Unit abilities are unit traits that are gained passively or by an additional condition. Although somewhat similar to Promotions, they are not earned by gaining XP or through technological research (for Giant Death Robots).
There are also unit combat modifiers, which are covered in detail on the combat page. They have additional impact on the combat strength of the units based on the circumstances under which combat occurs (e.g. ideal/unfavorable terrain, flanking/support bonuses, fortification, unit damage, Alliance bonuses). These modifiers are not listed on this page.
List of unit abilities[]
The following is a list of all unit abilities present in the Civilization VI and its various expansions and game modes. Scenario-specific abilities are not included. The sections reflect the condition needed to gain the ability.
Please be aware of the following when reading the tables:
- Not all abilities have official names. In those cases, a name is given for reference and written in italics.
- Not all abilities have official descriptions. In those cases, the related modifier description is used.
- "All combat units" means any unit that has a Combat Strength greater than 0. (This excludes support, civilian, and religious units.)
- A unit's class determines which abilities it can get. Units that belong to a specific class cannot get abilities from other classes unless the game's code explicitly specifies otherwise.
- Some units belong to more than one class and can get abilities from any of their classes. These units are explicitly specified when they get an ability from a class that is different from their main promotion class. Sample multi-class units include:
- The War-Cart is treated as a heavy cavalry class unit when earning promotions, but as a heavy chariot class unit when getting abilities. (This was done intentionally in order to make it immune to the combat bonus of anti-cavalry units.) Other heavy chariot units - the Heavy Chariot, Tank, and Modern Armor - also belong to the heavy cavalry class.
- Recon units are in their own class.
- Ranged cavalry units are in their own class.
- The Cultist and Soothsayer do not belong to the support class (probably unintentionally).
- The Great Prophet and Great Engineer do not belong to the land civilian class (probably unintentionally).
- The Giant Death Robot belongs to its own class and no other.
- The Warrior Monk belongs to its own class and no other.
- The Aircraft Carrier belongs to its own class and no other.
- The Spy belongs to its own class and no other.
Granted conditionally[]
Granted by civ/leader unique abilities[]
Ability name | Ability description | Granted by | Units | Notes |
---|---|---|---|---|
Ejército Patriota[1] | +1 Movement to all units. (Ejército Patriota) | Ejército Patriota | All units | |
Great Turkish Bombard | +5 Combat Strength vs. district defenses. (Great Turkish Bombard) | Great Turkish Bombard | Siege units | |
Heal Neutral Territory | Can heal in neutral territory. (Knarr) | Knarr | Naval melee units | |
KNARR IGNORE EMBARK DISEMBARK COST | Ignores additional movement cost from embarking and disembarking. (Knarr) | Knarr | All land units (including civilian, religious, and support units but excluding Cultists, and Soothsayers) | |
MANA | +2 Movement when embarked. | Mana | All land units (excluding Giant Death Robots, Warrior Monks, Cultists, and Soothsayers) | |
Mediterranean Colonies | +2 Movement and +2 sight range while embarked. Ignore additional Movement costs from embarking and disembarking. |
Mediterranean Colonies | Settler | |
NUBIA RANGED EXPERIENCE MODIFIER[1] | +50% Earned experience from combat. (Ta-Seti) | Ta-Seti | All ranged units (including Warak’aq, Immortals, and Rangers) | |
Holy City Combat[1] | Receive +3 Combat Strength for each Holy City converted to your Religion and Byzantium's Religion is spread to nearby cities when a major civilization's unit is defeated. (Taxis) | Taxis | All units (excluding civilian, aircraft, support, and religious units and Aircraft Carriers) | |
Holy City Religious Strength[1] | Receive +3 Religious Strength for each Holy City converted to your Religion. | Taxis | All religious units | |
TOQUI XP FROM GOVERNOR | +10% Earned experience from combat. (Toqui) | Toqui | All units (excluding civilian, support, and religious units, Giant Death Robots, Warrior Monks, and Aircraft Carriers) | |
TOQUI XP FROM GOVERNOR NOT FOUNDED | +30% Earned experience from combat. (Toqui) | Toqui | All units (excluding civilian, support, and religious units, Giant Death Robots, Warrior Monks, and Aircraft Carriers) | |
Ethiopian Highlands[1] | +4 Combat Strength on Hills. (Council of Ministers) | Council of Ministers | All combat units | |
HOJO TOKIMUNE COASTAL COMBAT BONUS | +5 Combat Strength when fighting on coastal land. (Hojo Tokimune) | Divine Wind | Anti-cavalry, heavy cavalry (excluding War-Carts), light cavalry, melee, ranged, recon, and siege units | |
