Unique Units

Albion Albion Legion

Gunpowder Unit, 1201c7 201c8 1000101

Requires

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

Abilities

Unique Unit for The ColombiansThe Colombians
Starting year
01c61814 AD

Unique Units
01c6Albion Legion - (Grenadier)
01c6Llanero - (Hussar)
Unique Buildings
01c6Hacienda - (Estate)
Unique Power
The Power of the Liberator:
No City Resistance on Conquest in Latin America

Historical Victory goals
01c6Control Gran Colombia, Central America and the Andes in 1870 AD
01c6Control South America directly or through allies in 1920 AD
01c6Acquire 3000 gold by selling resources by 1950 AD

Replaces 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

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

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

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

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

History

The Albion Legion, the Colombian replacement for the Grenadier, has an additional movement point and is able to enter Jungle and Rainforest.

    The Albion Legion or British Legion were foreign volunteer units that fought under Simón Bolívar against Spain for the independence of Colombia, Venezuela, Ecuador, and Peru. They were composed of over seven thousand volunteers, mainly Napoleonic War veterans from Great Britain and Ireland, as well as some German veterans and some locals recruited after arriving in South America. Volunteers in the British Legion were motivated by a combination of both genuine political and mercenary motives.
    Their greatest achievements were at Boyacá (1819), Carabobo (1821), and Pichincha (1822), which secured independence for Colombia, Venezuela and Ecuador. They also took part of the last major campaign of the Independence wars, culminating in the Battle of Ayacucho in Peru (1824), which marked the end of the Spanish rule in South America. The British Legions fought until the end of the wars, their number much depleted.

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

Replaces 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

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

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

Replacements and Upgrades

ArcherArcher (Archery Units)
301c7, 101c8
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.

Beyond_the_Sword_Atlas_1_10 Asharittu Bowman

Archery Unit, 301c7 101c8 250101

Requires

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

Abilities

Unique Unit for The BabyloniansThe Babylonians
Starting year
01c63000 BC

Unique Units
01c6Asharittu Bowman - (Archer)
Unique Buildings
01c6Edubba - (Library)
Unique Power
The Power of the Cradle of Civilization:
Receives a free technology for the first five technologies discovered

Historical Victory goals
01c6Be the first to discover Construction, Arithmetics, Writing, Calendar and Contract
01c6Build three wonders in Babylon by 850 BC
01c6Have a population of 12 and refined culture in Babylon by 700 BC

Replaces 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

01c61 First Strike
01c6Causes Collateral Damage (3 Units) (max. 40%)
01c6+50% City Defense
01c6+25% Hills Defense
01c6+50% vs. Light Cavalry Units

Replacements and Upgrades

ArcherArcher (Archery Units)
301c7, 101c8
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

The Asharittu Bowman, the Babylonian replacement for the Archer, causes collateral damage when attacking enemy units.

    The Bowman was a cornerstone of the Babylonian military. The Babylonians, similar to their Sumerian predecessors, fielded highly trained and well-equipped bowmen. These archers were instrumental in siege warfare; they cleared enemy walls of troops, and sowed terror into the populace by launching volleys of fire arrows into the cities. Once a city had been captured, these bowmen became the key to defending their newly acquired prize.

Button_Asvaka Asvaka

Heavy Cavalry Unit, 701c7 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

Unique Unit for The KushansThe Kushans
Starting year
01c6135 BC

Unique Units
01c6Asvaka - (Horseman)
Unique Buildings
01c6Caravanserai - (Market)
Unique Power
The Power of Syncretism:
Spreading a 01c9 that is not the owner's state 01c9 grants additional 0113

Historical Victory goals
01c6Build three Pagan Temples, six Buddhist Stupas and three Hindu Mandirs by 250 AD
01c6Spread Silk Route to eight of your cities and Buddhism to twelve cities by 500 AD
01c6Have 6000 gold and 6000 culture by 700 AD

Replaces 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

01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (20% Chance)
01c6-25% City Defense
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 City Raider ICity Raider I
01c6+15% City Attack

Replacements and Upgrades

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

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

The Asvaka is a barbarian unit that spawns in Central Asia from 30 to 220 AD.

    The Asvakas or Asvakayanas, classically called the Assacenii/Assacani, is the Sanskrit name of a people who supposedly lived in northeastern Afghanistan and the Peshawar Valley. They are/were believed to be a sub-group of the Greater Kamboja tribe profusely referenced in ancient Sanskrit/Pali literature and were partitioned into eastern and western Asvakas. They find mention in the Puranas, Mahabharata and numerous other ancient Sanskrit and Pali texts. Today, their descendants are mostly heterogeneous people.
    The Sanskrit term asva, Iranian aspa and Prakrit assa means horse. The name Asvaka/Asvakan or Assaka is said to be derived from Sanskrit Asva or Prakrit Assa and it literally denotes someone connected with the horses-hence: a horseman, or a cavalryman or "breeder of horses". The Asvakas were especially engaged in the occupation of breeding, raising and training war horses, as also in providing expert cavalry services to outside nations, hence they also constituted an excellent class of Kshatriyas (warriors). Like tribal term Kamboja, the tribal term Asvaka is also interpreted as land or home of horses.

atl_atl Atlatl

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

Unique Unit for The ToltecsThe Toltecs
Starting year
01c6200 BC

Unique Units
01c6Atlatl - (Skirmisher)
Unique Buildings
01c6Obsidian Workshop - (Jeweller)
Unique Power
The Power of Artisans:
Specialists produce +1 0101 and +2 0115

Historical Victory goals
01c6Have a population of 10 and 200 culture in Tollan by 200 AD
01c6Experience a Golden Age by 550 AD
01c6Have a total population of 40 and 2000 culture by 1000 AD

Replaces SkirmisherSkirmisher (Archery Units)
401c7, 101c8
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
Requires Contract
Requires Tanning

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

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
01c6+25% vs. Archery Units
01c6+25% vs. Melee Units

Replacements and Upgrades

SkirmisherSkirmisher (Archery Units)
401c7, 101c8
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
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

TXT_KEY_UNIT_TOLTEC_ATLATL_STRATEGY

TXT_KEY_UNIT_TOLTEC_ATLATL_PEDIA

Unit_Resource_Atlas_7_4 Aucac

Melee Unit, 501c7 101c8 350101

Requires

MiningMining
01c6Can Build a Mine
01c6Can Create Slave Mine
800114

Abilities

Unique Unit for The IncaThe Inca
Starting year
01c61150 AD

Unique Units
01c6Aucac - (Swordsman)
Unique Buildings
01c6Tambo - (Post Office)
Unique Power
The Power of Terraces:
Mountains yield extra 0100 and 0101

Historical Victory goals
01c6Control seven Tambos and build a Road along the Andean Coast by 1550 AD
01c6Have 2500 gold by 1550 AD
01c6Control 90% of the population in South America in 1775 AD

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

01c6+10% City Attack
01c6+50% vs. Archery Units
01c6+50% vs. Melee Units
01c6Starts with Combat ICombat I
01c6+10% Strength

Replacements and Upgrades

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

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

History

The Aucac, the Incan replacement for the Swordsman, requires the Mining technology, doesn't require the Bloomery technology, doesn't require the Iron resource, has a combat bonus against Archery Units and Melee Units and begins with the Combat I promotion.

    Aucac was the lowest rank in the Inca Army. The Inca Army was a multi-ethnic army charged with defending the sovereignty of the Inca Empire, expanding its borders, and putting down rebellions. It was also often used for political purposes, such as executions or coups.
    As the Incan Empire grew in size and population, the army did the same. At the height of the empire (under the reigns of Tupac Yupanqui and Huayna Capac), the army grew to approximately 200,000 men.
    The militaristic nature of the Incan monarchy caused great emphasis to be placed on the army and the position of the common soldier. Soldiers were given food and clothing and state aid was also provided for a soldier's family to ensure that agricultural production did not suffer due to the absence of a productive worker. For these reasons full-time soldiers were held in high regard and they even occupied their own position in the socio-political pyramid.
    When the army returned to Cuzco following a successful campaign they were received by women and children as heroes in a ceremony held in their honor. The ceremony took place in the Plaza de Armas in Cuzco and consisted of exhibiting the plunder and parading the prisoners as a symbol of the victory.

Button_Azmaru Azmaru

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

Unique Unit for The AssyriansThe Assyrians
Starting year
01c62600 BC

Unique Units
01c6Azmaru - (Spearman)
01c6Siege Ram - (Catapult)
Unique Buildings
01c6Kalliu - (Barracks)
Unique Power
The Power of the First Empire:
No resistance in conquered cities

Historical Victory goals
01c6Acquire 250 gold from conquering cities and have five level three units by 1200 BC
01c6Control Mesopotamia, Persia, the Levant and Egypt by 900 BC
01c6Settle three great people in your capital by 600 BC

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

01c6+50% City Attack
01c6+100% vs. Heavy Cavalry Units

Replacements and Upgrades

SpearmanSpearman (Melee Units)
401c7, 101c8
01c6+100% vs. Heavy Cavalry Units
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

TXT_KEY_UNIT_ASSYRIAN_AZMARU_STRATEGY

TXT_KEY_UNIT_ASSYRIAN_AZMARU_PEDIA

Balestriere Balestriere

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

Unique Unit for The ItaliansThe Italians
Starting year
01c61167 AD

Unique Units
01c6Balestriere - (Crossbowman)
01c6Lanterna - (Galleass)
Unique Buildings
01c6Art Studio - (Forge)
Unique Power
The Power of Renaissance:
Free specialist in all of your cities until the Industrial Age

Historical Victory goals
01c6Build San Marco Basilica, the Sistine Chapel and Santa Maria del Fiore by 1500 AD
01c6Have four cities with influential culture by 1600 AD
01c6Control 65% of the Mediterranean by 1930 AD

Replaces 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

01c62 First Strikes
01c6+25% City Strength
01c6+25% Hills Defense
01c6+25% vs. Light Cavalry Units
01c6+25% vs. Melee Units
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

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

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

History

The Balestriere, the Italian replacement for the Crossbowman, has an additional first strike and begins with the Amphibious promotion.

    The Balestrieri were a famous military formation both in the defence of Genoa and as mercenaries for other Italian and European powers during the Middle Ages. Fighting on both land and in naval battles, they were outfitted with a dagger, light metal helmet, gorget and a large shield called a "pavese" which protected them while loading the crossbow. The presence of balestieri companies on the battlefield was highly feared due to the efficiency of their weapons and their organization, and even often enough to lead an opponent to alter his battle plans. The balestrieri remained feared and respected military formations into the late 16th century even after the introduction of black powder weapons into Europe.

Button_Ballista Ballista

Siege Weapons, 501c7 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

Unique Unit for The RomansThe Romans
Starting year
01c6509 BC

Unique Units
01c6Legion - (Swordsman)
01c6Ballista - (Catapult)
Unique Buildings
01c6Forum - (Market)
Unique Power
The Power of Infrastructure:
+30% 0101 for buildings already in the capital

Historical Victory goals
01c6Control eight Barracks, six Aqueducts, five Arenas and four Forums by 50 BC
01c6Control two cities in Iberia, three cities in Gaul, a city in Britain, three cities in Africa, four cities in Anatolia, three cities in Egypt and two cities in the Levant in 100 AD
01c6Be the first to discover Architecture, Politics, Scholarship, Machinery and Civil Service

Replaces 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

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
01c6Can Bombard City Defenses (-8%/Turn)

Replacements and Upgrades

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

History

The Ballista, the Roman replacement for the Catapult, has two additional strength points and doesn't have a bonus when attacking cities.

    The ballista (Latin, from Greek ballistra and that from ballo, "throw"), plural ballistae, was an ancient missile weapon which launched a large projectile at a distant target.
    Developed from earlier Greek weapons, it relied upon different mechanics, using two levers with torsion springs instead of a prod, the springs consisting of several loops of twisted skeins. Early versions ejected heavy darts or spherical stone projectiles of various sizes for siege warfare. It developed into a smaller sniper weapon, the Scorpio, and possibly the polybolos.

    After the absorption of the Ancient Greek city-states into the Roman Republic in 146 BC, the highly advanced Greek technology began to spread across many areas of Roman influence. This included the hugely advantageous military advances the Greeks had made (most notably by Dionysus of Syracuse), as well as all the scientific, mathematical, political and artistic developments.
    The Romans 'inherited' the torsion powered Ballista, which had by now spread to several cities around the Mediterranean, all of which became Roman spoils of war in time, including one from Pergamum, which was depicted among a pile of 'trophy' weapons in relief on a balustrade.
    The torsion ballista, developed by Alexander, was a far more complicated weapon than its predecessor and the Romans developed it even further, especially into much smaller versions, that could easily be carried.

Beyond_the_Sword_Atlas_5_10 Ballista 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

Unique Unit for The KhmerThe Khmer
Starting year
01c650 AD

Unique Units
01c6Ballista Elephant - (War Elephant)
Unique Buildings
01c6Baray - (Aqueduct)
Unique Power
The Power of Hydraulic Engineering:
Additional 0100 in Capital based on Building 0101

Historical Victory goals
01c6Have 2000 culture by 600 AD and have 12000 culture by 1400 AD
01c6Control a Hindu Holy Site and a Buddhist Holy Site and build Wat Preah Pisnulok in 1200 AD
01c6Have an average city population of twelve in 1200 AD, have an average city population of 15 by 1400 AD and make Angkor the most populous city in the world in 1400 AD

Replaces War ElephantWar Elephant (Heavy Cavalry Units)
801c7, 101c8
01c6Can Enter Jungle, Rainforest
01c6Doesn't Receive Defensive Bonuses
01c6+25% vs. Heavy Cavalry Units
Requires Generalship
Requires Riding
Requires Ivory

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% City Attack
01c6+25% vs. Heavy Cavalry Units
01c6Targets any Heavy Cavalry Units first in combat outside cities

Replacements and Upgrades

War ElephantWar Elephant (Heavy Cavalry Units)
801c7, 101c8
01c6Can Enter Jungle, Rainforest
01c6Doesn't Receive Defensive Bonuses
01c6+25% vs. Heavy Cavalry Units
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

The Ballista Elephant, the Khmer replacement for the War Elephant, will attack Heavy Cavalry Units in a stack before other units in combat outside of cities and has a combat bonus when attacking cities.

    Used as weapons of war from Rome to China, nowhere did the War Elephant become a more essential part of battle than in Southeast Asia. The animals' massive size allowed them to trample infantry and their unsettling smell caused horses to panic and flee, giving the beast a stunning tactical advantage in the field. But it was the sheer strength of the War Elephant that proved to be its greatest asset.
    While towers and howdahs were an essential part of a War Elephant's accoutrement across the world, it was the Khmer that perfected the deployment of the great siege crossbow, the ballista, deployed on the back of a mountainous pachyderm. This made both elephant and ballista more deadly than ever: the panic-inducing character of the elephant granted the ballista protection from flanking cavalry, while the elephant suddenly became a fearsome ranged implement of destruction.

Bandeirante Bandeirante

Recon Unit, 801c7 201c8 600101

Requires

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

Abilities

Unique Unit for The PortugueseThe Portuguese
Starting year
01c61130 AD

Unique Units
01c6Bandeirante - (Explorer)
01c6Carrack - (Caravel)
Unique Buildings
01c6Feitoria - (Customs House)
Unique Power
The Power of Cartaz:
+1 01cc route in overseas colonies until the Industrial era

Historical Victory goals
01c6Control 35% of the Indian Trade Route by 1550 AD
01c6Acquire 500 gold through blockading and pillaging in Asia and spread Catholicism to eight cities in Asia by 1650 AD
01c6Acquire 16 trading company resources and generate 10000 commerce from city trade routes by 1700 AD

Replaces 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

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 (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 IGuerilla I
01c6+20% Hills Defense
, Woodsman IWoodsman I
01c6+20% Jungle Defense
01c6+20% Forest Defense
01c6+20% Rainforest Defense
, Disengage IDisengage I
01c6+20% Withdrawal Chance

01c6Can Capture Slaves Regardless of Civics
01c6Guaranteed to Capture Slaves

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

The Bandeirante, the Portuguese replacement for the Explorer, has four more strength points, can attack, can withdraw from combat and is guaranteed to capture slaves.

    The bandeirantes (Portuguese: "Followers of the banner") were composed of Indians (slaves and allies), caboclos (people of Indian mixed with white), and whites who were the captains of the Bandeiras. Members of the 16th-18th century South American slave-hunting expeditions called bandeiras (Portuguese for "flags"). Though their original purpose was to capture and force amerindians into slavery, the bandeirantes later began to focus their expeditions on finding gold, silver and diamond mines. They ventured into unmapped regions in search of profit and adventure. From 1580-1670 the Bandeirantes focused on slave hunting, then from 1670-1750 they focused on mineral wealth. Through these expeditions, the Bandeirantes also expanded Portuguese America from the small limits of the Tordesilhas Line to roughly the same territory as current Brazil. This expansion discovered mineral wealth that made the fortune of Portugal during the 17th and 18th centuries.

Bannerman Bannerman

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

Unique Unit for The ManchusThe Manchus
Starting year
01c61586 AD

Unique Units
01c6Bannerman - (Cuirassier)
Unique Buildings
01c6Piaohao - (Bank)
Unique Power
The Power of Harmony:
Additional 0100 and 0102 from improved resources worked by happy cities at peace

Historical Victory goals
01c6Control or vassalize Mongolia, Dzungaria, Tibet, Burma, Vietnam and Korea by 1750 AD
01c6Have 25000 gold, 50000 culture and 12% of the world population in China and Manchuria by 1850 AD
01c6Be the most advanced civilization in 1900 AD

Replaces 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

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 ShockShock
01c6+25% vs. Melee Units

01c6Captures defeated units of more powerful civilizations

Replacements and Upgrades

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

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

History

TXT_KEY_UNIT_MANCHU_BANNERMAN_STRATEGY

TXT_KEY_UNIT_MANCHU_BANNERMAN_PEDIA

Carolean Carolean

Gunpowder Unit, 1201c7 101c8 900101

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

Abilities

Unique Unit for The SwedishThe Swedish
Starting year
01c61252 AD

Unique Units
01c6Carolean - (Musketeer)
01c6Hakkapeliitta - (Pistolier)
Unique Buildings
01c6Soldattorp - (Barracks)
Unique Power
The Power of Lagom:
Celebrating cities gain +50% 01ce birth rate

Historical Victory goals
01c6Make sure there are six European civilizations with Protestant state religion by 1650 AD
01c6Have all of the Baltic Sea Region in your territory by 1700 AD
01c6Have the highest approval rating in the world for 50 turns by 1980 AD

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

01c6Can Withdraw from Combat (25% Chance)
01c6+10% vs. ArquebusierArquebusier (Gunpowder Units)
1001c7, 101c8
Requires Firearms

01c6Starts with FormationFormation
01c6+25% vs. Heavy Cavalry Units
, MarchMarch
01c6Can Heal while Moving

Replacements and Upgrades

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

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

History

TXT_KEY_UNIT_SWEDISH_CAROLEAN_STRATEGY

TXT_KEY_UNIT_SWEDISH_CAROLEAN_PEDIA

Beyond_the_Sword_Atlas_1_11 Carrack

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

Unique Unit for The PortugueseThe Portuguese
Starting year
01c61130 AD

Unique Units
01c6Bandeirante - (Explorer)
01c6Carrack - (Caravel)
Unique Buildings
01c6Feitoria - (Customs House)
Unique Power
The Power of Cartaz:
+1 01cc route in overseas colonies until the Industrial era

Historical Victory goals
01c6Control 35% of the Indian Trade Route by 1550 AD
01c6Acquire 500 gold through blockading and pillaging in Asia and spread Catholicism to eight cities in Asia by 1650 AD
01c6Acquire 16 trading company resources and generate 10000 commerce from city trade routes by 1700 AD

Replaces CaravelCaravel (Naval Units)
601c7, 601c8
01c6Cargo Space: 1 (Carries Scouts, Explorers, Missionaries, Spies, Great People)
01c6Can Explore Rival Territory
01c6Can Withdraw from Combat (50% Chance)
Requires Cartography
Requires Gunpowder

01c6Cargo Space: 2
01c6Can Explore Rival Territory
01c6Can Withdraw from Combat (50% Chance)
01c6Can Bombard City Defenses (-8%/Turn)
01c6Starts with SentrySentry
01c6+1 Visibility Range

Replacements and Upgrades

CaravelCaravel (Naval Units)
601c7, 601c8
01c6Cargo Space: 1 (Carries Scouts, Explorers, Missionaries, Spies, Great People)
01c6Can Explore Rival Territory
01c6Can Withdraw from Combat (50% Chance)
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

The Carrack, the Portuguese replacement for the the Caravel, can transport any unit, has an additional cargo space and begins with the Sentry promotion.

    These four-masted sailing ships were the first European ships able to reliably navigate the open ocean. Although small by modern standards, the Carrack afforded enough space for crew, cargo and small cannons. Because the ship rose high out of the water it was near impossible for smaller ships to board a carrack. This size was a double edged sword, and due to its height Carracks were prone to capsize in strong winds. The Carrack was used most prominently by the Portuguese and Spanish during their explorations in the 15th and 16th centuries. The Santa Maria, the ship that carried Columbus to the New World, was a Carrack.

Button_Cassay Cassay

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

Unique Unit for The BurmeseThe Burmese
Starting year
01c6849 AD

Unique Units
01c6Kyundaw - (Heavy Spearman)
01c6Cassay - (Dragoon)
Unique Buildings
01c6Kyaung - (Library)
Unique Power
The Power of Dharma Kings:
Can use unlimited Great Prophets to start Golden Ages

Historical Victory goals
01c6Have 3000 gold by 1300 AD
01c6Experience three Golden Ages by 1700 AD
01c6Control Indochina in 1580 AD and control Indochina in 1760 AD

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

01c6Immune to First Strikes
01c6Doesn't Receive Defensive Bonuses
01c6-25% City Strength
01c6Starts with PinchPinch
01c6+25% vs. Gunpowder Units
, BlitzBlitz
01c6Can Attack Multiple Times per Turn

Replacements and Upgrades

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

TXT_KEY_UNIT_BURMESE_CASSAY_STRATEGY

TXT_KEY_UNIT_BURMESE_CASSAY_PEDIA

Beyond_the_Sword_Atlas_2_10 Cataphract

Heavy Cavalry Unit, 1001c7 201c8 1000101

Requires

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

Abilities

Unique Unit for The ByzantinesThe Byzantines
Starting year
01c6330 AD

Unique Units
01c6Cataphract - (Lancer)
01c6Dromon - (Heavy Galley)
Unique Buildings
01c6Hippodrome - (Theatre)
Unique Power
The Power of Splendor:
Additional 0116 for every 100 0113 in treasury and additional 0113 for every 200 0115 in the capital

Historical Victory goals
01c6Have 5000 gold by 1000 AD
01c6Make Constantinople the most populous and the most culturally advanced city in the world in 1200 AD
01c6Control Greece, the Balkans, Anatolia, the Caucasus, the Levant, Egypt, Africa, Andalusia and Italy in 1450 AD

Replaces 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

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

01c6Starts with ShockShock
01c6+25% vs. Melee Units

Replacements and Upgrades

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

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

The Cataphract, the Byzantine replacement for the the Lancer, requires the Nobility technology, doesn't require the Feudalism technology and begins with the Shock promotion.

    While not a Byzantine invention, heavy cavalry reached a new level of perfection under Byzantine command. Until the sixth century AD, Byzantium had relied on Teutonic and Hunnish mercenary cavalry, but under Emperor Nicephorus II - known as "The Pale Death" - native heavy cavalry, the Cataphracts, became the cornerstone of Byzantine warfare. The heaviest cavalry of its age, the Cataphract shielded both rider and mount with thick protective armor, making them a terror on the battlefield. The effectiveness of the Byzantine heavy cavalry made the Cataphracts one of the key models for later European knights.

Chambul Chambul

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

Abilities

Unique Unit for The TatarsThe Tatars
Starting year
01c61259 AD

Unique Units
01c6Chambul - (Lancer)
Unique Buildings
01c6Basqaq - (Post Office)
Unique Power
The Power of Despoilment:
Pillaging improvements grants experience and capturing workers grants additional gold

Historical Victory goals
01c6Control or vassalize Russia and acquire 400 gold by pillaging and capturing workers by 1500 AD
01c6Control Siberia and Central Asia and have 20 level four Mounted units by 1550 AD
01c6Acquire 500 gold from tribute and 2500 gold by pillaging and capturing workers by 1780 AD

Replaces 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

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

01c6Starts with MarchMarch
01c6Can Heal while Moving
, Steppe Adaptation

Replacements and Upgrades

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

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

TXT_KEY_UNIT_TATAR_CHAMBUL_STRATEGY

TXT_KEY_UNIT_TATAR_CHAMBUL_PEDIA

Mahout Chang Suek

Heavy Cavalry Unit, 1001c7 201c8 1000101

Requires

FeudalismFeudalism
Obsoletes Terracotta Army
01c6Enables Vassalage
01c6Can Train Lancer
01c6Can Construct Himeji Castle
7000114
IvoryIvory
01c6+10101
Happy: +101c2(with Camp)

Abilities

Unique Unit for The ThaisThe Thais
Starting year
01c61238 AD

Unique Units
01c6Chang Suek - (Lancer)
Unique Buildings
01c6Floating Market - (Market)
Unique Power
The Power of Embassies:
Can never lose contact with another civilization

Historical Victory goals
01c6Have open border agreements with ten civilizations in 1650 AD
01c6Make Ayutthaya the most populous city in the world in 1700 AD
01c6Allow only local civilizations in South Asia in 1900 AD

Replaces 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

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

01c6Immune to First Strikes
01c6Doesn't Receive Defensive Bonuses
01c6-25% City Strength
01c6+50% Attack vs. ArquebusierArquebusier (Gunpowder Units)
1001c7, 101c8
Requires Firearms

01c6+50% Attack vs. MusketeerMusketeer (Gunpowder Units)
1201c7, 101c8
01c6+10% vs. Arquebusier
Requires Replaceable Parts

01c6+50% 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

Replacements and Upgrades

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

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

History

The Chang Suek, the Thai replacement for the Lancer, requires Ivory instead of Horse, doesn't require Iron, is able to enter Jungle and Rainforest, has a combat bonus against Heavy Cavalry Units and receives an offensive bonus against Arquebusier and Musketeer units.

