Civilization IV/Units

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Melee[edit]

Name Strength Movement Cost Requires Abilities
Axeman 5 1 35 Bronze Working + Copper or Iron +50% vs. Melee
Jaguar 5 1 35 Aztec Empire, Iron Working +10% City attack, +25 Jungle Defense. Replaces swordsman
Maceman 8 1 70 Civil Service, Machinery + Copper or Iron +50% vs. Melee
Phalanx 5 1 35 Greek Empire, Hunting + Copper or Iron +25% hills defense, +100% vs. Mounted units
Pikeman 6 1 60 Engineering, Iron +100% vs. Mounted units
Praetorian 8 1 45 Roman Empire, Iron Working, Iron Replaces swordsman
Quechua 2 1 15 Incan Empire +25% City De, +100% vs. Archery units. Replaces Warrior.
Samurai 8 1 70 Japanese Empire, Civil Service, Machinery + Copper or Iron 2 First Strikes, +50% vs. Melee. Replaces Maceman.
Spearman 4 1 35 Hunting + Copper or Iron +100% vs. mounted units
Swordsman 6 1 40 Iron Working, Iron +10% City attack
Warrior 2 1 15 +25% City Defense,


Archery[edit]

Name Strength Movement Cost Requires Abilities
Archer 3 1 25 Archery 1 First strike, +50% City defense, +25% Hill defense
Cho-Ko-Nu 6 1 60 Machinery, Archery, Iron, Chinese Empire 2 First Strikes, Collateral damage, +50% vs. Melee units. Replaced Crossbowman
Crossbowman 6 1 60 Machinery, Archery, Iron 1 First Strike, +50% vs. Melee units
Longbowman 6 1 50 Feudalism, Archery 1 First Strike, +25% City and Hills defense
Skirmisher 4 1 25 Archery 1-2 First strike, +50% City defense, +25% Hill defense

Mounted[edit]

Mounted units generally do not receive defensive bonuses.

Name Strength Movement Cost Requires Abilities
Camel archer 10 2 90 Arabian Empire, Guilds, Horseback riding, Archery Immune to First Strikes, 25% withdrawal chance. Replaces Knight.
Cavalry 15 2 120 Gunpowder, Military Tradition, Horse 30% withdrawal chance, +50% vs. Cannon.
Chariot 4 2 25 The Wheel, Horse 20% withdrawal chance
Conquistador 10 2 90 Spanish Empire, Guilds, Horse and Iron Immune to First Strikes, +50% vs. Melee units. Replaces Knight.
Cossack 18 2 120 Gunpowder, Military Tradition, Horse 30% withdrawal chance, +50% vs. Cannon, +50% vs. Mounted Units
Horse Archer 6 2 50 Horseback Riding, Horse, Archery Immune to first strikes, +50% vs. Catapult.
Immortal 4 2 25 Persian Empire, Wheel, Horse 30% withdrawal chance, +50% vs. Archery units, keeps defensive bonus. Replaces Chariot.
Horse Archer 6 2 50 Mongolian Empire, Horseback Riding, Horse, Archery 1 first strike, ignores terrain movement costs, +50% vs. Catapult.
Knight 10 2 90 Guilds, Horseback Riding, Horse, and Iron Immune to First Strikes,
War Chariot 4 2 25 Egyptian Empire, Wheel, Horse Immune to First Strikes, 20% withdrawal chance
War Elephant 8 1 60 Construction, Ivory +50 vs. mounted units.

Siege[edit]

Other than the Machine gun, siege units do not receive defensive bonuses and have a 25% chance to withdrawal from combat. They also influce collateral damage and can bombard city defenses.

Name Strength Movement Cost Requires Abilities
Artillery 18 1 150 Artillery +50 vs. Siege units, and bombards for 25%/turn.
Cannon 12 1 100 Steel, Iron Bombards for 20%/turn
Catapult 5 1 40 Construction Bombards for 15%/turn
Machine gun 18 1 125 Railroad Can't attack. 1 First strike, +50 vs. Gunpowder units.

Naval[edit]

Name Strength Movement Cost Cargo Requires Abilities
Battleship 40 6 225 0 Industrialism + Oil or Uranium. Causes collateral damage, bombards for 20%/turn.
Caravel 3 3 60 1 Optics Can explore rival territory. Can only carry Scouts, Exploreres, Missionaries, Spies or Great People.
Carrier 16 5 165 3 Flight + Oil or Uranium Carries only fighters.
Destroyer 30 8 200 0 Combustion + Oil or Uranium Detects submarines, 30% chance of intercepting aircraft, and bombards for 15%/turn. Can destroy tile improvements.
Frigate 8 4 90 0 Chemistry, Astronomy, Iron Bombards for 10%/turn
Galleon 4 4 80 3 Astronomy
Galley 2 2 50 2 Sailing Can't enter Ocean.
Ironclad 12 2 100 2 Steel, Steampower, Iron, and Coal Can't enter Ocean. Bombards for 10%/turn
Submarine 24 6 150 1 Radio, Combustion + Oil or Uranium Invisible to most units. Detects other submarines. Can explore rival territory. Can only carry Scouts, Exploreres, Missionaries, Spies or Great People. 50% chance to withdrawal from combat.
Transport 16 5 125 4 Combustion + Oil or Uranium

Gunpowder[edit]

Gunpowder units are not affected by walls or other buildings that improve defense.

