Promotions
Civilization 4 units earn experience points (XP) by winning battles and spend them on promotions such as Combat I to V (+10% Strength each), City Raider, City Garrison, Drill, Medic and Blitz. The first promotion comes at 2 XP, then 5, 10 and 17, attacking earns twice the XP of defending, and Barracks and other buildings give new units free experience.
Units in Civilization 4 gain experience points (XP) when they win battles and spend them on promotions: the first promotion comes at 2 XP, the second at 5, the third at 10 and the fourth at 17, per the Civilization 4 manual (p. 44), and there is no limit to how many a unit can take. Each promotion is a permanent bonus, such as +10% Strength from Combat I or +20% city attack from City Raider I, and which ones a unit can take depends on its category. Soren Johnson, the lead designer, writes in the manual's afterword (p. 183) that the system borrowed RPG leveling: "A swordsman with the City Raider promotion could become a city-killer."
Quick facts
| XP for promotions | 2, 5, 10, 17 and so on |
| Attacking | Twice the XP of defending |
| No XP | For defeating non-combat units; from animals past 5 XP; from barbarians past 10 XP |
| Free XP for new units | Barracks, Vassalage, Theocracy, Stable, Drydock, West Point, the Pentagon, a Great Military Instructor |
| Limit | None on the number of promotions |
| Promotions in the base manual | 41 |
| Great General promotions | Combat VI, Medic III, Tactics, Leadership, Morale (Warlords) |
| Beyond the Sword | Woodsman III; air promotions Interception, Range, Ace |
Sources: Civilization 4 manual, pp. 43-45 and 136-145; Warlords manual, pp. 11, 33, 103-104; Beyond the Sword manual, pp. 23, 26.
Earning experience
A unit earns more XP for beating a stronger opponent than a weaker one, and twice as much for winning an attack as for winning a defense, the Civilization 4 manual (p. 44) explains. It earns nothing for capturing Settlers or Workers. Animals stop giving XP once a unit has 5, and barbarians once it has 10, so a unit cannot be leveled far on them.
When a unit has enough XP, the promotions it can take appear among its action buttons; one click picks a promotion, per the manual (p. 45). Charismatic leaders need 25% fewer XP for each promotion, per the Beyond the Sword manual (p. 11); see Leader Traits. In Warlords, a Great General's Leadership promotion adds +50% to the XP its unit earns in combat.
Free experience for new units
| Source | Free XP | Note |
|---|---|---|
| Barracks | 3 | The Warlords manual (p. 104): patch 1.61 cut it from 4 to 3 and the cost from 60 to 50; the base manual's text says 2 |
| Vassalage civic | 2 | All new units |
| Theocracy civic | 2 | Units built in cities with the State Religion |
| Stable | 2 | Mounted units (Warlords) |
| Drydock | 4 | Naval units; also builds ships 50% faster |
| Airport | 3 | Air units (Beyond the Sword) |
| Great Military Instructor | 2 | A Great General settled in the city (Warlords) |
| The Pentagon | 2 | World wonder; new units in all cities |
| West Point | 4 | National wonder; new units in its city |
| Red Cross | Medic I | National wonder; units built in its city start with the promotion |
Sources: Civilization 4 manual, pp. 45, 123 and charts pp. 210-215; Warlords manual, pp. 11, 33, 104; Beyond the Sword manual, p. 45.
Barracks, Vassalage and Theocracy add up, the manual (p. 45) says, so a unit built in a city with all three starts with 6 or 7 XP (depending on the Barracks rule above), already enough for two promotions. Two leader traits hand out promotions instead: Aggressive gives melee and gunpowder units a free Combat I, and Protective gives archery and gunpowder units free City Garrison I and Drill I, per the Civilization 4 manual (p. 159) and the Beyond the Sword manual (p. 11). The Heroic Epic and West Point both need a unit of a certain level before they can be built; see National Wonders and Projects.
