
Arambai
60
12
0/1
Burmese unique ranged Mounted Unit with a powerful but inaccurate attack. Strong vs. units at medium and close range. Weak vs. Archery Units and Siege Weapons.
Reference
Combat stats, costs and matchups for all 245 units in the game.

60
12
0/1
Burmese unique ranged Mounted Unit with a powerful but inaccurate attack. Strong vs. units at medium and close range. Weak vs. Archery Units and Siege Weapons.

40
6
0/0
All-purpose Foot Archer. Strong vs. units at long range. Weak vs. Skirmishers, Mangonel-line and units at close range.

30
4
0/0
All-purpose Foot Archer. Strong vs. units at long range. Weak vs. Skirmishers, Mangonel-line and units at close range.

180
4
-2/140
Anti-building Siege Cavalry. Resistant to most ranged attacks. Exceptionally strong vs. buildings. Weak vs. Spearman-line. Cannot be converted by enemy Monks from distance.

100
10
2/2

250
9
0/3
Khmer unique Siege Cavalry with ranged pass through attack. Can destroy trees. Strong vs. Infantry and Ranged Soldiers. Weak vs. Cavalry and Siege Weapons.

175
2
-3/180
Anti-building Siege Weapon. Resistant to most ranged attacks. Exceptionally strong vs. buildings. Weak vs. melee units. Cannot be converted by enemy Monks from distance. Garrisoned Infantry increases speed and attack.

250
12
1/2
Slow but durable Cavalry. Strong vs. units at close range. Weak vs. Monks and Spearman-line.

54
12
1/1
Viking unique Infantry that regenerates HP. Strong vs. Infantry and Siege Weapons. Weak vs. Archery Units and Gunners.

20
4
0/0
Tupi unique Foot Archer that is trained in pairs and takes only half population space. Strong in high numbers. Weak vs. units at close range.

55
5
0/1
Mapuche unique Mounted Archer with a charged attack that slows down enemy units. Strong vs. Mounted Units. Weak vs. Foot Archers, Skirmishers and units at close range.

80
40
2/5
Siege Gunpowder Unit with long range, but cannot attack at close range. Strong vs. buildings and Siege Weapons. Weak vs. units at close range.

100
12
4/2
Slavic unique Cavalry with exceptional melee armor. Strong vs. units at close range. Weak vs. Spearman-line and Monks.

55
7
0/1
Berber unique Mounted Archer. Exceptionally strong vs. Mounted Archers. Weak vs. Spearman-line, Skirmishers and Camel Riders.

100
6
0/0
Fast moving anti-cavalry Cavalry. Strong vs. Mounted Units. Weak vs. Infantry, Monks and Foot Archers.

70
2
0/0
Gurjara unique scout. Fast moving anti-cavalry Cavalry. Strong vs. Mounted Units. Weak vs. Infantry, Monks and Foot Archers.

120
50
0/5
Anti-building Siege Gunpowder Warship with long range, but cannot attack enemies at close range. Strong vs. buildings. Weak vs. units at close range.

475
14
3/3
Wei unique Cavalry Hero that increases the attack speed of nearby units. Extremely powerful. Has a limit of one, cannot be converted.

200
3
-2/190
Anti-building Siege Weapon. Resistant to most ranged attacks. Exceptionally strong vs. buildings. Weak vs. melee units. Cannot be converted by enemy Monks from distance. Garrisoned Infantry increases speed and attack.

130
4
0/5
Portuguese unique Warship with ranged pass through attack. Strong vs. large groups of ships. Weak vs. Fire Ships.

135
4
6/1
Warship with a close range melee attack. Strong vs. Fire Ships. Weak vs. Galleys.

110
9
2/1
Byzantine unique Heavy Cavalry. Exceptionally strong vs. Infantry. Weak vs. Archery Units.

140
30
0/6
Anti-building Siege Warship with long range, but cannot attack enemies at close range. Strong vs. buildings. Weak vs. units at close range.

120
12
2/2
Powerful all-purpose Heavy Cavalry. Strong vs. Infantry and Foot Archers. Weak vs. Spearman-line, Camel Riders, and Monks.

50
6
0/0
Fast moving Mounted Archer for hit and run attacks. Strong vs. slow units at long range. Weak vs. Skirmishers, Scorpions and units at close range.

110
13
2/3
Roman unique Heavy Cavalry that increases movement and attack speed of nearby Militia-line units. Strong vs. Infantry and Foot Archers. Weak vs. Spearman-line and Camel Riders.

40
3
1/0
Gurjara unique Infantry with ranged melee attack that deals pass through damage. Strong vs. Infantry and large groups of units. Weak vs. Cavalry and Siege Weapons.

40
5
0/2
All-purpose Infantry for scouting and raiding. Can build Outposts. Strong vs. Foot Archers, Siege Weapons and buildings. Weak vs. Cavalry.

35
3
0/2
All-purpose Infantry for scouting and raiding. Can build Outposts. Strong vs. Foot Archers, Siege Weapons and buildings. Weak vs. Cavalry.

