Boris Gudenuf
Deity
Civilizations units need to be revised. Some revisions have been needed ever since earlier games, because Civ has never gotten the sequence of early gunpowder development right, or the historical relationship and sequence of Knights, Pikemen and Spearmen correct. Other revisions are needed because currently, Civ V has an Upgrade path for spearmen/pikemen that is a complete crock and no Upgrade path at all for Scouts, which is almost equally bogus.
In addition, whle G&K added the possibility of getting Unique units from Militaristic City States, they still leave out a number of interesting and useful Unique Units that could be available by City State to add variety to the game.
Finally, there are some Units that will become available not only because of Technology, but also because of Social Policy: knights, Heroic Warriors (Aristocratic) are obviously tied to the Social Policies of Military Elite, Honor, Warrior Code, etc.
Here is a set of suggestions for revision of the current Civ V/G&K Unit Set. Completely new units or renamed units or revised factors are shown in Italics.
Ancient Era:
Scout (Recon).....................................CS 5, R 0, M 2, Cost 25, Gold 140
Warrior (Melee)...................................CS - 8, R 0, M 2, Cost 40, Gold 200
..Jaquar (Aztec Melee)..........................CS 8, R 0, M 2, Cost 40, Gold 200
..Maori Warrior (Polynesian Melee).........CS 8, R 0, M 2, Cost 40, Gold 200
Spearman (Anti-Mounted Melee).............CS 11, R 0, M 2, Cost 56, Gold 260
..Pictish Warrior (Celts) ........................CS 11, R 0, M 2, Cost 56, Gold 260
..Hoplite (Greek).................................CS 13, R 0, M 2, Cost 56, Gold 260
..Battering Ram (Huns).........................CS 10, R 0, M 2, Cost 75, Gold 320
..Immortal (Persia)..............................CS 12, R 0, M 2, Cost 56, Gold 260
Archer (Ranged).................................CS 5, R 7/2, M 2, Cost 40, Gold 200
..Bowman (Babylonian Ranged).............CS 7, R 9/2, M 2, Cost 40, Gold 200
..Slinger (Incan Ranged).......................CS 4, R 7/2, M 2, Cost 40, Gold 200
..Atlatlist (Mayan Ranged).....................CS 5, R 7/2, M 2, Cost 36, Gold 180
..Rhodian Slinger (City State)........CS 5, R 7/2, M 2, Cost X, Gold X
..../+25% Ranged Factor against other Ranged Units
..../Available from City State: Rhodes
Chariot Archer (Mounted Ranged).........CS 6, R 10/2, M 4, Cost 56, Gold 260
..War Chariot (Egyptian).....................CS 6, R 10/2, M 5, Cost 56, Gold - 260
..Horse Archer (Hun)..........................CS 7, R 10/2, M 4, Cost 56, Gold - 310
..War Elephant (Indian).......................CS 9, R 11/2, M 3, Cost 70, Gold - 310
Noble Warrior (Mounted Melee)....CS 12, R 0, M 3, Cost 70, Gold - 310
..../ONLY buildable with both Copper Resource and
......Social Policies of Aristocracy, Honor and Warrior Code
Trireme (Naval Melee)........................CS 10, R 0, M 4, Cost 45, Gold 225
..Dromon (Byzantine).........................CS 8, R 10/2, M 4, Cost 56, Gold 260
..Quinquireme (Carthaginian)...............CS 13, R 0, M 4, Cost 45, Gold 220
Classical Era:
Swordsman (Melee)............................CS 14, R 0, M 2, Cost 75, Gold 390
..../Promote from Warrior
..Mohawk Warrior (Iroquois).................CS 14, R 0, M 2, Cost 75, Gold 390
..Legion (Roman)................................CS 17, R 0, M 2, Cost 75, Gold 390
Composite Bowman (Ranged)...............CS 7, R 11/2, M 2, Cost 75, Gold - 320
..../Promote from Archer
Horseman (Mounted Melee)..................CS 12, R 0, M 4, Cost 75, Gold 390
..../Promote from Noble Warrior
..Cataphract (Byzantine)......................CS 15, R 0, M 3, Cost 75, Gold 390
..African Forest Elephant (Carth)...........CS 14, R 0, M 3, Cost 100, Gold 480
..Companion Cavalry (Greek)...............CS 14, R 0. M 5, Cost 75, Gold 390
..Numidian Horseman (City State)..CS 7, R 10/1 M 5 Cost X Gold X
..../Can Move after Ranged Combat
..../Available from City State: Cirte
