Advertisement
Civilization Fanatics' Center

Go Back   Civilization Fanatics' Center > Civilopedia

Notices

General

Civilization: Beyond Earth

Discussion Forum
Bug Reports
Strategy and Tips


Civilization V

Civilization IV

Civilization IV: Colonization

Civilization Revolution

Civilization III

Civilization II

Civilization I

 
Civilization IV: Units
By vandermerwe at 2007-01-25 01:47

Units are always an important part of a Civilization game. In Civilization 4, instead of having separate attack and defense ratings, the units now have only one strength rating. Instead of having only a few experience levels (ex. Conscript, Regular, Veteran, Elite), now there is a new RPG-style promotions system that allows you to customize your units to make them more unique and more powerful as they gain experience. There are more than 40 promotions in Civ4. Another important change is that lots of units now have bonuses when attacking other unit types, encouraging players to have a diversified military. For example, Axemen have a 50% attack bonus when attacking melee units, and Spearmen receive a 100% bonus when attacking mounted units. These changes make combat much more interesting.

Tip: To print out a hard copy of the units table, we recommend using landscape mode.

Legend:
Str. = Strength
Move = Movement or Range
Cost = Hammer Cost (for Normal game speed)

NOTE: Information in this section is correct as of Beyond the Sword, version 3.17.

Icon Unit Str. Move Cost Requires Upgrades to Abilities
Airship Airship
Air Unit
4 8 80 Physics Fighter Can see submarines
Maximum of 20% damage to enemy
Anti-Tank Anti-Tank
Gunpowder Unit
14 1 120 Artillery Mechanized Infantry

Starts with Ambush
+100% vs. Armored units
Can intercept aircraft (20% chance)

Archer Archer
Archery Unit
3 1 25 Archery Longbowman
Crossbowman
1 first strike
+50% city defense
+25% hills defense
Artillery Artillery
Siege Weapon
18 1 150 Artillery Mobile Artillery

Doesn't receive defensive bonuses
Causes collateral damage
Causes a maximum of 85% damage to enemy
+50% vs. Siege weapons
Can bombard city defenses (-16%/turn)
Immune to collateral damage from other Siege Weapons
Cannot attack amphibiously

Attack Submarine Attack Submarine
Naval Unit
30 7 180 Rocketry
Radio
Combustion
Uranium
- +50% vs. Submarines
Cargo Space: 1 (can carry scout, explorer, missionary, spy, or great people)
Can explore rival territory w/o triggering war
Invisible for most units
Can see submarines
Can move through impassible terrain
Axeman Axeman
Melee Unit
5 1 35 Bronze Working
Copper or Iron
Maceman +50% vs. Melee Units
Ballista Elephant Ballista Elephant
Mounted Unit
8 1 60 Construction
Horseback Riding
Ivory
- Unique unit for Khmer; Replaces War Elephant
+50% vs. Mounted units
Doesn't receive defensive bonuses
Targets Mounted units first in combat outside cities
Battleship Battleship
Naval Unit
40 6 225 Industrialism
Oil or Uranium
- Causes collateral damage
Can bombard city defenses (-20%/turn)
Berserker Berserker
Melee Unit
8 1 70 Civil Service
Machinery
Copper or Iron
Rifleman Unique unit for Vikings; Replaces Macemen
+10% city attack
Starts with Amphibious
+50% vs. Melee Units
Bomber Bomber
Air Unit
16 8 140 Radio
Flight
Oil
Stealth Bomber Causes collateral damage
-50% vs. Naval Units
Can destroy tile improvements and bomb city defenses (-16%/turn)
Bowman Bowman
Archery Unit
3 1 25 Archery Longbowman Unique unit for Babylonia; Replaces Archer
+50% vs. Melee Units
1 first strike
+50% city defense
+25% hills defense
Camel Archer Camel Archer
Mounted Unit
10 2 90 Guilds
Horseback Riding
Archery
Cuiraseer Unique unit for Arabia; Replaces Knight
Immune to first strikes
Doesn't receive defensive bonuses
Can withdraw from combat (15% chance)
Flank attack versus Catapults and Trebuchets
Cannon Cannon