    The Dynasties of Siam and Thailand bred and kept their own trained elephants for war. War elephants were important, although not widespread, weapons in ancient military history. Their main use was in charges, to trample the enemy and/or break their ranks. Elephant taming began in the Indus Valley civilization around 4,000 years ago. The first species to be tamed was thus the Asian elephant, for agricultural ends. The first military application of elephants dates from around 1100 BC in northern India and Pakistan, which is mentioned in several Vedic Sanskrit hymns from this era.

Chasseur Chasseur

Gunpowder Unit, 1001c7 101c8 1000101

Requires

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

Abilities

Unique Unit for The BelgiansThe Belgians
Starting year
01c61830 AD

Unique Units
01c6Chasseur - (Grenadier)
Unique Buildings
01c6Chocolaterie - (Coffee House)
Unique Power
The Power of the International African Association:
Guaranteed to be included in Congresses

Historical Victory goals
01c6Create four Great Engineers by 1920 AD
01c6Control four Banana resources, three Ivory resources and three Gem resources by 1900 AD, control three Rubber resources by 1920 AD and control a Uranium resource by 1950 AD
01c6Control 65% of Europe directly or through allies by 1960 AD

Replaces 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

01c6Can Withdraw from Combat (75% 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

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

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

History

The Chasseur, the Belgian replacement for the Grenadier, has an increased chance to withdraw from combat.

TXT_KEY_UNIT_BELGIAN_CHASSEUR_PEDIA

Unit_Resource_Atlas_3_6 Cho-Ko-Nu

Archery Unit, 601c7 101c8 500101

Requires

ArtisanryArtisanry
01c6Can Build a Workshop
01c6Can Construct Borobudur, Salsal Buddha
4500114
IronIron
01c6+10101
01c6Revealed by Bloomery

Abilities

Unique Unit for The ChineseThe Chinese
Starting year
01c62070 BC

Unique Units
01c6Firelancer - (Arquebusier)
01c6Cho-Ko-Nu - (Crossbowman)
Unique Buildings
01c6Taixue - (Library)
Unique Power
The Power of Myriads:
Cities keep an additional 25% 0100 after growing

Historical Victory goals
01c6Control four Confucian Guozijians and three Taoist Gongs by 1000 AD
01c6Be the first to discover Compass, Paper, Gunpowder and Printing
01c6Experience four Golden Ages by 1800 AD

Replaces 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

01c62 First Strikes
01c6Causes Collateral Damage (3 Units) (max. 50%)
01c6+25% City Defense
01c6+25% Hills Defense
01c6+25% vs. Light Cavalry Units
01c6+25% vs. Melee Units

Replacements and Upgrades

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

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

History

The Cho Ko Nu, the Chinese replacement for the Crossbowman, has an extra first strike and causes collateral damage.

    Repeating crossbows have a long history, with the oldest accurate written record dating to the Han dynasty (ca. 20-220 A.D.) in China. The Chinese repeating crossbow, the Chu-ko-nu, is an extremely simple piece of equipment. It is claimed to have been invented by Chinese strategist Zhuge Liang (181-234 A.D.), which is arguable since the earliest drawings of the weapon have been found from the buried library of Chu, dating all the way back to 250 B.C. The Chinese repeating crossbow saw its last serious action in the Sino-Japanese War of 1894-1895, where photographs show repeating crossbows as common weapons among Manchurian troops. The basic construction of this weapon has remained mostly unchanged since its invention, making it one of the longest-lived mechanical weapons.

Unit_Resource_Atlas_2_5 City Builder

001c7 201c8 00101

Requires

Abilities

Unique Unit for The HarappansThe Harappans
Starting year
01c63000 BC

Unique Units
01c6City Builder - (Settler)
Unique Buildings
01c6Reservoir - (Bath)
Unique Power
The Power of Sanitation:
Positive 01c4 contributes to city growth during the Ancient era

Historical Victory goals
01c6Establish a trade connection with another civilization by 1800 BC
01c6Control three Reservoirs, two Granaries and two Weavers by 1500 BC
01c6Have a total population of 45 by 800 BC

Replaces SettlerSettler
201c8
01c6Can Enter Jungle, Marsh, Rainforest
01c6Can Found a New City
01c6Can rebuild free buildings in cities
01c6Production consumes 0100

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
, 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

01c6Can Found a New City
01c6Can rebuild free buildings in cities
01c6Production consumes 0100
01c6New cities start with additional population

Replacements and Upgrades

SettlerSettler
201c8
01c6Can Enter Jungle, Marsh, Rainforest
01c6Can Found a New City
01c6Can rebuild free buildings in cities
01c6Production consumes 0100

History

The City Builder, the Harappan replacement for the Settler, can found new cities that start with additional population.

    A sophisticated and technologically advanced urban culture is evident in the Indus Valley Civilization making them the first urban centers in the region. The quality of municipal town planning suggests the knowledge of urban planning and efficient municipal governments which placed a high priority on hygiene, or, alternatively, accessibility to the means of religious ritual.
    As seen in Harappa, Mohenjo-Daro and the recently partially excavated Rakhigarhi, this urban plan included the world's first known urban sanitation systems: see hydraulic engineering of the Indus Valley Civilization. Within the city, individual homes or groups of homes obtained water from wells. From a room that appears to have been set aside for bathing, waste water was directed to covered drains, which lined the major streets. Houses opened only to inner courtyards and smaller lanes. The house-building in some villages in the region still resembles in some respects the house-building of the Harappans.
    The ancient Indus systems of sewerage and drainage that were developed and used in cities throughout the Indus region were far more advanced than any found in contemporary urban sites in the Middle East and even more efficient than those in many areas of Pakistan and India today. The advanced architecture of the Harappans is shown by their impressive dockyards, granaries, warehouses, brick platforms, and protective walls. The massive walls of Indus cities most likely protected the Harappans from floods and may have dissuaded military conflicts.

Companion Companion

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

Unique Unit for The GreeksThe Greeks
Starting year
01c61600 BC

Unique Units
01c6Hoplite - (Spearman)
01c6Companion - (Horseman)
Unique Buildings
01c6Odeon - (Theatre)
Unique Power
The Power of Philosophy:
+150% 01ce birth rate until the end of the Classical Era

Historical Victory goals
01c6Be the first to discover Mathematics, Literature, Aesthetics, Philosophy and Medicine
01c6Control Anatolia, the Levant, Mesopotamia, Persia and Egypt in 330 BC
01c6Build the Parthenon, the Colossus, the Statue of Zeus and the Temple of Artemis by 250 BC

Replaces 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

01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (20% Chance)
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 MarchMarch
01c6Can Heal while Moving
, BlitzBlitz
01c6Can Attack Multiple Times per Turn

Replacements and Upgrades

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

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

The Companion, the Greek replacement for the Horseman, doesn't have a combat penalty when attacking cities and begins with the March and Blitz promotions.

    The "Hetairoi" (Companions) were Alexander's elite cavalry and the primary offensive arm of his army. A master of cavalry tactics, Alexander would hold them back during the opening part of the battle, committing them at the decisive point to charge the shaken foe, often leading the attack himself.

    Alexander's father, Philip of Macedon, created the Companions, who were originally his closest retainers, picked from the Macedonian nobility. As their numbers rose, additional young noblemen were recruited from Thessaly and other parts of the Greek world.

    The Companions were organized into "ilai" (wings) of about 200 men, under the command of close personal friends of the king. They generally wore the usual Boeotian helmet with plumes out the top, a dyed cloak and cuirass. Underneath, they wore linen or leather corslets reinforced with metal scales. They carried long thrusting spears and a short sword; few carried shields unless afoot. Occasionally, Alexander armed them with javelins for specific battles. Their mounts were the best that Greece had to offer - short, sturdy animals trained for war. The horses were partially armored, likely with leather skirts over their flanks and rumps.

    The legends of Alexander's Companions have grown with the telling over the centuries. Though their prowess has undoubtedly been exaggerated, it cannot be denied that they played a significant role in victorious battles such as Issus and Chaeronea. And their loyalty was never questioned. For the next several centuries, elite cavalry of many ancient kingdoms would take the Companions as their ideal model.

Unit_Resource_Atlas_2_6 Conquistador

Heavy Cavalry Unit, 1201c7 201c8 1200101

Requires

ExplorationExploration
Obsoletes Temple of Kukulkan
01c6Enables Colonialism
01c6Can Train Galleon, Privateer
01c6Can Construct El Escorial
01c6Required for the spread of Trading Company
11000114
FirearmsFirearms
01c6Camp: +10102
01c6Can Train Arquebusier
01c6Can Construct St. Basil's Cathedral
01c6Enables Pinch
12000114
HorseHorse
01c6+10101
01c6Revealed by Pastoralism
and IronIron
01c6+10101
01c6Revealed by Bloomery

Abilities

Unique Unit for The SpanishThe Spanish
Starting year
01c6722 AD

Unique Units
01c6Tercio - (Arquebusier)
01c6Conquistador - (Cuirassier)
Unique Buildings
01c6Citadel - (Castle)
Unique Power
The Power of Discovery:
Naval units receive +2 movement points

Historical Victory goals
01c6Be the first to found a city in the Americas
01c6Control twelve Silver and Gold resources directly or through vassals by 1650 AD
01c6Spread Catholicism to 30% of the world's population and allow no Protestant civilizations in Europe in 1650 AD

Replaces 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

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

01c6Immune to First Strikes
01c6-25% City Strength
01c6+50% Attack vs. Light SwordsmanLight Swordsman (Melee Units)
501c7, 101c8
Requires Alloys
Requires Copper or Iron or Obsidian

01c6+50% Attack vs. SwordsmanSwordsman (Melee Units)
601c7, 101c8
01c6+10% City Attack
Requires Bloomery
Requires Iron

01c6+50% Attack vs. Heavy SwordsmanHeavy Swordsman (Melee Units)
801c7, 101c8
01c6+10% City Attack
Requires Civil Service
Requires Steel
Requires Copper or Iron

01c6+50% Attack vs. SpearmanSpearman (Melee Units)
401c7, 101c8
01c6+100% vs. Heavy Cavalry Units
Requires Smelting
Requires Copper or Iron or Obsidian

01c6+50% Attack vs. Heavy SpearmanHeavy Spearman (Melee Units)
601c7, 101c8
01c6+100% vs. Heavy Cavalry Units
Requires Steel
Requires Copper or Iron

Replacements and Upgrades

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

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

History

The Conquistador, the Spanish replacement for the Cuirassier, requires the Exploration technology, doesn't require the Combined Arms technology, receives a defensive bonus, is able to enter Jungle, Rainforest and Marsh, has an attack bonus against Melee Units except for the Pikeman and Militia.

    Following Columbus, a Spanish military group known as Los Conquistadores, 'The Conquerors', were directed by Hernan Cortes to the New World with the sole purpose of seeking out new frontiers and riches in the unknown. The Conquistadors undertook their expeditions in the vast landmasses of the Americas at their own expense, risking their lives without aid from the Spanish royalty. Horses adorned with many bells enabled the Conquistadors to launch successful offenses against the American Indian natives, who had never seen a horse before the arrival of the Conquistadors. Spanish-Conquistador conquests include campaigns in Mexico, Guatemala, Peru, Cuzco, Columbia, Chile, the Bay of Honduras, and the Pacific Coastal regions.

Button_Corsair Corsair

Naval Unit, 801c7 601c8 600101

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

Unique Unit for The MoorsThe Moors
Starting year
01c6711 AD

Unique Units
01c6Corsair - (Privateer)
Unique Buildings
01c6Noria - (Aqueduct)
Unique Power
The Power of Horticulture:
+10100 from Orchard

Historical Victory goals
01c6Control four cities in the Maghreb and conquer three cities in Iberia and two cities in West Africa in 1200 AD
01c6Build La Mezquita and settle four Great Prophets, Scientists and Engineers in Cordoba by 1300 AD
01c6Acquire 3000 gold through piracy by 1650 AD

Replaces PrivateerPrivateer (Naval Units)
1001c7, 601c8
01c6Hidden Nationality
01c6Can Attack without Declaring War
01c6Can Withdraw from Combat (50% Chance)
01c6Starts with Sentry
Requires Exploration
Requires Gunpowder
Requires Copper or Iron

01c6Hidden Nationality
01c6Can Attack without Declaring War
01c6Can Withdraw from Combat (50% Chance)
01c6+25% Coast Strength
01c6+50% vs. PrivateerPrivateer (Naval Units)
1001c7, 601c8
01c6Hidden Nationality
01c6Can Attack without Declaring War
01c6Can Withdraw from Combat (50% Chance)
01c6Starts with Sentry
Requires Exploration
Requires Gunpowder
Requires Copper or Iron

01c6Starts with SentrySentry
01c6+1 Visibility Range

01c6Receives 0113 for Sinking Enemy Ships

Replacements and Upgrades

PrivateerPrivateer (Naval Units)
1001c7, 601c8
01c6Hidden Nationality
01c6Can Attack without Declaring War
01c6Can Withdraw from Combat (50% Chance)
01c6Starts with Sentry
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

The Corsair, the Moorish replacement for the Privateer, has one less movement point, has two less strength points, is cheaper, has a combat bonus on Coast, has a combat bonus against the Privateer unit and provides some gold when sinking enemy ships.

    Although piracy had existed in the region throughout the decline of the Roman Empire, the barbarian invasions, the Muhammadan conquest and the Middle Ages, piracy became particularly flagrant in the 14th century when the native Berber dynasties were in decadence. The town of Bougie was then the most notorious pirate base.
    Several events influenced the growth of the pirates. The conquest of Granada by the Catholic sovereigns of Spain drove many Moors into exile. They revenged themselves by piratical attacks on the Spanish coast. They had the help of Muslim adventurers from the Levant, of whom the most successful were Hizir and Oruc, natives of Mitylene. Spain in self-defense began to conquer the coast towns of Oran, Algiers and Tunis. Oruç having fallen in battle with the Spaniards in 1518, his brother Hizir appealed to Selim, the sultan of Turkey, who sent his troops. He drove the Spaniards in 1529 from the rocky island in front of Algiers, where they had a fort, and was the founder of the Turkish power.

corvette_btn Corvette

Naval Unit, 2001c7 1401c8 1700101

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

Unique Unit for The CanadiansThe Canadians
Starting year
01c61867 AD

Unique Units
01c6Corvette - (Destroyer)
Unique Buildings
01c6Royal Mounted Police - (Constabulary)
Unique Power
The Power of Multilateralism:
Double trade route yield from years of peace

Historical Victory goals
01c6Build a Railroad connection from your capital to the Atlantic Coast and the Pacific Coast by 1920 AD
01c6Control all cities in Canada and half of Canadian territory and never conquer any cities by 1950 AD
01c6End twelve wars through diplomacy by 2000 AD

Replaces 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

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

01c6Starts with SentrySentry
01c6+1 Visibility Range

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

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

The Corvette, the Canadian replacement for the Destroyer, is cheaper, has four less strength points, has two additional movement points, loses the ability to bombard cities and starts with the Sentry promotion.

    The modern corvette appeared during World War II as an easily built patrol and convoy escort vessel. The British naval designer William Reed drew up a small ship based on the single-shaft Smiths Dock Company whale catcher Southern Pride, whose simple design and mercantile construction standards lent itself to rapid production in large numbers in small yards unused to naval work. First Lord of the Admiralty Winston Churchill, later Prime Minister, had a hand in reviving the name "corvette". During the arms buildup leading to World War II, the term "corvette" was almost attached to the Tribal-class destroyer. The Tribals were so much larger than and sufficiently different from other British destroyers that some consideration was given to resurrecting the classification of "corvette" and applying it to them. This idea was dropped, and the term applied to small, mass-produced antisubmarine escorts such as the Flower class of World War II. The first modern corvettes were the Flower class (Royal Navy corvettes were named after flowers, and ships in Royal Canadian Navy service took the name of smaller Canadian cities and towns). Their chief duty was to protect convoys throughout the Battle of the Atlantic and on the routes from the UK to Murmansk carrying supplies to the Soviet Union. The Flower-class corvette was originally designed for offshore patrol work, and was not ideal as an antisubmarine escort; they were really too short for open ocean work, too lightly armed for antiaircraft defense, and little faster than the merchantmen they escorted, a particular problem given the faster German U-boat designs then emerging. They were very seaworthy and manoeuvrable, but living conditions for ocean voyages were appalling. Because of this, the corvette was superseded in the Royal Navy as the escort ship of choice by the frigate, which was larger, faster, better armed, and had two shafts. However, many small yards could not produce vessels of frigate size, so an improved corvette design, the Castle class, was introduced later in the war, with some remaining in service until the mid-1950s.

Unit_Resource_Atlas_6_4 Cossack

Light Cavalry Unit, 1001c7 201c8 1000101

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
HorseHorse
01c6+10101
01c6Revealed by Pastoralism

Abilities

Unique Unit for The RussiansThe Russians
Starting year
01c61263 AD

Unique Units
01c6Strelets - (Arquebusier)
01c6Cossack - (Hussar)
Unique Buildings
01c6Ostrog - (Jail)
Unique Power
The Power of Hardship:
Unhappiness from hurrying and drafting is applied to your happiest city

Historical Victory goals
01c6Control two Orthodox Cathedrals by 1500 AD and control three Orthodox wonders by 1600 AD
01c6Settle twelve cities in Siberia by 1700 AD and build a Railroad connection from Moscow to the Siberian Coast by 1920 AD
01c6Adopt Communism, have friendly relations with five other communist civilizations and control 30 ICBMs and 30 Satellites by 1970 AD

Replaces 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

01c6Can Enter 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
01c6Can Withdraw from Combat (50% 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

01c6+25% vs. Heavy Cavalry Units
01c6+25% vs. Light 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
, 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

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

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

The Cossack, the Russian replacement for the Hussar, requires Measurement instead of Nationalism and Biology, and has a combat bonus against Mounted Units.

    Skilled horsemen dwelling in the northern steppes of the Black and Caspian Sea regions, the Cossack hosts had a tradition of fierce independence and, after decades of conflict, finally received privileges from the Russian government in return for military services. In the 16th century there were six major Cossack hosts: the Don, the Greben (in Caucasia), the Yaik (along the Ural River), the Volga, the Dnieper and the Zaporozhian (west of the Dnieper). Under the Russian umbrella, the Cossacks expanded eastward from their settlements in the Don and were early colonizers of Siberia. From the 18th through the 20th centuries, the Czars used Cossacks extensively to suppress revolutionary activities and conduct foreign wars.
    During the Russian Civil War (1918-20), the Cossacks in southern Russia formed the core of the White armies there and suffered extensively. Under Soviet rule, the Cossack communities ceased to function as distinctive entities.

Button_Dharani Dharani

Naval Unit, 601c7 601c8 600101

Requires

ArtisanryArtisanry
01c6Can Build a Workshop
01c6Can Construct Borobudur, Salsal Buddha
4500114
ShipbuildingShipbuilding
01c6Can Train War Galley, Heavy Galley, Cog
01c6Can Construct Harbor, The Great Cothon
1200114

Abilities

Unique Unit for The DravidiansThe Dravidians
Starting year
01c6300 BC

Unique Units
01c6Rocketeer - (Grenadier)
01c6Dharani - (Cog)
Unique Buildings
01c6Gopuram - (Civic Square)
Unique Power
The Power of Trade Guilds:
+10% foreign 01cc yield for every traded resource

Historical Victory goals
01c6Have 5000 gold and 7500 culture in 600 AD and acquire 7500 gold by trade by 1200 AD
01c6Control or vassalize the Deccan, Bengal, Srivijaya and Burma in 1000 AD
01c6Have a city of size 25 by 1500 AD

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

01c6Cargo Space: 2
01c6Cannot Enter OceanOcean
01c6+10102
01c6Cannot build cities here
, Cape (until Compass)
01c62 First Strikes
01c6Can Withdraw from Combat (25% Chance)

Replacements and Upgrades

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

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

History

The Dharani, the Dravidian replacement for the Cog, has two extra strength points, two extra movement points and two first strikes.

    The Cholas excelled in foreign trade and maritime activity, extending their influence overseas to China and Southeast Asia. A fragmentary Tamil inscription found in Sumatra cites the name of a merchant guild Nanadesa Tisaiyayirattu Ainnutruvar (literally, "the five hundred from the four countries and the thousand directions"), a famous merchant guild in the Chola country. The inscription is dated 1088, indicating that there was an active overseas trade during the Chola period.
    Towards the end of the 9th century, southern India had developed extensive maritime and commercial activity, especially with the Chinese and Arabs. The Cholas, being in possession of parts of both the west and the east coasts of peninsular India, were at the forefront of these ventures. The Tang dynasty of China, the Srivijaya empire in the Malayan archipelago under the Sailendras, and the Abbasid Kalifat at Baghdad were the main trading partners.
    The trade with the Chinese was a very lucrative enterprise, and Trade guilds needed the king's approval and the license from the customs force/department to embark on overseas voyages for trade. The normal trade voyage of those day involved three legs of journey, starting with the Indian goods (mainly spices, cotton and gems) being shipped to China and in the return leg the Chinese goods (silk, incense,iron) were brought back to Chola ports. After some materials were utilized for local consumption, the remaining cargo along with Indian cargo was shipped to the Arabs. Traditionally, this involved transfer of material/cargo to many ships before the ultimate destination was reached.

Dhow Dhow

Naval Unit, 501c7 601c8 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

Unique Unit for The SwahilisThe Swahilis
Starting year
01c6957 AD

Unique Units
01c6Dhow - (Cog)
Unique Buildings
01c6Island Fort - (Castle)
Unique Power
The Power of Palm Trees:
Can construct coastal improvements without removing Savannas and Forests

Historical Victory goals
01c6Import a cumulative of 100 happiness resources by 1300 AD
01c6Reveal 35% of the world's coastlines by 1400 AD
01c6Have 25 trade routes by 1500 AD

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

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

Replacements and Upgrades

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

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

History

TXT_KEY_UNIT_SWAHILI_DHOW_STRATEGY

TXT_KEY_UNIT_SWAHILI_DHOW_PEDIA

Digger Digger

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

Unique Unit for The AustraliansThe Australians
Starting year
01c61850 AD

Unique Units
01c6Digger - (Infantry)
01c6Light Horse - (Cavalry)
Unique Buildings
01c6CSIRO - (Laboratory)
Unique Power
The Power of Mining:
+30102 from Mines on resources

Historical Victory goals
01c6Control 18 Mine resources by 1900 AD
01c6Create three Great Generals and gift 30 non-obsolete military units in Europe or North America by 1940 AD
01c6Be the first to discover five Global era technologies and control twelve Nature Reserves and eight Marine Reserves by 2000 AD

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

01c6+25% Open Terrain Defense
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

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

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

The Digger, the Australian replacement for the Infantry, receives additional defense on open terrain and begins with the Amphibious promotion.

TXT_KEY_UNIT_AUSTRALIAN_DIGGER_PEDIA

Button_Jong Djong

Naval Unit, 601c7 401c8 700101

Requires

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

Abilities

Unique Unit for The MalaysThe Malays
Starting year
01c6500 AD

Unique Units
01c6Djong - (Galleass)
Unique Buildings
01c6Gudang - (Lighthouse)
Unique Power
The Power of Straits:
+2 trade routes for cities with different landmasses within their third ring

Historical Victory goals
01c6Generate 1600 commerce from city trade routes by 1000 AD and generate 8000 commerce from city trade routes by 1500 AD
01c6Acquire twelve different happiness resources by 1300 AD
01c6Build a Hindu Kshetra, a Buddhist Chaitya and a Islamic Grand Mosque in a city on the Malay peninsula by 1500 AD

Replaces 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

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

01c6Can Withdraw from Combat (25% Chance)
01c6+100% Coast Defense
01c6+50% Coast Attack
01c6+50% vs. PrivateerPrivateer (Naval Units)
1001c7, 601c8
01c6Hidden Nationality
01c6Can Attack without Declaring War
01c6Can Withdraw from Combat (50% Chance)
01c6Starts with Sentry
Requires Exploration
Requires Gunpowder
Requires Copper or Iron

Replacements and Upgrades

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

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

The Djong, the Malay replacement for the Galeass, requires Compass instead of Gunpowder, has an additional defensive combat bonus on Coast and has a combat bonus against Privateers.

