Unit Upgrades









































Militia (Melee Units)
2
, 1
+25% City Defense
Light Swordsman (Melee Units)
5
, 1
Requires Alloys
Requires Copper or Iron or Obsidian
Spearman (Melee Units)
4
, 1
+100% vs. Heavy Cavalry Units
Requires Smelting
Requires Copper or Iron or Obsidian
Archer (Archery Units)
3
, 1
1 First Strike
+50% City Defense
+25% Hills Defense
+50% vs. Light Cavalry Units
Requires Tanning
Swordsman (Melee Units)
6
, 1
+10% City Attack
Requires Bloomery
Requires Iron
Heavy Spearman (Melee Units)
6
, 1
+100% vs. Heavy Cavalry Units
Requires Steel
Requires Copper or Iron
Crossbowman (Archery Units)
6
, 1
1 First Strike
+25% City Defense
+25% Hills Defense
+25% vs. Light Cavalry Units
+25% vs. Melee Units
Requires Machinery
Requires Iron
Skirmisher (Archery Units)
4
, 1
1 First Strike
Can Withdraw from Combat (30% Chance)
Causes Collateral Damage (max. 25%)
+25% Hills Attack
+25% Forest Attack
+25% Rainforest Attack
Requires Contract
Requires Tanning
Heavy Swordsman (Melee Units)
8
, 1
+10% City Attack
Requires Civil Service
Requires Steel
Requires Copper or Iron
Pikeman (Melee Units)
8
, 1
+50% vs. Heavy Cavalry Units
+50% vs. Melee Units
Requires Companies
Requires Iron
Arquebusier (Gunpowder Units)
10
, 1
Requires Firearms
Longbowman (Archery Units)
6
, 1
1 First Strike
Can Withdraw from Combat (30% Chance)
Causes Collateral Damage (max. 30%)
+25% Hills Strength
+25% Forest Attack
+25% Rainforest Attack
Requires Commune
Musketeer (Gunpowder Units)
12
, 1
+10% vs. Arquebusier
Requires Replaceable Parts
Rifleman (Gunpowder Units)
16
, 1
Requires Ballistics
Grenadier (Gunpowder Units)
10
, 1
Can Withdraw from Combat (50% Chance)
Causes Collateral Damage (max. 50%)
+25% Attack vs. Rifleman
Starts with City Raider I
Requires Chemistry
Machine Gun (Siege Weapons)
18
, 1
Can Only Defend
1 First Strike
Can Intercept Aircraft (20% Chance)
Immune to collateral damage from Siege Weapons
+25% vs. Gunpowder Units
Requires Pneumatics
Anti-Tank (Gunpowder Units)
14
, 1
Can Intercept Aircraft (20% Chance)
+100% vs. Armored Units
Starts with Ambush
Requires Rocketry
Infantry (Gunpowder Units)
20
, 1
+20% vs. Marine
+20% vs. Paratrooper
Requires Social Services
Requires Ballistics
Mechanized Infantry (Gunpowder Units)
32
, 2
Can Enter Desert, Tundra, Ice
Can Intercept Aircraft (20% Chance)
Starts with March
Requires Telecommunications 






