HOJO TOKIMUNE SHALLOW WATER COMBAT BONUS | +5 Combat Strength when fighting in shallow water. (Hojo Tokimune) | Divine Wind | All naval units | |
Drake's Legacy[1] | +100% Rewards for plundering trade routes. (Elizabeth I) | Drake's Legacy | All naval units | |
Drive Out The Aggressors[1] | +5 Combat Strength for units fighting in Rainforest, Marsh, or Woods tiles. +1 Movement if they begin their turn there. Both these bonuses are doubled if the tile is your territory. | Drive Out The Aggressors | All units (excluding aircraft, naval units, Giant Death Robots, Cultists, and Soothsayers) | |
PHILIP II COMBAT BONUS OTHER RELIGION | +5 Combat Strength vs. units of an other religion. (Philip II) | El Escorial | All combat units (excluding ranged cavalry units, Giant Death Robots, Warrior Monks, and War-Carts) | |
Emancipation Proclamation[1] | +5 Combat Strength and this unit does not require resources when created or to maintain. (Abraham Lincoln) | Emancipation Proclamation | Land melee units | |
GITARJA RELIGIOUS NO EMBARK DISEMBARK COST[1] | No movement cost to embark or disembark. (Gitarja) | Exalted Goddess of the Three Worlds | All religious units | |
MONTEZUMA COMBAT BONUS PER LUXURY | +1 Combat Strength for each unique luxury owned. | Gifts for the Tlatoani | All combat units (excluding ranged cavalry units, Giant Death Robots, Warrior Monks, and War-Carts) | |
BARBAROSSA COMBAT BONUS VS CITY STATES | +7 Combat Strength vs. City-States. (Barbarossa) | Holy Roman Emperor | All combat units (excluding ranged cavalry units, Giant Death Robots, Warrior Monks, and War-Carts) | |
Mutal[1] | +5 Combat Strength to units within 6 tiles of the Capital. (Ix Mutal Ajaw) | Ix Mutal Ajaw | All units (excluding civilian, support, and religious units, Warrior Monks, and Aircraft Carriers) | |
TOMYRIS BONUS VS WOUNDED UNITS | +5 Combat Strength vs. wounded units. (Tomyris) | Killer of Cyrus | All units (excluding civilian, support, and religious units, Giant Death Robots, Warrior Monks, and War-Carts) | |
TOMYRIS HEAL AFTER DEFEATING UNIT | +30 Health after defeating an enemy unit. (Tomyris) | Killer of Cyrus | All units (excluding civilian, support, and religious units, Giant Death Robots, Warrior Monks, and War-Carts) | |
Ambiorix[1] | Receive +2 Combat Strength for each adjacent unit. (King of the Eburones) | King of the Eburones | Anti-cavalry, melee, and ranged units (including Warak’aq, and Rangers) | |
GENGHIS KHAN CAVALRY BONUS | +3 Combat Strength. (Mongol Horde) | Mongol Horde | Heavy cavalry (excluding War-Cart), light cavalry, ranged cavalry units | |
GENGHIS KHAN CAVALRY CAPTURE CAVALRY | Ability to capture defeated cavalry units. (Mongol Horde) | Mongol Horde | Heavy cavalry (excluding War-Cart), light cavalry units | |
Porta do Cerco[1] | +1 Sight from the Porta do Cerco trait. | Porta do Cerco | All units | |
Porphyrogénnetos[1] | Does full damage against cities following the same religion as Byzantium. (Porphyrogénnetos) | Porphyrogénnētos | Heavy cavalry (excluding War-Cart), light cavalry units | |
Queen of Ndongo and Mtamba[1] | Combat Strength against civilization's whose capital is on a different continent. (Nzinga Mbande) | Queen of Ndongo and Mtamba | ? | Unused. |
Raven King | +2 Movement and +5 Combat Strength to Levied units. | Raven King | All units (excluding civilian, support, religious units, Giant Death Robot, Warrior Monk and Aircraft Carrier) | |
ROOSEVELT COMBAT BONUS HOME CONTINENT | +5 Combat Strength on home continent. (Roosevelt) | Roosevelt Corollary | All combat units (excluding ranged cavalry units, Giant Death Robot, Warrior Monk and War-Cart) | |
TOQUI COMBAT BUFF VS GOLDEN AGE | +10 Combat Strength versus Free Cities or civilizations in a Golden Age. | Swift Hawk | All units (excluding civilian, support, religious units, Giant Death Robot, Warrior Monk and Aircraft Carrier) | |
Sword of Persia[1] | +5 Combat Strength attacking full Health Units. (Nader Shah) | Sword of Persia | All combat units | |
GORGO POLICY SLOT COMBAT BONUS | +1 Combat Strength for each Military policy slotted in the current government. | Thermopylae | All units (excluding civilian, support, religious units, Giant Death Robot, Warrior Monk and War-Cart) | |
The Magnificent[1] | +4 Combat Strength when not in a Golden Age against units who are also not in a Golden Age. (Suleiman (Muhteşem)) | The Magnificent | All combat units | |
Thirty-Six Stratagems[1] | This unit can use an action to convert adjacent Barbarians to your side, but it removes this unit. (Qin (Unifier)) | Thirty-Six Stratagems | Land melee units | |
The Victorious[1] | +100% Flanking and Support Bonus. (Saladin (Sultan)) | The Victorious | All units | |
Thunderbolt Coastal Raid | Can pillage buildings and improvements and capture civilian units on coastal lands. (Hardrada) | Thunderbolt of the North | Naval melee units | |
