Boris Gudenuf
Deity
There has been much discussion of the units in Civ VI and Humankind (much by me, in fact) and the distinction between Technology and Civic 'trees' in Cv VI, and I've commented on the use of Social Policy to effect how and how many Units can be formed.
Here goes the first attempt to tie a bunch of that all together.
Here are my Basic Premises:
1. Even more important than the weapons are the skills and skill levels of the individuals and unit at using those weapons. Those skill sets and levels, in turn, are affected most by the amount of time the individuals and the unit have spent training and working with their weapons. In other words, a basic characteristic of any Unit is whether they are an Amateur, or part-time, Unit or Professionals, who spend the majority of their time training for war.
In Game Terms:
Amateurs are raised when War starts normally, and are disbanded when war ends. They never get Promotions, because they don't stay around long enough. They usually provide their own weapons and do not require maintenance, but the longer they stay active, the more it will cost you indirectly in the removal of Population from your 'working slots' in your Civ and Cities. Amateurs are frequently limited by the number of people whose 'civilian' occupation requires them to develop individual combat skills, so the number and types of Buildings, Districts, and/or Improvements may govern the number of them you can easily form.
Professionals can be raised by simply keeping Amateurs around longer, but then they have to be Maintained. Professionals can get Promotions and they are generally better at combat (increased Combat Factor) than Amateurs with the same weapons. Some Units require continuous practice to be any good with their weapons, so these Must be raised as Professionals - making them more expensive both to obtain and keep. Especially early in the game, certain Social Policies like Comitatus, Warrior Ethic or Aristocracy will also affect how many and what kind of 'Professionals' are available.
Bottom Line: Your Military will reflect your Civilization and its Society to a much greater extent than Civ or any other game has ever done before.
2. In addition to or instead of providing for new Units and Unit types, some Technologies/Social Policies also allow other Units to be Upgraded with improved weapons, armor, equipment or Tactics. The advantage of Technical Upgrades over simply forming a newer and more ‘modern’ Unit is that Upgrades allow a Professional Unit to keep all the Tactical Skills it has developed - nothing is so new about the Upgrade that they have to start over learning new ways of using their primary weapons.
3. Assigning characteristics to Classes of Units restricts the way in which Units actually developed and were used. Specific attributes should, therefore, be specific to individual Units. A number of Units may share the same Characteristic, but they should not be restricted to Upgrade or 'Promotion' along a single line: Social Policy, Technology, situation may require something different, and that should be allowed (Freely admit, this is a straight-up Borrowing from Humankind, in which each Unit has its own set of 2 - 3 Attributes one or more of which may be shared with other units both Normal and Emblematic - an extremely flexible system)
4. Everything that follows assumes a Tactical Combat System in which Battles between multiple Units take place on a separate Tactical Map as opposed to the Game (Strategic) Map. This does not mean that many of the ideas presented can't be used for a 1UPT or Strategic Map Battle system similar to what Civ has always used in the past. I just don't happen to think that is the best way to go anymore.
5. Finally, many Units that have been 'standards' in Civ are not, in fact, normal Units. All pre-gunpowder Siege Weapons, for instance, were almost always built on the spot to attack a city, and did not roam the countryside looking for a fight. Likewise, a great many archers and other City Defenders were the mobilized local city dwellers, and not available to go wandering outside the walls looking for a fight. Units labeled "Siege Unit Only" in the lst below are formed only to conduct or defend against a Siege or attack on a city and have no separate existence as ordinary Units.
I will not (yet!) attempt to set out a complete Unit Table and Tech/Civic Tree for a game. What follows is a list of regular Units that have been used in Civ VI or Humankind (or both) and some suggested additions of my own with comments on how they could be implemented, including actual dates when they first appeared and suggested Tech or Social Policy triggers - and restrictions - on forming the Unit, and suggested Technical Upgrades for the Units, most of which would require different Technologies and/or Social Policies or Civics. Likewise, Unique Units are not included, because that would be another Unit List even longer than this one, just for the Units in Civ VI, let alone all the possibilities for Civs that have been suggested for a future game.
