Learn about Expert Workers and units like Artillery, Cannon, and Wagon Trains in Civilization VI. Understand their costs and bonuses.
Expert Worker Bonuses:
- Elder Statesman: +100% Production of Liberty Bells
- Expert Cotton Planter: +100% Production of Cotton
- Expert Farmer: +100% Production of Food (Land Tiles)
- Expert Fisherman: +100% Production of Food (Water Tiles)
- Expert Lumberjack: +100% Production of Lumber
- Expert Ore Miner: +100% Production of Ore
- Expert Silver Miner: +100% Production of Silver
- Expert Sugar Planter: +100% Production of Sugar
- Expert Tobacco Planter: +100% Production of Tobacco
- Expert Trapper: +100% Production of Fur
- Firebrand Preacher: +100% Production of Crosses
- Hardy Pioneer: +100% Production of Land Improvements on Land Tiles
- Jesuit Missionary: +50% Effectiveness of Native Village Missions
- Master Blacksmith: +100% Production of Tools
- Master Carpenter: +100% Production of Production Hammers
- Master Distiller: +100% Production of Rum
- Master Fur Trader: +100% Production of Coats
- Master Gunsmith: +100% Production of Guns
- Master Rancher: +100% Production of Horses
- Master Tobacconist: +100% Production of Cigars
- Master Weaver: +100% Production of Cloth
Expert Workers act as normal free colonists (colonists are units you get by giving Guns to your Colonists) when placed elsewhere, but provide their bonuses when in their field.
Trade Units:
Wagon Train
- Strength: 0
- Movement: 2
- Cost: 40 Production Hammers
- Cargo Space: 2
Wagon Trains are essential for inland cities to transport goods like Food and produced materials. Building roads between port and inland cities allows for 200% further travel without consuming extra turns, effectively increasing movement on roads to 6.
Ground Units:
Artillery
- Strength: 4
- Movement: 1
- Cost: 200 Production Hammers, 40 Tools
- Unique to all European Empires (Colonies do not get these)
- Doesn't Receive Defensive Bonus
- +150% Settlement Attack
- +50% Settlement Defence
- Can Bombard Settlement Defences (-20% a Turn)
- Requires Armoury, Magazine or Arsenal
Cannon
- Strength: 3
- Movement: 1
- Cost: 200 Production Hammers, 40 Tools
- Doesn't Receive Defensive Bonus
- +100% Settlement Attack
- +50% Settlement Defence
- Can Bombard Settlement Defences (-12% a Turn)
- Requires Armoury, Magazine or Arsenal
Colonist
- Strength: 2
- Movement: 1
- Can Found Colonies
- Can Only Defend
Great General
- Strength: 0
- Movement: 2
- Can Provide 20 EXP to Units on the Same Tile
- Provides Free Upgrades when attacked to a unit
Great Generals emerge when a colony gathers enough General Points from units gaining EXP in battle. The General Points needed double after a Great General appears, and the points reset.
Native
- Strength: 0
- Movement: 1
- Cost: 50 Production Hammers
- Unique to All Native Empires
- Can Found a New Settlement
- +25% Marsh Attack
- +75% Jungle Attack
- +75% Forest Attack
- +50% Light Forest Attack
- +1 Production of Fur
- +2 Production of Silver
Regular
- Strength: 0
- Movement: 1
- Soldiers of the Royal Expeditionary Force
- Can Found a Settlement
- Doesn't Receive Defensive Bonuses
- +50% Settlement Attack
- Starts with Veteran I and Veteran II Promotions
Seasoned Scout
- Strength: 0
- Movement: 1
- Better Results from Ancient Ruins
- Can Found a Settlement
- Must be trained, cannot be built
Treasure
- Strength: 0
- Movement: 1
- Must be transported to Europe via Galleon
- Exchanged for Gold in Europe
- Found in Ancient Ruins, Burial Grounds and Plundering Villages
Veteran Soldier
- Strength: 0
- Movement: 1
- Can Found a Settlement
- Starts with Veteran I and Leadership Promotions
Naval Units:
Caravel
- Strength: 3
- Movement: 3
- Cost: 100 Production Hammers, 30 Tools
- Cargo Space: 2
- Can Only Defend
- Chance to escape to Drydock or Shipyard after losing a Battle
- Requires Drydock
Frigate
- Strength: 8
- Movement: 5
- Cost: 300 Production Hammers, 200 Tools, 200 Guns
- Can Bombard Settlement Defences (-8% a Turn)
- Requires Shipyard
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