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Civilization 4 Warlords: Units

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  • Civilization 4 Warlords: Units

    Combat Units Str MP Cost Technology Resource Special Abilities
    Scout
    Recon Units
    1 2 15 Hunting   Can Only Defend
    Better results from Tribal Villages
    +100% vs. Animals
    Explorer
    Recon Units
    4 2 40 Compass   Can Only Defend
    Better results from Tribal Villages
    Ignores Terrain Movement Cost
    Starts with Guerilla I, Woodsman I
    Warrior
    Melee Units
    2 1 15     +25% City Defense
    Swordsman
    Melee Units
    6 1 40 Iron Working Iron +10% City Attack
    Axeman
    Melee Units
    5 1 35 Bronze Working Copper or Iron +50% vs. Melee Units
    Maceman
    Melee Units
    8 1 70 Civil Service
    Machinery
    Copper or Iron +50% vs. Melee Units
    Spearman
    Melee Units
    4 1 35 Hunting Copper or Iron +100% vs. Mounted Units
    Pikeman
    Melee Units
    6 1 60 Engineering Iron +100% vs. Mounted Units
    Musketman
    Gunpowder Units
    9 1 80 Gunpowder    
    Rifleman
    Gunpowder Units
    14 1 110 Rifling   +25% vs. Mounted Units
    Grenadier
    Gunpowder Units
    12 1 100 Chemistry   +50% vs. Rifleman
    Infantry
    Gunpowder Units
    20 1 140 Assembly Line
    Rifling
      +25% vs. Gunpowder Units
    SAM Infantry
    Gunpowder Units
    18 1 150 Rocketry   +50% vs. Helicopter Units
    Can Intercept Aircraft (40% Chance)
    Marine
    Gunpowder Units
    24 1 160 Industrialism
    Rifling
      +50% vs. Machine Gun
    +50% vs. Artillery
    Starts with Amphibious
    Mechanized Infantry
    Gunpowder Units
    32 2 200 Robotics
    Rifling
      Can Intercept Aircraft (20% Chance)
    Starts with March
    Archer
    Archery Units
    3 1 25 Archery   1 First Strike
    +50% City Defense
    +25% Hills Defense
    Longbowman
    Archery Units
    6 1 50 Feudalism
    Archery
      1 First Strike
    +25% City Defense
    +25% Hills Defense
    Crossbowman
    Archery Units
    6 1 60 Machinery
    Archery
    Iron 1 First Strike
    +50% vs. Melee
    Chariot
    Mounted Units
    4 2 25 The Wheel Horses No Defensive Bonuses
    10% Withdrawl Chance
    +100% vs. Axeman
    Horse Archer
    Mounted Units
    6 2 50 Horseback Riding
    Archery
    Horses Immune to First Strikes
    No Defensive Bonuses
    20% Withdrawl Chance
    -10% City Attack
    +50% vs. Catapult
    +50% vs. Trebuchet
    Knight
    Mounted Units
    10 2 90 Guilds
    Horseback Riding
    Horses
    Iron
    Immune to First Strikes
    No Defensive Bonuses
    Cavalry
    Mounted Units
    15 2 120 Military Tradition
    Gunpowder
    Horseback Riding
    Horses No Defensive Bonuses
    30% Withdrawl Chance
    +50% vs. Cannon
    War Elephant
    Mounted Units
    8 1 60 Construction Ivory No Defensive Bonuses
    +50% vs. Mounted Units
    Catapult
    Siege Weapons
    5 1 40 Construction   No Defensive Bonuses
    Bombards Cities (-15%/turn)
    Causes Collateral Damage
    25% Withdrawal Chance
    Trebuchet
    Siege Weapons
    4 1 80 Engineering   No Defensive Bonuses
    Bombards Cities (-25%/turn)
    Causes Collateral Damage
    25% Withdrawal Chance
    +100% City Attack
    Cannon
    Siege Weapons
    12 1 100 Steel Iron No Defensive Bonuses
    Bombards Cities (-20%/turn)