Every promotion
| Promotion | Available to | Needs | Effect |
|---|---|---|---|
| Combat I to V | Recon, archery, mounted, melee, siege, gunpowder, armored, helicopter, naval | The level before | +10% Strength each; IV also heals 10% more per turn in neutral lands, V in enemy lands |
| Accuracy | Siege | Barrage I | +10% city bombard damage |
| Ambush | Siege, gunpowder, armored, helicopter | Combat II | +25% vs armored units |
| Amphibious | Recon, archery, mounted, melee, siege, gunpowder | Combat II | No penalty attacking from the sea or across a river |
| Barrage I | Siege, armored | none | +20% collateral damage |
| Barrage II | Armored | Barrage I | +30% collateral damage; +10% vs melee |
| Barrage III | Armored | Barrage II | +50% collateral damage; +10% vs gunpowder |
| Blitz | Mounted, armored, helicopter | Combat III | Can attack several times per turn |
| Charge | Mounted, melee, armored, helicopter | Combat II | +25% vs siege weapons |
| City Garrison I / II / III | Archery, gunpowder | The level before | +20% / +25% / +30% city defense; III also +10% vs melee |
| City Raider I / II / III | Melee, siege, armored | The level before | +20% / +25% / +30% city attack; III also +10% vs gunpowder |
| Commando | Recon, archery, mounted, melee, gunpowder, armored | Combat IV | Can use enemy roads |
| Cover | Melee, gunpowder | Combat I | +25% vs archery units |
| Drill I | Archery, siege, armored, helicopter, naval | none | +1 first strike chance |
| Drill II | Same | Drill I | 1 extra first strike; 20% collateral damage protection (patch) |
| Drill III | Same | Drill II | +2 first strike chances; 20% more collateral damage protection (patch) |
| Drill IV | Same | Drill III | 2 first strikes; +10% vs mounted; 20% more collateral damage protection (patch) |
| Flanking I | Mounted, armored, helicopter, naval | none | +10% withdrawal chance |
| Flanking II | Same | Flanking I | +20% withdrawal chance; immune to first strikes |
| Formation | Archery, mounted, melee, gunpowder | Combat II | +25% vs mounted units |
| Guerilla I / II | Recon, archery, gunpowder | The level before | +20% / +30% hills defense; II also double movement in hills |
| Guerilla III | Same | Guerilla II | +25% attacking into hills (added by patch) |
| March | Recon, archery, mounted, melee, siege, gunpowder | Medic I | Heals while moving |
| Medic I | Recon, archery, mounted, melee, siege, gunpowder, naval | Combat I | +10% healing per turn for units in the same tile |
| Medic II | Same | Medic I | +10% healing for units in the same and adjacent tiles |
| Mobility | Mounted, armored | Flanking II | Every terrain costs 1 move |
| Navigation I / II | Naval | The level before | +1 movement each |
| Pinch | Mounted, gunpowder, armored, helicopter | Combat I (and Gunpowder, by patch) | +25% vs gunpowder units |
| Sentry | Recon, mounted, helicopter, naval | Combat III | +1 visibility range |
| Shock | Archery, mounted, melee, siege | Combat I | +25% vs melee units |
| Woodsman I / II | Recon, melee, gunpowder | The level before | +20% / +30% jungle and forest defense; II also double movement there |
| Woodsman III | Same | Woodsman II | +2 first strikes; +50% attack in jungle and forest (Beyond the Sword) |
Source: Civilization 4 manual, pp. 136-145, with the patch changes from the Warlords manual, pp. 103-104 and Woodsman III from the Beyond the Sword manual, p. 26. The Drill wording is the manual's own.
Since the patches in Warlords, City Garrison and City Raider also count when a unit defends or attacks a Fort, per the Warlords manual (p. 104).
Great General promotions (Warlords)
A unit led by a Great General can take five promotions no other unit can, per the Warlords manual (p. 11):
| Promotion | Effect |
|---|---|
| Combat VI | +25% Strength |
| Medic III | +15% healing for units in the same and adjacent tiles |
| Tactics | +30% chance to withdraw from a losing battle |
| Leadership | +50% experience from combat |
| Morale | +1 movement |
Source: Warlords manual, p. 11.
A Great General appears once your units have earned enough combat experience, tracked on the Military Advisor screen (F5). Attaching him to a unit as a Warlord splits 20 XP evenly among the military units in his tile, and the unit he leads also upgrades for free and keeps all its experience; he can instead settle in a city as a Great Military Instructor (+2 XP for its new units) or build a Military Academy (+25% military production), per the Warlords manual (pp. 10-11). Beyond the Sword raised the experience needed for each Great General, per its manual (p. 45). More on Great Generals is on Great People.
Air promotions (Beyond the Sword)
In Beyond the Sword, air units fight interceptors the way land units fight, and so earn experience and promotions of their own: Combat, Pinch and Ambush, plus three new ones, per the Beyond the Sword manual (p. 23). Interception raises the chance of intercepting enemy aircraft (SAM Infantry, Mobile SAM and Mechanized Infantry can take it too), Range extends a unit's range, and Ace raises its chance to evade. The manual gives no percentages for them.
