I had a request for this page, b/c of my ROR page.
More about the Super Units follows
Britons
Super Unit(S.U.) Longbowman
Team Bonus(T.B.) Archery units train 20% faster
Town centers cost 50% less
Foot archers +1 range in Castle age,
and + 1 in Imperial age(Total +2 range)
Shepards work 25% faster
No camels, or gunpowder units
Byzantines
S.U. Cataphract
T.B. Monks heal 3X faster
Buildings +10% Hitpoints in Dark Age,
+20% in Feudal Age, +30 Castle Age, +40 Imp. Age
Camels, Skirmishers, Pikemen cost 25% less
Fire shihps +20% attack
Advance to Imperial Age cost 33% less
Celts
S.U. Woad Raider(William Wallace)
T.B. Seige Units train 20% faster
Infantry moves 15% faster
Lumberjacks work 15% faster
Seige weapons fire 20% faster
Sheep not converted in in a units LOS
No camels, or gunpowder units
Chinese
S.U. Chu Ko Nu
T.B. Farms +45 food
Start with +3 , but -150 food
Technologies cost 10% less in Feudal age,
15% less Castle, 20% less Imperial
Town centers support 10 population
Demelotion ships +50% hit Points
No Gunpowder units
Franks
S.U. Throwing Axmen
T.B. Knights +2 LOS
Castles cost 25% less
Knights +20% HP
Farm upgrades free
No camels
Goths
S.U. Huskarl
T.B. Barracks train 20% faster
Infantry cost 10 less Feudal, 15%
less Castle, 25% less Imperial
Villagers +5 attack vs Boar
+10 pop limit in Imperial age
No camels, stone walls
S.U. Mangudai
T.B. Scout and Light Cavalry +2 LOS
Cavalry Archers +20% Rate of Fire
Light Cavalry +30% HP
Hunters work 50% faster
No gunpowder units
Persians
S.U. War Elephant
T.B. knights +2 attack vs archers
Start with +50 wood and food
Town centers and docks 2x HP, work rate
+10% feudal, +15 Castle, +20 Imperial
Sacrens
S.U. Mameluke
T.B. Foot Archers +1 attack vs buildings
Market trade cost only 5%
Transport ships 2XHP, 2X passenger cap
Galleys attack 20% faster
cav Archers +3 attack vs buildings
Teutons
S.U. Teutonic Knight
T.B. Units more restiant to conversion
Monks heal from 2x as far
Towers hold 2x units, fire 2x normal arrows
Murder holes free
Farms cost 33% less
Towncenters +2 attack, +5 range
No camels
Turks
S.U. Janissary
powerful at close attack, inaccurate far attack
T.B. Gunpowder units train 20% faster
Gunpowder units have +50% HP
Gunpowder techs cost 50% lerss
Gold miners work 15% faster
Chemistry free
Light cavalry upgrade free
No onager, or seige engineers
Vikings
S.U. Longboat and Berserk
Only civ with 2 Super Units
T.B. Docks cost 33% less
Warships cost 20% less
infantry +10% Hp feudal,
+15 castle, +20 Imperial
Wheelbarrow, hand cart free
No gunpowder units, camels
Gunpowder units are Hand cannoneers, and Bombard cannons
SUPER UNITS
Britons || Longbowmen
Powerful with exceptional range
Counter with Skirmishers, Knights, Mangonels, Woad Raiders, Huskarls, Cataphracts
Not Barracks units, Cav Archers, Monks, Teutonic Knights, War Elephants
Byzantine || Cataphract
Heavily armored, attack bonus vs infantry
Counter with Knights, Camels, Mamelukes
Not Swordsmen, archers, seige weapons
Celts || Woad Raiders
Exceptionally quick infantry unit
Counter with Archers, Scorpions, Cav archers, Mangonels, Cataphracts
Not Skirmishers, Camels, Light Cav, barracks units
Chinese || Chu Ko Nu
mediocre range, but awesome power, fires arrows very quickly
Counter with Skirmishers, Knights, Huskarls, Janissaries
Not Barracks units, Tuetonic Knights, War Elephants, Cav Archers
Franks || Throwing Axmen
Powerful ranged attack, almost infantry
Counter with Archers
Not Barracks units, Skirmishers
Goths || Huskarl
Infantry that is virtually immune to archer fire
Counter with Swordsmen, not archers
Japanese || Samurai
infantry unit with fast attack, attack bonus vs Super Units
Counter with Archers, not Infantry or Super Units
Mongols || Mangudai
Cavalry Archer with attack bonus vs Seige
Counter with Archers, Skirmishers, Light Cav
Not Swordsmen, Monks, Tuetonic Knight, War Ele, Seige
Persians || War Elephants
Slow, well armored, causes area damage
Counter with Pikemen, Camels, Monks, Mamelkes(Range Units)
Not Infantry, cavalry
Sacrens || Mamelukes
Camel with ranged attack, excels vs other mounted units
Counter with Archers, Janissaries, Hand cannoneers, Pikemen
Not Cav Archers, Knights
Tuetons || Teutonic Knight
Slow moving, powerful, armor recieves benefits of infantry upgrades
Counter with Archers, Monks, scorpions, Mangonels
Not Barracks units, Stable units
Turks || Janissaries
Hand Cannon with longer and no min range,
powerful, but innaccurate at range
Counter with Archers Mangonels
Not Barracks units, Monks, Tuetonic Knight
Vikings || Longboat || Berserk
Only civ with 2 Super Units
Longboat
Excelent for controlling those important fishing grounds
Counter with Bombard cannons, fire ships, Demolition ships
Not Cannon Galleys
Berserk
infantry unit that slowly heals itself
Counter with Archers Scorpions, Mangonols, Cataphract
Not Skirmishers, Light Cav, Camels