User Guide

Naval combat occurs when a naval unit attempts to enter an
enemy naval unit’s space – in other words, exactly like land
combat.The results too are like those from land combat – if the
attacker loses, the attacking unit is destroyed. If the defender
loses, the attacker occupies the defender’s space, unless other
enemy units still occupy that space.
Naval units cannot enter enemy cities, nor can they battle any
enemy naval units lurking within.
Naval Transport
Several naval units can “transport” land units. These include
galleys, galleons, and transports (a modern unit). Each transport
has a different “cargo capacity” that determines how many
units it can carry.
LOADING UNITS
To load a land unit onto a transport, move the unit into the
transport’s space. If the transport occupies a coastal space, the
unit loads automatically upon arrival. If the transport is in a
city, click on the “load transport” action icon. If the transport
is already at its maximum capacity, the unit will not load.
MOVING UNITS
Transporting units has no effect upon the transports; they move
like any other naval units.
UNLOADING UNITS
Units can be unloaded into any land square (but see
“Amphibious Assault, below).To unload all units onto a single
land square, order the transport to move into that square. Or
you can activate transported units and order them to unload
individually. A transport can pick up and drop off land units at
any point during its move.
AMPHIBIOUS ASSAULTS
If a land unit attempts to unload into a space containing an
enemy unit, the two units fight it out. If the attacker is suc-
cessful and the land space is now empty, the attacker occupies
that space. If other defenders remain in the target space, the
attacker remains aboard the transport.
Land units attacking from transports have their combat
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strengths reduced by 50%. However, the “Amphibious” pro-
motion negates that penalty.
NAVAL COMBAT WITH TRANSPORTS
If a naval transport is destroyed in combat, all units it carries are
destroyed as well. Land units aboard a transport have no effect
upon the naval combat.
NAVAL UNIT LIST
Battleship
Tech Requirement: Industrialism
Resource Requirement: Oil or uranium
Strength: 40
Movement: 6
Special Abilities: Causes collateral damage – can damage
multiple units when attacking (just like catapult “barrages”).
Can bombard city defenses (-20%/turn).
Caravel
Tech Requirement: Optics
Resource Requirement: None
Strength: 3
Movement: 3
Special Abilities: Can carry one scout, explorer, missionary,
spy or Great Person. Can enter rival civilizations’ territory
without triggering war.
Carrier
Tech Requirement: Flight
Resource Requirement: Oil or uranium
Strength: 16
Movement: 5
Special Abilities: Can carry 3 fighter or jet fighter units
(see “Air Combat”).
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