Catapult (Siege).................................CS 7, R 8/2, M 2, Cost 75, Gold - 390
..../50% penalty against Units
..Ballista (Roman)..............................CS 8, R 10/2, M 2, Cost 75, Gold 390
..../50% Penalty against Units
Medieval Era:
Man at Arms (Melee)..................CS 21, R 0, M 2, Cost 120, Gold - 460
..../Promote from Swordsman
..Berserker (Denmark)........................CS 21, R 0, M 3, Cost 120, Gold 550
..Samurai (Japan)..............................CS 21, R 0, M 2, Cost 120, Gold 460
..Jomsborg Viking (City State)..............CS 21, R 0, M 3, Cost X, Gold X
..../Requires 1 Iron
..../Amphibious Promotion, When embarked, can attack other units at sea
....../(Melee attack = 8)
..../From City State: Jomsborg
Pikeman (Anti-Mounted Melee)..............CS 16, R 0, M 2, Cost 90, Gold - 370
..../25% Combat penalty fighting in Hill, Forest, Marsh, or Jungle tiles
..Landsknecht (German).......................CS 16, R 0, M 2, Cost 45, Gold 220
..../25% penalty fighting in Hill, Forest, Marsh, or Jungle tiles
..Swiss Pikeman (City State).........CS 16, R 0, M 2, Cost X, Gold X
..../Ignores Terrain Penalties for Hills
..../Available from City State: Berne
Crossbowman (Ranged)...................CS 13, R 18/2, M 2, Cost 120, Gold - 460
..Cho-Ko-Nu (Chinese)....................CS 13, R 14/2, M 2, Cost 120, Gold 460
..Longbowman (English)..................CS 13, R 18/2, M 2, Cost 120, Gold 460
Knight (Mounted)...........................CS 20, R 0, M 4, Cost 120, Gold - 460
..../Available with No Maintenance from Castle Improvement
..Camel Archer (Arabia)..................CS 17, R 21/2, M 4, Cost 120, Gold - 460
..Keshik (Mongolia)........................CS 15, R 16/2, M 5, Cost 120, Gold 460
..Naresuans Elephant (Siam)...........CS 25, R 0, M 3, Cost 120, Gold 460
..Mandekalu Cavalry (Songhai).........CS 20, R 0, M 4, Cost 110, Gold 430
..Conquistador (Spain)....................CS 20, R 0, M 4, Cost 135, Gold 500
Trebuchet (Siege)..........................CS 12, R 14/2, M 2, Cost 120, Gold - 460
..../50% penalty against Units
..Hwacha (Korean)........................CS 11, R 26/2, M 2, Cost 120, Gold - 460
Renaissance Era:
Dragoon (Recon)....................CS 15, R 0, M 4, Cost 150, Gold - 500
..../Promote from Scout
..../Ignore terrain costs
..../+2 Sight range
NOTE: Has Scout-like Sight and no terrain penalties, and because they dismount to fight Pikes/spears have no advantage against them
Arquebussier (Melee).............CS 22, R 0, M 2, Cost 120, Gold - 450
..../Promote from Man at Arms
NOTE: The first Gunpowder melee infantry. Slight improvement in combat factors,
but actually cheaper than the heavily-armored infantry they replace
..Musketeer (France)......................CS 28, R 0, M 2, Cost 150, Gold - 540
..Janissary (Ottomans)...................CS 24, R 0, M 2, Cost 150, Gold 540
..Tercio (Spain).............................CS 26, R 0, M 2, Cost 160, Gold 570
Fusilier (Melee).....................CS 30, R 0, M 2, Cost 180, Gold - 600
..../Promote from Arquebussier or Pikeman
..../+ 50% Bonus versus Mounted
NOTE: The classic smoothbore musket-carrier with socket bayonet: Not only much better combat factor than Arquebussier, but bonus versus Mounted
..Minuteman (America)..................CS 28, R 0, M 2, Cost 150, Gold 540
..Carolean (Sweden)......................CS 30, R 0, M 2, Cost 180, Gold 600
..Hessian Fusilier (City State)...CS 30, R 0, M 2, Cost X, Gold X
..../+1 Production in City when used as Garrison
..../Available from City State: Darmstadt
NOTE: Because 18th century troops were given about half their time off, when they could get jobs - big boost to the workforce in a city in which they were stationed
Galloper Gun (Ranged)............CS 20, R 20/1, M 3, Cost 180, Gold - 620
..../Promote from Crossbowman
..../If suitable terrain available, 80% chance of retreat from Melee
..../50% Penalty versus cities
NOTE:The lightest of artillery, fires cannister to short range.
