Civilization V Units Guide

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Civilization V Units Guide

Getting to know the arsenal of units you have at your disposal regardless of which civilization in Civilization V you choose, will work to your advantage. If only you know the strengths and weaknesses of your units at hand, you will have a fair advantage over your opponent depending on how well he knows your civilization.
Following guide provides all the relative information about each unit in Civilization V, with strengths, weaknesses, damage, range, and technology required for that particular unit.

Civilization V Units Guide

Units are separated by military category and the price is standard game price at normal pace.

Civilization V Archery Units

Archer

  • Strength: 4, Ranged: 6
  • Range: 2
  • Movement: 2
  • Cost: 70
  • Technology Required: Archery
  • Resources Required: None
  • Special Abilities: Performs Ranged attacks.

Chu-Ko-Nu

  • Strength: 6, Ranged: 10
  • Range: 2
  • Movement: 2
  • Cost: 120
  • Technology Required: Machinery
  • Resources Required: None
  • Special Abilities: A Chinese Unique Unit, it may attack twice in one turn. Performs Ranged attacks.

Crossbowman

  • Strength: 6, Ranged: 12
  • Range: 2
  • Movement: 2
  • Cost: 120
  • Technology Required: Machinery
  • Resources Required: None
  • Special Abilities: Performs Ranged attacks.

Longbowman

  • Strength: 6, Ranged: 12
  • Range: 2
  • Movement: 2
  • Cost: 120
  • Technology Required: Machinery
  • Resources Required: None
  • Special Abilities: A British Unique Unit, it receives a +1 bonus to its Range. Performs Ranged attacks.

Civilization V Armored Units

Modern Armor

  • Strength: 80
  • Movement: 4
  • Cost: 700
  • Technology Required: Lasers
  • Resources Required: Aluminum
  • Special Abilities: Can move after performing an attack.

Giant Death Robot

  • Strength: 150
  • Movement: 3
  • Cost: 1000
  • Technology Required: Nuclear Fusion
  • Resources Required: Uranium
  • Special Abilities: Can move after performing an attack.

Panzer

  • Strength: 60
  • Movement: 5
  • Cost: 450
  • Technology Required: Combustion
  • Resources Required: Oil
  • Special Abilities: A German Unique Unit, it can move after performing an attack.

Tank

  • Strength: 50
  • Movement: 4
  • Cost: 450
  • Technology Required: Combustion
  • Resources Required: Oil
  • Special Abilities: Can move after performing an attack.

Civilization V Civilian Units

Settler

  • Movement: 2
  • Cost: 89
  • Technology Required: None
  • Resources Required: None
  • Special Abilities: This special unit can found a new city.

Work Boat

  • Movement: 4
  • Cost: 30
  • Technology Required: Sailing
  • Resources Required: None
  • Special Abilities: This special unit can construct water tile improvements.

Worker

  • Movement: 2
  • Cost: 70
  • Technology Required: None
  • Resources Required: None
  • Special Abilities: This special unit can construct and repair land-based tile improvements.

Civilization V Gunpowder Units

Anti-Aircraft Gun

  • Strength: 32
  • Movement: 2
  • Range: 2
  • Cost: 300
  • Technology Required: Radio
  • Resources Required: None
  • Special Abilities: Can perform aircraft Interceptions and receives a +100% combat bonus to aircraft and Helicopters.

Anti-Tank Gun

  • Strength: 32
  • Movement: 2
  • Cost: 300
  • Technology Required: Replaceable Parts
  • Resources Required: None
  • Special Abilities: Receives a bonus against Tanks.

Foreign Legion

  • Strength: 36
  • Movement: 2
  • Cost: 300
  • Technology Required: Replaceable Parts
  • Resources Required: None
  • Special Abilities: A French Unique Unit, it receives a +20% combat bonus when fighting outside friendly territory.

Infantry

  • Strength: 36
  • Movement: 2
  • Cost: 300
  • Technology Required: Replaceable Parts
  • Resources Required: None
  • Special Abilities: None

Janissary

  • Strength: 16
  • Movement: 2
  • Cost: 120
  • Technology Required: Gunpowder
  • Resources Required: None
  • Special Abilities: An Ottoman Unique Unit, it receives a +25% combat bonus and can heal all damage if it destroys another unit in an attack.