Varangian Guard[1] | Receive Culture, Faith and Science From Kills equal to 50% of the opponents Combat Strength. (Harald Hardrada (Varangian)) | Varangian Guard | All combat units |
Granted by buildings[]
Ability name | Ability description | Granted by | Units | Notes |
---|---|---|---|---|
AIRPORT TRAINED AIRCRAFT XP | +50% Earned experience from Airport. | Airport | All aircraft units | |
ARMORY TRAINED UNIT XP | +25% Earned experience from Armory. | Armory | Anti-cavalry, heavy cavalry (excluding War-Carts), light cavalry, melee, ranged (including Warak’aq and Rangers), and siege units | |
NIHANG ARMORY STRENGTH[1] | +15 Combat Strength from Armory. | Armory | Nihang | |
BARRACKS TRAINED UNIT XP | +25% Earned experience from Barracks. | Barracks | Anti-cavalry, melee, ranged units (including Warak’aq, Ranger) | |
BASILIKOI TRAINED UNIT XP[1] | +25% experience in Combat from Basilikoi Paides. | Basilikoi Paides | Anti-cavalry, melee, ranged (including Warak’aq, Ranger), siege units, Hetairoi | |
NIHANG BARRACKS STRENGTH[1] | +15 Combat Strength from Barracks. | Barracks or Basilikoi Paides |
Nihang | |
HANGAR TRAINED AIRCRAFT XP | +25% Earned experience from Hangar. | Hangar | All aircraft units | |
LIGHTHOUSE TRAINED UNIT XP | +25% Earned experience from Lighthouse. | Lighthouse | All naval units | |
MILITARY ACADEMY TRAINED UNIT XP | +25% Earned experience from Military Academy. | Military Academy | Anti-cavalry, heavy cavalry (excluding War-Cart), light cavalry, melee, ranged (including Warak’aq, Ranger), siege units | |
NIHANG ACADEMY STRENGTH[1] | +15 Combat Strength from Military Academy. | Military Academy | Nihang | |
Mongol Steppe | +1 Movement. | Ordu | Heavy cavalry (excluding War-Cart), light cavalry units, Keshig | |
ORDU TRAINED UNIT XP | +25% combat experience from Ordu. | Ordu | Heavy cavalry (excluding War-Cart), light cavalry, siege units, Keshig | |
Martyr[1] | A Relic is created if this unit dies in Theological Combat. | Prasat | Guru, Missionary | Only in vanilla |
SEAPORT TRAINED UNIT XP | +25% Earned experience from Seaport. | Seaport | All naval units | |
SHIPYARD TRAINED UNIT XP | +25% Earned experience from Shipyard. | Shipyard | All naval units | |
STABLE TRAINED UNIT XP | +25% Earned experience from Stable. | Stable | Heavy cavalry (excluding War-Cart), light cavalry, siege units |
Granted by city-states[]
Ability name | Ability description | Granted by | Units | Notes |
---|---|---|---|---|
Plunder Immunity at Sea | While on a water tile, its Trade Route cannot be plundered by enemy units. Obtained when Suzerain of Lisbon city-state. | Suzerainty of Lisbon | Trader | |
Balkan Cavalry | +5 Combat Strength to heavy and light cavalry on Hills when Suzerain of Preslav city-state. | Suzerainty of Preslav | Heavy cavalry (excluding War-Cart), light cavalry units | |
Great General Points[1] | Receive Great General points when a land unit defeats a major or minor civilization's unit equal to 25% of the opposing unit's strength (Standard Speed). (Wolin City-State) | Suzerainty of Wolin | All land combat units (excluding Giant Death Robot) | |
WOLIN NAVAL UNITS[1] | Receive Great Admiral points when a naval unit defeats a major or minor civilization's unit equal to 25% of the opposing unit's strength (Standard Speed). (Wolin City-State) | Suzerainty of Wolin | Naval melee, naval raider, naval ranged units |
Granted by policy cards and governments[]
Ability name | Ability description | Granted by | Units | Notes |
---|---|---|---|---|
Communism Land Defense | +6 Combat Strength when defending from the Communism government. | Communism | All land combat units (excluding Giant Death Robot and Warrior Monk) | |
Cyber Warfare | +10 Combat against units from the Information and Future Eras from Cyber Warfare. | Cyber Warfare | All units (excluding civilian, aircraft, Giant Death Robot, Warrior Monk, Aircraft Carrier) | |
DIGITAL DEMOCRACY DEBUFF | -3 Combat Strength for all units. | Digital Democracy | All units (excluding civilian, support, religious units, Giant Death Robot, Warrior Monk and Aircraft Carrier) | |
Fascism Attack | +5 Combat Strength when attacking from the Fascism government. | Fascism | All units (excluding civilian, support, religious, Giant Death Robot, Warrior Monk, Aircraft Carrier) | |
FASCISM LEGACY ATTACK BUFF | +5 Combat Strength from Fascist Legacy. | Fascist Legacy | All units (excluding civilian, support, religious, Giant Death Robot, Warrior Monk, Aircraft Carrier) | |
GLOBAL COALITION FRIENDLY TERRITORY | +7 Combat Strength for units in friendly territory. | Global Coalition | All units (excluding civilian, aircraft, Giant Death Robot, Warrior Monk, Aircraft Carrier) | |
Inquisition | +15 Religious Combat Strength in friendly territory. | Inquisition | All religious units | |
