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Unit abilities are unit traits that are gained passively or by an additional condition. Although somewhat similar to Promotion 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 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 Strength 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 Warak'aq, which is a recon and ranged class unit.
    • The Ranger, which is a recon and ranged class unit.
    • The Immortal, which is a melee and ranged class unit.
  • 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 Movement to all units. (Ejército Patriota) Gran Colombia Ejército Patriota All units
Great Turkish Bombard GS-Only +5 Strength Combat Strength vs. district defenses. (Great Turkish Bombard) Ottoman Great Turkish Bombard Siege units
Heal Neutral Territory Can heal in neutral territory. (Knarr) Norway Knarr Naval melee units
KNARR IGNORE EMBARK DISEMBARK COST Ignores additional movement cost from embarking and disembarking. (Knarr) Norway Knarr All land units (including civilian, religious, and support units but excluding Cultists, and Soothsayers)
MANA GS-Only +2 Movement Movement when embarked. Maori Mana All land units (excluding Giant Death Robots, Warrior Monks, Cultists, and Soothsayers)
Mediterranean Colonies GS-Only +2 Movement Movement and +2 sight range while embarked.
Ignore additional Movement Movement costs from embarking and disembarking.
Phoenicia Mediterranean Colonies Settler
NUBIA RANGED EXPERIENCE MODIFIER[1] +50% Earned experience from combat. (Ta-Seti) Nubia Ta-Seti All ranged units (including Warak’aq, Immortals, and Rangers)
Holy City Combat[1] Receive +3 Strength 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) Byzantium Taxis All units (excluding civilian, aircraft, support, and religious units and Aircraft Carriers)
Holy City Religious Strength[1] Receive +3 Religious Strength Religious Strength for each Holy City converted to your Religion. Byzantium Taxis All religious units
TOQUI XP FROM GOVERNOR R&F-Only +10% Earned experience from combat. (Toqui) Mapuche Toqui All units (excluding civilian, support, and religious units, Giant Death Robots, Warrior Monks, and Aircraft Carriers)
TOQUI XP FROM GOVERNOR NOT FOUNDED R&F-Only +30% Earned experience from combat. (Toqui) Mapuche Toqui All units (excluding civilian, support, and religious units, Giant Death Robots, Warrior Monks, and Aircraft Carriers)
Ethiopian Highlands[1] +4 Strength Combat Strength on Hills. (Council of Ministers) Menelik II Council of Ministers All combat units
HOJO TOKIMUNE COASTAL COMBAT BONUS +5 Strength Combat Strength when fighting on coastal land. (Hojo Tokimune) 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 Strength Combat Strength when fighting in shallow water. (Hojo Tokimune) Hojo Tokimune Divine Wind All naval units
Drake's Legacy[1] +100% Rewards for plundering trade routes. (Elizabeth I) Elizabeth I Drake's Legacy All naval units
Drive Out The Aggressors[1] +5 Strength Combat Strength for units fighting in Rainforest, Marsh, or Woods tiles. +1 Movement Movement if they begin their turn there. Both these bonuses are doubled if the tile is your territory. Ba Trieu Drive Out The Aggressors All units (excluding aircraft, naval units, Giant Death Robots, Cultists, and Soothsayers)
PHILIP II COMBAT BONUS OTHER RELIGION +5 Strength Combat Strength vs. units of an other religion. (Philip II) Philip II El Escorial All combat units (excluding ranged cavalry units, Giant Death Robots, Warrior Monks, and War-Carts)
Emancipation Proclamation[1] +5 Strength Combat Strength and this unit does not require resources when created or to maintain. (Abraham Lincoln) Abraham Lincoln Emancipation Proclamation Land melee units
GITARJA RELIGIOUS NO EMBARK DISEMBARK COST[1] No movement cost to embark or disembark. (Gitarja) Gitarja Exalted Goddess of the Three Worlds All religious units
MONTEZUMA COMBAT BONUS PER LUXURY +1 Strength Combat Strength for each unique luxury owned. Montezuma 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 Strength Combat Strength vs. City-States. (Barbarossa) Frederick Barbarossa Holy Roman Emperor All combat units (excluding ranged cavalry units, Giant Death Robots, Warrior Monks, and War-Carts)