Low combat factor, but can retreat before combat
Cuirassier (Mounted)...............CS 25, R 0, M 4, Cost 185, Gold - 640
..../Promote from Knight
NOTE: The armored cavalry that replaced Knights.
..Sipahi (Ottomans).........................CS 25, R 0, M 5, Cost 185, Gold 640
..Hakkapeliitta (Sweden)..................CS 25, R 0, M 4, Cost 185, Gold 640
Bombard (Siege).....................CS 12, R 18/2, M 2, Cost 160, Gold - 600
..../Promote from Trebuchet
..../50% Penalty versus Units
NOTE: The weapon that made Castles obsolete.
Cannon (Ranged/Siege)...................CS 14, R 20/2, M - 2, Cost 185, Gold - 640
..../Promote from Bombard
NOTE: First Siege Unit with no penalty against Units
Galleass (Naval Ranged)..................CS 16, R 17/2, M 3, Cost 100, Gold - 400
Caravel (Naval Melee).....................CS 20, R 0, M 4, Cost 120, Gold 600
..Turtle Ship (Korean)......................CS 36, R 0, M 4, Cost 120, Gold 600
Frigate (Naval Ranged)....................CS 25, R 28/2, M 5, Cost 185, Gold - 770
..../Requires 1 Iron (Industrial Quantity)
..Ship of the Line (English)...............CS 30, R 35/2, M 5, Cost 170, Gold 720
..../Requires 1 Iron (Industrial Quantity)
Privateer (Naval Melee)...................CS 25, R 0, M 5, Cost 150, Gold 650
..Sea Beggar (Netherlands)..............CS 25, R 0, M 5, Cost 150, Gold 650 Captures enemy ships
Industrial Era:
Armored Car (Recon)...............CS 50, R 0, M 5, Cost 350, Gold - 1050
..../Promote from Dragoon
NOTE: Late Industrial: deadly against Barbarians or pre-gunpowder troops
Rifleman (Melee)............................CS 34, R 0, M 2, Cost 225, Gold - 740
..../Promote from Fusilier
..Norwegian Ski Infantry (Denmk)......CS 34, R 0, M 2, Cost 225, Gold 740
..Mehal Sefari (Ethiopia)...................CS 34, R 0, M 2, Cost 200, Gold 680
Gatling Gun (Ranged)......................CS 36, R 36/1, M 2, Cost 225, Gold - 740
..../Promote from Galloper Gun
Cavalry (Mounted)...........................CS 34, R 0, M 4, Cost 225, Gold 740
..../Promote from Cuirassier
..Hussar (Austria)............................CS 34, R 0, M 5, Cost 225, Gold 740
..Cossack (Russia)...........................CS 34, R 0, M 4, Cost 225, Gold 740
Artillery (Siege)..............................CS 21, R 28/3, M 2, Cost 250, Gold - 800
Ironclad (Naval Melee).....................CS 50, R 0, M 3, Cost 250, Gold - 800
..../Requires 1 Coal (Industrial Quantity)
Modern Era:
Great War Infantry (Melee)...............CS 50, R 0, M 2, Cost 320, Gold - 960
..Foreign Legion (France)..................CS 50, R 0, M 2, Cost 320, Gold 960
Infantry (Melee)..............................CS 70, R 0, M 2, Cost 375, Gold - 1090
Machinegun (Ranged).....................CS 60, R 60/1, M 2, Cost 350, Gold - 1030
Landship (Mounted)........................CS 60, R 0, M 4, Cost 350, Gold - 1030
..../Requires 1 Oil (Industrial Quantity)
Tank (Mounted).............................CS 70, R 0, M 5, Cost 375, Gold 1090
..../Requires 1 Oil (Industrial Quantity)
..Panzer (Germany).......................CS 80, R 0, M 6, Cost 375, Gold 1090
..../Requires 1 Oil (Industrial Quantity)
Marine (Special)............................CS 65, R 0, M 2, Cost 400, Gold 1140
Paratrooper (Special).....................CS 65, R 0, M 2, Cost 375, Gold 1090
Antitank Gun (Special)....................CS 50, R 0, M 2, Cost 300, Gold - 920
..../Promote from Machinegun
Antiaircraft Gun (Special)................CS 50, R - /2, M 2, Cost 375, Gold - 1090
Destroyer (Naval Melee).................CS 55, R 0, M 6, Cost 375, Gold - 1090
Battleship (Naval Ranged)...............CS 55, R 65/3, M 5, Cost 375, Gold - 1090
..../Requires 1 Oil (Industrial Quantity)
Aircraft Carrier (Naval Melee).........CS 50, R 0, M 5, Cost 375, Gold - 1090
..../Can carry up to 3 Triplanes, Fighters or Bombers
NOTE: Because the WWI era bombers were way too fragile to handle carrier landings
