EDaddy
Warlord
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!
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!