Announcement

Collapse
No announcement yet.

Civilization 4: Promoptions

Collapse
X
Collapse
  •  

  • Civilization 4: Promoptions

    Promotion Available to Effect Requires Leads to

    Combat I All Combat Units +10% Strength   Combat II
    Cover
    Shock
    Pinch
    Medic I

    Combat II All Combat Units +10% Strength Combat I Combat III
    Formation
    Charge
    Ambush
    Amphibious

    Combat III All Combat Units +10% Strength Combat II Combat IV
    March
    Blitz
    Sentry

    Combat IV All Combat Units +10% Strength
    Heals extra 10% damage / turn in neutral lands
    Combat III Combat V
    Commando

    Combat V All Combat Units +10% Strength
    Heals extra 10% damage / turn in enemy lands
    Combat IV  

    Cover Archery Units
    Melee Units
    Gunpowder Units
    +25% Strength vs. Archery Units Combat I  

    Shock Archery Units
    Mounted Units
    Melee Units
    Siege Weapons
    +25% Strength vs. Melee Units Combat I  

    Pinch Mounted Units
    Gunpowder Units
    Armored Units
    Helicopter Units
    +25% Strength vs. Gunpowder Units Combat I  

    Formation Archery Units
    Mounted Units
    Melee Units
    Gunpowder Units
    +25% Strength vs. Mounted Units Combat II  

    Charge Mounted Units
    Melee Units
    Armored Units
    Helicopter Units
    +25% Strength vs. Siege Weapons
    Combat II  

    Ambush Siege Weapons
    Gunpowder Units
    Armored Units
    Helicopter Units
    +25% Strength vs. Armored Units Combat II  

    Amphibious Archery Units
    Mounted Units
    Melee Units
    Siege Weapons
    Gunpowder Units
    Recon Units
    No combat penalty for attacking accros river
    No combat penalty forattacking from sea
    Combat II  

    March Archery Units
    Mounted Units
    Melee Units
    Siege Weapons
    Gunpowder Units
    Recon Units
    Can heal while moving
    Combat III
    or Medic I
     

    Blitz Mounted Units
    Armored Units
    Helicopter Units
    Can attack multiple times per turn
    Combat III  

    Commando Archery Units
    Mounted Units
    Melee Units
    Gunpowder Units
    Armored Units
    Recon Units
    Can use enemy roads
    Combat IV  

    Medic I Archery Units
    Mounted Units
    Melee Units
    Siege Weapons
    Gunpowder Units
    Recon Units
    Naval Units
    Heals Units in Same Tile Extra 10% Damage/Turn Combat I Medic II
    March

    Medic II Archery Units
    Mounted Units
    Melee Units
    Siege Weapons
    Gunpowder Units
    Recon Units
    Naval Units
    Heals Units in Adjacent Tiles Extra 10% Demage/Turn Medic I  

    Guerilla I Archery Units
    Gunpowder Units
    Recon Units
    +20% Hills Defense   Guerilla II

    Guerilla II Archery Units
    Gunpowder Units
    Recon Units
    Double Movement In Hills
    +30% Hills Defense
    Guerilla I

    Woodsman I Melee Units
    Gunpowder Units
    Recon Units
    +20% Jungle Defense
    +20% Forest Defense
      Woodsman II

    Woodsman II Melee Units
    Gunpowder Units
    Recon Units
    +30% Jungle Defense
    +30% Forest Defense
    Double movement speed in Jungle & Forest
    Woodsman I

    City Raider I Melee Units
    Siege Weapons
    Armored Units
    +20% City Attack   City Raider II
    Accuracy

    City Raider II Melee Units
    Siege Weapons
    Armored Units
    +25% City Attack City Raider I City Raider III

    City Raider III Melee Units
    Siege Weapons
    Armored Units
    +30% City Attack
    +10% Strength vs. Gunpowder Units
    City Raider II  

    City Garrison I Archery Units
    Gunpowder Units
    +20% city defense   City Garrison II

