This normally takes a few upgrades, so this is a great unit for the early stages of the late game. This is a decent unit, but it’s obsolete quite quickly.
Unique Unit: Minuteman: Ignore terrain movement costs. Comments: America’s 1 sight for land units should not be underestimated when it comes to exploration or preventing Barbarians from spawning near your territory.
A city surrounded by units which are supported by one or two Siege Towers will only survive under the most fortunate circumstances. A faster cavalry unit designed to overwhelm your opponent with. The hussar is a dangerous unit, flanking comes very easy and combined with some promotions and a Great General, Austria can become close to unstoppable.
Combined with the ability to outright steal technologies, your main focus should be on your military forces and expanding through conquest. Special Ability: Sacrificial Captives: Gives culture for each enemy unit killed.
The former owner must already have discovered the technology, this must occur through military conquest and can only happen once per city. Is a melee siege unit rather than ranged, but does not require set-up. Once filled, this gives 10XP to any units trained in the city. Rush to Siege Tower technology and if you can get your Siege Towers in range of enemy cities, you’re pretty much unstoppable. This ability allows Austria to absorb a City-State completely, taking over all buildings, units, unique resources – everything.
Strength 12, Cover I promotion (ranged defense), 1 to sight, 200% bonus vs Cities and most important of all: any units within 2 hexes gain 50% attack bonus vs Cities. These units are devastating to cities and if supported with the right units are close to unstoppable as they can turn mediocre siege units into more than adequate ones. As long as you can sustain this with your happiness and gold income, you can make huge leaps forward in terms of economic and production power.
I still wanted to have such a list, so I decided to make it myself instead.