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Part 123
Civilization V

Part 123

Explore the Medieval Era units in Civilization V, including the Camel Archer, Cho-Ko-Nu, Conquistador, Crossbowman, Keshik, Knight, Landsknecht, and Longbowman.

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Explore the Medieval Era units in Civilization V, including the Camel Archer, Cho-Ko-Nu, Conquistador, Crossbowman, Keshik, Knight, Landsknecht, and Longbowman.

This guide covers units available in the Medieval Era of Civilization V, detailing their stats, requirements, and unique features.

Swordsman

The Swordsman is an upgrade from the Warrior, offering improved melee capabilities. It requires Iron Working technology and Iron resource. It has a Combat Strength of 11 and Movement of 2. It becomes obsolete with the Gunpowder technology and upgrades to the Longswordsman.

Medieval Era Units

Camel Archer

  • Hammer Cost: 165
  • Resources Cost: Horses
  • Combat Type: Mounted / Indirect
  • Tech Required: Chivalry
  • Bonuses: Can move after attack
  • Penalties: No defensive bonuses, cannot melee attack
  • Combat Strength: 10
  • Ranged Combat Strength: 15
  • Range: 2
  • Movement: 3
  • Obsolete By: Military Science
  • Upgrades To: Cavalry
  • Notes: The unique Arabian unit, replacing the Knight. Weaker in direct combat but has a ranged attack.

Cho-Ko-Nu

  • Hammer Cost: 140
  • Resources Cost: None
  • Combat Type: Ranged / Indirect
  • Tech Required: Machinery
  • Bonuses: Can attack twice
  • Penalties: Cannot melee attack
  • Combat Strength: 6
  • Ranged Combat Strength: 9
  • Range: 2
  • Movement: 2
  • Obsolete By: Rifling
  • Upgrades To: Rifleman
  • Notes: The unique Chinese unit. Weaker than a Crossbowman but attacks twice.

Conquistador

  • Hammer Cost: 165
  • Resources Cost: Horses
  • Combat Type: Mounted / Direct
  • Tech Required: Chivalry
  • Bonuses: Can move after attacking, found city on a new continent
  • Penalties: No defensive bonuses
  • Combat Strength: 18
  • Ranged Combat Strength: N/A
  • Range: N/A
  • Movement: 3
  • Obsolete By: Military Science
  • Upgrades To: Cavalry
  • Notes: Similar to a Knight, but can found cities on new continents.

Crossbowman

  • Hammer Cost: 140
  • Resources Cost: None
  • Combat Type: Ranged / Indirect
  • Tech Required: Machinery
  • Bonuses: None
  • Penalties: Cannot melee attack
  • Combat Strength: 6
  • Ranged Combat Strength: 12
  • Range: 2
  • Movement: 2
  • Obsolete By: Rifling
  • Upgrades To: Rifleman
  • Notes: An upgrade from the Archer, stronger but weak in melee.

Keshik

  • Hammer Cost: 165
  • Resources Cost: Horses
  • Combat Type: Mounted / Indirect
  • Tech Required: Chivalry
  • Bonuses: Earns promotions twice as fast, doubles EXP towards Great General, can move after attacking
  • Penalties: No defensive bonuses, Cannot melee attack
  • Combat Strength: 8
  • Ranged Combat Strength: 13
  • Range: 2
  • Movement: 5
  • Obsolete By: Military Science
  • Upgrades To: Cavalry
  • Notes: The unique Mongolian unit. Lower combat strength than a Knight but high movement and a strong ranged attack.

Knight

  • Hammer Cost: 165
  • Resources Cost: Horses
  • Combat Type: Mounted / Direct
  • Tech Required: Chivalry
  • Bonuses: Can move after attacking
  • Penalties: No defensive bonuses
  • Combat Strength: 18
  • Ranged Combat Strength: N/A
  • Range: N/A
  • Movement: 3
  • Obsolete By: Military Science
  • Upgrades To: Cavalry
  • Notes: A strong melee unit with extra movement, uses Horses.

Landsknecht

  • Hammer Cost: 50
  • Resources Cost: None
  • Combat Type: Pike / Direct
  • Tech Required: Civil Service
  • Bonuses: Strong against mounted units
  • Penalties: None
  • Combat Strength: 10
  • Ranged Combat Strength: N/A
  • Range: N/A
  • Movement: 2
  • Obsolete By: Rifling
  • Upgrades To: Rifleman
  • Notes: The unique German unit, replaces the Pikeman. Half the cost and strong against mounted units.

Longbowman

  • Hammer Cost: 140
  • Resources Cost: None
  • Combat Type: Ranged / Indirect
  • Tech Required: Machinery
  • Bonuses: None
  • Penalties: Cannot melee attack
  • Combat Strength: 6
  • Ranged Combat Strength: 12
  • Range: 3
  • Movement: 2
  • Obsolete By: Rifling
  • Upgrades To: Rifleman
  • Notes: An advanced archery unit with a longer range than the Crossbowman.

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