Military Organization | +2 Movement to Great Generals from the Military Organization policy. | Military Organization | Great General | |
Military-Industrial Complex[2] | +5 Combat Strength from the Military-Industrial Complex policy. | Military-Industrial Complex | All combat units | |
Military-Industrial Complex[2] | +1 Range from the Military-Industrial Complex policy. | Military-Industrial Complex | Naval raider, naval ranged, siege, ranged cavalry, ranged (including Warak’aq, Immortal and Ranger), Giant Death Robot | |
Oligarchy Melee | +4 Combat Strength from the Oligarchy government. | Oligarchy | Anti-cavalry, melee (including Warrior Monk), naval melee units | |
OLIGARCHY LEGACY MELEE BUFF | +4 Combat Strength from Oligarchic Legacy. | Oligarchic Legacy | Anti-cavalry, melee (including Warrior Monk), naval melee units | |
ECONOMIC GOLDEN AGE PLUNDER IMMUNITY | This unit's Trade Route cannot be plundered by enemy units. Obtained as part of an Economic Golden Age. | Reform the Coinage or Reform the Coinage (golden age dedication) |
Trader | |
Religious Orders | +5 Religious Strength from the Religious Orders policy. | Religious Orders | All religious units | |
Soft Targets[2] | +10 Combat Strength from the Soft Targets policy vs. district defenses. | Soft Targets | All combat units | |
Soft Targets[2] | -3 Combat Strength from the Soft Targets policy against units. | Soft Targets | All combat units | |
Soft Targets[2] | +10 Combat Strength from the Soft Targets policy vs. city attacks. | Soft Targets | All combat units | |
Their Finest Hour | +5 Combat Strength when in your territory or adjacent to your territory from Finest Hour. | Their Finest Hour | All units (excluding civilian, support, religious, Giant Death Robot, Warrior Monk, Aircraft Carrier) | |
Theocracy | +5 Religious Strength from the Theocracy government. | Theocracy | All religious units | |
THEOCRACY LEGACY RELIGIOUS BUFF | +5 Religious Strength from Theocratic Legacy. | Theocratic Legacy | All religious units | |
Twilight Valor | +5 Combat Strength for all melee attack units. | Twilight Valor | Anti-cavalry, heavy cavalry (excluding War-Cart), light cavalry, melee, naval melee, recon units |
Granted by wonders[]
Ability name | Ability description | Granted by | Units | Notes |
---|---|---|---|---|
World wonders | ||||
GREAT LIGHTHOUSE EMBARKED MOVEMENT | +1 Embarked Movement from Great Lighthouse. | Great Lighthouse | All land units (including civilian and religious units but excluding support and ranged cavalry units, Great People, Inquisitors, War-Carts, and Warrior Monks) | Technically Great People (with the exception of Great Admirals, Great Engineers, and Great Prophets) also get this ability, but they cannot embark. |
GREAT LIGHTHOUSE MOVEMENT | +1 Movement from Great Lighthouse. | Great Lighthouse | All naval units | |
Guide | Gives movement to nearby religious units. | Meenakshi Temple | Guru | |
Sage | Gives additional combat strength to nearby religious units. | Meenakshi Temple | Guru | |
Guru Movement Area of Effect | +1 Movement. | Meenakshi Temple and Guru |
All religious units | |
Guru Sage Area of Effect | +5 Strength. | Meenakshi Temple and Guru |
All religious units | |
Enter Foreign Lands | Even without Open Borders, this unit can enter foreign territory. | Terracotta Army | Archaeologist | |
Natural wonders | ||||
Mysterious Currents[1] | Mysterious Currents: +1 Movement. | Bermuda Triangle | All naval units | Shows floating text when earned. |
Water of Life[1] | Water of Life: +10 HP when healing in any territory. | Fountain of Youth | All combat units | Shows floating text when earned. |
Spear of Fionn[1] | Spear of Fionn: +5 Combat Strength. | Giant's Causeway | All land combat units (excluding Giant Death Robots) | Shows floating text when earned. |
Alpine Training | Alpine Training: +3 Combat Strength when fighting in Hills and no Movement penalty in Hill terrain. | Matterhorn | All cavalry units (excluding War-Carts), anti-cavalry, melee, ranged, recon, and siege units | Shows floating text when earned. |
Altitude Training | Missionaries, Inquisitors, and Apostles can move over Hills faster after moving adjacent to the Mount Everest natural wonder. | Mount Everest | All religious units | Shows floating text when earned. |
Granted by Great People[]
Ability name | Ability description | Granted by | Units | Notes |
---|---|---|---|---|
Abilities granted passively from Great People | ||||
GREAT ADMIRAL MOVEMENT | +1 Movement from Great Admiral. | Great Admiral | All naval units | |
Great Admiral | +5 Combat Bonus from Great Admiral. | Great Admiral | All naval units | |
GREAT GENERAL MOVEMENT | +1 Movement from Great General. | Great General | All land combat units (excluding Giant Death Robots) | |
Great General | +5 Combat Bonus from Great General. | Great General | All land combat units (excluding Giant Death Robots) | |