Mechanized Infantry

  • Strength: 50
  • Movement: 4
  • Cost: 440
  • Technology Required: Electronics
  • Resources Required: None
  • Special Abilities: None

Minuteman

  • Strength: 16
  • Movement: 2
  • Cost: 120
  • Technology Required: Gunpowder
  • Resources Required: None
  • Special Abilities: An American Unique Unit, all terrains it crosses only cost 1 Movement point.

Mobile SAM

  • Strength: 40
  • Range: 2
  • Movement: 4
  • Cost: 450
  • Technology Required: Computers
  • Resources Required: Aluminum
  • Special Abilities: Can perform air Interceptions, and receives a +100% combat bonus versus aircraft and Helicopters.

Musketeer

  • Strength: 20
  • Movement: 2
  • Cost: 120
  • Technology Required: Gunpowder
  • Resources Required: None
  • Special Abilities: A French Unique Unit.

Musketman

  • Strength: 16
  • Movement: 2
  • Cost: 120
  • Technology Required: Gunpowder
  • Resources Required: None
  • Special Abilities: None

Paratrooper

  • Strength: 40
  • Movement: 2
  • Cost: 350
  • Technology Required: Radar
  • Resources Required: None
  • Special Abilities: This special unit may “paradrop” up to five tiles away from friendly territory.

Rifleman

  • Strength: 25
  • Movement: 2
  • Cost: 200
  • Technology Required: Rifling
  • Resources Required: None
  • Special Abilities: None

Civilization V Melee Units

Brute

  • Strength: 6
  • Movement: 2
  • Cost: 20
  • Technology Required: None
  • Resources Required: None
  • Special Abilities: The earliest Barbarian Unit, the Brute may be converted to the player’s side when playing as Bismarck.

Hoplite

  • Strength: 9
  • Movement: 2
  • Cost: 60
  • Technology Required: Bronze Working
  • Resources Required: None
  • Special Abilities: A Greek Unique Unit, it receives a +100% bonus against mounted units.

Immortal

  • Strength: 8
  • Movement: 2
  • Cost: 60
  • Technology Required: Bronze Working
  • Resources Required: None
  • Special Abilities: A Persian Unique Unit, it receives a +100% bonus against mounted units and heals at double the normal rate.

Jaguar

  • Strength: 6
  • Movement: 2
  • Cost: 40
  • Technology Required: None
  • Resources Required: None
  • Special Abilities: An Aztec Unique Unit, it receives a +50% combat bonus when fighting in Jungle tiles and heals 2 damage if it destroys another unit.

Landsknecht

  • Strength: 10
  • Movement: 2
  • Cost: 50
  • Technology Required: Civil Service
  • Resources Required: None
  • Special Abilities: A German Unique Unit, it receives a +100% bonus against mounted units.

Legion

  • Strength: 13
  • Movement: 2
  • Cost: 90
  • Technology Required: Iron Working
  • Resources Required: Iron
  • Special Abilities: A Roman Unique Unit, it is capable of constructing roads and forts.

Longswordsman

  • Strength: 18
  • Movement: 2
  • Cost: 150
  • Technology Required: Steel
  • Resources Required: Iron
  • Special Abilities: None

Mohawk Warrior

  • Strength: 11
  • Movement: 2
  • Cost: 80
  • Technology Required: Iron Working
  • Resources Required: Iron
  • Special Abilities: An Iroquois Unique Unit, it receives a bonus when fighting in forest or jungle tiles.

Pikeman

  • Strength: 10
  • Movement: 2
  • Cost: 100
  • Technology Required: Civil Service
  • Resources Required: None
  • Special Abilities: Receives a +100% bonus against mounted units.

Samurai

  • Strength: 18
  • Movement: 2
  • Cost: 150
  • Technology Required: Steel
  • Resources Required: Iron
  • Special Abilities: A Japanese Unique Unit, it receives a +20% combat bonus when fighting in open terrain and is very likely to spawn Great Generals while fighting.

