Thrones and Patriots Mongol Units

Rise of Nations Units | Thrones and Patriots Units | CTW Scenario Units

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Citizen (Civilian)

Attack:4
Health:40
Armor:0
Pop:1
Range:N/A
Line of Sight:2
Speed:25
Created at:City
Build Time:3.3 Seconds
Unit Cost:20f
Ramping Cost:1f support
Prerequisites:Ancient Age
Upgrade to:None

Citizens are special units that can construct buildings (such as Cities and Farms) and who gather resources from Farms, Woodcutters Camps, Mines, and Oil Wells.

Scholar (Civilian)

Attack:3
Health:50
Armor:0
Pop:1
Range:N/A
Line of Sight:2
Speed:24
Created at:University
Build Time:5 Seconds
Unit Cost:30g
Ramping Cost:2g support
Prerequisites:Classical Age
Upgrade to:None

Scholars are units which generate knowledge, a resource used for a number of technologies and improvements in the game. The more scholars you have at your university, the more knowledge you generate.

General (Command)

Attack:0
Health:109
Armor:0
Pop:1
Range:N/A
Line of Sight:8
Speed:42
Created at:Fort
Build Time:20 Seconds
Unit Cost:80m/80g
Ramping Cost:20m/20g support
Prerequisites:Mathematics, Classical Age
Upgrade to:None

Generals are unique units in the fact that they effect nearby military units by increasing their armor, increasing their speed, and other additional increases in other attributes.

Spy (Command)

Attack:0
Health:15
Armor:0
Pop:1
Range:N/A
Line of Sight:8
Speed:21
Created at:Castle
Build Time:15 Seconds
Unit Cost:50m/50g
Ramping Cost:10m/10g support
Prerequisites:Mathematics, Medieval Age
Upgrade to:None

Can Bribe enemy combat units to join your nation.Can plant Informers to gain information on enemy buildings and units.Can use Counterintelligence to destroy enemy Spies and to remove Informers.

Caravan (Civilian)

Attack:0
Health:90
Armor:0
Pop:1
Range:0-5
Line of Sight:3
Speed:26
Created at:Market
Build Time:10.4 Seconds
Unit Cost:10f/30t
Ramping Cost:10f/5t support
Prerequisites:Ancient Age
Upgrade to:None

Caravans generate wealth by making trade routes between pairs of your cities. Only one Caravan can ply the route between a particular pair of cities.

Merchant (Civilian)

Attack:0
Health:90
Armor:0
Pop:1
Range:N/A
Line of Sight:3
Speed:23
Created at:Market
Build Time:10.4 Seconds
Unit Cost:30t/10g
Ramping Cost:10t/10g support
Prerequisites:Ancient Age
Upgrade to:None

Merchants are unique resource gatherers, which allow you to acquire rare resources such as Wine, Diamonds and Horses. To activate this unique attribute, you need to deploy a merchant next to a rare resource to claim it.

Supply Wagon (Civilian)

Attack:0
Health:90
Armor:0
Pop:1
Range:N/A
Line of Sight:4
Speed:25
Created at:Siege Factory
Build Time:12.5 Seconds
Unit Cost:80t/80f
Ramping Cost:40t/40f support
Prerequisites:Medieval Age
Upgrade to:None

-Prevent most attrition damage to your troops within their radius.
-Allow your siege/artillery units to fire faster even in enemy territory.

Militia (Foot)

Attack:10
Health:50
Armor:1
Pop:1
Range:N/A
Line of Sight:6
Speed:24
Created at:Tower
Build Time:13.3 Seconds
Unit Cost:N/A
Ramping Cost:2f/2f support
Prerequisites:Classical Age until Gunpowder Age
Upgrade to:Minuteman

Militia are Citizens who have taken up weapons. Once the Militia unit is researched, you can transform current Citizens into Militia by clicking on the -To Arms!- button.

Minuteman (Foot)

Attack:19
Health:65
Armor:2
Pop:1
Range:0-8
Line of Sight:8
Speed:24
Created at:Stockade
Build Time:13.3 Seconds
Unit Cost:N/A
Ramping Cost:2f/2f support
Prerequisites:Enlightenment Age until Industrial Age
Upgrade to:Partisan

-Upgraded Militia armed with muskets. Citizens can become Minutemen using their “To Arms!” button.
-Minuteman research also increases the hit points and Line-of-Sight of ordinary Citizens.

Partisan (Foot)

Attack:24
Health:85
Armor:3
Pop:1
Range:0-10
Line of Sight:10
Speed:24
Created at:Bunker
Build Time:13.3 Seconds
Unit Cost:N/A
Ramping Cost:2f/2f support
Prerequisites:Modern Age
Upgrade to:None

-Upgraded Minuteman armed with rifles. When Partisans are not moving or attacking they cant normally be seen by most enemies. Citizens can become Partisans using their “To Arms!” button.

Scout (Foot)

Attack:0
Health:50
Armor:0
Pop:1
Range:0-3
Line of Sight:4
Speed:34
Created at:Barracks
Build Time:12 Seconds
Unit Cost:40g/40m
Ramping Cost:10g/10m support
Prerequisites:Ancient Age until Classical Age
Upgrade to:Explorer

Scouts- Fast, but unarmed. Use Counterintelligence to destroy enemy Spies and to remove Informers. -When Explorers arent moving they cant normally be seen by most enemy units. -Can spot hidden enemy units

Explorer (Foot)

Attack:0
Health:70
Armor:0
Pop:1
Range:0-4
Line of Sight:6
Speed:35
Created at:Barracks
Build Time:12 Seconds
Unit Cost:40g/40m
Ramping Cost:10g/10m support
Prerequisites:Medieval Age until Enlightenment Age
Upgrade to:Commando

Scouts- Fast, but unarmed. Use Counterintelligence to destroy enemy Spies and to remove Informers.
-When Explorers arent moving they cant normally be seen by most enemy units.
-Can spot hidden enemy units

Commando (Foot)

Attack:0
Health:90
Armor:0
Pop:1
Range:0-6
Line of Sight:8
Speed:37
Created at:Barracks
Build Time:12 Seconds
Unit Cost:40g/40m
Ramping Cost:10g/10m support
Prerequisites:Industrial Age
Upgrade to:Special Forces

Commando, A Specialized scout with many special abilities. Can use Sniper ability to destroy enemy units, Counterintelligence to destroy enemy Spies and to remove Informers, Can spot hidden enemy.