Mutal[1] +5 Strength Combat Strength to units within 6 tiles of the Capital Capital. (Ix Mutal Ajaw) Lady Six Sky Ix Mutal Ajaw All units (excluding civilian, support, and religious units, Warrior Monks, and Aircraft Carriers)
TOMYRIS BONUS VS WOUNDED UNITS +5 Strength Combat Strength vs. wounded units. (Tomyris) 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 Damage Health after defeating an enemy unit. (Tomyris) Tomyris Killer of Cyrus All units (excluding civilian, support, and religious units, Giant Death Robots, Warrior Monks, and War-Carts)
Ambiorix[1] Receive +2 Strength Combat Strength for each adjacent unit. (King of the Eburones) Ambiorix King of the Eburones Anti-cavalry, melee, and ranged units (including Warak’aq, and Rangers)
GENGHIS KHAN CAVALRY BONUS R&F-Only +3 Strength Combat Strength. (Mongol Horde) Genghis Khan Mongol Horde Heavy cavalry (excluding War-Cart), light cavalry, ranged cavalry units
GENGHIS KHAN CAVALRY CAPTURE CAVALRY R&F-Only Ability to capture defeated cavalry units. (Mongol Horde) Genghis Khan Mongol Horde Heavy cavalry (excluding War-Cart), light cavalry units
Porta do Cerco[1] +1 Sight from the Porta do Cerco trait. Joao III Porta do Cerco All units
Porphyrogénnetos[1] Does full damage against cities following the same religion as Byzantium. (Porphyrogénnetos) Basil II Porphyrogénnētos Heavy cavalry (excluding War-Cart), light cavalry units
Queen of Ndongo and Mtamba[1] Strength Combat Strength against civilization's whose capital is on a different continent. (Nzinga Mbande) Nzinga Mbande Queen of Ndongo and Mtamba ? Unused.
Raven King GS-Only +2 Movement Movement and +5 Strength Combat Strength to Levied units. Matthias Corvinus Raven King All units (excluding civilian, support, religious units, Giant Death Robot, Warrior Monk and Aircraft Carrier)
ROOSEVELT COMBAT BONUS HOME CONTINENT +5 Strength Combat Strength on home continent. (Roosevelt) Teddy Roosevelt Roosevelt Corollary All combat units (excluding ranged cavalry units, Giant Death Robot, Warrior Monk and War-Cart)
TOQUI COMBAT BUFF VS GOLDEN AGE R&F-Only +10 Strength Combat Strength versus Free Cities or civilizations in a Golden Age. Lautaro Swift Hawk All units (excluding civilian, support, religious units, Giant Death Robot, Warrior Monk and Aircraft Carrier)
Sword of Persia[1] +5 Strength Combat Strength attacking full Health Units. (Nader Shah) Nader Shah Sword of Persia All combat units
GORGO POLICY SLOT COMBAT BONUS +1 Strength Combat Strength for each Military policy slotted in the current government. Gorgo Thermopylae All units (excluding civilian, support, religious units, Giant Death Robot, Warrior Monk and War-Cart)
The Magnificent[1] +4 Strength Combat Strength when not in a Golden Age Golden Age against units who are also not in a Golden Age Golden Age. (Suleiman (Muhteşem)) 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)) Qin Shi Huang (Unifier) Thirty-Six Stratagems Land melee units
The Victorious[1] +100% Flanking and Support Bonus. (Saladin (Sultan)) Saladin (Sultan) The Victorious All units
Thunderbolt Coastal Raid Can pillage buildings and improvements and capture civilian units on coastal lands. (Hardrada) Harald Hardrada Thunderbolt of the North Naval melee units
Varangian Guard[1] Receive Culture Culture, Faith Faith and Science Science From Kills equal to 50% of the opponents Strength Combat Strength. (Harald Hardrada (Varangian)) 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 Airport All aircraft units
ARMORY TRAINED UNIT XP +25% Earned experience from Armory. 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 Strength Combat Strength from Armory. Armory Armory Nihang
BARRACKS TRAINED UNIT XP +25% Earned experience from Barracks. 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 Basilikoi Paides Anti-cavalry, melee, ranged (including Warak’aq, Ranger), siege units, Hetairoi
