Unique Units and Buildings
Every Civilization 4 civilization has one unique unit that replaces a standard unit, such as Rome's Praetorian in place of the Swordsman, and since Warlords one unique building that replaces a standard building, such as Rome's Forum in place of the Market: 34 of each with both expansions.
Every civilization in Civilization 4 has one unique unit that replaces a standard unit (Rome's Praetorian is its Swordsman) and, since Warlords, one unique building that replaces a standard building (Rome's Forum is its Market), so a full Beyond the Sword game has 34 of each. The base manual gave each of its 18 Civilizations a unique unit, and Warlords added unique buildings because "each civilization (new and existing) has a special building that only it possesses" (Warlords manual, p. 16). A unique unit or building takes the standard one's place in that civilization's build list: the Romans never build Swordsmen, and nobody else can build a Praetorian.
Quick facts
| Unique units | 34 with both expansions, one per civilization |
| Unique buildings | 34, one per civilization, since Warlords |
| Earliest unique unit | Quechua, the Inca's Warrior (strength 2, cost 15) |
| Latest unique unit | Panzer, Germany's Tank (strength 28) |
| Unit stats source | Warlords manual reference charts (patch 1.61 rules) |
| Beyond the Sword's 10 | Names and replaced items only in its manual; stats in the Civilopedia |
Unique units
The table gives each unique unit's strength, moves and production cost from the Warlords manual's reference charts, which reflect the base game after patch 1.61, beside the standard unit it replaces. See Units for every standard unit and Combat for how strength and first strikes work.
| Unique unit | Civilization | Replaces | Strength / Moves / Cost | Standard unit | Requires | Abilities |
|---|---|---|---|---|---|---|
| Quechua | Inca | Warrior | 2 / 1 / 15 | 2 / 1 / 15 | Nothing | +25% city defense, +100% vs archery, starts with Combat I |
| Fast Worker | India | Worker | 0 / 3 / 60 | 0 / 2 / 60 | Nothing | Improves tiles; 3 moves |
| Skirmisher | Mali | Archer | 4 / 1 / 25 | 3 / 1 / 25 | Archery | 1-2 first strikes, +50% city defense, +25% hills defense |
| Phalanx | Greece | Spearman (Axeman in Beyond the Sword) | 5 / 1 / 35 | 4 / 1 / 35 | Hunting; copper or iron | +25% hills defense, +100% vs mounted |
| Impi | Zulu | Spearman | 4 / 2 / 35 | 4 / 1 / 35 | Hunting; copper or iron | +100% vs mounted, starts with Mobility |
| War Chariot | Egypt | Chariot | 5 / 2 / 25 | 4 / 2 / 25 | The Wheel; horses | Immune to first strikes, 10% withdraw, +50% vs Axemen |
| Immortal | Persia | Chariot | 4 / 2 / 25 | 4 / 2 / 25 | The Wheel; horses | 30% withdraw, +50% vs archery |
| Praetorian | Rome | Swordsman | 8 / 1 / 45 | 6 / 1 / 40 | Iron Working; iron | None listed |
| Jaguar | Aztecs | Swordsman | 5 / 1 / 35 | 6 / 1 / 40 | Iron Working; no resource | +25% jungle defense, +10% city attack |
| Gallic Warrior | Celts | Swordsman | 6 / 1 / 40 | 6 / 1 / 40 | Iron Working; iron | +10% city attack, starts with Guerilla I |
