Warrior: Cost: 100 Damage: 10 Armor: none Health: 100

The warrior is the cheapest and perhaps the most cost effective unit in your army. Not requiring any techs and having the cheapest price tag in the game, this unit is perfect for mass production and early rushes. One on One he may not be a match for the more advanced units, but en masse he is a force to be reckoned with.
Scout: Cost: 100 Damage: 0 Armor: none Health: 50 Required Civs: Hittites, Zulus

The scout is a weaponless foot man available to some civilizations. He is twice as fast as most infantry, and as his name suggests, he’s a scout. He is only available to Expansionist Civilizations Chasquis Scout: Cost: 200 Damage: 10 Health: 100 The Chasquis Scout is the warrior scout of the Incans. Able to defend himself, he can be much more useful than his unarmed cousin, thus allowing him to perform key initial moves, like securing those iron mines and making an early rush.

Worker: Cost: 500 Damage: 0 Armor: none Health: 100 Half Price for: Incans, Hittites, Zulus

The worker is invaluable to your war effort. He may be somewhat expensive, but his ability to work iron mines and enemy structures can turn the tide of many battles.
Jaguar Warrior: Cost:100 Damage: 0 Armor: none Health: 100

The Jaguar is the Aztec replacement for the warrior. He is similar virtually in every aspect with the exception of speed. He is twice as fast. The perfect unit for hit and run tactics and rushing, if you want to take the battle to your enemy early, this is your unit.
-Bronze Working
Spearman: Cost:200 Damage: 10 Armor: bonze Health: 160

The spearman is basically a more effective warrior armed with defensives. Because of the bronze armor, he can take twice the damage than the warrior, although this comes at the doubling of the price tag. While in one on one combat the spearman is far superior to the warrior, he is still in danger of being overwhelmed by them. All spearman units are immune to be crushed. Perhaps you need a situation where numbers count for nothing…
Impi: Cost:200 Damage: 10 Armor: bronze Health: 160

Another speed demon, this unit is twice as fast as the normal spearmen and is identical in every other way. The Zulu build this unit instead of spearmen, and the speed and strength of the Impi makes it a versatile unit. Cover vast distances in short periods of time to defend your empire.
Hoplite: Cost: 200 Damage: 10 Armor: bronze Health: 240

The Hoplite is the Greek replacement for the spearman. He 50% more health than the spearman, making him a formidable defender., and his increased health make him excellent at attacking fortified positions.
Numidian Mercenary: Cost: 300 Damage: 20 Armor: bronze Health: 240

The Numdian is the Carthaginian replacement for the spearman. Although more expensive, he has increased defensive and offensive capabilities, making him a very versatile unit. A great empire builder, his high stats and early availability mean you can make an early heavy assault.
-Warrior Code
Archer: Cost: 200 Damage: 18 Armor: none Health: 100

The archer is your first ranged unit and excellent at attacking and defending, although his low health makes him very prone when attacked up close and personal. Stick him behind a wall or on a cliff and he makes a great defender.
Bowman: Cost: 200 Damage: 18 Armor: Bronze Health: 160

This special archer for the Babylonians has twice the resilience as a normal archer. With the heath and the armor of a spearman, and the attack of an archer, this is a very powerful unit indeed. This unit is great for attack and defense, so use him wisely when you build your empire.
Javelin Thrower: Cost: 200* Damage: 18 Armor: Bronze Health: 160

The Mayans use the Javelin thrower instead of the archer. More health means he more cost effective. *The cost may be increased to 300 if I add the bounty hunter special ability. This would reward the Javelin thrower 5% of all the unit’s costs that he kills.
-Iron Working Swordsman: Cost: 300 Damage: 30 Armor: Bronze Health: 160 The swordsman is a power unit both offensively and defensively. The swordsman is the next step in the evolution of you basic infantry, he is superior to the warrior in almost every way, including that he is uncrushable. It is required that the player owns an iron mine before he can build swordsmen. When the player meets all the prerequisites for building the Swordsman, the warrior shall no longer be available to be built. Gallic Swordsman: Cost: 300 Damage: 30 Armor: Bronze: Health: 160 The Gallic swordsman is the swordsman replacement for the Gauls (or Celts, if you prefer that name). He is a fierce swordsman with that moves twice as fast as the normal one. A great unit for hit and run tactics. By the way he carries a decapitated head from an unluicky soldier he killed.


