Civ4 Units Strategy

EDaddy

Warlord
Joined
Nov 27, 2001
Messages
225
Location
Ypsilanti, MI
Civ 4 Units Guide
By Evans Ward Collins (E-Daddy)


Introduction

This is my first attempt at a strategy article. I am going to discuss the generic units for Civ IV era by era. Anyways, Civ 4 has introduced as you know a new unit system. Instead of Attack/Defense values for each unit, each unit has only a strength value and a movement rate. If the unit attacks or gets attacked this strength decreases. Once it reaches 0, the unit is destroyed. The more strength a unit has, the more punishment it can take! But what makes each unit unique are the starting bonuses it receives as soon as the unit is trained. That means that if you have the right unit, you can easily defeat the enemy unit. But, if you have the wrong unit, that unit will easily be defeated. For example, Swordsmen can plow through Spearmen and Horse Archers like crazy, but struggle against Axemen. Here are some general rules for war in Civ 4:

1. Always play an offensive game. This applies even if you are on the defensive. If a barbarian or enemy AI is getting ready to attack a city, they will never right away go after a city. Most of the time, they will pillage your improvements. The worst case scenario is if they pillage a resource, hamlet, village, or town! This is the major importance for play an offensive game -- prevent them from pillaging!!! Look at your enemy arsenal and respond by selecting the unit best for the job before they can do any damage.

2. Check the combat odds for each attack, especially when attacking a city. This can be accomplished by selecting the unit and either holding the right mouse button on the target or if you're adjacent to the target, holding Alt while pointing to the target will accomplish the same thing.

3. When promoting your units, use the promotions that will best help your situation. You'll want one (and just one) medic (requires Combat I -- units in same plot heal 10% faster) in your army as well as in your border cities. In the Ancient-Renaissance Eras, Shock (25% vs. Melee units) is a very good promotion to choose -- especially on Axemen & Macemen (who get 75% vs. Melee Units total)! In the late stages of the game, Pinch is a good choice (25% vs. Gunpowder units). Use the promotions that will strengthen your army and will help you the best.

4. Build walls in your border cities -- especially if you have access to stone (walls are constructed faster with stone). I usually don't bother with castles, since they appear just before the dawn of gunpowder and are useless vs. units with gunpowder.

5. Finally, use a variety of units in your cities as well as in your attacking army. Having an army of only Cavalry will do you little good if the city is fortified with Riflemen (50% mounted units bonus)!!!

Anyways, this guide will show you what units to use on what units and the units to avoid as well. With that, let's begin with the Ancient/Classical era!

Ancient/Classical units

Scout
Requires Hunting
Strength 1, Movement 2
Can only defend
+100% vs. Animals
Better Results from Tribal Villages

This is a good starting unit to go exploring in. The scout gives you a better chance at getting something good from a village (such as a new technology -- my favorite). Also it can hold its own against animals, rarely losing to them. Unfortunately, once the barbarians start appearing on the map, you can say bye, bye to your scout. Starting the game with a scout IMO is better than starting with a warrior.

Warrior
No Requirements
Strength 2, Movement 1
25% City Defense

This is your basic unit in the beginning of the game. They are mainly used to explore the landscape and it can hold its own against Barbarian warriors in the wilderness or in a city (due to its bonus). But that's just about it.

Archer
Requires Archery
Strength 3, Movement 1
1 first Strike
+50% City Defense
+25% Hills Defense

This is a good starting defensive unit to use against the barbarians, but they should be replaced by Axemen as soon as possible. Archers are very dangerous fortified on a city based on a hill as it receives bonuses from both. They also get to strike first (except vs. Horse Archers) making it a good early defense unit.

Chariot
Requires The Wheel
Requires Horses (Animal Husbandry)
Strength 4, Movement 2
No defense bonuses
Weak vs. Spearmen

This is you basic mounted unit. If you have access to horses and have to deal with barbarians, this is a good unit to build. But for most of my games, I don't even bother with this unit. You need access to horses and there are better units you could be building.