NIHANG BARRACKS STRENGTH[1] +15 Strength Combat Strength from Barracks. Barracks Barracks
or
Basilikoi Paides Basilikoi Paides
Nihang
HANGAR TRAINED AIRCRAFT XP +25% Earned experience from Hangar. Hangar Hangar All aircraft units
LIGHTHOUSE TRAINED UNIT XP +25% Earned experience from Lighthouse. Lighthouse Lighthouse All naval units
MILITARY ACADEMY TRAINED UNIT XP +25% Earned experience from Military Academy. 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 Strength Combat Strength from Military Academy. Military Academy Military Academy Nihang
Mongol Steppe R&F-Only +1 Movement Movement. Ordu Ordu Heavy cavalry (excluding War-Cart), light cavalry units, Keshig
ORDU TRAINED UNIT XP R&F-Only +25% combat experience from Ordu. Ordu Ordu Heavy cavalry (excluding War-Cart), light cavalry, siege units, Keshig
Martyr[1] A Relic Relic is created if this unit dies in Theological Combat. Prasat Prasat Guru, Missionary Only in vanilla
SEAPORT TRAINED UNIT XP +25% Earned experience from Seaport. Seaport Seaport All naval units
SHIPYARD TRAINED UNIT XP +25% Earned experience from Shipyard. Shipyard Shipyard All naval units
STABLE TRAINED UNIT XP +25% Earned experience from Stable. 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 Routes Trade Route cannot be plundered by enemy units. Obtained when Suzerain of Lisbon city-state. Suzerainty of Lisbon Lisbon Trader
Balkan Cavalry +5 Strength Combat Strength to heavy and light cavalry on Hills when Suzerain of Preslav city-state. Suzerainty of Preslav Preslav Heavy cavalry (excluding War-Cart), light cavalry units
Great General Points[1] Receive Great General 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 Wolin All land combat units (excluding Giant Death Robot)
WOLIN NAVAL UNITS[1] Receive Great Admiral 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 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 Strength Combat Strength when defending from the Communism government. Communism Communism All land combat units (excluding Giant Death Robot and Warrior Monk)
Cyber Warfare GS-Only +10 Strength Combat against units from the Information and Future Eras from Cyber Warfare. Dark Age Policy Cyber Warfare All units (excluding civilian, aircraft, Giant Death Robot, Warrior Monk, Aircraft Carrier)
DIGITAL DEMOCRACY DEBUFF GS-Only -3 Strength Combat Strength for all units. Digital Democracy Digital Democracy All units (excluding civilian, support, religious units, Giant Death Robot, Warrior Monk and Aircraft Carrier)
Fascism Attack R&F-Only +5 Strength Combat Strength when attacking from the Fascism government. Fascism Fascism All units (excluding civilian, support, religious, Giant Death Robot, Warrior Monk, Aircraft Carrier)
FASCISM LEGACY ATTACK BUFF +5 Strength Combat Strength from Fascist Legacy. Wildcard Policy Fascist Legacy All units (excluding civilian, support, religious, Giant Death Robot, Warrior Monk, Aircraft Carrier)
GLOBAL COALITION FRIENDLY TERRITORY GS-Only +7 Strength Combat Strength for units in friendly territory. Wildcard Policy Global Coalition All units (excluding civilian, aircraft, Giant Death Robot, Warrior Monk, Aircraft Carrier)
Inquisition R&F-Only +15 Religious Combat Strength in friendly territory. Dark Age Policy Inquisition All religious units
Military Organization GS-Only +2 Movement Movement to Great General Great Generals from the Military Organization policy. Wildcard Policy Military Organization Great General
Military-Industrial Complex[2] +5 Strength Combat Strength from the Military-Industrial Complex policy. Golden Age Policy Military-Industrial Complex All combat units
Military-Industrial Complex[2] +1 Range from the Military-Industrial Complex policy. Golden Age Policy Military-Industrial Complex Naval raider, naval ranged, siege, ranged cavalry, ranged (including Warak’aq, Immortal and Ranger), Giant Death Robot
Oligarchy Melee +4 Strength Combat Strength from the Oligarchy government. Oligarchy Oligarchy Anti-cavalry, melee (including Warrior Monk), naval melee units