Here goes:
Key to the List
Format of first line:
Title of Unit, Code, Date of approximate first appearance
1. Units are listed by date of first known use rather than ‘Eras’
2. Code:
- * Indicates a Unit used in Civ VI;
- + indicates a unit used in Humankind
- # Indicates a unit used in both Civ VI and Humankind
Land Units:
Tribe + (Hunting Party?) (200,000 BCE)
- Mixed Tribe of hunters, gatherers and fishers armed with simple hunting weapons
No Upgrades, No Professional Status
NOTE: First basic Human Population Unit, for a Neolithic or earlier Start if desired.
Scout # (6000 BCE)
- Small group of young men, explorers rather than fighters
Initial Equipment:
- Light hand weapons
Technical Upgrades:
- Light Throwing Spears
- Light Shields
Requires:
- Population - no requirements
- Tech - none
- Social Policy - none
- Resources - no requirements
NOTE: An artificial Unit, but a mainstay of the game genre. Initially has very little combat factor, because represents probably no more than a few dozen men, but could be upgraded to a skirmishing combat force as:
Javelinman (6000 BCE)
- Men with throwing weapons, relying on speed rather than armor or formations to survive
Initial Equipment:
- Light throwing spears
Technical Upgrades:
- Light Shields
- Melee Weapon
Requires:
- Population - 1
- Tech - none
- Social Policy - Heirarchy
- Resources - no requirements
NOTE: The throwing spear or javelin was actually a far more common missile weapon than any other, both for hunting and combat skirmishing. Would be as fast as Scouts and could really take their place initially, but can be upgraded into a decent light infantry also, at which point they become the equivalent of Greek Peltasts or Roman Velites.
Warrior # (6000 BCE)
- Men prepared mentally and physically to fight the enemy up close and personal.
- Initial Equipment:
- Metal-weighted Melee Weapon (Club, Mace, Axe, short Spear)
Technical Upgrades:
- Light Shields
- Leather/cloth Body Armor
- Bronze Melee Weapon (Professional Only)
Requires:
- Population - 1
- Tech - Agriculture
- Social Policy - Heirarchy
- Resources - can raise 1 Amateur Warrior per Farm or Plantation
NOTE: The old standby First Unit: initial armament a weighted club or short thrusting spear, but could add padded cloth, leather, or even wooden armor, copper or bronze axe or mace, and leather-covered shields, making them a very effective infantry melee force - except against later types like iron-equipped Swordsmen or close-order Spearmen
Slinger * (6000 BCE)
- Men with a simple leather sling throwing rocks
Technical Upgrades:
- Light Shields
- Lead Bullets (Professional Only)
Requires:
- Population - 1
- Tech - Animal Domestication
- Social Policy - Heirarchy
- Resources - can raise 1 Amateur Slinger per Pasture with Sheep or Cattle
NOTE: The sling was only used by a few ‘regular armies’, notably the Inca, but it was the ‘default weapon’ of any herdsman on foot, being both cheap to make and easy to practice with while you are watching sheep or cattle graze. Un-Upgraded, then, they could be the easiest troops to raise as long as you have lots of Pastures or Herds and no horses.
Archer # (5200 BCE)
- Men with simple stave bow and stone/metal-tipped arrows and no desire to get close to the enemy
Initial Equipment:
- Simple Bow
Technical Upgrades:
- Metal Armor (Professional Only)
- Composite Bows
Requires:
- Population - 1
- Tech - Wood Forming
- Social Policy - Heirarchy
- Resources - can raise 1 Amateur Archer per Camp
NOTE: Archers need lots of training to be effective. Of almost all types of troops, they are the ones most needing a division into Professionals and Amateurs, where you can conscript all kinds of Archers and equip them very cheaply with simple bows - but they aren’t necessarily very good.