Spearman

  • Strength: 7
  • Movement: 2
  • Cost: 50
  • Technology Required: Bronze Working
  • Resources Required: None
  • Special Abilities: Receives a +100% combat bonus against mounted units.

Swordsman

  • Strength: 11
  • Movement: 2
  • Cost: 80
  • Technology Required: Iron Working
  • Resources Required: Iron
  • Special Abilities: None

Warrior

  • Strength: 6
  • Movement: 2
  • Cost: 40
  • Technology Required: None
  • Resources Required: None
  • Special Abilities: The first military unit available in the game.

Civilization V Mounted Units

Camel Archer

  • Strength: 10, Ranged: 15
  • Range: 2
  • Movement: 3
  • Cost: 150
  • Technology Required: Chivalry
  • Resources Required: Horses
  • Special Abilities: An Arabian Unique Unit, it can move after attacking and performs ranged attacks.

Cavalry

  • Strength: 25
  • Movement: 3
  • Cost: 260
  • Technology Required: Military Science
  • Resources Required: Horses
  • Special Abilities: Can move after attacking.

Chariot Archer

  • Strength: 3, Ranged: 6
  • Range: 2
  • Movement: 4
  • Cost: 60
  • Technology Required: The Wheel
  • Resources Required: Horses
  • Special Abilities: Performs ranged attacks.

Companion Cavalry

  • Strength: 14
  • Movement: 5
  • Cost: 80
  • Technology Required: Horseback Riding
  • Resources Required: Horses
  • Special Abilities: A Greek Unique Unit, it can move after attacking and combat is likely to spawn Great Generals.

Cossack

  • Strength: 25
  • Movement: 3
  • Cost: 260
  • Technology Required: Military Science
  • Resources Required: Horses
  • Special Abilities: A Russian Unique Unit, it receives a combat bonus when fighting damaged units and can move after attacking.

Horseman

  • Strength: 12
  • Movement: 4
  • Cost: 80
  • Technology Required: Horseback Riding
  • Resources Required: Horses
  • Special Abilities: Can move after attacking.

Knight

  • Strength: 18
  • Movement: 3
  • Cost: 150
  • Technology Required: Chivalry
  • Resources Required: Horses
  • Special Abilities: Can move after attacking.

Lancer

  • Strength: 22
  • Movement: 4
  • Cost: 220
  • Technology Required: Metallurgy
  • Resources Required: Horses
  • Special Abilities: Can move after attacking.

Mandekalu Cavalry

  • Strength: 18
  • Movement: 3
  • Cost: 150
  • Technology Required: Chivalry
  • Resources Required: Horses
  • Special Abilities: A Songhai Unique Unit, it receives a +30% combat bonus against cities and can move after attacking.

Naresuan’s Elephant

  • Strength: 22
  • Movement: 2
  • Cost: 150
  • Technology Required: Chivalry
  • Resources Required: None
  • Special Abilities: A Siamese Unique Unit, it receives a +50% combat bonus against mounted units and can move after attacking.

Sipahi

  • Strength: 22
  • Movement: 5
  • Cost: 220
  • Technology Required: Metallurgy
  • Resources Required: Horses
  • Special Abilities: An Ottoman Unique Unit, it can pillage tiles without expending Movement Points, receives a +1 bonus to its visibility, and can move after attacking.

War Chariot

  • Strength: 3, Ranged: 6
  • Range: 2
  • Movement: 5
  • Cost: 60
  • Technology Required: The Wheel
  • Resources Required: None
  • Special Abilities: An Egyptian Unique Unit, it performs ranged attacks.

War Elephant

  • Strength: 6, Ranged: 8
  • Range: 2
  • Movement: 3
  • Cost: 80
  • Technology Required: The Wheel
  • Resources Required: None
  • Special Abilities: An Indian Unique Unit, it performs ranged attacks.

Civilization V Naval Units

Battleship

  • Strength: 60, Ranged: 32
  • Range: 3
  • Movement: 4
  • Cost: 500
  • Technology Required: Telegraph
  • Resources Required: Oil
  • Special Abilities: Performs ranged attacks and can Indirect Fire.