OLIGARCHY LEGACY MELEE BUFF R&F-Only +4 Strength Combat Strength from Oligarchic Legacy. Wildcard Policy Oligarchic Legacy Anti-cavalry, melee (including Warrior Monk), naval melee units
ECONOMIC GOLDEN AGE PLUNDER IMMUNITY R&F-Only This unit's Trade Routes Trade Route cannot be plundered by enemy units. Obtained as part of an Economic Golden Age. Golden Age Policy Reform the Coinage
or
Dedication Economic (Civ6) Reform the Coinage (golden age dedication)
Trader
Religious Orders +5 Religious Strength Religious Strength from the Religious Orders policy. Economic Policy Religious Orders All religious units
Soft Targets[2] +10 Strength Combat Strength from the Soft Targets policy vs. district defenses. Dark Age Policy Soft Targets All combat units
Soft Targets[2] -3 Strength Combat Strength from the Soft Targets policy against units. Dark Age Policy Soft Targets All combat units
Soft Targets[2] +10 Strength Combat Strength from the Soft Targets policy vs. city attacks. Dark Age Policy Soft Targets All combat units
Their Finest Hour GS-Only +5 Strength Combat Strength when in your territory or adjacent to your territory from Finest Hour. Wildcard Policy Their Finest Hour All units (excluding civilian, support, religious, Giant Death Robot, Warrior Monk, Aircraft Carrier)
Theocracy +5 Religious Strength Religious Strength from the Theocracy government. Theocracy Theocracy All religious units
THEOCRACY LEGACY RELIGIOUS BUFF R&F-Only +5 Religious Strength Religious Strength from Theocratic Legacy. Wildcard Policy Theocratic Legacy All religious units
Twilight Valor R&F-Only +5 Strength Combat Strength for all melee attack units. Dark Age Policy 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 Movement from Great Lighthouse. Great Lighthouse Great Lighthouse All land units (including civilian and religious units but excluding support and ranged cavalry units, Great Person Great People, Inquisitors, War-Carts, and Warrior Monks) Technically Great Person 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 Movement from Great Lighthouse. Great Lighthouse Great Lighthouse All naval units
Guide GS-Only Gives movement to nearby religious units. Meenakshi Temple Meenakshi Temple Guru
Sage GS-Only Gives additional combat strength to nearby religious units. Meenakshi Temple Meenakshi Temple Guru
Guru Movement Area of Effect GS-Only +1 Movement Movement. Meenakshi Temple Meenakshi Temple
and
Guru Guru
All religious units
Guru Sage Area of Effect GS-Only +5 Strength. Meenakshi Temple Meenakshi Temple
and
Guru Guru
All religious units
Enter Foreign Lands Even without Open Borders, this unit can enter foreign territory. Terracotta Army Terracotta Army Archaeologist
Natural wonders
Mysterious Currents[1] Mysterious Currents: +1 Movement Movement. Bermuda Triangle 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 Fountain of Youth All combat units Shows floating text when earned.
Spear of Fionn[1] Spear of Fionn: +5 Combat Strength. Giant's Causeway Giant's Causeway All land combat units (excluding Giant Death Robots) Shows floating text when earned.
Alpine Training R&F-Only Alpine Training: +3 Strength Combat Strength when fighting in Hills and no Movement Movement penalty in Hill terrain. Matterhorn 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 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 Person Great People
GREAT ADMIRAL MOVEMENT +1 Movement Movement from Great Admiral. Great Admiral Great Admiral All naval units
Great Admiral +5 Strength Combat Bonus from Great Admiral. Great Admiral Great Admiral All naval units
GREAT GENERAL MOVEMENT +1 Movement Movement from Great General. Great General Great General All land combat units (excluding Giant Death Robots)
Great General +5 Strength Combat Bonus from Great General. Great General Great General All land combat units (excluding Giant Death Robots)
Comandante General Logistics[1] +1 Movement Movement from Comandante General. Comandante General Comandante General All land combat units (excluding Giant Death Robots)
Comandante General Leadership[1] +5 Strength Combat Bonus from Comandante General. 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. Great Scientist Abu Al-Qasim Al-Zahrawi All combat units