Submarine (Naval Ranged).............CS 35, R 60/3, M 5, Cost 325, Gold 980
Triplane (Air Fighter).....................CS 0, R 35/5, M 2, Cost 325, Gold 980
..../Requires 1 Oil (Industrial Quantity)
Gotha Bomber (Air Bomber).....CS 0, R 50/6, M 2, Cost 325, Gold 980
..../Requires 1 Oil (Industrial Quantity)
Fighter (Air Fighter).......................CS 0, R 45/8, M 2, Cost - 375, Gold - 1090
..../Requires 1 Oil (Industrial Quantity)
..Zero (Japan)...............................CS 0, R 45/8, M 2, Cost - 375, Gold 1090
..../Requires 1 Oil (Industrial Quantity)
Bomber (Air Bomber).....................CS 0, R 65/10, M 2, Cost 375, Gold - 1090
..../Promote from Gotha Bomber
..../Requires 1 Oil (Industrial Quantity)
B-17 (America).............................CS 0, R 70/10, M 2, Cost 375, Gold 1090
..../Requires 1 Oil (Industrial Quantity)
Atomic Era:
Helicopter Gunship (Special)............CS 60, R 0, M 6, Cost 425, Gold - 1190
..../Promote from Armored Car
..../Requires 1 Aluminum (Industrial Quantity)
..../Bonus versus all armor/Mounted
Rocket Artillery (Siege)..................CS 45, R 60/3, M 2, Cost 425, Gold - 1190
Mobile SAM (Special).....................CS 65, R X/2, M 3, Cost 425, Gold - 1190
Atomic Bomb (Bomb).....................CS 0, R X/10, M 2, Cost 600, Gold 1550
Information Era:
Mechanized Infantry (Melee)............CS 90, R 0, M 3, Cost 375, Gold - 1090
Modern Armor (Mounted)................CS 100, R 0, M 5, Cost 425, Gold 1190
..../Requires 1 Aluminum (Industrial Quantity)
Missile Cruiser (Naval Ranged).......CS 80, R 100/3, M 7, Cost 425, Gold - 1190
Nuclear Carrier (Naval Melee)....CS 80, R 0, M 7, Cost 500, Gold - 1350
..../Promote from Aircraft Carrier
..../Requires 1 Uranium
..../Can carry up to 4 of any aircraft, bomb or missile, including Nuclear
Nuclear Submarine (Naval).............CS 50, R 85/3, M 6, Cost 425, Gold - 1190
..../Can carry up to 3 missiles of any kind
Jet Fighter (Air Fighter)..................CS 0, R 75/10, M 2, Cost 425, Gold - 1190
..../Requires 1 Aluminum (Industrial Quantity)
Stealth Bomber (Air Bomber)..........CS 0, R 85/20, M 2, Cost 425, Gold - 1190
..../Requires 1 Aluminum (Industrial Quantity)
Nuclear Missile (Bomb)..................CS 0, R X/12, M 2, Cost 1000, Gold 2270
Guided Missile (Bomb)...................CS 0, R 60/8, M 2, Cost 150, Gold - 540
Future Era:
Mobile Infantry (Melee)................CS 100, R 0, M 3, Cost 500, Gold 1350
..../Ignores terrain costs
..../+3 Sight
NOTE: Enhanced infantry with personal armor, stealth tech, personal drones,
Exo-skeleton, heavier weaponry.
Orbital Weapons (Ranged)..............CS 0, R 120/4, M 2, Cost 500, Gold - 1350
..../Can carry additional 2 missiles, including Nuclear
NOTE: Drop big stuff on anything: replaces Artillery of all kinds, land or sea.
Maneuverable Satellite, can be moved to any tile and use conventional or nuclear weapons from there.
Possible Additional Promotions:
Sapper I........Melee Units
....................Can build Roads
....................Prerequisites: To Be Determined
Sapper II........Melee Units
.....................Can build Forts
.....................Prerequisite: Sapper I
Ranger I..........Melee, Ranged Units
......................Prerequistes: To Be Determined
......................No Movement Terrain Penalty in Forest or Marsh
Ranger II..........Melee, Ranged Units
.......................Prerequisite: Ranger I
.......................No Movement Penalty in Hills or Jungles
Ranger III..........Melee, Ranged Units
........................Prerequisite: Ranger II
........................Moves normally through Mountain tiles
In addition, whle G&K added the possibility of getting Unique units from Militaristic City States, they still leave out a number of interesting and useful Unique Units that could be available by City State to add variety to the game.
