User Guide
+50% City Defense:When attacked while
in a city, the archer’s current strength is
increased by 50%. A fully healthy archer’s base
defensive strength in a city would be 4.5.
+25% Hills Defense:When attacked while
atop a hill, the archer’s current strength is
increased by 25%.
SPEARMAN
Melee Unit, Strength 4, Movement 1
Special Abilities:
+100% versus Mounted Units:When in
battle against mounted units (horsemen, chari-
ots, elephants, etc.), the Spearman’s current
base strength is doubled from 4 to 8.
AXEMAN
Melee Unit, Strength 5, Movement 1
Special Abilities:
+50% versus Melee Units:When in battle
against melee units (warriors, spearmen, axe-
men, and so forth), the axeman’s strength is
increased by half.
CHARIO
T
Mounted Unit, Strength 4, Movement 2
Special Abilities:
20% Chance of Withdrawing from Attack:
When a chariot makes an unsuccessful attack,
there’s a 20% chance that it will cease the
attack before it is destroyed.
Doesn’t Receive Defensive Bonuses:
Receives no bonuses for defending in good
defensive terrain or in cities. Cannot “fortify”
(see below).
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SCOUT
Recon Unit, Strength 1, Movement 2
Special Abilities:
Better Results from Tribal Villages: Scouts
will not rouse “angry villagers” when they
enter tribal villages (see below).
+100% versus Animals: Scouts’ combat
strength is doubled when fighting animals.
Can Only Defend: Scouts cannot attack
other units.
SETTLER
Civilian Unit, Strength 0, Movement 2
Special Abilities:
Can Build a City:This unit can build a
new city. See “Building Cities,” page 45, for
details.
W
ORKER
Civilian Unit, Strength 0, Movement 2
Special Abilities:
Can Build Improvements:This unit can
build farms, mines, roads, and so forth. See
“Workers,” page 71, for details.
W
ORK BOAT
Civilian Naval Unit, Strength 0, Movement 2
Special Abilities:
Can Build Sea Improvements:This unit can
build fishing boats, whaling boats, offshore plat-
forms. See “Work Boats,” page 76, for details.
ACTIVATING UNITS
A unit must be “active” to do anything. An active unit is indi-
cated by a blinking cursor at the unit’s feet. During your turn,
the computer will activate each unit one by one, until all of
your units have been given orders. However, the computer will
not activate units that are “fortified,”“asleep,” or in the middle
of carrying out previous orders – such as “explore,” “heal,” or
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