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Civilization IV: Colonization

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Civilization IV: Colonization Units
By Ginger_Ale at 2008-10-08 08:10

Ultimately, all successful games of Colonization will end in combat, as your fledling colonies declare independence and fight to separate themselves from the European continent. Thus, you must maintain a sizeable army, potentially consisting of soldiers, cannons, and dragoons, and, if possible, a navy as well. Keep in mind that the Royal Expeditionary Force (REF), the term given to the soldiers sent by the King in Europe, can grow in size throughout the game, and so what may have been an adequate defense years ago could no longer ensure victory. The REF, however, lands at your shores in waves, making it more manageable to handle.

Units can be acquired in a variety of ways: the most straightforward, but also the most expensive, involves buying units directly from Europe for an amount of gold. While these troops may be more experienced, they also require an increasing amount of gold: that is, the second cannon you purchase costs more than the first. On the other hand, you can create units in the homeland at the cost of no gold, but rather resources. You need a stockpile of Guns (which can be manufactured from Tools in an Armory) to equip ordinary colonists into soldiers. Dragoons can also be created from Guns as well as Horses, offering a mounted alternative.

Note: The 41 units available in Colonization are detailed below, with their information accurate as of the game version 1.00.

 

Image Name Strength Movement Requires Abilities
Artillery 4 1

40 Tools
200 Hammers

Armory / Magazine / Arsenal

Replaces Cannon
Doesn't receive defensive bonuses
+150% settlement attack
+50% settlement defense
Can bombard settlement defense (-20%/turn)
Cannon 3 1 40 Tools
200 Hammers

Armory / Magazine / Arsenal

Doesn't receive defensive bonuses
+100% settlement attack
+50% settlement defense
Can bombard settlement defense (-12%/turn)
Replaced by Artillery
Caravel 3 3 30 Tools
100 Hammers

Drydock

Cargo space: 2
Can only defend
Chance to escape to Drydock or Shipyard after losing a battle
Converted Native 0 1 - Can only defend
Can found a new settlement
-1 production of Cloth, Coats, Rum, Cigars, Tools, Guns, Hammers, Liberty Bells, Crosses, Education
+1 production of Food, Lumber, Silver, Cotton, Fur, Sugar, Tobacco, Ore, Horses
Elder Statesman 0 1 - Can found a new settlement
+100% production of Liberty Bells
Expert Cotton Planter 0 1 - Can found a new settlement
+100% production of Cotton
Expert Farmer 0 1 - Can found a new settlement
+3 production of food on land
+2 food from bonus resources
Expert Fisherman 0 1 - Can found a new settlement
+3 production of food on water
+2 food from bonus resources
Expert Lumberjack 0 1 - Can found a new settlement
+100% production of lumber
Expert Ore Miner 0 1 - Can found a new settlement
+100% production of ore
Expert Silver Miner 0 1 - Can found a new settlement
+100% production of silver
Expert Sugar Planter 0 1 - Can found a new settlement
+100% production of sugar
Expert Tobacco Planter 0 1 - Can found a new settlement
+100% production of tobacco
Expert Trapper 0 1 - Can found a new settlement
+100% production of fur
Firebrand Preacher 0 1 - Can found a new settlement
+100% production of crosses
Free Colonist 0 1 - Can found a new settlement
Replaced by Native
Frigate 8 5 200 Tools
200 Muskets
300 Hammers

Shipyard

Can bombard settlement defense (-8%/turn)
Galleon 5 3 100 Tools
300 Hammers

Drydock

Cargo space: 6
Can only defend
Great General 0 2 - Can provide a one time 20 experience to units in the same tile.
Grants free upgrades to the unit it attaches to.
Hardy Pioneer 0 1 - Can found a new settlement
Improves the land 100% faster
Indentured Servant 0 1 - Can found a new settlement
-1 production of Cloth, Coats, Rum, Cigars, Tools, Guns, Hammers, Liberty Bells, Crosses, Education
Jesuit Missionary 0 1 - Can found a new settlement
Missions are 50% more effective
Man-o-War 12 4 300 Tools
300 Muskets
400 Hammers
Replaces Ship of the Line
Cargo space: 4
+50% vs.Frigate
Can bombard settlement defense (-12%/turn)
Master Blacksmith 0 1 - Can found a new settlement
+100% production of tools
Master Carpenter 0 1 - Can found a new settlement

+100% production of hammer

Master Distiller 0 1 - Can found a new settlement

+100% production of rums

Master Fur Trader 0 1 - Can found a new settlement

+100% production of coats

Master Gunsmith 0 1 - Can found a new settlement

+100% production of guns

Master Rancher 0 1 - Can found a new settlement

+100% production of horses

Master Tobacconist 0 1 - Can found a new settlement

+100% production of cigars

Master Weaver 0 1 - Can found a new settlement

+100% production of cloths

Merchantman 4 4 60 Tools
200 Hammers

Drydock

Cargo space: 4
Can only defend
Chance to escape to Drydock or Shipyard after losing a battle
Native 0 1 50 Hammers Replaces free colonist
Can found a new settlement
+25% marsh attack
+75% jungle attack
+75% forest attack
+50% light forest attack
+1 production of fur
+2 production of ore
Petty Criminal 0 1 - Can found a new settlement
-2 production of Liberty Bells, Crosses, Education
-1 production of Cloth, Coats, Rum, Cigars, Tools, Guns, Hammers
Privateer 5 4 60 Tools
100 Muskets
200 Hammers

Drydock

Cargo space: 2
Hidden nationality
Can attack without declaring war
Captures the cargo of defeated transports
Starts with Navigation I
Regular 0 1 - Can found a new settlement
Doesn't receive defensive bonuses
+50% settlement attack
Starts with Veteran I, Veteran II
Seasoned Scout 0 1 - Better results from ancient ruins
Can found a new settlement
Ship of the Line 8 4 300 Tools
300 Muskets
400 Hammers

Shipyard

+50% vs.Frigate
Can bombard settlement defense (-12%/turn)
Replaced by Man-o-War
Treasure 0 1 - Can be transported by Galleon
Can be exchanged for gold in Europe
Veteran Soldier 0 1 - Can found a new settlement
Starts with Veteran I, Leadership
Wagon Train 0 2 40 Hammers Cargo space: 2 (carries goods)

 
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