civilization_iv_bts_a.txt

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    _______ __ __ __ __ __ __ ___ ___ ___ | _ |__|--.--.__| |__|-----.---.-. |_|__|-----.-----.| | Y | |. 1___| | | | | | |-- __| _ | _| | _ | ||. |. | | |. |___|__|\___/|__|__|__|_____|___._|____|__|_____|__|__||. |. | | |: 1 | |: |: 1 | |::.. . | Beyond the Sword |::.|\:.. ./ `-------' `---' `---'____________________________________________________________________________/============================================================================\| War Tactics || By: Greg Boccia aka noz3r0 || Email: [email protected] || Version: 1.0 || Copyright 2009 Greg Boccia |\============================================================================//\|+++++++++++++++++++++++++++++Table of Contents++++++++++++++++++++++++++++++||============================================================================|| I. Introduction.....................................................[Int]|| II. The Art of War...................................................[War]|| - The Math of War...............................................[MoW]|| - The Typical Strategy..........................................[Typ]|| - The Extermination.............................................[Bye]|| III. Tips and Hints...................................................[Tip]|

    | IV. Sample Game......................................................[Smp]|| V. Units............................................................[Unt]|| - Air............................................................[Air]|| - Archery........................................................[Arc]|| - Armored........................................................[Arm]|| - Gunpowder......................................................[Gun]|| - Melee..........................................................[Mle]|| - Mounted........................................................[Mnt]|| - Naval..........................................................[Nvl]|| - Recon..........................................................[Rcn]|| - Siege..........................................................[Sge]|| - Special........................................................[Spc]|| - Promotions....................................................[Pro]|

    | VI. Closing..........................................................[Cls]|\============================================================================/

    _____________________________________________________________________________/=============================================================================\|++++++++++++++++++++++++++++++++Introduction++++++++++++++++++++++++++++[Int]|\=============================================================================/This guide is designed to give you guidance on how to wage war in CivilizationIV for the PC. This is not the only way to wage war and be successful, it issimply the best way the author has discovered through his months of gameplay.Please take all information provided as suggestion. Information provided in the

    Units and Promotion sections are valid as of Patch 3.17. If I missed updatingsomething or it is incorrect please send me an e-mail.

    _____________________________________________________________________________/=============================================================================\|+++++++++++++++++++++++++++++++The Art of War+++++++++++++++++++++++++++[War]|\=============================================================================/

    War has been around since the Dawn of Time and in most cases is inevitable in

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    a game of Civilization. When it comes down to it, you want to be on the winningside. Honestly, who wants to lose a war? It's devastating to the country onboth a Commercial and Cultural level, which in course affects Production - notto mention you have to rebuild whatever Military units you lost and any landthat was pillaged. So how can we do the above to the opponent?

    Getting a good start culturally is the key to early domination. You will beahead in Technology and Production in much earlier turns and thus be 1-up onthe enemy in terms of unit superiority. Production speed of units and whatbuildings (Great and National Wonders) you have created will affect the latterhalf of the game in terms of military dominance.

    Generally, you want to break through to Military based unit production techslike Iron Working in the early game for Swordsman and Fascism in end-game fora free Great General, Infantry (Assembly Line) and Paratroopers. Unfortunately,simply having a superior unit is not enough. Certain buildings give militaryupgrades - free experience points upon creation ie; barracks. These will allowyou to bolster the ranks of your unit to your needs, be it an increase in CityAttack or Increased Movement. You also have the defensive factor of opponentsyou are attacking. Increased Tile Defense, Fortified Position, and City Defensebonuses also make even the weakest enemy hard to strike at. Your units willalso suffer fatigue from battles and decrease in strength.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    - The Math of War [MoW]

    Ok, so you're ready to make your attack, but are you going to kill the enemyor will you die trying to conquer? Let's find out.

    Chance of Victory (%) = Your Base Strength + Bonuses : Opponent's Strength + Bonuses

    That is, your total strength in ratio to the opponents total strength in theform of a percentage. Luckily the computer does this for you. To see yourpercentage of winning the battle hold the right click over top of the enemy.Both totals will be shown along with the percentage you have to win. It is not

    recommended to attack unless you have atleast a 75% of victory.

    Note: The higher chance you have of winning the less strength that will be degredated after winning.

    And on that note, remember that even if you lose a battle the opponent haspoints from his base strength lowered thus lowering his total strength evenmore. This is helpful if you are behind in strength but have numbers to wearthe enemy down.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    - The Typical Strategy [Typ]

    Units: 2-3 Melee 2-3 Ranged 2 Mounted 2 Siege

    Objective: Take over 2-3 Cities and convert all of them.

    The Strategy: For this to work use upgrades to Increase City Attack for your

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    Melee and Increased Damage vs. Melee for your Mounted Units. This leaves Increased City Defense for the Ranged. Siege weapons should go for Increased Damage when Bombarding.

    Lead with your Melee units and have everything follow onto them but have them split into two even groups. Make it so that you're attacking from both sides of the City when you arrive to it and try to not be attacking across the water or from a hill. On the way to the City use your Mounted units to take over Workers and destroy any Roads connecting important resources to that City, do not destroy the resources themselves. Upon arriving simply Bombard until your units have the ability to take over the town. Leave ONE Ranged to defend the city and repeat this process till you have taken over the Cities that you want.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    - The Extermination [Bye]

    Units: 4-5 Melee 4-5 Ranged 4 Mounted 4 Siege

    Objective: Eliminate a Civilization while converting atleast half of the Cities to become your own.