Who can take what
The categories decide the roles. City Raider is open only to melee, siege and armored units, and City Garrison only to archery and gunpowder units, the Civilization 4 manual (pp. 138-139) shows; Barrage and Accuracy belong to siege (and, for Barrage, armored) units, and Navigation only to ships. Johnson's afterword (p. 183) gives two examples of one unit type made into different tools: a swordsman with City Raider becoming a "city-killer", and a pikeman with Medic that guards a stack against knights and also heals the wounded units in it. Combat explains how the bonuses enter a battle, and Units gives each unit's category.
Frequently asked questions
How much experience do you need for a promotion in Civ 4? A Civ 4 unit takes its first promotion at 2 XP, its second at 5, its third at 10 and its fourth at 17, per the Civilization 4 manual (p. 44); Charismatic leaders need 25% less.
What does City Raider do in Civ 4? City Raider I, II and III give melee, siege and armored units +20%, +25% and +30% Strength when attacking cities, and City Raider III adds +10% against gunpowder units, per the Civilization 4 manual (pp. 138-139).
What does the Combat promotion do in Civ 4? Each Combat promotion from I to V adds +10% Strength in Civilization 4, and Combat IV and V also speed healing in neutral and enemy lands, per the manual (pp. 139-140). A Great General's unit can add Combat VI for +25%.
What does Drill do in Civ 4? Drill gives Civ 4's archery, siege, armored, helicopter and naval units extra first strikes, Drill IV adds +10% against mounted units, and since the Warlords-era patches Drill II, III and IV each give 20% protection from collateral damage, per the Warlords manual (p. 103).
What does Medic do in Civ 4? Medic I heals units in the same tile 10% more per turn in Civilization 4, Medic II extends that to adjacent tiles, and Warlords' Medic III gives +15%, per the Civilization 4 manual (p. 143) and the Warlords manual (p. 11).
How much experience do Barracks give in Civ 4? Barracks give new units 3 XP after patch 1.61 (4 before it), per the Warlords manual (p. 104); the base Civilization 4 manual's text says 2.
Is there a limit to promotions in Civ 4? No: the Civilization 4 manual (p. 44) says there is no limit to the number of promotions a unit can receive.
Sources
- Sid Meier's Civilization IV manual, 2K Games and Firaxis Games, 2005
- Civilization IV: Warlords manual, 2K Games and Firaxis Games, 2006
- Civilization IV: Beyond the Sword manual, 2K Games and Firaxis Games, 2007
Photos
See also
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Leader TraitsEvery Civilization 4 leader has two of 11 traits: Aggressive, Creative, Expansive, Financial, Industrious, Organized, Philosophical and Spiritual from the base game, and Charismatic, Imperialistic and Protective from Warlords. Each gives a standing bonus and builds some buildings at double speed. -
National Wonders and ProjectsIn Civilization 4 every civilization can build each national wonder once (Heroic Epic, National Epic, Wall Street, Oxford University and the rest), and each city can hold only two of them. Projects are big one-time builds: the Manhattan Project enables nukes for everyone, the Apollo Program unlocks the spaceship parts, the Internet grants techs and SDI intercepts nukes. - Great PeopleGreat People in Civilization 4 are powerful one-use units born in a city once it collects enough Great People points from specialists and wonders: the first costs 100 points, the second 200. The base game has five kinds (Prophet, Artist, Scientist, Merchant, Engineer); Warlords added the Great General and Beyond the Sword the Great Spy.
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CombatCombat in Civilization 4 compares the attacker's and the defender's Strength after modifiers (terrain, fortification, city and culture defense, promotions, bonuses against unit types); equal Strength means even odds and double Strength 2 to 1, and the loser is destroyed unless it withdraws. Any number of units can share a tile, the best defender always fights, and siege units' collateral damage is the answer to the stack. -
UnitsEvery Civilization 4 unit has one Strength value, a number of moves and often bonuses against other unit types, in 11 categories from recon and melee to armored and air. Strength runs from 1 or 2 for the first units to 40 for Modern Armor and the Battleship, and Firaxis counted 89 units in the base game. -
BuildingsCivilization 4's buildings add yields, happiness, health, culture, defense and specialist slots to the city that builds them, such as the Granary (60 hammers, keeps half the food after growth), the Library (90, +25% research and 2 Scientists) and the Courthouse (120, halves the city's maintenance). The base manual's early order is a Warrior, an explorer, a Worker and a Settler, then Barracks and Walls.