Finally, there are some Units that will become available not only because of Technology, but also because of Social Policy: knights, Heroic Warriors (Aristocratic) are obviously tied to the Social Policies of Military Elite, Honor, Warrior Code, etc.
Here is a set of suggestions for revision of the current Civ V/G&K Unit Set. Completely new units or renamed units or revised factors are shown in Italics.
Ancient Era:
Scout (Recon).....................................CS 5, R 0, M 2, Cost 25, Gold 140
Warrior (Melee)...................................CS - 8, R 0, M 2, Cost 40, Gold 200
..Jaquar (Aztec Melee)..........................CS 8, R 0, M 2, Cost 40, Gold 200
..Maori Warrior (Polynesian Melee).........CS 8, R 0, M 2, Cost 40, Gold 200
Spearman (Anti-Mounted Melee).............CS 11, R 0, M 2, Cost 56, Gold 260
..Pictish Warrior (Celts) ........................CS 11, R 0, M 2, Cost 56, Gold 260
..Hoplite (Greek).................................CS 13, R 0, M 2, Cost 56, Gold 260
..Battering Ram (Huns).........................CS 10, R 0, M 2, Cost 75, Gold 320
..Immortal (Persia)..............................CS 12, R 0, M 2, Cost 56, Gold 260
Archer (Ranged).................................CS 5, R 7/2, M 2, Cost 40, Gold 200
..Bowman (Babylonian Ranged).............CS 7, R 9/2, M 2, Cost 40, Gold 200
..Slinger (Incan Ranged).......................CS 4, R 7/2, M 2, Cost 40, Gold 200
..Atlatlist (Mayan Ranged).....................CS 5, R 7/2, M 2, Cost 36, Gold 180
..Rhodian Slinger (City State)........CS 5, R 7/2, M 2, Cost X, Gold X
..../+25% Ranged Factor against other Ranged Units
..../Available from City State: Rhodes
Chariot Archer (Mounted Ranged).........CS 6, R 10/2, M 4, Cost 56, Gold 260
..War Chariot (Egyptian).....................CS 6, R 10/2, M 5, Cost 56, Gold - 260
..Horse Archer (Hun)..........................CS 7, R 10/2, M 4, Cost 56, Gold - 310
..War Elephant (Indian).......................CS 9, R 11/2, M 3, Cost 70, Gold - 310
Noble Warrior (Mounted Melee)....CS 12, R 0, M 3, Cost 70, Gold - 310
..../ONLY buildable with both Copper Resource and
......Social Policies of Aristocracy, Honor and Warrior Code
Trireme (Naval Melee)........................CS 10, R 0, M 4, Cost 45, Gold 225
..Dromon (Byzantine).........................CS 8, R 10/2, M 4, Cost 56, Gold 260
..Quinquireme (Carthaginian)...............CS 13, R 0, M 4, Cost 45, Gold 220
Classical Era:
Swordsman (Melee)............................CS 14, R 0, M 2, Cost 75, Gold 390
..../Promote from Warrior
..Mohawk Warrior (Iroquois).................CS 14, R 0, M 2, Cost 75, Gold 390
..Legion (Roman)................................CS 17, R 0, M 2, Cost 75, Gold 390
Composite Bowman (Ranged)...............CS 7, R 11/2, M 2, Cost 75, Gold - 320
..../Promote from Archer
Horseman (Mounted Melee)..................CS 12, R 0, M 4, Cost 75, Gold 390
..../Promote from Noble Warrior
..Cataphract (Byzantine)......................CS 15, R 0, M 3, Cost 75, Gold 390
..African Forest Elephant (Carth)...........CS 14, R 0, M 3, Cost 100, Gold 480
..Companion Cavalry (Greek)...............CS 14, R 0. M 5, Cost 75, Gold 390
..Numidian Horseman (City State)..CS 7, R 10/1 M 5 Cost X Gold X
..../Can Move after Ranged Combat
..../Available from City State: Cirte
Catapult (Siege).................................CS 7, R 8/2, M 2, Cost 75, Gold - 390
..../50% penalty against Units
..Ballista (Roman)..............................CS 8, R 10/2, M 2, Cost 75, Gold 390
..../50% Penalty against Units
Medieval Era:
Man at Arms (Melee)..................CS 21, R 0, M 2, Cost 120, Gold - 460
..../Promote from Swordsman
..Berserker (Denmark)........................CS 21, R 0, M 3, Cost 120, Gold 550