    The Strategy: Set up a mix of Increased Damage vs. [Unit] amongst the group but make sure your Siege Units have Increased Withdrawal.

    Split the groups so that everything but the Melee is in one group and just the Melee in the other. Attack a City head-on with the non-Melee group and spread the Melee around the City. This makes it so that the opponent cannot squeeze any other units in while you Bombard and take over the City; it still allows for a Melee to attack the City if it has the highest

    percentage of victory.

    The most effective way to eliminate an opponent is to only take over the beneficial Cities. The ones closest to your borders are usually weaker Culturally and can be razed (unless it is the original Capital or Holy City). This tactic is one developed in World War II, their it was simply called Island Hopping, this is City Hopping. City Hop to the Capital and take it over, then focus on razing most every other city that isn't along the coast or in a highly rich area. Take the Cities along the Sea out last.

    _____________________________________________________________________________

    /=============================================================================\|+++++++++++++++++++++++++++++++Tips and Hints+++++++++++++++++++++++++++[Tip]|\=============================================================================/

    - Strike early and show no mercy, taking out an opponent in the first 50-100 turns guarantees superiority easily for a good portion of the game.

    - Leave atleast 2 Units to defend each City. It helps with your economy and obviously the defense of your City in case 1 Unit is destroyed.

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    - Quests you get that involve the military should be completed as they help immensely in increasing unit strength.

    - Make good use of Technologies and buildings that reward free Technologies. Using them to get a Technology thats roughly 50 turns out is definitely a time saver and gives you military superiority.

    - Use Great Generals on fresh Units. Don't make one super Unit, make them all a decent level.

    - Raze Cities that are going to be a burden, City Hopping is beneficial for disturbing and distracting the opponent.

    - Most importantly, have a set goal. Know exactly what you want to do. Nit pick and demoralize the enemy for now or completely wipe them off the map. Do not find yourself dragging on a war that you planned to just take a City or two with.

    _____________________________________________________________________________/=============================================================================\|++++++++++++++++++++++++++++++++Sample Game+++++++++++++++++++++++++++++[Smp]|\=============================================================================/

    Turns 1-15

    Start off by creating your first City in an area with freshwater and someforest, atleast 1 hill within the opening region is considered. The objectivehere is to use your Scout to reach the edges of the continent so you can buildyour next city along the water. All the while train Mining and Bronze Workingand make the first unit you create a Worker. Be sure to notice the forestedareas that you pass by with your Scout.

    Things to Do==============-Expand and take note of the opponents' starting positions.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Turns 15-50

    By now you should have Bronze Working and a Worker. Train a Settler and beginto clear the forest in the surrounding area, building either Mines or Farmsdepending on the terrain features of the forest. This should significantly helpyou gain a Settler to create your City on the sea. With your 2nd City begincreating another Worker and clear the forest around that City to speed up hiscreation. With your Capital create another settler. This time your objective isto pick a good spot for Cultural development while at the same time trying tocorner off one of your opponents (such as blocking them off in a penninsula).

    The reason for this is so that City builds up quickly and depreciates theopponents' total land and leaving them unable to expand past where you haveexpanded.

    Things to Make==============-Make 2 Cities, 1 on the Sea, another for Cultural development-Train 2 more Workers and clear more Forest to speed it up, Mines are amazing

    Things to Learn

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    ===============-Work towards Animal Husbandry and Fishing first. Archery and Masonry second-By the end of 50 turns you should have the entire first tier of Technologies and Animal Husbandry and Bronze Working at the minimum.

    How to be a Friend==================-Do not allow Open Borders with anyone

    How to Rule===========-If you haven't yet, adopt Slavery.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Turns 50-100

    These turns can make or break you. Have Barracks and Archers in every City (3being the goal by now) and atleast 3-5 Workers. Mines and Pastures and allCities connected to the Capital will help significantly. By now your Sea-sidetown should be building Moai Statues (National Wonder), this will be yourwarhorse because of the increased production of the City. A Granary in everycity is now mandatory.

    By now opponents will be wanting to Open Borders, deny them so they cannotexpand past the borders you have created. Look to create a 4th City, mainlyto block of opponent expansion but also to increase production. Keep an eyeout for valuable resources like Marble, Iron, and Stone. Mine them as soon asyou can as they will yield precious production points as well as give you theability to create more powerful units like the Swordsman.

    Your Capital should build Stonehenge, The Great Wall, and the Oracle in thatorder. Technology should be progressed to Metal Casting so that when the Oraclefinishes you may choose Machinery as your free upgrade.

    Things to Make==============

    -Create a 4th City and focus on Barracks and Archers-Use the Capital to create World Wonders-Build Moai Statues to create a production overhaul in your Sea-side City

    Things to Learn===============-Work on getting Metal Casting and Iron Working so you may create more powerful units.

    How to Rule===========-If you haven't yet, adopt Monarchy.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Turns 100-200

    During this time focus on Forges and Colloseum's to increase Commerce andProduction. Creating the Chichen Itza and Statue of Zeus World Wonders is alsohighly recommended. Heroic Epic is a must and is high priority, build it ASAP.Technology wise get through to Literature, Calendar, Construction, and Codesof Law to enable those afore mentioned buildings.