Comandante General Logistics[1] | +1 Movement from Comandante General. | Comandante General | All land combat units (excluding Giant Death Robots) | |
Comandante General Leadership[1] | +5 Combat Bonus from Comandante General. | Comandante General | All land combat units (excluding Giant Death Robots) | |
GREAT PERSON INDIVIDUAL ABU AL QASIM AL ZAHRAWI MEDIC INCREASE HEAL RATE | +20 HP healing for the player's units within 1 tile. | Abu Al-Qasim Al-Zahrawi | All combat units | |
Abilities granted after Great Person's retirement | ||||
CHING SHIH PLUNDER BONUS | +60% Rewards for plundering Trade Routes. (Ching Shih) | Ching Shih | All naval units | |
CLANCY FERNANDO BONUS EXPERIENCE | +200% Earned experience from combat. (Clancy Fernando) | Clancy Fernando | All naval units | |
FRANCIS DRAKE PLUNDER BONUS |
+50% Rewards for plundering Trade Routes. (Francis Drake) | Francis Drake | All naval units | |
HIMERIOS BONUS EXPERIENCE[1] | +25% Earned experience from combat. (Himerios) | Himerios | All naval units | |
HANNO_FREE_UNIT_MOVEMENT_BUFF[1] | +2 Movement. | Hanno the Navigator | Naval melee units | |
HORATIO NELSON FLANKING BONUS | +50% Flanking bonus. (Horatio Nelson) | Horatio Nelson | All naval units | |
LASKARINA BOUBOULINA BONUS EXPERIENCE | +50% Earned experience from combat. (Laskarina Bouboulina) | Laskarina Bouboulina | All naval units | |
Leif Erikson | +1 sight range for All naval units. (Leif Erikson) | Leif Erikson | All naval units | |
GREATPERSON_LEIF_ERIKSON_ACTIVE | Allows all naval units to move over ocean tiles without the normal technology requirement. | Leif Erikson | All naval units | Only in vanilla and |
Rajendra Chola | +3 Combat Strength for All naval units. (Rajendra Chola) | Rajendra Chola | All naval units | |
RAJENDRA CHOLA PLUNDER BONUS | +40% Rewards for plundering trade routes. (Rajendra Chola) | Rajendra Chola | All naval units | Only in vanilla and |
SERGEY GORSHKOV BONUS EXPERIENCE | +100% Earned experience from combat. (Sergey Gorshkov) | Sergei Gorshkov | All naval units | |
GREATPERSON_TOGO_HEIHACHIRO_ACTIVE | Grants 1 promotion level and +75% combat experience to a military naval unit. | Togo Heihachiro | All naval units | Only in vanilla |
GREATPERSON_GENGHIS_KHAN_ACTIVE | Grants 1 promotion level and +25% combat experience to a military land unit. | Genghis Khan (unit) | All land combat units | Only in vanilla |
GEORGY ZHUKOV FLANKING BONUS | +50% Flanking bonus. (Georgy Zhukov) | Georgy Zhukov | Anti-cavalry, heavy cavalry (excluding War-Carts), light cavalry, melee, ranged, recon, and siege units | |
GREATPERSON_HANNIBAL_BARCA_ACTIVE | Grants 1 promotion level to a military land unit. | Hannibal Barca | All land combat units | |
JOHN MONASH BONUS EXPERIENCE | +75 Earned experience from combat. (John Monash) | John Monash | Anti-cavalry, heavy cavalry (excluding War-Carts), light cavalry, melee, ranged, recon, and siege units | |
GREATPERSON_SUDIRMAN_ACTIVE |
Grants 1 promotion level and +100% combat experience to a military land unit. | Sudirman | All land combat units | Only in vanilla |
TIMUR BONUS EXPERIENCE | +25% Earned experience from combat. (Timur) | Timur | Anti-cavalry, heavy cavalry (excluding War-Carts), light cavalry, melee, ranged, recon, and siege units | |
VIJAYA WIMALARATNE BONUS EXPERIENCE | +100 Earned experience from combat. (Vijaya Wimalaratne) | Vijaya Wimalaratne | Anti-cavalry, heavy cavalry (excluding War-Carts), light cavalry, melee, ranged, recon, and siege units | |
COMMANDANTE CAVALRY BUFF[1] | +4 Combat Strength. (José Antonio Páez) | José Antonio Páez | Heavy cavalry (excluding War-Carts), light cavalry, and ranged cavalry units | |
COMMANDANTE UNIT STRENGTH BUFF[1] | +7 Combat Strength. (Manuel Piar) | Manuel Piar | All combat units | |
COMMANDANTE UNIT STR VS DISTRICTS[1] | +4 Combat Strength when attacking districts. (Mariano Montilla) | Mariano Montilla | All combat units | |
COMMANDANTE MELEE ANTICAV BUFF[1] | +4 Combat Strength. (Santiago Marino) | Santiago Marino | Anti-cavalry and land melee units |
Granted by adjacent units[]
Ability name | Ability description | Granted by | Units | Notes |
---|---|---|---|---|
Enables Wall Attack | Does full damage to the city's walls. | Battering Ram | Melee, anti-cavalry units | Only in vanilla and (the Gathering Storm variant is granted unconditionally). |
Trader Bireme Protection | Trade units near a your Bireme are immune to being Plundered on Water Tiles. | Bireme | Trader | |
Hero[3] | +5 Combat Bonus from a nearby Inspiring Hero. | Himiko | All land combat units (excluding Giant Death Robots) | |
Trader Mandekalu Protection | Trade units near a your Mandekalu Cavalry are immune to being Plundered on Land Tiles. | Mandekalu Cavalry | Trader | |
Bypass Walls | Can bypass the city walls and attack the city directly. | Siege Tower | Melee and anti-cavalry units | Only in vanilla and (the Gathering Storm variant is granted unconditionally). |
