Warrior: Strength 3/3, movement 1, hammer cost 30, Basic. upgrades to all
Swordsman: Strength 5/3, movement 1, hammer cost 40, requires Iron Working tech and a metal resource (iron only)
--> Long Swordsman: Strength 9/5, movement 1, hammer cost 55, requires Long Swords tech and a iron resource
--> Swordsmaster: Strength 14/10, movement 1, hammer cost 80, requires Swordsmanship tech and a iron resource
--> Lieutenant: Strength 18/14, movement 1, hammer cost 95, requires Total War tech and a iron resource (Limit 5) increases Morale
--> Captain: Strength 21/18, movement 1, hammer cost 110, requires Plate Armor tech and a iron resource (Limit 3)
Poles:
Spearman: Strength 2/4, movement 1, hammer cost 25, requires Hunting tech and a metal resource (iron or copper), +50% vs Cavalry units
--> Javlineer: Strength 3/6, movement 1, hammer cost 40, requires Infantry Tactics tech and a metal resource (iron or copper), +50% vs Cavalry units and +10% when defending hills, plains or grasslands
--> Lanceman: Strength 4/8, movement 1, hammer cost 55, requires Pole Weapons tech and a iron resource, + 50% vs Cavalry units and +10% when defending hills, plains or grasslands
--> Halberdier: Strength 8/4, movement 1, hammer cost 55, requires Pole Weapons tech and a iron resource, + 25% vs Cavalry units, +25% vs Melee units and +10% when defending hills, plains or grasslands
--> Pikeman: Strength 8/12, movement 1, hammer cost 90, requires Superior Pole Weapons tech and a iron resource, + 75% vs Cavalry units and +10% when defending hills, plains or grasslands
--> Phalanx: Strength 12/8, movement 1, hammer cost 90, requires Superior Pole Weapons tech and a iron resource, + 50% vs Cavalry units, +25% vs Melee units and +10% when defending hills, plains or grasslands
Axes:
Axeman: Strength 5/2, movement 1, hammer cost 35, requires Weaponry tech and a metal resource (iron or copper), +50% vs Melee units
--> Axe bearer: Strength 7/2, movement 1, hammer cost 50, requires Battle Axes tech and a iron resource, +50% vs Melee units
-->Maceman: Strength 10/2, movement 1, hammer cost 75, requires Improved Smithing tech and a iron resource, +50% vs Melee units
Dwarven UU: Hammerer: 10/5
Shadow/Dunland UU: Mauler: 14/2
Bows:
Bowman: Strength 1/3, movement 1, hammer cost 20, requires Archery tech, +50% when defending cities and +10% when defending hills, 1 1st strike
--> Archer: Strength 2/6, movement 1, hammer cost 40, requires Sharpshooting tech, +50% when defending cities and +25% when defending hills, 1 1st strike
--> Longbowman: Strength 3/9, movement 1, hammer cost 60, requires Longbows tech, +50% when defending cities and +25% when defending hills, 2 1st strikes
--> Flurry: Strength 4/12, movement 1, hammer cost 90, requires Total War tech, +50% when defending cities and +25% when defending hills, 3 1st strikes
--> Crossbowman: Strength 5/15, movement 1, hammer cost 100, requires Crossbows tech, +20% vs Melee units, 2 1st strikes
Mounted, Swords:
Rider: Strength 7/1, movement 2, hammer cost 50, requires Cavalry Tactics tech, a Horses resource and a metal resource (iron or copper), it does not receive defense bonuses
--> Cavalier: Strength 10/1, movement 2, hammer cost 70, requires Chivalry tech, a Horses resource and a Iron resource, it does not receive defense bonuses
Rohan UU: Rider of Rohan (movement 3)
--> Heavy Cavalry: Strength 15/2, movement 2, hammer cost 140, requires Total War tech, a Horses resource and a Iron resource, it does not receive defense bonuses
Rohan UU: Eorlingas (movement 3)
Mounted, Spears:
Horseman: Strength 6/1, movement 2, hammer cost 45, requires Mounted Combat tech, a Horses resource and a metal resource (iron or copper), it does not receive defense bonuses and has +20% vs Cavalry units
--> Knight: Strength 8/1, movement 2, hammer cost 60, requires Combined Armies tech, a Horses resource and a iron resource, it does not receive defense bonuses and has +30% vs Cavalry units
--> Light Cavalry: Strength 13/1, movement 3, hammer cost 100, requires Horsemanship tech, a Horses resource and a iron resource, it does not receive defense bonuses and has +30% vs Cavalry units
Mounted, Bows:
Mouted Bowman: Strength 4/2, movement 2, hammer cost 30, requires Horseback Riding and Archery techs, and a Horses resource, it does not receive defense bonuses, has 1 1st strike
--> Mounted Archer: Strength 8/4, movement 2, hammer cost 50, requires Strategy and Sharpshooting techs and a Horses resource, it does not receive defense bonuses, has 1 1st strike
--> Horse Archer: Strength 12/6, movement 3, hammer cost 90, requires Military Training and Sharpshooting techs and a Horses resource, it does not receive defense bonuses, has 1 1st strike
Assorted hereos
the Fractional Number denotes attack and defenses, which is now possible, due to FFH