(Scout) Riders + (3700 BCE)
- Earliest horse-riding men without effective mounted weapons
Initial Equipment:
- Light hand weapons
No Upgrades, No Professional Status
Requires:
- Population - 1
- Tech - Animal Domestication (Horses)
- Social Policy - Heirarchy
- Resources - Horses, can raise 1 Rider per Horse Resource in territory
NOTE: This would make a good very early ‘Barbarian’ Unit, since they were found (as far as we can surmise from the archeology) exclusively among the early pastoral groups, not the city-builders. Low combat factor, because they had no decent weapons to use from horseback, but very fast and very good at pillaging - stealing everything not nailed down and guarded, basically
Spearmen # (2600 BCE)
- Men with long spears and tight formations effective against cavalry or chariots
Initial Equipment:
- Heavy Thrusting Spear, Light Shield
Technical Upgrades:
- Metal Body Armor
- Heavy Shield
- Secondary Melee Weapon
Requires:
- Population - 1
- Tech - Bronze Working
- Social Policy - Civic Identity
- Resources - Copper/Bronze, can raise 1 Spearman per Population, temporarily
NOTE: The first spearmen in tight anti-cavalry formations appear simultaneously with the earliest Bronze weapons, which has been reflected in Civ forever. The earliest of them, however, were largely unarmored and equipped with only light hide or wicker shields (from the archeological evidence). Making the shields out of wood with metal fittings, metal body armor, and a good short sword, long knife or axe for when the spear broke made them far more effective, right up to the end of the Classical Era and beyond into the middle of the Medieval Era. This is the basic, anybody-can-do-it Non-Professional infantry Unit.
But also Note: a Spearman with all the Upgrades and Professional status would be a Spartan Hoplite Unique Unit: as an Amateur without the Secondary Melee Weapon, he would be almost all other Greek Hoplites. The system will easily accommodate many Unique Units this way.
Heavy Chariot # (2000 BCE)
- Earliest fast vehicles with spoked wheels
Initial Equipment:
- Heavy Thrusting Spear, Heavy Shield
Technical Upgrades:
- Metal Tired Wheels
- Iron Weapons
Professional Only
Requires:
- Population - 1
- Tech - Wheel
- Social Policy - Heroic Warrior
- Resources - Warhorses
NOTE: “Heavy” is a relative term, but basically, the Chariot was a fast transport for melee warriors or a melee weapon itself long before it appears to have been used as a combat archer platform.
Battering Ram # (1900 BCE)
- Earliest indication of protected wheeled ram against stone or brick walls
Siege Unit Only
No Upgrades, No Professional Status
Requires:
- Population - 0
- Tech - City Defense
- Social Policy -
- Resources - no requirements
NOTE: The earliest specific ‘siege’ weapon, but only effective against gates or stone ‘curtain’ walls or brick/mud brick walls. The earth mounds or rammed earth defenses were impervious to it.
Light Chariot (1700 BCE)
- Earliest fast vehicle with composite or regular bowmen on board
Initial Equipment:
- Simple Bow, Light Shield
Technical Upgrades:
- Metal Tired Wheels
- Composite Bow
Professional Only
Requires:
- Population - 1
- Tech - Advanced Wood Forming
- Social Policy - Comitatus
- Resources - Horses
NOTE: Appears to have been a Royal/Aristocratic Hunting weapon before it was used for war, so originally almost exclusively Aristocratic, Royal or Royal Bodyguard weapon system
Horse Archer # (1100 BCE)
- Earliest combination of horseman and composite bow
Initial Equipment:
- Composite Bow, Light hand weapon
No Upgrades, Always Barbarian Hire
Requires:
- Population - Pastoral recruit
- Resources - Horses
NOTE: Horse archers were almost exclusively a Unit of the pastoral groups, not the settled cities - it takes much too much time to learn both how to ride a horse and how to shoot a bow from a ridden horse accurately, and only mounted herders, who had to do both every day, had the time to maintain those skills. On the other hand, many Civilized peoples hired Horse Archers from the pastoral “barbarians”, including Athens, Rome, China, and Byzantium
Horsemen # (1100 BCE)
- Riders with weapons to charge the enemy and beat him in melee
Initial Equipment:
- Light throwing spear, Light hand weapon or low-carbon Long Sword
Technical Upgrades:
- Metal Body Armor (requires Warhorses)
- Light Shields
- Heavy Spear/Lance (requires Warhorses)
Requires:
- Population - 1
- Tech - Iron Working
- Social Policy - Comitatus OR Aristocracy
- Resources - Horses, Warhorses
NOTE: The first military horsemen were simply those citizens/aristocrats who could afford to keep a horse, which wasn’t easy in a city! That meant they were armed with throwing spears, swords, might wear armor, but had no shields or lances or bows or any knowledge of how to use them. All that came later, including armored men on warhorses with lances that in practice and effect are indistinguishable from later “Knights”.
