User Guide
in some other way. Some promotions are available only to cer-
tain unit types; some require that the unit possess other pro-
motions before they are available.
There’s no limit to the number of promotions a unit can
receive.
EXPERIENCE POINTS
When a unit wins a battle, it gains one or more “experience
points” (xps). A unit may begin the game with xps if it is con-
structed in a city containing a barracks, and certain “civics” (see
page 82) will give new units xps as well. When the unit has
accrued enough xps, it is eligible for promotion.
A unit receives the first promotion when it has 2 xps.The sec-
ond requires 5 xps, the third 10, the fourth 17, and so on.
The Details Box displays how many xps the currently-active
unit has, and how many are needed for the next promotion.
COMBAT EXPERIENCE POINTS
The amount of xps you get for winning a battle depends upon
whether you’re attacking or defending and the relative
strengths of the units involved. A unit gets twice as many xps
for attacking as it does when defending. Further, if you defeat
a stronger opponent you get more xps than you do for defeat-
ing a weaker opponent.
Note that units get NO xps for defeating non-combat units
(like settlers and workers).
XP LIMITS WHEN FIGHTING
BARBARIANS AND ANIMALS
Animals: A unit with five or more xps gets NO additional xps
for defeating animals. A unit with four or fewer xps does get
xps for defeating animals.
Barbarians: A unit with 10 or more xps gets NO additional
xps for defeating barbarians.A unit with nine or fewer xps does
get xps for defeating barbarians.
NON-COMBAT EXPERIENCE
POINTS
The following are cumulative.
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Barracks: Units start with 2 xps if constructed in cities with
barracks.
Vassalage Civic: Units start with 2 xps if constructed by civ-
ilizations using the “Vassalage” legal civic.
Theocracy: Units start with 2 xps if constructed in a city with
the state religion while the civilization is employing the
“Theocracy” civic.
PICKING THE PROMOTION
When your unit is eligible for a promotion, the available pro-
motions appear in the unit’s action buttons. Click on a button
to acquire that promotion.
PROMOTIONS LIST
See page 136 for a complete list of promotions available to units.
CITIES
Cities are vital to your civilization’s success.They allow you to
build units, buildings and wonders. They allow you to gain
wealth and research new technologies.They allow you to dom-
inate terrain. Cities are fairly complex entities, and a good deal
of your time will be spent on their maintenance and manage-
ment.You cannot win without powerful, well-situated cities.
BUILDING CITIES
Cities are built by settler units. If the settler is in a place where
a city can be built (see next), the “build city” action will appear
in the settler’s action box. Simply click on the action button
and the settler will disappear, to be replaced by the new city.
The program suggests a name for this city, or you can give it
any name you want. (Once built, city names cannot be
changed.)
WHERE TO BUILD CITIES
A city’s ultimate success or failure will depend greatly upon
where it is constructed. Determining the best site is complex,
and must take into account the availability of food, production,
commerce and resources, your transportation network, and the
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