Civilization III has 65 Units. While many of these are the same as they were in Civilization II, each of the game's sixteen civilizations now has a special unit that fits in a particular era. When one of your special unit wins a combat against another Civ, a Golden Age will be triggered and will last 20 turns, during which time your cities enjoy increased production and trade. Golden Ages occur only once per game.
A/D/M: Attack/Defend/Move
B/R/F: Bombard/Range/Firing Rate
| Unit Graphic | Unit Name | Nationality | Replaces | Cost | A/D/M (B/R/F) | Requirements |
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Legionary | Roman | Swordsman | 30 | 3/3/1 | Iron |
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Hoplite | Greek | Spearman | 20 | 1/3/1 | - |
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Panzer | German | Tank | 100 | 16/8/3 | Oil, Rubber |
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Rider | Chinese | Knight | 70 | 4/3/3 | Horses, Iron |
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Samurai | Japanese | Knight | 70 | 4/4/2 | Iron |
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War Elephant | Indian | Knight | 70 | 4/3/2 | - |
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Jaguar Warrior | Aztec | Warrior | 10 | 1/1/2 | - |
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Mounted Warrior | Iroquois | Horseman | 30 | 3/1/2 | Horses |
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War Chariot | Egyptian | Chariot | 20 | 2/1/2 | Horses |
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Bowman | Babylonian | Archer | 20 | 2/2/1 | - |
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Cossack | Russian | Cavalry | 80 | 6/4/3 | Horses, Saltpeter |
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F15 | American | Jet Fighter | 100 | 8/4 (4/6/2) | Oil, Aluminum |
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Musketeer | French | Musket Man | 60 | 3/4/1 | Saltpeter |
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Immortal | Persian | Swordsman | 30 | 4/2/1 | Iron |
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Impi | Zulu | Spearman | 20 | 1/2/2 | - |
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Man-o-War | English | Frigate | 60 | 3/2/4 (3/1/2) | Iron, Saltpeter |
| Unit Graphic | Unit Name | Cost | A/D/M | Requirements |
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Warrior | 10 | 1/1/1 | - |
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Spearman | 20 | 1/2/1 | - |
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Pikeman | 30 | 1/3/1 | Iron |
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Archer | 20 | 2/1/1 | - |
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Longbowman | 40 | 4/1/1/ | - |
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Swordsman | 30 | 3/2/1 | Iron |
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Musket Man | 60 | 2/4/1 | Saltpeter |
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Rifleman | 80 | 4/6/1 | - |
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Infantry | 90 | 6/10/1 | Rubber |
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Paratrooper | 100 | 6/8/1 | Oil, Rubber |
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Marines | 100 | 8/6/1 | Rubber |
| Unit Graphic | Unit Name | Cost | A/D/M | Requirements |
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Mech Infantry | 110 | 12/18/2 | Oil, Rubber |
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Chariot | 20 | 1/1/2 | Horses |
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Horseman | 30 | 2/1/2 | Horses |
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Knight | 70 | 4/3/2 | Horses, Iron |
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Cavalry | 80 | 6/3/3 | Horses, Saltpeter |
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Tank | 100 | 16/8/2 | Oil, Rubber |
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Modern Armor | 120 | 24/16/3 | Oil, Aluminum, Rubber |
All artillery units have 1 movement point.
| Unit Graphic | Unit Name | Cost | B/R/F | Requirements |
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Catapult | 20 | 4/1/1 | - |
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Cannon | 40 | 8/1/2 | Iron, Saltpeter |
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Artillery | 80 | 12/2/2 | - |
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Radar Artillery | 120 | 16/2/2 | Aluminum |
| Unit Graphic | Unit Name | Cost | A/D/M | Population Cost |
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Settler | 30 | 0/0/1 | 2 |
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Worker | 10 | 0/0/1 | 1 |
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Scout | 10 | 0/0/2 | - |
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Explorer | 20 | 0/0/2 | - |
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Great Leader | - | 0/0/3 | - |
| Unit Graphic | Unit Name | Cost | A/D | B/R/F | Carries | Requirements |
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Fighter | 80 | 4/2 | 2/4/1 | - | Oil |
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Jet Fighter | 100 | 8/4 | 2/6/1 | - | Oil, Aluminum |
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Stealth Fighter | 120 | 0/0 | 4/6/2 | - | Oil, Aluminum |
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Bomber | 100 | 0/2 | 8/6/3 | - | Oil |
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Stealth Bomber | 240 | 0/0 | 8/8/3 | - | Oil, Aluminum |
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Helicopter * | 80 | 0/2 | - | 1 | Oil, Rubber |
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Cruise Missile | 60 | 0/0 | 16/2/3 | - | Aluminum |
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Tactical Nuke | 300 | 0/0 | - | - | Aluminum, Uranium |
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ICBM | 600 | 0/0 | - | - | Aluminum, Uranium |
* Helicopter's range is 4.