    Causes Collateral Damage
    25% Withdrawal Chance
    Machine Gun
    Siege Weapons
    18 1 125 Railroad   Can Only Defend
    1 First Strike
    +50% vs. Gunpowder Units
    Artillery
    Siege Weapons
    18 1 150 Artillery   No Defensive Bonuses
    Bombards Cities (-25%/turn)
    Causes Collateral Damage
    25% Withdrawal Chance
    +50% vs. Siege Weapons
    Tank
    Armored Units
    28 2 180 Industrialism
    Rifling
    Oil No Defensive Bonuses
    Starts With Blitz
    Modern Armor
    Armored Units
    40 2 240 Composites
    Computers
    Oil
    Aluminum
    1 First Strike
    No Defensive Bonuses
    Starts With Blitz
    Galley
    Naval Units
    2 2 50 Sailing   2 Cargo Space
    Cannot enter Ocean
    Trireme
    Naval Units
    2 2 50 Sailing
    Bronze Working
      Cannot enter Ocean
    +50% vs. Galley
    Caravel
    Naval Units
    3 3 60 Optics   1 Cargo Space
    Carries Scouts, Explorers, Missionaries, Spies, Great People
    Can Explore Rival Territory
    Galleon
    Naval Units
    4 4 80 Astronomy   3 Cargo Space
    Frigate
    Naval Units
    8 4 90 Chemistry
    Astronomy
    Iron Can Bombard City Defenses (-10%/turn)
    Ironclad
    Naval Units
    12 2 100 Steel
    Steam Power
    Iron
    Coal
    Cannot Enter Ocean
    Can Bombard City Defenses (-10%/turn)
    Transport
    Naval Units
    16 5 125 Combustion Oil or Uranium 4 Cargo Space
    Destroyer
    Naval Units
    30 8 200 Combustion Oil or Uranium Can see Submarines
    Can Intercept Aircraft (30% Chance)
    Can Bombard City Defenses (-15%/turn)
    Battleship
    Naval Units
    40 6 225 Industrialism Oil or Uranium Causes Collateral Damage
    Can Bombard City Defenses (-20%/turn)
    Submarine
    Naval Units
    24 6 150 Radio
    Combustion
    Oil or Uranium 1 Cargo Space
    Carries Scouts, Explorers, Missionaries, Spies, Great People
    Invisible to Most Units
    Can See Submarines
    Can Move through Impassable Terrain
    Can Explore Rival Territory
    50% Withdrawl Chance
    Carrier
    Naval Units
    16 5 175 Flight Oil or Uranium 3 Cargo Space
    Carries Fighters
    Gunship
    Helicopter Units
    24 4 160 Flight
    Rocketry
    Oil Cannot Capture Cities
    No Defensive Bonuses
    25% Withdrawl Chance
    +100% vs. Armored Units
    Ignores Terrain Movement Costs
    Fighter
    Air Units
    12 1 100 Flight Oil Range 6
    Can Intercept Aircraft (50% Chance)
    Can Bomb City Defences (-5% / turn)
    Can Destroy Tile Improvements
    Jet Fighter
    Air Units
    24 1 150 Flight
    Composites
    Oil
    Aluminum
    Range 10
    Can Intercept Aircraft (70% Chance)
    Can Bomb City Defences (-10% / turn)
    Can Destroy Tile Improvements
    Bomber
    Air Units
    16 1 140 Flight
    Radio
    Oil Range 8
    Causes Collateral Damage
    -50% vs. Water Units
    Can Bomb City Defences (-15% / turn)
    Can Destroy Tile Improvements
    Stealth Bomber
    Air Units
    20 1 200 Flight
    Composites
    Robotics
    Oil
    Aluminum
    Range 12
    Can Evade Interception (50% Chance)
    Causes Collateral Damage
    -50% vs. Water Units
    Can Bomb City Defences (-20% / turn)
    Can Destroy Tile Improvements
    ICBM 0 1 500 Rocketry
    Fission
    The Manhattan Project
    Uranium Nukes Enemy Lands

    Unique Units Str MP Cost Technology Resource Special Abilities
    Navy Seal
    Gunpowder Units