| Hwacha | Korea | Catapult | 5 / 1 / 40 | 5 / 1 / 40 | Construction | 25% withdraw, collateral damage, +50% vs melee |
| Keshik | Mongols | Horse Archer | 6 / 2 / 50 | 6 / 2 / 50 | Horseback Riding, Archery; horses | 1 first strike, ignores terrain costs, +50% attacking catapults |
| Numidian Cavalry | Carthage | Horse Archer | 5 / 2 / 50 | 6 / 2 / 50 | Horseback Riding, Archery; horses | Immune to first strikes, 30% withdraw, +50% vs melee |
| Cho-Ko-Nu | China | Crossbowman | 6 / 1 / 60 | 6 / 1 / 60 | Machinery, Archery; iron | 2 first strikes, collateral damage, +50% vs melee |
| Samurai | Japan | Maceman | 8 / 1 / 70 | 8 / 1 / 70 | Civil Service, Machinery; iron | 2 first strikes, +50% vs melee; Drill I in Beyond the Sword |
| Berserker | Vikings | Maceman | 8 / 1 / 70 | 8 / 1 / 70 | Civil Service, Machinery; copper or iron | +50% vs melee, +10% city attack, starts with Amphibious |
| Camel Archer | Arabia | Knight | 10 / 2 / 90 | 10 / 2 / 90 | Guilds, Horseback Riding, Archery | Immune to first strikes, 25% withdraw, needs no horses or iron |
| Conquistador | Spain | Knight | 10 / 2 / 90 | 10 / 2 / 90 | Guilds, Horseback Riding; iron, horses | Immune to first strikes, +50% vs melee |
| Musketeer | France | Musketman | 9 / 2 / 80 | 9 / 1 / 80 | Gunpowder | 2 moves |
| Janissary | Ottomans | Musketman | 9 / 1 / 80 | 9 / 1 / 80 | Gunpowder | +25% vs archery, mounted and melee |
| Redcoat | England | Rifleman | 16 / 1 / 110 | 14 / 1 / 110 | Rifling | +25% vs mounted, +25% vs gunpowder |
| Cossack | Russia | Cavalry | 15 / 2 / 120 | 15 / 2 / 120 | Military Tradition, Gunpowder, Horseback Riding; horses | 30% withdraw, +50% attacking cannon, +50% vs mounted |
| Navy SEAL | America | Marine | 24 / 1 / 160 | 24 / 1 / 160 | Industrialism, Rifling | 1-2 first strikes, +50% attacking machine guns and artillery, Amphibious and March |
| Panzer | Germany | Tank | 28 / 2 / 180 | 28 / 2 / 180 | Industrialism, Rifling; oil | +50% vs armored, starts with Blitz |
Sources: Warlords manual, reference charts pp. 119-128 and civilization entries pp. 18-33; Beyond the Sword manual, p. 45 (Phalanx and Samurai changes). The Warlords manual disagrees with itself on two units: its Berserker text (p. 31) says +50% vs melee where its chart says +5%, and its Numidian Cavalry text (p. 19) gives strength 4 where the chart gives 5.
The Beyond the Sword unique units
The ten civilizations of Beyond the Sword brought ten more unique units, which its manual (pp. 28-30) names without stats: Babylon's Bowman (Archer), Byzantium's Cataphract (Knight), the Dutch East Indiaman (Galleon), Ethiopia's Oromo Warrior (Musketman), the Holy Roman Landsknecht (Pikeman), the Khmer Ballista Elephant (War Elephant), the Mayan Holkan (Spearman), the Native American Dog Soldier (Axeman), the Portuguese Carrack (Caravel) and the Sumerian Vulture (Axeman). Their strengths and abilities are in the in-game Civilopedia.
Unique buildings
Unique buildings arrived with Warlords for all 24 civilizations of that version. The table gives each one's cost and effects as the Warlords manual (pp. 17-33) prints them; see Buildings for the standard buildings they replace.