Special Forces (Foot)

Attack:0
Health:110
Armor:0
Pop:1
Range:0-7
Line of Sight:10
Speed:39
Created at:Barracks
Build Time:12 Seconds
Unit Cost:40g/40m
Ramping Cost:10g/10m support
Prerequisites:Modern Age
Upgrade to:Elite Special Forces

Special Forces, A Specialized scout with many special abilities. Can use Sniper ability to destroy enemy units, Counterintelligence to destroy enemy Spies and to remove Informers, Can spot hidden enemy.

Elite Special Forces (Foot)

Attack:0
Health:130
Armor:0
Pop:1
Range:0-9
Line of Sight:12
Speed:42
Created at:Barracks
Build Time:12 Seconds
Unit Cost:40g/40m
Ramping Cost:10g/10m support
Prerequisites:Information Age
Upgrade to:None

Special Forces, A Specialized scout with many special abilities. Can use Sniper ability to destroy enemy units, Counterintelligence to destroy enemy Spies and to remove Informers, Can spot hidden enemy.

Slingers (Foot)

Attack:10
Health:85
Armor:1
Pop:1
Range:0-6
Line of Sight:8
Speed:28
Created at:Barracks
Build Time:10 Seconds
Unit Cost:40f/40t
Ramping Cost:1t/1f support
Prerequisites:Ancient Age
Upgrade to:Javelineers

Slingers are excellent, cheap and fast short-ranged military units, which are decent light infantry with a fairly high attack.

Javelineers (Foot)

Attack:11
Health:95
Armor:1
Pop:1
Range:0-6
Line of Sight:8
Speed:29
Created at:Barracks
Build Time:10 Seconds
Unit Cost:40f/40t
Ramping Cost:1t/1f support
Prerequisites:Classical Age
Upgrade to:Elite Javelineers

Javelineers are light infantry units which are fast, cheap, and short-ranged.

Elite Javelineers (Foot)

Attack:13
Health:110
Armor:1
Pop:1
Range:0-6
Line of Sight:8
Speed:30
Created at:Barracks
Build Time:10 Seconds
Unit Cost:40f/40t
Ramping Cost:1t/1f support
Prerequisites:Medieval Age
Upgrade to:Arquebusiers

Light Infantry, Fast, cheap, and short-ranged.

Arquebusiers (Foot)

Attack:18
Health:132
Armor:2
Pop:1
Range:0-10
Line of Sight:11
Speed:24
Created at:Barracks
Build Time:11.3 Seconds
Unit Cost:70f/60t
Ramping Cost:1t/1f support
Prerequisites:Gunpowder Age
Upgrade to:Musketeers

Gunpowder Infantry, Powerful in quantity but somewhat slow-firing.

Musketeers (Foot)

Attack:20
Health:142
Armor:2
Pop:1
Range:0-10
Line of Sight:11
Speed:24
Created at:Barracks
Build Time:11.3 Seconds
Unit Cost:70f/60t
Ramping Cost:1t/1f support
Prerequisites:Enlightenment Age
Upgrade to:Riflemen

Gunpowder Infantry, Powerful in quantity but somewhat slow-firing.

Riflemen (Foot)

Attack:22
Health:156
Armor:3
Pop:1
Range:0-12
Line of Sight:13
Speed:27
Created at:Barracks
Build Time:11.3 Seconds
Unit Cost:80f/70t
Ramping Cost:1t/1f support
Prerequisites:Industrial Age
Upgrade to:Infantry

Gunpowder Infantry, Powerful and accurate foot troops.

Infantry (Foot)

Attack:24
Health:161
Armor:4
Pop:1
Range:0-13
Line of Sight:14
Speed:32
Created at:Barracks
Build Time:11.3 Seconds
Unit Cost:80f/70t
Ramping Cost:1t/1f support
Prerequisites:Modern Age
Upgrade to:Assault Infantry

Modern Infantry, Fast, powerful, rapid-firing, foot troops accurate even at long range.

Assault Infantry (Foot)

Attack:25
Health:180
Armor:4
Pop:1
Range:0-14
Line of Sight:15
Speed:34
Created at:Barracks
Build Time:11.3 Seconds
Unit Cost:80f/70t
Ramping Cost:1t/1f support
Prerequisites:Information Age
Upgrade to:None

Modern Infantry, Fast, powerful, rapid-firing foot troops.

Machine Gun (Foot)

Attack:33
Health:140
Armor:2
Pop:1
Range:0-14
Line of Sight:15
Speed:20
Created at:Barracks
Build Time:15 Seconds
Unit Cost:80g/70m
Ramping Cost:10g/10m support
Prerequisites:Industrial Age
Upgrade to:Heavy Machine Gun

Machine Guns, Moves slowly; devastating against enemy foot troops.

Heavy Machine Gun (Foot)

Attack:36
Health:155
Armor:2
Pop:1
Range:0-15
Line of Sight:16
Speed:21
Created at:Barracks
Build Time:15 Seconds
Unit Cost:80g/70m
Ramping Cost:10g/10m support
Prerequisites:Modern Age
Upgrade to:Advanced Machine Gun

Machine Guns, Moves slowly; devastating against enemy foot troops.

Advanced Machine Gun (Foot)

Attack:39
Health:170
Armor:2
Pop:1
Range:0-17
Line of Sight:18
Speed:22
Created at:Barracks
Build Time:15 Seconds
Unit Cost:80g/70m
Ramping Cost:10g/10m support
Prerequisites:Information Age
Upgrade to:None

Machine Guns, Moves slowly; devastating against enemy foot troops.

Flamethrower (Foot)

Attack:20
Health:125
Armor:0
Pop:1
Range:0-6
Line of Sight:7
Speed:24
Created at:Barracks
Build Time:12.5 Seconds
Unit Cost:80f/60m
Ramping Cost:1m/1f support
Prerequisites:Industrial Age
Upgrade to:None

Flamethrowers, Slow-moving and short-ranged; highly effective againstbuildings and entrenchments.A building attacked by a Flamethrower immediately ejects any garrisoned units.An entrenched un

Hoplites (Foot)

Attack:13
Health:120
Armor:4
Pop:1
Range:N/A
Line of Sight:6
Speed:25
Created at:Barracks
Build Time:12.5 Seconds
Unit Cost:50f/30m
Ramping Cost:1f/1m support
Prerequisites:Ancient Age
Upgrade to:Phalanx

Hoplites are strong melee units which are quite powerful against cavalry units. Although rather slow, the Hoplites attack makes up for their shortcomings.

Phalanx (Foot)

Attack:15
Health:145
Armor:4
Pop:1
Range:N/A
Line of Sight:7
Speed:25
Created at:Barracks
Build Time:12.5 Seconds
Unit Cost:50f/30m
Ramping Cost:1f/1m support
Prerequisites:Classical Age
Upgrade to:Pikemen

Phalanx are strong, powerful melee units which, when massed, are an unspeakable force. Unfortunately, their one downside is their slow speed.

