Carl's Civ 5 Guide
for Civ 5 Complete, Gods & Kings, and Brave New World DLC

Civilization 5 Units Guide

Military Unit Types, Promotions, and Strategies for Brave New World

This Guide covers all Military Unit Types in Civilization 5 Brave New World. UUs are covered elsewhere: Click to learn about Unique Units in Civ 5. All UUs are special variants of these Units, so it is not necessary to cover them in two places.

Civilization 5: Brave New World Military Unit Guide
MeleeRangedSiegeMounted & ArmorNavalAircraft & Missiles
See Also: War Guide
War & PeaceCombat Bonuses & PenaltiesFighting Wars & Capturing CitiesAnnexing, Razing, & Puppeting

Melee Unit Stats and Strategies - Warrior to Musketmen & Mechanized Infantry

Every Melee Unit in Civilization 5: Scouts, Warriors, Swordsmen, Pikemen, Musketmen, Infantry, Marines, Paratroopers, and the X-COM Squad
Click to Enlarge. Front (L-R): Scout, Warrior, Spearman, Swordsman, Pikeman, Longswordsman, Musketman
Back: Rifleman, Great War Infantry, Infantry, Marine, Paratrooper, Mechanized Infantry, X-COM Squad


Melee Units are the most basic forces in your Military, but are an essential part. Their higher Combat Strength allows them to protect Ranged and Siege Units, and along with Mounted/Armor and Naval Melee Units are the only Units capable of capturing Cities. They excel at beating up Ranged/Siege Weapons of the same era, thanks to their CS. Heavily Promoted Melee can be beasts just like any other Unit, but their need to be in the thick of Combat also puts them at higher risk of death.

It is wise to mix up your Melee such that some are better at fighting in Open and Rough Terrain. Focus Units down one path and stick to it. At times when they will need to get into tough battle, you can seek that terrain so that they will get a defensive modifier. This is especially important for Cities that are tough to take because of the surrounding Terrain. Having rough terrain combat bonuses will result in taking less damage along the way, while giving you time to get to tiles you can Pillage and heal. Fortify until the City is ready to go down, and then move in for the Capture. Having a slightly wounded Melee unit near the City will often cause the City to focus its attacks there, allowing your Catapults and Archers to do their thing.

Positioning Melee Units on hills or within forests along your borders will help protect against invasion. Units that have been Fortified 2 turns will get a 40% CS Bonus, along with the defensive Terrain bonus afforded by the land itself and your Promotions. Having ranged nearby, you can pick off Units as they come. Wars can be won using this strategy on a big scale. AI take unit losses into account and the balance of power at the current time when vying for Peace Treaties. If you're not out for a Domination Victory but have Cities nearby that you wish were under your control, this is a good way to take them without Warmonger Penalties.

PromotionsMelee Units' Promotions are a bit more varied than other types of Units', so I'll cover them a bit more here. All Promotions require I to III ranks in Shock (Open Terrain) or Drill (Rough Terrain) attack bonuses, which grant a 15% CS bonus when fighting in that type of Terrain (attacking there, or defending there. Stick with one type, so you can unlock the better upgrades:

Scout

Scout Stats, Upgrades, and Requirements
Combat Strength: 5Range: MeleeMovement: 2Civ 5 Scout
Upgrade from: NoneUpgrade to: Archer w/ Ancient RuinsUpgrade Cost: N/A
Cost: 25production or 140goldEra, Tech, and Resource Reqs: Ancient - No Tech Requirement

Make this the first thing you build in every game, so that you can meet City-States and find Ancient Ruins. Scouts can find more with Visibility, but make great Ranged units with their unique Survivalism Promotion line if you get an Ancient Ruin that upgrades them to an Archer. This rarely happens though, as the Scout must fight twice before finding that lucky ruin.

Warrior

Warrior Stats, Upgrades, and Requirements
Combat Strength: 8Range: MeleeMovement: 2Civ 5 Warrior
Upgrade from: NoneUpgrade to: SwordsmanUpgrade Cost: 80gold
Cost: 40production or 200goldEra, Tech, and Resource Reqs: Ancient - No Tech Requirement

Every Civ starts with a Warrior (or a Warrior UU if they have one, such as the Jaguar). The most basic Melee Unit. I use mine to protect my first Worker, while my Scouts survey the map.

