CAVALRY UNITS Veteran (Fortress:  200W 200G) Effect (+HP & +Damage) 20%
Guard (Industrial:  600W 600G) Effect (+HP & +Damage) 30%
Hussar (Stable) Royal Guard (Industrial:  1000W 1000G)[1] Effect (+HP & +Damage) 10%
Statistics Normal Vet Guard RG Imperial Imperial (Imperial: 1500W 1500G) Effect (+HP & +Damage) 50%
Role Hand Cavalry, Heavy Cavalry, Cavalry
Cost 120 Food 80 Gold
Age Available Colonial  Artillery Upgrade 1 (Industrial:  250F 250W) Effect (+HP & +Damage) 25%
Hit points 320 384 480 ---- 640 Artillery Upgrade 2 (Imperial: 1500W 1500G) Effect (+HP & +Damage) 50%
Pop. Use 2
Resists -20% vs. Ranged
Speed 6.75 /  3.38 (trample) Portuguese
LOS 15 Royal Guard Units • Musketeer (Guerreiro)
• Dragoon (Jinete)
Melee Damage 30 36 45 ---- 60
Trample Damage (Area 3 / ROF 2.0) 20 24 30 ---- 40 Features • Gets a free TC Wagon with every age
Siege Damage 20 24 30 ---- 40 Max Settlers 99
Siege Range 0 to 6 Starting Settlers 7
Modes Melee, Trample, Defend, & Stand Ground
Exp - Build  20 Miscellaneous Notes:
Exp - Kill  20 1 The rate of fire (ROF) for all melee units is 1.5
The rate of fire for all ranged units is 3.0 unless otherwise noted
The rate of fire for all infantry or cavalry siege units is 3.0
Dragoon (Stable) - Jinete
Statistics Normal Vet Guard RG Imperial 2 For unit train time information, view the worksheet "Unit Train Times".
Role Gunpowder Cavalry, Ranged Cavalry, Cavalry, Light Cavalry
Cost 90 Food 90 Gold
Age Available Fortress (values given as normal for calc purposes only)
Hit points 200 240 ---- 320 420
Pop. Use 2
Resists -30% vs. Ranged
Speed 7.25
LOS 15
Range Damage 22 26 ---- 35 46
Range Damage vs. Heavy Cavalry 66 78 ---- 105 138
Range Damage vs. Settlers 11 13 ---- 17 23
Range Damage vs. Artillery 44 52 ---- 70 92
Range Damage vs. Coyote Man / Disciple 60 71 ---- 96 126
Range 0 to 12
Melee Damage 11 13 ---- 17 23
Melee Damage vs. Heavy Cavalry 33 39 ---- 51 69
Melee Damage vs. Artillery 22 26 ---- 34 46
Melee Damage vs. Coyote Man / Disciple 30 35 ---- 46 63
Siege Damage 9 10 ---- 14 18
Siege Range 0 to 6
Modes Stagger, Melee, Defend, Stand Ground
Exp - Build  18
Exp - Kill  18
• Uses an imaginary colonial unit in calculation as the base value to get the correct HP and damage.  
INFANTRY UNITS
Crossbowman (Barracks)
Statistics Normal Vet Guard RG Imperial
Role Infantry, Archer, Ranged Infantry
Cost 40 Food 40 Wood
Age Available Colonial 
Hit points 100 120 ---- ---- ----
Pop. Use 1
Resists -20% vs. Ranged
Speed 4
LOS 20
Range Damage 16 19 ---- ---- ----
Range Damage vs. Heavy Infantry 20 23 ---- ---- ----
Range Damage vs. Heavy Cavalry / Coyote Man 12 14 ---- ---- ----
Range Damage vs. Eagle Knight 32 38 ---- ---- ----
Range Damage vs. Light Cavalry[2] 24 28 ---- ---- ----
Range 2 to 16
Melee Damage 7 8 ---- ---- ----