Chariot (Light Cavalry Units)
4
, 2
Doesn't Receive Defensive Bonuses
Can Withdraw from Combat (20% Chance)
+25% Open Terrain Strength
Requires Leverage
Requires Horse
Horseman (Heavy Cavalry Units)
6
, 2
Doesn't Receive Defensive Bonuses
Can Withdraw from Combat (20% Chance)
-25% City Strength
+25% vs. Siege Weapons
Flank attack against Catapult
Requires Riding
Requires Horse
Requires Copper or Iron
Lancer (Heavy Cavalry Units)
10
, 2
Immune to First Strikes
Doesn't Receive Defensive Bonuses
-25% City Strength
Flank attack against Catapult, Trebuchet
Requires Feudalism
Requires Horse
Requires Iron
War Elephant (Heavy Cavalry Units)
8
, 1
Can Enter Jungle, Rainforest
Doesn't Receive Defensive Bonuses
+25% vs. Heavy Cavalry Units
Requires Generalship
Requires Riding
Requires Ivory
Horse Archer (Light Cavalry Units)
6
, 2
Doesn't Receive Defensive Bonuses
Can Withdraw from Combat (30% Chance)
+50% Open Terrain Strength
Requires Nobility
Requires Horse
Cuirassier (Heavy Cavalry Units)
12
, 2
Immune to First Strikes
Doesn't Receive Defensive Bonuses
-25% City Strength
Requires Combined Arms
Requires Horse
Requires Iron
Pistolier (Light Cavalry Units)
7
, 2
Immune to First Strikes
Doesn't Receive Defensive Bonuses
Can Withdraw from Combat (30% Chance)
+30% Open Terrain Strength
Flank attack against Catapult, Trebuchet, Bombard, Cannon
Requires Combined Arms
Requires Horse
Camel Rider (Heavy Cavalry Units)
5
, 2
Can Enter Desert
Doesn't Receive Defensive Bonuses
Can Withdraw from Combat (20% Chance)
-25% City Strength
+25% Desert Strength
+25% Semidesert Strength
+25% vs. Heavy Cavalry Units
+25% vs. Siege Weapons
Flank attack against Catapult
Starts with Desert Adaptation
Requires Riding
Requires Camel
Requires Copper or Iron
Dragoon (Heavy Cavalry Units)
14
, 2
Immune to First Strikes
Doesn't Receive Defensive Bonuses
-25% City Strength
Requires Biology
Requires Horse
Hussar (Light Cavalry Units)
10
, 2
Doesn't Receive Defensive Bonuses
Can Withdraw from Combat (40% Chance)
+25% Open Terrain Strength
+50% Attack vs. Cannon
+50% Attack vs. Artillery
Flank attack against Catapult, Trebuchet, Bombard, Cannon, Artillery
Requires Nationalism
Requires Biology
Requires Horse
Camel Archer (Light Cavalry Units)
5
, 2
Can Enter Desert
Doesn't Receive Defensive Bonuses
Can Withdraw from Combat (30% Chance)
+50% Open Terrain Strength
+25% Desert Strength
+25% Semidesert Strength
+25% vs. Heavy Cavalry Units
Starts with Desert Adaptation
Requires Nobility
Requires Camel
Cavalry (Light Cavalry Units)
14
, 2
Doesn't Receive Defensive Bonuses
Can Withdraw from Combat (50% Chance)
+20% Open Terrain Strength
+50% Attack vs. Artillery
+50% Attack vs. Howitzer
Flank attack against Catapult, Trebuchet, Bombard, Cannon, Artillery, Howitzer
Requires Microbiology
Requires Horse
Camel Gunner (Light Cavalry Units)
6
, 2
Can Enter Desert
Immune to First Strikes
Doesn't Receive Defensive Bonuses
Can Withdraw from Combat (30% Chance)
+30% Open Terrain Strength
+25% Desert Strength
+25% Semidesert Strength
+25% vs. Heavy Cavalry Units
Flank attack against Catapult, Trebuchet, Bombard, Cannon
Starts with Desert Adaptation
Requires Combined Arms
Requires Camel
Gunship (Helicopter Units)
24
, 4
Can Enter Desert, Tundra, Ice, Jungle, Marsh, Rainforest
Cannot Capture Enemy Cities or Units
Doesn't Receive Defensive Bonuses
Ignores Terrain Movement Costs
Can Withdraw from Combat (25% Chance)
+100% vs. Armored Units
Flank attack against Cannon, Artillery, Howitzer, Mobile Artillery
Starts with Amphibious
Requires Aerodynamics
Requires Oil 

