Carrier

  • Strength: 30
  • Movement: 5
  • Cost: 520
  • Technology Required: Flight
  • Resources Required: Oil
  • Special Abilities: Can carry up to three air units.

Caravel

  • Strength: 15, Ranged: 7
  • Range: 2
  • Movement: 6
  • Cost: 100
  • Technology Required: Astronomy
  • Resources Required: None
  • Special Abilities: Performs ranged attacks and receives a +2 bonus to Sight.

Destroyer

  • Strength: 35, Ranged: 22
  • Range: 2
  • Movement: 8
  • Cost: 380
  • Technology Required: Electricity
  • Resources Required: None
  • Special Abilities: Performs ranged attacks and air Interceptions, can see submarines, receives a +3 bonus to Sight, receives a +100% combat bonus against submarines, and can Indirect Fire.

Frigate

  • Strength: 30, Ranged: 15
  • Range: 2
  • Movement: 5
  • Cost: 160
  • Technology Required: Navigation
  • Resources Required: Iron
  • Special Abilities: Performs ranged attacks.

Galley

  • Strength: 5, Ranged: 3
  • Range: 2
  • Movement: 3
  • Cost: 50
  • Technology Required: None
  • Resources Required: None
  • Special Abilities: An early Barbarian Naval Unit, it performs ranged attacks and may be converted to your side when playing as the Ottomans.

Ironclad

  • Strength: 35, Ranged: 26
  • Range: 2
  • Movement: 4
  • Cost: 220
  • Technology Required: Steam Power
  • Resources Required: Coal
  • Special Abilities: Performs ranged attacks.

Missile Cruiser

  • Strength: 75, Ranged: 60
  • Range: 3
  • Movement: 8
  • Cost: 320
  • Technology Required: Robotics
  • Resources Required: Aluminum
  • Special Abilities: Performs ranged attacks, can Indirect Fire, perform air interceptions, and carry up to three missile units.

Nuclear Submarine

  • Strength: 30, Ranged: 70
  • Range: 3
  • Movement: 6
  • Cost: 500
  • Technology Required: Computers
  • Resources Required: Aluminum
  • Special Abilities: Is invisible to other units, can see other submarines, can carry up to two missile units, may enter ice tiles, receives a +50% combat bonus against submarines, and performs ranged attacks.

Ship of the Line

  • Strength: 30, Ranged: 17
  • Range: 2
  • Movement: 5
  • Cost: 140
  • Technology Required: Navigation
  • Resources Required: Iron
  • Special Abilities: A British Unique Unit, it receives a +1 bonus to Sight and performs ranged attacks.

Submarine

  • Strength: 25, Ranged: 60
  • Range: 3
  • Movement: 5
  • Cost: 380
  • Technology Required: Refrigeration
  • Resources Required: None
  • Special Abilities: Is invisible to other units, can see other submarines, can enter ice tiles, and performs ranged attacks.

Trireme

  • Strength: 6, Ranged: 4
  • Range: 2
  • Movement: 4
  • Cost: 60
  • Technology Required: Sailing
  • Resources Required: None
  • Special Abilities: Performs ranged attacks.

Civilization V Project Units

SS Booster

  • Movement: 2
  • Cost: 700
  • Technology Required: Robotics
  • Resources Required: None
  • Special Abilities: 3 required for a Science Victory.

SS Cockpit

  • Movement: 2
  • Cost: 1000
  • Technology Required: Satellites
  • Resources Required: None
  • Special Abilities: 1 required for a Science Victory.

SS Engine

  • Movement: 2
  • Cost: 1000
  • Technology Required: Particle Physics
  • Resources Required: None
  • Special Abilities: 1 required for a Science Victory.

SS Stasis Chamber

  • Movement: 2
  • Cost: 1000
  • Technology Required: Nanotechnology
  • Resources Required: None
  • Special Abilities: 1 required for a Science Victory.

Civilization V Recon Units

  • Scout
  • Strength: 4
  • Movement: 2
  • Cost: 25
  • Technology Required: None
  • Resources Required: None
  • Special Abilities: Ignores terrain movement costs.