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    _____________________________________________________________________________/=============================================================================\|++++++++++++++++++++++++++++++++++++WAR++++++++++++++++++++++++++++++++++++++||-----------------------------------------------------------------------------|| Remember that other Civilization that you were planning on cornering off? || Time to go wipe him off the map and expand your Civilization the bloody way,|| War. || || Hopefully, you can create Swordsman and Catapults at this time. Create || roughly 5 Swordsman and 2 Catapults from your Sea-City and your Capital and || march them over to the Culture City you created. An opportune time to strike|| is of course when your troops are assembled, you have more in progress, and || the opponent has Workers or Settlers visible. Taking Workers is beneficial || for development and Settlers obviously for the expansive aspect. || || Lead your Swordsman into battle and let the Catapults trail back ontop of || them so that if you get attacked back that the Catapults don't get destroyed|| From here simply refer to the War Tactics [WAR] on how to eliminate this || opponent and take, hopefully, atleast 2 Cities. Another Sea-City would be || excellent, but none-the-less one opponent down and expansion has begun. ||-----------------------------------------------------------------------------|\=============================================================================/Things to Make

    ==============-Build Forges and Colloseums to increase Productivity-Construct Military-based Wonders across the Civilization-Use Great Engineers to Hurry the Wonder in 1 turn

    Things to Learn===============-Advance Technology to allow production of said Wonders

    How to Rule===========-Keep Monarchy and change to the Caste System

    How to be a Friend==================-With owning a good corner of the map, feel free to allow Open Borders to increase trade

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Turns 200+

    With a strong military dominance and expansive start you should be able tomaintain this throughout the course of the game. If you want to stick to adominating tactic you and simply take over another neighboring Civilization,just remember to not wage a war on two fronts. This position also leaves you

    very Culturally developed and you could just kick back and expand till you haveRifleman and Cavalry to wage war again. Either way, maintain the same tacticto have 2-3 Production Cities, a Culturally heavy City and a Resource City.

    _____________________________________________________________________________/=============================================================================\|+++++++++++++++++++++++++++++++++++Units++++++++++++++++++++++++++++++++[Unt]|\=============================================================================/

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    Listed in Alphabetical Order, these are all of the Units in the game.

    ===============================================================================/ AIR UNITS / [Air]-----------/AirshipProduction Cost : 80Technology Required : PhysicsStrength : 4Movement : 1Effects : Can See Submarines : +100% when attacking Naval Units

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    BomberProduction Cost : 140Technology Required : Radio and FlightResource Required : OilStrength : 16Movement : 1Mission Range : 8

    Effects : Can cause Collateral Damage Can Bombard Cities (-15%/turn) Can destroy Improvements -50% when attacking naval units

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    FighterProduction Cost : 100Technology Required : FlightResource Required : OilStrength : 12Movement : 1

    Mission Range : 6Special Abilities : Can Intercept Aircraft (40% Chance) Can destroy tile Improvements Can Bombard Cities (-15%/turn)

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    GunshipProduction Cost : 160Technology Required : Rocketry and FlightResource Required : OilStrength : 20Movement : 4

    Special Abilities : +100% Strength when attacking Armored Units Can Withdraw from Combat (25% Chance) Pays 1 mp to enter all land spaces Cannot capture cities Cannot enter sea spaces Receives no defense bonuses for terrain

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Jet Fighter

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    Production Cost : 150Technology Required : Composites and FlightResource Required : Oil and AluminumStrength : 24Movement : 1Mission Range : 10Effects : Can Intercept Aircraft (60% Chance) Can destroy tile Improvements Can Bombard enemy cities (-10%/turn)

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Stealth BomberProduction Cost : 200Technology Required : Composites, Flight, and RoboticsResource Required : Oil and AluminumStrength : 20Movement : 1Mission Range : 12Effects : Can Evade Interception (50% Chance) Causes Collateral Damage -50% when attacking naval units Can destroy Improvements Can Bombard Cities (-20%/turn)

    ===============================================================================ARCHERY UNITS / [Arc]-------------/ArcherProduction Cost : 25Technology Required : ArcheryStrength : 3Movement : 1Effects : 1 First Strike +50% City Defense +25% Hills Defense

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Bowman[Unique - Babylon]Production Cost :Technology Required : ArcheryStrength : 3Movement : 1Effects : 1 First Strike +50% City Defense +25% Hills Defense

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Cho-Ko-Nu[Unique - Chinese]Production Cost : 60Technology Required : Machinery and ArcheryResource Required : IronStrength : 6Movement : 1Effects : 2 First Strikes

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    +50% when attacking Melee Units Causes Collateral Damage

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    CrossbowmanProduction Cost : 60Technology Required : Machinery and ArcheryResource Required : IronStrength : 6Movement : 1Effects : 1 First Strike +50% when attacking Melee Units

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    LongbowmanProduction Cost : 50Technology Required : Feudalism and ArcheryStrength : 6Movement : 1Effects : 1 First Strike +25% City Defense +25% Hills Defense

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Skirmisher[Unique - Mali]Production Cost : 25Technology Required : ArcheryStrength : 4Movement : 1Effects : 1-2 First Strikes +50% City Defense +25% Hills Defense

