Unit Index

Units are an all-important part of a Civilization game. In Civ IV, 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 Civ IV. Another important change is that alot 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.

There are 83 units in Civilization IV, including Animals & all 7 Missionaries. They are listed in alphabetical order in the table below.

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 3.13.


Icon Unit & Class Str. Move Cost Requires Upgrades to: Abilities
Archer
Archer
Archery Units
3 1 25 Archery Longbowman
Crossbowman
1 first strike
+50% city defense
+25% hills defense
Artillery
Artillery
Siege Weapons
18 1 150 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
Axeman
Axeman
Melee Units
5 1 35 Bronze Working
Copper or Iron
Maceman +50% vs. Melee Units
Battleship
Battleship
Naval Units
40 6 225 Industrialism
Oil or Uranium
- Causes collateral damage
Can bombard city defenses (-20%/turn)
Bomber
Bomber
Air Units
16 8 140 Radio
Flight
Oil
Stealth Bomber Causes collateral damage
-50% vs. water units
Can destroy tile improvements and bomb city defenses (-16%/turn)
Arabian_Camel_Archer
Camel Archer
Mounted Units
10 2 90 Guilds
Horseback Riding
Archery
Cavalry 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 Weapons
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)
Caravel
Caravel
Naval Units
3 3 60 Optics Frigate
Submarine
Cargo Space: 1 (can carry scout, explorer, missionary, spy, or great person)
Can explore rival territory w/o triggering war
Carrier
Carrier
Naval Units
16 5 175 Flight
Oil or Uranium
- Cargo Space: 3 (carries fighters)
Catapult
Catapult
Siege Weapons
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)
Cavalry
Cavalry
Mounted Units
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
Chariot
Chariot
Mounted Units
4 2 30 The Wheel
Horse
Horse Archer
Knight
Doesn't receive defensive bonuses
+100% attack vs. Axeman Can withdraw from combat (10% chance)
Chinese_Cho-Ko-Nu
Cho-Ko-Nu
Archery Units
6 1 60 Machinery
Archery
Iron
Rifleman
Grenadier
Unique unit for China; Replaces Crossbowman
2 first strikes
Causes collateral damage
+50% vs. Melee Units
Spanish_Conquistador
Conquistador
Mounted Units
10 2 90 Guilds
Horseback Riding
Horse & Iron
Cavalry Unique unit for Spain; Replaces Knight
2 first strikes
Immune to first strikes
+50% vs. Melee Units
Russian_Cossack
Cossack
Mounted Units
18 2 120 Military Tradition
Gunpowder
Horseback Riding
Horse
Gunship Unique unit for Russia; Replaces Cavalry
Doesn't receive defensive bonuses
Can withdraw from combat (30% chance)
+50% vs. Cannon
+50% vs. Mounted Units
Crossbowman
Crossbowman
Archery Units
6 1 60 Machinery
Archery
Iron
Rifleman
Grenadier
1 first strike
+50% vs. Melee Units
Destroyer
Destroyer
Naval Units
30 8 200 Combustion
Oil or Uranium
- Can see submarines
Can intercept aircraft (30% chance)
Can bombard city defenses (-15%/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
Indian_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 (50% chance)
Can destroy tile improvements and bomb city defenses (-5%/turn)
Frigate
Frigate
Naval Units
8 4 90 Chemistry
Astronomy
Iron
Destroyer Can bombard city defenses (-10/turn)
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
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
Great_Engineer
Great Engineer 0 2 - - - Can start a Golden Age
Can discover a technology
Can hurry production
Can join city as Great Engineer
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
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
Grenadier
Grenadier
Gunpowder Units
12 1 100 Chemistry Infantry
Machine Gun
+50% attack vs. Rifleman
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
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
ICBM
ICBM 0 1 500 Rocketry
Fission
Uranium
- Can nuke enemy lands
Requires The Manhattan Project
Persian_Immortal
Immortal
Mounted Units
4 2 25 The Wheel
Horse
Horse Archer
Knight
Unique unit for Persia; Replaces Chariot