SOOTHSAYER AOE COMBAT STRENGTH[4] | +5 Combat Strength from adjacent Soothsayer. | Soothsayer with Incantation | All land combat units (excluding Giant Death Robots) | |
AUTO SIEGE[4] | Adjacent enemy cities are automatically Besieged. | Soothsayer with Plague Bearer | Soothsayer | |
Tagma Combat Strength[1] | +4 Combat Strength when within 1 tile of the Tagma. | Tagma | All combat units | |
Tagma Religious Strength[1] | +4 Religious Strength when within 1 tile of the Tagma. | Tagma | All religious units |
Granted from other sources[]
Ability name | Ability description | Granted by | Units | Notes |
---|---|---|---|---|
Hippodrome[1] | This unit does not cost Strategic Resources per turn from the Hippodrome district. | Hippodrome | Heavy cavalry units | |
ROYAL NAVY DOCKYARD MOVEMENT BONUS | +1 Movement from Royal Navy Dockyard. | Royal Navy Dockyard | All naval units | |
Walk on Air | Forest, Jungle, Hills, and Marsh only take one Movement. | Missionary Zeal | All religious units |
Granted unconditionally[]
Unique to some units[]
Ability name | Ability description | Units | Notes |
---|---|---|---|
Corsair | It costs no Movement to coastal raid. | Barbary Corsair | |
Enables Wall Attack | When adjacent to an enemy city, melee and anti-cavalry units do full damage to the city's Walls. Does not affect cities with Medieval or Renaissance Walls. Ineffective against Urban Defenses. | Battering Ram | |
Berserker Movement | +2 Movement if this unit starts in enemy territory. | Berserker | |
Berserker Rage | +10 Combat Strength when attacking. -5 Combat Strength when defending. |
Berserker | |
Bireme Trade Protection | Protects nearby Trade units from being Plundered on Water Tiles. | Bireme | |
Fekete Sereg | +3 Combat Strength from each adjacent Levied unit. | Black Army | |
Ga Pa | +3 Combat Strength per unused Movement. | Carolean | |
Forced Conversion | +10 Combat Strength when there is a religious unit within one hex. If this unit captures a city or is adjacent to a city when it's captured, the city will automatically convert to the Conquistador player's majority Religion. |
Conquistador | |
And Quiet Flows the Don | Can move after attacking. +5 Combat Strength in or adjacent to your territory. |
Cossack | |
CULTIST ENTER FOREIGN LANDS[5] | Can enter foreign lands when not at war. | Cultist | |
Recruit Followers[5] | Can Recruit Followers in an adjacent enemy city, causing it to lose 10 Loyalty. Once the Dark Summoning city project is unlocked, this action deals 2 more Loyalty damage per project completed, up to a maximum total of 30. | Cultist | |
Sacrifice[5] | Once it dies or loses all charges, owner is given a Relic of the Void. | Cultist | |
DUTCH ZEVEN PROVINCIEN | +7 Combat Strength when attacking defensible districts. | De Zeven Provinciën | |
Digger | +10 Combat Strength when fighting on Coastal tiles. +5 Combat Strength when fighting on Neutral or Foreign Territory. |
Digger | |
Greek Fire[1] | Receive +10 Combat Strength against units. | Dromon | |
DRONE GRANT SIEGE BONUS | Grants +5 Bombard Strength to Siege class units within 1 hex. | Drone | |
Captive Workers | Can capture defeated enemy civilization combat units and convert them to Builders. | Eagle Warrior | |
Gaesatae[1] | Receive +10 Combat Strength against units with a higher base Combat Strength. +5 Combat Strength vs. district defenses. |
Gaesatae | |
Napoleon's Elite | +10 Combat Strength when on the same continent as the Capital. +10 Great General points for kills. |
Garde Impériale | |
UNIT AUTO VETERANCY | Cannot earn experience. Gains additional abilities and upgrades via technology research. | Giant Death Robot | |
UNIT FIGHT WHILE EMBARKED | Able to move and fight in water. | Giant Death Robot | |
UNIT WMD RESISTANCE | Resistant to Weapons of Mass Destruction. | Giant Death Robot | |
Ignore Crossing Rivers Cost | Ignore movement cost for river crossing. | Helicopter | |
Ignore Terrain Cost | Forest, Jungle, Hills, and Marsh only take one Movement. | Helicopter | |
HETAIROI[1] | +5 Combat Strength when adjacent to a Great General. +5 Great General points when killing an enemy unit. Starts with a free Promotion. |
Hetairoi | |
SCOTTISH HIGHLANDER | +5 Combat Strength bonus in Hills and Forest. | Highlander | |
Diplomatic[3] | Can enter foreign lands when not at war. | Himiko | |
Inspiring[3] | +5 Combat Strength to all units within 2 tiles. | Himiko | |
Hippolyta's Favor[3] | Hippolyta automatically heals 20 HP each turn. | Hippolyta | |
Phalanx | +10 Combat Strength if there is at least one Hoplite adjacent. | Hoplite | |
HULCHE[1] | +5 Combat Strength when fighting a wounded opponent. | Hul'che | |
The Twins' Resurrection[3] | Any ordinary land unit killed by Hunahpu & Xbalanque is resurrected under your control with full HP and movement. | Hunahpu & Xbalanque | |
Kuruc | +3 Combat Strength from each active Alliance. | Huszár | |