Pikemen (Foot)

Attack:17
Health:170
Armor:4
Pop:1
Range:N/A
Line of Sight:8
Speed:25
Created at:Barracks
Build Time:12.5 Seconds
Unit Cost:50f/30m
Ramping Cost:1f/1m support
Prerequisites:Medieval Age
Upgrade to:Elite Pikemen

Heavy Infantry, Powerful, slow, melee units.

Elite Pikemen (Foot)

Attack:19
Health:195
Armor:4
Pop:1
Range:N/A
Line of Sight:9
Speed:25
Created at:Barracks
Build Time:12.5 Seconds
Unit Cost:60f/50m
Ramping Cost:1f/1m support
Prerequisites:Gunpowder Age
Upgrade to:Fusiliers

Heavy Infantry- Powerful, slow, melee units.

Fusiliers (Foot)

Attack:20
Health:200
Armor:4
Pop:1
Range:0-6
Line of Sight:10
Speed:25
Created at:Barracks
Build Time:12.5 Seconds
Unit Cost:60f/50m
Ramping Cost:1f/1m support
Prerequisites:Enlightenment Age
Upgrade to:Anti-tank Rifle

Heavy Infantry, Slow, powerful short-ranged gunpowder units useful for close-in defense.

Anti-tank Rifle (Foot)

Attack:22
Health:215
Armor:4
Pop:1
Range:0-8
Line of Sight:11
Speed:25
Created at:Barracks
Build Time:12.5 Seconds
Unit Cost:80f/60m
Ramping Cost:1f/1m support
Prerequisites:Industrial Age
Upgrade to:Bazooka

Heavy Infantry, Slow with a powerful armor-piercing attack at short range.

Bazooka (Foot)

Attack:23
Health:247
Armor:5
Pop:1
Range:0-9
Line of Sight:13
Speed:25
Created at:Barracks
Build Time:12.5 Seconds
Unit Cost:80f/60m
Ramping Cost:1f/1m support
Prerequisites:Modern Age
Upgrade to:Anti-tank Missile

Heavy Infantry, Slow with an extremely powerful armor-piercing attack at short range.

Anti-Tank Missile (Foot)

Attack:24
Health:265
Armor:5
Pop:1
Range:0-10
Line of Sight:15
Speed:25
Created at:Barracks
Build Time:12.5 Seconds
Unit Cost:80f/60m
Ramping Cost:1f/1m support
Prerequisites:Information Age
Upgrade to:None

Heavy Infantry, Slow with a powerful and accurate long-range armor-piercing attack.

Bowmen (Foot)

Attack:12
Health:70
Armor:0
Pop:1
Range:0-10
Line of Sight:11
Speed:26
Created at:Barracks
Build Time:11.3 Seconds
Unit Cost:50g/40t
Ramping Cost:1t/1g support
Prerequisites:Ancient Age
Upgrade to:Archers

Foot Archers, medium-ranged foot infantry with little armor.

Archers (Foot)

Attack:14
Health:80
Armor:0
Pop:1
Range:0-10
Line of Sight:11
Speed:26
Created at:Barracks
Build Time:11.3 Seconds
Unit Cost:50g/40t
Ramping Cost:1t/1g support
Prerequisites:Classical Age
Upgrade to:Crossbowmen

Like historical Foot Archers, the Archers in Rise of Nations are easily very powerful units at a distance; their attack, and range greatly work well when massed. Unfortunately, up close they are not so formidable, as they have little armor.

Crossbowmen (Foot)

Attack:16
Health:90
Armor:0
Pop:1
Range:0-10
Line of Sight:11
Speed:26
Created at:Barracks
Build Time:11.3 Seconds
Unit Cost:50g/40t
Ramping Cost:1t/1g support
Prerequisites:Medieval Age until Gunpowder Age
Upgrade to:Musketeers

Crossbowmen, medium-ranged foot infantry with little armor.

Nomad (Mounted)

Attack:13
Health:65
Armor:0
Pop:1
Range:0-8
Line of Sight:9
Speed:30
Created at:Stable
Build Time:15 Seconds
Unit Cost:40g/60t
Ramping Cost:1g/1t support
Prerequisites:Classical Age, Mercenaries
Upgrade to:Steppe Nomad

Unique to the Mongols, the Nomad is a fast, ranged cavalry unit which fires while moving. They are particularly effective against enemy Light Infantry.

Steppe Nomad (Mounted)

Attack:15
Health:82
Armor:1
Pop:1
Range:0-8
Line of Sight:9
Speed:30
Created at:Stable
Build Time:15 Seconds
Unit Cost:40g/60t
Ramping Cost:1g/1t support
Prerequisites:Medieval Age
Upgrade to:Horde

Mongol Unique Ranged Cavalry, fast, ranged cavalrywho can fire even while moving; they are particularly effective against enemy Light Infantry.

Horde (Mounted)

Attack:17
Health:97
Armor:1
Pop:1
Range:0-9
Line of Sight:10
Speed:30
Created at:Stable
Build Time:15 Seconds
Unit Cost:40g/60t
Ramping Cost:1g/1t support
Prerequisites:Gunpowder Age
Upgrade to:Golden Horde

Mongol Unique Ranged Cavalry, fast, gunpowder-armed cavalrywho can fire even while moving; effective against enemy Light Infantry and Musket Infantry.

Golden Horde (Mounted)

Attack:19
Health:114
Armor:2
Pop:1
Range:0-10
Line of Sight:11
Speed:30
Created at:Stable
Build Time:15 Seconds
Unit Cost:40g/60t
Ramping Cost:1g/1t support
Prerequisites:Enlightenment Age
Upgrade to:Armored Car

Mongol Unique Ranged Cavalry, fast, gunpowder-armed cavalrywho can fire even while moving; effective against enemy Musket Infantry.

Light Horse (Mounted)

Attack:12
Health:73
Armor:2
Pop:1
Range:N/A
Line of Sight:6
Speed:41
Created at:Stable
Build Time:11.7 Seconds
Unit Cost:40t/60f
Ramping Cost:1t/1f support
Prerequisites:Classical Age
Upgrade to:Light Cavalry

Light Horses are extremely fast and lightly armed melee troops; usefulfor catching enemy raiders.