Spearman
Requires Hunting
Requires Copper (Bronze Working) or Iron (Iron Working)
Strength 4, Movement 1
+100% vs. Mounted Units
Strong vs. Chariots, Horse Archers, & War Elephants, Weak vs. Catapults, Swordsmen, & Axemen

This is a solid defense unit that can hold its own in the Classical Era. However it is still a weak unit, so 1 or 2 Spearmen in your city should suffice against any mounted aggressors you encounter. Melee Units (especially the Axemen) can easily defeat the Spearman.

Axemen
Requires Bronze Working
Requires Copper or Iron (Iron Working)
Strength 5, Movement 1
+50% vs. Melee Units
Strong vs. Swordsmen, Spearmen, & Catapults, Weak vs. Axemen

This IS the defense unit to use in the Classical age. When I first played Civ 4, I ignored this unit completely focusing on building Swordsmen & Archers instead. But in the Greek World scenario, I realized the importance of using Axemen. When I stared attacking cities using the Praetorians I was given, there was an Axeman in one of the cities. I checked the odds for attacking and it was very low. That's because the Axemen gets a bonus vs. Praetorians!!! I then realized the importance of using Axemen in my cities -- to keep the swordsmen & axemen at bay!!! Anyways, combine your axemen with one or two Spearman and your city should be able to take on any challenge!!!

Swordsman
Requires Iron Working
Requires Iron
Strength 6, Movement 1
+10% City Attack
Strong vs. Cities & Most Ancient/Classical units, Weak vs. Axemen

This is the unit you should consider building when you want to attack cities at an early stage. But don't rely on them 100% -- Axemen get a bonus vs. Swordsmen and so you'll want Horse Archers as well as Catapults for your army. And if you have access to elephants, you'll want them in your attack army too. Remember, variety is the key!

Horse Archer
Requires Horseback Riding & Archery
Requires Horses
Strength 6, Movement 2
No defense bonuses
Immune to First Strikes
+50% vs. Catapults
Strong vs. Archers & Catapults, Weak vs. Spearmen

You'll want to build these to compliment the swordsmen. They are immune to first Strikes, therefore they are effective vs. Archers. They also receive a bonus vs. Catapults. Unfortunately, spearmen gets a 100% bonus vs. Horse Archers and it would be suicide for a Horse Archer to attack a Spearman. If you attack a city with Axemen and Spearmen, you'd be better off using your Swordsmen to attack the Axemen first or weaken them with a catapult. Also, supervise your Horse Archer as they are very poor defensive units (no defense bonuses).

Catapult
Requires Construction
Strength 5, Movement 1
No defense bonuses
Causes collateral damage
Bombards city defenses -15%/turn
Strong vs. Ancient Era Units, Weak vs. Horse Archers, Medieval, & Renaissance units

If you're planning to attack a well-defended city, the catapult is the #1 tool for weakening the enemy defenses. It can bombard defenses at a rate of -15% per catapult, per turn. Best of all, the catapult causes collateral damage to multiple units in a city. So the plan here is to bring lots of catapults, bombard the city defenses and finally use some of the catapults to weaken the fortified units. You'll probably lose the catapult (unless it withdraws), but it is worth it in the long run as your attack units will have an easier time dealing with the fortified units. Like in Civ 3, siege weapons are vulnerable to attack -- an unsupervised siege weapon is begging to be destroyed!

War Elephant
Requires Construction
Requires Ivory (Elephants)
Strength 8, Movement 1
No defense bonuses
+50% vs. Mounted Units
Strong vs. Chariot, Horse Archer, & Knight, Weak vs. Spearmen, War Elephants, & Pikemen

This is an optional unit, since you need to have access to Ivory (actually its the Elephants you need) in order to build them. So in some games you can build them and in some you can't. If you do have elephants, it would be wise to build some to these for your attack army. They can plow down most Ancient & Classical units with one attack (except for the spearman). Be sure to guard them -- they are vulnerable to attacks if unsupervised. But if you don't have any elephants, don't worry too much about this unit -- it is not necessary to have this unit to attack or defend your cities.

Galley
Requires Sailing
Strength 2, Movement 2
Can transport up to 2 units
Cannot enter ocean spaces

This is the first naval unit (Work Boats don't count -- it is not a real naval unit) you can build. There's not much you can do with this unit, but if you are playing an Archipelago game, this unit is a must! Galleys can attack other naval units, although there isn't much purpose for that either.