Name Strength Movement Cost Requires Abilities
Grenadier 12 1 100 Chemistry +50% vs. Rifleman
Infantry 20 1 140 Assembly Line, Rifling +25% vs. Gunpowder units
Marine 24 1 160 Industrialism, Rifling +50% vs. Machine Gun and Artillery. Starts with Amphibious.
Mechanized Infantry 32 2 200 Robotics, Rifling 20% chance to intercept aircraft. Starts with March.
Musketeer 9 2 80 French Empire, Gunpowder Replaces Musketman
Musketman 9 1 80 Gunpowder
Navy SEAL 24 1 160 American empire, Industrialism, Rifling 1-2 First Strikes. +50% vs. Machine Gun and Artillery. Starts with Amphibious, March.
Redcoat 14 1 110 English Empire, Rifling +25% vs. Mounted and Gunpowder units. Replaces Rifleman.
Rifleman 14 1 110 Rifling +25% vs. Mounted units.
SAM Infantry 18 1 150 Rocketry +50% vs. Helicopter units. 40% chance to intercept aircraft.

Armored[edit]

Name Strength Movement Cost Requires Abilities
Modern Armor 40 2 240 Composites, Computers, Oil, Aluminum 1 First Strike, no defensive bonuses. Starts with Blitz.
Panzer 28 2 180 German Empire, Industrialism, Rifling, Oil No defensive bonuses. +50% vs. Armored units. Starts with Blitz.
Tank 28 2 180 Industrialism, Rifling, Oil No defensive bonuses. Starts with Blitz.


Air[edit]

The gunship behaves similarly to other land units.

The fixed wing aircraft, both fighters and bombers, are stationed within a city (or carrier). While it can move anywhere on the map in a given turn, it cannot attack during the same turn. Fighters and bombers can be given an order within their mission range

Fighters can be intercepted by units ordered on an interception mission, as well as some ground units (when they attack their tile or an adjacent tile.)

Name Strength Movement Cost Requires Abilities
Bomber 16 8 140 Radio, Flight, Oil -50% vs. Water units, Causes collateral damage, and bombards cities for 15%/turn.
Fighter 12 6 100 Flight, Oil 50% chance of intercepting aircraft, and bombards cities for 5%/turn. Can destroy tile improvements. May be placed on aircraft carriers.
Gunship 20 4 160 Rocketry, Flight, Oil Can't capture cities, no defensive bonuses. 25% withdrawal chance. +100% vs. armor. Ignores terrain movement costs, and can land on peaks. Combat wise, behaves similarly to other land units.
Jet Fighter 24 10 150 Composites, Flight, Oil, Aluminum. 70% Chance to intercept aircraft, Bombards for 10%/turn. Can destroy tile improvements. May be placed on aircraft carriers.
Stealth Bomber 20 12 200 Composites, Flight, Robotica, Oil and Aluminum -50% vs. Water units, Causes collateral damage, and bombards cities for 20%/turn. 50% chance to avoid interception.

Other units[edit]

Name Strength Movement Cost Requires Abilities
Explorer 4 2 40 Compass Can't attack. Ignores terrain movement costs, and gets better results from villages.
Fast Worker 0 3 60 Indian Empire Improves tiles.
Great Person 0 2 N/A N/A Can start a golden age (with another great person), discover a technology or join the city as a specialist. The great person may also have an ability depending on the person in question.
ICBM 0 1 500 Rocketry, Fission, Uranium, The Manhattan Project Nukes enemy lands.
Missionary 0 2 40 Religion, and Monstary Spreads religion to other cities (consumes unit)
Scout 1 2 40 Hunting Can't attack, but +100% vs. animals. Gets better results from villages.
Settler 0 2 100 Builds cities.
Spy 0 2 80 Scotland Yard Starts with Sentry, and invisible to all units. Can explore rival territories, and detect nearby spies. Only 4 allowed.
Work boat 0 2 30 Fishing Can't enter ocean. Creates fishing boats, whaling boats, and offshore platform.
Worker 0 2 60 Improves tiles.

Animals[edit]

Name Strength Movement Abilities
Bear 3 1 No defensive bonuses.
Lion 3 1 No defensive bonuses.
Panther 2 2 No defensive bonuses.
Wolf 1 2 No defensive bonuses.