Conflict has always been a mainstay of human affairs, and developing the right military forces the key to an empire's long-term survival. As the eras pass, armies become more sophisticated, and new theaters of war come into play. How will you control the land, sea, and eventually, skies? What will your strategy be? And what tactics will see you prevail on the battlefield?
Close-combat Unit that behaves erratically in Battle. Can be hunted for by certain units.
Close-combat Unit that behaves erratically in Battle. Can be hunted for by certain units.
Close-combat Unit that behaves erratically in Battle. Can be hunted for by certain units.
Special unit that gathers Food through fighting and ransacking in order to multiply.
Close-combat Unit. Receives bonus Combat Strength when fighting mounted enemies.
Ranged-combat Unit. Receives a penalty to its Combat Strength when defending against close-combat attacks.
Close-combat Unit that ignores enemy zones of control. Particularly good for running down Ranged Units. Unable to climb Fortifications.
Special unit that gathers Food through fighting and ransacking in order to multiply.
Can only be constructed during a siege using accumulated Siege Works. Cannot enter City tiles or retaliate when attacked by a close-combat Unit.
Ranged-combat naval Unit, must have line of sight to attack. Replaces land Units which embark to travel across ocean tiles.
Fast, hard-hitting mounted Unit able to charge enemies. Receives bonus Combat Strength if attacking non-adjacent enemies. Unable to climb Fortifications.
Leverage Intel-gathering Unit that can influence Independent Peoples by visiting them.
Moves faster on roads and has no restrictions on movement in Foreign Territory. Cannot perform offensive actions.
Visiting Foreign Cities allows for both parties to gain Influence. Visiting Independent Peoples allows for increased Patronage.
Fast, hard-hitting mounted Unit able to charge enemies. Receives bonus Combat Strength if attacking non-adjacent enemies. Unable to climb Fortifications.
Close-combat Unit.
Ranged-combat Unit. Receives a penalty to its Combat Strength when defending against close-combat attacks.
Close-combat Unit.
Ranged-combat Unit. Receives a penalty to its Combat Strength when defending against close-combat attacks.
Targeted Units also take damage when they next move.
Close-combat Unit.
Close-combat Unit.
Close-combat Unit that ignores enemy zones of control. Particularly good for running down Ranged Units. Unable to climb Fortifications.
Close-combat Unit.
Close-combat Unit. Receives bonus Combat Strength when fighting mounted enemies.
Ranged-combat Unit. Receives a penalty to its Combat Strength when defending against close-combat attacks.
Close-combat Unit.
Fast, hard-hitting mounted Unit able to charge enemies. Receives bonus Combat Strength if attacking non-adjacent enemies. Unable to climb Fortifications.
Close-combat Unit. Receives bonus Combat Strength when fighting mounted enemies.
Can only be constructed during a siege using accumulated Siege Works. Cannot enter City tiles or retaliate when attacked by a close-combat Unit.
Close-combat Unit.
Close-combat Unit.
Fast, hard-hitting mounted Unit able to charge enemies. Receives bonus Combat Strength if attacking non-adjacent enemies. Unable to climb Fortifications.
Close-combat Unit.
Close-combat Unit. Receives bonus Combat Strength when fighting mounted enemies.
Close-combat Unit that ignores enemy zones of control. Particularly good for running down Ranged Units. Unable to climb Fortifications.
Special unit that gathers Food in order to multiply.
Close-combat Unit. Receives bonus Combat Strength when fighting mounted enemies.
Ranged-combat Unit. Receives a penalty to its Combat Strength when defending against close-combat attacks.
Ranged-combat Unit. Receives a penalty to its Combat Strength when defending against close-combat attacks.
Ranged-combat Unit. Receives a penalty to its Combat Strength when defending against close-combat attacks.
Close-combat Unit.
Targeted Units also take damage when they next move.
Ranged-combat Unit. Receives a penalty to its Combat Strength when defending against close-combat attacks.
Close-combat Unit.
Close-combat Unit.
Ranged-combat naval Unit, must have line of sight to attack. Replaces land Units which embark to travel across ocean tiles.