    City Garrison II Archery Units
    Gunpowder Units
    +25% city defense City Garrison I City Garrison III

    City Garrison III Archery Units
    Gunpowder Units
    +30% city defense
    +10% Strength vs. Melee Units
    City Garrison II  

    Drill I Archery Units
    Siege Weapons
    Armored Units
    Helicopter Units
    Naval Units
    +1 Extra First Strike Chance   Drill II

    Drill II Archery Units
    Siege Weapons
    Armored Units
    Helicopter Units
    Naval Units
    +1 Extra First Strike Drill I Drill III

    Drill III Archery Units
    Siege Weapons
    Armored Units
    Helicopter Units
    Naval Units
    +2 Extra First Strikes Chances Drill II Drill IV

    Drill IV Archery Units
    Siege Weapons
    Armored Units
    Helicopter Units
    Naval Units
    +2 Extra First Strikes
    +10% vs. Mounted Units
    Drill III  

    Barrage I Siege Weapons
    Armored Units
    Naval Units
    +20% collateral damage   Barrage II
    Accuracy

    Barrage II Siege Weapons
    Armored Units
    Naval Units
    +30% collateral damage
    +10% Strength vs. Melee Units
    Barrage I Barrage III

    Barrage III Siege Weapons
    Armored Units
    Naval Units
    +50% Collateral Damage
    +10% Strength vs Gunpowder Units
    Barrage II  

    Accuracy Siege Weapons +10% City Bombard Damage City Raider I
    Barrage I
     

    Flanking I Mounted Units
    Armored Units
    Helicopter Units
    Naval Units
    +10% Withdrawal Chance   Flanking II
    Sentry
    Navigation I

    Flanking II Mounted Units
    Armored Units
    Helicopter Units
    Naval Units
    +20% Withdrawal Chance
    Immune to First Strikes
    Flanking I Mobility

    Sentry Mounted Units
    Helicopter Units
    Naval Units
    Recon Units
    +1 Visibility Range Flanking I
    Combat III
     

    Mobility Mounted Units
    Armored Units
    -1 Terrain Movement Cost Flanking II  

    Navigation I Naval Units +1 Movement Range Flanking I Navigation II

    Navigation II Naval Units +1 Movement Range Navigation I  
      Posting comments is disabled.

    Article Tags

    Collapse

    Latest Articles

    Collapse

    • Civilization IV: Civilization Reference
      by Martin Gühmann

      If you've been looking for a comprehensive, interactive reference tool for Civilization IV and its Warlods and Beyond the Sword expansion packs your wait is over. Apolyton Civilization Site staff member Robert "CyberShy" Plomp has exhaustively put together such a resource that comes in a general and unit-speicifc variety.

      Through an array of drop-down menus, mix and match combinations of particulars from the basics such as civilization and civics to particular buildings and bonuses on the 'General' sheet, and type through required technology with the 'Unit' document. Information is displayed in data-rich but easy-to-follow table format with colourful icons and pleasant shading.

      Should you any updates needed in future that have not been applied (e.g. as a result of one or more patches), contact Plomp directly.

      If you wanna comment on this please to so in the related forum thread Civ4 Interactive Series Reference Sheets.

      ...
      September 21, 2012, 16:01
    • Civilization IV: Unit Reference
      by Martin Gühmann

      If you've been looking for a comprehensive, interactive reference tool for Civilization IV and its Warlods and Beyond the Sword expansion packs your wait is over. Apolyton Civilization Site staff member Robert "CyberShy" Plomp has exhaustively put together such a resource that comes in a general and unit-speicifc variety.

      Through an array of drop-down menus, mix and match combinations of particulars from the basics such as civilization and civics to particular buildings and bonuses on the 'General' sheet, and type through required technology with the 'Unit' document. Information is displayed in data-rich but easy-to-follow table format with colourful icons and pleasant shading.