    Duarte Barbosa reported that the ships from Java, which have four masts, are very different from Portuguese ships. A Javanese ship is made of very thick wood, and as it gets old, the Javanese fix it with new boards. The rope and the sail is made with osier. The Javanese junks were made using jaty/jati wood (teak) at the time of his report (1512), at that time Chinese junks were still using softwood as their main material. The Javanese ship's hull is formed by joining planks to the keel and then to each other by wooden dowels, without using either a frame (except for subsequent reinforcement), nor any iron bolts or nails. The vessel was similarly pointed at both ends, and carried two oar-like rudders and lateen-rigged sails. It differed markedly from the Chinese vessel, which had its hull fastened by strakes and iron nails to a frame and to structurally essential bulkheads which divided the cargo space. The Chinese vessel had a single rudder on a transom stern, and (except in Fujian and Guangdong) they had flat bottoms without keels.[7] Historical engravings also depict usage of bowsprits and bowsprit sails, with deckhouse above the upper deck, and the appearance of stemposts and sternposts.

    Barbosa also reported various goods carried by these ships, which include rice, meat of cows, sheep, pigs, and deer, dried and salted, many chickens, garlic, and onions. Traded weapons include lances, dagger, and swords, worked in inlaid metal and very good steel. Also brought with them cubebs and yellow die called cazumba (kasumba) and gold which is produced in Java. Barosa mention places and route in which these ships visited, which include Malacca, China, Molucca Islands, Sumatra, Tenasserim, Pegu, Bengal, Palicat, Coromandel, Malabar, Cambay, and Aden. The passenger brought their wives and children, even some of them never leave the ship to go on shore, nor have any other dwelling, for they are born and die in the ship.

    The size and special requirements of the djong demanded access to expertise and materials not available everywhere. Consequently, the djong was mainly constructed in two major shipbuilding centres around Java: north coastal Java, especially around Rembang-Demak (along the Muria strait) and Cirebon; and the south coast of Borneo (Banjarmasin) and the adjacent islands. A common feature of these places was their accessibility to forests of teak, as this wood was highly valued because of its resistance to shipworm. Southern Borneo's supply of teak would have come from north Java, whereas Borneo itself would supply ironwood. Pegu, which is a large shipbuilding port at the 16th century, also produced jong, built by Javanese who resided there.

Beyond_the_Sword_Atlas_7_10 Dog Soldier

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

Replaces Light SwordsmanLight Swordsman (Melee Units)
501c7, 101c8
Requires Alloys
Requires Copper or Iron or Obsidian

01c6+25% vs. Melee Units

Replacements and Upgrades

Light SwordsmanLight Swordsman (Melee Units)
501c7, 101c8
Requires Alloys
Requires Copper or Iron or Obsidian

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

History

The Dog Soldier is a Barbarian unit that spawns in Central North America and the Andes Mountains from 600 - 1800 AD.

    The Dog Soldiers were the elite of the Cheyenne warriors and some of the most feared fighters in the American West. Members of a prestigious fraternal society, the Dog Soldiers each received a "Dog Sash" upon entrance into the group. While at first merely emblems of membership, the "Dog Sash" soon became a symbol of iron will in combat. This reputation stemmed from the Dog Soldier habit of, during particularly brutal combat, staking themselves to the ground by way of their "Dog Sash" and not moving from the spot until victory or death had overtaken them.

dromon_but Dromon

Naval Unit, 601c7 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

Unique Unit for The ByzantinesThe Byzantines
Starting year
01c6330 AD

Unique Units
01c6Cataphract - (Lancer)
01c6Dromon - (Heavy Galley)
Unique Buildings
01c6Hippodrome - (Theatre)
Unique Power
The Power of Splendor:
Additional 0116 for every 100 0113 in treasury and additional 0113 for every 200 0115 in the capital

Historical Victory goals
01c6Have 5000 gold by 1000 AD
01c6Make Constantinople the most populous and the most culturally advanced city in the world in 1200 AD
01c6Control Greece, the Balkans, Anatolia, the Caucasus, the Levant, Egypt, Africa, Andalusia and Italy in 1450 AD

Replaces 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

01c6Cannot Enter OceanOcean
01c6+10102
01c6Cannot build cities here
, Cape (until Compass)
01c6Can Withdraw from Combat (50% Chance)
01c6Causes Collateral Damage (3 Units) (max. 50%)
01c6+50% Coast Attack

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

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

The Dromon, the Byzantine replacement for the War Galley, has one additional strength point and causes collateral damage.

    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 (siphons) that discharged Greek fire and catapults capable of hurling 10kg projectiles up to 250 meters.

Druzhina Druzhina

Melee Unit, 801c7 201c8 700101

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

Unique Unit for The RusThe Rus
Starting year
01c6880 AD

Unique Units
01c6Druzhina - (Heavy Swordsman)
Unique Buildings
01c6Volok - (Lighthouse)
Unique Power
The Power of Varangians:
+10102 for unimproved land tiles in your 01cc network

Historical Victory goals
01c6Have a Orthodox population of 30 by 1200 AD
01c6Defeat 25 Barbarian units by 1250 AD
01c6Control six Camps and three Quarries and have 20 trade routes by 1450 AD

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

01c6+10% City Attack
01c6Starts with Woodsman IWoodsman I
01c6+20% Jungle Defense
01c6+20% Forest Defense
01c6+20% Rainforest Defense
, Flanking IFlanking I
01c6+20% Open Terrain Attack
, River Combat

Replacements and Upgrades

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

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

History

TXT_KEY_UNIT_RUS_DRUZHINA_STRATEGY

TXT_KEY_UNIT_RUS_DRUZHINA_PEDIA

Farari Farari

Heavy Cavalry Unit, 1001c7 201c8 1000101

Requires

FeudalismFeudalism
Obsoletes Terracotta Army
01c6Enables Vassalage
01c6Can Train Lancer
01c6Can Construct Himeji Castle
7000114

Abilities

Unique Unit for The MandeThe Mande
Starting year
01c6300 AD

Unique Units
01c6Kelebolo - (Skirmisher)
01c6Farari - (Lancer)
Unique Buildings
01c6Wangara - (Market)
Unique Power
The Power of Long Distance Trade:
Double 01cc yield from distance for inland cities, desert provides trade connections

Historical Victory goals
01c6Have 2000 gold by 1000 AD, have 5000 gold by 1200 AD and have 15000 gold by 1500 AD
01c6Conduct two trade missions to your holy city by 1250 AD
01c6Build University of Sankore and settle a Great Prophet in its city by 1350 AD

Replaces 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

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

01c6Starts with River Combat, Desert Adaptation

Replacements and Upgrades

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

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

TXT_KEY_UNIT_MANDE_FARARI_STRATEGY

    By the time Ibn Battuta visited the Mali Empire during the reign of Mansa Suleyman, an elite corps among the military was present at court. These men were an outgrowth of the ton-tigui that had fought alongside Sundjata and his immediate predecessors known as the farari ("braves"). Each farariya ("brave") was a cavalry commander with officers and warriors beneath him. However, the roles of the farariya were not all identical. Farari served as ton-tigi of the Gbara, governors of far off provinces or simply field commanders. Many forms of the farariya titles would be used by Mali's successor states such as Songhay.

Warlords_Atlas_1_4_8 Firelancer

Gunpowder Unit, 901c7 101c8 700101

Requires

GunpowderGunpowder
Obsoletes The Parthenon
01c6Can Train Bombard, Galleass, Caravel, Galleon, Privateer, Frigate
01c6Can Construct The Kremlin
9000114

Abilities

Unique Unit for The ChineseThe Chinese
Starting year
01c62070 BC

Unique Units
01c6Firelancer - (Arquebusier)
01c6Cho-Ko-Nu - (Crossbowman)
Unique Buildings
01c6Taixue - (Library)
Unique Power
The Power of Myriads:
Cities keep an additional 25% 0100 after growing

Historical Victory goals
01c6Control four Confucian Guozijians and three Taoist Gongs by 1000 AD
01c6Be the first to discover Compass, Paper, Gunpowder and Printing
01c6Experience four Golden Ages by 1800 AD

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

01c6Causes Collateral Damage (3 Units) (max. 50%)

Replacements and Upgrades

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

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

History

The Firelancer, the Chinese replacement for the Arquebusier, requires Gunpowder instead of Firearms, has one less strength point and causes collateral damage.

    The first fire lances consisted of a tube, usually bamboo, containing gunpowder and a slow match, strapped to a spear or other polearm weapon. Once ignited, the gunpowder tube would ideally eject a stream of flames in the direction of the spearhead. Co-viative projectiles such as iron pellets or pottery shards were later added to the gunpowder. Upon firing, the gunpowder charge ejected the projectiles along with the flame.

    Tu Huo Qiang, a variant of fire lance, was one of the earliest true guns. It consisted of a moso bamboo tube which had been partially hollowed out and loaded with gunpowder and a single projectile. The gunpowder utilized in this time period did not have much explosive potential, and upon igniting the fuse, the Tu Huo Qiang more often than not shot out flames and smoke as much as the projectile itself. This weapon did not have much killing potential and was mainly used for its shock value as well as psychological advantage.

Beyond_the_Sword_Atlas_8_10 Fluyt

Naval Unit, 1001c7 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

Unique Unit for The DutchThe Dutch
Starting year
01c61580 AD

Unique Units
01c6Fluyt - (Galleon)
Unique Buildings
01c6Polder - (Levee)
Unique Power
The Power of Trading Companies:
Double yield and commerce from the trading company corporation

Historical Victory goals
01c6Settle four Great Merchants in Amsterdam in 1745 AD
01c6Conquer four European cities outside of Europe by 1745 AD
01c6Acquire ten Spice resources by 1775 AD

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

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

Replacements and Upgrades

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

History

TXT_KEY_UNIT_DUTCH_FLUYT_STRATEGY

TXT_KEY_UNIT_DUTCH_FLUYT_PEDIA

FlyingFortress Flying Fortress

Air Unit, 1801c7 1201c8 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

Unique Unit for The AmericansThe Americans
Starting year
01c61775 AD

Unique Units
01c6Pioneer - (Settler)
01c6Supercarrier - (Carrier)
01c6Flying Fortress - (Bomber)
Unique Buildings
01c6Mall - (Department Store)
Unique Power
The Power of Manifest Destiny
Additional population growth and happiness in cities after immigration and improving resources

Historical Victory goals
01c6Control 20 Farm and Pasture resources, 15 Plantation and Orchard resources and 35 Mine and Quarry resources directly or through vassals by 1880 AD
01c6Build the Statue of Liberty, Brooklyn Bridge, the Empire State Building, Golden Gate Bridge, the Pentagon and the United Nations by 1950 AD
01c6Control 75% of the world's commerce and 75% of the world's military power directly or through allies by 1990 AD

Replaces BomberBomber (Air Units)
1801c7, 101c8, 8 Range
01c6Causes Collateral Damage (max. 50%)
01c6-50% vs. Water Units
01c6Can Destroy Tile Improvements and Bomb City Defenses (-20%/Turn)
Requires Aviation
Requires Synthetics
Requires Oil

01c6Can Evade Interception (25% Chance)
01c6Causes Collateral Damage (8 Units) (max. 75%)
01c6-50% vs. Water Units
01c6Can Destroy Tile Improvements and Bomb City Defenses (-20%/Turn)

Replacements and Upgrades

BomberBomber (Air Units)
1801c7, 101c8, 8 Range
01c6Causes Collateral Damage (max. 50%)
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

TXT_KEY_UNIT_AMERICAN_FLYING_FORTRESS_STRATEGY

TXT_KEY_UNIT_AMERICAN_FLYING_FORTRESS_PEDIA

Fusilier Fusilier

Gunpowder Unit, 1201c7 101c8 900101

Requires

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

Abilities

Unique Unit for The PrussiansThe Prussians
Starting year
01c61700 AD

Unique Units
01c6Fusilier - (Musketeer)
01c6Panzer - (Tank)
Unique Buildings
01c6Assembly Plant - (Factory)
Unique Power
The Power of Doctrine:
Units retain all their experience when upgraded

Historical Victory goals
01c6Settle nine great people in Berlin in 1900 AD
01c6Control Italy, Central Europe, France, Britain, Scandinavia and Eastern Europe in 1940 AD
01c6Be the first to discover eight Industrial era technologies and eight Global era technologies

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

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

01c6Starts with Drill IDrill I
01c61 Extra First Strike Chance
, Drill IIDrill II
01c61 Extra First Strike
01c6Suffers 20% less Collateral Damage

Replacements and Upgrades

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

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

History

The Fusilier, the Prussian replacement for the Musketeer, begins with the Drill I and Drill II promotions.

    Prussia made early use of the title "fusilier" for various types of infantry. In 1705, the Foot Guards (Leibgarde zu Fuss) were designated as Fusilier Guards. By 1837, low-quality infantry raised from garrison companies also were named fusiliers. These latter units were dressed in blue with low mitre caps. Between 1740 and 1743 on Frederick the Great raised 14 separate Fusilier Regiments (numbers 33-40, 41-43 and 45-48). Except for the mitre caps, these new regiments were identical in appearance, training and role to the existing line infantry (musketeers).

    Subsequently, Prussia and several other German states used the designation Fusilier to denote a type of light infantry, dressed in green, that acted as skirmishers. In the Prussian Army, they had been formed in 1787 as independent battalions, with many of the Officers having had experience in the American Revolutionary War. The Prussian reforms of 1808 absorbed the fusiliers as the third battalion of each line infantry regiment. Now wearing the same Prussian blue uniforms as standard musketeers, they were distinguished by black leather belts, and a slightly different arrangement of cartridge pouch.

    In the Prussian Army of 1870, Infantry Regiments 33 to 40 plus Regiments 73 (Hanover), 80 (Hesse-Kassel or Hesse-Cassel) and 86 (Schleswig-Holstein) were all designated as fusiliers, as was the Guard Fusilier Regiment. In addition, the third battalions of all guard, grenadier and line infantry regiments retained the designation 'Fusilier Battalion'. They were armed with a slightly shorter version of the Dreyse rifle (Füsiliergewehr), that took a sword bayonet (Füsilier-Seitengewehr) rather than the standard socket bayonet. Although still theoretically skirmishers, in practice they differed little from their compatriots, as all Prussian infantry fought in a style that formed a dense 'firing' or 'skirmish' line.

Warlords_Atlas_1_1_10 Gallic Warrior

Melee Unit, 601c7 101c8 400101

Requires

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

Abilities

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

01c6+10% City Attack
01c6Starts with Guerilla IGuerilla I
01c6+20% Hills Defense

Replacements and Upgrades

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

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

History

The Gallic Warrior is a barbarian unit that spawns in Europe from 650 to 110 BC.

    The warriors of the Celtic tribes were widely feared by the inhabitants of the more civilized regions on the northern side of the Mediterranean. The Celts were known as tall, wild barbarians who fought with a savage fury. Conspicuous for their bravery, there are numerous accounts of Celts charging naked into battle with total disregard for their own safety. The Celts would often paint their bodies different colors to increase the intimidation factor. When clothed, the Celtic fighters wore brightly colored shirts and trousers, featuring striped or checkered patterns for decoration. They sometimes wore bronze helmets decorated with horns or wings in order to make themselves look even taller. The Celts were also head hunters, cutting off the heads of their defeated foes to serve as trophies. This was a way for a warrior to win great respect in Celtic society, and it may have served some religious purpose as well. The Romans were justifiably terrified of this practice and would often kill themselves rather than be taken captive by the Celts.
    The Celts are believed to have invented mail armor, which the Romans would adopt from them after the Gaulish sack of Rome in 390 BC. In battle, most Celtic warriors were probably equipped with spears, a simple weapon and easy to produce in large numbers. However, the Celts are much more famous for their use of large, two-handed iron swords. The Celts were the first to create these broadswords, which were used for slashing at the enemy (very different from the Roman short sword, which was entirely limited to stabbing). Celtic chieftains or other high-ranking figures were the ones most likely to carry these swords.
    The Celtic warriors were individually brave and fearsome fighters; however, they were also famously undisciplined. There was virtually no unit drill, and thus no unit cohesion: Celtic battles were wild melees in which every warrior fought as he thought best. Thus, while unmatched in personal combat, the Celtic warrior fared poorly against the group unity and strict discipline of the Roman legion.
    The Celtic tribes had almost no political unity either. Regarding each other with fear and suspicion and constantly engaged in petty internecine squabbles over territory, they were unable to pull together to face the approaching Roman threat. Facing this divided foe, General Julius Caesar was able to conquer Gaul in under a decade.

Highlander Gallowglass

Melee Unit, 701c7 101c8 600101

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

Abilities

Unique Unit for The CeltsThe Celts
Starting year
01c6600 BC

Unique Units
01c6Oathsworn - (Light Swordsman)
01c6Gallowglass - (Heavy Swordsman)
Unique Buildings
01c6Menhir - (Monument)
Unique Power
The Power of Druids:
Units in forests heal at the same rate as in friendly cities

Historical Victory goals
01c6Conquer two cities by 150 BC
01c6Control three cities in Gaul and settle three out of Ireland, Britain, Iberia, Pannonia and Anatolia by 150 BC
01c6Spread Orthodoxy or Catholicism to twelve cities by 1000 AD

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

01c6+10% City Attack
01c6+50% Hills Attack
01c6+50% Open Terrain Attack
01c6+50% Forest Attack

Replacements and Upgrades

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

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

History

TXT_KEY_UNIT_CELTIC_GALLOWGLASS_STRATEGY

TXT_KEY_UNIT_CELTIC_GALLOWGLASS_PEDIA

Gendarme Gendarme

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

Unique Unit for The FrenchThe French
Starting year
01c6496 AD

Unique Units
01c6Gendarme - (Cuirassier)
01c6Gribeauval - (Cannon)
Unique Buildings
01c6Salon - (Coffee House)
Unique Power
The Power of Diplomacy:
Diplomatic penalties expire faster, more likely to be voted for in congresses

Historical Victory goals
01c6Have legendary culture in Paris in 1700 AD
01c6Control 40% of Europe and 40% of North America in 1800 AD
01c6Build Notre Dame, Versailles, the Louvre, the Eiffel Tower and Metropolitain in Paris by 1900 AD

Replaces 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

01c6Immune to First Strikes
01c6Doesn't Receive Defensive Bonuses
01c6-25% City Strength
01c6Starts with PinchPinch
01c6+25% vs. Gunpowder Units
, LeadershipLeadership
01c6Gains +100% Experience from Combat

Replacements and Upgrades

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

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

History

The Gendarme, the French replacement for the Cuirassier, begins with the Pinch and Leadership promotions.

    A gendarme was a heavy cavalryman of noble birth, primarily serving in the French army from the Late Medieval to the Early Modern periods of European history. Their heyday was in the late fifteenth to mid sixteenth centuries, when they provided the Kings of France with a potent regular force of heavily armoured, lance-armed cavalry which, when properly employed, could dominate the battlefield.

    \t\t

    \t\tLike most fifteenth century sovereigns, the Kings of France sought to possess standing armies of professionals to fight their incessant wars, most notable of which was the Hundred Years War. By that period, the old form of feudal levy had long proven inadequate and had been replaced by various ad hoc methods of paying vassal troops serving for money rather than simply out of feudal obligation, a method that was heavily supplemented by hiring large numbers of out-and-out mercenaries.

    These methods, though improvements on the old annual 40-day service owed by knights (the traditional warrior elites of Medieval Europe), were also subject to strain over long campaigns. During periods of peace they also resulted in social destabilization, as the mercenary companies-referred to in this period as routiers- refused to disband until granted their back-pay (which was invariably hopelessly in arrears), and generally looted and terrorized the areas they occupied.

    The French kings sought a solution to these problems by issuing ordinances (ordonnances) which established standing armies in which units were permanently embodied, based, and organized into formations of set size. Men in these units signed a contract which kept them in the service of the unit for periods of one year or longer. The first such French ordinance was issued by King Charles VII at the general parliament of Orléans in 1439, and was meant to raise a body of troops to crush the devastating incursions of the Armagnacs.

    Eventually more ordinances would set the general guidelines for the organization of companies of gendarmes, the troops in which were accordingly called the gendarmes d'ordonnance. Each of the 15 gendarme companies was to be of 100 lances fournies, each composed of six mounted men-a noble heavy armoured horseman, a more lightly armed fellow combatant (coutillier), a page (a non-combatant) and three mounted archers meant as infantry support. The archers were intended to ride to battle and dismount to shoot with their bows, and did so until late in the fifteenth century, when they took to fighting on horseback as a sort of lighter variety of gendarme, though still called "Archers." These later archers had armour less heavy than the gendarmes, and a light lance, but could deliver a capable charge when necessary.

    This organization was provisional, however, and one of the mounted archers was commonly replaced by another non-combatant, a servant (valet).

    In 1434, the pay for the members of the company was set as 120 livres for gendarmes, 60 for coutilliers, 48 for archers, and 36 for the non-combatants.

    Gendarme unit organization evolved over time. The retention of the lance as a relevant small unit formation, a relic of medieval times, gradually fell away in the sixteenth century, and, by an edict of 1534, Francis I declared that a company of gendarmes would be made up of 40 gendarme heavy, and sixty archer medium, cavalry (each gendarme having two unarmed attendants, pages and/or valets), thus practically ending the old proportions of troop types based on the number of lances. By the 1550s, advances in firearm technology dictated that a body of 50 light cavalry armed with an arquebus be attached to each gendarme company.

    The heavy cavalrymen in these companies were almost invariably men of gentle birth, who would have served as knights in earlier feudal forces. In many ways they still closely resembled knights-wearing a complete suit of plate armour, they fought on horseback, charging with the heavy lance.

    A gendarme company was formed by the crown, the king appointing a magnate to raise the company and be its captain, and paying him for its maintenance. In this way, the bonds between the crown and the magnates were maintained, as the king's patronage essentially bought the loyalty of the nobility. Likewise, appointment of individual gentlemen to a gendarme company (a matter of provincial administration) was mostly accomplished by patronage and recommendation, favouring those with the right family connections. Recruits preferred positions in companies stationed in their home province, but did not always obtain them.

    The total number of gendarmes in the companies varied over the decades. The high point was roughly 4,000 lances during the latter part of the reign of Louis XI, but the Estates General of 1484 reduced this to 2,200 lances, which number was thereafter, more or less, the peacetime average. This was generally increased by another 1,000 lances in wartime. When conflict ended, the reduction came either in the number of companies, or in the number of lances in the companies (or by a combination of these two methods). Captains dreaded a reduction of their company as a diminution of their prestige and income, and worked hard to prevent this-which companies were reduced usually reflected the influence of the respective captains at court.

    The gendarme companies were permanently stationed in towns in the provinces throughout France, subject to be summoned during wartime and concentrated in the Royal armies. Some became closely associated with the towns where they were stationed. If these garrison towns did not have sufficient resources to support the gendarmes present, as was often the case, individuals often found lodging in nearby areas. This lack of lodging could apply even in times of peace, when many of the men retired to their homes instead of remaining in the garrison (particularly in winter), and despite the contemporary system of giving leave, which allowed up to one quarter of the company to be away at any given time. Men who were away for these reasons were to be brought back to the company by the captains when ordered to do so by the provincial governor. Long-term absence was a chronic problem in the companies.

Ghazi Ghazi

Melee Unit, 801c7 201c8 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

Unique Unit for The ArabsThe Arabs
Starting year
01c6620 AD

Unique Units
01c6Ghazi - (Heavy Swordsman)
01c6Mobile Guard - (Lancer)
Unique Buildings
01c6Alchemist - (Pharmacy)
Unique Power
The Power of Faith:
State 01c9 spreads with temples to conquered cities

Historical Victory goals
01c6Discover all Medieval technologies by 1200 AD
01c6Control or vassalize Egypt, the Maghreb, Iberia, Mesopotamia and Persia in 1300 AD
01c6Spread Islam to 30% of the world's population

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

01c6+20% City Attack

Replacements and Upgrades

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

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

History

The Ghazi, the Arabian replacement for the Heavy Swordsman, has one additional movement point and has an additional attack bonus when attacking cities.

    Ghazi warriors were fierce Arabic light/medium cavalry armed with sword and lance, who raided deep into enemy territory to make war on unbelievers. Depending largely on plunder for their livelihood they were organized in bands similiar to mercenary companies which attracted religious zealots and adventurers of every kind. Within the context of Islamic jihad warfare, they struck fast and hard inside enemy borders to destroy war materials and morale, then withdrawing with all the loot they could carry. As flexible and highly mobile border defenders and raiders they often preceeded the deployment of much larger armies during the early Arab invasions of Persia, Egypt and North Africa.

GreatBombard Great 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

Unique Unit for The OttomansThe Ottomans
Starting year
01c61280 AD

Unique Units
01c6Janissary - (Arquebusier)
01c6Great Bombard - (Bombard)
Unique Buildings
01c6Hammam - (Bath)
Unique Power
The Power of Devshirme:
Can conscript two extra units in cities with non-state 01c9

Historical Victory goals
01c6Have four wonders in your capital in 1550 AD
01c6Control Anatolia, the Caucasus, the Pontic Steppe, the Levant, Mesopotamia, Arabia, Egypt, the Maghreb, Greece, the Balkans and two cities in Central Europe by 1700 AD
01c6Settle twelve Great Military Instructors, Artists and Statesmen in your cities by 1800 AD

Replaces 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

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

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

The Great Bombard, the Ottoman replacement for the Bombard, has a combat bonus when attacking cities.

