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Part 11
Civilization IV

Part 11

Learn about all Colonist jobs in Civilization IV, including what they consume, produce, and where they work, from Blacksmiths to Pioneers.

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Learn about all Colonist jobs in Civilization IV, including what they consume, produce, and where they work, from Blacksmiths to Pioneers.

The Field in Civilization IV refers to the 8 squares where you can send your units to extract raw resources.

Blacksmith

Consumes = Ore

Produces = Tools

Works In = Blacksmith's House, Blacksmith's Shop, Ironworks

Carpenter

Consumes = Lumber

Produces = Production Hammers

Works In = Carpenter's Shop, Lumber Mill

Cigar Maker

Consumes = Tobacco

Produces = Cigars

Works In = Tobacconist's House, Tobacconist's Shop, Cigar Factory

Coat Maker

Consumes = Furs

Produces = Coats

Works In = Fur Trader's House, Fur Trader's Shop, Coat Factory

Colonist

Melee Unit

Strength = 2

Movement = 1

Can Found Colonies

Can Only Defend

Cotton Planter

Produces = Cotton

Works In = The Field

Distiller

Consumes = Sugar

Produces = Rum

Works In = Rum Distiller's House, Rum Distiller's Shop, Rum Factory

Farmer

Produces = Food

Works In = The Field

Fisherman

Produces = Food

Works In = Sea Tiles

Fur Trapper

Produces = Furs

Works In = The Field

Gunsmith

Consumes = Tools

Produces = Guns

Works In = Armoury, Magazine, Arsenal

Lumberjack

Produces = Lumber

Works In = The Field

Missionary

Melee Unit

Can Establish Missions

Can Found Colonies

Ore Miner

Produces = Ore

Works In = The Field

Pioneer

Melee Unit

Can Build Improvements

Can Found Colonies

Requires 50 Tools

Preacher

Produces = Crosses

Works In = Church, Cathedral

Rancher

Consumes = Food

Produces = Horses

Works In = Stable, Horse Pasture, Ranch

Silver Miner

Produces = Silver

Works In = The Field

Statesman

Produces = Liberty Bells

Works In = Town Hall

Student

Produces = Education

Works In = Schoolhouse, College, University

Sugar Planter

Produces = Sugar

Works In = The Field

Tobacco Planter

Produces = Tobacco

Works In = The Field

Weaver

Consumes = Cotton

Produces = Cloth

Works In = Weaver's House, Weaver's Shop, Textile Mill

Dragoon

Mounted Unit

Strength = 4

Movement = 2

Can Found Colonies

Doesn't Receive Defensive Bonus

Requires 50 Horses

Requires 50 Guns

+30% Withdrawal Chance

+50% Attack on Cannon

Scout

Mounted Unit

Strength = 2

Movement = 2

Can Found Colonies

Doesn't Receive Defensive Bonus

Requires 50 Horses

Soldier

Gunpowder Unit

Strength = 3

Movement = 1

Can Found Colonies

Requires 50 Guns

Armed Brave

Gunpowder Unit

Strength = 3

Movement = 1

Doesn't Receive Defensive Bonus

Requires 25 Guns

Armed Mounted Brave

Mounted Unit

Strength = 3

Movement = 2

Requires 25 Guns

Requires 25 Muskets

Brave

Melee Unit

Strength = 2

Movement = 1

Can Found Colonies

Mounted Brave

Mounted Unit

Strength = 2

Movement = 2

Doesn't Receive Defensive Bonus

Requires 25 Horses

Free Colonist

Strength = 0

Movement = 1

Can Found a New Settlement

Converted Natives

Strength = 0

Movement = 1

Can Only Defend

Can Found a New Settlement

+1 Production on Food, Lumber, Silver, Cotton, Tobacco, Sugar, Ore, Horses and Furs

-1 Production on Production Hammers, Cloth, Cigars, Rum, Tools, Guns, Coats, Liberty Bells, Education, Crosses

Indentured Servants

Strength = 0

Movement = 1

Can Found a New Settlement

-1 Production on Production Hammers, Cloth, Cigars, Rum, Tools, Guns, Coats, Liberty Bells, Education, Crosses

Petty Criminal

Strength = 0

Movement = 1

Can Found a New Settlement

-2 Production on Liberty Bells, Education and Crosses

-1 Production on Production Hammers, Cloth, Cigars, Rum, Tools, Guns and Coats

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