Spearman

Spearman Stats, Upgrades, and Requirements
Combat Strength: 11Range: MeleeMovement: 2Civ 5 Spearman
Upgrade from: Warrior, only w/ Ancient RuinUpgrade to: PikemanUpgrade Cost: 75gold
Cost: 56production or 260goldEra, Tech, and Resource Reqs: Ancient, Bronze Working

Has a 50% bonus vs Mounted. Given sometimes you lack Iron, they are a good alternative to Swordsmen. This Unit eventually becomes a Helicopter Gunship, so they're great to get Promoted and keep alive over the years.

Swordsman

Swordsman Stats, Upgrades, and Requirements
Combat Strength: 14Range: MeleeMovement: 2Civ 5 Swordsman
Upgrade from: WarriorUpgrade to: LongswordsmanUpgrade Cost: 100gold
Cost: 75production or 390goldEra, Tech, and Resource Reqs: Classical, Iron Working, Iron

If you have Iron, also get Composite Bowmen ASAP and you can build a good Classical-era fighting force for capturing Cities. Around that time, Cities should have only 12-20 CS, so they will not destroy this Unit easily.

Pikeman

Pikeman Stats, Upgrades, and Requirements
Combat Strength: 16Range: MeleeMovement: 2Civ 5 Pikeman
Upgrade from: SpearmanUpgrade to: LancerUpgrade Cost: 200gold
Cost: 90production or 370goldEra, Tech, and Resource Reqs: Medieval, Civil Service

50% Bonus vs Mounted Units. Upgrades to a unit that requires Horses, the Lancer - eventually becomes an Anti-Tank Gun and Helicopter Gunship.

Longswordsman

Longswordsman Stats, Upgrades, and Requirements
Combat Strength: 21Range: MeleeMovement: 2Civ 5 Longswordsman
Upgrade from: SwordsmanUpgrade to: MusketmanUpgrade Cost: 70gold
Cost: 120production or 460goldEra, Tech, and Resource Reqs: Medieval, Steel, Iron

This Unit often sees little use because of the short trip up the Tech tree to Gunpowder and Musketmen, who also don't require Iron.

Musketman

Musketman Stats, Upgrades, and Requirements
Combat Strength: 24Range: MeleeMovement: 2Civ 5 Musketman
Upgrade from: LongswordsmanUpgrade to: RiflemanUpgrade Cost: 160gold
Cost: 150production or 540goldEra, Tech, and Resource Reqs: Renaissance, Gunpowder

This Unit begins a series of Melee that do not require any Resources, freeing you to use Iron for ships or trade deals.

Rifleman

Rifleman Stats, Upgrades, and Requirements
Combat Strength: 34Range: MeleeMovement: 2Civ 5 Rifleman
Upgrade from: MusketmanUpgrade to: Great War InfantryUpgrade Cost: 200gold
Cost: 225production or 740goldEra, Tech, and Resource Reqs: Industrial, Rifling

Great War Infantry

Great War Infantry Stats, Upgrades, and Requirements
Combat Strength: 50Range: MeleeMovement: 2Civ 5 Great War Infantry
Upgrade from: RiflemanUpgrade to: InfantryUpgrade Cost: 120gold
Cost: 320production or 960goldEra, Tech, and Resource Reqs: Modern, Replaceable Parts

Infantry

Infantry Stats, Upgrades, and Requirements
Combat Strength: 70Range: MeleeMovement: 2Civ 5 Infantry
Upgrade from: Great War InfantryUpgrade to: Mechanized InfantryUpgrade Cost: 10gold
Cost: 375production or 1090goldEra, Tech, and Resource Reqs: Modern, Plastics

Note the super-low Upgrade cost - this is because Infantry cost the same as Mechanized Infantry to Produce or Purchase outright.

Marine

Marine Stats, Upgrades, and Requirements
Combat Strength: 65Range: MeleeMovement: 2Civ 5 Marine
Upgrade from: NoneUpgrade to: NoneUpgrade Cost: N/A
Cost: 400production or 1140goldEra, Tech, and Resource Reqs: Atomic, Penicillin

Marines get extra defense while Embarked, extra Sight, and the Amphibious Promotion to eliminate Combat Penalties for attacking over Rivers or from the Coast.

