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Part 126
Civilization V

Part 126

Explore Civilization V Industrial Era units like Artillery, Battleship, and Carrier. Learn their costs, stats, and bonuses.

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Explore Civilization V Industrial Era units like Artillery, Battleship, and Carrier. Learn their costs, stats, and bonuses.

Units:

  • Infantry - The first true gunpowder unit, replacing Musketmen. They are powerful, do not require a valuable resource, and can eliminate other ground units on their own.
  • Ship of the Line - The English version of the Frigate. Costs 160 Hammer Cost, requires Iron, and has a Combat Type of Naval. Requires Navigation tech. Offers +1 Sight but cannot melee attack. Combat Strength is 30, Ranged Combat Strength is 17, Range is 2, and Movement is 5. Obsolete by Electricity, upgrades to Destroyer. Slightly cheaper and has better ranged combat strength than a Frigate.
  • Sipahi - The Indian version of the Lancer. Costs 240 Hammer Cost, requires Horses, and has a Combat Type of Mounted / Direct. Requires Metallurgy tech. Offers the ability to move after attacking, no movement cost to pillage, and +1 Sight. Has a penalty when defending and no defensive bonuses. Combat Strength is 22, Movement is 5. Obsolete by Combustion, upgrades to Anti-Tank Gun. Has one extra sight point and one extra movement point compared to a Lancer, useful for hit-and-run tactics and pillaging without using movement points.
  • Tercio - The Spanish unique unit, replacing the Musketman. Costs 155 Hammer Cost, requires no resources, and has a Combat Type of Pike / Melee. Requires Gunpowder tech. Offers a bonus against Mounted units. Combat Strength is 18, Movement is 2. Obsolete by Rifling, upgrades to Rifleman. It is a melee unit that can defeat mounted units with ease.
  • Anti-Aircraft Gun - Costs 350 Hammer Cost, requires no resources, and has a Combat Type of Anti-Air. Requires Radio tech. Offers bonuses against air units and helicopters, and has Interception. Combat Strength is 32, Range is 2, and Movement is 2. Obsolete by N/A, upgrades to Mobile SAM. Primarily used to defend cities against air units, becoming invaluable in the Modern Era against bombers.
  • Anti-Tank Gun - Costs 350 Hammer Cost, requires no resources, and has a Combat Type of Anti-Armoured. Requires Replaceable Parts tech. Offers bonuses against Armoured units. Combat Strength is 32, Movement is 2. Obsolete by N/A, upgrades to Helicopter Gunship. Devastating against armored units, though tanks are not as commonly used as infantry.
  • Artillery - Costs 350 Hammer Cost, requires no resources, and has a Combat Type of Siege. Requires Dynamite tech. Offers a bonus against cities. Cannot melee attack, must set up to attack, has no defensive bonuses, and limited visibility. Combat Strength is 16, Ranged Combat Strength is 32, Range is 3, and Movement is 2. Obsolete by N/A, upgrades to Rocket Artillery. Powerful with a range outside of city defenses, forcing enemies to move units out to be targeted.
  • Battleship - Costs 550 Hammer Cost, requires Oil, and has a Combat Type of Naval Indirect. Requires Telegraph tech. Cannot melee attack. Combat Strength is 60, Ranged Combat Strength is 32, Range is 3, and Movement is 4. Obsolete by N/A, upgrades to N/A. A powerful naval unit with a nice range, feared by other naval units, but has slow movement.
  • Carrier - Costs 450 Hammer Cost, requires Oil, and has a Combat Type of Naval Support. Requires Flight tech. Can carry up to 3 Fighters. Combat Strength is 30, Movement is 5. Obsolete by N/A, upgrades to N/A.
Tips
  • Infantry are a strong early gunpowder unit that don't consume rare resources.
  • The Ship of the Line offers superior ranged bombardment capabilities for naval engagements.
  • Sipahis excel in hit-and-run tactics due to their extra movement and pillaging efficiency.
  • Tercio units are excellent for countering mounted units, even though they are melee units.
  • Anti-Aircraft Guns are crucial for city defense against air threats in later eras.
  • Anti-Tank Guns are highly effective against armored units but their utility depends on the prevalence of tanks.
  • Artillery's long range allows for safe bombardment of enemy cities and units.
  • Battleships provide significant long-range naval firepower, though their slow movement can be a drawback.
  • Carriers are essential for projecting air power at sea, supporting Fighters.

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