    American Empire
    Replaces Marine
    24 1 160 Industrialism
    Rifling
      1-2 First Strikes
    +50% vs. Machine Gun
    +50% vs. Artillery
    Starts with Amphibious, March
    Camel Archer
    Mounted Units
    Arabian Empire
    Replaces Knight
    10 2 90 Guilds
    Horseback Riding
    Archery
      Immune to First Strikes
    No Defensive Bonuses
    25% Withdrawal Chance
    Jaguar
    Melee Units
    Aztec Empire
    Replaces Swordsman
    5 1 35 Iron Working   +10% City Attack
    Starts with Woodsman I
    Numidian Cavalry
    Mounted Units
    Carthaginian Empire
    Replaces Horse Archer
    5 2 50 Horseback Riding
    Archery
    Horse Immune to First Strikes
    No Defensive Bonuses
    20% Withdrawal Chance
    -10% City Attack
    +50% vs. Catapult
    +50% vs. Trebuchet
    +50% vs. Melee Units
    Starts with Flanking I
    Gallic Warrior
    Melee Units
    Celtic Empire
    Replaces Swordsman
    6 1 40 Iron Working Copper or Iron +10% City Attack
    Starts with Guerilla I
    Cho-Ko-Nu
    Archery Units
    Chinese Empire
    Replaces Crossbowman
    6 1 60 Machinery
    Archery
    Iron  2 First Strikes
    Causes Collateral Damage
    +50% vs. Melee
    War Chariot
    Mounted Units
    Egyptian Empire
    Replaces Chariot
    5 2 25 The Wheel Horse Immune to First Strikes
    No Defensive Bonuses
    10% Withdrawl Chance
    +100% vs. Axeman
    Redcoat
    Gunpowder Units
    English Empire
    Replaces Rifleman
    14 1 110 Rifling   +25% vs. Mounted Units
    +25% vs. Gunpowder Units
    Musketeer
    Gunpowder Units
    French Empire
    Replaces Musketman
    9 2 80 Gunpowder    
    Panzer
    Armored Units
    German Empire
    Replaces Tank
    28 2 180 Industrialism
    Rifling
    Oil No Defensive Bonuses
    +50% vs. Armored Units
    Starts With Blitz
    Phalanx
    Melee Units
    Greek Empire
    Replaces Spearman
    5 1 35 Hunting Copper or
    Iron
    +25% Hills Defense
    +100% vs. Mounted Units
    Quechua
    Melee Units
    Incan Empire
    Replaces Warrior
    2 1 15     +25% City Defense
    +100% vs. Archery Units
    Starts with Combat I
    Fast Worker Indian Empire
    Replaces Worker
    0 3 60     Can Improve Tiles
    Samurai
    Melee Units
    Japanese Empire
    Replaces Maceman
    8 1 70 Civil Service
    Machinery
    Iron 2 First Strikes
    +50% vs. Melee Units
    Hwacha
    Siege Weapons
    Korean Empire
    Replaces Catapult
    5 1 40 Construction   No Defensive Bonuses
    Bombards Cities (-15%/turn)
    Causes Collateral Damage
    25% Withdrawl Chance
    +50% vs. Melee Units
    Skirmisher
    Archery Units
    Malinese Empire
    Replaces Archer
    4 1 25 Archery   1-2 First Strikes
    +50% City Defense
    +25% Hills Defense
    Keshik
    Mounted Units
    Mongolian Empire
    Replaces Horse Archer
    6 2 50 Horseback Riding
    Archery
    Horse 1 First Strike
    No Defensive Bonuses
    Ignore Terrain Movement Cost
    +50% vs. Catapult
    -10% City Attack
    +50% vs. Catapult
    +50% vs. Trebuchet
    Janissary
    Gunpowder Units
    Ottoman Empire
    Replaces Musketman
    9 1 80 Gunpowder   +25% vs. Archery Units
    +25% vs. Mounted Units
    +25% vs. Melee Units
    Immortal
    Mounted Units
    Persian Empire
    Replaces Chariot
    4 2 25 The Wheel Horse 10% Withdrawl Chance
    +100% vs. Axeman