      Should you any updates needed in future that have not been applied (e.g. as a result of one or more patches), contact Plomp directly.

      If you wanna comment on this please to so in the related forum thread Civ4 Interactive Series Reference Sheets.

      ...
      September 1, 2012, 18:20
    • Civilization 4: Civics
      by Martin Gühmann
      Government Requires Benefits Upkeep Despotism - - Low Hereditary Rule Monarchy +1 Happiness per military unit stationed in city Low Representation Constitution +3 Beakers per specialist+2 Happiness in 5 largest cities Medium Police State Fascism +25% Military Unit Production-50% War Weariness High Universal Suffrage Democracy +1 Hammer from TownCan spend gold to finish production Medium Legal Requires Benefits Upkeep Barbarism - - Low Vassalage Feudalism New units receive +2 ExperienceLower Unit Support costs High Bureaucracy Civil Service +50% Hammers, +50% Gold in Capital Medium Nationhood Nationalism Can Draft 3 units per turn+2 Happiness from Barracks None Free Speech Liberalism +2 Commerce from Town+100% Culture in all cities Low Labor Requires Benefits Upkeep Tribalism - - Low Slavery Bronze Working Can sacrifice population to finish production Low Serfdom Feudalism Workers build improvements 50% faster Low Caste System Code of Laws Unlimited Artists, Scientists, Merchants Medium Emancipation Democracy +100% growth for cottage, hamlet, villageUnhappiness Penalty for civs w/out Emancipation Low Economy Requires Benefits Upkeep Decentralization - - Low Mercantilism Banking +1 free specialist per cityNo foreign trade routes Medium Free Market Economics +1 trade routes per city Medium State Property Communism No maintenance costs from distance+1 food from Workshop, Watermill Low Environmentalism Medicine +6 health in all cities+1 happiness from jungle, forest Medium Religion Requires Benefits Upkeep Paganism - - Low Organized Religion Monotheism Can build missionaries w/out monestaryCities w/state religion construct 25% faster High Theocracy Theology +2 experience in cities w/state religionNo non-state religion spread Medium Pacifism Pacifism +100% Great Person birth rate in cities w/state religion+1 support cost per unit None Free Religion Liberalism +10% research in all citiesNo state religion+1 happiness per religion per city Low ...
      July 26, 2012, 18:24
    • Civilization 4: Civilizations, Leaders & Traits
      by Martin Gühmann
      Civilization Leader 1 Leader 2 Starting Technologies Unique Units Cities Americans George Washington(Financial, Organized) Franklin D. Roosevelt(Industrious, Organized) FishingAgriculture Navy SEALReplaces Marine WashingtonNew YorkBostonPhiladelphiaAtlantaChicagoSeattleSan FranciscoLos AngelesHouston Arabs Saladin(Philosophical, Spiritual) None MysticismThe Wheel Camel ArcherReplaces Knights MeccaMedinaDamascusBaghdadNajranKufahBasraKhurasan AnjarFustat Aztecs Montezuma(Agressive, Spiritual) None MysticismHunting JaguarReplaces Swordsman TenochtitlanTeotihuacanTlatelolcoTexcocoTlaxcalaCa lixtlahuacaXochicalcoTlacopanAtzcapotzalcoTzintzun tzen Chinese Qin Shi Huang(Industrious, Financial) Mao Zedong(Philosophical, Organized) AgricultureMining Cho-Ko-NuReplaces Crossbowman BeijingShanghaiGuangzhouNanjingXianChengduHangzhou TianjinMacauShandong Egyptians