Light Cavalry (Mounted)

Attack:13
Health:91
Armor:2
Pop:1
Range:N/A
Line of Sight:7
Speed:41
Created at:Stable
Build Time:11.7 Seconds
Unit Cost:40t/60f
Ramping Cost:1t/1f support
Prerequisites:Medieval Age
Upgrade to:Elite Light Cavalry

Light Cavalry, extremely fast and lightly armed melee troops; usefulfor catching enemy raiders.

Elite Light Cavalry (Mounted)

Attack:14
Health:109
Armor:3
Pop:1
Range:N/A
Line of Sight:8
Speed:41
Created at:Stable
Build Time:11.7 Seconds
Unit Cost:40t/60f
Ramping Cost:1t/1f support
Prerequisites:Gunpowder Age
Upgrade to:Hussar

Light Cavalry- Extremely fast and lightly armed melee troops; useful for catching enemy raiders.

Hussar (Mounted)

Attack:16
Health:131
Armor:3
Pop:1
Range:N/A
Line of Sight:9
Speed:41
Created at:Stable
Build Time:11.7 Seconds
Unit Cost:40t/60f
Ramping Cost:1t/1f support
Prerequisites:Enlightenment Age
Upgrade to:Armored Car

Light Cavalry, extremely fast and lightly armed melee troops, usefulfor catching enemy raiders.

Armored Car (Mech)

Attack:20
Health:150
Armor:4
Pop:1
Range:0-11ng
Line of Sight:12
Speed:42
Created at:Auto Plant
Build Time:12.5 Seconds
Unit Cost:40o/90f
Ramping Cost:1f/1o support
Prerequisites:Industrial Age
Upgrade to:Armored Scout Car

Armored Car, fast, lightly armored vehicles that can fire while moving.

Armored Scout Car (Mech)

Attack:21
Health:168
Armor:4
Pop:1
Range:0-12
Line of Sight:13
Speed:45
Created at:Auto Plant
Build Time:12.5 Seconds
Unit Cost:40o/90f
Ramping Cost:1f/1o support
Prerequisites:Modern Age
Upgrade to:Armored Cavalry

Armored Car, fast, lightly armored vehicles that can fire while moving.

Armored Cavalry (Mech)

Attack:22
Health:186
Armor:4
Pop:1
Range:0-13
Line of Sight:14
Speed:47
Created at:Auto Plant
Build Time:12.5 Seconds
Unit Cost:40o/90f
Ramping Cost:1f/1o support
Prerequisites:Information Age
Upgrade to:None

Armored Cavalry, fast, moderately armored vehicles that can fire while moving.

Cataphract (Mounted)

Attack:15
Health:85
Armor:4
Pop:1
Range:N/A
Line of Sight:6
Speed:30
Created at:Stable
Build Time:16.3 Seconds
Unit Cost:50g/60m
Ramping Cost:1g/1m support
Prerequisites:Classical Age, Mercenaries
Upgrade to:Knight

The Cataphract is a powerful, armored shock melle unit useful against formations of ranged foot troops, such as hoplites, phalanx and archers.

Knight (Mounted)

Attack:16
Health:110
Armor:4
Pop:1
Range:N/A
Line of Sight:7
Speed:31
Created at:Stable
Build Time:16.3 Seconds
Unit Cost:50g/60m
Ramping Cost:1g/1m support
Prerequisites:Medieval Age
Upgrade to:Heavy Knight

Heavy Cavalry, powerful, armored, shock melee units useful against formationsof ranged foot troops.

Heavy Knight (Mounted)

Attack:17
Health:135
Armor:5
Pop:1
Range:N/A
Line of Sight:8
Speed:32
Created at:Stable
Build Time:16.3 Seconds
Unit Cost:60g/70m
Ramping Cost:1g/1m support
Prerequisites:Gunpowder Age
Upgrade to:Cuirassier

Heavy Cavalry- Powerful, armored, shock melee units useful against formations of ranged foot troops.

Cuirassier (Mounted)

Attack:18
Health:160
Armor:5
Pop:1
Range:N/A
Line of Sight:9
Speed:33
Created at:Stable
Build Time:16.3 Seconds
Unit Cost:60g/70m
Ramping Cost:1g/1m support
Prerequisites:Enlightenment Age
Upgrade to:Light Tank

Heavy Cavalry, powerful, armored, shock melee units useful against unprotected Musketeers and other ranged foot troops.

Light Tank (Mech)

Attack:19
Health:187
Armor:6
Pop:1
Range:0-12
Line of Sight:13
Speed:36
Created at:Auto Plant
Build Time:16.3 Seconds
Unit Cost:60o/80m
Ramping Cost:1o/1m support
Prerequisites:Industrial Age
Upgrade to:Tank

Tanks, relatively slow but armored and extremely powerful; difficult to destroy except with heavy weapons.

Tank (Mech)

Attack:20
Health:210
Armor:6
Pop:1
Range:0-13
Line of Sight:14
Speed:38
Created at:Auto Plant
Build Time:16.3 Seconds
Unit Cost:60o/80m
Ramping Cost:1o/1m support
Prerequisites:Modern Age
Upgrade to:Main Battle Tank

Tanks, relatively slow but armored and extremely powerful; difficult to destroy except with heavy weapons.

Main Battle Tank (Mech)

Attack:22
Health:245
Armor:7
Pop:1
Range:0-14
Line of Sight:15
Speed:40
Created at:Auto Plant
Build Time:16.3 Seconds
Unit Cost:60o/80m
Ramping Cost:1o/1m support
Prerequisites:Information Age
Upgrade to:None

Tanks, relatively slow but armored and extremely powerful; difficult to destroy except with heavy weapons.

Catapult (Artillery)

Attack:17
Health:80
Armor:0
Pop:2
Range:3-15
Line of Sight:10
Speed:19
Created at:Siege Factory
Build Time:16.7 Seconds
Unit Cost:70m/70t
Ramping Cost:20m/20t support
Prerequisites:Classical Age, The Art of War
Upgrade to:Trebuchet

Catapults are expensive, slow-moving units which have an effective long-range attack against enemy buildings. Unfortunately, when it comes to confrounting mounted units, they are not so effective.

Trebuchet (Artillery)

Attack:23
Health:100
Armor:0
Pop:2
Range:3-16
Line of Sight:12
Speed:21
Created at:Siege Factory
Build Time:16.7 Seconds
Unit Cost:70m/70t
Ramping Cost:20m/20t support
Prerequisites:Medieval Age, Mercenaries
Upgrade to:Bombard

Artillery Weapons, expensive and slow-moving, but effective at long range against enemy buildings.