HYPASPIST[1] | +5 Combat Strength when besieging districts. +50% Support Bonus. |
Hypaspist | |
ZULU IMPI | +100% Flanking bonus. Earns experience 25% faster. |
Impi | |
Domestic Spread | Can only spread their Religion to cities within their empire. | Inquisitor | |
Friendly Territory Advantage | Significant advantage to Theological Combat in their empire. | Inquisitor | |
Çorbaci | Starts with a free promotion. | Janissary | |
JONG[1] | +5 Combat Strength bonus when in a formation. Units in formation inherit the Jong's movement. |
Jong | |
MONGOLIAN KESHIG | Can escort moving civilian and support units at their higher Movement speed. | Keshig | |
GEORGIAN KHEVSURETI | +7 Combat Strength bonus when fighting in Hill terrain. No Movement penalty in Hill terrain. |
Khevsur | |
ROMAN LEGION BUILD | Can build the Roman Fort unique improvement. | Legion | |
LLANERO ADJACENCY STRENGTH[1] | +2 Combat Strength from each adjacent Llanero unit. | Llanero | |
MAPUCHE MALON RAIDER | +5 Combat Strength bonus within 4 hexes of friendly territory. Pillaging costs 1 Movement. |
Malón Raider | |
Furusiyya | This unit heals every turn, even after moving or combat. | Mamluk | |
Gold Giver | Protects nearby land Trade units from Plunder. Gain Gold equal to 100% that unit's base Combat Strength. |
Mandekalu Cavalry | |
Light Chariot | +2 Movement if starting in Desert, Plains, Grassland, or Tundra. | Maryannu Chariot Archer | |
Park Protector | Can create a National Park. +5 Combat Strength when fighting within 2 tiles of a National Park. +5 Combat Strength when fighting within 2 tiles of a National Park owned by you. |
Mountie | |
Mulan's Defiance[3] | Mulan fully fortifies automatically at the end of every turn. | Mulan | |
Mulan's Devotion[3] | Mulan gains 1 Combat Strength every turn. | Mulan | |
Nau[1] | Starts with 1 free promotion. | Nau | |
Forest Fighter | +10 Combat Strength when defending against ranged units. Can see through features. Can move through Woods and Rainforest without Movement penalty. |
Ngao Mbeba | |
CREE OKIHTCITAW | Starts with 1 free Promotion. | Okihtcitaw | |
Oromo Cavalry[1] | Receives no movement penalty from moving in Hills. | Oromo Cavalry | |
Mustang | +5 Combat Strength bonus vs. Fighters. +50% experience from combat. |
P-51 Mustang | |
Global Army | +10 Combat Strength when fighting on a continent other than that of your Capital's. No Movement cost to disembark |
Redcoat | |
Enter Foreign Lands | Even without Open Borders, this unit can enter foreign territory. | Rock Band | |
Teddy's Rough Rider | When defeating an enemy unit on your Capital's continent, gain Culture equal to 50% that unit's base Combat Strength (on Standard Speed). +10 Combat Strength when fighting on Hills. |
Rough Rider | |
Sabum Kibittum[1] | +17 Combat Strength against Heavy and Light Cavalry promotion class units. | Sabum Kibittum | |
Samurai | This unit does not suffer combat penalties when damaged. | Samurai | |
Prize Ships | Can capture defeated enemy naval vessels. | Sea Dog | |
Bypass Walls | When adjacent to an enemy city, friendly melee and anti-cavalry units can bypass the city walls and attack the city directly. Does not affect cities with Renaissance Walls. Ineffective against Urban Defenses. | Siege Tower | |
Navigator[3] | Can enter Ocean tiles. | Sinbad | |
Sinbad's Journeys[3] | Sinbad earns 400 Gold whenever he discovers a Continent or Natural Wonder. | Sinbad | |
PARADROP | Can Paradrop from friendly tile to location 7 tiles away (12 if starting from Aerodrome or Airstrip). | Spec Ops | |
Sun Wukong's Immortality[3] | Sun Wukong has significantly increased Lifespan. | Sun Wukong | |
Sun Wukong's Disguise[3] | Sun Wukong is hidden unless adjacent to an enemy unit. | Sun Wukong | |
GRANT MOVEMENT BONUS | Grants +1 Movement to units starting their move up to 1 hex away. | Supply Convoy | |
Tagma[1] | Land units within 1 tile of the Tagma receive +4 Combat Strength or Religious Strength. | Tagma | |
TOA | Adjacent enemy units receive -5 Combat Strength. Can build the unique Pa improvement. |
Toa | |
Wolfsrudel | +10 Combat Strength in Ocean combat. | U-Boat | |
Fear | -5 Combat Strength to adjacent enemy units. | Varu | |
Longship Movement | +1 Movement while in coastal waters. | Viking Longship | |
Voi Chiến[1] | Can move after attacking. | Voi Chiến | |
Expert Marksman | +1 additional attack per turn if unit has not used all its movement. | Warak’aq | |
PUSHBACK | Pushes defending enemy units back from their hex in any battle where they score more damage. | Winged Hussar | |
Agile[3] | Ignores Movement penalties in Woods and Rainforest terrain. | Anansi Hunahpu & Xbalanque Maui |
|
Rugged[3] | Ignores Movement penalties in Hills terrain. | Beowulf Hercules Hippolyta |
|
Swift[3] | Ignores all terrain Movement penalties. | Himiko Oya Sun Wukong |
Unique to some unit classes[]