Abilities granted after Great Person Great Person's retirement
CHING SHIH PLUNDER BONUS +60% Rewards for plundering Trade Route Trade Routes. (Ching Shih) Great Admiral Ching Shih All naval units
CLANCY FERNANDO BONUS EXPERIENCE +200% Earned experience from combat. (Clancy Fernando) Great Admiral Clancy Fernando All naval units

FRANCIS DRAKE PLUNDER BONUS

+50% Rewards for plundering Trade Route Trade Routes. (Francis Drake) Great Admiral Francis Drake All naval units
HIMERIOS BONUS EXPERIENCE[1] +25% Earned experience from combat. (Himerios) Great Admiral Himerios All naval units
HANNO_FREE_UNIT_MOVEMENT_BUFF[1] +2 Movement Movement. Great Admiral Hanno the Navigator Naval melee units
HORATIO NELSON FLANKING BONUS +50% Flanking bonus. (Horatio Nelson) Great Admiral Horatio Nelson All naval units
LASKARINA BOUBOULINA BONUS EXPERIENCE +50% Earned experience from combat. (Laskarina Bouboulina) Great Admiral Laskarina Bouboulina All naval units
Leif Erikson GS-Only +1 sight range for All naval units. (Leif Erikson) Great Admiral Leif Erikson All naval units
GREATPERSON_LEIF_ERIKSON_ACTIVE Allows all naval units to move over ocean tiles without the normal technology requirement. Great Admiral Leif Erikson All naval units Only in vanilla and R&F-Only
Rajendra Chola GS-Only +3 Strength Combat Strength for All naval units. (Rajendra Chola) Great Admiral Rajendra Chola All naval units
RAJENDRA CHOLA PLUNDER BONUS +40% Rewards for plundering trade routes. (Rajendra Chola) Great Admiral Rajendra Chola All naval units Only in vanilla and R&F-Only
SERGEY GORSHKOV BONUS EXPERIENCE +100% Earned experience from combat. (Sergey Gorshkov) Great Admiral Sergei Gorshkov All naval units
GREATPERSON_TOGO_HEIHACHIRO_ACTIVE Grants 1 promotion level and +75% combat experience to a military naval unit. Great Admiral 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. Great General Genghis Khan (unit) All land combat units Only in vanilla
GEORGY ZHUKOV FLANKING BONUS +50% Flanking bonus. (Georgy Zhukov) Great General 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. Great General Hannibal Barca All land combat units
JOHN MONASH BONUS EXPERIENCE +75 Earned experience from combat. (John Monash) Great General 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. Great General Sudirman All land combat units Only in vanilla
TIMUR BONUS EXPERIENCE R&F-Only +25% Earned experience from combat. (Timur) Great General 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) Great General Vijaya Wimalaratne Anti-cavalry, heavy cavalry (excluding War-Carts), light cavalry, melee, ranged, recon, and siege units
COMMANDANTE CAVALRY BUFF[1] +4 Strength Combat Strength. (José Antonio Páez) Comandante General José Antonio Páez Heavy cavalry (excluding War-Carts), light cavalry, and ranged cavalry units
COMMANDANTE UNIT STRENGTH BUFF[1] +7 Strength Combat Strength. (Manuel Piar) Comandante General Manuel Piar All combat units
COMMANDANTE UNIT STR VS DISTRICTS[1] +4 Strength Combat Strength when attacking districts. (Mariano Montilla) Comandante General Mariano Montilla All combat units
COMMANDANTE MELEE ANTICAV BUFF[1] +4 Strength Combat Strength. (Santiago Marino) Comandante General 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 Battering Ram Melee, anti-cavalry units Only in vanilla and R&F-Only (the Gathering Storm variant is granted unconditionally).
Trader Bireme Protection GS-Only Trade units near a your Bireme are immune to being Plundered on Water Tiles. Bireme Bireme Trader
Hero[3] +5 Strength Combat Bonus from a nearby Inspiring Hero. Himiko portrait (Civ6) Himiko All land combat units (excluding Giant Death Robots)
Trader Mandekalu Protection GS-Only Trade units near a your Mandekalu Cavalry are immune to being Plundered on Land Tiles. Mandekalu Cavalry Mandekalu Cavalry Trader
Bypass Walls Can bypass the city walls and attack the city directly. Siege Tower Siege Tower Melee and anti-cavalry units Only in vanilla and R&F-Only (the Gathering Storm variant is granted unconditionally).