Bombard (Artillery)

Attack:26
Health:120
Armor:0
Pop:2
Range:1-17
Line of Sight:14
Speed:23
Created at:Siege Factory
Build Time:16.7 Seconds
Unit Cost:80m/80t
Ramping Cost:20m/20t support
Prerequisites:Gunpowder Age, Standing Army
Upgrade to:Cannon

Artillery Weapons- Expensive and slow-moving, but effective at long range against enemy buildings and foot troops.

Cannon (Artillery)

Attack:32
Health:143
Armor:0
Pop:2
Range:1-18
Line of Sight:16
Speed:25
Created at:Siege Factory
Build Time:16.7 Seconds
Unit Cost:80m/80t
Ramping Cost:20m/20t support
Prerequisites:Enlightenment Age, Conscription
Upgrade to:Artillery

Artillery Weapons, expensive and slow-moving, but effective at long range against enemy buildings andfoot troops.

Artillery (Artillery)

Attack:36
Health:172
Armor:0
Pop:2
Range:1-20
Line of Sight:16
Speed:28
Created at:Factory
Build Time:16.7 Seconds
Unit Cost:100m/100t
Ramping Cost:20m/20t support
Prerequisites:Industrial Age, Levee en Masse
Upgrade to:Howitzer

Artillery Weapons, expensive and slow-moving, but effective at long range against enemy buildings andfoot troops.

Howitzer (Artillery)

Attack:42
Health:200
Armor:0
Pop:2
Range:1-21
Line of Sight:16
Speed:32
Created at:Factory
Build Time:16.7 Seconds
Unit Cost:100m/100o
Ramping Cost:20o/20m support
Prerequisites:Modern Age, Nation-in-Arms
Upgrade to:Rocket Artillery

Artillery Weapons, fast moving, firing powerful explosive shells at very long range against enemybuildings and foot troops.

Rocket Artillery (Artillery)

Attack:48
Health:230
Armor:0
Pop:2
Range:1-25
Line of Sight:16
Speed:35
Created at:Factory
Build Time:16.7 Seconds
Unit Cost:100m/100o
Ramping Cost:20o/20m support
Prerequisites:Information Age, Selective Service
Upgrade to:None

Artillery Weapons, fast moving, firing powerful explosive rockets at very long range against enemybuildings and foot troops.

Anti-Aircraft Gun (Mech)

Attack:36
Health:110
Armor:2
Pop:1
Range:0-14
Line of Sight:14
Speed:27
Created at:Factory
Build Time:11.3 Seconds
Unit Cost:80g/80f
Ramping Cost:20g/20f support
Prerequisites:Industrial Age
Upgrade to:Anti-Aircraft Battery

Anti-Aircraft, a slow and inaccurate defense against early aircraft.

Anti-Aircraft Battery (Mech)

Attack:37
Health:150
Armor:2
Pop:1
Range:0-17
Line of Sight:17
Speed:35
Created at:Factory
Build Time:11.3 Seconds
Unit Cost:80g/80f
Ramping Cost:20g/20f support
Prerequisites:Modern Age
Upgrade to:Anti-Aircraft Missile

Anti-Aircraft, a vehicle-mounted defense against enemy aircraft.

Anti-Aircraft Missile (Mech)

Attack:39
Health:155
Armor:2
Pop:1
Range:0-20
Line of Sight:20
Speed:43
Created at:Factory
Build Time:11.3 Seconds
Unit Cost:80g/80f
Ramping Cost:20g/20f support
Prerequisites:Information Age
Upgrade to:None

Anti-Aircraft, a powerful, accurate defense against enemy aircraft.

Biplane (Air)

Attack:39
Health:118
Armor:3
Pop:1
Range:2-7
Line of Sight:16
Speed:55
Created at:Airbase
Build Time:11.3 Seconds
Unit Cost:90g/90o
Ramping Cost:2o/2g support
Prerequisites:Industrial Age
Upgrade to:Fighter

Fighter Aircraft, useful for scouting, strafing enemy ground troops, and shooting down enemy planes.

Fighter (Air)

Attack:45
Health:138
Armor:3
Pop:1
Range:2-7
Line of Sight:16
Speed:75
Created at:Airbase
Build Time:11.3 Seconds
Unit Cost:90g/90o
Ramping Cost:2o/2g support
Prerequisites:Modern Age
Upgrade to:Jet Fighter

Fighter Aircraft, powerful against enemy aircraft and useful for strafing enemy ground troops.

Jet Fighter (Air)

Attack:46
Health:140
Armor:3
Pop:1
Range:2-10
Line of Sight:16
Speed:90
Created at:Airbase
Build Time:11.3 Seconds
Unit Cost:90g/90o
Ramping Cost:2o/2g support
Prerequisites:Information Age
Upgrade to:Advanced Fighter

Fighter Aircraft, powerful against enemy aircraft and useful for strafing enemy ground troops.

Advanced Fighter (Air)

Attack:50
Health:155
Armor:3
Pop:1
Range:2-12
Line of Sight:16
Speed:115
Created at:Airbase
Build Time:11.3 Seconds
Unit Cost:90g/90o
Ramping Cost:2o/2g support
Prerequisites:Information Age, Global Prosperity
Upgrade to:None

Fighter Aircraft, powerful against enemy aircraft and useful for strafing enemy ground troops.

Bomber (Air)

Attack:43
Health:300
Armor:1
Pop:1
Range:1-3
Line of Sight:16
Speed:60
Created at:Airbase
Build Time:15 Seconds
Unit Cost:110g/110o
Ramping Cost:5g/5o support
Prerequisites:Modern Age
Upgrade to:Strategic Bomber

Bomber Aircraft, powerful against enemy cities and buildings; somewhat inaccurate.

Strategic Bomber (Air)

Attack:52
Health:340
Armor:1
Pop:1
Range:1-3
Line of Sight:16
Speed:80
Created at:Airbase
Build Time:15 Seconds
Unit Cost:110g/110o
Ramping Cost:5g/5o support
Prerequisites:Information Age
Upgrade to:Stealth Bomber

Bomber Aircraft, extremely powerful against enemy cities and buildings; fast and relatively accurate.

Stealth Bomber (Air)

Attack:60
Health:380
Armor:1
Pop:1
Range:1-4
Line of Sight:16
Speed:100
Created at:Airbase
Build Time:15 Seconds
Unit Cost:110g/110o
Ramping Cost:5g/5o support
Prerequisites:Information Age, Global Prosperity
Upgrade to:None

Bomber Aircraft, devastating against enemy cities and buildings; very fast and highly accurate. Cannot be targeted by ground-based defenses.

