Yes, if you identify them as such in the .fxsxml file. For future reference to everyone that is requesting new units I will try to explain the basics of making new models for CiV. A model consists of three basic components: Mesh, Armature, and Effects. Think of the mesh and armature as the skin and bones of a unit; the skin defines how it looks and the bones define how it moves. To change the appearance of a unit is very easy and is normally called a "rig" because the skin (mesh) is replaced but the bones are not; the skin is "rigged" to an existing unit skeleton. If you change the appearance of a warrior with a new skin it will still behave just like any other warrior unit if the bones and effects are left alone. Rigs comprise the bulk of unit requests because many mods only need to modify the appearance of game units. They are also very easy to make. On the other hand, fantasy and sci-fi modders (as well as modders of specialized ship and aircraft units) run into the issue where the animations and effects themselves need to be altered. There aren't any dragons in Civilization V, for example, so taking the skin of a dragon and trying to rig it to a swordsman animation simply will not work. For these types of units you will need bones linked to animations that are not found in the base game. Until recently the only way to do this was to find another game where you could import these custom animations into CiV (which is usually from Civilization IV). If you can't find existing animations to import then you need to build them from scratch, a very arduous and time-consuming effort. Animations and effects for units are actually defined in artdefines (SQL or XML) and in two files: the .fxsxml and the .ftsxml. No modeling is required to change these features. See my tutorial (in my signature) to learn more about how these files operate. Hope this helps.