Ability name | Ability description | Units | Notes |
---|---|---|---|
AIR BOMBER ATTACK UNIT DEBUFF | -17 Bombard Strength vs. units. | Bomber units | |
AIR FIGHTER ATTACK DISTRICT DEBUFF | -17 Ranged Strength vs. Districts. | Fighter units | |
ANTI AIR COVER | Provides defense from air attacks up to 1 hex away. | Anti-air class units (Anti-Air Gun, Battleship, Destroyer, Minas Geraes, Missile Cruiser, Mobile SAM) | |
Anti-Cavalry | +10 Combat Strength against Light and Heavy cavalry units. | Anti-cavalry units | |
Anti-Spear | +5 Combat Strength against anti-cavalry units. | Land melee units | |
BOMBARD ATTACK UNIT DEBUFF | -17 Bombard Strength vs. units. | Siege units | |
Coastal Raid | Can pillage buildings and improvements and capture civilian units on coastal lands. | Naval raider units | |
Directed Attack | Attack support units directly even if they are in a formation with a combat unit. | All air units and Spec Ops | |
Heavy Chariot | +1 Movement if starting in Desert, Plains, Grassland, or Tundra. | Heavy chariot class units (Heavy Chariot, Modern Armor, War-Cart, Tank) | |
Ignore ZOC | Not affected by enemy zone of control. | All cavalry units, naval raider units and Viking Longship | |
Ignores Borders | Even without Open Borders, this unit can enter foreign territory. | Apostle, Guru, Missionary | |
Medic Healing | +20 HP healing for the player's units within 1 tile. | All medic class units (Medic, Supply Convoy) | |
No Move and Shoot | Cannot move and attack in the same turn. | Artillery, Bombard, Catapult, Hwacha, Rocket Artillery, Trebuchet | |
OBSERVATION STRENGTH BONUS | Grants +1 Range to Siege class units within 1 hex. | Drone, Observation Balloon | |
Peacekeeper | Cannot initiate Theological Combat. | Guru, Missionary | |
RANGED ATTACK DISTRICT DEBUFF | -17 Ranged Strength vs. Districts and Naval units. | Ranged units (including Warak’aq, Immortal, Ranger) | |
RECEIVE BOMBARD STRENGTH BUFF | +5 Bombard Strength from assisting unit. | Artillery, Rocket Artillery | |
RECEIVE RANGE BONUS | +1 Range. | Siege units | |
Reveal Stealth | Reveal stealth units on the map within sight range. | Scout, Barbary Corsair, Destroyer, Nuclear Submarine, Privateer, Sea Dog, Submarine, U-Boat | |
Stealth | Remains hidden from units more than 1 hex away. | Barbary Corsair, Nuclear Submarine, Privateer, Sea Dog, Submarine, U-Boat | |
Target Spotting | +1 Range to nearby ranged siege units. | Seems to be unused | |
Unobstructed View | Sight range unobstructed by terrain. | All aircraft units, Drone, Observation Balloon |
Granted directly from the Units table or other tables[]
Many of these abilities are listed as unit actions. Other unit abilities are listed below. The obvious abilities granted from the Combat Strength, Ranged Combat Strength, Bombard Strength, Anti-Air Strength, Religious Strength, and Movement points are not listed.
Ability name | Ability description | Units | Notes |
---|---|---|---|
CAPTURE CIVILIAN UNIT | Can capture civilian units. | Any combat unit | |
CARRY AIRCRAFT | Can carry aircraft. | Aircraft Carrier | |
ERA COMBAT STRENGTH | Combat Strength bonus depends on the current game era. | All Hero units (excluding Himiko), Questing Knight | |
EXERT ZONE OF CONTROL | Exerts zone of control. | Melee, anti-cavalry, light cavalry, heavy cavalry, naval units (excluding Submarine, U-Boat and Nuclear Submarine), Scout, Okihtcitaw, Warrior Monk, Giant Death Robot, Highlander, Domrey, Mulan | |
GAIN FREE PROMOTION | Gets free promotion when created. | Apostle, Rock Band | |
GAIN EXPERIENCE FROM TRIBAL VILLAGES AND NATURAL WONDERS | Gains experience when exploring Tribal Village (+5 XP) and discovering Natural Wonder (+10 XP). | Recon units | |
NO EXPERIENCE | Cannot earn experience. | All Hero units, Questing Knight, Vampire, Zombie | |
RETREAT WHEN CAPTURED | Can retreat when captured. | All Great People, Archaeologist, Naturalist, Rock Band, Himiko, Vampire | |
VAMPIRE COMBAT STRENGTH[5] | Has the same Combat Strength as the strongest military unit the player has trained or purchased. Gains 1 Combat Strength when a unit dies in an adjacent tile. Gains 1 Combat Strength when a Barbarian dies in an adjacent tile (capped at 10 Combat Strength). |
Vampire | |
VAMPIRE PILLAGE HEALING[5] | Heals 50 HP when pillaging. | Vampire | |
VAMPIRE REDUCED HEALING[5] | Has reduced passive healing rate (-5 HP). | Vampire |
References[]
- ↑ 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 1.15 1.16 1.17 1.18 1.19 1.20 1.21 1.22 1.23 1.24 1.25 1.26 1.27 1.28 1.29 1.30 1.31 1.32 1.33 1.34 1.35 1.36 1.37 1.38 1.39 1.40 1.41 1.42 1.43 1.44 1.45 1.46 1.47 1.48 1.49 1.50 1.51 Requires a DLC
- ↑ 2.0 2.1 2.2 2.3 2.4 Dramatic Ages mode only
- ↑ 3.00 3.01 3.02 3.03 3.04 3.05 3.06 3.07 3.08 3.09 3.10 3.11 3.12 3.13 Heroes & Legends mode only
- ↑ 4.0 4.1 Apocalypse mode only
- ↑ 5.0 5.1 5.2 5.3 5.4 5.5 Secret Societies mode only