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.
Naval Unit that replaces land Units which embark to travel across ocean tiles. Movement points are reduced to 2 when in Battle.
Ranged-combat Unit. Receives a penalty to its Combat Strength when defending against close-combat attacks.
Regenerates Health when outside of your Territory.
Ignores movement penalties from Forests.
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.
Cannot target land Units. 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.
Cannot target land Units. Targeted Units also take damage when they next move.
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.
Cannot target land Units. 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.
Naval Unit that replaces land Units which embark to travel across ocean tiles. Movement points are reduced to 2 when in Battle.
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.
Cannot target land Units. 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.
Naval Unit that replaces land Units which embark to travel across ocean tiles. Movement points are reduced to 2 when in Battle.
Ranged-combat Unit. Receives a penalty to its Combat Strength when defending against close-combat attacks.
Close-combat Unit.
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.
Naval Unit that replaces land Units which embark to travel across ocean tiles. Movement points are reduced to 2 when in Battle.
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 Unit. Fights at full Combat Strength even when defending against close-combat attacks.
Naval Unit that replaces land Units which embark to travel across ocean tiles. Movement points are reduced to 2 when in Battle.
Fast, cheaper ship used for reconnaissance and escorting Capital Ships.
Ranged-combat Unit. Fights at full Combat Strength even when defending against close-combat attacks.
Close-combat Unit.
Naval Unit that replaces land Units which embark to travel across ocean tiles. Movement points are reduced to 2 when in Battle.
Ranged-combat Unit. Fights at full Combat Strength even when defending against close-combat attacks.
Fast, cheaper ship used for reconnaissance and escorting Capital Ships.
Fast, cheaper ship used for reconnaissance and escorting Capital Ships.
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.
Expensive but powerful warship. Takes reduced damage in combat.
Gains Combat Strength when adjacent to exactly two other friendly Units.
Can attack Fortifications. Removes Dug-In status on target.
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.
Fast, cheaper ship used for reconnaissance and escorting Capital Ships.
Leverage Intel-gathering Unit that can engage in Stealth Actions when Concealed.
Can disrupt a Foreign District and undermine opposing Armies.
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.
Naval Unit that replaces land Units which embark to travel across ocean tiles. Movement points are reduced to 2 when in Battle.
Ignores any penalties from deep water.
After moving in Battle, this Unit receives bonus Combat Strength for defense.
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. Fights at full Combat Strength even when defending against close-combat attacks.
Patrol aircraft Unit able to provide vision and counter enemy aircraft. Can also strike ground targets with reduced efficiency.
Ranged-combat Unit. Fights at full Combat Strength even when defending against close-combat attacks.
Ranged-combat Unit. Fights at full Combat Strength even 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.
Ranged-combat Unit. Fights at full Combat Strength even when defending against close-combat attacks.
Ranged-combat Unit. Fights at full Combat Strength even when defending against close-combat attacks.
Able to enter any Foreign Territory and remain Concealed as long as they have any Stealth. In Battle, they are invisible until attacking or adjacent to enemy Units.
Ignores all terrain movement penalties.
Ranged-combat Unit. Fights at full Combat Strength even when defending against close-combat attacks.
Ranged-combat Unit. Fights at full Combat Strength even when defending against close-combat attacks.
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.
Ranged-combat Unit. Can only move or attack in a turn. Cannot retaliate against close-combat Units.
Close-combat Unit.
Expensive but powerful warship. Takes reduced damage in combat.
Gains Combat Strength when adjacent to exactly two other friendly Units.
Unit can attack Units without a clear Line of Sight. Can attack Fortifications. Removes Dug-In status on target.
Ranged-combat Unit. Fights at full Combat Strength even when defending against close-combat attacks.
Ranged-combat Unit. Fights at full Combat Strength even when defending against close-combat attacks.
Ranged-combat Unit. Fights at full Combat Strength even when defending against close-combat attacks.
Ranged-combat Unit. Fights at full Combat Strength even when defending against close-combat attacks.
Ranged-combat Unit. Fights at full Combat Strength even when defending against close-combat attacks.
Ranged-combat Unit. Fights at full Combat Strength even when defending against close-combat attacks.
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.
Able to remain hidden in Battle even after attacking, unless adjacent to an enemy Unit.
Able to enter any Foreign Territory and remain Concealed as long as they have any Stealth. In Battle, they are invisible until attacking or adjacent to enemy Units.