Fighter Bomber (Air)

Attack:43
Health:200
Armor:3
Pop:1
Range:1-7
Line of Sight:16
Speed:75
Created at:N/A
Build Time:11.3 Seconds
Unit Cost:90g/90o
Ramping Cost:2o/2g support
Prerequisites:Modern Age
Upgrade to:Jet Fighter Bomber

Fighter Aircraft, deployed on Aircraft Carriers; powerful against enemy aircraft and useful for strafing enemy ground troops.

Jet Fighter Bomber (Air)

Attack:47
Health:240
Armor:3
Pop:1
Range:1-10
Line of Sight:16
Speed:90
Created at:N/A
Build Time:11.3 Seconds
Unit Cost:90g/90o
Ramping Cost:2o/2g support
Prerequisites:Information Age
Upgrade to:None

Fighter Aircraft, deployed on Aircraft Carriers; powerful against enemy aircraft and useful for strafing enemy ground troops.

Helicopter (Air)

Attack:14
Health:95
Armor:1
Pop:1
Range:1-7
Line of Sight:12
Speed:75
Created at:Airbase
Build Time:11.3 Seconds
Unit Cost:90g/90o
Ramping Cost:1o support
Prerequisites:Modern Age
Upgrade to:Attack Helicopter

Helicopters, versatile aircraft that can hover in place. Useful for raiding and to hunt subs and tanks.

Attack Helicopter (Air)

Attack:20
Health:130
Armor:1
Pop:1
Range:1-7
Line of Sight:12
Speed:75
Created at:Airbase
Build Time:11.3 Seconds
Unit Cost:90g/90o
Ramping Cost:1o support
Prerequisites:Information Age
Upgrade to:None

Helicopters, versatile aircraft that can hover in place. Useful for raiding and to hunt subs and tanks.

V2 Rocket (Air)

Attack:150
Health:2
Armor:0
Pop:1
Range:0-40
Line of Sight:0
Speed:115
Created at:Missile Silo
Build Time:11.3 Seconds
Unit Cost:100o/100k
Ramping Cost:20o/20k support
Prerequisites:Modern Age, Nation-in-Arms
Upgrade to:None

Conventional Missiles, useful against enemy buildings and cities; somewhat inaccurate.

Cruise Missile (Air)

Attack:300
Health:2
Armor:0
Pop:1
Range:0-40
Line of Sight:0
Speed:115
Created at:Missile Silo
Build Time:11.3 Seconds
Unit Cost:100o/100k
Ramping Cost:20o/20k support
Prerequisites:Information Age, Selective Service
Upgrade to:None

Conventional Missiles, useful against enemy buildings, cities, and ships.

Nuclear Missile (Air)

Attack:1200
Health:2
Armor:0
Pop:1
Range:0-99999
Line of Sight:0
Speed:115
Created at:Missile Silo
Build Time:40 Seconds
Unit Cost:500k/600o
Ramping Cost:50o/50k support
Prerequisites:Modern Age, Nation-in-Arms
Upgrade to:None

Nuclear Missiles, weapons of mass destruction capable of flattening several enemy buildings; there are political and economic consequences to using them.

Nuclear ICBM (Air)

Attack:4000
Health:2
Armor:0
Pop:1
Range:0-99999
Line of Sight:0
Speed:115
Created at:Missile Silo
Build Time:40 Seconds
Unit Cost:750k/900o
Ramping Cost:75o/75k support
Prerequisites:Information Age, Selective Service
Upgrade to:None

Nuclear Missiles, weapons of mass destruction capable of flattening several enemy buildings; there are political and economic consequences to using them.

Fishermen (Sail)

Attack:0
Health:170
Armor:0
Pop:1
Range:N/A
Line of Sight:6
Speed:38
Created at:Dock
Build Time:6.3 Seconds
Unit Cost:40t
Ramping Cost:5t support
Prerequisites:Ancient Age
Upgrade to:None

Fisherman can gather resources from Fish and Whale sites. To fish, move near a Fish/Whale resource site in the sea.

Merchant Fleet (Sail)

Attack:0
Health:172
Armor:1
Pop:1
Range:N/A
Line of Sight:6
Speed:22
Created at:Market
Build Time:6.3 Seconds
Unit Cost:30t/20g
Ramping Cost:1g/1t support
Prerequisites:Classical Age until Enlightenment Age
Upgrade to:None

The Merchant Fleet are the Caravans of the sea. As trading ships between ports, they create trade routes which greatly increase your civilizations overall revenue.

Modern Merchant Fleet (Naval)

Attack:0
Health:230
Armor:1
Pop:1
Range:N/A
Line of Sight:6
Speed:22
Created at:Market
Build Time:6.3 Seconds
Unit Cost:30g/30g
Ramping Cost:1g/1t support
Prerequisites:Industrial Age
Upgrade to:None

Caravans – represents the seagoing portion of a Caravan trade route.

Transport Barge (Sail)

Attack:0
Health:50
Armor:0
Pop:0
Range:N/A
Line of Sight:6
Speed:25
Created at:N/A
Build Time:6.3 Seconds
Unit Cost:30t/30g
Ramping Cost:1g/1t support
Prerequisites:Classical Age until Medieval Age
Upgrade to:Transport Galleon

Transport Barges are ships capable of carrying ground units across the sea. Transport Barges have little armor, and no weapons.

Transport Galleon (Naval)

Attack:0
Health:90
Armor:0
Pop:0
Range:N/A
Line of Sight:6
Speed:25
Created at:N/A
Build Time:6.3 Seconds
Unit Cost:30t/30f
Ramping Cost:1g/1t support
Prerequisites:Gunpowder Age until Enlightenment Age
Upgrade to:Transport Freighter

Carries a ground unit over the sea.

Transport Freighter (Naval)

Attack:0
Health:130
Armor:0
Pop:0
Range:N/A
Line of Sight:6
Speed:25
Created at:N/A
Build Time:6.3 Seconds
Unit Cost:30m/30o
Ramping Cost:1g/1t support
Prerequisites:Industrial Age
Upgrade to:None

Carries a ground unit across the sea.

Bark (Sail)

Attack:11
Health:140
Armor:1
Pop:1
Range:0-5
Line of Sight:10
Speed:47
Created at:Dock
Build Time:10 Seconds
Unit Cost:30t/30f
Ramping Cost:1f support
Prerequisites:Ancient Age, The Art of War
Upgrade to:Dromon

Bark are fast, lightly armed ships which are good for scouting and intercepting enemy transports.

Dromon (Sail)

Attack:12
Health:145
Armor:1
Pop:1
Range:0-6
Line of Sight:11
Speed:50
Created at:Dock
Build Time:10 Seconds
Unit Cost:30t/30f
Ramping Cost:1f support
Prerequisites:Classical Age
Upgrade to:Caravel

The Dromon is a fast, and lightly armored ship useful for scouting and intercepting enemy transports.