..Samurai (Japan)..............................CS 21, R 0, M 2, Cost 120, Gold 460
..Jomsborg Viking (City State)..............CS 21, R 0, M 3, Cost X, Gold X
..../Requires 1 Iron
..../Amphibious Promotion, When embarked, can attack other units at sea
....../(Melee attack = 8)
..../From City State: Jomsborg
Pikeman (Anti-Mounted Melee)..............CS 16, R 0, M 2, Cost 90, Gold - 370
..../25% Combat penalty fighting in Hill, Forest, Marsh, or Jungle tiles
..Landsknecht (German).......................CS 16, R 0, M 2, Cost 45, Gold 220
..../25% penalty fighting in Hill, Forest, Marsh, or Jungle tiles
..Swiss Pikeman (City State).........CS 16, R 0, M 2, Cost X, Gold X
..../Ignores Terrain Penalties for Hills
..../Available from City State: Berne
Crossbowman (Ranged)...................CS 13, R 18/2, M 2, Cost 120, Gold - 460
..Cho-Ko-Nu (Chinese)....................CS 13, R 14/2, M 2, Cost 120, Gold 460
..Longbowman (English)..................CS 13, R 18/2, M 2, Cost 120, Gold 460
Knight (Mounted)...........................CS 20, R 0, M 4, Cost 120, Gold - 460
..../Available with No Maintenance from Castle Improvement
..Camel Archer (Arabia)..................CS 17, R 21/2, M 4, Cost 120, Gold - 460
..Keshik (Mongolia)........................CS 15, R 16/2, M 5, Cost 120, Gold 460
..Naresuans Elephant (Siam)...........CS 25, R 0, M 3, Cost 120, Gold 460
..Mandekalu Cavalry (Songhai).........CS 20, R 0, M 4, Cost 110, Gold 430
..Conquistador (Spain)....................CS 20, R 0, M 4, Cost 135, Gold 500
Trebuchet (Siege)..........................CS 12, R 14/2, M 2, Cost 120, Gold - 460
..../50% penalty against Units
..Hwacha (Korean)........................CS 11, R 26/2, M 2, Cost 120, Gold - 460
Renaissance Era:
Dragoon (Recon)....................CS 15, R 0, M 4, Cost 150, Gold - 500
..../Promote from Scout
..../Ignore terrain costs
..../+2 Sight range
NOTE: Has Scout-like Sight and no terrain penalties, and because they dismount to fight Pikes/spears have no advantage against them
Arquebussier (Melee).............CS 22, R 0, M 2, Cost 120, Gold - 450
..../Promote from Man at Arms
NOTE: The first Gunpowder melee infantry. Slight improvement in combat factors,
but actually cheaper than the heavily-armored infantry they replace
..Musketeer (France)......................CS 28, R 0, M 2, Cost 150, Gold - 540
..Janissary (Ottomans)...................CS 24, R 0, M 2, Cost 150, Gold 540
..Tercio (Spain).............................CS 26, R 0, M 2, Cost 160, Gold 570
Fusilier (Melee).....................CS 30, R 0, M 2, Cost 180, Gold - 600
..../Promote from Arquebussier or Pikeman
..../+ 50% Bonus versus Mounted
NOTE: The classic smoothbore musket-carrier with socket bayonet: Not only much better combat factor than Arquebussier, but bonus versus Mounted
..Minuteman (America)..................CS 28, R 0, M 2, Cost 150, Gold 540
..Carolean (Sweden)......................CS 30, R 0, M 2, Cost 180, Gold 600
..Hessian Fusilier (City State)...CS 30, R 0, M 2, Cost X, Gold X
..../+1 Production in City when used as Garrison
..../Available from City State: Darmstadt
NOTE: Because 18th century troops were given about half their time off, when they could get jobs - big boost to the workforce in a city in which they were stationed
Galloper Gun (Ranged)............CS 20, R 20/1, M 3, Cost 180, Gold - 620
..../Promote from Crossbowman
..../If suitable terrain available, 80% chance of retreat from Melee
..../50% Penalty versus cities
NOTE:The lightest of artillery, fires cannister to short range.
Low combat factor, but can retreat before combat
Cuirassier (Mounted)...............CS 25, R 0, M 4, Cost 185, Gold - 640
..../Promote from Knight
NOTE: The armored cavalry that replaced Knights.