Paratrooper

Paratrooper Stats, Upgrades, and Requirements
Combat Strength: 65Range: MeleeMovement: 2Civ 5 Paratrooper
Upgrade from: NoneUpgrade to: XCOM SquadUpgrade Cost: 60gold
Cost: 375production or 1090goldEra, Tech, and Resource Reqs: Atomic, Radar

They are able to Paradrop up to 9 tiles while in Friendly Territory. Get them to the edge of your Borders and they will be able to go quite far into enemy Territory. Use a pair and take a weakened City the next Turn. They are able to move one more time after Paradropping, but cannot attack. Use this movement to get into better position or Pillage. Also, no Movement cost to Pillage tiles. Great for dropping in to pillage Luxuries or Strategic Resources and simultaneously earn gold while healing the Unit.

Mechanized Infantry

Mechanized Infantry Stats, Upgrades, and Requirements
Combat Strength: 90Range: MeleeMovement: 3Civ 5 Mechanized Infantry
Upgrade from: InfantryUpgrade to: NoneUpgrade Cost: N/A
Cost: 375production or 1090goldEra, Tech, and Resource Reqs: Information, Mobile Tactics

Infantry with 3 moves, great! It's definitely a helpful Unit, though Modern Armor will outshine it. Still, it depends what direction you are moving in the Tech tree.

XCOM Squad

XCOM Squad Stats, Upgrades, and Requirements
Combat Strength: 100Range: MeleeMovement: 2Civ 5 XCOM Squad
Upgrade from: ParatrooperUpgrade to: NoneUpgrade Cost: N/A
Cost: 400production or 1140goldEra, Tech, and Resource Reqs: Information, Nanotechnology

This unit is very cheap given how powerful it is compared to every other Infantry here. Awesome weapons, and a very cool unit referencing Firaxis' XCOM: Enemy Unknown. Can Paradrop up to 40 Tiles away from within Friendly Territory. They lack the 0 Movement cost to Pillage, but get to keep it if upgraded from Paratroopers. A very capable Unit, ready to come to the rescue or capture a City immediately - they can attack on landing unlike the Paratrooper.

Civilization 5: Brave New World Military Unit Guide
MeleeRangedSiegeMounted & ArmorNavalAircraft & Missiles

Share Tips and FAQs (4)

Our Sims Forum is the place to go for faster answers to questions and discussions about the game. Use the form below to share your own experiences and provide helpful tips to other readers.

Benjamin says...
Thanks for the guide. I am still on Civ 5 - base edition. But this will be helpful when I migrate to the expansion.

On thing which I have really noted is the lack of an upgrade branch for the scout. What happens if I don't get the ruin upgrade? I really like using scouts integrated into my main military force. As advanced recon, or for watching my flanks. But it's low survivability, going into the renaissance to modern eras, with this unit, is a real pain.

Would it be possible to give it it's own upgrade path, or merge it into the melee/ranged promotion trees?

In thinking about the balance consequences. I would recommend upgrade to, riflemen (or possibly paratrooper?). With the retention of scouting promotions earned.

The alternative recommendation would be to have era specific scouts. Such as pioneers in the renaissance, and recon-snipers in the industrial/modern era. Possibly even functioning as land stealth units, and maintaining the existing survivability/scouting upgrade paths.
29th January 2016 12:14am
Jouni says...
I think the Upgrades To field for Infantry should be Mech. Inf instead of Marines?
16th July 2014 5:19pm
Carl says...
You're absolutely right. Thanks. I fixed it.
19th July 2014 10:31pm
Fred says...
Hi there, first, thanks for the great guides! I just came back to civ 5 after quitting 2 months after launch and find your guides really helpfull.

Quick question, I started a game with the Brazillian, and the first scout that I built came with the alpinist promotion allowing him to move at half the cost on hills! It could move 3 or 4 tile if there was enough hills. This was my 10th game since coming back to civ and the first time that I had such a promotion. Any idea how and why we get those?

Many thanks!
Admin:
The altitude training promotion comes from walking by Mount Kilimanjaro and lets Units move quickly through any tile with hills. It's a great promotion to have for warfare, with obvious benefits to any Unit given those Hills function like roads.
6th May 2014 1:55pm
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