55
9
0/3
All-purpose Infantry for scouting and raiding. Can build Outposts. Strong vs. Foot Archers, Siege Weapons and buildings. Weak vs. Cavalry.

70
14
1/1
All-purpose Infantry. Strong vs. buildings, Infantry, Scout Cavalry- and Skirmisher-line. Weak vs. Ranged Soldiers at long range.

45
8
0/0
Chinese unique Foot Archer with rapid-fire attack. Strong vs. Infantry. Weak vs. Archery Units and Siege Weapons.

40
4
1/0
Armenian unique Foot Archer that ignores armor. Strong vs. Infantry and Cavalry. Weak vs. Archery Units and Siege Weapons.

80
10
1/0
Fast moving anti-gunpowder Infantry. Strong vs. Gunpowder Units. Weak vs. Cavalry and Archery Units. Trainable by Italians and their allies.

55
16
2/1
Spanish unique Mounted Gunner with powerful attack and mobility. Strong vs. units at range. Weak vs. Spearman-line, Skirmishers, and Monks.

115
8
2/2
Burgundian unique Heavy Cavalry with a powerful charged attack. Strong vs. Infantry and Archery Units. Weak vs. Camel Riders and Monks.

35
5
0/0
All-purpose Foot Archer. Strong vs. units at long range. Weak vs. Skirmishers, Mangonel-line and units at close range.

40
75
0/0
Demolition Warship armed with explosives that self-destructs when used. Strong vs. units at close range.

50
95
1/0
Demolition Warship armed with explosives that self-destructs when used. Strong vs. units at close range.

135
5
3/7
Chinese unique Warship that spews fire at close range. Strong vs. Galley-line. Weak vs. Demolition Ships.

125
8
1/6
Anti-building Siege Warship with long range blast attack, but cannot attack enemies at close range. Strong vs. buildings. Weak vs. units at close range.

50
4
0/2
Fast moving Shock Infantry for scouting and raiding. Resistant to conversion. Strong vs. Monastery Units and Archery Units. Weak vs. Militia-line and Cavalry.

55
7
0/3
Fast moving Shock Infantry for scouting and raiding. Resistant to conversion. Strong vs. Monastery Units and Archery Units. Weak vs. Militia-line and Cavalry.

230
6
0/2
Slow and heavy Mounted Archer. Strong vs. Archery Units and Infantry. Weak vs. Spearman-line, Skirmishers, and Camel Riders.

65
14
0/2
Burmese unique ranged Mounted Unit with a powerful but inaccurate attack. Strong vs. units at medium and close range. Weak vs. Archery Units and Siege Weapons.

280
10
0/3
Khmer unique Siege Cavalry with ranged pass through attack. Can destroy trees. Strong vs. Infantry and Ranged Soldiers. Weak vs. Cavalry and Siege Weapons.

300
14
1/3
Slow but durable Cavalry. Strong vs. units at close range. Weak vs. Monks and Spearman-line.

62
14
2/1
Viking unique Infantry that regenerates HP. Strong vs. Infantry and Siege Weapons. Weak vs. Archery Units and Gunners.

25
4
0/0
Tupi unique Foot Archer that is trained in pairs and takes only half population space. Strong in high numbers. Weak vs. units at close range.

65
6
0/2
Mapuche unique Mounted Archer with a charged attack that slows down enemy units. Strong vs. Mounted Units. Weak vs. Foot Archers, Skirmishers and units at close range.

130
14
8/3
Slavic unique Cavalry with exceptional melee armor. Strong vs. units at close range. Weak vs. Spearman-line and Monks.

60
8
1/1
Berber unique Mounted Archer. Exceptionally strong vs. Mounted Archers. Weak vs. Spearman-line, Skirmishers and Camel Riders.

150
60
0/6
Anti-building Siege Gunpowder Warship with long range, but cannot attack enemies at close range. Strong vs. buildings. Weak vs. units at close range.

150
7
0/6
Portuguese unique Warship with ranged pass through attack. Strong vs. large groups of ships. Weak vs. Fire Ships.

150
12
2/1
Byzantine unique Heavy Cavalry. Exceptionally strong vs. Infantry. Weak vs. Archery Units.

155
15
3/3
Roman unique Heavy Cavalry that increases movement and attack speed of nearby Militia-line units. Strong vs. Infantry and Foot Archers. Weak vs. Spearman-line and Camel Riders.

50
4
1/0
Gurjara unique Infantry with ranged melee attack that deals pass through damage. Strong vs. Infantry and large groups of units. Weak vs. Cavalry and Siege Weapons.

65
11
0/4
All-purpose Infantry for scouting and raiding. Can build Outposts. Strong vs. Foot Archers, Siege Weapons and buildings. Weak vs. Cavalry.

50
10
0/0
Chinese unique Foot Archer with rapid-fire attack. Strong vs. Infantry. Weak vs. Archery Units and Siege Weapons.

50
4
2/0
Armenian unique Foot Archer that ignores armor. Strong vs. Infantry and Cavalry. Weak vs. Archery Units and Siege Weapons.