Siege Engines (850 BCE)
Siege Unit Only
No Upgrades, No Professional Status
Requires:
- Population - 0
- Tech - Iron Working
- Social Policy
- Resources - Iron
NOTES: Includes Towers, Cranes, devices for overcoming walls, moats, and some including Battering Rams and (small) Catapults - all built on the spot to attack a city, with only the metal parts being carried with the army
Swordsmen # (800 BCE)
- First iron ‘long swords’ over 60cm inches long
Initial Equipment:
- Low-carbon Long word, Light Shield
Technical Upgrades:
- Metal Body Armor
- Heavy Shields
- Throwing Weapon
Professional Only
Requires:
- Population - 1
- Tech - Iron Working
- Social Policy - Comitatus, Aristocracy, Heroic Warrior OR Civic Identity
- Resources - Iron
NOTE: The first swordsmen with a 30 - 34” long iron sword were not much more effective than a fully Upgraded Warrior or Spearman with metal armor and heavy shields, but Swordsmen quickly started wearing metal armor and carrying heavy wooden shields themselves. The drawback is the same as for the Archer: it takes continuous practice to stay proficient with a sword, so they are expensive to maintain. Most Swordsmen (notable exception the Roman Legions) were nobles who maintained themselves or a small body of ‘comitatus’ retainers of the King.
EXAMPLE: A “Unique” or ‘specialized’ Unit:
Bronze Crossbow (650 BCE)
- Crossbow with simple wood or composite bow and bronze trigger mechanism
Initial Equipment:
- Bronze crossbow
Technical Upgrades:
- Leather Body Armor
- Drill (Professional Only)
- Volley Firing (Professional Only)
Requires:
- Population - 2
- Tech - Bronze-Working, Mechanics
- Social Policy - Civic Identity
- Resources - no requirements; automatically generated to defend Cities when attacked
NOTE: The first archeological evidence for bronze trigger mechanisms for Chinese crossbows is from about 650 - 600 BCE, the gastrophetes or ‘Belly Bow’ crossbow was invented in the west in 400 BCE in Syracuse, Sicily. These early crossbows had no particular advantage in range or force over an ordinary bow, and were much slower-firing, but had one major advantage: they required very little training or practice to use, and so could be used by masses of amateur warriors - as in China from the Warring States Era on. Their other common use, in the west as in China, was for city dwellers to protect their city by firing crossbows from wall positions, providing a major component of any city wall’s ‘ranged fire’
Peltast (500 BCE)
- Improved Javelinman who can become an Improved Spearman
Initial Equipment:
- Light Throwing Spear, Light Shield, melee weapon
Technical Upgrades:
- Heavy Shields
- Heavy Spear
- low-carbon Iron Long Sword
Requires:
Population - 1
Tech - Iron Working
Social Policy -
Resources - no requirements; can frequently be hired from Barbarians/City States
NOTE: Peltasts were originally ‘barbarian’ warriors from Anatolia, Thrace, and other parts of the Balkans, but once adopted by the Greeks and other ‘settled’ groups, they got steadily heavier. Always able to fight in either a loose or close formation, they were very flexible, could fight off cavalry almost as well as heavier spearmen, and pretty much outrun any infantry heavy enough to hurt them, and hurt anybody light enough to catch them. Later types with heavy wooden shields, thrusting spears and longswords as ‘sidearms’ were the basic infantry of the late Roman Empire and early Byzantium.
Catapult # (400 BCE)
- The first mechanical Heavy Weapon, useful against both men and fortifications.
Technical Upgrades:
- Torsion Propelled
- Cart-Mounting
Professional Only
Requires:
- Population - 1
- Tech - Mechanics
- Social Policy - no requirements
- Resources - Iron
NOTE: Catapults were primarily siege weapons, both mounted on new ‘catapult positions’ in and on walls and towers and constructed on the spot to attack the city. Only later did Roman and Chinese armies develop cart-mounted light catapult weapons that could stay with the army in the field and be used to pick off the enemy at long range, but those also required a large body of men trained to use them well, and that was expensive
There is now a Historical Gap in new UNits, so it makes a good place to pause for digestion . . .