SOOTHSAYER AOE COMBAT STRENGTH[4] +5 Strength Combat Strength from adjacent Soothsayer. Soothsayer Soothsayer with Incantation All land combat units (excluding Giant Death Robots)
AUTO SIEGE[4] Adjacent enemy cities are automatically Besieged. Soothsayer Soothsayer with Plague Bearer Soothsayer
Tagma Combat Strength[1] +4 Strength Combat Strength when within 1 tile of the Tagma. Tagma Tagma All combat units
Tagma Religious Strength[1] +4 Religious Strength Religious Strength when within 1 tile of the Tagma. Tagma Tagma All religious units

Granted from other sources[]

Ability name Ability description Granted by Units Notes
Hippodrome[1] GS-Only This unit does not cost Strategic Resources per turn from the Hippodrome district. Hippodrome Hippodrome Heavy cavalry units
ROYAL NAVY DOCKYARD MOVEMENT BONUS +1 Movement Movement from Royal Navy Dockyard. Royal Navy Dockyard Royal Navy Dockyard All naval units
Walk on Air Forest, Jungle, Hills, and Marsh only take one Movement Movement. Enhancer belief (Civ6) Missionary Zeal All religious units

Granted unconditionally[]

Unique to some units[]

Ability name Ability description Units Notes
Corsair GS-Only It costs no Movement Movement to coastal raid. Barbary Corsair
Enables Wall Attack GS-Only 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 Movement if this unit starts in enemy territory. Berserker
Berserker Rage +10 StrengthCombat Strength when attacking.
-5 Strength Combat Strength when defending.
Berserker
Bireme Trade Protection GS-Only Protects nearby Trade units from being Plundered on Water Tiles. Bireme
Fekete Sereg GS-Only +3 Strength Combat Strength from each adjacent Levied unit. Black Army
Ga Pa GS-Only +3 Strength Combat Strength per unused Movement Movement. Carolean
Forced Conversion +10 Strength 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 Strength 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 Relic of the Void. Cultist
DUTCH ZEVEN PROVINCIEN R&F-Only +7 Strength Combat Strength when attacking defensible districts. De Zeven Provinciën
Digger +10 Strength Combat Strength when fighting on Coastal tiles.
+5 Strength Combat Strength when fighting on Neutral or Foreign Territory.
Digger
Greek Fire[1] Receive +10 Strength Combat Strength against units. Dromon
DRONE GRANT SIEGE BONUS R&F-Only Grants +5 Bombard Strength 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 Strength Combat Strength against units with a higher base Combat Strength.
+5 Strength Combat Strength vs. district defenses.
Gaesatae
Napoleon's Elite +10 Strength Combat Strength when on the same continent as the Capital Capital.
+10 Great General Great General points for kills.
Garde Impériale
UNIT AUTO VETERANCY GS-Only Cannot earn experience. Gains additional abilities and upgrades via technology research. Giant Death Robot
UNIT FIGHT WHILE EMBARKED GS-Only Able to move and fight in water. Giant Death Robot
UNIT WMD RESISTANCE GS-Only 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 Movement. Helicopter
HETAIROI[1] +5 Strength 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 R&F-Only +5 Strength Combat Strength bonus in Hills and Forest. Highlander
Diplomatic[3] Can enter foreign lands when not at war. Himiko
Inspiring[3] +5 Strength Combat Strength to all units within 2 tiles. Himiko
Hippolyta's Favor[3] Hippolyta automatically heals 20 HP each turn. Hippolyta
Phalanx +10 Strength Combat Strength if there is at least one Hoplite adjacent. Hoplite
HULCHE[1] +5 Strength 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 GS-Only +3 Strength Combat Strength from each active Alliance. Huszár
HYPASPIST[1] +5 Strength Combat Strength when besieging districts.
+50% Support Bonus.
Hypaspist
ZULU IMPI R&F-Only +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 GS-Only Starts with a free promotion. Janissary
JONG[1] +5 Strength Combat Strength bonus when in a formation.
Units in formation inherit the Jong's movement.
Jong
MONGOLIAN KESHIG R&F-Only Can escort moving civilian and support units at their higher Movement Movement speed. Keshig
GEORGIAN KHEVSURETI R&F-Only +7 Strength Combat Strength bonus when fighting in Hill terrain.
No Movement Movement penalty in Hill terrain.
Khevsur
ROMAN LEGION BUILD Can build the Roman Fort unique improvement. Legion
LLANERO ADJACENCY STRENGTH[1] +2 Strength Combat Strength from each adjacent Llanero unit. Llanero
MAPUCHE MALON RAIDER R&F-Only +5 Strength Combat Strength bonus within 4 hexes of friendly territory.