    Although gunpowder weapons were used in China in the early 10th century, the Arabs first acquired gunpwder about 1240AD and it is believed that the first cannon in history was used by the Mamluks against the Mongols in 1260. The Ottoman Empire became the first in Europe to put gunpowder into widespread use in both hand weaponry and siege cannons. The army of Mehmet I which conquered Constantinople in 1453 included foot soldiers armed with matchlock muskets and bombard artillery of various sizes. The barrage of Ottoman cannon fire, from 69 guns firing over 19,000 times, is said to have lasted for at least 40 days.

    Amongst these were a number of extremely large and powerful siege bombards. Bombards had been deployed by many European armies since the late 1300's but the Ottoman siege guns were especially massive and powerful "superguns", like the "Dardanelles Gun" or Great Turkish Bombard, weighing over 18 tons and firing huge stone or iron projectiles of over 2 feet in diameter. This famous gun along with many others, remained in use by the Ottomans until the early 19th century, even causing serious damage to British naval operations against the Ottomans in 1807.

BotonGranadero Grenadier Cavalry

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

Unique Unit for The ArgentiniansThe Argentinians
Starting year
01c61810 AD

Unique Units
01c6Grenadier Cavalry - (Dragoon)
Unique Buildings
01c6Cold Storage Plant - (Abattoir)
Unique Power
The Power of Juntas:
Great Generals can start Golden Ages

Historical Victory goals
01c6Experience two Golden Ages by 1930 AD
01c6Have legendary culture in Buenos Aires by 1960 AD
01c6Experience six Golden Ages by 2000 AD

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

01c6Immune to First Strikes
01c6Doesn't Receive Defensive Bonuses
01c6-25% City Strength
01c6+25% Attack vs. MusketeerMusketeer (Gunpowder Units)
1201c7, 101c8
01c6+10% vs. Arquebusier
Requires Replaceable Parts

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

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

The Grenadier Cavalry, the Argentine replacement for the Dragoon, has a combat bonus against Musketeer and Rifleman units and starts with the City Raider I promotion.

    José de San Martín reached the La Plata River on March 9th of 1812 with the rank of Cavalry Lieutenant Commander, presenting to the government the need of creating a cavalry corps, in which human quality would be more important than quantity. He created a disciplined and modern cavalry equipped with the spirit to fight the well prepared royalists forces applying the new french cavalry tactics, seeking to emulate, in some way, the elite corps of Napoleon's conquering army, the french horse grenadiers.

Grenzer Grenzer

Gunpowder Unit, 801c7 101c8 800101

Requires

GeographyGeography
Obsoletes Silver Tree Fountain
01c6+1 Trade Routes per City
01c6Can Train Frigate
01c6Can Construct Image of the World Square
15000114

Abilities

Unique Unit for The GermansThe Germans
Starting year
01c6840 AD

Unique Units
01c6Landsknecht - (Pikeman)
01c6Grenzer - (Grenadier)
Unique Buildings
01c6Rathaus - (Civic Square)
Unique Power
The Power of Investiture:
Double construction speed of state 01c9 buildings

Historical Victory goals
01c6Control Saint Peter's Basilica in 1000 AD, control Church of the Anastasis in 1200 AD and control All Saints' Church in 1550 AD
01c6Have three Catholic vassals in Europe by 1650 AD
01c6Settle ten Great Artists and Statesmen in Vienna and have pleased relations with eight other independent civilizations in Europe in 1850 AD

Replaces 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

01c6Can Withdraw from Combat (75% Chance)
01c6Causes Collateral Damage (3 Units) (max. 50%)
01c6+25% Attack vs. RiflemanRifleman (Gunpowder Units)
1601c7, 101c8
Requires Ballistics

01c6Starts with Guerilla IGuerilla I
01c6+20% Hills Defense
, City Raider ICity Raider I
01c6+15% City Attack
, Disengage IDisengage I
01c6+20% Withdrawal Chance

Replacements and Upgrades

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

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

History

The Grenzer, the Holy Roman replacement for the Grenadier, requires Geography instead of Chemistry, and begins with the Guerilla I and Disengage I promotions.

    Grenz infantry or Grenzers were light infantry troops who came from the Croatian and Transylvanian Military Frontier in Habsburg Monarchy (later the Austrian Empire and Austria-Hungary). This borderland formed a buffer zone between Christian Europe and the Ottoman Empire, and the troops were originally raised to defend Austria against the Ottoman Turks. When there was no danger of war against the Ottomans, the Grenzer regiments were employed by the Habsburgs in other theatres of war, although one battalion of each regiment would always remain guarding the border.

    Grenzers were the successors to the irregular army of Pandurs, which were also raised as a militia by the Habsburgs in the 18th century to defend the border with the Ottomans and also used as skirmishers in the Seven Years' War. However, by the time of the Napoleonic Wars, troops from the Frontier were now formed into more regular line infantry regiments, but were considered by the Austrian generals as something between light and line infantry. They were given training in marksmanship, skirmishing and the basics of linear tactics. At the start of the war, the 18 Grenz infantry regiments formed about a quarter of the Habsburg army.

    However, the Grenzers were first and foremost skirmishing troops and were thought not to perform as well in the role of line infantry as the regular regiments. As such, many in the Austrian military command did not hold them in much esteem. Following a mutiny in 1800, their numbers were reduced from 57,000 to only 13,000. Despite this, the Grenz infantry performed consistently well in battle, especially at Marengo and Austerlitz, earning them respect from the French. Napoleon held them in high opinion and considered them as the most warlike troops in the entire Austrian army. He had no hesitation in using the Grenz infantry after Austria's defeat in the War of the Fifth Coalition in 1809. The Treaty of Schönbrunn compelled Austria to cede territory in the Military Frontier and the 1st, 2nd, 3rd, 4th, 10th and 11th Grenz Infantry Regiments went into French service. They fought for Napoleon until his defeat and abdication in 1814.

    During the 19th century, the threat from the Ottoman Turks diminished and there was less need for troops to defend the Frontier. Also, with rise of South Slav nationalism and self-determination, the Austrian high command grew suspicious of the Grenz infantry and a possible uprising. With these factors, the number of Grenz infantry were steadily reduced, although they remained in service in the Austrian and later Austro-Hungarian army until the First World War.

Gribeauval Gribeauval

Siege Weapons, 801c7 201c8 1500101

Requires

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

Abilities

Unique Unit for The FrenchThe French
Starting year
01c6496 AD

Unique Units
01c6Gendarme - (Cuirassier)
01c6Gribeauval - (Cannon)
Unique Buildings
01c6Salon - (Coffee House)
Unique Power
The Power of Diplomacy:
Diplomatic penalties expire faster, more likely to be voted for in congresses

Historical Victory goals
01c6Have legendary culture in Paris in 1700 AD
01c6Control 40% of Europe and 40% of North America in 1800 AD
01c6Build Notre Dame, Versailles, the Louvre, the Eiffel Tower and Metropolitain in Paris by 1900 AD

Replaces 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

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)
01c6Starts with PinchPinch
01c6+25% vs. Gunpowder Units

Replacements and Upgrades

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

History

TXT_KEY_UNIT_FRENCH_GRIBEAUVAL_STRATEGY

TXT_KEY_UNIT_FRENCH_GRIBEAUVAL_PEDIA

Hakkapeliitta Hakkapeliitta

Heavy Cavalry Unit, 801c7 201c8 800101

Requires

FirearmsFirearms
01c6Camp: +10102
01c6Can Train Arquebusier
01c6Can Construct St. Basil's Cathedral
01c6Enables Pinch
12000114
HorseHorse
01c6+10101
01c6Revealed by Pastoralism

Abilities

Unique Unit for The SwedishThe Swedish
Starting year
01c61252 AD

Unique Units
01c6Carolean - (Musketeer)
01c6Hakkapeliitta - (Pistolier)
Unique Buildings
01c6Soldattorp - (Barracks)
Unique Power
The Power of Lagom:
Celebrating cities gain +50% 01ce birth rate

Historical Victory goals
01c6Make sure there are six European civilizations with Protestant state religion by 1650 AD
01c6Have all of the Baltic Sea Region in your territory by 1700 AD
01c6Have the highest approval rating in the world for 50 turns by 1980 AD

Replaces 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

01c6Immune to First Strikes
01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (30% Chance)
01c6+20% 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

01c6Starts with ShockShock
01c6+25% vs. Melee Units
, PinchPinch
01c6+25% vs. Gunpowder Units

Replacements and Upgrades

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

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

TXT_KEY_UNIT_SWEDISH_HAKKAPELIITTA_STRATEGY

TXT_KEY_UNIT_SWEDISH_HAKKAPELIITTA_PEDIA

Beyond_the_Sword_Atlas_6_10 Holkan

Archery Unit, 301c7 101c8 300101

Requires

SmeltingSmelting
01c6Reveals Copper
01c6Can Train Spearman
1200114

Abilities

Unique Unit for The MayaThe Maya
Starting year
01c6400 BC

Unique Units
01c6Holkan - (Skirmisher)
Unique Buildings
01c6Ball Court - (Arena)
Unique Power
The Power of the Long Count:
Cities receive additional 0100 whenever a technology is discovered before the Middle Ages

Historical Victory goals
01c6Discover Calendar by 100 BC and discover Arithmetics by 100 AD
01c6Build Temple of Kukulkan by 600 AD
01c6Make contact with an Old World civilization before any of them discovers the Americas

Replaces SkirmisherSkirmisher (Archery Units)
401c7, 101c8
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
Requires Contract
Requires Tanning

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

01c61 First Strike
01c6Can Withdraw from Combat (50% Chance)
01c6Causes Collateral Damage (2 Units) (max. 25%)
01c6+25% Hills Attack
01c6+25% Forest Attack
01c6+25% Rainforest Attack
01c6Receives 0100 for Defeating Enemy Units

Replacements and Upgrades

SkirmisherSkirmisher (Archery Units)
401c7, 101c8
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
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

The Holkan, the Mayan replacement for the Skirmisher, is able to enter Jungle and Rainforest, provides food to the nearest city when it wins a fight and has a higher chance to withdraw from combat.

    Warfare among the Mayans was a bloody and constant affair, serving both economic and religious purposes. Most leaders demanded tribute from conquered city-states in order to increase their own standing. Yet equally important was the capture of victims for sacrifice. This was the domain of the dreaded Holkan. Elite warriors armed with slingshots, stones and razor-sharp spears, the Holkans were trained specifically to capture enemies alive, to provide fodder for ever-hungry sacrificial altars.

Unit_Resource_Atlas_1_5 Hoplite

Melee Unit, 501c7 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

Unique Unit for The GreeksThe Greeks
Starting year
01c61600 BC

Unique Units
01c6Hoplite - (Spearman)
01c6Companion - (Horseman)
Unique Buildings
01c6Odeon - (Theatre)
Unique Power
The Power of Philosophy:
+150% 01ce birth rate until the end of the Classical Era

Historical Victory goals
01c6Be the first to discover Mathematics, Literature, Aesthetics, Philosophy and Medicine
01c6Control Anatolia, the Levant, Mesopotamia, Persia and Egypt in 330 BC
01c6Build the Parthenon, the Colossus, the Statue of Zeus and the Temple of Artemis by 250 BC

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

01c6+100% vs. Heavy Cavalry Units
01c6Starts with CoverCover
01c6+25% vs. Archery Units
, ShockShock
01c6+25% vs. Melee Units

Replacements and Upgrades

SpearmanSpearman (Melee Units)
401c7, 101c8
01c6+100% vs. Heavy Cavalry Units
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

The Hoplite, the Greek replacement for the Spearman, has one additional strength point and begins with the Cover and Shock promotions.

    Hoplites were well-trained citizen-soldiers of ancient Greece. Armed with spears and durable armor, they fulfilled the heavy infantry role in most engagements. Hoplites are tightly packed groupings of eight or sixteen rows of soldiers, who move and attack in unison, scattering less densely organized enemy forces. Hoplites worked well against the forces of the day, but broke down when facing more mobile and well-trained professional soldiers. The Roman legions victory over the Macedonian phalanx at Pydna in 168 BC effectively ended the phalanx's battlefield usefulness.

Huluganni Huluganni

Light Cavalry Unit, 501c7 201c8 300101

Requires

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

Abilities

Unique Unit for The HittitesThe Hittites
Starting year
01c61800 BC

Unique Units
01c6Huluganni - (Chariot)
Unique Buildings
01c6Bloomery - (Forge)
Unique Power
The Power of Charcoal:
Melee units can chop down forests

Historical Victory goals
01c6Acquire four Copper and Iron resources by 900 BC
01c6Generate 1200 production by 800 BC
01c6Be the first to receive tribute in a peace treaty

Replaces ChariotChariot (Light Cavalry Units)
401c7, 201c8
01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (20% Chance)
01c6+25% Open Terrain Strength
Requires Leverage
Requires Horse

01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (20% Chance)
01c6+25% Hills Strength
01c6+25% Open Terrain Strength
01c6Starts with CoverCover
01c6+25% vs. Archery Units
, MobilityMobility
01c6-1 Terrain Movement Cost

Replacements and Upgrades

ChariotChariot (Light Cavalry Units)
401c7, 201c8
01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (20% Chance)
01c6+25% Open Terrain Strength
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

The Huluganni is a barbarian unit that spawns in Asia Minor from 2000 to 800 BC.

    The Hittites were renowned charioteers. They developed a new chariot design that had lighter wheels, with four spokes rather than eight. It could hold 3 warriors as the wheel was placed in the middle of the chariot and not at the back as in the Egyptian chariots. Fast, powerful and dangerous, they were used to great effect against the enemies of the Hittites. The Battle of Kadesh in 1299 BC between Hatti and Egypt is likely to have been the largest chariot battle ever fought, involving some five thousand chariots.

Warlords_Atlas_1_3_10 Huscarl

Melee Unit, 801c7 101c8 700101

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

Unique Unit for The NorseThe Norse
Starting year
01c6545 AD

Unique Units
01c6Huscarl - (Heavy Swordsman)
01c6Longship - (Heavy Galley)
Unique Buildings
01c6Trading Post - (Lighthouse)
Unique Power
The Power of Raids:
Additional 0113 from pillaging, sacking cities and sinking ships during the Middle Ages

Historical Victory goals
01c6Control the core of two European civilizations in 1050 AD
01c6Be the first to found a city in the Americas by 1100 AD
01c6Acquire 3000 gold by pillaging, conquering cities and sinking ships by 1250 AD

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

01c6+20% City Attack
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

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

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

History

The Huscarl, the Norse replacement for the Heavy Swordsman, begins with the Amphibious and has an additional attack bonus when attacking cities.

    In medieval Scandinavia, Huscarls or housecarls were either non-servile manservants, or household troops in personal service of someone, equivalent to a bodyguard to Scandinavian lords and kings. This institution also existed in Anglo-Saxon England after its conquest by the kingdom of Denmark in the 11th century. In England, the royal housecarls had a number of roles, both military and administrative; they are well known for having fought under Harold Godwinson at the Battle of Hastings.

Warlords_Atlas_1_4_10 Hwacha

Siege Weapons, 801c7 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

Unique Unit for The KoreansThe Koreans
Starting year
01c650 BC

Unique Units
01c6Hwacha - (Bombard)
01c6Kobukson - (Galleass)
Unique Buildings
01c6Seowon - (University)
Unique Power
The Power of Education:
Double specialist slots in capital

Historical Victory goals
01c6Control a Buddhist Holy Site and a Confucian Holy Site by 1000 AD
01c6Be the first to discover Education, Printing, Firearms and Statecraft
01c6Sink 20 enemy ships

Replaces 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

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+25% 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

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

The Hwacha, the Korean replacement for the Catapult, has three extra strength points and has an reduced attack bonus when attacking cities.

    The hwacha was an anti-personnel weapon developed by the Koreans, and it is believed to have been one of the first gunpowder-based anti-personnel weapons ever created. The hwacha was a platform constructed to launch large numbers of fire arrows (or "Shin Ki Chon") at enemy targets. Hwachas were mounted on carts and wheelbarrows. A typical hwacha platform held seven or more rows of fifteen arrows and could fire from 150 to 200 fire arrows at once. The fire arrows had hollow tips and the shafts were fitted with narrow pipes. The tips and pipes were filled with gunpowder and each was equipped with a fuse.
    When lit, the fire arrows' fuses would first ignite the powder in the pipes, causing the arrows to shoot off like rockets. The fuses would continue to burn until they reached the gunpowder in the arrows' heads, which would then explode - with luck, somewhere near enemy soldiers. However, the weapons were extremely inaccurate and the Koreans had to fire off huge volleys to ensure significant damage to their targets.
    The Shin Ki Chon fire arrows were first developed in Korea and China around 1400 AD, and the hwacha dates from shortly after this period. The fire arrows could travel as far as one kilometer, an amazing range for artillery weapons at that time. Given their famous inaccuracy, the hwacha was best used against massed enemy formations at medium range: even if not precisely on target when they exploded, shrapnel from the fire arrows could still significantly hurt the enemy. Hwacha also were useful shock weapons, due to the noise and light produced by the rocket-like exploding arrows, and even seasoned troops could break and run the first time they encountered the strange new weapon.
    The best-known use of hwacha historically was during the Japanese invasion of Korea in 1592-98. The Japanese samurai typically advanced in dense groups - easy targets for the hwacha. At the Battle of Haengju, 3400 Koreans were able to defeat 30,000 Japanese with the help of 40 hwacha.
    The hwacha eventually became obsolete when more efficient metal projectiles (like bullets and artillery shells) replaced the fire arrows.

Ikhwan Ikhwan

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
CamelCamel
01c6+10100, +10101
01c6Revealed by Pastoralism
Healthy: +101c4(with Pasture)

Abilities

Unique Unit for The SaudisThe Saudis
Starting year
01c61744 AD

Unique Units
01c6Ikhwan - (Dragoon)
Unique Buildings
01c6Oil Depot - (Industrial Park)
Unique Power
The Power of Salafiyyah:
+1 0100 from Priests and Great Prophets

Historical Victory goals
01c6Allow only Arab civilizations in the Arab World in 1920 AD
01c6Create seven Great Prophets by 1930 AD
01c6Have twelve Oil between you and your allies, spread Oil Industry to four of your cities and have 25000 gold by 1970 AD

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

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
01c6+50% Desert Strength
01c6+50% Semidesert Strength
01c6Starts with Desert Adaptation

Replacements and Upgrades

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

The Ikhwan, the Saudi replacement for the Dragoon, requires Camel, can enter Desert, receives additional combat strength on Semidesert and Desert, and starts with the Desert Adaptation promotion.

TXT_KEY_UNIT_SAUDI_IKHWAN_PEDIA

Button_Immortal Immortal

Melee Unit, 401c7 101c8 200101

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

Unique Unit for The PersiansThe Persians
Starting year
01c6850 BC

Unique Units
01c6Immortal - (Spearman)
01c6Savaran - (Lancer)
Unique Buildings
01c6Qanat - (Aqueduct)
Unique Power
The Power of Satrapy:
Additional stability for recently conquered cities

Historical Victory goals
01c6Build a Road connection from Persepolis to Anatolia by 500 BC
01c6Control ten wonders and 35% of the world's population in 300 BC
01c6Control two Zoroastrian Royal Fires and have eight cities with refined culture by 600 AD

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

01c6+100% Attack vs. 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

01c6+100% vs. Heavy Cavalry Units
01c6Starts with MarchMarch
01c6Can Heal while Moving

Replacements and Upgrades

SpearmanSpearman (Melee Units)
401c7, 101c8
01c6+100% vs. Heavy Cavalry Units
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

The Immortal, the Persian replacement for the Spearman, has an attack bonus against Archers, is cheaper and begins with the March promotion.

    The Immortals were a strong corps deployed by the Persian Empire in the fifth century BC. Gifted soldiers, they drew their moniker from the fact that regardless of the casualties sustained in battle, the unit was restored to full strength, no matter the cost. Equipped with bow and spear, the front rank would advance upon the enemy while rear ranks rained arrows to ease the assault.

Unit_Resource_Atlas_4_4 Jaguar

Melee Unit, 601c7 101c8 350101

Requires

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

Abilities

Unique Unit for The AztecsThe Aztecs
Starting year
01c61200 AD

Unique Units
01c6Jaguar - (Swordsman)
Unique Buildings
01c6Calmecac - (Library)
Unique Power
The Power of Flower Wars:
Military units can enslave defeated enemy units, can sacrifice slaves to trigger a short golden age

Historical Victory goals
01c6Make Tenochtitlan the most populous city in the world in 1520 AD
01c6Start 16 golden ages by sacrificing slaves by 1650 AD
01c6Control the core of any European civilization by 1750 AD

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

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

01c6Can Withdraw from Combat (25% Chance)
01c6+10% City Attack
01c6Starts with Woodsman IWoodsman I
01c6+20% Jungle Defense
01c6+20% Forest Defense
01c6+20% Rainforest Defense

Replacements and Upgrades

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

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

History

The Jaguar, the Aztec replacement for the Swordsman, requires the Alloys technology, doesn't require the Bloomery technology, is cheaper, doesn't require the Iron resource, is able to enter Jungle and Rainforest and begins with the Woodsman I promotion.

    The most feared predator of their Mexican empire, the Aztecs embraced the wild jaguar as a totem for their warrior elite. These soldiers were ferocious fighters, often emerging victorious even when badly outnumbered. The Jaguar Warriors carried obsidian swords and wooden shields for weaponry, and wore jaguar skins with their faces peering out of the animal's head to frighten their opponents. Only the greatest of Aztec warriors were granted the honor of becoming Jaguar Warriors, which usually required the capture of four or five enemies in battle. These savage fighters were universally feared throughout Mesoamerica but proved to be no match for the superior technology of the Spanish Conquistadors.

Warlords_Atlas_1_2_10 Janissary

Gunpowder Unit, 1001c7 101c8 700101

Requires

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

Abilities

Unique Unit for The OttomansThe Ottomans
Starting year
01c61280 AD

Unique Units
01c6Janissary - (Arquebusier)
01c6Great Bombard - (Bombard)
Unique Buildings
01c6Hammam - (Bath)
Unique Power
The Power of Devshirme:
Can conscript two extra units in cities with non-state 01c9

Historical Victory goals
01c6Have four wonders in your capital in 1550 AD
01c6Control Anatolia, the Caucasus, the Pontic Steppe, the Levant, Mesopotamia, Arabia, Egypt, the Maghreb, Greece, the Balkans and two cities in Central Europe by 1700 AD
01c6Settle twelve Great Military Instructors, Artists and Statesmen in your cities by 1800 AD

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

01c6+25% vs. Archery Units
01c6+25% vs. Heavy Cavalry Units
01c6+25% vs. Melee Units

Replacements and Upgrades

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

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

History

The Janissary, the Turkish replacement for the Arquebusier, has a combat bonus against Archery Units, Heavy Cavalry Units and Melee Units.

    The Janissaries were an elite fighting force of infantry raised by the Ottoman sultans. They formed the sultan's household troops and bodyguard, eventually rising to a position of enormous influence before being disbanded in the nineteenth century. Murad I founded the Janissary corps around 1330; the troops were made up of non-Muslim boys who were captured in battle or bought as slaves and brought up as warriors. This was very similar to the Mameluk slave soldiers of Egypt, who may have been the inspiration for the Janissaries. Janissaries became the first infantry units in the Ottoman military forces, because at the time no free man would consent to fighting on foot.
    After 1380 the system for recruiting new soldiers into the Janissaries became standardized through a process called the "devshirmeh:" this was basically a "human tax" where each community had to contribute a certain number of young boys to the state. In practice these were almost always Christian slaves.
    The boys were sequestered in special barracks, where they would be converted to Islam and trained to become elite soldiers (a process very similar to that practiced by the Spartans of ancient Greece). Although slaves, the Janissaries received special privileges, including the right to bear weapons and higher pay than other soldiers. Although the Janissaries began their existence as a small bodyguard for the sultan, in time they came to comprise much of the Ottoman army, topping out at over 200,000 men at some points.
    The Janissaries originally were trained to be expert archers, but once firearms were invented they quickly adopted the new weapons, becoming fiercely proficient with muskets. They usually used axes or sabres for melee combat. Janissaries were present at all of the major battles in the early history of the Ottoman Empire, including the Siege of Constantinople in 1453.
    The very success of the Janissaries would eventually destroy them. Realizing their importance, they began demanding higher pay, threatening rebellion if their demands were refused. Their first rebellion took place in 1449, and it was followed by many more. By the eighteenth century, the Janissaries dominated the government. Through frequent palace coups they changed sultans as they wished, and they blocked much-needed modernization reforms in the Ottoman army. Many of the Janissaries became corrupted, no longer training for battle but instead pursuing commercial ventures or political office, and the weakness of the Ottomans in the face of Russian and Austrian expansion soon became obvious to all. Desperate to regain control of their country, the Ottoman rulers made determined efforts to eradicate them.
    Finally, in 1826 Mahmud II was able to form a non-Janissary army strong enough to challenge the Janissaries. The Janissaries did not go down peacefully, and Mahmud II had to use artillery to shell the Janissaries' barracks and batter them into submission. This event - known as the "Auspicious Incident," ended the Janissaries. Their characteristic marching music is the only trace of them that remains today.