Here goes the first attempt to tie a bunch of that all together.
Here are my Basic Premises:
1. Even more important than the weapons are the skills and skill levels of the individuals and unit at using those weapons. Those skill sets and levels, in turn, are affected most by the amount of time the individuals and the unit have spent training and working with their weapons. In other words, a basic characteristic of any Unit is whether they are an Amateur, or part-time, Unit or Professionals, who spend the majority of their time training for war.
In Game Terms:
Amateurs are raised when War starts normally, and are disbanded when war ends. They never get Promotions, because they don't stay around long enough. They usually provide their own weapons and do not require maintenance, but the longer they stay active, the more it will cost you indirectly in the removal of Population from your 'working slots' in your Civ and Cities. Amateurs are frequently limited by the number of people whose 'civilian' occupation requires them to develop individual combat skills, so the number and types of Buildings, Districts, and/or Improvements may govern the number of them you can easily form.
Professionals can be raised by simply keeping Amateurs around longer, but then they have to be Maintained. Professionals can get Promotions and they are generally better at combat (increased Combat Factor) than Amateurs with the same weapons. Some Units require continuous practice to be any good with their weapons, so these Must be raised as Professionals - making them more expensive both to obtain and keep. Especially early in the game, certain Social Policies like Comitatus, Warrior Ethic or Aristocracy will also affect how many and what kind of 'Professionals' are available.
Bottom Line: Your Military will reflect your Civilization and its Society to a much greater extent than Civ or any other game has ever done before.
2. In addition to or instead of providing for new Units and Unit types, some Technologies/Social Policies also allow other Units to be Upgraded with improved weapons, armor, equipment or Tactics. The advantage of Technical Upgrades over simply forming a newer and more ‘modern’ Unit is that Upgrades allow a Professional Unit to keep all the Tactical Skills it has developed - nothing is so new about the Upgrade that they have to start over learning new ways of using their primary weapons.
3. Assigning characteristics to Classes of Units restricts the way in which Units actually developed and were used. Specific attributes should, therefore, be specific to individual Units. A number of Units may share the same Characteristic, but they should not be restricted to Upgrade or 'Promotion' along a single line: Social Policy, Technology, situation may require something different, and that should be allowed (Freely admit, this is a straight-up Borrowing from Humankind, in which each Unit has its own set of 2 - 3 Attributes one or more of which may be shared with other units both Normal and Emblematic - an extremely flexible system)
4. Everything that follows assumes a Tactical Combat System in which Battles between multiple Units take place on a separate Tactical Map as opposed to the Game (Strategic) Map. This does not mean that many of the ideas presented can't be used for a 1UPT or Strategic Map Battle system similar to what Civ has always used in the past. I just don't happen to think that is the best way to go anymore.
5. Finally, many Units that have been 'standards' in Civ are not, in fact, normal Units. All pre-gunpowder Siege Weapons, for instance, were almost always built on the spot to attack a city, and did not roam the countryside looking for a fight. Likewise, a great many archers and other City Defenders were the mobilized local city dwellers, and not available to go wandering outside the walls looking for a fight. Units labeled "Siege Unit Only" in the lst below are formed only to conduct or defend against a Siege or attack on a city and have no separate existence as ordinary Units.
I will not (yet!) attempt to set out a complete Unit Table and Tech/Civic Tree for a game. What follows is a list of regular Units that have been used in Civ VI or Humankind (or both) and some suggested additions of my own with comments on how they could be implemented, including actual dates when they first appeared and suggested Tech or Social Policy triggers - and restrictions - on forming the Unit, and suggested Technical Upgrades for the Units, most of which would require different Technologies and/or Social Policies or Civics. Likewise, Unique Units are not included, because that would be another Unit List even longer than this one, just for the Units in Civ VI, let alone all the possibilities for Civs that have been suggested for a future game.