Siege Weapon
12 1 100 Steel
Iron
Artillery

Doesn't receive defensive bonuses
Causes a maximum of 80% damage to enemy
Immune to collateral damage from other Siege Weapons
Causes collateral damage
Can bombard city defenses (-12%/turn)
Cannot attack amphibiously

Caravel Caravel

Naval Unit
3 3 60 Optics Frigate
Submarine
Cargo Space: 1 (can carry scout, explorer, missionary, spy, or great people)
Can explore rival territory w/o triggering war
Carrack Carrack

Naval Unit
3 3 60 Optics Frigate
Submarine
Unique unit for Portugal; Replaces Caravel
Cargo Space: 2
Can explore rival territory w/o triggering war
Carrier Carrier

Naval Unit
16 5 175 Flight
Oil or Uranium
- Cargo Space: 3 (carries fighters)
Cataphract Cataphract
Mounted Units
12 2 90 Guilds

Archery
Horseback Riding
Horse and Iron

Cuirassier Unique unit for Byzantium; Replaces Knight
Can flank attack catapults and trebuchets
Doesn't receive defensive bonuses
Catapult Catapult

Siege Weapon
5 1 50 Construction Cannon

Doesn't receive defensive bonuses
Causes a maximum of 75% damage to enemy
Causes collateral damage
Immune to collateral damage from other Siege Weapons
Can bombard city defenses (-8%/turn)
Cannot attack amphibiously

Cavalry Cavalry

Mounted Unit
15 2 120 Military Tradition
Rifling
Horseback Riding
Horse
Gunship

Doesn't receive defensive bonuses
Can withdraw from combat (30% chance)
+50% attack vs. cannon
Can flank attack cannons, trebuchets, and catapults

Chariot Chariot

Mounted Unit
4 2 30 The Wheel
Horse
Horse Archer
Knight

Doesn't receive defensive bonuses
+100% attack vs. Axeman
Can withdraw from combat (10% chance)

Cho-Ko-Nu Cho-Ko-Nu

Archery Unit
6 1 60 Machinery
Archery
Iron
Rifleman
Grenadier
Unique unit for China; Replaces Crossbowman
2 first strikes
Causes collateral damage
+50% vs. Melee Units
Conquistador Conquistador

Mounted Units
12 2 100

Gunpowder
Horseback Riding
Military Tradition
Horse and Iron

Cavalry

Unique unit for Spain; Replaces Cuirassier
Can flank attack cannons
Can withdraw from combat (15% chance)
Immune to first strikes
+50% vs. Melee Units

Cossack Cossack

Mounted Units
15 2 120 Military Tradition
Rifling
Horseback Riding
Horse
Gunship

Unique unit for Russia; Replaces Cavalry
Doesn't receive defensive bonuses
Can withdraw from combat (30% chance)
+50% vs. Cannons
+50% vs. Mounted Units
Can flank attack against cannons

Crossbowman Crossbowman

Archery Units
6 1 60 Machinery
Archery
Iron
Rifleman
Grenadier
1 first strike
+50% vs. Melee Units
Cuirassier

Cuirassier
Mounted Units

12 2 100

Gunpowder
Military Tradition
Horseback Riding
Horse
and Iron

Cavalry

Immune to first strikes
Can withdraw from combat (15% chance)
Does not receive defensive bonuses
Can flank attack cannons, trebuchets, and catapults

Destroyer Destroyer

Naval Units
30 8 200 Combustion
Oil or Uranium
- Can see submarines
Can intercept aircraft (30% chance)
Can bombard city defenses (-16%/turn)
Dog Soldier

Dog Soldier
Melee Units

4 1 35 Bronze Working Maceman

Unique unit for Native America; Replaces Axeman
+100% vs. Melee Units

East Indiaman

East Indiaman
Naval Units

6 4 80 Astronomy Transport

Unique unit for the Netherlands; Replaces Galleon
Can explore rival territory w/o declaring war
Cargo space: 4

Standard Ethanol Executive
Aluminium Corporation Executive
Mining Inc. Executive

Executive

Sid's Sushi Co Executive CreateCon Executive
Civilized Jewelers Executive Cereal Mills Executive

0 2 100

Corporations:

Standard Ethanol
Aluminium Co
Mining Inc.
Sid's Sushi Co
Creative Constructions
Civilized Jewelers
Cereal Mills