Hatshepsut(Spiritual, Creative) None The WheelAgriculture War ChariotReplaces Chariot ThebesMemphisHeliopolisElephantineAlexandriaPirame ssesGizaByblosElamarnaHieraconpolis English Elizabeth(Philosophical, Financial) Victoria(Expansive, Financial) FishingMining RedcoatReplaces Rifleman LondonYorkNotthinghamHastingsCanterburryCoventryWa rwickNewcastleOxfordLiverpool French Louis XIV(Industrious, Creative) Napoleon(Aggressive, Industrious) The WheelAgriculture MusketeerReplaces Musketman ParisOrleansLyonsRheimsToursMarseillesChartresAvig nonBesanconRouen Germans Bismarck(Expansive, Industrious) Frederick(Philosophical, Creative) HuntingMining PanzerReplaces Tank BerlinHamburgMunichCologneFrankfurtEssenDortmundSt uttgartDusseldorfBremen Greeks Alexander(Philosophical, Aggressive) None FishingHunting PhalanxReplaces Spearman AthensSpartaThermopylaeCorinthDelphiPharsalosKnoss osArgosMycenaeHerakleia Incans Huanya Capac(Agressive, Financial) None MysticismAgriculture QuechuaReplaces Warrior CuzcoTiwanakuMachuOllantaytamboCorihuayachinaHuama ngaVilcasVilcabambaVitcosAndahuaylas Indians Gandhi(Spiritual, Industrious) Asoka(Spiritual, Organized) MysticismMining Fast WorkerReplaces Worker DelhiBombayMadrasBangaloreCalcuttaLahoreKarachiKol hapurJaipurHyderabod Japanese Tokugawa(Agressive, Organized) None FishingThe Wheel SamuraiReplaces Maceman KyotoOsakaTokyoEdoSatsumaKagoshimaNaraNagoyaIzumoN agasaki Malinese Mansa Musa(Spiritual, Financial) None The WheelMining SkirmisherReplaces Archer TimbuktuDjenneKumbisalehGaoWalataNianiAwdaghostTad mekkaTekeddaAwlil Mongols Genghis Khan(Aggressive, Expansive) Kublai Khan(Aggressive, Creative) The WheelHunting KeshikReplaces Horse Archer KarakorumBeshbalikTurfanHsiaOldsaraiNewsaraiSamarq andTabrizTiflisOtrar Persians Cyrus(Expansive, Creative) None AgricultureHunting ImmortalReplaces Chariot PersepolisPasargadaeSusaArbelaTarsusGordiumBactraS idonTyreSardis Romans Julius Caesar(Expansive, Organized) None FishingMining PraetorianReplaces Swordsman RomeAntiumCumaeNeapolisPisaeRavennaArretiumArpinum CirceiSetia Russians Catherine(Creative, Financial) Peter(Philosophical, Expansive) HuntingMining CossackReplaces Cavalry MoscowSt. PetersburgNovgorodRostovYaroslaviYekaterinburgYaku tskVladivostokSmolenskOrenburg Spanish Isabella(Spiritual, Expansive) None MysticismFishing ConquistadorReplaces Knight MadridBarcelonaSevilleCordobaToledoSantiagoSalaman caMurciaValenciaZaragoza Barbarians - - - - CherokeeAnasaziTeoihuacanOlmecZapotecChinookApache ChehalisIllinoisNavajo The Barbarians are not a full-fledged Civilization. They do not have a leader or Unique Unit and they don't develop full Culture. They can have independent units (both humans and animals) and cities, which spontaneously appear on the map in uninhabited regions. They behave more or less like a minor civ, they can cause trouble for players at any time. Trait Effect Aggressive Free Promotion (Combat I) - Melee Units - Gunpowder UnitsDouble Productin Speed of Barracks, Drydock Creative +2 Culture per CityDouble Productin Speed of Theatre, Colloseum Expansive +3 Health per CityDouble Productin Speed of Granary, Harbor Financial +1 commerce on plots with 2 or more commerce Industrious ...
      July 26, 2012, 18:04
    • Civilization 4: Civilopedia introduction
      by Martin Gühmann

