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Part 21
Civilization IV

Part 21

Explore Civilization IV's Part 21 guide, detailing unit promotions like Skirmisher, Solid Shot, Surgeon, Swamp Fox, and Veteran, with their requirements and effects.

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Explore Civilization IV's Part 21 guide, detailing unit promotions like Skirmisher, Solid Shot, Surgeon, Swamp Fox, and Veteran, with their requirements and effects.

This guide covers various unit promotions available in Civilization IV, detailing their requirements, the unit types they apply to, and their specific benefits.

Skirmisher I

  • Available to: Mounted Units, Melee Units, Gunpowder Units, Naval Units
  • Benefit: +20% Withdrawal Chance

Skirmisher III

  • Requires: Skirmisher II, Led by Great General
  • Available to: Mounted Units, Melee Units, Gunpowder Units, Naval Units
  • Benefit: +30% Withdrawal Chance

Solid Shot I

  • Available to: Siege Weapons
  • Benefit: +5% Settlement Bombard Damage

Solid Shot II

  • Requires: Solid Shot I
  • Available to: Siege Weapons
  • Benefit: +10% Settlement Bombard Damage

Solid Shot III

  • Requires: Solid Shot II, Led by Great General
  • Available to: Siege Weapons
  • Benefit: +15% Settlement Bombard Damage

Surgeon I

  • Requires: Veteran I
  • Available to: Mounted Units, Melee Units, Gunpowder Units
  • Benefit: Heals Units in Same Tile an Extra 10% Damage per Turn

Surgeon II

  • Requires: Surgeon I
  • Available to: Mounted Units, Melee Units, Gunpowder Units
  • Benefit: Heals Units in Adjacent Tiles an Extra 10% Damage per Turn

Surgeon III

  • Requires: Surgeon II, Led by Great General
  • Available to: Mounted Units, Melee Units, Gunpowder Units
  • Benefits: Can Heal while Moving, Heals Units in Same Tile an Extra 15% Damage per Turn, Heals Units in Adjacent Tiles an Extra 15% Damage per Turn

Swamp Fox I

  • Available to: Melee Units, Gunpowder Units
  • Benefits: +20% Marsh Attack, +20% Marsh Defence, +20% Jungle Attack, +20% Jungle Defence

Swamp Fox II

  • Requires: Swamp Fox I
  • Available to: Melee Units, Gunpowder Units
  • Benefits: Double Movement in Marsh, Double Movement in Jungle, +25% Marsh Attack, +25% Marsh Defence, +25% Jungle Attack, +25% Jungle Defence

Swamp Fox III

  • Requires: Swamp Fox II, Led by Great General
  • Available to: Melee Units, Gunpowder Units
  • Benefits: Can Attack Multiple Times per Turn, +30% Marsh Attack, +30% Marsh Defence, +30% Jungle Attack, +30% Jungle Defence

Veteran I

  • Available to: Mounted Units, Melee Units, Siege Weapons, Gunpowder Units, Naval Units
  • Benefit: +10% Strength

Veteran II

  • Requires: Veteran I
  • Available to: Mounted Units, Melee Units, Siege Weapons, Gunpowder Units, Naval Units
  • Benefit: +10% Strength

Veteran III

  • Requires: Veteran II
  • Available to: Mounted Units, Melee Units, Siege Weapons, Gunpowder Units, Naval Units
  • Benefit: +10% Strength

Veteran IV

  • Requires: Veteran III
  • Available to: Mounted Units, Melee Units, Siege Weapons, Gunpowder Units, Naval Units
  • Benefits: +10% Strength, Heals Extra 10% Damage a Turn in Neutral Lands

Veteran V

  • Requires: Veteran IV
  • Available to: Mounted Units, Melee Units, Siege Weapons, Gunpowder Units, Naval Units
  • Benefits: +10% Strength, Heals Extra 10% Damage a Turn in Enemy Lands

Veteran VI

  • Requires: Veteran V, Led by Great General
  • Available to: Mounted Units, Melee Units, Siege Weapons, Gunpowder Units, Naval Units
  • Benefit: +25% Strength

The guide also touches upon the strategy for declaring independence and defending against foreign invasions, emphasizing naval and ground force preparation, city defenses, and tactical combat against enemy warships.

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