Fast, cheaper ship used for reconnaissance and escorting Capital Ships.
Cheap glass cannon meant to destroy Capital Ships. Cannot attack when adjacent to enemy Screening Ships.
Cheap glass cannon meant to destroy Capital Ships. Cannot attack when adjacent to enemy Screening Ships.
Able to enter any Foreign Territory and remain Concealed as long as they have any Stealth. In Battle, they are invisible until attacking or adjacent to enemy Units.
Receives a very high Combat Strength bonus when attacking Capital Ships.
Can transport aircraft.
Immune to "Suppression".
Immune to "Suppression".
Ranged-combat Unit. Can only move or attack in a turn. Cannot retaliate against close-combat Units.
Immune to "Suppression".
Expensive but powerful warship. Takes reduced damage in combat.
Can bombard Districts and Battlefields from out of Battle. Removes Dug-In state on target.
Gains Combat Strength when adjacent to exactly two other friendly Units.
Ranged-combat Unit. Fights at full Combat Strength even when defending against close-combat attacks.
Close-combat Unit.
Consumed to perform a single strike action on a distant target.
Fast, cheaper ship used for reconnaissance and escorting Capital Ships.
Enemy Torpedo Vessels cannot attack when they are adjacent to this unit.
Provides anti-air power equal to the Unit's Combat Strength.
Cheap glass cannon meant to destroy Capital Ships. Cannot attack when adjacent to enemy Screening Ships.
Able to enter any Foreign Territory and remain Concealed as long as they have any Stealth. In Battle, they are invisible until attacking or adjacent to enemy Units.
Receives a very high Combat Strength bonus when attacking Capital Ships.
Ranged-combat Unit. Fights at full Combat Strength even when defending against close-combat attacks.
Fast, cheaper ship used for reconnaissance and escorting Capital Ships.
Enemy Torpedo Vessels cannot attack when they are adjacent to this unit.
Provides anti-air power equal to the Unit's Combat Strength.
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.
Apply a Stability penalty when standing on a hostile City's Territory.
Able to enter any Foreign Territory and remain Concealed as long as they have any Stealth. In Battle, they are invisible until attacking or adjacent to enemy Units.
Ignores all constraints and bonuses from terrain, and cannot be attacked by melee units.
Ranged-combat Unit. Fights at full Combat Strength even when defending against close-combat attacks.
Ranged-combat Unit. Fights at full Combat Strength even when defending against close-combat attacks.
Naval Unit that replaces land Units which embark to travel across ocean tiles. Movement points are reduced to 2 when in Battle.
Versatile aircraft Unit which can perform both patrols and air-strikes effectively.
Immune to "Suppression".
Immune to "Suppression".
Immune to "Suppression".
Expensive but powerful warship. Takes reduced damage in combat.
Patrol aircraft Unit able to provide vision and counter enemy aircraft. Can also strike ground targets with reduced efficiency.
Versatile aircraft Unit which can perform both patrols and air-strikes effectively.
Consumed to perform a single strike action on a distant target.
Cheap glass cannon meant to destroy Capital Ships. Cannot attack when adjacent to enemy Screening Ships.
Able to enter any Foreign Territory and remain Concealed as long as they have any Stealth. In Battle, they are invisible until attacking or adjacent to enemy Units.
Receives a very high Combat Strength bonus when attacking Capital Ships.
Ranged-combat Unit. Fights at full Combat Strength even when defending against close-combat attacks.
Immune to "Suppression".
Patrol aircraft Unit able to provide vision and counter enemy aircraft. Can also strike ground targets with reduced efficiency.
Ranged-combat Unit. Fights at full Combat Strength even when defending against close-combat attacks.
Appears automatically to defend your Cities from attack.
Doubles the number of Militia Units when a City is besieged.
Ranged-combat Unit. Fights at full Combat Strength even when defending against close-combat attacks.
Fast, cheaper ship used for reconnaissance and escorting Capital Ships.
Able to enter any Foreign Territory and remain Concealed as long as they have any Stealth. In Battle, they are invisible until attacking or adjacent to enemy Units.
Provides anti-air power equal to the Unit's Combat Strength.
Enemy Torpedo Vessels cannot attack when they are adjacent to this unit.
Consumed to perform a single strike action on a distant target.
Specialized air-strike Unit able to damage enemy land Units and structures, but unable to patrol or fight aircraft.
Consumed to perform a single strike action on a distant target.