded directly forward from its bow, at or below the waterline. In battle the primary tactic was to use the beaks to ram and sink enemy ships, which required building up as much speed as possible to punch through the opposing ship's hull. This was a difficult task and required a great deal of cooperation from the rowers, as even a single rower moving out of place could greatly slow the ship. For this reason the rowers on Greek triremes were not slaves but instead well-trained free men who received good pay for their services.
    During the Persian War, the Greeks used their triremes to defeat the Persians at the decisive Battle of Salamis. Triremes also formed the backbone of the Athenian navy during the Peloponnesian War. As the war progressed Sparta and her allies created their own powerful fleet of triremes; these would be put into good use in 404 BC during the Battle at Aegospotami, when Lysander destroyed Athen's navy, cutting off the city-state's trade and eventually starving her into submission.
    Triremes would eventually be supplanted by the larger and faster quinqueremes, but the design was revived years later by the Romans, who, facing no major naval enemies, preferred the smaller and cheaper triremes to the more expensive quinqueremes.

HeavyGalley Heavy Galley

Naval Unit, 501c7 401c8 600101

Requires

AlchemyAlchemy
Obsoletes The Great Cothon
01c6Can Train Heavy Galley
01c6Can Construct Pharmacy, House of Wisdom
6500114
ShipbuildingShipbuilding
01c6Can Train War Galley, Heavy Galley, Cog
01c6Can Construct Harbor, The Great Cothon
1200114

Abilities

01c6Cannot Enter OceanOcean
01c6+10102
01c6Cannot build cities here
, Cape (until Compass)
01c6Can Withdraw from Combat (50% Chance)
01c6+25% Coast Attack

Replacements and Upgrades

DromonDromon (Naval Units)
Unique Unit for The Byzantines
Replaces Heavy Galley
601c7, 401c8
01c6Cannot Enter Ocean, Cape (until Compass)
01c6Can Withdraw from Combat (50% Chance)
01c6Causes Collateral Damage (max. 50%)
01c6+50% Coast Attack
Requires Alchemy
Requires Shipbuilding
LongshipLongship (Naval Units)
Unique Unit for The Norse
Replaces Heavy Galley
501c7, 601c8
01c6Cargo Space: 2
01c6Cannot Enter Ocean, Cape (until Compass)
01c6Can Withdraw from Combat (50% Chance)
01c6+25% Coast Attack
01c6Can Bombard City Defenses (-4%/Turn)
01c6Starts with Disengage I
Requires Artisanry
Requires Shipbuilding

GalleassGalleass (Naval Units)
601c7, 401c8
01c6Cannot Enter Ocean, Cape (until Compass)
01c6Can Withdraw from Combat (25% Chance)
01c6+50% Coast Strength
Requires Gunpowder
Requires Compass
Requires Copper or Iron

History

Heavy Galleys cannot enter Ocean, cannot pass Capes until Compass, have a combat bonus attacking on coast and can withdraw from combat.

    Dromons were the most important warships of the Byzantine navy from the 6th to 12th centuries CE. They were indirectly developed from the ancient trireme and were usually propelled by both oars and sails, a configuration that had been used by navies in the Mediterranean Sea for centuries. Literary sources and accounts reveal that there were at least three varieties of dromon, while the exact relation of the dromon proper with the chelandion, a term with which it is often used interchangeably, somewhat unclear. These were, firstly the ousiakon which took its name from one company or ousia of 100 men. This was a two-banked galley with the lower rank rowing only, and the upper rank rowing or disengaging to fight when required. Secondly the slightly larger pamphylos with a crew of between 120 and 160. Thirdly the dromon proper, which had a crew of 200: 50 on the lower bank, and 100 on the upper bank in two files, together with 50 marines.

Dromons had a central tower (xylokastron: "wooden castle") near the main mast, from which the marines could use their bows and arrows or throw spears and other projectiles. Dromons were frequently equipped with flamethrowers (siphones, and as such the ships were described as siphonphoroi dromones) that discharged Greek fire and catapults capable of hurling 10 kg projectiles up to 250 meters.

Galleass Galleass

Naval Unit, 601c7 401c8 700101

Requires

GunpowderGunpowder
Obsoletes The Parthenon
01c6Can Train Bombard, Galleass, Caravel, Galleon, Privateer, Frigate
01c6Can Construct The Kremlin
9000114
CompassCompass
Obsoletes The Great Lighthouse
01c6Can Create Ocean Fishery
01c6Enables 01cc on Arctic Coast
01c6Can Train Galleass
01c6Can Construct Wharf, Alamut Fortress, Gur-e-Amir
7500114
CopperCopper
01c6+10101
01c6Revealed by Smelting
or IronIron
01c6+10101
01c6Revealed by Bloomery

Abilities

01c6Cannot Enter OceanOcean
01c6+10102
01c6Cannot build cities here
, Cape (until Compass)
01c6Can Withdraw from Combat (25% Chance)
01c6+50% Coast Strength

Replacements and Upgrades

KobuksonKobukson (Naval Units)
Unique Unit for The Koreans
Replaces Galleass
801c7, 401c8
01c6Cannot Enter Ocean, Cape (until Compass)
01c6Can Withdraw from Combat (25% Chance)
01c6+50% Coast Strength
01c6Starts with Drill I, Drill II
Requires Gunpowder
Requires Compass
Requires Copper or Iron
DjongDjong (Naval Units)
Unique Unit for The Malays
Replaces Galleass
601c7, 401c8
01c6Cannot Enter Ocean
01c6Can Withdraw from Combat (25% Chance)
01c6+100% Coast Defense
01c6+50% Coast Attack
01c6+50% vs. Privateer
Requires Compass
LanternaLanterna (Naval Units)
Unique Unit for The Italians
Replaces Galleass
801c7, 501c8
01c6Cannot Enter Ocean, Cape (until Compass)
01c6Can Withdraw from Combat (25% Chance)
01c6+50% Coast Strength
Requires Gunpowder
Requires Compass
Requires Copper or Iron

Torpedo BoatTorpedo Boat (Naval Units)
1801c7, 801c8
01c6Cannot Enter Ocean
01c61 First Strike
01c6Can Withdraw from Combat (50% Chance)
01c6+50% Coast Attack
Requires Ballistics
Requires Thermodynamics
Requires Coal or Oil

History

Galleasses cannot enter Ocean, cannot pass Capes until Compass and have a combat bonus on Coast.