End of Ancient/Classical section

More to come later!
 
Medieval Era

Longbowman
Requires Archery & Feudalism
Strength 6, Movement 1
1 first strike
+25% City Defense
+25% Hills Defense
Strong vs. Ancient/Classical units, Weak vs. Knights

In the Medieval Age, this is the only unit you can construct (other than the Maceman) if you don't have any iron at all. This is a good defensive unit to build in the Medieval Era, but so are Macemen and Pikemen.

Crossbowman
Requires Machinery & Archery
Requires Iron
Strength 6, Movement 1
1 first strike
+50% vs. Melee Units
Strong vs. Macemen, Pikemen, Weak vs. Knights

I keep forgetting that this unit even exists, but this unit is useful for weeding out Macemen & Pikemen as it receives a bonus against them. They can also be garrisoned to protect yourself from Macemen & Pikemen.

Maceman
Requires Civil Service & Machinery
Requires Copper or Iron
Strength 8, Movement 1
+50% vs. Melee Units
Strong vs. Pikemen, Weak vs. Knights & Macemen

If you want to attack cities in the Medieval Era, pick up some Macemen to go with your Knights -- they can knock Pikemen with their melee bonus.

Pikemen
Requires Engineering
Requires Iron
Strength 6, Movement 1
+100% vs. Mounted Units
Strong vs. Knights, Weak vs. Crossbowmen & Macemen

This unit is a must build in the Medieval Era as a counter against Knights -- properly trained you can even use them against Calvary!!!

Knight
Requires Horseback Riding & Guilds
Requires Horses & Iron
Strength 10, Movement 2
Immune to first Strikes
No defense bonus
Strong vs. Longbowmen & Crossbowmen, Weak vs. Pikemen & War Elephants

This is the strongest unit you can build in the Medieval Era although you need Horses as well as Iron to build them! Don't have all Knights though in your army, they can do very little against a city full of Spearmen & Pikemen! Also remember that War Elephants can hold their own against Knights too!!!

Explorer
Requires Compass
Strength 4, Movement 2
Better results from Tribal Villages
Can only defend
Ignores Terrain Movement Cost
Starts with Guerilla & Woodsman I

Unfortunately, there isn't much use for this unit. Even in a Terra style game in which you have to explore an uninhabited continent, you still have to deal with the barbarians and by the time you get this unit, they'll have units that can defeat the explorer. There are two uses that I know for this unit -- use it to explore rival territory in which you have an Open Borders agreement with -- although any mounted unit will do the trick too or use them to explore the land in a Renaissance (or later) start. I'm sorry, but I think this unit is too weak to go Terra exploring in -- the barbarians can easily defeat this unit.

Caravel
Requires Optics
Strength 3, Movement 3
Can transport one of the following: Scouts, Explorers, Missionaries, Spies, or Great People
Can enter rival territory without an Open Borders agreement

You'll definitely want to build this unit -- especially in a Continents, Terra, or Archipelago game. The Caravel can enter rival territory, so this makes it a good unit to go exploring in. Like the Galley, the Caravel does a poor job in battle, but unfortunately there aren't any good war ships at this time to build.

End of Medieval section
 
I'm going to disagree with a couple of ideas here:

1) I find chariots extrememly useful once you get theology and 2nd rank promotions. With flanking II, you have a 50% withdrawal chance, the same immunity to first strikes as the horse archer, for a dirt cheap cost. They are great pillagers, and cost for cost can take on axemen and horse archers. They also make good units for medics.

2) Explorers can make decent escorts for horse archers and knights. They have the speed necessary to keep up, and with their 2nd promotion can have a net 8 strength against other units in forested areas!! They are a very cheap unit that can protect against pikemen.
 
Also, you can give explorers the medic promotion (build in a red cross city). With 2 moves, they can keep up with any army, including tanks. They will never be killed, because they will never defend. Very useful, and that way your tanks (or whatever) can use their promotions on other things.
 
Canadian Bacon said:
Also, you can give explorers the medic promotion (build in a red cross city). With 2 moves, they can keep up with any army, including tanks. They will never be killed, because they will never defend. Very useful, and that way your tanks (or whatever) can use their promotions on other things.

I've a question.