- These corporate executives spread their respective corporations to your cities in the same way that missionaries spread religion. Each corporation provides unique bonuses, such as additional food or hammers per turn.
Explorer Explorer
Recon Units
4 2 40 Compass - Better results from tribal village
Can only defend
Ignores terrain movement cost
Starts with Guerilla I, Woodsman I
Fast Worker Fast Worker 0 3 60 - - Unique unit for India; Replaces Worker
Can improve tiles
Fighter Fighter
Air Units
12 6 100 Flight
Oil
Jet Fighter Can intercept aircraft (100% chance)
Can destroy tile improvements and bomb city defenses (-8%/turn)
Frigate Frigate

Naval Units
8 4 90 Chemistry
Astronomy
Iron
Destroyer Can bombard city defenses (-8%/turn), ignoring Walls and Castles
Galleon Galleon

Naval Units
4 4 80 Astronomy Transport Cargo Space: 3
Galley Galley

Naval Units
2 2 50 Sailing Galleon Cargo Space: 2
Cannot enter ocean
Gallic Warrior

Gallic Warrior
Melee Units

6 1 40

Iron Working
Copper
or Iron

Maceman

Unique unit for Celtia; Replaces Swordsman
Starts with Guerilla I
+10% city attack

Great Artist Great Artist 0 2 - - -

Can start a Golden Age
Can discover a technology
Can create a Great Work (+4000 culture)
Can join city as Great Artist
Can create Civilized Jewelers corporation

Great Engineer Great Engineer 0 2 - - -

Can start a Golden Age
Can discover a technology
Can hurry production
Can join city as Great Engineer
Can create Creative Constructions and Mining Inc. corporations

Great General Great General 0 2 - - -

Can give 20 XP total to units on the same tile, joining one as a Warlord and offering unique promotions
Can join a city as a Military Instructor (+2 XP)
Can construct a Military Academy (+50% unit construction)

Great Merchant Great Merchant 0 2 - - -

Can start a Golden Age
Can discover a technology
Can explore rival territory
Can conduct a trade mission
Can join city as Great Merchant
Can create Cereal Mills and Sid's Sushi corporations

Great Prophet Great Prophet 0 2 - - - Can start a Golden Age
Can discover a technology
Can join city as Great Prophet
Can construct religion shrine in holy city
Great Scientist Great Scientist 0 2 - - -

Can start a Golden Age
Can discover a technology
Can construct Academy
Can join city as Great Scientist
Can create Standard Ethanol and Aluminium corporations

Great Spy Great Spy 0 2 - - -

Can start a Golden Age
Can construct Scotland Yard
Can join city as a Great Spy
Can infiltrate another civilization's city (+3000 espionage points)
Invisible to all units

Grenadier Grenadier

Gunpowder Units
12 1 100 Military Science Infantry
Machine Gun
+50% attack vs. Rifleman
Guided Missile Guided Missile 40 4 60

Radio
Rocketry

-

Can evade interception (100% chance)
Can destroy tile improvements and bombard city defenses (-16%/turn)

Gunship Gunship

Helicopter Unit
24 4 160 Rocketry
Flight
Oil
-

Cannot capture enemy cities
Doesn't receive defensive bonuses
Flies over terrain
Can withdraw from combat (25% chance)
+100% vs. Armored Units
Flank attack vs. Cannons, Artillery, and Mobile Artillery

Holkan Holkan

Melee Units
4 1 35

Bronze Working
Hunting

Pikeman

Unique unit for Mayans; Replaces Spearman
Immune to first strikes
+100% vs. Mounted Units

Horse Archer Horse Archer

Mounted Units
6 2 50 Horseback Riding
Archery
Horse
Knight Immune to first strike
Doesn't receive defensive bonuses
+50% vs. Catapult
Hwacha Hwacha

Siege Units
5 1 50 Construction Cannon

Unique unit for Korea; Replaces Catapult
+50% vs. Melee Units
Doesn't receive defensive bonuses
Maximum of 75% damage to enemy
Causes collateral damage
Immune to collateral damage from other Siege Units
Can bombard city defenses (-8%/turn)
Cannot attack amphibiously

ICBM ICBM 0 1 500 Rocketry
Fission
Uranium
  Can nuke enemy lands
Requires The Manhattan Project
Immortal Immortal