    The galleass (known as a "mahon" in Turkey) developed from large merchant galleys. Converted for military use they were higher and larger than regular ("light") galleys. They had up to 32 oars, each worked by up to 5 men. They usually had three masts and a forecastle and aftcastle. Much effort was made in Venice to make these galleasses as fast as possible to compete with regular galleys. The gun-deck usually ran over the rowers' heads, but there are also pictures showing the opposite arrangement. Galleasses usually carried more sails than true galleys, and were far deadlier; a galley caught broadside lay all but helpless, but coming broadside to a galleass, as with a ship of the line, exposed an attacker to her gunfire. The galleass exemplified an intermediate type between the galley and the true man-of-war. One disadvantage was that, being more reliant on sails, their position at the front of the galley line at the start of a battle could not be guaranteed but they were used at the Battle of Lepanto (7 October 1571), their firepower helping to win victory for the Christian fleet, and some sufficiently seaworthy galleasses accompanied the Spanish Armada in 1588. In the 15th century a type of light galleass, called the frigate, was built in southern European countries to answer the increasing challenge posed by the north African based Barbary pirates in their fast galleys.

Unit_Resource_Atlas_1_9 Caravel

Naval Unit, 601c7 601c8 600101

Requires

CartographyCartography
01c6Enables Map Trading
01c6Can Train Explorer, Caravel
10000114
GunpowderGunpowder
Obsoletes The Parthenon
01c6Can Train Bombard, Galleass, Caravel, Galleon, Privateer, Frigate
01c6Can Construct The Kremlin
9000114

Abilities

01c6Cargo Space: 1 (Carries Scouts, Explorers, Missionaries, Spies, Great People)
01c6Can Explore Rival Territory
01c6Can Withdraw from Combat (50% Chance)

Replacements and Upgrades

CarrackCarrack (Naval Units)
Unique Unit for The Portuguese
Replaces Caravel
601c7, 601c8
01c6Cargo Space: 2
01c6Can Explore Rival Territory
01c6Can Withdraw from Combat (50% Chance)
01c6Can Bombard City Defenses (-8%/Turn)
01c6Starts with Sentry
Requires Cartography
Requires Gunpowder

FrigateFrigate (Naval Units)
1201c7, 701c8
01c6Can Withdraw from Combat (25% Chance)
Requires Geography
Requires Gunpowder
Requires Iron
Torpedo BoatTorpedo Boat (Naval Units)
1801c7, 801c8
01c6Cannot Enter Ocean
01c61 First Strike
01c6Can Withdraw from Combat (50% Chance)
01c6+50% Coast Attack
Requires Ballistics
Requires Thermodynamics
Requires Coal or Oil

History

Caravels can explore rival territory and carry one Scout, Explorer, Missionary, Spy or Great Person.

    The caravel was a small sailing ship with three or four masts, a broad bow, and a high, narrow stern. Though often used as a warship, the caravel could also carry just over 100 metric tons of cargo. The Spanish and the Portuguese used caravels for both commerce and exploration. Christopher Columbus' three ships, the "Nina," "Pinta," and "Santa Maria," were caravels that risked the hazards of an ocean crossing.

Beyond_the_Sword_Atlas_8_11 Privateer

Naval Unit, 1001c7 601c8 900101

Requires

ExplorationExploration
Obsoletes Temple of Kukulkan
01c6Enables Colonialism
01c6Can Train Galleon, Privateer
01c6Can Construct El Escorial
01c6Required for the spread of Trading Company
11000114
GunpowderGunpowder
Obsoletes The Parthenon
01c6Can Train Bombard, Galleass, Caravel, Galleon, Privateer, Frigate
01c6Can Construct The Kremlin
9000114
CopperCopper
01c6+10101
01c6Revealed by Smelting
or IronIron
01c6+10101
01c6Revealed by Bloomery

Abilities

01c6Hidden Nationality
01c6Can Attack without Declaring War
01c6Can Withdraw from Combat (50% Chance)
01c6Starts with SentrySentry
01c6+1 Visibility Range

Replacements and Upgrades

CorsairCorsair (Naval Units)
Unique Unit for The Moors
Replaces Privateer
801c7, 601c8
01c6Hidden Nationality
01c6Can Attack without Declaring War
01c6Can Withdraw from Combat (50% Chance)
01c6+25% Coast Strength
01c6+50% vs. Privateer
01c6Starts with Sentry
01c6Receives 0113 for Sinking Enemy Ships
Requires Exploration
Requires Gunpowder
Requires Copper or Iron

IroncladIronclad (Naval Units)
2001c7, 601c8
01c6Causes Collateral Damage (max. 50%)
01c6Can Bombard City Defenses (-12%/Turn)
Requires Thermodynamics
Requires Metallurgy
Requires Coal
Requires Iron

History

Privateers has hidden nationality can attack enemy units without declaring war, can withdraw from combat and begins with the Sentry promotion.

    Privateers were government-sanctioned pirate ships prominent from the seventeenth century until the nineteenth century. Pillaging for their lords in the shipping lanes of Europe or in the seas of the New World, Privateers bore no marking of their affiliation, making it impossible to trace their employer short of the "Letter of Marque" commissioning them.
    Successful Privateers, such as Sir Francis Drake in the employ of Queen Elisabeth I or Barbarossa under Sultan Suleiman I, wreaked havoc among the merchant vessels of rival nations, securing for themselves and their sovereigns significant, if second-hand, wealth. In the cases of both Barbarossa and Drake, the disruptive effect these naval bandits had upon the enemies of their lords helped ensure the naval supremacy of both the Ottoman Empire and England in their respective ages.

Unit_Resource_Atlas_2_9 Frigate

Naval Unit, 1201c7 701c8 1000101

Requires

GeographyGeography
Obsoletes Silver Tree Fountain
01c6+1 Trade Routes per City
01c6Can Train Frigate
01c6Can Construct Image of the World Square
15000114
GunpowderGunpowder
Obsoletes The Parthenon
01c6Can Train Bombard, Galleass, Caravel, Galleon, Privateer, Frigate
01c6Can Construct The Kremlin
9000114
IronIron
01c6+10101
01c6Revealed by Bloomery

Abilities

01c6Can Withdraw from Combat (25% Chance)

Replacements and Upgrades

IroncladIronclad (Naval Units)
2001c7, 601c8
01c6Causes Collateral Damage (max. 50%)
01c6Can Bombard City Defenses (-12%/Turn)
Requires Thermodynamics
Requires Metallurgy
Requires Coal
Requires Iron

History

Frigates are basic Naval Units in the early Renaissance.

    The frigate was a fast and powerful warship that evolved to fill several important roles, but one of its primary roles was to raid enemy shipping. These three masted ships were lighter and faster than the European great ship or man-of-war, and usually carried 36 or fewer guns. The frigate was powerful enough to overcome most of its prospective opponents and fast enough to escape those it could not outgun. Because of their speed and strength, frigates were often employed as escorts for merchant vessels during times of war. The frigate remained the most useful and dominant naval vessel until the development of the ironclad.

