- America (Washington): 6
UU: B17 [Bomber]; The B17 Bomber is an American Unique Unit, replacing the bomber. It is similar to the bomber, but it is more difficult for enemy anti-aircraft and fighters to target. The B17 also receives a bonus when attacking enemy cities. Like the bomber, the B17's range is 10. See the rules on Aircraft for more details.
UU: Minuteman [Musketman]; The Minuteman is the American unique unit, replacing the Musketman. The Minuteman can move through difficult terrain as though it were clear (all tiles cost 1mp per hex) and receives a bonus when fighting in rough terrain.
UA: Manifest Destiny; All land military units have +1 sight. 50% discount when purchasing tiles.
- Arabia (Harun al-Rashid): 8
UU: Camel Archer [Knight]; The Camel Archer is the Arabian unique unit, replacing the Knight. The Camel Archer is a powerful ranged attack unit, allowing it to do damage to enemies 2 hexes away. It can move after combat. The Camel Archer is less powerful than the Knight in melee combat. As a mounted unit, the Camel Archer is vulnerable to Pikemen attack.
UB: Bazaar [Market]; The Bazaar is the Arabian unique building, replacing the Market. The Bazaar provides a Gold bonus to the city. The civilization gains one additional copy of each luxury resource provided by a city possessing a Bazaar. The Bazaar provides +2 Gold on Oil and Oases.
UA: Ships of the Desert; Caravans gain 50% extended range. Your trade routes spread the home city's religion twice as effectively. Oil resources are doubled.
- China (Wu Zetian): 7
UU: Chu-Ko-Nu [Crossbowman]; The Chu-Ko-Nu is the Chinese unique unit, replacing the Crossbowman. The Chu-Ko-Nu is slightly less powerful than the Crossbowman, but it can attack twice during a turn, giving it a hefty offensive punch. This unit is particularly deadly when garrisoned in a city that is under attack.
UB: Paper Maker [Library]; The Paper Maker is the Chinese unique building, replacing the Library. The Paper Maker increases the city's acquisition of Science and also provides a boost to the city's intake of Gold.
UA: Art of War; The Great General combat bonus is increased by 15%, and their spawn rate is increased by 50%.
- Egypt (Ramesses II): 8
UU: War Chariot [Chariot Archer]; The War Chariot is the Egyptian unique unit, replacing the Chariot Archer. It is faster than the standard Chariot Archer, and the Egyptian player can construct it even if he doesn't possess Horses. A mounted unit, the War Chariot is quite vulnerable to the Spearman.
UB: Burial Tomb [Temple]; The Burial Tomb is a Classical-era building which increases the city's output of Happiness, and costs no maintenance for the city. However, if the city is captured, the capturing civilization will gain twice as much gold as would be the case in a city without a Burial Tomb. It replaces the Temple.
UA: Monument Builders; +20% Production towards Wonder construction.
- England (Elizabeth): 7
UU: Longbowman [Crossbowman]; The Longbowman is the English unique unit, replacing the Crossbowman. The Longbowman has a greater range than the Crossbowman, allowing it to attack enemies three hexes away, often destroying them before they can strike back. Like other ranged units, Longbowmen are vulnerable to melee attack.
UU: Ship of the Line [Frigate]; The Ship of the Line is the English unique unit, replacing the Frigate. The Ship of the Line has a slightly higher Ranged Combat strength than the Frigate, and it's slightly cheaper to produce. It can see one hex farther than the Frigate, allowing it to spot enemies in a significantly larger section of ocean.
UA: Sun Never Sets; +2 Movement for all naval units. Receives 1 extra Spy.
- France (Napoleon): 7
UU: Musketeer [Musketman]; The Musketeer is the French unique unit, replacing the Musketman. The Musketeer is significantly more powerful than the Musketman, making it the most powerful foot soldier unit in the game (until the introduction of Industrial Era Infantry units).
UI: Chateau [N/A]; A Chateau must be built adjacent to a Luxury resource. It may not be adjacent to another Chateau. It provides one additional Gold and 2 Culture. It also provides the same +50% defense bonus as a Fort. When Flight is researched its Culture yield increases by 1 and its Gold output rises by 2. Must be built in French territory.
UA: City of Light; Museum and World Wonder theming bonuses are doubled in their capital.
