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.
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.
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).
Naval units
| 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
- 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
- Civilization IV compare features (archived), 2K Games and Firaxis Games, 2005
- Civilization IV review (archived), GameSpot, Oct 2005
- Civilization IV: Beyond the Sword Impressions, GameSpot, May 25, 2007
Photos
See also
-
PromotionsCivilization 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. -
Unique Units and BuildingsEvery 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. -
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. -
ResourcesCivilization 4 has 35 resources in three groups: strategic resources that units and buildings need (copper, iron, horse, oil, aluminum, coal, uranium, plus stone and marble for wonders), health resources such as wheat, corn, rice and fish (+1 health each), and happiness resources such as gold, silk and wine (+1 happy each). A resource works once improved and connected by road, river or coast. -
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. - EspionageIn Civilization 4's Beyond the Sword, espionage opens with Writing: an espionage slider and some buildings earn espionage points against each rival, passive missions such as seeing their research unlock as points build up, and spies spend points on missions like stealing technology, sabotage, poisoning water or inciting revolt. Great Spies, counterespionage and a No Espionage option complete the system.