Immortal: Cost: 300 Damage: 40 Armor: Bronze Health: 160

The Immortal is the Persian swordsmen. With an increased attack, the immortal can make quick work of any ancient opponent, that along with his being uncrushable make him an excellent choice for an assault. When the player meets all the prerequisites for building the Immortal, the warrior shall no longer be available to be built.
Legionnaire: Cost: 300 Damage: 30 Armor: Bronze Health: 240

The legionnaire is a devastating swordsman for the Romans. With increased health, the legionnaire can take just as much punishment as he can dish out, he is also uncrushable. A true empire creator, however costly. The legionnaire requires that an iron mine is under control of the player. When the player meets all the prerequisites for building the Legionnaire, the warrior shall no longer be available to be built.
-Feudalism
Pikeman: Cost: 300 Damage: 15 Armour: Iron Health: 450

The Pikeman was the standard infantry of the mideval period, used in blockes they were fective counters against calvary. Their high hp makes them perfect cannon fodder, while their buffed attack makes them more efficent than their ancient era counterparts. The pikeman requires Iron, once the prerequisites for the pikeman are met, the player may no longer build spearmen and spearmen UU's.
Swiss Mercenary: Cost: 300 Damage: 15 Armour: Iron Health: 600

The Swiss Mercenary is the Dutch replacement for the Pikeman. He has a buffed health, making him the guy with the highest HP uo until the discovery of gunpowder. Although he may only do 10 damage, his weapon has been buffed to gove him slighlty better range and damage, so of the melee, he will usually get first hit. He requires Iron. Once the prerequisites for him are met, the player may no longer build spearmen.
Mideval Swordsman: Cost 400 Damage: 60 Armor: Iron Health 300

The mideval infantry represents the widespead use of improved weapons during the middle ages. All metal suits of armor and long strong swords were now available on a much larger scale. The Mideval infantry is far more cost effective than his ancient era precursors, and the mideval infantry finds it's specialty at "dispatching" them. When the prerequisites for the mideval infantry are met, swordsmen and swordsmen UUs are no longer available.
-Invention
Long Bowman: Cost: 400 Damage: 60 Armour: None Health: 150

The Longbowman is an excelent denfender, with a decent range and a hige attack. Meant to defend your mideval castle, the longbowman doesn have alot of armour, so he meant to be hidden within fortress or behind walls. If properly defended, the longbowmn can be an excelent unit for the feild. Once Invention is researched and the longbowman is avialable, archers, bowman, and javelin throwers shall no longer be available.
Berzerker: Cost: 700 Damage: 90 Armour: Iron Health: 300

The Viking Berzerks are firece warriors of the north. The replace longbowen. They have a devastating attack, nut their health is on the lower end. They pack more punch in their hit than any other unit so far in the game. They may be expesnive, but they are well worth it. The viking does NOT require iron.
-Chivalry
Crusader: Damage: 75 Armour: Iron Health: 450

The crusaders are special units, and I am not sure if they will be in the end game or not. They are basically a buffed mideval warrior, with greater attack power and greater health.
Samurai: Cost: 700 Damage: 60 Armour: Iron Health:600

The Samurai are japan's unmounted variation of the knight. They have increased health. Their speed, high attack, and high health make this unit very flexible. The Samurai requires Iron. When the prerequisites for The samurai is met the horseman will no longer be available.
-Gun Powder
Musketman Cost: 600 Damage: 30 Armour: Iron Health: 600

The Musketman is the firts gunpowder unit available to you. He is a good offensive unit with a modest attack. He greatest use however, is that he attack is able to peirce armour. He does 100% damage against all ancient and midieval armor types, therefore making him extremely useful at dispatching all pre-gunpowder units.
Musketeer Cost: 600 Damage: 45 Armour: Iron Health: 600

The musketeer is france's variation of the musketman. He is more capable offensivly, with a buffed attack. Like his peer the musketman, his attacks do 100% damage against all ancient and midieval armor types. He can start a huge empire in the mid mideval game if used properly.
-Astrometry
Explorer Cost: 200 Damage: 15 Armour: None HEalth: 150
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The explorer is the replacement for the scout, however he is available to all civs once astrometry is discovered. He has a modest attack, which at best is good for dispatching any "natives" he may encounter. He is a very fast unit, so use hi to explore any areas which you may not have seen yet.
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