- Germany (Bismarck): 5
UU: Landsknecht [Pikeman]; The Landsknecht is a German unique unit. This unit replaces the Pikeman unit. The Landsknecht is as powerful as the Pikeman unit, but it costs only half as much to produce, allowing the German player to build up a medieval army in a shockingly short period of time. Landsknecht units are deadly against mounted units like Knights.
UU: Panzer [Tank]; The Panzer is the German unique unit, replacing the tank. It is both stronger and faster than the tank. It also can move after combat, allowing it to blow huge holes in enemy lines and then barrel through before the enemy can repair the gap.
UA: Furor Teutonicus; Upon defeating a Barbarian unit inside an encampment, there is a 50% chance you earn 25 Gold and they join your side. Pay 25% less for land unit maintenance.
- Greece (Alexander): 7
UU: Companion Cavalry [Horseman]; Companion Cavalry are Greek unique units, replacing the Horseman. Companion Cavalry are faster and more powerful than the Horseman unit, making them the most dangerous cavalry units until the arrival of the Knight. Companion Cavalry help generate Great Generals more rapidly than other units. In addition, they can move after attacking. Companion Cavalry are mounted, and still vulnerable to Spearmen and Pikemen attack.
UU: Hoplite [Spearman]; The Hoplite is the Greek unique unit, replacing the Spearman. It is far more powerful than the Spearman. The Hoplite is deadly against mounted opponents.
UA: Hellenic League; City-State Influence degrades at half and recovers at twice the normal rate.
- India (Gandhi): 6
UU: War Elephant [Chariot Archer]; The War Elephant is the Indian unique unit, replacing the Chariot Archer. It is more powerful (if slower) than the Chariot Archer and can move through any terrain without the Chariot Archer's penalty. A mounted unit, the War Elephant is quite vulnerable to the Spearman.
UB: Mughal Fort [Castle]; The Mughal Fort is a Medieval-era building that increases the city's Defense Strength by 7, Hit Points by 25, and provides some Culture every turn. It is the Indian unique building, replacing the Castle. After Flight is learned, it provides +2 Tourism as well. Building Walls is a prerequisite for building the Mughal Fort.
UA: Population Growth; Unhappiness from number of Cities doubled, Unhappiness from number of Citizens halved.
- Japan (Oda Nobunaga): 4
UU: Samurai [Longswordsman]; The Samurai are the Japanese unique unit, replacing the Longswordsman. As powerful as the Swordsman, the Samurai automatically receives the "Shock I" promotion, giving it a bonus when fighting in open terrain. Success in combat with a Samurai has an increased chance of generating Great Generals.
UU: Zero [Fighter]; The Zero is the Japanese unique unit, replacing the fighter. The Zero is a moderately-powerful air unit. It is like the standard fighter, except that it gets a significant combat bonus when battling other fighters. It can be based in any city you own or aboard an aircraft carrier. It can move from city to city (or carrier) and can perform "missions" within its range of 8 tiles. See the rules on Aircraft for more information.
UA: Bushido; Units fight as though they were at full strength even when damaged.
- Persia (Darius I): 6
UU: Immortal [Spearman]; The Immortal is the Persian unique unit, replacing the Spearman. It is slightly more powerful than the Spearman, and it heals twice as quickly. It is quite deadly against mounted units.
UB: Satraps Court [Bank]; The Satrap's Court is the Persian unique building. It replaces the Bank. Like a bank the Satrap's Court increases the city's output of wealth. However, the Satrap's Court also increases the civilization's Happiness. The city must have a Market before the Satrap's Court may be constructed.
UA: Achaemenid Legacy; Golden Ages last 50% longer. During a Golden Age, units receive +1 Movement and a +10% Combat Strength bonus.
- Rome (Augustus Caesar): 8
UU: Ballista [Catapult]; Roman unique unit, more powerful than the Catapult it replaces. The Ballista is an excellent siege weapon. It is extremely useful against cities, but it is quite vulnerable to attack. Be sure to protect the Ballista with other military units. The Ballista must first "set up" (1 MP) before attacking.
UU: Legion [Swordsman]; The Legion is the Roman unique unit, replacing the Swordsman. The Legion is more powerful than the Swordsman, making it the most powerful melee unit of the Classical Era. The Legion can also construct roads and forts and is the only non-Worker unit able to do so.
UA: The Glory of Rome; +25% Production towards any buildings that already exist in the Capital.