| Unit Graphic | Unit Name | Cost | A/D/M | B/R/F | Carries | Requirements |
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Galley | 30 | 1/1/3 | - | 2 | - |
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Caravel | 40 | 1/2/3 | - | 3 | - |
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Galleon | 60 | 1/2/4 | - | 4 | - |
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Transport | 100 | 1/4/5 | - | 8 | Oil |
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Privateer | 60 | 2/1/3 | - | - | Iron, Saltpeter |
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Frigate | 60 | 2/2/4 | 2/1/2 | - | Iron, Saltpeter |
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Ironclad | 80 | 4/4/4 | 4/1/2 | - | Coal, Iron |
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Submarine | 100 | 8/4/3 | - | - | Oil |
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Nuclear Sub. | 120 | 6/4/3 | - | 1 | Uranium |
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Destroyer | 120 | 12/8/5 | 6/1/2 | - | Oil |
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AEGIS Cruiser | 160 | 12/10/5 | 4/2/2 | - | Aluminum, Uranium |
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Battleship | 200 | 18/12/5 | 8/2/2 | - | Oil |
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Carrier | 180 | 1/8/4 | - | 4 | Oil |
Civilization III: Play the World comes with lots of new units. Each of the eight new Civs has its own special unit. There are also 24 new ruler units for the regicide short game mode. Other new in-game units include a Princess unit for the Capture the Princess short game mode and two units that are available to all Civs: medieval infantry and guerilla.
In addition, there are dozens of new units from the unit packs. There are 17 units in the Medieval Japan unit pack, 12 units in the Pre-historic (Dinosaurs) unit pack, and 24 units in the World War II unit pack.
The total number of new units in Play the World is 88!
Legend:
A/D/M: Attack/Defend/Move
B/R/F: Bombard/Range/Firing Rate
| Unit Graphic | Unit Name | Nationality | Replaces | Cost | A/D/M (B/R/F) | Requirements |
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Conquistador* | Spanish | Explorer | 70 | 3/2/2 | Horses |
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Keshik* | Mongols | Knight | 60 | 4/2/2 | Horses |
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Berserk* | Vikings | Longbowmen | 70 | 6/2/1 | - |
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Gallic Swordsman | Celts | Swordsman | 50 | 3/2/2 | Iron |
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Numidian Mercenary | Carthaginians | Spearman | 30 | 2/3/1 | - |
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Sipahi | Ottomans | Cavalry | 100 | 8/3/3 | Horses, Saltpeter |
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Ansar Warrior | Arabs | Knight | 60 | 4/2/3 | Horses, Iron |
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Hwacha | Koreans | Cannon | 40 | 12/1/1 | Saltpeter |
| NOTES: Conquistador treats all terrain as if it were a road. Keshik can cross mountains as if they were grasslands. Berserk can launch amphibious attacks on enemy units or structures. | ||||||
These units are available to all Civs. Swordsman can now upgrade to medieval infantry, then to Guerilla.
| Unit Graphic | Unit Name | Cost | A/D/M | Requirements |
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Guerilla | 90 | 6/6/1 | - |
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Medieval Infantry | 40 | 4/2/1 | Iron |
In the new Regicide mode, your ruler is represented as a unit on the map. The objective is to capture the other king, thereby eliminating that player from the game. All king units can move two squares per turn and are only as strong as a Warrior in attack and defense.