Civilization V Siege Units

Artillery

  • Strength: 16, Ranged: 32
  • Range: 3
  • Movement: 2
  • Cost: 420
  • Technology Required: Dynamite
  • Resources Required: None
  • Special Abilities: Receives a +10% combat bonus versus cities, can Indirect Fire, performs ranged attacks, and must “set up” to attack.

Ballista

  • Strength: 4, Ranged: 18
  • Range: 2
  • Movement: 2
  • Cost: 100
  • Technology Required: Mathematics
  • Resources Required: Iron
  • Special Abilities: A Roman Unique Unit, it receives a +10% combat bonus versus cities, performs ranged attacks.

Cannon

  • Strength: 10, Ranged: 26
  • Range: 2
  • Movement: 2
  • Cost: 250
  • Technology Required: Chemistry
  • Resources Required: None
  • Special Abilities: Receives a +10% combat bonus versus cities, performs ranged attacks.

Catapult

  • Strength: 4, Ranged: 14
  • Range: 2
  • Movement: 2
  • Cost: 100
  • Technology Required: Mathematics
  • Resources Required: Iron
  • Special Abilities: Receives a +10% combat bonus versus cities, performs ranged attacks, and must “set up” to attack.

Rocket Artillery

  • Strength: 18, Ranged:46
  • Range: 3
  • Movement: 3
  • Cost: 600
  • Technology Required: Rocketry
  • Resources Required: Aluminum
  • Special Abilities: Receives a +10% combat bonus versus cities, can Indirect Fire, and performs ranged attacks.

Trebuchet

  • Strength: 6, Ranged: 20
  • Range: 2
  • Movement: 2
  • Cost: 170
  • Technology Required: Physics
  • Resources Required: Iron
  • Special Abilities: Receives a +10% combat bonus versus cities, performs ranged attacks, and must “set up” to attack.

Civilization V Unit Promotions
Promotions are special abilities that can be gained by units once they have acquired a certain amount of XP. Depending on the buildings in a unit’s city of origin, they may even start their life with promotions ready to be given. Promotion effects stack and do not overwrite each other.
Following is a guide to all the available promotions in Civilization V. Remember, not all promotions are available to all types of units.

Accuracy I

  • Unit Types: Ranged
  • Prerequisites: None
  • Effects: +20% ranged combat strength against units in open terrain (anything but
  • Hills, Forest, or Jungle).
  • Accuracy II
  • Unit Types: Ranged
  • Prerequisites: Accuracy I
  • Effects: +20% ranged combat strength against units in open terrain (anything but Hills, Forest, or Jungle).

Accuracy III

  • Unit Types: Ranged
  • Prerequisites: Accuracy II
  • Effects: +25% ranged combat strength against units in open terrain (anything but Hills, Forest, or Jungle).

Ambush I

  • Unit Types: Melee, Air
  • Prerequisites: Shock II, Drill II, Interception I, Dogfighting I, Siege I, or Bombardment I
  • Effects: +25% combat strength vs armored units.

Ambush II

  • Unit Types: Melee, Air
  • Prerequisites: Ambush I
  • Effects: +25% combat strength vs. armored units.

Amphibious

  • Unit Types: Melee, Naval
  • Prerequisites: Shock II or Drill II
  • Effects: Eliminates the combat penalty for attacking from sea or over a river.

Barrage I

  • Unit Types: Ranged
  • Prerequisites: None
  • Effects: +25% ranged combat strength against units in rough terrain (Hills, Forest, or Jungle).

Barrage II

  • Unit Types: Ranged
  • Prerequisites: Barrage I
  • Effects: +25% ranged combat strength against units in rough terrain (Hills, Forest, or Jungle).

Barrage III

  • Unit Types: Ranged
  • Prerequisites: Barrage II
  • Effects: +25% ranged combat strength against units in rough terrain (Hills, Forest, or Jungle).

Blitz

  • Unit Types: Melee
  • Prerequisites: Shock III or Drill III
  • Effects: Unit may attack multiple times in a turn.

Bombardment I

  • Unit Types: Ranged
  • Prerequisites: None
  • Effects: +20% combat strength against land units.