    +50% vs. Archery Units
    Praetorian
    Melee Units
    Roman Empire
    Replaces Swordsman
    8 1 45 Iron Working Iron  
    Cossack
    Mounted Units
    Russian Empire
    Replaces Cavalry
    15 2 120 Military Tradition
    Gunpowder
    Horseback Riding
    Horse No Defensive Bonuses
    30% Withdrawl Chance
    +50% vs. Cannon
    +50% vs. Mounted Units
    Conquistador
    Mounted Units
    Spanish Empire
    Replaces Knight
    10 2 90 Guilds
    Horseback Riding
    Horse
    Iron
    Immune to First Strikes
    +50% vs. Melee Units
    Berserker
    Melee Units
    Viking Empire
    Replaces Maceman
    8 1 70 Civil Service
    Machinery
    Copper or Iron +10% City Attack
    +50% vs. Melee Units
    Starts with Amphibious
    Impi
    Melee Units
    Zulu Empire
    Replaces Spearman
    4 2 35 Hunting Copper or Iron +100% vs. Mounted Units
    Starts with Mobility

    Non-Combat Units Str MP Cost Technology Special Abilities
    Settler 0 2 100   Can Found Cities
    Constructed with Food & Hammers
    Worker 0 2 60   Can Create Improvements
    Constructed with Food & Hammers
    Work Boat
    Water Unit
    0 2 30 Fishing Cannot Enter Ocean
    Can Create Fishing Boats, Whaling Boats, Offshore Platform
    Spy 0 2 80 Communism
    Scotland Yard
    National Unit (4 allowed)
    Invisible to All Units
    Can explore Rival Territory
    Can expose Rival Spies in Nearby Tiles
    Starts with Sentry
    Jewish Missionary 0 2 40 Jewish Monestary National Unit (3 allowed)
    Can Spread Judaism
    Christian Missionary 0 2 40 Christian Monestary National Unit (3 allowed)
    Can Spread Christianity
    Islamic Missionary 0 2 40 Islamic Monestary National Unit (3 allowed)
    Can Spread Islam
    Hindu Missionary 0 2 40 Hindu Monestary National Unit (3 allowed)
    Can Spread Hinduism
    Buddhist Missionary 0 2 40 Buddhist Monestary National Unit (3 allowed)
    Can Spread Buddhism
    Confucian Missionary 0 2 40 Confucian Monestary National Unit (3 allowed)
    Can Spread Confucianism
    Taoist Missionary 0 2 40 Taoist Monestary National Unit (3 allowed)
    Can Spread Taoism
    Great Prophet 0 2     Can Start a Golden Age
    Can Discover a Technology
    Can Join City as a Great Prophet
    Can Construct The Temple of Solomon, The Church of Nativity, The Masjid al-Haram, The Kashi Vishwanath, The Mahabodhi, The Kong Miao, The Dai Miao
    Great Merchant 0 2     Can Explore Rival Territory
    Can Start a Golden Age
    Can Discover a Technology
    Can Conduct a Trade Mission
    Can Join City as a Great Merchant
    Great Artist 0 2     Can Start a Golden Age
    Can Discover a Technology
    Can Create a Great Work (+4000 culture)
    Can Join City as a Great Artist
    Great Engineer 0 2     Can Start a Golden Age
    Can Discover a Technology
    Can Hurry Production
    Can Join City as a Great Engineer
    Great Scientist 0 2     Can Start a Golden Age
    Can Discover a Technology
    Can Construct Academy
    Can Join City as a Great Scientist
    Great General 0 2     Can Upgrade a unit into a Warlord giving
    • 20 Experience Upon creation, Distributed Amongst Units in Same Tile
    • Free Upgrades
    • Extra Available Promotions
    Can Construct Military Academy
    Can Join City as a Great Military Instructor

    Animals Str MP Special Abilities
    Lion
    Animals
    2 1 Doesn't Receive Defensive Bonuses