Beyond_the_Sword_Atlas_1_12 Ship of the Line

Naval Unit, 1501c7 701c8 1200101

Requires

MeasurementMeasurement
Obsoletes Salsal Buddha
Obsoletes Great Adobe Mosque
Obsoletes San Marco Basilica
01c6Can Train Ship of the Line
01c6Can Construct Warehouse, Trafalgar Square
20000114
IronIron
01c6+10101
01c6Revealed by Bloomery

Abilities

01c6Causes Collateral Damage (2 Units) (max. 50%)
01c6Can Bombard City Defenses (-8%/Turn)

Replacements and Upgrades

Man of WarMan-of-War (Naval Units)
Unique Unit for The English
Replaces Ship of the Line
1801c7, 801c8
01c6Causes Collateral Damage (max. 50%)
01c6Can Bombard City Defenses (-8%/Turn)
Requires Measurement
Requires Iron

DestroyerDestroyer (Naval Units)
2401c7, 1201c8
01c6Can See Submarines
01c6Can Intercept Aircraft (30% Chance)
01c6Can Withdraw from Combat (25% Chance)
01c6+25% vs. Torpedo Boat
01c6+25% vs. Submarine
01c6+25% vs. Nuclear Submarine
01c6Defends first against Submarine, Nuclear Submarine
Requires Electronics
Requires Oil or Uranium

History

Ship of the Lines can bombard city defenses and are basic Naval Units in the late Renaissance.

    Ships of the Line were the largest vessels deployed during the height of the European wooden navies, from the seventeenth until the mid-nineteenth century. In naval strategy, the most powerful ships of each respective navy would often form into lines and unleash a barrage upon their rivals. Ships of the Line, as they were known, usually carried 80 or more guns, but this extra-heavy armament cost the vessel dearly in maneuverability.

Ironclad Ironclad

Naval Unit, 2001c7 601c8 1500101

Requires

ThermodynamicsThermodynamics
Obsoletes El Escorial
01c6Reveals Oil
01c6Can Train Steamship, Ironclad, Torpedo Boat
01c6Can Construct Abbey Mills
01c6Required for the spread of Textile Industry
32000114
MetallurgyMetallurgy
01c6Reveals Aluminum, Rare Earths
01c6Can Train Ironclad
01c6Can Construct Ironworks, Bell Rock Lighthouse
01c6Required for the spread of Steel Industry
32000114
CoalCoal
01c6+10101
01c6Revealed by Geology
and IronIron
01c6+10101
01c6Revealed by Bloomery

Abilities

01c6Causes Collateral Damage (3 Units) (max. 50%)
01c6Can Bombard City Defenses (-12%/Turn)

Replacements and Upgrades

CruiserCruiser (Naval Units)
2801c7, 701c8
01c6Can Withdraw from Combat (25% Chance)
01c6Can Bombard City Defenses (-16%/Turn)
Requires Engine
Requires Refining
Requires Coal or Oil

History

Ironclads can bombard city defenses and are basic Naval Units in the Industrial age.

    Ironclads were the forerunners of future generations of armored naval vessels. Instead of the simple wooden hulls found on the other ships at the time, ironclads were covered with strong metal plating. This plating made them nearly impervious to large-caliber explosive shells that would easily penetrate and destroy wooden vessels. Ironclads made their first appearance during the American Civil War, and quickly gained dominance over other ships of that era. Perhaps the most famous naval battle of the Civil War was the battle between the Confederate ironclad "Merrimack", and the Union ironclad "Monitor", which lasted for several hours before the "Merrimack" was forced to withdraw.

TorpedoBoat Torpedo Boat

Naval Unit, 1801c7 801c8 1200101

Requires

BallisticsBallistics
Obsoletes Walls
Obsoletes The Red Fort
01c6Can Train Rifleman, Infantry, Artillery, Torpedo Boat
01c6Can Construct Triumphal Arch
38000114
ThermodynamicsThermodynamics
Obsoletes El Escorial
01c6Reveals Oil
01c6Can Train Steamship, Ironclad, Torpedo Boat
01c6Can Construct Abbey Mills
01c6Required for the spread of Textile Industry
32000114
CoalCoal
01c6+10101
01c6Revealed by Geology
or OilOil
01c6+10102
01c6Revealed by Thermodynamics
Unhealthy: +101c5(with Industrial Park)
Healthy: +201c4(with Public Transportation)

Abilities

01c6Cannot Enter OceanOcean
01c6+10102
01c6Cannot build cities here

01c61 First Strike
01c6Can Withdraw from Combat (50% Chance)
01c6+50% Coast Attack

Replacements and Upgrades

DestroyerDestroyer (Naval Units)
2401c7, 1201c8
01c6Can See Submarines
01c6Can Intercept Aircraft (30% Chance)
01c6Can Withdraw from Combat (25% Chance)
01c6+25% vs. Torpedo Boat
01c6+25% vs. Submarine
01c6+25% vs. Nuclear Submarine
01c6Defends first against Submarine, Nuclear Submarine
Requires Electronics
Requires Oil or Uranium

History

Torpedo Boats cannot enter Ocean, have a first strike, can withdraw from combat and have a combat bonus attacking on Coast.

    A torpedo boat is a relatively small and fast naval ship designed to carry torpedoes into battle. The first designs rammed enemy ships with explosive spar torpedoes, and later designs launched self-propelled Whitehead torpedoes. They were created to counter battleships and other slow and heavily armed ships by using speed, agility, and the power of their torpedo weapons. A number of inexpensive torpedo boats attacking en masse could overwhelm a larger ship's ability to fight them off using its large but cumbersome guns. An inexpensive fleet of torpedo boats could pose a threat to much larger and more expensive fleets of capital ships, albeit only in the coastal areas to which their small size and limited fuel load restricted them.

    The introduction of fast torpedo boats in the late 19th century was a serious concern to the era's naval strategists. In response, navies operating large ships introduced smaller ships to counter torpedo boats, mounting light quick-firing guns. These ships, which came to be called "torpedo boat destroyers" and later simply "destroyers," became larger and took on more roles, making torpedo attacks as well as defending against them, and eventually defending against submarines and aircraft. The destroyer eventually became the predominant type of surface warship in the guided missile age.

Cruiser Cruiser

Naval Unit, 2801c7 701c8 2000101

Requires

EngineEngine
Obsoletes Torre de Belem
Obsoletes Ivory
01c6Can Train Cruiser
01c6Can Construct Coal Plant, Crystal Palace
01c6Can Create Suez Canal
42000114
RefiningRefining
01c6Can Build a Well
01c6Can Train Cruiser
01c6Can Construct Chateau Frontenac, Nobel Prize
01c6Required for the spread of Oil Industry
48000114
CoalCoal
01c6+10101
01c6Revealed by Geology
or OilOil
01c6+10102
01c6Revealed by Thermodynamics
Unhealthy: +101c5(with Industrial Park)
Healthy: +201c4(with Public Transportation)

Abilities

01c6Can Withdraw from Combat (25% Chance)
01c6Can Bombard City Defenses (-16%/Turn)

Replacements and Upgrades

Missile CruiserMissile Cruiser (Naval Units)
4001c7, 1001c8
01c6Cargo Space: 4 (Carries Missiles)
01c6Can Intercept Aircraft (30% Chance)
01c6Causes Collateral Damage (max. 60%)
01c6Can Bombard City Defenses (-20%/Turn)
Requires Satellites
Requires Oil or Uranium

History

Cruisers can bombard city defenses and are basic Naval Units in the Industrial Era.