| Unit Graphic | Unit Name | Nationality | A/D/M |
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Lincoln | Americans | 1/1/2 |
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Abu | Arabs | 1/1/2 |
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Alexander | Greeks | 1/1/2 |
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Bismarck | German | 1/1/2 |
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Brennus | Celts | 1/1/2 |
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Caesar | Romans | 1/1/2 |
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Catherine | Russians | 1/1/2 |
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Cleopatra | Egyptians | 1/1/2 |
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Elizabeth | English | 1/1/2 |
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Gandhi | Indians | 1/1/2 |
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Hammurabi | Babylonians | 1/1/2 |
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Hannibal | Carthaginians | 1/1/2 |
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Hiawatha | Iroquois | 1/1/2 |
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Isabella | Spanish | 1/1/2 |
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Joan d'Arc | French | 1/1/2 |
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Mao | Chinese | 1/1/2 |
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Montezuma | Aztecs | 1/1/2 |
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Osman | Ottomans | 1/1/2 |
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Ragnar | Vikings | 1/1/2 |
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Shaka | Zulus | 1/1/2 |
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Temujin | Mongols | 1/1/2 |
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Tokugawa | Japanese | 1/1/2 |
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Wang Kon | Koreans | 1/1/2 |
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Xerxes | Persians | 1/1/2 |
The Princess functions as the flag in the Capture the Princess short game mode.
| Unit Graphic | Unit Name | Cost | A/D/M |
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Princess | 0 | 0/0/1 |
Civilization III: Conquests is the second expansion pack for Civilization III. It includes seven new Civilizations, five new wonders, two new traits, nine detailed scenarios, and much more. In addition to the civ-specific units, there are several units that everyone can build and there are also a few units that can only be produced by wonders.
Each of the nine scenarios contains its own set of units, with unique stats and abilities. For example, in the WW2 in Pacific scenario, the Japanese have Zero and Kamikaze fighters; and in the Age of Discovery scenario, you will find Colonists and special Treasures units.
The total number of new units in the epic game is 24. If all the new units in the scenarios are included, the number is 71.
Legend:
A/D/M/AA: Attack/Defend/Move/Anti-Air
B/R/F: Bombard/Range/Firing Rate
| Unit Graphic | Unit Name | Nationality | Replaces | Cost | A/D/M/AA (B/R/F) | Requirements / Specials |
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Three-Man Chariot | Hittites | Chariot | 30 | 2/2/2 | Horses |
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Carrack | Portugal | Caravel | 40 | 2/2/4 | Doesn't sink on ocean |
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Chasquis Scout | Inca | Scout | 20 | 1/1/2 | Ignores hills & mountains move cost |
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Dromon | Byzantines | Galley | 30 | 2/1/3 (2/1/2) | Lethal Sea Bombardment |
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Enkidu Warrior | Sumeria | Warrior | 10 | 1/2/1 | - |
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Javelin Thrower | Maya | Archer | 30 | 2/2/1 | Enslave |
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Swiss Mercenary | Netherlands | Pikemen | 30 | 1/4/1 | - |
These units are available to all Civs.
| Unit Graphic | Unit Name | Cost | A/D/M/AA | Requirements |
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Curragh | 15 | 1/1/2 | - |
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Flak | 70 | 1/6/1/2 | - |
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Cruiser | 160 | 15/10/6/1 (7/1/2), Radar | Oil |
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Mobile SAM | 100 | 1/6/2/4 | - |
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TOW Infantry | 120 | 12/14/1 (6/0/1) | - |
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Trebuchet | 30 | 0/0/1 (6/1/1) | - |
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Paratrooper* | 90 | 4/9/1 Range=6 |
Oil, Rubber |
| NOTES: The old paratrooper unit is now renamed to Modern Paratrooper and comes with Synthetic Fiber. Its stats are 6/11/1, 110 shields. and range=8. | ||||
These units can only be generated by certain great wonders.
| Unit Graphic | Unit Name | Cost | A/D/M | Great Wonder | Requirements |
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Ancient Cavalry | 40 | 3/2/2 1 HP Bonus |
Temple of Zeus | Ivory |
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Crusader | 70 | 5/3/1
Can build fort |
Knights Templar | - |
| Unit Graphic | Unit Name | Nationality | A/D/M |
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Gilgamesh | Sumerians | 1/1/2 |
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Henry | Portuguese | 1/1/2 |
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Mursilis | Hittites | 1/1/2 |
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Pachacuti | Incan | 1/1/2 |
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Smoke-Jaguar | Mayan | 1/1/2 |
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Theodora | Byzantines | 1/1/2 |
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William | Dutch | 1/1/2 |
The Scientific Great Leader (SGL) may appear whenever a civilization is the first to research a new technology. The chance of appearance is higher for scientific civs. You can use SGL to rush any city improvement, including Great Wonders, or to increase scientific output of your cities by 25% for 20 turns. [Note: this "Scientific Golden Age" is broken.] SGL can not be used to create an army.
| Unit Graphic | Unit Name | Cost | A/D/M |
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Scientific Leader | 0 | 0/0/3 |