Mounted Units
4 2 30 The Wheel
Horse
Horse Archer
Knight

Unique unit for Persia; Replaces Chariot
Can withdraw from combat (10% chance)
+50% vs. Archery Units
+100% vs. Axemen

Impi Impi

Melee Units
4 2 35

Hunting
Copper
or Iron

Pikeman

Unique unit for Zulus; Replaces Spearman
+100% vs. Mounted Units
Starts with Mobility

Infantry Infantry

Gunpowder Units
20 1 140 Assembly Line
Rifling
SAM Infantry
Mechanized Infantry
+25% vs. Gunpowder Units
Ironclad Ironclad

Naval Units
12 2 100 Steel
Steam Power
Iron and Coal
Destroyer Cannot enter ocean
Can bombard city defenses (-12%/turn)
Jaguar Jaguar

Melee Units
5 1 35 Iron Working Maceman Unique unit for Aztec; Replaces Swordsman
+10% city attack
Starts with Woodsman I
Janissary Janissary
Gunpowder Units
9 1 80 Gunpowder Rifleman

Unique unit for Ottomans; Replaces Musketman
+25% vs. Archery, Melee, and Mounted Units

Jet Fighter Jet Fighter

Air Units
24 10 150 Composites
Flight
Oil
or Aluminum
- Can intercept aircraft (100% chance)
Can destroy tile improvements and bomb city defenses (-12%/turn)
Keshik Keshik
Mounted Units
6 2 50 Horseback Riding
Archery
Horse
Knight

Unique unit for Mongolia; Replaces Horse Archer

1 first strike
Doesn't receive defensive bonuses
Ignores terrain movement costs
+50% attack vs. Catapult and Trebuchet
Can withdraw from combat (20% chance)
Flank attack vs. Catapults and Trebuchets

Knight Knight
Mounted Units
10 2 90 Guilds
Archery
Horseback Riding
Horse and Iron
Cuiraseer

Immune to first strikes
Doesn't receive defensive bonuses
Flank attack vs. Catapults and Trebuchets

Landsknecht Landsknecht
Melee Units
6 1 60

Engineering
Iron

Rifleman

Grenadier

Unique unit for Holy Roman Empire; Replaces Pikeman
+100% vs. Mounted and Melee Units

Longbowman Longbowman
Archery Units
6 1 50 Feudalism
Archery
Rifleman 1 First Strike
+25% city defense
+25% hills defense
Maceman Maceman
Melee Units
8 1 70 Civil Service
Machinery
Copper or Iron
Rifleman
Grenadier
+50% vs. Melee Units
Machine Gun Machine Gun
Siege Weapons
18 1 125 Railroad SAM Infantry

Can only defend
1 first strike
+50% vs. Gunpowder Units
Immune to collateral damage from Siege Weapons
Can intercept aircraft (20% chance)

Marine Marine
Gunpowder Units
24 1 160 Industrialism
Rifling
- +50% attack vs. Machine Gun
+50% attack vs. Artillery
Starts with Amphibious promotion
Mechanized Infantry Mechanized Infantry
Gunpowder Units
32 2 200 Robotics
Rifling
- Starts with March promotion
Missile Cruiser Missile Cruiser
Naval Units
40 7 260

Robotics
Oil
or Uranium

-

Cargo space: 4 (Missiles)
Causes collateral damage
Can bombard city defenses (-20%/turn)

Christian Missionary
Buddhist Missionary
Taoist Missionary

Missionary

Confucian Missionary Hindu Missionary
Islamic Missionary Jewish Missionary

0 2 40 Religions & Monasteries:
Buddhism
Christianity
Confucianism
Hinduism
Islam
Judaism
Taoism
-

Each religion in the game has a missionary unit that you can build to spread the religion to your own cities or other's Civ's cities.

Like the religions, they are all identical. You can have three of them per religion on the map at one time.