War Galley (Naval Units)
3
, 4
Cannot Enter Ocean, Cape (until Compass)
Can Withdraw from Combat (25% Chance)
Requires Shipbuilding
Heavy Galley (Naval Units)
5
, 4
Cannot Enter Ocean, Cape (until Compass)
Can Withdraw from Combat (50% Chance)
+25% Coast Attack
Requires Alchemy
Requires Shipbuilding
Caravel (Naval Units)
6
, 6
Cargo Space: 1 (Carries Scouts, Explorers, Missionaries, Spies, Great People)
Can Explore Rival Territory
Can Withdraw from Combat (50% Chance)
Requires Cartography
Requires Gunpowder
Galleass (Naval Units)
6
, 4
Cannot Enter Ocean, Cape (until Compass)
Can Withdraw from Combat (25% Chance)
+50% Coast Strength
Requires Gunpowder
Requires Compass
Requires Copper or Iron
Frigate (Naval Units)
12
, 7
Can Withdraw from Combat (25% Chance)
Requires Geography
Requires Gunpowder
Requires Iron
Privateer (Naval Units)
10
, 6
Hidden Nationality
Can Attack without Declaring War
Can Withdraw from Combat (50% Chance)
Starts with Sentry
Requires Exploration
Requires Gunpowder
Requires Copper or Iron
Torpedo Boat (Naval Units)
18
, 8
Cannot Enter Ocean
1 First Strike
Can Withdraw from Combat (50% Chance)
+50% Coast Attack
Requires Ballistics
Requires Thermodynamics
Requires Coal or Oil
Ship of the Line (Naval Units)
15
, 7
Causes Collateral Damage (max. 50%)
Can Bombard City Defenses (-8%/Turn)
Requires Measurement
Requires Iron
Ironclad (Naval Units)
20
, 6
Causes Collateral Damage (max. 50%)
Can Bombard City Defenses (-12%/Turn)
Requires Thermodynamics
Requires Metallurgy
Requires Coal
Requires Iron
Destroyer (Naval Units)
24
, 12
Can See Submarines
Can Intercept Aircraft (30% Chance)
Can Withdraw from Combat (25% Chance)
+25% vs. Torpedo Boat
+25% vs. Submarine
+25% vs. Nuclear Submarine
Defends first against Submarine, Nuclear Submarine
Requires Electronics
Requires Oil or Uranium
Battleship (Naval Units)
40
, 10
Causes Collateral Damage (max. 60%)
Can Bombard City Defenses (-20%/Turn)
Requires Synthetics
Requires Oil or Uranium
Cruiser (Naval Units)
28
, 7
Can Withdraw from Combat (25% Chance)
Can Bombard City Defenses (-16%/Turn)
Requires Engine
Requires Refining
Requires Coal or Oil
Stealth Destroyer (Naval Units)
30
, 12
Invisible to Most Units
Can See Submarines
2 First Strikes
Can Withdraw from Combat (25% Chance)
Defends first against Submarine, Nuclear Submarine
Requires Superconductors
Requires Oil or Uranium
Missile Cruiser (Naval Units)
40
, 10
Cargo Space: 4 (Carries Missiles)
Can Intercept Aircraft (30% Chance)
Causes Collateral Damage (max. 60%)
Can Bombard City Defenses (-20%/Turn)
Requires Satellites
Requires Oil or Uranium 