Here goes:
Key to the List
Format of first line:
Title of Unit, Code, Date of approximate first appearance
1. Units are listed by date of first known use rather than ‘Eras’
2. Code:
- * Indicates a Unit used in Civ VI;
- + indicates a unit used in Humankind
- # Indicates a unit used in both Civ VI and Humankind
Land Units:
Tribe + (Hunting Party?) (200,000 BCE)
- Mixed Tribe of hunters, gatherers and fishers armed with simple hunting weapons
No Upgrades, No Professional Status
NOTE: First basic Human Population Unit, for a Neolithic or earlier Start if desired.
Scout # (6000 BCE)
- Small group of young men, explorers rather than fighters
Initial Equipment:
- Light hand weapons
Technical Upgrades:
- Light Throwing Spears
- Light Shields
Requires:
- Population - no requirements
- Tech - none
- Social Policy - none
- Resources - no requirements
NOTE: An artificial Unit, but a mainstay of the game genre. Initially has very little combat factor, because represents probably no more than a few dozen men, but could be upgraded to a skirmishing combat force as:
Javelinman (6000 BCE)
- Men with throwing weapons, relying on speed rather than armor or formations to survive
Initial Equipment:
- Light throwing spears
Technical Upgrades:
- Light Shields
- Melee Weapon
Requires:
- Population - 1
- Tech - none
- Social Policy - Heirarchy
- Resources - no requirements
NOTE: The throwing spear or javelin was actually a far more common missile weapon than any other, both for hunting and combat skirmishing. Would be as fast as Scouts and could really take their place initially, but can be upgraded into a decent light infantry also, at which point they become the equivalent of Greek Peltasts or Roman Velites.
Warrior # (6000 BCE)
- Men prepared mentally and physically to fight the enemy up close and personal.
- Initial Equipment:
- Metal-weighted Melee Weapon (Club, Mace, Axe, short Spear)
Technical Upgrades:
- Light Shields
- Leather/cloth Body Armor
- Bronze Melee Weapon (Professional Only)
Requires:
- Population - 1
- Tech - Agriculture
- Social Policy - Heirarchy
- Resources - can raise 1 Amateur Warrior per Farm or Plantation
NOTE: The old standby First Unit: initial armament a weighted club or short thrusting spear, but could add padded cloth, leather, or even wooden armor, copper or bronze axe or mace, and leather-covered shields, making them a very effective infantry melee force - except against later types like iron-equipped Swordsmen or close-order Spearmen
Slinger * (6000 BCE)
- Men with a simple leather sling throwing rocks
Technical Upgrades:
- Light Shields
- Lead Bullets (Professional Only)
Requires:
- Population - 1
- Tech - Animal Domestication
- Social Policy - Heirarchy
- Resources - can raise 1 Amateur Slinger per Pasture with Sheep or Cattle
NOTE: The sling was only used by a few ‘regular armies’, notably the Inca, but it was the ‘default weapon’ of any herdsman on foot, being both cheap to make and easy to practice with while you are watching sheep or cattle graze. Un-Upgraded, then, they could be the easiest troops to raise as long as you have lots of Pastures or Herds and no horses.
Archer # (5200 BCE)
- Men with simple stave bow and stone/metal-tipped arrows and no desire to get close to the enemy
Initial Equipment:
- Simple Bow
Technical Upgrades:
- Metal Armor (Professional Only)
- Composite Bows
Requires:
- Population - 1
- Tech - Wood Forming
- Social Policy - Heirarchy
- Resources - can raise 1 Amateur Archer per Camp
NOTE: Archers need lots of training to be effective. Of almost all types of troops, they are the ones most needing a division into Professionals and Amateurs, where you can conscript all kinds of Archers and equip them very cheaply with simple bows - but they aren’t necessarily very good.