Bombardment II

  • Unit Types: Ranged
  • Prerequisites: Bombardment I
  • Effects: +20% combat strength against land units.

Bombardment III

  • Unit Types: Ranged
  • Prerequisites: Bombardment II
  • Effects: +20% combat strength against land units.

Charge

  • Unit Types: Melee
  • Prerequisites: Shock II or Drill II
  • Effects: +25% combat strength versus wounded units.

Cover I

  • Unit Types: Melee, Ranged
  • Prerequisites: Shock II, Drill II, Accuracy I, or Barrage I
  • Effects: +25% defense against all ranged attacks

Cover II

  • Unit Types: Melee
  • Prerequisites: Cover I
  • Effects: +25% defense against all ranged attacks.

Discipline

  • Unit Types: Melee, Air, Naval, Ranged
  • Prerequisites: None
  • Effects: +15% combat strength when adjacent to a friendly unit

Dogfighting I

  • Unit Types: Air
  • Prerequisites: None
  • Effects: +25% combat strength when performing an Air Sweep.

Dogfighting II

  • Unit Types: Air
  • Prerequisites: Dogfighting I
  • Effects: +25% combat strength when performing an Air Sweep.

Dogfighting III

  • Unit Types: Air
  • Prerequisites: Dogfighting II
  • Effects: +25% combat strength when performing an Air Sweep.

Drill I

  • Unit Types: Melee
  • Prerequisites: None
  • Effects: +20% combat strength when fighting on rough terrain (Hills, Forest, or Jungle).

Drill II

  • Unit Types: Melee
  • Prerequisites: Drill I
  • Effects: +20% combat strength when fighting on rough terrain (Hills, Forest, or Jungle).

Drill III

  • Unit Types: Melee
  • Prerequisites: Drill II
  • Effects: +25% combat strength when fighting on rough terrain (Hills, Forest, or Jungle).

Embarkation

  • Unit Types: Melee, Ranged
  • Prerequisites: None
  • Effects: Can embark into water tiles.

Evasion

  • Unit Types: Melee, Ranged
  • Prerequisites: Siege II or Bombardment II
  • Effects: Reduces damage taken from interceptions by 50%.

Formation I

  • Unit Types: Melee, Ranged
  • Prerequisites: Shock II, Drill II, Accuracy II, or Barrage II
  • Effects: +25% combat strength versus mounted units.

Formation II

  • Unit Types: Melee
  • Prerequisites: Formation I
  • Effects: +25% combat strength versus mounted units.

Great Lighthouse

  • Unit Types: Naval
  • Prerequisites: None
  • Effects: +1 Movement and +1 Sight

Heal Instantly

  • Unit Types: Melee
  • Prerequisites: None
  • Effects: Instead of receiving a permanent promotion, completely heal this unit instantly.

Himeji Castle

  • Unit Types: Melee, Air, Naval, Ranged
  • Prerequisites: None
  • Effects: +25% combat strength in friendly territory

Indirect Fire

  • Unit Types: Ranged
  • Prerequisites: Targeting I, Bombardment I, Accuracy I, or Barrage I
  • Effects: Ranged attacks may be performed over obstacles

Interception I

  • Unit Types: Air
  • Prerequisites: None
  • Effects: +25% combat strength when intercepting enemy aircraft.

Interception II

  • Unit Types: Air
  • Prerequisites: Interception I
  • Effects: +25% combat strength when intercepting enemy aircraft.

Interception III

  • Unit Types: Air
  • Prerequisites: Interception II
  • Effects: +25% combat strength when intercepting enemy aircraft.

Logistics

  • Unit Types: Melee, Siege, Ranged
  • Prerequisites: Siege II, Bombardment II, Ambush II, or Mobility II
  • Effects: 1 additional attack per turn.

March

  • Unit Types: Melee, Ranged
  • Prerequisites: Shock III, Drill III, Accuracy II, or Barrage II
  • Effects: Unit will heal every turn, even if it performs an action.

Medic

  • Unit Types: Melee
  • Prerequisites: Shock I, Drill I, Scouting II, or Survivalism II
  • Effects: This unit and all others in adjacent tiles heal an additional 1 HP per turn.