70
19
2/2
Spanish unique Mounted Gunner with powerful attack and mobility. Strong vs. units at range. Weak vs. Spearman-line, Skirmishers, and Monks.

145
11
2/2
Burgundian unique Heavy Cavalry with a powerful charged attack. Strong vs. Infantry and Archery Units. Weak vs. Camel Riders and Monks.

60
9
0/4
Fast moving Shock Infantry for scouting and raiding. Resistant to conversion. Strong vs. Monastery Units and Archery Units. Weak vs. Militia-line and Cavalry.

280
7
0/2
Slow and heavy Mounted Archer. Strong vs. Archery Units and Infantry. Weak vs. Spearman-line, Skirmishers, and Camel Riders.

40
6
0/0
Wu unique Foot Archer that fires multiple arrows at units and uses a long range attack against buildings. Strong vs. Infantry, Siege Weapons and buildings. Weak vs. Cavalry and Skirmishers.

85
10
2/1
Gunpowder Shock Infantry that fires a short ranged firearm before engaging in melee combat. Strong vs. Cavalry and buildings. Weak vs. Militia-line and Archery Units.

50
13
0/0
Malian unique Infantry with ranged melee attack. Fast-moving. Strong vs. Infantry and Siege Weapons. Weak vs. Ranged Soldiers.

55
4
0/4
Anti-archer Mounted Skirmisher that cannot attack at close range. Strong vs. Ranged Soldiers. Weak vs. units at close range. Trainable by Berbers and their allies.

50
6
1/0
Italian unique Foot Archer. Exceptionally strong vs. Cavalry. Weak vs. Archery Units and Siege Weapons.

70
11
0/6
Hindustani unique Infantry that thrusts its spear through multiple targets. Exceptionally strong vs. Archery Units and Spearman-line. Weak vs. Cavalry.

60
8
0/5
Muisca unique Skirmisher that regenerates HP when a nearby Guecha Warrior is defeated. Strong vs. Ranged Soldiers. Weak vs. units at close range.

70
12
0/8
Gothic unique Infantry with exceptional pierce armor. Strong vs. Ranged Soldiers and buildings. Weak vs. Cavalry and Militia-line.

70
12
0/8
Gothic unique Infantry with exceptional pierce armor. Strong vs. Ranged Soldiers and buildings. Weak vs. Cavalry and Militia-line.

230
13
1/10
Bohemian unique Siege Gunpowder Unit. Units behind it receive -50% damage from incoming projectiles. Strong vs. Ranged Soldiers. Weak vs. Mangonel-line.

90
11
2/1
Tupi unique Infantry with a powerful frontal area attack. Strong vs. Infantry. Weak vs. Foot Archers at long range.

140
13
2/3
Jurchen unique Heavy Cavalry with durable armor that can completely block melee attacks. Strong vs. Infantry and Ranged Soldiers. Weak vs. Spearman-line and Camel Riders.

75
19
2/2
Aztec unique Infantry that gains additional damage when defeating military units. Exceptionally strong vs. Infantry. Weak vs. Cavalry and Archery Units.

40
22
2/0
Turkish unique Foot Gunner with powerful attack. Strong vs. Infantry. Weak vs. Archery Units and Skirmishers.

80
8
1/1
Inca unique Infantry with increased attack range. Strong vs. Cavalry and Infantry. Weak vs. Archery Units and Gunners.

40
8
1/1
Malay unique Infantry that only takes half population space. Strong in high numbers. Weak vs. Cavalry and Ranged Soldiers.

145
11
1/3
Tatar unique Heavy Cavalry that generates gold when fighting other units. Strong vs. Archery Units. Weak vs. Spearman-line, Camel Riders and Monks.

45
5
0/0
Cuman unique Mounted Archer that fires multiple arrows. Strong vs. Infantry and Siege Weapons. Weak vs. Foot Archers.

45
5
0/0
Cuman unique Mounted Archer that fires multiple arrows. Strong vs. Infantry and Siege Weapons. Weak vs. Foot Archers.

145
11
0/5
Mapuche unique Cavalry that deals increasing damage to injured units. Strong vs. Infantry and Foot Archers. Weak vs. Spearman-line, Camel Riders and Monks.

120
14
2/2
Bulgarian unique Heavy Cavalry that fights on as Infantry when felled. Strong vs. Infantry and Cavalry. Weak vs. Spearman-line and Monks.

120
14
2/2
Bulgarian unique Heavy Cavalry that fights on as Infantry when felled. Strong vs. Infantry and Cavalry. Weak vs. Spearman-line and Monks.

50
13
2/2

130
16
2/1
Lithuanian unique Heavy Cavalry that ignores armor. Strong vs. Cavalry and Infantry, especially with high armor. Weak vs. Archery Units.

85
13
3/1
Khitan unique Infantry with powerful attack that wounds enemies, dealing damage over time. Strong vs. Cavalry and Infantry. Weak vs. Ranged Soldiers at long range.

130
7
1/6
Viking unique Warship that fires multiple arrows. Strong vs. Fire Galleys, land units and buildings.

40
7
0/1
British unique Foot Archer with exceptional range. Strong vs. Infantry. Weak vs. Cavalry and Skirmishers.