..Sipahi (Ottomans).........................CS 25, R 0, M 5, Cost 185, Gold 640
..Hakkapeliitta (Sweden)..................CS 25, R 0, M 4, Cost 185, Gold 640
Bombard (Siege).....................CS 12, R 18/2, M 2, Cost 160, Gold - 600
..../Promote from Trebuchet
..../50% Penalty versus Units
NOTE: The weapon that made Castles obsolete.
Cannon (Ranged/Siege)...................CS 14, R 20/2, M - 2, Cost 185, Gold - 640
..../Promote from Bombard
NOTE: First Siege Unit with no penalty against Units
Galleass (Naval Ranged)..................CS 16, R 17/2, M 3, Cost 100, Gold - 400
Caravel (Naval Melee).....................CS 20, R 0, M 4, Cost 120, Gold 600
..Turtle Ship (Korean)......................CS 36, R 0, M 4, Cost 120, Gold 600
Frigate (Naval Ranged)....................CS 25, R 28/2, M 5, Cost 185, Gold - 770
..../Requires 1 Iron (Industrial Quantity)
..Ship of the Line (English)...............CS 30, R 35/2, M 5, Cost 170, Gold 720
..../Requires 1 Iron (Industrial Quantity)
Privateer (Naval Melee)...................CS 25, R 0, M 5, Cost 150, Gold 650
..Sea Beggar (Netherlands)..............CS 25, R 0, M 5, Cost 150, Gold 650 Captures enemy ships
Industrial Era:
Armored Car (Recon)...............CS 50, R 0, M 5, Cost 350, Gold - 1050
..../Promote from Dragoon
NOTE: Late Industrial: deadly against Barbarians or pre-gunpowder troops
Rifleman (Melee)............................CS 34, R 0, M 2, Cost 225, Gold - 740
..../Promote from Fusilier
..Norwegian Ski Infantry (Denmk)......CS 34, R 0, M 2, Cost 225, Gold 740
..Mehal Sefari (Ethiopia)...................CS 34, R 0, M 2, Cost 200, Gold 680
Gatling Gun (Ranged)......................CS 36, R 36/1, M 2, Cost 225, Gold - 740
..../Promote from Galloper Gun
Cavalry (Mounted)...........................CS 34, R 0, M 4, Cost 225, Gold 740
..../Promote from Cuirassier
..Hussar (Austria)............................CS 34, R 0, M 5, Cost 225, Gold 740
..Cossack (Russia)...........................CS 34, R 0, M 4, Cost 225, Gold 740
Artillery (Siege)..............................CS 21, R 28/3, M 2, Cost 250, Gold - 800
Ironclad (Naval Melee).....................CS 50, R 0, M 3, Cost 250, Gold - 800
..../Requires 1 Coal (Industrial Quantity)
Modern Era:
Great War Infantry (Melee)...............CS 50, R 0, M 2, Cost 320, Gold - 960
..Foreign Legion (France)..................CS 50, R 0, M 2, Cost 320, Gold 960
Infantry (Melee)..............................CS 70, R 0, M 2, Cost 375, Gold - 1090
Machinegun (Ranged).....................CS 60, R 60/1, M 2, Cost 350, Gold - 1030
Landship (Mounted)........................CS 60, R 0, M 4, Cost 350, Gold - 1030
..../Requires 1 Oil (Industrial Quantity)
Tank (Mounted).............................CS 70, R 0, M 5, Cost 375, Gold 1090
..../Requires 1 Oil (Industrial Quantity)
..Panzer (Germany).......................CS 80, R 0, M 6, Cost 375, Gold 1090
..../Requires 1 Oil (Industrial Quantity)
Marine (Special)............................CS 65, R 0, M 2, Cost 400, Gold 1140
Paratrooper (Special).....................CS 65, R 0, M 2, Cost 375, Gold 1090
Antitank Gun (Special)....................CS 50, R 0, M 2, Cost 300, Gold - 920
..../Promote from Machinegun
Antiaircraft Gun (Special)................CS 50, R - /2, M 2, Cost 375, Gold - 1090
Destroyer (Naval Melee).................CS 55, R 0, M 6, Cost 375, Gold - 1090
Battleship (Naval Ranged)...............CS 55, R 65/3, M 5, Cost 375, Gold - 1090
..../Requires 1 Oil (Industrial Quantity)
Aircraft Carrier (Naval Melee).........CS 50, R 0, M 5, Cost 375, Gold - 1090
..../Can carry up to 3 Triplanes, Fighters or Bombers
NOTE: Because the WWI era bombers were way too fragile to handle carrier landings