    Bear
    Animals
    3 1 Doesn't Receive Defensive Bonuses
    Panther
    Animals
    2 2 Doesn't Receive Defensive Bonuses
    Wolf
    Animals
    1 2 Doesn't Receive Defensive Bonuses
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    • Civilization 4 Warlords: Units
      by Martin Gühmann
      Combat Units Str MP Cost Technology Resource Special Abilities ScoutRecon Units 1 2 15 Hunting   Can Only DefendBetter results from Tribal Villages+100% vs. Animals ExplorerRecon Units 4 2 40 Compass   Can Only DefendBetter results from Tribal VillagesIgnores Terrain Movement CostStarts with Guerilla I, Woodsman I WarriorMelee Units 2 1 15     +25% City Defense SwordsmanMelee Units 6 1 40 Iron Working Iron +10% City Attack AxemanMelee Units 5 1 35 Bronze Working Copper or Iron +50% vs. Melee Units MacemanMelee Units 8 1 70 Civil ServiceMachinery Copper or Iron +50% vs. Melee Units SpearmanMelee Units 4 1 35 Hunting Copper or Iron +100% vs. Mounted Units PikemanMelee Units 6 1 60 Engineering Iron +100% vs. Mounted Units MusketmanGunpowder Units 9 1 80 Gunpowder     RiflemanGunpowder Units 14 1 110 Rifling   +25% vs. Mounted Units GrenadierGunpowder Units 12 1 100 Chemistry   +50% vs. Rifleman InfantryGunpowder Units 20 1 140 Assembly LineRifling   +25% vs. Gunpowder Units SAM InfantryGunpowder Units 18 1 150 Rocketry   +50% vs. Helicopter UnitsCan Intercept Aircraft (40% Chance) MarineGunpowder Units 24 1 160 IndustrialismRifling   +50% vs. Machine Gun+50% vs. ArtilleryStarts with Amphibious Mechanized InfantryGunpowder Units 32 2 200 RoboticsRifling   Can Intercept Aircraft (20% Chance)Starts with March ArcherArchery Units 3 1 25 Archery   1 First Strike+50% City Defense+25% Hills Defense LongbowmanArchery Units 6 1 50 FeudalismArchery   1 First Strike+25% City Defense+25% Hills Defense CrossbowmanArchery Units 6 1 60 MachineryArchery Iron 1 First Strike+50% vs. Melee ChariotMounted Units 4 2 25 The Wheel Horses No Defensive Bonuses10% Withdrawl Chance+100% vs. Axeman Horse ArcherMounted Units 6 2 50 Horseback RidingArchery Horses Immune to First StrikesNo Defensive Bonuses20% Withdrawl Chance-10% City Attack+50% vs. Catapult+50% vs. Trebuchet KnightMounted Units 10 2 90 GuildsHorseback Riding HorsesIron Immune to First StrikesNo Defensive Bonuses CavalryMounted Units 15 2 120 Military TraditionGunpowderHorseback Riding Horses No Defensive Bonuses30% Withdrawl Chance+50% vs. Cannon War ElephantMounted Units 8 1 60 Construction Ivory No Defensive Bonuses+50% vs. Mounted Units CatapultSiege Weapons 5 1 40 Construction   No Defensive BonusesBombards Cities (-15%/turn)Causes Collateral Damage25% Withdrawal Chance TrebuchetSiege Weapons 4 1 80 Engineering   No Defensive BonusesBombards Cities (-25%/turn)Causes Collateral Damage25% Withdrawal Chance+100% City Attack CannonSiege Weapons 12 1 100 Steel Iron No Defensive BonusesBombards Cities (-20%/turn)Causes Collateral Damage25% Withdrawal Chance Machine GunSiege Weapons 18 1 125 Railroad   Can Only Defend1 First Strike+50% vs. Gunpowder Units ArtillerySiege Weapons 18 1 150 Artillery   No Defensive BonusesBombards Cities (-25%/turn)Causes Collateral Damage25% Withdrawal Chance+50% vs. Siege Weapons TankArmored Units 28 2 180 IndustrialismRifling Oil No Defensive BonusesStarts With Blitz Modern ArmorArmored Units 40 2 240 CompositesComputers OilAluminu...