Catapult (Siege Weapons)
3
, 1
Cannot Capture Enemy Cities or Units
Doesn't Receive Defensive Bonuses
Can Withdraw from Combat (50% Chance)
Maximum 50% damage to enemy on attack
Causes Collateral Damage (max. 40%)
Immune to collateral damage from Siege Weapons
+50% City Attack
Can Bombard City Defenses (-8%/Turn)
Requires Mathematics
Trebuchet (Siege Weapons)
4
, 1
Cannot Capture Enemy Cities or Units
Doesn't Receive Defensive Bonuses
Can Withdraw from Combat (50% Chance)
Maximum 50% damage to enemy on attack
Causes Collateral Damage (max. 50%)
Immune to collateral damage from Siege Weapons
+75% City Attack
Can Bombard City Defenses (-12%/Turn)
Requires Fortification
Requires Machinery
Bombard (Siege Weapons)
5
, 1
Cannot Capture Enemy Cities or Units
Doesn't Receive Defensive Bonuses
Can Withdraw from Combat (50% Chance)
Maximum 50% damage to enemy on attack
Causes Collateral Damage (max. 50%)
Immune to collateral damage from Siege Weapons
+50% City Attack
Can Bombard City Defenses (-12%/Turn)
Requires Gunpowder
Requires Copper or Iron
Cannon (Siege Weapons)
8
, 1
Cannot Capture Enemy Cities or Units
Doesn't Receive Defensive Bonuses
Can Withdraw from Combat (50% Chance)
Maximum 50% damage to enemy on attack
Causes Collateral Damage (max. 50%)
Immune to collateral damage from Siege Weapons
+25% City Attack
+25% Hills Defense
+25% Defense vs. Cannon
Can Bombard City Defenses (-12%/Turn)
Requires Physics
Requires Iron
Artillery (Siege Weapons)
12
, 1
Cannot Capture Enemy Cities or Units
Doesn't Receive Defensive Bonuses
Can Withdraw from Combat (50% Chance)
Maximum 50% damage to enemy on attack
Causes Collateral Damage (max. 50%)
Immune to collateral damage from Siege Weapons
+25% City Attack
+25% Hills Defense
+25% Defense vs. Artillery
+25% vs. Siege Weapons
Can Bombard City Defenses (-12%/Turn)
Requires Ballistics
Requires Iron
Howitzer (Siege Weapons)
15
, 1
Cannot Capture Enemy Cities or Units
Doesn't Receive Defensive Bonuses
Can Withdraw from Combat (50% Chance)
Maximum 60% damage to enemy on attack
Causes Collateral Damage (max. 60%)
Immune to collateral damage from Siege Weapons
+25% City Attack
+25% Hills Defense
+25% Defense vs. Howitzer
+25% vs. Siege Weapons
Can Bombard City Defenses (-16%/Turn)
Requires Flight
Requires Iron
Mobile Artillery (Siege Weapons)
20
, 2
Cannot Capture Enemy Cities or Units
Doesn't Receive Defensive Bonuses
Can Withdraw from Combat (50% Chance)
Maximum 70% damage to enemy on attack
Causes Collateral Damage (max. 70%)
Immune to collateral damage from Siege Weapons
+25% City Attack
+25% Hills Defense
+25% Defense vs. Mobile Artillery
Can Bombard City Defenses (-16%/Turn)
Requires Computers
Requires Oil
Requires Iron 







Galley (Naval Units)
2
, 4
Cargo Space: 2
Cannot Enter Ocean, Cape (until Compass)
Can Withdraw from Combat (50% Chance)
Requires Seafaring
Cog (Naval Units)
5
, 4
Cargo Space: 2
Cannot Enter Ocean, Cape (until Compass)
Can Withdraw from Combat (25% Chance)
Requires Guilds
Requires Shipbuilding
Galleon (Naval Units)
8
, 6
Cargo Space: 3
Can Withdraw from Combat (25% Chance)
Requires Exploration
Requires Gunpowder
Steamship (Naval Units)
12
, 8
Cargo Space: 3
Can Withdraw from Combat (25% Chance)
Requires Thermodynamics
Requires Coal
Transport (Naval Units)
16
, 10
Cargo Space: 4
Can Withdraw from Combat (25% Chance)
Requires Infrastructure
Requires Oil or Uranium 