90
11
0/2
Magyar unique Cavalry. Strong vs. Siege Weapons. Weak vs. Spearman-line and Camel Riders.

80
10
1/0
Saracen unique Cavalry with ranged melee attack. Strong vs. Mounted Units. Weak vs. Archery Units and Spearman-line.

60
8
1/0
Mongol unique Mounted Archer with fast attack. Strong vs. Siege Weapons and Infantry. Weak vs. Skirmishers, Spearman-line and Camel Riders.

80
14
5/2
Georgian unique Heavy Cavalry that becomes stronger when other Monaspas or Knight-line units are nearby. Strong vs. Infantry and Cavalry. Weak vs. Spearman-line and Monks.

95
10
2/2
Polish unique Infantry that tears the armor of units it is fighting. Strong vs. buildings, Cavalry and Infantry. Weak vs. Archery Units and Gunners.

70
8
2/6
Portuguese unique Siege Gunpowder Unit. Fires a volley of bullets. Strong vs. large groups of units. Weak vs. Cavalry and Mangonel-line.

65
5
0/2
Mayan unique Foot Archer with fast movement speed. Strong vs. Archery Units and Infantry. Weak vs. Cavalry.

115
12
3/3

115
6
3/3
Bengali unique Mounted Archer that can switch between melee and ranged attacks. Strong vs. Infantry. Weak vs. Skirmishers and Camel Riders.

45
7
0/6
Vietnamese unique Foot Archer with exceptional pierce armor. Strong vs. Archery Units and Infantry. Weak vs. Cavalry, Skirmishers and Siege Weapons.

80
12
1/1
Japanese unique Infantry that quickly charges into battle and has fast attack. Strong vs. Unique Units. Weak vs. Archery Units and Gunners.

85
11
6/3
Sicilian unique Infantry that can construct Donjons. Strong vs. Infantry and Camel Riders. Weak vs. Mounted Archers and Gunners.

85
11
6/3
Sicilian unique Infantry that can construct Donjons. Strong vs. Infantry and Camel Riders. Weak vs. Mounted Archers and Gunners.

50
18
0/1
Ethiopian unique Infantry with high attack and fast training speed. Fast-moving. Strong vs. Infantry. Weak vs. Archery Units.

70
11
0/1
Gurjara unique fast moving Cavalry that can dodge projectiles. Strong vs. Ranged Soldiers. Weak vs. Spearman-line and Camel Riders.

35
3
0/4
Anti-archer Skirmisher that cannot attack at close range. Strong vs. Ranged Soldiers and Spearman-line. Weak vs. units at close range.

80
11
0/2
Fast moving Cavalry with increased attack range. Strong in groups. Weak vs. Cavalry, Camel Riders and Archery Units.

150
11
1/4
Hunnic unique Heavy Cavalry. Exceptionally strong vs. buildings. Weak vs. Spearman-line and Camel Riders.

150
11
1/4
Hunnic unique Heavy Cavalry. Exceptionally strong vs. buildings. Weak vs. Spearman-line and Camel Riders.

115
14
2/2
Muisca unique Shock Infantry that attacks faster the longer it remains in combat. Strong vs. buildings and Mounted Units. Weak vs. Militia-line.

110
17
10/2
Teutonic unique Infantry with exceptional melee armor. Slow but resistant to conversion. Strong vs. melee units. Weak vs. Archery Units and Gunners.

70
8
1/0
Frankish unique Infantry with ranged melee attack. Strong vs. Infantry. Weak vs. Archery Units and Siege Weapons.

125
13
0/5
Wei unique Cavalry that gains HP and attack when defeating enemy military. Exceptionally strong vs. Ranged Soldiers. Weak vs. Spearman-line.

350
13
3/12
Korean unique Siege Warship with high armor and attack. Strong vs. most Warships and buildings. Weak vs. Galleys.

65
11
1/0
Dravidian unique Infantry with a charged blast attack. Strong vs. buildings and units at close range. Weak vs. Ranged Soldiers at long range.

600
20
1/3
Persian unique Cavalry that deals trample damage. Strong vs. buildings and units at close range. Weak vs. Spearman-line and Monks.

200
9
0/4
Korean unique Mounted Archer. Slow but durable. Strong vs. Infantry and Archery Units. Weak vs. Spearman-line, Skirmishers and Camel Riders.

100
8
0/3
Shu unique Infantry that temporarily slows down the unit it attacks. Strong vs. Cavalry. Weak vs. Ranged Soldiers.

85
15
0/1
Celtic unique Infantry with fast movement speed. Strong vs. Infantry and Siege Weapons. Weak vs. Archery Units and Cavalry.

140
4
3/7
Warship that spews fire at close range. Strong vs. Galley-line. Weak vs. Hulk-line.

35
5
0/0
Wu unique Foot Archer that fires multiple arrows at units and uses a long range attack against buildings. Strong vs. Infantry, Siege Weapons and buildings. Weak vs. Cavalry and Skirmishers.

110
2
1/4
Warship that spews fire at close range. Strong vs. Galley-line. Weak vs. Hulk-line.