Caravel (Sail)

Attack:13
Health:160
Armor:1
Pop:1
Range:0-7
Line of Sight:12
Speed:53
Created at:Dock
Build Time:10 Seconds
Unit Cost:30t/30f
Ramping Cost:1f support
Prerequisites:Medieval Age
Upgrade to:Corvette

Light Ships, fast and lightly armed; useful for scouting and intercepting enemy transports.

Corvette (Sail)

Attack:14
Health:175
Armor:1
Pop:1
Range:0-8
Line of Sight:13
Speed:54
Created at:Anchorage
Build Time:10 Seconds
Unit Cost:30t/30f
Ramping Cost:1f support
Prerequisites:Gunpowder Age
Upgrade to:Sloop

Light Ships- Swift and armed with light cannon; excellent for scouting and intercepting enemy transports.

Sloop (Sail)

Attack:17
Health:200
Armor:2
Pop:1
Range:0-9
Line of Sight:14
Speed:57
Created at:Anchorage
Build Time:10 Seconds
Unit Cost:30t/30f
Ramping Cost:1f support
Prerequisites:Enlightenment Age
Upgrade to:Destroyer

Light Ships, swift and armed with light cannon; excellent for scouting and intercepting enemy transports.

Destroyer (Naval)

Attack:18
Health:205
Armor:2
Pop:1
Range:0-11
Line of Sight:15
Speed:63
Created at:Shipyard
Build Time:10 Seconds
Unit Cost:70m/70o
Ramping Cost:2o support
Prerequisites:Industrial Age
Upgrade to:Cruiser

Light Ships, swift, moderately armed, and able to detect and destroy enemy Submarines as well as transports.

Cruiser (Naval)

Attack:19
Health:210
Armor:2
Pop:1
Range:0-13
Line of Sight:16
Speed:67
Created at:Shipyard
Build Time:10 Seconds
Unit Cost:70m/70o
Ramping Cost:2o support
Prerequisites:Modern Age
Upgrade to:Missile Cruiser

Light Ships, swift and able to detect and destroy enemy Submarines and transports; also armed with powerful anti-aircraft weapons.

Missile Cruiser (Naval)

Attack:20
Health:215
Armor:2
Pop:1
Range:0-14
Line of Sight:17
Speed:69
Created at:Shipyard
Build Time:10 Seconds
Unit Cost:70m/70o
Ramping Cost:2o support
Prerequisites:Information Age
Upgrade to:None

Light Ships, swift and able to detect and destroy enemy submarines and transports; also armed with powerful anti-aircraft weapons.

Fire Raft (Sail)

Attack:53
Health:120
Armor:1
Pop:2
Range:0-1
Line of Sight:8
Speed:38
Created at:Dock
Build Time:10 Seconds
Unit Cost:20t/40g
Ramping Cost:1g support
Prerequisites:Classical Age
Upgrade to:Heavy Fire Raft

The Fire Raft is a fire ship which explodes on contact with an enemy warship, with devestating results. Fire Rafts can also be useful against structures along the shoreline.

Heavy Fire Raft (Sail)

Attack:62
Health:140
Armor:1
Pop:2
Range:0-1
Line of Sight:8
Speed:40
Created at:Dock
Build Time:10 Seconds
Unit Cost:20t/40g
Ramping Cost:1g support
Prerequisites:Medieval Age
Upgrade to:Fireship

Fire Ships, explode on contact with an enemy warship, with devastating results.

Fireship (Sail)

Attack:71
Health:170
Armor:1
Pop:2
Range:0-1
Line of Sight:9
Speed:42
Created at:Anchorage
Build Time:10 Seconds
Unit Cost:30t/60g
Ramping Cost:1g support
Prerequisites:Gunpowder Age
Upgrade to:Heavy Fireship

Fire Ships- Explode on contact with an enemy warship, with devastating results.

Heavy Fireship (Sail)

Attack:80
Health:210
Armor:1
Pop:2
Range:0-1
Line of Sight:9
Speed:44
Created at:Anchorage
Build Time:10 Seconds
Unit Cost:30t/60g
Ramping Cost:1g support
Prerequisites:Enlightenment Age
Upgrade to:Submarine

Fire Ships, explode on contact with an enemy warship, with devastating results.

Submarine (Naval)

Attack:96
Health:250
Armor:1
Pop:2
Range:0-9
Line of Sight:11
Speed:46
Created at:Shipyard
Build Time:10 Seconds
Unit Cost:60o/80g
Ramping Cost:2o support
Prerequisites:Industrial Age
Upgrade to:Attack Submarine

Submarines, difficult to detect except by Destroyers and Cruisers.

Attack Submarine (Naval)

Attack:103
Health:290
Armor:1
Pop:2
Range:0-12
Line of Sight:14
Speed:50
Created at:Shipyard
Build Time:10 Seconds
Unit Cost:60o/80g
Ramping Cost:2o support
Prerequisites:Information Age
Upgrade to:None

Trireme (Sail)

Attack:20
Health:180
Armor:3
Pop:2
Range:0-9
Line of Sight:10
Speed:35
Created at:Dock
Build Time:15 Seconds
Unit Cost:40t/40m
Ramping Cost:2m support
Prerequisites:Ancient Age, The Art of War
Upgrade to:Galley

Triremes are powerful, heavy ships which are useful for massing naval power; although, their slow speed can act as a deterrent, they have a fairly decent attack.

Galley (Sail)

Attack:22
Health:210
Armor:3
Pop:2
Range:0-9
Line of Sight:11
Speed:37
Created at:Dock
Build Time:15 Seconds
Unit Cost:40t/40m
Ramping Cost:2m support
Prerequisites:Classical Age
Upgrade to:Carrack

The Galley is a slow, but powerful naval unit, which is very effective against other ships when massed with other Galleys.

Carrack (Sail)

Attack:24
Health:250
Armor:4
Pop:2
Range:0-9
Line of Sight:12
Speed:39
Created at:Dock
Build Time:15 Seconds
Unit Cost:40t/40m
Ramping Cost:2m support
Prerequisites:Medieval Age
Upgrade to:Frigate

Heavy Ships, slow but powerful; useful for massing naval power.

Frigate (Sail)

Attack:26
Health:270
Armor:4
Pop:2
Range:0-10
Line of Sight:13
Speed:41
Created at:Anchorage
Build Time:15 Seconds
Unit Cost:60t/60m
Ramping Cost:2m support
Prerequisites:Gunpowder Age
Upgrade to:Man o War

Heavy Ships, armed with cannons; useful for massing naval power. Limited range curtails their value for shore bombardment.