    For centuries, "cruiser" existed as a mission designation- a 'cruiser' was a ship that cruised long distances on independent patrol, searching for the enemy or engaging in commerce warfare. This role typically fell upon sloops frigates, which were less heavily burdened than the massive ships of the line and thus better suited to long range independent operations. The frigates of the Age of Sail survived in recognizable form up through the mid-19th century. Auxiliary wood or coal-fired steam engines appeared to give the ship better mobility than sail alone could offer, but the basic design remained constant.

    The superiority of ironclads over wooden-hulled ships forced a redesign of this intermediate-sized warship. Early ironclads were short-ranged and unseaworthy; in the 1870s steam propulsion had matured to the point where a fast ship could be provided with a useful armor belt to protect it from enemy cannon fire. This gave rise to the "armored cruiser," usually tipping the scales at five to ten thousand tons, powerful enough to fight alongside the largest warships, but sacrificing some of a heavier battleship's firepower in exchange for speed.

    Early armored cruisers adopted the basic 'citadel' concept of other ironclads: a well-armored box covered the ship's steam engines, ammunition storage, and main guns. The main difference between cruisers and battleships was the cruiser's relatively smaller size and lighter weapons, along with a hull designed to allow for higher speed. Armored cruisers and battleships of the same generation usually had roughly the same layout because of this.

    At the beginning of the period, the norm was to equip ships with a small number of powerful broadside guns, with a few very heavy guns forward and aft. Over time, this gave way to lighter broadside guns (mostly meant to engage relatively small, poorly armored opponents) and two to four heavy guns mounted in turrets at the front and back ends of the 'box.' This arrangement was common among cruisers and battleships throughout the last third of the 19th century and into the early 20th.

    However, armored cruisers might be fast, but they were usually short ranged. For a time, unarmored cruisers soldiered on for long-range operations in colonial waters. In the 1880s the invention of lighter but stronger steel armor allowed these ships to be replaced by "protected cruisers" of two to five thousand tons. A protected cruiser had much less armor than a true 'armored' cruiser, but at least provided a solid deck that would prevent enemy fire from penetrating the ship's engine compartments and ammunition storage.

    These ships were mainly powered by steam, but had a limited backup sailing rig in case of engine failure, or for operations far from a coaling depot. As the 19th century closed, the backup sailing rigs began to lose popularity in favor of all-steam propulsion. However, a limited sailing rig can still be seen on some 1890s-vintage protected cruisers such as USS Olympia, which was preserved as a museum ship after serving as the American flagship at the Battle of Manila Bay.

    Moving into the 20th century, the 'broadside' armament concept was abandoned entirely, replaced by the idea of putting all a ship's main guns in turrets in a line along the length of the ship. This left much more room for the heaviest guns. Battleships built according to this principle are famously known as 'dreadnoughts;' the same changes affected cruisers.

    Armored cruisers evolved into 'battlecruisers:' fast ships with guns roughly the same size as those used by battleships of the same generation, but with thinner armor; battlecruisers tended to resemble battleships closely and often performed the same missions. Advances in engine technology and the gradual increase of ship tonnage allowed protected cruisers to carry stronger armor belts in addition to their decks, and to protect more of the ship; protected cruisers evolved into what later became known as "heavy" and "light" cruisers.

    During the World Wars, typical speed for a cruiser was around 30 knots (~55 km/h); main armament for a battlecruiser would be heavy naval artillery of around 15" caliber (~38 cm), while more ordinary cruisers limited themselves to a more numerous battery of 6" or 8" (15-20 cm) guns.

    The cruiser's missions of raiding, scouting, and escort duty stayed more or less unchanged, although battlecruisers were often drawn into intense combat between battleships even though their thinner armor protection made them dangerously vulnerable to enemy heavy guns as illustrated by the unfortunately named HMS Invincible, which was blown apart and sunk in less than two minutes at the Battle of Jutland.

    After World War Two, the cruiser, like all warships, saw major changes in design as advances in air power and missile technology made heavy naval artillery obsolete.

Unit_Resource_Atlas_7_9 Destroyer

Naval Unit, 2401c7 1201c8 2000101

Requires

ElectronicsElectronics
Obsoletes Itsukushima Shrine
01c6+1 Railroad Movement
01c6Can Create Offshore Platform
01c6Can Train Destroyer
01c6Can Construct Hydro Plant, Itaipu Dam
90000114
OilOil
01c6+10102
01c6Revealed by Thermodynamics
Unhealthy: +101c5(with Industrial Park)
Healthy: +201c4(with Public Transportation)
or UraniumUranium
01c6Revealed by Radio
Healthy: +201c4(with Diagnostics Center)

Abilities

01c6Can See Submarines
01c6Can Intercept Aircraft (30% Chance)
01c6Can Withdraw from Combat (25% Chance)
01c6+25% vs. Torpedo BoatTorpedo Boat (Naval Units)
1801c7, 801c8
01c6Cannot Enter Ocean
01c61 First Strike
01c6Can Withdraw from Combat (50% Chance)
01c6+50% Coast Attack
Requires Ballistics
Requires Thermodynamics
Requires Coal or Oil

01c6+25% vs. SubmarineSubmarine (Naval Units)
2401c7, 1001c8
01c6Invisible to Most Units
01c6Can Move through Impassable Terrain
01c6Can Explore Rival Territory
01c6Can Withdraw from Combat (75% Chance)
01c6Targets any Galleon, Steamship, Transport first in combat outside cities
Requires Pneumatics
Requires Oil

01c6+25% vs. Nuclear SubmarineNuclear Submarine (Naval Units)
3001c7, 1001c8
01c6Cargo Space: 1 (Carries Scouts, Explorers, Missionaries, Spies, Great People)
01c6Invisible to Most Units
01c6Can Move through Impassable Terrain
01c6Can Explore Rival Territory
01c6Can Withdraw from Combat (75% Chance)
01c6+50% vs. Submarine
01c6Targets any Galleon, Steamship, Transport first in combat outside cities
Requires Nuclear Power
Requires Uranium