| Unique building | Civilization | Replaces | Cost | Effects |
|---|---|---|---|---|
| Ikhanda | Zulu | Barracks | 60 | New units +3 experience; -20% city maintenance |
| Obelisk | Egypt | Monument | 30 | +1 culture; 2 priests |
| Terrace | Inca | Granary | 60 | +2 culture; keeps 50% of food after growth; +1 health from corn, rice, wheat |
| Trading Post | Vikings | Lighthouse | 60 | Free Navigation I for new ships; +1 food on water tiles |
| Dun | Celts | Walls | 50 | +50% defense (not vs gunpowder); free Guerilla I for units built there |
| Ger | Mongols | Stable | 60 | New mounted units +4 experience |
| Madrassa | Arabia | Library | 90 | +4 culture; +25% research; 2 priests and 2 scientists |
| Pavilion | China | Theater | 50 | +3 culture; +25% culture; +1 happiness per 10% culture rate; 2 artists; +1 happiness from dye |
| Odeon | Greece | Colosseum | 120 | +3 culture; +1 happiness per 20% culture rate; 2 artists; +1 happiness from hit singles |
| Hammam | Ottomans | Aqueduct | 100 | +2 happiness, +2 health |
| Sacrificial Altar | Aztecs | Courthouse | 120 | -50% maintenance; half the anger from sacrificing population |
| Forum | Rome | Market | 150 | +25% gold; +25% Great Person birth rate; 2 merchants |
| Mint | Mali | Forge | 120 | +25% production; +10% wealth; 1 engineer; +1 happiness from gems, gold, silver |
| Cothon | Carthage | Harbor | 100 | +1 trade route; +50% trade route yield; +1 health from clam, crab, fish |
| Citadel | Spain | Castle | 100 | +50% defense; -50% bombard damage; +2 experience for siege units; +1 trade route until Economics |
| Apothecary | Persia | Grocer | 150 | +2 health; +25% wealth; 2 merchants |
| Stock Exchange | England | Bank | 200 | +65% wealth |
| Salon | France | Observatory | 150 | +25% research; 1 free artist; 1 scientist |
| Seowon | Korea | University | 200 | +3 culture; +50% research |
| Mausoleum | India | Jail | 120 | -25% war weariness; +2 happiness; more Great Prophets |
| Shopping Mall | America | Supermarket | 150 | +10% wealth; +1 health from cow, deer, pig, sheep; +1 happiness from hit musicals, singles, movies |
| Assembly Plant | Germany | Factory | 250 | +25% production, +50% more with power; 4 engineers |
| Shale Plant | Japan | Coal Plant | 150 | +10 production; provides power |
| Research Institute | Russia | Laboratory | 250 | +25% research; +50% spaceship production; 2 free scientists |
Source: Warlords manual, pp. 17-33 and charts pp. 129-135. The manual's charts differ from its text for three buildings: the Sacrificial Altar costs 90 in the chart, the Seowon gives +35% research and the Shale Plant +10% production. The game spells the building the Pavilion replaces "Theatre".
Beyond the Sword changed two of these. Its manual uses the Apothecary as its example: it "provides an additional +2 health in the city in which it is constructed, while the Grocer doesn't" (p. 27). It also makes Monuments and Obelisks obsolete with Astronomy (p. 45); the Warlords manual has the Obelisk going obsolete with Calendar.
The Beyond the Sword unique buildings
Beyond the Sword's ten civilizations have these unique buildings, named in its manual (pp. 28-30), which leaves their effects to the Civilopedia: Babylon's Garden (Colosseum), Byzantium's Hippodrome (Theater), the Dutch Dike (Levee), Ethiopia's Stele (Monument), the Holy Roman Rathaus (Courthouse), the Khmer Baray (Aqueduct), the Mayan Ball Court (Colosseum), the Native American Totem Pole (Monument), the Portuguese Feitoria (Market) and the Sumerian Ziggurat (Courthouse).
The early unique units
The Praetorian is the strongest of the ancient unique units on paper: strength 8 against the Swordsman's 6, for 45 production against 40, per the Warlords charts. Patch 1.61 raised its cost, which was 40 in the base manual's unit chart, as the Warlords manual's update list (p. 103) records. Its chart lists no special ability, so it gives up the Swordsman's +10% city attack.
The War Chariot is Egypt's Chariot with strength 5 instead of 4, immune to first strikes. Patch 1.61 gave all Chariots +50% against Axemen and cut their withdrawal chance to 10% (Warlords manual, p. 103); the base manual had given the War Chariot 20%. Persia's Immortal keeps the Chariot's strength 4 but withdraws 30% of the time and gets +50% against archery units.