Unit_Resource_Atlas_2_7 Kelebolo

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

Unique Unit for The MandeThe Mande
Starting year
01c6300 AD

Unique Units
01c6Kelebolo - (Skirmisher)
01c6Farari - (Lancer)
Unique Buildings
01c6Wangara - (Market)
Unique Power
The Power of Long Distance Trade:
Double 01cc yield from distance for inland cities, desert provides trade connections

Historical Victory goals
01c6Have 2000 gold by 1000 AD, have 5000 gold by 1200 AD and have 15000 gold by 1500 AD
01c6Conduct two trade missions to your holy city by 1250 AD
01c6Build University of Sankore and settle a Great Prophet in its city by 1350 AD

Replaces SkirmisherSkirmisher (Archery Units)
401c7, 101c8
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
Requires Contract
Requires Tanning

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

01c61 First Strike
01c6Can Withdraw from Combat (50% Chance)
01c6Causes Collateral Damage (2 Units) (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

Replacements and Upgrades

SkirmisherSkirmisher (Archery Units)
401c7, 101c8
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
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

The Kelebolo, the Mali replacement for the Skirmisher, has additional strength in deserts and against Melee units.

    At its height, the Mali Empire stretched half-way across Africa, and included many subordinate tribes. To keep order, the Mali employed a huge standing army. During war, the Mali often fought as "skirmishers" - soldiers who fan out in loose formation to protect the main force's flanks or front. The Mali skirmishers were lightly-armed archers in that force, famed for their courage and their marksmanship.

knight_mongol Keshik

Light Cavalry Unit, 1001c7 301c8 1000101

Requires

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

Abilities

Unique Unit for The MongolsThe Mongols
Starting year
01c61190 AD

Unique Units
01c6Mangudai - (Horse Archer)
01c6Keshik - (Lancer)
Unique Buildings
01c6Ortege - (Stable)
Unique Power
The Power of Terror:
Cities threatened by your armies descend into unrest

Historical Victory goals
01c6Control China in 1350 AD
01c6Sack 20 cities and control 16% of the world by 1450 AD
01c6Have 100 trade routes in landlocked cities and create four Great Statesmen by 1500 AD

Replaces 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

01c61 First Strike
01c6Immune to First Strikes
01c6Doesn't Receive Defensive Bonuses
01c6Causes Collateral Damage (5 Units) (max. 60%)
01c6-25% City Defense
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

01c6Starts with Steppe Adaptation

Replacements and Upgrades

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

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

History

The Keshik, the Mongol replacement for the the Lancer doesn't require the Iron resource, has an additional movement point, causes collateral damage, has a first strike, and receives a combat bonus when attacking cities.

    The equestrian skill of a Mongol was notoriously keen. Having been taught to ride on horseback from the age of three, and by five given bow and arrows to use from horseback for hunting and war, it was a natural way for the Mongols to conduct war. The Mongol's harsh, nomadic lifestyle prepared them well for the rigors of war; they often thrived in conditions that would be considered intolerable by any other troops of its time. When the need arose, Mongol horsemen could go up to ten days at a time without cooking food, during which they would sustain themselves by drinking the blood and milk of their horses.

Khampa Khampa

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

Unique Unit for The TibetansThe Tibetans
Starting year
01c6630 AD

Unique Units
01c6Khampa - (Horse Archer)
Unique Buildings
01c6Gompa - (University)
Unique Power
The Power of Missionaries:
No unit limit and increased spread chance for missionaries

Historical Victory goals
01c6Acquire seven cities by 1000 AD
01c6Spread Buddhism to a total population of 60 by 1400 AD
01c6Settle seven Great Prophets in Lhasa by 1700 AD

Replaces 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

01c6Can Enter TundraTundra
01c6+10102 adjacent to river
01c6Improvements take +25% time to build
01c6Impassable for most units
01c6Cannot build cities here unless they are coastal

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 MobilityMobility
01c6-1 Terrain Movement Cost

Replacements and Upgrades

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

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

The Khampa, the Tibetan replacement for the the Horse Archer, is able to enter Jungle and Rainforest, can explore rival territory and has an attack bonus when attacking cities.

    Kham was traditionally referred to as Chushi Gangdruk, i.e. 'four rivers and six ranges'. The peoples of Kham have endured a tumultuous past, their sovereignty often encroached upon and marginalized by both Tibetans to the West and the Han Chinese to the East.
    Kham was never controlled by a single king, but most of the chieftains revered the Dalai Lamas and often made contact with the Lhasa government. Kham was a patchwork of two dozen or more kingdoms, tribes, and chiefdoms that were constantly at war with each other. Since the collapse of the Tibetan Empire in the mid-9th century, the peoples of Kham had aggressively maintained their independence from invading nations. Local chieftains ruled their respective territories with hereditary titles bestowed by the Tibetan government. Chieftains were able to rule with a large degree of independence from both China and Tibet.
    In 1717, Dzungar tribes of Mongolia invaded Tibet, and a period of internal strife and civil war followed. The Kangxi emperor sent armies into the area for 20 years, and local leaders were forced to pledge their allegiance to the Qing Empire. In 1724, the regions of Amdo and Kham were made into the province of Kokonor, with parts of Eastern Kham incorporated into neighboring Chinese provinces.
    In the early 19th century, Gombo Namgye raised a rebellion in Nyarong, an area of Eastern Kham. He is reported to have taken control of Eastern Tibet, excepting Amdo. Residents of Derge and the Hor States appealed to both Lhasa and the Manchu government for help against Namgye. China was unable to take action, but Tibetan authorities sent an army in 1863, and defeated Namgye in 1865. Tibet then claimed Nyarong, Derge (or De-ge) and the Hor States north of Nyarong. This appears to have been accepted by the Manchu emperor.
    Tibetan control of the Batang region of Kham appears to have continued uncontested from an agreement made in 1726 until soon after the invasion of Tibet by Francis Younghusband in 1904, which alarmed the Qing rulers in China. They sent an imperial official to the region to begin reasserting Qing control, but the locals revolted and killed him. The Qing government in Beijing then appointed Zhao Erfeng, the Governor of Xining, "Army Commander of Tibet" to reintegrate Tibet into China. He was sent in 1905 (though other sources say this occurred in 1908) on a punitive expedition and began destroying many monasteries in Kham and Amdo and implementing a process of sinification of the region:
    "He abolished the powers of the Tibetan local leaders and appointed Chinese magistrates in their places. He introduced new laws that limited the number of lamas and deprived monasteries of their temporal power and inaugurated schemes for having the land cultivated by Chinese immigrants.
    Zhao's methods in eastern Tibet uncannily prefigured the Communist policies nearly half a century later. They were aimed at the extermination of the Tibetan clergy, the assimilation of territory and repopulation of the Tibetan plateaus with poor peasants from Sichuan. Like the later Chinese conquerors, Zhao's men looted and destroyed Tibetan monasteries, melted down religious images and tore up sacred texts to use to line the soles of their boots and, as the Communists were also to do later, Zhao Erfeng worked out a comprehensive scheme for the redevelopment of Tibet that covered military training reclamation work, secular education, trade and administration."
    In 1910, the Qing government sent a military expedition of its own to establish direct Chinese rule. They deposed the 13th Dalai Lama in an imperial edict and instigated a search for a new incarnation.. The Dalai Lama then fled to British India in February 1910. While in India, the Dalai Lama became a close friend of Charles Alfred Bell, a British diplomatic officer stationed in Sikkim and a critic of Great Britain's policies in the region. "By going in and then coming out again, we knocked the Tibetans down and left them for the first comer to kick," wrote Bell later. The situation was soon to change, however, as, after the fall of the Qing dynasty in October 1911, Zhao's soldiers mutinied and beheaded him.
    The 13th Dalai Lama fled to British India in February 1910. The same month, the Chinese Qing government issued a proclamation deposing the Dalai Lama and instigating the search for a new incarnation.
    The official position of the British Government was it would not intervene between China and Tibet and would only recognize the de facto government of China within Tibet at this time. Bell, in his history of Tibet, wrote of this time that "the Tibetans were abandoned to Chinese aggression, an aggression for which the British Military Expedition to Lhasa and subsequent retreat [and consequent power vacuum within Tibet) were primarily responsible". Later, Britain defined the Indo-Tibetan border at the 1914 Simla Accord with the McMahon Line. China's delegation refused to agree to the line and still claims the land India received from Tibet as South Tibet, although the McMahon line remains the de facto border.
    In 1932, an agreement signed between Chinese warlord Liu Wenhui and Tibetan forces formalized the partition of Kham into two regions: Eastern Kham, which was administered by Chinese forces, and Western Kham, which was administered by Tibet. Eastern Kham subsequently became the actual area of control of China's Xikang province. The border between eastern and western Kham is the Yangtze River - Dri Chu in Tibetan and Jinsha Jiang, or Chang Jiang respectively, in Chinese.
    In 1950, following the defeat of the Kuomintang rulers of China by communist forces in the Chinese Civil War, the People's Liberation Army entered western Kham. Western Kham was then set up as a separate Qamdo Territory , then merged into Tibet Autonomous Region in 1965. Meanwhile, Xikang province, comprising eastern Kham, was merged into Sichuan province in 1955. The border between Sichuan and Tibet Autonomous Region has remained the Yangtze River. The northernmost region of Kham, Yushu, has been a part of Qinghai province since the 18th century.

Kobukson Kobukson

Naval Unit, 801c7 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

Unique Unit for The KoreansThe Koreans
Starting year
01c650 BC

Unique Units
01c6Hwacha - (Bombard)
01c6Kobukson - (Galleass)
Unique Buildings
01c6Seowon - (University)
Unique Power
The Power of Education:
Double specialist slots in capital

Historical Victory goals
01c6Control a Buddhist Holy Site and a Confucian Holy Site by 1000 AD
01c6Be the first to discover Education, Printing, Firearms and Statecraft
01c6Sink 20 enemy ships

Replaces 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

01c6Cannot Enter OceanOcean
01c6+10102
01c6Cannot build cities here
, Cape (until Compass)
01c6Can Withdraw from Combat (25% Chance)
01c6+50% Coast Strength
01c6Starts with Drill IDrill I
01c61 Extra First Strike Chance
, Drill IIDrill II
01c61 Extra First Strike
01c6Suffers 20% less Collateral Damage

Replacements and Upgrades

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

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

The Kobukson, the Korean replacement for the Galleass, has two additional strength points and begins with the Drill I and Drill II promotions.

    The Turtle ship, also known as Geobukseon or Kobukson, was a type of large warship belonging to the Panokseon class in Korea that was used intermittently by the Royal Korean Navy during the Joseon Dynasty from the early 15th century up until the 19th century.
    The first references to older, first generation turtle ships, known as Gwiseon, come from 1413 and 1415 records in the Annals of the Joseon Dynasty, which mention a mock battle between a gwiseon and a Japanese warship. However, these early turtle ships soon fell out of use as Korea's naval preparedness decreased during a long period of relative peace.
    Turtle ships participated in numerous victories against Japanese naval forces that supported Toyotomi Hideyoshi's attempts to conquer Korea from 1592-1598, inflicting heavy losses. However, their historical role may have been exaggerated since "the entire Korean fleet probably did not have more than half a dozen turtleboats in action at any one time". Korean admiral Yi Sun-sin is credited with designing the ship while one of his lieutenants, Na Dae Yong, was in charge of building it. His turtle ships were equipped with at least five different types of cannon. Their most distinguishable feature was a fully covered deck that was shielded to deflect cannon fire, and with iron spikes to discourage enemy men from attempting to board the ship.

Button_Kyundaw Kyundaw

Melee Unit, 601c7 101c8 400101

Requires

SteelSteel
01c6Can Build a Lumbermill
01c6Can Train Heavy Swordsman, Heavy Spearman
01c6Can Construct Forge, Iron Pillar
5000114

Abilities

Unique Unit for The BurmeseThe Burmese
Starting year
01c6849 AD

Unique Units
01c6Kyundaw - (Heavy Spearman)
01c6Cassay - (Dragoon)
Unique Buildings
01c6Kyaung - (Library)
Unique Power
The Power of Dharma Kings:
Can use unlimited Great Prophets to start Golden Ages

Historical Victory goals
01c6Have 3000 gold by 1300 AD
01c6Experience three Golden Ages by 1700 AD
01c6Control Indochina in 1580 AD and control Indochina in 1760 AD

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

01c6Can Enter RainforestRainforest
01c6-10100
01c6Movement Cost: 201c8
01c6Defending units get +50% strength
01c6Impassable for most units

01c6Can Withdraw from Combat (25% Chance)
01c6+100% vs. Heavy Cavalry Units

Replacements and Upgrades

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

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

History

TXT_KEY_UNIT_BURMESE_KYUNDAW_STRATEGY

TXT_KEY_UNIT_BURMESE_KYUNDAW_PEDIA

Beyond_the_Sword_Atlas_4_10 Landsknecht

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

Unique Unit for The GermansThe Germans
Starting year
01c6840 AD

Unique Units
01c6Landsknecht - (Pikeman)
01c6Grenzer - (Grenadier)
Unique Buildings
01c6Rathaus - (Civic Square)
Unique Power
The Power of Investiture:
Double construction speed of state 01c9 buildings

Historical Victory goals
01c6Control Saint Peter's Basilica in 1000 AD, control Church of the Anastasis in 1200 AD and control All Saints' Church in 1550 AD
01c6Have three Catholic vassals in Europe by 1650 AD
01c6Settle ten Great Artists and Statesmen in Vienna and have pleased relations with eight other independent civilizations in Europe in 1850 AD

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

01c6+50% vs. Heavy Cavalry Units
01c6+100% vs. Melee Units
01c6Starts with LeadershipLeadership
01c6Gains +100% Experience from Combat

Replacements and Upgrades

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

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

History

The Landsknecht, the German replacement for the the Pikeman, has a combat bonus against Melee Units and begins with the Leadership promotion.

    The Landsknecht were a Renaissance style of German mercenary (although the individual members came from all over Europe) which were renowned for employing a tactic known as the "pike square." In the pike square, each soldier would be equipped with an eighteen foot long pike, and would stand in a tight, and sometimes hollow, box formation. If attacked from any side, the pikemen would simply lower their weapons and brace their pikes into the ground. This tactic was devastating to enemy cavalry and infantry. Surpassing the Swiss mercenaries organizations on which they based their tactics, the Landsknecht eventually became one of the most successful style of mercenary in Europe due to their willingness to integrate newer technology such as arquebuses and gunpowder artillery into their military formations.

Bombard Lantaka

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

Unique Unit for The JavaneseThe Javanese
Starting year
01c6716 AD

Unique Units
01c6Pendekar - (Swordsman)
01c6Lantaka - (Bombard)
Unique Buildings
01c6Candi - (Monument)
Unique Power
The Power of Island Agriculture:
Improvements that provide 0100 have twice the effect on islands

Historical Victory goals
01c6Build Prambanan and Borobudur by 1100 AD
01c6Have a population of 75 in happy cities by 1350 AD
01c6Control three Islamic Grand Mosques by 1500 AD

Replaces 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

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)
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

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

History

TXT_KEY_UNIT_JAVANESE_LANTAKA_STRATEGY

TXT_KEY_UNIT_JAVANESE_LANTAKA_PEDIA

Lanterna Lanterna

Naval Unit, 801c7 501c8 500101

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

Unique Unit for The ItaliansThe Italians
Starting year
01c61167 AD

Unique Units
01c6Balestriere - (Crossbowman)
01c6Lanterna - (Galleass)
Unique Buildings
01c6Art Studio - (Forge)
Unique Power
The Power of Renaissance:
Free specialist in all of your cities until the Industrial Age

Historical Victory goals
01c6Build San Marco Basilica, the Sistine Chapel and Santa Maria del Fiore by 1500 AD
01c6Have four cities with influential culture by 1600 AD
01c6Control 65% of the Mediterranean by 1930 AD

Replaces 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

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

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

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

The Lanterna, the Italian replacement for the Galleass, is cheaper, has two additional strength points and one additional movement point.

    The galleass or "galliass" 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. Relatively few galleasses were built - 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 (e.g. La Girona). 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.

    In the Mediterranean, with its shallower waters, less dangerous weather and fickle winds, both galleasses and galleys continued in use, particularly in Venice and Turkey, long after they became obsolete elsewhere. Later, "round ships" and galleasses were replaced by galleons and ships of the line which originated in Atlantic Europe. The first Venetian ship of the line was built in 1660.

Unit_Resource_Atlas_6_6 Legion

Melee Unit, 801c7 101c8 450101

Requires

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

Abilities

Unique Unit for The RomansThe Romans
Starting year
01c6509 BC

Unique Units
01c6Legion - (Swordsman)
01c6Ballista - (Catapult)
Unique Buildings
01c6Forum - (Market)
Unique Power
The Power of Infrastructure:
+30% 0101 for buildings already in the capital

Historical Victory goals
01c6Control eight Barracks, six Aqueducts, five Arenas and four Forums by 50 BC
01c6Control two cities in Iberia, three cities in Gaul, a city in Britain, three cities in Africa, four cities in Anatolia, three cities in Egypt and two cities in the Levant in 100 AD
01c6Be the first to discover Architecture, Politics, Scholarship, Machinery and Civil Service

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

01c6Can Build a Roman Road
01c6+10% City Attack

Replacements and Upgrades

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

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

History

The Legion, the Roman replacement for the the Swordsman, has two additional strength points, is more expensive and can construct Roman Roads.

    The Roman Legions, created during the early wars of the Republic and tested during the three Punic Wars against Carthage, were the fighting force that conquered and held the Roman Empire together for five centuries. Each legion was composed of 6000 men, divided into 60 smaller groups known as centuries. Nearly unstoppable on the attack, the legion was relatively weak on defense. The legion's demise as a military unit was accelerated by the destruction of Emperor Valens' army by gothic knights in the fourth century.

light_horse Light Horse

Gunpowder 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

Unique Unit for The AustraliansThe Australians
Starting year
01c61850 AD

Unique Units
01c6Digger - (Infantry)
01c6Light Horse - (Cavalry)
Unique Buildings
01c6CSIRO - (Laboratory)
Unique Power
The Power of Mining:
+30102 from Mines on resources

Historical Victory goals
01c6Control 18 Mine resources by 1900 AD
01c6Create three Great Generals and gift 30 non-obsolete military units in Europe or North America by 1940 AD
01c6Be the first to discover five Global era technologies and control twelve Nature Reserves and eight Marine Reserves by 2000 AD

Replaces 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

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. 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

01c6Starts with MobilityMobility
01c6-1 Terrain Movement Cost
, Desert Adaptation

Replacements and Upgrades

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

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

The Light Horse, the Australian replacement for the Cavalry, is considered a Gunpowder unit, can receive defense bonuses, receives additional combat strength on Plains, Semidesert, and Desert terrain, and begins with the Mobility and Desert Adaptation promotions.

TXT_KEY_UNIT_AUSTRALIAN_LIGHT_HORSE_PEDIA

Llanero Llanero

Heavy 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
HorseHorse
01c6+10101
01c6Revealed by Pastoralism

Abilities

Unique Unit for The ColombiansThe Colombians
Starting year
01c61814 AD

Unique Units
01c6Albion Legion - (Grenadier)
01c6Llanero - (Hussar)
Unique Buildings
01c6Hacienda - (Estate)
Unique Power
The Power of the Liberator:
No City Resistance on Conquest in Latin America

Historical Victory goals
01c6Control Gran Colombia, Central America and the Andes in 1870 AD
01c6Control South America directly or through allies in 1920 AD
01c6Acquire 3000 gold by selling resources by 1950 AD

Replaces 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

01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (40% Chance)
01c6+25% Open Terrain Strength
01c6+50% Attack vs. MusketeerMusketeer (Gunpowder Units)
1201c7, 101c8
01c6+10% vs. Arquebusier
Requires Replaceable Parts

01c6+50% Attack vs. RiflemanRifleman (Gunpowder Units)
1601c7, 101c8
Requires Ballistics

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

01c6Starts with MobilityMobility
01c6-1 Terrain Movement Cost

Replacements and Upgrades

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

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

The Llanero, the Colombian replacement for the Hussar, doesn't require the Biology technology, has a combat bonus against the Musketeer and Rifleman units and begins with the Mobility promotion.

    A llanero (plainsman) is a Venezuelan or Colombian herder. The name is taken from the Llanos grasslands occupying western Venezuela and eastern Colombia. The Llanero were originally part Spanish and Indian and have a strong culture including a distinctive form of music.
    During the wars of independence, Llaneros served in both armies and provided the bulk of the cavalry during the war. In 1819, an army of Llaneros, led by Simón Bolívar and José Antonio Páez, defeated the Spanish with a surprise attack when they crossed over the Orinoco plains and the Andes mountains.

longboat Longship

Naval Unit, 501c7 601c8 600101

Requires

ArtisanryArtisanry
01c6Can Build a Workshop
01c6Can Construct Borobudur, Salsal Buddha
4500114
ShipbuildingShipbuilding
01c6Can Train War Galley, Heavy Galley, Cog
01c6Can Construct Harbor, The Great Cothon
1200114

Abilities

Unique Unit for The NorseThe Norse
Starting year
01c6545 AD

Unique Units
01c6Huscarl - (Heavy Swordsman)
01c6Longship - (Heavy Galley)
Unique Buildings
01c6Trading Post - (Lighthouse)
Unique Power
The Power of Raids:
Additional 0113 from pillaging, sacking cities and sinking ships during the Middle Ages

Historical Victory goals
01c6Control the core of two European civilizations in 1050 AD
01c6Be the first to found a city in the Americas by 1100 AD
01c6Acquire 3000 gold by pillaging, conquering cities and sinking ships by 1250 AD

Replaces 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

01c6Cargo Space: 2
01c6Cannot Enter OceanOcean
01c6+10102
01c6Cannot build cities here
, Cape (until Compass)
01c6Can Withdraw from Combat (50% Chance)
01c6+25% Coast Attack
01c6Can Bombard City Defenses (-4%/Turn)
01c6Starts with Disengage IDisengage I
01c6+20% Withdrawal 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

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

The Longship, the Norse replacement for the Heavy Galley has two extra movement points, can bombard city defenses, has two cargo spaces and begins with the Disengage I promotion.

    Longships were sea vessels made and used by the Vikings from the Nordic countries for trade, commerce, exploration, and warfare during the Viking Age although scientific analysis of the oak timber shows at least one well known ship was built in Dublin, Ireland. The longship's design evolved over many years, beginning in the Stone Age with the invention of the umiak and continuing up to the 9th century with the Nydam and Kvalsund ships. The longship appeared in its complete form between the 9th and 13th centuries. The character and appearance of these ships have been reflected in Scandinavian boat-building traditions until today. The particular skills and methods employed in making longships are still used world wide, often with modern adaptations. They were all made out of wood, with cloth flags and had lots of details and carvings on the hull.

Madeireiro Madeireiro

001c7 201c8 600101

Requires

CollectivismCollectivism
Obsoletes The Hagia Sophia
Obsoletes St. Basil's Cathedral
01c6Workers Produce +50% 0101 from Chopping
01c6Enables Central Planning
01c6Can Train Labourer
01c6Can Construct Grain Silo, Brooklyn Bridge
42000114

Abilities

Unique Unit for The BraziliansThe Brazilians
Starting year
01c61822 AD

Unique Units
01c6Madeireiro - (Labourer)
Unique Buildings
01c6Sambadrome - (Arena)
Unique Power
The Power of Cordiality:
Cities are guaranteed to celebrate if they meet the requirements

Historical Victory goals
01c6Control twelve Slave Plantations and four Pastures in 1880 AD
01c6Build Wembley, Cristo Redentor and Itaipu Dam
01c6Control 30 Nature Reserves and have a city with twelve free specialists by 1950 AD

Replaces LabourerLabourer
201c8
01c6Can Enter Jungle, Marsh, Rainforest
01c6Can Improve Tiles
01c6Constructs Improvements +50% Faster
01c6Production consumes 0100
Requires Collectivism

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
, 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

01c6Can Improve Tiles
01c6Constructs Improvements +50% Faster
01c6Starts with Woodsman IIWoodsman II
01c6Double Movement in Jungle
01c6Double Movement in Forest
01c6Double Movement in Rainforest
01c6+30% Jungle Defense
01c6+30% Forest Defense
01c6+30% Rainforest Defense

01c6Production consumes 0100
01c6Create Production and Gold when Removing Jungles, Rainforest and Forests

Replacements and Upgrades

LabourerLabourer
201c8
01c6Can Enter Jungle, Marsh, Rainforest
01c6Can Improve Tiles
01c6Constructs Improvements +50% Faster
01c6Production consumes 0100
Requires Collectivism

History

The Madeireiro, the Brazilian replacement for the Labourer, begins with the Woodsman II promotion and provides extra gold and production when it chops jungles, rainforest and forests.

    Madeireiros (Lumberjacks) are workers in the logging industry who perform the initial harvesting and transport of trees for ultimate processing into forest products. The term usually refers to a bygone era (before 1945 in the United States) when hand tools were used in harvesting trees. Because of its historical ties, the term lumberjack has become ingrained in popular culture through folklore, mass media and spectator sports. The actual work was difficult, dangerous, intermittent, low-paying, and primitive in living conditions, but the men built a traditional culture that celebrated strength, masculinity, confrontation with danger, and resistance to modernization.