If the explorer has both the 'march' and 'heal' promotion. Can he heals the rest after making a move?
 
Explorers can also be use for recon activities with Woodsman or Guerilla promotion (Barrack + a civic/wonder will get you 6XP when building new unit). With forest/Jungle/Hills, it can essentially move 4 squares even in enemy territory. Attacking without knowing what is stationed in a city is simply poor war planning.
 
EDaddy said:


Galley
Requires Sailing
Strength 2, Movement 2
Can transport up to 2 units
Cannot enter ocean spaces

This is the first naval unit (Work Boats don't count -- it is not a real naval unit) you can build. There's not much you can do with this unit, but if you are playing an Archipelago game, this unit is a must! Galleys can attack other naval units, although there isn't much purpose for that either.



Galleys can pillage water improvements, so they are necessary to protect fish/clam/crab resources even on pangea maps and can hurt an enemy forgetting to build a galley.
Also they can bypass choke points.


Work boats are a naval unit, they can explore.
Often low productive fishing cities are low productive and also have to wait for expanding of borders. A work boat build in a nearby high productive city, can explore a neighbouring island, while waiting for the border expansion.

And work boat can be a lot earlier than galleys, if you have a lot of access to fish, but the island is big enough to found a few cities with interesting resources. Then you get work boats long before galleys and by the time you get galleys, you have settlers and axeman ready for settling or conquest, the scouting info from work boats could be very usefull then. Ans the work boats are not realy wasted, because very likely one of the new built cities will have access to water resource and the work bosat will already be there.

I never used this extensively so far, as i did not play archipelago, but it could be usefull, to use work boat for scouting.

Carn
 
Canadian Bacon said:
Also, you can give explorers the medic promotion (build in a red cross city). With 2 moves, they can keep up with any army, including tanks. They will never be killed, because they will never defend. Very useful, and that way your tanks (or whatever) can use their promotions on other things.

Good point. Unfortunately, that means you need to research medicine, build alot of hospital and build Red Cross and it is very rare that I get the opportunity to build it. Nevertheless, I'll update the explorer section with your information.

(carn) Yes, the Work Boat is a naval unit, but since it is a unit that can't defend itself or fight, it is not on the list. This thread is about unit strategy and other than using the boat for expoloring and fishing, there's not much strategy for that unit.

(stalker0) If you have a good use for the chariot, fine. But since civ 3, the fact that Chariots require horses and Horsemen (or Horse Archers) is not far away from chariot, discourages me from building them -- even more so in Civ 3, because Chariots can't enter forests or jungles (unless a road is there). In civ 1 & 2 though, Chariots were a good unit to build.

As for Civ 4, in my most recent game I played, I did use Chariots to squash the barbarians, but Horse Archers are not far away, and once you get Archery & Horseback Riding, you might as well build a Horse Archer. I even played Persia using Immortals alot and after a while the +50% bonus vs. Archers didn't mean a thing.
 
Great post! Of course some people are going to disagree with some things here. They did a good enough job at balancing units that players will swear by different unit types.

One thing I disagree on is that I think macemen are better attacking units than knights. With the city raider upgrade, they can be pretty powerful. Also, since they can be upgraded to musketeers and riflemen, you can have those units with city raider bonuses (something they can't normally have). So I usually don't end up building many knights other than to use to destroy attacking units before they pillage me.
 
EDaddy said:
Warrior
No Requirements
Strength 2, Movement 1

This is your basic unit in the beginning of the game. They are mainly used to explore the landscape and it can hold its own against Barbarian warriors. But that's just about it.

Good read, so far. Just to try & help make your guide as accurate as possible:

  • Warriors get a +25% City Defense bonus which is a big asset against early aggressors, especially if your leader has Aggressive - a fortified Warrior can stop a Barbarian Archer, which can invade before you are set.
  • consider them as your choice defender against Incan Quechas in the early going. Archers are a the wrong (poorer?) choice in this situation.
  • good with Hereditary Rule for cheap, yet effective, military police - especially in your cities where there is less chance of being invaded.