    ===============================================================================ARMORED UNITS / [Arm]-------------/Modern ArmorProduction Cost : 240Technology Required : Composites and ComputersResource Required : Oil and AluminumStrength : 40Movement : 2Effects : 1 First Strike Receives no defensive bonuses for terrain Starts with Blitz

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Panzer[Unique - Germans]Production Cost : 180Technology Required : Industrialism and RiflingResource Required : OilStrength : 28Movement : 2

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    Effects : Receives no defensive bonuses for terrain Starts with Blitz 50% when attacking Armored Units~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    TankProduction Cost : 180Technology Required : Industrialism and RiflingResource Required : OilStrength : 28Movement : 2Effects : Receives no defensive bonuses for terrain Starts with Blitz

    ===============================================================================GUNPOWDER UNITS / [Gun]---------------/Anti-Tank InfantryProduction Cost : 120Technology Required : ArtilleryStrength : 14

    Movement : 1Effects : +100% when attacking Armored Units Starts with Ambush

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    GrenadierProduction Cost : 100Technology Required : ChemistryStrength : 12Movement : 1Effects : +50% when attacking Rifleman

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    InfantryProduction Cost : 140Technology Required : Assembly Line and RiflingStrength : 20Movement : 1Effects : +25% when attacking Gunpowder Units

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Janissary[Unique - Ottoman]

    Production Cost : 80Technology Required : GunpowderStrength : 9Movement : 1Effects : +25% when attacking Archery, Melee, and Mounted Units

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    MarineProduction Cost : 160

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    Technology Required : Industrialism and RiflingStrength : 24Movement : 1Effects : +50% Attack when attacking Machine Guns +50% Attack when attacking Artillery Starts with Amphibious

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Mechanized InfantryProduction Cost : 200Technology Required : Robotics and RiflingStrength : 32Movement : 2Effects : Can Intercept Aircraft (20% Chance) Starts with March

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Mobile SAMProduction Cost : 220Technology Required : LasersResource Required : OilStrength : 22

    Movement : 2Effects : 50% chance to Intercept Aircraft +50% when attacking Helicopter Units

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    MusketmanProduction Cost : 80Technology Required : GunpowderStrength : 9Movement : 1Effects : None

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Musketeer[Unique - France]Production Cost : 80Technology Required : GunpowderStrength : 9Movement : 2Effects : None

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Navy SEAL

    [Unique - America]Production Cost : 160Technology Required : Industrialism and RiflingStrength : 24Movement : 1Effects : +50% Attack when attacking Machine Guns +50% Attack when attacking Artillery 1-2 First Strikes Starts with Amphibious, March

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    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Oromo Warrior[Unique - Ethiopians]Production Cost : 80Technology Required : GunpowderStrength : 9Movement : 1Effects : 1 First Strike Immune to First Strikes Starts with Drill I and Drill II

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    ParatrooperProduction Cost : 160Technology Required : Fascism, Rifling, and FlightStrength : 24Movement : 1Effects : Can perform Paradrops with Range of 5

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Redcoat

    [Unique - England]Production Cost : 110Technology Required : RiflingStrength : 14Movement : 1Effects : +25% when attacking Mounted Units +25% when attacking Gunpowder Units

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    RiflemanProduction Cost : 110Technology Required : Rifling

    Strength : 14Movement : 1Effects : +25% when attacking Mounted Units

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    SAM InfantryProduction Cost : 150Technology Required : RocketryStrength : 18Movement : 1Effects : Can Intercept Aircraft (40% Chance) +50% when attacking Helicopter Units

    ===============================================================================MELEE UNITS / [Mle]-----------/AxemanProduction Cost : 35Technology Required : Bronze WorkingResource Required : Copper or IronStrength : 5

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    Movement : 1Effects : +50% when attacking Melee Units

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Berserker[Unique - Vikings]Production Cost : 70Technology Required : Civil Service and MachineryStrength : 8Movement : 1Effects : +10% City Attack +50% when attacking Melee Units Starts with Amphibious

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Dog Soldier[Unique - Native Americans]Production Cost : 35Technology Required : Bronze WorkingStrength : 4Movement : 1Effects : +100% when attacking Melee Units

    +25% Jungle Defense

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Gallic Warrior[Unique - Celtia]Production Cost : 40Technology Required : Iron WorkingResource Required : Copper or IronStrength : 6Movement : 1Effects : +10% City Attack Starts with Guerilla I

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Holkan[Unique - Mayans]Production Cost : 35Technology Required : Hunting and Bronze WorkingStrength : 4Movement : 1Effects : +100% when attacking Mounted Units Immune to First Strike

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Impi[Unique - Zulus]Production Cost : 35Technology Required : HuntingStrength : 4Movement : 2Effects : +50% when attacking Mounted Units Starts with Mobility

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    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Jaguar[Unique - Aztecs]Production Cost : 35Technology Required : Iron WorkingStrength : 5Movement : 1Effects : +10% City Attack +25% Jungle Defense

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Landsknecht[Unique - Holy Romans]Production Cost : 60Technology Required : EngineeringResource Required : IronStrength : 6Movement : 1Effects : +100% when attacking Mounted Units +100% when attacking Melee Units

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    MacemanProduction Cost : 70Technology Required : Civil Service and MachineryResource Required : Copper or IronStrength : 8Movement : 1Effects : +50% when attacking Melee Units