      August 15, 2012, 17:27
    • Civilization 4 Warlords: Wonders & Projects
      by Martin Gühmann
      World Wonders Can only be built once in the entire world Wonder    Requires    Cost Effects The Pyramids Masonry 500 Enables all Government civics+6 culture+2 engineer Great People PointsCan only be built on Classical and earlier startsDouble production speed with Stone Stonehenge Mysticism 120 Free Monument in every cityCenters world map+8 culture+2 prophet Great People PointsCan only be built on Ancient and earlier startsDouble production speed with StoneObsolete wth Calendar The Great Library LiteratureLibrary 350 +2 free Scientist in city+8 Culture+2 scientist Great People PointsCan only be built on Medieval and earlier startsDouble production speed with MarbleObsolete with Scientific Method The Great Lighthouse MasonryLighthouse 200 +2 trade routes in all coastal cities+6 culture+2 merchant Great People PointsCan only be built on Classical and earlier startsObsolete wth Corporation The Hanging Gardens MathematicsAquaduct 300 +1 health in all cities+1 population in all cities+6 culture+2 engineer Great People PointsCan only be built on Medieval and earlier startsDouble production speed with Stone The Colossus Metal CastingForge 250 +1 commerce from water tiles in all cities+6 culture+2 merchant Great People PointsCan only be built on Medieval and earlier startsDouble production speed with CopperObsolete with Astronomy The Oracle Priesthood 150 +1 free technology+8 culture+2 prophet Great People PointsCan only be built on Ancient and earlier startsDouble production speed with Marble The Parthenon Polytheism 400 +50% great people birth rate in all cities+10 culture+2 artist Great People PointsCan only be built on Classical and earlier startsDouble production speed with MarbleObsolete with Chemistry Angkor Wat Philosophy 500 +1 hammer from Priest in all citiesCan turn 3 citizens into priest+8 culture+2 priest Great People PointsCan only be built on Renaissance and earlier startsDouble production speed with StoneObsolete with Computers The Hagia Sophia Engineering 550 Workers build improvements 50% faster+8 culture+2 engineer Great People PointsCan only be built on Medieval and earlier startsDouble production speed with MarbleObsolete with Steam Power Chichen Itza Code of Laws 500 +25% defence in all cities+6 culture+2 prophet Great People PointsCan only be built on Medieval and earlier startsDouble production speed with StoneObsolete with Rifling The Sistine Chapel Theology 600 +2 Culture per Specialist in All Cities+10 Culture+2 artist Great People PointsCan only be built on Renaissance and earlier startsDouble production speed with Marble The Spiral Minaret Divine Right 550 +2 gold from all state religion buildings+8 culture+2 prophet Great People PointsCan only be built on Renaissance and earlier startsDouble production speed with StoneObsolete with Computers Notre Dame Music 650 +1 happiness in all cities on this continent+10 culture+2 artist Great People PointsCan only be built on Renaissance and earlier startsDouble production speed with Stone The Taj Mahal Nationalism 700 Starts a golden age+10 culture+2 artist Great People PointsCan only be built on Industrial and earlier startsDouble production speed with Marble The Kremlin Communism 800 -33% hurry production cost+2 artist Great People PointsDouble production speed with StoneObsolete with Fiber Obtics The Eiffel Tower RadioForge 1250 Free Broadcast Tower in every city+6 culture+2 merchant Great People PointsDouble production speed with Iron The Statue of Liberty DemocracyForge 1500 +1 free specialist in all cities on the continent+6 culture+2 merchant Great People PointsCan only be built on Industrial and earlier startsDouble production speed with Copper Broadway Electricity 800 +50% cultureProvides 5 Hit Musicals+2 artist Great People Points Rock & Roll Radio 800 +50% cultureProvies 5 Hit Singles+2 artist Great People Points Hollywood Mass Media 1000 +50% cultureProvides 5 Hit Movies+2 artist Great People Points The Three Gorges Dam Plastics 1750 ...
      August 15, 2012, 17:23
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