Civilization 4: Steamworks update has been out forSince Jun 5, 2014

12Years138Days21Hours32Minutes39Seconds

Units

Every 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.

Every unit in Civilization 4 has a single combat Strength, a movement allowance and, usually, special abilities such as a bonus against one kind of unit: the Civilization 4 manual (pp. 32-33) puts early strengths at 1 to 6 and modern ones at up to 40, with movement from 1 to 8. Units belong to 11 categories (civilian, recon, archery, mounted, melee, siege, naval, gunpowder, armored, air and helicopter), and the category decides which bonuses and promotions apply. Firaxis's feature comparison counted 89 units in the base game, against 46 in Civilization 3, and each civilization replaces one of them with a unique unit.

3D close-up of three armored knights on black horses with red surcoats and shields, a small church with a cross at left, pine trees, and a crenellated wall winding across the green land behind.
Gameplay on 2K's Beyond the Sword page: three mounted knights in red with shields stand on a hill near a church, with a long stone wall behind them. Firaxis Games and 2K

Quick facts

Categories 11: civilian, recon, archery, mounted, melee, siege, naval, gunpowder, armored, air, helicopter
Units in the base game 89 by Firaxis's count
Strength 1 to 6 for early units, up to 40 for modern ones
Movement 1 to 8
Attacks per turn 1, unless a unit has Blitz
Starting units Usually a Settler and a Warrior or Scout
Added by Warlords Trebuchet, Trireme, Great General
Added by Beyond the Sword 14 units for everyone, plus Corporate Executives

Sources: Civilization 4 manual, pp. 32-40; Firaxis's feature comparison; Warlords manual, pp. 10, 15, 33; Beyond the Sword manual, pp. 25-26.

Strength, bonuses and counters

Civilization 4 merged the old attack and defense values into one Strength so that units could carry situational modifiers instead, Soren Johnson writes in his afterword to the manual (p. 182): archers are stronger defending a city or a hill, spearmen against mounted units, horse archers when attacking catapults. The aim was combined arms, since "focusing solely on any one specific unit" leaves a weakness an opponent can exploit. GameSpot's review of October 2005 noted that the new system avoids the old "spearman beats tank" result.

The counters follow from the bonuses in the tables below. Spearmen and Pikemen get +100% against mounted units; Axemen, Macemen and Crossbowmen +50% against melee units; Horse Archers +50% attacking catapults; Machine Guns +50% against gunpowder units; Gunships +100% against armored units. Siege units are the counter to a large stack rather than to one unit type, as the Combat page explains. Promotions add more: Formation against mounted units, Shock against melee, Cover against archery, Pinch against gunpowder.

Most units need a resource as well as a technology: Copper or Iron for Spearmen and Axemen, Iron for Swordsmen, Horses for most mounted units, Oil for tanks and aircraft, Aluminum for Modern Armor and jets, Uranium for ICBMs. A city needs access to the resource, through its trade network, to build the unit.

Melee, archery and recon units

Unit Strength / Moves / Cost Tech; resource Notes
Warrior 2 / 1 / 15 none +25% city defense
Spearman 4 / 1 / 35 Hunting; Copper or Iron +100% vs mounted
Axeman 5 / 1 / 35 Bronze Working; Copper or Iron +50% vs melee
Swordsman 6 / 1 / 40 Iron Working; Iron +10% city attack
Maceman 8 / 1 / 70 Civil Service, Machinery; Copper or Iron +50% vs melee
Pikeman 6 / 1 / 60 Engineering; Iron +100% vs mounted
Archer 3 / 1 / 25 Archery 1 first strike; +50% city defense; +25% hills defense
Longbowman 6 / 1 / 50 Feudalism, Archery 1 first strike; +25% city and hills defense
Crossbowman 6 / 1 / 60 Machinery, Archery; Iron 1 first strike; +50% vs melee
Scout 1 / 2 / 15 Hunting Defends only; better results from tribal villages; +100% vs animals
Explorer 4 / 2 / 40 Compass Ignores terrain costs; starts with Guerilla I and Woodsman I

Mounted units

Unit Strength / Moves / Cost Tech; resource Notes
Chariot 4 / 2 / 25 The Wheel; Horses +50% attacking Axemen and 10% withdraw since the Warlords-era patches (the chart prints 20%)
Horse Archer 6 / 2 / 50 Horseback Riding, Archery; Horses Immune to first strikes; +50% attacking catapults; -10% attacking cities; 20% withdraw
War Elephant 8 / 1 / 60 Construction; Ivory +50% vs mounted
Knight 10 / 2 / 90 Guilds, Horseback Riding; Iron, Horses Immune to first strikes
Cavalry 15 / 2 / 120 Military Tradition, Gunpowder, Horseback Riding; Horses (Beyond the Sword: Rifling too) 30% withdraw; +50% attacking cannons

Mounted units do not get defensive bonuses from terrain or cities and cannot fortify, the manual says of the Chariot (p. 34), and their withdrawal chance lets them escape a losing attack against non-mounted units, never a defense.