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Phalanx[Unique - Greek]

    Production Cost : 35Technology Required : HuntingResource Required : Copper or IronStrength : 5Movement : 1Effects : +100% when defending Chariot +50% when attacking Melee Units

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    PikemanProduction Cost : 60Technology Required : Engineering

    Resource Required : IronStrength : 6Movement : 1Effects : +100% when attacking Mounted Units

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Praetorian[Unique - Rome]Production Cost : 45

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    Technology Required : Iron WorkingResource Required : IronStrength : 8Movement : 1Effects : None

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Samurai[Unique - Japan]Production Cost : 70Technology Required : Civil Service and MachineryResource Required : Copper or IronStrength : 8Movement : 1Effects : 2 First Strikes +50% when attacking Melee Units

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    SpearmanProduction Cost : 35Technology Required : HuntingResource Required : Copper or Iron

    Strength : 4Movement : 1Effects : +100% when attacking Mounted Units

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Swordsman

    Production Cost : 40Technology Required : Iron WorkingResource Required : IronStrength : 6Movement : 1

    Effects : +10% City Attack

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Quechua[Unique - Inca]Production Cost : 15Technology Required : NoneStrength : 2Movement : 1Effects : +25% City Defense +100% when attacking Archery Units

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Vulture[Unique - Sumerians]Production Cost :Technology Required : Bronze WorkingResource Required : Copper or IronStrength : 6Movement : 1Effects : +25% when attacking Melee Units

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    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    WarriorProduction Cost : 15Technology Required : NoneStrength : 2Movement : 1Effects : +25% City Defense

    ===============================================================================MOUNTED UNITS / [Mnt]-------------/Ballist Elephant[Unique - Khmer]Production Cost : 60Technology Required : Construction and Horseback RidingResource Required : IvoryStrength : 8Movement : 1Effects : Receives no defensive bonuses for terrain +50% when attacking Mounted Units Targets Mounted Units first outside of Cities

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Camel Archer[Unique - Arabs]Production Cost : 90Technology Required : Guilds, Horseback Riding, and ArcheryStrength : 10Movement : 2Effects : Immune to First Strikes Receives no defensive bonuses for terrain Can Withdraw from Combat (25% Chance)

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Cataphract[Unique - Byzantinians]Production Cost : 90Technology Required : Guilds and Horseback RidingResource Required : Iron and HorsesStrength : 12Movement : 2Effects : Receives no defensive bonuses for terrain Flank Attack against Catapults and Trebuchets

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    CavalryProduction Cost : 120Technology Required : Military Tradition, Horseback Riding, and GunpowderResource Required : HorseStrength : 15Movement : 2Effects : Receives no defensive bonuses for terrain Can Withdraw from Combat (30% Chance) +50% Attack when attacking Cannon

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    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    ChariotProduction Cost : 25Technology Required : The WheelResource Required : HorseStrength : 4Movement : 2Effects : Receives no defensive bonuses for terrain Can Withdraw from Combat (20% Chance)

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Conquistador[Unique - Spain]Production Cost : 90Technology Required : Guilds and Horseback RidingResource Required : Horse and IronStrength : 10Movement : 2Effects : Immune to First Strikes 50% when attacking Melee Units

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Cossack[Unique - Russia]Production Cost : 120Technology Required : Military Tradition, Horseback Riding, and GunpowderResource Required : HorseStrength : 15Movement : 2Effects : +50% when attacking Mounted Units Receives no defensive bonuses for terrain Can Withdraw from Combat (30% Chance) +50% Attack when attacking Cannon

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    CuirassierProduction Cost : 100Technology Required : Gunpowder, Military Tradition, Horseback RidingResource Required : Horse and IronStrength : 12Movement : 2Effects : Immune to First Strikes Receives no defensive bonuses for terrain Can Withdraw from Combat (15% Chance) Flank Attack against Cannon

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Horse ArcherProduction Cost : 50Technology Required : Horseback Riding and ArcheryResource Required : HorseStrength : 6Movement : 2Effects : Immune to First Strikes

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    Receives no defensive bonuses for terrain +50% Attack when attacking Catapult

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Immortal[Unique - Persia]Production Cost : 25Technology Required : The WheelResource Required : HorseStrength : 4Movement : 2Effects : +50% when attacking Archery Units Can Withdraw from Combat (30% Chance)

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Keshik[Unique - Mongolia]Production Cost : 50Technology Required : Horseback Riding and ArcheryResource Required : HorseStrength : 6Movement : 2

    Effects : 1 First Strike Receives no defensive bonuses for terrain +50% Attack when attacking Catapult Ignore Terrain Cost Can withdraw from combat (20% chance) Flank attack vs. Catapults and Trebuchets

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    KnightProduction Cost : 90Technology Required : Guilds and Horseback RidingResource Required : Horse and Iron

    Strength : 10Movement : 2Effects : Immune to First Strikes Receives no defensive bonuses for terrain

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Numidian Cavalry[Unique - Carthage]Production Cost : 50Technology Required : Archery and Horseback RidingResource Required : HorseStrength : 5

    Movement : 2Effects : Immune to First Strikes Receives no defensive bonuses for terrain Can Withdraw from Combat (20% Chance) Flank attack against Catapults and Trebuchets +50% when attacking Catapults and Trebuchets +50% when attacking Melee Units Starts with Flanking I