65
9
1/0
Gunpowder Shock Infantry that fires a short ranged firearm before engaging in melee combat. Strong vs. Cavalry and buildings. Weak vs. Militia-line and Archery Units.

120
3
2/4
Warship that spews fire at close range. Strong vs. Galley-line. Weak vs. Hulk-line.

50
0
1/1
Gathers food from fish and Fish Traps. Builds Fish Traps.

55
20
0/0
Tatar unique demolition Siege Cavalry. Strong vs. Mounted Units, especially Elephants. Weak vs. Foot Archers and Infantry. Self-destructs when used.

40
5
1/1
Burgundian unique anti-cavalry Infantry. Strong vs. Mounted Units. Weak vs. Ranged Soldiers.

155
9
0/6
Warship with ranged attack. Strong vs. Hulk-line. Weak vs. Fire Ships.

110
6
0/3
Warship with ranged attack. Strong vs. Hulk-line. Weak vs. Fire Ships.

40
10
0/0
Malian unique Infantry with ranged melee attack. Fast-moving. Strong vs. Infantry and Siege Weapons. Weak vs. Ranged Soldiers.

50
3
0/4
Anti-archer Mounted Skirmisher that cannot attack at close range. Strong vs. Ranged Soldiers. Weak vs. units at close range. Trainable by Berbers and their allies.

45
6
1/0
Italian unique Foot Archer. Exceptionally strong vs. Cavalry. Weak vs. Archery Units and Siege Weapons.

60
9
0/3
Hindustani unique Infantry that thrusts its spear through multiple targets. Exceptionally strong vs. Archery Units and Spearman-line. Weak vs. Cavalry.

40
12
1/1
Jurchen unique Gunpowder Unit with ranged blast attack, but cannot attack at close range. Strong vs. Infantry and tight groups of units. Weak vs. Ranged Soldiers and units at close range.

55
6
0/3
Muisca unique Skirmisher that regenerates HP when a nearby Guecha Warrior is defeated. Strong vs. Ranged Soldiers. Weak vs. units at close range.

60
6
0/0
Anti-cavalry Infantry. Strong vs. Mounted Units, especially elephants. Weak vs. Ranged Soldiers and Infantry.

60
6
0/0
Anti-cavalry Infantry. Strong vs. Mounted Units, especially elephants. Weak vs. Ranged Soldiers and Infantry.

40
17
1/0
Foot Gunner with powerful attack, but inaccurate at long range. Exceptionally strong vs. Infantry. Weak vs. Ranged Soldiers.

120
7
0/0
Fast moving anti-cavalry Cavalry. Strong vs. Mounted Units. Weak vs. Infantry, Monks and Foot Archers.

60
7
1/0
Fast moving Mounted Archer for hit and run attacks. Strong vs. slow units at long range. Weak vs. Skirmishers, Scorpions and units at close range.

70
120
2/0
Demolition Warship armed with explosives that self-destructs when used. Strong vs. units at close range.

90
12
4/3
Powerful all-purpose Heavy Cavalry. Strong vs. Infantry and Foot Archers. Weak vs. Spearman-line, Camel Riders, and Monks.

65
5
0/8
Siege Gunpowder Unit with ranged blast attack, but cannot attack at close range. Strong vs. tight groups of units. Weak vs. units at close range. Can attack ground and destroy trees.

60
14
1/8
Siege Weapon with ranged pass through attack, but cannot attack at close range. Strong vs. large groups of units. Weak vs. Siege Weapons and units at close range.

60
11
4/3
Powerful all-purpose Heavy Cavalry. Strong vs. Infantry and Foot Archers. Weak vs. Spearman-line, Camel Riders, and Monks.

90
50
2/6
Bohemian unique Siege Gunpowder Unit with long range, but cannot attack at close range. Strong vs. buildings and Siege Weapons. Weak vs. units at close range.

90
4
4/1
Warship with a close range melee attack. Strong vs. Fire Ships. Weak vs. Galleys.

60
10
0/6
Gothic unique Infantry with exceptional pierce armor. Strong vs. Ranged Soldiers and buildings. Weak vs. Cavalry and Militia-line.

60
10
0/6
Gothic unique Infantry with exceptional pierce armor. Strong vs. Ranged Soldiers and buildings. Weak vs. Cavalry and Militia-line.

75
7
0/2
Fast moving Cavalry for scouting and raiding. Resistant to conversion. Exceptionally strong vs. Monastery Units. Weak vs. Spearman-line and Camel Riders.

160
10
0/7
Bohemian unique Siege Gunpowder Unit. Units behind it receive -50% damage from incoming projectiles. Strong vs. Ranged Soldiers. Weak vs. Mangonel-line.

80
8
2/1
Tupi unique Infantry with a powerful frontal area attack. Strong vs. Infantry. Weak vs. Foot Archers at long range.

140
8
0/0
Hindustani unique fast moving anti-cavalry Cavalry. Strong vs. Mounted Units. Weak vs. Infantry, Monks and Foot Archers.