Melee Damage vs. Heavy Infantry 8 10 ---- ---- ----
Melee Damage vs. Heavy Cavalry / Coyote Man 5 6 ---- ---- ----
Melee Damage vs. Eagle Knight 14 16 ---- ---- ----
Melee Damage vs. Light Cavalry[3] 10 12 ---- ---- ----
Siege Damage 8 9 ---- ---- ----
Siege Range 0 to 6
Modes Volley, Stagger, Melee, Defend, Stand Ground
Exp - Build  8
Exp - Kill  8
Pikeman (Barracks)
Statistics Normal Vet Guard RG Imperial
Role Hand Infantry, Pikeman, Infantry, Heavy Infantry
Cost 40 Food 40 Wood
Age Available Colonial 
Hit points 120 144 ---- ---- ----
Pop. Use 1
Resists -10% vs. Hand
Speed 5
LOS 12
Melee Damage 8 9 ---- ---- ----
Melee Damage (Cover) 4 5 ---- ---- ----
Melee Damage vs. Cavalry 40 45 ---- ---- ----
Melee Damage vs. Abstract Infantry 28 31 ---- ---- ----
Siege Damage 32 38 ---- ---- ----
Siege Damage (Cover) 16 19 ---- ---- ----
Siege Range 0 to 6
Modes Melee, Cover, Defend, Stand Ground
Exp - Build  8
Exp - Kill  8
Halberdier (Barracks)
Statistics Normal Vet Guard RG Imperial
Role Hand Infantry, Infantry, Heavy Infantry
Cost 50 Food 70 Gold
Age Available Fortress
Hit points ---- 200 260 ---- 360
Pop. Use 1
Resists -10% vs. Hand
Speed 4
LOS 12
Melee Damage ---- 25 32 ---- 45
Melee Damage (Cover) ---- 13 16 ---- 23
Melee Damage vs. Cavalry ---- 50 64 ---- 90
Melee Damage vs. Abstract Infantry ---- 37 48 ---- 67
Siege Damage ---- 36 46 ---- 64
Siege Damage (Cover) ---- 18 23 ---- 32
Siege Range 0 to 6
Modes Melee, Cover, Defend, Stand Ground
Exp - Build  12
Exp - Kill  12
• HP and damage is calculated from the veteran base unit.  Using their formulas, cannot create an imaginary colonial halberdier (would have lower HP as RG and imperial).
Musketeer (Barracks) - Guerreiro
Statistics Normal Vet Guard RG Imperial
Role Gunpowder Trooper, Infantry, Heavy Infantry, Ranged Infantry
Cost 75 Food 25 Gold
Age Available Colonial 
Hit points 150 180 ---- 240 315
Pop. Use 1
Resists -20% vs. Hand
Speed 4
LOS 16
Range Damage 23 27 ---- 36 48
Range 0 to 12
Melee Damage 13 15 ---- 20 27
Melee Damage vs. Cavalry 39 45 ---- 60 81
Melee Damage vs. Abstract Infantry 29 33 ---- 45 60
Siege Damage (ROF 3) 20 24 ---- 32 42
Siege Range 0 to 6
Modes Volley, Stagger, Melee, Defend, Stand Ground
Exp - Build  10
Exp - Kill  10
Cassador (Barracks)
Statistics Normal Vet Guard RG Imperial
Role Ranged Infantry, Gunpowder Trooper, Infantry
Cost 80 Food 35 Gold
Age Available Fortress
Hit points ---- 105 136 ---- 189
Pop. Use 1
Resists -50% vs. Ranged
Speed 4.5
LOS 24
Range Damage (ROF 3.0) ---- 17 22 ---- 30
Range Damage vs. Heavy Infantry ---- 34 44 ---- 60
Range Damage vs. Heavy Cavalry / Coyote Man ---- 12 16 ---- 22
Range Damage vs. Eagle Knight ---- 34 44 ---- 60
Range Damage vs. Light Cavalry[4] ---- 25 33 ---- 45
Range 2 to 20
Melee Damage ---- 5 6 ---- 9
Melee Damage vs. Heavy Infantry ---- 10 12 ---- 18