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

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    War Chariot[Unique - Egypt]Production Cost : 30Technology Required : The WheelResource Required : HorseStrength : 5Movement : 2Effects : Immune to First Strikes +100% when attacking Axemen Receives no defensive bonuses for terrain Can Withdraw from Combat (20% Chance)

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    War ElephantProduction Cost : 60Technology Required : ConstructionResource Required : IvoryStrength : 8Movement : 1Effects : Receives no defensive bonuses for terrain +50% when attacking Mounted Units

    ===============================================================================NAVAL UNITS / [Nvl]-----------/Attack SubmarineProduction Cost : 150Technology Required : Rocketry, Radio, and CombustionResource Required : UraniumStrength : 24Movement : 6Effects : Cargo Space : 1 Invisible to Most Units Can See Submarines

    Can Move passed Impassable Terrain Can Explore Rival Territory Can Withdraw from Combat (50% Chance) +50% when attacking Submarines

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    BattleshipProduction Cost : 225Technology Required : IndustrialismResource Required : Oil or UraniumStrength : 40Movement : 6

    Effects : Causes Collateral Damage Can Bombard Cities (-20%/turn)

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    CaravelProduction Cost : 60Technology Required : OpticsStrength : 3Movement : 3

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    Effects : Cargo Space : 1 Can Explore Rival Territory

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Carrack[Unique - Portugese]Production Cost : 60Technology Required : OpticsStrength : 3Movement : 3Effects : Cargo Space : 2 Can Explore Rival Territory

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    CarrierProduction Cost : 175Technology Required : FlightResource Required : Oil or UraniumStrength : 16Movement : 5Effects : Cargo Space : 3 (Fighters)

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    DestroyerProduction Cost : 200Technology Required : CombustionResource Required : Oil or UraniumStrength : 30Movement : 8Effects : Can See Submarines Can Intercept Aircraft (30% Chance) Can Bombard Cities (-15%/turn)

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    East Indiaman[Unique - Dutch]Production Cost : 80Technology Required : AstronomyStrength : 6Movement : 4Effects : Cargo Space : 3 Can Explore Rival Territory

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Galleon

    Production Cost : 80Technology Required : AstronomyStrength : 4Movement : 4Effects : Cargo Space : 3

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    GalleyProduction Cost : 50

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    Technology Required : SailingStrength : 2Movement : 2Effects : Cargo Space : 2 Cannot Enter Ocean

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    FrigateProduction Cost : 90Technology Required : Chemistry and AstronomyResource Required : IronStrength : 8Movement : 4Effects : Can Bombard City Defense (-10%/turn)

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    IroncladProduction Cost : 100Technology Required : Steel and Steam PowerResource Required : Iron and CoalStrength : 12Movement : 2

    Effects : Cannot Enter Ocean Can Bombard City Defense (-10%/turn)

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Missile CruiserProduction Cost : 260Technology Required : RoboticsResource Required : Oil or UraniumStrength : 40Movement : 7Effects : Cargo Space : 4 Causes Collateral Damage

    Can Bombard Cities (-20%/turn)

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    PrivateerProduction Cost : 80Technology Required : Chemistry and AstronomyResource Required : Copper or IronStrength : 6Movement : 4Effects : Hidden Nationality Can Attack without Declaring War Starts with Sentry

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Ship of the LineProduction Cost : 120Technology Required : Military Science and AstronomyResource Required : IronStrength : 8Movement : 3Effects : +50% when attacking Frigates

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    Can Bombard Cities (-12%/turn)

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Stealth DestroyerProduction Cost : 250Technology Required : Stealth and RoboticsResource Required : Oil or UraniumStrength : 30Movement : 8Effects : Invisible to Most Units Can See Stealthed Ships 50% Chance to Intercept Aircraft Can Bombard Cities (-16%/turn)

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    SubmarineProduction Cost : 150Technology Required : Radio and CombustionResource Required : Oil or UraniumStrength : 24Movement : 6Effects : Invisible to Most Units

    Cargo Space : 1 Can Pass through Impassable Terrain Can Explore Rival Territory Can Withdraw from Combat (50% Chance)

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    TransportProduction Cost : 125Technology Required : CombustionResource Required : Oil or UraniumStrength : 16Movement : 5

    Effects : Cargo Space : 4

    ===============================================================================RECON UNITS / [Rcn]-----------/ExplorerProduction Cost : 40Technology Required : CompassStrength : 4Movement : 2Effects : Can Only Defend Better Results from Tribal Villages

    Ignore Terrain Movement Costs Starts with Guerilla I, Woodsman I

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    ScoutProduction Cost : 15Technology Required : HuntingStrength : 1Movement : 2

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    Effects : Better Results from Tribal Villages Can Only Defend +100% when attacking Animals

    ===============================================================================SIEGE WEAPONS / [Sge]-------------/ArtilleryProduction Cost : 150Technology Required : ArtilleryStrength : 18Movement : 1Effects : Receives no defensive bonuses for terrain Can Withdraw from Combat (25% Chance) Causes Collateral Damage

    Can Bombard Cities (-25%/turn)+50% when attacking Siege Weapons

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    CannonProduction Cost : 100Technology Required : Steel

    Resource Required : IronStrength : 12Movement : 1Effects : Receives no defensive bonuses for terrain Can Withdraw from Combat (25% Chance) Causes Collateral Damage Can Bombard Cities (-20%/turn)