Mobile Artillery Mobile Artillery
Siege Units
26 2 200

Laser
Artillery
Oil

-

+50% vs. Siege Units
Doesn't receive defensive bonuses
Maximum of 85% damage to enemy
Immune to collateral damage from Siege Units
Causes collateral damage
Can bombard city defenses (-16%/turn)
Cannot attack amphibiously

Mobile SAM Mobile SAM
Gunpowder Units
22 2 220

Laser

Oil

-

Can intercept aircraft (50% chance)
+50% vs. Helicopters

Modern Armor Modern Armor
Armored Units
40 2 240 Composites
Computers
Oil and Aluminum
- 1 First Strike
Doesn't receive defensive bonuses
Starts with Blitz
Musketeer Musketeer
Gunpowder Units
9 2 80 Gunpowder Rifleman Unique unit for France; Replaces Musketman
Musketman Musketman
Gunpowder Units
9 1 80 Gunpowder Rifleman -
Navy SEAL Navy SEAL
Gunpowder Units
24 1 160 Industrialism
Rifling
- Unique unit for America; Replaces Marine

1-2 First Strikes
+50% attack vs. Machine Gun, Artillery

Starts with Amphibious and March promotion

Numidian Cavalry

Numidian Cavalry
Mounted Units

5 2 50

Archery
Horseback Riding
Horse

Knight

Unique unit for Carthage; Replaces Horse Archer
Immune to first strikes
Doesn't receive defensive bonuses
Can withdraw from combat (20% chance)
Flank attack against Catapults and Trebuchets
Starts with Flanking I
+50% attack vs. Catapults and Trebuchets
+50% vs. Melee Units

Oromo Warrior

Oromo Warrior
Gunpowder Units

9 1 80 Gunpowder Rifleman

Unique unit for Ethiopia; Replaces Musketman
1 first strike
Immune to first strikes
Starts with Drill I and II

Panzer Panzer
Armored Units
28 2 180 Industrialism
Rifling
Oil
Modern Armor Unique unit for Germany; Replaces Tank
Doesn't receive defensive bonuses
+50% vs. armored units
Starts with Blitz
Paratrooper

Paratrooper
Gunpowder Units

24 1 160

Fascism
Flight
Rifling

-

Can evade interception (25% chance)
Can perform paradrops (range: 5)

Phalanx Phalanx
Melee Units
5 1 35

Bronze Working
Copper
or Iron

Pikeman Unique unit for Greece; Replaces Spearman (Standard Civ4 and Warlords) / Axeman (Beyond the Sword)
+50% vs. Melee Units
+100% defense vs. Chariot
Pikeman Pikeman
Melee Units
6 1 60 Engineering
Iron
Rifleman
Grenadier
+100% vs. mounted units
Praetorian Praetorian
Melee Units
8 1 45 Iron Working
Iron
Maceman Unique unit for Rome; Replaces Swordsman
Privateer

Privateer
Naval Units

6 4 80

Chemistry
Astronomy

Destroyer

Hidden nationality
Can attack and blockade without declaring war
Starts with Sentry

Quechua Quechua
Melee Units
2 1 15 - Axeman

Spearman

Unique unit for Inca; Replaces Warrior
+25% City Defense
+100% vs. Archery Units
Redcoat Redcoat
Gunpowder Units
14 1 110 Rifling Infantry Unique unit for England; Replaces Rifleman
+25% vs. Mounted Units
+25% vs. Gunpowder Units
Rifleman Rifleman
Gunpowder Units
14 1 110 Rifling Infantry +25% vs. Mounted Units
SAM Infantry SAM Infantry
Gunpowder Units
18 1 150 Rocketry - Can intercept aircraft (40% chance)

+75% vs. helicopter units

Samurai Samurai
Melee Units
8 1 70 Civil Service
Machinery
Iron
Rifleman
Grenadier
Unique unit for Japan; Replaces Maceman

2 First Strikes
+50% vs. melee units
Scout Scout
Recon Units
1 2 15 Hunting Explorer Better results from tribal villages
Can only defend
+100% vs animals
Settler Settler 0 2 100 - -

Can found a new city
+50% production speed for Imperialistic leaders

Ship of the Line

Ship of the Line
Naval Units

8 3 120

Astronomy
Military Science
Iron

Destroyer

+50% vs. Frigate
Can bombard city defenses, ignoring Walls and Castles (-12%/turn)

Skirmisher Skirmisher
Archery Units
4 1 25 Archery Longbowman
Crossbowman
Unique unit for Mali; Replaces Archer
1-2 First Strikes
+50% city defense
+25% hills defense
Spearman Spearman
Melee Units
4 1 35 Hunting
Copper or Iron
Pikeman +100% vs. mounted units
Spy Spy
Recon Units
0 1 40 Alphabet -