Melee Damage vs. Heavy Cavalry / Coyote Man ---- 3 4 ---- 6
Melee Damage vs. Eagle Knight ---- 10 12 ---- 18
Melee Damage vs. Light Cavalry[5] ---- 7 9 ---- 13
Siege Damage ---- 12 15 ---- 21
Siege Range 0 to 6
Modes Volley, Stagger, Melee, Defend, Stand Ground
Exp - Build  12
Exp - Kill  12
• HP and damage is calculated from the veteran base unit (cannot spawn a colonial Cassador)
ARTILLERY UNITS
Organ Gun (Artillery Foundry)
Statistics ---- Organ Gun Rebaulds ---- Imperial
Role Artillery (Anti-Infantry)
Cost 100 Wood 300 Gold
Age Available Fortress
Hit points ---- 150 187 ---- 262
Pop. Use 4
Resists -75% vs. Ranged
Speed Limber 4, Bombard 1.6
LOS 30
Siege Damage (Area 2) (ROF 4.0) ---- 33 41 ---- 57 True Infantry Damage[6] 198 246 ---- 342
Siege Damage vs. Buildings ---- 25 31 ---- 43 True Building Damage[7] 149 185 ---- 257
Siege Damage vs. Artillery / Cavalry / Ships / Abstract Infantry / Arrow Knight ---- 17 21 ---- 29 True "Other" Damage[8] 99 123 ---- 171
Range 0 to 26
Modes Limber & Bombard
Exp - Build  50
Exp - Kill  50
• The organ gun fires up to 6 shots at the damage listed per burst (up to 198 damage).  However, if the unit dies, the rest of the "firing cycle" damage is wasted (bad for area damage).[9]
Culverin (Artillery Foundry)
Statistics ---- Culverin Royale ---- Imperial
Role Artillery (Anti-Siege)
Cost 100 Wood 400 Gold
Age Available Fortress
Hit points ---- 280 350 ---- 490
Pop. Use 4
Resists -75% vs. Ranged
Speed Limber 3.5, Bombard 1.4 
LOS 36
Siege Damage (Area 1) (ROF 6) ---- 40 50 ---- 70
Siege Damage vs. Artillery ---- 160 200 ---- 280
Siege Damage vs. Ships ---- 400 500 ---- 700
Siege Damage vs. Cavalry / Abstract Infantry ---- 20 25 ---- 35
Range 0 to 34
Modes Limber & Bombard
Exp - Build  50
Exp - Kill  50
Mortar (Artillery Foundry)
Statistics ---- ---- Mortar Howitzer[10] Imperial
Role Artillery
Cost 100 Wood 350 Gold
Age Available Industrial
Hit points ---- ---- 300 375 525
Pop. Use 4
Resists -75% vs. Ranged
Speed Limber 3, Bombard 1.2
LOS 44
Siege Damage (Area 1) (ROF 6) ---- ---- 500 625 875
Range Damage vs. Ships ---- ---- 250 312 437
Range 4 to 40
Modes Limber, Bombard
Exp - Build  45
Exp - Kill  45
• Can only attack ships and buildings
Petard (Artillery Foundry)
Statistics Normal Fortress Industrial[11] ---- Imperial[12]
Role Siege Trooper, Hand Siege, Infantry
Cost 50 Food 100 Wood 
Age Available Fortress 
Hit points ---- 225 281 ---- 393
Pop. Use 1
Resists -40% vs. Hand
Speed 4
LOS 15
Siege Damage (ROF 3.0) ---- 1600 2000 ---- 2000
Siege Damage (Cover) ---- 800 1000 ---- 1000
Range 0
Melee Damage ---- 6 7 ---- 7
Melee Damage (Cover) ---- 3 3 ---- 3
Modes Melee, Cover, Defend, Stand Ground
Exp - Build  18
Exp - Kill  18
• No upgrade cost, upgrade upon aging up automatically.  However, only hit points, not damage increases in Imperial.