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    CatapultProduction Cost : 40Technology Required : Construction

    Strength : 5Movement : 1Effects : Receives no defensive bonuses for terrain Can Withdraw from Combat (25% Chance) Causes Collateral Damage Can Bombard Cities (-15%/turn)

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    HwachaProduction Cost : 50Technology Required : ConstructionStrength : 5

    Movement : 1Effects : +50% when attacking Melee Units Receives no defensive bonuses for terrain Maximum of 75% damage to enemy Causes collateral damage Immune to collateral damage from other Siege Units Can Bombard Cities (-8%/turn) Cannot attack amphibiously

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

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    Machine GunProduction Cost : 125Technology Required : RailroadStrength : 18Movement : 1Effects : Can Only Defend 1 First Strike +50% when attacking Gunpowder Units

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Moblie ArtilleryProduction Cost : 200Technology Required : Laser and ArtilleryResource Required : OilStrength : 26Movement : 2Effects : Receives no defensive bonuses for terrain Maximum damage of 85% on enemy on attack Causes Collateral Damage Immune to Collateral Damage +50% when attacking Siege Weapons Can Bombard Cities (-16%/turn)

    ===============================================================================SPECIAL UNITS / [Spc]-------------/

    ICBMProduction Cost : 500Technology Required : The Manhattan Project, Rocketry and FissionResource Required : UraniumStrength : 1Movement : 1 (Umlimited Range)Effects : Can Nuke Enemy Lands

    Creates a 3x3 fallout grid

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Guided MissileProduction Cost : 60Technology Required : Rocketry and RadioStrength : 40Movement : 1Effects : 100% Chance to Evade Interception Causes Collateral Damage Can Bombard Cities (-16%/turn)

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Tactical NukeProduction Cost : 250Technology Required : Manhattan Project, Fission, and RocketryResource Required : UraniumStrength : 0Movement : 1Effects : Can Nuke Enemy Lands 50% Chance to Evade Interception

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    _____________________________________________________________________________/=============================================================================\|+++++++++++++++++++++++++++++++++Promotions+++++++++++++++++++++++++++++[Pro]|\=============================================================================/

    Listed in alphabetical order. These are all the promotions for the variousunits in the game

    AccuracyRequired Promotion : City Raider I or Barrage IAvailable To : Siege WeaponsSpecial Abilities : +10% City Bombard Damage

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    AmbushRequired Promotion : Combat IIAvailable To : Siege Weapons Gunpowder Units Armored Units Helicopter Units

    Special Abilities : +25% when attacking Armored Units

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    AmphibiousRequired Promotion : Combat IIAvailable To : Recon Units Archery Units Mounted Units Gunpowder Units Melee Units Siege WeaponsSpecial Abilities : No Combat Penalty for Attacking from Sea

    No Combat Penalty for Crossing River

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Barrage IRequired Promotion : NoneAvailable To : Siege Weapons Armored Units Naval UnitsSpecial Abilities : +20% Collateral DamageLeads To : Barrage II, Accuracy

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Barrage IIRequired Promotion : Barrage IIAvailable To : Siege Weapons Armored Units Naval UnitsSpecial Abilities : +30% Collateral Damage +10% when attacking Melee UnitsLeads To : Barrage III

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    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Barrage IIIRequired Promotion : Barrage IIAvailable To : Siege Weapons Armored Units Naval UnitsSpecial Abilities : +50% Collateral Damage +10% when attacking Gunpowder Units

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    BlitzRequired Promotion : Combat IIIAvailable To : Armored Units Mounted Units Helicopter UnitsSpecial Abilities : Can Attack Multiple Times per Turn

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    ChargeRequired Promotion : Combat IIAvailable To : Mounted Units

    Armored Units Melee Units Helicopter UnitsSpecial Abilities : +25% when attacking Siege Weapons

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    City Garrison IRequired Promotion : NoneAvailable To : Archery Units Gunpowder UnitsSpecial Abilities : +20% City DefenseLeads To : City Garrison II

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    City Garrison IIRequired Promotion : City Garrison IAvailable To : Archery Units Gunpowder UnitsSpecial Abilities : +25% City DefenseLeads To : City Garrison III

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    City Garrison III

    Required Promotion : City Garrison IIAvailable To : Archery Units Gunpowder UnitsSpecial Abilities : +30% City Defense +10% when attacking Melee Units

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    City Raider IRequired Promotion : None

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    Available To : Melee Units Siege Weapons Armored UnitsSpecial Abilities : +20% City AttackLeads To : City Raider II, Accuracy

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    City Raider IIRequired Promotion : City Raider IAvailable To : Melee Units Siege Weapons Armored UnitsSpecial Abilities : +25% City AttackLeads To : City Raider II

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    City Raider IIIRequired Promotion : City Raider IIAvailable To : Melee Units Siege Weapons Armored UnitsSpecial Abilities : +30% City Attack

    +10% when attacking Gunpowder Units

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Combat IRequired Promotion : NoneAvailable To : All UnitsSpecial Abilities : +10% StrengthLeads To : Combat II, Cover, Shock, Pinch, Medic I

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Combat II

    Required Promotion : Combat IAvailable To : All UnitsSpecial Abilities : +10% StrengthLeads To : Combat III, Formation, Charge, Ambush, Amphibious

