Learn about Expert Workers and all unit types in Civilization IV, including Wagon Trains costing 40 Production Hammers.
Expert Workers in Civilization IV provide substantial production bonuses when assigned to their specialized tiles. For instance, an Expert Fisherman doubles Food production from ocean tiles, and an Expert Lumberjack doubles Lumber production. The most productive colonies are run entirely by experts. However, these experts function as normal free colonists when placed on tiles outside their specialization.
Expert Worker Bonuses:
- Elder Statesman: +100% Production of Liberty Bells
- Expert Cotton Planter: +100% Production of Cotton
- Expert Farmer: +100% Production of Food (Land Tiles)
- Expert Fisherman: +100% Production of Food (Water Tiles)
- Expert Lumberjack: +100% Production of Lumber
- Expert Ore Miner: +100% Production of Ore
- Expert Silver Miner: +100% Production of Silver
- Expert Sugar Planter: +100% Production of Sugar
- Expert Tobacco Planter: +100% Production of Tobacco
- Expert Trapper: +100% Production of Fur
- Firebrand Preacher: +100% Production of Crosses
- Hardy Pioneer: +100% Production of Land Improvements on Land Tiles
- Jesuit Missionary: +50% Effectiveness of Native Village Missions
- Master Blacksmith: +100% Production of Tools
- Master Carpenter: +100% Production of Production Hammers
- Master Distiller: +100% Production of Rum
- Master Fur Trader: +100% Production of Coats
- Master Gunsmith: +100% Production of Guns
- Master Rancher: +100% Production of Horses
- Master Tobacconist: +100% Production of Cigars
- Master Weaver: +100% Production of Cloth
Trade Units:
The primary non-military trade unit for Colonial forces is the Wagon Train. It has 0 Strength and 2 Movement, costs 40 Production Hammers, and has a Cargo Space of 2. Wagon Trains are essential for inland cities, enabling the transport of goods like Food and produced materials to and from ports. Building roads between port and inland cities increases travel distance by 200% without consuming extra turns, allowing for 6 movement on roads (1/3 movement cost per square).
Ground Units:
- Artillery: Strength 4, Movement 1. Costs 200 Production Hammers and 40 Tools. Unique to European Empires. Does not receive defensive bonuses. Provides +150% Settlement Attack and +50% Settlement Defence. Can bombard settlement defences (-20% a turn). Requires Armoury, Magazine, or Arsenal.
- Cannon: Strength 3, Movement 1. Costs 200 Production Hammers and 40 Tools. . Provides +100% Settlement Attack and +50% Settlement Defence. Can bombard settlement defences (-12% a turn). Requires Armoury, Magazine, or Arsenal.
- Colonist: Strength 2, Movement 1. Can Found New Settlements and can only defend. These are units given Guns.
- Great General: Strength 0, Movement 2. Can provide 20 Experience Points (EXP) to units on the same tile and provides free upgrades when attacked. Great Generals emerge when a certain limit of General Points is reached, which are gathered from unit battles. After a Great General appears, General Points reset, and the amount needed for the next General doubles.
- Native: Strength 0, Movement 1. Costs 50 Production Hammers. Unique to Native Empires. Can Found a New Settlement. Provides bonuses including +25% Marsh Attack, +75% Jungle Attack, +75% Forest Attack, +50% Light Forest Attack, +1 Production of Fur, and +2 Production of Silver.
- Regular: Strength 0, Movement 1. Soldiers of the Royal Expeditionary Force. Can Found a Settlement. . Provides +50% Settlement Attack. Starts with Veteran I and Veteran II Promotions.
- Seasoned Scout: Strength 0, Movement 1. Trained, not built. Provides better results from Ancient Ruins. Can Found a Settlement.
- Treasure: Strength 0, Movement 1. Must be transported to Europe via Galleon to be exchanged for Gold. Found in Ancient Ruins, Burial Grounds, and by plundering villages.
- Veteran Soldier: Strength 0, Movement 1. An improved form of Colonist. Can Found a Settlement. Starts with Veteran I and Leadership Promotions.
Naval Units:
- Caravel: Strength 3, Movement 3. Costs 100 Production Hammers and 30 Tools. Cargo Space 2. Can only defend. Has a chance to escape to Drydock or Shipyard after losing a battle. Requires Drydock.
- Frigate: Strength 8, Movement 5. Costs 300 Production Hammers, 200 Tools, and 200 Guns. Can bombard settlement defences (-8% a turn). Requires Shipyard.
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