01c6Defends first against SubmarineSubmarine (Naval Units)
2401c7, 1001c8
01c6Invisible to Most Units
01c6Can Move through Impassable Terrain
01c6Can Explore Rival Territory
01c6Can Withdraw from Combat (75% Chance)
01c6Targets any Galleon, Steamship, Transport first in combat outside cities
Requires Pneumatics
Requires Oil
, Nuclear SubmarineNuclear Submarine (Naval Units)
3001c7, 1001c8
01c6Cargo Space: 1 (Carries Scouts, Explorers, Missionaries, Spies, Great People)
01c6Invisible to Most Units
01c6Can Move through Impassable Terrain
01c6Can Explore Rival Territory
01c6Can Withdraw from Combat (75% Chance)
01c6+50% vs. Submarine
01c6Targets any Galleon, Steamship, Transport first in combat outside cities
Requires Nuclear Power
Requires Uranium

Replacements and Upgrades

CorvetteCorvette (Naval Units)
Unique Unit for The Canadians
Replaces Destroyer
2001c7, 1401c8
01c6Can See Submarines
01c6Can Intercept Aircraft (30% Chance)
01c6Can Withdraw from Combat (25% Chance)
01c6+25% vs. Torpedo Boat
01c6+25% vs. Submarine
01c6+25% vs. Nuclear Submarine
01c6Defends first against Submarine, Nuclear Submarine
01c6Starts with Sentry
Requires Electronics
Requires Oil or Uranium

Stealth DestroyerStealth Destroyer (Naval Units)
3001c7, 1201c8
01c6Invisible to Most Units
01c6Can See Submarines
01c62 First Strikes
01c6Can Withdraw from Combat (25% Chance)
01c6Defends first against Submarine, Nuclear Submarine
Requires Superconductors
Requires Oil or Uranium

History

Destroyers can see the Submarine and Nuclear Submarine units, intercept air units and bombard city defenses and have an combat bonus against Submarine, Nuclear Submarine and Torpedo Boat units.

    Destroyers are small escort ships that serve a variety of useful functions. These light, fast vessels were used extensively in World War II to provide air and sea cover for carrier groups. One of the primary functions of the destroyer is to locate and destroy enemy submarines. Using their sonar equipment to locate the subs, and their batteries of depth charges and torpedoes to destroy them, the destroyer forces of World War II were the key to the success of many crucial naval operations. Modern destroyers are still used in much the same role, as escorts for larger vessels and as submarine hunters. In addition to five-inch guns, the arsenal of today's destroyer includes anti-submarine helicopters, anti-ship cruise missiles, and the Phalanx system for defense against anti-ship missiles.

Unit_Resource_Atlas_2_10 Battleship

Naval Unit, 4001c7 1001c8 2400101

Requires

SyntheticsSynthetics
Obsoletes Star Fort
Obsoletes Amber
Obsoletes Fur
Obsoletes Jade
Obsoletes Pearls
01c6Can Train Tank, Battleship, Bomber
01c6Can Construct Department Store
65000114
OilOil
01c6+10102
01c6Revealed by Thermodynamics
Unhealthy: +101c5(with Industrial Park)
Healthy: +201c4(with Public Transportation)
or UraniumUranium
01c6Revealed by Radio
Healthy: +201c4(with Diagnostics Center)

Abilities

01c6Causes Collateral Damage (5 Units) (max. 60%)
01c6Can Bombard City Defenses (-20%/Turn)

Replacements and Upgrades

Missile CruiserMissile Cruiser (Naval Units)
4001c7, 1001c8
01c6Cargo Space: 4 (Carries Missiles)
01c6Can Intercept Aircraft (30% Chance)
01c6Causes Collateral Damage (max. 60%)
01c6Can Bombard City Defenses (-20%/Turn)
Requires Satellites
Requires Oil or Uranium

History

Battleships can bombard city defenses and causes collateral damage.

    The battleship was once the most powerful vessel on the seas. Heavily armored and difficult to destroy, its massive guns could accurately fire heavy projectiles at targets miles away. The battleship had two primary functions: clearing the seas of enemy ships and bombarding enemy coastal targets, usually in preparation for an invasion. The battleship's importance began to decline in World War II when the increasing use of fighters and bombers launched from aircraft carriers greatly extended the range of naval conflicts. Ship-to-ship combat became less frequent than long-range air attacks against enemy battle groups. The last of the U.S. Navy's battleships was decommissioned shortly after the Vietnam War, but the four battleships of the Iowa class were remodeled and re-commissioned in the 1980s.

Beyond_the_Sword_Atlas_2_12 Missile Cruiser

Naval Unit, 4001c7 1001c8 2800101

Requires

SatellitesSatellites
01c6Can Train Missile Cruiser, Satellite
01c6Can Construct Hubble Space Telescope
01c6Can Create International Space Station, Mission to Mars
145000114
OilOil
01c6+10102
01c6Revealed by Thermodynamics
Unhealthy: +101c5(with Industrial Park)
Healthy: +201c4(with Public Transportation)
or UraniumUranium
01c6Revealed by Radio
Healthy: +201c4(with Diagnostics Center)

Abilities

01c6Cargo Space: 4 (Carries Missiles)
01c6Can Intercept Aircraft (30% Chance)
01c6Causes Collateral Damage (5 Units) (max. 60%)
01c6Can Bombard City Defenses (-20%/Turn)

Replacements and Upgrades

History

Missile Cruiser can bombard city defenses, causes collateral damage and can carry four Missile Units.

    Once considered an obsolete class of ship, the Cruiser made an impressive comeback in the final decades of the twentieth century. Experiments in ship-mounted missile systems had begun as early as World War II and by the end of the war, the United States Navy had outfitted a slew of Cruisers with surface-to-air missile capabilities. In the 1980s, these early experiments in ship-mounted missile armaments culminated in AEGIS-equipped Ticonderoga-class Missile Cruisers. More than simply reviving the Cruiser class, the "Tico," with its 127 missile arsenal and its phase-array radar, turned the Cruiser into one of the most ferocious ships at sea.