(Scout) Riders + (3700 BCE)
- Earliest horse-riding men without effective mounted weapons
Initial Equipment:
- Light hand weapons
No Upgrades, No Professional Status
Requires:
- Population - 1
- Tech - Animal Domestication (Horses)
- Social Policy - Heirarchy
- Resources - Horses, can raise 1 Rider per Horse Resource in territory
NOTE: This would make a good very early ‘Barbarian’ Unit, since they were found (as far as we can surmise from the archeology) exclusively among the early pastoral groups, not the city-builders. Low combat factor, because they had no decent weapons to use from horseback, but very fast and very good at pillaging - stealing everything not nailed down and guarded, basically
Spearmen # (2600 BCE)
- Men with long spears and tight formations effective against cavalry or chariots
Initial Equipment:
- Heavy Thrusting Spear, Light Shield
Technical Upgrades:
- Metal Body Armor
- Heavy Shield
- Secondary Melee Weapon
Requires:
- Population - 1
- Tech - Bronze Working
- Social Policy - Civic Identity
- Resources - Copper/Bronze, can raise 1 Spearman per Population, temporarily
NOTE: The first spearmen in tight anti-cavalry formations appear simultaneously with the earliest Bronze weapons, which has been reflected in Civ forever. The earliest of them, however, were largely unarmored and equipped with only light hide or wicker shields (from the archeological evidence). Making the shields out of wood with metal fittings, metal body armor, and a good short sword, long knife or axe for when the spear broke made them far more effective, right up to the end of the Classical Era and beyond into the middle of the Medieval Era. This is the basic, anybody-can-do-it Non-Professional infantry Unit.
But also Note: a Spearman with all the Upgrades and Professional status would be a Spartan Hoplite Unique Unit: as an Amateur without the Secondary Melee Weapon, he would be almost all other Greek Hoplites. The system will easily accommodate many Unique Units this way.
Heavy Chariot # (2000 BCE)
- Earliest fast vehicles with spoked wheels
Initial Equipment:
- Heavy Thrusting Spear, Heavy Shield
Technical Upgrades:
- Metal Tired Wheels
- Iron Weapons
Professional Only
Requires:
- Population - 1
- Tech - Wheel
- Social Policy - Heroic Warrior
- Resources - Warhorses
NOTE: “Heavy” is a relative term, but basically, the Chariot was a fast transport for melee warriors or a melee weapon itself long before it appears to have been used as a combat archer platform.
Battering Ram # (1900 BCE)
- Earliest indication of protected wheeled ram against stone or brick walls
Siege Unit Only
No Upgrades, No Professional Status
Requires:
- Population - 0
- Tech - City Defense
- Social Policy -
- Resources - no requirements
NOTE: The earliest specific ‘siege’ weapon, but only effective against gates or stone ‘curtain’ walls or brick/mud brick walls. The earth mounds or rammed earth defenses were impervious to it.
Light Chariot (1700 BCE)
- Earliest fast vehicle with composite or regular bowmen on board
Initial Equipment:
- Simple Bow, Light Shield
Technical Upgrades:
- Metal Tired Wheels
- Composite Bow
Professional Only
Requires:
- Population - 1
- Tech - Advanced Wood Forming
- Social Policy - Comitatus
- Resources - Horses
NOTE: Appears to have been a Royal/Aristocratic Hunting weapon before it was used for war, so originally almost exclusively Aristocratic, Royal or Royal Bodyguard weapon system
Horse Archer # (1100 BCE)
- Earliest combination of horseman and composite bow
Initial Equipment:
- Composite Bow, Light hand weapon
No Upgrades, Always Barbarian Hire
Requires:
- Population - Pastoral recruit
- Resources - Horses
NOTE: Horse archers were almost exclusively a Unit of the pastoral groups, not the settled cities - it takes much too much time to learn both how to ride a horse and how to shoot a bow from a ridden horse accurately, and only mounted herders, who had to do both every day, had the time to maintain those skills. On the other hand, many Civilized peoples hired Horse Archers from the pastoral “barbarians”, including Athens, Rome, China, and Byzantium
Horsemen # (1100 BCE)
- Riders with weapons to charge the enemy and beat him in melee
Initial Equipment:
- Light throwing spear, Light hand weapon or low-carbon Long Sword
Technical Upgrades:
- Metal Body Armor (requires Warhorses)
- Light Shields
- Heavy Spear/Lance (requires Warhorses)
Requires:
- Population - 1
- Tech - Iron Working
- Social Policy - Comitatus OR Aristocracy
- Resources - Horses, Warhorses
NOTE: The first military horsemen were simply those citizens/aristocrats who could afford to keep a horse, which wasn’t easy in a city! That meant they were armed with throwing spears, swords, might wear armor, but had no shields or lances or bows or any knowledge of how to use them. All that came later, including armored men on warhorses with lances that in practice and effect are indistinguishable from later “Knights”.