Siege units

Unit Strength / Moves / Cost Tech; resource Notes
Catapult 5 / 1 / 40 Construction Collateral damage; bombard -15% per turn; 25% withdraw
Trebuchet 4 / 1 / 60 Engineering +100% city attack; bombard -25% per turn
Cannon 12 / 1 / 100 Steel; Iron Collateral damage; bombard -20% per turn
Artillery 18 / 1 / 150 Artillery +50% vs siege; bombard -25% per turn
Machine Gun 18 / 1 / 125 Railroad Defends only; 1 first strike; +50% vs gunpowder

Gunpowder, armored and helicopter units

Unit Strength / Moves / Cost Tech; resource Notes
Musketman 9 / 1 / 80 Gunpowder none
Grenadier 12 / 1 / 100 Chemistry (Beyond the Sword: Military Science) +50% attacking Riflemen
Rifleman 14 / 1 / 110 Rifling +25% vs mounted
Infantry 20 / 1 / 140 Assembly Line, Rifling +25% vs gunpowder
Marine 24 / 1 / 160 Industrialism, Rifling Amphibious; +50% attacking Machine Guns and Artillery
SAM Infantry 18 / 1 / 150 Rocketry 40% intercept; +50% vs helicopters
Mechanized Infantry 32 / 2 / 200 Robotics, Rifling Starts with March; 20% intercept
Tank 28 / 2 / 180 Industrialism, Rifling; Oil Starts with Blitz
Modern Armor 40 / 2 / 240 Composites, Flight, Computers; Oil, Aluminum 1 first strike; starts with Blitz
Gunship 24 / 4 / 160 Rocketry, Flight; Oil +100% vs armored; 25% withdraw

Source for the unit tables on this page: Warlords manual, reference charts pp. 119-128 and pp. 103-104 (the rules after patch 1.61), with Beyond the Sword's changes from the Beyond the Sword manual, pp. 45-46; costs in hammers.

3D close view of green military vehicles with guns and launch tubes on a rail-crossed plain, three soldiers in tan uniforms in the middle, a wind turbine at left and a city with sailing ships at the top.
Gameplay from the Beyond the Sword Steam page: self-propelled guns and missile launchers on tracked vehicles with three soldiers carrying a rocket launcher, near a city and a wind turbine. Firaxis Games and 2K

Musketmen and every later unit get nothing from Walls and Castles, only from a city's culture defense, per the Civilization 4 manual (p. 49). Gunships pay one move per land tile whatever the terrain and can kill units in a city but never capture it (p. 128).

Unit Strength / Moves / Cost Tech; resource Notes
Galley 2 / 2 / 50 Sailing Carries 2; coast only
Trireme 2 / 2 / 50 Sailing, Bronze Working (Beyond the Sword: Metal Casting) Coast only; +50% vs Galleys
Caravel 3 / 3 / 60 Optics Carries 1 specialist unit; may enter rival territory
Galleon 4 / 4 / 80 Astronomy Carries 3
Frigate 8 / 4 / 90 Astronomy, Chemistry Bombard -10% per turn
Ironclad 12 / 2 / 100 Steel, Steam Power; Iron, Coal Coast only; bombard -10% per turn
Transport 16 / 5 / 125 Combustion; Oil or Uranium Carries 4
Destroyer 30 / 8 / 200 Combustion; Oil or Uranium Sees submarines; 30% intercept
Submarine 24 / 6 / 150 Radio, Combustion; Oil or Uranium Invisible to most units; 50% withdraw
Battleship 40 / 6 / 225 Industrialism; Oil or Uranium Collateral damage; bombard -20% per turn
Carrier 16 / 5 / 175 Flight; Oil or Uranium Carries 3 fighters

Naval units fight only other naval units, though some bombard coastal cities, and a sunk transport takes its cargo with it, per the Civilization 4 manual (pp. 123-125). Land units attacking from a boat fight at -50% Strength unless they have the Amphibious promotion. Caravels and Submarines carry one Scout, Explorer, Missionary, Spy or Great Person and may enter rival territory without war. A Drydock (Steel) builds ships 50% faster and gives them 4 experience points.

Air units and nukes

Unit Strength / Range / Cost Tech; resource Notes
Fighter 12 / 6 / 100 Flight; Oil 50% intercept (40% in the base manual)
Jet Fighter 24 / 10 / 150 Composites, Flight; Oil, Aluminum 70% intercept (60% in the base manual)
Bomber 16 / 8 / 140 Radio, Flight; Oil Collateral damage; -50% vs naval; bombard -15% per turn
Stealth Bomber 20 / 12 / 200 Composites, Flight, Robotics; Oil, Aluminum 50% chance to evade interception
ICBM 0 / unlimited / 400 Rocketry, Fission; Uranium Needs the Manhattan Project

Aircraft fly missions within their range (air strike, reconnaissance, bombing, interception) and rebase between your own or allied cities, per the Civilization 4 manual (pp. 129-130). In Beyond the Sword a city holds at most 4 air units, or 8 with an Airport, which also gives air units 3 experience points, and Fighters and Jet Fighters intercept every time at full health, per the Beyond the Sword manual (pp. 23, 45). The nuclear rules are on National Wonders and Projects.