Beyond_the_Sword_Atlas_3_12 Stealth Destroyer

Naval Unit, 3001c7 1201c8 2250101

Requires

SuperconductorsSuperconductors
01c6Can Train Stealth Destroyer, Stealth Bomber
01c6Can Construct Fiber Network, Skytree, Large Hadron Collider
160000114
OilOil
01c6+10102
01c6Revealed by Thermodynamics
Unhealthy: +101c5(with Industrial Park)
Healthy: +201c4(with Public Transportation)
or UraniumUranium
01c6Revealed by Radio
Healthy: +201c4(with Diagnostics Center)

Abilities

01c6Invisible to Most Units
01c6Can See Submarines
01c6Can See Stealth Ships
01c62 First Strikes
01c6Can Withdraw from Combat (25% Chance)
01c6Defends first against SubmarineSubmarine (Naval Units)
2401c7, 1001c8
01c6Invisible to Most Units
01c6Can Move through Impassable Terrain
01c6Can Explore Rival Territory
01c6Can Withdraw from Combat (75% Chance)
01c6Targets any Galleon, Steamship, Transport first in combat outside cities
Requires Pneumatics
Requires Oil
, Nuclear SubmarineNuclear Submarine (Naval Units)
3001c7, 1001c8
01c6Cargo Space: 1 (Carries Scouts, Explorers, Missionaries, Spies, Great People)
01c6Invisible to Most Units
01c6Can Move through Impassable Terrain
01c6Can Explore Rival Territory
01c6Can Withdraw from Combat (75% Chance)
01c6+50% vs. Submarine
01c6Targets any Galleon, Steamship, Transport first in combat outside cities
Requires Nuclear Power
Requires Uranium

Replacements and Upgrades

History

Stealth Destroyers are invisible to all units to all units except Stealth Destroyers, have two first strikes and can see Submarine, Nuclear Submarine and Stealth Destroyer units.

    The elusive element of surprise has brought about deciding victories on land, at sea and in the air for centuries. But in the face of more precise forms of radar developed in the latter half of the twentieth century, new technology was needed to return the tactical advantage stealth once provided.
    Beginning in the 1980s, breakthroughs in naval stealth research, such as radar-silent construction materials and simplified superstructures, initiated the creation of the world's first stealth navies. Since that time, France, Sweden and the United States have all adopted their own stealth ships, capable of performing missions while remaining invisible to enemy radar.

Unit_Resource_Atlas_6_9 Submarine

Naval Unit, 2401c7 1001c8 1500101

Requires

PneumaticsPneumatics
01c6Can Train Machine Gun, Submarine
01c6Can Construct Gas Plant, Waterworks, Metropolitain
54000114
OilOil
01c6+10102
01c6Revealed by Thermodynamics
Unhealthy: +101c5(with Industrial Park)
Healthy: +201c4(with Public Transportation)

Abilities

01c6Invisible to Most Units
01c6Can See Submarines
01c6Can Move through Impassable Terrain
01c6Can Explore Rival Territory
01c6Can Withdraw from Combat (75% Chance)
01c6Targets any GalleonGalleon (Naval Units)
801c7, 601c8
01c6Cargo Space: 3
01c6Can Withdraw from Combat (25% Chance)
Requires Exploration
Requires Gunpowder
, SteamshipSteamship (Naval Units)
1201c7, 801c8
01c6Cargo Space: 3
01c6Can Withdraw from Combat (25% Chance)
Requires Thermodynamics
Requires Coal
, TransportTransport (Naval Units)
1601c7, 1001c8
01c6Cargo Space: 4
01c6Can Withdraw from Combat (25% Chance)
Requires Infrastructure
Requires Oil or Uranium
first in combat outside cities

Replacements and Upgrades

Nuclear SubmarineNuclear Submarine (Naval Units)
3001c7, 1001c8
01c6Cargo Space: 1 (Carries Scouts, Explorers, Missionaries, Spies, Great People)
01c6Invisible to Most Units
01c6Can Move through Impassable Terrain
01c6Can Explore Rival Territory
01c6Can Withdraw from Combat (75% Chance)
01c6+50% vs. Submarine
01c6Targets any Galleon, Steamship, Transport first in combat outside cities
Requires Nuclear Power
Requires Uranium

History

Submarines can see Submarine and Nuclear Submarine units, is able to enter Ice, can explore rival territory, can withdraw from combat and are invisible to all units except Destroyers, Stealth Destroyers, Submarines and Attack Submarines units.

    A submarine is a submersible warship, designed to attack enemy vessels while remaining hidden underwater. Although defensively weak, submarines are feared because of their ability to make a stealthy approach and attack without warning. Often, the presence of a submarine is not detected until the first of the sub's torpedoes strikes its target. The Germans first used submarine warfare extensively during World War I.
    Developments after the war, such as sonar, made the submarine even more effective. During World War II, submarines were used extensively by all the world's naval powers. Today's submarines, in addition to their role as fast attack vessels, also carry nuclear weapons that can be fired from underwater positions just off the coast of an enemy country.

Beyond_the_Sword_Atlas_4_12 Nuclear Submarine

Naval Unit, 3001c7 1001c8 2000101

Requires

Nuclear PowerNuclear Power
01c6Can Scrub Fallout
01c6Can Train Nuclear Submarine, ICBM
01c6Can Construct Nuclear Plant, Atomium
120000114
UraniumUranium
01c6Revealed by Radio
Healthy: +201c4(with Diagnostics Center)

Abilities

01c6Cargo Space: 1 (Carries Scouts, Explorers, Missionaries, Spies, Great People)
01c6Invisible to Most Units
01c6Can See Submarines
01c6Can Move through Impassable Terrain
01c6Can Explore Rival Territory
01c6Can Withdraw from Combat (75% Chance)
01c6+50% vs. SubmarineSubmarine (Naval Units)
2401c7, 1001c8
01c6Invisible to Most Units
01c6Can Move through Impassable Terrain
01c6Can Explore Rival Territory
01c6Can Withdraw from Combat (75% Chance)
01c6Targets any Galleon, Steamship, Transport first in combat outside cities
Requires Pneumatics
Requires Oil

01c6Targets any GalleonGalleon (Naval Units)
801c7, 601c8
01c6Cargo Space: 3
01c6Can Withdraw from Combat (25% Chance)
Requires Exploration
Requires Gunpowder
, SteamshipSteamship (Naval Units)
1201c7, 801c8
01c6Cargo Space: 3
01c6Can Withdraw from Combat (25% Chance)
Requires Thermodynamics
Requires Coal
, TransportTransport (Naval Units)
1601c7, 1001c8
01c6Cargo Space: 4
01c6Can Withdraw from Combat (25% Chance)
Requires Infrastructure
Requires Oil or Uranium
first in combat outside cities

Replacements and Upgrades

History

Nuclear Submarines can carry one Scout, Explorer, Missionary, Spy or Great Person, has an attack bonus against Submarine units, can see Submarine and Nuclear Submarine units, is able to enter Ice, can explore rival territory, can withdraw from combat and are invisible to all units except the Destroyer, Stealth Destroyer, Submarine and Attack Submarine units.

    An Attack Submarine is any submersible with the capacity to destroy enemy ships. In the past, nearly all subs would have been considered Attack Submarines, but with advances in technology, many shed their torpedoes for the capability to carry ballistic missiles. While able to attack land targets, such submarines are particularly vulnerable to attacks from their torpedo-armed cousins.