Biplane (Air Units)
12
, 1
, 6 Range
Can Intercept Aircraft (50% Chance)
Can Destroy Tile Improvements and Bomb City Defenses (-8%/Turn)
Can be Based on Carriers
Requires Flight
Requires Oil
Fighter (Air Units)
15
, 1
, 6 Range
Can Intercept Aircraft (75% Chance)
Can Destroy Tile Improvements and Bomb City Defenses (-12%/Turn)
Can be Based on Carriers
Requires Aviation
Requires Oil
Jet Fighter (Air Units)
28
, 1
, 10 Range
Can Intercept Aircraft (100% Chance)
Can Destroy Tile Improvements and Bomb City Defenses (-16%/Turn)
Can be Based on Carriers
Requires Aerodynamics
Requires Oil
Requires Aluminum 

Worker
2
Can Enter Jungle, Marsh, Rainforest
Can Improve Tiles
Production consumes
Labourer
2
Can Enter Jungle, Marsh, Rainforest
Can Improve Tiles
Constructs Improvements +50% Faster
Production consumes 
Requires Collectivism 

Bomber (Air Units)
18
, 1
, 8 Range
Causes Collateral Damage (max. 50%)
-50% vs. Water Units
Can Destroy Tile Improvements and Bomb City Defenses (-20%/Turn)
Requires Aviation
Requires Synthetics
Requires Oil
Stealth Bomber (Air Units)
24
, 1
, 12 Range
Can Evade Interception (50% Chance)
Causes Collateral Damage (max. 75%)
-50% vs. Water Units
Can Destroy Tile Improvements and Bomb City Defenses (-24%/Turn)
Requires Superconductors
Requires Oil
Requires Aluminum 

Scout (Recon Units)
1
, 1
Can Enter Desert, Tundra, Ice, Jungle, Marsh, Rainforest
Better Results from Tribal Villages
+100% vs. Animals
Starts with Disengage I, Reconnaissance
Requires Tanning
Explorer (Recon Units)
5
, 2
Can Enter Desert, Tundra, Ice, Jungle, Marsh, Rainforest
Better Results from Tribal Villages
Ignores Terrain Movement Costs
Can Withdraw from Combat (20% Chance)
+25% Hills Attack
+50% Jungle Attack
+50% Forest Attack
+50% Rainforest Attack
+50% Taiga Attack
Starts with Disengage I, Reconnaissance
Requires Cartography 

Tank (Armored Units)
28
, 2
Can Enter Desert, Tundra, Ice
Doesn't Receive Defensive Bonuses
Starts with Blitz
Requires Synthetics
Requires Oil
Main Battle Tank (Armored Units)
40
, 2
Can Enter Desert, Tundra, Ice
1 First Strike
Doesn't Receive Defensive Bonuses
Starts with Blitz
Requires Robotics
Requires Oil
Requires Aluminum 

Submarine (Naval Units)
24
, 10
Invisible to Most Units
Can Move through Impassable Terrain
Can Explore Rival Territory
Can Withdraw from Combat (75% Chance)
Targets any Galleon, Steamship, Transport first in combat outside cities
Requires Pneumatics
Requires Oil
Nuclear Submarine (Naval Units)
30
, 10
Cargo Space: 1 (Carries Scouts, Explorers, Missionaries, Spies, Great People)
Invisible to Most Units
Can Move through Impassable Terrain
Can Explore Rival Territory
Can Withdraw from Combat (75% Chance)
+50% vs. Submarine
Targets any Galleon, Steamship, Transport first in combat outside cities
Requires Nuclear Power
Requires Uranium 

SAM Infantry (Gunpowder Units)
18
, 1
, 1 Range
Can Intercept Aircraft (40% Chance)
+75% vs. Helicopter Units
Requires Laser
Requires Rocketry
Mobile SAM (Gunpowder Units)
22
, 2
, 1 Range
Cannot Capture Enemy Cities or Units
Can Intercept Aircraft (50% Chance)
+50% vs. Helicopter Units
Requires Robotics
Requires Rocketry
Requires Oil