35
4
0/5
Anti-archer Skirmisher that cannot attack at close range. Strong vs. Ranged Soldiers and Spearman-line. Weak vs. units at close range. Trainable by Vietnamese and their allies.

115
12
1/3
Jurchen unique Heavy Cavalry with durable armor that can completely block melee attacks. Strong vs. Infantry and Ranged Soldiers. Weak vs. Spearman-line and Camel Riders.

65
15
1/2
Aztec unique Infantry that gains additional damage when defeating military units. Exceptionally strong vs. Infantry. Weak vs. Cavalry and Archery Units.

35
17
1/0
Turkish unique Foot Gunner with powerful attack. Strong vs. Infantry. Weak vs. Archery Units and Skirmishers.

70
8
0/5
Wu unique Shock Infantry that gains movement speed and attack but loses armor when a damage threshold is reached. Exceptionally strong vs. Archery Units. Weak vs. Militia-line.

70
7
1/0
Inca unique Infantry with increased attack range. Strong vs. Cavalry and Infantry. Weak vs. Archery Units and Gunners.

30
7
0/1
Malay unique Infantry that only takes half population space. Strong in high numbers. Weak vs. Cavalry and Ranged Soldiers.

120
9
1/2
Tatar unique Heavy Cavalry that generates gold when fighting other units. Strong vs. Archery Units. Weak vs. Spearman-line, Camel Riders and Monks.

40
4
0/0
Cuman unique Mounted Archer that fires multiple arrows. Strong vs. Infantry and Siege Weapons. Weak vs. Foot Archers.

100
10
2/2
Powerful all-purpose Heavy Cavalry. Strong vs. Infantry and Foot Archers. Weak vs. Spearman-line, Camel Riders, and Monks.

125
9
0/3
Mapuche unique Cavalry that deals increasing damage to injured units. Strong vs. Infantry and Foot Archers. Weak vs. Spearman-line, Camel Riders and Monks.

100
12
2/2
Bulgarian unique Heavy Cavalry that fights on as Infantry when felled. Strong vs. Infantry and Cavalry. Weak vs. Spearman-line and Monks.

100
12
2/2
Bulgarian unique Heavy Cavalry that fights on as Infantry when felled. Strong vs. Infantry and Cavalry. Weak vs. Spearman-line and Monks.

45
12
2/2

75
12
2/2
Roman unique all-purpose Infantry unit. Exceptionally strong vs. Infantry. Strong vs. buildings, Scout Cavalry- and Skirmisher-line. Weak vs. Ranged Soldiers at long range.

100
13
1/1
Lithuanian unique Heavy Cavalry that ignores armor. Strong vs. Cavalry and Infantry, especially with high armor. Weak vs. Archery Units.

75
9
3/1
Khitan unique Infantry with powerful attack that wounds enemies, dealing damage over time. Strong vs. Cavalry and Infantry. Weak vs. Ranged Soldiers at long range.

60
7
0/2
Fast moving Cavalry for scouting and raiding. Resistant to conversion. Exceptionally strong vs. Monastery Units. Weak vs. Spearman-line and Camel Riders.

425
15
3/3
Shu unique Infantry Hero that heals all nearby units. Extremely powerful. Has a limit of one, cannot be converted.

60
9
1/1
All-purpose Infantry. Strong vs. buildings, Infantry, Scout Cavalry- and Skirmisher-line. Weak vs. Ranged Soldiers at long range.

125
5
0/3
Viking unique Warship that fires multiple arrows. Strong vs. Fire Galleys, land units and buildings.

35
6
0/0
British unique Foot Archer with exceptional range. Strong vs. Infantry. Weak vs. Cavalry and Skirmishers.

175
25
0/9
Powerful Siege Warship that fires arrows at units and uses a long range trebuchet weapon against buildings and Siege Weapons but cannot attack at close range. Strong vs. buildings. Weak vs. Fire Ships.

80
10
0/2
Magyar unique Cavalry. Strong vs. Siege Weapons. Weak vs. Spearman-line and Camel Riders.

80
8
0/0
Saracen unique Cavalry with ranged melee attack. Strong vs. Mounted Units. Weak vs. Archery Units and Spearman-line.

45
6
0/1
All-purpose Infantry. Strong vs. buildings, Infantry, Scout Cavalry- and Skirmisher-line. Weak vs. Ranged Soldiers at long range.

50
40
0/6
Siege Weapon with ranged blast attack, but cannot attack at close range. Strong vs. tight groups of units. Weak vs. units at close range. Can attack ground.

60
6
0/0
Mongol unique Mounted Archer with fast attack. Strong vs. Siege Weapons and Infantry. Weak vs. Skirmishers, Spearman-line and Camel Riders.

40
4
0/1
All-purpose Infantry. Strong vs. buildings, Infantry, Scout Cavalry- and Skirmisher-line. Weak vs. Ranged Soldiers at long range.

30
0
0/0
Spanish unique Mounted Monk. Converts enemy units and heals friendly units. Faster than Monk but with less sight and range. Strong vs. slow, non-ranged units. Weak vs. Scout Cavalry-line, Eagle Warriors and Ranged Soldiers. Can collect Relics and bring them to Monasteries.