Mobility I

  • Unit Types: Melee, Air, Ranged
  • Prerequisites: Shock III, Drill III, Targeting I, or Bombardment I
  • Effects: +1 Movement

Mobility II

  • Unit Types: Air
  • Prerequisites: Mobility I
  • Effects: +1 Movement

Morale

  • Unit Types: Melee, Air, Naval, Ranged
  • Prerequisites: None
  • Effects: +15% combat strength

Nationalism

  • Unit Types: Melee, Air, Naval, Ranged
  • Prerequisites: None
  • Effects: +25% attack bonus in friendly territory

Naval Tradition

  • Unit Types: Melee, Air, Naval, Ranged
  • Prerequisites: None
  • Effects: +1 Movement and +1 Sight

Oligarchy

  • Unit Types: Melee, Air, Naval, Ranged
  • Prerequisites: None
  • Effects: +33% Combat Strength in friendly territory.

Range

  • Unit Types: Air, Ranged
  • Prerequisites: Interception I, Accuracy III, Dogfighting I, Siege I, or Bombardment I
  • Effects: +2 operational range for Air, +1 range for Ranged

Repair

  • Unit Types: Melee, Air
  • Prerequisites: Shock III, Drill III, Interception II, Ambush II
  • Effects: Unit will heal every turn, even if it performs an action.

Siege I

  • Unit Types: Melee, Air
  • Prerequisites: None
  • Effects: +25% combat strength versus cities.

Siege II

  • Unit Types: Air
  • Prerequisites: Siege I
  • Effects: +25% combat strength versus cities.

Siege III

  • Unit Types: Air
  • Prerequisites: Siege II
  • Effects: +25% combat strength versus cities.

Scouting I

  • Unit Types: Recon
  • Prerequisites: None
  • Effects: +1 visibility range.

Scouting II

  • Unit Types: Recon
  • Prerequisites: Scouting I
  • Effects: +1 Movement.

Scouting III

  • Unit Types: Recon
  • Prerequisites: Scouting II
  • Effects: +1 visibility range.

Sentry

  • Unit Types: Melee, Naval, Ranged
  • Prerequisites: Shock I, Drill I, Targeting I, or Bombardment I
  • Effects: +1 visibility range.

Shock I

  • Unit Types: Melee
  • Prerequisites: None
  • Effects: +20% combat strength when fighting in open terrain (anything but Hills, Forest, or Jungle).

Shock II

  • Unit Types: Melee
  • Prerequisites: Shock I
  • Effects: +20% combat strength when fighting in open terrain.

Shock III

  • Unit Types: Melee
  • Prerequisites: Shock II
  • Effects: +25% combat strength when fighting in open terrain.

Sortie

  • Unit Types: Melee, Air
  • Prerequisites: Interception II or Dogfighting II
  • Effects: 1 extra interception may be made per turn.

Supply

  • Unit Types: Naval
  • Prerequisites: Targeting II or Bombardment II
  • Effects: A unit may heal damage outside friendly territory, and up to 2 HP per turn.

Survivalism I

  • Unit Types: Melee
  • Prerequisites: None
  • Effects: Heal an additional 1 HP when outside friendly territory.

Survivalism II

  • Unit Types: Melee
  • Prerequisites: Survivalism I
  • Effects: +50% Defense.

Survivalism III

  • Unit Types: Melee
  • Prerequisites: Survivalism II
  • Effects: +50% Defense. Unit will heal every turn, even if it performs an action.

Targeting I

  • Unit Types: Naval, Air
  • Prerequisites: None or Interception I
  • Effects: +20% combat strength against naval units.

Targeting II

  • Unit Types: Naval, Air
  • Prerequisites: Targeting I
  • Effects: +20% combat strength against naval units.

Targeting III

  • Unit Types: Naval
  • Prerequisites: Targeting II
  • Effects: +20% combat strength against naval units.

Volley

  • Unit Types: Ranged
  • Prerequisites: Accuracy I or Barrage I
  • Effects: +25% combat strength versus fortified units

You can check our Civilization V Guide Series for complete Civilization V strategy guides.