The Infantry is a Gunpowder unit available in the Modern Era.
As the 20th century opened, the world experienced two of the deadliest and most destructive wars in human history. It was a time of remarkable advancement in the technology of killing, and as the decades passed ever more deadly ships, planes and land vehicles were introduced. Through it all the infantryman marched into battle, grimly facing every horror that the greatest minds on the planet could conceive of to throw at him.
The infantryman of World War II was typically armed with a bolt-action rifle similar to the ones carried by his World War I counterpart, like the German K98, or a semi-automatic rifle similar to the M1 Garand and might carry one or more grenades. His only protective armor was a metal helmet which was mostly ineffective against direct gunfire, providing at best limited protection against shrapnel. The men on all sides were tough and resourceful and they died in the hundreds of thousands fighting for their homes and countries.
The Infantry is armed with modern automatic weapons, grenades and the cunning and mobility necessary to survive an increasingly mechanized battlefield. It's stronger than its predecessor, the Rifleman (or Great War Infantry). Modern combat is increasingly complex, and on its own an Infantry unit is vulnerable to air, artillery and tank attacks (although its decent strength allows it to withstand quite some beating). When possible, Infantry should be supported by artillery, tanks, and air (or anti-air) units.
Unique Unit Replacements
West Germany (Adenauer)
+5% Strength for every civilization with an opposing Ideology that borders the unit's owner
Combat Strength vs Gun units. Halves resistance turns when garrisoned.
Paraguay (Alfredo Stroessner)
Begins with bonus XP when trained in a city with a Police Station; double in the capital.
Turns Resistance into We Love the King Day when stationed in a city.
Chad (Idriss Déby)
Moves at double speed through Desert.
Forces enemies to withdraw or take extra damage.
Panama (Manuel Amador)
Combat Strength when on a coastal land tile. Enemy naval units within two tiles receive a -25% Combat Strength penalty.
Ethiopia (Haile Selassie) (with DMS's Ethiopian Civilization Pack installed)
Combat Strength in enemy territory for each other civilization also at war with the enemy Starts with the Drill I promotion
During peace, yields Culture equal to its level
Sierra Leone (Ahmad Tejan Kabbah)
No Unit maintenance cost if the empire is unhappy.
A free Kamajor is gained for every technology discovered, after unlocking the Plastics tech.
Priamurye (Mikhail Diterikhs)
Cheaper to produce.
Gains bonus movement when starting in Tundra tiles.
+1 Combat Strength.
Turns the city that trained it into a puppet.
Kenya (Jomo Kenyatta)
Combat Strength (80 vs 70) +13%
Production Cost (425 vs 375) Provides Culture and Production when Garrisoned, depending on the number of Unemployed Citizens in the City
New Zealand (Michael Joseph Savage)
Bonus when fighting in foreign territory.
Receives +1 Influence for every turn stationed in city-state territory.
Lebanon (Majid Arslan)
Combat Bonus in Hills. Produced faster per follower of the city's main Religion.
Begins with extra XP per Religion present in the city.
Uzbekistan (Islam Karimov)
movement when starting on desert tiles. Starts with the Blitz Promotion.
Slightly weaker than the infantry it replaces.
Mbaika Imperial Guard
Central African Empire (Bokassa I)
Poor in combat,but unlocks much earlier; at Radio.
Garrison this unit in the Capital to increase the length of WLTKD by 50% or in other cities to start a WLTKD whenever one begins in the Capital.
Botswana (Seretse Khama)
Culture in the nearest City if stationed on an unimproved or pillaged tile Boosts Building Production in the nearest City if stationed on a Mine.
Durrani (Ahmad Abdali)
Ranged Unit, range of 1.
On Hills, 25% Interception chance and +50% Combat Strength vs. Aircraft.
Trinidad and Tobago (Eric Williams)
Provides Influence when in City-State territory (+3 per turn, or +9 if not friendly/allied to counter the trespassing penalty)
Kurdistan (Mustafa Barzani)
May cross Mountains.
Movement in Hills. When attacking into rough terrain, it damages all adjacent enemies also in rough terrain.
Ghana (Kwame Nkrumah)
Starts with +5 Experience for each Strategic Resource in the city where it was trained
Brazil (Pedro II)
Earns Golden Age point from kills
Combat Bonus outside of friendly territory. +1 Influence with ending its turn in a City State's borders, increasing to +2 if you can demand tribute from them.
Cascadia (Osborne Russell) (RawSasquatch)
Slightly weaker (65
vs 70) Moves at double speed through Forest/Jungle, and gains a 20% Combat Bonus while fighting in Forest or Jungle.
On the outbreak of war, may spawn on unimproved Forest tiles near Cascadian cities.
Congo (Patrice Lumumba)
Combat Strength (58 vs 70) -9%
Production Cost (340 vs 375) +15%
Combat Strength and heals adjacent friendly Units when having taken any amount of damage. +2 Culture when beginning a turn on a Jungle.
combat strenght -100 production cost
Vietnam (Trung Sisters)
Gains Invisibility and double Movement in Forest and Jungle
Combat penalty in open terrain
Cannot capture Cities
Receive a free Wehrmacht upon capturing a city
Produces Great Generals more quickly
China (Chiang Kai-shek)
Culture from rival civilizations when starting adjacent to one of their cities while at War. -1 Movement for enemy land units starting adjacent to this Unit when above half health.
Zambia (Kenneth Kaunda)
Trained faster by adopting Ideological Tenets.
May found Revolutionary Camps, which yield +2
Gold and +2 Science, and when built rewards barbarians in enemy territory with random promotions. If Revolutionary Camps are built in neutral territory, it has a 20% chance to spawn a barbarian adjacent.