70
12
3/2
Georgian unique Heavy Cavalry that becomes stronger when other Monaspas or Knight-line units are nearby. Strong vs. Infantry and Cavalry. Weak vs. Spearman-line and Monks.

30
0
0/0
Converts enemy units to your civilization. Heals friendly units (except ships and Siege Weapons). Strong vs. slow and non-ranged units. Weak vs. Scout Cavalry-line, Eagle Warriors and Ranged Soldiers. Can collect Relics and bring them to Monasteries.

75
30
2/4
Khitan unique Siege Cavalry with long range, but cannot attack at close range. Projectiles leave lingering fire on the ground. Strong vs. Siege Weapons and tight groups of units. Weak vs. units at close range.

80
8
2/2
Polish unique Infantry that tears the armor of units it is fighting. Strong vs. buildings, Cavalry and Infantry. Weak vs. Archery Units and Gunners.

60
50
0/7
Siege Weapon with ranged blast attack, but cannot attack at close range. Strong vs. tight groups of units. Weak vs. units at close range. Can attack ground and destroy trees.

50
6
2/4
Portuguese unique Siege Gunpowder Unit. Fires a volley of bullets. Strong vs. large groups of units. Weak vs. Cavalry and Mangonel-line.

160
14
2/3
Powerful all-purpose Heavy Cavalry. Strong vs. Infantry and Foot Archers. Weak vs. Spearman-line, Camel Riders, and Monks.

50
25
0/2
Demolition Siege Weapon armed with explosives. Strong vs. buildings. Weak vs. other units. Self-destructs when used.

55
4
0/0
Anti-cavalry Infantry. Strong vs. Mounted Units, especially elephants. Weak vs. Ranged Soldiers and Infantry.

55
4
0/0
Anti-cavalry Infantry. Strong vs. Mounted Units, especially elephants. Weak vs. Ranged Soldiers and Infantry.

50
5
0/1
Mayan unique Foot Archer with fast movement speed. Strong vs. Archery Units and Infantry. Weak vs. Cavalry.

100
10
3/1

100
5
3/1
Bengali unique Mounted Archer that can switch between melee and ranged attacks. Strong vs. Infantry. Weak vs. Skirmishers and Camel Riders.

40
6
0/4
Vietnamese unique Foot Archer with exceptional pierce armor. Strong vs. Archery Units and Infantry. Weak vs. Cavalry, Skirmishers and Siege Weapons.

45
5
0/6
Siege Gunpowder Unit with ranged blast attack, but cannot attack at close range. Strong vs. tight groups of units. Weak vs. units at close range. Can attack ground.

70
10
1/1
Japanese unique Infantry that quickly charges into battle and has fast attack. Strong vs. Unique Units. Weak vs. Archery Units and Gunners.

145
14
3/4
Persian unique all-purpose Heavy Cavalry. Exceptionally strong vs. Ranged Soldiers. Weak vs. Spearman-line, Camel Riders, and Monks.

40
11
0/7
Siege Weapon with ranged pass through attack, but cannot attack at close range. Strong vs. large groups of units. Weak vs. Siege Weapons and units at close range.

45
3
0/2
Fast moving Cavalry for scouting and raiding. Resistant to conversion. Exceptionally strong vs. Monastery Units. Weak vs. Spearman-line and Camel Riders.

50
5
2/1
Sicilian unique Infantry that can construct Donjons. Strong vs. Infantry and Camel Riders. Weak vs. Mounted Archers and Gunners.

50
5
2/1
Sicilian unique Infantry that can construct Donjons. Strong vs. Infantry and Camel Riders. Weak vs. Mounted Archers and Gunners.

45
16
0/0
Ethiopian unique Infantry with high attack and fast training speed. Fast-moving. Strong vs. Infantry. Weak vs. Archery Units.

55
8
0/1
Gurjara unique fast moving Cavalry that can dodge projectiles. Strong vs. Ranged Soldiers. Weak vs. Spearman-line and Camel Riders.

220
4
-2/150
Anti-building Siege Cavalry. Resistant to most ranged attacks. Exceptionally strong vs. buildings. Weak vs. Spearman-line. Cannot be converted by enemy Monks from distance.

70
75
0/8
Siege Weapon with ranged blast attack, but cannot attack at close range. Strong vs. tight groups of units. Weak vs. units at close range. Can attack ground and destroy trees.

270
4
-1/195
Anti-building Siege Weapon. Resistant to most ranged attacks. Exceptionally strong vs. buildings. Weak vs. melee units. Cannot be converted by enemy Monks from distance. Garrisoned Infantry increases speed and attack.

175
0
-2/100
Quick land transport used to unload units over enemy walls. Resistant to most ranged attacks. Weak vs. melee units. Cannot be converted by enemy Monks from distance. Garrisoned Infantry increases speed. Cannot be used by Mounted Units.

30
2
0/3
Anti-archer Skirmisher that cannot attack at close range. Strong vs. Ranged Soldiers and Spearman-line. Weak vs. units at close range.