Mamluk Mamluk

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

Unique Unit for The MasryeenThe Masryeen
Starting year
01c6969 AD

Unique Units
01c6Mamluk - (Lancer)
Unique Buildings
01c6Souk - (Market)
Unique Power
The Power of Ghulams:
Additional 0102 on Farms and additional experience for hurried units with Slavery

Historical Victory goals
01c6Control three shrines and settle two Great Prophets in Cairo by 1250 AD
01c6Have a population of 50 in cities along the Nile and generate 5000 commerce from city trade routes by 1500 AD
01c6Discover seven Industrial technologies and control three cities in North Africa, Sudan, Arabia, Syria, Anatolia and Greece in 1840 AD

Replaces 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

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

01c6Starts with FormationFormation
01c6+25% vs. Heavy Cavalry Units
, SkirmishSkirmish
01c6+25% vs. Light Cavalry Units

Replacements and Upgrades

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

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

TXT_KEY_UNIT_MASRYEEN_MAMLUK_STRATEGY

TXT_KEY_UNIT_MASRYEEN_MAMLUK_PEDIA

Button_ManOfWar Man-of-War

Naval Unit, 1801c7 801c8 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

Unique Unit for The EnglishThe English
Starting year
01c6820 AD

Unique Units
01c6Redcoat - (Musketeer)
01c6Man-of-War - (Ship of the Line)
Unique Buildings
01c6Exchequer - (Courthouse)
Unique Power
The Power of Indirect Rule:
Reduced colony maintenance from number of colonies per continent

Historical Victory goals
01c6Control six cities in North America, four cities in South and Central America and three cities in Africa and have 25 level three naval units by 1770 AD
01c6Control twelve cities in Asia and ten cities in Africa, settle six cities in Oceania and build a Railroad connection from North Africa to South Africa by 1880 AD
01c6Be the first to discover eight Renaissance era technologies and eight Industrial era technologies

Replaces Ship of the LineShip of the Line (Naval Units)
1501c7, 701c8
01c6Causes Collateral Damage (max. 50%)
01c6Can Bombard City Defenses (-8%/Turn)
Requires Measurement
Requires Iron

01c6Causes Collateral Damage (3 Units) (max. 50%)
01c6Can Bombard City Defenses (-8%/Turn)

Replacements and Upgrades

Ship of the LineShip of the Line (Naval Units)
1501c7, 701c8
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

The Man-of-War, the English replacement for the Ship of the Line, has three additional strength points, one additional movement point and does collateral damage to one more unit.

    A man of war is an armed naval vessel. The term often refers to ship armed with cannon and propelled primarily by sails as opposed to a galley propelled primarily by oars. The man of war was developed in the Mediterranean in the 15th century from earlier roundships with the addition of a second mast to form the carrack. The 16th century saw the carrack evolve into the galleon and then the ship of the line.
    A first-rate man of war, such as the HMS Victory was armed with 100 or more guns (as many as 120). The 90-gun HMS Coronation was a second-rate man of war. A seventy-four, a common ship carrying 74 guns, was a third-rate man of war. A sixth-rate man of war carried only 20 guns. First and second-rate men of war had three gun decks. It took over 2,000 oak and elm trees to build a second-rate man of war.

Button_Mangudai Mangudai

Light Cavalry Unit, 801c7 301c8 700101

Requires

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

Abilities

Unique Unit for The MongolsThe Mongols
Starting year
01c61190 AD

Unique Units
01c6Mangudai - (Horse Archer)
01c6Keshik - (Lancer)
Unique Buildings
01c6Ortege - (Stable)
Unique Power
The Power of Terror:
Cities threatened by your armies descend into unrest

Historical Victory goals
01c6Control China in 1350 AD
01c6Sack 20 cities and control 16% of the world by 1450 AD
01c6Have 100 trade routes in landlocked cities and create four Great Statesmen by 1500 AD

Replaces 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

01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (30% Chance)
01c6+50% Open Terrain Strength
01c6Starts with Steppe Adaptation

Replacements and Upgrades

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

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

The Mangudai, the Mongolian replacement for the Horse Archer, has two additional strength points and one additional movement point.

    The equestrian skill of a Mongol was notoriously keen. Having been taught to ride on horseback from the age of three, and by five given bow and arrows to use from horseback for hunting and war, it was a natural way for the Mongols to conduct war. The Mongol's harsh, nomadic lifestyle prepared them well for the rigors of war; they often thrived in conditions that would be considered intolerable by any other troops of its time. When the need arose, Mongol horsemen could go up to ten days at a time without cooking food, during which they would sustain themselves by drinking the blood and milk of their horses.

btn_medjay Medjay

Archery Unit, 301c7 101c8 250101

Requires

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

Abilities

Unique Unit for The NubiansThe Nubians
Starting year
01c62200 BC

Unique Units
01c6Medjay - (Archer)
Unique Buildings
01c6Mudbrick Pyramid - (Monument)
Unique Power
The Power of Baqt:
No negative attitude from different state 01c9

Historical Victory goals
01c6Have 400 gold and 300 culture and acquire five happiness resources by 900 BC
01c6Have a population of 40 in happy cities by 300 BC
01c6Have twelve Orthodox cities in your trade network by 600 AD and have 24 Orthodox cities in your trade network by 1200 AD

Replaces 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

01c63 First Strikes
01c6+50% City Defense
01c6+25% Hills Defense
01c6+25% Open Terrain Attack
01c6+50% vs. Light Cavalry Units

Replacements and Upgrades

ArcherArcher (Archery Units)
301c7, 101c8
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

The Medjay is a barbarian unit that spawns in Egypt from 800 BC to 1300 AD.

    The Medjay were a nomadic desert people from the northern regions of Nubia, reknown for their skill with the bow. Over time they were incorporated into the armies of both Nubia and Egypt as mercenaries where they served as garrison troops and patrolled the deserts as a kind of gendarmerie. By the 18th Dynasty of the New Kingdom the Medjay were an elite paramilitary police force. No longer did the term refer to an ethnic group and over time the new meaning became synonymous with the policing occupation in general.

MehalSefari Mehal Sefari

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

Unique Unit for The EthiopiansThe Ethiopians
Starting year
01c6295 BC

Unique Units
01c6Shotelai - (Swordsman)
01c6Mehal Sefari - (Rifleman)
Unique Buildings
01c6Stele - (Monument)
Unique Power
The Power of Highlands:
+10100 on hill tiles that yield at least one 0100

Historical Victory goals
01c6Acquire five Incense resources by 400 AD
01c6Adopt Orthodoxy, settle five Great Prophets in your cities and have pleased relations with eight other Christian civilizations by 1200 AD
01c6Liberate twelve cities in Africa from non-African civilizations and have friendly or better relations with all African civilizations in 1930 AD

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

01c6Starts with Drill IDrill I
01c61 Extra First Strike Chance
, Drill IIDrill II
01c61 Extra First Strike
01c6Suffers 20% less Collateral Damage

Replacements and Upgrades

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

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

History

The Mehal Sefari, the Ethiopian replacement for the Rifleman, begins with the Drill I and Drill II promotions.

    Mehal Sefari was the Ethiopian Imperial Guard during the reign of HIM Menelik II. The unit grew from Menelik's personal Guard, although there are oral histories that link it to the elite fighting unit of Atse Tewodros II led by Fitawrari Gebrye. As Gebrye's military unit was among the few of Tewodros that remained when most of his army left, the assumption is not unreasonable if not conclusive. The title "Mehal Sefari" however was not used by any of Tewodros' units, nor by any other previous military unit.

    The Mehal Sefari's earlier roles were providing security for young Prince Menelik under the leadership of the later Dejazmach Germame. Upon the death of Atse Tewodros, 3 men - Wagshum Gobeze of Welo, Kassa Mircha of Tigre and Menelik of Shoa - were declared Atse. Kassa marched on Welo, defeated and imprisoned Gobeze, he marched south to Shewa to face Menelik who had gathered his forces and awaited him. Both rulers assumptive, Yohannes by virtue of arms left for him by the British and Menelik by blood sought reconciliation, Menelik agreeing to accept Yohannes as his Suzerain, much to the relief of the latter whose small, though well-armed forces were no match for the Shewan Army. Menelik's Army, though with fewer artillery pieces, had superiority in men, equipment and mounted cavalry. It would also have been fighting on home turf. Yohannes' spy sent to observe the Shoans is said to have come back to tell the Emperor "I thought clouds had descended on the ground, but it was the Shoans and their multitudes in their tents."

    Atse Menelik took this opportunity to continue to arm and train his men, dispatching men to the South and West in poses of providing security for the Emperor of Ethiopia and an elite infantry division. It was part of the organizational structure of the Ethiopian regular army as one of the 4 divisions that comprised the regular army. The Ethiopian Imperial Host included the 40,000 men and women of the Regular Army and the approximately 100,000 men and women of the National Guard/Biherawi Tor.

MobileGuard Mobile Guard

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

Abilities

Unique Unit for The ArabsThe Arabs
Starting year
01c6620 AD

Unique Units
01c6Ghazi - (Heavy Swordsman)
01c6Mobile Guard - (Lancer)
Unique Buildings
01c6Alchemist - (Pharmacy)
Unique Power
The Power of Faith:
State 01c9 spreads with temples to conquered cities

Historical Victory goals
01c6Discover all Medieval technologies by 1200 AD
01c6Control or vassalize Egypt, the Maghreb, Iberia, Mesopotamia and Persia in 1300 AD
01c6Spread Islam to 30% of the world's population

Replaces 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

01c6Immune to First Strikes
01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (20% Chance)
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

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

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

The Mobile Guard, the Arabian replacement for the Lancer, doesn't require the Iron resource, can withdraw from combat and doesn't have a combat penalty when attacking cities.

    The Mobile guard, was a light cavalry of Rashidun army during the Muslim conquest of Syria, that remained under the command of Khalid ibn Walid. This force was earmarked as a cavalry reserve for use in battle as required. After the decisive victory at the Battle of Ajnadayn in 634 A.D, Khalid, from his army of Iraq, which after Ajnadayn numbered about 8,000 men, organised a force of 4,000 horsemen, which the early historians refer to as The Army of Movement, For want of a better translation, it shall be called the Mobile Guard. This force was kept under his personal command by Khalid. The first recorded use of this mounted force was during the siege of Damascus. The best use of this lightly armed fast moving cavalry revealed at Battle of Yarmouk (636 A.D) in which Khalid ibn Walid, knowing the importance and ability of his cavalry, used them to turn the course of events at every critical instance of the battle with there ability to engage and dis-engage and turn back and attack again from the flank or rear, this resulted in shattering defeat of Byzantine army. This was often used in later years as an advance guard. The main function of this strong mobile striking force was to route the opposing armies with its greater ability of mobility that give it an upper hand for maneuvering against any Byzantine army and cavalry. One of the glorious victory of the mobile guard was at Battle of Hazir in 637 A.D under the command of Khalid, in which not a single Byzantine soldier survived. With this mobile striking force the conquest of Syria was made easy for the Muslims who suffered very low casualties. The mobile guard was instrumentle in the Muslim victory at Battle of Iron bridge which followed by the surrender of Antioch city.

    Khalid ibn Walid had organized a military staff-a simple beginning of what later in military history would emerge as the General Staff. He had collected from all the regions in which he had fought-Arabia, Iraq, Syria and Palestine a small group of keen and intelligent men who acted as his 'staff officers', mainly functioning as an intelligence staff. They would collect information, organize the despatch and questioning of agents, and keep Khalid up to date with the latest military situation. This was a personal staff rather than the staff of an army headquarters; wherever Khalid went, this staff went with him, and was part of the mobile guard. The Mobile guard remained under the personal command of Khalid ibn Walid for about four years ( 634 - 638 A.D ) until Khalid was dismissed from army by Caliph Umar after the completion of the conquest of Levant. With the dismissal of Khalid this powerful cavalry regiment was dismantled. One of its brilliant commander Qa'qa ibn Amr was already sent to Persian front in 637 A.D along with reinforcement for the Battle of al-Qadisiyyah, he played a heroic role in the battle. A part of it was later sent to Persian front as a reinforcement for the Islamic conquest of Persia. Many of its eminent riders died in the plague during 639 - 640 A.D which approximately killed 25,000 Muslims in Syria, including many of sub-commanders of Mobile guard like Zirrar ibn Azwar, those who servived accompanied the army under the command of Amr ibn al-'As to conquer Egypt. The Mobile Guard was undoubtedly the finest body of men in the Rashidun army-a corps d'elite.

Mohawk Mohawk

Gunpowder Unit, 1001c7 101c8 700101

Requires

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

Abilities

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

01c6+30% Forest Defense
01c6Starts with Woodsman IWoodsman I
01c6+20% Jungle Defense
01c6+20% Forest Defense
01c6+20% Rainforest Defense

Replacements and Upgrades

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

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

History

The Mohawk is a barbarian unit that spawns in Western North America from 1500 to 1850 AD.

    The Mohican Rifler represents the warriors of the five nations that took up arms during the French and Indian Wars and sided with the British. Made famous in Cooper's novel "Last of the Mohicans," these warriors were legendary for their forced marches through wilderness and combat skills in North America's thick forests. Regiments of Mohawk Riflers supplemented the British garrisons at Forts Owens and William Henry during the war.

Mounted Brave Mounted Brave

Light Cavalry Unit, 801c7 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

Replaces 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

01c6Immune to First Strikes
01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (60% 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

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

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

The Mounted Brave is a barbarian unit that spawns in Central North America from 1700 to 1900 AD.

    The term "brave" simply means a Native American warrior. However, the term comes with good reason, as Native American warriors were renowned for their bravery and strong will. Although the braves originally used somewhat primitive weaponry, the Native Americans began to use guns when the Europeans arrived (which they generally traded for with furs, crops, or other things that would help the colonists survive). The Native Americans were also introduced to horses when the Spaniards arrived in the 16th century. The introduction of horses had the largest impact on the Plains Indians, which includes the Sioux. The Plains Indians used horses for trading, hunting, and raiding, among other things.

Warlords_Atlas_1_5_8 Numidian Cavalry

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

Unique Unit for The PhoeniciansThe Phoenicians
Starting year
01c61200 BC

Unique Units
01c6Sacred Band - (Spearman)
01c6Numidian Cavalry - (Horseman)
Unique Buildings
01c6Glassmaker - (Jeweller)
Unique Power
The Power of Mercenaries:
Can always hurry units with gold and pays no extra upkeep for hurried units

Historical Victory goals
01c6Control five Dye resources and have 15 trade routes by 300 BC
01c6Build a Palace and the Great Cothon in Carthage by 400 BC and control Italy and Iberia in 150 BC
01c6Reveal 60% of the African Coast by 1 AD

Replaces 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

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+50% vs. Melee 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

01c6Starts with Disengage IDisengage I
01c6+20% Withdrawal Chance
, Desert Adaptation

Replacements and Upgrades

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

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

The Numidian Cavalry, the Phoenician replacement for the Horseman, doesn't have a combat penalty when attacking cities, has a combat bonus against Melee Units and begins with the Disengage I and Desert Adaptation promotions.

    Numidia was a Berber kingdom located in northern Africa to the west of Carthage. Originally nomadic tribesmen and well-versed in horsemanship, the Numidians were most famous for their cavalry, which was considered to be among the finest in the ancient world. These warriors were lightly-armed - riding on swift horses equipped with nothing more than a small shield and a fistful of javelins - but very tough customers nonetheless. Even after settling down in cities, the Numidians remained enamored with the horse warriors - the Numidians did eventually produce infantry, but it was always regarded as unreliable and substantially inferior to the cavalry.
    Numidian cavalry specialized in hit-and-run attacks, making excellent use of their javelins to harass and break up enemy formations. They were never intended to close with the enemy and fight hand-to-hand. Roman commanders were initially skeptical of the threat posed by such lightly armed cavalry, but they soon learned of the danger caused by a force that constantly would attack, retreat and regroup, and then attack again, always remaining out of range of melee weapons. Ancient authors compare the Numidian cavalry to a pack of dogs, because of the way that they savaged the flanks and rear of enemy formations. It required strict discipline for opposing infantry not to break ranks when they came under attack from Numidian cavalry, but in time the Romans learned from their mistakes and became more adept at combating them.
    Numidian cavalry was not the fastest, but since the riders wore no armor, they were nimbler than the opposition of the day and able to traverse terrain too difficult for heavier cavalry. Numidian cavalry is most famous for serving in Hannibal's cavalry wing during the Second Punic War. However, they were also employed by the Romans as mercenaries as well. Julius Caesar deployed Numidians during his campaigns - and also fought against them during the Roman Civil War. In short, Numidian cavalry was highly prized and among the best light cavalry in the ancient world.

Oathsworn Oathsworn

Melee Unit, 501c7 201c8 350101

Requires

AlloysAlloys
01c6Can Chop Down a Forest
01c6Can Remove Savanna
01c6Can Train Light Swordsman, Axeman
1500114

Abilities

Unique Unit for The CeltsThe Celts
Starting year
01c6600 BC

Unique Units
01c6Oathsworn - (Light Swordsman)
01c6Gallowglass - (Heavy Swordsman)
Unique Buildings
01c6Menhir - (Monument)
Unique Power
The Power of Druids:
Units in forests heal at the same rate as in friendly cities

Historical Victory goals
01c6Conquer two cities by 150 BC
01c6Control three cities in Gaul and settle three out of Ireland, Britain, Iberia, Pannonia and Anatolia by 150 BC
01c6Spread Orthodoxy or Catholicism to twelve cities by 1000 AD

Replaces Light SwordsmanLight Swordsman (Melee Units)
501c7, 101c8
Requires Alloys
Requires Copper or Iron or Obsidian

01c6+25% City Attack
01c6Starts with MobilityMobility
01c6-1 Terrain Movement Cost

Replacements and Upgrades

Light SwordsmanLight Swordsman (Melee Units)
501c7, 101c8
Requires Alloys
Requires Copper or Iron or Obsidian

SwordsmanSwordsman (Melee Units)
601c7, 101c8
01c6+10% City Attack
Requires Bloomery
Requires Iron
Heavy SwordsmanHeavy Swordsman (Melee Units)
801c7, 101c8
01c6+10% City Attack
Requires Civil Service
Requires Steel
Requires Copper or Iron

History

TXT_KEY_UNIT_CELTIC_OATHSWORN_STRATEGY

TXT_KEY_UNIT_CELTIC_OATHSWORN_PEDIA

Button_Sipahi Oghuz

Light Cavalry Unit, 601c7 301c8 500101

Requires

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

Abilities

Unique Unit for The TurksThe Turks
Starting year
01c6552 AD

Unique Units
01c6Oghuz - (Horse Archer)
Unique Buildings
01c6Divan - (Jail)
Unique Power
The Power of Orda:
Barbarians cannot enter your territory during peacetime and mounted barbarians will join your armies if attacked during wartime

Historical Victory goals
01c6Control 6% of the world and pillage 20 improvements by 900 AD
01c6Build a land based trade connection from a city in China to one of your Mediterranean ports and spread Silk Route to 14 of your cities by 1100 AD
01c6Have developing culture in your capital by 900 AD, have refined culture in a different capital by 1100 AD and have influential culture in another capital by 1400 AD

Replaces 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

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 MarchMarch
01c6Can Heal while Moving
, Steppe Adaptation

Replacements and Upgrades

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

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

The Oghuz, the Turkic replacement for the Horse Archer, starts with the March promotion, have hidden nationality and can attack units of other civilizations without declaring war.

    The Oghuz, Oguz or Ghuzz Turks were a western Turkic people who spoke the Oghuz languages from the Common branch of Turkic language family. The name Oghuz is a Common Turkic word for "tribe". By the 10th century, Islamic sources were calling Muslim Oghuzes, as opposed to shamanists or Buddhists, of Turkmens. By the 12th century, this term had passed into Byzantine usage and the Oghuz were overwhelmingly Muslim.

    Oghuz warriors served in almost all Islamic armies of the Middle East from the 1000s onwards, in Byzantium from the 800's, and even in Spain and Morocco. In later centuries, they adapted and applied their own traditions and institutions to the ends of the Islamic world and emerged as empire-builders with a constructive sense of statecraft. The militarism that the Oghuz empires were very well known for was rooted in their centuries-long nomadic lifestyle.

    In general, they were a herding society that possessed certain military advantages that sedentary societies did not have, particularly mobility. Alliances by marriage and kinship, and systems of "social distance" based on family relationships were the connective tissues of their society. In Oghuz traditions, "society was simply the result of the growth of individual families".

Beyond_the_Sword_Atlas_3_10 Oromo Warrior

Gunpowder Unit, 1001c7 101c8 700101

Requires

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

Abilities

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

01c61 First Strike
01c6Immune to First Strikes
01c6Starts with Drill IDrill I
01c61 Extra First Strike Chance
, Drill IIDrill II
01c61 Extra First Strike
01c6Suffers 20% less Collateral Damage

Replacements and Upgrades

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

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

History

The Oromo Warrior is a barbarian unit that spawns in Africa from 1500 to 1700 AD.

    The Oromo are a cultural group that has lived for centuries in the area today known as Ethiopia. Historically defined by their unique democratic caste system, each age group within the Oromo was assigned to a specific position within society. As an Oromo citizen aged, they progressed through these age groupings to assume different positions within the Oromo hierarchy. Young men between the ages of sixteen and thirty-two were traditionally assigned to the warrior caste. Young Oromo men were not fully considered men until they had killed a man or, in times of peace, a fierce animal.
    Bravery in combat was paramount among Oromo culture, and many of their customs required retelling the histories of great warriors. These storytelling traditions reinforced the warlike attitude prevalent throughout Oromo society. In addition to this focus on military achievement, the Oromo also heavily stressed the importance of harmony and peace amongst their people. This unifying ideal ensured that if any outside military force attacked an Oromo tribe, they could expect a united Oromo counterattack.

Panzer Panzer

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

Unique Unit for The PrussiansThe Prussians
Starting year
01c61700 AD

Unique Units
01c6Fusilier - (Musketeer)
01c6Panzer - (Tank)
Unique Buildings
01c6Assembly Plant - (Factory)
Unique Power
The Power of Doctrine:
Units retain all their experience when upgraded

Historical Victory goals
01c6Settle nine great people in Berlin in 1900 AD
01c6Control Italy, Central Europe, France, Britain, Scandinavia and Eastern Europe in 1940 AD
01c6Be the first to discover eight Industrial era technologies and eight Global era technologies

Replaces TankTank (Armored Units)
2801c7, 201c8
01c6Can Enter Desert, Tundra, Ice
01c6Doesn't Receive Defensive Bonuses
01c6Starts with Blitz
Requires Synthetics
Requires Oil

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
01c6+25% Attack vs. RiflemanRifleman (Gunpowder Units)
1601c7, 101c8
Requires Ballistics

01c6+25% Attack vs. InfantryInfantry (Gunpowder Units)
2001c7, 101c8
01c6+20% vs. Marine
01c6+20% vs. Paratrooper
Requires Social Services
Requires Ballistics

01c6Starts with BlitzBlitz
01c6Can Attack Multiple Times per Turn
, LeadershipLeadership
01c6Gains +100% Experience from Combat

Replacements and Upgrades

TankTank (Armored Units)
2801c7, 201c8
01c6Can Enter Desert, Tundra, Ice
01c6Doesn't Receive Defensive Bonuses
01c6Starts with Blitz
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

The Panzer, the Prussian replacement for the Tank, has a combat bonus against the Rifleman and Infantry units and begins with the Leadership promotion.

    The word "Panzer" is short for the German word Panzerkampfwagen, which translates to Armored Fighting Vehicle (or Tank) in English. The first Panzers were developed during the 1930s and used by German forces fighting in the Spanish Civil War, but they are most famous for their use during World War II as part of the German Blitzkrieg. Early Panzer models were technologically inferior to those used by Allied forces (especially the Soviet T-34 tank), and many German victories were won more due to the skill of their commanders than to the weaponry the Panzers carried. The Panzer V (known as the Panther) and the Panzer VI (or Tiger) developed during the war made significant improvements to the earlier designs and were a match for any Allied tanks. In the end, heavy bombing of German factories disrupted production and prevented large numbers of these weapons from being produced.

patiyodha_btn Patiyodha

Archery Unit, 501c7 101c8 500101

Requires

NobilityNobility
01c6First to Discover Receives a Great General
01c6Can Train Horse Archer, Camel Archer
5500114

Abilities

Unique Unit for The IndiansThe Indians
Starting year
01c61500 BC

Unique Units
01c6Patiyodha - (Longbowman)
01c6Varu - (War Elephant)
Unique Buildings
01c6Edict - (Monument)
Unique Power
The Power of Purity:
One extra 01c4 from buildings that provide 01c2

Historical Victory goals
01c6Control Vishwanath and the Mahabodhi in 100 BC
01c6Control 25 temples by 700 AD
01c6Control 20% of the world's population in 1200 AD

Replaces 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

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

01c61 First Strike
01c6Can Withdraw from Combat (30% Chance)
01c6Causes Collateral Damage (2 Units) (max. 25%)
01c6+25% Hills Strength
01c6+50% Forest Attack
01c6+50% Rainforest Attack
01c6Starts with FormationFormation
01c6+25% vs. Heavy Cavalry Units
, Woodsman IWoodsman I
01c6+20% Jungle Defense
01c6+20% Forest Defense
01c6+20% Rainforest Defense

Replacements and Upgrades

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

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

The Patiyodha, the Indian replacement for the Longbowman, requires Nobility instead of Commune, has one less strength point, is cheaper, has an combat bonus when attacking Jungle and Rainforest, is able to enter Jungle and Rainforest and begins with the Formation and Woodsman I promotions.