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Combat IIIRequired Promotion : Combat IIAvailable To : All UnitsSpecial Abilities : +10% StrengthLeads To : Combat IV, March, Blitz, Sentry

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Combat IVRequired Promotion : Combat IIIAvailable To : All UnitsSpecial Abilities : +10% Strength Heals Extra +10% Damage per Turn in Neutral LandLeads To : Combat V, Commando

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

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    Combat VRequired Promotion : Combat IVAvailable To : AllSpecial Abilities : +10% Strength Heals Extra +10% Damage per Turn in Enemy Land

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    CommandoRequired Promotion : Combat IVAvailable To : Recon Units Archery Units Mounted Units

    Melee Units Gunpowder Units Armoued UnitsSpecial Abilities : Can Use Enemy Roads

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    CoverRequired Promotion : Combat IAvailable To : Archery Units

    Melee Units Gunpowder UnitsSpecial Abilities : +25% when attacking Archery Units

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Drill IRequired Promotion : NoneAvailable To : Archery Units Armored Units Helicopter Units Naval Units Siege Weapons

    Special Abilities : 1 Extra First Strike ChanceLeads To : Drill II

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Drill IIRequired Promotion : Drill IAvailable To : Archery Units Armored Units Helicopter Units Naval Units Siege WeaponsSpecial Abilities : 1 Extra First Strike

    Leads To : Drill III

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Drill IIIRequired Promotion : Drill IIAvailable To : Archery Units Armored Units Helicopter Units Naval Units

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    Siege WeaponsSpecial Abilities : +2 First Strike ChancesLeads To : Drill IV

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Drill IVRequired Promotion : Drill IIIAvailable To : Archery Units Armored Units Helicopter Units Naval Units Siege WeaponsSpecial Abilities : +2 First Strikes +10% when attacking Mounted Units

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Flanking IRequired Promotion : NoneAvailable To : Mounted Units Armored Units Helicopter Units Naval Units

    Special Abilities : +10% Withdrawal ChanceLeads To : Flanking II, Sentry, Navigation I

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Flanking IIRequired Promotion : Flanking IAvailable To : Mounted Units Armored Units Helicopter Units Naval UnitsSpecial Abilities : +20% Withdrawal Chance Immune to First Strikes

    Leads To : Mobility

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    FormationRequired Promotion : Combat IIAvailable To : Mounted Units Archery Units Melee Units Gunpowder UnitsSpecial Abilities : +25% when attacking Mounted Units

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Guerilla IRequired Promotion : NoneAvailable To : Archery Units Recon Units Gunpowder UnitsSpecial Abilities : +20% Hills DefenseLeads To : Guerilla II

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

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    Guerilla IIRequired Promotion : Guerilla IAvailable To : Archery Units Recon Units Gunpowder UnitsSpecial Abilities : Double Movement in Hills +30% Hills Defense

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    MarchRequired Promotion : Combat III or Medic IAvailable To : Recon Units Melee Units Mounted Units Archery Units Siege Weapons Gunpowder UnitsSpecial Abilities : Can Heal while Moving

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Medic I

    Required Promotion : Combat IAvailable To : Recon Units Archery Units Mounted Units Melee Units Gunpowder Units Naval Units Siege WeaponsSpecial Abilities : Heal Units in Same Tile 10% Damage Per TurnLeads To : Medic II, March

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Medic IIRequired Promotion : Medic IAvailable To : Recon Units Archery Units Mounted Units Melee Units Gunpowder Units Naval Units Siege WeaponsSpecial Abilities : Heals Units in Adjacent Tiles 10% Damage Per Turn

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    MobilityRequired Promotion : Flanking IIAvailable To : Mounted Units Armored UnitsSpecial Abilities : -1 Terrain Movement Cost

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Navigation IRequired Promotion : Flanking I

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    Available To : Naval UnitsSpecial Abilities : +1 Movement RangeLeads To : Navigation II

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Navigation IIRequired Promotion : Navigation IAvailable To : Naval UnitsSpecial Abilities : +1 Movement Range

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    PinchRequired Promotion : Combat IAvailable To : Mounted Units Armored Units Gunpowder Units Helicopter UnitsSpecial Abilities : +25% when attacking Gunpowder Units

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Sentry

    Required Promotion : Flanking I or Combat IIIAvailable To : Recon Units Mounted Units Helicopter Units Naval UnitsSpecial Abilities : +1 Visibility Range

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    ShockRequired Promotion : Combat IAvailable To : Archery Units Mounted Units

    Melee Units Siege WeaponsSpecial Abilities : +25% when attacking Melee Units

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Woodsman IRequired Promotion : NoneAvailable To : Recon Units Melee Units Gunpowder UnitsSpecial Abilities : +20% Jungle Defense +20% Forest Defense

    Leads To : Woodsman II

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Woodsman IIRequired Promotion : Woodsman IAvailable To : Recon Units Melee Units Gunpowder UnitsSpecial Abilities : +30% Jungle Defense

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    +30% Forest Defense Double Movement in Jungles Double Movement in Forests

    _____________________________________________________________________________/=============================================================================\|++++++++++++++++++++++++++++++++++Closing+++++++++++++++++++++++++++++++[Cls]|\=============================================================================/

    Thanks - Firaxis GameFAQS.com Gamespot.com

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