Horse Artillery (Artillery Foundry)
Statistics ---- Normal Heavy[13] ---- Imperial
Role Artillery
Cost 100 Wood 500 Gold
Age Available Industrial
Hit points ---- 200 250 ---- 350
Pop. Use 6
Resists -75% vs. Ranged
Speed Limber 6, Bombard 2.4
LOS 30
Siege Damage (Area 3) (ROF 4) ---- 125 156 ---- 218
Range Damage vs. Infantry / Ships ---- 375 468 ---- 654
Range Damage vs. Buildings ---- 250 312 ---- 436
Range Damage vs. Arrow Knight ---- 62 78 ---- 109
Range 0 to 26
Modes Limber & Bombard
Exp - Build  50
Exp - Kill  50
Heavy Cannon (Factory / Shipment)
Statistics ---- ---- Industrial ---- Imperial
Role Artillery
Cost Free from factory
Age Available Industrial
Hit points ---- ---- 475 ---- 712
Pop. Use 7
Resists -75% Ranged Damage
Speed Limber 3.5, Bombard 1.4
LOS 32
Siege Damage (Area 4) (ROF 6) ---- ---- 200 ---- 300
Siege Damage vs. Infantry / Ships ---- ---- 600 ---- 900
Range Damage vs. Buildings ---- ---- 400 ---- 600
Siege Damage vs. Artillery (Area 4) ---- ---- 150 ---- 225
Range Damage vs. Arrow Knight ---- ---- 100 ---- 150
Range 0 to 28
Modes Limber & Bombard
Exp - Build  N/A
Exp - Kill  70
CHURCH UNITS
Priest (Church)
Role Heals wounded units
Cost 200 Gold
Age Available Colonial
Hit points 360 ---- ---- ---- ----
Pop. Use 1
Resists -10% Ranged Damage
Speed 4
LOS 12
Melee Damage 5 ---- ---- ---- ----
Heal (HP / Sec) 10 ---- ---- ---- ----
Exp - Build  20
Exp - Kill  20
Spy (Church)
Statistics Colonial  Fortress[14] Industrial[15] Imperial[16] ----
Role Infantry, Hand Infantry, CanSeeStealth, MercType2
Cost 125 Gold
Age Available Colonial 
Hit points 150 150 187 262 ----
Pop. Use 2
Resists -20% vs. Ranged
Speed 6.25 (3.13 in Stealth or Cover)
LOS 28
Melee Damage 5 5 5 5 ----
Melee Damage vs. Mercenary 100 100 100 100 ----
Melee Damage vs. Hero 200 200 200 200 ----
Melee Damage vs. Native Warrior 20 20 20 20 ----
Siege Damage 10 10 10 10 ----
Siege Range 0 to 6
Modes Stealth, Melee, Cover, Defend, & Stand Ground
Exp - Build  20
Exp - Kill  20
• Agent upgrade card available in Colonial Age.
• Can see stealth units.  
Besteiros (Guard Crossbow from Church Technology)
Statistics Normal Vet Guard RG Imperial
Role Infantry, Archer, Ranged Infantry
Cost 2400 Wood (delivers 22 and & vet upgrades existing)
Age Available Fortress
Hit points ---- ---- 150 ---- ----
Pop. Use 1, Can make from barracks
Resists -20% Range Damage
Speed 4
LOS 20
Range Damage ---- ---- 24 ---- ----
Range Damage vs. Heavy Infantry ---- ---- 30 ---- ----
Range Damage vs. Heavy Cavalry / Coyote Man ---- ---- 18 ---- ----
Range Damage vs. Eagle Knight ---- ---- 48 ---- ----
Range Damage vs. Light Cavalry[17] ---- ---- 36 ---- ----
Range 2 to 16
Melee Damage ---- ---- 10 ---- ----
Melee Damage vs. Heavy Infantry ---- ---- 12 ---- ----
Melee Damage vs. Heavy Cavalry / Coyote Man ---- ---- 7 ---- ----
Melee Damage vs. Eagle Knight ---- ---- 20 ---- ----
Melee Damage vs. Light Cavalry[18] ---- ---- 15 ---- ----
Siege Damage ---- ---- 12 ---- ----
Siege Range 0 to 6
Modes Volley, Stagger, Melee, Defend, Stand Ground
Exp - Build  N/A
Exp - Kill  20
Tower & Sword Rider (Black Rider Mercenary from Church Technology)
Statistics Normal Vet Guard RG Imperial
Role Cavalry, Light Cavalry, Mercenary, Ranged Cavalry, Gunpowder Cavalry
Cost 2000 Wood (delivers 11 Black Riders)
Age Available Industrial
Hit points ---- 520 ---- ---- ----
Pop. Use 1 each (26 total)
Resists -40% Hand Damage
Speed 7.25
LOS 15
Range Damage ---- 40 ---- ---- ----
Range Damage vs. cavalry ---- 100 ---- ---- ----
Range Damage vs. settlers ---- 20 ---- ---- ----
Range 12
Melee Damage ---- 10 ---- ---- ----
Melee Damage vs. infantry ---- 25 ---- ---- ----
Siege Damage ---- 14 ---- ---- ----
Siege Range 0 to 6
Modes Stagger, Melee, Defend, Stand Ground
Exp - Build  N/A
Exp - Kill  12
WAR SHIPS
Caravel (Dock)
Statistics Normal ---- ---- ---- ----
Role Warship, Fishing Boat, Transport
Cost 300 Wood 100 Gold
Age Available Colonial
Hit points 800 ---- ---- ---- ----
Pop. Use 1
Pop. Limit 5
Resists -50% vs. Ranged
Speed 8.5
LOS 26
Siege Damage (Area 1) (ROF 2.0) 75 ---- ---- ---- ----
Siege Damage vs. Artillery 37 ---- ---- ---- ----
Siege Range 0 to 20
Broadside Attack (Area 1) (ROF 0.05) 50 ---- ---- ---- ----
Broadside Attack vs. Ships (Area 1) 100 ---- ---- ---- ----
Broadside Attack Range 0 to 20
Gather Fish 0.67
Gather Whale  0.5
Exp - Build  40
Exp - Kill  40
Galleon (Dock)
Statistics Normal ---- ---- ---- ----
Role Siege Trooper, Warship
Cost 300 Wood 500 Gold
Age Available Colonial
Hit points 1500 ---- ---- ---- ----
Pop. Use 1
Pop. Limit 3
Resists -75% vs. Ranged
Speed 8.5
LOS 26
Siege Damage (Area 1) (ROF 2.0) 50 ---- ---- ---- ----
Siege Damage vs. Artillery 25 ---- ---- ---- ----
Siege Range 0 to 20
Exp - Build  80
Exp - Kill  80
• Can train all units from the barracks or stable.  
