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Civilization 4: Units

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  • Civilization 4: 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
    20% Withdrawl Chance
    Horse Archer
    Mounted Units
    6 2 50 Horseback Riding
    Archery
    Horses Immune to First Strikes
    No Defensive Bonuses
    +50% vs. Catapult
    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
    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
    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
    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
    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
    Cho-Ko-Nu
    Archery Units
    Chinese Empire
    Replaces Crossbowman
    6 1 60 Machinery
    Archery
    Iron  2 First Strikes
    Causes Collateral Damage
    +50% vs. Melee
    Conquistador
    Mounted Units
    Spanish Empire
    Replaces Knight
    10 2 90 Guilds
    Horseback Riding
    Horse
    Iron
    Immune to First Strikes
    +50% vs. Melee Units
    Cossack
    Mounted Units
    Russian Empire
    Replaces Cavalry
    18 2 120 Military Tradition
    Gunpowder
    Horseback Riding
    Horse No Defensive Bonuses
    30% Withdrawl Chance
    +50% vs. Cannon
    +50% vs. Mounted Units
    Fast Worker Indian Empire
    Replaces Worker
    0 3 60     Can Improve Tiles
    Immortal
    Mounted Units
    Persian Empire
    Replaces Chariot
    4 2 25 The Wheel Horse 30% Withdrawl Chance
    +50% vs. Archery Units
    Jaguar
    Melee Units
    Aztec Empire
    Replaces Swordsman
    5 1 35 Iron Working   +10% City Attack
    +25% Jungle 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
    Musketeer
    Gunpowder Units
    French Empire
    Replaces Musketman
    9 2 80 Gunpowder    
    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
    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
    Praetorian
    Melee Units
    Roman Empire
    Replaces Swordsman
    8 1 45 Iron Working Iron  
    Quechua
    Melee Units
    Incan Empire
    Replaces Warrior
    2 1 15     +25% City Defense
    +100% vs. Archery Units
    Redcoat
    Gunpowder Units
    English Empire
    Replaces Rifleman
    16 1 110 Rifling   +25% vs. Mounted Units
    +25% vs. Gunpowder Units
    Samurai
    Melee Units
    Japanese Empire
    Replaces Maceman
    8 1 70 Civil Service
    Machinery
    Iron 2 First Strikes
    +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
    War Chariot
    Mounted Units
    Egyptian Empire
    Replaces Chariot
    5 2 25 The Wheel Horse Immune to First Strikes
    No Defensive Bonuses
    20% Withdrawl Chance


    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


    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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