Invisible to all units
Can explore rival territory
Can expose rival spies in nearby tiles
Can conduct espionage missions
Starts with Commando

Stealth Bomber Stealth Bomber
Air Units
20 12 200 Stealth
Robotics
Oil & Aluminum
- Can evade interception (50% chance)
Causes collateral damage
-50% vs. water units
Can destroy tile improvements and bomb city defenses (-20% turn)
Stealth Destroyer

Stealth Destroyer
Naval Units

30 8 250

Stealth
Robotics
Oil
or Uranium

-

Invisible to most units
Can see stealth ships
2 first strikes

Submarine Submarine
Naval Units
24 6 150 Radio

Oil or Uranium
-

Cargo Space: 3 (Missiles)
Invisible to most units
Can see submarines
Can explore rival territory
Can move through impassible terrain
Can withdraw from combat (50% chance)

Swordsman Swordsman
Melee Units
6 1 40 Iron Working
Iron
Maceman +10% City Attack
Tactical Nuke

Tactical Nuke

Missile

0 4 250

Fission
Rocketry
Uranium

-

Requires the Manhattan Project to be built
Can nuke enemy territory
Can evade interception (50% chance)

Tank Tank
Armored Units
28 2 180 Industrialism
Rifling
Oil
Modern Armor Doesn't receive defensive bonuses
Starts with Blitz
Transport Transport
Naval Units
16 5 125 Combustion
Oil or Uranium
- Cargo Space: 4
Trebuchet

Trebuchet
Siege Units

4 1 80 Engineering Cannon

+100% city attack
Doesn't receive defensive bonuses
Maximum of 75% damage to enemy
Causes collateral damage
Can bombard city defenses (-16%/turn)
Immune to collateral damage from Siege Units
Cannot attack amphibiously

Trireme

Trireme
Naval Units

2 2 50

Metal Casting
Sailing

Caravel
Frigate

+50% vs. Galleys
Cannot enter ocean

Vulture

Vulture
Melee Units

6 1 35

Bronze Working
Copper
or Iron

Maceman

Unique unit for Sumeria; Replaces Axeman
+25% vs. Melee Units

War Chariot War Chariot
Mounted Units
5 2 30 The Wheel
Horse
Horse Archer
Knight

Unique unit for Egypt; Replaces Chariot
Immune to First Strikes
Doesn't receive defensive bonuses
Can withdraw from combat (10% chance)
+100% attack vs. Axemen

War Elephant War Elephant
Mounted Units
8 1 60 Construction
Horseback Riding
Ivory
Cuirassier Doesn't receive defensive bonuses
+50% vs. mounted units
Warrior Warrior
Melee Units
2 1 15 - Axeman
Spearman
+25% city defense
Work Boat Work Boat 0 2 30 Fishing - Cannot enter ocean until Astronomy
Can create fishing boats, whaling boats, and offshore platform
Worker Worker 0 2 60 - -

Can improve tiles

+25% construction speed for Expansive leaders

 

Wild Animals:

Civilization IV has wandering wild animals on the map. In the early game, they pose a threat to your scouts, workers, and settlers. Be sure to escort your settlers unless you are willing to take the risk! Note that these wild animals cannot enter a Civ's cultural borders.

Icon Unit Str. Move Abilities
Bear Bear 3 1 Doesn't receive defensive bonuses
Lion Lion 2 1 Doesn't receive defensive bonuses
Panther Panther 2 2 Doesn't receive defensive bonuses
Wolf Wolf 1 2 Doesn't receive defensive bonuses

 

 

Related Links:


 
Who's online
There are currently 165 users and 1007 guests online.

Advertisement


Marketplace

Miscellaneous

Hosted Sites

Affiliates

Hosted By

Share
Bookmark and Share


Advertisement

All times are GMT -6. The time now is 10:57 AM.


Powered by vBulletin®
Copyright ©2000 - 2014, Jelsoft Enterprises Ltd.
This site is copyright Civilization Fanatics' Center.
Support CFC: Amazon.com | Amazon UK | Amazon DE | Amazon CA | Amazon FR