Civilian and special units

Unit Moves / Cost Tech Notes
Settler 2 / 100 none Founds a city; a captured Settler becomes a Worker
Worker 2 / 60 none Builds improvements; can be captured
Work Boat 2 / 30 Fishing Builds fishing boats, whaling boats, offshore platforms
Missionary 2 / 40 none Spreads a religion
Spy 2 / 80 Communism and Scotland Yard (base game) Invisible; sabotage and theft missions

Source: Warlords manual, reference charts pp. 119-128; capture rule from the Civilization 4 manual, p. 42.

Civilian units have Strength 0 and cannot fight. In Beyond the Sword, Spies need only Writing and start with the Commando promotion; see Espionage. Great People are units too, as are Warlords' Great Generals, which appear as your units earn experience.

What Warlords and Beyond the Sword added

Warlords added two units for every civilization, the Trebuchet and the Trireme, plus the Great General, per the Warlords manual (pp. 10, 15, 33). Its patch changes also made Marines and SAM Infantry upgrade to Mechanized Infantry, let Gunships move faster on rail lines and removed the Spy's upkeep (p. 103).

Beyond the Sword added 14 units for everyone: the Airship, Anti-Tank Infantry, Attack Submarine, Cuirassier, Great Spy, Guided Missile, Missile Cruiser, Mobile Artillery, Mobile SAM, Paratrooper, Privateer, Ship of the Line, Stealth Destroyer and Tactical Nuke, plus each corporation's Executives, per the Beyond the Sword manual (pp. 25-26), which lists them without their statistics (the Civilopedia has those). GameSpot reported on May 25, 2007 that Paratroopers can drop on any square. Beyond the Sword also capped what siege units can do to a stack and gave some mounted units a flank attack against siege, as the Combat page explains.

Upgrades

An obsolete unit can be upgraded to its successor, which normally costs gold: the Warlords manual (p. 11) lists free upgrades, with all experience kept, as one of the two benefits of a unit led by a Great General's Warlord. Experience changes how players treat their units: with promotions, Johnson writes in the manual's afterword (p. 183), "players start to think twice before throwing high-ranked troops into the breach". The War Guide covers putting an army together.

Frequently asked questions

What is the strongest unit in Civ 4? Modern Armor and the Battleship share the top Strength of 40 among the base game's units, per the Warlords manual's charts (pp. 119-128); Modern Armor needs Composites, Flight, Computers, Oil and Aluminum.

What counters mounted units in Civ 4? Spearmen and Pikemen get +100% Strength against mounted units in Civilization 4, per the Warlords manual's charts; the Formation promotion adds +25% against them.

How many units are in Civ 4? Firaxis's feature comparison counted 89 units in Civilization 4 before Warlords and Beyond the Sword added more.

What do siege units do in Civ 4? Civ 4's siege units bombard city defenses (a Catapult by 15% a turn, a Trebuchet or Artillery by 25%) and deal collateral damage to several units in a stack, per the Warlords manual's charts.

Can naval units attack land units in Civ 4? No: in Civilization 4 naval units fight only other naval units, though some can bombard coastal cities' defenses, per the manual (p. 123).

How many attacks can a unit make per turn in Civ 4? One: most Civ 4 units attack once per turn, and the Blitz promotion allows more, while a defender can fight any number of attacks, per the manual (p. 40).

Sources

Photos

3D close view of green military vehicles with guns and launch tubes on a rail-crossed plain, three soldiers in tan uniforms in the middle, a wind turbine at left and a city with sailing ships at the top.3D close-up of three armored knights on black horses with red surcoats and shields, a small church with a cross at left, pine trees, and a crenellated wall winding across the green land behind.

See also

About this page

Last updated Oct 21, 2026 by the Vi.ki team. Page text CC BY-SA 4.0.

Edit History

Hotkeys

/
Jump to the search box
? or Ctrl + /
Open this list
Esc
Close this list, the photo viewer, or the account menu

Photo viewer

← → or A D
Previous or next photo
↑ ↓ or W S
Previous or next photo
Home End
First or last photo
I
Show or hide the photo's info
C
Clickless on or off: a pointer over a thumbnail shows it
N
Compare with the last photo: back to the one shown before this, and N again comes back
Q
Move the thumbnails to the next edge: top, bottom, left and round
Ctrl + ,
Open or close the viewer's settings
V
Clickless pan: a zoomed photo follows the pointer, rather than being dragged
B
Browse on or off
Z
Everything out of the way: full screen, no thumbnails, no button bar. Z again puts them back.
Back to top