Man o War (Sail)

Attack:29
Health:300
Armor:5
Pop:2
Range:0-11
Line of Sight:14
Speed:43
Created at:Anchorage
Build Time:15 Seconds
Unit Cost:60t/60m
Ramping Cost:2m support
Prerequisites:Enlightenment Age
Upgrade to:Dreadnought

Heavy Ships, powerful cannon-armed warships; more than a match for any other wooden ship.

Bomb Vessel (Sail)

Attack:29
Health:200
Armor:3
Pop:2
Range:4-19
Line of Sight:17
Speed:29
Created at:Anchorage
Build Time:20 Seconds
Unit Cost:80t/80m
Ramping Cost:2m support
Prerequisites:Gunpowder Age, Standing Army
Upgrade to:Bomb Ketch

Bombardment Ships, slow-moving vessel armed with long-range mortars useful forbombing enemy coastal positions.

Bomb Ketch (Sail)

Attack:34
Health:220
Armor:3
Pop:2
Range:4-20
Line of Sight:18
Speed:32
Created at:Anchorage
Build Time:20 Seconds
Unit Cost:80t/80m
Ramping Cost:2m support
Prerequisites:Enlightenment Age, Conscription
Upgrade to:Dreadnought

Bombardment Ships, slow-moving vessel armed with improved mortars useful for bombing enemy coastal positions.

Dreadnought (Naval)

Attack:35
Health:325
Armor:5
Pop:2
Range:0-22
Line of Sight:19
Speed:44
Created at:Shipyard
Build Time:20 Seconds
Unit Cost:140m/90o
Ramping Cost:5m/2o support
Prerequisites:Industrial Age
Upgrade to:Battleship

Heavy Bombardment Ships, powerful, armored, naval vessels useful for both naval supremacy and shore bombardment.

Battleship (Naval)

Attack:36
Health:335
Armor:5
Pop:2
Range:0-24
Line of Sight:20
Speed:47
Created at:Shipyard
Build Time:20 Seconds
Unit Cost:140m/90o
Ramping Cost:5m/2o support
Prerequisites:Modern Age
Upgrade to:Advanced Battleship

Heavy Bombardment Ships, powerful armored naval vessels useful for both naval supremacy and shore bombardment.

Advanced Battleship (Naval)

Attack:41
Health:375
Armor:6
Pop:2
Range:0-26
Line of Sight:21
Speed:49
Created at:Shipyard
Build Time:20 Seconds
Unit Cost:140m/90o
Ramping Cost:5m/2o support
Prerequisites:Information Age
Upgrade to:None

Heavy Bombardment Ships, extremely powerful armored naval vessels useful for both naval supremacy and shore bombardment.

Aircraft Carrier (Naval)

Attack:60
Health:600
Armor:0
Pop:2
Range:0-9
Line of Sight:16
Speed:42
Created at:Shipyard
Build Time:16.7 Seconds
Unit Cost:650g/650o
Ramping Cost:100g/100o support
Prerequisites:Modern Age
Upgrade to:None

Aircraft Carriers, maintains a wing of seven Fighter-Bomber aircraft, which can perform air missions.When Fighter-Bombers are destroyed, they will be slowly replaced. Land-based aircraft cann

The Despot (Command)

Attack:0
Health:109
Armor:0
Pop:0
Range:N/A
Line of Sight:16
Speed:42
Created at:Senate
Build Time:20 Seconds
Unit Cost:N/A
Ramping Cost:N/A
Prerequisites:Despotism, Classical Age until Medieval Age
Upgrade to:None

Has all normal General powers (armor increase, special abilities) but is immune to sniping and bribery.Acts like a Supply Wagon.Extra large Line-of-Sight.Doubles plunder from enemy buildings destroyed in his radius, and gives plunder from enemy units.

The Senator (Command)

Attack:0
Health:109
Armor:0
Pop:0
Range:N/A
Line of Sight:8
Speed:42
Created at:Senate
Build Time:20 Seconds
Unit Cost:N/A
Ramping Cost:N/A
Prerequisites:Republic, Classical Age until Medieval Age
Upgrade to:None

Has all normal General powers (armor increase, special abilities) but is immune to sniping and bribery.Buildings in his radius get +5 armor.Can bribe enemy units as though he were a Spy.Buildings and troops in his radius heal while in friendly territory.

The Monarch (Command)

Attack:0
Health:109
Armor:0
Pop:0
Range:N/A
Line of Sight:8
Speed:42
Created at:Senate
Build Time:20 Seconds
Unit Cost:N/A
Ramping Cost:N/A
Prerequisites:Monarchy, Gunpowder Age until Enlightenment Age
Upgrade to:None

Has all normal General powers (armor increase, special abilities) but is immune to sniping and bribery.Acts like a Supply Wagon.Siege units in his radius move and deploy at 2x speed.Mounted units in his radius have an extra +2 attack, +2 armor.

The President (Command)

Attack:0
Health:109
Armor:0
Pop:0
Range:N/A
Line of Sight:8
Speed:42
Created at:Senate
Build Time:20 Seconds
Unit Cost:N/A
Ramping Cost:N/A
Prerequisites:Democracy, Gunpowder Age until Enlightenment Age
Upgrade to:None

Has all normal General powers (armor increase, special abilities) but is immune to sniping and bribery.Unit-producing buildings in his radius produce at 2x speed.Buildings under construction in his radius build 33% faster.Buildings and troops in his radius heal while in friendly or neutral territory.

The Comrade (Command)

Attack:0
Health:109
Armor:0
Pop:0
Range:N/A
Line of Sight:8
Speed:42
Created at:Senate
Build Time:20 Seconds
Unit Cost:N/A
Ramping Cost:N/A
Prerequisites:Socialism, Industrial Age
Upgrade to:None

Has all normal General powers (armor increase, special abilities) but is immune to sniping and bribery.Acts like a Supply Wagon.All friendly units in his radius have +2 attack, +2 armor.Enemy cities in his radius assimilate at 4x speed.

The CEO (Command)

Attack:0
Health:109
Armor:0
Pop:0
Range:N/A
Line of Sight:8
Speed:42
Created at:Senate
Build Time:20 Seconds
Unit Cost:N/A
Ramping Cost:N/A
Prerequisites:Capitalism, Industrial Age
Upgrade to:None

Has all normal General powers (armor increase, special abilities) but is immune to sniping and bribery.Buildings and troops in his radius heal as long as they are not taking attrition damage.Friendly units in his radius are immune to bribery and sniping.All friendly units in his radius have +4 range and Line-of-Sight (except siege units).