    The Guptas seem to have relied heavily on infantry archers, and the bow was one of the dominant weapons of their army. The Hindu version of the longbow was composed of metal, or more typically bamboo, and fired a long bamboo cane arrow with a metal head. Unlike the composite bows of Western and Central Asian foes, bows of this design would be less prone to warping in the damp and moist conditions often prevalent to the region. The Indian longbow was reputedly a powerful weapon capable of great range and penetration and provided an effective counter to invading horse archers. Iron shafts were used against armored elephants and fire arrows were also part of the bowmen's arsenal. India historically has had a prominent reputation for its steel weapons. One of these was the steel bow. Due to its high tensility, the steel bow was capable of long range and penetration of exceptionally thick armor. These were less common weapons than the bamboo design and found in the hands of noblemen rather than in the ranks. Archers were frequently protected by infantry equipped with shields, javelins, and longswords.

Button_Silat Pendekar

Melee Unit, 601c7 101c8 400101

Requires

BloomeryBloomery
01c6Reveals Iron
01c6Can Train Swordsman
01c6Can Construct The Colossus
3000114

Abilities

Unique Unit for The JavaneseThe Javanese
Starting year
01c6716 AD

Unique Units
01c6Pendekar - (Swordsman)
01c6Lantaka - (Bombard)
Unique Buildings
01c6Candi - (Monument)
Unique Power
The Power of Island Agriculture:
Improvements that provide 0100 have twice the effect on islands

Historical Victory goals
01c6Build Prambanan and Borobudur by 1100 AD
01c6Have a population of 75 in happy cities by 1350 AD
01c6Control three Islamic Grand Mosques by 1500 AD

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

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

01c6Can Withdraw from Combat (30% Chance)
01c6+10% City Attack
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

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

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

History

TXT_KEY_UNIT_JAVANESE_PENDEKAR_STRATEGY

TXT_KEY_UNIT_JAVANESE_PENDEKAR_PEDIA

Pioneer Pioneer

Gunpowder Unit, 1001c7 201c8 00101

Requires

Abilities

Unique Unit for The AmericansThe Americans
Starting year
01c61775 AD

Unique Units
01c6Pioneer - (Settler)
01c6Supercarrier - (Carrier)
01c6Flying Fortress - (Bomber)
Unique Buildings
01c6Mall - (Department Store)
Unique Power
The Power of Manifest Destiny
Additional population growth and happiness in cities after immigration and improving resources

Historical Victory goals
01c6Control 20 Farm and Pasture resources, 15 Plantation and Orchard resources and 35 Mine and Quarry resources directly or through vassals by 1880 AD
01c6Build the Statue of Liberty, Brooklyn Bridge, the Empire State Building, Golden Gate Bridge, the Pentagon and the United Nations by 1950 AD
01c6Control 75% of the world's commerce and 75% of the world's military power directly or through allies by 1990 AD

Replaces SettlerSettler
201c8
01c6Can Enter Jungle, Marsh, Rainforest
01c6Can Found a New City
01c6Can rebuild free buildings in cities
01c6Production consumes 0100

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
, 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

01c6Can Only Defend
01c6Can Found a New City
01c6Can rebuild free buildings in cities
01c6+50% Open Terrain Defense
01c6Production consumes 0100
01c6New cities in North America start with a defender and a worker

Replacements and Upgrades

SettlerSettler
201c8
01c6Can Enter Jungle, Marsh, Rainforest
01c6Can Found a New City
01c6Can rebuild free buildings in cities
01c6Production consumes 0100

History

The Pioneer, the American replacement for the Settler, can defend itself and spawns a defender and a worker in when it founds a city in North America.

    American pioneers are any of the people in American history who migrated west to join in settling and developing new areas. The term especially refers to those who were going to settle any territory which had previously not been settled or developed by European, African or American society, although the territory was inhabited by or utilized by Native Americans.

    The pioneer concept and ethos greatly predate the migration to parts of the United States now called Western, as many places now considered as East were also settled by pioneers from the coast. For example, Daniel Boone, a key figure in American history, settled in Kentucky, when that "Dark and Bloody Ground" was still undeveloped.

    One important development in the Western settlement was the Homestead Act, which provided formal legislation for the settlers which regulated the settlement process.

Button_Pombos Pombos

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

Abilities

Unique Unit for The CongoleseThe Congolese
Starting year
01c61390 AD

Unique Units
01c6Pombos - (Heavy Swordsman)
Unique Buildings
01c6Mbwadi - (Weaver)
Unique Power
The Power of the Tropics:
Jungles, rainforests, and marshes yield 0100 and 0101 and cause no 01c5

Historical Victory goals
01c6Acquire 12% of the votes in the Apostolic Palace by 1650 AD
01c6Acquire 1000 gold through the slave trade by 1800 AD
01c6Enter the Industrial era before anyone enters the Global era

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

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
, 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

01c6+10% City Attack
01c6+50% vs. Gunpowder Units

Replacements and Upgrades

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

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

History

The Pombos, the Congolese replacement for the Heavy Swordsman, is able to enter Jungle, Rainforest and Marsh, has a combat bonus against Gunpowder Units and doesn't require the Copper or Iron resources.

    The bulk of the fighting hosts were made of up general purpose levies and volunteers, but most Kongo polities maintained a small core of dedicated soldiers- nucleus of a standing army. Special detachments and commands called lucanzos were also used for various missions, and one such under a commander called Kakula ka Kabasa was defeated by the Portuguese in 1586 when crossing a river. Other special troops sometimes used included elite scouting units, the pombos, who sometimes ran with, and kept up with horses when they were used in the region. The pombos also performed pursuit duties. "Light" and "heavy" troop types were recognized. The light troops were far more numerous, and relied more on individual skill and technique (dodging spears for example). The "heavies" were more disciplined and relied on stronger defensive weapons and formations. A limited number such types operated in the Kongo kingdom, and were armed with shields, unlike other forces. They were reputedly the best soldiers in the country. Tactical units were recognized, from basic sections of 100-125 men, to larger units of 500, called mozengos or embalos. Groupings of these units made up a specific field force that could number up to 15,000 troops.

Qizilbash Qizilbash

Gunpowder Unit, 1001c7 101c8 700101

Requires

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

Abilities

Unique Unit for The IraniansThe Iranians
Starting year
01c61501 AD

Unique Units
01c6Qizilbash - (Arquebusier)
01c6Zamburak - (Camel Gunner)
Unique Buildings
01c6Bagh - (Park)
Unique Power
The Power of Safaviyya:
Religious buildings produce +2 0115 and +2 0114

Historical Victory goals
01c6Have open border agreements with ten European civilizations by 1650 AD
01c6Control Mesopotamia, Transoxiana and Punjab in 1750 AD
01c6Have a city with 20000 culture in 1800 AD

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

01c6+25% vs. Gunpowder Units
01c6Starts with Guerilla IGuerilla I
01c6+20% Hills Defense

Replacements and Upgrades

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

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

History

The Qizilbash, the Iranian replacement for the Arquebusier, has a combat bonus against other Gunpowder Units and begins with the Guerilla I promotion.

    Qizilbash ("Crimson/Red Heads") is the label given to a wide variety of Shia Islamic militant groups that flourished in Anatolia and Kurdistan from the late 13th century onwards, some of which contributed to the foundation of the Safavid dynasty of Iran. The expression "Red Heads" is derived from their distinctive twelve gored crimson headwear, indicating their adherence to the twelve Ithna'ashari Imams and to Haydar Safavi, the spiritual leader (sheikh) of the Safaviyya movement. The Qizilbash were a coalition of many different peoples of predominantly (but not exclusively) Turkic-speaking Azerbaijani background, united in their adherence to the Safavid doctrine of Shiism.

Warlords_Atlas_1_8_10 Raider

Melee Unit, 401c7 201c8 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

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

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
, 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

01c6+100% vs. Heavy Cavalry Units
01c6Starts with MobilityMobility
01c6-1 Terrain Movement Cost

Replacements and Upgrades

SpearmanSpearman (Melee Units)
401c7, 101c8
01c6+100% vs. Heavy Cavalry Units
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

TXT_KEY_UNIT_NATIVE_RAIDER_STRATEGY

    The Zulu spearmen were warriors without peer in southern Africa, dispatching every force that they encountered until running up against the superior technology of the Europeans. The Zulus were organized for the first time by Shaka, who began forming spearmen into groups called "impi" even before he became the chief of his tribe. Impi warriors began training as early as the age of six, serving first as porters and servants, and when of age, the cadets were trained in the use of weapons. When Zulu males reached adulthood at age twenty, they would become full members of their warband.
    Zulu spearmen were expected to be able to outrun a horse, travel 50 miles a day on foot, and move silently through rough terrain. The difficult training that the Zulu warriors went through made them tougher and stronger than their opponents, who frequently outnumbered the Zulus in battle.
    When going into battle, the Zulu spearmen painted their faces with chalk and red ochre to make themselves more intimidating. They carried spears (called "ilkwa") made of wood with a long iron point. The ilkwa was a stabbing weapon, unlike its predecessor the javelin-like "assegai," which had been used for throwing. Along with the spear, Zulus would carry a medium-sized shield. As contact with Europeans became more frequent later in the nineteenth century, Zulu warriors also made use of muskets and rifles captured from the British, although the Zulus did not have the training to use them properly.
    Tactically, the soldiers of a Zulu impi often used Shaka's "bull horns" formation, which consisted a main force ("isifuba" or chest) and two wings on the sides ("izimpondo" or horns) designed to outflank the enemy. A fourth group of veterans would remain as a reserve in the rear.
    The Zulu spearmen formed an effective and highly-versatile army which proved to be almost invincible when facing other African forces. They traveled lightly and could move very fast (if not the 50 miles a day that they claimed), but they also packed enough force to disrupt heavy enemy formations. Shaka used hit-and-run techniques against the numerically-superior Ndwandwe in the 1820s and achieved complete victory in a series of engagements.
    However, the Zulu spearmen were no match for the Martini-Henry rifles and Maxim guns of the British army when they went to war in 1878. The technological rift could not be overcome with Zulu valor.

RattanArcher Rattan Archer

Archery Unit, 601c7 101c8 600101

Requires

Civil ServiceCivil Service
Obsoletes The Hanging Gardens
01c6Can Train Heavy Swordsman
01c6Can Construct Wat Preah Pisnulok, Khajuraho
7000114

Abilities

Unique Unit for The VietnameseThe Vietnamese
Starting year
01c6938 AD

Unique Units
01c6Viet Cong - (Infantry)
01c6Rattan Archer - (Longbowman)
Unique Buildings
01c6Water Puppet Theatre - (Theatre)
Unique Power
The Power of Resistance:
When attacking within their own territory, units receive the defensive bonus of their current tile

Historical Victory goals
01c6Create two Great Generals by 1500 AD
01c6Control a Confucian Guozijian by 1600 AD
01c6Have three cities with influential culture by 1700 AD

Replaces 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

01c62 First Strikes
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
01c6Starts with 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

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

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

TXT_KEY_UNIT_VIETNAMESE_RATTAN_ARCHER_STRATEGY

TXT_KEY_UNIT_VIETNAMESE_RATTAN_ARCHER_PEDIA

Unit_Resource_Atlas_5_4 Redcoat

Gunpowder Unit, 1201c7 101c8 900101

Requires

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

Abilities

Unique Unit for The EnglishThe English
Starting year
01c6820 AD

Unique Units
01c6Redcoat - (Musketeer)
01c6Man-of-War - (Ship of the Line)
Unique Buildings
01c6Exchequer - (Courthouse)
Unique Power
The Power of Indirect Rule:
Reduced colony maintenance from number of colonies per continent

Historical Victory goals
01c6Control six cities in North America, four cities in South and Central America and three cities in Africa and have 25 level three naval units by 1770 AD
01c6Control twelve cities in Asia and ten cities in Africa, settle six cities in Oceania and build a Railroad connection from North Africa to South Africa by 1880 AD
01c6Be the first to discover eight Renaissance era technologies and eight Industrial era technologies

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

01c6Causes Collateral Damage (5 Units) (max. 60%)
01c6+10% vs. ArquebusierArquebusier (Gunpowder Units)
1001c7, 101c8
Requires Firearms

Replacements and Upgrades

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

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

History

The Redcoat, the English replacement for the Musketeer, causes collateral damage.

    A soldier of the British Army. The usual uniform of British soldiers during the 18th and 19th centuries (prior to the introduction of khaki) was a red (or scarlet) coat and white breeches. The epithet "Redcoats" was used throughout the world, but is particularly associated with the American colonists. The term is still used in Ireland to refer to the British Army, and sometimes to all British people.

Rocketeer Rocketeer

Gunpowder Unit, 1201c7 101c8 1000101

Requires

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

Abilities

Unique Unit for The DravidiansThe Dravidians
Starting year
01c6300 BC

Unique Units
01c6Rocketeer - (Grenadier)
01c6Dharani - (Cog)
Unique Buildings
01c6Gopuram - (Civic Square)
Unique Power
The Power of Trade Guilds:
+10% foreign 01cc yield for every traded resource

Historical Victory goals
01c6Have 5000 gold and 7500 culture in 600 AD and acquire 7500 gold by trade by 1200 AD
01c6Control or vassalize the Deccan, Bengal, Srivijaya and Burma in 1000 AD
01c6Have a city of size 25 by 1500 AD

Replaces 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

01c6Can Withdraw from Combat (50% Chance)
01c6Causes Collateral Damage (5 Units) (max. 50%)
01c6+25% Attack vs. MusketeerMusketeer (Gunpowder Units)
1201c7, 101c8
01c6+10% vs. Arquebusier
Requires Replaceable Parts

01c6+25% Attack vs. RiflemanRifleman (Gunpowder Units)
1601c7, 101c8
Requires Ballistics

Replacements and Upgrades

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

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

History

The Rocketeer, the Dravidian replacement for the Grenadier, has two additional strength points and does collateral damage to two more units.

    Rockets were invented in medieval China (around 1044 AD) but it's first practical use for serious purpose other then entertainment took place in 1232 by the Chinese against the Mongols at the siege of Kai-Feng-fue.

    Thereafter from 1750 to 1799 AD, Haider Ali and Tipu Sultan (Sultan of Mysore, in South India) perfected rocket's use for military purposes, very effectively using it in war against British colonial armies. Tipu Sultan had 27 brigades (called 'Kushoons') and each brigade had a company of rocket men called 'Jourks'. In the Second Anglo-Mysore war, at the Battle of Pollilur (10 September 1780), Hyder and Tipu achieved a grand victory, the contributory cause being that one of the British ammunition tambrils was set on fire by Mysorean rockets.

    At the Battle of Seringapatam in 1792, Indian soldiers launched a huge barrage of rockets against British troops, followed by an assault of 36,000 men. Although the Indian rockets were primitive by modern standards, their sheer numbers, noise and brilliance were said to have been quite effective at disorienting British soldiers. During the night, the rockets were often seen as blue lights bursting in the air. Since Indian forces were able to launch these bursting rockets from in front of and behind British lines, they were a tremendous tool for throwing the British off guard. The bursting rockets were usually followed by a deadly shower of rockets aimed directly at the soldiers. Some of these rockets passed from the front of the British columns to the rear, inflicting injury and death as they passed. Sharp bamboo was typically affixed to the rockets, which were designed to bounce along the ground to produce maximum damage. Two of the rockets fired by Indian troops in 1792 war are on display at the Royal Artillery Museum in London.

    Later at the Battle of Srirangapattana (4th Anglo-Mysore war) April 1799, British forces lead by Col Arthur Wellesley (Duke of Wellington) ran away from battlefield when attacked by rockets and musket fire of Tipu Sultan's army. Unlike contemporary rockets whose combustion chamber was made of wood (bamboo), Tipu's rockets weighing between 2.2 to 5.5 kg used iron cylinder casing that allowed greater pressure, thrust and range (1.5 to 2.5 km).

    The British were greatly impressed by the Mysorean rockets using iron tubes. At the end of war more then 700 rockets and sub systems of 900 rockets were captured and sent to England.

Rural Rural

Light Cavalry Unit, 1401c7 201c8 1300101

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

Unique Unit for The MexicansThe Mexicans
Starting year
01c61810 AD

Unique Units
01c6Rural - (Cavalry)
Unique Buildings
01c6Charreada Arena - (Arena)
Unique Power
The Power of Positivism:
Converts +50% 0101 to 0114

Historical Victory goals
01c6Control three cathedrals of your state religion by 1880 AD
01c6Create three Great Generals by 1940 AD
01c6Make Mexico City the most populous city in the world in 1960 AD

Replaces 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

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

01c6Starts with Combat ICombat I
01c6+10% Strength

Replacements and Upgrades

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

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

The Rural, the Mexican replacement for the Cavalry, is cheaper, receives a defensive bonus and begins with the Combat I promotion.

    Rurales was the name commonly used to designate the Mexican Guardia Rural (Rural Guard): a force of mounted police or gendarmerie that existed between 1861 and 1914. In modern Mexico the name is applied to members of a part-time rural defense corps.
    The image of the Rurales as a ruthless and efficient organisation, which seldom took prisoners under the notorious ley fuga and inevitably got its man, was deliberately fostered under the Porfirian regime. However, research during the 1970s involving detailed examination of the records of the corps indicated that the Rurales were neither as effective nor as brutal as regime publicists had suggested. Never numbering more than about 4,000 men located in small detachments, the Rurales were too thinly spread to ever completely eliminate unrest in the Mexican countryside. They did however impose a superficial order, especially in the central regions around Mexico City, which encouraged the foreign investment sought by Díaz and his científico advisers . To a certain extent the regime saw the Rurales as a counterweight to the much larger Federal army and in the later years of the regime they were increasingly used to control industrial unrest, in addition to their traditional task of patrolling country areas.

SacredBand Sacred Band

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

Unique Unit for The PhoeniciansThe Phoenicians
Starting year
01c61200 BC

Unique Units
01c6Sacred Band - (Spearman)
01c6Numidian Cavalry - (Horseman)
Unique Buildings
01c6Glassmaker - (Jeweller)
Unique Power
The Power of Mercenaries:
Can always hurry units with gold and pays no extra upkeep for hurried units

Historical Victory goals
01c6Control five Dye resources and have 15 trade routes by 300 BC
01c6Build a Palace and the Great Cothon in Carthage by 400 BC and control Italy and Iberia in 150 BC
01c6Reveal 60% of the African Coast by 1 AD

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

01c6+25% City Strength
01c6+100% vs. Heavy Cavalry Units
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

SpearmanSpearman (Melee Units)
401c7, 101c8
01c6+100% vs. Heavy Cavalry Units
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

The Sacred Band, the Phoenician replacement for the Spearman, has a combat bonus when attacking and defending cities and starts with the Amphibious promotion.

    The Sacred Bands of Carthage were elite military units entrusted to guard the Republic. Unlike most Carthaginian military units, they were formed entirely of Carthaginian citizens as opposed to the mercenaries who made up the bulk of the Carthaginian army overseas; in fact, they were the only parts of the Carthaginian armies that mercenaries were forbidden to join. The Sacred Band of Astarte was a unit of heavy cavalry, operating in the Hellenistic style. Baal had his own Sacred Band as well, operating as heavy infantry. The skill and experience of these soldiers more than made up for their small numbers, causing historians such as Polybius to describe them as "The shining emblem of Carthage on the battlefield even when there is a host of a hundred thousand men".

    These soldiers were held as sacred because of the oath they swore when they were accepted in the ranks of the band. Their equipment was also drawn from the temples of the gods, and individual soldiers treated their weapons with honor, feeling they had an obligation to do so. The Sacred Band was easily perceived on a battlefield by wearing white, the color associated with death in Carthaginian society.

    Tactically, the Sacred Bands relied heavily on mobility and maneuverability, rather than brute strength, making them agile and sophisticated fighters on the battlefield. They were, however, capable of participating in close fighting by locking their shields and spears together into a classical Phalanx formation of spearmen or pikemen, should the tactical situation call for it.

    The Carthaginian Sacred Bands were eventually defeated during the First Punic War, but were reconstituted by the Carthaginian commander Hannibal Barca prior to Carthage's invasion of the Roman Republic during The Second Punic War.

Unit_Resource_Atlas_5_6 Samurai

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
IronIron
01c6+10101
01c6Revealed by Bloomery

Abilities

Unique Unit for The JapaneseThe Japanese
Starting year
01c6525 AD

Unique Units
01c6Samurai - (Heavy Swordsman)
01c6Zero - (Fighter)
Unique Buildings
01c6Zaibatsu - (Factory)
Unique Power
The Power of Modernization:
After discovering all medieval techs, every tech three other civilizations are willing to trade costs -50% 0114

Historical Victory goals
01c6Have 30000 culture in founded cities by 1600 AD
01c6Control or vassalize Korea, Manchuria, China, Indochina, Indonesia and the Philippines in 1940 AD
01c6Be the first to discover eight Global era technologies and eight Digital era technologies

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

01c6+10% City Attack
01c6Starts with LeadershipLeadership
01c6Gains +100% Experience from Combat

Replacements and Upgrades

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

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

History

The Samurai, the Japanese replacement for the Heavy Swordsman, begins with the Leadership promotion and cannot be built with the Copper resource.

    Similar to the European knights, Japanese samurai were landowners who volunteered military service in exchange for a larger warlord's protection. Their handsome lacquer armor gave them durable protection on the battlefield. The warrior code of "Bushido" placed exacting restrictions on their behavior, both on the field of battle and off. One such tenet was that samurai of opposing forces must seek each other out and battle one on one. While their armor provided some safety from early gunpowder weapons, soon more advanced weaponry and skilled marksmen relegated them to administrative and leadership roles. The samurai caste was abolished in 1868.

Button_Savaran Savaran

Heavy Cavalry Unit, 801c7 201c8 800101

Requires

GeneralshipGeneralship
01c6Can Build a Fort
01c6Enables Hegemony
01c6Can Train War Elephant
01c6Enables Formation
3500114
HorseHorse
01c6+10101
01c6Revealed by Pastoralism
and IronIron
01c6+10101
01c6Revealed by Bloomery

Abilities

Unique Unit for The PersiansThe Persians
Starting year
01c6850 BC

Unique Units
01c6Immortal - (Spearman)
01c6Savaran - (Lancer)
Unique Buildings
01c6Qanat - (Aqueduct)
Unique Power
The Power of Satrapy:
Additional stability for recently conquered cities

Historical Victory goals
01c6Build a Road connection from Persepolis to Anatolia by 500 BC
01c6Control ten wonders and 35% of the world's population in 300 BC
01c6Control two Zoroastrian Royal Fires and have eight cities with refined culture by 600 AD

Replaces 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

01c6Immune to First Strikes
01c6Doesn't Receive Defensive Bonuses
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

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

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

The Savaran, the Persian replacement for the Lancer, requires Generalship instead of Feudalism, has two less strength points and doesn't have a combat penalty when attacking cities.

    The Aswaran (singular aswar), also spelled Asbaran, was a military force that formed the backbone of the army of the Sasanian Empire. They were provided by the aristocracy, were heavily armored, and ranged from archers to cataphracts.

    The aswaran wore chainmail armor, and ranged from archers to cataphracts. They assumed a description with the bravery, tactics, and ethics of the Sasanians. They mastered in single combat in battles (mard o-mard), rode on elephants and horses, and their valor was recognized with ornamental emblems. Titles such as hazarmard ("whose strength is equal to one thousand men"), zih asbar ("superior rider"), and pahlawan-i gehan ("hero/champion of the world"), were their epithets. They wrote the name of the Sasanian emperor and their valuable family members on their arrows as a good omen. They outperformed others in archery to the extent that later writers thought that they had introduced the profession. They were superior and unmatched in the profession, which was even acknowledged by their enemies. The major effectiveness of the Sasanian cavalry was noted by contemporaneous Roman writers, including Ammianus Marcellinus, and led the Romans to adopt aspects of Sasanian cavalry including their arms, armour and techniques.

Shotelai Shotelai

Melee Unit, 601c7 101c8 400101

Requires

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

Abilities

Unique Unit for The EthiopiansThe Ethiopians
Starting year
01c6295 BC

Unique Units
01c6Shotelai - (Swordsman)
01c6Mehal Sefari - (Rifleman)
Unique Buildings
01c6Stele - (Monument)
Unique Power
The Power of Highlands:
+10100 on hill tiles that yield at least one 0100

Historical Victory goals
01c6Acquire five Incense resources by 400 AD
01c6Adopt Orthodoxy, settle five Great Prophets in your cities and have pleased relations with eight other Christian civilizations by 1200 AD
01c6Liberate twelve cities in Africa from non-African civilizations and have friendly or better relations with all African civilizations in 1930 AD

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

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

01c6+10% City Attack
01c6Starts with Guerilla IGuerilla I
01c6+20% Hills Defense

Replacements and Upgrades

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

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

History

The Shotelai, the Ethiopian replacement for the Swordsman, doesn't require the Iron resource and begins with the Guerilla I promotion.