Frigate (Dock)
Statistics Normal ---- ---- ---- Imperial
Role Warship
Cost 500 Wood 500 Gold
Age Available Fortress
Hit points 2000 ---- ---- ---- 3000
Pop. Use 1
Pop. Limit 3
Resists -75% vs. Ranged
Speed 7.5
LOS 34
Siege Damage (Area 1) (ROF 2.0) 90 ---- ---- ---- 135
Siege Damage vs. Artillery 45 ---- ---- ---- 67
Siege Range 0 to 30
Broadside Attack (Area 1) (ROF 0.05) 40 ---- ---- ---- 60
Broadside Attack vs. Ships (Area 1) 80 ---- ---- ---- 120
Broadside Attack Range 0 to 30
Exp - Build  100
Exp - Kill  100
Monitor (Dock)
Statistics Normal ---- ---- ---- Imperial
Role Siege Trooper, Warship
Cost 800 Wood 200 Gold
Age Available Industrial
Hit points 1200 ---- ---- ---- 1800
Pop. Use 1
Pop. Limit 2
Resists -75% vs. Ranged
Speed 6.5
LOS 38
Siege Damage (Area 3) (ROF 5.0) 80 ---- ---- ---- 120
Siege Damage vs. buildings 800 ---- ---- ---- 1200
Siege Range 0 to 36
Long Range Attack (Area 10) (ROF 20) 200 ---- ---- ---- 300
Long Range Damage vs. buildings 2000 ---- ---- ---- 3000
Long Range Attack Range 100        
Exp - Build  100
Exp - Kill  100
HERO / PETS
Explorer
Statistics Discovery Colonial[19] Fortress[20] Industrial[21] Imperial[22]
Role Infantry, CanSeeStealth, Gunpowder Trooper, Ranged Infantry, Hero
Age Available Always
Hit points 400 500 620 780 980
Pop. Use 0
Resists -10% vs. Ranged
Speed 4.5
LOS 18
Range Damage 12 15 18 23 23
Range Damage vs. Guardians 36 45 54 70 70
Range Damage vs. Villagers 3 3 4 5 5
Range 0 to 16
Melee Damage 6 8 9 12 12
Melee Damage vs. Guardians 18 22 27 35 35
Melee Damage vs. Villagers 1 1 2 2 2
Siege Damage 15 19 23 29 29
Siege Range 0 to 6
Sharpshooter (only treasure guardians) 750 938 1163 1463 1463
Crackshot (any infantry / cavalry) 5,000 6,250 7750 9750 9,750
Crackshot vs. MercType2 50 63 78 98 98
Modes Volley, Stagger, Melee, Defend, Stand Ground
Exp - Build  N/A
Exp - Kill  45
• Has the Spyglass ability which grants 18 LOS anywhere on the map.
• Navigator HC shipment grants +50% HP and damage, a dog, and +6 line of sight to spyglass.
• Bandeirantes Age 4 HC shipment increases explorer build limit +2 (total 3).  However, only 1 spyglass ability (they share one telescope).
• Can see stealth units.  