Siege Engines (850 BCE)
Siege Unit Only
No Upgrades, No Professional Status
Requires:
- Population - 0
- Tech - Iron Working
- Social Policy
- Resources - Iron
NOTES: Includes Towers, Cranes, devices for overcoming walls, moats, and some including Battering Rams and (small) Catapults - all built on the spot to attack a city, with only the metal parts being carried with the army
Swordsmen # (800 BCE)
- First iron ‘long swords’ over 60cm inches long
Initial Equipment:
- Low-carbon Long word, Light Shield
Technical Upgrades:
- Metal Body Armor
- Heavy Shields
- Throwing Weapon
Professional Only
Requires:
- Population - 1
- Tech - Iron Working
- Social Policy - Comitatus, Aristocracy, Heroic Warrior OR Civic Identity
- Resources - Iron
NOTE: The first swordsmen with a 30 - 34” long iron sword were not much more effective than a fully Upgraded Warrior or Spearman with metal armor and heavy shields, but Swordsmen quickly started wearing metal armor and carrying heavy wooden shields themselves. The drawback is the same as for the Archer: it takes continuous practice to stay proficient with a sword, so they are expensive to maintain. Most Swordsmen (notable exception the Roman Legions) were nobles who maintained themselves or a small body of ‘comitatus’ retainers of the King.
EXAMPLE: A “Unique” or ‘specialized’ Unit:
Bronze Crossbow (650 BCE)
- Crossbow with simple wood or composite bow and bronze trigger mechanism
Initial Equipment:
- Bronze crossbow
Technical Upgrades:
- Leather Body Armor
- Drill (Professional Only)
- Volley Firing (Professional Only)
Requires:
- Population - 2
- Tech - Bronze-Working, Mechanics
- Social Policy - Civic Identity
- Resources - no requirements; automatically generated to defend Cities when attacked
NOTE: The first archeological evidence for bronze trigger mechanisms for Chinese crossbows is from about 650 - 600 BCE, the gastrophetes or ‘Belly Bow’ crossbow was invented in the west in 400 BCE in Syracuse, Sicily. These early crossbows had no particular advantage in range or force over an ordinary bow, and were much slower-firing, but had one major advantage: they required very little training or practice to use, and so could be used by masses of amateur warriors - as in China from the Warring States Era on. Their other common use, in the west as in China, was for city dwellers to protect their city by firing crossbows from wall positions, providing a major component of any city wall’s ‘ranged fire’
Peltast (500 BCE)
- Improved Javelinman who can become an Improved Spearman
Initial Equipment:
- Light Throwing Spear, Light Shield, melee weapon
Technical Upgrades:
- Heavy Shields
- Heavy Spear
- low-carbon Iron Long Sword
Requires:
Population - 1
Tech - Iron Working
Social Policy -
Resources - no requirements; can frequently be hired from Barbarians/City States
NOTE: Peltasts were originally ‘barbarian’ warriors from Anatolia, Thrace, and other parts of the Balkans, but once adopted by the Greeks and other ‘settled’ groups, they got steadily heavier. Always able to fight in either a loose or close formation, they were very flexible, could fight off cavalry almost as well as heavier spearmen, and pretty much outrun any infantry heavy enough to hurt them, and hurt anybody light enough to catch them. Later types with heavy wooden shields, thrusting spears and longswords as ‘sidearms’ were the basic infantry of the late Roman Empire and early Byzantium.
Catapult # (400 BCE)
- The first mechanical Heavy Weapon, useful against both men and fortifications.
Technical Upgrades:
- Torsion Propelled
- Cart-Mounting
Professional Only
Requires:
- Population - 1
- Tech - Mechanics
- Social Policy - no requirements
- Resources - Iron
NOTE: Catapults were primarily siege weapons, both mounted on new ‘catapult positions’ in and on walls and towers and constructed on the spot to attack the city. Only later did Roman and Chinese armies develop cart-mounted light catapult weapons that could stay with the army in the field and be used to pick off the enemy at long range, but those also required a large body of men trained to use them well, and that was expensive
There is now a Historical Gap in new UNits, so it makes a good place to pause for digestion . . .