    Evidence for the shotel dates from the earliest Damotians (Damites) and Axumites, used by both mounted and dismounted warriors. After the Solomonic restoration of Atse Yikuno Amlak I, the resurgent Emperors began to re-establish the Axumite armies. This culminated in the reign of Amda Seyon I. Ethiopian forces were armed with short and long swords such as the Seif and Gorade. The Shotel swordsmen known as Shotelai and organized in the Axurarat Shotelai comprised one of the elite forces of Amda Seyon's Imperial host. Along with the Hareb Gonda and Korem cavalry, Keste Nihb archers and Axuarat Axuarai lancers were said to be the forces that "flew through the air like the eagle and spun on the ground like the avalanche", by a contemporaneous historian.[citation needed] Shotel techniques among others included hooking attacks both against mounted and dismounted opponents that had devastating effect especially against mounted cavalry. The shotel could be used to hook and rip the warrior off the horse. Classically the Shotel was employed in a dismounted state to hook the opponent by reaching around a shield or any other defensive implement or weapon.

SiegeElephant Siege Elephant

Siege Weapons, 601c7 101c8 1200101

Requires

GunpowderGunpowder
Obsoletes The Parthenon
01c6Can Train Bombard, Galleass, Caravel, Galleon, Privateer, Frigate
01c6Can Construct The Kremlin
9000114
IvoryIvory
01c6+10101
Happy: +101c2(with Camp)
and (CopperCopper
01c6+10101
01c6Revealed by Smelting
or IronIron
01c6+10101
01c6Revealed by Bloomery
)

Abilities

Unique Unit for The MughalsThe Mughals
Starting year
01c61206 AD

Unique Units
01c6Sowar - (Cuirassier)
01c6Siege Elephant - (Bombard)
Unique Buildings
01c6Durbar - (Estate)
Unique Power
The Power of Architecture:
Completing a building grants half its 0101 cost as 0115

Historical Victory goals
01c6Control three Islamic Grand Mosques by 1500 AD
01c6Build the Red Fort, Shalimar Gardens and the Taj Mahal by 1660 AD
01c6Have 50000 culture in 1750 AD

Replaces 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

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
01c6+25% vs. Archery Units
01c6+25% vs. Gunpowder Units
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

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

The Siege Elephant, the Mughal replacement for the Bombard, requires the Ivory resource, has one additional strength point and has a combat bonus against Archery Units and Gunpowder Units.

    Once gunpowder was developed, empires that used war elephants found that they were large enough to mount small cannon. Gunpowder also proved to be the downfall of war elephants, as the large animals made excellent targets for artillery.

Button_SiegeRam Siege Ram

Siege Weapons, 201c7 101c8 400101

Requires

LeverageLeverage
01c6Can Build a Road
01c6Can Train Chariot
01c6Can Construct Weaver
1200114

Abilities

Unique Unit for The AssyriansThe Assyrians
Starting year
01c62600 BC

Unique Units
01c6Azmaru - (Spearman)
01c6Siege Ram - (Catapult)
Unique Buildings
01c6Kalliu - (Barracks)
Unique Power
The Power of the First Empire:
No resistance in conquered cities

Historical Victory goals
01c6Acquire 250 gold from conquering cities and have five level three units by 1200 BC
01c6Control Mesopotamia, Persia, the Levant and Egypt by 900 BC
01c6Settle three great people in your capital by 600 BC

Replaces 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

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 (2 Units) (max. 40%)
01c6Immune to collateral damage from Siege Weapons
01c6+75% City Attack
01c6Can Bombard City Defenses (-8%/Turn)
01c6Starts with CoverCover
01c6+25% vs. Archery Units

Replacements and Upgrades

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

History

TXT_KEY_UNIT_ASSYRIAN_SIEGE_RAM_STRATEGY

TXT_KEY_UNIT_ASSYRIAN_SIEGE_RAM_PEDIA

Sowar Sowar

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

Unique Unit for The MughalsThe Mughals
Starting year
01c61206 AD

Unique Units
01c6Sowar - (Cuirassier)
01c6Siege Elephant - (Bombard)
Unique Buildings
01c6Durbar - (Estate)
Unique Power
The Power of Architecture:
Completing a building grants half its 0101 cost as 0115

Historical Victory goals
01c6Control three Islamic Grand Mosques by 1500 AD
01c6Build the Red Fort, Shalimar Gardens and the Taj Mahal by 1660 AD
01c6Have 50000 culture in 1750 AD

Replaces 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

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

Replacements and Upgrades

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

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

History

TXT_KEY_UNIT_MUGHAL_SOWAR_STRATEGY

TXT_KEY_UNIT_MUGHAL_SOWAR_PEDIA

Strelets Strelets

Gunpowder Unit, 1001c7 201c8 700101

Requires

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

Abilities

Unique Unit for The RussiansThe Russians
Starting year
01c61263 AD

Unique Units
01c6Strelets - (Arquebusier)
01c6Cossack - (Hussar)
Unique Buildings
01c6Ostrog - (Jail)
Unique Power
The Power of Hardship:
Unhappiness from hurrying and drafting is applied to your happiest city

Historical Victory goals
01c6Control two Orthodox Cathedrals by 1500 AD and control three Orthodox wonders by 1600 AD
01c6Settle twelve cities in Siberia by 1700 AD and build a Railroad connection from Moscow to the Siberian Coast by 1920 AD
01c6Adopt Communism, have friendly relations with five other communist civilizations and control 30 ICBMs and 30 Satellites by 1970 AD

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

01c6Starts with City Garrison ICity Garrison I
01c6+20% City Defense

Replacements and Upgrades

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

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

History

The Strelets, the Russian replacement for the Arquebusier, has one additional movement point and begins with the City Garrison I promotion.

    Streltsy were the units of Russian guardsmen in the 16th - early 18th centuries, armed with firearms. They are also collectively known as Marksman Troops.
    The first streltsy units were created by Ivan the Terrible sometime between 1545 and 1550 and armed with the arquebus. They first saw combat at the Siege of Kazan in 1552. Initially, the streltsy were recruited from among the free tradespeople and rural population. Subsequently, military service in this unit became lifelong and hereditary. Thus, while initially an elite force in the sixteenth century, their effectiveness was reduced by poor training and lack of volunteerism in recruiting.

Supercarrier Supercarrier

Naval Unit, 2401c7 1001c8 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
UraniumUranium
01c6Revealed by Radio
Healthy: +201c4(with Diagnostics Center)

Abilities

Unique Unit for The AmericansThe Americans
Starting year
01c61775 AD

Unique Units
01c6Pioneer - (Settler)
01c6Supercarrier - (Carrier)
01c6Flying Fortress - (Bomber)
Unique Buildings
01c6Mall - (Department Store)
Unique Power
The Power of Manifest Destiny
Additional population growth and happiness in cities after immigration and improving resources

Historical Victory goals
01c6Control 20 Farm and Pasture resources, 15 Plantation and Orchard resources and 35 Mine and Quarry resources directly or through vassals by 1880 AD
01c6Build the Statue of Liberty, Brooklyn Bridge, the Empire State Building, Golden Gate Bridge, the Pentagon and the United Nations by 1950 AD
01c6Control 75% of the world's commerce and 75% of the world's military power directly or through allies by 1990 AD

Replaces CarrierCarrier (Naval Units)
1801c7, 901c8
01c6Cargo Space: 3 (Carries Fighters)
Requires Power Projection
Requires Flight
Requires Oil or Uranium

01c6Cargo Space: 5 (Carries Fighters)
01c6Can Intercept Aircraft (30% Chance)
01c6Starts with Medic IMedic I
01c6Heals Units in Same Tile Extra 10% Damage/Turn
, SentrySentry
01c6+1 Visibility Range

Replacements and Upgrades

CarrierCarrier (Naval Units)
1801c7, 901c8
01c6Cargo Space: 3 (Carries Fighters)
Requires Power Projection
Requires Flight
Requires Oil or Uranium

History

TXT_KEY_UNIT_AMERICAN_SUPERCARRIER_STRATEGY

TXT_KEY_UNIT_AMERICAN_SUPERCARRIER_PEDIA

Button_Tercio Tercio

Gunpowder Unit, 1001c7 101c8 700101

Requires

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

Abilities

Unique Unit for The SpanishThe Spanish
Starting year
01c6722 AD

Unique Units
01c6Tercio - (Arquebusier)
01c6Conquistador - (Cuirassier)
Unique Buildings
01c6Citadel - (Castle)
Unique Power
The Power of Discovery:
Naval units receive +2 movement points

Historical Victory goals
01c6Be the first to found a city in the Americas
01c6Control twelve Silver and Gold resources directly or through vassals by 1650 AD
01c6Spread Catholicism to 30% of the world's population and allow no Protestant civilizations in Europe in 1650 AD

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

01c6Starts with PinchPinch
01c6+25% vs. Gunpowder Units
, FormationFormation
01c6+25% vs. Heavy Cavalry Units

Replacements and Upgrades

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

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

History

The Tercio, the Spanish replacement for the Arquebusier, begins with the Pinch and Formation promotions.

    The Tercio ("one third"), also known as Tercio Español, was a Renaissance era military formation similar to and derivative of the Swiss pike square and was a term used to describe a mixed infantry formation of about 3,000 pikemen, swordsmen and arquebusiers in a mutually supportive formation; it was also sometimes referred to by other nations as a Spanish Square after its introduction by the Spanish army, and was widely adopted across international lines and dominated formalized field warfare for more than a century.
    The Tercio Español was the product of the Italian Wars in which the Spanish general, Gonzalo Fernández de Córdoba, would reorganize the Spanish army throughout a series of conflicts at the end of the 15th and early 16th centuries, into a tactically unique combination of modern and medieval combined arms centered around armored infantry. This emphasis on the infantry was the result of Spain's great dependence on mules in daily life, which in turn resulted in an inability to raise large cavalry forces. It marked the transformation of medieval military institutions into the early modern combined-arms army. Gonzalo Fernández, developed the Tercio to further increase the effectiveness of Spanish infantry against every manner of opposing infantry while remaining impervious to the dangers of a cavalry charge.
    At first the army consisted of units of around 6000 men, called coronelias, which by 1534 had been reduced into the Tercios of 3000 for increased mobility on the offensive.

Varu Varu

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

Unique Unit for The IndiansThe Indians
Starting year
01c61500 BC

Unique Units
01c6Patiyodha - (Longbowman)
01c6Varu - (War Elephant)
Unique Buildings
01c6Edict - (Monument)
Unique Power
The Power of Purity:
One extra 01c4 from buildings that provide 01c2

Historical Victory goals
01c6Control Vishwanath and the Mahabodhi in 100 BC
01c6Control 25 temples by 700 AD
01c6Control 20% of the world's population in 1200 AD

Replaces War ElephantWar Elephant (Heavy Cavalry Units)
801c7, 101c8
01c6Can Enter Jungle, Rainforest
01c6Doesn't Receive Defensive Bonuses
01c6+25% vs. Heavy Cavalry Units
Requires Generalship
Requires Riding
Requires Ivory

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
01c6Starts with ShockShock
01c6+25% vs. Melee Units

Replacements and Upgrades

War ElephantWar Elephant (Heavy Cavalry Units)
801c7, 101c8
01c6Can Enter Jungle, Rainforest
01c6Doesn't Receive Defensive Bonuses
01c6+25% vs. Heavy Cavalry Units
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

The Varu, the Indian replacement for the War Elephant, begins with the Shock promotion.

    There is uncertainty as to when elephant warfare first began. The earliest Indian Vedic hymns, the Rigveda, dating from the late 2nd and early 1st millennia BC, make reference to the use of elephants for transport - especially Indra and his divine white elephant, Airavata - but make no reference to the use of elephants in war, focusing instead on Indra's role in leading horse cavalry. The later stories of the Mahabharata and the Ramayana, dating from around the 4th century BC, do however mention elephant warfare, suggesting its introduction during the intervening period. The ancient Indian kings certainly valued the elephant in war, some stating that an army without elephants is as despicable as a forest without a lion, a kingdom without a king or as valour unaided by weapons.

Button_VietCong Viet Cong

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

Unique Unit for The VietnameseThe Vietnamese
Starting year
01c6938 AD

Unique Units
01c6Viet Cong - (Infantry)
01c6Rattan Archer - (Longbowman)
Unique Buildings
01c6Water Puppet Theatre - (Theatre)
Unique Power
The Power of Resistance:
When attacking within their own territory, units receive the defensive bonus of their current tile

Historical Victory goals
01c6Create two Great Generals by 1500 AD
01c6Control a Confucian Guozijian by 1600 AD
01c6Have three cities with influential culture by 1700 AD

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

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

01c62 First Strikes
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

01c6Starts with 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

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

TXT_KEY_UNIT_VIETNAMESE_VIET_CONG_STRATEGY

TXT_KEY_UNIT_VIETNAMESE_VIET_CONG_PEDIA

Beyond_the_Sword_Atlas_2_11 Vulture

Melee Unit, 401c7 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

Replaces Light SwordsmanLight Swordsman (Melee Units)
501c7, 101c8
Requires Alloys
Requires Copper or Iron or Obsidian

01c6+25% Attack vs. MilitiaMilitia (Melee Units)
201c7, 101c8
01c6+25% City Defense

01c6+25% Attack vs. SpearmanSpearman (Melee Units)
401c7, 101c8
01c6+100% vs. Heavy Cavalry Units
Requires Smelting
Requires Copper or Iron or Obsidian

01c6+25% Attack vs. 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

Replacements and Upgrades

Light SwordsmanLight Swordsman (Melee Units)
501c7, 101c8
Requires Alloys
Requires Copper or Iron or Obsidian

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

History

The Vulture is a Barbarian unit that spawns in the Middle East from 1600 BC to 300 AD.

    The Vulture was not a specific type of troop within the Sumerian army, but rather a symbol. Warfare was a fact of life between the city-states of lower Mesopotamia, but it was during a battle between the King of Lagash and the King of Umma in 2525 BC that something exceptional occurred.
    After a resounding victory over the King of Umma, the King of Lagash erected a stele to commemorate the occasion. In commissioning this monument to his victory, the King of Lagash created the first known depiction of war ever created by humanity. The stele's carvings display the troops of Lagash: spearmen arranged in a phalanx formation, with eight men to a row, six rows deep. (As a phalanx arrangement would require strict training and discipline, this suggests that the Sumerians had one of the earliest professional armies.) Elsewhere on the stele, vultures can be seen carrying away the heads of the fallen Umman warriors. As a result, these Sumerian soldiers have become known as the "Vultures of Sumer."

Button_Waka Waka

Naval Unit, 201c7 601c8 300101

Requires

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

Abilities

Unique Unit for The PolynesiansThe Polynesians
Starting year
01c61000 BC

Unique Units
01c6Waka - (Galley)
Unique Buildings
01c6Mala'e - (Monument)
Unique Power
The Power of Navigation:
Culture can expand to third ring Ocean tiles

Historical Victory goals
01c6Settle two out of Hawaii, New Zealand, Marquesas and Easter Island by 800 AD
01c6Settle Hawaii, New Zealand, Marquesas and Easter Island by 1000 AD
01c6Build Moai Statues by 1200 AD

Replaces GalleyGalley (Naval Units)
201c7, 401c8
01c6Cargo Space: 2
01c6Cannot Enter Ocean, Cape (until Compass)
01c6Can Withdraw from Combat (50% Chance)
Requires Seafaring

01c6Cargo Space: 1
01c6Cannot Enter OceanOcean
01c6+10102
01c6Cannot build cities here
, Cape (until Compass)
01c6Can Create Fishing BoatsFishing Boats
01c6+10100 from Republic
01c6+20102 from Thalassocracy
, Create Harvest BoatsHarvest Boats
01c6+20102 from Thalassocracy
, Create Ocean FisheryOcean Fishery, Create Whaling BoatsWhaling Boats
01c6Can Withdraw from Combat (50% Chance)

Replacements and Upgrades

GalleyGalley (Naval Units)
201c7, 401c8
01c6Cargo Space: 2
01c6Cannot Enter Ocean, Cape (until Compass)
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

The Waka, the Polynesian replacement for the Galley, has two additional movement points, is cheaper, has one less cargo space and can create Fishing Boats.

    Waka taua (war canoes) are large canoes manned by up to 80 paddlers and are up to 40 metres in length. Large waka, such as Nga Toki Matawhaorua which are usually elaborately carved and decorated, consist of a main hull formed from a single hollowed-out log, along with a carved upright head and tailboard. The gunwale is raised in some by a continuous plank which gives increased freeboard and prevents distortion of the main hull components when used in a rough seas. Sometimes the hull is further strengthened, as in the case of Te Winika, a 200-year-old design, by a batten or stringer running lengthwise both inside and outside the hull just above the loaded waterline. The resurgence of Maori culture has seen an increase in the numbers of waka taua built, generally on behalf of a tribal group, for use on ceremonial occasions.
    Traditionally the war canoe was highly tapu. No cooked food was allowed in the craft and the waka had to be entered over the gunwales,not the bow or stern which were highly decorated with powerful symbols. Canoes were often painted with black or white with black representing death. The main color was red which stood for tapu. Sometimes a waka would be placed upright as a marker for a dead chief with the curved bottom of the hull carved. Maori told missionaries during the Musket wars that battles between waka took place at sea with the aim being to ram an enemy's waka amidships at high speed. The ramming vessel would ride up over the gunwale and either force it under water or cause it to roll over. The enemies were either killed, left to drown or captured to be used in cannibal feasts or as slaves if they were female. This description matches the attack on the ship's boat of Abel Tasman in Golden Bay in 1642 when a Maori catamaran rammed a cock boat and 4 Dutch sailors were killed.

Unit_Resource_Atlas_6_7 War 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

Unique Unit for The EgyptiansThe Egyptians
Starting year
01c63000 BC

Unique Units
01c6War Chariot - (Chariot)
Unique Buildings
01c6Obelisk - (Monument)
Unique Power
The Power of the Pharaoh:
Monarchy, Redistribution and Deification enabled at start

Historical Victory goals
01c6Build the Great Sphinx and the Pyramids and have 500 culture by 1200 BC
01c6Control Nubia and the Levant in 600 BC
01c6Build the Great Library and the Great Lighthouse and have 5000 culture by 200 BC

Replaces ChariotChariot (Light Cavalry Units)
401c7, 201c8
01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (20% Chance)
01c6+25% Open Terrain Strength
Requires Leverage
Requires Horse

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+25% Open Terrain Strength
01c6+25% Desert Attack
01c6Starts with Desert Adaptation

Replacements and Upgrades

ChariotChariot (Light Cavalry Units)
401c7, 201c8
01c6Doesn't Receive Defensive Bonuses
01c6Can Withdraw from Combat (20% Chance)
01c6+25% Open Terrain Strength
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

The War Chariot, the Egyptian replacement for the Chariot, has an additional strength point, is immune to first strikes and begins with the Desert Adaptation promotion.

    The chariot was the earliest means of transportation in combat other than man's own powers of locomotion. The earliest known chariots, shown in Sumerian depictions from about 2500 BC, were not true chariots but four-wheeled carts with solid wooden wheels, heavy and cumbersome and lacking a pivoting front axle. The Hyksos apparently introduced the Assyrian chariot into Egypt shortly thereafter, where it was perfected for transportation and warfare. Within 500 years, Egyptian, Hittite and Palestinian chariots were extraordinarily light and maneuverable vehicles, the wheels and tires in particular exhibiting great sophistication in design and fabrication. Egyptian war chariots were drawn by either two or three horses, which were harnessed by means of chest girths secured by a pole and a yoke.
    The decline of the war chariot by the end of the 2nd millennium BC was probably related to the spread of iron weaponry, but it was surely related also to the breeding of horses with sufficient strength and stamina to carry an armed man into battle. Armed horsemen replaced the chariot in most Mediterranean civilizations. The use of chariots in war lingered in areas of slower technological advance, but in classical Egypt they were retained mainly for ceremonial functions.

Warrior Warrior

Melee Unit, 201c7 101c8 150101

Requires

Abilities

01c6National Unit (0 Allowed)
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

01c6+25% City Defense

Replacements and Upgrades

WarriorWarrior (Melee Units)
01c6National Unit (0 Allowed)
201c7, 101c8
01c6+25% City Defense

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.

Button_Husarski Winged Hussar

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

Unique Unit for The PolishThe Polish
Starting year
01c61025 AD

Unique Units
01c6Winged Hussar - (Cuirassier)
Unique Buildings
01c6Sejmik - (Civic Square)
Unique Power
The Power of Folwarks:
Extra 0102 from Farms and Pastures

Historical Victory goals
01c6Have three cities with a population of 12 by 1400 AD
01c6Be the first to discover Civil Liberties
01c6Control five Christian cathedrals by 1600 AD

Replaces 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

01c6Immune to First Strikes
01c6Doesn't Receive Defensive Bonuses
01c6-25% City Strength
01c6+50% Attack vs. ArquebusierArquebusier (Gunpowder Units)
1001c7, 101c8
Requires Firearms

01c6+50% Attack vs. MusketeerMusketeer (Gunpowder Units)
1201c7, 101c8
01c6+10% vs. Arquebusier
Requires Replaceable Parts

Replacements and Upgrades

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

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

History

The Winged Hussar, the Polish replacement for the Cuirassier, has a combat bonus against the Arquebusier and Musketeer units.

    The first hussar units in the Kingdom of Poland were formed by the Sejm, the Polish Parliament, in 1503 which hired three banners of Hungarian mercenaries. Soon, recruitment also began among Polish and Lithuanian citizens. The Hussars proved vital to Poland because they were more maneuverable than the previously used lancers. But the reign of King Stefan Batory, the hussars formed the bulk of the Polish and Lithuanian cavalry. Over many years, hussars in Hungary became heavier. When Stefan Batory was elected king of Poland, he reorganized the Polish-Lithuanian hussars of his Royal Guard making them a heavy formation, and equipping lancers as their main weapon. These Polish 'heavy' hussars were known in their homeland as "husaria"
    With the Battle of Lubiszew in 1577, the "Golden Age" of the hussar began. Until the Battle of Vienna, Polish-Lithuanian hussars rarely lost in battle. Throughout many battles the Polish-Lithuanian hussars would prove to be an important factor against overwhelming odds.
    The primary battle tactic of the Polish-Lithuanian hussars was the charge. They also tended to repeat the charge until the enemy formation broke. The hussars fought with a long lance, a szabla, one or two pistols, and a carbine or arquebus, known in Polish as a "bandolet". Polish hussars were also famous for the wings they wore on their backs. According to some theories, they were designed to foil attacks by Tatar lassos, another theory being that the vibrating of feathers made a strange sound that frightened enemy horses. However, experiments carried out by re-enactors and movie-makers since the 1970s and more recently by Polish historians in 2001 contradict such ideas. Possibly the wings were worn only during parades and not during combat, but this explanation is also disputed.

Zamburak Zamburak

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
CamelCamel
01c6+10100, +10101
01c6Revealed by Pastoralism
Healthy: +101c4(with Pasture)

Abilities

Unique Unit for The IraniansThe Iranians
Starting year
01c61501 AD

Unique Units
01c6Qizilbash - (Arquebusier)
01c6Zamburak - (Camel Gunner)
Unique Buildings
01c6Bagh - (Park)
Unique Power
The Power of Safaviyya:
Religious buildings produce +2 0115 and +2 0114

Historical Victory goals
01c6Have open border agreements with ten European civilizations by 1650 AD
01c6Control Mesopotamia, Transoxiana and Punjab in 1750 AD
01c6Have a city with 20000 culture in 1800 AD

Replaces 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

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)
01c6Causes Collateral Damage (4 Units) (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

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

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

TXT_KEY_UNIT_IRANIAN_ZAMBURAK_STRATEGY

TXT_KEY_UNIT_IRANIAN_ZAMBURAK_PEDIA

Zero Zero

Air Unit, 1501c7 601c8 750101

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

Unique Unit for The JapaneseThe Japanese
Starting year
01c6525 AD

Unique Units
01c6Samurai - (Heavy Swordsman)
01c6Zero - (Fighter)
Unique Buildings
01c6Zaibatsu - (Factory)
Unique Power
The Power of Modernization:
After discovering all medieval techs, every tech three other civilizations are willing to trade costs -50% 0114

Historical Victory goals
01c6Have 30000 culture in founded cities by 1600 AD
01c6Control or vassalize Korea, Manchuria, China, Indochina, Indonesia and the Philippines in 1940 AD
01c6Be the first to discover eight Global era technologies and eight Digital era technologies

Replaces 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

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

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

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

The Zero, the Japanese replacement for the Fighter, is cheaper, can evade interception and has a combat bonus against Water Units.

    The Mitsubishi A6M Zero was a light-weight carrier-based fighter aircraft employed by the Imperial Japanese Navy from 1940 to 1945. Every weight saving method was used, and the designers made extensive use of the new duralumin alloy. With its low-wing cantilever monoplane layout, retractable wide-set landing gear and enclosed cockpit, the design was not only much more modern than any the Navy had used in the past, it was one of the most modern in the world. There was no armor plate to protect the single pilot, no self-sealing fuel tanks, and none of the niceties found in Allied aircraft. Most of the airplane is built of T-7178 aluminum, a top-secret variety developed by the Japanese for the purpose.