Explorer Dog (this dog cannot die)[23]
See "Unit - Pet Statistics" Worksheet
MISCELLANEOUS UNITS
Settler (Town Center)
Role Multi-purpose worker unit
Cost 100 Food
Age Available Colonial
Hit points 150 ---- ---- ---- ----
Pop. Use 1
Pop Limit 99
Resists -20% Hand Damage
Speed 4
LOS 14
Range Damage 3 ---- ---- ---- ----
Range Damage vs. Animal 12 ---- ---- ---- ----
Range Damage vs. Pets & Artillery 6 ---- ---- ---- ----
Range Damage vs. Settler 1.5 ---- ---- ---- ----
Range 0 to 12
Melee Damage 10 ---- ---- ---- ----
Siege Damage 5 ---- ---- ---- ----
Siege Range 0 to 6
Exp - Build  10
Exp - Kill  10
Fishing Boat (Dock)
Statistics Normal Vet Guard RG Imperial
Role Villager, Fishing Boat
Cost 100 Wood
Age Available Colonial
Hit points 200 ---- ---- ---- ----
Pop. Use 1
Pop. Limit 99
Resists -50% vs. Ranged
Speed 4
LOS 18
Exp - Build  10
Exp - Kill  10
Minutemen (Town Center)
Role Ranged Infantry, Infantry
Cost 150 Food & 150 Coin (6)
Colonial Defense = 400 Food & 400 Coin (12)
Age Available Discovery
Hit points* 200
Pop. Use 1 each
Pop. Limit 1 summon of 6 Minutemen/Town Center
Resists -20% Hand Damage
Speed 4
LOS 15
Range Damage 26
Range Damage vs. Siege Trooper 52
Range 0 to 12
Melee Damage 13
Range Damage vs. Siege Trooper 26
Siege Damage 5
Siege Range 0 to 6
Modes Volley, Stagger, Melee, & Defend
Exp - Build  N/A
Exp - Kill  N/A
• Hit points are lost at a rate of approximately 4HP per second.  1HP in ~50 seconds.
• Minutemen do not require any population space to be spawned, but take up 1 slot after called.

[1]
NOTE:
Added to guard upgrade.  Must pay this amount instead of 600W 600G.  Cannot split into 2 technologies but makes stronger soldiers. 
[2]
NOTE:
Light cavalry receives a x2 multiplier, but light cavalry is also cavalry, which receives a 0.75 multiplier.  The net result is 2 * 0.75 = 1.5. 
[3]
NOTE:
Light cavalry receives a x2 multiplier, but light cavalry is also cavalry, which receives a 0.75 multiplier.  The net result is 2 * 0.75 = 1.5. 
[4]
NOTE:
Light cavalry receives a x2 multiplier, but light cavalry is also cavalry, which receives a 0.75 multiplier.  The net result is 2 * 0.75 = 1.5. 
[5]
NOTE:
Light cavalry receives a x2 multiplier, but light cavalry is also cavalry, which receives a 0.75 multiplier.  The net result is 2 * 0.75 = 1.5. 
[6]
NOTE:
As long as the first unit being shot does not die, this amount of damage will be delivered.
[7]
NOTE:
As long as the first unit being shot does not die, this amount of damage will be delivered.
[8]
NOTE:
As long as the first unit being shot does not die, this amount of damage will be delivered.
[9]
NOTE:
This is nowhere close to the 300 guaranteed damage to infantry, in a greater area of effect, from a Falconet.

Falconets deal all their potential damage in one shot (and in a greater area of effect), regardless of the current HP of their target unit.
[10]
NOTE:
First upgrade is available in Age4. 
[11]
NOTE:
+25% hit points
+25% damage
[12]
NOTE:
+50% hit points
[13]
NOTE:
First upgrade is available in Age4. 
[14]
NOTE:
No automatic Upgrade for Fortress.
[15]
NOTE:
+25% hit points
[16]
NOTE:
+50% hit points
[17]
NOTE:
Light cavalry receives a x2 multiplier, but light cavalry is also cavalry, which receives a 0.75 multiplier.  The net result is 2 * 0.75 = 1.5. 
[18]
NOTE:
Light cavalry receives a x2 multiplier, but light cavalry is also cavalry, which receives a 0.75 multiplier.  The net result is 2 * 0.75 = 1.5. 
[19]
NOTE:
+25% hit points and damage.
[20]
NOTE:
+30% hit points and damage.
[21]
NOTE:
+40% hit points and damage.
[22]
NOTE:
+50% hit points.
[23]
NOTE:
Age 1 Navigator HC shipment grants +50% HP and damage, +6 line of sight to spyglass, and an explorer dog (also with +50% HP/damage).