The data in the tables below comes from Manny, Charlie ( http://www.anno-zone.de/Charlie/index.html ), Gamestar July 1998, and http://www.anno1602.de/ . The first table shows the requirements and costs of military units:

Military Unit Requirements and Costs
Unit Population Requirement Cost Tools Wood Bricks Cloth Swords Muskets Cannon Upkeep Training Time** Cargo
Towers
Brick 200 Settler 300 2 1 6 2 5
Wooden 200 Settler 200 2 7 2 5
Ground Units
Canoneer 400 Citizen 2 14 200/140/100
Cavalry 200 Settler 3 8 200/140/100
Infantry 200 Settler 3 5 200/140/100
Musketeer 400 Merchnt 4 10 200/140/100
Ships***
Large Trading 500 Merchnt 520 45 5 10 -/105 300
Large Warship 500 Merchnt 900 60 7 14 -/140 400
Small Trading 120 Settler 400 25 3 6 120/65 200
Small Warship 120 Settler 600 32 4 8 150/100 150

** Training times in seconds for soldiers are given as Castle/Large Castle/Fort. Training (construction) times in seconds for ships are given as Small shipyard/Large shipyard.
*** Ships may not be built before this population requirement is met, but they may be purchased from other players without meeting a population requirement.

The second table shows relative military strength and performance:

Military Unit Strength and Performance
Unit Hit Points Strength Attack Interval Reach Cannon Speed (Empty/Full)
Towers
Brick 55 4.0 3.0 8 squares 2
Wooden 37 4.0 3.0 8 squares 2
Ground Units
Cannoneer 12 7.0 4.5 7 squares 2
Cavalry 18 1.6 1.0 Man to Man
Infantry 20 1.0 0.8 Man to Man
Musketeer 15 2.4 2.0 4 squares
Ships
Large Trading 80 4 1 7-8 10 80/48
Large Warship 120 7.0 2 7-8 14 120/72
Pirate 95 4 1 7-8 10* 90/54
Small Trading 50 4 2 7-8 6 100/60
Small Warship 65 4 2 7-8 8 110/66

"Attack Interval" is the interval between shots, in seconds. Ship speeds are indexed relative to an empty small trading ship (100). * The 10 cannon value for pirate ships is attributed to Falke, and should be regarded as a maximum. Frieden comments: "Depending on the scenario you play, the arming may differ."