Can withdraw from combat (30% chance)
+50% vs. Archery Units
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 & Coal
Destroyer Cannot enter ocean
Can bombard city defenses (-10%/turn)
Aztec_Jaguar
Jaguar
Melee Units
5 1 35 Iron Working Maceman Unique unit for Aztec; Replaces Swordsman
+10% city attack
+25% jungle defense
Jet_Fighter
Jet Fighter
Air Units
24 10 150 Composite
Flight
Oil or Aluminum
- Can intercept aircraft (70% chance)
Can destroy tile improvements and bomb city defenses (-10%/turn)
Mongolian_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
Knight
Knight
Mounted Units
10 2 90 Guilds
Horseback Riding
Horse and Iron
Cavalry Immune to first strikes
Doesn't receive defensive bonuses
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
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
- Can intercept aircraft (20% chance)
Starts with March promotion
Buddhist_Missionary
Christian_Missionary
Confucian_Missionary
Hindu_Missionary
Islamic_Missionary
Jewish_Missionary
Taoist_Missionary
Missionary 0 2 40 Buddhism
Christianity
Confucianism
Hinduism
Islam
Judaism
Taoism
- Religions & Monasteries:
- 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 each religion's unit on the map at a time.
Modern_Armour
Modern Armor
Armored Units
40 2 240 Composites
Computers
Oil & Aluminum
- 1 First Strike
Doesn't receive defensive bonuses
Starts with Blitz
French_Musketeer
Musketeer
Gunpowder Units
9 2 80 Gunpowder Rifleman Unique unit for France; Replaces Musketman
[Musketman ]
Musketman
Musketman
Gunpowder Units
9 1 80 Gunpowder Rifleman -
American_Navy_SEAL
Navy SEAL
Gunpowder Units
24 1 160 Industrialism
Rifling
- Unique unit for America; Replaces Marine
1 first strike
1-2 First Strikes
+50% attack vs. Machine Gun
+50% vs. Artillery
Starts with Amphibious and March promotion
German_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
Greek_Phalanx
Phalanx
Melee Units
5 1 35 Hunting
Copper or Iron
Pikeman Unique unit for Greece; Replaces Spearman
+25% Hills Defense
+100% vs. mounted units
Pikeman
Pikeman
Melee Units
6 1 60 Engineering
Iron
Rifleman
Grenadier
+100% vs. mounted units
Roman_Praetorian
Praetorian
Melee Units
8 1 45 Iron Working
Iron
Maceman Unique unit for Rome; Replaces Swordsman
Incan_Quechua
Quechua
Melee Units
2 1 15 - Axeman
Maceman
Spearman
Unique unit for Inca; Replaces Warrior
+25% City Defense
+100% vs. archery units
English_Redcoat
Redcoat
Gunpowder Units
16 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)
+50% vs. helicopter units
Japanese_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
Mali_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 2 80 Communism
Scotland Yard
- National Unit (4 allowed at a time)
Invisible to all units
Can explore rival territory
Can expose rival spies in nearby tiles
Starts with sentry
Stealth_Bomber
Stealth Bomber
Air Units
20 12 200 Composites
Flight
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)
Submarine
Submarine
Naval Units
24 6 150 Radio
Combustion
Oil or Uranium
- Cargo Space: 1 (carries scout, explorer, missionary, spy, great people)
Invisible to most units
Can see submarines
Can explore rival territory
Can withdraw from combat (50% chance)
Swordsman
Swordsman
Melee Units
6 1 40 Iron Working
Iron
Maceman +10% City Attack
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
Egyptian_War_Chariot
War Chariot
Mounted Units
5 2 25 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 (20% chance)
War_Elephant
War Elephant
Mounted Units
8 1 60 Construction
Ivory
Cavalry 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
Can create fishing boats, whaling boats, and offshore platform
Worker
Worker 0 2 60 - - Can improve tiles

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 units. Be sure to escort your settlers unless you are willing to take the risk! Note that these wild animals cannot enter a Civ's culture border.

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
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