Pillaging costs 1 Movement Movement.
Malón Raider
Furusiyya This unit heals every turn, even after moving or combat. Mamluk
Gold Giver GS-Only Protects nearby land Trade units from Plunder.
Gain Gold Gold equal to 100% that unit's base Strength Combat Strength.
Mandekalu Cavalry
Light Chariot +2 Movement Movement if starting in Desert, Plains, Grassland, or Tundra. Maryannu Chariot Archer
Park Protector GS-Only Can create a National Park.
+5 Strength Combat Strength when fighting within 2 tiles of a National Park.
+5 Strength 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 Strength Combat Strength every turn. Mulan
Nau[1] Starts with 1 free promotion. Nau
Forest Fighter +10 Strength Combat Strength when defending against ranged units.
Can see through features.
Can move through Woods and Rainforest without Movement Movement penalty.
Ngao Mbeba
CREE OKIHTCITAW R&F-Only Starts with 1 free Promotion. Okihtcitaw
Oromo Cavalry[1] Receives no movement penalty from moving in Hills. Oromo Cavalry
Mustang +5 Strength Combat Strength bonus vs. Fighters.
+50% experience from combat.
P-51 Mustang
Global Army +10 Strength Combat Strength when fighting on a continent other than that of your Capital Capital's.
No Movement Movement cost to disembark
Redcoat
Enter Foreign Lands GS-Only Even without Open Borders, this unit can enter foreign territory. Rock Band
Teddy's Rough Rider When defeating an enemy unit on your Capital Capital's continent, gain Culture Culture equal to 50% that unit's base Strength Combat Strength (on Standard Speed).
+10 Strength Combat Strength when fighting on Hills.
Rough Rider
Sabum Kibittum[1] +17 Strength 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 GS-Only 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 Gold whenever he discovers a Continent or Natural Wonder. Sinbad
PARADROP R&F-Only 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 (Civ6) Lifespan. Sun Wukong
Sun Wukong's Disguise[3] Sun Wukong is hidden unless adjacent to an enemy unit. Sun Wukong
GRANT MOVEMENT BONUS R&F-Only Grants +1 Movement 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 Strength Combat Strength or Religious Strength Religious Strength. Tagma
TOA GS-Only Adjacent enemy units receive -5 Strength Combat Strength.
Can build the unique Pa improvement.
Toa
Wolfsrudel +10 Strength Combat Strength in Ocean combat. U-Boat
Fear -5 Strength Combat Strength to adjacent enemy units. Varu
Longship Movement +1 Movement Movement while in coastal waters. Viking Longship
Voi Chiến[1] Can move after attacking. Voi Chiến
Expert Marksman GS-Only +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 Movement penalties in Woods and Rainforest terrain. Anansi
Hunahpu & Xbalanque
Maui
Rugged[3] Ignores Movement Movement penalties in Hills terrain. Beowulf
Hercules
Hippolyta
Swift[3] Ignores all terrain Movement 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 Bombard Strength vs. units. Bomber units
AIR FIGHTER ATTACK DISTRICT DEBUFF -17 Ranged Strength 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 Strength Combat Strength against Light and Heavy cavalry units. Anti-cavalry units
Anti-Spear +5 Strength Combat Strength against anti-cavalry units. Land melee units
BOMBARD ATTACK UNIT DEBUFF -17 Bombard Strength 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 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 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 Ranged Strength vs. Districts and Naval units. Ranged units (including Warak’aq, Immortal, Ranger)
RECEIVE BOMBARD STRENGTH BUFF R&F-Only +5 Bombard Strength Bombard Strength from assisting unit. Artillery, Rocket Artillery
RECEIVE RANGE BONUS +1 Range 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 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 Strength Combat Strength, Ranged Strength Ranged Combat Strength, Bombard Strength Bombard Strength, Anti-Air Strength Anti-Air Strength, Religious Strength Religious Strength, and Movement 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 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 Person Great People, Archaeologist, Naturalist, Rock Band, Himiko, Vampire
VAMPIRE COMBAT STRENGTH[5] Has the same Strength Combat Strength as the strongest military unit the player has trained or purchased.
Gains 1 Strength Combat Strength when a unit dies in an adjacent tile.
Gains 1 Strength Combat Strength when a Barbarian dies in an adjacent tile (capped at 10 Strength 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[]

See also[]

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