      This section lists all known Civilizations and Leaders, Buildings, Wonders, Units, Promotions, Advances, Terrain Types, Improvements, Resources, and Civ4: Civics featured in Civilization IV. Most of the information in this section was taken directly from the ingame Civiliopedia. All information in this section has been updated for the latest version of the game, which is 1.61. Information on the warlords expansion is not included. There is (will be) a seperate Civilopedia for warlords.

      If you find any errors in the information presented here, please let us know.

      We have recently finished updating the Civilopedia. It should now be entirely up to date for the 1.61 patch. Our next project will be to write a seperate Civilopedia for the Warlords expansion.

      Last updated: November 30th, 2006

      ...
      July 25, 2012, 15:41
    • Civilization 4: Resources
      by Martin Gühmann
      Strategic Resources Effect Improvement Yield Revealed by Usage Aluminum Hills +1 Hammer Mine 0 +3 +1 Industrialism Modern Units SS parts Coal Hills +1 Hammer Mine 0 +3 0 Steam Power Railraods Ironclad Copper Grassland Plains +1 Hammer Mine 0 +3 0 Bronze Working Ancient Units Some Wonders Horse Grassland Plains +1 Hammer Pasture 0 +2 +1 Animal Husbandry Mounted Units Iron Desert Hills Grassland Plains +1 Hammer Mine 0 +3 0 Iron Working Ancient Units Medieval Units Marble Hills Tundra Plains +1 Hammer Quarry +0 +1 +2   Many Wonders Oil Desert Coast Ocean +1 Hammer Land Well 0 +2 +1 Scientific Method Industrial Units Modern Units Water Offshore Platform 0 +2 +1 Stone Desert Plains +1 Hammer Quarry 0 +2 0   Many Wonders Some Buildings Uranium Plains   Mine 0 0 +3 Physics Naval Units Nukes Luxury Resources Effect Improvement Yield Dye Grassland, Jungle, Plains +1 Commerce Plantation 0 0 +4 Fur Ice, Hills (Tundra), Tundra +1 Commerce Camp 0 0 +3 Gems ? +1 Commerce Mine 0 +1 +5 Gold Hills (Desert, Grassland, Plains) +1 Commerce Mine 0 +1 +6 Incense ? +1 Commerce Plantation 0 0 +5 Ivory Grassland, Jungle, Plains +1 Hammer Camp 0 +1 +1 Silk Forest +1 Commerce Plantation 0 0 +3 Silver Hills (Desert, Plains) +1 Commerce Mine 0 +1 +4 Spices Grassland, Plains +1 Commerce Plantation +1 0 +2 Sugar Plains +1 Food Plantation +1 0 +1 Wine Plains +1 Commerce Winery +1 0 +2 Whales Coast, Ocean +1 Food Whaling Boats 0 +1 +2 Food Resources Effect Improvement Yield Bananas Jungle +1 Food Plantation +2 0 0 Clam Coast +1 Food Fishing Boats +2 0 0 Corn Desert, Grassland +1 Food Farm +2 +0 +1 Cows Grassland, Plains +1 Food Pasture +1 +2 0 Crab Coast +1 Food Fishing Boats +2 0 0 Deer Plains, Tundra +1 Food Camp +2 0 0 Fish Coast, Ocean +1 Food Fishing Boats +3 0 0 Pigs Grassland, Hills (Grassland), Jungle +1 Food Pasture +3 0 0 Rice Grassland, Jungle +1 Food Farm +1 0 0 Sheep Grassland +1 Food Pasture +2 0 1 Wheat Plains +1 Food Farm +2 0 0 All resources (except Uranium) give a bonus to the base output of a tile. This bonus is listed the 'Effect' column. In addition all luxury resources give +1 happiness, and all food resources +1 health, to every connected city in your civilization, if they are improved. Strategic resources are needed to build certain units, and speed up the production of some buildings and wonders. Their effect is listed. Yield is the extra amount of Food, Hammers & Commerce that improving the resource yields to the tile the resource is on. Under the name of each resource, the terrain types on which the resource can be found are given. These are for standard map settings, obviously on custom-designed maps or map scripts this can be different....
      July 20, 2012, 18:24
    Working...
    X