Submarine (Naval Ranged).............CS 35, R 60/3, M 5, Cost 325, Gold 980
Triplane (Air Fighter).....................CS 0, R 35/5, M 2, Cost 325, Gold 980
..../Requires 1 Oil (Industrial Quantity)
Gotha Bomber (Air Bomber).....CS 0, R 50/6, M 2, Cost 325, Gold 980
..../Requires 1 Oil (Industrial Quantity)
Fighter (Air Fighter).......................CS 0, R 45/8, M 2, Cost - 375, Gold - 1090
..../Requires 1 Oil (Industrial Quantity)
..Zero (Japan)...............................CS 0, R 45/8, M 2, Cost - 375, Gold 1090
..../Requires 1 Oil (Industrial Quantity)
Bomber (Air Bomber).....................CS 0, R 65/10, M 2, Cost 375, Gold - 1090
..../Promote from Gotha Bomber
..../Requires 1 Oil (Industrial Quantity)
B-17 (America).............................CS 0, R 70/10, M 2, Cost 375, Gold 1090
..../Requires 1 Oil (Industrial Quantity)
Atomic Era:
Helicopter Gunship (Special)............CS 60, R 0, M 6, Cost 425, Gold - 1190
..../Promote from Armored Car
..../Requires 1 Aluminum (Industrial Quantity)
..../Bonus versus all armor/Mounted
Rocket Artillery (Siege)..................CS 45, R 60/3, M 2, Cost 425, Gold - 1190
Mobile SAM (Special).....................CS 65, R X/2, M 3, Cost 425, Gold - 1190
Atomic Bomb (Bomb).....................CS 0, R X/10, M 2, Cost 600, Gold 1550
Information Era:
Mechanized Infantry (Melee)............CS 90, R 0, M 3, Cost 375, Gold - 1090
Modern Armor (Mounted)................CS 100, R 0, M 5, Cost 425, Gold 1190
..../Requires 1 Aluminum (Industrial Quantity)
Missile Cruiser (Naval Ranged).......CS 80, R 100/3, M 7, Cost 425, Gold - 1190
Nuclear Carrier (Naval Melee)....CS 80, R 0, M 7, Cost 500, Gold - 1350
..../Promote from Aircraft Carrier
..../Requires 1 Uranium
..../Can carry up to 4 of any aircraft, bomb or missile, including Nuclear
Nuclear Submarine (Naval).............CS 50, R 85/3, M 6, Cost 425, Gold - 1190
..../Can carry up to 3 missiles of any kind
Jet Fighter (Air Fighter)..................CS 0, R 75/10, M 2, Cost 425, Gold - 1190
..../Requires 1 Aluminum (Industrial Quantity)
Stealth Bomber (Air Bomber)..........CS 0, R 85/20, M 2, Cost 425, Gold - 1190
..../Requires 1 Aluminum (Industrial Quantity)
Nuclear Missile (Bomb)..................CS 0, R X/12, M 2, Cost 1000, Gold 2270
Guided Missile (Bomb)...................CS 0, R 60/8, M 2, Cost 150, Gold - 540
Future Era:
Mobile Infantry (Melee)................CS 100, R 0, M 3, Cost 500, Gold 1350
..../Ignores terrain costs
..../+3 Sight
NOTE: Enhanced infantry with personal armor, stealth tech, personal drones,
Exo-skeleton, heavier weaponry.
Orbital Weapons (Ranged)..............CS 0, R 120/4, M 2, Cost 500, Gold - 1350
..../Can carry additional 2 missiles, including Nuclear
NOTE: Drop big stuff on anything: replaces Artillery of all kinds, land or sea.
Maneuverable Satellite, can be moved to any tile and use conventional or nuclear weapons from there.
Possible Additional Promotions:
Sapper I........Melee Units
....................Can build Roads
....................Prerequisites: To Be Determined
Sapper II........Melee Units
.....................Can build Forts
.....................Prerequisite: Sapper I
Ranger I..........Melee, Ranged Units
......................Prerequistes: To Be Determined
......................No Movement Terrain Penalty in Forest or Marsh
Ranger II..........Melee, Ranged Units
.......................Prerequisite: Ranger I
.......................No Movement Penalty in Hills or Jungles
Ranger III..........Melee, Ranged Units
........................Prerequisite: Ranger II
........................Moves normally through Mountain tiles