Summary
Debuting all the way back in 1991, theCivilizationfranchise has seen its fair share of change over the years. While eachCivilizationentry is better known for iterating than innovating, that has led to some major additions over the years, leadingCivilization 6to be the biggest game in franchise history by quite a ways. This is especially true when it comes to the sheer number of units on offer, withCivilization 6offering well over 50 military units in total across all Civilizations, and at least another 20 secondary unit types.
At this point in time, it seems likely that the upcomingCivilization 7will be yet another iterative entry in the franchise, meaning that fans probably won’t see any groundbreaking changes from the sequel, but it also means thatCivilization 7will probably be the biggest game in the franchise to date when all is said and done, continuing to add onCiv 6’s great formulajust as it added ontoCiv 5’s. But sometimes bigger doesn’t mean better, and there are a handful of unit types thatCivilization 7might want to leave behind.

Units That Don’t Need to Return in Civilization 7
The Chariot
Theearly-game in an averageCivilizationmatchcan often be the most pivotal hour in the entire game. At this time, players are determining their strategies, putting long-term plans into place, and trying to use their starting resources as efficiently as possible. It’s in this period where many ofCivilization’s worst units can be found. The Chariot, for instance, is one of the worst early-game units inCivilizationdue to just how expensive it is, and how little it offers in exchange. Chariots don’t offer much more combat strength than a standard Warrior, and they can be easily countered with Spearmen, a unit that most players are going to have early on.
The Quadrireme
A very similar case to the Chariot,Civilization’s Quadriremeis another unit that doesn’t need to make it over toCivilization 7. While the Chariot at least offers more combat strength than the Warrior, the Quadrireme is actually weaker than the Galley, making it practically defenseless from the get-go. In theory, the Quadrireme’s weaker strength is meant to be a trade-off to allow it to fire upon land units and fortifications, but its range rarely allows that to happen effectively.
Warrior Monks
A pretty divisive unit, Warrior Monks can technically be an absolute powerhouse inCivilization’s mid-gameif they have the right upgrades, but it’s actually acquiring this unit that’s the issue. Costing a whopping 200 Faith to create, many players simply won’t have enough resources to build and maintain a large enough Warrior Monk force. The only scenario in which Warrior Monks are truly viable is if the player is focusing solely on a religious/domination victory, which is pretty niche.
The Ranger
It’s a well-known fact amongtheCivilizationcommunitythat recon units are and always have been a bit useless, and the Ranger exemplifies this. While the starting Scout is an invaluable early-game unit that’s necessary for scouring the globe and grabbing quick bonuses, the Ranger doesn’t appear until the Industrial Age, when the vast majority of players have already scouted most of the map, rendering the Ranger’s main purpose null and void.