- Russia (Catherine): 5
UU: Cossack [Cavalry]; The Cossack is a Russian unique unit, replacing the Cavalry. They are the same strength as Cavalry and can also move after attacking. However, Cossack units get a strong combat bonus when battling damaged units. This makes Cossacks exceptionally strong at counter-attacking - let the enemy chew up the front-line peasants, then tear the weakened foe apart with a Cossack charge!
UB: Krepost [Barracks]; The Krepost is the Russian unique building, replacing the barracks. The Krepost provides 15 experience points for all military units constructed in its city. In addition, the Krepost increases the city's cultural border growth by 25%. It's quite worthwhile to construct these useful buildings in all Russian cities, but especially in cities on the civilization's frontiers.
UA: Siberian Riches; Strategic Resources provide +1 Production and Horse, Iron and Uranium Resources provide double quantity.
- Siam (Ramkhamhaeng): 7
UU: Naresuans Elephant [Knight]; This is the Siamese unique unit, replacing the Knight. The Naresuan's Elephant unit is slower than a Knight but it is more powerful. Like the Knight the Naresuan's Elephant can move after attacking. Equipped with spears, the Elephant gets a significant combat bonus when attacking other mounted units.
UB: Wat [University]; The Wat is the Siamese unique building, replacing the University. The Wat increases the Culture of a city, speeding the growth of its borders and the civilization's acquisition of Social Policies. The Wat also provides a Science bonus to the city.
UA: Father Governs Children; Food, Culture, and Faith from friendly City-States increased by 50%.
- Songhai (Askia): 5
UU: Mandekalu Cavalry [Knight]; This is a Songhai unique unit, replacing the Knight. This unit has the same statistics as the Knight, but it is significantly better at attacking cities. The Mandekalu Cavalry can move after attacking. Its speed makes it difficult for an enemy to build a defensive line before the Mandekalu Cavalry reaches the target.
UB: Mud Pyramid Mosque [Temple]; The Mud Pyramid Mosque is a Songhai unique building, replacing the Temple. The Mud Pyramid Mosque greatly increases the city's Culture, speeding the growth of the city's territory and the civilization's acquisition of Social Policies. The Mud Pyramid Mosque has no maintenance costs.
UA: River Warlord; Receive triple Gold from Barbarian encampments and pillaging Cities. Land units gain the War Canoe and Amphibious promotions, strengthening them while embarked.
- The Aztecs (Montezuma): 6
UU: Jaguar [Warrior]; The Jaguar is the Aztec unique unit, replacing the Warrior. The Jaguar receives a big bonus when battling in Jungle. It also heals damage when it destroys enemy units and has the Woodsman promotion, allowing it to move through Forest and Jungle quickly.
UB: Floating Gardens [Water Mill]; The Floating Gardens is the Aztec unique building, replacing the Water Mill. It increases the city's Food output, and should be built if the city is near a lake or river.
UA: Sacrificial Captives; Gains Culture for the empire from each enemy unit killed.
- The Iroquois (Hiawatha): 8
UU: Mohawk Warrior [Swordsman]; The Mohawk Warrior is the Iroquoian unique unit, replacing the Swordsman. As powerful as the Swordsman in Clear or Hilly terrain, the Mohawk Warrior receives a significant combat bonus in Forest and Jungle. Also, unlike the Swordsman, it does not require Iron to build.
UB: Longhouse [Workshop]; The Longhouse is the Iroquois unique building, replacing the Workshop. It increases the city's Production output for each forest within the city's radius.
UA: Great Warpath; Units move through Forest and Jungle in friendly territory as if they were Roads. These tiles can be used to establish City Connections upon researching The Wheel. Caravans move along Forest and Jungle as if they were Roads.
- The Ottomans (Suleiman): 5
UU: Janissary [Musketman]; The Janissary is an Ottoman unique unit, replacing the Musketman. The Janissary receives a significant combat bonus when on the attack. In addition, the Janissary unit automatically heals all damage when it destroys a non-Barbarian unit. This can give a Janissary army a crushing advantage against an enemy force on the defensive.
UU: Sipahi [Lancer]; The Sipahi is the Ottoman unique unit, replacing the Lancer. The Sipahi is much faster and can see one hex farther than the Lancer, although it shares the Lancer's weaknesses on defense. The Sipahi can pillage enemy improvements at no additional cost.
UA: Barbary Corsairs; All melee naval units have the Prize Ships promotion, allowing them to capture defeated ships. Pay only one-third the usual cost for naval unit maintenance.