Unit_Resource_Atlas_1_10 Carrier

Naval Unit, 1801c7 901c8 2000101

Requires

Power ProjectionPower Projection
Obsoletes Stable
Obsoletes Amber Room
01c6Can Train Carrier
01c6Can Construct The Pentagon, The Motherland Calls
100000114
FlightFlight
01c6Can Train Howitzer, Carrier, Biplane
75000114
OilOil
01c6+10102
01c6Revealed by Thermodynamics
Unhealthy: +101c5(with Industrial Park)
Healthy: +201c4(with Public Transportation)
or UraniumUranium
01c6Revealed by Radio
Healthy: +201c4(with Diagnostics Center)

Abilities

01c6Cargo Space: 3 (Carries Fighters)

Replacements and Upgrades

SupercarrierSupercarrier (Naval Units)
Unique Unit for The Americans
Replaces Carrier
2401c7, 1001c8
01c6Cargo Space: 5 (Carries Fighters)
01c6Can Intercept Aircraft (30% Chance)
01c6Starts with Medic I, Sentry
Requires Power Projection
Requires Flight
Requires Uranium

History

Carriers can carry three Biplanes, Fighters or Jet Fighters.

    The aircraft carrier first came into widespread use during World War II. Carriers act as floating airfields, carrying fighters far from friendly territory to be launched against enemy targets. This allows an air strike against targets on both land and sea that would otherwise be far out of range.
    The range of the aircraft launched from carriers forever changed the methodology of naval battles. Opposing fleets could now engage in battle without either fleet ever entering the other's visual range, ending the dominance of the battleship as the strongest vessel on the sea.

Unit_Resource_Atlas_3_9 Galley

Naval Unit, 201c7 401c8 400101

Requires

SeafaringSeafaring
01c6Can Create Harvest Boats
01c6Enables 01cc on Coast
01c6Can Train Galley
01c6Enables Amphibious
1000114

Abilities

01c6Cargo Space: 2
01c6Cannot Enter OceanOcean
01c6+10102
01c6Cannot build cities here
, Cape (until Compass)
01c6Can Withdraw from Combat (50% Chance)

Replacements and Upgrades

WakaWaka (Naval Units)
Unique Unit for The Polynesians
Replaces Galley
201c7, 601c8
01c6Cargo Space: 1
01c6Cannot Enter Ocean, Cape (until Compass)
01c6Can Create Fishing Boats, Create Harvest Boats, Create Ocean Fishery, Create Whaling Boats
01c6Can Withdraw from Combat (50% Chance)
Requires Seafaring

CogCog (Naval Units)
501c7, 401c8
01c6Cargo Space: 2
01c6Cannot Enter Ocean, Cape (until Compass)
01c6Can Withdraw from Combat (25% Chance)
Requires Guilds
Requires Shipbuilding

History

Galleys have two cargo spaces, cannot enter Ocean, cannot pass Capes until Compass and can withdraw from combat.

    The galley was the first ship designed for war. Introduced by the Greeks, galleys were powered by banks of oars on each side, manned by well-trained oarsmen. These oarsmen were highly paid professionals or patriotic citizens, not slaves and prisoners as depicted in fiction. A huge, bronze "beak" mounted at the bow of the ship was used to ram and sink enemy ships. Because of its long, narrow hull, the galley was very unstable in all but the calmest waters, and as a consequence its crew rarely ventured out of sight of land for long periods of time, lest the ship be caught in a storm and sunk.

Cog Cog

Naval Unit, 501c7 401c8 600101

Requires

GuildsGuilds
Obsoletes The Colossus
01c6Can Train Cog
01c6Can Construct Grocer, Monolithic Church, Saint Sophia's Cathedral
6500114
ShipbuildingShipbuilding
01c6Can Train War Galley, Heavy Galley, Cog
01c6Can Construct Harbor, The Great Cothon
1200114

Abilities

01c6Cargo Space: 2
01c6Cannot Enter OceanOcean
01c6+10102
01c6Cannot build cities here
, Cape (until Compass)
01c6Can Withdraw from Combat (25% Chance)

Replacements and Upgrades

DharaniDharani (Naval Units)
Unique Unit for The Dravidians
Replaces Cog
601c7, 601c8
01c6Cargo Space: 2
01c6Cannot Enter Ocean, Cape (until Compass)
01c62 First Strikes
01c6Can Withdraw from Combat (25% Chance)
Requires Artisanry
Requires Shipbuilding
DhowDhow (Naval Units)
Unique Unit for The Swahilis
Replaces Cog
501c7, 601c8
01c6Cargo Space: 2
01c6Cannot Enter Ocean, Cape (until Compass)
01c6Can Withdraw from Combat (50% Chance)
Requires Guilds
Requires Shipbuilding

GalleonGalleon (Naval Units)
801c7, 601c8
01c6Cargo Space: 3
01c6Can Withdraw from Combat (25% Chance)
Requires Exploration
Requires Gunpowder

History

Cogs have two cargo spaces, cannot enter Ocean, cannot pass Capes until Compass and can withdraw from combat.

    A cog is a flat-bottomed ship of Northern European design, ancestral to many modern sailing ship designs. A cog can carry a reasonably large volume of goods for its tonnage. Its flat bottom and relatively high sides are suitable for being towed into or over a sandbank into difficult harbors and through coastal waters. The cog is seaworthy enough to survive Atlantic weather, although not well suited for journeys far away from the coast. It can also be modified with large 'castles' at the bow and stern for defense in naval combat, although these tend to make the cog more unstable in bad weather.

The cog was a common workhorse of the medieval period at sea, until being supplanted by types such as the hulk, the galleon, and the fluyt.

Unit_Resource_Atlas_5_9 Galleon

Naval Unit, 801c7 601c8 800101

Requires

ExplorationExploration
Obsoletes Temple of Kukulkan
01c6Enables Colonialism
01c6Can Train Galleon, Privateer
01c6Can Construct El Escorial
01c6Required for the spread of Trading Company
11000114
GunpowderGunpowder
Obsoletes The Parthenon
01c6Can Train Bombard, Galleass, Caravel, Galleon, Privateer, Frigate
01c6Can Construct The Kremlin
9000114

Abilities

01c6Cargo Space: 3
01c6Can Withdraw from Combat (25% Chance)

Replacements and Upgrades

FluytFluyt (Naval Units)
Unique Unit for The Dutch
Replaces Galleon
1001c7, 601c8
01c6Cargo Space: 4
01c6Can Explore Rival Territory
01c6Can Withdraw from Combat (25% Chance)
Requires Exploration
Requires Gunpowder

SteamshipSteamship (Naval Units)
1201c7, 801c8
01c6Cargo Space: 3
01c6Can Withdraw from Combat (25% Chance)
Requires Thermodynamics
Requires Coal

History

Galleons have three cargo spaces and can withdraw from combat.