35
4
0/0
Anti-infantry Skirmisher that cannot attack at close range. Strong vs. Infantry, Monks and Siege Weapons. Weak vs. Ranged Soldiers and Cavalry.

45
3
0/0
Anti-cavalry Infantry. Strong vs. Mounted Units, especially elephants. Weak vs. Ranged Soldiers and Infantry.

45
3
0/0
Anti-cavalry Infantry. Strong vs. Mounted Units, especially elephants. Weak vs. Ranged Soldiers and Infantry.

60
9
0/1
Fast moving Cavalry with increased attack range. Strong in groups. Weak vs. Cavalry, Camel Riders and Archery Units.

400
15
4/4
Wu unique Cavalry Hero that increases the movement speed of nearby units. Extremely powerful. Has a limit of one, cannot be converted.

100
8
1/3
Hunnic unique Heavy Cavalry. Exceptionally strong vs. buildings. Weak vs. Spearman-line and Camel Riders.

100
8
1/3
Hunnic unique Heavy Cavalry. Exceptionally strong vs. buildings. Weak vs. Spearman-line and Camel Riders.

100
12
1/1
Muisca unique Shock Infantry that attacks faster the longer it remains in combat. Strong vs. buildings and Mounted Units. Weak vs. Militia-line.

90
14
7/2
Teutonic unique Infantry with exceptional melee armor. Slow but resistant to conversion. Strong vs. melee units. Weak vs. Archery Units and Gunners.

250
10
2/11
Dravidian unique Warship with high durability. Strong vs. most Warships. Weak vs. Fire Ships.

60
7
0/0
Frankish unique Infantry with ranged melee attack. Strong vs. Infantry. Weak vs. Archery Units and Siege Weapons.

110
11
0/4
Wei unique Cavalry that gains HP and attack when defeating enemy military. Exceptionally strong vs. Ranged Soldiers. Weak vs. Spearman-line.

115
50
1/8
Powerful anti-building Siege Weapon with long range, but cannot attack enemies at close range. Strong vs. buildings. Can attack ground and destroy trees.

70
0
0/0
Trade unit used for generating gold at another player's Market. To trade, click the Trade Cart then right-click another player's Market. Will return with gold to your Market.

80
0
0/6
Trade unit used for generating gold at another player's Dock. To trade, click the Trade Cog then right-click another player's Dock. Will return with gold to your Dock.

70
0
0/2
Used to move units across water. Select the units you want to transport, then right-click on the Transport Ship to board them. Use the Unload button to unload units on the shore.

150
200
1/150

150
200
2/8
Powerful anti-building Siege Weapon with exceptional range. Must be packed to move, unpacked to attack. Cannot attack enemies at close range. Strong vs. buildings. Can attack ground and destroy trees.

275
9
2/7
Korean unique Siege Warship with high armor and attack. Strong vs. most Warships and buildings. Weak vs. Galleys.

65
12
1/1
All-purpose Infantry. Strong vs. buildings, Infantry, Scout Cavalry- and Skirmisher-line. Weak vs. Ranged Soldiers at long range.

55
9
1/0
Dravidian unique Infantry with a charged blast attack. Strong vs. buildings and units at close range. Weak vs. Ranged Soldiers at long range.

25
3
0/0
Gathers resources. Builds and repairs buildings. Also repairs Ships and Siege Weapons.

65
8
0/5

65
8
0/5
Shu unique Siege Cavalry with rapid-fire attack, but cannot attack at close range. Has long reload time. Can switch to a barrage mode that covers more area but is less accurate. Strong vs. Ranged Soldiers. Weak vs. Cavalry and Siege Weapons.

450
15
1/2
Persian unique Cavalry that deals trample damage. Strong vs. buildings and units at close range. Weak vs. Spearman-line and Monks.

125
7
0/4
Warship with ranged attack. Strong vs. Hulk-line. Weak vs. Fire Ships.

115
4
5/1
Warship with a close range melee attack. Strong vs. Fire Ships. Weak vs. Galleys.

150
9
0/2
Korean unique Mounted Archer. Slow but durable. Strong vs. Infantry and Archery Units. Weak vs. Spearman-line, Skirmishers and Camel Riders.

80
11
1/1
Armenian unique Monastery Infantry that can heal friendly units. Can collect Relics and bring them to Monasteries. Strong vs. Infantry. Weak vs. Scout Cavalry-line and Archery Units.

95
7
0/2
Shu unique Infantry that temporarily slows down the unit it attacks. Strong vs. Cavalry. Weak vs. Ranged Soldiers.

80
9
1/2
Polish and Lithuanian unique fast moving Cavalry for scouting and raiding. Resistant to conversion. Exceptionally strong vs. Monastery Units. Weak vs. Spearman-line and Camel Riders.

70
11
0/1
Celtic unique Infantry with fast movement speed. Strong vs. Infantry and Siege Weapons. Weak vs. Archery Units and Cavalry.

30
5
0/0
Wei unique Mounted Archer with a charged ranged attack. Strong vs. Infantry. Weak vs. Skirmishers and Camel Riders.