Keep it up, man! :cooool:
 
Innawerkz said:
Good read, so far. Just to try & help make your guide as accurate as possible:

  • Warriors get a +25% City Defense bonus which is a big asset against early aggressors, especially if your leader has Aggressive - a fortified Warrior can stop a Barbarian Archer, which can invade before you are set.
  • consider them as your choice defender against Incan Quechas in the early going. Archers are a the wrong (poorer?) choice in this situation.
  • good with Hereditary Rule for cheap, yet effective, military police - especially in your cities where there is less chance of being invaded.

Keep it up, man! :cooool:

Thanks for the info, I checked the manual and they do get a 25% defense bonus in a city! I know nothing about the Quenchas though -- never played the Incas before. But after I go through all of the eras, I am considering doing a special section for unique units. But for now, I am writing this article as if no UU exists in the game at all.
 
EDaddy said:
Thanks for the info, I checked the manual and they do get a 25% defense bonus in a city! I know nothing about the Quenchas though -- never played the Incas before. But after I go through all of the eras, I am considering doing a special section for unique units. But for now, I am writing this article as if no UU exists in the game at all.

Quechas are a 2 Strength warrior replacement for the Incans who get a +100% bonus against Archers.

I respect your approach. Thought it would help with the OVERALL benefit of using that unit. I'll keep that in mind if I find anything else to suggest.

Here is a link to the Units listed on Civ Fanatics. The new patch changed some of the statistics (mainly cost) of the units that may be different than the manual. May be a quicker reference, too! :)
 
Renaissance Era Units

Musketman
Requires Gunpowder
Strength 9, Movement 1

This is the first gunpowder-based unit you can build (just like in all of the civ games). They are mainly used to defend cities and can defend them well too.

Grenadier
Requires Chemistry
Strength 12, Movement 1
+50% attack vs. Riflemen
Strong vs. Riflemen & Musketmen, Weak vs. Calvary

This unit is a must-have for your army. These units are used to dispatch Musketmen & Riflemen and are good well-rounded attackers and defenders overall.

Calvary
Requires Horseback Riding, Gunpowder, & Military Tradition
Requires Horses
Strength 15, Movement 2
No defense bonuses
+50% attack vs. Cannon
Strong vs. Cannons, Musketmen, & Grenadiers, Weak vs. Pikemen & Riflemen

This is the main attack unit in the Renaissance era. They are mainly used to dispatch older, outdated units. Grenadiers though are your best choice vs. Riflemen as they receive a bonus towards them (and Calvary receive a penalty towards them).

Rifleman
Requires Rifling
Strength 14, Movement 1
+25% vs. Mounted Units
Strong vs. Calvary, Weak vs. Grenadiers

This is indeed a very good unit for the Renaissance era. Watch out for those grenadiers though!!!

Galleon
Requires Astronomy
Strength 4, Movement 4
Can hold up to 3 units

This is the first real naval transport unit. It can transport up to 3 units. The galleon only has a strength of 4 though so escort it with a frigate if you are at war with another civ (If I am at peace with everyone, I usually don't bother with the escort unit.)

Frigate
Requires Chemistry & Astronomy
Requires Iron
Strength 8, Movement 4
Bombard city defenses -10%/turn

This is the first gunpowder-based war ship you can build and very versatile too. Use it to guard your galleons or to sabotage another rival's shipping! This is also the first naval unit you can use to bombard coastal city defenses!

End of Renaissance section
 
Innawerkz said:
Quechas are a 2 Strength warrior replacement for the Incans who get a +100% bonus against Archers.

I respect your approach. Thought it would help with the OVERALL benefit of using that unit. I'll keep that in mind if I find anything else to suggest.

Here is a link to the Units listed on Civ Fanatics. The new patch changed some of the statistics (mainly cost) of the units that may be different than the manual. May be a quicker reference, too! :)

Wow, so that means you can wage an early war with Quenchas (although I am not a fan of Ancient Era war). Take out their archers even before you get Swordsmen. Cool.

Oh and BTW, I know about the units section. I am mainly using it to conduct my analysis because I don't know everything about every unit.
 
I think you are forgetting one key unit to winning any war, particularly early game wars:

The worker.

