Melee line:
Tier0:
Warrior. Strength 3, can use wartats, +25% city defense.
Tier 1: Axeman/swordsman warband. Strength 4, can use bronze/iron weapons or wartats. 1 first strike, +1 first strike.
Tier 1: Spearman warband. Strength 3, can use bronze/iron weapons or wartats, 1 first strike, +50% vs mounted units.
Tier2: Militia swordsman. Strength 5 can use bronze/iron weapons. 1 first strike, +1 first strike.
Tier2: Militia spearmanStrength 4, can use bronze/iron weapons, 1 first strike, +50% vs mounted units.
Tier3: Pikemen. Strength 5/7, can use bronze/iron weapons, 1 first strike, +25% vs melee units, +50% vs mounted units.
Tier3: Royal Guard. Strength 8, can use bronze/iron weapons, 1 first strike, +10% city defense, +25% vs beasts, +25% vs melee, Bodyguard. Requires iron, requires Citadel.
Mounted line:
All these get terrain penalties: -35% wetland strength, -25% forest, ancient forest, jungle, deep jungle strength.
All also get no defensive bonuses.
All require horses.
Tier1: ancient cavalry. Strength 4, can use wartats/bronze/iron, 2 moves. 15% withdraw. +25% vs chariot, +50% vs siege units.
Tier2: light cavalry. Strength 6/4, can use bronze/iron, 3 moves, 25% withdraw, 1 first strike, +10% vs archery units, +25% vs chariots, +50 vs siege, flank attack vs siege units. Requires iron or copper, rstable.
Tier2: horsearcher warband. Strength 6/7, can use wartats, 3 moves. Cannot enter marsh. +25% withdraw, immune to first strikes, +25% vs chariot, +10% vs archery. Flank attack vs siege. Requires iron or copper (which it can't even use!).
Tier3: Knight. Strength 10/7, can use bronze/iron weapons. 2 moves. cannot enter marshes. 15% withdraw chance. +25% vs beasts. Flank attack vs siege. Requires iron, requires Joust building.
Tier3: Cavalry. Strength 8/6, can use bronze/iron weapons. 2 moves. 1 first strike chance. Requires iron or copper, requires stable. Cannot enter marsh, 30% withdraw chance. +25% vs gunpowder units, +50% vs siege units, flank attack vs siege.
Note that flank attack vs siege currently does nothing, because siege units are immune to collateral damage.
Chariot line:
All chariots get: cannot enter marsh, jungle, ancient forest.
no defensive bonuses
+25% vs melee
25% withdraw chance.
-40% wetland strength, -50% jungle strength, -50% deep jungle strength, -50% ancient forest strength.
Tier2: chariot. 5/3, can use bronze/iron. 2 moves. Require bronze or iron, requires wheelwright.
Tier3: war chariot. 10/4, can use bronze/iron. 2 moves. 1-2 first strikes. Requires bronze or iron weapons, wheelwright.
Archery line:
All can bombard 1 tile away for up to 10% damage.
Tier1: archer warband. Strength 3/5. Can use wartats, quality bows. 1-2 first strikes. +25% city defense, +25% hills defense.
Tier2: militia bowmen. Strength 4/6. Can use wartats, quality bows. 2-3 first strikes. +50% city defense, +25% hills defense.
Tier3: crossbowmen. Strength 7, Can use wartats, quality bows. 1 first strike. +50 vs melee, +25% city defense, +25% hills defense.
Tier3: longbowmen. Strength 6/8. Can use wartats, quality bows. 2-3 first strikes. +25% city defense, +25% hills defense.
Tier3: handgunner. Strength 8/9, Can use bronze/iron weapons, 2 first strikes. +25% city defense, +25% hills defense. Requires iron or copper, requires barracks
Very very high tech requirements (rifling tech requirements are crazy).