Fast, hard-hitting mounted Unit able to charge enemies. Receives bonus Combat Strength if attacking non-adjacent enemies. Unable to climb Fortifications.
Ranged-combat Unit. Receives a penalty to its Combat Strength when defending against close-combat attacks.
Ranged-combat Unit. Receives a penalty to its Combat Strength when defending against close-combat attacks.
This Unit receives no penalties from Rivers.
Unit can attack Units without a clear Line of Sight.
Close-combat Unit.
Targeted Units also take damage when they next move.
Ranged-combat Unit. Receives a penalty to its Combat Strength when defending against close-combat attacks.
Ranged-combat Unit. Receives a penalty to its Combat Strength when defending against close-combat attacks.
Fast, hard-hitting mounted Unit able to charge enemies. Receives bonus Combat Strength if attacking non-adjacent enemies. Unable to climb Fortifications.
Close-combat Unit.
Close-combat Unit that ignores enemy zones of control. Particularly good for running down Ranged Units. Unable to climb Fortifications.
Close-combat Unit.
Fast, hard-hitting mounted Unit able to charge enemies. Receives bonus Combat Strength if attacking non-adjacent enemies. Unable to climb Fortifications.
Ranged-combat naval Unit, must have line of sight to attack. Replaces land Units which embark to travel across ocean tiles.
Ranged-combat Unit. Receives a penalty to its Combat Strength when defending against close-combat attacks.
Close-combat Unit that ignores enemy zones of control. Particularly good for running down Ranged Units. Unable to climb Fortifications.
Special unit that gathers Food in order to multiply.
Ranged-combat naval Unit, must have line of sight to attack. Replaces land Units which embark to travel across ocean tiles.
Close-combat Unit.
Close-combat Unit. Receives bonus Combat Strength when fighting mounted enemies.
Close-combat Unit.
Leverage Intel-gathering Unit that can engage in Stealth Actions when Concealed.
Can Watch a Foreign City, Siphon a Foreign District and Track an opposing Army.
Can Manipulate a City and create a Decoy Army after unlocking the Military Coordination Technology.
Fast, hard-hitting mounted Unit able to charge enemies. Receives bonus Combat Strength if attacking non-adjacent enemies. Unable to climb Fortifications.
Can only be constructed during a siege using accumulated Siege Works. Cannot enter City tiles or retaliate when attacked by a close-combat Unit.
Close-combat Unit.
Ranged-combat Unit. Fights at full Combat Strength even when defending against close-combat attacks.
Ranged-combat naval Unit, must have line of sight to attack. Replaces land Units which embark to travel across ocean tiles.
No special rules.
Ranged-combat Unit. Fights at full Combat Strength even when defending against close-combat attacks.
Close-combat Unit.
Ranged-combat naval Unit, must have line of sight to attack. Replaces land Units which embark to travel across ocean tiles.
Ranged-combat Unit. Fights at full Combat Strength even when defending against close-combat attacks.
No special rules.
No special rules.
Close-combat Unit. Receives bonus Combat Strength when fighting mounted enemies.
Ranged-combat Unit. Fights at full Combat Strength even when defending against close-combat attacks.
Ranged-combat Unit. Receives a penalty to its Combat Strength when defending against close-combat attacks.
No special rules.
Ranged-combat Unit. Can only move or attack in a turn. Cannot retaliate against close-combat Units.
Ranged-combat Unit. Fights at full Combat Strength even when defending against close-combat attacks.
Close-combat Unit. Receives bonus Combat Strength when fighting mounted enemies.
Close-combat Unit. Receives bonus Combat Strength when fighting mounted enemies.
Stronger when defending.
When provided to other Empires through the Arms Deal Agreement, this Unit costs 10% less to build, and generates more income for its original Empire, per active Agreement.
Ranged-combat Unit. Can only move or attack in a turn. Cannot retaliate against close-combat Units.
Ranged-combat Unit. Fights at full Combat Strength even when defending against close-combat attacks.
Close-combat Unit. Receives bonus Combat Strength when fighting mounted enemies.
Close-combat Unit.