Ancient and Dark-Age wars are pointless without them. I will not wage war until there is a key and well-planned route to the enemy staging ground, and on top of that, slapping up a fortress on a hill (or an air bunker) near or in enemy territory could be a good way to really piss off your opponent. My strategy is to bring enough workers (typically 3, possibly 2 with the right wonder/research combo) to build a road (or railroad) a turn, which means they will arrive with your first wave of slow units for an escort. Upon arrival, they can build a fortress as a holding spot for the secondary wave, which kills time until the first city is taken and the rioting settled. Next the workers can go about rebuilding the damage done by your pillaging. In the mean time, I am upgrading units, and slowly expanding my defensive radius to keep the backlash away from my new city and my workers.

One great benefit to this strategy is that should you arrive and end up razing a few cities, your units aren't stranded for a couple hundred years in ancient times - the return will literally be a third of that which was required to get there in the first place! On top of that, if you are passing through neutral or friendly countries, you are connecting yourself to them for all kinds of access, merchant, missionary, or even future military. Never underestimate a handful of workers!
 
EDaddy said:
Good point. Unfortunately, that means you need to research medicine, build alot of hospital and build Red Cross and it is very rare that I get the opportunity to build it. Nevertheless, I'll update the explorer section with your information.
I had a thought about the explorer, but i cannot test. With barracks and vasselage/theocracy he can get woodsmanship/guriella 2 when build. Do both bonuses add when standing on a forested hill?
That would be 75% terrain+50% wood 2+50% guerrilla2+25% fortification =200% bonus, thats strength 12, more than anything else for neglible costs. That would cause humans not to attack them, providing safe scouting and retreat for wounded units and the AI to waste units on them.
EDaddy said:
(carn) Yes, the Work Boat is a naval unit, but since it is a unit that can't defend itself or fight, it is not on the list. This thread is about unit strategy and other than using the boat for expoloring and fishing, there's not much strategy for that unit.
You mentioned that explorers main use is scouting, so i think its in line with unit guide to mention that workboats can be used to scout earlier than galleys, though more expensively.
EDaddy said:
(stalker0) If you have a good use for the chariot, fine. But since civ 3, the fact that Chariots require horses and Horsemen (or Horse Archers) is not far away from chariot, discourages me from building them -- even more so in Civ 3, because Chariots can't enter forests or jungles (unless a road is there). In civ 1 & 2 though, Chariots were a good unit to build.

As for Civ 4, in my most recent game I played, I did use Chariots to squash the barbarians, but Horse Archers are not far away, and once you get Archery & Horseback Riding, you might as well build a Horse Archer. I even played Persia using Immortals alot and after a while the +50% bonus vs. Archers didn't mean a thing.

I'd guess for egypt the war chariot is preferable to horse archer, str 5, cost 25, immune to first strike + 20% retreat is better then str 6, cost 50, immune to first strike without retreat chance.

Carn
 
Why would you need the BMed to turn Explorers into ambulances? Barracks + Vass/Theo suffice; Combat I + medic promotion.
Very useful. Can scout ahead, and return to heal your stack in time. Of course, you rarely need more than one or two of them, but @40sp, they are a good investment.
 
You forgot cannon. If it's time to write about riflemen, it's certainly time for cannons.
Also your list of units has become more like a list than a guide. I can see for myself that musketmen are the first gunpowder unit I'm probably going to build. Do you think that they're helpful, given that their strength is only 9, and macemen and knights are pretty much there anyway?
I haven't really built musket men ever, because upgrading them to riflemen costs so much, and they're not better than knights. They serve a very narrow purpose of being helpful if you're under attack and need some extra strength in your defensive units, but otherwise it's best to invest in catapults and knights until riflemen.
Cavalry can be very handy for taking out artillery later in the game, and generally mopping up after they've become outmoded as main assault units. They're also useful even further towards the end: if your enemies get tanks they provide a nice resource pool for getting yourself some gunships.
 
Although you've said that you're not writing about UUs, here's the time for someone to mention redcoats. Redcoats not only have more strength than riflemen, but get a 25% bonus against other gunpowder units too, making them tougher than anything else, even grenadiers (16+25%=20, 12+50%=18).
That is a huge advantage. If someone has redcoats you're still going to be taking more losses than he is even if you have the correct counter unit. You therefore are going to need lots of bombardment and some suicide catapults/cannon to soften him up first.
Or rather, even more bombardment, since by this point you're going to want to use catapults on every city anyway.
 
Top Bottom