User Guide
Flanking I
Available To: Mounted, armored, helicopter and naval units.
Prerequisites: None
Leads To: Flanking II, Navigation I
Effects: +10% withdrawal chance.
Flanking II
Available To: Mounted, armored, helicopter and naval units.
Prerequisites: Flanking I
Leads To: Mobility
Effects: +20% withdrawal chance. Immune to first strikes.
Formation
Available To: Archery, mounted, melee, and gunpowder units.
Prerequisites: Combat II
Leads To: Nothing
Effects: +25% vs. mounted units.
Guerilla I
Available To: Recon, archery, and gunpowder units.
Prerequisites: None
Leads To: Guerilla II
Effects: +20% hills defense.
Guerilla II
Available To: Recon, archery, and gunpowder units.
Prerequisites: Guerilla I
Leads To: Nothing
Effects: Double movement in hills. +30% hills defense.
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March
Available To: Recon, archery, mounted, melee, siege, and
gunpowder units.
Prerequisites: Medic I
Leads To: Nothing
Effects: Can heal while moving.
Medic I
Available To: Recon, archery, mounted, melee, siege, gun-
powder, and naval units.
Prerequisites: Combat I
Leads To: Medic II, March
Effects: Heals units in same tile +10% damage per turn.
Medic II
Available To: Recon, archery, mounted, melee, siege, gun-
powder, and naval units.
Prerequisites: Medic I
Leads To: Nothing
Effects: Heals units in same and adjacent tile +10% damage
per turn.
Mobility
Available To: Mounted and armored units.
Prerequisites: Flanking II
Leads To: Nothing
Effects: All terrain costs 1 mp to enter.
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