The Quechua is the earliest unique unit, available from turn one: a Warrior with +100% against archery that, since patch 1.61, starts with Combat I (Warlords manual, p. 103). India's Fast Worker, the other unit needing no technology, improves tiles with 3 moves instead of 2.
The Jaguar trades strength for convenience: strength 5 against the Swordsman's 6, but it needs no iron, and patch 1.61 cut its cost from 40 to 35 (Warlords manual, p. 103; base manual chart). It also defends +25% in jungle.
The Greek Phalanx is a strength 5 Spearman with +25% hills defense. Beyond the Sword moved it: the Phalanx "now replaces Axemen" and begins with the March promotion (Beyond the Sword manual, p. 45). The Zulu Impi is a Spearman with 2 moves and Mobility, and the Mongol Keshik a Horse Archer that ignores terrain movement costs.
The later unique units
The later unique units mostly add an ability rather than strength. The French Musketeer is a Musketman with 2 moves; the English Redcoat is a Rifleman with strength 16 instead of 14 and +25% against gunpowder; the Russian Cossack is a Cavalry with +50% against mounted units, after patch 1.61 set it at strength 15 (the base manual's chart says 18). The American Navy SEAL and the German Panzer arrive in the industrial era with first strikes and +50% against armored units respectively (Warlords charts).
Frequently asked questions
Does every civilization in Civ 4 have a unique unit? Yes: each of Civilization 4's 34 civilizations has one unique unit that replaces a standard unit, such as the Aztec Jaguar in place of the Swordsman. Since Warlords each also has one unique building.
What is the best unique unit in Civ 4? No official source ranks Civilization 4's unique units. By the numbers in the Warlords manual, the Praetorian has the largest strength gain over the unit it replaces among the ancient ones (8 against 6), while the Quechua and Fast Worker need no technology at all.
What does the Praetorian replace in Civ 4? In Civilization 4 the Roman Praetorian replaces the Swordsman: strength 8, 1 move, cost 45, needing Iron Working and iron. Patch 1.61 raised its cost from 40.
What is the Jaguar in Civ 4? The Jaguar is the Aztecs' unique unit in Civilization 4, a strength 5 Swordsman that needs no iron and defends +25% in jungle. It costs 35, five less than the Swordsman since patch 1.61.
What does the War Chariot do? The War Chariot is Egypt's unique unit in Civilization 4: a strength 5 Chariot (the standard one is 4), immune to first strikes, with +50% against Axemen. It needs The Wheel and horses.
When were unique buildings added to Civ 4? Unique buildings were added in Civilization 4's Warlords expansion in 2006, one for every civilization, new and existing. Beyond the Sword gave its ten new civilizations one each.
What unique buildings did Beyond the Sword add? Beyond the Sword added the Garden, Hippodrome, Dike, Stele, Rathaus, Baray, Ball Court, Totem Pole, Feitoria and Ziggurat to Civilization 4. Its manual names them; the in-game Civilopedia gives their effects.
Sources
- Sid Meier's Civilization IV manual (Steam-hosted PDF), 2K/Firaxis Games, 2005, read Oct 21, 2026
- Civilization IV: Warlords manual (Steam-hosted PDF), 2K/Firaxis Games, 2006, read Oct 21, 2026
- Civilization IV: Beyond the Sword manual (Steam-hosted PDF), 2K/Firaxis Games, 2007, read Oct 21, 2026
Photos
See also
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CivilizationsWith both expansions Civilization 4 has 34 civilizations and 52 leaders: 18 civilizations in the base game, 6 added by Warlords and 10 by Beyond the Sword. Each has its own unique unit and, since Warlords, its own unique building. -
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. -
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. -
Beyond the SwordBeyond the Sword is Civilization 4's second expansion, released Jul 23, 2007 in North America at $29.99. It added 10 civilizations, 16 leaders, five wonders, corporations, espionage, random events, the Apostolic Palace, colonies, Advanced Start, a reworked space race and 11 scenarios and mods, includes Warlords' rules, and with its final patch 3.19 (Jun 11, 2009) is the version most players run today. -
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. -
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.