    By the late 15th century, oar-powered vessels had all but disappeared from the world's oceans, to be replaced by sailing vessels of various types. The galleon was one such vessel. Galleons were three- or four-masted ships, built high in both the forecastle and the stern. Developed in the 15th and 16th century, these versatile ships were mainly used as cargo vessels, although they were sometimes outfitted as light warships as well. Ships of this type served European nations well into the 1700s.

paddlewheeler Steamship

Naval Unit, 1201c7 801c8 1000101

Requires

ThermodynamicsThermodynamics
Obsoletes El Escorial
01c6Reveals Oil
01c6Can Train Steamship, Ironclad, Torpedo Boat
01c6Can Construct Abbey Mills
01c6Required for the spread of Textile Industry
32000114
CoalCoal
01c6+10101
01c6Revealed by Geology

Abilities

01c6Cargo Space: 3
01c6Can Withdraw from Combat (25% Chance)

Replacements and Upgrades

TransportTransport (Naval Units)
1601c7, 1001c8
01c6Cargo Space: 4
01c6Can Withdraw from Combat (25% Chance)
Requires Infrastructure
Requires Oil or Uranium

History

Steamships have three cargo spaces and can withdraw from combat.

    A steamship, often referred to as a steamer, is a type of steam powered vessel, typically ocean-faring and seaworthy, that is propelled by one or more steam engines that typically move (turn) propellers or paddlewheels. The first steamships came into practical usage during the early 1800s; however, there were exceptions that came before. Steamships usually use the prefix designations of "PS" for paddle steamer or "SS" for screw steamer (using a propeller or screw). As paddle steamers became less common, "SS" is assumed by many to stand for "steam ship". Ships powered by internal combustion engines use a prefix such as "MV" for motor vessel, so it is not correct to use "SS" for most modern vessels.

    As steamships were less dependent on wind patterns, new trade routes opened up. The steamship has been described as a "major driver of the first wave of trade globalization (1870-1913)" and contributor to "an increase in international trade that was unprecedented in human history".

    The steamship was preceded by smaller vessels designed for insular transportation, called steamboats. Once the technology of steam was mastered at this level, steam engines were mounted on larger, and eventually, ocean-going vessels. Becoming reliable, and propelled by screw rather than paddlewheels, the technology changed the design of ships for faster, more economic propulsion.

    Paddlewheels as the main motive source became standard on these early vessels. It was an effective means of propulsion under ideal conditions but otherwise had serious drawbacks. The paddle-wheel performed best when it operated at a certain depth, however when the depth of the ship changed from added weight it further submerged the paddle wheel causing a substantial decrease in performance.

Button_Transport Transport

Naval Unit, 1601c7 1001c8 1250101

Requires

InfrastructureInfrastructure
01c6Can Build a Highway
01c6Can Train Transport
01c6Can Construct Public Transportation, Golden Gate Bridge
01c6Required for the spread of Automobile Industry
01c6Enables Blitz
70000114
OilOil
01c6+10102
01c6Revealed by Thermodynamics
Unhealthy: +101c5(with Industrial Park)
Healthy: +201c4(with Public Transportation)
or UraniumUranium
01c6Revealed by Radio
Healthy: +201c4(with Diagnostics Center)

Abilities

01c6Cargo Space: 4
01c6Can Withdraw from Combat (25% Chance)

Replacements and Upgrades

History

Transports have four cargo spaces and can withdraw from combat.

    The troop transport ship, which in peacetime serves as a cargo or passenger vessel, is the principle means used by modern powers to move large quantities of military equipment and personnel over long distances. Because transports lack offensive weaponry, they require armed vessels as escorts during times of war. A properly escorted transport can move large military forces to a new area quickly to act as reinforcements or as an attacking force.

Beyond_the_Sword_Atlas_6_12 Guided Missile

4001c7 401c8 600101

Requires

LaserLaser
01c6Can Train SAM Infantry, Guided Missile
01c6Can Construct Diagnostics Center, Iron Dome
01c6Can Create Strategic Defense Initiative
100000114
RocketryRocketry
01c6Can Train Anti-Tank, SAM Infantry, Mobile SAM, Guided Missile
01c6Can Construct Bunker
01c6Can Create Ballistic Missile
01c6Enables Ambush
90000114

Abilities

01c6Can Evade Interception (100% Chance)
01c6Can Destroy Tile Improvements and Bomb City Defenses (-16%/Turn)

Replacements and Upgrades

History

Guided Missiles are immune to interception, can destroy improvements, bomb city defenses and damage enemy units.

    Artillery was the only option for long-range, earthborn destruction until the creation of the Guided Missile. Created by German scientists during WWII, the first Guided Missile, the V, was essentially a long-range flying bomb. The V Missile, and the technology behind it, was rapidly upgraded during the Cold War, and later missiles became more precise with more formidable ranges. Capable of carrying a nuclear or conventional explosive payload, modern Guided Missiles fill a wide range of defense needs.

Unit_Resource_Atlas_8_6 ICBM

001c7 101c8 6000101

Requires

Nuclear PowerNuclear Power
01c6Can Scrub Fallout
01c6Can Train Nuclear Submarine, ICBM
01c6Can Construct Nuclear Plant, Atomium
120000114
UraniumUranium
01c6Revealed by Radio
Healthy: +201c4(with Diagnostics Center)
Nuclear PlantNuclear Plant
01c6Can turn 1 Citizen into Scientist
01c6Required to Train ICBM
01c6Provides clean Power (01ef) with Uranium
01c6Required to Build ITER
Requires Factory
Requires Nuclear Power
4000101

Abilities

01c6Can Nuke Enemy Lands
Requires Ballistic MissileBallistic Missile
01c6Team Project (1 Allowed)
01c6Enables ICBM
01c6First to complete receives a free Great Engineer
Required to Create First Satellite
8000101 (Double Production Speed when already completed by another civilization)

Requires The Manhattan ProjectThe Manhattan Project
01c6World Project (1 Allowed)
01c6Enables Nuclear Attacks (For all Players)
01c6Enables Bomb Shelter (For all Players)
01c6First to complete receives a free Nuclear Bomber
Required for Anyone to Create Strategic Defense Initiative
20000101 (Double Production Speed with Uranium)

Replacements and Upgrades

History

ICBMs can nuke enemy lands and cannot be moved from the city it is constructed in.

    The use of atomic bombs at Nagasaki and Hiroshima at the end of World War II changed the world's standards for measuring military power. Nuclear weapons can eradicate ground forces and armored divisions, and flatten cities with their awesome explosive power. In the years following World War II, arsenals of nuclear weapons were rapidly built by opposing nations, each fearing the capabilities of the other. This massive arms buildup has acted as a deterrent to full-scale war, since all the governments involved are aware of the consequences should such a war take place. The threat imposed by the huge nuclear arsenals of the world powers may one day be eradicated by the development of the Strategic Defense Initiative, or SDI, a system designed to destroy enemy missiles in flight before they can reach their targets.